ACTOR PhaseShotgunCommando 22452
{
	Health 260
	Radius 20
	Height 56
	Speed 6
	Mass 100
	PainChance 43
	BloodColor "cf 00 b0"
	Species "EliteZombies"
	DropItem "NewShell" 255 4
	DropItem "NewShellBox", 128
	DropItem "HealthFlask" 55
	DropItem "ArmorCharge" 55
	DropItem "AmmoPack" 40
	DropItem "HandGrenadeAmmo" 100 1
	DropItem "MineAmmo" 50 1
	DropItem "PortableMedkit" 190
    DropItem "ArmorPlate" 190
    DropItem "BackPack" 56
	DropItem "HeavyChaingun" 26 1
	DropItem "PhaseSphere" 20 1
	MONSTER 
	+FLOORCLIP
	+MISSILEMORE
	+QUICKTORETALIATE
	AttackSound "weapons/12gaugefire"
	SeeSound "superzombie/sight"
	PainSound "superzombie/pain"
	DeathSound "superzombie/death"
	ActiveSound "superzombie/active"
	Obituary "%o was shredded from sneaky around by a Phase Shotgun Commando."
	Tag "\ctPhase Shotgun Commando\c-"
	states
	{
  Spawn:
    PSGC A 10 A_Look
	PSGC Z 10 A_Look
    Loop
  See:
    PSGC AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    PSGC CCDD 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Jump(46,"Phase")
    Loop
  Chase:
	PSGC AA 1 A_FastChase
	PSGC A 0 A_JumpIfCloser(130,"Dodge")
	PSGC AA 1 A_Chase
	PSGC A 0 A_JumpIfCloser(130,"Dodge")
	PSGC BB 1 A_Chase
	PSGC A 0 A_JumpIfCloser(130,"Dodge")
	PSGC BB 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC A 0 A_JumpIfCloser(150,"Dodge")
	PSGC CC 1 A_Chase
	PSGC A 0 A_JumpIfCloser(150,"Dodge")
	PSGC CC 1 A_FastChase
	PSGC A 0 A_JumpIfCloser(130,"Dodge")
	PSGC DD 1 A_FastChase
	PSGC A 0 A_JumpIfCloser(130,"Dodge")
	PSGC DD 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC A 0 A_Jump(64,"Dodge")
	TNT1 A 0 A_Jump(46,"Phase")
	Loop
  Strafing:
	PSGC A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	PSGC AABB 3 A_GiveInventory("CommandoStrafing",1)
	PSGC C 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    PSGC CCDD 3 A_GiveInventory("CommandoStrafing",1)
	TNT1 A 0 A_Jump(46,"Phase")
	Goto See	
  Pause:
    //TNT1 A 0 A_PlayWeaponSound("csgun/windup")
	PSGC AAAAA 3
	TNT1 A 0 A_Jump(46,"Phase")
	Goto See	
  SeeNoDodge:
	PSGC AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	PSGC CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(46,"Phase")
	Goto Chase
  Dodge:
	PSGC A 1 A_FaceTarget
	PSGC E 0 ThrustThingZ(0, 20, 0, 0)
	PSGC A 0 A_Jump(256, "DodgeRight", "DodgeLeft")
	TNT1 A 0 A_Jump(46,"Phase")
  DodgeLeft:
	PSGC E 0 ThrustThing(angle*256/360+192, 15, 0, 0)
	TNT1 A 0 A_Jump(46,"Phase")
	Goto SeeNoDodge
  DodgeRight:
	PSGC E 0 ThrustThing(angle*256/360+64, 15, 0, 0)
	TNT1 A 0 A_Jump(46,"Phase")
	Goto SeeNoDodge
  Missile:
	TNT1 A 0 A_SetTranslucent(1)
    PSGC E 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 A_SpawnItemEx("ShellCasing", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PSGC F 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(1,5)*3)
	//PSGC E 1 A_GiveInventory("CommandoStrafing",1)	
    PSGC E 5 Bright A_CPosAttack
	TNT1 A 0 A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	TNT1 A 0 A_SpawnItemEx("ShellCasing", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PSGC F 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(1,5)*3)
	//PSGC E 1 A_GiveInventory("CommandoStrafing",1)	
    PSGC F 5 Bright A_CPosAttack
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(20,"Pause")
    Goto Missile+1
  Phase:
    TNT1 A 0 A_PlaySound("phaseimp/teleport")
    PSGC D 2 A_FaceTarget
    PSGC D 1 A_SetTranslucent(0.75)
    PSGC D 1 A_SetTranslucent(0.55)
    PSGC D 1 A_SetTranslucent(0.35)
	PSGC D 1 A_SetTranslucent(0.15)
    Goto Phased
  Phased:
    PSGC AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)
    PSGC AABBCCDDAABBCCDD 1 A_Chase
	TNT1 A 0 A_Jump(24,"UnPhase")
    Goto Phased+32
  UnPhase:
    TNT1 A 0 A_PlaySound("phaseimp/teleport")
    PSGC D 1 A_SetTranslucent(0.15)
    PSGC D 1 A_SetTranslucent(0.35)
    PSGC D 1 A_SetTranslucent(0.55)
    PSGC D 1 A_SetTranslucent(0.75)
	TNT1 A 0 A_SetTranslucent(1)
    PSGC D 2 A_FaceTarget		
    Goto See
  Pain:
	TNT1 A 0 A_SetTranslucent(1)
    PSGC G 6 A_Pain
    Goto See
  Death:
	TNT1 A 0 A_SetTranslucent(1)
    PSGC H 5
    PSGC I 5 A_Scream 
    PSGC J 5 A_Fall 
    PSGC K 5 A_SpawnItem("BodyCrash",0,0,0,0)
    PSGC L 5 
	PSGC M 5 
	PSGC N 5 
	PSGC O 5 
	PSGC P 5 
	PSGC P -1
    Stop
  Raise:
  	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    PSGC PONMLKJIH 5
    Goto See
  }
}