ACTOR SmoothShotgunGuy : ShotgunGuy replaces ShotgunGuy
{
	States
	{
	Spawn:
		SPOS AB 10 A_Look
		loop
	See:
		SPOS ABCDEFGH 3 a_chase
		Loop
	Missile:
		SPSR A 1 A_FaceTarget
	    SPSR AC 2 A_FaceTarget
		SPSR E 5 A_FaceTarget
		SPSR F 3 BRIGHT A_SposAttackUseAtkSound
			TNT1 A 0 A_JumpIf(CallACS("CasingToggle")==1, "+3")
			TNT1 A 0 A_JumpIf(CallACS("CasingToggle")==0, "+2")
			TNT1 A 0 A_spawnitemex ("shellcasing", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)
		SPSR E 2 BRIGHT
		SPSR CA 3
		SPSR ABA 3
		Goto See
	pain:
		SSPA a 3
		SSPA b 3 A_pain
		goto see
		
		
	Death.GibbyHaynes:
		TNT1 A 0 A_JumpIf(CallACS("StudioGibbly")==0, "Death")
		TNT1 A 0 A_JumpIfCloser(128, "XDeath")
		goto death
	Death.Saw:
		TNT1 A 0 A_JumpIf(CallACS("ChainsawGib")==0, "Death")
		goto Xdeath
	
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(CallACS("MoDeathToggle")==1, "DeathExtra")
		TNT1 A 0 A_Jump(255, "Death1")
		Goto Death1	
	
	DeathExtra:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Death1", "Death2")
		goto Death1
	
	Death1:
		SOSS Q 3
		SOSS R 3 A_Scream
		SOSS S 3 A_NoBlocking
		SOSS TU 2
		SOSS VWX 2
		//TNT1 A 0 a_jumpif(callACS("NukeCheck")==1, "NukeMelt")
		SOSS Y -1
		Stop
	Death2:
		SO2S A 3
		SO2S B 3 A_Scream
		SO2S C 3 A_NoBlocking
		SO2S DEF 3
		SO2S GHI 2
		SO2S JKL 4
		//TNT1 A 0 a_jumpif(callACS("NukeCheck2")==1, "NukeMelt2")
		SO2S M -1
		Stop	
	XDeath:
		SGIB ab 2
		TNT1 A 0 A_JumpIf(CallACS("Gibtoggle")==0, +2)
		TNT1 a 0 a_spawnitemex("gorecontroller")
		SGIB cd 2 A_XScream
		SGIB e 2 a_noblocking
		SGIB f 2
		SGIB ghijklmnop 2
		SGIB q -1
		Stop
	Death.massacre:
		SGIB ab 2
		SGIB cd 2 A_XScream
		SGIB e 2 a_noblocking
		SGIB f 2
		SGIB ghijklmnop 2
		SGIB q -1
		Stop
	NukeMelt:
		SMEL abcdefghijklmnopq 3
		stop
	NukeMelt2:
		SME2 abcdefghijklmnopq 3
		stop
	Raise:
		SPOS L 5
		SPOS KJIH 5
		Goto See
	}
}