Actor FreakKorpsBiker
  {
  Health 200
  Radius 24
  Height 46
  Mass 14000
  Speed 1
  Scale 0.75
  PainChance 128
  MaxStepHeight 15
  MaxDropOffHeight 69
  Species "ARAC"
  +DONTHARMSPECIES
  +BOSSDEATH
  +NODROPOFF
  Translation "112:127=87:111", "192:207=96:111"
  MinMissileChance 25
  BloodType "DASBLUT"
  Monster
  Obituary "%o got into the road accident with the Freak Korps Biker. And took too much bullets for some reason" 
  Seesound "Skin5/See"
  Activesound "Skin5/Active"
  PainSound "Skin5/Pain"
  Tag "FreakKorps Kradschutze"
  DeathSound "Manhunt/Death"
  +NOICEDEATH
  +NOBLOODDECALS
  -NOGRAVITY
       States
	        {
			Spawn: 
			TNT1 A 0
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult ("VanJumpCheck") == 1, "VanJump")
			TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08)) 
			TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
			TNT1 A 0 A_SpawnItemEx ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
		  Spawn2:   
			   FKBK A 3 A_Look
			  Loop
		  STFU:
			 TNT1 A 0
			 TNT1 A 0 ACS_NamedExecute ("STFUSkin5")
			 Goto Spawn+2
		  VanJump:
			 TNT1 A 0
			 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
			Goto Spawn+3	  
			 See:  
			   FKBK A random (10,14) A_PlaySound ("BIKSTART", CHAN_BODY)
			 SeeLoop:
			   TNT1 A 0 A_PlaySound ("BIKREV", 4, 1.0, true)
		       FKBK A 1 A_Recoil(-1)
			   FKBK B 1 A_Chase("","")
			   FKBK B 1 A_Recoil(-2)
			   FKBK A 1 A_Recoil(-3)
			   FKBK A 1 A_Chase("","")
			   FKBK B 1 A_Recoil(-3)
			   FKBK B 1 A_Recoil(-2)
			   FKBK A 1 A_Chase ("","")
			   TNT1 A 0 A_JumpIfCloser (375, "Evasive")
			   TNT1 A 0 A_JumpIfTargetInLos ("Missile", 169, JLOSF_DEADNOJUMP)
			   FKBK A 1 A_Recoil(-1) 
			  Loop
			Evasive:
			   TNT1 A 0 A_Jump (150, 1)
			   TNT1 A 0 A_SetAngle (angle+45)
			   TNT1 A 0 A_SetAngle (Angle-45)
			   FKBK X 1 A_Recoil (-1)
			   FKBK X 1 A_Recoil (-1)
			   FKBK X 1 A_Recoil (-1)
			   FKBK X 1 A_Recoil(-2)
			   FKBK X 1 A_Chase ("","")
			   TNT1 A 0 A_JumpIfTargetInLos ("Missile", 90, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 375)
			   FKBK X 1 A_Recoil(-1)
			  Goto EvasiveRetreat 
			Missile:
			  TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 32, "PullBack")
			  TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
			  TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
			  TNT1 A 0 A_Jump (233, "GranataCheck")
			  TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1800)
			  TNT1 A 0 A_JumpIfTargetInLos ("Evasive", 0, JLOSF_DEADNOJUMP, 375)
			MissilePrepare:
			  FKBK A 1 A_Recoil (-1)
			  FKBK A 1 A_Recoil (-1)
			  FKBK X 1 A_Chase("","")
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 6 A_FaceTarget
			MissileLoop:
			  TNT1 A 0 A_Recoil (-1)
			  FKBK X 1 A_FaceTarget
			  TNT1 A 0 A_PlaySound ("MP2INGRA")
			  TNT1 A 0 A_PlaySound ("SMGFF", 6, 0.5, 0)
			  TNT1 A 0 A_CustomMissile ("SMGTracer",43,1,random (-6,6), CMF_OFFSETPITCH, random (-1,3))
			  FKBK Y 1 BRIGHT A_FaceTarget
			  TNT1 A 0 A_Recoil (-1)
			  TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
			  TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 32, "PullBack")
			  TNT1 A 0 A_Chase("","")
			  TNT1 A 0 A_JumpIfCloser (375, "Evasive")
			  TNT1 A 0 A_MonsterRefire (25, "PullBack")
			  Loop
			 LongRange:
			  FKBK A 1 A_Recoil (-1)
			  FKBK A 1 A_Recoil (-1)
			  FKBK X 1 A_Chase("","")
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 6 A_FaceTarget
			  LRLoop:
              FKBK X 1 A_Recoil (-1)
              FKBK X 1 A_FaceTarget
              TNT1 A 0 A_PlaySound ("MP2INGRA")
			  TNT1 A 0 A_PlaySound ("SMGFF", 6, 0.5, 0)
              TNT1 A 0 A_CustomMissile ("SMGTracer",43,1,random (-2,2), CMF_OFFSETPITCH, random (-1,1))
              FKBK Y 1 BRIGHT A_FaceTarget
			  TNT1 A 0 A_Recoil (-2)
              TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
              TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 8, "CheckReload")
              TNT1 A 0 A_Chase("","")
              TNT1 A 0 A_MonsterRefire (25, "SeeLoop")
              Loop
			 CloseQuarters:
			  FKBK A 1 A_Chase("","")
			  FKBK A 1 A_Recoil(-1)
			  FKBK A 1 A_Recoil(-1)
			  FKBK B 1 A_Recoil(-1)
			  FKBK B 1 
			  FKBK B 1 
			  FKBK X 1 A_Recoil(-1)
			  FKBK X 1 A_Recoil(-1)
			  FKBK X 1 A_Recoil(-1)
			  TNT1 A 0 A_CustomMissile("Deutschnade", 43, 1, random(-20, 20), CMF_OFFSETPITCH, random(4,8))
			  TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 4)
			  FKBK X 1 A_Recoil(-1.1)
			  FKBK X 1 A_Recoil(-1)
			  FKBK B 1 A_Recoil(-2)
			  FKBK B 1 A_Recoil(-1)
			  FKBK B 1 A_Recoil(-2.1)
			  TNT1 A 0 A_CheckSight("SeeLoop")
			 Goto ShortRetreat  
			 GranataCheck:
			  TNT1 A 0
			  TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 320)
			 Goto SeeLoop 
			 Granata:
			  FKBK A 1 A_Chase("","")
			  FKBK A 1 A_Recoil(-1)
			  FKBK A 1 A_Recoil(-1)
			  FKBK B 1 A_Recoil(-1)
			  FKBK B 1 
			  FKBK B 1 
			  FKBK X 1 A_Recoil(-1)
			  FKBK X 1 A_Recoil(-1)
			  FKBK X 1 A_Recoil(-1)
			  TNT1 A 0 A_CustomMissile("Deutschnade", 43, 1, random(-20, 20), CMF_OFFSETPITCH, random(12,19))
			  TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 4)
			  FKBK X 1 A_Recoil(-1.1)
			  FKBK X 1 A_Recoil(-1)
			  FKBK B 1 A_Recoil(-2)
			  FKBK B 1 A_Recoil(-1)
			  FKBK B 1 A_Recoil(-2.1)
			  TNT1 A 0 A_CheckSight("SeeLoop")
			 Goto ShortRetreat
			 ShortRetreat:
			  TNT1 A 0 A_ChangeFlag("FRIGHTENED",1)
			  FKBK A 1 A_Chase("","")
			  FKBK A 1 A_Recoil(-1.45)
			  FKBK A 1 A_Recoil(-1.85)
			  FKBK A 1 A_Recoil(-1.65)
			  FKBK B 1 A_Recoil(-1.45)
			  TNT1 A 0 A_CheckSight ("BraveHero")
			  FKBK B 1 A_Recoil(-1.25)
			  TNT1 A 0 A_Chase ("","")
			  FKBK B 1 A_Recoil(-1.1)
			  TNT1 A 0 A_GiveInventory ("Movementcounter", 1)
			  TNT1 A 0 A_JumpIfInventory ("Movementcounter", 3, "BraveHero")
			  TNT1 A 0 A_Jump(32,"BraveHero")
			  Loop
			 EvasiveRetreat:
			  TNT1 A 0 A_ChangeFlag("FRIGHTENED",1)
			  FKBK A 1 A_Chase("","")
			  FKBK A 1 A_Recoil(-1.45)
			  FKBK A 1 A_Recoil(-1.85)
			  FKBK A 1 A_Recoil(-1.65)
			  FKBK B 1 A_Recoil(-1.45)
			  TNT1 A 0 A_CheckSight ("BraveHero")
			  FKBK B 1 A_Recoil(-1.25)
			  TNT1 A 0 A_Chase ("","")
			  FKBK B 1 A_Recoil(-1.1)
			  TNT1 A 0 A_GiveInventory ("Movementcounter", 1)
			  TNT1 A 0 A_JumpIfInventory ("Movementcounter", 2, "BraveHero")
			  TNT1 A 0 A_Jump(32,"BraveHero")
			  Loop 
			 PullBack:
			  TNT1 A 0 
			  TNT1 A 0 A_ChangeFlag("FRIGHTENED",1)
			 PullBackLoop: 
			  FKBK A 1 A_Chase("","")
			  FKBK A 1 A_Recoil(-1.45)
			  FKBK A 1 A_Recoil(-1.85)
			  FKBK A 1 A_Recoil(-1.65)
			  FKBK B 1 A_Recoil(-1.45)
			  TNT1 A 0 A_CheckSight ("CheckReload")
			  FKBK B 1 A_Recoil(-1.25)
			  TNT1 A 0 A_Chase ("","")
			  FKBK B 1 A_Recoil(-1.1)
			  TNT1 A 0 A_Jump(32,"CheckReload")
			  Loop
			 BraveHero:
			  TNT1 A 0
			  TNT1 A 0 A_TakeInventory ("MovementCounter", 3)
			  TNT1 A 0 A_ChangeFlag ("FRIGHTENED", 0)
			 CheckReload:
			  TNT1 A 0
			  TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
			  TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 16, "Reload")
			 Goto SeeLoop 
			 Reload:
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 1 A_Chase ("","")
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 1 A_Recoil (-1)
			  TNT1 A 0 A_PlaySound ("SMGOUT")
			  FKBK A 1 A_Recoil (-1)
			  FKBK A 1 A_Recoil (-1)
			  FKBK A 1 A_Recoil (-1)
			  FKBK A 1
			  FKBK A 1 A_Chase ("","")
			  FKBK A 1
			  FKBK A 1 A_Recoil (-1)
			  FKBK A 1 A_Recoil (-1)
			  FKBK A 1
			  FKBK A 1 A_Chase ("","")
			  FKBK A 1
			  FKBK A 1 A_Recoil (-1)
			  TNT1 A 0 A_TakeInventory ("SMGShotCounter", 32)
			  TNT1 A 0 A_PlaySound ("SMGIN")
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 1 A_Chase ("","")
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 1 A_Recoil (-1)
			  FKBK X 1 A_Recoil (-1)
			  TNT1 A 0 A_PlaySound ("SMGCOCK")
			  TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
			 Goto SeeLoop
			 Pain:
			   TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
			   FKBK H 3 A_Pain
			   FKBK H 3
			  Goto SeeLoop
			 Death:
			   TNT1 A 0 A_StopSound (6)
			   TNT1 A 0 A_StopSound (7)
			   TNT1 A 0 A_StopSound (CHAN_WEAPON)
			   TNT1 A 0 A_StopSound (4)
			   TNT1 A 0 A_STOPSOUND (CHAN_VOICE)
			   TNT1 A 1 A_Scream
			   TNT1 A 0 A_Jump (15, "Xdeath")
			   FKBK III 1 A_Recoil(-1)
			   TNT1 A 1 A_NoBlocking
			   TNT1 A 0 A_SpawnItemEx("FreakKorpsBikerFlugen",0,0,0,Random(-6,6),Random(-6,6),Random(4,8),0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
			   TNT1 A 0 A_CustomMissile("PostBike",10,Random(-3,3),0,CMF_AIMDIRECTION)
			  Stop
			 Death.Fire:
			 Death.Burn:
			 XDeath:
 			   TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		       TNT1 AAAA 0 A_CustomMissile ("CrapMetal", random (-4,4), random (-4,4), random (-360,360), CMF_OffSetPitch | CMF_AIMDIRECTION, random (30,90)) 
			   TNT1 A 1 A_NoBlocking
			   TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 1 A_Scream
			   TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 4 A_SpawnItemEx ("TinCanExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 4 A_SpawnItemEx ("LittleTinCanExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 6
			  Stop 
			}


  }
  
  
  
  
  
		ACTOR PostBike
		{
			Speed 24
			+BOUNCEONWALLS
			+SLIDESONWALLS
			BounceType "Doom"
			BounceCount 1
			WallBounceFactor 0.7
			BounceFactor 0
			Scale 0.8
			States
			{
			Spawn:
				TNT1 A 0 NoDelay A_PlaySound("BIKSTOP")
				TNT1 A 0 A_Jump (150, "Alternative")
				FKBK NNNOOOPPPQQQQQQQQQ 1 
			Death:
				FKBK Q -1
				Stop
			Alternative:
			    FKBK NNNNNNNNOOOPPPQQQQQQQQQ 1
			   Goto Death	
			}
		}
		
		
		
	
	
	ACTOR FreakKorpsBikerFlugen
{
	MONSTER
	-COUNTKILL
	-SHOOTABLE
	-SOLID
	Translation "112:127=87:111", "192:207=96:111"
	-ISMONSTER
	+FLOORCLIP
	Scale 1.0
	States
	{
	Spawn:
		TNT1 A 0 NoDelay
		FKBK J 4 A_PlaySound("Manhunt/Death",CHAN_VOICE)
		FKBK K 3
		FKBK LLL 1
	See:
		TNT1 A 0 A_CheckFloor("Death")
		FKBK L 1 A_JumpIf(velz==0||momz==0,"Death")
		Loop
	Death:
		TNT1 A  0 A_NoBlocking
		FKBK LLLLLLLL 1 A_SpawnItemEx("DASBLUT",0,0,30,Random(5,-5),Random(5,-5),Random(3,6),0,SXF_NOCHECKPOSITION)
		FKBK M -1
		Stop
	}
}
  




Actor FreakKorpsBikerspawner : RandomSpawner
	{
	 DropItem FreakKorpsBiker
	 DropItem FreakKorpsBikerBlack
	 DropItem FreakKorpsBikerBrown
	 DropItem FreakKorpsBikerGreyBlack
	 DropItem FreakKorpsBikerHaki
	 DropItem FreakKorpsBikerHakiBrown
	 DropItem FreakKorpsBikerBrownHaki
	 DropItem FreakKorpsBikerRedBrown
	 DropItem FreakKorpsBikerBrownRed
	}





Actor FreakKorpsBikerBlack : FreakKorpsBiker
	{
	 Translation "112:127=5:8", "192:207=5:8"
	}
	
Actor FreakKorpsBikerBrown : FreakKorpsBiker
	{
	 Translation "112:127=54:79", "192:207=52:79"
	}
	

Actor FreakKorpsBikerGreyBlack : FreakKorpsBiker
	{
	 Translation "112:127=90:111", "192:207=5:8"
	}	
	
	

Actor FreakKorpsBikerHaki : FreakKorpsBiker
	{
	 Translation "112:127=152:159", "192:207=152:159"
	}



Actor FreakKorpsBikerHakiBrown : FreakKorpsBiker
	{
	 Translation "112:127=152:159", "192:207=56:79"
	}
	
	

Actor FreakKorpsBikerBrownHaki : FreakKorpsBiker
	{
	 Translation "112:127=55:79", "192:207=152:159"
	}	



Actor FreakKorpsBikerRedBrown : FreakKorpsBiker
	{
	 Translation "112:127=22:47", "192:207=56:79"
	}
	

Actor FreakKorpsBikerBrownRed : FreakKorpsBiker
	{
	 Translation "112:127=52:79", "192:207=20:47"
	}	
  
			