   Actor NarcoChief : GenericHumanScum 
       {
  
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 10
  DropItem "Minigun" 79
  	   
  scale 1.0
  obituary "%o was shot by NarcoChief's hand-made gatling machinegun"
  health 240
  radius 15
  height 54
  mass 100
  +BOSSDEATH
  speed 9
  Species "ARAC"
  +DONTHARMSPECIES 
  painchance 69
  SeeSound "Cartel/See"
  PainSound "GTS/pain"
  DeathSound "GTS/Death"
  ActiveSound "Cartel/Active"
  Translation "112:127=121:127", "167:167=71:71"	
  Tag "Narcochief"
  MONSTER
  +FLOORCLIP
  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)
  Spawn2:
    IHEV U 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUCartel")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
    "####" A random(1,4)
    TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (180, "MissileCheck")
  SeeLoop:
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    IHEV AABBCCDD 3 A_Chase 
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    IHEV AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    IHEV AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0) 
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    IHEV AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    IHEV AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    IHEV AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    IHEV AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
	TNT1 A 0 A_StopSound (4)
	TNT1 A 0 A_PlaySound ("CHNGNU1A", 1)
    IHEV V 35 A_FaceTarget
  MissileLoop:
    TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("GatlingTracer",32,11,random (-3,3))
	IHEV EF 1 BRIGHT 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 300, "Reload")
    IHEV V 1 A_MonsterRefire (25, "MissileStop")
	goto MissileLoop
  MissileStop:
	TNT1 A 0
	TNT1 A 0 A_StopSound (1)
	TNT1 A 0 A_Playsound ("CHNGND1A")
	IHEV V 8
	Goto Seeloop
  Reload:
	TNT1 A 0 A_StopSound (1)
	IHEV V 8
	TNT1 A 0 A_Playsound ("CHNGND1A")
    IHEV D 45 A_TakeInventory ("ShotCounter", 300)
	TNT1 A 0 A_PlaySound ("M60Open")
	IHEV D 37 A_Playsound ("M60Load")
	IHEV V 29 A_Playsound ("M60Clos")
	Goto SeeLoop+1
  Pain:
	TNT1 A 0
	TNT1 A 0 A_StopSound (1)
    IHEV G 3
    IHEV G 3 A_Pain
    goto SeeLoop+1
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    IHEV H 5 A_Scream
    IHEV I 5 A_NoBlocking
    IHEV JK 3 
    IHEV L 3
	IHEV M 3 A_Playsound ("FallingBodyGear", CHAN_BODY)
    IHEV N -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    IDI3 A 1
    IDI3 B 1 A_XScream
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	IHEV NMLKJiH 5
   Goto See	
  //Suren:
    RSS1 A 5 A_PlaySound("Baddy/Surren")
    RSS1 B 5 
    RSS1 C 5 A_NoBlocking
    RSS1 C 5 A_SpawnItem("Russ1wimp",0,0)
    stop
  Idle:
    IHEV AA 4 A_Wander
    IHEV A 0 A_Look
    IHEV BB 4 A_Wander
    IHEV A 0 A_Look
    IHEV CC 4 A_Wander
    IHEV A 0 A_Look
    IHEV DD 4 A_Wander
    IHEV A 0 A_Look
    loop
	}
	      
  }
  
  
	Actor NarcoChiefSpawner : RandomSpawner 
		{
		 DropItem NarcoChief
		 DropItem NarcoChiefHaki
		}
  
  

	Actor NarcoChiefHaki : NarcoChief 
		{
		 Translation "112:127=7:12", "167:167=109:109"
		}


