actor AKHoodBandit : GenericHumanScum 
{

   //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "Stimkit" 60
DropItem "ArmorCharge" 60
DropItem "AmmoPack" 40
DropItem "HandGrenadeAmmo" 100 1
DropItem "MineAmmo" 50 1

  scale 1.0
  obituary "%o was taken tyoplenkim by Slav Hoodie hooligan with KALASHNIKOV (totally licensed self-defense version of it)"
  health 60
  radius 15
  height 54
  mass 100
  speed 10
  Species "Z"
  +DOHARMSPECIES
  Damage 2
  painchance 200
  SeeSound "Band/Alert"
  PainSound "Band/pain"
  DeathSound "Band/Death"
  ActiveSound "Band/Active"
  dropitem "Chaingun"
  Tag "KALASHNIKOV CYKA Hoodie Bandit"
  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(-0.08, 0.08), scaleY+frandom(-0.08,0.08)) 
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
	TNT1 A 0 A_Jump (50, "MAFON")
	TNT1 A 0 A_SpawnItemEx ("BydloWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    RUS1 T 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUBand")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  MAFON:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx ("DICKSPAWNER", 0, 0, 0)
   Goto Spawn2	
  See:
    "####" A random(1,5)
    TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (180, "MissileCheck")
  SeeLoop:
    TNT1 A 0 A_CheckSight ("CheckReload")
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    RUS1 AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    RUS1 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))
	    RUS1 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))
	    RUS1 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
	    RUS1 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)) 
	    RUS1 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)) 
	    RUS1 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:
    RUS1 EF 6 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("TriShot", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 950)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1500)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("BNDAKFIR")
	TNT1 A 0 A_PlaySound ("AKFARF", 6, 0.5, 0)
	RUS1 G 2 BRIGHT A_CustomMissile ("AKTracer",35,8,random (-4,4))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    RUS1 F 3 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
  Trishot:
    TNT1 A 0 A_PlaySound ("BNDAKFIR")
	TNT1 A 0 A_PlaySound ("AKFARF", 6, 0.5, 0)
	RUS1 G 2 BRIGHT A_CustomMissile ("AKTracer",35,8,random (-1,0))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	RUS1 F 3 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("BNDAKFIR")
	TNT1 A 0 A_PlaySound ("AKFARF", 6, 0.5, 0)
	RUS1 G 2 BRIGHT A_CustomMissile ("AKTracer",35,8,random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	RUS1 F 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BNDAKFIR")
	TNT1 A 0 A_PlaySound ("AKFARF", 6, 0.5, 0)
	RUS1 G 2 BRIGHT A_CustomMissile ("AKTracer",35,8,random (-2,2))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	RUS1 F 3 A_MonsterRefire (40, "SeeLoop")
	Goto SeeLoop
  Accuracy:
    RUS1 F 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BNDAKFIR")
	TNT1 A 0 A_PlaySound ("AKFARF", 6, 0.5, 0)
	RUS1 G 2 BRIGHT A_CustomMissile ("AKTracer",35,8)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	Goto SeeLoop
  Reload:
    RUS1 F 45 A_PlaySound ("AK47REL1")
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	RUS1 E 38 A_PlaySound ("AK47REL2")
	RUS1 F 16 A_PlaySound ("AK47REL3")
	Goto SeeLoop
  Pain:
    RUS1 H 3
    RUS1 H 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    RUS1 I 5 A_Scream
    RUS1 J 5
    RUS1 K 5 A_NoBlocking
    RUS1 L 5
	RUS1 M 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
    RUS1 N -1
    stop
  Death.WEAK:
    RUS1 O 5
    RUS1 P 5 A_PlaySound("Baddy/pain")
    RUS1 Q 5 A_NoBlocking
    RUS1 R 5
    RUS1 S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    RUS1 U 5
    RUS1 V 5 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)
	RUS1 NMLKJI 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:
    RUS1 AA 4 A_Wander
    RUS1 A 0 A_Look
    RUS1 BB 4 A_Wander
    RUS1 A 0 A_Look
    RUS1 CC 4 A_Wander
    RUS1 A 0 A_Look
    RUS1 DD 4 A_Wander
    RUS1 A 0 A_Look
    loop
  }
}


Actor AKTracer 
{
Projectile
Damage (6)
+FORCEXYBILLBOARD
+DONTSPLASH
+SKYEXPLODE
+BLOODSPLATTER 
+NOEXTREMEDEATH
radius 2
height 2
speed 20
renderstyle Add
alpha 0.9
scale .15
 States
     {
	  Spawn:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("PotentialProjectileHider", 0,0,0)
	  Spawn2:
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
		Loop
	  Crash:	
	  Death:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
	    TNT1 A 0 A_Playsound ("Bullet/Impact")
		TNT1 A 0 A_Jump (100, "D2")
		FX57 CDEFGHI 1 BRIGHT
		Stop
	  D2:
	    FX58 CDEFGHI 1 BRIGHT
		Stop
	  XDeath:
	    TNT1 A 0
		TNT1 A 0 NODELAY ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
		TNT1 A 1
		Stop	
	 }
}

Actor AKShotCounter : Inventory
{
Inventory.Maxamount 60
}