actor AKUrbanMilitarist : 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 should keep the distance much more from the trigger-happy militarist in urban uniform"
  health 62
  radius 15
  height 54
  mass 100
  speed 10
  Species "Z"
  Translation "112:127=80:111", "192:207=96:111", "5:8=105:111"
  +DOHARMSPECIES
  Damage 2
  painchance 210
  SeeSound "StMerc/See"
  PainSound "StMerc/Pain"
  DeathSound "StMerc/Death"
  ActiveSound "StMerc/Active"
  dropitem "Chaingun"
  Tag "AK Urban Militarist"
  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_SpawnItemEx ("BydloWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    URMI T 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUStMerc")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  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")
    URMI 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
	    URMI 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))
	    URMI 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))
	    URMI 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
	    URMI 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)) 
	    URMI 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)) 
	    URMI 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:
    URMI E 10 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 300)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("BNDAKFIR")
	TNT1 A 0 A_PlaySound ("AKFARF", 6, 0.5, 0)
    URMI F 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")
	URMI E 5 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop
  Closequarters:
    TNT1 A 0 A_PlaySound ("BNDAKFIR")
	TNT1 A 0 A_PlaySound ("AKFARF", 6, 0.5, 0)
    URMI F 2 BRIGHT A_CustomMissile ("AKTracer",35,8,random (-7,7))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	URMI E 3 A_FaceTarget
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop
  LongRange:
    URMI E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BNDAKFIR")
	TNT1 A 0 A_PlaySound ("AKFARF", 6, 0.5, 0)
    URMI F 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")
	URMI E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BNDAKFIR")
	TNT1 A 0 A_PlaySound ("AKFARF", 6, 0.5, 0)
	URMI F 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")
	URMI E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BNDAKFIR")
	TNT1 A 0 A_PlaySound ("AKFARF", 6, 0.5, 0)
	URMI F 2 BRIGHT A_CustomMissile ("AKTracer",35,8,random (-6,6))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	URMI E 3 A_FaceTarget
   Goto SeeLoop	
  Reload:
    URMI D 14 A_PlaySound ("AK47REL1")
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	URMI E 30 A_PlaySound ("AK47REL2")
	URMI D 18 A_PlaySound ("AK47REL3")
	Goto SeeLoop
  Pain:
    URMI H 3
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
    URMI H 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren") 
    URMI M 5 A_Scream
    URMI N 5 A_NoBlocking
    URMI O 5
	URMI P 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    URMI Q -1
    stop
  Death2:
	FEDP S 4 A_Scream
	FEDP T 4 A_Noblocking
	FEDP U 4
	FEDP V 4 A_Playsound ("FallingBodyGear", CHAN_BODY)
	FEDP W -1
	Stop	
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 5 A_NoBlocking
    PGIB B 5 A_XScream
	PGIB CD 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	FEDP 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:
    URMI AA 4 A_Wander
    URMI A 0 A_Look
    URMI BB 4 A_Wander
    URMI A 0 A_Look
    URMI CC 4 A_Wander
    URMI A 0 A_Look
    URMI DD 4 A_Wander
    URMI A 0 A_Look
    loop
  }
}
	



	