actor DoubleMPBoneHead : 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 right-cancelled by the bonehead with double MP-40's"
  health 70
  radius 15
  height 54
  Species "Z"
  +DOHARMSPECIES
  mass 100
  speed 11
  Translation "112:127=5:8"
  painchance 188
  SeeSound "AkimboSkinhead/see"
  PainSound "AkimboSkinhead/pain"
  DeathSound "AkimboSkinhead/Death"
  ActiveSound "AkimboSkinhead/active" 
  dropitem "Chaingun"
  Tag "Akimbo SMG Bonehead"
  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 ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    SKMP A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUAkimboSkinhead")
	 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 (30, "MissileCheck")
    SKMP A 10
SeeLoop:
    //TNT1 A 0 A_JumpIfCloser (450, "CheckDodge")
	TNT1 A 0 A_Jump (100, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    SKMP AABBCCDD 3 A_Chase
	TNT1 A 0 A_CheckSight ("CheckReload")
    loop
CheckReload:
    TNT1 A 0 A_Jump (50, "CheckReload2")
 	Goto SeeLoop
CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	Goto SeeLoop
CheckDodge:
    TNT1 A 0 A_Jump (221, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	Goto SeeLoop+1
    DodgeLeft:
	    TNT1 A 0 A_FaceTarget
	    SKMP AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (20, "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))
	    SKMP AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (20, "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))
	    SKMP AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (20, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    SKMP AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "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)) 
	    SKMP AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "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)) 
	    SKMP AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
    Goto SeeLoop+1
  Missile:
    TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	TNT1 A 0 A_Jump (150, 2)
	TNT1 A 0 A_PlaySound ("AkimboSkinhead/Warcry", 0)
    SKMP E 12 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Quadkimbo", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1250)
	TNT1 A 0 A_JumpIfTargetInLos ("8burst", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1249, 700)
  MissileLoop:
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8,random (-5,3))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8,random (-3,5))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	Loop
  QuadKimbo:
	SKMP E 7 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8)
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8,random (-1,1))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8,random (-2,2))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8,random (-3,3))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 5 A_FaceTarget
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8)
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8,random (-1,1))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8,random (-2,2))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8,random (-3,3))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
    Loop
  8burst:
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8)
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8,random (-2,2))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8,random (-2,2))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8,random (-3,3))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8,random (-5,5))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8,random (-5,5))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8,random (-5,5))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	SKMP F 1 BRIGHT A_CustomMissile ("SMGTracer",44,8,random (-5,5))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 5 A_FaceTarget
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8)
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8,random (-2,2))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8,random (-2,2))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8,random (-3,3))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8,random (-5,5))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8,random (-5,5))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8,random (-5,5))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	SKMP E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("MP40")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
    SKMP G 1 BRIGHT A_CustomMissile ("SMGTracer",44,-8,random (-5,5))
	TNT1 A 0 A_GiveInventory ("SmgShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("SmgShotCounter", 64, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	Loop
  Reload:
    SKMP E 18 A_PlaySound ("SMGOUT")
	TNT1 A 0 A_TakeInventory ("SmgShotCounter", 64)
	SKMP D 20 A_PlaySound ("SMGIN")
	SKMP E 18 A_PlaySound ("SMGOUT")
	SKMP D 22 A_PlaySound ("SMGIN")
    TNT1 A 0 A_JumpIfCloser (450, "RapidFireCheck")
	Goto SeeLoop
  RapidFireCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("RapidFireCheck2")
   Goto SeeLoop 	
  RapidFireCheck2:	
    TNT1 A 0 A_Jump (88, "RapidFire")
	TNT1 A 0 A_Jump (150, "DodgeLeftB", "DodgeRightB")
	Goto SeeLoop
  Pain:
    SKMP H 3
    SKMP H 3 A_Pain
    goto SeeLoop
  Death:
	//TNT1 A 0 A_Jump(40, "Suren")
    SKMP J 5
    SKMP K 5 A_Scream
	TNT1 A 0 A_Playsound ("FallingBodyLight", CHAN_BODY)
    SKMP L 5 A_NoBlocking
    SKMP M -1
    stop
  XDeath:
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 2 A_XScream
    PGIB A 3 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)
	SKMP MLKJ 5
   Goto See	
  Idle:
    SKMP AA 4 A_Wander
    SKMP A 0 A_Look
    SKMP BB 4 A_Wander
    SKMP A 0 A_Look
    SKMP CC 4 A_Wander
    SKMP A 0 A_Look
    SKMP DD 4 A_Wander
    SKMP A 0 A_Look
    loop
  }
}


		Actor DoubleMPBoneheadSpawner : RandomSpawner
			{
			 DropItem DoubleMPBonehead
			 DropItem DoubleMPBoneheadGreen
			 DropItem DoubleMPBoneheadGrey
			 DropItem DoubleMPBoneheadNavy
			 DropItem DoubleMPBoneheadHaki
			}


		Actor DoubleMPBoneheadGreen: DoubleMPBonehead
			{
			 Translation "112:127=122:127" 
			}
			
		Actor DoubleMPBoneheadGrey: DoubleMPBonehead
			{
			 Translation "112:127=80:111" 
			}
			
		Actor DoubleMPBoneheadNavy: DoubleMPBonehead
			{
			 Translation "112:127=240:247" 
			}
			
		Actor DoubleMPBoneheadHaki: DoubleMPBonehead
			{
			 Translation "112:127=7:12" 
			}	
			
			

