Actor MafiaLMG : GenericHumanScum 
{
 scale 1.0
  obituary "%o got a lot of regards from the Mob Light Machinegunner"
  health 60
  radius 15
  height 54
  mass 800
  speed 10
  Species "Z"
+DOHARMSPECIES
  Damage 2
  +NODROPOFF
  MaxDropOffHeight 69
  painchance 165
  BloodType "DASBLUT"
  SeeSound "Mafia/See"
  PainSound "GTS/Pain"
  DeathSound "GTS/Death"
  Translation "80:111=5:8", "3:3=5:5", "192:207=80:111"
  ActiveSound "Mafia/Active"
  Tag "Mob Light Machinegunner"
  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:
		   MFZM A 3 A_Look
		   Loop
		 STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUMafia")
	 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 ("LMGShotCounter", 50,"Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    MFZM AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 50,"Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    MFZM 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))
	    MFZM 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))
	    MFZM 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
	    MFZM 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)) 
	    MFZM 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)) 
	    MFZM 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 (5)
    MFZM DE 8 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Suppress", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 730)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
  MissileLoop:
	MFZM E 2 A_FaceTarget
    TNT1 A 0 A_PlaySound ("FC1M249F")
	MFZM F 1 BRIGHT A_CustomMissile ("LMGDTracer",33,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 50,"Reload")
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    MFZM E 2 A_MonsterRefire (40, "SeeLoop")
	Loop
  Suppress:
	MFZM E 8 A_FaceTarget
    TNT1 A 0 A_PlaySound ("FC1M249F")
	MFZM F 1 BRIGHT A_CustomMissile ("LMGDTracer",33,9,random (-1,1))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 50,"Reload")
	MFZM E 3 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("FC1M249F")
	MFZM F 1 BRIGHT A_CustomMissile ("LMGDTracer",33,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 50,"Reload")
	MFZM E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("FC1M249F")
	MFZM F 1 BRIGHT A_CustomMissile ("LMGDTracer",33,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 50,"Reload")
	MFZM E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("FC1M249F")
	MFZM F 1 BRIGHT A_CustomMissile ("LMGDTracer",33,9,random (-6,6))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 50,"Reload")
	MFZM E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("FC1M249F")
	MFZM F 1 BRIGHT A_CustomMissile ("LMGDTracer",33,9,random (-8,8))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 50,"Reload")
	MFZM E 3 A_MonsterRefire (40, "SeeLoop")
	Loop
  Accuracy:
    MFZM E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound ("FC1M249F")
	MFZM F 2 BRIGHT A_CustomMissile ("LMGDTracer",33,9, random (-1,1))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 50,"Reload")
	MFZM E 3 A_MonsterRefire (40, "SeeLoop")
   Loop
  Reload:
    MFZM E 30 A_PlaySound ("MGMAGOPN")
	TNT1 A 0 A_TakeInventory ("LMGShotCounter", 50)
	MFZM D 48 A_PlaySound ("MGMAGLOA")
	MFZM E 34 A_PlaySound ("MGMAGCLS")
	Goto SeeLoop
  Pain:
    MFZM G 3
    MFZM G 3 A_Pain
    goto SeeLoop
  Death:
  	MFZM H 5 A_NoBlocking
    MFZM I 5 A_Scream
    MFZM J 5
    MFZM K 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
    MFZM L -1
    stop
  Death.WEAK:
    MFZM O 5
    MFZM P 5 A_PlaySound("Baddy/pain")
    MFZM Q 5 A_NoBlocking
    MFZM R 5
    MFZM S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 2 A_XScream 
    PGIB B 5 A_NoBlocking
	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)
	MFZM LKJIH 5
   Goto See	
    }
}



	    Actor MafiaLMGSpawner : RandomSpawner
			{
			 DropItem MafiaLMG
			 DropItem MafiaLMGBlack
			 DropItem MafiaLMGCrimson
			}




		Actor MafiaLMGBlack : MafiaLMG
			{
			 Translation "80:111=5:8", "3:3=5:5", "192:207=5:8"
			}
			
		Actor MafiaLMGCrimson : MafiaLMG
			{
			 Translation "80:111=5:8", "3:3=5:5", "192:207=32:47"
			}	

