     Actor GangstaARHeavy : GenericHumanScum 
       {
  scale 1.0
  obituary "Armoured gangsta grunt got medieval on %o's ass."
  health 140
  radius 15
  height 54
  Species "KNIGHT"
+DONTHARMSPECIES
  mass 100
  speed 10
  painchance 160
  SeeSound "HeavyGangstaAR/See"
  PainSound "GTS/pain"
  DeathSound "GTS/Death"
  ActiveSound "HeavyGangstaAR/Active"
  dropitem "Clip", 5
  Tag "Armoured Gangsta Grunt"
  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(-0.04,0.04))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
	TNT1 A 0 A_SpawnItemEx ("DarkWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
	TNT1 A 0 A_Jump (50, "MAFON")
  Spawn2:
    BAR3 A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUHeavyGangstaAR")
	 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 ("GhettoSPAWNER", 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")
    BAR3 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
	    BAR3 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))
	    BAR3 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))
	    BAR3 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
	    BAR3 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)) 
	    BAR3 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)) 
	    BAR3 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_JumpIfInventory ("GrenadeCooDown", 1, 2)
    TNT1 A 0 A_Jump (125, "40mmCheck") 
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    BAR3 E 12 A_FaceTarget
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
	TNT1 A 0 A_JumpIfTargetInLos ("TriShot", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 750)
	TNT1 A 0 A_JumpIfTargetInLos ("InaccurateMissile", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 950)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	BAR3 F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-6,6))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    BAR3 E 3 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
  Trishot:
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	BAR3 F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-2,2))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	BAR3 E 3 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	BAR3 F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	BAR3 E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	BAR3 F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	BAR3 E 3 A_MonsterRefire (40, "SeeLoop")
	Goto SeeLoop
  InaccurateMissile:
	TNT1 A 0
	BAR3 E 2 A_FaceTarget	
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	BAR3 F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (35, "SeeLoop") 
    BAR3 E 3 A_MonsterRefire (40, "SeeLoop")
	Loop
  40mm:
    BAR3 E 7 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GLFIR", CHAN_WEAPON)
	BAR3 F 2 BRIGHT A_CustomMissile ("GangstaHandmade40mmGrenade", 32, 0, random (-5,5), CMF_OFFSETPITCH, random (12, 19))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 4)
	Goto SeeLoop
  40mmCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("40mm", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1200, 600)
	Goto MissileCheck+1
  Reload:
    BAR3 D 25 A_Playsound ("RIFOUT")
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	BAR3 E 42 A_Playsound ("RIFIN")
	BAR3 D 16 A_Playsound ("RIFREAD")
	Goto SeeLoop
  Pain:
    BAR3 G 3
    BAR3 G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    BAR3 H 5 A_Scream
    BAR3 I 5
    BAR3 J 5 A_NoBlocking
    BAR3 K 5
    BAR3 L -1
    stop
  Death.WEAK:
    BAR3 O 5
    BAR3 P 5 A_PlaySound("Baddy/pain")
    BAR3 Q 5 A_NoBlocking
    BAR3 R 5
    BAR3 S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    BAR3 U 5
    BAR3 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)
	BAR3 LKJIH 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:
    BAR3 AA 4 A_Wander
    BAR3 A 0 A_Look
    BAR3 BB 4 A_Wander
    BAR3 A 0 A_Look
    BAR3 CC 4 A_Wander
    BAR3 A 0 A_Look
    BAR3 DD 4 A_Wander
    BAR3 A 0 A_Look
    loop
  }
}  
	   
	   
	ACtor GangstaHandmade40mmGrenade 
		{
		projectile
		+MISSILE
		-NOGRAVITY
		+BLOODSPLATTER
		+CANBOUNCEWATER
		+DONTHARMSPECIES
		Species "KNIGHT" 
		bouncetype "Doom"
		gravity 0.7
		bouncecount 5
		radius 5
		height 5
		speed 30
		scale 0.4
		damage (8)
		bouncesound "OGRBNC"
		Obituary "%o was blown up by weird-looking tin can"
		states
		{
		Spawn:
		QGRP ABCDEFGHIJK 1 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		loop
		Death:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("misc/boom",0)
		TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
		TNT1 A 0 A_Explode((25),69, 0 ,0,60)
		TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 1 Radius_Quake (2,4,0,7,0)
		TNT1 A 20
		stop
			}
		}
		 
		 
		
	   