actor DualPistolsUSNMilitarist : GenericHumanScum 
{

   //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------

DropItem "HealthFlask" 40
DropItem "ArmorCharge" 40
DropItem "AmmoPack" 20
DropItem "HandGrenadeAmmo" 50 1
DropItem "MineAmmo" 25 1

  scale 1.0
  obituary "%o was lethally offended by the agressive militaristic bald guy with questionable political views"
  health 65
  radius 15
  height 54
  Species "Imp"
  +DONTHARMSPECIES
  mass 100
  speed 10
  Translation "112:127=3:9"
  painchance 170
  SeeSound "Skin7/see"
  PainSound "Skin7/pain"
  DeathSound "Skin7/Death"
  ActiveSound "Skin7/active" 
  dropitem "Clip", 35
  Tag "Dual Pistols USN 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:
    APUM A 10 A_Look
    loop
   STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUHBydlo")
	 Goto Spawn+2
	VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3 
  See:
    "####" A random(1,4)
    TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (30, "MissileCheck")
SeeLoop:
    //TNT1 A 0 A_JumpIfCloser (450, "CheckDodge")
	TNT1 A 0 A_Jump (100, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    APUM 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 ("PistolShotCounter", 20, "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
	    APUM 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))
	    APUM AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (80, "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))
	    APUM AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (80, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    APUM 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)) 
	    APUM 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)) 
	    APUM AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1
	Evasive:
	    TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump (150, "EvasiveLeft")
 	    APUM AABBCCDDAABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		Goto MissileCheck
	EvasiveLeft:
	    TNT1 A 0 A_FaceTarget
	    APUM AABBCCDDAABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		Goto MissileCheck	
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
    Goto SeeLoop+1
  Missile:
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
    APUM EF 12 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Accurate", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 920)
	TNT1 A 0 A_JumpIfTargetInLos ("EvasiveFire", 0, JLOSF_DEADNOJUMP, 375, 0)
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	APUM G 3 BRIGHT A_CustomMissile ("CMBTracer",45,9,random (-2,2))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	APUM F 7 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    APUM I 3 BRIGHT A_CustomMissile ("CMBTracer",45,-9,random (-2,2))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	APUM F 7 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	APUM G 3 BRIGHT A_CustomMissile ("CMBTracer",45,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	APUM F 6 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    APUM I 3 BRIGHT A_CustomMissile ("CMBTracer",45,-9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	APUM F 6 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	APUM G 3 BRIGHT A_CustomMissile ("CMBTracer",45,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	APUM F 6 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    APUM I 3 BRIGHT A_CustomMissile ("CMBTracer",45,-9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	APUM F 6 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	APUM G 3 BRIGHT A_CustomMissile ("CMBTracer",45,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	APUM F 5 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    APUM I 3 BRIGHT A_CustomMissile ("CMBTracer",45,-9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	APUM F 5 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	APUM G 3 BRIGHT A_CustomMissile ("CMBTracer",45,9,random (-5,5))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	APUM F 5 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    APUM I 3 BRIGHT A_CustomMissile ("CMBTracer",45,-9,random (-5,5))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
    goto SeeLoop
  Accurate:
    APUM F 6 A_FaceTarget
    TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	APUM G 3 BRIGHT A_CustomMissile ("CMBTracer",45,9,random (-1,1))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	APUM F 9 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    APUM I 3 BRIGHT A_CustomMissile ("CMBTracer",45,-9,random (-1,1))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
   Goto SeeLoop
  EvasiveFire:
    APUM F 4 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	APUM G 3 BRIGHT A_CustomMissile ("CMBTracer",45,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	APUM F 4 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    APUM I 3 BRIGHT A_CustomMissile ("CMBTracer",45,-9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	APUM F 4 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	APUM G 3 BRIGHT A_CustomMissile ("CMBTracer",45,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	APUM F 4 A_FaceTarget
	APUM F 4 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    APUM I 3 BRIGHT A_CustomMissile ("CMBTracer",45,-9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	APUM F 4 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	APUM G 3 BRIGHT A_CustomMissile ("CMBTracer",45,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	APUM F 4 A_FaceTarget
	TNT1 A 0 A_Playsound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    APUM I 3 BRIGHT A_CustomMissile ("CMBTracer",45,-9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 20, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("Evasive", 4, JLOSF_DEADNOJUMP, 375, 0) 
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	Loop
  Reload:
    APUM E 8 A_PlaySound ("GlokRel1")
	TNT1 A 0 A_TakeInventory ("PistolShotCounter", 20)
	APUM D 45 A_PlaySound ("GlokRel2")
	APUM E 15 A_PlaySound ("GlokRel3")
	Goto SeeLoop
  Pain:
    APUM H 3
    APUM H 3 A_Pain
    goto SeeLoop
  Death:
	//TNT1 A 0 A_Jump(40, "Suren")
    APUM J 5 A_NoBlocking
    APUM K 5 A_Scream
    APUM L 4
	APUM M 4 A_Playsound ("FallingBodyGear", CHAN_BODY)
    APUM N -1
    stop
  XDeath:
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    APUM U 5
    APUM V 2 A_XScream
	APUM W 2
    BGIB A 5 A_NoBlocking
    BGIB BCD 5
    BGIB E -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	APUM MLKJ 5
   Goto See	
  Idle:
    APUM AA 4 A_Wander
    APUM A 0 A_Look
    APUM BB 4 A_Wander
    APUM A 0 A_Look
    APUM CC 4 A_Wander
    APUM A 0 A_Look
    APUM DD 4 A_Wander
    APUM A 0 A_Look
    loop
  }
}



	Actor DPUSNMilitaristSpawner : RandomSpawner
		{
		 DropItem DualPistolsUSNMilitarist
		 DropItem DualPistolsUSNMilitaristGrey
		 DropItem DualPistolsUSNMilitaristWhite
		 DropItem DualPistolsUSNMilitaristDarkGreen
		 DropItem DualPistolsUSNMilitaristGreen
		}
		
	
	Actor DualPistolsUSNMilitaristGrey : DualPistolsUSNMilitarist
		{
		 Translation "112:127=96:111"
		}
		
	
	Actor DualPistolsUSNMilitaristWhite : DualPistolsUSNMilitarist
		{
		 Translation "112:127=80:103"
		}
		
	
	Actor DualPistolsUSNMilitaristDarkGreen : DualPistolsUSNMilitarist
		{
		 Translation "112:127=9:12"
		}
		
	Actor DualPistolsUSNMilitaristGreen : DualPistolsUSNMilitarist
		{
		 Translation "112:127=121:127"
		}	


