    Actor Tec9Bald : GenericHumanScum   
	     {
  scale 1.0
  obituary "%o was shot by bald Columbine cosplayer"
  health 75
  radius 15
  height 54
  Species "IMP"
+DONTHARMSPECIES
  mass 100
  speed 10
  Damage 1
  painchance 200
  //Translation "42:42=40:40", "66:66=40:40", "22:22=40:40", "28:28=39:39", "62:62=39:39", "57:57=39:39" //pls be correct	
  SeeSound "FatBald/see"
  PainSound "FatBald/pain"
  DeathSound "FatBald/Death"
  ActiveSound "FatBald/active" 
  dropitem "Clip", 4
  Tag "Columbine Bald Cosplayer"
  MONSTER
  +DROPOFF
  +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)
				TNT1 A 0 A_SpawnItemEx ("BydloWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 60)
			Spawn2:
			    X2MO A 9 A_Look
				Loop
		STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUFatBald")
	 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 (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	             TNT1 A 0 A_Jump (230, "MissileCheck")
			SeeLoop:
			    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
			    TNT1 A 0 A_JumpIfInventory ("Tec9ShotCounter", 20, "Reload")
			    X2MO AAABBBCCCDDD 4 A_Chase
				Loop
	 DodgeLeft:
	    TNT1 A 0 A_FaceTarget
	    X2MO AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "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))
	    X2MO AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "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))
	    X2MO AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    X2MO 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)) 
	    X2MO 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)) 
	    X2MO 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", 0, JLOSF_DEADNOJUMP )
				Goto SeeLoop
		    Missile:
			    TNT1 A 0 A_JumpIfCloser (550, "RapidFire")
			    X2MO E 6 A_FaceTarget
				TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1200)
				TNT1 A 0 A_JumpIfInventory ("Tec9ShotCounter", 20, "Reload")
				TNT1 A 0 A_Playsound ("TEC9F")
				TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
				X2MO F 3 BRIGHT A_CustomMissile ("Tec9Tracer", 40,10, random (-3,3))
				TNT1 A 0 A_GiveInventory ("Tec9ShotCounter", 1)
				X2MO E 2 A_MonsterRefire (40, "SeeLoop")
				Loop
			RapidFire:
			    X2MO E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("Tec9ShotCounter", 20, "Reload")
				TNT1 A 0 A_Playsound ("TEC9F")
				TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
				X2MO F 3 BRIGHT A_CustomMissile ("Tec9Tracer", 40,10, random (-5,5))
				TNT1 A 0 A_GiveInventory ("Tec9ShotCounter", 1)
				X2MO E 2 A_MonsterRefire (40, "SeeLoop")
			   Loop
		    Accuracy:
			    TNT1 A 0 A_Playsound ("TEC9F")
				TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
				X2MO F 3 BRIGHT A_CustomMissile ("Tec9Tracer", 40,10, random (-1,1))
				TNT1 A 0 A_GiveInventory ("Tec9ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("Tec9ShotCounter", 20, "Reload")
				X2MO E 14 A_MonsterRefire (40, "SeeLoop")
			   Loop
			Reload:
                X2MO E 19 A_PlaySound ("TEC9R")
	            TNT1 A 0 A_TakeInventory ("Tec9ShotCounter", 20)
	            X2MO D 29
	            X2MO E 18
				Goto SeeLoop
			Pain:
			    X2MO G 3
			    X2MO G 3 A_Pain
			Goto SeeLoop
		Death:
			X2MO H 5
			X2MO I 5 A_Scream
			X2MO J 5
			X2MO K 8 A_NoBlocking
			X2MO L 5
			X2MO M 3 A_Playsound ("FallingBodyGear", CHAN_BODY)
			X2MO N -1
			Stop
		 Raise:
		   TNT1 A 0 
		   TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		   X2MO NMLKJIH 5
		  Goto See  
		XDeath:
		    TNT1 A 0
		    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			PGIB A 5 A_XScream
			PGIB B 5 //A_StartSound("gibsound")
			PGIB C 5 A_NoBlocking
			PGIB D 5
			PGIB E -1
			Stop
		   }
		 
		 }
		 
		 
Actor Tec9Tracer 
{
Projectile
Damage (4)
Species "Bydlo"
+FORCEXYBILLBOARD
+DOHARMSPECIES
+SKYEXPLODE
+BLOODSPLATTER
+DONTSPLASH 
+NOEXTREMEDEATH
radius 2
height 2
speed 20
renderstyle Add
alpha 0.9
scale .15
 States
     {
	  Spawn:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("PotentialProjectileHider", 0,0,0)
	  Spawn2:
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
		Loop
	  Crash:	
	  Death:
	    TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
	    TNT1 A 0 A_Playsound ("Bullet/Impact")
		TNT1 A 0 A_Jump (100, "D2")
		FX57 CDEFGHI 1 BRIGHT
		Stop
	  D2:
	    FX58 CDEFGHI 1 BRIGHT
		Stop
	  XDeath:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
		TNT1 A 1
		Stop		
	 }
}

Actor Tec9ShotCounter : Inventory
{
Inventory.maxamount 20
}
