actor UMP45Skinhead : GenericHumanScum 
{
  scale 1.0
  obituary "%o was lethally cancelled by the bonehead with UMP-45"
  health 66
  radius 15
  height 54
  mass 100
  speed 12
  Species "IMP"
+DONTHARMSPECIES
  painchance 180
  SeeSound "Skin6/See"
  PainSound "Skin6/pain"
  DeathSound "Skin7/Death"
  ActiveSound "Skin6/Active"
  Tag "UMP-45 Right-wing Bonehead"
  Translation "192:207=66:79"
  //+DROPOFF
  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)
	TNT1 A 0 A_SpawnItemEx ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    BMP5 T 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUSkin6")
	 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 (180, "MissileCheck")
  SeeLoop:
	TNT1 A 0 A_CheckSight ("CheckReload")
	TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 25, "Reload")
    BMP5 AABBCCDD 3 A_Chase
    loop
  DodgeMoves:
	BMP5 AABBCCDDAABBCCDDAABBCCDDAABBCCDD 2 A_Wander
  MissileCheck:
    TNT1 A 0
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 50, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 750)
	Goto SeeLoop
    CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 25, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    BMP5 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		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))
	    BMP5 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		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))
	    BMP5 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    BMP5 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		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)) 
	    BMP5 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		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)) 
	    BMP5 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+1			
   Retreat:
    TNT1 A 0 A_Changeflag ("FRIGHTENED", 1)
	TNT1 A 0 A_ChangeFlag ("Missilemore", 1)
	TNT1 A 0 A_ChangeFlag ("MissileEvenMore", 1)  
	Goto SeeLoop+1	
  Missile:
    TNT1 A 0 A_TakeInventory ("AccuracyCounter", 5)
	TNT1 A 0 A_TakeInventory ("ShotCounter", 7)
    TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 25, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("HighAccuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1200, 800)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1200, 800) 
    BMP5 EF 6 A_FaceTarget
  MissileLoop:
    BMP5 F 2 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 800)
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 25, "Reload")
	TNT1 A 0 A_PlaySound ("MP5")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	BMP5 G 1 BRIGHT A_CustomMissile ("HSMGTracer",44,9,random (-1,1))
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 7, "MissileDodge")
    BMP5 F 1 A_MonsterRefire (40, "SeeLoop")
   Loop
  MissileDodge:
	BMP5 F 2 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 25, "Reload")
	TNT1 A 0 A_PlaySound ("MP5")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	BMP5 G 1 BRIGHT A_CustomMissile ("HSMGTracer",44,9,random (-2,2))
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
    BMP5 F 1 A_MonsterRefire (40, "SeeLoop")
	TNT1 A 0 A_JumpIfInTargetLos ("DodgeMoves", 1, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 350)
  Accuracy:
    TNT1 A 0
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 25, "Reload")
    BMP5 F 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("MP5")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	BMP5 G 1 Bright A_CustomMissile ("HSMGTracer",44,9,random (-1,1))
	TNT1 A 0 A_JumpIfInventory ("AccuracyCounter", 5, "SeeLoop")
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("AccuracyCounter", 1)
	//BMP5 F 1 A_MonsterRefire (40, "SeeLoop")
	Loop
  HighAccuracy:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 25, "Reload")
    BMP5 F 9 A_FaceTarget
	TNT1 A 0 A_PlaySound ("MP5")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	BMP5 G 1 Bright A_CustomMissile ("HSMGTracer",44,9,0)
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
	BMP5 F 9 A_FaceTarget
	TNT1 A 0 A_PlaySound ("MP5")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	BMP5 G 1 Bright A_CustomMissile ("HSMGTracer",44,9, random(-1,1))
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
	BMP5 F 9 A_FaceTarget
	TNT1 A 0 A_PlaySound ("MP5")
	TNT1 A 0 A_PlaySound ("MP5FF", 6, 0.5, 0)
	BMP5 G 1 Bright A_CustomMissile ("HSMGTracer",44,9,0)
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
	Loop
  Reload:
    TNT1 A 0 A_JumpIfCloser (650, "Retreating")
    BMP5 F 15 A_PlaySound ("SMGOUT")
	TNT1 A 0 A_TakeInventory ("SMGShotCounter", 25)
	BMP5 E 32 A_PlaySound ("SMGIN")
	BMP5 F 20 A_PlaySound ("SMGCOCK")
	TNT1 A 0 A_JumpIfCloser (450, "MissileCheck2")	
	Goto SeeLoop
  MissileCheck2:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
	Goto SeeLoop
  Retreating:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true) 
    BMP5 ABCDABCDABCDABCDABCDABCDABCDABCD 2 A_Chase
	TNT1 A 0 A_CheckSight ("ReloadReady")	
 ReloadReady:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	Goto ReloadBrave
 ReloadBrave:
    BMP5 F 15 A_PlaySound ("SMGOUT")
	TNT1 A 0 A_TakeInventory ("SMGShotCounter", 25)
	BMP5 E 32 A_PlaySound ("SMGIN")
	BMP5 F 20 A_PlaySound ("SMGCOCK")
	TNT1 A 0 A_JumpIfCloser (450, "MissileCheck2")	
	Goto SeeLoop	
  Pain:
    BMP5 H 3
    BMP5 H 3 A_Pain
    goto SeeLoop
  Death:
    BMP5 I 5 A_Scream
    BMP5 J 5
    BMP5 K 5 A_NoBlocking
    BMP5 L 5
	BMP5 M 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
    BMP5 M -1
    stop
  Death.WEAK:
    BMP5 N 5
    BMP5 O 5 A_PlaySound("Baddy/pain")
    BMP5 P 5 A_NoBlocking
    BMP5 Q 5
    BMP5 R -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 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)
	BMP5 MLKJI 5
   Goto See	
  Idle:
    BMP5 AA 4 A_Wander
    BMP5 A 0 A_Look
    BMP5 BB 4 A_Wander
    BMP5 A 0 A_Look
    BMP5 CC 4 A_Wander
    BMP5 A 0 A_Look
    BMP5 DD 4 A_Wander
    BMP5 A 0 A_Look
    loop
  }
}

    
	Actor UMP45SkinheadSpawner : RandomSpawner
		{
		 DropItem UMP45Skinhead
		 DropItem UMP45SkinheadGrey
		 DropItem UMP45SkinheadGreen
		 DropItem UMP45SkinheadBlack
		 DropItem UMP45SkinheadNavy
		}
	
	

	Actor UMP45SkinheadGrey : UMP45Skinhead
		{
		 Translation "192:207=96:111"
		}
		
	Actor UMP45SkinheadGreen : UMP45Skinhead
		{
		 Translation "192:207=121:127"
		}	

	Actor UMP45SkinheadBlack : UMP45Skinhead
		{
		 Translation "192:207=4:8"
		}
		
	Actor UMP45SkinheadNavy : UMP45SkinHead
		{
		 Translation "192:207=240:247"
		}
	