Actor ArmouredGangstaBerserker : GenericHumanScum   
{
scale 1.0
  hitobituary "%o's was shamed, beaten up and totally destroyed by an armoured gangsta berserker."
  health 150
  radius 16
  height 56
  mass 100
  speed 14
  BloodType "DASBLUT"
  painchance 125
  MaxTargetRange 100  
  Translation "112:127=4:8"
  SeeSound "ArmouredGangBers/see"
  PainSound "YouthGangsta/pain"
  DeathSound "YouthGangsta/Death"
  ActiveSound "ArmouredGangBers/Active"
  Tag "Armoured Gangsta Berserker"
  MONSTER
  Translation "112:127=4:8"
  +FASTMELEE
  +JUMPDOWN
  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 ("DarkWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    VBRS A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUArmouredGangBers")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
	TNT1 A 0 A_JumpIfCloser (520, "AgressiveCharge")
    VBRS AABBCCDD 2 A_Chase
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    VBRS AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto See+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    VBRS AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		Goto See+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    VBRS AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		Goto See+1
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    VBRS AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		Goto See+1
  AgressiveCharge:
	TNT1 A 0 A_JumpIfTargetInLos ("See", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 500) 
    VBRS AABB 2 A_Chase
	TNT1 A 0 A_Recoil (-3)
	VBRS CCDD 2 A_Chase
	Loop
  Melee:
    VBRS C 4 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound ("Fist/swing")
	VBRS E 3 A_CustomMeleeAttack ((4), "Fist/Hit", "Fist/Swing")
	VBRS E 3 A_FaceTarget
	TNT1 A 0 ThrustThingZ (0, 2, 0, 0)
	TNT1 A 0 A_Recoil ( random (-5,-3))
	TNT1 A 0 A_PlayWeaponSound ("Fist/swing")
	VBRS F 3 A_CustomMeleeAttack ((4), "Fist/Hit", "Fist/Swing")
	VBRS F 3 A_FaceTarget
	TNT1 A 0 ThrustThingZ (0, 2, 0, 0)
	TNT1 A 0 A_Recoil ( random (-5,-3))
    TNT1 A 0 A_JumpIfTargetInLos ("SlamPunch", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 108)
	TNT1 A 0 A_CposRefire
    Loop
  SlamPunch:
    VBRS C 6 A_FaceTarget
	TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	TNT1 A 0 A_Recoil ( random (-8,-6))
	VBRS F 3 A_CustomMeleeAttack ((8), "Fist/Hit", "Fist/Swing")
	Goto See
   Pain: 
    VBRS G 3
    VBRS G 3 A_Pain
	TNT1 A 0 A_Jump (70, "DodgeLeftF", "DodgeRightF")
    goto See
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    VBRS H 5
    VBRS I 5 A_Scream
    VBRS J 5 A_NoBlocking
    VBRS KL 3
	VBRS M 3 A_Playsound ("FallingBodyLight", CHAN_BODY)
    VBRS N -1
    stop	
 XDeath:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    VBRS O 5
    VBRS P 5 A_XScream
    VBRS Q 5 A_NoBlocking
    VBRS RS 3
    VBRS T -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	VBRS NMLKJIH 5
   Goto See	
	}
}

    
	Actor ArmouredGangstaBerserkerSpawner : RandomSpawner
		{
		 DropItem ArmouredGangstaBerserker
		 DropItem ArmouredGangstaBerserkerHaki 
		}


	Actor ArmouredGangstaBerserkerHaki : ArmouredGangstaBerserker
		{
		 Translation "112:127=8:12", "96:111=8:12"
		}
		
		
