    Actor ChainsawLeatherPsycho : GenericHumanScum 
{
  scale 1.0
  hitobituary "%o was cut in half by the average halloween lover in fancy leather coat"
  health 100
  radius 16
  height 56
  mass 100
  speed 14
  painchance 100
  SeeSound "LeatherAss/see"
  PainSound "NutM/pain"
  DeathSound "INMNDE01"
  ActiveSound "LeatherAss/Active"
  Tag "Chainsaw Leather Psycho"
  MONSTER
  +FLOORCLIP
  +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(-0.02, 0.02), scaleY+frandom(-0.08,0.08))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
	//TNT1 A 0 A_Jump (10, "SpawnMafon")
  Spawn2:	 
    CHAN A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFULeatherAss")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  SpawnMafon:
	TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("ManhSpawner", 0, 0, 0)
	Goto Spawn2
  See:
    "####" A random(1,5)
	TNT1 A 0
	TNT1 A 0 A_Playsound ("Saw/Start")
  SeeLoop:
	TNT1 A 0 A_PlaySound ("Saw/Idle", 5, 1.0, true)
    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
    TNT1 A 0 A_JumpIfCloser (500, "Rush")
    CHAN AABBCCDD 2 A_Chase ("","")
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    CHAN AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		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))
	    CHAN AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    CHAN AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		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)) 
	    CHAN AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		Goto SeeLoop+1	
  Melee:
    CHAN E 8 A_FaceTarget
  MeleeLoop:
    CHAN E 2 A_FaceTarget
	TNT1 A 0 A_StopSound (5)  
	CHAN E 1 A_PlaySound("Saw/Attack")
    CHAN F 1 A_CustomMeleeAttack ((4), "", "")
   Goto Rush 
  Rush:
    TNT1 A 0
    TNT1 A 0 A_PlaySound ("Saw/Idle", 5, 1.0, true)
    CHAN AABBCCDD 2 A_Chase ("Melee")
	TNT1 A 0 A_JumpIfTargetInLos ("SeeLoop", 0, JLOSF_CLOSENOJUMP, 0, 650)
   Loop 	
   Pain: 
    CHAN G 3
	TNt1 A 0 
    CHAN G 3 A_Pain
	TNT1 A 0 A_Jump (70, "DodgeLeftF", "DodgeRightF")
    goto SeeLoop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Playsound ("Saw/Stop")
	TNT1 A 0 A_StopSound (5)  	
    CHAN H 1
    CHAN H 4 A_Scream
    CHAN I 5 A_NoBlocking
    CHAN J 4
	CHAN K 4 A_Playsound ("FallingBodyLight", CHAN_BODY)
    CHAN L -1
    stop	
 XDeath:
    TNT1 A 0
	TNT1 A 0 A_Playsound ("Saw/Stop")
	TNT1 A 0 A_StopSound (5)
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 3
    PGIB B 3 A_XScream
    PGIB C 3 A_NoBlocking
    PGIB D 3
    PGIB E -1
    Stop
	}
}