     Actor DrugLordWannabe : GenericHumanScum 
{
  scale 1.0
  hitobituary "%o got hammered into pancake by the drug lord wannabe lunatic, armed with sledgehammer"
  health 114
  radius 16
  height 56
  mass 100
  MaxTargetRange 120
  speed 12
  Translation "192:207=5:8"
  painchance 100
  SeeSound "Cartel/see"
  PainSound "GTS/pain"
  DeathSound "GTS/Death"
  ActiveSound "Cartel/Active"
  attacksound "melee/hit"
  Tag "Druglord Wannabe"
  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_SpawnItemEx ("CartelWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 70)
  Spawn2:	 
    DWNB A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUCrowbarFreak")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
    TNT1 A 0 A_Jump (170, "DodgeLeftF", "DodgeRightF")
    DWNB AABBCCDD 2 A_Chase
    loop
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    DWNB AABBCCDD 2 ThrustThing(angle*256/360+192, 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)) 
	    DWNB AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		Goto See+1	
  Melee:
    DWNB E 6 A_FaceTarget
	DWNB F 3 A_PlayWeaponSound("BALDAXSW")
    DWNB F 2 A_CustomMeleeAttack ((12), "BALDAXHT", "BALDAXSW")
	DWNB FE 3
	TNT1 A 0 A_JumpIfTargetInLos ("ChaseMelee", 0, JLOSF_DEADNOJUMP, 130)
    goto See
  ChaseMelee:
    TNT1 A 0 A_Chase ("", "DashMelee") 
    DWNB A 2 A_FaceTarget
	TNT1 A 0 A_Chase ("", "DashMelee") 
    DWNB B 2 A_FaceTarget
	TNT1 A 0 A_Chase ("", "DashMelee") 
    DWNB C 2 A_FaceTarget
	TNT1 A 0 A_Chase ("", "DashMelee") 
    DWNB D 2 A_FaceTarget
	TNT1 A 0 A_CheckSight ("See")
   Loop 	
  DashMelee:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ (0, 15, 0, 0)	
	TNT1 A 0 A_Recoil (random (-6,-4))
	DWNB E 4 A_FaceTarget
	DWNB F 3 A_PlayWeaponSound("BALDAXSW")
    DWNB F 2 A_CustomMeleeAttack ((10), "BALDAXHT", "BALDAXSW")
	DWNB FE 3
    goto See
   Pain: 
    DWNB H 3
    DWNB H 3 A_Pain
	TNT1 A 0 A_Jump (70, "DodgeLeftF", "DodgeRightF")
    goto See
  Death:
    DWNB H 5 A_Scream
    DWNB I 5 A_NoBlocking
    DWNB JKL 3
	DWNB M 3 A_Playsound ("FallingBodyLight", CHAN_BODY)
    DWNB N -1
    stop	
 XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    DWNB OPQ 3 A_NoBlocking
    DWNB RST 3 A_XScream
    DWNB U 3 
    DWNB V 3
    DWNB W -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	DWNB NMLKJIHG 4
   Goto See	
	}
}


	
	
		 
//-----Duke Transaltion isn't working if you didn't transalte sprites themselves, bloody hell		 