     actor SSGAlkash : GenericHumanScum 
{

  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
 	   
	DropItem "HealthFlask" 40
	DropItem "ArmorCharge" 40
	DropItem "AmmoPack" 20
	DropItem "HandGrenadeAmmo" 50 1
	DropItem "MineAmmo" 25 1

  scale 1.0
  obituary "%o was executed by drunken wretch with strong spiritual bonds and double shotgun"
  health 40
  radius 15
  height 54
  mass 100
  speed 8
    Species "Z"
  +DOHARMSPECIES
  painchance 200
  SeeSound "FatBald/see"
  PainSound "FatBald/pain"
  DeathSound "FatBald/Death"
  ActiveSound "FatBald/Active" 
  dropitem "Shotgun"
  Tag "Spirtbound shotgunner"
  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 ("BydloWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 50)
  Spawn2:
    VATA T 10 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(1,7)
	 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_JumpIfInventory ("2ShotgunShotCounter", 2, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    VATA AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("2ShotgunShotCounter", 2, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    VATA AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "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))
	    VATA AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "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))
	    VATA AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    VATA AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "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)) 
	    VATA AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "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)) 
	    VATA AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop		
  Missile:
    VATA E 10 A_FaceTarget
	VATA F 16 A_FaceTarget
	TNT1 A 0 A_PlaySound ("DSKSSFIR")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 9, random (-12,12))
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 8, random (-12,12))
	TNT1 A 0 A_GiveInventory ("2ShotgunShotCounter", 2)
	VATA G 6 BRIGHT 
    VATA FE 6
    goto Reload
  Reload:
    VATA FE 15 A_PlaySound ("TOZOPN", 7)
	VATA D 5
	TNT1 A 0 A_PlaySound ("TOZIN", 7)
	VATA EF 7
	TNT1 A 0 A_PlaySound ("TOZIN", 7)
	TNT1 A 0 A_TakeInventory ("2ShotgunShotCounter", 2)
	VATA D 7
	TNT1 A 0 A_Playsound ("TOZCLOS", 7)
	Goto SeeLoop	
  Pain:
    VATA H 3
    VATA H 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(40, "Suren")
    VATA I 5  A_Scream
    VATA J 5
    VATA K 5 A_NoBlocking
    VATA L 5
    VATA M 5
	VATA N 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
	VATA O -1
    stop
   Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	VATA ONMLKJI 5
   Goto See	
  //Death.WEAK:
    VATA N 5
    VATA O 5 A_PlaySound("Baddy/pain")
    VATA P 5 A_NoBlocking
    VATA Q 5
    VATA R -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    VATA P 5
    VATA Q 5 A_XScream
    VATA R 5 A_NoBlocking
    VATA SU 5
    VATA V -1
    Stop
  //Suren:
    MOS1 A 5 A_PlaySound("Baddy/Surren")
    MOS1 B 5 
    MOS1 C 5 A_NoBlocking
    MOS1 C 5 A_SpawnItem("Mook1wimp",0,0)
    stop
  Idle:
    VATA AA 4 A_Wander
    VATA A 0 A_Look
    VATA BB 4 A_Wander
    VATA A 0 A_Look
    VATA CC 4 A_Wander
    VATA A 0 A_Look
    VATA DD 4 A_Wander
    VATA A 0 A_Look
    loop
  }
}


  Actor 2ShotgunShotCounter : Inventory
{
Inventory.Maxamount 2
}