     actor SSGDrugDealer : 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 became the sweese cheese because of Armoured Drug Dealer with Double Shotgun"
  health 41
  radius 15
  height 54
  mass 100
  speed 9
    Species "Z"
  +DOHARMSPECIES
  painchance 200
  SeeSound "DrugThug/see"
  PainSound "DrugThug/pain"
  DeathSound "DrugThug/Death"
  ActiveSound "DrugThug/Active" 
  dropitem "Shotgun"
  Tag "Armoured drug dealer with double shotgun"
  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:
    SSDD A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUDrugThug")
	 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")
    SSDD 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
	    SSDD 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))
	    SSDD 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))
	    SSDD 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
	    SSDD 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)) 
	    SSDD 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)) 
	    SSDD 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:
    SSDD E 25 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 10, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
	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 (-9,9))
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 8, random (-9,9))
	TNT1 A 0 A_GiveInventory ("2ShotgunShotCounter", 2)
	SSDD F 6 BRIGHT 
    SSDD FE 3
    goto Reload
  Accuracy:
	SSDD E 7 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 (-7,7))
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 8, random (-7,7))
	TNT1 A 0 A_GiveInventory ("2ShotgunShotCounter", 2)
	SSDD F 6 BRIGHT A_FaceTarget
    SSDD DE 3
    goto Reload
  Reload:
    SSDD E 25 A_PlaySound ("TOZOPN")
	SSDD D 19 A_PlaySound ("TOZIN")
	SSDD E 9 A_PlaySound ("TOZIN")
	TNT1 A 0 A_TakeInventory ("2ShotgunShotCounter", 2)
	SSDD D 12 A_PlaySound ("TOZCLOS")
	Goto SeeLoop	
  Pain:
    SSDD H 3
    SSDD H 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(40, "Suren")
    SSDD I 5  A_Scream
    SSDD J 5
	TNT1 A 0 A_Playsound ("FallingBodyLight", CHAN_BODY)
    SSDD K 5 A_NoBlocking
    SSDD L -1
    stop
  //Death.WEAK:
    SSDD N 5
    SSDD O 5 A_PlaySound("Baddy/pain")
    SSDD P 5 A_NoBlocking
    SSDD Q 5
    SSDD R -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    SSDD P 2 A_XScream
    SSDD Q 2 A_NoBlocking
    SSDD RS 1 
    SSDD T 2
    SSDD U -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	SSDD LKJI 5
   Goto See 	
  Idle:
    SSDD AA 4 A_Wander
    SSDD A 0 A_Look
    SSDD BB 4 A_Wander
    SSDD A 0 A_Look
    SSDD CC 4 A_Wander
    SSDD A 0 A_Look
    SSDD DD 4 A_Wander
    SSDD A 0 A_Look
    loop
  }
}


  