actor ShotgunThugCap : 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 kicked away by the Shotgun Thug wearing a fancy cap"
  health 45
  radius 15
  height 54
  mass 100
  speed 10
    Species "Z"
  +DOHARMSPECIES
  painchance 150
  Translation "192:207=240:247"
  SeeSound "KPDude2/see"
  PainSound "KPDude2/pain"
  DeathSound "KPDude2/Death"
  ActiveSound "KPDude2/Active" 
  dropitem "Shotgun"
  Tag "Shotgun Thug"
  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(-0.03, 0.03), scaleY+frandom(-0.08,0.08))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:
    ER5A T 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUKPDude2")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
    "####" A random(1,5)
	 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 ("ShotgunShotCounter", 6, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    ER5A AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 6, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    ER5A 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))
	    ER5A 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))
	    ER5A 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
	    ER5A 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)) 
	    ER5A 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)) 
	    ER5A 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:
    ER5A EF 14 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1200)
	TNT1 A 0 A_JumpIfTargetInLos ("DoubleShot", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1199, 650) 
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 0, random (-3,3))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	ER5A G 6 BRIGHT 
    ER5A FE 6 A_FaceTarget
    goto SeeLoop
  Accuracy:
    ER5A E 24 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 0, random (-2,2))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    ER5A G 5 Bright A_FaceTarget 
    ER5A F 6 A_JumpIfInventory ("ShotgunShotCounter", 6, "Reload")
	ER5A E 3 A_MonsterRefire (40, "SeeLoop")
   Loop
  DoubleShot:
	ER5A F 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 0, random (-5,5))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	ER5A G 6 BRIGHT A_FaceTarget 
    ER5A F 4 A_JumpIfInventory ("ShotgunShotCounter", 6, "Reload")
	ER5A F 14 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 0, random (-5,5))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	ER5A G 4 BRIGHT A_FaceTarget
    ER5A FE 5 
	Goto SeeLoop
  Reload:
    ER5A DE 9 A_PlaySound ("SHOTLOD")
	ER5A DE 9 A_PlaySound ("SHOTLOD")
	ER5A DE 9 A_PlaySound ("SHOTLOD")
	ER5A DE 9 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 6)
	ER5A DE 9 A_PlaySound ("SHOTLOD")
	ER5A DE 9 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_Playsound ("SHOTPUMP")
	Goto SeeLoop	
  Pain:
    ER5A H 3
    ER5A H 3 A_Pain
    goto SeeLoop
  Death:
    ER5A I 5  A_Scream
    ER5A J 5 A_NoBlocking
    ER5A K 5 
    ER5A L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
    ER5A M -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    ER5A U 5
    ER5A V 5 A_XScream
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	ER5A MLKJI 5
   Goto See	
  //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:
    ER5A AA 4 A_Wander
    ER5A A 0 A_Look
    ER5A BB 4 A_Wander
    ER5A A 0 A_Look
    ER5A CC 4 A_Wander
    ER5A A 0 A_Look
    ER5A DD 4 A_Wander
    ER5A A 0 A_Look
    loop
  }
}

	Actor ShotgunThugCapSpawner : RandomSpawner
		{
		 DropItem ShotgunThugCap
		 DropItem ShotgunThugCapGrey
		 DropItem ShotgunThugCapFullNavy
		 DropItem ShotgunThugCapFullGrey
		 DropItem ShotgunThugCapBlack
		 DropItem ShotgunThugCapBrownGrey
		}

	Actor ShotgunThugCapGrey: ShotgunThugCap
		{
		 Translation "112:127=80:111", "192:207=240:247"	
		}
		
	Actor ShotgunThugCapFullNavy : ShotgunThugCap
		{
		 Translation "112:127=240:247", "192:207=240:247"
		}
		
	Actor ShotgunThugCapFullGrey : ShotgunThugCap
		{
		 Translation "112:127=96:111", "192:207=80:111" 
		}
		
	Actor ShotgunThugCapBlack : ShotgunThugCap
		{
		 Translation"112:127=5:8", "192:207=240:247"
		}
	
    Actor ShotgunThugCapBrownGrey : ShotgunThugCap
		{
		 Translation "112:127=64:79", "192:207=96:111"
		}

