    Actor CorruptCop : GenericHumanScum 
 {
 
    //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------

DropItem "HealthFlask" 40
DropItem "ArmorCharge" 40
DropItem "AmmoPack" 20
DropItem "HandGrenadeAmmo" 50 1
DropItem "MineAmmo" 25 1
  
 
  scale 1.15
  obituary "%o became totally unconsious during ordered arrest by the fair and absolutely not crooked police officer"
  health 27
  radius 15
  height 54
  mass 100
    Species "Z"
  +DOHARMSPECIES
  speed 12
  Translation "152:159=5:8", "128:151=5:8", "9:12=5:8", "160:167=5:8", "112:127=5:8"
  Damage 1
  painchance 200
  SeeSound "Police/See"
  AttackSound "grunt/attack"
  PainSound "GTS/pain"
  DeathSound "GTS/Death"
  ActiveSound "Police/active" 
  dropitem "clip"
  Tag "Corrupt Cop"
  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)
            Spawn2:
			    CORC A 9 A_Look
				Loop
			STFU:
			 TNT1 A 0
			 TNT1 A 0 ACS_NamedExecute ("STFUPolice")
			 Goto Spawn+2 
		  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
			See:
			  "####" A random(1,6)
                 TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	             TNT1 A 0 A_Jump (130, "MissileCheck")
			SeeLoop:
			    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
			    TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 18, "Reload")
			    CORC AAABBBCCCDDD 3 A_Chase
				Loop
	 DodgeLeft:
	    TNT1 A 0 A_FaceTarget
	    CORC AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "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))
	    CORC AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "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))
	    CORC AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    CORC AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "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)) 
	    CORC AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "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)) 
	    CORC AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1
		   MissileCheck:
		        TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
				Goto SeeLoop
		     Missile:
			    CORC EF 4 A_FaceTarget
				TNT1 A 0 A_JumpIfCloser (350, "RapidFire")
				TNT1 A 0 A_JumpIfTargetInLos ("BurstFire", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 800, 351)
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 18, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				CORC G 3 BRIGHT A_CustomMissile ("APistolTracer", 45,0, random (-2,2))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
				Goto SeeLoop
		    BurstFire:
			    CORC F 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 18, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				CORC G 1 BRIGHT A_CustomMissile ("APistolTracer", 45,0, random (-3,3))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
				CORC F 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 18, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				CORC G 1 BRIGHT A_CustomMissile ("APistolTracer", 45,0, random (-5,5))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
				CORC F 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 18, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				CORC G 1 BRIGHT A_CustomMissile ("APistolTracer", 45,0, random (-7,7))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
			   Goto SeeLoop	
			RapidFire:
			    CORC F 3 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 18, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				CORC G 1 BRIGHT A_CustomMissile ("APistolTracer", 45,0, random (-8,8))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
			    Loop
			Reload:
                CORC E 19
				TNT1 A 0 A_PlaySound ("GlokRel1")
	            TNT1 A 0 A_TakeInventory ("APistolShotCounter", 18)
	            CORC F 20
				TNT1 A 0 A_PlaySound ("GlokRel2")
	            CORC E 10
				TNT1 A 0 A_PlaySound ("GlokRel3")
				CORC E 9
				Goto SeeLoop
			Pain:
			    CORC H 3
			    CORC H 3 A_Pain
			Goto SeeLoop
		Death:
			CORC I 3 A_Scream
			CORC J 3
			TNT1 A 0 
			CORC K random(2,3) A_NoBlocking
			CORC L 3 A_Playsound ("FallingBodyLight", CHAN_BODY)
			CORC M -1
			Stop
		  Raise:
		    TNT1 A 0 
			TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	        CORC MLKJI 5
		   Goto See	
		XDeath:
		    TNT1 A 0
            TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			CORC N 5
			CORC O 5 A_PlaySound("gibsound")
			CORC P 5 A_NoBlocking
			CORC QRST 5
			CORC V -1
			Stop
		   }
		   
}


 
      Actor DarkBlueCorruptCop : CorruptCop 
	      {
      		Translation "128:159=240:247", "8:12=240:247", "160:167=240:247", "96:111=240:247", "152:159=240:247", "112:127=5:8"
		  }