Actor CorruptLawyerness : GenericFeHumanScum  
{

   //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------

DropItem "HealthFlask" 40
DropItem "ArmorCharge" 40
DropItem "AmmoPack" 20
DropItem "HandGrenadeAmmo" 50 1
DropItem "MineAmmo" 25 1

Monster
Health 15
Radius 20
Height 56
Speed 9
PainChance 227
Monster
Species "Z"
+DOHARMSPECIES
seesound "Clawyerness/See"
painsound "Clawyerness/Pain"
deathsound "Clawyerness/Death"
activesound "Clawyerness/Active"
Translation "112:127=3:8" 
Tag "Corrupt fem Lawyer"
scale 1.0
Obituary "%o was lethally overjudged by the corrupt lawyerness"
//+DROPOFF
DropItem "Clip"
  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(-0.08, 0.08), scaleY+frandom(-0.08,0.08)) 
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:	
	ES5A T 10 A_Look
	loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUClawyerness")
	 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 (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 TNT1 A 0 A_Jump (180, "MissileCheck")
	SeeLoop:
	 TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 ES5A AABB 4 A_Chase
	 ES5A CCDD 4 A_Chase  
	Loop
   MissileCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop	
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
	    ES5A AABBCCDD 2 
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+2
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
	    ES5A AABBCCDD 2 
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		Goto SeeLoop+2
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
	    ES5A AABBCCDD 2 
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		Goto SeeLoop+2
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
	    ES5A AABBCCDD 2 
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+2
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3))
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
	    ES5A AABBCCDD 2 
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+2
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8))
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
	    ES5A AABBCCDD 2 
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+2			
 Missile:
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("LongRangeSkillIssue", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 800)
	TNT1 A 0 A_JumpIfTargetInLos ("PanicFire", 0, JLOSF_DEADNOJUMP, 320)
	ES5A EF 10 A_FaceTarget
 MissileLoop:
	ES5A F 12 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	ES5A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0, random (-5,5))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	ES5A F 14 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	TNT1 A 0 A_PlaySound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	ES5A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-5,5))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	ES5A F 14 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	TNT1 A 0 A_PlaySound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	ES5A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-5,5))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_Jump (75, "SeeLoop")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	Loop
 LongRangeSkillIssue:
	ES5A F 19 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	ES5A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0, random (-3,3))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	TNT1 A 0 A_Jump (15, "SeeLoop")
	ES5A F 7 A_MonsterRefire (40, "SeeLoop")
   Loop
 PanicFire:
	ES5A F 5 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	ES5A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0, random (-7,7))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	ES5A F 2 A_MonsterRefire (40, "SeeLoop")
   Loop	
 Reload: 
    ES5A F 14
	TNT1 A 0 A_PlaySound ("LPISOUT")
	TNT1 A 0 A_TakeInventory ("PistolShotCounter", 8)
	ES5A E 30
	TNT1 A 0 A_PlaySound ("LPISIN")
	ES5A F 19
	TNT1 A 0 A_PlaySound ("LPISREAD")
	ES5A F 6
	Goto SeeLoop
 MissileCheck2:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
	Goto SeeLoop
 Pain:
	ES5A H 3
	ES5A H 3 A_Pain
	Goto SeeLoop
 Death:
	ES5A I 5 A_Scream
	ES5A J 5 A_NoBlocking
	ES5A K 5
	ES5A L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
	ES5A M -1
	Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	ES5A MLKJI 5
   Goto See	
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    ES5A U 5
    ES5A V 5 A_XScream
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1
    Stop	
    }
}	



	Actor CorruptLawyernessSpawner : RandomSpawner 
		{
		 DropItem CorruptLawyerness
		 DropItem CorruptLawyernessGray
		}



   Actor CorruptLawyernessGray : CorruptLawyerness
	   {
	    Translation "112:127=93:111"
	   }
	
	

