    Actor Tec9ToplessGangsta : 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's ass was disciplined by the Tec-9 street bulky gangsta..."
  health 45
  radius 15
  height 54
  Species "Z"
+DOHARMSPECIES
  mass 100
  speed 10
  Translation "112:127=118:127"
  painchance 185	
  SeeSound "GygaN/see"
  PainSound "GTS/pain"
  DeathSound "GTS/Death"
  ActiveSound "GygaN/active" 
  dropitem "Clip"
  Tag "Tec-9 Nasty Gangsta"
  MONSTER
  +DROPOFF
  +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 ("DarkWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 60)
			Spawn2:
			    EI5A T 9 A_Look
				Loop
			STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUGygaN")
	 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 (230, "MissileCheck")
			SeeLoop:
			    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
			    TNT1 A 0 A_JumpIfInventory ("Tec9ShotCounter", 20, "Reload")
			    EI5A AAABBBCCCDDD 4 A_Chase
				Loop
	 DodgeLeft:
	    TNT1 A 0 A_FaceTarget
	    EI5A 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))
	    EI5A 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))
	    EI5A 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
	    EI5A 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)) 
	    EI5A 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)) 
	    EI5A 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:
			    TNT1 A 0 A_Jump (85, "RapidFire")
			    EI5A E 6 A_FaceTarget
			MissileLoop:
				EI5A E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("Tec9ShotCounter", 20, "Reload")
				TNT1 A 0 A_Playsound ("TEC9F")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EI5A F 3 BRIGHT A_CustomMissile ("Tec9Tracer", 40,10, random (-5,5))
				TNT1 A 0 A_GiveInventory ("Tec9ShotCounter", 1)
				EI5A E 2 A_MonsterRefire (40, "SeeLoop")
				Loop
			RapidFire:
				TNT1 A 0 A_PlaySound ("Gygan/Active", CHAN_VOICE)
			    EI5A E 35 A_FaceTarget
			RapidFireLoop:
				EI5A E 1
				TNT1 A 0 A_JumpIfInventory ("Tec9ShotCounter", 20, "Reload")
				TNT1 A 0 A_Playsound ("TEC9F")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EI5A F 1 BRIGHT A_CustomMissile ("Tec9Tracer", 40,10, random (-8,8))
				TNT1 A 0 A_GiveInventory ("Tec9ShotCounter", 1)
				EI5A E 1 A_MonsterRefire (40, "SeeLoop")
			   Loop
			Reload:
                EI5A E 9
				TNT1 A 0 A_PlaySound ("TEC9R")
	            TNT1 A 0 A_TakeInventory ("Tec9ShotCounter", 20)
	            EI5A D 20
	            EI5A E 10
				Goto SeeLoop
			Pain:
			    EI5A H 3
			    EI5A H 3 A_Pain
			Goto SeeLoop
		Death:
		    TNT1 A 0 A_StopSound (CHAN_VOICE)
			EI5A I 5 A_Scream
			EI5A J 5 A_NoBlocking
			EI5A K 8 
			EI5A L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
			EI5A M -1
			Stop
		XDeath:
		    TNT1 A 0
		    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			EI5A U 5
			EI5A V 5 //A_StartSound("gibsound")
			EI5A W 5 A_NoBlocking
			EI5A XY 5
			EI5A Z -1
			Stop
		Raise: 	
		 TNT1 A 0 
		 TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		 EI5A MLKJI 5
		Goto See  
		   }
		 
		 }
		 
		 
		 
		Actor Tec9ToplessGangstaSpawner : RandomSpawner
			{
			 DropItem Tec9ToplessGangsta
			 DropItem Tec9ToplessGangstaBlack
			 DropItem Tec9ToplessGangstaGrey
			 DropItem Tec9ToplessGangstaDarkBlue
			 DropItem Tec9ToplessGangstaHaki
			 DropItem Tec9ToplessGangstaSwamp
			}
		 
		 
		Actor Tec9ToplessGangstaBlack : Tec9ToplessGangsta 
			{
			 Translation "112:127=3:8"
			}

		Actor Tec9ToplessGangstaGrey : Tec9ToplessGangsta 
			{
			 Translation "112:127=96:111"
			}

		Actor Tec9ToplessGangstaDarkBlue : Tec9ToplessGangsta 
			{
			 Translation "112:127=240:247"
			}

		Actor Tec9ToplessGangstaHaki : Tec9ToplessGangsta 
			{
			 Translation "112:127=9:12"
			}

		Actor Tec9ToplessGangstaSwamp : Tec9ToplessGangsta 
			{
			Translation "112:127=152:159"
			}