       Actor CorruptSWAT : GenericFeHumanScum 2001
       {
  scale 1.0
  obituary "%o was accidentally shot one hundred times by SWAT member with sweated helmet visor"
  health 75
  radius 15
  height 54
  mass 100
  speed 10
  painchance 120
  SeeSound "SWAT/See"
  PainSound "GTS/pain"
  DeathSound "GTS/Death"
  ActiveSound "SWAT/Active"
  Translation "71:79=96:111", "120:127=240:247", "232:239=96:111" 
  dropitem "Chaingun"
  Tag "I am sorry, my helmet visor was covered with sweat because I was worrying about my loving ones"
  MONSTER
  +FLOORCLIP
  States
       {
  Spawn:
    RAVW A 10 A_Look
    loop
  See:
    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 ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    RAVW AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    RAVW 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))
	    RAVW 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))
	    RAVW 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
	    RAVW 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)) 
	    RAVW 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)) 
	    RAVW 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:
    RAVW E 7 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("TriShot", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 950)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1500)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("USZRFL")
	RAVW F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    RAVW E 3 A_CposRefire
	goto MissileLoop
  Trishot:
    TNT1 A 0 A_PlaySound ("USZRFL")
	RAVW F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-1,0))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	RAVW E 3 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("USZRFL")
	RAVW F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	RAVW E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	RAVW F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-2,2))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	RAVW E 3 A_CposRefire
	Goto SeeLoop
  Accuracy:
    RAVW E 7 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	RAVW F 2 BRIGHT A_CustomMissile ("AKTracer",32,9)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	Goto SeeLoop
  Reload:
    RAVW D 10
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	RAVW E 10
	RAVW D 6
	Goto SeeLoop
  Pain:
    RAVW G 3
    RAVW G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    RAVW H 5 A_Scream
    RAVW I 5
    RAVW J 5 A_NoBlocking
    RAVW KLM 3
    RAVW N -1
    stop
  Death.WEAK:
    RAVW O 5
    RAVW P 5 A_PlaySound("Baddy/pain")
    RAVW Q 5 A_NoBlocking
    RAVW R 5
    RAVW S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 1
    PGIB B 1 A_XScream
    PGIB C 1 A_NoBlocking
    PGIB D 2
    PGIB E -1
    Stop
  //Suren:
    RSS1 A 5 A_PlaySound("Baddy/Surren")
    RSS1 B 5 
    RSS1 C 5 A_NoBlocking
    RSS1 C 5 A_SpawnItem("Russ1wimp",0,0)
    stop
  Idle:
    RAVW AA 4 A_Wander
    RAVW A 0 A_Look
    RAVW BB 4 A_Wander
    RAVW A 0 A_Look
    RAVW CC 4 A_Wander
    RAVW A 0 A_Look
    RAVW DD 4 A_Wander
    RAVW A 0 A_Look
    loop
  }
	   
	   
	   }
	   
	   