//////////////////////
// FAKEMAN FIGHT(?) // 					"Stop! This is the OpenGL police!"
//////////////////////

actor FakemanBoss
{
Translation "192:192=71:71", "198:198=73:73"
scale 2.5
//$Category MM8BDM-Bosses
Height 52
Radius 34
Scale 2.5
Obituary "%o was arrested by \chFakeMan."
Health 1000
mass 99999999
damagefactor "Misc", 0.0
damagefactor "Buster", 1.5
damagefactor "BalladeCracker", 1.7
damagefactor "DustCrusher", 1.4
damagefactor "DustCrusherBit", 1.2
damagefactor "IceWave", 1.5
damagefactor "WaterBaloon", 1.3
painchance 256
Speed 7
Damage 0
species "Fakeman"
MONSTER
+THRUSPECIES
//-ISMONSTER
//+NORADIUSDMG
//+FLOAT
-COUNTKILL
-SOLID
-CANPASS
+NOBLOOD
+LOOKALLAROUND
+SLIDESONWALLS
//+NODAMAGE
//MaxStepHeight 0
gravity 1.0
-DROPOFF
states
{
	Spawn:
	FAKM A 0
	FAKM O 1 A_JumpIf(floorz==z, "Land")
	loop
	Land:
	FAKM IIJJKKKL 4
	Stand:
	FAKM A -1
	stop
	Aim:
	FAKM F 1 A_PlaySoundEx("misc/fakereloadshort", "SoundSlot5", 0, 1)
	FAKM F -1
	stop
	Spawn2:
	FAKM F 8
	FAKM A 1 A_LookEx(0, 0, 0, 0, 360, "See")
	loop
	Seek:
	FAKM A 1 A_LookEx(0, 0, 0, 0, 360, "See")
	loop
	See:
	FAKM B 0 A_GiveInventory("CutterFlag",1)
	FAKM BBBBCCCCDDDDEEEEBBBBCCCCDDDDEEEE 1 A_Chase("Missile")
	FAKM B 0 A_ChangeFlag("NOPAIN", 0)
	FAKM B 0 A_JumpIfInventory("CutterFlag", 6, "Missile")
	loop
	Pain:
	Missile:
	FAKM B 0 A_ChangeFlag("NOPAIN", 1)
	FAKM B 0 A_TakeInventory("CutterFlag", 9999)
	FAKM B 0 A_FaceTarget
	FAKM B 0 A_ChangeVelocity(-20, 0, 18, CVF_REPLACE|CVF_RELATIVE)
	FAKM O 4
	FAKM A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	FAKM A 0 A_FaceTarget
	FAKM O 4 A_CustomMissile("FakemanBossShot", 60, 10, 0, 0, 0)
	FAKM A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	FAKM A 0 A_FaceTarget
	FAKM O 15 A_CustomMissile("FakemanBossShot", 60, 10, 0, 0, 0)
	FAKM A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	FAKM A 0 A_FaceTarget
	FAKM O 6 A_CustomMissile("FakemanPoliceShot", 60, 10, 0, 0, 0)
	FAKM O 0 A_GiveInventory("FakemanIceButt")
	Leaping1:
	FAKM O 1 A_JumpIf(floorz==z, "Leap1Land")
	loop
	Leap1Land:
	FAKM G 0 A_FaceTarget
	FAKM G 10 A_Stop
	FAKM B 0 A_FaceTarget
	FAKM O 6 A_ChangeVelocity(30, 0, 18, CVF_REPLACE|CVF_RELATIVE)
	FAKM A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	FAKM A 0 A_FaceTarget
	FAKM O 4 A_CustomMissile("FakemanBossShot", 60, 10, 0, 0, 0)
	FAKM A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	FAKM A 0 A_FaceTarget
	FAKM O 6 A_CustomMissile("FakemanBossShot", 60, 10, 0, 0, 0)
	FAKM O 0 A_GiveInventory("FakemanIceButt")
	Leaping1:
	FAKM O 1 A_JumpIf(floorz==z, "Leap2Land")
	loop
	Leap2Land:
	FAKM G 0 A_FaceTarget
	FAKM G 12 A_Stop
	FAKM O 3 A_ChangeVelocity(5, random(-15,15), 18, CVF_REPLACE|CVF_RELATIVE)
	FAKM A 0 A_FaceTarget
	FAKM A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	FAKM O 4 A_CustomMissile("FakemanBossShot", 60, 10, 0, 0, 0)
	FAKM A 0 A_FaceTarget
	FAKM A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	FAKM O 4 A_CustomMissile("FakemanBossShot", 60, 10, 0, 0, 0)
	FAKM A 0 A_FaceTarget
	FAKM A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	FAKM O 4 A_CustomMissile("FakemanBossShot", 60, 10, 0, 0, 0)
	FAKM A 0 A_FaceTarget
	FAKM A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	FAKM O 4 A_CustomMissile("FakemanBossShot", 60, 10, 0, 0, 0)
	FAKM A 0 A_FaceTarget
	FAKM A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	FAKM O 4 A_CustomMissile("FakemanBossShot", 60, 10, 0, 0, 0)
	FAKM O 0 A_GiveInventory("FakemanIceButt")
	Leaping2:
	FAKM O 1 A_JumpIf(floorz==z, "Leap3Land")
	loop
	Leap3Land:
	FAKM G 0 A_FaceTarget
	FAKM G 0 A_Stop
	FAKM G 0 A_PlaySoundEx("misc/fakereload", "SoundSlot5", 0, 1)
	FAKM IPQPQPQ 4
	Goto Seek
	Death:
	FAKM H 0 A_FaceTarget
	FAKM H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 50)
	FAKM A 0 A_PlaySoundEx("misc/devildeath", "SoundSlot5", 0, 1)
	stop
}
}

actor FakemanIceButt : PowerProtection
{
damagefactor "IceWave", 2.0
powerup.duration 8
}

actor FakemanPoliceShot : FastProjectile
{
PROJECTILE
Speed 45
Damage (3)
radius 5
height 5
scale 2.5
species "Fakeman"
+THRUSPECIES
States
{
	Spawn:
	BASB A -1
	stop
	Death:
	MMFX BCDE 2 
	stop
}
}

actor FakemanBossShot : FakemanPoliceShot
{
Speed 85
Damage (9)
}

actor PoliceCar
{
scale 2.5
Height 5
Radius 5
-SOLID
States
{
	Spawn:
	POLC A 0
	POLC A 0 A_Jump(256, "normal","alt", "alt2")
	normal:
	POLC A -1
	alt:
	POLC B -1
	stop
	alt2:
	POLC C -1
	stop
	Moving:
	POLC A 1 A_Jump(128, "Moving2")
	Moving1:
	POLC A 1 A_Recoil(-2)
	loop
	Moving2:
	POLC B 1 A_Recoil(-2)
	loop
}
}

actor AutoRooftopProp
{
radius 8
Scale 2.5
Translation "198:198=128:128", "192:192=4:4"
States
{
	Spawn:
	AUT2 N -1
	stop
	Talk:
	AUT2 LMLMLMLMLMLMLMLMLMLMLMLMLM 4
	Talked:
	AUT2 LKLKLLLL 6
	loop
	Stand2:
	AUT2 I 0 A_PlaySoundEx("weapon/concreteblock", "SoundSlot5", 0, 1)
	Stand:
	AUT2 IAIAIAAA 6
	loop
	Talk2:
	AUT2 JAJAJAJAJAJAJAJAJAJAJAJAJA 4
	Goto Stand
	Moving:
	AUT2 BCDE 6
	loop
	Panic:
	AUT2 H -1
	stop
	Stuck:
	AUT2 T -1
	stop
	Unstuck:
	AUT2 H 5 ThrustThingZ(0,20,0,1)
	Unstucking:
	AUT2 H 1 A_JumpIf(floorz==z, "Stand2")
	loop
}
}

actor AutoDriverProp
{
Scale 2.5
radius 2
height 2
Translation "198:198=128:128", "192:192=4:4"
States
{
	Spawn:
	AUT2 P 6
	loop
	Talk:
	AUT2 QPQPQPQPQPQPQPQPQPQPQPQPQP 4
	Goto Spawn
	Toss:
	AUT2 R 0 A_PlaySoundEx("misc/itemthrow", "Voice", 0, 1)
	AUT2 RSSSSS 4
	Goto Spawn
	Panic:
	AUT2 H -1
	stop
}
}

actor AutoGyroThrow
{
scale 2.5
-SOLID
+NOCLIP
States
	{
	Spawn:
	WEA2 I 15
	Goto Falling
	Falling:
	WEA2 I 1 A_JumpIf(z<40, "Death")
	loop
	Death:
	WEA2 I 0 ACS_ExecuteAlways(6, 0, 27, 0)
	stop
	}
}

actor AutoRemoteThrow : AutoGyroThrow
{
States
	{
	Spawn:
	REMI X 8
	Goto Falling
	Falling:
	REMI X 1 A_JumpIf(z<40, "Death")
	loop
	Death:
	REMI X 0 ACS_ExecuteAlways(6, 0, 27, 1)
	stop
	}
}

actor AutoSuperThrow : AutoGyroThrow
{
States
	{
	Spawn:
	WEAP O 8
	Goto Falling
	Falling:
	WEAP O 1 A_JumpIf(floorz==z, "Death")
	loop
	Death:
	WEAP OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1 A_ChangeVelocity(-3.0, 0,0,0)
	stop
	}
}

actor AutoHardThrow : AutoGyroThrow
{
States
	{
	Spawn:
	WEAP T 8
	Goto Falling
	Falling:
	WEAP T 1 A_JumpIf(floorz==z, "Death")
	loop
	Death:
	WEAP TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT 1 A_ChangeVelocity(-3.0, 0,0,0)
	stop
	}
}

actor TuckeredOutProtoman
{
Translation "192:192=87:87", "198:198=42:42"
scale 2.5
radius 2
height 2
-SOLID
states
{
	Spawn:
	PROM R -1
	stop
}
}

actor FakemanProp
{
scale 2.5
-SOLID
Translation "192:192=71:71", "198:198=73:73"
states
{
	Spawn:
	FAKM BCDEBCDB 4 A_Recoil(-5)
	FAKM D 0 A_Stop
	Stopped:
	FAKM IIJJKKKL 4
	Stand:
	FAKM A -1
	stop
	Aim:
	FAKM F 1 A_PlaySoundEx("misc/fakereloadshort", "Voice", 0, 1)
	FAKM F -1
	stop
	Call:
	FAKM L 4
	FAKM L 0 A_PlaySoundEx("misc/phonering", "Voice", 0, 1)
	FAKM N -1
	stop
	OnPhone:
	FAKM N -1
	stop
	Shocked:
	CGDR R 0 A_SpawnItemEx("SharkDragonSweat", 8, 0, 64, 8, 0, 3, 180, 0) 
	CGDR R 0 A_SpawnItemEx("SharkDragonSweat", 8, 0, 64, 8, 0, 3, 0, 0) 
	FAKM H -1
	stop
	MovingAim:
	FAKM F 1 A_Recoil(-2)
	loop
	Swarm:
	FAKM B 1 A_LookEx(0,0,0,0,360,"See")
	See:
	FAKM B 0 A_FaceTarget
	FAKM B 0 A_ChangeFlag("NOCLIP",1)
	FAKM BCDEBCDBBCDE 4 A_Recoil(-2)
	FAKM F 0 //A_PlaySoundEx("misc/fakereloadshort", "Voice", 0, 1)
	FAKM F -1 A_Stop
	stop
	Recall:
	FAKM A 50
	FAKM BCDE 4 A_Recoil(2)
	FAKM F 40 A_Stop
	FAKM BCDE 4 A_Recoil(2)
	FAKM F -1 A_Stop
	stop
	Leave:
	FAKM B 0 A_ChangeFlag("NOINTERACTION",1)
	FAKM BCDEBCDEBCDEBCDEBCDEBCDE 4 A_Recoil(-1)
	stop
}
}

actor FakePoliceCar
{
scale 2.5
Height 100
Radius 100
-SOLID
species "Fakeman"
states
	{
	Spawn:
	FAKP A 0 
	FAKP A 0 ACS_ExecuteAlways(6, 0, 23)
	Chase:
	FAKP AABBAABBAABBAABB 2 A_Recoil(1)
	FAKP ABAB 4 A_Recoil(1)
	FAKP ABAB 4
	FAKP ABAB 4 A_Recoil(-1)
	FAKP AABBAABBAABBAABB 2 A_Recoil(-1)
	FAKP ABAB 4 A_Recoil(-1)
	FAKP ABAB 4
	FAKP ABAB 4 A_Recoil(1)
	FAKP A 0 A_JumpIfInventory("BalladeCrackerAmmo",1,"WaitCatch")
	FAKP A 0 A_JumpIfInventory("CutterFlag",1,"Missile")
	loop
	Missile:
	FAKP AB 4 A_Stop
	FAKP A 0 A_PlaySoundEx("misc/fakereload", "SoundSlot7", 0, 1)
	FAKP CDE 4 //A_Stop
	NormalShot:
	FAKP E 0 A_SpawnItemEx("FakemanPoliceCarTarget", 3, 94, 71,0,0,0,0,0)
	Aiming:
	FAKP FG 4 A_JumpIfInventory("AtomicFireAmmo",1,"EndAim")
	loop
	EndAim:
	FAKP E 0 A_TakeInventory("CutterFlag",999)
	FAKP E 0 A_TakeInventory("AtomicFireAmmo",999)
	FAKP EDC 4 //A_Stop
	Goto Chase
	
	WaitCatch:
	FAKP AB 4 A_Stop
	loop
	GyroCatch:
	FAKP XY 4
	loop
	RemoteCatch:
	FAKP "Z[" 4
	loop
	
	Retreat:
	FAKP AB 4 A_Recoil(1)
	loop
	}
}

actor FakemanPoliceCarTarget
{
+SHOOTABLE
+SOLID
+MISSILE
+NOGRAVITY
mass 99999999
height 50
radius 35
Health 100
+NOTARGETSWITCH
renderstyle none
painchance 256
species "Fakeman"
damagefactor "BalladeCracker", 5.5
damagefactor "Buster", 1.8
damagefactor "DustCrusher", 2.0
+THRUSPECIES
+NOPAIN
var int user_tidkeep;
	States
	{
	Spawn:
	PLAY A 0
	PLAY A 20 ACS_ExecuteAlways(6, 0, 22, 10)
	PLAY A 0 A_SetUserVar("user_tidkeep", tid)
	PLAY A 0 A_ChangeFlag("NOPAIN", 0)
	//PLAY A 0 ACS_ExecuteAlways(6, 0, 23)
	Choose:
	PLAY A 0 A_TakeInventory("CutterFlag",999)
	PLAY A 0 A_JumpIfInTargetInventory("IceSlasherAmmo",2,"RemoteShot")
	PLAY A 0 A_JumpIfInTargetInventory("IceSlasherAmmo",1,"GyroShot")
	PLAY A 0 A_Jump(256, "NormalShot", "SpreadShot")
	Waiting:
	PLAY A 1 A_GiveInventory("CutterFlag",1)
	PLAY A 0 A_JumpIfInventory("CutterFlag", 200, "Choose")
	loop
	NormalShot:
	PLAY A 0 A_SpawnItemEx("FakemanPoliceSpreadShot",0,0,19,0,0,0,0,0)
	Goto Waiting
	SpreadShot:
	PLAY A 0 A_SpawnItemEx("FakemanPoliceNormalShot",0,0,19,0,0,0,0,0)
	Goto Waiting
	GyroShot:
	PLAY A 0 A_SpawnItemEx("FakemanPoliceGyroShot",0,0,19,0,0,0,0,0)
	Goto Waiting
	RemoteShot:
	PLAY A 0 A_SpawnItemEx("FakemanPoliceRemoteShot",0,0,19,0,0,0,0,0)
	Goto Waiting
	Pain:
	TNT1 A 0 A_PlaySoundEx("misc/devilpain", "SoundSlot6", 0, 1)
	TNT1 A 0 A_SpawnItemEx("PainFX",0,0,0,0,0,0,0,0)
	//TNT1 A 1 A_ChangeFlag("NOPAIN", 1)
	Goto Waiting
	Death:
	PLAY H 2 A_GiveToTarget("AtomicFireAmmo",1)
	PLAY H 0 Thing_Remove(user_tidkeep)
	stop
	}
}

actor FakemanPoliceNormalShot
{
+NOINTERACTION
species "Fakeman"
+THRUSPECIES
health 0
+MISSILE
Obituary "%o became victim to police brutality."
renderstyle none
states
	{
	Spawn:
	PLAY A 0
	PLAY A 3 ACS_ExecuteAlways(6, 0, 22, 10)
	PLAY A 0 A_ChangeFlag("MISSILE",0)
	PLAY AAAA 1 A_LookEx(0, 0, 0, 0, 360, "See")
	stop
	See:
	PLAY A 2
	PLAY A 0 A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	PLAY A 0 //A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	PLAY A 0 //A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	PLAY A 0 //A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	PLAY A 15
	PLAY A 0 A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	PLAY A 0 //A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	PLAY A 0 //A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	PLAY A 0 //A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	PLAY A 15
	PLAY A 0 A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	PLAY A 0 //A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	PLAY A 0 //A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	PLAY A 0 //A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 0, 0)
	stop
	Death:
	PLAY A 1
	stop
	}
}

actor FakemanPoliceSpreadShot : FakemanPoliceNormalShot
{
states
{
	Spawn:
	PLAY A 0
	PLAY A 3 ACS_ExecuteAlways(6, 0, 22, 10)
	PLAY A 0 A_ChangeFlag("MISSILE",0)
	PLAY AAAA 1 A_LookEx(0, 0, 0, 0, 360, "See")
	stop
	See:
	PLAY A 2 A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, -35, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, -30, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, -35, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, -30, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, -25, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, -20, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, -15, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, -10, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, -5, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 0, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 5, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 10, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 15, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 20, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 25, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 30, 2, 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 0, 0, 35, 2, 0)
	stop
	}
}

actor FakemanPoliceRemoteShot : FakemanPoliceNormalShot
{
damagetype "Fakeman"
states
{
	Spawn:
	PLAY A 0
	PLAY A 3 ACS_ExecuteAlways(6, 0, 22, 10)
	PLAY A 0 A_ChangeFlag("MISSILE",0)
	PLAY AAAA 1 A_LookEx(0, 0, 0, 0, 360, "See")
	stop
	See:
	PLAY A 2 A_FaceTarget
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 20 A_CustomMissile("FakemanPoliceRemoteMine", 0, 0, 0, 0, 0)
	stop
	}
}

actor FakemanPoliceGyroShot : FakemanPoliceNormalShot
{
damagetype "Fakeman"
states
{
	Spawn:
	PLAY A 0
	PLAY A 3 ACS_ExecuteAlways(6, 0, 22, 10)
	PLAY A 0 A_ChangeFlag("MISSILE",0)
	PLAY AAAA 1 A_LookEx(0, 0, 0, 0, 360, "See")
	stop
	See:
	PLAY A 2 A_FaceTarget
	PLAY A 0 //A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 30 A_CustomMissile("FakemanPoliceGyroAttack", 0, 0, random(-30,30), 0, 0)
	PLAY A 2 A_FaceTarget
	PLAY A 0 //A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 30 A_CustomMissile("FakemanPoliceGyroAttack", 0, 0, random(-30,30), 0, 0)
	PLAY A 2 A_FaceTarget
	PLAY A 0 //A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 30 A_CustomMissile("FakemanPoliceGyroAttack", 0, 0, random(-30,30), 0, 0)
	PLAY A 2 A_FaceTarget
	PLAY A 0 //A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 30 A_CustomMissile("FakemanPoliceGyroAttack", 0, 0, random(-30,30), 0, 0)
	PLAY A 2 A_FaceTarget
	PLAY A 0 //A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 30 A_CustomMissile("FakemanPoliceGyroAttack", 0, 0, random(-30,30), 0, 0)
	stop
	}
}


actor FakemanPoliceGyroAttack
{
PROJECTILE
+THRUSPECIES
species "Fakeman"
Radius 15
Height 8
scale 2.5
damage (15)
damagetype "Fakeman"
Obituary "%o became victim to police brutality."
speed 15
States
{
Spawn:
GYRO A 0
GYRO A 0 A_PlaySoundEx("weapon/gyroattack","Auto",0,1)
GYRO YYZZYYZZYYZZYYZZ 1
GYRO A 0 A_SpawnItemEx("GyroAttackPuff")
GYRO A 0 A_CustomMissile("FakemanPoliceGyroAttack2",0,0,25,2,0)
GYRO A 0 A_CustomMissile("FakemanPoliceGyroAttack2",0,0,-25,2,0)
stop
}
}

actor FakemanPoliceGyroAttack2 : FakemanPoliceGyroAttack
{
	states
	{
	Spawn:
	GYRO AABBCCDD 1 
	loop
	}
}

actor FakemanPoliceRemoteMine
{
PROJECTILE
+THRUSPECIES
species "Fakeman"
damagetype "Fakeman"
+RIPPER
scale 2.5
Obituary "%o became victim to police brutality."
damage 0
speed 20
	States
	{
	Spawn:
	REMI ABCDABCDAB 4
	REMI A 0 A_ChangeVelocity(0,0,-20,CVF_RELATIVE)
	REMI CDABC 4
	Death:
	REMI A 0 A_Stop
	REMI A 0 A_PlaySound("weapon/rminestick")
	REMI AEAEAEAEAEAEAEAEAEAEA  3
	Detonate:
	REME A 0 A_PlaySound("weapon/rmineexplode")
	REME A 1 A_Explode(3,80,0)
	REME B 1 
	REME A 1 A_Explode(3,80,0)
	REME C 1
	REME A 1 A_Explode(3,80,0)
	REME D 1
	REME A 1 A_Explode(3,80,0)
	REME F 1
	REME A 1 A_Explode(3,80,0)
	REME G 1
	REME A 1 A_Explode(3,80,0)
	REME H 1
	REME A 1 A_Explode(3,80,0)
	REME I 1
	REME A 1 A_Explode(3,80,0)
	REME J 1
	REME A 1 A_Explode(3,80,0)
	REME K 1
	REME A 1 A_Explode(3,80,0)
	REME L 1
	REME A 1 A_Explode(3,80,0)
	REME M 1
	REME A 1 A_Explode(3,80,0)
	REME B 1
	REME A 1 A_Explode(3,80,0)
	REME C 1
	REME A 1 A_Explode(3,80,0)
	REME D 1
	REME A 1 A_Explode(3,80,0)
	REME F 1
	REME A 1 A_Explode(3,80,0)
	REME G 1
	REME A 1 A_Explode(3,80,0)
	REME H 1
	REME ANAPOPO 1
	stop
	}
}

actor FakePoliceLeftDoor
{
+NOINTERACTION
+NOGRAVITY
scale 2.5
height 0
radius 0
-SOLID
States
{
	Spawn:
	FAKP HIIH 4
	stop
}
}


actor FakePoliceRightDoor : FakePoliceLeftDoor
{
States
{
	Spawn:
	FAKP JKKJ 4
	stop
}
}

actor FakePoliceMotorcycle
{
MONSTER
-COUNTKILL
scale 2.5
height 63
radius 40
Health 60
Obituary "%o became victim to police brutality."
Translation "192:192=71:71", "198:198=73:73"
+THRUSPECIES
species "Fakeman"
damagefactor "WaterBalloon", 1.4
damagefactor "IceWave", 5.0
damagefactor "BalladeCracker", 2.3
damagefactor "Fakeman", 0.0
states
	{
	Spawn:
	FAKP M 0
	FAKP N 0 ACS_ExecuteAlways(6, 0, 26)
	FAKP M 0 A_ChangeVelocity(-8,0,10,CVF_RELATIVE|CVF_REPLACE)
	Fall:
	FAKP MLMLMLML 4
	//A_JumpIf(floorz==z, "Land")
	//loop
	Land:
	PLAY A 0 A_PlaySoundEx("misc/cardrive", "Voice", 0, 1)
	FAKP LMLM 4 A_Recoil(-12)
	Chase:
	FAKP MLMLMLMLMLML 4 A_Recoil(-2)
	FAKP MLMLMLMLMLMLMLMLMLMLMLML 4 A_Recoil(1)
	FAKP NONONONO 4 A_Recoil(-2)
	FAKP N 0 ACS_ExecuteAlways(6, 0, 25)
	FAKP NONONONONONO 4 A_Recoil(-2)
	FAKP NONONONONONONONONONONONO 4 A_Recoil(1)
	loop
	Death:
	FAKP M 0 A_SpawnItemEx("DrillExplode", 0,0,32)
	PLAY A 0 A_PlaySoundEx("weapon/drillexplode", "SoundSlot5", 0, 1)
	FAKP M 0 A_SpawnitemEx("FakemanFalling", 0,0,0,-30,0,-30,0)
	stop
	}
}

actor FakePoliceMotorcycleShooter
{
+NOINTERACTION
+MISSILE
+NOGRAVITY
-SOLID
height 0
radius 0
+THRUSPECIES
Obituary "%o became victim to police brutality."
species "Fakeman"
renderstyle none
	States
	{
	Spawn:
	PLAY A 0
	PLAY AA 1 A_LookEx(0, 0, 0, 0, 360, "See")
	stop
	See:
	PLAY A 0 A_FaceTarget
	PLAY A 0 A_ChangeFlag("MISSILE", 0)
	PLAY A 0 A_PlaySoundEx("misc/fakeshot", "SoundSlot5", 0, 1)
	PLAY A 5 A_CustomMissile("FakemanPoliceShot", 50, 0, 0, 0, 0)
	stop
	}
}

actor FakemanFalling
{
+MISSILE
+RIPPER
damage 0
scale 2.5
height 52
radius 40
renderstyle translucent
alpha 1.0
Translation "192:192=71:71", "198:198=73:73"
+DOOMBOUNCE
+THRUSPECIES
species "Fakeman"
States
{
	Spawn:
	FAKP PQRSPQRS 6
	Death:
	FAKP PPQQRRSS 3 A_FadeOut(0.1)
	loop
}
}

actor FakePain : CustomInventory
{
+INVENTORY.AUTOACTIVATE
states
	{
	Pickup:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("PainFX",0,0, 32)
	stop
	}
}

actor FakePoliceCopter : FakePoliceMotorcycle
{
height 63
radius 40
Health 45
+NOGRAVITY
Obituary "%o became victim to police brutality."
states
	{
	Spawn:
	FAKP T 0
	FAKP T 0 ACS_ExecuteAlways(6, 0, 26)
	FAKP T 0 A_ChangeVelocity(-8,0,20,CVF_RELATIVE|CVF_REPLACE)
	Goto Fall
	Fall:
	FAKP UTU 4
	FAKP T 1 A_Stop
	FAKP T 1 A_Recoil(-5)
	Goto Land
	Land:
	PLAY A 0 A_PlaySoundEx("misc/policesiren", "Voice", 1, 1)
	FAKP TUTUTUTUTUTUTU 4
	FAKP T 1 A_Stop
	FAKP M 0 A_StopSoundEx("Voice")
	Goto Chase
	Chase:
	FAKP T 0 A_ChangeVelocity(0,-2,0,CVF_RELATIVE|CVF_REPLACE)
	FAKP TUTUTUTUTU 4
	FAKP T 0 A_ChangeVelocity(0,-3,0,CVF_RELATIVE|CVF_REPLACE)
	FAKP TUTUTUTUTUTU 4 
	FAKP T 0 A_ChangeVelocity(0,-2,0,CVF_RELATIVE|CVF_REPLACE)
	FAKP TUTUTUTUTU 4
	FAKP T 0 A_ChangeVelocity(0,0,0,CVF_RELATIVE|CVF_REPLACE)
	Goto Missile
	Missile:
	FAKP N 0 ACS_ExecuteAlways(6, 0, 25)
	FAKP W 0 A_ChangeVelocity(0,2,0,CVF_RELATIVE|CVF_REPLACE)
	FAKP WVWVWVWVWV 4
	FAKP W 0 A_ChangeVelocity(0,3,0,CVF_RELATIVE|CVF_REPLACE)
	FAKP WVWVWVWVWVWV 4 
	FAKP W 0 A_ChangeVelocity(0,2,0,CVF_RELATIVE|CVF_REPLACE)
	FAKP WVWVWVWVWV 4
	FAKP W 0 A_ChangeVelocity(0,0,0,CVF_RELATIVE|CVF_REPLACE)
	FAKP WV 4
	FAKP W 0 A_ChangeVelocity(0,-2,0,CVF_RELATIVE|CVF_REPLACE)
	FAKP TUTUTUTUTU 4
	FAKP W 0 A_ChangeVelocity(0,-3,0,CVF_RELATIVE|CVF_REPLACE)
	FAKP TUTUTUTUTUTU 4
	FAKP W 0 A_ChangeVelocity(0,-2,0,CVF_RELATIVE|CVF_REPLACE)
	FAKP TUTUTUTUTU 4
	FAKP W 0 A_ChangeVelocity(0,0,0,CVF_RELATIVE|CVF_REPLACE)
	FAKP TU 4
	loop
	Death:
	FAKP M 0 A_StopSoundEx("Voice")
	FAKP M 0 A_SpawnItemEx("DrillExplode", 0,0,60)
	PLAY A 0 A_PlaySoundEx("weapon/drillexplode", "SoundSlot5", 0, 1)
	FAKP M 0 A_SpawnitemEx("FakemanFalling", 0,0,0,-20,0,0,0)
	stop
	}
}

actor RoadSpike
{
states
{
	Spawn:
	HAZA F 1 A_Recoil(-2)
	loop
}
}