Actor MafiaMollyRevolver : GenericHumanScum  //Origin of species, heh-he 
{
Monster
Health 250
Radius 20
Height 56
Speed 11
PainChance 101
Monster
Species "Knight"
+DONTHARMSPECIES
seesound "Mafia/See"
painsound "GTS/Pain"
deathsound "GTS/Death"
activesound "Mafia/Active"
Tag "Mafia Molly Revolver"
scale 1.07
Obituary "%o met the weird and agressive sycilian bartender."
//+DROPOFF
DropItem "Clip", 15
  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_Jump (50, "MAFON")
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:	
	LMTN T 10 A_Look
	loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUMafia")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  MAFON:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx ("MafMSPAWNER", 0, 0, 0)
   Goto Spawn2		
	See:
	 "####" A random(1,5)
	 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_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 LMTN AABB 4 A_Chase
	 LMTN CCDD 4 A_Chase  
	Loop
   MissileCheck:
    TNT1 A 0 A_JumpIfInTargetLos ("DodgeChoice", 50, 0, 0, 0)
	Goto SeeLoop
  DodgeChoice:
    TNT1 A 0 A_Jump (190, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF", "DodgeRightB")
	Goto MissileCheck+1	
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    LMTN AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		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))
	    LMTN AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		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))
	    LMTN AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		Goto SeeLoop+2
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    LMTN AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		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)) 
	    LMTN AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		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)) 
	    LMTN AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+2		
 Retreat:
    TNT1 A 0 A_Changeflag ("FRIGHTENED", 1)
	TNT1 A 0 A_Changeflag ("MissileMore", 1)
	TNT1 A 0 A_Changeflag ("MissileEvenMore", 1)
	Goto SeeLoop+1	
Missile:
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
    TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
    LMTN F 9 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLOS ("FullDrum", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 900)
	TNT1 A 0 A_Playsound ("HEVREV")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	LMTN G 2 BRIGHT A_CustomMissile ("HeavyRevolverTracer",45,0,random (-1,1))
	TNT1 A 0 A_GiveInventory ("RevolverShotCounter", 1)
    LMTN F 4 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
	TNT1 A 0 A_Playsound ("HEVREV")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	LMTN G 2 BRIGHT A_CustomMissile ("HeavyRevolverTracer",45,0,random (-2,2))
	TNT1 A 0 A_GiveInventory ("RevolverShotCounter", 1)
	LMTN F 5 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
	TNT1 A 0 A_Playsound ("HEVREV")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	LMTN G 2 BRIGHT A_CustomMissile ("HeavyRevolverTracer",45,0,random (-4,4))
	TNT1 A 0 A_GiveInventory ("RevolverShotCounter", 1)
    goto SeeLoop
  FullDrum:
    LMTN F 7 A_FaceTarget
    TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
	TNT1 A 0 A_Playsound ("HEVREV")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	LMTN G 2 BRIGHT A_CustomMissile ("HeavyRevolverTracer",45,0,random (-3,3))
	TNT1 A 0 A_GiveInventory ("RevolverShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
   Loop
  Reload:
	LMTN D 25 A_Playsound ("REVOUT")
	TNT1 A 0 A_TakeInventory ("RevolverShotCounter", 6)
	LMTN E 25 A_Playsound ("REVLOAD") 
	LMTN F 15 A_Playsound ("REVIN")
	Goto SeeLoop
 MollyCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Molly", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 700, 325)
 Goto MissileCheck+2
 Molly:
	TNT1 A 0
	TNT1 A 0 A_CustomMissile ("Molotow1", 42, 0, random (-6,6), CMF_OFFSETPITCH, random (8, 12))
	LMTN FE 8 Bright 
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 1)
 Goto SeeLoop			
 RapidFireCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("RapidFire")
	Goto SeeLoop
 Retreating:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true) 
    LMTN AABBCCDD 2 A_Chase
	TNT1 A 0 A_CheckSight ("ReloadReady")
	Loop
 ReloadReady:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	Goto Reload
 MissileCheck2:
	TNT1 A 0
	TNT1 A 0 A_Jump (75, "MollyCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
	Goto SeeLoop
 Pain:
	LMTN H 3
	LMTN H 3 A_Pain
	Goto SeeLoop
 Death:
	LMTN P 3
	LMTN Q 5 A_Scream
	LMTN R 5 A_NoBlocking
	LMTN S 5
	LMTN V -1
	Stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    LMTN X 5 A_XScream
    LMTN Y 5
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	LMTN VSRQP  5
   Goto See	
    }
}	


		Actor HeavyRevolverTracer 
{
	Projectile
	Damage (10) 
	+FORCEXYBILLBOARD
	+DONTSPLASH
	+BLOODSPLATTER 
	+NOEXTREMEDEATH
	radius 2
	height 2
	speed 20
	renderstyle Add
	alpha 0.9
	scale .15
	 States
		 {
		  Spawn:
			TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
			Loop
		  Death:
			TNT1 A 0 A_Playsound ("Bullet/Impact")
			TNT1 A 0 A_Jump (100, "D2")
			FX57 CDEFGHI 1 BRIGHT
			Stop
		  D2:
			FX58 CDEFGHI 1 BRIGHT
			Stop
		  XDeath:
			TNT1 A 1
			Stop
		 }
}
