Actor GopGirl : GenericFeHumanScum  //Origin of species, heh-he 
{
Monster
Health 45
Radius 20
Height 56
Speed 12
PainChance 200
Monster
Species "IMP"
+DONTHARMSPECIES
seesound "GopGirl/See"
painsound "NastyFemThug/Pain"
deathsound "FemBydlo/Death"
activesound "GopGirl/Active"
Translation "112:127=64:79", "192:207=5:8"
Tag "Gopnik Girl"
scale 1.0
Obituary "%o was cheeki-breekied by the gopnik girl with 45 caliber pistol."
//+DROPOFF
  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)
	TNT1 A 0 A_SpawnItemEx ("BydloWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:	
	EI6A T 10 A_Look
	loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUGopGirl")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
	See:
	 "####" A random(1,4) 
	 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")
	 EI6A AABB 4 A_Chase
	 EI6A CCDD 4 A_Chase  
	Loop
   MissileCheck:
    TNT1 A 0 A_JumpIfInTargetLos ("DodgeChoice", 50, 0, 0, 0)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 50, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1150)
	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 ("PistolShotCounter", 7, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    EI6A 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))
	    EI6A 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))
	    EI6A 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
	    EI6A 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)) 
	    EI6A 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)) 
	    EI6A AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+2
	Retreat:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
	Retreating:
		TNT1 A 0 A_CheckSight ("ReloadBrave")
		EI6A AABBCCDD 2 A_Chase
	   Loop	
 Missile:
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 7, "Reload")
	EI6A EF 10 A_FaceTarget
	TNT1 A 0 A_JumpIfCloser (450, "RapidFire")
	TNT1 A 0 A_JumpIfTargetInLOS ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1400)
	TNT1 A 0 A_PlaySound ("HPISTOL")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI6A G 4 BRIGHT A_CustomMissile ("HeavyPistolTracer",45,0)
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EI6A F 15 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 7, "Reload")
	TNT1 A 0 A_PlaySound ("HPISTOL")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI6A G 4 BRIGHT A_CustomMissile ("HeavyPistolTracer",45,0,random (-2,2))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EI6A F 15 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 7, "Reload")
	TNT1 A 0 A_PlaySound ("HPISTOL")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI6A G 4 BRIGHT A_CustomMissile ("HeavyPistolTracer",45,0,random (-3,3))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	goto SeeLoop
 RapidFire:
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 7, "Reload")
	TNT1 A 0 A_PlaySound ("HPISTOL")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    EI6A G 5 Bright A_CustomMissile ("HeavyPistolTracer",45,0)
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EI6A F 12 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 7, "Reload")
	TNT1 A 0 A_PlaySound ("HPISTOL")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI6A G 5 Bright A_CustomMissile ("HeavyPistolTracer",45,0,random (-1,1))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EI6A F 12 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 7, "Reload")
	TNT1 A 0 A_PlaySound ("HPISTOL")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI6A G 5 Bright A_CustomMissile ("HeavyPistolTracer",45,0,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EI6A F 12 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 7, "Reload")
	TNT1 A 0 A_PlaySound ("HPISTOL")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI6A G 5 Bright A_CustomMissile ("HeavyPistolTracer",45,0,random (-7,7))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	Goto SeeLoop
 Accuracy:
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 7, "Reload")
    EI6A EF 18 A_FaceTarget
	TNT1 A 0 A_PlaySound ("HPISTOL")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI6A G 4 Bright A_CustomMissile ("HeavyPistolTracer",45)
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EI6A F 18 A_FaceTarget
	TNT1 A 0 A_PlaySound ("HPISTOL")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI6A G 4 Bright A_CustomMissile ("HeavyPistolTracer",45)
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	Goto SeeLoop
 Reload: 
    EI6A F 16 A_JumpIfInTargetLos ("Retreat", 5, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 900, 550)
	TNT1 A 0 A_PlaySound ("HPISOUT")
	TNT1 A 0 A_TakeInventory ("PistolShotCounter", 7)
	EI6A E 28 A_PlaySound ("HPISIN")
	EI6A F 14
	Goto SeeLoop
  ReloadBrave:
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	EI6A F 16 A_PlaySound ("HPISOUT")
	TNT1 A 0 A_TakeInventory ("PistolShotCounter", 7)
	EI6A E 28 A_PlaySound ("HPISIN")
	EI6A F 14
	Goto SeeLoop	
 MissileCheck2:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 5, JLOSF_DEADNOJUMP)
	Goto SeeLoop
 Pain:
	EI6A H 3
	EI6A H 3 A_Pain
	Goto SeeLoop
 Death:
	EI6A I 5 A_Scream
	EI6A J 5 A_NoBlocking
	EI6A K 5
	EI6A L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
	EI6A M -1
	Stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    EI6A U 5 A_XScream
    EI6A V 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)
	EI6A MLKJI 5
   Goto See	
    }
}	


	Actor GopGirlSpawner : RandomSpawner
		{
		 DropItem GopGirl
		 DropItem GopGirlGreyNavy
		 DropItem GopGirlNavyGrey
		 DropItem GopGirlBrownGrey
		}


	Actor GopGirlGreyNavy : GopGirl 
		{
		 Translation "112:127=96:111", "192:207=240:247"
		}
		
	Actor GopGirlNavyGrey : GopGirl 
		{
		 Translation "112:127=94:111", "192:207=240:247"
		}
		
	Actor GopGirlBrownGrey : GopGirl 
		{
		 Translation "112:127=64:79", "192:207=96:111"
		}

