    Actor LightFlamer  
{
Health 95
Monster
Radius 20
Height 56
Speed 11
PainChance 164
Translation "192:207=80:111", "240:247=110:110"
Species "IMP"
MaxDropOffHeight 40
+NODROPOFF 
+DONTHARMSPECIES
seesound "Flamesuit/See"
painsound "HeavyGunner/Pain"
deathsound "HeavyGunner/Death"
activesound "Flamesuit/Active"
Tag "Light flamer guy"
scale 1.08
Obituary "%o' played Hot Potato game with the Light flamer."
//+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(-0.02, 0.02), scaleY+frandom(-0.08,0.08)) 
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:	
	HZMT A 10 A_Look
	loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUFlameSuit")
	 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_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 HZMT AABBCCDD 3 A_Chase 
	Loop
   MissileCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 50)
	Goto SeeLoop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    HZMT 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+2
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    HZMT AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		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))
	    HZMT AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+2
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    HZMT AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		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)) 
	    HZMT AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		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)) 
	    HZMT AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2			
 Missile:
	HZMT EF 5 A_FaceTarget
	TNT1 A 0 A_JumpIfcloser (280, "QuickShot")
	TNT1 A 0 A_PlaySound ("LFLAMFIR", CHAN_WEAPON)
	HZMT G 4 Bright A_CustomMissile ("FlamerBouncingFireBall", 32, 0, random (-4,-2)) 	
	HZMT F 6 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LFLAMFIR", CHAN_WEAPON)
	HZMT G 4 Bright A_CustomMissile ("FlamerBouncingFireBall", 32, 0) 	
	HZMT F 6 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LFLAMFIR", CHAN_WEAPON)
	HZMT G 4 Bright A_CustomMissile ("FlamerBouncingFireBall", 32, 0, random (2,4)) 	
	Goto SeeLoop
 QuickShot:
	TNT1 A 0 A_PlaySound ("LFLAMFIR", CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile ("FlamerBouncingFireBall", 32, 0, 0)
	HZMT G 4 Bright
	Goto Seeloop	
 Pain:
	HZMT H 3
	HZMT H 3 A_Pain
	Goto SeeLoop
 Death:
	HZMT I 5 A_Scream
	HZMT J 5 A_NoBlocking
	HZMT K 5
	HZMT L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
	HZMT M -1
	Stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    HZMT N 5 A_XScream
    HZMT O 5
    HZMT P 5 A_NoBlocking
    HZMT PQRSTU 2
    HZMT V -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	HZMT MLKJI 5
   Goto See	
    }
}	



	Actor FlamerBouncingFireball
      {
	      Radius 6
          Height 8
		  Speed 14
		  Scale 0.32
		  FastSpeed 14
		  Damage (10)
		  DamageType Fire	
		  Projectile
		  +DOOMBOUNCE
		  BounceCount 4
		  BounceFactor 3	
		  RenderStyle Normal
		  SeeSound "LFLMLOOP"
		  DeathSound "LFLMBOOM"
		  States
		  {
		  Spawn:
			TNT1 AA 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION)	
			VFBL A 1 Bright  A_SpawnItemEx ("FlamerFlare", 0, 0, 0, 0, 0, 0)
			TNT1 AA 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION)
			VFBL B 1 Bright  A_SpawnItemEx ("FlamerFlare", 0, 0, 0, 0, 0, 0) 
 			Loop
		  Death:
			TNT1 AAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 0)
			TNT1 A 0 A_Explode ((10),60)
		    TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
			Stop
			  }
           }	


		  
		 	