actor SMGDrugThug : GenericHumanScum 
{
  scale 1.0
  obituary "%o tried to scare the slightly junked person and payed for this prank"
  health 44
  radius 15
  height 54
  mass 100
  speed 11
  Damage 1
  Species "IMP"
+DONTHARMSPECIES
  painchance 175
  SeeSound "CowBydlo/See"
  PainSound "CowBydlo/pain"
  DeathSound "CowBydlo/Death"
  ActiveSound "CowBydlo/Active"
  Tag "SMG Drug Thug"
  //+DROPOFF
  MONSTER
  +FLOORCLIP
  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)
	TNT1 A 0 A_SpawnItemEx ("BydloWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    SMDT A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUCowBydlo")
	 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")
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 40, "Reload")
	TNT1 A 0 A_Jump (150, "ScaredOrNot")
    SMDT AABBCCDD 3 A_Chase
    loop
  ScaredOrNot:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag ("Frightened", true)
	TNT1 A 0 A_Jump (150, 1)
	TNT1 A 0 A_ChangeFlag ("Frightened", false)
   Goto Seeloop	 	
  MissileCheck:
    TNT1 A 0
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 50, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 750)
	Goto SeeLoop
    CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 40, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    SMDT 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+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    SMDT AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		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))
	    SMDT AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    SMDT AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		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)) 
	    SMDT AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		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)) 
	    SMDT AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+1			
   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 ("AccuracyCounter", 15)
    TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 40, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 800) 
    SMDT E 6 A_FaceTarget
  MissileLoop:
    SMDT E 2 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 800)
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 40, "Reload")
	TNT1 A 0 A_PlaySound ("MP2INGRA")
	TNT1 A 0 A_PlaySound ("SMGFF", 6, 0.5, 0)
	SMDT F 1 BRIGHT A_CustomMissile ("SMGTracer",32,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
    SMDT E 1 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop+1
  Accuracy:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory ("AccuracyCounter", 15, "SeeLoop")
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 40, "Reload")
    SMDT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("MP2INGRA")
	TNT1 A 0 A_PlaySound ("SMGFF", 6, 0.5, 0)
	SMDT F 1 Bright A_CustomMissile ("SMGTracer",32,9,random (-2,2))
	TNT1 A 0 A_JumpIfInventory ("AccuracyCounter", 15, "SeeLoop")
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("AccuracyCounter", 1)
	//SMDT F 1 A_MonsterRefire (40, "SeeLoop")
	Loop
  Reload:
    TNT1 A 0 A_JumpIfCloser (550, "Retreating")
    SMDT E 17 A_PlaySound ("SMGOUT")
	TNT1 A 0 A_TakeInventory ("SMGShotCounter", 40)
	SMDT D 32 A_PlaySound ("SMGIN")
	SMDT E 10 A_PlaySound ("SMGCOCK")
	TNT1 A 0 A_JumpIfCloser (450, "MissileCheck2")	
	Goto SeeLoop
  MissileCheck2:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
	Goto SeeLoop
  Retreating:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true) 
    SMDT ABCDABCDABCDABCDABCDABCDABCDABCD 2 A_Chase
	TNT1 A 0 A_CheckSight ("ReloadReady")	
 ReloadReady:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	Goto ReloadBrave
 ReloadBrave:
    SMDT E 17 A_PlaySound ("SMGOUT")
	TNT1 A 0 A_TakeInventory ("SMGShotCounter", 40)
	SMDT D 32 A_PlaySound ("SMGIN")
	SMDT E 10 A_PlaySound ("SMGCOCK")
	TNT1 A 0 A_JumpIfCloser (450, "MissileCheck2")	
	Goto SeeLoop	
  Pain:
    SMDT G 3
    SMDT G 3 A_Pain
    goto SeeLoop
  Death:
    SMDT H 5 A_Scream
    SMDT I 5
    SMDT J 5 A_NoBlocking
    SMDT K 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
    SMDT L -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    SMDT N 5 A_XScream
    SMDT O 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)
	SMDT LKJIH 5
   Goto See	
  Idle:
    SMDT AA 4 A_Wander
    SMDT A 0 A_Look
    SMDT BB 4 A_Wander
    SMDT A 0 A_Look
    SMDT CC 4 A_Wander
    SMDT A 0 A_Look
    SMDT DD 4 A_Wander
    SMDT A 0 A_Look
    loop
  }
}


 