     Actor AxeFreak : GenericHumanScum
{
  scale 1.0
  hitobituary "%o was mistaken with a tree by some fancy-dressed drunk and upset wannabe-lumberman"
  health 110
  radius 16
  height 56
  mass 100
  MaxTargetRange 200
  speed 14
  painchance 88
  SeeSound "AxeFreak/see"
  PainSound "AxeFreak/Pain"
  DeathSound "AxeFreak/Death"
  ActiveSound "AxeFreak/Active"
  attacksound "melee/hit"
  Tag "Axe freak"
  MONSTER
  +FLOORCLIP
  +FASTMELEE
  +JUMPDOWN
  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, 70)
  Spawn2:	 
    SCZA A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUAxeFreak")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
    TNT1 A 0 A_Jump (170, "DodgeLeftF", "DodgeRightF")
    SCZA AABBCCDD 2 A_Chase
    loop
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    SCZA AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		Goto See+1
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    SCZA AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		Goto See+1	
  Melee:
    SCZA E 8 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 300, 100)
	SCZA F 3 A_PlayWeaponSound("BALDAXSW")
    SCZA F 2 A_CustomMeleeAttack ((14), "BALDAXHT", "BALDAXSW")
	SCZA FE 4
    goto See
  Missile:
	TNT1 A 0
	//TNT1 A 0 A_Print ("AAAAAAAAA") 
	TNT1 A 0 A_JumpIfCloser (130, "See")
	TNT1 A 0 A_Stop
	SCZA E 10 A_FaceTarget
	TNT1 A 0 ThrustThingZ (0, 15, 0, 0)	
	SCZA AABB 2 A_Recoil (random (-3,-1))
	TNT1 A 0  A_FaceTarget
	SCZA CCDD 2 A_Recoil (random (-3,-1))
	TNT1 A 0 A_FaceTarget
	SCZA AABB 2 A_Recoil (random (-3,-1))
	TNT1 A 0 A_FaceTarget
	SCZA CCDD 2 A_Recoil (random (-3,-1))
	SCZA E 4 A_FaceTarget
	SCZA F 3 A_PlayWeaponSound("BALDAXSW")
    SCZA F 2 A_CustomMeleeAttack ((15), "BALDAXHT", "BALDAXSW")
	SCZA FE 3
    goto See
   Pain: 
    SCZA G 3
    SCZA G 3 A_Pain
	TNT1 A 0 A_Jump (70, "DodgeLeftF", "DodgeRightF")
    goto See
  Death:
    SCZA H 5 A_Scream
    SCZA I 5 A_NoBlocking
    SCZA JKL 3
	SCZA M 3 A_Playsound ("FallingBodyLight", CHAN_BODY)
    SCZA N -1
    stop	
 XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 3 A_NoBlocking
    PGIB B 3 A_XScream
    PGIB C 3 
    PGIB D 3
    PGIB E -1
    Stop
 Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	SCZA NMLKJIH 5
   Goto See	
	}
}


	
	
		 
		 