Actor BanditBrawler : GenericHumanScum   
{
scale 1.0
  hitobituary "%o was OTPIZJEN by the bandit brawler"
  health 85
  radius 16
  height 56
  mass 100
  speed 14
  BloodType "DASBLUT"
  painchance 110
  SeeSound "Band/Alert"
  PainSound "Band/pain"
  DeathSound "Band/Death"
  ActiveSound "Band/Active"
  Tag "Bandit Brawler"
  MONSTER
  +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(-0.08, 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:
    BNDB T 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUBand")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
    BNDB AABBCCDD 2 A_Chase
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    BNDB AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto See+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    BNDB AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		Goto See+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    BNDB AABBCCDD 2 ThrustThing(angle*256/360+64, 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)) 
	    BNDB AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		Goto See+1	
  Melee:
    BNDB E 6 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound ("Fist/swing") 
    BNDB F 3 A_CustomMeleeAttack ((4), "Fist/Hit", "Fist/Swing")
	BNDB G 4 A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound ("Fist/swing") 
    BNDB I 3 A_CustomMeleeAttack ((4), "Fist/Hit", "Fist/Swing")
	BNDB E 5 A_Jump (7, "DodgeLeftF", "DodgeRightF")
    goto See
   Pain: 
    BNDB H 3
    BNDB H 3 A_Pain
	TNT1 A 0 A_Jump (70, "DodgeLeftF", "DodgeRightF")
    goto See
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    BNDB J 5
    BNDB K 5 A_Scream
    BNDB L 5 A_NoBlocking
    BNDB M 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
    BNDB N -1
    stop
 Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	BNDB NMLKJ 5
   Goto See 	
 Suren:
    ROS1 A 5 A_PlaySound("Baddy/Surren")
    ROS1 B 5
    ROS1 C 5 A_NoBlocking
    ROS1 C 5 A_SpawnItem("Roid1wimp",0,0)
    stop	
 XDeath:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    BNDB O 5
    BNDB P 5 A_XScream
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1
    Stop
	}
}


