 Actor KnifeBanditBandana : GenericHumanScum
{
  scale 1.0
  hitobituary "%o, this is a knife!"
  health 85
  radius 16
  height 56
  mass 100
  speed 14
  painchance 100
  SeeSound "EBydlo/see"
  PainSound "EBydlo/pain"
  DeathSound "EBydlo/Death"
  ActiveSound "EBydlo/Active"
  attacksound "melee/hit"
  Tag "EnragedKnifeGuy"
  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)
	TNT1 A 0 A_Jump (100, "SpawnF")
  Spawn2:	 
    THGI A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUEBydlo")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  SpawnF:
	TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("FodderSpawner", 0, 0, 0)
	Goto Spawn2
  See:
    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
    THGI AABBCCDD 2 A_Chase
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    THGI 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))
	    THGI AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		Goto See+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    THGI 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)) 
	    THGI AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		Goto See+1
	BackDodge:
		TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,5))
		THGI AABBCCDD 2 A_Chase
	   Goto See+1	
  Melee:
    THGI E 5 A_FaceTarget
	THGI F 1 A_PlayWeaponSound("KNFSW")
    THGI F 1 A_CustomMeleeAttack ((7), "KNFHIT", "KNFSW")
	THGI FE 2 A_JumpIfInTargetLos ("BackDodge", 1)
    goto See
   Pain: 
    THGI D 3
	TNt1 A 0 A_SetAngle (angle +random (-90,90))
    THGI D 3 A_Pain
	TNT1 A 0 A_Jump (70, "DodgeLeftF", "DodgeRightF")
    goto See
  Death:
    THGI G 5
    THGI H 5 A_Scream
    THGI I 5 A_NoBlocking
    THGI J 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
    THGI K -1
    stop	
 XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 3
    PGIB B 3 A_XScream
    PGIB C 3 A_NoBlocking
    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)
	THGI KJIHG 5
   Goto See	
	}
}