    Actor LibertySpreader : GenericHumanScum 
{
Monster
Health 150
Radius 20
Height 56
Speed 13
MeleeRange 56 
PainChance 105
Species "Spectre"
+DONTHARMSPECIES
Translation "192:207=5:8", "112:127=80:111"
seesound "USNMilitarist2/See"
painsound "USNMilitarist2/Pain"
deathsound "Manhunt/Death"
activesound "USNMilitarist2/Active"
Tag "Liberty Spreader"
scale 1.0
Obituary "%o' was liberated and democratised so hard, so each organ of his body became totally free"
HitObituary "%o' got some liberty. And a facial surgery as a democratic bonus" 
//+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:	
	UMTO A 10 A_Look
	loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNMilitarist2")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
	See:
	 "####" A random(1,5)
	 TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
	 TNT1 A 0 A_Jump (180, "MissileCheck")
	 TNT1 A 0 A_GiveInventory ("WaitForGrenade", 3)
	SeeLoop:
	 TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
	 UMTO AABBCCDD 3 A_Chase
	 TNT1 A 0 A_TakeInventory ("WaitForGrenade", 1)
	Loop		
   MissileCheck:
    TNT1 A 0 A_Changeflag ("FRIGHTENED", false)
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 50)
	Goto SeeLoop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    UMTO 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+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    UMTO AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		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))
	    UMTO AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    UMTO AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		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)) 
	    UMTO AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		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)) 
	    UMTO AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1
	SatchelRetreat:
	    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
	  RetreatLoop:
	    UMTO AABBCCDDAABBCCDDAABBCCDDAABBCCDDAABBCCDDAABBCCDDAABBCCDD 2 A_Chase ("Melee", "")
	   RetreatStop:
	    TNT1 A 0
		TNT1 A 0 A_Changeflag ("FRIGHTENED", false)
	   Goto SeeLoop+1
	 ShortRetreat:
	    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
	    UMTO AABBCCDDAABBCCDDAABBCCDD 2 A_Chase ("Melee", "")
	   Goto RetreatStop
	 MeleeRetreat:
	    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
	    UMTO AABBCCDDAABBCCDD 2 A_Chase ("Melee", "")
	   Goto RetreatStop  
 Melee:
    UMTO C 5 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("FistCharge", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 235, 120) 
	TNT1 A 0 ThrustThingZ (0, 12, 0, 0)
	TNT1 A 0 A_FaceTarget
	UMTO CDD 3 A_Recoil ( random (-8,-6))
    UMTO EF 9 A_CustomMeleeAttack ((18), "KNFHIT", "KNFSW")
    TNT1 A 0 A_JumpIfInTargetLos ("MeleeRetreat", 8, JLOSF_DEADNOJUMP)
	UMTO EC 2 A_FaceTarget
	UMTO CEF 7 A_CustomMeleeAttack ((4), "KNFHIT", "KNFSW")
	Goto SeeLoop
  RageCharge:
    UMTO AABBCCDD 2 A_Chase ("Melee", "")
   Loop	
   FistCharge:
	TNT1 A 0 A_Stop
	UMTO E 10 A_FaceTarget
	TNT1 A 0 ThrustThingZ (0, 15, 0, 0)	
	UMTO AABB 2 A_Recoil (-3)
	TNT1 A 0  A_FaceTarget
	UMTO CCDD 2 A_Recoil (-3)
	TNT1 A 0 A_FaceTarget
	UMTO AABB 2 A_Recoil (-3)
	TNT1 A 0 A_FaceTarget
	UMTO CCDD 2 A_Recoil (-3)
	TNT1 A 0 A_FaceTarget
	UMTO AABB 2 A_Recoil (-3)
	TNT1 A 0 A_FaceTarget
	UMTO CCDD 2 A_Recoil (-3)
	TNT1 A 0 A_FaceTarget
	UMTO AABB 2 A_Recoil (-3)
	TNT1 A 0 A_FaceTarget
	UMTO CCDD 2 A_Recoil (-3)
	UMTO C 4 A_FaceTarget
    UMTO EF 7 A_CustomMeleeAttack ((17), "KNFHIT", "KNFSW")
	UMTO FEC 3 A_JumpIfTargetInLos ("SeeLoop", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 110, 80)
	UMTO C 4 A_FaceTarget
	TNT1 A 0 ThrustThingZ (0, 15, 0, 0)	
	TNT1 A 0 A_Recoil (-3)
    UMTO CEF 7 A_CustomMeleeAttack ((10), "KNFHIT", "KNFSW")
	UMTO C 4 A_FaceTarget
	TNT1 A 0 ThrustThingZ (0, 15, 0, 0)	
	TNT1 A 0 A_Recoil (-3)
    UMTO CEF 7 A_CustomMeleeAttack ((6), "KNFHIT", "KNFSW")
	Goto SeeLoop		
 Missile:
	TNT1 A 0
	TNT1 A 0 A_TakeInventory ("ArtCoolDown", 1)
	TNT1 A 0 A_TakeInventory ("TossCD", 1)
	TNT1 A 0 A_JumpIfInventory ("WaitForGrenade", 3, "SeeLoop")
	TNT1 A 0 A_JumpIfTargetInLos ("Toss", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 250)
	Goto SeeLoop
 Toss:
    TNT1 A 0
	TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, 2)
	TNT1 A 0 A_Jump (256, "MollyToss", "NadeToss")
	UMTO D 5 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("TossCD", 1, 2)
	TNT1 A 0 A_Jump (172, "SatchelToss")
	UMTO E 5 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	UMTO F 5 A_CustomMissile ("PipeBomb", 42, 0, random (-6,6), CMF_OFFSETPITCH, random (10, 16))
   Goto ShortRetreat
 MollyToss:
    UMTO D 5 A_FaceTarget
	UMTO E 5 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	UMTO F 5 A_CustomMissile ("Molotow1", 42, 0, random (-4,4), CMF_OFFSETPITCH, random (10, 16))
	TNT1 A 0 A_GiveInventory ("ArtCoolDown", 3)
   Goto ShortRetreat
 NadeToss:
    UMTO D 5 A_FaceTarget
	UMTO E 5 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	UMTO F 5 A_CustomMissile ("GreenHandGrenade", 42, 0, random (-4,4), CMF_OFFSETPITCH, random (10, 16))
	TNT1 A 0 A_GiveInventory ("ArtCoolDown", 3)
   Goto ShortRetreat  
 SatchelToss:
    TNT1 A 0
	TNT1 A 0 A_PlaySound ("USM2SE12", CHAN_VOICE)
    UMTO CD 12 A_FaceTarget
	UMTO E 5 A_FaceTarget
	TNT1 A 0 A_PlaySound ("STCHTOSS", CHAN_WEAPON)
	UMTO F 5 A_CustomMissile ("HFENPCSatchelCharge", 42, 0, random (-4,4), CMF_OFFSETPITCH, random (10, 16))
	TNT1 A 0 A_GiveInventory ("TossCD", 5)
   Goto SatchelRetreat
 Pain:
	UMTO H 3
	TNT1 A 0 A_Changeflag ("FRIGHTENED", false)
	UMTO H 3 A_Pain
	TNT1 A 0 A_Jump (65, "RageChecking")
	Goto SeeLoop	
 RageChecking:
    TNT1 A 0
	TNT1 A 0 A_JumpIfCloser (350, "RageCharge")
   Goto SeeLoop		
 Death:
	UMTO I 3  A_NoBlocking
	UMTO JK 5 A_Scream
	UMTO L 3 A_Playsound ("FallingBodyGear", CHAN_BODY)
	UMTO M 3 
	UMTO N -1
	Stop
  XDeath:
    TNT1 A 0
    UMTO O 4 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    UMTO P 4  A_XScream
    UMTO Q 4 A_NoBlocking
    UMTO RSTUV 5
    UMTO W -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	UMTO NMLKJI 5
   Goto See	
    }
}	

	
	
	Actor TossCD : Inventory
		{
		 Inventory.Maxamount 5
		}
	
	


	Actor LibertySpreaderSpawner : Randomspawner
		{
		 DropItem LibertySpreader
		 DropItem LibertySpreaderGreen
		 DropItem LibertySpreaderHaki
		 DropItem LibertySpreaderDarkGreen
		 DropItem LibertySpreaderGreyBlonde
		 DropItem LibertySpreaderGreenBlonde
		 DropItem LibertySpreaderHakiBlonde
		 DropItem LibertySpreaderDarkGreenBlonde
		 DropItem LibertySpreaderGreyBrown
		 DropItem LibertySpreaderGreenBrown
		 DropItem LibertySpreaderHakiBrown
		 DropItem LibertySpreaderDarkGreenBrown
		}
		
	
	Actor LibertySpreaderGreen : LibertySpreader
		{
		 Translation "112:127=120:127", "192:207=5:8"
		}
		
	
	Actor LibertySpreaderHaki : LibertySpreader
		{
		 Translation "112:127=152:159", "192:207=5:8"
		}
		
	Actor LibertySpreaderDarkGreen : LibertySpreader
		{
		 Translation "112:127=9:12", "192:207=5:8"
		}
		
		
	
	
	
	
	
	
	
	Actor LibertySpreaderGreyBlonde : LibertySpreader
		{
		 Translation "192:207=5:8", "192:207=162:167"
		}
	
	
	
	Actor LibertySpreaderGreenBlonde : LibertySpreader
		{
		 Translation "112:127=120:127", "192:207=162:167"
		}
		
	
	Actor LibertySpreaderHakiBlonde : LibertySpreader
		{
		 Translation "112:127=152:159", "192:207=162:167"
		}
		
	Actor LibertySpreaderDarkGreenBlonde : LibertySpreader
		{
		 Translation "112:127=9:12", "192:207=162:167"
		}
		
	
	
	
	
	
	
	
	
	
	Actor LibertySpreaderGreyBrown : LibertySpreader
		{
		 Translation "192:207=5:8", "192:207=71:79"
		}
	
	
	
	Actor LibertySpreaderGreenBrown : LibertySpreader
		{
		 Translation "112:127=120:127", "192:207=71:79"
		}
		
	
	Actor LibertySpreaderHakiBrown : LibertySpreader
		{
		 Translation "112:127=152:159", "192:207=71:79"
		}
		
	Actor LibertySpreaderDarkGreenBrown : LibertySpreader
		{
		 Translation "112:127=9:12", "192:207=71:79"
		}
		
	
	


	

    