    Actor MollyLover : GenericHumanScum  
{
Monster
Health 77
Radius 20
Height 56
Speed 11
PainChance 135
Translation "111:111=7:7"
Species "Spectre"
+DONTHARMSPECIES
seesound "EBydlo/See"
painsound "EBydlo/Pain"
deathsound "EBydlo/Death"
activesound "EBydlo/Active"
Tag "Molotov lunatic"
scale 1.0
Obituary "%o' couldn't beat the heat"
//+DROPOFF
DropItem "Healthbonus"
  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, 100)
  Spawn2:	
	MOGO 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	 
	See:
	  "####" A random(1,5)
	 TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 TNT1 A 0 A_Jump (180, "MissileCheck")
	SeeLoop:
	 TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 MOGO AABBCCDD 3 A_Chase
	 TNT1 A 0 A_JumpIfCloser (250, "Retreat")
	Loop
   Retreat:
	 TNT1 A 0
	 TNT1 A 0 A_Changeflag ("FRIGHTENED", true)
	RetreatLoop: 
	 MOGO AABBCCDD 3 A_Chase
	 TNT1 A 0 A_JumpIfTargetInLos ("ReAttack", 0, JLOSF_CLOSENOJUMP, 0, 300)
	 Loop
   ReAttack:
	 TNT1 A 0
	 TNT1 A 0 A_Changeflag ("FRIGHTENED", false)
	Goto SeeLoop		
   MissileCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 50)
	Goto SeeLoop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    MOGO 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))
	    MOGO 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))
	    MOGO 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
	    MOGO 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)) 
	    MOGO 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)) 
	    MOGO AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1			
 Missile:
	TNT1 A 0	
	TNT1 A 0 A_JumpIfTargetInLos ("Toss", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 250)
	Goto SeeLoop
 Toss:
	MOGO D 19 A_FaceTarget
	MOGO E 7 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	MOGO F 5 A_CustomMissile ("Molotow1", 42, 0, random (-3,3), CMF_OFFSETPITCH, random (10, 16))
   Goto Retreat		
 Pain:
	MOGO B 3
	MOGO B 3 A_Pain
	Goto SeeLoop
 Death:
	MOGO H 3
	MOGO I 5 A_Scream
	TNT1 A 0 A_Playsound ("FallingBodyLight", CHAN_BODY)
	MOGO J 5 A_NoBlocking
	MOGO K -1
	Stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0  A_XScream
    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)
 	MOGO KJIH 5
   Goto See	
    }
}	



    