Actor FemBBydlo : GenericFeHumanScum  
{

   //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------

DropItem "HealthFlask" 40
DropItem "ArmorCharge" 40
DropItem "AmmoPack" 20
DropItem "HandGrenadeAmmo" 50 1
DropItem "MineAmmo" 25 1

Monster
Health 20
Radius 20
Height 56
Speed 12
PainChance 200
Monster
Species "Z"
+DOHARMSPECIES
seesound "FemBBydlo/See"
painsound "NastyFemThug/Pain"
deathsound "FemBydlo/Death"
activesound "FemBBydlo/Active"
Translation "112:127=118:127", "192:207=240:247" 
Tag "Pistol female hooligan"
scale 1.0
Obituary "%o was lethally bullied by the female hooligan with a pistol"
//+DROPOFF
DropItem "Clip"
  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:	
	EZ8A T 10 A_Look
	loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUFemBBydlo")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
	See:
	  "####" A random(1,6)
	 TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 TNT1 A 0 A_Jump (180, "MissileCheck")
	SeeLoop:
	 TNT1 A 0 A_CheckSight ("CheckReload")
	 TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 EZ8A AABB 4 A_Chase
	 EZ8A CCDD 4 A_Chase  
	Loop
   MissileCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  DodgeChoice:
    TNT1 A 0 A_Jump (190, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF", "DodgeRightB")
	Goto MissileCheck+1	
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    EZ8A AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+2
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    EZ8A AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		Goto SeeLoop+2
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    EZ8A AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		Goto SeeLoop+2
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    EZ8A AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+2
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    EZ8A AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+2
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    EZ8A AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+2			
 Missile:
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	TNT1 A 0 A_JumpIfCloser (315, "Moonwalk")
	EZ8A EF 10 A_FaceTarget
 MissileLoop:
	EZ8A F 8 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	EZ8A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0)
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EZ8A F 12 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	TNT1 A 0 A_PlaySound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	EZ8A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-1,1))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EZ8A F 12 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	TNT1 A 0 A_PlaySound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	EZ8A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-2,2))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	TNT1 A 0 A_Jump (125, "SeeLoop")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	Loop
 MoonWalk:
	EZ8A AABBCCDDAABBCCDD 2 A_Recoil (random (1,3))
	Goto MissileCheck
 Reload: 
    EZ8A F 20
	TNT1 A 0 A_PlaySound ("LPISOUT")
	EZ8A E 14
	TNT1 A 0 A_PlaySound ("LPISIN")
	TNT1 A 0 A_TakeInventory ("PistolShotCounter", 8)
	EZ8A E 20
	TNT1 A 0 A_PlaySound ("LPISREAD")
	EZ8A F 14
	Goto SeeLoop
 MissileCheck2:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
	Goto SeeLoop
 Pain:
	EZ8A H 3
	EZ8A H 3 A_Pain
	Goto SeeLoop
 Death:
	EZ8A I 5 A_Scream
	EZ8A J 5 A_NoBlocking
	EZ8A K 5
	EZ8A L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
	EZ8A M -1
	Stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    EZ8A U 5
    EZ8A V 5 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)
	EZ8A MLKJI 5
   Goto See 	
    }
}	



	Actor FemBBydloSpawner : RandomSpawner 
		{
		 DropItem FemBBydlo
		 DropItem FemBBydloGreyNavy
		 DropItem FemBBydloOrangeGrey
		 DropItem FemBBydloHaki
		 DropItem FemBBydloRedWhite
		 DropItem FemBBydloGreyBlack
		}



	Actor FemBBydloGreyNavy: FemBBydlo 
		{
		 Translation "112:127=80:111", "192:207=240:247"  
		}
		
	Actor FemBBydloOrangeGrey : FemBBydlo 
		{
		 Translation "112:127=208:223", "192:207=80:111"
		}
		
	Actor FemBBydloHaki : FemBBydlo
		{
		 Translation "112:127=152:159", "192:207=152:159"
		}
		
	Actor FemBBydloRedWhite : FemBBydlo
		{
		 Translation "112:127=168:191", "192:207=80:95"
		}
		
	Actor FemBBydloGreyBlack : FemBBydlo
		{
		 Translation "112:127=96:111", "192:207=5:8"
		}

	

