Actor FemaleBydloPistol : GenericFeHumanScum 
 {
 
   //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------

DropItem "HealthFlask" 40
DropItem "ArmorCharge" 40
DropItem "AmmoPack" 20
DropItem "HandGrenadeAmmo" 50 1
DropItem "MineAmmo" 25 1 
 
  scale 1.0
  obituary "%o was outsmarted by strong and independent girl"
  health 37
  radius 15
  height 54
  mass 100
  speed 10
    Species "Z"
  +DOHARMSPECIES
  painchance 180
  SeeSound "FemBydlo/see"
  AttackSound "grunt/attack"
  PainSound "FemBydlo/pain"
  DeathSound "FemBydlo/Death"
  ActiveSound "FemBydlo/active" 
  dropitem "clip"
  Tag "Pistol FemThug"
  MONSTER
  +DROPOFF
  +FLOORCLIP
      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(-0.03, 0.03), 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:
			    FPSS A 9 A_Look
				Loop
			STFU:
			 TNT1 A 0
			 TNT1 A 0 ACS_NamedExecute ("STFUFemBydlo")
			 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 (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	             TNT1 A 0 A_Jump (230, "MissileCheck")
			SeeLoop:
			    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
			    TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
			    FPSS AAABBBCCCDDD 4 A_Chase
				Loop
	 DodgeLeft:
	    TNT1 A 0 A_FaceTarget
	    FPSS 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))
	    FPSS 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))
	    FPSS 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
	    FPSS 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)) 
	    FPSS 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)) 
	    FPSS AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1
		   MissileCheck:
		        TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
				Goto SeeLoop
		    Missile:
			    TNT1 A 0 A_JumpIfCloser (550, "RapidFire")
			    FPSS E 6 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
				TNT1 A 0 A_Playsound ("BYPFR")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				FPSS F 3 BRIGHT A_CustomMissile ("LightPistolTracer", 45,0, random (-3,3))
				TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
				Goto SeeLoop
			RapidFire:
			    FPSS E 6 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
				TNT1 A 0 A_Playsound ("BYPFR")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				FPSS F 3 BRIGHT A_CustomMissile ("LightPistolTracer", 45,0, random (-5,5))
				TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
				FPSS E 6 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
				TNT1 A 0 A_Playsound ("BYPFR")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				FPSS F 3 BRIGHT A_CustomMissile ("LightPistolTracer", 45,0, random (-6,6))
				TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
				FPSS E 6 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
				TNT1 A 0 A_Playsound ("BYPFR")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				FPSS F 3 BRIGHT A_CustomMissile ("LightPistolTracer", 45,0, random (-7,7))
				TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
				FPSS E 6 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
				TNT1 A 0 A_Playsound ("BYPFR")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				FPSS F 3 BRIGHT A_CustomMissile ("LightPistolTracer", 45,0, random (-8,8))
				TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
				TNT1 A 0 A_Jump (99, "RapidFire")
				Goto SeeLoop
			Reload:
                FPSS E 19
				TNT1 A 0 A_PlaySound ("LPISOUT")
	            TNT1 A 0 A_TakeInventory ("LightPistolShotCounter", 8)
	            FPSS G 20
				TNT1 A 0 A_PlaySound ("LPISIN")
	            FPSS E 10
				Goto SeeLoop
			Pain:
			    FPSS G 3
			    FPSS G 3 A_Pain
			Goto SeeLoop
		Death:
			FPSS H 5
		Bleed:
			FPSS I 5 A_Scream
			FPSS J 5
			TNT1 A 0 A_Jump(80, "Bleed")
			FPSS K random(10,20) A_NoBlocking
			FPSS L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
			FPSS M -1
			Stop
		Raise:
		  TNT1 A 0 
		  TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		  FPSS MLKJIH 5
		 Goto See   
		XDeath:
		    TNT1 A 0
		    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			FPSS O 5 A_XScream
			FPSS P 5 
			FPSS Q 5 A_NoBlocking
			FPSS RSTUV 5
			FPSS W -1
			Stop
		   }
		   
}		   