      Actor FemaleWannaBeRifle : 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 killed by stupidity of some wannabe soldier"
  health 10
  radius 15
  height 54
  mass 100
  speed 10
    Species "Z"
  +DOHARMSPECIES
  painchance 255
  SeeSound "FemBydlo2/See"
  PainSound "FemBydlo2/pain"
  DeathSound "FemBydlo2/Death"
  ActiveSound "FemBydlo2/Active"
  dropitem "Clip"
  DropItem "Clip"	
  Tag "WannaBe Soldierness"
  MONSTER
  Translation "112:127=5:8"
  +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)
  Spawn2:
    KPG3 E 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUFemBydlo2")
	 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_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    KPG3 AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    KPG3 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "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))
	    KPG3 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "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))
	    KPG3 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    KPG3 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "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)) 
	    KPG3 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "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)) 
	    KPG3 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    KPG3 E 7 A_FaceTarget
	TNT1 A 0 A_JumpIfHealthLower (10, "RamboMode")
	TNT1 A 0 A_Jump (50, "RecoilProblem")
  MissileLoop:
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	KPG3 F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-14,14))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (45, "Pain")
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    KPG3 E 3 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
  RecoilProblem:
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	KPG3 F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-10,10), CMF_OFFSETPITCH, random (-2,4))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	KPG3 E 3 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	KPG3 F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-11,11), CMF_OFFSETPITCH, random (2,6) )
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	KPG3 E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	KPG3 F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-12,12), CMF_OFFSETPITCH, random (8,15) )
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	KPG3 E 3 A_MonsterRefire (40, "SeeLoop")
	Goto SeeLoop
  RamboMode:
    TNT1 A 0 A_FaceTarget
	KPG3 E 3 A_SetAngle (Angle+random (-25,25))
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	KPG3 F 2 BRIGHT A_CustomMissile ("AKTracer",32,9, random (-14,14), CMF_AIMDIRECTION)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (45, "Pain")
	 Loop
  Reload:
    KPG3 D 28
	TNT1 A 0 A_PlaySound ("RIFOUT")
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	KPG3 E 26
	TNT1 A 0 A_PlaySound ("RIFIN")
	KPG3 D 24
	TNT1 A 0 A_PlaySound ("RIFREAD")
	KPG3 E 6
	Goto SeeLoop
  Pain:
    KPG3 G 3
    KPG3 G 7 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    KPG3 H 5 A_Scream
    KPG3 I 5
    KPG3 J 5 A_NoBlocking
    KPG3 KL 5
	KPG3 M 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
    KPG3 N -1
    stop
  Death.WEAK:
    KPG3 O 5
    KPG3 P 5 A_PlaySound("Baddy/pain")
    KPG3 Q 5 A_NoBlocking
    KPG3 R 5
    KPG3 S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    KPG3 U 5
    KPG3 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)
	KPG3 NMLKJIH 5
   Goto See
  //Suren:
    RSS1 A 5 A_PlaySound("Baddy/Surren")
    RSS1 B 5 
    RSS1 C 5 A_NoBlocking
    RSS1 C 5 A_SpawnItem("Russ1wimp",0,0)
    stop
  Idle:
    KPG3 AA 4 A_Wander
    KPG3 A 0 A_Look
    KPG3 BB 4 A_Wander
    KPG3 A 0 A_Look
    KPG3 CC 4 A_Wander
    KPG3 A 0 A_Look
    KPG3 DD 4 A_Wander
    KPG3 A 0 A_Look
    loop
  }
	   
	   
	   }
		
		
		
	Actor FemaleWannaBeRifleSpawner : RandomSpawner 
		{
		 DropItem FemaleWannaBeRifle
		 DropItem FemaleWannaBeRifleRed
		 DropItem FemaleWannaBeRiflePink
		 DropItem FemaleWannaBeRifleBrown
		 DropItem FemaleWannaBeRifleHaki
		 DropItem FemaleWannaBeRifleYellow
		 DropItem FemaleWannaBeRifleGreen
		}
		
	 
	Actor FemaleWannaBeRifleRed : FemaleWannaBeRifle
	  {
	   Translation  "112:127=175:191"
	  }
   	   
   Actor FemaleWannaBeRiflePink : FemaleWannaBeRifle
     {
	  Translation "112:127=168:174"
	 }
	 
   Actor FemaleWannaBeRifleBrown : FemaleWannaBeRifle
     {
	  Translation "112:127=144:151"
	 }
	
   Actor FemaleWannaBeRifleHaki : FemaleWannaBeRifle
     {
	  Translation "112:127=240:243"
	 }	
	 
    Actor FemaleWannaBeRifleYellow : FemaleWannaBeRifle
     {
	  Translation "112:127=160:167"
	 }	 
   	
   Actor FemaleWannaBeRifleGreen : FemaleWannaBeRifle
     {
	  Translation "112:127=119:127"
	  }