Actor MajorPartyGirl : GenericFeHumanScum 
{

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

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

Monster
Health 15
Radius 20
Height 56
Speed 9
PainChance 175
Monster
Species "Z"
+DOHARMSPECIES
seesound "RichBitch/See"
painsound "FemBydlo/Pain"
deathsound "FemBydlo/Death"
activesound "RichBitch/Active"
Translation "192:207=160:167", "112:127=4:8" 
Tag "Cocky party girl"
scale 1.0
Obituary "%o was humiliated by the richy-bitchy party girl"
//+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)
  Spawn2:	
	EZ9A T 10 A_Look
	loop
  STFU:
		 TNT1 A 0
		 TNT1 A 0 ACS_NamedExecute ("STFURichBitch")
		 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_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 EZ9A AABB 4 A_Chase
	 EZ9A CCDD 4 A_Chase  
	Loop
   MissileCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop	
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
	    EZ9A AABBCCDD 2 
		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))
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
	    EZ9A AABBCCDD 2 
		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))
		TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
	    EZ9A AABBCCDD 2 
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		Goto SeeLoop+2
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
	    EZ9A AABBCCDD 2 
		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))
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
	    EZ9A AABBCCDD 2 
		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))
		TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
	    EZ9A AABBCCDD 2 
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+2
	Retreating:
	   TNT1 A 0
	   TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
	   EZ9A AABBCCDDAABBCCDDAABBCCDDAABBCCDDAABBCCDDAABBCCDD 3 A_Chase
	   TNT1 A 0 A_ChangeFlag ("FrigHtened", false)
	   Goto SeeLoop
 Missile:
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("LongRangeShowingOff", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 800)
	TNT1 A 0 A_JumpIfCloser (500, "Retreating") 
	EZ9A EF 10 A_FaceTarget
 MissileLoop:
	EZ9A F 12 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	EZ9A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0, random (-2,2))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EZ9A F 9 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)
	EZ9A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-4,4))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_Jump (35, "Pain")
	EZ9A F 9 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)
	EZ9A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-6,6))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EZ9A F 9 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)
	EZ9A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-8,8))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	Goto SeeLoop
 LongRangeShowingOff:
	EZ9A F 14 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	EZ9A 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")
   LongRangeLoop:
    EZ9A F 7 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	EZ9A G 4 BRIGHT A_CustomMissile ("LightPistolTracer",45,0, random (-7,7))	
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_Jump (35, "Pain")
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	EZ9A F 2 A_MonsterRefire (40, "SeeLoop")
   Loop
 Reload: 
    EZ9A F 22
	TNT1 A 0 A_PlaySound ("LPISOUT")
	TNT1 A 0 A_TakeInventory ("PistolShotCounter", 8)
	EZ9A E 35
	TNT1 A 0 A_PlaySound ("LPISIN")
	EZ9A F 22
	TNT1 A 0 A_PlaySound ("LPISREAD")
	EZ9A F 8
	Goto SeeLoop
 MissileCheck2:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
	Goto SeeLoop
 Pain:
	EZ9A H 3
	EZ9A H 3 A_Pain
	Goto SeeLoop
 Death:
	EZ9A I 5 A_Scream
	EZ9A J 5 A_NoBlocking
	EZ9A K 5
	EZ9A L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
	EZ9A M -1
	Stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    EZ9A U 5
    EZ9A 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)
	EZ9A MLKJI 5
   Goto See	
    }
}	



	Actor MajorPArtyGirlSpawner : RandomSpawner
		{
		 DropItem MajorPArtyGirl
		 DropItem MajorPArtyGirlBlondeNavyNake
		 DropItem MajorPArtyGirlBlondeBlackNake
		 DropItem MajorPArtyGirlBrownYellowNake
		 DropItem MajorPartyGirlBlack
		}



   Actor MajorPArtyGirlBlondeNavyNake : MajorPArtyGirl
	   {
	    Translation "192:207=160:167", "72:79=59:79", "112:127=240:247"
	   }
	   
   Actor MajorPArtyGirlBlondeBlackNake : MajorPArtyGirl
	   {
	    Translation "192:207=160:167", "72:79=59:79", "112:127=4:8"
	   }
	   
   Actor MajorPArtyGirlBrownYellowNake : MajorPArtyGirl
	   {
	    Translation "192:207=160:167", "72:79=59:79", "112:127=4:8"
	   }	    
	
	
   Actor MajorPartyGirlBlack : MajorPartyGirl
	   {
	    Translation "112:127=5:8", "192:207=5:8"
	   }
	   
  	    

