Actor NastyFemaleThug : 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 shot by the nasty female thug"
  health 20
  radius 15
  height 54
  mass 100
  speed 10
    Species "Z"
  +DOHARMSPECIES
  painchance 200
  Translation "112:127=80:95", "192:207=5:8"
  SeeSound "NastyFemThug/see"
  PainSound "NastyFemThug/pain"
  DeathSound "FemBydlo/Death"
  ActiveSound "NastyFemThug/active" 
  dropitem "clip"
  Tag "Nasty Thug Girl with semi-automatic pistol"
  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:
			    EZ7A T 10 A_Look
				Loop
			STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUNastyFemThug")
	 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", 14, "Reload")
			    EZ7A AAABBBCCCDDD 4 A_Chase
				Loop
	 DodgeLeft:
	    TNT1 A 0 A_FaceTarget
	    EZ7A 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))
	    EZ7A 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))
	    EZ7A 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
	    EZ7A 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)) 
	    EZ7A 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)) 
	    EZ7A 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 (125, "MeleeRage")
				TNT1 A 0 A_JumpIfTargetInLos ("AccurateRapidFire", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 900)
			    EZ7A EF 10 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 14, "Reload")
				TNT1 A 0 A_Playsound ("BYPFR")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EZ7A G 2 BRIGHT A_CustomMissile ("LightPistolTracer", 32,0)
				TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
				EZ7A F 4 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 14, "Reload")
				TNT1 A 0 A_Playsound ("BYPFR")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EZ7A G 2 BRIGHT A_CustomMissile ("LightPistolTracer", 45,0, random (-1,1))
				TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
				EZ7A F 4 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 14, "Reload")
				TNT1 A 0 A_Playsound ("BYPFR")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EZ7A G 2 BRIGHT A_CustomMissile ("LightPistolTracer", 45,0, random (-3,3))
				TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
			MissileLoop:
				EZ7A F 4 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 14, "Reload")
				TNT1 A 0 A_Playsound ("BYPFR")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EZ7A G 3 BRIGHT A_CustomMissile ("LightPistolTracer", 45,0, random (-7,7))
				TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
				TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
				Loop
			AccurateRapidFire:
			    EZ7A F 6 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 14, "Reload")
				TNT1 A 0 A_Playsound ("BYPFR")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EZ7A G 3 BRIGHT A_CustomMissile ("LightPistolTracer", 45,0, random (-5,5))
				TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
				TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
			   Loop
			  MeleeRage:
				TNT1 A 0 A_FaceTarget
				EZ7A DE 7 A_Recoil ( random (-6,-4))
				EZ7A F 4 A_CustomMeleeAttack ((3), "Fist/Hit", "Fist/Swing")
			   Goto MissileCheck
			Reload:
                EZ7A E 15
				TNT1 A 0 A_PlaySound ("LPISOUT")
				TNT1 A 0 A_JumpIfCloser (150, "MeleeRage")
	            TNT1 A 0 A_TakeInventory ("LightPistolShotCounter", 14)
	            EZ7A D 20
				TNT1 A 0 A_PlaySound ("LPISIN")
	            EZ7A E 10
				TNT1 A 0 A_PlaySound ("LPISREAD")
				EZ7A D 9
				Goto SeeLoop
			Pain:
			    EZ7A H 3
			    EZ7A H 3 A_Pain
			Goto SeeLoop
		Death:
			EZ7A I 5
			EZ7A J 5 A_Scream
			EZ7A K 5 A_NoBlocking
			EZ7A L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
			EZ7A M -1
			Stop
		XDeath:
		    TNT1 A 0
			TNT1 A 0 A_XScream
		    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("CostylGavnoNah", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			PGIB A 3 A_NoBlocking
			TNT1 A 3 
			TNT1 A 5 
			TNT1 A 5
			TNT1 A -1
			Stop
		 Raise:
		   TNT1 A 0 
		   TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		   EZ7A MLKJI 5
		  Goto See   
		   }
		   
		}
		
		
		Actor CostylGavnoNah
			{
			 +Nointeraction
			 +Clientsideonly
			 States
				 { 
				 Spawn:
			       PGIB B 5
				   PGIB C 5
				   PGIB D 5
				   PGIB E -1
				  Stop 
			}
		}	
		
		
		Actor NastyFemaleThugSpawner : RandomSpawner
			{
			 DropItem NastyFemaleThug
			 DropItem NastyFemaleThugRed
			 DropItem NastyFemaleThugBlack
			 DropItem NastyFemaleThugYellow 
			 DropItem NastyFemaleThugOrange
			 DropItem NastyFemaleThugBlue
			 DropItem NastyFemaleThugBrown
			 DropItem NastyFemaleThugRedShirtWhitePants
			 DropItem NastyFemaleThugGreenShirtBrownPants
			 DropItem NastyFemaleThugBrownHGreenShirtBrownPants
			}
		
		
		
		Actor NastyFemaleThugRed : NastyFemaleThug
			{
			 Translation "112:127=80:111", "192:207=5:8", "16:47=208:223"
			}
			
		Actor NastyFemaleThugBlack : NastyFemaleThug
			{
			 Translation "112:127=80:111", "192:207=5:8", "16:47=5:8"
			}
			
		Actor NastyFemaleThugYellow : NastyFemaleThug
			{
			 Translation "112:127=80:111", "192:207=5:8", "16:47=160:165"
			}
			
		Actor NastyFemaleThugOrange : NastyFemaleThug
			{
			 Translation "112:127=80:111", "192:207=5:8", "16:47=213:223"
			}	
		
		Actor NastyFemaleThugBlue : NastyFemaleThug
			{
			 Translation "112:127=80:111", "192:207=5:8", "16:47=192:207"
			}
			
		Actor NastyFemaleThugBrown : NastyFemaleThug
			{
			 Translation "112:127=80:111", "192:207=5:8", "16:47=64:79"
			}
			
		Actor NastyFemaleThugRedShirtWhitePants : NastyFemaleThug
			{
			 Translation "112:127=176:191", "192:207=80:95"
			}
			
		Actor NastyFemaleThugGreenShirtBrownPants : NastyFemaleThug
			{
			 Translation "112:127=117:127", "192:207=64:79"
			}
			
		Actor NastyFemaleThugBrownHGreenShirtBrownPants : NastyFemaleThug
			{
			 Translation "112:127=117:127", "192:207=64:79", "16:47=64:79"
			}	
			
	
			