     actor CrossbowMan : GenericHumanScum 
{
  scale 1.0
  obituary "%o was shot by the trigger-happy crossbow wearing mediaval pothead"
  health 60
  radius 15
  height 54
  mass 100
  speed 12
  Species "Imp"
  +DOHARMSPECIES
  painchance 185
  SeeSound "Commoner/see"
  PainSound "Commoner/pain"
  DeathSound "Commoner/Death"
  ActiveSound "Commoner/Active" 

  MONSTER
  states
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))
  Spawn2:
    HUCR A 10 A_Look
    loop
  See:
	 TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
	 TNT1 A 0 A_Jump (180, "MissileCheck")		
  SeeLoop:
	TNT1 A 0
	TNT1 A 0 A_StopSound (CHAN_WEAPON)
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
    HUCR AABBCCDD 3 A_Chase
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    HUCR 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))
	    HUCR 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
	    HUCR 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)) 
	    HUCR 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", 1, JLOSF_DEADNOJUMP)
	Goto SeeLoop		
  Missile:
	HUCR E 10 A_FaceTarget
	HUCR E 5 A_CustomMissile ("ScumArrow", 32, 7, random (-5,5))
	Goto SeeLoop
  Pain:
	TNT1 A 0
	TNT1 A 0 A_StopSound (CHAN_WEAPON)
    HUCR D 3
    HUCR D 3 A_Pain
    goto SeeLoop
  Death:
	TNT1 A 0
	TNT1 A 0 A_StopSound (CHAN_WEAPON)
    HUCR H 5 A_Scream
    HUCR I 5
    HUCR J 5 A_NoBlocking
    HUCR KLM 3
	HUCR N -1
    stop
  XDeath:
    TNT1 A 0
	TNT1 A 0 A_StopSound (1)
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 5
    PGIB B 5 A_XScream
    PGIB C 3 A_NoBlocking
    PGIB D 2
    PGIB E -1
    Stop
  Idle:
    HUCR AA 4 A_Wander
    HUCR A 0 A_Look
    HUCR BB 4 A_Wander
    HUCR A 0 A_Look
    HUCR CC 4 A_Wander
    HUCR A 0 A_Look
    HUCR DD 4 A_Wander
    HUCR A 0 A_Look
    loop
  }
}




	



	