     Actor Swordsman : GenericHumanScum
{
  scale 1.0
  hitobituary "%o was slayed by the evil swordsman"
  health 130
  radius 16
  height 56
  mass 100
  speed 14
  painchance 100
  SeeSound "Commoner/see"
  PainSound "Commoner/pain"
  DeathSound "Commoner/Death"
  ActiveSound "Commoner/Active"

  MONSTER
  +FLOORCLIP
  +FASTMELEE
  +JUMPDOWN
  states
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))	
  Spawn2:	 
    SWHU A 10 A_Look
    loop
  SpawnF:
	TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("FodderSpawner", 0, 0, 0)
	Goto Spawn2	
  See:
    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
    SWHU AABBCCDD 2 A_Chase
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    SWHU AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto See+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    SWHU AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		Goto See+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    SWHU AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		Goto See+1
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    SWHU AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		Goto See+1	
  Melee:
    SWHU E 5 A_FaceTarget
	SWHU F 2 A_PlayWeaponSound("BALDAXSW")
    SWHU F 3 A_CustomMeleeAttack ((15), "BALDAXHT", "BALDAXSW")
	SWHU FE 3
    goto See
   Pain: 
    SWHU D 3
	TNt1 A 0 A_SetAngle (angle +random (-90,90))
    SWHU D 3 A_Pain
	TNT1 D 0 A_Jump (70, "DodgeLeftF", "DodgeRightF")
    goto See
  Death:
    SWHU H 5
    SWHU I 5 A_Scream
    SWHU J 5 A_NoBlocking
	SWHU KLM 2
    SWHU N -1
    stop	
 XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 3
    PGIB B 3 A_XScream
    PGIB C 3 A_NoBlocking
    PGIB D 3
    PGIB E -1
    Stop
	}
}


	
	