actor ANYWAY : GenericFeHumanScum  //----------RedHead  
{
  scale 1.0
  obituary "%o was canceled by the Red Amazonessessess"
  health 45
  radius 15
  height 54
  mass 100
  Species "Z"
+DOHARMSPECIES
  speed 11
  DropItem "Clip"
  painchance 200
  SeeSound "Fen/See"
  PainSound "FemBydlo2/pain"
  DeathSound "FemBydlo2/Death"
  ActiveSound "Fen/Active"
  Tag "Red Amazonessessess"
  //+DROPOFF
  MONSTER
  +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(-0.02, 0.02), scaleY+frandom(-0.08,0.08)) 	
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)	
  Spawn2:
    AMZ1 R 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUFen")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
	 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_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 35, "Reload")
    AMZ1 AABBCCDD 3 A_Chase
    loop
  MissileCheck:
    TNT1 A 0 A_JumpIfInTargetLos ("DodgeChoice", 50, 0, 0, 0)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 30, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 750)
	Goto SeeLoop
  DodgeChoice:
    TNT1 A 0 A_Jump (190, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF", "DodgeRightB")
	Goto DodgeLeftB
    CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 35, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    AMZ1 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		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))
	    AMZ1 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		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))
	    AMZ1 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    AMZ1 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		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)) 
	    AMZ1 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		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)) 
	    AMZ1 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+1			
   Retreat:
    TNT1 A 0 A_Changeflag ("FRIGHTENED", 1)
	TNT1 A 0 A_ChangeFlag ("Missilemore", 1)
	TNT1 A 0 A_ChangeFlag ("MissileEvenMore", 1)  
	Goto SeeLoop+1	
  Missile:
    TNT1 A 0 A_TakeInventory ("AccuracyCounter", 15)
    TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 35, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 800) 
    AMZ1 E 6 A_FaceTarget
  MissileLoop:
    AMZ1 E 2 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 800)
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 35, "Reload")
	TNT1 A 0 A_PlaySound ("MP2INGRA")
	AMZ1 F 1 BRIGHT A_CustomMissile ("SMGTracer",32,3,random (-8,8))
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
    AMZ1 E 1 A_CposRefire
	goto MissileLoop+1
  Accuracy:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory ("AccuracyCounter", 15, "SeeLoop")
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 35, "Reload")
    AMZ1 E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("MP2INGRA")
	AMZ1 F 1 Bright A_CustomMissile ("SMGTracer",32,3,random (-3,3))
	TNT1 A 0 A_JumpIfInventory ("AccuracyCounter", 15, "SeeLoop")
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("AccuracyCounter", 1)
	//AMZ1 E 1 A_CposRefire
	Loop
  Reload:
    TNT1 A 0 A_JumpIfCloser (550, "Retreating")
    AMZ1 E 10
	TNT1 A 0 A_TakeInventory ("SMGShotCounter", 35)
	AMZ1 D 12
	AMZ1 E 10
	TNT1 A 0 A_JumpIfCloser (450, "MissileCheck2")	
	Goto SeeLoop
  MissileCheck2:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 30, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Retreating:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true) 
    AMZ1 ABCDABCDABCDABCDABCDABCDABCD 3 A_Chase
	TNT1 A 0 A_CheckSight ("ReloadReady")
 ReloadReady:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	Goto ReloadBrave
  ReloadBrave:
    AMZ1 E 10
	TNT1 A 0 A_TakeInventory ("SMGShotCounter", 35)
	AMZ1 D 12
	AMZ1 E 10
	TNT1 A 0 A_JumpIfCloser (450, "MissileCheck2")	
	Goto SeeLoop		
  Pain:
    AMZ1 H 3
    AMZ1 H 3 A_Pain
    goto SeeLoop
  Death:
    AMZ1 H 5 A_Scream
    AMZ1 I 5
    AMZ1 J 5 A_NoBlocking
    AMZ1 K 3
	AMZ1 L 3 A_Playsound ("FallingBodyLight", CHAN_BODY)
	AMZ1 M -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    AMZ1 H 1
    AMZ1 H 4 A_XScream
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1
    Stop
  Idle:
    AMZ1 AA 4 A_Wander
    AMZ1 A 0 A_Look
    AMZ1 BB 4 A_Wander
    AMZ1 A 0 A_Look
    AMZ1 CC 4 A_Wander
    AMZ1 A 0 A_Look
    AMZ1 DD 4 A_Wander
    AMZ1 A 0 A_Look
    loop
  }
}




//Actor SMGShotCounter : Inventory
//{
//Inventory.maxamount 50 
//}


//Actor AccuracyCounter : Inventory
//{
//Inventory.MaxAmount 15
//}




