Actor TrilogyHandler replaces WolfensteinSS
{
	Health 100
	Radius 20
	Height 56
	Speed 3
	Mass 400
	PainChance 128
	Monster
	+FLOORCLIP
	+NOTARGET
	scale 0.48
	SeeSound "none"
	AttackSound "SOILDATK"
	PainSound "SOILDPAIN"
	DeathSound "SOILDDIE"
	BloodType "ATRedBlood"
	BloodColor "Red"
	ActiveSound "none"
	DropItem "PulseRifle"
	DropItem "PulseRifleclip"
	DropItem "grenadeammo"
	States
	{
	Spawn:
		ATSL A 1 A_Look
		Loop
	See:
                TNT1 A 0 ACS_ExecuteAlways(802, 0, 20, 56)
		ATSL AAAA 1 A_Wander
		ATSL BBBB 1 A_Chase
		ATSL CCCC 1 A_Wander
		ATSL DDDD 1 A_Chase
		ATSL EEEE 1 A_Wander
		ATSL FFFF 1 A_Chase
		ATSL GGGG 1 A_Wander
		Loop
	Missile:
	    TNT1 A 0 A_PlaySound("SOILDATK")
		ATSL H 0 A_jump(80,"grenade")   
		ATSL H 1 A_FaceTarget
		ATSL H 1 Bright A_CustomMissile("EnemyTracer", 30, 5)
		ATSL IJ 2 A_FaceTarget
		ATSL H 1 A_FaceTarget
		ATSL H 1 Bright A_CustomMissile("EnemyTracer", 30, 5)
		ATSL IJ 2 A_FaceTarget
		ATSL H 1 A_FaceTarget
		TNT1 A 0 A_CPosRefire
		Goto Missile
        Grenade:
		ATSL AKLMN 3 A_jumpifcloser(300,"missile")
        SENT A 0 A_jumpifintargetinventory("issentry",1,"spawn")    
        ATSL O 10 A_Facetarget
		ATSL P 0 A_playweaponsound("grnfire2")
		ATSL P 1 Bright A_CustomMissile("pulsegrenade", 30, 5)
		ATSL IJ 2 A_FaceTarget    
                goto See
	Pain:
		ATSL Q 3 A_Pain
		ATSL RS 3 
		Goto See
	Death:
		ATSL T 5 A_Scream
		ATSL U 5 
		ATSL V 5 
		ATSL W 5 A_NoBlocking
		ATSL X -1
		Stop
	XDeath:	
	    TNT1 AAA 0 A_SpawnItem("ATRedBlood", 0, 450) 
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		Stop		
	}
}

Actor TrilogyHandlerBullet : StandartBullet { Damage(1) Speed 28  DeathSound "9MMRIC" }