ACTOR BatSOD : QCDE_MonsterSmall
{   Tag "Bat"

	Health 45
	Radius 16
	Height 36
	Speed 6
	PainChance 170
	Mass 10
	Scale 1.1
	Monster
	+FLOORCLIP
    +NOTDMATCH
    +THRUGHOST
	+FLOAT
	+NOGRAVITY
	+DONTHURTSPECIES
	+THRUSPECIES
	Species "Nazi"
	SeeSound ""
	PainSound "bat/pain"
	DeathSound "bat/death"
	ActiveSound ""
	AttackSound "nazi/fire"
	Obituary "%o was killed by a bat."
	States 
	{	Idle:
			SBAT BBCCDDEE 2 A_Look
			Loop
		See:
			SBAT BBBCCDDDEE 2 A_Chase
			Loop
		Missile:
			SBAT G 3 A_FaceTarget
			TNT1 A 0 A_JumpIfCloser (128, "Bullet1")
			TNT1 A 0 A_JumpIfCloser (256, "Bullet2")
			TNT1 A 0 A_JumpIfCloser (384, "Bullet3")
			TNT1 A 0 A_JumpIfCloser (512, "Bullet4")
			TNT1 A 0 A_JumpIfCloser (640, "Bullet5")
			TNT1 A 0 A_JumpIfCloser (768, "Bullet6")
			Goto Bullet7
		Bullet1:
            TNT1 A 0 A_PlaySound("nazi/fire")
            SBAT H 10 bright A_CustomMissile("WolfEnemyBulletD1")
            SBAT I 5 A_FaceTarget
            TNT1 A 0 A_PlaySound("nazi/fire")
            SBAT J 10 bright A_CustomMissile("WolfEnemyBulletD1")
            Goto MissileEnd
		Bullet2:
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT H 10 bright A_CustomMissile("WolfEnemyBulletD2")
			SBAT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT J 10 bright A_CustomMissile("WolfEnemyBulletD2")
			Goto MissileEnd
		Bullet3:
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT H 10 bright A_CustomMissile("WolfEnemyBulletD3")
			SBAT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT J 10 bright A_CustomMissile("WolfEnemyBulletD3")
			Goto MissileEnd
		Bullet4:
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT H 10 bright A_CustomMissile("WolfEnemyBulletD4")
			SBAT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT J 10 bright A_CustomMissile("WolfEnemyBulletD4")
			Goto MissileEnd
		Bullet5:
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT H 10 bright A_CustomMissile("WolfEnemyBulletD5")
			SBAT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT J 10 bright A_CustomMissile("WolfEnemyBulletD5")
			Goto MissileEnd
		Bullet6:
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT H 10 bright A_CustomMissile("WolfEnemyBulletD6")
			SBAT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT J 10 bright A_CustomMissile("WolfEnemyBulletD6")
			Goto MissileEnd
		Bullet7:
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT H 10 bright A_CustomMissile("WolfEnemyBulletD7")
			SBAT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			SBAT J 10 bright A_CustomMissile("WolfEnemyBulletD7")
			Goto MissileEnd
		MissileEnd:
			TNT1 A 0 A_JumpIfCloser(80,1)
			Goto See
			TNT1 A 0
			Goto Missile
		Pain:
			SBAT F 3
			SBAT F 3 A_Pain
			Goto See
		DeathChecksDone:
		    TNT1 A 0 A_Scream
			TNT1 A 0 A_Fall
			SBAT L 2 A_NoBlocking
			SBAT M 3
			SBAT N 4 
			SBAT O 3
		Death.Corpse:
			SBAT P -1
			Wait
	    XDeathChecksDone:
		    TNT1 A 0 A_PlaySound("quake2/Misc/GibExplosion")
            TNT1 A 0 A_SpawnItemEx("GibDropperSmall",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
            Goto DeathChecksDone
        Raise:
	        TNT1 A 0 ACS_NamedExecuteAlways("QCDE_DamageTracker",0,1)
		    SBAT PONML 5
			Goto See
	}
}