Actor FlammenKG : QCDE_MonsterBig
{ Tag "Nazi Flammen"
  Obituary "%o was roasted by a Flammen."
  Health 330
  Radius 20
  Height 56
  Mass 100
  Speed 10
  PainChance 64
  Monster
  Species "Nazi"
  DropItem "HourGlass" 50
  Decal "revenantscorch"
  MaxTargetRange 1004
  SeeSound 		"flammen/sight"
  Attacksound 	"flammen/fire"
  Painsound 	"flammen/pain"
  Deathsound 	"flammen/death"
  +MISSILEMORE
  +MISSILEEVENMORE
  +DONTHURTSPECIES
  +THRUSPECIES
  States
 {
  Idle:
	NZ51 A 10 A_Look
	Loop
  See:
	NZ51 BBCCDDEE 3 A_Chase
	Loop
  Missile:
    NZ51 FG 5 A_FaceTarget
    NZ51 G 8 A_CheckLOF("Attack",CLOFF_SKIPOBSTACLES,850)
    NZ51 F 5
    Goto See
  Attack:
	TNT1 A 0
    NZ51 G 2 BRIGHT A_CustomMissile("FTFire",34,0)
	NZ51 H 2 Bright A_CustomMissile("FTFire",34,0,Random(-6,6))
    NZ51 G 1 A_CposRefire
    Goto Attack+2
  Pain:
	NZ51 I 3
	NZ51 I 3 A_Pain
	Goto See
  DeathChecksDone:
	NZ51 J 4 A_Scream
	NZ51 K 4 
	NZ51 L 4 A_NoBlocking
	NZ51 M 4 
  Death.Corpse:
	NZ51 N -1
	Stop
  XDeathChecksDone:
    TNT1 A 0 A_PlaySound("quake2/Misc/GibExplosion")
    TNT1 A 0 A_SpawnItemEx("GibDropperMedium",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
    Goto DeathChecksDone
  Raise:
    TNT1 A 0 ACS_NamedExecuteAlways("QCDE_DamageTracker",0,1)
	NZ51 NMLKJ 5
	Goto See
  }
}

Actor FTFire
{
  Radius 2
  Height 4
  Speed 22
  Damage 1
  Projectile
  RenderStyle Add
  DamageType "Fire"
  SeeSound "flammen/fire"
  Decal "RevenantScorch"
  Alpha 0.67
  Scale 0.7
  SeeSound ""
  DeathSound ""
  States
  {
  Spawn:
    TNT1 A 1
	TNT1 A 1 A_PlaySound("flammen/fire",CHAN_AUTO,6,1)
    FRFX ABCD 2 Bright A_Explode(5, 8, 0)
    TNT1 A 0 A_LowGravity
    FRFX EFG 2 Bright A_Explode(5, 16, 0)
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_PlaySound("",CHAN_AUTO,6)
    FRFX HIJ 2 Bright A_Explode(5, 32, 0)
    FRFX KLM 2 Bright A_Explode(5, 64, 0)
    FRFX NO 2 Bright
    Stop
  Death:
	TNT1 A 0 A_StopSound(6)
	TNT1 A 0 A_PlaySound("",CHAN_AUTO,6)
    FRFX HIJ 2 Bright A_Explode(5, 32, 0)
    FRFX KLM 2 Bright A_Explode(5, 64, 0)
    FRFX NO 2 Bright
    Stop
  }
}

Actor DropFire
{
  Radius 8
  Height 40
  Projectile
  RenderStyle Add
  DamageType Fire
  Alpha 0.90
  -NoGravity
  +LowGravity
  +NoExplodeFloor
  +NoDamageThrust
  States
  {
  Spawn:
    TNT1 A 0 A_PlaySound("flammen/fire")
    FLME A 2 Bright A_Explode(5, 32, 0)
    FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0)
    TNT1 A 0 A_PlaySound("flammen/fire")
    FLME A 2 Bright A_Explode(5, 32, 0)
    FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0)
    TNT1 A 0 A_PlaySound("flammen/fire")
    FLME A 2 Bright A_Explode(5, 32, 0)
    FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0)
    TNT1 A 0 A_PlaySound("flammen/fire")
    FLME A 2 Bright A_Explode(5, 32, 0)
    FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0)
    TNT1 A 0 A_PlaySound("flammen/fire")
    FLME A 2 Bright A_Explode(5, 32, 0)
    FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0)
    TNT1 A 0 A_Jump(192, "Death")
    Loop
  Death:
    TNT1 A 1
    Stop
  }
}