ACTOR MutantWS : QCDE_MonsterSmall
{   Tag "Mutant"

	Health 52
	Radius 16
	Height 48
	Speed 6
	PainChance 170
	Scale 1.1
	Species "Nazi"
	Monster
	+FLOORCLIP
    +NOTDMATCH
    +THRUGHOST
	+DONTHURTSPECIES
	+THRUSPECIES
	SeeSound "mutant/sight"
	PainSound "mutant/pain"
	DeathSound "mutant/death"
	ActiveSound ""
	AttackSound "nazi/fire"
	Obituary "%o was shot by a mutant."
	Bloodcolor "c8 00 cc"
	States 
	{
		Idle:
			WMUT A 1 A_Look
			Loop
		See:
			WMUT BBBCCDDDEE 2 A_Chase
			Loop
		Missile:
			WMUT 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")
			WMUT H 10 bright A_CustomMissile("WolfEnemyBulletD1",32,0,random(-6,6),8)
			WMUT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT J 10 bright A_CustomMissile("WolfEnemyBulletD1",32,0,random(-6,6),8)
			Goto MissileEnd
		Bullet2:
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT H 10 bright A_CustomMissile("WolfEnemyBulletD2",32,0,random(-7,7),8)
			WMUT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT J 10 bright A_CustomMissile("WolfEnemyBulletD2",32,0,random(-7,7),8)
			Goto MissileEnd
		Bullet3:
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT H 10 bright A_CustomMissile("WolfEnemyBulletD3",32,0,random(-8,8),8)
			WMUT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT J 10 bright A_CustomMissile("WolfEnemyBulletD3",32,0,random(-8,8),8)
			Goto MissileEnd
		Bullet4:
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT H 10 bright A_CustomMissile("WolfEnemyBulletD4",32,0,random(-9,9),8)
			WMUT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT J 10 bright A_CustomMissile("WolfEnemyBulletD4",32,0,random(-9,9),8)
			Goto MissileEnd
		Bullet5:
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT H 10 bright A_CustomMissile("WolfEnemyBulletD5",32,0,random(-10,10),8)
			WMUT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT J 10 bright A_CustomMissile("WolfEnemyBulletD5",32,0,random(-10,10),8)
			Goto MissileEnd
		Bullet6:
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT H 10 bright A_CustomMissile("WolfEnemyBulletD6",32,0,random(-11,11),8)
			WMUT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT J 10 bright A_CustomMissile("WolfEnemyBulletD6",32,0,random(-11,11),8)
			Goto MissileEnd
		Bullet7:
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT H 10 bright A_CustomMissile("WolfEnemyBulletD7",32,0,random(-12,12),8)
			WMUT I 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("nazi/fire")
			WMUT J 10 bright A_CustomMissile("WolfEnemyBulletD7",32,0,random(-12,12),8)
			Goto MissileEnd
		MissileEnd:
			TNT1 A 0 A_JumpIfCloser(80,1)
			Goto See
			TNT1 A 0
			Goto Missile
		Pain:
			WMUT F 3
			WMUT F 3 A_Pain
			Goto See
		DeathChecksDone:
			WMUT L 2
			WMUT M 3 A_Scream
			WMUT N 4 A_NoBlocking
			WMUT O 3
		Death.Corpse:
			WMUT P -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)
			WMUT PONMLK 5
			Goto See
	}
}