ACTOR OfficerWS : QCDE_MonsterSmall
{   Tag "Nazi Officer"

	Health 50
	Radius 20
	Height 48
	Speed 10
	PainChance 170
	Scale 1.1
	Species "Nazi"
	MONSTER
	+FLOORCLIP
    +NOTDMATCH
    +THRUGHOST
	+MISSILEMORE
	+DONTHURTSPECIES
    +THRUSPECIES
	SeeSound "officer/sight"
	PainSound "nazi/pain"
	DeathSound "officer/death"
	ActiveSound ""
	AttackSound "nazi/fire"
	Obituary "%o was shot by a nazi officer."
	DropItem "Shotgun"
	States 
	{	
	    Idle:
			WOFF A 1 A_Look
			Loop
		See:
			WOFF BBBCCDDDEE 2 A_Chase
			Loop
		Missile:
			WOFF G 3 A_FaceTarget
			WOFF H 10 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:
			WOFF I 0 A_PlaySound("nazi/fire", CHAN_WEAPON)
			WOFF I 4 Bright A_CustomMissile("WolfEnemyBulletD1",32,0,random(-6,6),8)
			Goto MissileEnd
		Bullet2:
			WOFF I 0 A_PlaySound("nazi/fire", CHAN_WEAPON)
			WOFF I 4 Bright A_CustomMissile("WolfEnemyBulletD2",32,0,random(-7,7),8)
			Goto MissileEnd
		Bullet3:
			WOFF I 0 A_PlaySound("nazi/fire", CHAN_WEAPON)
			WOFF I 4 Bright A_CustomMissile("WolfEnemyBulletD3",32,0,random(-8,8),8)
			Goto MissileEnd
		Bullet4:
			WOFF I 0 A_PlaySound("nazi/fire", CHAN_WEAPON)
			WOFF I 4 Bright A_CustomMissile("WolfEnemyBulletD4",32,0,random(-9,9),8)
			Goto MissileEnd
		Bullet5:
			WOFF I 0 A_PlaySound("nazi/fire", CHAN_WEAPON)
			WOFF I 4 Bright A_CustomMissile("WolfEnemyBulletD5",32,0,random(-10,10),8)
			Goto MissileEnd
		Bullet6:
			WOFF I 0 A_PlaySound("nazi/fire", CHAN_WEAPON)
			WOFF I 4 Bright A_CustomMissile("WolfEnemyBulletD6",32,0,random(-11,11),8)
			Goto MissileEnd
		Bullet7:
			WOFF I 0 A_PlaySound("nazi/fire", CHAN_WEAPON)
			WOFF I 4 Bright A_CustomMissile("WolfEnemyBulletD7",32,0,random(-12,12),8)
			Goto MissileEnd
		MissileEnd:
			WOFF I 1
			Goto See
		Pain:
			WOFF F 3
			WOFF F 3 A_Pain
			Goto See
		DeathChecksDone:
		    WOFF K 5 A_Scream
			WOFF L 6 A_NoBlocking
			WOFF MN 5 
		Death.Corpse:
			WOFF O -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)
			WOFF ONMLK 5
			Goto See
	}
}