ACTOR SSWS : QCDE_MonsterSmall 
{   Tag "Nazi Schutzstaffel"

	Health 80
	Radius 20
	Height 54
	Speed 8
	PainChance 170
	Scale 1.1
	Species "Nazi"
	MONSTER
	+FLOORCLIP
    +NOTDMATCH
    +THRUGHOST
	+MISSILEMORE
	+DONTHURTSPECIES
	+THRUSPECIES
	SeeSound "ss/sight"
	PainSound "ss/pain"
	DeathSound "ss/death"
	ActiveSound ""
	AttackSound "ss/fire"
	Obituary "%o was shot by a Nazi Schutzstaffel."
	Dropitem "Chaingun"
	States 
	{
		Idle:
			WSCH A 1 A_Look
			Loop
		See:
			WSCH BBBCCDDDEE 2 A_Chase
			Loop
		Missile:
			WSCH G 10 A_FaceTarget
			WSCH 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:
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD1",32,0,random(-4,4),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD1",32,0,random(-4,4),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD1",32,0,random(-4,4),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD1",32,0,random(-4,4),8)
			Goto See
		Bullet2:
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD2",32,0,random(-5,5),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD2",32,0,random(-5,5),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD2",32,0,random(-5,5),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD2",32,0,random(-5,5),8)
			Goto See
		Bullet3:
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD3",32,0,random(-6,6),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD3",32,0,random(-6,6),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD3",32,0,random(-6,6),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD3",32,0,random(-6,6),8)
			Goto See
		Bullet4:
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD4",32,0,random(-7,7),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD4",32,0,random(-7,7),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD4",32,0,random(-7,7),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD4",32,0,random(-7,7),8)
			Goto See
		Bullet5:
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD5",32,0,random(-8,8),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD5",32,0,random(-8,8),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD5",32,0,random(-8,8),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD5",32,0,random(-8,8),8)
			Goto See
		Bullet6:
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD6",32,0,random(-9,9),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD6",32,0,random(-9,9),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD6",32,0,random(-9,9),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD6",32,0,random(-9,9),8)
			Goto See
		Bullet7:
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD7",32,0,random(-10,10),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD7",32,0,random(-10,10),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD7",32,0,random(-10,10),8)
			WSCH H 5 A_FaceTarget
			TNT1 A 0 A_PlaySound("ss/fire")
			WSCH I 5 bright A_CustomMissile("WolfEnemyBulletD7",32,0,random(-10,10),8)
			Goto See
		Pain:
			WSCH F 3
			WSCH F 3 A_Pain
			Goto See
		DeathChecksDone:
		    WSCH K 6
			WSCH L 7 A_Scream
			WSCH M 8 A_NoBlocking
		Death.Corpse:
			WSCH 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)
			Goto See
}}