    Actor EinsatzNaziMedic : GenericHumanScum 
 {
  scale 1.0
  obituary "%o became the test subject for the Einsatzgruppe Medic"
  health 240
  radius 15
  height 54
  mass 100
  speed 14
  painchance 25
  Species "Arch"
  Species "Squad"
+DONTHARMSPECIES
+THRUSPECIES
  SeeSound "SlavFac/see"
  PainSound "SlavFac/pain"
  DeathSound "SlavFac/Death"
  ActiveSound "SlavFac/active" 
  dropitem "Clip"
  DropItem "stimpack"
  Tag "EinSatzNaziMedic"
  MONSTER
  +DROPOFF
  +FLOORCLIP
      States
		   {
		    Spawn:
			    TNT1 A 0
				TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
				TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult ("VanJumpCheck") == 1, "VanJump")
			    TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.04,0.04))
				TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
				TNT1 A 0 A_SpawnItemEx ("SiegWriter", 0, 0, 0) 
            Spawn2:	
			    EGNP T 9 A_Look
				Loop
			STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUSlavFac")
	 Goto Spawn+2
	  VanJump:
	TNT1 A 0
	TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
    Goto Spawn+3
			See:
			  // "####" A random(1,4)
                 TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	             TNT1 A 0 A_Jump (230, "MissileCheck")
			SeeLoop:
			    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
			    TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 9, "Reload")
			    EGNP AAABBBCCCDDD 2 A_Chase
				Loop
	 DodgeLeft:
	    TNT1 A 0 A_FaceTarget
	    EGNP AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	     TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    EGNP AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+1
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	     TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    EGNP AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    EGNP AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	     TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    EGNP AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	     TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    EGNP AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1
		   MissileCheck:
				TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
				TNT1 A 0 A_Jump (250, "GranataCheck")
		        TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
				Goto SeeLoop
		    Missile:
			    EGNP E 8 A_FaceTarget
				TNT1 A 0 A_TakeInventory ("GrenadeCoolDown")
				TNT1 A 0 A_JumpIfTargetInLos ("BurstFire", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 700)
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 9, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EGNP F 3 BRIGHT A_CustomMissile ("APistolTracer", 45,0, random (-2,2))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
				EGNP E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 9, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EGNP F 1 BRIGHT A_CustomMissile ("APistolTracer", 45,0, random (-4,4))
				TNT1 A 1 A_GiveInventory ("APistolShotCounter", 1)
				EGNP E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 9, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EGNP F 1 BRIGHT A_CustomMissile ("APistolTracer", 45,0, random (-5,5))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
				TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
				Goto SeeLoop
		    BurstFire:
			    EGNP E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 9, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EGNP F 1 BRIGHT A_CustomMissile ("APistolTracer", 45,0, random (-3,3))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
				EGNP E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 9, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EGNP F 1 BRIGHT A_CustomMissile ("APistolTracer", 45,0, random (-4,4))
				TNT1 A 1 A_GiveInventory ("APistolShotCounter", 1)
				EGNP E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 9, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
				EGNP F 1 BRIGHT A_CustomMissile ("APistolTracer", 45,0, random (-5,5))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
				TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
			   Loop
			  GranataCheck:
				TNT1 A 0 
				TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 900, 150)
				Goto MissileCheck+2
			  Granata:
				//TNT1 A 0 A_Print ("Granata")
				EGNP AABBCCDD 2 A_Recoil (2)
				EGNP AABBCCDD 2 A_Recoil (2)
				EGNP AABBCCDD 2 A_Recoil (2)
				EGNP D 10 A_SetAngle (angle+random(-15,15))
				TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
				EGNP E 8 A_CustomMissile ("MedicGrenade", 42, 0, random (-8,8), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (3, 8))
				TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 3)
				Goto SeeLoop 
			Reload:
                EGNP D 12 A_Playsound ("GlokRel1")
	            TNT1 A 0 A_TakeInventory ("APistolShotCounter", 9)
	            EGNP E 26 A_Playsound ("GlokRel2")
	            EGNP D 15 A_Playsound ("GlokRel3")
				Goto SeeLoop
			Pain:
			    EGNP G 3
			    EGNP G 3 A_Pain
			Goto SeeLoop
		Death:
			EGNP H 5
			EGNP I 5 A_Scream
			EGNP J 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
			EGNP K random(10,20) A_NoBlocking
			EGNP L -1
			Stop
		XDeath:
		    TNT1 A 0
            TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			PGIB A 3 A_PlaySound("gibsound")
			PGIB B 4 A_NoBlocking
			PGIB CD 5
			PGIB E -1
			Stop
		   }
		   
}




		Actor MedicGrenade
	   {
	    Projectile
		Height 5
		Scale 0.2
		Speed 20
		Gravity 0.5
		BounceCount 3
		Obituary "Oops, that was not medicine, %o"
		BounceFactor 0.1
		+DOOMBOUNCE
		Radius 5
		-NOGRAVITY
		Damage (1)
		      States
			       {
				    Spawn:
					   TNT1 A 0
					   TNT1 A 0	
					   GRSM AAA 1 
					   GRSM	BBB 1  
					   GRSM CCC 1  	
					   GRSM	DDDD 1 
					   GRSM	EE 1 
					   GRSM	FFF 1 
					   GRSM G 1 
					   GRSM	HHH 1
					  Loop
					Death:
					   TNT1 A 0
					   TNT1 A 0
					   TNT1 A 0 A_SpawnItemEx ("MedicGrenadeLaying", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  Stop
					  }
					  
      }					  
		     Actor MedicGrenadeLaying
	              {
				Height 0
				Scale 0.15
				Reactiontime 400
				Speed 20
				Radius 0
				+THRUACTORS
				-NOGRAVITY
				Damage (0)		   
				      States
					     {
				         Spawn:
						   TNT1 A 0
						   TNT1 A 0 	
						   GRSM G 17 A_Playsound ("SMK", CHAN_WEAPON, 1)
						   TNT1 A 0 A_SpawnItemEx ("Nanomachinen", 0, 0, 0, 0, 0, 0,  0, SXF_NOCHECKPOSITION)
						   TNT1 A 0 A_SpawnItemEx ("Nanomachinen", 0, 0, 0, 0, 0, 0,  0, SXF_NOCHECKPOSITION)
						   GRSM G 1 A_SpawnItemEx ("MedicSmoke1", 0, 0, 0, frandom (0.06, 0.07), frandom (0.06, 0.07), frandom (0.06, 0.07), random (-360,360), SXF_NOCHECKPOSITION)
						   TNT1 A 0 A_SpawnItemEx ("Nanomachinen", 0, 0, 0, 0, 0, 0,  0, SXF_NOCHECKPOSITION)
						   TNT1 A 0 A_SpawnItemEx ("Nanomachinen", 0, 0, 0, 0, 0, 0,  0, SXF_NOCHECKPOSITION)
						   GRSM G 1 A_SpawnItemEx ("MedicSmoke2", 0, 0, 0, frandom (0.06, 0.07), frandom (0.06, 0.07), frandom (0.06, 0.07), random (-360,360), SXF_NOCHECKPOSITION)
						   TNT1 A 0 A_SpawnItemEx ("Nanomachinen", 0, 0, 0, 0, 0, 0,  0, SXF_NOCHECKPOSITION)
						   TNT1 A 0 A_SpawnItemEx ("Nanomachinen", 0, 0, 0, 0, 0, 0,  0, SXF_NOCHECKPOSITION)
						   GRSM G 1 A_SpawnItemEx ("MedicSmoke3", 0, 0, 0, frandom (0.06, 0.07), frandom (0.06, 0.07), frandom (0.06, 0.07), random (-360,360), SXF_NOCHECKPOSITION)
						   TNT1 A 0 A_SpawnItemEx ("Nanomachinen", 0, 0, 0, 0, 0, 0,  0, SXF_NOCHECKPOSITION)
						   TNT1 A 0 A_SpawnItemEx ("Nanomachinen", 0, 0, 0, 0, 0, 0,  0, SXF_NOCHECKPOSITION)
						  SpawnLoop:
						   TNT1 A 0 
						   TNT1 A 0 A_playsound ("SMKLOOP", CHAN_WEAPON, 1, true)			  
						   TNT1 A 0 A_CountDown
						   GRSM G 1
						  Loop
						 Death:
						    TNT1 A 0
						    TNT1 A 0 A_StopSound (CHAN_WEAPON)
						   Stop
						   }
				}



			Actor MedicSmoke1
	        {
	       +NOINTERACTION
		   +CLIENTSIDEONLY
		   +THRUACTORS
		   +FORCEXYBILLBOARD	
		   RenderStyle Translucent
		   Scale 0.4
		   Alpha 0.11
		   Height 0
		   ReactionTime 950
		   Radius 0
		   Speed 0
		   //Projectile
		         States
				     {
					  Spawn:
						  TNT1 A 0
						  G3SM A 1 A_SetScale ( ScaleX+frandom(0.3, 0.5), scaleY+frandom(0.3, 0.5))
					  Spawn2:
						  TNT1 A 0 	
						  TNT1 A 0 A_Countdown
						   TNT1 A 0 A_RadiusGive ("Medicine", 120, RGF_MONSTERS, 1)
					      G3SM A 1 A_SetScale ( ScaleX+frandom(0.001, 0.004), scaleY+frandom(0.001, 0.004))  
						 Loop
						  Death:
						   TNT1 A 0 	
						   TNT1 A 0 ThrustThingZ (0, 2, 0, 0)	
						   G3SM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1  A_FadeOut (0.03)
						  Stop
						  }
		 } 				  
		
     			   
      Actor MedicSmoke2
	        {
	       +NOINTERACTION
		   +CLIENTSIDEONLY
		   +THRUACTORS
		   +FORCEXYBILLBOARD  	 	
		   RenderStyle Translucent
		   Scale 0.4
		   Height 0
		   ReactionTime 950
		   Radius 0
		   Alpha 0.11
		   Speed 0
		   //Projectile
		         States
				     {
					  Spawn:
						  TNT1 A 0
						  GSM2 B 1 A_SetScale ( ScaleX+frandom(0.3, 0.5), scaleY+frandom(0.3, 0.5))
					  Spawn2:
						  TNT1 A 0 	
						  TNT1 A 0 A_Countdown
						  TNT1 A 0 A_RadiusGive ("Medicine", 120, RGF_MONSTERS, 1)
					      G3SM B 1 A_SetScale ( ScaleX+frandom(0.002, 0.004), scaleY+frandom(0.002, 0.004))     
					     Loop
						 Death:
						   TNT1 A 0 	
						   TNT1 A 0 ThrustThingZ (0, 2, 0, 0)	
						   G3SM BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1  A_FadeOut (0.03)
						  Stop
						  }
		 } 
	 
	 
	 Actor MedicSmoke3
	        {
	       +NOINTERACTION
		   +CLIENTSIDEONLY
		   +THRUACTORS
		   +FORCEXYBILLBOARD 	
		   RenderStyle Translucent
		   Scale 0.4
		   Height 0
		   ReactionTime 950
		   Radius 0
		   Alpha 0.11
		   Speed 0
		  //Projectile
		         States
				     {
					  Spawn:
						  TNT1 A 0
						  G3SM C 3 A_SetScale ( ScaleX+frandom(0.3, 0.5), scaleY+frandom(0.3, 0.5))
					  Spawn2:
						  TNT1 A 0 	
						  TNT1 A 0 A_Countdown
						  TNT1 A 0 A_RadiusGive ("Medicine", 120, RGF_MONSTERS, 1)
					      G3SM C 1 A_SetScale ( ScaleX+frandom(0.002, 0.004), scaleY+frandom(0.002, 0.004))     
						 Loop
						 Death:
						  TNT1 A 0 	
						   TNT1 A 0 ThrustThingZ (0, 2, 0, 0)	
						  G3SM CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1  A_FadeOut (0.03)
						  Stop
						  }
		 }	



		Actor Medicine : CustomInventory
			{
			 +AUTOACTIVATE
			    States
					{
					Use:
					  TNT1 A 9 	
					  TNT1 A 1 healthing (1, 350)
					 Stop  
					}
			}
			
		
		Actor Nanomachinen
			{
			 +ISMONSTER
			 +NOTARGET
			 +INVULNERABLE
			 +THRUACTORS
			 -COUNTKILL
			 MaxStepHeight 42 
			 Height 1
			 Radius 2
			 Speed 10
			   States
			       {
				    Spawn:
					  TNT1 AAAAAAAAAAAAAAAAAAA 2 A_vileChase
					 Stop
					Heal:
					  TNT1 A 0 
					  TNT1 A 2
					  Stop 
				   }
			 
			}
		
		
		
	    
		Actor NanoResEffect
	        {
			 +THRUACTORS
			 +NOINTERACTION
			 +MOVEWITHSECTOR
			+NOBLOCKMAP
			+CLIENTSIDEONLY
			States
				 {	
			    Spawn:
					  TNT1 A 0 
				     TNT1 AAAAAAAA 0 A_SpawnItemEx ("NanoBloodStartLeft", 0, 0, 32, 0,0,0, 0, SXF_NOCHECKPOSITION) 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("NanoBloodStartRight", 0, 0, 32, 0,0,0, 0, SXF_NOCHECKPOSITION)  
				     TNT1 AAAAAAAA 0 A_SpawnItemEx ("NanoDarkBloodEx", 0, 0, 0, 32,0,0, 0, SXF_NOCHECKPOSITION) 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("NanoRedBloodExLarge", 0, 0, 32, 0,0,0, 0, SXF_NOCHECKPOSITION) 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("NanoDASBLUT2", 0, 0, 32, 0,0,0, 0, SXF_NOCHECKPOSITION)
					 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("NanoDarkBloodEx", 0, 0, 32, 0,0,0, 0, SXF_NOCHECKPOSITION) 
					 TNT1 AAAAAAAA 0 A_SpawnItemEx ("NanoRedBloodExLarge", 0, 0, 32, 0,0,0, 0, SXF_NOCHECKPOSITION)
					Stop  
					}
			}
		
		
		
	   Actor NanoDASBLUT2
	      {
	   +THRUACTORS
	   +NOINTERACTION
	   +MOVEWITHSECTOR
	   +NOBLOCKMAP
	   +CLIENTSIDEONLY
	   Decal "Bloodsplat"
	   Scale 0.62
	       States
		       {
		       Spawn:
			      TNT1 A 0
				  TNT1 A 0 //A_PlaySound ("VGAVNO")
				  TNT1 A 0 A_Jump (150, "Ver2", "Ver3")
	              BLOS JIHGFEDCBA 1
				 Stop 
			   Ver2:
			      BSPR JIHGFEDCBA 1
				 Stop
			  Ver3:
			     TNT1 A 0
				 TNT1 A 0 A_SetScale (-0.62, -0.62)
				 BLOS JIHGFEDCBA 1
				Stop 
				 }
	  }
	  
	  
	  
	 Actor NanoBloodStartLeft
	      {
	   +THRUACTORS
	   +NOINTERACTION
	   +MOVEWITHSECTOR
	   Decal "Bloodsplat"
	   +NOBLOCKMAP
	   +CLIENTSIDEONLY
	   Scale 0.42
	       States
		       {
		       Spawn:
			      TNT1 A 0
				  TNT1 A 0 //A_PlaySound ("VGAVNO")
	              MSBL HGFEDCBA 1
				 Stop 
				 }
	  } 
	  
	  
	  
	  Actor NanoBloodStartRight
	      {
	   +THRUACTORS
	   +NOINTERACTION
	   +MOVEWITHSECTOR
	   +NOBLOCKMAP
	   +CLIENTSIDEONLY
	   Decal "Bloodsplat"
	   Scale -0.42
	       States
		       {
		       Spawn:
			      TNT1 A 0
				  TNT1 A 0 //A_PlaySound ("VGAVNO")
	              MSBL HGFEDCBA 1
				 Stop 
				 }
	  } 	
			
		
	  
	  
	  
	   Actor NanoDarkBloodEx
	        {
			 //+NOINTERACTION
			 Scale 0.57
			 Mass 100
			 Damage 0
			 Decal "Bloodsplat"
			 -NOGRAVITY
			 +CLIENTSIDEONLY
			 +THRUACTORS
			 +NOBLOCKMAP
			 States
			       {
				    Spawn:
					   BLOS JIHGFEDCBA 2
				    Stop
					   }
					  
				   }
				   
	 Actor NanoRedBloodExLarge
	       {
		    //+NOINTERACTION
			Mass 100
			Scale 0.69
			Decal "Bloodsplat"
			Damage 0
			+CLIENTSIDEONLY
			+THRUACTORS
		   +MOVEWITHSECTOR
			+NOBLOCKMAP
			-NOGRAVITY
			 States
			     {
				 Spawn:
				  BLS2 JIHGFEDCBA 2
				 Stop
				 }
				 
				 
			}
		
			