   actor NaziBrownZold : GenericHumanScum 11488
{
  scale 0.85
  obituary "%o was lethally departed from the Great Deutschland Empire"
  health 35
  radius 15
  height 54
  mass 100
  speed 12
  Damage 1
  Species "NAZI"
  +DOHARMSPECIES
  painchance 175
  SeeSound "BBydlo2/see"
  AttackSound "grunt/attack"
  ActiveSound "BBydlo2/Active"
  PainSound "BBydlo2/pain"
  DeathSound "BBydlo2/Death"
  dropitem "Clip"
  Tag "Nazi Pistol Soldat"
  MONSTER
  //+DROPOFF
  +FLOORCLIP
  states
  {
  Spawn:
    GARD N 10 A_Look
    loop
  See:
    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (130, "MissileCheck")
  SeeLoop:
    TNT1 A 0 A_Jump (100, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    GARD AABBCCDD 3 A_Chase
	TNT1 A 0 A_CheckSight ("CheckReload")
    loop
   CheckReload:
    TNT1 A 0 A_Jump (30, "CheckReload2")
 	Goto SeeLoop
   CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	Goto SeeLoop
   DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    GARD AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (20, "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))
	    GARD AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (80, "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))
	    GARD AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (90, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    GARD AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (80, "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)) 
	    GARD AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (80, "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)) 
	    GARD AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (80, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
    Goto SeeLoop+1		
  Missile:
    GARD EF 5 A_FaceTarget
    TNT1 A 0 A_Jump (100, "RapidFire", "4Fire")
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	TNT1 A 0 A_Playsound ("BYPFR")
	GARD G 6 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-1,1))
    GARD F 5
    goto SeeLoop
   RapidFire:
    GARD F 8 A_FaceTarget
    TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	TNT1 A 0 A_Playsound ("BYPFR")
	GARD G 6 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-4,4))
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	Loop
  4Fire:
    TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	TNT1 A 0 A_Playsound ("BYPFR")
	GARD G 6 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-2,2))
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	GARD F 8 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	TNT1 A 0 A_Playsound ("BYPFR")
	GARD G 6 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-3,3))
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	GARD F 8 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	TNT1 A 0 A_Playsound ("BYPFR")
	GARD G 6 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-3,3))
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	GARD F 8 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	TNT1 A 0 A_Playsound ("BYPFR")
	GARD G 6 BRIGHT A_CustomMissile ("LightPistolTracer",45,0,random (-4,4))
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	Goto SeeLoop	
  Reload:
    GARD E 9
	TNT1 A 0 A_TakeInventory ("LightPistolShotCounter", 8)
	GARD F 20
	GARD E 15
	TNT1 A 0 A_JumpIfCloser (450, "RapidFireCheck")
	Goto SeeLoop
  RapidFireCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("RapidFireCheck2")
   Goto SeeLoop 	
  RapidFireCheck2:	
    TNT1 A 0 A_Jump (88, "RapidFire")
	TNT1 A 0 A_Jump (150, "DodgeLeftB", "DodgeRightB")
	Goto SeeLoop
  Pain:
    GARD H 5
    GARD H 4 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    GARD J 5 A_NoBlocking
    GARD K 5 A_Scream
    GARD L 5 A_Playsound ("FallingBodyLight", CHAN_BODY) 
    GARD M -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    PGIB A 1 A_NoBlocking
    PGIB B 3 A_XScream 
	PGIB CD 5
    PGIB E -1
    Stop
  Idle:
    GARD AA 4 A_Wander
    GARD A 0 A_Look
    GARD BB 4 A_Wander
    GARD A 0 A_Look
    GARD CC 4 A_Wander
    GARD A 0 A_Look
    GARD DD 4 A_Wander
    GARD A 0 A_Look
    loop
  }
}