class WolfTurn : WolfensteinSS 

{
	Default
	{
		Health 30;
		Radius 20;
		Height 56;
		Speed 8;
		PainChance 170;
		Monster;
		+FLOORCLIP
		SeeSound "wolfss/sight";
		PainSound "wolfss/pain";
		DeathSound "wolfss/death";
		ActiveSound "wolfss/active";
		AttackSound "wolfss/attack";
		Obituary "$OB_WOLFSS";
		Tag "$FN_WOLFSS";
		Dropitem "Clip";
	}
	
	States
	{
	Spawn:
		BSWV AB 10 A_Look;
		Loop;
	See:
		BSWV AABBCCDD 3 A_Chase;
		Loop;
	Missile:
		BSWV E 10 A_FaceTarget;
		BSWV F 10 A_FaceTarget;
		BSWV G 4 BRIGHT A_CPosAttack;
		BSWV F 6 A_FaceTarget;
		BSWV G 4 BRIGHT A_CPosAttack;
		BSWV F 1 A_CPosRefire;
		Goto Missile+1;
	Pain:
		BSWV H 3;
		BSWV H 3 A_Pain;
		Goto See;
	Death:
		BSWV I 5;
		BSWV J 5 A_Scream;
		BSWV K 5 A_NoBlocking;
		BSWV L 5;
		BSWV M -1;
		Stop;
	XDeath:
		BSWV N 5 ;
		BSWV O 5 A_XScream;
		BSWV P 5 A_NoBlocking;
		BSWV QRSTU 5;
		BSWV V -1;
		Stop;

}

}

class SSChaingun : ChaingunGuy
{
	Default
	{
		Health 70;
		Radius 20;
		Height 56;
		Mass 100;
		Speed 8;
		PainChance 170;
		Monster;
		+FLOORCLIP
		SeeSound "wolfss/sight";
		PainSound "chainguy/pain";
		DeathSound "wolfss/death";
		ActiveSound "chainguy/active";
		AttackSound "chainguy/attack";
		Obituary "$OB_CHAINGUY";
		Tag "$FN_HEAVY";
		Dropitem "Chaingun";
	}
	States
	{
	Spawn:
		bpos AB 10 A_Look;
		Loop;
	See:
		bpos AABBCCDD 3 A_Chase;
		Loop;
	Missile:
		bpos E 10 A_FaceTarget;
		bpos FE 4 BRIGHT A_CPosAttack;
		bpos F 1 A_CPosRefire;
		Goto Missile+1;
	Pain:
		bpos G 3;
		bpos G 3 A_Pain;
		Goto See;
	Death:
		bpos H 5;
		bpos I 5 A_Scream;
		bpos J 5 A_NoBlocking;
		bpos KLM 5;
		bpos N -1;
		Stop;
	XDeath:
		bpos O 5;
		bpos P 5 A_XScream;
		bpos Q 5 A_NoBlocking;
		bpos RS 5;
		bpos T -1;
		Stop;
	}
}

class ShotgunSS : ShotgunGuy
{
	Default
	{
		Health 30;
		Radius 20;
		Height 56;
		Mass 100;
		Speed 8;
		PainChance 170;
		Monster;
		+FLOORCLIP
		SeeSound "shotguy/sight";
		AttackSound "shotguy/attack";
		PainSound "shotguy/pain";
		DeathSound "shotguy/death";
		ActiveSound "shotguy/active";
		Obituary "$OB_SHOTGUY";
		Tag "$FN_SHOTGUN";
		DropItem "Shotgun";
	}
	States
	{
	Spawn:
		bsos AB 10 A_Look;
		Loop;
	See:
		bsos AABBCCDD 3 A_Chase;
		Loop;
	Missile:
		bsos E 10 A_FaceTarget;
		bsos F 10 BRIGHT A_SposAttackUseAtkSound;
		bsos E 10;
		Goto See;
	Pain:
		bsos G 3;
		bsos G 3 A_Pain;
		Goto See;
	Death:
		bsos H 5;
		bsos I 5 A_Scream;
		bsos J 5 A_NoBlocking;
		bsos K 5;
		bsos L -1;
		Stop;
	XDeath:
		bsos M 5;
		bsos N 5 A_XScream;
		bsos O 5 A_NoBlocking;
		bsos PQRST 5;
		bsos U -1;
		Stop;
	}
}
