actor SSTNazi : WolfensteinSS replaces WolfensteinSS
{
damagefactor "RedPaint", 0.3
damagefactor "OrangePaint", 0.3
damagefactor "YellowPaint", 0.3
damagefactor "GreenPaint", 0.3
damagefactor "BluePaint", 0.3
damagefactor "PurplePaint", 0.3
damagefactor "WhitePaint", 0.3
damagefactor "BlackPaint", 0.3

  spawnid 116
  obituary "%o met a Nazi."
  health 50
  radius 20
  height 56
  mass 100
  speed 8
  painchance 170
  seesound "wolfss/sight"
  attacksound "wolfss/attack"
  painsound "wolfss/pain"
  deathsound "wolfss/death"
  activesound "wolfss/active"
  dropitem "Clip" 256
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    SSWV AB 10 A_Look
    loop
  See:
    SSWV AABBCCDD 3 A_Chase
    loop
  Missile:
    //WLF1 EF 10 A_FaceTarget
    SSWV EF 10 A_FaceTarget
    POSS F 0 bright A_CustomMissile ("BulletCasingSpawner", 32, 0, 0, 0, 0)
    NULL A 0 A_SpawnItemEx ("MinigunEcho", 0,0,0, 0,0,0, 0, 160)
    CPOS E 0 bright A_playsound("wolfss/attack")
    SSWV G 4 bright A_CustomMissile ("TracerShot", 32, 0, random(-4,4), CMF_OFFSETPITCH, random(-1,0))//A_CustomBulletAttack(22.5, 0, 1, 3, "SSTBulletPuff1") //A_CPosAttack
    SSWV F 6 A_FaceTarget
    POSS F 0 bright A_CustomMissile ("BulletCasingSpawner", 32, 0, 0, 0, 0)
    NULL A 0 A_SpawnItemEx ("MinigunEcho", 0,0,0, 0,0,0, 0, 160)
    CPOS E 0 bright A_playsound("wolfss/attack")
    SSWV G 4 bright A_CustomMissile ("TracerShot", 32, 0, random(-4,4), CMF_OFFSETPITCH, random(-1,0))//A_CustomBulletAttack(22.5, 0, 1, 3, "SSTBulletPuff1") //A_CPosAttack
    SSWV F 1 A_CPosRefire
    goto Missile+1
  Pain.Fire:
  	TNT1 AAAA 0 A_SpawnItemEx("imonfire", random(-8,-2),Random(-8,8),random(20, 38), 0, random(-30,30)*0.1, random(10,30)*0.1, 0, 160)
	Goto Pain
  Pain:
    SSWV H 3
    SSWV H 3 A_Pain
    goto See
  Death.Fire:
	TNT1 A 0 A_Stop
    TNT1 A 0 ACS_ExecuteAlways(926,0, 10,0,0)
	NULL O 0 A_SpawnItemEx ("BurnDeathFX", 0,0,0, momx,momy,momz, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_ABSOLUTEMOMENTUM)
	Goto Death
  Death.Plasma:
	TNT1 A 0 A_Stop
    TNT1 A 0 ACS_ExecuteAlways(926,0, 10,0,0)
	NULL O 0 A_SpawnItemEx ("PlasmaDeathFX", 0,0,0, momx,momy,momz, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_ABSOLUTEMOMENTUM)
    TROO H 0 A_JumpIfHealthLower(-25,"XDeath")
	goto Death
  Death:
    SSWV I 5
    SSWV J 5 A_Scream
    SSWV K 5 A_NoBlocking
    SSWV L 5
    SSWV M -1
    stop
  Death.Chainsaw:
    SSWV G 0 A_Facetarget
	POSS G 0 A_Playsoundex("misc/slop2", "soundslot5")//A_XScream
    SSWV HIN 5 A_Scream
    SSWV NNNN 1 A_DropItem("SSTHealthBonus",1,127)
    SSWV O 4 //A_Playsoundex("misc/slop2", "soundslot5")//A_XScream
	NULL A 0 A_SpawnItemEx ("BloodFXSpawner", 0, 0, 0, 0, 0, 0, 0, 160) 
    SSWV P 4 A_NoBlocking
    NULL A 0 A_SpawnDebris ("BloodSpotSilent")
    SSWV QQRRSSTTUU 3 A_SpawnItemEx ("BloodFXSpawner", 0,0,random(0,40), 0,0,0, 0, 160,127) 
    SSWV V -1
    stop
  XDeath.Plasma:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 10,0,0)
	SSWV N 1 BRIGHT
  XDeath:
    SSWV N 1
    SSWV O 3 A_Playsoundex("misc/slop2", "soundslot5")//A_XScream
	NULL A 0 A_SpawnItemEx ("BloodFXSpawner", 0, 0, 0, 0, 0, 0, 0, 160) 
    SSWV P 3 A_NoBlocking
    NULL A 0 A_SpawnDebris ("BloodSpotSilent")
    SSWV QQRRSSTTUU 1 A_SpawnItemEx ("BloodFXSpawner", 0,0,random(0,40), 0,0,0, 0, 160,127) 
    SSWV V -1
    stop
  Death.Shotgun:
    TROO H 0 A_JumpIfCloser(56,1)//41
	Goto Death
    NULL A 0 A_Jump(16, "XDeath")
    TROO H 0 A_NoBlocking
    TNT1 H 70 A_SpawnItemEx ("NaziRagdoll", 0,0,0, momx*2,momy*2,2, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION) 
	Stop
  Death.Rocket:
    TROO H 0 A_JumpIfHealthLower(-25,"XDeath")
    TROO H 0 A_NoBlocking
    TNT1 H 70 A_SpawnItemEx ("NaziRagdoll", 0,0,0, momx*random(1.25,1.75),momy*random(1.25,1.75),momz*3.0, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION) 
	Stop
  Raise:
    SSWV MLKJI 5
    goto See

    Crush:
	TNT1 A 0 A_SpawnItemEx ("Gibs", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
	TNT1 AAAAAAAA 0 A_SpawnItemEx ("SuperDuperClientsideBloodSpotSpawner", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
    TNT1 AAAAAAAA 1 A_SpawnItemEx ("Bloodsquirt3", 0,0,0, 0,0,0, random(-180,180), SXF_USEBLOODCOLOR|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
    TNT1 A -1
    Stop
	  Pain.GreenPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 0,0,0)
	Goto Pain
  Pain.BluePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 1,0,0)
	Goto Pain
  Pain.RedPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 2,0,0)
	Goto Pain
  Pain.OrangePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 3,0,0)
	Goto Pain
  Pain.PurplePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 4,0,0)
	Goto Pain
  Pain.WhitePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 5,0,0)
	Goto Pain
  Pain.YellowPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 6,0,0)
	Goto Pain
  Pain.BlackPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 7,0,0)
	Goto Pain
  }
}
