actor DesertHornet 20500
{
  obituary "%o was pierced by a Desert Hornet's stinger."
  health 10
  radius 16
  height 32
  mass 50
  speed 20
  damage 2
  damagetype "hornet"
  damagefactor "hornet", 0
  DamageFactor "NobleComet", 0.0
  maxtargetrange 256
  bloodcolor yellow
  deathsound "Hornet/Death"
  DropItem "LifeEssence" 25
  species "nobles"
  MONSTER
  +FLOAT
  +NOGRAVITY
  +FLOATBOB
  +NOBLOODDECALS
  +SPAWNFLOAT
  +DONTOVERLAP
  states
  {
  Spawn:
    WASP A 0
	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1)
    WASP AB 2 A_Look
    loop
  See:
  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1)
  	WASP A 0 A_JumpIfCloser (180, "Dodge")
    WASP AB 2 A_Chase
	loop
  Dodge:
  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1)
    WASP A 1 A_FastChase
	WASP A 1 A_FaceTarget
	WASP B 1 A_FastChase
	WASP B 1 A_FaceTarget
    goto See
  Missile:
    TNT1 A 0 A_Jump(128,"Stinger")
  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1)
    WASP A 2 A_FaceTarget
    WASP B 2 A_SkullAttack
    goto See
  Stinger:
    WASP A 2 A_FaceTarget
	WASP B 2 A_CustomMissile("HornetStinger", 6, 0, 0)
	WASP B 2
	goto See
  Death:
    WASP C 1 A_StopSoundEx ("SoundSlot7")
    WASP C 0 A_ChangeFlag ("FLOATBOB", 0)
    WASP C 0 A_ScreamAndUnblock
  Fall:
    WASP C 1 A_CheckFloor ("Splat")
	loop
  Splat:
    WASP D 1 A_Stop
    WASP D 0 A_PlaySound ("Hornet/Splat")
	WASP D -1
	stop
  }
}

Actor HornetStinger
{
        Projectile
        Radius 5
        Height 8
        Speed 60
        Damage 3
        Scale 0.4
        +BLOODSPLATTER
        seeSound ""
        DeathSound ""
        Decal Bulletchip
        States
        {
        Spawn:
            DART A 1 A_CustomMissile("NailBlur", 0, 0, 180)
            Loop
        Crash:
        	DART BCDEFG 2
        	Stop
        XDeath:
        	DART BCDEFG 2
        	Stop
        Death:
        	DART BCDEFG 2
        	Stop
        }
}

Actor NailBlur       
{
   Height 8
   Radius 1
   Damage 0
   Scale 0.6
   Speed 0.2
   RenderStyle Translucent
   Alpha 0.5
   +NOGRAVITY
   +DROPOFF
   States
   {
   Spawn:
      DART A 1 A_FadeOut(0.1)
      Loop
   }
}