function A_BatDrop(actor)
    if not actor.target
        return
    end
    A_FaceTarget(actor)
    S_StopSound(actor)
	if (actor.z > actor.target.z + (actor.target.height/4)*3) and (actor.z > actor.floorz)
        actor.momz = FixedMul(-8*FRACUNIT, actor.scale)
    else
        // Attack!
        actor.state = actor.info.missilestate
        S_StartSound(actor, actor.info.activesound)
    end
end