Freeslot
sfx_buzzit
sfx_buzzin
sfx_buzzhu
sfx_buzzv2
sfx_buzzv3
sfx_buzzv4
sfx_buzzv5
sfx_buzdie
sfx_buzzl1
sfx_buzzl2
SPR_BUZB
SPR_BUZ1
SPR_BUZ2
S_BUZZ_IDLE1
S_BUZZ_IDLE2
S_BUZZ_IDLE3
S_BUZZ_IDLE4
S_BUZZ_IDLE5
S_BUZZ_IDLE6
S_BUZZ_IDLE7
S_BUZZ_IDLE8
S_BUZZ_IDLE9
S_BUZZ_IDLE10
S_BUZZ_IDLE11
S_BUZZ_IDLE12
S_BUZZ_IDLE13
S_BUZZ_IDLE14
S_BUZZ_VILE1
S_BUZZ_VILE2
S_BUZZ_VILE3
S_BUZZ_VILE4
S_BUZZ_VILE5
S_BUZZ_VILE6
S_BUZZ_VILE7
S_BUZZ_VILE8
S_BUZZ_LATK1
S_BUZZ_LATK2
S_BUZZ_LATK3
S_BUZZ_LATK4
S_BUZZ_LATK5
S_BUZZ_LATK6
S_BUZZ_LATK7
S_BUZZ_LATK8
S_BUZZ_LAID1
S_BUZZ_LAID2
S_BUZZ_LAID3
S_BUZZ_LAID4
S_BUZZ_LAID5
S_BUZZ_LAID6
S_BUZZ_PAIN1
S_BUZZ_PAIN2
S_BUZZ_PAIN3
S_BUZZ_PAIN4
S_BUZZ_PAIN5
S_BUZZ_PAIN6
S_BUZZ_PAIN7
S_BUZZ_PAIN8
S_BUZZ_PAIN9
S_BUZZ_PAIN10
S_BUZZ_PAIN11
S_BUZZ_FADEE1
S_BUZZ_FADEE2
S_BUZZ_FADEE3
S_BUZZ_FADEE4
S_BUZZ_FADEE5
S_BUZZ_FADEE6
S_BUZZ_FADEE7
S_BUZZ_FADEE8
S_BUZZ_FADEE9
S_BUZZ_FADEE10
S_BUZZ_FADEE11
S_BUZZ_FADEE12
S_BUZZ_FADEE13
S_BUZZ_FADE1
S_BUZZ_FADE2
S_BUZZ_FADE3
S_BUZZ_FADE4
S_BUZZ_FADE5
S_BUZZ_FADE6
S_BUZZ_FADE7
S_BUZZ_FADE8
S_BUZZ_FADE9
S_BUZZ_FADE10
S_BUZZ_FADE11
S_BUZZ_FADE12
S_BUZZ_FADE13
S_BUZZ_LEAVE1
S_BUZZ_LEAVE2
S_BUZZ_LEAVE3
S_BUZZ_LEAVE4
S_BUZZ_LEAVE5
S_BUZZ_LEAVE6
S_BUZZ_LEAVE7
S_BUZZ_LEAVE8
S_BUZZ_LEAVE9
S_BUZZ_LEAVE10
S_BUZZ_LEAVE11
S_BUZZ_LEAVE12
S_BUZZ_LEAVE13
S_BUZZ_SUMMON1
S_BUZZ_SUMMON2
S_BUZZ_SUMMON3
S_BUZZ_SUMMON4
S_BUZZ_SUMMON5
S_BUZZ_SUMMON6
S_BUZZ_SUMMON7
S_BUZZ_SUMMON8
S_BUZZ_SUMMON9
S_BUZZ_SUMMON10
S_BUZZ_SUMMON11
S_BUZZ_SUMMON12
S_BUZZ_SUMMON13
S_BUZZ_SUMMON14
S_BUZZ_SUMMON15
S_BUZZ_SUMMON16
S_BUZZ_SUMMON17
S_BUZZ_SUMMON18
S_BUZZ_SUMMON19
S_BUZZ_SUMMON20
S_BUZZ_SUMMON21
S_BUZZ_SUMMON22
S_BUZZ_SUMMON23
S_BUZZ_PANIC1
S_BUZZ_PANIC2
S_BUZZ_PANIC3
S_BUZZ_PANIC4
S_BUZZ_PANIC5
S_BUZZ_PANIC6
S_BUZZ_PANIC7
S_BUZZ_PANIC8
S_BUZZ_PANIC9
S_BUZZ_PANIC10
S_BUZZ_PANIC11
S_BUZZ_PANIC12
S_BUZZ_PANIC13
S_BUZZ_PANIC14
S_BUZZ_PANIC15
S_BUZZ_PANIC16
S_BUZZ_PANIC17
S_BUZZ_PANIC18
S_BUZZ_PANIC19
S_BUZZ_PANIC20
S_BUZZ_PANIC21
S_BUZZ_PANIC22
S_BUZZ_PANIC23
S_BUZZ_PANICB1
S_BUZZ_PANICB2
S_BUZZ_PANICB3
S_BUZZ_PANICB4
S_BUZZ_PANICB5
S_BUZZ_PANICB6
S_BUZZ_PANICB7
S_BUZZ_PANICB8
S_BUZZ_PANICC1
S_BUZZ_PANICC2
S_BUZZ_PANICC3
S_BUZZ_PANICC4
S_BUZZ_PANICC5
S_BUZZ_PANICC6
S_BUZZ_PANICC7
S_BUZZ_PANICC8
S_BUZZ_PANICC9
S_BUZZ_PANICC10
S_BUZZ_PANICC11
S_BUZZ_PANICC12
S_BUZZ_PANICC13
S_BUZZ_DIE1
S_BUZZ_DIE2
S_BUZZ_DIE3
S_BUZZ_DIE4
S_BUZZ_DIE5
S_BUZZ_DIE6
S_BUZZ_NULL
S_BUZZ_BALL1
S_BUZZ_BALL2
S_BUZZ_BALL3
S_BUZZ_BALL4
S_BUZZ_BALL5
S_BUZZ_BALL6
S_BUZZ_BALL7
S_BUZZ_BALL8
MT_BUZZ
MT_BUZZBALL

State S_BUZZ_IDLE1
SpriteName = BUZ1
SpriteFrame = A
Duration = 1
Next = S_BUZZ_IDLE2
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE2
SpriteName = BUZ1
SpriteFrame = B
Duration = 1
Next = S_BUZZ_IDLE3
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE3
SpriteName = BUZ1
SpriteFrame = C
Duration = 1
Next = S_BUZZ_IDLE4
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE4
SpriteName = BUZ1
SpriteFrame = D
Duration = 1
Next = S_BUZZ_IDLE5
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE5
SpriteName = BUZ1
SpriteFrame = E
Duration = 1
Next = S_BUZZ_IDLE6
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE6
SpriteName = BUZ1
SpriteFrame = F
Duration = 1
Next = S_BUZZ_IDLE7
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE7
SpriteName = BUZ1
SpriteFrame = G
Duration = 1
Next = S_BUZZ_IDLE8
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE8
SpriteName = BUZ1
SpriteFrame = H
Duration = 1
Next = S_BUZZ_IDLE9
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE9
SpriteName = BUZ1
SpriteFrame = G
Duration = 1
Next = S_BUZZ_IDLE10
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE10
SpriteName = BUZ1
SpriteFrame = F
Duration = 1
Next = S_BUZZ_IDLE11
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE11
SpriteName = BUZ1
SpriteFrame = E
Duration = 1
Next = S_BUZZ_IDLE12
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE12
SpriteName = BUZ1
SpriteFrame = D
Duration = 1
Next = S_BUZZ_IDLE13
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE13
SpriteName = BUZ1
SpriteFrame = C
Duration = 1
Next = S_BUZZ_IDLE14
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_IDLE14
SpriteName = BUZ1
SpriteFrame = B
Duration = 1
Next = S_BUZZ_IDLE1
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_BUZZ_VILE1
SpriteName = BUZ1
SpriteFrame = I
Duration = 2
Next = S_BUZZ_VILE2
Action = A_VileTarget
Var1 = MT_CYBRAKDEMON_TARGET_RETICULE
Var2 = 1

State S_BUZZ_VILE2
SpriteName = BUZ1
SpriteFrame = J
Duration = 2
Next = S_BUZZ_VILE3
Action = A_PlaySound
Var1 = sfx_buzzin
Var2 = 0

State S_BUZZ_VILE3
SpriteName = BUZ1
SpriteFrame = K
Duration = 2
Next = S_BUZZ_VILE4
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_VILE4
SpriteName = BUZ1
SpriteFrame = L
Duration = 2
Next = S_BUZZ_VILE5
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_VILE5
SpriteName = BUZ1
SpriteFrame = M
Duration = 2
Next = S_BUZZ_VILE6
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_VILE6
SpriteName = BUZ1
SpriteFrame = N
Duration = 2
Next = S_BUZZ_VILE7
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_VILE7
SpriteName = BUZ1
SpriteFrame = O
Duration = 60
Next = S_BUZZ_VILE8
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_VILE8
SpriteName = BUZ1
SpriteFrame = O
Duration = 2
Next = S_BUZZ_LAID1
Action = A_VileAttack
Var1 = sfx_buzzl2
Var2 = MT_CYBRAKDEMON_VILE_EXPLOSION+(1<<16)

State S_BUZZ_PANIC1
SpriteName = BUZ2
SpriteFrame = A
Duration = 3
Next = S_BUZZ_PANIC2
Action = A_PlaySound
Var1 = sfx_buzzv2
Var2 = 0

State S_BUZZ_PANIC2
SpriteName = BUZ2
SpriteFrame = B
Duration = 3
Next = S_BUZZ_PANIC3
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC3
SpriteName = BUZ2
SpriteFrame = C
Duration = 3
Next = S_BUZZ_PANIC4
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC4
SpriteName = BUZ2
SpriteFrame = D
Duration = 3
Next = S_BUZZ_PANIC5
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC5
SpriteName = BUZ2
SpriteFrame = E
Duration = 3
Next = S_BUZZ_PANIC6
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC6
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_PANIC7
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC7
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_PANIC8
Action = A_Boss1Spikeballs
Var1 = 0
Var2 = 6

State S_BUZZ_PANIC8
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_PANIC9
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC9
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_PANIC10
Action = A_Boss1Spikeballs
Var1 = 1
Var2 = 6

State S_BUZZ_PANIC10
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_PANIC11
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC11
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_PANIC12
Action = A_Boss1Spikeballs
Var1 = 2
Var2 = 6

State S_BUZZ_PANIC12
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_PANIC13
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC13
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_PANIC14
Action = A_Boss1Spikeballs
Var1 = 3
Var2 = 6

State S_BUZZ_PANIC14
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_PANIC15
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC15
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_PANIC16
Action = A_Boss1Spikeballs
Var1 = 4
Var2 = 6

State S_BUZZ_PANIC16
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_PANIC17
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC17
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_PANIC18
Action = A_Boss1Spikeballs
Var1 = 5
Var2 = 6

State S_BUZZ_PANIC18
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_PANIC19
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC19
SpriteName = BUZ2
SpriteFrame = E
Duration = 3
Next = S_BUZZ_PANIC20
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC20
SpriteName = BUZ2
SpriteFrame = D
Duration = 3
Next = S_BUZZ_PANIC21
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC21
SpriteName = BUZ2
SpriteFrame = C
Duration = 3
Next = S_BUZZ_PANIC22
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC22
SpriteName = BUZ2
SpriteFrame = B
Duration = 3
Next = S_BUZZ_PANIC23
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANIC23
SpriteName = BUZ2
SpriteFrame = A
Duration = 3
Next = S_BUZZ_PANICB1
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICB1
SpriteName = BUZ1
SpriteFrame = I
Duration = 2
Next = S_BUZZ_PANICB2
Action = A_VileTarget
Var1 = MT_CYBRAKDEMON_TARGET_RETICULE
Var2 = 1

State S_BUZZ_PANICB2
SpriteName = BUZ1
SpriteFrame = J
Duration = 2
Next = S_BUZZ_PANICB3
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_PANICB3
SpriteName = BUZ1
SpriteFrame = K
Duration = 2
Next = S_BUZZ_PANICB4
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_PANICB4
SpriteName = BUZ1
SpriteFrame = L
Duration = 2
Next = S_BUZZ_PANICB5
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_PANICB5
SpriteName = BUZ1
SpriteFrame = M
Duration = 2
Next = S_BUZZ_PANICB6
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_PANICB6
SpriteName = BUZ1
SpriteFrame = N
Duration = 2
Next = S_BUZZ_PANICB7
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_PANICB7
SpriteName = BUZ1
SpriteFrame = O
Duration = 60
Next = S_BUZZ_PANICB8
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_PANICB8
SpriteName = BUZ1
SpriteFrame = O
Duration = 2
Next = S_BUZZ_PANICC1
Action = A_VileAttack
Var1 = sfx_buzzl2
Var2 = MT_CYBRAKDEMON_VILE_EXPLOSION+(1<<16)

State S_BUZZ_PANICC1
SpriteName = BUZ2
SpriteFrame = H
Duration = 2
Next = S_BUZZ_PANICC2
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC2
SpriteName = BUZ2
SpriteFrame = I
Duration = 2
Next = S_BUZZ_PANICC3
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC3
SpriteName = BUZ2
SpriteFrame = J
Duration = 2
Next = S_BUZZ_PANICC4
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC4
SpriteName = BUZ2
SpriteFrame = K
Duration = 2
Next = S_BUZZ_PANICC5
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC5
SpriteName = BUZ2
SpriteFrame = L
Duration = 2
Next = S_BUZZ_PANICC6
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC6
SpriteName = BUZ2
SpriteFrame = M
Duration = 2
Next = S_BUZZ_PANICC7
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC7
SpriteName = BUZ2
SpriteFrame = N
Duration = 25
Next = S_BUZZ_PANICC8
Action = A_SkullAttack
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC8
SpriteName = BUZ2
SpriteFrame = M
Duration = 2
Next = S_BUZZ_PANICC9
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC9
SpriteName = BUZ2
SpriteFrame = L
Duration = 2
Next = S_BUZZ_PANICC10
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC10
SpriteName = BUZ2
SpriteFrame = K
Duration = 2
Next = S_BUZZ_PANICC11
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC11
SpriteName = BUZ2
SpriteFrame = J
Duration = 2
Next = S_BUZZ_PANICC12
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC12
SpriteName = BUZ2
SpriteFrame = I
Duration = 2
Next = S_BUZZ_PANICC13
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PANICC13
SpriteName = BUZ2
SpriteFrame = H
Duration = 1
Next = S_BUZZ_PANIC1
Action = A_Repeat
Var1 = 3
Var2 = S_BUZZ_LATK1

State S_BUZZ_LATK1
SpriteName = BUZ1
SpriteFrame = I
Duration = 2
Next = S_BUZZ_LATK2
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_LATK2
SpriteName = BUZ1
SpriteFrame = J
Duration = 2
Next = S_BUZZ_LATK3
Action = A_PlaySound
Var1 = sfx_buzzv4
Var2 = 0

State S_BUZZ_LATK3
SpriteName = BUZ1
SpriteFrame = K
Duration = 2
Next = S_BUZZ_LATK4
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LATK4
SpriteName = BUZ1
SpriteFrame = L
Duration = 2
Next = S_BUZZ_LATK5
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LATK5
SpriteName = BUZ1
SpriteFrame = M
Duration = 2
Next = S_BUZZ_LATK6
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LATK6
SpriteName = BUZ1
SpriteFrame = N
Duration = 2
Next = S_BUZZ_LATK7
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LATK7
SpriteName = BUZ1
SpriteFrame = O
Duration = 1
Next = S_BUZZ_LATK8
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BUZZ_LATK7
SpriteName = BUZ1
SpriteFrame = O
Duration = 70
Next = S_BUZZ_LATK8
Action = A_PlaySound
Var1 = sfx_buzzl1
Var2 = 0

State S_BUZZ_LATK8
SpriteName = BUZ1
SpriteFrame = O
Duration = 55
Next = S_BUZZ_LAID1
Action = A_Boss1Laser
Var1 = MT_LASER
Var2 = 1

State S_BUZZ_LAID1
SpriteName = BUZ1
SpriteFrame = N
Duration = 2
Next = S_BUZZ_LAID2
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LAID2
SpriteName = BUZ1
SpriteFrame = M
Duration = 2
Next = S_BUZZ_LAID3
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LAID3
SpriteName = BUZ1
SpriteFrame = L
Duration = 2
Next = S_BUZZ_LAID4
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LAID4
SpriteName = BUZ1
SpriteFrame = K
Duration = 2
Next = S_BUZZ_LAID5
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LAID5
SpriteName = BUZ1
SpriteFrame = J
Duration = 2
Next = S_BUZZ_LAID6
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LAID6
SpriteName = BUZ1
SpriteFrame = I
Duration = 2
Next = S_BUZZ_FADE1
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PAIN1
SpriteName = BUZ1
SpriteFrame = P
Duration = 1
Next = S_BUZZ_PAIN2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_BUZZ_PAIN2
SpriteName = BUZ1
SpriteFrame = Q
Duration = 1
Next = S_BUZZ_PAIN3
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PAIN3
SpriteName = BUZ1
SpriteFrame = R
Duration = 1
Next = S_BUZZ_PAIN4
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PAIN4
SpriteName = BUZ1
SpriteFrame = S
Duration = 1
Next = S_BUZZ_PAIN5
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PAIN5
SpriteName = BUZ1
SpriteFrame = T
Duration = 1
Next = S_BUZZ_PAIN6
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PAIN6
SpriteName = BUZ1
SpriteFrame = U
Duration = 1
Next = S_BUZZ_PAIN7
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PAIN7
SpriteName = BUZ1
SpriteFrame = T
Duration = 1
Next = S_BUZZ_PAIN8
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PAIN8
SpriteName = BUZ1
SpriteFrame = S
Duration = 1
Next = S_BUZZ_PAIN9
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PAIN9
SpriteName = BUZ1
SpriteFrame = R
Duration = 1
Next = S_BUZZ_PAIN10
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PAIN10
SpriteName = BUZ1
SpriteFrame = Q
Duration = 1
Next = S_BUZZ_PAIN11
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_PAIN11
SpriteName = BUZ1
SpriteFrame = P
Duration = 1
Next = S_BUZZ_FADEE1
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE1
SpriteName = BUZ2
SpriteFrame = A
Duration = 3
Next = S_BUZZ_FADEE2
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE2
SpriteName = BUZ2
SpriteFrame = B
Duration = 3
Next = S_BUZZ_FADEE3
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE3
SpriteName = BUZ2
SpriteFrame = C
Duration = 3
Next = S_BUZZ_FADEE4
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE4
SpriteName = BUZ2
SpriteFrame = D
Duration = 3
Next = S_BUZZ_FADEE5
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE5
SpriteName = BUZ2
SpriteFrame = E
Duration = 3
Next = S_BUZZ_FADEE6
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE6
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_FADEE7
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE7
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_FADEE8
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE8
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_FADEE9
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE9
SpriteName = BUZ2
SpriteFrame = E
Duration = 3
Next = S_BUZZ_FADEE10
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE10
SpriteName = BUZ2
SpriteFrame = D
Duration = 3
Next = S_BUZZ_FADEE11
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE11
SpriteName = BUZ2
SpriteFrame = C
Duration = 3
Next = S_BUZZ_FADEE12
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADEE12
SpriteName = BUZ2
SpriteFrame = B
Duration = 3
Next = S_BUZZ_FADEE13
Action = A_CheckHealth
Var1 = 1
Var2 = S_BUZZ_PANIC1

State S_BUZZ_FADEE13
SpriteName = BUZ2
SpriteFrame = A
Duration = 3
Next = S_BUZZ_FADE1
Action = A_CheckHealth
Var1 = 3
Var2 = S_BUZZ_SUMMON1

State S_BUZZ_FADE1
SpriteName = BUZ2
SpriteFrame = H
Duration = 2
Next = S_BUZZ_FADE2
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADE2
SpriteName = BUZ2
SpriteFrame = I
Duration = 2
Next = S_BUZZ_FADE3
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADE3
SpriteName = BUZ2
SpriteFrame = J
Duration = 2
Next = S_BUZZ_FADE4
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADE4
SpriteName = BUZ2
SpriteFrame = K
Duration = 2
Next = S_BUZZ_FADE5
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADE5
SpriteName = BUZ2
SpriteFrame = L
Duration = 2
Next = S_BUZZ_FADE6
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADE6
SpriteName = BUZ2
SpriteFrame = M
Duration = 2
Next = S_BUZZ_FADE7
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADE7
SpriteName = BUZ2
SpriteFrame = N
Duration = 35
Next = S_BUZZ_FADE8
Action = A_SkullAttack
Var1 = 0
Var2 = 0

State S_BUZZ_FADE8
SpriteName = BUZ2
SpriteFrame = M
Duration = 2
Next = S_BUZZ_FADE9
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADE9
SpriteName = BUZ2
SpriteFrame = L
Duration = 2
Next = S_BUZZ_FADE10
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADE10
SpriteName = BUZ2
SpriteFrame = K
Duration = 2
Next = S_BUZZ_FADE11
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADE11
SpriteName = BUZ2
SpriteFrame = J
Duration = 2
Next = S_BUZZ_FADE12
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADE12
SpriteName = BUZ2
SpriteFrame = I
Duration = 2
Next = S_BUZZ_FADE13
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_FADE13
SpriteName = BUZ2
SpriteFrame = H
Duration = 2
Next = S_BUZZ_LATK1
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON1
SpriteName = BUZ2
SpriteFrame = A
Duration = 3
Next = S_BUZZ_SUMMON2
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON1
SpriteName = BUZ2
SpriteFrame = A
Duration = 3
Next = S_BUZZ_SUMMON2
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON2
SpriteName = BUZ2
SpriteFrame = B
Duration = 3
Next = S_BUZZ_SUMMON3
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON3
SpriteName = BUZ2
SpriteFrame = C
Duration = 3
Next = S_BUZZ_SUMMON4
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON4
SpriteName = BUZ2
SpriteFrame = D
Duration = 3
Next = S_BUZZ_SUMMON5
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON5
SpriteName = BUZ2
SpriteFrame = E
Duration = 3
Next = S_BUZZ_SUMMON6
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON6
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_SUMMON7
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON7
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_SUMMON8
Action = A_Boss1Spikeballs
Var1 = 0
Var2 = 6

State S_BUZZ_SUMMON8
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_SUMMON9
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON9
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_SUMMON10
Action = A_Boss1Spikeballs
Var1 = 1
Var2 = 6

State S_BUZZ_SUMMON10
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_SUMMON11
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON11
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_SUMMON12
Action = A_Boss1Spikeballs
Var1 = 2
Var2 = 6

State S_BUZZ_SUMMON12
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_SUMMON13
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON13
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_SUMMON14
Action = A_Boss1Spikeballs
Var1 = 3
Var2 = 6

State S_BUZZ_SUMMON14
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_SUMMON15
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON15
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_SUMMON16
Action = A_Boss1Spikeballs
Var1 = 4
Var2 = 6

State S_BUZZ_SUMMON16
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_SUMMON17
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON17
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_SUMMON18
Action = A_Boss1Spikeballs
Var1 = 5
Var2 = 6

State S_BUZZ_SUMMON18
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_SUMMON19
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON19
SpriteName = BUZ2
SpriteFrame = E
Duration = 3
Next = S_BUZZ_SUMMON20
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON20
SpriteName = BUZ2
SpriteFrame = D
Duration = 3
Next = S_BUZZ_SUMMON21
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON21
SpriteName = BUZ2
SpriteFrame = C
Duration = 3
Next = S_BUZZ_SUMMON22
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON22
SpriteName = BUZ2
SpriteFrame = B
Duration = 3
Next = S_BUZZ_SUMMON23
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_SUMMON23
SpriteName = BUZ2
SpriteFrame = A
Duration = 3
Next = S_BUZZ_VILE1
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE1
SpriteName = BUZ2
SpriteFrame = A
Duration = 3
Next = S_BUZZ_LEAVE2
Action = A_Fall
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE2
SpriteName = BUZ2
SpriteFrame = B
Duration = 3
Next = S_BUZZ_LEAVE3
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE3
SpriteName = BUZ2
SpriteFrame = C
Duration = 3
Next = S_BUZZ_LEAVE4
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE4
SpriteName = BUZ2
SpriteFrame = D
Duration = 3
Next = S_BUZZ_LEAVE5
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE5
SpriteName = BUZ2
SpriteFrame = E
Duration = 3
Next = S_BUZZ_LEAVE6
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE6
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_LEAVE7
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE7
SpriteName = BUZ2
SpriteFrame = G
Duration = 3
Next = S_BUZZ_LEAVE8
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE8
SpriteName = BUZ2
SpriteFrame = F
Duration = 3
Next = S_BUZZ_LEAVE9
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE9
SpriteName = BUZ2
SpriteFrame = E
Duration = 3
Next = S_BUZZ_LEAVE10
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE10
SpriteName = BUZ2
SpriteFrame = D
Duration = 3
Next = S_BUZZ_LEAVE11
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE11
SpriteName = BUZ2
SpriteFrame = C
Duration = 3
Next = S_BUZZ_LEAVE12
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE12
SpriteName = BUZ2
SpriteFrame = B
Duration = 3
Next = S_BUZZ_LEAVE13
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_LEAVE13
SpriteName = BUZ2
SpriteFrame = A
Duration = 3
Next = S_BUZZ_DIE1
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_DIE1
SpriteName = BUZ2
SpriteFrame = H
Duration = 2
Next = S_BUZZ_DIE2
Action = A_PlaySound
Var1 = sfx_buzzv5
Var2 = 0

State S_BUZZ_DIE2
SpriteName = BUZ2
SpriteFrame = I
Duration = 2
Next = S_BUZZ_DIE3
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_DIE3
SpriteName = BUZ2
SpriteFrame = J
Duration = 2
Next = S_BUZZ_DIE4
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_DIE4
SpriteName = BUZ2
SpriteFrame = K
Duration = 2
Next = S_BUZZ_DIE5
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_DIE5
SpriteName = BUZ2
SpriteFrame = L
Duration = 2
Next = S_BUZZ_DIE6
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_DIE6
SpriteName = BUZ2
SpriteFrame = M
Duration = 2
Next = S_BUZZ_NULL
Action = A_BossDeath
Var1 = 0
Var2 = 0

State S_BUZZ_NULL
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_NULL
Action = none
Var1 = 0
Var2 = 0

State S_BUZZ_BALL1
SpriteName = BUZB
SpriteFrame = A
Duration = 2
Next = S_BUZZ_BALL2
Action = A_UnidusBall
Var1 = 2
Var2 = 0

State S_BUZZ_BALL2
SpriteName = BUZB
SpriteFrame = B
Duration = 2
Next = S_BUZZ_BALL3
Action = A_UnidusBall
Var1 = 2
Var2 = 0

State S_BUZZ_BALL3
SpriteName = BUZB
SpriteFrame = C
Duration = 2
Next = S_BUZZ_BALL4
Action = A_UnidusBall
Var1 = 2
Var2 = 0

State S_BUZZ_BALL4
SpriteName = BUZB
SpriteFrame = D
Duration = 2
Next = S_BUZZ_BALL5
Action = A_UnidusBall
Var1 = 2
Var2 = 0

State S_BUZZ_BALL5
SpriteName = BUZB
SpriteFrame = E
Duration = 2
Next = S_BUZZ_BALL6
Action = A_UnidusBall
Var1 = 2
Var2 = 0

State S_BUZZ_BALL6
SpriteName = BUZB
SpriteFrame = F
Duration = 2
Next = S_BUZZ_BALL7
Action = A_UnidusBall
Var1 = 2
Var2 = 0

State S_BUZZ_BALL7
SpriteName = BUZB
SpriteFrame = G
Duration = 2
Next = S_BUZZ_BALL8
Action = A_UnidusBall
Var1 = 2
Var2 = 0

State S_BUZZ_BALL8
SpriteName = BUZB
SpriteFrame = H
Duration = 2
Next = S_BUZZ_BALL1
Action = A_UnidusBall
Var1 = 2
Var2 = 0

Object MT_BUZZ
MapThingNum = 2265
SpawnState = S_BUZZ_IDLE1
SpawnHealth = 8
SeeState = S_BUZZ_IDLE1
SeeSound = sfx_buzzit
ReactionTime = 45
AttackSound = sfx_None
PainState = S_BUZZ_PAIN1
PainChance = MT_BUZZBALL
PainSound = sfx_buzzhu
MeleeState = S_BUZZ_LATK1
MissileState = S_BUZZ_LATK1
DeathState = S_BUZZ_LEAVE1
XDeathState = S_NULL
DeathSound = sfx_BUZDIE
Speed = 5
Radius = 14*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = sfx_buzzv5
Damage = 0
ActiveSound = sfx_telept
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_BOSS
RaiseState = S_BUZZ_VILE1

Object MT_BUZZBALL
MapThingNum = -1
SpawnState = S_BUZZ_BALL1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_cannon
ReactionTime = 1
AttackSound = sfx_None
PainState = S_NULL
PainChance = 20*FRACUNIT
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 4*FRACUNIT
Radius = 13*FRACUNIT
Height = 26*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 10*FRACUNIT
ActiveSound = sfx_none
Flags = MF_PAIN|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING
RaiseState = S_BUZZ_NULL
