FREESLOT
S_MORI_IDLE
S_MORI_CHARGE0
S_MORI_CHARGE1
S_MORI_CHARGE2
S_MORI_CHARGE3
S_MORI_CHARGE4
MT_MOTORIDER
SPR_MORI

Object MT_MOTORIDER
#$Name Motorider
#$Sprite MORIA1
#$Category OuterThreads
MapThingNum = 3318
SpawnState = S_MORI_IDLE
SpawnHealth = 1
SeeState = S_MORI_CHARGE0
SeeSound = sfx_None
ReactionTime = 8
AttackSound = S_NULL
PainState = S_NULL
PainChance = 32
PainSound = sfx_s3k64
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_NULL
DeathSound = sfx_s1c1
Speed = 12*FRACUNIT
Radius = 28*FRACUNIT
Height = 56*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = MT_SMOKE

State S_MORI_IDLE
SpriteName = MORI
SpriteFrame = A
Duration = 12
Next = S_MORI_IDLE
Action = A_Look
Var1 = 1+(3072<<16)

State S_MORI_CHARGE0
SpriteName = MORI
SpriteFrame = A
Duration = 0
Next = S_MORI_CHARGE1
Action = A_DropMine
Var1 = -16

State S_MORI_CHARGE1
SpriteName = MORI
SpriteFrame = A
Duration = 3
Next = S_MORI_CHARGE2
Action = A_FaceTarget

State S_MORI_CHARGE2
SpriteName = MORI
SpriteFrame = A
Duration = 1
Next = S_MORI_CHARGE3
Action = A_Thrust
Var1 = 12
Var2 = 0

State S_MORI_CHARGE3
SpriteName = MORI
SpriteFrame = A
Duration = 1
Next = S_MORI_CHARGE4
Action = A_Repeat
Var1 = 60
Var2 = S_MORI_CHARGE0

State S_MORI_CHARGE4
SpriteName = MORI
SpriteFrame = A
Duration = 1
Next = S_MORI_IDLE
