Freeslot
MT_WARIO
MT_WARIOBOSS
S_WARIO_INTRO1
S_WARIO_INTRO2
S_WARIO_INTRO3
S_WARIO_INTRO4
S_WARIO_LAUGH1
S_WARIO_LAUGH2
S_WARIO_LAUGH3
S_WARIO_LAUGH_SHORT_1
S_WARIO_LAUGH_SHORT_2
S_WARIO_LAUGH_SHORT_3
S_WARIO_LOOK1
S_WARIO_LOOK2
S_WARIO_PATHINGSTART_1
S_WARIO_PATHINGSTART_2
S_WARIO_PATHING
S_WARIO_JUMP1
S_WARIO_JUMP2
S_WARIO_JUMP3
S_WARIO_JUMP4
S_WARIO_WALK1
S_WARIO_WALK2
S_WARIO_CHECK1
S_WARIO_CHECK2
S_WARIO_HURT1
S_WARIO_HURT2
S_WARIO_ATTACK
S_WARIO_BOMB1
S_WARIO_BOMB2
S_WARIO_CHARGE1
S_WARIO_CHARGE2
S_WARIO_CHARGE3
S_WARIO_CHARGE4
S_WARIO_DEATH1
S_WARIO_DEATH2
S_WARIO_DEATH3
S_WARIO_DEATH4
S_WARIO_DEATH_Fall
S_WARIO_SPAWN
SPR_WAAA
sfx_WACHRG
sfx_WAJUMP
sfx_WADIE
sfx_WAPUND
sfx_WAHURT

Object MT_WARIO
MapThingNum = 2369
SpawnHealth = 8
SpawnState = S_WARIO_INTRO1
SeeState = S_WARIO_PATHINGSTART_1
DeathState = S_WARIO_DEATH1
XDeathState = S_NULL
PainState = S_WARIO_HURT1
AttackSound = sfx_WACHRG
ActiveSound = sfx_WAJUMP
PainSound = sfx_WAHURT
DeathSound = sfx_WADIE
RADIUS = 24*FRACUNIT
HEIGHT = 48*FRACUNIT
Flags = MF_RUNSPAWNFUNC|MF_SPECIAL

Object MT_WARIOBOSS
MapThingNum = 2368
SpawnHealth = 8
SpawnState = S_WARIO_LAUGH_SHORT_1
SeeState = S_WARIO_PATHINGSTART_1
DeathState = S_WARIO_DEATH1
XDeathState = S_NULL
PainState = S_WARIO_HURT1
AttackSound = sfx_WACHRG
ActiveSound = sfx_WAJUMP
PainSound = sfx_WAHURT
DeathSound = sfx_WADIE
RADIUS = 16*FRACUNIT
HEIGHT = 52*FRACUNIT
Flags = MF_RUNSPAWNFUNC|MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE|MF_NOCLIPTHING

State S_WARIO_INTRO1
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = B
NEXT = S_WARIO_INTRO2
Action A_FindTarget
Var1 = MT_PLAYER

State S_WARIO_INTRO2
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = B
NEXT = S_WARIO_INTRO3
Action A_Knockback

State S_WARIO_INTRO3
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = B
NEXT = S_WARIO_INTRO4
Action A_ZThrust
Var1 = 12
Var2 = (1<<16)|1

State S_WARIO_INTRO4
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = B
NEXT = S_WARIO_INTRO4
Action A_Boss5CheckOnGround
Var1 = S_WARIO_LAUGH1

State S_WARIO_LAUGH1
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = Q
NEXT = S_WARIO_SPAWN
Action A_Repeat
Var1 = 18
Var2 = S_WARIO_LAUGH2

State S_WARIO_LAUGH2
Duration = 5
SPRITENAME = SPR_WAAA
SPRITEFRAME = R
NEXT = S_WARIO_LAUGH3

State S_WARIO_LAUGH3
Duration = 5
SPRITENAME = SPR_WAAA
SPRITEFRAME = Q
NEXT = S_WARIO_LAUGH1

State S_WARIO_SPAWN
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = Q
NEXT = S_NULL
Action A_SpawnObjectRelative
Var2 = MT_WARIOBOSS

State S_WARIO_LAUGH_SHORT_1
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = Q
NEXT = S_WARIO_LOOK1
Action A_Repeat
Var1 = 6
Var2 = S_WARIO_LAUGH_SHORT_2

State S_WARIO_LAUGH_SHORT_2
Duration = 5
SPRITENAME = SPR_WAAA
SPRITEFRAME = R
Action A_ForceStop
NEXT = S_WARIO_LAUGH_SHORT_3

State S_WARIO_LAUGH_SHORT_3
Duration = 5
SPRITENAME = SPR_WAAA
SPRITEFRAME = Q
NEXT = S_WARIO_LAUGH_SHORT_1

State S_WARIO_LOOK1
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = A
NEXT = S_WARIO_LOOK2
Action A_SetObjectFlags
Var1 = MF_NOCLIPTHING 
Var2 = 1

State S_WARIO_LOOK2
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = A
NEXT = S_WARIO_LOOK2
Action A_Look
Var1 = 1

State S_WARIO_PATHINGSTART_1
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = B
NEXT = S_WARIO_PATHINGSTART_2
Action A_Boss5ExtraRepeat
Var1 = 3
Var2 = 2

State S_WARIO_PATHINGSTART_2
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = B
NEXT = S_WARIO_PATHING
Action A_PlayActiveSound

State S_WARIO_PATHING
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = B
NEXT = S_WARIO_JUMP1
Action A_Boss5FindWaypoint

State S_WARIO_JUMP1
Duration = 2
SPRITENAME = SPR_WAAA
SPRITEFRAME = B
NEXT = S_WARIO_JUMP2
Action A_Thrust
Var2 = 1

State S_WARIO_JUMP2
Duration = 2
SPRITENAME = SPR_WAAA
SPRITEFRAME = B
NEXT = S_WARIO_JUMP3

State S_WARIO_JUMP3
Duration = 2
SPRITENAME = SPR_WAAA
SPRITEFRAME = B
NEXT = S_WARIO_JUMP4
Action A_Boss5Jump

State S_WARIO_JUMP4
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = B
NEXT = S_WARIO_JUMP4
Action A_Boss5CheckOnGround
Var1 = S_WARIO_WALK1

State S_WARIO_CHECK1
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = A
NEXT = S_WARIO_CHECK2
Action A_Boss5Calm

State S_WARIO_CHECK2
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = A
NEXT = S_WARIO_PATHINGSTART_2
Action A_Repeat
Var2 = S_WARIO_ATTACK

State S_WARIO_WALK1
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = C|FF_ANIMATE
NEXT = S_WARIO_WALK2
Action A_SkullAttack
Var1 = 4
Var2 = 1

State S_WARIO_WALK2
Duration = 20
SPRITENAME = SPR_WAAA
SPRITEFRAME = C|FF_ANIMATE
NEXT = S_WARIO_CHECK1
Var1 = 5
Var2 = 2

State S_WARIO_ATTACK
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = A
Action A_RandomState
Var1 = S_WARIO_CHARGE1
Var2 = S_WARIO_BOMB1

State S_WARIO_BOMB1
Duration = 16
SPRITENAME = SPR_WAAA
SPRITEFRAME = P
Next = S_WARIO_BOMB2
Action A_LookForBetter
Var1 = 1
Var2 = 0

State S_WARIO_BOMB2
Duration = 10
SPRITENAME = SPR_WAAA
SPRITEFRAME = O
Next = S_WARIO_LAUGH_SHORT_1
Action A_BrakLobShot
Var1 = MT_CYBRAKDEMON_NAPALM_BOMB_LARGE
Var2 = 32+(1<<16)

State S_WARIO_CHARGE1
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = E
Next = S_WARIO_CHARGE1
Action A_FaceStabRev
Var1 = 10
Var2 = S_WARIO_CHARGE2

State S_WARIO_CHARGE2
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = E
Next = S_WARIO_CHARGE3
Action A_FaceTarget

State S_WARIO_CHARGE3
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = I|FF_ANIMATE
Next = S_WARIO_CHARGE3
Action A_FaceStabHurl
Var1 = 7
Var2 = S_WARIO_CHARGE4

State S_WARIO_CHARGE4
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = I|FF_ANIMATE
Next = S_WARIO_CHARGE4
Action A_FaceStabHurl
Var1 = 5
Var2 = S_WARIO_LAUGH_SHORT_1

State S_WARIO_HURT1
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = T
NEXT = S_WARIO_HURT2
Action A_DoNPCPain
Var1 = FRACUNIT

State S_WARIO_HURT2
Duration = 1
SPRITENAME = SPR_WAAA
SPRITEFRAME = T
NEXT = S_WARIO_HURT2
Action A_Boss5CheckOnGround
Var1 = S_WARIO_PATHINGSTART_1

State S_WARIO_DEATH1
Duration = 10
SPRITENAME = SPR_WAAA
SPRITEFRAME = S
NEXT = S_WARIO_DEATH2
Action A_Scream

State S_WARIO_Death2
Duration = 30
SPRITENAME = SPR_WAAA
SPRITEFRAME = S
NEXT = S_WARIO_Death3
Action A_ZThrust
Var1 = 4
Var2 = (1<<16)|1

State S_WARIO_Death3
Duration = 90
SPRITENAME = SPR_WAAA
SPRITEFRAME = S
NEXT = S_WARIO_Death4
Action A_ZThrust
Var1 = -7
Var2 = (1<<16)|1

State S_WARIO_Death4
Duration = 0
SPRITENAME = SPR_WAAA
SPRITEFRAME = S
Action A_BossDeath

State S_WARIO_Death_Fall
Duration = -1
SPRITENAME = SPR_WAAA
SPRITEFRAME = S