# BigArm
FREESLOT
MT_BGARM
S_BGARM_HOVER
S_BGARM_HOVER1
S_BGARM_LAZER
S_BGARM_LAZER1
S_BGARM_BEAM
S_BGARM_BEAM1
S_BGARM_PANIC
S_BGARM_PANIC1
S_BGARM_HURT
S_BGARM_HURT1
S_BGARM_DEAD
S_BGARM_DEAD1
S_BGARM_DEAD2
S_BGARM_DEAD3
S_BGARM_DEAD4
S_BGARM_DEAD5
S_BGARM_DEAD6
S_BGARM_DEAD7
S_BGARM_DEAD8
S_BGARM_DEAD9
S_BGARM_DEAD10
S_BGARM_DEAD11
S_BGARM_DEAD12
S_BGARM_DEAD13
S_BGARM_RUNAWAY
S_BGARM_RUNAWAY1
SPR_BIGR

Thing MT_BGARM
#$Sprite BIGRA0
MAPTHINGNUM = 4090
SPAWNSTATE = S_BGARM_HOVER
SPAWNHEALTH = 8
SEESTATE = S_BGARM_HOVER
SEESOUND = 0
REACTIONTIME = 2
ATTACKSOUND = 0
PAINSTATE = S_BGARM_HURT
PAINCHANCE = MT_THOK
PAINSOUND = sfx_dmpain
MELEESTATE = S_BGARM_LAZER
MISSILESTATE = S_BGARM_BEAM
DEATHSTATE = S_BGARM_DEAD
DEATHSOUND = sfx_cybdth
XDEATHSTATE = S_BGARM_RUNAWAY
SPEED = 7
RADIUS = 43*FRACUNIT
HEIGHT = 128*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = sfx_telept
RAISESTATE = S_BGARM_PANIC
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_NOGRAVITY|MF_FLOAT

FRAME S_BGARM_HOVER
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = A
DURATION = 5
NEXT = S_BGARM_HOVER1
ACTION A_Boss1Chase
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_HOVER1
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = B
DURATION = 5
NEXT = S_BGARM_HOVER
ACTION A_Boss1Chase
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_LAZER
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = K
DURATION = 3
NEXT = S_BGARM_LAZER1
ACTION A_BossFireShot
VAR1 = MT_OLD_LAZER
VAR2 = 0

FRAME S_BGARM_LAZER1
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = K
DURATION = 3
NEXT = S_BGARM_BEAM
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_BEAM
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = K
DURATION = 3
NEXT = S_BGARM_BEAM1
ACTION A_BossFireShot
VAR1 = MT_OLD_LAZER
VAR2 = 1

FRAME S_BGARM_BEAM1
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_BGARM_HOVER
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_PANIC
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = C
DURATION = 6
NEXT = S_BGARM_PANIC1
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_PANIC1
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_BGARM_HOVER
ACTION A_HomingChase
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_HURT
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = C
DURATION = 24
NEXT = S_BGARM_HURT1
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_HURT1
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = D
DURATION = 8
NEXT = S_BGARM_HOVER
ACTION None
VAR1 = 1
VAR2 = 0


FRAME S_BGARM_DEAD
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = E
DURATION = 8
NEXT = S_BGARM_DEAD1
ACTION A_Fall
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD1
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = F
DURATION = 8
NEXT = S_BGARM_DEAD2
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD2
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = G
DURATION = 8
NEXT = S_BGARM_DEAD3
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD3
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = H
DURATION = 8
NEXT = S_BGARM_DEAD4
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD4
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = I
DURATION = 8
NEXT = S_BGARM_DEAD5
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD5
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = J
DURATION = 8
NEXT = S_BGARM_DEAD6
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD6
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = E
DURATION = 8
NEXT = S_BGARM_DEAD7
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD7
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = F
DURATION = 8
NEXT = S_BGARM_DEAD8
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD8
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = G
DURATION = 8
NEXT = S_BGARM_DEAD9
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD9
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = H
DURATION = 8
NEXT = S_BGARM_DEAD10
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD10
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = I
DURATION = 8
NEXT = S_BGARM_DEAD11
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD11
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = J
DURATION = 8
NEXT = S_BGARM_DEAD12
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD12
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = E
DURATION = 8
NEXT = S_BGARM_DEAD13
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_DEAD13
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = F
DURATION = -1
NEXT = 0
ACTION A_BossDeath
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_RUNAWAY
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = L
DURATION = 5
NEXT = S_BGARM_RUNAWAY1
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_BGARM_RUNAWAY1
SPRITENUMBER = SPR_BIGR
SPRITESUBNUMBER = L
DURATION = 5
NEXT = S_BGARM_RUNAWAY
ACTION None
VAR1 = 0
VAR2 = 0