#DoomsDay
FREESLOT
MT_DODYHOVER
S_DODYHOVER_HOVER
S_DODYHOVER_HOVER1
S_DODYHOVER_LAZER
S_DODYHOVER_LAZER1
S_DODYHOVER_BEAM
S_DODYHOVER_BEAM1
S_DODYHOVER_PANIC
S_DODYHOVER_PANIC1
S_DODYHOVER_HURT
S_DODYHOVER_HURT1
S_DODYHOVER_DEAD
S_DODYHOVER_DEAD1
S_DODYHOVER_DEAD2
S_DODYHOVER_DEAD3
S_DODYHOVER_DEAD4
S_DODYHOVER_DEAD5
S_DODYHOVER_DEAD6
SPR_DODY

Thing MT_DODYHOVER
#$Name "Doomsday Eggmobile"
#$Sprite DODYA1
MAPTHINGNUM = 4055
SPAWNSTATE = S_DODYHOVER_HOVER
SPAWNHEALTH = 3
SEESTATE = S_DODYHOVER_HOVER
SEESOUND = 0
REACTIONTIME = 2
ATTACKSOUND = 0
PAINSTATE = S_DODYHOVER_HURT
PAINCHANCE = MT_THOK
PAINSOUND = sfx_dmpain
MELEESTATE = S_DODYHOVER_LAZER
MISSILESTATE = S_DODYHOVER_BEAM
DEATHSTATE = S_DODYHOVER_DEAD
DEATHSOUND = sfx_cybdth
SPEED = 1
RADIUS = 43*FRACUNIT
HEIGHT = 128*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = sfx_telept
RAISESTATE = S_DODYHOVER_PANIC
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_NOGRAVITY|MF_FLOAT

FRAME S_DODYHOVER_HOVER
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_DODYHOVER_HOVER
ACTION A_Boss1Chase
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_HOVER1
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_DODYHOVER_HOVER1
ACTION none
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_LAZER
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = A
DURATION = 5
NEXT = S_DODYHOVER_LAZER1
ACTION A_BossFireShot
VAR1 = MT_OLD_LAZER
VAR2 = 6

FRAME S_DODYHOVER_LAZER1
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = B
DURATION = 5
NEXT = S_DODYHOVER_BEAM
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_BEAM
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = A
DURATION = 5
NEXT = S_DODYHOVER_BEAM1
ACTION A_BossFireShot
VAR1 = MT_OLD_LAZER
VAR2 = 6

FRAME S_DODYHOVER_BEAM1
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = B
DURATION = 5
NEXT = S_DODYHOVER_HOVER
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_PANIC
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = A
DURATION = 35
NEXT = S_DODYHOVER_PANIC1
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_PANIC1
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = A
DURATION = 35
NEXT = S_DODYHOVER_HOVER
ACTION A_SkullAttack
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_HURT
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = B
DURATION = 24
NEXT = S_DODYHOVER_HURT1
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_HURT1
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = A
DURATION = 8
NEXT = S_DODYHOVER_HOVER
ACTION None
VAR1 = 1
VAR2 = 0

FRAME S_DODYHOVER_DEAD
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = A
DURATION = 8
NEXT = S_DODYHOVER_DEAD1
ACTION A_Fall
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_DEAD1
SPRITENUMBER = DODY
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_DODYHOVER_DEAD2
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_DEAD2
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = A
DURATION = 8
NEXT = S_DODYHOVER_DEAD3
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_DEAD3
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_DODYHOVER_DEAD4
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_DEAD4
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = A
DURATION = 8
NEXT = S_DODYHOVER_DEAD5
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_DEAD5
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_DODYHOVER_DEAD6
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_DODYHOVER_DEAD6
SPRITENUMBER = SPR_DODY
SPRITESUBNUMBER = A
Action = A_MultiShot
Var1 = (MT_FLICKY_07<<16)+32
Duration = 0
Next = S_TNTBARREL_EXPL1