#TGF Robotnik!
FREESLOT
MT_ROBOTNIK
S_ROBOUNCENIK
S_ROBOUNCENIK1
S_EGGBOUNCE1
S_EGGBOUNCE2
S_EGGBOUNCEAGAIN
S_ROOUCHNIK1
S_ROOUCHNIK2
S_ROOUCHNIK3
S_ROOUCHNIK4
S_ROOUCHNIKRESET
S_EGGDROP
S_EGGDROP2
S_RODEADNIK1
S_RODEADNIK2
S_RODEADNIK3
S_RODEADNIK4
S_RODEADNIK5
S_RODEADNIK6
S_RODEADNIK7
S_RODEADNIK8
S_RODEADNIK9
S_RODEADNIK10
S_RODEADNIK11
S_RODEADNIK12
S_RODEADNIK13
SPR_TEGG

Thing MT_ROBOTNIK
#$Sprite TEGGA0
MAPTHINGNUM = 220
SPAWNSTATE = S_ROBOUNCENIK
SPAWNHEALTH = 8
SEESTATE = S_EGGBOUNCE1
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = S_ROOUCHNIK1
PAINCHANCE = MT_THOK
PAINSOUND = sfx_dmpain
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_RODEADNIK1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = 0
SPEED = 16
RADIUS = 43*FRACUNIT
HEIGHT = 116*FRACUNIT
MASS = 0
DAMAGE = 2
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_BOUNCE

FRAME S_ROBOUNCENIK
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_ROBOUNCENIK1
ACTION A_Look
VAR1 = (900<<16)+1
VAR2 = 0

FRAME S_ROBOUNCENIK1
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_ROBOUNCENIK
ACTION A_Look
VAR1 = (900<<16)+1
VAR2 = 0

FRAME S_EGGBOUNCE1
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_EGGBOUNCE2
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_EGGBOUNCE2
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_EGGBOUNCEAGAIN
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_EGGBOUNCEAGAIN
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_EGGDROP
ACTION A_Repeat
VAR1 = 5
VAR2 = S_EGGBOUNCE1

FRAME S_EGGDROP
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_EGGDROP2
ACTION A_TrapShot
Var1 = (16<<16)+MT_JETTBULLET
Var2 = (16<<16)+270

FRAME S_EGGDROP2
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_ROBOUNCENIK
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_ROOUCHNIK1
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_ROOUCHNIK2
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_ROOUCHNIK2
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = O
DURATION = 3
NEXT = S_ROOUCHNIK3
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_ROOUCHNIK3
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = P
DURATION = 3
NEXT = S_ROOUCHNIK4
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_ROOUCHNIK4
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_ROOUCHNIKRESET
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_ROOUCHNIKRESET
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_ROBOUNCENIK
ACTION A_Repeat
VAR1 = 4
VAR2 = S_ROOUCHNIK2

FRAME S_RODEADNIK1
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = C
DURATION = 1
NEXT = S_RODEADNIK2
ACTION A_ForceStop
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK2
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = C
DURATION = 7
NEXT = S_RODEADNIK3
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK3
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = D
DURATION = 7
NEXT = S_RODEADNIK4
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK4
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = E
DURATION = 7
NEXT = S_RODEADNIK5
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK5
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = F
DURATION = 7
NEXT = S_RODEADNIK6
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK6
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = G
DURATION = 7
NEXT = S_RODEADNIK7
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK7
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = H
DURATION = 7
NEXT = S_RODEADNIK8
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK8
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = I
DURATION = 7
NEXT = S_RODEADNIK9
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK9
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = J
DURATION = 7
NEXT = S_RODEADNIK10
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK10
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = K
DURATION = 7
NEXT = S_RODEADNIK11
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK11
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = L
DURATION = 7
NEXT = S_RODEADNIK12
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK12
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = M
DURATION = 7
NEXT = S_RODEADNIK13
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_RODEADNIK13
SPRITENUMBER = SPR_TEGG
SPRITESUBNUMBER = N
DURATION = -1
NEXT = 0
ACTION A_BossDeath
VAR1 = 0
VAR2 = 0
