#DR_Fetus Cancelled Boss Fight
Freeslot
SPR_FSAW
MT_FETUSBOSS
S_FEBO_IDLE
S_FEBO_JUMP
S_FEBO_ORBI1
S_FEBO_ORBI2
S_FEBO_ORBI3
S_FEBO_ORBI4
S_FEBO_ORBI5
S_FEBO_ORBI6
S_FEBO_ORBI7
S_FEBO_ORBI8
S_FEBO_ORBI9
S_FEBO_ORBI10
S_FEBO_CHARGE1
S_FEBO_CHARGE2
S_FEBO_CHARGE3
S_FEBO_CHARGE4
S_FEBO_LOOK
S_FEBO_CHASSE1
S_FEBO_CHASSE2
S_FEBO_CHASSE3
S_FEBO_CHASSE4
S_FEBO_MELLE1
S_FEBO_MELLE2
S_FEBO_DIS1
S_FEBO_DIS2
S_FEBO_JUMP2
S_FEBO_JUMP3
S_FEBO_JUMP4
S_FEBO_JUMP5
S_FEBO_JUMP6
S_FEBO_JUMP7
S_FEBO_JUMP8
S_FEBO_JUMP9
S_FEBO_JUMP10
S_FEBO_JUMP11
SPR_FEBO



#SAW
#State S_FSAW
#SpriteName = FSAW
#SpriteFrame = A
#Duration = 90
#Action = None
#Var1 = 0
#Var2 = 0
#Next = S_FSAWDED

#State S_FSAW
#SpriteName = FSAW
#SpriteFrame = A
#Duration = 1
#Action = A_SpawnObjectRelative
#Var1 = MT_ITEM_SPRING_SPAWNER
#Var2 = 0
#Next = S_null




#FETUSBOSS
#-------------------------
#IDLE
#-------------------------
State S_FEBO_IDLE
SpriteName = FEBO
SpriteFrame = A
Duration = 140
Action = A_ForceStop
Var1 = 0
Var2 = 0
Next = S_FEBO_JUMP

#-----------------------------
#JUMP And Orbi Spam
#-----------------------------
State S_FEBO_JUMP
SpriteName = FEBO
SpriteFrame = B
Duration = 15
Action = A_BunnyHop
Var1 = 25
Var2 = 1
Next = S_FEBO_ORBI1

State S_FEBO_ORBI1
SpriteName = FEBO
SpriteFrame = D
Duration = 4
Action = None
Var1 = 0
Var2 = 0
Next = S_FEBO_ORBI2

State S_FEBO_ORBI2
SpriteName = FEBO
SpriteFrame = E
Duration = 9
Action = A_FireShot
Var1 = MT_SAW1
Var2 = 0
Next = S_FEBO_ORBI3

State S_FEBO_ORBI3
SpriteName = FEBO
SpriteFrame = D
Duration = 3
Action = None
Var1 = 0
Var2 = 0
Next = S_FEBO_ORBI4

State S_FEBO_ORBI4
SpriteName = FEBO
SpriteFrame = E
Duration = 9
Action = A_FireShot
Var1 = MT_SAW1
Var2 = 0
Next = S_FEBO_ORBI5

State S_FEBO_ORBI5
SpriteName = FEBO
SpriteFrame = D
Duration = 3
Action = None
Var1 = 0
Var2 = 0
Next = S_FEBO_ORBI6

State S_FEBO_ORBI6
SpriteName = FEBO
SpriteFrame = E
Duration = 9
Action = A_FireShot
Var1 = MT_ORBINAUT
Var2 = 0
Next = S_FEBO_ORBI7

State S_FEBO_ORBI7
SpriteName = FEBO
SpriteFrame = D
Duration = 3
Action = None
Var1 = 0
Var2 = 0
Next = S_FEBO_ORBI8

State S_FEBO_ORBI8
SpriteName = FEBO
SpriteFrame = E
Duration = 9
Action = A_FireShot
Var1 = MT_SAW1
Var2 = 0
Next = S_FEBO_ORBI9

State S_FEBO_ORBI9
SpriteName = FEBO
SpriteFrame = D
Duration = 3
Action = None
Var1 = 0
Var2 = 0
Next = S_FEBO_ORBI10

State S_FEBO_ORBI10
SpriteName = FEBO
SpriteFrame = E
Duration = 12
Action = A_FireShot
Var1 = MT_SAW1
Var2 = 0
Next = S_FEBO_CHARGE1

#-----------------------------
#Charge after Orbi Spam
#-----------------------------

State S_FEBO_CHARGE1
SpriteName = FEBO
SpriteFrame = D
Duration = 10
Action = None
Var1 = 0
Var2 = 0
Next = S_FEBO_CHARGE2

State S_FEBO_CHARGE2
SpriteName = FEBO
SpriteFrame = F
Duration = 40
Action = A_BunnyHop
Var1 = 3
Var2 = 30
Next = S_FEBO_CHARGE3

#-----------------------------
#Orbi after Charge
#-----------------------------
State S_FEBO_CHARGE3
SpriteName = FEBO
SpriteFrame = D
Duration = 10
Action = A_ForceStop
Var1 = 0
Var2 = 1
Next = S_FEBO_CHARGE4

State S_FEBO_CHARGE4
SpriteName = FEBO
SpriteFrame = E
Duration = 20
Action = A_FireShot
Var1 = MT_ORBINAUT
Var2 = 0
Next = S_FEBO_LOOK

#-----------------------------
#Chasse player Until Attack
#-----------------------------
State S_FEBO_LOOK
SpriteName = FEBO
SpriteFrame = A
Duration = 2
Action = A_Look
Var1 = 500|1
Var2 = 0
Next = S_FEBO_LOOK

State S_FEBO_CHASSE1
SpriteName = FEBO
SpriteFrame = G
Duration = 3
Action = A_Boss1Chase
Var1 = 1
Var2 = 0
Next = S_FEBO_CHASSE2

State S_FEBO_CHASSE2
SpriteName = FEBO
SpriteFrame = H
Duration = 3
Action = A_Boss1Chase
Var1 = 1
Var2 = 0
Next = S_FEBO_CHASSE3

State S_FEBO_CHASSE3
SpriteName = FEBO
SpriteFrame = I
Duration = 3
Action = A_Boss1Chase
Var1 = 1
Var2 = 0
Next = S_FEBO_CHASSE4

State S_FEBO_CHASSE4
SpriteName = FEBO
SpriteFrame = J
Duration = 3
Action = A_Boss1Chase
Var1 = 1
Var2 = 0
Next = S_FEBO_CHASSE1

#-----------------------------
#Attack melle
#-----------------------------
State S_FEBO_MELLE1
SpriteName = FEBO
SpriteFrame = D
Duration = 8
Action = None
Var1 = 0
Var2 = 0
Next = S_FEBO_MELLE2

State S_FEBO_MELLE2
SpriteName = FEBO
SpriteFrame = E
Duration = 20
Action = A_FireShot
Var1 = MT_SINK
Var2 = 0
Next = S_FEBO_JUMP

#-----------------------------
#Attack Distance
#-----------------------------
State S_FEBO_DIS1
SpriteName = FEBO
SpriteFrame = D
Duration = 8
Action = None
Var1 = 0
Var2 = 0
Next = S_FEBO_DIS2

State S_FEBO_DIS2
SpriteName = FEBO
SpriteFrame = E
Duration = 20
Action = A_FireShot
Var1 = MT_SAW1
Var2 = 0
Next = S_FEBO_JUMP2

#-----------------------------
#Spamm jump banana After Attack Distance
#-----------------------------
State S_FEBO_JUMP2
SpriteName = FEBO
SpriteFrame = B
Duration = 12
Action = A_BunnyHop
Var1 = 18
Var2 = 20
Next = S_FEBO_JUMP3

State S_FEBO_JUMP3
SpriteName = FEBO
SpriteFrame = C
Duration = 12
Action = None
Var1 = 15
Var2 = 20
Next = S_FEBO_JUMP4

State S_FEBO_JUMP4
SpriteName = FEBO
SpriteFrame = D
Duration = 5
Action = None
Var1 = 0
Var2 = 0
Next = S_FEBO_JUMP5

State S_FEBO_JUMP5
SpriteName = FEBO
SpriteFrame = E
Duration = 5
Action = A_FireShot
Var1 = MT_SINK
Var2 = 20
Next = S_FEBO_JUMP6

State S_FEBO_JUMP6
SpriteName = FEBO
SpriteFrame = E
Duration = 5
Action = A_FireShot
Var1 = MT_SINK
Var2 = 8
Next = S_FEBO_JUMP7

State S_FEBO_JUMP7
SpriteName = FEBO
SpriteFrame = C
Duration = 12
Action = A_FireShot
Var1 = MT_SINK
Var2 = 0
Next = S_FEBO_JUMP8

State S_FEBO_JUMP8
SpriteName = FEBO
SpriteFrame = B
Duration = 20
Action = A_BunnyHop
Var1 = 20
Var2 = 60
Next = S_FEBO_JUMP9

State S_FEBO_JUMP9
SpriteName = FEBO
SpriteFrame = C
Duration = 20
Action = A_Thrust
Var1 = 0
Var2 = 1
Next = S_FEBO_JUMP10

State S_FEBO_JUMP10
SpriteName = FEBO
SpriteFrame = D
Duration = 5
Action = None
Var1 = 0
Var2 = 0
Next = S_FEBO_JUMP11

State S_FEBO_JUMP11
SpriteName = FEBO
SpriteFrame = E
Duration = 10
Action = A_FireShot
Var1 = MT_SAW2
Var2 = 0
Next = S_FEBO_CHARGE1





Object MT_FETUSBOSS
#$Name Meat Boy FETUS BOSS
#$Sprite FEBOA1
#$Category Enemies
MAPTHINGNUM = 3671
SPAWNSTATE = S_FEBO_IDLE
SEESTATE = S_FEBO_CHASSE1
SEESOUND = sfx_intro
MELEESTATE = S_FEBO_MELLE1
MISSILESTATE = S_FEBO_DIS1
ATTACKSOUND = sfx_piface
DEATHSTATE = S_EBARREL18
DEATHSOUND = sfx_fetd
SPAWNHEALTH = 5000
REACTIONTIME = 15
SPEED = 25
RADIUS = 50*FRACUNIT
HEIGHT = 50*FRACUNIT
MASS = 50
DAMAGE = 1000
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
