#AMT Crawla by Lat' copypasted staright from New Horizons r1.5
#If you use that enemy, don't forget to copypaste those lines,
#because if I wasn't that gentle, I would not give it to you =)
#Anyways, just place it as thing 4020 in a map and let it be. 

FREESLOT
S_AMTLOOK
S_AMTFIRE
SPR_AMTC
S_AMTSPAWNLOOK
S_AMTSPAWN
S_AMTSPAWNLOOP
S_AMTSPAWNSTOP

Thing MT_AMTCRAWLASPAWNER
MapThingNum = 3020
SpawnState = S_AMTSPAWNLOOK
SpawnHealth = 1000
SeeState = S_AMTSPAWNLOOP
SeeSound = sfx_none
ReactionTime = 10
AttackSound = 0
PainState = S_NULL
PainChance = 200
PainSound = sfx_wbreak
MeleeState = S_NULL
MissileState = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_wbreak
XDEATHSTATE = S_NULL
SPEED = 10
RADIUS = 1572864
HEIGHT = 2097152
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_ENEMY|MF_NOGRAVITY

STATE S_AMTSPAWNLOOK
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 1
NEXT = S_AMTSPAWNLOOK
ACTION = A_Look

STATE S_AMTSPAWNLOOP
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 175
NEXT = S_AMTSPAWN
ACTION = A_Repeat
Var1 = 1
Var2 = 0

STATE S_AMTSPAWN
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 175
NEXT = S_AMTSPAWNSTOP
ACTION = A_SpawnObjectRelative
Var1 = (0<<16)+0
Var2 = (0<<16)+MT_AMTCRAWLA

STATE S_AMTSPAWNSTOP
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 1
NEXT = S_XPLD1
Action A_Repeat
Var1 = 10
Var2 = S_AMTSPAWN

Thing MT_AMTCRAWLA
#$Name AMT Crawla
#$Sprite AMTCA1
MapThingNum = 4020
SpawnState = S_AMTLOOK
SpawnHealth = 1
SeeState = S_AMTCHASE
SeeSound = sfx_none
ReactionTime = 10
AttackSound = 0
PainState = S_NULL
PainChance = 200
PainSound = sfx_wbreak
MeleeState = S_AMTFIRE
MissileState = S_AMTFIRE
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 10
RADIUS = 1572864
HEIGHT = 2097152
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_ENEMY|MF_SHOOTABLE|MF_SPECIAL

#AMT Crawla looking for a player:

STATE S_AMTLOOK
SPRITENAME = AMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_AMTLOOK
ACTION = A_Look
VAR1 = 2500*65536
VAR2 = 0

#AMT Crawla firing at the player, chasing him and restarts the action:

STATE S_AMTFIRE
SPRITENAME = AMTC
SPRITEFRAME = A
DURATION = 1
NEXT = S_AMTCHASE
ACTION = A_FireShot
VAR1 = MT_ROCKET
VAR2 = 0

STATE S_AMTCHASE
SPRITENAME = AMTC
SPRITEFRAME = A|FF_ANIMATE
DURATION = 75
NEXT = S_AMTLOOK
ACTION None
VAR1 = 1
VAR2 = 5