FREESLOT
S_TRAP
S_TRAPPOWER1
S_TRAPPOWER2
S_TRAPPOWER3
S_TRAPPOWER4

#Arid Canyon's boss (my edition):
Object MT_EGGCANYON
MapThingNum = 2700
SpawnState = S_ECSTND
SpawnHealth = 10
SeeState = S_ECSTND1
SeeSound = sfx_none
ReactionTime = 32
AttackSound = sfx_none
PainState = S_ECPAIN1
PainChance = 20
PainSound = sfx_dmpain
MeleeState = S_ECSHOOT1
MissileState = S_ECTRAP1
DeathState = S_ECDIE1
DeathSound = sfx_cybdth
XDeathState = S_21EGGMOBILE4_FLEE1
Speed = 5
Radius = 24*FRACUNIT
Height = 56*FRACUNIT
Mass = 100
Damage = 5
ActiveSound = sfx_telept
RaiseState = S_ECSHUTDOWN1
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS

Thing MT_TRAP
MapThingNum = -1
spawnstate = S_TRAP
SeeState = S_TRAPPOWER1
SeeSound = sfx_none
AttackSound = sfx_none
PainState = S_NULL
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_POP1
XDeathState = S_NULL
DeathSound = sfx_pop
ActiveSound = sfx_bnce2
RaiseState = S_NULL
SpawnHealth = 1
ReactionTime = 32
PainChance = 0
Speed = 5
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_SPECIAL|MF_ENEMY|MF_SHOOTABLE

State S_TRAP
spritename = MNPL
spriteframe = A
action A_Look
duration = 5
next = S_TRAP
Var1 = 0
Var2 = 0

state S_TRAPPOWER1
spritename = MNPL
spriteframe = A
action A_BunnyHop
duration = 18
next = S_TRAPPOWER2
Var1 = 5
Var2 = 15

state S_TRAPPOWER2
spritename = MNPL
spriteframe = A
action A_SkullAttack
duration = 5
next = S_TRAPPOWER3
Var1 = 0
Var2 = 1

state S_TRAPPOWER3
spritename = MNPL
spriteframe = A
action A_FindTarget
duration = 5
next = S_TRAPPOWER4
Var1 = 0
Var2 = 0

state S_TRAPPOWER4
spritename = MNPL
spriteframe = A
action A_BunnyHop
duration = 18
next = S_TRAPPOWER1
Var1 = 5
Var2 = 15
#