FREESLOT
S_MECH_STND
S_MECH_ATTACKWAIT
S_MECH_ATTACK
S_MECH_BOUNCEREADY
S_MECH_BOUNCE
S_MECH_AIRHOLD
S_MECH_FALL
S_MECH_CHARGEDASH
S_MECH_DASH
S_MECH_DASHJUMP
S_MECH_DIE
S_MECH_HURT
S_MECH_PINCHSTART
S_MECH_PINCHSTARTSHORT
S_MECH_GOTOEMMY
S_MECH_JUMPONEMMY
S_MECH_TRANSFORM
S_MECH_TRANSFORM2
S_MECH_TRANSFORM3
S_SUPERMECH_CHASE
S_SUPERMECH_RINGSPLODE
S_SUPERMECH_PHASEOUT1
S_SUPERMECH_PHASEOUT2
S_SUPERMECH_PHASEIN1
S_SUPERMECH_PHASEIN2
S_SUPERMECH_SUPERDASH
S_SUPERMECH_STRIKE
S_SUPERMECH_FLY
S_SUPERMECH_ATTACKWAIT
S_SUPERMECH_ATTACK
S_SUPERMECH_ATTACK2
S_SUPERMECH_FLYTOEMMY
S_SUPERMECH_ENERGYBLAST
S_SUPERMECH_HOMEIN
S_SUPERMECH_READYATTACK
S_SUPERMECH_RINGSPREAD
S_SUPERMECH_UNSUPER
S_MASEMMY
SPR_MECH
SPR_SKYM
MT_ANGELISLAND
S_SHAKING
SPR_ANGL
MT_PILLAR
S_PILLAR
SPR_PILR
MT_FOUNTAIN
S_FOUNTAIN
SPR_FOUN
MT_GREENCRYSTAL
S_GREENCRYSTAL
SPR_GCRY
MT_FAKERING
MT_FAKERINGH
S_FAKERING
SPR_GRNG

Thing MT_MECHASONIC
#$Name Mecha Sonic
#$Sprite MECHA1
MapThingNum = 4024
SpawnState = S_MECH_STND
SpawnHealth = 16
SeeState = S_MECH_ATTACKWAIT
SeeSound = sfx_none
ReactionTime = 70
AttackSound = sfx_spin
PainState = S_MECH_HURT
PainChance = 200
PainSound = sfx_dmpain
MeleeState = S_SUPERMECH_PHASEOUT1
MissileState = S_SUPERMECH_RINGSPLODE
DEATHSTATE = S_MECH_DIE
DEATHSOUND = sfx_s3k6e
XDEATHSTATE = S_CYBRAKDEMONNAPALMBOMBSMALL_DIE2
Damage = 4
SPEED = 8
RADIUS = 20*FRACUNIT
HEIGHT = 56*FRACUNIT
MASS = 100
ACTIVESOUND = 0
FLAGS = MF_BOSS|MF_SHOOTABLE|MF_SPECIAL

State S_MECH_STND
SpriteName = MECH
SpriteFrame = A
Duration = 17
Next = S_MECH_STND
Action = A_Look

State S_MECH_ATTACKWAIT
SpriteName = MECH
SpriteFrame = A
Duration = 45
Next = S_MECH_ATTACK

State S_MECH_ATTACK
SpriteName = MECH
SpriteFrame = A
Duration = 1
Next = S_MECH_ATTACK
Action = A_RandomState
Var1 = S_MECH_CHARGEDASH
Var2 = S_MECH_BOUNCEREADY

State S_MECH_CHARGEDASH
SpriteName = MECH
SpriteFrame = O|FF_ANIMATE
Duration = 21
Next = S_MECH_DASH
Var1 = 1
Var2 = 3

State S_MECH_DASH
SpriteName = MECH
SpriteFrame = O|FF_ANIMATE
Duration = 31 
Next = S_MECH_DASHJUMP
Var1 = 1
Var2 = 1

State S_MECH_DASHJUMP
SpriteName = MECH
SpriteFrame = O|FF_ANIMATE
Duration = 53
Next = S_MECH_FALL
Var1 = 1
Var2 = 1

State S_MECH_FALL
SpriteName = MECH
SpriteFrame = D
Duration = -1
Next = S_MECH_STND

State S_MECH_BOUNCEREADY
SpriteName = MECH
SpriteFrame = O|FF_ANIMATE
Duration = 17
Next = S_MECH_BOUNCE
Var1 = 1
Var2 = 2

State S_MECH_BOUNCE
SpriteName = MECH
SpriteFrame = O|FF_ANIMATE
Duration = -1
Next = S_MECH_AIRHOLD
Var1 = 1
Var2 = 1

State S_MECH_AIRHOLD
SpriteName = MECH
SpriteFrame = O|FF_ANIMATE
Duration = 35
Next = S_MECH_FALL
Var1 = 1
Var2 = 1

State S_MECH_HURT
SpriteName = MECH
SpriteFrame = A
Duration = 1
Next = S_MECH_STND
Action A_Pain

State S_MECH_PINCHSTARTSHORT
SpriteName = MECH
SpriteFrame = A
Duration = 45
Next S_MECH_GOTOEMMY

State S_MECH_PINCHSTART
SpriteName = MECH
SpriteFrame = C
Duration = 140
Next S_MECH_GOTOEMMY

State S_MECH_GOTOEMMY
SpriteName = MECH
SpriteFrame = O|FF_ANIMATE
Duration = -1
Next = S_MECH_TRANSFORM
Var1 = 1
Var2 = 2

State S_MECH_JUMPONEMMY
SpriteName = MECH
SpriteFrame = O|FF_ANIMATE
Duration = 60
Next = S_MECH_TRANSFORM
Var1 = 1
Var2 = 2

State S_MECH_TRANSFORM
SpriteName = MECH
SpriteFrame = E
Duration = 17
Next = S_MECH_TRANSFORM2

State S_MECH_TRANSFORM2
SpriteName = MECH
SpriteFrame = F
Duration = 35
Next = S_MECH_TRANSFORM3
Action A_PlaySound
Var1 = sfx_s3k9f
Var2 = 1

State S_MECH_TRANSFORM3
SpriteName = MECH
SpriteFrame = G
Duration = 35
Next = S_SUPERMECH_FLY

State S_SUPERMECH_FLY
SpriteName = MECH
SpriteFrame = K|FF_ANIMATE
Duration = -1
Next = S_SUPERMECH_FLY
Var1 = 1
Var2 = 2

State S_SUPERMECH_ATTACKWAIT
SpriteName = MECH
SpriteFrame = H
Duration = 35
Next = S_SUPERMECH_ATTACK
Var1 = 1
Var2 = 2

State S_SUPERMECH_ATTACK
SpriteName = MECH
SpriteFrame = I
Duration = 35
Next = S_SUPERMECH_ATTACK
Action A_RandomState
Var1 = S_SUPERMECH_SUPERDASH
Var2 = S_SUPERMECH_ATTACK2

State S_SUPERMECH_ATTACK2
SpriteName = MECH
SpriteFrame = I
Duration = 35
Next = S_SUPERMECH_ATTACK2
Action A_RandomState
Var1 = S_SUPERMECH_ENERGYBLAST
Var2 = S_SUPERMECH_HOMEIN

State S_SUPERMECH_SUPERDASH
SpriteName = MECH
SpriteFrame = M|FF_ANIMATE
Duration = 105
Next = S_SUPERMECH_STRIKE
Var1 = 1
Var2 = 1

State S_SUPERMECH_STRIKE
SpriteName = MECH
SpriteFrame = M|FF_ANIMATE
Duration = 70
Next = S_SUPERMECH_FLYTOEMMY
Var1 = 1
Var2 = 1

State S_SUPERMECH_FLYTOEMMY
SpriteName = MECH
SpriteFrame = K|FF_ANIMATE
Duration = -1
Var1 = 1
Var2 = 2

State S_SUPERMECH_ENERGYBLAST
SpriteName = MECH
SpriteFrame = H
Duration = 70
Next = S_SUPERMECH_UNSUPER

State S_SUPERMECH_UNSUPER
SpriteName = MECH
SpriteFrame = F
Duration = 35
Next = S_MECH_FALL
Action A_PlaySound
Var1 = sfx_s3k85
Var2 = 1

State S_SUPERMECH_HOMEIN
SpriteName = MECH
SpriteFrame = K|FF_ANIMATE
Duration = 70
Next = S_SUPERMECH_READYATTACK
Var1 = 1
Var2 = 2

State S_SUPERMECH_READYATTACK
SpriteName = MECH
SpriteFrame = I
Duration = 35
Next = S_SUPERMECH_RINGSPREAD

State S_SUPERMECH_RINGSPREAD
SpriteName = MECH
SpriteFrame = F
Duration = 70
Next = S_SUPERMECH_UNSUPER

State S_SUPERMECH_CHASE
SpriteName = MECH
SpriteFrame = H
Duration = -1
Next = S_SUPERMECH_CHASE

State S_SUPERMECH_PHASEOUT1
SpriteName = MECH
SpriteFrame = J
Duration = 5
Next = S_SUPERMECH_PHASEOUT2

State S_SUPERMECH_PHASEOUT2
SpriteName = MECH
SpriteFrame = B
Duration = -1
Next = S_SUPERMECH_PHASEIN1

State S_SUPERMECH_PHASEIN1
SpriteName = MECH
SpriteFrame = J
Duration = 5
Next = S_SUPERMECH_PHASEIN2

State S_SUPERMECH_PHASEIN2
SpriteName = MECH
SpriteFrame = H
Duration = 17
Next = S_SUPERMECH_CHASE

State S_SUPERMECH_RINGSPLODE
SpriteName = MECH
SpriteFrame = I
Duration = 35
Next = S_SUPERMECH_CHASE

State S_MECH_DIE
SpriteName = MECH
SpriteFrame = C
Duration = 105
Next = S_NULL

#:O The Master Emerald!
Object MT_MSMASTEREMERALD
#$Name Master Emerald (Sky Sanctuary)
#$Sprite SKYMA0
MapThingNum = 1495
SpawnState = S_MASEMMY
SpawnHealth = 1000
SeeState = S_MASEMMY
SeeSound = sfx_None
ReactionTime = 0
DeathState = S_NULL
Radius = 30*FRACUNIT
Height = 90*FRACUNIT
Mass = 100
Flags = MF_SCENERY|MF_SOLID

State S_MASEMMY
SpriteName = SKYM
SpriteFrame = A
Duration = -1
Next = MASEMMY

#Angel Island in the distance...
#Sprites by SupaChao
#http://www.sonicgalaxy.net/img/sprites/gen/sak/angelisland.png
Object MT_ANGELISLAND
#$Name Angel Island (Shaking)
#$Sprite ANGLG0
MapThingNum = 3546
SpawnState = S_SHAKING
SpawnHealth = 1000
SeeState = S_SHAKING
SeeSound = sfx_None
ReactionTime = 0
DeathState = S_NULL
Radius = 60*FRACUNIT
Height = 60*FRACUNIT
Mass = 100
Flags = MF_SCENERY|MF_NOGRAVITY

State S_SHAKING
SpriteName = ANGL
SpriteFrame = A|FF_ANIMATE
Duration = -1
Next = S_SHAKING
Var1 = 23
Var2 = 10

Object MT_FOUNTAIN
#$Name Sky Sanctuary Fountain
#$Sprite FOUNA0
MapThingNum = 3547
SpawnState = S_FOUNTAIN
SpawnHealth = 1000
SeeState = S_FOUNTAIN
SeeSound = sfx_None
ReactionTime = 0
DeathState = S_NULL
Radius = 20*FRACUNIT
Height = 75*FRACUNIT
Mass = 100
Flags = MF_SCENERY|MF_SOLID

State S_FOUNTAIN
SpriteName = FOUN
SpriteFrame = A|FF_ANIMATE
Duration = -1
Next = S_FOUNTAIN
Var1 = 3
Var2 = 2


Object MT_PILLAR
#$Name Sky Sanctuary Pillar
#$Sprite PILRA0
MapThingNum = 3548
SpawnState = S_PILLAR
SpawnHealth = 1000
SeeState = S_PILLAR
SeeSound = sfx_None
ReactionTime = 0
DeathState = S_NULL
Radius = 20*FRACUNIT
Height = 120*FRACUNIT
Mass = 100
Flags = MF_SCENERY|MF_SOLID

State S_PILLAR
SpriteName = PILR
SpriteFrame = A
Duration = -1
Next = S_PILLAR

Object MT_FAKERING
mapthingnum = -1
SpawnState = S_FAKERING
DeathState = S_XPLD1
Speed = 60*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_FAKERING
SpriteName = GRNG
SpriteFrame = A
Duration = -1
Next = S_FAKERING

Object MT_FAKERINGH
mapthingnum = -1
SpawnState = S_FAKERING
DeathState = S_XPLD1
Speed = 10*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE

State S_FAKERING
SpriteName = GRNG
SpriteFrame = A
Duration = -1
Next = S_FAKERING

Object MT_GREENCRYSTAL
#$Name Green Crystal
#$Sprite GCRYA0
MapThingNum = 3549
SpawnState = S_GREENCRYSTAL
SpawnHealth = 1000
SeeState = S_GREENCRYSTAL
SeeSound = sfx_None
ReactionTime = 0
DeathState = S_NULL
Radius = 8*FRACUNIT
Height = 16*FRACUNIT
Mass = 4
Flags = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_GREENCRYSTAL
SpriteName = GCRY
SpriteFrame = A
Duration = -1
Next = S_GREENCRYSTAL