FREESLOT
S_LEMON
SPR_BUST
sfx_buster
SPR_CHBU
MT_CHARGEBUSTER
S_CHARGEBUSTER1
S_CHARGEBUSTER2
S_CHARGEBUSTER3
S_CHARGEBUSTER4
S_CHARGEBUSTERDIE1
S_CHARGEBUSTERDIE2
S_CHARGEBUSTERDIE3
sfx_cbustr
SPR_MEGM
SPR_MEGR
SPR_HTFX
SPR_MMFX
S_MEGAMAN_STND
S_MEGAMAN_WAIT
S_MEGAMAN_CHOOSE
S_MEGAMAN_CHOOSE1
S_MEGAMAN_CHOOSE2
S_MEGAMAN_CHOOSE3
S_MEGAMAN_CHOOSE4
S_MEGAMAN_CHOOSE5
S_MEGAMAN_MOVE
S_MEGAMAN_MOVE2
S_MEGAMAN_MOVE3
S_MEGAMAN_MOVE4
S_MEGAMAN_SHOOT
S_MEGAMAN_SHOOT2
S_MEGAMAN_SHOOT3
S_MEGAMAN_CHARGE
S_MEGAMAN_CHARGESHOOT
S_MEGAMAN_JUMP
S_MEGAMAN_JUMPSHOOT
S_MEGAMAN_JUMPSHOOT2
S_MEGAMAN_JUMPSHOOT3
S_MEGAMAN_JUMPSHOOT4
S_MEGAMAN_SLIDE
S_MEGAMAN_PAIN
S_MEGAMAN_DEAD
S_MEGAMAN_SCREAM
S_MEGAMAN_FACE
S_MEGAMAN_DEAD2
S_MEGAMAN_EXPLODE
S_HURTGRAPHIC
S_DIEGRAPHIC1
S_DIEGRAPHIC2
S_DIEGRAPHIC3
S_DIEGRAPHIC4
sfx_megaht
sfx_megsld
sfx_megald

Object MT_LEMON
MapThingNum = -1
SpawnState = S_LEMON
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_buster
ReactionTime = 1
AttackSound = sfx_none
PainState = S_NULL
PainChance = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_none
XDeathState = S_NULL
Speed = 20*FRACUNIT
Radius = 2*FRACUNIT
Height = 2*FRACUNIT
Mass = 100
Damage = 10000
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

State S_LEMON
SpriteName = SPR_BUST
SpriteFrame = A
Duration = -1
Next = S_LEMON
Action None

Object MT_CHARGEBUSTER
MapThingNum = -1
SpawnState = S_CHARGEBUSTER1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_cbustr
ReactionTime = 1
AttackSound = sfx_none
PainState = S_NULL
PainChance = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_CHARGEBUSTERDIE1
DeathSound = sfx_none
XDeathState = S_NULL
Speed = 25*FRACUNIT
Radius = 5*FRACUNIT
Height = 5*FRACUNIT
Mass = 100
Damage = 10000
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

State S_CHARGEBUSTER1
SpriteName = SPR_CHBU
SpriteFrame = A
Duration = 5
Next = S_CHARGEBUSTER2
Action None

State S_CHARGEBUSTER2
SpriteName = SPR_CHBU
SpriteFrame = B
Duration = 5
Next = S_CHARGEBUSTER3
Action None

State S_CHARGEBUSTER3
SpriteName = SPR_CHBU
SpriteFrame = C
Duration = 5
Next = S_CHARGEBUSTER4
Action None

State S_CHARGEBUSTER4
SpriteName = SPR_CHBU
SpriteFrame = D
Duration = 5
Next = S_CHARGEBUSTER1
Action None

State S_CHARGEBUSTERDIE1
SpriteName = SPR_CHBU
SpriteFrame = E
Duration = 2
Next = S_CHARGEBUSTERDIE2
Action None

State S_CHARGEBUSTERDIE2
SpriteName = SPR_CHBU
SpriteFrame = F
Duration = 2
Next = S_CHARGEBUSTERDIE3
Action None

State S_CHARGEBUSTERDIE3
SpriteName = SPR_CHBU
SpriteFrame = G
Duration = 2
Next = S_NULL
Action None

Object MT_MEGAMAN
MapThingNum = 1924
#$Name Megaman
#$Sprite MEGMA1
SpawnState = S_MEGAMAN_STND
SpawnHealth = 10
SeeState = S_MEGAMAN_CHOOSE
SeeSound = sfx_None
ReactionTime = 7
AttackSound = sfx_none
PainState = S_MEGAMAN_PAIN
PainChance = S_NULL
PainSound = sfx_megaht
MeleeState = S_MEGAMAN_CHOOSE1
MissileState = S_MEGAMAN_CHOOSE1
DeathState = S_MEGAMAN_DEAD
DeathSound = sfx_megaht
XDeathState = S_MEGAMAN_EXPLODE
Speed = 5
Radius = 8*FRACUNIT
Height = 28*FRACUNIT
Mass = 100
Damage = 0
ActiveSound = sfx_none
RaiseState = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS

State S_MEGAMAN_STND
SpriteName = MEGM
SpriteFrame = A
Duration = 1
Next = S_MEGAMAN_STND
Action A_Look

State S_MEGAMAN_CHOOSE
SpriteName = MEGM
SpriteFrame = A
Duration = 2
Next = S_MEGAMAN_CHOOSE
Action A_RandomState
Var1 = S_MEGAMAN_MOVE
Var2 = S_MEGAMAN_WAIT

State S_MEGAMAN_WAIT
SpriteName = MEGM
SpriteFrame = A
Duration = 17
Next = S_MEGAMAN_CHOOSE3

State S_MEGAMAN_CHOOSE1
SpriteName = MEGM
SpriteFrame = A
Duration = 1
Next = S_MEGAMAN_CHOOSE1
Action A_RandomState
Var1 = S_MEGAMAN_JUMP
Var2 = S_MEGAMAN_CHOOSE2

State S_MEGAMAN_CHOOSE2
SpriteName = MEGM
SpriteFrame = A
Duration = 1
Next = S_MEGAMAN_CHOOSE2
Action A_RandomState
Var1 = S_MEGAMAN_JUMPSHOOT
Var2 = S_MEGAMAN_CHOOSE5

State S_MEGAMAN_CHOOSE3
SpriteName = MEGM
SpriteFrame = A
Duration = 1
Next = S_MEGAMAN_CHOOSE3
Action A_RandomState
Var1 = S_MEGAMAN_CHARGE
Var2 = S_MEGAMAN_CHOOSE4

State S_MEGAMAN_CHOOSE4
SpriteName = MEGM
SpriteFrame = A
Duration = 1
Next = S_MEGAMAN_CHOOSE4
Action A_RandomState
Var1 = S_MEGAMAN_SHOOT
Var2 = S_MEGAMAN_CHOOSE5

State S_MEGAMAN_CHOOSE5
SpriteName = MEGM
SpriteFrame = A
Duration = 1
Next = S_MEGAMAN_CHOOSE5
Action A_RandomState
Var1 = S_MEGAMAN_CHOOSE
Var2 = S_MEGAMAN_SLIDE

State S_MEGAMAN_MOVE
SpriteName = MEGR
SpriteFrame = A|FF_ANIMATE
Duration = -1
Next = S_MEGAMAN_MOVE
Var1 = 3
Var2 = 3

State S_MEGAMAN_MOVE2
SpriteName = MEGM
SpriteFrame = I
Duration = 2
Next = S_MEGAMAN_MOVE3
Action A_Chase

State S_MEGAMAN_MOVE3
SpriteName = MEGM
SpriteFrame = J
Duration = 2
Next = S_MEGAMAN_MOVE4
Action A_Chase

State S_MEGAMAN_MOVE4
SpriteName = MEGM
SpriteFrame = K
Duration = 2
Next = S_MEGAMAN_MOVE
Action A_Chase

State S_MEGAMAN_SHOOT
SpriteName = MEGM
SpriteFrame = B
Duration = 31
Next = S_MEGAMAN_STND

State S_MEGAMAN_CHARGE
SpriteName = MEGM
SpriteFrame = C
Duration = 35
Next = S_MEGAMAN_CHARGESHOOT
Action A_PlaySound
Var1 = sfx_cbusch
Var2 = 1

State S_MEGAMAN_CHARGESHOOT
SpriteName = MEGM
SpriteFrame = B
Duration = 35
Next = S_MEGAMAN_STND
Action A_FireShot
Var1 = MT_CHARGEBUSTER
Var2 = -35

State S_MEGAMAN_SLIDE
SpriteName = MEGM
SpriteFrame = F
Duration = 20
Next = S_MEGAMAN_STND
Action A_Thrust
Var1 = 20
Var2 = 1

State S_MEGAMAN_JUMP
SpriteName = MEGM
SpriteFrame = E
Duration = -1
Next = S_MEGAMAN_STND

State S_MEGAMAN_JUMPSHOOT
SpriteName = MEGM
SpriteFrame = D
Duration = 2
Next = S_MEGAMAN_JUMPSHOOT2

State S_MEGAMAN_JUMPSHOOT2
SpriteName = MEGM
SpriteFrame = D
Duration = 10
Next = S_MEGAMAN_JUMPSHOOT3
Action A_FireShot
Var1 = MT_LEMON
Var2 = -35

State S_MEGAMAN_JUMPSHOOT3
SpriteName = MEGM
SpriteFrame = D
Duration = 10
Next = S_MEGAMAN_JUMPSHOOT4
Action A_FireShot
Var1 = MT_LEMON
Var2 = -35

State S_MEGAMAN_JUMPSHOOT4
SpriteName = MEGM
SpriteFrame = D
Duration = -1
Next = S_MEGAMAN_JUMP
Action A_FireShot
Var1 = MT_LEMON
Var2 = -35

State S_MEGAMAN_PAIN
SpriteName = MEGM
SpriteFrame = G
Duration = 17
Next = S_MEGAMAN_STND
Action A_Pain

State S_MEGAMAN_DEAD
SpriteName = MEGM
SpriteFrame = G
Duration = 20
Next = S_NULL

State S_MEGAMAN_EXPLODE
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_NULL
Action A_MegaManDeath

Thing MT_MEGAMANHURTSTUFF
MapThingNum = -1
spawnstate = S_HURTGRAPHIC
DeathState = S_NULL
Radius = 5*FRACUNIT
Height = 5*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY

State S_HURTGRAPHIC
SpriteName = SPR_HTFX
SpriteFrame = A
Duration = 5
Next = S_NULL
Action None

Thing MT_MEGAMANDIESTUFF
MapThingNum = -1
spawnstate = S_DIEGRAPHIC1
DeathState = S_NULL
Radius = 5*FRACUNIT
Height = 5*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY

State S_DIEGRAPHIC1
SpriteName = SPR_MMFX
SpriteFrame = FF_ANIMATE|A
Duration = 1
Next = S_DIEGRAPHIC1
Var1 = 3
Var2 = 3

Cutscene 3
NumScenes 1
Scene 1
NumberOfPics = 8
Pic1Name = MEGMCUT1
Pic1Duration = 35
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = MEGMCUT2
Pic2Duration = 10
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = MEGMCUT1
Pic3Duration = 10
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = MEGMCUT3
Pic4Duration = 10
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = MEGMCUT4
Pic5Duration = 5
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = MEGMCUT3
Pic6Duration = 5
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = MEGMCUT4
Pic7Duration = 5
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = MEGMCUT2
Pic8Duration = 140
Pic8XCoord = 0
Pic8YCoord = 0
Music = MM2SEL
TextXPos = 60
TextYPos = 35
SceneText = \A7
                  MEGAMAN\D2





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