FREESLOT
MT_PHANTOMRUBY
S_PHANTOMRUBY
SPR_PHNT
MT_CCORB
S_CCORB1
S_CCORB2
S_CCORB3
S_CCORB4
S_CCORB5
S_CCORB6
S_CCORB7
S_CCORB8
S_CCORB9
S_CCORB10
S_CCORB11
S_CCORB12
S_CCORB13
S_CCORB14
S_CCORB15
S_CCORB16
SPR_WHIT
MT_METALKNUX
S_METALKNUX_GOINGDOWN
S_METALKNUX_FIRSTATTACK
S_METALKNUX_REALLYGOINGDOWN1
S_METALKNUX_REALLYGOINGDOWN2
S_METALKNUX_REALLYGOINGDOWN3
SPR_METK
MT_METALKNUXROCKET1
MT_METALKNUXROCKET2
MT_METALKNUXBULLET
S_METALKNUXROCKET1
S_METALKNUXROCKET2
S_METALKNUXBULLET1
S_METALKNUXBULLET2
S_METALKNUXBULLET3
S_METALKNUXBULLET4
SPR_MRCT
SPR_METB

#Oops... Spoilers... OH WELL...
Thing MT_PHANTOMRUBY
#$Name Phantom Ruby
#$Sprite PHNTA0
MAPTHINGNUM = 2510
SPAWNSTATE = S_PHANTOMRUBY
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = S_PHANTOMRUBY
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = S_PHANTOMRUBY
MISSILESTATE = S_PHANTOMRUBY
DEATHSTATE = S_PHANTOMRUBY
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 40*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_PHANTOMRUBY
FLAGS = MF_GRENADEBOUNCE|MF_PUSHABLE

FRAME S_PHANTOMRUBY
SPRITENAME = SPR_PHNT
SPRITEFRAME = A
DURATION = -1
NEXT = S_PHANTOMRUBY
ACTION None
#

Thing MT_CCORB
SpawnState = S_CCORB1
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
ActiveSound = sfx_None
RaiseState = S_NULL
SpawnHealth = 1000
ReactionTime = 8
PainChance = 0
Speed = 8
Radius = 24*FRACUNIT
Height = 64*FRACUNIT
Mass = 16
Damage = 0
Flags = MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_FLOAT|MF_NOBLOCKMAP|MF_NOCLIP

FRAME S_CCORB1
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB2

FRAME S_CCORB2
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB3

FRAME S_CCORB3
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB4

FRAME S_CCORB4
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB5

FRAME S_CCORB5
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB6

FRAME S_CCORB6
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB7

FRAME S_CCORB7
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB8

FRAME S_CCORB8
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB9

FRAME S_CCORB9
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB10

FRAME S_CCORB10
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB11

FRAME S_CCORB11
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB12

FRAME S_CCORB12
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB13

FRAME S_CCORB13
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB14

FRAME S_CCORB14
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB15

FRAME S_CCORB15
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB16

FRAME S_CCORB16
SPRITENAME = SPR_WHIT
SPRITEFRAME = A|TR_TRANS30
DURATION = 2
NEXT = S_CCORB1
#

FREESLOT
S_METALKNUX_GOBACK1
S_METALKNUX_GOBACK2
S_METALKNUX_READY
S_METALKNUX_READY2
S_METALKNUX_ATTACK0
S_METALKNUX_ATTACK1
S_METALKNUX_ATTACK2
S_METALKNUX_GLIDE1
S_METALKNUX_GLIDE2
S_METALKNUX_GLIDE3
S_METALKNUX_GLIDE4
S_METALKNUX_GLIDE5
S_METALKNUX_GODOWN
S_METALKNUX_SHOOT1
S_METALKNUX_SHOOT2
S_METALKNUX_SHOOT3
S_METALKNUX_SHOOT4
S_METALKNUX_SHOOT5
S_METALKNUX_STUNNED1
S_METALKNUX_STUNNED2
S_METALKNUX_PAIN
S_METALKNUX_SHADOW1
S_METALKNUX_SHADOW2
S_METALKNUX_DEATH1
S_METALKNUX_DEATH2
S_METALKNUX_DEATH3
S_METALKNUX_DEATH4
S_METALKNUX_DEATH5
S_METALKNUX_DEATH6
S_METALKNUX_DEATH7
S_METALKNUX_DEATH8
S_METALKNUX_DEATH9
S_METALKNUX_DEATH10
S_METALKNUX_DEATH11
S_METALKNUX_DEATH12
S_METALKNUX_DEATH13
S_METALKNUX_DEATH14
S_METALKNUX_DEATH15
S_METALKNUX_DEATH16
SPR_METS
SPR_SMET

#Metal Knuckles.
Object MT_METALKNUX
#$Name Metal Knuckles
#$Sprite METKA1
MapThingNum = 2514
SpawnState = S_METALKNUX_GOINGDOWN
SpawnHealth = 8
SeeState = S_METALKNUX_GOINGDOWN
SeeSound = sfx_none
ReactionTime = 10
AttackSound = sfx_none
PainState = S_METALKNUX_PAIN
PainChance = MT_THOK
PainSound = sfx_dmpain
MeleeState = 0
MissileState = 0
DeathState = S_METALKNUX_DEATH1
DeathSound = sfx_cybdth
XDeathState = S_METALKNUX_DEATH1
Speed = 10
Radius = 24*FRACUNIT
Height = 50*FRACUNIT
Mass = sfx_None
Damage = 0
ActiveSound = sfx_none
RaiseState = 0
Flags = MF_SPECIAL|MF_BOSS|MF_FLOAT|MF_NOGRAVITY

State S_METALKNUX_GOINGDOWN
SpriteName = METK
SpriteFrame = A
Duration = 1
Next = S_METALKNUX_GOINGDOWN
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_METALKNUX_FIRSTATTACK
SpriteName = NULL
SpriteFrame = A
Duration = 400
Next = S_METALKNUX_REALLYGOINGDOWN1
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_METALKNUX_REALLYGOINGDOWN1
SpriteName = METK
SpriteFrame = B
Duration = 50
Next = S_METALKNUX_REALLYGOINGDOWN2
Action = A_ZThrust
Var1 = -12
Var2 = 1|1

State S_METALKNUX_REALLYGOINGDOWN2
SpriteName = METK
SpriteFrame = A
Duration = 30
Next = S_METALKNUX_REALLYGOINGDOWN3
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_METALKNUX_REALLYGOINGDOWN3
SpriteName = METK
SpriteFrame = A
Duration = 1
Next = S_METALKNUX_REALLYGOINGDOWN3
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_METALKNUX_GOBACK1
SpriteName = METK
SpriteFrame = V
Duration = 1
Next = S_METALKNUX_GOBACK2
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_METALKNUX_GOBACK2
SpriteName = METK
SpriteFrame = V
Duration = 100
Next = S_METALKNUX_READY
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_METALKNUX_READY
SpriteName = METK
SpriteFrame = F
Duration = 75
Next = S_METALKNUX_READY2
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_METALKNUX_READY2
SpriteName = METK
SpriteFrame = F
Duration = 1
Next = S_METALKNUX_READY2
Action = None
Var1 = 0
Var2 = 0

State S_METALKNUX_ATTACK0
SpriteName = METK
SpriteFrame = V
Duration = 5
Next = S_METALKNUX_ATTACK1
Action = A_SetObjectFlags
Var1 = MF_SPECIAL|MF_BOSS|MF_FLOAT|MF_NOGRAVITY
Var2 = 0

State S_METALKNUX_ATTACK1
SpriteName = METK
SpriteFrame = Q
Duration = 1
Next = S_METALKNUX_ATTACK2
Action = A_SetObjectFlags
Var1 = MF_SPECIAL|MF_PAIN|MF_BOSS|MF_FLOAT|MF_NOGRAVITY
Var2 = 0

State S_METALKNUX_ATTACK2
SpriteName = METK
SpriteFrame = Q
Duration = 100
Next = S_METALKNUX_READY
Action = None
Var1 = 0
Var2 = 0

State S_METALKNUX_GLIDE1
SpriteName = METK
SpriteFrame = L|FF_ANIMATE
Duration = 1
Next = S_METALKNUX_GLIDE2
Action = A_FaceTarget
Var1 = 3
Var2 = 1

State S_METALKNUX_GLIDE2
SpriteName = METK
SpriteFrame = L|FF_ANIMATE
Duration = 20
Next = S_METALKNUX_GLIDE3
Action = A_FaceTarget
Var1 = 3
Var2 = 1

State S_METALKNUX_GLIDE3
SpriteName = METK
SpriteFrame = L|FF_ANIMATE
Duration = 30
Next = S_METALKNUX_GLIDE5
Action = A_ForceStop
Var1 = 3
Var2 = 1

State S_METALKNUX_GLIDE5
SpriteName = METK
SpriteFrame = V
Duration = 1
Next = S_METALKNUX_GLIDE4
Action = A_BossZoom
Var1 = 0
Var2 = 0

State S_METALKNUX_GLIDE4
SpriteName = METK
SpriteFrame = V
Duration = 1
Next = S_METALKNUX_GLIDE4
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_METALKNUX_GODOWN
SpriteName = METK
SpriteFrame = U
Duration = 1
Next = S_METALKNUX_GODOWN
Action = None
Var1 = 0
Var2 = 0

State S_METALKNUX_SHOOT1
SpriteName = METK
SpriteFrame = V
Duration = 150
Next = S_METALKNUX_GOBACK1
Action = None
Var1 = 0
Var2 = 0

State S_METALKNUX_STUNNED1
SpriteName = METK
SpriteFrame = U
Duration = 1
Next = S_METALKNUX_STUNNED1
Action = None
Var1 = 0
Var2 = 0

State S_METALKNUX_STUNNED2
SpriteName = METK
SpriteFrame = T
Duration = 50
Next = S_METALKNUX_REALLYGOINGDOWN2
Action = None
Var1 = 0
Var2 = 0

State S_METALKNUX_PAIN
SpriteName = METK
SpriteFrame = 32|FF_ANIMATE
Duration = 30
Next = S_METALKNUX_GOINGDOWN
Action = A_Pain
Var1 = 1
Var2 = 1

State S_METALKNUX_SHADOW1
SpriteName = SMET
SpriteFrame = A
Duration = 1
Next = S_METALKNUX_SHADOW1
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_METALKNUX_SHADOW2
SpriteName = SMET
SpriteFrame = B
Duration = 1
Next = S_METALKNUX_SHADOW2
Action = A_FaceTarget
Var1 = 0
Var2 = 0


State S_METALKNUX_DEATH1
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH2
Action = A_Fall
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH2
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH3
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH3
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH4
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH4
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH5
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH5
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH6
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH6
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH7
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH7
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH8
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH8
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH9
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH9
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH10
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH10
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH11
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH11
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH12
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH12
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH13
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH13
SpriteName = METK
SpriteFrame = T
Duration = 8
Next = S_METALKNUX_DEATH14
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH14
SpriteName = METK
SpriteFrame = P
Duration = 50
Next = S_METALKNUX_DEATH15
Action = A_ZThrust
Var1 = 10
Var2 = 1|1

State S_METALKNUX_DEATH15
SpriteName = METK
SpriteFrame = P
Duration = 1
Next = S_METALKNUX_DEATH16
Action = A_GhostMe
Var1 = 0
Var2 = 0

State S_METALKNUX_DEATH16
SpriteName = METK
SpriteFrame = T
Duration = 1
Next = S_METALKNUX_DEATH16
Action = A_ForceStop
Var1 = 0
Var2 = 0

#Metal Knuckles Rocket 1.
Object MT_METALKNUXROCKET1
#$Name Metal Knuckles Rocket 1
#$Sprite MRCTA0
MapThingNum = -1
SpawnState = S_METALKNUXROCKET1
SpawnHealth = 1
SeeState = S_METALKNUXROCKET1
SeeSound = sfx_none
ReactionTime = 10
AttackSound = sfx_none
PainState = S_XPLD1
PainChance = 0
PainSound = sfx_dmpain
MeleeState = 0
MissileState = 0
DeathState = S_XPLD1
DeathSound = sfx_cybdth
XDeathState = 0
Speed = 0
Radius = 20*FRACUNIT
Height = 40*FRACUNIT
Mass = sfx_None
Damage = 5
ActiveSound = sfx_telept
RaiseState = 0
Flags = MF_SPECIAL|MF_MISSILE

State S_METALKNUXROCKET1
SpriteName = MRCT
SpriteFrame = A
Duration = 1
Next = S_METALKNUXROCKET1
Action = None
Var1 = 0
Var2 = 0

#Metal Knuckles Rocket 2.
Object MT_METALKNUXROCKET2
#$Name Metal Knuckles Rocket 2
#$Sprite MRCTB0
MapThingNum = -1
SpawnState = S_METALKNUXROCKET2
SpawnHealth = 1
SeeState = S_METALKNUXROCKET2
SeeSound = sfx_none
ReactionTime = 10
AttackSound = sfx_none
PainState = S_XPLD1
PainChance = 0
PainSound = sfx_dmpain
MeleeState = 0
MissileState = 0
DeathState = S_XPLD1
DeathSound = sfx_cybdth
XDeathState = 0
Speed = 0
Radius = 20*FRACUNIT
Height = 40*FRACUNIT
Mass = sfx_None
Damage = 5
ActiveSound = sfx_telept
RaiseState = 0
Flags = MF_SPECIAL|MF_MISSILE

State S_METALKNUXROCKET2
SpriteName = MRCT
SpriteFrame = B
Duration = 1
Next = S_METALKNUXROCKET2
Action = None
Var1 = 0
Var2 = 0

#Metal Knuckles Bullet.
Object MT_METALKNUXBULLET
#$Name Metal Knuckles Bullet
#$Sprite METBA0
MapThingNum = -1
SpawnState = S_METALKNUXBULLET1
SpawnHealth = 1
SeeState = S_METALKNUXBULLET1
SeeSound = sfx_none
ReactionTime = 10
AttackSound = sfx_none
PainState = S_XPLD1
PainChance = 0
PainSound = sfx_dmpain
MeleeState = 0
MissileState = 0
DeathState = S_XPLD1
DeathSound = sfx_cybdth
XDeathState = 0
Speed = 25*FRACUNIT
Radius = 10*FRACUNIT
Height = 10*FRACUNIT
Mass = sfx_None
Damage = 5
ActiveSound = sfx_telept
RaiseState = 0
Flags = MF_SPECIAL|MF_MISSILE|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT

State S_METALKNUXBULLET1
SpriteName = METB
SpriteFrame = A
Duration = 1
Next = S_METALKNUXBULLET2
Action = None
Var1 = 0
Var2 = 0

State S_METALKNUXBULLET2
SpriteName = METB
SpriteFrame = B
Duration = 1
Next = S_METALKNUXBULLET3
Action = None
Var1 = 0
Var2 = 0

State S_METALKNUXBULLET3
SpriteName = METB
SpriteFrame = C
Duration = 1
Next = S_METALKNUXBULLET4
Action = None
Var1 = 0
Var2 = 0

State S_METALKNUXBULLET4
SpriteName = METB
SpriteFrame = B
Duration = 1
Next = S_METALKNUXBULLET1
Action = None
Var1 = 0
Var2 = 0