Freeslot
S_SILVER_2001
SPR_BSLV
S_SILVER_2002
S_SILVER_2003
S_SILVER_2004
S_SILVER_2005
S_SILVER_2006
S_SILVER_2007
S_SILVER_2008
S_SILVER_2009
S_SILVER_2010
S_SILVER_2110
S_SILVER_2201
S_SILVER_2203
S_SILVER_2011
S_SILVER_2012
S_SILVER_2013
S_SILVER_2152
S_SILVER_2172
S_SILVER_2014
S_SILVER_2015
MT_SILVER_390
S_SILVER_2016
S_SILVER_2017
S_SILVER_2018
S_SILVER_2019
S_SILVER_2020
S_SILVER_2021
S_SILVER_2022
S_SILVER_2023
S_SILVER_2024
S_SILVER_2025
S_SILVER_2026
S_SILVER_2027
S_SILVER_2028
S_SILVER_2029
S_SILVER_2030
S_SILVER_2031
S_SILVER_2032
S_SILVER_2162
S_SILVER_2113
S_SILVER_2111
S_SILVER_2112
S_SILVER_2114
S_SILVER_2115
S_SILVER_2116
S_SILVER_2117
S_SILVER_2118
S_SILVER_2119
S_SILVER_2120
S_SILVER_2121
S_SILVER_2122
S_SILVER_2123
S_SILVER_2124
S_SILVER_2125
S_SILVER_2126
S_SILVER_2127
S_SILVER_2128
S_SILVER_2129
S_SILVER_2130
S_SILVER_2131
S_SILVER_2132
S_SILVER_2133
S_SILVER_2134
S_SILVER_2135
S_SILVER_2136
S_SILVER_2137
S_SILVER_2138
S_SILVER_2139
S_SILVER_2140
S_SILVER_2141
S_SILVER_2142
S_SILVER_2143
S_SILVER_2144
S_SILVER_2145
S_SILVER_2146
S_SILVER_2050
S_SILVER_2051
S_SILVER_2052
S_SILVER_2053
S_SILVER_2202
S_SILVER_2204
S_SILVER_2070
sfx_silrip
S_SILVER_2071
S_SILVER_2072
S_SILVER_2073
S_SILVER_2074
S_SILVER_2075
S_SILVER_2076
sfx_thrw1
sfx_silvjm
sfx_psbost
sfx_vow2
sfx_vtant4
sfx_float
sfx_joke
sfx_cancel
S_SILVER_2300
S_SILVER_2301
S_SILVER_2302
S_SILVER_2303
S_SILVER_2304
S_SILVER_2305
S_SILVER_2306
S_SILVER_2307
S_SILVER_2308
S_SILVER_2309
S_SILVER_2310
S_SILVER_2311
S_SILVER_2312
S_SILVER_2313
S_SILVER_2314
S_SILVER_2315
S_SILVER_2316
S_SILVER_2317
S_SILVER_2318
S_SILVER_2319
S_SILVER_2320
S_SILVER_2321
S_SILVER_2322
S_SILVER_2323
S_SILVER_2324
S_SILVER_2325
S_SILVER_2326
S_SILVER_2327
S_SILVER_2328
S_SILVER_2329
S_SILVER_2299
S_SILVER_2205
S_SILVER_2206
S_SILVER_2054
MT_SILVER_BLADE1
MT_SILVER_BLADE2
MT_SILVER_TELEBALL
S_SILVER_4000
S_SILVER_4001
S_SILVER_4002
SPR_PSYB
SPR_SLTK
sfx_rvlose
#-------------------------SILVER-THE-HEDGEHOG-----------------------

# Big Credit for Morph! The was by him, and I edited it a little. 
# To make it Silver-like

# start look around

State S_SILVER_2001
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 2
Next = S_SILVER_2002
Action A_Look
Var1 = 0
Var2 = 0

State S_SILVER_2002
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 2
Next = S_SILVER_2001
Action A_Look
Var1 = 0
Var2 = 0

# End look around





# Start choosing

State S_SILVER_2003
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2004
Action A_CheckHealth 
Var1 = 3
Var2 = S_SILVER_2299

State S_SILVER_2004
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 5
Next = S_SILVER_2005
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SILVER_2005
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 5
Next = S_SILVER_2006
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SILVER_2006
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 5
Next = S_SILVER_2007
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SILVER_2007
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 2
Next = S_SILVER_2007
Action A_RandomState
Var1 = S_SILVER_2008
Var2 = S_SILVER_2009

State S_SILVER_2008
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 2
Next = S_SILVER_2008
Action A_RandomState
Var1 = S_SILVER_2010
Var2 = S_SILVER_2110

State S_SILVER_2009
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 2
Next = S_SILVER_2009
Action A_RandomState
Var1 = S_SILVER_2201
Var2 = S_SILVER_2032

State S_SILVER_2032
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 2
Next = S_SILVER_2032
Action A_RandomState
Var1 = S_SILVER_4000
Var2 = S_SILVER_2203

# End choosing



#Start Spinning

State S_SILVER_2010
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2011
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SILVER_2011
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2012
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_SILVER_2012
SpriteName = SPR_BSLV
SpriteFrame = 1
Duration = 1
Next = S_SILVER_2013
Action A_DualAction
Var1 = S_SILVER_2152
Var2 = S_SILVER_2172

State S_SILVER_2013
SpriteName = SPR_BSLV
SpriteFrame = 1
Duration = 1
Next = S_SILVER_2014
Action A_PlaySound
Var1 = sfx_vtant4
Var2 = 1

State S_SILVER_2014
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2015
Action A_TurretFire
Var1 = MT_SILVER_390
Var2 = 0

State S_SILVER_2015
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2016
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2016
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2017
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2017
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2018
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2018
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2019
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2019
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2020
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2020
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2021
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2021
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2022
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2022
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2023
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2023
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2024
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2024
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2025
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2025
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2026
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2026
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2027
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2027
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2028
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2028
SpriteName = SPR_BSLV
SpriteFrame = H
Duration = 1
Next = S_SILVER_2029
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2029
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2030
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2030
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2031
Action A_TurretStop
Var1 = 0
Var2 = 0

State S_SILVER_2031
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2003
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2

#End Spinning


#Back off!
State S_SILVER_4000
SpriteName = BSLV
SpriteFrame = F
Duration = 1
Next = S_SILVER_4001
Action A_PlaySound
Var1 = sfx_rvlose
Var2 = 1

State S_SILVER_4001
SpriteName = BSLV
SpriteFrame = F
Duration = 10
Next = S_SILVER_4002
Action A_MultiShot
Var1 = MT_SILVER_TELEBALL*65536+8

State S_SILVER_4002
SpriteName = BSLV
SpriteFrame = F
Duration = 10
Next = S_SILVER_2001
Action A_PushAway
Var1 = 40*FRACUNIT
Var2 = (0<<16)+1

#Backed off

#start attack stuff

State S_SILVER_2152
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2013
Action A_BunnyHop
Var1 = 0
Var2 = 48

State S_SILVER_2172
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2172
Action A_TurretFire
Var1 = MT_SILVER_390
Var2 = 0

State S_SILVER_2162
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2113
Action A_BunnyHop
Var1 = 8
Var2 = 14

#end attack stuff






#Start Jumping

State S_SILVER_2110
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2111
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SILVER_2111
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2112
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_SILVER_2112
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2113
Action A_DualAction
Var1 = S_SILVER_2162
Var2 = S_SILVER_2172

State S_SILVER_2113
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2114
Action A_PlaySound
Var1 = sfx_silvjm
Var2 = 1

State S_SILVER_2114
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2115
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2115
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2116
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2116
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2117
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2117
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2118
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2118
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2119
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2119
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2120
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2120
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2121
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2121
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2122
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2122
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2123
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2123
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2124
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2124
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2125
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2125
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2126
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2126
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2127
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2127
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2128
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2128
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2129
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2129
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2130
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2130
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2131
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2131
SpriteName = SPR_BSLV
SpriteFrame = 2
Duration = 1
Next = S_SILVER_2132
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2132
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2133
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2133
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2134
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2134
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2135
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2135
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2136
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2136
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2137
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2137
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2138
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2138
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2139
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2139
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2140
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2140
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2141
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2141
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2142
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2142
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2143
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2143
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2144
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2144
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2145
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2145
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2146
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2146
SpriteName = SPR_BSLV
SpriteFrame = 3
Duration = 1
Next = S_SILVER_2029
Action A_TurretStop
Var1 = 0
Var2 = 0

#End Jumping





# start pain

State S_SILVER_2050
SpriteName = SPR_BSLV
SpriteFrame = 1
Duration = 1
Next = S_SILVER_2051
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_SILVER_2051
SpriteName = SPR_BSLV
SpriteFrame = 1
Duration = 1
Next = S_SILVER_2052
Action A_PlaySound
Var1 = sfx_vow2
Var2 = 1

State S_SILVER_2052
SpriteName = SPR_BSLV
SpriteFrame = 1
Duration = 11
Next = S_SILVER_2053
Action A_BunnyHop
Var1 = 5
Var2 = -10

State S_SILVER_2053
SpriteName = SPR_BSLV
SpriteFrame = 1
Duration = 15
Next = S_SILVER_2054
Action A_TurretFire
Var1 = MT_SILVER_390
Var2 = 0

State S_SILVER_2054
SpriteName = SPR_BSLV
SpriteFrame = 1
Duration = 1
Next = S_SILVER_2001
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2
# end pain




#start throw 1

State S_SILVER_2201
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2202
Action A_TurretStop
Var1 = MT_SILVER_390
Var2 = 0

State S_SILVER_2202
SpriteName = SPR_BSLV
SpriteFrame = 5
Duration = 35
Next = S_SILVER_2206
Action A_PlaySound
Var1 = sfx_psbost
Var2 = 1

State S_SILVER_2206
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 8
Next = S_SILVER_2003
Action A_FireShot
Var1 = MT_ENERGYBALL
Var2 = 0
#end throw 1





#start throw 2


State S_SILVER_2203
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 1
Next = S_SILVER_2204
Action A_TurretStop
Var1 = MT_SILVER_390
Var2 = 0

State S_SILVER_2204
SpriteName = SPR_BSLV
SpriteFrame = 5
Duration = 17
Next = S_SILVER_2205
Action A_PlaySound
Var1 = sfx_thrw1
Var2 = 1

State S_SILVER_2205
SpriteName = SPR_BSLV
SpriteFrame = 0
Duration = 8
Next = S_SILVER_2003
Action A_FireShot
Var1 = MT_SILVER_BLADE2
Var2 = 0

#end throw 2



# Pinch Start
State S_SILVER_2299
SpriteName = SPR_BSLV
SpriteFrame = A
Duration = 1
Next = S_SILVER_2300
Action A_TurretFire
Var1 = MT_SILVER_390
Var2 = 0

State S_SILVER_2300
SpriteName = SPR_BSLV
SpriteFrame = F
Duration = 0
Next = S_SILVER_2301
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY|MF_SPECIAL|MF_BOSS
Var2 = 0

State S_SILVER_2301
SpriteName = SPR_BSLV
SpriteFrame = F
Duration = 10
Next = S_SILVER_2302
Action A_PlaySound
Var1 = sfx_float
Var2 = 0

State S_SILVER_2302
SpriteName = SPR_BSLV
SpriteFrame = F
Duration = 20
Next = S_SILVER_2303
Action A_PlaySound
Var1 = sfx_joke
Var2 = 1

State S_SILVER_2303
SpriteName = SPR_BSLV
SpriteFrame = F
Duration = 35
Next = S_SILVER_2318
Action A_ZThrust
Var1 = 10
Var2 = 0|1

State S_SILVER_2318
SpriteName = SPR_BSLV
SpriteFrame = F
Duration = 10
Next = S_SILVER_2304
Action A_ForceStop
Var1 = 0
Var2 = 0

State S_SILVER_2304
SpriteName = SPR_BSLV
SpriteFrame = G
Duration = 1
Next = S_SILVER_2305
Action A_PlaySound
Var1 = sfx_zoom
Var2 = 0

State S_SILVER_2305
SpriteName = SPR_BSLV
SpriteFrame = G
Duration = 1
Next = S_SILVER_2306
Action A_FindTracer
Var1 = MT_BOSS3WAYPOINT
Var2 = 0

State S_SILVER_2306
SpriteName = SPR_BSLV
SpriteFrame = G
Duration = 35
Next = S_SILVER_2317
Action A_Thrust
Var1 = 30
Var2 = 0

State S_SILVER_2317
SpriteName = SPR_BSLV
SpriteFrame = G
Duration = 1
Next = S_SILVER_2307
Action A_ForceStop
Var1 = 0
Var2 = 0

State S_SILVER_2307
SpriteName = SPR_BSLV
SpriteFrame = F
Duration = 1
Next = S_SILVER_2308
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SILVER_2308
SpriteName = SPR_BSLV
SpriteFrame = F
Duration = 35
Next = S_SILVER_2309
Action A_PlaySound
Var1 = sfx_thrw1
Var2 = 1

State S_SILVER_2309
SpriteName = SPR_BSLV
SpriteFrame = F
Duration = 10
Next = S_SILVER_2310
Action A_FireShot
Var1 = MT_SILVER_BLADE1
Var2 = 0

State S_SILVER_2310
SpriteName = SPR_BSLV
SpriteFrame = F
Duration = 10
Next = S_SILVER_2311
Action A_FireShot
Var1 = MT_SILVER_BLADE2
Var2 = 0

State S_SILVER_2311
SpriteName = SPR_BSLV
SpriteFrame = F
Duration = 10
Next = S_SILVER_2312
Action A_FireShot
Var1 = MT_SILVER_BLADE1
Var2 = 0

State S_SILVER_2312
SpriteName = SPR_BSLV
SpriteFrame = D
Duration = 1
Next = S_SILVER_2313
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 1

State S_SILVER_2313
SpriteName = SPR_BSLV
SpriteFrame = D
Duration = 0
Next = S_SILVER_2314
Action A_PlaySound
Var1 = sfx_cancel
Var2 = 0

State S_SILVER_2314
SpriteName = SPR_BSLV
SpriteFrame = D
Duration = 40
Next = S_SILVER_2320
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2320
SpriteName = SPR_BSLV
SpriteFrame = D
Duration = 1
Next = S_SILVER_2315
Action A_TurretStop
Var1 = 0
Var2 = 0

State S_SILVER_2315
SpriteName = SPR_BSLV
SpriteFrame = F
Duration = 35
Next = S_SILVER_2319
Action A_MultiShot
Var1 = MT_SILVER_TELEBALL*65536+16
Var2 = 0

State S_SILVER_2319
SpriteName = SPR_BSLV
SpriteFrame = A
Duration = 0
Next = S_SILVER_2316
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2

State S_SILVER_2316
SpriteName = SPR_BSLV
SpriteFrame = A
Duration = 35
Next = S_SILVER_2001
Action A_FaceTarget
Var1 = 0
Var2 = 0

#Pinch End

#death
State S_SILVER_2071
SpriteName = SPR_BSLV
SpriteFrame = E
Duration = 1
Next = S_SILVER_2072
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_SILVER_2072
SpriteName = SPR_BSLV
SpriteFrame = E
Duration = 1
Next = S_SILVER_2073
Action A_PlaySound
Var1 = sfx_silrip
Var2 = 1

State S_SILVER_2073
SpriteName = SPR_BSLV
SpriteFrame = E
Duration = 1
Next = S_SILVER_2074
Action A_SetObjectFlags
Var1 = MF_NOCLIP|MF_NOCLIPHEIGHT
Var2 = 0

State S_SILVER_2074
SpriteName = SPR_BSLV
SpriteFrame = E
Duration = 10
Next = S_SILVER_2075
Action A_BunnyHop
Var1 = 10
Var2 = 0

State S_SILVER_2075
SpriteName = SPR_BSLV
SpriteFrame = E
Duration = 52
Next = S_SILVER_2076
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2076
SpriteName = SPR_NULL
SpriteFrame = 0
Duration = 1
Next = S_NULL
Action A_BossDeath
Var1 = 0
Var2 = 0

# Silver Thing

Object MT_SILVER
#$Name Silver
#$Sprite BSLVH8
MapThingNum = 1350
SpawnState = S_SILVER_2001
SpawnHealth = 8
SeeState = S_SILVER_2003
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_SILVER_2050
PainChance = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SILVER_2071
DeathSound = sfx_None
XDeathState = S_NULL
Speed = 3
Radius = 16*FRACUNIT
Height = 60*FRACUNIT
Mass = 100
Damage = 3
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS





#collision orb

Object MT_SILVER_390
MapThingNum = -1
SpawnState = S_SILVER_2070
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = S_VULTURE_ZOOM2
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_None
XDeathState = S_NULL
Speed = 1
Radius = 8*FRACUNIT
Height = 19*FRACUNIT
Mass = 100
Damage = 3
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY


State S_SILVER_2070
SpriteName = SPR_NULL
SpriteFrame = 0
Duration = 1
Next = S_NULL
Action None
Var1 = 0
Var2 = 0

Object MT_SILVER_BLADE1
MapThingNum = -1
SpawnState = S_SILVER_2321
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_s3k83
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 100*FRACUNIT
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SILVER_2325
DeathSound = sfx_prloop
XDeathState = S_NULL
Speed = 40*FRACUNIT
Radius = 100*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

State S_SILVER_2321
SpriteName = SPR_PSYB
SpriteFrame = A|FF_FULLBRIGHT
Duration = -1
Next = S_SILVER_2321
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2325
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 35
Next = S_NULL
Action A_ManiaExplode
Var1 = 0
Var2 = 0

Object MT_SILVER_BLADE2
MapThingNum = -1
SpawnState = S_SILVER_2322
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_s3k83
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 100*FRACUNIT
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SILVER_2325
DeathSound = sfx_prloop
XDeathState = S_NULL
Speed = 40*FRACUNIT
Radius = 32*FRACUNIT
Height = 100*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

State S_SILVER_2322
SpriteName = SPR_PSYB
SpriteFrame = B|FF_FULLBRIGHT
Duration = -1
Next = S_SILVER_2322
Action None
Var1 = 0
Var2 = 0

State S_SILVER_2326
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 35
Next = S_NULL
Action A_ManiaExplode
Var1 = 0
Var2 = 0

Object MT_SILVER_TELEBALL
MapThingNum = -1
SpawnState = S_SILVER_2323
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_float
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 8*FRACUNIT
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SILVER_2327
DeathSound = sfx_None
XDeathState = S_SILVER_2327
Speed = 20*FRACUNIT
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

State S_SILVER_2323
SpriteName = SPR_SLTK
SpriteFrame = A|FF_FULLBRIGHT|TR_TRANS50
Duration = 10
Next = S_SILVER_2324
Action A_SetObjectFlags2
Var1 = MF2_EXPLOSION
Var2 = 2

State S_SILVER_2324
SpriteName = SPR_SLTK
SpriteFrame = A|FF_FULLBRIGHT|TR_TRANS50
Duration = 35
Next = S_SILVER_2327
Action A_SetFuse
Var1 = TICRATE
Var2 = 0

State S_SILVER_2328
SpriteName = SPR_SLTK
SpriteFrame = A|FF_FULLBRIGHT|TR_TRANS50
Duration = -1
Next = S_SILVER_2329
Action A_PushAway
Var1 = 20*FRACUNIT
Var2 = 0

State S_SILVER_2329
SpriteName = SPR_SLTK
SpriteFrame = A|FF_FULLBRIGHT|TR_TRANS50
Duration = 0
Next = S_SILVER_2328
Action A_Repeat
Var1 = 100
Var2 = S_SILVER_2328

State S_SILVER_2327
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 35
Next = S_NULL
Action A_ManiaExplode

State S_RINGEXPLODE
SpriteName = NULL
SpriteFrame = A
Duration = 1
Action A_ManiaExplode
Next = S_NULL

Thing MT_ENERGYBALL
PainChance = 200*FRACUNIT
DeathState = S_RINGEXPLODE
FLAGS = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

Cutscene 2
NumScenes 6
Scene 1
NumberOfPics = 1
Pic1Name = CNFRN1
Pic1Duration = 1280
Pic1XCoord = 32
Pic1YCoord = 4
TextXPos = 4
TextYPos = 4
Music = CNFRNT
SceneText = Wh... What the...\D2
\A7Where am I...\D2 \A7What is this
place...?
      #
Scene 2
NumberOfPics = 1
Pic1Name = CNFRN2
Pic1Duration = 200
Pic1XCoord = 32
Pic1YCoord = 4
TextXPos = 30
TextYPos = 50
SceneText =                                 ...!
      #
Scene 3
NumberOfPics = 1
Pic1Name = CNFRN3
Pic1Duration = 1280
Pic1XCoord = 32
Pic1YCoord = 4
TextXPos = 4
TextYPos = 4
SceneText = \A7Who are you?\D2 \A7Did\AF...\D2
\A7Were you the one who did this?\D2
\A7Did you destroy this world?
      #
Scene 4
NumberOfPics = 1
Pic1Name = CNFRN4
Pic1Duration = 1280
Pic1XCoord = 32
Pic1YCoord = 4
TextXPos = 4
TextYPos = 4
Music = CNFRNT
SceneText = \AF...You...\D2
\A7You monster!\D2 \A7I'll make you pay 
for what you did to this world!\D2
\A7I'll give you a fate worse than death!
      #
Scene 5
NumberOfPics = 5
Pic1Name = CNFRN4
Pic1Duration = 35
Pic1XCoord = 32
Pic1YCoord = 4
Pic2Name = CNFRN5
Pic2Duration = 17
Pic2XCoord = 32
Pic2YCoord = 4
Pic3Name = CNFRN4
Pic3Duration = 70
Pic3XCoord = 32
Pic3YCoord = 4
Pic4Name = CNFRN5
Pic4Duration = 17
Pic4XCoord = 32
Pic4YCoord = 4
Pic5Name = CNFRN4
Pic5Duration = 105
Pic5XCoord = 32
Pic5YCoord = 4
Music = CNFRNT
SceneText = \A7You will be the
first to witness my new
powers!\D2
      #
Scene 6
NumberOfPics = 1
Pic1Name = CNFRN5
Pic1Duration = 1280
Pic1XCoord = 32
Pic1YCoord = 4
TextXPos = 30
TextYPos = 50
Music = CNFRNT
SceneText =                  ^5Prepare yourself!
      #