#[[ TWISTED MOBILE - 12HP ]]
#   - - - - - - - - -
#  [[  ModBy Morph  ]]


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#Ported from 2.0 by SOConverter v0.1.
#If you have any problem, ask LJ Sonik on the Master Board.

Freeslot
MT_TACKLEORB
S_TWISTEDBARRIER
SPR_TWBR
MT_TWISTEDMOBILE
S_TWISTEDBOSS_LOOK1
S_TWISTEDBOSS_LOOK2
S_TWISTEDBOSS_WALK1
S_TWISTEDBOSS_WALK2
S_TWISTEDBOSS_WALK3
S_TWISTEDBOSS_WALK4
S_TWISTEDBOSS_WALK5
S_TWISTEDBOSS_WALK6
S_TWISTEDBOSS_WALK7
S_TWISTEDBOSS_WALK8
S_TWISTEDBOSS_CHECK
S_TWISTEDBOSS_ATTACK1
S_TWISTEDBOSS_ATTACK2
S_TWISTEDBOSS_HOPCHECK
S_TWISTEDBOSS_HOP1
S_TWISTEDBOSS_HOP2
S_TWISTEDBOSS_HOP3
S_TWISTEDBOSS_HOP4
S_TWISTEDBOSS_HOP5
S_TWISTEDBOSS_PAIN1
S_TWISTEDBOSS_PAIN2
S_TWISTEDBOSS_PAIN3
S_TWISTEDBOSS_RETALIATE1
S_TWISTEDBOSS_RETALIATE2
S_TWISTEDBOSS_RETALIATE3
S_TWISTEDBOSS_RETALIATE4
S_TWISTEDBOSS_RETALIATE5
S_TWISTEDBOSS_RETALIATE6
S_TWISTEDBOSS_RETALIATE7
S_TWISTEDBOSS_RETALIATE8
S_TWISTEDBOSS_DEATH1
S_TWISTEDBOSS_DEATH2
S_TWISTEDBOSS_DEATH3
S_TWISTEDBOSS_DEATH4
S_TWISTEDBOSS_DEATH5
S_TWISTEDBOSS_DEATH6
S_TWISTEDBOSS_DEATH7
S_TWISTEDBOSS_DEATH8
S_TWISTEDBOSS_DEATH9
S_TWISTEDBOSS_DEATH10
S_TWISTEDBOSS_DEATH11
S_TWISTEDBOSS_DEATH12
S_TWISTEDBOSS_DEATH13
S_TWISTEDBOSS_DEATH14
S_TWISTEDBOSS_DEATH15
S_TWISTEDBOSS_DEATH16
S_TWISTEDBOSS_SUPERHOP1
S_TWISTEDBOSS_SUPERHOP2
S_TWISTEDBOSS_SUPERHOP3
S_TWISTEDBOSS_SUPERHOP4
S_TWISTEDBOSS_SUPERHOP5
S_TWISTEDBOSS_SUPERHOP6
S_TWISTEDBOSS_SUPERHOP7
S_TWISTEDBOSS_LONGHOPCHECK
S_TWISTEDBOSS_LONGHOP1
S_TWISTEDBOSS_LONGHOP2
S_TWISTEDBOSS_LONGHOP3
S_TWISTEDBOSS_LONGHOP4
S_TWISTEDBOSS_LONGHOP5
S_TWISTEDBOSS_LONGHOP6
S_TWISTEDBOSS_ULTRAHOP1
S_TWISTEDBOSS_ULTRAHOP2
S_TWISTEDBOSS_ULTRAHOP3
S_TWISTEDBOSS_ULTRAHOP4
S_TWISTEDBOSS_ULTRAHOP5
S_TWISTEDBOSS_ULTRAHOP6
S_TWISTEDBOSS_ULTRAHOP7
SPR_TWMB
SPR_TWMD

#<->TACKLE ORB<->

Object MT_TACKLEORB
MapThingNum = -1
SpawnState = S_TWISTEDBARRIER
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_ngskid
ReactionTime = 8
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 = 0
Radius = 36*FRACUNIT
Height = 82*FRACUNIT
Mass = 100
Damage = 20
ActiveSound = sfx_ngskid
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_PAIN|MF_MISSILE

#<TACKLE ORB SEQUENCE>

State S_TWISTEDBARRIER
SpriteName = SPR_TWBR
SpriteFrame = TR_TRANS30|0
Duration = 9
Next = S_NULL
Action A_PlaySeeSound

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#<->TWISTED MOBILE<->

Object MT_TWISTEDMOBILE
#$Sprite TWMBA1
#$Name Twisted Mobile
MapThingNum = 1337
SpawnState = S_TWISTEDBOSS_LOOK1
SpawnHealth = 12
SeeState = S_TWISTEDBOSS_CHECK
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_ngskid
PainState = S_TWISTEDBOSS_PAIN1
PainChance = S_NULL
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_TWISTEDBOSS_DEATH1
DeathSound = sfx_cybdth
XDeathState = S_NULL
Speed = 8
Radius = 36*FRACUNIT
Height = 82*FRACUNIT
Mass = 100
Damage = 3
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS




#<SPAWN CYCLE>

State S_TWISTEDBOSS_LOOK1
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 5
Next = S_TWISTEDBOSS_LOOK2
Action A_Look
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_LOOK2
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 1
Next = S_TWISTEDBOSS_LOOK2
Action A_Look
Var1 = 0
Var2 = 0



#<SEE CYCLE>

State S_TWISTEDBOSS_CHECK
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 1
Next = S_TWISTEDBOSS_WALK1
Action A_CheckHealth
Var1 = 6
Var2 = S_TWISTEDBOSS_LONGHOPCHECK

State S_TWISTEDBOSS_WALK1
SpriteName = SPR_TWMB
SpriteFrame = 1
Duration = 2
Next = S_TWISTEDBOSS_WALK2
Action A_Chase
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_WALK2
SpriteName = SPR_TWMB
SpriteFrame = 0
Duration = 2
Next = S_TWISTEDBOSS_WALK3
Action A_Chase
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_WALK3
SpriteName = SPR_TWMB
SpriteFrame = 1
Duration = 2
Next = S_TWISTEDBOSS_WALK4
Action A_Chase
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_WALK4
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 2
Next = S_TWISTEDBOSS_WALK5
Action A_Chase
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_WALK5
SpriteName = SPR_TWMB
SpriteFrame = 3
Duration = 2
Next = S_TWISTEDBOSS_WALK6
Action A_Chase
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_WALK6
SpriteName = SPR_TWMB
SpriteFrame = 4
Duration = 2
Next = S_TWISTEDBOSS_ATTACK2
Action A_Chase
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_WALK7
SpriteName = SPR_TWMB
SpriteFrame = 3
Duration = 1
Next = S_TWISTEDBOSS_WALK8
Action A_Chase
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_WALK8
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 1
Next = S_TWISTEDBOSS_ATTACK1
Action A_Chase
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_ATTACK1
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 1
Next = S_TWISTEDBOSS_WALK2
Action A_CheckCustomValue
Var1 = 5
Var2 = S_TWISTEDBOSS_HOPCHECK

State S_TWISTEDBOSS_ATTACK2
SpriteName = SPR_TWMB
SpriteFrame = 3
Duration = 1
Next = S_TWISTEDBOSS_WALK8
Action A_SetCustomValue
Var1 = 1
Var2 = 2

#<ATTACK SEQUENCE>

State S_TWISTEDBOSS_HOPCHECK
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 1
Next = S_TWISTEDBOSS_HOP1
Action A_CheckHealth
Var1 = 9
Var2 = S_TWISTEDBOSS_SUPERHOP1

State S_TWISTEDBOSS_HOP1
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 1
Next = S_TWISTEDBOSS_HOP2
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_BOSS
Var2 = 0

State S_TWISTEDBOSS_HOP2
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 2
Next = S_TWISTEDBOSS_HOP3
Action A_SpamBarrier
Var1 = 52
Var2 = 0

State S_TWISTEDBOSS_HOP3
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 45
Next = S_TWISTEDBOSS_HOP4
Action A_BunnyHop
Var1 = 6
Var2 = 18

State S_TWISTEDBOSS_HOP4
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 1
Next = S_TWISTEDBOSS_HOP5
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_TWISTEDBOSS_HOP5
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 1
Next = S_TWISTEDBOSS_WALK2
Action A_SetCustomValue
Var1 = 0
Var2 = 0



#<PAIN SEQUENCE>

State S_TWISTEDBOSS_PAIN1
SpriteName = SPR_TWMB
SpriteFrame = 5
Duration = 1
Next = S_TWISTEDBOSS_PAIN2
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_BOSS
Var2 = 0

State S_TWISTEDBOSS_PAIN2
SpriteName = SPR_TWMB
SpriteFrame = 5
Duration = 1
Next = S_TWISTEDBOSS_PAIN3
Action A_Pain
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_PAIN3
SpriteName = SPR_TWMB
SpriteFrame = 5
Duration = 26
Next = S_TWISTEDBOSS_RETALIATE1
Action A_BunnyHop
Var1 = 5
Var2 = 0

State S_TWISTEDBOSS_RETALIATE1
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 2
Next = S_TWISTEDBOSS_RETALIATE2
Action A_SpamBarrier
Var1 = 225
Var2 = 0

State S_TWISTEDBOSS_RETALIATE2
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 45
Next = S_TWISTEDBOSS_RETALIATE3
Action A_BunnyHop
Var1 = 8
Var2 = 18

State S_TWISTEDBOSS_RETALIATE3
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 45
Next = S_TWISTEDBOSS_RETALIATE4
Action A_BunnyHop
Var1 = 8
Var2 = 18

State S_TWISTEDBOSS_RETALIATE4
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 45
Next = S_TWISTEDBOSS_RETALIATE5
Action A_BunnyHop
Var1 = 7
Var2 = 18

State S_TWISTEDBOSS_RETALIATE5
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 45
Next = S_TWISTEDBOSS_RETALIATE6
Action A_BunnyHop
Var1 = 6
Var2 = 18

State S_TWISTEDBOSS_RETALIATE6
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 45
Next = S_TWISTEDBOSS_RETALIATE7
Action A_BunnyHop
Var1 = 5
Var2 = 18

State S_TWISTEDBOSS_RETALIATE7
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 1
Next = S_TWISTEDBOSS_RETALIATE8
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_TWISTEDBOSS_RETALIATE8
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 1
Next = S_TWISTEDBOSS_LOOK1
Action None
Var1 = 0
Var2 = 0



#<DEATH SEQUENCE>

State S_TWISTEDBOSS_DEATH1
SpriteName = SPR_TWMB
SpriteFrame = 5
Duration = 8
Next = S_TWISTEDBOSS_DEATH2
Action A_PlaySound
Var1 = sfx_fizzle
Var2 = 0

State S_TWISTEDBOSS_DEATH2
SpriteName = SPR_TWMB
SpriteFrame = 5
Duration = 8
Next = S_TWISTEDBOSS_DEATH3
Action A_BossScream
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH3
SpriteName = SPR_TWMB
SpriteFrame = 5
Duration = 8
Next = S_TWISTEDBOSS_DEATH4
Action A_BossScream
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH4
SpriteName = SPR_TWMB
SpriteFrame = 5
Duration = 8
Next = S_TWISTEDBOSS_DEATH5
Action A_BossScream
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH5
SpriteName = SPR_TWMB
SpriteFrame = 5
Duration = 8
Next = S_TWISTEDBOSS_DEATH6
Action A_BossScream
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH6
SpriteName = SPR_TWMB
SpriteFrame = 5
Duration = 8
Next = S_TWISTEDBOSS_DEATH7
Action A_BossScream
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH7
SpriteName = SPR_TWMB
SpriteFrame = 5
Duration = 8
Next = S_TWISTEDBOSS_DEATH8
Action A_BossScream
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH8
SpriteName = SPR_TWMB
SpriteFrame = 5
Duration = 5
Next = S_TWISTEDBOSS_DEATH9
Action A_BossScream
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH9
SpriteName = SPR_TWMB
SpriteFrame = 6
Duration = 3
Next = S_TWISTEDBOSS_DEATH10
Action None
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH10
SpriteName = SPR_TWMB
SpriteFrame = TR_TRANS10|6
Duration = 3
Next = S_TWISTEDBOSS_DEATH11
Action None
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH11
SpriteName = SPR_TWMD
SpriteFrame = 5
Duration = 30
Next = S_TWISTEDBOSS_DEATH12
Action None
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH12
SpriteName = SPR_TWMD
SpriteFrame = 4
Duration = 3
Next = S_TWISTEDBOSS_DEATH13
Action None
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH13
SpriteName = SPR_TWMD
SpriteFrame = 3
Duration = 3
Next = S_TWISTEDBOSS_DEATH14
Action None
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH14
SpriteName = SPR_TWMD
SpriteFrame = 2
Duration = 3
Next = S_TWISTEDBOSS_DEATH15
Action None
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH15
SpriteName = SPR_TWMD
SpriteFrame = 1
Duration = 3
Next = S_TWISTEDBOSS_DEATH16
Action A_BossDeath
Var1 = 0
Var2 = 0

State S_TWISTEDBOSS_DEATH16
SpriteName = SPR_TWMD
SpriteFrame = 0
Duration = 3
Next = S_NULL
Action None
Var1 = 0
Var2 = 0



#<ATTACK SEQUENCE 2: Super Hop>

State S_TWISTEDBOSS_SUPERHOP1
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 1
Next = S_TWISTEDBOSS_SUPERHOP2
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_BOSS
Var2 = 0

State S_TWISTEDBOSS_SUPERHOP2
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 2
Next = S_TWISTEDBOSS_SUPERHOP3
Action A_SpamBarrier
Var1 = 60
Var2 = 0

State S_TWISTEDBOSS_SUPERHOP3
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 58
Next = S_TWISTEDBOSS_SUPERHOP4
Action A_BunnyHop
Var1 = 15
Var2 = 0

State S_TWISTEDBOSS_SUPERHOP4
SpriteName = SPR_TWMB
SpriteFrame = 1
Duration = 1
Next = S_TWISTEDBOSS_SUPERHOP5
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_TWISTEDBOSS_SUPERHOP5
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 1
Next = S_TWISTEDBOSS_SUPERHOP6
Action A_PlaySound
Var1 = sfx_bkpoof
Var2 = 0

State S_TWISTEDBOSS_SUPERHOP6
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 8
Next = S_TWISTEDBOSS_SUPERHOP7
Action A_MultiShot
Var1 = MT_JETTBULLET*65536+64
Var2 = 0

State S_TWISTEDBOSS_SUPERHOP7
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 1
Next = S_TWISTEDBOSS_LOOK1
Action A_SetCustomValue
Var1 = 0
Var2 = 0



#<SEE CYCLE 2: Long Hop>

State S_TWISTEDBOSS_LONGHOPCHECK
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 16
Next = S_TWISTEDBOSS_LONGHOP1
Action A_CheckHealth
Var1 = 3
Var2 = S_TWISTEDBOSS_ULTRAHOP1


State S_TWISTEDBOSS_LONGHOP1
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 1
Next = S_TWISTEDBOSS_LONGHOP2
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_BOSS
Var2 = 0

State S_TWISTEDBOSS_LONGHOP2
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 2
Next = S_TWISTEDBOSS_LONGHOP3
Action A_SpamBarrier
Var1 = 42
Var2 = 0

State S_TWISTEDBOSS_LONGHOP3
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 40
Next = S_TWISTEDBOSS_LONGHOP4
Action A_BunnyHop
Var1 = 9
Var2 = 23

State S_TWISTEDBOSS_LONGHOP4
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 1
Next = S_TWISTEDBOSS_LONGHOP5
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_TWISTEDBOSS_LONGHOP5
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 30
Next = S_TWISTEDBOSS_LONGHOP1
Action None

#<SEE/ATTACK CYCLE 3: Ultra Hop>

State S_TWISTEDBOSS_ULTRAHOP1
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 1
Next = S_TWISTEDBOSS_ULTRAHOP2
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_BOSS
Var2 = 0

State S_TWISTEDBOSS_ULTRAHOP2
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 2
Next = S_TWISTEDBOSS_ULTRAHOP3
Action A_SpamBarrier
Var1 = 60
Var2 = 0

State S_TWISTEDBOSS_ULTRAHOP3
SpriteName = SPR_TWMB
SpriteFrame = 2
Duration = 58
Next = S_TWISTEDBOSS_ULTRAHOP4
Action A_BunnyHop
Var1 = 15
Var2 = 9

State S_TWISTEDBOSS_ULTRAHOP4
SpriteName = SPR_TWMB
SpriteFrame = 1
Duration = 1
Next = S_TWISTEDBOSS_ULTRAHOP5
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_TWISTEDBOSS_ULTRAHOP5
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 1
Next = S_TWISTEDBOSS_ULTRAHOP6
Action A_PlaySound
Var1 = sfx_bkpoof
Var2 = 0

State S_TWISTEDBOSS_ULTRAHOP6
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 1
Next = S_TWISTEDBOSS_ULTRAHOP7
Action A_MultiShot
Var1 = MT_TURRETLASER*65536+64
Var2 = 0

State S_TWISTEDBOSS_ULTRAHOP7
SpriteName = SPR_TWMB
SpriteFrame = 8
Duration = 35
Next = S_TWISTEDBOSS_ULTRAHOP1
Action A_FaceTarget
Var1 = 0
Var2 = 0
