Freeslot
S_BURN_STND
S_BURN_RUN1
S_BURN_RUN2
S_BURN_RUN3
S_BURN_RUN4
S_BURN_RUN5
S_BURN_RUN6
S_BURN_PREP
S_BURN_JUMP
S_BURN_PRFI
S_BURN_PRF2
S_BURN_PRF3
S_BURN_PRF4
S_BURN_PRF5
S_BURN_PRF6
S_BURN_PRF7
S_BURN_PRF8
S_BURN_PRF9
S_BURN_FIR1
S_BURN_FIR2
S_BURN_PA1N
S_BURN_PA2N
S_BURN_PA3N
S_BURN_PA4N
S_BURN_PA5N
S_BURN_PA6N
S_BURN_HEAL
S_BURN_BOMB
S_BURN_PA7N
S_BURN_PA8N
S_BURN_PA9N
S_BURN_SDIE
S_BURN_DIE1
S_BURN_DIE2
S_BURN_EDIE
MT_BGFLAME
MT_BURAWLA
SPR_FPOS
SPR_FPRE
SPR_FFIR
SPR_FPAI

State S_BURN_STND
SpriteName = FPOS
SpriteFrame = A
Duration = 5
Next = S_BURN_STND
Action = A_Look
Var1 = (3000<<16)+1
Var2 = 1

State S_BURN_RUN1
SpriteName = FPOS
SpriteFrame = A
Duration = 3
Next = S_BURN_RUN2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BURN_RUN2
SpriteName = FPOS
SpriteFrame = B
Duration = 3
Next = S_BURN_RUN3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BURN_RUN3
SpriteName = FPOS
SpriteFrame = C
Duration = 3
Next = S_BURN_RUN4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BURN_RUN4
SpriteName = FPOS
SpriteFrame = D
Duration = 3
Next = S_BURN_RUN5
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BURN_RUN5
SpriteName = FPOS
SpriteFrame = E
Duration = 3
Next = S_BURN_RUN6
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BURN_RUN6
SpriteName = FPOS
SpriteFrame = F
Duration = 3
Next = S_BURN_RUN1
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BURN_PREP
SpriteName = FPRE
SpriteFrame = A
Duration = 15
Next = S_BURN_JUMP
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_JUMP
SpriteName = FPOS
SpriteFrame = A
Duration = 30
Next = S_BURN_RUN1
Action = A_BunnyHop
Var1 = 4
Var2 = 28

State S_BURN_PRFI
SpriteName = FPRE
SpriteFrame = A
Duration = 4
Next = S_BURN_PRF2
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_PRF2
SpriteName = FPRE
SpriteFrame = B
Duration = 4
Next = S_BURN_PRF3
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_PRF3
SpriteName = FPRE
SpriteFrame = C
Duration = 2
Next = S_BURN_PRF4
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_PRF4
SpriteName = FPRE
SpriteFrame = D
Duration = 2
Next = S_BURN_PRF5
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_PRF5
SpriteName = FPRE
SpriteFrame = C
Duration = 2
Next = S_BURN_PRF6
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_PRF6
SpriteName = FPRE
SpriteFrame = D
Duration = 2
Next = S_BURN_PRF7
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_PRF7
SpriteName = FPRE
SpriteFrame = E
Duration = 3
Next = S_BURN_PRF8
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_PRF8
SpriteName = FPRE
SpriteFrame = D
Duration = 3
Next = S_BURN_PRF9
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_PRF9
SpriteName = FPRE
SpriteFrame = E
Duration = 3
Next = S_BURN_FIR1
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_FIR1
SpriteName = FFIR
SpriteFrame = A
Duration = 3
Next = S_BURN_FIR2
Action = A_FireShot
Var1 = MT_CYBRAKDEMON_FLAMESHOT
Var2 = -32

State S_BURN_FIR2
SpriteName = FFIR
SpriteFrame = A
Duration = 0
Next = S_BURN_RUN1
Action = A_Repeat
Var1 = 20
Var2 = S_BURN_FIR1

State S_BURN_PA1N
SpriteName = FPAI
SpriteFrame = A
Duration = 32
Next = S_BURN_PA2N
Action = A_Pain
Var1 = 0
Var2 = 0

State S_BURN_PA2N
SpriteName = FPRE
SpriteFrame = A
Duration = 10
Next = S_BURN_PA3N
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_PA3N
SpriteName = FPRE
SpriteFrame = B
Duration = 10
Next = S_BURN_PA4N
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_PA4N
SpriteName = FPRE
SpriteFrame = C
Duration = 10
Next = S_BURN_PA5N
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_PA5N
SpriteName = FPRE
SpriteFrame = E
Duration = 13
Next = S_BURN_HEAL
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_BURN_HEAL
SpriteName = FPRE
SpriteFrame = E
Duration = 0
Next = S_BURN_PA6N
Action = A_CheckHealth
Var1 = 4
Var2 = S_BURN_BOMB

State S_BURN_BOMB
SpriteName = FFIR
SpriteFrame = A
Duration = 24
Next = S_BURN_PA8N
Action = A_FireShot
Var1 = MT_CYBRAKDEMON_NAPALM_BOMB_LARGE
Var2 = -32

State S_BURN_PA6N
SpriteName = FFIR
SpriteFrame = A
Duration = 13
Next = S_BURN_PA7N
Action = A_FireShot
Var1 = MT_CYBRAKDEMON_MISSILE
Var2 = -32

State S_BURN_PA7N
SpriteName = FFIR
SpriteFrame = A
Duration = 8
Next = S_BURN_PA8N
Action = A_FireShot
Var1 = MT_CYBRAKDEMON_MISSILE
Var2 = -32

State S_BURN_PA8N
SpriteName = FFIR
SpriteFrame = A
Duration = 2
Next = S_BURN_PA9N
Action = A_FireShot
Var1 = MT_CYBRAKDEMON_MISSILE
Var2 = -32

State S_BURN_PA9N
SpriteName = FPOS
SpriteFrame = A
Duration = 4
Next = S_BURN_STND
Action = A_BunnyHop
Var1 = 5
Var2 = -15

State S_BURN_SDIE
SpriteName = FPAI
SpriteFrame = A
Duration = 0
Next = S_BURN_DIE1
Action = A_Repeat
Var1 = 1
Var2 = 0

State S_BURN_DIE1
SpriteName = FPAI
SpriteFrame = A
Duration = 2
Next = S_BURN_DIE2
Action = A_BossScream
Var1 = 1
Var2 = 0

State S_BURN_DIE2
SpriteName = NULL
SpriteFrame = F
Duration = 2
Next = S_BURN_EDIE
Action = A_BossScream
Var1 = 1
Var2 = 0

State S_BURN_EDIE
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_NULL
Action = A_Repeat
Var1 = 16
Var2 = S_BURN_DIE1

#$Name Burawla
#$Sprite FPOSA1
#$Category SORRIVALS
Object MT_BURAWLA
MapThingNum = 1340
SpawnState = S_BURN_STND
SpawnHealth = 8
SeeState = S_BURN_RUN1
SeeSound = sfx_None
ReactionTime = 6
AttackSound = sfx_None
PainState = S_BURN_PA1N
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_BURN_PREP
MissileState = S_BURN_PRFI
DeathState = S_BURN_DIE1
XDeathState = S_NULL
DeathSound = sfx_s3kb4
Speed = 12
Radius = 20*FRACUNIT
Height = 20*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_pop
Flags = MF_BOSS|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

Object MT_BGFLAME
MapThingNum = 1388
SpawnState = S_FLAME
SpawnHealth = 1000
SeeState = S_FLAME
DeathState = S_FLAME
Radius = 8*FRACUNIT
Height = 32*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_PAIN|MF_FIRE|MF_NOGRAVITY