FreeSlot
MT_AUTODUPLICATE
S_AD_START1
S_AD_START2
S_AD_START3
S_AD_START4
S_AD_START5
S_AD_START6
S_AD_START7
S_AD_START8
S_AD_START9
S_AD_START10
S_AD_START11
S_AD_WALK1
S_AD_WALK2
S_AD_WALK3
S_AD_WALK4
S_AD_WALK5
S_AD_WALK6
S_AD_WALK7
S_AD_WALK8
S_AD_PREPARE
S_AD_FIRE1
S_AD_FIRE2
S_AD_ASSIGN
S_AD_GONE1
S_AD_GONE2
S_AD_GONE3
S_AD_GONER
S_AD_GONEL
S_AD_HURT1
S_AD_HURT3
S_AD_HURT4
SPR_STND
SPR_ROLL
SPR_WALK
SPR_PAIN
SPR_DEAD


State S_AD_START1
SpriteName = WALK
SpriteFrame = A
Duration = 1
Next = S_AD_START1
Action = A_Look
Var1 = (14000<<16)+1
Var2 = 1

State S_AD_START2
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_AD_START3
Action = A_SetObjectFlags
Var1 = MF_NOCLIPTHING|MF_BOUNCE
Var2 = 2

State S_AD_START3
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_AD_START4
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_AD_START4
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_AD_START5
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = SKINCOLOR_EMERALD

State S_AD_START5
SpriteName = WALK
SpriteFrame = A
Duration = 1
Next = S_AD_START6
Action = A_Thrust
Var1 = 12
Var2 = 1

State S_AD_START6
SpriteName = ROLL
SpriteFrame = A
Duration = 4
Next = S_AD_START7
Action = A_Boss5CheckOnGround
Var1 = S_AD_START10

State S_AD_START7
SpriteName = ROLL
SpriteFrame = B
Duration = 4
Next = S_AD_START8
Action = A_Boss5CheckOnGround
Var1 = S_AD_START10

State S_AD_START8
SpriteName = ROLL
SpriteFrame = C
Duration = 4
Next = S_AD_START9
Action = A_Boss5CheckOnGround
Var1 = S_AD_START10

State S_AD_START9
SpriteName = ROLL
SpriteFrame = D
Duration = 4
Next = S_AD_START6
Action = A_Boss5CheckOnGround
Var1 = S_AD_START10

State S_AD_START10
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_AD_START11
Action = A_SetObjectFlags
Var1 = MF_NOCLIPTHING|MF_BOUNCE
Var2 = 1

State S_AD_START11
SpriteName = STND
SpriteFrame = A
Duration = 0
Next = S_AD_WALK1
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2

State S_AD_WALK1
SpriteName = WALK
SpriteFrame = A
Duration = 2
Next = s_AD_WALK2
Action = A_Chase

State S_AD_WALK2
SpriteName = WALK
SpriteFrame = B
Duration = 2
Next = s_AD_WALK3
Action = A_Chase

State S_AD_WALK3
SpriteName = WALK
SpriteFrame = C
Duration = 2
Next = s_AD_WALK4
Action = A_Chase

State S_AD_WALK4
SpriteName = WALK
SpriteFrame = D
Duration = 2
Next = s_AD_WALK5
Action = A_Chase

State S_AD_WALK5
SpriteName = WALK
SpriteFrame = E
Duration = 2
Next = s_AD_WALK6
Action = A_Chase

State S_AD_WALK6
SpriteName = WALK
SpriteFrame = F
Duration = 2
Next = s_AD_WALK7
Action = A_Chase

State S_AD_WALK7
SpriteName = WALK
SpriteFrame = G
Duration = 2
Next = s_AD_WALK8
Action = A_Chase

State S_AD_WALK8
SpriteName = WALK
SpriteFrame = H
Duration = 2
Next = s_AD_WALK1
Action = A_Chase

State S_AD_PREPARE
SpriteName = STND
SpriteFrame = A
Duration = 90
Next = S_AD_FIRE1
Action = A_FaceTarget

State S_AD_FIRE1
SpriteName = WALK
SpriteFrame = A
Duration = 20
Next = S_AD_FIRE2
Action = A_TurretFire
Var1 = MT_THROWNAUTOMATIC

State S_AD_FIRE2
SpriteName = WALK
SpriteFrame = A
Duration = 52
Next = S_AD_ASSIGN
Action = A_TurretStop

State S_AD_ASSIGN
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_AD_WALK1
Action = A_SetObjectFlags2
Var1 = MF2_JUSTATTACKED
Var2 = 2

State S_AD_HURT1
SpriteName = PAIN
SpriteFrame = A
Duration = 0
Next = S_AD_HURT3
Action = A_DoNPCPain
Var1 = FRACUNIT
Var2 = 0

State S_AD_HURT3
SpriteName = PAIN
SpriteFrame = A
Duration = 1
Next = S_AD_HURT3
Action = A_Boss5CheckOnGround
Var1 = S_AD_HURT4
Var2 = 0

State S_AD_HURT4
SpriteName = STND
SpriteFrame = A
Duration = 1
Next = S_AD_START1
Action = A_FaceTarget

State S_AD_GONE1
SpriteName = DEAD
SpriteFrame = A
Duration = 1
Action = A_Fall
Next = S_AD_GONE2

State S_AD_GONE2
SpriteName = DEAD
SpriteFrame = A
Duration = 10
Next = S_AD_GONE3
Action = A_ZThrust
Var1 = 9
Var2 = 0+0<<1

State S_AD_GONE3
SpriteName = DEAD
SpriteFrame = A
Duration = 1
Next = S_AD_GONER
Action = A_ZThrust
Var1 = -1
Var2 = 0+0<<1

State S_AD_GONER
SpriteName = DEAD
SpriteFrame = A
Duration = 0
Next = S_AD_GONEL
Action = A_Repeat
Var1 = 28
Var2 = S_AD_GONE3

State S_AD_GONEL
SpriteName = DEAD
SpriteFrame = A
Duration = 0
Action = A_CryingToMomma
Next = S_NULL


Object MT_AUTODUPLICATE
MapThingNum = 4000
SpawnState = S_AD_START1
SpawnHealth = 2
SeeState = S_AD_START2
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_AD_HURT1
PainChance = 150
PainSound = sfx_s226
MeleeState = S_AD_PREPARE
MissileState = S_AD_PREPARE
DeathState = S_AD_GONE1
XDeathState = S_NULL
DeathSound = sfx_s223
Speed = 4
Radius = 17*FRACUNIT
Height = 56*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL



############################Bomb#########################################



FreeSlot
MT_BOMBDUPLICATE
S_BD_START1
S_BD_START2
S_BD_START3
S_BD_START4
S_BD_START5
S_BD_START6
S_BD_START7
S_BD_START8
S_BD_START9
S_BD_START10
S_BD_START11
S_BD_WALK1
S_BD_WALK2
S_BD_WALK3
S_BD_WALK4
S_BD_WALK5
S_BD_WALK6
S_BD_WALK7
S_BD_WALK8
S_BD_PREPARE
S_BD_FIREDELAY1
S_BD_FIREDELAY2
S_BD_FIREDELAYCHOOSE
S_BD_FIRE
S_BD_GONE1
S_BD_GONE2
S_BD_GONE3
S_BD_GONER
S_BD_HURT1
S_BD_HURT3
S_BD_HURT4


State S_BD_START1
SpriteName = WALK
SpriteFrame = A
Duration = 1
Next = S_BD_START1
Action = A_Look
Var1 = (14000<<16)+1
Var2 = 1

State S_BD_START2
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_BD_START3
Action = A_SetObjectFlags
Var1 = MF_NOCLIPTHING|MF_BOUNCE
Var2 = 2

State S_BD_START3
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_BD_START4
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_BD_START4
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_BD_START5
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = SKINCOLOR_CARBON

State S_BD_START5
SpriteName = WALK
SpriteFrame = A
Duration = 1
Next = S_BD_START6
Action = A_Thrust
Var1 = 12
Var2 = 1

State S_BD_START6
SpriteName = ROLL
SpriteFrame = A
Duration = 4
Next = S_BD_START7
Action = A_Boss5CheckOnGround
Var1 = S_BD_START10

State S_BD_START7
SpriteName = ROLL
SpriteFrame = B
Duration = 4
Next = S_BD_START8
Action = A_Boss5CheckOnGround
Var1 = S_BD_START10

State S_BD_START8
SpriteName = ROLL
SpriteFrame = C
Duration = 4
Next = S_BD_START9
Action = A_Boss5CheckOnGround
Var1 = S_BD_START10

State S_BD_START9
SpriteName = ROLL
SpriteFrame = D
Duration = 4
Next = S_BD_START6
Action = A_Boss5CheckOnGround
Var1 = S_BD_START10

State S_BD_START10
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_BD_START11
Action = A_SetObjectFlags
Var1 = MF_NOCLIPTHING|MF_BOUNCE
Var2 = 1

State S_BD_START11
SpriteName = STND
SpriteFrame = A
Duration = 0
Next = S_BD_WALK1
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2

State S_BD_WALK1
SpriteName = WALK
SpriteFrame = A
Duration = 2
Next = S_BD_WALK2
Action = A_Chase

State S_BD_WALK2
SpriteName = WALK
SpriteFrame = B
Duration = 2
Next = S_BD_WALK3
Action = A_Chase

State S_BD_WALK3
SpriteName = WALK
SpriteFrame = C
Duration = 2
Next = S_BD_WALK4
Action = A_Chase

State S_BD_WALK4
SpriteName = WALK
SpriteFrame = D
Duration = 2
Next = S_BD_WALK5
Action = A_Chase

State S_BD_WALK5
SpriteName = WALK
SpriteFrame = E
Duration = 2
Next = S_BD_WALK6
Action = A_Chase

State S_BD_WALK6
SpriteName = WALK
SpriteFrame = F
Duration = 2
Next = S_BD_WALK7
Action = A_Chase

State S_BD_WALK7
SpriteName = WALK
SpriteFrame = G
Duration = 2
Next = S_BD_WALK8
Action = A_Chase

State S_BD_WALK8
SpriteName = WALK
SpriteFrame = H
Duration = 2
Next = S_BD_WALK1
Action = A_Chase

State S_BD_PREPARE
SpriteName = STND
SpriteFrame = A
Duration = 110
Next = S_BD_FIRE
Action = A_FaceTarget

State S_BD_FIRE
SpriteName = WALK
SpriteFrame = A
Duration = 1
Action = A_FireShot
Var1 = MT_THROWNEXPLOSION
Next = S_BD_FIREDELAYCHOOSE

State S_BD_FIREDELAYCHOOSE
SpriteName = WALK
SpriteFrame = A
Duration = 0
Action = A_RandomState
Var1 = S_BD_FIREDELAY1
Var2 = S_BD_FIREDELAY2

State S_BD_FIREDELAY1
SpriteName = WALK
SpriteFrame = A
Duration = 50
Action = none
Next = S_BD_WALK2

State S_BD_FIREDELAY2
SpriteName = WALK
SpriteFrame = A
Duration = 67
Action = none
Next = S_BD_WALK6

State S_BD_HURT1
SpriteName = PAIN
SpriteFrame = A
Duration = 0
Next = S_BD_HURT3
Action = A_DoNPCPain
Var1 = FRACUNIT
Var2 = 0

State S_BD_HURT3
SpriteName = PAIN
SpriteFrame = A
Duration = 1
Next = S_BD_HURT3
Action = A_Boss5CheckOnGround
Var1 = S_BD_HURT4
Var2 = 0

State S_BD_HURT4
SpriteName = STND
SpriteFrame = A
Duration = 1
Next = S_BD_START1
Action = A_FaceTarget

State S_BD_GONE1
SpriteName = DEAD
SpriteFrame = A
Duration = 1
Action = A_Fall
Next = S_BD_GONE2

State S_BD_GONE2
SpriteName = DEAD
SpriteFrame = A
Duration = 10
Next = S_BD_GONE3
Action = A_ZThrust
Var1 = 9
Var2 = 0+0<<1

State S_BD_GONE3
SpriteName = DEAD
SpriteFrame = A
Duration = 1
Next = S_BD_GONER
Action = A_ZThrust
Var1 = -1
Var2 = 0+0<<1

State S_BD_GONER
SpriteName = DEAD
SpriteFrame = A
Duration = 0
Next = S_NULL
Action = A_Repeat
Var1 = 28
Var2 = S_BD_GONE3


Object MT_BOMBDUPLICATE
MapThingNum = 4002
SpawnState = S_BD_START1
SpawnHealth = 2
SeeState = S_BD_START2
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_BD_HURT1
PainChance = 150
PainSound = sfx_s226
MeleeState = S_BD_PREPARE
MissileState = S_BD_PREPARE
DeathState = S_BD_GONE1
XDeathState = S_NULL
DeathSound = sfx_s223
Speed = 8
Radius = 17*FRACUNIT
Height = 56*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL


###################################RED#########################################


FreeSlot
MT_REDDUPLICATE
S_RD_START1
S_RD_START2
S_RD_START3
S_RD_START4
S_RD_START5
S_RD_START6
S_RD_START7
S_RD_START8
S_RD_START9
S_RD_START10
S_RD_START11
S_RD_WALK1
S_RD_WALK2
S_RD_WALK3
S_RD_WALK4
S_RD_WALK5
S_RD_WALK6
S_RD_WALK7
S_RD_WALK8
S_RD_PREPARE
S_RD_FIREDELAY
S_RD_FIRE1
S_RD_FIREAGAIN
S_RD_FIRE2
S_RD_FIRE3
S_RD_GONE1
S_RD_GONE2
S_RD_GONE3
S_RD_GONER
S_RD_GONEL
S_RD_HURT1
S_RD_HURT3
S_RD_HURT4

State S_RD_START1
SpriteName = WALK
SpriteFrame = A
Duration = 1
Next = S_RD_START1
Action = A_Look
Var1 = (14000<<16)+1
Var2 = 1

State S_RD_START2
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_RD_START3
Action = A_SetObjectFlags
Var1 = MF_NOCLIPTHING|MF_BOUNCE
Var2 = 2

State S_RD_START3
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_RD_START4
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_RD_START4
SpriteName = WALK
SpriteFrame = A
Duration = 0
Next = S_RD_START5
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = SKINCOLOR_PEPPER

State S_RD_START5
SpriteName = WALK
SpriteFrame = A
Duration = 1
Next = S_RD_START6
Action = A_Thrust
Var1 = 12
Var2 = 1

State S_RD_START6
SpriteName = ROLL
SpriteFrame = A
Duration = 4
Next = S_RD_START7
Action = A_Boss5CheckOnGround
Var1 = S_RD_START10

State S_RD_START7
SpriteName = ROLL
SpriteFrame = B
Duration = 4
Next = S_RD_START8
Action = A_Boss5CheckOnGround
Var1 = S_RD_START10

State S_RD_START8
SpriteName = ROLL
SpriteFrame = C
Duration = 4
Next = S_RD_START9
Action = A_Boss5CheckOnGround
Var1 = S_RD_START10

State S_RD_START9
SpriteName = ROLL
SpriteFrame = D
Duration = 4
Next = S_RD_START6
Action = A_Boss5CheckOnGround
Var1 = S_RD_START10

State S_RD_START10
SpriteName = STND
SpriteFrame = a
Duration = 0
Next = S_RD_START11
Action = A_SetObjectFlags
Var1 = MF_NOCLIPTHING|MF_BOUNCE
Var2 = 1

State S_RD_START11
SpriteName = STND
SpriteFrame = A
Duration = 0
Next = S_RD_WALK1
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2

State S_RD_WALK1
SpriteName = WALK
SpriteFrame = A
Duration = 2
Next = S_RD_WALK2
Action = A_Chase

State S_RD_WALK2
SpriteName = WALK
SpriteFrame = B
Duration = 2
Next = S_RD_WALK3
Action = A_Chase

State S_RD_WALK3
SpriteName = WALK
SpriteFrame = C
Duration = 2
Next = S_RD_WALK4
Action = A_Chase

State S_RD_WALK4
SpriteName = WALK
SpriteFrame = D
Duration = 2
Next = S_RD_WALK5
Action = A_Chase

State S_RD_WALK5
SpriteName = WALK
SpriteFrame = E
Duration = 2
Next = S_RD_WALK6
Action = A_Chase

State S_RD_WALK6
SpriteName = WALK
SpriteFrame = F
Duration = 2
Next = S_RD_WALK7
Action = A_Chase

State S_RD_WALK7
SpriteName = WALK
SpriteFrame = G
Duration = 2
Next = S_RD_WALK8
Action = A_Chase

State S_RD_WALK8
SpriteName = WALK
SpriteFrame = H
Duration = 2
Next = S_RD_WALK1
Action = A_Chase

State S_RD_PREPARE
SpriteName = STND
SpriteFrame = A
Duration = 52
Next = S_RD_FIRE1
Action = A_FaceTarget

State S_RD_FIRE1
SpriteName = WALK
SpriteFrame = A
Duration = 7
Next = S_RD_FIREAGAIN
Action = A_FireShot
Var1 = MT_REDRING

State S_RD_FIREAGAIN
SpriteName = WALK
SpriteFrame = A
Duration = 1
Action = A_RandomState
Var1 = S_RD_FIREDELAY
Var2 = S_RD_WALK1

State S_RD_FIREDELAY
SpriteName = WALK
SpriteFrame = A
Duration = 22
Action = A_FaceTarget
Next = S_RD_FIRE2

State S_RD_FIRE2
SpriteName = WALK
SpriteFrame = A
Duration = 1
Action = A_FireShot
Next = S_RD_FIRE3
Var1 = MT_REDRING

State S_RD_FIRE3
SpriteName = WALK
SpriteFrame = A
Duration = 0
Action = A_Repeat
Next = S_RD_WALK2
Var1 = 3
Var2 = S_RD_FIREDELAY

State S_RD_HURT1
SpriteName = PAIN
SpriteFrame = A
Duration = 0
Next = S_RD_HURT3
Action = A_DoNPCPain
Var1 = FRACUNIT
Var2 = 0

State S_RD_HURT3
SpriteName = PAIN
SpriteFrame = A
Duration = 1
Next = S_RD_HURT3
Action = A_Boss5CheckOnGround
Var1 = S_RD_HURT4
Var2 = 0

State S_RD_HURT4
SpriteName = STND
SpriteFrame = A
Duration = 1
Next = S_RD_START1
Action = A_FaceTarget

State S_RD_GONE1
SpriteName = DEAD
SpriteFrame = A
Duration = 1
Action = A_Fall
Next = S_RD_GONE2

State S_RD_GONE2
SpriteName = DEAD
SpriteFrame = A
Duration = 10
Next = S_RD_GONE3
Action = A_ZThrust
Var1 = 9
Var2 = 0+0<<1

State S_RD_GONE3
SpriteName = DEAD
SpriteFrame = A
Duration = 1
Next = S_RD_GONER
Action = A_ZThrust
Var1 = -1
Var2 = 0+0<<1

State S_RD_GONER
SpriteName = DEAD
SpriteFrame = A
Duration = 0
Next = S_RD_GONEL
Action = A_Repeat
Var1 = 28
Var2 = S_RD_GONE3

State S_RD_GONEL
SpriteName = DEAD
SpriteFrame = A
Duration = 0
Action = A_CryingToMomma
Next = S_NULL


Object MT_REDDUPLICATE
MapThingNum = 4001
SpawnState = S_RD_START1
SpawnHealth = 2
SeeState = S_RD_START2
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_RD_HURT1
PainChance = 150
PainSound = sfx_s226
MeleeState = S_RD_PREPARE
MissileState = S_RD_PREPARE
DeathState = S_RD_GONE1
XDeathState = S_NULL
DeathSound = sfx_s223
Speed = 4
Radius = 17*FRACUNIT
Height = 56*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_S247
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL