Freeslot
MT_SKORB
S_SKOR_STND1
S_SKOR_STND2
S_SKOR_STND3
S_SKOR_STND4
S_SKOR_MOVE1
S_SKOR_MOVE2
S_SKOR_MOVE3
S_SKOR_MOVE4
S_SKOR_START
S_SKOR_GOBAC
S_SKOR_RCYC1
S_SKOR_RCYC2
S_SKOR_RCYC3
S_SKOR_RCYC4
S_SKOR_REST1
S_SKOR_REST2
S_SKOR_REST3
S_SKOR_REST4
S_SKOR_REST5
S_SKOR_SP1AT
S_SKOR_SP2AT
S_SKOR_SP3AT
S_SKOR_SFX01
S_SKOR_SFX02
S_SKOR_SFX03
S_SKOR_SSB1T
S_SKOR_SSB2T
S_SKOR_SSB3T
S_SKOR_SB1TW
S_SKOR_SB2TW
S_SKOR_SB3TW
S_SKOR_SB4TW
S_SKOR_SB5TW
S_SKOR_SB6TW
S_SKOR_RISE
S_SKOR_NRISE
S_SKOR_PAIN
S_SKOR_PAIN2
S_SKOR_OFFME
S_SKOR_SDEAT
S_SKOR_DEATH
S_SKOR_DE2TH
S_SKOR_DE3TH
S_SKOR_EDEAT
SPR_SKRB
SPR_SKAT
SPR_SKHR
SPR_SKPR


State S_SKOR_STND1
SpriteName = SKRB
SpriteFrame = A
Duration = 1
Next = S_SKOR_STND2
Action = A_Look
Var1 = (3000<<16)+1
Var2 = 1

State S_SKOR_STND2
SpriteName = SKRB
SpriteFrame = B
Duration = 1
Next = S_SKOR_STND3
Action = A_Look
Var1 = 0
Var2 = 0

State S_SKOR_STND3
SpriteName = SKRB
SpriteFrame = C
Duration = 1
Next = S_SKOR_STND4
Action = A_Look
Var1 = 0
Var2 = 0

State S_SKOR_STND4
SpriteName = SKRB
SpriteFrame = D
Duration = 1
Next = S_SKOR_STND1
Action = A_Look
Var1 = 0
Var2 = 0

State S_SKOR_START
SpriteName = SKRB
SpriteFrame = A
Duration = 0
Action = A_Repeat
Var1 = 1
Var2 = 0
Next = S_SKOR_MOVE1

State S_SKOR_MOVE1
SpriteName = SKRB
SpriteFrame = A
Duration = 1
Next = S_SKOR_MOVE2
Action = A_JetbThink

State S_SKOR_MOVE2
SpriteName = SKRB
SpriteFrame = B
Duration = 1
Next = S_SKOR_MOVE3
Action = A_JetbThink

State S_SKOR_MOVE3
SpriteName = SKRB
SpriteFrame = C
Duration = 1
Next = S_SKOR_MOVE4
Action = A_JetbThink

State S_SKOR_MOVE4
SpriteName = SKRB
SpriteFrame = D
Duration = 1
Next = S_SKOR_GOBAC
Action = A_JetbThink

State S_SKOR_GOBAC
SpriteName = SKRB
SpriteFrame = A
Duration = 0
Action = A_Repeat
Var1 = 50
Var2 = S_SKOR_MOVE1
Next = S_SKOR_RCYC1

State S_SKOR_RCYC1
SpriteName = SKPR
SpriteFrame = A
Duration = 0
Next = S_SKOR_REST1
Var1 = 1
Var2 = 0

State S_SKOR_REST1
SpriteName = SKPR
SpriteFrame = A
Duration = 4
Next = S_SKOR_REST2
Action = none
Var1 = 0
Var2 = 0

State S_SKOR_REST2
SpriteName = SKPR
SpriteFrame = B
Duration = 4
Next = S_SKOR_REST3
Action = none
Var1 = 0
Var2 = 0

State S_SKOR_RCYC2
SpriteName = SKPR
SpriteFrame = B
Duration = 0
Action = A_Repeat
Var1 = 4
Var2 = S_SKOR_REST1
Next = S_SKOR_REST3

State S_SKOR_REST3
SpriteName = SKPR
SpriteFrame = C
Duration = 4
Next = S_SKOR_REST4
Action = none
Var1 = 0
Var2 = 0

State S_SKOR_REST4
SpriteName = SKPR
SpriteFrame = D
Duration = 4
Next = S_SKOR_RCYC3
Action = none
Var1 = 0
Var2 = 0

State S_SKOR_RCYC3
SpriteName = SKPR
SpriteFrame = D
Duration = 0
Action = A_Repeat
Var1 = 4
Var2 = S_SKOR_REST3
Next = S_SKOR_REST4

State S_SKOR_REST4
SpriteName = SKAT
SpriteFrame = A
Duration = 4
Next = S_SKOR_REST5
Action = none
Var1 = 0
Var2 = 0

State S_SKOR_REST5
SpriteName = SKAT
SpriteFrame = B
Duration = 4
Next = S_SKOR_RCYC4
Action = none
Var1 = 0
Var2 = 0

State S_SKOR_RCYC4
SpriteName = SKAT
SpriteFrame = B
Duration = 0
Action = A_Repeat
Var1 = 4
Var2 = S_SKOR_REST4
Next = S_SKOR_SFX01

State S_SKOR_SFX01
SpriteName = SKAT
SpriteFrame = A
Duration = 1
Next S_SKOR_SP1AT
Action = A_PlaySound
Var1 = sfx_gspray
Var2 = (0<<16)+1

State S_SKOR_SP1AT
SpriteName = SKAT
SpriteFrame = A
Duration = 4
Next = S_SKOR_SB1TW
Action = A_Boss7FireMissiles
Var1 = MT_BLACKEGGMAN_GOOPFIRE
Var2 = 0

State S_SKOR_SB1TW
SpriteName = SKAT
SpriteFrame = B
Duration = 4
Next = S_SKOR_SB2TW
Action = none

State S_SKOR_SB2TW
SpriteName = SKAT
SpriteFrame = A
Duration = 4
Next = S_SKOR_SSB1T
Action = none

State S_SKOR_SSB1T
SpriteFrame = B
Duration = 0
Next = S_SKOR_SFX02
Action = A_Repeat
Var1 = 3
Var2 = S_SKOR_SB1TW

State S_SKOR_SFX02
SpriteName = SKAT
SpriteFrame = A
Duration = 1
Next S_SKOR_SP2AT
Action = A_PlaySound
Var1 = sfx_gspray
Var2 = (0<<16)+1

State S_SKOR_SP2AT
SpriteName = SKAT
SpriteFrame = A
Duration = 4
Next = S_SKOR_SB3TW
Action = A_Boss7FireMissiles
Var1 = MT_BLACKEGGMAN_GOOPFIRE
Var2 = 0

State S_SKOR_SB3TW
SpriteName = SKAT
SpriteFrame = B
Duration = 4
Next = S_SKOR_SB4TW
Action = none

State S_SKOR_SB4TW
SpriteName = SKAT
SpriteFrame = A
Duration = 4
Next = S_SKOR_SSB2T
Action = none

State S_SKOR_SSB2T
SpriteFrame = B
Duration = 0
Next = S_SKOR_SFX03
Action = A_Repeat
Var1 = 3
Var2 = S_SKOR_SB3TW

State S_SKOR_SFX03
SpriteName = SKAT
SpriteFrame = A
Duration = 1
Next S_SKOR_SP3AT
Action = A_PlaySound
Var1 = sfx_gspray
Var2 = (0<<16)+1

State S_SKOR_SP3AT
SpriteName = SKAT
SpriteFrame = A
Duration = 4
Next = S_SKOR_SB5TW
Action = A_Boss7FireMissiles
Var1 = MT_BLACKEGGMAN_GOOPFIRE
Var2 = 0

State S_SKOR_SB5TW
SpriteName = SKAT
SpriteFrame = B
Duration = 4
Next = S_SKOR_SB6TW
Action = none

State S_SKOR_SB6TW
SpriteName = SKAT
SpriteFrame = A
Duration = 4
Next = S_SKOR_SSB3T
Action = none

State S_SKOR_SSB3T
SpriteFrame = B
Duration = 0
Next = S_SKOR_RISE
Action = A_Repeat
Var1 = 3
Var2 = S_SKOR_SB5TW

State S_SKOR_RISE
SpriteName = SKPR
SpriteFrame = C
Duration = 3
Next = S_SKOR_NRISE
Action = A_BunnyHop
Var1 = 3
Var2 = -1

State S_SKOR_NRISE
SpriteName = SKPR
SpriteFrame = B
Duration = 3
Next = S_SKOR_START
Action = none

State S_SKOR_PAIN
SpriteName = SKHR
SpriteFrame = A
Duration = 32
Next = S_SKOR_PAIN2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_SKOR_PAIN2
SpriteName = SKAT
SpriteFrame = A
Duration = 3
Next = S_SKOR_OFFME
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_SKOR_OFFME
SpriteName = SKAT
SpriteFrame = B
Duration = 3
Next S_SKOR_STND1
Action = A_Boss7FireMissiles
Var1 = MT_BLACKEGGMAN_GOOPFIRE
Var2 = 0

State S_SKOR_SDEAT
SpriteName = SKHR
SpriteFrame = A
Duration = 0
Next = S_SKOR_DEATH
Action = A_Repeat
Var1 = 1
Var2 = 0

State S_SKOR_DEATH
SpriteName = SKHR
SpriteFrame = B
Duration = 1
Next = S_SKOR_DE2TH
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_SKOR_DE2TH
SpriteName = SKHR
SpriteFrame = A
SpriteFrame = 1
Duration = 2
Next = S_SKOR_DE3TH
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_SKOR_DE3TH
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_SKOR_EDEAT
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_SKOR_EDEAT
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_NULL
Action = A_Repeat
Var1 = 10
Var2 = S_SKOR_DEATH


#$Name Skorb
#$Sprite SKORA1
#$Category SORRIVALS
Object MT_SKORB
MapThingNum = 1341
SpawnState = S_SKOR_STND1
SpawnHealth = 8
SeeState = S_SKOR_START
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_s3k51
PainState = S_SKOR_PAIN
PainChance = 80
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SKOR_SDEAT
XDeathState = S_NULL
DeathSound = sfx_s3kb4
Speed = 3*FRACUNIT
Radius = 32*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags = MF_SLIDEME|MF_BOSS|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY
RaiseState = MT_FBOMB