FREESLOT
MT_NEWEGGZAP
S_NEWZAP_STND
S_NEWZAP_ATK1
S_NEWZAP_ATK2
S_NEWZAP_ATK3
S_NEWZAP_ATK4
S_NEWZAP_ATK5
S_NEWZAP_ATK6
S_NEWZAP_ATK7
S_NEWZAP_ATK8
S_NEWZAP_ATK9
S_NEWZAP_ATK10
S_NEWZAP_ATK11
S_NEWZAP_ATK12
S_NEWZAP_ATK13
S_NEWZAP_ATK14
S_NEWZAP_PAIN
S_NEWZAP_PAIN2
S_NEWZAP_PAIN3
S_NEWZAP_PAIN4
S_NEWZAP_PINCH
S_NEWZAP_PINCH2
S_NEWZAP_PINCH3
S_NEWZAP_PINCH4
S_NEWZAP_PINCH5
S_NEWZAP_PINCH6
S_NEWZAP_PINCH7
S_NEWZAP_PINCH8
S_NEWZAP_PINCH9
S_NEWZAP_PINCH10
S_NEWZAP_PINCH11
S_NEWZAP_PINCH12
S_NEWZAP_PINCH13
S_NEWZAP_PINCH14
S_NEWZAP_PINCH15
S_NEWZAP_PINCH16
S_NEWZAP_PINCH17
S_NEWZAP_PINCH18
S_NEWZAP_PINCH19
S_NEWZAP_PINCH20

Object MT_NEWEGGZAP
#$Name "New Egg Zapper"
#$Sprite EGGMA1
#$Category "Custom Bosses"
MapThingNum = 295
SpawnState = S_NEWZAP_STND
SpawnHealth = 10
SeeState = S_NEWZAP_STND
SeeSound = sfx_None
ReactionTime = 45
AttackSound = sfx_None
PainState = S_NEWZAP_PAIN
PainChance = MT_THOK
PainSound = sfx_dmpain
MeleeState = S_NEWZAP_ATK1
MissileState = S_NEWZAP_ATK1
DeathState = S_EGGMOBILE_DIE1
XDeathState = S_EGGMOBILE_FLEE1
DeathSound = sfx_cybdth
Speed = 4
Radius = 24*FRACUNIT
Height = 76*FRACUNIT
DispOffset = 0
Mass = sfx_none
Damage = 3
ActiveSound = sfx_telept
Flags = MF_BOSS|MF_SPECIAL|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY
RaiseState = S_NEWZAP_PINCH

State S_NEWZAP_STND
SpriteName = EGGM
SpriteFrame = A
Duration = 1
Next = S_NEWZAP_STND
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

State S_NEWZAP_ATK1
SpriteName = EGGM
SpriteFrame = B
Duration = 3
Next = S_NEWZAP_ATK2
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_NEWZAP_ATK2
SpriteName = EGGM
SpriteFrame = C
Duration = 10
Next = S_NEWZAP_ATK3
Var1 = 0
Var2 = 0


State S_NEWZAP_ATK3
SpriteName = EGGM
SpriteFrame = D
Duration = 2
Next = S_NEWZAP_ATK4
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_NEWZAP_ATK4
SpriteName = EGGM
SpriteFrame = E
Duration = 1
Next = S_NEWZAP_ATK5
Var1 = 0
Var2 = 0

State S_NEWZAP_ATK5
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_NEWZAP_ATK6
Var1 = 0
Var2 = 0

State S_NEWZAP_ATK6
SpriteName = EGGM
SpriteFrame = G
Duration = 1
Next = S_NEWZAP_ATK7
Var1 = 0
Var2 = 0

State S_NEWZAP_ATK7
SpriteName = EGGM
SpriteFrame = H
Duration = 1
Next = S_NEWZAP_ATK8
Var1 = 0
Var2 = 0

State S_NEWZAP_ATK8
SpriteName = EGGM
SpriteFrame = I
Duration = 25
Next = S_NEWZAP_ATK9
Action = A_FireShot
Var1 = MT_ENERGYBALL
Var2 = 0

State S_NEWZAP_ATK9
SpriteName = EGGM
SpriteFrame = I
Duration = 1
Next = S_NEWZAP_ATK10
Var1 = 0
Var2 = 0

State S_NEWZAP_ATK10
SpriteName = EGGM
SpriteFrame = I
Duration = 25
Next = S_NEWZAP_ATK11
Action = A_FireShot
Var1 = MT_ENERGYBALL
Var2 = 0

State S_NEWZAP_ATK11
SpriteName = EGGM
SpriteFrame = I
Duration = 1
Next = S_NEWZAP_ATK12
Var1 = 0
Var2 = 0

State S_NEWZAP_ATK12
SpriteName = EGGM
SpriteFrame = I
Duration = 25
Next = S_NEWZAP_ATK13
Action = A_FireShot
Var1 = MT_ENERGYBALL
Var2 = 0

State S_NEWZAP_ATK13
SpriteName = EGGM
SpriteFrame = R
Duration = 10
Next = S_NEWZAP_ATK14
Var1 = 0
Var2 = 0

State S_NEWZAP_ATK14
SpriteName = EGGM
SpriteFrame = S
Duration = 16
Next = S_NEWZAP_STND
Var1 = 0
Var2 = 0

State S_NEWZAP_PAIN
SpriteName = EGGM
SpriteFrame = T
Duration = 24
Next = S_NEWZAP_PAIN2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_NEWZAP_PAIN2
SpriteName = EGGM
SpriteFrame = T
Duration = 20
Next = S_NEWZAP_PAIN3
Action = A_SkullAttack
Var1 = 2
Var2 = 1

State S_NEWZAP_PAIN3
SpriteName = EGGM
SpriteFrame = T
Duration = 5
Next = S_NEWZAP_PAIN4
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_NEWZAP_PAIN4
SpriteName = EGGM
SpriteFrame = T
Duration = 5
Next = S_NEWZAP_STND
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH
SpriteName = EGGM
SpriteFrame = B
Duration = 3
Next = S_NEWZAP_PINCH2
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH2
SpriteName = EGGM
SpriteFrame = C
Duration = 2
Next = S_NEWZAP_PINCH3
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH3
SpriteName = EGGM
SpriteFrame = D
Duration = 8
Next = S_NEWZAP_PINCH4
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH4
SpriteName = EGGM
SpriteFrame = E
Duration = 1
Next = S_NEWZAP_PINCH5
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH5
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_NEWZAP_PINCH6
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH6
SpriteName = EGGM
SpriteFrame = G
Duration = 1
Next = S_NEWZAP_PINCH7
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH7
SpriteName = EGGM
SpriteFrame = H
Duration = 1
Next = S_NEWZAP_PINCH8
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH8
SpriteName = EGGM
SpriteFrame = I
Duration = 15
Next = S_NEWZAP_PINCH9
Action = A_FireShot
Var1 = MT_ENERGYBALL
Var2 = 0

State S_NEWZAP_PINCH9
SpriteName = EGGM
SpriteFrame = I
Duration = 15
Next = S_NEWZAP_PINCH10
Action = A_FireShot
Var1 = MT_ENERGYBALL
Var2 = 0

State S_NEWZAP_PINCH10
SpriteName = EGGM
SpriteFrame = I
Duration = 15
Next = S_NEWZAP_PINCH11
Action = A_FireShot
Var1 = MT_ENERGYBALL
Var2 = 0

State S_NEWZAP_PINCH11
SpriteName = EGGM
SpriteFrame = I
Duration = 15
Next = S_NEWZAP_PINCH12
Action = A_FireShot
Var1 = MT_ENERGYBALL
Var2 = 0

State S_NEWZAP_PINCH12
SpriteName = EGGM
SpriteFrame = I
Duration = 15
Next = S_NEWZAP_PINCH13
Action = A_FireShot
Var1 = MT_ENERGYBALL
Var2 = 0

State S_NEWZAP_PINCH13
SpriteName = EGGM
SpriteFrame = I
Duration = 15
Next = S_NEWZAP_PINCH14
Action = A_FireShot
Var1 = MT_ENERGYBALL
Var2 = 0

State S_NEWZAP_PINCH14
SpriteName = EGGM
SpriteFrame = R
Duration = 10
Next = S_NEWZAP_PINCH15
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH15
SpriteName = EGGM
SpriteFrame = S
Duration = 12
Next = S_NEWZAP_PINCH16
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH16
SpriteName = EGGM
SpriteFrame = R
Duration = 10
Next = S_NEWZAP_PINCH17
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH17
SpriteName = EGGM
SpriteFrame = S
Duration = 12
Next = S_NEWZAP_PINCH18
Var1 = 0
Var2 = 0


State S_NEWZAP_PINCH18
SpriteName = EGGM
SpriteFrame = S
Duration = 50
Next = S_NEWZAP_PINCH19
Action = A_SkullAttack
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH19
SpriteName = EGGM
SpriteFrame = S
Duration = 3
Next = S_NEWZAP_PINCH20
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_NEWZAP_PINCH20
SpriteName = EGGM
SpriteFrame = S
Duration = 5
Next = S_NEWZAP_PINCH
Action = A_FaceTarget
Var1 = 0
Var2 = 0
