FREESLOT
SFX_RADSEE
SFX_RADAT1
SFX_RADAT4
SPR_RADA
SPR_RADB
SPR_RADC
SPR_RADD
S_RAD_WAIT
S_RAD_SEES_YOU1
S_RAD_SEES_YOU2
S_RAD_SEES_YOU3
S_RAD_SEES_YOU4
S_RAD_SEES_YOU5
S_RAD_SEES_YOU6
MT_RADNES
MT_RADSHADOW
SPR_RADS
S_RADSHADOW_WAIT
#

State S_RAD_WAIT
SpriteName = RADA
SpriteFrame = A
Duration = 1
Next = S_RAD_WAIT
Action = A_Look
Var1 = (65535<<16)+1
Var2 = 0

State S_RAD_SEES_YOU1
SpriteName = RADB
SpriteFrame = A
Duration = 1
Next = S_RAD_SEES_YOU2
Action = A_BrakChase
Var1 = 0
Var2 = 0

State S_RAD_SEES_YOU2
SpriteName = RADB
SpriteFrame = B
Duration = 1
Next = S_RAD_SEES_YOU3
Action = A_BrakChase
Var1 = 0
Var2 = 0

State S_RAD_SEES_YOU3
SpriteName = RADB
SpriteFrame = C
Duration = 1
Next = S_RAD_SEES_YOU4
Action = A_BrakChase
Var1 = 0
Var2 = 0

State S_RAD_SEES_YOU4
SpriteName = RADB
SpriteFrame = D
Duration = 1
Next = S_RAD_SEES_YOU5
Action = A_BrakChase
Var1 = 0
Var2 = 0

State S_RAD_SEES_YOU5
SpriteName = RADB
SpriteFrame = E
Duration = 1
Next = S_RAD_SEES_YOU6
Action = A_BrakChase
Var1 = 0
Var2 = 0

State S_RAD_SEES_YOU6
SpriteName = RADB
SpriteFrame = F
Duration = 1
Next = S_RAD_SEES_YOU1
Action = A_BrakChase
Var1 = 0
Var2 = 0

Object MT_RADNES
#$Name RADNES
#$Sprite RADAA0
#$Category Bosses
MapThingNum = 3007
SpawnState = S_RAD_WAIT
SpawnHealth = 100
SeeSound = sfx_RADSEE
SeeState = S_RAD_SEES_YOU1
ReactionTime = 1
AttackSound = sfx_RADAT1
MeleeState = S_NULL
PainState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_RADAT4
Speed = 48
Radius = 75*FRACUNIT
Height = 500*FRACUNIT
Mass = 5
Damage = 100
Flags = MF_BOSS|MF_SPECIAL|MF_PAIN
#

State S_RADSHADOW_WAIT
SpriteName = RADS
SpriteFrame = A
Duration = -1
Next = S_RADSHADOW_WAIT
Action = none
Var1 = 0
Var2 = 0

Object MT_RADSHADOW
#$Name RADSHADOW
#$Sprite RADSA0
MapThingNum = 3014
SpawnState = S_RADSHADOW_WAIT
SpawnHealth = 100
SeeSound = sfx_none
SeeState = S_NULL
ReactionTime = 8
AttackSound = sfx_None
MeleeState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 25
Radius = 25*FRACUNIT
Height = 200*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_SLIDEME|MF_SOLID|MF_PUSHABLE
#