FREESLOT
S_Starpost_Sound1
S_Starpost_Sound2
S_Starpost_Sound3
S_Starpost_Sound4
S_Starpost_Soundref1
S_Starpost_Soundref2
S_Starpost_Soundref3
S_Starpost_Soundref4
sfx_hmsv01
sfx_hmsv02
sfx_hmsv03
sfx_hmsv04
sfx_hmsv05
sfx_hmsv06
MT_OVAHAT
S_OVAHATSpawn1
S_OVAHATFollow1
S_OVAHATFollow2
SPR_OVAH


# S_EGGMOBILE_LATK1 - EGGMAN IS ACTUALLY IN THE EGG VIPER IT JUST LOOKS LIKE THE NORMAL BOSS BECAUSE HMS123311 IS SO STRONG!!!!!
frame S_EGGMOBILE_LATK1
ACTION A_PlaySound
VAR1 = sfx_hmsv01
VAR2 = 1


# S_EGGMOBILE_RATK1 - THIS IS ALSO THE EGG VIPER!!!!
frame S_EGGMOBILE_RATK1
ACTION A_PlaySound
VAR1 = sfx_hmsv01
VAR2 = 1


# S_EGGMOBILE_PAIN2 - HMS123311S SO POWERFUL EGGMAN CANT RUN AWAY WHEN HES HURT~~~~~~~~~~~
frame S_EGGMOBILE_PAIN2
ACTION None
VAR1 = 0
VAR2 = 0


# S_EGGMOBILE_DEATH2 - EGGMAN TELLS U Y U R AWESUM@@@@@@@@@@@@@@@@
frame S_EGGMOBILE_DIE2
DURATION = 1
ACTION A_PlaySound
VAR1 = sfx_hmsv02
VAR2 = 1



# S_EGGMOBILE2_DEATH2 - EGGMAN TELL'S U Y U R AWESUM@@@@@@@@@@@@@@@@ i FIXED MY GRAMMAR
frame S_EGGMOBILE2_DIE2
DURATION = 1
ACTION A_PlaySound
VAR1 = sfx_hmsv02
VAR2 = 1



# S_EGGMOBILE3_ATK1 - THIS IS STILL THE EGG VIPER HAHAHA
frame S_EGGMOBILE3_ATK1
ACTION A_PlaySound
VAR1 = sfx_hmsv01
VAR2 = 1


# 'S_EGGMOBILE3_DEATH2 - HM'S WILL ALW4Y'S B AW'SUM!11111111111111 CAN U UNBAN ME NOW
frame S_EGGMOBILE3_DIE2
DURATION = 1
ACTION A_PlaySound
VAR1 = sfx_hmsv02
VAR2 = 1

#wolfy wuz hurr
sound sfx_hmsv01
PRIORITY = 127
FLAGS = SF_X4AWAYSOUND

# I'F U DONT UNBA'N M'E HM'S WIL'L MAK'E U UNBA'N M'E i N'O HI'M 4 REA'L
sound sfx_hmsv02
PRIORITY = 127
FLAGS = SF_X4AWAYSOUND



# S_STARPOST33
frame S_STARPOST_ENDSPIN
DURATION = 2
ACTION A_RandomStateRange
VAR1 = S_Starpost_Sound1
VAR2 = S_Starpost_Sound4
#  {Next: Starpost_Sound1-4}


# Starpost_Sound1
frame S_Starpost_Sound1
SPRITENUMBER = POSS
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_STARPOST_FLASH
ACTION A_RemoteAction
VAR1 = MT_PLAYER
VAR2 = S_Starpost_Soundref1
# [RemoteAction: Starpost_Soundref1(PlaySound)]
#  {Next: S_STARPOST34}


# Starpost_Sound2
frame S_Starpost_Sound2
SPRITENUMBER = PLAY
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_STARPOST_FLASH
ACTION A_RemoteAction
VAR1 = MT_PLAYER
VAR2 = S_Starpost_Soundref2
# [RemoteAction: Starpost_Soundref2(PlaySound)]
#  {Next: S_STARPOST34}


# Starpost_Sound3
frame S_Starpost_Sound3
SPRITENUMBER = SPOS
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_STARPOST_FLASH
ACTION A_RemoteAction
VAR1 = MT_PLAYER
VAR2 = S_Starpost_Soundref3
# [RemoteAction: Starpost_Soundref3(PlaySound)]
#  {Next: S_STARPOST34}


# Starpost_Sound4
frame S_Starpost_Sound4
SPRITENUMBER = BOM1
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_STARPOST_FLASH
ACTION A_RemoteAction
VAR1 = MT_PLAYER
VAR2 = S_Starpost_Soundref1
# [RemoteAction: Starpost_Soundref1(PlaySound)]
#  {Next: S_STARPOST34}


# Starpost_Soundref1
frame S_Starpost_Soundref1
ACTION A_PlaySound
VAR1 = sfx_hmsv03
VAR2 = 1
# [Ref: 2401]

# Starpost_Soundref2
frame S_Starpost_Soundref2
ACTION A_PlaySound
VAR1 = sfx_hmsv04
VAR2 = 1
# [Ref: 2402]

# Starpost_Soundref3
frame S_Starpost_Soundref3
ACTION A_PlaySound
VAR1 = sfx_hmsv05
VAR2 = 1
# [Ref: 2403]

# Starpost_Soundref4
frame S_Starpost_Soundref4
ACTION A_PlaySound
VAR1 = sfx_hmsv06
VAR2 = 1
# [Ref: 2404]

#FLAGS = 24

sound sfx_hmsv03
PRIORITY = 120
FLAGS = SF_X4AWAYSOUND|SF_X8AWAYSOUND

sound sfx_hmsv04
PRIORITY = 120
FLAGS = SF_X4AWAYSOUND|SF_X8AWAYSOUND

sound sfx_hmsv05
PRIORITY = 120
FLAGS = SF_X4AWAYSOUND|SF_X8AWAYSOUND

sound sfx_hmsv06
PRIORITY = 120
FLAGS = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Thing MT_OVAHAT
MAPTHINGNUM = 4200
DISPOFFSET = 1
SPAWNSTATE = S_OVAHATSpawn1
SPAWNHEALTH = 1000
SEESTATE = S_OVAHATFollow1
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = FRACUNIT*1
PAINSOUND = sfx_brakrx
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_NULL
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = FRACUNIT*10
RADIUS = FRACUNIT*5
HEIGHT = FRACUNIT*8
MASS = 100
DAMAGE = 50*FRACUNIT
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP

FRAME S_OVAHATSpawn1
SPRITENAME = OVAH
SPRITEFRAME = A
DURATION = 1
NEXT = S_OVAHATFollow1
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_OVAHATFollow1
SPRITENAME = OVAH
SPRITEFRAME = A
DURATION = 1
NEXT = S_OVAHATFollow1
ACTION A_CapeChase
VAR1 = FRACUNIT*0
VAR2 = FRACUNIT*0

FRAME S_OVAHATFollow2
SPRITENAME = OVAH
SPRITEFRAME = B
DURATION = 1
NEXT = S_OVAHATFollow2
ACTION A_CapeChase
VAR1 = FRACUNIT*0
VAR2 = FRACUNIT*0


