# Tails Doll Script/Soc (Thing Numb 3000-3035)

FREESLOT
SPR_TDOL
S_TD_FLOAT1
S_TD_FLOAT2
S_TD_FLOAT3
S_TD_CHASE1
S_TD_CHASE2
MT_TAILSDOLL
MT_DUMMYDOLL
MT_DUMMYDOLL2
#

State S_TD_FLOAT1
SpriteName = TDOL
SpriteFrame = A
Duration = 1
Next = S_TD_FLOAT1
Action = A_Look
Var1 = (2000<<16)+1
Var2 = 0

State S_TD_CHASE1
SpriteName = TDOL
SpriteFrame = B
Duration = 1
Next = S_TD_CHASE2
Action = A_DetonChase
Var1 = 0
Var2 = 0

State S_TD_CHASE2
SpriteName = TDOL
SpriteFrame = C
Duration = 1
Next = S_TD_CHASE1
Action = A_DetonChase
Var1 = 0
Var2 = 0

Object MT_TAILSDOLL
#$Name Tails Doll
#$Sprite TDOLA1
#$Category Enemies
MapThingNum = 3000
SpawnState = S_TD_FLOAT1
SpawnHealth = 1
SeeSound = sfx_tdsee
SeeState = S_TD_CHASE1
ReactionTime = 1
AttackSound = sfx_None
XDeathState = S_NULL
DeathSound = sfx_None
Painchance = 2000
Speed = 20*FRACUNIT
Radius = 10*FRACUNIT
Height = 40*FRACUNIT
Mass = 10
Damage = 10
Flags = MF_RUNSPAWNFUNC|MF_ENEMY|MF_FLOAT|MF_NOGRAVITY|MF_PAIN
#

State S_TD_FLOAT2
SpriteName = TDOL
SpriteFrame = A
Duration = 0
Next = S_TD_FLOAT2
Action = A_Look
Var1 = 0
Var2 = 0

Object MT_DUMMYDOLL
#$Name Dummy Doll
#$Sprite TDOLA1
MapThingNum = 3001
SpawnState = S_TD_FLOAT2
SpawnHealth = 1
SeeSound = sfx_s3k86
SeeState = S_NULL
PainChance = 0
ReactionTime = 0
AttackSound = sfx_None
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0*FRACUNIT
Radius = 12*FRACUNIT
Height = 50*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_NOTHINK|MF_SCENERY
#

State S_TD_FLOAT3
SpriteName = TDOL
SpriteFrame = A
Duration = 0
Next = S_TD_FLOAT3
Action = A_Look
Var1 = 0
Var2 = 0

Object MT_DUMMYDOLL2
#$Name Dummy Doll 2
#$Sprite TDOLA1
MapThingNum = 3002
SpawnState = S_TD_FLOAT3
SpawnHealth = 1
SeeSound = sfx_s3k86
SeeState = S_NULL
PainChance = 0
ReactionTime = 0
AttackSound = sfx_None
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0*FRACUNIT
Radius = 12*FRACUNIT
Height = 50*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SLIDEME|MF_SOLID|MF_PUSHABLE
#