FREESLOT
SPR_RUNR
SPR_REDS
MT_REDBOSS
MT_RUNROCK
S_REDBOSS_STAND
S_REDBOSS_SEES_YOU1
S_REDBOSS_SEES_YOU2
S_REDBOSS_SEES_YOU3
S_REDBOSS_SEES_YOU4
S_REDBOSS_SEES_YOU5
S_REDBOSS_SEES_YOU6
S_REDBOSS_PAIN1
S_REDBOSS_PAIN2
S_REDBOSS_PAIN3
S_REDBOSS_PAIN4
S_REDBOSS_FLEE1
S_REDBOSS_FLEE2
S_REDBOSS_ATTACK1
S_REDBOSS_ATTACK2
S_REDBOSS_DEATH1
S_REDBOSS_DEATH2
S_REDBOSS_DEATH3
S_REDBOSS_DEATH4
S_REDBOSS_DEATH5
S_REDBOSS_DEATH6
S_RUNROCK
S_REDSHADOW_WAIT
MT_REDSHADOW
#

State S_REDBOSS_STAND
SpriteName = REDA
SpriteFrame = A
Duration = 35
Next = S_REDBOSS_STAND
Action = A_Look
Var1 = (65535<<16)+1
Var2 = 0

State S_REDBOSS_SEES_YOU1
SpriteName = REDB
SpriteFrame = A
Duration = 1
Next = S_REDBOSS_SEES_YOU2
Action = A_BrakChase

State S_REDBOSS_SEES_YOU2
SpriteName = REDB
SpriteFrame = B
Duration = 1
Next = S_REDBOSS_SEES_YOU3
Action = A_BrakChase

State S_REDBOSS_SEES_YOU3
SpriteName = REDB
SpriteFrame = C
Duration = 1
Next = S_REDBOSS_SEES_YOU4
Action = A_BrakChase

State S_REDBOSS_SEES_YOU4
SpriteName = REDB
SpriteFrame = D
Duration = 1
Next = S_REDBOSS_SEES_YOU5
Action = A_BrakChase

State S_REDBOSS_SEES_YOU5
SpriteName = REDB
SpriteFrame = E
Duration = 1
Next = S_REDBOSS_SEES_YOU6
Action = A_BrakChase

State S_REDBOSS_SEES_YOU6
SpriteName = REDB
SpriteFrame = F
Duration = 1
Next = S_REDBOSS_SEES_YOU1
Action = A_BrakChase

State S_REDBOSS_ATTACK1
SpriteName = REDC
SpriteFrame = A
Duration = 35
Next = S_REDBOSS_ATTACK2
Action = A_Facetarget

State S_REDBOSS_ATTACK2
SpriteName = REDC
SpriteFrame = A
Duration = 35
Next = S_REDBOSS_SEES_YOU1
Action = A_Boss1Laser
Var1 = MT_LASER

State S_REDBOSS_PAIN1
SpriteName = REDD
SpriteFrame = A
Duration = 15
Next = S_REDBOSS_PAIN2
Action = A_Pain

State S_REDBOSS_PAIN2
SpriteName = REDC
SpriteFrame = A
Duration = 35
Next = S_REDBOSS_PAIN3

State S_REDBOSS_PAIN3
SpriteName = REDC
SpriteFrame = A
Duration = 35
Next = S_REDBOSS_PAIN4
Action = A_Boss1Laser
Var1 = MT_LASER
Var2 = 0

State S_REDBOSS_PAIN4
SpriteName = REDC
SpriteFrame = A
Duration = 1
Next = S_REDBOSS_SEES_YOU1
Action = A_SetObjectFlags2

State S_REDBOSS_DEATH1
SpriteName = REDE
SpriteFrame = A
Duration = 12
Next = S_REDBOSS_DEATH2
Action = A_Fall

State S_REDBOSS_DEATH2
SpriteName = REDE
SpriteFrame = A
Duration = 12
Next = S_REDBOSS_DEATH3
Action = A_PlaySound
Var1 = sfx_redded
Var2 = 0

State S_REDBOSS_DEATH3
SpriteName = REDE
SpriteFrame = A
Duration = 12
Next = S_REDBOSS_DEATH4

State S_REDBOSS_DEATH4
SpriteName = REDE
SpriteFrame = A
Duration = 12
Next = S_REDBOSS_DEATH5

State S_REDBOSS_DEATH5
SpriteName = REDE
SpriteFrame = A
Duration = 12
Next = S_REDBOSS_DEATH6

State S_REDBOSS_DEATH6
SpriteName = REDE
SpriteFrame = A
Duration = -1
Action = A_BossDeath

State S_REDBOSS_FLEE1
SpriteName = REDE
SpriteFrame = A
Duration = 5
Next = S_REDBOSS_FLEE2

State S_REDBOSS_FLEE2
SpriteName = REDE
SpriteFrame = A
Duration = 5
Next = S_REDBOSS_FLEE1

Object MT_REDBOSS
#$Name RED Boss
#$Sprite REDAA0
#$Category Bosses
MapThingNum = 3026
SpawnState = S_REDBOSS_STAND
SpawnHealth = 10
SeeSound = sfx_REDSEE
SeeState = S_REDBOSS_SEES_YOU1
ReactionTime = 35
AttackSound = sfx_REDAT1
MeleeState = S_REDBOSS_ATTACK1
PainState = S_REDBOSS_PAIN1
DeathState = S_REDBOSS_DEATH1
XDeathState = S_REDBOSS_FLEE1
DeathSound = sfx_REDDED
PainSound = sfx_REDAT3
Speed = 35
Radius = 40*FRACUNIT
Height = 100*FRACUNIT
Mass = 10
Damage = 100
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
#

State S_RUNROCK
SpriteName = RUNR
SpriteFrame = A
Duration = -1

Object MT_RUNROCK
#$Name Run Rock
#$Sprite RUNRA0
MapThingNum = 3015
SpawnState = S_RUNROCK
Radius = 32*FRACUNIT
Height = 150*FRACUNIT
Flags = MF_SCENERY|MF_NOTHINK|MF_SOLID
#

State S_REDSHADOW_WAIT
SpriteName = REDS
SpriteFrame = A
Duration = -1

Object MT_REDSHADOW
#$Name REDSHADOW
#$Sprite REDSA0
MapThingNum = 3014
SpawnState = S_REDSHADOW_WAIT
Radius = 25*FRACUNIT
Height = 200*FRACUNIT
Mass = 100
Flags = MF_SLIDEME|MF_SOLID|MF_PUSHABLE
#