
Thing MT_TURBOBUZZ
#$Sprite TBUZA1
MAPTHINGNUM = 4000
SPAWNSTATE = S_TBUZLOOK
SPAWNHEALTH = 1
SEESTATE = S_TBUZACTIVE1
SEESOUND = 0
REACTIONTIME = 2*TICRATE
ATTACKSOUND = sfx_s3k4d
PAINSTATE = S_NULL
PAINCHANCE = 3072
PAINSOUND = sfx_None
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = 0
SPEED = 1*FRACUNIT
RADIUS = 20*FRACUNIT
HEIGHT = 44*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = MT_TURBBULLET
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF2_DONTDRAW

Thing MT_TURBBULLET
MAPTHINGNUM = none
SPAWNSTATE = S_TBUZBBULLET1
SPAWNHEALTH = 1
SEESTATE = S_NULL
SEESOUND = 0
REACTIONTIME = 2*TICRATE
ATTACKSOUND = sfx_s3k43
PAINSTATE = S_NULL
PAINCHANCE = 200
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = 0
SPEED = 10*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 8*FRACUNIT
MASS = 100
DAMAGE = 1
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

Thing MT_TURBFLAMEWALL
MAPTHINGNUM = none
SPAWNSTATE = S_TURBFLAMEWALL1
SPAWNHEALTH = 1
SEESTATE = S_NULL
SEESOUND = 0
REACTIONTIME = 2*TICRATE
ATTACKSOUND = sfx_s3k43
PAINSTATE = S_NULL
PAINCHANCE = 200
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_cybdth
XDEATHSTATE = 0
SPEED = 10*FRACUNIT
RADIUS = 50*FRACUNIT
HEIGHT = 22*FRACUNIT
MASS = 100
DAMAGE = 1
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_PAIN

################### Turbo Buzz States ###################

State S_TBUZLOOK
SpriteName = TBUZ
SpriteFrame = A
Duration = 2
Next = S_TBUZLOOK
Action = A_Look
Var1 = 0
Var2 = 0

State S_TBUZACTIVE1
SpriteName = TBUZ
SpriteFrame = A
Duration = 2
Next = S_TBUZACTIVE2
Action = none
Var1 = 0
Var2 = 0

State S_TBUZACTIVE2
SpriteName = TBUZ
SpriteFrame = A
Duration = 64
Next = S_TBUZSHOOT0
Action = none
Var1 = 0
Var2 = 0

State S_TBUZZOOM0
SpriteName = TBUZ
SpriteFrame = A
Duration = 1
Next = S_TBUZZOOM1
Action = none
Var1 = 0
Var2 = 0

State S_TBUZZOOM1
SpriteName = TBUZ
SpriteFrame = FF_FULLBRIGHT|B
Duration = 1
Next = S_TBUZZOOM2
Action = A_Thrust
Var1 = 20
Var2 = 0

State S_TBUZZOOM2
SpriteName = TBUZ
SpriteFrame = A
Duration = 1
Next = S_TBUZZOOM3
Action = none
Var1 = 0
Var2 = 0

State S_TBUZZOOM3
SpriteName = TBUZ
SpriteFrame = FF_FULLBRIGHT|B
Duration = 1
Next = S_TBUZZOOM2
Action = none
Var1 = 0
Var2 = 0

State S_TBUZSHOOT0
SpriteName = TBUZ
SpriteFrame = A
Duration = 1
Next = S_TBUZSHOOT1
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_TBUZSHOOT1
SpriteName = TBUZ
SpriteFrame = A
Duration = 15
Next = S_TBUZSHOOT2
Action = A_AimBot
Var1 = 0
Var2 = 0

State S_TBUZSHOOT2
SpriteName = TBUZ
SpriteFrame = FF_FULLBRIGHT|C
Duration = 1
Next = S_TBUZSHOOT3
Action = A_AimBot
Var1 = 0
Var2 = 0

State S_TBUZSHOOT3
SpriteName = TBUZ
SpriteFrame = A
Duration = 50
Next = S_TBUZSHOOT4
Action = A_RunnerShot
VAR1 = MT_TURBBULLET
VAR2 = 0

State S_TBUZSHOOT4
SpriteName = TBUZ
SpriteFrame = A
Duration = 1
Next = S_TBUZACTIVE2
Action = none
Var1 = 0
Var2 = 0

############ Turbo Buz Bullet States #######

State S_TBUZBBULLET1
SpriteName = TBUL
SpriteFrame = FF_FULLBRIGHT|A
Duration = 1
Next = S_TBUZBBULLET1
Action = A_ZThrust
Var1 = -2
Var2 = 1

############ Turbo Buz Flame Wall ###########

State S_TURBFLAMEWALL1
SpriteName = TWAL
SpriteFrame = FF_PAPERSPRITE|FF_FULLBRIGHT|A
Duration = 1
Next = S_TURBFLAMEWALL2
Action = none
Var1 = 0
Var2 = 0

State S_TURBFLAMEWALL2
SpriteName = TWAL
SpriteFrame = FF_PAPERSPRITE|FF_FULLBRIGHT|B
Duration = 1
Next = S_TURBFLAMEWALL3
Action = none
Var1 = 0
Var2 = 0

State S_TURBFLAMEWALL3
SpriteName = TWAL
SpriteFrame = FF_PAPERSPRITE|FF_FULLBRIGHT|C
Duration = 1
Next = S_TURBFLAMEWALL4
Action = none
Var1 = 0
Var2 = 0

State S_TURBFLAMEWALL4
SpriteName = TWAL
SpriteFrame = FF_PAPERSPRITE|FF_FULLBRIGHT|D
Duration = 1
Next = S_TURBFLAMEWALL5
Action = none
Var1 = 0
Var2 = 0

State S_TURBFLAMEWALL5
SpriteName = TWAL
SpriteFrame = FF_PAPERSPRITE|FF_FULLBRIGHT|C
Duration = 1
Next = S_TURBFLAMEWALL6
Action = none
Var1 = 0
Var2 = 0

State S_TURBFLAMEWALL6
SpriteName = TWAL
SpriteFrame = FF_PAPERSPRITE|FF_FULLBRIGHT|B
Duration = 1
Next = S_TURBFLAMEWALL1
Action = none
Var1 = 0
Var2 = 0