Freeslot
sfx_frwk1
sfx_frwk2
S_BILLBULLET_STARTUP
S_BILLBULLET_RISING
S_BILLBULLET_CONTINUE
S_BILLBULLET_ABOUTO
S_BILLBULLET_SOUND1
S_BILLBULLET_SOUND2
S_BILLBULLET_EXPLODE
MT_BILLBULLET
SPR_BBLL

#THEFUCKINGBILLBULLET:


State S_BILLBULLET_STARTUP
SpriteName = BBLL
SpriteFrame = FF_ANIMATE|A
Duration = 20
Next = S_BILLBULLET_RISING
Action = None
Var1 = 1
Var2 = 1

State S_BILLBULLET_RISING
SpriteName = BBLL
SpriteFrame = A
Duration = 1
Next = S_BILLBULLET_CONTINUE
Action = A_BunnyHop
Var1 = 25
Var2 = 0

State S_BILLBULLET_CONTINUE
SpriteName = BBLL
SpriteFrame = A
Duration = 45
Next = S_BILLBULLET_ABOUTO
Action = A_PlaySound
Var1 = sfx_s3k46
Var2 = 1

State S_BILLBULLET_ABOUTO
SpriteName = BBLL
SpriteFrame = A
Duration = 1
Next = S_BILLBULLET_SOUND1
Action = A_RandomState
Var1 = S_BILLBULLET_SOUND1
Var2 = S_BILLBULLET_SOUND2

State S_BILLBULLET_EXPLODE
SpriteName = BBLL
SpriteFrame = A
Duration = 1
Next = S_NULL
Action = A_RingExplode
Var1 = 0
Var2 = 0

#RANDOMSELECTSOUND:

State S_BILLBULLET_SOUND1
SpriteName = BBLL
SpriteFrame = A
Duration = 1
Next = S_BILLBULLET_EXPLODE
Action = A_PlaySound
Var1 = sfx_frwk1
Var2 = 0

State S_BILLBULLET_SOUND2
SpriteName = BBLL
SpriteFrame = A
Duration = 1
Next = S_BILLBULLET_EXPLODE
Action = A_PlaySound
Var1 = sfx_frwk2
Var2 = 0

Object MT_BILLBULLET
MapThingNum = -1
SpawnState = S_BILLBULLET_STARTUP
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 8
AttackSound = sfx_none
PainState = S_NULL
PainChance = 700*FRACUNIT
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_THROWNEXPLOSION7
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 2*FRACUNIT
Radius = 10*FRACUNIT
Height = 10*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY
RaiseState = S_NULL