FREESLOT
S_PLAY_MAIMY_MELEE
S_PLAY_MAIMY_MELEE_SPIN
S_PLAY_MAIMY_MELEE_FINISH
S_MAIMY_RING
S_MAIMY_MACE
S_MAIMY_MACE_SPIN
S_MAIMY_MACE_HIT
S_MAIMY_MACE_HURTBOX
S_MAIMY_SUPER_RING
S_MAIMY_SUPER_MACE
S_MAIMY_SUPER_MACE_SPIN
S_MAIMY_SUPER_MACE_HIT
MT_MAIMY_RING
MT_MAIMY_MACE
MT_MAIMY_MACE_HURTBOX
MT_MAIMY_SUPER_MACE
MT_MAIMY_SUPER_MACE_HURTBOX

State S_PLAY_MAIMY_MELEE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE|FF_SPR2ENDSTATE
Duration = 6
# Action = A_MaimyRing
Var1 = S_PLAY_MAIMY_MELEE_FINISH
Var2 = 0
Next = S_PLAY_MAIMY_MELEE

State S_PLAY_MAIMY_MELEE_SPIN
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE|D
Duration = -1
# Action = A_MaimyRing
Var1 = 0
Var2 = 0
Next = S_PLAY_FALL

State S_PLAY_MAIMY_MELEE_FINISH
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE|D
Duration = 10
# Action = A_MaimyRing
Var1 = 0
Var2 = 0
Next = S_PLAY_FALL

State S_MAIMY_RING
SpriteName = SPR_SMCH
SpriteFrame = A
Duration = 1
Action = A_MaimyRing
# Var1 = Ring count
Var1 = 2
Var2 = 0
Next = S_MAIMY_RING

State S_MAIMY_MACE
SpriteName = SPR_SMCE
SpriteFrame = A
Duration = 1
Action = A_MaimyMace
# Var1 = Distance in FRACUNITS, Var2 = Speed, higher is slower
Var1 = 100*FRACUNIT
Var2 = 40
Next = S_MAIMY_MACE

State S_MAIMY_MACE_SPIN
SpriteName = SPR_SMCE
SpriteFrame = A
Duration = 1
Action = A_MaimyMaceSpin
# Var1 = Distance, Var2 = Speed
Var1 = 100*FRACUNIT
Var2 = 30*FRACUNIT
Next = S_MAIMY_MACE_SPIN

State S_MAIMY_MACE_HIT
SpriteName = SPR_SMCE
SpriteFrame = A
# How long the mace stays after impact
Duration = TICRATE/2
Action = A_MaimyMaceHit
# Var1 = Quake Intensity, Var2 = Quake Time
Var1 = 3*FRACUNIT
Var2 = TICRATE/2
Next = S_NULL

State S_MAIMY_MACE_HURTBOX
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 1
Action = A_MaimyMaceHurtboxChase
# Var1 = How much hurtbox scales when hitting ground.
Var1 = FRACUNIT*2+FRACUNIT/4
Var2 = 0
Next = S_MAIMY_MACE_HURTBOX

State S_MAIMY_SUPER_RING
SpriteName = SPR_BMCH
SpriteFrame = A
Duration = 1
Action = A_MaimyRing
# Var1 = Ring count
Var1 = 2
Var2 = 0
Next = S_MAIMY_SUPER_RING

State S_MAIMY_SUPER_MACE
SpriteName = SPR_BMCE
SpriteFrame = A
Duration = 1
Action = A_MaimyMace
# Var1 = Distance in FRACUNITS, Var2 = Speed, higher is slower
Var1 = 150*FRACUNIT
Var2 = 40
Next = S_MAIMY_SUPER_MACE

State S_MAIMY_SUPER_MACE_SPIN
SpriteName = SPR_BMCE
SpriteFrame = A
Duration = 1
Action = A_MaimyMaceSpin
# Var1 = Distance, Var2 = Speed
Var1 = 150*FRACUNIT
Var2 = 30*FRACUNIT
Next = S_MAIMY_SUPER_MACE_SPIN

State S_MAIMY_SUPER_MACE_HIT
SpriteName = SPR_BMCE
SpriteFrame = A
# How long the mace stays after impact
Duration = TICRATE/2
Action = A_MaimyMaceHit
# Var1 = Quake Intensity, Var2 = Quake Time
Var1 = 3*FRACUNIT
Var2 = TICRATE/2
Next = S_NULL

Object MT_MAIMY_RING
MapThingNum = -1
SpawnState = S_MAIMY_RING
Radius = 5*FRACUNIT
Height = 5*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY

Object MT_MAIMY_MACE
MapThingNum = -1
SpawnState = S_MAIMY_MACE
AttackSound = sfx_pstop
SeeSound = sfx_mswing
Radius = 15*FRACUNIT
Height = 30*FRACUNIT
# Type of damage mace does
Mass = DMG_SPIKE
# Ammount of damage mace does
Damage = 1
Flags = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY

Object MT_MAIMY_MACE_HURTBOX
MapThingNum = -1
SpawnState = S_MAIMY_MACE_HURTBOX
Radius = 40*FRACUNIT
Height = 80*FRACUNIT
# Type of damage the hurtbox does
Mass = DMG_SPIKE
# Ammount of damage the hurbox does
Damage = 1
Flags = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY

Object MT_MAIMY_SUPER_MACE
MapThingNum = -1
SpawnState = S_MAIMY_SUPER_MACE
AttackSound = sfx_pstop
SeeSound = sfx_mswing
Radius = 25*FRACUNIT
Height = 35*FRACUNIT
# Type of damage mace does
Mass = DMG_SPIKE
# Ammount of damage mace does
Damage = 1
Flags = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY

Object MT_MAIMY_SUPER_MACE_HURTBOX
MapThingNum = -1
SpawnState = S_MAIMY_MACE_HURTBOX
Radius = 60*FRACUNIT
Height = 100*FRACUNIT
# Type of damage the hurtbox does
Mass = DMG_SPIKE
# Ammount of damage the hurbox does
Damage = 1
Flags = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY
