FREESLOT
S_GGRD_IDLE1
S_GGRD_IDLE2
S_GGRD_MOVE1
S_GGRD_MOVE2
S_GGRD_MOVE3
S_GGRD_HURT1
S_GGRD_HURT2
S_GGRD_HURT3
S_GGRD_HURT4
S_GGRD_HURT5
S_GGRD_DIE1
S_GGRD_DIE2
S_GGRD_DIE3
MT_GIGAGROUNDER
SPR_GGRD


Object MT_GIGAGROUNDER
#$Name Giga Grounder
#$Sprite GGRDA1
#$Category OuterThreads
MapThingNum = 3442
SpawnState = S_GGRD_IDLE1
SpawnHealth = 6
SeeState = S_GGRD_MOVE1
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_cannon
PainState = S_GGRD_HURT1
PainChance = 32
PainSound = sfx_s3k64
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_GGRD_DIE1
XDeathState = S_NULL
DeathSound = sfx_s1c1
Speed = 12
Radius = 64*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
RaiseState = S_NULL

State S_GGRD_IDLE1
SpriteName = GGRD
SpriteFrame = A
Duration = 12
Next = S_GGRD_IDLE2
Action = A_Look
Var1 = 1+(1024<<16)

State S_GGRD_IDLE2
SpriteName = GGRD
SpriteFrame = A
Duration = 12
Action = A_Look
Next = S_GGRD_IDLE1
Var1 = 1+(1024<<16)

# Movement

State S_GGRD_MOVE1
SpriteName = GGRD
SpriteFrame = A
Duration = 3
Next = S_GGRD_MOVE2
Action = A_Chase
Var1 = 3

State S_GGRD_MOVE2
SpriteName = GGRD
SpriteFrame = A
Duration = 3
Next = S_GGRD_MOVE3
Action = A_Chase
Var1 = 3

State S_GGRD_MOVE3
SpriteName = GGRD
SpriteFrame = A
Duration = 3
Next = S_GGRD_MOVE1
Action = A_Chase
Var1 = 3

# Hurt Sequence

State S_GGRD_HURT1
SpriteName = GGRD
SpriteFrame = A
Duration = 1
Next = S_GGRD_HURT2
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_GGRD_HURT2
SpriteName = GGRD
SpriteFrame = A
Duration = 1
Next = S_GGRD_HURT3
Action = A_PlaySound
Var1 = sfx_dmpain
Var2 = 0

State S_GGRD_HURT3
SpriteName = GGRD
SpriteFrame = A
Duration = 35
Next = S_GGRD_HURT4
Action = A_CheckHealth
Var1 = 1
Var2 = S_GGRD_HURT4

State S_GGRD_HURT4
SpriteName = GGRD
SpriteFrame = A
Duration = 35
Next = S_GGRD_HURT5
Action = A_Pain
Var1 = 0
Var2 = 0

State S_GGRD_HURT5
SpriteName = GGRD
SpriteFrame = A
Duration = 1
Next = S_GGRD_IDLE1
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2

#Death Sequence

State S_GGRD_DIE1
SpriteName = GGRD
SpriteFrame = A
Duration = 2
Next = S_GGRD_DIE2
Action = A_BossScream
Var1 = 1
Var2 = 0

State S_GGRD_DIE2
SpriteName = GGRD
SpriteFrame = A
Duration = 2
Next = S_GGRD_DIE3
Action = A_BossScream
Var1 = 1
Var2 = 0

State S_GGRD_DIE3
SpriteName = GGRD
SpriteFrame = A
Duration = 0
Next = S_TNTBARREL_EXPL1
Action = A_Repeat
Var1 = 20
Var2 = S_GGRD_DIE1
