Freeslot
SPR_KIBB
MT_SIR_KIBBLE
MT_CUTTER
S_SIR_KIBBLE_LOOK_1
S_SIR_KIBBLE_LOOK_2
S_SIR_KIBBLE_LOOK_3
S_SIR_KIBBLE_LOOK_4
S_SIR_KIBBLE_CHECK_AMBUSH
S_SIR_KIBBLE_WALK_1
S_SIR_KIBBLE_WALK_1
S_SIR_KIBBLE_WALK_2
S_SIR_KIBBLE_WALK_3
S_SIR_KIBBLE_WALK_4
S_SIR_KIBBLE_WALK_5
S_SIR_KIBBLE_WALK_6
S_SIR_KIBBLE_CHECK_RANGE
S_SIR_KIBBLE_STATIONARY_LOOK_1
S_SIR_KIBBLE_STATIONARY_LOOK_2
S_SIR_KIBBLE_PREPTHROW
S_SIR_KIBBLE_CHECK_HEIGHT
S_SIR_KIBBLE_JUMP
S_SIR_KIBBLE_THROW_1
S_SIR_KIBBLE_THROW_2
S_SIR_KIBBLE_CHECK_GROUND
S_CUTTER_1
S_CUTTER_2
S_CUTTER_3
S_CUTTER_4

Object MT_SIR_KIBBLE
#$Name "Sir Kibble"
#$Sprite KIBBA0
#$Category "Kirby Enemies"
MapThingNum = 934
Spawnstate = S_SIR_KIBBLE_CHECK_AMBUSH
Seestate = S_SIR_KIBBLE_WALK_1
Meleestate = S_SIR_KIBBLE_CHECK_HEIGHT
Missilestate = S_SIR_KIBBLE_CHECK_HEIGHT
AttackSound = sfx_CDFM41
DeathState = S_XPLD_FLICKY
DeathSound = sfx_pop
PainChance = 200
Mass = 100
SpawnHealth = 1
ReactionTime = 1*TICRATE
PainChance = 5*TICRATE
Speed = 8
Radius = 24*fracunit
Height = 32*fracunit
Flags = MF_Special|MF_Enemy|MF_SHOOTABLE|MF_RUNSPAWNFUNC

Object MT_CUTTER
MapThingNum = -1
SpawnState = S_CUTTER_1
Deathstate = S_Xpld1
Seesound = sfx_CDFM41
DeathSound = sfx_S3K9A
PainChance = 192*FRACUNIT
Damage = 16*fracunit
Speed = 24*FRACUNIT
Radius = 8*fracunit
Height = 8*fracunit
Damage = 64*fracunit
Flags = MF_NoBlockMap|MF_Missile|MF_RUNSPAWNFUNC|MF_NoGravity

State S_SIR_KIBBLE_LOOK_1
SpriteName = KIBB
SpriteFrame = B
Action = A_Look
Duration = 3
Next = S_SIR_KIBBLE_LOOK_2

State S_SIR_KIBBLE_LOOK_2
SpriteName = KIBB
SpriteFrame = A
Action = A_Look
Duration = 3
Next = S_SIR_KIBBLE_LOOK_3

State S_SIR_KIBBLE_LOOK_3
SpriteName = KIBB
SpriteFrame = B
Action = A_Look
Duration = 3
Next = S_SIR_KIBBLE_LOOK_4

State S_SIR_KIBBLE_LOOK_4
SpriteName = KIBB
SpriteFrame = C
Action = A_Look
Duration = 3
Next = S_SIR_KIBBLE_LOOK_1

State S_SIR_KIBBLE_CHECK_AMBUSH
SpriteName = KIBB
SpriteFrame = B
Action = A_CheckFlags2
Duration = 1
Var1 = MF2_AMBUSH
Var2 = S_SIR_KIBBLE_STATIONARY_LOOK_1
Next = S_SIR_KIBBLE_LOOK_1

State S_SIR_KIBBLE_WALK_1
SpriteName = KIBB
SpriteFrame = K
Action = A_Chase
Duration = 4
Next = S_SIR_KIBBLE_WALK_2

State S_SIR_KIBBLE_WALK_2
SpriteName = KIBB
SpriteFrame = L
Action = A_Chase
Duration = 4
Next = S_SIR_KIBBLE_WALK_3

State S_SIR_KIBBLE_WALK_3
SpriteName = KIBB
SpriteFrame = M
Action = A_Chase
Duration = 4
Next = S_SIR_KIBBLE_WALK_4

State S_SIR_KIBBLE_WALK_4
SpriteName = KIBB
SpriteFrame = N
Action = A_Chase
Duration = 4
Next = S_SIR_KIBBLE_WALK_5

State S_SIR_KIBBLE_WALK_5
SpriteName = KIBB
SpriteFrame = M
Action = A_Chase
Duration = 4
Next = S_SIR_KIBBLE_WALK_6

State S_SIR_KIBBLE_WALK_6
SpriteName = KIBB
SpriteFrame = L
Action = A_Chase
Duration = 4
Next = S_SIR_KIBBLE_CHECK_RANGE

State S_SIR_KIBBLE_CHECK_RANGE
SpriteName = KIBB
SpriteFrame = B
Action = A_CheckTrueRange
Duration = 1
Var1 = 678+(0<<16)
Var2 = S_SIR_KIBBLE_CHECK_HEIGHT
Next = S_SIR_KIBBLE_LOOK_1

State S_SIR_KIBBLE_STATIONARY_LOOK_1
SpriteName = KIBB
SpriteFrame = B
Action = A_FindTarget
Var1 = MT_PLAYER
Var2 = 0
Duration = 1
Next = S_SIR_KIBBLE_STATIONARY_LOOK_2

State S_SIR_KIBBLE_STATIONARY_LOOK_2
SpriteName = KIBB
SpriteFrame = B
Action = A_CheckTrueRange
Duration = 1
Var1 = 678+(0<<16)
Var2 = S_SIR_KIBBLE_CHECK_HEIGHT
Next = S_SIR_KIBBLE_STATIONARY_LOOK_1

State S_SIR_KIBBLE_PREPTHROW
SpriteName = KIBB
SpriteFrame = N
Duration = 0
Action = A_FaceTarget
Next = S_SIR_KIBBLE_THROW_1

State S_SIR_KIBBLE_CHECK_HEIGHT
SPRITENAME = KIBB
SpriteFrame = D
Action A_CheckHeight
Var1 = 82
Var2 = S_SIR_KIBBLE_PREPTHROW
Duration = 0
Next = S_SIR_KIBBLE_JUMP

State S_SIR_KIBBLE_JUMP
SPRITENAME = KIBB
SpriteFrame = D
Action A_ZThrust
Var1 = 12
Var2 = (1<<16)|1
Duration = 25
Next = S_SIR_KIBBLE_PREPTHROW

State S_SIR_KIBBLE_THROW_1
SPRITENAME = KIBB
SpriteFrame = E
Duration = 2
Next = S_SIR_KIBBLE_THROW_2

State S_SIR_KIBBLE_THROW_2
SPRITENAME = KIBB
SpriteFrame = F
Action = A_FireShot
Var1 = MT_CUTTER
Duration = 20
Next = S_SIR_KIBBLE_CHECK_GROUND


State S_SIR_KIBBLE_CHECK_GROUND
Duration = 1
SPRITENAME = KIBB
SPRITEFRAME = F
NEXT = S_SIR_KIBBLE_CHECK_GROUND
Action = A_Boss5CheckOnGround
Var1 = S_SIR_KIBBLE_CHECK_AMBUSH

State S_CUTTER_1
SpriteName = KIBB
Spriteframe = G
Duration = 2
Next = S_CUTTER_2

State S_CUTTER_2
SpriteName = KIBB
Spriteframe = H
Duration = 2
Next = S_CUTTER_3

State S_CUTTER_3
SpriteName = KIBB
Spriteframe = I
Duration = 2
Next = S_CUTTER_4

State S_CUTTER_4
SpriteName = KIBB
Spriteframe = J
Action = A_Thrust
Var1 = -10
Duration = 2
Next = S_CUTTER_1