Freeslot
S_FANG_GBJ1
S_FANG_GBJ2
S_FANG_GBJ3
MT_FANGBJ
MT_PLASER
MT_PLASERTURRET
S_PLASER_SHOOT1
S_PLASER_SHOOT2
S_PLASER_SHOOT3
sfx_emwli1



State S_FANG_GBJ1
SpriteName = FANG
SpriteFrame = W
Duration = 3
Next = S_FANG_GBJ1
Action = A_Stand
Var1 = 0
Var2 = 0

State S_FANG_GBJ2
SpriteName = FANG
SpriteFrame = W
Duration = 1
Next = S_FANG_GBJ3
Action = A_Pain

State S_FANG_GBJ3
SpriteName = FANG
SpriteFrame = W
Duration = 1
Next = S_FANG_GBJ1
Action = A_SetObjectState
Var1 = S_FANG_GBJ1
Var2 = 0

Object MT_FANGBJ
MapThingNum = 824
SpawnState = S_FANG_GBJ1
SpawnHealth = 65534
DeathState = S_FANG_GBJ2
DeathSound = sfx_s3k5d
PainState = S_FANG_GBJ2
PainSound = sfx_s3k5d
Speed = 0
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPECIAL|MF_GRENADEBOUNCE|MF_BOSS|MF_NOTHINK

State S_PLASER_SHOOT1
SpriteName = PLAS
SpriteFrame = A
Duration = 1
Next = S_PLASER_SHOOT2
Action = A_SkullAttack

State S_PLASER_SHOOT2
SpriteName = PLAS
SpriteFrame = B
Duration = 1
Next = S_PLASER_SHOOT3
Action = A_SkullAttack

State S_PLASER_SHOOT3
SpriteName = PLAS
SpriteFrame = C
Duration = 1
Next = S_PLASER_SHOOT1
Action = A_SkullAttack

Object MT_PLASER
MapThingNum = 825
SpawnState = S_PLASER_SHOOT1
SpawnHealth = 1
SeeState = S_PLASER_SHOOT1
AttackSound = sfx_None
PainSound = sfx_None
DeathState = S_XPLD1
Speed = 0
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
Damage = 1
Flags = MF_SPECIAL|MF_MISSILE|MF_BOUNCE|MF_NOGRAVITY|MF_PAIN|MF_FLOAT|MF2_SKULLFLY








