Freeslot
SPR_JETR
S_JETR_STND
S_JETR_RUN0
S_JETR_RUN1
S_JETR_RUN2
S_JETR_RUN3
S_JETR_RUN4
S_JETR_RUN5
S_JETR_RUN6
S_JETR_RUN7
S_JETR_RUN8
S_JETR_ATK1
S_JETR_ATK2
S_JETR_ATK3
S_JETR_ATK4
S_JETR_ATK5
S_JETR_PAIN0
S_JETR_PAIN1
S_JETR_PAIN2
S_JETR_PAIN3
S_JETR_DIE1
S_JETR_DIE2
S_JETR_DIE3
S_JETR_JUMP0
S_JETR_JUMP1
S_JETR_JUMP2
S_JETR_JUMP3
MT_JETTRUNNER

Thing MT_JETTRUNNER
#$Sprite JETRA1
MAPTHINGNUM = 1337
SPAWNSTATE = S_JETR_STND
SPAWNHEALTH = 2
SEESTATE = S_JETR_RUN0
SEESOUND = 0
REACTIONTIME = 2*TICRATE
ATTACKSOUND = 0
PAINSTATE = S_JETR_PAIN0
PAINCHANCE = 0
PAINSOUND = sfx_dmpain
MELEESTATE = 0
MISSILESTATE = S_JETR_ATK1
DEATHSTATE = S_JETR_DIE1
DEATHSOUND = sfx_s3kb4
XDEATHSTATE = 0
SPEED = 16
RADIUS = 20*FRACUNIT
HEIGHT = 46*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

################# the states ####################################

State S_JETR_JUMP0
SpriteName = JETR
SpriteFrame = K
Duration = 0
Next = S_JETR_JUMP1
Action = A_FaceTarget
Var1 = 1
Var2 = 1

STATE S_JETR_JUMP1
SPRITENAME = JETR
SPRITEFRAME = K
DURATION = 1
NEXT = S_JETR_JUMP2
ACTION = A_Thrust
VAR1 = 10
VAR2 = 1

State S_JETR_JUMP2
SpriteName = JETR
SpriteFrame = K
Duration = 1
Next = S_JETR_JUMP2
Action = A_Boss5CheckOnGround
Var1 = S_JETR_JUMP3
Var2 = S_JETR_JUMP3

State S_JETR_JUMP3
SpriteName = JETR
SpriteFrame = K
Duration = 1
Next = S_JETR_RUN4
Action = A_ForceStop
Var1 = 1
Var2 = 0

STATE S_JETR_PAIN0
SPRITENAME = JETR
SPRITEFRAME = L
DURATION = 2
NEXT = S_JETR_PAIN1
ACTION = A_DoNPCPain
VAR1 = FRACUNIT
VAR2 = 0

State S_JETR_PAIN1
SpriteName = JETR
SpriteFrame = L
Duration = 2
Next = S_JETR_PAIN2
Action = none
Var1 = 0 
Var2 = 0

State S_JETR_PAIN2
SpriteName = JETR
SpriteFrame = L
Duration = 1
Next = S_JETR_PAIN2
Action = A_Boss5CheckOnGround
Var1 = S_JETR_PAIN3
Var2 = S_JETR_PAIN3

State S_JETR_PAIN3
SpriteName = JETR
SpriteFrame = A
Duration = 1
Next = S_JETR_STND
Action = A_FaceTarget
Var1 = 1
Var2 = 1

State S_JETR_DIE1
SpriteName = JETR
SpriteFrame = L
Duration = 1
Next = S_JETR_DIE2
Action = A_DoNPCPain
Var1 = FRACUNIT 
Var2 = 0

State S_JETR_DIE2
SpriteName = JETR
SpriteFrame = L
Duration = 1
Next = S_JETR_DIE3
Action = A_Boss5CheckOnGround
Var1 = S_XPLD_FLICKY 
Var2 = S_XPLD_FLICKY

State S_JETR_DIE3
SpriteName = JETR
SpriteFrame = L
Duration = 2
Next = S_JETR_DIE2
Action = A_BossScream
Var1 = 1 
Var2 = 0

State S_JETR_STND
SpriteName = JETR
SpriteFrame = A
Duration = 5
Next = S_JETR_STND
Action = A_Look
Var1 = 0
Var2 = 0

State S_JETR_RUN0
SpriteName = JETR
SpriteFrame = A
Duration = 0
Next = S_JETR_RUN1
Action = A_FindTracer
Var1 = MT_JETTLASER
Var2 = 0

State S_JETR_RUN1
SpriteName = JETR
SpriteFrame = A
Duration = 2
Next = S_JETR_RUN2
Action = A_FaceStabChase
Var1 = 0
Var2 = 0

State S_JETR_RUN2
SpriteName = JETR
SpriteFrame = B
Duration = 2
Next = S_JETR_RUN3
Action = A_FaceStabChase
Var1 = 0
Var2 = 0

State S_JETR_RUN3
SpriteName = JETR
SpriteFrame = C
Duration = 2
Next = S_JETR_RUN4
Action = A_FaceStabChase
Var1 = 0
Var2 = 0

State S_JETR_RUN4
SpriteName = JETR
SpriteFrame = D
Duration = 2
Next = S_JETR_RUN5
Action = A_FaceStabChase
Var1 = 0
Var2 = 0

State S_JETR_RUN5
SpriteName = JETR
SpriteFrame = E
Duration = 2
Next = S_JETR_RUN6
Action = A_FaceStabChase
Var1 = 0
Var2 = 0

State S_JETR_RUN6
SpriteName = JETR
SpriteFrame = F
Duration = 2
Next = S_JETR_RUN7
Action = A_FaceStabChase
Var1 = 0
Var2 = 0

State S_JETR_RUN7
SpriteName = JETR
SpriteFrame = G
Duration = 2
Next = S_JETR_RUN8
Action = A_FaceStabChase
Var1 = 0
Var2 = 0

State S_JETR_RUN8
SpriteName = JETR
SpriteFrame = H
Duration = 2
Next = S_JETR_RUN0
Action = A_FaceStabChase
Var1 = 0
Var2 = 0

State S_JETR_ATK1
SpriteName = JETR
SpriteFrame = I
Duration = 0
Next = S_JETR_ATK2
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_JETR_ATK2
SpriteName = JETR
SpriteFrame = I
Duration = 8
Next = S_JETR_ATK3
Action = A_Runner1Aim
Var1 = 0
Var2 = 0

State S_JETR_ATK3
SpriteName = JETR
SpriteFrame = FF_FULLBRIGHT|I
Duration = 15
Next = S_JETR_ATK4
Action = A_Runner1Laser
Var1 = 0
Var2 = 0

State S_JETR_ATK4
SpriteName = JETR
SpriteFrame = FF_FULLBRIGHT|I
Duration = 1
Next = S_JETR_ATK5
Action = A_FocusTarget 
Var1 = 0
Var2 = 0

State S_JETR_ATK5
SpriteName = JETR
SpriteFrame = FF_FULLBRIGHT|J
Duration = 1
Next = S_JETR_ATK4
Action = A_FocusTarget 
Var1 = 0
Var2 = 0