FREESLOT
SPR_P2ZZ
MT_PT_Banana
S_PT_Banana
MT_PT_MONKEY
s_PT_MONKEY_Eat1
s_PT_MONKEY_Eat2
s_PT_MONKEY_Eat3
s_PT_MONKEY_Eat4
s_PT_MONKEY_Eat5
s_PT_MONKEY_Eat6
s_PT_MONKEY_Eat7
s_PT_MONKEY_Throw1
s_PT_MONKEY_Throw2
s_PT_MONKEY_Throw3
s_PT_MONKEY_Grab1
s_PT_MONKEY_Grab2
s_PT_MONKEY_Grab3
s_PT_MONKEY_Grab4
s_PT_MONKEY_Grab5
s_PT_MONKEY_DED1
s_PT_MONKEY_DED2
SPR_PTB1
SPR_PTB2
SPR_PTB3
MT_PT_Knight
S_PT_Knight_Spawn1
S_PT_Knight_Spawn2
S_PT_Knight_Find
S_PT_Knight_Chasse1
S_PT_Knight_Chasse2
S_PT_Knight_Chasse3
S_PT_Knight_Chasse4
S_PT_Knight_Chasse5
S_PT_Knight_Chasse6
S_PT_Knight_Chasse7
S_PT_Knight_Chasse8
S_PT_Knight_Chasse9
S_PT_Knight_Chasse10
S_PT_Knight_Chasse11
S_PT_Knight_Chasse12
MT_PT_Minijohn
S_PT_Minijohn_Spawn1
S_PT_Minijohn_Spawn2
S_PT_Minijohn_Chase1
S_PT_Minijohn_Chase2
S_PT_Minijohn_Chase3
S_PT_Minijohn_Chase4
S_PT_Minijohn_Chase5
S_PT_Minijohn_Chase6
S_PT_Minijohn_Chase7
S_PT_Minijohn_Chase8
S_PT_Minijohn_Chase9
S_PT_Minijohn_Chase10
S_PT_Minijohn_Chase11
S_PT_Minijohn_ChaseRepeat
S_PT_Minijohn_Atk1
S_PT_Minijohn_Atk2
S_PT_Minijohn_Atk3
S_PT_Minijohn_Atk4
sfx_pzbjum
sfx_pzbla1
sfx_pzbla2
sfx_pzblau
sfx_pzbope

#-- Setscale never work when it's call in spawn state

#State S_PT_PizzaHead_Spawn1
#SpriteName = SPR_P2ZZ
#SpriteFrame = A
#Duration = 1
#Action = A_SetScale
#Var1 = FRACUNIT*175/100
#Var2 = 0
#Next = S_PT_PizzaHead_Spawn2

#State S_PT_PizzaHead_Spawn2
#SpriteName = SPR_P2ZZ
#SpriteFrame = A
#Duration = 1
#Action = A_SetScale
#Var1 = FRACUNIT*175/100
#Var2 = 0
#Next = S_PT_PizzaHead_Run

#State S_PT_PizzaHead_Run
#SpriteName = SPR_P2ZZ
#SpriteFrame = G|FF_ANIMATE
#Duration = -1
#Var1 = 7
#Var2 = 2

#-----Pizza Face unique ennemie-----

#-----Mini John
Object MT_PT_Minijohn
#$Name Pizza Tower Mini John
#$Sprite PTB2A0
#$Category Enemies
SPAWNSTATE = S_PT_Minijohn_Spawn1
DeathState = S_NULL
SPAWNHEALTH = 1000
Speed = 6
RADIUS = 15*FRACUNIT
HEIGHT = 15*FRACUNIT
FLAGS = MF_PAIN

State S_PT_Minijohn_Spawn1
SpriteName = SPR_PTB2
SpriteFrame = L
Duration = 1
Next = S_PT_Minijohn_Spawn2

State S_PT_Minijohn_Spawn2
SpriteName = SPR_PTB2
SpriteFrame = L
Action = A_SetScale
Var1 = FRACUNIT*150/100
Var2 = 0
Duration = 50
Next = S_PT_Minijohn_Chase1

State S_PT_Minijohn_Chase1
SpriteName = SPR_PTB2
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_PLAYER
Var2 = 0
Duration = 2
Next = S_PT_Minijohn_Chase2

State S_PT_Minijohn_Chase2
SpriteName = SPR_PTB2
SpriteFrame = B
Action = A_FaceTarget
Var1 = 0
Var2 = 0
Duration = 2
Next = S_PT_Minijohn_Chase3

State S_PT_Minijohn_Chase3
SpriteName = SPR_PTB2
SpriteFrame = C
Action = A_Thrust
Var1 = 1
Var2 = 0
Duration = 2
Next = S_PT_Minijohn_Chase4

State S_PT_Minijohn_Chase4
SpriteName = SPR_PTB2
SpriteFrame = D
Action = A_FaceTarget
Var1 = 5
Var2 = 0
Duration = 2
Next = S_PT_Minijohn_Chase5

State S_PT_Minijohn_Chase5
SpriteName = SPR_PTB2
SpriteFrame = E
Action = A_Thrust
Var1 = 2
Var2 = 0
Duration = 2
Next = S_PT_Minijohn_Chase6

State S_PT_Minijohn_Chase6
SpriteName = SPR_PTB2
SpriteFrame = F
Action = A_FaceTarget
Var1 = 3
Var2 = 0
Duration = 2
Next = S_PT_Minijohn_Chase7

State S_PT_Minijohn_Chase7
SpriteName = SPR_PTB2
SpriteFrame = G
Action = A_Thrust
Var1 = 1
Var2 = 0
Duration = 2
Next = S_PT_Minijohn_Chase8

State S_PT_Minijohn_Chase8
SpriteName = SPR_PTB2
SpriteFrame = H
Action = A_FaceTarget
Var1 = 5
Var2 = 0
Duration = 2
Next = S_PT_Minijohn_Chase9

State S_PT_Minijohn_Chase9
SpriteName = SPR_PTB2
SpriteFrame = I
Action = A_Thrust
Var1 = 2
Var2 = 0
Duration = 2
Next = S_PT_Minijohn_Chase10

State S_PT_Minijohn_Chase10
SpriteName = SPR_PTB2
SpriteFrame = J
Action = A_FaceTarget
Var1 = 3
Var2 = 0
Duration = 2
Next = S_PT_Minijohn_Chase11

State S_PT_Minijohn_Chase11
SpriteName = SPR_PTB2
SpriteFrame = K
Action = A_Thrust
Var1 = 2
Var2 = 0
Duration = 2
Next = S_PT_Minijohn_ChaseRepeat

State S_PT_Minijohn_ChaseRepeat
SpriteName = SPR_PTB2
SpriteFrame = K
Action = A_Repeat
Var1 = 8
Var2 = S_PT_Minijohn_Chase1
Duration = 1
Next = S_PT_Minijohn_Atk1

State S_PT_Minijohn_Atk1
SpriteName = SPR_PTB2
SpriteFrame = M
Action = A_Thrust
Var1 = 2
Var2 = 1
Duration = 10
Next = S_PT_Minijohn_Atk2

State S_PT_Minijohn_Atk2
SpriteName = SPR_PTB2
SpriteFrame = M
Action = A_FaceTarget
Var1 = 2
Var2 = 1
Duration = 1
Next = S_PT_Minijohn_Atk3

State S_PT_Minijohn_Atk3
SpriteName = SPR_PTB2
SpriteFrame = N
Action = A_BunnyHop
Var1 = 3
Var2 = 18
Duration = 40
Next = S_PT_Minijohn_Chase1




#-----ForKnight
Object MT_PT_KNIGHT
#$Name Pizza Tower Forknight
#$Sprite PTB1A0
#$Category Enemies
SPAWNSTATE = S_PT_KNIGHT_Spawn1
DeathState = S_NULL
SPAWNHEALTH = 1000
Speed = 6
RADIUS = 30*FRACUNIT
HEIGHT = 20*FRACUNIT
FLAGS = MF_PAIN

State S_PT_KNIGHT_Spawn1
SpriteName = SPR_PTB1
SpriteFrame = F
Duration = 1
Next = S_PT_KNIGHT_Spawn2

State S_PT_KNIGHT_Spawn2
SpriteName = SPR_PTB1
SpriteFrame = F
Action = A_SetScale
Var1 = FRACUNIT*150/100
Var2 = 0
Duration = 50
Next = S_PT_KNIGHT_Find

State S_PT_KNIGHT_Find
SpriteName = SPR_PTB1
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_PLAYER
Var2 = 0
Duration = 1
Next = S_PT_KNIGHT_Chasse1

State S_PT_KNIGHT_Chasse1
SpriteName = SPR_PTB1
SpriteFrame = A
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Chasse2

State S_PT_KNIGHT_Chasse2
SpriteName = SPR_PTB1
SpriteFrame = A
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Chasse3

State S_PT_KNIGHT_Chasse3
SpriteName = SPR_PTB1
SpriteFrame = B
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Chasse4

State S_PT_KNIGHT_Chasse4
SpriteName = SPR_PTB1
SpriteFrame = B
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Chasse5

State S_PT_KNIGHT_Chasse5
SpriteName = SPR_PTB1
SpriteFrame = C
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Chasse6

State S_PT_KNIGHT_Chasse6
SpriteName = SPR_PTB1
SpriteFrame = C
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Chasse7

State S_PT_KNIGHT_Chasse7
SpriteName = SPR_PTB1
SpriteFrame = A
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Chasse8

State S_PT_KNIGHT_Chasse8
SpriteName = SPR_PTB1
SpriteFrame = A
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Chasse9

State S_PT_KNIGHT_Chasse9
SpriteName = SPR_PTB1
SpriteFrame = D
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Chasse10

State S_PT_KNIGHT_Chasse10
SpriteName = SPR_PTB1
SpriteFrame = D
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Chasse11

State S_PT_KNIGHT_Chasse11
SpriteName = SPR_PTB1
SpriteFrame = E
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Chasse12

State S_PT_KNIGHT_Chasse12
SpriteName = SPR_PTB1
SpriteFrame = E
Action = A_Chase
Duration = 2
Next = S_PT_KNIGHT_Find


#-----MONKEY---
Object MT_PT_MONKEY
#$Name Pizza Tower MONKEY
#$Sprite PTB3P0
#$Category Enemies
SPAWNSTATE = S_PT_MONKEY_Eat1
DeathState = S_PT_MONKEY_DED1
SPAWNHEALTH = 1000
Speed = 30
RADIUS = 30*FRACUNIT
HEIGHT = 20*FRACUNIT
FLAGS = MF_SPECIAL

State S_PT_MONKEY_Eat1
SpriteName = SPR_PTB3
SpriteFrame = A
Duration = 20
Next = S_PT_MONKEY_Eat2

State S_PT_MONKEY_Eat2
SpriteName = SPR_PTB3
SpriteFrame = B
Action = A_SetScale
Var1 = FRACUNIT*200/100
Var2 =0
Duration = 3
Next = S_PT_MONKEY_Eat3

State S_PT_MONKEY_Eat3
SpriteName = SPR_PTB3
SpriteFrame = C
Duration = 3
Next = S_PT_MONKEY_Eat4

State S_PT_MONKEY_Eat4
SpriteName = SPR_PTB3
SpriteFrame = D
Duration = 7
Next = S_PT_MONKEY_Eat5

State S_PT_MONKEY_Eat5
SpriteName = SPR_PTB3
SpriteFrame = E
Duration = 3
Next = S_PT_MONKEY_Eat6

State S_PT_MONKEY_Eat6
SpriteName = SPR_PTB3
SpriteFrame = F
Duration = 3
Next = S_PT_MONKEY_Eat7

State S_PT_MONKEY_Eat7
SpriteName = SPR_PTB3
SpriteFrame = G
Duration = 8
Next = s_PT_MONKEY_Throw1

State s_PT_MONKEY_Throw1
SpriteName = SPR_PTB3
SpriteFrame = H
Duration = 2
Action = A_FindTarget
Var1 = MT_PLAYER
Var2 = 0
Next = s_PT_MONKEY_Throw2

State s_PT_MONKEY_Throw2
SpriteName = SPR_PTB3
SpriteFrame = I
Duration = 2
Action = A_FaceTarget
Var1 = 0
Var2 = 0
Next = s_PT_MONKEY_Throw3

#-- Lobshot doesn't work? there's no horizontal movement
State s_PT_MONKEY_Throw3
SpriteName = SPR_PTB3
SpriteFrame = J
Duration = 10
Action = A_LobShot
Var1 = MT_PT_Banana
Var2 = 10|40
Next = s_PT_MONKEY_Grab1

State S_PT_MONKEY_Grab1
SpriteName = SPR_PTB3
SpriteFrame = K
Duration = 3
Next = s_PT_MONKEY_Grab2

State S_PT_MONKEY_Grab2
SpriteName = SPR_PTB3
SpriteFrame = L
Duration = 3
Next = s_PT_MONKEY_Grab3

State S_PT_MONKEY_Grab3
SpriteName = SPR_PTB3
SpriteFrame = M
Duration = 3
Next = s_PT_MONKEY_Grab4

State S_PT_MONKEY_Grab4
SpriteName = SPR_PTB3
SpriteFrame = N
Duration = 5
Next = s_PT_MONKEY_Grab5

State S_PT_MONKEY_Grab5
SpriteName = SPR_PTB3
SpriteFrame = O
Duration = 3
Next = s_PT_MONKEY_Eat1

State S_PT_MONKEY_DED1
SpriteName = SPR_PTB3
SpriteFrame = P
Action = A_ChangeAngleRelative
Var1 = 180
Var2 = 180
Duration = 1
Next = s_PT_MONKEY_DED2

State S_PT_MONKEY_DED2
SpriteName = SPR_PTB3
SpriteFrame = P
Action = A_BunnyHop
Var1 = 5
Var2 = 20
Duration = 20
Next = S_EBARREL18


#-----BananaMonkey
Object MT_PT_Banana
#$Name Pizza Tower Banana
#$Sprite PTB2A0
#$Category Enemies
SPAWNSTATE = S_PT_Banana
DeathState = S_NULL
SPAWNHEALTH = 1000
Speed = 6
Mass = 1
RADIUS = 10*FRACUNIT
HEIGHT = 10*FRACUNIT
FLAGS = MF_PAIN

State S_PT_Banana
SpriteName = SPR_BANA
SpriteFrame = A
Duration = 300
Next = S_null