FREESLOT
SPR_EGPW
S_EGPAWN_STAND
S_EGPAWN_RUN1
S_EGPAWN_RUN2
S_EGPAWN_RUN3
S_EGPAWN_RUN4
S_EGPAWN_RUN5
MT_EGGPAWN
SPR_SHXP
S_SHXPL1
S_SHXPL2
S_SHXPL3
S_SHXPL4
S_SHXPL5
sfx_shxpld
SPR_EGFL
S_FLAPPER_UP
S_FLAPPER_DOWN
S_FLAPPER_UPF
S_FLAPPER_DOWNF
S_FLAPPER_LOOK
MT_FLAPPER

OBJECT MT_FLAPPER
MAPTHINGNUM = 1340
spawnstate = S_FLAPPER_UP
SEESTATE = S_FLAPPER_UP
REACTIONTIME = 10
SPAWNHEALTH = 1
PAINSOUND = sfx_None
RADIUS = 24*FRACUNIT
HEIGHT = 64*FRACUNIT
DAMAGE = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SHXPL1
XDeathState = S_NULL
DeathSound = sfx_shxpld
Speed = 0
DispOffset = 0
Mass = 100
ActiveSound = sfx_None
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_FLOAT|MF2_INFLOAT|MF_NOGRAVITY
RaiseState = S_NULL

STATE S_FLAPPER_UP
SPRITENAME = EGFL
SPRITEFRAME = A
DURATION = 10
ACTION = A_ZThrust
VAR1 = 1
VAR2 = (1<<16)|1
NEXT = S_FLAPPER_DOWN

STATE S_FLAPPER_DOWN
SPRITENAME = EGFL
SPRITEFRAME = A
DURATION = 10
ACTION = A_ZThrust
VAR1 = -1
VAR2 = (1<<16)|1
NEXT = S_FLAPPER_UP

STATE S_FLAPPER_LOOK
SPRITENAME = EGFL
SPRITEFRAME = A
DURATION = 1
ACTION = A_Look
VAR1 = (2500<<16)+1
VAR2 = 2
NEXT = S_FLAPPER_UP

STATE S_EGPAWN_STAND
SPRITENAME = EGPW
SPRITEFRAME = C
DURATION = 2
ACTION = A_Look
VAR1 = (2500<<16)+1
VAR2 = 1
NEXT = S_EGPAWN_STAND

STATE S_EGPAWN_RUN1
SPRITENAME = EGPW
SPRITEFRAME = B
DURATION = 4
ACTION = A_PawnChase
NEXT = S_EGPAWN_RUN2

STATE S_EGPAWN_RUN2
SPRITENAME = EGPW
SPRITEFRAME = C
DURATION = 4
ACTION = A_PawnChase
NEXT = S_EGPAWN_RUN3

STATE S_EGPAWN_RUN3
SPRITENAME = EGPW
SPRITEFRAME = D
DURATION = 4
ACTION = A_PawnChase
NEXT = S_EGPAWN_RUN4

STATE S_EGPAWN_RUN4
SPRITENAME = EGPW
SPRITEFRAME = E
DURATION = 4
ACTION = A_PawnChase
NEXT = S_EGPAWN_RUN5

STATE S_EGPAWN_RUN5
SPRITENAME = EGPW
SPRITEFRAME = F
DURATION = 4
ACTION = A_PawnChase
NEXT = S_EGPAWN_RUN1

OBJECT MT_EGGPAWN
MAPTHINGNUM = 1339
spawnstate = S_EGPAWN_STAND
SEESTATE = S_EGPAWN_RUN1
REACTIONTIME = 10
SPAWNHEALTH = 1
PAINSOUND = sfx_None
RADIUS = 24*FRACUNIT
HEIGHT = 76*FRACUNIT
DAMAGE = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SHXPL1
XDeathState = S_NULL
DeathSound = sfx_shxpld
Speed = 20
DispOffset = 0
Mass = 100
ActiveSound = sfx_None
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_BOUNCE
RaiseState = S_NULL

STATE S_SHXPL1
SPRITENAME = SHXP
SPRITEFRAME = A
DURATION = 6
ACTION = A_Scream
NEXT = S_SHXPL2

STATE S_SHXPL2
SPRITENAME = SHXP
SPRITEFRAME = B
DURATION = 5
NEXT = S_SHXPL3

STATE S_SHXPL3
SPRITENAME = SHXP
SPRITEFRAME = C
DURATION = 4
NEXT = S_SHXPL4

STATE S_SHXPL4
SPRITENAME = SHXP
SPRITEFRAME = FF_TRANS30|D
DURATION = 3
NEXT = S_SHXPL5

STATE S_SHXPL5
SPRITENAME = SHXP
SPRITEFRAME = FF_TRANS50|E
DURATION = 3
NEXT = S_NULL

