Freeslot
MT_SF94_FISH
SPR_SFFS
S_SF94_FISH
S_SF94_FISH_RAISE
S_SF94_FISH_RAISE2
S_SF94_FISH_RAISE3
S_SF94_FISH_DECIDE
S_SF94_FISH_WAIT
S_SF94_FISH_TURN
S_SF94_FISH_TURN_LEFT
S_SF94_FISH_TURN_RIGHT
S_SF94_FISH_MOVE
S_SF94_FISH_MOVE2
S_SF94_FISH_MOVE3
S_SF94_FISH_MOVE4
S_SF94_FISH_PAIN
S_SF94_FISH_PAIN2
S_SF94_FISH_PAIN3
S_SF94_FISH_PAIN4
S_SF94_FISH_PAIN5

Object MT_SF94_FISH
MapThingNum = 4080
SpawnState = S_SF94_FISH
SpawnHealth = 99999999999
ReactionTime = 8
PainState = S_SF94_FISH_PAIN
Speed = 100
Radius = 13*FRACUNIT
Height = 17*FRACUNIT
Mass = 100
Flags = MF_SHOOTABLE|MF_PUSHABLE|MF_BOUNCE

State S_SF94_FISH
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 2
Next = S_SF94_FISH_RAISE
Action A_ZThrust
Var1 = 2
Var2 = 0

State S_SF94_FISH_RAISE
SpriteName = SPR_SFFS
SpriteFrame = B
Duration = 2
Next = S_SF94_FISH_RAISE2
Action A_ZThrust
Var1 = 2
Var2 = 0

State S_SF94_FISH_RAISE2
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 2
Next = S_SF94_FISH_RAISE3
Action A_ZThrust
Var1 = 2
Var2 = 0

State S_SF94_FISH_RAISE3
SpriteName = SPR_SFFS
SpriteFrame = C
Duration = 2
Next = S_SF94_FISH_DECIDE
Action A_ZThrust
Var1 = 2
Var2 = 0

State S_SF94_FISH_DECIDE
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 35
Next = S_NULL
Action A_RandomState
Var1 = S_SF94_FISH_WAIT
Var2 = S_SF94_FISH_TURN

State S_SF94_FISH_WAIT
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 35
Next = S_SF94_FISH_RAISE

State S_SF94_FISH_TURN
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 8
Next = S_NULL
Action A_RandomState
Var1 = S_SF94_FISH_TURN_LEFT
Var2 = S_SF94_FISH_TURN_RIGHT

State S_SF94_FISH_TURN_LEFT
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 8
Next = S_SF94_FISH_MOVE
Action A_SF94_ChangeAngleRelative
Var1 = 0
Var2 = 180

State S_SF94_FISH_TURN_RIGHT
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 8
Next = S_SF94_FISH_MOVE
Action A_SF94_ChangeAngleRelative
Var1 = 180
Var2 = 360

State S_SF94_FISH_MOVE
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 8
Next = S_SF94_FISH_MOVE2
Action A_MoveRelative
Var1 = 0
Var2 = 2

State S_SF94_FISH_MOVE2
SpriteName = SPR_SFFS
SpriteFrame = B
Duration = 8
Next = S_SF94_FISH_MOVE3
Action A_MoveRelative
Var1 = 0
Var2 = 2

State S_SF94_FISH_MOVE3
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 8
Next = S_SF94_FISH_MOVE4
Action A_MoveRelative
Var1 = 0
Var2 = 2

State S_SF94_FISH_MOVE4
SpriteName = SPR_SFFS
SpriteFrame = C
Duration = 8
Next = S_SF94_FISH_DECIDE
Action A_MoveRelative
Var1 = 0
Var2 = 2

State S_SF94_FISH_PAIN
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 0
Next = S_SF94_FISH_PAIN2
Action A_SF94_ChangeAngleRelative
Var1 = 180
Var2 = 180

State S_SF94_FISH_PAIN2
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 2
Next = S_SF94_FISH_PAIN3
Action A_MoveRelative
Var1 = 0
Var2 = 4

State S_SF94_FISH_PAIN3
SpriteName = SPR_SFFS
SpriteFrame = B
Duration = 2
Next = S_SF94_FISH_PAIN4
Action A_MoveRelative
Var1 = 0
Var2 = 4

State S_SF94_FISH_PAIN4
SpriteName = SPR_SFFS
SpriteFrame = A
Duration = 2
Next = S_SF94_FISH_PAIN5
Action A_MoveRelative
Var1 = 0
Var2 = 4

State S_SF94_FISH_PAIN5
SpriteName = SPR_SFFS
SpriteFrame = C
Duration = 2
Next = S_SF94_FISH_DECIDE
Action A_MoveRelative
Var1 = 0
Var2 = 4
