Freeslot
MT_SF94_CHAO
MT_SF94_CHAOBALL
MT_SF94_CHAOEGG
MT_SF94_CHAOSPAWNER
SPR_SFCH
S_SF94_CHAO_SPAWN
S_SF94_CHAO_SPAWN2
S_SF94_CHAO_SPAWN3
S_SF94_CHAO_SPAWN4
S_SF94_CHAO_SPAWN5
S_SF94_CHAO_SPAWN6
S_SF94_CHAO_SPAWN7
S_SF94_CHAO_SPAWN8
S_SF94_CHAO_SPAWN9
S_SF94_CHAO_MOVE
S_SF94_CHAO_MOVE2
S_SF94_CHAO_MOVE3
S_SF94_CHAO_TURN
S_SF94_CHAO_TURN_LEFT
S_SF94_CHAO_TURN_RIGHT
S_SF94_CHAO_PAIN
S_SF94_CHAO_DEATH
S_SF94_CHAO_DEATH2
S_SF94_CHAO_DEATH3
S_SF94_CHAO_DEATH4
S_SF94_CHAOBALL
S_SF94_CHAOBALL2
S_SF94_CHAOBALL3
S_SF94_CHAOBALL4
S_SF94_CHAOBALL5
S_SF94_CHAOBALL6
S_SF94_CHAOBALL7
S_SF94_CHAOBALL9
S_SF94_CHAOBALL10
S_SF94_CHAOBALL11
S_SF94_CHAOBALL_PAIN
S_SF94_CHAOBALL_PAIN2
S_SF94_CHAOBALL_PAIN3
S_SF94_CHAOBALL_PAIN4
S_SF94_CHAOEGG
S_SF94_CHAOEGG2
S_SF94_CHAOEGG3
S_SF94_CHAOEGG4
S_SF94_CHAOEGG5
S_SF94_CHAOEGG6
S_SF94_CHAOSPAWNER
S_SF94_CHAOSPAWNER_10_MINUTES
S_SF94_CHAOSPAWNER_15_MINUTES
S_SF94_CHAOSPAWNER_SPAWN


Object MT_SF94_CHAO
MapThingNum = 4091
SpawnState = S_SF94_CHAO_SPAWN
SpawnHealth = 10
ReactionTime = 8
PainState = S_SF94_CHAO_PAIN
PainChance = S_PLAY_STND
DeathState = S_SF94_CHAO_DEATH
Speed = 32
Radius = 9*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Flags = MF_SOLID|MF_SHOOTABLE|MF_PUSHABLE|MF_BOUNCE

State S_SF94_CHAO_SPAWN
SpriteName = SPR_SFCH
SpriteFrame = A
Duration = 1
Next = S_SF94_CHAO_SPAWN2

State S_SF94_CHAO_SPAWN2
SpriteName = SPR_SFCH
SpriteFrame = A
Duration = 1
Next = S_SF94_CHAO_SPAWN3
Action A_ChangeColorAbsolute
Var1 = 0
Var2 = SKINCOLOR_BLUE

State S_SF94_CHAO_SPAWN3
SpriteName = SPR_SFCH
SpriteFrame = A
Duration = 1
Next = S_SF94_CHAO_SPAWN4

State S_SF94_CHAO_SPAWN4
SpriteName = SPR_SFCH
SpriteFrame = F
Duration = 1
Next = S_SF94_CHAO_SPAWN5
Action A_FindTarget
Var1 = MT_PLAYER
Var2 = 0

State S_SF94_CHAO_SPAWN5
SpriteName = SPR_SFCH
SpriteFrame = G
Duration = 15
Next = S_SF94_CHAO_SPAWN6
Action A_BunnyHop
Var1 = 4
Var2 = 0

State S_SF94_CHAO_SPAWN6
SpriteName = SPR_SFCH
SpriteFrame = F
Duration = 15
Next = S_SF94_CHAO_SPAWN7
Action A_FaceTarget

State S_SF94_CHAO_SPAWN7
SpriteName = SPR_SFCH
SpriteFrame = G
Duration = 15
Next = S_SF94_CHAO_SPAWN8
Action A_BunnyHop
Var1 = 4
Var2 = 0

State S_SF94_CHAO_SPAWN8
SpriteName = SPR_SFCH
SpriteFrame = F
Duration = 15
Next = S_SF94_CHAO_SPAWN9

State S_SF94_CHAO_SPAWN9
SpriteName = SPR_SFCH
SpriteFrame = F
Duration = 1
Next = S_SF94_CHAO_TURN
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SF94_CHAOBALL

State S_SF94_CHAO_TURN
SpriteName = SPR_SFCH
SpriteFrame = A
Duration = 10
Next = S_NULL
Action A_RandomState
Var1 = S_SF94_CHAO_TURN_LEFT
Var2 = S_SF94_CHAO_TURN_RIGHT

State S_SF94_CHAO_TURN_LEFT
SpriteName = SPR_SFCH
SpriteFrame = A
Duration = 10
Next = S_SF94_CHAO_MOVE
Action A_SF94_ChangeAngleRelative
Var1 = 0
Var2 = 180

State S_SF94_CHAO_TURN_RIGHT
SpriteName = SPR_SFCH
SpriteFrame = A
Duration = 10
Next = S_SF94_CHAO_MOVE
Action A_SF94_ChangeAngleRelative
Var1 = 180
Var2 = 360

State S_SF94_CHAO_MOVE
SpriteName = SPR_SFCH
SpriteFrame = B
Duration = 10
Next = S_SF94_CHAO_MOVE2
Action A_MoveRelative
Var2 = 3

State S_SF94_CHAO_MOVE2
SpriteName = SPR_SFCH
SpriteFrame = C
Duration = 10
Next = S_SF94_CHAO_MOVE3

State S_SF94_CHAO_MOVE3
SpriteName = SPR_SFCH
SpriteFrame = D
Duration = 10
Next = S_SF94_CHAO_TURN
Action A_MoveRelative
Var2 = 3

State S_SF94_CHAO_PAIN
SpriteName = SPR_SFCH
SpriteFrame = O
Duration = TICRATE
Next = S_SF94_CHAO_TURN

State S_SF94_CHAO_DEATH
SpriteName = SPR_SFCH
SpriteFrame = H
Duration = 15
Next = S_SF94_CHAO_DEATH2

State S_SF94_CHAO_DEATH2
SpriteName = SPR_SFCH
SpriteFrame = TR_TRANS10|H
Duration = 15
Next = S_SF94_CHAO_DEATH3

State S_SF94_CHAO_DEATH3
SpriteName = SPR_SFCH
SpriteFrame = TR_TRANS20|H
Duration = 15
Next = S_SF94_CHAO_DEATH4

State S_SF94_CHAO_DEATH4
SpriteName = SPR_SFCH
SpriteFrame = TR_TRANS30|H
Duration = 15
Next = S_NULL


Object MT_SF94_CHAOBALL
MapThingNum = -1
SpawnState = S_SF94_CHAOBALL
SpawnHealth = 10
SeeState = S_SF94_CHAOBALL2
ReactionTime = 8
PainState = S_SF94_CHAOBALL_PAIN
PainChance = S_PLAY_STND
Speed = 32
Radius = 5*FRACUNIT
Height = 38*FRACUNIT
Flags = MF_NOGRAVITY|MF_SLIDEME|MF_SCENERY|MF_NOCLIPTHING

State S_SF94_CHAOBALL
SpriteName = SPR_SFCH
SpriteFrame = I
Duration = 1
Next = S_SF94_CHAOBALL2

State S_SF94_CHAOBALL2
SpriteName = SPR_SFCH
SpriteFrame = I
Duration = 0
Next = S_SF94_CHAOBALL3
Action A_FindTarget
Var1 = MT_SF94_CHAO
Var2 = 0

State S_SF94_CHAOBALL3
SpriteName = SPR_SFCH
SpriteFrame = I
Duration = 2
Next = S_SF94_CHAOBALL4
Action A_CapeChase
Var1 = 0

State S_SF94_CHAOBALL4
SpriteName = SPR_SFCH
SpriteFrame = J
Duration = 2
Next = S_SF94_CHAOBALL5
Action A_CapeChase
Var1 = 0

State S_SF94_CHAOBALL5
SpriteName = SPR_SFCH
SpriteFrame = K
Duration = 2
Next = S_SF94_CHAOBALL6
Action A_CapeChase
Var1 = 0

State S_SF94_CHAOBALL6
SpriteName = SPR_SFCH
SpriteFrame = J
Duration = 2
Next = S_SF94_CHAOBALL7
Action A_CapeChase
Var1 = 0

State S_SF94_CHAOBALL7
SpriteName = SPR_SFCH
SpriteFrame = I
Duration = 2
Next = S_SF94_CHAOBALL9
Action A_CapeChase
Var1 = 0

State S_SF94_CHAOBALL9
SpriteName = SPR_SFCH
SpriteFrame = M
Duration = 2
Next = S_SF94_CHAOBALL10
Action A_CapeChase
Var1 = 0

State S_SF94_CHAOBALL10
SpriteName = SPR_SFCH
SpriteFrame = L
Duration = 2
Next = S_SF94_CHAOBALL11
Action A_CapeChase
Var1 = 0

State S_SF94_CHAOBALL11
SpriteName = SPR_SFCH
SpriteFrame = M
Duration = 2
Next = S_SF94_CHAOBALL3
Action A_CapeChase
Var1 = 0

State S_SF94_CHAOBALL_PAIN
SpriteName = SPR_SFCH
SpriteFrame = N
Duration = 2
Next = S_SF94_CHAOBALL_PAIN2
Action A_CapeChase

State S_SF94_CHAOBALL_PAIN2
SpriteName = SPR_SFCH
SpriteFrame = N
Duration = 2
Next = S_SF94_CHAOBALL_PAIN3
Action A_CapeChase

State S_SF94_CHAOBALL_PAIN3
SpriteName = SPR_SFCH
SpriteFrame = N
Duration = 2
Next = S_SF94_CHAOBALL_PAIN4
Action A_CapeChase

State S_SF94_CHAOBALL_PAIN4
SpriteName = SPR_SFCH
SpriteFrame = N
Duration = 2
Next = S_SF94_CHAOBALL2
Action A_CapeChase


Object MT_SF94_CHAOEGG
MapThingNum = 4092
SpawnState = S_SF94_CHAOEGG
SpawnHealth = 10
SeeState = S_SF94_CHAOEGG
ReactionTime = 8
PainState = S_SF94_CHAOEGG5
PainChance = S_PLAY_STND
DeathState = S_SF94_CHAO_DEATH
Speed = 32
Radius = 9*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Flags = MF_SOLID|MF_SHOOTABLE|MF_PUSHABLE|MF_BOUNCE


State S_SF94_CHAOEGG
SpriteName = SPR_SFCH
SpriteFrame = P
Duration = 30*TICRATE
Next = S_SF94_CHAOEGG2

State S_SF94_CHAOEGG2
SpriteName = SPR_SFCH
SpriteFrame = P
Duration = 15
Next = S_SF94_CHAOEGG3
Action A_BunnyHop
Var1 = 5
Var2 = 0

State S_SF94_CHAOEGG3
SpriteName = SPR_SFCH
SpriteFrame = P
Duration = 15
Next = S_SF94_CHAOEGG4

State S_SF94_CHAOEGG4
SpriteName = SPR_SFCH
SpriteFrame = P
Duration = 15
Next = S_SF94_CHAOEGG5
Action A_BunnyHop
Var1 = 5
Var2 = 0

State S_SF94_CHAOEGG5
SpriteName = SPR_SFCH
SpriteFrame = P
Duration = 35
Next = S_SF94_CHAOEGG6

State S_SF94_CHAOEGG6
SpriteName = SPR_SFCH
SpriteFrame = P
Duration = 1
Next = S_NULL
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SF94_CHAO


Object MT_SF94_CHAOSPAWNER
MapThingNum = 4087
SpawnState = S_SF94_CHAOSPAWNER
SpawnHealth = 5
Radius = 0
Height = 0
Flags = MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPTHING

State S_SF94_CHAOSPAWNER
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 1
Next = S_NULL
Action A_RandomState
Var1 = S_SF94_CHAOSPAWNER_10_MINUTES
Var2 = S_SF94_CHAOSPAWNER_15_MINUTES

State S_SF94_CHAOSPAWNER_10_MINUTES
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 10*60*TICRATE
Next = S_SF94_CHAOSPAWNER_SPAWN

State S_SF94_CHAOSPAWNER_15_MINUTES
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 15*60*TICRATE
Next = S_SF94_CHAOSPAWNER_SPAWN

State S_SF94_CHAOSPAWNER_SPAWN
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 0
Next = S_SF94_CHAOSPAWNER
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SF94_CHAO
