FREESLOT
sfx_vboom
sfx_sigma
sfx_sloww
MT_SNOFLOWER
S_SNOWINGFLOWER
SPR_SNR1
MT_GIGANTTURET
S_GIGANTTURET_LOOK
S_GIGANTTURET_SHOOTED
S_GIGANTTURET_WAIT1
S_GIGANTTURET_WAIT2
S_GIGANTTURET_WAIT3
S_GIGANTTURET_SEEK
S_GIGANTTURET_CHARGE

Sound sfx_vboom
Priority = 64
Caption = VINE BOOM

Sound sfx_sigma
Priority = 64
Caption = UM WHA DESIGMA

# SpawnState Loops indefinitely until A_Look is executed
# If A_Look is successful, activate SeeState

Object MT_GIGANTTURET
MapThingNum = 659
SpawnState = S_GIGANTTURET_LOOK
SeeState = S_GIGANTTURET_SEEK
SpawnHealth = 1
SeeSound = sfx_none
ReactionTime = 8
AttackSound = sfx_trfire
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 10*FRACUNIT
Height = 16*FRACUNIT
Mass = 50*FRACUNIT
Damage = 0
Flags = MF_SPECIAL|MF_ENEMY|MF_SOLID|MF_SHOOTABLE

State S_GIGANTTURET_LOOK
SpriteName = TRET
SpriteFrame = A
Duration = 1
Action = A_TurretStop
Next = S_GIGANTTURET_WAIT1
Var1 = 0
Var2 = 0

State S_GIGANTTURET_SHOOTED
SpriteName = TRET
SpriteFrame = A
Duration = 70
Action = A_TurretFire
Next = S_GIGANTTURET_LOOK
Var1 = MT_THROWNAUTOMATIC
Var2 = 1536

State S_GIGANTTURET_WAIT1
SpriteName = TRET
SpriteFrame = A
Duration = 15
Action = None
Next = S_GIGANTTURET_WAIT2
Var1 = 0
Var2 = 0

State S_GIGANTTURET_WAIT2
SpriteName = TRET
SpriteFrame = A
Duration = 15
Action = None
Next = S_GIGANTTURET_WAIT3
Var1 = 0
Var2 = 0

State S_GIGANTTURET_WAIT3
SpriteName = TRET
SpriteFrame = A
Duration = 15
Action = None
Next = S_GIGANTTURET_SEEK
Var1 = 0
Var2 = 0

State S_GIGANTTURET_SEEK
SpriteName = TRET
SpriteFrame = A
Duration = 15
Action = A_ChangeAngleRelative
Next = S_GIGANTTURET_SHOOTED
Var1 = 0
Var2 = 360

Object MT_SNOFLOWER
MapThingNum = 4006
SpawnState = S_SNOWINGFLOWER
SeeState = S_SNOWINGFLOWER
SpawnHealth = 1000
SeeSound = sfx_none
ReactionTime = 8
RaiseState = S_NULL
AttackSound = sfx_none
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 10*FRACUNIT
Height = 16*FRACUNIT
Mass = 50*FRACUNIT
Damage = 0
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY

State S_SNOWINGFLOWER
SpriteName = SNR1
SpriteFrame = FF_ANIMATE|A
Duration = -1
Action = None
Next = S_SNOWINGFLOWER
Var1 = 7
Var2 = 4
