Freeslot
MT_XMAN
S_XMANSB
S_XMANSB1
S_XMANGO1
S_XMANGO2
S_XMANGO3
S_XMANPAIN0
S_XMANPAIN1
S_XMANPAIN2
S_XMANPAIN3
S_XMANPAIN4
S_XMANPAIN5
S_XMANPAIN6
S_XMANDEATH0
S_XMANDEATH1
S_XMANDEATH2
S_XMANDEATH3
S_XMANDEATH4
S_XMANDEATH5
S_XMANDEATH6
S_XMANDEATH7
S_XMANCHOOSE0
S_XMANCHOOSE1
S_XMANCHOOSE2
S_XMANCHOOSE3
S_XMANCHOOSE4
S_XMANCHOOSE5
S_XSHOOT0
S_XSHOOT1
S_XSHOOT2
S_XSHOOT3
S_XSHOOT4
S_XSHOOT5
S_XSHOOTS0
S_XSHOOTS1
S_XSHOOTS2
S_XSHOOTS3
S_XSHOOTS4
S_XSHOOTS5
S_XSHOOTS6
S_XSHOOTS7
S_XSHOOTS8
S_XSHOOTS9
S_XSHOOTS10
SPR_XMAN

Object MT_XMAN
#$Sprite XMANA1
#$Name Boss X
#$Category SIGMA
SpawnState = S_XMANSB
MeleeState = S_XMANCHOOSE0
SeeState = S_XMANGO1
MissileState = S_XMANCHOOSE0
RaiseState = S_XSHOOTS0
PainState = S_XMANPAIN0
DeathState = S_XMANDEATH0
xDeathState = S_XMANDEATH0
ReactionTime = 32
Speed = 20
Radius = 50*FRACUNIT
Height = 100*FRACUNIT
Damage = 3
PainSound = sfx_XHIT
DeathSound = sfx_XDED
AttackSound = sfx_XSHT
SpawnHealth = 10
MapThingNum = 962
DispOffset = 0
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS

State S_XMANSB
SpriteName = XMAN
SpriteFrame = A
Action = A_Look
Var1 = (1200*65536) + (0)
Duration = 15
Next = S_XMANSB1

State S_XMANSB1
SpriteName = XMAN
SpriteFrame = A
Action = A_FaceTarget
Duration = 2
Next = S_XMANSB

State S_XMANGO1
SpriteName = XMAN
SpriteFrame = B
Action = A_Boss1Chase
Duration = 4
Next = S_XMANGO2

State S_XMANGO2
SpriteName = XMAN
SpriteFrame = C
Action = A_Boss1Chase
Duration = 4
Next = S_XMANGO3

State S_XMANGO3
SpriteName = XMAN
SpriteFrame = D
Action = A_Boss1Chase
Duration = 4
Next = S_XMANGO1

State S_XMANCHOOSE0
SpriteName = XMAN
SpriteFrame = C
Action = A_ZThrust
Var1 = 0
Var2 = (1<<16)+1
Duration = 5
Next = S_XMANCHOOSE1

State S_XMANCHOOSE1
SpriteName = XMAN
SpriteFrame = A
Action = None
Duration = 3
Next = S_XMANCHOOSE2

State S_XMANCHOOSE2
SpriteName = XMAN
SpriteFrame = B
Action = None
Duration = 4
Next = S_XMANCHOOSE3

State S_XMANCHOOSE3
SpriteName = XMAN
SpriteFrame = C
Action = None
Duration = 4
Next = S_XMANCHOOSE4

State S_XMANCHOOSE4
SpriteName = XMAN
SpriteFrame = A
Action = A_CheckHealth
Var1 = 7
Var2 = S_XMANCHOOSE5
Duration = 0
Next = S_XSHOOT0

State S_XMANCHOOSE5
SpriteName = XMAN
SpriteFrame = A
Action = A_CheckHealth
Var1 = 1
Var2 = S_XSHOOTS0
Duration = 0
Next = S_XSHOOT0

State S_XSHOOT0
SpriteName = XMAN
SpriteFrame = A
Duration = 4
Next = S_XSHOOT1

State S_XSHOOT1
SpriteName = XMAN
SpriteFrame = E
Duration = 1
Next = S_XSHOOT2

State S_XSHOOT2
SpriteName = XMAN
SpriteFrame = E
Duration = 2
Next = S_XSHOOT3

State S_XSHOOT3
SpriteName = XMAN
SpriteFrame = F
Duration = 2
Action = A_PlayAttackSound
Next = S_XSHOOT4

State S_XSHOOT4
SpriteName = XMAN
SpriteFrame = G
Duration = 2
Action = A_FIRESHOT
VAR1 = MT_ENERGYBALL 
Next = S_XSHOOT5

State S_XSHOOT5
SpriteName = XMAN
SpriteFrame = G
Duration = 2
Next = S_XMANSB

State S_XSHOOTS0
SpriteName = XMAN
SpriteFrame = A
Duration = 15
Next = S_XSHOOTS1

State S_XSHOOTS1
SpriteName = XMAN
SpriteFrame = E
Duration = 1
Next = S_XSHOOTS2

State S_XSHOOTS2
SpriteName = XMAN
SpriteFrame = F
Duration = 2
Next = S_XSHOOTS3

State S_XSHOOTS3
SpriteName = XMAN
SpriteFrame = C
Duration = 2
Action = A_PlayAttackSound
Next = S_XSHOOTS4

State S_XSHOOTS4
SpriteName = XMAN
SpriteFrame = E
Duration = 2
Action = A_FIRESHOT
VAR1 = MT_ENERGYBALL
Next = S_XSHOOTS5

State S_XSHOOTS5
SpriteName = XMAN
SpriteFrame = F
Duration = 2
Action = A_PlayAttackSound
Next = S_XSHOOTS6

State S_XSHOOTS6
SpriteName = XMAN
SpriteFrame = C
Duration = 2
Action = A_ShootBullet
VAR1 = MT_ENERGYBALL
Next = S_XSHOOTS7

State S_XSHOOTS7
SpriteName = XMAN
SpriteFrame = E
Duration = 2
Action = A_PlayAttackSound
Next = S_XSHOOTS8

State S_XSHOOTS8
SpriteName = XMAN
SpriteFrame = F
Duration = 2
Action = A_ShootBullet
VAR1 = MT_ENERGYBALL
Next = S_XSHOOTS9

State S_XSHOOTS9
SpriteName = XMAN
SpriteFrame = C
Duration = 2
Action = None
Next = S_XSHOOTS10

State S_XSHOOTS10
SpriteName = XMAN
SpriteFrame = G
Duration = 2
Next = S_XMANSB

FRAME S_XMANPAIN0
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = H
Action = A_Pain
DURATION = 6
NEXT = S_XMANPAIN1

FRAME S_XMANPAIN1
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = I
Action = A_ZThrust
Var1 = 8
Var2 = 1
DURATION = 6
NEXT = S_XMANPAIN2

FRAME S_XMANPAIN2
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = H
DURATION = 1
Action = A_Thrust
Var1 = 8
Var2 = 1
NEXT = S_XMANPAIN3

FRAME S_XMANPAIN3
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = H
Action = A_ZThrust
Var1 = -8
Var2 = 1
DURATION = 6
NEXT = S_XMANPAIN4

FRAME S_XMANPAIN4
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = I
Action = A_Thrust
Var1 = -8
Var2 = 1
DURATION = 6
NEXT = S_XMANPAIN5

FRAME S_XMANPAIN5
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = H
Action = A_ZThrust
Var1 = 0
Var2 = (65536)
DURATION = 6
NEXT = S_XMANPAIN6

FRAME S_XMANPAIN6
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = H
Action = A_Thrust
Var1 = 0
Var2 = (65536)
DURATION = 6
NEXT = S_XMANSB

State S_XMANDEATH0
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = H
DURATION = 4
Action = A_Scream
NEXT = S_XMANDEATH1

State S_XMANDEATH1
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = I
DURATION = 4
NEXT = S_XMANDEATH2

State S_XMANDEATH2
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = J
DURATION = 4
NEXT = S_XMANDEATH3

State S_XMANDEATH3
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = K
DURATION = 4
NEXT = S_XMANDEATH4

State S_XMANDEATH4
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = L
DURATION = 4
NEXT = S_XMANDEATH5

State S_XMANDEATH5
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = L
DURATION = 4
NEXT = S_XMANDEATH6

State S_XMANDEATH6
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = M
DURATION = 4
NEXT = S_XMANDEATH7

State S_XMANDEATH7
SPRITENUMBER = SPR_XMAN
SPRITESUBNUMBER = M
DURATION = 4
NEXT = S_TNTBARREL_EXPL1