Freeslot
MT_XHUN
S_XHUNHM
S_XHUNGO1
S_XHUNGO2
S_XHUNGO3
S_XHUNGO4
S_XHUNPAIN0
S_XHUNPAIN1
S_XHUNPAIN2
S_XHUNPAIN3
S_XHUNPAIN4
S_XHUNPAIN5
S_XHUNPAIN6
S_XHUNDEATH0
S_XHUNDEATH1
S_XHUNDEATH2
S_XHUNDEATH3
S_XHUNDEATH4
S_XHUNDEATH5
S_XHUNDEATH6
S_XHUNDEATH7
S_XHUNSHOOT0
S_XHUNSHOOT1
S_XHUNSHOOT2
S_XHUNSHOOT3
S_XHUNSHOOT4
S_XHUNSHOOT5
SPR_XHUN

Object MT_XHUN
#$Sprite XHUNA1
#$Name X Hunter
#$Category SIGMA
SpawnState = S_XHUNHM
MissileState = S_XHUNSHOOT0
SeeState = S_XHUNGO1
PainState = S_XHUNPAIN0
DeathState = S_XHUNDEATH0
xDeathState = S_XHUNDEATH0
ReactionTime = 4
Speed = 8
Radius = 22*FRACUNIT
Height = 84*FRACUNIT
Damage = 3
PainSound = sfx_HUNO
DeathSound = sfx_XLSR
AttackSound = sfx_XBOB
SpawnHealth = 2
MapThingNum = 970
Mass = 100
DispOffset = 0
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY
RaiseState = MT_JETTBULLET

State S_XHUNHM
SpriteName = XHUN
SpriteFrame = A
Action = A_Look
VAR1 =(512<<16) 
Duration = 2
Next = S_XHUNHM

State S_XHUNGO1
SpriteName = XHUN
SpriteFrame = B
Action = A_Chase
Duration = 4
Next = S_XHUNGO2

State S_XHUNGO2
SpriteName = XHUN
SpriteFrame = C
Action = A_Chase
Duration = 4
Next = S_XHUNGO3

State S_XHUNGO3
SpriteName = XHUN
SpriteFrame = D
Action = A_Chase
Duration = 4
Next = S_XHUNGO4

State S_XHUNGO4
SpriteName = XHUN
SpriteFrame = E
Action = A_Chase
Duration = 4
Next = S_XHUNGO1

State S_XHUNSHOOT0
SpriteName = XHUN
SpriteFrame = F
Duration = 20
Next = S_XHUNSHOOT1

State S_XHUNSHOOT1
SpriteName = XHUN
SpriteFrame = G
Duration = 20
Next = S_XHUNSHOOT2

State S_XHUNSHOOT2
SpriteName = XHUN
SpriteFrame = H
Duration = 20
Action = A_PlayAttackSound
Next = S_XHUNSHOOT3

State S_XHUNSHOOT3
SpriteName = XHUN
SpriteFrame = I
Duration = 4
Action = A_FireShot
Next = S_XHUNSHOOT4
Var1 = 222
VAR2 = 0

State S_XHUNSHOOT4
SpriteName = XHUN
SpriteFrame = G
Duration = 20
Next = S_XHUNSHOOT5

State S_XHUNSHOOT5
SpriteName = XHUN
SpriteFrame = F
Duration = 20
Next = S_XHUNHM

FRAME S_XHUNPAIN0
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = A
Action = A_Pain
DURATION = 6
NEXT = S_XHUNPAIN1

FRAME S_XHUNPAIN1
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = J
Action = A_ZThrust
Var1 = 8
Var2 = 1
DURATION = 6
NEXT = S_XHUNPAIN2

FRAME S_XHUNPAIN2
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = J
Action = A_Thrust
Var1 = 8
Var2 = 1
DURATION = 6
NEXT = S_XHUNPAIN3

FRAME S_XHUNPAIN3
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = J
Action = A_ZThrust
Var1 = -8
Var2 = 1
DURATION = 6
NEXT = S_XHUNPAIN4

FRAME S_XHUNPAIN4
SPRITENUMBER = SPR_XHUN
Action = A_Thrust
Var1 = -8
Var2 = 1
SPRITESUBNUMBER = J
DURATION = 1
NEXT = S_XHUNPAIN5

FRAME S_XHUNPAIN5
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = K
Action = A_ZThrust
Var1 = 0
Var2 = (65536)
DURATION = 6
NEXT = S_XHUNPAIN6

FRAME S_XHUNPAIN6
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = K
Action = A_Thrust
Var1 = 0
Var2 = (65536)
DURATION = 6
NEXT = S_XHUNHM

State S_XHUNDEATH0
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = J
Action = A_Scream
DURATION = 12
NEXT = S_XHUNDEATH1

State S_XHUNDEATH1
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = K
DURATION = 6
NEXT = S_XHUNDEATH2

State S_XHUNDEATH2
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = L
DURATION = 6
NEXT = S_XHUNDEATH3

State S_XHUNDEATH3
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = M
DURATION = 6
NEXT = S_XHUNDEATH4

State S_XHUNDEATH5
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = N
DURATION = 6
NEXT = S_XHUNDEATH6

State S_XHUNDEATH6
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = O
DURATION = 6
NEXT = S_XHUNDEATH7

State XHUNDEATH7
SPRITENUMBER = SPR_XHUN
SPRITESUBNUMBER = O
DURATION = 12
NEXT = S_XPLD1