Freeslot
MT_ZERO
S_ZERO
S_ZERO2
S_ZEROGO1
S_ZEROGO2
S_ZEROGO3
S_ZEROGO4
S_ZEROGO5
S_ZEROGO6
S_ZEROPAIN0
S_ZEROPAIN1
S_ZEROPAIN2
S_ZEROPAIN3
S_ZEROPAIN4
S_ZEROPAIN5
S_ZEROPAIN6
S_ZERODEATH0
S_ZERODEATH1
S_ZERODEATH2
S_ZERODEATH3
S_ZERODEATH4
S_ZERODEATH5
S_ZERODEATH6
S_ZERODEATH7
S_ZEROSLASH0
S_ZEROSLASH1
S_ZEROSLASH2
S_ZEROSLASH3
S_ZEROSLASH4
S_ZEROSLASH5
S_ZEROSLASH6
S_ZEROSLASH7
S_ZEROSLASH8
S_ZEROSLASH9
S_ZEROSLASH10
S_ZEROSLASH11
S_ZEROSLASH12
SPR_ZERO

Object MT_ZERO
#$Sprite ZEROA1
#$Name Boss ZERO
#$Category SIGMA
SpawnState = S_ZERO
MeleeState = S_ZEROSLASH0
SeeState = S_ZEROSLASH0
RaiseState = S_ZEROGO1
PainState = S_ZEROPAIN0
DeathState = S_ZERODEATH0
xDeathState = S_ZERODEATH0
ReactionTime = 70
Speed = 3
Radius = 50*FRACUNIT
Height = 100*FRACUNIT
Damage = 8
PainSound = sfx_ZOWW
DeathSound = sfx_ZDED
AttackSound = sfx_ZHAK
SpawnHealth = 10
MapThingNum = 963
DispOffset = 0
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS

State S_ZERO
SpriteName = ZERO
SpriteFrame = A
Action = A_Look
Duration = 15
Var1 = (1200*65536) + (1)
Next = S_ZERO2

State S_ZERO2
SpriteName = ZERO
SpriteFrame = A
Action = A_FaceTarget
Duration = 2
Next = S_ZERO

State S_ZEROGO1
SpriteName = ZERO
SpriteFrame = B
Duration = 1
Next = S_ZEROGO2

State S_ZEROGO2
SpriteName = ZERO
SpriteFrame = B
Action = A_FaceStabRev
Duration = 1
Var1 = 20
Var2 = S_ZEROGO3
Next = S_ZEROGO2

State S_ZEROGO3
SpriteName = ZERO
SpriteFrame = B
Action = A_FaceTarget
Duration = 1
Next = S_ZEROGO4

State S_ZEROGO4
SpriteName = ZERO
SpriteFrame = B
Action = A_FaceStabHurl 	
Duration = 1
Var1 = 6
Var2 = S_ZEROGO5
Next = S_ZEROGO4

State S_ZEROGO5
SpriteName = ZERO
SpriteFrame = B
Action = A_PlaySound
Var1 = sfx_ZRGO
Duration = 1
Next = S_ZEROSLASH6

State S_ZEROGO6
SpriteName = ZERO
SpriteFrame = B
Action = A_FaceStabMiss
Duration = 1
Var2 = S_ZEROSLASH0
Next = S_ZEROSLASH6

State S_ZEROSLASH0
SpriteName = ZERO
SpriteFrame = E
Action = A_PlayAttackSound
Duration = 3
Next = S_ZEROSLASH1

State S_ZEROSLASH1
SpriteName = ZERO
SpriteFrame = F
Duration = 3
Action = A_Boss1Chase
Next = S_ZEROSLASH2

State S_ZEROSLASH2
SpriteName = ZERO
SpriteFrame = G
Duration = 3
Next = S_ZEROSLASH3

State S_ZEROSLASH3
SpriteName = ZERO
SpriteFrame = H
Duration = 3
Next = S_ZEROSLASH4

State S_ZEROSLASH4
SpriteName = ZERO
SpriteFrame = I
Duration = 3
Next = S_ZEROSLASH5

State S_ZEROSLASH5
SpriteName = ZERO
SpriteFrame = J
Duration = 3
Next = S_ZEROSLASH6

State S_ZEROSLASH6
SpriteName = ZERO
SpriteFrame = K
Duration = 3
Next = S_ZEROSLASH7

State S_ZEROSLASH7
SpriteName = ZERO
SpriteFrame = E
Duration = 2
Next = S_ZEROSLASH8

State S_ZEROSLASH8
SpriteName = ZERO
SpriteFrame = F
Duration = 2
Next = S_ZEROSLASH9

State S_ZEROSLASH9
SpriteName = ZERO
SpriteFrame = G
Duration = 2
Next = S_ZEROSLASH10

State S_ZEROSLASH10
SpriteName = ZERO
SpriteFrame = H
Duration = 2
Next = S_ZEROSLASH11

State S_ZEROSLASH11
SpriteName = ZERO
SpriteFrame = J
Duration = 2
Next = S_ZEROSLASH12

State S_ZEROSLASH12
SpriteName = ZERO
SpriteFrame = K
Duration = 2
Next = S_ZEROGO1

FRAME S_ZEROPAIN0
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = C
Action = A_Pain
DURATION = 6
NEXT = S_ZEROPAIN1

FRAME S_ZEROPAIN1
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = C
Action = A_ZThrust
Var1 = 8
Var2 = 1
DURATION = 6
NEXT = S_ZEROPAIN2

FRAME S_ZEROPAIN2
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = C
DURATION = 1
Action = A_Thrust
Var1 = 8
Var2 = 1
NEXT = S_ZEROPAIN3

FRAME S_ZEROPAIN3
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = D
Action = A_ZThrust
Var1 = -8
Var2 = 1
DURATION = 6
NEXT = S_ZEROPAIN4

FRAME S_ZEROPAIN4
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = D
Action = A_Thrust
Var1 = -8
Var2 = 1
DURATION = 6
NEXT = S_ZEROPAIN5

FRAME S_ZEROPAIN5
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = C
Action = A_ZThrust
Var1 = 0
Var2 = (65536)
DURATION = 6
NEXT = S_ZEROPAIN6

FRAME S_ZEROPAIN6
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = C
Action = A_Thrust
Var1 = 0
Var2 = (65536)
DURATION = 6
NEXT = S_ZERO

State S_ZERODEATH0
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = C
DURATION = 4
Action = A_BossScream
NEXT = S_ZERODEATH1

State S_ZERODEATH1
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = D
DURATION = 4
Action = A_BossScream
NEXT = S_ZERODEATH2

State S_ZERODEATH2
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = D
DURATION = 4
Action = A_BossScream
NEXT = S_ZERODEATH3

State S_ZERODEATH3
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = D
DURATION = 4
Action = A_BossScream
NEXT = S_ZERODEATH4

State S_ZERODEATH4
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = D
DURATION = 4
Action = A_BossScream
NEXT = S_ZERODEATH5

State S_ZERODEATH5
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = D
DURATION = 4
Action = A_BossScream
NEXT = S_ZERODEATH6

State S_ZERODEATH6
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = D
DURATION = 4
Action = A_BossScream
NEXT = S_ZERODEATH7

State S_ZERODEATH7
SPRITENUMBER = SPR_ZERO
SPRITESUBNUMBER = C
Action = A_BossScream
DURATION = 4
NEXT = S_TNTBARREL_EXPL1