FREESLOT
S_GCRB_IDLE1
S_GCRB_IDLE2
S_GCRB_IDLE3
S_GCRB_IDLE4
S_GCRB_SHOOT1
S_GCRB_SHOOT2
S_GCRB_SHOOT3
S_GCRB_SHOOT4
S_GCRB_SHOOT5
S_GCRB_HURT1
S_GCRB_HURT2
S_GCRB_HURT3
S_GCRB_HURT4
S_GCRB_HURT5
S_GCRB_HURT6
S_GCRB_HURT6A
S_GCRB_HURT7
S_GCRB_HURT8
S_GCRB_PINCH0
S_GCRB_PINCH1
S_GCRB_PINCH2
S_GCRB_PINCH3
S_GCRB_PINCH3A
S_GCRB_PINCH4
S_GCRB_PINCH5
S_GCRB_DIE1
S_GCRB_DIE2
S_GCRB_DIE3
MT_GIGACRAB
S_BIGSHOT1
S_BIGSHOT2
MT_BIGSHOT
S_BIGSHOCKWAVE
MT_BIGSHOCKWAVE
SPR_GCRB
SPR_BGSH


Object MT_GIGACRAB
#$Name Giga Crabmeat
#$Sprite GCRBA0
#$Category OuterThreads
MapThingNum = 3384
SpawnState = S_GCRB_IDLE1
SpawnHealth = 5
SeeState = S_GCRB_SHOOT1
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_cannon
PainState = S_GCRB_HURT1
PainChance = 32
PainSound = sfx_s3k64
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_GCRB_DIE1
XDeathState = S_NULL
DeathSound = sfx_s1c1
Speed = 1
Radius = 80*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
RaiseState = S_NULL

State S_GCRB_IDLE1
SpriteName = GCRB
SpriteFrame = A
Duration = 12
Next = S_GCRB_IDLE2
Action = A_Look
Var1 = 1+(2048<<16)

State S_GCRB_IDLE2
SpriteName = GCRB
SpriteFrame = B
Duration = 12
Action = A_Look
Next = S_GCRB_IDLE3
Var1 = 1+(2048<<16)

State S_GCRB_IDLE3
SpriteName = GCRB
SpriteFrame = A
Duration = 12
Action = A_Look
Next = S_GCRB_IDLE4
Var1 = 1+(2048<<16)

State S_GCRB_IDLE4
SpriteName = GCRB
SpriteFrame = C
Duration = 12
Action = A_Look
Next = S_GCRB_IDLE1
Var1 = 1+(2048<<16)

State S_GCRB_SHOOT1
SpriteName = GCRB
SpriteFrame = D
Duration = 13
Next = S_GCRB_SHOOT2

State S_GCRB_SHOOT2
SpriteName = GCRB
SpriteFrame = E
Duration = 5
Next = S_GCRB_SHOOT3
Action = A_BrakLobShot
Var1 = MT_BIGSHOT
Var2 = 96+(1<<16)

State S_GCRB_SHOOT3
SpriteName = GCRB
SpriteFrame = D
Duration = 10
Next = S_GCRB_SHOOT4
Action = None

State S_GCRB_SHOOT4
SpriteName = GCRB
SpriteFrame = F
Duration = 5
Next = S_GCRB_SHOOT5
Action = A_BrakLobShot
Var1 = MT_BIGSHOT
Var2 = 96+(1<<16)

State S_GCRB_SHOOT5
SpriteName = GCRB
SpriteFrame = D
Duration = 25
Next = S_GCRB_IDLE1
Action = None


# Hurt Sequence

State S_GCRB_HURT1
SpriteName = GCRB
SpriteFrame = A
Duration = 1
Next = S_GCRB_HURT2
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT
Var2 = 1

State S_GCRB_HURT2
SpriteName = GCRB
SpriteFrame = A
Duration = 1
Next = S_GCRB_HURT3
Action = A_PlaySound
Var1 = sfx_dmpain
Var2 = 0

State S_GCRB_HURT3
SpriteName = GCRB
SpriteFrame = A
Duration = 35
Next = S_GCRB_HURT4
Action = A_CheckHealth
Var1 = 2
Var2 = S_GCRB_PINCH0

State S_GCRB_HURT4
SpriteName = GCRB
SpriteFrame = D
Duration = 35
Next = S_GCRB_HURT5
Action = A_Pain
Var1 = 0
Var2 = 0

State S_GCRB_HURT5
SpriteName = GCRB
SpriteFrame = G
Duration = 3
Next = S_GCRB_HURT6
Action = None
Var1 = 0
Var2 = 0

State S_GCRB_HURT6
SpriteName = GCRB
SpriteFrame = G
Duration = 1
Next = S_GCRB_HURT6A
Action = A_PlaySound
Var1 = sfx_spsmsh
Var2 = 0

State S_GCRB_HURT6A
SpriteName = GCRB
SpriteFrame = G
Duration = 0
Next = S_GCRB_HURT7
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = MT_BIGSHOCKWAVE

State S_GCRB_HURT7
SpriteName = GCRB
SpriteFrame = H
Duration = 48
Next = S_GCRB_HURT8
Action = A_Shockwave
Var1 = MT_SHOCKWAVE
Var2 = 6

State S_GCRB_HURT8
SpriteName = GCRB
SpriteFrame = A
Duration = 1
Next = S_GCRB_IDLE1
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT
Var2 = 2

State S_GCRB_PINCH0
SpriteName = GCRB
SpriteFrame = A
Duration = 35
Next = S_GCRB_PINCH1
Action = A_Pain
Var1 = 0
Var2 = 0

State S_GCRB_PINCH1
SpriteName = GCRB
SpriteFrame = D
Duration = 30
Next = S_GCRB_PINCH2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_GCRB_PINCH2
SpriteName = GCRB
SpriteFrame = G
Duration = 2
Next = S_GCRB_PINCH3
Action = None
Var1 = 0
Var2 = 0

State S_GCRB_PINCH3
SpriteName = GCRB
SpriteFrame = G
Duration = 1
Next = S_GCRB_PINCH3A
Action = A_PlaySound
Var1 = sfx_spsmsh
Var2 = 0

State S_GCRB_PINCH3A
SpriteName = GCRB
SpriteFrame = G
Duration = 0
Next = S_GCRB_PINCH4
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = MT_BIGSHOCKWAVE

State S_GCRB_PINCH4
SpriteName = GCRB
SpriteFrame = H
Duration = 12
Next = S_GCRB_PINCH5
Action = A_Shockwave
Var1 = MT_SHOCKWAVE
Var2 = 6

State S_GCRB_PINCH5
SpriteName = GCRB
SpriteFrame = H
Duration = 18
Next = S_GCRB_HURT8
Action = A_Repeat
Var1 = 3
Var2 = S_GCRB_PINCH1

#Death Sequence

State S_GCRB_DIE1
SpriteName = GCRB
SpriteFrame = A
Duration = 2
Next = S_GCRB_DIE2
Action = A_BossScream
Var1 = 1
Var2 = 0

State S_GCRB_DIE2
SpriteName = GCRB
SpriteFrame = A
Duration = 2
Next = S_GCRB_DIE3
Action = A_BossScream
Var1 = 1
Var2 = 0

State S_GCRB_DIE3
SpriteName = GCRB
SpriteFrame = A
Duration = 0
Next = S_TNTBARREL_EXPL1
Action = A_Repeat
Var1 = 20
Var2 = S_GCRB_DIE1



#Projectiles

Object MT_BIGSHOT
#$Sprite BGSHA0
SpawnState = S_BIGSHOT1
SpawnHealth = 1
SeeSound = sfx_cannon
ReactionTime = 8
PainState = S_XPLD1
DeathState = S_XPLD1
DeathSound = sfx_cybdth
Speed = 4*FRACUNIT
Radius = 48*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 4
Damage = 1
Flags = MF_NOBLOCKMAP|MF_MISSILE

State S_BIGSHOT1
SpriteName = BGSH
SpriteFrame = A|FF_FULLBRIGHT
Duration = 8
Next = S_BIGSHOT2

State S_BIGSHOT2
SpriteName = BGSH
SpriteFrame = B|FF_FULLBRIGHT
Duration = 8
Next = S_BIGSHOT1

Object MT_BIGSHOCKWAVE
#$Sprite BGSHC0
SpawnState = S_BIGSHOCKWAVE
SpawnHealth = 1
SeeSound = S_NULL
ReactionTime = 8
PainState = S_NULL
DeathState = S_NULL
DeathSound = S_NULL
Speed = 0*FRACUNIT
Radius = 160*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 4
Damage = 1
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_PAIN

State S_BIGSHOCKWAVE
SpriteName = BGSH
SpriteFrame = C|FF_FULLBRIGHT
Duration = 10
Next = S_NULL