#Fang Boss
FREESLOT
MT_FANG
S_FANG
S_FANGHOP1
S_FANGHOP2
S_FANGHOPAGAIN
S_FANGOW1
S_FANGOW2
S_FANGOW3
S_FANGOW4
S_FANGRESET
S_FANGDROP
S_FANGDROP2
S_FANGDEAD1
S_FANGDEAD2
S_FANGDEAD3
S_FANGDEAD4
SPR_FANG

Thing MT_FANG
#$Sprite FANGA1
MAPTHINGNUM = 1678
SPAWNSTATE = S_FANG
SPAWNHEALTH = 8
SEESTATE = S_FANGHOP1
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = S_FANGOW1
PAINCHANCE = MT_THOK
PAINSOUND = sfx_dmpain
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_FANGDEAD1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = 0
SPEED = 16
RADIUS = 43*FRACUNIT
HEIGHT = 116*FRACUNIT
MASS = 0
DAMAGE = 2
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_BOUNCE

FRAME S_FANG
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_FANG
ACTION A_Look
VAR1 = (900<<16)+1
VAR2 = 0

FRAME S_FANGHOP1
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_FANGHOP2
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_FANGHOP2
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_FANGHOPAGAIN
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_FANGHOPAGAIN
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_FANGDROP
ACTION A_Repeat
VAR1 = 5
VAR2 = S_FANGHOP1

FRAME S_FANGDROP
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_FANGDROP2
ACTION A_TrapShot
Var1 = (16<<16)+MT_JETTBULLET
Var2 = (16<<16)+270

FRAME S_FANGDROP2
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_FANG
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FANGOW1
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = D
DURATION = 3
NEXT = S_FANGOW2
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_FANGOW2
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = E
DURATION = 3
NEXT = S_FANGOW3
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_FANGOW3
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = F
DURATION = 3
NEXT = S_FANGOW4
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FANGOW4
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = G
DURATION = 3
NEXT = S_FANGRESET
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_FANGRESET
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_FANG
ACTION A_Repeat
VAR1 = 4
VAR2 = S_FANGOW2

FRAME S_FANGDEAD1
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = D
DURATION = 1
NEXT = S_FANGDEAD2
ACTION A_ForceStop
VAR1 = 0
VAR2 = 0

FRAME S_FANGDEAD2
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = E
DURATION = 7
NEXT = S_FANGDEAD3
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_FANGDEAD3
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = F
DURATION = 7
NEXT = S_FANGDEAD4
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_FANGDEAD4
SPRITENUMBER = SPR_FANG
SPRITESUBNUMBER = G
DURATION = 7
NEXT = 0
ACTION A_BossDeath
VAR1 = 0
VAR2 = 0
