#Vroomey
FREESLOT
MT_VROOM
S_VROOM_STND1
S_VROOM_STND2
S_VROOM_CHARGE1
S_VROOM_CHARGE2
S_VROOM_CHARGE3
S_VROOM_CHARGE4
S_VROOM_DIE
S_VROOM_DIE2
S_VROOM_DIE3
SPR_VROM

Object MT_VROOM
#$Sprite VROMA1
MAPTHINGNUM = 1680
SPAWNSTATE = S_VROOM_STND1
SPAWNHEALTH = 1
SEESTATE = S_VROOM_CHARGE1
ATTACKSOUND = sfx_VROM
REACTIONTIME = 3
PAINCHANCE = 200
DEATHSTATE = S_VROOM_DIE
DEATHSOUND = sfx_s3kb4
ACTIVESOUND = sfx_VROM
SPEED = 99
Radius = 32*FRACUNIT
Height = 80*FRACUNIT
MASS = 20
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME

FRAME S_VROOM_STND1
SPRITENUMBER = SPR_VROM
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_VROOM_STND2
ACTION A_Look

FRAME S_VROOM_STND2
SPRITENUMBER = SPR_VROM
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_VROOM_STND1
ACTION A_Look

FRAME S_VROOM_CHARGE1
SPRITENUMBER = SPR_VROM
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_VROOM_CHARGE1
ACTION A_FaceStabRev
Var1 = 4
Var2 = S_VROOM_CHARGE2

FRAME S_VROOM_CHARGE2
SPRITENUMBER = SPR_VROM
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_VROOM_CHARGE3
ACTION A_FaceTarget

FRAME S_VROOM_CHARGE3
SPRITENUMBER = SPR_VROM
SPRITESUBNUMBER = A
DURATION = 5
NEXT = S_VROOM_CHARGE3
ACTION A_FaceStabHurl
Var1 = 10
Var2 = S_VROOM_CHARGE4

FRAME S_VROOM_CHARGE4
SPRITENUMBER = SPR_VROM
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_VROOM_CHARGE4
ACTION A_FaceStabMiss
Var1 = 0
Var2 = S_VROOM_STND1

FRAME S_VROOM_DIE
SPRITENUMBER = SPR_VROM
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_VROOM_DIE2
ACTION A_BossScream
Var1 = 1
Var2 = 0

FRAME S_VROOM_DIE2
SPRITENUMBER = SPR_VROM
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_VROOM_DIE3
ACTION A_BossScream
Var1 = 1
Var2 = 0

FRAME S_VROOM_DIE3
SPRITENUMBER = SPR_VROM
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_XPLD_FLICKY
ACTION A_Repeat
Var1 = 7
Var2 = S_XPLD_FLICKY