#Boom Knuckles Boss
FREESLOT
MT_BKNX
S_BKNX
S_BKNXHOP1
S_BKNXHOP2
S_BKNXHOPAGAIN
S_BKNXOW1
S_BKNXOW2
S_BKNXOW3
S_BKNXOW4
S_BKNXRESET
S_BKNXDROP
S_BKNXDROP2
S_BKNXDEAD1
S_BKNXDEAD2
S_BKNXDEAD3
S_BKNXDEAD4
SPR_BKNX

Thing MT_BKNX
#$Sprite BKNXA0
MAPTHINGNUM = 1678
SPAWNSTATE = S_BKNX
SPAWNHEALTH = 8
SEESTATE = S_BKNXHOP1
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = S_BKNXOW1
PAINCHANCE = MT_THOK
PAINSOUND = sfx_dmpain
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_BKNXDEAD1
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_BKNX
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_BKNX
ACTION A_Look
VAR1 = (900<<16)+1
VAR2 = 0

FRAME S_BKNXHOP1
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_BKNXHOP2
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_BKNXHOP2
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_BKNXHOPAGAIN
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_BKNXHOPAGAIN
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_BKNXDROP
ACTION A_Repeat
VAR1 = 5
VAR2 = S_BKNXHOP1

FRAME S_BKNXDROP
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = F
DURATION = 3
NEXT = S_BKNXDROP2
ACTION A_TrapShot
Var1 = (16<<16)+MT_JETTBULLET
Var2 = (16<<16)+270

FRAME S_BKNXDROP2
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_BKNX
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_BKNXOW1
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = D
DURATION = 3
NEXT = S_BKNXOW2
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_BKNXOW2
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_BKNXOW3
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_BKNXOW3
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = D
DURATION = 3
NEXT = S_BKNXOW4
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_BKNXOW4
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_BKNXRESET
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_BKNXRESET
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_BKNX
ACTION A_Repeat
VAR1 = 4
VAR2 = S_BKNXOW2

FRAME S_BKNXDEAD1
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = G
DURATION = 1
NEXT = S_BKNXDEAD2
ACTION A_ForceStop
VAR1 = 0
VAR2 = 0

FRAME S_BKNXDEAD2
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = G
DURATION = 7
NEXT = S_BKNXDEAD3
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BKNXDEAD3
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = G
DURATION = 7
NEXT = S_BKNXDEAD4
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_BKNXDEAD4
SPRITENUMBER = SPR_BKNX
SPRITESUBNUMBER = G
DURATION = 7
NEXT = 0
ACTION A_BossDeath
VAR1 = 0
VAR2 = 0
