Freeslot
S_SMALLBSONICEXIST0
S_SMALLBSONICEXIST01
S_SMALLBSONICEXIST0AGAIN
S_SMALLBSONICEXIST
S_SMALLBSONICEXIST2
S_SMALLBSONICEXIST3
S_SMALLBSONICEXIST4
S_SMALLBSONICEXIST4AGAIN
S_SMALLBSONICEXIST4AGAIN2
S_SMALLBSONICEXIST4AGAIN3
S_SMALLBSONICEXIST5
S_SMALLBSONICEXIST6
S_SMALLBSONICEXIST7
S_SMALLBSONICEXIST8
S_SMALLBSONICEXIST9
S_SMALLBSONICEXIST10
S_SMALLBSONICEXIST11
S_SMALLBSONICEXIST12
S_SMALLBSONICEXIST13
S_SMALLBSONICEXIST14
S_SMALLBSONICEXIST15
S_SMALLBSONICEXIST16
S_SMALLBSONICEXIST16AGAIN
S_SMALLBSONICEXIST16AGAIN2
S_SMALLBSONICEXIST17
S_SMALLBSONICEXIST17AGAIN
S_SMALLBSONICEXIST18
S_SMALLBSONICEXIST19
S_SMALLBSONICEXIST20
S_SMALLBSONICEXIST20AGAIN
S_SMALLBSONICEXIST21
S_SMALLBSONICEXIST22
S_SMALLBSONICEXIST22AGAIN
S_SMALLBSONICEXIST22AGAIN2
S_SMALLBSONICEXIST23
S_SMALLBSONICEXIST23AGAIN
S_SMALLBSONICEXIST24
S_SMALLBSONICEXIST25
S_SMALLBSONICEXIST26
S_SMALLBSONICEXIST27
S_SMALLBSONICEXIST27AGAIN
S_SMALLBSONICEXIST27AGAIN2
S_SMALLBSONICEXIST27AGAIN3
S_SMALLBSONICEXIST28
S_SMALLBSONICEXIST29
S_SMALLBSONICEXIST30
S_SMALLBOWSERCUTSCENE
S_SMALLBOWSERCUTSCENEUP
S_SMALLBOWSERCUTSCENEUP2
S_SMALLBOWSERCUTSCENEUP3
S_SMALLBSONICLINEDEFEXECUTE
S_SMALLBSONICLINEDEFEXECUTE2
S_SMALLBSONICLINEDEFEXECUTE3
S_SMALLBOWSERCAMERAUP
S_SMALLBOWSERCAMERAUP2
S_SMALLBOWSERCAMERAUP3
S_CAMERACONTROLLER0
S_CAMERACONTROLLER
S_CAMERACONTROLLER2
S_CAMERACONTROLLER3
MT_SMALLBSONIC
MT_SMALLBOWSERCUTSCENE
MT_SMALLBOWSERCAMERACONTROLLER
SPR_BSON
sfx_cyloop
sfx_skick

Thing MT_SMALLBSONIC
MapThingNum = 7011
SpawnState = S_SMALLBSONICEXIST0
SpawnHealth = 8
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
PainState = S_NULL
PainChance = 4000
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 32*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC

State S_SMALLBSONICEXIST0
Spritename = BSON
Spriteframe = D
Duration = 1
Action = A_FindTarget
Var1 = MT_SMALLBOWSERCUTSCENE
Next = S_SMALLBSONICEXIST0AGAIN

State S_SMALLBSONICEXIST0AGAIN
Spritename = BSON
Spriteframe = D
Duration = -1
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 86
Next = S_SMALLBSONICEXIST0

State S_SMALLBSONICEXIST01
Spritename = BSON
Spriteframe = D
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_SMALLBSONICLINEDEFEXECUTE
Var2 = MT_PLAYER
Next = S_SMALLBSONICEXIST

State S_SMALLBSONICEXIST
Spritename = BSON
Spriteframe = D
Duration = 1
Action = A_ZThrust
Var1 = 8
Next = S_SMALLBSONICEXIST2

State S_SMALLBSONICEXIST2
Spritename = BSON
Spriteframe = D
Duration = 1
Action = A_MoveRelative
Var1 = 180
Var2 = 37
Next = S_SMALLBSONICEXIST3

State S_SMALLBSONICEXIST3
Spritename = BSON
Spriteframe = D
Duration = 1
Action = A_Boss5CheckOnGround
Var1 = S_SMALLBSONICEXIST4
Next = S_SMALLBSONICEXIST3

State S_SMALLBSONICEXIST4
Spritename = BSON
Spriteframe = A
Duration = 2
Action = A_PlaySound
Var1 = sfx_s3k4a
Next = S_SMALLBSONICEXIST4AGAIN

State S_SMALLBSONICEXIST4AGAIN
Spritename = BSON
Spriteframe = A
Duration = 1
Action = A_PlaySound
Var1 = sfx_skid
Next = S_SMALLBSONICEXIST4AGAIN2

State S_SMALLBSONICEXIST4AGAIN2
Spritename = BSON
Spriteframe = A
Duration = 1
Action = A_SpawnObjectRelative
Var2 = MT_SPINDUST
Next = S_SMALLBSONICEXIST4AGAIN3

State S_SMALLBSONICEXIST4AGAIN3
Spritename = BSON
Spriteframe = A
Duration = 0
Action = A_Repeat
Var1 = 24
Var2 = S_SMALLBSONICEXIST4AGAIN2
Next = S_SMALLBSONICEXIST5

State S_SMALLBSONICEXIST5
Spritename = BSON
Spriteframe = B
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_SMALLBSONICLINEDEFEXECUTE2
Var2 = MT_PLAYER
Next = S_SMALLBSONICEXIST6

State S_SMALLBSONICEXIST6
Spritename = BSON
Spriteframe = B
Duration = 0
Action = A_PlaySound
Var1 = sfx_zoom
Next = S_SMALLBSONICEXIST7

State S_SMALLBSONICEXIST7
Spritename = BSON
Spriteframe = B
Duration = 1
Action = A_MoveRelative
Var1 = 0
Var2 = 50
Next = S_SMALLBSONICEXIST8

State S_SMALLBSONICEXIST8
Spritename = BSON
Spriteframe = B
Duration = 0
Action = A_Repeat
Var1 = 9
Var2 = S_SMALLBSONICEXIST7
Next = S_SMALLBSONICEXIST9

State S_SMALLBSONICEXIST9
Spritename = BSON
Spriteframe = B
Duration = 0
Action = A_PlaySound
Var1 = sfx_cyloop
Next = S_SMALLBSONICEXIST10

State S_SMALLBSONICEXIST10
Spritename = BSON
Spriteframe = C
Duration = 1
Action = A_Custom3DRotate
Var1 = (100<<16)+500
Var2 = (400<<16)+0
Next = S_SMALLBSONICEXIST11

State S_SMALLBSONICEXIST11
Spritename = BSON
Spriteframe = C
Duration = 0
Action = A_GhostMe
Var1 = 32
Next = S_SMALLBSONICEXIST12

State S_SMALLBSONICEXIST12
Spritename = BSON
Spriteframe = C
Duration = 0
Action = A_Repeat
Var1 = 32
Var2 = S_SMALLBSONICEXIST10
Next = S_SMALLBSONICEXIST13

State S_SMALLBSONICEXIST13
Spritename = BSON
Spriteframe = C
Duration = 0
Action = A_FindTracer
Var1 = MT_ALTVIEWMAN
Var2 = 1
Next = S_SMALLBSONICEXIST14

State S_SMALLBSONICEXIST14
Spritename = BSON
Spriteframe = C
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_CAMERACONTROLLER
Var2 = MT_SMALLBOWSERCAMERACONTROLLER
Next = S_SMALLBSONICEXIST15

State S_SMALLBSONICEXIST15
Spritename = BSON
Spriteframe = C
Duration = 0
Action = A_SetObjectTypeState
Var1 = S_SMALLBOWSERCUTSCENEUP
Var2 = MT_SMALLBOWSERCUTSCENE
Next = S_SMALLBSONICEXIST16

State S_SMALLBSONICEXIST16
Spritename = BSON
Spriteframe = C
Duration = 1
Action = A_FindTarget
Var1 = MT_CELLWAYPOINTMID
Next = S_SMALLBSONICEXIST16AGAIN

State S_SMALLBSONICEXIST16AGAIN
Spritename = BSON
Spriteframe = C
Duration = 0
Action = A_SetObjectFlags
Var1 = 512
Var2 = 2
Next = S_SMALLBSONICEXIST16AGAIN2

State S_SMALLBSONICEXIST16AGAIN2
Spritename = BSON
Spriteframe = C
Duration = 0
Action = A_PlaySound
Var1 = sfx_jump
Next = S_SMALLBSONICEXIST17

State S_SMALLBSONICEXIST17
Spritename = BSON
Spriteframe = C
Duration = 1
Action = A_DualAction
Var1 = S_SMALLBSONICEXIST19
Var2 = S_SMALLBSONICEXIST18
Next = S_SMALLBSONICEXIST17AGAIN

State S_SMALLBSONICEXIST17AGAIN
Spritename = BSON
Spriteframe = C
Duration = 0
Action = A_GhostMe
Var1 = 4
Next = S_SMALLBSONICEXIST17

State S_SMALLBSONICEXIST18
Action = A_CheckTrueRange
Var1 = (0<<16)+120
Var2 = S_SMALLBSONICEXIST20

State S_SMALLBSONICEXIST19
Action = A_HomingChase
Var1 = 150*FRACUNIT
Var2 = 0

State S_SMALLBSONICEXIST20
Spritename = BSON
Spriteframe = C
Duration = 1
Action = A_ForceStop
Next = S_SMALLBSONICEXIST20AGAIN

State S_SMALLBSONICEXIST20AGAIN
Spritename = BSON
Spriteframe = C
Duration = 1
Action = A_FindTarget
Var1 = MT_SMALLBOWSERCUTSCENE
Next = S_SMALLBSONICEXIST21

State S_SMALLBSONICEXIST21
Spritename = BSON
Spriteframe = C
Duration = 0
Action = A_FaceTarget
Next = S_SMALLBSONICEXIST22

State S_SMALLBSONICEXIST22
Spritename = BSON
Spriteframe = C
Duration = 2
Action = A_MoveRelative
Var1 = 0
Var2 = 120
Next = S_SMALLBSONICEXIST22AGAIN

State S_SMALLBSONICEXIST22AGAIN
Spritename = BSON
Spriteframe = C
Duration = 0
Action = A_SetObjectTypeState
Var1 = S_CAMERACONTROLLER3
Var2 = MT_SMALLBOWSERCAMERACONTROLLER
Next = S_SMALLBSONICEXIST22AGAIN2

State S_SMALLBSONICEXIST22AGAIN2
Spritename = BSON
Spriteframe = C
Duration = 0
Action = A_PlaySound
Var1 = sfx_zoom
Next = S_SMALLBSONICEXIST23

State S_SMALLBSONICEXIST23
Spritename = BSON
Spriteframe = B
Duration = 1
Action = A_CheckRange
Var1 = (0<<16)+300
Var2 = S_SMALLBSONICEXIST24
Next = S_SMALLBSONICEXIST23AGAIN

State S_SMALLBSONICEXIST23AGAIN
Spritename = BSON
Spriteframe = B
Duration = 0
Action = A_GhostMe
Var1 = 8
Next = S_SMALLBSONICEXIST23

State S_SMALLBSONICEXIST24
Spritename = BSON
Spriteframe = B
Duration = 0
Action = A_ForceStop
Next = S_SMALLBSONICEXIST25

State S_SMALLBSONICEXIST25
Spritename = BSON
Spriteframe = D
Duration = 0
Action = A_SetObjectTypeState
Var1 = S_SMALLBSONICLINEDEFEXECUTE3
Var2 = MT_PLAYER
Next = S_SMALLBSONICEXIST26

State S_SMALLBSONICEXIST26
Spritename = BSON
Spriteframe = E
Duration = 2
Next = S_SMALLBSONICEXIST27

State S_SMALLBSONICEXIST27
Spritename = BSON
Spriteframe = F
Duration = 2
Next = S_SMALLBSONICEXIST27AGAIN

State S_SMALLBSONICEXIST27AGAIN
Spritename = BSON
Spriteframe = F
Duration = 0
Action = A_PlaySound
Var1 = sfx_bpun4
Next = S_SMALLBSONICEXIST27AGAIN2

State S_SMALLBSONICEXIST27AGAIN2
Spritename = BSON
Spriteframe = F
Duration = 0
Action = A_SpawnObjectRelative
Var2 = MT_BOWSERCUTSCENECLASHFIREWHITE3
Next = S_SMALLBSONICEXIST28

State S_SMALLBSONICEXIST28
Spritename = BSON
Spriteframe = G
Duration = 2
Action = A_PlaySound
Var1 = sfx_skick
Next = S_SMALLBSONICEXIST27AGAIN3

State S_SMALLBSONICEXIST27AGAIN3
Spritename = BSON
Spriteframe = H
Duration = 0
Action = A_SetObjectTypeState
Var1 = S_SONICCUTSCENETRIGGERFINISHLIGHT
Var2 = MT_PLAYER
Next = S_SMALLBSONICEXIST29

State S_SMALLBSONICEXIST29
Spritename = BSON
Spriteframe = H
Duration = 30
Action = A_SetObjectState
Var1 = S_SMALLBOWSERCUTSCENEUP3
Next = S_SMALLBSONICEXIST30

State S_SMALLBSONICEXIST30
Spritename = BSON
Spriteframe = H
Duration = -1
Action = A_SetObjectTypeState
Var1 = S_BABYBOIBOWSERGRANDSLAMMED
Var2 = MT_BABYBOIBOWSER
Next = S_NULL

State S_SMALLBSONICLINEDEFEXECUTE
Duration = 0
Action = A_LinedefExecute
Var1 = 100
Next = S_PLAY_WALK

State S_SMALLBSONICLINEDEFEXECUTE2
Duration = 0
Action = A_LinedefExecute
Var1 = 101
Next = S_PLAY_WALK

State S_SMALLBSONICLINEDEFEXECUTE3
Duration = 0
Action = A_LinedefExecute
Var1 = 102
Next = S_PLAY_WALK

State S_SMALLBOWSERCAMERAUP
Duration = 16
Action = A_ZThrust
Var1 = 80
Next = S_SMALLBOWSERCAMERAUP2

State S_SMALLBOWSERCAMERAUP2
Duration = -1
Action = A_ForceStop
Next = S_SMALLBOWSERCAMERAUP2

State S_SMALLBOWSERCAMERAUP3
Duration = 96
Action = A_MoveRelative
Var1 = 0
Var2 = 180
Next = S_SMALLBOWSERCAMERAUP2

Thing MT_SMALLBOWSERCUTSCENE
MapThingNum = 7012
SpawnState = S_SMALLBOWSERCUTSCENE
SpawnHealth = 8
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
PainState = S_NULL
PainChance = 4000
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 32*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_SMALLBOWSERCUTSCENE
Spritename = BRAG
Spriteframe = B
Duration = -1
Next = S_SMALLBOWSERCUTSCENE

State S_SMALLBOWSERCUTSCENEUP
Spritename = BRAG
Spriteframe = B
Duration = 16
Action = A_ZThrust
Var1 = 60
Next = S_SMALLBOWSERCUTSCENEUP2

State S_SMALLBOWSERCUTSCENEUP2
Spritename = BCYL
Spriteframe = A
Duration = -1
Action = A_ForceStop
Next = S_SMALLBOWSERCAMERAUP2

State S_SMALLBOWSERCUTSCENEUP3
Spritename = BCYL
Spriteframe = A
Duration = -1
Action = A_ZThrust
Var1 = -120
Next = S_SMALLBOWSERCAMERAUP3

Thing MT_SMALLBOWSERCAMERACONTROLLER
MapThingNum = 7013
SpawnState = S_CAMERACONTROLLER0
SpawnHealth = 8
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
PainState = S_NULL
PainChance = 4000
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 32*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_CAMERACONTROLLER0
Duration = -1
Action = A_FindTracer
Var1 = MT_ALTVIEWMAN
Next = S_CAMERACONTROLLER0

State S_CAMERACONTROLLER
Duration = -1
Action = A_SetObjectState
Var1 = S_SMALLBOWSERCAMERAUP
Var2 = 1
Next = S_CAMERACONTROLLER

State S_CAMERACONTROLLER3
Duration = -1
Action = A_SetObjectState
Var1 = S_SMALLBOWSERCAMERAUP3
Var2 = 1
Next = S_CAMERACONTROLLER