Freeslot
S_BABYBOIBOWSERRANDOMIZE
S_BABYBOIBOWSERMELEEDISABLEHITBOX
S_BABYBOIBOWSEREXISTTARGET
S_BABYBOIBOWSEREXIST
S_BABYBOIBOWSERBLOCK
S_BABYBOIBOWSERBLOCKAGAIN
S_BABYBOIBOWSERBLOCK2
S_BABYBOIBOWSERBLOCK3
S_BABYBOIBOWSERBLOCK4
S_BABYBOIBOWSERBLOCK5
S_BABYBOIBOWSERBLOCK6
S_BABYBOIBOWSERBLOCK7
S_BABYBOIBOWSERBLOCK8
S_BABYBOIBOWSERBLOCKBREAK
S_BABYBOIBOWSERBLOCKBREAK2
S_BABYBOIBOWSERBLOCKBREAK3
S_BABYBOIBOWSERBLOCKBREAK4
S_BABYBOIBOWSERBLOCKBREAK4AGAIN
S_BABYBOIBOWSERBLOCKBREAK5
S_BABYBOIBOWSERDEFENSEHITBOX
S_BABYBOIBOWSERDEFENSEHITBOX2
S_BABYBOIBOWSERDEFENSEHITBOX3
S_BABYBOIBOWSERDEFENSEHITBOX4
S_BABYBOIBOWSERDEFENSEHITBOX5
S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHER
S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHER2
S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHER3
S_BABYBOWSERCOUNTERPARRYTHINGEXIST
S_BABYBOWSERCOUNTERPARRIED
S_BABYBOWSERCOUNTERPARRIED2
S_BABYBOWSERCOUNTERPARRIED3
S_BABYBOWSERCOUNTERPARRIED4
S_BABYBOIBOWSERPUNCH2
S_BABYBOIBOWSERPUNCH3
S_BABYBOIBOWSERPUNCH4
S_BABYBOIBOWSERPUNCH5
S_BABYBOIBOWSERPUNCH6
S_BABYBOIBOWSERPUNCHHIT
S_BABYBOIBOWSERPUNCHHIT2
S_BABYBOIBOWSERPUNCHHIT3
S_BABYBOIBOWSERPUNCHHIT4
S_BABYBOIBOWSERPUNCHHIT5
S_BABYBOIBOWSERPUNCHHIT6
S_BABYBOIBOWSERPUNCHMISSED
S_BABYBOIBOWSERPUNCHMISSED2
S_BABYBOIBOWSERGROUNDPOUND2
S_BABYBOIBOWSERGROUNDPOUND3
S_BABYBOIBOWSERGROUNDPOUND4
S_BABYBOIBOWSERGROUNDPOUND5
S_BABYBOIBOWSERGROUNDPOUND6
S_BABYBOIBOWSERGROUNDPOUND7
S_BABYBOIBOWSERGROUNDPOUND8
S_BABYBOIBOWSERGROUNDPOUND8AGAIN
S_BABYBOIBOWSERGROUNDPOUND9
S_BABYBOIBOWSERSHOOT2
S_BABYBOIBOWSERSHOOT3
S_PLAYERHASALREADYLSA
S_BABYBOIBOWSERGRANDSLAM
S_BABYBOIBOWSERGRANDSLAM2
S_BABYBOIBOWSERINACTIVE
S_BABYBOIBOWSERGRANDSLAMMED
S_BABYBOIBOWSERGRANDSLAMMEDAGAIN
S_BABYBOIBOWSERGRANDSLAMMEDAGAIN2
S_BABYBOIBOWSERGRANDSLAMMEDAGAIN3
S_BABYBOIBOWSERGRANDSLAMMED2
S_BABYBOIBOWSERGRANDSLAMMED3
S_BABYBOIBOWSERGRANDSLAMMED3AGAIN
S_BABYBOIBOWSERGRANDSLAMMED4
S_BABYBOIBOWSERGRANDSLAMMED5
S_BABYBOIBOWSERGRANDSLAMMED6
S_BABYBOIBOWSERDAMAGED
S_BABYBOIBOWSERDAMAGED2
S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHERVULNERABLE
S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHERVULNERABLE2
S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHERVULNERABLE3
S_BABYBOIBOWSERGUARDBROKENVULNERABLE
S_BABYBOIBOWSERGUARDBROKENVULNERABLEAGAIN
S_BABYBOIBOWSERGUARDBROKENVULNERABLEAGAIN2
S_BABYBOIBOWSERGUARDBROKENVULNERABLEAGAIN3
S_BABYBOIBOWSERGUARDBROKENVULNERABLE2
S_BABYBOIBOWSERGUARDBROKENVULNERABLE3
S_BABYBOIBOWSERSTONEEXIST
S_BABYBOIBOWSERSTONEEXIST2
S_BABYBOIBOWSERSTONEEXISTAGAIN
S_BABYBOIBOWSERSTONEEXISTAGAIN2
S_BABYBOIBOWSERSTONEEXISTAGAIN3
S_BABYBOIBOWSERSTONEEXIST3
S_BABYBOIBOWSERSTONEEXIST4
S_BABYBOIBOWSERSTONEEXIST5
S_BABYBOIBOWSERDEAD
S_BABYBOIBOWSERDEAD2
S_SMALLBOIBOWSERSHOCKWAVE
S_SMALLBOIBOWSERSHOCKWAVE2
S_SMALLBOIBOWSERSHOCKWAVE3
S_SMALLBOIBOWSERSHOCKWAVE4
S_SMALLBOIBOWSERSHOCKWAVE5
S_SMALLBOIBOWSERSHOCKWAVE6
S_BABYBOIBOWSERPUNCH
S_BABYBOIBOWSERGROUNDPOUND
S_BABYBOIBOWSERSHOOT
S_BABYBOIBOWSERFIREBALL
S_BABYBOIBOWSERFIREBALLSCALE
S_BABYBOIBOWSERFIREBALL2
S_BABYBOIBOWSERFIREBALL3
S_BABYBOIBOWSERFIREBALLSECOND
S_BABYBOIBOWSERFIREBALLSECOND2
S_BABYBOIBOWSERFIREBALLSECOND3
S_BABYBOIBOWSERFIREBALLTHIRD
S_BABYBOIBOWSERFIREBALLTHIRD2
S_BABYBOIBOWSERSTONELAUNCHER
S_BABYBOIBOWSERSTONELAUNCHER2
S_BABYBOWSERDUST
S_BABYBOIBOWSERFIREBALLSCALE2
S_BABYBOIBOWSERFIREBALLSCALE3
MT_BABYBOIBOWSERGRANDSLAM
MT_PLAYERHASALREADYLSA
MT_BABYBOIBOWSER
MT_BABYBOIBOWSERDEFENSEHITBOX
MT_BABYBOWSERPARRYTHING
MT_BABYBOIBOWSERDEFENSEHITBOXVULNERABLE
MT_BABYBOIBOWSERSTONE
MT_BABYBOIBOWSERSTONE2
MT_BABYBOIBOWSERTARGET
MT_SMALLBOIBOWSERFIREBALL2
MT_SMALLBOIBOWSERFIREBALL3
MT_BABYBOIBOWSERSTONELAUNCHER
SPR_BCYL

Thing MT_BABYBOIBOWSER
MapThingNum = 7010
SpawnState = S_BABYBOIBOWSEREXISTTARGET
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_BABYBOIBOWSEREXISTTARGET
Spritename = BIDL
Spriteframe = A
Duration = 1
Action = A_FindTarget
Var1 = MT_PLAYER
Next = S_BABYBOIBOWSEREXIST

State S_BABYBOIBOWSEREXIST
Spritename = BIDL
Spriteframe = A
Duration = 16
Action = A_SpawnObjectRelative
Var2 = MT_BABYBOIBOWSERDEFENSEHITBOX
Next = S_BABYBOIBOWSERMELEEDISABLEHITBOX

State S_BABYBOIBOWSERMELEEDISABLEHITBOX
Spritename = BIDL
Spriteframe = A
Duration = 1
Next = S_BABYBOIBOWSERRANDOMIZE

State S_BABYBOIBOWSERRANDOMIZE
Spritename = BIDL
Spriteframe = A
Duration = 64
Action = A_RandomStateRange
Var1 = S_BABYBOIBOWSERPUNCH
Var2 = S_BABYBOIBOWSERSHOOT
Next = S_BABYBOIBOWSERRANDOMIZE

State S_BABYBOIBOWSERSHOOT
Spritename = BFLT
Spriteframe = A
Duration = 1
Action = A_PlaySound
Var1 = sfx_blaser
Next = S_BABYBOIBOWSERSHOOT2

State S_BABYBOIBOWSERSHOOT2
Spritename = BFLT
Spriteframe = FF_ANIMATE|A
Duration = 16
Var1 = 3
Var2 = 4
Next = S_BABYBOIBOWSERSHOOT3

State S_BABYBOIBOWSERSHOOT3
Spritename = BFLT
Spriteframe = H
Duration = 32
Action = A_FireShot
Var1 = MT_SMALLBOIBOWSERFIREBALL
Var2 = 60
Next = S_BABYBOIBOWSERPUNCH

State S_BABYBOIBOWSERGROUNDPOUND
Spritename = BMSH
Spriteframe = A
Duration = 16
Action = A_PlaySound
Var1 = sfx_bpunch
Next = S_BABYBOIBOWSERGROUNDPOUND2

State S_BABYBOIBOWSERGROUNDPOUND2
Spritename = BPUN
Spriteframe = A
Duration = 0
Action = A_FindTracer
Var1 = MT_CELLWAYPOINT
Next = S_BABYBOIBOWSERGROUNDPOUND3

State S_BABYBOIBOWSERGROUNDPOUND3
Spritename = BPUN
Spriteframe = A
Duration = 0
Action = A_HomingChase
Var1 = 100*FRACUNIT
Var2 = 1
Next = S_BABYBOIBOWSERGROUNDPOUND4

State S_BABYBOIBOWSERGROUNDPOUND4
Spritename = BFLP
Spriteframe = F
Duration = 1
Action = A_CheckTrueRange
Var1 = (1<<16)+100
Var2 = S_BABYBOIBOWSERGROUNDPOUND5
Next = S_BABYBOIBOWSERGROUNDPOUND3

State S_BABYBOIBOWSERGROUNDPOUND5
Spritename = BSHL
Spriteframe = A
Duration = 1
Action = A_ZThrust
Var1 = -100
Var2 = (1<<16)+1
Next = S_BABYBOIBOWSERGROUNDPOUND6

State S_BABYBOIBOWSERGROUNDPOUND6
Spritename = BSHL
Spriteframe = A
Duration = 1
Action = A_Boss5CheckOnGround
Var1 = S_BABYBOIBOWSERGROUNDPOUND7
Next = S_BABYBOIBOWSERGROUNDPOUND6

State S_BABYBOIBOWSERGROUNDPOUND7
Spritename = BSHL
Spriteframe = A
Duration = 1
Action = A_LinedefExecute
Var1 = 10000
Next = S_BABYBOIBOWSERGROUNDPOUND8

State S_BABYBOIBOWSERGROUNDPOUND8
Spritename = BSHL
Spriteframe = A
Duration = 0
Action = A_SpawnObjectRelative
Var2 = MT_SMALLBOIBOWSERSHOCKWAVE
Next = S_BABYBOIBOWSERGROUNDPOUND8AGAIN

State S_BABYBOIBOWSERGROUNDPOUND8AGAIN
Spritename = BSHL
Spriteframe = A
Duration = 0
Action = A_SetObjectTypeState
Var1 = S_BABYBOIBOWSERSTONELAUNCHER2
Var2 = MT_BABYBOIBOWSERSTONELAUNCHER
Next = S_BABYBOIBOWSERGROUNDPOUND9

State S_BABYBOIBOWSERGROUNDPOUND9
Spritename = BSHL
Spriteframe = A
Duration = 32
Action = A_PlaySound
Var1 = sfx_bkpoof
Next = S_BABYBOIBOWSERPUNCH


State S_BABYBOIBOWSERPUNCH
Spritename = BPUN
Spriteframe = A
Duration = 1
Action = A_PlaySound
Var1 = sfx_bpunch
Next = S_BABYBOIBOWSERPUNCH2

State S_BABYBOIBOWSERPUNCH2
Spritename = BPUN
Spriteframe = FF_ANIMATE|A
Duration = 20
Var1 = 10
Var2 = 2
Next = S_BABYBOIBOWSERPUNCH3

State S_BABYBOIBOWSERPUNCH3
Spritename = BPUN
Spriteframe = K
Duration = 0
Action = A_FaceTarget
Next = S_BABYBOIBOWSERPUNCH4

State S_BABYBOIBOWSERPUNCH4
Spritename = BPUN
Spriteframe = K
Duration = 0
Action = A_MoveRelative
Var1 = 0
Var2 = 200
Next = S_BABYBOIBOWSERPUNCHMISSED

State S_BABYBOIBOWSERPUNCHMISSED
Spritename = BPUN
Spriteframe = K
Duration = 0
Action = A_SpawnObjectRelative
Var2 = MT_BABYBOIBOWSERSTONE
Next = S_BABYBOIBOWSERPUNCH5

State S_BABYBOIBOWSERPUNCH5
Spritename = BPUN
Spriteframe = K
Duration = 1
Action = A_CheckTrueRange
Var1 = 100
Var2 = S_BABYBOIBOWSERPUNCHHIT
Next = S_BABYBOIBOWSERPUNCH6

State S_BABYBOIBOWSERPUNCH6
Spritename = BPUN
Spriteframe = K
Duration = 0
Action = A_Repeat
Var1 = 42
Var2 = S_BABYBOIBOWSERPUNCH5
Next = S_BABYBOIBOWSERPUNCHMISSED2



State S_BABYBOIBOWSERPUNCHMISSED2
Spritename = BMSH
Spriteframe = B
Duration = 16
Next = S_BABYBOIBOWSEREXIST

State S_BABYBOIBOWSERPUNCHHIT
Spritename = BPUN
Spriteframe = K
Duration = 1
Action = A_ForceStop
Next = S_BABYBOIBOWSERPUNCHHIT2

State S_BABYBOIBOWSERPUNCHHIT2
Spritename = BPUN
Spriteframe = L
Duration = 2
Action = A_PlaySound
Var1 = sfx_GETUP
Next = S_BABYBOIBOWSERPUNCHHIT3

State S_BABYBOIBOWSERPUNCHHIT3
Spritename = BPUN
Spriteframe = L
Duration = 6
Action = A_SpawnObjectRelative
Var2 = MT_BABYBOWSERPARRYTHING
Next = S_BABYBOIBOWSERPUNCHHIT4

State S_BABYBOIBOWSERPUNCHHIT4
Spritename = BPUN
Spriteframe = K
Duration = 0
Action = A_RemoteDamage
Var1 = 1
Var2 = 0
Next = S_BABYBOIBOWSERPUNCHHIT5

State S_BABYBOIBOWSERPUNCHHIT5
Spritename = BPUN
Spriteframe = K
Duration = 0
Action = A_PushAway
Var1 = 100
Var2 = 1
Next = S_BABYBOIBOWSERPUNCHHIT6

State S_BABYBOIBOWSERPUNCHHIT6
Spritename = BPUN
Spriteframe = K
Duration = 64
Action = A_PlaySound
Var1 = sfx_bpun4
Next = S_BABYBOIBOWSEREXIST




State S_BABYBOWSERCOUNTERPARRIED
Spritename = BSHL
Spriteframe = G
Duration = 0
Action = A_FaceTarget
Next = S_BABYBOWSERCOUNTERPARRIED2

State S_BABYBOWSERCOUNTERPARRIED2
Spritename = BSHL
Spriteframe = G
Duration = 0
Action = A_MoveRelative
Var1 = 180
Var2 = 40
Next = S_BABYBOWSERCOUNTERPARRIED3

State S_BABYBOWSERCOUNTERPARRIED3
Spritename = BSHL
Spriteframe = FF_ANIMATE|A
Duration = 12
Var1 = 5
Var2 = 2
Next = S_BABYBOWSERCOUNTERPARRIED4

State S_BABYBOWSERCOUNTERPARRIED4
Spritename = BMSH
Spriteframe = B
Duration = 16
Next = S_BABYBOIBOWSEREXIST


State S_BABYBOIBOWSERBLOCK
Spritename = BRAG
Spriteframe = C
Duration = 1
Action = A_PlaySound
Var1 = sfx_s3kaa
Next = S_BABYBOIBOWSERBLOCKAGAIN

State S_BABYBOIBOWSERBLOCKAGAIN
Spritename = BRAG
Spriteframe = C
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_PLAYERNOMOVE
Var2 = MT_PLAYER
Next = S_BABYBOIBOWSERBLOCK2

State S_BABYBOIBOWSERBLOCK2
Spritename = BRAG
Spriteframe = C
Duration = 0
Action = A_Repeat
Var1 = 16
Var2 = S_BABYBOIBOWSERBLOCKAGAIN
Next = S_BABYBOIBOWSERBLOCK3

State S_BABYBOIBOWSERBLOCK3
Spritename = TANT
Spriteframe = P
Duration = 8
Action = A_PlaySound
Var1 = sfx_bpunch
Next = S_BABYBOIBOWSERBLOCK4

State S_BABYBOIBOWSERBLOCK4
Spritename = TANT
Spriteframe = Q
Duration = 2
Action = A_PlaySound
Var1 = sfx_getup
Next = S_BABYBOIBOWSERBLOCK5

State S_BABYBOIBOWSERBLOCK5
Spritename = TANT
Spriteframe = V
Duration = 6
Action = A_SpawnObjectRelative
Var2 = MT_BABYBOWSERPARRYTHING
Next = S_BABYBOIBOWSERBLOCK6

State S_BABYBOIBOWSERBLOCK6
Spritename = TANT
Spriteframe = R
Duration = 2
Action = A_RemoteDamage
Var1 = 1
Var2 = 0
Next = S_BABYBOIBOWSERBLOCK7

State S_BABYBOIBOWSERBLOCK7
Spritename = TANT
Spriteframe = R
Duration = 0
Action = A_PushAway
Var1 = 100
Var2 = 1
Next = S_BABYBOIBOWSERBLOCK8

State S_BABYBOIBOWSERBLOCK8
Spritename = TANT
Spriteframe = R
Duration = 16
Action = A_PlaySound
Var1 = sfx_bpun4
Next = S_BABYBOIBOWSEREXIST

State S_BABYBOIBOWSERBLOCKBREAK
Spritename = BRAG
Spriteframe = B
Duration = 0
Action = A_PlaySound
Var1 = sfx_BWOUCH
Next = S_BABYBOIBOWSERBLOCKBREAK2

State S_BABYBOIBOWSERBLOCKBREAK2
Spritename = BRAG
Spriteframe = B
Duration = 0
Action = A_FaceTarget
Next = S_BABYBOIBOWSERBLOCKBREAK3

State S_BABYBOIBOWSERBLOCKBREAK3
Spritename = BRAG
Spriteframe = B
Duration = 0
Action = A_MoveRelative
Var1 = 180
Var2 = 70
Next = S_BABYBOIBOWSERBLOCKBREAK4

State S_BABYBOIBOWSERBLOCKBREAK4
Spritename = BRAG
Spriteframe = B
Duration = 0
Action = A_SpawnObjectRelative
Var2 = MT_PLAYERHASALREADYLSA
Next = S_BABYBOIBOWSERBLOCKBREAK4AGAIN

State S_BABYBOIBOWSERBLOCKBREAK4AGAIN
Spritename = BRAG
Spriteframe = B
Duration = 0
Action = A_SpawnObjectRelative
Var2 = MT_BTC2
Next = S_BABYBOIBOWSERBLOCKBREAK5

State S_BABYBOIBOWSERBLOCKBREAK5
Spritename = BRAG
Spriteframe = B
Duration = 64
Action = A_SpawnObjectRelative
Var2 = MT_BABYBOIBOWSERGRANDSLAM
Next = S_BABYBOIBOWSEREXIST

State S_BABYBOIBOWSERINACTIVE
Duration = -1
Next = S_BABYBOIBOWSERINACTIVE

State S_BABYBOIBOWSERGRANDSLAMMED
Spritename = BCYL
Spriteframe = A
Duration = 1
Action = A_LinedefExecute
Var1 = 103
Next = S_BABYBOIBOWSERGRANDSLAMMEDAGAIN

State S_BABYBOIBOWSERGRANDSLAMMEDAGAIN
Spritename = BCYL
Spriteframe = A
Duration = 0
Action = A_ZThrust
Var1 = -100
Next = S_BABYBOIBOWSERGRANDSLAMMED2


State S_BABYBOIBOWSERGRANDSLAMMED2
Spritename = BCYL
Spriteframe = A
Duration = 1
Action = A_Boss5CheckOnGround
Var1 = S_BABYBOIBOWSERGRANDSLAMMED3
Next = S_BABYBOIBOWSERGRANDSLAMMED2

State S_BABYBOIBOWSERGRANDSLAMMED3
Spritename = BCYL
Spriteframe = A
Duration = 1
Action = A_PlaySound
Var1 = sfx_bwouch
Next = S_BABYBOIBOWSERGRANDSLAMMED3AGAIN

State S_BABYBOIBOWSERGRANDSLAMMED3AGAIN
Spritename = BCYL
Spriteframe = A
Duration = 0
Action = A_SpawnObjectRelative
Var2 = MT_SMALLBOIBOWSERSHOCKWAVE
Next = S_BABYBOIBOWSERGRANDSLAMMED4

State S_BABYBOIBOWSERGRANDSLAMMED4
Spritename = BCYL
Spriteframe = A
Duration = 0
Action = A_PlaySound
Var1 = sfx_bkpoof
Next = S_BABYBOIBOWSERGRANDSLAMMED5

State S_BABYBOIBOWSERGRANDSLAMMED5
Spritename = BCYL
Spriteframe = A
Duration = 24
Action = A_SpawnObjectRelative
Var2 = MT_BOWSERHITCOUNT
Next = S_BABYBOIBOWSERGRANDSLAMMED6

State S_BABYBOIBOWSERGRANDSLAMMED6
Spritename = BCYL
Spriteframe = A
Duration = 1
Action = A_Repeat
Var1 = 3
Var2 = S_BABYBOIBOWSERGRANDSLAMMED5
Next = S_BABYBOIBOWSEREXIST


State S_BABYBOIBOWSERDAMAGED
Spritename = BRAG
Spriteframe = B
Duration = 1
Action = A_PlaySound
Var1 = sfx_bwouch
Next = S_BABYBOIBOWSERDAMAGED2

State S_BABYBOIBOWSERDAMAGED2
Spritename = BFLP
Spriteframe = H
Duration = 32
Action = A_CheckThingCount
Var1 = (MT_BOWSERHITCOUNT<<16)+8
Var2 = S_BABYBOIBOWSERDEAD
Next = S_BABYBOIBOWSEREXIST

State S_BABYBOIBOWSERDEAD
Spritename = BFLP
Spriteframe = I
Duration = 64
Action = A_PlaySound
Var1 = sfx_bwstun
Next = S_BABYBOIBOWSERDEAD2

State S_BABYBOIBOWSERDEAD2
Spritename = BFLP
Spriteframe = I
Duration = 64
Action = A_ForceWin
Next = S_BABYBOIBOWSERDEAD2


State S_BABYBOIBOWSERGUARDBROKENVULNERABLE
Spritename = BRAG
Spriteframe = B
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_DISAPPEAR
Var2 = MT_BABYBOIBOWSERDEFENSEHITBOX
Next = S_BABYBOIBOWSERGUARDBROKENVULNERABLEAGAIN

State S_BABYBOIBOWSERGUARDBROKENVULNERABLEAGAIN
Spritename = BRAG
Spriteframe = B
Duration = 0
Action = A_PlaySound
Var1 = sfx_bwstun
Next = S_BABYBOIBOWSERGUARDBROKENVULNERABLEAGAIN2

State S_BABYBOIBOWSERGUARDBROKENVULNERABLEAGAIN2
Spritename = BRAG
Spriteframe = B
Duration = 0
Action = A_ZThrust
Var1 = -50
Var2 = (1<<16)+1
Next = S_BABYBOIBOWSERGUARDBROKENVULNERABLEAGAIN3

State S_BABYBOIBOWSERGUARDBROKENVULNERABLEAGAIN3
Spritename = BRAG
Spriteframe = B
Duration = 1
Action = A_Boss5CheckOnGround
Var1 = S_BABYBOIBOWSERGUARDBROKENVULNERABLE2
Next = S_BABYBOIBOWSERGUARDBROKENVULNERABLEAGAIN3

State S_BABYBOIBOWSERGUARDBROKENVULNERABLE2
Spritename = BRAG
Spriteframe = B
Duration = 96
Action = A_SpawnObjectRelative
Var2 = MT_BABYBOIBOWSERDEFENSEHITBOXVULNERABLE
Next = S_BABYBOIBOWSERGUARDBROKENVULNERABLE3

State S_BABYBOIBOWSERGUARDBROKENVULNERABLE3
Spritename = BIDL
Spriteframe = A
Duration = 0
Action = A_SetObjectTypeState
Var1 = S_DISAPPEAR
Var2 = MT_BABYBOIBOWSERDEFENSEHITBOXVULNERABLE
Next = S_BABYBOIBOWSEREXIST

State S_PLAYERNOMOVE
Spritename = PLAY
Spriteframe = SPR2_PAIN
Duration = -1
Next = S_PLAYERNOMOVE

Thing MT_BABYBOIBOWSERDEFENSEHITBOX
MapThingNum = -1
SpawnState = S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHER
SpawnHealth = 2
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
PainState = S_BABYBOIBOWSERDEFENSEHITBOX3
PainChance = 4000
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_BABYBOIBOWSERDEFENSEHITBOX4
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 64*FRACUNIT
Height = 120*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_ENEMY

State S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHER
Duration = 1
Action = A_CheckThingCount
Var1 = (MT_BABYBOIBOWSERDEFENSEHITBOX<<16)+2
Var2 = S_DISAPPEAR
Next = S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHER2

State S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHER2
Duration = 1
Action = A_SetObjectFlags
Var1 = 1
Var2 = 2
Next = S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHER3

State S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHER3
Duration = 1
Action = A_SetObjectFlags
Var1 = 4
Var2 = 2
Next = S_BABYBOIBOWSERDEFENSEHITBOX

State S_BABYBOIBOWSERDEFENSEHITBOX
Duration = 1
Action = A_FindTracer
Var1 = MT_BABYBOIBOWSER
Next = S_BABYBOIBOWSERDEFENSEHITBOX2

State S_BABYBOIBOWSERDEFENSEHITBOX2
Duration = 1
Action = A_CapeChase
Var1 = (150<<16)+1
Next = S_BABYBOIBOWSERDEFENSEHITBOX2

State S_BABYBOIBOWSERDEFENSEHITBOX3
Duration = 2
Action = A_SetObjectTypeState
Var1 = S_BABYBOIBOWSERBLOCK
Var2 = MT_BABYBOIBOWSER
Next = S_NULL

State S_BABYBOIBOWSERDEFENSEHITBOX4
Duration = 0
Action = A_CheckThingCount
Var1 = (MT_PLAYERHASALREADYLSA<<16)+1
Var2 = S_BABYBOIBOWSERDEFENSEHITBOX3
Next = S_BABYBOIBOWSERDEFENSEHITBOX5

State S_BABYBOIBOWSERDEFENSEHITBOX5
Duration = 2
Action = A_SetObjectTypeState
Var1 = S_BABYBOIBOWSERBLOCKBREAK
Var2 = MT_BABYBOIBOWSER
Next = S_NULL

Thing MT_BABYBOIBOWSERTARGET
MapThingNum = 7015
SpawnState = S_BABYBOIBOWSERDEFENSEHITBOX
SpawnHealth = 2
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC

Thing MT_BABYBOIBOWSERDEFENSEHITBOXVULNERABLE
MapThingNum = -1
SpawnState = S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHERVULNERABLE
SpawnHealth = 999
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
PainState = S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHERVULNERABLE2
PainChance = 4000
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 64*FRACUNIT
Height = 120*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_ENEMY

State S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHERVULNERABLE
Duration = 1
Action = A_CheckThingCount
Var1 = (MT_BABYBOIBOWSERDEFENSEHITBOXVULNERABLE<<16)+2
Var2 = S_DISAPPEAR
Next = S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHER2

State S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHERVULNERABLE2
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_BABYBOIBOWSERDAMAGED
Var2 = MT_BABYBOIBOWSER
Next = S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHERVULNERABLE3

State S_BABYBOIBOWSERDEFENSEHITBOXCHECKANOTHERVULNERABLE3
Duration = 1
Action = A_SpawnObjectRelative
Var2 = MT_BOWSERHITCOUNT
Next = S_NULL


Thing MT_BABYBOWSERPARRYTHING
MapThingNum = -1
SpawnState = S_BABYBOWSERCOUNTERPARRYTHINGEXIST
SpawnHealth = 2
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 = 64*FRACUNIT
Height = 120*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC

State S_BABYBOWSERCOUNTERPARRYTHINGEXIST
Duration = 5
Next = S_NULL

Thing MT_PLAYERHASALREADYLSA
MapThingNum = -1
SpawnState = S_PLAYERHASALREADYLSA
SpawnHealth = 2
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 = 64*FRACUNIT
Height = 120*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC

State S_PLAYERHASALREADYLSA
Duration = -1
Next = S_NULL

Thing MT_BABYBOIBOWSERGRANDSLAM
MapThingNum = -1
SpawnState = S_BABYBOIBOWSERGRANDSLAM
SpawnHealth = 2
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 = 64*FRACUNIT
Height = 120*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC

State S_BABYBOIBOWSERGRANDSLAM
Duration = 1
Action = A_FindTarget
Var1 = MT_PLAYER
Next = S_BABYBOIBOWSERGRANDSLAM2

State S_BABYBOIBOWSERGRANDSLAM2
Spritename = SAUR
Spriteframe = FF_FULLBRIGHT|FF_TRANS80|A
Duration = 1
Action = A_CapeChase
Next = S_BABYBOIBOWSERGRANDSLAM2

Thing MT_BABYBOIBOWSERSTONE
MapThingNum = -1
SpawnState = S_BABYBOIBOWSERSTONEEXIST
SpawnHealth = 2
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
PainState = S_BABYBOIBOWSERSTONEEXIST2
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 = 64*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

State S_BABYBOIBOWSERSTONEEXIST
Spritename = PUMI
Spriteframe = A
Duration = 1
Action = A_FindTracer
Var1 = MT_BABYBOIBOWSERTARGET
Next = S_BABYBOIBOWSERSTONEEXISTAGAIN

State S_BABYBOIBOWSERSTONEEXISTAGAIN
Spritename = PUMI
Spriteframe = A
Duration = 2
Action = A_ZThrust
Var1 = 16
Next = S_BABYBOIBOWSERSTONEEXISTAGAIN2

State S_BABYBOIBOWSERSTONEEXISTAGAIN2
Spritename = PUMI
Spriteframe = A
Duration = 1
Action = A_Boss5CheckOnGround
Var1 = S_BABYBOIBOWSERSTONEEXISTAGAIN3
Next = S_BABYBOIBOWSERSTONEEXISTAGAIN2

State S_BABYBOIBOWSERSTONEEXISTAGAIN3
Spritename = PUMI
Spriteframe = A
Duration = 0
Action = A_SpawnObjectRelative
Var2 = MT_BABYBOIBOWSERSTONE2
Next = S_NULL



State S_BABYBOIBOWSERSTONEEXIST2
Spritename = PUMI
Spriteframe = A
Duration = 1
Action = A_PlaySound
Var1 = sfx_rocks1
Next = S_BABYBOIBOWSERSTONEEXIST3

State S_BABYBOIBOWSERSTONEEXIST3
Spritename = PUMI
Spriteframe = A
Duration = 1
Action = A_HomingChase
Var1 = 100*FRACUNIT
Var2 = 1
Next = S_BABYBOIBOWSERSTONEEXIST4

State S_BABYBOIBOWSERSTONEEXIST4
Spritename = PUMI
Spriteframe = A
Duration = 0
Action = A_CheckTrueRange
Var1 = (1<<16)+200
Var2 = S_BABYBOIBOWSERSTONEEXIST5
Next = S_BABYBOIBOWSERSTONEEXIST3

State S_BABYBOIBOWSERSTONEEXIST5
Spritename = PUMI
Spriteframe = A
Duration = 0
Action = A_SetObjectTypeState
Var1 = S_BABYBOIBOWSERGUARDBROKENVULNERABLE
Var2 = MT_BABYBOIBOWSER
Next = S_NULL

Thing MT_BABYBOIBOWSERSTONE2
MapThingNum = -1
SpawnState = S_BABYBOWSERDUST
SpawnHealth = 2
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 = 64*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC

State S_BABYBOWSERDUST
Spritename = ADST
Spriteframe = A
Duration = 8
Next = S_NULL



Thing MT_SMALLBOIBOWSERSHOCKWAVE
MapThingNum = -1
SpawnState = S_SMALLBOIBOWSERSHOCKWAVE
SpawnHealth = 2
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 = 120*FRACUNIT
Height = 1*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_PAIN

State S_SMALLBOIBOWSERSHOCKWAVE
Spritename = RPAR
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|B
Duration = 2
Action = A_SetScale
Var1 = 2*FRACUNIT
Next = S_SMALLBOIBOWSERSHOCKWAVE2

State S_SMALLBOIBOWSERSHOCKWAVE2
Spritename = RPAR
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|B
Duration = 2
Action = A_SetScale
Var1 = 12*FRACUNIT
Next = S_SMALLBOIBOWSERSHOCKWAVE3

State S_SMALLBOIBOWSERSHOCKWAVE3
Spritename = RPAR
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|B
Duration = 2
Action = A_SetScale
Var1 = 22*FRACUNIT
Next = S_SMALLBOIBOWSERSHOCKWAVE4

State S_SMALLBOIBOWSERSHOCKWAVE4
Spritename = RPAR
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|B
Duration = 2
Action = A_SetScale
Var1 = 26*FRACUNIT
Next = S_SMALLBOIBOWSERSHOCKWAVE5

State S_SMALLBOIBOWSERSHOCKWAVE5
Spritename = RPAR
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|B
Duration = 2
Action = A_SetScale
Var1 = 32*FRACUNIT
Next = S_SMALLBOIBOWSERSHOCKWAVE6

State S_SMALLBOIBOWSERSHOCKWAVE6
Spritename = RPAR
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|B
Duration = 2
Action = A_SetScale
Var1 = 36*FRACUNIT
Next = S_NULL

Thing MT_SMALLBOIBOWSERFIREBALL
MapThingNum = -1
SpawnState = S_BABYBOIBOWSERFIREBALL
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_BABYBOIBOWSERFIREBALL2
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 80*FRACUNIT
Radius = 64*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_NOGRAVITY|MF_PAIN|MF_NOBLOCKMAP

State S_BABYBOIBOWSERFIREBALL
Spritename = FBEM
Spriteframe = FF_ADD|A
Duration = 1
Next = S_BABYBOIBOWSERFIREBALLSCALE

State S_BABYBOIBOWSERFIREBALLSCALE
Spritename = FBEM
Spriteframe = FF_ADD|A
Duration = 1
Action = A_TrapShot
Var1 = MT_SMALLBOIBOWSERFIREBALL2
Next = S_BABYBOIBOWSERFIREBALLSCALE2

State S_BABYBOIBOWSERFIREBALLSCALE2
Spritename = FBEM
Spriteframe = FF_ADD|A
Duration = 0
Action = A_Boss5CheckOnGround
Var1 = S_BABYBOIBOWSERFIREBALL2
Next = S_BABYBOIBOWSERFIREBALLSCALE3

State S_BABYBOIBOWSERFIREBALLSCALE3
Spritename = FBEM
Spriteframe = FF_ADD|A
Duration = 0
Action = A_Repeat
Var1 = 48
Var2 = S_BABYBOIBOWSERFIREBALLSCALE
Next = S_BABYBOIBOWSERFIREBALL2

State S_BABYBOIBOWSERFIREBALL2
Duration = 1
Action = A_PlaySound
Var1 = sfx_bkpoof
Next = S_BABYBOIBOWSERFIREBALL3

State S_BABYBOIBOWSERFIREBALL3
Duration = 1
Action = A_SpawnObjectRelative
Var2 = MT_SMALLBOIBOWSERFIREBALL3
Next = S_NULL

Thing MT_SMALLBOIBOWSERFIREBALL2
MapThingNum = -1
SpawnState = S_BABYBOIBOWSERFIREBALLSECOND
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 = 60*FRACUNIT
Radius = 1
Height = 60*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_BABYBOIBOWSERFIREBALLSECOND
Spritename = FBEM
Spriteframe = FF_ADD|A
Duration = 2
Action = A_SetScale
Var1 = 4*FRACUNIT
Next = S_BABYBOIBOWSERFIREBALLSECOND2

State S_BABYBOIBOWSERFIREBALLSECOND2
Spritename = FBEM
Spriteframe = FF_ADD|A
Duration = 2
Action = A_SetScale
Var1 = 3*FRACUNIT
Next = S_BABYBOIBOWSERFIREBALLSECOND3

State S_BABYBOIBOWSERFIREBALLSECOND3
Spritename = FBEM
Spriteframe = FF_ADD|A
Duration = 4
Action = A_SetScale
Var1 = 2*FRACUNIT
Next = S_NULL

Thing MT_SMALLBOIBOWSERFIREBALL3
MapThingNum = -1
SpawnState = S_BABYBOIBOWSERFIREBALLTHIRD
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_BABYBOIBOWSERFIREBALLTHIRD
Spritename = FBEM
Spriteframe = FF_ADD|A
Duration = 2
Action = A_SetScale
Var1 = 4*FRACUNIT
Next = S_BABYBOIBOWSERFIREBALLTHIRD2

State S_BABYBOIBOWSERFIREBALLTHIRD2
Spritename = FBEM
Spriteframe = FF_ADD|A
Duration = 4
Action = A_SetScale
Var1 = 8*FRACUNIT
Next = S_NULL

Thing MT_BABYBOIBOWSERSTONELAUNCHER
MapThingNum = 7016
SpawnState = S_BABYBOIBOWSERSTONELAUNCHER
SpawnHealth = 2
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 = 1*FRACUNIT
Height = 1*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC

State S_BABYBOIBOWSERSTONELAUNCHER
Duration = -1
Next = S_BABYBOIBOWSERSTONELAUNCHER

State S_BABYBOIBOWSERSTONELAUNCHER2
Duration = 1
Action = A_SpawnObjectRelative
Var2 = MT_BABYBOIBOWSERSTONE
Next = S_BABYBOIBOWSERSTONELAUNCHER