Freeslot
S_EGGMANCUTSCENESONIC
S_EGGMANCUTSCENESONIC2
S_EGGMANCUTSCENESONIC3
S_EGGMANCUTSCENESONIC4
S_EGGMANCUTSCENESONIC5
S_EGGMANCUTSCENESONIC6
S_EGGMANCUTSCENESONIC7
S_EGGMANCUTSCENESONIC8
S_EGGMANCUTSCENE
S_EGGMANCUTSCENE2
S_EGGMANCUTSCENE3
S_EGGMANCUTSCENE4
S_EGGMANCUTSCENE5
MT_EGGMANCUTSCENE
MT_EGGMANCUTSCENESONIC

Thing MT_EGGMANCUTSCENESONIC
MapThingNum = 10103
SpawnState = S_EGGMANCUTSCENESONIC
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 = 24*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_EGGMANCUTSCENESONIC
Spritename = CTSO
Spriteframe = G
Duration = 142
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 86
Next = S_EGGMANCUTSCENESONIC2

State S_EGGMANCUTSCENESONIC2
Spritename = CTSO
Spriteframe = H
Duration = 226
Action = A_PlaySound
Var1 = sfx_s3k4a
Next = S_EGGMANCUTSCENESONIC3

State S_EGGMANCUTSCENESONIC3
Spritename = CTSO
Spriteframe = G
Duration = 96
Next = S_EGGMANCUTSCENESONIC4

State S_EGGMANCUTSCENESONIC4
Spritename = CTSO
Spriteframe = G
Duration = 192
Next = S_EGGMANCUTSCENESONIC5

State S_EGGMANCUTSCENESONIC5
Spritename = CTSO
Spriteframe = G
Duration = 128
Next = S_EGGMANCUTSCENESONIC6

State S_EGGMANCUTSCENESONIC6
Spritename = CTSO
Spriteframe = G
Duration = 192
Next = S_EGGMANCUTSCENESONIC7

State S_EGGMANCUTSCENESONIC7
Spritename = CTSO
Spriteframe = I
Duration = 182
Next = S_EGGMANCUTSCENESONIC8

State S_EGGMANCUTSCENESONIC8
Spritename = CTSO
Spriteframe = I
Duration = 1
Action = A_LinedefExecute
Var1 = 100
Next = S_EGGMANCUTSCENESONIC8

Thing MT_EGGMANCUTSCENE
MapThingNum = 10104
SpawnState = S_EGGMANCUTSCENE
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 = 24*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_EGGMANCUTSCENE
Spritename = EGGM
Spriteframe = T
Duration = 940
Next = S_EGGMANCUTSCENE2

State S_EGGMANCUTSCENE2
Spritename = EGGM
Spriteframe = T
Duration = 0
Action = A_ChangeAngleRelative
Var1 = 180
Var2 = 180
Next = S_EGGMANCUTSCENE3

State S_EGGMANCUTSCENE3
Spritename = EGGM
Spriteframe = T
Duration = 0
Action = A_MoveRelative
Var1 = 0
Var2 = 100
Next = S_EGGMANCUTSCENE4

State S_EGGMANCUTSCENE4
Spritename = EGGM
Spriteframe = T
Duration = 1
Action = A_PlaySound
Var1 = sfx_cdfm01
Next = S_EGGMANCUTSCENE5

State S_EGGMANCUTSCENE5
Spritename = EGGM
Spriteframe = T
Duration = 1
Action = A_GhostMe
Var1 = 5
Next = S_EGGMANCUTSCENE5