Freeslot
S_GIGABOWSERTRANSFORMSONIC
S_GIGABOWSERTRANSFORMSONIC2
S_GIGABOWSERTRANSFORMSONIC3
S_GIGABOWSERTRANSFORMSONIC4
S_GIGABOWSERTRANSFORMSONIC5
S_GIGABOWSERTRANSFORMSONIC6
S_GIGABOWSERTRANSFORMSONIC7
S_GIGABOWSERTRANSFORM
S_GIGABOWSERTRANSFORM2
S_GIGABOWSERTRANSFORM3
S_GIGABOWSERTRANSFORM4
S_GIGABOWSERTRANSFORM5
S_GIGABOWSERTRANSFORM6
S_GIGABOWSERTRANSFORM7
S_GIGABOWSERTRANSFORM8
MT_GIGABOWSERTRANSFORMSONIC
MT_GIGABOWSERTRANSFORM

Thing MT_GIGABOWSERTRANSFORMSONIC
MapThingNum = 10113
SpawnState = S_GIGABOWSERTRANSFORMSONIC
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|MF_NOCLIP

State S_GIGABOWSERTRANSFORMSONIC
Spritename = CENS
Spriteframe = F
Duration = -1
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 86
Next = S_GIGABOWSERTRANSFORMSONIC

State S_GIGABOWSERTRANSFORMSONIC2
Spritename = CENS
Spriteframe = F
Duration = 142
Action = A_LinedefExecute
Var1 = 3
Next = S_GIGABOWSERTRANSFORMSONIC3

State S_GIGABOWSERTRANSFORMSONIC3
Spritename = CENS
Spriteframe = G
Duration = 32
Next = S_GIGABOWSERTRANSFORMSONIC4

State S_GIGABOWSERTRANSFORMSONIC4
Spritename = CENS
Spriteframe = G
Duration = 32
Action = A_LinedefExecute
Var1 = 7
Next = S_GIGABOWSERTRANSFORMSONIC5

State S_GIGABOWSERTRANSFORMSONIC5
Spritename = CENS
Spriteframe = G
Duration = 0
Action = A_LinedefExecute
Var1 = 10
Next = S_GIGABOWSERTRANSFORMSONIC6

State S_GIGABOWSERTRANSFORMSONIC6
Spritename = CENS
Spriteframe = G
Duration = -1
Action = A_PlaySound
Var1 = sfx_rumble
Next = S_GIGABOWSERTRANSFORMSONIC2

State S_GIGABOWSERTRANSFORMSONIC7
Spritename = CENS
Spriteframe = H
Duration = -1
Next = S_GIGABOWSERTRANSFORMSONIC2 

Thing MT_GIGABOWSERTRANSFORM
MapThingNum = 10114
SpawnState = S_GIGABOWSERTRANSFORM
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_SOLID|MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_GIGABOWSERTRANSFORM
Spritename = BFLP
Spriteframe = I
Duration = 110
Next = S_GIGABOWSERTRANSFORM2

State S_GIGABOWSERTRANSFORM2
Spritename = BRAG
Spriteframe = A
Duration = 280
Next = S_GIGABOWSERTRANSFORM3

State S_GIGABOWSERTRANSFORM3
Spritename = BRAG
Spriteframe = B
Duration = 96
Next = S_GIGABOWSERTRANSFORM4

State S_GIGABOWSERTRANSFORM4
Spritename = BRAG
Spriteframe = B
Duration = 246
Action = A_SetObjectTypeState
Var1 = S_GIGABOWSERTRANSFORMSONIC2
Var2 = MT_GIGABOWSERTRANSFORMSONIC
Next = S_GIGABOWSERTRANSFORM5

State S_GIGABOWSERTRANSFORM5
Spritename = BRAG
Spriteframe = A
Duration = 0
Action = A_LinedefExecute
Var1 = 11
Next = S_GIGABOWSERTRANSFORM6

State S_GIGABOWSERTRANSFORM6
Spritename = BRAG
Spriteframe = A
Duration = 0
Action = A_SetObjectTypeState
Var1 = S_GIGABOWSERTRANSFORMSONIC7
Var2 = MT_GIGABOWSERTRANSFORMSONIC
Next = S_GIGABOWSERTRANSFORM7

State S_GIGABOWSERTRANSFORM7
Spritename = BRAG
Spriteframe = A
Duration = 32
Action = A_SetScale
Var1 = 20*FRACUNIT
Var2 = 1
Next = S_GIGABOWSERTRANSFORM8

State S_GIGABOWSERTRANSFORM8
Spritename = BRAG
Spriteframe = A
Duration = -1
Action = A_LinedefExecute
Var1 = 14
Next = S_NULL