Freeslot
S_BOWSERSONICAWAKENINGCT
S_BOWSERSONICAWAKENINGCT2
S_BOWSERSONICAWAKENINGCT3
S_BOWSERSONICAWAKENINGCT4
S_BOWSERSONICAWAKENINGCT5
S_BOWSERSONICAWAKENINGCT6
S_BOWSERSONICAWAKENINGCT7
S_BOWSERSONICAWAKENINGCT8
S_BOWSERSONICAWAKENINGCT9
S_BOWSERSONICAWAKENINGCT10
S_BOWSERSONICAWAKENINGCT11
S_BOWSERSONICAWAKENINGCT12
S_BOWSERSONICAWAKENINGCT13
S_BOWSERSONICAWAKENINGCT13AGAIN
S_BOWSERSONICAWAKENINGCT13AGAIN2
S_BOWSERSONICAWAKENINGCT14
S_BOWSERSONICAWAKENINGCT15
S_BOWSERSONICAWAKENINGCT16
S_BOWSERSONICAWAKENINGCT17
S_BOWSERSONICAWAKENINGCT17AGAIN
S_BOWSERSONICAWAKENINGCT17AGAIN2
S_BOWSERSONICAWAKENINGCT18
S_BOWSERSONICAWAKENINGCT18AGAIN
S_BOWSERSONICAWAKENINGCT19
S_BOWSERSONICAWAKENINGCT20
S_BOWSERSONICAWAKENINGCT20AGAIN
S_BOWSERSONICAWAKENINGCT20AGAIN2
S_BOWSERSONICAWAKENINGCT21
S_BOWSERSONICAWAKENINGCT22
S_BOWSERSONICAWAKENINGCT23
S_BOWSERSONICAWAKENINGCT24
S_BOWSERSONICAWAKENINGCT25
S_BOWSERSONICAWAKENINGCT26
S_BOWSERSONICAWAKENINGCT26AGAIN
S_BOWSERSONICAWAKENINGCT26AGAIN2
S_BOWSERSONICAWAKENINGCT27
S_BOWSERSONICAWAKENINGCT28
S_BOWSERSONICAWAKENINGCT28AGAIN
S_BOWSERSONICAWAKENINGCT28AGAIN2
S_BOWSERSONICAWAKENINGCT29
S_BOWSERSONICAWAKENINGCT30
S_BOWSERSONICAWAKENINGCT30AGAIN
S_BOWSERSONICAWAKENINGCT30AGAIN2
S_BOWSERSONICAWAKENINGCT31
S_BOWSERSONICAWAKENINGCT32
S_BOWSERSONICAWAKENINGCT32AGAIN
S_BOWSERSONICAWAKENINGCT32AGAIN2
S_BOWSERSONICAWAKENINGCT32AGAIN3
S_BOWSERSONICAWAKENINGCT32AGAIN4
S_BOWSERSONICAWAKENINGCT33
S_BOWSERSONICAWAKENINGCT34
S_BOWSERSONICAWAKENINGCT35
S_BOWSERSONICAWAKENINGCT36
S_BOWSERSONICAWAKENINGCT37
S_BOWSERSONICAWAKENINGCT38
S_BOWSERSONICAWAKENINGCT39
S_BOWSERSONICAWAKENINGCT39AGAIN
S_BOWSERSONICAWAKENINGCT40
S_BOWSERSONICAWAKENINGCT41
S_BOWSERSONICAWAKENINGCT41AGAIN2
S_BOWSERSONICAWAKENINGCT41AGAIN
S_BOWSERSONICAWAKENINGCT42
S_BOWSERSONICAWAKENINGCT43
S_BOWSERSONICAWAKENINGCT44
S_BOWSERSONICAWAKENINGCT45
S_BOWSERSONICAWAKENINGCT46
S_BOWSERSONICAWAKENINGCT47
S_BOWSERSONICAWAKENINGCT48
S_BOWSERSONICAWAKENINGCT49
S_BOWSERSONICAWAKENINGCT50
S_BOWSERSONICAWAKENINGCT51
S_BOWSERSONICAWAKENINGCT52
S_BOWSERSONICAWAKENINGCT53
S_BOWSERSONICAWAKENINGCT53AGAIN
S_BOWSERSONICAWAKENINGCT54
S_BOWSERSONICAWAKENINGCT54AGAIN
S_BOWSERSONICAWAKENINGCT55
S_BOWSERSONICAWAKENINGCT56
S_BOWSERSONICAWAKENINGCT57
S_BOWSERSONICAWAKENINGCT58
S_BOWSERSONICAWAKENINGCT59
S_BOWSERSONICAWAKENINGCT60
S_BOWSERSONICAWAKENINGCT61
S_BOWSERSONICAWAKENINGCT61AGAIN
S_BOWSERSONICAWAKENINGCT62
S_BOWSERSONICAWAKENINGCT63
S_BOWSERSONICAWAKENINGCT64
S_BOWSERSONICAWAKENINGCT65
S_BOWSERSONICAWAKENINGCT66
S_BOWSERSONICAWAKENINGCT67
S_BOWSERSONICAWAKENINGCT68
S_BOWSERSONICAWAKENINGCT69
S_BOWSERSONICAWAKENINGCT70
S_BOWSERSONICAWAKENINGCT71
S_BOWSERSONICAWAKENINGCT72
S_BOWSERSONICAWAKENINGCT73
S_BOWSERSONICAWAKENINGCT74
S_BOWSERSONICAWAKENINGCT75
S_BOWSERSONICAWAKENINGCT76
S_BOWSERSONICAWAKENINGCT77
S_BOWSERSONICAWAKENINGCT78
S_BOWSERSONICAWAKENINGCT78AGAIN
S_BOWSERSONICAWAKENINGCT78AGAIN2
S_BOWSERSONICAWAKENINGCT78AGAIN3
S_BOWSERSONICAWAKENINGCT78AGAIN4
S_BOWSERSONICAWAKENINGCT78AGAIN5
S_BOWSERSONICAWAKENINGCT78AGAIN6
S_BOWSERSONICAWAKENINGCT78AGAIN7
S_BOWSERSONICAWAKENINGCT79
S_BOWSERSONICAWAKENINGCT80
S_BOWSERSONICAWAKENINGCT81
S_BOWSERSONICAWAKENINGCT82
S_BOWSERAWAKENINGCT
S_BOWSERAWAKENINGCT2
S_BOWSERAWAKENINGCT3
S_BOWSERAWAKENINGCT4
S_BOWSERAWAKENINGCT5
S_BOWSERAWAKENINGCT6
S_SONICAWAKENINGCAMERAGO
S_SONICAWAKENINGCAMERAGOUP
S_SONICAWAKENINGCAMERAGOUPDECEL
S_FALSEFIREFLOWER
S_SONICCELLCUTSCENEAURAFIRE
S_SONICCELLCUTSCENEAURAFIRE2
S_SONICCELLCUTSCENEAURAFIRE3
S_AWAKENINGCTFIREAURA
S_AWAKENINGCTFIREAURA2
S_AWAKENINGCTFIREAURA3
S_SONICCELLCUTSCENEAURAFIRESECOND
S_SONICCELLCUTSCENEAURAFIRESECOND2
S_BOWSERAWAKENINGSHOCKWAVE
S_BOWSERAWAKENINGSHOCKWAVE2
S_FALLINGISLAND
S_CLOUDSHOOTER
S_CLOUDSHOOTER2
S_CLOUDSHOT
MT_BOWSERSONICAWAKENINGCT
MT_BOWSERAWAKENINGCT
MT_MYSTERYLIGHT
MT_CLOUDSHOOTER
MT_CLOUDSHOT
MT_FALSEFIREFLOWER
MT_SONICCELLCUTSCENEAURAFIRE
MT_AWAKENINGCTFIREAURA
MT_SONICCELLCUTSCENEAURAFIRE2
MT_BOWSERAWAKENINGSHOCKWAVE
MT_FALLINGISLAND
sfx_soju
SPR_BSCR
SPR_BSCU

Thing MT_BOWSERSONICAWAKENINGCT
MapThingNum = 10115
SpawnState = S_BOWSERSONICAWAKENINGCT
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_RUNSPAWNFUNC|MF_NOGRAVITY

State S_BOWSERSONICAWAKENINGCT
Spritename = BSCR
Spriteframe = E
Duration = 198
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 86
Next = S_BOWSERSONICAWAKENINGCT2

State S_BOWSERSONICAWAKENINGCT2
Spritename = BSCR
Spriteframe = F
Duration = 24
Action = A_PlaySound
Var1 = sfx_itemup
Next = S_BOWSERSONICAWAKENINGCT3

State S_BOWSERSONICAWAKENINGCT3
Spritename = BSCR
Spriteframe = F
Duration = 12
Action = A_LinedefExecute
Var1 = 2
Next = S_BOWSERSONICAWAKENINGCT4

State S_BOWSERSONICAWAKENINGCT4
Spritename = BSCR
Spriteframe = G
Duration = 8
Action = A_PlaySound
Var1 = sfx_s3k4a
Next = S_BOWSERSONICAWAKENINGCT5

State S_BOWSERSONICAWAKENINGCT5
Spritename = BSCR
Spriteframe = H
Duration = 146
Next = S_BOWSERSONICAWAKENINGCT6

State S_BOWSERSONICAWAKENINGCT6
Spritename = BSCR
Spriteframe = I
Duration = 120
Next = S_BOWSERSONICAWAKENINGCT7

State S_BOWSERSONICAWAKENINGCT7
Spritename = BSCR
Spriteframe = J
Duration = 0
Action = A_PlaySound
Var1 = sfx_mario3
Next = S_BOWSERSONICAWAKENINGCT8

State S_BOWSERSONICAWAKENINGCT8
Spritename = BSCR
Spriteframe = J
Duration = 4
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 86
Next = S_BOWSERSONICAWAKENINGCT9

State S_BOWSERSONICAWAKENINGCT9
Spritename = BSCR
Spriteframe = J
Duration = 4
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 1
Next = S_BOWSERSONICAWAKENINGCT10

State S_BOWSERSONICAWAKENINGCT10
Spritename = BSCR
Spriteframe = J
Duration = 0
Action = A_Repeat
Var1 = 3
Var2 = S_BOWSERSONICAWAKENINGCT8
Next = S_BOWSERSONICAWAKENINGCT11

State S_BOWSERSONICAWAKENINGCT11
Spritename = BSCR
Spriteframe = H
Duration = 4
Action = A_SetObjectTypeState
Var1 = S_DISAPPEAR
Var2 = (300<<16)+MT_FALSEFIREFLOWER
Next = S_BOWSERSONICAWAKENINGCT12

State S_BOWSERSONICAWAKENINGCT12
Spritename = BSCR
Spriteframe = K
Duration = 23
Action = A_PlaySound
Var1 = sfx_spndsh
Next = S_BOWSERSONICAWAKENINGCT13

State S_BOWSERSONICAWAKENINGCT13
Spritename = BSCR
Spriteframe = B
Duration = 0
Action = A_PlaySound
Var1 = sfx_sexpl
Next = S_BOWSERSONICAWAKENINGCT14

State S_BOWSERSONICAWAKENINGCT14
Spritename = BSON
Spriteframe = B
Duration = 0
Action = A_Thrust
Var1 = 120
Next = S_BOWSERSONICAWAKENINGCT15

State S_BOWSERSONICAWAKENINGCT15
Spritename = BSCR
Spriteframe = L
Duration = 0
Action = A_ZThrust
Var1 = 96
Var1 = 1
Next = S_BOWSERSONICAWAKENINGCT13AGAIN

State S_BOWSERSONICAWAKENINGCT13AGAIN
Spritename = BSON
Spriteframe = FF_ADD|B
Duration = 1
Action = A_GhostMe
Var1 = 5
Next = S_BOWSERSONICAWAKENINGCT13AGAIN2

State S_BOWSERSONICAWAKENINGCT13AGAIN2
Spritename = BSON
Spriteframe = B
Duration = 0
Action = A_Repeat
Var1 = 8
Var2 = S_BOWSERSONICAWAKENINGCT13AGAIN
Next = S_BOWSERSONICAWAKENINGCT16

State S_BOWSERSONICAWAKENINGCT16
Spritename = BSCR
Spriteframe = M
Duration = 3
Action = A_ZThrust
Var1 = 0
Var1 = 1
Next = S_BOWSERSONICAWAKENINGCT17

State S_BOWSERSONICAWAKENINGCT17
Spritename = BSCR
Spriteframe = X
Duration = 1
Action = A_ZThrust
Var1 = -400
Next = S_BOWSERSONICAWAKENINGCT17AGAIN2

State S_BOWSERSONICAWAKENINGCT17AGAIN2
Spritename = BSCR
Spriteframe = X
Duration = 0
Action = A_PlaySound
Var1 = sfx_s3k4a
Next = S_BOWSERSONICAWAKENINGCT17AGAIN

State S_BOWSERSONICAWAKENINGCT17AGAIN
Spritename = BSCR
Spriteframe = X
Duration = 12
Action = A_Forcestop
Next = S_BOWSERSONICAWAKENINGCT18

State S_BOWSERSONICAWAKENINGCT18
Spritename = BSCR
Spriteframe = X
Duration = 16
Action = A_LinedefExecute
Var1 = 7
Next = S_BOWSERSONICAWAKENINGCT18AGAIN

State S_BOWSERSONICAWAKENINGCT18AGAIN
Spritename = BSCR
Spriteframe = X
Duration = 0
Action = A_PlaySound
Var1 = sfx_soju
Next = S_BOWSERSONICAWAKENINGCT19

State S_BOWSERSONICAWAKENINGCT19
Spritename = BSCR
Spriteframe = X
Duration = 0
Action = A_MoveRelative
Var1 = 30
Var2 = 120
Next = S_BOWSERSONICAWAKENINGCT20

State S_BOWSERSONICAWAKENINGCT20
Spritename = BSON
Spriteframe = B
Duration = 0
Action = A_ZThrust
Var1 = 10
Next = S_BOWSERSONICAWAKENINGCT20AGAIN

State S_BOWSERSONICAWAKENINGCT20AGAIN
Spritename = BSON
Spriteframe = FF_ADD|B
Duration = 1
Action = A_GhostMe
Var1 = 5
Next = S_BOWSERSONICAWAKENINGCT20AGAIN2

State S_BOWSERSONICAWAKENINGCT20AGAIN2
Spritename = BSON
Spriteframe = FF_ADD|B
Duration = 1
Action = A_Repeat
Var1 = 16
Var2 = S_BOWSERSONICAWAKENINGCT20AGAIN
Next = S_BOWSERSONICAWAKENINGCT21

State S_BOWSERSONICAWAKENINGCT21
Spritename = BSCR
Spriteframe = O
Duration = 1
Action = A_ForceStop
Next = S_BOWSERSONICAWAKENINGCT22

State S_BOWSERSONICAWAKENINGCT22
Spritename = BSCR
Spriteframe = O
Duration = 0
Action = A_LinedefExecute
Var1 = 12
Next = S_BOWSERSONICAWAKENINGCT23

State S_BOWSERSONICAWAKENINGCT23
Spritename = BSCR
Spriteframe = O
Duration = 16
Action = A_PlaySound
Var1 = sfx_s3k4a
Next = S_BOWSERSONICAWAKENINGCT24

State S_BOWSERSONICAWAKENINGCT24
Spritename = BSCR
Spriteframe = O
Duration = 0
Action = A_PlaySound
Var1 = sfx_soju
Next = S_BOWSERSONICAWAKENINGCT25

State S_BOWSERSONICAWAKENINGCT25
Spritename = BSCR
Spriteframe = P
Duration = 0
Action = A_MoveRelative
Var1 = -13
Var2 = 120
Next = S_BOWSERSONICAWAKENINGCT26

State S_BOWSERSONICAWAKENINGCT26
Spritename = BSCR
Spriteframe = P
Duration = 0
Action = A_ZThrust
Var1 = -50
Next = S_BOWSERSONICAWAKENINGCT26AGAIN

State S_BOWSERSONICAWAKENINGCT26AGAIN
Spritename = BSON
Spriteframe = FF_ADD|B
Duration = 1
Action = A_GhostMe
Var1 = 5
Next = S_BOWSERSONICAWAKENINGCT26AGAIN2

State S_BOWSERSONICAWAKENINGCT26AGAIN2
Spritename = BSON
Spriteframe = FF_ADD|B
Duration = 0
Action = A_Repeat
Var1 = 10
Var2 = S_BOWSERSONICAWAKENINGCT26AGAIN
Next = S_BOWSERSONICAWAKENINGCT27

State S_BOWSERSONICAWAKENINGCT27
Spritename = BSCR
Spriteframe = P
Duration = 1
Action = A_ForceStop
Next = S_BOWSERSONICAWAKENINGCT28

State S_BOWSERSONICAWAKENINGCT28
Spritename = BSCR
Spriteframe = P
Duration = 0
Action = A_LinedefExecute
Var1 = 14
Next = S_BOWSERSONICAWAKENINGCT28AGAIN

State S_BOWSERSONICAWAKENINGCT28AGAIN
Spritename = BSCR
Spriteframe = P
Duration = 0
Action = A_FindTarget
Var1 = MT_ALTVIEWMAN
Next = S_BOWSERSONICAWAKENINGCT28AGAIN2

State S_BOWSERSONICAWAKENINGCT28AGAIN2
Spritename = BSCR
Spriteframe = P
Duration = 0
Action = A_SetObjectState
Var1 = S_SONICAWAKENINGCAMERAGO
Next = S_BOWSERSONICAWAKENINGCT29

State S_BOWSERSONICAWAKENINGCT29
Spritename = BSCR
Spriteframe = FF_ADD|Q
Duration = 1
Action = A_DualAction
Var1 = S_BOWSERSONICAWAKENINGCT30AGAIN
Var2 = S_BOWSERSONICAWAKENINGCT30AGAIN2
Next = S_BOWSERSONICAWAKENINGCT30

State S_BOWSERSONICAWAKENINGCT30
Spritename = BSCR
Spriteframe = FF_ADD|R
Duration = 1
Action = A_DualAction
Var1 = S_BOWSERSONICAWAKENINGCT30AGAIN
Var2 = S_BOWSERSONICAWAKENINGCT30AGAIN2
Next = S_BOWSERSONICAWAKENINGCT31

State S_BOWSERSONICAWAKENINGCT30AGAIN
Spritename = BSCR
Spriteframe = R
Duration = 1
Action = A_Thrust
Var1 = 140
Var2 = 1
Next = S_BOWSERSONICAWAKENINGCT31

State S_BOWSERSONICAWAKENINGCT30AGAIN2
Spritename = BSCR
Spriteframe = R
Duration = 1
Action = A_GhostMe
Var1 = 4
Next = S_BOWSERSONICAWAKENINGCT31

State S_BOWSERSONICAWAKENINGCT31
Spritename = BSCR
Spriteframe = R
Duration = 0
Action = A_Repeat
Var1 = 28
Var2 = S_BOWSERSONICAWAKENINGCT29
Next = S_BOWSERSONICAWAKENINGCT32

State S_BOWSERSONICAWAKENINGCT32
Spritename = BSCR
Spriteframe = S
Duration = 0
Action = A_SetObjectState
Var1 = S_SONICAWAKENINGCAMERAGOUP
Next = S_BOWSERSONICAWAKENINGCT32AGAIN

State S_BOWSERSONICAWAKENINGCT32AGAIN
Spritename = BSCR
Spriteframe = S
Duration = 0
Action = A_ZThrust
Var1 = 12
Var2 = (1<<16)+1
Next = S_BOWSERSONICAWAKENINGCT32AGAIN2

State S_BOWSERSONICAWAKENINGCT32AGAIN2
Spritename = BSCR
Spriteframe = S
Duration = 0
Action = A_Thrust
Var1 = 76
Var2 = 1
Next = S_BOWSERSONICAWAKENINGCT32AGAIN3

State S_BOWSERSONICAWAKENINGCT32AGAIN3
Spritename = BSCR
Spriteframe = FF_ADD|S
Duration = 1
Action = A_GhostMe
Var1 = 4
Var2 = 1
Next = S_BOWSERSONICAWAKENINGCT32AGAIN4

State S_BOWSERSONICAWAKENINGCT32AGAIN4
Spritename = BSCR
Spriteframe = S
Duration = 0
Action = A_Repeat
Var1 = 26
Var2 = S_BOWSERSONICAWAKENINGCT32AGAIN3
Next = S_BOWSERSONICAWAKENINGCT33

State S_BOWSERSONICAWAKENINGCT33
Spritename = BSCR
Spriteframe = S
Duration = 2
Action = A_ZThrust
Var1 = 0
Var2 = (1<<16)
Next = S_BOWSERSONICAWAKENINGCT34

State S_BOWSERSONICAWAKENINGCT34
Spritename = BSCR
Spriteframe = T
Duration = 8
Action = A_PlaySound
Var1 = sfx_wdjump
Next = S_BOWSERSONICAWAKENINGCT35

State S_BOWSERSONICAWAKENINGCT35
Spritename = BSCR
Spriteframe = T
Duration = 0
Next = S_BOWSERSONICAWAKENINGCT36

State S_BOWSERSONICAWAKENINGCT36
Spritename = BSCR
Spriteframe = T
Duration = 3
Next = S_BOWSERSONICAWAKENINGCT37

State S_BOWSERSONICAWAKENINGCT37
Spritename = BSCR
Spriteframe = U
Duration = 4
Next = S_BOWSERSONICAWAKENINGCT38

State S_BOWSERSONICAWAKENINGCT38
Spritename = BSCR
Spriteframe = V
Duration = 4
Action = A_Thrust
Var1 = 60
Next = S_BOWSERSONICAWAKENINGCT39

State S_BOWSERSONICAWAKENINGCT39
Spritename = BSCR
Spriteframe = W
Duration = 8
Action = A_ZThrust
Var1 = -20
Next = S_BOWSERSONICAWAKENINGCT39AGAIN

State S_BOWSERSONICAWAKENINGCT39AGAIN
Spritename = BSCR
Spriteframe = W
Duration = 10
Action = A_SetObjectState
Var1 = S_CELLFIGHTSTARTCAMERASTOP
Next = S_BOWSERSONICAWAKENINGCT40

State S_BOWSERSONICAWAKENINGCT40
Spritename = BSCR
Spriteframe = W
Duration = 1
Action = A_ForceStop
Var1 = -10
Next = S_BOWSERSONICAWAKENINGCT41

State S_BOWSERSONICAWAKENINGCT41
Spritename = BSCR
Spriteframe = W
Duration = 0
Action = A_LinedefExecute
Var1 = 20
Next = S_BOWSERSONICAWAKENINGCT41AGAIN

State S_BOWSERSONICAWAKENINGCT41AGAIN
Spritename = BSCR
Spriteframe = W
Duration = 0
Action = A_PlaySound
Var1 = sfx_s3k4a
Next = S_BOWSERSONICAWAKENINGCT41AGAIN2

State S_BOWSERSONICAWAKENINGCT41AGAIN2
Spritename = BSCR
Spriteframe = W
Duration = 0
Action = A_LinedefExecute
Var1 = 47
Next = S_BOWSERSONICAWAKENINGCT42

State S_BOWSERSONICAWAKENINGCT42
Spritename = BSCR
Spriteframe = X
Duration = 8
Action = A_LinedefExecute
Var1 = 22
Next = S_BOWSERSONICAWAKENINGCT43

State S_BOWSERSONICAWAKENINGCT43
Spritename = BSCR
Spriteframe = X
Duration = 0
Action = A_DualAction
Var1 = S_SONICCELLCUTSCENECHAOSEMERALDGONE
Var2 = S_SONICCELLCUTSCENECHAOSEMERALDGONE2
Next = S_BOWSERSONICAWAKENINGCT44

State S_BOWSERSONICAWAKENINGCT44
Spritename = BSCR
Spriteframe = X
Duration = 0
Action = A_DualAction
Var1 = S_SONICCELLCUTSCENECHAOSEMERALDGONE3
Var2 = S_SONICCELLCUTSCENECHAOSEMERALDGONE4
Next = S_BOWSERSONICAWAKENINGCT45

State S_BOWSERSONICAWAKENINGCT45
Spritename = BSCR
Spriteframe = X
Duration = 0
Action = A_DualAction
Var1 = S_SONICCELLCUTSCENECHAOSEMERALDGONE5
Var2 = S_SONICCELLCUTSCENECHAOSEMERALDGONE6
Next = S_BOWSERSONICAWAKENINGCT46

State S_BOWSERSONICAWAKENINGCT46
Spritename = BSCR
Spriteframe = X
Duration = 18
Action = A_DualAction
Var1 = S_SONICCELLCUTSCENECHAOSEMERALDGONE7
Var2 = S_SONICCELLCUTSCENECHAOSEMERALDGONE7
Next = S_BOWSERSONICAWAKENINGCT47

State S_BOWSERSONICAWAKENINGCT47
Spritename = BSCR
Spriteframe = Y
Duration = 8
Action = A_LinedefExecute
Var1 = 26
Next = S_BOWSERSONICAWAKENINGCT48

State S_BOWSERSONICAWAKENINGCT48
Spritename = BSCR
Spriteframe = Y
Duration = 0
Action = A_PlaySound
Var1 = sfx_supert
Next = S_BOWSERSONICAWAKENINGCT49

State S_BOWSERSONICAWAKENINGCT49
Spritename = BSCR
Spriteframe = FF_FULLBRIGHT|Z
Duration = 3
Action = A_ChangeColorAbsolute
Var2 = 8
Next = S_BOWSERSONICAWAKENINGCT50

State S_BOWSERSONICAWAKENINGCT50
Spritename = BSCR
Spriteframe = FF_FULLBRIGHT|Z
Duration = 12
Action = A_ChangeColorAbsolute
Var2 = 48
Next = S_BOWSERSONICAWAKENINGCT51

State S_BOWSERSONICAWAKENINGCT51
Spritename = BSCR
Spriteframe = FF_FULLBRIGHT|Z
Duration = 4
Action = A_LinedefExecute
Var1 = 28
Next = S_BOWSERSONICAWAKENINGCT52

State S_BOWSERSONICAWAKENINGCT52
Spritename = BSCR
Spriteframe = FF_FULLBRIGHT|Z
Duration = 1
Action = A_PlaySound
Var1 = sfx_sfire
Next = S_BOWSERSONICAWAKENINGCT53

State S_BOWSERSONICAWAKENINGCT53
Spritename = BSCR
Spriteframe = FF_FULLBRIGHT|Z
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURA<<16)+32
Next = S_BOWSERSONICAWAKENINGCT53AGAIN

State S_BOWSERSONICAWAKENINGCT53AGAIN
Spritename = BSCR
Spriteframe = FF_FULLBRIGHT|Z
Duration = 0
Action = A_LinedefExecute
Var1 = 31
Next = S_BOWSERSONICAWAKENINGCT54

State S_BOWSERSONICAWAKENINGCT54
Spritename = BSCR
Spriteframe = FF_FULLBRIGHT|Z
Duration = 1
Action = A_Repeat
Var1 = 64
Var2 = S_BOWSERSONICAWAKENINGCT53
Next = S_BOWSERSONICAWAKENINGCT54AGAIN

State S_BOWSERSONICAWAKENINGCT54AGAIN
Spritename = BSCR
Spriteframe = FF_FULLBRIGHT|Z
Duration = 0
Action = A_PlaySound
Var1 = sfx_sexpl
Next = S_BOWSERSONICAWAKENINGCT55

State S_BOWSERSONICAWAKENINGCT55
Spritename = BSCR
Spriteframe = FF_FULLBRIGHT|Z
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE<<16)+32
Next = S_BOWSERSONICAWAKENINGCT57

State S_BOWSERSONICAWAKENINGCT57
Spritename = BSCR
Spriteframe = FF_FULLBRIGHT|Z
Duration = 0
Action = A_LinedefExecute
Var1 = 31
Next = S_BOWSERSONICAWAKENINGCT58

State S_BOWSERSONICAWAKENINGCT58
Spritename = BSCR
Spriteframe = FF_FULLBRIGHT|Z
Duration = 1
Action = A_Repeat
Var1 = 96
Var2 = S_BOWSERSONICAWAKENINGCT55
Next = S_BOWSERSONICAWAKENINGCT59

State S_BOWSERSONICAWAKENINGCT59
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|A
Duration = 32
Action = A_LinedefExecute
Var1 = 32
Next = S_BOWSERSONICAWAKENINGCT60

State S_BOWSERSONICAWAKENINGCT60
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|B
Duration = 4
Next = S_BOWSERSONICAWAKENINGCT61

State S_BOWSERSONICAWAKENINGCT61
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|C
Duration = 16
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 34
Next = S_BOWSERSONICAWAKENINGCT61AGAIN

State S_BOWSERSONICAWAKENINGCT61AGAIN
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|G
Duration = 32
Action = A_SpawnObjectRelative
Var2 = (40<<16)+MT_AWAKENINGCTFIREAURA
Next = S_BOWSERSONICAWAKENINGCT62

State S_BOWSERSONICAWAKENINGCT62
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_TRANS60|D
Duration = 8
Action = A_PlaySound
Var1 = sfx_chtp
Next = S_BOWSERSONICAWAKENINGCT63

State S_BOWSERSONICAWAKENINGCT63
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_TRANS60|D
Duration = 0
Action = A_LinedefExecute
Var1 = 36
Next = S_BOWSERSONICAWAKENINGCT64

State S_BOWSERSONICAWAKENINGCT64
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_TRANS60|D
Duration = 0
Action = A_SetObjectTypeState
Var1 = S_BOWSERAWAKENINGCT2
Var2 = MT_BOWSERAWAKENINGCT
Next = S_BOWSERSONICAWAKENINGCT65

State S_BOWSERSONICAWAKENINGCT65
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|C
Duration = 0
Action = A_LinedefExecute
Var1 = 40
Next = S_BOWSERSONICAWAKENINGCT66

State S_BOWSERSONICAWAKENINGCT66
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|E
Duration = 24
Action = A_PlaySound
Var1 = sfx_spndsh
Next = S_BOWSERSONICAWAKENINGCT67

State S_BOWSERSONICAWAKENINGCT67
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|H
Duration = 1
Action = A_PlaySound
Var1 = sfx_sfire
Next = S_BOWSERSONICAWAKENINGCT68

State S_BOWSERSONICAWAKENINGCT68
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|H
Duration = 0
Action = A_SetScale
Var1 = FRACUNIT/10
Var2 = 1
Next = S_BOWSERSONICAWAKENINGCT69

State S_BOWSERSONICAWAKENINGCT69
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|H
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT70

State S_BOWSERSONICAWAKENINGCT70
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|I
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT71

State S_BOWSERSONICAWAKENINGCT71
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|J
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT72

State S_BOWSERSONICAWAKENINGCT72
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|K
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT73

State S_BOWSERSONICAWAKENINGCT73
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|L
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT74

State S_BOWSERSONICAWAKENINGCT74
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|M
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT75

State S_BOWSERSONICAWAKENINGCT75
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|N
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT76

State S_BOWSERSONICAWAKENINGCT76
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|N
Duration = 0
Action = A_Repeat
Var1 = 2
Var2 = S_BOWSERSONICAWAKENINGCT69
Next = S_BOWSERSONICAWAKENINGCT77

State S_BOWSERSONICAWAKENINGCT77
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|N
Duration = 0
Action = A_SetObjectTypeState
Var1 = S_BOWSERAWAKENINGCT4
Var2 = MT_BOWSERAWAKENINGCT
Next = S_BOWSERSONICAWAKENINGCT78

State S_BOWSERSONICAWAKENINGCT78
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|N
Duration = 0
Action = A_SetScale
Var1 = FRACUNIT/300
Var2 = 1
Next = S_BOWSERSONICAWAKENINGCT78AGAIN

State S_BOWSERSONICAWAKENINGCT78AGAIN
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|H
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT78AGAIN2

State S_BOWSERSONICAWAKENINGCT78AGAIN2
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|I
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT78AGAIN3

State S_BOWSERSONICAWAKENINGCT78AGAIN3
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|J
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT78AGAIN4

State S_BOWSERSONICAWAKENINGCT78AGAIN4
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|K
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT78AGAIN5

State S_BOWSERSONICAWAKENINGCT78AGAIN5
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|L
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT78AGAIN6

State S_BOWSERSONICAWAKENINGCT78AGAIN6
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|M
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT78AGAIN7

State S_BOWSERSONICAWAKENINGCT78AGAIN7
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|N
Duration = 1
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURAFIRE2<<16)+54
Var2 = -80
Next = S_BOWSERSONICAWAKENINGCT79

State S_BOWSERSONICAWAKENINGCT79
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|N
Duration = 0
Action = A_Repeat
Var1 = 2
Var2 = S_BOWSERSONICAWAKENINGCT78AGAIN
Next = S_BOWSERSONICAWAKENINGCT80

State S_BOWSERSONICAWAKENINGCT80
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|N
Duration = 0
Action = A_SetObjectTypeState
Var1 = S_BOWSERAWAKENINGSHOCKWAVE2
Var2 = MT_BOWSERAWAKENINGSHOCKWAVE
Next = S_BOWSERSONICAWAKENINGCT81

State S_BOWSERSONICAWAKENINGCT81
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|N
Duration = 0
Action = A_PlaySound
Var1 = sfx_bkpoof
Next = S_BOWSERSONICAWAKENINGCT82

State S_BOWSERSONICAWAKENINGCT82
Spritename = BSCU
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|N
Duration = -1
Action = A_LinedefExecute
Var1 = 43
Next = S_BOWSERSONICAWAKENINGCT80

State S_SONICAWAKENINGCAMERAGO
Duration = -1
Action = A_Thrust
Var1 = 133
Var2 = 1
Next = S_CELLFIGHTSTARTCAMERASTOP

State S_SONICAWAKENINGCAMERAGOUP
Duration = 0
Action = A_ZThrust
Var1 = 7
Var2 = (1<<16)+0
Next = S_SONICAWAKENINGCAMERAGOUPDECEL

State S_SONICAWAKENINGCAMERAGOUPDECEL
Duration = -1
Action = A_Thrust
Var1 = 76
Var2 = 1
Next = S_CELLFIGHTSTARTCAMERASTOP

Thing MT_CLOUDSHOOTER
MapThingNum = 10120
SpawnState = S_CLOUDSHOOTER
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_RUNSPAWNFUNC|MF_NOGRAVITY|MF_NOBLOCKMAP

State S_CLOUDSHOOTER
Duration = 48
Action = A_CheckRandom
Var1 = (1<<16)+5
Var2 = S_CLOUDSHOOTER2
Next = S_CLOUDSHOOTER

State S_CLOUDSHOOTER2
Duration = 1
Action = A_TrapShot
Var1 = MT_CLOUDSHOT
Var2 = 90
Next = S_CLOUDSHOOTER

Thing MT_CLOUDSHOT
MapThingNum = -1
SpawnState = S_CLOUDSHOT
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 = 70*FRACUNIT
Radius = 24*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_NOGRAVITY|MF_NOBLOCKMAP

State S_CLOUDSHOT
Spritename = FCAS
Spriteframe = FF_TRANS60|C
Duration = 96
Next = S_NULL

Thing MT_FALLINGISLAND
MapThingNum = 10119
SpawnState = S_FALLINGISLAND
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_RUNSPAWNFUNC|MF_NOGRAVITY|MF_NOBLOCKMAP

State S_FALLINGISLAND
Spritename = FCAS
Spriteframe = B
Duration = -1
Next = S_FALLINGISLAND

Thing MT_BOWSERAWAKENINGSHOCKWAVE
MapThingNum = 10118
SpawnState = S_BOWSERAWAKENINGSHOCKWAVE
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_RUNSPAWNFUNC|MF_NOGRAVITY|MF_NOBLOCKMAP

State S_BOWSERAWAKENINGSHOCKWAVE
Duration = -1
Action = A_SetScale
Var1 = FRACUNIT/200
Next = S_BOWSERAWAKENINGSHOCKWAVE

State S_BOWSERAWAKENINGSHOCKWAVE2
Spritename = RPAR
Spriteframe = FF_FULLBRIGHT|FF_FLOORSPRITE|B
Duration = 64
Action = A_SetScale
Var1 = 10*FRACUNIT
Var2 = 1
Next = S_NULL

Thing MT_BOWSERAWAKENINGCT
MapThingNum = 10117
SpawnState = S_BOWSERAWAKENINGCT
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_RUNSPAWNFUNC|MF_NOGRAVITY

State S_BOWSERAWAKENINGCT
Spritename = BCYL
Spriteframe = A
Duration = -1
Next = S_BOWSERAWAKENINGCT2

State S_BOWSERAWAKENINGCT2
Spritename = BSCU
Spriteframe = FF_FLOORSPRITE|O
Duration = -1
Next = S_BOWSERAWAKENINGCT2

State S_BOWSERAWAKENINGCT3
Spritename = BSCU
Spriteframe = FF_FLOORSPRITE|O
Duration = -1
Action = A_SetScale
Var1 = 1*FRACUNIT
Next = S_BOWSERAWAKENINGCT3

State S_BOWSERAWAKENINGCT4
Spritename = BSCU
Spriteframe = FF_FLOORSPRITE|O
Duration = 8
Action = A_SetScale
Var1 = FRACUNIT/120
Var2 = 1
Next = S_BOWSERAWAKENINGCT5

State S_BOWSERAWAKENINGCT5
Spritename = BSCU
Spriteframe = FF_FLOORSPRITE|P
Duration = 8
Next = S_BOWSERAWAKENINGCT6

State S_BOWSERAWAKENINGCT6
Spritename = BSCU
Spriteframe = FF_FLOORSPRITE|Q
Duration = -1
Next = S_BOWSERAWAKENINGCT6

Thing MT_FALSEFIREFLOWER
MapThingNum = 10116
SpawnState = S_FALSEFIREFLOWER
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_RUNSPAWNFUNC|MF_NOGRAVITY

State S_FALSEFIREFLOWER
Spritename = FFWR
Spriteframe = B
Duration = -1
Next = S_NULL

Thing MT_SONICCELLCUTSCENEAURAFIRE
MapThingNum = -1
SpawnState = S_SONICCELLCUTSCENEAURAFIRE
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 = 24*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_SONICCELLCUTSCENEAURAFIRE
Spritename = SAUR
Spriteframe = FF_FULLBRIGHT|FF_ADD|FF_TRANS80|F
Duration = 8
Next = S_SONICCELLCUTSCENEAURAFIRE2

State S_SONICCELLCUTSCENEAURAFIRE2
Spritename = SAUR
Spriteframe = FF_FULLBRIGHT|FF_ADD|FF_TRANS80|F
Duration = 12
Action = A_ZThrust
Var1 = 50
Var2 = (1<<16)+1
Next = S_SONICCELLCUTSCENEAURAFIRE3

State S_SONICCELLCUTSCENEAURAFIRE3
Spritename = SAUR
Spriteframe = FF_FULLBRIGHT|FF_ADD|FF_TRANS80|F
Duration = 32
Next = S_NULL

Thing MT_SONICCELLCUTSCENEAURAFIRE2
MapThingNum = -1
SpawnState = S_SONICCELLCUTSCENEAURAFIRESECOND
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 = 35*FRACUNIT
Radius = 24*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_SONICCELLCUTSCENEAURAFIRESECOND
Duration = 2
Next = S_SONICCELLCUTSCENEAURAFIRESECOND2

State S_SONICCELLCUTSCENEAURAFIRESECOND2
Spritename = SAUR
Spriteframe = FF_FULLBRIGHT|FF_ADD|FF_TRANS80|FF_FLOORSPRITE|F
Duration = 8
Next = S_NULL

Thing MT_AWAKENINGCTFIREAURA
MapThingNum = -1
SpawnState = S_AWAKENINGCTFIREAURA
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 = 20*FRACUNIT
Radius = 24*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 2
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_RUNSPAWNFUNC|MF_NOGRAVITY|MF_NOCLIP

State S_AWAKENINGCTFIREAURA
Duration = 1
Action = A_PlaySound
Var1 = sfx_sexpl
Next = S_AWAKENINGCTFIREAURA2

State S_AWAKENINGCTFIREAURA2
Duration = 0
Action = A_SetScale
Var1 = FRACUNIT/20
Next = S_AWAKENINGCTFIREAURA3

State S_AWAKENINGCTFIREAURA3
Spritename = SAUR
Spriteframe = FF_FULLBRIGHT|FF_ADD|F
Duration = 16
Action = A_SetScale
Var1 = 50*FRACUNIT
Var2 = 1
Next = S_NULL