##SRB1 Badniks ported by Rafael44642 using wiki as an resource (with Wayback Machine)

#SRB1 Crawla
FREESLOT
MT_SRB1_CRAWLA
S_SRB1_CRAWLA1
S_SRB1_CRAWLA2
S_SRB1_CRAWLA3
S_SRB1_CRAWLA4
SPR_SRBA

Thing MT_SRB1_CRAWLA
#$Sprite SRBAA0
MAPTHINGNUM = 4000
SpawnState = S_SRB1_CRAWLA1
SeeState = S_SRB1_CRAWLA2
DeathState = S_XPLD_FLICKY
DeathSound = sfx_pop
SpawnHealth = 1
ReactionTime = 32
PainChance = 200
Speed = 3
Radius = 20*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

FRAME S_SRB1_CRAWLA1
SPRITENUMBER = SPR_SRBA
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_CRAWLA2
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_CRAWLA2
SPRITENUMBER = SPR_SRBA
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_SRB1_CRAWLA3
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_CRAWLA3
SPRITENUMBER = SPR_SRBA
SPRITESUBNUMBER = C
DURATION = 2
NEXT = S_SRB1_CRAWLA4
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_CRAWLA4
SPRITENUMBER = SPR_SRBA
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_CRAWLA1
ACTION A_Chase
VAR1 = 0
VAR2 = 0

#SRB1 GuardRobo
FREESLOT
MT_SRB1_BAT
S_SRB1_BAT1
S_SRB1_BAT2
S_SRB1_BAT3
S_SRB1_BAT4
SPR_SRBB

Thing MT_SRB1_BAT
#$Sprite SRBBA1
MAPTHINGNUM = 4001
SPAWNSTATE = S_SRB1_BAT1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_BAT3
REACTIONTIME = 2
PAINCHANCE = 3072
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = 4*FRACUNIT
RADIUS = 17*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY|MF_SLIDEME

FRAME S_SRB1_BAT1
SPRITENUMBER = SPR_SRBB
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_BAT2
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_BAT2
SPRITENUMBER = SPR_SRBB
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_SRB1_BAT1
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_BAT3
SPRITENUMBER = SPR_SRBB
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_BAT4
ACTION A_BuzzFly
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_BAT4
SPRITENUMBER = SPR_SRBB
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_SRB1_BAT3
ACTION A_BuzzFly
VAR1 = 0
VAR2 = 0

#SRB2 Pyrin
FREESLOT
MT_SRB1_ROBOFISH
S_SRB1_ROBOFISH1
S_SRB1_ROBOFISH2
S_SRB1_ROBOFISH3
SPR_SRBC

Thing MT_SRB1_ROBOFISH
#$Sprite SRBCA1
MAPTHINGNUM = 4002
SPAWNSTATE = S_SRB1_ROBOFISH1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_ROBOFISH2
REACTIONTIME = 2
PAINCHANCE = 3072
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = 4*FRACUNIT
RADIUS = 22*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY|MF_SLIDEME


FRAME S_SRB1_ROBOFISH1
SPRITENUMBER = SPR_SRBC
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_ROBOFISH2
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_ROBOFISH2
SPRITENUMBER = SPR_SRBC
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_SRB1_ROBOFISH3
ACTION A_BuzzFly
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_ROBOFISH3
SPRITENUMBER = SPR_SRBC
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_ROBOFISH2
ACTION A_BuzzFly
VAR1 = 0
VAR2 = 0

#SRB1 HotRobo
FREESLOT
MT_SRB1_VOLCANOGUY
S_SRB1_VOLCANOGUY1
S_SRB1_VOLCANOGUY2
SPR_SRBD

Thing MT_SRB1_VOLCANOGUY
#$Sprite SRBDA0
MAPTHINGNUM = 4003
SPAWNSTATE = S_SRB1_VOLCANOGUY1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_VOLCANOGUY2
REACTIONTIME = 2
PAINCHANCE = 3072
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = 4*FRACUNIT
RADIUS = 20*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY|MF_SLIDEME


FRAME S_SRB1_VOLCANOGUY1
SPRITENUMBER = SPR_SRBD
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_VOLCANOGUY2
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_VOLCANOGUY2
SPRITENUMBER = SPR_SRBD
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_VOLCANOGUY2
ACTION A_BuzzFly
VAR1 = 0
VAR2 = 0

#SRB1 Pogminz
FREESLOT
MT_SRB1_HOPPY
S_SRB1_HOPPY1
S_SRB1_HOPPY2
SPR_SRBE

Thing MT_SRB1_HOPPY
#$Sprite SRBEA0
MAPTHINGNUM = 4004
SPAWNSTATE = S_SRB1_HOPPY1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_HOPPY1
REACTIONTIME = 2
PAINCHANCE = 3072
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = FRACUNIT
RADIUS = 20*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

FRAME S_SRB1_HOPPY1
SPRITENUMBER = SPR_SRBE
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_HOPPY2
ACTION A_BunnyHop
VAR1 = 7
VAR2 = 2

FRAME S_SRB1_HOPPY2
SPRITENUMBER = SPR_SRBE
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_SRB1_HOPPY1
ACTION A_BunnyHop
VAR1 = 7
VAR2 = -2

#SRB1 Pogminz (Water)
FREESLOT
MT_SRB1_HOPPYWATER
S_SRB1_HOPPYWATER1
S_SRB1_HOPPYWATER2
SPR_SREW

Thing MT_SRB1_HOPPYWATER
#$Sprite SRBEA0
MAPTHINGNUM = 4005
SPAWNSTATE = S_SRB1_HOPPYWATER1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_HOPPYWATER1
REACTIONTIME = 2
PAINCHANCE = 3072
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = FRACUNIT
RADIUS = 20*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

FRAME S_SRB1_HOPPYWATER1
SPRITENUMBER = SPR_SRBE
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_HOPPYWATER2
ACTION A_BunnyHop
VAR1 = 4
VAR2 = 2

FRAME S_SRB1_HOPPYWATER2
SPRITENUMBER = SPR_SRBE
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_SRB1_HOPPYWATER1
ACTION A_BunnyHop
VAR1 = 4
VAR2 = -2

#SRB1 Pog-GX2
FREESLOT
MT_SRB1_HOPPYSKYLAB
S_SRB1_HOPPYSKYLAB1
SPR_SRBF

Thing MT_SRB1_HOPPYSKYLAB
#$Sprite SRBFA0
MAPTHINGNUM = 4006
SPAWNSTATE = S_SRB1_HOPPYSKYLAB1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_HOPPYSKYLAB1
REACTIONTIME = 2
PAINCHANCE = 3072
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = FRACUNIT
RADIUS = 10*FRACUNIT
HEIGHT = 34*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

FRAME S_SRB1_HOPPYSKYLAB1
SPRITENUMBER = SPR_SRBF
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_HOPPYSKYLAB1
ACTION A_BunnyHop
VAR1 = 7
VAR2 = 0

#SRB1 Pyrex
FREESLOT
MT_SRB1_MMZFLYING
S_SRB1_MMZFLYING1
S_SRB1_MMZFLYING2
S_SRB1_MMZFLYING3
S_SRB1_MMZFLYING4
S_SRB1_MMZFLYING5
SPR_SRBG

Thing MT_SRB1_MMZFLYING
#$Sprite SRBGA0
MAPTHINGNUM = 4007
SPAWNSTATE = S_SRB1_MMZFLYING1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_MMZFLYING1
REACTIONTIME = 32
PAINCHANCE = 200
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = FRACUNIT
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|MF_ENEMY

FRAME S_SRB1_MMZFLYING1
SPRITENUMBER = SPR_SRBG
SPRITESUBNUMBER = A
DURATION = 16
NEXT = S_SRB1_MMZFLYING2
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 5

FRAME S_SRB1_MMZFLYING2
SPRITENUMBER = SPR_SRBG
SPRITESUBNUMBER = A
DURATION = 16
NEXT = S_SRB1_MMZFLYING3
ACTION A_MoveAbsolute
VAR1 = 180
VAR2 = 5

FRAME S_SRB1_MMZFLYING3
SPRITENUMBER = SPR_SRBG
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_SRB1_MMZFLYING4
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 5

FRAME S_SRB1_MMZFLYING4
SPRITENUMBER = SPR_SRBG
SPRITESUBNUMBER = A
DURATION = 7
NEXT = S_SRB1_MMZFLYING5
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 5

FRAME S_SRB1_MMZFLYING5
SPRITENUMBER = SPR_SRBG
SPRITESUBNUMBER = A
DURATION = 8
NEXT = S_SRB1_MMZFLYING1
ACTION A_MoveAbsolute
VAR1 = 180
VAR2 = 5

#SRB1 Turret
FREESLOT
MT_SRB1_UFO
S_SRB1_UFO1
S_SRB1_UFO2
SPR_SRBH

Thing MT_SRB1_UFO
#$Sprite SRBHA0
MAPTHINGNUM = 4008
SPAWNSTATE = S_SRB1_UFO1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_UFO1
REACTIONTIME = 32
PAINCHANCE = 200
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = 3
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_SPAWNCEILING|MF_NOGRAVITY|MF_FLOAT|MF_ENEMY

FRAME S_SRB1_UFO1
SPRITENUMBER = SPR_SRBH
SPRITESUBNUMBER = A
DURATION = 16
NEXT = S_SRB1_UFO2
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 5

FRAME S_SRB1_UFO2
SPRITENUMBER = SPR_SRBH
SPRITESUBNUMBER = A
DURATION = 16
NEXT = S_SRB1_UFO1
ACTION A_MoveAbsolute
VAR1 = 180
VAR2 = 5

#SRB1 SWAT Bot
FREESLOT
MT_SRB1_GRAYBOT
S_SRB1_GRAYBOT1
S_SRB1_GRAYBOT2
S_SRB1_GRAYBOT3
S_SRB1_GRAYBOT4
S_SRB1_GRAYBOT5
S_SRB1_GRAYBOT6
SPR_SRBI

Thing MT_SRB1_GRAYBOT
#$Sprite SRBIA0
MAPTHINGNUM = 4009
SPAWNSTATE = S_SRB1_GRAYBOT1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_GRAYBOT1
REACTIONTIME = 32
PAINCHANCE = 200
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = 3
RADIUS = 21*FRACUNIT
HEIGHT = 69*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|MF_ENEMY

FRAME S_SRB1_GRAYBOT1
SPRITENUMBER = SPR_SRBI
SPRITESUBNUMBER = A
DURATION = 4
NEXT = S_SRB1_GRAYBOT2
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 5

FRAME S_SRB1_GRAYBOT2
SPRITENUMBER = SPR_SRBI
SPRITESUBNUMBER = B
DURATION = 4
NEXT = S_SRB1_GRAYBOT3
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 5

FRAME S_SRB1_GRAYBOT3
SPRITENUMBER = SPR_SRBI
SPRITESUBNUMBER = A
DURATION = 4
NEXT = S_SRB1_GRAYBOT4
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 5

FRAME S_SRB1_GRAYBOT4
SPRITENUMBER = SPR_SRBI
SPRITESUBNUMBER = B
DURATION = 4
NEXT = S_SRB1_GRAYBOT5
ACTION A_MoveAbsolute
VAR1 = 180
VAR2 = 5

FRAME S_SRB1_GRAYBOT5
SPRITENUMBER = SPR_SRBI
SPRITESUBNUMBER = A
DURATION = 4
NEXT = S_SRB1_GRAYBOT6
ACTION A_MoveAbsolute
VAR1 = 180
VAR2 = 5

FRAME S_SRB1_GRAYBOT6
SPRITENUMBER = SPR_SRBI
SPRITESUBNUMBER = B
DURATION = 4
NEXT = S_SRB1_GRAYBOT1
ACTION A_MoveAbsolute
VAR1 = 180
VAR2 = 5

#SRB1 SpyBot 2000
FREESLOT
MT_SRB1_ROBOTOPOLIS
S_SRB1_ROBOTOPOLIS1
S_SRB1_ROBOTOPOLIS2
SPR_SRBJ

Thing MT_SRB1_ROBOTOPOLIS
#$Sprite SRBJA0
MAPTHINGNUM = 4010
SPAWNSTATE = S_SRB1_ROBOTOPOLIS1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_ROBOTOPOLIS1
REACTIONTIME = 32
PAINCHANCE = 200
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = 3
RADIUS = 36*FRACUNIT
HEIGHT = 62*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|MF_ENEMY

FRAME S_SRB1_ROBOTOPOLIS1
SPRITENUMBER = SPR_SRBJ
SPRITESUBNUMBER = A
DURATION = 8
NEXT = S_SRB1_ROBOTOPOLIS2
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 5

FRAME S_SRB1_ROBOTOPOLIS2
SPRITENUMBER = SPR_SRBJ
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_SRB1_ROBOTOPOLIS1
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = -5

#SRB1 Buzz Bomber
FREESLOT
MT_SRB1_RBZBUZZ
S_SRB1_RBZBUZZ1
S_SRB1_RBZBUZZ2
SPR_SRBK

Thing MT_SRB1_RBZBUZZ
#$Sprite SRBKA0
MAPTHINGNUM = 4011
SPAWNSTATE = S_SRB1_RBZBUZZ1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_RBZBUZZ1
REACTIONTIME = 32
PAINCHANCE = 200
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = 3
RADIUS = 44*FRACUNIT
HEIGHT = 45*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|MF_ENEMY

FRAME S_SRB1_RBZBUZZ1
SPRITENUMBER = SPR_SRBK
SPRITESUBNUMBER = A
DURATION = 8
NEXT = S_SRB1_RBZBUZZ2
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 5

FRAME S_SRB1_RBZBUZZ2
SPRITENUMBER = SPR_SRBK
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_SRB1_RBZBUZZ1
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = -5

#SRB1 RBZ Spike
FREESLOT
MT_SRB1_RBZSPIKES
S_SRB1_RBZSPIKES1
S_SRB1_RBZSPIKES2
SPR_SRBL

Thing MT_SRB1_RBZSPIKES
#$Sprite SRBLA0
MAPTHINGNUM = 4012
SPAWNSTATE = S_SRB1_RBZSPIKES1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_RBZSPIKES1
REACTIONTIME = 32
PAINCHANCE = 200
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = 3
RADIUS = 10*FRACUNIT
HEIGHT = 53*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|MF_ENEMY

FRAME S_SRB1_RBZSPIKES1
SPRITENUMBER = SPR_SRBL
SPRITESUBNUMBER = A
DURATION = 35
NEXT = S_SRB1_RBZSPIKES2
ACTION A_ZThrust
VAR1 = 4
VAR2 = FRACUNIT+1

FRAME S_SRB1_RBZSPIKES2
SPRITENUMBER = SPR_SRBL
SPRITESUBNUMBER = A
DURATION = 35
NEXT = S_SRB1_RBZSPIKES1
ACTION A_ZThrust
VAR1 = -4
VAR2 = FRACUNIT+1

#SRB1 Dumb Metal Sonic
FREESLOT
MT_SRB1_METALSONIC
S_SRB1_METALSONIC1
S_SRB1_METALSONIC2
S_SRB1_METALSONIC3
SPR_SRBM

Thing MT_SRB1_METALSONIC
#$Sprite SRBMA0
MAPTHINGNUM = 4013
SPAWNSTATE = S_SRB1_METALSONIC1
SPAWNHEALTH = 1000
SEESTATE = S_SRB1_METALSONIC1
REACTIONTIME = 8
SPEED = 21*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 100
DAMAGE = 1
FLAGS = MF_SOLID|MF_PUSHABLE|MF_SLIDEME

FRAME S_SRB1_METALSONIC1
SPRITENUMBER = SPR_SRBMM
SPRITESUBNUMBER = A
DURATION = 4
NEXT = S_SRB1_METALSONIC2
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_METALSONIC2
SPRITENUMBER = SPR_SRBM
SPRITESUBNUMBER = B
DURATION = 4
NEXT = S_SRB1_METALSONIC3
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_METALSONIC3
SPRITENUMBER = SPR_SRBM
SPRITESUBNUMBER = C
DURATION = 4
NEXT = S_SRB1_METALSONIC1
ACTION NONE
VAR1 = 0
VAR2 = 0

#SRB1 Super SWAT Bot
FREESLOT
MT_SRB1_GOLDBOT
S_SRB1_GOLDBOT1
S_SRB1_GOLDBOT2
S_SRB1_GOLDBOT3
S_SRB1_GOLDBOT4
S_SRB1_GOLDBOT5
S_SRB1_GOLDBOT6
SPR_SRBN

Thing MT_SRB1_GOLDBOT
#$Sprite SRBNA0
MAPTHINGNUM = 4014
SPAWNSTATE = S_SRB1_GOLDBOT1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_GOLDBOT1
REACTIONTIME = 32
PAINCHANCE = 200
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = 3
RADIUS = 21*FRACUNIT
HEIGHT = 69*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|MF_ENEMY

FRAME S_SRB1_GOLDBOT1
SPRITENUMBER = SPR_SRBN
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_GOLDBOT2
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 7

FRAME S_SRB1_GOLDBOT2
SPRITENUMBER = SPR_SRBN
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_SRB1_GOLDBOT3
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 7

FRAME S_SRB1_GOLDBOT3
SPRITENUMBER = SPR_SRBN
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_GOLDBOT4
ACTION A_MoveAbsolute
VAR1 = 0
VAR2 = 7

FRAME S_SRB1_GOLDBOT4
SPRITENUMBER = SPR_SRBN
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_SRB1_GOLDBOT5
ACTION A_MoveAbsolute
VAR1 = 180
VAR2 = 7

FRAME S_SRB1_GOLDBOT5
SPRITENUMBER = SPR_SRBN
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_GOLDBOT6
ACTION A_MoveAbsolute
VAR1 = 180
VAR2 = 7

FRAME S_SRB1_GOLDBOT6
SPRITENUMBER = SPR_SRBN
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_SRB1_GOLDBOT1
ACTION A_MoveAbsolute
VAR1 = 180
VAR2 = 7

#SRB1 Genrex
FREESLOT
MT_SRB1_GENREX
S_SRB1_GENREX1
S_SRB1_GENREX2
SPR_SRBO

Thing MT_SRB1_GENREX
#$Sprite SRBOA0
MAPTHINGNUM = 4015
SPAWNSTATE = S_SRB1_GENREX1
SPAWNHEALTH = 1
SEESTATE = S_SRB1_GENREX2
REACTIONTIME = 2
PAINCHANCE = 3072
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
SPEED = 4*FRACUNIT
RADIUS = 17*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_SLIDEME|MF_ENEMY

FRAME S_SRB1_GENREX1
SPRITENUMBER = SPR_SRBO
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_GENREX2
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME S_SRB1_GENREX2
SPRITENUMBER = SPR_SRBO
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_SRB1_GENREX1
ACTION A_BuzzFly
VAR1 = 0
VAR2 = 0