#FLASHER
FREESLOT
MT_FLASHER
MT_ORB
SPR_FLSH
SPR_LORB
S_ORB1
S_ORB2
S_ORB3
S_ORB4
S_FLASH1
S_FLASH2
S_FLASHINPLACE1
S_FLASHINPLACE2
S_FLASHMOVE1
S_FLASHMOVE2
S_FLASHMOVE3
S_FLASHMOVE4
S_FLASHATTACK1
S_FLASHATTACK2
S_FLASHATTACK3
S_FLASHATTACK4
S_FLASHATTACK5
S_FLASHATTACK6
S_FLASHATTACK7
S_FLASHATTACK8
S_FLASHATTACK9
S_FLASHATTACK10
S_FLASHATTACK11
S_FLASHATTACK12
S_FLASHATTACK13
S_FLASHATTACK14
S_FLASHATTACK15
S_FLASHATTACK16
S_FLASHATTACK17
S_FLASHATTACK18
S_FLASHATTACK19
S_FLASHATTACK20
S_FLASHATTACK21
S_FLASHATTACK22

Object MT_FLASHER
#$Name Flasher
#$Sprite FLSHA1
#$Category Genesis Enemies
MapThingNum = 2048
SpawnState = S_FLASHINPLACE1
SpawnHealth = 1
SeeState = S_FLASHMOVE1
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = S_NULL
PainSound = sfx_None
MeleeState = S_FLASHATTACK1
MissileState = S_FLASHATTACK1
DeathState = S_XPLD_FLICKY
DeathSound = sfx_pop
XDeathState = S_NULL
Speed = 4*FRACUNIT
Radius = 20*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SLIDEME|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY

State S_FLASHINPLACE1
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHINPLACE2
Action = A_Look
Var1 = 0
Var2 = 0

State S_FLASHINPLACE2
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHINPLACE1
Action = A_Look
Var1 = 0
Var2 = 0

State S_FLASHMOVE1
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 16
Next = S_FLASHMOVE2
Action = A_BuzzFly
Var1 = 0
Var2 = 0

State S_FLASHMOVE2
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 16
Next = S_FLASHMOVE3
Action = A_BuzzFly
Var1 = 0
Var2 = 0

State S_FLASHMOVE3
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 16
Next = S_FLASHMOVE4
Action = A_BuzzFly
Var1 = 0
Var2 = 0

State S_FLASHMOVE4
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 16
Next = S_FLASHATTACK1
Action = A_BuzzFly
Var1 = 0
Var2 = 0

State S_FLASHATTACK1
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 1
Next = S_FLASHATTACK2
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_ORB

State S_FLASHATTACK2
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHATTACK3
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_FLASHATTACK3
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 1
Next = S_FLASHATTACK4
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_ORB

State S_FLASHATTACK4
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHATTACK5
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_FLASHATTACK5
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 1
Next = S_FLASHATTACK6
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_ORB

State S_FLASHATTACK6
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHATTACK7
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_FLASHATTACK7
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 1
Next = S_FLASHATTACK8
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_ORB

State S_FLASHATTACK8
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHATTACK9
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_FLASHATTACK9
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 1
Next = S_FLASHATTACK10
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_ORB

State S_FLASHATTACK10
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHATTACK11
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_FLASHATTACK11
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 1
Next = S_FLASHATTACK12
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_ORB

State S_FLASHATTACK12
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHATTACK13
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_FLASHATTACK13
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 1
Next = S_FLASHATTACK14
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_ORB

State S_FLASHATTACK14
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHATTACK15
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_FLASHATTACK15
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 1
Next = S_FLASHATTACK16
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_ORB

State S_FLASHATTACK16
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHATTACK17
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_FLASHATTACK17
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 1
Next = S_FLASHATTACK18
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_ORB

State S_FLASHATTACK18
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHATTACK19
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_FLASHATTACK19
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 1
Next = S_FLASHATTACK20
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_ORB

State S_FLASHATTACK20
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHATTACK21
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_FLASHATTACK21
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 1
Next = S_FLASHATTACK22
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_ORB

State S_FLASHATTACK22
SpriteName = SPR_FLSH
SpriteFrame = A
Duration = 2
Next = S_FLASHMOVE1
Action = A_ForceStop
Var1 = 0
Var2 = 0



Object MT_ORB
SpawnState = S_ORB1
SpawnHealth = 1
SeeState = S_ORB1
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_s3k40
XDeathState = S_NULL
Speed = 2*FRACUNIT
Radius = 25*FRACUNIT
Height = 30*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_PAIN|MF_NOGRAVITY|MF_RUNSPAWNFUNC

State S_ORB1
SpriteName = SPR_LORB
SpriteFrame = FF_FULLBRIGHT|A
Duration = 2
Next = S_ORB2
Action = A_PlaySound
Var1 = sfx_s3kd9l
Var2 = 1

State S_ORB2
SpriteName = SPR_LORB
SpriteFrame = B
Duration = 2
Next = S_ORB3
Action = None
Var1 = 0
Var2 = 0

State S_ORB3
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 2
Next = S_ORB4
Action = None
Var1 = 0
Var2 = 0

State S_ORB4
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 1
Next = S_ORB3
Action = A_RemoteDamage
Var1 = 0
Var2 = 2