Freeslot
MT_TDUNK
SPR_UNKE
S_TDUNK_SPAWN
S_TDUNK_SEE
S_TDUNK_DAMAGE
S_TDUNK_DEFEATSFX
S_TDUNK_DEFEAT
MT_PARUNK
S_PARUNK_IDLE
S_PARUNK_HIT
MT_FIREUNK
S_FIREUNK_IDLE
S_FIREUNK_HIT_A
S_FIREUNK_HIT_B
MT_FIREUNKC
S_FIREUNKC_SPAWN
S_FIREUNKC_SEE
S_FIREUNKC_DAMAGE
MT_FIREUNKBOSS
S_FIREUNKBOSS_LOOK
S_FIREUNKBOSS_IDLE
S_FIREUNKBOSS_CHOOSE
S_FIREUNKBOSS_VILE_0
S_FIREUNKBOSS_VILE_1
S_FIREUNKBOSS_MISSILE_0
S_FIREUNKBOSS_MISSILE_1
S_FIREUNKBOSS_MISSILE_2
S_FIREUNKBOSS_MISSILE_3
S_FIREUNKBOSS_MISSILE_4
S_FIREUNKBOSS_MISSILE_5
S_FIREUNKBOSS_PAIN
S_FIREUNKBOSS_DIE1

State S_TDUNK_SPAWN
SpriteName = UNKE
SpriteFrame = A
Duration = 1
Action = A_CrawlaCommanderThink
Var1 = 0
Var2 = 0
Next = S_TDUNK_SPAWN

State S_TDUNK_SEE
SpriteName = UNKE
SpriteFrame = A
Duration = 1
Action = A_CrawlaCommanderThink
Var1 = 0
Var2 = 6*FRACUNIT
Next = S_TDUNK_SEE

State S_TDUNK_DAMAGE
SpriteName = UNKE
SpriteFrame = B
Duration = 35
Action = A_PlaySound
Var1 =  sfx_dmpain
Var2 = 1+1<<16
Next = S_TDUNK_SEE

State S_TDUNK_DEFEATSFX
SpriteName = UNKE
SpriteFrame = FF_ANIMATE|C
Duration = 1
Action = A_PlaySound
Var1 =  sfx_buzz2
Var2 = 1+1<<16
Next = S_TDUNK_DEFEAT

State S_TDUNK_DEFEAT
SpriteName = UNKE
SpriteFrame = FF_ANIMATE|C
Duration = 9
Var1 = 3
Var2 = 3
Next = S_NULL

Object MT_TDUNK
#$Name UNKNOWN (Tail Dash)
#$Sprite UNKEA1
#$Category Swift Tutorial
MapThingNum = 5974
SpawnState = S_TDUNK_SPAWN
SeeState = S_TDUNK_SEE
PainState = S_TDUNK_DAMAGE
ActiveSound = sfx_bnce1
DeathState = S_TDUNK_DEFEATSFX
SpawnHealth = 3
ReactionTime = 35
Speed = 9
PainChance = 100
Radius = 32*FRACUNIT
Height = 108*FRACUNIT
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME

Object MT_PARUNK
#$Name UNKNOWN (Tail Dash - Parry)
#$Sprite UNKEA1
#$Category Swift Tutorial
MapThingNum = 5973
SpawnState = S_PARUNK_IDLE
DeathState = S_TDUNK_DEFEATSFX
Radius = 32*FRACUNIT
Height = 108*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY|MF_PAIN|MF_ENEMY|MF_SPECIAL

State S_PARUNK_IDLE
SpriteName = UNKE
SpriteFrame = G
Duration = -1
Next = S_PARUNK_IDLE

State S_PARUNK_HIT
SpriteName = UNKE
SpriteFrame = H
Action = A_PlaySound
Var1 =  sfx_bsnipe
Var2 = 1+1<<16
Duration = 35
Next = S_PARUNK_IDLE

Object MT_FIREUNK
#$Name UNKNOWN (Fireball - target)
#$Sprite UNKEK1
#$Category Swift Tutorial
MapThingNum = 5971
SpawnState = S_FIREUNK_IDLE
DeathState = S_TDUNK_DEFEATSFX
Radius = 32*FRACUNIT
Height = 108*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY|MF_ENEMY|MF_PAIN|MF_SHOOTABLE

State S_FIREUNK_IDLE
SpriteName = UNKE
SpriteFrame = K
Duration = -1
Next = S_FIREUNK_IDLE

State S_FIREUNK_HIT_A
SpriteName = UNKE
SpriteFrame = K
Action = A_PlaySound
Var1 =  sfx_funkh
Var2 = 1+1<<16
Duration = 1
Next = S_FIREUNK_HIT_B

State S_FIREUNK_HIT_B
SpriteName = UNKE
SpriteFrame = I|FF_ANIMATE
Var1 = 1
Var2 = 2
Duration = 45
Next = S_FIREUNK_IDLE

#mewoooooo

State S_FIREUNKC_SPAWN
SpriteName = UNKE
SpriteFrame = K
Duration = 1
Action = A_CrawlaCommanderThink
Var1 = 0
Var2 = 0
Next = S_FIREUNKC_SPAWN

State S_FIREUNKC_SEE
SpriteName = UNKE
SpriteFrame = K
Duration = 1
Action = A_CrawlaCommanderThink
Var1 = 0
Var2 = 6*FRACUNIT
Next = S_FIREUNKC_SEE

State S_FIREUNKC_DAMAGE
SpriteName = UNKE
SpriteFrame = B
Duration = 35
Action = A_PlaySound
Var1 =  sfx_dmpain
Var2 = 1+1<<16
Next = S_FIREUNKC_SEE

Object MT_FIREUNKC
#$Name UNKNOWN (Fire ball combat)
#$Sprite UNKEK1
#$Category Swift Tutorial
MapThingNum = 5970
SpawnState = S_FIREUNKC_SPAWN
SeeState = S_FIREUNKC_SEE
PainState = S_FIREUNKC_SEE
ActiveSound = sfx_bnce1
DeathState = S_TDUNK_DEFEATSFX
SpawnHealth = 3
ReactionTime = 35
Speed = 9
PainChance = 100
Radius = 32*FRACUNIT
Height = 108*FRACUNIT
Flags = MF_ENEMY|MF_PAIN|MF_SHOOTABLE|MF_SLIDEME

Object MT_FIREUNKBOSS
#$Name UNKNOWN (Mini Boss)
#$Sprite UNKEK1
#$Category Swift Tutorial
MapThingNum = 5969
SpawnState = S_FIREUNKBOSS_LOOK
SeeState = S_FIREUNKBOSS_IDLE
PainState = S_FIREUNKBOSS_PAIN
DeathState = S_FIREUNKBOSS_DIE1
DeathSound = sfx_alarm
SpawnHealth = 8
Radius = 64*FRACUNIT
Height = 256*FRACUNIT
Flags = MF_BOSS|MF_SHOOTABLE|MF_NOGRAVITY

State S_FIREUNKBOSS_PAIN
SpriteName = UNKE
SpriteFrame = B
Action = A_PlaySound
Var1 =  sfx_unkdie
Var2 = 0+1<<16
Duration = 35
Next = S_FIREUNKBOSS_LOOK

State S_FIREUNKBOSS_LOOK
SpriteName = UNKE
SpriteFrame = A
Duration = 1
Action = A_Look
Var1 = (1024<<16)+1
Var2 = 0
Next = S_FIREUNKBOSS_LOOK

State S_FIREUNKBOSS_IDLE
SpriteName = UNKE
SpriteFrame = A
Duration = 35
Next = S_FIREUNKBOSS_CHOOSE

State S_FIREUNKBOSS_CHOOSE
SpriteName = UNKE
SpriteFrame = A
Duration = 1
Action = A_RandomState
Var1 = S_FIREUNKBOSS_MISSILE_0
Var2 = S_FIREUNKBOSS_VILE_0
Next = S_FIREUNKBOSS_CHOOSE

State S_FIREUNKBOSS_MISSILE_0
SpriteName = UNKE
SpriteFrame = L
Duration = 12
Action = A_FaceTarget
Next = S_FIREUNKBOSS_MISSILE_1

State S_FIREUNKBOSS_MISSILE_1
SpriteName = UNKE
SpriteFrame = M
Duration = 11
Action = A_BrakFireShot
Var1 = MT_CYBRAKDEMON_MISSILE
Var2 = 128
Next = S_FIREUNKBOSS_MISSILE_2

State S_FIREUNKBOSS_MISSILE_2
SpriteName = UNKE
SpriteFrame = L
Duration = 10
Action = A_FaceTarget
Next = S_FIREUNKBOSS_MISSILE_3

State S_FIREUNKBOSS_MISSILE_3
SpriteName = UNKE
SpriteFrame = M
Duration = 9
Action = A_BrakFireShot
Var1 = MT_CYBRAKDEMON_MISSILE
Var2 = 128
Next = S_FIREUNKBOSS_MISSILE_4

State S_FIREUNKBOSS_MISSILE_4
SpriteName = UNKE
SpriteFrame = L
Duration = 8
Action = A_FaceTarget
Var1 = MT_CYBRAKDEMON_MISSILE
Var2 = 128
Next = S_FIREUNKBOSS_MISSILE_5

State S_FIREUNKBOSS_MISSILE_5
SpriteName = UNKE
SpriteFrame = M
Duration = 7
Action = A_BrakFireShot
Var1 = MT_CYBRAKDEMON_MISSILE
Var2 = 128
Next = S_FIREUNKBOSS_IDLE

State S_FIREUNKBOSS_VILE_0
SpriteName = UNKE
SpriteFrame = L
Duration = 128
Action = A_VileTarget
Var1 = 	MT_CYBRAKDEMON_TARGET_RETICULE
Var2 = 1
Next = S_FIREUNKBOSS_VILE_1

State S_FIREUNKBOSS_VILE_1
SpriteName = UNKE
SpriteFrame = M
Duration = 32
Action = A_VileAttack
Var1 = 	sfx_brakrx
Var2 = MT_CYBRAKDEMON_VILE_EXPLOSION+(1<<16)
Next = S_FIREUNKBOSS_IDLE

State S_FIREUNKBOSS_DIE1
SpriteName = UNKE
SpriteFrame = B
Duration = 70
Action = A_BossScream
Var1 = 	0
Var2 = 0
Next = S_TDUNK_DEFEAT