Freeslot
S_BCRA_STND
S_BCRA_RUN1
S_BCRA_RUN2
S_BCRA_RUN3
S_BCRA_RUN4
S_BCRA_RUN5
S_BCRA_RUN6
SPR_BCRA
MT_BIGJACKCRAWLA

State S_BCRA_STND
SpriteName = BCRA
SpriteFrame = A
Duration = 1
Next = S_BCRA_STND
Action = A_Look
Var1 = 0
Var2 = 0

State S_BCRA_RUN1
SpriteName = BCRA
SpriteFrame = A
Duration = 1
Next = S_BCRA_RUN2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BCRA_RUN2
SpriteName = BCRA
SpriteFrame = B
Duration = 1
Next = S_BCRA_RUN3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BCRA_RUN3
SpriteName = BCRA
SpriteFrame = C
Duration = 1
Next = S_BCRA_RUN4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BCRA_RUN4
SpriteName = BCRA
SpriteFrame = D
Duration = 1
Next = S_BCRA_RUN5
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BCRA_RUN5
SpriteName = BCRA
SpriteFrame = E
Duration = 1
Next = S_BCRA_RUN6
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BCRA_RUN6
SpriteName = BCRA
SpriteFrame = F
Duration = 1
Next = S_BCRA_RUN1
Action = A_Chase
Var1 = 0
Var2 = 0

Object MT_BIGJACKCRAWLA
MapThingNum = 2023
SpawnState = S_BCRA_STND
SpawnHealth = 1
SeeState = S_BCRA_RUN1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 3
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL