FREESLOT
MT_SCREWDRIVER
SPR_SWBM
SPR_METF
SPR_METI
SPR_METD
SPR_M7RD
S_CHILLDRIVER
S_UNCHILLDRIVER1
S_UNCHILLDRIVER2
S_UNCHILLDRIVER3
S_UNCHILLDRIVER4
S_UNCHILLDRIVER22
MT_FIREMETALL
S_FIREMETLOOK1
S_FIREMETLOOK2
S_FIREMETCHASE1
S_FIREMETCHASE1LOOP
S_FIREMETCHASE2
S_FIREMETCHASE2LOOP
MT_FIREMETALL2
S_INFRMETLOOK1
S_INFRMETLOOK2
S_INFRMETCHASE1
S_INFRMETCHASE1LOOP
S_INFRMETCHASE2
S_INFRMETCHASE2LOOP
MT_FIREMETALL3
S_DRAGMETLOOK1
S_DRAGMETLOOK2
S_DRAGMETCHASE1
S_DRAGMETCHASE1LOOP
S_DRAGMETCHASE2
S_DRAGMETCHASE2LOOP
MT_TURBOROADSTER
S_RESTROAD1
S_RESTROAD2
S_RESTROAD3
S_GOOOOOOROADER1
S_GOOOOOOROADER2
S_GOOOOOOROADER3
S_GOOOOOOROADER1A
S_GOOOOOOROADER2A
S_GOOOOOOROADER3A
S_TURBOSLEEPER
MT_TELLY
SPR_TELY
S_TELLYOFFLINE
S_TELLYSPAWN
S_TELLYSPINA
S_TELLYSPINAC
S_TELLYSPINB
S_TELLYSPINBC
S_TELLYSPINC
S_TELLYSPINCC
S_TELLYSPIND
S_TELLYSPINDC
S_TELLYSPINE
S_TELLYSPINEC
S_TELLYSPINF
S_TELLYSPINFC
SPR_LTEL
SPR_CTEL
MT_LASERTELLY
MT_COOLTELLY
S_LASERTELLYOFFLINE
S_LASERTELLYSPAWN
S_LASERTELLYSPINA
S_LASERTELLYSPINAC
S_LASERTELLYSPINB
S_LASERTELLYSPINBC
S_LASERTELLYSPINC
S_LASERTELLYSPINCC
S_LASERTELLYSPIND
S_LASERTELLYSPINDC
S_LASERTELLYSPINE
S_LASERTELLYSPINEC
S_LASERTELLYSPINF
S_LASERTELLYSPINFC
S_COOLTELLYLOADING
S_COOLTELLYLOOKING
S_COOLTELLYCHASING
S_COOLTELLYCHASINGR
S_COOLTELLYINVIN
S_COOLTELLYFIRING
S_COOLTELLYFIRINGR
S_COOLTELLYFIRINGFINAL
S_COOLTELLYINVINBURST
S_COOLTELLYINVINBURSTED
S_COOLTELLYPICKING
S_LASERTELLYFIRELASER
S_LASERTELLYSPINLOOPER
SPR_M7RR
MT_REXROADSTER
S_RESTROAD1REX
S_RESTROAD2REX
S_RESTROAD3REX
S_GOOOOOOROADER1REX
S_GOOOOOOROADER2REX
S_GOOOOOOROADER3REX
S_GOOOOOOROADER1AREX
S_GOOOOOOROADER2AREX
S_GOOOOOOROADER3AREX
S_TURBOSLEEPERREX
S_REXROADFINALE
S_REXROADFINALEA
S_REXROADSPAWNPOG


Thing MT_FIREMETALL3
#$Sprite SPR_METF
MAPTHINGNUM = -1
SPAWNSTATE = S_DRAGMETLOOK1
SPAWNHEALTH = 10
SEESTATE = S_DRAGMETCHASE1
SEESOUND = sfx_cdfm02
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 6
RADIUS = 9*FRACUNIT
HEIGHT = 34*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_BOSS

State S_DRAGMETCHASE1
SpriteName = METD
SpriteFrame = A
Duration = 1
Next = S_DRAGMETCHASE1LOOP
Action = A_Chase

FRAME S_DRAGMETCHASE1LOOP
SPRITENUMBER = METD
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_DRAGMETCHASE2
ACTION A_Repeat
VAR1 = 7
VAR2 = S_DRAGMETCHASE1

State S_DRAGMETCHASE2
SpriteName = METD
SpriteFrame = B
Duration = 1
Next = S_DRAGMETCHASE2LOOP
Action = A_Chase

FRAME S_DRAGMETCHASE2LOOP
SPRITENUMBER = METD
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_DRAGMETCHASE1
ACTION A_Repeat
VAR1 = 7
VAR2 = S_DRAGMETCHASE2

State S_DRAGMETLOOK1
SpriteName = METD
SpriteFrame = A
Duration = 15
VAR1 = 1
Next = S_DRAGMETLOOK2
Action = A_Look

State S_DRAGMETLOOK2
SpriteName = METD
SpriteFrame = B
Duration = 15
VAR1 = 1
Next = S_DRAGMETLOOK1
Action = A_Look

Thing MT_SCREWDRIVER
#$Sprite SPR_SWBM
MAPTHINGNUM = -1
SPAWNSTATE = S_CHILLDRIVER
SPAWNHEALTH = 2
SEESTATE = S_UNCHILLDRIVER1
SEESOUND = sfx_none
REACTIONTIME = 5
ATTACKSOUND = sfx_trfire
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 10
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

Thing MT_FIREMETALL
#$Sprite SPR_METF
MAPTHINGNUM = -1
SPAWNSTATE = S_FIREMETLOOK1
SPAWNHEALTH = 1
SEESTATE = S_FIREMETCHASE1
SEESOUND = sfx_cdfm02
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 3
RADIUS = 9*FRACUNIT
HEIGHT = 34*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

Thing MT_FIREMETALL2
#$Sprite SPR_METF
MAPTHINGNUM = -1
SPAWNSTATE = S_INFRMETLOOK1
SPAWNHEALTH = 2
SEESTATE = S_INFRMETCHASE1
SEESOUND = sfx_cdfm02
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 4
RADIUS = 9*FRACUNIT
HEIGHT = 34*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

State S_INFRMETCHASE1
SpriteName = METI
SpriteFrame = A
Duration = 1
Next = S_INFRMETCHASE1LOOP
Action = A_Chase

FRAME S_INFRMETCHASE1LOOP
SPRITENUMBER = METI
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_INFRMETCHASE2
ACTION A_Repeat
VAR1 = 10
VAR2 = S_INFRMETCHASE1

State S_INFRMETCHASE2
SpriteName = METI
SpriteFrame = B
Duration = 1
Next = S_INFRMETCHASE2LOOP
Action = A_Chase

FRAME S_INFRMETCHASE2LOOP
SPRITENUMBER = METI
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_INFRMETCHASE1
ACTION A_Repeat
VAR1 = 10
VAR2 = S_INFRMETCHASE2

State S_INFRMETLOOK1
SpriteName = METI
SpriteFrame = A
Duration = 20
Next = S_INFRMETLOOK2
Action = A_Look

State S_INFRMETLOOK2
SpriteName = METI
SpriteFrame = B
Duration = 20
Next = S_INFRMETLOOK1
Action = A_Look


FRAME S_CHILLDRIVER
SPRITENUMBER = SWBM
SPRITESUBNUMBER = A
DURATION = 70
NEXT = S_UNCHILLDRIVER1

FRAME S_UNCHILLDRIVER1
SPRITENUMBER = SWBM
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_UNCHILLDRIVER22

FRAME S_UNCHILLDRIVER22
SPRITENUMBER = SWBM
SPRITESUBNUMBER = C
DURATION = 8
ACTION A_MultiShot 
VAR1 = (MT_JETTBULLET<<16)+8
var2 = -34
NEXT = S_UNCHILLDRIVER2

FRAME S_UNCHILLDRIVER2
SPRITENUMBER = SWBM
SPRITESUBNUMBER = D
DURATION = 0
ACTION A_PlayAttackSound 
NEXT = S_UNCHILLDRIVER3

FRAME S_UNCHILLDRIVER3
SPRITENUMBER = SWBM
SPRITESUBNUMBER = D
DURATION = 8
NEXT = S_UNCHILLDRIVER4

FRAME S_UNCHILLDRIVER4
SPRITENUMBER = SWBM
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_CHILLDRIVER
ACTION A_Repeat
VAR1 = 3
VAR2 = S_UNCHILLDRIVER1

State S_FIREMETCHASE1
SpriteName = METF
SpriteFrame = A
Duration = 1
Next = S_FIREMETCHASE1LOOP
Action = A_Chase

FRAME S_FIREMETCHASE1LOOP
SPRITENUMBER = METF
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_FIREMETCHASE2
ACTION A_Repeat
VAR1 = 12
VAR2 = S_FIREMETCHASE1

State S_FIREMETCHASE2
SpriteName = METF
SpriteFrame = B
Duration = 1
Next = S_FIREMETCHASE2LOOP
Action = A_Chase

FRAME S_FIREMETCHASE2LOOP
SPRITENUMBER = METF
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_FIREMETCHASE1
ACTION A_Repeat
VAR1 = 12
VAR2 = S_FIREMETCHASE2

State S_FIREMETLOOK1
SpriteName = METF
SpriteFrame = A
Duration = 20
Next = S_FIREMETLOOK2
Action = A_Look

State S_FIREMETLOOK2
SpriteName = METF
SpriteFrame = B
Duration = 20
Next = S_FIREMETLOOK1
Action = A_Look





State S_RESTROAD1
SpriteName = M7RD
SpriteFrame = A
Duration = 10
Next = S_RESTROAD2
Action = A_Look
Var1 = 512*65536

State S_RESTROAD2
SpriteName = M7RD
SpriteFrame = B
Duration = 10
Next = S_RESTROAD3
Action = A_Look
Var1 = 512*65536

State S_RESTROAD3
SpriteName = M7RD
SpriteFrame = C
Duration = 10
Next = S_RESTROAD1
Action = A_Look
Var1 = 512*65536

State S_GOOOOOOROADER1
SpriteName = M7RD
SpriteFrame = A
Duration = 1
Next = S_GOOOOOOROADER2
Action = A_FaceTarget

State S_GOOOOOOROADER2
SpriteName = M7RD
SpriteFrame = B
Duration = 1
Next = S_GOOOOOOROADER3
Action = A_FaceTarget

State S_GOOOOOOROADER3
SpriteName = M7RD
SpriteFrame = C
Duration = 1
Next = S_GOOOOOOROADER1
Action = A_FaceTarget



State S_GOOOOOOROADER1A
SpriteName = M7RD
SpriteFrame = A
Duration = 2
Next = S_GOOOOOOROADER2A
Action = A_FaceTarget

State S_GOOOOOOROADER2A
SpriteName = M7RD
SpriteFrame = B
Duration = 2
Next = S_GOOOOOOROADER3A
Action = A_FaceTarget

State S_GOOOOOOROADER3A
SpriteName = M7RD
SpriteFrame = C
Duration = 2
Next = S_GOOOOOOROADER1A
Action = A_FaceTarget

State S_TURBOSLEEPER
SpriteName = M7RD
SpriteFrame = C
Duration = 105
Next = S_RESTROAD1

Thing MT_TURBOROADSTER
#$Sprite SPR_M7RD
MAPTHINGNUM = -1
SPAWNSTATE = S_RESTROAD1
SPAWNHEALTH = 2
SEESTATE = S_GOOOOOOROADER1
SEESOUND = 0
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 8
RADIUS = 13*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

Thing MT_TELLY
#$Sprite SPR_M7RD
MAPTHINGNUM = 3200
SPAWNSTATE = S_TELLYSPAWN
SPAWNHEALTH = 2
SEESTATE = S_TELLYSPINA
SEESOUND = 0
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 2
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

State S_TELLYSPAWN
SpriteName = TELY
SpriteFrame = D
Duration = 70
Next = S_TELLYOFFLINE

State S_TELLYOFFLINE
SpriteName = TELY
SpriteFrame = A
Duration = 1
VAR1 = 1
Next = S_TELLYOFFLINE
Action = A_Look

State S_TELLYSPINA
SpriteName = TELY
SpriteFrame = A
Duration = 1
Next = S_TELLYSPINAC
Action = A_HomingChase
Var1 = 2*FRACUNIT

FRAME S_TELLYSPINAC
SPRITENUMBER = TELY
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_TELLYSPINB
ACTION A_Repeat
VAR1 = 8
VAR2 = S_TELLYSPINA

State S_TELLYSPINB
SpriteName = TELY
SpriteFrame = B
Duration = 1
Next = S_TELLYSPINBC
Action = A_HomingChase
Var1 = 2*FRACUNIT

FRAME S_TELLYSPINBC
SPRITENUMBER = TELY
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_TELLYSPINC
ACTION A_Repeat
VAR1 = 8
VAR2 = S_TELLYSPINB

State S_TELLYSPINC
SpriteName = TELY
SpriteFrame = C
Duration = 1
Next = S_TELLYSPINCC
Action = A_HomingChase
Var1 = 2*FRACUNIT

FRAME S_TELLYSPINCC
SPRITENUMBER = TELY
SPRITESUBNUMBER = C
DURATION = 0
NEXT = S_TELLYSPIND
ACTION A_Repeat
VAR1 = 8
VAR2 = S_TELLYSPINC

State S_TELLYSPIND
SpriteName = TELY
SpriteFrame = D
Duration = 1
Next = S_TELLYSPINDC
Action = A_HomingChase
Var1 = 2*FRACUNIT

FRAME S_TELLYSPINDC
SPRITENUMBER = TELY
SPRITESUBNUMBER = D
DURATION = 0
NEXT = S_TELLYSPINE
ACTION A_Repeat
VAR1 = 8
VAR2 = S_TELLYSPIND

State S_TELLYSPINE
SpriteName = TELY
SpriteFrame = E
Duration = 1
Next = S_TELLYSPINEC
Action = A_HomingChase
Var1 = 2*FRACUNIT

FRAME S_TELLYSPINEC
SPRITENUMBER = TELY
SPRITESUBNUMBER = E
DURATION = 0
NEXT = S_TELLYSPINF
ACTION A_Repeat
VAR1 = 8
VAR2 = S_TELLYSPINE

State S_TELLYSPINF
SpriteName = TELY
SpriteFrame = F
Duration = 1
Next = S_TELLYSPINFC
Action = A_HomingChase
Var1 = 2*FRACUNIT

FRAME S_TELLYSPINFC
SPRITENUMBER = TELY
SPRITESUBNUMBER = F
DURATION = 0
NEXT = S_TELLYSPINA
ACTION A_Repeat
VAR1 = 8
VAR2 = S_TELLYSPINF

Thing MT_LASERTELLY
#$Sprite SPR_M7RD
MAPTHINGNUM = -1
SPAWNSTATE = S_LASERTELLYSPAWN
SPAWNHEALTH = 2
SEESTATE = S_LASERTELLYSPINA
SEESOUND = 0
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 2
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY


State S_LASERTELLYSPAWN
SpriteName = LTEL
SpriteFrame = D
Duration = 70
Next = S_LASERTELLYOFFLINE

State S_LASERTELLYOFFLINE
SpriteName = LTEL
SpriteFrame = A
Duration = 1
VAR1 = 1
Next = S_LASERTELLYOFFLINE
Action = A_Look

State S_LASERTELLYSPINA
SpriteName = LTEL
SpriteFrame = A
Duration = 1
Next = S_LASERTELLYSPINAC
Action = A_HomingChase
Var1 = 3*FRACUNIT

FRAME S_LASERTELLYSPINAC
SPRITENUMBER = LTEL
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_LASERTELLYSPINB
ACTION A_Repeat
VAR1 = 6
VAR2 = S_LASERTELLYSPINA

State S_LASERTELLYSPINB
SpriteName = LTEL
SpriteFrame = B
Duration = 1
Next = S_LASERTELLYSPINBC
Action = A_HomingChase
Var1 = 3*FRACUNIT

FRAME S_LASERTELLYSPINBC
SPRITENUMBER = LTEL
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_LASERTELLYSPINC
ACTION A_Repeat
VAR1 = 6
VAR2 = S_LASERTELLYSPINB

State S_LASERTELLYSPINC
SpriteName = LTEL
SpriteFrame = C
Duration = 1
Next = S_LASERTELLYSPINCC
Action = A_HomingChase
Var1 = 3*FRACUNIT

FRAME S_LASERTELLYSPINCC
SPRITENUMBER = LTEL
SPRITESUBNUMBER = C
DURATION = 0
NEXT = S_LASERTELLYSPIND
ACTION A_Repeat
VAR1 = 6
VAR2 = S_LASERTELLYSPINC

State S_LASERTELLYSPIND
SpriteName = LTEL
SpriteFrame = D
Duration = 1
Next = S_LASERTELLYSPINDC
Action = A_HomingChase
Var1 = 3*FRACUNIT

FRAME S_LASERTELLYSPINDC
SPRITENUMBER = LTEL
SPRITESUBNUMBER = D
DURATION = 0
NEXT = S_LASERTELLYSPINE
ACTION A_Repeat
VAR1 = 6
VAR2 = S_LASERTELLYSPIND

State S_LASERTELLYSPINE
SpriteName = LTEL
SpriteFrame = E
Duration = 1
Next = S_LASERTELLYSPINEC
Action = A_HomingChase
Var1 = 3*FRACUNIT

FRAME S_LASERTELLYSPINEC
SPRITENUMBER = LTEL
SPRITESUBNUMBER = E
DURATION = 0
NEXT = S_LASERTELLYSPINF
ACTION A_Repeat
VAR1 = 6
VAR2 = S_LASERTELLYSPINE

State S_LASERTELLYSPINF
SpriteName = LTEL
SpriteFrame = F
Duration = 1
Next = S_LASERTELLYSPINFC
Action = A_HomingChase
Var1 = 3*FRACUNIT

FRAME S_LASERTELLYSPINFC
SPRITENUMBER = LTEL
SPRITESUBNUMBER = F
DURATION = 0
NEXT = S_LASERTELLYSPINLOOPER
ACTION A_Repeat
VAR1 = 6
VAR2 = S_LASERTELLYSPINF

FRAME S_LASERTELLYSPINLOOPER
SPRITENUMBER = LTEL
SPRITESUBNUMBER = F
DURATION = 0
NEXT = S_LASERTELLYSPINLOOPER
ACTION A_RandomState
VAR1 = S_LASERTELLYFIRELASER
VAR2 = S_LASERTELLYSPINA

FRAME S_LASERTELLYFIRELASER
SPRITENUMBER = LTEL
SPRITESUBNUMBER = G
DURATION = 175
NEXT = S_LASERTELLYOFFLINE
ACTION A_SplitShot
Var1 = 16
Var2 = MT_ROCKET


Thing MT_COOLTELLY
#$Sprite SPR_M7RD
MAPTHINGNUM = -1
SPAWNSTATE = S_COOLTELLYLOADING
SPAWNHEALTH = 6
SEESTATE = S_COOLTELLYCHASING
SEESOUND = 0
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 2
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY|MF_BOSS


State S_COOLTELLYLOADING
SpriteName = CTEL
SpriteFrame = B
Duration = 105
Next = S_COOLTELLYLOOKING

State S_COOLTELLYLOOKING
SpriteName = CTEL
SpriteFrame = A
Duration = 1
VAR1 = 1
Next = S_COOLTELLYLOOKING
Action = A_Look

State S_COOLTELLYCHASING
SpriteName = CTEL
SpriteFrame = A
Duration = 1
Next = S_COOLTELLYCHASINGR
Action = A_HomingChase
Var1 = 4*FRACUNIT

FRAME S_COOLTELLYCHASINGR
SPRITENUMBER = CTEL
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_COOLTELLYPICKING
ACTION A_Repeat
VAR1 = 175
VAR2 = S_COOLTELLYCHASING

FRAME S_COOLTELLYPICKING
SPRITENUMBER = CTEL
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_COOLTELLYPICKING
ACTION A_RandomState
VAR1 = S_COOLTELLYFIRING
VAR2 = S_COOLTELLYINVIN


FRAME S_COOLTELLYFIRING
SPRITENUMBER = CTEL
SPRITESUBNUMBER = C
DURATION = 1
NEXT = S_COOLTELLYFIRINGR
ACTION A_SuperFireShot
VAR1 = MT_BLACKEGGMAN_GOOPFIRE
VAR2 = (-36)

FRAME S_COOLTELLYFIRINGR
SPRITENUMBER = CTEL
SPRITESUBNUMBER = C
DURATION = 0
NEXT = S_COOLTELLYFIRINGFINAL
ACTION A_Repeat
VAR1 = 14
VAR2 = S_COOLTELLYFIRING

FRAME S_COOLTELLYFIRINGFINAL
SPRITENUMBER = CTEL
SPRITESUBNUMBER = C
DURATION = 1
NEXT = S_COOLTELLYLOOKING
ACTION A_SuperFireShot
VAR1 = MT_TORPEDO
VAR2 = (-36)

FRAME S_COOLTELLYINVIN
SPRITENUMBER = CTEL
SPRITESUBNUMBER = C
DURATION = 34
NEXT = S_COOLTELLYINVINBURST
Action = A_PlaySound
Var1 = sfx_s3ka5
Var2 = 1

FRAME S_COOLTELLYINVINBURST
SPRITENUMBER = CTEL
SPRITESUBNUMBER = D
DURATION = 1
NEXT = S_COOLTELLYINVINBURSTED

FRAME S_COOLTELLYINVINBURSTED
SPRITENUMBER = CTEL
SPRITESUBNUMBER = D
DURATION = 19
NEXT = S_COOLTELLYLOOKING

Thing MT_REXROADSTER
#$Sprite SPR_M7RR
MAPTHINGNUM = -1
SPAWNSTATE = S_REXROADSPAWNPOG
SPAWNHEALTH = 8
SEESTATE = S_GOOOOOOROADER1REX
SEESOUND = sfx_alart
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_REXROADFINALE
DEATHSOUND = sfx_pop
XDEATHSTATE = S_TNTBARREL_EXPL1
SPEED = 20
RADIUS = 13*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_BOSS

State S_REXROADSPAWNPOG
SpriteName = M7RR
SpriteFrame = C
Duration = 1
Next = S_RESTROAD1REX

State S_RESTROAD1REX
SpriteName = M7RR
SpriteFrame = A
Duration = 5
Next = S_RESTROAD2REX
Action = A_Look
Var1 = 1

State S_RESTROAD2REX
SpriteName = M7RR
SpriteFrame = B
Duration = 5
Next = S_RESTROAD3REX
Action = A_Look
Var1 = 1

State S_RESTROAD3REX
SpriteName = M7RR
SpriteFrame = C
Duration = 5
Next = S_RESTROAD1REX
Action = A_Look
Var1 = 1

State S_GOOOOOOROADER1REX
SpriteName = M7RR
SpriteFrame = A
Duration = 1
Next = S_GOOOOOOROADER2REX
Action = A_FaceTarget

State S_GOOOOOOROADER2REX
SpriteName = M7RR
SpriteFrame = B
Duration = 1
Next = S_GOOOOOOROADER3REX
Action = A_FaceTarget

State S_GOOOOOOROADER3REX
SpriteName = M7RR
SpriteFrame = C
Duration = 1
Next = S_GOOOOOOROADER1REX
Action = A_FaceTarget



State S_GOOOOOOROADER1AREX
SpriteName = M7RR
SpriteFrame = A
Duration = 1
Next = S_GOOOOOOROADER2AREX
Action = A_FaceTarget

State S_GOOOOOOROADER2AREX
SpriteName = M7RR
SpriteFrame = B
Duration = 1
Next = S_GOOOOOOROADER3AREX
Action = A_FaceTarget

State S_GOOOOOOROADER3AREX
SpriteName = M7RR
SpriteFrame = C
Duration = 1
Next = S_GOOOOOOROADER1AREX
Action = A_FaceTarget

State S_TURBOSLEEPERREX
SpriteName = M7RR
SpriteFrame = C
Duration = 175
Next = S_RESTROAD1REX

State S_REXROADFINALE
SpriteName = M7RR
SpriteFrame = A
Duration = 1
Action = A_BossScream
Next = S_REXROADFINALEA

State S_REXROADFINALEA
SpriteName = M7RR
SpriteFrame = B
Duration = 0
ACTION A_Repeat
VAR1 = 105
VAR2 = S_REXROADFINALE
Next = S_TNTBARREL_EXPL1