FREESLOT
MT_ALARMBOMB
SPR_ALAB
S_ALARMERRORA
S_ALARMERRORB
S_ALARMERRORC
S_ALARMLOOKING
S_ALARM7LEFT
S_ALARM7RIGHT
S_ALARM7MIDDLE
S_ALARM7MMIDDLE
S_ALARM6LEFT
S_ALARM6RIGHT
S_ALARM6MIDDLE
S_ALARM6MMIDDLE
S_ALARM5LEFT
S_ALARM5RIGHT
S_ALARM5MIDDLE
S_ALARM5MMIDDLE
S_ALARM4LEFT
S_ALARM4RIGHT
S_ALARM4MIDDLE
S_ALARM4MMIDDLE
S_ALARM3LEFT
S_ALARM3RIGHT
S_ALARM3MIDDLE
S_ALARM3MMIDDLE
S_ALARM2LEFT
S_ALARM2RIGHT
S_ALARM2MIDDLE
S_ALARM2MMIDDLE
S_ALARM1LEFT
S_ALARM1RIGHT
S_ALARM1MIDDLE
S_ALARM1MMIDDLE
S_ALARMFINALFLASHREPEAT
S_ALARMFINALFLASH
MT_VOLTTELLY
SPR_VTEL
S_VOLTTELLYOFFLINE
S_VOLTTELLYSPAWN
S_VOLTTELLYSPINA
S_VOLTTELLYSPINAC
S_VOLTTELLYSPINB
S_VOLTTELLYSPINBC
S_VOLTTELLYSPINC
S_VOLTTELLYSPINCC
S_VOLTTELLYSPIND
S_VOLTTELLYSPINDC
S_VOLTTELLYSPINE
S_VOLTTELLYSPINEC
S_VOLTTELLYSPINF
S_VOLTTELLYSPINFC
MT_VOLTTELLYVOLT
SPR_VTEV
S_VOLTZAP
MT_FIRETELLY
SPR_FTEL
S_FIRETELLYOFFLINE
S_FIRETELLYSPAWN
S_FIRETELLYSPIN
S_FIRETELLYSPIT
S_FIRETELLYSPINLOOP
S_FIRETELLYMOVE
MT_AQUATELLY
SPR_WTEL
S_AQUATELLYSPIN
S_AQUATELLYOFFLINE
S_AQUATELLYSPAWN
S_AQUATELLYSPIT
MT_AQUATELLYSPLASHER
SPR_WTEW
S_AQUATELSHOT
S_AQUATELSHUT
S_AQUATELSPLASHA
S_AQUATELSPLASHB
S_AQUATELSPLISH
MT_AQUATELLYSPLISH
S_LFOCHASER
S_LFOLASER
S_LFOSPAWNS
S_LFOCHASELOOP
SPR_LFOX
MT_LASERFIRINOBJECT
MT_SNIPERJOE
SPR_SJOE
S_JOESPAWNS
S_JOELOOKS
S_JOESEES
S_JOESHOOTS
S_JOESHOOTLOOP
S_JOETHROW
S_JOECOOLS
S_JOEDIE
S_JOEDIELOOP
MT_CANNONJOE
SPR_CJOE
S_CJOESPAWN
S_CJOELOOK
S_CJOEFIRE
S_CJOEREPEATFIRE
S_CJOESMOKE
S_CJOEDIE
S_CJOEDIELOOP
S_CJOEAFIRE
S_CJOEFIRES
MT_OLDMISSILESPEWER
SPR_OMSA
S_SPEWMISSILE

Thing MT_ALARMBOMB
#$Sprite SPR_ALABV0
MAPTHINGNUM = -1
SPAWNSTATE = S_ALARMERRORA
SPAWNHEALTH = 999
SEESTATE = S_ALARM7LEFT
SEESOUND = sfx_deton
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_none
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_TNTBARREL_EXPL1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_TNTBARREL_EXPL4
SPEED = 4
RADIUS = 10*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL

STATE S_ALARMERRORA
SPRITENAME = ALAB
SPRITEFRAME = V
DURATION = 25
NEXT = S_ALARMERRORB

STATE S_ALARMERRORB
SPRITENAME = ALAB
SPRITEFRAME = W
DURATION = 10
NEXT = S_ALARMERRORC

FRAME S_ALARMERRORC
SPRITENUMBER = ALAB
SPRITESUBNUMBER = V
DURATION = 0
NEXT = S_ALARMLOOKING
ACTION A_Repeat
VAR1 = 10
VAR2 = S_ALARMERRORA

State S_ALARMLOOKING
SpriteName = ALAB
SpriteFrame = X
Duration = 1
Var1 = (1<<16)+(512*FRACUNIT)
Next = S_ALARMLOOKING
Action = A_Look

STATE S_ALARM7LEFT
SPRITENAME = ALAB
SPRITEFRAME = A
DURATION = 8
NEXT = S_ALARM7MIDDLE

STATE S_ALARM7MIDDLE
SPRITENAME = ALAB
SPRITEFRAME = B
DURATION = 9
NEXT = S_ALARM7RIGHT

STATE S_ALARM7RIGHT
SPRITENAME = ALAB
SPRITEFRAME = C
DURATION = 8
NEXT = S_ALARM7MMIDDLE

STATE S_ALARM7MMIDDLE
SPRITENAME = ALAB
SPRITEFRAME = B
DURATION = 9
NEXT = S_ALARM6LEFT

STATE S_ALARM6LEFT
SPRITENAME = ALAB
SPRITEFRAME = D
DURATION = 8
NEXT = S_ALARM6MIDDLE

STATE S_ALARM6MIDDLE
SPRITENAME = ALAB
SPRITEFRAME = E
DURATION = 9
NEXT = S_ALARM6RIGHT

STATE S_ALARM6RIGHT
SPRITENAME = ALAB
SPRITEFRAME = F
DURATION = 8
NEXT = S_ALARM6MMIDDLE

STATE S_ALARM6MMIDDLE
SPRITENAME = ALAB
SPRITEFRAME = E
DURATION = 9
NEXT = S_ALARM5LEFT

STATE S_ALARM5LEFT
SPRITENAME = ALAB
SPRITEFRAME = G
DURATION = 8
NEXT = S_ALARM5MIDDLE

STATE S_ALARM5MIDDLE
SPRITENAME = ALAB
SPRITEFRAME = H
DURATION = 9
NEXT = S_ALARM5RIGHT

STATE S_ALARM5RIGHT
SPRITENAME = ALAB
SPRITEFRAME = I
DURATION = 8
NEXT = S_ALARM5MMIDDLE

STATE S_ALARM5MMIDDLE
SPRITENAME = ALAB
SPRITEFRAME = H
DURATION = 9
NEXT = S_ALARM4LEFT

STATE S_ALARM4LEFT
SPRITENAME = ALAB
SPRITEFRAME = J
DURATION = 8
NEXT = S_ALARM4MIDDLE

STATE S_ALARM4MIDDLE
SPRITENAME = ALAB
SPRITEFRAME = K
DURATION = 9
NEXT = S_ALARM4RIGHT

STATE S_ALARM4RIGHT
SPRITENAME = ALAB
SPRITEFRAME = L
DURATION = 8
NEXT = S_ALARM4MMIDDLE

STATE S_ALARM4MMIDDLE
SPRITENAME = ALAB
SPRITEFRAME = K
DURATION = 9
NEXT = S_ALARM3LEFT

STATE S_ALARM3LEFT
SPRITENAME = ALAB
SPRITEFRAME = M
DURATION = 8
NEXT = S_ALARM3MIDDLE

STATE S_ALARM3MIDDLE
SPRITENAME = ALAB
SPRITEFRAME = N
DURATION = 9
NEXT = S_ALARM3RIGHT

STATE S_ALARM3RIGHT
SPRITENAME = ALAB
SPRITEFRAME = O
DURATION = 8
NEXT = S_ALARM3MMIDDLE

STATE S_ALARM3MMIDDLE
SPRITENAME = ALAB
SPRITEFRAME = N
DURATION = 9
NEXT = S_ALARM2LEFT

STATE S_ALARM2LEFT
SPRITENAME = ALAB
SPRITEFRAME = P
DURATION = 8
NEXT = S_ALARM2MIDDLE

STATE S_ALARM2MIDDLE
SPRITENAME = ALAB
SPRITEFRAME = Q
DURATION = 9
NEXT = S_ALARM2RIGHT

STATE S_ALARM2RIGHT
SPRITENAME = ALAB
SPRITEFRAME = R
DURATION = 8
NEXT = S_ALARM2MMIDDLE

STATE S_ALARM2MMIDDLE
SPRITENAME = ALAB
SPRITEFRAME = Q
DURATION = 9
NEXT = S_ALARM1LEFT

STATE S_ALARM1LEFT
SPRITENAME = ALAB
SPRITEFRAME = S
DURATION = 8
NEXT = S_ALARM1MIDDLE

STATE S_ALARM1MIDDLE
SPRITENAME = ALAB
SPRITEFRAME = T
DURATION = 9
NEXT = S_ALARM1RIGHT

STATE S_ALARM1RIGHT
SPRITENAME = ALAB
SPRITEFRAME = U
DURATION = 8
NEXT = S_ALARM1MMIDDLE

STATE S_ALARM1MMIDDLE
SPRITENAME = ALAB
SPRITEFRAME = T
DURATION = 9
NEXT = S_ALARMFINALFLASH

STATE S_ALARMFINALFLASH
SPRITENAME = ALAB
SPRITEFRAME = Y
DURATION = 1
ACTION A_BossScream 
VAR1 = 1
NEXT = S_ALARMFINALFLASHREPEAT

FRAME S_ALARMFINALFLASHREPEAT
SPRITENUMBER = ALAB
SPRITESUBNUMBER = X
DURATION = 0
NEXT = S_TNTBARREL_EXPL1
ACTION A_Repeat
VAR1 = 10
VAR2 = S_ALARMFINALFLASH

Thing MT_VOLTTELLY
#$Sprite SPR_VTELA0
MAPTHINGNUM = -1
SPAWNSTATE = S_VOLTTELLYSPAWN
SPAWNHEALTH = 2
SEESTATE = S_VOLTTELLYSPINA
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 = 5*FRACUNIT
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY

Object MT_VOLTTELLYVOLT
MapThingNum = -1
SpawnState = S_VOLTZAP
DeathState = S_NULL
SeeSound = sfx_buzz1
DeathSound = sfx_s250
Speed = 9*FRACUNIT
Radius = 12*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_SPECIAL|MF_NOGRAVITY|MF_NOBLOCKMAP

State S_VOLTTELLYSPAWN
SpriteName = VTEL
SpriteFrame = D
Duration = 5
Next = S_VOLTTELLYOFFLINE

State S_VOLTTELLYOFFLINE
SpriteName = VTEL
SpriteFrame = A
Duration = 1
VAR1 = 1
Next = S_VOLTTELLYOFFLINE
Action = A_Look

State S_VOLTTELLYSPINA
SpriteName = VTEL
SpriteFrame = A
Duration = 1
Next = S_VOLTTELLYSPINAC
Action = A_BuzzFly


FRAME S_VOLTTELLYSPINAC
SPRITENUMBER = VTEL
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_VOLTTELLYSPINB
ACTION A_Repeat
VAR1 = 6
VAR2 = S_VOLTTELLYSPINA

State S_VOLTTELLYSPINB
SpriteName = VTEL
SpriteFrame = B
Duration = 1
Next = S_VOLTTELLYSPINBC
Action = A_BuzzFly


FRAME S_VOLTTELLYSPINBC
SPRITENUMBER = VTEL
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_VOLTTELLYSPINC
ACTION A_Repeat
VAR1 = 6
VAR2 = S_VOLTTELLYSPINB

State S_VOLTTELLYSPINC
SpriteName = VTEL
SpriteFrame = C
Duration = 1
Next = S_VOLTTELLYSPINCC
Action = A_BuzzFly


FRAME S_VOLTTELLYSPINCC
SPRITENUMBER = VTEL
SPRITESUBNUMBER = C
DURATION = 0
NEXT = S_VOLTTELLYSPIND
ACTION A_Repeat
VAR1 = 6
VAR2 = S_VOLTTELLYSPINC

State S_VOLTTELLYSPIND
SpriteName = VTEL
SpriteFrame = D
Duration = 1
Next = S_VOLTTELLYSPINDC
Action = A_BuzzFly


FRAME S_VOLTTELLYSPINDC
SPRITENUMBER = VTEL
SPRITESUBNUMBER = D
DURATION = 0
NEXT = S_VOLTTELLYSPINE
ACTION A_Repeat
VAR1 = 6
VAR2 = S_VOLTTELLYSPIND

State S_VOLTTELLYSPINE
SpriteName = VTEL
SpriteFrame = E
Duration = 1
Next = S_VOLTTELLYSPINEC
Action = A_BuzzFly


FRAME S_VOLTTELLYSPINEC
SPRITENUMBER = VTEL
SPRITESUBNUMBER = E
DURATION = 0
NEXT = S_VOLTTELLYSPINF
ACTION A_Repeat
VAR1 = 6
VAR2 = S_VOLTTELLYSPINE

State S_VOLTTELLYSPINF
SpriteName = VTEL
SpriteFrame = F
Duration = 1
Next = S_VOLTTELLYSPINFC
Action = A_BuzzFly


FRAME S_VOLTTELLYSPINFC
SPRITENUMBER = VTEL
SPRITESUBNUMBER = F
DURATION = 0
NEXT = S_VOLTTELLYSPINA
ACTION A_Repeat
VAR1 = 6
VAR2 = S_VOLTTELLYSPINF

State S_VOLTZAP
SpriteName = VTEV
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|FF_RANDOMANIM|A
Duration = 350
VAR1 = 5
VAR2 = 2
Next = S_VOLTZAP

Thing MT_FIRETELLY
#$Sprite SPR_FTELA0
MAPTHINGNUM = -1
SPAWNSTATE = S_FIRETELLYSPAWN
SPAWNHEALTH = 1
SEESTATE = S_FIRETELLYSPIN
SEESOUND = 0
REACTIONTIME = 1
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_TNTBARREL_EXPL4
SPEED = 2*FRACUNIT
RADIUS = 8*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = sfx_s22e
RAISESTATE = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY

State S_FIRETELLYSPAWN
SpriteName = FTEL
SpriteFrame = E
Duration = 10
Next = S_FIRETELLYOFFLINE

State S_FIRETELLYOFFLINE
SpriteName = FTEL
SpriteFrame = A
Duration = 1
VAR1 = 1
Next = S_FIRETELLYOFFLINE
Action = A_Look

State S_FIRETELLYSPIN
SpriteName = FTEL
SpriteFrame = FF_ANIMATE|FF_RANDOMANIM|A
Duration = 175
VAR1 = 7
VAR2 = 7
Next = S_FIRETELLYSPIT

FRAME S_FIRETELLYSPINLOOP
SPRITENUMBER = FTEL
SPRITESUBNUMBER = F
DURATION = 0
NEXT = S_FIRETELLYSPIT
ACTION A_Repeat
VAR1 = 175
VAR2 = S_FIRETELLYSPIN

State S_FIRETELLYSPIT
SpriteName = FTEL
SpriteFrame = I
Duration = 35
Action = A_DropMine
Next = S_FIRETELLYSPIN

Thing MT_AQUATELLY
#$Sprite SPR_WTELA0
MAPTHINGNUM = -1
SPAWNSTATE = S_AQUATELLYSPAWN
SPAWNHEALTH = 3
SEESTATE = S_AQUATELLYSPIN
SEESOUND = 0
REACTIONTIME = 1
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_TNTBARREL_EXPL4
SPEED = 2*FRACUNIT
RADIUS = 8*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = sfx_none
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

State S_AQUATELLYSPAWN
SpriteName = WTEL
SpriteFrame = E
Duration = 10
Next = S_AQUATELLYOFFLINE

State S_AQUATELLYOFFLINE
SpriteName = WTEL
SpriteFrame = A
Duration = 1
VAR1 = 1
Next = S_AQUATELLYOFFLINE
Action = A_Look

State S_AQUATELLYSPIN
SpriteName = WTEL
SpriteFrame = FF_ANIMATE|FF_RANDOMANIM|A
Duration = 105
VAR1 = 7
VAR2 = 7
Next = S_AQUATELLYSPIT

State S_AQUATELLYSPIT
SpriteName = WTEL
SpriteFrame = I
Duration = 35
Action = A_BrakLobShot
VAR1 = MT_AQUATELLYSPLASHER
VAR2 = 16+(1<<16)
Next = S_AQUATELLYSPIN

Object MT_AQUATELLYSPLASHER
MapThingNum = -1
SpawnState = S_AQUATELSHOT
DeathState = S_AQUATELSPLASHA
SeeSound = sfx_ghit
DeathSound = sfx_splish
Speed = 9*FRACUNIT
Radius = 7*FRACUNIT
Height = 14*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_SPECIAL|MF_NOBLOCKMAP|MF_BOUNCE

Object MT_AQUATELLYSPLISH
MapThingNum = -1
SpawnState = S_AQUATELSHUT
DeathState = S_AQUATELSPLISH
SeeSound = sfx_ghit
DeathSound = sfx_wslap
Speed = 9*FRACUNIT
Radius = 4*FRACUNIT
Height = 8*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_SPECIAL|MF_NOBLOCKMAP|MF_BOUNCE

State S_AQUATELSHOT
SpriteName = WTEW
SpriteFrame = A
Duration = 1
Next = S_AQUATELSHOT

State S_AQUATELSPLASHA
SpriteName = WTEW
SpriteFrame = B
Duration = 2
Next = S_AQUATELSPLASHB

State S_AQUATELSPLASHB
SpriteName = WTEW
SpriteFrame = C
Duration = 2
Next = S_SPLISH1

State S_AQUATELSHUT
SpriteName = WTEW
SpriteFrame = D
Duration = 1
Next = S_AQUATELSHUT

State S_AQUATELSPLISH
SpriteName = WTEW
SpriteFrame = FF_ANIMATE|E
Duration = 6
VAR1 = 2
VAR2 = 2
Next = S_NULL

Thing MT_LASERFIRINOBJECT
#$Sprite SPR_LFOXA0
MAPTHINGNUM = -1
SPAWNSTATE = S_LFOSPAWNS
SPAWNHEALTH = 1
SEESTATE = S_LFOCHASER
SEESOUND = sfx_alart
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_pop
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = S_TNTBARREL_EXPL1
SPEED = 4*FRACUNIT
RADIUS = 11*FRACUNIT
HEIGHT = 11*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY


State S_LFOSPAWNS
SpriteName = LFOX
SpriteFrame = B
Duration = 1
VAR1 = 1
Next = S_LFOSPAWNS
Action = A_Look

State S_LFOCHASER
SpriteName = LFOX
SpriteFrame = FF_ANIMATE|FF_RANDOMANIM|A
Duration = 105
VAR1 = 3
VAR2 = 2
Next = S_LFOLASER

State S_LFOCHASELOOP
SpriteName = LFOX
SpriteFrame = A
DURATION = 0
NEXT = S_LFOLASER
ACTION A_Repeat
VAR1 = 10
VAR2 = S_LFOCHASER

FRAME S_LFOLASER
SpriteName = LFOX
Duration = 35
NEXT = S_LFOCHASER
SPRITEFRAME = FF_FULLBRIGHT|C
ACTION A_FireShot
VAR1 = MT_ROCKET
VAR2 = (-49)

Thing MT_SNIPERJOE
#$Sprite SPR_SJOEA1
MAPTHINGNUM = -1
SPAWNSTATE = S_JOESPAWNS
SPAWNHEALTH = 2
SEESTATE = S_JOESEES
SEESOUND = sfx_alart
REACTIONTIME = 1
ATTACKSOUND = sfx_s3k4d
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_dmpain
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_JOEDIE
DEATHSOUND = sfx_cybdth
XDEATHSTATE = S_TNTBARREL_EXPL1
SPEED = 4
RADIUS = 13*FRACUNIT
HEIGHT = 26*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

State S_JOESPAWNS
SpriteName = SJOE
SpriteFrame = B
Duration = 1
Next = S_JOELOOKS

State S_JOELOOKS
SpriteName = SJOE
SpriteFrame = A
Duration = 1
Next = S_JOELOOKS
Action = A_Look

State S_JOESEES
SpriteName = SJOE
SpriteFrame = A
Duration = 1
Next = S_JOESHOOTS
VAR1 = 128
VAR2 = S_JOETHROW
Action = A_CheckTrueRange

State S_JOETHROW
SpriteName = SJOE
SpriteFrame = C
Duration = 105
Action = A_BrakLobShot
VAR1 = MT_FBOMB
VAR2 = 16+(1<<16)
Next = S_JOELOOKS

State S_JOESHOOTS
SpriteName = SJOE
SpriteFrame = B
Duration = 30
Next = S_JOESHOOTLOOP
ACTION A_PlayAttackSound

State S_JOESHOOTLOOP
SpriteName = SJOE
SpriteFrame = B
DURATION = 0
NEXT = S_JOECOOLS
ACTION A_Repeat
VAR1 = 3
VAR2 = S_JOESHOOTS

State S_JOECOOLS
SpriteName = SJOE
SpriteFrame = B
Duration = 140
Next = S_JOELOOKS

State S_JOEDIE
SpriteName = SJOE
SpriteFrame = D
Duration = 1
Next = S_JOEDIELOOP
ACTION A_BossScream

State S_JOEDIELOOP
SpriteName = SJOE
SpriteFrame = D
DURATION = 0
NEXT = S_NULL
ACTION A_Repeat
VAR1 = 35
VAR2 = S_JOEDIE

Thing MT_CANNONJOE
#$Sprite SPR_CJOEA1
MAPTHINGNUM = -1
SPAWNSTATE = S_CJOESPAWN
SPAWNHEALTH = 3
SEESTATE = S_CJOEFIRE
SEESOUND = sfx_alart
REACTIONTIME = 1
ATTACKSOUND = sfx_s3k4d
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_dmpain
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_CJOEDIE
DEATHSOUND = sfx_cybdth
XDEATHSTATE = S_TNTBARREL_EXPL1
SPEED = 0
RADIUS = 12*FRACUNIT
HEIGHT = 30*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

State S_CJOEDIE
SpriteName = SJOE
SpriteFrame = D
Duration = 1
Next = S_JOEDIELOOP
ACTION A_BossScream

State S_CJOEDIELOOP
SpriteName = SJOE
SpriteFrame = D
DURATION = 0
NEXT = S_TNTBARREL_EXPL1
ACTION A_Repeat
VAR1 = 70
VAR2 = S_CJOEDIE

State S_CJOESMOKE
SpriteName = CJOE
SpriteFrame = A
Duration = 175
Next = S_CJOELOOK

State S_CJOESPAWN
SpriteName = CJOE
SpriteFrame = A
Duration = 1
Next = S_CJOELOOK

State S_CJOELOOK
SpriteName = CJOE
SpriteFrame = B
Duration = 1
VAR1 = 1
Next = S_CJOELOOK
Action = A_Look

State S_CJOEFIRE
SpriteName = CJOE
SpriteFrame = A
Duration = 0
Next = S_CJOEFIRES
ACTION A_PlayAttackSound

State S_CJOEFIRES
SpriteName = CJOE
SpriteFrame = A
Duration = 2
Next = S_CJOEAFIRE
ACTION A_SuperFireShot
VAR1 = MT_JETTBULLET
VAR2 = (-24)

State S_CJOEAFIRE
SpriteName = CJOE
SpriteFrame = B
Duration = 3
Next = S_CJOEREPEATFIRE

State S_CJOEREPEATFIRE
SpriteName = CJOE
SpriteFrame = B
DURATION = 0
NEXT = S_CJOESMOKE
ACTION A_Repeat
VAR1 = 8
VAR2 = S_CJOEFIRE

Thing MT_OLDMISSILESPEWER
#$Sprite SPR_OMSAA1
MAPTHINGNUM = -1
SPAWNSTATE = S_SPEWMISSILE
SPAWNHEALTH = 9999
SEESTATE = S_NULL
SEESOUND = sfx_none
REACTIONTIME = 1
ATTACKSOUND = sfx_alarm
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_none
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_TNTBARREL_EXPL4
DEATHSOUND = sfx_pop
XDEATHSTATE = S_TNTBARREL_EXPL4
SPEED = 4
RADIUS = 10*FRACUNIT
HEIGHT = 15*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SOLID

State S_SPEWMISSILE
SpriteName = OMSA
SpriteFrame = A
Duration = 105
Next = S_SPEWMISSILE
ACTION A_PlayAttackSound