Freeslot
MT_XFOCV
MT_DRF
MT_DBF
MT_DOF
MT_DRO1
MT_CVT1
MT_CVT2
MT_CVT3
MT_CVT4
MT_CVT5
MT_CVT6
MT_SFL1
MT_SFL2
MT_SFL3
MT_CVTP
MT_CVDE
MT_CVDE1
MT_CVDE2
MT_CVVINEMACE
MT_TrashPot
MT_TrashFire
MT_DDFB
MT_DDFO
MT_DDFR
MT_CHFR
S_UFOFLY1
S_UFOFLY2
S_UFOFLY3
S_UFOFLY4
S_UFOFLY5
S_UFOFLY6
S_UFOFLY7
S_UFOFLY8
S_UFOFLY9
S_UFOFLYX
S_BUZZRIPOFFSTAND1
S_BUZZRIPOFFSTAND2
S_CVVINEMACE
S_DRF1
S_DRF2
S_DRF3
S_DBF1
S_DBF2
S_DBF3
S_DOF1
S_DOF2
S_DOF3
S_DRO1
S_CVT1
S_CVT2
S_CVT3
S_CVT4
S_CVT5
S_CVT6
S_SFL1
S_SFL2
S_SFL3
S_CVTP
S_CVDE
S_CVDE1
S_CVDE2
S_CVBMSPAWN
S_CVBMSHOOT1
S_CVBMSHOOT2A
S_CVBMSHOOT2B
S_CVBMSHOOT2C
S_CVBMSHOOT2D
S_CVBMSHOOT2E
S_CVBMSHOOT2F
S_CVBMSHOOT2G
S_CVBMSHOOT2H
S_CVBMSHOOT2I
S_CVBMSHOOT2J
S_CVBMSHOOT2K
S_CVBMSHOOT2L
S_CVBMSHOOT3
S_CVBMSHOOT4
S_CVBMSHOOT5
S_CVBMSHOOT6
S_CVBMSHOOT7
S_CVBMSHOOT8
S_CVBMSHOOT9
S_CVBMSHOOT10
S_CVBMSHOOT11
S_CVBMSHOOT12
S_THRSFIRESPAWN
S_DDFB
S_DDFO
S_DDFR
S_CHFR1
S_CHFR2
S_CHFR3
S_CHFR4
S_CHFR5
S_CHFR6
S_CHFR7
S_CHFR8
S_CHFR9
S_CHFR10
SPR_XFOY
SPR_DRFX
SPR_DBFX
SPR_DOFX
SPR_DRO1
SPR_CVT1
SPR_CVT2
SPR_SFLW
SPR_CVDE
SPR_CVTP
SPR_CVBL
SPR_CVBM
SPR_DDFB
SPR_DDFO
SPR_DDFR
SPR_CHFR


OBJECT MT_XFOCV
#$Category Cosmic Valley
#$Name Jetty-Vaccum
#$Sprite XFOYA0
MAPTHINGNUM = 1360
SPAWNSTATE = S_BUZZRIPOFFSTAND1
SPAWNHEALTH = 1
SEESTATE = S_UFOFLY1
SEESOUND = 0
REACTIONTIME = 2
ATTACKSOUND = 0
PAINSOUND = sfx_s1ac
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = 0
SPEED = 12*FRACUNIT
RADIUS = 30*FRACUNIT
HEIGHT = 24*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SLIDEME|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY

FRAME S_BUZZRIPOFFSTAND1
SPRITENAME = SPR_XFOY
Duration = 2
SPRITEFRAME = A
NEXT = S_BUZZRIPOFFSTAND2
ACTION A_LOOK

FRAME S_BUZZRIPOFFSTAND2
SPRITENAME = SPR_XFOY
Duration = 2
SPRITEFRAME = A
NEXT = S_BUZZRIPOFFSTAND1
ACTION A_LOOK

FRAME S_UFOFLY1
SPRITENAME = SPR_XFOY
Duration = 2
NEXT = S_UFOFLY2
SPRITEFRAME = A
ACTION A_BuzzFly

FRAME S_UFOFLY2
SPRITENAME = SPR_XFOY
Duration = 2
NEXT = S_UFOFLY3
SPRITEFRAME = B
ACTION A_BuzzFly

FRAME S_UFOFLY3
SPRITENAME = SPR_XFOY
Duration = 2
NEXT = S_UFOFLY4
SPRITEFRAME = C
ACTION A_BuzzFly

FRAME S_UFOFLY4
SPRITENAME = SPR_XFOY
Duration = 2
NEXT = S_UFOFLY5
SPRITEFRAME = D
ACTION A_BuzzFly

FRAME S_UFOFLY5
SPRITENAME = SPR_XFOY
Duration = 0
NEXT = S_UFOFLY6
SPRITEFRAME = D
ACTION A_Repeat
VAR1 = 10
VAR2 = S_UFOFLY1

FRAME S_UFOFLY6
SPRITENAME = SPR_XFOY
Duration = 8
NEXT = S_UFOFLY7
SPRITEFRAME = A
ACTION A_FireShot 
VAR1 = MT_TORPEDO2
VAR2 = -50*FRACUNIT

FRAME S_UFOFLY7
SPRITENAME = SPR_XFOY
Duration = 6
NEXT = S_UFOFLY8
SPRITEFRAME = B
ACTION A_FireShot 
VAR1 = MT_TORPEDO2
VAR2 = -50*FRACUNIT

FRAME S_UFOFLY8
SPRITENAME = SPR_XFOY
Duration = 6
NEXT = S_UFOFLY9
SPRITEFRAME = C
ACTION A_FireShot 
VAR1 = MT_TORPEDO2
VAR2 = -50*FRACUNIT

FRAME S_UFOFLY9
SPRITENAME = SPR_XFOY
Duration = 6
NEXT = S_UFOFLYX
SPRITEFRAME = D
ACTION A_FireShot 
VAR1 = MT_TORPEDO2
VAR2 = -50*FRACUNIT

FRAME S_UFOFLYX
SPRITENAME = SPR_XFOY
Duration = 0
NEXT = S_UFOFLY1
SPRITEFRAME = D
ACTION A_Repeat
VAR1 = 3
VAR2 = S_UFOFLY6

OBJECT MT_TrashPot
#$Category Cosmic Valley
#$Name Oven-Syn
#$Sprite CVBMA1
MAPTHINGNUM = 1354
SPAWNSTATE = S_CVBMSPAWN
SPAWNHEALTH = 8
SEESTATE = S_CVBMSHOOT1
SEESOUND = sfx_None
REACTIONTIME = 1
ATTACKSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
PAINCHANCE = 200
PAINSOUND = sfx_s1ac
XDEATHSTATE = 0
SPEED = 0
RADIUS = 24*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = DMG_FIRE
DAMAGE = 5
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY|MF_BOSS

FRAME S_CVBMSPAWN
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_Look
Duration = 2
NEXT = S_CVBMSPAWN
VAR1 = 1

FRAME S_CVBMSHOOT1
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_FindTarget
Duration = 2
NEXT = S_CVBMSHOOT2A
VAR1 = MT_PLAYER

FRAME S_CVBMSHOOT2A
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_BrakLobShot
Duration = 12
NEXT = S_CVBMSHOOT2B
Var1 = MT_POPSHOT
VAR2 = (1<<16)|64

FRAME S_CVBMSHOOT2B
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_BrakLobShot
Duration = 11
NEXT = S_CVBMSHOOT2C
Var1 = MT_POPSHOT
VAR2 = (1<<16)|64

FRAME S_CVBMSHOOT2C
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_BrakLobShot
Duration = 10
NEXT = S_CVBMSHOOT2D
Var1 = MT_POPSHOT
VAR2 = (1<<16)|64

FRAME S_CVBMSHOOT2D
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_BrakLobShot
Duration = 9
NEXT = S_CVBMSHOOT2E
Var1 = MT_POPSHOT
VAR2 = (1<<16)|64

FRAME S_CVBMSHOOT2E
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_BrakLobShot
Duration = 8
NEXT = S_CVBMSHOOT2F
Var1 = MT_POPSHOT
VAR2 = (1<<16)|64

FRAME S_CVBMSHOOT2F
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_BrakLobShot
Duration = 7
NEXT = S_CVBMSHOOT2G
Var1 = MT_POPSHOT
VAR2 = (1<<16)|64

FRAME S_CVBMSHOOT2G
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_BrakLobShot
Duration = 6
NEXT = S_CVBMSHOOT2H
Var1 = MT_POPSHOT
VAR2 = (1<<16)|64

FRAME S_CVBMSHOOT2H
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_BrakLobShot
Duration = 5
NEXT = S_CVBMSHOOT2I
Var1 = MT_POPSHOT
VAR2 = (1<<16)|64

FRAME S_CVBMSHOOT2I
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_BrakLobShot
Duration = 4
NEXT = S_CVBMSHOOT2J
Var1 = MT_POPSHOT
VAR2 = (1<<16)|64

FRAME S_CVBMSHOOT2J
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_BrakLobShot
Duration = 2
NEXT = S_CVBMSHOOT2K
Var1 = MT_POPSHOT
VAR2 = (1<<16)|64

FRAME S_CVBMSHOOT2K
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_BrakLobShot
Duration = 1
NEXT = S_CVBMSHOOT2L
Var1 = MT_POPSHOT
VAR2 = (1<<16)|64


FRAME S_CVBMSHOOT2L
SPRITENAME = SPR_CVBM
Duration = 0
NEXT = S_CVBMSHOOT3
SPRITEFRAME = A
ACTION A_Repeat
VAR1 = 35
VAR2 = S_CVBMSHOOT2K

FRAME S_CVBMSHOOT3
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
Duration = 10
NEXT = S_CVBMSHOOT4

FRAME S_CVBMSHOOT4
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_SpawnObjectRelative
Duration = 1
NEXT = S_CVBMSHOOT5
Var1 = (-30*65536)-30
VAR2 = (1*65536)+MT_TrashFire

FRAME S_CVBMSHOOT5
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_SpawnObjectRelative
Duration = 1
NEXT = S_CVBMSHOOT6
Var1 = (-30*65536)+30
VAR2 = (1*65536)+MT_TrashFire

FRAME S_CVBMSHOOT6
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_SpawnObjectRelative
Duration = 1
NEXT = S_CVBMSHOOT7
Var1 = (40*65536)-30
VAR2 = (1*65536)+MT_TrashFire

FRAME S_CVBMSHOOT7
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_SpawnObjectRelative
Duration = 1
NEXT = S_CVBMSHOOT8
Var1 = (40*65536)+0
VAR2 = (1*65536)+MT_TrashFire

FRAME S_CVBMSHOOT8
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_SpawnObjectRelative
Duration = 1
NEXT = S_CVBMSHOOT9
Var1 = (-40*65536)+0
VAR2 = (1*65536)+MT_TrashFire

FRAME S_CVBMSHOOT9
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_SpawnObjectRelative
Duration = 1
NEXT = S_CVBMSHOOT10
Var1 = 0-40
VAR2 = (1*65536)+MT_TrashFire

FRAME S_CVBMSHOOT10
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_SpawnObjectRelative
Duration = 1
NEXT = S_CVBMSHOOT11
Var1 = 0+40
VAR2 = (1*65536)+MT_TrashFire

FRAME S_CVBMSHOOT11
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
ACTION A_SpawnObjectRelative
Duration = 1
NEXT = S_CVBMSHOOT12
Var1 = (30*65536)+30
VAR2 = (1*65536)+MT_TrashFire

FRAME S_CVBMSHOOT12
SPRITENAME = SPR_CVBM
SPRITEFRAME = A
Duration = 105
NEXT = S_CVBMSHOOT1


OBJECT MT_TrashFire
SPAWNSTATE = S_THRSFIRESPAWN
SPAWNHEALTH = 1000
SEESOUND = sfx_s3kc2s
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = MT_EXTRALARGEBUBBLE
PAINCHANCE = 200
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 20*FRACUNIT
RADIUS = 24*FRACUNIT
HEIGHT = 24*FRACUNIT
MASS = DMG_FIRE
DAMAGE = 5
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_PAIN|MF_FIRE|MF_RUNSPAWNFUNC

FRAME S_THRSFIRESPAWN
SPRITENAME = SPR_CFLM
SPRITEFRAME = A|FF_FULLBRIGHT
Duration = 3
Action A_SetFuse
Var1 = 115
NEXT = S_GREENFLAME

