FREESLOT
MT_ROBOHOODTWO
SPR_RHD2
S_ROBOHOOD2_LOOK
S_ROBOHOOD2_STND
S_ROBOHOOD2_JUMP
S_ROBOHOOD2_SHOOT
S_ROBOHOOD2_JUMP2
S_ROBOHOOD2_FALL
S_ROBOHOOD2_SHOOTLAST
S_ROBOHOOD2_SHOOTREPEAT
S_ROBOHOOD2_WHEEEEEEEEE
MT_ROBOHOODALPHA
S_ALPHAHOODJUMP1
S_ALPHAHOODJUMP2
S_ALPHAHOODRAPIDARROW
S_ALPHAHOODRAPIDARROWREPEAT
S_ROBOHOOD2_MEGASHOOT
S_ROBOHOOD2_MEGASHOOTLAST
S_ROBOHOOD2_MEGASHOOTREPEAT
MT_ROBOHOODBETA
S_BETAHOODJUMP1
S_BETAHOODJUMP2
S_BETAHOODRAPIDARROW
S_BETAHOODRAPIDARROWREPEAT
S_ROBOHOOD2_POWERSHOOT
S_ROBOHOOD2_POWERSHOOTLAST
S_ROBOHOOD2_POWERSHOOTREPEAT
MT_POPUPEGGMANTURRET
MT_GIGAPOPUPEGGMANTURRET
S_EGGTURLOOKY
S_EGGTURPEWPEW
S_EGGTURPEWPEWRISEA
S_EGGTURPEWPEWRISEB
S_EGGTURPEWPEWRISEC
S_EGGTURPEWPEWRISED
S_EGGTURPEWPEWRISEE
S_EGGTURPEWPEWRISEF
S_EGGTURPEWPEWRISEG
S_EGGTURPEWPEWRISEH
S_EGGTURPEWPEW2
S_EGGTURPEWPEW3
S_EGGTURPEWPEW4
S_EGGTURPEWPEWFALLA
S_EGGTURPEWPEWFALLB
S_EGGTURPEWPEWFALLC
S_EGGTURPEWPEWFALLD
S_EGGTURPEWPEWFALLE
S_EGGTURPEWPEWFALLF
S_EGGTURPEWPEWFALLG
S_EGGTURPEWPEWFALLH
S_GEGGTURLOOKY
S_GEGGTURPEWPEW
S_GEGGTURPEWPEWRISEA
S_GEGGTURPEWPEWRISEB
S_GEGGTURPEWPEWRISEC
S_GEGGTURPEWPEWRISED
S_GEGGTURPEWPEWRISEE
S_GEGGTURPEWPEWRISEF
S_GEGGTURPEWPEWRISEG
S_GEGGTURPEWPEWRISEH
S_GEGGTURPEWPEW2
S_GEGGTURPEWPEW3
S_GEGGTURPEWPEW4
S_GEGGTURPEWPEWFALLA
S_GEGGTURPEWPEWFALLB
S_GEGGTURPEWPEWFALLC
S_GEGGTURPEWPEWFALLD
S_GEGGTURPEWPEWFALLE
S_GEGGTURPEWPEWFALLF
S_GEGGTURPEWPEWFALLG
S_GEGGTURPEWPEWFALLH
S_GEGGTURPEWPEW22
SPR_EGTR
SPR_DET2
MT_ORBITALDETON
S_ORBITALDETOFF
S_ORBITALDETON_ACTIVEWARNING
S_ORBITALDETON_COOLDOWN
S_ORBITALDETON_FIRE
MT_BEAMWARNING
S_SOLETARGETS_1
S_SOLETARGETS_2
S_SOLETARGETS_3
S_SOLETARGETS_4
S_SOLETARGETS_5
S_SOLETARGETS_6
S_BEAMBLASTGO
MT_ORBITALDETONTWO
S_ORBITALDETON_ACTIVEWARNING2
S_ORBITALDETON_COOLDOWN2
S_ORBITALDETON_FIRE2
MT_ORBITALDETONTHREE
S_ORBITALDETON_ACTIVEWARNING3
S_ORBITALDETON_COOLDOWN3
S_ORBITALDETON_FIRE3
MT_BANANASLIPPY
S_BANANASLIPPY
SPR_BANA
MT_ZORUATRICKRINGSMON
S_ZORUATRICKRINGSMON
SPR_ZRTK
MT_ZORUATRICKONESMON
S_ZORUATRICKONESMON
S_ORBITALDETON_DEATHSHORT
S_ORBITALDETON_DEATHSLOOP
S_ORBITALDETON_DEATHLONG
S_ORBITALDETON_DEATHLLOOP

Thing MT_POPUPEGGMANTURRET
#$Sprite EGTRA0
MAPTHINGNUM = -1
SPAWNSTATE = S_EGGTURLOOKY
SPAWNHEALTH = 3
SEESTATE = S_EGGTURPEWPEWRISEA
SEESOUND = sfx_s3k50
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

FRAME S_EGGTURLOOKY
SPRITENUMBER = EGTR
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_EGGTURLOOKY
Var1 = 1
ACTION A_Look

FRAME S_EGGTURPEWPEWRISEA
SPRITENUMBER = EGTR
SPRITESUBNUMBER = A
DURATION = 3
ACTION A_FaceTarget
NEXT = S_EGGTURPEWPEWRISEB

FRAME S_EGGTURPEWPEWRISEB
SPRITENUMBER = EGTR
SPRITESUBNUMBER = B
DURATION = 3
ACTION A_FaceTarget
NEXT = S_EGGTURPEWPEWRISEC

FRAME S_EGGTURPEWPEWRISEC
SPRITENUMBER = EGTR
SPRITESUBNUMBER = C
DURATION = 3
ACTION A_FaceTarget
NEXT = S_EGGTURPEWPEWRISED

FRAME S_EGGTURPEWPEWRISED
SPRITENUMBER = EGTR
SPRITESUBNUMBER = D
DURATION = 3
ACTION A_FaceTarget
NEXT = S_EGGTURPEWPEWRISEE

FRAME S_EGGTURPEWPEWRISEE
SPRITENUMBER = EGTR
SPRITESUBNUMBER = E
DURATION = 3
ACTION A_FaceTarget
NEXT = S_EGGTURPEWPEWRISEF

FRAME S_EGGTURPEWPEWRISEF
SPRITENUMBER = EGTR
SPRITESUBNUMBER = F
DURATION = 3
ACTION A_FaceTarget
NEXT = S_EGGTURPEWPEWRISEG

FRAME S_EGGTURPEWPEWRISEG
SPRITENUMBER = EGTR
SPRITESUBNUMBER = G
DURATION = 3
ACTION A_FaceTarget
NEXT = S_EGGTURPEWPEWRISEH

FRAME S_EGGTURPEWPEWRISEH
SPRITENUMBER = EGTR
SPRITESUBNUMBER = H
DURATION = 10
ACTION A_FaceTarget
NEXT = S_EGGTURPEWPEW

FRAME S_EGGTURPEWPEW
SPRITENUMBER = EGTR
SPRITESUBNUMBER = G
DURATION = 2
ACTION A_FireShot 
VAR1 = MT_TORPEDO
var2 = -30
NEXT = S_EGGTURPEWPEW2

FRAME S_EGGTURPEWPEW2
SPRITENUMBER = EGTR
SPRITESUBNUMBER = H
DURATION = 1
ACTION A_FaceTarget
NEXT = S_EGGTURPEWPEW3

FRAME S_EGGTURPEWPEW3
SPRITENUMBER = EGTR
SPRITESUBNUMBER = H
DURATION = 0
NEXT = S_EGGTURPEWPEW4
ACTION A_Repeat
VAR1 = 5
VAR2 = S_EGGTURPEWPEW

FRAME S_EGGTURPEWPEW4
SPRITENUMBER = EGTR
SPRITESUBNUMBER = H
DURATION = 35
NEXT = S_EGGTURPEWPEWFALLA

FRAME S_EGGTURPEWPEWFALLA
SPRITENUMBER = EGTR
SPRITESUBNUMBER = H
DURATION = 3
NEXT = S_EGGTURPEWPEWFALLB

FRAME S_EGGTURPEWPEWFALLB
SPRITENUMBER = EGTR
SPRITESUBNUMBER = G
DURATION = 3
NEXT = S_EGGTURPEWPEWFALLC

FRAME S_EGGTURPEWPEWFALLC
SPRITENUMBER = EGTR
SPRITESUBNUMBER = F
DURATION = 3
NEXT = S_EGGTURPEWPEWFALLD

FRAME S_EGGTURPEWPEWFALLD
SPRITENUMBER = EGTR
SPRITESUBNUMBER = E
DURATION = 3
NEXT = S_EGGTURPEWPEWFALLE

FRAME S_EGGTURPEWPEWFALLE
SPRITENUMBER = EGTR
SPRITESUBNUMBER = D
DURATION = 3
NEXT = S_EGGTURPEWPEWFALLF

FRAME S_EGGTURPEWPEWFALLF
SPRITENUMBER = EGTR
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_EGGTURPEWPEWFALLG

FRAME S_EGGTURPEWPEWFALLG
SPRITENUMBER = EGTR
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_EGGTURPEWPEWFALLH

FRAME S_EGGTURPEWPEWFALLH
SPRITENUMBER = EGTR
SPRITESUBNUMBER = A
DURATION = 15
NEXT = S_EGGTURLOOKY



Thing MT_GIGAPOPUPEGGMANTURRET
#$Sprite EGTR
MAPTHINGNUM = -1
SPAWNSTATE = S_GEGGTURLOOKY
SPAWNHEALTH = 8
SEESTATE = S_GEGGTURPEWPEWRISEA
SEESOUND = sfx_s3k86
REACTIONTIME = 2
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_BOSS

FRAME S_GEGGTURLOOKY
SPRITENUMBER = EGTR
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_GEGGTURLOOKY
Var1 = 1
ACTION A_Look

FRAME S_GEGGTURPEWPEWRISEA
SPRITENUMBER = EGTR
SPRITESUBNUMBER = A
DURATION = 1
ACTION A_FaceTarget
NEXT = S_GEGGTURPEWPEWRISEB

FRAME S_GEGGTURPEWPEWRISEB
SPRITENUMBER = EGTR
SPRITESUBNUMBER = B
DURATION = 1
ACTION A_FaceTarget
NEXT = S_GEGGTURPEWPEWRISEC

FRAME S_GEGGTURPEWPEWRISEC
SPRITENUMBER = EGTR
SPRITESUBNUMBER = C
DURATION = 1
ACTION A_FaceTarget
NEXT = S_GEGGTURPEWPEWRISED

FRAME S_GEGGTURPEWPEWRISED
SPRITENUMBER = EGTR
SPRITESUBNUMBER = D
DURATION = 1
ACTION A_FaceTarget
NEXT = S_GEGGTURPEWPEWRISEE

FRAME S_GEGGTURPEWPEWRISEE
SPRITENUMBER = EGTR
SPRITESUBNUMBER = E
DURATION = 1
ACTION A_FaceTarget
NEXT = S_GEGGTURPEWPEWRISEF

FRAME S_GEGGTURPEWPEWRISEF
SPRITENUMBER = EGTR
SPRITESUBNUMBER = F
DURATION = 1
ACTION A_FaceTarget
NEXT = S_GEGGTURPEWPEWRISEG

FRAME S_GEGGTURPEWPEWRISEG
SPRITENUMBER = EGTR
SPRITESUBNUMBER = G
DURATION = 1
ACTION A_FaceTarget
NEXT = S_GEGGTURPEWPEWRISEH

FRAME S_GEGGTURPEWPEWRISEH
SPRITENUMBER = EGTR
SPRITESUBNUMBER = H
DURATION = 3
ACTION A_FaceTarget
NEXT = S_GEGGTURPEWPEW

FRAME S_GEGGTURPEWPEW
SPRITENUMBER = EGTR
SPRITESUBNUMBER = G
DURATION = 15
ACTION A_SuperFireShot 
VAR1 = MT_ENERGYBALL
var2 = -30
NEXT = S_GEGGTURPEWPEW2

FRAME S_GEGGTURPEWPEW2
SPRITENUMBER = EGTR
SPRITESUBNUMBER = H
DURATION = 29
ACTION A_FaceTarget
NEXT = S_GEGGTURPEWPEW22

FRAME S_GEGGTURPEWPEW22
SPRITENUMBER = EGTR
SPRITESUBNUMBER = H
DURATION = 1
ACTION A_FaceTarget
NEXT = S_GEGGTURPEWPEW3

FRAME S_GEGGTURPEWPEW3
SPRITENUMBER = EGTR
SPRITESUBNUMBER = H
DURATION = 0
NEXT = S_GEGGTURPEWPEW4
ACTION A_Repeat
VAR1 = 3
VAR2 = S_GEGGTURPEWPEW

FRAME S_GEGGTURPEWPEW4
SPRITENUMBER = EGTR
SPRITESUBNUMBER = H
DURATION = 70
NEXT = S_GEGGTURPEWPEWFALLA

FRAME S_GEGGTURPEWPEWFALLA
SPRITENUMBER = EGTR
SPRITESUBNUMBER = H
DURATION = 7
NEXT = S_GEGGTURPEWPEWFALLB

FRAME S_GEGGTURPEWPEWFALLB
SPRITENUMBER = EGTR
SPRITESUBNUMBER = G
DURATION = 7
NEXT = S_GEGGTURPEWPEWFALLC

FRAME S_GEGGTURPEWPEWFALLC
SPRITENUMBER = EGTR
SPRITESUBNUMBER = F
DURATION = 7
NEXT = S_GEGGTURPEWPEWFALLD

FRAME S_GEGGTURPEWPEWFALLD
SPRITENUMBER = EGTR
SPRITESUBNUMBER = E
DURATION = 7
NEXT = S_GEGGTURPEWPEWFALLE

FRAME S_GEGGTURPEWPEWFALLE
SPRITENUMBER = EGTR
SPRITESUBNUMBER = D
DURATION = 7
NEXT = S_GEGGTURPEWPEWFALLF

FRAME S_GEGGTURPEWPEWFALLF
SPRITENUMBER = EGTR
SPRITESUBNUMBER = C
DURATION = 7
NEXT = S_GEGGTURPEWPEWFALLG

FRAME S_GEGGTURPEWPEWFALLG
SPRITENUMBER = EGTR
SPRITESUBNUMBER = B
DURATION = 7
NEXT = S_GEGGTURPEWPEWFALLH

FRAME S_GEGGTURPEWPEWFALLH
SPRITENUMBER = EGTR
SPRITESUBNUMBER = A
DURATION = 35
NEXT = S_GEGGTURLOOKY


Thing MT_ROBOHOODALPHA
#$Sprite RHD2A1
MAPTHINGNUM = -1
SPAWNSTATE = S_ROBOHOOD2_LOOK
SPAWNHEALTH = 6
SEESTATE = S_ROBOHOOD2_STND
SEESOUND = sfx_peww
REACTIONTIME = 5
ATTACKSOUND = sfx_ngjump
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_ROBOHOOD2_WHEEEEEEEEE
MISSILESTATE = S_ROBOHOOD2_MEGASHOOT
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 3
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_ALPHAHOODJUMP1
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_BOSS

Thing MT_ROBOHOODBETA
#$Sprite RHD2A1
MAPTHINGNUM = -1
SPAWNSTATE = S_ROBOHOOD2_LOOK
SPAWNHEALTH = 9
SEESTATE = S_ROBOHOOD2_STND
SEESOUND = sfx_peww
REACTIONTIME = 10
ATTACKSOUND = sfx_cdfm02
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_ROBOHOOD2_WHEEEEEEEEE
MISSILESTATE = S_ROBOHOOD2_POWERSHOOT
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 3
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_BETAHOODJUMP1
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_BOSS

Thing MT_ROBOHOODTWO
#$Sprite RHD2A1
MAPTHINGNUM = -1
SPAWNSTATE = S_ROBOHOOD2_LOOK
SPAWNHEALTH = 2
SEESTATE = S_ROBOHOOD2_STND
SEESOUND = sfx_peww
REACTIONTIME = 15
ATTACKSOUND = sfx_ngjump
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_ROBOHOOD2_WHEEEEEEEEE
MISSILESTATE = S_ROBOHOOD2_SHOOT
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 3
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_ROBOHOOD2_JUMP
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY


FRAME S_ROBOHOOD2_LOOK
SPRITENUMBER = RHD2
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_ROBOHOOD2_LOOK
ACTION A_Look


FRAME S_ROBOHOOD2_STND
SPRITENUMBER = RHD2
SPRITESUBNUMBER = C
DURATION = 1
NEXT = S_ROBOHOOD2_STND
ACTION A_HoodThink

FRAME S_ROBOHOOD2_SHOOT
SPRITENUMBER = RHD2
SPRITESUBNUMBER = C
DURATION = 6
Var1 = MT_ARROW
NEXT = S_ROBOHOOD2_SHOOTREPEAT
ACTION A_HoodFire

FRAME S_ROBOHOOD2_SHOOTREPEAT
SPRITENUMBER = RHD2
SPRITESUBNUMBER = C
DURATION = 0
NEXT = S_ROBOHOOD2_SHOOTLAST
ACTION A_Repeat
VAR1 = 4
VAR2 = S_ROBOHOOD2_SHOOT

FRAME S_ROBOHOOD2_SHOOTLAST
SPRITENUMBER = RHD2
SPRITESUBNUMBER = A
DURATION = 35
Var1 = MT_ARROW
NEXT = S_ROBOHOOD2_STND
ACTION A_HoodFire

FRAME S_ROBOHOOD2_JUMP
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 5
NEXT = S_ROBOHOOD2_JUMP2
ACTION A_FaceTarget

FRAME S_ROBOHOOD2_JUMP2
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_ROBOHOOD2_FALL
VAR1 = MT_HAMMER
VAR2 = 10
ACTION A_LobShot 

FRAME S_ROBOHOOD2_FALL
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_ROBOHOOD2_WHEEEEEEEEE
VAR1 = 5
VAR2 = -3
ACTION A_BunnyHop 

FRAME S_ROBOHOOD2_WHEEEEEEEEE
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_ROBOHOOD2_WHEEEEEEEEE
ACTION A_HoodFall



FRAME S_ALPHAHOODJUMP1
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_ALPHAHOODJUMP2
ACTION A_FaceTarget

FRAME S_ALPHAHOODJUMP2
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_ALPHAHOODRAPIDARROW
VAR1 = 8
VAR2 = -5
ACTION A_BunnyHop 

FRAME S_ALPHAHOODRAPIDARROW
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_ALPHAHOODRAPIDARROWREPEAT
VAR1 = MT_ARROW
ACTION A_SuperFireShot 


FRAME S_ALPHAHOODRAPIDARROWREPEAT
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_ROBOHOOD2_WHEEEEEEEEE
ACTION A_Repeat
VAR1 = 10
VAR2 = S_ALPHAHOODRAPIDARROW

FRAME S_ROBOHOOD2_MEGASHOOT
SPRITENUMBER = RHD2
SPRITESUBNUMBER = C
DURATION = 4
Var1 = MT_ARROW
NEXT = S_ROBOHOOD2_MEGASHOOTREPEAT
ACTION A_HoodFire

FRAME S_ROBOHOOD2_MEGASHOOTREPEAT
SPRITENUMBER = RHD2
SPRITESUBNUMBER = C
DURATION = 0
NEXT = S_ROBOHOOD2_MEGASHOOTLAST
ACTION A_Repeat
VAR1 = 9
VAR2 = S_ROBOHOOD2_MEGASHOOT

FRAME S_ROBOHOOD2_MEGASHOOTLAST
SPRITENUMBER = RHD2
SPRITESUBNUMBER = C
DURATION = 20
Var1 = MT_ARROW
NEXT = S_ROBOHOOD2_STND
ACTION A_HoodFire





FRAME S_BETAHOODJUMP1
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_BETAHOODJUMP2
ACTION A_FaceTarget

FRAME S_BETAHOODJUMP2
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_BETAHOODRAPIDARROW
VAR1 = 12
VAR2 = -2
ACTION A_BunnyHop 

FRAME S_BETAHOODRAPIDARROW
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 9
NEXT = S_BETAHOODRAPIDARROWREPEAT
VAR1 = MT_HAMMER
ACTION A_SuperFireShot 


FRAME S_BETAHOODRAPIDARROWREPEAT
SPRITENUMBER = RHD2
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_ROBOHOOD2_WHEEEEEEEEE
ACTION A_Repeat
VAR1 = 5
VAR2 = S_BETAHOODRAPIDARROW

FRAME S_ROBOHOOD2_POWERSHOOT
SPRITENUMBER = RHD2
SPRITESUBNUMBER = C
DURATION = 8
Var1 = MT_CANNONBALL
Var2 = 40
NEXT = S_ROBOHOOD2_POWERSHOOTREPEAT
ACTION A_LobShot

FRAME S_ROBOHOOD2_POWERSHOOTREPEAT
SPRITENUMBER = RHD2
SPRITESUBNUMBER = C
DURATION = 0
NEXT = S_ROBOHOOD2_POWERSHOOTLAST
ACTION A_Repeat
VAR1 = 14
VAR2 = S_ROBOHOOD2_POWERSHOOT

FRAME S_ROBOHOOD2_POWERSHOOTLAST
SPRITENUMBER = RHD2
SPRITESUBNUMBER = C
DURATION = 35
Var1 = MT_CANNONBALL
NEXT = S_ROBOHOOD2_STND
ACTION A_HoodFire


Thing MT_ORBITALDETON
#$Sprite DET2
MAPTHINGNUM = -1
SPAWNSTATE = S_ORBITALDETOFF
SPAWNHEALTH = 2
SEESTATE = S_ORBITALDETON_ACTIVEWARNING
SEESOUND = sfx_alarm
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_TNTBARREL_EXPL4
DEATHSOUND = sfx_bexpld
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 33*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY

Thing MT_ORBITALDETONTWO
#$Sprite DET2
MAPTHINGNUM = -1
SPAWNSTATE = S_ORBITALDETOFF
SPAWNHEALTH = 3
SEESTATE = S_ORBITALDETON_ACTIVEWARNING2
SEESOUND = sfx_alarm
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_ORBITALDETON_DEATHSHORT
DEATHSOUND = sfx_bexpld
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 33*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY

Thing MT_ORBITALDETONTHREE
#$Sprite DET2
MAPTHINGNUM = -1
SPAWNSTATE = S_ORBITALDETOFF
SPAWNHEALTH = 7
SEESTATE = S_ORBITALDETON_ACTIVEWARNING3
SEESOUND = sfx_alarm
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_s1ac
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_ORBITALDETON_DEATHLONG
DEATHSOUND = sfx_bexpld
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 33*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY|MF_BOSS

FRAME S_ORBITALDETOFF
SPRITENUMBER = DET2
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_ORBITALDETOFF
ACTION A_Look
Var1 = 1

FRAME S_ORBITALDETON_ACTIVEWARNING
SPRITENUMBER = DET2
SPRITESUBNUMBER = B
DURATION = 105
NEXT = S_ORBITALDETON_FIRE

FRAME S_ORBITALDETON_FIRE
SPRITENUMBER = DET2
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_ORBITALDETON_COOLDOWN

FRAME S_ORBITALDETON_COOLDOWN
SPRITENUMBER = DET2
SPRITESUBNUMBER = B
DURATION = 34
NEXT = S_ORBITALDETON_FIRE


FRAME S_ORBITALDETON_ACTIVEWARNING2
SPRITENUMBER = DET2
SPRITESUBNUMBER = B
DURATION = 70
NEXT = S_ORBITALDETON_FIRE2

FRAME S_ORBITALDETON_FIRE2
SPRITENUMBER = DET2
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_ORBITALDETON_COOLDOWN2

FRAME S_ORBITALDETON_COOLDOWN2
SPRITENUMBER = DET2
SPRITESUBNUMBER = B
DURATION = 67
NEXT = S_ORBITALDETON_FIRE2


FRAME S_ORBITALDETON_ACTIVEWARNING3
SPRITENUMBER = DET2
SPRITESUBNUMBER = B
DURATION = 105
NEXT = S_ORBITALDETON_FIRE3

FRAME S_ORBITALDETON_FIRE3
SPRITENUMBER = DET2
SPRITESUBNUMBER = B
DURATION = 10
NEXT = S_ORBITALDETON_COOLDOWN3

FRAME S_ORBITALDETON_COOLDOWN3
SPRITENUMBER = DET2
SPRITESUBNUMBER = B
DURATION = 165
NEXT = S_ORBITALDETON_FIRE3




Thing MT_BEAMWARNING
#$Sprite DET2
MAPTHINGNUM = -1
SPAWNSTATE = S_SOLETARGETS_1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
SEESOUND = sfx_none
REACTIONTIME = 1
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_none
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_BEAMBLASTGO
DEATHSOUND = sfx_s249
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 1*FRACUNIT
MASS = 1000
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SCENERY|MF_NOCLIP


FRAME S_SOLETARGETS_1
SPRITENUMBER = TARG
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_SOLETARGETS_2

FRAME S_SOLETARGETS_2
SPRITENUMBER = TARG
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_SOLETARGETS_3

FRAME S_SOLETARGETS_3
SPRITENUMBER = TARG
SPRITESUBNUMBER = C
DURATION = 1
NEXT = S_SOLETARGETS_4

FRAME S_SOLETARGETS_4
SPRITENUMBER = TARG
SPRITESUBNUMBER = D
DURATION = 1
NEXT = S_SOLETARGETS_5

FRAME S_SOLETARGETS_5
SPRITENUMBER = TARG
SPRITESUBNUMBER = E
DURATION = 1
NEXT = S_SOLETARGETS_6

FRAME S_SOLETARGETS_6
SPRITENUMBER = TARG
SPRITESUBNUMBER = F
DURATION = 1
NEXT = S_SOLETARGETS_1

FRAME S_BEAMBLASTGO
SPRITENUMBER = TARG
SPRITESUBNUMBER = G
DURATION = 1
NEXT = S_NULL


Thing MT_BANANASLIPPY
#$Sprite BANAA0
MAPTHINGNUM = -1
SPAWNSTATE = S_BANANASLIPPY
SPAWNHEALTH = 1000
SEESTATE = S_null
SEESOUND = sfx_none
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_none
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_cdfm63
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 14*FRACUNIT
HEIGHT = 24*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL



FRAME S_BANANASLIPPY
SPRITENUMBER = BANA
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_BANANASLIPPY

Thing MT_ZORUATRICKRINGSMON
#$Sprite ZRTKA0
MAPTHINGNUM = -1
SPAWNSTATE = S_ZORUATRICKRINGSMON
SPAWNHEALTH = 1000
SEESTATE = S_null
SEESOUND = sfx_none
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_none
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_ghosty
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 20*FRACUNIT
HEIGHT = 44*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL

FRAME S_ZORUATRICKRINGSMON
SPRITENUMBER = ZRTK
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_ZORUATRICKRINGSMON

Thing MT_ZORUATRICKONESMON
#$Sprite ZRTKA0
MAPTHINGNUM = -1
SPAWNSTATE = S_ZORUATRICKONESMON
SPAWNHEALTH = 1000
SEESTATE = S_null
SEESOUND = sfx_none
REACTIONTIME = 5
ATTACKSOUND = sfx_none
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = sfx_none
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_ghosty
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 20*FRACUNIT
HEIGHT = 44*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL

FRAME S_ZORUATRICKONESMON
SPRITENUMBER = ZRTK
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_ZORUATRICKONESMON


STATE S_ORBITALDETON_DEATHLONG
SPRITENAME = DET2
SPRITEFRAME = A
DURATION = 1
ACTION A_BossScream 
VAR1 = 1
NEXT = S_ORBITALDETON_DEATHLLOOP

FRAME S_ORBITALDETON_DEATHLLOOP
SPRITENUMBER = DET2
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_TNTBARREL_EXPL1
ACTION A_Repeat
VAR1 = 70
VAR2 = S_ORBITALDETON_DEATHLONG

STATE S_ORBITALDETON_DEATHSHORT
SPRITENAME = DET2
SPRITEFRAME = A
DURATION = 1
ACTION A_BossScream 
VAR1 = 1
NEXT = S_ORBITALDETON_DEATHSLOOP

FRAME S_ORBITALDETON_DEATHSLOOP
SPRITENUMBER = DET2
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_TNTBARREL_EXPL4
ACTION A_Repeat
VAR1 = 25
VAR2 = S_ORBITALDETON_DEATHSHORT