Freeslot
MT_SHIFTER
MT_SHIFTERBOMB
SPR_SFTR
S_SHIFTERSTILL1
S_SHIFTERSTILL2
S_SHIFTERSTILL3
S_SHIFTER_SHOOT1
S_SHIFTER_SHOOT2
S_SHIFTER_SHOOT3
S_SHIFTER_SHOOT4
S_SHIFTERBOMB1
S_SHIFTERBOMB2
S_SBOMB_EXPL1
S_SBOMB_EXPL2
S_SBOMB_EXPL3
S_SBOMB_EXPL4
S_SBOMB_EXPL5
S_SBOMB_EXPL6
S_SHIFTERBLOCK1
S_SHIFTERBLOCK2
S_SHIFTERBLOCK3
S_SHIFTERBLOCK4
S_SHIFTER_SECONDBLOCK1
S_SHIFTER_SECONDBLOCK2
S_SHIFTER_SECONDBLOCK3
S_SHIFTER_SECONDBLOCK4
S_SHIFTERPAIN
S_SHIFTERDIE1
S_SHIFTERDIE2
S_SHIFTERDIE3


#EnemyShifter

OBJECT MT_SHIFTER
#$Name "Shifter"
#$Sprite SFTR
#$Category "Zero Ring"
MapThingNum = 3948
SpawnState = S_SHIFTERSTILL1
SpawnHealth = 2
SeeState = S_SHIFTER_SHOOT1
DeathState = S_SHIFTERDIE1
PainState = S_SHIFTERPAIN
ReactionTime = 32
Speed = 16*FRACUNIT
RaiseState = S_NULL
PainSound = sfx_s1ac
DeathSound = sfx_s3kb4
Radius = 16*FRACUNIT
Height = 20*FRACUNIT
Damage = 0
Mass = 100
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE


State S_SHIFTERSTILL1
SpriteName = SFTR
SpriteFrame = A
Duration = 1
Action = A_Look
Var1 = 0
Var2 = 0
Next = S_SHIFTERSTILL2

State S_SHIFTERSTILL2
SpriteName = SFTR
SpriteFrame = B
Duration = 1
Action = A_Look
Var1 = 0
Var2 = 0
Next = S_SHIFTERSTILL3

State S_SHIFTERSTILL3
SpriteName = SFTR
SpriteFrame = C
Duration = 1
Action = A_Look
Var1 = 0
Var2 = 0
Next = S_SHIFTERSTILL1

State S_SHIFTER_SHOOT1
SpriteName = SFTR
SpriteFrame = E
Duration = 2
Action = None
Var1 = 4
Var2 = 24
Next = S_SHIFTER_SHOOT2

State S_SHIFTER_SHOOT2
SpriteName = SFTR
SpriteFrame = F
Duration = 2
Action = A_LobShot
Var1 = MT_SHIFTERBOMB
Var2 = 60
Next = S_SHIFTER_SHOOT3

State S_SHIFTER_SHOOT3
SpriteName = SFTR
SpriteFrame = G
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_SHIFTER_SHOOT4

State S_SHIFTER_SHOOT4
SpriteName = SFTR
SpriteFrame = H
Duration = 75
Action = None
Var1 = 0
Var2 = 0
Next = S_SHIFTERBLOCK1

State S_SHIFTERBLOCK1
SpriteName = SFTR
SpriteFrame = I
Duration = 3
Action = A_PlaySound
Var1 = sfx_s3k52
Var2 = 1
Next = S_SHIFTERBLOCK2

State S_SHIFTERBLOCK2
SpriteName = SFTR
SpriteFrame = J
Duration = 3
Action = None
Var1 = 0
Var2 = 0
Next = S_SHIFTERBLOCK3

State S_SHIFTERBLOCK3
SpriteName = SFTR
SpriteFrame = K
Duration = 150
Action = A_PlaySound
Var1 = sfx_s3k56
Var2 = 1
Next = S_SHIFTERBLOCK4

State S_SHIFTERBLOCK4
SpriteName = SFTR
SpriteFrame = I
Duration = 3
Action = A_PlaySound
Var1 = sfx_s3k52
Var2 = 1
Next = S_SHIFTERSTILL1

State S_SHIFTERPAIN
SpriteName = SFTR
SpriteFrame = D
Duration = 15
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_SHIFTER_SECONDBLOCK1

State S_SHIFTER_SECONDBLOCK1
SpriteName = SFTR
SpriteFrame = I
Duration = 1
Action = A_PlaySound
Var1 = sfx_s3k52
Var2 = 1
Next = S_SHIFTER_SECONDBLOCK2

State S_SHIFTER_SECONDBLOCK2
SpriteName = SFTR
SpriteFrame = J
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_SHIFTER_SECONDBLOCK3

State S_SHIFTER_SECONDBLOCK3
SpriteName = SFTR
SpriteFrame = K
Duration = 15
Action = A_PlaySound
Var1 = sfx_s3k56
Var2 = 1
Next = S_SHIFTER_SECONDBLOCK4

State S_SHIFTER_SECONDBLOCK4
SpriteName = SFTR
SpriteFrame = I
Duration = 2
Action = A_PlaySound
Var1 = sfx_s3k52
Var2 = 1
Next = S_SHIFTERSTILL1

State S_SHIFTERDIE1
SpriteName = SFTR
SpriteFrame = D
Duration = 4
Action = A_BossScream
Var1 = 1
Var2 = 0
Next = S_SHIFTERDIE2

State S_SHIFTERDIE2
SpriteName = SFTR
SpriteFrame = D
Duration = 4
Action = A_BossScream
Var1 = 1
Var2 = 0
Next = S_SHIFTERDIE3

State S_SHIFTERDIE3
SpriteName = SFTR
SpriteFrame = D
Duration = 0
Action = A_Repeat
Var1 = 7
Var2 = 0
Next = S_XPLD_FLICKY

#ShifterBomb

OBJECT MT_SHIFTERBOMB
#$Sprite FBOM
SpawnState = S_SHIFTERBOMB1
SpawnHealth = 1
SeeState = S_NULL
DeathState = S_SBOMB_EXPL1
PainState = S_NULL
ReactionTime = 0
Speed = 12*FRACUNIT
RaiseState = S_NULL
SeeSound = sfx_s3k51
PainSound = sfx_None
DeathSound = sfx_s3k4e
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
Damage = 0
Mass = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE

State S_SHIFTERBOMB1
SpriteName = FBOM
SpriteFrame = A
Duration = 1
Action = A_GhostMe
Var1 = 0
Var2 = MT_POPSHOT_TRAIL
Next = S_SHIFTERBOMB2

State S_SHIFTERBOMB2
SpriteName = FBOM
SpriteFrame = B
Duration = 1
Action = A_GhostMe
Var1 = 0
Var2 = MT_POPSHOT_TRAIL
Next = S_SHIFTERBOMB1

State S_SBOMB_EXPL1
SpriteName = BARX
SpriteFrame = A
Duration = 3
Action = A_SetObjectFlags
Var1 = MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP
Var2 = 0
Next = S_SBOMB_EXPL2

State S_SBOMB_EXPL2
SpriteName = BARX
SpriteFrame = B
Duration = 2
Action = A_Boss5BombExplode
Var1 = MT_TNTDUST
Var2 = 0
Next = S_SBOMB_EXPL3

State S_SBOMB_EXPL3
SpriteName = BARX
SpriteFrame = B
Duration = 1
Action = none
Var1 = 0
Var2 = 0
Next = S_SBOMB_EXPL4

State S_SBOMB_EXPL4
SpriteName = BARX
SpriteFrame = C
Duration = 3
Action = none
Var1 = 0
Var2 = 0
Next = S_SBOMB_EXPL5

State S_SBOMB_EXPL5
SpriteName = BARX
SpriteFrame = D
Duration = 3
Action = none
Var1 = 0
Var2 = 0
Next = S_SBOMB_EXPL6

State S_SBOMB_EXPL6
SpriteName = NULL
SpriteFrame = A
Duration = 2*TICRATE
Action = none
Var1 = 0
Var2 = 0
Next = S_NULL