# "Script by Lat, edited to fit modern standards by Zippy_Zolton"

FREESLOT
MT_AMTCRAWLA
S_AMT_LOOK
S_AMT_FIRE
S_AMT_CHASE1
S_AMT_CHASE2
S_AMT_CHASE3
S_AMT_CHASE4
S_AMT_CHASE5
S_AMT_CHASE6
S_AMT_CHASE7
S_AMT_CHARGE
S_AMT_SOUND
SPR_AMTC

Thing MT_AMTCRAWLA
#$Name AMT Crawla
#$Sprite AMTCA1
#$Category Custom Enemies
MapThingNum = 4020
SpawnState = S_AMT_LOOK
SpawnHealth = 1
SeeState = S_AMT_CHARGE
SeeSound = sfx_none
ReactionTime = 10
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
DeathSound = sfx_pop
XDeathState = S_NULL
Speed = 10
Radius = 24*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_ENEMY|MF_SHOOTABLE|MF_SPECIAL

#AMT Crawla looking for a player:

State S_AMT_LOOK
SpriteName = AMTC
SpriteFrame = A
Duration = 1
Next = S_AMT_LOOK
Action = A_Look
Var1 = 2500*65536
Var2 = 0

#AMT Crawla firing at the player, chasing him and restarts the action:

State S_AMT_FIRE
SpriteName = AMTC
SpriteFrame = FF_FULLBRIGHT|G
Duration = 10
Next = S_AMT_CHASE1
Action = A_FireShot
Var1 = MT_ROCKET

State S_AMT_CHASE1
SpriteName = AMTC
SpriteFrame = A
Duration = 5
Next = S_AMT_CHASE2
Action = A_Chase

State S_AMT_CHASE2
SpriteName = AMTC
SpriteFrame = B
Duration = 5
Next = S_AMT_CHASE3
Action = A_Chase

State S_AMT_CHASE3
SpriteName = AMTC
SpriteFrame = C
Duration = 5
Next = S_AMT_CHASE4
Action = A_Chase

State S_AMT_CHASE4
SpriteName = AMTC
SpriteFrame = D
Duration = 5
Next = S_AMT_CHASE5
Action = A_Chase

State S_AMT_CHASE5
SpriteName = AMTC
SpriteFrame = E
Duration = 5
Next = S_AMT_CHASE6
Action = A_Chase

State S_AMT_CHASE6
SpriteName = AMTC
SpriteFrame = F
Duration = 5
Next = S_AMT_CHASE7
Action = A_Chase

State S_AMT_CHASE7
SpriteName = AMTC
SpriteFrame = F
Duration = 0
Next = S_AMT_CHARGE
Action = A_Repeat
Var1 = 2
Var2 = S_AMT_CHASE1


#AMT Crawla Standing for firing to the player:

State S_AMT_CHARGE
SpriteName = AMTC
SpriteFrame = FF_FULLBRIGHT|G
Duration = 35
Next = S_AMT_FIRE
Action = A_DualAction
Var1 = S_TURRETSEE
Var2 = S_AMT_SOUND

State S_AMT_SOUND
SpriteName = AMTC
SpriteFrame = G
Duration = 0
Next = S_NULL
Action = A_PlaySound
Var1 = sfx_s3ka5
Var2 = 1

# Sound Caption

Sound sfx_s3ka5
Caption Charging