freeslot
S_UFO_LOOK
S_UFO_CHASE1
S_UFO_CHASE2
S_UFO_DIE1
S_UFO_DIE2
S_UFO_DIE3
S_UFO_DIE4
S_UFO_DIE5
S_UFO_DIE6
S_UFO_DIE7
S_UFO_DIE8
S_UFO_DIE9
S_UFO_DIE10
S_UFO_DIE11
S_UFO_DIE12
SPR_SUFO
MT_SPECIALUFO
S_IMPOSTOR_SUS_LOL
SPR_S2RG
MT_BEEGRING
S_COMICALLYLARGESPOON
MT_REDSPHERE
S_DROPSPHERE_FALLING
S_DROPSPHERE_FALLING2
S_DROPSPHERE_BOUNCE
S_DROPSPHERE_EXIST
MT_DROPSPHERE
S_UFO2_LOOK
S_UFO2_CHASE1
S_UFO2_CHASE2
S_UFO2_DIE1
S_UFO2_DIE2
S_UFO2_DIE3
S_UFO2_DIE4
S_UFO2_DIE5
S_UFO2_DIE6
S_UFO2_DIE7
S_UFO2_DIE8
S_UFO2_DIE9
S_UFO2_DIE10
S_UFO2_DIE11
S_UFO2_DIE12
S_UFO2_DIE13
SPR_SUNO
MT_SPECIALUFO2
MT_246AMBIENT
SFX_246ERR

state S_UFO_LOOK
spritename = SUFO
spriteframe = A
duration = 5
next = S_UFO_LOOK
action = A_LOOK

state S_UFO_CHASE1
spritename = SUFO
spriteframe = A
duration = 1
next = S_UFO_CHASE2
action = A_JETGTHINK

state S_UFO_CHASE2
spritename = SUFO
spriteframe = A
duration = 1
next = S_UFO_CHASE1
action = A_JETGTHINK

state S_UFO_DIE1
spritename = SUFO
spriteframe = A
duration = 3
next = S_UFO_DIE2
action = A_FALL

state S_UFO_DIE2
spritename = SUFO
spriteframe = A
duration = 3
next = S_UFO_DIE3
action = A_BOSSSCREAM
var1 = 1
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO_DIE3
spritename = SUFO
spriteframe = A
duration = 3
next = S_UFO_DIE4
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO_DIE4
spritename = SUFO
spriteframe = A
duration = 3
next = S_UFO_DIE5
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO_DIE5
spritename = SUFO
spriteframe = A
duration = 3
next = S_UFO_DIE6
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO_DIE6
spritename = SUFO
spriteframe = A
duration = 3
next = S_UFO_DIE7
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO_DIE7
spritename = SUFO
spriteframe = A
duration = 3
next = S_UFO_DIE8
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO_DIE8
spritename = SUFO
spriteframe = A
duration = 3
next = S_UFO_DIE9
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO_DIE9
spritename = SUFO
spriteframe = A
duration = 3
next = S_UFO_DIE10
action = A_BOSSSCREAM

state S_UFO_DIE10
spritename = SUFO
spriteframe = A
duration = 3
next = S_UFO_DIE11
action = A_BOSSSCREAM

state S_UFO_DIE12
spritename = SUFO
spriteframe = A
duration = 3
next = S_NULL
action = A_BOSSSCREAM

Object MT_SPECIALUFO
mapthingnum = 1337
spawnstate = S_UFO_LOOK
spawnhealth = 1
seestate = S_UFO_CHASE1
reactiontime = 5
painstate = S_NULL
raisestate = S_NULL
missilestate = S_UFO_CHASE1
meleestate = S_NULL
deathstate = S_UFO_DIE1
Xdeathstate = S_NULL
deathsound = sfx_cybdth
activesound = sfx_none
speed = 2*FRACUNIT
painchance = 200
damage = 0
mass = 100
radius = 47*FRACUNIT
height = 70*FRACUNIT
flags = MF_SLIDEME|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_ENEMY

state S_IMPOSTOR_SUS_LOL
spritename = S2RG
spriteframe FF_ANIMATE|FF_FULLBRIGHT|A
duration = -1
next = S_IMPOSTOR_SUS_LOL
var1 = 11
var2 = 4

object MT_BEEGRING
mapthingnum = 1338
spawnstate = S_IMPOSTOR_SUS_LOL
spawnhealth = 69
height = 65*FRACUNIT
radius = 53*FRACUNIT
reactiontime = 32
mass = 100
flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP

state S_COMICALLYLARGESPOON
spritename = SPHR
spriteframe = C
duration = -1
next = S_NULL

object MT_REDSPHERE
mapthingnum = 1339
spawnhealth = 1
spawnstate = S_COMICALLYLARGESPOON
height = 24*FRACUNIT
radius = 16*FRACUNIT
reactiontime = 32
mass = 100
flags = MF_PAIN|MF_NOGRAVITY

state S_DROPSPHERE_FALLING
spritename = SPHR
spriteframe = C
duration = 1
next = S_DROPSPHERE_FALLING2
action = A_GHOSTME

state S_DROPSPHERE_FALLING2
spritename = SPHR
spriteframe = C
duration = 0
next = S_DROPSPHERE_FALLING
action = A_MINUSCHECK

state S_DROPSPHERE_BOUNCE
spritename = SPHR
spriteframe = C
duration = 5
next = S_DROPSPHERE_EXIST
action = A_BUNNYHOP
var1 = 5

state S_DROPSPHERE_EXIST
spritename = SPHR
spriteframe = C
duration = 240
next = S_NULL

object MT_DROPSPHERE
mapthingnum = -1
spawnstate = S_DROPSPHERE_FALLING
seestate = S_DROPSPHERE_BOUNCE
spawnhealth = 1
reactiontime = 8
speed = 0
radius = 16*FRACUNIT
height = 24*FRACUNIT
damage = 1
mass = 100
flags = MF_PAIN

state S_UFO2_LOOK
spritename = SUNO
spriteframe = A
duration = 5
next = S_UFO2_LOOK
action = A_LOOK

state S_UFO2_CHASE1
spritename = SUNO
spriteframe = A
duration = 1
next = S_UFO2_CHASE2
action = A_JETBTHINK

state S_UFO2_CHASE2
spritename = SUNO
spriteframe = A
duration = 1
next = S_UFO2_CHASE1
action = A_JETBTHINK

state S_UFO2_DIE1
spritename = SUNO
spriteframe = A
duration = 3
next = S_UFO2_DIE2
action = A_FALL

state S_UFO2_DIE2
spritename = SUNO
spriteframe = A
duration = 3
next = S_UFO2_DIE3
action = A_BOSSSCREAM
var1 = 1
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO2_DIE3
spritename = SUNO
spriteframe = A
duration = 3
next = S_UFO2_DIE4
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO2_DIE4
spritename = SUNO
spriteframe = A
duration = 3
next = S_UFO2_DIE5
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO2_DIE5
spritename = SUNO
spriteframe = A
duration = 3
next = S_UFO2_DIE6
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO2_DIE6
spritename = SUNO
spriteframe = A
duration = 3
next = S_UFO2_DIE7
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO2_DIE7
spritename = SUNO
spriteframe = A
duration = 3
next = S_UFO2_DIE8
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO2_DIE8
spritename = SUNO
spriteframe = A
duration = 3
next = S_UFO2_DIE9
action = A_BOSSSCREAM
var2 = MT_SONIC3KBOSSEXPLODE

state S_UFO2_DIE9
spritename = SUNO
spriteframe = A
duration = 3
next = S_UFO2_DIE10
action = A_BOSSSCREAM

state S_UFO2_DIE10
spritename = SUNO
spriteframe = A
duration = 3
next = S_UFO2_DIE11
action = A_BOSSSCREAM

state S_UFO2_DIE12
spritename = SUNO
spriteframe = A
duration = 3
next = S_UFO2_DIE13
action = A_BOSSSCREAM

state S_UFO2_DIE13
spritename = SUNO
spriteframe = A
duration = 1
next = S_NULL
action = A_NAPALMSCATTER
var1 = MT_DROPSPHERE+(5<<16)
var2 = 35+(23<<16)

object MT_SPECIALUFO2
mapthingnum = 1340
spawnhealth = 1
spawnstate = S_UFO2_LOOK
seestate = S_UFO2_CHASE1
deathstate = S_UFO2_DIE1
raisestate = MT_DROPSPHERE
reactiontime = 5
painchance = 200
speed = 2*FRACUNIT
attacksound = sfx_s3k51
deathsound = sfx_cybdth
damage = 0
radius = 47*FRACUNIT
height = 70*FRACUNIT
flags = MF_SLIDEME|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_ENEMY

object MT_246AMBIENT
mapthingnum = 1341
spawnhealth = 56
seesound = sfx_246ERR
spawnstate = S_INVISIBLE
reactiontime = 8
radius = 16*FRACUNIT
height = 16*FRACUNIT
flags = MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY|MF_AMBIENT

#if I'm gonna be completely honest with you, I feel as if this whole mod is 
#kiiiiinda unfinished, yea I know it looks finished, but in my mind theres still 
#a ways to go. First of all I was planning to add a 3rd section to Bumper crazy, 
#but because of how late I was into development I had to scrap that idea and 
#instead sorta add more decor to the whole thing. There were going to be more 
#than 2 types of UFO's in SPM2, such as a one that would turn invisible for a 
#short period of time, but I couldn't get that to work in time. The blue UFO's 
#were originally gonna have like some small bumper sphere orbiting it, and you'd 
#have to hit it from above, but alas, A_UNIDUSBALL is a bitch so that idea was 
#scrapped too. SPM3 was going to have a 2D section where you'd hop to platforms 
#in the background via zoom tubes, but I felt that a 2D section wasn't really 
#interesting enough, so I scrapped it in favor of the anti-gravity sections.