State S_ANASTASIA_STAND
SpriteName = ANAS
SpriteFrame = A
Duration = 45
Next = S_ANASTASIA_IDLE
Action None

State S_ANASTASIA_IDLE
SpriteName = ANAS
SpriteFrame = B
Duration = 1
Next = S_ANASTASIA_IDLE
Action A_AnastasiaThinker

State S_ANASTASIA_CHOOSE
SpriteName = ANAS
SpriteFrame = A
Duration = -1
Next = S_ANASTASIA_CHOOSE
Action A_AnastasiaChoose

State S_ANASTASIA_STRIKE1
SpriteName = ANAS
SpriteFrame = B
Duration = 35
Next = S_ANASTASIA_STRIKE2
Action A_PlayRandomSound
Var1 = 1

State S_ANASTASIA_STRIKE2
SpriteName = ANAS
SpriteFrame = E
Duration = 8
Next = S_ANASTASIA_STRIKE3
Action A_Look
Var1 = 1 + 1500 * FRACUNIT
Var2 = 2

State S_ANASTASIA_STRIKE3
SpriteName = ANAS
SpriteFrame = F
Duration = 12
Next = S_ANASTASIA_STRIKE4
Action A_FaceTarget

State S_ANASTASIA_STRIKE4
SpriteName = ANAS
SpriteFrame = G
Duration = 22
Next = S_ANASTASIA_STRIKE5
Action A_AnastasiaIce1
Var1 = 3

State S_ANASTASIA_STRIKE5
SpriteName = ANAS
SpriteFrame = G
Duration = 1
Next = S_ANASTASIA_STAND
Action A_Repeat
Var1 = 2
Var2 = S_ANASTASIA_STRIKE2

State S_ANASTASIA_SPIKES1
SpriteName = ANAS
SpriteFrame = B
Duration = 35
Next = S_ANASTASIA_SPIKES2
Action A_PlayRandomSound
Var1 = 1

State S_ANASTASIA_SPIKES2
SpriteName = ANAS
SpriteFrame = B
Duration = 8
Next = S_ANASTASIA_SPIKES3
Action A_PlaySound
Var1 = sfx_fgonp

State S_ANASTASIA_SPIKES3
SpriteName = ANAS
SpriteFrame = H
Duration = 25
Next = S_ANASTASIA_SPIKES4
Action A_AnastasiaIce2

State S_ANASTASIA_SPIKES4
SpriteName = ANAS
SpriteFrame = 
Duration = 12
Next = S_ANASTASIA_IDLE
Action A_AnastasiaCheckPinch
Var1 = S_ANASTASIA_SPIKES5

State S_ANASTASIA_SPIKES5
SpriteName = ANAS
SpriteFrame = B
Duration = 25
Next = S_ANASTASIA_SPIKES6
Action A_PlayRandomSound
Var1 = 1

State S_ANASTASIA_SPIKES6
SpriteName = ANAS
SpriteFrame = F
Duration = 17
Next = S_ANASTASIA_SPIKES7
Action A_FaceTarget

State S_ANASTASIA_SPIKES7
SpriteName = ANAS
SpriteFrame = G
Duration = 22
Next = S_ANASTASIA_IDLE
Action A_AnastasiaIce1

State S_ANASTASIA_WIND1
SpriteName = ANAS
SpriteFrame = B
Duration = 35
Next = S_ANASTASIA_WIND2
Action A_PlayRandomSound
Var1 = 3

State S_ANASTASIA_WIND2
SpriteName = ANAS
SpriteFrame = E
Duration = 18
Next = S_ANASTASIA_WIND3
Action A_FaceTarget

State S_ANASTASIA_WIND3
SpriteName = ANAS
SpriteFrame = H
Duration = 35
Next = S_ANASTASIA_SPIKES4
Action A_AnastasiaIce3

State S_ANASTASIA_PINCH1
SpriteName = ANAS
SpriteFrame = B
Duration = 56
Next = S_ANASTASIA_PINCH2
Action None

State S_ANASTASIA_PINCH2
SpriteName = ANAS
SpriteFrame = A
Duration = 105
Next = S_ANASTASIA_PINCH3
Action A_PlayRandomSound
Var1 = 2

State S_ANASTASIA_PINCH3
SpriteName = ANAS
SpriteFrame = B
Duration = 3
Next = S_ANASTASIA_PINCH4
Action A_AnastasiaRecover

State S_ANASTASIA_PINCH4
SpriteName = ANAS
SpriteFrame = B
Duration = 1
Next = S_ANASTASIA_PINCH5
Action A_Repeat
Var1 = 24
Var2 = S_ANASTASIA_PINCH3

State S_ANASTASIA_PINCH5
SpriteName = ANAS
SpriteFrame = B
Duration = 35
Next = S_ANASTASIA_PINCH6
Action None

State S_ANASTASIA_PINCH6
SpriteName = ANAS
SpriteFrame = B
Duration = 1
Next = S_ANASTASIA_PINCH6
Action A_AnastasiaPinch

State S_ANASTASIA_PINCH7
SpriteName = ANAS
SpriteFrame = A
Duration = 35
Next = S_ANASTASIA_STAND
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_ANASTASIA_DEATH1
SpriteName = ANAS
SpriteFrame = B|TR_TRANS50
Duration = 0
Next = S_ANASTASIA_DEATH2
Action A_Repeat
Var1 = 1

State S_ANASTASIA_DEATH2
SpriteName = ANAS
SpriteFrame = B|TR_TRANS50
Duration = 35
Next = S_ANASTASIA_DEATH3
Action None

State S_ANASTASIA_DEATH3
SpriteName = ANAS
SpriteFrame = A|TR_TRANS50
Duration = 1
Next = S_ANASTASIA_DEATH4
Action A_PlaySound
Var1 = sfx_anased
Var2 = 0

State S_ANASTASIA_DEATH4
SpriteName = ANAS
SpriteFrame = A|TR_TRANS50
Duration = 3
Next = S_ANASTASIA_DEATH5
Action A_AnastasiaDeath

State S_ANASTASIA_DEATH5
SpriteName = ANAS
SpriteFrame = A|TR_TRANS50
Duration = 0
Next = S_ANASTASIA_DEATH6
Action A_Repeat
Var1 = 56
Var2 = S_ANASTASIA_DEATH4

State S_ANASTASIA_DEATH6
SpriteName = ANAS
SpriteFrame = B|TR_TRANS50
Duration = 8
Next = S_ANASTASIA_DEATH7
Action A_PlaySound
Var1 = sfx_fgodie
Var2 = 0

State S_ANASTASIA_DEATH7
SpriteName = NULL
SpriteFrame = A
Duration = 35
Next = S_ANASTASIA_DEATH8
Action None

State S_ANASTASIA_DEATH8
SpriteName = NULL
SpriteFrame = A
Duration = -1
Next = S_NULL
Action A_ForceWin

State S_ANASTASIA_FUCKOFF1
SpriteName = ANAS
SpriteFrame = I
Duration = 50
Next = S_ANASTASIA_FUCKOFF2
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY|MF_NOCLIPTHING
Var2 = 0

State S_ANASTASIA_FUCKOFF2
SpriteName = ANAS
SpriteFrame = I
Duration = 60
Next = S_ANASTASIA_FUCKOFF3
Action A_PlaySound
Var1 = sfx_anaamy
Var2 = 0

State S_ANASTASIA_FUCKOFF3
SpriteName = ANAS
SpriteFrame = I
Duration = 1
Next = S_ANASTASIA_FUCKOFF3
Action A_ForceWin

Object MT_ANASTASIA
MapThingNum = 1670
SpawnState = S_ANASTASIA_STAND
SpawnHealth = 18
ReactionTime = 140
SeeState = S_ANASTASIA_STAND
SeeSound = sfx_None
AttackSound = sfx_None
PainChance = 0
PainSound = sfx_dmpain
DeathState = S_ANASTASIA_DEATH1
DeathSound = sfx_s3kb4
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SPECIAL|MF_SHOOTABLE|MF_BOSS

State S_ICEMIST1
SpriteName = CANG
SpriteFrame = A|FF_TRANS90
Duration = 3
Next = S_ICEMIST2
Action None

State S_ICEMIST2
SpriteName = CANG
SpriteFrame = A|FF_TRANS70
Duration = 3
Next = S_ICEMIST3
Action None

State S_ICEMIST3
SpriteName = CANG
SpriteFrame = A|FF_TRANS50
Duration = 3
Next = S_ICEMIST4
Action None

State S_ICEMIST4
SpriteName = CANG
SpriteFrame = A|FF_TRANS30
Duration = 3
Next = S_ICEMIST5
Action None

State S_ICEMIST5
SpriteName = CANG
SpriteFrame = A|FF_TRANS10
Duration = 9
Next = S_ICEMIST6
Action None

State S_ICEMIST6
SpriteName = CANG
SpriteFrame = A|FF_TRANS30
Duration = 3
Next = S_ICEMIST7
Action None

State S_ICEMIST7
SpriteName = CANG
SpriteFrame = A|FF_TRANS50
Duration = 3
Next = S_ICEMIST8
Action None

State S_ICEMIST8
SpriteName = CANG
SpriteFrame = A|FF_TRANS70
Duration = 3
Next = S_ICEMIST9
Action None

State S_ICEMIST9
SpriteName = CANG
SpriteFrame = A|FF_TRANS90
Duration = 3
Next = S_NULL
Action None

Object MT_ICEMIST
MapThingNum = -1
SpawnState = S_ICEMIST1
SpawnHealth = 1000
DeathSound = sfx_none
Speed = 0
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_NOCLIP|MF_NOGRAVITY


State S_ICEPARTICLE1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_ICEPARTICLE2
Action None

State S_ICEPARTICLE2
SpriteName = AICE
SpriteFrame = A
Duration = 1
Next = S_NULL
Action A_RandomStateRange
Var1 = S_ICEPARTICLE3
Var2 = S_ICEPARTICLE6

State S_ICEPARTICLE3
SpriteName = AICE
SpriteFrame = E|FF_TRANS40
Duration = 35
Next = S_NULL
Action None

State S_ICEPARTICLE4
SpriteName = AICE
SpriteFrame = G|FF_TRANS40
Duration = 35
Next = S_NULL
Action None

State S_ICEPARTICLE5
SpriteName = AICE
SpriteFrame = H|FF_TRANS40
Duration = 35
Next = S_NULL
Action None

State S_ICEPARTICLE6
SpriteName = AICE
SpriteFrame = I|FF_TRANS40
Duration = 35
Next = S_NULL
Action None

Object MT_ICEPARTICLE
MapThingNum = -1
SpawnState = S_ICEPARTICLE1
SpawnHealth = 1000
DeathSound = sfx_none
Speed = 0
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_NOCLIP


State S_ICEEXPLODE
SpriteName = NULL
SpriteFrame = A
Duration = 3
Next = S_NULL
Action A_IceExplode

State S_ICESPIKESMALL1
SpriteName = AICE
SpriteFrame = A|FF_TRANS30
Duration = 3
Next = S_ICESPIKESMALL2
Action None

State S_ICESPIKESMALL2
SpriteName = AICE
SpriteFrame = A|FF_TRANS30
Duration = 8
Next = S_ICESPIKESMALL3
Action A_IceAttack

State S_ICESPIKESMALL3
SpriteName = AICE
SpriteFrame = A|FF_TRANS30
Duration = 8
Next = S_DEATHSTATE
Action None

Object MT_ICESPIKESMALL
MapThingNum = -1
SpawnState = S_ICESPIKESMALL1
SpawnHealth = 1000
DeathState = S_ICEEXPLODE
DeathSound = sfx_none
Speed = 0
Radius = 26*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_PAIN


State S_ICESPIKEMEDIUM1
SpriteName = AICE
SpriteFrame = B|FF_TRANS20
Duration = 3
Next = S_ICESPIKEMEDIUM2
Action None

State S_ICESPIKEMEDIUM2
SpriteName = AICE
SpriteFrame = B|FF_TRANS20
Duration = 8
Next = S_ICESPIKEMEDIUM3
Action A_IceAttack

State S_ICESPIKEMEDIUM3
SpriteName = AICE
SpriteFrame = B|FF_TRANS20
Duration = 8
Next = S_DEATHSTATE
Action None

Object MT_ICESPIKEMEDIUM
MapThingNum = -1
SpawnState = S_ICESPIKEMEDIUM1
SpawnHealth = 1000
DeathState = S_ICEEXPLODE
DeathSound = sfx_none
Speed = 0
Radius = 38*FRACUNIT
Height = 98*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_PAIN


State S_ICESPIKELARGE1
SpriteName = AICE
SpriteFrame = C|FF_TRANS10
Duration = 3
Next = S_ICESPIKELARGE2
Action None

State S_ICESPIKELARGE2
SpriteName = AICE
SpriteFrame = C|FF_TRANS10
Duration = 8
Next = S_ICESPIKELARGE3
Action A_IceAttack

State S_ICESPIKELARGE3
SpriteName = AICE
SpriteFrame = C|FF_TRANS10
Duration = 8
Next = S_DEATHSTATE
Action None

Object MT_ICESPIKELARGE
MapThingNum = -1
SpawnState = S_ICESPIKELARGE1
SpawnHealth = 1000
DeathState = S_ICEEXPLODE
DeathSound = sfx_none
Speed = 0
Radius = 65*FRACUNIT
Height = 175*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_PAIN

State S_ICEBALLSPAWN1
SpriteName = NULL
SpriteFrame = A
Duration = 2
Next = S_ICEBALLSPAWN2
Action None

State S_ICEBALLSPAWN2
SpriteName = NULL
SpriteFrame = A
Duration = -1
Next = S_ICEBALLSPAWN2
Action A_IceballSpawn
Var1 = 4*TICRATE

Object MT_ICEBALLSPAWN
MapThingNum = -1
SpawnState = S_ICEBALLSPAWN1
SpawnHealth = 1000
DeathState = S_NULL
DeathSound = sfx_none
Speed = 120*FRACUNIT
Radius = 3*FRACUNIT
Height = 3*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1000
ActiveSound = sfx_None
Flags =	MF_NOCLIP|MF_NOGRAVITY

State S_ICEBALL1
SpriteName = AICE
SpriteFrame = J
Duration = 4
Next = S_ICEBALL2
Action None

State S_ICEBALL2
SpriteName = AICE
SpriteFrame = K
Duration = 4
Next = S_ICEBALL1

Object MT_ICEBALL
MapThingNum = -1
SpawnState = S_ICEBALL1
SpawnHealth = 1000
DeathState = S_ICEEXPLODE
DeathSound = sfx_none
Speed = 0
Radius = 18*FRACUNIT
Height = 50*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1000
ActiveSound = sfx_None
Flags =	MF_PAIN|MF_NOGRAVITY

State S_DUSTDEVILBOOTLEG1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_DUSTDEVILBOOTLEG1
Action = A_DustDevilBootleg

Object MT_DUSTDEVILBOOTLEG
MapThingNum = -1
SpawnState = S_DUSTDEVILBOOTLEG1
SpawnHealth = 1000
DeathState = S_ICEEXPLODE
DeathSound = sfx_none
Speed = 0
Radius = 60*FRACUNIT
Height = 416*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1000
ActiveSound = sfx_None
Flags =	MF_PAIN

State S_ICEPROJECTILE1
SpriteName = AICE
SpriteFrame = D
Duration = 60
Next = S_DEATHSTATE

State S_ICEPROJECTILE2
SpriteName = AICE
SpriteFrame = F
Duration = 60
Next = S_DEATHSTATE

Object MT_ICEPROJECTILE
MapThingNum = -1
SpawnState = S_ICEPROJECTILE1
SpawnHealth = 1000
DeathState = S_ICEEXPLODE
DeathSound = sfx_none
Speed = 0
Radius = 10*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1000
ActiveSound = sfx_None
Flags =	MF_PAIN|MF_SPECIAL

State S_ICEWALL1
SpriteName = AICE
SpriteFrame = L|FF_TRANS50
Duration = 1
Next = S_ICEWALL1
Action = A_IcewallThink

State S_ICEWALL2
SpriteName = AICE
SpriteFrame = L|FF_TRANS50
Duration = 1
Next = S_ICEWALL2
Action = A_RotateSpikeBall

Object MT_ICEWALL
MapThingNum = -1
SpawnState = S_ICEWALL1
SpawnHealth = 1000
DeathState = S_ICEEXPLODE
DeathSound = sfx_none
Speed = 12
Radius = 30*FRACUNIT
Height = 120*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1000
ActiveSound = sfx_None
Flags =	MF_NOGRAVITY|MF_SHOOTABLE

State S_VIYEYES
SpriteName = VIYY
SpriteFrame = A|FF_ANIMATE
Duration = -1
Next = S_VIYEYES
Action = None
Var1 = 2
Var2 = 2

Object MT_VIYEYES
MapThingNum = 1671
SpawnState = S_VIYEYES
SpawnHealth = 1000
DeathState = S_NULL
DeathSound = sfx_none
Speed = 12
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1000
ActiveSound = sfx_None
Flags =	MF_NOGRAVITY
