Freeslot
S_EGGEBOMBER_STND
S_EGGEBOMBER_PAIN1
S_EGGEBOMBER_PAIN2
S_EGGEBOMBER_PAIN3
S_EGGEBOMBER_LATK1
S_EGGEBOMBER_LATK2
S_EGGEBOMBER_LATK3
S_EGGEBOMBER_LATK4
S_EGGEBOMBER_LATK5
S_EGGEBOMBER_LATK6
S_EGGEBOMBER_LATK7
S_EGGEBOMBER_LATK8
S_EGGEBOMBER_MATK1
S_EGGEBOMBER_MATK2
S_EGGEBOMBER_MATK3
S_EGGEBOMBER_MATK4
S_EGGEBOMBER_MATK5
S_EGGEBOMBER_MATK6
S_EGGEBOMBER_MATKE1
S_EGGEBOMBER_MATKE2
S_EGGEBOMBER_MATKE3
S_EGGEBOMBER_RATK1
S_EGGEBOMBER_RATK2
S_EGGEBOMBER_RATK3
S_EGGEBOMBER_RATK4
S_EGGEBOMBER_RATK5
S_EGGEBOMBER_RATK6
S_EGGEBOMBER_RATK7
S_EGGEBOMBER_RATK8
S_EGGEBOMBER_RATKE
S_EGGEBOMBER_DIE1
S_EGGEBOMBER_DIE2
S_EGGEBOMBER_DIE3
S_EGGEBOMBER_DIE4
S_EGGEBOMBER_FLEE1
S_EGGEBOMBER_FLEE2

State S_EGGEBOMBER_STND
SpriteName = EGGP
SpriteFrame = A
Duration = 1
Next = S_EGGEBOMBER_STND
Action A_Boss1Chase

State S_EGGEBOMBER_LATK1
SpriteName = EGGP
SpriteFrame = B
Duration = 3
Next = S_EGGEBOMBER_LATK2

State S_EGGEBOMBER_LATK2
SpriteName = EGGP
SpriteFrame = C
Duration = 15
Next = S_EGGEBOMBER_LATK3

State S_EGGEBOMBER_LATK3
SpriteName = EGGP
SpriteFrame = D
Duration = 2
Next = S_EGGEBOMBER_LATK4

State S_EGGEBOMBER_LATK4
SpriteName = EGGP
SpriteFrame = E
Duration = 2
Next = S_EGGEBOMBER_LATK5

State S_EGGEBOMBER_LATK5
SpriteName = EGGP
SpriteFrame = F
Duration = 20
Next = S_EGGEBOMBER_LATK6
Action A_FireShot
Var1 = MT_EBOMB

State S_EGGEBOMBER_LATK6
SpriteName = EGGP
SpriteFrame = F
Duration = 20
Next = S_EGGEBOMBER_LATK7
Action A_FireShot
Var1 = MT_EBOMB

State S_EGGEBOMBER_LATK7
SpriteName = EGGP
SpriteFrame = F
Duration = 22
Next = S_EGGEBOMBER_STND
Action A_FireShot
Var1 = MT_EBOMB

State S_EGGEBOMBER_MATK1
SpriteName = EGGP
SpriteFrame = B
Duration = 3
Next = S_EGGEBOMBER_MATK2

State S_EGGEBOMBER_MATK2
SpriteName = EGGP
SpriteFrame = C
Duration = 15
Next = S_EGGEBOMBER_MATK3

State S_EGGEBOMBER_MATK3
SpriteName = EGGP
SpriteFrame = D
Duration = 2
Next = S_EGGEBOMBER_MATK4

State S_EGGEBOMBER_MATK4
SpriteName = EGGP
SpriteFrame = E
Duration = 2
Next = S_EGGEBOMBER_MATKE1

State S_EGGEBOMBER_MATK5
SpriteName = EGGP
SpriteFrame = G
Duration = 15
Next = S_EGGEBOMBER_MATK6
Action A_MultiShot
Var1 = MT_TORPEDO*65536+20
Var2 = -20

State S_EGGEBOMBER_MATK6
SpriteName = EGGP
SpriteFrame = 
Duration = 35
Next = S_EGGEBOMBER_STND
Action A_MultiShot
Var1 = MT_TORPEDO*65536+20
Var2 = -20

State S_EGGEBOMBER_MATKE1
SpriteName = EGGP
SpriteFrame = G
Duration = 20
Next = S_EGGEBOMBER_MATKE2
Action A_DualAction
Var1 = S_EGGEBOMBER_MATKE3
Var2 = S_EGGEBOMBER_MATK5

State S_EGGEBOMBER_MATKE2
SpriteName = EGGP
SpriteFrame = G
Duration = 20
Next = S_EGGEBOMBER_STND
Action A_DualAction
Var1 = S_EGGEBOMBER_MATKE3
Var2 = S_EGGEBOMBER_MATK6

State S_EGGEBOMBER_MATKE3
SpriteName = EGGP
SpriteFrame = G
Duration = 20
Next = S_NULL
Action A_PlaySound
Var1 = 122
Var2 = 1

State S_EGGEBOMBER_RATK2
SpriteName = EGGP
SpriteFrame = B
Duration = 3
Next = S_EGGEBOMBER_RATK3

State S_EGGEBOMBER_RATK3
SpriteName = EGGP
SpriteFrame = C
Duration = 15
Next = S_EGGEBOMBER_RATK4

State S_EGGEBOMBER_RATK4
SpriteName = EGGP
SpriteFrame = D
Duration = 2
Next = S_EGGEBOMBER_RATK5

State S_EGGEBOMBER_RATK5
SpriteName = EGGP
SpriteFrame = E
Duration = 2
Next = S_EGGEBOMBER_RATKE

State S_EGGEBOMBER_RATK6
SpriteName = EGGP
SpriteFrame = G
Duration = 10
Next = S_EGGEBOMBER_RATK7
Action A_MultiShot
Var1 = MT_TORPEDO*65536+30
Var2 = -20

State S_EGGEBOMBER_RATK8
SpriteName = EGGP
SpriteFrame = F
Duration = 10
Next = S_EGGEBOMBER_RATK7
Action A_FireShot
Var1 = MT_EBOMB

State S_EGGEBOMBER_RATK7
SpriteName = EGGP
SpriteFrame = G
Duration = 1
Next = S_EGGEBOMBER_STND
Action A_Repeat
Var1 = 4
Var2 = S_EGGEBOMBER_RATK8

State S_EGGEBOMBER_RATK1
SpriteName = EGGP
SpriteFrame = G
Duration = 20
Next = S_NULL
Action A_PlaySound
Var1 = 122
Var2 = 1

State S_EGGEBOMBER_RATKE
SpriteName = EGGP
SpriteFrame = G
Duration = 20
Next = S_EGGEBOMBER_RATK7
Action A_DualAction
Var1 = S_EGGEBOMBER_RATK1
Var2 = S_EGGEBOMBER_RATK6

State S_EGGEBOMBER_PAIN2
SpriteName = EGGP
SpriteFrame = N
Duration = 0
Next = S_EGGEBOMBER_PAIN3
Action A_FireShot
Var1 = MT_TORPEDO

State S_EGGEBOMBER_PAIN1
SpriteName = EGGP
SpriteFrame = N
Duration = 30
Next = S_EGGEBOMBER_PAIN2
Action A_Pain

State S_EGGEBOMBER_PAIN3
SpriteName = EGGP
SpriteFrame = N
Duration = 10
Next = S_EGGEBOMBER_STND
Action A_SkullAttack
Var1 = 2
Var2 = 1

State S_EGGEBOMBER_DIE1
SpriteName = EGGP
SpriteFrame = O
Duration = 2
Next = S_EGGEBOMBER_DIE2
Action A_Fall

State S_EGGEBOMBER_DIE2
SpriteName = EGGP
SpriteFrame = O
Duration = 2
Next = S_EGGEBOMBER_DIE3
Action A_BossScream

State S_EGGEBOMBER_DIE3
SpriteName = EGGP
SpriteFrame = O
Duration = 0
Next = S_EGGEBOMBER_DIE4
Action A_Repeat
Var1 = 17
Var2 = S_EGGEBOMBER_DIE2

State S_EGGEBOMBER_DIE4
SpriteName = EGGP
SpriteFrame = O
Duration = -1
Next = S_NULL
Action A_BossDeath

State S_EGGEBOMBER_FLEE1
SpriteName = EGGP
SpriteFrame = P
Duration = 2
Next = S_EGGEBOMBER_FLEE2
Action A_BossScream

State S_EGGEBOMBER_FLEE2
SpriteName = EGGP
SpriteFrame = Q
Duration = 2
Next = S_EGGEBOMBER_FLEE1
Action A_BossScream

Object MT_EGGEBOMBER
MapThingNum = 3001
SpawnState = S_EGGEBOMBER_STND
SpawnHealth = 8
ReactionTime = 20
SeeState = S_EGGEBOMBER_STND
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_EGGEBOMBER_PAIN1
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_EGGEBOMBER_LATK1
MissileState = S_EGGEBOMBER_MATK1						
DeathState = S_EGGEBOMBER_DIE1
XDeathState = S_EGGEBOMBER_FLEE1
RaiseState = S_EGGEBOMBER_RATK2			
DeathSound = sfx_s3kb4
Speed = 7
Radius = 60*FRACUNIT
Height = 86*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_BOSS

Object MT_SHOCKWAVE
SeeSound = sfx_None

Object MT_TORPEDO
SeeSound = sfx_None
