# ERZ3 Boss

State S_EGGMOBILE7_MISSILE1
SpriteName = TORP
SpriteFrame = A
Duration = 17
Next = S_EGGMOBILE7_MISSILE2
Action None

State S_EGGMOBILE7_MISSILE2
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_MISSILE3
Action A_FindTracer
Var1 = MT_PLAYER
Var2 = 0

State S_EGGMOBILE7_MISSILE3
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_MISSILE4
Action A_DualAction
Var1 = S_EGGMOBILE7_MISSILE6
Var2 = S_EGGMOBILE7_MISSILE7

State S_EGGMOBILE7_MISSILE4
SpriteName = TORP
SpriteFrame = A
Duration = 70
Next = S_EGGMOBILE7_MISSILE5
Action A_Repeat
Var1 = 70
Var2 = S_EGGMOBILE7_MISSILE3

State S_EGGMOBILE7_MISSILE5
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_MISSILE5
Action None

State S_EGGMOBILE7_MISSILE6
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_NULL
Action A_HomingChase
Var1 = 30*FRACUNIT
Var2 = 1

State S_EGGMOBILE7_MISSILE7
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_NULL
Action A_CheckTrueRange
Var1 = 65536+256
Var2 = S_EGGMOBILE7_MISSILE5

Object MT_EGGMOBILE7_MISSILE
MapThingNum = -1
SpawnState = S_EGGMOBILE7_MISSILE1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_NULL
SeeSound = sfx_s3ka0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD1
XDeathState = S_NULL
RaiseState = S_NULL
DeathSound = sfx_s3kb4
Speed = 30*FRACUNIT
Radius = 4*FRACUNIT
Height = 8*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1
ActiveSound = sfx_None
Flags =	MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_EGGMOBILE7_BIG_MISSILE1
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_BIG_MISSILE2
Action None

State S_EGGMOBILE7_BIG_MISSILE2
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_BIG_MISSILE3
Action A_FindTracer
Var1 = MT_PLAYER
Var2 = 0

State S_EGGMOBILE7_BIG_MISSILE3
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_BIG_MISSILE4
Action A_HomingChase
Var1 = 25*FRACUNIT
Var2 = 1

State S_EGGMOBILE7_BIG_MISSILE4
SpriteName = TORP
SpriteFrame = A
Duration = 105
Next = S_EGGMOBILE7_BIG_MISSILE5
Action A_Repeat
Var1 = 105
Var2 = S_EGGMOBILE7_BIG_MISSILE3

State S_EGGMOBILE7_BIG_MISSILE5
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_BIG_MISSILE5
Action None

Object MT_EGGMOBILE7_BIG_MISSILE
MapThingNum = -1
SpawnState = S_EGGMOBILE7_BIG_MISSILE1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_NULL
SeeSound = sfx_s3k81
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD1
XDeathState = S_NULL
RaiseState = S_NULL
DeathSound = sfx_s3kb4
Speed = 0
Radius = 8*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1
ActiveSound = sfx_None
Flags =	MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_EGGMOBILE7_STND
SpriteName = EGGP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_STND
Action A_Boss1Chase

#Fire 4 homing missiles
State S_EGGMOBILE7_LATK1
SpriteName = EGGP
SpriteFrame = B
Duration = 3
Next = S_EGGMOBILE7_LATK2

State S_EGGMOBILE7_LATK2
SpriteName = EGGP
SpriteFrame = C
Duration = 15
Next = S_EGGMOBILE7_LATK3

State S_EGGMOBILE7_LATK3
SpriteName = EGGP
SpriteFrame = D
Duration = 2
Next = S_EGGMOBILE7_LATK4

State S_EGGMOBILE7_LATK4
SpriteName = EGGP
SpriteFrame = E
Duration = 2
Next = S_EGGMOBILE7_LATK5

State S_EGGMOBILE7_LATK5
SpriteName = EGGP
SpriteFrame = F
Duration = 8
Next = S_EGGMOBILE7_LATK6
Action A_SplitShot
Var1 = 256
Var2 = MT_EGGMOBILE7_MISSILE+65536*60

State S_EGGMOBILE7_LATK6
SpriteName = EGGP
SpriteFrame = F
Duration = 8
Next = S_EGGMOBILE7_LATK7
Action A_SplitShot
Var1 = 512
Var2 = MT_EGGMOBILE7_MISSILE+65536*60

State S_EGGMOBILE7_LATK7
SpriteName = EGGP
SpriteFrame = F
Duration = 8
Next = S_EGGMOBILE7_LATK8
Action A_SplitShot
Var1 = 768
Var2 = MT_EGGMOBILE7_MISSILE+65536*60

State S_EGGMOBILE7_LATK8
SpriteName = EGGP
SpriteFrame = F
Duration = 8
Next = S_EGGMOBILE7_LATK9
Action A_SplitShot
Var1 = 1024
Var2 = MT_EGGMOBILE7_MISSILE+65536*60

State S_EGGMOBILE7_LATK9
SpriteName = EGGP
SpriteFrame = G
Duration = 35
Next = S_EGGMOBILE7_STND


#Move the lava
State S_EGGMOBILE7_RATK1
SpriteName = EGGP
SpriteFrame = H
Duration = 3
Next = S_EGGMOBILE7_RATK2

State S_EGGMOBILE7_RATK2
SpriteName = EGGP
SpriteFrame = I
Duration = 15
Next = S_EGGMOBILE7_RATK3

State S_EGGMOBILE7_RATK3
SpriteName = EGGP
SpriteFrame = J
Duration = 2
Next = S_EGGMOBILE7_RATK4

State S_EGGMOBILE7_RATK4
SpriteName = EGGP
SpriteFrame = K
Duration = 2
Next = S_EGGMOBILE7_RATK5

State S_EGGMOBILE7_RATK5
SpriteName = EGGP
SpriteFrame = L
Duration = 8
Next = S_EGGMOBILE7_RATK6
Action A_MultiShot
Var1 = MT_EGGMOBILE7_MISSILE*65536+4
Var2 = 32

State S_EGGMOBILE7_RATK6
SpriteName = EGGP
SpriteFrame = L
Duration = 8
Next = S_EGGMOBILE7_RATK7
Action A_MultiShot
Var1 = MT_EGGMOBILE7_MISSILE*65536+4
Var2 = 32

State S_EGGMOBILE7_RATK7
SpriteName = EGGP
SpriteFrame = L
Duration = 8
Next = S_EGGMOBILE7_RATK8
Action A_MultiShot
Var1 = MT_EGGMOBILE7_MISSILE*65536+4
Var2 = 32

State S_EGGMOBILE7_RATK8
SpriteName = EGGP
SpriteFrame = L
Duration = 8
Next = S_EGGMOBILE7_RATK9
Action A_MultiShot
Var1 = MT_EGGMOBILE7_MISSILE*65536+4
Var2 = 32

State S_EGGMOBILE7_RATK9
SpriteName = EGGP
SpriteFrame = M
Duration = 35
Next = S_EGGMOBILE7_STND

State S_EGGMOBILE7_PAIN1
SpriteName = EGGP
SpriteFrame = N
Duration = 24
Next = S_EGGMOBILE7_PAIN2
Action A_Pain

State S_EGGMOBILE7_PAIN2
SpriteName = EGGP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_PAIN3
Action A_CheckPinch
Var1 = S_EGGMOBILE7_PAIN5
Var2 = 0

State S_EGGMOBILE7_PAIN3
SpriteName = EGGP
SpriteFrame = A
Duration = 0
Next = S_EGGMOBILE7_PAIN4
Action A_LinedefExecute
Var1 = 7001
Var2 = 0

State S_EGGMOBILE7_PAIN4
SpriteName = EGGP
SpriteFrame = A
Duration = 104
Next = S_EGGMOBILE7_STND
Action A_LinedefExecute
Var1 = 7002
Var2 = 0

State S_EGGMOBILE7_PAIN5
SpriteName = EGGP
SpriteFrame = A
Duration = 104
Next = S_EGGMOBILE7_STND
Action A_LinedefExecute
Var1 = -2
Var2 = 0

State S_EGGMOBILE7_DIE1
SpriteName = EGGP
SpriteFrame = O
Duration = 2
Next = S_EGGMOBILE7_DIE2
Action A_Fall

State S_EGGMOBILE7_DIE2
SpriteName = EGGP
SpriteFrame = O
Duration = 2
Next = S_EGGMOBILE7_DIE3
Action A_BossScream

State S_EGGMOBILE7_DIE3
SpriteName = EGGP
SpriteFrame = O
Duration = 0
Next = S_EGGMOBILE7_DIE4
Action A_Repeat
Var1 = 17
Var2 = S_EGGMOBILE7_DIE2

State S_EGGMOBILE7_DIE4
SpriteName = EGGP
SpriteFrame = O
Duration = -1
Next = S_NULL
Action A_BossDeath

State S_EGGMOBILE7_FLEE1
SpriteName = EGGP
SpriteFrame = P
Duration = 2
Next = S_EGGMOBILE7_FLEE2
Action A_BossScream

State S_EGGMOBILE7_FLEE2
SpriteName = EGGP
SpriteFrame = Q
Duration = 2
Next = S_EGGMOBILE7_FLEE1
Action A_BossScream

Object MT_EGGMOBILE7
MapThingNum = 205 #Or 206 since 205 would be RVZ Boss. But old Brak would need to be moved.
SpawnState = S_EGGMOBILE7_STND
SpawnHealth = 8
ReactionTime = 50
SeeState = S_EGGMOBILE7_STND
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_EGGMOBILE7_PAIN1
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_EGGMOBILE7_LATK1
MissileState = S_EGGMOBILE7_LATK1
DeathState = S_EGGMOBILE7_DIE1
XDeathState = S_EGGMOBILE7_FLEE1
RaiseState = S_EGGMOBILE7_RATK1
DeathSound = sfx_s3kb4
Speed = 0
Radius = 64*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_BOSS
