FREESLOT
MT_EGGZAP
S_LB_REST
S_LB_OPEN
S_LB_OPEN1
S_LB_FORCECLOSE1
S_LB_FORCECLOSE2
S_LB_FORCECLOSE3
S_LB_PAIN1
S_LB_PAIN2
S_LB_PAIN3
S_LB_DEATH1
S_LB_DEATHLINEDEFEXECUTE
S_LB_DEATH2
S_LB_DEATH3
S_LB_DEATH4
S_LB_DEATH5
S_LB_DEATH6
S_LB_DEATH7
S_LB_DEATH8
S_LB_DEATH9
S_LB_DEATH10
S_LB_DEATH11
S_LB_DEATH12
S_LB_DEATH13
S_LB_DEATH14
S_LB_DEAD1
S_LB_DEAD2
S_LB_ZAP1
S_LB_ZAP11
S_LB_ZAP2
S_LB_ZAP3
S_LB_RAGEZAP1
S_LB_RAGEZAP2
S_LB_RAGEZAP3
S_LB_CHOOSE1
S_LB_CHOOSE2
S_LB_CHOOSE3
S_LB_CHOOSE4
S_LB_CHOOSE5
S_LB_ZAPNUM1
S_LB_ZAPNUM2
S_LB_ZAPNUM3
S_LB_ZAPNUM4
S_LB_ZAPNUM5
S_LB_ZAPNUM6
S_LB_SZAPNUM1
S_LB_SZAPNUM2
S_LB_TRIPLEZAPNUM1
S_LB_TRIPLEZAPNUM2
S_LB_TRIPLEZAPNUM3
S_LB_TRIPLEZAPNUM4
S_LB_ZAPNUM1CHOOSE
S_LB_ZAPNUM2CHOOSE
S_LB_ZAPNUM3CHOOSE
S_LB_ZAPNUM4CHOOSE
S_LB_ZAPNUM5CHOOSE
S_LB_ZAPNUM6CHOOSE
S_LB_SZAPNUM1CHOOSE
S_LB_SZAPNUM2CHOOSE
S_LB_TRIPLEZAPNUM1CHOOSE
S_LB_TRIPLEZAPNUM2CHOOSE
S_LB_TRIPLEZAPNUM3CHOOSE
S_LB_TRIPLEZAPNUM4CHOOSE
S_LB_SSZAPNUM1CHOOSE
S_LB_SSZAPNUM2CHOOSE
S_LB_SSZAPNUM3CHOOSE
S_LB_SSZAPNUM4CHOOSE
S_LB_SSZAPNUM5CHOOSE
S_LB_SSZAPNUM6CHOOSE
S_LB_SCHOOSE1
S_LB_SCHOOSE2
S_LB_SCHOOSE3
S_LB_SCHOOSE4
S_LB_SCHOOSE5
S_LB_SCHOOSE6
S_LB_SCHOOSE7
S_LB_SSZAPNUM1
S_LB_SSZAPNUM2
S_LB_SSZAPNUM3
S_LB_SSZAPNUM4
S_LB_SSZAPNUM5
S_LB_SSZAPNUM6
S_LB_RAGE1
S_LB_RAGE2
S_LB_RAGE3
S_LB_RAGE4
S_LB_RAGE5

#Laser Bot

Thing MT_EGGZAP
#$Name Egg Zap
#$Sprite EGGPA1
MAPTHINGNUM = 2550
SPAWNSTATE = S_LB_REST
SPAWNHEALTH = 10
SEESTATE = S_LB_REST
SEESOUND = 0
REACTIONTIME = 16
ATTACKSOUND = 0
PAINSTATE = S_LB_PAIN1
PAINCHANCE = 200
PAINSOUND = sfx_dmpain
MELEESTATE = S_LB_REST
MISSILESTATE = S_LB_REST
DEATHSTATE = S_LB_DEATH1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = S_LB_DEAD1
SPEED = 0
RADIUS = 24*FRACUNIT
HEIGHT = 76*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_BOSS|MF_SPECIAL|MF_SHOOTABLE


State S_LB_REST
spritename = EGGP
spriteframe = A
duration = 50
next = S_LB_ZAP1
action = None
var1 = 0
var2 = 0

State S_LB_ZAP1
spritename = EGGP
spriteframe = A
duration = 20
next = S_LB_ZAP11
action = A_CheckHealth
var1 = 5
var2 = S_LB_RAGEZAP1

State S_LB_ZAP11
spritename = EGGP
spriteframe = C
duration = 1
next = S_LB_ZAP2
action = None
var1 = 0
var2 = 0

State S_LB_ZAP2
spritename = EGGP
spriteframe = C
duration = 20
next = S_LB_ZAP3
action = A_PlaySound
var1 = sfx_alarm
var2 = 0

State S_LB_ZAP3
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_ZAP3
action = None
var1 = 0
var2 = 0

State S_LB_RAGEZAP1
spritename = EGGP
spriteframe = C
duration = 1
next = S_LB_RAGEZAP2
action = None
var1 = 0
var2 = 0

State S_LB_RAGEZAP2
spritename = EGGP
spriteframe = C
duration = 20
next = S_LB_RAGEZAP3
action = A_PlaySound
var1 = sfx_alarm
var2 = 0

State S_LB_RAGEZAP3
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_RAGEZAP3
action = None
var1 = 0
var2 = 0

State S_LB_SZAPNUM1
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_SZAPNUM1CHOOSE
action = A_LinedefExecute
var1 = 1007
var2 = 0

State S_LB_SZAPNUM1CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SZAPNUM1CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_SZAPNUM2
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_SZAPNUM2CHOOSE
action = A_LinedefExecute
var1 = 1008
var2 = 0

State S_LB_SZAPNUM2CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SZAPNUM2CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_ZAPNUM1CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_ZAPNUM1CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_ZAP3

State S_LB_CHOOSE1
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_CHOOSE1
action = A_RandomState
var1 = S_LB_ZAPNUM2
var2 = S_LB_CHOOSE2

State S_LB_CHOOSE2
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_CHOOSE2
action = A_RandomState
var1 = S_LB_ZAPNUM3
var2 = S_LB_CHOOSE3

State S_LB_CHOOSE3
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_CHOOSE3
action = A_RandomState
var1 = S_LB_ZAPNUM4
var2 = S_LB_CHOOSE4

State S_LB_CHOOSE4
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_CHOOSE4
action = A_RandomState
var1 = S_LB_ZAPNUM5
var2 = S_LB_CHOOSE5

State S_LB_CHOOSE5
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_CHOOSE5
action = A_RandomState
var1 = S_LB_ZAPNUM6
var2 = S_LB_ZAPNUM6

State S_LB_SCHOOSE1
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SCHOOSE1
action = A_RandomState
var1 = S_LB_SZAPNUM2
var2 = S_LB_SCHOOSE2

State S_LB_SCHOOSE2
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SCHOOSE2
action = A_RandomState
var1 = S_LB_SSZAPNUM1
var2 = S_LB_SCHOOSE3

State S_LB_SCHOOSE3
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SCHOOSE3
action = A_RandomState
var1 = S_LB_SSZAPNUM2
var2 = S_LB_SCHOOSE4

State S_LB_SCHOOSE4
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SCHOOSE4
action = A_RandomState
var1 = S_LB_SSZAPNUM3
var2 = S_LB_SCHOOSE5

State S_LB_SCHOOSE5
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SCHOOSE5
action = A_RandomState
var1 = S_LB_SSZAPNUM4
var2 = S_LB_SCHOOSE6

State S_LB_SCHOOSE6
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SCHOOSE6
action = A_RandomState
var1 = S_LB_SSZAPNUM5
var2 = S_LB_SCHOOSE7

State S_LB_SCHOOSE7
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SCHOOSE7
action = A_RandomState
var1 = S_LB_SSZAPNUM6
var2 = S_LB_SSZAPNUM6

State S_LB_ZAPNUM1
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_ZAPNUM1CHOOSE
action = A_LinedefExecute
var1 = 1000
var2 = 0

State S_LB_ZAPNUM1CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_ZAPNUM1CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_ZAP3

State S_LB_ZAPNUM2
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_ZAPNUM2CHOOSE
action = A_LinedefExecute
var1 = 1001
var2 = 0

State S_LB_ZAPNUM2CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_ZAPNUM2CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_ZAP3

State S_LB_ZAPNUM3
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_ZAPNUM3CHOOSE
action = A_LinedefExecute
var1 = 1002
var2 = 0

State S_LB_ZAPNUM3CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_ZAPNUM3CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_ZAP3

State S_LB_ZAPNUM4
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_ZAPNUM4CHOOSE
action = A_LinedefExecute
var1 = 1003
var2 = 0

State S_LB_ZAPNUM4CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_ZAPNUM4CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_ZAP3

State S_LB_ZAPNUM5
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_ZAPNUM5CHOOSE
action = A_LinedefExecute
var1 = 1009
var2 = 0

State S_LB_ZAPNUM5CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_ZAPNUM5CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_ZAP3

State S_LB_ZAPNUM6
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_ZAPNUM6CHOOSE
action = A_LinedefExecute
var1 = 1010
var2 = 0

State S_LB_ZAPNUM6CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_ZAPNUM6CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_ZAP3

State S_LB_SSZAPNUM1
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_SSZAPNUM1CHOOSE
action = A_LinedefExecute
var1 = 1000
var2 = 0

State S_LB_SSZAPNUM1CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SSZAPNUM1CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_SSZAPNUM2
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_SSZAPNUM2CHOOSE
action = A_LinedefExecute
var1 = 1001
var2 = 0

State S_LB_SSZAPNUM2CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SSZAPNUM2CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_SSZAPNUM3
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_SSZAPNUM3CHOOSE
action = A_LinedefExecute
var1 = 1002
var2 = 0

State S_LB_SSZAPNUM3CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SSZAPNUM3CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_SSZAPNUM4
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_SSZAPNUM4CHOOSE
action = A_LinedefExecute
var1 = 1003
var2 = 0

State S_LB_SSZAPNUM4CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SSZAPNUM4CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_SSZAPNUM5
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_SSZAPNUM5CHOOSE
action = A_LinedefExecute
var1 = 1009
var2 = 0

State S_LB_SSZAPNUM5CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SSZAPNUM5CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_SSZAPNUM6
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_SSZAPNUM6CHOOSE
action = A_LinedefExecute
var1 = 1010
var2 = 0

State S_LB_SSZAPNUM6CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_SSZAPNUM6CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_TRIPLEZAPNUM1
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_TRIPLEZAPNUM1CHOOSE
action = A_LinedefExecute
var1 = 1015
var2 = 0

State S_LB_TRIPLEZAPNUM1CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_TRIPLEZAPNUM1CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_TRIPLEZAPNUM2
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_TRIPLEZAPNUM2CHOOSE
action = A_LinedefExecute
var1 = 1016
var2 = 0

State S_LB_TRIPLEZAPNUM2CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_TRIPLEZAPNUM2CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_TRIPLEZAPNUM3
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_TRIPLEZAPNUM3CHOOSE
action = A_LinedefExecute
var1 = 1017
var2 = 0

State S_LB_TRIPLEZAPNUM3CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_TRIPLEZAPNUM3CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_TRIPLEZAPNUM4
spritename = EGGP
spriteframe = E
duration = 100
next = S_LB_TRIPLEZAPNUM4CHOOSE
action = A_LinedefExecute
var1 = 1018
var2 = 0

State S_LB_TRIPLEZAPNUM4CHOOSE
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_TRIPLEZAPNUM4CHOOSE
action = A_RandomState
var1 = S_LB_OPEN
var2 = S_LB_RAGEZAP3

State S_LB_OPEN
spritename = EGGP
spriteframe = A
duration = 1
next = S_LB_OPEN1
action = None
var1 = 0
var2 = 0

State S_LB_OPEN1
spritename = EGGP
spriteframe = A
duration = 95
next = S_LB_FORCECLOSE1
action = A_LinedefExecute
var1 = 1004
var2 = 0

State S_LB_FORCECLOSE1
spritename = EGGP
spriteframe = Q
duration = 1
next = S_LB_FORCECLOSE2
action = None
var1 = 0
var2 = 0

State S_LB_FORCECLOSE2
spritename = EGGP
spriteframe = Q
duration = 1
next = S_LB_FORCECLOSE3
action = A_LinedefExecute
var1 = 1005
var2 = 0

State S_LB_FORCECLOSE3
spritename = EGGP
spriteframe = Q
duration = 30
next = S_LB_REST
action = None
var1 = 0
var2 = 0

State S_LB_PAIN1
spritename = EGGP
spriteframe = N
duration = 1
next = S_LB_PAIN2
action = None
var1 = 0
var2 = 0

State S_LB_PAIN2
spritename = EGGP
spriteframe = N
duration = 1
next = S_LB_PAIN3
action = A_LinedefExecute
var1 = 1005
var2 = 0

State S_LB_PAIN3
spritename = EGGP
spriteframe = N
duration = 30
next = S_LB_REST
action = A_Pain
var1 = 0
var2 = 0

State S_LB_DEATH1
SpriteName = EGGP
SpriteFrame = O
Duration = 1
Next = S_LB_DEATHLINEDEFEXECUTE
Action = A_LinedefExecute
Var1 = 1019
Var2 = 0

State S_LB_DEATHLINEDEFEXECUTE
SpriteName = EGGP
SpriteFrame = O
Duration = 8
Next = S_LB_DEATH2
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_LB_DEATH2
SpriteName = EGGP
SpriteFrame = O
Duration = 8
Next = S_LB_DEATH3
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_LB_DEATH3
SpriteName = EGGP
SpriteFrame = O
Duration = 8
Next = S_LB_DEATH4
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_LB_DEATH4
SpriteName = EGGP
SpriteFrame = O
Duration = 1
Next = S_LB_DEATH5
Action = A_LinedefExecute
Var1 = 1020
Var2 = 0

State S_LB_DEATH5
SpriteName = EGGP
SpriteFrame = O
Duration = 1
Next = S_LB_DEATH6
Action = A_LinedefExecute
Var1 = 1021
Var2 = 0

State S_LB_DEATH6
SpriteName = EGGP
SpriteFrame = O
Duration = 8
Next = S_LB_DEATH7
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_LB_DEATH7
SpriteName = EGGP
SpriteFrame = O
Duration = 8
Next = S_LB_DEATH8
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_LB_DEATH8
SpriteName = EGGP
SpriteFrame = O
Duration = 8
Next = S_LB_DEATH9
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_LB_DEATH9
SpriteName = EGGP
SpriteFrame = O
Duration = 8
Next = S_LB_DEATH10
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_LB_DEATH10
SpriteName = EGGP
SpriteFrame = O
Duration = 8
Next = S_LB_DEATH11
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_LB_DEATH11
SpriteName = EGGP
SpriteFrame = O
Duration = 8
Next = S_LB_DEATH12
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_LB_DEATH12
SpriteName = EGGP
SpriteFrame = O
Duration = 8
Next = S_LB_DEATH13
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_LB_DEATH13
SpriteName = EGGP
SpriteFrame = O
Duration = 8
Next = S_LB_DEATH14
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_LB_DEATH14
SpriteName = EGGP
SpriteFrame = O
Duration = -1
Next = S_NULL
Action = A_BossDeath
Var1 = 0
Var2 = 0

State S_LB_DEAD1
SpriteName = EGGP
SpriteFrame = P
Duration = 5
Next = S_LB_DEAD2
Action = None
Var1 = 0
Var2 = 0

State S_LB_DEAD2
SpriteName = EGGP
SpriteFrame = Q
Duration = 5
Next = S_LB_DEAD1
Action = None
Var1 = 0
Var2 = 0

State S_LB_RAGE1
spritename = EGGP
spriteframe = E
duration = 15
next = S_LB_RAGE2
action = A_LinedefExecute
var1 = 1011
var2 = 0

State S_LB_RAGE2
spritename = EGGP
spriteframe = E
duration = 15
next = S_LB_RAGE3
action = A_LinedefExecute
var1 = 1012
var2 = 0

State S_LB_RAGE3
spritename = EGGP
spriteframe = E
duration = 15
next = S_LB_RAGE4
action = A_LinedefExecute
var1 = 1013
var2 = 0

State S_LB_RAGE4
spritename = EGGP
spriteframe = E
duration = 15
next = S_LB_RAGE5
action = A_LinedefExecute
var1 = 1014
var2 = 0

State S_LB_RAGE5
spritename = EGGP
spriteframe = E
duration = 1
next = S_LB_OPEN
action = A_Repeat
var1 = 6
var2 = S_LB_RAGE1
#