#Moving all new boss content here so that they don't mix up with the old ones. Hope it's okay.

FREESLOT
MT_EGGCRYSTAL_RED
MT_EGGCRYSTAL_BLUE
MT_EGGCRYSTAL_GREEN
MT_EGGCRYSTAL_YELLOW
MT_ULTRAFIRE
MT_ULTRAEARTH
MT_ULTRATHUNDER
MT_ULTRATHUNDER2
MT_ULTRAICE
MT_ULTRAICEALT
MT_ULTRARETALIATOR
MT_PEARLSPIN
MT_ULTRARETALIATORFREE
MT_PEARL
MT_EGGINVIS
MT_ULTRAFIRE_EX
MT_METEOR
MT_ULTRAICE_EX
MT_QUAKE
MT_ULTRAROCK
MT_ULTRAROCK2
MT_ULTIMA
MT_EGGINVIS_THUN
MT_ULTRABOLT

FREESLOT
S_EGGANIMUS_START1
S_EGGANIMUS_START1EX
S_EGGANIMUS_START2
S_EGGANIMUS_START3
S_EGGANIMUS_START4
S_EGGANIMUS_START5
S_EGGANIMUS_START6
S_EGGANIMUS_START7
S_EGGANIMUS_START8
S_EGGANIMUS_CHOOSE0
S_EGGANIMUS_PAIN0
S_EGGANIMUS_PAIN1
S_EGGANIMUS_PAIN2
S_EGGANIMUS_PAIN3
S_EGGANIMUS_PAIN4
S_EGGANIMUS_PAIN5
S_EGGANIMUS_PAIN6
S_EGGANIMUS_PAIN7
S_EGGANIMUS_PAIN8
S_EGGANIMUS_PAIN9
S_EGGANIMUS_PAIN10
S_EGGANIMUS_PAIN11
S_EGGANIMUS_PAIN12
S_EGGANIMUS_PAIN13
S_EGGANIMUS_PAIN13EX
S_EGGANIMUS_PAIN14
S_EGGANIMUS_PAIN15
S_EGGANIMUS_PAIN16
S_EGGANIMUS_PAIN17
S_EGGANIMUS_DIE1
S_EGGANIMUS_DIE2
S_EGGANIMUS_DIE3
S_EGGANIMUS_DIE4
S_EGGANIMUS_DIE5
S_EGGANIMUS_DIE6
S_EGGANIMUS_DIE7
S_EGGANIMUS_DIE8
S_EGGANIMUS_DIE9
S_EGGANIMUS_DIE10
S_EGGANIMUS_DIE11
S_EGGANIMUS_DIE12
S_EGGANIMUS_DIE13
S_EGGANIMUS_FIRE0
S_EGGANIMUS_FIRESTART
S_EGGANIMUS_WATERSTART
S_EGGANIMUS_WINDSTART
S_EGGANIMUS_EARTHSTART
S_EGGANIMUS_FIRE0
S_EGGANIMUS_WATER0
S_EGGANIMUS_EARTH0
S_EGGANIMUS_WIND0
S_EGGANIMUS_FIRE1
S_EGGANIMUS_FIRE2
S_EGGANIMUS_FIRE3
S_EGGANIMUS_WATER1
S_EGGANIMUS_WATER2
S_EGGANIMUS_WATER3
S_EGGANIMUS_EARTH1
S_EGGANIMUS_EARTH2
S_EGGANIMUS_EARTH3
S_EGGANIMUS_WIND1
S_EGGANIMUS_WIND2
S_EGGANIMUS_WIND3
S_EGGANIMUS_RESETREACT
S_EGGANIMUS_ROAM0
S_EGGANIMUS_ROAM1
S_EGGANIMUS_ROAM2
S_EGGANIMUS_ROAM2EX
S_EGGANIMUS_ROAM3
S_EGGANIMUS_ROAM4
S_EGGANIMUS_ROAM5
S_EGGANIMUS_ROAM6
S_EGGANIMUS_ROAM7
S_EGGANIMUS_EX_START1
S_EGGANIMUS_EX_START2
S_EGGANIMUS_EX_START3
S_EGGANIMUS_EX_START4
S_EGGANIMUS_EX_START5
S_EGGANIMUS_EX_START6
S_EGGANIMUS_EX_START7
S_EGGANIMUS_EX_START8
S_EGGANIMUS_EX_START9
S_EGGANIMUS_EX_ROAM0
S_EGGANIMUS_EX_ROAM1
S_EGGANIMUS_EX_ROAM2
S_EGGANIMUS_EX_CHOOSE0
S_EGGANIMUS_EX_FIRE0
S_EGGANIMUS_EX_EARTH0
S_EGGANIMUS_EX_WIND0
S_EGGANIMUS_EX_FIRE1
S_EGGANIMUS_EX_FIRE2
S_EGGANIMUS_EX_FIRE3
S_EGGANIMUS_EX_FIRE4
S_EGGANIMUS_EX_FIRE5
S_EGGANIMUS_EX_FIRE6
S_EGGANIMUS_EX_FIRE7
S_EGGANIMUS_EX_FIRE7EX
S_EGGANIMUS_EX_FIRE8
S_EGGANIMUS_EX_FIRE9
S_EGGANIMUS_EX_FIRE10
S_EGGANIMUS_EX_METEOR
S_EGGANIMUS_EX_EARTH1
S_EGGANIMUS_EX_EARTH2
S_EGGANIMUS_EX_EARTH3
S_EGGANIMUS_EX_EARTH4
S_EGGANIMUS_EX_EARTH5
S_EGGANIMUS_EX_EARTH6
S_EGGANIMUS_EX_EARTH7
S_EGGANIMUS_EX_EARTH8
S_EGGANIMUS_EX_QUAKE
S_EGGANIMUS_EX_WIND1
S_EGGANIMUS_EX_WIND2
S_EGGANIMUS_EX_WIND3
S_EGGANIMUS_EX_WIND4
S_EGGANIMUS_EX_WIND5
S_EGGANIMUS_EX_WIND6
S_EGGANIMUS_EX_WIND7
S_EGGANIMUS_EX_WIND8
S_EGGANIMUS_EX_WIND9
S_EGGANIMUS_EX_WIND10
S_EGGANIMUS_EX_PAIN0
S_EGGANIMUS_EX_PAIN1
S_EGGANIMUS_EX_PAIN2
S_EGGANIMUS_EX_PAIN3
S_EGGANIMUS_EX_PAIN4
S_EGGANIMUS_EX_PAIN5
S_EGGANIMUS_EX_PAIN6
S_EGGANIMUS_EX_PAIN7
S_EGGANIMUS_EX_PAIN7EX1
S_EGGANIMUS_EX_PAIN7EX2
S_EGGANIMUS_EX_PAIN7EX3
S_EGGANIMUS_EX_PAIN7EX4
S_EGGANIMUS_EX_PAIN8
S_EGGANIMUS_EX_PAIN9
S_EGGANIMUS_EX_PAIN10
S_EGGANIMUS_EX_PAIN11
S_EGGANIMUS_EX_PAIN12
S_EGGANIMUS_EX_PAIN13
S_EGGANIMUS_EX_PAIN14
S_EGGANIMUS_EX_PAIN15
S_EGGANIMUS_EX_PAIN16
S_EGGANIMUS_EX_PAIN17
S_EGGANIMUS_EX_DIE1
S_EGGANIMUS_EX_DIE1EX1
S_EGGANIMUS_EX_DIE1EX2
S_EGGANIMUS_EX_DIE2
S_EGGANIMUS_EX_DIE3
S_EGGANIMUS_EX_DIE4
S_EGGANIMUS_EX_DIE5
S_EGGANIMUS_EX_HAX1
S_EGGANIMUS_EX_HAX2
S_EGGANIMUS_EX_HAX3
S_EGGANIMUS_EX_HAX4
S_EGGANIMUS_EX_HAX5
S_EGGANIMUS_EX_HAX6

FREESLOT
S_EGGCRYSTAL_SUPPORT1
S_EGGCRYSTAL_SUPPORT2
S_EGGCRYSTAL_SUPPORT3
S_EGGCRYSTAL_SUPPORT4
S_EGGCRYSTAL_SUPPORT5
S_EGGCRYSTAL_RESET1
S_EGGCRYSTAL_RESET2
S_EGGCRYSTAL_RESET3
S_EGGCRYSTAL_RED1
S_EGGCRYSTAL_RED2
S_EGGCRYSTAL_RED3
S_EGGCRYSTAL_RED4
S_EGGCRYSTAL_RED_A1
S_EGGCRYSTAL_RED_A2
S_EGGCRYSTAL_RED_A3
S_EGGCRYSTAL_RED_A3EX
S_EGGCRYSTAL_RED_A4
S_EGGCRYSTAL_RED_A5
S_EGGCRYSTAL_RED_A5EX
S_EGGCRYSTAL_RED_A6
S_EGGCRYSTAL_RED_A7
S_EGGCRYSTAL_RED_A8
S_EGGCRYSTAL_RED_A9
S_EGGCRYSTAL_RED_A10
S_EGGCRYSTAL_RED_A11
S_EGGCRYSTAL_BLUE1
S_EGGCRYSTAL_BLUE2
S_EGGCRYSTAL_BLUE3
S_EGGCRYSTAL_BLUE4
S_EGGCRYSTAL_BLUE_A1
S_EGGCRYSTAL_BLUE_A2
S_EGGCRYSTAL_BLUE_A3
S_EGGCRYSTAL_BLUE_A3EX
S_EGGCRYSTAL_BLUE_A3EX1
S_EGGCRYSTAL_BLUE_A3EX2
S_EGGCRYSTAL_BLUE_A3EX3
S_EGGCRYSTAL_BLUE_A4
S_EGGCRYSTAL_BLUE_A5
S_EGGCRYSTAL_BLUE_A6
S_EGGCRYSTAL_BLUE_A7
S_EGGCRYSTAL_BLUE_A7EX1
S_EGGCRYSTAL_BLUE_A7EX2
S_EGGCRYSTAL_BLUE_A7EX3
S_EGGCRYSTAL_BLUE_A8
S_EGGCRYSTAL_BLUE_A9
S_EGGCRYSTAL_BLUE_A10
S_EGGCRYSTAL_BLUE_A11
S_EGGCRYSTAL_GREEN1
S_EGGCRYSTAL_GREEN2
S_EGGCRYSTAL_GREEN3
S_EGGCRYSTAL_GREEN4
S_EGGCRYSTAL_GREEN_A1
S_EGGCRYSTAL_GREEN_A2
S_EGGCRYSTAL_GREEN_A3
S_EGGCRYSTAL_GREEN_A3UGLY1
S_EGGCRYSTAL_GREEN_A3UGLY2
S_EGGCRYSTAL_GREEN_A3UGLY3
S_EGGCRYSTAL_GREEN_A3UGLY4
S_EGGCRYSTAL_GREEN_A4
S_EGGCRYSTAL_GREEN_A5
S_EGGCRYSTAL_GREEN_A6
S_EGGCRYSTAL_GREEN_A7
S_EGGCRYSTAL_GREEN_A7EX
S_EGGCRYSTAL_GREEN_A8
S_EGGCRYSTAL_GREEN_A9
S_EGGCRYSTAL_GREEN_A10
S_EGGCRYSTAL_GREEN_A11
S_EGGCRYSTAL_GREEN_A12
S_EGGCRYSTAL_GREEN_A13
S_EGGCRYSTAL_GREEN_A14
S_EGGCRYSTAL_GREEN_A15
S_EGGCRYSTAL_YELLOW1
S_EGGCRYSTAL_YELLOW2
S_EGGCRYSTAL_YELLOW3
S_EGGCRYSTAL_YELLOW4
S_EGGCRYSTAL_YELLOW_A1
S_EGGCRYSTAL_YELLOW_A2
S_EGGCRYSTAL_YELLOW_A3
S_EGGCRYSTAL_YELLOW_A4
S_EGGCRYSTAL_YELLOW_A5
S_EGGCRYSTAL_YELLOW_A6
S_EGGCRYSTAL_YELLOW_A6EX
S_EGGCRYSTAL_YELLOW_A7
S_EGGCRYSTAL_YELLOW_A8
S_EGGCRYSTAL_YELLOW_A9
S_EGGCRYSTAL_YELLOW_A9EX
S_EGGCRYSTAL_YELLOW_A10
S_EGGCRYSTAL_YELLOW_A11
S_EGGCRYSTAL_YELLOW_A12
S_EGGCRYSTAL_YELLOW_A13
S_ULTRAFIRE1
S_ULTRAFIRE2
S_ULTRAFIRE3
S_ULTRAEARTH1
S_ULTRAEARTH2
S_ULTRAEARTH3
S_ULTRAICE1
S_ULTRAICE2
S_ULTRAICE3
S_ULTRAICE4
S_ULTRAICE5
S_ULTRAICE6
S_ULTRAICE7
S_ULTRAICEALT1
S_ULTRAICEALT2
S_ULTRATHUNDER0
S_ULTRATHUNDER1
S_ULTRATHUNDER2
S_ULTRATHUNDER3
S_ULTRATHUNDER4
S_ULTRATHUNDER5
S_ULTRATHUNDER6
S_ULTRATHUNDER7
S_ULTRARETALIATOR1
S_ULTRARETALIATOR2
S_ULTRARETALIATOR3
S_PEARLSPIN1
S_PEARLSPIN2
S_PEARLSPIN3
S_ULTRARETALIATORFREE1
S_PEARL1
S_PEARL2
S_PEARL3
S_PEARL4
S_PEARL5
S_PEARL6
S_PEARL7
S_PEARL8
S_EGGINVIS
S_EGGINVIS_T1
S_EGGINVIS_T2
S_EGGINVIS_HELPER
S_ULTRAFIRE_EX1
S_ULTRAFIRE_EX2
S_ULTRAFIRE_EX3
S_ULTRAFIRE_EX4
S_ULTRAFIRE_EX5
S_ULTRAFIRE_EX6
S_METEOR1
S_METEOR2
S_METEOR3
S_METEOR4
S_METEOR5
S_METEOR6
S_METEOR7
S_METEOR8
S_ULTRAICE_EX1
S_ULTRAICE_EX2
S_ULTRAICE_EX3
S_ULTRAICE_EX3INVIS
S_ULTRAICE_EX3OFF
S_ULTRAICE_EX3ON
S_QUAKE1
S_QUAKE2
S_QUAKE3
S_QUAKE4
S_QUAKE5
S_QUAKE6
S_QUAKE7
S_QUAKE8
S_QUAKE_SCALE
S_QUAKE_CHASE
S_ULTRAROCK1
S_ULTRAROCK2
S_ULTRAROCK3
S_ULTRAROCK4
S_ULTIMA1
S_ULTIMA2
S_ULTIMA3
S_ULTIMA4
S_ULTIMA4EX
S_ULTIMA4EX2
S_ULTIMA5
S_ULTIMA6
S_ULTIMA7
S_EGGINVIS_THUN
S_EGGINVIS_THUN1
S_EGGINVIS_THUN2
S_EGGINVIS_THUN3
S_EGGINVIS_THUN4
S_EGGINVIS_THUN5
S_EGGINVIS_THUN6
S_EGGINVIS_THUN7
S_ULTRABOLT1
S_ULTRABOLT2
S_ULTRABOLT3
S_ULTRABOLT4
S_ULTRABOLT5
S_ULTRABOLT6

FREESLOT
SPR_BICE
SPR_BUBZ
SPR_ULTI
SPR_THUN

Object MT_EGGANIMUS
#$Name Egg Animus
#$Sprite EGGMA1
#$Category Mystic Realm Objects
MapThingNum = 253
SpawnState = S_EGGANIMUS_START1
SpawnHealth = 8
SeeState = S_Boss_Stand
SeeSound = sfx_None
ReactionTime = 45
AttackSound = 0
PainState = S_EGGANIMUS_PAIN0
PainChance = 71
PainSound = sfx_dmpain
MeleeState = S_EGGANIMUS_CHOOSE0
MissileState = S_EGGANIMUS_CHOOSE0
DeathState = S_EGGANIMUS_DIE1
DeathSound = sfx_cybdth
XDeathState = S_EGGMOBILE_FLEE1
Speed = 5
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
Mass = 0
Damage = 0
ActiveSound = sfx_telept
RaiseState = S_FBoss_Panic1
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_NOGRAVITY|MF_RUNSPAWNFUNC

State S_EGGANIMUS_START1
SpriteName = EGGM
SpriteFrame = A
Duration = 4
Next = S_EGGANIMUS_START1EX
Action A_CheckCustomValue
Var1 = 2
Var2 = S_EGGANIMUS_ROAM1

State S_EGGANIMUS_START1EX
SpriteName = EGGM
SpriteFrame = A
Duration = 0
Next = S_EGGANIMUS_START2
Action A_CheckCustomValue
Var1 = 1
Var2 = S_EGGANIMUS_CHOOSE0

State S_EGGANIMUS_START2
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 16
Next = S_EGGANIMUS_START3
Action None
Var1 = 3
Var2 = 4

State S_EGGANIMUS_START3
SpriteName = EGGM
SpriteFrame = E
Duration = 4
Next = S_EGGANIMUS_START4
Action A_PlaySound
Var1 = sfx_litng1
Var2 = 0

State S_EGGANIMUS_START4
SpriteName = EGGM
SpriteFrame = E
Duration = 1
Next = S_EGGANIMUS_START5
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_EGGCRYSTAL_RED

State S_EGGANIMUS_START5
SpriteName = EGGM
SpriteFrame = E
Duration = 1
Next = S_EGGANIMUS_START6
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_EGGCRYSTAL_BLUE

State S_EGGANIMUS_START6
SpriteName = EGGM
SpriteFrame = E
Duration = 1
Next = S_EGGANIMUS_START7
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_EGGCRYSTAL_GREEN

State S_EGGANIMUS_START7
SpriteName = EGGM
SpriteFrame = E
Duration = 16
Next = S_EGGANIMUS_START8
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_EGGCRYSTAL_YELLOW

State S_EGGANIMUS_START8
SpriteName = EGGM
SpriteFrame = E
Duration = 1
Next = S_Boss_Stand
Action A_SetCustomValue
Var1 = 1
Var2 = 0

State S_EGGANIMUS_CHOOSE0
SpriteName = EGGM
SpriteFrame = E
Duration = 1
Next = S_EGGANIMUS_CHOOSE0
Action A_RandomStateRange
Var1 = S_EGGANIMUS_FIRESTART
Var2 = S_EGGANIMUS_EARTHSTART


State S_EGGANIMUS_FIRESTART
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 1
Next = S_EGGANIMUS_FIRE0
Action A_SetCustomValue
Var1 = 1
Var2 = 0

State S_EGGANIMUS_WATERSTART
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 1
Next = S_EGGANIMUS_WATER0
Action A_SetCustomValue
Var1 = 2
Var2 = 0

State S_EGGANIMUS_WINDSTART
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 1
Next = S_EGGANIMUS_WIND0
Action A_SetCustomValue
Var1 = 3
Var2 = 0

State S_EGGANIMUS_EARTHSTART
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 1
Next = S_EGGANIMUS_EARTH0
Action A_SetCustomValue
Var1 = 4
Var2 = 0

#Fire Crystal Attack

State S_EGGANIMUS_FIRE0
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_FIRE1
Action A_FindTracer
Var1 = MT_EGGCRYSTAL_RED
Var2 = 0

State S_EGGANIMUS_FIRE1
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_FIRE2
Action A_SetObjectState
Var1 = S_EGGCRYSTAL_RED_A1
Var2 = 1

State S_EGGANIMUS_FIRE2
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 8
Next = S_EGGANIMUS_FIRE3
Action None
Var1 = 2
Var2 = 4

State S_EGGANIMUS_FIRE3
SpriteName = EGGM
SpriteFrame = F
Duration = 22
Next = S_EGGANIMUS_ROAM0
Action A_PlaySound
Var1 = sfx_fire
Var2 = 0

##Water Crystal Attack
State S_EGGANIMUS_WATER0
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_WATER1
Action A_FindTracer
Var1 = MT_EGGCRYSTAL_BLUE
Var2 = 0

State S_EGGANIMUS_WATER1
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_WATER2
Action A_SetObjectState
Var1 = S_EGGCRYSTAL_BLUE_A1
Var2 = 1

State S_EGGANIMUS_WATER2
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 8
Next = S_EGGANIMUS_WATER3
Action None
Var1 = 2
Var2 = 4

State S_EGGANIMUS_WATER3
SpriteName = EGGM
SpriteFrame = F
Duration = 22
Next = S_EGGANIMUS_ROAM0
Action A_PlaySound
Var1 = sfx_s3k39
Var2 = 0

##Wind Crystal Attack
State S_EGGANIMUS_WIND0
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_WIND1
Action A_FindTracer
Var1 = MT_EGGCRYSTAL_GREEN
Var2 = 0

State S_EGGANIMUS_WIND1
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_WIND2
Action A_SetObjectState
Var1 = S_EGGCRYSTAL_GREEN_A1
Var2 = 1

State S_EGGANIMUS_WIND2
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 8
Next = S_EGGANIMUS_WIND3
Action None
Var1 = 2
Var2 = 4

State S_EGGANIMUS_WIND3
SpriteName = EGGM
SpriteFrame = F
Duration = 22
Next = S_EGGANIMUS_ROAM0
Action A_PlaySound
Var1 = sfx_wdjump
Var2 = 0

##Earth Crystal Attack
State S_EGGANIMUS_EARTH0
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_EARTH1
Action A_FindTracer
Var1 = MT_EGGCRYSTAL_YELLOW
Var2 = 0

State S_EGGANIMUS_EARTH1
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_EARTH2
Action A_SetObjectState
Var1 = S_EGGCRYSTAL_YELLOW_A1
Var2 = 1

State S_EGGANIMUS_EARTH2
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 8
Next = S_EGGANIMUS_EARTH3
Action None
Var1 = 2
Var2 = 4

State S_EGGANIMUS_EARTH3
SpriteName = EGGM
SpriteFrame = F
Duration = 22
Next = S_EGGANIMUS_ROAM0
Action A_PlaySound
Var1 = sfx_pstop
Var2 = 0

##Post Attack stuff
State S_EGGANIMUS_RESETREACT
SpriteName = EGGM
SpriteFrame = A
Duration = 0
Next = S_Boss_Stand
ACTION A_SetReactionTime
Var1 = 1
Var2 = 30

State S_EGGANIMUS_ROAM0
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_ROAM1
Action None
Var1 = 0
Var2 = 0

State S_EGGANIMUS_ROAM1
SpriteName = EGGM
SpriteFrame = A
Duration = 1
Next = S_EGGANIMUS_ROAM2
ACTION A_DualAction
VAR1 = S_EGGANIMUS_RESETREACT
VAR2 = S_BossXChaseB

State S_EGGANIMUS_ROAM2
SpriteName = EGGM
SpriteFrame = A
Duration = 0
Next = S_EGGANIMUS_ROAM2EX
ACTION A_Repeat
VAR1 = 35
VAR2 = S_EGGANIMUS_ROAM1

State S_EGGANIMUS_ROAM2EX
SpriteName = EGGM
SpriteFrame = B
Duration = 40
Next = S_EGGANIMUS_ROAM3
Action A_PlaySound
Var1 = sfx_s3k74

State S_EGGANIMUS_ROAM3
SpriteName = EGGM
SpriteFrame = A
Duration = 0
Next = S_EGGANIMUS_ROAM4
ACTION A_FaceTarget

State S_EGGANIMUS_ROAM4
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 8
Next = S_EGGANIMUS_ROAM5
Action None
Var1 = 2
Var2 = 4

State S_EGGANIMUS_ROAM5
SpriteName = EGGM
SpriteFrame = F
Duration = 8
Next = S_EGGANIMUS_ROAM6
Action A_FireShot
Var1 = MT_CYBRAKDEMON_MISSILE
Var2 = 24

State S_EGGANIMUS_ROAM6
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_ROAM1
ACTION A_Repeat
VAR1 = 6
VAR2 = S_EGGANIMUS_ROAM3


##I guess this is a good way to cycle without waiting for the crystals?
State S_EGGANIMUS_ROAM7
SpriteName = EGGM
SpriteFrame = F
Duration = 30
Next = S_EGGANIMUS_PAIN15
ACTION None

##Boss 1 Hurt
State S_EGGANIMUS_PAIN0
SpriteName = EGGM
SpriteFrame = V
Duration = 1
Next = S_EGGANIMUS_PAIN1
Action A_FindTarget
Var1 = MT_PLAYER

##Boss 1 Hurt
State S_EGGANIMUS_PAIN1
SpriteName = EGGM
SpriteFrame = T
Duration = 24
Next = S_EGGANIMUS_PAIN2
Action A_DualAction
Var1 = S_EGGMOBILE_PAIN
Var2 = S_BossXChaseA

State S_EGGANIMUS_PAIN2
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 8
Next = S_EGGANIMUS_PAIN3
Action A_ForceStop

State S_EGGANIMUS_PAIN3
SpriteName = EGGM
SpriteFrame = F
Duration = 2
Next = S_EGGANIMUS_PAIN4
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_PEARL+60*FRACUNIT

State S_EGGANIMUS_PAIN4
SpriteName = EGGM
SpriteFrame = F
Duration = 3
Next = S_EGGANIMUS_PAIN5
Action A_PlaySound
Var1 = sfx_s3kb3

State S_EGGANIMUS_PAIN5
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_PAIN6
Action None

State S_EGGANIMUS_PAIN6
SpriteName = EGGM
SpriteFrame = A
Duration = 105
Next = S_EGGANIMUS_PAIN7
Action A_PrepareRepeat
Var1 = 12

State S_EGGANIMUS_PAIN7
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 2
Next = S_EGGANIMUS_PAIN8
Action A_FaceTarget
Var1 = 3
Var2 = 4

State S_EGGANIMUS_PAIN8
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_PAIN9
Action None
#Action A_FireShot
#Var1 = MT_ROCKET
#Var2 = 2

State S_EGGANIMUS_PAIN9
SpriteName = EGGM
SpriteFrame = E
Duration = 1
Next = S_EGGANIMUS_PAIN10
Action None
#Action A_FireShot
#Var1 = MT_ROCKET
#Var2 = 2

State S_EGGANIMUS_PAIN10
SpriteName = EGGM
SpriteFrame = E
Duration = 0
Next = S_EGGANIMUS_PAIN11
Action A_Repeat
Var1 = 12
Var2 = S_EGGANIMUS_PAIN7

State S_EGGANIMUS_PAIN11
SpriteName = EGGM
SpriteFrame = E
Duration = 4
Next = S_EGGANIMUS_PAIN12
Action A_FaceTarget

State S_EGGANIMUS_PAIN12
SpriteName = EGGM
SpriteFrame = E
Duration = 2
Next = S_EGGANIMUS_PAIN13
Action A_ChangeAngleRelative
Var1 = 75
Var2 = 105

State S_EGGANIMUS_PAIN13
SpriteName = EGGM
SpriteFrame = E
Duration = 35
Next = S_EGGANIMUS_PAIN13EX
Action A_Thrust
Var1 = 20

State S_EGGANIMUS_PAIN13EX
SpriteName = EGGM
SpriteFrame = E
Duration = 1
Next = S_EGGANIMUS_PAIN14
Action A_Thrust
Var1 = 5
Var2 = 1

State S_EGGANIMUS_PAIN14
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_PAIN15
Action A_Boss5Calm

State S_EGGANIMUS_PAIN15
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_PAIN16
Action A_CheckCustomValue
Var1 = 4
Var2 = S_EGGANIMUS_FIRESTART

State S_EGGANIMUS_PAIN16
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_PAIN17
Action A_CheckCustomValue
Var1 = 3
Var2 = S_EGGANIMUS_EARTHSTART

State S_EGGANIMUS_PAIN17
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_WATERSTART
Action A_CheckCustomValue
Var1 = 2
Var2 = S_EGGANIMUS_WINDSTART

State S_EGGANIMUS_DIE1
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_DIE2
Action A_FindTracer
Var1 = MT_EGGCRYSTAL_RED

State S_EGGANIMUS_DIE2
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_DIE3
Action A_RemoteDamage
Var1 = 2
Var2 = 2

State S_EGGANIMUS_DIE3
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_DIE4
Action A_FindTracer
Var1 = MT_EGGCRYSTAL_BLUE

State S_EGGANIMUS_DIE4
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_DIE5
Action A_RemoteDamage
Var1 = 2
Var2 = 2

State S_EGGANIMUS_DIE5
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_DIE6
Action A_FindTracer
Var1 = MT_EGGCRYSTAL_GREEN

State S_EGGANIMUS_DIE6
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_DIE7
Action A_RemoteDamage
Var1 = 2
Var2 = 2

State S_EGGANIMUS_DIE7
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_DIE8
Action A_FindTracer
Var1 = MT_EGGCRYSTAL_YELLOW

State S_EGGANIMUS_DIE8
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_DIE9
Action A_RemoteDamage
Var1 = 2
Var2 = 2

##Hijacking the regular death because we gotta spawn in the BIG BOY
State S_EGGANIMUS_DIE9
SpriteName = EGGM
SpriteFrame = W
Duration = 0
Next = S_EGGANIMUS_DIE10
Action A_PrepareRepeat
Var1 = 20

State S_EGGANIMUS_DIE10
SpriteName = EGGM
SpriteFrame = W
Duration = 8
Next = S_EGGANIMUS_DIE11
Action A_Fall

State S_EGGANIMUS_DIE11
SpriteName = EGGM
SpriteFrame = W
Duration = 4
Next = S_EGGANIMUS_DIE12
Action A_BossScream

State S_EGGANIMUS_DIE12
SpriteName = EGGM
SpriteFrame = W
Duration = 0
Next = S_EGGANIMUS_DIE13
Action A_Repeat
Var1 = 20
Var2 = S_EGGANIMUS_DIE11

State S_EGGANIMUS_DIE13
SpriteName = EGGM
SpriteFrame = W
Duration = 1
Next = S_NULL
Action A_SpawnObjectRelative
Var2 = MT_EGGANIMUS_EX


##Crystal Idle
State S_EGGCRYSTAL_SUPPORT1
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_IVSP

State S_EGGCRYSTAL_SUPPORT2
Action A_CapeChase
Var1 = 24*FRACUNIT
Var2 = -60+90*FRACUNIT

State S_EGGCRYSTAL_SUPPORT3
Action A_CapeChase
Var1 = 24*FRACUNIT
Var2 = -30+60*FRACUNIT

State S_EGGCRYSTAL_SUPPORT4
Action A_CapeChase
Var1 = 24*FRACUNIT
Var2 = 30+60*FRACUNIT

State S_EGGCRYSTAL_SUPPORT5
Action A_CapeChase
Var1 = 24*FRACUNIT
Var2 = 60+90*FRACUNIT

State S_EGGCRYSTAL_RESET1
SpriteName = WCRY
SpriteFrame = E
Duration = 8
Next = S_EGGCRYSTAL_RESET2
Action A_PlaySound
Var1 = sfx_mixup
Var2 = 0

State S_EGGCRYSTAL_RESET2
SpriteName = WCRY
SpriteFrame = E
Duration = 0
Next = S_EGGCRYSTAL_RESET3
Action A_FindTarget
Var1 = MT_EGGANIMUS
Var2 = 0

State S_EGGCRYSTAL_RESET3
SpriteName = WCRY
SpriteFrame = E
Duration = 0
Next = S_SEESTATE
Action None
Var1 = 0
Var2 = 0

Object MT_EGGCRYSTAL_RED
MapThingNum = -1
SpawnState = S_EGGCRYSTAL_RED1
SpawnHealth = 1000
ReactionTime = 140
SeeState = S_EGGCRYSTAL_RED1
SeeSound = sfx_None
AttackSound = sfx_None
PainChance = 0
PainSound = sfx_None
DeathState = S_XPLD1
DeathSound = sfx_None
Speed = 0
Radius = 9*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT

State S_EGGCRYSTAL_RED1
SpriteName = WCRY
SpriteFrame = B
Duration = 1
Next = S_EGGCRYSTAL_RED2
Action A_FindTarget
Var1 = MT_EGGANIMUS
Var2 = 0

State S_EGGCRYSTAL_RED2
SpriteName = WCRY
SpriteFrame = B
Duration = 1
Next = S_EGGCRYSTAL_RED3
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT2

State S_EGGCRYSTAL_RED3
SpriteName = WCRY
SpriteFrame = C
Duration = 1
Next = S_EGGCRYSTAL_RED4
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT2

State S_EGGCRYSTAL_RED4
SpriteName = WCRY
SpriteFrame = D
Duration = 1
Next = S_EGGCRYSTAL_RED2
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT2

#make sure to revert the target back to the boss after you're done here
State S_EGGCRYSTAL_RED_A1
SpriteName = WCRY
SpriteFrame = B
Duration = 4
Next = S_EGGCRYSTAL_RED_A2
Action A_SetTargetsTarget
Var1 = 0
Var2 = 0

State S_EGGCRYSTAL_RED_A2
SpriteName = WCRY
SpriteFrame = C
Duration = 16
Next = S_EGGCRYSTAL_RED_A3
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_EGGCRYSTAL_RED_A3
SpriteName = WCRY
SpriteFrame = D
Duration = 24
Next = S_EGGCRYSTAL_RED_A3EX
Action A_HomingChase
Var1 = 20*FRACUNIT
Var2 = 0

State S_EGGCRYSTAL_RED_A3EX
SpriteName = WCRY
SpriteFrame = D
Duration = 1
Next = S_EGGCRYSTAL_RED_A4
Action A_ForceStop

State S_EGGCRYSTAL_RED_A4
SpriteName = WCRY
SpriteFrame = E
Duration = 35
Next = S_EGGCRYSTAL_RED_A5
Action A_PlaySound
Var1 = sfx_supert
Var2 = 0

State S_EGGCRYSTAL_RED_A5
SpriteName = WCRY
SpriteFrame = E
Duration = 0
Next = S_EGGCRYSTAL_RED_A5EX
Action A_SuperFireShot
Var1 = MT_CYBRAKDEMON_FLAMESHOT
Var2 = 0

#set the missiles' targets to the boss so they don't hurt him
State S_EGGCRYSTAL_RED_A5EX
SpriteName = WCRY
SpriteFrame = E
Duration = 2
Next = S_EGGCRYSTAL_RED_A6
Action A_RemoteAction
Var1 = MT_CYBRAKDEMON_FLAMESHOT
Var2 = S_EGGCRYSTAL_RESET2

State S_EGGCRYSTAL_RED_A6
SpriteName = WCRY
SpriteFrame = E
Duration = 0
Next = S_EGGCRYSTAL_RED_A7
Action A_Repeat
Var1 = 24
Var2 = S_EGGCRYSTAL_RED_A5

State S_EGGCRYSTAL_RED_A7
SpriteName = WCRY
SpriteFrame = E
Duration = 8
Next = S_EGGCRYSTAL_RED_A8
Action A_VileTarget
Var1 = MT_CYBRAKDEMON_TARGET_RETICULE
Var2 = 1

State S_EGGCRYSTAL_RED_A8
SpriteName = WCRY
SpriteFrame = C
Duration = 3
Next = S_EGGCRYSTAL_RED_A9
Action A_FaceTarget

State S_EGGCRYSTAL_RED_A9
SpriteName = WCRY
SpriteFrame = D
Duration = 0
Next = S_EGGCRYSTAL_RED_A10
Action A_Repeat
Var1 = 24
Var2 = S_EGGCRYSTAL_RED_A8

State S_EGGCRYSTAL_RED_A10
SpriteName = WCRY
SpriteFrame = D
Duration = 4
Next = S_EGGCRYSTAL_RED_A11
Action A_ChangeAngleRelative
Var1 = 180
Var2 = 180

State S_EGGCRYSTAL_RED_A11
SpriteName = WCRY
SpriteFrame = C
Duration = 35
Next = S_EGGCRYSTAL_RESET1
Action A_SuperFireShot
Var1 = MT_ULTRAFIRE

Object MT_EGGCRYSTAL_BLUE
MapThingNum = -1
SpawnState = S_EGGCRYSTAL_BLUE1
SpawnHealth = 1000
ReactionTime = 140
SeeState = S_EGGCRYSTAL_BLUE1
SeeSound = sfx_None
AttackSound = sfx_None
PainChance = 0
PainSound = sfx_None
DeathState = S_XPLD1
DeathSound = sfx_None
Speed = 0
Radius = 9*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT

State S_EGGCRYSTAL_BLUE1
SpriteName = WCRY
SpriteFrame = F
Duration = 1
Next = S_EGGCRYSTAL_BLUE2
Action A_FindTarget
Var1 = MT_EGGANIMUS
Var2 = 0

State S_EGGCRYSTAL_BLUE2
SpriteName = WCRY
SpriteFrame = F
Duration = 1
Next = S_EGGCRYSTAL_BLUE3
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT3

State S_EGGCRYSTAL_BLUE3
SpriteName = WCRY
SpriteFrame = G
Duration = 1
Next = S_EGGCRYSTAL_BLUE4
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT3

State S_EGGCRYSTAL_BLUE4
SpriteName = WCRY
SpriteFrame = H
Duration = 1
Next = S_EGGCRYSTAL_BLUE2
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT3

State S_EGGCRYSTAL_BLUE_A1
SpriteName = WCRY
SpriteFrame = F
Duration = 4
Next = S_EGGCRYSTAL_BLUE_A2
Action A_SetTargetsTarget
Var1 = 0
Var2 = 0

State S_EGGCRYSTAL_BLUE_A2
SpriteName = WCRY
SpriteFrame = E
Duration = 25
Next = S_EGGCRYSTAL_BLUE_A3
Action A_PlaySound
Var1 = sfx_splish

State S_EGGCRYSTAL_BLUE_A3
SpriteName = WCRY
SpriteFrame = E
Duration = 4
Next = S_EGGCRYSTAL_BLUE_A3EX
Action A_FaceTarget

State S_EGGCRYSTAL_BLUE_A3EX
SpriteName = WCRY
SpriteFrame = E
Duration = 22
Next = S_EGGCRYSTAL_BLUE_A3EX1
Action A_PlaySound
Var1 = sfx_s3k3f

State S_EGGCRYSTAL_BLUE_A3EX1
SpriteName = WCRY
SpriteFrame = E
Duration = 15
Next = S_EGGCRYSTAL_BLUE_A3EX2
Action A_HomingChase
Var1 = 20*FRACUNIT

State S_EGGCRYSTAL_BLUE_A3EX2
SpriteName = WCRY
SpriteFrame = E
Duration = 8
Next = S_EGGCRYSTAL_BLUE_A3EX3
Action A_ForceStop

State S_EGGCRYSTAL_BLUE_A3EX3
SpriteName = WCRY
SpriteFrame = E
Duration = 8
Next = S_EGGCRYSTAL_BLUE_A4
Action A_FaceTarget

State S_EGGCRYSTAL_BLUE_A4
SpriteName = WCRY
SpriteFrame = E
Duration = 8
Next = S_EGGCRYSTAL_BLUE_A5
Action A_SuperFireShot
Var1 = MT_ULTRAICE

State S_EGGCRYSTAL_BLUE_A5
SpriteName = WCRY
SpriteFrame = E
Duration = 18
Next = S_EGGCRYSTAL_BLUE_A6
Action A_Thrust
Var1 = 30*FRACUNIT

State S_EGGCRYSTAL_BLUE_A6
SpriteName = WCRY
SpriteFrame = E
Duration = 0
Next = S_EGGCRYSTAL_BLUE_A7
Action A_Repeat
Var1 = 4
Var2 = S_EGGCRYSTAL_BLUE_A3

State S_EGGCRYSTAL_BLUE_A7
SpriteName = WCRY
SpriteFrame = F
Duration = 0
Next = S_EGGCRYSTAL_BLUE_A7EX1
Action A_ForceStop

State S_EGGCRYSTAL_BLUE_A7EX1
SpriteName = WCRY
SpriteFrame = F
Duration = 0
Next = S_EGGCRYSTAL_BLUE_A7EX2
Action A_FaceTarget

State S_EGGCRYSTAL_BLUE_A7EX2
SpriteName = WCRY
SpriteFrame = F
Duration = 12
Next = S_EGGCRYSTAL_BLUE_A7EX3
Action A_Thrust
Var1 = 40*FRACUNIT

State S_EGGCRYSTAL_BLUE_A7EX3
SpriteName = WCRY
SpriteFrame = F
Duration = 8
Next = S_EGGCRYSTAL_BLUE_A8
Action A_ForceStop

State S_EGGCRYSTAL_BLUE_A8
SpriteName = WCRY
SpriteFrame = F
Duration = 35
Next = S_EGGCRYSTAL_BLUE_A9
Action A_PlaySound
Var1 = sfx_bejet1

State S_EGGCRYSTAL_BLUE_A9
SpriteName = WCRY
SpriteFrame = G
Duration = 3
Next = S_EGGCRYSTAL_BLUE_A10
Action A_LobShot
Var1 = MT_ULTRAICEALT
Var2 = 70+20*FRACUNIT

State S_EGGCRYSTAL_BLUE_A10
SpriteName = WCRY
SpriteFrame = G
Duration = 0
Next = S_EGGCRYSTAL_BLUE_A11
Action A_Repeat
Var1 = 20
Var2 = S_EGGCRYSTAL_BLUE_A9

State S_EGGCRYSTAL_BLUE_A11
SpriteName = WCRY
SpriteFrame = F
Duration = 8
Next = S_EGGCRYSTAL_RESET1


Object MT_EGGCRYSTAL_GREEN
MapThingNum = -1
SpawnState = S_EGGCRYSTAL_GREEN1
SpawnHealth = 1000
ReactionTime = 140
SeeState = S_EGGCRYSTAL_GREEN1
SeeSound = sfx_None
AttackSound = sfx_None
PainChance = 200*FRACUNIT
PainSound = sfx_None
DeathState = S_XPLD1
DeathSound = sfx_None
Speed = 0
Radius = 9*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT

State S_EGGCRYSTAL_GREEN1
SpriteName = WCRY
SpriteFrame = F
Duration = J
Next = S_EGGCRYSTAL_GREEN2
Action A_FindTarget
Var1 = MT_EGGANIMUS
Var2 = 0

State S_EGGCRYSTAL_GREEN2
SpriteName = WCRY
SpriteFrame = J
Duration = 1
Next = S_EGGCRYSTAL_GREEN3
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT4

State S_EGGCRYSTAL_GREEN3
SpriteName = WCRY
SpriteFrame = K
Duration = 1
Next = S_EGGCRYSTAL_GREEN4
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT4

State S_EGGCRYSTAL_GREEN4
SpriteName = WCRY
SpriteFrame = L
Duration = 1
Next = S_EGGCRYSTAL_GREEN2
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT4

State S_EGGCRYSTAL_GREEN_A1
SpriteName = WCRY
SpriteFrame = J
Duration = 4
Next = S_EGGCRYSTAL_GREEN_A2
Action A_SetTargetsTarget
Var1 = 0
Var2 = 0

State S_EGGCRYSTAL_GREEN_A2
SpriteName = WCRY
SpriteFrame = J
Duration = 16
Next = S_EGGCRYSTAL_GREEN_A3
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_EGGCRYSTAL_GREEN_A3
SpriteName = WCRY
SpriteFrame = E
Duration = 35
Next = S_EGGCRYSTAL_GREEN_A3UGLY1
Action A_PlaySound
Var1 = sfx_s3k45
Var2 = 0

##hate hate hate
State S_EGGCRYSTAL_GREEN_A3UGLY1
SpriteName = WCRY
SpriteFrame = J
Duration = 2
Next = S_EGGCRYSTAL_GREEN_A3UGLY2
Action A_CapeChase

##hate hate hate
State S_EGGCRYSTAL_GREEN_A3UGLY2
SpriteName = WCRY
SpriteFrame = J
Duration = 2
Next = S_EGGCRYSTAL_GREEN_A3UGLY3
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_IVSP

##hate hate hate
State S_EGGCRYSTAL_GREEN_A3UGLY3
SpriteName = WCRY
SpriteFrame = J
Duration = 2
Next = S_EGGCRYSTAL_GREEN_A3UGLY4
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_IVSP+30*FRACUNIT

##hate hate hate
State S_EGGCRYSTAL_GREEN_A3UGLY4
SpriteName = WCRY
SpriteFrame = J
Duration = 31
Next = S_EGGCRYSTAL_GREEN_A4
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_IVSP-30*FRACUNIT

State S_EGGCRYSTAL_GREEN_A4
SpriteName = WCRY
SpriteFrame = E
Duration = 8
Next = S_EGGCRYSTAL_GREEN_A5
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_ULTRATHUNDER

State S_EGGCRYSTAL_GREEN_A5
SpriteName = WCRY
SpriteFrame = K
Duration = 4
Next = S_EGGCRYSTAL_GREEN_A6
Action A_HomingChase
Var1 = 10*FRACUNIT

State S_EGGCRYSTAL_GREEN_A6
SpriteName = WCRY
SpriteFrame = L
Duration = 4
Next = S_EGGCRYSTAL_GREEN_A7
Action A_HomingChase
Var1 = 10*FRACUNIT

State S_EGGCRYSTAL_GREEN_A7
SpriteName = WCRY
SpriteFrame = L
Duration = 4
Next = S_EGGCRYSTAL_GREEN_A7EX
Action A_HomingChase
Var1 = 10*FRACUNIT
Var2 = 0

State S_EGGCRYSTAL_GREEN_A7EX
SpriteName = WCRY
SpriteFrame = L
Duration = 6
Next = S_EGGCRYSTAL_GREEN_A8
Action A_SplitShot
Var1 = 20*FRACUNIT
Var2 = MT_ULTRATHUNDER2+20*FRACUNIT

State S_EGGCRYSTAL_GREEN_A8
SpriteName = WCRY
SpriteFrame = L
Duration = 0
Next = S_EGGCRYSTAL_GREEN_A9
Action A_Repeat
Var1 = 12
Var2 = S_EGGCRYSTAL_GREEN_A6

State S_EGGCRYSTAL_GREEN_A9
SpriteName = WCRY
SpriteFrame = L
Duration = 16
Next = S_EGGCRYSTAL_GREEN_A10
#Action A_ZThrust
#Var1 = 16*FRACUNIT
#Var2 = 1+FRACUNIT

State S_EGGCRYSTAL_GREEN_A10
SpriteName = WCRY
SpriteFrame = L
Duration = 0
Next = S_EGGCRYSTAL_GREEN_A11
Action A_ForceStop

State S_EGGCRYSTAL_GREEN_A11
SpriteName = WCRY
SpriteFrame = L
Duration = 50
Next = S_EGGCRYSTAL_GREEN_A12
Action A_PlaySound
Var1 = sfx_s3k5c

State S_EGGCRYSTAL_GREEN_A12
SpriteName = WCRY
SpriteFrame = L
Duration = 50
Next = S_EGGCRYSTAL_GREEN_A13
Action A_HomingChase
Var1 = 80*FRACUNIT
Var2 = 0

State S_EGGCRYSTAL_GREEN_A13
SpriteName = WCRY
SpriteFrame = L
Duration = 50
Next = S_EGGCRYSTAL_GREEN_A14
Action A_ForceStop

State S_EGGCRYSTAL_GREEN_A14
SpriteName = WCRY
SpriteFrame = L
Duration = 0
Next = S_EGGCRYSTAL_GREEN_A15
Action A_FindTracer
Var1 = MT_ULTRATHUNDER

State S_EGGCRYSTAL_GREEN_A15
SpriteName = WCRY
SpriteFrame = L
Duration = 0
Next = S_EGGCRYSTAL_RESET1
Action A_RemoteDamage
Var1 = 2
Var2 = 2

Object MT_EGGCRYSTAL_YELLOW
MapThingNum = -1
SpawnState = S_EGGCRYSTAL_YELLOW1
SpawnHealth = 1000
ReactionTime = 140
SeeState = S_EGGCRYSTAL_YELLOW1
SeeSound = sfx_None
AttackSound = sfx_None
PainChance = 0
PainSound = sfx_None
DeathState = S_XPLD1
DeathSound = sfx_None
Speed = 0
Radius = 9*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_RUNSPAWNFUNC

State S_EGGCRYSTAL_YELLOW1
SpriteName = WCRY
SpriteFrame = N
Duration = J
Next = S_EGGCRYSTAL_YELLOW2
Action A_FindTarget
Var1 = MT_EGGANIMUS
Var2 = 0

State S_EGGCRYSTAL_YELLOW2
SpriteName = WCRY
SpriteFrame = N
Duration = 1
Next = S_EGGCRYSTAL_YELLOW3
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT5

State S_EGGCRYSTAL_YELLOW3
SpriteName = WCRY
SpriteFrame = O
Duration = 1
Next = S_EGGCRYSTAL_YELLOW4
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT5

State S_EGGCRYSTAL_YELLOW4
SpriteName = WCRY
SpriteFrame = P
Duration = 1
Next = S_EGGCRYSTAL_YELLOW2
Action A_DualAction
Var1 = S_EGGCRYSTAL_SUPPORT1
Var2 = S_EGGCRYSTAL_SUPPORT5

State S_EGGCRYSTAL_YELLOW_A1
SpriteName = WCRY
SpriteFrame = N
Duration = 4
Next = S_EGGCRYSTAL_YELLOW_A2
Action A_SetTargetsTarget
Var1 = 0
Var2 = 0

State S_EGGCRYSTAL_YELLOW_A2
SpriteName = WCRY
SpriteFrame = N
Duration = 16
Next = S_EGGCRYSTAL_YELLOW_A3
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_EGGCRYSTAL_YELLOW_A3
SpriteName = WCRY
SpriteFrame = N
Duration = 16
Next = S_EGGCRYSTAL_YELLOW_A4
#Action A_ZThrust
#Var1 = -2*FRACUNIT
#Var2 = 1+FRACUNIT

State S_EGGCRYSTAL_YELLOW_A4
SpriteName = WCRY
SpriteFrame = N
Duration = 1
Next = S_EGGCRYSTAL_YELLOW_A5
Action A_ForceStop

State S_EGGCRYSTAL_YELLOW_A4
SpriteName = WCRY
SpriteFrame = E
Duration = 35
Next = S_EGGCRYSTAL_YELLOW_A5
Action A_PlaySound
Var1 = sfx_s3kb3

State S_EGGCRYSTAL_YELLOW_A5
SpriteName = WCRY
SpriteFrame = E
Duration = 4
Next = S_EGGCRYSTAL_YELLOW_A6
Action A_PlaySound
Var1 = sfx_rocks1

State S_EGGCRYSTAL_YELLOW_A6
SpriteName = WCRY
SpriteFrame = E
Duration = 4
Next = S_EGGCRYSTAL_YELLOW_A7
Action A_RemoteAction
Var1 = -1
Var2 = S_EGGCRYSTAL_YELLOW_A6EX

State S_EGGCRYSTAL_YELLOW_A6EX
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_ULTRAEARTH+150*FRACUNIT

State S_EGGCRYSTAL_YELLOW_A7
SpriteName = WCRY
SpriteFrame = E
Duration = 8
Next = S_EGGCRYSTAL_YELLOW_A8
Action A_Repeat
Var1 = 12
Var2 = S_EGGCRYSTAL_YELLOW_A5

State S_EGGCRYSTAL_YELLOW_A8
SpriteName = WCRY
SpriteFrame = O
Duration = 35
Next = S_EGGCRYSTAL_YELLOW_A9
Action A_PlaySound
Var1 = sfx_bechrg

State S_EGGCRYSTAL_YELLOW_A9
SpriteName = WCRY
SpriteFrame = O
Duration = 2
Next = S_EGGCRYSTAL_YELLOW_A9EX
Action A_FaceTarget
Var1 = 30
Var2 = 1

State S_EGGCRYSTAL_YELLOW_A9EX
SpriteName = WCRY
SpriteFrame = O
Duration = 6
Next = S_EGGCRYSTAL_YELLOW_A10
Action A_Thrust
Var1 = 20
Var2 = 1

State S_EGGCRYSTAL_YELLOW_A10
SpriteName = WCRY
SpriteFrame = O
Duration = 8
Next = S_EGGCRYSTAL_YELLOW_A11
Action A_FaceTarget

State S_EGGCRYSTAL_YELLOW_A11
SpriteName = WCRY
SpriteFrame = O
Duration = 16
Next = S_EGGCRYSTAL_YELLOW_A12
Action A_NapalmScatter
Var1 = MT_FALLINGROCK+8*FRACUNIT
Var2 = 120+35*FRACUNIT

State S_EGGCRYSTAL_YELLOW_A12
SpriteName = WCRY
SpriteFrame = O
Duration = 4
Next = S_EGGCRYSTAL_YELLOW_A13
Action A_Repeat
Var1 = 6
Var2 = S_EGGCRYSTAL_YELLOW_A9

State S_EGGCRYSTAL_YELLOW_A13
SpriteName = WCRY
SpriteFrame = O
Duration = 1
Next = S_EGGCRYSTAL_RESET1
Action A_ForceStop

Object MT_ULTRAFIRE
MapThingNum = -1
SpawnState = S_ULTRAFIRE1
SpawnHealth = 1000
ReactionTime = 140
SeeState = 0
SeeSound = sfx_s3kc2s
AttackSound = sfx_None
PainChance = 0
PainSound = sfx_None
DeathState = S_ULTRAFIRE3
DeathSound = sfx_None
Speed = 80*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_RUNSPAWNFUNC

State S_ULTRAFIRE1
SpriteName = FLME
SpriteFrame = 0
Duration = 1
Next = S_ULTRAFIRE2
Action A_FindTarget
Var1 = MT_EGGANIMUS

State S_ULTRAFIRE2
SpriteName = FLME
SpriteFrame = 0
Duration = 1
Next = S_ULTRAFIRE1
Action A_SetScale
Var1 = 2*FRACUNIT

State S_ULTRAFIRE3
SpriteName = FLME
SpriteFrame = 0
Duration = 1
Next = S_NULL
Action A_OldRingExplode
Var1 = MT_FLAMEJETFLAME

Object MT_ULTRAEARTH
MapThingNum = -1
SpawnState = S_ULTRAEARTH1
SpawnHealth = 1000
ReactionTime = 4
SeeState = 0
SeeSound = sfx_ambint
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 80*FRACUNIT
Radius = 8*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_rocks1
Flags = MF_ENEMY|MF_PAIN|MF_BOUNCE|MF_RUNSPAWNFUNC

State S_ULTRAEARTH1
SpriteName = FLME
SpriteFrame = 0
Duration = 1
Next = S_ULTRAEARTH2
Action A_SetScale
Var1 = 2*FRACUNIT

State S_ULTRAEARTH2
SpriteName = FLME
SpriteFrame = 0
Duration = 0
Next = S_ULTRAEARTH3
Action None
Var1 = 2

State S_ULTRAEARTH3
SpriteName = FLME
SpriteFrame = 0
Duration = 0
Next = S_ROCKCRUMBLEA
Action A_SetFuse
Var1 = 50

Object MT_ULTRATHUNDER
MapThingNum = -1
SpawnState = S_ULTRATHUNDER0
SpawnHealth = 1000
ReactionTime = 4
SeeState = 0
SeeSound = sfx_s3k79
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_CYBRAKDEMONELECTRICBARRIER_DIE1
DeathSound = sfx_None
Speed = 80*FRACUNIT
Radius = 10*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_rocks1
Flags = MF_PAIN|MF_FIRE|MF_RUNSPAWNFUNC

State S_ULTRATHUNDER0
SpriteName = FLME
SpriteFrame = 0
Duration = 1
Next = S_ULTRATHUNDER1
Action A_SetFuse
Var1 = 300

State S_ULTRATHUNDER1
SpriteName = FLME
SpriteFrame = 0
Duration = 1
Next = S_CYBRAKDEMONELECTRICBARRIER_PLAYSOUND
Action A_FindTarget
Var1 = MT_EGGCRYSTAL_GREEN

Object MT_ULTRATHUNDER2
MapThingNum = -1
SpawnState = S_ULTRATHUNDER2
SpawnHealth = 1000
ReactionTime = 4
SeeState = 0
SeeSound = sfx_bexpld
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 20*FRACUNIT
Radius = 10*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_rocks1
Flags = MF_PAIN|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_RUNSPAWNFUNC

State S_ULTRATHUNDER2
SpriteName = ENRG
SpriteFrame = FF_FULLBRIGHT|FF_TRANS30
Duration = 1
Next = S_ULTRATHUNDER3
Action A_SetFuse
Var1 = 70

State S_ULTRATHUNDER3
SpriteName = NULL
SpriteFrame = 0
Duration = 1
Next = S_ULTRATHUNDER4

State S_ULTRATHUNDER4
SpriteName = NULL
SpriteFrame = 0
Duration = 0
Next = S_ULTRATHUNDER5
Action A_Repeat
Var1 = 16
Var2 = S_ULTRATHUNDER2

State S_ULTRATHUNDER5
SpriteName = ENRG
SpriteFrame = FF_FULLBRIGHT|FF_TRANS30
Duration = 1
Next = S_ULTRATHUNDER6
Action A_FindTarget
Var1 = MT_PLAYER

State S_ULTRATHUNDER6
SpriteName = ENRG
SpriteFrame = FF_FULLBRIGHT|FF_TRANS30
Duration = 16
Next = S_ULTRATHUNDER7
Action A_ForceStop
Var1 = MT_PLAYER

State S_ULTRATHUNDER7
SpriteName = ENRG
SpriteFrame = FF_FULLBRIGHT|FF_TRANS30
Duration = -1
Next = S_ULTRATHUNDER7
Action A_HomingChase
Var1 = 60*FRACUNIT

#WHY would I choose this name
Object MT_ULTRARETALIATOR
MapThingNum = -1
SpawnState = S_ULTRARETALIATOR1
SpawnHealth = 1000
ReactionTime = 4
SeeState = 0
SeeSound = sfx_bexpld
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_rocks1
Flags = MF_PAIN|MF_FIRE|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_RUNSPAWNFUNC

State S_ULTRARETALIATOR1
SpriteName = ENRG
SpriteFrame = FF_FULLBRIGHT|FF_TRANS30
Duration = 70
Next = S_ULTRARETALIATOR2
Action A_SetScale
Var1 = 3*FRACUNIT
Var2 = 1

State S_ULTRARETALIATOR2
SpriteName = ENRG
SpriteFrame = FF_FULLBRIGHT|FF_TRANS30
Duration = 1
Next = S_ULTRARETALIATOR3
Action A_FindTarget
Var1 = MT_PLAYER

State S_ULTRARETALIATOR3
SpriteName = ENRG
SpriteFrame = FF_FULLBRIGHT|FF_TRANS30
Duration = 180
Next = S_NULL
Action A_HomingChase
Var1 = 10*FRACUNIT


Object MT_PEARLSPIN
MapThingNum = -1
SpawnState = S_PEARLSPIN1
SpawnHealth = 1000
ReactionTime = 4
SeeState = 0
SeeSound = sfx_bexpld
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 10*FRACUNIT
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_rocks1
Flags = MF_PAIN|MF_FIRE|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_RUNSPAWNFUNC

State S_PEARLSPIN1
SpriteName = ENRG
SpriteFrame = FF_FULLBRIGHT|FF_TRANS60
Duration = 1
Next = S_PEARLSPIN2
Action A_SetScale
Var1 = 3*FRACUNIT/2
Var2 = 0

State S_PEARLSPIN2
SpriteName = ENRG
SpriteFrame = FF_FULLBRIGHT|FF_TRANS60
Duration = 0
Next = S_PEARLSPIN3
Action A_FindTarget
Var1 = MT_PEARL
Var2 = 0

State S_PEARLSPIN3
SpriteName = ENRG
SpriteFrame = FF_FULLBRIGHT|FF_TRANS60
Duration = 1
Next = S_PEARLSPIN3
Action A_RotateSpikeBall
Var1 = 0

#why
Object MT_ULTRARETALIATORFREE
MapThingNum = -1
SpawnState = S_ULTRARETALIATORFREE1
SpawnHealth = 1000
ReactionTime = 4
SeeState = 0
SeeSound = sfx_None
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 30*FRACUNIT
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags = MF_PAIN|MF_FIRE|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_RUNSPAWNFUNC

State S_ULTRARETALIATORFREE1
SpriteName = ENRG
SpriteFrame = FF_FULLBRIGHT|FF_TRANS30
Duration = 150
Next = S_NULL
Action A_SetScale
Var1 = 3*FRACUNIT/2
Var2 = 0


Object MT_PEARL
MapThingNum = -1
SpawnState = S_PEARL1
SpawnHealth = 1000
ReactionTime = 4
SeeState = 0
SeeSound = sfx_bexpld
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 36*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
Flags = MF_NOGRAVITY|MF_NOCLIP

State S_PEARL1
SpriteName = NULL
SpriteFrame = A
Duration = 5
Next = S_PEARL2

State S_PEARL2
SpriteName = NULL
SpriteFrame = A
Duration = 3
Next = S_PEARL3
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_PEARLSPIN

State S_PEARL3
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_PEARL4
Action A_Repeat
Var1 = 12
Var2 = S_PEARL2

State S_PEARL4
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_PEARL5
Action A_ZThrust
Var1 = -4
Var2 = 1+FRACUNIT

State S_PEARL5
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_PEARL6
Action A_Repeat
Var1 = 50
Var2 = S_PEARL4

State S_PEARL6
SpriteName = NULL
SpriteFrame = A
Duration = 70
Next = S_PEARL7
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_ULTRARETALIATOR

#hijacking the sound playing because have you HEARD 12 explosions play at once
State S_PEARL7
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_PEARL8
Action A_PlaySound
Var1 = sfx_bexpld
Var2 = MT_ULTRARETALIATOR

State S_PEARL8
SpriteName = NULL
SpriteFrame = A
Duration = 50
Next = S_NULL
Action A_MultiShot
Var1 = 12+MT_ULTRARETALIATORFREE*FRACUNIT
Var2 = -36

#it's not even ICE IT'S BUBBLES AAAAAAAAAAAAAAAA
Object MT_ULTRAICE
MapThingNum = -1
SpawnState = S_ULTRAICE1
SpawnHealth = 1000
ReactionTime = 4
SeeState = 0
SeeSound = sfx_s3k44	
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 20*FRACUNIT
Radius = 30*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_s3k44
Flags = MF_PAIN|MF_NOGRAVITY

State S_ULTRAICE1
SpriteName = BUBZ
SpriteFrame = A|FF_ANIMATE|FF_TRANS30
Duration = 30
Next = S_ULTRAICE2
Action None
Var1 = 9
Var2 = 3

State S_ULTRAICE2
SpriteName = BUBZ
SpriteFrame = A|FF_TRANS30
Duration = 1
Next = S_ULTRAICE3
Action A_NapalmScatter
Var1 = MT_ULTRAICEALT+6*FRACUNIT
Var2 = 150+35*FRACUNIT

State S_ULTRAICE3
SpriteName = BUBZ
SpriteFrame = A|FF_TRANS30
Duration = 1
Next = S_ULTRAICE4
Action A_FindTarget
Var1 = MT_PLAYER

State S_ULTRAICE4
SpriteName = BUBZ
SpriteFrame = A|FF_TRANS30
Duration = 1
Next = S_ULTRAICE5
Action A_FaceTarget
Var1 = MT_PLAYER

State S_ULTRAICE5
SpriteName = BUBZ
SpriteFrame = A|FF_TRANS30
Duration = 16
Next = S_ULTRAICE6
Action A_Thrust
Var1 = 16

State S_ULTRAICE6
SpriteName = BUBZ
SpriteFrame = A|FF_TRANS30
Duration = 1
Next = S_ULTRAICE7
Action A_PlayActiveSound

State S_ULTRAICE7
SpriteName = BUBZ
SpriteFrame = A|FF_TRANS30
Duration = 0
Next = S_NULL
Action A_Repeat
Var1 = 4
Var2 = S_ULTRAICE1

#it's not even ICE IT'S BUBBLES AAAAAAAAAAAAAAAA
Object MT_ULTRAICEALT
MapThingNum = -1
SpawnState = S_ULTRAICEALT1
SpawnHealth = 1000
ReactionTime = 4
SeeState = 0
SeeSound = sfx_s3k44	
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 30*FRACUNIT
Radius = 30*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_s3k44
Flags = MF_PAIN|MF_RUNSPAWNFUNC

State S_ULTRAICEALT1
SpriteName = BUBZ
SpriteFrame = A|FF_TRANS30
Duration = 1
Next = S_ULTRAICEALT2
Action A_SetScale
Var1 = FRACUNIT/2

State S_ULTRAICEALT2
SpriteName = BUBZ
SpriteFrame = A|FF_ANIMATE|FF_TRANS30
Duration = 90
Next = S_NULL
Action None
Var1 = 9
Var2 = 3

#hell
Object MT_EGGANIMUS_EX
MapThingNum = -1
SpawnState = S_EGGANIMUS_EX_START1
SpawnHealth = 8
SeeState = S_Boss_Stand
SeeSound = sfx_None
ReactionTime = 50
AttackSound = 0
PainState = S_EGGANIMUS_EX_PAIN0
PainChance = 71
PainSound = sfx_dmpain
MeleeState = S_EGGANIMUS_CHOOSE0
MissileState = S_EGGANIMUS_CHOOSE0
DeathState = S_EGGANIMUS_EX_DIE1
DeathSound = sfx_cybdth
XDeathState = S_EGGMOBILE_FLEE1
Speed = 5
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
Mass = 0
Damage = 0
ActiveSound = sfx_telept
RaiseState = S_FBoss_Panic1
Flags = MF_NOGRAVITY|MF_RUNSPAWNFUNC

State S_EGGANIMUS_EX_START1
SpriteName = EGGM
SpriteFrame = A
Duration = 2
Next = S_EGGANIMUS_EX_START2
ACTION A_FindTarget
Var1 = MT_PLAYER

State S_EGGANIMUS_EX_START2
SpriteName = EGGM
SpriteFrame = A
Duration = 8
Next = S_EGGANIMUS_EX_START3
ACTION A_FaceTarget

State S_EGGANIMUS_EX_START3
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 8
Next = S_EGGANIMUS_EX_START4
Action None
Var1 = 2
Var2 = 4

State S_EGGANIMUS_EX_START4
SpriteName = EGGM
SpriteFrame = F
Duration = 0
Next = S_EGGANIMUS_EX_START5
Action A_PlaySound
Var1 = sfx_litng1

State S_EGGANIMUS_EX_START5
SpriteName = EGGM
SpriteFrame = F
Duration = 35
Next = S_EGGANIMUS_EX_START6
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_ULTRARETALIATOR

State S_EGGANIMUS_EX_START6
SpriteName = EGGM
SpriteFrame = F
Duration = 23
Next = S_EGGANIMUS_EX_START7
Action A_SpawnObjectRelative
Var2 = MT_ULTRAICE_EX

#don't do the second one actually
State S_EGGANIMUS_EX_START7
SpriteName = EGGM
SpriteFrame = F
Duration = 23
Next = S_EGGANIMUS_EX_START8
#Action A_SpawnObjectRelative
#Var2 = MT_ULTRAICE_EX

State S_EGGANIMUS_EX_START8
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_EX_START9
Action None

State S_EGGANIMUS_EX_START9
SpriteName = EGGM
SpriteFrame = F
Duration = 35
Next = S_EGGANIMUS_EX_ROAM1
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_NOGRAVITY
Var2 = 4

State S_EGGANIMUS_EX_ROAM0
SpriteName = EGGM
SpriteFrame = A
Duration = 1
Next = S_EGGANIMUS_EX_ROAM1
Action A_FindTarget
Var1 = MT_PLAYER

State S_EGGANIMUS_EX_ROAM1
SpriteName = EGGM
SpriteFrame = A
Duration = 1
Next = S_EGGANIMUS_EX_ROAM2
ACTION A_DualAction
VAR1 = S_EGGANIMUS_RESETREACT
VAR2 = S_BossXChaseB

State S_EGGANIMUS_EX_ROAM2
SpriteName = EGGM
SpriteFrame = A
Duration = 1
Next = S_EGGANIMUS_EX_CHOOSE0
ACTION A_Repeat
VAR1 = 30
VAR2 = S_EGGANIMUS_EX_ROAM1

State S_EGGANIMUS_EX_CHOOSE0
SpriteName = EGGM
SpriteFrame = F
Duration = 2
Next = S_EGGANIMUS_EX_CHOOSE0
Action A_RandomStateRange
Var1 = S_EGGANIMUS_EX_FIRE0
Var2 = S_EGGANIMUS_EX_WIND0

State S_EGGANIMUS_EX_FIRE0
SpriteName = EGGM
SpriteFrame = F
Duration = 20
Next = S_EGGANIMUS_EX_FIRE1
Action A_PlaySound
Var1 = sfx_doorb1

State S_EGGANIMUS_EX_EARTH0
SpriteName = EGGM
SpriteFrame = F
Duration = 20
Next = S_EGGANIMUS_EX_EARTH1
Action A_PlaySound
Var1 = 	sfx_crumbl

State S_EGGANIMUS_EX_WIND0
SpriteName = EGGM
SpriteFrame = F
Duration = 20
Next = S_EGGANIMUS_EX_WIND1
Action A_PlaySound
Var1 = sfx_wdjump

State S_EGGANIMUS_EX_FIRE1
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 8
Next = S_EGGANIMUS_EX_FIRE2
Action None
Var1 = 2
Var2 = 4

State S_EGGANIMUS_EX_FIRE2
SpriteName = EGGM
SpriteFrame = B
Duration = 3
Next = S_EGGANIMUS_EX_FIRE3
Action A_FindTracer
Var1 = MT_EGGINVIS
Var2 = 0

State S_EGGANIMUS_EX_FIRE3
SpriteName = EGGM
SpriteFrame = B
Duration = 1
Next = S_EGGANIMUS_EX_FIRE4
Action A_SetObjectState
Var1 = S_EGGINVIS_T1
Var2 = 1

State S_EGGANIMUS_EX_FIRE4
SpriteName = EGGM
SpriteFrame = B
Duration = 3
Next = S_EGGANIMUS_EX_FIRE5
Action A_FindTracer
Var1 = MT_EGGINVIS
Var2 = 1

State S_EGGANIMUS_EX_FIRE5
SpriteName = EGGM
SpriteFrame = B
Duration = 1
Next = S_EGGANIMUS_EX_FIRE6
Action A_SetObjectState
Var1 = S_EGGINVIS_T1
Var2 = 1

State S_EGGANIMUS_EX_FIRE6
SpriteName = EGGM
SpriteFrame = B
Duration = 8
Next = S_EGGANIMUS_EX_FIRE7
Action A_RemoteAction
Var1 = -2
Var2 = S_EGGINVIS_HELPER

State S_EGGANIMUS_EX_FIRE7
SpriteName = EGGM
SpriteFrame = B
Duration = 2
Next = S_EGGANIMUS_EX_FIRE7EX
Action A_FaceTarget

State S_EGGANIMUS_EX_FIRE7EX
SpriteName = EGGM
SpriteFrame = B
Duration = 2
Next = S_EGGANIMUS_EX_FIRE8
Action A_FireShot
Var1 = MT_ULTRAFIRE_EX
Var2 = 80

State S_EGGANIMUS_EX_FIRE8
SpriteName = EGGM
SpriteFrame = A
Duration = 4
Next = S_EGGANIMUS_EX_FIRE9
Action A_Thrust
Var1 = 20

State S_EGGANIMUS_EX_FIRE9
SpriteName = EGGM
SpriteFrame = A
Duration = 2
Next = S_EGGANIMUS_EX_FIRE10
Action A_FindTracer
Var1 = MT_EGGINVIS
Var2 = 1

State S_EGGANIMUS_EX_FIRE10
SpriteName = EGGM
SpriteFrame = A
Duration = 4
Next = S_EGGANIMUS_EX_ROAM0
Action A_Repeat
Var1 = 7
Var2 = S_EGGANIMUS_EX_FIRE6

State S_EGGANIMUS_EX_EARTH1
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 8
Next = S_EGGANIMUS_EX_EARTH2
Action None
Var1 = 2
Var2 = 4

State S_EGGANIMUS_EX_EARTH2
SpriteName = EGGM
SpriteFrame = B
Duration = 0
Next = S_EGGANIMUS_EX_EARTH3
Action A_PrepareRepeat
Var1 = 5
Var2 = 0

State S_EGGANIMUS_EX_EARTH3
SpriteName = EGGM
SpriteFrame = B
Duration = 10
Next = S_EGGANIMUS_EX_EARTH4
Action A_PlaySound
Var1 = sfx_crumbl
Var2 = 0

State S_EGGANIMUS_EX_EARTH4
SpriteName = EGGM
SpriteFrame = B
Duration = 3
Next = S_EGGANIMUS_EX_EARTH5
Action A_RemoteAction
Var1 = -1
Var2 = S_EGGANIMUS_EX_QUAKE

State S_EGGANIMUS_EX_EARTH5
SpriteName = EGGM
SpriteFrame = B
Duration = 1
Next = S_EGGANIMUS_EX_EARTH6
Action A_FaceTarget

State S_EGGANIMUS_EX_EARTH6
SpriteName = EGGM
SpriteFrame = B
Duration = 20
Next = S_EGGANIMUS_EX_EARTH7
Action A_Thrust
Var1 = 20
Var2 = 1

State S_EGGANIMUS_EX_EARTH7
SpriteName = EGGM
SpriteFrame = B
Duration = 0
Next = S_EGGANIMUS_EX_EARTH8
Action A_Repeat
Var1 = 5
Var2 = S_EGGANIMUS_EX_EARTH3

State S_EGGANIMUS_EX_EARTH8
SpriteName = EGGM
SpriteFrame = A
Duration = 30
Next = S_EGGANIMUS_EX_ROAM0

State S_EGGANIMUS_EX_QUAKE
SpriteName = EGGM
SpriteFrame = F
Duration = 2
Next = S_EGGANIMUS_EX_FIRE9
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_QUAKE

State S_EGGANIMUS_EX_WIND1
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 8
Next = S_EGGANIMUS_EX_WIND2
Action None
Var1 = 2
Var2 = 4

State S_EGGANIMUS_EX_WIND2
SpriteName = EGGM
SpriteFrame = B
Duration = 3
Next = S_EGGANIMUS_EX_WIND3
Action A_FindTracer
Var1 = MT_EGGINVIS_THUN
Var2 = 0

State S_EGGANIMUS_EX_WIND3
SpriteName = EGGM
SpriteFrame = B
Duration = 1
Next = S_EGGANIMUS_EX_WIND4
Action A_SetObjectState
Var1 = S_EGGINVIS_THUN1
Var2 = 1

State S_EGGANIMUS_EX_WIND4
SpriteName = EGGM
SpriteFrame = B
Duration = 1
Next = S_EGGANIMUS_EX_WIND5
Action None

State S_EGGANIMUS_EX_WIND5
SpriteName = EGGM
SpriteFrame = B
Duration = 2
Next = S_EGGANIMUS_EX_WIND6
Action A_PrepareRepeat
Var1 = 12

State S_EGGANIMUS_EX_WIND6
SpriteName = EGGM
SpriteFrame = B
Duration = 2
Next = S_EGGANIMUS_EX_WIND7
Action A_FaceTarget

State S_EGGANIMUS_EX_WIND7
SpriteName = EGGM
SpriteFrame = B
Duration = 17
Next = S_EGGANIMUS_EX_WIND8
Action A_FireShot
Var1 = MT_ULTRATHUNDER2
Var2 = 80

State S_EGGANIMUS_EX_WIND8
SpriteName = EGGM
SpriteFrame = A
Duration = 6
Next = S_EGGANIMUS_EX_WIND9
Action A_Thrust
Var1 = 20

State S_EGGANIMUS_EX_WIND9
SpriteName = EGGM
SpriteFrame = A
Duration = 2
Next = S_EGGANIMUS_EX_WIND10
Action A_FindTracer
Var1 = MT_EGGINVIS_THUN
Var2 = 1

State S_EGGANIMUS_EX_WIND10
SpriteName = EGGM
SpriteFrame = A
Duration = 4
Next = S_EGGANIMUS_EX_ROAM0
Action A_Repeat
Var1 = 12
Var2 = S_EGGANIMUS_EX_WIND6

State S_EGGANIMUS_EX_PAIN0
SpriteName = EGGM
SpriteFrame = T
Duration = 1
Next = S_EGGANIMUS_EX_PAIN1
Action A_FindTarget
Var1 = MT_PLAYER

##Boss 2 Hurt
State S_EGGANIMUS_EX_PAIN1
SpriteName = EGGM
SpriteFrame = T
Duration = 24
Next = S_EGGANIMUS_EX_PAIN2
Action A_DualAction
Var1 = S_EGGMOBILE_PAIN
Var2 = S_BossXChaseA

State S_EGGANIMUS_EX_PAIN2
SpriteName = EGGM
SpriteFrame = B|FF_ANIMATE
Duration = 8
Next = S_EGGANIMUS_EX_PAIN3
Action A_ForceStop

State S_EGGANIMUS_EX_PAIN3
SpriteName = EGGM
SpriteFrame = F
Duration = 2
Next = S_EGGANIMUS_EX_PAIN4
#Action A_SpawnObjectRelative
#Var1 = 0
#Var2 = MT_ULTIMA+60*FRACUNIT

State S_EGGANIMUS_EX_PAIN4
SpriteName = EGGM
SpriteFrame = F
Duration = 20
Next = S_EGGANIMUS_EX_PAIN5
Action A_PlaySound
Var1 = sfx_s3kb3

State S_EGGANIMUS_EX_PAIN5
SpriteName = EGGM
SpriteFrame = B
Duration = 2
Next = S_EGGANIMUS_EX_PAIN6
Action A_FaceTarget
Var1 = 3
Var2 = 4

State S_EGGANIMUS_EX_PAIN6
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_EX_PAIN7
Action None
Action A_PrepareRepeat
Var1 = 17

State S_EGGANIMUS_EX_PAIN7
SpriteName = EGGM
SpriteFrame = B
Duration = 1
Next = S_EGGANIMUS_EX_PAIN7EX1
Action None

State S_EGGANIMUS_EX_PAIN7EX1
SpriteName = NULL
SpriteFrame = B
Duration = 1
Next = S_EGGANIMUS_EX_PAIN7EX2
Action None

State S_EGGANIMUS_EX_PAIN7EX2
SpriteName = NULL
SpriteFrame = B
Duration = 1
Next = S_EGGANIMUS_EX_HAX1
Action A_Repeat
Var1 = 17
Var2 = S_EGGANIMUS_EX_PAIN7

State S_EGGANIMUS_EX_HAX1
SpriteName = NULL
SpriteFrame = B
Duration = 1
Next = S_EGGANIMUS_EX_HAX2
Action A_FindTracer
Var1 = MT_ULTRAICE_EX

State S_EGGANIMUS_EX_HAX2
SpriteName = NULL
SpriteFrame = B
Duration = 0
Next = S_EGGANIMUS_EX_HAX3
Action A_SetObjectState
Var1 = S_ULTRAICE_EX3INVIS
Var2 = 1

State S_EGGANIMUS_EX_HAX3
SpriteName = NULL
SpriteFrame = B
Duration = 0
Next = S_EGGANIMUS_EX_PAIN7EX3
Action A_RemoteAction
Var1 = -2
Var2 = S_ULTRAICE_EX3OFF

State S_EGGANIMUS_EX_PAIN7EX3
SpriteName = NULL
SpriteFrame = B
Duration = 40
Next = S_EGGANIMUS_EX_PAIN7EX4
Action A_PlaySound
Var1 = sfx_bechrg

State S_EGGANIMUS_EX_PAIN7EX4
SpriteName = NULL
SpriteFrame = B
Duration = 30
Next = S_EGGANIMUS_EX_HAX4
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_METEOR+700*FRACUNIT

State S_EGGANIMUS_EX_HAX4
SpriteName = NULL
SpriteFrame = B
Duration = 1
Next = S_EGGANIMUS_EX_HAX5
Action A_FindTracer
Var1 = MT_ULTRAICE_EX

State S_EGGANIMUS_EX_HAX5
SpriteName = NULL
SpriteFrame = B
Duration = 0
Next = S_EGGANIMUS_EX_HAX6
Action A_SetObjectState
Var1 = S_ULTRAICE_EX3
Var2 = 1

State S_EGGANIMUS_EX_HAX6
SpriteName = NULL
SpriteFrame = B
Duration = 0
Next = S_EGGANIMUS_EX_PAIN8
Action A_RemoteAction
Var1 = -2
Var2 = S_ULTRAICE_EX3ON

State S_EGGANIMUS_EX_PAIN8
SpriteName = EGGM
SpriteFrame = E
Duration = 2
Next = S_EGGANIMUS_EX_PAIN12
Action A_FaceTarget

State S_EGGANIMUS_EX_PAIN9
SpriteName = EGGM
SpriteFrame = E
Duration = 2
Next = S_EGGANIMUS_EX_PAIN10
Action A_ChangeAngleRelative
Var1 = 75
Var2 = 105

State S_EGGANIMUS_EX_PAIN10
SpriteName = EGGM
SpriteFrame = E
Duration = 16
Next = S_EGGANIMUS_EX_PAIN11
Action A_Thrust
Var1 = 20

State S_EGGANIMUS_EX_PAIN11
SpriteName = EGGM
SpriteFrame = E
Duration = 1
Next = S_EGGANIMUS_EX_PAIN12
Action A_Thrust
Var1 = 5
Var2 = 1

State S_EGGANIMUS_EX_PAIN12
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_EX_PAIN13
Action A_Boss5Calm

State S_EGGANIMUS_EX_PAIN13
SpriteName = EGGM
SpriteFrame = F
Duration = 1
Next = S_EGGANIMUS_EX_CHOOSE0
Action None

##Hijacking the regular death because we gotta spawn in the BIG BOY
State S_EGGANIMUS_EX_DIE1
SpriteName = EGGM
SpriteFrame = U
Duration = 35
Next = S_EGGANIMUS_EX_DIE1EX1
Action A_PrepareRepeat
Var1 = 50

State S_EGGANIMUS_EX_DIE1EX1
SpriteName = EGGM
SpriteFrame = F
Duration = 35
Next = S_EGGANIMUS_EX_DIE1EX2
Action A_PlaySound
Var1 = sfx_s3k46

State S_EGGANIMUS_EX_DIE1EX2
SpriteName = EGGM
SpriteFrame = F
Duration = 4
Next = S_EGGANIMUS_EX_DIE2
Action A_SpawnObjectRelative
Var2 = MT_ULTIMA-60*FRACUNIT

State S_EGGANIMUS_EX_DIE2
SpriteName = EGGM
SpriteFrame = W
Duration = 8
Next = S_EGGANIMUS_EX_DIE3
Action A_Fall

State S_EGGANIMUS_EX_DIE3
SpriteName = EGGM
SpriteFrame = W
Duration = 4
Next = S_EGGANIMUS_EX_DIE4
Action A_BossScream

State S_EGGANIMUS_EX_DIE4
SpriteName = EGGM
SpriteFrame = W
Duration = 0
Next = S_EGGANIMUS_EX_DIE5
Action A_Repeat
Var1 = 50
Var2 = S_EGGANIMUS_EX_DIE3

State S_EGGANIMUS_EX_DIE5
SpriteName = EGGM
SpriteFrame = W
Duration = -1
Next = S_NULL
Action A_ForceWin


Object MT_ULTRAFIRE_EX
MapThingNum = -1
SpawnState = S_ULTRAFIRE_EX1
SpawnHealth = 1000
ReactionTime = 140
SeeState = 0
SeeSound = sfx_s3kc2s
AttackSound = sfx_None
PainChance = 0
PainSound = sfx_None
DeathState = S_ULTRAFIRE_EX4
DeathSound = sfx_None
Speed = 20*FRACUNIT
Radius = 15*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags = MF_NOGRAVITY|MF_RUNSPAWNFUNC

State S_ULTRAFIRE_EX1
SpriteName = FLME
SpriteFrame = 0
Duration = 1
Next = S_ULTRAFIRE_EX2
Action A_FindTarget
Var1 = MT_EGGANIMUS_EX
Var2 = 0

State S_ULTRAFIRE_EX2
SpriteName = FLME
SpriteFrame = A
Duration = 1
Next = S_ULTRAFIRE_EX3
Action A_SetScale
Var1 = 5*FRACUNIT/2
Var2 = 0

State S_ULTRAFIRE_EX3
SpriteName = FLME
SpriteFrame = J
Duration = 65
Next = S_ULTRAFIRE_EX4
Action A_ZThrust
Var1 = -10
Var2 = 1+FRACUNIT

State S_ULTRAFIRE_EX4
SpriteName = FLME
SpriteFrame = A
Duration = 40
Next = S_ULTRAFIRE_EX5
Action A_SetObjectFlags
Var1 = MF_PAIN|MF_SPECIAL
Var2 = 2

State S_ULTRAFIRE_EX5
SpriteName = FLME
SpriteFrame = D
Duration = 35
Next = S_ULTRAFIRE_EX6
Action A_ForceStop

State S_ULTRAFIRE_EX6
SpriteName = FLME
SpriteFrame = 0
Duration = 1
Next = S_NULL
Action A_OldRingExplode
Var1 = MT_FLAMEJETFLAME

Object MT_METEOR
MapThingNum = -1
SpawnState = S_METEOR1
SpawnHealth = 1000
ReactionTime = 140
SeeState = 0
SeeSound = sfx_s3kc2s
AttackSound = sfx_None
PainChance = 0
PainSound = sfx_None
DeathState = S_METEOR4
DeathSound = sfx_cybdth
Speed = 10*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_RUNSPAWNFUNC

State S_METEOR1
SpriteName = ROIG
SpriteFrame = A
Duration = 20
Next = S_METEOR2
Action A_FindTarget
Var1 = MT_EGGANIMUS_EX

State S_METEOR2
SpriteName = ROIG
SpriteFrame = A
Duration = 1
Next = S_METEOR3
Action A_SetScale
Var1 = 5*FRACUNIT

State S_METEOR3
SpriteName = ROIG
SpriteFrame = A
Duration = 1
Next = S_METEOR3
Action A_ZThrust
Var1 = -20
Var2 = 1+FRACUNIT

State S_METEOR4
SpriteName = ROIG
SpriteFrame = A
Duration = 1
Next = S_METEOR5
Action A_NapalmScatter
Var1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL+(3<<16)
Var2 = 256+(48<<16)

State S_METEOR5
SpriteName = ROIG
SpriteFrame = A
Duration = 1
Next = S_METEOR6
Action A_NapalmScatter
Var1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL+(3<<16)
Var2 = 32<<16

State S_METEOR6
SpriteName = ROIG
SpriteFrame = A
Duration = 2
Next = S_METEOR7
Action A_BossScream
Var1 = 1

State S_METEOR7
SpriteName = ROIG
SpriteFrame = A
Duration = 0
Next = S_METEOR8
Action A_Repeat
Var1 = 30
Var2 = S_METEOR6

State S_METEOR8
SpriteName = ROIG
SpriteFrame = A
Duration = 1
Next = S_NULL
Action A_OldRingExplode
Var1 = MT_FLAMEJETFLAME


Object MT_EGGINVIS
#$Name Egg Invis (idk what this does)
#$Sprite EGGMA1
#$Category Mystic Realm Objects
MapThingNum = 1673
SpawnState = S_EGGINVIS
SpawnHealth = 1000
ReactionTime = 140
SeeState = 0
SeeSound = sfx_s3kc2s
AttackSound = sfx_None
PainChance = 0
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 10*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags = MF_NOGRAVITY

State S_EGGINVIS
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_EGGINVIS
Action None

State S_EGGINVIS_T1
SpriteName = NULL
SpriteFrame = A
Duration = 140
Next = S_EGGINVIS_T2
Action A_Thrust
Var1 = 18
Var2 = 1

State S_EGGINVIS_T2
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_EGGINVIS
Action A_Thrust
Var1 = -18
Var2 = 1

State S_EGGINVIS_HELPER
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_EGGINVIS
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_ULTRAFIRE_EX+200*FRACUNIT

Object MT_ULTRAICE_EX
MapThingNum = -1
SpawnState = S_ULTRAICE_EX1
SpawnHealth = 1000
ReactionTime = 4
SeeState = 0
SeeSound = sfx_bexpld
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 8*FRACUNIT
Radius = 18*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_rocks1
Flags = MF_PAIN|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_RUNSPAWNFUNC

State S_ULTRAICE_EX1
SpriteName = BICE
SpriteFrame = H|FF_FULLBRIGHT
Duration = 1
Next = S_ULTRAICE_EX2
Action None

State S_ULTRAICE_EX2
SpriteName = BICE
SpriteFrame = H|FF_FULLBRIGHT
Duration = 5
Next = S_ULTRAICE_EX3
Action A_FindTarget
Var1 = MT_EGGANIMUS_EX
Var2 = 0

State S_ULTRAICE_EX3
SpriteName = BICE
SpriteFrame = H|FF_FULLBRIGHT
Duration = 1
Next = S_ULTRAICE_EX3
Action A_RotateSpikeBall
Var1 = 0

State S_ULTRAICE_EX3INVIS
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_ULTRAICE_EX3INVIS
Action A_RotateSpikeBall
Var1 = 0

State S_ULTRAICE_EX3OFF
Action A_SetObjectFlags
Var1 = MF_PAIN
Var2 = 1

State S_ULTRAICE_EX3ON
Action A_SetObjectFlags
Var1 = MF_PAIN
Var2 = 2

Object MT_QUAKE
MapThingNum = -1
SpawnState = S_QUAKE1
SpawnHealth = 1000
ReactionTime = 140
SeeState = 0
SeeSound = sfx_s3kc2s
AttackSound = sfx_None
PainChance = 0
PainSound = sfx_None
DeathState = S_METEOR4
DeathSound = sfx_cybdth
Speed = 10*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_RUNSPAWNFUNC|MF_NOCLIPTHING

State S_QUAKE1
SpriteName = MNUD
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_QUAKE2
Action A_FindTarget
Var1 = MT_PLAYER
Var2 = 0

State S_QUAKE2
SpriteName = MNUD
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_QUAKE3
Action A_SetScale
Var1 = FRACUNIT/2
Var2 = 0

State S_QUAKE3
SpriteName = MNUD
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_QUAKE4
Action A_DualAction
Var1 = S_QUAKE_CHASE
Var2 = S_QUAKE_SCALE

State S_QUAKE4
SpriteName = MNUD
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_QUAKE5
Action A_Repeat
Var1 = 55
Var2 = S_QUAKE3

State S_QUAKE5
SpriteName = MNUD
SpriteFrame = A|FF_FULLBRIGHT
Duration = 15
Next = S_QUAKE6
Action A_ForceStop

State S_QUAKE6
SpriteName = MNUD
SpriteFrame = A|FF_FULLBRIGHT
Duration = 25
Next = S_QUAKE7
Action A_PlaySound
Var1 = sfx_rocks2

State S_QUAKE7
SpriteName = MNUD
SpriteFrame = A|FF_FULLBRIGHT
Duration = 20
Next = S_QUAKE8
Action A_NapalmScatter
Var1 = MT_FALLINGROCK+5*FRACUNIT
Var2 = 240+70*FRACUNIT

State S_QUAKE8
SpriteName = MNUD
SpriteFrame = A|FF_FULLBRIGHT
Duration = 20
Next = S_NULL
Action A_NapalmScatter
Var1 = MT_ULTRAROCK+5*FRACUNIT
Var2 = 240+105*FRACUNIT

State S_QUAKE_SCALE
Action A_SetScale
Var1 = 3*FRACUNIT
Var2 = 1

State S_QUAKE_CHASE
Action A_HomingChase
Var1 = 10*FRACUNIT
Var2 = 0

Object MT_ULTRAROCK
MapThingNum = -1
SpawnState = S_ULTRAROCK1
SpawnHealth = 1000
ReactionTime = 140
SeeState = 0
SeeSound = sfx_None
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 10*FRACUNIT
Radius = 8*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_PAIN|MF_BOUNCE|MF_RUNSPAWNFUNC

State S_ULTRAROCK1
SpriteName = ROIK
SpriteFrame = A|FF_ANIMATE
Duration = 1
Next = S_ULTRAROCK2
Action A_FindTarget
Var1 = MT_PLAYER
Var2 = 0

State S_ULTRAROCK2
SpriteName = ROIK
SpriteFrame = A|FF_ANIMATE
Duration = 35
Next = S_ULTRAROCK3
Action None
Var1 = 4
Var2 = 3

State S_ULTRAROCK3
SpriteName = ROIK
SpriteFrame = A|FF_ANIMATE
Duration = 1
Next = S_NULL
Action A_FireShot
Var1 = MT_ULTRAROCK2
Var2 = 0

Object MT_ULTRAROCK2
MapThingNum = -1
SpawnState = S_ULTRAROCK4
SpawnHealth = 1000
ReactionTime = 140
SeeState = 0
SeeSound = sfx_None
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 35*FRACUNIT
Radius = 8*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_PAIN|MF_BOUNCE

State S_ULTRAROCK4
SpriteName = ROIK
SpriteFrame = A|FF_ANIMATE
Duration = 45
Next = S_NULL
Action None
Var1 = 4
Var2 = 3

Object MT_ULTIMA
MapThingNum = -1
SpawnState = S_ULTIMA1
SpawnHealth = 1000
ReactionTime = 140
SeeState = 0
SeeSound = sfx_None
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 40*FRACUNIT
Radius = 20*FRACUNIT
Height = 20*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOGRAVITY|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT

State S_ULTIMA1
SpriteName = WCRY
SpriteFrame = E
Duration = 3
Next = S_ULTIMA2
Action None

State S_ULTIMA2
SpriteName = WCRY
SpriteFrame = E
Duration = 5
Next = S_ULTIMA3

State S_ULTIMA3
SpriteName = WCRY
SpriteFrame = E
Duration = 1
Next = S_ULTIMA4

State S_ULTIMA4
SpriteName = WCRY
SpriteFrame = E
Duration = 5
Next = S_ULTIMA4EX

State S_ULTIMA4EX
SpriteName = WCRY
SpriteFrame = E
Duration = 0
Next = S_ULTIMA4EX2
Action A_SetScale
Var1 = FRACUNIT/4

State S_ULTIMA4EX2
SpriteName = WCRY
SpriteFrame = E
Duration = 0
Next = S_ULTIMA5
Action A_SetObjectFlags
Var1 = MF_PAIN
Var2 = 2

State S_ULTIMA5
SpriteName = ULTI
SpriteFrame = A
Duration = 1
Next = S_ULTIMA6
Action A_SetScale
Var1 = 6*FRACUNIT
Var2 = 1

State S_ULTIMA6
SpriteName = ULTI
SpriteFrame = A|FF_TRANS40|FF_ANIMATE
Duration = 140
Next = S_ULTIMA7
Var1 = 3
Var2 = 3

State S_ULTIMA7
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_NULL
Action A_PlaySound
Var1 = sfx_bexpld
Var2 = 0


Object MT_EGGINVIS_THUN
#$Name Egg invis thun (idk what this does)
#$Sprite EGGMA1
#$Category Mystic Realm Objects
MapThingNum = 1672
SpawnState = S_EGGINVIS_THUN
SpawnHealth = 1000
ReactionTime = 140
SeeState = 0
SeeSound = sfx_s3kc2s
AttackSound = sfx_None
PainChance = 0
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 10*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags = MF_NOGRAVITY

State S_EGGINVIS_THUN
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_EGGINVIS_THUN
Action None

State S_EGGINVIS_THUN1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_EGGINVIS_THUN2
Action A_FindTarget
Var1 = MT_EGGANIMUS_EX
Var2 = 0

State S_EGGINVIS_THUN2
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_EGGINVIS_THUN3
Action A_PlaySound
Var1 = sfx_litng3
Var2 = 0

State S_EGGINVIS_THUN3
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_EGGINVIS_THUN4
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_ULTRABOLT

State S_EGGINVIS_THUN4
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_EGGINVIS_THUN5
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_ULTRABOLT+100*FRACUNIT

State S_EGGINVIS_THUN5
SpriteName = NULL
SpriteFrame = A
Duration = 208
Next = S_EGGINVIS_THUN6
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_ULTRABOLT+200*FRACUNIT

State S_EGGINVIS_THUN6
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_EGGINVIS_THUN7
Action A_PlaySound
Var1 = sfx_rail1
Var2 = 0

State S_EGGINVIS_THUN7
SpriteName = NULL
SpriteFrame = A
Duration = 70
Next = S_EGGINVIS_THUN
Action A_MultiShot
Var1 = 8+MT_ULTRARETALIATORFREE*FRACUNIT
Var2 = -36

Object MT_ULTRABOLT
MapThingNum = -1
SpawnState = S_ULTRABOLT1
SpawnHealth = 1000
ReactionTime = 140
SeeState = 0
SeeSound = sfx_None
AttackSound = sfx_None
PainChance = 255
PainSound = sfx_None
DeathState = S_NULL
DeathSound = sfx_None
Speed = 40*FRACUNIT
Radius = 20*FRACUNIT
Height = 130*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_PAIN|MF_NOGRAVITY|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT

State S_ULTRABOLT1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_ULTRABOLT2
Action A_FindTarget
Var1 = MT_EGGANIMUS_EX
Var2 = 0

State S_ULTRABOLT2
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_ULTRABOLT3
Action A_SetFuse
Var1 = 210
Var2 = 1

State S_ULTRABOLT3
SpriteName = THUN
SpriteFrame = A|FF_ANIMATE
Duration = 20
Next = S_ULTRABOLT4
Action None
Var1 = 2
Var2 = 2

State S_ULTRABOLT4
SpriteName = THUN
SpriteFrame = A|FF_ANIMATE
Duration = 1
Next = S_ULTRABOLT5
Action A_PlaySound
Var1 = sfx_litng2
Var2 = 0

State S_ULTRABOLT5
SpriteName = THUN
SpriteFrame = A
Duration = 1
Next = S_ULTRABOLT6
Action A_TrapShot
Var1 = MT_ULTRARETALIATORFREE
Var2 = -20*FRACUNIT

State S_ULTRABOLT6
SpriteName = THUN
SpriteFrame = A
Duration = 1
Next = S_ULTRABOLT3
Action A_ChangeAngleRelative
Var1 = 30
Var2 = 30
