Object MT_ROBOHOOD_MINIBOSS
#$Name Robo-Hood (Mini-Boss)
#$Sprite ARCHB1
MapThingNum = 1343
SpawnState = S_RBHD_STND
SpawnHealth = 4
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_RBHD_PAIN1
PainChance = S_NULL
PainSound = sfx_s3k6e
MeleeState = S_RBHD_SHOOT1
MissileState = S_RBHD_SHOOT3
DeathState = S_RBHD_DEAD1
DeathSound = sfx_pop
XDeathState = S_NULL
Speed = 0
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Damage = -1
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS

State S_RBHD_STND
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_RBHD_LOOK
Action None
Var1 = 0
Var2 = 0

State S_RBHD_LOOK
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_RBHD_SHOOT1
Action A_Look
Var1 = 1
Var2 = 1024

State S_RBHD_SHOOT1
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 18
Next = S_RBHD_SHOOT2
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_RBHD_SHOOT2
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 0
Next = S_RBHD_SHOOT3
Action A_PlaySound
Var1 = sfx_sharrw
Var2 = 0

State S_RBHD_SHOOT3
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 18
Next = S_RBHD_SHOOT4
Action A_FireShot
Var1 = MT_ARROW
Var2 = 0

State S_RBHD_SHOOT4
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 0
Next = S_RBHD_SHOOT5
Action A_PlaySound
Var1 = sfx_sharrw
Var2 = 0

State S_RBHD_SHOOT5
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 18
Next = S_RBHD_STND
Action A_FireShot
Var1 = MT_ARROW
Var2 = 0

State S_RBHD_PAIN1
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_RBHD_PAIN2
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_RBHD_PAIN2
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 18
Next = S_RBHD_PAIN3
Action A_PlaySound
Var1 = sfx_dmpain
Var2 = 0

State S_RBHD_PAIN3
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 18
Next = S_RBHD_PAIN4
Action A_ZThrust
Var1 = 8
Var2 = 1

State S_RBHD_PAIN4
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 0
Next = S_RBHD_PAIN5
Action A_PlaySound
Var1 = sfx_thok
Var2 = 0

State S_RBHD_PAIN5
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 0
Next = S_RBHD_PAIN6
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_RBHD_PAIN6
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 18
Next = S_RBHD_PAIN7
Action A_Thrust
Var1 = 32
Var2 = 0

State S_RBHD_PAIN7
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_RBHD_STND
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2

State S_RBHD_DEAD1
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_RBHD_DEAD2
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_RBHD_DEAD2
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_RBHD_DEAD3
Action None

State S_RBHD_DEAD3
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 140
Next = S_RBHD_DEAD4
Action A_PlaySound
Var1 = sfx_s3k5c
Var2 = 0

State S_RBHD_DEAD4
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_RBHD_DEAD5
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SUPERHOOD

State S_RBHD_DEAD5
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_NULL
Action A_PlaySound
Var1 = sfx_supert
Var2 = 0

#RoboHood elite

Object MT_SUPERHOOD
#$Name Super Robo-Hood
#$Sprite SPHDA0
MapThingNum = 1338
SpawnState = S_SUPERHOOD_STND
SpawnHealth = 4
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_SUPERHOOD_PAIN
PainChance = S_NULL
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SUPERHOOD_DEATH1
DeathSound = sfx_s3k6e
XDeathState = S_CYBRAKDEMONNAPALMBOMBSMALL_DIE2
Speed = 18*FRACUNIT
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Damage = 3
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOGRAVITY|MF_BOSS

State S_SUPERHOOD_STND
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 35
Next = S_SUPERHOOD_READY1
Action A_CheckHealth
Var1 = 5
Var2 = S_SUPERHOOD_ATTACKEND1

State S_SUPERHOOD_READY1
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_SUPERHOOD_READY2
Action A_FindTarget
Var1 = MT_BOSS3WAYPOINT
Var2 = 0

State S_SUPERHOOD_READY2
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_SUPERHOOD_ATTACK1_1
Action A_FaceTarget
Var1 = 28
Var2 = 0

##??????
State S_SUPERHOOD_ATTACK1_1
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 35
Next = S_SUPERHOOD_ATTACK1_2
Action A_Thrust
Var1 = 24
Var2 = 1

State S_SUPERHOOD_ATTACK1_2
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 24
Next = S_SUPERHOOD_ATTACK1_3
Action A_ZThrust
Var1 = 12
Var2 = 1

State S_SUPERHOOD_ATTACK1_3
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 0
Next = S_SUPERHOOD_ATTACK1_4
Action A_ForceStop
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACK1_4
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_SUPERHOOD_ATTACK1_5
Action A_FindTarget
Var1 = MT_PLAYER
Var2 = 0

State S_SUPERHOOD_ATTACK1_5
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 70
Next = S_SUPERHOOD_ATTACK1_6
Action A_PlaySound
Var1 = sfx_arwrdy
Var2 = 0

State S_SUPERHOOD_ATTACK1_6
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 0
Next = S_SUPERHOOD_ATTACK1_7
Action A_PlaySound
Var1 = sfx_shelar
Var2 = 0

State S_SUPERHOOD_ATTACK1_7
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 70
Next = S_SUPERHOOD_ATTACK1_8
Action A_FireShot
Var1 = MT_S_ARROW
Var2 = 0

State S_SUPERHOOD_ATTACK1_8
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_SUPERHOOD_ATTACK1_9
Action A_SetObjectFlags
Var1 = MF_SPECIAL
Var2 = 2

State S_SUPERHOOD_ATTACK1_9
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 35
Next = S_SUPERHOOD_ATTACK1_10
Action A_ZThrust
Var1 = -16
Var2 = 1

State S_SUPERHOOD_ATTACK1_10
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 12
Next = S_SUPERHOOD_ATTACK1_11
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SUPERFIRE

State S_SUPERHOOD_ATTACK1_11
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 12
Next = S_SUPERHOOD_ATTACK1_12
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SUPERFIRE

State S_SUPERHOOD_ATTACK1_12
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 12
Next = S_SUPERHOOD_ATTACK1_13
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SUPERFIRE

State S_SUPERHOOD_ATTACK1_13
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 12
Next = S_SUPERHOOD_ATTACKEND1
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SUPERFIRE

State S_SUPERHOOD_ATTACKEND1
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_ATTACKEND2
Action A_PlaySound
Var1 = sfx_arwrdy
Var2 = 0

State S_SUPERHOOD_ATTACKEND2
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 0
Next = S_SUPERHOOD_ATTACKEND3
Action A_PlaySound
Var1 = sfx_shelar
Var2 = 0

State S_SUPERHOOD_ATTACKEND3
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_ATTACKEND4
Action A_FireShot
Var1 = MT_S_ARROW
Var2 = 0

State S_SUPERHOOD_ATTACKEND4
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_ATTACKEND5
Action A_PlaySound
Var1 = sfx_arwrdy
Var2 = 0

State S_SUPERHOOD_ATTACKEND5
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 0
Next = S_SUPERHOOD_ATTACKEND6
Action A_PlaySound
Var1 = sfx_shelar
Var2 = 0

State S_SUPERHOOD_ATTACKEND6
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_ATTACKEND7
Action A_FireShot
Var1 = MT_S_ARROW
Var2 = 0

State S_SUPERHOOD_ATTACKEND7
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 70
Next = S_SUPERHOOD_ATTACKEND8
Action A_PlaySound
Var1 = sfx_spchar
Var2 = 0

State S_SUPERHOOD_ATTACKEND8
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_SUPERHOOD_ATTACKEND9
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_SUPERHOOD_ATTACKEND9
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 35
Next = S_SUPERHOOD_ATTACKEND10
Action A_Thrust
Var1 = 48
Var2 = 1

State S_SUPERHOOD_ATTACKEND10
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_SUPERHOOD_ATTACKEND11
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACKEND11
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 35
Next = S_SUPERHOOD_ATTACKEND12
Action A_Thrust
Var1 = 48
Var2 = 1

State S_SUPERHOOD_ATTACKEND12
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_SUPERHOOD_ATTACKEND13
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACKEND13
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 35
Next = S_SUPERHOOD_ATTACKEND14
Action A_Thrust
Var1 = 48
Var2 = 1

State S_SUPERHOOD_ATTACKEND14
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_SUPERHOOD_ATTACKEND15
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACKEND15
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_ATTACKEND16
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2

State S_SUPERHOOD_ATTACKEND16
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 70
Next = S_SUPERHOOD_ENDLOOP1
Action A_PlaySound
Var1 = sfx_spchar
Var2 = 0

State S_SUPERHOOD_ENDLOOP1
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 0
Next = S_SUPERHOOD_ENDLOOP2
Action A_PlaySound
Var1 = sfx_spsht1
Var2 = 0

State S_SUPERHOOD_ENDLOOP2
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 70
Next = S_SUPERHOOD_ENDLOOP1
Action A_FireShot
Var1 = MT_S_MACE
Var2 = 0

#PAINIS STATE

State S_SUPERHOOD_PAIN
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 17
Next = S_SUPERHOOD_RETALIATE1
Action A_Pain
Var1 = 0
Var2 = 0

State S_SUPERHOOD_RETALIATE1
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 17
Next = S_SUPERHOOD_RETALIATE2
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_SUPERHOOD_RETALIATE2
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 9
Next = S_SUPERHOOD_RETALIATE3
Action A_PlaySound
Var1 = sfx_s3k9c
Var2 = 0

State S_SUPERHOOD_RETALIATE3
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 9
Next = S_SUPERHOOD_RETALIATE4
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_RETALIATE4
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_RETALIATE5
Action A_BunnyHop
Var1 = 8
Var2 = 8

State S_SUPERHOOD_RETALIATE5
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 0
Next = S_SUPERHOOD_RETALIATE6
Action A_PlaySound
Var1 = sfx_shelar
Var2 = 0

State S_SUPERHOOD_RETALIATE6
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 4
Next = S_SUPERHOOD_RETALIATE7
Action A_FireShot
Var1 = MT_S_ARROW
Var2 = 0

State S_SUPERHOOD_RETALIATE7
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 0
Next = S_SUPERHOOD_RETALIATE8
Action A_PlaySound
Var1 = sfx_shelar
Var2 = 0

State S_SUPERHOOD_RETALIATE8
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 4
Next = S_SUPERHOOD_RETALIATE9
Action A_FireShot
Var1 = MT_S_ARROW
Var2 = 0

State S_SUPERHOOD_RETALIATE9
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 0
Next = S_SUPERHOOD_RETALIATE10
Action A_PlaySound
Var1 = sfx_shelar
Var2 = 0

State S_SUPERHOOD_RETALIATE10
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 4
Next = S_SUPERHOOD_RETALIATE11
Action A_FireShot
Var1 = MT_S_ARROW
Var2 = 0

State S_SUPERHOOD_RETALIATE11
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_SUPERHOOD_RETALIATE12
Action A_RandomState
Var1 = S_SUPERHOOD_RETALIATE12_1
Var2 = S_SUPERHOOD_RETALIATE12_2

State S_SUPERHOOD_RETALIATE12_1
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_SUPERHOOD_RETALIATE12
Action A_FindTracer
Var1 = MT_BOSS3WAYPOINT
Var2 = 0

State S_SUPERHOOD_RETALIATE12_2
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 1
Next = S_SUPERHOOD_RETALIATE12
Action A_FindTracer
Var1 = MT_BOSS3WAYPOINT
Var2 = 1

State S_SUPERHOOD_RETALIATE12
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 70
Next = S_SUPERHOOD_RETALIATE13
Action A_PlaySound
Var1 = sfx_spchar
Var2 = 0

State S_SUPERHOOD_RETALIATE13
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 4
Next = S_SUPERHOOD_RETALIATE14
Action A_CapeChase
Var1 = 256*FRACUNIT+1
Var2 = 0

State S_SUPERHOOD_RETALIATE14
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_RETALIATE15
Action A_ZThrust
Var1 = -128
Var2 = 1

State S_SUPERHOOD_RETALIATE15
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_RETALIATE16
Action A_PlaySound
Var1 = sfx_bkpoof
Var2 = 0

State S_SUPERHOOD_RETALIATE16
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_RETALIATE17
Action A_SpawnObjectRelative
Var1 = 0
Var2 = -32*65536|MT_THROWNEXPLOSION

State S_SUPERHOOD_RETALIATE17
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_RETALIATE18
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_SUPERHOOD_RETALIATE18
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_RETALIATE19
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_RETALIATE19
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 24
Next = S_SUPERHOOD_RETALIATE20
Action A_LobShot
Var1 = MT_S_MACE_STAND
Var2 = 35

State S_SUPERHOOD_RETALIATE20
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_ATTACK2_1
Action A_LobShot
Var1 = MT_S_MACE_STAND
Var2 = 35

State S_SUPERHOOD_ATTACK2_1
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_ATTACK2_2
Action A_FindTarget
Var1 = MT_BOSS3WAYPOINT
Var2 = 0

State S_SUPERHOOD_ATTACK2_2
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 0
Next = S_SUPERHOOD_ATTACK2_3
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACK2_3
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 24
Next = S_SUPERHOOD_ATTACK2_4
Action A_Thrust
Var1 = 24
Var2 = 1

State S_SUPERHOOD_ATTACK2_4
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 24
Next = S_SUPERHOOD_ATTACK2_5
Action A_ZThrust
Var1 = 16
Var2 = 1

State S_SUPERHOOD_ATTACK2_5
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 0
Next = S_SUPERHOOD_ATTACK2_6
Action A_ForceStop
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACK2_6
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 0
Next = S_SUPERHOOD_ATTACK2_7
Action A_FindTarget
Var1 = MT_PLAYER
Var2 = 0

State S_SUPERHOOD_ATTACK2_7
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 70
Next = S_SUPERHOOD_ATTACK2_8
Action A_PlaySound
Var1 = sfx_spchar
Var2 = 0

State S_SUPERHOOD_ATTACK2_8
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 0
Next = S_SUPERHOOD_ATTACK2_9
Action A_PlaySound
Var1 = sfx_spsht2
Var2 = 0

State S_SUPERHOOD_ATTACK2_9
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_ATTACK2_10
Action A_FireShot
Var1 = MT_S_ARROW
Var2 = 0

State S_SUPERHOOD_ATTACK2_10
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_ATTACK2_11
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACK2_11
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_ATTACK2_12
Action A_FireShot
Var1 = MT_S_MACE
Var2 = 0

State S_SUPERHOOD_ATTACK2_12
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_ATTACK2_13
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACK2_13
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_ATTACK2_14
Action A_FireShot
Var1 = MT_S_ARROW
Var2 = 0

State S_SUPERHOOD_ATTACK2_14
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_ATTACK2_15
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACK2_15
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_ATTACK2_16
Action A_FireShot
Var1 = MT_S_MACE
Var2 = 0

State S_SUPERHOOD_ATTACK2_16
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_ATTACK2_17
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACK2_17
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_ATTACK2_18
Action A_FireShot
Var1 = MT_S_ARROW
Var2 = 0

State S_SUPERHOOD_ATTACK2_18
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_ATTACK2_19
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACK2_19
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_ATTACK2_20
Action A_FireShot
Var1 = MT_S_MACE
Var2 = 0

State S_SUPERHOOD_ATTACK2_20
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_ATTACK2_21
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACK2_21
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_ATTACK2_22
Action A_FireShot
Var1 = MT_S_ARROW
Var2 = 0

State S_SUPERHOOD_ATTACK2_22
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_ATTACK2_23
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACK2_23
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 8
Next = S_SUPERHOOD_ATTACK2_24
Action A_FireShot
Var1 = MT_S_MACE
Var2 = 0

State S_SUPERHOOD_ATTACK2_24
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_ATTACK2_25
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SUPERHOOD_ATTACK2_25
SpriteName = SPR_ARCH
SpriteFrame = B
Duration = 8
Next = S_SUPERHOOD_STND
Action A_ZThrust
Var1 = -32
Var2 = 1

#Super Arrow (No not the Megaman 5 one)

Object MT_S_ARROW
MapThingNum = -1
SpawnState = S_SUPERARROW
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 13107200
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SUPERARROW_DED
DeathSound = sfx_None
XDeathState = S_SUPERARROW_DED
Speed = 48*FRACUNIT
Radius = 12*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = S_RINGEXPLODE
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

State S_SUPERARROW
SpriteName = SPR_SPAR
SpriteFrame = A
Duration = 1
Next = S_SUPERARROW
Action None
Var1 = 0
Var2 = 0

State S_SUPERARROW_DED
SpriteName = SPR_SPAR
SpriteFrame = A
Duration = 1
Next = S_RINGEXPLODE
Action A_SetObjectFlags2
Var1 = MF2_EXPLOSION
Var2 = 2

#Super Mace

Object MT_S_MACE
MapThingNum = -1
SpawnState = S_SUPERMACE
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 13107200
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_RINGEXPLODE
DeathSound = sfx_None
XDeathState = S_RINGEXPLODE
Speed = 48*FRACUNIT
Radius = 64*FRACUNIT
Height = 64*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_RINGEXPLODE
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

State S_SUPERMACE
SpriteName = SPR_BMCE
SpriteFrame = A
Duration = 1
Next = S_SUPERMACE
Action None
Var1 = 0
Var2 = 0

#Super Mace(Stand)

Object MT_S_MACE_STAND
MapThingNum = -1
SpawnState = S_MACE_STAND1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 13107200
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_None
XDeathState = S_RINGEXPLODE
Speed = 16*FRACUNIT
Radius = 64*FRACUNIT
Height = 64*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_RINGEXPLODE
Flags = MF_SPECIAL|MF_FIRE

State S_MACE_STAND1
SpriteName = SPR_BMCE
SpriteFrame = A
Duration = 170
Next = S_MACE_STAND2
Action None
Var1 = 0
Var2 = 0

State S_MACE_STAND2
SpriteName = SPR_SSKB
SpriteFrame = A
Duration = 70
Next = S_RINGEXPLODE
Action A_SetObjectFlags2
Var1 = MF2_EXPLOSION
Var2 = 2

#Fire Shield

Object MT_SUPERFIRE
MapThingNum = -1
SpawnState = S_SUPERFIRE1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = S_PLAY_SPRING
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_None
XDeathState = S_RINGEXPLODE
Speed = 8*FRACUNIT
Radius = 8*FRACUNIT
Height = 8*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_RINGEXPLODE
Flags = MF_SPECIAL|MF_NOGRAVITY|MF_FIRE

State S_SUPERFIRE1
SpriteName = SPR_FLME
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_SUPERFIRE2
Action None
Var1 = 322
Var2 = 0

State S_SUPERFIRE2
SpriteName = SPR_FLME
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_SUPERFIRE3
Action A_FindTarget
Var1 = MT_SUPERHOOD
Var2 = 0

State S_SUPERFIRE3
SpriteName = SPR_FLME
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_SUPERFIRE4
Action A_RotateSpikeBall
Var1 = 0
Var2 = 0

State S_SUPERFIRE4
SpriteName = SPR_FLME
SpriteFrame = A|FF_FULLBRIGHT
Duration = 0
Next = S_SUPERFIRE3
Action A_CheckBuddy
Var1 = 0
Var2 = 0

#THE DEATH OF HOOD

State S_SUPERHOOD_DEATH1
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 1
Next = S_SUPERHOOD_DEATH2
Action A_Fall
Var1 = 0
Var2 = 0

State S_SUPERHOOD_DEATH2
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 0
Next = S_SUPERHOOD_DEATH3
Action A_PlaySound
Var1 = sfx_spchar
Var2 = 0

State S_SUPERHOOD_DEATH3
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_DEATH4
Action A_BossScream
Var1 = 1
Var2 = MT_SONIC3KBOSSEXPLODE

State S_SUPERHOOD_DEATH4
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_DEATH5
Action A_BossScream
Var1 = 1
Var2 = MT_SONIC3KBOSSEXPLODE

State S_SUPERHOOD_DEATH5
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_DEATH6
Action A_BossScream
Var1 = 1
Var2 = MT_SONIC3KBOSSEXPLODE

State S_SUPERHOOD_DEATH6
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_DEATH7
Action A_BossScream
Var1 = 1
Var2 = MT_SONIC3KBOSSEXPLODE

State S_SUPERHOOD_DEATH7
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_DEATH8
Action A_BossScream
Var1 = 1
Var2 = MT_SONIC3KBOSSEXPLODE

State S_SUPERHOOD_DEATH8
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_DEATH9
Action A_BossScream
Var1 = 1
Var2 = MT_SONIC3KBOSSEXPLODE

State S_SUPERHOOD_DEATH9
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_DEATH10
Action A_BossScream
Var1 = 1
Var2 = MT_SONIC3KBOSSEXPLODE

State S_SUPERHOOD_DEATH10
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_DEATH11
Action A_BossScream
Var1 = 1
Var2 = MT_SONIC3KBOSSEXPLODE

State S_SUPERHOOD_DEATH11
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_DEATH12
Action A_BossScream
Var1 = 1
Var2 = MT_SONIC3KBOSSEXPLODE

State S_SUPERHOOD_DEATH12
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_DEATH13
Action A_BossScream
Var1 = 1
Var2 = MT_SONIC3KBOSSEXPLODE

State S_SUPERHOOD_DEATH13
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 10
Next = S_SUPERHOOD_DEATH14
Action A_BossScream
Var1 = 1
Var2 = MT_SONIC3KBOSSEXPLODE

State S_SUPERHOOD_DEATH14
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 0
Next = S_SUPERHOOD_DEATH15
Action A_PlaySound
Var1 = sfx_supxpl
Var2 = 0

State S_SUPERHOOD_DEATH15
SpriteName = SPR_ARCH
SpriteFrame = A
Duration = 0
Next = S_NULL
Action A_BossDeath
Var1 = 1000
Var2 = 0

