Freeslot
S_HYDROBATTLE_BOSS_LOOK
S_HYDROBATTLE_BOSS_PAIN
S_HYDROBATTLE_BOSS_CHASE_B
S_HYDROBATTLE_BOSS_CHASE
S_HYDROBATTLE_BOSS_CHASE_E
S_HYDROBATTLE_BOSS_ATTACK_B
S_HYDROBATTLE_BOSS_ATTACK
S_HYDROBATTLE_BOSS_ATTACK_E
S_HYDROBATTLE_BOSS_HEALTH_8
S_HYDROBATTLE_BOSS_HEALTH_3
S_HYDROBATTLE_BOSS_AGGRESSION_B
S_HYDROBATTLE_BOSS_AGGRESSION_1
S_HYDROBATTLE_BOSS_AGGRESSION_2
S_HYDROBATTLE_BOSS_AGGRESSION_E
S_HYDROBATTLE_BOSS_PANIC_B
S_HYDROBATTLE_BOSS_PANIC_1
S_HYDROBATTLE_BOSS_PANIC_2
S_HYDROBATTLE_BOSS_PANIC_3
S_HYDROBATTLE_BOSS_PANIC_E
S_HYDROBATTLE_BOSS_BULLET
S_HYDROBATTLE_BOSS_DEATH1
S_HYDROBATTLE_BOSS_DEATH2
S_HYDROBATTLE_BOSS_DEATH3
S_HYDROBATTLE_BOSS_DEATH4
S_HYDROBATTLE_BOSS_DEATH5
SPR_HABS
SPR_HBBD

Object MT_HYDROBATTLE_BOSS
#$Category Hydro Altar
#$Name Bossing Crawla
#$Sprite HABSA1
MapThingNum = 4002
SpawnState = S_HYDROBATTLE_BOSS_LOOK
SpawnHealth = 12
SeeState = S_HYDROBATTLE_BOSS_CHASE_B
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_raybul
PainState = S_HYDROBATTLE_BOSS_PAIN
PainChance = 8192
PainSound = sfx_raybht
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_HYDROBATTLE_BOSS_DEATH1
XDeathState = S_NULL
DeathSound = sfx_raybot
RaiseState = MT_HYDROBATTLE_BOSS_BULLET
Speed = 18
Radius = 96*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 200
Damage = 2
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SHOOTABLE|MF_SPECIAL|MF_BOSS

Object MT_HYDROBATTLE_BOSS_BULLET
MapThingNum = -1
SpawnState = S_HYDROBATTLE_BOSS_BULLET
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 2048
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD1
XDeathState = S_NULL
DeathSound = sfx_raybum
Speed = 30*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
RaiseState = MT_NULL

State S_HYDROBATTLE_BOSS_LOOK
SpriteName = HABS
SpriteFrame = A
Duration = 1
Action = A_Look
Next = S_HYDROBATTLE_BOSS_LOOK

State S_HYDROBATTLE_BOSS_PAIN
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_Pain
Next = S_HYDROBATTLE_BOSS_CHASE_B

State S_HYDROBATTLE_BOSS_HEALTH_8
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_CheckHealth
Var1 = 8
Var2 = S_HYDROBATTLE_BOSS_AGGRESSION_B
Next = S_HYDROBATTLE_BOSS_ATTACK_B

State S_HYDROBATTLE_BOSS_HEALTH_3
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_CheckHealth
Var1 = 3
Var2 = S_HYDROBATTLE_BOSS_PANIC_B
Next = S_HYDROBATTLE_BOSS_HEALTH_8

State S_HYDROBATTLE_BOSS_CHASE_B
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_REPEAT
Var1 = 1
Next = S_HYDROBATTLE_BOSS_CHASE

State S_HYDROBATTLE_BOSS_CHASE
SpriteName = HABS
SpriteFrame = A
Duration = 1
Action = A_CHASE
Next = S_HYDROBATTLE_BOSS_CHASE_E

State S_HYDROBATTLE_BOSS_CHASE_E
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_REPEAT
Var1 = 90
Var2 = S_HYDROBATTLE_BOSS_CHASE
Next = S_HYDROBATTLE_BOSS_HEALTH_3

State S_HYDROBATTLE_BOSS_ATTACK_B
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_REPEAT
Var1 = 1
Next = S_HYDROBATTLE_BOSS_ATTACK

State S_HYDROBATTLE_BOSS_ATTACK
SpriteName = HABS
SpriteFrame = A
Duration = 100
Action = A_JETGSHOOT
Next = S_HYDROBATTLE_BOSS_ATTACK_E

State S_HYDROBATTLE_BOSS_ATTACK_E
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_REPEAT
Var1 = 10
Var2 = S_HYDROBATTLE_BOSS_ATTACK
Next = S_HYDROBATTLE_BOSS_CHASE_B

State S_HYDROBATTLE_BOSS_AGGRESSION_B
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_REPEAT
Var1 = 1
Next = S_HYDROBATTLE_BOSS_AGGRESSION_1

State S_HYDROBATTLE_BOSS_AGGRESSION_1
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_SplitShot
Var1 = 160
Var2 = MT_HYDROALTAR_CRAWLA_BULLET+80<<16
Next = S_HYDROBATTLE_BOSS_AGGRESSION_2

State S_HYDROBATTLE_BOSS_AGGRESSION_2
SpriteName = HABS
SpriteFrame = A
Duration = 100
Action = A_JETGSHOOT
Next = S_HYDROBATTLE_BOSS_AGGRESSION_E

State S_HYDROBATTLE_BOSS_AGGRESSION_E
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_REPEAT
Var1 = 15
Var2 = S_HYDROBATTLE_BOSS_AGGRESSION_1
Next = S_HYDROBATTLE_BOSS_CHASE_B

State S_HYDROBATTLE_BOSS_PANIC_B
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_REPEAT
Var1 = 1
Next = S_HYDROBATTLE_BOSS_PANIC_1

State S_HYDROBATTLE_BOSS_PANIC_1
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_SplitShot
Var1 = 320
Var2 = MT_HYDROALTAR_CRAWLA_BULLET+80<<16
Next = S_HYDROBATTLE_BOSS_PANIC_2

State S_HYDROBATTLE_BOSS_PANIC_2
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_MultiShot
Var1 = 8+MT_HYDROALTAR_CRAWLA_BULLET<<16
Var2 = -32
Next = S_HYDROBATTLE_BOSS_PANIC_3

State S_HYDROBATTLE_BOSS_PANIC_3
SpriteName = HABS
SpriteFrame = A
Duration = 100
Action = A_JETGSHOOT
Next = S_HYDROBATTLE_BOSS_PANIC_E

State S_HYDROBATTLE_BOSS_PANIC_E
SpriteName = HABS
SpriteFrame = A
Duration = 0
Action = A_REPEAT
Var1 = 20
Var2 = S_HYDROBATTLE_BOSS_PANIC_1
Next = S_HYDROBATTLE_BOSS_CHASE_B

State S_HYDROBATTLE_BOSS_BULLET
SpriteName = HABS
SpriteFrame = B|FF_FULLBRIGHT|TR_TRANS30
Duration = 1
Next = S_HYDROBATTLE_BOSS_BULLET

State S_HYDROBATTLE_BOSS_DEATH1
SpriteName = HABS
SpriteFrame = A
Duration = 35
Action = A_PlaySound
Var1 = sfx_raybos
Var2 = 1
Next = S_HYDROBATTLE_BOSS_DEATH2

State S_HYDROBATTLE_BOSS_DEATH2
SpriteName = HBBD
SpriteFrame = A
Duration = 0
Action = A_FlickySpawn
Next = S_HYDROBATTLE_BOSS_DEATH3

State S_HYDROBATTLE_BOSS_DEATH3
SpriteName = HBBD
SpriteFrame = A
Duration = 0
Action = A_Scream
Next = S_HYDROBATTLE_BOSS_DEATH4

State S_HYDROBATTLE_BOSS_DEATH4
SpriteName = HBBD
SpriteFrame = A|FF_ANIMATE
Duration = 44
Var1 = 21
Var2 = 2
Next = S_HYDROBATTLE_BOSS_DEATH5

State S_HYDROBATTLE_BOSS_DEATH5
SpriteName = HBBD
SpriteFrame = A
Duration = 0
Action = A_BossDeath
Next = S_NULL