# "Script of Christmas Badniks by Zippy_Zolton."

# "Flying Flurry"

freeslot
SPR_MNUF
MT_FLYING_FLURRY
S_FLYING_FLURRY_SPAWN
S_FLYING_FLURRY_IDLE
S_FLYING_FLURRY_CHASE1
S_FLYING_FLURRY_CHASE2
S_FLYING_FLURRY_CHASE3
S_FLYING_FLURRY_SPIN1
S_FLYING_FLURRY_SPIN2
S_FLYING_FLURRY_SPIN3
S_FLYING_FLURRY_SPIN4
S_FLYING_FLURRY_SPIN5
S_FLYING_FLURRY_SPIN6

Object MT_FLYING_FLURRY
#$Name Flying Flurry
#$Sprite MNUFA0
#$Category Christmas Enemies
MapThingNum = 140
SpawnHealth = 1
SpawnState = S_FLYING_FLURRY_SPAWN
SeeState = S_FLYING_FLURRY_CHASE1
SeeSound = sfx_none
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_none
MeleeState = S_FLYING_FLURRY_SPIN1
MissileState = S_FLYING_FLURRY_SPIN1
DeathState = S_XPLD_FLICKY
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 6*FRACUNIT
Radius = 15*FRACUNIT
Height = 30*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_none
Flags = MF_SLIDEME|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_RUNSPAWNFUNC
RaiseState = S_NULL

State S_FLYING_FLURRY_SPAWN
SpriteName = MNUF
SpriteFrame = 0
Duration = 1
Action = A_ChangeColorAbsolute
Var2 = SKINCOLOR_BLUEBELL
Next = S_FLYING_FLURRY_IDLE

State S_FLYING_FLURRY_IDLE
SpriteName = MNUF
SpriteFrame = 0
Duration = 2
Action = A_Look
Next = S_FLYING_FLURRY_IDLE

State S_FLYING_FLURRY_CHASE1
SpriteName = MNUF
SpriteFrame = 0
Duration = 2
Action = A_BuzzFly
Var1 = sfx_buzz4
Next = S_FLYING_FLURRY_CHASE2

State S_FLYING_FLURRY_CHASE2
SpriteName = MNUF
SpriteFrame = 1
Duration = 2
Action = A_BuzzFly
Next = S_FLYING_FLURRY_CHASE3

State S_FLYING_FLURRY_CHASE3
SpriteName = MNUF
SpriteFrame = 1
Duration = 0
Action = A_Repeat
Var1 = 20
Var2 = S_FLYING_FLURRY_CHASE1
Next = S_FLYING_FLURRY_SPIN1

State S_FLYING_FLURRY_SPIN1
SpriteName = MNUF
SpriteFrame = 0
Duration = 2
Action = A_ChangeColorAbsolute
Var2 = SKINCOLOR_APRICOT
Next = S_FLYING_FLURRY_SPIN2

State S_FLYING_FLURRY_SPIN2
SpriteName = MNUF
SpriteFrame = 1
Duration = 0
Action = A_PlaySound
Var1 = sfx_rail1
Var2 = 1
Next = S_FLYING_FLURRY_SPIN3

State S_FLYING_FLURRY_SPIN3
SpriteName = MNUF
SpriteFrame = 1
Duration = 2
Action = A_SetObjectFlags
Var1 = MF_PAIN
Var2 = 2
Next = S_FLYING_FLURRY_SPIN4

State S_FLYING_FLURRY_SPIN4
SpriteName = MNUF
SpriteFrame = 2
Duration = 2
Action = A_MultiShotDist
Var1 = (MT_DUST<<16)|6
Var2 = -32
Next = S_FLYING_FLURRY_SPIN5

State S_FLYING_FLURRY_SPIN5
SpriteName = MNUF
SpriteFrame = FF_ANIMATE|2
Duration = 10
Var1 = 2
Var2 = 2
Next = S_FLYING_FLURRY_SPIN6

State S_FLYING_FLURRY_SPIN6
SpriteName = MNUF
SpriteFrame = 1
Duration = 2
Action = A_SetObjectFlags
Var1 = MF_PAIN
Var2 = 1
Next = S_FLYING_FLURRY_SPAWN
