#here are the enemies!!!

Freeslot
SPR_CLAW
SPR_DRIL
SPR_FLYJ
S_CLAW_STND
S_CLAW_RUN1
S_CLAW_RUN2
S_CLAW_RUN3
S_CLAW_RUN4
S_CLAW_RUN5
S_CLAW_RUN6
MT_REDCLAWBA
S_DRIL_STND
S_DRIL_RUN1
S_DRIL_RUN2
S_DRIL_RUN3
S_DRIL_RUN4
S_DRIL_RUN5
S_DRIL_RUN6
S_DRIL_CHARGE1
S_DRIL_CHARGE2
S_DRIL_CHARGE3
S_DRIL_CHARGE4
MT_DRILLAKILLA
MT_FLYJET
S_FLYJLOOK1
S_FLYJLOOK2
S_FLYJLOOK3
S_FLYJZOOM1
S_FLYJZOOM2
S_FLYJZOOM3

#Red Clawba

State S_CLAW_STND
SpriteName = CLAW
SpriteFrame = A
Duration = 5
Next = S_CLAW_RUN1
Action = A_Look
Var1 = 0
Var2 = 0

State S_CLAW_RUN1
SpriteName = CLAW
SpriteFrame = A
Duration = 1
Next = S_CLAW_RUN2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_CLAW_RUN2
SpriteName = CLAW
SpriteFrame = B
Duration = 1
Next = S_CLAW_RUN3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_CLAW_RUN3
SpriteName = CLAW
SpriteFrame = C
Duration = 1
Next = S_CLAW_RUN4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_CLAW_RUN4
SpriteName = CLAW
SpriteFrame = D
Duration = 1
Next = S_CLAW_RUN5
Action = A_Chase
Var1 = 0
Var2 = 0

State S_CLAW_RUN5
SpriteName = CLAW
SpriteFrame = E
Duration = 1
Next = S_CLAW_RUN6
Action = A_Chase
Var1 = 0
Var2 = 0

State S_CLAW_RUN6
SpriteName = CLAW
SpriteFrame = F
Duration = 1
Next = S_CLAW_RUN1
Action = A_Chase
Var1 = 0
Var2 = 0

	
	
Object MT_REDCLAWBA
#$Name Red Clawba
#$Sprite CLAWA1
#$Category Enemies
MapThingNum = 1337
SpawnState = S_CLAW_STND
SpawnHealth = 1
SeeState = S_CLAW_RUN1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 170
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 4
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

#Drilla-Killa

State S_DRIL_STND
SpriteName = DRIL
SpriteFrame = A
Duration = 5
Next = S_DRIL_RUN1
Action = A_Look
Var1 = 0
Var2 = 0

State S_DRIL_RUN1
SpriteName = DRIL
SpriteFrame = A
Duration = 1
Next = S_DRIL_RUN2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_DRIL_RUN2
SpriteName = DRIL
SpriteFrame = B
Duration = 1
Next = S_DRIL_RUN3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_DRIL_RUN3
SpriteName = DRIL
SpriteFrame = C
Duration = 1
Next = S_DRIL_RUN4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_DRIL_RUN4
SpriteName = DRIL
SpriteFrame = D
Duration = 1
Next = S_DRIL_RUN1
Action = A_Chase
Var1 = 0
Var2 = 0


State S_DRIL_CHARGE1
SpriteName = DRIL
SpriteFrame = A
Duration = 1
Next = S_DRIL_CHARGE1
Action = A_FaceStabRev
Var1 = 20
Var2 = S_DRIL_CHARGE2

State S_DRIL_CHARGE2
SpriteName = DRIL
SpriteFrame = A
Duration = 0
Next = S_DRIL_CHARGE3
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_DRIL_CHARGE3
SpriteName = DRIL
SpriteFrame = F
Duration = 1
Next = S_DRIL_CHARGE3
Action = A_FaceStabHurl
Var1 = 6
Var2 = S_DRIL_CHARGE4

State S_DRIL_CHARGE4
SpriteName = DRIL
SpriteFrame = A
Duration = 1
Next = S_DRIL_CHARGE4
Action = A_FaceStabMiss
Var1 = 0
Var2 = S_DRIL_RUN1

Object MT_DRILLAKILLA
#$Name Drilla-Killa
#$Sprite DRILA1
#$Category Enemies
MapThingNum = 1338
SpawnState = S_DRIL_STND
SpawnHealth = 1
SeeState = S_DRIL_RUN1
SeeSound = sfx_None
ReactionTime = 70
AttackSound = sfx_Zoom
PainState = S_NULL
PainChance = 170
PainSound = sfx_None
MeleeState = S_DRIL_CHARGE1
MissileState = S_DRIL_CHARGE1
DeathState = S_XPLD_FLICKY
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 3
Radius = 21*FRACUNIT
Height = 39*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_SPIN
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME
RaiseState = S_NULL

#Fly-jet

State S_FLYJLOOK1
SpriteName = FLYJ
SpriteFrame = A
Duration = 4
Next = S_FLYJLOOK2
Action = A_Look
Var1 = 0
Var2 = 0

State S_FLYJLOOK2
SpriteName = FLYJ
SpriteFrame = B
Duration = 4
Next = S_FLYJLOOK3
Action = A_Look
Var1 = 0
Var2 = 0

State S_FLYJLOOK3
SpriteName = FLYJ
SpriteFrame = C
Duration = 4
Next = S_FLYJLOOK1
Action = A_Look
Var1 = 0
Var2 = 0

State S_FLYJZOOM1
SpriteName = FLYJ
SpriteFrame = A
Duration = 1
Next = S_FLYJZOOM2
Action = A_JetbThink
Var1 = 0
Var2 = 0

State S_FLYJZOOM2
SpriteName = FLYJ
SpriteFrame = B
Duration = 1
Next = S_FLYJZOOM3
Action = A_JetbThink
Var1 = 0
Var2 = 0

State S_FLYJZOOM3
SpriteName = FLYJ
SpriteFrame = C
Duration = 1
Next = S_FLYJZOOM1
Action = A_JetbThink
Var1 = 0
Var2 = 0


Object MT_FLYJET
#$Name Fly-Jet
#$Sprite FLYJB1
#$Category Enemies
MapThingNum = 1339
SpawnState = S_FLYJLOOK1
SpawnHealth = 1
SeeState = S_FLYJZOOM1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_s3k51
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 1*FRACUNIT
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SLIDEME|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY
RaiseState = MT_MINE