#Enemies and stuff

Freeslot
sfx_scrfnd
SPR_CLWN
sfx_clwn01
sfx_clwn02
sfx_clwn03
sfx_clwn04
sfx_clwn05
sfx_spokm1
sfx_spokm2
sfx_spokm3
SPR_GHST
MT_GHOSTDANCE_FUNI
S_GHOSTSPOOKYDANCE
MT_ITCLOWN_FUNI
S_IDLE_CLOWN
S_FIRSTDIALOGUE_01
S_FIRSTDIALOGUE_02
S_FIRSTDIALOGUE_03
S_FIRSTDIALOGUE_04
S_FIRSTDIALOGUE_05
S_FIRSTDIALOGUE_06
S_FIRSTDIALOGUE_07
S_FIRSTDIALOGUE_08
S_FIRSTDIALOGUE_09
S_FIRSTDIALOGUE_10
S_FIRSTDIALOGUE_11
S_FIRSTDIALOGUE_12
S_FIRSTDIALOGUE_13
S_FIRSTDIALOGUE_14
S_FIRSTDIALOGUE_15
S_FIRSTDIALOGUE_16
MT_HEROES_SWITCH
S_HEROSWITCH_01
S_HEROSWITCH_02
SPR_SHSW
sfx_shtrigg
MT_BOSS2_ENERGYBALL
S_BOSS2_MISSILE1
S_BOSS2_MISSILE2
S_BOSS2_MISSILE3
SPR_HAGL
sfx_golm1
sfx_golm2
sfx_golm3
sfx_golm4
S_FUNIGHOST_01
MT_SPAMTON
SPR_SPAM
S_SPAMTON_STND
SPR_F013
S_FUNIGHOST_02
S_FUNIGHOST_03
S_FUNIGHOST_04
S_FUNIGHOST_05
S_FUNIGHOST_06
MT_HALLOWEEN_GHOST
sfx_fre001
sfx_fre002
S_FUNIGHOSTRED_01
SPR_F014
S_FUNIGHOSTRED_02
S_FUNIGHOSTRED_03
S_FUNIGHOSTRED_04
MT_HALLOWEEN_GHOSTRED
sfx_fre007
sfx_fre008
S_MINUSOLD_01
SPR_F004
S_MINUSOLD_02
S_MINUSOLD_03
S_MINUSOLD_04
MT_MINUS_OLD
S_TOMBSTONE_STND
SPR_F015
MT_TOMBSTONE
S_EPICROCK_STND
SPR_F016
MT_HALLOWEEN_ROCK
MT_HALLOWEEN_BOSS1
MT_HALLOWEEN_BOSS2
MT_HALLOWEEN_BOSS3
MT_HALLOWEEN_BOSS4
S_HALLOWEENBOSS1_STND
S_HALLOWEENBOSS1_STND2
S_HALLOWEENBOSS1_STND3
S_HALLOWEENBOSS1_STND4
S_HALLOWEENBOSS1_STND5
S_HALLOWEENBOSS1_WALK1
S_HALLOWEENBOSS1_WALK2
S_HALLOWEENBOSS1_WALK3
S_HALLOWEENBOSS1_WALK2ND1
S_HALLOWEENBOSS1_WALK2ND2
S_HALLOWEENBOSS1_WALK2ND3
S_HALLOWEENBOSS1_WALK3RD1
S_HALLOWEENBOSS1_WALK3RD2
S_HALLOWEENBOSS1_WALK3RD3
S_HALLOWEENBOSS1_WALK4TH1
S_HALLOWEENBOSS1_WALK4TH2
S_HALLOWEENBOSS1_WALK4TH3
S_HALLOWEENBOSS1_ATK1
S_HALLOWEENBOSS1_ATK2
S_HALLOWEENBOSS1_ATK3
S_HALLOWEENBOSS1_2NDATK1
S_HALLOWEENBOSS1_2NDATK2
S_HALLOWEENBOSS1_2NDATK3
S_HALLOWEENBOSS1_2NDATK4
S_HALLOWEENBOSS1_3RDATK1
S_HALLOWEENBOSS1_3RDATK2
S_HALLOWEENBOSS1_3RDATK3
S_HALLOWEENBOSS1_3RDATK4
S_HALLOWEENBOSS1_3RDATK5
S_HALLOWEENBOSS1_3RDATK6
S_HALLOWEENBOSS1_3RDATK7
S_HALLOWEENBOSS1_3RDATK8
S_HALLOWEENBOSS1_3RDATK9
S_HALLOWEENBOSS1_3RDATK10
S_HALLOWEENBOSS1_4THATK1
S_HALLOWEENBOSS1_4THATK2
S_HALLOWEENBOSS1_4THATK3
S_HALLOWEENBOSS1_4THATK4
S_HALLOWEENBOSS1_4THATK5
S_HALLOWEENBOSS1_4THATK6
S_HALLOWEENBOSS1_4THATK7
S_HALLOWEENBOSS1_4THATK8
S_HALLOWEENBOSS1_4THATK9
S_HALLOWEENBOSS1_4THATK10
S_HALLOWEENBOSS1_FINALATK1
S_HALLOWEENBOSS1_FINALATK2
S_HALLOWEENBOSS1_FINALATK3
S_HALLOWEENBOSS1_FINALATK4
S_HALLOWEENBOSS1_FINALATK5
S_HALLOWEENBOSS1_FINALATK6
S_HALLOWEENBOSS1_PAIN1
S_HALLOWEENBOSS1_PAIN2
S_HALLOWEENBOSS1_PAIN3
S_HALLOWEENBOSS1_DEATH1
S_HALLOWEENBOSS1_DEATH2
S_HALLOWEENBOSS1_DEATH3
S_HALLOWEENBOSS1_DEATH4
S_HALLOWEENBOSS1_DEATH5
S_HALLOWEENBOSS1_DEATH6
S_HALLOWEENBOSS1_DEATH7
S_HALLOWEENBOSS1_DEATH8
S_HALLOWEENBOSS1_DEATH9
S_HALLOWEENBOSS2_STND
S_HALLOWEENBOSS2_LOOK
S_HALLOWEENBOSS2_WALK1
S_HALLOWEENBOSS2_WALK2
S_HALLOWEENBOSS2_WALK3
S_HALLOWEENBOSS2_WALK4
S_HALLOWEENBOSS2_WALK5
S_HALLOWEENBOSS2_WALK6
S_HALLOWEENBOSS2_WALK7
S_HALLOWEENBOSS2_WALK8
S_HALLOWEENBOSS2_WALK9
S_HALLOWEENBOSS2_WALK10
S_HALLOWEENBOSS2_WALK11
S_HALLOWEENBOSS2_4THATK06
S_HALLOWEENBOSS2_2NDWALK1
S_HALLOWEENBOSS2_2NDWALK2
S_HALLOWEENBOSS2_2NDWALK3
S_HALLOWEENBOSS2_2NDWALK4
S_HALLOWEENBOSS2_2NDWALK5
S_HALLOWEENBOSS2_2NDWALK6
S_HALLOWEENBOSS2_2NDWALK7
S_HALLOWEENBOSS2_2NDWALK8
S_HALLOWEENBOSS2_2NDWALK9
S_HALLOWEENBOSS2_2NDWALK10
S_HALLOWEENBOSS2_2NDWALK11
S_HALLOWEENBOSS2_DUALCHECK1
S_HALLOWEENBOSS2_DUALCHECK2
S_HALLOWEENBOSS2_DUALCHECK3
S_HALLOWEENBOSS2_PAIN1
S_HALLOWEENBOSS2_PAIN2
S_HALLOWEENBOSS2_PAIN3
S_HALLOWEENBOSS2_PAIN4
S_HALLOWEENBOSS2_PAIN5
S_HALLOWEENBOSS2_DUALPAIN1
S_HALLOWEENBOSS2_DUALPAIN2
S_HALLOWEENBOSS2_1STATK01
S_HALLOWEENBOSS2_1STATK02
S_HALLOWEENBOSS2_1STATK03
S_HALLOWEENBOSS2_1STATK04
S_HALLOWEENBOSS2_1STATK05
S_HALLOWEENBOSS2_2NDATK01
S_HALLOWEENBOSS2_2NDATK02
S_HALLOWEENBOSS2_2NDATK03
S_HALLOWEENBOSS2_2NDATK04
S_HALLOWEENBOSS2_2NDATK05
S_HALLOWEENBOSS2_CHOOSE
S_HALLOWEENBOSS2_3RDATK01
S_HALLOWEENBOSS2_3RDATK02
S_HALLOWEENBOSS2_3RDATK03
S_HALLOWEENBOSS2_3RDATK04
S_HALLOWEENBOSS2_3RDATK05
S_HALLOWEENBOSS2_3RDATK06
S_HALLOWEENBOSS2_3RDATK07
S_HALLOWEENBOSS2_4THATK01
S_HALLOWEENBOSS2_4THATK02
S_HALLOWEENBOSS2_4THATK03
S_HALLOWEENBOSS2_4THATK04
S_HALLOWEENBOSS2_4THATK05
S_HALLOWEENBOSS2_2NDATKSTR1
S_HALLOWEENBOSS2_2NDATKSTR2
S_HALLOWEENBOSS2_CHASE
S_HALLOWEENBOSS2_REMOVEINV
S_HALLOWEENBOSS2_FINALATK1
S_HALLOWEENBOSS2_FINALATK2
S_HALLOWEENBOSS2_FINALATK3
S_HALLOWEENBOSS2_FINALATK4
S_HALLOWEENBOSS2_FINALATK5
S_HALLOWEENBOSS2_FINALATK6
S_HALLOWEENBOSS2_FINALATK7
S_HALLOWEENBOSS2_FINALATK8
S_HALLOWEENBOSS2_FINALATK9
S_HALLOWEENBOSS2_FINALATK10
S_HALLOWEENBOSS2_DEATH1
S_HALLOWEENBOSS2_DEATH2
S_HALLOWEENBOSS2_DEATH3
S_HALLOWEENBOSS2_DEATH4
S_HALLOWEENBOSS2_DEATH5
S_HALLOWEENBOSS2_DEATH6
S_HALLOWEENBOSS2_DEATH7
S_HALLOWEENBOSS2_DEATH8
S_HALLOWEENBOSS2_DEATH9
S_HALLOWEENBOSS2_DEATH10
S_HALLOWEENBOSS2_DEATH11
S_HALLOWEENBOSS2_DEATH12
S_HALLOWEENBOSS2_DEATH13
S_HALLOWEENBOSS3_STND
S_HALLOWEENBOSS3_FIRE1
S_HALLOWEENBOSS3_FIRE2
S_HALLOWEENBOSS3_FIRE3
S_HALLOWEENBOSS3_PAIN1
S_HALLOWEENBOSS3_PAIN2
S_HALLOWEENBOSS3_PAIN3
S_HALLOWEENBOSS3_SPEAR1
S_HALLOWEENBOSS3_SPEAR2
S_HALLOWEENBOSS3_SPEAR3
S_HALLOWEENBOSS3_PINCH1
S_HALLOWEENBOSS3_STND2
S_HALLOWEENBOSS3_DASH1
S_HALLOWEENBOSS3_DASH2
S_HALLOWEENBOSS3_DASH3
S_HALLOWEENBOSS3_DASH4
S_HALLOWEENBOSS3_FINAL1
S_HALLOWEENBOSS3_FINAL2
S_HALLOWEENBOSS3_FINAL3
S_HALLOWEENBOSS4_STND
S_HALLOWEENBOSS4_SLAM1
S_HALLOWEENBOSS4_SLAM2
S_HALLOWEENBOSS4_SLAM3
S_HALLOWEENBOSS4_SUMMON1
S_HALLOWEENBOSS4_SUMMON2
S_HALLOWEENBOSS4_SUMMON3
S_HALLOWEENBOSS4_PAIN1
S_HALLOWEENBOSS4_PAIN2
S_HALLOWEENBOSS4_PAIN3
S_HALLOWEENBOSS4_TRANSFORM1
S_HALLOWEENBOSS4_TRANSFORM2
MT_HALLOWEEN_BOSS4_DARK
S_HALLOWEENBOSS4DARK_STND
S_HALLOWEENBOSS4DARK_FOLLOW1
S_HALLOWEENBOSS4DARK_FOLLOW2
S_HALLOWEENBOSS4DARK_FOLLOW3
S_HALLOWEENBOSS4DARK_PAIN1
S_HALLOWEENBOSS4DARK_PAIN2
S_HALLOWEENBOSS4DARK_PAIN3
S_HALLOWEENBOSS4DARK_FLY1
S_HALLOWEENBOSS4DARK_FLY2
S_HALLOWEENBOSS4DARK_FLY3
S_HALLOWEENBOSS4DARK_FIRE1
S_HALLOWEENBOSS4DARK_FIRE2
S_HALLOWEENBOSS4DARK_FIRE3
S_HALLOWEENBOSS4DARK_DEATH
MT_HALLOWEEN_BOSS4_SUM
S_BOSS_SUMMON1
S_BOSS_SUMMON2
MT_HALLOWEEN_BOSS3_SPEAR
SPR_HLBS
S_BOSS_SPEAR1
S_BOSS_SPEAR2
MT_HALLOWEEN_BOSS2_ROCK
SPR_TULM
MT_SPIRIT_EFFECT
S_SPIRIT_EFCT_01
S_SPIRIT_EFCT_02
sfx_kboo1
sfx_kboo9
SPR_KBOO
MT_KINGBOO_CHASE
S_KINGBOO_INTRO1
S_KINGBOO_INTRO2
S_KINGBOO_INTRO3
S_KINGBOO_CHASE1
S_KINGBOO_CHASE2
S_KINGBOO_CHASE3
S_KINGBOO_CHASE4
S_KINGBOO_THROW1
S_KINGBOO_THROW2
S_KINGBOO_THROW3
S_KINGBOO_THROW4
S_KINGBOO_FIRE1
S_KINGBOO_FIRE2
S_KINGBOO_FIRE3
S_KINGBOO_FIRE4
S_KINGBOO_DEATH1
S_KINGBOO_DEATH2
S_KINGBOO_DEATH3
S_KINGBOO_DEATH4
S_KINGBOO_DEATH5
S_KINGBOO_DEATH6
MT_CACOFIRE_SLOW
S_KINGBOO_FIREBALL1
S_KINGBOO_FIREBALL2
S_KINGBOO_FIREBALL3

#Halloween Boss 1

Object MT_HALLOWEEN_BOSS1
#$Name Halloween Boss 1
#$Sprite EGGMA1
#$Category Halloween
MapThingNum = 4005
SpawnState = S_HALLOWEENBOSS1_STND
SpawnHealth = 10
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 45
AttackSound = sfx_None
PainState = S_HALLOWEENBOSS1_PAIN1
PainChance = 200
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_EGGMOBILE_DIE1
DeathSound = sfx_cybdth
XDeathState = S_EGGMOBILE_FLEE1
Speed = 4
Radius = 24*FRACUNIT
Height = 78*FRACUNIT
Mass = 100
Damage = 3
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_BOSS


#StandoPhase1
State S_HALLOWEENBOSS1_STND
SpriteName = EGGM
SpriteFrame = A
Duration = 10
Next = S_HALLOWEENBOSS1_WALK1
Action = A_CheckHealth
Var1 = 7
Var2 = S_HALLOWEENBOSS1_STND2

State S_HALLOWEENBOSS1_WALK1
SpriteName = EGGM
SpriteFrame = A
Duration = 1
Next = S_HALLOWEENBOSS1_WALK2
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_WALK2
SpriteName = EGGM
SpriteFrame = A
Duration = 1
Next = S_HALLOWEENBOSS1_WALK3
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_WALK3
SpriteName = EGGM
SpriteFrame = A
Duration = 1
Next = S_HALLOWEENBOSS1_ATK1
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

#AttaccPhase1
State S_HALLOWEENBOSS1_ATK1
SpriteName = EGGM
SpriteFrame = C
Duration = 5
Next = S_HALLOWEENBOSS1_ATK2
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_ATK2
SpriteName = EGGM
SpriteFrame = D
Duration = 8
Next = S_HALLOWEENBOSS1_ATK3
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_ATK3
SpriteName = EGGM
SpriteFrame = E
Duration = 20
Next = S_HALLOWEENBOSS1_STND
Action = A_Boss7FireMissiles
Var1 = MT_CACOFIRE
Var2 = 0

#Lifeispain
State S_HALLOWEENBOSS1_PAIN1
SpriteName = EGGM
SpriteFrame = V
Duration = 24
Next = S_HALLOWEENBOSS1_PAIN2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_PAIN2
SpriteName = EGGM
SpriteFrame = V
Duration = 16
Next = S_HALLOWEENBOSS1_PAIN3
Action = A_SkullAttack
Var1 = 1
Var2 = 1

State S_HALLOWEENBOSS1_PAIN3
SpriteName = EGGM
SpriteFrame = V
Duration = 5
Next = S_HALLOWEENBOSS1_STND
Action = A_SetObjectFlags2
Var1 = MF2_SKULLFLY
Var2 = 1

#StandoPhase2
State S_HALLOWEENBOSS1_STND2
SpriteName = EGGM
SpriteFrame = A
Duration = 13
Next = S_HALLOWEENBOSS1_WALK2ND1
Action = A_CheckHealth
Var1 = 5
Var2 = S_HALLOWEENBOSS1_STND3

State S_HALLOWEENBOSS1_WALK2ND1
SpriteName = EGGM
SpriteFrame = A
Duration = 1
Next = S_HALLOWEENBOSS1_WALK2ND2
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_WALK2ND2
SpriteName = EGGM
SpriteFrame = A
Duration = 1
Next = S_HALLOWEENBOSS1_WALK2ND3
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_WALK2ND3
SpriteName = EGGM
SpriteFrame = A
Duration = 2
Next = S_HALLOWEENBOSS1_2NDATK1
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

#AttaccPhase2
State S_HALLOWEENBOSS1_2NDATK1
SpriteName = EGGM
SpriteFrame = C
Duration = 15
Next = S_HALLOWEENBOSS1_2NDATK2
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_2NDATK2
SpriteName = EGGM
SpriteFrame = E
Duration = 10
Next = S_HALLOWEENBOSS1_2NDATK3
Action = A_MultiShot
Var1 = MT_FBOMB*65536+3
Var2 = 0

State S_HALLOWEENBOSS1_2NDATK3
SpriteName = EGGM
SpriteFrame = E
Duration = 45
Next = S_HALLOWEENBOSS1_2NDATK4
Action = A_Boss1Laser
Var1 = MT_LASER
Var2 = 3

State S_HALLOWEENBOSS1_2NDATK4
SpriteName = EGGM
SpriteFrame = E
Duration = 10
Next = S_HALLOWEENBOSS1_STND2
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1

#StandoPhase3
State S_HALLOWEENBOSS1_STND3
SpriteName = EGGM
SpriteFrame = A
Duration = 15
Next = S_HALLOWEENBOSS1_WALK3RD1
Action = A_CheckHealth
Var1 = 3
Var2 = S_HALLOWEENBOSS1_STND4

State S_HALLOWEENBOSS1_WALK3RD1
SpriteName = EGGM
SpriteFrame = A
Duration = 2
Next = S_HALLOWEENBOSS1_WALK3RD2
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_WALK3RD2
SpriteName = EGGM
SpriteFrame = A
Duration = 3
Next = S_HALLOWEENBOSS1_WALK3RD3
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_WALK3RD3
SpriteName = EGGM
SpriteFrame = A
Duration = 2
Next = S_HALLOWEENBOSS1_3RDATK1
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

#AttaccPhase3
State S_HALLOWEENBOSS1_3RDATK1
SpriteName = EGGM
SpriteFrame = C
Duration = 10
Next = S_HALLOWEENBOSS1_3RDATK2
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_3RDATK2
SpriteName = EGGM
SpriteFrame = E
Duration = 20
Next = S_HALLOWEENBOSS1_3RDATK3
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_3RDATK3
SpriteName = EGGM
SpriteFrame = R
Duration = 10
Next = S_HALLOWEENBOSS1_3RDATK4
Action = A_HomingChase
Var1 = 35*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_3RDATK4
SpriteName = EGGM
SpriteFrame = R
Duration = 10
Next = S_HALLOWEENBOSS1_3RDATK5
Action = A_HomingChase
Var1 = 35*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_3RDATK5
SpriteName = EGGM
SpriteFrame = R
Duration = 10
Next = S_HALLOWEENBOSS1_3RDATK6
Action = A_HomingChase
Var1 = 35*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_3RDATK6
SpriteName = EGGM
SpriteFrame = R
Duration = 10
Next = S_HALLOWEENBOSS1_3RDATK7
Action = A_HomingChase
Var1 = 35*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_3RDATK7
SpriteName = EGGM
SpriteFrame = R
Duration = 10
Next = S_HALLOWEENBOSS1_3RDATK8
Action = A_HomingChase
Var1 = 35*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_3RDATK8
SpriteName = EGGM
SpriteFrame = R
Duration = 10
Next = S_HALLOWEENBOSS1_3RDATK9
Action = A_HomingChase
Var1 = 35*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_3RDATK9
SpriteName = EGGM
SpriteFrame = R
Duration = 10
Next = S_HALLOWEENBOSS1_3RDATK10
Action = A_HomingChase
Var1 = 35*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_3RDATK10
SpriteName = EGGM
SpriteFrame = R
Duration = 60
Next = S_HALLOWEENBOSS1_STND3
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1

#StandoPhase4
State S_HALLOWEENBOSS1_STND4
SpriteName = EGGM
SpriteFrame = A
Duration = 15
Next = S_HALLOWEENBOSS1_WALK4TH1
Action = A_CheckHealth
Var1 = 1
Var2 = S_HALLOWEENBOSS1_STND5

State S_HALLOWEENBOSS1_WALK4TH1
SpriteName = EGGM
SpriteFrame = A
Duration = 2
Next = S_HALLOWEENBOSS1_WALK4TH2
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_WALK4TH2
SpriteName = EGGM
SpriteFrame = A
Duration = 3
Next = S_HALLOWEENBOSS1_WALK4TH3
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS1_WALK4TH3
SpriteName = EGGM
SpriteFrame = A
Duration = 2
Next = S_HALLOWEENBOSS1_4THATK1
Action = A_HomingChase
Var1 = 5*FRACUNIT
Var2 = 0

#AttaccPhase4
State S_HALLOWEENBOSS1_4THATK1
SpriteName = EGGM
SpriteFrame = C
Duration = 15
Next = S_HALLOWEENBOSS1_4THATK2
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_4THATK2
SpriteName = EGGM
SpriteFrame = E
Duration = 5
Next = S_HALLOWEENBOSS1_4THATK3
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_4THATK3
SpriteName = EGGM
SpriteFrame = R
Duration = 35
Next = S_HALLOWEENBOSS1_4THATK4
Action = A_Boss1Laser
Var1 = MT_LASER
Var2 = 0

State S_HALLOWEENBOSS1_4THATK4
SpriteName = EGGM
SpriteFrame = C
Duration = 10
Next = S_HALLOWEENBOSS1_4THATK5
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_4THATK5
SpriteName = EGGM
SpriteFrame = E
Duration = 5
Next = S_HALLOWEENBOSS1_4THATK6
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_4THATK6
SpriteName = EGGM
SpriteFrame = R
Duration = 25
Next = S_HALLOWEENBOSS1_4THATK7
Action = A_Boss1Laser
Var1 = MT_LASER
Var2 = 1

State S_HALLOWEENBOSS1_4THATK7
SpriteName = EGGM
SpriteFrame = C
Duration = 10
Next = S_HALLOWEENBOSS1_4THATK8
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_4THATK8
SpriteName = EGGM
SpriteFrame = E
Duration = 5
Next = S_HALLOWEENBOSS1_4THATK9
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_4THATK9
SpriteName = EGGM
SpriteFrame = R
Duration = 35
Next = S_HALLOWEENBOSS1_4THATK10
Action = A_Boss1Laser
Var1 = MT_LASER
Var2 = 2

State S_HALLOWEENBOSS1_4THATK10
SpriteName = EGGM
SpriteFrame = R
Duration = 5
Next = S_HALLOWEENBOSS1_STND4
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1

#FINALATTACK

State S_HALLOWEENBOSS1_STND5
SpriteName = EGGM
SpriteFrame = C
Duration = 120
Next = S_HALLOWEENBOSS1_FINALATK1
Action = A_PlaySound
Var1 = sfx_cdfm57
Var2 = 0

State S_HALLOWEENBOSS1_FINALATK1
SpriteName = EGGM
SpriteFrame = D
Duration = 30
Next = S_HALLOWEENBOSS1_FINALATK2
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_FINALATK2
SpriteName = EGGM
SpriteFrame = E
Duration = 120
Next = S_HALLOWEENBOSS1_FINALATK3
Action = A_SuperTurretFire
Var1 = MT_TURRETLASER
Var2 = 0

State S_HALLOWEENBOSS1_FINALATK3
SpriteName = EGGM
SpriteFrame = E
Duration = 30
Next = S_HALLOWEENBOSS1_FINALATK4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_FINALATK4
SpriteName = EGGM
SpriteFrame = E
Duration = 15
Next = S_HALLOWEENBOSS1_FINALATK5
Action = A_TurretStop
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_FINALATK5
SpriteName = EGGM
SpriteFrame = R
Duration = 250
Next = S_HALLOWEENBOSS1_FINALATK6
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS1_FINALATK6
SpriteName = EGGM
SpriteFrame = V
Duration = 100
Next = S_HALLOWEENBOSS1_FINALATK6
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1


#Halloween Boss 2

Object MT_HALLOWEEN_BOSS2
#$Name Halloween Boss 2
#$Sprite HAGLA1
#$Category Halloween
MapThingNum = 3996
SpawnState = S_HALLOWEENBOSS2_STND
SpawnHealth = 14
SeeState = S_HALLOWEENBOSS2_WALK1
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_none
PainState = S_HALLOWEENBOSS2_PAIN1
PainChance = 200
PainSound = sfx_golm1
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_HALLOWEENBOSS2_DEATH1
XDeathState = S_NULL
DeathSound = sfx_cybdth
Speed = 12
Radius = 50*FRACUNIT
Height = 170*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 400*FRACUNIT
ActiveSound = sfx_None
Flags = MF_BOSS|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

#HeIsStandingThereMenacingly

State S_HALLOWEENBOSS2_STND
SpriteName = HAGL
SpriteFrame = A
Duration = 10
Next = S_HALLOWEENBOSS2_LOOK
Action = A_Look
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_LOOK
SpriteName = HAGL
SpriteFrame = A
Duration = 5
Next = S_HALLOWEENBOSS2_WALK1
Action = A_Look
Var1 = 0
Var2 = 0

#THECHASE

State S_HALLOWEENBOSS2_WALK1
SpriteName = HAGL
SpriteFrame = B
Duration = 3
Next = S_HALLOWEENBOSS2_WALK2
Action = A_DualAction
Var1 = S_HALLOWEENBOSS2_CHASE
Var2 = S_HALLOWEENBOSS2_DUALCHECK1

State S_HALLOWEENBOSS2_WALK2
SpriteName = HAGL
SpriteFrame = C
Duration = 3
Next = S_HALLOWEENBOSS2_WALK3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_WALK3
SpriteName = HAGL
SpriteFrame = D
Duration = 3
Next = S_HALLOWEENBOSS2_WALK4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_WALK4
SpriteName = HAGL
SpriteFrame = E
Duration = 3
Next = S_HALLOWEENBOSS2_WALK5
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_WALK5
SpriteName = HAGL
SpriteFrame = F
Duration = 5
Next = S_HALLOWEENBOSS2_WALK6
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_WALK6
SpriteName = HAGL
SpriteFrame = H
Duration = 3
Next = S_HALLOWEENBOSS2_WALK7
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_WALK7
SpriteName = HAGL
SpriteFrame = I
Duration = 3
Next = S_HALLOWEENBOSS2_WALK8
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_WALK8
SpriteName = HAGL
SpriteFrame = J
Duration = 3
Next = S_HALLOWEENBOSS2_WALK9
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_WALK9
SpriteName = HAGL
SpriteFrame = K
Duration = 5
Next = S_HALLOWEENBOSS2_WALK10
Action = A_DualAction
Var1 = S_HALLOWEENBOSS2_CHASE
Var2 = S_HALLOWEENBOSS2_REMOVEINV

State S_HALLOWEENBOSS2_WALK10
SpriteName = HAGL
SpriteFrame = K
Duration = 1
Next = S_HALLOWEENBOSS2_3RDATK01
Action = None
Var1 = 0
Var2 = 0

#SECONDPHASEWALK

State S_HALLOWEENBOSS2_2NDWALK1
SpriteName = HAGL
SpriteFrame = B
Duration = 1
Next = S_HALLOWEENBOSS2_2NDWALK2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_2NDWALK2
SpriteName = HAGL
SpriteFrame = C
Duration = 1
Next = S_HALLOWEENBOSS2_2NDWALK3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_2NDWALK3
SpriteName = HAGL
SpriteFrame = D
Duration = 1
Next = S_HALLOWEENBOSS2_2NDWALK4
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_2NDWALK4
SpriteName = HAGL
SpriteFrame = E
Duration = 1
Next = S_HALLOWEENBOSS2_2NDWALK5
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_2NDWALK5
SpriteName = HAGL
SpriteFrame = F
Duration = 1
Next = S_HALLOWEENBOSS2_2NDWALK6
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_2NDWALK6
SpriteName = HAGL
SpriteFrame = H
Duration = 1
Next = S_HALLOWEENBOSS2_2NDWALK7
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_2NDWALK7
SpriteName = HAGL
SpriteFrame = I
Duration = 1
Next = S_HALLOWEENBOSS2_2NDWALK8
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_2NDWALK8
SpriteName = HAGL
SpriteFrame = J
Duration = 1
Next = S_HALLOWEENBOSS2_2NDWALK9
Action = A_FaceTarget
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1

State S_HALLOWEENBOSS2_2NDWALK9
SpriteName = HAGL
SpriteFrame = K
Duration = 17
Next = S_HALLOWEENBOSS2_2NDWALK10
Action = A_Repeat
Var1 = 14
Var2 = S_HALLOWEENBOSS2_2NDWALK1

State S_HALLOWEENBOSS2_2NDWALK10
SpriteName = HAGL
SpriteFrame = K
Duration = 6
Next = S_HALLOWEENBOSS2_2NDATKSTR1
Action = A_RandomState
Var1 = S_HALLOWEENBOSS2_4THATK01
Var2 = S_HALLOWEENBOSS2_2NDATKSTR1

#SPAWNALLIESANDATTACK

State S_HALLOWEENBOSS2_4THATK01
SpriteName = HAGL
SpriteFrame = T
Duration = 25
Next = S_HALLOWEENBOSS2_4THATK02
Action = A_ForceStop
Var1 = 1
Var2 = 0

State S_HALLOWEENBOSS2_4THATK02
SpriteName = HAGL
SpriteFrame = U
Duration = 4
Next = S_HALLOWEENBOSS2_4THATK03
Action = A_PlaySound
Var1 = sfx_golm3
Var2 = 0

State S_HALLOWEENBOSS2_4THATK03
SpriteName = HAGL
SpriteFrame = U
Duration = 2
Next = S_HALLOWEENBOSS2_4THATK04
Action = A_SetObjectFlags
Var1 = MF_NOCLIP
Var2 = 2

State S_HALLOWEENBOSS2_4THATK04
SpriteName = HAGL
SpriteFrame = U
Duration = 2
Next = S_HALLOWEENBOSS2_4THATK05
Action = A_HomingChase
Var1 = 25*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS2_4THATK05
SpriteName = HAGL
SpriteFrame = U
Duration = 25
Next = S_HALLOWEENBOSS2_4THATK06
Action = A_MultiShot
Var1 = MT_BOSS2_ENERGYBALL*65536+8
Var2 = 0

State S_HALLOWEENBOSS2_4THATK06
SpriteName = HAGL
SpriteFrame = O
Duration = 70
Next = S_HALLOWEENBOSS2_WALK1
Action = A_DualAction
Var1 = S_HALLOWEENBOSS2_DUALCHECK2
Var2 = S_HALLOWEENBOSS2_DUALCHECK3


#thisisforthesecondphasehandlerforchasing

State S_HALLOWEENBOSS2_CHASE
SpriteName = HAGL
SpriteFrame = A
Duration = 1
Next = S_HALLOWEENBOSS2_WALK1
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_DUALCHECK1
SpriteName = HAGL
SpriteFrame = A
Duration = 1
Next = S_HALLOWEENBOSS2_WALK1
Action = A_CheckHealth
Var1 = 7
Var2 = S_HALLOWEENBOSS2_2NDWALK1

State S_HALLOWEENBOSS2_DUALCHECK2
SpriteName = HAGL
SpriteFrame = A
Duration = 1
Next = S_HALLOWEENBOSS2_WALK1
Action = A_SetObjectFlags
Var1 = MF_NOCLIP
Var2 = 1

State S_HALLOWEENBOSS2_DUALCHECK3
SpriteName = HAGL
SpriteFrame = A
Duration = 1
Next = S_HALLOWEENBOSS2_WALK1
Action = A_SetObjectFlags2
Var1 = MF2_SKULLFLY
Var2 = 1

State S_HALLOWEENBOSS2_REMOVEINV
SpriteName = HAGL
SpriteFrame = A
Duration = 1
Next = S_HALLOWEENBOSS2_WALK1
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1

#JUMPATTACK

State S_HALLOWEENBOSS2_3RDATK01
SpriteName = HAGL
SpriteFrame = O
Duration = 25
Next = S_HALLOWEENBOSS2_3RDATK02
Action = A_ForceStop
Var1 = 1
Var2 = 0

State S_HALLOWEENBOSS2_3RDATK02
SpriteName = HAGL
SpriteFrame = P
Duration = 25
Next = S_HALLOWEENBOSS2_3RDATK03
Action = A_BunnyHop
Var1 = 15
Var2 = 0

State S_HALLOWEENBOSS2_3RDATK03
SpriteName = HAGL
SpriteFrame = Q
Duration = 10
Next = S_HALLOWEENBOSS2_3RDATK04
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_3RDATK04
SpriteName = HAGL
SpriteFrame = Q
Duration = 25
Next = S_HALLOWEENBOSS2_3RDATK05
Action = A_HomingChase
Var1 = 20*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS2_3RDATK05
SpriteName = HAGL
SpriteFrame = S
Duration = 35
Next = S_HALLOWEENBOSS2_WALK1
Action = A_DualAction
Var1 = S_HALLOWEENBOSS2_3RDATK06
Var2 = S_HALLOWEENBOSS2_3RDATK07

State S_HALLOWEENBOSS2_3RDATK06
SpriteName = HAGL
SpriteFrame = S
Duration = 5
Next = S_HALLOWEENBOSS2_WALK1
Action = A_MultiShot
Var1 = MT_HALLOWEEN_BOSS2_ROCK*65536+12
Var2 = 0

State S_HALLOWEENBOSS2_3RDATK07
SpriteName = HAGL
SpriteFrame = S
Duration = 5
Next = S_HALLOWEENBOSS2_WALK1
Action = A_PlaySound
Var1 = sfx_golm2
Var2 = 0


#RANGEATTACK

State S_HALLOWEENBOSS2_1STATK01
SpriteName = HAGL
SpriteFrame = L
Duration = 40
Next = S_HALLOWEENBOSS2_1STATK02
Action = A_Repeat
Var1 = 1
Var2 = S_HALLOWEENBOSS2_1STATK01

State S_HALLOWEENBOSS2_1STATK02
SpriteName = HAGL
SpriteFrame = M
Duration = 25
Next = S_HALLOWEENBOSS2_1STATK03
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_1STATK03
SpriteName = HAGL
SpriteFrame = N
Duration = 2
Next = S_HALLOWEENBOSS2_1STATK04
Action = A_BrakFireShot
Var1 = MT_BLACKEGGMAN_GOOPFIRE
Var2 = 128

State S_HALLOWEENBOSS2_1STATK04
SpriteName = HAGL
SpriteFrame = O
Duration = 1
Next = S_HALLOWEENBOSS2_1STATK05
Action = A_Repeat
Var1 = 40
Var2 = S_HALLOWEENBOSS2_1STATK03

State S_HALLOWEENBOSS2_1STATK05
SpriteName = HAGL
SpriteFrame = O
Duration = 10
Next = S_HALLOWEENBOSS2_WALK1
Action = None
Var1 = 0
Var2 = 0

#SPINATTACK

State S_HALLOWEENBOSS2_2NDATKSTR1
SpriteName = HAGL
SpriteFrame = O
Duration = 60
Next = S_HALLOWEENBOSS2_2NDATKSTR2
Action = A_VileTarget
Var1 = MT_CYBRAKDEMON_TARGET_RETICULE
Var2 = 1

State S_HALLOWEENBOSS2_2NDATKSTR2
SpriteName = HAGL
SpriteFrame = V
Duration = 15
Next = S_HALLOWEENBOSS2_2NDATK01
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_2NDATK01
SpriteName = HAGL
SpriteFrame = V
Duration = 3
Next = S_HALLOWEENBOSS2_2NDATK02
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_2NDATK02
SpriteName = HAGL
SpriteFrame = W
Duration = 1
Next = S_HALLOWEENBOSS2_2NDATK03
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_2NDATK03
SpriteName = HAGL
SpriteFrame = X
Duration = 3
Next = S_HALLOWEENBOSS2_2NDATK04
Action = A_Chase
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_2NDATK04
SpriteName = HAGL
SpriteFrame = V
Duration = 3
Next = S_HALLOWEENBOSS2_2NDATK05
Action = A_Repeat
Var1 = 25
Var2 = S_HALLOWEENBOSS2_2NDATK01

State S_HALLOWEENBOSS2_2NDATK05
SpriteName = HAGL
SpriteFrame = O
Duration = 50
Next = S_HALLOWEENBOSS2_WALK1
Action = A_ForceStop
Var1 = 1
Var2 = 0

#THEFINALATTACKFOREPICGOLEM

State S_HALLOWEENBOSS2_FINALATK1
SpriteName = HAGL
SpriteFrame = R
Duration = 40
Next = S_HALLOWEENBOSS2_FINALATK2
Action = A_PlaySound
Var1 = sfx_golm4
Var2 = 0

State S_HALLOWEENBOSS2_FINALATK2
SpriteName = HAGL
SpriteFrame = S
Duration = 25
Next = S_HALLOWEENBOSS2_FINALATK3
Action = A_MultiShot
Var1 = MT_CYBRAKDEMON_FLAMESHOT*65536+15
Var2 = 0

State S_HALLOWEENBOSS2_FINALATK3
SpriteName = HAGL
SpriteFrame = F
Duration = 5
Next = S_HALLOWEENBOSS2_FINALATK4
Action = A_HomingChase
Var1 = 15*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS2_FINALATK4
SpriteName = HAGL
SpriteFrame = F
Duration = 5
Next = S_HALLOWEENBOSS2_FINALATK5
Action = A_Repeat
Var1 = 8
Var2 = S_HALLOWEENBOSS2_FINALATK3

State S_HALLOWEENBOSS2_FINALATK5
SpriteName = HAGL
SpriteFrame = T
Duration = 50
Next = S_HALLOWEENBOSS2_FINALATK6
Action = A_PlaySound
Var1 = sfx_trpowr
Var2 = 0

State S_HALLOWEENBOSS2_FINALATK6
SpriteName = HAGL
SpriteFrame = P
Duration = 25
Next = S_HALLOWEENBOSS2_FINALATK7
Action = A_BunnyHop
Var1 = 25
Var2 = 0

State S_HALLOWEENBOSS2_FINALATK7
SpriteName = HAGL
SpriteFrame = Q
Duration = 15
Next = S_HALLOWEENBOSS2_FINALATK8
Action = A_MultiShot
Var1 = MT_BOSS2_NADE*65536+4
Var2 = 0

State S_HALLOWEENBOSS2_FINALATK8
SpriteName = HAGL
SpriteFrame = S
Duration = 5
Next = S_HALLOWEENBOSS2_FINALATK9
Action = A_MultiShot
Var1 = MT_HALLOWEEN_BOSS2_ROCK*65536+12
Var2 = 0

State S_HALLOWEENBOSS2_FINALATK9
SpriteName = HAGL
SpriteFrame = S
Duration = 15
Next = S_HALLOWEENBOSS2_FINALATK10
Action = A_Repeat
Var1 = 6
Var2 = S_HALLOWEENBOSS2_FINALATK8


State S_HALLOWEENBOSS2_FINALATK10
SpriteName = HAGL
SpriteFrame = U
Duration = 80
Next = S_HALLOWEENBOSS2_WALK1
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1

#DEATHOFTHEGOLEM

State S_HALLOWEENBOSS2_DEATH1
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_DEATH2
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_DEATH2
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_DEATH3
Action = A_BossScream
Var1 = 0
Var2 = 0


State S_HALLOWEENBOSS2_DEATH3
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_DEATH4
Action = A_BossScream
Var1 = 0
Var2 = 0


State S_HALLOWEENBOSS2_DEATH4
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_DEATH5
Action = A_BossScream
Var1 = 0
Var2 = 0


State S_HALLOWEENBOSS2_DEATH5
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_DEATH6
Action = A_BossScream
Var1 = 0
Var2 = 0


State S_HALLOWEENBOSS2_DEATH6
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_DEATH7
Action = A_BossScream
Var1 = 0
Var2 = 0


State S_HALLOWEENBOSS2_DEATH7
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_DEATH8
Action = A_BossScream
Var1 = 0
Var2 = 0


State S_HALLOWEENBOSS2_DEATH8
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_DEATH9
Action = A_BossScream
Var1 = 0
Var2 = 0


State S_HALLOWEENBOSS2_DEATH9
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_DEATH10
Action = A_BossScream
Var1 = 0
Var2 = 0


State S_HALLOWEENBOSS2_DEATH10
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_DEATH11
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_DEATH11
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_DEATH12
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_DEATH12
SpriteName = HAGL
SpriteFrame = A
Duration = 15
Next = S_HALLOWEENBOSS2_DEATH13
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_DEATH13
SpriteName = HAGL
SpriteFrame = A
Duration = 100
Next = S_HALLOWEENBOSS2_DEATH13
Action = A_ForceWin
Var1 = 0
Var2 = 0


#WHYDOESTHISTHINGEVENEXIST

State S_HALLOWEENBOSS2_CHOOSE
SpriteName = HAGL
SpriteFrame = A
Duration = 6
Next = S_HALLOWEENBOSS2_1STATK01
Action = A_RandomState
Var1 = S_HALLOWEENBOSS2_1STATK01
Var2 = S_HALLOWEENBOSS2_2NDATKSTR1

#ThisGolemAlsoFeelsPain

State S_HALLOWEENBOSS2_PAIN1
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_PAIN2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_PAIN2
SpriteName = HAGL
SpriteFrame = O
Duration = 20
Next = S_HALLOWEENBOSS2_PAIN3
Action = A_CheckHealth
Var1 = 1
Var2 = S_HALLOWEENBOSS2_FINALATK1

State S_HALLOWEENBOSS2_PAIN3
SpriteName = HAGL
SpriteFrame = O
Duration = 5
Next = S_HALLOWEENBOSS2_CHOOSE
Action = A_CheckHealth
Var1 = 7
Var2 = S_HALLOWEENBOSS2_PAIN4

State S_HALLOWEENBOSS2_PAIN4
SpriteName = HAGL
SpriteFrame = T
Duration = 50
Next = S_HALLOWEENBOSS2_PAIN5
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS2_PAIN5
SpriteName = HAGL
SpriteFrame = U
Duration = 80
Next = S_HALLOWEENBOSS2_2NDWALK10
Action = A_DualAction
Var1 = S_HALLOWEENBOSS2_DUALPAIN1
Var2 = S_HALLOWEENBOSS2_DUALPAIN2

State S_HALLOWEENBOSS2_DUALPAIN1
SpriteName = HAGL
SpriteFrame = U
Duration = 1
Next = S_HALLOWEENBOSS2_STND
Action = A_LinedefExecute
Var1 = LE_PINCHPHASE
Var2 = 0

State S_HALLOWEENBOSS2_DUALPAIN2
SpriteName = HAGL
SpriteFrame = U
Duration = 1
Next = S_HALLOWEENBOSS2_STND
Action = A_MultiShot
Var1 = MT_BOSS2_ENERGYBALL*65536+6
Var2 = 0

#TheMiner

Object MT_HALLOWEEN_BOSS3
#$Name Halloween Boss 3
#$Sprite EGGOA1
#$Category Halloween
MapThingNum = 4031
SpawnState = S_HALLOWEENBOSS3_STND
SpawnHealth = 20
SeeState = S_HALLOWEENBOSS3_DASH1
SeeSound = sfx_none
ReactionTime = 13
AttackSound = sfx_None
PainState = S_HALLOWEENBOSS3_PAIN1
PainChance = 200
PainSound = sfx_dmpain
MeleeState = S_HALLOWEENBOSS3_SPEAR1
MissileState = S_HALLOWEENBOSS3_FIRE1
DeathState = S_EGGMOBILE3_DIE1
DeathSound = sfx_cybdth
XDeathState = S_EGGMOBILE3_FLEE1
Speed = 5
Radius = 24*FRACUNIT
Height = 78*FRACUNIT
Mass = 100
Damage = 9
ActiveSound = sfx_None
RaiseState = S_HALLOWEENBOSS3_PINCH1
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_BOSS

#HEISFOLLOWINGYOU
State S_HALLOWEENBOSS3_STND
SpriteName = EGGO
SpriteFrame = A
Duration = 1
Next = S_HALLOWEENBOSS3_STND
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

#HEISATTACKINGYOU
State S_HALLOWEENBOSS3_STND2
SpriteName = EGGO
SpriteFrame = A
Duration = -1
Next = S_HALLOWEENBOSS3_STND2
Action = A_Look
Var1 = 1
Var2 = 0

#usingthe99999iqthateggmanhas
State S_HALLOWEENBOSS3_SPEAR1
SpriteName = EGGO
SpriteFrame = C
Duration = 60
Next = S_HALLOWEENBOSS3_SPEAR2
Action = A_VileTarget
Var1 = MT_CYBRAKDEMON_TARGET_RETICULE
Var2 = 1

State S_HALLOWEENBOSS3_SPEAR2
SpriteName = EGGO
SpriteFrame = C
Duration = 125
Next = S_HALLOWEENBOSS3_SPEAR3
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS3_SPEAR3
SpriteName = EGGO
SpriteFrame = C
Duration = 125
Next = S_HALLOWEENBOSS3_STND
Action = None
Var1 = 0
Var2 = 0

#FIREEEEEEEEEEEEEEEblu

State S_HALLOWEENBOSS3_FIRE1
SpriteName = EGGO
SpriteFrame = C
Duration = 30
Next = S_HALLOWEENBOSS3_FIRE2
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS3_FIRE2
SpriteName = EGGO
SpriteFrame = C
Duration = 100
Next = S_HALLOWEENBOSS3_FIRE3
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS3_FIRE3
SpriteName = EGGO
SpriteFrame = C
Duration = 90
Next = S_HALLOWEENBOSS3_STND
Action = None
Var1 = 0
Var2 = 0

#thepain
State S_HALLOWEENBOSS3_PAIN1
SpriteName = EGGO
SpriteFrame = I
Duration = 15
Next = S_HALLOWEENBOSS3_PAIN2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS3_PAIN2
SpriteName = EGGO
SpriteFrame = I
Duration = 35
Next = S_HALLOWEENBOSS3_PAIN3
Action = A_SkullAttack
Var1 = 1
Var2 = 0

State S_HALLOWEENBOSS3_PAIN3
SpriteName = EGGO
SpriteFrame = I
Duration = 5
Next = S_HALLOWEENBOSS3_STND
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1

#IDONTNEEDWATERTOTAKEMYPILLSTHX
State S_HALLOWEENBOSS3_PINCH1
SpriteName = EGGO
SpriteFrame = G
Duration = 40
Next = S_HALLOWEENBOSS3_STND2
Action = A_PlaySound
Var1 = sfx_s3k54
Var2 = 0

#IDONTNEEDWATERTOTAKEMYPILLSTHX
State S_HALLOWEENBOSS3_DASH1
SpriteName = EGGO
SpriteFrame = A
Duration = 30
Next = S_HALLOWEENBOSS3_DASH2
Action = A_PlaySound
Var1 = sfx_cdfm40
Var2 = 0

State S_HALLOWEENBOSS3_DASH2
SpriteName = EGGO
SpriteFrame = G
Duration = 1
Next = S_HALLOWEENBOSS3_DASH3
Action = A_HomingChase
Var1 = 20*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS3_DASH3
SpriteName = EGGO
SpriteFrame = G
Duration = 1
Next = S_HALLOWEENBOSS3_DASH4
Action = A_Repeat
Var1 = 80
Var2 = S_HALLOWEENBOSS3_DASH2

State S_HALLOWEENBOSS3_DASH4
SpriteName = EGGO
SpriteFrame = A
Duration = 85
Next = S_HALLOWEENBOSS3_STND2
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1

#finalseaattack
State S_HALLOWEENBOSS3_FINAL1
SpriteName = EGGO
SpriteFrame = A
Duration = 50
Next = S_HALLOWEENBOSS3_FINAL2
Action = A_PlaySound
Var1 = sfx_cdfm40
Var2 = 0

State S_HALLOWEENBOSS3_FINAL2
SpriteName = EGGO
SpriteFrame = G
Duration = 300
Next = S_HALLOWEENBOSS3_FINAL3
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS3_FINAL3
SpriteName = EGGO
SpriteFrame = G
Duration = 230
Next = S_HALLOWEENBOSS3_FINAL1
Action = None
Var1 = 0
Var2 = 0


#Ghosty

Object MT_HALLOWEEN_GHOST
#$Name Halloween Ghost
#$Sprite F013A0
#$Category Halloween
MapThingNum = 4022
SpawnState = S_FUNIGHOST_01
SpawnHealth = 1
SeeState = S_FUNIGHOST_03
SeeSound = sfx_fre001
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD1
DeathSound = sfx_fre002
XDeathState = S_NULL
Speed = 3
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|MF_ENEMY

State S_FUNIGHOST_01
SpriteName = SPR_F013
SpriteFrame = 0
Duration = 1
Next = S_FUNIGHOST_02
Action = A_Look

State S_FUNIGHOST_02
SpriteName = SPR_F013
SpriteFrame = 0
Duration = 1
Next = S_FUNIGHOST_03
Action = A_Look

State S_FUNIGHOST_03
SpriteName = SPR_F013
SpriteFrame = 0
Duration = 3
Next = S_FUNIGHOST_04
Action = A_Chase

State S_FUNIGHOST_04
SpriteName = SPR_F013
SpriteFrame = 1
Duration = 3
Next = S_FUNIGHOST_05
Action = A_Chase

State S_FUNIGHOST_05
SpriteName = SPR_F013
SpriteFrame = 2
Duration = 3
Next = S_FUNIGHOST_06
Action = A_Chase

State S_FUNIGHOST_06
SpriteName = SPR_F013
SpriteFrame = 3
Duration = 3
Next = S_FUNIGHOST_01
Action = A_Chase




#Red Ghost

Object MT_HALLOWEEN_GHOSTRED
#$Name Halloween Ghost (Red)
#$Sprite F014A0
#$Category Halloween
MapThingNum = 4023
SpawnState = S_FUNIGHOSTRED_01
SpawnHealth = 1
SeeState = S_FUNIGHOSTRED_03
SeeSound = sfx_fre001
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD1
DeathSound = sfx_fre002
XDeathState = S_NULL
Speed = 7
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|MF_ENEMY


State S_FUNIGHOSTRED_01
SpriteName = SPR_F014
SpriteFrame = 0
Duration = 1
Next = S_FUNIGHOSTRED_02
Action = A_Look

State S_FUNIGHOSTRED_02
SpriteName = SPR_F014
SpriteFrame = 0
Duration = 1
Next = S_FUNIGHOSTRED_03
Action = A_Look

State S_FUNIGHOSTRED_03
SpriteName = SPR_F014
SpriteFrame = 0
Duration = 3
Next = S_FUNIGHOSTRED_04
Action = A_Chase

State S_FUNIGHOSTRED_04
SpriteName = SPR_F014
SpriteFrame = 0
Duration = 3
Next = S_FUNIGHOSTRED_01
Action = A_Chase

#THETOMBSTONELOL

Object MT_TOMBSTONE
#$Name Tombstone
#$Sprite F015A0
#$Category Halloween
MapThingNum = 4020
SpawnState = S_TOMBSTONE_STND
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_None
XDeathState = S_NULL
Speed = 21*FRACUNIT
Radius = 16*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SOLID|MF_PUSHABLE|MF_SLIDEME


State S_TOMBSTONE_STND
SpriteName = SPR_F015
SpriteFrame = 0
Duration = -1
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0

#THEEPICROCK

Object MT_HALLOWEEN_ROCK
#$Name A goddamn rock
#$Sprite F016A0
#$Category Halloween
MapThingNum = 4021
SpawnState = S_EPICROCK_STND
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_None
XDeathState = S_NULL
Speed = 21*FRACUNIT
Radius = 16*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SOLID|MF_PUSHABLE|MF_SLIDEME


State S_EPICROCK_STND
SpriteName = SPR_F016
SpriteFrame = 0
Duration = -1
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0


Object MT_HALLOWEEN_BOSS2_ROCK
MapThingNum = -1
SpawnState = S_ROCKCRUMBLEA
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 255
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_None
XDeathState = S_NULL
Speed = 20*FRACUNIT
Radius = 8*FRACUNIT
Height = 16*FRACUNIT
Mass = 4
Damage = 0
ActiveSound = sfx_rocks1
RaiseState = S_NULL
Flags = MF_PAIN|MF_BOUNCE|MF_MISSILE

#LEMISSILE

State S_BOSS2_MISSILE1
SpriteName = ENRG
SpriteFrame = A
Duration = 1
Next = S_BOSS2_MISSILE1
Action = None
Var1 = 0
Var2 = 0

State S_BOSS2_MISSILE2
SpriteName = ENRG
SpriteFrame = A
Duration = 1
Next = S_BOSS2_MISSILE3
Action = None
Var1 = 0
Var2 = 0

State S_BOSS2_MISSILE3
SpriteName = ENRG
SpriteFrame = A
Duration = 2
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0

Object MT_BOSS2_ENERGYBALL
MapThingNum = -1
SpawnState = S_BOSS2_MISSILE1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_s3k54
ReactionTime = 8
AttackSound = sfx_none
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_BOSS2_MISSILE2
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 45*FRACUNIT
Radius = 60*FRACUNIT
Height = 120*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 20
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
RaiseState = S_NULL


Object MT_HEROES_SWITCH
#$Name Sonic Heroes Switch
#$Sprite SHSWB1
#$Category Halloween
MapThingNum = 4004
SpawnState = S_HEROSWITCH_02
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 8
AttackSound = sfx_none
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 25*FRACUNIT
Height = 15*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY
RaiseState = S_NULL

State S_HEROSWITCH_01
SpriteName = SHSW
SpriteFrame = A
Duration = -1
Next = S_HEROSWITCH_01
Action = None
Var1 = 0
Var2 = 0

State S_HEROSWITCH_02
SpriteName = SHSW
SpriteFrame = B
Duration = -1
Next = S_HEROSWITCH_02
Action = None
Var1 = 0
Var2 = 0

#The Stalker

Object MT_SPIRIT_EFFECT
#$Sprite TULMA1
MapThingNum = 3955
SpawnState = S_SPIRIT_EFCT_01
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 45
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_cybdth
XDeathState = S_NULL
Speed = 4
Radius = 24*FRACUNIT
Height = 78*FRACUNIT
Mass = 100
Damage = 3
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY


#ITDISSAPEARSWOOOOOOoOoOoOoOooO
State S_SPIRIT_EFCT_01
SpriteName = TULM
SpriteFrame = A
Duration = 1
Next = S_SPIRIT_EFCT_02
Action = None
Var1 = 0
Var2 = 0


#AAANDitsgone
State S_SPIRIT_EFCT_02
SpriteName = TULM
SpriteFrame = A
Duration = 3
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0

#BULLSHITGARGOYLEWONTSLIDE
#EggZapper
Thing MT_BIGGARGOYLE
SPEED = 26*FRACUNIT

Object MT_KINGBOO_CHASE
#$Name King Boo Boom
#$Sprite KBOOA1
#$Category Halloween
MapThingNum = 4025
SpawnState = S_KINGBOO_INTRO1
SpawnHealth = 6000
SeeState = S_KINGBOO_CHASE1
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_none
PainState = S_NULL
PainChance = 200
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_KINGBOO_DEATH1
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 12
Radius = 75*FRACUNIT
Height = 190*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_BOSS|MF_SPECIAL|MF_NOGRAVITY
RaiseState = S_NULL

#THE INTRO
State S_KINGBOO_INTRO1
SpriteName = KBOO
SpriteFrame = FF_ANIMATE|A
Duration = 250
Next = S_KINGBOO_CHASE1
Action = None
Var1 = 3
Var2 = 15

#THE CHASE
State S_KINGBOO_CHASE1
SpriteName = KBOO
SpriteFrame = FF_ANIMATE|A
Duration = -1
Next = S_KINGBOO_CHASE1
Action = None
Var1 = 3
Var2 = 15

#THROW SOME FIRE
State S_KINGBOO_THROW1
SpriteName = KBOO
SpriteFrame = FF_ANIMATE|E
Duration = 35
Next = S_KINGBOO_THROW2
Action = None
Var1 = 4
Var2 = 7

State S_KINGBOO_THROW2
SpriteName = KBOO
SpriteFrame = FF_ANIMATE|I
Duration = 10
Next = S_KINGBOO_THROW3
Action = None
Var1 = -4
Var2 = 2

State S_KINGBOO_THROW3
SpriteName = KBOO
SpriteFrame = E
Duration = 15
Next = S_KINGBOO_THROW4
Action = A_FireShot
Var1 = MT_CACOFIRE_SLOW
Var2 = 96

State S_KINGBOO_THROW4
SpriteName = KBOO
SpriteFrame = E
Duration = 1
Next = S_KINGBOO_CHASE1
Action = None
Var1 = 0
Var2 = 0

#FIREEEEEEEEEEEEEEE
State S_KINGBOO_FIRE1
SpriteName = KBOO
SpriteFrame = FF_ANIMATE|J
Duration = 48
Next = S_KINGBOO_FIRE2
Action = None
Var1 = 2
Var2 = 16

State S_KINGBOO_FIRE2
SpriteName = KBOO
SpriteFrame = M
Duration = 8
Next = S_KINGBOO_FIRE3
Action = None
Var1 = 0
Var2 = 0

State S_KINGBOO_FIRE3
SpriteName = KBOO
SpriteFrame = N
Duration = 100
Next = S_KINGBOO_FIRE4
Action = None
Var1 = 0
Var2 = 0

State S_KINGBOO_FIRE4
SpriteName = KBOO
SpriteFrame = A
Duration = 25
Next = S_KINGBOO_CHASE1
Action = None
Var1 = 0
Var2 = 0

#DEATHBYTHESUN
State S_KINGBOO_DEATH1
SpriteName = KBOO
SpriteFrame = O
Duration = 39
Next = S_KINGBOO_DEATH2
Action = A_PlaySound
Var1 = sfx_kboo9
Var2 = 0

State S_KINGBOO_DEATH2
SpriteName = KBOO
SpriteFrame = FF_TRANS30|P
Duration = 10
Next = S_KINGBOO_DEATH3
Action = None
Var1 = 0
Var2 = 0

State S_KINGBOO_DEATH3
SpriteName = KBOO
SpriteFrame = FF_TRANS50|Q
Duration = 20
Next = S_KINGBOO_DEATH4
Action = None
Var1 = 0
Var2 = 0

State S_KINGBOO_DEATH4
SpriteName = KBOO
SpriteFrame = FF_TRANS70|Q
Duration = 1
Next = S_KINGBOO_DEATH5
Action = None
Var1 = 0
Var2 = 0

State S_KINGBOO_DEATH5
SpriteName = KBOO
SpriteFrame = FF_TRANS80|Q
Duration = 1
Next = S_KINGBOO_DEATH6
Action = None
Var1 = 0
Var2 = 0

State S_KINGBOO_DEATH6
SpriteName = KBOO
SpriteFrame = FF_TRANS90|Q
Duration = 1
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0

Object MT_CACOFIRE_SLOW
MapThingNum = -1
SpawnState = S_KINGBOO_FIREBALL1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_none
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_KINGBOO_FIREBALL2
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 6*FRACUNIT
Radius = 8*FRACUNIT
Height = 8*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
RaiseState = S_NULL

State S_KINGBOO_FIREBALL1
SpriteName = BAL2
SpriteFrame = A
Duration = 1
Next = S_KINGBOO_FIREBALL1
Action = None
Var1 = 0
Var2 = 0

State S_KINGBOO_FIREBALL2
SpriteName = SBFL
SpriteFrame = A
Duration = 10
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0

Object MT_ITCLOWN_FUNI
#$Name The Funi Clown
#$Sprite CLWNA0
#$Category Halloween
MapThingNum = 4037
SpawnState = S_IDLE_CLOWN
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_none
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 6*FRACUNIT
Radius = 8*FRACUNIT
Height = 8*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_SCENERY
RaiseState = S_NULL

State S_IDLE_CLOWN
SpriteName = CLWN
SpriteFrame = A
Duration = -1
Next = S_IDLE_CLOWN
Action = None
Var1 = 0
Var2 = 0

State S_FIRSTDIALOGUE_01
SpriteName = CLWN
SpriteFrame = FF_ANIMATE|A
Duration = 85
Next = S_FIRSTDIALOGUE_02
Action = None
Var1 = 2
Var2 = 5

State S_FIRSTDIALOGUE_02
SpriteName = CLWN
SpriteFrame = FF_ANIMATE|A
Duration = 22
Next = S_FIRSTDIALOGUE_03
Action = None
Var1 = 2
Var2 = 2

State S_FIRSTDIALOGUE_03
SpriteName = CLWN
SpriteFrame = A
Duration = 160
Next = S_FIRSTDIALOGUE_04
Action = A_PlaySound
Var1 = sfx_clwn02
Var2 = 1

State S_FIRSTDIALOGUE_04
SpriteName = CLWN
SpriteFrame = A
Duration = 1
Next = S_FIRSTDIALOGUE_05
Action = A_PlaySound
Var1 = sfx_clwn03
Var2 = 1

State S_FIRSTDIALOGUE_05
SpriteName = CLWN
SpriteFrame = FF_ANIMATE|A
Duration = 100
Next = S_FIRSTDIALOGUE_06
Action = None
Var1 = 2
Var2 = 8

State S_FIRSTDIALOGUE_06
SpriteName = CLWN
SpriteFrame = A
Duration = 120
Next = S_IDLE_CLOWN
Action = A_PlaySound
Var1 = sfx_clwn04
Var2 = 1

Object MT_HALLOWEEN_BOSS3_SPEAR
MapThingNum = -1
SpawnState = S_BOSS_SPEAR1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_none
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_BOSS_SPEAR2
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 8*FRACUNIT
Height = 116*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_MISSILE
RaiseState = S_NULL

State S_BOSS_SPEAR1
SpriteName = HLBS
SpriteFrame = A
Duration = 1
Next = S_BOSS_SPEAR1
Action = None
Var1 = 0
Var2 = 0

State S_BOSS_SPEAR2
SpriteName = HLBS
SpriteFrame = A
Duration = 10
Next = S_NULL
Action = A_MultiShot
Var1 = MT_HALLOWEEN_BOSS2_ROCK*65536+3
Var2 = 0

Object MT_HALLOWEEN_BOSS4
#$Name Halloween Boss 4
#$Sprite SBOBB0
#$Category Halloween
MapThingNum = 4026
SpawnState = S_HALLOWEENBOSS4_STND
SpawnHealth = 12
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 21
AttackSound = sfx_None
PainState = S_HALLOWEENBOSS4_PAIN1
PainChance = 200
PainSound = sfx_s3k92
MeleeState = S_HALLOWEENBOSS4_SLAM1
MissileState = S_HALLOWEENBOSS4_SUMMON1
DeathState = S_HALLOWEENBOSS4_TRANSFORM1
DeathSound = sfx_cybdth
XDeathState = S_NULL
Speed = 5
Radius = 32*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_BOSS


#notmuch
State S_HALLOWEENBOSS4_STND
SpriteName = SBOB
SpriteFrame = B
Duration = 1
Next = S_HALLOWEENBOSS4_STND
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

#notmuch
State S_HALLOWEENBOSS4_TRANSFORM1
SpriteName = SBOB
SpriteFrame = FF_ANIMATE|E
Duration = 75
Next = S_HALLOWEENBOSS4_TRANSFORM2
Action = A_ForceStop
Var1 = 5
Var2 = 15

State S_HALLOWEENBOSS4_TRANSFORM2
SpriteName = SBOB
SpriteFrame = E
Duration = 1
Next = S_NULL
Action = A_SpawnObjectRelative
Var2 = MT_HALLOWEEN_BOSS4_DARK

#slammmmming
State S_HALLOWEENBOSS4_SLAM1
SpriteName = SBOB
SpriteFrame = B
Duration = 35
Next = S_HALLOWEENBOSS4_SLAM2
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS4_SLAM2
SpriteName = SBOB
SpriteFrame = B
Duration = 25
Next = S_HALLOWEENBOSS4_SLAM3
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS4_SLAM3
SpriteName = SBOB
SpriteFrame = B
Duration = 75
Next = S_HALLOWEENBOSS4_STND
Action = None
Var1 = 0
Var2 = 0

#summonproyectileeeeeeeee
State S_HALLOWEENBOSS4_SUMMON1
SpriteName = SBOB
SpriteFrame = B
Duration = 25
Next = S_HALLOWEENBOSS4_SUMMON2
Action = A_PlaySound
Var1 = sfx_bejet1
Var2 = 0

State S_HALLOWEENBOSS4_SUMMON2
SpriteName = SBOB
SpriteFrame = B
Duration = 110
Next = S_HALLOWEENBOSS4_SUMMON3
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS4_SUMMON3
SpriteName = SBOB
SpriteFrame = B
Duration = 70
Next = S_HALLOWEENBOSS4_STND
Action = None
Var1 = 0
Var2 = 0

#ghostpain
State S_HALLOWEENBOSS4_PAIN1
SpriteName = SBOB
SpriteFrame = D
Duration = 20
Next = S_HALLOWEENBOSS4_PAIN2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS4_PAIN2
SpriteName = SBOB
SpriteFrame = D
Duration = 35
Next = S_HALLOWEENBOSS4_PAIN3
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS4_PAIN3
SpriteName = SBOB
SpriteFrame = D
Duration = 2
Next = S_HALLOWEENBOSS4_STND
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1

Object MT_HALLOWEEN_BOSS4_SUM
MapThingNum = -1
SpawnState = S_BOSS_SUMMON1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_none
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_BOSS_SUMMON2
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 40*FRACUNIT
Radius = 8*FRACUNIT
Height = 116*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_MISSILE
RaiseState = S_NULL

State S_BOSS_SUMMON1
SpriteName = THOK
SpriteFrame = A
Duration = 1
Next = S_BOSS_SUMMON1
Action = None
Var1 = 0
Var2 = 0

State S_BOSS_SUMMON2
SpriteName = THOK
SpriteFrame = A
Duration = 10
Next = S_NULL
Action = A_SpawnObjectRelative
Var2 = MT_CACOLANTERN

Object MT_HALLOWEEN_BOSS4_DARK
MapThingNum = -1
SpawnState = S_HALLOWEENBOSS4DARK_STND
SpawnHealth = 6
SeeState = S_HALLOWEENBOSS4DARK_FOLLOW1
SeeSound = sfx_none
ReactionTime = 13
AttackSound = sfx_None
PainState = S_HALLOWEENBOSS4DARK_PAIN1
PainChance = 200
PainSound = sfx_s3k92
MeleeState = S_HALLOWEENBOSS4DARK_FLY1
MissileState = S_HALLOWEENBOSS4DARK_FIRE1
DeathState = S_HALLOWEENBOSS4DARK_DEATH
DeathSound = sfx_cybdth
XDeathState = S_NULL
Speed = 7
Radius = 32*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_BOSS

#HEFOLLOWS
State S_HALLOWEENBOSS4DARK_STND
SpriteName = SBOB
SpriteFrame = K
Duration = 1
Next = S_HALLOWEENBOSS4DARK_STND
Action = A_Boss1Chase
Var1 = 0
Var2 = 0

#HEFLIES
State S_HALLOWEENBOSS4DARK_FLY1
SpriteName = SBOB
SpriteFrame = K
Duration = 35
Next = S_HALLOWEENBOSS4DARK_FLY2
Action = A_PlaySound
Var1 = sfx_cdfm40
Var2 = 0

State S_HALLOWEENBOSS4DARK_FLY2
SpriteName = SBOB
SpriteFrame = K
Duration = 50
Next = S_HALLOWEENBOSS4DARK_FLY3
Action = A_HomingChase
Var1 = 60*FRACUNIT
Var2 = 0

State S_HALLOWEENBOSS4DARK_FLY3
SpriteName = SBOB
SpriteFrame = K
Duration = 55
Next = S_HALLOWEENBOSS4DARK_STND
Action = A_ForceStop
Var1 = 1
Var2 = 0

#HESHOOTS
State S_HALLOWEENBOSS4DARK_FIRE1
SpriteName = SBOB
SpriteFrame = K
Duration = 25
Next = S_HALLOWEENBOSS4DARK_FIRE2
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS4DARK_FIRE2
SpriteName = SBOB
SpriteFrame = K
Duration = 90
Next = S_HALLOWEENBOSS4DARK_FIRE3
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS4DARK_FIRE3
SpriteName = SBOB
SpriteFrame = K
Duration = 90
Next = S_HALLOWEENBOSS4DARK_STND
Action = None
Var1 = 0
Var2 = 0

#DARKPAINAAAAAAAAAAAAAAAA
State S_HALLOWEENBOSS4DARK_PAIN1
SpriteName = SBOB
SpriteFrame = K
Duration = 20
Next = S_HALLOWEENBOSS4DARK_PAIN2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS4DARK_PAIN2
SpriteName = SBOB
SpriteFrame = K
Duration = 35
Next = S_HALLOWEENBOSS4DARK_PAIN3
Action = None
Var1 = 0
Var2 = 0

State S_HALLOWEENBOSS4DARK_PAIN3
SpriteName = SBOB
SpriteFrame = K
Duration = 2
Next = S_HALLOWEENBOSS4DARK_STND
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1

#THEDEATH
State S_HALLOWEENBOSS4DARK_DEATH
SpriteName = SBOB
SpriteFrame = K
Duration = 35
Next = S_NULL
Action = A_ForceWin
Var1 = 0
Var2 = 0

Object MT_GHOSTDANCE_FUNI
#$Name Ghost Spooky Dance
#$Sprite GHSTA0
#$Category Halloween
MapThingNum = 4040
SpawnState = S_GHOSTSPOOKYDANCE
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_none
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 6*FRACUNIT
Radius = 8*FRACUNIT
Height = 8*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_SCENERY
RaiseState = S_NULL

State S_GHOSTSPOOKYDANCE
SpriteName = GHST
SpriteFrame = FF_TRANS40|FF_ANIMATE|A
Duration = -1
Next = S_GHOSTSPOOKYDANCE
Action = None
Var1 = 3
Var2 = 3