Level H6
Levelname = D-Eden
Act = 0
SubTitle = The Crawla Ranch
Music = ACZ2
TypeOfLevel = Coop
SelectHeading = CHDC Nov2020
NextLevel = 1102
SkyNum = 4
NoZone = true
NoVisitNeeded = true

#Betty-Syn's Hat by Frostikiin
#Everything else by Princess Draykon

Freeslot
MT_SLOWRING
S_SLOWRINGSPAWN1
S_SLOWRINGSPAWN2
S_SLOWRINGDIE
SPR_EPOS
MT_EDIBLE
S_EDIBLE
S_BECOMEDIBLE
MT_DELICIOUSFRUIT
MT_MINIFRUIT
S_MINIFRUIT
S_MINIFRUITMUNCH
S_MINIFRUITMUNCHR
MT_RINGFRUIT
S_RINGFRUIT
S_RINGFRUITMUNCH1
S_RINGFRUITMUNCH2
S_RINGFRUITMUNCH3
S_RINGFRUITMUNCHR
MT_MUNCH
MT_FRUITBUSH
MT_RINGBUSH
S_RINGBUSHWAIT
S_RINGBUSHCHECK
S_RINGBUSHBLOOM1
S_RINGBUSHBLOOM2
S_RINGBUSHDICE
MT_FRUITFOUNTAIN
S_FRUITFOUNTAIN1
S_FRUITFOUNTAIN2
S_FRUITFOUNTAIN3
S_FRUITFOUNTAIN4
MT_EDENCRAWLA
S_DELICIOUSFRUIT
S_DELICIOUSFRUITMUNCHR1
S_DELICIOUSFRUITMUNCHR2
S_DELICIOUSFRUITMUNCHR3
S_DELICIOUSFRUITMUNCH1
S_DELICIOUSFRUITMUNCH2
S_DELICIOUSFRUITMUNCH3
S_BUSHDICE
S_BUSHWAIT
S_BUSHBLOOM1
S_BUSHBLOOM2
SPR_GEMF
MT_TOPHAT
S_TOPHATWAIT
S_TOPHATWEAR1
S_TOPHATWEAR2
S_TOPHATWEARR
MT_BERET
S_BERETWAIT
S_BERETWEAR1
S_BERETWEAR2
S_BERETWEARR
MT_WITCHHAT
S_WITCHHATWAIT
S_WITCHHATWEAR1
S_WITCHHATWEAR2
S_WITCHHATWEARR
MT_ANIKISHADES
S_ANIKISHADESWAIT
S_ANIKISHADESWEAR1
S_ANIKISHADESWEAR2
S_ANIKISHADESWEARR
MT_NEKOMIMI
S_NEKOMIMIWAIT
S_NEKOMIMIWEAR1
S_NEKOMIMIWEAR2
S_NEKOMIMIWEARR
S_HATWEAR1
S_HATWEAR2
S_HATWEARR1
S_HATWEARR2
S_CHECKHAT
S_EQUIPHAT1
S_EQUIPHAT2
S_EQUIPHATR
SPR_CHAT
S_EDENCRAWLASPAWN1
S_EDENCRAWLASPAWN2
S_EDENCRAWLASPAWN3
S_EDENCRAWLALOOK
S_EDENCRAWLALOOK2
S_EDENCRAWLACRAWL0
S_EDENCRAWLACRAWL1
S_EDENCRAWLACRAWL2
S_EDENCRAWLACRAWL3
S_EDENCRAWLACRAWL4
S_EDENCRAWLACRAWL5
S_EDENCRAWLACRAWL6
S_EDENCRAWLACRAWL7
S_EDENCRAWLAHUNGER1
S_EDENCRAWLAHUNGER2
S_EDENCRAWLAHUNGER3
S_EDENCRAWLAEATCHECK
S_EDENCRAWLAEAT1
S_EDENCRAWLAEAT2
S_EDENCRAWLAGROW1
S_EDENCRAWLAGROW2
S_EDENCRAWLAGROW3
S_EDENCRAWLACHECKBABY1
S_EDENCRAWLACHECKBABY2
S_EDENCRAWLAMAKEBABY1
S_EDENCRAWLAMAKEBABY2
S_EDENCRAWLAMAKEBABY3
S_EDENCRAWLAMAKEBABY4
S_EDENCRAWLAHATCHR
S_EDENCRAWLAPAINT0
S_EDENCRAWLAPAINT1
S_EDENCRAWLAPAINT2
S_EDENCRAWLAPAINT3
S_EDENCRAWLAPAINT4
S_EDENCRAWLAPAINT5
S_EDENCRAWLAPAINT6
S_EDENCRAWLAPAINT7
S_EDENCRAWLAPAINT8
S_EDENCRAWLAPAINT9
S_EDENCRAWLAPAINT10
S_EDENCRAWLAPAINT11
S_EDENCRAWLAPAINT12
S_EDENCRAWLAPAINT13
S_EDENCRAWLAPAINT14
S_EDENCRAWLAPAINT15
S_EDENCRAWLAPAINT16
S_EDENCRAWLAPAINT17
S_EDENCRAWLAPAINT18
S_EDENCRAWLAPAINT19
S_EDENCRAWLAPAINT20
S_EDENCRAWLAPAINT21
S_EDENCRAWLAPAINT22
S_EDENCRAWLAPAINT23
S_EDENCRAWLAPAINT24
S_EDENCRAWLAPAINT25
S_EDENCRAWLAPAINT26
S_EDENCRAWLAPAINT27
S_EDENCRAWLAPAINT28
S_EDENCRAWLAPAINT29
S_EDENCRAWLAPAINT30
S_EDENCRAWLAPAINT31
S_EDENCRAWLASPACE1
S_EDENCRAWLASPACE2
S_RINGFOUNTAIN0
S_RINGFOUNTAIN1
S_RINGFOUNTAIN2
S_RINGFOUNTAIN3
S_RINGFOUNTAIN4
S_RINGFOUNTAIN5
MT_DOORHINGE
MT_DOORHEX
MT_DOORWOOD
S_DOORHINGEWAIT
S_DOORHINGEROT1
S_DOORHINGEROT2
S_DOORHINGEROT3
S_DOORHINGEROT4
S_DOORHINGEROT5
S_DOORHINGEROT6
S_DOORSPAWN1
S_DOORSPAWN2
S_DOORHEX
S_DOORWOOD
SPR_DOOR
MT_HEXCHAIR
S_HEXCHAIRWAIT
S_HEXCHAIRSIT1
S_HEXCHAIRSIT2
S_HEXCHAIRSIT3
S_HEXCHAIRSIT4
S_HEXCHAIRSIT5
S_HEXCHAIRSIT6
S_HEXCHAIRREMOTE1
S_HEXCHAIRREMOTE2
S_HEXCHAIRREMOTE3
S_HEXCHAIRREMOTE4
S_HEXCHAIRREMOTE5
S_PLAY_SIT
SPR_CAIR
SPR_PTAG
MT_TAG10
S_TAG10
MT_TAG25
S_TAG25
MT_TAG50
S_TAG50
MT_TAG100
S_TAG100
S_FUCKYOUPAYME
MT_RETAILSHIELD
MT_RETAILASHIELD
MT_RETAILWSHIELD
MT_RETAILBSHIELD
MT_RETAILZSHIELD
S_RETAILSHIELDWAIT
S_RETAILASHIELDWAIT
S_RETAILBSHIELDWAIT
S_RETAILWSHIELDWAIT
S_RETAILZSHIELDWAIT
MT_RETAILSHIELDICON
MT_RETAILASHIELDICON
MT_RETAILWSHIELDICON
MT_RETAILBSHIELDICON
MT_RETAILZSHIELDICON
S_SPEND10RINGS0
S_SPEND10RINGS1
S_SPEND10RINGS2
S_SPEND25RINGS0
S_SPEND25RINGS1
S_SPEND25RINGS2
S_SPEND50RINGS0
S_SPEND50RINGS1
S_SPEND50RINGS2
S_SPEND100RINGS0
S_SPEND100RINGS1
S_SPEND100RINGS2
S_RETAILSHIELDICON
S_RETAILASHIELDICON
S_RETAILWSHIELDICON
S_RETAILBSHIELDICON
S_RETAILZSHIELDICON
MT_RETAILDRONEBUSH
MT_RETAILDRONEPOSS
MT_RETAILDRONEFRUIT
MT_RETAILDRONETOPHAT
S_RETAILDRONETOPHATWAIT
S_RETAILDRONELOADTOPHAT
MT_RETAILDRONEBERET
S_RETAILDRONEBERETWAIT
S_RETAILDRONELOADBERET
MT_RETAILDRONEANIKI
S_RETAILDRONEANIKIWAIT
S_RETAILDRONELOADANIKI
MT_RETAILDRONEWITCH
S_RETAILDRONEWITCHWAIT
S_RETAILDRONELOADWITCH
MT_RETAILDRONENEKO
S_RETAILDRONENEKOWAIT
S_RETAILDRONELOADNEKO
MT_RETAILDRONERINGBUSH
S_RETAILDRONERINGBUSHWAIT
S_RETAILDRONELOADRINGBUSH
MT_AMAZONDRONE10
MT_AMAZONDRONE25
MT_AMAZONDRONE50
S_AMAZONDRONESTANDBY0
S_AMAZONDRONESTANDBY1
S_AMAZONDRONEAWAKEN
S_AMAZONDRONEFLY0
S_AMAZONDRONEFLY1
S_AMAZONDRONEFLY2
S_AMAZONDRONEFLY3
S_AMAZONDELIVERFALL0
S_AMAZONDELIVERFALL1
S_AMAZONDELIVERFALL2
S_AMAZONDELIVER0
S_AMAZONDELIVERR
S_RETAILDRONEBUSHWAIT
S_RETAILDRONEPOSSWAIT
S_RETAILDRONEFRUITWAIT
S_RETAILDRONELOADBUSH
S_RETAILDRONELOADPOSS
S_RETAILDRONELOADFRUIT
S_RETAILDRONETARGETDRONE10
S_RETAILDRONETARGETDRONE25
S_RETAILDRONETARGETDRONE50
S_RETAILDRONEPOP
SPR_EBOX
SPR_GATV
MT_MEADOWCAMEO
S_MEADOWCAMEO
SPR_MCAM
MT_NASYACAMEO
S_NASYACAMEO
SPR_NCAM
MT_AKKOCAMEO
S_AKKOCAMEO1
S_AKKOCAMEO2
S_AKKOCAMEO3
S_AKKOCAMEO4
SPR_ACAM
MT_GOTHCRAWLA
S_GOTHCRAWLA
MT_APPLEJACK
S_APPLEJACK
MT_GUNNUT
S_GUNNUT
SPR_GPOS


Object MT_SLOWRING
SpawnState = S_SLOWRINGSPAWN1
DeathSTate = S_SLOWRINGDIE
ReactionTime = 32
Speed = 0
Mass = 100
Speed = 10*FRACUNIT
Radius = 15*FRACUNIT
Height = 24*FRACUNIT
Damage = 0
SpawnHealth = 1
DispOffset = 0
Flags = MF_BOUNCE|MF_SPECIAL


State S_SLOWRINGSPAWN1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_SLOWRINGSPAWN2

State S_SLOWRINGSPAWN2
SpriteName = NULL
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 1
Duration = 0
Next = S_TEAMRING

State S_SLOWRINGDIE
SpriteName = NULL
SpriteFrame = A
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = MT_RING
Duration = 1
Next = S_NULL

Object MT_EDIBLE
SpawnState = S_EDIBLE
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIPTHING|MF_NOGRAVITY


State S_EDIBLE
SpriteName = NULL
SpriteFrame = A
Action = A_CapeChase
Duration = 1
Next = S_EDIBLE

Object MT_FRUITFOUNTAIN
SpawnState = S_FRUITFOUNTAIN1
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIPTHING|MF_NOGRAVITY


State S_FRUITFOUNTAIN1
SpriteName = NULL
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_MINIFRUIT
Var2 = 80
Duration = 1
Next = S_FRUITFOUNTAIN2

State S_FRUITFOUNTAIN2
SpriteName = NULL
SpriteFrame = A
Action = A_ChangeAngleRelative
Var1 = 137
Var2 = 137
Duration = 0
Next = S_FRUITFOUNTAIN3


State S_FRUITFOUNTAIN3
SpriteName = NULL
SpriteFrame = A
Action = A_Thrust
Var1 = -32
Var2 = 1
Duration = 0
Next = S_FRUITFOUNTAIN4

State S_FRUITFOUNTAIN4
SpriteName = NULL
SpriteFrame = A
Action = A_Repeat
Var1 = 16
Var2 = S_FRUITFOUNTAIN1
Duration = 0
Next = S_NULL

Object MT_TOPHAT
SpawnState = S_BECOMEDIBLE
RaiseState = S_TOPHATWAIT
SeeState = S_EQUIPHAT1
MeleeState = S_TOPHATWEAR1
DeathState = S_XPLD1
ReactionTime = 32
Speed = 12*FRACUNIT
Mass = 100
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_SHOOTABLE|MF_RUNSPAWNFUNC


State S_TOPHATWAIT
SpriteName = CHAT
SpriteFrame = A
Action = None
Duration = -1
Next = S_TOPHATWAIT


State S_TOPHATWEAR1
SpriteName = CHAT
SpriteFrame = A
Action = A_CapeChase
Var1 = (32<<16)
Var2 = 0
Duration = 1
Next = S_TOPHATWEAR2

State S_TOPHATWEAR2
SpriteName = CHAT
SpriteFrame = A
Action = A_RemoteAction
Var1 = -1
Var2 = S_TOPHATWEARR
Duration = 0
Next = S_HATWEAR1

State S_TOPHATWEARR
Action = A_FindTracer
Var1 = MT_TOPHAT
Var2 = 0

State S_HATWEAR1
SpriteName = CHAT
SpriteFrame = A
Action = A_RemoteAction
Var1 = -1
Var2 = S_HATWEARR1
Duration = 0
Next = S_HATWEAR2


State S_HATWEARR1
Action = A_RelayCustomValue
Var1 = (1<<16)
Var2 = 0

State S_HATWEAR2
SpriteName = CHAT
SpriteFrame = A
Action = A_CusValAction
Var1 = S_HATWEARR2
Var2 = 0
Duration = 0
Next = S_MELEESTATE


State S_HATWEARR2
Action = A_SetScale
Var1 = FRACUNIT
Var2 = 0


Object MT_BERET
SpawnState = S_BECOMEDIBLE
RaiseState = S_BERETWAIT
SeeState = S_EQUIPHAT1
MeleeState = S_BERETWEAR1
DeathState = S_XPLD1
ReactionTime = 32
Speed = 12*FRACUNIT
Mass = 100
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_SHOOTABLE|MF_RUNSPAWNFUNC


State S_BERETWAIT
SpriteName = CHAT
SpriteFrame = B
Action = None
Duration = -1
Next = S_TOPHATWAIT


State S_BERETWEAR1
SpriteName = CHAT
SpriteFrame = B
Action = A_CapeChase
Var1 = (22<<16)
Var2 = -12
Duration = 1
Next = S_BERETWEAR2

State S_BERETWEAR2
SpriteName = CHAT
SpriteFrame = A
Action = A_RemoteAction
Var1 = -1
Var2 = S_BERETWEARR
Duration = 0
Next = S_HATWEAR1

State S_BERETWEARR
Action = A_FindTracer
Var1 = MT_BERET
Var2 = 0




Object MT_NEKOMIMI
SpawnState = S_BECOMEDIBLE
RaiseState = S_NEKOMIMIWAIT
SeeState = S_EQUIPHAT1
MeleeState = S_NEKOMIMIWEAR1
DeathState = S_XPLD1
ReactionTime = 32
Speed = 12*FRACUNIT
Mass = 100
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_SHOOTABLE|MF_RUNSPAWNFUNC


State S_NEKOMIMIWAIT
SpriteName = CHAT
SpriteFrame = C
Action = None
Duration = -1
Next = S_NEKOMIMIWAIT

State S_NEKOMIMIWEAR1
SpriteName = CHAT
SpriteFrame = C
Action = A_CapeChase
Var1 = (32<<16)
Var2 = 0
Duration = 1
Next = S_NEKOMIMIWEAR2

State S_NEKOMIMIWEAR2
SpriteName = CHAT
SpriteFrame = A
Action = A_RemoteAction
Var1 = -1
Var2 = S_NEKOMIMIWEARR
Duration = 0
Next = S_HATWEAR1

State S_NEKOMIMIWEARR
Action = A_FindTracer
Var1 = MT_NEKOMIMI
Var2 = 0


Object MT_ANIKISHADES
SpawnState = S_BECOMEDIBLE
RaiseState = S_ANIKISHADESWAIT
SeeState = S_EQUIPHAT1
MeleeState = S_ANIKISHADESWEAR1
DeathState = S_XPLD1
ReactionTime = 32
Speed = 12*FRACUNIT
Mass = 100
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_SHOOTABLE|MF_RUNSPAWNFUNC


State S_ANIKISHADESWAIT
SpriteName = CHAT
SpriteFrame = D|TR_TRANS20
Action = None
Duration = -1
Next = S_ANIKISHADESWAIT

State S_ANIKISHADESWEAR1
SpriteName = CHAT
SpriteFrame = D|TR_TRANS20
Action = A_CapeChase
Var1 = (22<<16)
Var2 = (14<<16)
Duration = 1
Next = S_ANIKISHADESWEAR2

State S_ANIKISHADESWEAR2
SpriteName = CHAT
SpriteFrame = A
Action = A_RemoteAction
Var1 = -1
Var2 = S_ANIKISHADESWEARR
Duration = 0
Next = S_HATWEAR1

State S_ANIKISHADESWEARR
Action = A_FindTracer
Var1 = MT_ANIKISHADES
Var2 = 0



Object MT_WITCHHAT
SpawnState = S_BECOMEDIBLE
RaiseState = S_WITCHHATWAIT
SeeState = S_EQUIPHAT1
MeleeState = S_WITCHHATWEAR1
DeathState = S_XPLD1
ReactionTime = 32
Speed = 12*FRACUNIT
Mass = 100
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_SHOOTABLE|MF_RUNSPAWNFUNC


State S_WITCHHATWAIT
SpriteName = CHAT
SpriteFrame = E
Action = None
Duration = -1
Next = S_WITCHHATWAIT

State S_WITCHHATWEAR1
SpriteName = CHAT
SpriteFrame = E
Action = A_CapeChase
Var1 = (32<<16)
Var2 = 0
Duration = 1
Next = S_WITCHHATWEAR2

State S_WITCHHATWEAR2
SpriteName = CHAT
SpriteFrame = A
Action = A_RemoteAction
Var1 = -1
Var2 = S_WITCHHATWEARR
Duration = 0
Next = S_HATWEAR1

State S_WITCHHATWEARR
Action = A_FindTracer
Var1 = MT_WITCHHAT
Var2 = 0



State S_EQUIPHAT1
SpriteName = CHAT
SpriteFrame = A
Action = A_RemoteAction
Var1 = MT_EDIBLE
Var2 = S_EQUIPHATR
Duration = 0
Next = S_EQUIPHAT2


State S_EQUIPHAT2
SpriteName = CHAT
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 1
Duration = 0
Next = S_MELEESTATE

State S_EQUIPHATR
Action = A_RandomState
Var1 = S_NULL
Var2 = S_NULL


Object MT_MINIFRUIT
SpawnState = S_BECOMEDIBLE
RaiseState = S_MINIFRUIT
SeeState = S_DELICIOUSFRUITMUNCH1
MeleeState = S_MINIFRUITMUNCH
DeathState = S_XPLD1
ReactionTime = 32
Speed = 12*FRACUNIT
Mass = 100
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_SHOOTABLE|MF_RUNSPAWNFUNC



State S_MINIFRUIT
SpriteName = GEMF
SpriteFrame = B
Action = None
Duration = -1
Next = S_MINIFRUIT


State S_MINIFRUITMUNCH
SpriteName = GEMF
SpriteFrame = B
Action = A_RemoteAction
Var1 = -1
Var2 = S_MINIFRUITMUNCHR
Duration = 0
Next = S_NULL


State S_MINIFRUITMUNCHR
Action = A_SetcustomValue
Var1 = FRACUNIT/15
Var2 = 2




Object MT_RINGFRUIT
SpawnState = S_BECOMEDIBLE
RaiseState = S_RINGFRUIT
SeeState = S_DELICIOUSFRUITMUNCH1
MeleeState = S_RINGFRUITMUNCH1
DeathState = S_XPLD1
ReactionTime = 32
Speed = 12*FRACUNIT
Mass = 100
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_SHOOTABLE|MF_RUNSPAWNFUNC|MF_NOGRAVITY


State S_RINGFRUIT
SpriteName = GEMF
SpriteFrame = C
Action = None
Duration = -1
Next = S_MINIFRUIT


State S_RINGFRUITMUNCH1
SpriteName = GEMF
SpriteFrame = C
Action = A_RemoteAction
Var1 = -1
Var2 = S_RINGFRUITMUNCHR
Duration = 0
Next = S_RINGFRUITMUNCH2


State S_RINGFRUITMUNCH2
SpriteName = GEMF
SpriteFrame = C
Action = A_ChangeAngleRelative
Var1 = 0
Var2 = 360
Duration = 0
Next = S_RINGFRUITMUNCH3


State S_RINGFRUITMUNCH3
SpriteName = GEMF
SpriteFrame = C
Action = A_TrapShot
Var1 = (32<<16)+MT_SLOWRING
Var2 = 80
Duration = 0
Next = S_NULL

State S_RINGFRUITMUNCHR
Action = A_SetcustomValue
Var1 = FRACUNIT/7
Var2 = 2


Object MT_DELICIOUSFRUIT
SpawnState = S_BECOMEDIBLE
RaiseState = S_DELICIOUSFRUIT
SeeState = S_DELICIOUSFRUITMUNCH1
MeleeState = S_DELICIOUSFRUITMUNCH2
DeathState = S_XPLD1
ReactionTime = 32
Speed = 3
Mass = 100
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_SHOOTABLE|MF_NOGRAVITY|MF_RUNSPAWNFUNC

Object MT_MUNCH
SpawnState = S_XPLD1
DeathState = S_XPLD1
ReactionTime = 32
Speed = 3
Mass = 100
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIPTHING|MF_NOGRAVITY|MF_RUNSPAWNFUNC


State S_BECOMEDIBLE
SpriteName = NULL
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_EDIBLE
Var2 = 0
Duration = 1
Next = S_RAISESTATE

State S_DELICIOUSFRUIT
SpriteName = GEMF
SpriteFrame = A
Action = None
Duration = -1
Next = S_DELICIOUSFRUIT

State S_DELICIOUSFRUITMUNCH1
SpriteName = SHRD
SpriteFrame = A
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = MT_MUNCH
Duration = 0
Next = S_MELEESTATE


State S_DELICIOUSFRUITMUNCH2
SpriteName = SHRD
SpriteFrame = A
Action = A_RemoteAction
Var1 = -1
Var2 = S_DELICIOUSFRUITMUNCHR3
Duration = 0
Next = S_NULL


State S_DELICIOUSFRUITMUNCHR3
Action = A_SetcustomValue
Var1 = FRACUNIT/5
Var2 = 2

Object MT_FRUITBUSH
SpawnState = S_BUSHBLOOM1
DeathState = S_XPLD1
MapThingNum = 3401
ReactionTime = 32
Speed = 3
Mass = 100
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIPTHING

State S_BUSHWAIT
SpriteName = CEZB
SpriteFrame = A
Action = None
Duration = 600
Next = S_BUSHDICE

State S_BUSHDICE
SpriteName = CEZB
SpriteFrame = A
Action = A_RandomState
Var1 = S_BUSHWAIT
Var2 = S_BUSHBLOOM1
Duration = 1
Next = S_BUSHWAIT

State S_BUSHBLOOM1
SpriteName = CEZB
SpriteFrame = A
Action = A_CheckThingCount
var1 = (MT_DELICIOUSFRUIT<<16)+1
Var2 = (64<<16)+S_BUSHWAIT
Duration = 1
Next = S_BUSHBLOOM2


State S_BUSHBLOOM2
SpriteName = CEZB
SpriteFrame = A
Action = A_SpawnObjectRelative
var1 = 0
Var2 = (16<<16)+MT_DELICIOUSFRUIT
Duration = 1
Next = S_BUSHWAIT



Object MT_RINGBUSH
SpawnState = S_RINGBUSHBLOOM1
DeathState = S_XPLD1
MapThingNum = 3402
ReactionTime = 32
Speed = 3
Mass = 100
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIPTHING

State S_RINGBUSHWAIT
SpriteName = CEZB
SpriteFrame = A
Action = None
Duration = 600
Next = S_RINGBUSHCHECK


State S_RINGBUSHCHECK
SpriteName = GEMF
SpriteFrame = C
Action = A_CheckThingCount
Var1 = (MT_SLOWRING<<16)+4
Var2 = (256<<16)+S_RINGBUSHWAIT
Duration = 0
Next = S_RINGBUSHDICE

State S_RINGBUSHDICE
SpriteName = CEZB
SpriteFrame = A
Action = A_RandomState
Var1 = S_RINGBUSHWAIT
Var2 = S_RINGBUSHBLOOM1
Duration = 1
Next = S_RINGBUSHWAIT

State S_RINGBUSHBLOOM1
SpriteName = CEZB
SpriteFrame = A
Action = A_CheckThingCount
Var1 = (MT_RINGFRUIT<<16)+1
Var2 = (64<<16)+S_RINGBUSHWAIT
Duration = 1
Next = S_RINGBUSHBLOOM2


State S_RINGBUSHBLOOM2
SpriteName = CEZB
SpriteFrame = A
Action = A_SpawnObjectRelative
var1 = 0
Var2 = (16<<16)+MT_RINGFRUIT
Duration = 1
Next = S_RINGBUSHWAIT

Object MT_EDENCRAWLA
SpawnState = S_EDENCRAWLASPAWN1
SeeState = S_EDENCRAWLACRAWL0
MeleeState = S_EDENCRAWLACRAWL0
MissileState = S_EDENCRAWLACRAWL0
DeathState = S_RINGFOUNTAIN0
MapThingNum = 3400
ReactionTime = 32
Speed = 3
Mass = 100
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Damage = 3
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_RUNSPAWNFUNC

State S_EDENCRAWLASPAWN1
SpriteName = EPOS
SpriteFrame = F
Action = A_CheckCustomValue
Var1 = 1
Var2 = S_EDENCRAWLACRAWL0
Duration = 1
Next = S_EDENCRAWLASPAWN2


State S_EDENCRAWLASPAWN2
SpriteName = EPOS
SpriteFrame = F
Action = A_ChangeColorAbsolute
Var1 = 1
Var2 = 0
Duration = 1
Next = S_EDENCRAWLASPAWN3

State S_EDENCRAWLASPAWN3
SpriteName = EPOS
SpriteFrame = A
Action = A_SetCustomValue
Var1 = FRACUNIT/2
Var2 = 0
Duration = 0
Next = S_EDENCRAWLAPAINT0

State S_EDENCRAWLAPAINT0
SpriteName = EPOS
SpriteFrame = A
Action = A_RandomStateRange
Var1 = S_EDENCRAWLAPAINT1
Var2 = S_EDENCRAWLAPAINT6
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT1
SpriteName = EPOS
SpriteFrame = A
Action = None
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT1
SpriteName = EPOS
SpriteFrame = A
Action = None
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT2
SpriteName = EPOS
SpriteFrame = A
Action = None
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT3
SpriteName = EPOS
SpriteFrame = A
Action = None
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT4
SpriteName = EPOS
SpriteFrame = A
Action = None
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT5
SpriteName = EPOS
SpriteFrame = A
Action = None
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT6
SpriteName = EPOS
SpriteFrame = A
Action = A_RandomStateRange
Var1 = S_EDENCRAWLAPAINT7
Var2 = S_EDENCRAWLAPAINT31
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT7
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 1
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT8
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 2
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT9
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 3
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT10
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 4
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT11
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 5
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT12
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 6
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT13
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 7
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT14
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 8
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT15
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 9
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT16
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 10
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT17
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 11
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT18
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 12
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT19
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 13
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT20
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 14
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT21
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 15
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT22
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 16
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT23
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 17
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT24
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 18
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT25
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 19
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT26
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 20
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT27
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 21
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT28
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 22
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT29
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 23
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLAPAINT30
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 24
Duration = 0
Next = S_EDENCRAWLAGROW3

State S_EDENCRAWLAPAINT31
SpriteName = EPOS
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 25
Duration = 0
Next = S_EDENCRAWLAGROW1

State S_EDENCRAWLACRAWL0
SpriteName = EPOS
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_EDIBLE
Duration = 0
Next = S_EDENCRAWLACRAWL1

State S_EDENCRAWLACRAWL1
SpriteName = EPOS
SpriteFrame = A
Action = A_SetTargetsTarget
Duration = 0
Next = S_EDENCRAWLACRAWL2

State S_EDENCRAWLACRAWL2
SpriteName = EPOS
SpriteFrame = B
Action = A_Chase
Var1 = 3
Duration = 1
Next = S_EDENCRAWLACRAWL3

State S_EDENCRAWLACRAWL3
SpriteName = EPOS
SpriteFrame = C
Action = A_Chase
Var1 = 3
Duration = 1
Next = S_EDENCRAWLACRAWL4

State S_EDENCRAWLACRAWL4
SpriteName = EPOS
SpriteFrame = D
Action = A_Chase
Var1 = 3
Duration = 1
Next = S_EDENCRAWLACRAWL5

State S_EDENCRAWLACRAWL5
SpriteName = EPOS
SpriteFrame = E
Action = A_Chase
Var1 = 3
Duration = 1
Next = S_EDENCRAWLACRAWL6

State S_EDENCRAWLACRAWL6
SpriteName = EPOS
SpriteFrame = F
Action = A_Chase
Var1 = 3
Duration = 1
Next = S_EDENCRAWLACRAWL7

State S_EDENCRAWLACRAWL7
SpriteName = EPOS
SpriteFrame = A
Action = A_Chase
Var1 = 3
Duration = 1
Next = S_EDENCRAWLALOOK

State S_EDENCRAWLALOOK
SpriteName = EPOS
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_EDIBLE
Duration = 0
Next = S_EDENCRAWLALOOK2

State S_EDENCRAWLALOOK2
SpriteName = EPOS
SpriteFrame = A
Action = A_SetTargetsTarget
Duration = 0
Next = S_EDENCRAWLAEATCHECK

State S_EDENCRAWLAEATCHECK
SpriteName = EPOS
SpriteFrame = F
Action = A_CheckTrueRange
Var1 = 100
Var2 = S_EDENCRAWLAEAT1
Duration = 0
Next = S_EDENCRAWLACHECKBABY1


State S_EDENCRAWLACHECKBABY1
SpriteName = EPOS
SpriteFrame = F
Action = A_CheckCustomValue
Var1 = FRACUNIT
Var2 = S_EDENCRAWLACHECKBABY2
Duration = 0
Next = S_EDENCRAWLAHUNGER1


State S_EDENCRAWLACHECKBABY2
SpriteName = EPOS
SpriteFrame = F
Action = A_Repeat
Var1 = 16
Var2 = S_EDENCRAWLACRAWL0
Duration = 0
Next = S_EDENCRAWLAMAKEBABY1

State S_EDENCRAWLAHUNGER1
SpriteName = EPOS
SpriteFrame = F
Action = A_SetCustomValue
Var1 = FRACUNIT/1500
Var2 = 1
Duration = 0
Next = S_EDENCRAWLAHUNGER2


State S_EDENCRAWLAHUNGER2
SpriteName = EPOS
SpriteFrame = F
Action = A_CheckCustomValue
Var1 = FRACUNIT/50
Var2 = S_EDENCRAWLAHUNGER3
Duration = 0
Next = S_XPLD1


State S_EDENCRAWLAHUNGER3
SpriteName = EPOS
SpriteFrame = F
Action = A_CusValAction
Var1 = S_EDENCRAWLAGROW3
Var2 = 0
Duration = 0
Next = S_EDENCRAWLACRAWL0



State S_EDENCRAWLAMAKEBABY1
SpriteName = EPOS
SpriteFrame = F
Action = A_SetCustomValue
Var1 = FRACUNIT/4
Var2 = 1
Duration = 1
Next = S_EDENCRAWLAMAKEBABY2


State S_EDENCRAWLAMAKEBABY2
SpriteName = EPOS
SpriteFrame = F
Action = A_TrapShot
Var1 = (64<<16)+MT_EDENCRAWLA
Var2 = 0
Duration = 0
Next = S_EDENCRAWLAMAKEBABY3

State S_EDENCRAWLAMAKEBABY3
SpriteName = EPOS
SpriteFrame = F
Action = A_TrapShot
Var1 = (64<<16)+MT_MUNCH
Var2 = 0
Duration = 1
Next = S_EDENCRAWLAGROW2



State S_EDENCRAWLAEAT1
SpriteName = EPOS
SpriteFrame = F
Action = A_RemoteAction
Var1 = -1
Var2 = S_DELICIOUSFRUITMUNCHR1
Duration = 2
Next = S_EDENCRAWLAEAT2

State S_DELICIOUSFRUITMUNCHR1
Action = A_FindTarget
Var1 = MT_EDENCRAWLA
Var2 = 0


State S_EDENCRAWLAEAT2
SpriteName = EPOS
SpriteFrame = F
Action = A_RemoteAction
Var1 = -1
Var2 = S_DELICIOUSFRUITMUNCHR2
Duration = 20
Next = S_EDENCRAWLAGROW2


State S_DELICIOUSFRUITMUNCHR2
Action = A_InfoState
Var1 = 1

State S_EDENCRAWLAGROW1
SpriteName = EPOS
SpriteFrame = F
Action = None
Var1 = 0
Var2 = 0
Duration = 1
Next = S_EDENCRAWLAGROW2

State S_EDENCRAWLAGROW2
SpriteName = EPOS
SpriteFrame = F
Action = A_CusValAction
Var1 = S_EDENCRAWLAGROW3
Var2 = 0
Duration = 1
Next = S_EDENCRAWLASPACE1

State S_EDENCRAWLAGROW3
Action = A_SetScale
Var1 = FRACUNIT
Var2 = 0

State S_EDENCRAWLASPACE1
SpriteName = EPOS
SpriteFrame = F
Action = A_FindTarget
Var1 = MT_EDENCRAWLA
Var2 = 0
Duration = 0
Next = S_EDENCRAWLASPACE2

State S_EDENCRAWLASPACE2
SpriteName = EPOS
SpriteFrame = F
Action = A_CapeChase
Var1 = 0
Var2 = (32<<16)
Duration = 0
Next = S_EDENCRAWLACRAWL0


State S_RINGFOUNTAIN0
SpriteName = NULL
SpriteFrame = A
Action = A_SetScale
Var1 = FRACUNIT
Var2 = 0
Duration = 0
Next = S_RINGFOUNTAIN1



State S_RINGFOUNTAIN1
SpriteName = NULL
SpriteFrame = A
Action = A_SetcustomValue
Var1 = FRACUNIT/2
Var2 = 1
Duration = 0
Next = S_RINGFOUNTAIN2

State S_RINGFOUNTAIN2
SpriteName = NULL
SpriteFrame = A
Action = A_TrapShot
Var1 = (32<<16)+MT_SLOWRING
Var2 = 50
Duration = 0
Next = S_RINGFOUNTAIN3

State S_RINGFOUNTAIN3
SpriteName = NULL
SpriteFrame = A
Action = A_ChangeAngleRelative
Var1 = 137
Var2 = 137
Duration = 0
Next = S_RINGFOUNTAIN4

State S_RINGFOUNTAIN4
SpriteName = NULL
SpriteFrame = A
Action = A_SetcustomValue
Var1 = FRACUNIT/30
Var2 = 1
Duration = 0
Next = S_RINGFOUNTAIN5

State S_RINGFOUNTAIN5
SpriteName = NULL
SpriteFrame = A
Action = A_CheckCustomValue
Var1 = 0
Var2 = S_RINGFOUNTAIN2
Duration = 1
Next = S_XPLD1



Object MT_HEXCHAIR
MapThingNum = 3412
SpawnState = S_HEXCHAIRWAIT
SpawnHealth = 1
SeeState = S_HEXCHAIRSIT1
Radius = 1*FRACUNIT
Height = 1*FRACUNIT
Flags = MF_NOCLIP

State S_HEXCHAIRWAIT
SpriteName = CAIR
SpriteFrame = A
Action A_Look
Var1 = (32*65535)+1
Duration = 1
Next = S_HEXCHAIRWAIT


State S_HEXCHAIRSIT1
SpriteName = CAIR
SpriteFrame = A
Action A_RemoteAction
Var1 = -1
Var2 = S_HEXCHAIRREMOTE1
Duration = 1
Next = S_HEXCHAIRSIT2



State S_HEXCHAIRSIT2
SpriteName = CAIR
SpriteFrame = A
Action A_RemoteAction
Var1 = -1
Var2 = S_HEXCHAIRREMOTE2
Duration = 0
Next = S_HEXCHAIRSIT3


State S_HEXCHAIRSIT3
SpriteName = CAIR
SpriteFrame = A
Action A_RemoteAction
Var1 = -1
Var2 = S_HEXCHAIRREMOTE3
Duration = 0
Next = S_HEXCHAIRSIT4

State S_HEXCHAIRSIT4
SpriteName = CAIR
SpriteFrame = A
Action A_RemoteAction
Var1 = -1
Var2 = S_HEXCHAIRREMOTE4
Duration = 0
Next = S_HEXCHAIRSIT5

State S_HEXCHAIRSIT5
SpriteName = CAIR
SpriteFrame = A
Action A_RemoteAction
Var1 = -1
Var2 = S_HEXCHAIRREMOTE5
Duration = 1
Next = S_HEXCHAIRSIT6

State S_HEXCHAIRSIT6
SpriteName = CAIR
SpriteFrame = A
Action A_CheckRange
Var1 = 32
Var2 = S_HEXCHAIRSIT4
Duration = 0
Next = S_HEXCHAIRWAIT


State S_HEXCHAIRREMOTE1
ACtion A_FindTarget
Var1 = MT_HEXCHAIR
Var2 = 0


State S_PLAY_SIT
SpriteName = PLAY
SpriteFrame = G
Duration = 4
Next = S_PLAY_FALL

State S_HEXCHAIRREMOTE3
ACtion A_CapeChase
Var1 = (65536*20)
Var2 = (65536*1)

State S_HEXCHAIRREMOTE2
ACtion A_ZThrust
Var1 = 0
Var2 = 65537

State S_HEXCHAIRREMOTE4
ACtion A_RandomState
Var1 = S_PLAY_SIT
Var2 = S_PLAY_SIT

State S_HEXCHAIRREMOTE5
ACtion A_ZThrust
Var1 = 0
Var2 = 65536


Object MT_DOORHINGE
MapThingNum = 3410
SpawnState = S_DOORHINGEWAIT
SpawnHealth = 1
SeeState = S_DOORHINGEROT1
Radius = 1*FRACUNIT
Height = 1*FRACUNIT
Flags = MF_NOCLIP

State S_DOORHINGEWAIT
SpriteName = NULL
SpriteFrame = A
Action A_Look
Var1 = (200*65535)+1
Duration = 1
Next = S_DOORHINGEWAIT




State S_DOORHINGEROT1
SpriteName = NULL
SpriteFrame = A
Action A_ChangeAngleRelative
Var1 = 10
Var2 = 10
Duration = 1
Next = S_DOORHINGEROT2


State S_DOORHINGEROT2
SpriteName = NULL
SpriteFrame = A
Action A_Repeat
Var1 = 9
Var2 = S_DOORHINGEROT1
Duration = 1
Next = S_DOORHINGEROT3


State S_DOORHINGEROT3
SpriteName = NULL
SpriteFrame = A
Action None
Duration = 1
Next = S_DOORHINGEROT4

State S_DOORHINGEROT4
SpriteName = NULL
SpriteFrame = A
Action A_CheckRange
Var1 = 200
Var2 = S_DOORHINGEROT3
Duration = 1
Next = S_DOORHINGEROT5


State S_DOORHINGEROT5
SpriteName = NULL
SpriteFrame = A
Action A_ChangeAngleRelative
Var1 = -5
Var2 = -5
Duration = 1
Next = S_DOORHINGEROT6

State S_DOORHINGEROT6
SpriteName = NULL
SpriteFrame = A
Action A_Repeat
Var1 = 18
Var2 = S_DOORHINGEROT5
Duration = 1
Next = S_DOORHINGEWAIT


Object MT_DOORHEX
MapThingNum = 3411
SpawnState = S_DOORSPAWN1
SeeState = S_DOORHEX
SpawnHealth = 1
Radius = 32*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_SOLID|MF_PAPERCOLLISION|MF_RUNSPAWNFUNC

Object MT_DOORWOOD
MapThingNum = 3413
SpawnState = S_DOORSPAWN1
SeeState = S_DOORWOOD
SpawnHealth = 1
Radius = 32*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_SOLID|MF_PAPERCOLLISION|MF_RUNSPAWNFUNC

State S_DOORSPAWN1
SpriteName = DOOR
SpriteFrame = A|FF_PAPERSPRITE
Action A_FindTarget
Var1 = MT_DOORHINGE
Var2 = 0
Duration = 1
Next = S_DOORSPAWN2

State S_DOORSPAWN2
SpriteName = DOOR
SpriteFrame = A|FF_PAPERSPRITE
Action A_InfoState
Var1 = 1
Var2 = 0
Duration = 1
Next = S_DOORSPAWN2

State S_DOORHEX
SpriteName = DOOR
SpriteFrame = A|FF_PAPERSPRITE
Action A_Capechase
Var1 = 0
Var2 = (65535*16)
Duration = 1
Next = S_DOORHEX

State S_DOORWOOD
SpriteName = DOOR
SpriteFrame = B|FF_PAPERSPRITE
Action A_Capechase
Var1 = 0
Var2 = (65535*16)
Duration = 1
Next = S_DOORWOOD

Object MT_RETAILSHIELD
SpawnState = S_RETAILSHIELDWAIT
PainState = S_RETAILSHIELDWAIT
DeathSTate = S_GOLDBOX_OFF1
MapThingNum = 3420
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_RETAILSHIELDICON
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE

State S_RETAILSHIELDWAIT
SpriteName = TVPI
SpriteFrame = B
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER

Object MT_RETAILSHIELDICON
SpawnState = S_SPEND10RINGS0
SeeState = S_RETAILSHIELDICON
SeeSound = sfx_shield
Spawnhealth = 1
Speed = 2*FRACUNIT
Radius = 8*FRACUNIT
Height = 14*FRACUNIT
Mass = 11
Damage = 62*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON


State S_RETAILSHIELDICON
SpriteName = TVPI
SpriteFrame = C
Action A_GiveShield
Var1 = SH_PITY
Duration = 36
Next = S_NULL



Object MT_RETAILASHIELD
SpawnState = S_RETAILASHIELDWAIT
PainState = S_RETAILASHIELDWAIT
DeathSTate = S_GOLDBOX_OFF1
MapThingNum = 3421
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_RETAILASHIELDICON
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE

State S_RETAILASHIELDWAIT
SpriteName = TVAT
SpriteFrame = B
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER

Object MT_RETAILASHIELDICON
SpawnState = S_SPEND50RINGS0
SeeState = S_RETAILASHIELDICON
SeeSound = sfx_shield
Spawnhealth = 1
Speed = 2*FRACUNIT
Radius = 8*FRACUNIT
Height = 14*FRACUNIT
Mass = 11
Damage = 62*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON


State S_RETAILASHIELDICON
SpriteName = TVAT
SpriteFrame = C
Action A_GiveShield
Var1 = SH_ATTRACT
Duration = 36
Next = S_NULL



Object MT_RETAILBSHIELD
SpawnState = S_RETAILBSHIELDWAIT
PainState = S_RETAILBSHIELDWAIT
DeathSTate = S_GOLDBOX_OFF1
MapThingNum = 3422
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_RETAILBSHIELDICON
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE

State S_RETAILBSHIELDWAIT
SpriteName = TVBB
SpriteFrame = B
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER

Object MT_RETAILBSHIELDICON
SpawnState = S_SPEND50RINGS0
SeeState = S_RETAILBSHIELDICON
SeeSound = sfx_shield
Spawnhealth = 1
Speed = 2*FRACUNIT
Radius = 8*FRACUNIT
Height = 14*FRACUNIT
Mass = 11
Damage = 62*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON


State S_RETAILBSHIELDICON
SpriteName = TVBB
SpriteFrame = C
Action A_GiveShield
Var1 = SH_BUBBLEWRAP
Duration = 36
Next = S_NULL




Object MT_RETAILWSHIELD
SpawnState = S_RETAILWSHIELDWAIT
PainState = S_RETAILWSHIELDWAIT
DeathSTate = S_GOLDBOX_OFF1
MapThingNum = 3423
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_RETAILWSHIELDICON
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE

State S_RETAILWSHIELDWAIT
SpriteName = TVWW
SpriteFrame = B
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER

Object MT_RETAILWSHIELDICON
SpawnState = S_SPEND25RINGS0
SeeState = S_RETAILWSHIELDICON
SeeSound = sfx_shield
Spawnhealth = 1
Speed = 2*FRACUNIT
Radius = 8*FRACUNIT
Height = 14*FRACUNIT
Mass = 11
Damage = 62*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON


State S_RETAILWSHIELDICON
SpriteName = TVWW
SpriteFrame = C
Action A_GiveShield
Var1 = SH_WHIRLWIND
Duration = 36
Next = S_NULL



Object MT_RETAILZSHIELD
SpawnState = S_RETAILZSHIELDWAIT
PainState = S_RETAILZSHIELDWAIT
DeathSTate = S_GOLDBOX_OFF1
MapThingNum = 3424
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_RETAILZSHIELDICON
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE

State S_RETAILZSHIELDWAIT
SpriteName = TVZP
SpriteFrame = B
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER

Object MT_RETAILZSHIELDICON
SpawnState = S_SPEND100RINGS0
SeeState = S_RETAILZSHIELDICON
SeeSound = sfx_shield
Spawnhealth = 1
Speed = 2*FRACUNIT
Radius = 8*FRACUNIT
Height = 14*FRACUNIT
Mass = 11
Damage = 62*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON


State S_RETAILZSHIELDICON
SpriteName = TVZP
SpriteFrame = C
Action A_GiveShield
Var1 = SH_THUNDERCOIN
Duration = 36
Next = S_NULL


State S_SPEND10RINGS0
SpriteName = TVPI
SpriteFrame = C
Action None
Duration = 1
Next = S_SPEND10RINGS1

State S_SPEND10RINGS1
SpriteName = TVPI
SpriteFrame = C
Action A_CheckTargetRings
Var1 = 10
Var2 = S_SPEND10RINGS2
Duration = 0
Next = S_FUCKYOUPAYME

State S_SPEND10RINGS2
SpriteName = TVPI
SpriteFrame = C
Action A_RingDrain
Var1 = 10
Duration = 0
Next = S_SEESTATE


State S_SPEND25RINGS0
SpriteName = TVPI
SpriteFrame = C
Action None
Duration = 1
Next = S_SPEND25RINGS1

State S_SPEND25RINGS1
SpriteName = TVPI
SpriteFrame = C
Action A_CheckTargetRings
Var1 = 25
Var2 = S_SPEND25RINGS2
Duration = 0
Next = S_FUCKYOUPAYME

State S_SPEND25RINGS2
SpriteName = TVPI
SpriteFrame = C
Action A_RingDrain
Var1 = 25
Duration = 0
Next = S_SEESTATE


State S_SPEND50RINGS0
SpriteName = TVPI
SpriteFrame = C
Action None
Duration = 1
Next = S_SPEND50RINGS1

State S_SPEND50RINGS1
SpriteName = TVPI
SpriteFrame = C
Action A_CheckTargetRings
Var1 = 50
Var2 = S_SPEND50RINGS2
Duration = 0
Next = S_FUCKYOUPAYME

State S_SPEND50RINGS2
SpriteName = TVPI
SpriteFrame = C
Action A_RingDrain
Var1 = 50
Duration = 0
Next = S_SEESTATE


State S_SPEND100RINGS0
SpriteName = TVPI
SpriteFrame = C
Action None
Duration = 1
Next = S_SPEND100RINGS1

State S_SPEND100RINGS1
SpriteName = TVPI
SpriteFrame = C
Action A_CheckTargetRings
Var1 = 100
Var2 = S_SPEND100RINGS2
Duration = 0
Next = S_FUCKYOUPAYME

State S_SPEND100RINGS2
SpriteName = TVPI
SpriteFrame = C
Action A_RingDrain
Var1 = 100
Duration = 0
Next = S_SEESTATE



State S_FUCKYOUPAYME
SpriteName = PTAG
SpriteFrame = A
Action A_PlaySound
Var1 = sfx_adderr
Var2 = 1
Duration = 128
Next = S_NULL

Object MT_TAG10
SpawnState = S_TAG10
MapThingNum = 3430
Radius = 8*FRACUNIT
Height = 8*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY

State S_TAG10
SpriteName = PTAG
SpriteFrame = B|FF_PAPERSPRITE
Action = None
Duration = -1
Next = S_TAG10


Object MT_TAG25
SpawnState = S_TAG25
MapThingNum = 3431
Radius = 8*FRACUNIT
Height = 8*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY

State S_TAG25
SpriteName = PTAG
SpriteFrame = C|FF_PAPERSPRITE
Action = None
Duration = -1
Next = S_TAG25



Object MT_TAG50
SpawnState = S_TAG50
MapThingNum = 3432
Radius = 8*FRACUNIT
Height = 8*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY

State S_TAG50
SpriteName = PTAG
SpriteFrame = D|FF_PAPERSPRITE
Action = None
Duration = -1
Next = S_TAG50



Object MT_TAG100
SpawnState = S_TAG100
MapThingNum = 3433
Radius = 8*FRACUNIT
Height = 8*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY

State S_TAG100
SpriteName = PTAG
SpriteFrame = E|FF_PAPERSPRITE
Action = None
Duration = -1
Next = S_TAG100



Object MT_RETAILDRONEBUSH
SpawnState = S_RETAILDRONEBUSHWAIT
PainState = S_RETAILDRONEBUSHWAIT
DeathState = S_RETAILDRONEPOP
RaiseState = S_RETAILDRONELOADBUSH
MeleeState = S_RETAILDRONETARGETDRONE25
MapThingNum = 3425
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_AMAZONDRONE25
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE|MF_NOCLIPHEIGHT|MF_NOGRAVITY


State S_RETAILDRONEBUSHWAIT
SpriteName = GATV
SpriteFrame = A
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER


State S_RETAILDRONELOADBUSH
SpriteName = XLTV
SpriteFrame = B
Action A_RelayCustomValue
Var1 = MT_FRUITBUSH
Duration = 89
Next = S_GOLDBOX_OFF2



Object MT_RETAILDRONETOPHAT
SpawnState = S_RETAILDRONETOPHATWAIT
PainState = S_RETAILDRONETOPHATWAIT
DeathState = S_RETAILDRONEPOP
RaiseState = S_RETAILDRONELOADTOPHAT
MeleeState = S_RETAILDRONETARGETDRONE50
MapThingNum = 3450
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_AMAZONDRONE50
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE|MF_NOCLIPHEIGHT|MF_NOGRAVITY


State S_RETAILDRONETOPHATWAIT
SpriteName = GATV
SpriteFrame = D
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER


State S_RETAILDRONELOADTOPHAT
SpriteName = XLTV
SpriteFrame = B
Action A_RelayCustomValue
Var1 = MT_TOPHAT
Duration = 89
Next = S_GOLDBOX_OFF2



Object MT_RETAILDRONEBERET
SpawnState = S_RETAILDRONEBERETWAIT
PainState = S_RETAILDRONEBERETWAIT
DeathState = S_RETAILDRONEPOP
RaiseState = S_RETAILDRONELOADBERET
MeleeState = S_RETAILDRONETARGETDRONE50
MapThingNum = 3451
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_AMAZONDRONE50
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE|MF_NOCLIPHEIGHT|MF_NOGRAVITY


State S_RETAILDRONEBERETWAIT
SpriteName = GATV
SpriteFrame = E
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER


State S_RETAILDRONELOADBERET
SpriteName = XLTV
SpriteFrame = B
Action A_RelayCustomValue
Var1 = MT_BERET
Duration = 89
Next = S_GOLDBOX_OFF2


Object MT_RETAILDRONENEKO
SpawnState = S_RETAILDRONENEKOWAIT
PainState = S_RETAILDRONENEKOWAIT
DeathState = S_RETAILDRONEPOP
RaiseState = S_RETAILDRONELOADNEKO
MeleeState = S_RETAILDRONETARGETDRONE50
MapThingNum = 3452
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_AMAZONDRONE50
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE|MF_NOCLIPHEIGHT|MF_NOGRAVITY


State S_RETAILDRONENEKOWAIT
SpriteName = GATV
SpriteFrame = F
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER


State S_RETAILDRONELOADNEKO
SpriteName = XLTV
SpriteFrame = B
Action A_RelayCustomValue
Var1 = MT_NEKOMIMI
Duration = 89
Next = S_GOLDBOX_OFF2

Object MT_RETAILDRONEANIKI
SpawnState = S_RETAILDRONEANIKIWAIT
PainState = S_RETAILDRONEANIKIWAIT
DeathState = S_RETAILDRONEPOP
RaiseState = S_RETAILDRONELOADANIKI
MeleeState = S_RETAILDRONETARGETDRONE50
MapThingNum = 3453
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_AMAZONDRONE50
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE|MF_NOCLIPHEIGHT|MF_NOGRAVITY


State S_RETAILDRONEANIKIWAIT
SpriteName = GATV
SpriteFrame = G
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER


State S_RETAILDRONELOADANIKI
SpriteName = XLTV
SpriteFrame = B
Action A_RelayCustomValue
Var1 = MT_ANIKISHADES
Duration = 89
Next = S_GOLDBOX_OFF2



Object MT_RETAILDRONEWITCH
SpawnState = S_RETAILDRONEWITCHWAIT
PainState = S_RETAILDRONEWITCHWAIT
DeathState = S_RETAILDRONEPOP
RaiseState = S_RETAILDRONELOADWITCH
MeleeState = S_RETAILDRONETARGETDRONE50
MapThingNum = 3454
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_AMAZONDRONE50
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE|MF_NOCLIPHEIGHT|MF_NOGRAVITY


State S_RETAILDRONEWITCHWAIT
SpriteName = GATV
SpriteFrame = H
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER


State S_RETAILDRONELOADWITCH
SpriteName = XLTV
SpriteFrame = B
Action A_RelayCustomValue
Var1 = MT_WITCHHAT
Duration = 89
Next = S_GOLDBOX_OFF2


Object MT_RETAILDRONEPOSS
SpawnState = S_RETAILDRONEPOSSWAIT
PainState = S_RETAILDRONEPOSSWAIT
DeathState = S_RETAILDRONEPOP
RaiseState = S_RETAILDRONELOADPOSS
MeleeState = S_RETAILDRONETARGETDRONE10
MapThingNum = 3426
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_AMAZONDRONE10
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE|MF_NOCLIPHEIGHT|MF_NOGRAVITY


State S_RETAILDRONEPOSSWAIT
SpriteName = GATV
SpriteFrame = B
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER


State S_RETAILDRONELOADPOSS
SpriteName = XLTV
SpriteFrame = B
Action A_RelayCustomValue
Var1 = MT_EDENCRAWLA
Duration = 89
Next = S_GOLDBOX_OFF2




Object MT_RETAILDRONEFRUIT
SpawnState = S_RETAILDRONEFRUITWAIT
PainState = S_RETAILDRONEFRUITWAIT
DeathState = S_RETAILDRONEPOP
RaiseState = S_RETAILDRONELOADFRUIT
MeleeState = S_RETAILDRONETARGETDRONE25
MapThingNum = 3427
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_AMAZONDRONE25
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE|MF_NOCLIPHEIGHT|MF_NOGRAVITY


State S_RETAILDRONEFRUITWAIT
SpriteName = GATV
SpriteFrame = C
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER


State S_RETAILDRONELOADFRUIT
SpriteName = XLTV
SpriteFrame = B
Action A_RelayCustomValue
Var1 = MT_FRUITFOUNTAIN
Duration = 89
Next = S_GOLDBOX_OFF2


Object MT_RETAILDRONERINGBUSH
SpawnState = S_RETAILDRONERINGBUSHWAIT
PainState = S_RETAILDRONERINGBUSHWAIT
DeathState = S_RETAILDRONEPOP
RaiseState = S_RETAILDRONELOADRINGBUSH
MeleeState = S_RETAILDRONETARGETDRONE50
MapThingNum = 3428
ReactionTime = 32
Speed = 0
Mass = 100
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Damage = MT_AMAZONDRONE50
AttackSound = sfx_monton
DeathSound = sfx_pop
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE|MF_NOCLIPHEIGHT|MF_NOGRAVITY


State S_RETAILDRONERINGBUSHWAIT
SpriteName = GATV
SpriteFrame = I
Action None
Duration = 1
Next = S_GOLDBOX_FLICKER


State S_RETAILDRONELOADRINGBUSH
SpriteName = XLTV
SpriteFrame = B
Action A_RelayCustomValue
Var1 = MT_RINGBUSH
Duration = 89
Next = S_GOLDBOX_OFF2



State S_RETAILDRONEPOP
SpriteName = XLTV
SpriteFrame = B
Action A_GoldMonitorPop
Duration = 1
Next = S_MELEESTATE

State S_RETAILDRONETARGETDRONE10
SpriteName = XLTV
SpriteFrame = B
Action A_FindTarget
Var1 = MT_AMAZONDRONE10
Duration = 1
Next = S_RAISESTATE


State S_RETAILDRONETARGETDRONE25
SpriteName = XLTV
SpriteFrame = B
Action A_FindTarget
Var1 = MT_AMAZONDRONE25
Duration = 1
Next = S_RAISESTATE

State S_RETAILDRONETARGETDRONE50
SpriteName = XLTV
SpriteFrame = B
Action A_FindTarget
Var1 = MT_AMAZONDRONE50
Duration = 1
Next = S_RAISESTATE



Object MT_AMAZONDRONE10
SpawnState = S_SPEND10RINGS0
SeeState = S_AMAZONDRONESTANDBY0
DeathState = S_AMAZONDELIVERFALL0
SeeSound = sfx_shield
Spawnhealth = 1
Speed = 2*FRACUNIT
Radius = 8*FRACUNIT
Height = 14*FRACUNIT
Mass = 11
Damage = 62*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON

Object MT_AMAZONDRONE25
SpawnState = S_SPEND25RINGS0
SeeState = S_AMAZONDRONESTANDBY0
DeathState = S_AMAZONDELIVERFALL0
SeeSound = sfx_shield
Spawnhealth = 1
Speed = 2*FRACUNIT
Radius = 8*FRACUNIT
Height = 14*FRACUNIT
Mass = 11
Damage = 62*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON

Object MT_AMAZONDRONE50
SpawnState = S_SPEND50RINGS0
SeeState = S_AMAZONDRONESTANDBY0
DeathState = S_AMAZONDELIVERFALL0
SeeSound = sfx_shield
Spawnhealth = 1
Speed = 2*FRACUNIT
Radius = 8*FRACUNIT
Height = 14*FRACUNIT
Mass = 11
Damage = 62*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON


State S_AMAZONDRONESTANDBY0
SpriteName = EBOX
SpriteFrame = A
Action = None
Duration = 1
Next = S_AMAZONDRONESTANDBY1

State S_AMAZONDRONESTANDBY1
SpriteName = EBOX
SpriteFrame = A
Action = A_CheckRange
Var1 = 128
Var2 = S_AMAZONDRONESTANDBY0
Duration = 1
Next = S_AMAZONDRONEAWAKEN

State S_AMAZONDRONEAWAKEN
SpriteName = EBOX
SpriteFrame = A
Action = A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_SOLID
Var2 = 0
Duration = 1
Next = S_AMAZONDRONEFLY0


State S_AMAZONDRONEFLY0
SpriteName = EBOX
SpriteFrame = A
Action = None
Var1 = 0
Var2 = 65537
Duration = 1
Next = S_AMAZONDRONEFLY1

State S_AMAZONDRONEFLY1
SpriteName = EBOX
SpriteFrame = A
Action = A_CheckRange
Var1 = 256
Var2 = S_AMAZONDRONEFLY3
Duration = 0
Next = S_AMAZONDRONEFLY2


State S_AMAZONDRONEFLY2
SpriteName = EBOX
SpriteFrame = A
Action = A_HomingChase
Var1 = 16*FRACUNIT
Duration = 1
Next = S_AMAZONDRONEFLY1

State S_AMAZONDRONEFLY3
SpriteName = EBOX
SpriteFrame = A
Action = A_ZThrust
Var1 = 0
Var2 = 65537
Duration = 1
Next = S_AMAZONDRONEFLY1

State S_AMAZONDELIVERFALL0
SpriteName = EBOX
SpriteFrame = A
Action = A_SetObjectFlags
Var1 = MF_NOCLIPTHING
Var2 = 0
Duration = 1
Next = S_AMAZONDELIVERFALL1


State S_AMAZONDELIVERFALL1
SpriteName = EBOX
SpriteFrame = A
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = MT_MUNCH
Duration = 1
Next = S_AMAZONDELIVERFALL2


State S_AMAZONDELIVERFALL2
SpriteName = SMOK
SpriteFrame = A
Action = A_ZThrust
Var1 = -5
Duration = 16
Next = S_AMAZONDELIVER0


State S_AMAZONDELIVER0
SpriteName = EBOX
SpriteFrame = A
Action = A_CusValAction
Var1 = S_AMAZONDELIVERR
Var2 = 1
Duration = 1
Next = S_NULL

State S_AMAZONDELIVERR
SpriteName = EBOX
SpriteFrame = A
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = MT_RING
Duration = 1
Next = S_NULL

Object MT_MEADOWCAMEO
SpawnState = S_MEADOWCAMEO
MapThingNum = 3440
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID

State S_MEADOWCAMEO
SpriteName = MCAM
SpriteFrame = A|FF_ANIMATE
Var1 = 7
Var2 = 10
Duration = -1
Next = S_MEADOWCAMEO


Object MT_NASYACAMEO
SpawnState = S_NASYACAMEO
MapThingNum = 3441
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_NOGRAVITY

State S_NASYACAMEO
SpriteName = NCAM
SpriteFrame = A
Duration = -1
Next = S_NASYACAMEO


Object MT_AKKOCAMEO
SpawnState = S_AKKOCAMEO1
MapThingNum = 3442
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
SpawnHealth = 1
DispOffset = 0
Flags =  MF_NOGRAVITY

State S_AKKOCAMEO1
SpriteName = ACAM
SpriteFrame = A|FF_FULLBRIGHT|FF_ANIMATE|FF_PAPERSPRITE|TR_TRANS10
Var1 = 1
Var2 = 1
Duration = 100
Next = S_AKKOCAMEO2


State S_AKKOCAMEO2
SpriteName = ACAM
SpriteFrame = C|FF_FULLBRIGHT|FF_ANIMATE|FF_PAPERSPRITE|TR_TRANS10
Var1 = 1
Var2 = 1
Duration = 100
Next = S_AKKOCAMEO3

State S_AKKOCAMEO3
SpriteName = ACAM
SpriteFrame = E|FF_FULLBRIGHT|FF_ANIMATE|FF_PAPERSPRITE|TR_TRANS10
Var1 = 1
Var2 = 1
Duration = 100
Next = S_AKKOCAMEO4

State S_AKKOCAMEO4
SpriteName = ACAM
SpriteFrame = G|FF_FULLBRIGHT|FF_ANIMATE|FF_PAPERSPRITE|TR_TRANS10
Var1 = 1
Var2 = 1
Duration = 100
Next = S_AKKOCAMEO1

Object MT_GOTHCRAWLA
SpawnState = S_GOTHCRAWLA
MapThingNum = 3443
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_NOGRAVITY

State S_GOTHCRAWLA
SpriteName = GPOS
SpriteFrame = A
Duration = -1
Next = S_GOTHCRAWLA

Object MT_APPLEJACK
SpawnState = S_APPLEJACK
MapThingNum = 3444
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_NOGRAVITY

State S_APPLEJACK
SpriteName = GPOS
SpriteFrame = B
Duration = -1
Next = S_APPLEJACK


Object MT_GUNNUT
SpawnState = S_GUNNUT
MapThingNum = 3445
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
SpawnHealth = 1
DispOffset = 0
Flags =  MF_SOLID|MF_NOGRAVITY

State S_GUNNUT
SpriteName = GPOS
SpriteFrame = C
Duration = -1
Next = S_GUNNUT

