Freeslot
S_SBMB_EXIST1
S_SBMB_EXIST2
S_SBMB_EXIST3
S_SBMB_EXIST4
S_SBMB_EXPLODE1
S_SBMB_EXPLODE2
S_SBMB_SPARK1
S_SBMB_SPARK2
MT_SLZBOMB
SPR_SBMB
S_SBPT_EXIST1
S_SBPT_EXIST2
MT_SLZBOMBPARTICLE
MT_SLZBOMBSPARK
S_UNIUNI_INI1
S_UNIUNI_INI2
S_UNIUNI_STND
S_UNIUNI_RUN
MT_UNIUNI
S_UNIUNI_BALL
MT_UNIUNIBALL
SPR_UNIU

State S_SBPT_EXIST1
SpriteName = SBMB
SpriteFrame = E
Duration = 2
Next = S_SBPT_EXIST2
Action = A_BunnyHop
Var1 = 0
Var2 = 0

State S_SBPT_EXIST2
SpriteName = SBMB
SpriteFrame = F
Duration = 2
Next = S_SBPT_EXIST1
Action = A_BunnyHop
Var1 = 0
Var2 = 0

State S_SBMB_EXIST1
SpriteName = SBMB
SpriteFrame = A
Duration = 8
Next = S_SBMB_EXIST2
Action = A_BombThink
Var1 = 0
Var2 = 0

State S_SBMB_EXIST2
SpriteName = SBMB
SpriteFrame = B
Duration = 8
Next = S_SBMB_EXIST3
Action = A_BombThink
Var1 = 0
Var2 = 0

State S_SBMB_EXIST3
SpriteName = SBMB
SpriteFrame = A
Duration = 8
Next = S_SBMB_EXIST4
Action = A_BombThink
Var1 = 0
Var2 = 0

State S_SBMB_EXIST4
SpriteName = SBMB
SpriteFrame = C
Duration = 8
Next = S_SBMB_EXIST1
Action = A_BombThink
Var1 = 0
Var2 = 0

State S_SBMB_EXPLODE1
SpriteName = SBMB
SpriteFrame = D
Duration = 1
Next = S_SBMB_EXPLODE1
Action = A_BombThink
Var1 = 0
Var2 = 0


State S_SBMB_SPARK1
SpriteName = SBMB
SpriteFrame = G
Duration = 2
Next = S_SBMB_SPARK2
Action = A_BombSpark
Var1 = 0
Var2 = 0

State S_SBMB_SPARK2
SpriteName = SBMB
SpriteFrame = H
Duration = 2
Next = S_SBMB_SPARK1
Action = A_BombSpark
Var1 = 0
Var2 = 0

Object MT_SLZBOMB
MapThingNum = 3100
SpawnState = S_SBMB_EXIST1
SpawnHealth = 1
SeeState = S_SBMB_EXPLODE1
SeeSound = sfx_None
ReactionTime = 30
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD1
XDeathState = S_NULL
DeathSound = sfx_s1c4
Speed = 3
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL
#$Title Bomb
#$Sprite SBMBA1
#$Category Enemies

Object MT_SLZBOMBPARTICLE
SpawnState = S_SBPT_EXIST1
Radius = 12*FRACUNIT
Height = 12*FRACUNIT
DispOffset = 0
Flags = MF_PAIN|MF_MISSILE

Object MT_SLZBOMBSPARK
SpawnState = S_SBMB_SPARK1
Radius = 1*FRACUNIT
Height = 1*FRACUNIT
DispOffset = 2
Flags = MF_NOGRAVITY

Object MT_UNIUNI
MapThingNum = 3101
SpawnState = S_UNIUNI_INI1
SeeState = S_UNIUNI_RUN
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD1
XDeathState = S_NULL
DeathSound = sfx_pop
ActiveSound = sfx_None
RaiseState = S_NULL
SpawnHealth = 1
ReactionTime = 32
PainChance = MT_UNIUNIBALL
Speed = 2
Radius = 18*FRACUNIT
Height = 36*FRACUNIT
DispOffset = 0
Mass = 4*FRACUNIT
Damage = 5
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY
#$Title Uni Uni
#$Sprite UNIUA1
#$Category Enemies

State S_UNIUNI_INI1
SpriteName = UNIU
SpriteFrame = A
Duration = 1
Next = S_UNIUNI_INI2
Action = A_Look
Var1 = 0
Var2 = 0

State S_UNIUNI_INI2
SpriteName = UNIU
SpriteFrame = A
Duration = 1
Next = S_UNIUNI_STND
Action = A_UniUniInit
Var1 = 0
Var2 = 0

State S_UNIUNI_STND
SpriteName = UNIU
SpriteFrame = A
Duration = 4
Next = S_UNIUNI_STND
Action = A_Look
Var1 = 78643200
Var2 = 0

State S_UNIUNI_RUN
SpriteName = UNIU
SpriteFrame = A
Duration = 1
Next = S_UNIUNI_RUN
Action = A_Chase
Var1 = 0
Var2 = 0

Object MT_UNIUNIBALL
SpawnState = S_UNIUNI_BALL
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_pop
ActiveSound = sfx_None
RaiseState = S_NULL
SpawnHealth = 1
ReactionTime = 1
PainChance = 20*FRACUNIT
Speed = 2*FRACUNIT
Radius = 13*FRACUNIT
Height = 26*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 8*FRACUNIT
Flags = MF_PAIN|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING

State S_UNIUNI_BALL
SpriteName = UNIU
SpriteFrame = B
Duration = 1
Next = S_UNIUNI_BALL
Action = A_UniUniBall
Var1 = 1
Var2 = 0