#BombProjectile
#Made by Glaber
FREESLOT
MT_BUNNYBALL
S_BUNNYBALL1
S_BUNNYBALL2
S_BUNNYBALLStart
S_BUNNYBALLREPET
S_BUNNYBALLDED
S_BUNNYBALLPUSH
SPR_BALL

Thing MT_BUNNYBALL
MAPTHINGNUM = -1
SPAWNSTATE = S_BUNNYBALLStart
SPAWNHEALTH = 1
SEESTATE = S_BUNNYBALL1
SEESOUND = sfx_POGO
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = S_BUNNYBALL1
MISSILESTATE = 0
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_CYBDTH
XDEATHSTATE = S_BUNNYBALL2
SPEED = 10*FRACUNIT
RADIUS = 10*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
DAMAGE = 20*FRACUNIT
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_PAIN|MF_BOUNCE

FRAME S_BUNNYBALLStart
SPRITENUMBER = SPR_BALL
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_BUNNYBALLPUSH
ACTION A_BunnyHop
VAR1 = 4
VAR2 = 0

FRAME S_BUNNYBALLPUSH
SPRITENUMBER = SPR_BALL
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_BUNNYBALL1
ACTION A_BunnyHop
VAR1 = 4
VAR2 = 2

FRAME S_BUNNYBALL1
SPRITENUMBER = SPR_BALL
SPRITESUBNUMBER = B
DURATION = 2
NEXT = S_BUNNYBALL2
ACTION A_FishJump
VAR1 = 6*FRACUNIT
VAR2 = 4

FRAME S_BUNNYBALL2
SPRITENUMBER = SPR_BALL
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_BUNNYBALLREPET
ACTION A_FishJump
VAR1 = 6*FRACUNIT
VAR2 = 4

FRAME S_BUNNYBALLREPET
SPRITENUMBER = SPR_BALL
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_BUNNYBALLDED
ACTION A_Repeat
VAR1 = 62
VAR2 = S_BUNNYBALL1

FRAME S_BUNNYBALLDED
SPRITENUMBER = SPR_BALL
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_XPLD1
ACTION A_RemoteDamage
VAR1 = 0
VAR2 = 1
