#Fang Boss
FREESLOT
MT_FUNG
S_FUNG
S_FUNGHOP1
S_FUNGHOP2
S_FUNGHOPAGAIN
S_FUNGOW1
S_FUNGOW2
S_FUNGOW3
S_FUNGOW4
S_FUNGRESET
S_FUNGDROP
S_FUNGDROP2
S_FUNGDEAD1
S_FUNGDEAD2
S_FUNGDEAD3
S_FUNGDEAD4
S_FUNGFLEE1
S_FUNGFLEE2
SPR_FUNG

Thing MT_FUNG
#$Sprite FUNGA1
MAPTHINGNUM = 1678
SPAWNSTATE = S_FUNG
SPAWNHEALTH = 8
SEESTATE = S_FUNGHOP1
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = S_FUNGOW1
PAINCHANCE = MT_THOK
PAINSOUND = sfx_dmpain
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_FUNGDEAD1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = S_FUNGFLEE1
SPEED = 16
RADIUS = 43*FRACUNIT
HEIGHT = 116*FRACUNIT
MASS = 0
DAMAGE = 2
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_BOUNCE

FRAME S_FUNG
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = A
DURATION = 12
NEXT = S_FUNG
ACTION A_Look
VAR1 = (900<<16)+1
VAR2 = 0

FRAME S_FUNGHOP1
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_FUNGHOP2
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_FUNGHOP2
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_FUNGHOPAGAIN
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_FUNGHOPAGAIN
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_FUNGDROP
ACTION A_Repeat
VAR1 = 5
VAR2 = S_FUNGHOP1

FRAME S_FUNGDROP
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_FUNGDROP2
ACTION A_TrapShot
Var1 = (16<<16)+MT_JETTBULLET
Var2 = (16<<16)+270

FRAME S_FUNGDROP2
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_FUNG
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FUNGOW1
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = D
DURATION = 3
NEXT = S_FUNGOW2
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_FUNGOW2
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = E
DURATION = 3
NEXT = S_FUNGOW3
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_FUNGOW3
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = F
DURATION = 3
NEXT = S_FUNGOW4
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FUNGOW4
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = G
DURATION = 3
NEXT = S_FUNGRESET
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_FUNGRESET
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_FUNG
ACTION A_Repeat
VAR1 = 4
VAR2 = S_FUNGOW2

FRAME S_FUNGDEAD1
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = D
DURATION = 1
NEXT = S_FUNGDEAD2
ACTION A_ForceStop
VAR1 = 0
VAR2 = 0

FRAME S_FUNGDEAD2
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = E
DURATION = 7
NEXT = S_FUNGDEAD3
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_FUNGDEAD3
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = F
DURATION = 7
NEXT = S_FUNGDEAD4
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_FUNGDEAD4
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = G
DURATION = 7
NEXT = 0
ACTION A_BossDeath
VAR1 = 0
VAR2 = 0

FRAME S_FUNGFLEE1
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = F
DURATION = 7
NEXT = S_FUNGFLEE2

FRAME S_FUNGFLEE2
SPRITENUMBER = SPR_FUNG
SPRITESUBNUMBER = E
DURATION = 7
NEXT = S_FUNGFLEE1