#Ballhog
#Thanks Glaber
FREESLOT
MT_MONK
S_MONK_STND
S_MONK_ACTIVE1
S_MONK_ACTIVE2
S_MONK_ACTIVE3
S_MONK_ACTIVE4
S_MONK_ACTIVE5
S_MONK_Ball
SPR_MONK

Thing MT_MONK
#$Sprite MONKA1
MAPTHINGNUM = 2111
SPAWNSTATE = S_MONK_ACTIVE1
SPAWNHEALTH = 1
SEESTATE = S_MONK_ACTIVE1
SEESOUND = 0
REACTIONTIME = 10
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 200
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = 0
SPEED = 6
RADIUS = 50*FRACUNIT
HEIGHT = 90*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

FRAME S_MONK_STND
SPRITENUMBER = MONK
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_MONK_ACTIVE1
ACTION A_Look

FRAME S_MONK_ACTIVE1
SPRITENUMBER = MONK
SPRITESUBNUMBER = A
DURATION = 7
NEXT = S_MONK_ACTIVE2
ACTION None

FRAME S_MONK_ACTIVE2
SPRITENUMBER = MONK
SPRITESUBNUMBER = C
DURATION = 7
NEXT = S_MONK_ACTIVE3
ACTION None

FRAME S_MONK_ACTIVE3
SPRITENUMBER = MONK
SPRITESUBNUMBER = D
DURATION = 17
NEXT = S_MONK_ACTIVE4

FRAME S_MONK_ACTIVE4
SPRITENUMBER = MONK
SPRITESUBNUMBER = C
DURATION = 7
NEXT = S_MONK_ACTIVE5
ACTION None

FRAME S_MONK_ACTIVE5
SPRITENUMBER = MONK
SPRITESUBNUMBER = A
DURATION = 5
NEXT = S_MONK_Ball

FRAME S_MONK_Ball
SPRITENUMBER = MONK
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_MONK_STND
ACTION A_TrapShot
Var1 = (16<<16)+MT_BUNNYBALL
Var2 = (16<<16)+315
