FREESLOT
MT_CBOS
MT_OCHR
MT_ORCU
S_ORCU
S_CBOS_N
S_CBOS_N2
S_CBOS_KNOK1
S_CBOS_KNOK2
S_CBOS_KNOK3
S_CBOS_KNOK4
S_CBOS_KNOK5
S_CBOS_KNOK6
S_CBOS_KNOK7
S_CBOS_KNOK8
S_CBOS_KNOK9
S_CBOS_KNOK10
S_CBOS_KNOK11
S_CBOS_KNOK12
S_CBOS_KNOK13
S_CBOS_KNOK14
S_CBOS_KNOK15
S_CBOS_KNOK16
S_CBOS_KNOK17
S_CBOS_KNOK18
S_CBOS_KNOK19
S_OCHR1
S_OCHR2
S_OCHR3
SPR_CBOS
SPR_OCHR
SPR_ORCU

Object MT_CBOS
#$Sprite CBOSA0
#$Name Boss Orbot and Cubot
#$Category Sol Enemies
MapThingNum = 4036
SpawnState = S_CBOS_N
SpawnHealth = 1
ReactionTime = 1
SeeState = S_CBOS_N
PainState = S_CBOS_KNOK1
PainChance = 750
PainSound = sfx_bedeen
Speed = 25
MeleeState = S_NULL
DeathState = S_CBOS_KNOK1
XDeathState = S_NULL
DeathSound = sfx_SCGR
Radius = 64*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags =	MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

State S_CBOS_N
SpriteName = CBOS
SpriteFrame = A
Duration = 5
Next = S_CBOS_N2

State S_CBOS_N2
SpriteName = CBOS
SpriteFrame = B
Duration = 5
Next = S_CBOS_N

State S_CBOS_KNOK1
SpriteName = CBOS
SpriteFrame = C
Duration = 6
ACTION A_BossScream
Next = S_CBOS_KNOK2

State S_CBOS_KNOK2
SpriteName = CBOS
SpriteFrame = D
Duration = 6
ACTION A_BossScream
Next = S_CBOS_KNOK3

State S_CBOS_KNOK3
SpriteName = CBOS
SpriteFrame = C
Duration = 6
ACTION A_BossScream
Next = S_CBOS_KNOK4

State S_CBOS_KNOK4
SpriteName = CBOS
SpriteFrame = D
Duration = 6
ACTION A_BossScream
Next = S_CBOS_KNOK5

State S_CBOS_KNOK5
SpriteName = CBOS
SpriteFrame = C
Duration = 4
ACTION A_BossScream
Next = S_CBOS_KNOK6

State S_CBOS_KNOK6
SpriteName = CBOS
SpriteFrame = C
Duration = 7
ACTION A_BossScream
Next = S_CBOS_KNOK7

State S_CBOS_KNOK7
SpriteName = CBOS
SpriteFrame = C
Duration = 8
ACTION A_BossScream
Next = S_CBOS_KNOK8

State S_CBOS_KNOK8
SpriteName = CBOS
SpriteFrame = C
Duration = 7
ACTION A_BossScream
Next = S_CBOS_KNOK9

State S_CBOS_KNOK9
SpriteName = CBOS
SpriteFrame = D
Duration = 8
ACTION A_BossScream
Next = S_CBOS_KNOK10

State S_CBOS_KNOK10
SpriteName = CBOS
SpriteFrame = D
Duration = 8
ACTION A_BossScream
Next = S_CBOS_KNOK11

State S_CBOS_KNOK11
SpriteName = CBOS
SpriteFrame = C
Duration = 6
ACTION A_BossScream
Next = S_CBOS_KNOK12

State S_CBOS_KNOK12
SpriteName = CBOS
SpriteFrame = D
Duration = 6
ACTION A_BossScream
Next = S_CBOS_KNOK13

State S_CBOS_KNOK13
SpriteName = CBOS
SpriteFrame = C
Duration = 6
ACTION A_BossScream
Next = S_CBOS_KNOK14

State S_CBOS_KNOK14
SpriteName = CBOS
SpriteFrame = D
Duration = 6
ACTION A_BossScream
Next = S_CBOS_KNOK15

State S_CBOS_KNOK15
SpriteName = CBOS
SpriteFrame = C
Duration = 4
ACTION A_BossScream
Next = S_CBOS_KNOK16

State S_CBOS_KNOK16
SpriteName = CBOS
SpriteFrame = C
Duration = 4
ACTION A_BossScream
Next = S_CBOS_KNOK17

State S_CBOS_KNOK17
SpriteName = CBOS
SpriteFrame = C
Duration = 4
ACTION A_BossScream
Next = S_CBOS_KNOK18

State S_CBOS_KNOK18
SpriteName = CBOS
SpriteFrame = C
Duration = 4
ACTION A_BossScream
Next = S_CBOS_KNOK19

State S_CBOS_KNOK19
SpriteName = CBOS
SpriteFrame = D
Duration = 13
ACTION A_BossDeath
Next = S_XPLD1

Object MT_OCHR
#$Sprite OCHRA0
#$Category SolSestancia
#$Name Horse riding Orb n Cub
MapThingNum = 4037
SpawnState = S_OCHR1
SpawnHealth = 1
ReactionTime = 1
SeeState = S_OCHR1
PainState = S_OCHR1
PainChance = 750
Speed = 25
MeleeState = S_NULL
DeathState = S_XPLD1
XDeathState = S_NULL
DeathSound = sfx_SCGR
Radius = 64*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags =	MF_PUSHABLE|MF_SLIDEME

State S_OCHR1
SpriteName = OCHR
SpriteFrame = A
Duration = 5
Next = S_OCHR2

State S_OCHR2
SpriteName = OCHR
SpriteFrame = B
Duration = 5
Next = S_OCHR3

State S_OCHR3
SpriteName = OCHR
SpriteFrame = C
Duration = 3
Next = S_OCHR1

Thing MT_ORCU
#$Category SolSestancia
#$Name Orbot and Cubot
#$Sprite ORCUA0
MAPTHINGNUM = 4093
SPAWNSTATE = S_ORCU
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 22*FRACUNIT
HEIGHT = 130*FRACUNIT
MASS = 60
FLAGS = MF_SCENERY

State S_ORCU
SpriteName = ORCU
SpriteFrame = A
Duration = 5
Next = S_ORCU