FREESLOT
MT_SXGD
S_SXGD_N
S_SXGD_N2
S_SXGD_PAIN
S_SXGD_KNOK1
S_SXGD_KNOK2
S_SXGD_KNOK3
S_SXGD_KNOK4
S_SXGD_KNOK5
S_SXGD_KNOK6
SPR_SXGD
MT_ZAPC
S_ZAPC_N
S_ZAPC_N2
S_ZAPC_PAIN
S_ZAPC_KNOK1
S_ZAPC_KNOK2
S_ZAPC_KNOK3
S_ZAPC_KNOK4
S_ZAPC_KNOK5
S_ZAPC_KNOK6
SPR_ZAPC

Object MT_SXGD
#$Sprite SXGDA0
#$Category Sol Enemies
MapThingNum = 1672
SpawnState = S_SXGD_N
SpawnHealth = 2
ReactionTime = 1
SeeState = S_SXGD_N
PainState = S_SXGD_PAIN
PainChance = 750
PainSound = sfx_bedeen
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_ENEMY|MF_SPECIAL|MF_SHOOTABLE

State S_SXGD_N
SpriteName = SXGD
SpriteFrame = A
Duration = 5
Next = S_SXGD_N2

State S_SXGD_N2
SpriteName = SXGD
SpriteFrame = B
Duration = 5
Next = S_SXGD_N

State S_SXGD_PAIN
SpriteName = SXGD
SpriteFrame = C
Duration = 5
Next = S_SXGD_N

State S_SXGD_KNOK1
SpriteName = SXGD
SpriteFrame = C
Duration = 3
Next = S_SXGD_KNOK2

State S_SXGD_KNOK2
SpriteName = SXGD
SpriteFrame = D
Duration = 3
Next = S_SXGD_KNOK3

State S_SXGD_KNOK3
SpriteName = SXGD
SpriteFrame = C
Duration = 3
Next = S_SXGD_KNOK4

State S_SXGD_KNOK4
SpriteName = SXGD
SpriteFrame = D
Duration = 3
Next = S_SXGD_KNOK5

State S_SXGD_KNOK5
SpriteName = SXGD
SpriteFrame = C
Duration = 4
Next = S_SXGD_KNOK6

State S_SXGD_KNOK6
SpriteName = SXGD
SpriteFrame = D
Duration = 13
Next = S_XPLD1

Object MT_ZAPC
#$Sprite ZAPCA0
#$Category Sol Enemies
MapThingNum = 3072
SpawnState = S_ZAPC_N
SpawnHealth = 5
ReactionTime = 1
SeeState = S_ZAPC_N
PainState = S_ZAPC_PAIN
PainChance = 750
Speed = 25
MeleeState = S_NULL
DeathState = S_ZAPC_KNOK1
XDeathState = S_ZAPC_KNOK1
DeathSound = sfx_LAUNCH
Radius = 64*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags =	MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

State S_ZAPC_N
SpriteName = ZAPC
SpriteFrame = A
Duration = 40
Next = S_ZAPC_N2

State S_ZAPC_N2
SpriteName = ZAPC
SpriteFrame = B
Duration = 5
ACTION A_FireShot
Var1 = 222
Var2 = (16<<16)+270
Next = S_ZAPC_N

State S_ZAPC_PAIN
SpriteName = ZAPC
SpriteFrame = C
Duration = 5
Next = S_ZAPC_N

State S_ZAPC_KNOK1
SpriteName = ZAPC
SpriteFrame = C
Duration = 3
ACTION A_BossScream
Next = S_ZAPC_KNOK2

State S_ZAPC_KNOK2
SpriteName = ZAPC
SpriteFrame = C
Duration = 3
ACTION A_BossScream
Next = S_ZAPC_KNOK3

State S_ZAPC_KNOK3
SpriteName = ZAPC
SpriteFrame = B
Duration = 3
ACTION A_BossScream
Next = S_ZAPC_KNOK4

State S_ZAPC_KNOK4
SpriteName = ZAPC
SpriteFrame = C
Duration = 3
ACTION A_BossScream
Next = S_ZAPC_KNOK5

State S_ZAPC_KNOK5
SpriteName = ZAPC
SpriteFrame = C
Duration = 4
ACTION A_BossScream
Next = S_ZAPC_KNOK6

State S_ZAPC_KNOK6
SpriteName = ZAPC
SpriteFrame = B
Duration = 13
ACTION A_BossDeath
Next = S_XPLD1