#Octus
FREESLOT
MT_XQEG
S_XQEGLOOK
S_XQEGLOOK2
S_XQEGAIM
S_XQEGLAUNCH
S_XQEGLAUNCH2
S_XQEGHOVER
S_XQEGHOVER2
S_XQEGHOVER3
S_XQEGAGAIN
S_XQEGHOVER4
S_XQEGHOVER5
S_XQEGHOVER6
S_XQEGAGAINAGAIN
S_XQEGSHOOT
S_XQEGLAND1
S_XQEGLAND2
S_XQEGLAND3
S_XQEGLANDR
S_XQEGLANDED
S_XQEGPAIN
SPR_XQEG

Thing MT_XQEG
#$Name "Egg Bot"
#$Sprite XQEGA0
#$Category Sol Enemies
MAPTHINGNUM = 998
SPAWNSTATE = S_XQEGLOOK
SPAWNHEALTH = 2
SEESTATE = S_XQEGAIM
SEESOUND = sfx_SWQT
REACTIONTIME = 0
ATTACKSOUND = sfx_trfire
PAINSTATE = S_XQEGPAIN
PAINCHANCE = 1024
PAINSOUND = sfx_AXE
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_pop
XDEATHSTATE = 0
SPEED = 0
RADIUS = 68*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = MT_JETTBULLET
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY

FRAME S_XQEGLOOK
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = A
DURATION = 8
NEXT = S_XQEGLOOK2
ACTION A_Look
VAR1 = (512<<16)+1
VAR2 = 0

FRAME S_XQEGLOOK2
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_XQEGLOOK
ACTION A_Look
VAR1 = (512<<16)+1
VAR2 = 0

FRAME S_XQEGAIM
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_XQEGLAUNCH
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_XQEGLAUNCH
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = C
DURATION = 2
NEXT = S_XQEGLAUNCH2
ACTION A_ZThrust
VAR1 = 2
VAR2 = 0

FRAME S_XQEGLAUNCH2
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = C
DURATION = 10
NEXT = S_XQEGHOVER
ACTION A_ZThrust
VAR1 = 2
VAR2 = 0

FRAME S_XQEGHOVER
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = C
DURATION = 4
NEXT = S_XQEGHOVER2
ACTION A_ForceStop
VAR1 = 0
VAR2 = 0

FRAME S_XQEGHOVER2
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = C
DURATION = 4
NEXT = S_XQEGHOVER3
ACTION A_ForceStop
VAR1 = 0
VAR2 = 0

FRAME S_XQEGHOVER3
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = B
DURATION = 4
NEXT = S_XQEGAGAIN
ACTION A_ForceStop
VAR1 = 0
VAR2 = 0

FRAME S_XQEGAGAIN
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = C
DURATION = 0
NEXT = S_XQEGSHOOT
ACTION A_Repeat
VAR1 = 1
VAR2 = S_XQEGHOVER

FRAME S_XQEGSHOOT
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = C
DURATION = 4
NEXT = S_XQEGHOVER4
ACTION A_JetgShoot
VAR1 = 0
VAR2 = 0

FRAME S_XQEGHOVER4
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = A
DURATION = 4
NEXT = S_XQEGHOVER5
ACTION A_ForceStop
VAR1 = 0
VAR2 = 0

FRAME S_XQEGHOVER5
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = B
DURATION = 4
NEXT = S_XQEGHOVER6
ACTION A_ForceStop
VAR1 = 0
VAR2 = 0

FRAME S_XQEGHOVER6
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = A
DURATION = 4
NEXT = S_XQEGAGAINAGAIN
ACTION A_ForceStop
VAR1 = 0
VAR2 = 0

FRAME S_XQEGAGAINAGAIN
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_XQEGLAND1
ACTION A_Repeat
VAR1 = 2
VAR2 = S_XQEGHOVER4

FRAME S_XQEGLAND1
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = A
DURATION = 4
NEXT = S_XQEGLAND2
ACTION A_ZThrust
VAR1 = -1
VAR2 = 0

FRAME S_XQEGLAND2
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = B
DURATION = 4
NEXT = S_XQEGLAND3
ACTION A_ZThrust
VAR1 = -1
VAR2 = 0

FRAME S_XQEGLAND3
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = B
DURATION = 4
NEXT = S_XQEGLANDR
ACTION A_ZThrust
VAR1 = -1
VAR2 = 0

FRAME S_XQEGLANDR
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_XQEGLANDED
ACTION A_Repeat
VAR1 = 2
VAR2 = S_XQEGLAND1

FRAME S_XQEGLANDED
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = A
DURATION = 35
NEXT = S_XQEGLOOK
ACTION A_SetTics
VAR1 = 20
VAR2 = 1

FRAME S_XQEGPAIN
SPRITENUMBER = SPR_XQEG
SPRITESUBNUMBER = B
DURATION = 20
NEXT = S_XQEGLOOK