Freeslot
sfx_slap
sfx_ouch
MT_BALDLOON
SPR_BALD
S_BALD_LOOKING
S_BALD_NOTICE
S_BALD_SLAP
S_BALD_SPIKE_ON
S_BALD_CHASE_0
S_BALD_CHASE_1
S_BALD_CHASE_2
S_BALD_CHASE_3
S_BALD_CHASE_4
S_BALD_SPIKE_OFF
S_BALD_STOP
S_BALD_DEATH_SOUND
S_BALD_DEATH_0
S_BALD_DEATH_1
S_BALD_DEATH_2
S_BALD_DEATH_3
S_BALD_DEATH_4
S_BALD_DEATH_5
S_BALD_DEATH_6
S_BALD_DEATH_7
S_BALD_DEATH_8
S_BALD_DEATH_9
S_BALD_DEATH_10
S_BALD_DEATH_11
S_BALD_DEATH_12

State S_BALD_LOOKING
SpriteName = BALD
SpriteFrame = A
Duration = 1
Action = A_Look
Var1 = (1024<<16)+1
Var2 = 0
Next = S_BALD_LOOKING

State S_BALD_NOTICE
SpriteName = BALD
SpriteFrame = A
Duration = 1
Action = A_FaceTarget
Next = S_BALD_SLAP

State S_BALD_SLAP
SpriteName = BALD
SpriteFrame = E
Action = A_PlaySound
Var1 = sfx_slap
Var2 = (1>>16)+1
Next = S_BALD_SPIKE_ON

State S_BALD_SPIKE_ON
SpriteName = BALD
SpriteFrame = E
Action = A_SetObjectFlags
Var1 = MF_PAIN
Var2 = 2
Next = S_BALD_CHASE_0

State S_BALD_CHASE_0
SpriteName = BALD
SpriteFrame = E
Action = A_Thrust
Duration = 3
Var1 = 48
Var2 = 1
Next = S_BALD_CHASE_1

State S_BALD_CHASE_1
SpriteName = BALD
SpriteFrame = D
Action = A_Thrust
Duration = 2
Var1 = 48
Var2 = 1
Next = S_BALD_CHASE_2

State S_BALD_CHASE_2
SpriteName = BALD
SpriteFrame = C
Action = A_Thrust
Duration = 2
Var1 = 48
Var2 = 1
Next = S_BALD_CHASE_3

State S_BALD_CHASE_3
SpriteName = BALD
SpriteFrame = B
Action = A_Thrust
Duration = 2
Var1 = 48
Var2 = 1
Next = S_BALD_CHASE_4

State S_BALD_CHASE_4
SpriteName = BALD
SpriteFrame = A
Action = A_Thrust
Duration = 1
Var1 = 48
Var2 = 1
Next = S_BALD_SPIKE_OFF

State S_BALD_SPIKE_OFF
SpriteName = BALD
SpriteFrame = A
Action = A_SetObjectFlags
Var1 = MF_PAIN
Var2 = 1
Next = S_BALD_STOP

State S_BALD_STOP
SpriteName = BALD
SpriteFrame = A
Action = A_ForceStop
Duration = 35
Next = S_BALD_NOTICE

State S_BALD_DEATH_SOUND
SpriteName = BALD
SpriteFrame = F
Action = A_Scream
Next = S_BALD_DEATH_0

State S_BALD_DEATH_0
SpriteName = BALD
SpriteFrame = F
Duration = 2
Next = S_BALD_DEATH_1

State S_BALD_DEATH_1
SpriteName = BALD
SpriteFrame = G
Duration = 2
Next = S_BALD_DEATH_2

State S_BALD_DEATH_2
SpriteName = BALD
SpriteFrame = H
Duration = 2
Next = S_BALD_DEATH_3

State S_BALD_DEATH_3
SpriteName = BALD
SpriteFrame = I
Duration = 2
Next = S_BALD_DEATH_4

State S_BALD_DEATH_4
SpriteName = BALD
SpriteFrame = J
Duration = 2
Next = S_BALD_DEATH_5

State S_BALD_DEATH_5
SpriteName = BALD
SpriteFrame = I
Duration = 2
Next = S_BALD_DEATH_6

State S_BALD_DEATH_6
SpriteName = BALD
SpriteFrame = H
Duration = 2
Next = S_BALD_DEATH_7

State S_BALD_DEATH_7
SpriteName = BALD
SpriteFrame = G
Duration = 2
Next = S_BALD_DEATH_8

State S_BALD_DEATH_8
SpriteName = BALD
SpriteFrame = F
Duration = 2
Next = S_BALD_DEATH_9

State S_BALD_DEATH_9
SpriteName = BALD
SpriteFrame = H
Duration = 2
Next = S_BALD_DEATH_10

State S_BALD_DEATH_10
SpriteName = BALD
SpriteFrame = G
Duration = 2
Next = S_BALD_DEATH_11

State S_BALD_DEATH_11
SpriteName = BALD
SpriteFrame = J
Duration = 2
Next = S_BALD_DEATH_12

State S_BALD_DEATH_12
SpriteName = BALD
SpriteFrame = F
Duration = 2
Next = S_NULL

Object MT_BALDLOON
#$Name Baldloon
#$Sprite BALDA0
#$Category Baldi's basics objects
MapThingNum = 4073
SpawnState = S_BALD_LOOKING
SeeState =  S_BALD_NOTICE
DeathState = S_BALD_DEATH_SOUND
SeeSound = sfx_none
DeathSound = sfx_ouch
Radius = 32*FRACUNIT
Height = 224*FRACUNIT
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME
SpawnHealth = 1
ReactionTime = 20

Sound sfx_slap
Singular = 0
Priority = 64
Flags = SF_X8AWAYSOUND|SF_X4AWAYSOUND|SF_X2AWAYSOUND
Caption = Ominous slap

Sound sfx_ouch
Singular = 0
Priority = 64
Flags = SF_X8AWAYSOUND|SF_X4AWAYSOUND|SF_X2AWAYSOUND
Caption = Corrupted data deleted