FREESLOT
MT_SPZREDFLOWER
MT_SPZGOLDFLOWER
MT_SPZPINKFLOWER
MT_SFZWHITEFLOWER
MT_EGGHOPPER
MT_EGGHOPPERHELPER
MT_CAMOCRAWLA
MT_FLAMEBREATHBOSS
MT_FLAMEBREATHBOMBER
MT_FLAMEBREATHFLAMETHROWERFLAME
MT_FLAMEBREATHSMOKE
MT_GHASTLY
MT_GLOOPET
MT_GLOOPER
MT_GLOOPTURRET
MT_GLTRTURRET
MT_GLTRGLOOP
MT_BLUEORBGOOPA
MT_BLUEORBGOOPB
MT_BLUEORBGOOPLAUNCHERA
MT_BLUEORBGOOPLAUNCHERB
MT_FIREWORMHEAD
MT_FIREWORMTAIL
MT_FIREWORMSPAWNER
MT_NOPE
MT_BLONIC
MT_CREDITSEGG
MT_BLADE
MT_COATRACK
MT_HINOTE
MT_DONKEYKRACKEN
MT_BLUECRYSTALRCZ
S_SPZREDFLOWER1
S_SPZREDFLOWER2
S_SPZREDFLOWER3
S_SPZREDFLOWER4
S_SPZREDFLOWER5
S_SPZREDFLOWER6
S_SPZREDFLOWER7
S_SPZREDFLOWER8
S_SPZGOLDFLOWER1
S_SPZGOLDFLOWER2
S_SPZPINKFLOWER1
S_SPZPINKFLOWER2
S_SPZPINKFLOWER3
S_SPZPINKFLOWER4
S_EGGHOPPERSPAWN
S_EGGHOPPERSSEEK
S_EGGHOPPERSATTACKSTART
S_EGGHOPPERSATTACKPICK
S_EGGHOPPERSMISC1
S_EGGHOPPERSMISC2
S_EGGHOPPERSATTACKA1
S_EGGHOPPERSATTACKA2
S_EGGHOPPERSATTACKA3
S_EGGHOPPERSATTACKA4
S_EGGHOPPERSATTACKA5
S_EGGHOPPERSATTACKA6
S_EGGHOPPERSATTACKB1
S_EGGHOPPERSATTACKB2
S_EGGHOPPERSATTACKB3
S_EGGHOPPERSATTACKB4
S_EGGHOPPERSPAINJUMP4
S_EGGHOPPERPAIN1
S_EGGHOPPERPAIN2
S_EGGHOPPERDEATH1
S_EGGHOPPERDEATH2
S_EGGHOPPERDEATH3
S_EGGHOPPERDEATH4
S_EGGHOPPERDEATH5
S_EGGHOPPERDEATH6
S_EGGHOPPERDEATH7
S_EGGHOPPERDEATH8
S_EGGHOPPERDEATH9
S_EGGHOPPERDEATH10
S_EGGHOPPERDEATH11
S_EGGHOPPERDEATH12
S_EGGHOPPERDEATH13
S_EGGHOPPERDEATH14
S_EGGHOPPERDEATH15
S_EGGHOPPERDEATH16
S_EGGHOPPERFLEE1
S_EGGHOPPERFLEE2
S_EGGHOPPERHELPER1
S_EGGHOPPERHELPER2
S_EGGHOPPERHELPER3
S_EGGHOPPERHELPER4
S_EGGHOPPERHELPER5
S_SFZWHITEFLOWER1
S_SFZWHITEFLOWER2
S_SFZWHITEFLOWER3
S_SFZWHITEFLOWER4
S_CAMOCRAWLALOOK1
S_CAMOCRAWLALOOK2
S_CAMOCRAWLACHASE1
S_CAMOCRAWLACHASE2
S_CAMOCRAWLACHARGE1
S_CAMOCRAWLACHARGE2
S_CAMOCRAWLACHARGE3
S_CAMOCRAWLACHARGE4
S_FLAMEBREATHSPAWN0
S_FLAMEBREATHSPAWN1
S_FLAMEBREATHSPAWN2
S_FLAMEBREATHSPAWN3
S_FLAMEBREATHSPAWN4
S_FLAMEBREATHSPAWN5
S_FLAMEBREATHCHASE1
S_FLAMEBREATHCHASE2
S_FLAMEBREATHCHASE3
S_FLAMEBREATHCHASE4
S_FLAMEBREATHPAIN1
S_FLAMEBREATHPAIN2
S_FLAMEBREATHPAIN3
S_FLAMEBREATHPANIC1
S_FLAMEBREATHPANIC2
S_FLAMEBREATHPANIC3
S_FLAMEBREATHATTACKA0
S_FLAMEBREATHATTACKA1
S_FLAMEBREATHATTACKA1
S_FLAMEBREATHATTACKA2
S_FLAMEBREATHATTACKA3
S_FLAMEBREATHATTACKA4
S_FLAMEBREATHATTACKA5
S_FLAMEBREATHATTACKA6
S_FLAMEBREATHATTACKA7
S_FLAMEBREATHATTACKB0
S_FLAMEBREATHATTACKB1
S_FLAMEBREATHATTACKB2
S_FLAMEBREATHATTACKB3
S_FLAMEBREATHATTACKB4
S_FLAMEBREATHATTACKB5
S_FLAMEBREATHATTACKB6
S_FLAMEBREATHDASH
S_FLAMEBREATHDEATH1
S_FLAMEBREATHDEATH2
S_FLAMEBREATHDEATH3
S_FLAMEBREATHDEATH4
S_FLAMEBREATHDEATH5
S_FLAMEBREATHDEATH6
S_FLAMEBREATHDEATH7
S_FLAMEBREATHDEATH8
S_FLAMEBREATHDEATH9
S_FLAMEBREATHDEATH10
S_FLAMEBREATHDEATH11
S_FLAMEBREATHDEATH12
S_FLAMEBREATHDEATH13
S_FLAMEBREATHDEATH14
S_FLAMEBREATHDEATH15
S_FLAMEBREATHDEATH16
S_FLAMEBREATHDEATH17
S_FLAMEBREATHDEATH18
S_FLAMEBREATHDEATH19
S_FLAMEBREATHDEATH20
S_FLAMEBREATHDEATH21
S_FLAMEBREATHDEATH22
S_FLAMEBREATHDEATH23
S_FLAMEBREATHDEATH24
S_FLAMEBREATHDEATH25
S_FLAMEBREATHDEATH26
S_FLAMEBREATHBOMBERSPAWN1
S_FLAMEBREATHBOMBERSPAWN2
S_FLAMEBREATHBOMBERSEE1
S_FLAMEBREATHBOMBERSEE2
S_FLAMEBREATHBOMBERBOMB1
S_FLAMEBREATHBOMBERBOMB2
S_FLAMEBREATHBOMBERPAIN
S_FLAMEBREATHFLAMETHROWERFLAME1
S_FLAMEBREATHFLAMETHROWERFLAME2
S_FLAMEBREATHFLAMETHROWERFLAME3
S_FLAMEBREATHFLAMETHROWERFLAME4
S_FLAMEBREATHFLAMETHROWERFLAME5
S_FLAMEBREATHFLAMETHROWERFLAMEHELP1
S_FLAMEBREATHFLAMETHROWERFLAMEHELP2
S_FLAMEBREATHSMOKE1
S_FLAMEBREATHSMOKE2
S_FLAMEBREATHSMOKE3
S_FLAMEBREATHSMOKE4
S_FLAMEBREATHSMOKE5
S_FLAMEBREATHSMOKE6
S_NOPE1
S_NOPE2
S_NOPE3
S_NOPE4
S_NOPE5
S_NOPE6
S_NOPE7
S_NOPE8
S_NOPE9
S_BLONIC
S_CREDITSEGG
S_BLADE
S_COATRACK
S_HINOTE
S_DONKEYKRACKEN
S_GLOOPTURRETLOOK1
S_GLOOPTURRETLOOK2
S_GLOOPTURRETATTACK1
S_GLOOPTURRETATTACK2
S_GLOOPTURRETATTACK3
S_GLOOPTURRETATTACK4
S_GLTRTURRETLOOK1
S_GLTRTURRETLOOK2
S_GLTRTURRETATTACK1
S_GLTRTURRETATTACK2
S_GLTRTURRETATTACK3
S_GLTRTURRETATTACK4
S_GLTRGLOOP
S_BLUEORBGOOPA
S_BLUEORBGOOPB1
S_BLUEORBGOOPB2
S_BLUEORBGOOPLAUNCHERA1
S_BLUEORBGOOPLAUNCHERA2
S_BLUEORBGOOPLAUNCHERA3
S_BLUEORBGOOPLAUNCHERA4
S_BLUEORBGOOPLAUNCHERA5
S_BLUEORBGOOPLAUNCHERB1
S_BLUEORBGOOPLAUNCHERB2
S_GLOOPERLOOK1
S_GLOOPERLOOK2
S_GLOOPERCHASE1
S_GLOOPERCHASE2
S_GLOOPERCHASE3
S_GLOOPERCHASE4
S_GLOOPERSHOOT
S_GLOOPETLOOK1
S_GLOOPETLOOK2
S_GLOOPETCHASE1
S_GLOOPETCHASE2
S_GHASTLYLOOK1
S_GHASTLYLOOK2
S_GHASTLYCHASE1
S_GHASTLYCHASE2
S_GHASTLYDASH1
S_GHASTLYDASH2
S_GHASTLYDEATH1
S_GHASTLYDEATH2
S_GHASTLYDEATH3
S_GHASTLYDEATH4
S_GHASTLYDEATH5
S_FIREWORMHEAD1
S_FIREWORMHEAD2
S_FIREWORMHEAD3
S_FIREWORMHEAD4
S_FIREWORMHEAD5
S_FIREWORMHEAD6
S_FIREWORMHEAD7
S_FIREWORMHEAD8
S_FIREWORMHEAD9
S_FIREWORMHEAD10
S_FIREWORMTAIL1
S_FIREWORMTAIL2
S_FIREWORMTAIL3
S_FIREWORMTAIL4
S_FIREWORMTAIL5
S_FIREWORMTAIL6
S_FIREWORMTAIL7
S_FIREWORMTAIL8
S_FIREWORMTAIL9
S_FIREWORMTAIL10
S_FIREWORMTAILHELPER1
S_FIREWORMTAILHELPER2
S_FIREWORMSPAWNER1
S_FIREWORMSPAWNER2
S_FIREWORMSPAWNER3
S_FIREWORMSPAWNER4
S_FIREWORMSPAWNER5
S_FIREWORMSPAWNER6
S_FIREWORMSPAWNER7
S_FIREWORMSPAWNER8
S_FLAMEJETFLAME1
S_FLAMEJETFLAME2
S_FLAMEJETFLAME3
S_BLUECRYSTALRCZ
SPR_F035
SPR_SPZP
SPR_SFZP
SPR_EGGH
SPR_CAMO
SPR_FLMB
SPR_FBFF
SPR_GLTR
SPR_GPTR
SPR_GLET
SPR_GLER
SPR_GAST
SPR_FWRM
SPR_KOTE
SPR_BLAD
SPR_HNOT
SPR_DKKN
SPR_EGGC
SPR_NOPE
SPR_BLNC
SPR_RCBL
SPR_BCRY
SPR_FLME

#---Soc stuff starts here, Pray that I don't lose my mind with this---#

#Dancing Red flower in SPZ!
OBJECT MT_SPZREDFLOWER
#$Name Red Flower
#$Sprite SPZPH0
#$Category Solstice Pass
MAPTHINGNUM = 1995
SPAWNSTATE = S_SPZREDFLOWER1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 524288
HEIGHT = 2097152
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY


FRAME S_SPZREDFLOWER1
SPRITENAME = SPR_SPZP
SPRITEFRAME = A
DURATION = 5
NEXT = S_SPZREDFLOWER2
ACTION None

FRAME S_SPZREDFLOWER2
SPRITENAME = SPR_SPZP
SPRITEFRAME = B
DURATION = 5
NEXT = S_SPZREDFLOWER3
ACTION None

FRAME S_SPZREDFLOWER3
SPRITENAME = SPR_SPZP
SPRITEFRAME = C
DURATION = 5
NEXT = S_SPZREDFLOWER4
ACTION None

FRAME S_SPZREDFLOWER4
SPRITENAME = SPR_SPZP
SPRITEFRAME = B
DURATION = 5
NEXT = S_SPZREDFLOWER5
ACTION None

FRAME S_SPZREDFLOWER5
SPRITENAME = SPR_SPZP
SPRITEFRAME = A
DURATION = 5
NEXT = S_SPZREDFLOWER6
ACTION None

FRAME S_SPZREDFLOWER6
SPRITENAME = SPR_SPZP
SPRITEFRAME = E
DURATION = 5
NEXT = S_SPZREDFLOWER7
ACTION None

FRAME S_SPZREDFLOWER7
SPRITENAME = SPR_SPZP
SPRITEFRAME = D
DURATION = 5
NEXT = S_SPZREDFLOWER2
ACTION None

FRAME S_SPZREDFLOWER8
SPRITENAME = SPR_SPZP
SPRITEFRAME = E
DURATION = 5
NEXT = S_SPZREDFLOWER1
ACTION None

#Spinning Gold Flower in SPZ!
OBJECT MT_SPZGOLDFLOWER
#$Name Gold Flower
#$Sprite SPZPF0
#$Category Solstice Pass
MAPTHINGNUM = 1998
SPAWNSTATE = S_SPZGOLDFLOWER1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

FRAME S_SPZGOLDFLOWER1
SPRITENAME = SPR_SPZP
SPRITEFRAME = F
DURATION = 5
NEXT = S_SPZGOLDFLOWER2
ACTION None

FRAME S_SPZGOLDFLOWER2
SPRITENAME = SPR_SPZP
SPRITEFRAME = G
DURATION = 5
NEXT = S_SPZGOLDFLOWER1
ACTION None

#Perky Pink Flower in SPZ!
OBJECT MT_SPZPINKFLOWER
#$Name Pink Flower
#$Sprite SPZPA0
#$Category Solstice Pass
MAPTHINGNUM = 1997
SPAWNSTATE = S_SPZPINKFLOWER1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

FRAME S_SPZPINKFLOWER1
SPRITENAME = SPR_SPZP
SPRITEFRAME = H
DURATION = 10
NEXT = S_SPZPINKFLOWER2
ACTION None

FRAME S_SPZPINKFLOWER2
SPRITENAME = SPR_SPZP
SPRITEFRAME = J
DURATION = 2
NEXT = S_SPZPINKFLOWER3
ACTION None

FRAME S_SPZPINKFLOWER3
SPRITENAME = SPR_SPZP
SPRITEFRAME = H
DURATION = 2
NEXT = S_SPZPINKFLOWER4
ACTION None

FRAME S_SPZPINKFLOWER4
SPRITENAME = SPR_SPZP
SPRITEFRAME = I
DURATION = 5
NEXT = S_SPZPINKFLOWER1
ACTION None



#EggHopper item
#Egg Hopper

OBJECT MT_EGGHOPPER
#$Name Egg Hopper
#$Sprite EGGHA1
#$Category Solstice Pass
MAPTHINGNUM = 220
SPAWNSTATE = S_EGGHOPPERSPAWN
SPAWNHEALTH = 8
SEESTATE = S_EGGHOPPERSATTACKSTART
SEESOUND = 0
REACTIONTIME = 2
ATTACKSOUND = 0
PAINSTATE = S_EGGHOPPERPAIN1
PAINCHANCE = 157
PAINSOUND = sfx_s3k6e
MELEESTATE = S_EGGHOPPERSATTACKSTART
MISSILESTATE = S_EGGHOPPERSATTACKSTART
DEATHSTATE = S_EGGHOPPERDEATH1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = S_EGGHOPPERFLEE1
SPEED = 4
RADIUS = 4194304
HEIGHT = 9371648
MASS = 0
DAMAGE = 1
ACTIVESOUND = 0
RAISESTATE = S_EGGHOPPERSATTACKSTART
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_BOUNCE

FRAME S_EGGHOPPERSPAWN
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_EGGHOPPERSPAWN
ACTION A_DualAction
VAR1 = S_EGGHOPPERSMISC1
VAR2 = S_EGGHOPPERSMISC2

FRAME S_EGGHOPPERSMISC1
SPRITENUMBER = 263
SPRITESUBNUMBER = 0
DURATION = 900
NEXT = S_EGGHOPPERSMISC1
ACTION A_SetObjectFlags
VAR1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_BOUNCE
VAR2 = 0

FRAME S_EGGHOPPERSMISC2
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 900
NEXT = S_EGGHOPPERSMISC2
ACTION A_DualAction
VAR1 = S_EGGHOPPERSATTACKSTART
VAR2 = S_EGGHOPPERSSEEK

FRAME S_EGGHOPPERSATTACKSTART
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 70
NEXT = S_EGGHOPPERSATTACKPICK
ACTION A_ZThrust
VAR1 = -60
VAR2 = 65537

FRAME S_EGGHOPPERSSEEK
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 900
NEXT = S_EGGHOPPERSSEEK
ACTION A_Look
VAR1 = 1
VAR2 = 1

FRAME S_EGGHOPPERSATTACKPICK
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = -1
NEXT = S_EGGHOPPERSATTACKPICK
ACTION A_RandomState
VAR1 = S_EGGHOPPERSATTACKA1
VAR2 = S_EGGHOPPERSATTACKB1

FRAME S_EGGHOPPERSATTACKA1
SPRITENAME = SPR_EGGH
SPRITEFRAME = C
DURATION = 10
NEXT = S_EGGHOPPERSATTACKA2
ACTION A_SetObjectFlags
VAR1 = MF_ENEMY
VAR2 = 0

FRAME S_EGGHOPPERSATTACKA2
SPRITENAME = SPR_EGGH
SPRITEFRAME = B
DURATION = 0
NEXT = S_EGGHOPPERSATTACKA3
ACTION A_PlaySound
VAR1 = sfx_pogo
VAR2 = 1

FRAME S_EGGHOPPERSATTACKA3
SPRITENAME = SPR_EGGH
SPRITEFRAME = C
DURATION = 0
NEXT = S_EGGHOPPERSATTACKA4
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERSATTACKA4
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 4
NEXT = S_EGGHOPPERSATTACKA5
ACTION A_BunnyHop
VAR1 = 18
VAR2 = 24

FRAME S_EGGHOPPERSATTACKA5
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_EGGHOPPERSATTACKA6
ACTION A_SpawnObjectRelative
VAR1 = 0
VAR2 = MT_EGGHOPPERHELPER

FRAME S_EGGHOPPERSATTACKA6
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = -1
NEXT = S_EGGHOPPERSATTACKA6
ACTION A_SetObjectFlags2
VAR1 = MF2_FRET
VAR2 = 1

FRAME S_EGGHOPPERSATTACKB1
SPRITENAME = SPR_EGGH
SPRITEFRAME = B
DURATION = 1
NEXT = S_EGGHOPPERSATTACKB2
ACTION A_PlaySound
VAR1 = sfx_pogo
VAR2 = 1

FRAME S_EGGHOPPERSATTACKB2
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_EGGHOPPERSATTACKB3
ACTION A_SetObjectFlags
VAR1 = MF_ENEMY
VAR2 = 0

FRAME S_EGGHOPPERSATTACKB3
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 25
NEXT = S_EGGHOPPERSATTACKB4
ACTION A_BunnyHop
VAR1 = 10
VAR2 = 32

FRAME S_EGGHOPPERSATTACKB4
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_EGGHOPPERSATTACKA6
ACTION A_SpawnObjectRelative
VAR1 = 0
VAR2 = MT_EGGHOPPERHELPER

FRAME S_EGGHOPPERPAIN1
SPRITENAME = SPR_EGGH
SPRITEFRAME = C
DURATION = 10
NEXT = S_EGGHOPPERPAIN2
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERPAIN2
SPRITENAME = SPR_EGGH
SPRITEFRAME = B
DURATION = 1
NEXT = S_EGGHOPPERSATTACKPICK
ACTION A_BunnyHop
VAR1 = 18
VAR2 = -32

FRAME S_EGGHOPPERSPAINJUMP4
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_EGGHOPPERSPAWN
ACTION A_SpawnObjectRelative
VAR1 = 0
VAR2 = MT_EGGHOPPERHELPER

FRAME S_EGGHOPPERDEATH1
SPRITENAME = SPR_EGGH
SPRITEFRAME = B
DURATION = 8
NEXT = S_EGGHOPPERDEATH2
ACTION A_Fall
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH2
SPRITENAME = SPR_EGGH
SPRITEFRAME = C
DURATION = 8
NEXT = S_EGGHOPPERDEATH3
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH3
SPRITENAME = SPR_EGGH
SPRITEFRAME = B
DURATION = 8
NEXT = S_EGGHOPPERDEATH4
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH4
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 8
NEXT = S_EGGHOPPERDEATH5
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH5
SPRITENAME = SPR_EGGH
SPRITEFRAME = B
DURATION = 8
NEXT = S_EGGHOPPERDEATH6
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH6
SPRITENAME = SPR_EGGH
SPRITEFRAME = C
DURATION = 8
NEXT = S_EGGHOPPERDEATH7
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH7
SPRITENAME = SPR_EGGH
SPRITEFRAME = B
DURATION = 8
NEXT = S_EGGHOPPERDEATH8
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH8
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 8
NEXT = S_EGGHOPPERDEATH9
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH9
SPRITENAME = SPR_EGGH
SPRITEFRAME = B
DURATION = 8
NEXT = S_EGGHOPPERDEATH10
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH10
SPRITENAME = SPR_EGGH
SPRITEFRAME = C
DURATION = 8
NEXT = S_EGGHOPPERDEATH11
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH11
SPRITENAME = SPR_EGGH
SPRITEFRAME = B
DURATION = 8
NEXT = S_EGGHOPPERDEATH12
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH12
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 8
NEXT = S_EGGHOPPERDEATH13
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH13
SPRITENAME = SPR_EGGH
SPRITEFRAME = B
DURATION = 8
NEXT = S_EGGHOPPERDEATH14
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH14
SPRITENAME = SPR_EGGH
SPRITEFRAME = C
DURATION = 8
NEXT = S_EGGHOPPERDEATH15
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH15
SPRITENAME = SPR_EGGH
SPRITEFRAME = C
DURATION = 8
NEXT = S_EGGHOPPERDEATH16
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERDEATH16
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = -1
NEXT = 0
ACTION A_BossDeath
VAR1 = 0
VAR2 = 0

FRAME S_EGGHOPPERFLEE1
SPRITENAME = SPR_EGGH
SPRITEFRAME = B
DURATION = 0
NEXT = S_EGGHOPPERFLEE2
ACTION A_PlaySound
VAR1 = sfx_pogo
VAR2 = 1

FRAME S_EGGHOPPERFLEE2
SPRITENAME = SPR_EGGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_EGGHOPPERFLEE2
ACTION A_ZThrust
VAR1 = 16
VAR2 = 65537

#Egg Hopper jump helper

OBJECT MT_EGGHOPPERHELPER
MAPTHINGNUM = -1
SPAWNSTATE = S_EGGHOPPERHELPER1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_EGGHOPPERHELPER3
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 1
RADIUS = 1048576
HEIGHT = 131072
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_RUNSPAWNFUNC|MF_MISSILE|MF_NOGRAVITY|MF_NOBLOCKMAP

FRAME S_EGGHOPPERHELPER1
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 1
NEXT = S_EGGHOPPERHELPER2
ACTION A_FindTarget
VAR1 = MT_EGGHOPPER
VAR2 = 0

FRAME S_EGGHOPPERHELPER2
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 0
NEXT = S_EGGHOPPERHELPER1
ACTION A_CapeChase
VAR1 = -1*FRACUNIT
VAR2 = 0

FRAME S_EGGHOPPERHELPER3
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 0
NEXT = S_EGGHOPPERHELPER5
ACTION A_RemoteAction
VAR1 = -1
VAR2 = S_EGGHOPPERHELPER4

FRAME S_EGGHOPPERHELPER4
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 900
NEXT = S_EGGHOPPERHELPER4
ACTION A_RandomState
VAR1 = S_EGGHOPPERSPAWN
VAR2 = S_EGGHOPPERSPAWN

FRAME S_EGGHOPPERHELPER5
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
ACTION A_LinedefExecute
VAR1 = 1000
VAR2 = 0

#~~~~~~~~~~~~~~~~~~~Egg Hopper item end~~~~~~~~~~~~~~~~~~~#

#White Growing Flower in SFZ!
OBJECT MT_SFZWHITEFLOWER
#$Name White Growing Flower
#$Sprite SFZPA0
#$Category Stronghold Forest
MAPTHINGNUM = 1996
SPAWNSTATE = S_SFZWHITEFLOWER1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 524288
HEIGHT = 2097152
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY


FRAME S_SFZWHITEFLOWER1
SPRITENAME = SPR_SFZP
SPRITEFRAME = A
DURATION = 5
NEXT = S_SFZWHITEFLOWER2
ACTION None

FRAME S_SFZWHITEFLOWER2
SPRITENAME = SPR_SFZP
SPRITEFRAME = B
DURATION = 5
NEXT = S_SFZWHITEFLOWER3
ACTION None

FRAME S_SFZWHITEFLOWER3
SPRITENAME = SPR_SFZP
SPRITEFRAME = C
DURATION = 5
NEXT = S_SFZWHITEFLOWER4
ACTION None

FRAME S_SFZWHITEFLOWER4
SPRITENAME = SPR_SFZP
SPRITEFRAME = B
DURATION = 5
NEXT = S_SFZWHITEFLOWER1
ACTION None

#The Camo Crawla, as seen in SFZ!
OBJECT MT_CAMOCRAWLA
#$Name Camo Crawla
#$Sprite CAMOA1
#$Category Stronghold Forest
MAPTHINGNUM = 2299
SPAWNSTATE = S_CAMOCRAWLALOOK1
SPAWNHEALTH = 1
SEESTATE = S_CAMOCRAWLACHASE1
SEESOUND = 0
REACTIONTIME = 32
ATTACKSOUND = sfx_S3K5C
PAINSTATE = 0
PAINCHANCE = 215
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = S_CAMOCRAWLACHARGE1
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = 0
SPEED = 3
RADIUS = 1572864
HEIGHT = 2097152
MASS = 400
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

FRAME S_CAMOCRAWLALOOK1
SPRITENAME = SPR_CAMO
SPRITEFRAME = A
DURATION = 1
NEXT = S_CAMOCRAWLALOOK2
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME S_CAMOCRAWLALOOK2
SPRITENAME = SPR_CAMO
SPRITEFRAME = A
DURATION = 1
NEXT = S_CAMOCRAWLALOOK1
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME S_CAMOCRAWLACHASE1
SPRITENAME = SPR_CAMO
SPRITEFRAME = A
DURATION = 1
NEXT = S_CAMOCRAWLACHASE2
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME S_CAMOCRAWLACHASE2
SPRITENAME = SPR_CAMO
SPRITEFRAME = A
DURATION = 1
NEXT = S_CAMOCRAWLALOOK1
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME S_CAMOCRAWLACHARGE1
SPRITENAME = SPR_CAMO
SPRITEFRAME = A
DURATION = 5
NEXT = S_CAMOCRAWLACHARGE2
ACTION A_PlaySound
VAR1 = sfx_S3K5A
VAR2 = 1

FRAME S_CAMOCRAWLACHARGE2
SPRITENAME = SPR_CAMO
SPRITEFRAME = A
DURATION = 35
NEXT = S_CAMOCRAWLACHARGE3
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_CAMOCRAWLACHARGE3
SPRITENAME = SPR_CAMO
SPRITEFRAME = A
DURATION = 1
NEXT = S_CAMOCRAWLACHARGE4
ACTION A_playsound
VAR1 = sfx_ZOOM
VAR2 = 1

FRAME S_CAMOCRAWLACHARGE4
SPRITENAME = SPR_CAMO
SPRITEFRAME = A
DURATION = 35
NEXT = S_CAMOCRAWLALOOK1
ACTION A_Thrust
VAR1 = 50
VAR2 = 0

#Fire Breath

OBJECT MT_FLAMEBREATHBOSS
#$Name Flame Breath Boss
#$Sprite FLMBA1
#$Category Stronghold Forest
MAPTHINGNUM = 1609
SPAWNSTATE = S_FLAMEBREATHSPAWN0
SPAWNHEALTH = 8
SEESTATE = S_FLAMEBREATHCHASE1
SEESOUND = 0
REACTIONTIME = 0
ATTACKSOUND = sfx_fire
PAINSTATE = S_FLAMEBREATHPAIN1
PAINCHANCE = 0
PAINSOUND = sfx_s3k6e
MELEESTATE = S_FLAMEBREATHATTACKA0
MISSILESTATE = S_FLAMEBREATHATTACKB0
DEATHSTATE = S_FLAMEBREATHDEATH1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = 0
SPEED = 2*FRACUNIT
RADIUS = 64*FRACUNIT
HEIGHT = 96*FRACUNIT
MASS = 0
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_NOGRAVITY|MF_BOUNCE

FRAME S_FLAMEBREATHSPAWN0
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHSPAWN1
ACTION A_ZThrust
VAR1 = 3
VAR2 = 0

FRAME S_FLAMEBREATHSPAWN1
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 0
NEXT = S_FLAMEBREATHSPAWN2
ACTION A_TurretStop

FRAME S_FLAMEBREATHSPAWN2
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 0
NEXT = S_FLAMEBREATHSPAWN3
ACTION A_SetObjectFlags
VAR1 = MF_NOGRAVITY
VAR2 = 2

FRAME S_FLAMEBREATHSPAWN3
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHSPAWN1
ACTION A_JetgThink
VAR1 = 0
VAR2 = 0


FRAME S_FLAMEBREATHCHASE1
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHCHASE2
ACTION A_FindTarget
VAR1 = 3
VAR2 = 0

FRAME S_FLAMEBREATHCHASE2
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHCHASE3
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEBREATHCHASE3
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHCHASE1
ACTION A_JetgThink
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEBREATHATTACKB0
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHATTACKB1
ACTION A_CheckHealth
VAR1 = 5
VAR2 = S_FLAMEBREATHPANIC1

FRAME S_FLAMEBREATHATTACKB1
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 15
NEXT = S_FLAMEBREATHATTACKB2
ACTION A_TurretFire
VAR1 = MT_FLAMEBREATHSMOKE
VAR2 = 1448

FRAME S_FLAMEBREATHATTACKB2
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHATTACKB3
ACTION A_TurretFire
VAR1 = MT_FLAMEBREATHFLAMETHROWERFLAME
VAR2 = 1448

FRAME S_FLAMEBREATHATTACKB3
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHATTACKB4
ACTION A_JetChase
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEBREATHATTACKB4
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHATTACKB5
ACTION A_Repeat
VAR1 = 40
VAR2 = S_FLAMEBREATHATTACKB3

FRAME S_FLAMEBREATHATTACKB5
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 0
NEXT = S_FLAMEBREATHATTACKB6
ACTION A_SetReactionTime
VAR1 = 1
VAR2 = 50

FRAME S_FLAMEBREATHATTACKB6
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 2
NEXT = S_FLAMEBREATHDASH
ACTION A_PlaySound
VAR1 = sfx_S3K60
VAR2 = 1

FRAME S_FLAMEBREATHDASH
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHSPAWN0
ACTION A_Thrust
VAR1 = 17
VAR2 = 1

FRAME S_FLAMEBREATHATTACKA0
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHATTACKA1
ACTION A_SetObjectFlags
VAR1 = MF_NOGRAVITY
VAR2 = 2

FRAME S_FLAMEBREATHATTACKA1
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 10
NEXT = S_FLAMEBREATHATTACKA2
ACTION A_lobshot
VAR1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL
VAR2 = 75

FRAME S_FLAMEBREATHATTACKA2
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 10
NEXT = S_FLAMEBREATHATTACKA3
ACTION A_lobshot
VAR1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL
VAR2 = 75

FRAME S_FLAMEBREATHATTACKA3
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 10
NEXT = S_FLAMEBREATHATTACKA4
ACTION A_lobshot
VAR1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL
VAR2 = 75

FRAME S_FLAMEBREATHATTACKA4
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 10
NEXT = S_FLAMEBREATHATTACKA5
ACTION A_lobshot
VAR1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL
VAR2 = 75

FRAME S_FLAMEBREATHATTACKA5
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 10
NEXT = S_FLAMEBREATHATTACKA6
ACTION A_lobshot
VAR1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL
VAR2 = 75

FRAME S_FLAMEBREATHATTACKA6
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 10
NEXT = S_FLAMEBREATHATTACKA7
ACTION A_lobshot
VAR1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL
VAR2 = 75

FRAME S_FLAMEBREATHATTACKA7
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHSPAWN0
ACTION A_ZThrust
VAR1 = 18
VAR2 = 0


FRAME S_FLAMEBREATHPAIN1
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHPAIN2
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEBREATHPAIN2
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHPAIN3
ACTION A_PlaySound
VAR1 = sfx_S3K60
VAR2 = 1

FRAME S_FLAMEBREATHPAIN3
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 40
NEXT = S_FLAMEBREATHATTACKA0
ACTION A_SetObjectFlags
VAR1 = MF_NOGRAVITY
VAR2 = 1


FRAME S_FLAMEBREATHDEATH1
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 8
NEXT = S_FLAMEBREATHDEATH2
ACTION A_Fall
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH2
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH3
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH3
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH4
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH4
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH5
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH5
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH6
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH6
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH7
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH7
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH8
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH8
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH9
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH9
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH10
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH10
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH11
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH11
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH12
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH12
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH13
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH13
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH14
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH14
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH15
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH15
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH16
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH16
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 5
NEXT = S_FLAMEBREATHDEATH17
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH17
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 4
NEXT = S_FLAMEBREATHDEATH18
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH18
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 4
NEXT = S_FLAMEBREATHDEATH19
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH19
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 4
NEXT = S_FLAMEBREATHDEATH20
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH20
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 4
NEXT = S_FLAMEBREATHDEATH21
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH21
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 2
NEXT = S_FLAMEBREATHDEATH22
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH22
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 2
NEXT = S_FLAMEBREATHDEATH23
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH23
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 2
NEXT = S_FLAMEBREATHDEATH24
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH24
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHDEATH25
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

FRAME S_FLAMEBREATHDEATH25
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHDEATH26
ACTION A_SpawnObjectRelative
VAR1 = 0
VAR2 = 64*FRACUNIT+MT_SIGN

FRAME S_FLAMEBREATHDEATH26
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
ACTION A_BossDeath
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEBREATHPANIC1
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 10
NEXT = S_FLAMEBREATHPANIC2
ACTION A_LobShot
VAR1 = MT_CYBRAKDEMON_NAPALM_BOMB_LARGE
VAR2 = 0<<16+85

FRAME S_FLAMEBREATHPANIC2
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 10
NEXT = S_FLAMEBREATHPANIC3
ACTION A_JetgThink
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEBREATHPANIC3
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 10
NEXT = S_FLAMEBREATHSPAWN1
ACTION A_SetReactionTime
VAR1 = 1
VAR2 = 100

#Flame Breath Flamethrower Flame (aka FBFF)
OBJECT MT_FLAMEBREATHFLAMETHROWERFLAME
MAPTHINGNUM = -1
SPAWNSTATE = S_FLAMEBREATHFLAMETHROWERFLAME1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 1
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_FLAMEBREATHFLAMETHROWERFLAME3
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 24*FRACUNIT
RADIUS = 24*FRACUNIT
HEIGHT = 24*FRACUNIT
MASS = 100
DAMAGE = 64
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_MISSILE|MF_NOBLOCKMAP|MF_NOGRAVITY

FRAME S_FLAMEBREATHFLAMETHROWERFLAME1
SPRITENAME = FBFF
SPRITEFRAME = A+FF_FULLBRIGHT+TR_TRANS40
DURATION = 5
NEXT = S_FLAMEBREATHFLAMETHROWERFLAME2
ACTION A_DualAction
VAR1 = S_FLAMEBREATHFLAMETHROWERFLAMEHELP1
VAR2 = S_FLAMEBREATHFLAMETHROWERFLAMEHELP2

FRAME S_FLAMEBREATHFLAMETHROWERFLAME2
SPRITENAME = FBFF
SPRITEFRAME = B+FF_FULLBRIGHT+TR_TRANS40
DURATION = 4
NEXT = S_FLAMEBREATHFLAMETHROWERFLAME3
ACTION A_DualAction
VAR1 = S_FLAMEBREATHFLAMETHROWERFLAMEHELP1
VAR2 = S_FLAMEBREATHFLAMETHROWERFLAMEHELP2

FRAME S_FLAMEBREATHFLAMETHROWERFLAME3
SPRITENAME = FBFF
SPRITEFRAME = C+FF_FULLBRIGHT+TR_TRANS40
DURATION = 4
NEXT = S_FLAMEBREATHFLAMETHROWERFLAME4
ACTION A_DualAction
VAR1 = S_FLAMEBREATHFLAMETHROWERFLAMEHELP1
VAR2 = S_FLAMEBREATHFLAMETHROWERFLAMEHELP2

FRAME S_FLAMEBREATHFLAMETHROWERFLAME4
SPRITENAME = FBFF
SPRITEFRAME = D+FF_FULLBRIGHT+TR_TRANS40
DURATION = 3
NEXT = S_FLAMEBREATHFLAMETHROWERFLAME5
ACTION A_DualAction
VAR1 = S_FLAMEBREATHFLAMETHROWERFLAMEHELP1
VAR2 = S_FLAMEBREATHFLAMETHROWERFLAMEHELP2

FRAME S_FLAMEBREATHFLAMETHROWERFLAME5
SPRITENAME = FBFF
SPRITEFRAME = E+FF_FULLBRIGHT+TR_TRANS40
DURATION = 2
NEXT = S_NULL
ACTION A_DualAction
VAR1 = S_FLAMEBREATHFLAMETHROWERFLAMEHELP1
VAR2 = S_FLAMEBREATHFLAMETHROWERFLAMEHELP2

FRAME S_FLAMEBREATHFLAMETHROWERFLAMEHELP1
SPRITENAME = FBFF
SPRITEFRAME = E+FF_FULLBRIGHT+TR_TRANS40
DURATION = 2
NEXT = S_NULL
ACTION A_Explode
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEBREATHFLAMETHROWERFLAMEHELP2
SPRITENAME = FBFF
SPRITEFRAME = E+FF_FULLBRIGHT+TR_TRANS40
DURATION = 2
NEXT = S_NULL
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

#Fleam Breath Smoke


Thing MT_FLAMEBREATHSMOKE
#$Name Fleam Breath Smoke
#$Sprite SMOKA0
#$Category Stronghold Forest
MAPTHINGNUM = 1999
SPAWNSTATE = S_FLAMEBREATHSMOKE1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 24*FRACUNIT
RADIUS = 8*FRACUNIT
HEIGHT = 12*FRACUNIT
MASS = 16
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY|MF_RUNSPAWNFUNC

FRAME S_FLAMEBREATHSMOKE1
SPRITENUMBER = SMOK
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_FLAMEBREATHSMOKE2
ACTION A_SETSCALE
VAR1 = FRACUNIT/2
VAR2 = 0

FRAME S_FLAMEBREATHSMOKE2
SPRITENUMBER = SMOK
SPRITESUBNUMBER = A
DURATION = 5
NEXT = S_FLAMEBREATHSMOKE3
ACTION A_SETSCALE
VAR1 = 2*FRACUNIT
VAR2 = 1

FRAME S_FLAMEBREATHSMOKE3
SPRITENUMBER = SMOK
SPRITESUBNUMBER = B
DURATION = 5
NEXT = S_FLAMEBREATHSMOKE4
ACTION A_BubbleRise
VAR1 = 10
VAR2 = 50096

FRAME S_FLAMEBREATHSMOKE4
SPRITENUMBER = SMOK
SPRITESUBNUMBER = C
DURATION = 4
NEXT = S_FLAMEBREATHSMOKE5
ACTION A_BubbleRise
VAR1 = 10
VAR2 = 50096

FRAME S_FLAMEBREATHSMOKE5
SPRITENUMBER = SMOK
SPRITESUBNUMBER = D
DURATION = 3
NEXT = S_FLAMEBREATHSMOKE6
ACTION A_BubbleRise
VAR1 = 10
VAR2 = 50096

FRAME S_FLAMEBREATHSMOKE6
SPRITENUMBER = SMOK
SPRITESUBNUMBER = E
DURATION = 2
NEXT = S_NULL
ACTION A_BubbleRise
VAR1 = 10
VAR2 = 50096

#Flame Breath Bomber
OBJECT MT_FLAMEBREATHBOMBER
#$Name Flame Breath Bomber
#$Sprite FLMBA1
#$Category Stronghold Forest
MAPTHINGNUM = 1613
SPAWNSTATE = S_FLAMEBREATHBOMBERSPAWN1
SPAWNHEALTH = 8
SEESTATE = S_FLAMEBREATHBOMBERSEE1
SEESOUND = 0
REACTIONTIME = 2
ATTACKSOUND = sfx_fire
PAINSTATE = S_FLAMEBREATHBOMBERPAIN
PAINCHANCE = 0
PAINSOUND = sfx_s3k6e
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = sfx_cybdth
XDEATHSTATE = 0
SPEED = 0
RADIUS = 2097152
HEIGHT = 9371648
MASS = 0
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_NOGRAVITY

FRAME S_FLAMEBREATHBOMBERSPAWN1
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHBOMBERSPAWN2
ACTION A_look
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEBREATHBOMBERSPAWN2
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHBOMBERSPAWN1
ACTION A_look
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEBREATHBOMBERSEE1
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 35
NEXT = S_FLAMEBREATHBOMBERSEE2
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEBREATHBOMBERSEE2
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 35
NEXT = S_FLAMEBREATHBOMBERBOMB1
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEBREATHBOMBERBOMB1
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 35
NEXT = S_FLAMEBREATHBOMBERBOMB2
ACTION A_SpawnObjectRelative
VAR1 = 0
VAR2 = -16*FRACUNIT+MT_CYBRAKDEMON_NAPALM_BOMB_SMALL

FRAME S_FLAMEBREATHBOMBERBOMB2
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 40
NEXT = 0
ACTION A_ZThrust
VAR1 = 17
VAR2 = 1

FRAME S_FLAMEBREATHBOMBERPAIN
SPRITENAME = SPR_FLMB
SPRITEFRAME = A
DURATION = 1
NEXT = S_FLAMEBREATHBOMBERBOMB1
ACTION A_Pain
VAR1 = 0
VAR2 = 0

#~~~~~~~~~~~~~~~~~~~NopeSpider by CoatRack~~~~~~~~~~~~~~#

FRAME S_NOPE1
SpriteName = SPR_NOPE
SpriteFrame = A
DURATION = 4
NEXT = S_NOPE2
Action = None

FRAME S_NOPE2
SpriteName = SPR_NOPE
SpriteFrame = B
DURATION = 4
NEXT = S_NOPE3
Action = None

FRAME S_NOPE3
SpriteName = SPR_NOPE
SpriteFrame = C
DURATION = 4
NEXT = S_NOPE4
Action = None

FRAME S_NOPE4
SpriteName = SPR_NOPE
SpriteFrame = D
DURATION = 4
NEXT = S_NOPE5
Action = None

FRAME S_NOPE5
SpriteName = SPR_NOPE
SpriteFrame = E
DURATION = 4
NEXT = S_NOPE6
Action = None

FRAME S_NOPE6
SpriteName = SPR_NOPE
SpriteFrame = F
DURATION = 4
NEXT = S_NOPE7
Action = None

FRAME S_NOPE7
SpriteName = SPR_NOPE
SpriteFrame = G
DURATION = 4
NEXT = S_NOPE8
Action = None

FRAME S_NOPE8
SpriteName = SPR_NOPE
SpriteFrame = H
DURATION = 4
NEXT = S_NOPE9
Action = None

FRAME S_NOPE9
SpriteName = SPR_NOPE
SpriteFrame = A
DURATION = 4
NEXT = S_NOPE1
Action = None

Object MT_NOPE
#$Name Nope Spider
#$Sprite NOPEA0
#$Category Easter Eggs
MAPTHINGNUM = 1587
SPAWNSTATE = S_NOPE1
SPAWNHEALTH = -1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 1
ATTACKSOUND = sfx_thok
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 56*FRACUNIT
MASS = 1000
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SOLID



#~~~~~~~~~~~~~~~~~~~Blonic by Iceman404~~~~~~~~~~~~~~#

FRAME S_BLONIC
SpriteName = SPR_BLNC
SpriteFrame = A
DURATION = -1
NEXT = S_BLONIC
Action = None

Object MT_BLONIC
#$Name Blonic
#$Sprite BLNCA0
#$Category Easter Eggs
MAPTHINGNUM = 1588
SPAWNSTATE = S_BLONIC
SPAWNHEALTH = -1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 0
ATTACKSOUND = sfx_thok
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 56*FRACUNIT
MASS = 1000
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SOLID

#~~~~~~~~~~~~~~~~~~~Eggman by CoatRack~~~~~~~~~~~~~~#

FRAME S_CREDITSEGG
SpriteName = SPR_EGGC
SpriteFrame = A
DURATION = -1
NEXT = S_CREDITSEGG
Action = None

Object MT_CREDITSEGG
#$Name Credits Egg
#$Sprite EGGCA0
#$Category Easter Eggs
MAPTHINGNUM = 1589
SPAWNSTATE = S_CREDITSEGG
SPAWNHEALTH = -1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 0
ATTACKSOUND = sfx_thok
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 56*FRACUNIT
MASS = 1000
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SOLID

#~~~~~~~~~~~~~~~~~~~Blade item by CoatRack~~~~~~~~~~~~~~#

FRAME S_BLADE
SpriteName = SPR_BLAD
SpriteFrame = A
DURATION = -1
NEXT = S_BLADE
Action = None

Object MT_BLADE
#$Name Blade
#$Sprite BLADA0
#$Category Easter Eggs
MAPTHINGNUM = 1593
SPAWNSTATE = S_BLADE
SPAWNHEALTH = -1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 0
ATTACKSOUND = sfx_thok
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 56*FRACUNIT
MASS = 1000
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SOLID

#~~~~~~~~~~~~~~~~~~~Knockout The Echidna item by Knockout The Echidna~~~~~~~~~~#

FRAME S_COATRACK
SpriteName = SPR_KOTE
SpriteFrame = A
DURATION = -1
NEXT = S_COATRACK
Action = None

Object MT_COATRACK
#$Name CoatRack
#$Sprite KOTEA1
#$Category Easter Eggs
MAPTHINGNUM = 1595
SPAWNSTATE = S_COATRACK
SPAWNHEALTH = -1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 0
ATTACKSOUND = sfx_thok
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 56*FRACUNIT
MASS = 1000
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SOLID

#~~~~~~~~~~~~~~~~~Hinote The Cat item by Knockout The Echidna~~~~~~~~~~~~~~~~~~#
#~~~~~~~~~~~~~~~~~~~Hinote The Cat item sprites by Hinote~~~~~~~~~~~~~~~~~~~#

FRAME S_HINOTE
SpriteName = SPR_HNOT
SpriteFrame = A
DURATION = -1
NEXT = S_HINOTE
Action = None

Object MT_HINOTE
#$Name Hinote
#$Sprite HNOTA1
#$Category Easter Eggs
MAPTHINGNUM = 1596
SPAWNSTATE = S_HINOTE
SPAWNHEALTH = -1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 0
ATTACKSOUND = sfx_thok
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 56*FRACUNIT
MASS = 1000
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SOLID

#~~~~~~~~~~~~~~~~~~~DONKEY KRACKEN item sprites by D00D64~~~~~~~~~~~~~~~~~~~#

FRAME S_DONKEYKRACKEN
SpriteName = SPR_DKKN
SpriteFrame = A
DURATION = -1
NEXT = S_DONKEYKRACKEN
Action = None

Object MT_DONKEYKRACKEN
#$Name Donkey Kracken
#$Sprite DKKNA0
#$Category Easter Eggs
MAPTHINGNUM = 1597
SPAWNSTATE = S_DONKEYKRACKEN
SPAWNHEALTH = -1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 0
ATTACKSOUND = sfx_thok
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 56*FRACUNIT
MASS = 1000
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SOLID

#-----------------Ghastly Start----------------#

Object MT_GHASTLY
#$Name Ghastly
#$Sprite GASTA1
#$Category Eggmansion
MAPTHINGNUM = 1690
SPAWNSTATE = S_GHASTLYLOOK1
SPAWNHEALTH = 1
SEESTATE = S_GHASTLYCHASE1
SEESOUND = sfx_s3k92
REACTIONTIME = 12
ATTACKSOUND = sfx_None
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_GHASTLYDASH1
DEATHSTATE = S_GHASTLYDEATH1
DEATHSOUND = SFX_S3K92
XDEATHSTATE = S_NULL
SPEED = 3
RADIUS = 19*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 100
DAMAGE = 0
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|MF_ENEMY
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL


#---Ghost Looks for Player---#

FRAME S_GHASTLYLOOK1
SpriteName = SPR_GAST
SpriteFrame = TR_TRANS30|FF_FULLBRIGHT|A
DURATION = 1
NEXT = S_GHASTLYLOOK2
Action = A_look
VAR1 = 134217729
VAR2 = 0

FRAME S_GHASTLYLOOK2
SpriteName = SPR_GAST
SpriteFrame = TR_TRANS30|FF_FULLBRIGHT|A
DURATION = 1
NEXT = S_GHASTLYLOOK1
Action = A_look
VAR1 = 134217729
VAR2 = 0

#---Ghost GETS DAT PLAYER---#

FRAME S_GHASTLYCHASE1
SpriteName = SPR_GAST
SpriteFrame = TR_TRANS30|FF_FULLBRIGHT|A
DURATION = 1
NEXT = S_GHASTLYCHASE2
Action = A_Chase


FRAME S_GHASTLYCHASE2
SpriteName = SPR_GAST
SpriteFrame = TR_TRANS30|FF_FULLBRIGHT|A
DURATION = 1
NEXT = S_GHASTLYCHASE2
Action = A_Chase

#---Ghost is... Dead?---#

FRAME S_GHASTLYDEATH1
SpriteName = SPR_MINE
SpriteFrame = E
DURATION = 5
NEXT = S_GHASTLYDEATH2
Action = A_PlaySound
VAR1 = SFX_S3K92
VAR2 = 0

FRAME S_GHASTLYDEATH2
SpriteName = SPR_NULL
SpriteFrame = A
DURATION = 420
NEXT = S_GHASTLYDEATH3
Action = none

FRAME S_GHASTLYDEATH3
SpriteName = SPR_MINE
SpriteFrame = D
DURATION = 5
NEXT = S_GHASTLYDEATH4
Action = A_PlaySound
VAR1 = SFX_S3K92
VAR2 = 0

FRAME S_GHASTLYDEATH4
SpriteName = SPR_MINE
SpriteFrame = C
DURATION = 7
NEXT = S_NULL
Action = A_SpawnObjectRelative
VAR1 = 0
VAR2 = MT_GHASTLY

#---Ghost dashes at DAT PLAYER---#

FRAME S_GHASTLYDASH1
SpriteName = SPR_GAST
SpriteFrame = TR_TRANS30|FF_FULLBRIGHT|A
DURATION = 5
NEXT = S_GHASTLYDASH2
Action = A_FaceTarget

FRAME S_GHASTLYDASH2
SpriteName = SPR_GAST
SpriteFrame = TR_TRANS30|FF_FULLBRIGHT|A
DURATION = 115
NEXT = S_GHASTLYLOOK1
Action = A_SkullAttack
VAR1 = 0

#~~~~~~~~~~~~~~~~~~~Pain FailSafe by Prime 2.0~~~~~~~~~~~~~~~~~~~#

FRAME S_PLAY_PAIN
DURATION = 105
NEXT = S_PLAY_FALL

#~~~~~~~~~~~~~~~~~~~Glooper item sprites by Knockout The Echidna~~~~~~~~~~~~~~~~~~~#

FRAME S_GLOOPERLOOK1
SpriteName = SPR_GLER
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPERLOOK2
Action = A_Look
VAR1 = 0
VAR1 = 0

FRAME S_GLOOPERLOOK2
SpriteName = SPR_GLER
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPERLOOK1
Action = A_Look
VAR1 = 0
VAR2 = 0

FRAME S_GLOOPERCHASE1
SpriteName = SPR_GLER
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPERCHASE2
Action = A_Chase
VAR1 = 0
VAR2 = 0

FRAME S_GLOOPERCHASE2
SpriteName = SPR_GLER
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPERCHASE3
Action = A_Chase
VAR1 = 0
VAR2 = 0

FRAME S_GLOOPERCHASE3
SpriteName = SPR_GLER
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPERCHASE4
Action = A_Chase
VAR1 = 0
VAR2 = 0

FRAME S_GLOOPERCHASE4
SpriteName = SPR_GLER
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPERCHASE1
Action = A_Chase
VAR1 = 0
VAR2 = 0

FRAME S_GLOOPERSHOOT
SpriteName = SPR_GLER
SpriteFrame = A
DURATION = 105
NEXT = S_GLOOPERLOOK1
Action = A_FireShot
VAR1 = MT_BLACKEGGMAN_GOOPFIRE
VAR2 = 0

Object MT_GLOOPER
#$Name Glooper
#$Sprite GLERA1
#$Category Chemical Facility
MAPTHINGNUM = 1607
SPAWNSTATE = S_GLOOPERLOOK1
SPAWNHEALTH = 1
SEESTATE = S_GLOOPERCHASE1
SEESOUND = sfx_None
REACTIONTIME = 1
ATTACKSOUND = sfx_becrsh
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_GLOOPERSHOOT
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 6
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 400
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

#~~~~~~~~~~~~~~~~~~~Glooper item end~~~~~~~~~~~~~~~~~~~#
#~~~~~~~~~~~~~~~~~~~Haxx of Brack Eggman's goop~~~~~~~~~~~~~~~~~~~#

FRAME S_BLACKEGG_GOOP3
DURATION = 105

#~~~~~~~~~~~~~~~~~~~Haxx of Brack Eggman's goop End~~~~~~~~~~~~~~~~~~~#
#~~~~~~~~~~~~~~~~~~~Gloopet item sprites by Knockout The Echidna~~~~~~~~~~~~~~~~~~~#

FRAME S_GLOOPETLOOK1
SpriteName = SPR_GLET
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPETLOOK2
Action = A_Look
VAR1 = 0
VAR1 = 0

FRAME S_GLOOPETLOOK2
SpriteName = SPR_GLET
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPETLOOK1
Action = A_Look
VAR1 = 0
VAR2 = 0

FRAME S_GLOOPETCHASE1
SpriteName = SPR_GLET
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPETCHASE2
Action = A_Chase
VAR1 = 0
VAR2 = 0

FRAME S_GLOOPETCHASE2
SpriteName = SPR_GLET
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPETCHASE1
Action = A_Chase
VAR1 = 0
VAR2 = 0

Object MT_GLOOPET
#$Name Gloopet
#$Sprite GLETA1
#$Category Chemical Facility
MAPTHINGNUM = 1603
SPAWNSTATE = S_GLOOPETLOOK1
SPAWNHEALTH = 1
SEESTATE = S_GLOOPETCHASE1
SEESOUND = sfx_None
REACTIONTIME = 1
ATTACKSOUND = sfx_None
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 10
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 400
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

#~~~~~~~~~~~~~~~~~~~Gloopet item end~~~~~~~~~~~~~~~~~~~#
#~~~~~~~~~~~~~~~~~~~Gloop Turret item sprites by Knockout The Echidna~~~~~~~~~~~~~~~~~~~#

FRAME S_GLOOPTURRETATTACK1
SpriteName = SPR_GLTR
SpriteFrame = A
DURATION = 10
NEXT = S_GLOOPTURRETATTACK2
Action = A_TurretFire
VAR1 = MT_BLACKEGGMAN_GOOPFIRE
VAR2 = 0

FRAME S_GLOOPTURRETATTACK2
SpriteName = SPR_GLTR
SpriteFrame = A
DURATION = 175
NEXT = S_GLOOPTURRETATTACK3
Action = A_Turretstop
VAR1 = 0
VAR2 = 0

FRAME S_GLOOPTURRETATTACK3
SpriteName = SPR_GLTR
SpriteFrame = A
DURATION = 5
NEXT = S_GLOOPTURRETATTACK4
Action = A_TurretFire
VAR1 = MT_BLACKEGGMAN_GOOPFIRE
VAR2 = 0

FRAME S_GLOOPTURRETATTACK4
SpriteName = SPR_GLTR
SpriteFrame = A
DURATION = 175
NEXT = S_GLOOPTURRETLOOK1
Action = A_Turretstop
VAR1 = 0
VAR2 = 0

FRAME S_GLOOPTURRETLOOK1
SpriteName = SPR_GLTR
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPTURRETLOOK2
Action = A_look
VAR1 = 1
VAR2 = 0

FRAME S_GLOOPTURRETLOOK2
SpriteName = SPR_GLTR
SpriteFrame = A
DURATION = 1
NEXT = S_GLOOPTURRETLOOK1
Action = A_look
VAR1 = 1
VAR2 = 0

Object MT_GLOOPTURRET
#$Name Glup Turret
#$Sprite GLTRA1
#$Category Chemical Facility
MAPTHINGNUM = 1604
SPAWNSTATE = S_GLOOPTURRETLOOK1
SPAWNHEALTH = 1
SEESTATE = S_GLOOPTURRETATTACK1
SEESOUND = sfx_alarm
REACTIONTIME = 32
ATTACKSOUND = sfx_gspray
PAINSTATE = S_NULL
PAINCHANCE = 170
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = sfx_alarm
RAISESTATE = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

#~~~~~~~~~~~~~~~~~~~Gloop Turret item end~~~~~~~~~~~~~~~~~~~#
#~~~~~~~~~~~~~~~~Gloop Launcher By Knockout~~~~~~~~~~~~~~~#

Object MT_BLUEORBGOOPA
MAPTHINGNUM = -1
SPAWNSTATE = S_BLUEORBGOOPA
SPAWNHEALTH = 1
SEESTATE = S_NULL
SEESOUND = sfx_splash
REACTIONTIME = 32
ATTACKSOUND = sfx_None
PAINSTATE = S_NULL
PAINCHANCE = 200
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_SPLISH1
DEATHSOUND = sfx_splish
XDEATHSTATE = S_NULL
SPEED = 1048576
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 1
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_NOBLOCKMAP|MF_MISSILE

FRAME S_BLUEORBGOOPA
SpriteName = SPR_SPHR
SpriteFrame = A
DURATION = 0
NEXT = S_BLUEORBGOOPA
Action = None
VAR1 = 0
VAR2 = 0

Object MT_BLUEORBGOOPLAUNCHERA
#$Name Goop Launcher A
#$Sprite SPHRA0
#$Category Chemical Facility
MAPTHINGNUM = 1620
SPAWNSTATE = S_BLUEORBGOOPLAUNCHERA1
SPAWNHEALTH = 1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 2
ATTACKSOUND = sfx_None
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 2*FRACUNIT
HEIGHT = 4*FRACUNIT
MASS = 0
DAMAGE = 1
ACTIVESOUND = sfx_splash
RAISESTATE = S_NULL
Flags = MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY

FRAME S_BLUEORBGOOPLAUNCHERA1
SpriteName = SPR_SPHR
SpriteFrame = A
DURATION = 1
NEXT = S_BLUEORBGOOPLAUNCHERA2
Action = A_FindTarget
VAR1 = MT_PLAYER
VAR2 = 0

FRAME S_BLUEORBGOOPLAUNCHERA2
SpriteName = SPR_SPHR
SpriteFrame = A
DURATION = 10
NEXT = S_BLUEORBGOOPLAUNCHERA3
Action = A_LobShot
VAR1 = MT_BLUEORBGOOPA
VAR2 = 140

FRAME S_BLUEORBGOOPLAUNCHERA3
SpriteName = SPR_SPHR
SpriteFrame = A
DURATION = 10
NEXT = S_BLUEORBGOOPLAUNCHERA4
Action = A_LobShot
VAR1 = MT_BLUEORBGOOPA
VAR2 = 140

FRAME S_BLUEORBGOOPLAUNCHERA4
SpriteName = SPR_SPHR
SpriteFrame = A
DURATION = 10
NEXT = S_BLUEORBGOOPLAUNCHERA5
Action = A_LobShot
VAR1 = MT_BLUEORBGOOPA
VAR2 = 140

FRAME S_BLUEORBGOOPLAUNCHERA5
SpriteName = SPR_SPHR
SpriteFrame = A
DURATION = 2
NEXT = S_BLUEORBGOOPLAUNCHERA1
Action = A_SetRandomTics
VAR1 = 17
VAR2 = 105

#~~~~~~~~~~~~~~~~~~~~Gloop Launcher End~~~~~~~~~~~~~~~~~~~#
#~~~~~~~~~~~~~~~~Gloop Launcher 2 By Knockout~~~~~~~~~~~~~~~#

Object MT_BLUEORBGOOPB
#$Name Blue Goop B
#$Sprite SPHRA0
#$Category Chemical Facility
MAPTHINGNUM = 1622
SPAWNSTATE = S_BLUEORBGOOPB1
SPAWNHEALTH = 1
SEESTATE = S_NULL
SEESOUND = sfx_splash
REACTIONTIME = 32
ATTACKSOUND = sfx_None
PAINSTATE = S_NULL
PAINCHANCE = 200
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_SPLISH1
DEATHSOUND = sfx_splish
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 0
DAMAGE = 1
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

FRAME S_BLUEORBGOOPB1
SpriteName = SPR_SPHR
SpriteFrame = A
DURATION = 1
NEXT = S_BLUEORBGOOPB2
Action = A_BubbleRise
VAR1 = 1
VAR2 = 4096

FRAME S_BLUEORBGOOPB2
SpriteName = SPR_SPHR
SpriteFrame = A
DURATION = 1
NEXT = S_BLUEORBGOOPB1
Action = A_BubbleRise
VAR1 = 1
VAR2 = 4096

Object MT_BLUEORBGOOPLAUNCHERB
#$Name Goop Launcher B
#$Sprite SPHRA0
#$Category Chemical Facility
MAPTHINGNUM = 1621
SPAWNSTATE = S_BLUEORBGOOPLAUNCHERB1
SPAWNHEALTH = 1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 2
ATTACKSOUND = sfx_None
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 2*FRACUNIT
HEIGHT = 4*FRACUNIT
MASS = 0
DAMAGE = 1
ACTIVESOUND = sfx_splash
RAISESTATE = S_NULL
Flags = MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY

FRAME S_BLUEORBGOOPLAUNCHERB1
SpriteName = SPR_SPHR
SpriteFrame = A
DURATION = 20
NEXT = S_BLUEORBGOOPLAUNCHERB2
Action = A_SPAWNOBJECTRELATIVE
VAR1 = 0
VAR2 = MT_BLUEORBGOOPB

FRAME S_BLUEORBGOOPLAUNCHERB2
SpriteName = SPR_SPHR
SpriteFrame = A
DURATION = 105
NEXT = S_BLUEORBGOOPLAUNCHERB1
Action = A_SpawnObjectRelative
VAR1 = 0
VAR2 = MT_BLUEORBGOOPB

#~~~~~~~~~~~~~~~~~~~~Gloop Launcher 2 Launcher End~~~~~~~~~~~~~~~~~~~#
#~~~~~~~~~~~~~~~~~~~Glop Turret item sprites by Knockout The Echidna~~~~~~~~~~~~~~~~~~~#

FRAME S_GLTRTURRETATTACK1
SpriteName = SPR_GPTR
SpriteFrame = A
DURATION = 10
NEXT = S_GLTRTURRETATTACK2
Action = A_TurretFire
VAR1 = MT_GLTRGLOOP
VAR2 = 0

FRAME S_GLTRTURRETATTACK2
SpriteName = SPR_GPTR
SpriteFrame = A
DURATION = 88
NEXT = S_GLTRTURRETATTACK3
Action = A_Turretstop
VAR1 = 0
VAR2 = 0

FRAME S_GLTRTURRETATTACK3
SpriteName = SPR_GPTR
SpriteFrame = A
DURATION = 10
NEXT = S_GLTRTURRETATTACK4
Action = A_TurretFire
VAR1 = MT_GLTRGLOOP
VAR2 = 0

FRAME S_GLTRTURRETATTACK4
SpriteName = SPR_GPTR
SpriteFrame = A
DURATION = 88
NEXT = S_GLTRTURRETLOOK1
Action = A_Turretstop
VAR1 = 0
VAR2 = 0

FRAME S_GLTRTURRETLOOK1
SpriteName = SPR_GPTR
SpriteFrame = A
DURATION = 1
NEXT = S_GLTRTURRETLOOK2
Action = A_look
VAR1 = 1
VAR2 = 0

FRAME S_GLTRTURRETLOOK2
SpriteName = SPR_GPTR
SpriteFrame = A
DURATION = 1
NEXT = S_GLTRTURRETLOOK1
Action = A_look
VAR1 = 1
VAR2 = 0

Object MT_GLTRTURRET
#$Name Glop Turret
#$Sprite GPTRA1
#$Category Chemical Facility
MAPTHINGNUM = 1605
SPAWNSTATE = S_GLTRTURRETLOOK1
SPAWNHEALTH = 1
SEESTATE = S_GLTRTURRETATTACK1
SEESOUND = sfx_alarm
REACTIONTIME = 32
ATTACKSOUND = sfx_gspray
PAINSTATE = S_NULL
PAINCHANCE = 170
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = sfx_alarm
RAISESTATE = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY

Object MT_GLTRGLOOP
MAPTHINGNUM = -1
SPAWNSTATE = S_GOOP1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 8
ATTACKSOUND = sfx_None
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_ghit
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_GLTRGLOOP
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 1976080
RADIUS = 4*FRACUNIT
HEIGHT = 4*FRACUNIT
MASS = 4
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

FRAME S_GLTRGLOOP
SpriteName = SPR_GOOP
SpriteFrame = C
DURATION = 105
NEXT = S_NULL
Action = none
VAR1 = 0
VAR2 = 0

#~~~~~~~~~~~~~~~~~~~Gloop Turret item end~~~~~~~~~~~~~~~~~~~#

#~~~~~~~~~~~~~~~~~~~Cut Screens~~~~~~~~~~~~~~~~~~~#

CUTSCENE 1
NUMSCENES 1
SCENE 1
NUMBEROFPICS = 1
Pic1Name = AIP001
TEXTXPOS = 00
TEXTYPOS = 0
MUSIC = INTRO

#

#~~~~~~~~~~~~~~~~~~~Cut Screens End~~~~~~~~~~~~~~~~~~~#


#--- Radiant Caverns Items ---#

#FireWormSpawner
OBJECT MT_FIREWORMSPAWNER
#$Name Fire Worm Spawner
#$Sprite FWRMA1
#$Category Radiant Caverns
MAPTHINGNUM = 1698
SPAWNSTATE = S_FIREWORMSPAWNER1
SPAWNHEALTH = -1
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = SFX_POP
XDEATHSTATE = 0
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
MASS = 100
DAMAGE = 8
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY


FRAME S_FIREWORMSPAWNER1
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMSPAWNER2
ACTION = NONE

FRAME S_FIREWORMSPAWNER2
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMSPAWNER3
ACTION = A_SPAWNOBJECTRELATIVE
VAR1 = 0
VAR2 = MT_FIREWORMHEAD

FRAME S_FIREWORMSPAWNER3
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMSPAWNER4
ACTION = A_SPAWNOBJECTRELATIVE
VAR1 = 0
VAR2 = MT_FIREWORMTAIL

FRAME S_FIREWORMSPAWNER4
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMSPAWNER5
ACTION = A_SPAWNOBJECTRELATIVE
VAR1 = 0
VAR2 = MT_FIREWORMTAIL

FRAME S_FIREWORMSPAWNER5
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMSPAWNER6
ACTION = A_SPAWNOBJECTRELATIVE
VAR1 = 0
VAR2 = MT_FIREWORMTAIL

FRAME S_FIREWORMSPAWNER6
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMSPAWNER7
ACTION = A_SPAWNOBJECTRELATIVE
VAR1 = 0
VAR2 = MT_FIREWORMTAIL

FRAME S_FIREWORMSPAWNER7
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMSPAWNER8
ACTION = A_SPAWNOBJECTRELATIVE
VAR1 = 0
VAR2 = MT_FIREWORMTAIL

FRAME S_FIREWORMSPAWNER8
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 150
NEXT = S_FIREWORMSPAWNER1
ACTION = A_SPAWNOBJECTRELATIVE
VAR1 = 0
VAR2 = MT_FIREWORMTAIL


#Fire Worm Head Object
OBJECT MT_FIREWORMHEAD
#$Name Fire Worm Head
#$Sprite FWRMA1
#$Category Radiant Caverns
MAPTHINGNUM = 8009
SPAWNSTATE = S_FIREWORMHEAD1
SPAWNHEALTH = 1
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = SFX_POP
XDEATHSTATE = 0
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
DAMAGE = 8
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY


FRAME S_FIREWORMHEAD1
SPRITENAME = SPR_FWRM
SPRITEFRAME = A
DURATION = 1
NEXT = S_FIREWORMHEAD2
ACTION = NONE

FRAME S_FIREWORMHEAD2
SPRITENAME = SPR_FWRM
SPRITEFRAME = A
DURATION = 1
NEXT = S_FIREWORMHEAD4
ACTION = A_FINDTARGET
VAR1 = MT_FIREWORMSPAWNER
VAR2 = 0

FRAME S_FIREWORMHEAD3
SPRITENAME = SPR_FWRM
SPRITEFRAME = A
DURATION = 1
NEXT = S_FIREWORMHEAD4
ACTION = A_CAPECHASE
VAR1 = 0
VAR2 = 0

FRAME S_FIREWORMHEAD4
SPRITENAME = SPR_FWRM
SPRITEFRAME = A
DURATION = 1
NEXT = S_FIREWORMHEAD5
ACTION = A_THRUST
VAR1 = 7
VAR2 = 1

FRAME S_FIREWORMHEAD5
SPRITENAME = SPR_FWRM
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMHEAD6
ACTION = A_ZTHRUST
VAR1 = 1
VAR2 = 0

FRAME S_FIREWORMHEAD6
SPRITENAME = SPR_FWRM
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMHEAD7
ACTION = A_ZTHRUST
VAR1 = -1
VAR2 = 0

FRAME S_FIREWORMHEAD7
SPRITENAME = SPR_FWRM
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMHEAD8
ACTION = A_ZTHRUST
VAR1 = -1
VAR2 = 0

FRAME S_FIREWORMHEAD8
SPRITENAME = SPR_FWRM
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMHEAD9
ACTION = A_ZTHRUST
VAR1 = 1
VAR2 = 0

FRAME S_FIREWORMHEAD9
SPRITENAME = SPR_FWRM
SPRITEFRAME = A
DURATION = 5
NEXT = S_FIREWORMHEAD4
ACTION = A_THRUST
VAR1 = 1
VAR2 = 0

#Fire Worm Tail Object
OBJECT MT_FIREWORMTAIL
#$Name Fire Worm Tail
#$Sprite FWRMB0
#$Category Radiant Caverns
MAPTHINGNUM = 8008
SPAWNSTATE = S_FIREWORMTAIL1
SPAWNHEALTH = -1
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = SFX_POP
XDEATHSTATE = 0
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
DAMAGE = 8
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_ENEMY|MF_NOGRAVITY|MF_PAIN|MF_NOCLIPTHING


FRAME S_FIREWORMTAIL1
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 1
NEXT = S_FIREWORMTAIL2
ACTION = NONE

FRAME S_FIREWORMTAIL2
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 1
NEXT = S_FIREWORMTAIL3
ACTION = A_FINDTARGET
VAR1 = MT_FIREWORMSPAWNER
VAR2 = 0

FRAME S_FIREWORMTAIL3
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 1
NEXT = S_FIREWORMTAIL4
ACTION = A_FINDTARGET
VAR1 = MT_FIREWORMHEAD
VAR2 = 0

FRAME S_FIREWORMTAIL4
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 1
NEXT = S_FIREWORMTAIL5
ACTION = A_DUALACTION
VAR1 = S_FIREWORMHEAD4
VAR2 = S_FIREWORMTAILHELPER1

FRAME S_FIREWORMTAIL5
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 5
NEXT = S_FIREWORMTAIL6
ACTION = A_DUALACTION
VAR1 = S_FIREWORMHEAD5
VAR2 = S_FIREWORMTAILHELPER1

FRAME S_FIREWORMTAIL6
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 5
NEXT = S_FIREWORMTAIL7
ACTION = A_DUALACTION
VAR1 = S_FIREWORMHEAD6
VAR2 = S_FIREWORMTAILHELPER1

FRAME S_FIREWORMTAIL7
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 5
NEXT = S_FIREWORMTAIL8
ACTION = A_DUALACTION
VAR1 = S_FIREWORMHEAD7
VAR2 = S_FIREWORMTAILHELPER1

FRAME S_FIREWORMTAIL8
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 5
NEXT = S_FIREWORMTAIL9
ACTION = A_DUALACTION
VAR1 = S_FIREWORMHEAD8
VAR2 = S_FIREWORMTAILHELPER1

FRAME S_FIREWORMTAIL9
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 5
NEXT = S_FIREWORMTAIL10
ACTION = A_DUALACTION
VAR1 = S_FIREWORMHEAD9
VAR2 = S_FIREWORMTAILHELPER1

FRAME S_FIREWORMTAIL10
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 1
NEXT = S_FIREWORMTAIL4
ACTION = A_DUALACTION
VAR1 = S_FIREWORMHEAD9
VAR2 = S_FIREWORMTAILHELPER2

FRAME S_FIREWORMTAILHELPER1
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 5
NEXT = S_FIREWORMTAIL4
ACTION = A_CHECKBUDDY
VAR1 = 0
VAR2 = 0

FRAME S_FIREWORMTAILHELPER2
SPRITENAME = SPR_FWRM
SPRITEFRAME = B
DURATION = 5
NEXT = S_FIREWORMTAIL4
ACTION = A_SPAWNOBJECTRELATIVE
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE+32*FRACUNIT

FRAME S_FLAMEJETFLAME1
SPRITENAME = SPR_FLME
SPRITEFRAME = TR_TRANS60|FF_FULLBRIGHT|A
DURATION = 4
NEXT = S_FLAMEJETFLAME2
ACTION = none
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEJETFLAME2
SPRITENAME = SPR_FLME
SPRITEFRAME = TR_TRANS50|FF_FULLBRIGHT|B
DURATION = 5
NEXT = S_FLAMEJETFLAME3
ACTION = none
VAR1 = 0
VAR2 = 0

FRAME S_FLAMEJETFLAME3
SPRITENAME = SPR_FLME
SPRITEFRAME = TR_TRANS40|FF_FULLBRIGHT|C
DURATION = 11
NEXT = S_NULL
ACTION = none
VAR1 = 0
VAR2 = 0

#Blue Crystal for Radiant Caverns
OBJECT MT_BLUECRYSTALRCZ
#$Name Blue Crystal for Radiant Caverns
#$Sprite BCRYA1
#$Category Radiant Caverns
MAPTHINGNUM = 1994
SPAWNSTATE = S_BLUECRYSTALRCZ
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

FRAME S_BLUECRYSTALRCZ
SPRITENAME = SPR_BCRY
SpriteFrame = TR_TRANS30|FF_FULLBRIGHT|A
DURATION = -1
NEXT = S_NULL
ACTION = none
VAR1 = 0
VAR2 = 0