FREESLOT
MT_EGGCANYON
S_ECSTND
S_ECSTND1
S_ECSTND2
S_ECSTND3
S_ECSTND4
S_ECPAIN1
S_ECPAIN2
S_ECPAIN3
S_ECSHOOT1
S_ECSHOOT2
S_ECSHOOT3
S_ECSHOOT4
S_ECSHOOT5
S_ECTRAP1
S_ECTRAP2
S_ECTRAP3
S_ECTRAP4
S_ECTRAP5
S_ECTRAP6
S_ECTRAP7
S_ECTRAP8
S_ECRAGEATK
S_ECRAGEATK2
S_ECSHUTDOWN1
S_ECSHUTDOWN2
S_ECSHUTDOWN3
S_ECSHUTDOWN4
S_ECSHUTDOWN5
S_ECSHUTDOWN6
S_ECSHUTDOWN7
S_ECSHUTDOWN8
S_ECDIE1
S_ECDIE2
S_ECDIE3
S_ECDIE4
S_ECDIE5
S_ECDIE6
S_ECDIE7
S_ECDIE8
S_ECDIE9
MT_TRAP
S_TRAP
S_TRAPPOWER1
S_TRAPPOWER2
S_TRAPPOWER3
S_TRAPPOWER4

#Arid Canyon's boss (my edition):
Object MT_EGGCANYON
#$Name Egg Canyon
#$Sprite EGGPA1
MapThingNum = 2122
SpawnState = S_ECSTND
SpawnHealth = 10
SeeState = S_ECSTND1
SeeSound = sfx_none
ReactionTime = 32
AttackSound = sfx_none
PainState = S_ECPAIN1
PainChance = 20
PainSound = sfx_dmpain
MeleeState = S_ECSHOOT1
MissileState = S_ECTRAP1
DeathState = S_ECDIE1
DeathSound = sfx_cybdth
XDeathState = S_EGGMOBILE4_FLEE1
Speed = 5
Radius = 24*FRACUNIT
Height = 56*FRACUNIT
Mass = 100
Damage = 5
ActiveSound = sfx_telept
RaiseState = S_ECSHUTDOWN1
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS

State S_ECSTND
SpriteName = EGGP
SpriteFrame = A
Duration = 1
Next = S_ECSTND
Action = A_Look

State S_ECSTND1
SpriteName = EGGP
SpriteFrame = A
Duration = 20
Next = S_ECSTND2
Action = A_BunnyHop
Var1 = 10
Var2 = 20

State S_ECSTND2
SpriteName = EGGP
SpriteFrame = A
Duration = 5
Next = S_ECSTND3
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_ECSTND3
SpriteName = EGGP
SpriteFrame = A
Duration = 20
Next = S_ECSTND4
Action = A_BunnyHop
Var1 = 10
Var2 = 20

State S_ECSTND4
SpriteName = EGGP
SpriteFrame = A
Duration = 1
Next = S_ECSTND1
Action = A_RandomState
Var1 = S_ECSHOOT1
Var2 = S_ECTRAP1

State S_ECPAIN1
SpriteName = EGGP
SpriteFrame = L
Duration = 24
Next = S_ECPAIN2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_ECPAIN2
SpriteName = EGGP
SpriteFrame = K
Duration = 50
Next = S_ECSTND
Action = A_BunnyHop
Var1 = 10
Var2 = -30

State S_ECPAIN3
SpriteName = EGGP
SpriteFrame = A
Duration = 20
Next = S_ECSTND
Action = A_CheckHealth
Var1 = 5
Var2 = S_ECSHUTDOWN1

State S_ECTRAP1
SpriteName = EGGP
SpriteFrame = A
Duration = 1
Next = S_ECTRAP2
Action = A_CheckHealth
Var1 = 5
Var2 = S_ECRAGEATK

State S_ECTRAP2
SpriteName = EGGP
SpriteFrame = C
Duration = 30
Next = S_ECTRAP3
Action = A_FocusTarget
Var1 = 0
Var2 = 0

State S_ECTRAP3
SpriteName = EGGP
SpriteFrame = E
Duration = 1
Next = S_ECTRAP4
Action = A_PlaySound
Var1 = sfx_s3k4d
Var2 = 1

State S_ECTRAP4
SpriteName = EGGP
SpriteFrame = E
Duration = 3
Next = S_ECTRAP5
Action = A_FireShot
Var1 = MT_JETTBULLET
Var2 = 1

State S_ECTRAP5
SpriteName = EGGP
SpriteFrame = B
Duration = 1
Next = S_ECTRAP6
Action = A_PlaySound
Var1 = sfx_s3k4d
Var2 = 1

State S_ECTRAP6
SpriteName = EGGP
SpriteFrame = B
Duration = 3
Next = S_ECTRAP7
Action = A_FireShot
Var1 = MT_JETTBULLET
Var2 = 1

State S_ECTRAP7
SpriteName = EGGP
SpriteFrame = E
Duration = 1
Next = S_ECTRAP8
Action = A_PlaySound
Var1 = sfx_s3k4d
Var2 = 1

State S_ECTRAP8
SpriteName = EGGP
SpriteFrame = E
Duration = 3
Next = S_ECSTND
Action = A_FireShot
Var1 = MT_JETTBULLET
Var2 = 1

State S_ECSHOOT1
SpriteName = EGGP
SpriteFrame = A
Duration = 1
Next = S_ECSHOOT2
Action = A_CheckHealth
Var1 = 5
Var2 = S_ECSHUTDOWN1

State S_ECSHOOT2
SpriteName = EGGP
SpriteFrame = C
Duration = 30
Next = S_ECSHOOT3
Action = A_FocusTarget
Var1 = 0
Var2 = 0

State S_ECSHOOT3
SpriteName = EGGP
SpriteFrame = E
Duration = 15
Next = S_ECSHOOT4
Action = A_ZThrust
Var1 = 15
Var2 = 1

State S_ECSHOOT4
SpriteName = EGGP
SpriteFrame = C
Duration = 10
Next = S_ECSHOOT5
Action = A_FocusTarget
Var1 = -10
Var2 = 1

State S_ECSHOOT5
SpriteName = EGGP
SpriteFrame = E
Duration = 25
Next = S_ECSTND
Action = A_SkullAttack
Var1 = 0
Var2 = 0

State S_ECRAGEATK
SpriteName = EGGP
SpriteFrame = B
Duration = 35
Next = S_ECRAGEATK2
Action = A_PlaySound
Var1 = sfx_s3kb7
Var2 = 1

State S_ECRAGEATK2
SpriteName = EGGP
SpriteFrame = E
Duration = 20
Next = S_ECSTND
Action = A_Boss7FireMissiles
Var1 = MT_THROWNAUTOMATIC
Var2 = 0

State S_ECSHUTDOWN1
SpriteName = EGGP
SpriteFrame = C
Duration = 20
Next = S_ECSHUTDOWN2
Action = A_FocusTarget
Var1 = 0
Var2 = 0

State S_ECSHUTDOWN2
SpriteName = EGGP|FF_FULLBRIGHT
SpriteFrame = C
Duration = 1
Next = S_ECSHUTDOWN3
Action = A_RandomState
Var1 = S_ECSHUTDOWN3
Var2 = S_ECSHUTDOWN4

State S_ECSHUTDOWN3
SpriteName = EGGP
SpriteFrame = E
Duration = 1
Next = S_ECSTND
Action = A_LobShot
Var1 = MT_TRAP
Var2 = 32

State S_ECSHUTDOWN4
SpriteName = EGGP
SpriteFrame = E
Duration = 1
Next = S_ECSTND
Action = A_FireShot
Var1 = MT_TRAP
Var2 = 0

State S_ECDIE1
SpriteName = EGGP
SpriteFrame = M
Duration = 8
Next = S_ECDIE2
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_ECDIE2
SpriteName = EGGP
SpriteFrame = M
Duration = 8
Next = S_ECDIE3
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_ECDIE3
SpriteName = EGGP
SpriteFrame = M
Duration = 8
Next = S_ECDIE4
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_ECDIE4
SpriteName = EGGP
SpriteFrame = M
Duration = 8
Next = S_ECDIE5
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_ECDIE5
SpriteName = EGGP
SpriteFrame = M
Duration = 8
Next = S_ECDIE6
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_ECDIE6
SpriteName = EGGP
SpriteFrame = M
Duration = 8
Next = S_ECDIE7
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_ECDIE7
SpriteName = EGGP
SpriteFrame = M
Duration = 8
Next = S_ECDIE8
Action = A_BossScream
Var1 = 0
Var2 = 0

State S_ECDIE8
SpriteName = EGGP
SpriteFrame = L
Duration = 10
Next = S_ECDIE9
Action = None
Var1 = 0
Var2 = 0

State S_ECDIE9
SpriteName = EGGP
SpriteFrame = M
Duration = -1
Next = S_NULL
Action = A_BossDeath
Var1 = 0
Var2 = 0


Thing MT_TRAP
MapThingNum = -1
spawnstate = S_TRAP
SeeState = S_TRAPPOWER1
SeeSound = sfx_none
AttackSound = sfx_none
PainState = S_NULL
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_POP1
XDeathState = S_NULL
DeathSound = sfx_pop
ActiveSound = sfx_bnce2
RaiseState = S_NULL
SpawnHealth = 1
ReactionTime = 32
PainChance = 0
Speed = 5
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_SPECIAL|MF_ENEMY|MF_SHOOTABLE

State S_TRAP
spritename = MNPL
spriteframe = A
action A_Look
duration = 5
next = S_TRAP
Var1 = 0
Var2 = 0

state S_TRAPPOWER1
spritename = MNPL
spriteframe = A
action A_BunnyHop
duration = 18
next = S_TRAPPOWER2
Var1 = 5
Var2 = 15

state S_TRAPPOWER2
spritename = MNPL
spriteframe = A
action A_SkullAttack
duration = 5
next = S_TRAPPOWER3
Var1 = 0
Var2 = 1

state S_TRAPPOWER3
spritename = MNPL
spriteframe = A
action A_FindTarget
duration = 5
next = S_TRAPPOWER4
Var1 = 0
Var2 = 0

state S_TRAPPOWER4
spritename = MNPL
spriteframe = A
action A_BunnyHop
duration = 18
next = S_TRAPPOWER1
Var1 = 5
Var2 = 15
#