Freeslot
MT_ULTEGG
S_ULTEGGSTANDBY0
S_ULTEGGPAIN0
S_ULTEGGPAIN1
S_ULTEGGPAIN2
S_ULTEGGPAIN3
S_ULTEGGDEATH0
S_ULTEGGCHOOSE0
S_ULTEGGCHOOSE1
S_ULTEGGCHOOSE2
S_ULTEGGCHOOSE3
S_ULTEGGCHOOSE4
S_ULTEGGCHOOSE5
S_ULTEGGCHOOSE6
S_ULTEGGCHOOSE7
S_ULTEGGCHOOSE8
S_ULTEGGCHOOSE9
S_ULTEGGCHOOSE10
S_ULTEGGLASER0
S_ULTEGGLASER1
S_ULTEGGMISSILE0
S_ULTEGGMISSILE1
S_ULTEGGMISSILE2
S_ULTEGGMISSILE3
S_ULTEGGMISSILER
S_ULTEGGMLOB0
S_ULTEGGMLOB1
S_ULTEGGMBURN0
S_ULTEGGMBURN1
S_ULTEGGMBURN2
S_ULTEGGMBURN3
S_ULTEGGMDANMAKU0
S_ULTEGGMDANMAKU1
S_ULTEGGMDANMAKU2
S_ULTEGGMDANMAKU3
S_ULTEGGMDANMAKU4
S_ULTEGGMDANMAKUR
S_ULTEGGMEMBER0
S_ULTEGGMEMBER1
S_ULTEGGMEMBER2
S_ULTEGGMEMBER3
S_ULTEGGMSLIME0
S_ULTEGGMSLIME1
S_ULTEGGMSLIME2
S_ULTEGGMSLIME3
S_ULTEGGMSLIME4
S_ULTEGGMSLIME5
S_ULTEGGMSLIME6
S_ULTEGGMSLIMER
MT_ULTRAGOOP
S_ULTRAGOOPIMPACT
MT_ULTRASPIKEBALL
S_ULTRASPIKEBALL0
S_ULTRASPIKEBALL1
S_ULTRASPIKEBALL2
S_ULTRASPIKEBALL3
S_ULTRASPIKEBALL4
S_ULTRASPIKEBALL5
S_ULTRASPIKEBALL6
S_ULTEGGMEMSPIKEBALL0
S_ULTEGGMEMSPIKEBALL1
S_ULTEGGMEMSPIKEBALL2
S_ULTEGGMEMSPIKEBALL3
MT_ULTRACANNONBALL
S_ULTRACANNONBALL0
S_ULTRACANNONBALL1
S_ULTRACANNONBALL2


Object MT_ULTRAGOOP
SpawnState = S_GOOP1
DeathState = S_ULTRAGOOPIMPACT
DeathSound = sfx_ghit
SeeSound = sfx_ghit
ReactionTime = 45
Speed = 30*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE


State S_ULTRAGOOPIMPACT
SpriteName = NULL
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_GOOP
Var2 = 90
Duration = 1
Next = S_NULL


Object MT_ULTRACANNONBALL
SpawnState = S_ULTRACANNONBALL0
DeathState = S_XPLD1
SeeSound = sfx_cannon
ReactionTime = 45
Speed = 16*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags =  MF_NOBLOCKMAP|MF_MISSILE

State S_ULTRACANNONBALL0
SpriteName = CBLL
SpriteFrame = A
Duration = 1
Next = S_ULTRACANNONBALL1

State S_ULTRACANNONBALL1
SpriteName = CBLL
SpriteFrame = A
Action = A_ChangeAngleAbsolute
Var1 = 0
Var2 = 360
Duration = 0
Next = S_ULTRACANNONBALL2

State S_ULTRACANNONBALL2
SpriteName = CBLL
SpriteFrame = A
Action = A_Thrust
Var1 = 2
Duration = 0
Next = S_CANNONBALL1


Object MT_ULTRASPIKEBALL
SpawnState = S_ULTRASPIKEBALL0
DeathState = S_TNTBARREL_EXPL1
SeeSound = sfx_mswing
ReactionTime = 45
Speed = 30*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags =  MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY


State S_ULTRASPIKEBALL0
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_ULTRASPIKEBALL1

State S_ULTRASPIKEBALL1
SpriteName = NULL
SpriteFrame = A
Action = A_SetScale
Var1 = 1
Var2 = 0
Duration = 0
Next = S_ULTRASPIKEBALL2

State S_ULTRASPIKEBALL2
SpriteName = NULL
SpriteFrame = A
Action = A_SetScale
Var1 = FRACUNIT
Var2 = 1
Duration = 0
Next = S_ULTRASPIKEBALL3

State S_ULTRASPIKEBALL3
SpriteName = BMCE
SpriteFrame = A
Action = A_Custom3DRotate
Var1 = 256
Var2 = (32<<16)
Duration = 1
Next = S_ULTRASPIKEBALL4


State S_ULTRASPIKEBALL4
SpriteName = NULL
SpriteFrame = A
Action = A_PlaySound
Var1 = sfx_mswing
Var2 = 1
Duration = 0
Next = S_ULTRASPIKEBALL5

State S_ULTRASPIKEBALL5
SpriteName = NULL
SpriteFrame = A
Action = A_Repeat
Var1 = 150
Var2 = S_ULTRASPIKEBALL3
Duration = 0
Next = S_ULTRASPIKEBALL6


State S_ULTRASPIKEBALL6
SpriteName = BMCE
SpriteFrame = A
Action = A_Thrust
Var1 = 50
Duration = -1
Next = S_ULTRASPIKEBALL6





Object MT_ULTEGG
SpawnState = S_ULTEGGSTANDBY0
MeleeState = S_ULTEGGCHOOSE0
MissileState = S_ULTEGGCHOOSE0
RaiseState = S_ULTEGGCHOOSE0
PainState = S_ULTEGGPAIN0
DeathState = S_EGGMOBILE_DIE1
xDeathState = S_EGGMOBILE_FLEE1
ReactionTime = 45
Speed = 8
Radius = 45*FRACUNIT
Height = 76*FRACUNIT
Damage = 3
PainSound = sfx_dmpain
DeathSound = sfx_cybdth
SpawnHealth = 16
MapThingNum = 3365
DispOffset = 0
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_NOGRAVITY|MF_FLOAT




State S_ULTEGGSTANDBY0
SpriteName = EGGMA
SpriteFrame = A
Action = A_Boss1Chase
Duration = 1
Next = S_ULTEGGSTANDBY0


State S_ULTEGGPAIN0
SpriteName = EGGMA
SpriteFrame = A
Action = A_Pain
Duration = 1
Next = S_ULTEGGPAIN1

State S_ULTEGGPAIN1
SpriteName = EGGMA
SpriteFrame = A
Action = A_Thrust
Var1 = -20
Var2 = 1
Duration = 35
Next = S_ULTEGGPAIN2

State S_ULTEGGPAIN2
SpriteName = EGGMA
SpriteFrame = A
Action = A_ZThrust
Var1 = 0
Var2 = (1<<16)+1
Duration = 1
Next = S_ULTEGGPAIN3

State S_ULTEGGPAIN3
SpriteName = EGGMA
SpriteFrame = A
Action = A_Repeat
Var1 = 1
Var2 = S_ULTEGGCHOOSE0
Duration = 1
Next = S_ULTEGGCHOOSE0

State S_ULTEGGCHOOSE0
SpriteName = EGGMA
SpriteFrame = B
Action = A_ZThrust
Var1 = 0
Var2 = (1<<16)+1
Duration = 5
Next = S_ULTEGGCHOOSE1

State S_ULTEGGCHOOSE1
SpriteName = EGGMA
SpriteFrame = C
Action = None
Duration = 20
Next = S_ULTEGGCHOOSE2

State S_ULTEGGCHOOSE2
SpriteName = EGGMA
SpriteFrame = D
Action = None
Duration = 4
Next = S_ULTEGGCHOOSE3

State S_ULTEGGCHOOSE3
SpriteName = EGGMA
SpriteFrame = E
Action = None
Duration = 10
Next = S_ULTEGGCHOOSE4

State S_ULTEGGCHOOSE4
SpriteName = EGGMA
SpriteFrame = E
Action = A_CheckHealth
Var1 = 14
Var2 = S_ULTEGGCHOOSE5
Duration = 0
Next = S_ULTEGGLASER0

State S_ULTEGGCHOOSE5
SpriteName = EGGMA
SpriteFrame = E
Action = A_CheckHealth
Var1 = 12
Var2 = S_ULTEGGCHOOSE6
Duration = 0
Next = S_ULTEGGMISSILE0

State S_ULTEGGCHOOSE6
SpriteName = EGGMA
SpriteFrame = E
Action = A_CheckHealth
Var1 = 10
Var2 = S_ULTEGGCHOOSE7
Duration = 0
Next = S_ULTEGGMLOB0

State S_ULTEGGCHOOSE7
SpriteName = EGGMA
SpriteFrame = E
Action = A_CheckHealth
Var1 = 8
Var2 = S_ULTEGGCHOOSE8
Duration = 0
Next = S_ULTEGGMBURN0

State S_ULTEGGCHOOSE8
SpriteName = EGGMA
SpriteFrame = E
Action = A_CheckHealth
Var1 = 6
Var2 = S_ULTEGGCHOOSE9
Duration = 0
Next = S_ULTEGGMDANMAKU0

State S_ULTEGGCHOOSE9
SpriteName = EGGMA
SpriteFrame = E
Action = A_CheckHealth
Var1 = 4
Var2 = S_ULTEGGCHOOSE10
Duration = 0
Next = S_ULTEGGMEMBER0

State S_ULTEGGCHOOSE10
SpriteName = EGGMA
SpriteFrame = E
Action = A_CheckHealth
Var1 = 2
Var2 = S_ULTEGGMEMSPIKEBALL0
Duration = 0
Next = S_ULTEGGMSLIME0

State S_ULTEGGLASER0
SpriteName = EGGMA
SpriteFrame = E
Action = A_TurretFire
Var1 = MT_TURRETLASER
Duration = 65
Next = S_ULTEGGLASER1

State S_ULTEGGLASER1
SpriteName = EGGMA
SpriteFrame = E
Action = A_TurretStop
Duration = 10
Next = S_ULTEGGSTANDBY0

State S_ULTEGGMISSILE0
SpriteName = EGGMA
SpriteFrame = E
Action = A_SetCustomValue
Var1 = 0
Var2 = 0
Duration = 1
Next = S_ULTEGGMISSILE1

State S_ULTEGGMISSILE1
SpriteName = EGGMA
SpriteFrame = E
Action = A_SetCustomValue
Var1 = 64
Var2 = 2
Duration = 1
Next = S_ULTEGGMISSILE2

State S_ULTEGGMISSILE2
SpriteName = EGGMA
SpriteFrame = E
Action = A_CusValAction
Var1 = S_ULTEGGMISSILER
Var2 = 0
Duration = 5
Next = S_ULTEGGMISSILE3

State S_ULTEGGMISSILE3
SpriteName = EGGMA
SpriteFrame = E
Action = A_CheckCustomValue
Var1 = 1024
Var2 = S_ULTEGGSTANDBY0
Duration = 1
Next = S_ULTEGGMISSILE1

State S_ULTEGGMISSILER
Action = A_SplitShot
Var2 = (48<<16)+MT_JETTBULLET


State S_ULTEGGMLOB0
SpriteName = EGGMA
SpriteFrame = E
Action = A_LobShot
Var1 = MT_ULTRACANNONBALL
Var2 = 90
Duration = 5
Next = S_ULTEGGMLOB1

State S_ULTEGGMLOB1
SpriteName = EGGMA
SpriteFrame = E
Action = A_Repeat
Var1 = 10
Var2 = S_ULTEGGMLOB0
Duration = 5
Next = S_ULTEGGSTANDBY0

State S_ULTEGGMBURN0
SpriteName = EGGMA
SpriteFrame = E
Action = A_HomingChase
Var1 = 20*FRACUNIT
Duration = 0
Next = S_ULTEGGMBURN1

State S_ULTEGGMBURN1
SpriteName = EGGMA
SpriteFrame = E
Action = A_TrapShot
Var1 = (32<<16)+MT_FLAMEJETFLAMEB
Duration = 0
Next = S_ULTEGGMBURN2

State S_ULTEGGMBURN2
SpriteName = EGGMA
SpriteFrame = E
Action = A_ChangeAngleRelative
Var1 = 10
Var2 = 10
Duration = 1
Next = S_ULTEGGMBURN3

State S_ULTEGGMBURN3
SpriteName = EGGMA
SpriteFrame = E
Action = A_Repeat
Var1 = 65
Var2 = S_ULTEGGMBURN1
Duration = 0
Next = S_ULTEGGSTANDBY0

State S_ULTEGGMDANMAKU0
SpriteName = EGGMA
SpriteFrame = E
Action = A_SetCustomValue
Var1 = (MT_DEMONFIRE<<16)
Var2 = 0
Duration = 1
Next = S_ULTEGGMDANMAKU1

State S_ULTEGGMDANMAKU1
SpriteName = EGGMA
SpriteFrame = E
Action = A_SetCustomValue
Var1 = 1
Var2 = 2
Duration = 1
Next = S_ULTEGGMDANMAKU2

State S_ULTEGGMDANMAKU2
SpriteName = EGGMA
SpriteFrame = E
Action = A_CusValAction
Var1 = S_ULTEGGMDANMAKUR
Var2 = 0
Duration = 1
Next = S_ULTEGGMDANMAKU3

State S_ULTEGGMDANMAKU3
SpriteName = EGGMA
SpriteFrame = E
Action = A_ZThrust
Var1 = -10
Var2 = (1<<16)+1
Duration = 0
Next = S_ULTEGGMDANMAKU4

State S_ULTEGGMDANMAKU4
SpriteName = EGGMA
SpriteFrame = E
Action = A_CheckCustomValue
Var1 = (MT_DEMONFIRE<<16)+24
Var2 = S_ULTEGGSTANDBY0
Duration = 5
Next = S_ULTEGGMDANMAKU1

State S_ULTEGGMDANMAKUR
Action = A_MultiShot
Var2 = 0

State S_ULTEGGMEMBER0
SpriteName = EGGMA
SpriteFrame = E
Action = A_CheckThingCount
Var1 = (MT_BUMBLEBORE<<16)+12
Var2 = S_ULTEGGSTANDBY0
Duration = 5
Next = S_ULTEGGMEMBER1

State S_ULTEGGMEMBER1
SpriteName = EGGMA
SpriteFrame = E
Action = A_TrapShot
Var1 = (64<<16)+MT_BUMBLEBORE
Var2 = 90
Duration = 0
Next = S_ULTEGGMEMBER2

State S_ULTEGGMEMBER2
SpriteName = EGGMA
SpriteFrame = E
Action = A_ChangeAngleRelative
Var1 = 120
Var2 = 120
Duration = 0
Next = S_ULTEGGMEMBER3

State S_ULTEGGMEMBER3
SpriteName = EGGMA
SpriteFrame = E
Action = A_Repeat
Var1 = 3
Var2 = S_ULTEGGMEMBER1
Duration = 15
Next = S_ULTEGGSTANDBY0


State S_ULTEGGMSLIME0
SpriteName = EGGMA
SpriteFrame = E
Action = A_SetCustomValue
Var1 = 90
Var2 = 0
Duration = 1
Next = S_ULTEGGMSLIME1

State S_ULTEGGMSLIME1
SpriteName = EGGMA
SpriteFrame = E
Action = A_SetCustomValue
Var1 = 1
Var2 = 1
Duration = 0
Next = S_ULTEGGMSLIME2

State S_ULTEGGMSLIME2
SpriteName = EGGMA
SpriteFrame = E
Action = A_CusValAction
Var1 = S_ULTEGGMSLIMER
Var2 = 1
Duration = 1
Next = S_ULTEGGMSLIME3

State S_ULTEGGMSLIME3
SpriteName = EGGMA
SpriteFrame = E
Action = A_ChangeAngleRelative
Var1 = 175
Var2 = 175
Duration = 0
Next = S_ULTEGGMSLIME4

State S_ULTEGGMSLIME4
SpriteName = EGGMA
SpriteFrame = E
Action = A_CusValAction
Var1 = S_ULTEGGMSLIMER
Var2 = 1
Duration = 0
Next = S_ULTEGGMSLIME5

State S_ULTEGGMSLIME5
SpriteName = EGGMA
SpriteFrame = E
Action = A_ChangeAngleRelative
Var1 = 180
Var2 = 180
Duration = 0
Next = S_ULTEGGMSLIME6

State S_ULTEGGMSLIME6
SpriteName = EGGMA
SpriteFrame = E
Action = A_CheckCustomValue
Var1 = 0
Var2 = S_ULTEGGMSLIME1
Duration = 5
Next = S_ULTEGGSTANDBY0

State S_ULTEGGMSLIMER
Action = A_TrapShot
Var1 = MT_ULTRAGOOP
Var2 = 0


State S_ULTEGGMEMSPIKEBALL0
SpriteName = EGGMA
SpriteFrame = E
Action = A_MultiShot
Var1 = (MT_ULTRASPIKEBALL<<16)+4
Var2 = 0
Duration = 5
Next = S_ULTEGGMEMSPIKEBALL1

State S_ULTEGGMEMSPIKEBALL1
SpriteName = EGGMA
SpriteFrame = D
Action = A_FaceTarget
Duration = 0
Next = S_ULTEGGMEMSPIKEBALL2

State S_ULTEGGMEMSPIKEBALL2
SpriteName = EGGMA
SpriteFrame = E
Action = A_HomingChase
Var1 = 30*FRACUNIT
Duration = 5
Next = S_ULTEGGMEMSPIKEBALL3

State S_ULTEGGMEMSPIKEBALL3
SpriteName = EGGMA
SpriteFrame = E
Action = A_Repeat
Var1 = 15
Var2 = S_ULTEGGMEMSPIKEBALL1
Duration = 1
Next = S_ULTEGGSTANDBY0
