Freeslot
MT_CIRNO
S_CIRNOIDLE0
S_CIRNOIDLE1
S_CIRNOIDLE2
S_CIRNOIDLE3
S_CIRNOIDLE4
S_CIRNOCHOOSE0
S_CIRNOCHOOSE1
S_CIRNOCHOOSE2
S_CIRNOCHOOSE3
S_CIRNOCHOOSE4
S_CIRNOFINALSTART
S_CIRNOFINAL0
S_CIRNOFINAL1
S_CIRNOFINAL2
S_CIRNOFINAL3
S_CIRNOFINAL4
S_CIRNOFINAL5
S_CIRNOFINAL6
S_CIRNOFINAL7
S_CIRNOFINAL8
S_CIRNOLOBSTART
S_CIRNOPFREEZESHOOTSTART
S_CIRNOBOWLSTART
S_CIRNOBOWL0
S_CIRNOBOWL1
S_CIRNOBOWL2
S_CIRNOBOWL3
S_CIRNOBOWL4
S_CIRNOPFREEZESHOOT0
S_CIRNOPFREEZESHOOT1
S_CIRNOPFREEZESHOOT2
S_CIRNOPFREEZESHOOT3
S_CIRNOPFREEZESHOOT4
S_CIRNOPFREEZESHOOT5
S_CIRNOPFREEZESHOOT6
S_CIRNOPFREEZESHOOT7
S_CIRNOPFREEZESHOOT8
S_CIRNOPFREEZESHOOT9
S_CIRNOLOB0
S_CIRNOLOB1
S_CIRNOPAIN0
S_CIRNOPAIN1
S_CIRNOPAIN2
S_CIRNODEATH0
S_CIRNODEATH1
S_CIRNODEATH2
S_CIRNODEATH3
S_CIRNODEATH4
S_CIRNODEATH5
MT_PFREEZESHOT
S_PFREEZESHOT0
S_PFREEZESHOT1
S_PFREEZESHOT2
S_PFREEZESHOT3
S_PFREEZESHOT4
S_PFREEZESHOT5
S_PFREEZESHOT6
S_PFREEZESHOT7
MT_PFROZESHOT
S_PFROZESHOTR
S_PFROZESHOT0
S_PFROZESHOT1
S_PFROZESHOT2
S_PFROZESHOT3
S_PFROZESHOT4
MT_PFRIZZSHOT
S_PFRIZZSHOTR
S_PFRIZZSHOT0
S_PFRIZZSHOT1
S_PFRIZZSHOT2
S_PFRIZZSHOT3
S_PFRIZZSHOT4
S_PFRIZZSHOT5
S_PFRIZZSHOT6
MT_ICICLEFALL
MT_ICICLEFALLE
S_ICICLEFALLE0
S_ICICLEFALLE1
S_ICICLEFALLE2
S_ICICLEFALLE3
S_ICICLEFALLE4
S_ICICLEFALLE5
S_ICICLEFALL0
S_ICICLEFALL1
S_ICICLEFALL2
S_ICICLEFALL3
S_ICICLEFALL4
S_ICICLEFALL5
S_ICICLEFALL6
MT_SNOWBOWL
S_SNOWBOWL0
S_SNOWBOWL1
S_SNOWBOWL2
S_SNOWBOWL3
S_SNOWBOWL4
S_SNOWBOWL5
S_SNOWBOWL6
S_SNOWBOWL7
S_SNOWBOWL8
S_SNOWBOWLR
SPR_CIRN
SPR_ICIC
SPR_SNOB



Object MT_CIRNO
SpawnState = S_CIRNOIDLE0
PainState = S_CIRNOPAIN0
DeathState = S_CIRNODEATH0
ReactionTime = 45
Speed = 40
Radius = 64*FRACUNIT
Height = 128*FRACUNIT
Damage = 3
PainSound = sfx_dmpain
DeathSound = sfx_cybdth
SpawnHealth = 10
MapThingNum = 3366
DispOffset = 0
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_NOGRAVITY


State S_CIRNOIDLE0
SpriteName = CIRN
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_PLAYER
Duration = 1
Next = S_CIRNOIDLE1

State S_CIRNOIDLE1
SpriteName = CIRN
SpriteFrame = A
Action = A_HomingChase
Var1 = 20*FRACUNIT
Duration = 0
Next = S_CIRNOIDLE2


State S_CIRNOIDLE2
SpriteName = CIRN
SpriteFrame = A
Action = A_Zthrust
Var1 = 2
Duration = 0
Next = S_CIRNOIDLE3

State S_CIRNOIDLE3
SpriteName = CIRN
SpriteFrame = A
Action = A_CheckRange
Var1 = 512
Var2 = S_CIRNOCHOOSE0
Duration = 0
Next = S_CIRNOIDLE4

State S_CIRNOIDLE4
SpriteName = CIRN
SpriteFrame = A
Action = A_Repeat
Var1 = 60
Var2 = S_CIRNOIDLE0
Duration = 1
Next = S_CIRNOCHOOSE0


State S_CIRNOCHOOSE0
SpriteName = CIRN
SpriteFrame = C
Action = A_Zthrust
Var1 = -5
Var2 = (1<<16)+1
Duration = 0
Next = S_CIRNOCHOOSE1

State S_CIRNOCHOOSE1
SpriteName = CIRN
SpriteFrame = C
Action = A_Repeat
Var1 = 1
Var2 = 0
Duration = 0
Next = S_CIRNOCHOOSE2

State S_CIRNOCHOOSE2
SpriteName = CIRN
SpriteFrame = C
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1
Duration = 0
Next = S_CIRNOCHOOSE3

State S_CIRNOCHOOSE3
SpriteName = CIRN
SpriteFrame = C
Action = A_CheckThingCount
Var1 = (MT_PFROZESHOT<<16)+4
Var2 = S_CIRNOPFREEZESHOOT6
Duration = 0
Next = S_CIRNOCHOOSE4

State S_CIRNOCHOOSE4
SpriteName = CIRN
SpriteFrame = C
Action = A_RandomStateRange
Var1 = S_CIRNOLOBSTART
Var2 = S_CIRNOBOWLSTART
Duration = 0
Next = S_CIRNOCHOOSE2


State S_CIRNOBOWLSTART
SpriteName = CIRN
SpriteFrame = A
Action = A_FaceTarget
Duration = 25
Next = S_CIRNOBOWL0

State S_CIRNOBOWL0
SpriteName = CIRN
SpriteFrame = A
Action = A_FaceTarget
Duration = 0
Next = S_CIRNOBOWL1

State S_CIRNOBOWL1
SpriteName = CIRN
SpriteFrame = A
Action = A_ChangeAngleRelative
Var1 = -45
Var2 = 45
Duration = 10
Next = S_CIRNOBOWL2

State S_CIRNOBOWL2
SpriteName = CIRN
SpriteFrame = D
Action = A_TrapShot
Var1 = (64<<16)+MT_SNOWBOWL
Var2 = (16<<16)
Duration = 5
Next = S_CIRNOBOWL3

State S_CIRNOBOWL3
SpriteName = CIRN
SpriteFrame = D
Action = A_Thrust
Var1 = 20
Var2 = 1
Duration = 5
Next = S_CIRNOBOWL4

State S_CIRNOBOWL4
SpriteName = CIRN
SpriteFrame = D
Action = A_Repeat
Var1 = 5
Var2 = S_CIRNOBOWL0
Duration = 10
Next = S_CIRNOIDLE0

State S_CIRNOLOBSTART
SpriteName = CIRN
SpriteFrame = F
Action = None
Var1 = 5
Var2 = 0
Duration = 15
Next = S_CIRNOLOB0

State S_CIRNOLOB0
SpriteName = CIRN
SpriteFrame = F
Action = A_LobShot
Var1 = MT_ICICLEFALL
Var2 = (128<<16)+90
Duration = 1
Next = S_CIRNOLOB1

State S_CIRNOLOB1
SpriteName = CIRN
SpriteFrame = F
Action = A_Repeat
Var1 = 50
Var2 = S_CIRNOLOB0
Duration = 1
Next = S_CIRNOCHOOSE2

State S_CIRNOPFREEZESHOOTSTART
SpriteName = CIRN
SpriteFrame = C
Action = A_SetCustomValue
Var1 = 4
Var2 = 0
Duration = 15
Next = S_CIRNOPFREEZESHOOT0

State S_CIRNOPFREEZESHOOT0
SpriteName = CIRN
SpriteFrame = C
Action = A_FireShot
Var1 = MT_PFREEZESHOT
Var2 = 16
Duration = 1
Next = S_CIRNOPFREEZESHOOT1

State S_CIRNOPFREEZESHOOT1
SpriteName = CIRN
SpriteFrame = C
Action = A_FaceTarget
Duration = 0
Next = S_CIRNOPFREEZESHOOT2

State S_CIRNOPFREEZESHOOT2
SpriteName = CIRN
SpriteFrame = C
Action = A_Repeat
Var1 = 50
Var2 = S_CIRNOPFREEZESHOOT0
Duration = 10
Next = S_CIRNOPFREEZESHOOT3

State S_CIRNOPFREEZESHOOT3
SpriteName = CIRN
SpriteFrame = C
Action = A_RemoteAction
Var1 = MT_PFREEZESHOT
Var2 = S_PFROZESHOTR
Duration = 0
Next = S_CIRNOPFREEZESHOOT4

State S_CIRNOPFREEZESHOOT4
SpriteName = CIRN
SpriteFrame = C
Action = A_SetCustomValue
Var1 = 1
Var2 = 1
Duration = 0
Next = S_CIRNOPFREEZESHOOT5

State S_CIRNOPFREEZESHOOT5
SpriteName = CIRN
SpriteFrame = C
Action = A_CheckCustomValue
Var1 = 1
Var2 = S_CIRNOPFREEZESHOOT0
Duration = 5
Next = S_CIRNOPFREEZESHOOT6

State S_CIRNOPFREEZESHOOT6
SpriteName = CIRN
SpriteFrame = E
Action = A_RemoteAction
Var1 = MT_PFROZESHOT
Var2 = S_PFRIZZSHOTR
Duration = 0
Next = S_CIRNOPFREEZESHOOT7

State S_CIRNOPFREEZESHOOT7
SpriteName = CIRN
SpriteFrame = E
Action = A_PlaySound
Var1 = sfx_wdjump
Var2 = 0
Duration = 0
Next = S_CIRNOPFREEZESHOOT8

State S_CIRNOPFREEZESHOOT8
SpriteName = CIRN
SpriteFrame = E
Action = A_ChangeAngleRelative
Var1 = 10
Var2 = 10
Duration = 1
Next = S_CIRNOPFREEZESHOOT9

State S_CIRNOPFREEZESHOOT9
SpriteName = CIRN
SpriteFrame = E
Action = A_Repeat
Var1 = 90
Var2 = S_CIRNOPFREEZESHOOT8
Duration = 1
Next = S_CIRNOIDLE0



State S_CIRNODEATH0
SpriteName = CIRN
SpriteFrame = B
Action = A_Repeat
Var1 = 1
Var2 = S_CIRNODEATH1
Duration = 1
Next = S_CIRNODEATH1

State S_CIRNODEATH1
SpriteName = CIRN
SpriteFrame = B
Action = A_Thrust
Var1 = -20
Var2 = 1
Duration = 1
Next = S_CIRNODEATH2

State S_CIRNODEATH2
SpriteName = CIRN
SpriteFrame = B
Action = A_BossScream
Duration = 2
Next = S_CIRNODEATH3

State S_CIRNODEATH3
SpriteName = CIRN
SpriteFrame = B
Action = A_Repeat
Var1 = 20
Var2 = S_CIRNODEATH1
Duration = 1
Next = S_CIRNODEATH4

State S_CIRNODEATH4
SpriteName = CIRN
SpriteFrame = B
Action = A_ForceWin
Duration = 1
Next = S_CIRNODEATH5

State S_CIRNODEATH5
SpriteName = CIRN
SpriteFrame = B
Action = A_MultiShot
Var1 = (MT_FLICKY_07<<16)+32
Duration = 0
Next = S_TNTBARREL_EXPL1

State S_CIRNOPAIN0
SpriteName = CIRN
SpriteFrame = B
Action = A_Pain
Duration = 1
Next = S_CIRNOPAIN1

State S_CIRNOPAIN1
SpriteName = CIRN
SpriteFrame = B
Action = A_HomingChase
Var1 = -40*FRACUNIT
Duration = 35
Next = S_CIRNOPAIN2

State S_CIRNOPAIN2
SpriteName = CIRN
SpriteFrame = B
Action = A_CheckHealth
Var1 = 1
Var2 = S_CIRNOFINALSTART
Duration = 0
Next = S_CIRNOCHOOSE0

State S_CIRNOFINALSTART
SpriteName = CIRN
SpriteFrame = B
Action = A_Repeat
Var1 = 1
Var2 = 0
Duration = 0
Next = S_CIRNOFINAL0

State S_CIRNOFINAL0
SpriteName = CIRN
SpriteFrame = B
Action = A_FindTracer
Var1 = MT_WAYPOINT
Duration = 0
Next = S_CIRNOFINAL1

State S_CIRNOFINAL1
SpriteName = CIRN
SpriteFrame = B
Action = A_FaceTracer
Var1 = MT_WAYPOINT
Duration = 0
Next = S_CIRNOFINAL2

State S_CIRNOFINAL2
SpriteName = CIRN
SpriteFrame = A
Action = A_Thrust
Var1 = 30
Var2 = 1
Duration = 1
Next = S_CIRNOFINAL3

State S_CIRNOFINAL3
SpriteName = CIRN
SpriteFrame = A
Action = A_CheckRange
Var1 = (1<<16)+40
Var2 = S_CIRNOFINAL4
Duration = 0
Next = S_CIRNOFINAL0

State S_CIRNOFINAL4
SpriteName = CIRN
SpriteFrame = G
Action = A_ZThrust
Var1 = -1
Var2 = (1<<16)+1
Duration = 35
Next = S_CIRNOFINAL5

State S_CIRNOFINAL5
SpriteName = CIRN
SpriteFrame = G
Action = A_TrapShot
Var1 = MT_ICICLEFALLE
Var2 = (128<<16)+90
Duration = 1
Next = S_CIRNOFINAL6

State S_CIRNOFINAL6
SpriteName = CIRN
SpriteFrame = G
Action = A_TrapShot
Var1 = MT_ICICLEFALLE
Var2 = (128<<16)+90
Duration = 0
Next = S_CIRNOFINAL7

State S_CIRNOFINAL7
SpriteName = CIRN
SpriteFrame = G
Action = A_TrapShot
Var1 = MT_ICICLEFALLE
Var2 = (128<<16)+90
Duration = 0
Next = S_CIRNOFINAL8

State S_CIRNOFINAL8
SpriteName = CIRN
SpriteFrame = E
Action = A_Repeat
Var1 = 350
Var2 = S_CIRNOFINAL5
Duration = 1
Next = S_CIRNOIDLE0

Object MT_PFREEZESHOT
SpawnState = S_PFREEZESHOT0
DeathState = S_XPLD1
SeeSound = sfx_tink
ReactionTime = 45
Speed = 32*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags =  MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_PFREEZESHOT0
SpriteName = ICIC
SpriteFrame = B
Duration = 1
Next = S_PFREEZESHOT1

State S_PFREEZESHOT1
SpriteName = ICIC
SpriteFrame = B
Action = A_RandomStateRange
Var1 = S_PFREEZESHOT2
Var2 = S_PFREEZESHOT6
Duration = 1
Next = S_PFREEZESHOT1

State S_PFREEZESHOT2
SpriteName = ICIC
SpriteFrame = B
Action = None
Duration = -1
Next = S_PFREEZESHOT2

State S_PFREEZESHOT3
SpriteName = ICIC
SpriteFrame = B
Action = A_ZThrust
Var1 = 1
Duration = 0
Next = S_PFREEZESHOT2

State S_PFREEZESHOT4
SpriteName = ICIC
SpriteFrame = B
Action = A_ZThrust
Var1 = -1
Duration = 0
Next = S_PFREEZESHOT2

State S_PFREEZESHOT5
SpriteName = ICIC
SpriteFrame = B
Action = A_MoveRelative
Var1 = -90
Var2 = 1
Duration = 0
Next = S_PFREEZESHOT2

State S_PFREEZESHOT6
SpriteName = ICIC
SpriteFrame = B
Action = A_MoveRelative
Var1 = 90
Var2 = 1
Duration = 0
Next = S_PFREEZESHOT2

State S_PFREEZESHOT7
SpriteName = ICIC
SpriteFrame = B
Action = A_TrapShot
Var1 = MT_PFROZESHOT
Duration = 0
Next = S_NULL

State S_PFROZESHOTR
Action = A_RandomState
Var1 = S_PFREEZESHOT7
Var2 = S_PFREEZESHOT7



Object MT_PFROZESHOT
SpawnState = S_PFROZESHOT0
DeathState = S_XPLD1
ReactionTime = 45
Speed = 1
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags =  MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOGRAVITY


State S_PFROZESHOT0
SpriteName = ICIC
SpriteFrame = D
Duration = 1
Next = S_PFROZESHOT1

State S_PFROZESHOT1
SpriteName = ICIC
SpriteFrame = D
Action = A_RemoteAction
Var1 = MT_PFREEZESHOT
Var2 = S_PFROZESHOTR
Duration = 0
Next = S_PFROZESHOT2

State S_PFROZESHOT2
SpriteName = ICIC
SpriteFrame = D
Action = A_FindTarget
Var1 = MT_CIRNO
Duration = 0
Next = S_PFROZESHOT3

State S_PFROZESHOT3
SpriteName = ICIC
SpriteFrame = D
Action = A_SetObjectFlags
Var1 = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
Duration = -1
Next = S_PFROZESHOT3

State S_PFROZESHOT4
SpriteName = ICIC
SpriteFrame = D
Action = A_TrapShot
Var1 = MT_PFRIZZSHOT
Duration = 0
Next = S_NULL


State S_PFRIZZSHOTR
Action = A_RandomState
Var1 = S_PFROZESHOT4
Var2 = S_PFROZESHOT4


Object MT_PFRIZZSHOT
SpawnState = S_PFRIZZSHOT0
DeathState = S_XPLD1
ReactionTime = 45
Speed = 1
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags =  MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOGRAVITY


State S_PFRIZZSHOT0
SpriteName = ICIC
SpriteFrame = D
Duration = 1
Next = S_PFRIZZSHOT1

State S_PFRIZZSHOT1
SpriteName = ICIC
SpriteFrame = D
Action = A_RemoteAction
Var1 = MT_PFROZESHOT
Var2 = S_PFRIZZSHOTR
Duration = 0
Next = S_PFRIZZSHOT2

State S_PFRIZZSHOT2
SpriteName = ICIC
SpriteFrame = D
Action = A_FindTarget
Var1 = MT_CIRNO
Duration = 0
Next = S_PFRIZZSHOT3

State S_PFRIZZSHOT3
SpriteName = ICIC
SpriteFrame = B
Action = A_SetObjectFlags
Var1 = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
Duration = 0
Next = S_PFRIZZSHOT4

State S_PFRIZZSHOT4
SpriteName = ICIC
SpriteFrame = B
Action = A_FaceTarget
Duration = 0
Next = S_PFRIZZSHOT5

State S_PFRIZZSHOT5
SpriteName = ICIC
SpriteFrame = B
Action = A_ChangeAngleRelative
Var1 = -90
Var2 = -90
Duration = 0
Next = S_PFRIZZSHOT6

State S_PFRIZZSHOT6
SpriteName = ICIC
SpriteFrame = D
Action = A_Thrust
Var1 = 1
Duration = 5
Next = S_PFRIZZSHOT6



Object MT_ICICLEFALL
SpawnState = S_ICICLEFALL0
DeathState = S_XPLD1
SeeSound = sfx_tink
DeathSound = sfx_tink
ReactionTime = 45
Speed = 16*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags =  MF_NOBLOCKMAP|MF_MISSILE

Object MT_ICICLEFALLE
SpawnState = S_ICICLEFALLE0
DeathState = S_XPLD1
SeeSound = sfx_tink
DeathSound = sfx_tink
ReactionTime = 45
Speed = 24*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags =  MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_ICICLEFALLE0
SpriteName = ICIC
SpriteFrame = A
Duration = 1
Next = S_ICICLEFALLE1

State S_ICICLEFALLE1
SpriteName = ICIC
SpriteFrame = A
Action = A_ChangeAngleAbsolute
Var1 = 0
Var2 = 360
Duration = 30
Next = S_ICICLEFALLE2

State S_ICICLEFALLE2
SpriteName = ICIC
SpriteFrame = A
Action = A_Thrust
Var1 = 60
Duration = 0
Next = S_ICICLEFALLE3

State S_ICICLEFALLE3
SpriteName = ICIC
SpriteFrame = B
Action = A_ZThrust
Var1 = 0
Var2 = (1<<16)
Duration = 0
Next = S_ICICLEFALLE4

State S_ICICLEFALLE4
SpriteName = ICIC
SpriteFrame = B
Action = A_SetRandomTics
Var1 = 5
Var2 = 35
Duration = 5
Next = S_ICICLEFALLE5

State S_ICICLEFALLE5
SpriteName = ICIC
SpriteFrame = B
Action = A_ZThrust
Var1 = -20
Var2 = (1<<16)+1
Duration = 5
Next = S_ICICLEFALL6

State S_ICICLEFALL0
SpriteName = ICIC
SpriteFrame = A
Duration = 1
Next = S_ICICLEFALL1

State S_ICICLEFALL1
SpriteName = ICIC
SpriteFrame = A
Action = A_ChangeAngleAbsolute
Var1 = 0
Var2 = 360
Duration = 0
Next = S_ICICLEFALL2

State S_ICICLEFALL2
SpriteName = ICIC
SpriteFrame = A
Action = A_Thrust
Var1 = 1
Duration = 0
Next = S_ICICLEFALL3

State S_ICICLEFALL3
SpriteName = ICIC
SpriteFrame = A
Action = A_FaceTarget
Duration = 0
Next = S_ICICLEFALL4

State S_ICICLEFALL4
SpriteName = ICIC
SpriteFrame = A
Action = A_ChangeAngleRelative
Var1 = 180
Var2 = 180
Duration = 30
Next = S_ICICLEFALL5

State S_ICICLEFALL5
SpriteName = ICIC
SpriteFrame = B
Action = None
Duration = 30
Next = S_ICICLEFALL6

State S_ICICLEFALL6
SpriteName = ICIC
SpriteFrame = C
Action = None
Duration = -1
Next = S_ICICLEFALL6

Object MT_SNOWBOWL
SpawnState = S_SNOWBOWL0
DeathState = S_XPLD1
ReactionTime = 45
Speed = 1*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags =  MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_SNOWBOWL0
SpriteName = SNOB
SpriteFrame = A
Duration = 5
Next = S_SNOWBOWL1

State S_SNOWBOWL1
SpriteName = SNOB
SpriteFrame = A
Action = A_PlaySound
Var1 = sfx_cdfm62
Var2 = 0
Duration = 0
Next = S_SNOWBOWL2

State S_SNOWBOWL2
SpriteName = SNOB
SpriteFrame = A
Action = A_SetCustomValue
Var1 = FRACUNIT
Var2 = 0
Duration = 0
Next = S_SNOWBOWL3

State S_SNOWBOWL3
SpriteName = SNOB
SpriteFrame = A
Action = A_Thrust
Var1 = 5
Var2 = 1
Duration = 0
Next = S_SNOWBOWL4

State S_SNOWBOWL4
SpriteName = SNOB
SpriteFrame = A
Action = A_SetCustomValue
Var1 = FRACUNIT/5
Var2 = 2
Duration = 0
Next = S_SNOWBOWL5

State S_SNOWBOWL5
SpriteName = SNOB
SpriteFrame = A
Action = A_CusValAction
Var1 = S_SNOWBOWLR
Var2 = 0
Duration = 0
Next = S_SNOWBOWL6

State S_SNOWBOWLR
Action = A_SetScale
Var1 = 0
Var2 = 0


State S_SNOWBOWL6
SpriteName = SNOB
SpriteFrame = A
Action = A_RandomState
Var1 = S_SNOWBOWL7
Var2 = S_SNOWBOWL8
Duration = 0
Next = S_SNOWBOWL8

State S_SNOWBOWL7
SpriteName = SNOB
SpriteFrame = A
Action = A_TrapShot
Var1 = (-16<<16)+MT_SPINDUST
Duration = 0
Next = S_SNOWBOWL8

State S_SNOWBOWL8
SpriteName = SNOB
SpriteFrame = A|FF_ANIMATE|FF_GLOBALANIM
Var1 = 3
Var2 = 4
Duration = 1
Next = S_SNOWBOWL3
