Freeslot
MT_KEROBOSS
S_KEROBOSSSTANDBY0
S_KEROBOSSSTANDBY1
S_KEROBOSSPAIN0
S_KEROBOSSDEATH0
S_KEROBOSSDEATH1
S_KEROBOSSDEATH2
S_KEROBOSSDEATH3
S_KEROBOSSVOMIT0
S_KEROBOSSVOMIT1
S_KEROBOSSBARRIER0
S_KEROBOSSBARRIER1
S_KEROBOSSVOMIT2
S_KEROBOSSVOMIT3
S_KEROBOSSVOMIT4
S_KEROBOSSVOMIT5
S_KEROBOSSJUMP0
S_KEROBOSSJUMP1
S_KEROBOSSJUMP2
S_KEROBOSSJUMPTO
S_KEROBOSSJUMPFROM
S_KEROBOSSJUMP3
S_KEROBOSSJUMP4
S_KEROBOSSJUMP5
MT_GLOOP
MT_GLOOPSPLAT
S_GLOOP1
S_GLOOP2
S_GLOOP3
S_GLOOP4
S_GLOOP5
S_GLOOPR
S_GLOOPSPLAT0
S_GLOOPSPLAT1
S_GLOOPSPLAT2
S_GLOOPSPLAT3
S_GLOOPSPLAT4
S_GLOOPSPLAT5
S_GLOOPSPLAT6
S_GLOOPDEATH0
S_GLOOPDEATH1
S_GLOOPDEATH2
S_GLOOPDEATH3
S_GLOOPDYE0
S_GLOOPDYE1
S_GLOOPDYE2
S_GLOOPDYE3
S_GLOOPDYE4
S_GLOOPDYE5
S_GLOOPDYE6
S_GLOOPDYE7
S_GLOOPDYE8
MT_GLOOPSHOT
S_GLOOPSHOT1
S_GLOOPSHOT2
S_GLOOPSHOT3
S_GLOOPSHOT4
S_GLOOPSHOT5
MT_GLOOPBUBBLE
S_GLOOPBUBBLE0
S_GLOOPBUBBLE1
S_GLOOPBUBBLE2
S_GLOOPBUBBLE3
S_GLOOPBUBBLE4
S_GLOOPBUBBLEPOP0
S_GLOOPBUBBLEPOP1
S_GLOOPBUBBLEPOP2
MT_GLOOPBUBBLESPAWNER
S_GLOOPBUBBLESPAWN0
S_GLOOPBUBBLESPAWN1
S_GLOOPBUBBLESPAWN2
S_GLOOPBUBBLESPAWN3
S_GLOOPBUBBLESPAWN4
MT_KILLMEABOVEWATER
S_KILLMEABOVEWATER1
S_KILLMEABOVEWATER2
S_GOTONULL
MT_BIGSPLISH
S_BIGSPLISH0
S_BIGSPLISH1
SPR_KERO
SPR_GLOP


Object MT_KEROBOSS
SpawnState = S_KEROBOSSSTANDBY0
PainState = S_KEROBOSSPAIN0
DeathState = S_KEROBOSSDEATH0
ReactionTime = 45
Speed = 40
Radius = 128*FRACUNIT
Height = 128*FRACUNIT
Damage = 3
PainSound = sfx_dmpain
DeathSound = sfx_cybdth
SpawnHealth = 12
MapThingNum = 3360
DispOffset = 0
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS




State S_KEROBOSSDEATH0
SpriteName = KERO
SpriteFrame = A
Action = A_BossScream
Duration = 1
Next = S_KEROBOSSDEATH1


State S_KEROBOSSDEATH1
SpriteName = KERO
SpriteFrame = A
Action = A_Repeat
Var1 = 60
Var2 = S_KEROBOSSDEATH0
Duration = 1
Next = S_KEROBOSSDEATH2


State S_KEROBOSSDEATH2
SpriteName = KERO
SpriteFrame = A
Action = A_ForceWin
Duration = 1
Next = S_KEROBOSSDEATH3


State S_KEROBOSSDEATH3
SpriteName = KERO
SpriteFrame = A
Action = A_MultiShot
Var1 = (MT_FLICKY_08<<16)+32
Duration = 0
Next = S_TNTBARREL_EXPL1

State S_KEROBOSSSTANDBY0
SpriteName = KERO
SpriteFrame = A
Duration = 10
Next = S_KEROBOSSJUMP0

State S_KEROBOSSSTANDBY1
SpriteName = KERO
SpriteFrame = A
Action = A_RandomState
Var1 = S_KEROBOSSJUMP0
Var2 = S_KEROBOSSVOMIT0
Duration = 1
Next = S_KEROBOSSJUMP0

State S_KEROBOSSVOMIT0
SpriteName = KERO
SpriteFrame = B
Action = A_FindTarget
Var1 = MT_PLAYER
Duration = 1
Next = S_KEROBOSSVOMIT1

State S_KEROBOSSVOMIT1
SpriteName = KERO
SpriteFrame = B
Action = A_FaceTarget
Var1 = MT_PLAYER
Duration = 20
Next = S_KEROBOSSVOMIT2



State S_KEROBOSSVOMIT2
SpriteName = KERO
SpriteFrame = C
Action = A_FireShot
Var1 = MT_GLOOPSPLAT
Duration = 0
Next = S_KEROBOSSVOMIT3


State S_KEROBOSSVOMIT3
SpriteName = KERO
SpriteFrame = C
Action = A_FindTracer
Var1 = MT_GLOOPSPLAT
Duration = 0
Next = S_KEROBOSSVOMIT4


State S_KEROBOSSVOMIT4
SpriteName = KERO
SpriteFrame = C
Action = A_SetCustomValue
Var1 = FRACUNIT*2
Duration = 0
Next = S_KEROBOSSVOMIT5

State S_KEROBOSSVOMIT5
SpriteName = KERO
SpriteFrame = C
Action = A_RelayCustomValue
Var1 = (1<<16)
Duration = 10
Next = S_KEROBOSSSTANDBY0


State S_KEROBOSSJUMP0
SpriteName = KERO
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_PLAYER
Duration = 0
Next = S_KEROBOSSJUMP1

State S_KEROBOSSJUMP1
SpriteName = KERO
SpriteFrame = A
Action = A_FaceTarget
Duration = 0
Next = S_KEROBOSSJUMP2


State S_KEROBOSSJUMP2
SpriteName = KERO
SpriteFrame = A
Action = A_CheckRange
Var1 = 1024
Var2 = S_KEROBOSSJUMPFROM
Duration = 0
Next = S_KEROBOSSJUMPTO


State S_KEROBOSSJUMPTO
SpriteName = KERO
SpriteFrame = A
Action = A_ChangeAngleRelative
Var1 = -20
Var2 = 20
Duration = 0
Next = S_KEROBOSSJUMP3

State S_KEROBOSSJUMPFROM
SpriteName = KERO
SpriteFrame = A
Action = A_ChangeAngleRelative
Var1 = 270
Var2 = 90
Duration = 0
Next = S_KEROBOSSJUMP3


State S_KEROBOSSBARRIER0
SpriteName = KERO
SpriteFrame = B
Action = A_CheckHealth
Var1 = 5
Var2 = S_KEROBOSSBARRIER1
Duration = 0
Next = S_KEROBOSSJUMP5


State S_KEROBOSSJUMP5
SpriteName = KERO
SpriteFrame = E
Action = A_Repeat
Var1 = 2
Var2 = S_KEROBOSSSTANDBY1
Duration = 1
Next = S_KEROBOSSVOMIT0



State S_KEROBOSSBARRIER1
SpriteName = KERO
SpriteFrame = B
Action = A_MultiShot
Var1 = (MT_GLOOPBUBBLESPAWNER<<16)+8
Var2 = -128
Duration = 0
Next = S_KEROBOSSJUMP5

State S_KEROBOSSJUMP3
SpriteName = KERO
SpriteFrame = D
Action = A_BunnyHop
Var1 = 10
Var2 = 20
Duration = 20
Next = S_KEROBOSSJUMP4

State S_KEROBOSSJUMP4
SpriteName = KERO
SpriteFrame = E
Action = None
Duration = 25
Next = S_KEROBOSSBARRIER0


State S_KEROBOSSPAIN0
SpriteName = KERO
SpriteFrame = A
Action = A_Pain
Duration = 45
Next = S_KEROBOSSJUMP0


Object MT_GLOOP
SpawnState = S_GLOOP1
SeeState = S_GLOOP2
DeathState = S_GLOOPDEATH0
ReactionTime = 45
Speed = 25*FRACUNIT
Radius = 64*FRACUNIT
Height = 64*FRACUNIT
Damage = 3
SeeSound = sfx_ghit
DeathSound = sfx_ghit
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIP


Object MT_GLOOPSPLAT
SpawnState = S_GLOOPSPLAT0
ReactionTime = 45
Speed = 5
Radius = 12*FRACUNIT
Height = 12*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIP|MF_RUNSPAWNFUNC

State S_GLOOP1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_GLOOPDYE0


State S_GLOOP2
SpriteName = GLOP
SpriteFrame = A
Action = A_CusValAction
Var1 = S_GLOOPR
Var2 = 0
Duration = 0
Next = S_GLOOP3

State S_GLOOPR
Action = A_SetScale

State S_GLOOP3
SpriteName = GLOP
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_KEROBOSS
Duration = 0
Next = S_GLOOP4

State S_GLOOP4
SpriteName = GLOP
SpriteFrame = A|TR_TRANS20
Action = A_SetObjectFlags
Var1 = MF_NOBLOCKMAP|MF_MISSILE|MF_RUNSPAWNFUNC
Duration = 0
Next = S_GLOOP5


State S_GLOOP5
SpriteName = GLOP
SpriteFrame = A|TR_TRANS20
Action = A_GhostMe
Duration = 1
Next = S_GLOOP5

State S_GLOOPDEATH0
SpriteName = GLOP
SpriteFrame = A
Action = A_CheckCustomValue
Var1 = FRACUNIT/2
Var2 = S_GLOOPDEATH1
Duration = 0
Next = S_NULL

State S_GLOOPDEATH1
SpriteName = GLOP
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_GLOOPSPLAT
Var2 = 30
Duration = 0
Next = S_GLOOPDEATH2

State S_GLOOPDEATH2
SpriteName = GLOP
SpriteFrame = A
Action = A_FindTracer
Var1 = MT_GLOOPSPLAT
Duration = 0
Next = S_GLOOPDEATH3

State S_GLOOPDEATH3
SpriteName = GLOP
SpriteFrame = A
Action = A_RelayCustomValue
Var1 = (1<<16)
Duration = 0
Next = S_NULL


State S_GLOOPSPLAT0
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_GLOOPSPLAT1

State S_GLOOPSPLAT1
SpriteName = NULL
SpriteFrame = A
Action = A_SetCustomValue
Var1 = 2
Var2 = 4
Duration = 0
Next = S_GLOOPSPLAT3

State S_GLOOPSPLAT2
SpriteName = NULL
SpriteFrame = A
Action = A_ChangeAngleRelative
Var1 = -10
Var2 = 10
Duration = 0
Next = S_GLOOPSPLAT3

State S_GLOOPSPLAT3
SpriteName = NULL
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_GLOOP
Var2 = 10
Duration = 0
Next = S_GLOOPSPLAT4

State S_GLOOPSPLAT4
SpriteName = NULL
SpriteFrame = A
Action = A_FindTracer
Var1 = MT_GLOOP
Duration = 0
Next = S_GLOOPSPLAT5

State S_GLOOPSPLAT5
SpriteName = NULL
SpriteFrame = A
Action = A_RelayCustomValue
Var1 = (1<<16)
Duration = 2
Next = S_GLOOPSPLAT6

State S_GLOOPSPLAT6
SpriteName = NULL
SpriteFrame = A
Action = A_Repeat
Var1 = 4
Var2 = S_GLOOPSPLAT2
Duration = 1
Next = S_NULL



State S_GLOOPDYE0
SpriteName = GLOP
SpriteFrame = A
Action = A_RandomStateRange
Var1 = S_GLOOPDYE1
Var2 = S_GLOOPDYE8
Duration = 0
Next = S_SEESTATE

State S_GLOOPDYE1
SpriteName = GLOP
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var2 = 11
Duration = 0
Next = S_SEESTATE

State S_GLOOPDYE2
SpriteName = GLOP
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var2 = 12
Duration = 0
Next = S_SEESTATE

State S_GLOOPDYE3
SpriteName = GLOP
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var2 = 20
Duration = 0
Next = S_SEESTATE

State S_GLOOPDYE4
SpriteName = GLOP
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var2 = 23
Duration = 0
Next = S_SEESTATE


State S_GLOOPDYE5
SpriteName = GLOP
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var2 = 32
Duration = 0
Next = S_SEESTATE


State S_GLOOPDYE6
SpriteName = GLOP
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var2 = 36
Duration = 0
Next = S_SEESTATE


State S_GLOOPDYE7
SpriteName = GLOP
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var2 = 41
Duration = 0
Next = S_SEESTATE


State S_GLOOPDYE8
SpriteName = GLOP
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var2 = 46
Duration = 0
Next = S_SEESTATE

Object MT_GLOOPSHOT
SpawnState = S_GLOOPSHOT1
DeathState = S_NULL
ReactionTime = 45
Speed = 25*FRACUNIT
Radius = 64*FRACUNIT
Height = 64*FRACUNIT
Damage = 3
SeeSound = sfx_s3k77
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIP|MF_NOGRAVITY


State S_GLOOPSHOT1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_GLOOPSHOT2


State S_GLOOPSHOT2
SpriteName = NULL
SpriteFrame = A
Action = A_ChangeColorAbsolute
Var1 = 1
Duration = 0
Next = S_GLOOPSHOT3

State S_GLOOPSHOT3
SpriteName = GLOP
SpriteFrame = B
Action = A_FindTarget
Var1 = MT_KEROBOSS
Duration = 0
Next = S_GLOOPSHOT4

State S_GLOOPSHOT4
SpriteName = GLOP
SpriteFrame = B
Action = A_SetObjectFlags
Var1 = MF_NOBLOCKMAP|MF_MISSILE|MF_RUNSPAWNFUNC|MF_NOGRAVITY
Duration = 0
Next = S_GLOOPSHOT5

State S_GLOOPSHOT5
SpriteName = GLOP
SpriteFrame = B|TR_TRANS20
Action = A_GhostMe
Duration = 1
Next = S_GLOOPSHOT5

Object MT_GLOOPBUBBLE
SpawnState = S_GLOOPBUBBLE0
SeeState = S_GLOOPBUBBLE3
DeathState = S_GLOOPBUBBLEPOP2
MissileState = S_GLOOPBUBBLEPOP1
ReactionTime = 45
Speed = 5*FRACUNIT
Radius = 40*FRACUNIT
Height = 40*FRACUNIT
Damage = 3
SeeSound = sfx_s3k77
DeathSound = sfx_s3k77
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIP|MF_NOGRAVITY

State S_GLOOPBUBBLE0
SpriteName = NULL
SpriteFrame = A
Duration = 10
Next = S_GLOOPBUBBLE1


State S_GLOOPBUBBLE1
SpriteName = NULL
SpriteFrame = A
Action = A_ZThrust
Var1 = 10*FRACUNIT
Duration = 0
Next = S_GLOOPBUBBLE2


State S_GLOOPBUBBLE2
SpriteName = NULL
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_PLAYER
Duration = 0
Next = S_GLOOPDYE0

State S_GLOOPBUBBLE3
SpriteName = GLOP
SpriteFrame = C
Action = A_JetChase
Duration = 1
Next = S_GLOOPBUBBLE4

State S_GLOOPBUBBLE4
SpriteName = GLOP
SpriteFrame = C
Action = A_CheckRange
Var1 = 512
Var2 = S_GLOOPBUBBLEPOP0
Duration = 0
Next = S_GLOOPBUBBLE3


State S_GLOOPBUBBLEPOP0
SpriteName = GLOP
SpriteFrame = C
Action = A_Zthrust
Var1 = 0
Var2 = (1<<16)+1
Duration = 0
Next = S_GLOOPBUBBLEPOP1

State S_GLOOPBUBBLEPOP1
SpriteName = GLOP
SpriteFrame = C|FF_ANIMATE
Var1 = 1
Var2 = 2
Duration = 35
Next = S_GLOOPBUBBLEPOP2


State S_GLOOPBUBBLEPOP2
SpriteName = BUBL
SpriteFrame = F
Action = A_FireShot
Var1 = MT_GLOOPSHOT
Duration = 10
Next = S_NULL

Object MT_GLOOPBUBBLESPAWNER
SpawnState = S_GLOOPBUBBLESPAWN0
ReactionTime = 45
Speed = 1*FRACUNIT
Radius = 1*FRACUNIT
Height = 1*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIP


State S_GLOOPBUBBLESPAWN0
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_GLOOPBUBBLESPAWN1

State S_GLOOPBUBBLESPAWN1
SpriteName = NULL
SpriteFrame = A
Action = A_Custom3DRotate
Var1 = (-128<<16)+256
Var2 = (1<<16)
Duration = 1
Next = S_GLOOPBUBBLESPAWN2

State S_GLOOPBUBBLESPAWN2
SpriteName = NULL
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_KILLMEABOVEWATER
Var2 = 90
Duration = 2
Next = S_GLOOPBUBBLESPAWN3

State S_GLOOPBUBBLESPAWN3
SpriteName = NULL
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_GLOOPBUBBLE
Var2 = 90
Duration = 0
Next = S_GLOOPBUBBLESPAWN4

State S_GLOOPBUBBLESPAWN4
SpriteName = NULL
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_BIGSPLISH
Var2 = 90
Duration = 0
Next = S_NULL

Object MT_KILLMEABOVEWATER
SpawnState = S_KILLMEABOVEWATER1
ReactionTime = 45
Speed = 1*FRACUNIT
Radius = 1*FRACUNIT
Height = 1*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIP|MF_FIRE


State S_KILLMEABOVEWATER1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_KILLMEABOVEWATER2

State S_KILLMEABOVEWATER2
SpriteName = NULL
SpriteFrame = A
Action = A_RemoteAction
Var1 = MT_GLOOPBUBBLESPAWNER
Var2 = S_GOTONULL
Duration = 0
Next = S_NULL


State S_GOTONULL
SpriteName = NULL
SpriteFrame = A
Action = A_RandomState
Var1 = S_NULL
