Freeslot
MT_EGGRYUHEAD
MT_EGGRYUTAIL
S_EGGRYUTAIL0
S_EGGRYUTAIL1
S_EGGRYUTAIL2
S_EGGRYUTAIL3
S_EGGRYUTAIL4
S_EGGRYUTAIL5
S_EGGRYUTAIL6
S_EGGRYUTAIL7
S_EGGRYUTAILWAIT
S_EGGRYUTAILDEATH1
S_EGGRYUTAILDEATH2
S_EGGRYUTAILDEATH3
S_EGGRYUTAILDEATHR
MT_EGGRYUTAILSPAWNER
S_EGGRYUTAILSPAWNER1
S_EGGRYUTAILSPAWNER2
S_EGGRYUTAILSPAWNER3
S_EGGRYUTAILSPAWNER4
S_EGGRYUTAILSPAWNER5
S_EGGRYUHEADSTANDBY0
S_EGGRYUHEADSTANDBY1
S_EGGRYUHEADSTANDBY2
S_EGGRYUHEADPAIN0
S_EGGRYUHEADPAIN1
S_EGGRYUHEADPAIN2
S_EGGRYUHEADPAIN3
S_EGGRYUHEADDEATH1
S_EGGRYUHEADDEATH2
S_EGGRYUHEADDEATH3
S_EGGRYUHEADDEATH4
S_EGGRYUHEADDEATH5
S_EGGRYUHEADDEATH6
S_EGGRYUHEADDEATH7
S_EGGRYUHEADPINCH0
S_EGGRYUHEADPINCH1
S_EGGRYUHEADPINCH2
S_EGGRYUHEADPINCH3
S_EGGRYUHEADFLY1
S_EGGRYUHEADFLY2
S_EGGRYUHEADFLY3
S_EGGRYUHEADFLY4
S_EGGRYUHEADFLY5
S_EGGRYUHEADFLY6
S_EGGRYUHEADFLY7
S_EGGRYUHEADFLY8
S_EGGRYUHEADFLY9
S_EGGRYUHEADFLY10
S_EGGRYUHEADFLY11
S_EGGRYUHEADFLYR1
S_EGGRYUHEADFLYR2
S_EGGRYUHEADBITE0
S_EGGRYUHEADBITE1
S_EGGRYUHEADBITE2
S_EGGRYUHEADBITE3
S_EGGRYUHEADBITE4
S_EGGRYUHEADBITE5
S_EGGRYUHEADBITE6
S_EGGRYUHEADBITE7
S_EGGRYUHEADBITE8
S_EGGRYUHEADBITE9
MT_EGGRYUFIRE
S_EGGRYUFIRE0
S_EGGRYUFIRE1
S_EGGRYUFIRE2
S_EGGRYUFIRE3
S_EGGRYUFIRE4
MT_EGGRYUFIRELINGER
S_EGGRYUFIRELINGER0
S_EGGRYUFIRELINGER1
S_EGGRYUFIRELINGER2
S_EGGRYUFIRELINGER3
MT_EGGRYUFIREBURST
S_EGGRYUFIREBURST
SPR_ERYU
sfx_ryurar
sfx_ryuded


Sound sfx_ryurar
Priority = 9
Singular = 0
Flags = SF_X2AWAYSOUND|SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_ryuded
Priority = 9
Singular = 0
Flags = SF_X2AWAYSOUND|SF_X4AWAYSOUND|SF_X8AWAYSOUND

Object MT_EGGRYUTAILSPAWNER
SpawnState = S_EGGRYUTAILSPAWNER1
ReactionTime = 45
Speed = 0
Radius = 75*FRACUNIT
Height = 75*FRACUNIT
Damage = 3
PainSound = sfx_dmpain
DeathSound = sfx_cybdth
SpawnHealth = 8
DispOffset = 0
MapThingNum = 3353
Flags = MF_NOCLIP|MF_NOGRAVITY|MF_RUNSPAWNFUNC


State S_EGGRYUTAILSPAWNER1
SpriteName = NULL
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_EGGRYUHEAD
Duration = 1
Next = S_EGGRYUTAILSPAWNER2

State S_EGGRYUTAILSPAWNER2
SpriteName = NULL
SpriteFrame = A
Action = A_CapeChase
Var1 = (5000<<16)
Var2 = (1280<<16)
Duration = 1
Next = S_EGGRYUTAILSPAWNER3

State S_EGGRYUTAILSPAWNER3
SpriteName = NULL
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_EGGRYUTAIL
Duration = 1
Next = S_EGGRYUTAILSPAWNER4

State S_EGGRYUTAILSPAWNER4
SpriteName = NULL
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_EGGRYUTAIL
Duration = 0
Next = S_EGGRYUTAILSPAWNER5

State S_EGGRYUTAILSPAWNER5
SpriteName = NULL
SpriteFrame = A
Action = A_Repeat
Var1 = 20
Var2 = S_EGGRYUTAILSPAWNER2
Duration = 0
Next = S_NULL

Object MT_EGGRYUTAIL
SpawnState = S_EGGRYUTAIL0
MeleeState = S_EGGRYUTAILDEATH1
ReactionTime = 45
Speed = 0
Radius = 100*FRACUNIT
Height = 100*FRACUNIT
Damage = 3
PainSound = sfx_dmpain
DeathSound = sfx_cybdth
SpawnHealth = 8
DispOffset = 0
Flags = MF_NOGRAVITY

State S_EGGRYUTAIL0
SpriteName = ERYU
SpriteFrame = C
Action = None
Duration = 1
Next = S_EGGRYUTAIL1

State S_EGGRYUTAIL1
SpriteName = ERYU
SpriteFrame = C
Action = A_SetTargetsTarget
Duration = 0
Next = S_EGGRYUTAIL2

State S_EGGRYUTAIL2
SpriteName = ERYU
SpriteFrame = C
Action = A_DragonSegment
Duration = 1
Next = S_EGGRYUTAIL3

State S_EGGRYUTAIL3
SpriteName = ERYU
SpriteFrame = C
Action = A_Repeat
Var1 = 128
Var2 = S_EGGRYUTAIL2
Duration = 0
Next = S_EGGRYUTAIL4

State S_EGGRYUTAIL4
SpriteName = ERYU
SpriteFrame = C
Action = A_ChangeAngleRelative
Var1 = 90
Var2 = 270
Duration = 0
Next = S_EGGRYUTAIL5

State S_EGGRYUTAIL5
SpriteName = ERYU
SpriteFrame = C
Action = A_TrapShot
Var1 = MT_EGGRYUFIRE
Var2 = 120
Duration = 0
Next = S_EGGRYUTAIL6

State S_EGGRYUTAIL6
SpriteName = ERYU
SpriteFrame = C
Action = A_DragonSegment
Duration = 1
Next = S_EGGRYUTAIL7

State S_EGGRYUTAIL7
SpriteName = ERYU
SpriteFrame = C
Action = A_Repeat
Var1 = 5
Var2 = S_EGGRYUTAIL4
Duration = 0
Next = S_EGGRYUTAIL2


State S_EGGRYUTAILWAIT
SpriteName = ERYU
SpriteFrame = C
Duration = -1
Next = S_EGGRYUTAILWAIT


State S_EGGRYUTAILDEATH1
SpriteName = ERYU
SpriteFrame = C
Duration = 5
Next = S_EGGRYUTAILDEATH2


State S_EGGRYUTAILDEATH2
SpriteName = ERYU
SpriteFrame = C
Action = A_RemoteAction
Var1 = -1
Var2 = S_EGGRYUTAILDEATHR
Duration = 1
Next = S_EGGRYUTAILDEATH3

State S_EGGRYUTAILDEATH3
SpriteName = ERYU
SpriteFrame = C
Action = A_MultiShot
Var1 = (MT_SECRETFLICKY_02<<16)+3
Var2 = 0
Duration = 1
Next = S_TNTBARREL_EXPL3


State S_EGGRYUTAILDEATHR
SpriteName = ERYU
SpriteFrame = C
Action = A_RandomState
Var1 = S_MELEESTATE
Var2 = S_MELEESTATE


Object MT_EGGRYUHEAD
SpawnState = S_EGGRYUHEADSTANDBY1
PainState = S_EGGRYUHEADPAIN0
DeathState = S_EGGRYUHEADDEATH1
MeleeState = S_EGGRYUHEADSTANDBY0
ReactionTime = 45
Speed = 40
Radius = 128*FRACUNIT
Height = 128*FRACUNIT
Damage = 3
PainSound = sfx_dmpain
DeathSound = sfx_cybdth
SpawnHealth = 10
MapThingNum = 3351
DispOffset = 0
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_NOGRAVITY|MF_RUNSPAWNFUNC


State S_EGGRYUHEADSTANDBY0
SpriteName = ERYU
SpriteFrame = A
Duration = 1
Next = S_EGGRYUHEADSTANDBY1

State S_EGGRYUHEADSTANDBY1
SpriteName = ERYU
SpriteFrame = A
Action = A_SetCustomValue
Var1 = FRACUNIT*50
Var2 = 0
Duration = 1
Next = S_EGGRYUHEADSTANDBY2


State S_EGGRYUHEADSTANDBY2
SpriteName = ERYU
SpriteFrame = A
Action = A_CheckHealth
Var1 = 3
Var2 = S_EGGRYUHEADBITE0
Duration = 1
Next = S_EGGRYUHEADFLY1

State S_EGGRYUHEADFLY1
SpriteName = ERYU
SpriteFrame = A
Action = A_FindTracer
Var1 = MT_WAYPOINT
Duration = 0
Next = S_EGGRYUHEADFLY2

State S_EGGRYUHEADFLY2
SpriteName = ERYU
SpriteFrame = A
Action = A_CusValAction
Var1 = S_EGGRYUHEADFLYR2
Var2 = 0
Duration = 1
Next = S_EGGRYUHEADFLY3

State S_EGGRYUHEADFLY3
SpriteName = ERYU
SpriteFrame = A
Action = A_CheckRange
Var1 = (1<<16)+100
Var2 = S_EGGRYUHEADFLY4
Duration = 0
Next = S_EGGRYUHEADFLY5

State S_EGGRYUHEADFLY4
SpriteName = ERYU
SpriteFrame = A
Action = A_RemoteAction
Var1 = -2
Var2 = S_EGGRYUHEADFLYR1
Duration = 20
Next = S_EGGRYUHEADFLY1


State S_EGGRYUHEADFLY5
SpriteName = ERYU
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_PLAYER
Var2 = 0
Duration = 0
Next = S_EGGRYUHEADFLY6


State S_EGGRYUHEADFLY6
SpriteName = ERYU
SpriteFrame = A
Action = A_CheckRange
Var1 = 1024
Var2 = S_EGGRYUHEADFLY7
Duration = 0
Next = S_EGGRYUHEADFLY9


State S_EGGRYUHEADFLY7
SpriteName = ERYU
SpriteFrame = A
Action = A_CheckCustomValue
Var1 = FRACUNIT*50
Var2 = S_EGGRYUHEADFLY11
Duration = 0
Next = S_EGGRYUHEADFLY8

State S_EGGRYUHEADFLY8
SpriteName = ERYU
SpriteFrame = A
Action = A_SetCustomValue
Var1 = FRACUNIT/2
Var2 = 2
Duration = 0
Next = S_EGGRYUHEADFLY11


State S_EGGRYUHEADFLY9
SpriteName = ERYU
SpriteFrame = A
Action = A_CheckCustomValue
Var1 = FRACUNIT*20
Var2 = S_EGGRYUHEADFLY10
Duration = 0
Next = S_EGGRYUHEADFLY2


State S_EGGRYUHEADFLY10
SpriteName = ERYU
SpriteFrame = A
Action = A_SetCustomValue
Var1 = FRACUNIT/10
Var2 = 1
Duration = 0
Next = S_EGGRYUHEADFLY1


State S_EGGRYUHEADFLY11
SpriteName = ERYU
SpriteFrame = A
Action = A_Repeat
Var1 = 64
Var2 = S_EGGRYUHEADFLY2
Duration = 0
Next = S_EGGRYUHEADBITE0


State S_EGGRYUHEADBITE0
SpriteName = ERYU
SpriteFrame = A
Action = A_PlaySound
Var1 = sfx_ryurar
Var2 = 0
Duration = 0
Next = S_EGGRYUHEADBITE1


State S_EGGRYUHEADBITE1
SpriteName = ERYU
SpriteFrame = A
Action = A_Thrust
Var1 = 10
Var2 = 0
Duration = 1
Next = S_EGGRYUHEADBITE2


State S_EGGRYUHEADBITE2
SpriteName = ERYU
SpriteFrame = A
Action = A_ZThrust
Var1 = 5
Var2 = 0
Duration = 0
Next = S_EGGRYUHEADBITE3


State S_EGGRYUHEADBITE3
SpriteName = ERYU
SpriteFrame = A
Action = A_Repeat
Var1 = 15
Var2 = S_EGGRYUHEADBITE1
Duration = 1
Next = S_EGGRYUHEADBITE4


State S_EGGRYUHEADBITE4
SpriteName = ERYU
SpriteFrame = B
Action = A_HomingChase
Var1 = 50*FRACUNIT
Var2 = 0
Duration = 1
Next = S_EGGRYUHEADBITE5


State S_EGGRYUHEADBITE5
SpriteName = ERYU
SpriteFrame = B
Action = A_CheckTrueRange
Var1 = 512
Var2 = S_EGGRYUHEADBITE6
Duration = 1
Next = S_EGGRYUHEADBITE4


State S_EGGRYUHEADBITE6
SpriteName = ERYU
SpriteFrame = B
Duration = 5
Next = S_EGGRYUHEADBITE7

State S_EGGRYUHEADBITE7
SpriteName = ERYU
SpriteFrame = A
Action = A_MultiShot
Var1 = (MT_EGGRYUFIREBURST<<16)+32
Var2 = 0
Duration = 1
Next = S_EGGRYUHEADBITE8

State S_EGGRYUHEADBITE8
SpriteName = ERYU
SpriteFrame = A
Action = A_CheckHealth
Var1 = 3
Var2 = S_EGGRYUHEADSTANDBY1
Duration = 10
Next = S_EGGRYUHEADBITE9

State S_EGGRYUHEADBITE9
SpriteName = ERYU
SpriteFrame = A
Action = A_ZThrust
Var1 = 0
Var2 = (1<<16)+1
Duration = 80
Next = S_EGGRYUHEADSTANDBY1

State S_EGGRYUHEADFLYR1
Action = A_RandomState
Var1 = S_DEATHSTATE
Var2 = S_DEATHSTATE

State S_EGGRYUHEADFLYR2
Action = A_HomingChase
Var1 = 20*FRACUNIT
Var2 = 1


State S_EGGRYUHEADPAIN0
SpriteName = ERYU
SpriteFrame = A
Action = A_Pain
Duration = 1
Next = S_EGGRYUHEADPAIN1

State S_EGGRYUHEADPAIN1
SpriteName = ERYU
SpriteFrame = A
Action = A_CheckHealth
Var1 = 3
Var2 = S_EGGRYUHEADPINCH0
Duration = 1
Next = S_EGGRYUHEADPAIN2


State S_EGGRYUHEADPINCH0
SpriteName = ERYU
SpriteFrame = A
Action = A_CheckHealth
Var1 = 2
Var2 = S_EGGRYUHEADPAIN2
Duration = 1
Next = S_EGGRYUHEADPINCH1


State S_EGGRYUHEADPAIN2
SpriteName = ERYU
SpriteFrame = A
Action = A_BossScream
Var1 = 10*FRACUNIT
Duration = 5
Next = S_EGGRYUHEADPAIN3


State S_EGGRYUHEADPAIN3
SpriteName = ERYU
SpriteFrame = A
Action = A_Repeat
Var1 = 10
Var2 = S_EGGRYUHEADPAIN2
Duration = 1
Next = S_EGGRYUHEADSTANDBY1



State S_EGGRYUHEADPINCH1
SpriteName = ERYU
SpriteFrame = A
Action = A_FindTracer
Var1 = MT_EGGRYUTAIL
Var2 = 1
Duration = 1
Next = S_EGGRYUHEADPINCH2


State S_EGGRYUHEADPINCH2
SpriteName = ERYU
SpriteFrame = A
Action = A_RemoteAction
Var1 = -2
Var2 = S_EGGRYUTAILDEATHR
Duration = 1
Next = S_EGGRYUHEADPINCH3


State S_EGGRYUHEADPINCH3
SpriteName = ERYU
SpriteFrame = A
Action = A_HomingChase
Var1 = -10*FRACUNIT
Duration = 1
Next = S_EGGRYUHEADPINCH3


State S_EGGRYUHEADDEATH1
SpriteName = ERYU
SpriteFrame = A
Action = A_Repeat
Var1 = 1
Var2 = S_EGGRYUHEADDEATH2
Duration = 1
Next = S_EGGRYUHEADDEATH2

State S_EGGRYUHEADDEATH2
SpriteName = ERYU
SpriteFrame = A
Action = A_PlaySound
Var1 = sfx_ryuded
Var2 = 0
Duration = 1
Next = S_EGGRYUHEADDEATH3

State S_EGGRYUHEADDEATH3
SpriteName = ERYU
SpriteFrame = B
Action = A_BossScream
Duration = 3
Next = S_EGGRYUHEADDEATH4


State S_EGGRYUHEADDEATH4
SpriteName = ERYU
SpriteFrame = B
Action = None
Var1 = 1
Var2 = 0
Duration = 0
Next = S_EGGRYUHEADDEATH5



State S_EGGRYUHEADDEATH5
SpriteName = ERYU
SpriteFrame = A
Action = A_HomingChase
Var1 = -10*FRACUNIT
Var2 = 0
Duration = 0
Next = S_EGGRYUHEADDEATH6


State S_EGGRYUHEADDEATH6
SpriteName = ERYU
SpriteFrame = A
Action = A_Repeat
Var1 = 35
Var2 = S_EGGRYUHEADDEATH3
Duration = 0
Next = S_EGGRYUHEADDEATH7

State S_EGGRYUHEADDEATH7
SpriteName = ERYU
SpriteFrame = A
Action = A_ForceWin
Duration = 1
Next = S_TNTBARREL_EXPL1




Object MT_EGGRYUFIRE
SpawnState = S_EGGRYUFIRE0
DeathState = S_EGGRYUFIRE4
ReactionTime = 45
Speed = 15*FRACUNIT
Radius = 12*FRACUNIT
Height = 12*FRACUNIT
Damage = 3
SeeSound = sfx_s3kc2s
DeathSound = sfx_s3kc2s
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIP|MF_NOGRAVITY


State S_EGGRYUFIRE0
SpriteName = FLME
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_EGGRYUFIRE1

State S_EGGRYUFIRE1
SpriteName = FLME
SpriteFrame = A|FF_FULLBRIGHT
Action = A_FindTarget
Var1 = MT_EGGRYUHEAD
Duration = 0
Next = S_EGGRYUFIRE2

State S_EGGRYUFIRE2
SpriteName = FLME
SpriteFrame = A|FF_FULLBRIGHT
Action = A_SetObjectFlags
Var1 = MF_NOBLOCKMAP|MF_MISSILE
Duration = 0
Next = S_EGGRYUFIRE3

State S_EGGRYUFIRE3
SpriteName = FLME
SpriteFrame = A|FF_FULLBRIGHT
Action = A_SetScale
Var1 = FRACUNIT*2
Duration = -1
Next = S_EGGRYUFIRE3


State S_EGGRYUFIRE4
SpriteName = FLME
SpriteFrame = A|FF_FULLBRIGHT
Action = A_TrapShot
Var1 = MT_EGGRYUFIRELINGER
Var2 = 90
Duration = 2
Next = S_NULL



Object MT_EGGRYUFIRELINGER
SpawnState = S_EGGRYUFIRELINGER0
ReactionTime = 45
Speed = 1
Radius = 12*FRACUNIT
Height = 12*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIP|MF_NOGRAVITY

State S_EGGRYUFIRELINGER0
SpriteName = FLME
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_EGGRYUFIRELINGER1

State S_EGGRYUFIRELINGER1
SpriteName = FLME
SpriteFrame = A|FF_FULLBRIGHT
Action = A_FindTarget
Var1 = MT_EGGRYUHEAD
Duration = 0
Next = S_EGGRYUFIRELINGER2



State S_EGGRYUFIRELINGER2
SpriteName = FLME
SpriteFrame = A|FF_FULLBRIGHT
Action = A_SetObjectFlags
Var1 = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
Duration = 0
Next = S_EGGRYUFIRELINGER3

State S_EGGRYUFIRELINGER3
SpriteName = FLME
SpriteFrame = A|FF_FULLBRIGHT
Action = A_SetScale
Var1 = FRACUNIT*2
Var2 = 1
Duration = 1
Next = S_CYBRAKDEMONFLAMEREST


Object MT_EGGRYUFIREBURST
SpawnState = S_EGGRYUFIREBURST
ReactionTime = 45
Speed = 20*FRACUNIT
Radius = 12*FRACUNIT
Height = 12*FRACUNIT
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY


State S_EGGRYUFIREBURST
SpriteName = FLME
SpriteFrame = A|FF_FULLBRIGHT
Duration = 20
Next = S_NULL
