FreeSlot
MT_AIRSHOT
S_AIRSHOT0
S_AIRSHOT1
S_AIRSHOT2
S_AIRSHOT3
S_AIRSHOTRISECHECK
S_AIRSHOTRISE0
S_AIRSHOTRISE1
S_AIRSHOTRISE2
S_AIRSHOTRISELOOP
S_AIRSHOTFLY1
S_AIRSHOTFLY2
S_AIRSHOTFLY3
MT_LOWAIRSHOT
S_LOWAIRSHOT0
SPR_AIRS
SPR_TBIR
MT_THUNDERBIRD
S_THUNDERBIRDPAIN0
S_THUNDERBIRDIDLE0
S_THUNDERBIRDIDLE1
S_THUNDERBIRDIDLE2
S_THUNDERBIRDIDLE3
S_THUNDERBIRDIDLE4
S_THUNDERBIRDSHOOT0
S_THUNDERBIRDSHOOT1
S_THUNDERBIRDSHOOT2
S_THUNDERBIRDSHOOT3
S_THUNDERBIRDSHOOT4
S_THUNDERBIRDSHOOT5
S_THUNDERBIRDSHOOT6
S_THUNDERBIRDSHOOT7
S_THUNDERBIRDSHOOT8
S_THUNDERBIRDFLYSTART
S_THUNDERBIRDFLY0
S_THUNDERBIRDFLY1
S_THUNDERBIRDFLY2
S_THUNDERBIRDFLY3
S_THUNDERBIRDFLY4
S_THUNDERBIRDFLY5
S_THUNDERBIRDFLY6
S_THUNDERBIRDFLY7
S_THUNDERBIRDFLY8
S_THUNDERBIRDFLY9
S_THUNDERBIRDDIVEBOMBSTART
S_THUNDERBIRDDIVEBOMB0
S_THUNDERBIRDDIVEBOMB1
S_THUNDERBIRDDIVEBOMB2
S_THUNDERBIRDDIVEBOMB3
S_THUNDERBIRDDIVEBOMB4
S_THUNDERBIRDDIVEBOMB5
S_THUNDERBIRDDIVEBOMB6
S_THUNDERBIRDDIVEBOMB7
S_THUNDERBIRDDIVEBOMB8
S_THUNDERBIRDDIVEBOMB9
S_THUNDERBIRDDIVEBOMB10
S_THUNDERBIRDDIVEBOMB11
MT_LIGHTNINGBOLT
S_LIGHTNINGBOLT0
S_LIGHTNINGBOLT1
S_LIGHTNINGBOLT2
S_LIGHTNINGBOLT3
S_LIGHTNINGBOLT4
S_LIGHTNINGBOLT5
S_LIGHTNINGBOLT6
S_LIGHTNINGBOLT7
S_LIGHTNINGBOLTIMPACT0
S_LIGHTNINGBOLTIMPACT1
S_LIGHTNINGTRAIL0
S_LIGHTNINGTRAIL1
S_LIGHTNINGTRAIL2
S_LIGHTNINGTRAIL3
MT_LIGHTNINGTRAIL
MT_LIGHTNINGSEED
S_LIGHTNINGSEED0
S_LIGHTNINGSEED1
S_LIGHTNINGSEED2
S_LIGHTNINGSEEDIMPACT0
S_LIGHTNINGSEEDIMPACT1
S_LIGHTNINGBOLTIMPACT2
MT_DIVEBOMBSURGE
S_DIVEBOMBSURGE0
S_DIVEBOMBSURGEIMPACT0
S_DIVEBOMBSURGEIMPACT1
S_DIVEBOMBSURGEIMPACTR
S_THUNDERBIRDDEATH0
S_THUNDERBIRDDEATH1
S_THUNDERBIRDDEATH2
S_THUNDERBIRDDEATH3
S_THUNDERBIRDDEATH4

Object MT_THUNDERBIRD
SpawnState = S_THUNDERBIRDIDLE0
PainState = S_THUNDERBIRDPAIN0
DeathState = S_THUNDERBIRDDEATH0
ReactionTime = 45
Speed = 0
Radius = 75*FRACUNIT
Height = 100*FRACUNIT
Damage = 3
PainSound = sfx_dmpain
DeathSound = sfx_cybdth
SpawnHealth = 8
MapThingNum = 3363
DispOffset = 0
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_NOGRAVITY



State S_THUNDERBIRDDEATH0
SpriteName = TBIR
SpriteFrame = A
Action = A_ZThrust
Var1 = 1
Var2 = (1<<16)+1
Duration = 0
Next = S_THUNDERBIRDDEATH1

State S_THUNDERBIRDDEATH1
SpriteName = TBIR
SpriteFrame = A
Action = A_BossScream
Duration = 3
Next = S_THUNDERBIRDDEATH2

State S_THUNDERBIRDDEATH2
SpriteName = TBIR
SpriteFrame = A
Action = A_Repeat
Var1 = 35
Var2 = S_THUNDERBIRDDEATH0
Duration = 4
Next = S_THUNDERBIRDDEATH3

State S_THUNDERBIRDDEATH3
SpriteName = TBIR
SpriteFrame = A
Action = A_ForceWin
Duration = 4
Next = S_THUNDERBIRDDEATH4

State S_THUNDERBIRDDEATH4
SpriteName = TBIR
SpriteFrame = A
Action = A_MultiShot
Var1 = (MT_FLICKY_01<<16)+32
Duration = 4
Next = S_TNTBARREL_EXPL1


State S_THUNDERBIRDIDLE0
SpriteName = TBIR
SpriteFrame = A
Action = A_CheckHealth
Var1 = 4
Var2 = S_THUNDERBIRDIDLE4
Duration = 5
Next = S_THUNDERBIRDIDLE1

State S_THUNDERBIRDIDLE1
SpriteName = TBIR
SpriteFrame = B
Action = A_FindTarget
Var1 = MT_PLAYER
Duration = 5
Next = S_THUNDERBIRDIDLE2

State S_THUNDERBIRDIDLE2
SpriteName = TBIR
SpriteFrame = C
Action = A_FaceTarget
Duration = 5
Next = S_THUNDERBIRDIDLE3

State S_THUNDERBIRDIDLE3
SpriteName = TBIR
SpriteFrame = B
Action = A_Repeat
Var1 = 5
Var2 = S_THUNDERBIRDIDLE0
Duration = 1
Next = S_THUNDERBIRDIDLE4

State S_THUNDERBIRDIDLE4
SpriteName = TBIR
SpriteFrame = B
Action = A_RandomState
Var1 = S_THUNDERBIRDDIVEBOMBSTART
Var2 = S_THUNDERBIRDSHOOT0
Duration = 5
Next = S_THUNDERBIRDSHOOT0

State S_THUNDERBIRDDIVEBOMBSTART
SpriteName = TBIR
SpriteFrame = D
Action = A_SetCustomValue
Var1 = 3
Var2 = 0
Duration = 1
Next = S_THUNDERBIRDDIVEBOMB7

State S_THUNDERBIRDDIVEBOMB0
SpriteName = TBIR
SpriteFrame = D
Action = A_FindTarget
Var1 = MT_PLAYER
Duration = 0
Next = S_THUNDERBIRDDIVEBOMB1

State S_THUNDERBIRDDIVEBOMB1
SpriteName = TBIR
SpriteFrame = D
Action = A_FindTarget
Var1 = MT_PLAYER
Duration = 0
Next = S_THUNDERBIRDDIVEBOMB2

State S_THUNDERBIRDDIVEBOMB2
SpriteName = TBIR
SpriteFrame = D
Action = A_HomingChase
Var1 = 30*FRACUNIT
Duration = 1
Next = S_THUNDERBIRDDIVEBOMB3

State S_THUNDERBIRDDIVEBOMB3
SpriteName = TBIR
SpriteFrame = D
Action = A_TrapShot
Var1 = MT_DIVEBOMBSURGE
Var2 = 270
Duration = 0
Next = S_THUNDERBIRDDIVEBOMB4

State S_THUNDERBIRDDIVEBOMB4
SpriteName = TBIR
SpriteFrame = D
Action = A_ZThrust
Var1 = -10
Var2 = 0
Duration = 0
Next = S_THUNDERBIRDDIVEBOMB5

State S_THUNDERBIRDDIVEBOMB5
SpriteName = TBIR
SpriteFrame = D
Action = A_GhostMe
Duration = 0
Next = S_THUNDERBIRDDIVEBOMB0

State S_THUNDERBIRDDIVEBOMB6
SpriteName = TBIR
SpriteFrame = A
Action = A_SetCustomValue
Var1 = 1
Var2 = 1
Duration = 0
Next = S_THUNDERBIRDDIVEBOMB7

State S_THUNDERBIRDDIVEBOMB7
SpriteName = TBIR
SpriteFrame = B
Action = A_CheckCustomValue
Var1 = 0
Var2 = S_THUNDERBIRDDIVEBOMB8
Duration = 10
Next = S_THUNDERBIRDSHOOT0


State S_THUNDERBIRDDIVEBOMB8
SpriteName = TBIR
SpriteFrame = A
Action = A_ZThrust
Var1 = 0
Var2 = (1<<16)+1
Duration = 30
Next = S_THUNDERBIRDDIVEBOMB9

State S_THUNDERBIRDDIVEBOMB9
SpriteName = TBIR
SpriteFrame = B
Action = A_ZThrust
Var1 = 20
Var2 = (1<<16)+1
Duration = 4
Next = S_THUNDERBIRDDIVEBOMB10

State S_THUNDERBIRDDIVEBOMB10
SpriteName = TBIR
SpriteFrame = C
Action = None
Duration = 20
Next = S_THUNDERBIRDDIVEBOMB0


State S_THUNDERBIRDFLYSTART
SpriteName = TBIR
SpriteFrame = A
Action = A_Repeat
Var1 = 1
Var2 = S_THUNDERBIRDFLYSTART
Duration = 10
Next = S_THUNDERBIRDFLY0

State S_THUNDERBIRDFLY0
SpriteName = TBIR
SpriteFrame = C
Action = A_ZThrust
Var1 = 20
Duration = 20
Next = S_THUNDERBIRDFLY1

State S_THUNDERBIRDFLY1
SpriteName = TBIR
SpriteFrame = A
Action = A_ZThrust
Var1 = 0
Var2 = (1<<16)+1
Duration = 20
Next = S_THUNDERBIRDFLY2

State S_THUNDERBIRDFLY2
SpriteName = TBIR
SpriteFrame = G
Action = A_Thrust
Var1 = 20
Duration = 5
Next = S_THUNDERBIRDFLY3

State S_THUNDERBIRDFLY3
SpriteName = TBIR
SpriteFrame = G
Action = A_FindTracer
Var1 = MT_WAYPOINT
Duration = 0
Next = S_THUNDERBIRDFLY4

State S_THUNDERBIRDFLY4
SpriteName = TBIR
SpriteFrame = G
Action = A_CheckRange
Var1 = (1<<16)+1024
Var2 = S_THUNDERBIRDFLY6
Duration = 0
Next = S_THUNDERBIRDFLY5

State S_THUNDERBIRDFLY5
SpriteName = TBIR
SpriteFrame = G
Action = A_ChangeAngleRelative
Var1 = -1
Var2 = -1
Duration = 0
Next = S_THUNDERBIRDFLY6

State S_THUNDERBIRDFLY6
SpriteName = TBIR
SpriteFrame = G
Action = A_TrapShot
Var1 = MT_LIGHTNINGSEED
Duration = 0
Next = S_THUNDERBIRDFLY7

State S_THUNDERBIRDFLY7
SpriteName = TBIR
SpriteFrame = F
Action = A_Thrust
Var1 = 20
Var2 = 1
Duration = 1
Next = S_THUNDERBIRDFLY8

State S_THUNDERBIRDFLY8
SpriteName = TBIR
SpriteFrame = G
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1
Duration = 0
Next = S_THUNDERBIRDFLY9

State S_THUNDERBIRDFLY9
SpriteName = TBIR
SpriteFrame = G
Action = A_Repeat
Var1 = 300
Var2 = S_THUNDERBIRDFLY3
Duration = 1
Next = S_THUNDERBIRDDIVEBOMB0

State S_THUNDERBIRDPAIN0
SpriteName = TBIR
SpriteFrame = B
Action = A_Pain
Duration = 5
Next = S_THUNDERBIRDFLYSTART


State S_THUNDERBIRDSHOOT0
SpriteName = TBIR
SpriteFrame = B
Action = A_Repeat
Var1 = 1
Var2 = 0
Duration = 5
Next = S_THUNDERBIRDSHOOT1

State S_THUNDERBIRDSHOOT1
SpriteName = TBIR
SpriteFrame = A
Action = A_FaceTarget
Duration = 0
Next = S_THUNDERBIRDSHOOT2

State S_THUNDERBIRDSHOOT2
SpriteName = TBIR
SpriteFrame = A
Action = A_ChangeAngleRelative
Var1 = -90
Var2 = 90
Duration = 0
Next = S_THUNDERBIRDSHOOT3

State S_THUNDERBIRDSHOOT3
SpriteName = TBIR
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_AIRSHOT
Duration = 0
Next = S_THUNDERBIRDSHOOT4

State S_THUNDERBIRDSHOOT4
SpriteName = TBIR
SpriteFrame = A
Action = A_ChangeAngleRelative
Var1 = -45
Var2 = 45
Duration = 0
Next = S_THUNDERBIRDSHOOT5

State S_THUNDERBIRDSHOOT5
SpriteName = TBIR
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_LOWAIRSHOT
Duration = 0
Next = S_THUNDERBIRDSHOOT6

State S_THUNDERBIRDSHOOT6
SpriteName = TBIR
SpriteFrame = A
Action = A_Repeat
Var1 = 20
Var2 = S_THUNDERBIRDSHOOT1
Duration = 0
Next = S_THUNDERBIRDSHOOT7


State S_THUNDERBIRDSHOOT7
SpriteName = TBIR
SpriteFrame = A
Action = A_FaceTarget
Duration = 50
Next = S_THUNDERBIRDSHOOT8

State S_THUNDERBIRDSHOOT8
SpriteName = TBIR
SpriteFrame = C
Action = A_PlaySound
Var1 = sfx_wdjump
Duration = 30
Next = S_THUNDERBIRDIDLE0


Object MT_LIGHTNINGTRAIL
SpawnState = S_LIGHTNINGTRAIL0
Radius = 40*FRACUNIT
Height = 40*FRACUNIT
Speed = 1
DispOffset = 0
Flags = MF_NOCLIPTHING|MF_NOGRAVITY


State S_LIGHTNINGTRAIL0
SpriteName = SSPK
SpriteFrame = A
Duration = 1
Next = S_LIGHTNINGTRAIL1

State S_LIGHTNINGTRAIL1
SpriteName = SSPK
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_THUNDERBIRD
Duration = 0
Next = S_LIGHTNINGTRAIL2

State S_LIGHTNINGTRAIL2
SpriteName = SSPK
SpriteFrame = A
Action = A_SetObjectFlags
Var1 = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
Duration = 0
Next = S_LIGHTNINGTRAIL3


State S_LIGHTNINGTRAIL3
SpriteName = SSPK
SpriteFrame = A|FF_ANIMATE|FF_RANDOMANIM
Var1 = 2
Var2 = 1
Duration = 7
Next = S_NULL


Object MT_LIGHTNINGSEED
SpawnState = S_LIGHTNINGSEED0
DeathState = S_LIGHTNINGSEEDIMPACT0
Radius = 40*FRACUNIT
Height = 40*FRACUNIT
Speed = 1
DispOffset = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOCLIPTHING

State S_LIGHTNINGSEED0
SpriteName = SSPK
SpriteFrame = A
Duration = 1
Next = S_LIGHTNINGSEED1

State S_LIGHTNINGSEED1
SpriteName = SSPK
SpriteFrame = A
Action = A_ChangeAngleAbsolute
Var1 = 0
Var2 = 360
Duration = 0
Next = S_LIGHTNINGSEED2

State S_LIGHTNINGSEED2
SpriteName = SSPK
SpriteFrame = A
Action = A_Thrust
Var1 = 40
Duration = 35
Next = S_LIGHTNINGSEEDIMPACT0

State S_LIGHTNINGSEEDIMPACT0
SpriteName = SSPK
SpriteFrame = A|FF_ANIMATE
Var1 = 2
Var2 = 1
Duration = 60
Next = S_LIGHTNINGSEEDIMPACT1

State S_LIGHTNINGSEEDIMPACT1
SpriteName = SSPK
SpriteFrame = C
Action = A_SpawnObjectRelative
Var2 = (900<<16)+MT_LIGHTNINGBOLT
Duration = 0
Next = S_NULL


Object MT_LIGHTNINGBOLT
SpawnState = S_LIGHTNINGBOLT0
DeathState = S_LIGHTNINGBOLTIMPACT0
DeathSound = sfx_s3k45
Radius = 40*FRACUNIT
Height = 40*FRACUNIT
Speed = 1
DispOffset = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_RUNSPAWNFUNC


State S_LIGHTNINGBOLT0
SpriteName = SSPK
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_THUNDERBIRD
Duration = 1
Next = S_LIGHTNINGBOLT1

State S_LIGHTNINGBOLT1
SpriteName = SSPK
SpriteFrame = A
Action = A_ChangeAngleAbsolute
Var1 = 0
Var2 = 360
Duration = 1
Next = S_LIGHTNINGBOLT2

State S_LIGHTNINGBOLT2
SpriteName = SSPK
SpriteFrame = A
Action = A_ZThrust
Var1 = -80
Var2 = (1<<16)+1
Duration = 0
Next = S_LIGHTNINGBOLT3

State S_LIGHTNINGBOLT3
SpriteName = SSPK
SpriteFrame = A
Action = A_Thrust
Var1 = 20
Var2 = 0
Duration = 0
Next = S_LIGHTNINGBOLT4

State S_LIGHTNINGBOLT4
SpriteName = SSPK
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_LIGHTNINGTRAIL
Duration = 0
Next = S_LIGHTNINGBOLT5

State S_LIGHTNINGBOLT5
SpriteName = SSPK
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_LIGHTNINGTRAIL
Var2 = (26<<16)
Duration = 0
Next = S_LIGHTNINGBOLT6

State S_LIGHTNINGBOLT6
SpriteName = SSPK
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_LIGHTNINGTRAIL
Var2 = (52<<16)
Duration = 0
Next = S_LIGHTNINGBOLT7

State S_LIGHTNINGBOLT7
SpriteName = SSPK
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_LIGHTNINGTRAIL
Var2 = (80<<16)
Duration = 0
Next = S_LIGHTNINGBOLT1

State S_LIGHTNINGBOLTIMPACT0
SpriteName = SSPK
SpriteFrame = A
Action = A_Scream
Duration = 0
Next = S_LIGHTNINGBOLTIMPACT1

State S_LIGHTNINGBOLTIMPACT1
SpriteName = SSPK
SpriteFrame = C
Action = A_SetScale
Var1 = FRACUNIT*5
Duration = 0
Next = S_LIGHTNINGBOLTIMPACT2

State S_LIGHTNINGBOLTIMPACT2
SpriteName = SSPK
SpriteFrame = A|TR_TRANS20|FF_ANIMATE
Var1 = 2
Var2 = 2
Duration = 6
Next = S_NULL

#Using a missile to detect collision with level geometry. We really are finaldemo now.
Object MT_DIVEBOMBSURGE
SpawnState = S_DIVEBOMBSURGE0
DeathState = S_DIVEBOMBSURGEIMPACT0
SeeSound = sfx_buzz1
Radius = 125*FRACUNIT
Height = 75*FRACUNIT
Speed = 10*FRACUNIT
DispOffset = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_RUNSPAWNFUNC


State S_DIVEBOMBSURGE0
SpriteName = ELEC
SpriteFrame = A|TR_TRANS20|FF_ANIMATE|FF_GLOBALANIM|FF_FULLBRIGHT
Var1 = 11
Var2 = 1
Duration = 2
Next = S_NULL

State S_DIVEBOMBSURGEIMPACT0
SpriteName = SSPK
SpriteFrame = A
Action = A_OldRingExplode
Var1 = MT_LIGHTNINGTRAIL
Duration = 0
Next = S_DIVEBOMBSURGEIMPACT1

State S_DIVEBOMBSURGEIMPACT1
SpriteName = SSPK
SpriteFrame = A
Action = A_RemoteAction
Var1 = MT_THUNDERBIRD
Var2 = S_DIVEBOMBSURGEIMPACTR
Duration = 0
Next = S_NULL


State S_DIVEBOMBSURGEIMPACTR
Action = A_RandomState
Var1 = S_THUNDERBIRDDIVEBOMB6
Var2 = S_THUNDERBIRDDIVEBOMB6


#It just occured to me, that I've been through this place again and again....
Object MT_AIRSHOT
SpawnState = S_AIRSHOT0
DeathState = S_SMOKE1
Radius = 40*FRACUNIT
Height = 40*FRACUNIT
Speed = 50*FRACUNIT
DispOffset = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

Object MT_LOWAIRSHOT
SpawnState = S_LOWAIRSHOT0
DeathState = S_SMOKE1
Radius = 40*FRACUNIT
Height = 40*FRACUNIT
Speed = 50*FRACUNIT
DispOffset = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_LOWAIRSHOT0
SpriteName = AIRS
SpriteFrame = A
Action = None
Duration = 1
Next = S_AIRSHOT1

State S_AIRSHOT0
SpriteName = AIRS
SpriteFrame = A
Action = None
Duration = 1
Next = S_AIRSHOTRISECHECK


State S_AIRSHOTRISECHECK
SpriteName = AIRS
SpriteFrame = A
Action = A_RandomStateRange
Var1 = S_AIRSHOTRISE0
Var2 = S_AIRSHOTRISE2
Duration = 0
Next = S_AIRSHOTRISECHECK

State S_AIRSHOTRISE0
SpriteName = AIRS
SpriteFrame = A
Action = A_ZThrust
Var1 = 1
Duration = 0
Next = S_AIRSHOTRISELOOP

State S_AIRSHOTRISE1
SpriteName = AIRS
SpriteFrame = A
Action = A_ZThrust
Var1 = 3
Duration = 0
Next = S_AIRSHOTRISELOOP

State S_AIRSHOTRISE2
SpriteName = AIRS
SpriteFrame = A
Action = None
Duration = 0
Next = S_AIRSHOTRISELOOP

State S_AIRSHOTRISELOOP
SpriteName = AIRS
SpriteFrame = A
Action = A_Repeat
Var1 = 10
Var2 = S_AIRSHOTRISECHECK
Duration = 1
Next = S_AIRSHOT1

State S_AIRSHOT1
SpriteName = AIRS
SpriteFrame = A
Action = A_CapeChase
Duration = 0
Next = S_AIRSHOTFLY1

State S_AIRSHOTFLY1
SpriteName = AIRS
SpriteFrame = A|FF_ANIMATE
Var1 = 2
Var2 = 2
Duration = 10
Next = S_AIRSHOT2

State S_AIRSHOT2
SpriteName = AIRS
SpriteFrame = A
Action = A_ZThrust
Var1 = 0
Var2 = (1<<16)+1
Duration = 1
Next = S_AIRSHOTFLY2

State S_AIRSHOTFLY2
SpriteName = AIRS
SpriteFrame = A|FF_ANIMATE
Var1 = 2
Var2 = 2
Duration = 40
Next = S_AIRSHOT3

State S_AIRSHOT3
SpriteName = AIRS
SpriteFrame = A
Action = A_Thrust
Var1 = 30
Var2 = 0
Duration = 1
Next = S_AIRSHOTFLY3

State S_AIRSHOTFLY3
SpriteName = AIRS
SpriteFrame = A|FF_ANIMATE
Var1 = 2
Var2 = 2
Duration = -1
Next = S_AIRSHOTFLY3