Freeslot
MT_BM_GHOST
S_BM_GHOST_STAND
S_BM_GHOST_ISEEYOU
S_BM_GHOST_FLOAT
S_BM_GHOST_FLOAT1
S_BM_GHOST_FLOAT2
S_BM_GHOST_FLOAT3
S_BM_GHOST_FLOAT4
S_BM_GHOST_PULLED
S_BM_GHOST_PULLED1
S_BM_GHOST_DEAD1
S_BM_GHOST_DEAD2
S_BM_GHOST_DEAD3
S_BM_GHOST_DEAD4
S_BM_GHOST_DEAD5
S_BM_GHOST_DEAD6
S_BM_GHOST_PAIN
SPR_BM01

Thing MT_BM_GHOST
#$Name BM RoboGhost
#$Sprite BM01A1
MapThingNum = 950
SpawnState = S_BM_GHOST_STAND
SpawnHealth = 1000
SeeState = S_BM_GHOST_ISEEYOU
SeeSound = sfx_CDPCM6
ReactionTime = 10
AttackSound = sfx_none
PainState = S_BM_GHOST_PAIN
PainChance = 200
PainSound = sfx_CDPCM7
MeleeState = S_NULL
MissileState = S_NULL
DEATHSTATE = S_BM_GHOST_DEAD1
DEATHSOUND = sfx_CDPCM7
XDEATHSTATE = S_NULL
SPEED = 5
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = S_NULL
Flags = MF_ENEMY|MF_SPECIAL|MF_NOGRAVITY|MF_FLOAT|MF_SOLID|MF_BOUNCE|MF_SHOOTABLE

State S_BM_GHOST_STAND
SpriteName = SPR_BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS40|A
Duration = 5
Action = A_Look
Var1 = 1
Var2 = 1
Next = S_BM_GHOST_STAND

State S_BM_GHOST_ISEEYOU
SpriteName = SPR_BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS40|A
Duration = 1
Action = A_PlaySound
Var1 = sfx_cdpcm6
Var2 = 0
Next = S_BM_GHOST_FLOAT

State S_BM_GHOST_FLOAT
SpriteName = SPR_BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS40|A
Duration = 35
Action = A_SkullAttack
Next = S_BM_GHOST_FLOAT1

State S_BM_GHOST_FLOAT1
SpriteName = SPR_BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS40|A
Duration = 35
Action = A_SkullAttack
Next = S_BM_GHOST_FLOAT2

State S_BM_GHOST_FLOAT2
SpriteName = SPR_BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS40|A
Duration = 35
Action = A_SkullAttack
Next = S_BM_GHOST_FLOAT3

State S_BM_GHOST_FLOAT3
SpriteName = SPR_BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS40|A
Duration = 35
Action = A_SkullAttack
Next = S_BM_GHOST_FLOAT4

State S_BM_GHOST_FLOAT4
SpriteName = SPR_BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS30|B
Duration = 1
Action = A_CheckTrueRange
Var1 = 420
Var2 = S_BM_GHOST_PULLED
Next = S_BM_GHOST_STAND

State S_BM_GHOST_PULLED
SpriteName = SPR_BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS40|B
Duration = 1
Action = A_SetObjectFlags
Var1 = MF_NOCLIPTHING
Var2 = 1
Next = S_BM_GHOST_PULLED1

State S_BM_GHOST_PULLED1
SpriteName = SPR_BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS40|D
Duration = 1
Action = A_PushAway
Var1 = -10
Var2 = 0
Next = S_BM_GHOST_STAND

State S_BM_GHOST_DEAD1
SpriteName = BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS40|C
Action = A_Pain
Duration = 5
Next = S_BM_GHOST_DEAD2

State S_BM_GHOST_DEAD2
SpriteName = BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS50|C
Duration = 5
Action = A_Fall
Next = S_BM_GHOST_DEAD3

State S_BM_GHOST_DEAD3
SpriteName = BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS60|C
Duration = 5
Next = S_BM_GHOST_DEAD4

State S_BM_GHOST_DEAD4
SpriteName = BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS70|C
Duration = 5
Next = S_BM_GHOST_DEAD5

State S_BM_GHOST_DEAD5
SpriteName = BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS80|C
Duration = 5
Next = S_BM_GHOST_DEAD6

State S_BM_GHOST_DEAD6
SpriteName = BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS90|C
Duration = -1
Next = S_BM_GHOST_DEAD6

State S_BM_GHOST_PAIN
SpriteName = BM01
SpriteFrame = FF_FULLBRIGHT|TR_TRANS40|C
Duration = 210
Action = A_Pain
Next = S_BM_GHOST_FLOAT