Freeslot
MT_GOLDCRAWLA
SPR_CRWL
S_RPOS_STND
S_RPOS_TARGET
S_RPOS_TELEPORT1
S_RPOS_TELEPORT2
S_RPOS_TELEPORT3
S_RPOS_TELEPORT4
S_RPOS_TELEPORTREPEAT
S_RPOS_TELEPORT5
S_RPOS_TELEPORT6
S_RPOS_TELEPORT7
S_RPOS_TELEPORTREPEAT2
S_RPOS_SPAWNONTARGET
S_RPOS_DASH
S_RPOS_SLIDE
S_RPOS_PAIN
#

###   G O L D E N   C R A W L A   ###

# An old goldie revived, and with new moves, too!

Object MT_GOLDCRAWLA
#$Name "Golden Crawla"
#$Sprite CRWLA1
MapThingNum = 99
SpawnState = S_RPOS_STND
SeeState = S_RPOS_TARGET
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_RPOS_PAIN
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_NULL
DeathSound = sfx_pop
ActiveSound = sfx_None
RaiseState = S_NULL
SpawnHealth = 3
ReactionTime = 32
PainChance = 140
Speed = 7
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Damage = 3
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

State S_RPOS_STND
SpriteName = CRWL
SpriteFrame = A
Duration = 5
Next = S_RPOS_STND
Action A_Look

State S_RPOS_TARGET
SpriteName = CRWL
SpriteFrame = A
Duration = 1
Next = S_RPOS_TARGET
Action A_CheckRange
Var1 = 2000
Var2 = S_RPOS_TELEPORT1

State S_RPOS_TELEPORT1
SpriteName = CRWL
SpriteFrame = G
Duration = 17
Next = S_RPOS_TELEPORT2
Action A_SetObjectFlags
Var1 = MF_NOCLIPTHING
Var2 = 2

State S_RPOS_TELEPORT2
SpriteName = CRWL
SpriteFrame = G
Duration = 2
Next = S_RPOS_TELEPORT3
Action A_SetObjectFlags2
Var1 = MF2_DONTDRAW
Var2 = 1

State S_RPOS_TELEPORT3
SpriteName = CRWL
SpriteFrame = A
Duration = 2
Next = S_RPOS_TELEPORTREPEAT
Action A_SetObjectFlags2
Var1 = MF2_DONTDRAW
Var2 = 2

State S_RPOS_TELEPORTREPEAT
SpriteName = CRWL
SpriteFrame = H
Duration = 2
Next = S_RPOS_TELEPORT5
Var1 = 5
Var2 = S_RPOS_TELEPORT3

State S_RPOS_TELEPORT5
SpriteName = CRWL
SpriteFrame = A
Duration = 25
Next = S_RPOS_TELEPORT6

State S_RPOS_TELEPORT6
SpriteName = CRWL
SpriteFrame = G
Duration = 2
Next = S_RPOS_TELEPORT7
Action A_SetObjectFlags2
Var1 = MF2_DONTDRAW
Var2 = 2

State S_RPOS_TELEPORT7
SpriteName = CRWL
SpriteFrame = H
Duration = 2
Next = S_RPOS_TELEPORTREPEAT2
Action A_SetObjectFlags2
Var1 = MF2_DONTDRAW
Var2 = 1

State S_RPOS_TELEPORTREPEAT2
SpriteName = CRWL
SpriteFrame = G
Duration = 0
Next = S_RPOS_SPAWNONTARGET
Action A_Repeat
Var1 = 5
Var2 = S_RPOS_TELEPORT6

State S_RPOS_SPAWNONTARGET
SpriteName = CRWL
SpriteFrame = A
Duration = 100
Next = S_RPOS_SPAWNONTARGET

State S_RPOS_DASH
SpriteName = CRWL
SpriteFrame = A
Duration = 2*TICRATE
Next = S_RPOS_TARGET
Action A_Thrust
Var1 = 60
Var2 = 0

State S_RPOS_PAIN
SpriteName = CRWL
SpriteFrame = A
Duration = 35
Next = S_RPOS_STND
Action A_Pain
Var1 = 0
Var2 = 0

#--------------------#