FREESLOT
MT_METALIXSHOT
MT_METALIXSHOT2
MT_METALIXSHOT3
MT_CHAOSKNUXAURA
MT_DARK_TELEPORT
S_METALIXSHOT1
S_PLAY_CHARGE
S_PLAY_BLAST
S_PLAY_DIG
S_PLAY_DIG1
S_PLAY_DIG2
S_PLAY_DIG3
S_PLAY_DIG4
S_PLAY_DIGU1
S_PLAY_DIGU2
S_PLAY_DIGU3
S_PLAY_DIGU4
S_CHAOSAURA1
S_CHAOSAURA2
S_CHAOSAURA3
S_DARKAURA1
S_DARKAURA2
S_DARKAURA3
S_DARKAURA4
S_DARKAURA5
S_DARKAURA6
S_METALIXSHOT2
SPR_DIGK
SPR_DIGU
SPR_CKRA
SPR_DRAU

Object MT_METALIXSHOT
SpawnState = S_ENERGYBALL1
SpawnHealth = 1
SeeSound = sfx_none
ReactionTime = 32
DeathState = S_NULL
DeathSound = sfx_none
SPEED = 5073240
RADIUS = 1248579
HEIGHT = 1572864
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_MISSILE|MF_NOGRAVITY|MF_NOBLOCKMAP

FRAME S_METALIXSHOT1
SPRITENAME = ENRG
SPRITEFRAME = A|FF_FULLBRIGHT|FF_TRANS40
DURATION = 1
NEXT = S_METALIXSHOT2
VAR1 = 0
VAR2 = 0

FRAME S_PLAY_CHARGE
SPRITENAME = METL
SPRITEFRAME = S
DURATION = -1
NEXT = S_PLAY_CHARGE
VAR1 = 0
VAR2 = 0

FRAME S_PLAY_BLAST
SPRITENAME = METL
SPRITEFRAME = R
DURATION = 3
NEXT = S_PLAY_FALL
VAR1 = 0
VAR2 = 0

FRAME S_METALIXSHOT2
SPRITENAME = ENRG
SPRITEFRAME = A|FF_FULLBRIGHT|FF_TRANS20
DURATION = 1
NEXT = S_METALIXSHOT1
VAR1 = 0
VAR2 = 0

FRAME S_PLAY_DIG
SPRITENAME = DIGK
SPRITEFRAME = A
DURATION = 1
NEXT = S_PLAY_DIG1
VAR1 = 0
VAR2 = 0

FRAME S_PLAY_DIG1
SPRITENAME = DIGK
SPRITEFRAME = A
DURATION = 2
NEXT = S_PLAY_DIG2
VAR1 = 0
VAR2 = 0

FRAME S_PLAY_DIG2
SPRITENAME = DIGK
SPRITEFRAME = B
DURATION = 2
NEXT = S_PLAY_DIG3
VAR1 = 0
VAR2 = 0

FRAME S_PLAY_DIG3
SPRITENAME = DIGK
SPRITEFRAME = C
DURATION = 2
NEXT = S_PLAY_DIG4
VAR1 = 0
VAR2 = 0

FRAME S_PLAY_DIG4
SPRITENAME = DIGK
SPRITEFRAME = D
DURATION = 2
NEXT = S_PLAY_DIG1
VAR1 = 0
VAR2 = 0

FRAME S_PLAY_DIGU1
SPRITENAME = DIGU
SPRITEFRAME = A
DURATION = 2
NEXT = S_PLAY_DIGU2
VAR1 = 0
VAR2 = 0

FRAME S_PLAY_DIGU2
SPRITENAME = DIGU
SPRITEFRAME = B
DURATION = 2
NEXT = S_PLAY_DIGU3
VAR1 = 0
VAR2 = 0

FRAME S_PLAY_DIGU3
SPRITENAME = DIGU
SPRITEFRAME = C
DURATION = 2
NEXT = S_PLAY_DIGU4
VAR1 = 0
VAR2 = 0

FRAME S_PLAY_DIGU4
SPRITENAME = DIGU
SPRITEFRAME = D
DURATION = 2
NEXT = S_PLAY_FALL
VAR1 = 0
VAR2 = 0

Thing MT_CHAOSKNUXAURA
mapthingnum = -1
spawnstate = S_CHAOSAURA1
seestate = S_CHAOSAURA1
spawnhealth = 9999
painstate = S_NULL
meleestate = S_NULL
painsound = sfx_thok
raisestate = S_NULL
deathstate = S_NULL
xdeathstate = S_NULL
painchance = 0
radius = 38*FRACUNIT
height = 82*FRACUNIT
speed = 15*FRACUNIT
mass = 1000
flags = MF_SCENERY|MF_NOCLIP

state S_CHAOSAURA1
spritename = CKRA
spriteframe = A
var1 = 0
var2 = 0
duration = 2
next = S_CHAOSAURA2

state S_CHAOSAURA2
spritename = CKRA
spriteframe = B
var1 = 0
var2 = 0
duration = 2
next = S_CHAOSAURA3

state S_CHAOSAURA3
spritename = CKRA
spriteframe = C
var1 = 0
var2 = 0
duration = 2
next = S_CHAOSAURA1

state S_DARKAURA1
spritename = DRAU
spriteframe = A
var1 = 0
var2 = 0
duration = 2
next = S_DARKAURA2

state S_DARKAURA2
spritename = DRAU
spriteframe = B
var1 = 0
var2 = 0
duration = 2
next = S_DARKAURA3

state S_DARKAURA3
spritename = DRAU
spriteframe = C
var1 = 0
var2 = 0
duration = 2
next = S_DARKAURA4

state S_DARKAURA4
spritename = DRAU
spriteframe = D
var1 = 0
var2 = 0
duration = 2
next = S_DARKAURA5

state S_DARKAURA5
spritename = DRAU
spriteframe = E
var1 = 0
var2 = 0
duration = 2
next = S_DARKAURA6

state S_DARKAURA6
spritename = DRAU
spriteframe = F
var1 = 0
var2 = 0
duration = 2
next = S_DARKAURA1