FREESLOT
SPR_PAWN
SPR_PAWS
S_EGGPAWN_STAND
S_EGGPAWN_WALK1
S_EGGPAWN_WALK2
S_EGGPAWN_WALK3
S_EGGPAWN_WALK4
S_EGGPAWN_WALK_REPEAT
S_EGGPAWN_WALK_CHOOSE
S_EGGPAWN_RUN1
S_EGGPAWN_RUN2
S_EGGPAWN_RUN3
S_EGGPAWN_RUN4
S_EGGPAWN_LOST1
S_EGGPAWN_LOST2
S_EGGPAWN_LOST3
S_EGGPAWN_LOST4
S_EGGPAWN_LOST_REPEAT
S_EGGPAWN_HURT
S_EGGPAWN_POSTDEAD
S_EGGPAWN_DEAD_SOUND
S_EGGPAWN_DEAD1
S_EGGPAWN_DEAD2
S_EGGPAWN_DEAD3
S_EGGPAWN_DEAD4

Object MT_EGGPAWN
MapThingNum = 145
SpawnState = S_EGGPAWN_STAND
SpawnHealth = 1
SeeState = S_EGGPAWN_RUN1
SeeSound = sfx_pawn2
ReactionTime = 64
DeathState = S_EGGPAWN_HURT
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 12
Radius = 32*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME

State S_EGGPAWN_STAND
SpriteName = PAWN
SpriteFrame = A
Duration = 50
Next = S_EGGPAWN_WALK1

State S_EGGPAWN_WALK1
SpriteName = PAWN
SpriteFrame = B
Duration = 5
Next = S_EGGPAWN_WALK2

State S_EGGPAWN_WALK2
SpriteName = PAWN
SpriteFrame = C
Duration = 5
Next = S_EGGPAWN_WALK3

State S_EGGPAWN_WALK3
SpriteName = PAWN
SpriteFrame = D
Duration = 5
Next = S_EGGPAWN_WALK4

State S_EGGPAWN_WALK4
SpriteName = PAWN
SpriteFrame = E
Duration = 5
Next = S_EGGPAWN_WALK_REPEAT

State S_EGGPAWN_RUN1
SpriteName = PAWN
SpriteFrame = B
Duration = 3
Next = S_EGGPAWN_RUN2

State S_EGGPAWN_RUN2
SpriteName = PAWN
SpriteFrame = C
Duration = 3
Next = S_EGGPAWN_RUN3

State S_EGGPAWN_RUN3
SpriteName = PAWN
SpriteFrame = D
Duration = 3
Next = S_EGGPAWN_RUN4

State S_EGGPAWN_RUN4
SpriteName = PAWN
SpriteFrame = E
Duration = 3
Next = S_EGGPAWN_RUN1

State S_EGGPAWN_LOST1
SpriteName = PAWN
SpriteFrame = G
Duration = 3
Next = S_EGGPAWN_LOST2

State S_EGGPAWN_LOST2
SpriteName = PAWN
SpriteFrame = H
Duration = 3
Next = S_EGGPAWN_LOST3

State S_EGGPAWN_LOST3
SpriteName = PAWN
SpriteFrame = G
Duration = 3
Next = S_EGGPAWN_LOST4

State S_EGGPAWN_LOST4
SpriteName = PAWN
SpriteFrame = I
Duration = 3
Next = S_EGGPAWN_LOST_REPEAT

State S_EGGPAWN_LOST_REPEAT
SpriteName = PAWN
SpriteFrame = I
Duration = 1
Action = A_Repeat
Var1 = 5
Var2 = S_EGGPAWN_LOST1
Next = S_EGGPAWN_STAND

State S_EGGPAWN_WALK_REPEAT
SpriteName = PAWN
SpriteFrame = E
Duration = 1
Action = A_Repeat
Var1 = 2
Var2 = S_EGGPAWN_WALK1
Next = S_EGGPAWN_WALK_CHOOSE

State S_EGGPAWN_WALK_CHOOSE
SpriteName = PAWN
SpriteFrame = E
Duration = 1
Next = S_EGGPAWN_WALK_CHOOSE
Action = A_RandomState
Var1 = S_EGGPAWN_WALK1
Var2 = S_EGGPAWN_STAND

State S_EGGPAWN_HURT
SpriteName = PAWN
SpriteFrame = F
Duration = -1
Next = S_EGGPAWN_HURT

State S_EGGPAWN_POSTDEAD
SpriteName = PAWN
SpriteFrame = J
Duration = 35
Next = S_EGGPAWN_DEAD_SOUND

State S_EGGPAWN_DEAD_SOUND
SpriteName = BARX
SpriteFrame = A
Duration = 1
Action = A_Scream
Next = S_EGGPAWN_DEAD1

State S_EGGPAWN_DEAD1
SpriteName = BARX
SpriteFrame = A
Duration = 1
Action = A_OldRingExplode
Var1 = MT_SONIC3KBOSSEXPLODE
Var2 = 0
Next = S_EGGPAWN_DEAD2

State S_EGGPAWN_DEAD2
SpriteName = BARX
SpriteFrame = B
Duration = 2
Action = A_PawnParticles
Next = S_EGGPAWN_DEAD3

State S_EGGPAWN_DEAD3
SpriteName = BARX
SpriteFrame = C
Duration = 2
Next = S_EGGPAWN_DEAD4

State S_EGGPAWN_DEAD4
SpriteName = BARX
SpriteFrame = D
Duration = 2
Next = S_NULL

State S_ALART_WHAT1
SpriteName = WHAT
SpriteFrame = A|FF_ANIMATE|FF_FULLBRIGHT
Duration = 4
Var1 = 1
Var2 = 2
Next = S_ALART_WHAT2

State S_ALART_WHAT2
SpriteName = WHAT
SpriteFrame = E|FF_ANIMATE|FF_FULLBRIGHT
Duration = -1
Var1 = 1
Var2 = 2
Next = S_ALART_WHAT2