Level D0
Levelname = Shadow 
SubTitle = Ultimate Life Form
Act = 0
Music = SHAD
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = 1
SkyNum = 6
SelectHeading = SA and SA2 Bosses
RecordAttack = true
LevelSelect = 1
BonusType = Boss
StartRings = 10
WarningTitle = true

#Time to fight versus: SHADOW THE HEDGEHOG? Shadow: Hmph, faker...
Object MT_SHADOW
#$Name Shadow
#$Sprite SHDWC0
MapThingNum = 2032
SpawnState = S_SHADOWBOSS_STND1
SpawnHealth = 8
SeeState = S_SHADOWBOSS_LOOK
SeeSound = sfx_none
ReactionTime = 32
AttackSound = sfx_none
PainState = S_SHADOWBOSS_PAIN1
PainChance = S_NULL
PainSound = sfx_shdwh
MeleeState = S_SHADOWBOSS_JUMP
MissileState = S_SHADOWBOSS_HOP1
DeathState = S_SHADOWBOSS_DEAD1
DeathSound = sfx_altdi1
XDeathState = S_NULL
Speed = 10
Radius = 16*FRACUNIT
Height = 56*FRACUNIT
Mass = 100
Damage = 4
ActiveSound = sfx_none
RaiseState = S_NULL
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS

#Shadow's Standing

State S_SHADOWBOSS_STND1
SpriteName = SHDW
SpriteFrame = B
Duration = 1
Next = S_SHADOWBOSS_STND2
Action = A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_SHADOWBOSS_STND2
SpriteName = SHDW
SpriteFrame = B
Duration = 5
Next = S_SHADOWBOSS_STND3

State S_SHADOWBOSS_STND3
SpriteName = SHDW
SpriteFrame = B
Duration = 5
Next = S_SHADOWBOSS_LOOK
Action A_FaceTarget
Var1 = 0
Var2 = 0

# Shadow is watching you... AND CHASING!

State S_SHADOWBOSS_LOOK
SpriteName = SHWK
SpriteFrame = A|FF_ANIMATE
Duration = 40
Next = S_SHADOWBOSS_LOOK
Var1 = 7
Var2 = 2

State S_SHADOWBOSS_HOP1
SpriteName = SHDW
SpriteFrame = A
Duration = 1
Next S_SHADOWBOSS_HOP2
Action A_SetObjectFlags
Var1 = MF_BOSS|MF_PAIN|MF_SPECIAL
Var2 = 0

State S_SHADOWBOSS_HOP2
SpriteName = SHDW
SpriteFrame = A
Duration = 1
Next S_SHADOWBOSS_HOP3
Action A_PlaySound
Var1 = sfx_jump
Var2 = 1

State S_SHADOWBOSS_HOP3
SpriteName = SSPN
SpriteFrame = D
Duration = 1
Next S_SHADOWBOSS_HOP4
Action A_BunnyHop
Var1 = 10
Var2 = 30

State S_SHADOWBOSS_HOP4
SpriteName = SSPN
SpriteFrame = A|FF_ANIMATE
Duration = 15
Next S_SHADOWBOSS_HOP5
Var1 = 3
Var2 = 3

State S_SHADOWBOSS_HOP5
SpriteName = SHDW
SpriteFrame = E
Duration = 20
Next S_SHADOWBOSS_HOP6

State S_SHADOWBOSS_HOP6
SpriteName = SHDW
SpriteFrame = E
Duration = 1
Next S_SHADOWBOSS_HOP7
Action = A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_SHADOWBOSS_HOP7
SpriteName = SHDW
SpriteFrame = E
Duration = 1
Next S_SHADOWBOSS_HOP8
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_HOP8
SpriteName = SHDW
SpriteFrame = E
Duration = 1
Next S_SHADOWBOSS_HOP8
Action = A_RandomState
Var1 = S_SHADOWBOSS_CHAOS1
Var2 = S_SHADOWBOSS_SAPR1

State S_SHADOWBOSS_BACKHOP1
SpriteName = SHDW
SpriteFrame = A
Duration = 1
Next S_SHADOWBOSS_BACKHOP2
Action A_SetObjectFlags
Var1 = MF_BOSS|MF_PAIN|MF_SPECIAL
Var2 = 0

State S_SHADOWBOSS_BACKHOP2
SpriteName = SHDW
SpriteFrame = A
Duration = 1
Next S_SHADOWBOSS_BACKHOP3
Action A_PlaySound
Var1 = sfx_jump
Var2 = 1

State S_SHADOWBOSS_BACKHOP3
SpriteName = SSPN
SpriteFrame = D
Duration = 3
Next S_SHADOWBOSS_BACKHOP44
Action A_BunnyHop
Var1 = 10
Var2 = -20

State S_SHADOWBOSS_BACKHOP44
SpriteName = SSPN
SpriteFrame = C
Duration = 3
Next S_SHADOWBOSS_BACKHOP4
Action A_CheckHealth
Var1 = 4
Var2 = S_SHADOWBOSS_BACKHOP55

State S_SHADOWBOSS_BACKHOP4
SpriteName = SSPN
SpriteFrame = C
Duration = 3
Next S_SHADOWBOSS_BACKHOP5
Action A_PlaySound
Var1 = sfx_none
Var2 = 1

State S_SHADOWBOSS_BACKHOP55
SpriteName = SSPN
SpriteFrame = C
Duration = 3
Next S_SHADOWBOSS_BACKHOP6
Action A_PlaySound
Var1 = sfx_none
Var2 = 1

State S_SHADOWBOSS_BACKHOP5
SpriteName = SSPN
SpriteFrame = A|FF_ANIMATE
Duration = 15
Next S_SHADOWBOSS_BACKHOP6
Var1 = 3
Var2 = 3

State S_SHADOWBOSS_BACKHOP6
SpriteName = SHDW
SpriteFrame = E
Duration = 20
Next S_SHADOWBOSS_BACKHOP7

State S_SHADOWBOSS_BACKHOP7
SpriteName = SHDW
SpriteFrame = E
Duration = 1
Next S_SHADOWBOSS_CHAOS1
Action = A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

#Time to charge spindash!
State S_SHADOWSPIN1
SpriteName = SHSP
SpriteFrame = A
Duration = 2
Next = S_SHADOWSPIN2
Action = A_PlaySound
Var1 = sfx_spndsh
Var2 = 1

State S_SHADOWSPIN2
SpriteName = SHSP
SpriteFrame = B
Duration = 2
Next = S_SHADOWSPIN3
Action A_SetObjectFlags
Var1 = MF_BOSS|MF_PAIN|MF_SPECIAL
Var2 = 0

State S_SHADOWSPIN3
SpriteName = SHSP
SpriteFrame = C
Duration = 2
Next = S_SHADOWSPIN4
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_SHADOWSPIN4
SpriteName = SHSP
SpriteFrame = D
Duration = 2
Next = S_SHADOWSPIN5
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_SHADOWSPIN5
SpriteName = SHSP
SpriteFrame = A
Duration = 2
Next = S_SHADOWSPIN6
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_SHADOWSPIN6
SpriteName = SHSP
SpriteFrame = B
Duration = 2
Next = S_SHADOWSPIN7
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_SHADOWSPIN7
SpriteName = SHSP
SpriteFrame = C
Duration = 2
Next = S_SHADOWSPIN8
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_SHADOWSPIN8
SpriteName = SHSP
SpriteFrame = D
Duration = 2
Next = S_SHADOWDASH1
Action = A_FaceTarget
Var1 = 0
Var2 = 0

#SHADOW MOVEMENT!
State S_SHADOWDASH1
SpriteName = SSPN
SpriteFrame = A
Duration = 3
Next = S_SHADOWDASH2
Action = A_PlaySound
Var1 = sfx_zoom
Var2 = 1

State S_SHADOWDASH2
SpriteName = SSPN
SpriteFrame = B
Duration = 3
Next = S_SHADOWDASH3
Action = A_Thrust
Var1 = 100
Var2 = 0

State S_SHADOWDASH3
SpriteName = SSPN
SpriteFrame = C
Duration = 3
Next = S_SHADOWDASH4

State S_SHADOWDASH4
SpriteName = SSPN
SpriteFrame = D
Duration = 3
Next = S_SHADOWDASH5

State S_SHADOWDASH5
SpriteName = SHDH
SpriteFrame = A
Duration = 5
Next = S_SHADOWDASH6
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_SHADOWDASH6
SpriteName = SHDH
SpriteFrame = B
Duration = 5
Action A_PlaySound
Next = S_SHADOWDASH7
Var1 = sfx_skateb
Var2 = 1

State S_SHADOWDASH7
SpriteName = SHDH
SpriteFrame = C
Duration = 5
Next = S_SHADOWDASH8

State S_SHADOWDASH8
SpriteName = SHDH
SpriteFrame = D
Duration = 5
Action A_PlaySound
Next = S_SHADOWDASH9
Var1 = sfx_skateb
Var2 = 1

State S_SHADOWDASH9
SpriteName = SHDH
SpriteFrame = A
Duration = 5
Next = S_SHADOWDASH10

State S_SHADOWDASH10
SpriteName = SHDH
SpriteFrame = B
Duration = 5
Action A_PlaySound
Next = S_SHADOWDASH11
Var1 = sfx_skateb
Var2 = 1

State S_SHADOWDASH11
SpriteName = SHDH
SpriteFrame = C
Duration = 5
Next = S_SHADOWDASH12
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SHADOWDASH12
SpriteName = SHDW
SpriteFrame = A
Duration = 1
Next = S_SHADOWBOSS_STND1
Action A_ForceStop
Var1 = 0
Var2 = 0

#CHAOS SPEAR!

State S_SHADOWBOSS_SAPR1
SpriteName = SHDW
SpriteFrame = C
Duration = 1
Next = S_SHADOWBOSS_SAPR22
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_SHADOWBOSS_SAPR22
SpriteName = SHDW
SpriteFrame = C
Duration = 1
Next = S_SHADOWBOSS_SAPR2
Action A_PlaySound
Var1 = sfx_chaosc
Var2 = 1

State S_SHADOWBOSS_SAPR2
SpriteName = SHDW
SpriteFrame = C
Duration = 25
Next = S_SHADOWBOSS_SAPR3
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_SAPR3
SpriteName = SHDW
SpriteFrame = C
Duration = 1
Next = S_SHADOWBOSS_SAPR4
Action A_PlaySound
Var1 = sfx_none
Var2 = 1

State S_SHADOWBOSS_SAPR4
SpriteName = CTRL
SpriteFrame = A
Duration = 1
Next = S_SHADOWBOSS_SAPR5
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_BOSS|MF_PAIN
Var2 = 0

State S_SHADOWBOSS_SAPR5
Spritename = SHDW
SpriteFrame = G
Duration = 1
Next = S_SHADOWBOSS_SAPR6

State S_SHADOWBOSS_SAPR6
SpriteName = CTRL
SpriteFrame = A
Duration = 30
Next = S_SHADOWBOSS_SAPR7
Action A_Thrust
Var1 = 80
Var2 = 0

State S_SHADOWBOSS_SAPR7
SpriteName = SHDW
SpriteFrame = G
Duration = 2
Next = S_SHADOWBOSS_SAPR8

State S_SHADOWBOSS_SAPR8
SpriteName = SHDW
SpriteFrame = C
Duration = 20
Next = S_SHADOWBOSS_SAPR33
Action A_FireShot
Var1 = MT_CHAOSSPEAR
Var2 = 0

State S_SHADOWBOSS_SAPR33
SpriteName = SHDW
SpriteFrame = C
Duration = 1
Next = S_SHADOWBOSS_SAPR44
Action A_PlaySound
Var1 = sfx_shdwt
Var2 = 1

State S_SHADOWBOSS_SAPR44
SpriteName = CTRL
SpriteFrame = A
Duration = 1
Next = S_SHADOWBOSS_SAPR55
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_BOSS|MF_PAIN
Var2 = 0

State S_SHADOWBOSS_SAPR55
Spritename = SHDW
SpriteFrame = G
Duration = 1
Next = S_SHADOWBOSS_SAPR66

State S_SHADOWBOSS_SAPR66
SpriteName = CTRL
SpriteFrame = A
Duration = 30
Next = S_SHADOWBOSS_SAPR77
Action A_Thrust
Var1 = 80
Var2 = 0

State S_SHADOWBOSS_SAPR77
SpriteName = SHDW
SpriteFrame = G
Duration = 2
Next = S_SHADOWBOSS_SAPR88

State S_SHADOWBOSS_SAPR88
SpriteName = SHDW
SpriteFrame = C
Duration = 20
Next = S_SHADOWBOSS_SAPR333
Action A_FireShot
Var1 = MT_CHAOSSPEAR
Var2 = 0

State S_SHADOWBOSS_SAPR333
SpriteName = SHDW
SpriteFrame = C
Duration = 1
Next = S_SHADOWBOSS_SAPR444
Action A_PlaySound
Var1 = sfx_shdwt
Var2 = 1

State S_SHADOWBOSS_SAPR444
SpriteName = CTRL
SpriteFrame = A
Duration = 1
Next = S_SHADOWBOSS_SAPR555
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_BOSS|MF_PAIN
Var2 = 0

State S_SHADOWBOSS_SAPR555
Spritename = SHDW
SpriteFrame = G
Duration = 1
Next = S_SHADOWBOSS_SAPR666

State S_SHADOWBOSS_SAPR666
SpriteName = CTRL
SpriteFrame = A
Duration = 30
Next = S_SHADOWBOSS_SAPR777
Action A_Thrust
Var1 = 80
Var2 = 0

State S_SHADOWBOSS_SAPR777
SpriteName = SHDW
SpriteFrame = G
Duration = 2
Next = S_SHADOWBOSS_SAPR888

State S_SHADOWBOSS_SAPR888
SpriteName = SHDW
SpriteFrame = C
Duration = 20
Next = S_SHADOWBOSS_SAPR9
Action A_FireShot
Var1 = MT_CHAOSSPEAR
Var2 = 0

State S_SHADOWBOSS_SAPR9
SpriteName = SHDW
SpriteFrame = E
Duration = 1
Action A_FaceTarget
Next = S_SHADOWBOSS_SAPR10
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_SAPR10
SpriteName = SHDW
SpriteFrame = E
Duration = 1
Next = S_SHADOWBOSS_SAPR11

State S_SHADOWBOSS_SAPR11
SpriteName = SHDW
SpriteFrame = B
Duration = 20
Next = S_SHADOWBOSS_SAPR12
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_SHADOWBOSS_SAPR12
SpriteName = SHDW
SpriteFrame = B
Duration = 20
Action A_ZThrust
Next = S_SHADOWBOSS_STND1
Var1 = -100
Var2 = 1

#CHAOSS BLASTTTTTT
State S_SHADOWBOSS_CHAOS1
SpriteName = SHDW
SpriteFrame = D
Duration = 1
Next = S_SHADOWBOSS_CHAOS11
Action A_CheckHealth
Var1 = 4
Var2 = S_SHADOWBOSS_BLAST1

State S_SHADOWBOSS_BLAST1
SpriteName = SHDW
SpriteFrame = D
Duration = 1
Next = S_SHADOWBOSS_BLAST2
Action A_PlaySound
Var1 = sfx_chaosb
Var2 = 1

State S_SHADOWBOSS_BLAST2
SpriteName = SHDW
SpriteFrame = D
Duration = 1
Next = S_SHADOWBOSS_BLAST3
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY|MF_SPECIAL|MF_BOSS|MF_PAIN
Var2 = 0

State S_SHADOWBOSS_BLAST3
SpriteName = SHDW
SpriteFrame = D
Duration = 35
Next = S_SHADOWBOSS_BLAST4
Action A_ZThrust
Var1 = 10
Var2 = 0|1

State S_SHADOWBOSS_BLAST4
SpriteName = SHDW
SpriteFrame = H
Duration = 10
Next = S_SHADOWBOSS_BLAST55
Action A_ForceStop
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_BLAST55
SpriteName = SHDW
SpriteFrame = H
Duration = 20
Next = S_SHADOWBOSS_BLAST5
Action None
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_BLAST5
SpriteName = SHDW
SpriteFrame = H
Duration = 10
Next = S_SHADOWBOSS_BLAST6
Action A_ChaosBlast
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_BLAST6
SpriteName = SHDW
SpriteFrame = E
Duration = 35
Next = S_SHADOWBOSS_CHAOS8
Action A_ZThrust
Var1 = -10
Var2 = 0|1

State S_SHADOWBOSS_CHAOS11
SpriteName = SHDW
SpriteFrame = D
Duration = 1
Next = S_SHADOWBOSS_CHAOS222
Action A_PlaySound
Var1 = sfx_chgecs
Var2 = 1

State S_SHADOWBOSS_CHAOS222
SpriteName = SHDW
SpriteFrame = D
Duration = 1
Next = S_SHADOWBOSS_CHAOS22
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY|MF_SPECIAL|MF_BOSS|MF_PAIN
Var2 = 0

State S_SHADOWBOSS_CHAOS22
SpriteName = SHDW
SpriteFrame = D
Duration = 35
Next = S_SHADOWBOSS_CHAOS2222
Action A_ZThrust
Var1 = 10
Var2 = 0|1

State S_SHADOWBOSS_CHAOS2222
SpriteName = SHDW
SpriteFrame = D
Duration = 10
Next = S_SHADOWBOSS_CHAOS2
Action A_ForceStop
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_CHAOS2
SpriteName = SHDW
SpriteFrame = C
Duration = 1
Next = S_SHADOWBOSS_CHAOS3
Action A_PlaySound
Var1 = sfx_chaoss
Var2 = 1

State S_SHADOWBOSS_CHAOS3
SpriteName = SHDW
SpriteFrame = C
Duration = 1
Next = S_SHADOWBOSS_CHAOS4
Action A_FocusTarget
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_CHAOS4
SpriteName = SHDW
SpriteFrame = C
Duration = 1
Next = S_SHADOWBOSS_CHAOS5

State S_SHADOWBOSS_CHAOS5
SpriteName = SHDW
SpriteFrame = C
Duration = 10
Next = S_SHADOWBOSS_CHAOS6
Action A_FireShot
Var1 = MT_CHAOSSPEAR
Var2 = 0

State S_SHADOWBOSS_CHAOS6
SpriteName = SHDW
SpriteFrame = C
Duration = 10
Next = S_SHADOWBOSS_CHAOS66
Action A_FireShot
Var1 = MT_CHAOSSPEAR
Var2 = 0

State S_SHADOWBOSS_CHAOS66
SpriteName = SHDW
SpriteFrame = C
Duration = 10
Next = S_SHADOWBOSS_CHAOS666
Action A_FireShot
Var1 = MT_CHAOSSPEAR
Var2 = 0

State S_SHADOWBOSS_CHAOS666
SpriteName = SHDW
SpriteFrame = C
Duration = 10
Next = S_SHADOWBOSS_CHAOS7
Action A_FireShot
Var1 = MT_CHAOSSPEAR
Var2 = 0

State S_SHADOWBOSS_CHAOS7
SpriteName = SHDW
SpriteFrame = E
Duration = 35
Action A_ZThrust
Next = S_SHADOWBOSS_CHAOS8
Var1 = -10
Var2 = 0|1

State S_SHADOWBOSS_CHAOS8
SpriteName = SHDW
SpriteFrame = B
Duration = 30
Next = S_SHADOWBOSS_STND1
Action A_SetObjectFlags
Var1 = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS
Var2 = 0

State S_SHADOWBOSS_MELEECHOOSE
SpriteName = SHDW
SpriteFrame = A
Duration = 1
Action A_RandomState
Var1 = S_SHADOWSPIN1
Var2 = S_SHADOWBOSS_JUMP

State S_SHADOWBOSS_JUMP
SpriteName = SSPN
SpriteFrame = A|FF_ANIMATE
Duration = 35
Next = S_SHADOWBOSS_HOMING
Var1 = 3
Var2 = 3

State S_SHADOWBOSS_HOMING
SpriteName = SSPN
SpriteFrame = A|FF_ANIMATE
Duration = 105
Next = S_SHADOWBOSS_HOMINGSTOP
Var1 = 3
Var2 = 1

State S_SHADOWBOSS_HOMINGSTOP
SpriteName = SHDW
SpriteFrame = E
Duration = -1
Next = S_SHADOWBOSS_STND1

#SHADOW, THIS IS HOW YOU GONNA LOSE?
State S_SHADOWBOSS_PAIN1
SpriteName = SHDW
SpriteFrame = F
Duration = 1
Next = S_SHADOWBOSS_PAIN2
Action A_ForceStop
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_PAIN2
SpriteName = SHDW
SpriteFrame = F
Duration = 1
Next = S_SHADOWBOSS_PAIN3
Action A_Pain
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_PAIN3
SpriteName = SHDW
SpriteFrame = F
Duration = 1
Next = S_SHADOWBOSS_PAIN4
Action A_GhostMe
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_PAIN4
SpriteName = SHDW
SpriteFrame = F
Duration = 40
Next = S_SHADOWBOSS_PAIN5
Action A_BunnyHop
Var1 = 10
Var2 = -20

State S_SHADOWBOSS_PAIN5
SpriteName = SHDW
SpriteFrame = A
Duration = 1
Next = S_SHADOWBOSS_BACKHOP1
Action A_ForceStop
Var1 = 0
Var2 = 0

#Sonic: GAME OVER SHADOW!
State S_SHADOWBOSS_DEAD1
SpriteName = SPR_SHDW
SpriteFrame = I
Duration = 1
Next = S_SHADOWBOSS_DEAD2
Action A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_SHADOWBOSS_DEAD2
SpriteName = SPR_SHDW
SpriteFrame = I
Duration = 1
Next = S_SHADOWBOSS_DEAD3
Action A_PlaySound
Var1 = sfx_shdwd
Var2 = 1

State S_SHADOWBOSS_DEAD3
SpriteName = SPR_SHDW
SpriteFrame = I
Duration = 1
Next = S_SHADOWBOSS_DEAD4
Action A_SetObjectFlags
Var1 = MF_NOCLIP|MF_NOCLIPHEIGHT
Var2 = 0

State S_SHADOWBOSS_DEAD4
SpriteName = SPR_SHDW
SpriteFrame = I
Duration = 10
Next = S_SHADOWBOSS_DEAD5
Action A_BunnyHop
Var1 = 10
Var2 = 0

State S_SHADOWBOSS_DEAD5
SpriteName = SPR_SHDW
SpriteFrame = I
Duration = 52
Next = S_SHADOWBOSS_DEAD6
Action None
Var1 = 0
Var2 = 0

State S_SHADOWBOSS_DEAD6
SpriteName = SPR_NULL
SpriteFrame = 0
Duration = 1
Next = S_SHADOWBOSS_DEAD6
Action A_BossDeath
Var1 = 0
Var2 = 0
#

#Chaos Spear
Thing MT_CHAOSSPEAR
MAPTHINGNUM = -1
SPAWNSTATE = S_CHAOSSPEARSTATE1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 400
PAINSOUND = sfx_cspear
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_SPEAREXPLOSION1
DEATHSOUND = sfx_cssfx1
XDEATHSTATE = 0
SPEED = FRACUNIT*90
RADIUS = FRACUNIT*22
HEIGHT = FRACUNIT*24
MASS = 0
DAMAGE = 32*FRACUNIT
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOGRAVITY|MF_MISSILE

FRAME S_CHAOSSPEARSTATE1
SPRITENAME = SPR_CHSP
SPRITEFRAME = A|TR_TRANS30|FF_FULLBRIGHT
DURATION = 1
NEXT = S_CHAOSSPEARSTATE2
ACTION None

FRAME S_CHAOSSPEARSTATE2
SPRITENAME = SPR_CHSP
SPRITEFRAME = A|TR_TRANS30|FF_FULLBRIGHT
DURATION = 1
NEXT = S_CHAOSSPEARSTATE3
ACTION A_Pain

FRAME S_CHAOSSPEARSTATE3
SPRITENAME = SPR_CHSP
SPRITEFRAME = A|TR_TRANS30|FF_FULLBRIGHT
DURATION = 1
NEXT = S_CHAOSSPEARSTATE3
ACTION None

FRAME S_SPEAREXPLOSION1
SPRITENAME = SPR_F993
SPRITEFRAME = A|TR_TRANS30|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SPEAREXPLOSION2
Action A_PlaySound
Var1 = sfx_cssfx1
Var2 = 1

FRAME S_SPEAREXPLOSION2
SPRITENAME = SPR_F993
SPRITEFRAME = B|TR_TRANS30|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SPEAREXPLOSION3
Action A_PlaySound
Var1 = sfx_cssfx1
Var2 = 1

FRAME S_SPEAREXPLOSION3
SPRITENAME = SPR_F993
SPRITEFRAME = C|TR_TRANS30|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SPEAREXPLOSION4
Action A_PlaySound
Var1 = sfx_cssfx1
Var2 = 1

FRAME S_SPEAREXPLOSION4
SPRITENAME = SPR_F993
SPRITEFRAME = D|TR_TRANS30|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SPEAREXPLOSION5
Action A_PlaySound
Var1 = sfx_cssfx1
Var2 = 1

FRAME S_SPEAREXPLOSION5
SPRITENAME = SPR_F993
SPRITEFRAME = E|TR_TRANS30|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SPEAREXPLOSION6
Action A_PlaySound
Var1 = sfx_cssfx1
Var2 = 1

FRAME S_SPEAREXPLOSION6
SPRITENAME = SPR_F993
SPRITEFRAME = F|TR_TRANS30|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SPEAREXPLOSION7
Action A_PlaySound
Var1 = sfx_cssfx1
Var2 = 1

FRAME S_SPEAREXPLOSION7
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
Action A_RingExplode
Var1 = 0
Var2 = 0

#CB Orb
Thing MT_CBORB
SpawnState = S_CBORB1
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
ActiveSound = sfx_None
RaiseState = S_NULL
SpawnHealth = 1000
ReactionTime = 8
PainChance = 0
Speed = 8
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 16
Damage = 0
Flags = MF_MISSILE|MF_NOCLIPHEIGHT|MF_NOGRAVITY

FRAME S_CBORB1
SPRITENAME = SPR_CSOB
SPRITEFRAME = A|TR_TRANS60
DURATION = 1
NEXT = S_CBORB2

FRAME S_CBORB2
SPRITENAME = SPR_CSOB
SPRITEFRAME = A|TR_TRANS60
DURATION = 1
NEXT = S_CBORB3

FRAME S_CBORB3
SPRITENAME = SPR_CSOB
SPRITEFRAME = A|TR_TRANS60
DURATION = 1
NEXT = S_CBORB4

FRAME S_CBORB4
SPRITENAME = SPR_CSOB
SPRITEFRAME = A|TR_TRANS60
DURATION = 1
NEXT = S_NULL
#