FREESLOT
sfx_nuke
sfx_egor
sfx_fard2
sfx_secret
MT_DEAD_1
SPR_DEDA
S_DEIDLE
S_DELOOK
S_DWALK1
S_DWALK2
sfx_brk2

Object MT_DEAD_1
#$Name Ded nahui
#$Category Enemies
#$Sprite DEDAA0
MapThingNum = 2218
SpawnState = S_DEIDLE
SpawnHealth = 1
SeeState = S_DWALK1
AttackSound = sfx_rlaunc
ReactionTime = 32
DeathState = S_XPLD_FLICKY
DeathSound = sfx_pop
PainChance = 200
Speed = 13
Radius = 24*FRACUNIT
Height = 96*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

State S_DEIDLE
SpriteName = DEDA
SpriteFrame = A
Duration = 3
Next = S_DELOOK
Action = None
Var1 = 0
Var2 = 0

State S_DELOOK
SpriteName = DEDA
SpriteFrame = A
Duration = 3
Next = S_DWALK1
Action = A_Look
Var1 = 0
Var2 = 0

State S_DWALK1
SpriteName = DEDA
SpriteFrame = A
Duration = 7
Next = S_DWALK2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_DWALK2
SpriteName = DEDA
SpriteFrame = A
Duration = 7
Next = S_DEIDLE
Action = A_Chase
Var1 = 0
Var2 = 0

#Nelo Angelo
FREESLOT
MT_NELO
MT_NELP
sfx_nehit
sfx_nedie
sfx_nelpr
S_NELOM1
S_NELOM2
S_NELOM3
S_NELOM4
S_NELOM5
S_NELOM6
S_NELPM1
S_NELOPAIN1
S_NELOCHARGE1
S_NELOCHARGE2
S_NELOCHARGE3
SPR_NELO
SPR_NELP

Object MT_NELO
MapThingNum = 2301
#$Name Nelo Angelo
#$Category Vergil Hill
#$Sprite NELOA0
SpawnState = S_NELOM1
SeeState = S_NELOM1
SpawnHealth = 15
SeeSound = sfx_None
ReactionTime = 16
RaiseState = MT_NELP
AttackSound = sfx_nelpr
PainState = S_NELOPAIN1
PainChance = 3072
PainSound = sfx_nehit
MeleeState = S_NULL
MissileState = S_NELOCHARGE1
DeathState = S_XPLD1
DeathSound = sfx_nedie
Speed = 20
Radius = 32*FRACUNIT
Height = 96*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME

Object MT_NELP
MapThingNum = -1
#$Sprite NELPA0
SpawnState = S_NELPM1
SeeState = S_NULL
SpawnHealth = 1
SeeSound = sfx_None
ReactionTime = 8
RaiseState = S_NULL
AttackSound = sfx_nelpr
PainState = S_NULL
PainChance = 3072
PainSound = sfx_nehit
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_None
Speed = 56*FRACUNIT
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_NELPM1
SpriteName = NELP
SpriteFrame = A
Duration = 8
Next = S_NELPM1
Var1 = 0
Var2 = 0

State S_NELOCHARGE1
SpriteName = NELO
SpriteFrame = A
Duration = 1
Action = A_FaceStabRev
Next = S_NELOCHARGE1
Var1 = 1
Var2 = S_NELOCHARGE2

State S_NELOCHARGE2
SpriteName = NELO
SpriteFrame = A
Duration = 1
Action = A_FaceTarget
Next = S_NELOCHARGE3
Var1 = 0
Var2 = 0

State S_NELOCHARGE3
SpriteName = NELO
SpriteFrame = A
Duration = 35
Action = A_ShootBullet
Next = S_NELOM1
Var1 = 0
Var2 = 0


State S_NELOM1
SpriteName = NELO
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_NELOM2
Var1 = 0
Var2 = 0

State S_NELOM2
SpriteName = NELO
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_NELOM3
Var1 = 0
Var2 = 0

State S_NELOM3
SpriteName = NELO
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_NELOM4
Var1 = 0
Var2 = 0

State S_NELOM4
SpriteName = NELO
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_NELOM5
Var1 = 0
Var2 = 0

State S_NELOM5
SpriteName = NELO
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_NELOM6
Var1 = 0
Var2 = 0

State S_NELOM6
SpriteName = NELO
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_NELOM1
Var1 = 0
Var2 = 0

State S_NELOPAIN1
SpriteName = NELO
SpriteFrame = A
Duration = 20
Action = A_Pain
Next = S_NELOM1
Var1 = 0
Var2 = 0

#Vergil 4
FREESLOT
MT_VER4
sfx_v4hit
sfx_v4die
S_VER4M1
S_VER4M2
S_VER4M3
S_VER4M4
S_VER4M5
S_VER4M6
S_VER4PAIN1
SPR_VER4

Object MT_VER4
MapThingNum = 2302
#$Name Vergil 4
#$Category Vergil Hill
#$Sprite VER4A0
SpawnState = S_VER4M1
SeeState = S_VER4M1
SpawnHealth = 16
SeeSound = sfx_None
ReactionTime = 1
RaiseState = S_NULL
AttackSound = sfx_None
PainState = S_VER4PAIN1
PainChance = 80
PainSound = sfx_v4hit
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD1
DeathSound = sfx_v4die
Speed = 30
Radius = 32*FRACUNIT
Height = 96*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME


State S_VER4M1
SpriteName = VER4
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER4M2
Var1 = 0
Var2 = 0

State S_VER4M2
SpriteName = VER4
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER4M3
Var1 = 0
Var2 = 0

State S_VER4M3
SpriteName = VER4
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER4M4
Var1 = 0
Var2 = 0

State S_VER4M4
SpriteName = VER4
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER4M5
Var1 = 0
Var2 = 0

State S_VER4M5
SpriteName = VER4
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER4M6
Var1 = 0
Var2 = 0

State S_VER4M6
SpriteName = VER4
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER4M1
Var1 = 0
Var2 = 0

State S_VER4PAIN1
SpriteName = VER4
SpriteFrame = A
Duration = 20
Action = A_Pain
Next = S_VER4M1
Var1 = 0
Var2 = 0

#Vergil 3
FREESLOT
MT_VER3
sfx_scum
sfx_v3die
sfx_v3pain
S_VER3M1
S_VER3M2
S_VER3M3
S_VER3M4
S_VER3M5
S_VER3M6
S_VER3CHARGE1
S_VER3CHARGE2
S_VER3CHARGE3
S_VER3PAIN1
SPR_VER3

Object MT_VER3
MapThingNum = 2303
#$Name Vergil 3
#$Category Vergil Hill
#$Sprite VER3A0
SpawnState = S_VER3M1
SeeState = S_VER3M1
SpawnHealth = 12
SeeSound = sfx_None
ReactionTime = 8
RaiseState = S_NULL
AttackSound = sfx_scum
PainState = S_VER3PAIN1
PainChance = 20
PainSound = sfx_v3pain
MeleeState = S_VER3CHARGE1
MissileState = S_VER3CHARGE1
DeathState = S_XPLD1
DeathSound = sfx_v3die
Speed = 8
Radius = 32*FRACUNIT
Height = 96*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME


State S_VER3M1
SpriteName = VER3
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER3M2
Var1 = 0
Var2 = 0

State S_VER3M2
SpriteName = VER3
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER3M3
Var1 = 0
Var2 = 0

State S_VER3M3
SpriteName = VER3
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER3M4
Var1 = 0
Var2 = 0

State S_VER3M4
SpriteName = VER3
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER3M5
Var1 = 0
Var2 = 0

State S_VER3M5
SpriteName = VER3
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER3M6
Var1 = 0
Var2 = 0

State S_VER3M6
SpriteName = VER3
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_VER3M1
Var1 = 0
Var2 = 0

State S_VER3CHARGE1
SpriteName = VER3
SpriteFrame = A
Duration = 1
Action = A_FaceStabRev
Next = S_VER3CHARGE1
Var1 = 1
Var2 = S_VER3CHARGE2

State S_VER3CHARGE2
SpriteName = VER3
SpriteFrame = A
Duration = 1
Action = A_FaceTarget
Next = S_VER3CHARGE3
Var1 = 0
Var2 = 0

State S_VER3CHARGE3
SpriteName = VER3
SpriteFrame = A
Duration = 35
Action = A_Thrust
Next = S_VER3M1
Var1 = 64
Var2 = 0


State S_VER3PAIN1
SpriteName = VER3
SpriteFrame = A
Duration = 24
Action = A_Pain
Next = S_VER3M1
Var1 = 0
Var2 = 0
