#DANTE
FREESLOT
MT_DANT
MT_DANP
sfx_dtele
sfx_helmb
sfx_guns1
sfx_guns2
sfx_dahit
sfx_ddead
sfx_swht1
sfx_swht2
sfx_swht3
sfx_sting
S_DANTSTND1
S_DANTWALK1
S_DANTWALK2
S_DANTWALK3
S_DANTWALK4
S_DANTWALK5
S_DANTWALK6
S_DANTPAIN1
S_DANTPAIN2
S_DANPM1
S_DANTPISTOL1
S_DANTPISTOL2
S_DANTPISTOL3
S_DANTPISTOL4
S_DANTPISTOL5
S_DANTPISTOL6
S_DANTTELEPORT1
S_DANTTELEPORT2
S_DANTTELEPORT3
S_DANTAIR1
S_DANTHELMBREAKER1
S_DANTHELMBREAKER2
S_DANTHELMBREAKER3
S_DANTHELMBREAKER4
S_DANTSTINGER1
S_DANTSTINGER2
S_DANTSTINGER3
S_DANTSTINGER4
S_DANRANGED1
S_DANTSWORD1
S_DANTSWORD2
S_DANTSWORD3
S_DANTSWORD4
S_DANTSWORD5
S_DANTSWORD6
S_DANMELEE1
S_DANTEDEATH1
S_DANTEDEATH2
S_DANTEDEATH3
S_DANTEDEATH4
SPR_DASD
SPR_DAFA
SPR_DAWA
SPR_DANP
SPR_DAST
SPR_DAGS
SPR_DAHB
SPR_DASW
SPR_DHIT
SPR_DDED


Object MT_DANT
MapThingNum = 2322
#$Name DEVIL BOY
#$Category Mission 20
#$Sprite DASDA1
SpawnState = S_DANTSTND1
SeeState = S_DANTWALK1
SpawnHealth = 30
SeeSound = sfx_None
ReactionTime = 8
RaiseState = MT_DANP
AttackSound = sfx_None
PainState = S_DANTPAIN1
PainChance = 80
PainSound = sfx_dahit
MeleeState = S_DANMELEE1
MissileState = S_DANRANGED1
DeathState = S_DANTEDEATH1
DeathSound = sfx_ddead
Speed = 32
Radius = 36*FRACUNIT
Height = 96*FRACUNIT
Mass = 100
Damage = 3
Flags = MF_BOSS|MF_SPECIAL|MF_SHOOTABLE

Object MT_DANP
MapThingNum = -1
#$Sprite DANPA0
SpawnState = S_DANPM1
SeeState = S_NULL
SpawnHealth = 1
SeeSound = sfx_None
ReactionTime = 8
RaiseState = S_NULL
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_dahit
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_None
Speed = 64*FRACUNIT
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_DANTSTND1
SpriteName = DASD
SpriteFrame = A
Duration = 2
Action = A_Chase
Next =  S_DANTWALK1
Var1 = 0
Var2 = 0

State S_DANPM1
SpriteName = DANP
SpriteFrame = A
Duration = 8
Next = S_DANPM1
Var1 = 0
Var2 = 0

State S_DANRANGED1
SpriteName = DASD
SpriteFrame = A
Duration = 1
Action = A_RandomState
Next = S_DANRANGED1
Var1 = S_DANTPISTOL1
Var2 = S_DANTSTINGER1

State S_DANMELEE1
SpriteName = DASD
SpriteFrame = A
Duration = 1
Action = A_RandomState
Next = S_DANMELEE1
Var1 = S_DANTSWORD1
Var2 = S_DANTTELEPORT1

State S_DANTTELEPORT1
SpriteName = Null
SpriteFrame = A
Duration = 1
Action = A_SetObjectFlags
Next = S_DANTTELEPORT2
Var1 = MF_BOSS|MF_SLIDEME|MF_NOCLIPTHING|MF_SPECIAL
Var2 = 0

State S_DANTTELEPORT2
SpriteName = Null
SpriteFrame = A
Duration = 6
Action = A_ZThrust
Next = S_DANTTELEPORT3
Var1 = 16
Var2 = 0

State S_DANTTELEPORT3
SpriteName = Null
SpriteFrame = A
Duration = 5
Action = A_PlaySound
Next = S_DANTAIR1
Var1 = sfx_dtele
Var2 = 0


State S_DANTAIR1
SpriteName = DAFA
SpriteFrame = A
Duration = 5
Action = A_SetObjectFlags
Next = S_DANTHELMBREAKER1
Var1 = MF_BOSS|MF_PAIN|MF_SLIDEME
Var2 = 0

State S_DANTHELMBREAKER1
SpriteName = DAHB
SpriteFrame = A
Duration = 2
Action = A_ZThrust
Next = S_DANTHELMBREAKER2
Var1 = -64
Var2 = 0

State S_DANTHELMBREAKER2
SpriteName = DAHB
SpriteFrame = A
Duration = 8
Action = A_PlaySound
Next = S_DANTHELMBREAKER3
Var1 = sfx_helmb
Var2 = 0

State S_DANTHELMBREAKER3
SpriteName = DAHB
SpriteFrame = A
Duration = 0
Action = A_FaceTarget
Next = S_DANTHELMBREAKER4
Var1 = 0
Var2 = 0

State S_DANTHELMBREAKER4
SpriteName = DAFA
SpriteFrame = A
Duration = 1
Action = A_SetObjectFlags
Next = S_DANTSTND1
Var1 = MF_BOSS|MF_SPECIAL|MF_SHOOTABLE
Var2 = 0


State S_DANTSWORD1
SpriteName = DASW
SpriteFrame = A
Duration = 5
Action = A_Thrust
Next = S_DANTSWORD2
Var1 = 2
Var2 = 0

State S_DANTSWORD2
SpriteName = DASW
SpriteFrame = B
Duration = 8
Action = A_PlaySound
Next = S_DANTSWORD3
Var1 = sfx_swht1
Var2 = 0

State S_DANTSWORD3
SpriteName = DASW
SpriteFrame = C
Duration = 5
Action = A_Thrust
Next = S_DANTSWORD4
Var1 = 2
Var2 = 0

State S_DANTSWORD4
SpriteName = DASW
SpriteFrame = D
Duration = 8
Action = A_PlaySound
Next = S_DANTSWORD5
Var1 = sfx_swht2
Var2 = 0

State S_DANTSWORD5
SpriteName = DASW
SpriteFrame = E
Duration = 8
Action = A_Thrust
Next = S_DANTSWORD6
Var1 = 2
Var2 = 0

State S_DANTSWORD6
SpriteName = DASW
SpriteFrame = F
Duration = 20
Action = A_PlaySound
Next = S_DANTSTND1
Var1 = sfx_swht3
Var2 = 0



State S_DANTPISTOL1
SpriteName = DAGS
SpriteFrame = A
Duration = 1
Action = A_TurretFire
Next = S_DANTPISTOL2
Var1 = MT_DANP
Var2 = 3072

State S_DANTPISTOL2
SpriteName = DAGS
SpriteFrame = A
Duration = 0
Action = A_Repeat
Next = S_DANTPISTOL3
Var1 = 1
Var2 = 0

State S_DANTPISTOL3
SpriteName = DAGS
SpriteFrame = A
Duration = 1
Action = A_PlaySound
Next = S_DANTPISTOL4
Var1 = sfx_guns1
Var2 = 0

State S_DANTPISTOL4
SpriteName = DAGS
SpriteFrame = B
Duration = 1
Action = A_PlaySound
Next = S_DANTPISTOL5
Var1 = sfx_guns2
Var2 = 0

State S_DANTPISTOL5
SpriteName = DAGS
SpriteFrame = B
Duration = 0
Action = A_Repeat
Next = S_DANTPISTOL6
Var1 = 20
Var2 = S_DANTPISTOL3

State S_DANTPISTOL6
SpriteName = DAGS
SpriteFrame = B
Duration = 2
Action = A_TurretStop
Next = S_DANTSTND1
Var1 = 0
Var2 = 0

State S_DANTSTINGER1
SpriteName = DAST
SpriteFrame = A
Duration = 1
Action = A_FaceStabRev
Next = S_DANTSTINGER1
Var1 = 1
Var2 = S_DANTSTINGER2

State S_DANTSTINGER2
SpriteName = DAST
SpriteFrame = A
Duration = 1
Action = A_FaceTarget
Next = S_DANTSTINGER3
Var1 = 0
Var2 = 0

State S_DANTSTINGER3
SpriteName = DAST
SpriteFrame = A
Duration = 1
Action = A_Thrust
Next = S_DANTSTINGER4
Var1 = 48
Var2 = 0

State S_DANTSTINGER4
SpriteName = DAST
SpriteFrame = A
Duration = 15
Action = A_PlaySound
Next = S_DANTSTND1
Var1 = sfx_sting
Var2 = 0


State S_DANTWALK1
SpriteName = DAWA
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_DANTWALK2
Var1 = 0
Var2 = 0

State S_DANTWALK2
SpriteName = DAWA
SpriteFrame = A
Duration = 2
Action = A_Chase
Next = S_DANTWALK3
Var1 = 0
Var2 = 0

State S_DANTWALK3
SpriteName = DAWA
SpriteFrame = B
Duration = 2
Action = A_Chase
Next = S_DANTWALK4
Var1 = 0
Var2 = 0

State S_DANTWALK4
SpriteName = DAWA
SpriteFrame = B
Duration = 2
Action = A_Chase
Next = S_DANTWALK5
Var1 = 0
Var2 = 0

State S_DANTWALK5
SpriteName = DAWA
SpriteFrame = C
Duration = 2
Action = A_Chase
Next = S_DANTWALK6
Var1 = 0
Var2 = 0

State S_DANTWALK6
SpriteName = DAWA
SpriteFrame = C
Duration = 2
Action = A_Chase
Next = S_DANTWALK1
Var1 = 0
Var2 = 0


State S_DANTPAIN1
SpriteName = DHIT
SpriteFrame = A
Duration = 4
Action = A_Pain
Next = S_DANTPAIN2
Var1 = 0
Var2 = 0

State S_DANTPAIN2
SpriteName = DHIT
SpriteFrame = B
Duration = 16
Next = S_DANTSTND1
Var1 = 0
Var2 = 0

State S_DANTEDEATH1
SpriteName = DDED
SpriteFrame = A
Duration = 16
Action = A_PlaySound
Next = S_DANTEDEATH2
Var1 = sfx_ddead
Var2 = 0

State S_DANTEDEATH2
SpriteName = DDED
SpriteFrame = B
Duration = 16
Next = S_DANTEDEATH3
Var1 = 0
Var2 = 0

State S_DANTEDEATH3
SpriteName = DDED
SpriteFrame = C
Duration = 16
Next = S_DANTEDEATH4
Var1 = 0
Var2 = 0

State S_DANTEDEATH4
SpriteName = DDED
SpriteFrame = D
Duration = 700
Next = S_NULL
Var1 = 0
Var2 = 0

