FREESLOT
MT_RIBSHEAD
S_RIBSHEAD1
S_RIBSHEAD2
SPR_RIBS
MT_SCARFVITYA
S_SCARFVITYA1
S_SCARFVITYA2
SPR_SCVT
MT_SCARFKONIST
S_SCARFKONIST_STND
S_SCARFKONIST_RUN1
S_SCARFKONIST_RUN2
S_SCARFKONIST_RUN3
S_SCARFKONIST_RUN4
S_SCARFKONIST_RUN5
S_SCARFKONIST_RUN6
S_SCARFKONIST_RUN7
S_SCARFKONIST_RUN8
S_SCARFKONIST_PAIN
SPR_SAER
sfx_rawr
sfx_ostan
sfx_ribsc

#Ribs head is an early version of ScarfVitya, it unused.

State S_RIBSHEAD1
SpriteName = RIBS
SpriteFrame = A
Duration = 2
Next = S_RIBSHEAD1
Action = A_Look
Var1 = 0
Var2 = 0

State S_RIBSHEAD2
SpriteName = RIBS
SpriteFrame = A
Duration = 2
Next = S_RIBSHEAD2
Action = A_BuzzFly
Var1 = sfx_ribsc
Var2 = 0

Object MT_RIBSHEAD
#$Name "RibsHead"
#$Sprite RIBSAL
MapThingNum = 1985
SpawnState = S_RIBSHEAD1
SpawnHealth = 1
SeeState = S_RIBSHEAD2
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD1
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 20*FRACUNIT
Radius = 20*FRACUNIT
Height = 120*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_SLIDEME|MF_ENEMY
RaiseState = S_NULL

#The Scarf Vitya Enemy

State S_SCARFVITYA1
SpriteName = SCVT
SpriteFrame = A
Duration = 2
Next = S_SCARFVITYA1
Action = A_Look
Var1 = 0
Var2 = 0

State S_SCARFVITYA2
SpriteName = SCVT
SpriteFrame = A
Duration = 2
Next = S_SCARFVITYA2
Action = A_BuzzFly
Var1 = sfx_ostan
Var2 = 0

Object MT_SCARFVITYA
#$Name "Scarf Vitya"
#$Sprite SCVTAL
MapThingNum = 1982
SpawnState = S_SCARFVITYA1
SpawnHealth = 1
SeeState = S_SCARFVITYA2
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD1
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 20*FRACUNIT
Radius = 20*FRACUNIT
Height = 120*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_SLIDEME|MF_ENEMY
RaiseState = S_NULL

#Scarfkonist

Object MT_SCARFKONIST
#$Name "Scarfkonist"
#$Sprite SAERA1
MapThingNum = 1989
SpawnState = S_SCARFKONIST_STND
SeeState = S_SCARFKONIST_RUN1
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_SCARFKONIST_PAIN
PainSound = sfx_rawr
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD2
XDeathState = S_NULL
DeathSound = sfx_pop
ActiveSound = sfx_None
RaiseState = S_NULL
SpawnHealth = 3
ReactionTime = 32
PainChance = 140
Speed = 7
Radius = 24*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Damage = 3
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

State S_SCARFKONIST_STND
SpriteName = SAER
SpriteFrame = A
Duration = 5
Next = S_SCARFKONIST_STND
Action = A_Look
Var1 = 0
Var2 = 0

State S_SCARFKONIST_RUN1
SpriteName = SAER
SpriteFrame = B
Duration = 4
Next = S_SCARFKONIST_RUN2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SCARFKONIST_RUN2
SpriteName = SAER
SpriteFrame = C
Duration = 4
Next = S_SCARFKONIST_RUN3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SCARFKONIST_RUN3
SpriteName = SAER
SpriteFrame = D
Duration = 4
Next = S_SCARFKONIST_RUN4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SCARFKONIST_RUN4
SpriteName = SAER
SpriteFrame = E
Duration = 4
Next = S_SCARFKONIST_RUN5
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SCARFKONIST_RUN5
SpriteName = SAER
SpriteFrame = F
Duration = 4
Next = S_SCARFKONIST_RUN6
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SCARFKONIST_RUN6
SpriteName = SAER
SpriteFrame = G
Duration = 4
Next = S_SCARFKONIST_RUN7
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SCARFKONIST_RUN7
SpriteName = SAER
SpriteFrame = H
Duration = 4
Next = S_SCARFKONIST_RUN8
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SCARFKONIST_RUN8
SpriteName = SAER
SpriteFrame = I
Duration = 4
Next = S_SCARFKONIST_RUN1
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SCARFKONIST_PAIN
SpriteName = SAER
SpriteFrame = J
Duration = 35
Next = S_SCARFKONIST_STND
Action = A_Pain
Var1 = 0
Var2 = 0