FREESLOT
MT_NINEBALL
MT_NINEMISSLE
MT_NINEPLASMA
MT_NINELASERBLADE
MT_NINEBULLET
SPR_NBALA0
SPR_NBMSA0
SPR_NBSKA0
SPR_NBMEA0
SPR_NBPBA0
SPR_NBPEA0
SPR_NBLBA0
SPR_NBLEA0
SPR_NBMBA0
S_NINEBALLLOOK1
S_NINEBALLLOOK2
S_NINEBALLMOVE1
S_NINEBALLMOVE2
S_NINERANGED
S_NINEMSPB
S_NINEMGLB
S_NINEBALLPLSHOT1
S_NINEBALLPLSHOT2
S_NINEBALLPLSHOT3
S_NINEBALLPLSHOT4
S_NINEBALLPLSHOT5
S_NINEBALLBOOSTONGROUND1
S_NINEBALLBOOSTONGROUND2
S_NINEBALLBOOSTONGROUND3
S_NINEBALLLASERWAVE1
S_NINEBALLLASERWAVE2
S_NINEBALLLASERWAVE3
S_NINEBALLLASERWAVE4
S_NINEBALLLASERWAVE5
S_NINEBALLLASERWAVE6
S_NINEBALLMACHINEGUN1
S_NINEBALLMACHINEGUN2
S_NINEBALLMACHINEGUN3
S_NINEBALLMACHINEGUN4
S_NINEBALLMACHINEGUN5
S_NINEBALLMISSLE1
S_NINEBALLMISSLE2
S_NINEBALLMISSLE3
S_NINEBALLMISSLE4
S_NINEBALLPAIN
S_NINEBALLDODGEBOOST1
S_NINEBALLDODGEBOOST2
S_NINEBALLDODGEBOOST3
S_NINEBALLDODGEBOOST4
S_NINEBALLDODGEBOOST5
S_NINEBALLDEATH1
S_NINEBALLDEATH2
S_NINEBALLDEATH3
S_NINEMISSLELAUNCH
S_NINEMISSLEFLY1
S_NINEMISSLEFLY2
S_NINEMISSLEFLY3
S_NINEMISSLEFLY4
S_NINEMISSLEFLY5
S_NINEMISSLEFLY6
S_NINEMISSLEFLY7
S_NINEMISSLEEXPLODE1
S_NINEMISSLEEXPLODE2
S_NINEMISSLEEXPLODE3
S_NINEMISSLEEXPLODE4
S_NINEMISSLEEXPLODE5
S_NINEPLASMA
S_NINEPLASMAEXPLODE
S_NINEMACHINEGUNBULLET
S_NINELASERBLADE
S_NINELASERBLADEEXPLODE
sfx_nbal1
sfx_nlbat1
sfx_nplm1
sfx_nbs1
sfx_nguns1
sfx_nme1
sfx_nml1
sfx_nbdb

Object MT_NINEBALL
MapThingNum = 2221
#$Name NINEBALL
#$Category SCUM3
#$Sprite NBALA0
SpawnState =  S_NINEBALLLOOK1
SeeState = S_NINEBALLMOVE1
SpawnHealth = 25
SeeSound = sfx_none
ReactionTime = 1
AttackSound = sfx_none
PainState = S_NINEBALLPAIN
PainChance = 80
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NINERANGED
DeathState = S_NINEBALLDEATH1
DeathSound = sfx_s3kb4
Speed = 8*FRACUNIT
Radius = 200*FRACUNIT
Height = 480*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_NOGRAVITY|MF_SLIDEME

State S_NINEBALLMOVE1
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_JetgThink
Next =  S_NINEBALLMOVE2
Var1 = 0
Var2 = 0

State S_NINEBALLMOVE2
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_JetgThink
Next = S_NINEBALLMOVE1
Var1 = 0
Var2 = 0

State S_NINEBALLLOOK1
SpriteName = NBAL
SpriteFrame = A
Duration = 4
Action = A_Look
Next =  S_NINEBALLLOOK2
Var1 = (9216*65536)+1
Var2 = 0

State  S_NINEBALLLOOK2
SpriteName = NBAL
SpriteFrame = A
Duration = 4
Action = A_Look
Next =  S_NINEBALLLOOK1
Var1 = (9216*65536)+1
Var2 = 0

State S_NINERANGED
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_RandomState
Next = S_NINERANGED
Var1 = S_NINEMSPB
Var2 = S_NINEMGLB

State S_NINEMSPB
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_RandomState
Next = S_NINEMSPB
Var1 = S_NINEBALLMISSLE1
Var2 = S_NINEBALLPLSHOT1

State S_NINEMGLB
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_RandomState
Next = S_NINEMGLB
Var1 = S_NINEBALLMACHINEGUN1
Var2 = S_NINEBALLBOOSTONGROUND1

State S_NINEBALLPLSHOT1
SpriteName = NBAL
SpriteFrame = A
Duration = 0
Action = A_Repeat
Next = S_NINEBALLPLSHOT2
Var1 = 1
Var2 = 0

State S_NINEBALLPLSHOT2
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_FireShot
Next = S_NINEBALLPLSHOT3
Var1 = MT_NINEPLASMA
Var2 = 140

State S_NINEBALLPLSHOT3
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_PlaySound
Next = S_NINEBALLPLSHOT4
Var1 = sfx_nplm1
Var2 = 0

State S_NINEBALLPLSHOT4
SpriteName = NBAL
SpriteFrame = A
Duration = 24
Action = A_JetgThink
Next = S_NINEBALLPLSHOT5
Var1 = 0
Var2 = 0

State S_NINEBALLPLSHOT5
SpriteName = NBAL
SpriteFrame = A
Duration = 0
Action = A_Repeat
Next = S_NINEBALLMOVE1
Var1 = 4
Var2 = S_NINEBALLPLSHOT2

State S_NINEBALLBOOSTONGROUND1
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_PlaySound
Next = S_NINEBALLBOOSTONGROUND2
Var1 = sfx_nbs1
Var2 = 0

State S_NINEBALLBOOSTONGROUND2
SpriteName = NBAL
SpriteFrame = A
Duration = 35
Action = A_ZThrust
Next = S_NINEBALLBOOSTONGROUND3
Var1 = -72
Var2 = (1*65536)+0

State S_NINEBALLBOOSTONGROUND3
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_CheckRange
Next = S_NINEBALLMOVE1
Var1 = (0*65536)+3072
Var2 = S_NINEBALLLASERWAVE1

State S_NINEBALLLASERWAVE1
SpriteName = NBAL
SpriteFrame = A
Duration = 0
Action = A_Repeat
Next = S_NINEBALLLASERWAVE2
Var1 = 1
Var2 = 0

State S_NINEBALLLASERWAVE2
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_FaceTarget
Next = S_NINEBALLLASERWAVE3
Var1 = 0
Var2 = 0

State S_NINEBALLLASERWAVE3
SpriteName = NBAL
SpriteFrame = A
Duration = 10
Action = A_Thrust
Next = S_NINEBALLLASERWAVE4
Var1 = 72
Var2 = 1

State S_NINEBALLLASERWAVE4
SpriteName = NBAL
SpriteFrame = A
Duration = 10
Action = A_PlaySound
Next = S_NINEBALLLASERWAVE5
Var1 = sfx_nlbat1
Var2 = 0

State S_NINEBALLLASERWAVE5
SpriteName = NBAL
SpriteFrame = A
Duration = 25
Action = A_TrapShot
Next = S_NINEBALLLASERWAVE6
Var1 = (128*65536)+MT_NINELASERBLADE
Var2 = (12*65536)

State S_NINEBALLLASERWAVE6
SpriteName = NBAL
SpriteFrame = A
Duration = 0
Action = A_Repeat
Next = S_NINEBALLMOVE1
Var1 = 2
Var2 = S_NINEBALLLASERWAVE2

State S_NINEBALLMACHINEGUN1
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_TurretFire
Next = S_NINEBALLMACHINEGUN2
Var1 = MT_NINEBULLET
Var2 = 9112

State S_NINEBALLMACHINEGUN2
SpriteName = NBAL
SpriteFrame = A
Duration = 0
Action = A_Repeat
Next = S_NINEBALLMACHINEGUN3
Var1 = 1
Var2 = 0

State S_NINEBALLMACHINEGUN3
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_PlaySound
Next = S_NINEBALLMACHINEGUN4
Var1 = sfx_nguns1
Var2 = 0

State S_NINEBALLMACHINEGUN4
SpriteName = NBAL
SpriteFrame = A
Duration = 0
Action = A_Repeat
Next = S_NINEBALLMACHINEGUN5
Var1 = 40
Var2 = S_NINEBALLMACHINEGUN3

State S_NINEBALLMACHINEGUN5
SpriteName = NBAL
SpriteFrame = A
Duration = 2
Action = A_TurretStop
Next = S_NINEBALLMOVE1
Var1 = 0
Var2 = 0

State S_NINEBALLMISSLE1
SpriteName = NBAL
SpriteFrame = A
Duration = 20
Action = A_Repeat
Next = S_NINEBALLMISSLE2
Var1 = 1
Var2 = 0

State S_NINEBALLMISSLE2
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_PlaySound
Next = S_NINEBALLMISSLE3
Var1 = sfx_nml1
Var2 = 0

State S_NINEBALLMISSLE3
SpriteName = NBAL
SpriteFrame = A
Duration = 4
Action = A_LobShot
Next = S_NINEBALLMISSLE4
Var1 = MT_NINEMISSLE
Var2 = (500*65536)+40

State S_NINEBALLMISSLE4
SpriteName = NBAL
SpriteFrame = A
Duration = 0
Action = A_Repeat
Next = S_NINEBALLMOVE1
Var1 = 5
Var2 = S_NINEBALLMISSLE2

State S_NINEBALLPAIN
SpriteName = NBAL
SpriteFrame = A
Duration = 4
Action = A_Pain
Next = S_NINEBALLDODGEBOOST1
Var1 = 0
Var2 = 0

State S_NINEBALLDODGEBOOST1
SpriteName = NBAL
SpriteFrame = A
Duration = 0
Action = A_SetObjectFlags
Next = S_NINEBALLDODGEBOOST2
Var1 = MF_BOSS|MF_SLIDEME|MF_NOCLIPTHING|MF_NOGRAVITY|MF_SPECIAL
Var2 = 0


State S_NINEBALLDODGEBOOST2
SpriteName = NBAL
SpriteFrame = A
Duration = 0
Action = A_SkullAttack
Next = S_NINEBALLDODGEBOOST3
Var1 = 2
Var2 = 1

State S_NINEBALLDODGEBOOST3
SpriteName = NBAL
SpriteFrame = A
Duration = 20
Action = A_PlaySound
Next = S_NINEBALLDODGEBOOST4
Var1 = sfx_nbs1
Var2 = (1*65536)+1

State S_NINEBALLDODGEBOOST4
SpriteName = NBAL
SpriteFrame = A
Duration = 0
Action = A_SetObjectFlags
Next = S_NINEBALLDODGEBOOST5
Var1 = MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_NOGRAVITY|MF_SLIDEME
Var2 = 0

State S_NINEBALLDODGEBOOST5
SpriteName = NBAL
SpriteFrame = A
Duration = 1
Action = A_ForceStop
Next = S_NINEBALLLOOK1
Var1 = 1
Var2 = 0

State S_NINEBALLDEATH1
SpriteName = NBAL
SpriteFrame = A
Action = A_Repeat
Duration = 0
Next = S_NINEBALLDEATH2
Var1 = 1
Var2 = 0

State S_NINEBALLDEATH2
SpriteName = NBAL
SpriteFrame = A
Action = A_BossScream
Duration = 2
Next = S_NINEBALLDEATH3
Var1 = 0
Var2 = MT_SONIC3KBOSSEXPLODE

State S_NINEBALLDEATH3
SpriteName = NBAL
SpriteFrame = A
Action = A_Repeat
Duration = 1
Next = S_NULL
Var1 = 30
Var2 = S_NINEBALLDEATH2


Object MT_NINEMISSLE
MapThingNum = -1
#$Sprite NBMSA0
SpawnState = S_NINEMISSLELAUNCH
SeeState = S_NINEMISSLEFLY2
SpawnHealth = 1000
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NINEMISSLEEXPLODE1
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 50*FRACUNIT
RaiseState = ANG15
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_PAIN

Object MT_NINEPLASMA
MapThingNum = -1
#$Sprite NBPBA0
SpawnState = S_NINEPLASMA
SeeState = S_NULL
SpawnHealth = 1
SeeSound = sfx_none
ReactionTime = 8
RaiseState = S_NULL
AttackSound = sfx_None
PainState = S_NULL
PainChance = 9000
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NINEPLASMAEXPLODE
DeathSound = sfx_None
Speed = 200*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

Object MT_NINELASERBLADE
MapThingNum = -1
#$Sprite NBLBA0
SpawnState = S_NINELASERBLADE
SeeState = S_NULL
SpawnHealth = 1
SeeSound = sfx_none
ReactionTime = 8
RaiseState = S_NULL
AttackSound = sfx_None
PainState = S_NULL
PainChance = 9000
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NINELASERBLADEEXPLODE
DeathSound = sfx_None
Speed = 200*FRACUNIT
Radius = 200*FRACUNIT
Height = 16*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

Object MT_NINEBULLET
MapThingNum = -1
#$Sprite NBMBA0
SpawnState = S_NINEMACHINEGUNBULLET
SeeState = S_NULL
SpawnHealth = 1
SeeSound = sfx_none
ReactionTime = 8
RaiseState = S_NULL
AttackSound = sfx_None
PainState = S_NULL
PainChance = 9000
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_none
Speed = 120*FRACUNIT
Radius = 6*FRACUNIT
Height = 8*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_NINEPLASMA
SpriteName = NBPB
SpriteFrame = FF_FULLBRIGHT|A
Action = A_GhostMe
Duration = 2
Next = S_NINEPLASMA
Var1 = 0
Var2 = 0

State S_NINEPLASMAEXPLODE
SpriteName = NBPE
SpriteFrame = FF_FULLBRIGHT|A
Action = A_ForceStop
Duration = 3
Next = S_NULL
Var1 = 0
Var2 = 0

State S_NINELASERBLADE
SpriteName = NBLB
SpriteFrame = FF_FULLBRIGHT|A
Duration = 2
Next = S_NINELASERBLADE
Var1 = 0
Var2 = 0

State S_NINELASERBLADEEXPLODE
SpriteName = NBLE
SpriteFrame = FF_FULLBRIGHT|A
Action = A_ForceStop
Duration = 3
Next = S_NULL
Var1 = 0
Var2 = 0

State S_NINEMACHINEGUNBULLET
SpriteName = NBMB
SpriteFrame = FF_FULLBRIGHT|A
Duration = 2
Next = S_NINEMACHINEGUNBULLET
Var1 = 0
Var2 = 0

State S_NINEMISSLELAUNCH
SpriteName = NBMS
SpriteFrame = FF_FULLBRIGHT|A
Duration = 20
Next = S_NINEMISSLEFLY1
Var1 = 0
Var2 = 0

State S_NINEMISSLEFLY1
SpriteName = NBMS
SpriteFrame = FF_FULLBRIGHT|A
Action = A_FindTarget
Duration = 1
Next = S_NINEMISSLEFLY2
Var1 = MT_PLAYER
Var2 = 0

State S_NINEMISSLEFLY2
SpriteName = NBMS
SpriteFrame = FF_FULLBRIGHT|A
Action = A_Repeat
Duration = 0
Var1 = 1
Var2 = 0
Next = S_NINEMISSLEFLY3

State S_NINEMISSLEFLY3
SpriteName = NBMS
SpriteFrame = FF_FULLBRIGHT|A
Action = A_HomingChase
Duration = 1
Next = S_NINEMISSLEFLY4
Var1 = 48*FRACUNIT
Var2 = 0

State S_NINEMISSLEFLY4
SpriteName = NBMS
SpriteFrame = FF_FULLBRIGHT|A
Action = A_SmokeTrailer
Duration = 1
Next = S_NINEMISSLEFLY5
Var1 = MT_SMOKE
Var2 = 0

State S_NINEMISSLEFLY5
SpriteName = NBMS
SpriteFrame = FF_FULLBRIGHT|A
Action = A_CheckTrueRange
Duration = 0
Next = S_NINEMISSLEFLY6
Var1 = (0*65536)+32
Var2 = S_NINEMISSLEEXPLODE2

State S_NINEMISSLEFLY6
SpriteName = NBMS
SpriteFrame = FF_FULLBRIGHT|A
Action = A_Repeat
Duration = 1
Var1 = 30
Var2 = S_NINEMISSLEFLY3
Next = S_NINEMISSLEFLY7

State S_NINEMISSLEFLY7
SpriteName = NBMS
SpriteFrame = FF_FULLBRIGHT|A
Duration = 70
Next = S_NINEMISSLEEXPLODE1
Var1 = 0
Var2 = 0

State S_NINEMISSLEEXPLODE1
SpriteName = NBME
SpriteFrame = FF_FULLBRIGHT|A
Action = A_ForceStop
Duration = 1
Next = S_NINEMISSLEEXPLODE5
Var1 = 0
Var2 = 0

State S_NINEMISSLEEXPLODE5
SpriteName = NBME
SpriteFrame = A
Duration = 5
Action = A_PlaySound
Next = S_NULL
Var1 = sfx_nme1
Var2 = 0

State S_NINEMISSLEEXPLODE3
SpriteName = NBME
SpriteFrame = A
Duration = 4
Action = A_PlaySound
Next = S_NINEMISSLEEXPLODE4
Var1 = sfx_nme1
Var2 = 0

State S_NINEMISSLEEXPLODE2
SpriteName = NBME
SpriteFrame = FF_FULLBRIGHT|A
Action = A_ForceStop
Duration = 0
Next = S_NINEMISSLEEXPLODE3
Var1 = 0
Var2 = 0

State S_NINEMISSLEEXPLODE4
SpriteName = NBME
SpriteFrame = FF_FULLBRIGHT|A
Action = A_KnockBack
Duration = 2
Next = S_NULL
Var1 = 0
Var2 = 0