FREESLOT
MT_AMIDA
SPR_AMID
S_AMIDAMOVE
S_AMIDALOOK
S_AMIDAEXPLODEATTACK1
S_AMIDAEXPLODEATTACK2
S_AMIDAEXPLODEATTACK3
S_AMIDAEXPLODEATTACK4
S_AMIDAEXPLODEATTACK5
S_AMIDAEXPLODEATTACK6
S_AMIDAEATTACKSTOP
S_AMIDAEATTACKRINGDRAIN1
S_AMIDAEATTACKRINGDRAIN2
S_AMIDAEATTACKRINGDRAIN3
S_AMIDADEATH
sfx_bexp
sfx_cdor

State S_AMIDALOOK
SpriteName = AMID
SpriteFrame = A
Duration = 15
Action = A_Look
Next = S_AMIDAMOVE
Var1 = (4096*65536)+1
Var2 = 1

State S_AMIDAMOVE
SpriteName = AMID
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_AMIDAMOVE
Var1 = 0
Var2 = 0

State S_AMIDAEXPLODEATTACK1
SpriteName = AMID
SpriteFrame = A
Duration = 1
Action = A_CheckTrueRange
Next = S_AMIDAMOVE
Var1 = (0*65536)+200
Var2 = S_AMIDAEXPLODEATTACK2

State S_AMIDAEXPLODEATTACK2
SpriteName = AMID
SpriteFrame = A
Duration = 5
Action = A_FaceTarget 
Next = S_AMIDAEXPLODEATTACK3
Var1 = 0
Var2 = 0

State S_AMIDAEXPLODEATTACK3
SpriteName = AMID
SpriteFrame = A
Duration = 0
Action = A_ZThrust
Next = S_AMIDAEXPLODEATTACK4
Var1 = 4
Var2 = (1*65536)+1

State S_AMIDAEXPLODEATTACK4
SpriteName = AMID
SpriteFrame = A
Duration = 0
Action = A_Thrust
Next = S_AMIDAEXPLODEATTACK5
Var1 = 8
Var2 = 0

State S_AMIDAEXPLODEATTACK5
SpriteName = AMID
SpriteFrame = A
Duration = 1
Action = A_CheckTrueRange
Next = S_AMIDAEXPLODEATTACK6
Var1 = (0*65536)+48
Var2 = S_AMIDAEATTACKSTOP

State S_AMIDAEXPLODEATTACK6
SpriteName = AMID
SpriteFrame = A
Duration = 0
Action = A_Repeat
Next = S_AMIDALOOK
Var1 = 25
Var2 = S_AMIDAEXPLODEATTACK5

State S_AMIDAEATTACKSTOP
SpriteName = NBME
SpriteFrame = A
Duration = 0
Action = A_ForceStop
Next = S_AMIDAEATTACKRINGDRAIN1
Var1 = 0
Var2 = 0

State S_AMIDAEATTACKRINGDRAIN1
SpriteName = NBME
SpriteFrame = A
Duration = 1
Action = A_CheckTargetRings
Next = S_AMIDAEATTACKRINGDRAIN3
Var1 = 5
Var2 = S_AMIDAEATTACKRINGDRAIN2

State S_AMIDAEATTACKRINGDRAIN2
SpriteName = NBME
SpriteFrame = A
Duration = 1
Action = A_RingDrain
Next = S_AMIDADEATH
Var1 = 5
Var2 = 0

State S_AMIDAEATTACKRINGDRAIN3
SpriteName = NBME
SpriteFrame = A
Duration = 1
Action = A_RemoteDamage
Next = S_AMIDADEATH
Var1 = 1
Var2 = 1


State S_AMIDADEATH
SpriteName = NBME
SpriteFrame = A
Duration = 15
Action = A_Scream
Next = S_NULL
Var1 = 0
Var2 = 0

Object MT_AMIDA
MapThingNum = 2230
#$Name AMIDA
#$Category SCUM3
#$Sprite AMIDA0
SpawnState = S_AMIDALOOK
SeeState = S_AMIDAMOVE
SpawnHealth = 1
SeeSound = sfx_None
ReactionTime = 1
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_AMIDAEXPLODEATTACK1
DeathState = S_AMIDADEATH
XDeathState = S_NULL
DeathSound = sfx_nme1
Speed = 12
RaiseState = S_NULL
Radius = 8*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE