Freeslot
MT_FROSTBURN
S_FROSTBURN_STND
S_FROSTBURN_DIE1
S_FROSTBURN_DIE2
S_FROSTBURN_DIE3
S_FROSTBURN_DIE4
S_FROSTBURN_DIE5
S_FROSTBURN_DIE6
S_FROSTBURN_DIE7
S_FROSTBURN_DIE8
S_FROSTBURN_DIE9
S_FROSTBURN_DIE10
S_FROSTBURN_DIE11
S_FROSTBURN_DIE12
S_FROSTBURN_DIE13
S_FROSTBURN_DIE14
S_FROSTBURN_FLEE1
S_FROSTBURN_FLEE2
S_FROSTBURN_FIRE1
S_FROSTBURN_FIRE2
S_FROSTBURN_FIRE3
S_FROSTBURN_FIRE4
S_FROSTBURN_ICE1
S_FROSTBURN_ICE2
S_FROSTBURN_ICE3
S_FROSTBURN_ICE4
S_FROSTBURN_PAIN
S_FROSTBURN_ICESPLODE
MT_FROSTBURN_ICEBALL
S_FROSTBURN_ICEREADY
S_FROSTBURN_FIREREADY
S_FROSTBURN_RETALIATE1
S_FROSTBURN_RETALIATE2
S_FROSTBURN_RETALIATE3
S_FROSTBURN_ICETHROW1
S_FROSTBURN_ICETHROW2
S_FROSTBURN_ICETHROW3
S_FROSTBURN_FIRETHROW1
S_FROSTBURN_FIRETHROW2
S_FROSTBURN_FIRETHROW3
S_FROSTBURN_PANIC1
S_FROSTBURN_PANIC2
S_FROSTBURN_PANIC3
S_FROSTBURN_PANIC4
S_FROSTBURN_PANIC_ESCAPE
S_FROSTBURN_PANIC_MISS
S_ICEBALL1
S_ICEBALL2
S_ICEBALL3
S_ICEBALL4

Object MT_FROSTBURN
#$Name Egg FrostBurn
#$Sprite EGGOA1
MapThingNum = 1360
SpawnState = S_FROSTBURN_STND
SpawnHealth = 8
SeeState = S_FROSTBURN_STND
SeeSound = sfx_None
ReactionTime = 5
AttackSound = sfx_None
PainState = S_FROSTBURN_PAIN
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_FROSTBURN_FIREREADY
MissileState = S_FROSTBURN_ICEREADY
DeathState = S_FROSTBURN_DIE1
DeathSound = sfx_cybdth
XDeathState = S_FROSTBURN_FLEE1
Speed = 5
Radius = 32*FRACUNIT
Height = 116*FRACUNIT
Mass = 0
Damage = 3
ActiveSound = sfx_s3k60
RaiseState = S_FROSTBURN_PANIC1
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_NOGRAVITY|MF_FLOAT

State S_FROSTBURN_STND
SpriteName = SPR_EGGO
SpriteFrame = 0
Duration = 1
Next = S_FROSTBURN_STND
Action A_Boss1Chase
Var1 = 0
Var2 = 0

State S_FROSTBURN_FIREREADY
SpriteName = EGGO
SpriteFrame = M
Duration = 17
Next = S_FROSTBURN_FIRE1
Action A_PlaySound
Var1 = sfx_s3k3e
Var2 = 1

State S_FROSTBURN_FIRE1
SpriteName = SPR_EGGO
SpriteFrame = 3
Duration = 105
Next = S_FROSTBURN_FIRE2

State S_FROSTBURN_FIRE2
SpriteName = SPR_EGGO
SpriteFrame = 0
Duration = 52
Next = S_FROSTBURN_FIRE3

State S_FROSTBURN_FIRE3
SpriteName = SPR_EGGO
SpriteFrame = 3
Duration = 35
Next = S_FROSTBURN_FIRE4
Action A_LobShot
Var1 = MT_FROSTBURN_ICEBALL
Var2 = 35

State S_FROSTBURN_FIRE4
SpriteName = SPR_EGGO
SpriteFrame = 0
Duration = 35
Next = S_FROSTBURN_STND
Action A_SkullAttack
Var1 = 2
Var2 = 0

State S_FROSTBURN_ICEREADY
SpriteName = EGGO
SpriteFrame = M
Duration = 17
Next = S_FROSTBURN_ICE1
Action A_PlaySound
Var1 = sfx_s3k40
Var2 = 1

State S_FROSTBURN_ICE1
SpriteName = SPR_EGGO
SpriteFrame = E
Duration = 105
Next = S_FROSTBURN_ICE2

State S_FROSTBURN_ICE2
SpriteName = SPR_EGGO
SpriteFrame = 0
Duration = 52
Next = S_FROSTBURN_ICE3

State S_FROSTBURN_ICE3
SpriteName = SPR_EGGO
SpriteFrame = 6
Duration = 1
Next = S_FROSTBURN_ICE4
Action A_LobShot
Var1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL
Var2 = 35

State S_FROSTBURN_ICE4
SpriteName = SPR_EGGO
SpriteFrame = 0
Duration = 35
Next = S_FROSTBURN_STND
Action A_SkullAttack
Var1 = 2
Var2 = 0

State S_FROSTBURN_PANIC1
SpriteName = EGGO
SpriteFrame = M
Duration = 17
Next = S_FROSTBURN_PANIC2
Action A_PlaySound
Var1 = sfx_s3k50
Var2 = 1

State S_FROSTBURN_PANIC2
SpriteName = SPR_EGGO
SpriteFrame = 6
Duration = 15
Next = S_FROSTBURN_PANIC3

State S_FROSTBURN_PANIC3
SpriteName = SPR_EGGO
SpriteFrame = 3
Duration = 1
Next = S_FROSTBURN_PANIC4
Action A_ZThrust
Var1 = 5
Var2 = 1

State S_FROSTBURN_PANIC4
SpriteName = SPR_EGGO
SpriteFrame = 3
Duration = 35
Next = S_FROSTBURN_PANIC_ESCAPE

State S_FROSTBURN_PANIC_ESCAPE
SpriteName = SPR_EGGO
SpriteFrame = 6
Duration = 70
Next = S_FROSTBURN_STND
Action A_SkullAttack
Var1 = 1
Var2 = 0

State S_FROSTBURN_PANIC_MISS
SpriteName = SPR_EGGO
SpriteFrame = 6
Duration = 70
Next = S_FROSTBURN_STND
Action A_Boss7FireMissiles
Var1 = MT_ROCKET
Var2 = 0

State S_FROSTBURN_PAIN
SpriteName = SPR_EGGO
SpriteFrame = 8
Duration = 35
Next = S_FROSTBURN_RETALIATE1
Action A_Pain
Var1 = 0
Var2 = 0

State S_FROSTBURN_RETALIATE1
SpriteName = SPR_EGGO
SpriteFrame = M
Duration = 1
Next = S_FROSTBURN_RETALIATE1
Action A_RandomState
Var1 = S_FROSTBURN_ICETHROW1
Var2 = S_FROSTBURN_FIRETHROW1

State S_FROSTBURN_ICETHROW1
SpriteName = SPR_EGGO
SpriteFrame = A
Duration = 35
Action = A_BrakLobShot
Var1 = MT_FROSTBURN_ICEBALL
Var2 = 35
Next = S_FROSTBURN_ICETHROW2

State S_FROSTBURN_ICETHROW2
SpriteName = SPR_EGGO
SpriteFrame = A
Duration = 35
Action = A_BrakLobShot
Var1 = MT_FROSTBURN_ICEBALL
Var2 = 35
Next = S_FROSTBURN_ICETHROW3

State S_FROSTBURN_ICETHROW3
SpriteName = SPR_EGGO
SpriteFrame = A
Duration = 35
Action = A_BrakLobShot
Var1 = MT_FROSTBURN_ICEBALL
Var2 = 35
Next = S_FROSTBURN_RETALIATE2

State S_FROSTBURN_FIRETHROW1
SpriteName = SPR_EGGO
SpriteFrame = A
Duration = 17
Action = A_BrakLobShot
Var1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL
Var2 = 35
Next = S_FROSTBURN_FIRETHROW2

State S_FROSTBURN_FIRETHROW2
SpriteName = SPR_EGGO
SpriteFrame = A
Duration = 17
Action = A_BrakLobShot
Var1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL
Var2 = 35
Next = S_FROSTBURN_FIRETHROW3

State S_FROSTBURN_FIRETHROW3
SpriteName = SPR_EGGO
SpriteFrame = A
Duration = 17
Action = A_BrakLobShot
Var1 = MT_CYBRAKDEMON_NAPALM_BOMB_SMALL
Var2 = 35
Next = S_FROSTBURN_RETALIATE2

State S_FROSTBURN_RETALIATE2
SpriteName = SPR_EGGO
SpriteFrame = M
Duration = 0
Action A_PlayActiveSound
Next = S_FROSTBURN_RETALIATE3

State S_FROSTBURN_RETALIATE3
SpriteName = SPR_EGGO
SpriteFrame = M
Duration = 17
Next = S_FROSTBURN_STND
Action A_SkullAttack
Var1 = 2
Var2 = 0

State S_FROSTBURN_DIE1
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE2
Action A_Fall
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE2
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE3
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE3
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE4
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE4
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE5
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE5
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE6
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE6
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE7
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE7
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE8
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE8
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE9
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE9
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE10
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE10
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE11
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE11
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE12
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE12
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE13
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE13
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 8
Next = S_FROSTBURN_DIE14
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_DIE14
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = -1
Next = S_NULL
Action A_BossDeath
Var1 = 0
Var2 = 0

State S_FROSTBURN_FLEE1
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 5
Next = S_FROSTBURN_FLEE2
Action A_BossScream
Var1 = 0
Var2 = 0

State S_FROSTBURN_FLEE2
SpriteName = SPR_EGGO
SpriteFrame = 9
Duration = 5
Next = S_FROSTBURN_FLEE1
Action A_BossScream
Var1 = 0
Var2 = 0

Object MT_FROSTBURN_ICEBALL
MapThingNum = -1
SpawnState = S_ICEBALL1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_s3k51
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_FROSTBURN_ICESPLODE
DeathSound = sfx_s3k4b
XDeathState = S_NULL
Speed = 10*FRACUNIT
Radius = 8*FRACUNIT
Height = 10*FRACUNIT
Damage = 64
ActiveSound = sfx_s3k80
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_BOUNCE

State S_ICEBALL1
SpriteName = SPR_ROII
SpriteFrame = A
Duration = 5
Next = S_ICEBALL2

State S_ICEBALL2
SpriteName = SPR_ROII
SpriteFrame = B
Duration = 5
Next = S_ICEBALL3

State S_ICEBALL3
SpriteName = SPR_ROII
SpriteFrame = C
Duration = 5
Next = S_ICEBALL4

State S_ICEBALL4
SpriteName = SPR_ROII
SpriteFrame = D
Duration = 5
Next = S_ICEBALL1


State S_FROSTBURN_ICESPLODE
SpriteName = SPR_NULL
SpriteFrame = 0
Duration = 35
Next = S_NULL
Action A_MultiShot
Var1 = MT_FROSTBURN_PUFF*65536+8
Var2 = 0