#Burrobot
#Crude lool

Freeslot
S_BRBT_WAIT1
S_BRBT_WAIT2
S_BRBT_DIGUP
S_BRBT_EMERGE
S_BRBT_JUMP1
S_BRBT_JUMP2
S_BRBT_JUMP3
S_BRBT_JUMP4
S_BRBT_SCATTER
S_BRBT_DUST
S_BRBT_CHASE1
S_BRBT_CHASE2
S_BRBT_CHASE3
S_BRBT_CHASE4
S_BRBT_CHASE5
S_BRBT_CHASE6
SPR_BRBT

Object MT_BURROBOT
#$Name "Burrobot"
#$Sprite BRBTA2A8
#$Category Sonic 1 Badniks
MapThingNum = -1
SpawnState = S_BRBT_EMERGE
SpawnHealth = 1
SeeState = S_BRBT_CHASE1
SeeSound = sfx_cybdth
ReactionTime = 60
AttackSound = sfx_zoom
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 10
Radius = 32*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_RUNSPAWNFUNC

State S_BRBT_EMERGE
SpriteFrame = C
SpriteName = SPR_BRBT
Duration = 1
Next = S_BRBT_JUMP2
Action = A_DualAction
Var1 = S_BRBT_JUMP1
Var2 = S_BRBT_SCATTER

State S_BRBT_JUMP1
SpriteFrame = C
SpriteName = SPR_BRBT
Duration = 5
Next = S_BRBT_JUMP2
Action = A_BunnyHop
Var1 = 8
Var2 = 0

State S_BRBT_JUMP2
SpriteFrame = D
SpriteName = SPR_BRBT
Duration = 5
Next = S_BRBT_JUMP3
Var1 = 0
Var2 = 0

State S_BRBT_JUMP3
SpriteFrame = C
SpriteName = SPR_BRBT
Duration = 4
Next = S_BRBT_JUMP4
Var1 = 0
Var2 = 0

State S_BRBT_JUMP4
SpriteFrame = C
SpriteName = BRBT
Duration = 1
Next = S_BRBT_CHASE1
Action = A_Repeat
Var1 = 3
Var2 = S_BRBT_JUMP2

State S_BRBT_SCATTER
SpriteFrame = D
SpriteName = SPR_BRBT
Duration = 1
Next = S_BRBT_DUST
Action = A_NapalmScatter
Var1 = MT_FALLINGROCK+(6<<16)
Var2 = 200+(48<<16)

State S_BRBT_DUST
SpriteFrame = D
SpriteName = BRBT
Duration = 1
Next = S_BRBT_CHASE1
Action = A_MultiShotDist
Var1 = (MT_MINUSDIRT<<16)+5
Var2 = 0

State S_BRBT_CHASE1
SpriteFrame = A
SpriteName = SPR_BRBT
Duration = 2
Next = S_BRBT_CHASE2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BRBT_CHASE2
SpriteFrame = A
SpriteName = SPR_BRBT
Duration = 2
Next = S_BRBT_CHASE3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BRBT_CHASE3
SpriteFrame = B
SpriteName = SPR_BRBT
Duration = 2
Next = S_BRBT_CHASE4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_BRBT_CHASE4
SpriteFrame = B
SpriteName = SPR_BRBT
Duration = 2
Next = S_BRBT_CHASE1
Action = A_Chase
Var1 = 0
Var2 = 0

#yeah theyre two seperate things
Object MT_BURROBOT_HIDING
#$Name "Burrobot"
#$Sprite BRBTA2A8
#$Category Sonic 1 Badniks
MapThingNum = 4090
SpawnState = S_BRBT_WAIT1
SpawnHealth = 1
SeeState = S_BRBT_DIGUP
SeeSound = sfx_cybdth
ReactionTime = 60
AttackSound = sfx_zoom
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 6
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_ENEMY|MF_SPECIAL|MF_NOCLIPTHING

State S_BRBT_WAIT1
SpriteFrame = E
SpriteName = SPR_BRBT
Duration = 3
Next = S_BRBT_WAIT2
Action = A_Look
Var1 = (600<<16)+1
Var2 = 0

State S_BRBT_WAIT2
SpriteFrame = F
SpriteName = SPR_BRBT
Duration = 3
Next = S_BRBT_WAIT1
Action = A_Look
Var1 = (600<<16)+1
Var2 = 0

State S_BRBT_DIGUP
SpriteFrame = D
SpriteName = SPR_BRBT
Duration = 1
Next = S_NULL
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = (0<<16)+MT_BURROBOT