Freeslot
S_JAWS_ROAM1
S_JAWS_ROAM2
S_JAWS_FOUN1
S_JAWS_FOUN2
S_JAWS_STOPLOL
S_JAWS_FACETARGET
S_JAWS_CHASE1
S_JAWS_CHASE2
S_JAWS_CHASE3
S_JAWS_CHASE4
S_JAWS_CHASE5
S_JAWS_CHASE6
S_JAWS_CHASE7
S_JAWS_CHASE8
S_JAWS_CHASE9
S_JAWS_CHASE10
SPR_JAWS

Object MT_JAWS
#$Name "Jaws"
#$Sprite JAWSA2A8
#$Category Sonic 1 Badniks
MapThingNum = 3091
SpawnState = S_JAWS_ROAM1
SpawnHealth = 1
SeeState = S_JAWS_FOUN1
SeeSound = sfx_spkdth
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 = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY

State S_JAWS_ROAM1
SpriteName = SPR_JAWS
SpriteFrame = A
Duration = 5
Next = S_JAWS_ROAM2
Action = A_Look
Var1 = (600<<16)+0
Var2 = 0

State S_JAWS_ROAM2
SpriteName = SPR_JAWS
SpriteFrame = B
Duration = 5
Next = S_JAWS_ROAM1
Action = A_Look
Var1 = (600<<16)+0
Var2 = 0

State S_JAWS_FOUN1
SpriteName = SPR_JAWS
SpriteFrame = B
Duration = 1
Next = S_JAWS_FOUN2
Action = A_DualAction
Var1 = S_JAWS_FACETARGET
Var2 = S_JAWS_STOPLOL

State S_JAWS_FACETARGET
SpriteName = SPR_JAWS
SpriteFrame = B
Duration = 1
Next = S_JAWS_CHASE1
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_JAWS_STOPLOL
SpriteName = SPR_JAWS
SpriteFrame = B
Duration = 1
Next = S_JAWS_CHASE1
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_JAWS_FOUN2
SpriteName = SPR_JAWS
SpriteFrame = B
Duration = 1
Next = S_JAWS_CHASE1
Action = A_Repeat
Var1 = 30
Var2 = S_JAWS_FOUN1

State S_JAWS_CHASE1
SpriteName = SPR_JAWS
SpriteFrame = A
Duration = 1
Next = S_JAWS_CHASE2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_JAWS_CHASE1
SpriteName = SPR_JAWS
SpriteFrame = A
Duration = 1
Next = S_JAWS_CHASE2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_JAWS_CHASE2
SpriteName = SPR_JAWS
SpriteFrame = A
Duration = 1
Next = S_JAWS_CHASE3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_JAWS_CHASE3
SpriteName = SPR_JAWS
SpriteFrame = A
Duration = 1
Next = S_JAWS_CHASE4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_JAWS_CHASE4
SpriteName = SPR_JAWS
SpriteFrame = A
Duration = 1
Next = S_JAWS_CHASE5
Action = A_Chase
Var1 = 0
Var2 = 0

State S_JAWS_CHASE5
SpriteName = SPR_JAWS
SpriteFrame = A
Duration = 1
Next = S_JAWS_CHASE6
Action = A_Chase
Var1 = 0
Var2 = 0

State S_JAWS_CHASE6
SpriteName = SPR_JAWS
SpriteFrame = B
Duration = 1
Next = S_JAWS_CHASE7
Action = A_Chase
Var1 = 0
Var2 = 0

State S_JAWS_CHASE7
SpriteName = SPR_JAWS
SpriteFrame = B
Duration = 1
Next = S_JAWS_CHASE8
Action = A_Chase
Var1 = 0
Var2 = 0

State S_JAWS_CHASE8
SpriteName = SPR_JAWS
SpriteFrame = B
Duration = 1
Next = S_JAWS_CHASE9
Action = A_Chase
Var1 = 0
Var2 = 0

State S_JAWS_CHASE9
SpriteName = SPR_JAWS
SpriteFrame = B
Duration = 1
Next = S_JAWS_CHASE10
Action = A_Chase
Var1 = 0
Var2 = 0

State S_JAWS_CHASE10
SpriteName = SPR_JAWS
SpriteFrame = B
Duration = 1
Next = S_JAWS_CHASE1
Action = A_Chase
Var1 = 0
Var2 = 0