#Idk

Freeslot
SPR_NWTR
MT_NEWTRON
S_NWTR_CAMO1
S_NWTR_FOUN1
S_NWTR_FOUN2
S_NWTR_FOUN3
S_NWTR_FOUN4
S_NWTR_FIRE1
S_NWTR_FIRE2
S_NWTR_BCMO1
S_NWTR_BCMO2
S_NWTR_BCMO3
S_NWTR_BCMO4
S_NWTR_BCMO5
S_NWTR_BCMO6


Object MT_NEWTRON
#$Name "Green Newtron"
#$Sprite NWTRA1
#$Category Sonic 1 Badniks
MapThingNum = 3085
SpawnState = S_NWTR_CAMO1
SpawnHealth = 1
SeeState = S_NWTR_FOUN1
SeeSound = sfx_None
ReactionTime = 60
AttackSound = sfx_None
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 = 3
Radius = 28*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOGRAVITY
RaiseState = S_NULL


State S_NWTR_CAMO1
SpriteFrame = TR_TRANS90|A
SpriteName = SPR_NWTR
Duration = 10
Next = S_NWTR_CAMO1
Action = A_look
Var1 = (600<<16)+1
Var2 = 0

State S_NWTR_FOUN1
SpriteFrame = TR_TRANS70|A
SpriteName = SPR_NWTR
Duration = 5
Next = S_NWTR_FOUN2
Action = A_SetObjectFlags
Var1 = MF_ENEMY|MF_SHOOTABLE|MF_SPECIAL
Var2 = 2

State S_NWTR_FOUN2
SpriteFrame = TR_TRANS40|A
SpriteName = SPR_NWTR
Duration = 5
Next = S_NWTR_FOUN3
Var1 = 0
Var2 = 0

State S_NWTR_FOUN3
SpriteFrame = TR_TRANS20|A
SpriteName = SPR_NWTR
Duration = 5
Next = S_NWTR_FOUN4
Var1 = 0
Var2 = 0

State S_NWTR_FOUN4
SpriteFrame = A
SpriteName = SPR_NWTR
Duration = 50
Next = S_NWTR_FIRE1
Var1 = 0
Var2 = 0

State S_NWTR_FIRE1
SpriteFrame = A
SpriteName = SPR_NWTR
Duration = 20
Next = S_NWTR_FIRE2

State S_NWTR_FIRE2
SpriteFrame = A
SpriteName = SPR_NWTR
Duration = 60
Next = S_NWTR_BCMO1
Action = A_FireShot
Var1 = MT_BUZZBULLET
Var2 = 3

State S_NWTR_BCMO1
SpriteFrame = TR_TRANS10|A
SpriteName = SPR_NWTR
Duration = 6
Next = S_NWTR_BCMO2

State S_NWTR_BCMO2
SpriteFrame = TR_TRANS20|A
SpriteName = SPR_NWTR
Duration = 6
Next = S_NWTR_BCMO3

State S_NWTR_BCMO3
SpriteFrame = TR_TRANS40|A
SpriteName = SPR_NWTR
Duration = 6
Next = S_NWTR_BCMO4

State S_NWTR_BCMO4
SpriteFrame = TR_TRANS60|A
SpriteName = SPR_NWTR
Duration = 6
Next = S_NWTR_BCMO5

State S_NWTR_BCMO5
SpriteFrame = TR_TRANS80|A
SpriteName = SPR_NWTR
Duration = 6
Next = S_NWTR_BCMO6

State S_NWTR_BCMO6
SpriteFrame = TR_TRANS90|A
SpriteName = SPR_NWTR
Duration = 130
Next = S_NWTR_CAMO1