#Spped Cop
FREESLOT
MT_SCOP
S_SCOP_STND1
S_SCOP_CHARGE1
S_SCOP_CHARGE2
S_SCOP_CHARGE3
S_SCOP_CHARGE4
S_SCOP_DIE
S_SCOP_DIE2
S_SCOP_DIE3
SPR_SCOP

Object MT_SCOP
#$Sprite SCOPA1
#$Category Speed Highway
MAPTHINGNUM = 353
SPAWNSTATE = S_SCOP_STND1
SPAWNHEALTH = 1
SEESTATE = S_SCOP_CHARGE1
ATTACKSOUND = sfx_SIREN
REACTIONTIME = 1
PAINCHANCE = 200
DEATHSTATE = S_SCOP_DIE
DEATHSOUND = sfx_BOOM
ACTIVESOUND = sfx_SIREN
SPEED = 99
Radius = 50*FRACUNIT
Height = 80*FRACUNIT
MASS = 20
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME

FRAME S_SCOP_STND1
SPRITENUMBER = SPR_SCOP
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_SCOP_STND1
ACTION A_Look

FRAME S_SCOP_CHARGE1
SPRITENUMBER = SPR_SCOP
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_SCOP_CHARGE1
ACTION A_FaceStabRev
Var1 = 4
Var2 = S_SCOP_CHARGE2

FRAME S_SCOP_CHARGE2
SPRITENUMBER = SPR_SCOP
SPRITESUBNUMBER = A
DURATION = 0
NEXT = S_SCOP_CHARGE3
ACTION A_FaceTarget

FRAME S_SCOP_CHARGE3
SPRITENUMBER = SPR_SCOP
SPRITESUBNUMBER = A
DURATION = 5
NEXT = S_SCOP_CHARGE3
ACTION A_FaceStabHurl
Var1 = 10
Var2 = S_SCOP_CHARGE4

FRAME S_SCOP_CHARGE4
SPRITENUMBER = SPR_SCOP
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_SCOP_CHARGE4
ACTION A_FaceStabMiss
Var1 = 0
Var2 = S_SCOP_STND1

FRAME S_SCOP_DIE
SPRITENUMBER = SPR_SCOP
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_SCOP_DIE2
ACTION A_BossScream
Var1 = 1
Var2 = 0

FRAME S_SCOP_DIE2
SPRITENUMBER = SPR_SCOP
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_SCOP_DIE3
ACTION A_BossScream
Var1 = 1
Var2 = 0

FRAME S_SCOP_DIE3
SPRITENUMBER = SPR_SCOP
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_XPLD_FLICKY
ACTION A_Repeat
Var1 = 7
Var2 = S_XPLD_FLICKY