FREESLOT
MT_SWUT
S_SWUTA1
S_SWUT_RUN1
S_SWUT_RUN2
S_SWUT_RUN3
S_SWUT_RUN4
S_SWUT_FIRE1
S_SWUT_FIRE2
S_SWUT_FIRE3
S_SWUT_FIRE4
S_SWUT_FIRE5
SPR_SWUT
SFX_SWAT
SFX_SWUT

Sound sfx_SWUT
Singular = 0
Priority = 64
Flags = SF_X8AWAYSOUND

Sound sfx_SWAT
Singular = 0
Priority = 64
Flags = SF_X8AWAYSOUND

Object MT_SWUT
#$Sprite SWUTA1
MapThingNum = 356
SpawnState = S_SWUT_RUN1
SpawnHealth = 1
ReactionTime = 2
SeeState = S_SWUT_RUN1
SeeSound = 	sfx_SWUT
AttackSound = sfx_trfire
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
Speed = 15
MeleeState = S_NULL
MissileState = S_SWUT_FIRE1
DeathState = S_XPLD1
XDeathState = S_NULL
DeathSound = 0
Radius = 16*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_SWUT
Flags =	MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

State S_SWUTA1
SpriteName = SWUT
SpriteFrame = A
Duration = 5
Next = S_SWUTA1

State S_SWUT_RUN1
SpriteName = SWUT
SpriteFrame = B
Duration = 3
Next = S_SWUT_RUN2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SWUT_RUN2
SpriteName = SWUT
SpriteFrame = C
Duration = 3
Next = S_SWUT_RUN3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SWUT_RUN3
SpriteName = SWUT
SpriteFrame = D
Duration = 3
Next = S_SWUT_RUN4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SWUT_RUN4
SpriteName = SWUT
SpriteFrame = E
Duration = 3
Next = S_SWUT_RUN1
Action = A_Chase
Var1 = 0
Var2 = 0

State S_SWUT_FIRE1
SpriteName = SWUT
SpriteFrame = A
Duration = 3
Next = S_SWUT_FIRE2
Var1 = 0
Var2 = 0

State S_SWUT_FIRE2
SpriteName = SWUT
SpriteFrame = F
Duration = 3
Next = S_SWUT_FIRE3
Var1 = 0
Var2 = 0

State S_SWUT_FIRE3
SpriteName = SWUT
SpriteFrame = F
Duration = 4
Action = A_FireShot
Next = S_SWUT_FIRE4
Var1 = 222
Var2 = 0

State S_SWUT_FIRE4
SpriteName = SWUT
SpriteFrame = F
Duration = 3
Next = S_SWUT_FIRE5
Var1 = 0
Var2 = 0

State S_SWUT_FIRE5
SpriteName = SWUT
SpriteFrame = A
Duration = 3
Next = S_SEESTATE
Var1 = 0
Var2 = 0
