#ZANG Boss
FREESLOT
MT_ZANG
S_ZANG
S_ZANGHOP1
S_ZANGHOP2
S_ZANGHOPAGAIN
S_ZANGOW1
S_ZANGOW2
S_ZANGOW3
S_ZANGOW4
S_ZANGRESET
S_ZANGDROP
S_ZANGDROP2
S_ZANGDEAD1
S_ZANGDEAD2
S_ZANGDEAD3
S_ZANGDEAD4
SPR_ZANG

Thing MT_ZANG
#$Sprite ZANGA1
MAPTHINGNUM = 357
SPAWNSTATE = S_ZANG
SPAWNHEALTH = 8
SEESTATE = S_ZANGHOP1
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = S_ZANGOW1
PAINCHANCE = MT_THOK
PAINSOUND = sfx_dmpain
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_ZANGDEAD1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = 0
SPEED = 16
RADIUS = 43*FRACUNIT
HEIGHT = 116*FRACUNIT
MASS = 0
DAMAGE = 2
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_BOUNCE

FRAME S_ZANG
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_ZANG
ACTION A_Look
VAR1 = (900<<16)+1
VAR2 = 0

FRAME S_ZANGHOP1
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_ZANGHOP2
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_ZANGHOP2
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_ZANGHOPAGAIN
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_ZANGHOPAGAIN
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = B
DURATION = 0
NEXT = S_ZANGDROP
ACTION A_Repeat
VAR1 = 5
VAR2 = S_ZANGHOP1

FRAME S_ZANGDROP
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = C
DURATION = 3
NEXT = S_ZANGDROP2
ACTION A_TrapShot
Var1 = (16<<16)+MT_JETTBULLET
Var2 = (16<<16)+270

FRAME S_ZANGDROP2
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_ZANG
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_ZANGOW1
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = D
DURATION = 3
NEXT = S_ZANGOW2
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_ZANGOW2
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = E
DURATION = 3
NEXT = S_ZANGOW3
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_ZANGOW3
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = F
DURATION = 3
NEXT = S_ZANGOW4
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_ZANGOW4
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = G
DURATION = 3
NEXT = S_ZANGRESET
ACTION A_BunnyHop
VAR1 = 16
VAR2 = 2

FRAME S_ZANGRESET
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_ZANG
ACTION A_Repeat
VAR1 = 4
VAR2 = S_ZANGOW2

FRAME S_ZANGDEAD1
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = D
DURATION = 1
NEXT = S_ZANGDEAD2
ACTION A_ForceStop
VAR1 = 0
VAR2 = 0

FRAME S_ZANGDEAD2
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = E
DURATION = 7
NEXT = S_ZANGDEAD3
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_ZANGDEAD3
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = F
DURATION = 7
NEXT = S_ZANGDEAD4
ACTION A_BossScream
VAR1 = 0
VAR2 = 0

FRAME S_ZANGDEAD4
SPRITENUMBER = SPR_ZANG
SPRITESUBNUMBER = G
DURATION = 7
NEXT = 0
ACTION A_BossDeath
VAR1 = 0
VAR2 = 0
