#Big The Cat
FREESLOT
MT_BGTC
S_BGTC_EXST
SPR_BGTC

FRAME S_BGTC_EXST
SPRITENUMBER = BGTC
SPRITESUBNUMBER = 0
DURATION = -1
NEXT = 0
ACTION None
VAR1 = 0
VAR2 = 0

Thing MT_BGTC
#$Sprite BGTCA1
MAPTHINGNUM = 4021
SPAWNSTATE = S_BGTC_EXST
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 1376256
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
DAMAGE = 1
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SOLID

#Pumpkin Hill Pumpkin
FREESLOT
MT_PMHLPumpkin
S_PMPK_EXST
SPR_PMPK

FRAME S_PMPK_EXST
SPRITENUMBER = PMPK
SPRITESUBNUMBER = 0
DURATION = -1
ACTION None
VAR1 = 0
VAR2 = 0

Thing MT_PMHLPumpkin
#$Sprite PMPKA0
MAPTHINGNUM = 4025
SPAWNSTATE = S_PMPK_EXST
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

#Chao
FREESLOT
MT_CHGDCHAO
S_CHGD_EXST
SPR_CHGD

FRAME S_CHGD_EXST
SPRITENUMBER = CHGD
SPRITESUBNUMBER = 0
DURATION = -1
ACTION None
VAR1 = 0
VAR2 = 0

Thing MT_CHGDCHAO
#$Sprite CHGDA0
MAPTHINGNUM = 4026
SPAWNSTATE = S_CHGD_EXST
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 524288
HEIGHT = 2097152
MASS = 16
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

#BeachBall
FREESLOT
MT_BCBL
S_BCBL_EXST
SPR_BCBL

FRAME S_BCBL_EXST
SPRITENUMBER = BCBL
SPRITESUBNUMBER = 0
DURATION = -1
NEXT = 0
ACTION None
VAR1 = 0
VAR2 = 0

Thing MT_BCBL
#$Sprite BCBLA0
MAPTHINGNUM = 4027
SPAWNSTATE = S_BCBL_EXST
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 1638400
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
DAMAGE = 1
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SOLID|MF_PUSHABLE|MF_SLIDEME

#Old Castlebot Script provided by Glaber

#Castlebotfacestabber
FREESLOT
MT_CASTLEBOT2
S_CASTLEBOT2_STND1
S_CASTLEBOT2_STND2
S_CASTLEBOT2_STND3
S_CASTLEBOT2_STND4
S_CASTLEBOT2_STND5
S_CASTLEBOT2_STND6
S_CASTLEBOT2_CHARGE1
S_CASTLEBOT2_CHARGE2
S_CASTLEBOT2_CHARGE3
S_CASTLEBOT2_CHARGE4
SPR_LNAB

Thing MT_CASTLEBOT2
#$Name "Castlebot Face Stabber"
#$Sprite LNABA1
#$Category Retro Enemies
MAPTHINGNUM = 198
SPAWNSTATE = S_CASTLEBOT2_STND1
SPAWNHEALTH = 1
SEESTATE = S_CASTLEBOT2_STND1
SEESOUND = sfx_None
REACTIONTIME = 35
ATTACKSOUND = sfx_None
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_CASTLEBOT2_CHARGE1
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_pop
XDEATHSTATE = S_NULL
SPEED = 3
RADIUS = 32*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

FRAME S_CASTLEBOT2_STND1
SPRITENUMBER = LNAB
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = S_CASTLEBOT2_STND2
ACTION A_FaceStabChase
VAR1 = 0
VAR2 = 0

FRAME S_CASTLEBOT2_STND2
SPRITENUMBER = LNAB
SPRITESUBNUMBER = 1
DURATION = 1
NEXT = S_CASTLEBOT2_STND3
ACTION A_FaceStabChase
VAR1 = 0
VAR2 = 0

FRAME S_CASTLEBOT2_STND3
SPRITENUMBER = LNAB
SPRITESUBNUMBER = 2
DURATION = 1
NEXT = S_CASTLEBOT2_STND4
ACTION A_FaceStabChase
VAR1 = 0
VAR2 = 0

FRAME S_CASTLEBOT2_STND4
SPRITENUMBER = LNAB
SPRITESUBNUMBER = 3
DURATION = 1
NEXT = S_CASTLEBOT2_STND5
ACTION A_FaceStabChase
VAR1 = 0
VAR2 = 0

FRAME S_CASTLEBOT2_STND5
SPRITENUMBER = LNAB
SPRITESUBNUMBER = 4
DURATION = 1
NEXT = S_CASTLEBOT2_STND6
ACTION A_FaceStabChase
VAR1 = 0
VAR2 = 0

FRAME S_CASTLEBOT2_STND6
SPRITENUMBER = LNAB
SPRITESUBNUMBER = 5
DURATION = 1
NEXT = S_CASTLEBOT2_STND1
ACTION A_FaceStabChase
VAR1 = 0
VAR2 = 0

FRAME S_CASTLEBOT2_CHARGE1
SPRITENUMBER = LNAB
SPRITESUBNUMBER = 6
DURATION = 14
NEXT = S_CASTLEBOT2_CHARGE2
ACTION A_PlayActiveSound
VAR1 = 0
VAR2 = 0

FRAME S_CASTLEBOT2_CHARGE2
SPRITENUMBER = LNAB
SPRITESUBNUMBER = 6
DURATION = 0
NEXT = S_CASTLEBOT2_CHARGE3
ACTION A_PlayAttackSound
VAR1 = 0
VAR2 = 0

FRAME S_CASTLEBOT2_CHARGE3
SPRITENUMBER = LNAB
SPRITESUBNUMBER = 6
DURATION = 0
NEXT = S_CASTLEBOT2_CHARGE4
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_CASTLEBOT2_CHARGE4
SPRITENUMBER = LNAB
SPRITESUBNUMBER = 7
DURATION = 35
NEXT = S_CASTLEBOT2_STND1
ACTION A_Thrust
VAR1 = 20
VAR2 = 1

