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Thing type 204, Fang the Sniper , is the boss from Arid Canyon Zone Act 3 and so, the fifth boss of SRB2.
Object/state data
Object type info – MT_FANG
Thing type number
204
FANGA1
Object type
MT_FANG
Sprite name prefix
FANG
SpawnState
S_FANG_SETUP
SeeState
S_FANG_PATHINGSTART1
SeeSound
sfx_None
AttackSound
sfx_skid
PainState
S_FANG_PAIN1
PainSound
sfx_s3k5d
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_FANG_DIE1
XDeathState
S_FANG_KO
DeathSound
sfx_s3k90
ActiveSound
sfx_boingf
RaiseState
S_NULL
SpawnHealth
8
ReactionTime
0
PainChance
0
Speed
0
Radius
24*FRACUNIT
Height
60*FRACUNIT
Display offset
0
Mass
0
Damage
3
Flags
MF_RUNSPAWNFUNC|MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE|MF_NOCLIPTHING
States – MT_FANG
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_FANG_SETUP
NULL
A
2
A_CheckFlags2
MF2_AMBUSH
S_FANG_IDLE0
S_FANG_INTRO0
No
0%
S_FANG_INTRO0
NULL
A
2
none
0
0
S_FANG_INTRO1
No
0%
S_FANG_INTRO1
NULL
A
2
A_Boss5MakeJunk
-S_FANG_CLONE1
0
S_FANG_INTRO2
No
0%
S_FANG_INTRO2
NULL
A
0
A_Repeat
25
S_FANG_INTRO1
S_FANG_INTRO3
No
0%
S_FANG_INTRO3
NULL
A
0
A_Boss5MakeJunk
0
1
S_FANG_INTRO4
No
0%
S_FANG_INTRO4
FANG
E
1
A_ZThrust
9
(1<<16)|1
S_FANG_INTRO5
No
0%
S_FANG_INTRO5
FANG
B
1
A_Boss5CheckOnGround
S_FANG_INTRO9
0
S_FANG_INTRO6
No
0%
S_FANG_INTRO6
FANG
C
1
A_Boss5CheckOnGround
S_FANG_INTRO9
0
S_FANG_INTRO7
No
0%
S_FANG_INTRO7
FANG
D
1
A_Boss5CheckOnGround
S_FANG_INTRO9
0
S_FANG_INTRO8
No
0%
S_FANG_INTRO8
FANG
E
1
A_Boss5CheckOnGround
S_FANG_INTRO9
0
S_FANG_INTRO5
No
0%
S_FANG_INTRO9
FANG
X
50
none
1
4
S_FANG_INTRO10
No
0%
S_FANG_INTRO10
FANG
Z
5
none
0
0
S_FANG_INTRO11
No
0%
S_FANG_INTRO11
FANG
A
2
A_Boss5MakeJunk
S_BROKENROBOTD
2
S_FANG_INTRO12
No
0%
S_FANG_INTRO12
FANG
5
50
none
3
4
S_FANG_IDLE1
No
0%
S_FANG_CLONE1
FANG
L
2
A_Boss5MakeJunk
0
-1
S_FANG_CLONE2
No
0%
S_FANG_CLONE2
FANG
L
0
A_Repeat
49
S_FANG_CLONE1
S_FANG_CLONE3
No
0%
S_FANG_CLONE3
FANG
M
0
A_SetObjectFlags
MF_NOGRAVITY
1
S_FANG_CLONE4
No
0%
S_FANG_CLONE4
FANG
M
1
A_Boss5CheckOnGround
S_FANG_IDLE0
0
S_FANG_CLONE4
No
0%
S_FANG_IDLE0
FANG
A
0
A_SetObjectFlags
MF_NOCLIPTHING
1
S_FANG_IDLE1
No
0%
S_FANG_IDLE1
FANG
C
16
A_Look
1
0
S_FANG_IDLE2
No
0%
S_FANG_IDLE2
FANG
D
16
A_Look
1
0
S_FANG_IDLE3
No
0%
S_FANG_IDLE3
FANG
D
16
A_Look
1
0
S_FANG_IDLE4
No
0%
S_FANG_IDLE4
FANG
D
16
A_Look
1
0
S_FANG_IDLE5
No
0%
S_FANG_IDLE5
FANG
C
16
A_Look
1
0
S_FANG_IDLE6
No
0%
S_FANG_IDLE6
FANG
B
16
A_Look
1
0
S_FANG_IDLE7
No
0%
S_FANG_IDLE7
FANG
B
16
A_Look
1
0
S_FANG_IDLE8
No
0%
S_FANG_IDLE8
FANG
B
16
A_Look
1
0
S_FANG_IDLE1
No
0%
S_FANG_PAIN1
FANG
O
0
A_DoNPCPain
FRACUNIT
0
S_FANG_PAIN2
No
0%
S_FANG_PAIN2
FANG
O
1
A_Boss5CheckOnGround
S_FANG_PATHINGSTART1
S_FANG_PINCHPATHINGSTART1
S_FANG_PAIN2
No
0%
S_FANG_PATHINGSTART1
FANG
I
0
A_Boss5ExtraRepeat
5
4
S_FANG_PATHINGSTART2
No
0%
S_FANG_PATHINGSTART2
FANG
I
0
A_PlayActiveSound
0
0
S_FANG_PATHING
No
0%
S_FANG_PATHING
FANG
I
0
A_Boss5FindWaypoint
0
0
S_FANG_BOUNCE1
No
0%
S_FANG_BOUNCE1
FANG
I
2
A_Thrust
0
1
S_FANG_BOUNCE2
No
0%
S_FANG_BOUNCE2
FANG
J
2
none
0
0
S_FANG_BOUNCE3
No
0%
S_FANG_BOUNCE3
FANG
K
1
A_Boss5Jump
0
0
S_FANG_BOUNCE4
No
0%
S_FANG_BOUNCE4
FANG
K
1
A_Boss5CheckFalling
S_FANG_CHECKPATH1
S_FANG_FALL1
S_FANG_BOUNCE4
No
0%
S_FANG_FALL1
FANG
M
1
A_Boss5CheckOnGround
S_FANG_CHECKPATH1
0
S_FANG_FALL2
No
0%
S_FANG_FALL2
FANG
N
1
A_Boss5CheckOnGround
S_FANG_CHECKPATH1
0
S_FANG_FALL1
No
0%
S_FANG_CHECKPATH1
FANG
I
0
A_Boss5Calm
0
0
S_FANG_CHECKPATH2
No
0%
S_FANG_CHECKPATH2
FANG
I
0
A_Repeat
0
S_FANG_PATHINGCONT1
S_FANG_SKIP1
No
0%
S_FANG_PATHINGCONT1
FANG
J
0
A_Boss5PinchShot
MT_FBOMB
-16
S_FANG_PATHINGCONT2
No
0%
S_FANG_PATHINGCONT2
FANG
J
0
A_PlayActiveSound
0
0
S_FANG_PATHINGCONT3
No
0%
S_FANG_PATHINGCONT3
FANG
J
2
A_Thrust
0
1
S_FANG_PATHING
No
0%
S_FANG_SKID1
FANG
E
0
A_PlayAttackSound
0
0
S_FANG_SKID2
No
0%
S_FANG_SKID2
FANG
E
1
A_DoNPCSkid
S_FANG_SKID3
0
S_FANG_SKID2
No
0%
S_FANG_SKID3
FANG
E
10
none
0
0
S_FANG_CHOOSEATTACK
No
0%
S_FANG_CHOOSEATTACK
FANG
A
0
A_RandomState
S_FANG_LOBSHOT0
S_FANG_FIRESTART1
S_NULL
No
0%
S_FANG_FIRESTART1
FANG
F
0
A_PrepareRepeat
3
0
S_FANG_FIRESTART2
No
0%
S_FANG_FIRESTART2
FANG
F
18
A_LookForBetter
1
0
S_FANG_FIRE1
No
0%
S_FANG_FIRE1
FANG
F
5
A_FireShot
MT_CORK
-16
S_FANG_FIRE2
No
0%
S_FANG_FIRE2
FANG
G
5
none
0
0
S_FANG_FIRE3
No
0%
S_FANG_FIRE3
FANG
H
5
none
0
0
S_FANG_FIRE4
No
0%
S_FANG_FIRE4
FANG
F
5
none
2
0
S_FANG_FIREREPEAT
No
0%
S_FANG_FIREREPEAT
FANG
F
0
A_Repeat
3
S_FANG_FIRE1
S_FANG_WAIT1
No
0%
S_FANG_LOBSHOT0
FANG
S
16
A_LookForBetter
1
0
S_FANG_LOBSHOT1
No
0%
S_FANG_LOBSHOT1
FANG
T
2
A_LookForBetter
1
0
S_FANG_LOBSHOT2
No
0%
S_FANG_LOBSHOT2
FANG
U
18
A_BrakLobShot
MT_FBOMB
32+(1<<16)
S_FANG_WAIT1
No
0%
S_FANG_WAIT1
FANG
P
70
none
1
5
S_FANG_WAIT2
No
0%
S_FANG_WAIT2
FANG
A
35
A_Look
1
0
S_FANG_IDLE1
No
0%
S_FANG_WALLHIT
FANG
M
1
A_Boss5CheckOnGround
S_FANG_PATHINGSTART2
S_FANG_PINCHPATHINGSTART1
S_FANG_WALLHIT
No
0%
S_FANG_PINCHPATHINGSTART1
FANG
I
0
A_PrepareRepeat
1
0
S_FANG_PINCHPATHINGSTART2
No
0%
S_FANG_PINCHPATHINGSTART2
FANG
I
0
A_PlayActiveSound
0
0
S_FANG_PINCHPATHING
No
0%
S_FANG_PINCHPATHING
FANG
I
0
A_Boss5FindWaypoint
1
0
S_FANG_PINCHBOUNCE1
No
0%
S_FANG_PINCHBOUNCE1
FANG
I
2
A_Thrust
0
1
S_FANG_PINCHBOUNCE2
No
0%
S_FANG_PINCHBOUNCE2
FANG
J
2
none
0
0
S_FANG_PINCHBOUNCE3
No
0%
S_FANG_PINCHBOUNCE3
FANG
K
2
A_Boss5Jump
0
0
S_FANG_PINCHBOUNCE4
No
0%
S_FANG_PINCHBOUNCE4
FANG
K
1
A_Boss5CheckFalling
S_FANG_PINCHSKID1
S_FANG_PINCHFALL1
S_FANG_PINCHBOUNCE4
No
0%
S_FANG_PINCHFALL1
FANG
M
1
A_Boss5CheckOnGround
S_FANG_PINCHSKID1
0
S_FANG_PINCHFALL2
No
0%
S_FANG_PINCHFALL2
FANG
N
1
A_Boss5CheckOnGround
S_FANG_PINCHSKID1
0
S_FANG_PINCHFALL1
No
0%
S_FANG_PINCHSKID1
FANG
E
0
A_PlayAttackSound
0
0
S_FANG_PINCHSKID2
No
0%
S_FANG_PINCHSKID2
FANG
E
1
A_DoNPCSkid
S_FANG_PINCHLOBSHOT0
0
S_FANG_PINCHSKID2
No
0%
S_FANG_PINCHLOBSHOT0
FANG
S
16
A_FaceTarget
3
0
S_FANG_PINCHLOBSHOT1
No
0%
S_FANG_PINCHLOBSHOT1
FANG
T
2
A_FaceTarget
3
0
S_FANG_PINCHLOBSHOT2
No
0%
S_FANG_PINCHLOBSHOT2
FANG
U
30
A_Boss5MakeItRain
MT_FBOMB
-16
S_FANG_PINCHLOBSHOT3
No
0%
S_FANG_PINCHLOBSHOT3
FANG
U
18
A_LinedefExecute
LE_BOSS4DROP
0
S_FANG_PINCHLOBSHOT4
No
0%
S_FANG_PINCHLOBSHOT4
FANG
A
0
A_Boss5Calm
0
0
S_FANG_PATHINGSTART1
No
0%
S_FANG_DIE1
FANG
V
0
A_DoNPCPain
0
0
S_FANG_DIE2
No
0%
S_FANG_DIE2
FANG
V
1
A_Boss5CheckOnGround
S_FANG_DIE3
0
S_FANG_DIE2
No
0%
S_FANG_DIE3
FANG
W
0
A_Scream
0
0
S_FANG_DIE4
No
0%
S_FANG_DIE4
FANG
W
-1
A_SetFuse
70
0
S_FANG_DIE5
No
0%
S_FANG_DIE5
FANG
L
0
A_PlaySound
sfx_jump
0
S_FANG_DIE6
No
0%
S_FANG_DIE6
FANG
L
1
A_ZThrust
6
(1<<16)|1
S_FANG_DIE7
No
0%
S_FANG_DIE7
FANG
L
1
A_Boss5CheckFalling
S_FANG_FLEEPATHING1
S_FANG_DIE8
S_FANG_DIE7
No
0%
S_FANG_DIE8
FANG
M
1
A_Boss5CheckOnGround
S_FANG_FLEEPATHING1
0
S_FANG_DIE8
No
0%
S_FANG_FLEEPATHING1
FANG
J
0
A_PlayActiveSound
0
0
S_FANG_FLEEPATHING2
No
0%
S_FANG_FLEEPATHING2
FANG
I
2
A_Boss5FindWaypoint
2
0
S_FANG_FLEEBOUNCE1
No
0%
S_FANG_FLEEBOUNCE1
FANG
J
2
none
0
0
S_FANG_FLEEBOUNCE2
No
0%
S_FANG_FLEEBOUNCE2
FANG
K
-1
A_BossDeath
0
0
S_NULL
No
0%
S_FANG_KO
FANG
R
7*TICRATE
none
0
0
S_NULL
No
0%
Object type info – MT_BROKENROBOT
Thing type number
none
BRKNA0
Object type
MT_BROKENROBOT
Sprite name prefix
BRKN
SpawnState
S_BROKENROBOTRANDOM
SeeState
S_NULL
SeeSound
sfx_ambint
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_NULL
XDeathState
S_NULL
DeathSound
sfx_None
ActiveSound
sfx_crumbl
RaiseState
S_NULL
SpawnHealth
1000
ReactionTime
0
PainChance
255
Speed
0
Radius
8*FRACUNIT
Height
16*FRACUNIT
Display offset
0
Mass
1000
Damage
0
Flags
MF_RUNSPAWNFUNC|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_SCENERY|MF_NOCLIPHEIGHT
States – MT_BROKENROBOT
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_BROKENROBOTRANDOM
NULL
A
-1
A_RandomStateRange
S_BROKENROBOTA
S_BROKENROBOTF
S_NULL
No
0%
S_BROKENROBOTA
BRKN
FF_ANIMATE
-1
none
3
4
S_NULL
No
0%
S_BROKENROBOTB
BRKN
E
-1
none
3
4
S_NULL
No
0%
S_BROKENROBOTC
BRKN
I
-1
none
3
4
S_NULL
No
0%
S_BROKENROBOTD
BRKN
M
-1
none
3
4
S_NULL
No
0%
S_BROKENROBOTE
BRKN
Q
-1
none
3
4
S_NULL
No
0%
S_BROKENROBOTF
BRKN
U
-1
none
3
4
S_NULL
No
0%
S_ALART1
WHAT
FF_ANIMATE
4
none
1
2
S_ALART2
Yes
0%
S_ALART2
WHAT
C
-1
none
1
2
S_NULL
Yes
0%
Object type info – MT_VWREF
Thing type number
none
VWREA0
Object type
MT_VWREF
Sprite name prefix
VWRE
SpawnState
S_VWREF
SeeState
S_NULL
SeeSound
sfx_None
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_NULL
XDeathState
S_NULL
DeathSound
sfx_None
ActiveSound
sfx_None
RaiseState
S_NULL
SpawnHealth
1
ReactionTime
0
PainChance
3
Speed
0
Radius
42*FRACUNIT
Height
12*FRACUNIT
Display offset
-1
Mass
1000
Damage
8
Flags
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY
States – MT_VWREF
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_VWREF
VWRE
A
-1
none
0
0
S_NULL
Yes
0%
Object type info – MT_VWREB
Thing type number
none
VWREB0
Object type
MT_VWREB
Sprite name prefix
VWRE
SpawnState
S_VWREB
SeeState
S_NULL
SeeSound
sfx_None
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_NULL
XDeathState
S_NULL
DeathSound
sfx_None
ActiveSound
sfx_None
RaiseState
S_NULL
SpawnHealth
1
ReactionTime
0
PainChance
3
Speed
0
Radius
42*FRACUNIT
Height
12*FRACUNIT
Display offset
-1
Mass
1000
Damage
8
Flags
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY
States – MT_VWREB
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_VWREB
VWRE
B
-1
none
0
0
S_NULL
Yes
0%
Object type info – MT_PROJECTORLIGHT
Thing type number
none
PROJA0
Object type
MT_PROJECTORLIGHT
Sprite name prefix
PROJ
SpawnState
S_PROJECTORLIGHT1
SeeState
S_NULL
SeeSound
sfx_None
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_NULL
XDeathState
S_NULL
DeathSound
sfx_None
ActiveSound
sfx_None
RaiseState
S_NULL
SpawnHealth
1
ReactionTime
0
PainChance
3
Speed
0
Radius
42*FRACUNIT
Height
52*FRACUNIT
Display offset
-1
Mass
1000
Damage
8
Flags
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY
States – MT_PROJECTORLIGHT
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_PROJECTORLIGHT1
PROJ
A
4
none
0
0
S_PROJECTORLIGHT2
Yes
20%
S_PROJECTORLIGHT2
PROJ
B
1
none
0
0
S_PROJECTORLIGHT3
Yes
40%
S_PROJECTORLIGHT3
PROJ
C
1
none
0
0
S_PROJECTORLIGHT4
Yes
20%
S_PROJECTORLIGHT4
PROJ
D
2
A_Repeat
39
S_PROJECTORLIGHT2
S_PROJECTORLIGHT5
Yes
40%
S_PROJECTORLIGHT5
PROJ
E
2
none
0
0
S_NULL
Yes
60%
Object type info – MT_FBOMB
Thing type number
none
FBOMA0
Object type
MT_FBOMB
Sprite name prefix
FBOM
SpawnState
S_FBOMB1
SeeState
S_NULL
SeeSound
sfx_s3k51
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_FBOMB_EXPL1
XDeathState
S_NULL
DeathSound
sfx_s3k4e
ActiveSound
sfx_None
RaiseState
S_NULL
SpawnHealth
1
ReactionTime
0
PainChance
0
Speed
20*FRACUNIT
Radius
24*FRACUNIT
Height
48*FRACUNIT
Display offset
0
Mass
0
Damage
0
Flags
MF_NOBLOCKMAP|MF_MISSILE
States – MT_FBOMB
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_FBOMB1
FBOM
A
1
A_GhostMe
0
0
S_FBOMB2
No
0%
S_FBOMB2
FBOM
B
1
A_GhostMe
0
0
S_FBOMB1
No
0%
S_FBOMB_EXPL1
BARX
A
3
A_SetObjectFlags
MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP
0
S_FBOMB_EXPL2
Yes
0%
S_FBOMB_EXPL2
BARX
B
2
A_Boss5BombExplode
MT_TNTDUST
0
S_FBOMB_EXPL3
Yes
0%
S_FBOMB_EXPL3
BARX
B
1
none
0
0
S_FBOMB_EXPL4
Yes
0%
S_FBOMB_EXPL4
BARX
C
3
none
0
0
S_FBOMB_EXPL5
Yes
0%
S_FBOMB_EXPL5
BARX
D
3
none
0
0
S_FBOMB_EXPL6
Yes
0%
S_FBOMB_EXPL6
NULL
A
2*TICRATE
none
0
0
S_NULL
No
0%
Object type info – MT_TNTDUST
Thing type number
none
BARDA0
Object type
MT_TNTDUST
Sprite name prefix
BARD
SpawnState
S_TNTDUST_1
SeeState
S_NULL
SeeSound
sfx_None
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_NULL
XDeathState
S_NULL
DeathSound
sfx_None
ActiveSound
sfx_None
RaiseState
sfx_None
SpawnHealth
1
ReactionTime
0
PainChance
0
Speed
20*FRACUNIT
Radius
16*FRACUNIT
Height
32*FRACUNIT
Display offset
0
Mass
100
Damage
0
Flags
MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY
States – MT_TNTDUST
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_TNTDUST_1
BARD
A
2
none
0
0
S_TNTDUST_2
No
90%
S_TNTDUST_2
BARD
A
2*TICRATE
A_SetRandomTics
2
TICRATE
S_TNTDUST_3
No
30%
S_TNTDUST_3
BARD
A
10
none
0
0
S_TNTDUST_4
No
40%
S_TNTDUST_4
BARD
A
10
none
0
0
S_TNTDUST_5
No
50%
S_TNTDUST_5
BARD
A
10
none
0
0
S_TNTDUST_6
No
60%
S_TNTDUST_6
BARD
A
10
none
0
0
S_TNTDUST_7
No
70%
S_TNTDUST_7
BARD
A
10
none
0
0
S_TNTDUST_8
No
80%
S_TNTDUST_8
BARD
A
10
none
0
0
S_NULL
No
90%
Object type info – MT_FSGNA
Thing type number
none
FSGNAL
Object type
MT_FSGNA
Sprite name prefix
FSGN
SpawnState
S_FSGNA
SeeState
S_NULL
SeeSound
sfx_None
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_NULL
XDeathState
S_NULL
DeathSound
sfx_mspogo
ActiveSound
sfx_None
RaiseState
S_NULL
SpawnHealth
1
ReactionTime
0
PainChance
0
Speed
0
Radius
124*FRACUNIT
Height
124*FRACUNIT
Display offset
0
Mass
0
Damage
0
Flags
MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY
States – MT_FSGNA
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_FSGNA
FSGN
A
-1
none
0
0
S_NULL
No
0%
Object type info – MT_FSGNB
Thing type number
none
FSGNB0
Object type
MT_FSGNB
Sprite name prefix
FSGN
SpawnState
S_FSGNB
SeeState
S_NULL
SeeSound
sfx_None
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_FSGNC
XDeathState
S_FSGND
DeathSound
sfx_None
ActiveSound
sfx_None
RaiseState
S_NULL
SpawnHealth
1
ReactionTime
0
PainChance
0
Speed
0
Radius
74*FRACUNIT
Height
320*FRACUNIT
Display offset
0
Mass
0
Damage
0
Flags
MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY|MF_SOLID
States – MT_FSGNB
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_FSGNB
FSGN
B
-1
none
0
0
S_NULL
No
0%
S_FSGNC
FSGN
C
-1
none
0
0
S_NULL
No
0%
S_FSGND
FSGN
D
-1
none
0
0
S_NULL
No
0%
Object type info – MT_CORK
Thing type number
-1
CORKA1A5
Object type
MT_CORK
Sprite name prefix
CORK
SpawnState
S_CORK
SeeState
S_NULL
SeeSound
sfx_corkp
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_SMOKE1
XDeathState
S_NULL
DeathSound
sfx_corkh
ActiveSound
sfx_None
RaiseState
S_NULL
SpawnHealth
100
ReactionTime
0
PainChance
0
Speed
60*FRACUNIT
Radius
16*FRACUNIT
Height
16*FRACUNIT
Display offset
0
Mass
0
Damage
1
Flags
MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
States – MT_CORK
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_CORK
CORK
A
-1
none
0
0
S_NULL
No
0%