Object MT_BIKC
#$Category Nederland
#$Name Fiets A
#$Sprite BIKCALAR
MapThingNum = 992
SpawnState = S_BIKC
SpawnHealth = 1000
Speed = 1
RaiseState = S_BIKCHit
Radius = 50*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
PAINSOUND = sfx_BIKE
DEATHSOUND = sfx_BIKE
Mass = 60
Damage = 20
Flags = MF_PAIN|MF_SOLID|MF_PUSHABLE
RaiseState = MT_NULL

State S_BIKC
SpriteName = BIKC
SpriteFrame = A
Duration = 10
Action = A_Thrust
Var1 = 70
Next = S_BIKC2

State S_BIKC2
SpriteName = BIKC
SpriteFrame = B
Duration = 10
Action = A_Thrust
Var1 = 20
Next = S_BIKC

State S_BIKCHit
SpriteName = BIKC
SpriteFrame = A
Duration = 10
Action = A_Thrust
Var1 = 20
ACTION A_Pain
Next = S_BIKC

Object MT_BIKR
#$Category Nederland
#$Name Fiets B
#$Sprite BIKRALAR
MapThingNum = 994
SpawnState = S_BIKR
SpawnHealth = 1000
Speed = 1
PAINSOUND = sfx_BIKE
DEATHSOUND = sfx_BIKE
RaiseState = S_BIKRHit
Radius = 50*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 50
Damage = 50
Flags = MF_PAIN|MF_SOLID|MF_PUSHABLE
RaiseState = MT_NULL

State S_BIKR
SpriteName = BIKR
SpriteFrame = A
Duration = 10
Action = A_Thrust
Var1 = 70
Next = S_BIKR2

State S_BIKR2
SpriteName = BIKR
SpriteFrame = B
Duration = 10
Action = A_Thrust
Var1 = 20
Next = S_BIKR

State S_BIKRHit
SpriteName = BIKR
SpriteFrame = A
Duration = 10
Action = A_ZThrust
Var1 = 20
ACTION A_Pain
Next = S_BIKR

Object MT_TOET
#$Category Nederland
#$Name Rijdende auto
#$Sprite GCARA1
MapThingNum = 998
SpawnState = S_TOET
SpawnHealth = 1000
Speed = 1
Radius = 50*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 70
Damage = 20
Flags = MF_PAIN|MF_SOLID|MF_PUSHABLE
RaiseState = MT_NULL

State S_TOET
SpriteName = GCAR
SpriteFrame = A
Duration = 10
Action = A_Thrust
Var1 = 140
Next = S_TOET

Object MT_DCAR
#$Category Nederland
#$Name Rijdende auto2
#$Sprite DCARA1
MapThingNum = 999
SpawnState = S_DCAR
SpawnHealth = 1000
Speed = 1
RaiseState = S_DCAR
Radius = 50*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 70
Damage = 20
Flags = MF_PAIN|MF_SOLID|MF_PUSHABLE
RaiseState = MT_NULL

State S_DCAR
SpriteName = DCAR
SpriteFrame = A
Duration = 10
Action = A_Thrust
Var1 = 140
Next = S_DCAR

Object MT_DKLM
#$Category Nederland
#$Name Vliegtuig
#$Sprite DKLMALAR
MapThingNum = 6055
SpawnState = S_DKLM
SpawnHealth = 1000
Speed = 1
RaiseState = S_DCAR
Radius = 50*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 70
Damage = 20
Flags = MF_NOGRAVITY
RaiseState = MT_NULL

State S_DKLM
SpriteName = DKLM
SpriteFrame = A
Duration = 10
Action = A_MoveAbsolute
Var1 = 180
Var2 = 10
Next = S_DKLM

Object MT_WOOT
#$Category Nederland
#$Name Karretje
#$Sprite WOOTALAR
MapThingNum = 6056
SpawnState = S_WOOT
SpawnHealth = 1000
Speed = 1
RaiseState = S_WOOT
Radius = 50*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 70
Damage = 20
Flags = MF_PAIN
RaiseState = MT_NULL

State S_WOOT
SpriteName = WOOT
SpriteFrame = A
Duration = 10
Action = A_MoveAbsolute
Var1 = 0
Var2 = 70
Next = S_WOOT

Object MT_TOOT
#$Category Nederland
#$Name Treintje
#$Sprite TOOTALAR
MapThingNum = 6057
SpawnState = S_TOOT
SpawnHealth = 1000
Speed = 1
RaiseState = S_TOOT
Radius = 50*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 70
Damage = 20
Flags =  MF_PAIN|MF_SOLID
RaiseState = MT_NULL

State S_TOOT
SpriteName = TOOT
SpriteFrame = A
Duration = 10
Action = A_MoveAbsolute
Var1 = 0
Var2 = 70
Next = S_TOOT