freeslot
MT_RCAR
MT_BCAR
MT_GCAR
MT_NLSL
MT_PROS
MT_FCOW
MT_HORS
MT_PIGY
MT_CHIC
MT_BELD
MT_BEED
MT_WALV
MT_TAAP
MT_LOSR
S_BEED
S_BELD
S_CHIC
S_CHICF
S_CHICF1
S_CHICF2
S_PIGY
S_HORS
S_RCAR
S_FCOW
S_BCAR
S_GCAR
S_LOSR
S_NLSL
S_PROS
S_PROSF
S_PROSF1
S_WALV
S_TAAP
SPR_HORS
SPR_CHIC
SPR_BELD
SPR_BEED
SPR_PIGY
SPR_RCAR
SPR_FCOW
SPR_BCAR
SPR_GCAR
SPR_NLSL
SPR_PROS
SPR_WALV
SPR_TAAP
SPR_LOSR

Object MT_RCAR
#$Category Nederland
#$Name Groene auto
#$Sprite RCARA1
MapThingNum = 2080
SpawnState = S_RCAR
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_RCAR
SpriteName = RCAR
SpriteFrame = A
Duration = -1
Next = S_RCAR

Thing MT_GCAR
#$Category Nederland
#$Name Grijze auto
#$Sprite GCARA1
MAPTHINGNUM = 2081
SPAWNSTATE = S_GCAR
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
Flags = MF_SCENERY
RaiseState = S_NULL

FRAME S_GCAR
SPRITENUMBER = SPR_GCAR
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_GCAR

Thing MT_BCAR
#$Category Nederland
#$Name Blauwe auto
#$Sprite BCARA1
MAPTHINGNUM = 2082
SPAWNSTATE = S_BCAR
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
Flags = MF_SCENERY
RaiseState = S_NULL

FRAME S_BCAR
SPRITENUMBER = SPR_BCAR
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_BCAR

Thing MT_NLSL
#$Category Nederland
#$Name lantarenpaal
#$Sprite NLSLA0
MAPTHINGNUM = 2083
SPAWNSTATE = S_NLSL
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
Flags = MF_SCENERY
RaiseState = S_NULL

FRAME S_NLSL
SPRITENUMBER = SPR_NLSL
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_NLSL

Thing MT_PROS
#$Category Nederland
#$Name Proost!
#$Sprite PROSA0
MAPTHINGNUM = 2084
SPAWNSTATE = S_PROS
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_PROSF
XDeathState = S_PROSF
DeathSound = sfx_PROOST
Speed = 0
RADIUS = 82*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_PROS
SPRITENUMBER = SPR_PROS
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_PROS

FRAME S_PROSF
SPRITENUMBER = SPR_PROS
SPRITESUBNUMBER = B
DURATION = 15
NEXT = S_PROSF1

FRAME S_PROSF1
SPRITENUMBER = SPR_PROS
SPRITESUBNUMBER = A
DURATION = 18
NEXT = S_PROSF1

Thing MT_FCOW
#$Category Nederland
#$Name Koe
#$Sprite FCOWA1
MAPTHINGNUM = 2085
SPAWNSTATE = S_FCOW
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
Flags = MF_SCENERY
RaiseState = S_NULL

FRAME S_FCOW
SPRITENUMBER = SPR_FCOW
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_FCOW

Thing MT_PIGY
#$Category Nederland
#$Name Varken
#$Sprite PIGYA1
MAPTHINGNUM = 2086
SPAWNSTATE = S_PIGY
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
Flags = MF_SCENERY
RaiseState = S_NULL

FRAME S_PIGY
SPRITENUMBER = SPR_PIGY
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_PIGY

Thing MT_HORS
#$Category Nederland
#$Name Paard
#$Sprite HORSA1
MAPTHINGNUM = 2087
SPAWNSTATE = S_HORS
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
Flags = MF_SCENERY
RaiseState = S_NULL

FRAME S_HORS
SPRITENUMBER = SPR_HORS
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_HORS

Thing MT_CHIC
#$Category Nederland
#$Name Kip
#$Sprite CHICA0
MAPTHINGNUM = 2088
SPAWNSTATE = S_CHIC
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 1
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_CHICF
XDeathState = S_CHICF
DeathSound = sfx_CHIC
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL
RaiseState = S_NULL

FRAME S_CHIC
SPRITENUMBER = SPR_CHIC
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CHIC

FRAME S_CHICF
SPRITENUMBER = SPR_CHIC
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_CHICF1

FRAME S_CHICF1
SPRITENUMBER = SPR_CHIC
SPRITESUBNUMBER = C
DURATION = 6
NEXT = S_CHICF2

FRAME S_CHICF2
SPRITENUMBER = SPR_CHIC
SPRITESUBNUMBER = D
DURATION = 6
NEXT = S_CHICF2

Object MT_BELD
#$Category Nederland
#$Name Beeld
#$Sprite BELDA0
MapThingNum = 2089
SpawnState = S_BELD
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_BELD
SpriteName = BELD
SpriteFrame = A
Duration = -1
Next = S_BELD

Object MT_BEED
#$Category Nederland
#$Name Beeld 2
#$Sprite BEEDA0
MapThingNum = 2090
SpawnState = S_BEED
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_BEED
SpriteName = BEED
SpriteFrame = A
Duration = -1
Next = S_BEED

Object MT_TAAP
#$Category Nederland
#$Name Apen zuil
#$Sprite TAAPA0
MapThingNum = 2091
SpawnState = S_TAAP
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_TAAP
SpriteName = TAAP
SpriteFrame = A
Duration = -1
Next = S_TAAP

Object MT_WALV
#$Category Nederland
#$Name Walvis
#$Sprite WALVA0
MapThingNum = 2092
SpawnState = S_WALV
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_WALV
SpriteName = WALV
SpriteFrame = A
Duration = -1
Next = S_WALV

Object MT_LOSR
#$Category Nederland
#$Name Sad Metal Sonic
#$Sprite LOSRA0
MapThingNum = 2093
SpawnState = S_LOSR
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_LOSR
SpriteName = LOSR
SpriteFrame = A
Duration = -1
Next = S_LOSR