Object MT_GAST
#$Category Nederland
#$Name Parkgast 1
#$Sprite GASTA0
MapThingNum = 5600
SpawnState = S_GAST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GAST1
DeathSound = sfx_GAST8
PAINSOUND = sfx_GAST8
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GAST0
SpriteName = GAST
SpriteFrame = A
Duration = 1
Next = S_GAST0

State S_GAST1
SpriteName = GAST
SpriteFrame = A
Duration = 1
Action = A_Pain
Next = S_GAST2

State S_GAST2
SpriteName = GAST
SpriteFrame = A
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_GAST3

State S_GAST3
SpriteName = GAST
SpriteFrame = A
Duration = 4
Action = A_Thrust
Var1 = 170
Next = S_GAST4

State S_GAST4
SpriteName = GAST
SpriteFrame = A
Duration = 3
Next = S_GAST4

Object MT_GBST
#$Category Nederland
#$Name Parkgast 2
#$Sprite GBSTA0
MapThingNum = 5601
SpawnState = S_GBST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GBST1
DeathSound = sfx_GAST12
PAINSOUND = sfx_GAST12
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GBST0
SpriteName = GBST
SpriteFrame = A
Duration = 1
Next = S_GBST0

State S_GBST1
SpriteName = GBST
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_GBST2

State S_GBST2
SpriteName = GBST
SpriteFrame = B
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_GBST2

Object MT_GCST
#$Category Nederland
#$Name Parkgast 3
#$Sprite GCSTA0
MapThingNum = 5602
SpawnState = S_GCST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GCST1
DeathSound = sfx_GAST2
PAINSOUND = sfx_GAST2
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GCST0
SpriteName = GCST
SpriteFrame = A
Duration = 1
Next = S_GCST0

State S_GCST1
SpriteName = GCST
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_GCST2

State S_GCST2
SpriteName = GCST
SpriteFrame = B
Duration = 1
Action = A_Thrust
Var1 = 13
Next = S_GCST2

Object MT_GDST
#$Category Nederland
#$Name Parkgast 4
#$Sprite GDSTA0
MapThingNum = 5603
SpawnState = S_GDST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GDST1
DeathSound = sfx_GAST3
PAINSOUND = sfx_GAST3
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GDST0
SpriteName = GDST
SpriteFrame = A
Duration = 1
Next = S_GDST0

State S_GDST1
SpriteName = GDST
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_GDST2

State S_GDST2
SpriteName = GDST
SpriteFrame = B
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_GDST2

Object MT_GEST
#$Category Nederland
#$Name Parkgast 5
#$Sprite GESTA0
MapThingNum = 5604
SpawnState = S_GEST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GEST1
DeathSound = sfx_GAST10
PAINSOUND = sfx_GAST10
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GEST0
SpriteName = GEST
SpriteFrame = A
Duration = 1
Next = S_GEST0

State S_GEST1
SpriteName = GEST
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_GEST2

State S_GEST2
SpriteName = GEST
SpriteFrame = B
Duration = 1
Action = A_Thrust
Var1 = 13
Next = S_GEST2

Object MT_GFST
#$Category Nederland
#$Name Parkgast 6
#$Sprite GFSTA0
MapThingNum = 5605
SpawnState = S_GFST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GFST1
DeathSound = sfx_GAST18
PAINSOUND = sfx_GAST18
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GFST0
SpriteName = GFST
SpriteFrame = A
Duration = 1
Next = S_GFST0

State S_GFST1
SpriteName = GFST
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_GFST2

State S_GFST2
SpriteName = GFST
SpriteFrame = B
Duration = 1
Action = A_Thrust
Var1 = 13
Next = S_GFST2

Object MT_GGST
#$Category Nederland
#$Name Parkgast 7
#$Sprite GGSTA0
MapThingNum = 5606
SpawnState = S_GGST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GGST1
DeathSound = sfx_GAST9
PAINSOUND = sfx_GAST9
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GGST0
SpriteName = GGST
SpriteFrame = A
Duration = 1
Next = S_GGST0

State S_GGST1
SpriteName = GGST
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_GGST2

State S_GGST2
SpriteName = GGST
SpriteFrame = B
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_GGST2

Object MT_GHST
#$Category Nederland
#$Name Parkgast 8
#$Sprite GHSTA0
MapThingNum = 5607
SpawnState = S_GHST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GHST1
DeathSound = sfx_GAST7
PAINSOUND = sfx_GAST7
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GHST0
SpriteName = GHST
SpriteFrame = A
Duration = 1
Next = S_GHST0

State S_GHST1
SpriteName = GHST
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_GHST2

State S_GHST2
SpriteName = GHST
SpriteFrame = B
Duration = 1
Action = A_Thrust
Var1 = 13
Next = S_GHST2

Object MT_GIST
#$Category Nederland
#$Name Parkgast 9
#$Sprite GISTA0
MapThingNum = 5608
SpawnState = S_GIST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GIST1
DeathSound = sfx_GAST15
PAINSOUND = sfx_GAST15
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GIST0
SpriteName = GIST
SpriteFrame = A
Duration = 1
Next = S_GIST0

State S_GIST1
SpriteName = GIST
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_GIST2

State S_GIST2
SpriteName = GIST
SpriteFrame = B
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_GIST2

Object MT_GJST
#$Category Nederland
#$Name Parkgast 10
#$Sprite GJSTA0
MapThingNum = 5609
SpawnState = S_GJST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GJST1
DeathSound = sfx_GAST4
PAINSOUND = sfx_GAST4
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GJST0
SpriteName = GJST
SpriteFrame = A
Duration = 1
Next = S_GJST0

State S_GJST1
SpriteName = GJST
SpriteFrame = A
Duration = 1
Action = A_Pain
Next = S_GJST2

State S_GJST2
SpriteName = GJST
SpriteFrame = A
Duration = 1
Action = A_Thrust
Var1 = 13
Next = S_GJST2

Object MT_GKST
#$Category Nederland
#$Name Parkgast 11
#$Sprite GKSTA0
MapThingNum = 5610
SpawnState = S_GKST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GKST1
DeathSound = sfx_GAST13
PAINSOUND = sfx_GAST13
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GKST0
SpriteName = GKST
SpriteFrame = A
Duration = 1
Next = S_GKST0

State S_GKST1
SpriteName = GKST
SpriteFrame = A
Duration = 1
Action = A_Pain
Next = S_GKST2

State S_GKST2
SpriteName = GKST
SpriteFrame = A
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_GKST2

Object MT_GLST
#$Category Nederland
#$Name Parkgast 12
#$Sprite GLSTA0
MapThingNum = 5611
SpawnState = S_GLST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GLST1
DeathSound = sfx_GAST11
PAINSOUND = sfx_GAST11
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GLST0
SpriteName = GLST
SpriteFrame = A
Duration = 1
Next = S_GLST0

State S_GLST1
SpriteName = GLST
SpriteFrame = A
Duration = 1
Action = A_Pain
Next = S_GLST2

State S_GLST2
SpriteName = GLST
SpriteFrame = A
Duration = 1
Action = A_Thrust
Var1 = 13
Next = S_GLST2

Object MT_GMST
#$Category Nederland
#$Name Parkgast 13
#$Sprite GMSTA0
MapThingNum = 5612
SpawnState = S_GMST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GMST1
DeathSound = sfx_GAST6
PAINSOUND = sfx_GAST6
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GMST0
SpriteName = GMST
SpriteFrame = A
Duration = 1
Next = S_GMST0

State S_GMST1
SpriteName = GMST
SpriteFrame = A
Duration = 1
Action = A_Pain
Next = S_GMST2

State S_GMST2
SpriteName = GMST
SpriteFrame = A
Duration = 1
Action = A_Thrust
Var1 = 13
Next = S_GMST2

Object MT_GNST
#$Category Nederland
#$Name Parkgast 14
#$Sprite GNSTA0
MapThingNum = 5613
SpawnState = S_GNST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GNST1
DeathSound = sfx_GAST11
PAINSOUND = sfx_GAST11
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GNST0
SpriteName = GNST
SpriteFrame = A
Duration = 1
Next = S_GNST0

State S_GNST1
SpriteName = GNST
SpriteFrame = A
Duration = 1
Action = A_Pain
Next = S_GNST2

State S_GNST2
SpriteName = GNST
SpriteFrame = A
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_GNST2

Object MT_GOST
#$Category Nederland
#$Name Parkgast 15
#$Sprite GOSTA0
MapThingNum = 5614
SpawnState = S_GOST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GOST1
DeathSound = sfx_GAST16
PAINSOUND = sfx_GAST16
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GOST0
SpriteName = GOST
SpriteFrame = A
Duration = 1
Next = S_GOST0

State S_GOST1
SpriteName = GOST
SpriteFrame = A
Duration = 1
Action = A_Pain
Next = S_GOST2

State S_GOST2
SpriteName = GOST
SpriteFrame = A
Duration = 1
Action = A_Thrust
Var1 = 13
Next = S_GOST2

Object MT_GPST
#$Category Nederland
#$Name Parkgast 16
#$Sprite GPSTA0
MapThingNum = 5617
SpawnState = S_GPST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GPST1
DeathSound = sfx_GAST8
PAINSOUND = sfx_GAST8
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GPST0
SpriteName = GPST
SpriteFrame = A
Duration = 1
Next = S_GPST0

State S_GPST1
SpriteName = GPST
SpriteFrame = A
Duration = 1
Action = A_Pain
Next = S_GPST2

State S_GPST2
SpriteName = GPST
SpriteFrame = A
Duration = 1
Action = A_Thrust
Var1 = 13
Next = S_GPST2

Object MT_GQST
#$Category Nederland
#$Name Parkgast 18
#$Sprite GQSTA0
MapThingNum = 5617
SpawnState = S_GQST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GQST1
DeathSound = sfx_GAST10
PAINSOUND = sfx_GAST10
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GQST0
SpriteName = GQST
SpriteFrame = A
Duration = 1
Next = S_GQST0

State S_GQST1
SpriteName = GQST
SpriteFrame = A
Duration = 1
Action = A_Pain
Next = S_GQST2

State S_GQST2
SpriteName = GQST
SpriteFrame = A
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_GQST2

Object MT_GRST
#$Category Nederland
#$Name Parkgast 19
#$Sprite GRSTA0
MapThingNum = 5618
SpawnState = S_GRST0
SpawnHealth = 1000
Speed = 25
DeathState = S_GRST1
DeathSound = sfx_GAST17
PAINSOUND = sfx_GAST17
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_GRST0
SpriteName = GRST
SpriteFrame = A
Duration = 1
Next = S_GRST0

State S_GRST1
SpriteName = GRST
SpriteFrame = A
Duration = 1
Action = A_Pain
Next = S_GRST2

State S_GRST2
SpriteName = GRST
SpriteFrame = A
Duration = 1
Action = A_Thrust
Var1 = 13
Next = S_GRST2

Object MT_ALEX
#$Category Nederland
#$Name Koning
#$Sprite ALEXA0
MapThingNum = 5619
SpawnState = S_ALEX0
SpawnHealth = 1000
Speed = 25
DeathState = S_ALEX1
DeathSound = sfx_ROYL
PAINSOUND = sfx_ROYL
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_ALEX0
SpriteName = ALEX
SpriteFrame = A
Duration = 1
Next = S_ALEX0

State S_ALEX1
SpriteName = ALEX
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_ALEX2

State S_ALEX2
SpriteName = ALEX
SpriteFrame = B
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_ALEX2

Object MT_MAXM
#$Category Nederland
#$Name Koningin
#$Sprite MAXMA0
MapThingNum = 5620
SpawnState = S_MAXM0
SpawnHealth = 1000
Speed = 25
DeathState = S_MAXM1
DeathSound = sfx_ROYL
PAINSOUND = sfx_ROYL
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_MAXM0
SpriteName = MAXM
SpriteFrame = A
Duration = 1
Next = S_MAXM0

State S_MAXM1
SpriteName = MAXM
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_MAXM2

State S_MAXM2
SpriteName = MAXM
SpriteFrame = B
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_MAXM2

Object MT_PRIS
#$Category Nederland
#$Name 1ste prijs
#$Sprite PRISA0
MapThingNum = 5621
SpawnState = S_PRIS0
SpawnHealth = 1000
Speed = 25
DeathState = S_PRIS1
DeathSound = sfx_WINR
PAINSOUND = sfx_WINR
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_PRIS0
SpriteName = PRIS
SpriteFrame = A
Duration = 1
Next = S_PRIS0

State S_PRIS1
SpriteName = PRIS
SpriteFrame = A
Duration = 1
Action = A_Pain
Next = S_PRIS2

State S_PRIS2
SpriteName = PRIS
SpriteFrame = A
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_PRIS2

Thing MT_RVNG
#$Category Nederland
#$Name Wraak
#$Sprite RVNGA0
MAPTHINGNUM = 5622
SPAWNSTATE = S_RVNG
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_RVNGF
XDeathState = S_RVNGF
DeathSound = sfx_MBOM
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_RVNG
SPRITENUMBER = SPR_RVNG
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_RVNG

FRAME S_RVNGF
SPRITENUMBER = SPR_RVNG
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_RVNGF1

FRAME S_RVNGF1
SPRITENUMBER = SPR_RVNG
SPRITESUBNUMBER = C
DURATION = 18
NEXT = S_RVNGF1

Object MT_MGUT
#$Category Nederland
#$Name Scherven
#$Sprite MGUTA0
MapThingNum = 2023
SpawnState = S_MGUT
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_MGUT
SpriteName = MGUT
SpriteFrame = A
Duration = -1
Next = S_MGUT