Freeslot
S_HUGE_INVIS_BUBBLER1
S_HUGE_INVIS_BUBBLER2
MT_HUGE_INVIS_BUBBLER


#Sunken Remnant
State S_HUGE_INVIS_BUBBLER1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_HUGE_INVIS_BUBBLER2
Action = A_SetScale
Var1 = 6*FRACUNIT
Var2 = 0

State S_HUGE_INVIS_BUBBLER2
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_HUGE_INVIS_BUBBLER2
Action = A_FanBubbleSpawn
Var1 = 8192
Var2 = 0

Object MT_HUGE_INVIS_BUBBLER
MapThingNum = 2220
SpawnState = S_HUGE_INVIS_BUBBLER1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 16*FRACUNIT
Height = 8*FRACUNIT
DispOffset = 0
Mass = 5*FRACUNIT
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOGRAVITY|MF_RUNSPAWNFUNC
RaiseState = S_NULL

#Malicious Metropolis
Freeslot
S_LAMPPOST_BACKLIGHT
MT_BACKLIT_LAMPOST
MT_MM_ROAMING_SHADOW
S_MMS_SIZE
S_MMS_ROAM
S_MMS_ROAMBASE
S_MMS_ROAMBASE2
S_MMS_ANGLE1
S_MMS_ANGLE2
S_MMS_ANGLE3
S_MMS_ANGLE4

State S_LAMPPOST_BACKLIGHT
SpriteName = CRAB
SpriteFrame = FF_FULLBRIGHT|K
Duration = -1
Next = S_LAMPPOST
Action = A_SpawnObjectRelative
Var1 = (0*FRACUNIT)+0
Var2 = (220*FRACUNIT)+MT_MARBLELIGHT


Object MT_BACKLIT_LAMPOST
MapThingNum = 2221
SpawnState = S_LAMPPOST_BACKLIGHT
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 32*FRACUNIT
Height = 150*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_RUNSPAWNFUNC
RaiseState = S_NULL

State S_MMS_SIZE
SpriteName = ENM1
SpriteFrame = G
Duration = 1
Next = S_MMS_ROAM
Action = A_SetScale
Var1 = (3*FRACUNIT)/2
Var2 = 0

State S_MMS_ROAMBASE
SpriteName = ENM1
SpriteFrame = G
Duration = 0
Next =S_MMS_ROAM
Action = A_Repeat
Var1 = 1
Var2 = 0

State S_MMS_ROAM
SpriteName = ENM1
SpriteFrame = G
Duration = 1
Next =S_MMS_ROAMBASE2
Action = A_Thrust
Var1 = 4
Var2 = 1

State S_MMS_ROAMBASE2
SpriteName = ENM1
SpriteFrame = G
Duration = 0
Next =S_MMS_ANGLE1
Action = A_Repeat
Var1 = 211
Var2 = S_MMS_ROAM

State S_MMS_ANGLE1
SpriteName = ENM1
SpriteFrame = G
Duration = 9
Next = S_MMS_ANGLE2
Action = A_ChangeAngleRelative
Var1 = 45
Var2 = 45

State S_MMS_ANGLE2
SpriteName = ENM1
SpriteFrame = G
Duration = 9
Next = S_MMS_ANGLE3
Action = A_ChangeAngleRelative
Var1 = 45
Var2 = 45

State S_MMS_ANGLE3
SpriteName = ENM1
SpriteFrame = G
Duration = 9
Next = S_MMS_ANGLE4
Action = A_ChangeAngleRelative
Var1 = 45
Var2 = 45

State S_MMS_ANGLE4
SpriteName = ENM1
SpriteFrame = G
Duration = 9
Next = S_MMS_ROAMBASE
Action = A_ChangeAngleRelative
Var1 = 45
Var2 = 45

#Its a Turret type Shadow.
Object MT_MM_ROAMING_SHADOW
#$Name MM Roaming Shadow
#$Sprite ENM1G1
MapThingNum = 2270
SpawnState = S_MMS_SIZE
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = MT_THOK
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 1
Radius = 64*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_SOLID|MF_PAIN|MF_SPECIAL|MF_RUNSPAWNFUNC
RaiseState = S_NULL

