freeslot
MT_XLAM
S_XLAM1
S_XLAM2
S_XLAM3
S_XLAM4
S_XLAM5
S_XLAM6
S_XLAM7
S_XLAM8
S_XLAM9
S_XLAM10
S_XLAM11
S_XLAM12
S_XLAM13
S_XLAM14
S_XLAM15
S_XLAM16
SPR_XLAM

Thing MT_XLAM
#$Category AnimatedSprite
#$Name XLAME
#$Sprite XLAMA0
MAPTHINGNUM = 4004
SPAWNSTATE = S_XLAM1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 32
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 = 128*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY
RaiseState = S_NULL


FRAME S_XLAM1
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 0
DURATION = 4
NEXT = S_XLAM2

FRAME S_XLAM2
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 1
DURATION = 4
NEXT = S_XLAM3

FRAME S_XLAM3
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 2
DURATION = 4
NEXT = S_XLAM4

FRAME S_XLAM4
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 3
DURATION = 4
NEXT = S_XLAM5

FRAME S_XLAM5
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 4
DURATION = 4
NEXT = S_XLAM6

FRAME S_XLAM6
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 5
DURATION = 4
NEXT = S_XLAM7

FRAME S_XLAM7
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 6
DURATION = 4
NEXT = S_XLAM8

FRAME S_XLAM8
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 7
DURATION = 4
NEXT = S_XLAM9

FRAME S_XLAM9
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 0
DURATION = 4
NEXT = S_XLAM10

FRAME S_XLAM10
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 1
DURATION = 4
NEXT = S_XLAM11

FRAME S_XLAM11
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 2
DURATION = 4
NEXT = S_XLAM12

FRAME S_XLAM12
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 3
DURATION = 4
NEXT = S_XLAM13

FRAME S_XLAM13
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 4
DURATION = 4
NEXT = S_XLAM14

FRAME S_XLAM14
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 5
DURATION = 4
NEXT = S_XLAM15

FRAME S_XLAM15
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 6
DURATION = 4
NEXT = S_XLAM16

FRAME S_XLAM16
SPRITENUMBER = SPR_XLAM
SPRITESUBNUMBER = 7
DURATION = 4
NEXT = S_XLAM1