Freeslot
S_MIGHTYFEATHERS
SPR_RMFR
SPR_FETR
MT_RED_SCREECH
S_SCREE
S_RED_YELL
S_BLUES_SPLIT
S_HAL_SPIN
S_HAL_RESPIN
MT_BLUEBOIS
S_BTHINK
S_BSPEC
SPR_BUPH
S_BLAUNCH
MT_HALFX
S_BEAKTHINK
S_BEAKTHINK2
SPR_HLFX
MT_BOMB_BOOM
S_KABOOM
MT_BLUEGRAMS
MT_MAT_EGBOM
S_EGBOM
sfx_bmep
SPR_EGGS
MT_RED_TWODAIM
S_TWODTARGET

State S_RED_YELL
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_PLAY_STND
Duration = 15
Var1 = 0
Var2 = 0

State S_BLUES_SPLIT
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ROLL
Next = S_PLAY_STND
Duration = 15
Var1 = 0
Var2 = 0

State S_HAL_SPIN
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TWIN
Next = S_HAL_SPIN
Duration = 3
Var1 = 0
Var2 = 0

State S_HAL_RESPIN
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ROLL
Next = S_HAL_RESPIN
Duration = 3
Var1 = 0
Var2 = 0

State S_MIGHTYFEATHERS
SpriteName = RMFR
SpriteFrame = A
Duration = -1
Next = S_NULL

Object MT_RED_SCREECH
SpawnState = S_SCREE
DeathState = S_NULL
SpawnHealth = 1000
DeathSound = sfx_none
Speed = 100
Flags = MF_NOGRAVITY|MF_NOCLIPHEIGHT
Radius = 20*FRACUNIT
Height = 20*FRACUNIT

State S_SCREE
SpriteName = BDFX
SpriteFrame = B|FF_PAPERSPRITE
Duration = -1
Next = S_NULL

State S_BTHINK
SpriteName = SPR_PLAY
SpriteFrame = SPR2_STND
Duration = 256
Next = S_NULL

State S_BSPEC
SpriteName = SPR_BUPH
SpriteFrame = A
Duration = -1
Next = S_NULL

State S_BLAUNCH
SpriteName = SPR_PLAY
SpriteFrame = SPR2_PAIN
Duration = 35
Next = S_BTHINK

State S_BEAKTHINK
SpriteName = SPR_HLFX
SpriteFrame = FF_ANIMATE|A|FF_PAPERSPRITE|FF_FULLBRIGHT|FF_TRANS20
Var1 = 3
Var2 = 5
Duration = 15
Next = S_NULL

Object MT_BLUEBOIS
SpawnState = S_BTHINK
RaiseState = S_BLAUNCH
DeathState = S_NULL
SpawnHealth = 1000
DeathSound = sfx_none
Speed = 10
ReactionTime = 0
Mass = 15*FRACUNIT
PainChance = 1
Flags = MF_PUSHABLE|MF_SOLID|MF_BOUNCE|MF_NOBLOCKMAP
Radius = 10*FRACUNIT
Height = 10*FRACUNIT

Object MT_HALFX
SpawnState = S_BEAKTHINK
DeathState = S_NULL
SpawnHealth = 1000
DeathSound = sfx_none
Speed = 10
ReactionTime = 0
Flags = MF_NOCLIP|MF_NOGRAVITY|MF_NOCLIPHEIGHT
Radius = 10*FRACUNIT
Height = 10*FRACUNIT

Object MT_BOMB_BOOM
SpawnState = S_KABOOM
DeathState = S_NULL
SpawnHealth = 1000
DeathSound = sfx_none
Speed = 100*FRACUNIT
Flags = MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOBLOCKMAP
Radius = 50*FRACUNIT
Height = 50*FRACUNIT

State S_KABOOM
SpriteName = ADST
SpriteFrame = D|FF_TRANS30
Duration = -1
Next = S_NULL

Object MT_MAT_EGBOM
SpawnState = S_EGBOM
DeathState = S_FBOMB_EXPL1
DeathSound = sfx_bmep
SpawnHealth = 1
Speed = 100
Flags = MF_MISSILE|MF_NOBLOCKMAP
Radius = 20*FRACUNIT
Height = 20*FRACUNIT

State S_EGBOM
SpriteName = EGGS
SpriteFrame = A
Duration = -1
Next = S_NULL

Object MT_RED_TWODAIM
SpawnState = S_TWODTARGET
DeathState = S_NULL
SpawnHealth = 5000
Speed = 100
Flags = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY
Radius = 20*FRACUNIT
Height = 20*FRACUNIT

State S_TWODTARGET
SpriteName = THOK
SpriteFrame = A
Duration = -1
Next = S_NULL


