#3 Color Drive stuff

Freeslot
MT_3CDLIGHT
MT_3CDTREE
MT_3CDMOON
S_3CDLIGHTIDLE
S_3CDTREEIDLE
S_3CDMOONIDLE
SPR_CDBU
SPR_CDMO

Thing MT_3CDLIGHT
MAPTHINGNUM = 26400
SPAWNSTATE = S_3CDLIGHTIDLE
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SCENERY|MF_NOGRAVITY

Thing MT_3CDTREE
MAPTHINGNUM = 26401
SPAWNSTATE = S_3CDTREEIDLE
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<<FRACBITS
HEIGHT = 192<<FRACBITS
MASS = 8
DAMAGE = 0
ACTIVESOUND = sfx_None
FLAGS = MF_SOLID

Thing MT_3CDMOON
MAPTHINGNUM = 26402
SPAWNSTATE = S_3CDMOONIDLE
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 64*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SCENERY|MF_NOGRAVITY

FRAME S_3CDLIGHTIDLE
SPRITENUMBER = SPR_CDBU
SPRITEFRAME = 0
DURATION = -1
VAR1 = 0
VAR2 = 0
NEXT = S_3CDLIGHTIDLE

FRAME S_3CDTREEIDLE
SPRITENUMBER = SPR_CDBU
SPRITEFRAME = 2
DURATION = -1
VAR1 = 0
VAR2 = 0
NEXT = S_3CDTREEIDLE

FRAME S_3CDMOONIDLE
SPRITENUMBER = SPR_CDMO
SPRITEFRAME = 0
DURATION = -1
VAR1 = 0
VAR2 = 0
NEXT = S_3CDMOONIDLE

#B A N A N A S M M M M stuff

Freeslot
SFX_METEOR
SFX_NANA
SFX_NANAS
SFX_KOIN
SPR_HUNK
SPR_BUNC
SPR_LUMP
SPR_FPIG
SPR_KOIN
SPR_NANA
SPR_BUNC
SPR_NAHNAH
MT_DKLKLUMP
MT_DKLFLYINGPIG
MT_DKLCOIN
MT_DKLBANANA
MT_DKLBANANABUNCH
MT_BANANASMMMM
S_DKLKLUMPIDLE
S_DKLFPIGIDLE
S_DKLFPIGDUNK1
S_DKLFPIGDUNK2
S_DKLFPIGDUNK3
S_DKLFPIGDUNK4
S_DKLFPIGDUNK5
S_DKLFPIGDUNK6
S_DKLFPIGDUNK7
S_DKLCOINSPIN
S_DKLNANASPIN
S_DKLBUNCHSPIN
S_VANISH

#I don't have a spark disappear script yet, so here is a placeholder to keep the SFX from getting cut off

FRAME S_VANISH
SPRITENUMBER = SPR_NULL
SPRITEFRAME = 0
DURATION = 96
VAR1 = 0
VAR2 = 0
NEXT = S_NULL

#DKL Klump

Thing MT_DKLKLUMP
MAPTHINGNUM = 26405
SPAWNSTATE = S_DKLKLUMPIDLE
SPAWNHEALTH = 1000
SPEED = 21*FRACUNIT
RADIUS = 24*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
DAMAGE = 1
ACTIVESOUND = sfx_statu2
FLAGS = MF_SOLID

FRAME S_DKLKLUMPIDLE
SPRITENUMBER = SPR_LUMP
SPRITEFRAME = FF_ANIMATE
DURATION = -1
VAR1 = 3
VAR2 = 3
NEXT = S_DKLKLUMPIDLE

#DKL Flying Pig

Thing MT_DKLFLYINGPIG
MAPTHINGNUM = 26406
SPAWNSTATE = S_DKLFPIGIDLE
SPAWNHEALTH = 1000
SEESTATE = S_DKLFPIGDUNK1
RAISESTATE = S_DKLFPIGDUNK1
RADIUS = 48*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = -20*FRACUNIT
DAMAGE = 0
PAINCHANCE = 0
PAINSOUND = sfx_meteor
FLAGS = MF_SOLID|MF_SPRING|MF_NOGRAVITY

FRAME S_DKLFPIGIDLE
SPRITENUMBER = SPR_FPIG
SPRITEFRAME = FF_ANIMATE
DURATION = -1
VAR1 = 4
VAR2 = 3
NEXT = S_DKLFPIGIDLE

FRAME S_DKLFPIGDUNK1
SPRITENUMBER = SPR_FPIG
SPRITESUBNUMBER = F
DURATION = 2
NEXT = S_DKLFPIGDUNK2
ACTION A_Pain

FRAME S_DKLFPIGDUNK2
SPRITENUMBER = SPR_FPIG
SPRITESUBNUMBER = G
DURATION = 3
NEXT = S_DKLFPIGDUNK3

FRAME S_DKLFPIGDUNK3
SPRITENUMBER = SPR_FPIG
SPRITESUBNUMBER = H
DURATION = 3
NEXT = S_DKLFPIGDUNK4

FRAME S_DKLFPIGDUNK4
SPRITENUMBER = SPR_FPIG
SPRITESUBNUMBER = I
DURATION = 4
NEXT = S_DKLFPIGDUNK5

FRAME S_DKLFPIGDUNK5
SPRITENUMBER = SPR_FPIG
SPRITESUBNUMBER = H
DURATION = 4
NEXT = S_DKLFPIGDUNK6

FRAME S_DKLFPIGDUNK6
SPRITENUMBER = SPR_FPIG
SPRITESUBNUMBER = G
DURATION = 4
NEXT = S_DKLFPIGDUNK7

FRAME S_DKLFPIGDUNK7
SPRITENUMBER = SPR_FPIG
SPRITESUBNUMBER = F
DURATION = 4
NEXT = S_DKLFPIGIDLE

#DKL Bananas

Thing MT_DKLBANANA
MAPTHINGNUM = 26407
SPAWNSTATE = S_DKLNANASPIN
SPAWNHEALTH = 1000
DEATHSTATE = S_VANISH
DEATHSOUND = SFX_NANA
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

FRAME S_DKLNANASPIN
SPRITENUMBER = SPR_NANA
SPRITEFRAME = FF_ANIMATE
DURATION = -1
VAR1 = 7
VAR2 = 3
NEXT = S_DKLNANASPIN


#DKL Coins

Thing MT_DKLCOIN
MAPTHINGNUM = 26408
SPAWNSTATE = S_DKLCOINSPIN
SPAWNHEALTH = 1000
DEATHSTATE = S_VANISH
DEATHSOUND = SFX_KOIN
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

FRAME S_DKLCOINSPIN
SPRITENUMBER = SPR_KOIN
SPRITEFRAME = FF_ANIMATE
DURATION = -1
VAR1 = 7
VAR2 = 3
NEXT = S_DKLCOINSPIN


#DKL Banana Bunch

Thing MT_BANANASMMMM
MAPTHINGNUM = 26409
SPAWNSTATE = S_DKLBUNCHSPIN
DEATHSTATE = S_VANISH
DEATHSOUND = SFX_NANAS
SPAWNHEALTH = 1000
SPEED = 38*FRACUNIT
RADIUS = 32*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT

FRAME S_DKLBUNCHSPIN
SPRITENUMBER = SPR_BUNC
SPRITEFRAME = FF_ANIMATE
DURATION = -1
VAR1 = 11
VAR2 = 3
NEXT = S_DKLBUNCHSPIN


#Galf Legacy stuff

Freeslot
SFX_HEYYY
SFX_PBR1
SFX_PBR2
SFX_GALFN1
SFX_GALFN2
SFX_GALFN3
SPR_GINE
S_GINETREE
S_GINETREE_SIDE
MT_GINETREE
MT_GINETREE_SIDE

#Galf Sound flags

Sound SFX_GALFN1
Singular = 1
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound SFX_GALFN2
Singular = 1
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound SFX_GALFN3
Singular = 1
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

#Galf Pinetree
#A Ginetree, if you will

Thing MT_GINETREE
MAPTHINGNUM = 26403
SPAWNSTATE = S_GINETREE
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<<FRACBITS
HEIGHT = 192<<FRACBITS
MASS = 8
DAMAGE = 0
ACTIVESOUND = sfx_None
FLAGS = MF_SOLID|MF_NOGRAVITY
RAISESTATE = S_NULL

Thing MT_GINETREE_SIDE
MAPTHINGNUM = -1
SPAWNSTATE = S_GINETREE_SIDE
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<<FRACBITS
HEIGHT = 192<<FRACBITS
MASS = 0
DAMAGE = 0
ACTIVESOUND = sfx_None
FLAGS = MF_NOTHINK|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY
RAISESTATE = S_NULL

FRAME S_GINETREE
SPRITENUMBER = SPR_GINE
SPRITEFRAME = 2
DURATION = -1
VAR1 = 0
VAR2 = 0
NEXT = S_GINETREE

FRAME S_GINETREE_SIDE
SPRITENUMBER = SPR_GINE
SPRITEFRAME = FF_PAPERSPRITE
DURATION = -1
VAR1 = 0
VAR2 = 0
NEXT = S_GINETREE


