Freeslot
SPR2_FROZ
SPR2_SHIT
SPR2_GRND
SPR2_FKIK
SPR_FDBM
MT_FADBOOM
S_FDBOOM1
S_FDBOOM2
S_FDBOOM3
S_FDBOOM4
S_FDBOOM5
S_FDBOOM6
S_FDBOOM7
S_FDBOOM8
S_FDBOOM8
S_FDBOOM9
S_FDBOOM10
S_FDBOOM11
S_FDBOOM12
S_FDBOOM13
S_FDBOOM14
S_FDBOOM15
S_FDBOOM16

Sprite2 SPR2_GRND
Default = SPR2_WALK

Sprite2 SPR2_FROZ
Default = SPR2_DEAD

Sprite2 SPR2_SHIT
Default = SPR2_PAIN

Sprite2 SPR2_FKIK
Default = SPR2_WALK

Thing MT_FADBOOM
SPAWNHEALTH = 1
SPAWNSTATE = S_FDBOOM1
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 1
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_FDBOOM1
SPRITENAME = SPR_FDBM
SPRITEFRAME = A
DURATION = 2
NEXT = S_FDBOOM2

FRAME S_FDBOOM2
SPRITENAME = SPR_FDBM
SPRITEFRAME = B
DURATION = 2
NEXT = S_FDBOOM3

FRAME S_FDBOOM3
SPRITENAME = SPR_FDBM
SPRITEFRAME = C
DURATION = 2
NEXT = S_FDBOOM4

FRAME S_FDBOOM4
SPRITENAME = SPR_FDBM
SPRITEFRAME = D
DURATION = 2
NEXT = S_FDBOOM5

FRAME S_FDBOOM5
SPRITENAME = SPR_FDBM
SPRITEFRAME = E
DURATION = 2
NEXT = S_FDBOOM6

FRAME S_FDBOOM6
SPRITENAME = SPR_FDBM
SPRITEFRAME = F
DURATION = 2
NEXT = S_FDBOOM7

FRAME S_FDBOOM7
SPRITENAME = SPR_FDBM
SPRITEFRAME = G
DURATION = 2
NEXT = S_FDBOOM8

FRAME S_FDBOOM8
SPRITENAME = SPR_FDBM
SPRITEFRAME = H
DURATION = 2
NEXT = S_FDBOOM9

FRAME S_FDBOOM9
SPRITENAME = SPR_FDBM
SPRITEFRAME = I
DURATION = 2
NEXT = S_FDBOOM10

FRAME S_FDBOOM10
SPRITENAME = SPR_FDBM
SPRITEFRAME = J
DURATION = 2
NEXT = S_FDBOOM11

FRAME S_FDBOOM11
SPRITENAME = SPR_FDBM
SPRITEFRAME = K
DURATION = 2
NEXT = S_FDBOOM12

FRAME S_FDBOOM12
SPRITENAME = SPR_FDBM
SPRITEFRAME = L
DURATION = 2
NEXT = S_FDBOOM13

FRAME S_FDBOOM13
SPRITENAME = SPR_FDBM
SPRITEFRAME = M
DURATION = 2
NEXT = S_FDBOOM14

FRAME S_FDBOOM14
SPRITENAME = SPR_FDBM
SPRITEFRAME = N
DURATION = 2
NEXT = S_FDBOOM15

FRAME S_FDBOOM15
SPRITENAME = SPR_FDBM
SPRITEFRAME = O
DURATION = 2
NEXT = S_FDBOOM16

FRAME S_FDBOOM16
SPRITENAME = SPR_FDBM
SPRITEFRAME = P
DURATION = 2
NEXT = NULL