Freeslot
MT_WMETEOR
MT_METEOR
MT_PHANTOM
MT_ELECTRICPOLE
MT_DEATHEGG
MT_DEATHEGGS
MT_MUSSHOUS
MT_MUSSTH
MT_TIKE
MT_LUBLP
MT_LSCT
MT_TYEE
MT_HSX
S_TIKE
S_FCSH
S_MHSE
S_TYEE
S_HXSG1
S_HXSG2
S_HXSG3
S_HXSG4
SPR_MHSE
SPR_FCSH
S_ROCKS1
S_ROCKS2
SPR_ROCK
SPR_RUBY
SPR_DEGG
SPR_ELEP
SPR_TIKE
SPR_LUBP
SPR_SCTR
SPR_TYEE
SPR_HXSG
S_ELECTRICPOLE1
S_ELECTRICPOLE2
S_ELECTRICPOLE3
S_ELECTRICPOLE4
S_DEATHEGG1
S_DEATHEGG2
S_RUBY1
S_RUBY2
S_RUBY3
S_RUBY4
S_RUBY5
S_RUBY6
S_RUBY7
S_RUBY8
S_RUBY9
S_RUBY10
S_RUBY11
S_RUBY12
S_RUBY13
S_RUBY14
S_RUBY15
S_RUBY16
S_RUBY17
S_RUBY18
S_RUBY19
S_RUBY20
S_LUBLP
S_LSCT

#Explosive meteor (unused)

Object MT_WMETEOR
MapThingNum = 945
SpawnState = S_ROCKS2
Radius = 24*FRACUNIT
Height = 39*FRACUNIT
Mass = MT_UWEXPLODE
Flags = MF_SPECIAL|MF_NOGRAVITY|MF_MISSILE
SpawnHealth = 1
Damage = 74*FRACUNIT	
PainChance = TICRATE

#Standard meteor

Object MT_METEOR
MapThingNum = 946
SpawnState = S_ROCKS1
Radius = 23*FRACUNIT
Height = 81*FRACUNIT
Flags = MF_SOLID|MF_PUSHABLE|MF_NOGRAVITY
SpawnHealth = 1000
Speed = 4

#Ruby portal

Object MT_PHANTOM
MapThingNum = 947
SpawnState = S_RUBY1
Radius = 40*FRACUNIT
Height = 100*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

#hazzard electric pole

Object MT_ELECTRICPOLE
MapThingNum = 948
SpawnState = S_ELECTRICPOLE1
Radius = 40*FRACUNIT
Height = 100*FRACUNIT
Flags = MF_PAIN|MF_NOGRAVITY
SpawnHealth = 1000

#Death egg's as things instead of having them as sky boxes. (unused)

Object MT_DEATHEGGS
MapThingNum = 949
SpawnState = S_DEATHEGG1
Radius = 40*FRACUNIT
Height = 100*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

Object MT_DEATHEGG
MapThingNum = 950
SpawnState = S_DEATHEGG2
Radius = 40*FRACUNIT
Height = 100*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

#Mayro house This looks like a house i drew back in 4th grade elementary school lmao.

Object MT_MUSSTH
MapThingNum = 952
SpawnState = S_FCSH
Radius = 23*FRACUNIT
Height = 81*FRACUNIT
Flags = MF_SOLID|MF_SCENERY
SpawnHealth = 1000

#Mayro Mushroom Someone's first attempt at phsychodelic art eh.

Object MT_MUSSHOUS
MapThingNum = 951
SpawnState = S_MHSE
Radius = 23*FRACUNIT
Height = 81*FRACUNIT
Flags = MF_SOLID|MF_SCENERY
SpawnHealth = 1000

#Tike, he's a cool dude :)

Object MT_TIKE
MapThingNum = 953
SpawnState = S_TIKE
Radius = 20*FRACUNIT
Height = 100*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

#Luigi Blimp (don't have knowledge to make it move as of now.)
Object MT_LUBLP
MapThingNum = 954
SpawnState = S_LUBLP
Radius = 20*FRACUNIT
Height = 100*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

#SuperCircut Tree (A lush tree)
Object MT_LSCT
MapThingNum = 955
SpawnState = S_LSCT
Radius = 20*FRACUNIT
Height = 100*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

#For those who seek powerful knowledge know where to look.

Object MT_TYEE
MapThingNum = 956
SpawnState = S_TYEE
Radius = 20*FRACUNIT
Height = 100*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

#A minimalistic Hex that spins. that's really it

Object MT_HSX
MapThingNum = 957
SpawnState = S_HXSG1
Radius = 20*FRACUNIT
Height = 100*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

#sprites

#This one rock initally was going to be placed along with the other meteor.
#once i figure out how to construct custom explosions, i'll add them in.

State S_ROCKS2
SpriteName = ROCK
SpriteFrame = A
Duration = -1

#Your standard moveable meteor, the main layout probably could be overhaulled
#once i get the hang of soc's.

State S_ROCKS1
SpriteName = ROCK
SpriteFrame = B
Duration = -1

#Electric poles for death egg

State S_ELECTRICPOLE1
SpriteName = ELEP
SpriteFrame = A
Duration = 10
Next = S_ELECTRICPOLE2

State S_ELECTRICPOLE2
SpriteName = ELEP
SpriteFrame = B
Duration = 1
Next = S_ELECTRICPOLE3

State S_ELECTRICPOLE3
SpriteName = ELEP
SpriteFrame = C
Duration = 2
Next = S_ELECTRICPOLE4

State S_ELECTRICPOLE4
SpriteName = ELEP
SpriteFrame = D
Duration = 2
Next = S_ELECTRICPOLE1

#Death egg sprites; in the first revision, the skybox was going to change.
#Now its set as a thingambob. hope your happy

State S_DEATHEGG1
SpriteName = DEGG
SpriteFrame = A
Duration = -1

State S_DEATHEGG2
SpriteName = DEGG
SpriteFrame = B
Duration = -1

#instead of a tunnel connecting the two, i decided to make a portal to transport
#racers to death egg. Plus i don't know how racers will cope if it was a semi long zoom tube.

State S_RUBY1
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|A
Duration = 2
Next = S_RUBY2

State S_RUBY2
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|B
Duration = 2
Next = S_RUBY3

State S_RUBY3
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|C
Duration = 2
Next = S_RUBY4

State S_RUBY4
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|D
Duration = 2
Next = S_RUBY5

State S_RUBY5
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|E
Duration = 2
Next = S_RUBY6

State S_RUBY6
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|F
Duration = 2
Next = S_RUBY7

State S_RUBY7
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|G
Duration = 2
Next = S_RUBY8

State S_RUBY8
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|H
Duration = 2
Next = S_RUBY9

State S_RUBY9
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|I
Duration = 2
Next = S_RUBY10

State S_RUBY10
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|J
Duration = 2
Next = S_RUBY11

State S_RUBY11
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|K
Duration = 2
Next = S_RUBY12

State S_RUBY12
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|L
Duration = 2
Next = S_RUBY13

State S_RUBY13
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|M
Duration = 2
Next = S_RUBY14

State S_RUBY14
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|N
Duration = 2
Next = S_RUBY15

State S_RUBY15
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|O
Duration = 2
Next = S_RUBY16

State S_RUBY16
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|P
Duration = 2
Next = S_RUBY17

State S_RUBY17
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|Q
Duration = 2
Next = S_RUBY19

State S_RUBY18
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|R
Duration = 2
Next = S_RUBY19

State S_RUBY19
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|S
Duration = 2
Next = S_RUBY20

State S_RUBY20
SpriteName = RUBY
SpriteFrame = FF_FULLBRIGHT|T
Duration = 2
Next = S_RUBY1

#Mayro house

State S_FCSH
SpriteName = FCSH
SpriteFrame = A
Duration = -1

#Musshrom

State S_MHSE
SpriteName = MHSE
SpriteFrame = A
Duration = -1

#Just make sure to keep an eye on him, He tends to wander into bizzare locations

State S_TIKE
SpriteName = TIKE
SpriteFrame = A
Duration = -1

#oh dear Tyonic

State S_TYEE
SpriteName = TYEE
SpriteFrame = A
Duration = -1

#Blimps
State S_LUBLP
SpriteName = LUBP
SpriteFrame = A
Duration = -1

#Trees
State S_LSCT
SpriteName = SCTR
SpriteFrame = A
Duration = -1

#Here's the looping frames. time to s p i n

State S_HXSG1
SpriteName = HXSG
SpriteFrame = FF_FULLBRIGHT|A
Duration = 3
Next = S_HXSG2

State S_HXSG2
SpriteName = HXSG
SpriteFrame = FF_FULLBRIGHT|B
Duration = 4
Next = S_HXSG3

State S_HXSG3
SpriteName = HXSG
SpriteFrame = FF_FULLBRIGHT|C
Duration = 4
Next = S_HXSG4

State S_HXSG4
SpriteName = HXSG
SpriteFrame = FF_FULLBRIGHT|D
Duration = 4
Next = S_HXSG1