#"Freeslotting"
freeslot
SPR_FDC1
SPR_FDC2
SPR_FDC3
SPR_FDC4
SPR_FDC5
SPR_FDC6
SPR_FDC7
SPR_FDC8
SPR_FDC9
MT_FDF_NPC1
MT_FDF_NPC2
MT_FDF_NPC3
MT_FDF_NPC4
MT_FDF_NPC5
MT_FDF_NPC6
MT_FDF_NPC7
MT_FDF_NPC8
MT_FDF_NPC9
S_FDF_NPC1
S_FDF_NPC2
S_FDF_NPC3
S_FDF_NPC4
S_FDF_NPC5
S_FDF_NPC6
S_FDF_NPC7
S_FDF_NPC8
S_FDF_NPC9

#"Obj Definitions"
Object MT_FDF_NPC1
#$Name Funky Dancefloor NPC 1
#$Sprite FDC1A0
#$Category Funky Dancefloor
MapThingNum = 21210
#"double check mapthing numbers"
#"blue sonic"
SpawnState = S_FDF_NPC1
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 512*FRACUNIT
DispOffset = 0
Mass = 100
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

Object MT_FDF_NPC2
#$Name Funky Dancefloor NPC 2
#$Sprite FDC2A0
#$Category Funky Dancefloor
MapThingNum = 21211
#"double check mapthing numbers"
#"red sonic"
SpawnState = S_FDF_NPC2
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 512*FRACUNIT
DispOffset = 0
Mass = 100
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

Object MT_FDF_NPC3
#$Name Funky Dancefloor NPC 3
#$Sprite FDC3A0
#$Category Funky Dancefloor
MapThingNum = 21212
#"double check mapthing numbers"
#"yellow sonic"
SpawnState = S_FDF_NPC3
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 512*FRACUNIT
DispOffset = 0
Mass = 100
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

Object MT_FDF_NPC4
#$Name Funky Dancefloor NPC 4
#$Sprite FDC4A0
#$Category Funky Dancefloor
MapThingNum = 21213
#"double check mapthing numbers"
#"white sonic"
SpawnState = S_FDF_NPC4
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 512*FRACUNIT
DispOffset = 0
Mass = 100
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

Object MT_FDF_NPC5
#$Name Funky Dancefloor NPC 5
#$Sprite FDC5A0
#$Category Funky Dancefloor
MapThingNum = 21214
#"double check mapthing numbers"
#"manic"
SpawnState = S_FDF_NPC5
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 512*FRACUNIT
DispOffset = 0
Mass = 100
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

Object MT_FDF_NPC6
#$Name Funky Dancefloor NPC 6
#$Sprite FDC6A0
#$Category Funky Dancefloor
MapThingNum = 21215
#"double check mapthing numbers"
#"monkey"
SpawnState = S_FDF_NPC6
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 512*FRACUNIT
DispOffset = 0
Mass = 100
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

Object MT_FDF_NPC7
#$Name Funky Dancefloor NPC 7
#$Sprite FDC7A0
#$Category Funky Dancefloor
MapThingNum = 21216
#"double check mapthing numbers"
#"rabbit"
SpawnState = S_FDF_NPC7
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 512*FRACUNIT
DispOffset = 0
Mass = 100
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

Object MT_FDF_NPC8
#$Name Funky Dancefloor NPC 8
#$Sprite FDC8A0
#$Category Funky Dancefloor
MapThingNum = 21217
#"double check mapthing numbers"
#"bird"
SpawnState = S_FDF_NPC8
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 512*FRACUNIT
DispOffset = 0
Mass = 100
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

Object MT_FDF_NPC9
#$Name Funky Dancefloor NPC 9
#$Sprite FDC9A0
#$Category Funky Dancefloor
MapThingNum = 21218
#"double check mapthing numbers"
#"vector"
SpawnState = S_FDF_NPC9
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 512*FRACUNIT
DispOffset = 0
Mass = 100
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_FDF_NPC1
SpriteName = FDC1
SpriteFrame = 0
Duration = -1
Next = S_NULL

State S_FDF_NPC2
SpriteName = FDC2
SpriteFrame = 0
Duration = -1
Next = S_NULL

State S_FDF_NPC3
SpriteName = FDC3
SpriteFrame = 0
Duration = -1
Next = S_NULL

State S_FDF_NPC4
SpriteName = FDC4
SpriteFrame = 0
Duration = -1
Next = S_NULL

State S_FDF_NPC5
SpriteName = FDC5
SpriteFrame = 0
Duration = -1
Next = S_NULL

State S_FDF_NPC6
SpriteName = FDC6
SpriteFrame = 0
Duration = -1
Next = S_NULL

State S_FDF_NPC7
SpriteName = FDC7
SpriteFrame = 0
Duration = -1
Next = S_NULL

State S_FDF_NPC8
SpriteName = FDC8
SpriteFrame = 0
Duration = -1
Next = S_NULL

State S_FDF_NPC9
SpriteName = FDC9
SpriteFrame = 0
Duration = -1
Next = S_NULL