Freeslot
SPR2_FROZ
SPR2_SHIT
SPR2_GRND
SPR2_FKIK
SPR2_ROST
SPR2_VPOS
SPR2_HUG_
SPR2_MMXH
SPR_FADS
SPR_FRSW
SPR_FDBM
SPR_DTHK
SPR_FADN
SPR_DAIM
SPR_DFRE
SPR_SKBD
SPR_FXKI
S_FRANKKIK0
S_FRANKKIK1
S_FRANKKIK2
S_FRANKKIK3
S_FRANKKIK4
S_PLAY_FACEPLANT
S_PLAY_VICTORYPOSE
S_FADS0
S_FADS1
S_FADS2
S_FADS3
S_FADS4
S_FADS5
MT_FADS
MT_FRANKSWET
S_FRANKSWET0
S_FRANKSWET1
S_FRANKSWET2
S_FRANKSWET3
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
MT_DUMTHOK
S_DUMTHOK1
S_DUMTHOK2
S_DUMTHOK3
S_DUMTHOK4
MT_DUMFIRE
S_DUMFIRE1
S_DUMFIRE2
S_DUMFIRE3
S_DUMFIRE4
S_DUMFIRE5
S_DUMFIRE6
S_DUMFIRE7
S_DUMFIRE8
S_DUMFPOP
SPR_HPTK
MT_HPARTICLES
MT_HPARTICLES2
S_HPARTICLES0
S_HPARTICLES1
S_HPARTICLES2
S_HPARTICLES3
S_HPARTICLES4
S_HPARTICLES5
S_HPARTICLES6
S_HPARTICLES7
S_HPARTICLES8
S_HPARTICLES8
S_HPARTICLES9
S_HPARTICLES10
S_HPARTICLES11
MT_HGTSLEEP
S_HGTSLEEP1
S_HGTSLEEP2
S_HGTSLEEP3
S_HGTSLEEP4
SPR_HGTZ
MT_HGTFLY
S_HGTFLY
S_HGTFLY2
S_HGTFLY3
SPR_HGFY
MT_HGTCLOUDS
S_HGTCLOUDS1
S_HGTCLOUDS2
S_HGTCLOUDS3
S_HGTCLOUDS4
S_HGTCLOUDS5
SPR_HCDB
SPR_HGST
S_HUGSTARNORMAL
S_HUGSTARNORMAL2
SPR_HGSP
S_HUGSTARP1
S_HUGSTARP2
S_HUGSTARP3
S_HUGSTARP4
S_HUGSTARP5
S_HUGSTARBIG1
S_HUGSTARBIG2
SPR_HGBL
S_HUGGERTBULLET
S_HUGGERTBULLET2
S_HUGMETEOR

#----------------------------- mod supports -------------------------------------

Sprite2 SPR2_HUG_
Default = SPR2_STND

Sprite2 SPR2_GRND
Default = SPR2_WALK

Sprite2 SPR2_FROZ
Default = SPR2_DEAD

Sprite2 SPR2_SHIT
Default = SPR2_PAIN

Sprite2 SPR2_FKIK
Default = SPR2_WALK

Sprite2 SPR2_ROST
Default = SPR2_DEAD

Sprite2 SPR2_JSKI
Default = SPR2_RUN_

State S_PLAY_FACEPLANT
SpriteName = SPR_PLAY
SpriteFrame = SPR2_SHIT|A
Duration = 80
Next = S_PLAY_FACEPLANT

State S_PLAY_VICTORYPOSE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_VPOS|FF_ANIMATE
var2 = 10
Duration = -1
Next = S_PLAY_STND

#----------------------------- FRANK -------------------------------------

Thing MT_FADS
SPAWNHEALTH = 1
SPAWNSTATE = S_FADS0
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_FADS0
SPRITENAME = SPR_FADS
SPRITEFRAME = A|TR_TRANS10
DURATION = 2
NEXT = S_FADS1

FRAME S_FADS1
SPRITENAME = SPR_FADS
SPRITEFRAME = B|TR_TRANS40
DURATION = 2
NEXT = S_FADS2

FRAME S_FADS2
SPRITENAME = SPR_FADS
SPRITEFRAME = C|TR_TRANS50
DURATION = 1
NEXT = S_FADS3

FRAME S_FADS3
SPRITENAME = SPR_FADS
SPRITEFRAME = C|TR_TRANS60
DURATION = 1
NEXT = S_FADS4

FRAME S_FADS4
SPRITENAME = SPR_FADS
SPRITEFRAME = C|TR_TRANS70
DURATION = 1
NEXT = S_FADS5

FRAME S_FADS5
SPRITENAME = SPR_FADS
SPRITEFRAME = C|TR_TRANS80
DURATION = 1
NEXT = S_NULL

Thing MT_FRANKKIK
SPAWNHEALTH = 1
SPAWNSTATE = S_FRANKKIK0
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_FRANKKIK0
SPRITENAME = SPR_FXKI
SPRITEFRAME = A|TR_TRANS20
DURATION = 2
NEXT = S_FRANKKIK1

FRAME S_FRANKKIK1
SPRITENAME = SPR_FXKI
SPRITEFRAME = B|TR_TRANS30
DURATION = 2
NEXT = S_FRANKKIK2

FRAME S_FRANKKIK2
SPRITENAME = SPR_FXKI
SPRITEFRAME = C|TR_TRANS50
DURATION = 3
NEXT = S_FRANKKIK3

FRAME S_FRANKKIK3
SPRITENAME = SPR_FXKI
SPRITEFRAME = D|TR_TRANS70
DURATION = 4
NEXT = S_FRANKKIK4

FRAME S_FRANKKIK4
SPRITENAME = SPR_FXKI
SPRITEFRAME = D|TR_TRANS90
DURATION = 5
NEXT = S_NULL

Thing MT_FRANKSWET
SPAWNHEALTH = 1
SPAWNSTATE = S_FRANKSWET0
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_FRANKSWET0
SPRITENAME = SPR_FRSW
SPRITEFRAME = A
DURATION = 2
NEXT = S_FRANKSWET1

FRAME S_FRANKSWET1
SPRITENAME = SPR_FRSW
SPRITEFRAME = B
DURATION = 2
NEXT = S_FRANKSWET2

FRAME S_FRANKSWET2
SPRITENAME = SPR_FRSW
SPRITEFRAME = C
DURATION = 2
NEXT = S_NULL

Thing MT_FADBOOM
SPAWNHEALTH = 1
SPAWNSTATE = S_FDBOOM1
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
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

Thing MT_FRANKSKATEBOARDEAPON
SPAWNSTATE = S_FRSKATE0
DEATHSTATE = S_MINE_BOOM1
RADIUS = 24*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 0
FLAGS = MF_MISSILE|MF_BOUNCE|MF_GRENADEBOUNCE|MF_NOBLOCKMAP

FRAME S_FRSKATE0
SPRITENAME = SPR_SKBD
SPRITEFRAME = A
DURATION = 2
NEXT = S_FRSKATE0

#----------------------------- DUMMIE -------------------------------------

Thing MT_DUMTHOK
SPAWNHEALTH = 1
SPAWNSTATE = S_DUMTHOK1
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_DUMTHOK1
SPRITENAME = SPR_DTHK
SPRITEFRAME = A
DURATION = 2
NEXT = S_DUMTHOK2

FRAME S_DUMTHOK2
SPRITENAME = SPR_DTHK
SPRITEFRAME = B|TR_TRANS20
DURATION = 2
NEXT = S_DUMTHOK3

FRAME S_DUMTHOK3
SPRITENAME = SPR_DTHK
SPRITEFRAME = C|TR_TRANS50
DURATION = 2
NEXT = S_DUMTHOK4

FRAME S_DUMTHOK4
SPRITENAME = SPR_DTHK
SPRITEFRAME = D|TR_TRANS70
DURATION = 2
NEXT = NULL

Thing MT_DUMFIRE
SPAWNHEALTH = 1
SPAWNSTATE = S_DUMFIRE1
SPEED = 0
XDEATHSTATE = S_DUMFPOP
RADIUS = 10*FRACUNIT
HEIGHT = 30*FRACUNIT
FLAGS = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

FRAME S_DUMFIRE1
SPRITENAME = SPR_DFRE
SPRITEFRAME = A|TR_TRANS10
DURATION = 2
NEXT = DUMFIRE2

FRAME S_DUMFIRE2
SPRITENAME = SPR_DFRE
SPRITEFRAME = B|TR_TRANS10
DURATION = 2
NEXT = DUMFIRE3

FRAME S_DUMFIRE3
SPRITENAME = SPR_DFRE
SPRITEFRAME = C|TR_TRANS10
DURATION = 2
NEXT = DUMFIRE4

FRAME S_DUMFIRE4
SPRITENAME = SPR_DFRE
SPRITEFRAME = D|TR_TRANS10
DURATION = 2
NEXT = DUMFIRE5

FRAME S_DUMFIRE5
SPRITENAME = SPR_DFRE
SPRITEFRAME = E|TR_TRANS10
DURATION = 2
NEXT = DUMFIRE6

FRAME S_DUMFIRE6
SPRITENAME = SPR_DFRE
SPRITEFRAME = F|TR_TRANS10
DURATION = 2
NEXT = DUMFIRE7

FRAME S_DUMFIRE7
SPRITENAME = SPR_DFRE
SPRITEFRAME = G|TR_TRANS10
DURATION = 2
NEXT = DUMFIRE8

FRAME S_DUMFIRE8
SPRITENAME = SPR_DFRE
SPRITEFRAME = H|TR_TRANS10
DURATION = 2
NEXT = DUMFIRE1

FRAME S_DUMFPOP
SPRITENAME = SPR_DFRE
SPRITEFRAME = I
DURATION = 3
NEXT = NULL

#----------------------------- HUGGERT -------------------------------------

Thing MT_HGTCLOUDS
SPAWNHEALTH = 1
SPAWNSTATE = S_HGTCLOUDS1
SPEED = 0
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_HGTCLOUDS1
SPRITENAME = SPR_HCDB
SPRITEFRAME = A|TR_TRANS20
DURATION = 6
NEXT = S_HGTCLOUDS2

FRAME S_HGTCLOUDS2
SPRITENAME = SPR_HCDB
SPRITEFRAME = A|TR_TRANS40
DURATION = 5
NEXT = S_HGTCLOUDS3

FRAME S_HGTCLOUDS3
SPRITENAME = SPR_HCDB
SPRITEFRAME = A|TR_TRANS60
DURATION = 4
NEXT = S_HGTCLOUDS4

FRAME S_HGTCLOUDS4
SPRITENAME = SPR_HCDB
SPRITEFRAME = A|TR_TRANS70
DURATION = 3
NEXT = S_HGTCLOUDS5

FRAME S_HGTCLOUDS5
SPRITENAME = SPR_HCDB
SPRITEFRAME = A|TR_TRANS80
DURATION = 2
NEXT = S_NULL

Thing MT_HGTFLY
SPAWNHEALTH = 1
SPAWNSTATE = S_HGTFLY
SPEED = 0
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_HGTFLY
SPRITENAME = SPR_HGFY
SPRITEFRAME = A
DURATION = 40
NEXT = S_NULL

Thing MT_HGTSLEEP
SPAWNHEALTH = 1
SPAWNSTATE = S_HGTSLEEP1
SPEED = 0
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_HGTSLEEP1
SPRITENAME = SPR_HGTZ
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 30
NEXT = S_HGTSLEEP2

FRAME S_HGTSLEEP2
SPRITENAME = SPR_HGTZ
SPRITEFRAME = A|TR_TRANS20|FF_FULLBRIGHT
DURATION = 7
NEXT = S_HGTSLEEP3

FRAME S_HGTSLEEP3
SPRITENAME = SPR_HGTZ
SPRITEFRAME = A|TR_TRANS50|FF_FULLBRIGHT
DURATION = 4
NEXT = S_HGTSLEEP4

FRAME S_HGTSLEEP4
SPRITENAME = SPR_HGTZ
SPRITEFRAME = A|TR_TRANS80|FF_FULLBRIGHT
DURATION = 2
NEXT = S_NULL

Thing MT_HPARTICLES
SPAWNHEALTH = 1
SPAWNSTATE = S_HPARTICLES0
SPEED = 0
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

Thing MT_HPARTICLES2
SPAWNHEALTH = 1
SPAWNSTATE = S_HPARTICLES6
SPEED = 0
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_HPARTICLES0
SPRITENAME = SPR_HPTK
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HPARTICLES1

FRAME S_HPARTICLES1
SPRITENAME = SPR_HPTK
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HPARTICLES2

FRAME S_HPARTICLES2
SPRITENAME = SPR_HPTK
SPRITEFRAME = C|TR_TRANS10|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HPARTICLES3

FRAME S_HPARTICLES3
SPRITENAME = SPR_HPTK
SPRITEFRAME = D|TR_TRANS30|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HPARTICLES4

FRAME S_HPARTICLES4
SPRITENAME = SPR_HPTK
SPRITEFRAME = E|TR_TRANS50|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HPARTICLES5

FRAME S_HPARTICLES5
SPRITENAME = SPR_HPTK
SPRITEFRAME = F|TR_TRANS80|FF_FULLBRIGHT
DURATION = 3
NEXT = S_NULL

FRAME S_HPARTICLES6
SPRITENAME = SPR_HPTK
SPRITEFRAME = G|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HPARTICLES7

FRAME S_HPARTICLES7
SPRITENAME = SPR_HPTK
SPRITEFRAME = H|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HPARTICLES8

FRAME S_HPARTICLES8
SPRITENAME = SPR_HPTK
SPRITEFRAME = I|TR_TRANS10|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HPARTICLES9

FRAME S_HPARTICLES9
SPRITENAME = SPR_HPTK
SPRITEFRAME = J|TR_TRANS30|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HPARTICLES10

FRAME S_HPARTICLES10
SPRITENAME = SPR_HPTK
SPRITEFRAME = K|TR_TRANS50|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HPARTICLES11

FRAME S_HPARTICLES11
SPRITENAME = SPR_HPTK
SPRITEFRAME = L|TR_TRANS80|FF_FULLBRIGHT
DURATION = 3
NEXT = S_NULL

Thing MT_HUGGERTSSTARPART
SPAWNHEALTH = 1
SPAWNSTATE = S_HUGSTARP1
SPEED = 0
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|FF_FULLBRIGHT

FRAME S_HUGSTARP1
SPRITENAME = SPR_HGSP
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HUGSTARP2

FRAME S_HUGSTARP2
SPRITENAME = SPR_HGSP
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HUGSTARP3

FRAME S_HUGSTARP3
SPRITENAME = SPR_HGSP
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 3
NEXT = S_HUGSTARP4

FRAME S_HUGSTARP4
SPRITENAME = SPR_HGSP
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 6
NEXT = S_HUGSTARP5

FRAME S_HUGSTARP5
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = TICRATE
NEXT = S_NULL

#---------------------------------------- Bullets!
Thing MT_HUGMETEOR
SPAWNHEALTH = 1
SPAWNSTATE = S_HUGMETEOR
DEATHSTATE = S_XPLD1
RADIUS = 18*FRACUNIT
HEIGHT = 30*FRACUNIT
DAMAGE = 1
FLAGS = MF_MISSILE|MF_NOGRAVITY

FRAME S_HUGMETEOR
SPRITENAME = SPR_HGFY
SPRITEFRAME = T|FF_FULLBRIGHT
DURATION = 2
NEXT = S_HUGMETEOR

Thing MT_HUGGERTBULLET
SPAWNHEALTH = 1
SPAWNSTATE = S_HUGGERTBULLET
DEATHSTATE = S_HUGSTARP1
DEATHSOUND = SFX_HGSPF
RADIUS = 14*FRACUNIT
HEIGHT = 25*FRACUNIT
DAMAGE = 1
FLAGS = MF_MISSILE|MF_NOGRAVITY

FRAME S_HUGGERTBULLET
SPRITENAME = SPR_HGBL
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 2
NEXT = S_HUGGERTBULLET2

FRAME S_HUGGERTBULLET2
SPRITENAME = SPR_HGBL
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 2
NEXT = S_HUGGERTBULLET

FRAME S_HUGGERTBULLET3
SPRITENAME = SPR_HGBL
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 1
NEXT = S_HUGGERTBULLET3

Thing MT_HUGGERTSSTAR
SPAWNHEALTH = 1
SPAWNSTATE = S_HUGSTARNORMAL
DEATHSTATE = S_HUGSTARP1
DEATHSOUND = SFX_HGSPF
RADIUS = 17*FRACUNIT
HEIGHT = 32*FRACUNIT
DAMAGE = 1
FLAGS = MF_MISSILE|MF_NOGRAVITY

FRAME S_HUGSTARNORMAL
SPRITENAME = SPR_HGST
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 2
NEXT = S_HUGSTARNORMAL2

FRAME S_HUGSTARNORMAL2
SPRITENAME = SPR_HGST
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 2
NEXT = S_HUGSTARNORMAL

FRAME S_HUGSTARNORMAL3
SPRITENAME = SPR_HGST
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 1
NEXT = S_HUGSTARNORMAL3

FRAME S_HUGSTARBIG1
SPRITENAME = SPR_HGST
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 4
NEXT = S_HUGSTARBIG2

FRAME S_HUGSTARBIG2
SPRITENAME = SPR_HGST
SPRITEFRAME = E|FF_FULLBRIGHT
DURATION = 4
NEXT = S_HUGSTARBIG1