Freeslot
SPR2_FROZ
SPR2_SHIT
SPR2_GRND
SPR2_FKIK
SPR2_ROST
SPR2_VPOS
SPR2_HUG_
SPR2_JSKI
SPR_FADS
SPR_FRSW
SPR_FDBM
SPR_DTHK
SPR_FADN
SPR_DAIM
SPR_DFRE
SPR_SKBD
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_FADNOTE
S_FADNOTE1
MT_DUMAIM
S_DUMAIM0
MT_DUMFIRE
S_DUMFIRE1
S_DUMFIRE2
S_DUMFIRE3
S_DUMFIRE4
S_DUMFIRE5
S_DUMFIRE6
S_DUMFIRE7
S_DUMFIRE8
S_DUMFPOP
MT_FRANKSKATEBOARDEAPON
S_FRSKATE0

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
#

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_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_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_FADNOTE
SPAWNHEALTH = 1
SPAWNSTATE = S_FADNOTE1
SPEED = 0
RADIUS = 6*FRACUNIT
HEIGHT = 6*FRACUNIT
FLAGS = MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_FADNOTE1
SPRITENAME = SPR_FADN
SPRITEFRAME = A
DURATION = 10
NEXT = NULL

Thing MT_DUMAIM
SPAWNHEALTH = 1
SPAWNSTATE = S_DUMAIM0
SPEED = 0
RADIUS = 3*FRACUNIT
HEIGHT = 3*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_DUMAIM0
SPRITENAME = SPR_DAIM
SPRITEFRAME = A|TR_TRANS50
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

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