Freeslot
S_FROCKET1
S_FROCKET_EXPL1
SPR_FTDF
S_FROCKET_EXPL3
S_FROCKET_EXPL4
S_FROCKET_EXPL5
S_FROCKET_EXPL6
SFX_FTDRJ1
SFX_FTDRJ2
S_FTDFLAME1
S_FTDDOWNBALL1
S_FTDDOWNBALL_EXPL1
S_FTDDOWNBALL_EXPL2
S_FTDDOWNBALL_EXPL3
S_FTDDOWNBALL_EXPL4
S_FTDDOWNBALL_EXPL5
S_FTDDOWNBALL_EXPL6
SPR_FTDS

State S_PLAY_FCRASH
SpriteName = SPR_PLAY
SpriteFrame = SPR2_GLID|A
Duration = 35
Next = S_PLAY_FCRASH

State S_PLAY_FROCKET
SpriteName = SPR_PLAY
SpriteFrame = SPR2_SWIM|A|FF_FULLBRIGHT
Duration = 4
Next = S_PLAY_SPRING



Object MT_FTDBALL
SpawnState = S_FTDBALL1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_FTDDOWNBALL_EXPL1
XDeathState = S_NULL
DeathSound = sfx_ftdfb1
Speed = 50*FRACUNIT
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 130*FRACUNIT
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
RaiseState = S_NULL

State S_FTDBALL1
SpriteName = FIRS
SpriteFrame = S|FF_FULLBRIGHT
Duration = 3
Action = A_GhostMe
Next = S_FTDBALL1

Object MT_FTDDOWNBALL
SpawnState = S_FTDDOWNBALL1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_FTDDOWNBALL_EXPL1
XDeathState = S_NULL
DeathSound = sfx_ftdfb1
Speed = 5*FRACUNIT
Radius = 32*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 120*FRACUNIT
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
RaiseState = S_NULL

State S_FTDDOWNBALL1
SpriteName = FTDS
SpriteFrame = A|FF_FULLBRIGHT
Duration = 3
Action = A_GhostMe
Next = S_FTDDOWNBALL1

State S_FTDDOWNBALL_EXPL1
SpriteName = BARX
SpriteFrame = A|FF_FULLBRIGHT
Duration = 3
Action = A_SetObjectFlags
Var1 = MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP
Next = S_FTDDOWNBALL_EXPL2


State S_FTDDOWNBALL_EXPL2
SpriteName = BARX
SpriteFrame = B|FF_FULLBRIGHT
Duration = 2
Action = A_Explode
Var1 = DMG_CANHURTSELF
Next = S_FTDDOWNBALL_EXPL3


State S_FTDDOWNBALL_EXPL3
SpriteName = BARX
SpriteFrame = B|FF_FULLBRIGHT
Duration = 1
Next = S_FTDDOWNBALL_EXPL4


State S_FTDDOWNBALL_EXPL4
SpriteName = BARX
SpriteFrame = C|FF_FULLBRIGHT
Duration = 3
Next = S_FTDDOWNBALL_EXPL5


State S_FTDDOWNBALL_EXPL5
SpriteName = BARX
SpriteFrame = D|FF_FULLBRIGHT
Duration = 3
Next = S_FTDDOWNBALL_EXPL6


State S_FTDDOWNBALL_EXPL6
SpriteName = NULL
SpriteFrame = A
Duration = 2*TICRATE
Next = S_NULL







Object MT_FTDFLAME
SpawnState = S_FTDFLAME1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0*FRACUNIT
Radius = 2*FRACUNIT
Height = 2*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY
RaiseState = S_NULL

State S_FTDFLAME1
SpriteName = FTDF
SpriteFrame = A|FF_FULLBRIGHT|FF_ANIMATE
Duration = 70
Next = S_NULL
Var1 = 3
Var2 = 2






Object MT_FROCKET
SpawnState = S_FROCKET1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_ftdrj2
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_FROCKET_EXPL1
XDeathState = S_NULL
DeathSound = sfx_ftdrj1
Speed = 0*FRACUNIT
Radius = 75*FRACUNIT
Height = 40*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 150*FRACUNIT
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
RaiseState = S_NULL


State S_FROCKET1
SpriteName = NULL
SpriteFrame = A|FF_FULLBRIGHT
Duration = 4
Action = A_GhostMe
Next = S_NULL




State S_FROCKET_EXPL1
SpriteName = BARX
SpriteFrame = A|FF_FULLBRIGHT
Duration = 3
Action = A_SetObjectFlags
Var1 = MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP
Next = S_FROCKET_EXPL2


State S_FROCKET_EXPL2
SpriteName = BARX
SpriteFrame = B|FF_FULLBRIGHT
Duration = 1
Next = S_FROCKET_EXPL3

##Var1 = DMG_CANHURTSELF
##
##
##

State S_FROCKET_EXPL3
SpriteName = BARX
SpriteFrame = B|FF_FULLBRIGHT
Duration = 2
Action = A_Explode
Next = S_FROCKET_EXPL4


State S_FROCKET_EXPL4
SpriteName = BARX
SpriteFrame = C|FF_FULLBRIGHT
Duration = 3
Next = S_FROCKET_EXPL5


State S_FROCKET_EXPL5
SpriteName = BARX
SpriteFrame = D|FF_FULLBRIGHT
Duration = 3
Next = S_FROCKET_EXPL6


State S_FROCKET_EXPL6
SpriteName = NULL
SpriteFrame = A
Duration = 2*TICRATE
Next = S_NULL
