FREESLOT
SPR_HEAT
MT_HEATBEAM
SFX_GODZBM
S_HEATBEAM1
S_HEATBEAM2
S_HEATBEAM3
S_HEATBEAM4
S_HEATBEAM5
S_HEATBEAM6
S_HEATBEAM7
S_HEATBEAM8
S_HEATBEAM9
S_HEATBEAM10
S_HEATBEAM11
S_HEATBEAM12
S_HEATBEAM13
S_HEATBEAM14
S_HEATBEAM15
S_HEATBEAM16
S_HEATBEAM17
S_HEATBEAM18
S_HEATBEAM19
S_HEATBEAM20
S_HEATBEAM21
S_HEATBEAM22
S_HEATBEAM23
S_HEATBEAM24
#

# 2/15/2024 2:27 PM

State S_HEATBEAM1
SpriteName = HEAT
SpriteFrame = A
Duration = 1
Next = S_HEATBEAM2
Var1 = 0
Var2 = 0

State S_HEATBEAM2
SpriteName = HEAT
SpriteFrame = M
Duration = 1
Next = S_HEATBEAM3
Var1 = 0
Var2 = 0

State S_HEATBEAM3
SpriteName = HEAT
SpriteFrame = B
Duration = 1
Next = S_HEATBEAM4
Var1 = 0
Var2 = 0

State S_HEATBEAM4
SpriteName = HEAT
SpriteFrame = N
Duration = 1
Next = S_HEATBEAM5
Var1 = 0
Var2 = 0

State S_HEATBEAM5
SpriteName = HEAT
SpriteFrame = C
Duration = 1
Next = S_HEATBEAM6
Var1 = 0
Var2 = 0

State S_HEATBEAM6
SpriteName = HEAT
SpriteFrame = O
Duration = 1
Next = S_HEATBEAM7
Var1 = 0
Var2 = 0

State S_HEATBEAM7
SpriteName = HEAT
SpriteFrame = D
Duration = 1
Next = S_HEATBEAM8
Var1 = 0
Var2 = 0

State S_HEATBEAM8
SpriteName = HEAT
SpriteFrame = P
Duration = 1
Next = S_HEATBEAM9
Var1 = 0
Var2 = 0

State S_HEATBEAM9
SpriteName = HEAT
SpriteFrame = E
Duration = 1
Next = S_HEATBEAM10
Var1 = 0
Var2 = 0

State S_HEATBEAM10
SpriteName = HEAT
SpriteFrame = Q
Duration = 1
Next = S_HEATBEAM11
Var1 = 0
Var2 = 0

State S_HEATBEAM11
SpriteName = HEAT
SpriteFrame = F
Duration = 1
Next = S_HEATBEAM12
Var1 = 0
Var2 = 0

State S_HEATBEAM12
SpriteName = HEAT
SpriteFrame = R
Duration = 1
Next = S_HEATBEAM13
Var1 = 0
Var2 = 0

State S_HEATBEAM13
SpriteName = HEAT
SpriteFrame = G
Duration = 1
Next = S_HEATBEAM14
Var1 = 0
Var2 = 0

State S_HEATBEAM14
SpriteName = HEAT
SpriteFrame = S
Duration = 1
Next = S_HEATBEAM15
Var1 = 0
Var2 = 0

State S_HEATBEAM15
SpriteName = HEAT
SpriteFrame = H
Duration = 1
Next = S_HEATBEAM16
Var1 = 0
Var2 = 0

State S_HEATBEAM16
SpriteName = HEAT
SpriteFrame = T
Duration = 1
Next = S_HEATBEAM17
Var1 = 0
Var2 = 0

State S_HEATBEAM17
SpriteName = HEAT
SpriteFrame = I
Duration = 1
Next = S_HEATBEAM18
Var1 = 0
Var2 = 0

State S_HEATBEAM18
SpriteName = HEAT
SpriteFrame = U
Duration = 1
Next = S_HEATBEAM19
Var1 = 0
Var2 = 0

State S_HEATBEAM19
SpriteName = HEAT
SpriteFrame = J
Duration = 1
Next = S_HEATBEAM20
Var1 = 0
Var2 = 0

State S_HEATBEAM20
SpriteName = HEAT
SpriteFrame = V
Duration = 1
Next = S_HEATBEAM21
Var1 = 0
Var2 = 0

State S_HEATBEAM21
SpriteName = HEAT
SpriteFrame = K
Duration = 1
Next = S_HEATBEAM22
Var1 = 0
Var2 = 0

State S_HEATBEAM22
SpriteName = HEAT
SpriteFrame = W
Duration = 1
Next = S_HEATBEAM23
Var1 = 0
Var2 = 0

State S_HEATBEAM23
SpriteName = HEAT
SpriteFrame = L
Duration = 1
Next = S_HEATBEAM24
Var1 = 0
Var2 = 0

State S_HEATBEAM24
SpriteName = HEAT
SpriteFrame = X
Duration = 1
Next = S_NULL
Var1 = 0
Var2 = 0

Object MT_HEATBEAM
#$Name Heat Beam
#$Sprite HEATA0
MapThingNum = -1
SpawnState = S_HEATBEAM1
SeeSound = sfx_godzbm
SpawnHealth = 50
PainChance = 1
ReactionTime = 1
Speed = 30*FRACUNIT
Radius = 40*FRACUNIT
Height = 50*FRACUNIT
Mass = 100
Damage = 1000
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_FIRE
#