# Freslots Used via SOC.

FREESLOT
SPR_HBUL
MT_BULLET
S_BULLET
S_GDOWN
MT_INVERTER
SPR_INV1
SPR_INV2
S_INVERTUP1
S_INVERTDOWN1
S_INVERTUP2
S_INVERTDOWN2
S_INVERTUP3
S_INVERTDOWN3
S_GDOWN
S_GUP

State S_BULLET
SpriteName = HBUL
SpriteFrame = A
Duration = 5
Next = S_BULLET

Object MT_BULLET
MapThingNum = -1
SpawnState = S_BULLET
SpawnHealth = 1
ReactionTime = 1
Speed = 100*FRACUNIT
Radius = 3*FRACUNIT
Height = 3*FRACUNIT
DispOffset = 0
Mass = 30
Damage = 1
Flags = MF_NOGRAVITY|MF_MISSILE

State S_GDOWN
SpriteName = INV1
SpriteFrame = A
Duration = 5
Next = S_GDOWN

State S_GUP
SpriteName = INV2
SpriteFrame = A
Duration = 5
Next = S_GUP

State S_INVERTUP1
SpriteName = INV1
SpriteFrame = A
Duration = 5
Next = S_INVERTUP2

State S_INVERTDOWN1
SpriteName = INV2
SpriteFrame = A
Duration = 5
Next = S_INVERTDOWN2

State S_INVERTUP2
SpriteName = INV1
SpriteFrame = B
Duration = 5
Next = S_INVERTUP3

State S_INVERTDOWN2
SpriteName = INV2
SpriteFrame = B
Duration = 5
Next = S_INVERTDOWN3

State S_INVERTUP3
SpriteName = INV1
SpriteFrame = C
Duration = 5
Next = S_GUP

State S_INVERTDOWN3
SpriteName = INV2
SpriteFrame = C
Duration = 5
Next = S_GDOWN

Object MT_INVERTER
MapThingNum = -1
SpawnState = S_GDOWN
SpawnHealth = 9999
ReactionTime = 1
Speed = 0*FRACUNIT
Radius = 60*FRACUNIT
Height = 3*FRACUNIT
DispOffset = 0
Mass = 30
Damage = 0
Flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT