#"Freeslotting"
freeslot
SPR_SPAG
SPR_SPZA
SPR_SPZB
SPR_SPZC
SPR_SPZD
SPR_SPZE
SPR_SPZF
SPR_SPZG
SPR_SPZH
SPR_PRMS
S_SPZ_TWR1
S_SPZ_TWR2
S_SPZ_TWR3
S_SPZ_LGT1
S_SPZ_LGT2
S_SPZ_LGT3
S_SPZ_BONG
S_SPZ_SATL
S_SPZ_SATR
MT_SPZ_TWR1
MT_SPZ_TWR2
MT_SPZ_TWR3
MT_SPZ_LGT1
MT_SPZ_LGT2
MT_SPZ_LGT3
MT_SPZ_BONG
MT_SPZ_SATL

#"Obj Definitions"
Object MT_SPZ_TWR1
#$Name Sat. Tower 1
#$Sprite SPZAA0
#$Category Studiopolis
MapThingNum = 19000
SpawnState = S_SPZ_TWR1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 252*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_TWR1
SpriteName = SPZA
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_SPZ_TWR2
#$Name Sat. Tower 2
#$Sprite SPZBA0
#$Category Studiopolis
MapThingNum = 19001
SpawnState = S_SPZ_TWR2
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 316*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_TWR2
SpriteName = SPZB
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_SPZ_TWR3
#$Name Sat. Tower 3
#$Sprite SPZCA0
#$Category Studiopolis
MapThingNum = 19002
SpawnState = S_SPZ_SATL
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 380*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_TWR3
SpriteName = SPZC
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_SPZ_LGT1
#$Name Sat. Lamppost 1
#$Sprite SPZDA0
#$Category Studiopolis
MapThingNum = 19003
SpawnState = S_SPZ_LGT1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 380*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_LGT1
SpriteName = SPZD
SpriteFrame = FF_ANIMATE|A
Duration = 31
Var1 = 15
Var2 = 2
Next = S_SPZ_LGT1

Object MT_SPZ_LGT2
#$Name Sat. Lamppost 2
#$Sprite SPZEA0
#$Category Studiopolis
MapThingNum = 19004
SpawnState = S_SPZ_LGT2
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 68*FRACUNIT
Height = 444*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_LGT2
SpriteName = SPZE
SpriteFrame = FF_ANIMATE|A
Duration = 31
Var1 = 15
Var2 = 2
Next = S_SPZ_LGT2

Object MT_SPZ_LGT3
#$Name Sat. Lamppost 3
#$Sprite SPZFA0
#$Category Studiopolis
MapThingNum = 19005
SpawnState = S_SPZ_LGT3
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 508*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_LGT3
SpriteName = SPZFA
SpriteFrame = FF_ANIMATE|A
Duration = 31
Var1 = 15
Var2 = 2
Next = S_SPZ_LGT3

Object MT_SPZ_BONG
#$Name Ground Bumper
#$Sprite SPZGA0
#$Category Studiopolis
MapThingNum = 19006
SpawnState = S_SPZ_BONG
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 56*FRACUNIT
Height = 268*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_BONG
SpriteName = SPZGA
SpriteFrame = FF_ANIMATE|A
Duration = 35
Var1 = 17
Var2 = 2
Next = S_SPZ_BONG

Object MT_SPZ_SATL
#$Name TV Satellite
#$Sprite SPZHA0
#$Category Studiopolis
MapThingNum = 19007
SpawnState = S_SPZ_SATL
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 96*FRACUNIT
Height = 172*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_SATL
SpriteName = SPZH
SpriteFrame = 0
Duration = -1
Next = S_NULL

State S_SPZ_SATR
SpriteName = SPZC
SpriteFrame = 0
Duration = -1
Next = S_NULL
