Object MT_BROSPRING
#$Name Blue Force-Roll Spring
#$Sprite SBSPA3A7
#$Category Custom Springs
MapThingNum = 2220
SpawnState = S_BROSPRING1
SpawnHealth = 1
ReactionTime = 0
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL						
DeathState = S_NULL
XDeathState = S_NULL
RaiseState = S_BROSPRING2			
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 21*FRACUNIT
ActiveSound = sfx_None
Flags =	MF_SPRING|MF_NOGRAVITY

State S_BROSPRING1
SpriteName = SBSP
SpriteFrame = A
Duration = -1
Next = S_NULL
Action None

State S_BROSPRING2
SpriteName = SBSP
SpriteFrame = B
Duration = 1
Next = S_BROSPRING3
Action A_Pain

State S_BROSPRING3
SpriteName = SBSP
SpriteFrame = C
Duration = 1
Next = S_BROSPRING4
Action A_PlaySound
Var1 = sfx_zoom
Var2 = 1

State S_BROSPRING4
SpriteName = SBSP
SpriteFrame = D
Duration = 1
Next = S_BROSPRING5
Action None

State S_BROSPRING5
SpriteName = SBSP
SpriteFrame = E
Duration = 1
Next = S_BROSPRING6
Action None

State S_BROSPRING6
SpriteName = SBSP
SpriteFrame = D
Duration = 1
Next = S_BROSPRING7
Action None

State S_BROSPRING7
SpriteName = SBSP
SpriteFrame = C
Duration = 1
Next = S_BROSPRING8
Action None

State S_BROSPRING8
SpriteName = SBSP
SpriteFrame = B
Duration = 1
Next = S_BROSPRING1
Action None

Object MT_YROSPRING
#$Name Yellow Force-Roll Spring
#$Sprite SYSPA3A7
#$Category Custom Springs
MapThingNum = 2221
SpawnState = S_YROSPRING1
SpawnHealth = 1
ReactionTime = 0
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL						
DeathState = S_NULL
XDeathState = S_NULL
RaiseState = S_YROSPRING2			
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 38*FRACUNIT
ActiveSound = sfx_None
Flags =	MF_SPRING|MF_NOGRAVITY

State S_YROSPRING1
SpriteName = SYSP
SpriteFrame = A
Duration = -1
Next = S_NULL
Action None

State S_YROSPRING2
SpriteName = SYSP
SpriteFrame = B
Duration = 1
Next = S_YROSPRING3
Action A_Pain

State S_YROSPRING3
SpriteName = SYSP
SpriteFrame = C
Duration = 1
Next = S_YROSPRING4
Action A_PlaySound
Var1 = sfx_zoom
Var2 = 1

State S_YROSPRING4
SpriteName = SYSP
SpriteFrame = D
Duration = 1
Next = S_YROSPRING5
Action None

State S_YROSPRING5
SpriteName = SYSP
SpriteFrame = E
Duration = 1
Next = S_YROSPRING6
Action None

State S_YROSPRING6
SpriteName = SYSP
SpriteFrame = D
Duration = 1
Next = S_YROSPRING7
Action None

State S_YROSPRING7
SpriteName = SYSP
SpriteFrame = C
Duration = 1
Next = S_YROSPRING8
Action None

State S_YROSPRING8
SpriteName = SYSP
SpriteFrame = B
Duration = 1
Next = S_YROSPRING1
Action None

Object MT_RROSPRING
#$Name Red Force-Roll Spring
#$Sprite SRSPA3A7
#$Category Custom Springs
MapThingNum = 2222
SpawnState = S_RROSPRING1
SpawnHealth = 1
ReactionTime = 0
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL						
DeathState = S_NULL
XDeathState = S_NULL
RaiseState = S_RROSPRING2			
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 75*FRACUNIT
ActiveSound = sfx_None
Flags =	MF_SPRING|MF_NOGRAVITY

State S_RROSPRING1
SpriteName = SRSP
SpriteFrame = A
Duration = -1
Next = S_NULL
Action None

State S_RROSPRING2
SpriteName = SRSP
SpriteFrame = B
Duration = 1
Next = S_RROSPRING3
Action A_Pain

State S_RROSPRING3
SpriteName = SRSP
SpriteFrame = C
Duration = 1
Next = S_RROSPRING4
Action A_PlaySound
Var1 = sfx_zoom
Var2 = 1

State S_RROSPRING4
SpriteName = SRSP
SpriteFrame = D
Duration = 1
Next = S_RROSPRING5
Action None

State S_RROSPRING5
SpriteName = SRSP
SpriteFrame = E
Duration = 1
Next = S_RROSPRING6
Action None

State S_RROSPRING6
SpriteName = SRSP
SpriteFrame = D
Duration = 1
Next = S_RROSPRING7
Action None

State S_RROSPRING7
SpriteName = SRSP
SpriteFrame = C
Duration = 1
Next = S_RROSPRING8
Action None

State S_RROSPRING8
SpriteName = SRSP
SpriteFrame = B
Duration = 1
Next = S_RROSPRING1
Action None