FREESLOT
S_SUPERMISSILE
S_SUPERMISSILE1
S_SUPERMISSILE2
S_SUPERMISSILE3
S_SUPERMISSILE4
S_SUPERMISSILE5
S_SUPERMISSILE6
S_SUPERMISSILE7
S_SUPERMISSILE8
S_SUPERMISSILE9
S_SUPERMISSILE10
S_SUPERMISSILE11
S_SUPERMISSILE12
S_SUPERMISSILE13
S_SUPERMISSILE14
SPR_HMST

Object MT_THROWNBOUNCE
SpawnState = S_SUPERMISSILE
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_brakrl
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 192*FRACUNIT
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_RINGEXPLODE
XDeathState = S_NULL
DeathSound = sfx_brakrx
Speed = 18*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 5
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
RaiseState = S_NULL

State S_SUPERMISSILE
SpriteName = HMST
SpriteFrame = A
Duration = 1
Next = S_SUPERMISSILE2
Action = A_ThrownRing
Var1 = 0
Var2 = 0

State S_SUPERMISSILE2
SpriteName = HMST
SpriteFrame = B
Duration = 1
Next = S_SUPERMISSILE3
Action = A_FindOtherPlayer
Var1 = 1000*FRACUNIT

State S_SUPERMISSILE3
SpriteName = HMST
SpriteFrame = C
Duration = 1
Next = S_SUPERMISSILE4
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1

State S_SUPERMISSILE4
SpriteName = HMST
SpriteFrame = D
Duration = 1
Next = S_SUPERMISSILE5
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1

State S_SUPERMISSILE5
SpriteName = HMST
SpriteFrame = E
Duration = 1
Next = S_SUPERMISSILE6
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1

State S_SUPERMISSILE6
SpriteName = HMST
SpriteFrame = F
Duration = 1
Next = S_SUPERMISSILE7
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1

State S_SUPERMISSILE7
SpriteName = HMST
SpriteFrame = G
Duration = 1
Next = S_SUPERMISSILE8
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1

State S_SUPERMISSILE8
SpriteName = HMST
SpriteFrame = A
Duration = 1
Next = S_SUPERMISSILE9
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1

State S_SUPERMISSILE9
SpriteName = HMST
SpriteFrame = B
Duration = 1
Next = S_SUPERMISSILE10
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1

State S_SUPERMISSILE10
SpriteName = HMST
SpriteFrame = C
Duration = 1
Next = S_SUPERMISSILE11
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1

State S_SUPERMISSILE11
SpriteName = HMST
SpriteFrame = D
Duration = 1
Next = S_SUPERMISSILE12
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1

State S_SUPERMISSILE12
SpriteName = HMST
SpriteFrame = E
Duration = 1
Next = S_SUPERMISSILE13
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1

State S_SUPERMISSILE13
SpriteName = HMST
SpriteFrame = F
Duration = 1
Next = S_SUPERMISSILE14
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1

State S_SUPERMISSILE14
SpriteName = HMST
SpriteFrame = G
Duration = 1
Next = S_SUPERMISSILE3
Action = A_HomingChase
Var1 = 18*FRACUNIT
Var2 = 1