#2.2 Spring Backport SOC by Chaobrother
Freeslot
MT_22_YELHORIZ
SPR_CSYH
S_22_YELHORIZ1
S_22_YELHORIZ2
S_22_YELHORIZ3
S_22_YELHORIZ4
S_22_YELHORIZ5
S_22_YELHORIZ6
S_22_YELHORIZ7
S_22_YELHORIZ8
MT_22_BLUHORIZ
SPR_CSBH
S_22_BLUHORIZ1
S_22_BLUHORIZ2
S_22_BLUHORIZ3
S_22_BLUHORIZ4
S_22_BLUHORIZ5
S_22_BLUHORIZ6
S_22_BLUHORIZ7
S_22_BLUHORIZ8
MT_22_REDHORIZ
SPR_CSRH
S_22_REDHORIZ1
S_22_REDHORIZ2
S_22_REDHORIZ3
S_22_REDHORIZ4
S_22_REDHORIZ5
S_22_REDHORIZ6
S_22_REDHORIZ7
S_22_REDHORIZ8
MT_22_YELDIAG
SPR_CSYD
S_22_YELDIAG1
S_22_YELDIAG2
S_22_YELDIAG3
S_22_YELDIAG4
S_22_YELDIAG5
S_22_YELDIAG6
S_22_YELDIAG7
S_22_YELDIAG8
MT_22_BLUDIAG
SPR_CSBD
S_22_BLUDIAG1
S_22_BLUDIAG2
S_22_BLUDIAG3
S_22_BLUDIAG4
S_22_BLUDIAG5
S_22_BLUDIAG6
S_22_BLUDIAG7
S_22_BLUDIAG8
MT_22_REDDIAG
SPR_CSRD
S_22_REDDIAG1
S_22_REDDIAG2
S_22_REDDIAG3
S_22_REDDIAG4
S_22_REDDIAG5
S_22_REDDIAG6
S_22_REDDIAG7
S_22_REDDIAG8
MT_22_YELSPRG
SPR_CSYV
S_22_YELSPRG
S_22_YELSPRG2
S_22_YELSPRG3
S_22_YELSPRG4
S_22_YELSPRG5
MT_22_BLUSPRG
SPR_CSBV
S_22_BLUSPRG
S_22_BLUSPRG2
S_22_BLUSPRG3
S_22_BLUSPRG4
S_22_BLUSPRG5
MT_22_REDSPRG
SPR_CSRV
S_22_REDSPRG
S_22_REDSPRG2
S_22_REDSPRG3
S_22_REDSPRG4
S_22_REDSPRG5

#Yellow Spring
Object MT_22_YELSPRG
#$Name SRB2 2.2 Vertical Yellow Spring
#$Sprite CSYVA0
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3950
SpawnState = S_22_YELSPRG
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 20*FRACUNIT
Damage = 0
ActiveSound = sfx_None
Flags = MF_SPRING|MF_SOLID
RaiseState = S_22_YELSPRG2

State S_22_YELSPRG
SpriteName = CSYV
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_YELSPRG2
SpriteName = CSYV
SpriteFrame = E
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_YELSPRG3

State S_22_YELSPRG3
SpriteName = CSYV
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELSPRG4

State S_22_YELSPRG4
SpriteName = CSYV
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELSPRG5

State S_22_YELSPRG5
SpriteName = CSYV
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELSPRG

#Yellow D-Spring

Object MT_22_YELDIAG
#$Name SRB2 2.2 Diagonal Yellow Spring
#$Sprite CSYDA2
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3953
SpawnState = S_22_YELDIAG1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 20*FRACUNIT
Damage = 20*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPRING|MF_SOLID
RaiseState = S_22_YELDIAG2

State S_22_YELDIAG1
SpriteName = CSYD
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_YELDIAG2
SpriteName = CSYD
SpriteFrame = B
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_YELDIAG3

State S_22_YELDIAG3
SpriteName = CSYD
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELDIAG4

State S_22_YELDIAG4
SpriteName = CSYD
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELDIAG5

State S_22_YELDIAG5
SpriteName = CSYD
SpriteFrame = E
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELDIAG6

State S_22_YELDIAG6
SpriteName = CSYD
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELDIAG7

State S_22_YELDIAG7
SpriteName = CSYD
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELDIAG8

State S_22_YELDIAG8
SpriteName = CSYD
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELDIAG1

#Yellow H-Spring

Object MT_22_YELHORIZ
#$Name SRB2 2.2 Horizontal Yellow Spring
#$Sprite CSYHA3A7
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3956
SpawnState = S_22_YELHORIZ1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 0*FRACUNIT
Damage = 36*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPRING|MF_NOGRAVITY|MF_SOLID
RaiseState = S_22_YELHORIZ2

State S_22_YELHORIZ1
SpriteName = CSYH
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_YELHORIZ2
SpriteName = CSYH
SpriteFrame = B
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ3

State S_22_YELHORIZ3
SpriteName = CSYH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ4

State S_22_YELHORIZ4
SpriteName = CSYH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ5

State S_22_YELHORIZ5
SpriteName = CSYH
SpriteFrame = E
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ6

State S_22_YELHORIZ6
SpriteName = CSYH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ7

State S_22_YELHORIZ7
SpriteName = CSYH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ8

State S_22_YELHORIZ8
SpriteName = CSYH
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ1

#Red Spring
Object MT_22_REDSPRG
#$Name SRB2 2.2 Vertical Red Spring
#$Sprite CSRVA0
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3951
SpawnState = S_22_REDSPRG
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 32*FRACUNIT
Damage = 0
ActiveSound = sfx_None
Flags = MF_SPRING|MF_SOLID
RaiseState = S_22_REDSPRG2

State S_22_REDSPRG
SpriteName = CSRV
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_REDSPRG2
SpriteName = CSRV
SpriteFrame = E
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_REDSPRG3

State S_22_REDSPRG3
SpriteName = CSRV
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDSPRG4

State S_22_REDSPRG4
SpriteName = CSRV
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDSPRG5

State S_22_REDSPRG5
SpriteName = CSRV
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDSPRG

#Red D-Spring
Object MT_22_REDDIAG
#$Name SRB2 2.2 Diagonal Red Spring
#$Sprite CSRDA2
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3954
SpawnState = S_22_REDDIAG1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 32*FRACUNIT
Damage = 32*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPRING|MF_SOLID
RaiseState = S_22_REDDIAG2

State S_22_REDDIAG1
SpriteName = CSRD
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_REDDIAG2
SpriteName = CSRD
SpriteFrame = B
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_REDDIAG3

State S_22_REDDIAG3
SpriteName = CSRD
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDDIAG4

State S_22_REDDIAG4
SpriteName = CSRD
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDDIAG5

State S_22_REDDIAG5
SpriteName = CSRD
SpriteFrame = E
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDDIAG6

State S_22_REDDIAG6
SpriteName = CSRD
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDDIAG7

State S_22_REDDIAG7
SpriteName = CSRD
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDDIAG8

State S_22_REDDIAG8
SpriteName = CSRD
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDDIAG1

#Red H-Spring
Object MT_22_REDHORIZ
#$Name SRB2 2.2 Horizontal Red Spring
#$Sprite CSRHA3A7
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3957
SpawnState = S_22_REDHORIZ1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 0*FRACUNIT
Damage = 72*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPRING|MF_NOGRAVITY|MF_SOLID
RaiseState = S_22_REDHORIZ2

State S_22_REDHORIZ1
SpriteName = CSRH
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_REDHORIZ2
SpriteName = CSRH
SpriteFrame = B
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ3

State S_22_REDHORIZ3
SpriteName = CSRH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ4

State S_22_REDHORIZ4
SpriteName = CSRH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ5

State S_22_REDHORIZ5
SpriteName = CSRH
SpriteFrame = E
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ6

State S_22_REDHORIZ6
SpriteName = CSRH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ7

State S_22_REDHORIZ7
SpriteName = CSRH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ8

State S_22_REDHORIZ8
SpriteName = CSRH
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ1

#Blue Spring
Object MT_22_BLUSPRG
#$Name SRB2 2.2 Vertical Blue Spring
#$Sprite CSBVA0
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3952
SpawnState = S_22_BLUSPRG
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 11*FRACUNIT
Damage = 0
ActiveSound = sfx_None
Flags = MF_SPRING|MF_SOLID
RaiseState = S_22_BLUSPRG2

State S_22_BLUSPRG
SpriteName = CSBV
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_BLUSPRG2
SpriteName = CSBV
SpriteFrame = E
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_BLUSPRG3

State S_22_BLUSPRG3
SpriteName = CSBV
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUSPRG4

State S_22_BLUSPRG4
SpriteName = CSBV
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUSPRG5

State S_22_BLUSPRG5
SpriteName = CSBV
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUSPRG

#Blue D-Spring
Object MT_22_BLUDIAG
#$Name SRB2 2.2 Diagonal Blue Spring
#$Sprite CSBDA2
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3955
SpawnState = S_22_BLUDIAG1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 11*FRACUNIT
Damage = 11*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPRING|MF_SOLID
RaiseState = S_22_BLUDIAG2

State S_22_BLUDIAG1
SpriteName = CSBD
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_BLUDIAG2
SpriteName = CSBD
SpriteFrame = B
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_BLUDIAG3

State S_22_BLUDIAG3
SpriteName = CSBD
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUDIAG4

State S_22_BLUDIAG4
SpriteName = CSBD
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUDIAG5

State S_22_BLUDIAG5
SpriteName = CSBD
SpriteFrame = E
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUDIAG6

State S_22_BLUDIAG6
SpriteName = CSBD
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUDIAG7

State S_22_BLUDIAG7
SpriteName = CSBD
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUDIAG8

State S_22_BLUDIAG8
SpriteName = CSBD
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUDIAG1

#Blue H-Spring
Object MT_22_BLUHORIZ
#$Name SRB2 2.2 Horizontal Blue Spring
#$Sprite CSBHA3A7
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3958
SpawnState = S_22_BLUHORIZ1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 0*FRACUNIT
Damage = 11*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPRING|MF_NOGRAVITY|MF_SOLID
RaiseState = S_22_BLUHORIZ2

State S_22_BLUHORIZ1
SpriteName = CSBH
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_BLUHORIZ2
SpriteName = CSBH
SpriteFrame = B
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ3

State S_22_BLUHORIZ3
SpriteName = CSBH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ4

State S_22_BLUHORIZ4
SpriteName = CSBH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ5

State S_22_BLUHORIZ5
SpriteName = CSBH
SpriteFrame = E
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ6

State S_22_BLUHORIZ6
SpriteName = CSBH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ7

State S_22_BLUHORIZ7
SpriteName = CSBH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ8

State S_22_BLUHORIZ8
SpriteName = CSBH
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ1