FREESLOT
MT_FLOATRING
S_FLOATRING
MT_FLOATPITY
S_FLOATPITY
MT_FLOATDOUBLE
S_FLOATDOUBLE
MT_FLOATLIGHTNING
S_FLOATLIGHTNING
MT_FLOATBUBBLE
S_FLOATBUBBLE
MT_FLOATFIRE
S_FLOATFIRE
MT_FLOATARM
S_FLOATARM
MT_FLOAT1UP
S_FLOAT1UP
MT_FLOATSHOES
S_FLOATSHOES
MT_FLOATINVISIBLE
S_FLOATINVISIBLE
MT_FLOATEGGMAN
S_FLOATEGGMAN
MT_FLOATELEMENTAL
S_FLOATELEMENTAL
MT_FLOATMAGNET
S_FLOATMAGNET
MT_FLOATWHIRLWIND
S_FLOATWHIRLWIND
MT_FLOATSCORE1K
S_FLOATSCORE1K
MT_FLOATSCORE10K
S_FLOATSCORE10K
S_FLOATPOP
SPR_FLOT

State S_FLOATPOP
Action = A_MonitorPop
Duration = 10
Next = S_NULL

OBJECT MT_FLOATRING
#$Name Super Ring Capsule
#$Category Item Capsules
#$Sprite FLOTA0
MAPTHINGNUM = 3560
SPAWNSTATE = S_FLOATRING
PainState = S_FLOATRING
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_RING_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATRING
SpriteName = SPR_FLOT
SpriteFrame = A
Duration = -1
Next = S_FLOATRING

OBJECT MT_FLOATPITY
#$Name Pity Shield Capsule
#$Category Item Capsules
#$Sprite FLOTB0
MAPTHINGNUM = 3561
SPAWNSTATE = S_FLOATPITY
PainState = S_FLOATPITY
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_PITY_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATPITY
SpriteName = SPR_FLOT
SpriteFrame = B
Duration = -1
Next = S_FLOATPITY

OBJECT MT_FLOATDOUBLE
#$Name Force Shield Capsule
#$Category Item Capsules
#$Sprite FLOTC0
MAPTHINGNUM = 3562
SPAWNSTATE = S_FLOATDOUBLE
PainState = S_FLOATDOUBLE
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_FORCE_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATDOUBLE
SpriteName = SPR_FLOT
SpriteFrame = C
Duration = -1
Next = S_FLOATDOUBLE

OBJECT MT_FLOATLIGHTNING
#$Name Lightning Shield Capsule
#$Category Item Capsules
#$Sprite FLOTD0
MAPTHINGNUM = 3563
SPAWNSTATE = S_FLOATLIGHTNING
PainState = S_FLOATLIGHTNING
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_THUNDERCOIN_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATLIGHTNING
SpriteName = SPR_FLOT
SpriteFrame = D
Duration = -1
Next = S_FLOATLIGHTNING

OBJECT MT_FLOATBUBBLE
#$Name Bubble Shield Capsule
#$Category Item Capsules
#$Sprite FLOTE0
MAPTHINGNUM = 3564
SPAWNSTATE = S_FLOATBUBBLE
PainState = S_FLOATBUBBLE
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_BUBBLEWRAP_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATBUBBLE
SpriteName = SPR_FLOT
SpriteFrame = E
Duration = -1
Next = S_FLOATBUBBLE

OBJECT MT_FLOATFIRE
#$Name Flame Shield Capsule
#$Category Item Capsules
#$Sprite FLOTF0
MAPTHINGNUM = 3565
SPAWNSTATE = S_FLOATFIRE
PainState = S_FLOATFIRE
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_FLAMEAURA_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATFIRE
SpriteName = SPR_FLOT
SpriteFrame = F
Duration = -1
Next = S_FLOATFIRE

OBJECT MT_FLOATARM
#$Name Armageddon Shield Capsule
#$Category Item Capsules
#$Sprite FLOTG0
MAPTHINGNUM = 3566
SPAWNSTATE = S_FLOATARM
PainState = S_FLOATARM
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_ARMAGEDDON_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATARM
SpriteName = SPR_FLOT
SpriteFrame = G
Duration = -1
Next = S_FLOATARM

OBJECT MT_FLOAT1UP
#$Name Extra Life Capsule
#$Category Item Capsules
#$Sprite FLOTH0
MAPTHINGNUM = 3567
SPAWNSTATE = S_FLOAT1UP
PainState = S_FLOAT1UP
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_1UP_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOAT1UP
SpriteName = SPR_FLOT
SpriteFrame = H
Duration = -1
Next = S_FLOAT1UP

OBJECT MT_FLOATSHOES
#$Name Speed Sneakers Capsule
#$Category Item Capsules
#$Sprite FLOTI0
MAPTHINGNUM = 3568
SPAWNSTATE = S_FLOATSHOES
PainState = S_FLOATSHOES
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_SNEAKERS_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATSHOES
SpriteName = SPR_FLOT
SpriteFrame = I
Duration = -1
Next = S_FLOATSHOES

OBJECT MT_FLOATINVISIBLE
#$Name Invincibility Capsule
#$Category Item Capsules
#$Sprite FLOTJ0
MAPTHINGNUM = 3569
SPAWNSTATE = S_FLOATINVISIBLE
PainState = S_FLOATINVISIBLE
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_INVULN_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATINVISIBLE
SpriteName = SPR_FLOT
SpriteFrame = J
Duration = -1
Next = S_FLOATINVISIBLE

OBJECT MT_FLOATEGGMAN
#$Name Eggman Capsule
#$Category Item Capsules
#$Sprite FLOTK0
MAPTHINGNUM = 3570
SPAWNSTATE = S_FLOATEGGMAN
PainState = S_FLOATEGGMAN
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_EGGMAN_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATEGGMAN
SpriteName = SPR_FLOT
SpriteFrame = K
Duration = -1
Next = S_FLOATEGGMAN

OBJECT MT_FLOATELEMENTAL
#$Name Elemental Shield Capsule
#$Category Item Capsules
#$Sprite FLOTL0
MAPTHINGNUM = 3571
SPAWNSTATE = S_FLOATELEMENTAL
PainState = S_FLOATELEMENTAL
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_ELEMENTAL_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATELEMENTAL
SpriteName = SPR_FLOT
SpriteFrame = L
Duration = -1
Next = S_FLOATELEMENTAL

OBJECT MT_FLOATMAGNET
#$Name Attraction Shield Capsule
#$Category Item Capsules
#$Sprite FLOTM0
MAPTHINGNUM = 3572
SPAWNSTATE = S_FLOATMAGNET
PainState = S_FLOATMAGNET
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_ATTRACT_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATMAGNET
SpriteName = SPR_FLOT
SpriteFrame = M
Duration = -1
Next = S_FLOATMAGNET

OBJECT MT_FLOATWHIRLWIND
#$Name Whirlwind Shield Capsule
#$Category Item Capsules
#$Sprite FLOTN0
MAPTHINGNUM = 3573
SPAWNSTATE = S_FLOATWHIRLWIND
PainState = S_FLOATWHIRLWIND
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_WHIRLWIND_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATWHIRLWIND
SpriteName = SPR_FLOT
SpriteFrame = N
Duration = -1
Next = S_FLOATWHIRLWIND

OBJECT MT_FLOATSCORE1K
#$Name Score 1K Capsule
#$Category Item Capsules
#$Sprite FLOTO0
MAPTHINGNUM = 3574
SPAWNSTATE = S_FLOATSCORE1K
PainState = S_FLOATSCORE1K
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_SCORE1K_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATSCORE1K
SpriteName = SPR_FLOT
SpriteFrame = O
Duration = -1
Next = S_FLOATSCORE1K

OBJECT MT_FLOATSCORE10K
#$Name Score 10K Capsule
#$Category Item Capsules
#$Sprite FLOTP0
MAPTHINGNUM = 3575
SPAWNSTATE = S_FLOATSCORE10K
PainState = S_FLOATSCORE10K
DeathState = S_FLOATPOP
DeathSound = sfx_pop
SpawnHealth = 1
Height = 42*FRACUNIT
Radius = 20*FRACUNIT
Damage = MT_SCORE10K_ICON
FLAGS = MF_SHOOTABLE|MF_MONITOR|MF_NOGRAVITY

State S_FLOATSCORE10K
SpriteName = SPR_FLOT
SpriteFrame = P
Duration = -1
Next = S_FLOATSCORE10K
