Freeslot
MT_OILFAN
S_OILFAN
SPR_OOWF
#MT_BADNIKSOL
#S_SOLPATROL
SPR_OSOL
SPR_SOLF
#MT_SOLFIRE
#S_SOLFIRE
MT_EMERALDPILLAR
S_EMERALDPILLAR
SPR_OOEM
MT_RUBYPILLAR
S_RUBYPILLAR1
S_RUBYPILLAR2
SPR_OORU
MT_AQUIS
SPR_AQUI
S_AQUIS
MT_GREENFIRE
S_GREENFIRE
SPR_GFIR

Object MT_OILFAN
#$Name Oil Ocean Fan
#$Sprite OOWFA0
#$Category OilOcean
MapThingNum = 3767
SpawnState = S_OILFAN
Radius = 32*FRACUNIT 
Height = 32*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY
SpawnHealth = 1000

State S_OILFAN
SpriteName = OOWF
SpriteFrame = FF_ANIMATE|A
Var1 = 3
Var2 = 2
Duration = -1

State S_SOLPATROL
SpriteName = OSOL
SpriteFrame = A
Duration = -1
Next = S_SOLPATROL

State S_SOLFIRE
SpriteName = SOLF
SpriteFrame = A
Var1 = 1
Duration = -1
Next = S_SOLFIRE

Object MT_EMERALDPILLAR
#$Name Oil Ocean Emerald Pillar
#$Sprite OOEMA0
#$Category OilOcean
MapThingNum = 3765
SpawnState = S_EMERALDPILLAR
Radius = 8*FRACUNIT 
Height = 90*FRACUNIT
Flags = MF_SCENERY
SpawnHealth = 1000

State S_EMERALDPILLAR
SpriteName = OOEM
SpriteFrame = FF_ANIMATE|A
Var1 = 9
Var2 = 3
Duration = -1
Next = S_EMERALDPILLAR

Object MT_RUBYPILLAR
#$Name Oil Ocean Ruby Pillar
#$Sprite OORUA0
#$Category OilOcean
MapThingNum = 3764
SpawnState = S_RUBYPILLAR1
Radius = 8*FRACUNIT 
Height = 90*FRACUNIT
Flags = MF_SCENERY
SpawnHealth = 1000

State S_RUBYPILLAR1
SpriteName = OORU
SpriteFrame = A
Duration = 35
Next = S_RUBYPILLAR2

State S_RUBYPILLAR2
SpriteName = OORU
SpriteFrame = FF_ANIMATE|B
Var1 = 6
Var2 = 2
Duration = 12
Next = S_RUBYPILLAR1

Object MT_AQUIS
#$Name AQUIS
#$Sprite AQUIA1
#$Category Badniks
MapThingNum = 3763
SpawnState = S_AQUIS
Radius = 32*FRACUNIT 
Height = 32*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY
SpawnHealth = 1000

State S_AQUIS
SpriteName = AQUI
SpriteFrame = A
Duration = -1
Next = S_AQUIS

Object MT_GREENFIRE
#$Name Green Fire
#$Sprite GFIRA0
#$Category Oil Ocean
MapThingNum = 3762
SpawnState = S_GREENFIRE
Radius = 64*FRACUNIT 
Height = 72*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY
SpawnHealth = 1000

State S_GREENFIRE
SpriteName = GFIR
SpriteFrame = FF_ANIMATE|A
Var1 = 3
Var2 = 2
Duration = -1
Next = S_GREENFIRE