#2.2 Spring Backport SOC by Chaobrother
#Edited by Lighto so it uses less sprites and states
Freeslot
SPR_CSCV
SPR_CSCH
SPR_CSCD
S_DIAGSPRINGM1
S_DIAGSPRINGM2
S_DIAGSPRINGS
S_HORISPRINGM1
S_HORISPRINGM2
S_HORISPRINGS
S_VERTSPRINGM1
S_VERTSPRINGM2
S_VERTSPRINGS

State S_VERTSPRINGS
SpriteName = CSCV
SpriteFrame = D
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_VERTSPRINGM1
SpriteName = CSCV
SpriteFrame = E
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_VERTSPRINGM2

State S_VERTSPRINGM2
SpriteName = CSCV
SpriteFrame = A|FF_ANIMATE
Duration = 1
Action = None
Var1 = 4
Var2 = 1
Next = S_VERTSPRINGS


State S_DIAGSPRINGS
SpriteName = CSCD
SpriteFrame = D
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_DIAGSPRINGM1
SpriteName = CSCD
SpriteFrame = E
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_DIAGSPRINGM2

State S_DIAGSPRINGM2
SpriteName = CSCD
SpriteFrame = A|FF_ANIMATE
Duration = 1
Action = None
Var1 = 4
Var2 = 1
Next = S_DIAGSPRINGS


State S_HORISPRINGS
SpriteName = CSCH
SpriteFrame = D
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_HORISPRINGM1
SpriteName = CSCH
SpriteFrame = E
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_HORISPRINGM2

State S_HORISPRINGM2
SpriteName = CSCH
SpriteFrame = A|FF_ANIMATE
Duration = 1
Action = None
Var1 = 4
Var2 = 1
Next = S_HORISPRINGS


#Grey Spring
Object MT_LMTGRESPRG
#$Name SRB2 2.2 Vertical Grey Spring
#$Sprite CSCEA4
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Align
#$Flags4Text Stop Movemnt
#$Flags8Text Change Direction
MapThingNum = 3580
SpawnState = S_VERTSPRINGS
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 = 6*FRACUNIT
Damage = 0
ActiveSound = sfx_None
Flags = MF_SPRING|MF_SOLID
RaiseState = S_VERTSPRINGM1


#Yellow Spring
Object MT_LMTYELSPRG
#$Name SRB2 2.2 Vertical Yellow Spring
#$Sprite CSCEA5
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Align
#$Flags4Text Stop Movemnt
#$Flags8Text Change Direction
MapThingNum = 3550
SpawnState = S_VERTSPRINGS
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_VERTSPRINGM1



#Red Spring
Object MT_LMTREDSPRG
#$Name SRB2 2.2 Vertical Red Spring
#$Sprite CSCEA6
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Align
#$Flags4Text Stop Movemnt
#$Flags8Text Change Direction
MapThingNum = 3551
SpawnState = S_VERTSPRINGS
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_VERTSPRINGM1


#Blue Spring
Object MT_LMTBLUSPRG
#$Name SRB2 2.2 Vertical Blue Spring
#$Sprite CSCEA7
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Align
#$Flags4Text Stop Movemnt
#$Flags8Text Change Direction
MapThingNum = 3552
SpawnState = S_VERTSPRINGS
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_VERTSPRINGM1


#Yellow D-Spring

Object MT_LMTYELDIAG
#$Name SRB2 2.2 Diagonal Yellow Spring
#$Sprite CSCEA1
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Cap Horizontal speed
#$Flags4Text Scale Vertical Speed
#$Flags8Text Change Direction
MapThingNum = 3553
SpawnState = S_DIAGSPRINGS
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_DIAGSPRINGM1


#Yellow H-Spring

Object MT_LMTYELHORIZ
#$Name SRB2 2.2 Horizontal Yellow Spring
#$Sprite CSCEB0
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Push
#$Flags4Text Force movement
#$Flags8Text Change Direction
MapThingNum = 3556
SpawnState = S_HORISPRINGS
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_HORISPRINGM1



#Red D-Spring
Object MT_LMTREDDIAG
#$Name SRB2 2.2 Diagonal Red Spring
#$Sprite CSCEA2
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Cap Horizontal Speed
#$Flags4Text Scale Vertical Speed
#$Flags8Text Change Direction
MapThingNum = 3554
SpawnState = S_DIAGSPRINGS
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_DIAGSPRINGM1


#Red H-Spring
Object MT_LMTREDHORIZ
#$Name SRB2 2.2 Horizontal Red Spring
#$Sprite CSCEB1
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Push
#$Flags4Text Force movement
#$Flags8Text Change Direction
MapThingNum = 3557
SpawnState = S_HORISPRINGS
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_HORISPRINGM1


#Blue D-Spring
Object MT_LMTBLUDIAG
#$Name SRB2 2.2 Diagonal Blue Spring
#$Sprite CSCEA3
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Cap Horizontal Speed
#$Flags4Text Scale Vertical Speed
#$Flags8Text Change Direction
MapThingNum = 3555
SpawnState = S_DIAGSPRINGS
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_DIAGSPRINGM1

#Blue H-Spring
Object MT_LMTBLUHORIZ
#$Name SRB2 2.2 Horizontal Blue Spring
#$Sprite CSCEB2
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Push
#$Flags4Text Force movement
#$Flags8Text Change Direction
MapThingNum = 3558
SpawnState = S_HORISPRINGS
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_HORISPRINGM1



#Yellow D-Spring

Object MT_LMTGREDIAG
#$Name SRB2 2.2 Diagonal Grey Spring
#$Sprite CSCEA0
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Cap Horizontal Speed
#$Flags4Text Scale Vertical Speed
#$Flags8Text Change Direction
MapThingNum = 3583
SpawnState = S_DIAGSPRINGS
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 = 6*FRACUNIT
Damage = 6*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPRING|MF_SOLID
RaiseState = S_DIAGSPRINGM1


#Yellow H-Spring

Object MT_LMTGREHORIZ
#$Name SRB2 2.2 Horizontal Grey Spring
#$Sprite CSCEA8
#$Category SRB2 2.2 Spring Backports
#$Flags1Text Push 
#$Flags4Text Force movement
#$Flags8Text Change Direction
MapThingNum = 3586
SpawnState = S_HORISPRINGS
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 = 9*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPRING|MF_NOGRAVITY|MF_SOLID
RaiseState = S_HORISPRINGM1

