Freeslot
S_LMTDRHO
S_LMTDRVE
S_LMTDRDI
SPR_LCDR


Object MT_LBLUEDR
#$Name Blue Dash Ring
#$Sprite LCDRD4
#$Category Dash Rings
#$Flags1Text Static
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 3214
SpawnState = S_LMTDRHO
Radius = 90*FRACUNIT
Height = 160*FRACUNIT
SpawnHealth = 1000
Mass = 40*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL

Object MT_LYELLDR
#$Name Yrllow Dash Ring
#$Sprite LCDRD2
#$Category Dash Rings
#$Flags1Text Static
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 3215
SpawnState = S_LMTDRHO
Radius = 90*FRACUNIT
Height = 160*FRACUNIT
SpawnHealth = 1000
Mass = 20*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL

Object MT_LREDDR
#$Name Red Dash Ring
#$Sprite LCDRD3
#$Category Dash Rings
#$Flags1Text Static
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 3216
SpawnState = S_LMTDRHO
Radius = 90*FRACUNIT
Height = 160*FRACUNIT
SpawnHealth = 1000
Mass = 30*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL


Object MT_LGREYDR
#$Name Grey Dash Ring
#$Sprite LCDRD1
#$Category Dash Rings
#$Flags1Text Static
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 3224
SpawnState = S_LMTDRHO
Radius = 90*FRACUNIT
Height = 160*FRACUNIT
SpawnHealth = 1000
Mass = 10*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL

Object MT_LBLUEDRDIAG
#$Name Blue Diagonal Dash Ring
#$Sprite LCDRD8
#$Category Dash Rings
#$Flags1Text Static
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 3217
SpawnHealth = 1000
SpawnState = S_LMTDRDI
Radius = 90*FRACUNIT
Height = 120*FRACUNIT
Mass = 40*FRACUNIT
Damage = 48*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL


Object MT_LYELLDRDIAG
#$Name Yellow Diagonal Dash Ring
#$Sprite LCDRD6
#$Category Dash Rings
#$Flags1Text Static
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 3218
SpawnState = S_LMTDRDI
Radius = 90*FRACUNIT
Height = 120*FRACUNIT
SpawnHealth = 1000
Mass = 20*FRACUNIT
Damage = 24*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL


Object MT_LREDDRDIAG
#$Name Red Diagonal Dash Ring
#$Sprite LCDRD7
#$Category Dash Rings
#$Flags1Text Static
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 3219
SpawnState = S_LMTDRDI
Radius = 90*FRACUNIT
Height = 120*FRACUNIT
SpawnHealth = 1000
Mass = 30*FRACUNIT
Damage = 36*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL

Object MT_LGREYDRDIAG
#$Name Grey Diagonal Dash Ring
#$Sprite LCDRD5
#$Category Dash Rings
#$Flags1Text Static
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 2125
SpawnState = S_LMTDRDI
Radius = 90*FRACUNIT
Height = 120*FRACUNIT
SpawnHealth = 1000
Mass = 10*FRACUNIT
Damage = 12*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL

Object MT_LBLUEDRVERT
#$Name Blue Vertical Dash Ring
#$Sprite LCDRH0
#$Category Dash Rings
#$Flags1Text Static
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 3220
SpawnState = S_LMTDRVE
Radius = 90*FRACUNIT
Height = 120*FRACUNIT
SpawnHealth = 1000
Damage = 48*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL

Object MT_LYELLDRVERT
#$Name Yellow Vertical Dash Ring
#$Sprite LCDRF0
#$Category Dash Rings
#$Flags1Text Static
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 3221
SpawnState = S_LMTDRVE
Radius = 90*FRACUNIT
Height = 120*FRACUNIT
SpawnHealth = 1000
Damage = 24*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL


Object MT_LREDDRVERT
#$Name Red Vertical Dash Ring
#$Sprite LCDRG0
#$Category Dash Rings
#$Flags1Text Static
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 3222
SpawnState = S_LMTDRVE
Radius = 90*FRACUNIT
Height = 120*FRACUNIT
SpawnHealth = 1000
Damage = 36*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL


Object MT_LGREYDRVERT
#$Name Grey Vertical Dash Ring
#$Sprite LCDRE0
#$Category Dash Rings
#$Flags1Text Static	
#$Flags4Text Move to center
#$Flags8Text Change direction
MapThingNum = 3223
SpawnState = S_LMTDRVE
Radius = 90*FRACUNIT
Height = 120*FRACUNIT
SpawnHealth = 1000
Damage = 12*FRACUNIT
Flags = MF_NOGRAVITY|MF_SPECIAL

State S_LMTDRHO
SpriteName = LCDR
SpriteFrame = A
Duration =  1
Next = S_LMTDRHO

State S_LMTDRVE
SpriteName = LCDR
SpriteFrame = C
Duration = 1
Next = S_LMTDRVE

State S_LMTDRDI
SpriteName = LCDR
SpriteFrame = B
Duration =  1
Next = S_LMTDRDI