#Psycho Cut stuff

Object MT_PSYCHOCUTPROJECTILE
SpawnState = S_PSYCHOCUTSHOT
SpawnHealth = 1
dispoffset = -4
DeathState = S_NULL
Height = 48*FRACUNIT
Radius = 80*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_FLOAT

State S_PSYCHOCUTSHOT
SpriteName = SPR_SYCT
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|A
Duration = 15
Next = S_PSYCHOCUTSHOT2
Var1 = 15
Var2 = 1

State S_PSYCHOCUTSHOT2
SpriteName = SPR_SYCT
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|A
Duration = 30
Next = S_PSYCHOCUTFADE1
Var1 = 15
Var2 = 2

State S_PSYCHOCUTFADE1
SpriteName = SPR_SYCT
SpriteFrame = FF_FULLBRIGHT|TR_TRANS30|A
Duration = 2
Next = S_PSYCHOCUTFADE2
Var1 = 0
Var2 = 0

State S_PSYCHOCUTFADE2
SpriteName = SPR_SYCT
SpriteFrame = FF_FULLBRIGHT|TR_TRANS30|B
Duration = 2
Next = S_PSYCHOCUTFADE3
Var1 = 0
Var2 = 0

State S_PSYCHOCUTFADE3
SpriteName = SPR_SYCT
SpriteFrame = FF_FULLBRIGHT|TR_TRANS30|C
Duration = 2
Next = S_NULL
Var1 = 0
Var2 = 0

Object MT_PSYCHOCUTFIELD
SpawnState = S_PSYCHOFIELDUP
SpawnHealth = 1
DeathState = S_NULL
Height = 64*FRACUNIT
Radius = 64*FRACUNIT
Flags = MF_NOGRAVITY|MF_FLOAT|MF_SCENERY|MF_NOCLIP|MF_NOCLIPHEIGHT

State S_PSYCHOFIELDUP
SpriteName = SPR_SYWV
SpriteFrame = FF_FULLBRIGHT|FF_PAPERSPRITE|FF_ANIMATE|A
Duration = 14
Next = S_NULL
Var1 = 6
Var2 = 2