#Level Headers!

Level TL
Levelname = Transfer Lock
Act = 0
Music = RVZALT
Keywords = TL
typeoflevel = Match,Tag
NextLevel = M5
RecordAttack = False
LevelSelect = 1
nozone = 1
Skynum = 4
SubTitle = Metroid Prime: Hunters
NoSSMusic = true

Level TM
Levelname = Deep Sea
Act = 4
Keywords = DSZ4
Music = DSZ4
MusicPostBoss = DSZ4
TypeOfLevel = Singleplayer,Co-op
NextLevel = 10
SkyNum = 8
LevelSelect = 0
SaveGame = true
BonusType = Boss
subtitle = A Metroid's Fate
ForceResetMusic = On
NoSSMusic = true
Hidden = true
HideInStats = true

Level TN
Levelname = Arid Canyon
Act = 4
Keywords = ACZ4
Music = ACZ4
MusicPostBoss = DSZ4
TypeOfLevel = Singleplayer,Co-op
NextLevel = 16
SkyNum = 159
LevelSelect = 0
SaveGame = true
BonusType = Boss
StartRings = 25
subtitle = Hunted
ForceResetMusic = On
WarningTitle = true
NoSSMusic = true
HideInStats = true
Hidden = true

Level TS
Levelname = Safe Save Loading
Act = 0
Music = None
Keywords = SafeZone
TypeOfLevel = Singleplayer,Co-op
NoTitleCard = true
NoVisitNeeded = true
BonusType = None
NextLevel = 1
SkyNum = 1
SaveGame = false
subtitle = For lag-related save crashes
NoSSMusic = true
Hidden = false
HideInStats = true

#Level TO
#Levelname = Red Volcano
#Act = 4
#Music = RVZ1
#MusicPostBoss = RVZ1
#TypeOfLevel = Singleplayer,Co-op
#NextLevel = 22
#SkyNum = 159
#LevelSelect = 0
#SaveGame = true
#StartRings = 45
#ForceResetMusic = On
#NoSSMusic = true
#HideInStats = true
#Hidden = true
#NoTitleCard = true

Level 28
Levelname = Black Core
Act = 4
Keywords = BCZ4
Music = VSBRAK
TypeOfLevel = Singleplayer,Co-op
NextLevel = ENDING
SkyNum = 22
RecordAttack = false
LevelSelect = 0
SaveGame = true
Hidden = true
BonusType = Boss
SkyboxScale = 64
StartRings = 50
ForceResetMusic = On
WarningTitle = true

FREESLOT
SKINCOLOR_POWERSUIT
SKINCOLOR_VARIASUIT
SKINCOLOR_GRAVITYSUIT
SKINCOLOR_OGGRAVITYSUIT
SKINCOLOR_POWERBEAM
SKINCOLOR_PLASMABURNED
S_SAMUFIRE
S_SAMUMB1
S_SAMUMB2
S_SAMUMB3
S_SAMUMB4
S_SAMDEAD1
S_SAMDEAD2
S_SAMDEAD3
S_SAMDEAD4
S_SAMDEAD5
S_PBSHOT1
S_PBSHOT2
S_PBSHOT3
S_PBSHOT4
S_PBSHOT5
S_PBSHOT6
S_PBXP1
S_PBXP2
S_PBXP3
S_PBXP4
S_PBXP5
S_PBXP6
S_SAMMONBREAKER
S_PBCHARGESHOT1
S_PBCHARGESHOT2
S_PBCHARGESHOTE
S_SAMCHARGEGFX1
S_SAMCHARGEGFX2
S_SAMCHARGEGFX3
S_SAMCHARGEGFX4
S_PBCHARGESHOTT1
S_PBCHARGESHOTT2
S_PBCHARGESHOTT3
S_SPSHOT1
S_SPSHOT2
S_SPXP1
S_SPXP2
S_SPXP3
S_SPXP4
S_SPXP5
S_SPXP6
S_SPXP7
S_SPXP8
S_SPXP9
S_SPXP10
S_WVSHOT1
S_WVSHOT2
S_WVXP1
S_WVXP2
S_WVXP3
S_WVXP4
S_WVXP5
S_WAVESTUNNER
S_ICSHOT1
S_ICSHOT2
S_ICXP1
S_ICXP2
S_ICXP3
S_ICXP4
S_ICXP5
S_FREEZETRACKER
S_ICBLOCK
S_ICBLOCK2
S_PLSHOT1
S_PLSHOT2
S_PLXP1
S_PLXP2
S_PLXP3
S_HBSHOT3
S_HBXP1
S_HBXP2
S_HBXP3
S_HBXP4
S_HBXP5
S_HBXP6
S_HBXP7
S_HBXP8
S_HBXP9
S_HBXP10
S_HBXP11
S_SAMMISSILE1
S_SAMMISSILE2
S_SAMMISSILEE
S_SAMMISSILEE2
S_MSMK1
S_MSMK2
S_MSMK3
S_MSMK4
S_MSMK5
S_MSMK6
S_SAMUSSHIP
S_SAMEXPLODE11
S_SAMEXPLODE12
S_SAMEXPLODE13
S_SAMEXPLODE14
S_SAMEXPLODE15
S_SAMEXPLODE16
S_SAMEXPLODE17
S_SAMEXPLODE18
S_SAMEXPLODE19
S_SAMEXPLODE100
S_SAMEXPLODE101
S_SAMEXPLODE102
S_SAMEXPLODE103
S_SAMEXPLODE104
S_SAMEXPLODE105
S_SAMEXPLODE106
S_SAMEXPLODE107
S_SAMEXPLODE21
S_SAMEXPLODE22
S_SAMEXPLODE23
S_SAMEXPLODE24
S_SAMEXPLODE25
S_SAMEXPLODE26
S_SAMEXPLODE27
S_SAMEXPLODE28
S_SAMEXPLODE29
S_SAMEXPLODE200
S_SAMEXPLODE201
S_SAMEXPLODE202
S_SAMEXPLODE203
S_SAMSUPERMISSILE1
S_SAMSUPERMISSILE2
S_SAMSUPERMISSILEE
S_SAMMORPHB1
S_SAMMORPHB2
S_SAMMORPHBOMB1
S_SAMMORPHBOMB2
S_SAMMORPHBOMB3
S_SAMMORPHBOMB4
S_SAMMORPHBOMB5
S_SAMMORPHBOMB6
S_SAMMORPHBOMB7
S_SAMMORPHBOMB8
S_SAMMBOP1
S_SAMMBOP2
S_SAMMBOP3
S_SAMMBOP4
S_SAMMBOP5
S_SAMMBOP6
S_SAMMBOP7
S_SAMMBOP8
S_SAMPOWERBOMB1
S_SAMPOWERBOMB1A
S_SAMPOWERBOMB2
S_SAMPOWERBOMB3
S_SAMPOWERBOMB4
S_SAMPOWERBOMB5
S_SAMPOWERBOMB6
S_SAMSHATTERFOF
S_SAMSPAWNITEM1
S_SAMSPAWNITEM2
S_SAMSPAWNITEM3
S_SMONTRACKER
S_SAMWINDLINE1S
S_SAMWINDLINE2S
S_SAMWINDLINE3S
S_SAMWINDLINE4S
S_MPKU1
S_MPKU2
S_MPKU3
S_MPKU4
S_SPKU1
S_SPKU2
S_PBOM1
S_PBOM2
S_NRGA1
S_NRGA2
S_NRGA3
S_NRGA4
S_NRGB1
S_NRGB2
S_NRGB3
S_NRGB4
S_NRGD1
S_NRGD2
S_NRGD3
S_NRGD4
S_MTNK1
S_MTNK2
S_MTNK3
S_MTNK4
S_MTNK5
S_MTNK6
S_STNK1
S_STNK2
S_STNK3
S_STNK4
S_STNK5
S_STNK6
S_PTNK1
S_PTNK2
S_PTNK3
S_PTNK4
S_PTNK5
S_PTNK6
S_SPBS1
S_SPBS2
S_BSBL1
S_SPBL1
S_SPBL2
S_VRST1
S_VRST2
S_GVST1
S_GVST2
S_PWGRP
S_SATK1
S_SATK2
S_SATK3
S_SATK4
S_SPDRBL1
S_SPDRBL2
S_SJMP
S_ENGTNK
S_SAMWALLJUMP4
S_SAMWALLJUMP5
S_SAMWALLJUMP6
S_SAMWALLJUMPS
S_CHBM
S_SPBM
S_WVBM
S_ICBM
S_PLBM
S_PBEXPAND1
S_PBEXPAND2
S_PBEXPANDI1
S_PBEXPANDI2
S_PBEXPANDW
S_MPR1A
S_MPR1B
S_MPR1C
S_MPR2A
S_MPR2B
S_MPR2C
S_MPR2D
S_MPR3A
S_MPR3B
S_MPR3C
S_MPR3D
S_MPR4A
S_MPR4B
S_MPR4C
S_MPR4D
S_MPR4E
S_MPR4F
S_MPR5A
S_MPR5B
S_MPR5C
S_MPR5D
S_MPR5E
S_MPR6A
S_MPR6B
S_MPR6C
S_MPR6D
S_MPR6E
S_MPR7A
S_MPR7B
S_MPR7C
S_MPR7D
S_MPR8A
S_MPR8B
S_MPR9A
S_MPR9B
S_MPR9C
S_MPR9D
S_MPR9E
S_MPR9F
S_MPR9G
S_ICCMXP1
S_ICCMXP2
S_ICCMXP3
S_ICCMXP4
S_ICCMXP5
S_ICCMXP6
S_ICCMXP7
S_ICCMXP8
S_SPACEJUMPWAVE1
S_SPACEJUMPWAVE2
S_SPACEJUMPWAVE3
S_SPACEJUMPWAVE4
S_SPACEJUMPWAVE5
S_SPACEJUMPWAVE6
S_SAMZAP1
S_SAMZAP2
S_SAMZAP3
S_SAMZAP4
S_MINIEXP1
S_MINIEXP2
S_MINIEXP3
S_MINIEXP4
S_MINIEXP5
S_MINIEXP6
S_MINIFIR1
S_MINIFIR2
S_MINIFIR3
S_MINIFIR4
S_MINIFIR5
S_MINIFIR6
S_MINIFIR7
S_MINIFIR8
S_METRING1
S_METRING2
S_METRING3
S_METRING4
S_METRING5
S_METRING6
S_METRING7
S_METRING8
S_METBOX1
S_METBOX2
S_METBOX3
S_THOKGLOW
S_ZEROSUITANIM0
S_ZEROSUITANIM1
S_ZEROSUITANIM2
S_ZEROSUITANIM3
S_ZEROSUITANIM4
S_ZEROSUITANIM5
S_ZEROSUITANIM6
S_MRLVEGG1
S_MRLVEGG2
S_MRLVEGG3
S_MRLVEGG4
S_MRLVEGGHATCH1
S_MRLVEGGHATCH2
S_MRLVEGGHATCHD
S_MLRV1
S_MLRVD
S_MTRD1
S_MSPR1
S_MTRDFROZEN
S_MTRDDEAD1
S_MTRDDEAD2
S_OMGM1
S_OMGM2
S_OMGMD
S_OMGSLASH
S_METROIDSHELL
S_SAMUSBONUS1
S_SAMUSBONUS2
S_SAMUSBONUS3
S_SAMUSBONUS4
S_ATHOLO
S_BLUEPHAZFLAME
S_PZ_SHADOW
S_PZ_HIDE
S_PZ_LOOK
S_PZ_FLOAT
S_PZ_SHOOT
S_PZ_ROLL
S_PZ_PAIN
S_PZTARGET
S_PZBARRIER1
S_PZBARRIER2
S_PZBARRIER3
S_PZ_REMAINS1
S_PZ_REMAINS2
S_PZ_REMAINS3
S_HUNTERSMISSILE1
S_HUNTERSMISSILE2
S_HUNTERSMISSILE3
S_HUNTERSMISSILE4
S_SAMUSSAVESTATION
SPR_SAMP
SPR_PBCS
SPR_PBSH
SPR_PBXP
SPR_SZSH
SPR_SPXP
SPR_WVSH
SPR_WVXP
SPR_ICSH
SPR_ICXP
SPR_PLXP
SPR_HBXP
SPR_MSSH
SPR_MSMK
SPR_SMSL
SPR_PMSL
SPR_PMSE
SPR_MXP4
SPR_PBCX
SPR_MBOM
SPR_MBOP
SPR_PBCH
SPR_MPKU
SPR_SPKU
SPR_PBOM
SPR_NRGA
SPR_NRGB
SPR_NRGD
SPR_MTNK
SPR_STNK
SPR_PTNK
SPR_PWBM
SPR_SPBS
SPR_BSBL
SPR_BBTR
SPR_SPBL
SPR_GVST
SPR_SAMU
SPR_SJMP
SPR_ETNK
SPR_CHBM
SPR_SPBM
SPR_WVBM
SPR_ICBM
SPR_PLBM
SPR_YGTL
SPR_YGTM
SPR_YGT8
SPR_MPR1
SPR_MPR2
SPR_MPR3
SPR_MPR4
SPR_MPR5
SPR_MPR6
SPR_MPR7
SPR_MPR8
SPR_MPR9
SPR_ZSSA
SPR_SMSL
SPR_MLRE
SPR_MLRV
SPR_MSPR
SPR_MTRD
SPR_PHAZ
SPR_BLAM
SPR_SW79
SPR_OMGM

#Add the Vanguard Hunters gametype!

GameType HUNTERS
TypeOfLevel = Match
Identifier = "HUNTERS"
Rules = GTR_SPECTATORS|GTR_POINTLIMIT|GTR_TIMELIMIT|GTR_SPAWNINVUL|GTR_DEATHPENALTY|GTR_DEATHMATCHSTARTS|GTR_HURTMESSAGES|GTR_POWERSTONES|GTR_FIRSTPERSON|GTR_RINGSLINGER
IntermissionType = int_match
DefaultPointLimit = 5000
DefaultTimeLimit = 10
HeaderLeftColor = 59
HeaderRightColor = 58
Description = Power up and overwhelm all other hunters! Gain points from the amount of damage dealt. Balance fighting for points with powering up to determine who's the^2 ultimate bounty hunter!
#

SKINCOLOR SKINCOLOR_PLASMABURNED
NAME = PLASMABURNED
RAMP = 31,239,45,46,47,30,31,31,30,199,199,254,71,31,31,31
INVCOLOR = SKINCOLOR_BLACK
INVSHADE = 42
CHATCOLOR = V_REDMAP
ACCESSIBLE = TRUE

SKINCOLOR SKINCOLOR_POWERSUIT
NAME = POWERSUIT
RAMP = 80,81,83,84,64,64,64,65,65,66,66,67,68,69,70,71
INVCOLOR = SKINCOLOR_BLACK
INVSHADE = 14
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = TRUE

SKINCOLOR SKINCOLOR_VARIASUIT
NAME = VARIASUIT
RAMP = 80,48,49,50,52,53,53,54,55,56,57,58,59,61,63,71
INVCOLOR = SKINCOLOR_COBALT
INVSHADE = 14
CHATCOLOR = V_ORANGEMAP
ACCESSIBLE = TRUE

SKINCOLOR SKINCOLOR_GRAVITYSUIT
NAME = GRAVITYSUIT
RAMP = 144,160,161,192,192,193,193,194,194,195,195,196,197,198,169,187
INVCOLOR = SKINCOLOR_COBALT
INVSHADE = 13
CHATCOLOR = V_PURPLEMAP
ACCESSIBLE = TRUE

SKINCOLOR SKINCOLOR_OGGRAVITYSUIT
NAME = OGGRAVITYSUIT
RAMP = 200,176,178,179,180,180,181,181,183,183,184,184,185,185,186,186
INVCOLOR = SKINCOLOR_BLACK
INVSHADE = 15
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = TRUE

SKINCOLOR SKINCOLOR_POWERBEAM
NAME = POWERBEAM
RAMP = 80,81,82,83,84,49,51,53,55,57,58,59,60,62,63,71
INVCOLOR = SKINCOLOR_BLACK
INVSHADE = 15
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = TRUE

FRAME S_SAMUFIRE
SPRITENAME = SPR_SAMU
SPRITEFRAME = A
DURATION = 12
NEXT = S_PLAY_FALL

FRAME S_SAMUMB1
SPRITENAME = SPR_SAMU
SPRITEFRAME = B
DURATION = 1
NEXT = S_SAMUMB2

FRAME S_SAMUMB2
SPRITENAME = SPR_SAMU
SPRITEFRAME = C
DURATION = 1
NEXT = S_SAMUMB3

FRAME S_SAMUMB3
SPRITENAME = SPR_SAMU
SPRITEFRAME = D
DURATION = 1
NEXT = S_SAMUMB4

FRAME S_SAMUMB4
SPRITENAME = SPR_SAMU
SPRITEFRAME = E
DURATION = 1
NEXT = S_SAMUMB1

FRAME S_SAMDEAD1
SPRITENAME = SPR_PLAY
SPRITEFRAME = SPR2_DEAD
DURATION = 21
NEXT = S_SAMDEAD2

FRAME S_SAMDEAD2
SPRITENAME = SPR_PLAY
SPRITEFRAME = SPR2_DEAD
DURATION = 9
NEXT = S_SAMDEAD3

FRAME S_SAMDEAD3
SPRITENAME = SPR_PLAY
SPRITEFRAME = SPR2_DEAD
DURATION = 5
NEXT = S_SAMDEAD4

FRAME S_SAMDEAD4
SPRITENAME = SPR_PLAY
SPRITEFRAME = SPR2_DEAD
DURATION = 4
NEXT = S_SAMDEAD5

FRAME S_SAMDEAD5
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = -1
NEXT = S_PLAY_FALL

Thing MT_PBSHOT
MAPTHINGNUM = -1
SPAWNSTATE = S_PBSHOT1
SPAWNHEALTH = 1000
SEESTATE = S_PBSHOT1
DEATHSTATE = S_PBXP1
SPEED = 99*FRACUNIT
RADIUS = 15*FRACUNIT
HEIGHT = 27*FRACUNIT
MASS = 100
DAMAGE = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE

FRAME S_PBSHOT1
SPRITENAME = SPR_PBSH
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 1
NEXT = S_PBSHOT2

FRAME S_PBSHOT2
SPRITENAME = SPR_PBSH
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 1
NEXT = S_PBSHOT3

FRAME S_PBSHOT3
SPRITENAME = SPR_PBSH
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 1
NEXT = S_PBSHOT4

FRAME S_PBSHOT4
SPRITENAME = SPR_PBSH
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 1
NEXT = S_PBSHOT5

FRAME S_PBSHOT5
SPRITENAME = SPR_PBSH
SPRITEFRAME = E|FF_FULLBRIGHT
DURATION = 1
NEXT = S_PBSHOT6

FRAME S_PBSHOT6
SPRITENAME = SPR_PBSH
SPRITEFRAME = F|FF_FULLBRIGHT
DURATION = 1
NEXT = S_PBSHOT1

FRAME S_PBXP1
SPRITENAME = SPR_PBXP
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 1
NEXT = S_PBXP2

FRAME S_PBXP2
SPRITENAME = SPR_PBXP
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 1
NEXT = S_PBXP3

FRAME S_PBXP3
SPRITENAME = SPR_PBXP
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 1
NEXT = S_PBXP4

FRAME S_PBXP4
SPRITENAME = SPR_PBXP
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS10
DURATION = 1
NEXT = S_PBXP5

FRAME S_PBXP5
SPRITENAME = SPR_PBXP
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS20
DURATION = 1
NEXT = S_PBXP6

FRAME S_PBXP6
SPRITENAME = SPR_PBXP
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS30
DURATION = 1
NEXT = S_NULL

Thing MT_PBCHARGESHOT
MAPTHINGNUM = -1
SPAWNSTATE = S_PBCHARGESHOT1
SPAWNHEALTH = 1000
SEESTATE = S_PBCHARGESHOT1
SEESOUND = sfx_pbchaf
DEATHSTATE = S_PBCHARGESHOTE
SPEED = 105*FRACUNIT
RADIUS = 31*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE

FRAME S_PBCHARGESHOT1
SPRITENAME = SPR_PBCS
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS10
DURATION = -1
NEXT = S_PBCHARGESHOT2

FRAME S_PBCHARGESHOT2
SPRITENAME = SPR_PBCS
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS20
DURATION = -1
NEXT = S_PBCHARGESHOT1

FRAME S_PBCHARGESHOTE
SPRITENAME = SPR_NULL
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS20
DURATION = 50
NEXT = S_NULL

Thing MT_SAMCHARGEGFX
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMCHARGEGFX1
DEATHSTATE = S_NULL
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIP|MF_NOCLIPHEIGHT

FRAME S_SAMCHARGEGFX1
SPRITENAME = SPR_PBCH
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS20
DURATION = 3
NEXT = S_SAMCHARGEGFX2

FRAME S_SAMCHARGEGFX2
SPRITENAME = SPR_PBCH
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS40
DURATION = 3
NEXT = S_SAMCHARGEGFX3

FRAME S_SAMCHARGEGFX3
SPRITENAME = SPR_PBCH
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS60
DURATION = 3
NEXT = S_SAMCHARGEGFX4

FRAME S_SAMCHARGEGFX4
SPRITENAME = SPR_PBCH
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS80
DURATION = 3
NEXT = S_NULL

Thing MT_PBCHARGESHOTT
MAPTHINGNUM = -1
SPAWNSTATE = S_PBCHARGESHOTT1
SPAWNHEALTH = 1000
DEATHSTATE = S_NULL
RADIUS = 29*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_NOCLIP

FRAME S_PBCHARGESHOTT1
SPRITENAME = SPR_PBCS
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS60
DURATION = 2
NEXT = S_PBCHARGESHOTT2

FRAME S_PBCHARGESHOTT2
SPRITENAME = SPR_PBSH
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS60
DURATION = 3
NEXT = S_PBCHARGESHOTT3

FRAME S_PBCHARGESHOTT3
SPRITENAME = SPR_PBSH
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS70
DURATION = 3
NEXT = S_NULL

Thing MT_SAMMONBREAKER
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMMONBREAKER
SPAWNHEALTH = 1000
DEATHSTATE = S_NULL
SPEED = 2
RADIUS = 50*FRACUNIT
HEIGHT = 50*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_MISSILE

FRAME S_SAMMONBREAKER
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 2
NEXT = S_NULL

Thing MT_SPSHOT
MAPTHINGNUM = -1
SPAWNSTATE = S_SPSHOT1
SPAWNHEALTH = 1000
SEESTATE = S_SPSHOT1
DEATHSTATE = S_SPXP1
SPEED = 90*FRACUNIT
RADIUS = 18*FRACUNIT
HEIGHT = 13*FRACUNIT
MASS = 100
DAMAGE = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE

Thing MT_SPCHARGESHOT
MAPTHINGNUM = -1
SPAWNSTATE = S_SPSHOT1
SPAWNHEALTH = 1000
SEESTATE = S_SPSHOT1
DEATHSTATE = S_SPXP1
SPEED = 90*FRACUNIT
RADIUS = 18*FRACUNIT
HEIGHT = 13*FRACUNIT
DAMAGE = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE

Thing MT_SPCHARGECOMBO
MAPTHINGNUM = -1
SPAWNSTATE = S_MPR9A
SPAWNHEALTH = 1000
SEESTATE = S_MPR9A
DEATHSTATE = S_SPXP1
SPEED = 80*FRACUNIT
RADIUS = 20*FRACUNIT
HEIGHT = 2*FRACUNIT
DAMAGE = 2
FLAGS = MF_NOGRAVITY|MF_MISSILE

FRAME S_SPSHOT1
SPRITENAME = SPR_SZSH
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SPSHOT2

FRAME S_SPSHOT2
SPRITENAME = SPR_SZSH
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS10
DURATION = 2
NEXT = S_SPSHOT1

FRAME S_SPXP1
SPRITENAME = SPR_SPXP
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 1
NEXT = S_SPXP2

FRAME S_SPXP2
SPRITENAME = SPR_SPXP
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS10
DURATION = 1
NEXT = S_SPXP3

FRAME S_SPXP3
SPRITENAME = SPR_SPXP
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS20
DURATION = 2
NEXT = S_SPXP4

FRAME S_SPXP4
SPRITENAME = SPR_SPXP
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS30
DURATION = 2
NEXT = S_SPXP5

FRAME S_SPXP5
SPRITENAME = SPR_SPXP
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS40
DURATION = 2
NEXT = S_SPXP6

FRAME S_SPXP6
SPRITENAME = SPR_SPXP
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS50
DURATION = 2
NEXT = S_SPXP7

FRAME S_SPXP7
SPRITENAME = SPR_SPXP
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS60
DURATION = 2
NEXT = S_SPXP8

FRAME S_SPXP8
SPRITENAME = SPR_SPXP
SPRITEFRAME = H|FF_FULLBRIGHT|TR_TRANS70
DURATION = 2
NEXT = S_SPXP9

FRAME S_SPXP9
SPRITENAME = SPR_SPXP
SPRITEFRAME = I|FF_FULLBRIGHT|TR_TRANS80
DURATION = 2
NEXT = S_SPXP10

FRAME S_SPXP10
SPRITENAME = SPR_SPXP
SPRITEFRAME = J|FF_FULLBRIGHT|TR_TRANS90
DURATION = 2
NEXT = S_NULL

Thing MT_WVSHOT
MAPTHINGNUM = -1
SPAWNSTATE = S_WVSHOT1
SPAWNHEALTH = 1000
SEESTATE = S_WVSHOT1
DEATHSTATE = S_WVXP1
SPEED = 78*FRACUNIT
RADIUS = 26*FRACUNIT
HEIGHT = 28*FRACUNIT
ACTIVESOUND = sfx_wvbc
MASS = 100
DAMAGE = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE|MF_BOUNCE|MF_GRENADEBOUNCE

Thing MT_WVCHARGESHOT
MAPTHINGNUM = -1
SPAWNSTATE = S_WVSHOT1
SPAWNHEALTH = 1000
SEESTATE = S_WVSHOT1
DEATHSTATE = S_WVXP1
SPEED = 78*FRACUNIT
RADIUS = 36*FRACUNIT
HEIGHT = 35*FRACUNIT
ACTIVESOUND = sfx_wvbc
MASS = 100
DAMAGE = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE

FRAME S_WVSHOT1
SPRITENAME = SPR_WVSH
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS40
DURATION = 2
NEXT = S_WVSHOT2

FRAME S_WVSHOT2
SPRITENAME = SPR_WVSH
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS20
DURATION = 2
NEXT = S_WVSHOT1

FRAME S_WVXP1
SPRITENAME = SPR_WVXP
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 4
NEXT = S_WVXP2

FRAME S_WVXP2
SPRITENAME = SPR_WVXP
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS20
DURATION = 4
NEXT = S_WVXP3

FRAME S_WVXP3
SPRITENAME = SPR_WVXP
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS30
DURATION = 4
NEXT = S_WVXP4

FRAME S_WVXP4
SPRITENAME = SPR_WVXP
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS50
DURATION = 5
NEXT = S_WVXP5

FRAME S_WVXP5
SPRITENAME = SPR_WVXP
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS70
DURATION = 7
NEXT = S_NULL

Thing MT_WAVESTUNNER
MAPTHINGNUM = -1
SPAWNSTATE = S_WAVESTUNNER
DEATHSTATE = S_NULL
SPEED = 0
RADIUS = 18*FRACUNIT
HEIGHT = 18*FRACUNIT
DAMAGE = 1
FLAGS = MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP

FRAME S_WAVESTUNNER
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 150
NEXT = S_NULL

Thing MT_DUSTTRACKER
MAPTHINGNUM = -1
SPAWNSTATE = S_WAVESTUNNER
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT

Thing MT_ICSHOT
MAPTHINGNUM = -1
SPAWNSTATE = S_ICSHOT1
SPAWNHEALTH = 1000
SEESTATE = S_ICSHOT1
DEATHSTATE = S_ICXP1
SPEED = 62*FRACUNIT
RADIUS = 17*FRACUNIT
HEIGHT = 18*FRACUNIT
DEATHSOUND = sfx_icfr
MASS = 100
DAMAGE = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE

Thing MT_ICCHARGESHOT
MAPTHINGNUM = -1
SPAWNSTATE = S_ICSHOT1
SPAWNHEALTH = 1000
SEESTATE = S_ICSHOT1
DEATHSTATE = S_ICXP1
SPEED = 55*FRACUNIT
RADIUS = 9*FRACUNIT
HEIGHT = 9*FRACUNIT
DEATHSOUND = sfx_icfr
MASS = 100
DAMAGE = 1
FLAGS = MF_MISSILE

FRAME S_ICSHOT1
SPRITENAME = SPR_ICSH
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS20
DURATION = 2
NEXT = S_ICSHOT2

FRAME S_ICSHOT2
SPRITENAME = SPR_ICSH
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS20
DURATION = 2
NEXT = S_ICSHOT1

FRAME S_ICXP1
SPRITENAME = SPR_ICXP
SPRITEFRAME = A|TR_TRANS30
DURATION = 4
NEXT = S_ICXP2

FRAME S_ICXP2
SPRITENAME = SPR_ICXP
SPRITEFRAME = B|TR_TRANS30
DURATION = 4
NEXT = S_ICXP3

FRAME S_ICXP3
SPRITENAME = SPR_ICXP
SPRITEFRAME = C|TR_TRANS30
DURATION = 4
NEXT = S_ICXP4

FRAME S_ICXP4
SPRITENAME = SPR_ICXP
SPRITEFRAME = D|TR_TRANS30
DURATION = 5
NEXT = S_ICXP5

FRAME S_ICXP5
SPRITENAME = SPR_ICXP
SPRITEFRAME = E|TR_TRANS40
DURATION = 7
NEXT = S_NULL

Thing MT_FREEZETRACKER
MAPTHINGNUM = -1
SPAWNSTATE = S_ICBLOCK
FLAGS = MF_NOGRAVITY|MF_NOSECTOR|MF_NOCLIP|MF_NOCLIPHEIGHT

FRAME S_FREEZETRACKER
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 2
NEXT = S_NULL

Thing MT_ICBLOCK
MAPTHINGNUM = -1
SPAWNSTATE = S_ICBLOCK
SPAWNHEALTH = 1000
DEATHSTATE = S_ICXP1
SPEED = 0
RADIUS = 15*FRACUNIT
HEIGHT = 29*FRACUNIT
DispOffset = 1
FLAGS = MF_NOGRAVITY|MF_SOLID|MF_NOCLIPHEIGHT

FRAME S_ICBLOCK
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 1050
NEXT = S_ICXP1

FRAME S_ICBLOCK2
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 130
NEXT = S_ICXP1

Thing MT_PLSHOT
MAPTHINGNUM = -1
SPAWNSTATE = S_PLSHOT1
SPAWNHEALTH = 1000
SEESTATE = S_PLSHOT1
DEATHSTATE = S_PLXP1
SPEED = 160*FRACUNIT
RADIUS = 19*FRACUNIT
HEIGHT = 18*FRACUNIT
MASS = 100
DAMAGE = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE

FRAME S_PLSHOT1
SPRITENAME = SPR_PBCH
SPRITEFRAME = A|FF_FULLBRIGHT|FF_ANIMATE|TR_TRANS20
DURATION = 2
NEXT = S_PLSHOT1

FRAME S_PLXP1
SPRITENAME = SPR_PLXP
SPRITEFRAME = A|TR_TRANS20
DURATION = 5
NEXT = S_PLXP2

FRAME S_PLXP2
SPRITENAME = SPR_PLXP
SPRITEFRAME = B|TR_TRANS30
DURATION = 7
NEXT = S_PLXP3

FRAME S_PLXP3
SPRITENAME = SPR_PLXP
SPRITEFRAME = C|TR_TRANS50
DURATION = 9
NEXT = S_NULL

Thing MT_PLCHARGESHOT
MAPTHINGNUM = -1
SPAWNSTATE = S_PLSHOT2
SPAWNHEALTH = 1000
SEESTATE = S_HBSHOT3
SEESOUND = sfx_plchsh
DEATHSTATE = S_PLXP1
SPEED = 170*FRACUNIT
RADIUS = 19*FRACUNIT
HEIGHT = 18*FRACUNIT
MASS = 100
DAMAGE = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE

FRAME S_PLSHOT2
SPRITENAME = SPR_PBCH
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS10
DURATION = 6
NEXT = S_PLSHOT1

Thing MT_HBSHOT
MAPTHINGNUM = -1
SPAWNSTATE = S_HBSHOT3
SPAWNHEALTH = 1000
SEESTATE = S_HBSHOT3
DEATHSTATE = S_HBXP1
SPEED = 155*FRACUNIT
RADIUS = 24*FRACUNIT
HEIGHT = 24*FRACUNIT
DAMAGE = 6
FLAGS = MF_NOGRAVITY|MF_MISSILE

FRAME S_HBSHOT3
SPRITENAME = SPR_PBCH
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS10
DURATION = 6
NEXT = S_PLSHOT2

FRAME S_HBXP1
SPRITENAME = SPR_HBXP
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS10
DURATION = 2
NEXT = S_HBXP2

FRAME S_HBXP2
SPRITENAME = SPR_HBXP
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS10
DURATION = 2
NEXT = S_HBXP3

FRAME S_HBXP3
SPRITENAME = SPR_HBXP
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS10
DURATION = 2
NEXT = S_HBXP4

FRAME S_HBXP4
SPRITENAME = SPR_HBXP
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS10
DURATION = 2
NEXT = S_HBXP5

FRAME S_HBXP5
SPRITENAME = SPR_HBXP
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS10
DURATION = 2
NEXT = S_HBXP6

FRAME S_HBXP6
SPRITENAME = SPR_HBXP
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS10
DURATION = 2
NEXT = S_HBXP7

FRAME S_HBXP7
SPRITENAME = SPR_HBXP
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS10
DURATION = 3
NEXT = S_HBXP8

FRAME S_HBXP8
SPRITENAME = SPR_HBXP
SPRITEFRAME = H|FF_FULLBRIGHT|TR_TRANS10
DURATION = 4
NEXT = S_HBXP9

FRAME S_HBXP9
SPRITENAME = SPR_HBXP
SPRITEFRAME = I|FF_FULLBRIGHT|TR_TRANS20
DURATION = 5
NEXT = S_HBXP10

FRAME S_HBXP10
SPRITENAME = SPR_HBXP
SPRITEFRAME = J|FF_FULLBRIGHT|TR_TRANS40
DURATION = 6
NEXT = S_HBXP11

FRAME S_HBXP11
SPRITENAME = SPR_HBXP
SPRITEFRAME = J|FF_FULLBRIGHT|TR_TRANS70
DURATION = 7
NEXT = S_NULL

Thing MT_SAMMISSILE
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMMISSILE1
SPAWNHEALTH = 1000
SEESOUND = sfx_mssh
DEATHSOUND = sfx_misexp
DEATHSTATE = S_SAMMISSILEE
XDEATHSTATE = S_SAMMISSILEE
SPEED = 84*FRACUNIT
RADIUS = 20*FRACUNIT
HEIGHT = 27*FRACUNIT
DAMAGE = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE

FRAME S_SAMMISSILE1
SPRITENAME = SPR_PMSL
SPRITEFRAME = A
DURATION = 2
NEXT = S_SAMMISSILE2

FRAME S_SAMMISSILE2
SPRITENAME = SPR_PMSL
SPRITEFRAME = B
DURATION = 2
NEXT = S_SAMMISSILE1

FRAME S_SAMMISSILEE
SPRITENAME = SPR_BOM2
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS10
DURATION = 2
NEXT = S_SAMMISSILEE2

FRAME S_SAMMISSILEE2
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 35
NEXT = S_NULL

Thing MT_SAMMISSILESMOKE
MAPTHINGNUM = -1
SPAWNSTATE = S_MSMK1
DEATHSTATE = S_NULL
RADIUS = 22*FRACUNIT
HEIGHT = 35*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_NOCLIP

FRAME S_MSMK1
SPRITENAME = SPR_MSMK
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS40
DURATION = 2
NEXT = S_MSMK2

FRAME S_MSMK2
SPRITENAME = SPR_MSMK
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS70
DURATION = 1
NEXT = S_MSMK3

FRAME S_MSMK3
SPRITENAME = SPR_MSMK
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS60
DURATION = 1
NEXT = S_MSMK4

FRAME S_MSMK4
SPRITENAME = SPR_BOM1
SPRITEFRAME = B|TR_TRANS50
DURATION = 4
NEXT = S_MSMK5

FRAME S_MSMK5
SPRITENAME = SPR_BOM1
SPRITEFRAME = C|TR_TRANS70
DURATION = 6
NEXT = S_MSMK6

FRAME S_MSMK6
SPRITENAME = SPR_BOM1
SPRITEFRAME = D|TR_TRANS90
DURATION = 8
NEXT = S_NULL

Thing MT_SAMMISSILELIGHT
MAPTHINGNUM = -1
SPAWNSTATE = S_THOK
DEATHSTATE = S_NULL
RADIUS = 33*FRACUNIT
HEIGHT = 33*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_NOBLOCKMAP

Thing MT_SAMUSSHIP
MAPTHINGNUM = 2171
SPAWNSTATE = S_SAMUSSHIP
DEATHSTATE = S_SAMEXPLODE11
RADIUS = 30*FRACUNIT
HEIGHT = 50*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_SOLID
DispOffset = 400

FRAME S_SAMUSSHIP
SPRITENAME = SPR_YGT8
SPRITEFRAME = A
DURATION = -1
NEXT = S_SAMEXPLODE11

Thing MT_SAMEXPLODE1
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMEXPLODE11
DEATHSTATE = S_NULL
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_NOCLIPHEIGHT|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY

FRAME S_SAMEXPLODE11
SPRITENAME = SPR_MXP4
SPRITEFRAME = A|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE12

FRAME S_SAMEXPLODE12
SPRITENAME = SPR_MXP4
SPRITEFRAME = B|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE13

FRAME S_SAMEXPLODE13
SPRITENAME = SPR_MXP4
SPRITEFRAME = C|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE14

FRAME S_SAMEXPLODE14
SPRITENAME = SPR_MXP4
SPRITEFRAME = D|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE15

FRAME S_SAMEXPLODE15
SPRITENAME = SPR_MXP4
SPRITEFRAME = E|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE16

FRAME S_SAMEXPLODE16
SPRITENAME = SPR_MXP4
SPRITEFRAME = F|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE17

FRAME S_SAMEXPLODE17
SPRITENAME = SPR_MXP4
SPRITEFRAME = G|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE18

FRAME S_SAMEXPLODE18
SPRITENAME = SPR_MXP4
SPRITEFRAME = H|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE19

FRAME S_SAMEXPLODE19
SPRITENAME = SPR_MXP4
SPRITEFRAME = I|TR_TRANS10
DURATION = 3
NEXT = S_SAMEXPLODE100

FRAME S_SAMEXPLODE100
SPRITENAME = SPR_MXP4
SPRITEFRAME = J|TR_TRANS10
DURATION = 3
NEXT = S_SAMEXPLODE101

FRAME S_SAMEXPLODE101
SPRITENAME = SPR_MXP4
SPRITEFRAME = K|TR_TRANS10
DURATION = 3
NEXT = S_SAMEXPLODE102

FRAME S_SAMEXPLODE102
SPRITENAME = SPR_MXP4
SPRITEFRAME = L|TR_TRANS10
DURATION = 3
NEXT = S_SAMEXPLODE103

FRAME S_SAMEXPLODE103
SPRITENAME = SPR_MXP4
SPRITEFRAME = M|TR_TRANS20
DURATION = 3
NEXT = S_SAMEXPLODE104

FRAME S_SAMEXPLODE104
SPRITENAME = SPR_MXP4
SPRITEFRAME = N|TR_TRANS30
DURATION = 3
NEXT = S_SAMEXPLODE105

FRAME S_SAMEXPLODE105
SPRITENAME = SPR_MXP4
SPRITEFRAME = O|TR_TRANS50
DURATION = 5
NEXT = S_SAMEXPLODE106

FRAME S_SAMEXPLODE106
SPRITENAME = SPR_MXP4
SPRITEFRAME = P|TR_TRANS70
DURATION = 7
NEXT = S_SAMEXPLODE107

FRAME S_SAMEXPLODE107
SPRITENAME = SPR_MXP4
SPRITEFRAME = Q|TR_TRANS90
DURATION = 10
NEXT = S_NULL

Thing MT_SAMEXPLODE2
MAPTHINGNUM = -1
SPAWNSTATE =  S_SAMEXPLODE21
DEATHSTATE = S_NULL
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_NOCLIPHEIGHT|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY

FRAME S_SAMEXPLODE21
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 1
NEXT = S_SAMEXPLODE22

FRAME S_SAMEXPLODE22
SPRITENAME = SPR_PBCX
SPRITEFRAME = B|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE23

FRAME S_SAMEXPLODE23
SPRITENAME = SPR_PBCX
SPRITEFRAME = C|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE24

FRAME S_SAMEXPLODE24
SPRITENAME = SPR_PBCX
SPRITEFRAME = D|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE25

FRAME S_SAMEXPLODE25
SPRITENAME = SPR_PBCX
SPRITEFRAME = E|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE26

FRAME S_SAMEXPLODE26
SPRITENAME = SPR_PBCX
SPRITEFRAME = F|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE27

FRAME S_SAMEXPLODE27
SPRITENAME = SPR_PBCX
SPRITEFRAME = G|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE28

FRAME S_SAMEXPLODE28
SPRITENAME = SPR_PBCX
SPRITEFRAME = H|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE29

FRAME S_SAMEXPLODE29
SPRITENAME = SPR_PBCX
SPRITEFRAME = I|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE200

FRAME S_SAMEXPLODE200
SPRITENAME = SPR_PBCX
SPRITEFRAME = J|TR_TRANS20
DURATION = 2
NEXT = S_SAMEXPLODE201

FRAME S_SAMEXPLODE201
SPRITENAME = SPR_PBCX
SPRITEFRAME = K|TR_TRANS30
DURATION = 3
NEXT = S_SAMEXPLODE202

FRAME S_SAMEXPLODE202
SPRITENAME = SPR_PBCX
SPRITEFRAME = L|TR_TRANS50
DURATION = 4
NEXT = S_SAMEXPLODE203

FRAME S_SAMEXPLODE203
SPRITENAME = SPR_PBCX
SPRITEFRAME = M|TR_TRANS80
DURATION = 5
NEXT = S_NULL

Thing MT_SAMSUPERMISSILE
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMSUPERMISSILE1
SPAWNHEALTH = 1000
SEESOUND = sfx_smsh
DEATHSOUND = sfx_smexp
DEATHSTATE = S_SAMSUPERMISSILEE
XDEATHSTATE = S_SAMSUPERMISSILEE
SPEED = 40*FRACUNIT
RADIUS = 21*FRACUNIT
HEIGHT = 27*FRACUNIT
DAMAGE = 2
FLAGS = MF_NOGRAVITY|MF_MISSILE

FRAME S_SAMSUPERMISSILE1
SPRITENAME = SPR_SMSL
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SAMSUPERMISSILE2

FRAME S_SAMSUPERMISSILE2
SPRITENAME = SPR_SMSL
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SAMSUPERMISSILE1

FRAME S_SAMSUPERMISSILEE
SPRITENAME = SPR_BOM3
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS10
DURATION = 2
NEXT = S_SAMEXPLODE11

Thing MT_MHBM
MAPTHINGNUM = 3831
SPAWNSTATE = S_SAMMORPHB1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 14*FRACUNIT
HEIGHT = 20*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_SAMMORPHB1
SPRITENAME = SPR_GVST
SPRITEFRAME = I
DURATION = 2
NEXT = S_SAMMORPHB2

FRAME S_SAMMORPHB2
SPRITENAME = SPR_GVST
SPRITEFRAME = J
DURATION = 2
NEXT = S_SAMMORPHB1

Thing MT_SAMMORPHBOMB
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMMORPHBOMB1
SPAWNHEALTH = 1000
SEESOUND = sfx_mbbmb
DEATHSOUND = sfx_mbbmbx
DEATHSTATE = S_SAMMORPHBOMB5
XDEATHSTATE = S_SAMMORPHBOMB5
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DAMAGE = 1
DispOffset = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE|MF_GRENADEBOUNCE|MF_BOUNCE

FRAME S_SAMMORPHBOMB1
SPRITENAME = SPR_MBOM
SPRITEFRAME = A
DURATION = 5
NEXT = S_SAMMORPHBOMB2

FRAME S_SAMMORPHBOMB2
SPRITENAME = SPR_MBOM
SPRITEFRAME = B
DURATION = 5
NEXT = S_SAMMORPHBOMB3

FRAME S_SAMMORPHBOMB3
SPRITENAME = SPR_MBOM
SPRITEFRAME = C
DURATION = 5
NEXT = S_SAMMORPHBOMB4

FRAME S_SAMMORPHBOMB4
SPRITENAME = SPR_MBOM
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 5
NEXT = S_SAMMORPHBOMB5

FRAME S_SAMMORPHBOMB5
SPRITENAME = SPR_MBOM
SPRITEFRAME = E|FF_FULLBRIGHT
DURATION = 3
NEXT = S_SAMMORPHBOMB6

FRAME S_SAMMORPHBOMB6
SPRITENAME = SPR_MBOM
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS10
DURATION = 3
NEXT = S_SAMMORPHBOMB7

FRAME S_SAMMORPHBOMB7
SPRITENAME = SPR_MBOM
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_SAMMORPHBOMB8

FRAME S_SAMMORPHBOMB8
SPRITENAME = SPR_MBOM
SPRITEFRAME = H|FF_FULLBRIGHT|TR_TRANS50
DURATION = 7
NEXT = S_NULL

Thing MT_SAMMBOP
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMMBOP1
SEESOUND = sfx_mbop
DEATHSTATE = S_SAMMBOP4
XDEATHSTATE = S_SAMMBOP4
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DAMAGE = 3
DispOffset = 1
FLAGS = MF_NOGRAVITY|MF_MISSILE|MF_GRENADEBOUNCE|MF_BOUNCE

FRAME S_SAMMBOP1
SPRITENAME = SPR_MBOP
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 4
NEXT = S_SAMMBOP2

FRAME S_SAMMBOP2
SPRITENAME = SPR_MBOP
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 4
NEXT = S_SAMMBOP3

FRAME S_SAMMBOP3
SPRITENAME = SPR_MBOP
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 4
NEXT = S_SAMMBOP4

FRAME S_SAMMBOP3
SPRITENAME = SPR_MBOP
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 4
NEXT = S_SAMMBOP4

FRAME S_SAMMBOP4
SPRITENAME = SPR_MBOP
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 4
NEXT = S_SAMMBOP5

FRAME S_SAMMBOP5
SPRITENAME = SPR_MBOP
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 4
NEXT = S_SAMMBOP6

FRAME S_SAMMBOP6
SPRITENAME = SPR_MBOP
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 4
NEXT = S_SAMMBOP7

FRAME S_SAMMBOP7
SPRITENAME = SPR_MBOP
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 4
NEXT = S_SAMMBOP8

FRAME S_SAMMBOP8
SPRITENAME = SPR_MBOP
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 1
NEXT = S_NULL

Thing MT_SAMPOWERBOMB
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMPOWERBOMB1
DEATHSTATE = S_SAMPOWERBOMB2
SPEED = 0
RADIUS = 1
HEIGHT = 1
MASS = 100
DAMAGE = 1
DispOffSet = 1
FLAGS = MF_NOGRAVITY|MF_NOCLIPHEIGHT

FRAME S_SAMPOWERBOMB1
SPRITENAME = SPR_PWBM
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS10
DURATION = 2
NEXT = S_SAMPOWERBOMB1A

FRAME S_SAMPOWERBOMB1A
SPRITENAME = SPR_PWBM
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS40
DURATION = 5
NEXT = S_SAMPOWERBOMB2

FRAME S_SAMPOWERBOMB2
SPRITENAME = SPR_PWBM
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS60
DURATION = 11
NEXT = S_SAMPOWERBOMB3

#ACTION A_Setscale
#VAR1 = 30*FRACUNIT
#VAR2 = MT_SAMPOWERBOMB

FRAME S_SAMPOWERBOMB3
SPRITENAME = SPR_PWBM
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS40
DURATION = 22
NEXT = S_SAMPOWERBOMB4


FRAME S_SAMPOWERBOMB4
SPRITENAME = SPR_PWBM
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS10
DURATION = 13
NEXT = S_SAMPOWERBOMB5


FRAME S_SAMPOWERBOMB5
SPRITENAME = SPR_PWBM
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS50
DURATION = 14
NEXT = S_SAMPOWERBOMB6


FRAME S_SAMPOWERBOMB6
SPRITENAME = SPR_PWBM
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS80
DURATION = 15
NEXT = S_NULL

Thing MT_SAMSHATTERFOF
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMSHATTERFOF
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
FLAGS = MF_NOCLIPHEIGHT|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY

FRAME S_SAMSHATTERFOF
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 20
NEXT = S_NULL

Thing MT_SAMSPAWNITEM
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMSPAWNITEM1
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_NOSECTOR

FRAME S_SAMSPAWNITEM1
SPRITENAME = SPR_MSTV
SPRITEFRAME = A
DURATION = 1
NEXT = S_SAMSPAWNITEM2

FRAME S_SAMSPAWNITEM2
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 1025
NEXT = S_SAMSPAWNITEM3

FRAME S_SAMSPAWNITEM3
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL

Thing MT_SAMSPAWNITEMSONIC
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMSPAWNITEM2
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_NOSECTOR

Thing MT_SMONTRACKER
MAPTHINGNUM = -1
SPAWNSTATE = S_SMONTRACKER
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_NOSECTOR

FRAME S_SMONTRACKER
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 1025
NEXT = S_NULL

Thing MT_MPKU
MAPTHINGNUM = 3861
SPAWNSTATE = S_MPKU1
SPEED = 45*FRACUNIT
DEATHSTATE = S_NULL
RADIUS = 28*FRACUNIT
HEIGHT = 30*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_MPKU1
SPRITENAME = SPR_MPKU
SPRITEFRAME = A
DURATION = 7
NEXT = S_MPKU2

FRAME S_MPKU2
SPRITENAME = SPR_MPKU
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 1
NEXT = S_MPKU1

Thing MT_BMPKU
MAPTHINGNUM = 3839
SPAWNSTATE = S_MPKU3
SPEED = 45*FRACUNIT
DEATHSTATE = S_NULL
RADIUS = 30*FRACUNIT
HEIGHT = 30*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_MPKU3
SPRITENAME = SPR_MPKU
SPRITEFRAME = C
DURATION = 7
NEXT = S_MPKU4

FRAME S_MPKU4
SPRITENAME = SPR_MPKU
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 1
NEXT = S_MPKU3

Thing MT_SPKU
MAPTHINGNUM = 3860
SPAWNSTATE = S_SPKU1
SPEED = 27*FRACUNIT
DEATHSTATE = S_NULL
RADIUS = 26*FRACUNIT
HEIGHT = 38*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_SPKU1
SPRITENAME = SPR_SPKU
SPRITEFRAME = A
DURATION = 6
NEXT = S_SPKU2

FRAME S_SPKU2
SPRITENAME = SPR_SPKU
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 1
NEXT = S_SPKU1

Thing MT_PBOM
MAPTHINGNUM = 3859
SPAWNSTATE = S_PBOM1
SPEED = 13*FRACUNIT
DEATHSTATE = S_NULL
RADIUS = 22*FRACUNIT
HEIGHT = 26*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_PBOM1
SPRITENAME = SPR_PBOM
SPRITEFRAME = A
DURATION = 5
NEXT = S_PBOM2

FRAME S_PBOM2
SPRITENAME = SPR_PBOM
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 1
NEXT = S_PBOM1

Thing MT_NRGA
MAPTHINGNUM = 3858
SPAWNSTATE = S_NRGA1
SPEED = 43*FRACUNIT
DEATHSTATE = S_NULL
RADIUS = 19*FRACUNIT
HEIGHT = 24*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_NRGA1
SPRITENAME = SPR_NRGA
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 3
NEXT = S_NRGA2

FRAME S_NRGA2
SPRITENAME = SPR_NRGA
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 4
NEXT = S_NRGA3

FRAME S_NRGA3
SPRITENAME = SPR_NRGA
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 4
NEXT = S_NRGA4

FRAME S_NRGA4
SPRITENAME = SPR_NRGA
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 5
NEXT = S_NRGA1

Thing MT_NRGB
MAPTHINGNUM = 3857
SPAWNSTATE = S_NRGB1
SPEED = 25*FRACUNIT
DEATHSTATE = S_NULL
RADIUS = 20*FRACUNIT
HEIGHT = 25*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_NRGB1
SPRITENAME = SPR_NRGB
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 3
NEXT = S_NRGB2

FRAME S_NRGB2
SPRITENAME = SPR_NRGB
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 4
NEXT = S_NRGB3

FRAME S_NRGB3
SPRITENAME = SPR_NRGB
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 4
NEXT = S_NRGB4

FRAME S_NRGB4
SPRITENAME = SPR_NRGB
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 5
NEXT = S_NRGB1

Thing MT_NRGD
MAPTHINGNUM = 3856
SPAWNSTATE = S_NRGD1
SPEED = 18*FRACUNIT
DEATHSTATE = S_NULL
RADIUS = 25*FRACUNIT
HEIGHT = 25*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_NRGD1
SPRITENAME = SPR_NRGD
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 4
NEXT = S_NRGD2

FRAME S_NRGD2
SPRITENAME = SPR_NRGD
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 4
NEXT = S_NRGD3

FRAME S_NRGD3
SPRITENAME = SPR_NRGD
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 4
NEXT = S_NRGD4

FRAME S_NRGD4
SPRITENAME = SPR_NRGD
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 4
NEXT = S_NRGD1

#Special Prism Orb for Hunters gametype. Comprises mostly of special effects.

Thing MT_NRGH
MAPTHINGNUM = -1
SPAWNSTATE = S_NRGB1
SPEED = 18*FRACUNIT
DEATHSTATE = S_NULL
RADIUS = 25*FRACUNIT
HEIGHT = 25*FRACUNIT
FLAGS = MF_NOGRAVITY

Thing MT_MTNK
MAPTHINGNUM = 3841
SPAWNSTATE = S_MTNK1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 26*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_MTNK1
SPRITENAME = SPR_MTNK
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 8
NEXT = S_MTNK2

FRAME S_MTNK2
SPRITENAME = SPR_MTNK
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 2
NEXT = S_MTNK3

FRAME S_MTNK3
SPRITENAME = SPR_MTNK
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 2
NEXT = S_MTNK4

FRAME S_MTNK4
SPRITENAME = SPR_MTNK
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 2
NEXT = S_MTNK5

FRAME S_MTNK5
SPRITENAME = SPR_MTNK
SPRITEFRAME = E|FF_FULLBRIGHT
DURATION = 2
NEXT = S_MTNK6

FRAME S_MTNK6
SPRITENAME = SPR_MTNK
SPRITEFRAME = F|FF_FULLBRIGHT
DURATION = 2
NEXT = S_MTNK1

Thing MT_STNK
MAPTHINGNUM = 3843
SPAWNSTATE = S_STNK1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 26*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_STNK1
SPRITENAME = SPR_STNK
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 8
NEXT = S_STNK2

FRAME S_STNK2
SPRITENAME = SPR_STNK
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 2
NEXT = S_STNK3

FRAME S_STNK3
SPRITENAME = SPR_STNK
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 2
NEXT = S_STNK4

FRAME S_STNK4
SPRITENAME = SPR_STNK
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 2
NEXT = S_STNK5

FRAME S_STNK5
SPRITENAME = SPR_STNK
SPRITEFRAME = E|FF_FULLBRIGHT
DURATION = 2
NEXT = S_STNK6

FRAME S_STNK6
SPRITENAME = SPR_STNK
SPRITEFRAME = F|FF_FULLBRIGHT
DURATION = 2
NEXT = S_STNK1

Thing MT_PTNK
MAPTHINGNUM = 3844
SPAWNSTATE = S_PTNK1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 26*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_PTNK1
SPRITENAME = SPR_PTNK
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 8
NEXT = S_PTNK2

FRAME S_PTNK2
SPRITENAME = SPR_PTNK
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 2
NEXT = S_PTNK3

FRAME S_PTNK3
SPRITENAME = SPR_PTNK
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 2
NEXT = S_PTNK4

FRAME S_PTNK4
SPRITENAME = SPR_PTNK
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 2
NEXT = S_PTNK5

FRAME S_PTNK5
SPRITENAME = SPR_PTNK
SPRITEFRAME = E|FF_FULLBRIGHT
DURATION = 2
NEXT = S_PTNK6

FRAME S_PTNK6
SPRITENAME = SPR_PTNK
SPRITEFRAME = F|FF_FULLBRIGHT
DURATION = 2
NEXT = S_PTNK1

Thing MT_SPBS
MAPTHINGNUM = 3846
SPAWNSTATE = S_SPBS1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 27*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_SPBS1
SPRITENAME = SPR_SPBS
SPRITEFRAME = A
DURATION = 2
NEXT = S_SPBS2

FRAME S_SPBS2
SPRITENAME = SPR_SPBS
SPRITEFRAME = B
DURATION = 2
NEXT = S_SPBS1

Thing MT_BSBL
MAPTHINGNUM = 3845
SPAWNSTATE = S_BSBL1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 27*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_BSBL1
SPRITENAME = SPR_BSBL
SPRITEFRAME = FF_ANIMATE|A
DURATION = -1
NEXT = S_BSBL1
ACTION NONE
VAR1 = 2
VAR2 = 3

Thing MT_VRST
MAPTHINGNUM = 3867
SPAWNSTATE = S_VRST1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 20*FRACUNIT
HEIGHT = 20*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_VRST1
SPRITENAME = SPR_GVST
SPRITEFRAME = F|FF_FULLBRIGHT
DURATION = 1
NEXT = S_VRST2

FRAME S_VRST2
SPRITENAME = SPR_GVST
SPRITEFRAME = G|FF_FULLBRIGHT
DURATION = 1
NEXT = S_VRST1

Thing MT_GVST
MAPTHINGNUM = 3847
SPAWNSTATE = S_GVST1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 20*FRACUNIT
HEIGHT = 20*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_GVST1
SPRITENAME = SPR_GVST
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 2
NEXT = S_GVST2

FRAME S_GVST2
SPRITENAME = SPR_GVST
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 2
NEXT = S_GVST1

#The Power Grip object

Thing MT_PWGRP
MAPTHINGNUM = 3862
SPAWNSTATE = S_PWGRP
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 20*FRACUNIT
HEIGHT = 20*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_PWGRP
SPRITENAME = SPR_GVST
SPRITEFRAME = K|FF_FULLBRIGHT
DURATION = -1
NEXT = S_PWGRP

Thing MT_PWGRPLD
MAPTHINGNUM = -1
SPAWNSTATE = S_PWGRP
RADIUS = 1
HEIGHT = 48*FRACUNIT

Thing MT_SATK
MAPTHINGNUM = 3848
SPAWNSTATE = S_SATK1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 20*FRACUNIT
HEIGHT = 20*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_SATK1
SPRITENAME = SPR_GVST
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 8
NEXT = S_SATK2

FRAME S_SATK2
SPRITENAME = SPR_GVST
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 8
NEXT = S_SATK3

FRAME S_SATK3
SPRITENAME = SPR_GVST
SPRITEFRAME = E|FF_FULLBRIGHT
DURATION = 8
NEXT = S_SATK4

FRAME S_SATK4
SPRITENAME = SPR_GVST
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 8
NEXT = S_SATK1

Thing MT_SPDRBL
MAPTHINGNUM = 3974
SPAWNSTATE = S_SPDRBL1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 20*FRACUNIT
HEIGHT = 21*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_SPDRBL1
SPRITENAME = SPR_MPR9
SPRITEFRAME = X
DURATION = 2
NEXT = S_SPDRBL2

FRAME S_SPDRBL2
SPRITENAME = SPR_MPR9
SPRITEFRAME = Y|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SPDRBL1

Thing MT_SPBL
MAPTHINGNUM = 3849
SPAWNSTATE = S_SPBL1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 20*FRACUNIT
HEIGHT = 21*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_SPBL1
SPRITENAME = SPR_SPBL
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SPBL2

FRAME S_SPBL2
SPRITENAME = SPR_SPBL
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SPBL1

Thing MT_SJMP
MAPTHINGNUM = 3850
SPAWNSTATE = S_SJMP
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 32*FRACUNIT
HEIGHT = 35*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_SJMP
SPRITENAME = SPR_SJMP
SPRITEFRAME = A
DURATION = -1
NEXT = S_SJMP

Thing MT_ENGTNK
MAPTHINGNUM = 3842
SPAWNSTATE = S_ENGTNK
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 32*FRACUNIT
HEIGHT = 42*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_ENGTNK
SPRITENAME = SPR_ETNK
SPRITEFRAME = A|FF_ANIMATE
DURATION = 4
NEXT = S_ENGTNK
VAR1 = 3
VAR2 = 6

Thing MT_SAMWALLJUMP
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMWALLJUMP4
PAINCHANCE = 1
DEATHSTATE = S_SAMWALLJUMP5
XDEATHSTATE = S_SAMWALLJUMP5
SPEED = 7*FRACUNIT
RADIUS = 10*FRACUNIT
HEIGHT = 9*FRACUNIT
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

FRAME S_SAMWALLJUMP4
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL

FRAME S_SAMWALLJUMP5
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 1
NEXT = S_SAMWALLJUMP6
ACTION A_SAMWALLJUMP

FRAME S_SAMWALLJUMP6
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 3
NEXT = S_NULL
ACTION A_RemoteAction
VAR1 = -1
VAR2 = S_SAMWALLJUMPS

FRAME S_SAMWALLJUMPS
ACTION A_PlaySound
VAR1 = sfx_swljp
VAR2 = 1

Thing MT_CHBM
MAPTHINGNUM = 3851
SPAWNSTATE = S_CHBM
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 25*FRACUNIT
HEIGHT = 25*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_CHBM
SPRITENAME = SPR_CHBM
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = -1
NEXT = S_CHBM

Thing MT_SPBM
MAPTHINGNUM = 3852
SPAWNSTATE = S_SPBM
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 25*FRACUNIT
HEIGHT = 25*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_SPBM
SPRITENAME = SPR_SPBM
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = -1
NEXT = S_SPBM

Thing MT_WVBM
MAPTHINGNUM = 3853
SPAWNSTATE = S_WVBM
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 25*FRACUNIT
HEIGHT = 25*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_WVBM
SPRITENAME = SPR_WVBM
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = -1
NEXT = S_WVBM

Thing MT_ICBM
MAPTHINGNUM = 3854
SPAWNSTATE = S_ICBM
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 25*FRACUNIT
HEIGHT = 25*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_ICBM
SPRITENAME = SPR_ICBM
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = -1
NEXT = S_ICBM

Thing MT_PLBM
MAPTHINGNUM = 3855
SPAWNSTATE = S_PLBM
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 28*FRACUNIT
HEIGHT = 27*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_PLBM
SPRITENAME = SPR_PLBM
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = -1
NEXT = S_PLBM

Thing MT_PBEXPAND
MAPTHINGNUM = -1
SPAWNSTATE = S_PBEXPAND1
DEATHSTATE = S_NULL
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT

FRAME S_PBEXPAND1
SPRITENAME = SPR_PBCH
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS20
DURATION = 3
NEXT = S_PBEXPAND2

FRAME S_PBEXPAND2
SPRITENAME = SPR_PBCH
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS50
DURATION = 3
NEXT = S_NULL

Thing MT_PBEXPANDI
MAPTHINGNUM = -1
SPAWNSTATE = S_PBEXPANDI1
DEATHSTATE = S_NULL
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT

FRAME S_PBEXPANDI1
SPRITENAME = SPR_PBCH
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS20
DURATION = 3
NEXT = S_PBEXPANDI2

FRAME S_PBEXPANDI2
SPRITENAME = SPR_PBCH
SPRITEFRAME = H|FF_FULLBRIGHT|TR_TRANS50
DURATION = 3
NEXT = S_NULL

Thing MT_PBEXPANDW
MAPTHINGNUM = -1
SPAWNSTATE = S_PBEXPANDW
DEATHSTATE = S_NULL
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT

FRAME S_PBEXPANDW
SPRITENAME = SPR_PBCH
SPRITEFRAME = I|FF_FULLBRIGHT|TR_TRANS70
DURATION = 6
NEXT = S_NULL

Thing MT_MPR1
MAPTHINGNUM = -1
SPAWNSTATE = S_MPR1A
DEATHSTATE = S_NULL
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT

FRAME S_MPR1A
SPRITENAME = SPR_MPR1
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS20
DURATION = 2
NEXT = S_MPR1B

FRAME S_MPR1B
SPRITENAME = SPR_MPR1
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS30
DURATION = 1
NEXT = S_MPR1C

FRAME S_MPR1C
SPRITENAME = SPR_MPR1
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS30
DURATION = 1
NEXT = S_MPR1B

Thing MT_MPR2
MAPTHINGNUM = -1
SPAWNSTATE = S_MPR2A
DEATHSTATE = S_NULL
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_BOUNCE|MF_GRENADEBOUNCE

FRAME S_MPR2A
SPRITENAME = SPR_MPR2
SPRITEFRAME = A
DURATION = 2
NEXT = S_MPR2B

FRAME S_MPR2B
SPRITENAME = SPR_MPR2
SPRITEFRAME = B
DURATION = 2
NEXT = S_MPR2C

FRAME S_MPR2C
SPRITENAME = SPR_MPR2
SPRITEFRAME = C
DURATION = 2
NEXT = S_MPR2D

FRAME S_MPR2D
SPRITENAME = SPR_MPR2
SPRITEFRAME = D
DURATION = 2
NEXT = S_MPR2A

Thing MT_MPR3
MAPTHINGNUM = -1
SPAWNSTATE = S_MPR3A
DEATHSTATE = S_NULL
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_BOUNCE|MF_GRENADEBOUNCE

FRAME S_MPR3A
SPRITENAME = SPR_MPR3
SPRITEFRAME = A
DURATION = 2
NEXT = S_MPR3B

FRAME S_MPR3B
SPRITENAME = SPR_MPR3
SPRITEFRAME = B
DURATION = 2
NEXT = S_MPR3C

FRAME S_MPR3C
SPRITENAME = SPR_MPR3
SPRITEFRAME = C
DURATION = 2
NEXT = S_MPR3D

FRAME S_MPR3D
SPRITENAME = SPR_MPR3
SPRITEFRAME = D
DURATION = 2
NEXT = S_MPR3A

Thing MT_MPR4
MAPTHINGNUM = -1
SPAWNSTATE = S_MPR4A
DEATHSTATE = S_NULL
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_MPR4A
SPRITENAME = SPR_MPR4
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS20
DURATION = 2
NEXT = S_MPR4B

FRAME S_MPR4B
SPRITENAME = SPR_MPR4
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS30
DURATION = 2
NEXT = S_MPR4C

FRAME S_MPR4C
SPRITENAME = SPR_MPR4
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS40
DURATION = 2
NEXT = S_MPR4D

FRAME S_MPR4D
SPRITENAME = SPR_MPR4
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS50
DURATION = 3
NEXT = S_MPR4E

FRAME S_MPR4E
SPRITENAME = SPR_MPR4
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS70
DURATION = 3
NEXT = S_MPR4F

FRAME S_MPR4F
SPRITENAME = SPR_MPR4
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS90
DURATION = 3
NEXT = S_NULL

Thing MT_MPR5
MAPTHINGNUM = -1
SPAWNSTATE = S_MPR5A
DEATHSTATE = S_NULL
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_BOUNCE|MF_GRENADEBOUNCE

FRAME S_MPR5A
SPRITENAME = SPR_MPR5
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS10
DURATION = 1
NEXT = S_MPR5B

FRAME S_MPR5B
SPRITENAME = SPR_MPR5
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS10
DURATION = 1
NEXT = S_MPR5C

FRAME S_MPR5C
SPRITENAME = SPR_MPR5
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS10
DURATION = 1
NEXT = S_MPR5D

FRAME S_MPR5D
SPRITENAME = SPR_MPR5
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS10
DURATION = 1
NEXT = S_MPR5E

FRAME S_MPR5E
SPRITENAME = SPR_MPR5
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS10
DURATION = 1
NEXT = S_MPR5A

Thing MT_MPR6
MAPTHINGNUM = -1
SPAWNSTATE = S_MPR6A
DEATHSTATE = S_NULL
RADIUS = 5*FRACUNIT
HEIGHT = 5*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT

FRAME S_MPR6A
SPRITENAME = SPR_MPR6
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS20
DURATION = 3
NEXT = S_MPR6B

FRAME S_MPR6B
SPRITENAME = SPR_MPR6
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS20
DURATION = 3
NEXT = S_MPR6C

FRAME S_MPR6C
SPRITENAME = SPR_MPR6
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS20
DURATION = 3
NEXT = S_MPR6D

FRAME S_MPR6D
SPRITENAME = SPR_MPR6
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS20
DURATION = 3
NEXT = S_MPR6E

FRAME S_MPR6E
SPRITENAME = SPR_MPR6
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS40
DURATION = 3
NEXT = S_NULL

Thing MT_MPR7
MAPTHINGNUM = -1
SPAWNSTATE = S_MPR7A
DEATHSTATE = S_NULL
RADIUS = 9*FRACUNIT
HEIGHT = 9*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_BOUNCE

FRAME S_MPR7A
SPRITENAME = SPR_MPR7
SPRITEFRAME = A|TR_TRANS10
DURATION = 5
NEXT = S_MPR7B

FRAME S_MPR7B
SPRITENAME = SPR_MPR7
SPRITEFRAME = B|TR_TRANS20
DURATION = 5
NEXT = S_MPR7C

FRAME S_MPR7C
SPRITENAME = SPR_MPR7
SPRITEFRAME = C|TR_TRANS30
DURATION = 6
NEXT = S_MPR7D

FRAME S_MPR7D
SPRITENAME = SPR_MPR7
SPRITEFRAME = D|TR_TRANS40
DURATION = 7
NEXT = S_NULL

Thing MT_MPR8
MAPTHINGNUM = -1
SPAWNSTATE = S_MPR8A
DEATHSTATE = S_NULL
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_BOUNCE

FRAME S_MPR8A
SPRITENAME = SPR_MPR8
SPRITEFRAME = A|TR_TRANS30
DURATION = 115
NEXT = S_MPR8B

FRAME S_MPR8B
SPRITENAME = SPR_MPR8
SPRITEFRAME = B|TR_TRANS50
DURATION = 35
NEXT = S_NULL

Thing MT_ICBRSOUND
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMSPAWNITEM2
DEATHSTATE = S_NULL
FLAGS = MF_SCENERY|MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY

Thing MT_SPAZERSHOCK
MAPTHINGNUM = -1
SPAWNSTATE = S_MPR9A
DEATHSTATE = S_NULL
RADIUS = 22*FRACUNIT
HEIGHT = 22*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_NOCLIP

FRAME S_MPR9A
SPRITENAME = SPR_MPR9
SPRITEFRAME = A|TR_TRANS10
DURATION = 3
NEXT = S_MPR9B

FRAME S_MPR9B
SPRITENAME = SPR_MPR9
SPRITEFRAME = B|TR_TRANS10
DURATION = 3
NEXT = S_MPR9C

FRAME S_MPR9C
SPRITENAME = SPR_MPR9
SPRITEFRAME = C|TR_TRANS10
DURATION = 3
NEXT = S_MPR9D

FRAME S_MPR9D
SPRITENAME = SPR_MPR9
SPRITEFRAME = D|TR_TRANS20
DURATION = 4
NEXT = S_MPR9E

FRAME S_MPR9E
SPRITENAME = SPR_MPR9
SPRITEFRAME = E|TR_TRANS30
DURATION = 5
NEXT = S_MPR9F

FRAME S_MPR9F
SPRITENAME = SPR_MPR9
SPRITEFRAME = F|TR_TRANS50
DURATION = 6
NEXT = S_MPR9G

FRAME S_MPR9G
SPRITENAME = SPR_MPR9
SPRITEFRAME = G|TR_TRANS70
DURATION = 7
NEXT = S_NULL

Thing MT_ICCHARGECOMBO
MAPTHINGNUM = -1
SPAWNSTATE = S_ICSHOT1
DEATHSTATE = S_ICCMXP1
SPEED = 90*FRACUNIT
RADIUS = 2*FRACUNIT
HEIGHT = 2*FRACUNIT
DEATHSOUND = sfx_icfr
MASS = 100
DAMAGE = 2
FLAGS = MF_MISSILE|MF_NOGRAVITY

FRAME S_ICCMXP1
SPRITENAME = SPR_ICXP
SPRITEFRAME = G|TR_TRANS10
DURATION = 2
NEXT = S_ICCMXP2

FRAME S_ICCMXP2
SPRITENAME = SPR_ICXP
SPRITEFRAME = H|TR_TRANS10
DURATION = 2
NEXT = S_ICCMXP3

FRAME S_ICCMXP3
SPRITENAME = SPR_ICXP
SPRITEFRAME = I|TR_TRANS20
DURATION = 2
NEXT = S_ICCMXP4

FRAME S_ICCMXP4
SPRITENAME = SPR_ICXP
SPRITEFRAME = J|TR_TRANS20
DURATION = 2
NEXT = S_ICCMXP5

FRAME S_ICCMXP5
SPRITENAME = SPR_ICXP
SPRITEFRAME = K|TR_TRANS30
DURATION = 2
NEXT = S_ICCMXP6

FRAME S_ICCMXP6
SPRITENAME = SPR_ICXP
SPRITEFRAME = L|TR_TRANS30
DURATION = 2
NEXT = S_ICCMXP7

FRAME S_ICCMXP7
SPRITENAME = SPR_ICXP
SPRITEFRAME = M|TR_TRANS40
DURATION = 2
NEXT = S_ICCMXP8

FRAME S_ICCMXP8
SPRITENAME = SPR_ICXP
SPRITEFRAME = N|TR_TRANS50
DURATION = 2
NEXT = S_ICCMXP1

Thing MT_SPACEJUMPWAVE
MAPTHINGNUM = -1
SPAWNSTATE = S_SPACEJUMPWAVE1
DEATHSTATE = S_NULL
SPEED = 0
RADIUS = 20*FRACUNIT
HEIGHT = 20*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOBLOCKMAP

FRAME S_SPACEJUMPWAVE1
SPRITENAME = SPR_MPR9
SPRITEFRAME = L|TR_TRANS40
DURATION = 2
NEXT = S_SPACEJUMPWAVE2

FRAME S_SPACEJUMPWAVE2
SPRITENAME = SPR_MPR9
SPRITEFRAME = M|TR_TRANS50
DURATION = 2
NEXT = S_SPACEJUMPWAVE3

FRAME S_SPACEJUMPWAVE3
SPRITENAME = SPR_MPR9
SPRITEFRAME = N|TR_TRANS60
DURATION = 2
NEXT = S_SPACEJUMPWAVE4

FRAME S_SPACEJUMPWAVE5
SPRITENAME = SPR_MPR9
SPRITEFRAME = O|TR_TRANS70
DURATION = 2
NEXT = S_SPACEJUMPWAVE6

FRAME S_SPACEJUMPWAVE6
SPRITENAME = SPR_MPR9
SPRITEFRAME = P|TR_TRANS80
DURATION = 3
NEXT = S_NULL

Thing MT_SAMUSZAP
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMZAP1
DEATHSTATE = S_NULL
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOBLOCKMAP
DispOffset = 1

FRAME S_SAMZAP1
SPRITENAME = SPR_MPR9
SPRITEFRAME = H|TR_TRANS20|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SAMZAP2

FRAME S_SAMZAP2
SPRITENAME = SPR_MPR9
SPRITEFRAME = I|TR_TRANS10|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SAMZAP3

FRAME S_SAMZAP3
SPRITENAME = SPR_MPR9
SPRITEFRAME = J|TR_TRANS20|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SAMZAP4

FRAME S_SAMZAP4
SPRITENAME = SPR_MPR9
SPRITEFRAME = K|TR_TRANS10|FF_FULLBRIGHT
DURATION = 2
NEXT = S_NULL

Thing MT_MINIEXP
MAPTHINGNUM = -1
SPAWNSTATE = S_MINIEXP1
DEATHSTATE = S_NULL
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOBLOCKMAP

FRAME S_MINIEXP1
SPRITENAME = SPR_MPR9
SPRITEFRAME = R|TR_TRANS10
DURATION = 2
NEXT = S_MINIEXP2

FRAME S_MINIEXP2
SPRITENAME = SPR_MPR9
SPRITEFRAME = S
DURATION = 2
NEXT = S_MINIEXP3

FRAME S_MINIEXP3
SPRITENAME = SPR_MPR9
SPRITEFRAME = T
DURATION = 2
NEXT = S_MINIEXP4

FRAME S_MINIEXP4
SPRITENAME = SPR_MPR9
SPRITEFRAME = U|TR_TRANS10
DURATION = 3
NEXT = S_MINIEXP5

FRAME S_MINIEXP5
SPRITENAME = SPR_MPR9
SPRITEFRAME = V|TR_TRANS20
DURATION = 3
NEXT = S_MINIEXP6

FRAME S_MINIEXP6
SPRITENAME = SPR_MPR9
SPRITEFRAME = W|TR_TRANS40
DURATION = 5
NEXT = S_NULL

Thing MT_MINIFIRE
MAPTHINGNUM = 2158
SPAWNSTATE = S_MINIFIR1
SPAWNHEALTH = 1
DEATHSTATE = S_MINIFIR5
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 8*FRACUNIT
DEATHSOUND = sfx_s3k48
MASS = 100
DAMAGE = 1
FLAGS = MF_SOLID|MF_PAIN

FRAME S_MINIFIR1
SPRITENAME = SPR_PLXP
SPRITEFRAME = D
DURATION = 2
NEXT = S_MINIFIR2

FRAME S_MINIFIR2
SPRITENAME = SPR_PLXP
SPRITEFRAME = E
DURATION = 2
NEXT = S_MINIFIR3

FRAME S_MINIFIR3
SPRITENAME = SPR_PLXP
SPRITEFRAME = F
DURATION = 2
NEXT = S_MINIFIR4

FRAME S_MINIFIR4
SPRITENAME = SPR_PLXP
SPRITEFRAME = G
DURATION = 2
NEXT = S_MINIFIR1

FRAME S_MINIFIR5
SPRITENAME = SPR_PLXP
SPRITEFRAME = H
DURATION = 3
NEXT = S_MINIFIR6

FRAME S_MINIFIR6
SPRITENAME = SPR_PLXP
SPRITEFRAME = I|TR_TRANS10
DURATION = 3
NEXT = S_MINIFIR7

FRAME S_MINIFIR7
SPRITENAME = SPR_PLXP
SPRITEFRAME = J|TR_TRANS20
DURATION = 4
NEXT = S_MINIFIR8

FRAME S_MINIFIR8
SPRITENAME = SPR_PLXP
SPRITEFRAME = K|TR_TRANS30
DURATION = 4
NEXT = S_NULL

FRAME S_METRING1
SPRITENAME = SPR_MPR1
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS50
DURATION = 2
NEXT = S_METRING2

FRAME S_METRING2
SPRITENAME = SPR_MPR1
SPRITEFRAME = H|FF_FULLBRIGHT|TR_TRANS40
DURATION = 2
NEXT = S_METRING3

FRAME S_METRING3
SPRITENAME = SPR_MPR1
SPRITEFRAME = I|FF_FULLBRIGHT|TR_TRANS30
DURATION = 2
NEXT = S_METRING4

FRAME S_METRING4
SPRITENAME = SPR_MPR1
SPRITEFRAME = J|FF_FULLBRIGHT|TR_TRANS20
DURATION = 2
NEXT = S_METRING5

FRAME S_METRING5
SPRITENAME = SPR_MPR1
SPRITEFRAME = K|FF_FULLBRIGHT|TR_TRANS10
DURATION = 2
NEXT = S_METRING6

FRAME S_METRING6
SPRITENAME = SPR_MPR1
SPRITEFRAME = L|FF_FULLBRIGHT|TR_TRANS20
DURATION = 2
NEXT = S_METRING7

FRAME S_METRING7
SPRITENAME = SPR_MPR1
SPRITEFRAME = M|FF_FULLBRIGHT|TR_TRANS30
DURATION = 2
NEXT = S_METRING8

FRAME S_METRING8
SPRITENAME = SPR_MPR1
SPRITEFRAME = N|FF_FULLBRIGHT|TR_TRANS40
DURATION = 2
NEXT = S_METRING1

FRAME S_METBOX1
SPRITENAME = SPR_MPR1
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 5
NEXT = S_METBOX2

FRAME S_METBOX2
SPRITENAME = SPR_MPR1
SPRITEFRAME = E|FF_FULLBRIGHT
DURATION = 5
NEXT = S_METBOX3

FRAME S_METBOX3
SPRITENAME = SPR_MPR1
SPRITEFRAME = F|FF_FULLBRIGHT
DURATION = 5
NEXT = S_METBOX1

FRAME S_THOKGLOW
SPRITENAME = SPR_YGTL
SPRITEFRAME = A|TR_TRANS90
DURATION = 1
NEXT = S_NULL
ACTION NONE
VAR1 = 0
VAR2 = -4

FRAME S_ZEROSUITANIM0
SPRITENAME = SPR_ZSSA
SPRITEFRAME = A
DURATION = 36
NEXT = S_ZEROSUITANIM1

FRAME S_ZEROSUITANIM1
SPRITENAME = SPR_ZSSA
SPRITEFRAME = B
DURATION = 6
NEXT = S_ZEROSUITANIM2

FRAME S_ZEROSUITANIM2
SPRITENAME = SPR_ZSSA
SPRITEFRAME = C
DURATION = 5
NEXT = S_ZEROSUITANIM3

FRAME S_ZEROSUITANIM3
SPRITENAME = SPR_ZSSA
SPRITEFRAME = D
DURATION = 10
NEXT = S_ZEROSUITANIM4

FRAME S_ZEROSUITANIM4
SPRITENAME = SPR_ZSSA
SPRITEFRAME = E
DURATION = 6
NEXT = S_ZEROSUITANIM5

FRAME S_ZEROSUITANIM5
SPRITENAME = SPR_ZSSA
SPRITEFRAME = F
DURATION = 3
NEXT = S_ZEROSUITANIM6

FRAME S_ZEROSUITANIM6
SPRITENAME = SPR_ZSSA
SPRITEFRAME = G
DURATION = 3
NEXT = S_ZEROSUITANIM5

Thing MT_SAMUSLIGHTS
MAPTHINGNUM = -1
SPAWNSTATE = S_THOK
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_NOBLOCKMAP
DispOffset = 1

Thing MT_METROIDLARVA
MAPTHINGNUM = 2160
SPAWNSTATE = S_MLRV1
SPAWNHEALTH = 1
DEATHSTATE = S_MLRVD
DEATHSOUND = SFX_MLRVD
RADIUS = 12*FRACUNIT
HEIGHT = 12*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_ENEMY|MF_SHOOTABLE|MF_BOUNCE

FRAME S_MLRV1
SPRITENAME = SPR_MLRV
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS10|FF_ANIMATE
DURATION = -1
NEXT = S_MLRV1
VAR1 = 2
VAR2 = 8

FRAME S_MLRVD
SPRITENAME = SPR_MLRV
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS10|FF_ANIMATE
DURATION = -1
NEXT = S_MLRV1
VAR1 = 2
VAR2 = 1

Thing MT_METROID
MAPTHINGNUM = 2161
SPAWNSTATE = S_MTRD1
SPAWNHEALTH = 1
DEATHSTATE = S_MTRDDEAD1
DEATHSOUND = SFX_MTRDD
RADIUS = 28*FRACUNIT
HEIGHT = 25*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_ENEMY|MF_SHOOTABLE|MF_SLIDEME

FRAME S_MTRD1
SPRITENAME = SPR_MTRD
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS10|FF_ANIMATE
DURATION = -1
NEXT = S_MTRD1
VAR1 = 13
VAR2 = 2

FRAME S_MTRDFROZEN
SPRITENAME = SPR_MLRE
SPRITEFRAME = H|TR_TRANS10
DURATION = 80
NEXT = S_MTRD1
ACTION A_PLAYSOUND
VAR1 = sfx_icfr
VAR2 = 1

FRAME S_MTRDDEAD1
SPRITENAME = SPR_MTRD
SPRITEFRAME = N|TR_TRANS30
DURATION = 25
NEXT = S_MTRDDEAD2
ACTION A_PLAYSOUND
VAR1 = sfx_mtrdsp
VAR2 = 1

FRAME S_MTRDDEAD2
SPRITENAME = SPR_MTRD
SPRITEFRAME = N|TR_TRANS60
DURATION = 42
NEXT = S_NULL

Thing MT_SUPERMETROID
MAPTHINGNUM = 2162
SPAWNSTATE = S_MSPR1
SPAWNHEALTH = 8
DEATHSTATE = S_MSPR1
DEATHSOUND = SFX_MTRDSD
RADIUS = 64*FRACUNIT
HEIGHT = 58*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_ENEMY|MF_SHOOTABLE|MF_SLIDEME

FRAME S_MSPR1
SPRITENAME = SPR_MSPR
SPRITEFRAME = A|FF_FULLBRIGHT|FF_ANIMATE
DURATION = -1
NEXT = S_MSPR1
VAR1 = 2
VAR2 = 8

#Auto Tank and Ammo Digitizer, bonus passives that don't add to your item rate!

Thing MT_AUTOTANK
MAPTHINGNUM = 2165
SPAWNSTATE = S_SAMUSBONUS1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 26*FRACUNIT
HEIGHT = 64*FRACUNIT
FLAGS = MF_NOGRAVITY

Thing MT_AMMODIGITIZER
MAPTHINGNUM = 2166
SPAWNSTATE = S_SAMUSBONUS1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 26*FRACUNIT
HEIGHT = 64*FRACUNIT
FLAGS = MF_NOGRAVITY

Thing MT_SCANVISOR
MAPTHINGNUM = 2172
SPAWNSTATE = S_SAMUSBONUS1
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 26*FRACUNIT
HEIGHT = 64*FRACUNIT
FLAGS = MF_NOGRAVITY

FRAME S_SAMUSBONUS1
SPRITENAME = SPR_MPR1
SPRITEFRAME = U|FF_FULLBRIGHT|TR_TRANS10
DURATION = 3
NEXT = S_SAMUSBONUS2

FRAME S_SAMUSBONUS2
SPRITENAME = SPR_MPR1
SPRITEFRAME = V|FF_FULLBRIGHT|TR_TRANS20
DURATION = 3
NEXT = S_SAMUSBONUS3

FRAME S_SAMUSBONUS3
SPRITENAME = SPR_MPR1
SPRITEFRAME = W|FF_FULLBRIGHT|TR_TRANS10
DURATION = 3
NEXT = S_SAMUSBONUS4

FRAME S_SAMUSBONUS4
SPRITENAME = SPR_MPR1
SPRITEFRAME = X|FF_FULLBRIGHT
DURATION = 3
NEXT = S_SAMUSBONUS1

Thing MT_BONUSHOLOGRAM
MAPTHINGNUM = -1
SPAWNSTATE = S_ATHOLO
SPEED = 0
DEATHSTATE = S_NULL
RADIUS = 4*FRACUNIT
HEIGHT = 4*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_NOCLIP
DispOffset = 1

FRAME S_ATHOLO
SPRITENAME = SPR_MPR1
SPRITEFRAME = T|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_NULL

Thing MT_SAMUSEPARTICLE
MAPTHINGNUM = 2167
SPAWNSTATE = S_THOK
DEATHSTATE = S_NULL
RADIUS = 4*FRACUNIT
HEIGHT = 4*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT

Thing MT_DARKPZSHADOW
MAPTHINGNUM = 2168
SPAWNSTATE = S_PZ_SHADOW
SPEED = 0
DEATHSTATE = S_NULL
DEATHSOUND = sfx_pzdead
RADIUS = 32*FRACUNIT
HEIGHT = 64*FRACUNIT
FLAGS = MF_PAIN|MF_SHOOTABLE

FRAME S_PZ_SHADOW
SPRITENAME = SPR_PHAZ
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS10
DURATION = -1
NEXT = S_PZ_SHADOW

FRAME S_BLUEPHAZFLAME
SPRITENAME = SPR_BLAM
SPRITEFRAME = A|FF_FULLBRIGHT|FF_ANIMATE
DURATION = -1
NEXT = S_BLUEPHAZFLAME
VAR1 = 4
VAR2 = 3

#We skipped the Fang fight? I wonder what happened to hi---

Thing MT_DARKPZREMAINS
MAPTHINGNUM = 2173
SPAWNSTATE = S_PZ_REMAINS1
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 16*FRACUNIT
FLAGS = MF_SCENERY

FRAME S_PZ_REMAINS1
SPRITENAME = SPR_PHAZ
SPRITEFRAME = K
DURATION = 200
NEXT = S_PZ_REMAINS2

FRAME S_PZ_REMAINS2
SPRITENAME = SPR_PHAZ
SPRITEFRAME = L
DURATION = 1
NEXT = S_PZ_REMAINS1

FRAME S_PZ_REMAINS3
SPRITENAME = SPR_PHAZ
SPRITEFRAME = M
DURATION = -1
NEXT = S_PZ_REMAINS3

#Hatch the Larva from this egg.

Thing MT_METROIDLARVAEGG
MAPTHINGNUM = 2170
SPAWNSTATE = S_MRLVEGG1
SPEED = 0
DEATHSTATE = S_MRLVEGGHATCH1
RADIUS = 20*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_SOLID|MF_SHOOTABLE

FRAME S_MRLVEGG1
SPRITENAME = SPR_MLRE
SPRITEFRAME = A
DURATION = 20
NEXT = S_MRLVEGG2

FRAME S_MRLVEGG2
SPRITENAME = SPR_MLRE
SPRITEFRAME = B
DURATION = 4
NEXT = S_MRLVEGG3

FRAME S_MRLVEGG3
SPRITENAME = SPR_MLRE
SPRITEFRAME = A
DURATION = 2
NEXT = S_MRLVEGG4

FRAME S_MRLVEGG4
SPRITENAME = SPR_MLRE
SPRITEFRAME = C
DURATION = 3
NEXT = S_MRLVEGG1

FRAME S_MRLVEGGHATCH1
SPRITENAME = SPR_MLRE
SPRITEFRAME = D
DURATION = 40
NEXT = S_MRLVEGGHATCH2
ACTION A_PLAYSOUND
VAR1 = sfx_mlrvh
VAR2 = 1

FRAME S_MRLVEGGHATCH2
SPRITENAME = SPR_MLRE
SPRITEFRAME = E
DURATION = 40
NEXT = S_MRLVEGGHATCHD

FRAME S_MRLVEGGHATCHD
SPRITENAME = SPR_MLRE
SPRITEFRAME = F|TR_TRANS20
DURATION = 160
NEXT = S_NULL
ACTION A_PLAYSOUND
VAR1 = sfx_mlrvh
VAR2 = 1

#Deep Sea Zone 4's boss, the Omega Metroid! It's always 4x-scaled, so keep that in mind!

Thing MT_METROIDBOSS
MAPTHINGNUM = 2163
SPAWNSTATE = S_OMGM1
SPAWNHEALTH = 16
SPEED = 14*FRACUNIT
REACTIONTIME = 6
SEESTATE = S_OMGM2
SEESOUND = sfx_mtrdor
DEATHSOUND = sfx_mtrdod
DEATHSTATE = S_OMGMD
MASS = 100
DAMAGE = 2
RADIUS = 75*FRACUNIT
HEIGHT = 60*FRACUNIT
FLAGS = MF_BOSS|MF_ENEMY|MF_PAIN|MF_NOGRAVITY|MF_NOCLIPHEIGHT

FRAME S_OMGM1
SPRITENAME = SPR_OMGM
SPRITEFRAME = A
DURATION = 6
NEXT = S_OMGM1
ACTION A_LOOK

FRAME S_OMGM2
SPRITENAME = SPR_OMGM
SPRITEFRAME = A
DURATION = 6
NEXT = S_OMGM2

FRAME S_OMGMD
SPRITENAME = SPR_OMGM
SPRITEFRAME = A|TR_TRANS40
DURATION = 150
NEXT = S_NULL
ACTION A_PLAYSOUND
VAR1 = sfx_mtrdod
VAR2 = 1

Thing MT_METROIDPART
MAPTHINGNUM = -1
SPAWNSTATE = S_THOK
SPAWNHEALTH = 13
SPEED = 0
PAINSTATE = S_THOK
DEATHSTATE = S_THOK
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_PAIN|MF_NOCLIPHEIGHT
DispOffSet = 1

#Just some drool, move on.

Thing MT_METROIDDROOL
MAPTHINGNUM = -1
SPAWNSTATE = S_THOK
SPEED = 0
RADIUS = 4*FRACUNIT
HEIGHT = 4*FRACUNIT
DispOffSet = 1

#Sonic Boom slash. Completely knocks you into the ground!

Thing MT_METROIDSLASH
MAPTHINGNUM = -1
SPAWNSTATE = S_OMGSLASH
SPEED = 50*FRACUNIT
RADIUS = 10*FRACUNIT
HEIGHT = 24*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_PAIN|MF_NOCLIPHEIGHT

FRAME S_OMGSLASH
SPRITENAME = SPR_OMGM
SPRITEFRAME = I|TR_TRANS20
DURATION = 40
NEXT = S_NULL

#Metroid egg shell

Thing MT_METROIDSHELL
MAPTHINGNUM = 2164
SPAWNSTATE = S_METROIDSHELL
SPEED = 0
RADIUS = 40*FRACUNIT
HEIGHT = 24*FRACUNIT
FLAGS = MF_SCENERY
DispOffSet = 1

FRAME S_METROIDSHELL
SPRITENAME = SPR_MLRE
SPRITEFRAME = I|TR_TRANS10
DURATION = -1
NEXT = S_NULL

#Dark Samus Boss, referred to as PZ boss everywhere in the project.

Thing MT_PZBOSS
MAPTHINGNUM = 2169
SPAWNSTATE = S_PZ_HIDE
SPAWNHEALTH = 16
SPEED = 0
PAINSTATE = S_PZ_PAIN
DEATHSTATE = S_PZ_PAIN
RADIUS = 50*FRACUNIT
HEIGHT = 64*FRACUNIT
FLAGS = MF_BOSS|MF_NOGRAVITY|MF_SHOOTABLE

FRAME S_PZ_HIDE
SPRITENAME = SPR_PHAZ
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = -1
NEXT = S_PZ_HIDE

FRAME S_PZ_LOOK
SPRITENAME = SPR_PHAZ
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 8
NEXT = S_PZ_LOOK
ACTION A_LOOK

FRAME S_PZ_FLOAT
SPRITENAME = SPR_PHAZ
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 20
NEXT = S_PZ_FLOAT

FRAME S_PZ_SHOOT
SPRITENAME = SPR_PHAZ
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 34
NEXT = S_PZ_FLOAT

FRAME S_PZ_ROLL
SPRITENAME = SPR_PHAZ
SPRITEFRAME = E|FF_FULLBRIGHT
DURATION = 3
NEXT = S_PZ_ROLL

FRAME S_PZ_PAIN
SPRITENAME = SPR_PHAZ
SPRITEFRAME = I|FF_FULLBRIGHT
DURATION = 28
NEXT = S_PZ_FLOAT


#Instead of shooting at the player directly, aim for these.

Thing MT_PZTARGET
SPAWNSTATE = S_PZTARGET
SPEED = 14*FRACUNIT
DEATHSTATE = S_NULL
RADIUS = 4*FRACUNIT
HEIGHT = 4*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_NOSECTOR|MF_NOBLOCKMAP

FRAME S_PZTARGET
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 200
NEXT = S_NULL

#PZ Wave Homer. Has a giant radius and explosion sound that makes it feel like it explodes from getting nearby.

Thing MT_PZWAVEHOMER
SPAWNSTATE = S_WVSHOT1
SEESTATE = S_WVSHOT1
DEATHSTATE = S_WVXP1
SPEED = 6*FRACUNIT
RADIUS = 50*FRACUNIT
HEIGHT = 50*FRACUNIT
ACTIVESOUND = sfx_wvbc
DAMAGE = 2
FLAGS = MF_NOGRAVITY|MF_PAIN|MF_NOCLIPHEIGHT

Thing MT_PZBARRIER
SPAWNSTATE = S_PZBARRIER1
DEATHSTATE = S_NULL
SPEED = 1*FRACUNIT
RADIUS = 30*FRACUNIT
HEIGHT = 30*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOCLIPHEIGHT
DispOffSet = 1

FRAME S_PZBARRIER1
SPRITENAME = SPR_PHAZ
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS70
DURATION = 3
NEXT = S_PZBARRIER2

FRAME S_PZBARRIER2
SPRITENAME = SPR_PHAZ
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS60
DURATION = 3
NEXT = S_PZBARRIER3

FRAME S_PZBARRIER3
SPRITENAME = SPR_PHAZ
SPRITEFRAME = H|FF_FULLBRIGHT|TR_TRANS50
DURATION = 3
NEXT = S_PZBARRIER1

FRAME S_HUNTERSMISSILE1
SPRITENAME = SPR_SJMP
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_HUNTERSMISSILE2

FRAME S_HUNTERSMISSILE2
SPRITENAME = SPR_SJMP
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS40
DURATION = 3
NEXT = S_HUNTERSMISSILE1

FRAME S_HUNTERSMISSILE3
SPRITENAME = SPR_SJMP
SPRITEFRAME = D|FF_PAPERSPRITE
DURATION = 8
NEXT = S_HUNTERSMISSILE4

FRAME S_HUNTERSMISSILE4
SPRITENAME = SPR_SJMP
SPRITEFRAME = D|FF_PAPERSPRITE
DURATION = 8
NEXT = S_HUNTERSMISSILE4

FRAME S_SAMUSSAVESTATION
SPRITENAME = SPR_MPR1
SPRITEFRAME = O|TR_TRANS20|FF_FULLBRIGHT
DURATION = -1
NEXT = S_SAMUSSAVESTATION

Thing MT_FAKESAMUSTHOK
MAPTHINGNUM = -1
SPAWNSTATE = S_THOK
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_NOCLIP
DISPOFFSET = 7

#Lock on items for Samus.

Thing MT_SAMUSLOCKSEEK
SPAWNSTATE = S_THOK
SPEED = 1
RADIUS = 600*FRACUNIT
HEIGHT = 600*FRACUNIT
FLAGS = MF_NOCLIPHEIGHT|MF_NOGRAVITY

Thing MT_SAMUSLOCKGFX
SPAWNSTATE = S_THOK
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT

Thing MT_SAMDUMMYTRACKER
SPAWNSTATE = S_THOK
SPEED = 0
RADIUS = 40*FRACUNIT
HEIGHT = 40*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOSECTOR|MF_SOLID

#The regular Missile Lightlines. Makes it abundantly clear which is being fired.

Thing MT_SAMLIGHTLINE
MAPTHINGNUM = -1
SPAWNSTATE = S_THOK
RADIUS = 4*FRACUNIT
HEIGHT = 4*FRACUNIT
FLAGS = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY

#Autosprite. Concept I made for Surge to save having to make too many state and sprite freeslots

Thing MT_SAM_AUTOSPRITE
MAPTHINGNUM = -1
SPAWNSTATE = S_THOK
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT

#Wind Lines! Stolen from SA-Sonic, who stole them from SMS, who stole it from SA2!

Thing MT_SAMWINDLINE
MAPTHINGNUM = -1
SPAWNSTATE = S_SAMWINDLINE1S
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT

FRAME S_SAMWINDLINE1S
SPRITENAME = SPR_SW79
SPRITEFRAME = A|FF_PAPERSPRITE|TR_TRANS10
DURATION = 1
NEXT = S_SAMWINDLINE2S

FRAME S_SAMWINDLINE2S
SPRITENAME = SPR_SW79
SPRITEFRAME = B|FF_PAPERSPRITE|TR_TRANS20
DURATION = 2
NEXT = S_SAMWINDLINE3S

FRAME S_SAMWINDLINE3S
SPRITENAME = SPR_SW79
SPRITEFRAME = C|FF_PAPERSPRITE|TR_TRANS20
DURATION = 3
NEXT = S_SAMWINDLINE4S

FRAME S_SAMWINDLINE4S
SPRITENAME = SPR_SW79
SPRITEFRAME = D|FF_PAPERSPRITE|TR_TRANS30
DURATION = 2
NEXT = S_NULL