#Thanks to Badx for original fake spark SOC
#Thanks to SMS for simple fix to the spark
FREESLOT
MT_MODERNRETICLE
MT_BOOSTSHOCKWAVE
MT_JUMPSPHERE
MT_STOMPAURA
MT_STOMPEFFECT
MT_SLIDEFXL
MT_SLIDEFXR
MT_STOMPDUST
MT_FAKESPARKLE
SPR_STOM
SPR_STMP
SPR_BOST
SPR_RETT
SPR_SCKW
SPR_SLDL
SPR_SLDR
S_BOOSTENERGY1
S_BOOSTENERGY2
S_BOOSTENERGY3
S_BOOSTENERGY4
S_BOOSTENERGY5
S_BOOSTENERGY6
S_BOOSTENERGY7
S_BOOSTENERGY8
S_BOOSTENERGY9
S_BOOSTENERGY10
S_BOOSTENERGY11
S_BOOSTENERGY12
S_BOOSTENERGY13
S_BOOSTENERGY14
S_BOOSTSPARKLE1
S_BOOSTSPARKLE2
S_BOOSTSPARKLE3
S_BOOSTSPARKLE4
S_BOOSTSPARKLE5
S_BOOSTSPARKLE6
S_BOOSTSPARKLE7
S_BOOSTSPARKLE8
S_BOOSTSPARKLE9
S_BOOSTSPARKLE10
S_BOOSTSPARKLE11
S_BOOSTSPARKLE12
S_BOOSTSPARKLE13
S_BOOSTSPARKLE14
S_STOMPDUST1
S_STOMPDUST2
S_STOMPDUST3
S_STOMPDUST4
S_STOMPDUST5
S_STOMPDUST6
S_STOMPDUST7
S_STOMPDUST8
S_SLIDEFXL1
S_SLIDEFXL2
S_SLIDEFXL3
S_SLIDEFXL4
S_SLIDEFXR1
S_SLIDEFXR2
S_SLIDEFXR3
S_SLIDEFXR4
S_FAKESPARK
S_FAKESPARKLE
S_STOMPAURA1
S_STOMPEFFECT1
S_STOMPEFFECT2
S_STOMPEFFECT3
S_STOMPEFFECT4
S_MSBOOSTAURA1
S_BOOSTSHOCKWAVE1
S_BOOSTSHOCKWAVE2
S_BOOSTSHOCKWAVE3
S_BOOSTSHOCKWAVE4
S_BOOSTSHOCKWAVE5
S_MODERNRETICLE1
S_MODERNRETICLE2
S_MODERNRETICLE3
S_MODERNRETICLE4
S_MODERNRETICLE5
S_MODERNRETICLE6


State S_SPRK1
Duration = 0
Next = 0
Action A_SpawnObjectRelative
Var2 = MT_SPARK

object MT_SPARK
SpawnState = S_FAKESPARK

State S_FAKESPARK
Spritename = SPR_SPRK
Spritesubnumber = tr_trans40
Duration = 1
Action None
Next = S_SPRK2

State S_COINSPARKLE1
Duration = 0
Next = 0
Action A_SpawnObjectRelative
Var2 = MT_FAKESPARKLE

object MT_FAKESPARKLE
SpawnState = S_FAKESPARKLE

State S_FAKESPARKLE
Spritename = SPR_CPRK 
Spritesubnumber = tr_trans40
Duration = 1
Action None
Next = S_COINSPARKLE2


Thing MT_BOOSTSHOCKWAVE
MAPTHINGNUM = -1
SPAWNSTATE = S_BOOSTSHOCKWAVE1
SPAWNHEALTH = 1000
SEESTATE = S_BOOSTSHOCKWAVE2
RADIUS = 1
HEIGHT = 1
MASS = 100
FLAGS = MF_NOGRAVITY|MF_SCENERY

FRAME S_BOOSTSHOCKWAVE1
SPRITENAME = SPR_SCKW
SPRITEFRAME = A|TR_TRANS20
DURATION = 2
NEXT = S_BOOSTSHOCKWAVE2
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_BOOSTSHOCKWAVE2
SPRITENAME = SPR_SCKW
SPRITEFRAME = B|TR_TRANS20
DURATION = 3
NEXT = S_BOOSTSHOCKWAVE3
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_BOOSTSHOCKWAVE3
SPRITENAME = SPR_SCKW
SPRITEFRAME = C|TR_TRANS40
DURATION = 9
NEXT = S_BOOSTSHOCKWAVE4
ACTION A_Setscale
VAR1 = 2*FRACUNIT
VAR2 = MT_BOOSTSHOCKWAVE

FRAME S_BOOSTSHOCKWAVE4
SPRITENAME = SPR_SCKW
SPRITEFRAME = C|TR_TRANS60
DURATION = 9
NEXT = S_BOOSTSHOCKWAVE5
ACTION A_Setscale
VAR1 = 3*FRACUNIT
VAR2 = MT_BOOSTSHOCKWAVE

FRAME S_BOOSTSHOCKWAVE5
SPRITENAME = SPR_SCKW
SPRITEFRAME = C|TR_TRANS80
DURATION = 7
NEXT = S_NULL
ACTION A_Setscale
VAR1 = 4*FRACUNIT
VAR2 = MT_BOOSTSHOCKWAVE

Thing MT_JUMPSPHERE
MAPTHINGNUM = -1
DISPOFFSET = 1
SPAWNSTATE = S_INVISIBLE
SPAWNHEALTH = 1000
RADIUS = 1
HEIGHT = 1
MASS = 100
FLAGS = MF_NOGRAVITY|MF_SCENERY

Thing MT_BOOSTENERGY
MAPTHINGNUM = -1
DISPOFFSET = 1
SPAWNSTATE = S_BOOSTENERGY1
SPAWNHEALTH = 1000
RADIUS = 1
HEIGHT = 1
MASS = 100
FLAGS = MF_NOGRAVITY|MF_SHOOTABLE|MF_NOCLIPHEIGHT

State S_BOOSTENERGY1
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|A
Duration = 1
Next = S_BOOSTENERGY2

State S_BOOSTENERGY2
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|B
Duration = 1
Next = S_BOOSTENERGY3

State S_BOOSTENERGY3
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|C
Duration = 1
Next = S_BOOSTENERGY4

State S_BOOSTENERGY4
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|D
Duration = 1
Next = S_BOOSTENERGY5

State S_BOOSTENERGY5
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|E
Duration = 1
Next = S_BOOSTENERGY6

State S_BOOSTENERGY6
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|F
Duration = 1
Next = S_BOOSTENERGY7

State S_BOOSTENERGY7
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|G
Duration = 1
Next = S_BOOSTENERGY8

State S_BOOSTENERGY8
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|H
Duration = 1
Next = S_BOOSTENERGY9

State S_BOOSTENERGY9
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|G
Duration = 1
Next = S_BOOSTENERGY10

State S_BOOSTENERGY10
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|F
Duration = 1
Next = S_BOOSTENERGY11

State S_BOOSTENERGY11
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|E
Duration = 1
Next = S_BOOSTENERGY12

State S_BOOSTENERGY12
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|D
Duration = 1
Next = S_BOOSTENERGY13

State S_BOOSTENERGY13
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|C
Duration = 1
Next = S_BOOSTENERGY14

State S_BOOSTENERGY14
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|B
Duration = 1
Next = S_BOOSTENERGY1

Thing MT_BOOSTSPARKLE
MAPTHINGNUM = -1
DISPOFFSET = 1
SPAWNSTATE = S_BOOSTSPARKLE1
SPAWNHEALTH = 1000
RADIUS = 1
HEIGHT = 1
MASS = 100
FLAGS = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIP|MF_NOCLIPHEIGHT

State S_BOOSTSPARKLE1
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|D|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE2

State S_BOOSTSPARKLE2
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|E|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE3

State S_BOOSTSPARKLE3
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|F|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE4

State S_BOOSTSPARKLE4
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|G|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE5

State S_BOOSTSPARKLE5
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|H|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE6

State S_BOOSTSPARKLE6
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|G|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE7

State S_BOOSTSPARKLE7
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|F|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE8

State S_BOOSTSPARKLE8
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|E|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE9

State S_BOOSTSPARKLE9
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|D|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE10

State S_BOOSTSPARKLE10
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|C|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE11

State S_BOOSTSPARKLE11
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|B|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE12

State S_BOOSTSPARKLE12
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|A|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE13

State S_BOOSTSPARKLE13
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|B|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE14

State S_BOOSTSPARKLE14
SpriteName = SPR_TSPK
SpriteFrame = FF_FULLBRIGHT|C|TR_TRANS50
Duration = 1
Next = S_BOOSTSPARKLE1


Thing MT_STOMPAURA
MAPTHINGNUM = -1
SPAWNSTATE = S_STOMPAURA1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = FRACUNIT*256
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = FRACUNIT*10
RADIUS = FRACUNIT*5
HEIGHT = FRACUNIT*5
MASS = 16
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY|MF_NOBLOCKMAP

FRAME S_STOMPAURA1
SPRITENAME = SPR_STMP
SPRITEFRAME = A|TR_TRANS40|FF_FULLBRIGHT
DURATION = 1
NEXT = S_NULL
ACTION NONE
VAR1 = 0
VAR2 = 0

Thing MT_STOMPEFFECT
MAPTHINGNUM = -1
SPAWNSTATE = S_STOMPEFFECT1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = FRACUNIT*256
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = FRACUNIT*10
RADIUS = FRACUNIT*5
HEIGHT = FRACUNIT*5
MASS = 16
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY|MF_NOBLOCKMAP

FRAME S_STOMPEFFECT1
SPRITENAME = 0
SPRITEFRAME = 0
DURATION = 1
NEXT = S_STOMPEFFECT2
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_STOMPEFFECT2
SPRITENAME = SPR_STMP
SPRITEFRAME = B|TR_TRANS40|FF_FULLBRIGHT
DURATION = 2
NEXT = S_STOMPEFFECT3
ACTION A_Setscale
VAR1 = FRACUNIT/4
VAR2 = MT_STOMPEFFECT

FRAME S_STOMPEFFECT3
SPRITENAME = SPR_STMP
SPRITEFRAME = B|TR_TRANS40|FF_FULLBRIGHT
DURATION = 2
NEXT = S_STOMPEFFECT4
ACTION A_Setscale
VAR1 = FRACUNIT/4
VAR2 = MT_STOMPEFFECT

FRAME S_STOMPEFFECT4
SPRITENAME = SPR_STMP
SPRITEFRAME = B|TR_TRANS60|FF_FULLBRIGHT
DURATION = 2
NEXT = S_NULL
ACTION A_Setscale
VAR1 = FRACUNIT/5
VAR2 = MT_STOMPEFFECT

Thing MT_MODERNRETICLE
MAPTHINGNUM = -1
SPAWNSTATE = S_MODERNRETICLE1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 0
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 65536
HEIGHT = 65536
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_RUNSPAWNFUNC|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_MODERNRETICLE1
SPRITENUMBER = SPR_RETT
SPRITESUBNUMBER = A|FF_FULLBRIGHT
DURATION = 1
NEXT = S_MODERNRETICLE2
ACTION A_ReticleThinker
VAR1 = 0
VAR2 = 0

FRAME S_MODERNRETICLE2
SPRITENUMBER = SPR_RETT
SPRITESUBNUMBER = B|FF_FULLBRIGHT
DURATION = 1
NEXT = S_MODERNRETICLE3
ACTION A_ReticleThinker
VAR1 = 0
VAR2 = 0

FRAME S_MODERNRETICLE3
SPRITENUMBER = SPR_RETT
SPRITESUBNUMBER = C|FF_FULLBRIGHT
DURATION = 1
NEXT = S_MODERNRETICLE4
ACTION A_ReticleThinker
VAR1 = 0
VAR2 = 0

FRAME S_MODERNRETICLE4
SPRITENUMBER = SPR_RETT
SPRITESUBNUMBER = D|FF_FULLBRIGHT
DURATION = 1
NEXT = S_MODERNRETICLE5
ACTION A_ReticleThinker
VAR1 = 0
VAR2 = 0

FRAME S_MODERNRETICLE5
SPRITENUMBER = SPR_RETT
SPRITESUBNUMBER = E|FF_FULLBRIGHT
DURATION = 1
NEXT = S_MODERNRETICLE6
ACTION A_ReticleThinker
VAR1 = 0
VAR2 = 0

FRAME S_MODERNRETICLE6
SPRITENUMBER = SPR_RETT
SPRITESUBNUMBER = F|FF_FULLBRIGHT
DURATION = 1
NEXT = S_MODERNRETICLE1
ACTION A_ReticleThinker
VAR1 = 0
VAR2 = 0

Thing MT_SLIDEFXL
MAPTHINGNUM = -1
SPAWNSTATE = S_SLIDEFXL1
SPAWNHEALTH = 1000
RADIUS = 1
HEIGHT = 1
MASS = 100
FLAGS = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIP|MF_NOCLIPHEIGHT

FRAME S_SLIDEFXL1
SPRITENAME = SPR_SLDL
SPRITEFRAME = A|TR_TRANS40|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SLIDEFXL2
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_SLIDEFXL2
SPRITENAME = SPR_SLDL
SPRITEFRAME = B|TR_TRANS40|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SLIDEFXL3
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_SLIDEFXL3
SPRITENAME = SPR_SLDL
SPRITEFRAME = C|TR_TRANS40|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SLIDEFXL4
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_SLIDEFXL4
SPRITENAME = SPR_SLDL
SPRITEFRAME = B|TR_TRANS40|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SLIDEFXL1
ACTION NONE
VAR1 = 0
VAR2 = 0

Thing MT_SLIDEFXR
MAPTHINGNUM = -1
SPAWNSTATE = S_SLIDEFXR1
SPAWNHEALTH = 1000
RADIUS = 1
HEIGHT = 1
MASS = 100
FLAGS = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIP|MF_NOCLIPHEIGHT

FRAME S_SLIDEFXR1
SPRITENAME = SPR_SLDR
SPRITEFRAME = A|TR_TRANS40|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SLIDEFXR2
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_SLIDEFXR2
SPRITENAME = SPR_SLDR
SPRITEFRAME = B|TR_TRANS40|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SLIDEFXR3
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_SLIDEFXR3
SPRITENAME = SPR_SLDR
SPRITEFRAME = C|TR_TRANS40|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SLIDEFXR4
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_SLIDEFXR4
SPRITENAME = SPR_SLDR
SPRITEFRAME = B|TR_TRANS40|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SLIDEFXR1
ACTION NONE
VAR1 = 0
VAR2 = 0

Thing MT_STOMPDUST
MAPTHINGNUM = -1
SPAWNSTATE = S_STOMPDUST1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 0
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 20*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 0
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_MISSILE|MF_NOGRAVITY|MF_NOBLOCKMAP

FRAME S_STOMPDUST1
SPRITENAME = SPR_STOM
SPRITEFRAME = A|TR_TRANS20|FF_FULLBRIGHT
DURATION = 2
NEXT = STOMPDUST2
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_STOMPDUST2
SPRITENAME = SPR_STOM
SPRITEFRAME = B|TR_TRANS20|FF_FULLBRIGHT
DURATION = 1
NEXT = S_STOMPDUST3
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_STOMPDUST3
SPRITENAME = SPR_STOM
SPRITEFRAME = C|TR_TRANS20|FF_FULLBRIGHT
DURATION = 2
NEXT = S_STOMPDUST4
ACTION NONE
VAR1 = 0
VAR2 = 0

FRAME S_STOMPDUST4
SPRITENAME = SPR_STOM
SPRITEFRAME = D|TR_TRANS20|FF_FULLBRIGHT
DURATION = 1
NEXT = STOMPDUST5
ACTION A_Setscale
VAR1 = FRACUNIT/3
VAR2 = MT_STOMPDUST

FRAME S_STOMPDUST5
SPRITENAME = SPR_STOM
SPRITEFRAME = E|TR_TRANS20|FF_FULLBRIGHT
DURATION = 2
NEXT = S_STOMPDUST6
ACTION A_Setscale
VAR1 = FRACUNIT/3
VAR2 = MT_STOMPDUST

FRAME S_STOMPDUST6
SPRITENAME = SPR_STOM
SPRITEFRAME = F|TR_TRANS40|FF_FULLBRIGHT
DURATION = 1
NEXT = S_STOMPDUST7
ACTION A_Setscale
VAR1 = FRACUNIT/2
VAR2 = MT_STOMPDUST

FRAME S_STOMPDUST7
SPRITENAME = SPR_STOM
SPRITEFRAME = G|TR_TRANS60|FF_FULLBRIGHT
DURATION = 2
NEXT = S_STOMPDUST8
ACTION A_Setscale
VAR1 = FRACUNIT
VAR2 = MT_STOMPDUST

FRAME S_STOMPDUST8
SPRITENAME = SPR_STOM
SPRITEFRAME = H|TR_TRANS80|FF_FULLBRIGHT
DURATION = 2
NEXT = S_NULL
ACTION A_Setscale
VAR1 = FRACUNIT
VAR2 = MT_STOMPDUST

Thing MT_MSBOOSTAURA
MAPTHINGNUM = -1
SPAWNSTATE = S_MSBOOSTAURA1
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
MASS = 100
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY

FRAME S_MSBOOSTAURA1
SPRITENAME = SPR_BOST
SPRITESUBNUMBER = A|FF_FULLBRIGHT
DURATION = 5
NEXT = S_NULL