#RING MONITOR

Freeslot
MT_CRINGMONI
S_RINGMONI
S_BOX_FLCIKER
S_BOX_POP1
S_BOX_POP2
SPR_TVRIG0

Object MT_CRINGMONI
#$Name "Super Ring (Classic)"
#$Sprite TVRIG0
MapThingNum = 2400
Spawnstate = S_RINGMONI
Painstate = S_RINGMONI
Deathstate = S_BOX_POP1
Deathsound = sfx_pop
Damage = MT_RING_ICON
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Reactiontime = 8
Flags = MF_SHOOTABLE|MF_MONITOR|MF_SOLID|MF_NOGRAVITY

State S_RINGMONI
SpriteName = TVRI
SpriteFrame = G
Duration = 2
Next = S_BOX_FLCIKER

State S_BOX_FLCIKER
SpriteName = MSTV
SpriteFrame = C
Duration = 1
Next = S_SPAWNSTATE

State S_BOX_POP1
SpriteName = MSTV
SpriteFrame = C
Duration = 4
Next = S_BOX_POP2
Action = A_MonitorPop

State S_BOX_POP2
SpriteName = MSTV
SpriteFrame = D
Duration = -1

Freeslot
MT_CPITYMONI
S_PITYMONI

Object MT_CPITYMONI
#$Name " Pity Shield (Classic)"
#$Sprite TVPIG0
MapThingNum = 2401
Spawnstate = S_PITYMONI
Painstate = S_PITYMONI
Deathstate = S_BOX_POP1
Deathsound = sfx_pop
Damage = MT_PITY_ICON
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Reactiontime = 8
Flags = MF_SHOOTABLE|MF_MONITOR|MF_SOLID|MF_NOGRAVITY

State S_PITYMONI
SpriteName = TVPI
SpriteFrame = G
Duration = 2
Next = S_BOX_FLCIKER

Freeslot
MT_CATRAMONI
S_ATRAMONI

Object MT_CATRAMONI
#$Name " Attraction Shield (Classic)"
#$Sprite TVATG0
MapThingNum = 2402
Spawnstate = S_ATRAMONI
Painstate = S_ATRAMONI
Deathstate = S_BOX_POP1
Deathsound = sfx_pop
Damage = MT_ATTRACT_ICON
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Reactiontime = 8
Flags = MF_SHOOTABLE|MF_MONITOR|MF_SOLID|MF_NOGRAVITY

State S_ATRAMONI
SpriteName = TVAT
SpriteFrame = G
Duration = 2
Next = S_BOX_FLCIKER

Freeslot
MT_CFORCMONI
S_FORCMONI

Object MT_CFORCMONI
#$Name " Force Shield (Classic)"
#$Sprite TVFOG0
MapThingNum = 2403
Spawnstate = S_FORCMONI
Painstate = S_FORCMONI
Deathstate = S_BOX_POP1
Deathsound = sfx_pop
Damage = MT_FORCE_ICON
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Reactiontime = 8
Flags = MF_SHOOTABLE|MF_MONITOR|MF_SOLID|MF_NOGRAVITY

State S_FORCMONI
SpriteName = TVFO
SpriteFrame = G
Duration = 2
Next = S_BOX_FLCIKER

Freeslot
MT_CARMAMONI
S_CARMAMONI

Object MT_CARMAMONI
#$Name " Armageddon Shield (Classic)"
#$Sprite TVARG0
MapThingNum = 2404
Spawnstate = S_CARMAMONI
Painstate = S_CARMAMONI
Deathstate = S_BOX_POP1
Deathsound = sfx_pop
Damage = MT_ARMAGEDDON_ICON
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Reactiontime = 8
Flags = MF_SHOOTABLE|MF_MONITOR|MF_SOLID|MF_NOGRAVITY

State S_CARMAMONI
SpriteName = TVAR
SpriteFrame = G
Duration = 2
Next = S_BOX_FLCIKER

Freeslot
MT_CWHIRMONI
S_CWHIRMONI

Object MT_CWHIRMONI
#$Name "Whirlwind Shield (Classic)"
#$Sprite TVWWG0
MapThingNum = 2405
Spawnstate = S_CWHIRMONI
Painstate = S_CWHIRMONI
Deathstate = S_BOX_POP1
Deathsound = sfx_pop
Damage = MT_WHIRLWIND_ICON
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Reactiontime = 8
Flags = MF_SHOOTABLE|MF_MONITOR|MF_SOLID|MF_NOGRAVITY

State S_CWHIRMONI
SpriteName = TVWW
SpriteFrame = G
Duration = 2
Next = S_BOX_FLCIKER

Freeslot
MT_CELEMMONI
S_CELEMMONI

Object MT_CELEMMONI
#$Name "Elemental Shield (Classic)"
#$Sprite TVELG0
MapThingNum = 2406
Spawnstate = S_CELEMMONI
Painstate = S_CELEMMONI
Deathstate = S_BOX_POP1
Deathsound = sfx_pop
Damage = MT_ELEMENTAL_ICON
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Reactiontime = 8
Flags = MF_SHOOTABLE|MF_MONITOR|MF_SOLID|MF_NOGRAVITY

State S_CELEMMONI
SpriteName = TVEL
SpriteFrame = G
Duration = 2
Next = S_BOX_FLCIKER

Freeslot
MT_CSNEAMONI
S_CSNEAMONI

Object MT_CSNEAMONI
#$Name "Super Sneakers (Classic)"
#$Sprite TVSSG0
MapThingNum = 2407
Spawnstate = S_CSNEAMONI
Painstate = S_CSNEAMONI
Deathstate = S_BOX_POP1
Deathsound = sfx_pop
Damage = MT_SNEAKERS_ICON
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Reactiontime = 8
Flags = MF_SHOOTABLE|MF_MONITOR|MF_SOLID|MF_NOGRAVITY

State S_CSNEAMONI
SpriteName = TVSS
SpriteFrame = G
Duration = 2
Next = S_BOX_FLCIKER

Freeslot
MT_CINVIMONI
S_CINVIMONI

Object MT_CINVIMONI
#$Name "Invincibilty (Classic)"
#$Sprite TVIVG0
MapThingNum = 2408
Spawnstate = S_CINVIMONI
Painstate = S_CINVIMONI
Deathstate = S_BOX_POP1
Deathsound = sfx_pop
Damage = MT_INVULN_ICON
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Reactiontime = 8
Flags = MF_SHOOTABLE|MF_MONITOR|MF_SOLID|MF_NOGRAVITY

State S_CINVIMONI
SpriteName = TVIV
SpriteFrame = G
Duration = 2
Next = S_BOX_FLCIKER

Freeslot
MT_C1UPMONI
S_1UPMONI
S_1UPSPAWN

Object MT_C1UPMONI
#$Name "Extra Life (Classic)"
#$Sprite TV1UG0
MapThingNum = 2409
SeeState = S_PLAY_BOX1
Spawnstate = S_1UPSPAWN
Painstate = S_1UPMONI
Deathstate = S_BOX_POP1
Deathsound = sfx_pop
Damage = MT_1UP_ICON
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Reactiontime = 8
Flags = MF_SHOOTABLE|MF_MONITOR|MF_SOLID|MF_NOGRAVITY

State S_1UPSPAWN
SpriteName = TV1U
SpriteFrame = G
Duration = 1
Next = S_1UPMONI

State S_1UPMONI
SpriteName = TV1U
SpriteFrame = G
Duration = 2
Next = S_BOX_FLCIKER