
Freeslot
SPR_SPTY
MT_SPLATYS
S_SPLATY_STND1
S_SPLATY_STND2
S_SPLATY_BOING1
S_SPLATY_BOING2
S_SPLATY_BOINGAAAAAAAA
S_SPLATY_BOINGS
S_SPLATY_FALL1
S_SPLATY_FALL2
SPR_SPTG
MT_SPLATGS
S_SPLATG_STND1
S_SPLATG_STND2
S_SPLATG_BOING1
S_SPLATG_BOING2
S_SPLATG_BOINGAAAAAAAA
S_SPLATG_BOINGS
S_SPLATG_FALL1
S_SPLATG_FALL2

State S_SPLATG_STND1
SpriteName = SPTG
SpriteFrame = A
Duration = 10
Next = S_SPLATG_STND1
Action = A_Look
Var1 = 0
Var2 = 0

State S_SPLATG_STND2
SpriteName = SPTG
SpriteFrame = B
Duration = 10
Next = S_SPLATG_STND1
Action = A_BunnyHop
Var1 = 8
Var2 = 0

State S_SPLATG_BOING1
SpriteName = SPTG
SpriteFrame = B
Duration = 1
Next = S_SPLATG_BOINGS
Action = A_BunnyHop
Var1 = 5
Var2 = 21

State S_SPLATG_BOINGS
SpriteName = SPTG
SpriteFrame = B
Duration = 1
Next = S_SPLATG_BOING2
Action = A_PlayActiveSound

State S_SPLATG_BOING2
SpriteName = SPTG
SpriteFrame = B
Duration = -1
Next = S_SPLATG_BOING1
Action = A_FaceTarget

State S_SPLATG_FALL1
SpriteName = SPTG
SpriteFrame = A
Duration = 1
Next = S_SPLATG_FALL2
Action = None

State S_SPLATG_FALL2
SpriteName = SPTG
SpriteFrame = A
Duration = 1
Next = S_SPLATG_BOING1
Action = None

Object MT_SPLATGS
#$Name SPLATGs
#$Sprite SPTGA2A8
#$Category Pi Map
MapThingNum = 1338
SpawnState = S_SPLATG_STND1
SpawnHealth = 1
SeeState = S_SPLATG_BOING1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_pop
MeleeState = S_SPLATG_FALL1
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_SPLATG_FALL2
DeathSound = sfx_pop
Speed = 5
Radius = 15*FRACUNIT
Height = 58*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_sping
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

State S_SPLATG_BOINGAAAAAAAA
SpriteName = SPTG
SpriteFrame = B
Duration = 1
Next = S_SPLATG_BOING2
Action = A_Look

State S_SPLATY_BOINGAAAAAAAA
SpriteName = SPTY
SpriteFrame = B
Duration = 1
Next = S_SPLATY_BOING2
Action = A_Look

State S_SPLATY_STND1
SpriteName = SPTY
SpriteFrame = A
Duration = 10
Next = S_SPLATY_STND1
Action = A_Look
Var1 = 0
Var2 = 0

State S_SPLATY_STND2
SpriteName = SPTY
SpriteFrame = B
Duration = 10
Next = S_SPLATY_STND1
Action = A_BunnyHop
Var1 = 8
Var2 = 0

State S_SPLATY_BOING1
SpriteName = SPTY
SpriteFrame = B
Duration = 1
Next = S_SPLATY_BOINGS
Action = A_BunnyHop
Var1 = 15
Var2 = 10

State S_SPLATY_BOINGS
SpriteName = SPTY
SpriteFrame = B
Duration = 1
Next = S_SPLATY_BOING2
Action = A_PlayActiveSound

State S_SPLATY_BOING2
SpriteName = SPTY
SpriteFrame = B
Duration = -1
Next = S_SPLATY_BOING1
Action = A_FaceTarget

State S_SPLATY_FALL1
SpriteName = SPLT
SpriteFrame = A
Duration = 1
Next = S_SPLATY_FALL2
Action = None

State S_SPLATY_FALL2
SpriteName = SPTY
SpriteFrame = A
Duration = 1
Next = S_SPLATY_BOING1
Action = None

Object MT_SPLATYS
#$Name SPLATYs
#$Sprite SPTYA2A8
#$Category Pi Map
MapThingNum = 1339
SpawnState = S_SPLATY_STND1
SpawnHealth = 1
SeeState = S_SPLATY_BOING1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_pop
MeleeState = S_SPLATY_FALL1
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_SPLATY_FALL2
DeathSound = sfx_pop
Speed = 5
Radius = 15*FRACUNIT
Height = 58*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_sping
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL