Freeslot
MT_Star
MT_Star_Streak
S_Star_1
S_Star_2
S_Star_Streak_1
S_Star_Streak_2
S_Star_Streak_3
S_Star_Streak_4
S_Star_Streak_5
S_Star_Streak_6
S_Star_Streak_7
S_Star_Streak_8
S_Star_Streak_9
S_Star_Streak_10
S_Star_Streak_11
SPR_STRK

Object MT_Star
MapThingNum = -1
SpawnState = S_Star_1
Flags = MF_Missile|MF_NoBlockMap|MF_NoGravity|MF_RunSpawnFunc

State S_Star_1
SpriteName = STRK
SpriteFrame = A
Action = A_MoveAbsolute
Var1 = 180
Var2 = 10
Duration = 1
Next = S_Star_2

State S_Star_2
SpriteName = STRK
SpriteFrame = A
Action = A_SpawnObjectRelative
Var2 = MT_Star_Streak
Duration = 1
Next = S_Star_2

Object MT_Star_Streak
MapThingNum = -1
SpawnState = S_Star_Streak_1
Flags = MF_Scenery|MF_NoGravity|MF_NoBlockMap

State S_Star_Streak_1
SpriteName = STRK
SpriteFrame = A
Duration = 10
Next = S_Star_Streak_2

State S_Star_Streak_2
SpriteName = STRK
SpriteFrame = B
Duration = 9
Next = S_Star_Streak_3

State S_Star_Streak_3
SpriteName = STRK
SpriteFrame = C
Duration = 8
Next = S_Star_Streak_4

State S_Star_Streak_4
SpriteName = STRK
SpriteFrame = D
Duration = 7
Next = S_Star_Streak_5

State S_Star_Streak_5
SpriteName = STRK
SpriteFrame = E
Duration = 6
Next = S_Star_Streak_6

State S_Star_Streak_6
SpriteName = STRK
SpriteFrame = F
Duration = 5
Next = S_Star_Streak_7

State S_Star_Streak_7
SpriteName = STRK
SpriteFrame = G
Duration = 4
Next = S_Star_Streak_8

State S_Star_Streak_8
SpriteName = STRK
SpriteFrame = H
Duration = 3
Next = S_Star_Streak_9

State S_Star_Streak_9
SpriteName = STRK
SpriteFrame = I
Duration = 2
Next = S_Star_Streak_10

State S_Star_Streak_10
SpriteName = STRK
SpriteFrame = J
Duration = 1
Next = S_Star_Streak_11

State S_Star_Streak_11
SpriteName = STRK
SpriteFrame = K
Duration = 1
Next = S_Null