FREESLOT
SPR_PROJ
MT_POWERBALL1
S_POWERBALL1
S_POWERBALL2
S_POWERBALL3
S_POWERBALL_EXPLODE1
S_POWERBALL_EXPLODE2
S_POWERBALL_EXPLODE3

Thing MT_POWERBALL1
MAPTHINGNUM = -1
SPAWNSTATE = S_POWERBALL1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_POWERBALL_EXPLODE1
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 3604480
RADIUS = 100*FRACUNIT
HEIGHT = 100*FRACUNIT
MASS = 100
DAMAGE = 32*FRACUNIT
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

STATE S_POWERBALL1
SPRITENAME = PROJ
SPRITEFRAME = FF_FULLBRIGHT|FF_TRANS50|A
DURATION = 2
NEXT = S_POWERBALL2
ACTION A_SetObjectFlags2
VAR1 = MF2_RAILRING
VAR2 = 2

STATE S_POWERBALL2
SPRITENAME = PROJ
SPRITEFRAME = FF_FULLBRIGHT|FF_TRANS50|B
DURATION = 2
NEXT = S_POWERBALL3
ACTION A_SetObjectFlags2
VAR1 = MF2_RAILRING
VAR2 = 2

STATE S_POWERBALL3
SPRITENAME = PROJ
SPRITEFRAME = FF_FULLBRIGHT|FF_TRANS50|C
DURATION = 2
NEXT = S_POWERBALL1
ACTION A_SetObjectFlags2
VAR1 = MF2_RAILRING
VAR2 = 2

STATE S_POWERBALL_EXPLODE1
SPRITENAME = PROJ
SPRITEFRAME = FF_FULLBRIGHT|FF_TRANS50|C
DURATION = 1
NEXT = S_POWERBALL_EXPLODE2
ACTION A_Explode
VAR1 = 0
VAR2 = 0

STATE S_POWERBALL_EXPLODE2
SPRITENAME = PROJ
SPRITEFRAME = FF_FULLBRIGHT|FF_TRANS70|C
DURATION = 1
NEXT = S_POWERBALL_EXPLODE3
ACTION None
VAR1 = 0
VAR2 = 0

STATE S_POWERBALL_EXPLODE3
SPRITENAME = PROJ
SPRITEFRAME = FF_FULLBRIGHT|FF_TRANS90|C
DURATION = 1
NEXT = S_NULL
ACTION None
VAR1 = 0
VAR2 = 0
