FREESLOT
MT_OLME
MT_OLMA
S_OLME1
S_OLME2
S_OLME3
S_OLME4
S_OLMA1
S_OLMA2
SPR_OLMA
SPR_OLME
MT_SSUN
S_SSUN1
SPR_SSUN
MT_HORS
S_HORS1
SPR_HORS
MT_SAGE
S_SAGEA1
SPR_SAGE
MT_COOK
S_COOK1
SPR_COOK
MT_FOOD
S_FOOD1
SPR_FOOD
MT_GUARD
S_GUARA1
MT_MONK
SPR_GUAR
S_MONKA1
S_MONK_RUN1
S_MONK_RUN2
S_MONK_RUN3
S_MONK_RUN4
S_MONK_FIRE1
S_MONK_FIRE2
S_MONK_FIRE3
S_MONK_FIRE4
S_MONK_FIRE5
SPR_MONK
MT_AKIRA
S_AKIRAIDLE
SPR_AKIR
sfx_holod
sfx_tngdor

Sound sfx_holod
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_tngdor
Singular = 0
Priority = 64
Flags = SF_NOMULTIPLESOUND

Object MT_AKIRA
MapThingNum = 1677
SpawnState = S_AKIRAIDLE
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 24*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_AKIRAIDLE
SpriteName = AKIR
SpriteFrame = A

Object MT_COOK
MapThingNum = 1679
SpawnState = S_COOK1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 4*FRACUNIT
Height = 30*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_COOK1
SpriteName = COOK
SpriteFrame = A

Object MT_FOOD
MapThingNum = 1680
SpawnState = S_FOOD1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 4*FRACUNIT
Height = 30*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_FOOD1
SpriteName = FOOD
SpriteFrame = A


Object MT_OLMA
MapThingNum = 1678
SpawnState = S_OLMA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_NOGRAVITY|MF_SOLID

State S_OLMA1
SpriteName = OLMA
SpriteFrame = A
Next = S_OLMA2
Duration = 10

State S_OLMA2
SpriteName = OLMA
SpriteFrame = A
Next = S_OLMA1
Duration = 2
Action = A_TrapShot 
Var1 =  (32<<16)+217
Var2 = (16<<16)+0

Object MT_OLME
MapThingNum = 1675
SpawnState = S_OLME1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_NOGRAVITY|MF_SOLID

State S_OLME1
SpriteName = OLME
SpriteFrame = A
Next = S_OLME1
Duration = 1

State S_OLME2
SpriteName = OLME
SpriteFrame = A
Duration = 2
Next = S_OLME3
Action = A_TrapShot 
Var1 =  (64<<16)+222
Var2 = (16<<16)+0

State S_OLME3
SpriteName = OLME
SpriteFrame = A
Duration = 1
Next = S_OLME4
Action = A_TrapShot 
Var1 =  (64<<16)+222
Var2 = (16<<16)+0

State S_OLME4
SpriteName = OLME
SpriteFrame = A
Duration = 3
Next = S_OLME1
Action = A_TrapShot 
Var1 =  (64<<16)+222
Var2 = (16<<16)+0

Object MT_SSUN
MapThingNum = 1671
SpawnState = S_SSUN1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_SSUN1
SpriteName = SSUN
SpriteFrame = A

Object MT_HORS
MapThingNum = 1672
SpawnState = S_HORS1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID|MF_PUSHABLE

State S_HORS1
SpriteName = HORS
SpriteFrame = A

Object MT_SAGE
MapThingNum = 1673
SpawnState = S_SAGEA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_SAGEA1
SpriteName = SAGE
SpriteFrame = A

Object MT_GUARD
MapThingNum = 1676
SpawnState = S_GUARA1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_GUARA1
SeeSound = 	sfx_bewar1
AttackSound = sfx_bewar2
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
Speed = 16
MeleeState = S_NULL
MissileState =  S_NULL
DeathState = 	S_XPLD_FLICKY
XDeathState = S_NULL
DeathSound = sfx_S3KC9S
Radius = 44*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags =	MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

State S_GUARA1
SpriteName = GUAR
SpriteFrame = A
Duration = 5
Action = A_Chase
Next =S_GUARA1


Object MT_MONK
MapThingNum = 1674
SpawnState = S_MONK_RUN1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_MONK_RUN1
SeeSound = 	sfx_bewar1
AttackSound = sfx_bewar2
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
Speed = 8
MeleeState = S_NULL
MissileState =  S_MONK_FIRE1
DeathState = 	S_XPLD1
XDeathState = S_NULL
DeathSound = sfx_bedie2
Radius = 16*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags =	MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

State S_MONKA1
SpriteName = MONK
SpriteFrame = A
Duration = 5
Next = S_MONKA1

State S_MONK_RUN1
SpriteName = MONK
SpriteFrame = E
Duration = 3
Next = S_MONK_RUN2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_MONK_RUN2
SpriteName = MONK
SpriteFrame = F
Duration = 3
Next = S_MONK_RUN3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_MONK_RUN3
SpriteName = MONK
SpriteFrame = G
Duration = 3
Next = S_MONK_RUN4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_MONK_RUN4
SpriteName = MONK
SpriteFrame = H
Duration = 3
Next = S_MONK_RUN1
Action = A_Chase
Var1 = 0
Var2 = 0

State S_MONK_FIRE1
SpriteName = MONK
SpriteFrame = B
Duration = 3
Next = S_MONK_FIRE2
Var1 = 0
Var2 = 0

State S_MONK_FIRE2
SpriteName = MONK
SpriteFrame = C
Duration = 3
Next = S_MONK_FIRE3
Var1 = 0
Var2 = 0

State S_MONK_FIRE3
SpriteName = MONK
SpriteFrame = D
Duration = 3
Action = A_FireShot
Next = S_MONK_FIRE4
Var1 = 222
Var2 = 0

State S_MONK_FIRE4
SpriteName = MONK
SpriteFrame = C
Duration = 3
Next = S_MONK_FIRE5
Var1 = 0
Var2 = 0

State S_MONK_FIRE5
SpriteName = MONK
SpriteFrame = B
Duration = 3
Next = S_SEESTATE
Var1 = 0
Var2 = 0

