Freeslot
MT_RICKROLL
MT_Snowflower
SPR_SNFL
S_Flower_dance
S_Flower_dance1
S_Flower_dance2
S_Flower_dance3
S_Flower_dance4
S_Flower_dance5
S_Flower_dance6
S_Flower_dance7

FRAME S_Flower_dance
SPRITENUMBER = SPR_SNFL
SPRITESUBNUMBER = 0
DURATION = 3
NEXT = S_Flower_dance1
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_Flower_dance1
SPRITENUMBER = SPR_SNFL
SPRITESUBNUMBER = 1
DURATION = 3
NEXT = S_Flower_dance2
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_Flower_dance2
SPRITENUMBER = SPR_SNFL
SPRITESUBNUMBER = 2
DURATION = 3
NEXT = S_Flower_dance3
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_Flower_dance3
SPRITENUMBER = SPR_SNFL
SPRITESUBNUMBER = 3
DURATION = 3
NEXT = S_Flower_dance4
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_Flower_dance4
SPRITENUMBER = SPR_SNFL
SPRITESUBNUMBER = 4
DURATION = 3
NEXT = S_Flower_dance5
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_Flower_dance5
SPRITENUMBER = SPR_SNFL
SPRITESUBNUMBER = 5
DURATION = 3
NEXT = S_Flower_dance6
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_Flower_dance6
SPRITENUMBER = SPR_SNFL
SPRITESUBNUMBER = 6
DURATION = 3
NEXT = S_Flower_dance7
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_Flower_dance7
SPRITENUMBER = SPR_SNFL
SPRITESUBNUMBER = 7
DURATION = 3
NEXT = S_Flower_dance
ACTION None
VAR1 = 0
VAR2 = 0

Thing MT_Snowflower
#$Sprite SNFLA0
MAPTHINGNUM = 4034
SPAWNSTATE = S_Flower_dance
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

Thing MT_RICKROLL
#$Name Mystery Music Ambient Loop
#$Category Misc. Invisible
Spawnstate = mt_null
Mapthingnum = 4040
Spawnhealth = 1176
SeeSound = sfx_rick
Flags = MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_Ambient