Freeslot
MT_BeamEnergySpawn
S_BeamSpawn001
S_BeamSpawn002
S_BeamSpawn003
S_BeamSpawn004
S_BeamSpawn005
S_BeamSpawn006
MT_BeamEnergy
S_Beam001
S_Beam002
S_Beam003
S_Beam004
S_Beam005
S_Beam006
S_Beam007
S_Beam008
S_Beam009
S_Beam010
SPR_BMEN
MT_BeamEnergyParticle
S_Beam011
S_Beam012
S_Beam013
S_Beam014
S_Beam015
S_Beam016
S_Beam017
S_Beam018
S_Beam019
S_Beam020
S_Beam021

Object MT_BeamEnergySpawn
#$Name Beam Energy Spawner
#$Sprite NULLA0
#$Category RuberPack
MapThingNum = 4007
SpawnState = S_BeamSpawn001
SpawnHealth = 1000
Radius = 8*FRACUNIT,
Height = 52*FRACUNIT,
Flags = MF_SCENERY|MF_NOBLOCKMAP|MF_NOGRAVITY

State S_BeamSpawn001
SpriteName = NULL
SpriteFrame = A
Duration = 2
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_BeamEnergyParticle
Next = S_BeamSpawn002

State S_BeamSpawn002
SpriteName = NULL
SpriteFrame = A
Duration = 2
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 192<<16+MT_BeamEnergyParticle
Next = S_BeamSpawn003

State S_BeamSpawn003
SpriteName = NULL
SpriteFrame = A
Duration = 2
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = -192<<16+MT_BeamEnergyParticle
Next = S_BeamSpawn004

State S_BeamSpawn004
SpriteName = NULL
SpriteFrame = A
Duration = 2
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 80<<16+MT_BeamEnergyParticle
Next = S_BeamSpawn005

State S_BeamSpawn005
SpriteName = NULL
SpriteFrame = A
Duration = 2
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = -80<<16+MT_BeamEnergyParticle
Next = S_BeamSpawn006

State S_BeamSpawn006
SpriteName = NULL
SpriteFrame = A
Duration = 2
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = 0+MT_BeamEnergy
Next = S_BeamSpawn001

Object MT_BeamEnergy
#$Name Beam Energy
#$Sprite NULLA0
#$Category RuberPack
MapThingNum = -1
SpawnState = S_Beam001
SpawnHealth = 1000
Radius = 8*FRACUNIT,
Height = 52*FRACUNIT,
Speed = 8*FRACUNIT,
Flags = MF_NOGRAVITY

State S_Beam001
SpriteName = BMEN
SpriteFrame = A|FF_FULLBRIGHT|FF_PAPERSPRITE
Duration = 1
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam021

State S_Beam021
SpriteName = NULL
SpriteFrame = A
Duration = 2
Action = A_PlaySound
Var1 = DSS3K6ES
Var2 = 0+1
Next = S_Beam002

State S_Beam002
SpriteName = BMEN
SpriteFrame = A|FF_TRANS10|FF_FULLBRIGHT|FF_PAPERSPRITE
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam003

State S_Beam003
SpriteName = BMEN
SpriteFrame = A|FF_TRANS20|FF_FULLBRIGHT|FF_PAPERSPRITE
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam004

State S_Beam004
SpriteName = BMEN
SpriteFrame = A|FF_TRANS30|FF_FULLBRIGHT|FF_PAPERSPRITE
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam005

State S_Beam005
SpriteName = BMEN
SpriteFrame = A|FF_TRANS40|FF_FULLBRIGHT|FF_PAPERSPRITE
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam006

State S_Beam006
SpriteName = BMEN
SpriteFrame = A|FF_TRANS50|FF_FULLBRIGHT|FF_PAPERSPRITE
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam007

State S_Beam007
SpriteName = BMEN
SpriteFrame = A|FF_TRANS60|FF_FULLBRIGHT|FF_PAPERSPRITE
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam008

State S_Beam008
SpriteName = BMEN
SpriteFrame = A|FF_TRANS70|FF_FULLBRIGHT|FF_PAPERSPRITE
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam009

State S_Beam009
SpriteName = BMEN
SpriteFrame = A|FF_TRANS80|FF_FULLBRIGHT|FF_PAPERSPRITE
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam010

State S_Beam010
SpriteName = BMEN
SpriteFrame = A|FF_TRANS90|FF_FULLBRIGHT|FF_PAPERSPRITE
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_NULL


Object MT_BeamEnergyParticle
#$Name Beam Energy Particle
#$Sprite NULLA0
#$Category RuberPack
MapThingNum = -1
SpawnState = S_Beam011
SpawnHealth = 1000
Radius = 8*FRACUNIT,
Height = 52*FRACUNIT,
Speed = 8*FRACUNIT,
Flags = MF_NOGRAVITY|MF2_SHIELD

State S_Beam011
SpriteName = EBRK
SpriteFrame = A|FF_FULLBRIGHT
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam012

State S_Beam012
SpriteName = EBRK
SpriteFrame = A|FF_TRANS10|FF_FULLBRIGHT
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam013

State S_Beam013
SpriteName = EBRK
SpriteFrame = A|FF_TRANS20|FF_FULLBRIGHT
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam014

State S_Beam014
SpriteName = EBRK
SpriteFrame = A|FF_TRANS30|FF_FULLBRIGHT
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam015

State S_Beam015
SpriteName = EBRK
SpriteFrame = A|FF_TRANS40|FF_FULLBRIGHT
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam016

State S_Beam016
SpriteName = EBRK
SpriteFrame = A|FF_TRANS50|FF_FULLBRIGHT
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam017

State S_Beam017
SpriteName = EBRK
SpriteFrame = A|FF_TRANS60|FF_FULLBRIGHT
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam018

State S_Beam018
SpriteName = EBRK
SpriteFrame = A|FF_TRANS70|FF_FULLBRIGHT
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam019

State S_Beam019
SpriteName = EBRK
SpriteFrame = A|FF_TRANS80|FF_FULLBRIGHT
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_Beam020

State S_Beam020
SpriteName = EBRK
SpriteFrame = A|FF_TRANS90|FF_FULLBRIGHT
Duration = 12
Action = A_MoveRelative
Var1 = ANG1*270
Var2 = 5
Next = S_NULL