Freeslot
MT_R011
S_R011A
S_R011B
S_R011C
S_R011D
S_R011E
SPR_R011
MT_R012
S_R012A
SPR_R012
MT_R013
S_R013A
S_R013B
SFX_CHEER1

Object MT_R011
#$Name Snail Knight
#$Sprite S_R011A
#$Category RuberPack
MapThingNum = 4006
SpawnState = S_R011A
DeathState = S_R011E
DeathSound = SFX_CONH
SpawnHealth = 1
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_NOHITLAGFORME

State S_R011A
SpriteName = SPR_R011
SpriteFrame = A|FF_FULLBRIGHT
Action = A_None
Var1 = 0
Var2 = 0
Duration = 1
Next = S_R011A

State S_R011E
SpriteName = SPR_R011
SpriteFrame = B|FF_FULLBRIGHT
Action = A_SetObjectFlags
Var1 = MF_SCENERY|MF_NOCLIP
Var2 = 0
Duration = 1
Next = S_R011B

State S_R011B
SpriteName = SPR_R011
SpriteFrame = B|FF_FULLBRIGHT
Action = A_BunnyHop
Var1 = 5
Var2 = 0
Duration = 1
Next = S_R011C

State S_R011C
SpriteName = SPR_R011
SpriteFrame = B|FF_FULLBRIGHT
Action = A_SpawnObjectRelative
Var1 = MT_SPARK
Var2 = 0
Duration = 40
Next = S_R011D

State S_R011D
SpriteName = SPR_NULL
SpriteFrame = B|FF_FULLBRIGHT
Action = A_SpawnFreshCopy
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NULL

Object MT_R012
#$Name Himizu
#$Sprite S_R012A
#$Category RuberPack
MapThingNum = 4010
SpawnState = S_R012A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY

State S_R012A
SpriteName = SPR_R012
SpriteFrame = A|FF_FULLBRIGHT
Action = A_None
Var1 = 0
Var2 = 0
Duration = 1
Next = S_R012A

Object MT_R013
#$Name CheerSound
#$Sprite S_NULL
#$Category RuberPack
MapThingNum = 4011
SpawnState = S_R013B
DeathState = S_R013A
DeathSound = SFX_CHEER1
SpawnHealth = 1
Radius = 2560*FRACUNIT,
Height = 2560*FRACUNIT,

Flags = MF_SPECIAL

State S_R013B
SpriteName = SPR_RING
SpriteFrame = A
Action = A_None
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NULL #S_R013B

State S_R013A
SpriteName = SPR_NULL
SpriteFrame = A
Action = A_None
Var1 = 0
Var2 = 0
Duration = 350
Next = S_R013A