#Ported from 2.0 by SOConverter v0.2.
#If you have any problem, ask LJ Sonik on the Master Board.


Freeslot
MT_SF94_EMPANADA
MT_SF94_EMPANADAHUTKEY
MT_SF94_PUMPKIN
MT_SF94_HALLOWEEN_PUMPKIN
MT_SF94_SONICSTATUE
MT_SF94_CCPIZZA
MT_SF94_360
MT_SF94_361
MT_SF94_370
MT_SF94_371
MT_SF94_372
MT_SF94_373
MT_SF94_374
MT_SF94_375
MT_SF94_376
MT_SF94_377
MT_SF94_378
MT_SF94_379
MT_SF94_380
MT_SF94_381
MT_SF94_387
MT_SF94_388
SPR_SFPK
SPR_SSTA
SPR_EMPA
SPR_EMPK
SPR_CCPZ
SPR_F027
SPR_F028
SPR_F029
SPR_F030
SPR_F031
S_SF94_SONICSTATUE
S_SF94_PUMPKIN
S_SF94_HALLOWEEN_PUMPKIN
S_SF94_HALLOWEEN_PUMPKIN2
S_SF94_EMPANADA
S_SF94_EMPANADAHUTKEY2
S_SF94_EMPANADAHUTKEY3
S_SF94_EMPANADAHUTKEY4
S_SF94_EMPANADAHUTKEY1
S_SF94_TRIGGER
S_SF94_CCPIZZA
S_SF94_2291
S_SF94_2292
S_SF94_2293
S_SF94_2294
S_SF94_2295
S_SF94_2296
S_SF94_2297
S_SF94_2298
S_SF94_2299
S_SF94_2300
S_SF94_2301
S_SF94_2302
S_SF94_2303
S_SF94_2304
S_SF94_2305
S_SF94_2306
S_SF94_2307
S_SF94_2308
S_SF94_2309
S_SF94_2310
S_SF94_2311
S_SF94_2312
S_SF94_2313
S_SF94_2314
S_SF94_2315
S_SF94_2316
S_SF94_2317
S_SF94_2318
S_SF94_2319
S_SF94_2320
S_SF94_2321
S_SF94_2322
S_SF94_2323
S_SF94_2324
S_SF94_2325
S_SF94_2326
S_SF94_2327
S_SF94_2328
S_SF94_2329
S_SF94_2330
S_SF94_2331
S_SF94_2332
S_SF94_2333
S_SF94_2334
S_SF94_2361
S_SF94_2362
S_SF94_2363
S_SF94_2364
S_SF94_2365
S_SF94_2366
S_SF94_2367
S_SF94_2368
S_SF94_2369
S_SF94_2370
S_SF94_2371
S_SF94_2374
S_SF94_2375
S_SF94_2376
S_SF94_2559
sfx_luigi
sfx_hoyeah
sfx_sf9402
sfx_sf9406
sfx_sf9407
sfx_sf9408
sfx_sf9409


State S_SF94_SONICSTATUE
SpriteName = SSTA
SpriteFrame = A
Duration = -1
Next = S_NULL

Object MT_SF94_SONICSTATUE
MapThingNum = 4090
SpawnState = S_SF94_SONICSTATUE
SpawnHealth = 1
Radius = 32*FRACUNIT
Height = 117*FRACUNIT
Mass = 100
Flags = MF_SOLID|MF_PUSHABLE


Object MT_SF94_PUMPKIN
MapThingNum = 4084
SpawnState = S_SF94_PUMPKIN
SpawnHealth = 1
Radius = 32*FRACUNIT
Height = 61*FRACUNIT
Flags = MF_SOLID|MF_PUSHABLE

State S_SF94_PUMPKIN
SpriteName = SFPK
SpriteFrame = A
Duration = -1
Next = S_NULL


Object MT_SF94_HALLOWEEN_PUMPKIN
MapThingNum = 4083
SpawnState = S_SF94_HALLOWEEN_PUMPKIN
SpawnHealth = 1
Radius = 32*FRACUNIT
Height = 61*FRACUNIT
Flags = MF_SOLID|MF_PUSHABLE

State S_SF94_HALLOWEEN_PUMPKIN
SpriteName = SFPK
SpriteFrame = FF_FULLBRIGHT|B
Duration = 8
Next = S_SF94_HALLOWEEN_PUMPKIN2

State S_SF94_HALLOWEEN_PUMPKIN2
SpriteName = SFPK
SpriteFrame = FF_FULLBRIGHT|C
Duration = 8
Next = S_SF94_HALLOWEEN_PUMPKIN


Sound sfx_sf9407
Priority = 32
Flags = SF_NOMULTIPLESOUND

Sound sfx_sf9408
Priority = 32

Sound sfx_sf9409
Priority = 32


MAINCFG CATEGORY
TAILSFLYTICS = 1050
TITLESCROLLSPEED = 8

Object MT_NAMECHECK
MapThingNum = -1
SpawnState = S_NAMECHECK
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
Speed = 60*FRACUNIT
Radius = 16*FRACUNIT
Height = 56*FRACUNIT
Mass = 100
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE

State S_SF94_EMPANADAHUTKEY2
SpriteName = EMPK
SpriteFrame = B
Duration = 4
Next = S_SF94_EMPANADAHUTKEY3

State S_SF94_EMPANADAHUTKEY3
SpriteName = EMPK
SpriteFrame = C
Duration = 4
Next = S_SF94_EMPANADAHUTKEY4

State S_SF94_EMPANADAHUTKEY4
SpriteName = EMPK
SpriteFrame = D
Duration = 4
Next = S_SF94_EMPANADAHUTKEY1

Object MT_SF94_EMPANADAHUTKEY
MapThingNum = 4067
SpawnState = S_SF94_EMPANADAHUTKEY1
SpawnHealth = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Flags = MF_SPECIAL|MF_SOLID

State S_SF94_EMPANADAHUTKEY1
SpriteName = EMPK
SpriteFrame = A
Duration = 4
Next = S_SF94_EMPANADAHUTKEY2
Action A_RandomSparkles
Var1 = MT_SUPERSPARK
Var2 = 0


Object MT_SF94_CCPIZZA
MapThingNum = 4071
SpawnState = S_SF94_CCPIZZA
SpawnHealth = 1
Radius = 32*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

State S_SF94_CCPIZZA
SpriteName = CCPZ
SpriteFrame = A
Duration = -1
Next = S_NULL


#PUYO

State S_SF94_2291
SpriteName = F027
SpriteFrame = TR_TRANS20|A
Duration = -1
Next = S_NULL

State S_SF94_2292
SpriteName = F028
SpriteFrame = TR_TRANS20|A
Duration = -1
Next = S_NULL

State S_SF94_2293
SpriteName = F029
SpriteFrame = TR_TRANS20|A
Duration = -1
Next = S_NULL

State S_SF94_2294
SpriteName = F030
SpriteFrame = TR_TRANS20|A
Duration = -1
Next = S_NULL


Object MT_SF94_370
MapThingNum = 4060
SpawnState = S_SF94_2291
SpawnHealth = 3
ReactionTime = 2
PainState = S_SF94_2291
DeathState = S_SF94_2295
Speed = 21*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_sf9407
Flags = MF_SOLID|MF_SHOOTABLE|MF_PUSHABLE|MF_SLIDEME|MF_BOUNCE

Object MT_SF94_371
MapThingNum = 4059
SpawnState = S_SF94_2292
SpawnHealth = 3
ReactionTime = 2
PainState = S_SF94_2292
DeathState = S_SF94_2296
Speed = 21*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_sf9407
Flags = MF_SOLID|MF_SHOOTABLE|MF_PUSHABLE|MF_SLIDEME|MF_BOUNCE

Object MT_SF94_372
MapThingNum = 4058
SpawnState = S_SF94_2293
SpawnHealth = 3
ReactionTime = 2
PainState = S_SF94_2293
DeathState = S_SF94_2297
Speed = 21*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_sf9407
Flags = MF_SOLID|MF_SHOOTABLE|MF_PUSHABLE|MF_SLIDEME|MF_BOUNCE

Object MT_SF94_373
MapThingNum = 4057
SpawnState = S_SF94_2294
SpawnHealth = 3
ReactionTime = 2
PainState = S_SF94_2294
DeathState = S_SF94_2298
Speed = 21*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_sf9407
Flags = MF_SOLID|MF_SHOOTABLE|MF_PUSHABLE|MF_SLIDEME|MF_BOUNCE


State S_SF94_2295
SpriteName = F027
SpriteFrame = TR_TRANS20|B
Duration = 17
Next = S_SF94_2299

State S_SF94_2296
SpriteName = F028
SpriteFrame = TR_TRANS20|B
Duration = 17
Next = S_SF94_2300

State S_SF94_2297
SpriteName = F029
SpriteFrame = TR_TRANS20|B
Duration = 17
Next = S_SF94_2301

State S_SF94_2298
SpriteName = F030
SpriteFrame = TR_TRANS20|B
Duration = 17
Next = S_SF94_2302

State S_SF94_2303
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_SF94_2304


State S_SF94_2305
SpriteName = NULL
SpriteFrame = A
Duration = 35
Next = S_NULL
Action A_PlaySound
Var1 = sfx_sf9406
Var2 = 1

State S_SF94_2304
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_SF94_2305
Action A_OldRingExplode
Var1 = MT_SF94_375

State S_SF94_2306
SpriteName = F027
SpriteFrame = C
Duration = 17
Next = S_SF94_2307


State S_SF94_2307
SpriteName = F027
SpriteFrame = C
Duration = 0
Next = S_SF94_2308
Action A_DualAction
Var1 = S_SF94_2309
Var2 = S_SF94_2310



State S_SF94_2309
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_NULL
Action A_FindTarget
Var1 = MT_SF94_374
Var2 = 0


State S_SF94_2310
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_NULL
Action A_FaceTarget
Var1 = 0
Var2 = 0

Object MT_SF94_374
MapThingNum = -1
SpawnState = S_SF94_2303
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
Speed = 8
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 16
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY

Object MT_SF94_375
MapThingNum = -1
SpawnState = S_SF94_2306
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
Speed = 8
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 16
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY


State S_SF94_2308
SpriteName = F027
SpriteFrame = C
Duration = 17
Next = S_NULL
Action A_Thrust
Var1 = 24
Var2 = 0

State S_SF94_2313
SpriteName = NULL
SpriteFrame = A
Duration = 35
Next = S_NULL
Action A_PlaySound
Var1 = sfx_sf9406
Var2 = 1

State S_SF94_2318
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_NULL
Action A_FaceTarget

State S_SF94_2311
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_SF94_2312

State S_SF94_2312
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_SF94_2313
Action A_OldRingExplode
Var1 = MT_SF94_377


State S_SF94_2314
SpriteName = F028
SpriteFrame = C
Duration = 17
Next = S_SF94_2315


State S_SF94_2315
SpriteName = F028
SpriteFrame = C
Duration = 0
Next = S_SF94_2316
Action A_DualAction
Var1 = S_SF94_2317
Var2 = S_SF94_2318

State S_SF94_2317
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_NULL
Action A_FindTarget
Var1 = MT_SF94_376
Var2 = 0

State S_SF94_2316
SpriteName = F028
SpriteFrame = C
Duration = 17
Next = S_NULL
Action A_Thrust
Var1 = 24
Var2 = 0

Object MT_SF94_376
MapThingNum = -1
SpawnState = S_SF94_2311
SpawnHealth = 1000
ReactionTime = 8
Speed = 8
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY

Object MT_SF94_377
MapThingNum = -1
SpawnState = S_SF94_2314
SpawnHealth = 1000
ReactionTime = 8
Speed = 8
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY

State S_SF94_2321
SpriteName = NULL
SpriteFrame = A
Duration = 35
Next = S_NULL
Action A_PlaySound
Var1 = sfx_sf9406
Var2 = 1

State S_SF94_2326
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_NULL
Action A_FaceTarget

State S_SF94_2319
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_SF94_2320


State S_SF94_2320
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_SF94_2321
Action A_OldRingExplode
Var1 = MT_SF94_379

State S_SF94_2324
SpriteName = F029
SpriteFrame = C
Duration = 17
Next = S_NULL
Action A_Thrust
Var1 = 24
Var2 = 0

State S_SF94_2322
SpriteName = F029
SpriteFrame = C
Duration = 17
Next = S_SF94_2323


State S_SF94_2323
SpriteName = F029
SpriteFrame = C
Duration = 0
Next = S_SF94_2324
Action A_DualAction
Var1 = S_SF94_2325
Var2 = S_SF94_2326

State S_SF94_2325
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_NULL
Action A_FindTarget
Var1 = MT_SF94_378
Var2 = 0

Object MT_SF94_378
MapThingNum = -1
SpawnState = S_SF94_2319
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
Speed = 8
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 16
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY

Object MT_SF94_379
MapThingNum = -1
SpawnState = S_SF94_2322
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
Speed = 8
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 16
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY

State S_SF94_2329
SpriteName = NULL
SpriteFrame = A
Duration = 35
Next = S_NULL
Action A_PlaySound
Var1 = sfx_sf9406
Var2 = 1

State S_SF94_2334
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_NULL
Action A_FaceTarget

State S_SF94_2327
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_SF94_2328


State S_SF94_2330
SpriteName = F030
SpriteFrame = C
Duration = 17
Next = S_SF94_2331


State S_SF94_2331
SpriteName = F030
SpriteFrame = C
Duration = 0
Next = S_SF94_2332
Action A_DualAction
Var1 = S_SF94_2333
Var2 = S_SF94_2334

State S_SF94_2332
SpriteName = F030
SpriteFrame = C
Duration = 17
Next = S_NULL
Action A_Thrust
Var1 = 24
Var2 = 0

State S_SF94_2333
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_NULL
Action A_FindTarget
Var1 = MT_SF94_380
Var2 = 0


Object MT_SF94_380
MapThingNum = -1
SpawnState = S_SF94_2327
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
Speed = 8
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 16
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY

Object MT_SF94_381
MapThingNum = -1
SpawnState = S_SF94_2330
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
Speed = 8
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 16
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY

State S_SF94_2328
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_SF94_2329
Action A_OldRingExplode
Var1 = MT_SF94_381

State S_SF94_2361
SpriteName = F031
SpriteFrame = TR_TRANS30|A
Duration = 105
Next = S_SF94_2362

State S_SF94_2362
SpriteName = F031
SpriteFrame = TR_TRANS50|A
Duration = 8
Next = S_NULL

State S_SF94_2299
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_SF94_2559
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SF94_374

State S_SF94_2300
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_SF94_2559
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SF94_376

State S_SF94_2301
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_SF94_2559
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SF94_378

State S_SF94_2302
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_SF94_2559
Action A_SpawnObjectRelative
Var1 = 0
Var2 = MT_SF94_380

State S_SF94_2559
SpriteName = NULL
SpriteFrame = A
Duration = 0
Next = S_NULL
Action A_SpawnObjectRelative
Var2 = MT_SF94_388

Object MT_SF94_387
MapThingNum = -1
SpawnState = S_SF94_2361
SpawnHealth = 3
ReactionTime = 2
DeathState = S_SF94_2361
Speed = 60*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_SOLID|MF_MISSILE|MF_BOUNCE


State S_SF94_2365
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 0
Next = S_SF94_2367
Action A_FindTarget
Var1 = MT_PLAYER
Var2 = 0

State S_SF94_2366
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 0
Next = S_SF94_2367
Action A_FindTarget
Var1 = MT_PLAYER
Var2 = 1


State S_SF94_2363
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 1
Next = S_SF94_2364

State S_SF94_2364
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 0
Next = S_NULL
Action A_RandomState
Var1 = S_SF94_2365
Var2 = S_SF94_2366


State S_SF94_2368
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 0
Next = S_NULL
Action A_RandomState
Var1 = S_SF94_2364
Var2 = S_SF94_2369

State S_SF94_2367
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 0
Next = S_SF94_2368
Action A_CapeChase
Var1 = 4194304
Var2 = 0

Object MT_SF94_388
MapThingNum = -1
SpawnState = S_SF94_2363
SpawnHealth = 3
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
Speed = 64
Radius = 30*FRACUNIT
Height = 51*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_NOGRAVITY|MF_NOCLIP|MF_FLOAT|MF_NOCLIPTHING


State S_SF94_2369
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 35
Next = S_SF94_2370
Action A_PlaySound
Var1 = sfx_sf9409
Var2 = 1


State S_SF94_2370
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 1
Next = S_NULL
Action A_RandomState
Var1 = S_SF94_2371
Var2 = S_SF94_2374


State S_SF94_2371
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 1
Next = S_SF94_2370
Action A_Chase
Var1 = 0
Var2 = 0

State S_SF94_2376
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 17
Next = S_NULL
Action A_FireShot
Var1 = MT_SF94_387
Var2 = 0


State S_SF94_2375
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 1
Next = S_SF94_2376
Action A_PlaySound
Var1 = sfx_sf9408
Var2 = 1

State S_SF94_2374
SpriteName = F031
SpriteFrame = TR_TRANS30|C
Duration = 1
Next = S_NULL
Action A_RandomState
Var1 = S_SF94_2375
Var2 = S_SF94_2370


Object MT_SF94_EMPANADA
MapThingNum = 4070
SpawnState = S_SF94_EMPANADA
SpawnHealth = 0
Radius = 15*FRACUNIT+16960
Height = 15*FRACUNIT+16960
Mass = 100
Flags = MF_SOLID|MF_PUSHABLE|MF_SLIDEME

State S_SF94_EMPANADA
SpriteName = EMPA
SpriteFrame = A
Duration = -1
Next = S_NULL


Object MT_SF94_360
MapThingNum = 4065
SpawnState = S_XMASPOLE
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
Radius = 16*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Damage = 0
ActiveSound = sfx_None
RaiseState = S_NULL
Flags = MF_SOLID|MF_PUSHABLE|MF_SLIDEME

Object MT_SF94_361
MapThingNum = 4064
SpawnState = S_CANDYCANE
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
Speed = 8
Radius = 8*FRACUNIT
Height = 32*FRACUNIT
Mass = 16
Damage = 0
Flags = MF_SOLID|MF_PUSHABLE|MF_SLIDEME


#Presence checker

Object MT_SF94_TRIGGER
MapThingNum = -1
SpawnState = S_SF94_TRIGGER
SpawnHealth = 1
Radius = 32*FRACUNIT
Height = 1*FRACUNIT
Mass = 1000
Damage = 0
Flags = MF_SPECIAL|MF_NOSECTOR

State S_SF94_TRIGGER
SpriteName = NULL
SpriteFrame = A
Duration = -1
