# ----------------------------------------
# Credits
# Map designer - Sharb
# Object art and models - Tiniest Turtles
# Background palette fix - Chrispy
# Telling me how Action works so objects aren't too small - wolfs
# ----------------------------------------
Level RR_ResortIsland
LevelName = Resort
ZoneTitle = Island
TypeOfLevel = Race
NumLaps = 3
SkyTexture = SKY450
Music = SRRSUN,MODPOD
PositionMusic = SRSTRA
Mobjscale = FRACUNIT/6
LightContrast = 32
LightAngle = 45
NoVisitNeeded = True

# -------------------------
# SONIC tRans rights!
# -------------------------
# Free Slots
FREESLOT
MT_SOR_TREE
MT_SOR_TREEB
MT_SOR_ROCKET
MT_SOR_LEAVE
MT_SOR_SIGN
MT_SOR_BOOST
MT_SOR_GRASS
S_SOR_TREE
S_SOR_TREEB
S_SOR_ROCKET_ANIMATE
S_SOR_ROCKET
S_SOR_LEAVE
S_SOR_SIGN
S_SOR_BOOST
S_SOR_GRASS
SPR_SOR_
SPR_SORS
SPR_SORT

# ------------------------
# 3D tree (it used to be, felt like a static tree like the rest would fit better in the end)
# ------------------------
Object MT_SOR_TREE
MapThingNum = 3555
SpawnState = S_SOR_TREE
Radius = 16*FRACUNIT
Height = 64*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_RUNSPAWNFUNC

State S_SOR_TREE
ACTION = A_SetScale
VAR1 = (2*FRACUNIT)
SPRITENAME = SORT
SPRITEFRAME = A
DURATION = -1

# ------------------------
# 3D Rocket, Tiniest turtles helped render these
# ------------------------
Object MT_SOR_ROCKET
MapThingNum = 3556
SpawnState = S_SOR_ROCKET
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_SOLID|MF_DONTENCOREMAP|MF_RUNSPAWNFUNC

State S_SOR_ROCKET_ANIMATE
SPRITENAME = SOR_
SPRITEFRAME = B|FF_ANIMATE
VAR1 = 3
VAR2 = 2
DURATION = -1

State S_SOR_ROCKET
ACTION = A_SetScale
VAR1 = (3*FRACUNIT)/2
NEXT = S_SOR_ROCKET_ANIMATE
DURATION = 1

# ------------------------
# Leaves, Tiniest turtles helped render these
# ------------------------
Object MT_SOR_LEAVE
MapThingNum = 3557
SpawnState = S_SOR_LEAVE
Radius = 4*FRACUNIT
Height = 4*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_SCENERY|MF_NOCLIP|MF_NOGRAVITY

State S_SOR_LEAVE
SPRITENAME = SOR_
SPRITEFRAME = F
DURATION = -1

# ------------------------
# Sign, Tiniest turtles helped render these
# ------------------------
Object MT_SOR_SIGN
MapThingNum = 3558
SpawnState = S_SOR_SIGN
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_RUNSPAWNFUNC

State S_SOR_SIGN
ACTION = A_SetScale
VAR1 = (3*FRACUNIT)/2
SPRITENAME = SORS
SPRITEFRAME = A
DURATION = -1

# ------------------------
# Boost sign, Tiniest turtles helped render these
# ------------------------
Object MT_SOR_BOOST
MapThingNum = 3559
SpawnState = S_SOR_BOOST
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_SOLID|MF_NOGRAVITY|MF_RUNSPAWNFUNC

State S_SOR_BOOST
ACTION = A_SetScale
VAR1 = (2*FRACUNIT)
SPRITENAME = SOR_
SPRITEFRAME = G
DURATION = -1


# ------------------------
# 3D tree (short cut ones)
# ------------------------
Object MT_SOR_TREEB
MapThingNum = 3560
SpawnState = S_SOR_TREEB
Radius = 16*FRACUNIT
Height = 64*FRACUNIT
Flags = MF_SOLID|MF_RUNSPAWNFUNC

State S_SOR_TREEB
ACTION = A_SetScale
VAR1 = (2*FRACUNIT)
SPRITENAME = SOR_
SPRITEFRAME = H
DURATION = -1

# ------------------------
# Grass blades
# ------------------------
Object MT_SOR_GRASS
MapThingNum = 3561
SpawnState = S_SOR_GRASS
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
Flags = MF_RUNSPAWNFUNC

State S_SOR_GRASS
ACTION = A_SetScale
VAR1 = (2*FRACUNIT)
SPRITENAME = SOR_
SPRITEFRAME = I
DURATION = -1