freeslot
# Drill Showtime
SPR_YRRR
S_YRRRGO
S_YRRRDT
SPR_YRRS
S_YRRRSP
sfx_ZOMTET
SPR_ULTB
S_ULTB
S_ULTC
S_ULTD
S_ULTF1
S_ULTF2
S_ULTF3
S_ULTF4
S_ULTF5
S_ULTF6
SPR_DRSA
S_DRSHOWA
SPR_DRSB
S_DRSHOWB
SPR_DRSC
S_DRSHOWC
SPR_DRSD
S_DRSHOWD
SPR_DRSE
S_DRSHOWE
SPR_DRSF
S_DRSHOWF
SPR_DRSG
S_DRSHOWG


#Zombie Teto
Object MT_YRRR
SpawnState = S_YRRRGO
DeathState = S_YRRRDT
DeathSound = sfx_zomtet
Radius = 28*FRACUNIT
Height = 48*FRACUNIT
Speed = 4*FRACUNIT
Flags = MF_MISSILE|MF_NOGRAVITY|MF_NOHITLAGFORME
Mass = DMG_STUMBLE

State S_YRRRGO
SpriteName = YRRR
SpriteFrame = FF_ANIMATE|FF_SEMIBRIGHT|A
Var1 = 5
Var2 = 2
Duration = -1
Next = S_YRRRGO

State S_YRRRDT
SpriteName = YRRR
SpriteFrame = FF_ANIMATE|FF_SEMIBRIGHT|G
Var1 = 18
Var2 = 1
Duration = 19
Next = S_NULL

#Zombie Teto Spawning
Object MT_YRRS
SpawnState = S_YRRRSP
Radius = 28*FRACUNIT
Height = 48*FRACUNIT
Speed = 4*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY

State S_YRRRSP
SpriteName = YRRS
SpriteFrame = FF_ANIMATE|FF_PAPERSPRITE|FF_SEMIBRIGHT|A
Var1 = 47
Var2 = 1
Duration = 48
Next = S_NULL


#Ultra Trailer Building
Object MT_ULTTBLD
MapThingNum = 15839
SpawnState  = S_ULTB
SpawnHealth = 1000
DeathState  = S_ULTF1
DeathSound  = SFX_CONH
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
Flags  = MF_SPECIAL|MF_SHOOTABLE|MF_RUNSPAWNFUNC

#UT Building State
State S_ULTB
SpriteName = ULTB
SpriteFrame = A
Duration = -1
Action = A_SetScale
Var1 = 4*FRACUNIT/3
Var2 = 0
Next = S_NULL

#UT Building Hit
State S_ULTF1
SpriteName  = ULTB
SpriteFrame = B
Duration = 1
Action = A_BunnyHop
Var1 = 1
Var2 = 1
Next = S_ULTF2

# UT Building Rotates

State S_ULTF2
SpriteName = ULTB
SpriteFrame = B
Duration = 12
Var1 = 1
Var2 = 1
Next = S_NULL

#Ultra Trailer Building 2
Object MT_ULTTCLD
MapThingNum = 15840
SpawnState  = S_ULTC
SpawnHealth = 1000
DeathState  = S_ULTF3
DeathSound  = SFX_CONH
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
Flags  = MF_SPECIAL|MF_SHOOTABLE|MF_RUNSPAWNFUNC

#UT Building State
State S_ULTC
SpriteName = ULTB
SpriteFrame = C
Duration = -1
Action = A_SetScale
Var1 = 4*FRACUNIT/3
Var2 = 0
Next = S_NULL

#UT Building Hit
State S_ULTF3
SpriteName  = ULTB
SpriteFrame = D
Duration = 1
Action = A_BunnyHop
Var1 = 1
Var2 = 1
Next = S_ULTF5

# UT Building Rotates

State S_ULTF4
SpriteName = ULTB
SpriteFrame = D
Duration = 12
Var1 = 1
Var2 = 1
Next = S_NULL

#Ultra Trailer Building 3
Object MT_ULTTDLD
MapThingNum = 15841
SpawnState  = S_ULTD
SpawnHealth = 1000
DeathState  = S_ULTF5
DeathSound  = SFX_CONH
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
Flags  = MF_SPECIAL|MF_SHOOTABLE|MF_RUNSPAWNFUNC

#UT Building State
State S_ULTD
SpriteName = ULTB
SpriteFrame = E
Duration = -1
Action = A_SetScale
Var1 = 4*FRACUNIT/3
Var2 = 0
Next = S_NULL

#UT Building Hit
State S_ULTF5
SpriteName  = ULTB
SpriteFrame = F
Duration = 1
Action = A_BunnyHop
Var1 = 1
Var2 = 1
Next = S_ULTF6

# UT Building Rotates

State S_ULTF6
SpriteName = ULTB
SpriteFrame = F
Duration = 12
Var1 = 1
Var2 = 1
Next = S_NULL

# Utane

Object MT_DRSHOWTIMEA
MapThingNum = 15842
SpawnState = S_DRSHOWA
SpawnHealth = 1000
Radius = 48*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY|MF_DRAWFROMFARAWAY

State S_DRSHOWA
SpriteName = DRSA
SpriteFrame = A|FF_FULLBRIGHT|RF_NOCOLORMAPS
Duration = -1
Next = S_DRSHOWA


# Momo

Object MT_DRSHOWTIMEB
MapThingNum = 15843
SpawnState = S_DRSHOWB
SpawnHealth = 1000
Radius = 48*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY|MF_DRAWFROMFARAWAY|MF_DONTENCOREMAP

State S_DRSHOWB
SpriteName = DRSB
SpriteFrame = A|FF_FULLBRIGHT|RF_NOCOLORMAPS
Duration = -1
Next = S_DRSHOWB


# Neru

Object MT_DRSHOWTIMEC
MapThingNum = 15844
SpawnState = S_DRSHOWC
SpawnHealth = 1000
Radius = 48*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY|MF_DRAWFROMFARAWAY

State S_DRSHOWC
SpriteName = DRSC
SpriteFrame = A|FF_SEMIBRIGHT
Duration = -1
Next = S_DRSHOWC


# Rei

Object MT_DRSHOWTIMED
MapThingNum = 15845
SpawnState = S_DRSHOWD
SpawnHealth = 1000
Radius = 48*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY|MF_DRAWFROMFARAWAY

State S_DRSHOWD
SpriteName = DRSD
SpriteFrame = A|FF_SEMIBRIGHT
Duration = -1
Next = S_DRSHOWD


# Teto Eared

Object MT_DRSHOWTIMEE
MapThingNum = 15846
SpawnState = S_DRSHOWE
SpawnHealth = 1000
Radius = 48*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY|MF_DRAWFROMFARAWAY

State S_DRSHOWE
SpriteName = DRSE
SpriteFrame = A|FF_SEMIBRIGHT
Duration = -1
Next = S_DRSHOWE


# Miku

Object MT_DRSHOWTIMEF
MapThingNum = 15847
SpawnState = S_DRSHOWF
SpawnHealth = 1000
Radius = 48*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY|MF_DRAWFROMFARAWAY

State S_DRSHOWF
SpriteName = DRSF
SpriteFrame = A|FF_SEMIBRIGHT
Duration = -1
Next = S_DRSHOWF


# Teto Koopa

Object MT_DRSHOWTIMEG
MapThingNum = 15848
SpawnState = S_DRSHOWG
SpawnHealth = 1000
Radius = 48*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY|MF_DRAWFROMFARAWAY

State S_DRSHOWG
SpriteName = DRSG
SpriteFrame = A|FF_SEMIBRIGHT
Duration = -1
Next = S_DRSHOWG

