FREESLOT
S_SHINO_RING
S_SHINO_RING_STAR1
S_SHINO_RING_STAR2
S_SHINO_RING_STAR3
S_SHINO_RING_STAR4
S_SHINO_RING_STAR5
S_SHINO_RING_STAR6
MT_SHINO_RING_VERTICAL
MT_SHINO_RING_HORIZONTAL
MT_SHINO_RING_PROJECTILE
MT_SHINO_RING_STAR

State S_SHINO_RING
SpriteName = SPR_NULL
SpriteFrame = A
Duration = 1
Action = A_ShinoRing
Var1 = 0
Var2 = 0
Next = S_SHINO_RING

State S_SHINO_RING_STAR1
SpriteName = SPR_SSPK
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Action = A_ShinoRingStar
Var1 = 0
Var2 = 0
Next = S_SHINO_RING_STAR2

State S_SHINO_RING_STAR2
SpriteName = SPR_SSPK
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Action = A_ShinoRingStar
Var1 = 0
Var2 = 0
Next = S_SHINO_RING_STAR3

State S_SHINO_RING_STAR3
SpriteName = SPR_SSPK
SpriteFrame = B|FF_FULLBRIGHT
Duration = 1
Action = A_ShinoRingStar
Var1 = 0
Var2 = 0
Next = S_SHINO_RING_STAR4

State S_SHINO_RING_STAR4
SpriteName = SPR_SSPK
SpriteFrame = B|FF_FULLBRIGHT
Duration = 1
Action = A_ShinoRingStar
Var1 = 0
Var2 = 0
Next = S_SHINO_RING_STAR5

State S_SHINO_RING_STAR5
SpriteName = SPR_SSPK
SpriteFrame = C|FF_FULLBRIGHT
Duration = 1
Action = A_ShinoRingStar
Var1 = 0
Var2 = 0
Next = S_SHINO_RING_STAR6

State S_SHINO_RING_STAR6
SpriteName = SPR_SSPK
SpriteFrame = C|FF_FULLBRIGHT
Duration = 1
Action = A_ShinoRingStar
Var1 = 0
Var2 = 0
Next = S_SHINO_RING_STAR1

Object MT_SHINO_RING_VERTICAL
MapThingNum = -1
SpawnState = S_SHINO_RING
Radius = 80*FRACUNIT
Height = 40*FRACUNIT
# Mass = Lifetime
Mass = 12*TICRATE
# Damage = Launch power
Damage = 13*FRACUNIT
Flags = MF_SPECIAL|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY

Object MT_SHINO_RING_HORIZONTAL
MapThingNum = -1
SpawnState = S_SHINO_RING
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
# Mass = Lifetime
Mass = 12*TICRATE
# Damage = Luanch power
Damage = 50*FRACUNIT
Flags = MF_SPECIAL|MF_PAPERCOLLISION|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY

Object MT_SHINO_RING_STAR
MapThingNum = -1
SpawnState = S_SHINO_RING_STAR1
Radius = 0
Height = 0
Mass = 0
Flags = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY
