freeslot
MT_METR
MT_DSLD
MT_DSLT
MT_DERP
S_METR
S_DERP1
S_DERP2
S_DERP3
S_DERP4
S_DSLD
S_DSLT
SPR_METR
SPR_DSLD
SPR_DSLT
SPR_DERP

Object MT_METR
#$Category Sigma
#$Name Mettaur
#$Sprite METRA1
MapThingNum = 5967
SpawnState = S_METR
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_METR
SpriteName = METR
SpriteFrame = A
Duration = -1
Next = S_METR

Thing MT_DSLD
#$Category Sigma
#$Name Dark Soldier
#$Sprite DSLDA1
MAPTHINGNUM = 5968
SPAWNSTATE = S_DSLD
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
Flags = MF_SCENERY
RaiseState = S_NULL

FRAME S_DSLD
SpriteName = DSLD
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_DSLD

Thing MT_DSLT
#$Category Sigma
#$Name Sitting soldier
#$Sprite DSLTA1
MAPTHINGNUM = 5969
SPAWNSTATE = S_DSLT
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
Flags = MF_SCENERY
RaiseState = S_NULL

FRAME S_DSLT
SpriteName = DSLT
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_DSLT

Thing MT_DERP
#$Category Sigma
#$Name Heck yeah
#$Sprite DERPA0
MAPTHINGNUM = 974
SPAWNSTATE = S_DERP1
SpawnHealth = 1000
DeathState = S_DERP2
XDeathState = S_DERP2
DeathSound = sfx_BLNG
Speed = 0
RADIUS = 200*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL
RaiseState = S_NULL

FRAME S_DERP1
SPRITENUMBER = SPR_DERP
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_DERP1

FRAME S_DERP2
SPRITENUMBER = SPR_DERP
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_DERP3

FRAME S_DERP3
SPRITENUMBER = SPR_DERP
SPRITESUBNUMBER = C
DURATION = 6
NEXT = S_DERP4

FRAME S_DERP4
SPRITENUMBER = SPR_DERP
SPRITESUBNUMBER = D
DURATION = 6
NEXT = S_DERP4