Freeslot
MT_SPED
S_SPEDVROM
SPR_SSPD
MT_CHUCK
S_CHUCK
SPR_CHUK
MT_SPEDV
S_SPEDVRE
SPR_SPED
MT_XVAN
S_XVAN
SPR_XVAN
MT_XCAR
S_XCAR
SPR_XCAR
MT_FRND
S_FRND
S_FRND1
SPR_FRND
MT_DOAK
S_DOAK1
S_DOAK2
S_DOAK3
S_DOAK4
S_DOAKOOF1
S_DOAKOOF2
S_DOAKOOF3
SPR_DOAK
MT_CHRS
S_CHRS0
S_CHRS1
S_CHRS2
S_CHRS3
S_CHRS4
SPR_CRIS
MT_YELLR
S_YELLR1
S_YELLR2
S_YELLR3
S_YELLR4
S_YELLROOF1
S_YELLROOF2
S_YELLROOF3
SPR_YELR
MT_SAMY
S_SAMY
S_SAMYF
S_SAMYF1
S_SAMYF2
MT_RPIN
S_RPIN1
S_RPIN2
S_RPIN3
SPR_SAMY
SPR_RPIN
SFX_PMET
SFX_PCRS
SFX_FSHP

Object MT_SPED
#$Category Sonic X
#$Name Sam Speed
#$Sprite SSPDA5
MapThingNum = 992
SpawnState = S_SPEDVROM
SpawnHealth = 1000
Speed = 1
SeeSound = CAR
Radius = 50*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_PUSHABLE|MF_SOLID
RaiseState = MT_NULL

State S_SPEDVROM
SpriteName = SSPD
SpriteFrame = A
Duration = 10
Action = A_Thrust
Var1 = 73
Next = S_SPEDVROM

Object MT_SPEDV
#$Category Sonic X
#$Name SamSpeedVertical
#$Sprite SPEDA5
MapThingNum = 994
SpawnState = S_SPEDVRE
SpawnHealth = 1000
Speed = 1
SeeSound = CAR
Radius = 50*FRACUNIT
Height = 192*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_PUSHABLE|MF_SOLID
RaiseState = MT_NULL

State S_SPEDVRE
SpriteName = SPED
SpriteFrame = A
Duration = 10
Action = A_ZThrust
Var1 = 10
Next = S_SPEDVRE

Object MT_XVAN
#$Category Sonic X
#$Name X Truck
#$Sprite XVANA1
MapThingNum = 865
SpawnState = S_XVAN
SpawnHealth = 1000
Speed = 1
SeeSound = CAR
Radius = 40*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_PUSHABLE|MF_PAIN
RaiseState = MT_NULL

State S_XVAN
SpriteName = XVAN
SpriteFrame = A
Duration = 1
Action = A_Thrust
Var1 = 4
Next = S_XVAN

Object MT_XCAR
#$Category Sonic X
#$Name X CAR
#$Sprite XCARA1
MapThingNum = 866
SpawnState = S_XCAR
SpawnHealth = 1000
Speed = 1
SeeSound = CAR
Radius = 40*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_PUSHABLE|MF_PAIN
RaiseState = MT_NULL

State S_XCAR
SpriteName = XCAR
SpriteFrame = A
Duration = 1
Action = A_Thrust
Var1 = 6
Next = S_XCAR

Thing MT_FRND
#$Category Sonic X
#$Name FRIENDSHIP
#$Sprite FRNDA0
MAPTHINGNUM = 867
SPAWNSTATE = S_FRND
SPAWNHEALTH = 1
SEESTATE = S_FRND
REACTIONTIME = 8
PAINCHANCE = 0
RAISESTATE = S_FRND1
PAINSOUND = sfx_FSHP
DEATHSTATE = S_FRND1
DEATHSOUND = sfx_FSHP
SPEED = 0
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
FLAGS = MF_SPRING|MF_SOLID

FRAME S_FRND
SPRITENUMBER = SPR_FRND
SPRITESUBNUMBER = A
DURATION = 10
NEXT = S_FRND

FRAME S_FRND1
SPRITENUMBER = SPR_FRND
SPRITESUBNUMBER = A
DURATION = 29
NEXT = S_FRND
Action = A_Pain

Object MT_DOAK
#$Category Sonic X
#$Name Dark Oak
#$Sprite DOAKA0
MapThingNum = 868
SpawnState = S_DOAK1
SpawnHealth = 1
Speed = 30
DeathState = S_DOAKOOF1
DeathSound = sfx_PMET
Painsound = sfx_PMET
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = MT_NULL

State S_DOAK1
SpriteName = DOAK
SpriteFrame = A
Duration = 5
Action = A_Chase
Next = S_DOAK2

State S_DOAK2
SpriteName = DOAK
SpriteFrame = B
Duration = 5
Action = A_Chase
Next = S_DOAK3

State S_DOAK3
SpriteName = DOAK
SpriteFrame = C
Duration = 5
Action = A_Chase
Next = S_DOAK4

State S_DOAK4
SpriteName = DOAK
SpriteFrame = D
Duration = 5
Action = A_Chase
Next = S_DOAK1

State S_DOAKOOF1
SpriteName = DOAK
SpriteFrame = E
Duration = 6
Action = A_Pain
Next = S_DOAKOOF2

State S_DOAKOOF2
SpriteName = DOAK
SpriteFrame = E
Duration = 1
Action = A_KnockBack
Next = S_DOAKOOF3

State S_DOAKOOF3
SpriteName = DOAK
SpriteFrame = E
Duration = 1
Next = S_DOAKOOF3

Object MT_CHRS
#$Category Sonic X
#$Name Chris Thorndyke
#$Sprite CRISA0
MapThingNum = 869
SpawnState = S_CHRS0
SpawnHealth = 1000
Speed = 25
DeathState = S_CHRS1
DeathSound = sfx_PCRS
PAINSOUND = sfx_PCRS
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_SPECIAL
RaiseState = MT_NULL

State S_CHRS0
SpriteName = CRIS
SpriteFrame = A
Duration = 1
Next = S_CHRS0

State S_CHRS1
SpriteName = CRIS
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_CHRS2

State S_CHRS2
SpriteName = CRIS
SpriteFrame = B
Duration = 1
Action = A_ZThrust
Var1 = 13
Next = S_CHRS3

State S_CHRS3
SpriteName = CRIS
SpriteFrame = B
Duration = 4
Action = A_Thrust
Var1 = 170
Next = S_CHRS4

State S_CHRS4
SpriteName = CRIS
SpriteFrame = B
Duration = 3
Next = S_CHRS4

Thing MT_CHUCK
#$Category Sonic X
#$Name Chuck
#$Sprite CHUKA0
MAPTHINGNUM = 870
SPAWNSTATE = S_CHUCK
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOCLIP|MF_SCENERY

FRAME S_CHUCK
SPRITENUMBER = SPR_CHUK
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_CHUCK

Object MT_YELLR
#$Category Sonic X
#$Name Yellow Zelkova
#$Sprite YELRA0
MapThingNum = 871
SpawnState = S_YELLR1
SpawnHealth = 1
Speed = 30
DeathState = S_YELLROOF1
DeathSound = sfx_PMET
Painsound = sfx_PMET
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = MT_NULL

State S_YELLR1
SpriteName = YELR
SpriteFrame = A
Duration = 5
Action = A_Chase
Next = S_YELLR2

State S_YELLR2
SpriteName = YELR
SpriteFrame = B
Duration = 5
Action = A_Chase
Next = S_YELLR3

State S_YELLR3
SpriteName = YELR
SpriteFrame = C
Duration = 5
Action = A_Chase
Next = S_YELLR4

State S_YELLR4
SpriteName = YELR
SpriteFrame = D
Duration = 5
ACTION A_Chase
Next = S_YELLR1

State S_YELLROOF1
SpriteName = YELR
SpriteFrame = E
Duration = 6
ACTION A_Pain
Next = S_YELLROOF2

State S_YELLROOF2
SpriteName = YELR
SpriteFrame = E
Duration = 2
Action = A_KnockBack
Next = S_YELLROOF3

State S_YELLROOF3
SpriteName = YELR
SpriteFrame = E
Duration = 1
Next = S_YELLROOF3

Thing MT_SAMY
#$Category Sonic X
#$Name Sam NPC
#$Sprite SAMYA0
MAPTHINGNUM = 872
SPAWNSTATE = S_SAMY
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_SAMYF
XDeathState = S_SAMYF
DeathSound = sfx_CRYSA
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_SAMY
SPRITENUMBER = SPR_SAMY
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_SAMY

FRAME S_SAMYF
SPRITENUMBER = SPR_SAMY
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_SAMYF1

FRAME S_SAMYF1
SPRITENUMBER = SPR_SAMY
SPRITESUBNUMBER = C
DURATION = 5
NEXT = S_SAMYF2

FRAME S_SAMYF2
SPRITENUMBER = SPR_SAMY
SPRITESUBNUMBER = D
DURATION = 1
NEXT = S_SAMYF2

Thing MT_RPIN
#$Category Sonic X
#$Name Red Pine
#$Sprite RPINA0
MAPTHINGNUM = 873
SPAWNSTATE = S_RPIN1
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_RPIN2
XDeathState = S_RPIN2
DeathSound = sfx_VASE
Speed = 0
RADIUS = 39*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_RPIN1
SPRITENUMBER = SPR_RPIN
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_RPIN1

FRAME S_RPIN2
SPRITENUMBER = SPR_RPIN
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_RPIN3

FRAME S_RPIN3
SPRITENUMBER = SPR_RPIN
SPRITESUBNUMBER = C
DURATION = 1
NEXT = S_RPIN3