FREESLOT
MT_EXPTURRET
MT_EXPBULLET
S_EXPTURRETLOOK
S_EXPTURRETSEE
S_EXPTURRETPOPUP1
S_EXPTURRETPOPUP2
S_EXPTURRETPOPUP3
S_EXPTURRETPOPUP4
S_EXPTURRETPOPUP5
S_EXPTURRETPOPUP6
S_EXPTURRETPOPUP7
S_EXPTURRETPOPUP8
S_EXPTURRETPOPUP9
s_EXPTURRETSHOOT
s_EXPTURRETPOPDOWN1
s_EXPTURRETPOPDOWN2
s_EXPTURRETPOPDOWN3
s_EXPTURRETPOPDOWN4
s_EXPTURRETPOPDOWN5
s_EXPTURRETPOPDOWN6
s_EXPTURRETPOPDOWN7
s_EXPTURRETPOPDOWN8
S_EXPBULLET1
S_EXPBULLET2

Thing MT_EXPTURRET
#$Sprite TURRD1
#$Name Explosive Turret
MAPTHINGNUM = 2275
SPAWNSTATE = S_EXPTURRETLOOK
SEESTATE = S_EXPTURRETSEE
SEESOUND = SFX_NONE
ATTACKSOUND = SFX_TRFIRE
PAINSTATE = S_EXPTURRETSEE
PAINSOUND = SFX_S3K64
MELEESTATE = S_EXPTURRETSEE
MISSILESTATE = S_EXPTURRETSEE
DEATHSTATE = S_XPLD_FLICKY
XDEATHSTATE = S_EXPTURRETSEE
DEATHSOUND = SFX_POP
ACTIVESOUND = SFX_NONE
RAISESTATE = MT_EXPBULLET
SPAWNHEALTH = 1
REACTIONTIME = 0
PAINCHANCE = 1024
SPEED = 0
RADIUS = 12*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE


STATE S_EXPTURRETLOOK
SPRITENAME = SPR_TURR
SPRITEFRAME = A
DURATION = 1
VAR1 = 1
VAR2 = 0
NEXT = S_EXPTURRETLOOK
ACTION A_LOOK

STATE S_EXPTURRETSEE
SPRITENAME = SPR_TURR
SPRITEFRAME = A
DURATION = 1
NEXT = S_EXPTURRETPOPUP1
ACTION A_FACETARGET
VAR1 = 0
VAR2 = 0

STATE S_EXPTURRETPOPUP1
SPRITENAME = SPR_TURR
SPRITEFRAME = B
DURATION = 2
NEXT = S_EXPTURRETPOPUP2
ACTION A_PAIN
VAR1 = 0
VAR2 = 0

STATE S_EXPTURRETPOPUP2
SPRITENAME = SPR_TURR
SPRITEFRAME = C
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPUP3

STATE S_EXPTURRETPOPUP3
SPRITENAME = SPR_TURR
SPRITEFRAME = D
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPUP4

STATE S_EXPTURRETPOPUP4
SPRITENAME = SPR_TURR
SPRITEFRAME = E
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPUP5

STATE S_EXPTURRETPOPUP5
SPRITENAME = SPR_TURR
SPRITEFRAME = F
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPUP6

STATE S_EXPTURRETPOPUP6
SPRITENAME = SPR_TURR
SPRITEFRAME = G
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPUP7

STATE S_EXPTURRETPOPUP7
SPRITENAME = SPR_TURR
SPRITEFRAME = H
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPUP8

STATE S_EXPTURRETPOPUP8
SPRITENAME = SPR_TURR
SPRITEFRAME = I
DURATION = 14
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETSHOOT

STATE S_EXPTURRETSHOOT
SPRITENAME = SPR_TURR
SPRITEFRAME = I
DURATION = 14
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPDOWN1
ACTION A_JETGSHOOT

STATE S_EXPTURRETPOPDOWN1
SPRITENAME = SPR_TURR
SPRITEFRAME = H
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPDOWN2
ACTION A_PAIN

STATE S_EXPTURRETPOPDOWN2
SPRITENAME = SPR_TURR
SPRITEFRAME = G
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPDOWN3

STATE S_EXPTURRETPOPDOWN3
SPRITENAME = SPR_TURR
SPRITEFRAME = F
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPDOWN4

STATE S_EXPTURRETPOPDOWN4
SPRITENAME = SPR_TURR
SPRITEFRAME = E
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPDOWN5

STATE S_EXPTURRETPOPDOWN5
SPRITENAME = SPR_TURR
SPRITEFRAME = D
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPDOWN6

STATE S_EXPTURRETPOPDOWN6
SPRITENAME = SPR_TURR
SPRITEFRAME = C
DURATION = 2
VAR1 = 0
VAR2 = 0
NEXT = S_EXPTURRETPOPDOWN7

STATE S_EXPTURRETPOPDOWN7
SPRITENAME = SPR_TURR
SPRITEFRAME = B
DURATION = 2
NEXT = S_EXPTURRETPOPDOWN8
VAR1 = 0
VAR2 = 0

STATE S_EXPTURRETPOPDOWN8
SPRITENAME = SPR_TURR
SPRITEFRAME = A
DURATION = 69
NEXT = S_EXPTURRETLOOK
ACTION A_SETTICS
VAR1 = 0
VAR2 = 1

Thing MT_EXPBULLET
#$Sprite JBULA0
#$Name Explosive Bullet
MAPTHINGNUM = 3276
SPAWNSTATE = S_EXPBULLET1
SEESOUND = SFX_NONE
ATTACKSOUND = SFX_NONE
PAINSTATE = S_NULL
PAINSOUND = SFX_NONE
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_TNTBARREL_EXPL1
XDEATHSTATE = S_NULL
DEATHSOUND = SFX_S3K6E
ACTIVESOUND = SFX_NONE
RAISESTATE = S_NULL
SPAWNHEALTH = 1
REACTIONTIME = 32
PAINCHANCE = 200
SPEED = 20*FRACUNIT
RADIUS = 4*FRACUNIT
HEIGHT = 8*FRACUNIT
MASS = 0
DAMAGE = 1
FLAGS = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

STATE S_EXPBULLET1
SPRITENAME = SPR_JBUL
SPRITEFRAME = FF_FULLBRIGHT|A
DURATION = 1
VAR1 = 0
VAR2 = 0
NEXT = S_EXPBULLET2

STATE S_EXPBULLET2
SPRITENAME = SPR_JBUL
SPRITEFRAME = FF_FULLBRIGHT|B
DURATION = 1
NEXT = S_EXPBULLET1
VAR1 = 0
VAR2 = 0