FREESLOT
mt_lamppole
s_lamppole1
s_lamppole2
s_lamppole3
s_lamppole4
s_lamppole5
s_lamppole6
s_lamppole7
s_lamppole8
s_lamppole9
s_lamppole10
spr_lmpl

Thing MT_LAMPPOLE
#$Sprite LMPLA0
#$Name Lamp Pole
MAPTHINGNUM = 2269
SPAWNSTATE = S_LAMPPOLE1
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 100*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY


STATE S_LAMPPOLE1
SPRITENAME = SPR_LMPL
SPRITEFRAME = A
DURATION = 4
NEXT = S_LAMPPOLE2
ACTION None

STATE S_LAMPPOLE2
SPRITENAME = SPR_LMPL
SPRITEFRAME = B
DURATION = 4
NEXT = S_LAMPPOLE3
ACTION None

STATE S_LAMPPOLE3
SPRITENAME = SPR_LMPL
SPRITEFRAME = C
DURATION = 4
NEXT = S_LAMPPOLE4
ACTION None

STATE S_LAMPPOLE4
SPRITENAME = SPR_LMPL
SPRITEFRAME = D
DURATION = 4
NEXT = S_LAMPPOLE5
ACTION None

STATE S_LAMPPOLE5
SPRITENAME = SPR_LMPL
SPRITEFRAME = E
DURATION = 4
NEXT = S_LAMPPOLE6
ACTION None

STATE S_LAMPPOLE6
SPRITENAME = SPR_LMPL
SPRITEFRAME = F
DURATION = 4
NEXT = S_LAMPPOLE7
ACTION None

STATE S_LAMPPOLE7
SPRITENAME = SPR_LMPL
SPRITEFRAME = G
DURATION = 4
NEXT = S_LAMPPOLE8
ACTION None

STATE S_LAMPPOLE8
SPRITENAME = SPR_LMPL
SPRITEFRAME = H
DURATION = 4
NEXT = S_LAMPPOLE9
ACTION None

STATE S_LAMPPOLE9
SPRITENAME = SPR_LMPL
SPRITEFRAME = I
DURATION = 4
NEXT = S_LAMPPOLE10
ACTION None

STATE S_LAMPPOLE10
SPRITENAME = SPR_LMPL
SPRITEFRAME = J
DURATION = 4
NEXT = S_LAMPPOLE1
ACTION None