FREESLOT
mt_pcdx
s_pcdx1
s_pcdx2
s_pcdx3
s_pcdx4
s_pcdx5
s_pcdx6
s_pcdx7
s_pcdx8
s_pcdx9
spr_stnd

Thing MT_PCDX
#$Sprite STNDA1
#$Name PC test 2
MAPTHINGNUM = 2276
SPAWNSTATE = S_PCDX1
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 100*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY


STATE S_PCDX1
SPRITENAME = SPR_STND
SPRITEFRAME = FF_TRANS30|A
DURATION = 5
VAR1 = 4*FRACUNIT
VAR2 = 0
NEXT = S_PCDX2
ACTION A_SetScale

STATE S_PCDX2
SPRITENAME = SPR_STND
SPRITEFRAME = FF_TRANS30|B
DURATION = 5
VAR1 = 4*FRACUNIT
VAR2 = 0
NEXT = S_PCDX3
ACTION A_SetScale

STATE S_PCDX3
SPRITENAME = SPR_STND
SPRITEFRAME = FF_TRANS30|C
DURATION = 5
VAR1 = 4*FRACUNIT
VAR2 = 0
NEXT = S_PCDX4
ACTION A_SetScale

STATE S_PCDX4
SPRITENAME = SPR_STND
SPRITEFRAME = FF_TRANS30|D
DURATION = 5
VAR1 = 4*FRACUNIT
VAR2 = 0
NEXT = S_PCDX5
ACTION A_SetScale

STATE S_PCDX5
SPRITENAME = SPR_STND
SPRITEFRAME = FF_TRANS30|E
DURATION = 5
VAR1 = 4*FRACUNIT
VAR2 = 0
NEXT = S_PCDX6
ACTION A_SetScale

STATE S_PCDX6
SPRITENAME = SPR_STND
SPRITEFRAME = FF_TRANS30|F
DURATION = 5
VAR1 = 4*FRACUNIT
VAR2 = 0
NEXT = S_PCDX7
ACTION A_SetScale

STATE S_PCDX7
SPRITENAME = SPR_STND
SPRITEFRAME = FF_TRANS30|G
DURATION = 5
VAR1 = 4*FRACUNIT
VAR2 = 0
NEXT = S_PCDX8
ACTION A_SetScale

STATE S_PCDX8
SPRITENAME = SPR_STND
SPRITEFRAME = FF_TRANS30|H
DURATION = 5
VAR1 = 4*FRACUNIT
VAR2 = 0
NEXT = S_PCDX9
ACTION A_SetScale

STATE S_PCDX9
SPRITENAME = SPR_STND
SPRITEFRAME = FF_TRANS30|I
DURATION = 5
VAR1 = 4*FRACUNIT
VAR2 = 0
NEXT = S_PCDX1
ACTION A_SetScale

