Freeslot
S_SONICCELLCUTSCENE
S_SONICCELLCUTSCENE2
S_SONICCELLCUTSCENE3
S_SONICCELLCUTSCENE4
S_SONICCELLCUTSCENE5
S_SONICCELLCUTSCENE6
S_SONICCELLCUTSCENE7
S_SONICCELLCUTSCENE8
S_SONICCELLCUTSCENE9
S_SONICCELLCUTSCENE9AGAIN
S_SONICCELLCUTSCENE10
S_SONICCELLCUTSCENE11
S_SONICCELLCUTSCENE12
S_SONICCELLCUTSCENE13
S_SONICCELLCUTSCENE14
S_SONICCELLCUTSCENE15
S_SONICCELLCUTSCENE16
S_SONICCELLCUTSCENE17
S_SONICCELLCUTSCENE18
S_SONICCELLCUTSCENE19
S_SONICCELLCUTSCENE20
S_SONICCELLCUTSCENE21
S_SONICCELLCUTSCENE22
S_SONICCELLCUTSCENE23
S_SONICCELLCUTSCENE24
S_SONICCELLCUTSCENE25
S_SONICCELLCUTSCENE26
S_SONICCELLCUTSCENE27
S_SONICCELLCUTSCENE28
S_SONICCELLCUTSCENE28AGAIN
S_SONICCELLCUTSCENE29
S_SONICCELLCUTSCENE30
S_SONICCELLCUTSCENE31
S_SONICCELLCUTSCENE32
S_SONICCELLCUTSCENE32AGAIN
S_SONICCELLCUTSCENE32AGAIN2
S_SONICCELLCUTSCENE33
S_SONICCELLCUTSCENE34
S_SONICCELLCUTSCENE35
S_SONICCELLCUTSCENE36
S_SONICCELLCUTSCENE37
S_CELLARRIVALCUTSCENE
S_CELLARRIVALCUTSCENE2
S_CELLARRIVALCUTSCENE3
S_CELLARRIVALCUTSCENE4
S_CELLARRIVALCUTSCENE5
S_CELLARRIVALCUTSCENE6
S_CELLARRIVALCUTSCENE7
S_CELLARRIVALCUTSCENE8
S_CELLARRIVALCUTSCENE9
S_CELLARRIVALCUTSCENE10
S_CELLARRIVALCUTSCENE11
S_CELLARRIVALCUTSCENE12
S_CELLARRIVALCUTSCENE13
S_CELLARRIVALCUTSCENE14
S_CELLARRIVALCUTSCENE15
S_CELLARRIVALCUTSCENE16
S_SONICCELLCUTSCENECHAOSEMERALDGONE
S_SONICCELLCUTSCENECHAOSEMERALDGONE2
S_SONICCELLCUTSCENECHAOSEMERALDGONE3
S_SONICCELLCUTSCENECHAOSEMERALDGONE4
S_SONICCELLCUTSCENECHAOSEMERALDGONE5
S_SONICCELLCUTSCENECHAOSEMERALDGONE6
S_SONICCELLCUTSCENECHAOSEMERALDGONE7
S_CHAOSEMERALDGONE
S_SONICCELLCUTSCENEAURA
S_SONICCELLCUTSCENEAURA2
S_SONICCELLCUTSCENEAURA3
MT_SONICCELLCUTSCENE
MT_CELLARRIVALCUTSCENE
MT_SONICCELLCUTSCENEAURA
SPR_CCTS

Thing MT_SONICCELLCUTSCENE
MapThingNum = 10105
SpawnState = S_SONICCELLCUTSCENE
SpawnHealth = 8
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
PainState = S_NULL
PainChance = 4000
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 24*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_SONICCELLCUTSCENE
Spritename = CCTS
Spriteframe = A
Duration = 128
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 86
Next = S_SONICCELLCUTSCENE2

State S_SONICCELLCUTSCENE2
Spritename = CCTS
Spriteframe = A
Duration = 144
Next = S_SONICCELLCUTSCENE3

State S_SONICCELLCUTSCENE3
Spritename = CCTS
Spriteframe = A
Duration = 133
Next = S_SONICCELLCUTSCENE4

State S_SONICCELLCUTSCENE4
Spritename = CCTS
Spriteframe = A
Duration = 164
Next = S_SONICCELLCUTSCENE5

State S_SONICCELLCUTSCENE5
Spritename = CCTS
Spriteframe = A
Duration = 164
Next = S_SONICCELLCUTSCENE6

State S_SONICCELLCUTSCENE6
Spritename = CCTS
Spriteframe = B
Duration = 124
Next = S_SONICCELLCUTSCENE7

State S_SONICCELLCUTSCENE7
Spritename = CTSO
Spriteframe = E
Duration = 166
Next = S_SONICCELLCUTSCENE8

State S_SONICCELLCUTSCENE8
Spritename = CTSO
Spriteframe = J
Duration = 102
Action = A_PlaySound
Var1 = sfx_s3k4a
Next = S_SONICCELLCUTSCENE9

State S_SONICCELLCUTSCENE9
Spritename = CTSO
Spriteframe = K
Duration = 0
Action = A_MoveRelative
Var1 = 0
Var2 = 75
Next = S_SONICCELLCUTSCENE9AGAIN

State S_SONICCELLCUTSCENE9AGAIN
Spritename = CTSO
Spriteframe = K
Duration = 0
Action = A_PlaySound
Var1 = sfx_zoom
Next = S_SONICCELLCUTSCENE10

State S_SONICCELLCUTSCENE10
Spritename = CTSO
Spriteframe = K
Duration = 10
Action = A_ZThrust
Var1 = 6
Next = S_SONICCELLCUTSCENE11

State S_SONICCELLCUTSCENE11
Spritename = CTSO
Spriteframe = L
Duration = 0
Action = A_ForceStop
Next = S_SONICCELLCUTSCENE12

State S_SONICCELLCUTSCENE12
Spritename = CTSO
Spriteframe = L
Duration = 0
Action = A_PlaySound
Var1 = sfx_skick
Next = S_SONICCELLCUTSCENE13

State S_SONICCELLCUTSCENE13
Spritename = CTSO
Spriteframe = L
Duration = 24
Action = A_SpawnObjectRelative
Var2 = MT_BOWSERCUTSCENECLASHFIREWHITE3
Next = S_SONICCELLCUTSCENE14

State S_SONICCELLCUTSCENE14
Spritename = CTSO
Spriteframe = L
Duration = -1
Action = A_SetObjectTypeState
Var1 = S_CELLARRIVALCUTSCENE9
Var2 = MT_CELLARRIVALCUTSCENE
Next = S_SONICCELLCUTSCENE6

State S_SONICCELLCUTSCENE15
Spritename = CTSO
Spriteframe = M
Duration = 0
Action = A_MoveRelative
Var1 = -90
Var2 = 100
Next = S_SONICCELLCUTSCENE16

State S_SONICCELLCUTSCENE16
Spritename = CTSO
Spriteframe = M
Duration = 6
Action = A_PlaySound
Var1 = sfx_CBHIT
Next = S_SONICCELLCUTSCENE17

State S_SONICCELLCUTSCENE17
Spritename = CTSO
Spriteframe = M
Duration = 2
Action = A_ForceStop
Var1 = sfx_CBHIT
Next = S_SONICCELLCUTSCENE18

State S_SONICCELLCUTSCENE18
Spritename = CTSO
Spriteframe = M
Duration = -1
Action = A_SetObjectTypeState
Var1 = S_CELLARRIVALCUTSCENE12
Var2 = MT_CELLARRIVALCUTSCENE
Next = S_SONICCELLCUTSCENE6

State S_SONICCELLCUTSCENE19
Spritename = CTSO
Spriteframe = M
Duration = 0
Action = A_PlaySound
Var1 = sfx_bsnipe
Next = S_SONICCELLCUTSCENE20

State S_SONICCELLCUTSCENE20
Spritename = CTSO
Spriteframe = M
Duration = 0
Action = A_LinedefExecute
Var1 = 1000
Next = S_SONICCELLCUTSCENE21

State S_SONICCELLCUTSCENE21
Spritename = CTSO
Spriteframe = O
Duration = 0
Action = A_LinedefExecute
Var1 = 1001
Next = S_SONICCELLCUTSCENE22

State S_SONICCELLCUTSCENE22
Spritename = CTSO
Spriteframe = O
Duration = 6
Action = A_ZThrust
Var1 = -100
Next = S_SONICCELLCUTSCENE23

State S_SONICCELLCUTSCENE23
Spritename = CTSO
Spriteframe = O
Duration = 3
Action = A_PlaySound
Var1 = sfx_bkpoof
Next = S_SONICCELLCUTSCENE24

State S_SONICCELLCUTSCENE24
Spritename = CTSO
Spriteframe = V
Duration = 400
Action = A_SpawnObjectRelative
Var2 = MT_SMALLBOIBOWSERSHOCKWAVE
Next = S_SONICCELLCUTSCENE25

State S_SONICCELLCUTSCENE25
Spritename = CTSO
Spriteframe = P
Duration = 2
Next = S_SONICCELLCUTSCENE26

State S_SONICCELLCUTSCENE26
Spritename = CTSO
Spriteframe = Q
Duration = 86
Action = A_PlaySound
Var1 = sfx_s3k4a
Next = S_SONICCELLCUTSCENE27

State S_SONICCELLCUTSCENE27
Spritename = CTSO
Spriteframe = R
Duration = 64
Action = A_LinedefExecute
Var1 = 1004
Next = S_SONICCELLCUTSCENECHAOSEMERALDGONE

State S_SONICCELLCUTSCENECHAOSEMERALDGONE
Spritename = CTSO
Spriteframe = R
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_CHAOSEMERALDGONE
Var2 = MT_EMERALD1
Next = S_SONICCELLCUTSCENECHAOSEMERALDGONE2

State S_SONICCELLCUTSCENECHAOSEMERALDGONE2
Spritename = CTSO
Spriteframe = R
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_CHAOSEMERALDGONE
Var2 = MT_EMERALD2
Next = S_SONICCELLCUTSCENECHAOSEMERALDGONE3

State S_SONICCELLCUTSCENECHAOSEMERALDGONE3
Spritename = CTSO
Spriteframe = R
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_CHAOSEMERALDGONE
Var2 = MT_EMERALD3
Next = S_SONICCELLCUTSCENECHAOSEMERALDGONE4

State S_SONICCELLCUTSCENECHAOSEMERALDGONE4
Spritename = CTSO
Spriteframe = R
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_CHAOSEMERALDGONE
Var2 = MT_EMERALD4
Next = S_SONICCELLCUTSCENECHAOSEMERALDGONE5

State S_SONICCELLCUTSCENECHAOSEMERALDGONE5
Spritename = CTSO
Spriteframe = R
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_CHAOSEMERALDGONE
Var2 = MT_EMERALD5
Next = S_SONICCELLCUTSCENECHAOSEMERALDGONE6

State S_SONICCELLCUTSCENECHAOSEMERALDGONE6
Spritename = CTSO
Spriteframe = R
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_CHAOSEMERALDGONE
Var2 = MT_EMERALD6
Next = S_SONICCELLCUTSCENECHAOSEMERALDGONE7

State S_SONICCELLCUTSCENECHAOSEMERALDGONE7
Spritename = CTSO
Spriteframe = R
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_CHAOSEMERALDGONE
Var2 = MT_EMERALD7
Next = S_SONICCELLCUTSCENE28

#For le emeralds

State S_CHAOSEMERALDGONE
Spritename = RCLH
Spriteframe = FF_TRANS50|FF_FULLBRIGHT|FF_ADD|A
Duration = 3
Action = A_PlaySound
Var1 = sfx_cgot
Next = S_NULL


State S_SONICCELLCUTSCENE28
Spritename = CTSO
Spriteframe = S
Duration = 98
Next = S_SONICCELLCUTSCENE28AGAIN

State S_SONICCELLCUTSCENE28AGAIN
Spritename = CTSO
Spriteframe = S
Duration = 3
Action = A_ChangeColorAbsolute
Var2 = 1
Next = S_SONICCELLCUTSCENE29

State S_SONICCELLCUTSCENE29
Spritename = CTSO
Spriteframe = FF_FULLBRIGHT|T
Duration = 3
Action = A_ChangeColorAbsolute
Var2 = 34
Next = S_SONICCELLCUTSCENE30

State S_SONICCELLCUTSCENE30
Spritename = CTSO
Spriteframe = FF_FULLBRIGHT|U
Duration = 0
Action = A_LinedefExecute
Var1 = 1002
Next = S_SONICCELLCUTSCENE31

State S_SONICCELLCUTSCENE31
Spritename = CTSO
Spriteframe = FF_FULLBRIGHT|U
Duration = 0
Action = A_ChangeColorAbsolute
Var2 = 48
Next = S_SONICCELLCUTSCENE32

State S_SONICCELLCUTSCENE32
Spritename = CTSO
Spriteframe = FF_FULLBRIGHT|U
Duration = 24
Action = A_PlaySound
Var1 = sfx_s3k9f
Next = S_SONICCELLCUTSCENE32AGAIN

State S_SONICCELLCUTSCENE32AGAIN
Spritename = CTSO
Spriteframe = FF_FULLBRIGHT|U
Duration = 0
Action = A_LinedefExecute
Var1 = 1002
Next = S_SONICCELLCUTSCENE32AGAIN2

State S_SONICCELLCUTSCENE32AGAIN2
Spritename = CTSO
Spriteframe = FF_FULLBRIGHT|U
Duration = 0
Action = A_PlaySound
Var1 = sfx_sfire
Next = S_SONICCELLCUTSCENE33

State S_SONICCELLCUTSCENE33
Spritename = CTSO
Spriteframe = FF_FULLBRIGHT|U
Duration = 0
Action = A_LinedefExecute
Var1 = 1005
Next = S_SONICCELLCUTSCENE34

State S_SONICCELLCUTSCENE34
Spritename = CTSO
Spriteframe = FF_FULLBRIGHT|U
Duration = 2
Action = A_MultiShot
Var1 = (MT_SONICCELLCUTSCENEAURA<<16)+16
Next = S_SONICCELLCUTSCENE35

State S_SONICCELLCUTSCENE35
Spritename = CTSO
Spriteframe = FF_FULLBRIGHT|U
Duration = 0
Action = A_Repeat
Var1 = 38
Var2 = S_SONICCELLCUTSCENE33
Next = S_SONICCELLCUTSCENE36

State S_SONICCELLCUTSCENE36
Spritename = CTSO
Spriteframe = FF_FULLBRIGHT|W
Duration = 64
Next = S_SONICCELLCUTSCENE37

State S_SONICCELLCUTSCENE37
Spritename = CTSO
Spriteframe = FF_FULLBRIGHT|W
Duration = -1
Action = A_LinedefExecute
Var1 = 1003
Next = S_SONICCELLCUTSCENE36

Thing MT_CELLARRIVALCUTSCENE
MapThingNum = 10106
SpawnState = S_CELLARRIVALCUTSCENE
SpawnHealth = 8
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
PainState = S_NULL
PainChance = 4000
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 24*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_CELLARRIVALCUTSCENE
Spritename = CBCK
Spriteframe = A
Duration = 128
Action = A_FindTarget
Var1 = MT_SONICCELLCUTSCENE
Next = S_CELLARRIVALCUTSCENE2

State S_CELLARRIVALCUTSCENE2
Spritename = CBCK
Spriteframe = A
Duration = 144
Next = S_CELLARRIVALCUTSCENE3

State S_CELLARRIVALCUTSCENE3
Spritename = CIDL
Spriteframe = A
Duration = 133
Next = S_CELLARRIVALCUTSCENE4

State S_CELLARRIVALCUTSCENE4
Spritename = CIDL
Spriteframe = A
Duration = 164
Next = S_CELLARRIVALCUTSCENE5

State S_CELLARRIVALCUTSCENE5
Spritename = CIDL
Spriteframe = A
Duration = 164
Next = S_CELLARRIVALCUTSCENE6

State S_CELLARRIVALCUTSCENE6
Spritename = CIDL
Spriteframe = A
Duration = 124
Next = S_CELLARRIVALCUTSCENE7

State S_CELLARRIVALCUTSCENE7
Spritename = CIDL
Spriteframe = A
Duration = 166
Next = S_CELLARRIVALCUTSCENE8

State S_CELLARRIVALCUTSCENE8
Spritename = CIDL
Spriteframe = A
Duration = -1
Next = S_SONICCELLCUTSCENE6

State S_CELLARRIVALCUTSCENE9
Spritename = CNTR
Spriteframe = A
Duration = 32
Next = S_CELLARRIVALCUTSCENE10

State S_CELLARRIVALCUTSCENE10
Spritename = CNTR
Spriteframe = B
Duration = 0
Action = A_LinedefExecute
Var1 = 1000
Next = S_CELLARRIVALCUTSCENE11

State S_CELLARRIVALCUTSCENE11
Spritename = CNTR
Spriteframe = B
Duration = -1
Action = A_SetObjectTypeState
Var1 = S_SONICCELLCUTSCENE15
Var2 = MT_SONICCELLCUTSCENE
Next = S_CELLARRIVALCUTSCENE12

State S_CELLARRIVALCUTSCENE12
Duration = 2
Action = A_CapeChase
Var2 = (80<<16)+0
Next = S_CELLARRIVALCUTSCENE13

State S_CELLARRIVALCUTSCENE13
Spritename = CHAM
Spriteframe = B
Duration = 8
Action = A_PlaySound
Var1 = sfx_celltp
Next = S_CELLARRIVALCUTSCENE14

State S_CELLARRIVALCUTSCENE14
Spritename = CHAM
Spriteframe = C
Duration = 48
Action = A_SetObjectTypeState
Var1 = S_SONICCELLCUTSCENE19
Var2 = MT_SONICCELLCUTSCENE
Next = S_CELLARRIVALCUTSCENE15

State S_CELLARRIVALCUTSCENE15
Spritename = CIDL
Spriteframe = A
Duration = 172
Next = S_CELLARRIVALCUTSCENE16

State S_CELLARRIVALCUTSCENE16
Spritename = CIDL
Spriteframe = FF_TRANS60|A
Duration = 16
Action = A_PlaySound
Var1 = sfx_celltp
Next = S_NULL

Thing MT_SONICCELLCUTSCENEAURA
MapThingNum = -1
SpawnState = S_SONICCELLCUTSCENEAURA
SpawnHealth = 8
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
PainState = S_NULL
PainChance = 4000
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 20*FRACUNIT
Radius = 24*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_SONICCELLCUTSCENEAURA
Spritename = SAUR
Spriteframe = FF_FULLBRIGHT|FF_ADD|FF_TRANS80|B
Duration = 8
Next = S_SONICCELLCUTSCENEAURA2

State S_SONICCELLCUTSCENEAURA2
Spritename = SAUR
Spriteframe = FF_FULLBRIGHT|FF_ADD|FF_TRANS80|B
Duration = 12
Action = A_ZThrust
Var1 = 50
Var2 = (1<<16)+1
Next = S_SONICCELLCUTSCENEAURA3

State S_SONICCELLCUTSCENEAURA3
Spritename = SAUR
Spriteframe = FF_FULLBRIGHT|FF_ADD|FF_TRANS80|D
Duration = 32
Next = S_NULL
