freeslot
SPR_JYAT
SPR_CTS1
SPR_CTS2
SPR_CTS3
SPR_CONQ
SPR_MWAL
S_JYAT6
S_JYAT7
S_JYAT8
S_JYAT9
S_JYAT10
S_JYAT11
S_JYAT12
S_JYAT13
S_JYAT14
S_JYAT15
S_JYAT16
S_JYAT17
S_JYAT18
S_JYAT19
S_CUTSCENECONQ
S_CUTSCENECONQ3
S_CUTSCENECONQ4
S_CUTSCENECONQ5
S_CUTSCENECONQ6
S_CUTSCENECONQ8SECOND
S_METALWALL
S_METALWALL2
S_ROCKWALL
S_ROCKWALL2
S_ROCKWALL3





Thing MT_JYATHAWK
MapThingNum = 10201
SpawnState = S_JYAT
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_RUNSPAWNFUNC|MF_NOGRAVITY|MF_NOBLOCKMAP

State S_JYAT
Spritename = JYAT
Spriteframe = A
Duration = -1
Next = S_JYAT2

State S_JYAT2
Spritename = JYAT
Spriteframe = B
Duration = -1
Next = S_JYAT2

State S_JYAT3
Spritename = JYAT
Spriteframe = C
Duration = 12
Next = S_JYAT4

State S_JYAT4
Spritename = JYAT
Spriteframe = D
Duration = 6
Action = A_PlaySound
Var1 = sfx_fjum
Next = S_JYAT5

State S_JYAT5
Spritename = JYAT
Spriteframe = E
Duration = 64
Action = A_PlaySound
Var1 = sfx_getup
Next = S_JYAT6

State S_JYAT6
Spritename = JYAT
Spriteframe = F
Duration = 8
Action = A_PlaySound
Var1 = sfx_s3k90
Next = S_JYAT7

State S_JYAT7
Spritename = JYAT
Spriteframe = G
Duration = 32
Next = S_JYAT8

State S_JYAT8
Spritename = JYAT
Spriteframe = H
Duration = 4
Action = A_PlaySound
Var1 = sfx_s3k7e
Next = S_JYAT9

State S_JYAT9
Spritename = JYAT
Spriteframe = I
Duration = 64
Action = A_PlaySound
Var1 = sfx_s3k64
Next = S_JYAT10

State S_JYAT10
Spritename = JYAT
Spriteframe = I
Duration = -1
Action = A_SetObjectTypeState
Var1 = S_CONQSONIC6
Var2 = MT_CONQSONIC
Next = S_JYAT10

State S_JYAT11
Spritename = JYAT
Spriteframe = K
Duration = 16
Next = S_JYAT12

State S_JYAT12
Spritename = JYAT
Spriteframe = L
Duration = 128
Next = S_JYAT13

State S_JYAT13
Spritename = JYAT
Spriteframe = L
Duration = -1
Action = A_SetObjectTypeState
Var1 = S_CONQSONIC11
Var2 = MT_CONQSONIC
Next = S_JYAT14

State S_JYAT14
Spritename = JYAT
Spriteframe = M
Duration = 122
Next = S_JYAT15

State S_JYAT15
Spritename = JYAT
Spriteframe = N
Duration = 96
Next = S_JYAT16

State S_JYAT16
Spritename = JYAT
Spriteframe = N
Duration = 1
Next = S_JYAT17

State S_JYAT17
Spritename = JYAT
Spriteframe = O
Duration = 16
Next = S_JYAT18

State S_JYAT18
Spritename = JYAT
Spriteframe = O
Duration = -1
Action = A_SetObjectTypeState
Var1 = S_CONQSONIC13
Var2 = MT_CONQSONIC 
Next = S_JYAT19

State S_JYAT19
Spritename = JYAT
Spriteframe = O
Duration = -1
Next = S_JYAT13

Thing MT_CONQSONIC
MapThingNum = 10202
SpawnState = S_CONQSONIC
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 = 8*FRACUNIT
Height = 8*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_NOGRAVITY|MF_NOBLOCKMAP

State S_CONQSONIC
Spritename = CTS1
Spriteframe = FF_ANIMATE|A
Duration = 16
Var1 = 2
Var2 = 5
Next = S_CONQSONIC2

State S_CONQSONIC2
Duration = 0
Action = A_Repeat
Var1 = 9
Var2 = S_CONQSONIC
Next = S_CONQSONIC3

State S_CONQSONIC3
Spritename = CTS1
Spriteframe = C
Duration = 8
Next = S_CONQSONIC4

State S_CONQSONIC4
Spritename = CTS1
Spriteframe = D
Duration = 1
Next = S_CONQSONIC5

State S_CONQSONIC5
Spritename = CTS1
Spriteframe = D
Duration = -1
Next = S_CONQSONIC6

State S_CONQSONIC6
Spritename = CTS1
Spriteframe = D
Duration = 2
Next = S_CONQSONIC8


State S_CONQSONIC8
Spritename = CTS1
Spriteframe = FF_ANIMATE|D
Duration = 12
Var1 = 2
Var2 = 4
Next = S_CONQSONIC9

State S_CONQSONIC9
Spritename = CTS1
Spriteframe = F
Duration = 128
Next = S_CONQSONIC10

State S_CONQSONIC10
Spritename = CTS1
Spriteframe = F
Duration = 1
Action = A_SetObjectTypeState
Var1 = S_JYAT11
Var2 = MT_JYATHAWK
Next = S_CONQSONIC10SECOND

State S_CONQSONIC10SECOND
Spritename = CTS1
Spriteframe = F
Duration = -1
Next = S_CONQSONIC11

State S_CONQSONIC11
Spritename = CTS1
Spriteframe = G
Duration = 128
Next = S_CONQSONIC12

State S_CONQSONIC12
Spritename = CTS1
Spriteframe = G
Duration = -1
Action = A_SetObjectTypeState
Var1 = S_JYAT14
Var2 = MT_JYATHAWK
Next = S_CONQSONIC12

State S_CONQSONIC13
Spritename = CTS1
Spriteframe = G
Duration = 4
Next = S_CONQSONIC14

State S_CONQSONIC14
Spritename = CTS1
Spriteframe = H
Duration = 4
Next = S_CONQSONIC15

State S_CONQSONIC15
Spritename = CTS1
Spriteframe = I
Duration = 96
Next = S_CONQSONIC16

State S_CONQSONIC16
Spritename = CTS1
Spriteframe = J
Duration = 4
Action = A_SetObjectTypeState
Var1 = S_JYAT19
Var2 = MT_JYATHAWK
Next = S_CONQSONIC17

State S_CONQSONIC17
Spritename = CTS1
Spriteframe = K
Duration = 48
Next = S_CONQSONIC18

State S_CONQSONIC18
Spritename = CTS1
Spriteframe = K
Duration = 1
Next = S_CONQSONIC18SECOND

State S_CONQSONIC18SECOND
Spritename = CTS1
Spriteframe = K
Duration = 64
Next = S_CONQSONIC19

State S_CONQSONIC19
Spritename = CTS1
Spriteframe = K
Duration = 1
Next = S_CONQSONIC19SECOND

State S_CONQSONIC19SECOND
Spritename = CTS1
Spriteframe = FF_ANIMATE|L
Duration = 105
Var1 = 5
Var2 = 6
Next = S_CONQSONIC20SECOND

State S_CONQSONIC20SECOND
Spritename = CTS1
Spriteframe = Q
Duration = 1
Next = S_CONQSONIC20

State S_CONQSONIC20
Spritename = CTS1
Spriteframe = FF_ANIMATE|R
Duration = 100
Var1 = 5
Var2 = 6
Next = S_CONQSONIC21

State S_CONQSONIC21
Spritename = CTS1
Spriteframe = FF_ANIMATE|X
Duration = 24
Var1 = 2
Var2 = 8
Next = S_CONQSONIC22

State S_CONQSONIC22
Spritename = CTS2
Spriteframe = A
Duration = 184
Action = A_PlaySound
Var1 = sfx_menu1
Next = S_CONQSONIC23

State S_CONQSONIC23
Spritename = CTS2
Spriteframe = A
Duration = 1
Next = S_CONQSONIC24

State S_CONQSONIC24
Spritename = CTS2
Spriteframe = A
Duration = 105
Next = S_CONQSONIC25

State S_CONQSONIC25
Spritename = CTS2
Spriteframe = FF_ANIMATE|B
Duration = 9
Var1 = 2
Var2 = 3
Next = S_CONQSONIC26

State S_CONQSONIC26
Spritename = CTS2
Spriteframe = D
Duration = 32
Next = S_CONQSONIC27

State S_CONQSONIC27
Spritename = CTS2
Spriteframe = E
Duration = 64
Next = S_CONQSONIC28

State S_CONQSONIC28
Spritename = CTS2
Spriteframe = F
Duration = 8
Next = S_CONQSONIC29

State S_CONQSONIC29
Spritename = CTS2
Spriteframe = G
Duration = 8
Action = A_SetObjectTypeState
Var1 = S_CUTSCENECONQ
Var2 = MT_CCONQ
Next = S_CONQSONIC30

State S_CONQSONIC30
Spritename = CTS2
Spriteframe = H
Duration = 264
Next = S_CONQSONIC31

State S_CONQSONIC31
Spritename = CTS2
Spriteframe = I
Duration = 64
Next = S_CONQSONIC32

State S_CONQSONIC32
Spritename = CTS2
Spriteframe = J
Duration = 8
Action = A_PlaySound
Var1 = sfx_zoom
Next = S_CONQSONIC33

State S_CONQSONIC33
Spritename = CTS2
Spriteframe = J
Duration = -1
Action = A_SetObjectTypeState
Var1 = S_CUTSCENECONQ2
Var2 = MT_CCONQ
Next = S_CONQSONIC21


State S_CONQSONIC34
Spritename = CTSO
Spriteframe = M
Duration = -1
Next = S_CONQSONIC35


State S_CONQSONIC35
Spritename = CTS2
Spriteframe = O
Duration = 1
Next = S_CONQSONIC36

State S_CONQSONIC36
Spritename = CTS3
Spriteframe = FF_ANIMATE|A
Duration = 82
Var1 = 7
Var2 = 2
Next = S_CONQSONIC37

State S_CONQSONIC37
Spritename = CTS2
Spriteframe = O
Duration = 1
Action = A_ForceStop
Next = S_CONQSONIC38

State S_CONQSONIC38
Spritename = CTS2
Spriteframe = O
Duration = 32
Action = A_SetObjectTypeState
Var1 = S_ROCKWALL
Var2 = MT_RWAL
Next = S_CONQSONIC39

State S_CONQSONIC39
Spritename = CTS2
Spriteframe = N
Duration = 32
Next = S_CONQSONIC40

State S_CONQSONIC40
Spritename = CTS2
Spriteframe = N
Duration = 28
Action = A_SetObjectTypeState
Var1 = S_CUTSCENECONQ7
Var2 = MT_CCONQ
Next = S_CONQSONIC41

State S_CONQSONIC41
Spritename = CTS2
Spriteframe = L
Duration = 8
Action = A_PlaySound
Var1 = sfx_fjum
Next = S_CONQSONIC42

State S_CONQSONIC42
Spritename = CTS2
Spriteframe = L
Duration = 4
Action = A_ForceStop
Next = S_CONQSONIC43

State S_CONQSONIC43
Spritename = CTS2
Spriteframe = R
Duration = 24
Next = S_CONQSONIC44

State S_CONQSONIC44
Spritename = CTS2
Spriteframe = R
Duration = -1
Next = S_CONQSONIC45

State S_CONQSONIC45
Spritename = CTS2
Spriteframe = S
Duration = 1
Action = A_PlaySound
Var1 = sfx_zoom
Next = S_CONQSONIC46

State S_CONQSONIC46
Spritename = CTS2
Spriteframe = FF_ANIMATE|S
Duration = 48
Var1 = 5
Var2 = 2
Next = S_CONQSONIC47

State S_CONQSONIC47
Spritename = CTS2
Spriteframe = FF_ANIMATE|S
Duration = -1
Var1 = 5
Var2 = 4
Next = S_CONQSONIC42


Thing MT_CCONQ
#$Sprite CONQA0
MapThingNum = 10203
SpawnState = S_INVISIBLE
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_RUNSPAWNFUNC|MF_NOGRAVITY

State S_CUTSCENECONQ
Spritename = CONQ
Spriteframe = A
Duration = -1
Next = S_CUTSCENECONQ

State S_CUTSCENECONQ2
Spritename = CONQ
Spriteframe = B
Duration = 8
Next = S_CUTSCENECONQ3

State S_CUTSCENECONQ3
Spritename = CONQ
Spriteframe = B
Duration = 1
Action = A_ForceStop
Next = S_CUTSCENECONQ4

State S_CUTSCENECONQ4
Spritename = CONQ
Spriteframe = B
Duration = 2
Action = A_ForceStop
Next = S_CUTSCENECONQ5

State S_CUTSCENECONQ5
Spritename = CONQ
Spriteframe = C
Duration = 3
Action = A_PlaySound
Var1 = sfx_skick
Next = S_CUTSCENECONQ6

State S_CUTSCENECONQ6
Spritename = CONQ
Spriteframe = D
Duration = -1
Action = A_SetObjectTypeState
Var1 = S_CONQSONIC34
Var2 = MT_CONQSONIC
Next = S_CUTSCENECONQ7

State S_CUTSCENECONQ7
Spritename = CONQ
Spriteframe = J
Duration = 1
Next = S_CUTSCENECONQ8

State S_CUTSCENECONQ8
Spritename = CONQ
Spriteframe = J
Duration = 28
Next = S_CUTSCENECONQ8SECOND

State S_CUTSCENECONQ8SECOND
Spritename = CONQ
Spriteframe = K
Duration = 4
Next = S_CUTSCENECONQ9


State S_CUTSCENECONQ9
Spritename = CONQ
Spriteframe = K
Duration = 1
Action = A_ForceStop
Next = S_CUTSCENECONQ10

State S_CUTSCENECONQ10
Spritename = CONQ
Spriteframe = K
Duration = -1
Action = A_SetObjectTypeState
Var1 = S_ROCKWALL2
Var2 = MT_RWAL
Next = S_CUTSCENECONQ10



Thing MT_MWAL
#$Sprite MWALA0
MapThingNum = 10204
SpawnState = S_METALWALL
SpawnHealth = 8
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
PainState = S_METALWALL2
PainChance = 4000
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_METALWALL2
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 500*FRACUNIT
Height = 1000*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_NOGRAVITY|MF_SPECIAL

State S_METALWALL
Spritename = MWAL
Spriteframe = FF_PAPERSPRITE|FF_FULLBRIGHT|A
Duration = -1
Next = S_METALWALL

State S_METALWALL2
Spritename = MWAL
Spriteframe = FF_PAPERSPRITE|FF_FULLBRIGHT|A
Duration = 0
Action = A_PlaySound
Var1 = sfx_bedeen
Next = S_NULL

Thing MT_RWAL
#$Sprite WSHAF0
MapThingNum = 10205
SpawnState = S_INVISIBLE
SpawnHealth = 8
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 15
AttackSound = sfx_None
PainState = S_METALWALL2
PainChance = 4000
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_METALWALL2
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 10*FRACUNIT
Height = 10*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_NOGRAVITY

State S_ROCKWALL
Spritename = WSHA
Spriteframe = FF_PAPERSPRITE|FF_FULLBRIGHT|F
Duration = -1
Action = A_PlaySound
Var1 = sfx_crumbl
Next = S_ROCKWALL

State S_ROCKWALL2
Spritename = WSHA
Spriteframe = FF_PAPERSPRITE|FF_FULLBRIGHT|F
Duration = 0
Action = A_PlaySound
Var1 = sfx_bpun4
Next = S_ROCKWALL3

State S_ROCKWALL3
Spritename = WSHA
Spriteframe = FF_PAPERSPRITE|FF_FULLBRIGHT|F
Duration = -1
Action = A_PlaySound
Var1 = sfx_crumbl
Next = S_ROCKWALL3