Freeslot
S_CELLPOSTFIGHTSONIC
S_CELLPOSTFIGHTSONIC2
S_CELLPOSTFIGHTSONIC3
S_CELLPOSTFIGHTSONIC4
S_CELLPOSTFIGHTSONIC5
S_CELLPOSTFIGHTSONIC6
S_CELLPOSTFIGHTSONIC7
S_CELLPOSTFIGHTSONIC8
S_CELLPOSTFIGHTSONIC9
S_FLYINGISLAND
S_FLYINGISLAND2
S_FLYINGISLAND3
S_FLYINGISLAND4
MT_CELLPOSTFIGHTSONIC
MT_FLYINGISLAND
SPR_FCAS
SPR_CENS

Thing MT_CELLPOSTFIGHTSONIC
MapThingNum = 10111
SpawnState = S_CELLPOSTFIGHTSONIC
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|MF_NOCLIP

State S_CELLPOSTFIGHTSONIC
Spritename = CENS
Spriteframe = FF_FULLBRIGHT|A
Duration = 64
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = 48
Next = S_CELLPOSTFIGHTSONIC2

State S_CELLPOSTFIGHTSONIC2
Spritename = CENS
Spriteframe = FF_FULLBRIGHT|B
Duration = 32
Next = S_CELLPOSTFIGHTSONIC3

State S_CELLPOSTFIGHTSONIC3
Spritename = CENS
Spriteframe = FF_FULLBRIGHT|C
Duration = 128
Next = S_CELLPOSTFIGHTSONIC4

State S_CELLPOSTFIGHTSONIC4
Spritename = CENS
Spriteframe = FF_FULLBRIGHT|D
Duration = 64
Next = S_CELLPOSTFIGHTSONIC5

State S_CELLPOSTFIGHTSONIC5
Spritename = CENS
Spriteframe = FF_FULLBRIGHT|E
Duration = 160
Next = S_CELLPOSTFIGHTSONIC6

State S_CELLPOSTFIGHTSONIC6
Spritename = CTSN
Spriteframe = FF_FULLBRIGHT|B
Duration = 0
Action = A_PlaySound
Var1 = sfx_zoom
Next = S_CELLPOSTFIGHTSONIC7

State S_CELLPOSTFIGHTSONIC7
Spritename = CTSN
Spriteframe = FF_FULLBRIGHT|B
Duration = 0
Action = A_MoveRelative
Var1 = 0
Var2 = 200
Next = S_CELLPOSTFIGHTSONIC8

State S_CELLPOSTFIGHTSONIC8
Spritename = CTSN
Spriteframe = FF_FULLBRIGHT|B
Duration = 1
Action = A_ZThrust
Var1 = 30
Next = S_CELLPOSTFIGHTSONIC9

State S_CELLPOSTFIGHTSONIC9
Spritename = CTSN
Spriteframe = FF_FULLBRIGHT|B
Duration = -1
Action = A_LinedefExecute
Var1 = 5
Next = S_NULL

Thing MT_FLYINGISLAND
MapThingNum = 10112
SpawnState = S_FLYINGISLAND
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_FLYINGISLAND
Spritename = FCAS
Spriteframe = A
Duration = 200
Next = S_FLYINGISLAND2

State S_FLYINGISLAND2
Spritename = FCAS
Spriteframe = A
Duration = 0
Action = A_PlaySound
Var1 = sfx_rumble
Next = S_FLYINGISLAND3

State S_FLYINGISLAND3
Spritename = FCAS
Spriteframe = A
Duration = 160
Action = A_LinedefExecute
Var1 = 3
Next = S_FLYINGISLAND4

State S_FLYINGISLAND4
Spritename = FCAS
Spriteframe = A
Duration = 1
Action = A_ZThrust
Var1 = 1
Var2 = (1<<16)+1
Next = S_FLYINGISLAND2