Freeslot
S_FORCESHIELD1
S_FORCESHIELD11
S_FORCESHIELD12
S_FORCESHIELD13
S_FORCESHIELD14
S_FORCESHIELD2
S_BRANCH
S_BRANCH2
S_BRANCH3
spr_fosc

Thing MT_UNDERSHIELD
MapThingNum = -1
SpawnState = S_FORCESHIELD1
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 = 200*FRACUNIT
Height = 0*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOGRAVITY|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT|MF_SOLID

State S_FORCESHIELD1
Duration = 6
Next = S_NULL

Thing MT_UNDERSHIELDCOSMETIC
MapThingNum = -1
SpawnState = S_FORCESHIELD11
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 = 1200*FRACUNIT
Height = 0*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOGRAVITY|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT|MF_NOCLIP

State S_FORCESHIELD11
Spritename = FOSC
Spriteframe = FF_FLOORSPRITE|FF_ADD|A
Duration = 1
Next = S_FORCESHIELD12

State S_FORCESHIELD12
Spritename = FOSC
Spriteframe = FF_FLOORSPRITE|FF_ADD|A
Duration = 2
Action = A_SetScale
Var1 = 6*FRACUNIT
Next = S_FORCESHIELD13

State S_FORCESHIELD13
Spritename = FOSC
Spriteframe = FF_FLOORSPRITE|FF_ADD|B
Duration = 2
Next = S_FORCESHIELD14

State S_FORCESHIELD14
Spritename = FOSC
Spriteframe = FF_FLOORSPRITE|FF_ADD|C
Duration = 2
Next = S_NULL



Thing MT_FRONTSHIELD
MapThingNum = -1
SpawnState = S_FORCESHIELD2
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 = 190*FRACUNIT
Height = 1*FRACUNIT
DispOffset = 1
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOGRAVITY|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_NOBLOCKMAP

State S_FORCESHIELD2
Spritename = FOSC
Spriteframe = FF_ADD|FF_TRANS80|A
Duration = 3
Next = S_NULL

Thing MT_BRANCHSPRING
#$Sprite BNCHA1 
MapThingNum = 7020
SpawnState = S_BRANCH
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_BRANCH2
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 90*FRACUNIT
Height = 60*FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_NOGRAVITY|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT|MF_SPECIAL|MF_SHOOTABLE|MF_MONITOR

State S_BRANCH
Spritename = BNCH
Spriteframe = FF_FULLBRIGHT|A
Duration = -1
Action = A_FindTarget
Var1 = MT_PLAYER
Next = S_BRANCH

State S_BRANCH2
Spritename = BNCH
Spriteframe = A
Duration = 24
Next = S_BRANCH3

State S_BRANCH3
Spritename = BNCH
Spriteframe = A
Duration = 1
Action = A_SpawnFreshCopy
Next = S_NULL

Thing MT_MACHBOOSTER
#$Sprite MBOSA0
MapThingNum = 10207
SpawnState = S_MACHBOOSTER
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_MACHBOOSTER
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 90*FRACUNIT
Height = FRACUNIT
DispOffset = 0
Mass = 10
Damage = 200
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_SPECIAL

State S_MACHBOOSTER
Spritename = MBOS
Spriteframe = FF_FLOORSPRITE|FF_ANIMATE|A
Duration = -1
Var1 = 3
Var2 = 1
Next = S_MACHBOOSTER