State S_PLAY_TRIPPED
SpriteName = TRPD
SpriteFrame = A
Duration = -1
Next = S_PLAY_TRIPPED



Object MT_GLASSGIB
SpawnState = S_BITS
Radius = 8*FRACUNIT
Height = 8*FRACUNIT
Flags = MF_NOBLOCKMAP

State S_BITS
SpriteName = BITS
SpriteFrame = A
Duration = -1
Var1 = ANGLE_90 
Var2 = ANGLE_90 
Next = S_BITS