#this is just for the alts, feel free to delete if you like the original lol
#id make more alts, but idk if anyone will use them, so i just included the palette i made for them in the wad
Freeslot
SPR_SPTT
MT_SPLAATS
S_SPLAAT_STND1
S_SPLAAT_STND2
S_SPLAAT_BOING1
S_SPLAAT_BOING2
S_SPLAAT_FALL1
S_SPLAAT_FALL2
SPR_SPLG
MT_GSPLATS
S_GSPLAT_STND1
S_GSPLAT_STND2
S_GSPLAT_BOING1
S_GSPLAT_BOING2
S_GSPLAT_FALL1
S_GSPLAT_FALL2

State S_GSPLAT_STND1
SpriteName = SPLG
SpriteFrame = A
Duration = 10
Next = S_GSPLAT_STND1
Action = A_Look
Var1 = 0
Var2 = 0

State S_GSPLAT_STND2
SpriteName = SPLG
SpriteFrame = B
Duration = 10
Next = S_GSPLAT_STND1
Action = A_BunnyHop
Var1 = 8
Var2 = 0

State S_GSPLAT_STND2
SpriteName = SPLG
SpriteFrame = B
Duration = 10
Next = S_GSPLAT_STND1
Action = A_BunnyHop


State S_GSPLAT_BOING1
SpriteName = SPLG
SpriteFrame = B
Duration = 8
Next = S_GSPLAT_BOING2
Action = A_BunnyHop
Var1 = 8
Var2 = 12

State S_GSPLAT_BOING2
SpriteName = SPLG
SpriteFrame = B
Duration = 5
Next = S_GSPLAT_BOING1
Action = A_FaceTarget

State S_GSPLAT_FALL1
SpriteName = SPLG
SpriteFrame = A
Duration = 15
Next = S_GSPLAT_BOING1
Action = None
Var1 = 0
Var2 = 0

Object MT_GSPLATS
#$Name Splats Alt 2
#$Sprite SPLGA2A8
#$Category Pi Map
MapThingNum = 1339
SpawnState = S_GSPLAT_STND1
SpawnHealth = 1
SeeState = S_GSPLAT_BOING1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_GSPLAT_FALL1
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_GSPLAT_FALL2
DeathSound = sfx_pop
Speed = 5
Radius = 15*FRACUNIT
Height = 58*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

State S_SPLAAT_STND1
SpriteName = SPTT
SpriteFrame = A
Duration = 10
Next = S_SPLAAT_STND1
Action = A_Look
Var1 = 0
Var2 = 0

State S_SPLAAT_STND2
SpriteName = SPTT
SpriteFrame = B
Duration = 10
Next = S_SPLAAT_STND1
Action = A_BunnyHop
Var1 = 8
Var2 = 0

State S_SPLAAT_STND2
SpriteName = SPTT
SpriteFrame = B
Duration = 10
Next = S_SPLAAT_STND1
Action = A_BunnyHop


State S_SPLAAT_BOING1
SpriteName = SPTT
SpriteFrame = B
Duration = 8
Next = S_SPLAAT_BOING2
Action = A_BunnyHop
Var1 = 8
Var2 = 12

State S_SPLAAT_BOING2
SpriteName = SPTT
SpriteFrame = B
Duration = 5
Next = S_SPLAAT_BOING1
Action = A_FaceTarget

State S_SPLAAT_FALL1
SpriteName = SPTT
SpriteFrame = A
Duration = 15
Next = S_SPLAAT_BOING1
Action = None
Var1 = 0
Var2 = 0

Object MT_SPLAATS
#$Name Splats Alt 1
#$Sprite SPTTA2A8
#$Category Pi Map
MapThingNum = 1338
SpawnState = S_SPLAAT_STND1
SpawnHealth = 1
SeeState = S_SPLAAT_BOING1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_SPLAAT_FALL1
MissileState = S_NULL
DeathState = S_XPLD_FLICKY
XDeathState = S_SPLAAT_FALL2
DeathSound = sfx_pop
Speed = 5
Radius = 15*FRACUNIT
Height = 58*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL