#Invisible missile to damage other players
FREESLOT
MT_CHITBOX

Object MT_CHITBOX
MapThingNum = -1
SpawnState = S_NULL
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 32
PainState = S_NULL
PainChance = 200
PainSound = 0
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = 0
Speed = 0*FRACUNIT
Radius = 16*FRACUNIT
Height = 20*FRACUNIT
Mass = 10*FRACUNIT
Damage = 0
Flags = MF_MISSILE|MF_NOGRAVITY

#Invisible missile to damage and fling other players high
FREESLOT
MT_CSPRINGHITBOX

Object MT_CSPRINGHITBOX
MapThingNum = -1
SpawnState = S_NULL
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 32
PainState = S_NULL
PainChance = 200
PainSound = 0
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = 0
Speed = 0*FRACUNIT
Radius = 36*FRACUNIT
Height = 40*FRACUNIT
Mass = 10*FRACUNIT
Damage = 0
Flags = MF_MISSILE|MF_SPRING|MF_NOGRAVITY

#Invisible missile to knockback players while guarding
FREESLOT
MT_CGUARDHITBOX
S_CGUARDHITBOX

Object MT_CGUARDHITBOX
MapThingNum = -1
SpawnState = S_CGUARDHITBOX
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 32
PainState = S_NULL
PainChance = 200
PainSound = 0
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = 0
Speed = 0*FRACUNIT
Radius = 16*FRACUNIT
Height = 20*FRACUNIT
Mass = 10*FRACUNIT
Damage = 0
Flags = MF_NOGRAVITY

State S_CGUARDHITBOX
SpriteName = NULL
SpriteFrame = A
Duration = 3
Next = S_CGUARDHITBOX
Action = A_KnockBack
Var1 = 0
Var2 = 0

#Bigger version of MT_CHITBOX
FREESLOT
MT_CBHITBOX

Object MT_CBHITBOX
MapThingNum = -1
SpawnState = S_NULL
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 32
PainState = S_NULL
PainChance = 200
PainSound = 0
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = 0
Speed = 0*FRACUNIT
Radius = 36*FRACUNIT
Height = 26*FRACUNIT
Mass = 10*FRACUNIT
Damage = 0
Flags = MF_MISSILE|MF_NOGRAVITY