#Tornado Spin
FREESLOT
MT_TORNADOSPIN
S_TORNADOSPIN1
S_TORNADOSPIN2
S_TORNADOSPIN3
S_TORNADOSPIN4
S_TORNADOSPIN5
S_TORNADOSPIN6
S_TORNADOSPIN7
S_TORNADOSPIN8
S_TORNADOSPIN9
S_TORNADOSPIN10
SPR_TRDO

Object MT_TORNADOSPIN
MapThingNum = -1
SpawnState = S_TORNADOSPIN1
SpawnHealth = 2
SeeState = S_TORNADOSPIN1
SeeSound = sfx_None
ReactionTime = 32
PainState = S_NULL
PainChance = 200
PainSound = 0
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_TORNADOSPIN6
DeathSound = 0
Speed = 0*FRACUNIT
Radius = 16*FRACUNIT
Height = 20*FRACUNIT
Mass = 10*FRACUNIT
Damage = 0
Flags = MF_SCENERY|MF_NOGRAVITY

State S_TORNADOSPIN1
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS80|A
Duration = 2
Next = S_TORNADOSPIN2
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0

State S_TORNADOSPIN2
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|B
Duration = 2
Next = S_TORNADOSPIN3
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0


State S_TORNADOSPIN3
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|A
Duration = 2
Next = S_TORNADOSPIN4
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0

State S_TORNADOSPIN4
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|B
Duration = 2
Next = S_TORNADOSPIN5
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0


State S_TORNADOSPIN5
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|A
Duration = 2
Next = S_TORNADOSPIN6
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0

State S_TORNADOSPIN6
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|B
Duration = 2
Next = S_TORNADOSPIN7
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0


State S_TORNADOSPIN7
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|A
Duration = 2
Next = S_TORNADOSPIN8
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0

State S_TORNADOSPIN8
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|B
Duration = 2
Next = S_TORNADOSPIN9
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0


State S_TORNADOSPIN9
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|A
Duration = 2
Next = S_TORNADOSPIN10
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0

State S_TORNADOSPIN10
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS80|B
Duration = 2
Next = S_NULL
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0

#Tornado Attract
FREESLOT
MT_TORNADOATTRACT
S_TORNADOATTRACT1
S_TORNADOATTRACT2
S_TORNADOATTRACT3
S_TORNADOATTRACT4
S_TORNADOATTRACT5

Object MT_TORNADOATTRACT
MapThingNum = -1
SpawnState = S_TORNADOATTRACT1
SpawnHealth = 2
SeeState = S_TORNADOATTRACT1
SeeSound = sfx_None
ReactionTime = 32
PainState = S_NULL
PainChance = 200
PainSound = 0
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_TORNADOATTRACT4
DeathSound = 0
Speed = 0*FRACUNIT
Radius = 16*FRACUNIT
Height = 20*FRACUNIT
Mass = 10*FRACUNIT
Damage = 0
Flags = MF_NOCLIPTHING|MF_SCENERY|MF_NOGRAVITY

State S_TORNADOATTRACT1
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS80|C
Duration = 2
Next = S_TORNADOATTRACT2
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0

State S_TORNADOATTRACT2
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|D
Duration = 2
Next = S_TORNADOSPIN3
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0

State S_TORNADOATTRACT3
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|C
Duration = 2
Next = S_TORNADOSPIN2
Action = A_HomingChase
Var1 = 41*FRACUNIT
Var2 = 0

State S_TORNADOATTRACT4
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS50|C
Duration = 2
Next = S_TORNADOATTRACT5
Var1 = 0
Var2 = 0

State S_TORNADOATTRACT5
SpriteName = TRDO
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|D
Duration = 2
Next = S_NULL
Var1 = 0
Var2 = 0

FREESLOT
MT_TORNADOSWIPE
S_TORNADOSWIPE1
S_TORNADOSWIPE2

Object MT_TORNADOSWIPE
MapThingNum = -1
SpawnState = S_TORNADOSWIPE1
SpawnHealth = 2
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 = 22*FRACUNIT
Height = 20*FRACUNIT
Mass = 10*FRACUNIT
Damage = 0
Flags = MF_MISSILE|MF_NOGRAVITY

State S_TORNADOSWIPE1
SpriteName = TRDO
SpriteFrame = A
Duration = 2
Next = S_TORNADOSWIPE2
Var1 = 0
Var2 = 0

State S_TORNADOSWIPE2
SpriteName = TRDO
SpriteFrame = B
Duration = 2
Next = S_TORNADOSWIPE1
Var1 = 0
Var2 = 0