# "Freeslotting"

freeslot
SPR_TTZD
SPR_TTZE
S_TTZ_PIL2
S_TTZ_PIL3
MT_TTZ_PIL2
MT_TTZ_PIL3



Object MT_TTZ_PIL2
#$Name Tidal Tempest Pillar 2
#$Sprite TTZDA0
#$Category Tidal Tempest
MapThingNum = 2633
SpawnState = S_TTZ_PIL2
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY
RaiseState = S_NULL

State S_TTZ_PIL2
SpriteName = TTZD
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_TTZ_PIL3
#$Name Tidal Tempest Pillar 3
#$Sprite TTZEA0
#$Category Tidal Tempest
MapThingNum = 2634
SpawnState = S_TTZ_PIL3
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY|MF_SOLID
RaiseState = S_NULL

State S_TTZ_PIL3
SpriteName = TTZE
SpriteFrame = 0
Duration = -1
Next = S_NULL

