FREESLOT
MT_CCZSIG
SPR_FTRE
S_CCZSIG
MT_CCZFWR
SPR_CCFR
S_CCZFWR1
S_CCZFWR2
S_CCZFWR3
MT_POPPER
S_POPPER
S_POPPOP1
S_POPPOP2
S_POPPOP3
S_POPPOP4
S_POPPOP5
S_POPPOP6
SPR_POPR
MT_EX2BUMPER
SPR_BMP2
S_EX2BUMPER1
S_EX2BUMPER2
S_EX2BUMPER3



OBJECT MT_CCZSIG
#$Name "Future Sign Post"
#$Sprite "FTRE"
#$Category "Collision Chaos"
MAPTHINGNUM = 2021
SPAWNSTATE = S_CCZSIG
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 12*FRACUNIT
HEIGHT = 108*FRACUNIT
DAMAGE = 0
FLAGS = MF_SOLID|MF_SCENERY

State S_CCZSIG
SpriteName = FTRE
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_CCZFWR
#$Name "Collision Chaos Flower"
#$Sprite "CCFR"
#$Category "Collision Chaos"
MAPTHINGNUM = 2022
SPAWNSTATE = S_CCZFWR1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_CCZFWR1
SpriteName = CCFR
SpriteFrame = A
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_CCZFWR2

State S_CCZFWR2
SpriteName = CCFR
SpriteFrame = B
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_CCZFWR3

State S_CCZFWR3
SpriteName = CCFR
SpriteFrame = C
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_CCZFWR1

OBJECT MT_POPPER
#$Name "Popper"
#$Sprite "POPR"
#$Category "Collision Chaos"
MAPTHINGNUM = 2023
SPAWNSTATE = S_POPPER
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 0
PAINSOUND = sfx_s3k77
DEATHSTATE = S_POPPOP2
RAISESTATE = S_POPPOP1
RADIUS = 32*FRACUNIT
HEIGHT = 50*FRACUNIT
DAMAGE = 0
MASS = 20*FRACUNIT
FLAGS = MF_SPRING|MF_NOGRAVITY

State S_POPPER
SpriteName = POPR
SpriteFrame = A
Duration = -1
Action = None
Var1 = 2
Var2 = 5
Next = S_NULL

State S_POPPOP1
SpriteName = POPR
SpriteFrame = B
Duration = 0
Action = A_RemoteDamage
Var1 = 0
Var2 = 1
Next = S_POPPOP2

State S_POPPOP2
SpriteName = POPR
SpriteFrame = B
Duration = 1
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_POPPOP3

State S_POPPOP3
SpriteName = POPR
SpriteFrame = C
Duration = 4
Action = None
Var1 = 0
Var2 = 0
Next = S_POPPOP4

State S_POPPOP4
SpriteName = NULL
SpriteFrame = A
Duration = 35
Action = A_CheckFlags2
Var1 = MF2_AMBUSH
Var2 = 0
Next = S_POPPOP5

State S_POPPOP5
SpriteName = NULL
SpriteFrame = A
Duration = 998
Action = None
Var1 = 0
Var2 = 0
Next = S_POPPOP6

State S_POPPOP6
SpriteName = NULL
SpriteFrame = A
Duration = 0
Action = A_SpawnFreshCopy
Var1 = 0
Var2 = 0
Next = S_NULL


OBJECT MT_EX2BUMPER
#$Name "Collision Chaos Bumper"
#$Sprite "BMP2"
#$Category "Collision Chaos"
MAPTHINGNUM = 2024
SpawnState = S_EX2BUMPER1
SpawnHealth = 1000
SeeState = S_NULL
ReactionTime = 0
RaiseState = S_EX2BUMPER2
PainSound = sfx_cdpcm9
PainChance = -1
Radius = 32*FRACUNIT
Height = 50*FRACUNIT
Damage = 0
MASS = 16*FRACUNIT
FLAGS = MF_SPRING|MF_NOGRAVITY

State S_EX2BUMPER1
SpriteName = BMP2
SpriteFrame = A
Duration = -1
Action = None
Var1 = 3
Var2 = 4
Next = S_NULL

State S_EX2BUMPER2
SpriteName = BMP2
SpriteFrame = B
Duration = 1
Action = A_Pain
Var1 = 1
Var2 = 3
Next = S_EX2BUMPER3

State S_EX2BUMPER3
SpriteName = BMP2
SpriteFrame = C
Duration = 1
Action = A_Pain
Var1 = 1
Var2 = 3
Next = S_EX2BUMPER1


