Level PZZ_NoiseTVStudio
LevelName = Noise TV Studio
TypeofLevel = Race
NumLaps = 2
SkyTexture = ~200
Music = DIAVN
Mobjscale = FRACUNIT*30/100
LightContrast = 0
LightAngle = 0
NoZone = 1
NoVisitNeeded = True

######### SOC Objects set here!! ##############

## Important Freeslot notes:
# Freeslot stuff must not be seperated by blank new lines or it won't work
# Comments don't break this rule
# Any new object, state, sound and sprite should get a state allocated
# We have to try avoiding clashes, so give things weird names

Freeslot
# Noisette Chair
MT_PZCHR
SPR_NTVH
S_PZCHRN
# Noisette Chair Hit
S_PZCHR1
S_PZCHR2
# Doise Corpse
MT_PZDOI
SPR_NTVD
S_PZDOI1
S_PZDOI2
MT_NTVCHEESEGOOP
S_NTVCHEESEGOOP
SPR_NTVC

## Map editor Tips:
# For SOC file crap, our map editor number starts at 30101
# Just use the MapThingNum as a Type in HVR...
# ... cause that shit ain't showing properly in the editor lol

#Noisette Chair Object 
Object MT_PZCHR
#$Name Noisette Stool
#$Sprite NTVHA0
#$Category Noise TV Studio Asset
MapThingNum = 30101
SpawnState  = S_PZCHRN
SpawnHealth = 1000
DeathState  = S_PZCHR1
DeathSound  = SFX_CONH
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
Flags  = MF_SPECIAL|MF_SHOOTABLE|MF_RUNSPAWNFUNC

#Noisette Chair Idle
State S_PZCHRN
SpriteName = NTVH
SpriteFrame = A
Action = A_SetScale
Var1 = 4*FRACUNIT/3
Var2 = 0
Next = S_NULL

#Noisette Chair Hit
State S_PZCHR1
SpriteName  = NTVH
SpriteFrame = A
Duration = 1
Action = A_BunnyHop
Var1 = 25
Var2 = 3
Next = S_PZCHR2

# Noisette Chair Sent flying

State S_PZCHR2
SpriteName = NTVH
SpriteFrame = A
Duration = 10
Var1 = 1
Var2 = 1
Next = S_NULL



#$Name Doise Corpse
Object MT_PZDOI
#$Sprite NTVDA0
#$Category Noise TV Studio Asset
MapThingNum = 30102
SpawnState = S_PZDOI1
SpawnHealth = 1000
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Mass = 0
Flags = MF_SCENERY|MF_PAIN

#Doise Corpse Phase1
State S_PZDOI1
SpriteName = NTVD
SpriteFrame = A
Duration = 1
Action = A_SetScale
Var1 = 4*FRACUNIT/3
Var2 = 0
Next = S_PZDOI2

#Doise Corpse Phase2
State S_PZDOI2
SpriteName = NTVD
SpriteFrame = FF_ANIMATE|FF_FULLBRIGHT|A
Duration = -1
VAR1 = 14
VAR2 = 1
Next = S_PZDOI2

Object MT_NTVCHEESEGOOP
SpawnState = S_NTVCHEESEGOOP
Radius = 4*FRACUNIT
Height = 4*FRACUNIT
Flags = MF_SCENERY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT
SpawnHealth = 10000

State S_NTVCHEESEGOOP
SpriteName = NTVC
SpriteFrame = FF_ANIMATE|FF_RANDOMANIM|A
Var1 = 4
Var2 = 20
Duration = 16
Next = S_NULL
