FREESLOT
MT_SYZBBL
SPR_SYBB
S_SYZBBL1
S_SYZBBL2
S_SYZBBL3
S_SYZBBL4
MT_SYZRBL
SPR_SYRB
S_SYZRBL1
S_SYZRBL2
S_SYZRBL3
S_SYZRBL4
MT_SYZPIL
SPR_SYNP
S_SYZPIL
MT_SYZPLB
SPR_SYBP
S_SYZPLB
MT_SYZPLR
SPR_SYRP
S_SYZPLR

OBJECT MT_SYZBBL
#$Name "Blue Ball"
#$Sprite SYBBA0
#$Category "Spring Yard"
MAPTHINGNUM = 2031
SPAWNSTATE = S_SYZBBL1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY

State S_SYZBBL1
SpriteName = SYBB
SpriteFrame = A
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_SYZBBL2

State S_SYZBBL2
SpriteName = SYBB
SpriteFrame = B
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_SYZBBL3

State S_SYZBBL3
SpriteName = SYBB
SpriteFrame = C
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_SYZBBL4

State S_SYZBBL4
SpriteName = SYBB
SpriteFrame = D
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_SYZBBL1


OBJECT MT_SYZRBL
#$Name "Red Ball"
#$Sprite SYRBA0
#$Category "Spring Yard"
MAPTHINGNUM = 2032
SPAWNSTATE = S_SYZRBL1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY

State S_SYZRBL1
SpriteName = SYRB
SpriteFrame = A
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_SYZRBL2

State S_SYZRBL2
SpriteName = SYRB
SpriteFrame = B
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_SYZRBL3

State S_SYZRBL3
SpriteName = SYRB
SpriteFrame = C
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_SYZRBL4

State S_SYZRBL4
SpriteName = SYRB
SpriteFrame = D
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_SYZRBL1

OBJECT MT_SYZPIL
#$Name "Spring Yard Pillar"
#$Sprite SYNPA0
#$Category "Spring Yard"
MAPTHINGNUM = 2033
SPAWNSTATE = S_SYZPIL
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 16*FRACUNIT
HEIGHT = 154*FRACUNIT
DAMAGE = 0
FLAGS = MF_SOLID|MF_SCENERY

State S_SYZPIL
SpriteName = SYNP
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_SYZPLB
#$Name "Spring Yard Blue Pillar"
#$Sprite SYBPA0
#$Category "Spring Yard"
MAPTHINGNUM = 2034
SPAWNSTATE = S_SYZPLB
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 16*FRACUNIT
HEIGHT = 118*FRACUNIT
DAMAGE = 0
FLAGS = MF_SOLID|MF_SCENERY

State S_SYZPLB
SpriteName = SYBP
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_SYZPLR
#$Name "Spring Yard RED Pillar"
#$Sprite SYRPA0
#$Category "Spring Yard"
MAPTHINGNUM = 2035
SPAWNSTATE = S_SYZPLR
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 16*FRACUNIT
HEIGHT = 118*FRACUNIT
DAMAGE = 0
FLAGS = MF_SOLID|MF_SCENERY

State S_SYZPLR
SpriteName = SYRP
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL
