FREESLOT
MT_EXEOW1
S_EXO1IDLE1
S_EXO1IDLE2
S_EXO1IDLE3
S_EXO1IDLE4
SPR_EXO1
MT_EXEOW2
S_EXO2IDLE1
S_EXO2IDLE2
S_EXO2IDLE3
S_EXO2IDLE4
SPR_EXO2
MT_EXEOW3
S_EXO3IDLE1
S_EXO3IDLE2
S_EXO3IDLE3
S_EXO3IDLE4
SPR_EXO3
MT_EXEOW4
S_EXO4IDLE1
S_EXO4IDLE2
S_EXO4IDLE3
S_EXO4IDLE4
SPR_EXO4
MT_SONIK
S_SONKIDLE1
S_SONKIDLE2
SPR_SONK
MT_TING
S_TINGIDLE1
S_TINGIDLE2
S_TINGIDLE3
S_TINGIDLE4
S_TINGIDLE5
S_TINGIDLE6
S_TINGIDLE7
S_TINGIDLE8
S_TINGIDLE9
S_TINGIDLE10
S_TINGIDLE11
S_TINGIDLE12
S_TINGIDLE13
S_TINGIDLE14
S_TINGIDLE15
S_TINGIDLE16
S_TINGIDLE17
S_TINGIDLE18
S_TINGIDLE19
S_TINGIDLE20
S_TINGIDLE21
S_TINGIDLE22
S_TINGIDLE23
S_TINGIDLE24
S_TINGIDLE25
SPR_RING
MT_2017X
S_2017IDLE1
S_2017IDLE2
S_2017IDLE3
S_2017IDLE4
SPR_2017
MT_PLSH
S_PLSHIDLE1
SPR_PLSH
MT_EXECUT
S_SMILE
S_LAUGH
SPR_FXFF

#EXE OW1
Object MT_EXEOW1
#$Name "EXE OW1"
#$Sprite EXO1A1
#$Category EXE ouchies
MapThingNum = 3564
SpawnState = S_EXO1IDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 170*FRACUNIT
Radius = 50*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_PAIN

State S_EXO1IDLE1
SpriteName = SPR_EXO1
SpriteFrame = A
Duration = 6
Next = S_EXO1IDLE2
Var1 = 0
Var2 = 0

State S_EXO1IDLE2
SpriteName = SPR_EXO1
SpriteFrame = B
Duration = 6
Next = S_EXO1IDLE3
Var1 = 0
Var2 = 0

State S_EXO1IDLE3
SpriteName = SPR_EXO1
SpriteFrame = C
Duration = 6
Next = S_EXO1IDLE4
Var1 = 0
Var2 = 0

State S_EXO1IDLE4
SpriteName = SPR_EXO1
SpriteFrame = D
Duration = 6
Next = S_EXO1IDLE1
Var1 = 0
Var2 = 0

#EXE OW2
Object MT_EXEOW2
#$Name "EXE OW2"
#$Sprite EXO2A1
#$Category EXE ouchies
MapThingNum = 3565
SpawnState = S_EXO2IDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 170*FRACUNIT
Radius = 50*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_PAIN

State S_EXO2IDLE1
SpriteName = SPR_EXO2
SpriteFrame = A
Duration = 4
Next = S_EXO2IDLE2
Var1 = 0
Var2 = 0

State S_EXO2IDLE2
SpriteName = SPR_EXO2
SpriteFrame = B
Duration = 4
Next = S_EXO2IDLE3
Var1 = 0
Var2 = 0

State S_EXO2IDLE3
SpriteName = SPR_EXO2
SpriteFrame = C
Duration = 4
Next = S_EXO2IDLE4
Var1 = 0
Var2 = 0

State S_EXO2IDLE4
SpriteName = SPR_EXO2
SpriteFrame = D
Duration = 4
Next = S_EXO2IDLE1
Var1 = 0
Var2 = 0

#EXE OW3
Object MT_EXEOW3
#$Name "EXE OW3"
#$Sprite EXO3A1
#$Category EXE ouchies
MapThingNum = 3566
SpawnState = S_EXO3IDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 170*FRACUNIT
Radius = 50*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_PAIN

State S_EXO3IDLE1
SpriteName = SPR_EXO3
SpriteFrame = A
Duration = 6
Next = S_EXO3IDLE2
Var1 = 0
Var2 = 0

State S_EXO3IDLE2
SpriteName = SPR_EXO3
SpriteFrame = B
Duration = 6
Next = S_EXO3IDLE3
Var1 = 0
Var2 = 0

State S_EXO3IDLE3
SpriteName = SPR_EXO3
SpriteFrame = C
Duration = 6
Next = S_EXO3IDLE4
Var1 = 0
Var2 = 0

State S_EXO3IDLE4
SpriteName = SPR_EXO3
SpriteFrame = D
Duration = 6
Next = S_EXO3IDLE1
Var1 = 0
Var2 = 0

#EXE OW4
Object MT_EXEOW4
#$Name "EXE gender"
#$Sprite EXO4A1
#$Category EXE ouchies
MapThingNum = 5004
SpawnState = S_EXO4IDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 170*FRACUNIT
Radius = 50*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_PAIN

State S_EXO4IDLE1
SpriteName = SPR_EXO4
SpriteFrame = A
Duration = 6
Next = S_EXO4IDLE2
Var1 = 0
Var2 = 0

State S_EXO4IDLE2
SpriteName = SPR_EXO4
SpriteFrame = B
Duration = 6
Next = S_EXO4IDLE3
Var1 = 0
Var2 = 0

State S_EXO4IDLE3
SpriteName = SPR_EXO4
SpriteFrame = C
Duration = 6
Next = S_EXO4IDLE4
Var1 = 0
Var2 = 0

State S_EXO4IDLE4
SpriteName = SPR_EXO4
SpriteFrame = D
Duration = 6
Next = S_EXO4IDLE1
Var1 = 0
Var2 = 0

#SONIK
Object MT_SONIK
#$Name "Sonik"
#$Sprite SONKA0
#$Category EXE ouchies
MapThingNum = 3567
SpawnState = S_SONKIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 170*FRACUNIT
Radius = 50*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY

State S_SONKIDLE1
SpriteName = SPR_SONK
SpriteFrame = A
Duration = 20
Next = S_SONKIDLE2
Var1 = 0
Var2 = 0

State S_SONKIDLE2
SpriteName = SPR_SONK
SpriteFrame = B
Duration = 20
Next = S_SONKIDLE1
Var1 = 0
Var2 = 0

#TING
Object MT_TING
#$Name "Teleport ring"
#$Sprite RINGA0
#$Category EXE ouchies
MapThingNum = 3568
SpawnState = S_TINGIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 32*FRACUNIT
Radius = 16*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_TINGIDLE1
SpriteName = SPR_RING
SpriteFrame = A
Duration = 1
Next = S_TINGIDLE2
Var1 = 0
Var2 = 0

State S_TINGIDLE2
SpriteName = SPR_RING
SpriteFrame = B
Duration = 1
Next = S_TINGIDLE3
Var1 = 0
Var2 = 0

State S_TINGIDLE3
SpriteName = SPR_RING
SpriteFrame = C
Duration = 1
Next = S_TINGIDLE4
Var1 = 0
Var2 = 0

State S_TINGIDLE4
SpriteName = SPR_RING
SpriteFrame = D
Duration = 1
Next = S_TINGIDLE5
Var1 = 0
Var2 = 0

State S_TINGIDLE5
SpriteName = SPR_RING
SpriteFrame = E
Duration = 1
Next = S_TINGIDLE6
Var1 = 0
Var2 = 0

State S_TINGIDLE6
SpriteName = SPR_RING
SpriteFrame = F
Duration = 1
Next = S_TINGIDLE7
Var1 = 0
Var2 = 0

State S_TINGIDLE7
SpriteName = SPR_RING
SpriteFrame = G
Duration = 1
Next = S_TINGIDLE8
Var1 = 0
Var2 = 0

State S_TINGIDLE8
SpriteName = SPR_RING
SpriteFrame = H
Duration = 1
Next = S_TINGIDLE9
Var1 = 0
Var2 = 0

State S_TINGIDLE9
SpriteName = SPR_RING
SpriteFrame = I
Duration = 1
Next = S_TINGIDLE10
Var1 = 0
Var2 = 0

State S_TINGIDLE10
SpriteName = SPR_RING
SpriteFrame = J
Duration = 1
Next = S_TINGIDLE11
Var1 = 0
Var2 = 0

State S_TINGIDLE11
SpriteName = SPR_RING
SpriteFrame = K
Duration = 1
Next = S_TINGIDLE12
Var1 = 0
Var2 = 0

State S_TINGIDLE12
SpriteName = SPR_RING
SpriteFrame = L
Duration = 1
Next = S_TINGIDLE13
Var1 = 0
Var2 = 0

State S_TINGIDLE13
SpriteName = SPR_RING
SpriteFrame = M
Duration = 1
Next = S_TINGIDLE14
Var1 = 0
Var2 = 0

State S_TINGIDLE14
SpriteName = SPR_RING
SpriteFrame = N
Duration = 1
Next = S_TINGIDLE15
Var1 = 0
Var2 = 0

State S_TINGIDLE15
SpriteName = SPR_RING
SpriteFrame = O
Duration = 1
Next = S_TINGIDLE16
Var1 = 0
Var2 = 0

State S_TINGIDLE16
SpriteName = SPR_RING
SpriteFrame = P
Duration = 1
Next = S_TINGIDLE17
Var1 = 0
Var2 = 0

State S_TINGIDLE17
SpriteName = SPR_RING
SpriteFrame = Q
Duration = 1
Next = S_TINGIDLE18
Var1 = 0
Var2 = 0

State S_TINGIDLE18
SpriteName = SPR_RING
SpriteFrame = R
Duration = 1
Next = S_TINGIDLE19
Var1 = 0
Var2 = 0

State S_TINGIDLE19
SpriteName = SPR_RING
SpriteFrame = S
Duration = 1
Next = S_TINGIDLE20
Var1 = 0
Var2 = 0

State S_TINGIDLE20
SpriteName = SPR_RING
SpriteFrame = T
Duration = 1
Next = S_TINGIDLE21
Var1 = 0
Var2 = 0

State S_TINGIDLE21
SpriteName = SPR_RING
SpriteFrame = U
Duration = 1
Next = S_TINGIDLE22
Var1 = 0
Var2 = 0

State S_TINGIDLE22
SpriteName = SPR_RING
SpriteFrame = V
Duration = 1
Next = S_TINGIDLE23
Var1 = 0
Var2 = 0

State S_TINGIDLE23
SpriteName = SPR_RING
SpriteFrame = W
Duration = 1
Next = S_TINGIDLE24
Var1 = 0
Var2 = 0

State S_TINGIDLE24
SpriteName = SPR_RING
SpriteFrame = X
Duration = 1
Next = S_TINGIDLE1
Var1 = 0
Var2 = 0

#2017X
Object MT_2017X
#$Name "2017X"
#$Sprite 2017A1
#$Category EXE ouchies
MapThingNum = 3569
SpawnState = S_2017IDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 170*FRACUNIT
Radius = 50*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY

State S_2017IDLE1
SpriteName = SPR_2017
SpriteFrame = A
Duration = 6
Next = S_2017IDLE2
Var1 = 0
Var2 = 0

State S_2017IDLE2
SpriteName = SPR_2017
SpriteFrame = B
Duration = 6
Next = S_2017IDLE3
Var1 = 0
Var2 = 0

State S_2017IDLE3
SpriteName = SPR_2017
SpriteFrame = C
Duration = 6
Next = S_2017IDLE4
Var1 = 0
Var2 = 0

State S_2017IDLE4
SpriteName = SPR_2017
SpriteFrame = D
Duration = 6
Next = S_2017IDLE1
Var1 = 0
Var2 = 0

#PLSH
Object MT_PLSH
#$Name "2017x Plush"
#$Sprite PLSHA1
#$Category EXE ouchies
MapThingNum = 3571
SpawnState = S_PLSHIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 64*FRACUNIT
Radius = 32*FRACUNIT
Mass = 100
Flags = MF_SOLID|MF_PUSHABLE|MF_SLIDEME

State S_PLSHIDLE1
SpriteName = SPR_PLSH
SpriteFrame = A
Duration = -1
Next = S_PLSHIDLE1
Var1 = 0
Var2 = 0

Object MT_EXECUT
#$Name "EXE Cutscene"
#$Sprite FXFFA0
#$Category EXE ouchies
MapThingNum = 5019
SpawnState = S_SMILE
Height = 256*FRACUNIT
Radius = 256*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_SMILE
SpriteName = SPR_FXFF
SpriteFrame = FF_PAPERSPRITE|FF_FULLBRIGHT|A
Duration = -1
Next = S_SMILE
Var1 = 0
Var2 = 0

State S_LAUGH
SpriteName = SPR_FXFF
SpriteFrame = FF_PAPERSPRITE|FF_FULLBRIGHT|FF_ANIMATE|B
Duration = -1
Next = S_LAUGH
Var1 = 1
Var2 = 4
