FREESLOT
MT_BARY
S_BARYIDLE1
SPR_BARY
MT_STTM
S_STTMIDLE1
SPR_STTM
MT_ELFIRE
S_ELCMIDLE1
S_ELCMIDLE2
S_ELCMIDLE3
S_ELCMIDLE4
S_ELCMIDLE5
S_ELCMIDLE6
S_ELCMIDLE7
S_ELCMIDLE8
SPR_ELCM
MT_MIKU
S_MIKUIDLE1
SPR_MIKU
MT_SMALLMIKU
S_MIKUIDLE2
SPR_HORS
MT_HORSE
S_HORSE
SPR_TENA
SPR_TENF
SPR_TENB
MT_TENNA
S_TENATALK
S_TENASHOCK
S_TENAWONDER
S_TENAFLOWER
S_TENAGO
S_TENATVTIME
S_TENAFREAKOUT
S_TENABOW
SPR_HEEE
MT_HE
S_HE

Object MT_BARY
#$Name "Barry"
#$Sprite BARYA0
#$Category misc
MapThingNum = 5000
SpawnState = S_BARYIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 256*FRACUNIT
Radius = 128*FRACUNIT
Mass = 100
Flags = MF_SCENERY

State S_BARYIDLE1
SpriteName = SPR_BARY
SpriteFrame = A
Duration = -1
Next = S_BARYIDLE1
Var1 = 0
Var2 = 0

Object MT_STTM
#$Name "Sir Topthingman"
#$Sprite STTMA1
#$Category misc
MapThingNum = 5002
SpawnState = S_STTMIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 256*FRACUNIT
Radius = 48*FRACUNIT
Mass = 100
Flags = MF_SCENERY

State S_STTMIDLE1
SpriteName = SPR_STTM
SpriteFrame = A
Duration = -1
Next = S_STTMIDLE1
Var1 = 0
Var2 = 0

Object MT_ELFIRE
#$Name "El-Fire cameo"
#$Sprite ELCMA1
#$Category misc
MapThingNum = 5001
SpawnState = S_ELCMIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 32*FRACUNIT
Radius = 32*FRACUNIT
Mass = 100
Flags = MF_SCENERY|MF_NOGRAVITY

State S_ELCMIDLE1
SpriteName = SPR_ELCM
SpriteFrame = A
Duration = 4
Next = S_ELCMIDLE2
Var1 = 0
Var2 = 0

State S_ELCMIDLE2
SpriteName = SPR_ELCM
SpriteFrame = B
Duration = 4
Next = S_ELCMIDLE3
Var1 = 0
Var2 = 0

State S_ELCMIDLE3
SpriteName = SPR_ELCM
SpriteFrame = C
Duration = 4
Next = S_ELCMIDLE4
Var1 = 0
Var2 = 0

State S_ELCMIDLE4
SpriteName = SPR_ELCM
SpriteFrame = D
Duration = 4
Next = S_ELCMIDLE5
Var1 = 0
Var2 = 0

State S_ELCMIDLE5
SpriteName = SPR_ELCM
SpriteFrame = E
Duration = 4
Next = S_ELCMIDLE6
Var1 = 0
Var2 = 0

State S_ELCMIDLE6
SpriteName = SPR_ELCM
SpriteFrame = F
Duration = 4
Next = S_ELCMIDLE7
Var1 = 0
Var2 = 0

State S_ELCMIDLE7
SpriteName = SPR_ELCM
SpriteFrame = G
Duration = 4
Next = S_ELCMIDLE8
Var1 = 0
Var2 = 0

State S_ELCMIDLE8
SpriteName = SPR_ELCM
SpriteFrame = H
Duration = 4
Next = S_ELCMIDLE1
Var1 = 0
Var2 = 0

Object MT_MIKU
#$Name "Miku"
#$Sprite MIKUA0
#$Category misc
MapThingNum = 5007
SpawnState = S_MIKUIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 64*FRACUNIT
Radius = 16*FRACUNIT
Mass = 100
Flags = MF_SCENERY

State S_MIKUIDLE1
SpriteName = SPR_MIKU
SpriteFrame = A
Duration = -1
Next = S_MIKUIDLE1
Var1 = 0
Var2 = 0

Object MT_SMALLMIKU
#$Name "Small Miku"
#$Sprite MIKUB0
#$Category misc
MapThingNum = 5008
SpawnState = S_MIKUIDLE2
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 64*FRACUNIT
Radius = 16*FRACUNIT
Mass = 100
Flags = MF_SCENERY

State S_MIKUIDLE2
SpriteName = SPR_MIKU
SpriteFrame = B
Duration = -1
Next = S_MIKUIDLE2
Var1 = 0
Var2 = 0

Object MT_HORSE
#$Name "Horse Sonic"
#$Sprite HORSA0
#$Category misc
MapThingNum = 5009
SpawnState = S_HORSE
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 256*FRACUNIT
Radius = 128*FRACUNIT
Mass = 100
Flags = MF_SCENERY

State S_HORSE
SpriteName = SPR_HORS
SpriteFrame = A
Duration = -1
Next = S_HORSE
Var1 = 0
Var2 = 0

Object MT_TENNA
#$Name "Tenna"
#$Sprite TENAF0
#$Category misc
MapThingNum = 5011
SpawnState = S_TENATALK
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 80*FRACUNIT
Radius = 32*FRACUNIT
Mass = 100
Flags = MF_SCENERY

State S_TENATALK
SpriteName = SPR_TENA
SpriteFrame = A
Duration = -1
Next = S_TENATALK
Var1 = 0
Var2 = 0

State S_TENASHOCK
SpriteName = SPR_TENA
SpriteFrame = B
Duration = -1
Next = S_TENASHOCK
Var1 = 0
Var2 = 0

State S_TENAWONDER
SpriteName = SPR_TENA
SpriteFrame = C
Duration = -1
Next = S_TENAWONDER
Var1 = 0
Var2 = 0

State S_TENAFLOWER
SpriteName = SPR_TENA
SpriteFrame = D
Duration = -1
Next = S_TENAFLOWER
Var1 = 0
Var2 = 0

State S_TENAGO
SpriteName = SPR_TENA
SpriteFrame = E
Duration = -1
Next = S_TENAGO
Var1 = 0
Var2 = 0

State S_TENATVTIME
SpriteName = SPR_TENA
SpriteFrame = F
Duration = -1
Next = S_TENATVTIME
Var1 = 0
Var2 = 0

State S_TENAFREAKOUT
SpriteName = SPR_TENF
SpriteFrame = FF_ANIMATE|A
Duration = -1
Next = S_TENAFREAKOUT
Var1 = 3
Var2 = 1

State S_TENABOW
SpriteName = SPR_TENB
SpriteFrame = FF_ANIMATE|A
Duration = -1
Next = S_TENABOW
Var1 = 5
Var2 = 3

Object MT_HE
#$Name "HE"
#$Sprite HEEEA0
#$Category misc
MapThingNum = 5018
SpawnState = S_HE
Height = 16*FRACUNIT
Radius = 16*FRACUNIT
Flags = MF_SCENERY

State S_HE
SpriteName = SPR_HEEE
SpriteFrame = A
Duration = -1
Next = S_HE
Var1 = 0
Var2 = 0
