FREESLOT
MT_FOXYSTATUE
S_FOXYIDLE
SPR_FOXY
MT_FREDGUEST
S_FREDIDLE
SPR_FRED
MT_EFIRGUEST
S_EFIRIDLE
SPR_EFIR
MT_FRNDGUEST
S_FRNDIDLE
SPR_FRND
MT_SANSGUEST
S_SANSIDLE
SPR_SANS
MT_BONNGUEST
S_BONNIDLE
SPR_BONN
MT_SWIFTGUEST
S_SWIFIDLE
SPR_SWIF
MT_EXEGUEST
S_EXEGIDLE
SPR_EXEG
MT_AQUAVINE
SPR_AQUA
S_AQUAVINE_IDLE_0
S_AQUAVINE_IDLE_1
S_AQUAVINE_IDLE_2
S_AQUAVINE_IDLE_3
S_AQUAVINE_DETECT_0
S_AQUAVINE_DETECT_1
S_AQUAVINE_DETECT_2
S_AQUAVINE_DETECT_3
S_AQUAVINE_DETECT_4
S_AQUAVINE_DETECT_5
S_AQUAVINE_DETECT_6
S_AQUAVINE_DETECT_7
S_AQUAVINE_DETECT_8
S_AQUAVINE_WAVE
S_AQUAVINE_RETURN_0
S_AQUAVINE_RETURN_1
S_AQUAVINE_RETURN_2

#Foxy statue
Object MT_FOXYSTATUE
#$Name "Foxy Statue"
#$Sprite FOXYA1
#$Category FNAF
MapThingNum = 3552
SpawnState = S_FOXYIDLE
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 180*FRACUNIT
Radius = 32*FRACUNIT
Mass = 100
Flags = MF_SOLID|MF_SCENERY

State S_FOXYIDLE
SpriteName = SPR_FOXY
SpriteFrame = A
Duration = -1
Next = S_FOXYIDLE
Var1 = 0
Var2 = 0

#Freddy Guest
Object MT_FREDGUEST
#$Name "Freddy Guest"
#$Sprite FREDA1
#$Category Saloon Guests
MapThingNum = 3553
SpawnState = S_FREDIDLE
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_FREDIDLE
SpriteName = SPR_FRED
SpriteFrame = A
Duration = -1
Next = S_FREDIDLE
Var1 = 0
Var2 = 0

#ElFire guest
Object MT_EFIRGUEST
#$Name "ElFire Guest"
#$Sprite EFIRA1
#$Category Saloon Guests
MapThingNum = 3554
SpawnState = S_EFIRIDLE
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_EFIRIDLE
SpriteName = SPR_EFIR
SpriteFrame = A
Duration = -1
Next = S_EFIRIDLE
Var1 = 0
Var2 = 0

#Friend guest
Object MT_FRNDGUEST
#$Name "Friend Guest"
#$Sprite FRNDA1
#$Category Saloon Guests
MapThingNum = 3555
SpawnState = S_FRNDIDLE
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_FRNDIDLE
SpriteName = SPR_FRND
SpriteFrame = A
Duration = -1
Next = S_FRNDIDLE
Var1 = 0
Var2 = 0

#Sans guest
Object MT_SANSGUEST
#$Name "Sans Guest"
#$Sprite SANSA1
#$Category Saloon Guests
MapThingNum = 3556
SpawnState = S_SANSIDLE
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_SANSIDLE
SpriteName = SPR_SANS
SpriteFrame = A
Duration = -1
Next = S_SANSIDLE
Var1 = 0
Var2 = 0

#Bonnie guest
Object MT_BONNGUEST
#$Name "Bonnie Guest"
#$Sprite BONNA1
#$Category Saloon Guests
MapThingNum = 3557
SpawnState = S_BONNIDLE
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_BONNIDLE
SpriteName = SPR_BONN
SpriteFrame = A
Duration = -1
Next = S_BONNIDLE
Var1 = 0
Var2 = 0

#Swift guest
Object MT_SWIFTGUEST
#$Name "Swift guest"
#$Sprite SWIFA1
#$Category Saloon Guests
MapThingNum = 3562
SpawnState = S_SWIFIDLE
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 100*FRACUNIT
Radius = 50*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_SWIFIDLE
SpriteName = SPR_SWIF
SpriteFrame = A
Duration = -1
Next = S_SWIFIDLE
Var1 = 0
Var2 = 0

#2011 guest
Object MT_EXEGUEST
#$Name "2011 guest"
#$Sprite EXEGA1
#$Category Saloon Guests
MapThingNum = 3563
SpawnState = S_EXEGIDLE
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 100*FRACUNIT
Radius = 50*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_EXEGIDLE
SpriteName = SPR_EXEG
SpriteFrame = A
Duration = -1
Next = S_EXEGIDLE
Var1 = 0
Var2 = 0

State S_AQUAVINE_IDLE_0
SpriteName = AQUA
SpriteFrame = A
Duration = 2
Action = A_Look
Var1 = (112<<16)+1
Var2 = 0
Next = S_AQUAVINE_IDLE_1

State S_AQUAVINE_IDLE_1
SpriteName = AQUA
SpriteFrame = B
Duration = 2
Action = A_Look
Var1 = (112<<16)+1
Var2 = 0
Next = S_AQUAVINE_IDLE_2

State S_AQUAVINE_IDLE_2
SpriteName = AQUA
SpriteFrame = C
Duration = 2
Action = A_Look
Var1 = (112<<16)+1
Var2 = 0
Next = S_AQUAVINE_IDLE_3

State S_AQUAVINE_IDLE_3
SpriteName = AQUA
SpriteFrame = D
Duration = 2
Action = A_Look
Var1 = (112<<16)+1
Var2 = 0
Next = S_AQUAVINE_IDLE_1

State S_AQUAVINE_DETECT_0
SpriteName = AQUA
SpriteFrame = E
Duration = 2
Next = S_AQUAVINE_DETECT_1

State S_AQUAVINE_DETECT_1
SpriteName = AQUA
SpriteFrame = F
Duration = 2
Next = S_AQUAVINE_DETECT_2

State S_AQUAVINE_DETECT_2
SpriteName = AQUA
SpriteFrame = F
Duration = 2
Next = S_AQUAVINE_DETECT_3

State S_AQUAVINE_DETECT_3
SpriteName = AQUA
SpriteFrame = G
Duration = 10
Next = S_AQUAVINE_DETECT_4

State S_AQUAVINE_DETECT_4
SpriteName = AQUA
SpriteFrame = H
Duration = 10
Next = S_AQUAVINE_DETECT_5

State S_AQUAVINE_DETECT_5
SpriteName = AQUA
SpriteFrame = I
Duration = 35
Next = S_AQUAVINE_DETECT_6

State S_AQUAVINE_DETECT_6
SpriteName = AQUA
SpriteFrame = J
Duration = 2
Next = S_AQUAVINE_DETECT_7

State S_AQUAVINE_DETECT_7
SpriteName = AQUA
SpriteFrame = K
Duration = 35
Next = S_AQUAVINE_DETECT_8

State S_AQUAVINE_DETECT_8
SpriteName = AQUA
SpriteFrame = L
Duration = 2
Next = S_AQUAVINE_WAVE

State S_AQUAVINE_WAVE
SpriteName = AQUA
SpriteFrame = FF_ANIMATE|M
Duration = 32
Var1 = 1
Var2 = 2
Next = S_AQUAVINE_RETURN_0

State S_AQUAVINE_RETURN_0
SpriteName = AQUA
SpriteFrame = L
Duration = 2
Next = S_AQUAVINE_RETURN_1

State S_AQUAVINE_RETURN_1
SpriteName = AQUA
SpriteFrame = K
Duration = 32
Next = S_AQUAVINE_RETURN_2

State S_AQUAVINE_RETURN_2
SpriteName = AQUA
SpriteFrame = O
Duration = 2
Next = S_AQUAVINE_IDLE_0

Object MT_AQUAVINE
#$Name Aquavine cameo
#$Sprite AQUAA0
#$Category Cameos
MapThingNum = 4095
SpawnState = S_AQUAVINE_IDLE_0
SeeState =  S_AQUAVINE_DETECT_0
SeeSound = sfx_alart
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_SCENERY
SpawnHealth = 1
ReactionTime = 20
