#2.2 Spring Backport SOC by Chaobrother
Freeslot
MT_22_YELHORIZ
SPR_CSYH
S_22_YELHORIZ1
S_22_YELHORIZ2
S_22_YELHORIZ3
S_22_YELHORIZ4
S_22_YELHORIZ5
S_22_YELHORIZ6
S_22_YELHORIZ7
S_22_YELHORIZ8
MT_22_BLUHORIZ
SPR_CSBH
S_22_BLUHORIZ1
S_22_BLUHORIZ2
S_22_BLUHORIZ3
S_22_BLUHORIZ4
S_22_BLUHORIZ5
S_22_BLUHORIZ6
S_22_BLUHORIZ7
S_22_BLUHORIZ8
MT_22_REDHORIZ
SPR_CSRH
S_22_REDHORIZ1
S_22_REDHORIZ2
S_22_REDHORIZ3
S_22_REDHORIZ4
S_22_REDHORIZ5
S_22_REDHORIZ6
S_22_REDHORIZ7
S_22_REDHORIZ8

#Yellow H-Spring

Object MT_22_YELHORIZ
#$Name SRB2 2.2 Horizontal Yellow Spring
#$Sprite CSYHA3A7
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3956
SpawnState = S_22_YELHORIZ1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 0*FRACUNIT
Damage = 36*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPRING|MF_NOGRAVITY|MF_SOLID
RaiseState = S_22_YELHORIZ2

State S_22_YELHORIZ1
SpriteName = CSYH
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_YELHORIZ2
SpriteName = CSYH
SpriteFrame = B
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ3

State S_22_YELHORIZ3
SpriteName = CSYH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ4

State S_22_YELHORIZ4
SpriteName = CSYH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ5

State S_22_YELHORIZ5
SpriteName = CSYH
SpriteFrame = E
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ6

State S_22_YELHORIZ6
SpriteName = CSYH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ7

State S_22_YELHORIZ7
SpriteName = CSYH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ8

State S_22_YELHORIZ8
SpriteName = CSYH
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_YELHORIZ1

#Red H-Spring
Object MT_22_REDHORIZ
#$Name SRB2 2.2 Horizontal Red Spring
#$Sprite CSRHA3A7
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3957
SpawnState = S_22_REDHORIZ1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 0*FRACUNIT
Damage = 72*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPRING|MF_NOGRAVITY|MF_SOLID
RaiseState = S_22_REDHORIZ2

State S_22_REDHORIZ1
SpriteName = CSRH
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_REDHORIZ2
SpriteName = CSRH
SpriteFrame = B
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ3

State S_22_REDHORIZ3
SpriteName = CSRH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ4

State S_22_REDHORIZ4
SpriteName = CSRH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ5

State S_22_REDHORIZ5
SpriteName = CSRH
SpriteFrame = E
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ6

State S_22_REDHORIZ6
SpriteName = CSRH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ7

State S_22_REDHORIZ7
SpriteName = CSRH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ8

State S_22_REDHORIZ8
SpriteName = CSRH
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_REDHORIZ1

#Blue H-Spring
Object MT_22_BLUHORIZ
#$Name SRB2 2.2 Horizontal Blue Spring
#$Sprite CSBHA3A7
#$Category SRB2 2.2 Spring Backports
MapThingNum = 3958
SpawnState = S_22_BLUHORIZ1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 0*FRACUNIT
Damage = 11*FRACUNIT
ActiveSound = sfx_None
Flags = MF_SPRING|MF_NOGRAVITY|MF_SOLID
RaiseState = S_22_BLUHORIZ2

State S_22_BLUHORIZ1
SpriteName = CSBH
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_22_BLUHORIZ2
SpriteName = CSBH
SpriteFrame = B
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ3

State S_22_BLUHORIZ3
SpriteName = CSBH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ4

State S_22_BLUHORIZ4
SpriteName = CSBH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ5

State S_22_BLUHORIZ5
SpriteName = CSBH
SpriteFrame = E
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ6

State S_22_BLUHORIZ6
SpriteName = CSBH
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ7

State S_22_BLUHORIZ7
SpriteName = CSBH
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ8

State S_22_BLUHORIZ8
SpriteName = CSBH
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_22_BLUHORIZ1