#Palm Tree ripped and dumped by Gabrielwoj - Origin: Mario Kart DS

#Declaration of all objects and sfx in Sloppy Sludge (A lot!)

FREESLOT
MT_JungleTree
MT_JungleMiniTree
MT_JungleBush
MT_JunglePalmTree
MT_SnowTree
MT_SnowPine
S_JUNGLETREE
S_JUNGLEMINITREE
S_JUNGLEBUSH
S_JUNGLEPALMTREE
S_SNOWTREE
S_SNOWPINE
SPR_SLGA
SPR_SLGB
SPR_SLGC
SPR_SLGD
SPR_SLGE
SPR_SLGF



Object MT_JungleTree
#$Name Sloppy Sludge Tree
#$Sprite SLGAA0
#$Category Community Resources
MapThingNum = 2361
SpawnState = S_JUNGLETREE
Deathstate = S_NULL
Height = 512*FRACUNIT
Radius = 128*FRACUNIT 
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP

Object MT_JungleMiniTree
#$Name Sloppy Sludge Minitree
#$Sprite SLGBA0
#$Category Community Resources
MapThingNum = 2362
SpawnState = S_JUNGLEMINITREE
Deathstate = S_NULL
Height = 122*FRACUNIT
Radius = 62*FRACUNIT 
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP

Object MT_JungleBush
#$Name Sloppy Sludge Bush
#$Sprite SLGCA0
#$Category Community Resources
MapThingNum = 2363
SpawnState = S_JUNGLEBUSH
Deathstate = S_NULL
Height = 118*FRACUNIT
Radius = 62*FRACUNIT 
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP

Object MT_JunglePalmTree
#$Name Sloppy Sludge Palmtree
#$Sprite SLGDA0
#$Category Community Resources
MapThingNum = 2364
SpawnState = S_JUNGLEPALMTREE
Deathstate = S_NULL
Height = 252*FRACUNIT
Radius = 128*FRACUNIT 
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP

Object MT_SnowTree
#$Name Sloppy Sludge Snow Tree
#$Sprite SLGEA0
#$Category Community Resources
MapThingNum = 2366
SpawnState = S_SNOWTREE
Deathstate = S_NULL
Height = 252*FRACUNIT
Radius = 128*FRACUNIT 
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP

Object MT_SnowPine
#$Name Sloppy Sludge Snow Pine
#$Sprite SLGFA0
MapThingNum = 2367
SpawnState = S_SNOWPINE
Deathstate = S_NULL
Height = 252*FRACUNIT
Radius = 128*FRACUNIT 
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP


State S_JUNGLETREE
SpriteName = SPR_SLGA
SpriteFrame = A
Duration = -1
Action None
Next = S_JUNGLETREE

State S_JUNGLEMINITREE
SpriteName = SPR_SLGB
SpriteFrame = A
Duration = -1
Action None
Next = S_JUNGLEMINITREE

State S_JUNGLEBUSH
SpriteName = SPR_SLGC
SpriteFrame = A
Duration = -1
Action None
Next = S_JUNGLETREE

State S_JUNGLEPALMTREE
SpriteName = SPR_SLGD
SpriteFrame = A
Duration = -1
Action None
Next = S_JUNGLEMINITREE

State S_SNOWTREE
SpriteName = SPR_SLGE
SpriteFrame = A
Duration = -1
Action None
Next = S_SNOWPINE

State S_SNOWPINE
SpriteName = SPR_SLGF
SpriteFrame = A
Duration = -1
Action None
Next = S_SNOWTREE

# Orbinaut Launcher by Chaobrother. Feel free to use this SOC as a template for
# launching Orbinauts with your own custom objects.
# This is Trapgoyle like hazard which fires Orbinauts every 2 seconds.
# The actual showcase is how to fire and color Orbinauts with SOC.
# Jawz cannot be properly fired with only SOC; they will be too slow.
# It is HIGHLY RECOMMENDED to use Lua and Kart related functions rather than SOC
# to fire Kart projectiles, if you are able to use Lua in your mod.
# Make sure to use unique state and object names if you want to create a custom
# orbinaut launcher.

Freeslot
MT_SORBILAUNCH
S_SORBILAUNCH1
S_SORBILAUNCH2
#Remote Orbinaut Modification
S_SLAUNCHEDORBICOLOR
S_SLAUNCHEDORBISPEED1
S_SLAUNCHEDORBISPEED2
#Launcher Orbinaut Modification
S_SLAUNCHERORBIMOD1
S_SLAUNCHERORBIMOD2
S_SLAUNCHERORBIMOD3

#Remote Orbinaut Modification
State S_SLAUNCHEDORBICOLOR
SpriteName = NULL
SpriteFrame = A
Var1 = 0
Var2 = SKINCOLOR_BLACK
Duration = 0
Next = S_NULL
Action = A_ChangeColorAbsolute

#Makes the orbinaut inert so its speed can be modified with A_Thrust rather than
#Setting its movecount.
State S_SLAUNCHEDORBISPEED1
SpriteName = NULL
SpriteFrame = A
Var1 = MF2_AMBUSH
Var2 = 2
Duration = 0
Next = S_NULL
Action = A_SetObjectFlags2

State S_SLAUNCHEDORBISPEED2
SpriteName = NULL
SpriteFrame = A
Var1 = 50
Var2 = 1
Duration = 0
Next = S_NULL
Action = A_Thrust
#End Remote Orbinaut modification

#Launcher Orbinaut modification
State S_SLAUNCHERORBIMOD1
SpriteName = DECO
SpriteFrame = A
Var1 = MT_ORBINAUT
Var2 = S_SLAUNCHEDORBICOLOR
Duration = 0
Next = S_SLAUNCHERORBIMOD2
Action = A_RemoteAction

State S_SLAUNCHERORBIMOD2
SpriteName = DECO
SpriteFrame = A
Var1 = MT_ORBINAUT
Var2 = S_SLAUNCHEDORBISPEED1
Duration = 1
Next =  S_SLAUNCHERORBIMOD3
Action = A_RemoteAction

State S_SLAUNCHERORBIMOD3
SpriteName = DECO
SpriteFrame = A
Var1 = MT_ORBINAUT
Var2 = S_SLAUNCHEDORBISPEED2
Duration = 0
Next =  S_SORBILAUNCH1
Action = A_RemoteAction
#End Launcher Orbinaut modification


State S_SORBILAUNCH1
SpriteName = DECO
SpriteFrame = A
Var1 = 1
Var2 = 0
Duration = 105
Next =  S_SORBILAUNCH2
Action = none

State S_SORBILAUNCH2
SpriteName = DECO
SpriteFrame = A
Var1 = MT_ORBINAUT + (16<<16)
Var2 = 0
Duration = 0
Next =  S_SLAUNCHERORBIMOD1
Action = A_TrapShot

Object MT_SORBILAUNCH
#$Name Sloppy Sludge Orbinaut Launcher
#$Sprite DECOA1
#$Category Community Resources
MapThingNum = 2365
SpawnState = S_SORBILAUNCH1
SpawnHealth = 1
SeeState = S_SORBILAUNCH2
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_trfire
PainState = S_NULL
PainChance = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 21*FRACUNIT
Radius = 21*FRACUNIT
Height = 40*FRACUNIT
DispOffset = 0
Mass = 1000
Damage = 0
ActiveSound = sfx_None
Flags = MF_SOLID
RaiseState = S_NULL

