Freeslot
SPR_PAST
SPR_FUTU
S_TRAVELSIGN_PAST1
S_TRAVELSIGN_PAST2
S_TRAVELSIGN_PAST3
S_TRAVELSIGN_FUTURE1
S_TRAVELSIGN_FUTURE2
S_TRAVELSIGN_FUTURE3
MT_PASTSIGN
MT_FUTURESIGN

#Past Sign

State S_TRAVELSIGN_PAST1
SpriteName = PAST
SpriteFrame = A
Duration = 1
Action = None
Var1 = (32<<16)+1
Var2 = 0
Next = S_TRAVELSIGN_PAST1

State S_TRAVELSIGN_PAST2
SpriteName = PAST
SpriteFrame = FF_ANIMATE|A
Duration = TICRATE*7
Action = None
Var1 = 7
Var2 = 2
Next = S_TRAVELSIGN_PAST3

State S_TRAVELSIGN_PAST3
SpriteName = PAST
SpriteFrame = E
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_TRAVELSIGN_PAST3

Object MT_PASTSIGN
MapThingNum = 3001
#$Name Past Sign
#$Sprite PASTA0
#$Category Time Travel
SpawnState = S_TRAVELSIGN_PAST1
SpawnHealth = 1
SeeState = S_TRAVELSIGN_PAST2
SeeSound = sfx_cdpcm1
ReactionTime = 0
AttackSound = sfx_thok
PainState = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 1
Radius = 9*FRACUNIT
Height = 54*FRACUNIT
DispOffset = 0
ActiveSound = sfx_None
Flags = MF_NOGRAVITY|MF_SPECIAL
RaiseState = S_NULL

#Future Sign

State S_TRAVELSIGN_FUTURE1
SpriteName = FUTU
SpriteFrame = A
Duration = 1
Action = None
Var1 = (32<<16)+1
Var2 = 0
Next = S_TRAVELSIGN_FUTURE1

State S_TRAVELSIGN_FUTURE2
SpriteName = FUTU
SpriteFrame = FF_ANIMATE|A
Duration = TICRATE*7
Action = None
Var1 = 7
Var2 = 2
Next = S_TRAVELSIGN_FUTURE3

State S_TRAVELSIGN_FUTURE3
SpriteName = FUTU
SpriteFrame = E
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_TRAVELSIGN_FUTURE3

Object MT_FUTURESIGN
MapThingNum = 3002
#$Name Future Sign
#$Sprite FUTUA0
#$Category Time Travel
SpawnState = S_TRAVELSIGN_FUTURE1
SpawnHealth = 1
SeeState = S_TRAVELSIGN_FUTURE2
SeeSound = sfx_cdpcm0
ReactionTime = 0
AttackSound = sfx_thok
PainState = S_NULL
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 1
Radius = 9*FRACUNIT
Height = 54*FRACUNIT
DispOffset = 0
ActiveSound = sfx_None
Flags = MF_NOGRAVITY|MF_SPECIAL
RaiseState = S_NULL