Freeslot
MT_CORKSPENT
MT_CORKSHOCK
S_CORK
S_CORK2
S_CORKSPIN0
S_CORKSPIN1
S_CORKSPIN2
S_CORKSPIN3
S_CORKSPIN4
S_CORKSPIN5
S_CORKSPINA1
S_CORKSPINA2
S_CORKSPINA3
S_CORKSPENT
S_CORKSHOCK1
S_CORKSHOCK2
S_CORKSHOCK3
S_CORKSHOCK4
S_CORKSHOCK5
S_CORKSHOCK6
SPR_SKWV

Object MT_CORK
SpawnState = S_CORK
DeathState = S_CORKSPIN0


State S_CORK
SpriteName = CORK
SpriteFrame = A
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = MT_CORKSHOCK
Duration = 1
Next = S_CORK2

State S_CORK2
SpriteName = CORK
SpriteFrame = A
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = MT_CORKSHOCK
Duration = 60
Next = S_CORK2

Object MT_CORKSPENT
SpawnState = S_CORKSPIN1
DeathState = S_CORKSPENT
Flags = MF_MISSILE|MF_RUNSPAWNFUNC



State S_CORKSPIN0
SpriteName = CORK
SpriteFrame = A
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = MT_CORKSPENT
Duration = 1
Next = S_NULL

State S_CORKSPIN1
SpriteName = CORK
SpriteFrame = A
Action = A_ZThrust
Var1 = 10
Var2 = 0
Duration = 1
Next = S_CORKSPIN2

State S_CORKSPIN2
SpriteName = CORK
SpriteFrame = A
Action = A_Thrust
Var1 = 10
Var2 = 0
Duration = 1
Next = S_CORKSPINA1

State S_CORKSPINA1
SpriteName = CORK
SpriteFrame = B
Action = None
Duration = 2
Next = S_CORKSPINA2

State S_CORKSPINA2
SpriteName = CORK
SpriteFrame = C
Action = None
Duration = 2
Next = S_CORKSPINA3

State S_CORKSPINA3
SpriteName = CORK
SpriteFrame = D
Action = None
Duration = 2
Next = S_CORKSPINA1

State S_CORKSPENT
SpriteName = CORK
SpriteFrame = E
Action = A_ZThrust
Var1 = -10
Duration = 600
Next = S_NULL


Object MT_CORKSHOCK
SpawnState = S_CORKSHOCK1
Radius = 64*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Flags = MF_NOGRAVITY|MF_NOCLIP|MF_RUNSPAWNFUNC

State S_CORKSHOCK1
SpriteName = NULL
SpriteFrame = A
Action = A_SetCustomValue
Var1 = FRACUNIT/8
Var2 = 0
Duration = 1
Next = S_CORKSHOCK2

State S_CORKSHOCK2
SpriteName = NULL
SpriteFrame = A
Action = A_CusValAction
Var1 = S_CORKSHOCK6
Var2 = 0
Duration = 0
Next = S_CORKSHOCK3


State S_CORKSHOCK3
SpriteName = SKWV
SpriteFrame = A|TR_TRANS90|FF_FULLBRIGHT
Action = A_SetCustomValue
Var1 = 3
Var2 = 5
Duration = 1
Next = S_CORKSHOCK4

State S_CORKSHOCK4
SpriteName = SKWV
SpriteFrame = A
Action = A_SetCustomValue
Var1 = 2
Var2 = 4
Duration = 0
Next =  S_CORKSHOCK5

State S_CORKSHOCK5
SpriteName = SKWV
SpriteFrame = A
Action = A_Repeat
Var1 = 15
Var2 = S_CORKSHOCK2
Duration = 0
Next = S_NULL

State S_CORKSHOCK6
Action = A_SetScale
Var1 = FRACUNIT
Var2 = 0