Freeslot
SPR_ARMS
MT_THEARMS
S_ARMSSS
SPR_BALE
MT_BALEBOUNCER
S_BALEB1
S_BALEB2
S_BALEB3
S_BALEB4
MT_CATT
SPR_CATT
S_CATT
MT_WHAT
SPR_WHAT
S_WHAT1
S_WHAT2
S_WHAT3
S_WHAT4
SPR_ANNY
S_ANNY
MT_ANNOY
S_UNIN_TREE
MT_UNIN_TREE
SPR_TRE1
SPR_FLW1
SPR_DND1
S_FLW1
MT_EYE_FLOWER
MT_EYE_FLOWER_PUSH
SPR_TRNE
S_TREEN_IDLE
S_TREEN_LOOK
S_TREEN_CHASE
S_TREEN_PLAST
MT_TREE_ENEMY
MT_TREE_ENEMY_STILL
SPR_FLW2
S_FLW2
S_DND1
MT_DEADTREEN
S_TRE2
SPR_TRE2
MT_UNINTERRUPT_TREE_3
sfx_gaster
S_KNOCKERBACKER
MT_KNOCKERBACKER
SPR_HATY
S_HATTY
MT_HATTY
SPR_WHBL
S_WHAT_BALL
MT_WHAT_BALL
SPR_FLWE
SPR_FLWN
S_FLWE
S_FLWEB
S_FLWN
MT_FLOWER_FACE
MT_FLOWER_BLANK
S_CLOUDANGRY_LOOK
S_CLOUDANGRY_DROP
MT_CLOUDANGRY
SPR_CDGY
SPR_CDMY
S_CLOUDANGRY_DROP2
MT_CLOUDASCHE
SPR_CDBS
SPR_MSTD
SPR_CNBS
S_CLOUDBOSS_IDLE
S_CLOUDBOSS_ATCK1
S_CLOUDBOSS_ARM
S_CLOUDBOSS_DEAD
MT_CLDASARM
MT_CLDASMSTD
S_CLOUDBOSS_ATCK12
S_CLOUDBOSS_ARM2
SPR_CARM
S_CLOUDBOSS_OUCH
S_CLOUDBOSS_OUCH2
S_CLOUDBOSS_BOBM
MT_CLDSBOBM
SPR_CBMB
S_BOBME
S_BOBME_EXPL1
S_BOBME_EXPL2
S_BOBME_EXPL3
S_BOBME_EXPL4
S_BOBME_EXPL5
S_BOBME_EXPL6
SPR_EINA
SPR_CDOW
sfx_clwdow
sfx_cldcl
S_CLOUDBOSS_PINCH
S_CLOUDBOSS_PINCH2
S_CLOUDBOSS_PINCH3
S_CLOUDBOSS_PINCH4
S_CLOUDBOSS_PINCH5
S_CLOUDBOSS_PINCH6
S_CLOUDBOSS_PINCH7
S_CLOUDBOSS_PINCH8
S_CLOUDBOSS_PINCH9
S_CLOUDBOSS_DEAD2
S_CLOUDBOSS_DEAD3
S_CLOUDBOSS_DEAD4
S_CLOUDBOSS_DEAD5
S_CLOUDBOSS_GOODBYE
S_CLOUDBOSS_WHATBALLTHROW
S_CLOUDBOSS_RANDOM1
S_CLOUDBOSS_RANDOM2
S_CLOUDBOSS_RANDOM3
S_CLOUDBOSS_CALLWHAT
S_CLOUDBOSS_CALLWHAT2
S_CLOUDBOSS_CALLCLOUDANGRY
S_CLOUDBOSS_CALLCLOUDANGRY2
SPR_BWBL
S_BIG_WHAT_BALL
MT_BIG_WHAT_BALL
S_BWB_DISAPPEAR
S_KNOBACSND
S_KNOBACROL
SPR_GOOS
S_MR_GOOSE
MT_GOOSE_LARRY
SPR_INFF
S_EMPLOYEE_SLEEP
MT_INFECT_EMPLOYEE
S_LOAF_CAT
MT_SLEEPING_LOAFING_CAT
SPR_CTSP
SPR_TVMN
S_TELEVISION
MT_TELEVISION_SCREEN
SPR_PLLW
S_PILLOW
MT_PILLOW
S_ARM2
MT_ARMS2
SPR_ARM2
SPR_CDGB
S_GUTTERBALL_INTR1
S_GUTTERBALL_INTR2
S_GUTTERBALL_INTR3
S_GUTTERBALL_INTR4
S_GUTTERBALL_INTR5
S_GUTTERBALL_CHASER
S_GUTTERBALL_CHASER_FAST
S_GUTTERBALL_SEARCH
S_GUTTERBALL_APPLYNOCLIP
MT_GUTTERBALL_INTRO
MT_GUTTERBALL
S_GUTTERBALL_INTR6
SPR_CGBN
SPR_ANGB
SPR_FCTR
S_FACETREE1
S_FACETREE2
MT_FACE_TREE
SPR_EVTR
S_EVILTREE
MT_EVIL_BOSS_TREE
MT_FIREFLY
SPR_FFLY
S_FFLY
MT_GLOWFLOWER
MT_GLOWEYE
SPR_UFLG
S_UFLG_EYE
S_UFLG_SPAWNEYE
S_UFLG
SPR_UBSH
S_UNIN_BUSH
MT_UNINBUSH
SPR_UBS2
SPR_UBS3
S_UNINBUSH2
MT_UNINBUSH2
S_UNINBUSH3
MT_UNINBUSH3
SPR_CLMN
SPR_RTEN
S_MONEYMONEYMONEY
MT_CLOUDINDUSTRIES_MONEY
S_MONEYMONEYMONEY2
SPR_TBGG
S_TRASHBAG
MT_TRASH_TRASHBAG
SPR_WLRS
S_WALRUS
MT_WALRUSBOOTS
SPR_CHHS
S_FATHER_SON
S_FATHER_SON2
MT_FATHER_SON
SPR_HMCR
S_HOME_CHAIR
MT_HOUSECHAIR
SPR_FLYG
S_FLYGUY
MT_FLY_GUY
SPR_CHGY
S_STICKGUY
MT_STICKGUY
SPR_FAN_
S_FAN
MT_FAN
sfx_psbj
S_BALLSOUNDPLAY
sfx_flyguy
S_FAN_AMBIENT
MT_FAN_AMBIENT
S_FLW2_APPLY
S_FLW2_PRESET
sfx_fan
sfx_cldcl
sfx_cdbw
sfx_gaster
sfx_scram
sfx_gong

State S_ARMSSS
SpriteName = ARMS
SpriteFrame = A
Next = S_NULL
Var1 = 0
Var2 = 0

Object MT_THEARMS
#$Name The Arms
#$Sprite ARMSA0
#$Category The Odds
SpawnState = S_ARMSSS
MapThingNum = 2777
Height = 64*FRACUNIT
Flags = MF_SCENERY

# Ball bounce
State S_BALEB1
SpriteName = BALE
SpriteFrame = A
Action = A_BunnyHop
Duration = 79
Next = S_BALLSOUNDPLAY
Var1 = 8
Var2 = 7

# Ball jump sound
State S_BALLSOUNDPLAY
SpriteName = BALE
SpriteFrame = A
Action = A_PlaySound
Next = S_BALEB2
Var1 = sfx_psbj
Var2 = (0)+1

# Ball face target
State S_BALEB2
SpriteName = BALE
SpriteFrame = A
Action = A_FaceTarget
Duration = 2
Next = S_BALEB1
Var1 = 65
Var2 = 0

# Ball idle
State S_BALEB3
SpriteName = BALE
SpriteFrame = A
Action = A_Look
Duration = 5
Next = S_BALEB3
Var1 = 768*FRACUNIT
Var2 = 1

# Ball obj
Object MT_BALEBOUNCER
#$Name PSBBE
#$Sprite BALEA0
#$Category The Odds
SpawnState = S_BALEB3
MapThingNum = 2778
SpawnHealth = 1
SeeState = S_BALEB2
Speed = 3
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
ReactionTime = 80
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
DeathState = S_XPLD1
DeathSound = sfx_pop
Mass = 100
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE


State S_CATT
SpriteName = CATT
SpriteFrame = A
Next = S_NULL
Var1 = 0
Var2 = 0

Object MT_CATT
#$Name The Cat
#$Sprite CATTA0
#$Category The Odds
SpawnState = S_CATT
MapThingNum = 2773
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Speed = 3*FRACUNIT
Mass = 100
Flags = MF_SLIDEME|MF_PUSHABLE|MF_SOLID

# What look?
State S_WHAT1
SpriteName = WHAT
SpriteFrame = A
Next = S_WHAT1
Action = A_Look
Duration = 4
Var1 = 824*FRACUNIT
Var2 = 1

# What projectiles?
State S_WHAT2
SpriteName = WHAT
SpriteFrame = D
Next = S_WHAT1
Action = A_FireShot
Duration = 2
Var1 = MT_WHAT_BALL
Var2 = 0

# What chase?
State S_WHAT3
SpriteName = WHAT
SpriteFrame = B
Next = S_WHAT4
Action = A_Chase
Duration = 1
Var1 = 0
Var2 = 0

State S_WHAT4
SpriteName = WHAT
SpriteFrame = C
Next = S_WHAT1
Action = A_FaceTarget
Duration = 1
Var1 = 97
Var2 = 0

State S_WHAT_BALL
SpriteName = WHBL
SpriteFrame = A
Action = A_GhostMe
Duration = 1
Next = S_WHAT_BALL

Object MT_WHAT_BALL
SpawnState = S_WHAT_BALL
Radius = 16*FRACUNIT
ReactionTime = 32
PainChance = 200
Height = 32*FRACUNIT
SpawnHealth = 1000
Flags = MF_MISSILE|MF_NOBLOCKMAP|MF_GRENADEBOUNCE

Object MT_WHAT
#$Name what.
#$Sprite WHATA0
#$Category The Odds
SpawnState = S_WHAT1
MapThingNum = 2774
SpawnHealth = 1
SeeState = S_WHAT3
MissileState = S_WHAT2
Speed = 9
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
ReactionTime = 3
PainState = S_NULL
PainChance = 200
DeathState = S_XPLD1
DeathSound = sfx_pop
AttackSound = sfx_alarm
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

State S_ANNY
SpriteName = ANNY
SpriteFrame = A
Next = S_NULL
Duration = -1
Var1 = 0
Var2 =0

Object MT_ANNOY
#$Name Annoyed Miner
#$Sprite ANNYA0
#$Category The Odds
SpawnState = S_ANNY
MapThingNum = 2779
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

State S_UNIN_TREE
SpriteName = TRE1
SpriteFrame = A
Next = S_NULL
Var1 = 0
Var2 = 0

Object MT_UNIN_TREE
#$Name Uninterrupted Tree
#$Sprite TRE1A0
#$Category The Odds
SpawnState = S_UNIN_TREE
MapThingNum = 2780
Radius = 64*FRACUNIT
Height = 300*FRACUNIT
Mass = 100
Flags = MF_SCENERY|MF_SOLID

State S_FLW1
SpriteName = FLW1
SpriteFrame = A
Next = S_NULL
Var1 = 0
Var2 = 0

Object MT_EYE_FLOWER
#$Name flower with eyes :-b
#$Sprite FLW1A0
#$Category The Odds
SpawnState = S_FLW1
MapThingNum = 2781
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

Object MT_EYE_FLOWER_PUSH
#$Name flower with eyes [pushable]
#$Sprite FLW2A0
#$Category The Odds
SpawnState = S_FLW2_PRESET
MapThingNum = 2782
ReactionTime = 8
Speed = 36*FRACUNIT
Radius = 16*FRACUNIT
Height = 42*FRACUNIT
Mass = 100
Flags = MF_SLIDEME|MF_SOLID|MF_PUSHABLE

State S_TREEN_IDLE
SpriteName = TRNE
SpriteFrame = A
Next = S_TREEN_IDLE
Duration = 4

State S_TREEN_LOOK
SpriteName = TRNE
SpriteFrame = B
Action = A_Look
Next = S_TREEN_LOOK
Duration = 1
Var1 = 768*FRACUNIT
Var2 = 1

State S_TREEN_CHASE
SpriteName = TRNE
SpriteFrame = B
Action = A_Chase
Duration = 1
Next = S_TREEN_CHASE
Var1 = 0

State S_TREEN_PLAST
SpriteName = TRNE
SpriteFrame = B
Action = A_PlaySeeSound
Duration = 20
Next = S_TREEN_CHASE

Object MT_TREE_ENEMY
#$Name Tree?!
#$Sprite TRNEB0
#$Category The Odds
SpawnState = S_TREEN_LOOK
MapThingNum = 2784
SeeState = S_TREEN_PLAST
SeeSound = sfx_alarm
Radius = 32*FRACUNIT
Height = 128*FRACUNIT
ReactionTime = 32
Speed = 6
AttackSound = sfx_None
DeathState = S_XPLD1
DeathSound = sfx_pop
AttackSound = sfx_alarm
Flags = MF_SCENERY|MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_ENEMY

Object MT_TREE_ENEMY_STILL
#$Name Uninterrupted Tree 2
#$Sprite TRNEA0
#$Category The Odds
MapThingNum = 2783
SpawnState = S_TREEN_IDLE
Radius = 32*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

# Quickly improvised!!!
State S_FLW2_PRESET
SpriteName = FLW2
SpriteFrame = A
Duration = 4
Next = S_FLW2_APPLY

State S_FLW2_APPLY
SpriteName = FLW2
SpriteFrame = A
Duration = 2
Action = A_SetObjectFlags2
Next = S_FLW2
Var1 = MF2_SLIDEPUSH
Var2 = 2

State S_FLW2
SpriteName = FLW2
SpriteFrame = A
Duration = -1
Next = S_FL2
Var1 = 0
Var2 = 0

State S_DND1
SpriteName = DND1
SpriteFrame = A
Next = S_NULL

State S_TRE2
SpriteName = TRE2
SpriteFrame = A
Next = S_NULL

Object MT_DEADTREEN
#$Name Uninterrupted Dead Tree
#$Sprite DND1A0
#$Category The Odds
MapThingNum = 2800
SpawnState = S_DND1
Radius = 32*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

Object MT_UNINTERRUPT_TREE_3
#$Name Uninterrupted Tree 3
#$Sprite TRE2A0
#$Category The Odds
MapThingNum = 2801
SpawnState = S_TRE2
Radius = 32*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

State S_HATTY
SpriteName = HATY
SpriteFrame = A
Action = A_PushAway
Next = S_NULL
Var1 = 124
Var2 = (0<<16)+0

Object MT_HATTY
#$Name Hatty
#$Sprite HATYA0
#$Category The Odds
MapThingNum = 2804
SpawnState = S_HATTY
Radius = 16*FRACUNIT
Height = 104*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

State S_FLWE
SpriteName = FLWE
SpriteFrame = A
Duration = 5
Next = S_FLWEB

State S_FLWEB
SpriteName = FLWE
SpriteFrame = B
Duration = 5
Next = S_FLWE

Object MT_FLOWER_FACE
#$Name Flower crown
#$Sprite FLWEA0
#$Category The Odds
MapThingNum = 2805
SpawnState = S_FLWE
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

State S_FLWN
SpriteName = FLWN
SpriteFrame = A
Next = S_NULL

Object MT_FLOWER_BLANK
#$Name Uninterrupted Flower 2
#$Sprite FLWNA0
#$Category The Odds
MapThingNum = 2806
SpawnState = S_FLWN
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

State S_CLOUDANGRY_LOOK
SpriteName = CDGY
SpriteFrame = A
Action = A_Look
Next = S_CLOUDANGRY_LOOK
Duration = 4
Var1 = 7500*FRACUNIT

State S_CLOUDANGRY_DROP
SpriteName = CDGY
SpriteFrame = A
Action = A_JetChase
Duration = 2
Next = S_CLOUDANGRY_DROP

Object MT_CLOUDANGRY
#$Name Cloudangry
#$Sprite CDGYA0
#$Category The Odds
MapThingNum = 2820
ReactionTime = 6
Speed = 1*FRACUNIT
Mass = 100
SpawnHealth = 1
PainChance = 200
DeathSound = sfx_pop
MissileState = S_CLOUDANGRY_DROP2
DeathState = S_XPLD1
RaiseState = MT_WHAT_BALL
SpawnState = S_CLOUDANGRY_LOOK
SeeState = S_CLOUDANGRY_DROP
Radius = 45*FRACUNIT
Height = 70*FRACUNIT
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY

State S_CLOUDANGRY_DROP2
SpriteName = CDMY
SpriteFrame = A
Action = A_JetgShoot
Duration = 1
Var1 = 
Next = S_CLOUDANGRY_DROP






# Cloudasche object data
Object MT_CLOUDASCHE
#$Name Cloudasche (Boss)
#$Sprite CDBSA0
#$Category The Odds
MapThingNum = 2878
SpawnState = S_CLOUDBOSS_IDLE
SeeState = S_CLOUDBOSS_IDLE
PainState = S_CLOUDBOSS_OUCH
MissileState = S_CLOUDBOSS_RANDOM1
MeleeState = S_CLOUDBOSS_RANDOM1
RaiseState = S_CLOUDBOSS_RANDOM2
DeathState = S_CLOUDBOSS_DEAD
XDeathState = S_CLOUDBOSS_GOODBYE
PainSound = sfx_clwdow
Radius = 76*FRACUNIT
ReactionTime = 1*FRACUNIT
Height = 216*FRACUNIT
SpawnHealth = 11
Damage = 6
Speed = 7
Flags = MF_BOSS|MF_SPECIAL|MF_SHOOTABLE|MF_FLOAT

# Cloudasche idle
State S_CLOUDBOSS_IDLE
SpriteName = CDBS
SpriteFrame = A
Duration = 1
Action = A_Boss1Chase
Next = S_CLOUDBOSS_IDLE












# Cloudasche arm object
Object MT_CLDASARM
Speed = 24
ReactionTime = 32
Radius = 56*FRACUNIT
Height = 137*FRACUNIT
PainChance = 200
SpawnHealth = 1000
SpawnState = S_CLOUDBOSS_ARM2
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_GRENADEBOUNCE

# Cloudasche mustadche object
Object MT_CLDASMSTD
Speed = 24
SpawnHealth = 1
SpawnState = S_CLOUDBOSS_ATCK1
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

# Cloudasche mustasche detatch
State S_CLOUDBOSS_ATCK1
SpriteName = CNBS
SpriteFrame = A
Action = A_BossFireShot
Var1 = MT_CLDASMSTD
Duration = 2
Next = S_CLOUDBOSS_IDLE

# Cloudasche Ouch!
State S_CLOUDBOSS_OUCH
SpriteName = CDOW
SpriteFrame = A
Action = A_Pain
Duration = 24
Next = S_CLOUDBOSS_OUCH2

# Cloudasche Ouch!
State S_CLOUDBOSS_OUCH2
SpriteName = CDOW
SpriteFrame = A
Action = A_SkullAttack
Duration = 16
Next = S_CLOUDBOSS_IDLE
Var1 = 1
Var2 = 23

# Cloudasche bobm
State S_CLOUDBOSS_BOBM
SpriteName = CDBS
SpriteFrame = A
Next = S_CLOUDBOSS_IDLE
Action = A_BossFireShot
Var1 = MT_CLDSBOBM
Var2 = 1
Duration = 2

# Bobm

State S_BOBME
SpriteName = CBMB
SpriteFrame = A
Next = S_BOBME
Action = A_GhostMe
Duration = 1

# Bobm's

Object MT_CLDSBOBM
SpawnState = S_BOBME
Radius = 32*FRACUNIT
DeathState = S_BOBME_EXPL1
Speed = 24*FRACUNIT
Height = 64*FRACUNIT
SpawnHealth = 1
Flags = MF_MISSILE|MF_NOBLOCKMAP|MF_GRENADEBOUNCE

State S_BOBME_EXPL1
SpriteName = CBMB
SpriteFrame = A
Duration = 3
Next = S_BOBME_EXPL2
Action = A_SetObjectFlags
Var1 = MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP

State S_BOBME_EXPL2
SpriteName = CBMB
SpriteFrame = A
Duration = 2
Next = S_BOBME_EXPL3
Action = A_Boss5BombExplode
Var1 = MT_TNTDUST

State S_BOBME_EXPL3
Duration = 1
Next = S_BOBME_EXPL4

State S_BOBME_EXPL4
Duration = 3
Next = S_BOBME_EXPL5

State S_BOBME_EXPL5
Duration = 3
Next = S_BOBME_EXPL6

State S_BOBME_EXPL6
Duration = 2*TICRATE
Next = S_NULL

# Cloudasche pinch
State S_CLOUDBOSS_PINCH
SpriteName = CDBS
SpriteFrame = A
Duration = 8
Next = S_CLOUDBOSS_PINCH2

State S_CLOUDBOSS_PINCH2
SpriteName = CDBS
SpriteFrame = A
Duration = 16
Action = A_Thrust
Next = S_CLOUDBOSS_IDLE
Var1 = 64
Var2 = 1

# Death
State S_CLOUDBOSS_DEAD
SpriteName = EINA
SpriteFrame = A
Duration = 8
Action = A_Fall
Next = S_CLOUDBOSS_DEAD3

State S_CLOUDBOSS_DEAD3
SpriteName = CDBS
SpriteFrame = A
Duration = 8
Action = A_Fall
Next = S_CLOUDBOSS_DEAD4

State S_CLOUDBOSS_DEAD4
SpriteName = EINA
SpriteFrame = A
Duration = 8
Action = A_Fall
Next = S_CLOUDBOSS_DEAD5

State S_CLOUDBOSS_DEAD5
SpriteName = CDBS
SpriteFrame = A
Duration = 8
Action = A_Fall
Next = S_CLOUDBOSS_DEAD2

State S_CLOUDBOSS_DEAD2
SpriteName = EINA
SpriteFrame = A
Action = A_BossDeath
Next = S_NULL
Duration = -1

State S_CLOUDBOSS_GOODBYE
SpriteName = EINA
SpriteFrame = A
Next = S_CLOUDBOSS_GOODBYE
Duration = 5

# Extra lategame stuffs

State S_BIG_WHAT_BALL
SpriteName = BWBL
SpriteFrame = A
Action = A_GhostMe
Duration = 1
Next = S_BIG_WHAT_BALL

Object MT_BIG_WHAT_BALL
SpawnState = S_BIG_WHAT_BALL
DeathState = S_BWB_DISAPPEAR
Radius = 32*FRACUNIT
ReactionTime = 32
PainChance = 200
Speed = 12*FRACUNIT
Height = 64*FRACUNIT
SpawnHealth = 1000
Flags = MF_NOBLOCKMAP|MF_GRENADEBOUNCE|MF_PAIN

State S_CLOUDBOSS_RANDOM1
SpriteName = CDBS
SpriteFrame = A
Next = S_CLOUDBOSS_RANDOM1
Action = A_RandomState
Var1 = S_CLOUDBOSS_BOBM
Var2 = S_CLOUDBOSS_CALLWHAT

State S_CLOUDBOSS_RANDOM2
SpriteName = CDBS
SpriteFrame = A
Next = S_CLOUDBOSS_RANDOM2
Action = A_RandomState
Var1 = S_CLOUDBOSS_PINCH
Var2 = S_CLOUDBOSS_WHATBALLTHROW

State S_CLOUDBOSS_CALLWHAT
SpriteName = CDBS
SpriteFrame = A
Duration = 25
Next = S_CLOUDBOSS_RANDOM3
Action = A_PlaySound
Var1 = sfx_cldcl
Var2 = 1

State S_CLOUDBOSS_RANDOM3
SpriteName = CDBS
SpriteFrame = A
Next = S_CLOUDBOSS_RANDOM3
Action = A_RandomState
Var1 = S_CLOUDBOSS_CALLWHAT2
Var2 = S_CLOUDBOSS_CALLCLOUDANGRY

State S_CLOUDBOSS_CALLWHAT2
SpriteName = CDBS
SpriteFrame = A
Duration = 2
Next = S_CLOUDBOSS_IDLE
Action = A_SpawnObjectRelative
Var1 = (128*65536)+128
Var2 = (0*65536)+MT_WHAT

State S_CLOUDBOSS_WHATBALLTHROW
SpriteName = CDBS
SpriteFrame = A
Duration = 4
Next = S_CLOUDBOSS_IDLE
Action = A_SplitShot
Var1 = 25
Var2 = (25<<16)+MT_BIG_WHAT_BALL

State S_BWB_DISAPPEAR
SpriteName = BWBL
SpriteFrame = A
Duration = 2
Next = S_NULL

State S_CLOUDBOSS_CALLCLOUDANGRY
SpriteName = CDBS
SpriteFrame = A
Duration = 2
Next = S_CLOUDBOSS_IDLE
Action = A_SpawnObjectRelative
Var1 = (128*65536)+128
Var2 = (50*65536)+MT_CLOUDANGRY

# End of Cloudasche






State S_MR_GOOSE
SpriteName = GOOS
SpriteFrame = A
Duration = 2
Next = S_MR_GOOSE

Object MT_GOOSE_LARRY
#$Name mr goose who is probably canon in uninterrupted
#$Sprite GOOSA0
#$Category The Odds
MapThingNum = 2900
SpawnState = S_MR_GOOSE
Radius = 32*FRACUNIT
Height = 96*FRACUNIT
Flags = MF_SOLID

State S_EMPLOYEE_SLEEP
SpriteName = INFF
SpriteFrame = A
Duration = 1
Next = S_EMPLOYEE_SLEEP

Object MT_INFECT_EMPLOYEE
#$Name Infected Employee (sleeping)
#$Sprite INFFA0
#$Category The Odds
MapThingNum = 2901
SpawnState = S_EMPLOYEE_SLEEP
Radius = 43*FRACUNIT
Height = 96*FRACUNIT
Flags = MF_SOLID

State S_LOAF_CAT
SpriteName = CTSP
SpriteFrame = A
Duration = 1
Next = S_LOAF_CAT

Object MT_SLEEPING_LOAFING_CAT
#$Name The Cat (Sleeping and loafing)
#$Sprite CTSPA0
#$Category The Odds
MapThingNum = 2902
SpawnState = S_LOAF_CAT
Radius = 63*FRACUNIT
Height = 96*FRACUNIT
Flags = MF_SOLID

State S_TELEVISION
SpriteName = TVMN
SpriteFrame = A
Duration = 1
Next = S_TELEVISION

Object MT_TELEVISION_SCREEN
#$Name Television CRT from the Watcher/Museum of fools
#$Sprite TVMNA1
#$Category The Odds
MapThingNum = 2905
SpawnState = S_TELEVISION
Radius = 59*FRACUNIT
Height = 122*FRACUNIT
Flags = MF_SOLID

State S_PILLOW
SpriteName = PLLW
SpriteFrame = A
Duration = 1
Next = S_PILLOW

Object MT_PILLOW
#$Name Pre-Rendered Pillow from the Watcher
#$Sprite PLLWA0
#$Category The Odds
MapThingNum = 2906
SpawnState = S_PILLOW
Radius = 25*FRACUNIT
Height = 25*FRACUNIT
Flags = MF_SOLID

State S_ARM2
SpriteName = ARM2
SpriteFrame = A
Duration = 2
Next = S_ARM2

Object MT_ARMS2
#$Name The Arms (Alternate)
#$Sprite ARM2A0
#$Category The Odds
MapThingNum = 2908
SpawnState = S_ARM2
Height = 64*FRACUNIT
Flags = MF_SCENERY

State S_GUTTERBALL_CHASER
SpriteName = CDGB
SpriteFrame = A
Duration = 2
Action = A_HomingChase
Var1 = 21*FRACUNIT
Var2 = 0
Next = S_GUTTERBALL_CHASER

State S_GUTTERBALL_SEARCH
SpriteName = CDGB
SpriteFrame = A
Duration = 2
Action = A_Look
Var1 = (65526)+1
Var2 = 1
Next = S_GUTTERBALL_SEARCH

State S_GUTTERBALL_CHASER_FAST
SpriteName = ANGB
SpriteFrame = A
Duration = 2
Action = A_HomingChase
Var1 = 34*FRACUNIT
Var2 = 0
Next = S_GUTTERBALL_CHASER_FAST

State S_GUTTERBALL_APPLYNOCLIP
SpriteName = CDGB
SpriteFrame = A
Duration = 2
Action = A_SetObjectFlags
Var1 = MF_NOCLIP|MF_NOCLIPTHING
Next = S_GUTTERBALL_SEARCH
Var2 = 2


Object MT_GUTTERBALL
#$Name Cloudasche's 18th Consecutive Gutterball
#$Sprite CDGBA0
#$Category The Odds
MapThingNum = 2954
SpawnState = S_GUTTERBALL_SEARCH
SeeState = S_GUTTERBALL_CHASER
Height = 206*FRACUNIT
Radius = 103*FRACUNIT
SpawnHealth = 999
Damage = 25
Flags = MF_PAIN|MF_NOCLIP|MF_NOCLIPHEIGHT

State S_GUTTERBALL_INTR1
SpriteName = CGBN
SpriteFrame = A
Duration = 12
Next = S_GUTTERBALL_INTR2

State S_GUTTERBALL_INTR2
SpriteName = CGBN
SpriteFrame = A
Duration = 12
Next = S_GUTTERBALL_INTR3

State S_GUTTERBALL_INTR3
SpriteName = CGBN
SpriteFrame = A
Duration = 24
Next = S_GUTTERBALL_INTR4

State S_GUTTERBALL_INTR4
SpriteName = CGBN
SpriteFrame = A
Duration = 12
Next = S_GUTTERBALL_INTR5

State S_GUTTERBALL_INTR5
SpriteName = CDGB
SpriteFrame = A
Duration = 5
Action = A_PlaySound
Var1 = sfx_s3k86
Var2 = (0)+0
Next = S_GUTTERBALL_INTR6

State S_GUTTERBALL_INTR6
SpriteName = CDGB
SpriteFrame = A
Duration = 77
Next = S_GUTTERBALL_INTR6

Object MT_GUTTERBALL_INTRO
#$Name Cloudasche's 18th Consecutive Gutterball (Intro}
#$Sprite CGBNA0
#$Category The Odds
MapThingNum = 2955
SpawnState = S_GUTTERBALL_INTR1
SeeState = S_GUTTERBALL_INTR1
Height = 206*FRACUNIT
Radius = 103*FRACUNIT
SpawnHealth = 999
Damage = 25
Flags = MF_PAIN|MF_NOGRAVITY

State S_FFLY
SpriteName = FFLY
SpriteFrame = A|FF_ANIMATE|FF_FULLBRIGHT|FF_RANDOMANIM
Var1 = 3
Var2 = 4
Duration = -1
Next = S_FFLY

Object MT_FIREFLY
#$Name Fire flies !!
#$Sprite FFLYA0
#$Category The Odds
MapThingNum = 2367
SpawnState = S_FFLY
Radius = 32*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP

State S_UFLG_SPAWNEYE
SpriteName = UFLG
SpriteFrame = A
Var1 = (0<<16)+0
Var2 = (0<<16)+MT_GLOWEYE
Action = A_SpawnObjectRelative
Duration = 1
Next = S_UFLG

State S_UFLG
SpriteName = UFLG
SpriteFrame = A|FF_SEMIBRIGHT
Duration = -1
Next = S_UFLG

Object MT_GLOWFLOWER
#$Name Glow flower
#$Sprite UFLGA0
#$Category The Odds
MapThingNum = 4094 #Change to something.....
SpawnState = S_UFLG_SPAWNEYE
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_SCENERY|MF_RUNSPAWNFUNC

Object MT_GLOWEYE
MapThingNum = -1
SpawnState = S_UFLG_EYE
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_SCENERY

State S_UFLG_EYE
SpriteName = UFLG
SpriteFrame = B|FF_FULLBRIGHT
Duration = -1
Next = S_UFLG_EYE

State S_UNIN_BUSH
SpriteName = UBSH
SpriteFrame = A
Duration = 2
Next = S_UNIN_BUSH

Object MT_UNINBUSH
#$Name Uninterrupted Bush
#$Sprite UBSHA0
#$Category The Odds
MapThingNum = 2497
SpawnState = S_UNIN_BUSH
Radius = 24*FRACUNIT
Height = 74*FRACUNIT
Flags = MF_SCENERY

State S_UNINBUSH2
SpriteName = UBS2
SpriteFrame = A
Duration = 2
Next = S_UNINBUSH2

Object MT_UNINBUSH2
#$Name Uninterrupted Bush 2
#$Sprite UBS2A0
#$Category The Odds
MapThingNum = 2498
SpawnState = S_UNIN_BUSH
Radius = 24*FRACUNIT
Height = 74*FRACUNIT
Flags = MF_SCENERY

State S_UNINBUSH3
SpriteName = UBS3
SpriteFrame = A
Duration = 2
Next = S_UNINBUSH3

Object MT_UNINBUSH3
#$Name Uninterrupted Bush 3
#$Sprite UBS3A0
#$Category The Odds
MapThingNum = 2499
SpawnState = S_UNIN_BUSH
Radius = 24*FRACUNIT
Height = 74*FRACUNIT
Flags = MF_SCENERY

State S_MONEYMONEYMONEY
SpriteName = CLMN
SpriteFrame = A
Duration = 2
Next = S_MONEYMONEYMONEY

State S_MONEYMONEYMONEY2
SpriteName = RTEN
SpriteFrame = A
Duration = 2
Next = S_MONEYMONEYMONEY2


Object MT_CLOUDINDUSTRIES_MONEY
#$Name Cloud industries money
#$Sprite CLMNA0
#$Category The Odds
MapThingNum = 2500
SpawnState = S_MONEYMONEYMONEY
Radius = 27*FRACUNIT
Height = 30*FRACUNIT
Flags = MF_SCENERY

State S_TRASHBAG
SpriteName = TBGG
SpriteFrame = A
Duration = 2
Next = S_TRASHBAG

Object MT_TRASH_TRASHBAG
#$Name very awfulle Trash bag :tm:
#$Sprite TBGGA0
#$Category The Odds
MapThingNum = 2643
SpawnState = S_TRASHBAG
Radius = 23*FRACUNIT
Height = 70*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

State S_WALRUS
SpriteName = WLRS
SpriteFrame = A
Duration = 2
Next = S_WALRUS

Object MT_WALRUSBOOTS
#$Name Walrus boots
#$Sprite WLRSA0
#$Category The Odds
MapThingNum = 2644
SpawnState = S_WALRUS
Radius = 22*FRACUNIT
Height = 59*FRACUNIT
Flags = MF_SOLID

State S_FATHER_SON
SpriteName = CHHS
SpriteFrame = A
Duration = 2
Next = S_FATHER_SON

Object MT_FATHER_SON
#$Name Like father, like son
#$Sprite CHHSA0
#$Category The Odds
MapThingNum = 2564
SpawnState = S_FATHER_SON
Radius = 385*FRACUNIT
Height = 412*FRACUNIT
Flags = MF_SCENERY

State S_HOME_CHAIR
SpriteName = HMCR
SpriteFrame = A
Duration = 2
Next = S_HOME_CHAIR

Object MT_HOUSECHAIR
#$Name Chair (HOME)
#$Sprite HMCRA1
#$Category The Odds
MapThingNum = 2570
SpawnState = S_HOME_CHAIR
Radius = 72*FRACUNIT
Height = 118*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

Sound sfx_flyguy
Caption = Fly buzz
Flags = SF_X8AWAYSOUND

State S_FLYGUY
SpriteName = FLYG
SpriteFrame = A
Duration = 200
Action = A_Scream
Next = S_FLYGUY

Object MT_FLY_GUY
#$Name Fly (Animation 4, part 2 Cameo)
#$Sprite FLYGA0
#$Category The Odds
MapThingNum = 2571
SpawnState = S_FLYGUY
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DeathSound = sfx_flyguy
FLAGS = MF_SCENERY|MF_SOLID|MF_NOGRAVITY

State S_FACETREE1
SpriteName = FCTR
SpriteFrame = A
Duration = 25
Next = S_FACETREE1

State S_FACETREE2
SpriteName = FCTR
SpriteFrame = B
Duration = 2
Next = S_FACETREE2

Object MT_FACE_TREE
#$Name Tree with a face (Many, actually!)
#$Sprite FCTRA0
#$Category The Odds
MapThingNum = 2572
SpawnState = S_FACETREE1
Radius = 55*FRACUNIT
Height = 101*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

State S_EVILTREE
SpriteName = EVTR
SpriteFrame = A
Duration = 2
Next = S_EVILTREE

Object MT_EVIL_BOSS_TREE
#$Name EVIL TREE!!!! (Old Boss Concept)
#$Sprite EVTRA0
#$Category The Odds
MapThingNum = 2573
SpawnState = S_EVILTREE
Radius = 73*FRACUNIT
Height = 169*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

State S_STICKGUY
SpriteName = CHGY
SpriteFrame = A
Duration = 2
Next = S_STICKGUY

Object MT_STICKGUY
#$Name Stick guy i guess (One-off guys)
#$Sprite CHGYA1
#$Category The Odds
MapThingNum = 2574
SpawnState = S_STICKGUY
Radius = 19*FRACUNIT
Height = 53*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

State S_FAN
SpriteName = FAN_
SpriteFrame = FF_ANIMATE|A
Next = S_FAN
Duration = -1
Var1 = 5
Var2 = 3

Object MT_FAN
#$Name Fan (HOME)
#$Sprite FAN_A0
#$Category The Odds
MapThingNum = 2575
SpawnState = S_FAN
Radius = 101*FRACUNIT
Height = 30*FRACUNIT
Flags = MF_SCENERY|MF_SOLID|MF_NOGRAVITY

State S_FAN_AMBIENT
SpriteName = NULL
SpriteFrame = A
Duration = 140
Action = A_Scream
Next = S_FAN_AMBIENT

Sound sfx_fan
Caption = Fan ambience
Flags = SF_X8AWAYSOUND

Object MT_FAN_AMBIENT
#$Name Fan ambient noise (HOME)
#$Sprite BALEA0
#$Category The Odds
MapThingNum = 2579
SpawnState = S_FAN_AMBIENT
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DeathSound = sfx_fan
Flags = MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY



State S_RING
SpriteFrame = FF_SEMIBRIGHT|FF_ANIMATE|A

State S_SPRK2
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE

State S_SPRK3
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE




Sound gaster
Caption = Blocks disappearing

Sound clwdow
Caption = Cloudasche being bullied

Sound cldcl
Caption = Cloudasche calling "Them"

Sound cdbw
Caption = Bowling

Sound scram
Caption = Screams of The Gutterball

Sound psbj
Caption = Ball jump

Sound gong
Caption = Gong