#Det
FREESLOT
MT_DetonDanceHeadset
S_DETDNCHED1
S_DETDNCHED2
S_DETDNCHED3
S_DETDNCHED4
S_DETDNCHED5
S_DETDNCHED6
SPR_DHDC
SPR_FRTL
SPR_DMHP
MT_FrankTalker
S_FRTALK1
S_FRTALK2
S_FRTALK3
S_FRTALK4
S_FRTALK5
S_FRTALK6
S_FRTALK7
S_FRTALK8
S_FRTALK9
S_FRTALK10
S_FRTALK11
S_FRTALK12
MT_DummieSass
S_DUMMSTAYTHERE


Thing MT_DetonDanceHeadset
#$Sprite DHDCA0
MAPTHINGNUM = 4021
SPAWNSTATE = S_DETDNCHED1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
Radius = 25*FRACUNIT
Height = 75*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SOLID|MF_PUSHABLE|MF_SLIDEME

FRAME S_DETDNCHED1
SPRITENUMBER = SPR_DHDC
SPRITESUBNUMBER = 0
DURATION = 5
NEXT = S_DETDNCHED2
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNCHED2
SPRITENUMBER = SPR_DHDC
SPRITESUBNUMBER = 1
DURATION = 3
NEXT = S_DETDNCHED3
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNCHED3
SPRITENUMBER = SPR_DHDC
SPRITESUBNUMBER = 2
DURATION = 7
NEXT = S_DETDNCHED4
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNCHED4
SPRITENUMBER = SPR_DHDC
SPRITESUBNUMBER = 0
DURATION = 5
NEXT = S_DETDNCHED5
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNCHED5
SPRITENUMBER = SPR_DHDC
SPRITESUBNUMBER = 3
DURATION = 3
NEXT = S_DETDNCHED6
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNCHED6
SPRITENUMBER = SPR_DHDC
SPRITESUBNUMBER = 4
DURATION = 7
NEXT = S_DETDNCHED1
ACTION None
VAR1 = 0
VAR2 = 0

Thing MT_DummieSass
#$Sprite DMHPA1
MAPTHINGNUM = 4034
SPAWNSTATE = S_DUMMSTAYTHERE
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
Radius = 20*FRACUNIT
Height = 30*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SOLID|MF_PUSHABLE|MF_SLIDEME

FRAME S_DUMMSTAYTHERE
SPRITENUMBER = SPR_DMHP
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = S_DUMMSTAYTHERE
ACTION None
VAR1 = 0
VAR2 = 0

Thing MT_FrankTalker
#$Sprite FRTLALAR
MAPTHINGNUM = 4033
SPAWNSTATE = S_FRTALK1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
Radius = 25*FRACUNIT
Height = 75*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SOLID|MF_PUSHABLE|MF_SLIDEME

FRAME S_FRTALK1
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 0
DURATION = 20
NEXT = S_FRTALK2
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRTALK2
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 1
DURATION = 6
NEXT = S_FRTALK3
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRTALK3
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 0
DURATION = 6
NEXT = S_FRTALK4
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRTALK4
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 1
DURATION = 6
NEXT = S_FRTALK5
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRTALK5
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 0
DURATION = 6
NEXT = S_FRTALK6
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRTALK6
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 1
DURATION = 6
NEXT = S_FRTALK7
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRTALK7
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 0
DURATION = 25
NEXT = S_FRTALK8
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRTALK8
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 2
DURATION = 3
NEXT = S_FRTALK9
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRTALK9
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 0
DURATION = 25
NEXT = S_FRTALK10
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRTALK10
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 1
DURATION = 6
NEXT = S_FRTALK11
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRTALK11
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 0
DURATION = 6
NEXT = S_FRTALK12
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRTALK12
SPRITENUMBER = SPR_FRTL
SPRITESUBNUMBER = 1
DURATION = 6
NEXT = S_FRTALK1
ACTION None
VAR1 = 0
VAR2 = 0