# "Freeslotting"

freeslot
SPR_CCZB
SPR_CCZC
SPR_CCZD
SPR_CCZE
SPR_CCZF
SPR_CCZG
SPR_CCZH
SPR_CCZI
SPR_CCZJ
SPR_CCZK
S_CCZ_BIO1
S_CCZ_BIO2
S_CCZ_BIO3
S_CCZ_BIO4
S_CCZ_BIO5
S_CCZ_BIO6
S_CCZ_BIO7
S_CCZ_THG1
S_CCZ_THNG
S_CCZ_BMPR
S_CCZ_BHIT
S_CCZ_SFLR
MT_CCZ_BIO1
MT_CCZ_BIO2
MT_CCZ_BIO3
MT_CCZ_BIO4
MT_CCZ_BIO5
MT_CCZ_BIO6
MT_CCZ_BIO7
MT_CCZ_THNG
MT_CCZ_SFLR
MT_CCZ_BMPR

# "Object Parameters (Pasted from Zolton's MMZ objects)"

Object MT_CCZ_BIO1
#$Name Collision Chaos Plant 1
#$Sprite CCZBA0
#$Category Collision Chaos
MapThingNum = 2701
SpawnState = S_CCZ_BIO1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_CCZ_THG1
SpriteName = CCZB
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_CCZ_BIO2
#$Name Collision Chaos Plant 2
#$Sprite CCZCA0
#$Category Collision Chaos
MapThingNum = 2702
SpawnState = S_CCZ_BIO3
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_CCZ_BIO2
SpriteName = CCZC
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_CCZ_BIO3
#$Name Collision Chaos Plant 3
#$Sprite CCZDA0
#$Category Collision Chaos
MapThingNum = 2703
SpawnState = S_CCZ_BIO3
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_CCZ_BIO3
SpriteName = CCZD
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_CCZ_BIO4
#$Name Collision Chaos Plant 4
#$Sprite CCZEA0
#$Category Collision Chaos
MapThingNum = 2704
SpawnState = S_CCZ_BIO4
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_CCZ_BIO4
SpriteName = CCZE
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_CCZ_BIO5
#$Name Collision Chaos Plant 5
#$Sprite CCZFA0
#$Category Collision Chaos
MapThingNum = 2705
SpawnState = S_CCZ_BIO5
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_CCZ_BIO5
SpriteName = CCZF
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_CCZ_BIO6
#$Name Collision Chaos Plant 6
#$Sprite CCZGA0
#$Category Collision Chaos
MapThingNum = 2706
SpawnState = S_CCZ_BIO6
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_CCZ_BIO6
SpriteName = CCZG
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_CCZ_BIO7
#$Name Collision Chaos Plant 7
#$Sprite CCZHA0
#$Category Collision Chaos
MapThingNum = 2707
SpawnState = S_CCZ_BIO7
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_CCZ_BIO7
SpriteName = CCZH
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_CCZ_THNG
#$Name Collision Chaos Tubing
#$Sprite CCZIA0
#$Category Collision Chaos
MapThingNum = 2708
SpawnState = S_CCZ_THNG
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_CCZ_THNG
SpriteName = CCZI
SpriteFrame = FF_ANIMATE|A
Duration = 10
Var1 = 2
Var2 = 3
Next = S_CCZ_THNG

Object MT_CCZ_BMPR
#$Name Collision Chaos Bumper
#$Sprite CCZJA0
#$Category Collision Chaos
MapThingNum = 2709
SpawnState = S_CCZ_BMPR
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 5
AttackSound = sfx_None
PainState = S_NULL
PainChance = -1
PainSound = sfx_s3kaa
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 16*FRACUNIT
Damage = 0
ActiveSound = sfx_None
Flags = MF_SPRING|MF_NOGRAVITY
RaiseState = S_CCZ_BHIT

State S_CCZ_BMPR
SpriteName = CCZJ
SpriteFrame = 0
Duration = -1
Next = S_NULL

State S_CCZ_BHIT
SpriteName CCZKB0
SpriteFrame = FF_ANIMATE|A
Duration = 21
Next = S_CCZ_BMPR
Action = A_Pain
Var1 = 3
Var2 = 5


Object MT_CCZ_SFLR
#$Name Collision Chaos Flower
#$Sprite CCZKA0
#$Category Collision Chaos
MapThingNum = 2710
SpawnState = S_CCZ_SFLR	
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_CCZ_SFLR
SpriteName = CCZK
SpriteFrame = FF_ANIMATE|A
Duration = 41
Var1 = 1
Var2 = 20
Next = S_CCZ_SFLR