#"Freeslotting"

freeslot
SPR_MMPA
SPR_MMPB
SPR_MMPC
SPR_MMPD
SPR_MMPE
SPR_MMPF
SPR_MMPG
S_MMP_TUBE
S_MMP_MECH
S_MMP_SPIK
S_MMP_CONE
S_MMP_LMP1
S_MMP_LMP2
S_MMP_SFLR
MT_MMP_TUBE
MT_MMP_MECH
MT_MMP_SPIK
MT_MMP_CONE
MT_MMP_LMP1
MT_MMP_LMP2
MT_MMP_SFLR

#"Object Definitions"

Object MT_MMP_TUBE
#$Name Tube Tip
#$Sprite MMPAA0
#$Category Metallic Madness
MapThingNum = 1690
SpawnState = S_MMP_TUBE
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_MMP_TUBE
SpriteName = MMPA
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_MMP_MECH
#$Name Mechanical Leg
#$Sprite MMPBA0
#$Category Metallic Madness
MapThingNum = 1691
SpawnState = S_MMP_MECH
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_MMP_MECH
SpriteName = MMPB
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_MMP_SPIK
#$Name Spikeball
#$Sprite MMPCA0
#$Category Metallic Madness
MapThingNum = 1692
SpawnState = S_MMP_SPIK
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 = 48*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_MMP_SPIK
SpriteName = MMPC
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_MMP_LMP1
#$Name Fence Lamps
#$Sprite MMPEA0
#$Category Metallic Madness
MapThingNum = 1693
SpawnState = S_MMP_LMP1
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_MMP_LMP1
SpriteName = MMPE
SpriteFrame = FF_ANIMATE|A
Duration = 16
Var1 = 2
Var2 = 5
Next = S_MMP_LMP1

Object MT_MMP_LMP2
#$Name Small Fence Lamps
#$Sprite MMPFA0
#$Category Metallic Madness
MapThingNum = 1694
SpawnState = S_MMP_LMP2
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_MMP_LMP2
SpriteName = MMPF
SpriteFrame = FF_ANIMATE|A
Duration = 16
Var1 = 2
Var2 = 5
Next = S_MMP_LMP2

Object MT_MMP_SFLR
#$Name MMZ Special Flower
#$Sprite MMPGA0
#$Category Metallic Madness
MapThingNum = 1695
SpawnState = S_MMP_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_MMP_SFLR
SpriteName = MMPG
SpriteFrame = FF_ANIMATE|A
Duration = 41
Var1 = 1
Var2 = 20
Next = S_MMP_SFLR
