# "Freeslotting"

freeslot
SPR_TTZA
SPR_TTZB
SPR_TTZC
SPR_TTZD
SPR_TTZE
SPR_TTZF
S_TTZ_BIO1
S_TTZ_BIO2
S_TTZ_BIO3
S_TTZ_BIO4
S_TTZ_BIO5
S_TTZ_SFLR
MT_TTZ_BIO1
MT_TTZ_BIO2
MT_TTZ_BIO3
MT_TTZ_BIO4
MT_TTZ_BIO5
MT_TTZ_SFLR

# "Object Parameters"

Object MT_TTZ_BIO1
#$Name Tidal Tempest Plant 1
#$Sprite TTZAA0
#$Category Tidal Tempest
MapThingNum = 2480
SpawnState = S_TTZ_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_TTZ_BIO1
SpriteName = TTZA
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_TTZ_BIO2
#$Name Tidal Tempest Plant 2
#$Sprite TTZBA0
#$Category Tidal Tempest
MapThingNum = 2481
SpawnState = S_TTZ_BIO2
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_TTZ_BIO2
SpriteName = TTZB
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_TTZ_BIO3
#$Name Tidal Tempest Plant 3
#$Sprite TTZCA0
#$Category Tidal Tempest
MapThingNum = 2482
SpawnState = S_TTZ_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_TTZ_BIO3
SpriteName = TTZC
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_TTZ_BIO4
#$Name Tidal Tempest Plant 4
#$Sprite TTZDA0
#$Category Tidal Tempest
MapThingNum = 2483
SpawnState = S_TTZ_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_TTZ_BIO4
SpriteName = TTZD
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_TTZ_BIO5
#$Name Tidal Tempest Plant 5
#$Sprite TTZEA0
#$Category Tidal Tempest
MapThingNum = 2484
SpawnState = S_TTZ_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_TTZ_BIO5
SpriteName = TTZE
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_TTZ_SFLR
#$Name Tidal Tempest Flower
#$Sprite TTZFA0
#$Category Tidal Tempest
MapThingNum = 2485
SpawnState = S_TTZ_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_TTZ_SFLR
SpriteName = TTZF
SpriteFrame = FF_ANIMATE|A
Duration = 41
Var1 = 1
Var2 = 20
Next = S_TTZ_SFLR
