#Freeslots are trash, idk which ones are actually used by the mod

Freeslot
S_SONC_SPAWN
S_SONC_STND
S_SONC_IDLE1
S_SONC_IDLE2
S_SONC_PAIN1
S_SONC_PAIN2
S_SONC_RUN1
S_SONC_RUN2
S_SONC_RUN3
S_SONC_RUN4
S_SONC_RUN5
S_SONC_RUN6
S_SONC_RUN7
S_SONC_RUN8
S_SONC_RUN9
S_SONC_DIE
S_SONC_FST1
S_SONC_FST2
S_SONC_FST3
S_SONC_FST4
S_SONC_PAIN0
S_SONC_RUN0
S_SONC_FST0
S_SONC_JUMP
S_SONC_JUMP2
S_THRW_RING
S_THRW_RING2
S_SONC_RING
S_SONC_RINK
S_THRW_RINGC
S_THRW_RINGD
S_SONC_PAIN3
S_SONC_PAIN4
S_SONC_PAIN5
S_SONT_SPAWN
S_SONT_STND
S_SONT_IDLE1
S_SONT_IDLE2
S_SONC_PRPM1
S_SONC_PRPM2
S_SONC_MOVE0
S_SONC_MOVE1
S_SONC_MOVE2
S_SONC_MOVE3
S_SONC_MOVE4
S_SONC_MOVE5
S_SONC_MOVE6
S_SONC_MOVE7
S_SONC_MOVE8
S_SONC_ANG1
S_SONC_ANG2
S_SONC_ANG3
S_SONC_ANG4
S_SONC_ANG5
S_SONC_JUMI
S_SONC_JUMI2
S_SONC_DIE2
S_SONC_DIE3
S_SONC_IDLE3
S_SONC_PRPM0
S_SONC_STND0
S_SONC_CDIFX
S_THRW_RING1
S_SONC_RING1
S_SONC_RING2
S_SONC_RING3
S_THRW_RINGA
S_THRW_RINGB
S_THRW_RINGE
S_SONC_JUMPA
S_SONC_JUMP1
S_SONC_RINGF
S_SONC_JUMI1
S_SONC_JUMI3
S_SONC_JUMP3
S_SONC_JUMP4
S_THRW_RINGX
S_SONC_RING0
S_SONC_RING4
S_SONC_RING5
S_SONC_RINGH
MT_THROWR2
MT_WTFSONC2

State S_SONT_SPAWN
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_WtfSetup
Var1 = 0
Var2 = 8
Duration = 2
Next S_SONT_STND

State S_SONT_STND
SpriteName = PLAY
SpriteFrame = SPR2_STND
Duration = 35
Next S_SONT_IDLE1

State S_SONT_IDLE1
SpriteName = PLAY
SpriteFrame = SPR2_WAIT
Duration = 20
Next S_SONT_IDLE2

State S_SONT_IDLE2
SpriteName = PLAY
SpriteFrame = SPR2_WAIT
Duration = 20
Next S_SONT_IDLE1

State S_SONC_SPAWN
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_WtfSetup
Duration = 2
Next S_SONC_CDIFX

State S_SONC_CDIFX
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_WtfDiff
Duration = 0
Next S_SONC_STND0

State S_SONC_STND0
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_CheckWAi
Var1 = 1
Var2 = S_SONC_PRPM0
Duration = 0
Next S_SONC_IDLE3

State S_SONC_STND
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_WTFLook
Duration = 35
Next S_SONC_IDLE1

State S_SONC_IDLE1
SpriteName = PLAY
SpriteFrame = SPR2_WAIT
Action = A_WTFLook
Duration = 20
Next S_SONC_IDLE2

State S_SONC_IDLE2
SpriteName = PLAY
SpriteFrame = SPR2_WAIT
Action = A_WTFLook
Duration = 20
Next S_SONC_IDLE3

State S_SONC_IDLE3
SpriteName = PLAY
SpriteFrame = SPR2_WAIT
Action = A_CheckWAi
Var1 = 0
Var2 = S_SONC_IDLE1
Duration = 0
Next S_SONC_PRPM0

State S_SONC_PRPM0
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_CheckWTarget
Var1 = 0
Var2 = S_SONC_PRPM2
Duration = 0
Next S_SONC_PRPM1

State S_SONC_PRPM1
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_WTFLook
Var1 = 0
Duration = 0
Next S_SONC_PRPM2

State S_SONC_PRPM2
SpriteName = PLAY
SpriteFrame = SPR2_STND
Duration = 0
Next = S_SONC_PRPM2
Action = A_RandomStateRange
Var1 = S_SONC_ANG1
Var2 = S_SONC_ANG5

State S_SONC_ANG1
SpriteName = PLAY
SpriteFrame = SPR2_STND
Duration = 5
Next = S_SONC_MOVE1
Action = A_ChangeAngleAbsolute
Var1 = 0
Var2 = 360

State S_SONC_ANG2
SpriteName = PLAY
SpriteFrame = SPR2_STND
Duration = 0
Next = S_SONC_MOVE1
Action = None
Var1 = 0
Var2 = 0

State S_SONC_ANG3
SpriteName = PLAY
SpriteFrame = SPR2_STND
Duration = 0
Next = S_SONC_JUMI
Action = None
Var1 = 0
Var2 = 0

State S_SONC_ANG4
SpriteName = PLAY
SpriteFrame = SPR2_STND
Duration = 5
Next = S_SONC_MOVE1
Action = A_ChangeAngleRelative
Var1 = 0
Var2 = 360

State S_SONC_ANG5
SpriteName = PLAY
SpriteFrame = SPR2_STND
Duration = 35
Next = S_SONC_PRPM0

State S_SONC_MOVE1
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_MoveAbsRAng
Var1 = 0
Var2 = 18
Duration = 2
Next S_SONC_MOVE2

State S_SONC_MOVE2
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_MoveAbsRAng
Var1 = 0
Var2 = 20
Duration = 2
Next S_SONC_MOVE3

State S_SONC_MOVE3
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_MoveAbsRAng
Var1 = 0
Var2 = 22
Duration = 2
Next S_SONC_MOVE4

State S_SONC_MOVE4
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_MoveAbsRAng
Var1 = 0
Var2 = 24
Duration = 2
Next S_SONC_MOVE5

State S_SONC_MOVE5
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_MoveAbsRAng
Var1 = 0
Var2 = 26
Duration = 2
Next S_SONC_MOVE6

State S_SONC_MOVE6
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_MoveAbsRAng
Var1 = 0
Var2 = 28
Duration = 2
Next S_SONC_MOVE7

State S_SONC_MOVE7
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_MoveAbsRAng
Var1 = 0
Var2 = 30
Duration = 2
Next S_SONC_MOVE8

State S_SONC_MOVE8
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_MoveAbsRAng
Var1 = 0
Var2 = 32
Duration = 2
Next S_SONC_PRPM0

State S_SONC_PAIN0
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_CheckTargetRings
Var1 = 16
Var2 = S_SONC_FST1
Duration = 0
Next S_SONC_RUN2

State S_SONC_PAIN1
SpriteName = PLAY
SpriteFrame = SPR2_PAIN
Action = A_SetInvincibility
Var1 = 1
Duration = 1
Next S_SONC_PAIN2

State S_SONC_PAIN2
SpriteName = PLAY
SpriteFrame = SPR2_PAIN
Duration = 1
Next S_SONC_PAIN3

State S_SONC_PAIN3
SpriteName = PLAY
SpriteFrame = SPR2_PAIN
Action = A_BunnyHop
Var1 = 0
Var2 = -16
Duration = 32
Next S_SONC_PAIN4

State S_SONC_PAIN4
SpriteName = PLAY
SpriteFrame = SPR2_PAIN
Action = A_FaceTarget
Duration = 1
Next S_SONC_PAIN5

State S_SONC_PAIN5
SpriteName = PLAY
SpriteFrame = SPR2_PAIN
Action = A_SetInvincibility
Var1 = 0
Duration = 1
Next S_SPAWNSTATE

#It's used only for dual action (unused)
State S_SONC_RUN0
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_Chase
Var1 = 0
Duration = 3
Next S_SONC_RUN2

State S_SONC_RUN1
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_Chase
Var1 = 0
Duration = 2
Next S_SONC_PAIN0

State S_SONC_RUN2
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_Chase
Var1 = 0
Duration = 2
Next S_SONC_RUN3

State S_SONC_RUN3
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_Chase
Var1 = 0
Duration = 2
Next S_SONC_RUN4

State S_SONC_RUN4
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_Chase
Var1 = 0
Duration = 2
Next S_SONC_RUN5

State S_SONC_RUN5
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_Chase
Var1 = 0
Duration = 2
Next S_SONC_RUN6

State S_SONC_RUN6
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_Chase
Var1 = 0
Duration = 2
Next S_SONC_RUN7

State S_SONC_RUN7
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_Chase
Var1 = 0
Duration = 2
Next S_SONC_RUN8

State S_SONC_RUN8
SpriteName = PLAY
SpriteFrame = SPR2_WALK
Action = A_Chase
Var1 = 0
Duration = 2
Next S_SONC_RUN1

State S_SONC_JUMI
SpriteName = PLAY
SpriteFrame = SPR2_ROLL
Duration = 0
Next = S_SONC_JUMI1
Action = A_ZThrust
Var1 = 10
Var2 = (0<<16)+0

State S_SONC_JUMI1
SpriteName = PLAY
SpriteFrame = SPR2_ROLL
Action = A_CheckCurrentSkin
Var1 = 3
Var2 = S_SONC_JUMI2
Duration = 0
Next S_SONC_JUMI2

State S_SONC_JUMI2
SpriteName = PLAY
SpriteFrame = FF_ANIMATE|SPR2_ROLL
Var1 = 1
Var2 = 2
Action = A_FaceTarget
Duration = 35
Next S_SONC_PRPM0

State S_SONC_JUMI3
SpriteName = PLAY
SpriteFrame = SPR2_ROLL
Var1 = 1
Var2 = 2
Action = A_FaceTarget
Duration = 35
Next S_SONC_PRPM0

State S_SONC_JUMP
SpriteName = PLAY
SpriteFrame = SPR2_ROLL
Duration = 0
Next = S_SONC_JUMPA
Action = A_CheckWDiff
Var1 = 3
Var2 = S_SONC_RINGF

State S_SONC_JUMPA
SpriteName = PLAY
SpriteFrame = SPR2_ROLL
Duration = 1
Next = S_SONC_JUMP1
Action = A_CheckWDiff
Var1 = 4
Var2 = S_SONC_RINGF

State S_SONC_JUMP2
SpriteName = PLAY
SpriteFrame = SPR2_ROLL
Action = A_Thrust
Var1 = 2
Var2 = 0
Duration = 0
Next = S_SONC_JUMP3

State S_SONC_JUMP1
SpriteName = PLAY
SpriteFrame = SPR2_ROLL
Duration = 0
Next = S_SONC_JUMP2
Action = A_ZThrust
Var1 = 10
Var2 = (0<<16)+0

State S_SONC_JUMP3
SpriteName = PLAY
SpriteFrame = FF_ANIMATE|SPR2_ROLL
Var1 = 5
Var2 = 2
Action = A_FaceTarget
Duration = 42
Next S_SEESTATE

#It's used to check if target still has enough rings
State S_SONC_FST0
SpriteName = PLAY
SpriteFrame = SPR2_RUN
Action = A_CheckTargetRings
Var1 = 16
Var2 = S_SONC_FST1
Duration = 0
Next S_SONC_RUN1

State S_SONC_FST1
SpriteName = PLAY
SpriteFrame = SPR2_RUN
Action = A_Chase
Var1 = 0
Duration = 1
Next S_SONC_FST2

State S_SONC_FST2
SpriteName = PLAY
SpriteFrame = SPR2_RUN
Action = A_Chase
Var1 = 0
Duration = 1
Next S_SONC_FST3

State S_SONC_FST3
SpriteName = PLAY
SpriteFrame = SPR2_RUN
Action = A_Chase
Var1 = 0
Duration = 1
Next S_SONC_FST4

State S_SONC_FST4
SpriteName = PLAY
SpriteFrame = SPR2_RUN
Action = A_Chase
Var1 = 0
Duration = 1
Next S_SONC_FST0

State S_SONC_DIE
SpriteName = PLAY
SpriteFrame = SPR2_DEAD
Action = A_Fall
Duration = 0
Next = S_SONC_DIE2

State S_SONC_DIE2
SpriteName = PLAY
SpriteFrame = SPR2_DEAD
Action = A_ZThrust
Var1 = 10
Var2 = (1<<16)+1
Duration = 20
Next = S_SONC_DIE3

State S_SONC_DIE3
SpriteName = PLAY
SpriteFrame = SPR2_DRWN
Action = A_ZThrust
Var1 = -10
Var2 = (1<<16)+1
Duration = 330
Next = S_NULL

State S_THRW_RING
SpriteName = RRNG
SpriteFrame = A
Action = A_CheckWDiff
Var1 = 3
Var2 = S_THRW_RINGB
Duration = 1
Next = S_THRW_RINGA

State S_THRW_RINGA
SpriteName = RRNG
SpriteFrame = A
Action = A_CheckWDiff
Var1 = 4
Var2 = S_THRW_RINGE
Duration = 0
Next = S_THRW_RINGX

State S_THRW_RINGX
SpriteName = RRNG
SpriteFrame = A
Action = A_CheckWDiff
Var1 = 5
Var2 = S_THRW_RINGE
Duration = 0
Next = S_THRW_RING1

State S_THRW_RINGB
SpriteName = RRNG
SpriteFrame = A
Action = A_SetSpeed
Var1 = 70*FRACUNIT
Duration = 0
Next = S_THRW_RING1

State S_THRW_RINGE
SpriteName = RRNG
SpriteFrame = A
Action = A_SetSpeed
Var1 = 100*FRACUNIT
Duration = 0
Next = S_THRW_RING1

State S_THRW_RING1
SpriteName = RRNG
SpriteFrame = A
Action = A_WTFRingColor
Duration = 1
Next = S_THRW_RING2

State S_THRW_RING2
SpriteName = RRNG
SpriteFrame = FF_ANIMATE|A
Action = A_ThrownRing
Var1 = 6
Var2 = 1
Duration = -1
Next = S_DEATHSTATE

State S_THRW_RINGC
SpriteName = RRNG
SpriteFrame = A
Action = A_WTFRingColor
Duration = 1
Next = S_THRW_RINGD

State S_THRW_RINGD
SpriteName = RRNG
SpriteFrame = FF_ANIMATE|A
Action = A_ThrownRing
Var1 = 6
Var2 = 1
Duration = 34
Next = S_DEATHSTATE

State S_SONC_RINGF
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_SetRS
Var1 = MT_THROWRH
Duration = 0
Next S_SONC_RING4

State S_SONC_RINGH
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_SetRS
Var1 = MT_THROWRH
Duration = 0
Next S_SONC_RING3

State S_SONC_RING
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_CheckWDiff
Var1 = 3
Var2 = S_SONC_RINGH
Duration = 0
Next S_SONC_RING0

State S_SONC_RING0
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_CheckWDiff
Var1 = 4
Var2 = S_SONC_RINGH
Duration = 0
Next S_SONC_RING1

State S_SONC_RING1
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_CheckWDiff
Var1 = 5
Var2 = S_SONC_RINGF
Duration = 0
Next S_SONC_RING2

State S_SONC_RING2
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_WTFShootBullet
Duration = 40
Next S_SEESTATE

State S_SONC_RING3
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_WTFShootBullet
Duration = 3
Next S_SEESTATE

State S_SONC_RING4
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_WTFTurretFire
Var1 = MT_THROWRH
Var2 = 2048
Duration = 5
Next S_SONC_RING5

State S_SONC_RING5
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_TurretStop
Var1 = 1
Duration = 0
Next S_SEESTATE

State S_SONC_RINK
SpriteName = PLAY
SpriteFrame = SPR2_STND
Action = A_WTFShootBullet
Duration = 40
Next S_SPAWNSTATE

#$Name = WTFSONIC (1337)
#$Sprite = PLAYA1
#$Category = Enemies
Object MT_WTFSONIC
MapThingNum = 1337
SpawnState = S_SONC_SPAWN
SpawnHealth = 2
SeeState = S_SONC_RUN1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_SONC_PAIN1
PainChance = 2048
PainSound = sfx_None
MeleeState = S_SONC_JUMP
MissileState = S_SONC_RING
DeathState = S_SONC_DIE
XDeathState = S_NULL
DeathSound = sfx_lose
Speed = 20
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 5
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_RUNSPAWNFUNC|MF_SOLID|MF_SLIDEME
RaiseState = MT_THROWRI

#$Name = WTFSONIC (2D MODE) (UNUSED)
#$Sprite = PLAYA1
#$Category = Enemies
Object MT_WTFSONC2
MapThingNum = 1336
SpawnState = S_SONC_SPAWN
SpawnHealth = 2
SeeState = S_SONC_RUN1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_SONC_PAIN1
PainChance = 2048
PainSound = sfx_None
MeleeState = S_SONC_JUMP
MissileState = S_SONC_RINK
DeathState = S_SONC_DIE
XDeathState = S_NULL
DeathSound = sfx_lose
Speed = 20
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 5
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_RUNSPAWNFUNC|MF_SOLID
RaiseState = MT_THROWR2

#$Name = WTFSONIC (Stationary)
#$Sprite = PLAYA1
Object MT_WTFSONCA
MapThingNum = 1338
SpawnState = S_SONT_SPAWN
SpawnHealth = 999
SeeState = S_SONT_SPAWN
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_SONT_SPAWN
PainChance = 10000
PainSound = sfx_None
MeleeState = S_SONT_SPAWN
MissileState = S_SONT_SPAWN
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_lose
Speed = 20
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 5
ActiveSound = sfx_None
Flags = MF_SOLID|MF_RUNSPAWNFUNC
RaiseState = MT_THROWRI

#$Name = WTFSONIC ('Flying')
#$Sprite = PLAYA1
#$Category = Enemies
Object MT_WTFSONC3
MapThingNum = 1339
SpawnState = S_SONC_SPAWN
SpawnHealth = 2
SeeState = S_SONC_RUN1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_SONC_PAIN1
PainChance = 10000
PainSound = sfx_None
MeleeState = S_SONC_RING
MissileState = S_SONC_RING
DeathState = S_SONC_DIE
XDeathState = S_NULL
DeathSound = sfx_lose
Speed = 20
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 5
ActiveSound = sfx_None
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_RUNSPAWNFUNC|MF_SOLID|MF_SLIDEME|MF_NOGRAVITY
RaiseState = MT_THROWRI

#$Name = WTFSONIC (Peaceful)
#$Sprite = PLAYA1
#$Category = Enemies
Object MT_WTFSONCP
MapThingNum = 1347
SpawnState = S_SONC_SPAWN
SpawnHealth = 2
SeeState = S_SONC_RUN1
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_SONC_PAIN1
PainChance = 2048
PainSound = sfx_None
MeleeState = S_SONC_JUMP
MissileState = S_SONC_SPAWN
DeathState = S_SONC_DIE
XDeathState = S_NULL
DeathSound = sfx_lose
Speed = 20
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 5
ActiveSound = sfx_None
Flags = MF_RUNSPAWNFUNC|MF_SLIDEME
RaiseState = MT_THROWRI

Object MT_THROWRI
MapThingNum = -1
SpawnState = S_THRW_RING
SeeState = S_NULL
SeeSound = sfx_thok
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SPRK1
XDeathState = S_NULL
DeathSound = sfx_itemup
ActiveSound = sfx_bnce1
RaiseState = S_NULL
SpawnHealth = 1000
ReactionTime = MT_FLINGRING
PainChance = MT_RING
Speed = 40*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_RUNSPAWNFUNC

Object MT_THROWR2
MapThingNum = -1
SpawnState = S_THRW_RINGD
SeeState = S_NULL
SeeSound = sfx_thok
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SPRK1
XDeathState = S_NULL
DeathSound = sfx_itemup
ActiveSound = sfx_bnce1
RaiseState = S_NULL
SpawnHealth = 1000
ReactionTime = MT_FLINGRING
PainChance = MT_RING
Speed = 10*FRACUNIT
Radius = 12*FRACUNIT
Height = 18*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_RUNSPAWNFUNC

Object MT_THROWRH
MapThingNum = -1
SpawnState = S_THRW_RING
SeeState = S_NULL
SeeSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SPRK1
XDeathState = S_NULL
DeathSound = sfx_itemup
ActiveSound = sfx_bnce1
RaiseState = S_NULL
SpawnHealth = 1000
ReactionTime = MT_FLINGRING
PainChance = MT_RING
Speed = 40*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
Mass = 100
Damage = 1
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_RUNSPAWNFUNC