Freeslot
SPR_TAAR
S_YOSHI_RETICULE_1
S_YOSHI_RETICULE_2
S_YOSHI_RETICULE_3
S_YOSHI_RETICULE_4

State S_YOSHI_RETICULE_1
SpriteName = SPR_TAAR
SpriteFrame = TR_TRANS50|A
Duration = 1
Next = S_YOSHI_RETICULE_2
Action = A_VileFire
Var1 = 0
Var2 = MT_CYBRAKDEMON_TARGET_DOT

State S_YOSHI_RETICULE_2
SpriteName = SPR_TAAR
SpriteFrame = TR_TRANS50|A
Duration = 1
Next = S_YOSHI_RETICULE_3
Action = A_VileFire
Var1 = 0
Var2 = MT_CYBRAKDEMON_TARGET_DOT

State S_YOSHI_RETICULE_3
SpriteName = SPR_TAAR
SpriteFrame = TR_TRANS50|B
Duration = 1
Next = S_YOSHI_RETICULE_4
Action = A_VileFire
Var1 = 0
Var2 = MT_CYBRAKDEMON_TARGET_DOT

State S_YOSHI_RETICULE_4
SpriteName = SPR_TAAR
SpriteFrame = TR_TRANS50|B
Duration = 1
Next = S_YOSHI_RETICULE_1
Action = A_VileFire
Var1 = 0
Var2 = MT_CYBRAKDEMON_TARGET_DOT

Object MT_YOSHIRETICULE
MapThingNum = -1
SpawnState = S_YOSHI_RETICULE_1
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 = 10*FRACUNIT
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY
RaiseState = S_NULL