#Horizontal Springs
#	Sprites by DirkTheHusky
#	SOC by Lach

FREESLOT
SPR_YHSP
SPR_RHSP
SPR_BHSP
S_YHORIZ1
S_YHORIZ2
S_YHORIZ3
S_YHORIZ4
S_YHORIZ5
S_RHORIZ1
S_RHORIZ2
S_RHORIZ3
S_RHORIZ4
S_RHORIZ5
S_BHORIZ1
S_BHORIZ2
S_BHORIZ3
S_BHORIZ4
S_BHORIZ5
MT_YELLOWHORIZ
MT_REDHORIZ
MT_BLUEHORIZ

#Yellow horizontal spring

STATE S_YHORIZ1
SPRITENAME = YHSP
SPRITEFRAME = A
DURATION = -1
NEXT = 0

STATE S_YHORIZ2
SPRITENAME = YHSP
SPRITEFRAME = E
DURATION = 4
ACTION = A_Pain
NEXT = S_YHORIZ3

STATE S_YHORIZ3
SPRITENAME = YHSP
SPRITEFRAME = D
DURATION = 1
NEXT = S_YHORIZ4

STATE S_YHORIZ4
SPRITENAME = YHSP
SPRITEFRAME = C
DURATION = 1
NEXT = S_YHORIZ5

STATE S_YHORIZ5
SPRITENAME = YHSP
SPRITEFRAME = B
DURATION = 1
NEXT = S_YHORIZ1

OBJECT MT_YELLOWHORIZ
MAPTHINGNUM = 558
SPAWNSTATE = S_YHORIZ1
SPAWNHEALTH = 1000
SEESTATE = S_YHORIZ2
REACTIONTIME = 8
PAINSOUND = sfx_spring
RADIUS = 16*FRACUNIT
HEIGHT = 20*FRACUNIT
DAMAGE = 36*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING|MF_NOGRAVITY
RAISESTATE = S_YHORIZ2

#Red horizontal spring

STATE S_RHORIZ1
SPRITENAME = RHSP
SPRITEFRAME = A
DURATION = -1
NEXT = 0

STATE S_RHORIZ2
SPRITENAME = RHSP
SPRITEFRAME = E
DURATION = 4
ACTION = A_Pain
NEXT = S_RHORIZ3

STATE S_RHORIZ3
SPRITENAME = RHSP
SPRITEFRAME = D
DURATION = 1
NEXT = S_RHORIZ4

STATE S_RHORIZ4
SPRITENAME = RHSP
SPRITEFRAME = C
DURATION = 1
NEXT = S_RHORIZ5

STATE S_RHORIZ5
SPRITENAME = RHSP
SPRITEFRAME = B
DURATION = 1
NEXT = S_RHORIZ1

OBJECT MT_REDHORIZ
MAPTHINGNUM = 559
SPAWNSTATE = S_RHORIZ1
SPAWNHEALTH = 1000
SEESTATE = S_RHORIZ2
REACTIONTIME = 8
PAINSOUND = sfx_spring
RADIUS = 16*FRACUNIT
HEIGHT = 20*FRACUNIT
DAMAGE = 72*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING|MF_NOGRAVITY
RAISESTATE = S_RHORIZ2

#Blue horizontal spring

STATE S_BHORIZ1
SPRITENAME = BHSP
SPRITEFRAME = A
DURATION = -1
NEXT = 0

STATE S_BHORIZ2
SPRITENAME = BHSP
SPRITEFRAME = E
DURATION = 4
ACTION = A_Pain
NEXT = S_BHORIZ3

STATE S_BHORIZ3
SPRITENAME = BHSP
SPRITEFRAME = D
DURATION = 1
NEXT = S_BHORIZ4

STATE S_BHORIZ4
SPRITENAME = BHSP
SPRITEFRAME = C
DURATION = 1
NEXT = S_BHORIZ5

STATE S_BHORIZ5
SPRITENAME = BHSP
SPRITEFRAME = B
DURATION = 1
NEXT = S_BHORIZ1

OBJECT MT_BLUEHORIZ
MAPTHINGNUM = 560
SPAWNSTATE = S_BHORIZ1
SPAWNHEALTH = 1000
SEESTATE = S_BHORIZ2
REACTIONTIME = 8
PAINSOUND = sfx_spring
RADIUS = 16*FRACUNIT
HEIGHT = 20*FRACUNIT
DAMAGE = 18*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING|MF_NOGRAVITY
RAISESTATE = S_BHORIZ2