Freeslot
MT_THROWGUN
S_THROWGUN
SPR_PSTL
MT_GUN_BOX
MT_GUN_GOLDBOX
MT_GUN_ICON
S_GUN_BOX
S_GUN_GOLDBOX
S_GUN_ICON1
S_GUN_ICON2
SPR_TVGN
SPR_GBGN

Object MT_THROWGUN
SpawnState = S_THROWGUN
SpawnHealth = 1
ReactionTime = 8
DeathState = S_NULL
DeathSound = sfx_pop
Speed = 1
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Flags = MF_NOCLIP

State S_THROWGUN
SpriteName = SPR_PSTL
SpriteFrame = A
Action = A_SetScale
Var1 = FRACUNIT*40
Var2 = 0
Duration = 2
Next = S_THROWGUN

Object MT_GUN_BOX
MapThingNum = 6090
SpawnState = S_GUN_BOX
SpawnHealth = 1
ReactionTime = 8
PainState = S_GUN_BOX
DeathState = S_BOX_POP1
DeathSound = sfx_pop
Speed = 1
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Damage = MT_GUN_ICON
Flags = MF_SOLID|MF_SHOOTABLE|MF_MONITOR

Object MT_GUN_ICON
MapThingNum = -1
SpawnState = S_GUN_ICON1
SpawnHealth = 1
SeeSound = sfx_reload
Speed = 2*FRACUNIT
Radius = 8*FRACUNIT
Height = 14*FRACUNIT
Mass = 100
Damage = 62*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON


State S_GUN_BOX
SpriteName = SPR_TVGN
SpriteFrame = A
Duration = 2
Next = S_BOX_FLICKER


State S_GUN_ICON1
SpriteName = SPR_TVGN
SpriteFrame = C
Duration = 18
Var1 = 3
Var2 = 4
Next = S_GUN_ICON2


State S_GUN_ICON2
SpriteName = SPR_TVGN
SpriteFrame = C
Duration = 18
Action = A_GiveShield
Var1 = SH_WHIRLWIND
Var2 = 0
Next = S_NULL

Object MT_GUN_GOLDBOX
MapThingNum = 6091
SpawnState = S_GUN_GOLDBOX
SpawnHealth = 1
ReactionTime = 8
PainState = S_GUN_GOLDBOX
DeathState = S_GOLDBOX_OFF1
DeathSound = sfx_pop
Speed = 1
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Damage = MT_GUN_ICON
Flags = MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE

State S_GUN_GOLDBOX
SpriteName = SPR_GBGN
SpriteFrame = B
Duration = 2
Next = S_GOLDBOX_FLICKER
