Freeslot
MT_SUPERAURA
S_SUPERAURA1
S_SUPERAURA2
S_SUPERAURA3
S_SUPERAURA4
SPR_AURA
MT_SUPERBLUEAURA
S_SUPERBLUEAURA1
S_SUPERBLUEAURA2
S_SUPERBLUEAURA3
S_SUPERBLUEAURA4
S_SUPERBLUEAURA5
SPR_BLAU
MT_NIGHTSAURA
S_NIGHTSAURA1
S_NIGHTSAURA2
S_NIGHTSAURA3
S_NIGHTSAURA4
S_NIGHTSAURA5
SPR_PAUR

Object MT_SUPERAURA
SpawnState = S_SUPERAURA1
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_SUPERAURA1
SpriteName = SPR_AURA
SpriteFrame = A
Action = A_SetScale
Var1 = FRACUNIT/3
Var2 = 0
Duration = 2
Next = S_SUPERAURA2

State S_SUPERAURA2
SpriteName = SPR_AURA
SpriteFrame = B
Action = A_SetScale
Var1 = FRACUNIT/3
Var2 = 0
Duration = 2
Next = S_SUPERAURA3

State S_SUPERAURA3
SpriteName = SPR_AURA
SpriteFrame = C
Action = A_SetScale
Var1 = FRACUNIT/3
Var2 = 0
Duration = 2
Next = S_SUPERAURA4

State S_SUPERAURA4
SpriteName = SPR_AURA
SpriteFrame = D
Action = A_SetScale
Var1 = FRACUNIT/3
Var2 = 0
Duration = 2
Next = S_SUPERAURA1

Object MT_SUPERBLUEAURA
SpawnState = S_SUPERBLUEAURA1
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_SUPERBLUEAURA1
SpriteName = SPR_BLAU
SpriteFrame = A
Action = A_SetScale
Var1 = FRACUNIT/4
Var2 = 0
Duration = 2
Next = S_SUPERBLUEAURA2

State S_SUPERBLUEAURA2
SpriteName = SPR_BLAU
SpriteFrame = B
Action = A_SetScale
Var1 = FRACUNIT/4
Var2 = 0
Duration = 2
Next = S_SUPERBLUEAURA3

State S_SUPERBLUEAURA3
SpriteName = SPR_BLAU
SpriteFrame = C
Action = A_SetScale
Var1 = FRACUNIT/4
Var2 = 0
Duration = 2
Next = S_SUPERBLUEAURA4

State S_SUPERBLUEAURA4
SpriteName = SPR_BLAU
SpriteFrame = D
Action = A_SetScale
Var1 = FRACUNIT/4
Var2 = 0
Duration = 2
Next = S_SUPERBLUEAURA5

State S_SUPERBLUEAURA5
SpriteName = SPR_BLAU
SpriteFrame = D
Action = A_SetScale
Var1 = FRACUNIT/4
Var2 = 0
Duration = 2
Next = S_SUPERBLUEAURA1

Object MT_NIGHTSAURA
SpawnState = S_NIGHTSAURA1
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_NIGHTSAURA1
SpriteName = SPR_PAUR
SpriteFrame = A
Action = A_SetScale
Var1 = FRACUNIT/4
Var2 = 0
Duration = 2
Next = S_NIGHTSAURA2

State S_NIGHTSAURA2
SpriteName = SPR_PAUR
SpriteFrame = B
Action = A_SetScale
Var1 = FRACUNIT/4
Var2 = 0
Duration = 2
Next = S_NIGHTSAURA3

State S_NIGHTSAURA3
SpriteName = SPR_PAUR
SpriteFrame = C
Action = A_SetScale
Var1 = FRACUNIT/4
Var2 = 0
Duration = 2
Next = S_NIGHTSAURA4

State S_NIGHTSAURA4
SpriteName = SPR_PAUR
SpriteFrame = D
Action = A_SetScale
Var1 = FRACUNIT/4
Var2 = 0
Duration = 2
Next = S_NIGHTSAURA5

State S_NIGHTSAURA5
SpriteName = SPR_PAUR
SpriteFrame = D
Action = A_SetScale
Var1 = FRACUNIT/4
Var2 = 0
Duration = 2
Next = S_NIGHTSAURA1