FREESLOT
MT_EGGSPRINGV
MT_EGGSPRINGH
MT_EGGSPRINGD
S_EGGSPRINGV1
S_EGGSPRINGV2
S_EGGSPRINGV3
S_EGGSPRINGV4
S_EGGSPRINGV5
S_EGGSPRINGH1
S_EGGSPRINGH2
S_EGGSPRINGH3
S_EGGSPRINGH4
S_EGGSPRINGH5
S_EGGSPRINGD1
S_EGGSPRINGD2
S_EGGSPRINGD3
S_EGGSPRINGD4
S_EGGSPRINGD5
SPR_ESPV
SPR_ESPH
SPR_ESPD
SFX_GHSP

Object MT_EGGSPRINGV
#$Name "Egg Spring"
#$Sprite ESPVA0
#$Category Egg Springs
MapThingNum = 3552
SpawnState = S_EGGSPRINGV1
SeeState = S_EGGSPRINGV2
RaiseState = S_EGGSPRINGV2
PainSound = SFX_GHSP
Height = 16*FRACUNIT
Radius = 20*FRACUNIT
Mass = 20*FRACUNIT
Flags = MF_SOLID|MF_SPRING

State S_EGGSPRINGV1
SpriteName = SPR_ESPV
SpriteFrame = A
Duration = -1
Next = S_NULL
Var1 = 0
Var2 = 0

State S_EGGSPRINGV2
SpriteName = SPR_ESPV
SpriteFrame = E
Duration = 4
Action = A_Pain
Next = S_EGGSPRINGV3
Var1 = 0
Var2 = 0

State S_EGGSPRINGV3
SpriteName = SPR_ESPV
SpriteFrame = D
Duration = 1
Next = S_EGGSPRINGV4
Var1 = 0
Var2 = 0

State S_EGGSPRINGV4
SpriteName = SPR_ESPV
SpriteFrame = C
Duration = 1
Next = S_EGGSPRINGV5
Var1 = 0
Var2 = 0

State S_EGGSPRINGV5
SpriteName = SPR_ESPV
SpriteFrame = B
Duration = 1
Next = S_EGGSPRINGV1
Var1 = 0
Var2 = 0

Object MT_EGGSPRINGH
#$Name "Egg Spring Horizontal"
#$Sprite ESPHA1
#$Category Egg Springs
MapThingNum = 3553
SpawnState = S_EGGSPRINGH1
SeeState = S_EGGSPRINGH2
RaiseState = S_EGGSPRINGH2
PainSound = SFX_GHSP
Height = 32*FRACUNIT
Radius = 16*FRACUNIT
Mass = 0
Damage = 36*FRACUNIT
Flags = MF_SOLID|MF_SPRING|MF_NOGRAVITY

State S_EGGSPRINGH1
SpriteName = SPR_ESPH
SpriteFrame = A
Duration = -1
Next = S_NULL
Var1 = 0
Var2 = 0

State S_EGGSPRINGH2
SpriteName = SPR_ESPH
SpriteFrame = E
Duration = 4
Action = A_Pain
Next = S_EGGSPRINGH3
Var1 = 0
Var2 = 0

State S_EGGSPRINGH3
SpriteName = SPR_ESPH
SpriteFrame = D
Duration = 1
Next = S_EGGSPRINGH4
Var1 = 0
Var2 = 0

State S_EGGSPRINGH4
SpriteName = SPR_ESPH
SpriteFrame = C
Duration = 1
Next = S_EGGSPRINGH5
Var1 = 0
Var2 = 0

State S_EGGSPRINGH5
SpriteName = SPR_ESPH
SpriteFrame = B
Duration = 1
Next = S_EGGSPRINGH1
Var1 = 0
Var2 = 0

Object MT_EGGSPRINGD
#$Name "Egg Spring Diagonal"
#$Sprite ESPDA1
#$Category Egg Springs
MapThingNum = 3554
SpawnState = S_EGGSPRINGD1
SeeState = S_EGGSPRINGD2
RaiseState = S_EGGSPRINGD2
PainSound = SFX_GHSP
Height = 16*FRACUNIT
Radius = 16*FRACUNIT
Mass = 20*FRACUNIT
Damage = 20*FRACUNIT
Flags = MF_SOLID|MF_SPRING|MF_NOGRAVITY

State S_EGGSPRINGD1
SpriteName = SPR_ESPD
SpriteFrame = A
Duration = -1
Next = S_NULL
Var1 = 0
Var2 = 0

State S_EGGSPRINGD2
SpriteName = SPR_ESPD
SpriteFrame = E
Duration = 4
Action = A_Pain
Next = S_EGGSPRINGD3
Var1 = 0
Var2 = 0

State S_EGGSPRINGD3
SpriteName = SPR_ESPD
SpriteFrame = D
Duration = 1
Next = S_EGGSPRINGD4
Var1 = 0
Var2 = 0

State S_EGGSPRINGD4
SpriteName = SPR_ESPD
SpriteFrame = C
Duration = 1
Next = S_EGGSPRINGD5
Var1 = 0
Var2 = 0

State S_EGGSPRINGD5
SpriteName = SPR_ESPD
SpriteFrame = B
Duration = 1
Next = S_EGGSPRINGD1
Var1 = 0
Var2 = 0
