FREESLOT
MT_SUPEREXEAURA
MT_EXEPARTICLE4
S_EXEPARTICLE4
SPR_SKUL
SPR_HPR_
SPR_GPLZ
SPR_NICE_
S_SUPEREXEAURA
S_BOUNCESTRANGE_DEAD
S_SKULSHOT1
S_SKULSHOT2
S_BLUEFIRE1
S_BLUEFIRE2
S_BLUEFIRE3
S_BLUEFIRE4
S_BLUEFIRE5

Object MT_SKULSHOT
MapThingNum = -1
SpawnState = S_SKULSHOT1
SpawnHealth = 1
Painchance = 200
SeeSound = sfx_s3ka0
ReactionTime = 32
DeathState = S_CACOFIRE_EXPLODE1
DeathSound = sfx_lntdie
SPEED = 105*FRACUNIT
RADIUS = 16
HEIGHT = 16
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_MISSILE|MF_NOBLOCKMAP|MF_NOGRAVITY

FRAME S_SKULSHOT1
SPRITENAME = SKUL
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SKULSHOT2
VAR1 = 0
VAR2 = 0

FRAME S_SKULSHOT2
SPRITENAME = SKUL
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 1
NEXT = S_SKULSHOT1
VAR1 = 0
VAR2 = 0

State S_BLUEFIRE1
SpriteName = SBFL
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_BLUEFIRE2

State S_BLUEFIRE2
SpriteName = SBFL
SpriteFrame = B|FF_FULLBRIGHT
Duration = 2
Next = S_BLUEFIRE3

State S_BLUEFIRE3
SpriteName = SBFL
SpriteFrame = C|FF_FULLBRIGHT
Duration = 1
Next = S_BLUEFIRE4

State S_BLUEFIRE4
SpriteName = SBFL
SpriteFrame = B|FF_FULLBRIGHT
Duration = 2
Next = S_NULL

Thing MT_SUPEREXEAURA
MAPTHINGNUM = -1
SPAWNSTATE = S_SUPEREXEAURA
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DISPOFFSET = 7
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY|MF_NOCLIP

FRAME S_SUPEREXEAURA
SPRITENAME = SPR_HPR_
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30|FF_ANIMATE
DURATION = -1
NEXT = S_SUPEREXEAURA
VAR1 = 5
VAR2 = 1

Thing MT_DEATHBADNIKS
SPAWNSTATE = S_THOK
RADIUS = 1*FRACUNIT
HEIGHT = 1*FRACUNIT
SPEED = 0
DEATHSTATE = S_NULL
FLAGS = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY

State S_BOUNCESTRANGE_DEAD
SpriteName = NICE
SpriteFrame = A|FF_FULLBRIGHT
Duration = 175
Var1 = 5
Var2 = 8
Next = S_NULL

Object MT_EXEPARTICLE4
SpawnState = S_EXEPARTICLE4
SpawnHealth = 1
Radius = 1
Height = 1
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT

State S_EXEPARTICLE4
SpriteName = SPR_BLOD
SpriteFrame = C|FF_FULLBRIGHT|FF_TRANS30
Next = S_EXEPARTICLE4
Duration = -1
Var1 = 0
Var2 = 0

State S_EXEBULLET1
SPRITENUMBER = SPR_ESHT
SPRITESUBNUMBER = FF_FULLBRIGHT|A
DURATION = 1
NEXT = S_EXEBULLET2
ACTION A_GhostMe
VAR1 = 0
VAR2 = 0

State S_EXEBULLET2
SPRITENUMBER = SPR_ESHT
SPRITESUBNUMBER = FF_FULLBRIGHT|B
DURATION = 3
NEXT = S_EXEBULLET3
ACTION A_GhostMe
VAR1 = 0
VAR2 = 0

State S_EXEBULLET3
SPRITENUMBER = SPR_ESHT
SPRITESUBNUMBER = FF_FULLBRIGHT|C
DURATION = 3
NEXT = S_EXEBULLET4
ACTION A_GhostMe
VAR1 = 0
VAR2 = 0

State S_EXEBULLET4
SPRITENUMBER = SPR_ESHT
SPRITESUBNUMBER = FF_FULLBRIGHT|D
DURATION = 3
NEXT = S_EXEBULLET5
ACTION A_GhostMe
VAR1 = 0
VAR2 = 0

State S_EXEBULLET5
SPRITENUMBER = SPR_ESHT
SPRITESUBNUMBER = FF_FULLBRIGHT|E
DURATION = 3
NEXT = S_EXEBULLET6
ACTION A_GhostMe
VAR1 = 0
VAR2 = 0

State S_EXEBULLET6
SPRITENUMBER = SPR_ESHT
SPRITESUBNUMBER = FF_FULLBRIGHT|F
DURATION = 3
NEXT = S_EXEBULLET7
ACTION A_GhostMe
VAR1 = 0
VAR2 = 0

State S_EXEBULLET7
SPRITENUMBER = SPR_ESHT
SPRITESUBNUMBER = FF_FULLBRIGHT|E
DURATION = 3
NEXT = S_EXEBULLET8
ACTION A_GhostMe
VAR1 = 0
VAR2 = 0

State S_EXEBULLET8
SPRITENUMBER = SPR_ESHT
SPRITESUBNUMBER = FF_FULLBRIGHT|D
DURATION = 3
NEXT = S_EXEBULLET9
ACTION A_GhostMe
VAR1 = 0
VAR2 = 0

State S_EXEBULLET9
SPRITENUMBER = SPR_ESHT
SPRITESUBNUMBER = FF_FULLBRIGHT|C
DURATION = 3
NEXT = S_EXEBULLET10
ACTION A_GhostMe
VAR1 = 0
VAR2 = 0

State S_EXEBULLET10
SPRITENUMBER = SPR_ESHT
SPRITESUBNUMBER = FF_FULLBRIGHT|B
DURATION = 3
NEXT = S_EXEBULLET1
ACTION A_GhostMe
VAR1 = 0
VAR2 = 0