freeslot
MT_CIVA
S_CIVA
SPR_CIVA
MT_CIVB
S_CIVB
SPR_CIVB
MT_CIVC
S_CIVC
SPR_CIVC
MT_CIVD
S_CIVD
SPR_CIVD
MT_CIVE
S_CIVE
SPR_CIVE
MT_CIVF
S_CIVF
SPR_CIVF
MT_CIVG
S_CIVG
SPR_CIVG
MT_CIVH
S_CIVH
SPR_CIVH
MT_CIVI
S_CIVI
SPR_CIVI
MT_CIVJ
S_CIVJ
SPR_CIVJ
MT_CIVK
S_CIVK
SPR_CIVK
MT_CIVL
S_CIVL
SPR_CIVL
MT_CIVM
S_CIVM
SPR_CIVM
MT_CHAR
S_CHAR
SPR_CHAR
MT_GINY
S_GINY
SPR_GINY
MT_HBOY
S_HBOY
SPR_HBOY
MT_MEGL
S_MEGL
SPR_MEGL
MT_BART
S_BART
SPR_BART
MT_MEEM
S_MEEM
SPR_MEEM
MT_ZODY
S_ZODY
SPR_ZODY
MT_DUMY
S_DUMY
SPR_DUMY
MT_FRNK
S_FRNK
SPR_FRNK
MT_MELT
S_MELT
SPR_MELT
MT_WADE
S_WADE
SPR_WADE
MT_TEKN
S_TEKN
SPR_TEKN
MT_WHIS
S_WHIS
SPR_WHIS

Thing MT_CIVA
#$Category People
#$Name CivilianA
#$Sprite CIVAA0
MAPTHINGNUM = 3056
SPAWNSTATE = S_CIVA
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVA
SPRITENUMBER = SPR_CIVA
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVA

Thing MT_CIVB
#$Category People
#$Name CivilianB
#$Sprite CIVBA0
MAPTHINGNUM = 3057
SPAWNSTATE = S_CIVB
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVB
SPRITENUMBER = SPR_CIVB
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVB

Thing MT_CIVC
#$Category People
#$Name CivilianC
#$Sprite CIVCA0
MAPTHINGNUM = 3058
SPAWNSTATE = S_CIVC
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVC
SPRITENUMBER = SPR_CIVC
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVC

Thing MT_CIVD
#$Category People
#$Name CivilianD
#$Sprite CIVDA0
MAPTHINGNUM = 3059
SPAWNSTATE = S_CIVD
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVD
SPRITENUMBER = SPR_CIVD
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVD

Thing MT_CIVE
#$Category People
#$Name CivilianE
#$Sprite CIVEA0
MAPTHINGNUM = 3063
SPAWNSTATE = S_CIVE
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVE
SPRITENUMBER = SPR_CIVE
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVE

Thing MT_CIVF
#$Category People
#$Name CivilianF
#$Sprite CIVFA0
MAPTHINGNUM = 3060
SPAWNSTATE = S_CIVF
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVF
SPRITENUMBER = SPR_CIVF
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVF

Thing MT_CIVG
#$Category People
#$Name CivilianG
#$Sprite CIVGA0
MAPTHINGNUM = 3061
SPAWNSTATE = S_CIVG
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVG
SPRITENUMBER = SPR_CIVG
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVG

Thing MT_CIVH
#$Category People
#$Name CivilianH
#$Sprite CIVHA0
MAPTHINGNUM = 3062
SPAWNSTATE = S_CIVH
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVH
SPRITENUMBER = SPR_CIVH
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVH

Thing MT_CIVI
#$Category People
#$Name CivilianI
#$Sprite CIVIA0
MAPTHINGNUM = 3064
SPAWNSTATE = S_CIVI
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVI
SPRITENUMBER = SPR_CIVI
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVG

Thing MT_CIVJ
#$Category People
#$Name CivilianJ
#$Sprite CIVJA0
MAPTHINGNUM = 3065
SPAWNSTATE = S_CIVJ
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVJ
SPRITENUMBER = SPR_CIVJ
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVJ

Thing MT_CIVK
#$Category People
#$Name CivilianK
#$Sprite CIVKA0
MAPTHINGNUM = 3069
SPAWNSTATE = S_CIVK
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVK
SPRITENUMBER = SPR_CIVK
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVK

Thing MT_CIVL
#$Category People
#$Name CivilianL
#$Sprite CIVLA0
MAPTHINGNUM = 3070
SPAWNSTATE = S_CIVL
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVL
SPRITENUMBER = SPR_CIVL
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVL

Thing MT_CIVM
#$Category People
#$Name CivilianM
#$Sprite CIVMA0
MAPTHINGNUM = 3071
SPAWNSTATE = S_CIVM
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CIVM
SPRITENUMBER = SPR_CIVM
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CIVM

Thing MT_BART
#$Category People
#$Name Bartleby
#$Sprite BARTA0
MAPTHINGNUM = 830
SPAWNSTATE = S_BART
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_BART
SPRITENUMBER = SPR_BART
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_BART

Thing MT_MEEM
#$Category People
#$Name Meme guy
#$Sprite MEEMA0
MAPTHINGNUM = 831
SPAWNSTATE = S_MEEM
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_MEEM
SPRITENUMBER = SPR_MEEM
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_MEEM

Thing MT_GINY
#$Category People
#$Name Ginny
#$Sprite GINYA1
MAPTHINGNUM = 832
SPAWNSTATE = S_GINY
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_GINY
SPRITENUMBER = SPR_GINY
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_GINY

Thing MT_CHAR
#$Category People
#$Name Charmy
#$Sprite CHARA1
MAPTHINGNUM = 990
SPAWNSTATE = S_CHAR
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_CHAR
SPRITENUMBER = SPR_CHAR
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CHAR

Thing MT_HBOY
#$Category People
#$Name Hentaiboy
#$Sprite HBOYA1
MAPTHINGNUM = 834
SPAWNSTATE = S_HBOY
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_HBOY
SPRITENUMBER = SPR_HBOY
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_HBOY

Thing MT_MEGL
#$Category People
#$Name Meglif
#$Sprite MEGLA1
MAPTHINGNUM = 835
SPAWNSTATE = S_MEGL
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_MEGL
SPRITENUMBER = SPR_MEGL
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_MEGL

Thing MT_ZODY
#$Category People
#$Name Zody
#$Sprite ZODYA1
MAPTHINGNUM = 836
SPAWNSTATE = S_ZODY
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_ZODY
SPRITENUMBER = SPR_ZODY
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_ZODY

Thing MT_DUMY
#$Category People
#$Name Dummy
#$Sprite DUMYA1
MAPTHINGNUM = 837
SPAWNSTATE = S_DUMY
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_DUMY
SPRITENUMBER = SPR_DUMY
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_DUMY

Thing MT_FRNK
#$Category People
#$Name Frank
#$Sprite FRNKA1
MAPTHINGNUM = 838
SPAWNSTATE = S_FRNK
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_FRNK
SPRITENUMBER = SPR_FRNK
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_FRNK

Thing MT_MELT
#$Category People
#$Name Meltingman
#$Sprite MELTA1
MAPTHINGNUM = 991
SPAWNSTATE = S_MELT
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_MELT
SPRITENUMBER = SPR_MELT
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_MELT

Thing MT_WADE
#$Category People
#$Name Wade Knuckles suit
#$Sprite WADEA0
MAPTHINGNUM = 995
SPAWNSTATE = S_WADE
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_WADE
SPRITENUMBER = SPR_WADE
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_WADE

Thing MT_TEKN
#$Category People
#$Name Tekno
#$Sprite TEKNA0
MAPTHINGNUM = 996
SPAWNSTATE = S_TEKN
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_TEKN
SPRITENUMBER = SPR_TEKN
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_TEKN

Thing MT_WHIS
#$Category People
#$Name Whisper
#$Sprite WHISA1
MAPTHINGNUM = 997
SPAWNSTATE = S_WHIS
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIPTHING

FRAME S_WHIS
SPRITENUMBER = SPR_WHIS
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_WHIS