#Horse
FREESLOT
MT_HORS
MT_CHIC
MT_FCOW
MT_PIGY
MT_RPIG
S_CHIC
S_CHICF
S_CHICF1
S_CHICF2
S_HORS_STND
S_HORS_PUSH
S_CBRN
S_FCOW
S_PIGY
S_RPIG1
S_RPIG2
SPR_HORS
SPR_CHIC
SPR_CBRN
SPR_FCOW
SPR_PIGY
sfx_HORS

Thing MT_HORS
#$Sprite HORSA1
#$Category Farm
MAPTHINGNUM = 3011
SPAWNSTATE = S_HORS_STND
SPAWNHEALTH = 1
SEESTATE = S_HORS_STND
REACTIONTIME = 8
PAINCHANCE = 0
RAISESTATE = S_HORS_PUSH
PAINSOUND = sfx_HORS
DEATHSTATE = S_HORS_PUSH
DEATHSOUND = sfx_HORS
SPEED = 0
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 50*FRACUNIT
DAMAGE = 50*FRACUNIT
FLAGS = MF_SPRING|MF_SOLID

FRAME S_HORS_STND
SPRITENUMBER = SPR_HORS
SPRITESUBNUMBER = A
DURATION = 10
NEXT = S_HORS_STND

FRAME S_HORS_PUSH
SPRITENUMBER = SPR_HORS
SPRITESUBNUMBER = B
DURATION = 29
NEXT = S_HORS_STND
ACTION A_Pain

Thing MT_CHIC
#$Category Farm
#$Name CHIC
#$Sprite CHICA0
MAPTHINGNUM = 3012
SPAWNSTATE = S_CHIC
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 1
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_CHICF
XDeathState = S_CHICF
DeathSound = sfx_CHIC
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL
RaiseState = S_NULL

FRAME S_CHIC
SPRITENUMBER = SPR_CHIC
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CHIC

FRAME S_CHICF
SPRITENUMBER = SPR_CHIC
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_CHICF1

FRAME S_CHICF1
SPRITENUMBER = SPR_CHIC
SPRITESUBNUMBER = C
DURATION = 6
NEXT = S_CHICF2

FRAME S_CHICF2
SPRITENUMBER = SPR_CHIC
SPRITESUBNUMBER = D
DURATION = 6
NEXT = S_CHICF2

Sound sfx_HORS
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Thing MT_CBRN
#$Sprite CBRNA1
#$Category Farm
MAPTHINGNUM = 4007
SPAWNSTATE = S_CBRN
REACTIONTIME = 20
PAINCHANCE = 200
SPEED = 25
Radius = 64*FRACUNIT
Height = 50*FRACUNIT
MASS = 20*FRACUNIT
DAMAGE = 0
FLAGS = MF_SPECIAL|MF_NOGRAVITY

FRAME S_CBRN
SPRITENUMBER = SPR_CBRN
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_CBRN

Object MT_FCOW
#$Category Farm
#$Name Mooooh
#$Sprite FCOWA1
MapThingNum = 4012
SpawnState = S_FCOW
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY|MF_NOBLOCKMAP
RaiseState = MT_NULL

State S_FCOW
SpriteName = FCOW
SpriteFrame = A
Duration = -1
Next = S_FCOW

Object MT_PIGY
#$Category Farm
#$Name Piggy
#$Sprite PIGYA1
MapThingNum = 4013
SpawnState = S_PIGY
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY|MF_NOBLOCKMAP
RaiseState = MT_NULL

State S_PIGY
SpriteName = PIGY
SpriteFrame = A
Duration = -1
Next = S_PIGY

Object MT_RPIG
#$Category Farm
#$Name Run piggy, run
#$Sprite PIGYB0
MapThingNum = 4014
SpawnState = S_RPIG1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_PUSHABLE|MF_SLIDEME
RaiseState = MT_NULL

State S_RPIG1
SpriteName = PIGY
SpriteFrame = B
Duration = 4
Next = S_RPIG2

State S_RPIG2
SpriteName = PIGY
SpriteFrame = C
Duration = 4
Next = S_RPIG1