freeslot
MT_JUNK
S_JUNK
SPR_JUNK
MT_SKIT
S_SKIT
SPR_SKIT
MT_FPIN
S_FPIN
SPR_FPIN
MT_FVIS
S_FVIS
SPR_FVIS
MT_SFSE
S_SFSE
SPR_SFSE
MT_ANTO
S_ANTO1
S_ANTO2
S_ANTO3
S_ANTO4
SPR_ANTO
MT_CONA
S_CONA
SPR_CONA
MT_CONB
S_CONB
SPR_CONB
MT_PWEW
S_PWEW
SPR_PWEW

Thing MT_JUNK
#$Category SolSestancia
#$Name Sonic Junk
#$Sprite JUNKA0
MAPTHINGNUM = 1688
SPAWNSTATE = S_JUNK
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_PUSHABLE|MF_SLIDEME

FRAME S_JUNK
SPRITENUMBER = SPR_JUNK
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_JUNK

Thing MT_SKIT
#$Category SolSestancia
#$Name Sonic Kitty Junk
#$Sprite SKITA0
MAPTHINGNUM = 1689
SPAWNSTATE = S_SKIT
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_PUSHABLE|MF_SLIDEME

FRAME S_SKIT
SPRITENUMBER = SPR_SKIT
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_SKIT

Thing MT_FPIN
#$Category SolSestancia
#$Name Ice cycle
#$Sprite FPINA0
MAPTHINGNUM = 1690
SPAWNSTATE = S_FPIN
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_PAIN

FRAME S_FPIN
SPRITENUMBER = SPR_FPIN
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_FPIN

Thing MT_FVIS
#$Category SolSestancia
#$Name Frozen fish
#$Sprite FVISA0
MAPTHINGNUM = 1691
SPAWNSTATE = S_FVIS
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 22*FRACUNIT
HEIGHT = 130*FRACUNIT
MASS = 60
FLAGS = MF_SCENERY|MF_PAIN|MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT

FRAME S_FVIS
SPRITENUMBER = SPR_FVIS
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_FVIS

Thing MT_SFSE
#$Category SolSestancia
#$Name Shortfuse attacks
#$Sprite SFSEA0
MAPTHINGNUM = 1695
SPAWNSTATE = S_SFSE
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 22*FRACUNIT
HEIGHT = 130*FRACUNIT
MASS = 60
FLAGS = MF_PUSHABLE|MF_SLIDEME

FRAME S_SFSE
SPRITENUMBER = SPR_SFSE
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_SFSE

Thing MT_ANTO
#$Category SolSestancia
#$Name Antoine attacks
#$Sprite ANTOA0
MAPTHINGNUM = 1696
SPAWNSTATE = S_ANTO1
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 22*FRACUNIT
HEIGHT = 130*FRACUNIT
MASS = 60
FLAGS = MF_PUSHABLE|MF_SLIDEME

FRAME S_ANTO1
SPRITENUMBER = SPR_ANTO
SPRITESUBNUMBER = E
DURATION = 1
NEXT = S_ANTO2

FRAME S_ANTO2
SPRITENUMBER = SPR_ANTO
SPRITESUBNUMBER = B
DURATION = 1
NEXT = S_ANTO3

FRAME S_ANTO3
SPRITENUMBER = SPR_ANTO
SPRITESUBNUMBER = C
DURATION = 1
NEXT = S_ANTO4

FRAME S_ANTO4
SPRITENUMBER = SPR_ANTO
SPRITESUBNUMBER = D
DURATION = 1
NEXT = S_ANTO1

Thing MT_SFSE
#$Category SolSestancia
#$Name Convoy Car A
#$Sprite SFSEA0
MAPTHINGNUM = 1695
SPAWNSTATE = S_SFSE
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 22*FRACUNIT
HEIGHT = 130*FRACUNIT
MASS = 60
FLAGS = MF_PUSHABLE|MF_SLIDEME

FRAME S_SFSE
SPRITENUMBER = SPR_SFSE
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_SFSE

Thing MT_CONA
#$Category SolSestancia
#$Name Convoy Car A
#$Sprite CONAA0
MAPTHINGNUM = 3024
SPAWNSTATE = S_CONA
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 22*FRACUNIT
HEIGHT = 130*FRACUNIT
MASS = 60
FLAGS = MF_PUSHABLE|MF_SLIDEME

FRAME S_CONA
SPRITENUMBER = SPR_CONA
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CONA

Thing MT_CONB
#$Category SolSestancia
#$Name Convoy Car B
#$Sprite CONBA0
MAPTHINGNUM = 3025
SPAWNSTATE = S_CONB
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 22*FRACUNIT
HEIGHT = 130*FRACUNIT
MASS = 60
FLAGS = MF_PUSHABLE|MF_SLIDEME

FRAME S_CONB
SPRITENUMBER = SPR_CONB
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_CONB

Thing MT_PWEW
#$Category SolSestancia
#$Name Canon ball
#$Sprite PWEWA0
MAPTHINGNUM = 3026
SPAWNSTATE = S_PWEW
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 22*FRACUNIT
HEIGHT = 130*FRACUNIT
MASS = 60
FLAGS = MF_PUSHABLE|MF_SLIDEME

FRAME S_PWEW
SPRITENUMBER = SPR_PWEW
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_PWEW