freeslot
MT_SHHH
S_SHHH
SPR_SHHH
MT_SHHH2
S_SHHH2
SPR_SHHH2
MT_SHHH3
S_SHHH3
S_SHHH3_BOOM
SPR_SHHH3
MT_CRYSA
S_CRYSA
S_CRYSA_BOP
SPR_YCRS
MT_CRYSB
S_CRYSB
S_CRYSB_BOP
SPR_PCRS

Thing MT_SHHH
#$Category SolSestancia
#$Name Secret speeder
#$Sprite SHHHA0
MAPTHINGNUM = 3099
SPAWNSTATE = S_SHHH
SpawnHealth = 1
PainChance = 3
Damage = 80*FRACUNIT
SeeState = S_NULL
SeeSound = sfx_none
Speed = 0
RADIUS = 28*FRACUNIT
HEIGHT = 10*FRACUNIT
MASS = 0
FLAGS = MF_SPRING|MF_NOGRAVITY
RaiseState = S_NULL

FRAME S_SHHH
SPRITENUMBER = SPR_SHHH
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_SHHH

Thing MT_SHHH2
#$Category SolSestancia
#$Name Secret speeder weak
#$Sprite SHHHA0
MAPTHINGNUM = 3028
SPAWNSTATE = S_SHHH2
SpawnHealth = 1
PainChance = 3
Damage = 20*FRACUNIT
SeeState = S_NULL
SeeSound = sfx_none
Speed = 0
RADIUS = 28*FRACUNIT
HEIGHT = 10*FRACUNIT
MASS = 0
FLAGS = MF_SPRING|MF_NOGRAVITY
RaiseState = S_NULL

FRAME S_SHHH2
SPRITENUMBER = SPR_SHHH
SPRITESUBNUMBER = A
DURATION = 1
NEXT = S_SHHH2

Thing MT_SHHH3
#$Sprite SHHHA0
#$Name Secret Rocket Launch
#$Category SolSestancia
MAPTHINGNUM = 3029
SPAWNSTATE = S_SHHH3
SPAWNHEALTH = 1000
SEESTATE = S_SHHH3_BOOM
REACTIONTIME = 8
PAINCHANCE = 200
RAISESTATE = S_SHHH3_BOOM
PAINSOUND = sfx_LAUNCH
DEATHSTATE = S_SHHH3_BOOM
DEATHSOUND = sfx_LAUNCH
SPEED = 25
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 20*FRACUNIT
DAMAGE = 80
FLAGS = MF_SPRING

FRAME S_SHHH3
SPRITENUMBER = SPR_SHHH
SPRITESUBNUMBER = A
DURATION = 10
NEXT = S_SHHH3

FRAME S_SHHH3_BOOM
SPRITENUMBER = SPR_SHHH
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_SHHH3
ACTION A_Pain

Thing MT_CRYSA
#$Sprite YCRSA0
#$Name Yellow Emerald
#$Category SolSestancia
MAPTHINGNUM = 4008
Damage = 10*FRACUNIT
SPAWNSTATE = S_CRYSA
SPAWNHEALTH = 1000
SEESTATE = S_CRYSA_BOP
REACTIONTIME = 40
PAINCHANCE = 0
RAISESTATE = S_CRYSA_BOP
PAINSOUND = sfx_CRYSA
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
SPEED = 0
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 20*FRACUNIT
DAMAGE = 0
FLAGS = MF_SPRING|MF_SOLID

FRAME S_CRYSA
SPRITENUMBER = SPR_YCRS
SPRITESUBNUMBER = A
DURATION = 10
NEXT = S_CRYSA

FRAME S_CRYSA_BOP
SPRITENUMBER = SPR_YCRS
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_CRYSA
ACTION A_Pain

Thing MT_CRYSB
#$Sprite PCRSA0
#$Name Purple Emerald
#$Category SolSestancia
MAPTHINGNUM = 4009
SPAWNSTATE = S_CRYSB
SPAWNHEALTH = 1
SEESTATE = S_CRYSB_BOP
REACTIONTIME = 40
Damage = 100*FRACUNIT
PAINCHANCE = 3
RAISESTATE = S_CRYSB_BOP
PAINSOUND = sfx_CRYSB
DEATHSTATE = S_CRYSB_BOP
DEATHSOUND = sfx_CRYSB
SPEED = 0
Radius = 80*FRACUNIT
Height = 80*FRACUNIT
MASS = 0
DAMAGE = 130*FRACUNIT
FLAGS = MF_SPRING|MF_NOGRAVITY

FRAME S_CRYSB
SPRITENUMBER = SPR_PCRS
SPRITESUBNUMBER = A
DURATION = 10
NEXT = S_CRYSB

FRAME S_CRYSB_BOP
SPRITENUMBER = SPR_PCRS
SPRITESUBNUMBER = A
DURATION = 3
NEXT = S_CRYSB
ACTION A_Pain