freeslot
MT_VESE
MT_RPEG
MT_WGLS
MT_RGEG
MT_PLAT
MT_FOOD
MT_SALD
MT_DESK
MT_LABT
MT_HALT
MT_EGGP
MT_WINE
MT_HADG
MT_HUDG
MT_BADY
MT_MAID
S_VESE
S_VESEF
S_VESEF1
S_MAID
S_MAIDF
S_MAIDF1
S_BADY
S_VAAS
S_VAASF
S_VAASF1
S_RPEG
S_RPEGF
S_RPEGF1
S_WGLS
S_WGLSF
S_WGLSF1
S_WINE
S_WINEF
S_WINEF1
S_RGEG
S_RGEGF
S_RGEGF1
S_PLAT
S_PLATF
S_PLATF1
S_FOOD
S_FOODF
S_FOODF1
S_SALD
S_SALDF
S_SALDF1
S_DESK
S_DESKF
S_DESKF1
S_LABT
S_HALT
S_HALTF
S_HALTF1
S_EGGP
S_EGGPF
S_EGGPF1
S_HADG
S_HUDG
S_PGRD
S_PGRDF
S_PGRDF1
SPR_RGEG
SPR_HALT
SPR_WGLS
SPR_VESE
SPR_RPEG
SPR_VAAS
SPR_SALD
SPR_DESK
SPR_LABT
SPR_EGGP
SPR_WINE
SPR_PLAT
SPR_HUDG
SPR_HADG
SPR_BADY
SPR_PGRD
SPR_MAID
MT_DRSW
S_DRSW
S_DRSWF
S_DRSWF1
SPR_DRSW

Thing MT_VESE
#$Category Royal Palace
#$Name Royal Vase
#$Sprite VESEA0
MAPTHINGNUM = 4015
SPAWNSTATE = S_VESE
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_VESEF
XDeathState = S_VESEF
DeathSound = sfx_VASE
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_VESE
SPRITENUMBER = SPR_VESE
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_VESE

FRAME S_VESEF
SPRITENUMBER = SPR_VESE
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_VESEF1

FRAME S_VESEF1
SPRITENUMBER = SPR_VESE
SPRITESUBNUMBER = C
DURATION = 18
NEXT = S_VESEF1

Thing MT_RPEG
#$Category Royal Palace
#$Name Egg statue
#$Sprite RPEGA0
MAPTHINGNUM = 4016
SPAWNSTATE = S_RPEG
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_RPEGF
XDeathState = S_RPEGF
DeathSound = sfx_STATU
Speed = 0
RADIUS = 82*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_RPEG
SPRITENUMBER = SPR_RPEG
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_RPEG

FRAME S_RPEGF
SPRITENUMBER = SPR_RPEG
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_RPEGF1

FRAME S_RPEGF1
SPRITENUMBER = SPR_RPEG
SPRITESUBNUMBER = C
DURATION = 18
NEXT = S_RPEGF1

Thing MT_WINE
#$Category Royal Palace
#$Name Wine Bottle
#$Sprite WINEA0
MAPTHINGNUM = 4017
SPAWNSTATE = S_WINE
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_WINEF
XDeathState = S_WINEF
DeathSound = sfx_BOTL
Speed = 0
RADIUS = 20*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_WINE
SPRITENUMBER = SPR_WINE
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_WINE

FRAME S_WINEF
SPRITENUMBER = SPR_WINE
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_WINEF1

FRAME S_WINEF1
SPRITENUMBER = SPR_WINE
SPRITESUBNUMBER = C
DURATION = 18
NEXT = S_WINEF1

Thing MT_WGLS
#$Category Royal Palace
#$Name Wine Glass
#$Sprite WGLSA0
MAPTHINGNUM = 4018
SPAWNSTATE = S_WGLS
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_WGLSF
XDeathState = S_WGLSF
DeathSound = sfx_WINE
Speed = 0
RADIUS = 20*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_WGLS
SPRITENUMBER = SPR_WGLS
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_WGLS

FRAME S_WGLSF
SPRITENUMBER = SPR_WGLS
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_WGLSF1

FRAME S_WGLSF1
SPRITENUMBER = SPR_WGLS
SPRITESUBNUMBER = C
DURATION = 8
NEXT = S_WGLSF1

Thing MT_RGEG
#$Category Royal Palace
#$Name Golden Egg Statue
#$Sprite RGEGA0
MAPTHINGNUM = 4019
SPAWNSTATE = S_RGEG
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_RGEGF
XDeathState = S_RGEGF
DeathSound = sfx_DESK
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_RGEG
SPRITENUMBER = SPR_RGEG
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_RGEG

FRAME S_RGEGF
SPRITENUMBER = SPR_RGEG
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_RGEGF1

FRAME S_RGEGF1
SPRITENUMBER = SPR_RGEG
SPRITESUBNUMBER = C
DURATION = 8
NEXT = S_RGEGF1

Thing MT_VAAS
#$Category Royal Palace
#$Name Big Vase
#$Sprite VAASA0
MAPTHINGNUM = 4020
SPAWNSTATE = S_VAAS
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_VAASF
XDeathState = S_VAASF
DeathSound = sfx_ICES
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_VAAS
SPRITENUMBER = SPR_VAAS
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_VAAS

FRAME S_VAASF
SPRITENUMBER = SPR_VAAS
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_RPVAASF1

FRAME S_VAASF1
SPRITENUMBER = SPR_VAAS
SPRITESUBNUMBER = C
DURATION = 8
NEXT = S_VAASF1

Thing MT_PLAT
#$Category Royal Palace
#$Name Plate of food
#$Sprite PLATA0
MAPTHINGNUM = 4021
SPAWNSTATE = S_PLAT
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_PLATF
XDeathState = S_PLATF
DeathSound = sfx_DISH
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_PLAT
SPRITENUMBER = SPR_PLAT
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_PLAT

FRAME S_PLATF
SPRITENUMBER = SPR_PLAT
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_PLATF1

FRAME S_PLATF1
SPRITENUMBER = SPR_PLAT
SPRITESUBNUMBER = C
DURATION = 8
NEXT = S_PLATF1

Thing MT_FOOD
#$Category Royal Palace
#$Name Plate of food 2
#$Sprite FOODA0
MAPTHINGNUM = 4022
SPAWNSTATE = S_FOOD
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_FOODF
XDeathState = S_FOODF
DeathSound = sfx_DISHH
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_FOOD
SPRITENUMBER = SPR_FOOD
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_RPFOOD

FRAME S_FOODF
SPRITENUMBER = SPR_FOOD
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_FOODF1

FRAME S_FOODF1
SPRITENUMBER = SPR_FOOD
SPRITESUBNUMBER = C
DURATION = 8
NEXT = S_FOODF1

Thing MT_SALD
#$Category Royal Palace
#$Name Plate of food 3
#$Sprite SALDA0
MAPTHINGNUM = 4023
SPAWNSTATE = S_SALD
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_SALDF
XDeathState = S_SALDF
DeathSound = sfx_DISHH
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_SALD
SPRITENUMBER = SPR_SALD
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_SALD

FRAME S_SALDF
SPRITENUMBER = SPR_SALD
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_SALDF1

FRAME S_SALDF1
SPRITENUMBER = SPR_SALD
SPRITESUBNUMBER = C
DURATION = 8
NEXT = S_SALDF1

Thing MT_DESK
#$Category Royal Palace
#$Name Desk of stuff
#$Sprite DESKA0
MAPTHINGNUM = 4024
SPAWNSTATE = S_DESK
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_DESKF
XDeathState = S_DESKF
DeathSound = sfx_BSMS
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_DESK
SPRITENUMBER = SPR_DESK
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_DESK

FRAME S_DESKF
SPRITENUMBER = SPR_DESK
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_DESKF1

FRAME S_DESKF1
SPRITENUMBER = SPR_DESK
SPRITESUBNUMBER = C
DURATION = 8
NEXT = S_DESKF1

Thing MT_LABT
#$Category Royal Palace
#$Name Laboratory thing
#$Sprite LABTA0
MAPTHINGNUM = 4025
SPAWNSTATE = S_LABT
SpawnHealth = 1000
ReactionTime = 1
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_NOBLOCKMAP

FRAME S_LABT
SPRITENUMBER = SPR_LABT
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_LABT

Thing MT_HALT
#$Category Royal Palace
#$Name Dumb dude
#$Sprite HALTA0
MAPTHINGNUM = 4026
SPAWNSTATE = S_HALT
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_HALTF
XDeathState = S_HALTF
DeathSound = sfx_SMAC
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_HALT
SPRITENUMBER = SPR_HALT
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_HALT

FRAME S_HALTF
SPRITENUMBER = SPR_HALT
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_HALTF1

FRAME S_HALTF1
SPRITENUMBER = SPR_HALT
SPRITESUBNUMBER = C
DURATION = 8
NEXT = S_HALTF1

Thing MT_EGGP
#$Category Royal Palace
#$Name Egg plushies
#$Sprite EGGPA0
MAPTHINGNUM = 4027
SPAWNSTATE = S_EGGP
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_EGGPF
XDeathState = S_EGGPF
DeathSound = sfx_LEAF
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_EGGP
SPRITENUMBER = SPR_EGGP
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_EGGP

FRAME S_EGGPF
SPRITENUMBER = SPR_EGGP
SPRITESUBNUMBER = B
DURATION = 8
NEXT = S_EGGPF1

FRAME S_EGGPF1
SPRITENUMBER = SPR_EGGP
SPRITESUBNUMBER = C
DURATION = 8
NEXT = S_EGGPF1

Thing MT_HADG
#$Category Royal Palace
#$Name Eggman Hedge
#$Sprite HADGA0
MAPTHINGNUM = 4028
SPAWNSTATE = S_HADG
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_SCENERY|MF_NOCLIPTHING|MF_NOBLOCKMAP

FRAME S_HADG
SPRITENUMBER = SPR_HADG
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_HADG

Thing MT_HUDG
#$Category Royal Palace
#$Name Eggman hedge
#$Sprite HUDGA0
MAPTHINGNUM = 4029
SPAWNSTATE = S_HUDG
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_SCENERY|MF_NOCLIPTHING|MF_NOBLOCKMAP

FRAME S_HUDG
SPRITENUMBER = SPR_HUDG
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_HUDG

Thing MT_BADY
#$Category Royal Palace
#$Name Ball Lady
#$Sprite BADYA0
MAPTHINGNUM = 4030
SPAWNSTATE = S_BADY
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOGRAVITY|MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOCLIP

FRAME S_BADY
SPRITENUMBER = SPR_BADY
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_BADY

Thing MT_PGRD
#$Sprite PGRDA0
#$Category Royal Palace
MAPTHINGNUM = 4031
SPAWNSTATE = S_PGRD
SPAWNHEALTH = 1000
SEESTATE = S_PGRD
REACTIONTIME = 50
PAINCHANCE = 200
RAISESTATE = S_PGRDF
PAINSOUND = sfx_PGRD
DEATHSTATE = S_PGRDF
DEATHSOUND = sfx_PGRD
SPEED = 25
Radius = 70*FRACUNIT
Height = 160*FRACUNIT
MASS = 1*FRACUNIT
DAMAGE = 2*FRACUNIT
FLAGS = MF_SOLID

FRAME S_PGRD
SPRITENUMBER = SPR_PGRD
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_PGRD

FRAME S_PGRDF
SPRITENUMBER = SPR_PGRD
SPRITESUBNUMBER = B
DURATION = 20
NEXT = S_PGRDF1
ACTION A_Pain

FRAME S_PGRDF1
SPRITENUMBER = SPR_PGRD
SPRITESUBNUMBER = B
DURATION = 10
NEXT = S_PGRD

Thing MT_MAID
#$Category Royal Palace
#$Name Screaming Maid
#$Sprite MAIDA0
MAPTHINGNUM = 4033
SPAWNSTATE = S_MAID
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_MAIDF
XDeathState = S_MAIDF
DeathSound = sfx_MAID
Speed = 0
RADIUS = 160*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_MAID
SPRITENUMBER = SPR_MAID
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_MAID

FRAME S_MAIDF
SPRITENUMBER = SPR_MAID
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_MAIDF1

FRAME S_MAIDF1
SPRITENUMBER = SPR_MAID
SPRITESUBNUMBER = B
DURATION = 18
NEXT = S_MAIDF1

Thing MT_DRSW
#$Category SolSestancia
#$Name Drill swat
#$Sprite DRSWA0
MAPTHINGNUM = 1698
SPAWNSTATE = S_DRSW
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_DRSWF
XDeathState = S_DRSWF
DeathSound = sfx_BSMS
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

FRAME S_DRSW
SPRITENUMBER = SPR_DRSW
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_DRSW

FRAME S_DRSWF
SPRITENUMBER = SPR_DRSW
SPRITESUBNUMBER = B
DURATION = 5
NEXT = S_DRSWF1

FRAME S_DRSWF1
SPRITENUMBER = SPR_DRSW
SPRITESUBNUMBER = C
DURATION = 18
NEXT = S_DRSWF1