FREESLOT
MT_IDUK
MT_VISR
MT_DANG
MT_POOLA
MT_POOLB
MT_UMBR
MT_IKID
MT_POOLSOUND
S_VISR
S_VISRF
S_VISRF1
S_DANG
S_DANGF
S_DANGF1
S_DANG
S_DANGF
S_DANGF1
S_IDUK_STND
S_IDUK_PUSH
S_IDUK_PUSH2
S_POOLA
S_POOLB
S_UMBR
S_IKID
SPR_IDUK
SPR_DANG
SPR_VISR
SPR_IKID
SPR_POOLA
SPR_POOLB
SPR_UMBR
sfx_VISR
sfx_RDUK
sfx_POOL

Thing MT_IDUK
#$Sprite IDUKA0
#$Name Pool Duck
#$Category Pools
MAPTHINGNUM = 4077
SPAWNSTATE = S_IDUK_STND
SPAWNHEALTH = 1000
SEESTATE = S_IDUK_STND
REACTIONTIME = 80
PAINCHANCE = 200
RAISESTATE = S_IDUK_PUSH
PAINSOUND = sfx_RDUK
DEATHSTATE = S_IDUK_PUSH
DEATHSOUND = sfx_RDUK
SPEED = 25
Radius = 50*FRACUNIT
Height = 50*FRACUNIT
MASS = 30*FRACUNIT
DAMAGE = 4
FLAGS = MF_SPRING|MF_SOLID|MF_NOGRAVITY

FRAME S_IDUK_STND
SPRITENUMBER = SPR_IDUK
SPRITESUBNUMBER = A
DURATION = 10
NEXT = S_IDUK_STND

FRAME S_IDUK_PUSH
SPRITENUMBER = SPR_IDUK
SPRITESUBNUMBER = B
DURATION = 3
NEXT = S_IDUK_PUSH2
ACTION A_Pain

FRAME S_IDUK_PUSH2
SPRITENUMBER = SPR_IDUK
SPRITESUBNUMBER = B
DURATION = 10
NEXT = S_IDUK_STND

Thing MT_VISR
#$Category Pools
#$Name Fisher
#$Sprite VISRA0
MAPTHINGNUM = 4078
SPAWNSTATE = S_VISR
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_VISRF
XDeathState = S_VISRF
DeathSound = sfx_VISR
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL
RaiseState = S_NULL

FRAME S_VISR
SPRITENUMBER = SPR_VISR
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_VISR

FRAME S_VISRF
SPRITENUMBER = SPR_VISR
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_VISRF1

FRAME S_VISRF1
SPRITENUMBER = SPR_VISR
SPRITESUBNUMBER = C
DURATION = 6
NEXT = S_VISRF1

Thing MT_DANG
#$Category Pools
#$Name Danger sign
#$Sprite DANGA0
MAPTHINGNUM = 4079
SPAWNSTATE = S_DANG
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 1
AttackSound = sfx_WFLW
PainState = S_NULL
PainChance = 0
PainSound = sfx_WFLW
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_DANGF
XDeathState = S_DANGF
DeathSound = sfx_WFLW
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL
RaiseState = S_NULL

FRAME S_DANG
SPRITENUMBER = SPR_DANG
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_DANG

FRAME S_DANGF
SPRITENUMBER = SPR_DANG
SPRITESUBNUMBER = B
DURATION = 6
NEXT = S_DANGF1

FRAME S_DANGF1
SPRITENUMBER = SPR_DANG
SPRITESUBNUMBER = C
DURATION = 6
NEXT = S_DANGF1

Thing MT_POOLA
#$Category Pools
#$Name Pool decoration
#$Sprite POOLA0
MAPTHINGNUM = 4080
SPAWNSTATE = S_POOLA
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP

FRAME S_POOLA
SPRITENUMBER = SPR_POOL
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_POOLA

Thing MT_POOLB
#$Category Pools
#$Name Pool decoration
#$Sprite POOLB0
MAPTHINGNUM = 4081
SPAWNSTATE = S_POOLB
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP

FRAME S_POOLB
SPRITENUMBER = SPR_POOL
SPRITESUBNUMBER = B
DURATION = -1
NEXT = S_POOLB

Thing MT_UMBR
#$Category Pools
#$Name Parasol.
#$Sprite UMBRA0
MAPTHINGNUM = 4082
SPAWNSTATE = S_UMBR
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
RaiseState = S_NULL
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP

FRAME S_UMBR
SPRITENUMBER = SPR_UMBR
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_UMBR

Thing MT_IKID
#$Category Pools
#$Name Pool Kid
#$Sprite IKIDA1
MAPTHINGNUM = 4083
SPAWNSTATE = S_IKID
SpawnHealth = 1000
ReactionTime = 1
Speed = 16
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_PUSHABLE|MF_SLIDEME|MF_NOBLOCKMAP

FRAME S_IKID
SPRITENUMBER = SPR_IKID
SPRITESUBNUMBER = A
DURATION = -1
NEXT = S_IKID

Thing MT_POOLSOUND
#$Category Pools
#$Name Pool soundeffect
#$Sprite SHHHA0
MAPTHINGNUM = 4084
SPAWNSTATE = S_INVISIBLE
SpawnHealth = 1000
ReactionTime = 1
Speed = 0
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 1000
FLAGS = MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_AMBIENT

Sound sfx_VISR
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_RDUK
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT

Sound sfx_POOL
Singular = 0
Priority = 64
Flags = SF_NOINTERRUPT