Freeslot
MT_BIGSPLISH
S_BIGSPLISH0
S_BIGSPLISH1
MT_WAYPOINT
S_WAYPOINT1
S_WAYPOINT2
S_WAYPOINTFALL
MT_TEMPWAYPOINT
MT_JUSTEXPLODE
S_JUSTEXPLODE
S_TEMPWAYPOINT1
S_TEMPWAYPOINT2
MT_SHOCKWAVEFX
S_SHOCKWAVEFX1
S_SHOCKWAVEFX2
S_SHOCKWAVEFX3
S_SHOCKWAVEFX4
S_SHOCKWAVEFX5
S_SHOCKWAVEFX6
SPR_SKWV

Object MT_JUSTEXPLODE
SpawnState = S_JUSTEXPLODE 
ReactionTime = 45
Speed = 0
Radius = 75*FRACUNIT
Height = 75*FRACUNIT
Damage = 3
SpawnHealth = 0
MapThingNum = 3352
DispOffset = 0
Flags = MF_NOCLIP|MF_NOGRAVITY



State S_JUSTEXPLODE
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_XPLD_FLICKY


Object MT_WAYPOINT
SpawnState = S_WAYPOINT1
DeathState = S_WAYPOINTFALL
ReactionTime = 45
Speed = 0
Radius = 75*FRACUNIT
Height = 75*FRACUNIT
Damage = 3
PainSound = sfx_dmpain
DeathSound = sfx_cybdth
SpawnHealth = 8
MapThingNum = 3352
DispOffset = 0
Flags = MF_NOCLIP|MF_NOGRAVITY|MF_NOSECTOR


State S_WAYPOINT1
SpriteName = THOK
SpriteFrame = A
Action = A_ZThrust
Var1 = 5
Var2 = 65536
Duration = 60
Next = S_WAYPOINT2

State S_WAYPOINT2
SpriteName = THOK
SpriteFrame = A
Action = A_ZThrust
Var1 = -5
Var2 = 65536
Duration = 60
Next = S_WAYPOINT1


State S_WAYPOINTFALL
SpriteName = THOK
SpriteFrame = A
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = MT_TEMPWAYPOINT
Duration = 1
Next = S_NULL


Object MT_TEMPWAYPOINT
SpawnState = S_TEMPWAYPOINT1
ReactionTime = 45
Speed = 0
Radius = 75*FRACUNIT
Height = 75*FRACUNIT
Damage = 3
PainSound = sfx_dmpain
DeathSound = sfx_cybdth
SpawnHealth = 8
DispOffset = 0
Flags = MF_NOCLIP|MF_NOGRAVITY|MF_NOSECTOR


State S_TEMPWAYPOINT1
SpriteName = POSS
SpriteFrame = A
Action = None
Duration = 600
Next = S_TEMPWAYPOINT2

State S_TEMPWAYPOINT2
SpriteName = POSS
SpriteFrame = A
Action = A_SpawnObjectRelative
Var1 = 0
Var2 = MT_WAYPOINT
Duration = 1
Next = S_NULL

Object MT_BIGSPLISH
SpawnState = S_BIGSPLISH0
ReactionTime = 45
Speed = 1*FRACUNIT
Radius = 1*FRACUNIT
Height = 1*FRACUNIT
SeeSound = sfx_splish
Damage = 3
SpawnHealth = 1
DispOffset = 0
Flags = MF_NOCLIP|MF_RUNSPAWNFUNC

State S_BIGSPLISH0
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_BIGSPLISH1

State S_BIGSPLISH1
SpriteName = NULL
SpriteFrame = A
Action = A_SetScale
Var1 = FRACUNIT*4
Duration = 0
Next = S_SPLISH1


Object MT_SHOCKWAVEFX
SpawnState = S_SHOCKWAVEFX1
Radius = 64*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Flags = MF_NOGRAVITY|MF_NOCLIP|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT

State S_SHOCKWAVEFX1
SpriteName = NULL
SpriteFrame = A
Action = A_SetCustomValue
Var1 = FRACUNIT/8
Var2 = 0
Duration = 1
Next = S_SHOCKWAVEFX2

State S_SHOCKWAVEFX2
SpriteName = NULL
SpriteFrame = A
Action = A_CusValAction
Var1 = S_SHOCKWAVEFX6
Var2 = 0
Duration = 0
Next = S_SHOCKWAVEFX3


State S_SHOCKWAVEFX3
SpriteName = SKWV
SpriteFrame = A|TR_TRANS90|FF_FULLBRIGHT
Action = A_SetCustomValue
Var1 = 3
Var2 = 5
Duration = 1
Next = S_SHOCKWAVEFX4

State S_SHOCKWAVEFX4
SpriteName = SKWV
SpriteFrame = A
Action = A_SetCustomValue
Var1 = 2
Var2 = 4
Duration = 0
Next =  S_SHOCKWAVEFX5

State S_SHOCKWAVEFX5
SpriteName = SKWV
SpriteFrame = A
Action = A_Repeat
Var1 = 15
Var2 = S_SHOCKWAVEFX2
Duration = 0
Next = S_NULL

State S_SHOCKWAVEFX6
Action = A_SetScale
Var1 = FRACUNIT
Var2 = 0