FREESLOT
S_FAKESPARK
S_SHADSKAT1
S_SHADSKAT2
S_SHADSKAT3
S_SHADSKAT4
S_SHADSKAT5
S_SHADSKAT6
S_SHADSKAT7
S_SHADSKAT8
S_SHADSKAT9
S_SHADSKAT10
S_SHADSKAT11
S_SHADSKAT12
S_YELW0
S_YELW1
S_YELW2
S_YELW3
S_YELW4
SPR_CSTM
SPR_YELW
MT_SHADORB
MT_FIREDUST
MT_WARPFX
MT_NOCCINDICATOR
S_NOCC
S_WARPFX1
S_WARPFX2
S_WARPFX3
S_WARPFX4
S_WARPFX5
S_WARPFX6
S_WARPFX7
S_WARPFX8
S_WARPFX9
S_WARPFX10
S_WARPFX11
S_WARPFX12
S_WARPFX13
S_WARPFX14
S_WARPFX15
S_WARPFX16
S_CSTMSPIN1
S_FIREDUST
SPR_FPRT
SPR_MRSP
SPR_SHCC
SPR_NOCC

#Custom Objects
Object MT_FIREDUST
SpawnState = S_FIREDUST
SpawnHealth = 1000
ReactionTime = 8
Speed = 4*FRACUNIT
Radius = 4*FRACUNIT
Height = 4*FRACUNIT
Mass = 4
Damage = 0
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP|MF_FIRE

#Custom States
STATE S_CSTMSPIN1
SPRITENAME = MRSP
SPRITEFRAME = A
DURATION =  2
NEXT = S_CSTMSPIN1

STATE S_FIREDUST
SPRITENAME = FPRT
SPRITEFRAME = A|TR_TRANS60|FF_FULLBRIGHT
DURATION = 2*TICRATE
NEXT = S_NULL

#Shadow's Skate States
STATE S_SHADSKAT1
SPRITENAME = CSTM
SPRITEFRAME = A
DURATION = 3
NEXT = S_SHADSKAT2


STATE S_SHADSKAT2
SPRITENAME = CSTM
SPRITEFRAME = B
DURATION = 3
NEXT = S_SHADSKAT3


STATE S_SHADSKAT3
SPRITENAME = CSTM
SPRITEFRAME = C
DURATION = 3
NEXT = S_SHADSKAT4


STATE S_SHADSKAT4
SPRITENAME = CSTM
SPRITEFRAME = D
DURATION = 7
NEXT = S_SHADSKAT5


STATE S_SHADSKAT5
SPRITENAME = CSTM
SPRITEFRAME = E
DURATION = 3
NEXT = S_SHADSKAT6


STATE S_SHADSKAT6
SPRITENAME = CSTM
SPRITEFRAME = F
DURATION = 3
NEXT = S_SHADSKAT7


STATE S_SHADSKAT7
SPRITENAME = CSTM
SPRITEFRAME = G
DURATION = 3
NEXT = S_SHADSKAT8

STATE S_SHADSKAT8
SPRITENAME = CSTM
SPRITEFRAME = H
DURATION = 3
NEXT = S_SHADSKAT9


STATE S_SHADSKAT9
SPRITENAME = CSTM
SPRITEFRAME = I
DURATION = 3
NEXT = S_SHADSKAT10

STATE S_SHADSKAT10
SPRITENAME = CSTM
SPRITEFRAME = J
DURATION = 7
NEXT = S_SHADSKAT11

STATE S_SHADSKAT11
SPRITENAME = CSTM
SPRITEFRAME = K
DURATION = 3
NEXT = S_SHADSKAT12

STATE S_SHADSKAT12
SPRITENAME = CSTM
SPRITEFRAME = L
DURATION = 3
NEXT = S_SHADSKAT1

#Spintrail/Rev/Thok


#Defining the spintrail
Thing MT_SHADORB
MAPTHINGNUM = -1
SPAWNSTATE = S_YELW0
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 65536
HEIGHT = 65536
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 21008

FRAME S_YELW0
SPRITENAME = 0
SPRITEFRAME = 0
DURATION = 1
NEXT = S_YELW1
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME S_YELW1
SPRITENAME = YELW
SPRITEFRAME = A|TR_TRANS60
DURATION = 2
NEXT = S_YELW2
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_YELW2
SPRITENAME = YELW
SPRITEFRAME = A|TR_TRANS60
DURATION = 1
NEXT = S_YELW3
ACTION None

FRAME S_YELW3
SPRITENAME = YELW
SPRITEFRAME = A|TR_TRANS60
DURATION = 1
NEXT = S_YELW4
ACTION None

FRAME S_YELW4
SPRITENAME = YELW
SPRITEFRAME = A|TR_TRANS60
DURATION = 1
NEXT = S_NULL
ACTION None

#Chaos Control visual effect
Thing MT_WARPFX
MapThingNum = -1
SpawnState = S_WARPFX1
DispOffset = 3
Flags = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT

Frame S_WARPFX1
SpriteName = SHCC
SpriteFrame = A|TR_TRANS20
Duration = 1
Next = S_WARPFX2

Frame S_WARPFX2
SpriteName = SHCC
SpriteFrame = B|TR_TRANS20
Duration = 1
Next = S_WARPFX3

Frame S_WARPFX3
SpriteName = SHCC
SpriteFrame = C|TR_TRANS30
Duration = 1
Next = S_WARPFX4

Frame S_WARPFX4
SpriteName = SHCC
SpriteFrame = D|TR_TRANS30
Duration = 1
Next = S_WARPFX5

Frame S_WARPFX5
SpriteName = SHCC
SpriteFrame = E|TR_TRANS40
Duration = 1
Next = S_WARPFX6

Frame S_WARPFX6
SpriteName = SHCC
SpriteFrame = F|TR_TRANS40
Duration = 1
Next = S_WARPFX7

Frame S_WARPFX7
SpriteName = SHCC
SpriteFrame = G|TR_TRANS50
Duration = 1
Next = S_WARPFX8

Frame S_WARPFX8
SpriteName = SHCC
SpriteFrame = H|TR_TRANS50
Duration = 1
Next = S_WARPFX9

Frame S_WARPFX9
SpriteName = SHCC
SpriteFrame = I|TR_TRANS60
Duration = 1
Next = S_WARPFX10

Frame S_WARPFX10
SpriteName = SHCC
SpriteFrame = J|TR_TRANS60
Duration = 1
Next = S_WARPFX11

Frame S_WARPFX11
SpriteName = SHCC
SpriteFrame = K|TR_TRANS70
Duration = 1
Next = S_WARPFX12

Frame S_WARPFX12
SpriteName = SHCC
SpriteFrame = L|TR_TRANS70
Duration = 1
Next = S_WARPFX13

Frame S_WARPFX13
SpriteName = SHCC
SpriteFrame = M|TR_TRANS80
Duration = 1
Next = S_WARPFX14

Frame S_WARPFX14
SpriteName = SHCC
SpriteFrame = N|TR_TRANS80
Duration = 1
Next = S_WARPFX15

Frame S_WARPFX15
SpriteName = SHCC
SpriteFrame = O|TR_TRANS90
Duration = 1
Next = S_WARPFX16

Frame S_WARPFX16
SpriteName = SHCC
SpriteFrame = P|TR_TRANS90
Duration = 1
Next = S_NULL

#Red glow when no Chaos Control has to recharge
Object MT_NOCCINDICATOR
SpawnState = S_NOCC
DeathState = S_NULL
Flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP

Frame S_NOCC
SpriteName = NOCC
SpriteFrame = A|TR_TRANS50
Duration = 1
Next = S_NOCC