FREESLOT
SPR_HBAC
S_SONDASH1
S_SONDASH2
S_SONDASH3
S_SONDASH4
S_SONDASH5
S_SONDASH6
S_SONDASH7
S_SONDASH8
SPR_CYLP
S_CYLP1
S_CYLP2
S_CYLP3
SPR_TMPE
SPR_GRNE
SPR_BRHA
S_TMPE0
S_TMPE1
S_TMPE2
S_TMPE3
S_TMPE4
S_STRA1
S_STRA2
S_STRA3
S_STRA4
S_STRA5
S_GRNE5
S_GRNE1
S_GRNE2
S_GRNE3
S_GRNE4
MT_THOKY
MT_THOKY2
S_STRA1
S_STRA2
S_STRA3
S_STRA4
S_STRA4
SPR_STRA
S_BOOSTFRAME
S_BOOSTFRAME2
S_BOOSTFRAME3
S_BOOSTFRAME4
S_BVFX
S_BVFX1
S_BVFX2
S_BVFX3
S_BVFX4
SPR_BRHA
MT_BVFX
MT_ADVE
S_ADVE1
S_ADVE2
S_ADVE3
S_ADVE4
SPR_MTEX
SPR_SCFX
SPR_STMP
S_SCFX1
S_SCFX2
S_SCFX3
S_SCFX4
S_SCFX5
S_SCFX6
S_SCFX7
S_SCFX8



state S_SCFX1
spritename = SCFX
spriteframe = A
DURATION = 1
action = A_CapeChase
next = S_SCFX2

state S_SCFX2
spritename = SCFX
spriteframe = B
DURATION = 1
action = A_CapeChase
next = S_SCFX3

state S_SCFX3
spritename = SCFX
spriteframe = C
DURATION = 1
action = A_CapeChase
next = S_SCFX4

state S_SCFX4
spritename = SCFX
spriteframe = D
DURATION = 1
action = A_CapeChase
next = S_SCFX5

state S_SCFX5
spritename = SCFX
spriteframe = E
DURATION = 1
action = A_CapeChase
next = S_SCFX6

state S_SCFX6
spritename = SCFX
spriteframe = F
DURATION = 1
action = A_CapeChase
next = S_SCFX7

state S_SCFX7
spritename = SCFX
spriteframe = G
DURATION = 1
action = A_CapeChase
next = S_SCFX8

state S_SCFX8
spritename = SCFX
spriteframe = D
DURATION = 1
action = A_CapeChase
next = S_NULL


state S_ADVE1
spritename = BRHA
spriteframe = A
DURATION = 1
action = A_CapeChase
next = S_ADVE2

state S_ADVE2
spritename = BRHA
spriteframe = B
DURATION = 1
action = A_CapeChase
next = S_ADVE3

state S_ADVE3
spritename = BRHA
spriteframe = C
DURATION = 1
action = A_CapeChase
next = S_ADVE4

state S_ADVE4
spritename = BRHA
spriteframe = D
DURATION = 1
action = A_CapeChase
next = S_ADVE1




object MT_ADVE
spawnstate = S_ADVE1
speed = 8
radius = 22*FRACUNIT
height = 54*FRACUNIT
mass = 14
flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY


state S_BVFX
spritename = BRHA
spriteframe = A
DURATION = 1
action = A_CapeChase
next = S_BVFX2

state S_BVFX2
spritename = BRHA
spriteframe = B
DURATION = 1
action = A_CapeChase
next = S_BVFX3

state S_BVFX3
spritename = BRHA
spriteframe = C
DURATION = 1
action = A_CapeChase
next = S_BVFX4

state S_BVFX4
spritename = BRHA
spriteframe = D
DURATION = 1
action = A_CapeChase
next = S_BVFX





#BOOST VFX

Thing MT_BVFX
MAPTHINGNUM = -1
SPAWNSTATE = S_BVFX
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
DispOffset = 3
SPEED = 0
RADIUS = 65536
HEIGHT = 65536
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 21008



#BOOST TRAILY
Thing MT_THOKY
MAPTHINGNUM = -1
SPAWNSTATE = S_TMPE0
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
DispOffset = 3
SPEED = 0
RADIUS = 65536
HEIGHT = 65536
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 21008

FRAME S_TMPE0
SPRITENAME = 0
SPRITEFRAME = 0
DURATION = 2
NEXT = S_TMPE1
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME S_TMPE1
SPRITENAME = TMPE
SPRITEFRAME = A|TR_TRANS60
DURATION = 2
NEXT = S_TMPE2
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_TMPE2
SPRITENAME = TMPE
SPRITEFRAME = B|TR_TRANS60
DURATION = 1
NEXT = S_TMPE3
ACTION A_FaceTarget

FRAME S_TMPE3
SPRITENAME = TMPE
SPRITEFRAME = C|TR_TRANS60
DURATION = 1
NEXT = S_TMPE4
ACTION A_FaceTarget

FRAME S_TMPE4
SPRITENAME = TMPE
SPRITEFRAME = D|TR_TRANS60
DURATION = 1
NEXT = S_NULL
ACTION A_FaceTarget



FRAME S_STRA1
SPRITENAME = STRA
SPRITEFRAME = A|TR_TRANS20
DURATION = 1
NEXT = S_STRA2
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_STRA2
SPRITENAME = STRA
SPRITEFRAME = B|TR_TRANS20
DURATION = 2
NEXT = S_STRA3
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0


FRAME S_STRA3
SPRITENAME = STRA
SPRITEFRAME = C|TR_TRANS20
DURATION = 2
NEXT = S_STRA4
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0


FRAME S_STRA4
SPRITENAME = STRA
SPRITEFRAME = D|TR_TRANS20
DURATION = 2
NEXT = S_STRA5
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_STRA5
SPRITENAME = STRA
SPRITEFRAME = E|TR_TRANS20
DURATION = 2
NEXT = S_NULL
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0




#Dark sonic run sprites
STATE S_SONDASH1
SPRITENAME = HBAC
SPRITEFRAME = A
DURATION = 1
NEXT = S_SONDASH2


STATE S_SONDASH2
SPRITENAME = HBAC
SPRITEFRAME = B
DURATION = 1
NEXT = S_SONDASH3


STATE S_SONDASH3
SPRITENAME = HBAC
SPRITEFRAME = C
DURATION = 4
NEXT = S_SONDASH4


STATE S_SONDASH4
SPRITENAME = HBAC
SPRITEFRAME = D
DURATION = 1
NEXT = S_SONDASH5


STATE S_SONDASH5
SPRITENAME = HBAC
SPRITEFRAME = E
DURATION = 1
NEXT = S_SONDASH6


STATE S_SONDASH6
SPRITENAME = HBAC
SPRITEFRAME = F
DURATION = 1
NEXT = S_SONDASH7


STATE S_SONDASH7
SPRITENAME = HBAC
SPRITEFRAME = G
DURATION = 4
NEXT = S_SONDASH8

STATE S_SONDASH8
SPRITENAME = HBAC
SPRITEFRAME = H
DURATION = 1
NEXT = S_SONDASH1

FRAME S_BOOSTFRAME
SPRITENAME = SPR_BRHA
SPRITEFRAME = A
DURATION = 1
ACTION = A_CapeChase
NEXT = S_BOOSTFRAME2

FRAME S_BOOSTFRAME2
SPRITENAME = SPR_BRHA
SPRITEFRAME = B
DURATION = 1
ACTION = A_CapeChase
NEXT = S_BOOSTFRAME3


FRAME S_BOOSTFRAME3
SPRITENAME = SPR_BRHA
SPRITEFRAME = C
DURATION = 1
ACTION = A_CapeChase
NEXT = S_BOOSTFRAME4

FRAME S_BOOSTFRAME4
SPRITENAME = SPR_BRHA
SPRITEFRAME = D
DURATION = 1
ACTION = A_CapeChase
NEXT = S_NULL


#Dark sonic run sprites
STATE S_CYLP1
SPRITENAME = CYLP
SPRITEFRAME = A
DURATION = 1
NEXT = S_CYLP2


STATE S_CYLP2
SPRITENAME = CYLP
SPRITEFRAME = B
DURATION = 1
NEXT = S_CYLP3


STATE S_CYLP3
SPRITENAME = CYLP
SPRITEFRAME = C
DURATION = 1
NEXT = S_NULL


FRAME S_GRNE1
SPRITENAME = GRNE
SPRITEFRAME = A
DURATION = 1
NEXT = S_GRNE2
ACTION A_FaceTarget
VAR1 = 0
VAR2 = 0

FRAME S_GRNE2
SPRITENAME = GRNE
SPRITEFRAME = B
DURATION = 1
NEXT = S_GRNE3
ACTION A_FaceTarget

FRAME S_GRNE3
SPRITENAME = GRNE
SPRITEFRAME = C
DURATION = 1
NEXT = S_GRNE4
ACTION A_FaceTarget

FRAME S_GRNE4
SPRITENAME = GRNE
SPRITEFRAME = D
DURATION = 1
NEXT = S_GRNE5
ACTION A_FaceTarget


FRAME S_GRNE5
SPRITENAME = GRNE
SPRITEFRAME = E
DURATION = 1
NEXT = S_NULL
ACTION A_FaceTarget