FREESLOT
sfx_boom
S_CONE_DRONE
S_CONE_SPIKEBALL
SPR_CONE
S_SPINY_WALK
S_SPINY_SHOT1
S_SPINY_SHOT2
S_SPINY_PAUSE
S_BOMB_LOOK
S_BOMB_CHASE1
S_BOMB_CHASE2
S_BOMB_CHASE3
S_BOMB_CHASE4
S_BOMB_READYBOOM1
S_BOMB_READYBOOM2
S_BOMB_READYBOOM3
S_BOMB_EXPLODE
SPR_MOTO
S_MOTOBUG_LOOK
S_MOTOBUG1
S_MOTOBUG2
S_MOTOBUG3
S_MOTOBUG4
S_MOTOBUG5
S_MOTOBUG6
S_FLASHER_LOOK
S_FLASHER_FLOAT
S_FLASHER_SHOOT1
S_FLASHER_SHOOT2
S_FLASHER_COOLDOWN
S_FLASHER_RISING
S_FLASHER_LASER
S_COCONUTS_CLIMB_START
S_COCONUTS_CLIMB
S_COCONUTS_ATTACK1
S_COCONUTS_ATTACK2
S_COCONUTS_ATTACK3
MT_COCONUT
S_COCONUT
SPR_COCO
S_CRABMEAT_WALK1
S_CRABMEAT_WALK2
S_CRABMEAT_WALK3
S_CRABMEAT_WALK4
S_CRABMEAT_STAND
S_CRABMEAT_ATTACK1
S_CRABMEAT_ATTACK2
S_CRABMEAT_ATTACK3
S_CRABMEAT_CHOOSESTATE
MT_HELIBALLOON
MT_GLIDERSPAWNER

Object MT_GLIDERSPAWNER
#$Name Glider
#$Sprite GLDRA1
#$Category Stupid Items
#MapThingNum = 457

Object MT_HELIBALLOON
#$Name Loot Balloon
#$Sprite HITMA0
#$Category Stupid Items
MapThingNum = 456

Object MT_CONE_DRONE
#$Name Hunter
#$Sprite CONEA0
#$Category Stupid Items
MapThingNum = 139
SpawnState = S_CONE_DRONE
SpawnHealth = 1
ReactionTime = 32
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
DeathState = S_XPLD_FLICKY
DeathSound = sfx_boom
Speed = 0
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

Object MT_CONE_SPIKEBALL
MapThingNum = -1
SpawnState = S_CONE_SPIKEBALL
SpawnHealth = 9999
ReactionTime = 8
DeathState = S_NULL
DeathSound = sfx_None
Speed = 3*FRACUNIT
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = DMG_SPIKE
Damage = 0
Flags = MF_PAIN|MF_NOGRAVITY

State S_CONE_DRONE
SpriteName = CONE
SpriteFrame = A
Duration = -1
Next = S_CONE_DRONE

State S_CONE_SPIKEBALL
SpriteName = UNID
SpriteFrame = C
Duration = 1
Action = A_RotateSpikeBall
Var1 = 1
Var2 = 0
Next = S_CONE_SPIKEBALL

Object MT_SPINY
#$Name Spiny
#$Sprite CONEB0
#$Category Stupid Items
MapThingNum = 140
SpawnState = S_SPINY_WALK
SpawnHealth = 1
ReactionTime = 32
MeleeState = S_SPINY_SHOT1
MissileState = S_SPINY_SHOT1
DeathState = S_XPLD_FLICKY
DeathSound = sfx_boom
Speed = 5
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

State S_SPINY_WALK
SpriteName = CONE
SpriteFrame = C
Duration = 3
Action = A_CrushstaceanWalk
Var1 = 0
Var2 = S_SPINY_PAUSE
Next = S_SPINY_WALK

State S_SPINY_SHOT1
SpriteName = CONE
SpriteFrame = B
Duration = 35
Next = S_SPINY_SHOT2

State S_SPINY_PAUSE
SpriteName = CONE
SpriteFrame = C
Duration = 40
Next = S_SPINY_WALK

State S_SPINY_SHOT2
SpriteName = CONE
SpriteFrame = B
Duration = 1
Next = S_SPINY_WALK

Object MT_SCRAP_BOMB
#$Name Scrap Bomb
#$Sprite MINEF1
#$Category Stupid Items
MapThingNum = 141
SpawnState = S_BOMB_LOOK
SpawnHealth = 1
SeeState = S_BOMB_CHASE1
ReactionTime = 32
DeathState = S_XPLD1
DeathSound = sfx_boom
Speed = 8
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_PAIN|MF_SCENERY|MF_SPECIAL

State S_BOMB_LOOK
SpriteName = MINE
SpriteFrame = F
Duration = 1
Action = A_Look
Next = S_BOMB_LOOK

State S_BOMB_CHASE1
SpriteName = MINE
SpriteFrame = G
Duration = 3
Action = A_Chase
Next = S_BOMB_CHASE2

State S_BOMB_CHASE2
SpriteName = MINE
SpriteFrame = F
Duration = 3
Action = A_Chase
Next = S_BOMB_CHASE3

State S_BOMB_CHASE3
SpriteName = MINE
SpriteFrame = H
Duration = 3
Action = A_Chase
Next = S_BOMB_CHASE4

State S_BOMB_CHASE4
SpriteName = MINE
SpriteFrame = F
Duration = 3
Action = A_Chase
Next = S_BOMB_CHASE1

State S_BOMB_READYBOOM1
SpriteName = MINE
SpriteFrame = F
Duration = 10
Action = A_PlaySound
Var1 = sfx_deton
Var2 = 1
Next = S_BOMB_READYBOOM2

State S_BOMB_READYBOOM2
SpriteName = MINE
SpriteFrame = F
Duration = 10
Action = A_PlaySound
Var1 = sfx_deton
Var2 = 1
Next = S_BOMB_READYBOOM3

State S_BOMB_READYBOOM3
SpriteName = MINE
SpriteFrame = F
Duration = 10
Action = A_PlaySound
Var1 = sfx_deton
Var2 = 1
Next = S_BOMB_EXPLODE

State S_BOMB_EXPLODE
SpriteName = NULL
SpriteFrame = A
Duration = 20
Action = A_OldRingExplode
Var1 = 55
Var2 = 0
Next = S_NULL

Object MT_MOTOBUG
#$Name Motobug
#$Sprite MOTOA1
#$Category Stupid Items
MapThingNum = 142
SpawnState = S_MOTOBUG_LOOK
SpawnHealth = 1
SeeState = S_MOTOBUG1
ReactionTime = 32
DeathState = S_XPLD_FLICKY
DeathSound = sfx_boom
Speed = 3
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

State S_MOTOBUG_LOOK
SpriteName = MOTO
SpriteFrame = A
Duration = 1
Action = A_Look
Next = S_MOTOBUG_LOOK

State S_MOTOBUG1
SpriteName = MOTO
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_MOTOBUG2

State S_MOTOBUG2
SpriteName = MOTO
SpriteFrame = B
Duration = 1
Action = A_Chase
Next = S_MOTOBUG3

State S_MOTOBUG3
SpriteName = MOTO
SpriteFrame = C
Duration = 1
Action = A_Chase
Next = S_MOTOBUG4

State S_MOTOBUG4
SpriteName = MOTO
SpriteFrame = D
Duration = 1
Action = A_Chase
Next = S_MOTOBUG5

State S_MOTOBUG5
SpriteName = MOTO
SpriteFrame = E
Duration = 1
Action = A_Chase
Next = S_MOTOBUG6

State S_MOTOBUG6
SpriteName = MOTO
SpriteFrame = F
Duration = 1
Action = A_Chase
Next = S_MOTOBUG1

Object MT_FLASHER
#$Name Flasher
#$Sprite CANAD0
#$Category Stupid Items
MapThingNum = 143
SpawnState = S_FLASHER_LOOK
SpawnHealth = 1
SeeState = S_FLASHER_FLOAT
ReactionTime = 32
DeathState = S_XPLD_FLICKY
DeathSound = sfx_boom
Speed = 0
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY

State S_FLASHER_LOOK
SpriteName = CANA
SpriteFrame = D
Duration = -1
Next = S_FLASHER_LOOK

State S_FLASHER_FLOAT
SpriteName = CANA
SpriteFrame = D
Duration = -1
Next = S_FLASHER_FLOAT

State S_FLASHER_SHOOT1
SpriteName = CANA
SpriteFrame = D
Duration = 70
Action = A_PlaySound
Var1 = sfx_s3k9d
Var2 = 1
Next = S_FLASHER_SHOOT2

State S_FLASHER_SHOOT2
SpriteName = CANA
SpriteFrame = D
Duration = 35
Action = A_PlaySound
Var1 = sfx_s3k5e
Var2 = 1
Next = S_FLASHER_COOLDOWN

State S_FLASHER_COOLDOWN
SpriteName = CANA
SpriteFrame = D
Duration = 90
Next = S_FLASHER_RISING

State S_FLASHER_RISING
SpriteName = CANA
SpriteFrame = D
Duration = -1
Next = S_FLASHER_RISING

Object MT_FLASHER_LASER
MapThingNum = -1
SpawnState = S_FLASHER_LASER
SpawnHealth = 10
ReactionTime = 32
DeathState = S_SPLISH1
DeathSound = sfx_None
Speed = 0
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_PAIN|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY

State S_FLASHER_LASER
SpriteName = THOK
SpriteFrame = A
Duration = -1
Next = S_FLASHER_LASER

Object MT_COCONUTS
#$Name Coconuts
#$Sprite COCOA0
#$Category Stupid Items
MapThingNum = 144
SpawnState = S_COCONUTS_CLIMB
SpawnHealth = 1
ReactionTime = 32
DeathState = S_XPLD_FLICKY
DeathSound = sfx_boom
Speed = 0
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY

State S_COCONUTS_CLIMB_START
SpriteName = COCO
SpriteFrame = A
Duration = 35
Next = S_COCONUTS_CLIMB

State S_COCONUTS_CLIMB
SpriteName = COCO
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1
Var2 = 4
Next = S_COCONUTS_CLIMB_START

State S_COCONUTS_ATTACK1
SpriteName = COCO
SpriteFrame = C
Duration = 25
Action = A_PlaySound
Var1 = sfx_s3k4a
Var2 = 1
Next = S_COCONUTS_ATTACK2

State S_COCONUTS_ATTACK2
SpriteName = COCO
SpriteFrame = A
Duration = 1
Action = A_HoodFire
Var1 = MT_COCONUT
Var2 = 0
Next = S_COCONUTS_ATTACK3

State S_COCONUTS_ATTACK3
SpriteName = COCO
SpriteFrame = A
Duration = 35
Next = S_COCONUTS_CLIMB

Object MT_COCONUT
MapThingNum = -1
SpawnState = S_COCONUT
SpawnHealth = 1
SeeSound = sfx_s3k51
ReactionTime = 32
DeathState = S_NULL
DeathSound = sfx_none
Speed = 8*FRACUNIT
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_MISSILE

State S_COCONUT
SpriteName = COCO
SpriteFrame = D
Duration = -1
Next = S_COCONUT

Object MT_CRABMEAT
#$Name Crabmeat
#$Sprite CRABF0
#$Category Stupid Items
MapThingNum = 145
SpawnState = S_CRABMEAT_WALK1
SpawnHealth = 1
ReactionTime = 64
DeathState = S_XPLD_FLICKY
DeathSound = sfx_boom
Speed = 5
Radius = 24*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

State S_CRABMEAT_WALK1
SpriteName = CRAB
SpriteFrame = F
Duration = 3
Action = A_CrushstaceanWalk
Var1 = 0
Var2 = S_CRABMEAT_STAND
Next = S_CRABMEAT_WALK2

State S_CRABMEAT_WALK2
SpriteName = CRAB
SpriteFrame = G
Duration = 3
Action = A_CrushstaceanWalk
Var1 = 0
Var2 = S_CRABMEAT_STAND
Next = S_CRABMEAT_WALK3

State S_CRABMEAT_WALK3
SpriteName = CRAB
SpriteFrame = F
Duration = 3
Action = A_CrushstaceanWalk
Var1 = 0
Var2 = S_CRABMEAT_STAND
Next = S_CRABMEAT_WALK4

State S_CRABMEAT_WALK4
SpriteName = CRAB
SpriteFrame = I
Duration = 3
Action = A_CrushstaceanWalk
Var1 = 0
Var2 = S_CRABMEAT_STAND
Next = S_CRABMEAT_WALK1

State S_CRABMEAT_STAND
SpriteName = CRAB
SpriteFrame = F
Duration = 35
Next = S_CRABMEAT_CHOOSESTATE

State S_CRABMEAT_ATTACK1
SpriteName = CRAB
SpriteFrame = H
Duration = 35
Next = S_CRABMEAT_ATTACK2

State S_CRABMEAT_ATTACK2
SpriteName = CRAB
SpriteFrame = H
Duration = 1
Next = S_CRABMEAT_ATTACK3

State S_CRABMEAT_ATTACK3
SpriteName = CRAB
SpriteFrame = F
Duration = 10
Next = S_CRABMEAT_WALK1

State S_CRABMEAT_CHOOSESTATE
SpriteName = CRAB
SpriteFrame = F
Duration = 1
Action = A_RandomState
Var1 = S_CRABMEAT_ATTACK1
Var2 = S_CRABMEAT_WALK1
Next = S_CRABMEAT_CHOOSESTATE

### Flame Thrower ###

Object MT_FLAMETHROWER
#$Name Flame Thrower
#$Sprite FIRSS2S8
MapThingNum = 3825
SpawnState = S_INVISIBLE
SpawnHealth = 1000
ReactionTime = 32
DeathState = S_XPLD1
DeathSound = sfx_boom
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOGRAVITY|MF_SCENERY|MF_NOCLIP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_NOBLOCKMAP

State S_FLAMETHROWER
SpriteName = TROW
SpriteFrame = A|FF_PAPERSPRITE
Duration = -1
Next = S_FLAMETHROWER

Object MT_LB_BULLET
MapThingNum = -1
SpawnState = S_LB_BULLET
SpawnHealth = 1
SeeSound = sfx_s1ae
ReactionTime = 32
Speed = 16*FRACUNIT
Radius = 24*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = DMG_FIRE
Damage = 0
Flags = MF_MISSILE|MF_NOGRAVITY

State S_LB_BULLET
SpriteName = FIRS
SpriteFrame = S|FF_FULLBRIGHT
Duration = -1
Next = S_LB_BULLET
