FREESLOT
MT_SAWNICTANK
S_SAWNICTANK
SPR_TT54
sfx_cave1
sfx_cave2
sfx_door1
sfx_MNSR

State S_SAWNICTANK
SpriteName = TT54
SpriteFrame = A
Duration = 8
Next = S_SAWNICTANK
Action = none
Var1 = 0
Var2 = 0

Object MT_SAWNICTANK
#$Name "Sawnic's Tank"
#$Sprite TT54A2
MapThingNum = 1954
SpawnState = S_SAWNICTANK
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 20*FRACUNIT
Height = 30*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SOLID
RaiseState = S_NULL


#dead sonic + dead horse?

FREESLOT
MT_DEADSAWNIC
S_DEADSAWNIC
SPR_DEDS
MT_DEADHARSE
S_DEADHARSE
SPR_DEDH
sfx_horse

State S_DEADSAWNIC
SpriteName = DEDS
SpriteFrame = A
Duration = 1
Next = S_DEADSAWNIC
Action = none
Var1 = 0
Var2 = 0

Object MT_DEADSAWNIC
#$Name "Dead Sawnic"
#$Sprite DEDSAL
MapThingNum = 1987
SpawnState = S_DEADSAWNIC
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 20*FRACUNIT
Height = 20*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOCLIPHEIGHT
RaiseState = S_NULL

State S_DEADHARSE
SpriteName = DEDH
SpriteFrame = A
Duration = 1
Next = S_DEADHARSE
Action = none
Var1 = 0
Var2 = 0

Object MT_DEADHARSE
MapThingNum = 1984
SpawnState = S_DEADHARSE
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_horse
ReactionTime = 8
AttackSound = sfx_horse
PainState = S_NULL
PainChance = 200
PainSound = sfx_horse
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_horse
Speed = 0
Radius = 20*FRACUNIT
Height = 20*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_horse
Flags = MF_NOCLIPHEIGHT
RaiseState = S_NULL

#edible sonic??

FREESLOT
MT_EATABLEDEADSAWNIC
S_EATABLEDEADSAWNIC
SPR_DEDC
S_BLOD1
S_BLOD2
S_BLOD3
S_BLOD4
S_BLOD5
S_BLOD6
S_BLOD7
S_BLOD8
S_BLOD9
S_BLOD10
S_BLOD11
S_BLOD12
S_BLOD13
S_BLOD14
S_BLOD15
S_BLOD16
SPR_BLOD
MT_BLOODSPARK
sfx_eatmc

State S_EATABLEDEADSAWNIC
SpriteName = DEDC
SpriteFrame = A
Duration = 1
Next = S_EATABLEDEADSAWNIC
Action = none
Var1 = 0
Var2 = 0

State S_BLOD1
SpriteName = BLOD
SpriteFrame = A
Duration = 1
Next = S_BLOD2
Action = none
Var1 = 0
Var2 = 0

State S_BLOD2
SpriteName = BLOD
SpriteFrame = B
Duration = 1
Next = S_BLOD3
Action = none
Var1 = 0
Var2 = 0

State S_BLOD3
SpriteName = BLOD
SpriteFrame = C
Duration = 1
Next = S_BLOD4
Action = none
Var1 = 0
Var2 = 0

State S_BLOD4
SpriteName = BLOD
SpriteFrame = D
Duration = 1
Next = S_BLOD5
Action = none
Var1 = 0
Var2 = 0

State S_BLOD5
SpriteName = BLOD
SpriteFrame = A
Duration = 1
Next = S_BLOD6
Action = none
Var1 = 0
Var2 = 0

State S_BLOD6
SpriteName = BLOD
SpriteFrame = B
Duration = 1
Next = S_BLOD7
Action = none
Var1 = 0
Var2 = 0

State S_BLOD7
SpriteName = BLOD
SpriteFrame = C
Duration = 1
Next = S_BLOD8
Action = none
Var1 = 0
Var2 = 0

State S_BLOD8
SpriteName = BLOD
SpriteFrame = D
Duration = 1
Next = S_BLOD9
Action = none
Var1 = 0
Var2 = 0

State S_BLOD9
SpriteName = BLOD
SpriteFrame = A
Duration = 1
Next = S_BLOD10
Action = none
Var1 = 0
Var2 = 0

State S_BLOD10
SpriteName = BLOD
SpriteFrame = B
Duration = 1
Next = S_BLOD11
Action = none
Var1 = 0
Var2 = 0

State S_BLOD11
SpriteName = BLOD
SpriteFrame = C
Duration = 1
Next = S_BLOD12
Action = none
Var1 = 0
Var2 = 0

State S_BLOD12
SpriteName = BLOD
SpriteFrame = D
Duration = 1
Next = S_BLOD13
Action = none
Var1 = 0
Var2 = 0

State S_BLOD13
SpriteName = BLOD
SpriteFrame = A
Duration = 1
Next = S_BLOD14
Action = none
Var1 = 0
Var2 = 0

State S_BLOD14
SpriteName = BLOD
SpriteFrame = B
Duration = 1
Next = S_BLOD15
Action = none
Var1 = 0
Var2 = 0

State S_BLOD15
SpriteName = BLOD
SpriteFrame = C
Duration = 1
Next = S_BLOD16
Action = none
Var1 = 0
Var2 = 0

State S_BLOD16
SpriteName = BLOD
SpriteFrame = D
Duration = 1
Next = S_NULL
Action = none
Var1 = 0
Var2 = 0

Object MT_EATABLEDEADSAWNIC
#$Name "Eatable Dead Sawnic"
#$Sprite DEDCAL
MapThingNum = 1993
SpawnState = S_EATABLEDEADSAWNIC
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_BLOD1
XDeathState = S_NULL
DeathSound = sfx_eatmc
Speed = 38*FRACUNIT
Radius = 16*FRACUNIT
Height = 24*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT
RaiseState = S_NULL

Object MT_BLOODSPARK
SpawnState = S_BLOD1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_SPRK1
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 8*FRACUNIT
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 16
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY
RaiseState = S_NULL

#Sharted & pissed giganticus

FREESLOT
S_PISSMORPHGIGANTICUS
MT_PISSMORPHGIGANTICUS
SPR_PMGC

Thing MT_PISSMORPHGIGANTICUS
#$Name "Pissed Giganticus"
#$Sprite PMGCA1
MAPTHINGNUM = 1962
SPAWNSTATE = S_PISSMORPHGIGANTICUS
SPAWNHEALTH = 1000
SPEED = 21*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = 100
DAMAGE = 1
FLAGS = MF_SOLID

FRAME S_PISSMORPHGIGANTICUS
SPRITENUMBER = SPR_PMGC
SPRITESUBNUMBER = A
DURATION = -1
