#CUSTOM RED SPRING

FREESLOT
MT_CUSTOMREDDIAG
S_CRDIAG1
S_CRDIAG2
S_CRDIAG3
S_CRDIAG4
S_CRDIAG5
S_CRDIAG6
S_CRDIAG7
S_CRDIAG8

Object MT_CUSTOMREDDIAG
MapThingNum = 4006
#$Name Custom Red Diagonal Spring
#$Category Springs and Fans
#$Sprite RSPRA0
SpawnState = S_CRDIAG1
SeeState = S_CRDIAG2
SpawnHealth = 1
SeeSound = sfx_none
ReactionTime = 0
RaiseState = S_CRDIAG2
AttackSound = sfx_none
PainState = S_NULL
PainChance = 0
PainSound = sfx_spring
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Mass = 32*FRACUNIT
Damage = 32*FRACUNIT
Flags = MF_SOLID|MF_SPRING

State S_CRDIAG1
SpriteName = RSPR
SpriteFrame = A
Duration = -1
Action = None
Next = S_NULL
Var1 = 0
Var2 = 0

State S_CRDIAG2
SpriteName = RSPR
SpriteFrame = B
Duration = 1
Action = A_Pain
Next = S_CRDIAG3
Var1 = 0
Var2 = 0

State S_CRDIAG3
SpriteName = RSPR
SpriteFrame = C
Duration = 1
Action = None
Next = S_CRDIAG4
Var1 = 0
Var2 = 0

State S_CRDIAG4
SpriteName = RSPR
SpriteFrame = D
Duration = 1
Action = None
Next = S_CRDIAG5
Var1 = 0
Var2 = 0

State S_CRDIAG5
SpriteName = RSPR
SpriteFrame = E
Duration = 1
Action = None
Next = S_CRDIAG6
Var1 = 0
Var2 = 0

State S_CRDIAG6
SpriteName = RSPR
SpriteFrame = D
Duration = 1
Action = None
Next = S_CRDIAG7
Var1 = 0
Var2 = 0

State S_CRDIAG7
SpriteName = RSPR
SpriteFrame = C
Duration = 1
Action = None
Next = S_CRDIAG8
Var1 = 0
Var2 = 0

State S_CRDIAG8
SpriteName = RSPR
SpriteFrame = B
Duration = 1
Action = None
Next = S_CRDIAG1
Var1 = 0
Var2 = 0