FREESLOT
MT_REDROCKT
MT_FLAMEROCKT
MT_BROWNROCKT
MT_BLACKROCKT
MT_NULLMONITOR
MT_NULLMONITOR_GOLD
MT_NULLMONITOR_ICON
MT_GLASSBUMPER
S_FANG_TARGET
S_FANG_TARGET_ACTIVATE
S_FANG_LINEEXEC
S_FLAMEROCKT_ROLL
S_REDROCKT_ROLL
S_BROWNROCKT_ROLL
S_BLACKROCKT_ROLL
S_NULLMONITOR1
S_NULLMONITOR2
S_NULLMONITOR3
S_NULLMONITOR4
S_NULLMONITOR5
S_NULLMONITOR6
S_NULLMONITOR_GOLD
S_GLASSBUMPER_IDLE
S_GLASSBUMPER_ACTIVE
S_GLASSBUMPER_DEAD1
S_GLASSBUMPER_DEAD2
S_GLASSBUMPER_P_IDLE
S_GLASSBUMPER_P_ACTIVE
S_GLASSBUMPER_P_DEAD1
S_GLASSBUMPER_P_DEAD2
S_GLASSBUMPER_G_IDLE
S_GLASSBUMPER_G_ACTIVE
S_GLASSBUMPER_G_DEAD1
S_GLASSBUMPER_G_DEAD2
S_GLASSBUMPER_B_IDLE
S_GLASSBUMPER_B_ACTIVE
S_GLASSBUMPER_B_DEAD1
S_GLASSBUMPER_B_DEAD2
S_SWITCH_BASE
S_SWITCH_OFF
S_SWITCH_ON
S_BALLSTAR
S_RECYCLEBIN_ROTATE
S_RECYCLEBIN_NOCAP
S_RECYCLE_CAP
S_RECYCLEBIN_ROTATE_NOCAP
S_ROBO_SPIDER_FALL
S_ROBO_SPIDER_STND
S_ROBO_SPIDER_WALK
S_TRASH_RANDOM
S_TRASH_PT1
S_TRASH_PT2
S_TRASH_PT3
SPR_TRSH
SPR_SPDR
SPR_TVNL
SPR_POPR
SPR_POPP
SPR_POPG
SPR_POPB
SPR_SWIT
SPR_F_LE
SPR_ICBL
SFX_FTARG
SFX_GLASSP

### Null Monitor ###

Object MT_NULLMONITOR
#$Name Null
#$Category Monitors
#$Sprite TVNLA0
MapThingNum = 423
SpawnState = S_NULLMONITOR1
SpawnHealth = 1
ReactionTime = 8
PainState = S_NULLMONITOR1
DeathState = S_BOX_POP1
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 1
Radius = 18*FRACUNIT
Height = 40*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_NULLMONITOR_ICON
ActiveSound = sfx_None
Flags = MF_SOLID|MF_SHOOTABLE|MF_MONITOR

Object MT_NULLMONITOR_ICON
MapThingNum = -1
SpawnState = S_NULLMONITOR2
SpawnHealth = 1
DeathSound = sfx_None
ReactionTime = 10
Speed = 2*FRACUNIT
Radius = 8*FRACUNIT
Height = 14*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 62*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON

Object MT_NULLMONITOR_GOLD
#$Name Null (Respawn)
#$Category Monitors (Respawning)
#$Sprite TVNLB0
MapThingNum = 453
SpawnState = S_NULLMONITOR_GOLD
SpawnHealth = 1
ReactionTime = 8
AttackSound = sfx_monton
PainState = S_NULLMONITOR_GOLD
DeathState = S_GOLDBOX_OFF1
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 0
Radius = 20*FRACUNIT
Height = 44*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_NULLMONITOR_ICON
ActiveSound = sfx_None
Flags = MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE

State S_NULLMONITOR1
SpriteName = TVNL
SpriteFrame = A
Duration = 2
Next = S_BOX_FLICKER

State S_NULLMONITOR_GOLD
SpriteName = TVNL
SpriteFrame = B
Duration = 2
Action = A_GoldMonitorSparkle
Next = S_GOLDBOX_FLICKER

State S_NULLMONITOR2
SpriteName = TVNL
SpriteFrame = C
Duration = 4
Next = S_NULLMONITOR3

State S_NULLMONITOR3
SpriteName = TVNL
SpriteFrame = D
Duration = 4
Next = S_NULLMONITOR4

State S_NULLMONITOR4
SpriteName = TVNL
SpriteFrame = E
Duration = 4
Next = S_NULLMONITOR5

State S_NULLMONITOR5
SpriteName = TVNL
SpriteFrame = F
Duration = 4
Next = S_NULLMONITOR6

State S_NULLMONITOR6
SpriteName = TVNL
SpriteFrame = C
Duration = 18
Next = S_NULL

### Spin Speed ###

Object MT_SPAWNSPINSPEED
#$Name Spin Speed
#$Sprite BMCHC0
#$Category Bricked Busted
MapThingNum = 140
SpawnState = S_BIGMACECHAIN
SpawnHealth = 9999
ReactionTime = 32
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SCENERY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY

Object MT_SPINSPEED
MapThingNum = -1
SpawnState = S_BIGGRABCHAIN
SpawnHealth = 9999
ReactionTime = 32
Speed = 0
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SCENERY|MF_NOGRAVITY|MF_SPECIAL

##Fang Target object (inspired by Sonic Classic 2)

Object MT_FANG_LINEEXEC
#$Name Fang Target
#$Sprite F_LED0
#$AngleText Tag
#$Category Switches
MapThingNum = 141
SpawnState = S_FANG_LINEEXEC
SpawnHealth = 1000
ReactionTime = 32
DeathState = S_FANG_LINEEXEC
DeathSound = sfx_none
Speed = 3
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOCLIP|MF_NOBLOCKMAP

Object MT_FANG_TARGET
MapThingNum = -1
SpawnState = S_FANG_TARGET
SpawnHealth = 1
ReactionTime = 32
PainState = S_FANG_TARGET_ACTIVATE
PainSound = sfx_ftarg
DeathState = S_FANG_TARGET_ACTIVATE
DeathSound = sfx_none
Speed = 3
Radius = 24*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SHOOTABLE|MF_NOGRAVITY

##Fang Target states

State S_FANG_LINEEXEC
SpriteName = F_LE
SpriteFrame = A
Duration = -1
Next = S_FANG_LINEEXEC

State S_FANG_TARGET
SpriteName = F_LE
SpriteFrame = B|FF_PAPERSPRITE
Duration = -1
Next = S_FANG_TARGET

State S_FANG_TARGET_ACTIVATE
SpriteName = F_LE
SpriteFrame = C|FF_PAPERSPRITE
Duration = -1
Next = S_FANG_TARGET_ACTIVATE

##Fang Target sound

Sound sfx_ftarg
Singular = 0
Priority = 64
Flags = SF_X2AWAYSOUND|SF_X4AWAYSOUND

### Flame Thrower ###

Object MT_FLAMETHROWER
#$Name Flame Thrower
#$Sprite FIRSS2S8
#$ParameterText Shoot Delay
MapThingNum = 3825
SpawnState = S_INVISIBLE
SpawnHealth = 1000
ReactionTime = 32
DeathState = S_XPLD1
DeathSound = sfx_pop
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

### Glass Bumper ###

Object MT_GLASSBUMPER
#$Name Glass Bumper
#$Sprite POPRA0
#$AngleText Strength
#$Category Springs and Fans
MapThingNum = 546
SpawnState = S_GLASSBUMPER_IDLE
SpawnHealth = 1
ReactionTime = 1
PainChance = -1
PainSound = sfx_glassp
DeathState = S_GLASSBUMPER_DEAD1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 16*FRACUNIT
Flags = MF_SPRING|MF_NOGRAVITY|MF_SHOOTABLE
RaiseState = S_GLASSBUMPER_ACTIVE

Object MT_GLASSBUMPER_PAST
#$Name Glass Bumper (Past)
#$Sprite POPPA0
#$AngleText Strength
#$Category Springs and Fans
MapThingNum = 547
SpawnState = S_GLASSBUMPER_P_IDLE
SpawnHealth = 1
ReactionTime = 1
PainChance = -1
PainSound = sfx_glassp
DeathState = S_GLASSBUMPER_P_DEAD1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 16*FRACUNIT
Flags = MF_SPRING|MF_NOGRAVITY|MF_SHOOTABLE
RaiseState = S_GLASSBUMPER_P_ACTIVE

Object MT_GLASSBUMPER_GOODFUTURE
#$Name Glass Bumper (Good Future)
#$Sprite POPGA0
#$AngleText Strength
#$Category Springs and Fans
MapThingNum = 548
SpawnState = S_GLASSBUMPER_G_IDLE
SpawnHealth = 1
ReactionTime = 1
PainChance = -1
PainSound = sfx_glassp
DeathState = S_GLASSBUMPER_G_DEAD1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 16*FRACUNIT
Flags = MF_SPRING|MF_NOGRAVITY|MF_SHOOTABLE
RaiseState = S_GLASSBUMPER_G_ACTIVE

Object MT_GLASSBUMPER_BADFUTURE
#$Name Glass Bumper (Bad Future)
#$Sprite POPBA0
#$AngleText Strength
#$Category Springs and Fans
MapThingNum = 549
SpawnState = S_GLASSBUMPER_B_IDLE
SpawnHealth = 1
ReactionTime = 1
PainChance = -1
PainSound = sfx_glassp
DeathState = S_GLASSBUMPER_B_DEAD1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 16*FRACUNIT
Flags = MF_SPRING|MF_NOGRAVITY|MF_SHOOTABLE
RaiseState = S_GLASSBUMPER_B_ACTIVE

##Glass Bumper states

State S_GLASSBUMPER_IDLE
SpriteName = POPR
SpriteFrame = A
Duration = -1
Next = S_GLASSBUMPER_IDLE

State S_GLASSBUMPER_ACTIVE
SpriteName = POPR
SpriteFrame = A
Duration = 2
Action = A_RemoteDamage
Var1 = 0
Var2 = 1
Next = S_GLASSBUMPER_ACTIVE

State S_GLASSBUMPER_DEAD1
SpriteName = POPR
SpriteFrame = B
Duration = 5
Action = A_Pain
Next = S_GLASSBUMPER_DEAD2

State S_GLASSBUMPER_DEAD2
SpriteName = POPR
SpriteFrame = C
Duration = 5
Next = S_NULL

### Past Version ###

State S_GLASSBUMPER_P_IDLE
SpriteName = POPP
SpriteFrame = A
Duration = -1
Next = S_GLASSBUMPER_P_IDLE

State S_GLASSBUMPER_P_ACTIVE
SpriteName = POPP
SpriteFrame = A
Duration = 2
Action = A_RemoteDamage
Var1 = 0
Var2 = 1
Next = S_GLASSBUMPER_P_ACTIVE

State S_GLASSBUMPER_P_DEAD1
SpriteName = POPP
SpriteFrame = B
Duration = 5
Action = A_Pain
Next = S_GLASSBUMPER_P_DEAD2

State S_GLASSBUMPER_P_DEAD2
SpriteName = POPP
SpriteFrame = C
Duration = 5
Next = S_NULL

### Good Future Version ###

State S_GLASSBUMPER_G_IDLE
SpriteName = POPG
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1
Var2 = 4
Next = S_GLASSBUMPER_G_IDLE

State S_GLASSBUMPER_G_ACTIVE
SpriteName = POPG
SpriteFrame = A
Duration = 2
Action = A_RemoteDamage
Var1 = 0
Var2 = 1
Next = S_GLASSBUMPER_G_ACTIVE

State S_GLASSBUMPER_G_DEAD1
SpriteName = POPG
SpriteFrame = C
Duration = 5
Action = A_Pain
Next = S_GLASSBUMPER_G_DEAD2

State S_GLASSBUMPER_G_DEAD2
SpriteName = POPG
SpriteFrame = D
Duration = 5
Next = S_NULL

### Bad Future Version ###

State S_GLASSBUMPER_B_IDLE
SpriteName = POPB
SpriteFrame = A
Duration = -1
Next = S_GLASSBUMPER_B_IDLE

State S_GLASSBUMPER_B_ACTIVE
SpriteName = POPB
SpriteFrame = A
Duration = 2
Action = A_RemoteDamage
Var1 = 0
Var2 = 1
Next = S_GLASSBUMPER_B_ACTIVE

State S_GLASSBUMPER_B_DEAD1
SpriteName = POPB
SpriteFrame = B
Duration = 5
Action = A_Pain
Next = S_GLASSBUMPER_B_DEAD2

State S_GLASSBUMPER_B_DEAD2
SpriteName = POPB
SpriteFrame = C
Duration = 5
Next = S_NULL

### Ball Switch ###

Object MT_SWITCH_BASE
#$Name Ball Switch
#$Sprite SWITD0
#$AngleText Tag
#$Category Switches
MapThingNum = 1715
SpawnState = S_SWITCH_BASE
SpawnHealth = 1000
ReactionTime = 32
DeathState = S_XPLD1
DeathSound = sfx_pop
Speed = 0
Radius = 16*FRACUNIT
Height = 8*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOCLIPTHING|MF_STICKY

State S_SWITCH_BASE
SpriteName = SWIT
SpriteFrame = A
Duration = -1
Next = S_SWITCH_BASE

Object MT_SWITCH_BALL
MapThingNum = -1
SpawnState = S_SWITCH_OFF
SpawnHealth = 1000
ReactionTime = 32
DeathState = S_XPLD1
DeathSound = sfx_pop
Speed = 0
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SPECIAL|MF_SCENERY|MF_NOGRAVITY

State S_SWITCH_OFF
SpriteName = SWIT
SpriteFrame = C
Duration = -1
Next = S_SWITCH_OFF

State S_SWITCH_ON
SpriteName = SWIT
SpriteFrame = B
Duration = -1
Next = S_SWITCH_ON

State S_BALLSTAR
SpriteName = SWIT
SpriteFrame = D|FF_PAPERSPRITE
Duration = -1
Next = S_BALLSTAR

### ketchupik things ###

#Mini RVZ Balls objects

Object MT_REDROCKT
#$Name Red Rock
#$Sprite ROIFA0
#$Category Volcanno Valley
MAPTHINGNUM = 2502
SPAWNSTATE = S_REDROCKT_ROLL
SPAWNHEALTH = 1000
SEESTATE = S_REDROCKT_ROLL
REACTIONTIME = 8
PAINCHANCE = 65536*TICRATE
DeathState = S_REDROCKT_ROLL
SPEED = 10*FRACUNIT
RADIUS = 12*FRACUNIT
HEIGHT = 24*FRACUNIT
MASS = 1
DAMAGE = 1
ACTIVESOUND = sfx_rocks1
FLAGS = MF_PUSHABLE|MF_SOLID|MF_SLIDEME

Object MT_FLAMEROCKT
#$Name Flame Rock
#$Sprite ROIEA0
#$Category Volcanno Valley
MAPTHINGNUM = 2503
SPAWNSTATE = S_FLAMEROCKT_ROLL
SPAWNHEALTH = 1000
SEESTATE = S_FLAMEROCKT_ROLL
REACTIONTIME = 8
PAINCHANCE = 65536*TICRATE
DeathState = S_FLAMEROCKT_ROLL
SPEED = 10*FRACUNIT
RADIUS = 12*FRACUNIT
HEIGHT = 24*FRACUNIT
MASS = 1
DAMAGE = 1
ACTIVESOUND = sfx_rocks1
FLAGS = MF_PUSHABLE|MF_SOLID|MF_SLIDEME

Object MT_BROWNROCKT
#$Name Brown Rock
#$Sprite ROIBA0
#$Category Volcanno Valley
MAPTHINGNUM = 2504
SPAWNSTATE = S_BROWNROCKT_ROLL
SPAWNHEALTH = 1000
SEESTATE = S_BROWNROCKT_ROLL
REACTIONTIME = 8
PAINCHANCE = 65536*TICRATE
DeathState = S_BROWNROCKT_ROLL
SPEED = 10*FRACUNIT
RADIUS = 12*FRACUNIT
HEIGHT = 24*FRACUNIT
MASS = 1
DAMAGE = 1
ACTIVESOUND = sfx_rocks1
FLAGS = MF_PUSHABLE|MF_SOLID|MF_SLIDEME

Object MT_BLACKROCKT
#$Name Black Rock
#$Sprite ROILA0
#$Category Volcanno Valley
MAPTHINGNUM = 2506
SPAWNSTATE = S_BLACKROCKT_ROLL
SPAWNHEALTH = 1000
SEESTATE = S_BLACKROCKT_ROLL
REACTIONTIME = 8
PAINCHANCE = 65536*TICRATE
DeathState = S_BLACKROCKT_ROLL
SPEED = 10*FRACUNIT
RADIUS = 12*FRACUNIT
HEIGHT = 24*FRACUNIT
MASS = 1
DAMAGE = 1
ACTIVESOUND = sfx_rocks1
FLAGS = MF_PUSHABLE|MF_SOLID|MF_SLIDEME

#Mini RVZ Balls states

State S_REDROCKT_ROLL
SpriteName = ROIF
SpriteFrame = FF_ANIMATE|A
Duration = 1
Next = S_REDROCKT_ROLL
Action A_RolloutRock
VAR1 = 63*FRACUNIT/64
VAR2 = 7*FRACUNIT/10

State S_FLAMEROCKT_ROLL
SpriteName = ROIE
SpriteFrame = FF_ANIMATE|A
Duration = 1
Next = S_FLAMEROCKT_ROLL
Action A_RolloutRock
VAR1 = 63*FRACUNIT/64
VAR2 = 7*FRACUNIT/10

State S_BROWNROCKT_ROLL
SpriteName = ROIB
SpriteFrame = FF_ANIMATE|A
Duration = 1
Next = S_BROWNROCKT_ROLL
Action A_RolloutRock
VAR1 = 63*FRACUNIT/64
VAR2 = 7*FRACUNIT/10

State S_BLACKROCKT_ROLL
SpriteName = ROIL
SpriteFrame = FF_ANIMATE|A
Duration = 1
Next = S_BLACKROCKT_ROLL
Action A_RolloutRock
VAR1 = 63*FRACUNIT/64
VAR2 = 7*FRACUNIT/10

#Trash Can

State S_RECYCLEBIN
SpriteName = TRSH
SpriteFrame = A
Duration = -1
Next = S_RECYCLEBIN

State S_RECYCLEBIN_POSTDEAD
SpriteName = TRSH
SpriteFrame = A
Duration = -1
Next = S_RECYCLEBIN_POSTDEAD

State S_RECYCLEBIN_DEAD1
SpriteName = TRSH
SpriteFrame = F
Duration = 35
Next = S_RECYCLEBIN_DEAD2

State S_RECYCLEBIN_DEAD2
SpriteName = TRSH
SpriteFrame = F|FF_TRANS10
Duration = 4
Next = S_RECYCLEBIN_DEAD3

State S_RECYCLEBIN_DEAD3
SpriteName = TRSH
SpriteFrame = F|FF_TRANS20
Duration = 4
Next = S_RECYCLEBIN_DEAD4

State S_RECYCLEBIN_DEAD4
SpriteName = TRSH
SpriteFrame = F|FF_TRANS30
Duration = 4
Next = S_RECYCLEBIN_DEAD5

State S_RECYCLEBIN_DEAD5
SpriteName = TRSH
SpriteFrame = F|FF_TRANS40
Duration = 4
Next = S_RECYCLEBIN_DEAD6

State S_RECYCLEBIN_DEAD6
SpriteName = TRSH
SpriteFrame = F|FF_TRANS50
Duration = 4
Next = S_RECYCLEBIN_DEAD7

State S_RECYCLEBIN_DEAD7
SpriteName = TRSH
SpriteFrame = F|FF_TRANS60
Duration = 4
Next = S_RECYCLEBIN_DEAD8

State S_RECYCLEBIN_DEAD8
SpriteName = TRSH
SpriteFrame = F|FF_TRANS70
Duration = 4
Next = S_RECYCLEBIN_DEAD9

State S_RECYCLEBIN_DEAD9
SpriteName = TRSH
SpriteFrame = F|FF_TRANS80
Duration = 4
Next = S_RECYCLEBIN_DEAD10

State S_RECYCLEBIN_DEAD10
SpriteName = TRSH
SpriteFrame = F|FF_TRANS90
Duration = 4
Next = S_NULL

State S_RECYCLEBIN_ROTATE
SpriteName = TRSH
SpriteFrame = A
Duration = 1
Action = A_RollAngle
Var1 = 10
Var2 = 0
Next = S_RECYCLEBIN_ROTATE

State S_RECYCLEBIN_ROTATE_NOCAP
SpriteName = TRSH
SpriteFrame = F
Duration = 1
Action = A_RollAngle
Var1 = 10
Var2 = 0
Next = S_RECYCLEBIN_ROTATE_NOCAP

State S_RECYCLEBIN_NOCAP
SpriteName = TRSH
SpriteFrame = F
Duration = -1
Next = S_RECYCLEBIN_NOCAP

Object MT_RECYCLE_CAP
MapThingNum = -1
SpawnState = S_RECYCLE_CAP
SpawnHealth = 1000
ReactionTime = 32
DeathState = S_RECYCLE_CAP_DEAD1
XDeathState = S_RECYCLE_CAP_DEAD1
Speed = 64*FRACUNIT
Radius = 24*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_cdfm36
Flags = MF_MISSILE|MF_BOUNCE|MF_GRENADEBOUNCE

State S_RECYCLE_CAP
SpriteName = TRSH
SpriteFrame = G
Duration = -1
Next = S_RECYCLE_CAP

State S_RECYCLE_CAP_DEAD1
SpriteName = TRSH
SpriteFrame = G
Duration = 35
Next = S_RECYCLE_CAP_DEAD2

State S_RECYCLE_CAP_DEAD2
SpriteName = TRSH
SpriteFrame = G|FF_TRANS10
Duration = 4
Next = S_RECYCLE_CAP_DEAD3

State S_RECYCLE_CAP_DEAD3
SpriteName = TRSH
SpriteFrame = G|FF_TRANS20
Duration = 4
Next = S_RECYCLE_CAP_DEAD4

State S_RECYCLE_CAP_DEAD4
SpriteName = TRSH
SpriteFrame = G|FF_TRANS30
Duration = 4
Next = S_RECYCLE_CAP_DEAD5

State S_RECYCLE_CAP_DEAD5
SpriteName = TRSH
SpriteFrame = G|FF_TRANS40
Duration = 4
Next = S_RECYCLE_CAP_DEAD6

State S_RECYCLE_CAP_DEAD6
SpriteName = TRSH
SpriteFrame = G|FF_TRANS50
Duration = 4
Next = S_RECYCLE_CAP_DEAD7

State S_RECYCLE_CAP_DEAD7
SpriteName = TRSH
SpriteFrame = G|FF_TRANS60
Duration = 4
Next = S_RECYCLE_CAP_DEAD8

State S_RECYCLE_CAP_DEAD8
SpriteName = TRSH
SpriteFrame = G|FF_TRANS70
Duration = 4
Next = S_RECYCLE_CAP_DEAD9

State S_RECYCLE_CAP_DEAD9
SpriteName = TRSH
SpriteFrame = G|FF_TRANS80
Duration = 4
Next = S_RECYCLE_CAP_DEAD10

State S_RECYCLE_CAP_DEAD10
SpriteName = TRSH
SpriteFrame = G|FF_TRANS90
Duration = 4
Next = S_NULL

Object MT_ROBOSPIDER
MapThingNum = -1
SpawnState = S_ROBO_SPIDER_FALL
SeeState = S_ROBO_SPIDER_WALK
SpawnHealth = 0
ReactionTime = 0
DeathState = S_XPLD1
XDeathState = S_XPLD1
DeathSound = sfx_pop
Speed = 0
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME|MF_NOCLIPTHING

State S_ROBO_SPIDER_FALL
SpriteName = SPDR
SpriteFrame = A
Duration = 35
Next = S_ROBO_SPIDER_FALL

State S_ROBO_SPIDER_STND
SpriteName = SPDR
SpriteFrame = B
Duration = 1
Action = A_Look
Var1 = 1
Next = S_ROBO_SPIDER_STND

State S_ROBO_SPIDER_WALK
SpriteName = SPDR
SpriteFrame = B|FF_ANIMATE
Duration = -1
Var1 = 2
Var2 = 4
Next = S_ROBO_SPIDER_WALK

State S_TRASH_RANDOM
SpriteName = NULL
SpriteFrame = A
Duration = 1
Action = A_RandomStateRange
Var1 = S_TRASH_PT1
Var2 = S_TRASH_PT3
Next = S_TRASH_RANDOM

State S_TRASH_PT1
SpriteName = TRSH
SpriteFrame = B
Duration = 1
Action = A_RollAngle
Var1 = 4
Var2 = 0
Next = S_TRASH_PT1

State S_TRASH_PT2
SpriteName = TRSH
SpriteFrame = C
Duration = 1
Action = A_RollAngle
Var1 = 4
Var2 = 0
Next = S_TRASH_PT2

State S_TRASH_PT3
SpriteName = TRSH
SpriteFrame = D
Duration = 1
Action = A_RollAngle
Var1 = 4
Var2 = 0
Next = S_TRASH_PT3