#===========#
# Freeslots #
#===========#

Freeslot
# Enviroment sound effects
sfx_keyb
sfx_keya
sfx_keyc
sfx_keyd
sfx_keye
sfx_keyf
sfx_keyg
sfx_keyb1
sfx_keya1
sfx_keyc1
sfx_keyd1
sfx_keye1
sfx_keyf1
sfx_keyg1
sfx_mphorn
sfx_mpbumb
# Music Plant Bumber
MT_MUSICPLANTBUMBER
SPR_MPBU
S_MPBUMB
S_MPBUMBHIT1
S_MPBUMBHIT2
S_MPBUMBHIT3
S_MPBUMBHIT4
S_MPBUMBHIT5
S_MPBUMBHIT6





#====================#
# Object Definitions #
#====================#

Object MT_MUSICPLANTBUMBER
#$Name Music_Plant_Bumber
#$Sprite MPBUA0
MapThingNum = 4076
SpawnState = S_MPBUMB
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_MPBUMBHIT1
PainChance = 0
PainSound = sfx_mpbumb
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_MPBUMBHIT1
XDeathState = S_NULL
DeathSound = sfx_mpbumb
Speed = 0
Radius = 128*FRACUNIT
Height = 150*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_NOGRAVITY|MF_SCENERY
RaiseState = S_NULL

#===================#
# State Definitions #
#===================#



State S_MPBUMB
SpriteName = MPBU
SpriteFrame = A
Duration = -1
Var1 = 0
Var2 = 0

State S_MPBUMBHIT1
SpriteName = MPBU
SpriteFrame = A
Duration = 2
Action = A_Pain
Next = S_MPBUMBHIT2
Var1 = 0
Var2 = 0

State S_MPBUMBHIT2
SpriteName = NULL
SpriteFrame = 0
Duration = 15*TICRATE
Next = S_MPBUMBHIT3
Var1 = 0
Var2 = 0

State S_MPBUMBHIT3
SpriteName = NULL
SpriteFrame = 0
Duration = 0
Action = A_SpawnFreshCopy
Next = S_NULL
Var1 = 0
Var2 = 0