freeslot
S_XLIN
S_XLINF
S_XLINF1
S_XXNG
S_XXNGF
S_XXNGF1
SPR_XLIN
SPR_XXNG

Thing MT_XLIN
#$Category EggTV
#$Name Glass Break
#$Sprite XLINA0
MAPTHINGNUM = 383
SPAWNSTATE = S_XLIN
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_XLINF
XDeathState = S_XLINF
DeathSound = sfx_GLAS
Speed = 0
RADIUS = 20*FRACUNIT
HEIGHT = 300*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL
RaiseState = S_NULL

FRAME S_XLIN
SPRITENUMBER = SPR_XLIN
SPRITESUBNUMBER = A|TR_TRANS40
DURATION = 1
NEXT = S_XLIN

FRAME S_XLINF
SPRITENUMBER = SPR_XLIN
SPRITESUBNUMBER = B|TR_TRANS40
DURATION = 4
NEXT = S_XLINF1

FRAME S_XLINF1
SPRITENUMBER = SPR_XLIN
SPRITESUBNUMBER = C|TR_TRANS40
DURATION = 6
NEXT = S_XLINF1

Thing MT_XXNG
#$Category EggTV
#$Name Glass Break2
#$Sprite XXNGA0
MAPTHINGNUM = 384
SPAWNSTATE = S_XXNG
SpawnHealth = 1000
ReactionTime = 1
DeathState = S_XXNGF
XDeathState = S_XXNGF
DeathSound = sfx_GLASS
Speed = 0
RADIUS = 20*FRACUNIT
HEIGHT = 300*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL
RaiseState = S_NULL

FRAME S_XXNG
SPRITENUMBER = SPR_XXNG
SPRITESUBNUMBER = A|TR_TRANS40
DURATION = 1
NEXT = S_XXNG

FRAME S_XXNGF
SPRITENUMBER = SPR_XXNG
SPRITESUBNUMBER = B|TR_TRANS40
DURATION = 4
NEXT = S_XXNGF1

FRAME S_XXNGF1
SPRITENUMBER = SPR_XXNG
SPRITESUBNUMBER = C|TR_TRANS40
DURATION = 6
NEXT = S_XXNGF1