FREESLOT
MT_YELLOWMFLOWER
MT_REDMFLOWER
MT_BLUEMFLOWER
MT_GHZFLR
MT_GHZFLOWER_BASE
MT_GHZFLOWER_TRUNK
MT_GHZFLOWER_GROUND
MT_GHZBUSH
MT_GHZMC
S_YELLOWMFLOWER
S_REDMFLOWER1
S_BLUEMFLOWER
S_FANG_TARGET
S_FANG_TARGET_ACTIVATE
S_FANG_LINEEXEC
S_GHZMC1
S_GHZMC2
S_GHZBUSH
S_GHZFLR1
S_GHZFLR2
S_GHZFLOWER_BASE1
S_GHZFLOWER_BASE2
S_GHZFLOWER_TRUNK
S_GHZFLOWER_GROUND
SPR_MFRE
SPR_MFYE
SPR_MFBE
SPR_F_LE
SPR_GHBLA0
SPR_GHBLB0
SPR_GHZBA0
SPR_GHZFA0
SPR_GHZFB0
SPR_GHFHB0
SPR_GHFHA0
SPR_GHZD
SFX_FTARG


## Red Mario Flower Mobj Info

OBJECT MT_REDMFLOWER
#$Category Mario Decorations
#$Name NSMB Red Flower
#$Sprite MFREA0
MAPTHINGNUM = 1823
SPAWNSTATE = S_REDMFLOWER1
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY

## Red Mario Flower States

FRAME S_REDMFLOWER1
SPRITENAME = SPR_MFRE
SPRITEFRAME = A|FF_ANIMATE
DURATION = -1
ACTION None
VAR1 = 3
VAR2 = 4

## Yellow Mario Flower Mobj Info

OBJECT MT_YELLOWMFLOWER
#$Category Mario Decorations
#$Name NSMB Yellow Flower
#$Sprite MFYEA0
MAPTHINGNUM = 1824
SPAWNSTATE = S_YELLOWMFLOWER
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY

## Yellow Mario Flower States

FRAME S_YELLOWMFLOWER
SPRITENAME = SPR_MFYE
SPRITEFRAME = A|FF_ANIMATE
DURATION = -1
ACTION None
VAR1 = 3
VAR2 = 4

## Blue Mario Flower Mobj Info

OBJECT MT_BLUEMFLOWER
#$Category Mario Decorations
#$Name NSMB Blue Flower
#$Sprite MFBEA0
MAPTHINGNUM = 1842
SPAWNSTATE = S_BLUEMFLOWER
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY

## Blue Mario Flower States

FRAME S_BLUEMFLOWER
SPRITENAME = SPR_MFBE
SPRITEFRAME = A|FF_ANIMATE
ACTION None
VAR1 = 3
VAR2 = 4

## 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
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

##GHZ Sunflower

Object MT_GHZFLR
MapThingNum = 4002
#$Name Sunflower (Alt)
#$Category Green Hill
#$Sprite GHZFA0
SpawnState = S_GHZFLR1
SeeState = S_GHZFLR1
SpawnHealth = 1000
Radius = 16*FRACUNIT
Height = 112*FRACUNIT
Mass = 50*FRACUNIT
Damage = 0
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY

State S_GHZFLR1
SpriteName = GHZF
SpriteFrame = A
Duration = 11
Action = None
Next = S_GHZFLR2

State S_GHZFLR2
SpriteName = GHZF
SpriteFrame = B
Duration = 11
Action = None
Next = S_GHZFLR1

##GHZ Sunflower (Dynamic)

Object MT_GHZFLOWER_BASE
#$Name Sunflower (Dynamic)
#$Category Green Hill
#$Sprite GHZDA0
MapThingNum = 4003
SpawnState = S_GHZFLOWER_BASE1
SpawnHealth = 1000
ReactionTime = 32
DeathState = S_XPLD1
DeathSound = sfx_pop
Speed = 3
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SCENERY|MF_NOGRAVITY|MF_RUNSPAWNFUNC|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING

State S_GHZFLOWER_BASE1
SpriteName = GHZD
SpriteFrame = A
Duration = 1
Action = A_ConnectToGround
Var1 = MT_GHZFLOWER_TRUNK
Var2 = MT_GHZFLOWER_GROUND
Next = S_GHZFLOWER_BASE2

State S_GHZFLOWER_BASE2
SpriteName = GHZD
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1
Var2 = 11
Next = S_GHZFLOWER_BASE2

Object MT_GHZFLOWER_TRUNK
MapThingNum = -1
SpawnState = S_GHZFLOWER_TRUNK
SpawnHealth = 1000
ReactionTime = 32
DeathState = S_XPLD1
DeathSound = sfx_pop
Speed = 3
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING

State S_GHZFLOWER_TRUNK
SpriteName = GHZD
SpriteFrame = C
Duration = -1
Next = S_GHZFLOWER_TRUNK

Object MT_GHZFLOWER_GROUND
MapThingNum = -1
SpawnState = S_GHZFLOWER_GROUND
SpawnHealth = 1000
ReactionTime = 32
DeathState = S_XPLD1
DeathSound = sfx_pop
Speed = 3
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING

State S_GHZFLOWER_GROUND
SpriteName = GHZD
SpriteFrame = D
Duration = -1
Next = S_GHZFLOWER_GROUND

##GHZ Bush

Object MT_GHZBUSH
MapThingNum = 4001
#$Name Bush
#$Category Green Hill
#$Sprite GHZBA0
SpawnState = S_GHZBUSH
SeeState = S_GHZBUSH
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Mass = 50*FRACUNIT
Damage = 0
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY

State S_GHZBUSH
SpriteName = GHZB
SpriteFrame = FF_PAPERSPRITE|A
Duration = -1
Action = None
Next = S_NULL

##GHZ Mace Object

Object MT_GHZMC
#$Name GHZ Mace
#$Category Green Hill
#$Sprite GHBLA0
MapThingNum = 4000
SpawnState = S_GHZMC1
SpawnHealth = 1000
Radius = 34*FRACUNIT
Height = 68*FRACUNIT
Mass = 100
Flags = MF_PAIN|MF_NOGRAVITY

##GHZ Mace States

State S_GHZMC1
SpriteName = GHBL
SpriteFrame = A
Duration = 3
Action = None
Next = S_GHZMC2

State S_GHZMC2
SpriteName = GHBL
SpriteFrame = B
Duration = 1
Action = None
Next = S_GHZMC1