# "Freeslotting"

freeslot
SPR_PPZA
SPR_PPZB
SPR_PPZC
SPR_PPZD
SPR_PPZE
SPR_PPZF
SPR_PPZG
SPR_PPZH
SPR_PPZI
SPR_PPZJ
S_PPZ_BIO1
S_PPZ_BIO2
S_PPZ_TRE1
S_PPZ_TRE2
S_PPZ_TRE3
S_PPZ_TRE4
S_PPZ_TRE5
S_PPZ_ROCK
S_PPZ_BUSH
S_PPZ_SFLR
MT_PPZ_BIO1
MT_PPZ_BIO2
MT_PPZ_TRE1
MT_PPZ_TRE2
MT_PPZ_TRE3
MT_PPZ_TRE4
MT_PPZ_TRE5
MT_PPZ_ROCK
MT_PPZ_BUSH
MT_PPZ_SFLR



# "Object Parameters"

Object MT_PPZ_ROCK
#$Name Palmtree Panic Rock
#$Sprite PPZAA0
#$Category Palmtree Panic
MapThingNum = 1235
SpawnState = S_PPZ_ROCK
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_PPZ_ROCK
SpriteName = PPZA
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_PPZ_BIO1
#$Name Palmtree Panic Plant 1
#$Sprite PPZBA0
#$Category Palmtree Panic
MapThingNum = 1236
SpawnState = S_PPZ_BIO1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_PPZ_BIO1
SpriteName = PPZB
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_PPZ_BIO2
#$Name Palmtree Panic Plant 2
#$Sprite PPZCA0
#$Category Palmtree Panic
MapThingNum = 1237
SpawnState = S_PPZ_BIO2
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_PPZ_BIO2
SpriteName = PPZC
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_PPZ_TRE1
#$Name Palmtree Tree 1
#$Sprite PPZDA0
#$Category Palmtree Panic
MapThingNum = 1238
SpawnState = S_PPZ_TRE1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_PPZ_TRE1
SpriteName = PPZD
SpriteFrame = FF_ANIMATE|A
Duration = 19
Var1 = 2
Var2 = 6
Next = S_PPZ_TRE1

Object MT_PPZ_TRE2
#$Name Palmtree Tree 2
#$Sprite PPZEA0
#$Category Palmtree Panic
MapThingNum = 1239
SpawnState = S_PPZ_TRE2
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_PPZ_TRE2
SpriteName = PPZE
SpriteFrame = FF_ANIMATE|A
Duration = 19
Var1 = 2
Var2 = 6
Next = S_PPZ_TRE2

Object MT_PPZ_TRE3
#$Name Palmtree Tree 3
#$Sprite PPZFA0
#$Category Palmtree Panic
MapThingNum = 1240
SpawnState = S_PPZ_TRE3
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_PPZ_TRE3
SpriteName = PPZF
SpriteFrame = FF_ANIMATE|A
Duration = 19
Var1 = 2
Var2 = 6
Next = S_PPZ_TRE3

Object MT_PPZ_TRE4
#$Name Palmtree Tree 4
#$Sprite PPZGA0
#$Category Palmtree Panic
MapThingNum = 1241
SpawnState = S_PPZ_TRE4
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_PPZ_TRE4
SpriteName = PPZG
SpriteFrame = FF_ANIMATE|A
Duration = 19
Var1 = 2
Var2 = 6
Next = S_PPZ_TRE5

Object MT_PPZ_TRE5
#$Name Palmtree Tree 5
#$Sprite PPZHA0
#$Category Palmtree Panic
MapThingNum = 1242
SpawnState = S_PPZ_TRE5
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_PPZ_TRE5
SpriteName = PPZH
SpriteFrame = FF_ANIMATE|A
Duration = 19
Var1 = 2
Var2 = 6
Next = S_PPZ_TRE5

Object MT_PPZ_BUSH
#$Name Palmtree Panic Bush
#$Sprite PPZIA0
#$Category Palmtree Panic
MapThingNum = 1243
SpawnState = S_PPZ_BUSH
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_PPZ_BUSH
SpriteName = PPZI
SpriteFrame = FF_ANIMATE|A
Duration = 19
Var1 = 2
Var2 = 6
Next = S_PPZ_BUSH

Object MT_PPZ_SFLR
#$Name Palmtree Panic Flower
#$Sprite PPZJA0
#$Category Palmtree Panic
MapThingNum = 1260
SpawnState = S_PPZ_SFLR
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 80*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_PPZ_SFLR
SpriteName = PPZJ
SpriteFrame = FF_ANIMATE|A
Duration = 41
Var1 = 1
Var2 = 20
Next = S_PPZ_SFLR
