#MFZ Tree
Freeslot
MT_MFZTREE
S_FRPI
SPR_FRPI

Object MT_MFZTREE
#$Sprite FRPIA0
MapThingNum = 140
SpawnState = S_FRPI
SpawnHealth = 1000
ReactionTime = 8
SeeState = S_NULL
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
Radius = 18*FRACUNIT
Height = 628*FRACUNIT
Flags = MF_SOLID|MF_SCENERY

State S_FRPI
SpriteName = FRPI
SpriteFrame = A
Duration = -1
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0

#Icicle Spawner
Freeslot
MT_ICICLEPAINSPAWN
S_ICICLEPAIN1

Object MT_ICICLEPAINSPAWN
#$Sprite USPKA0
MapThingNum = 151
SpawnHealth = 1000
ReactionTime = 8
SpawnState = S_ICICLEPAIN1
SeeState = S_NULL
Speed = 2*TICRATE
Radius = 8*FRACUNIT
Height = 32*FRACUNIT
DeathState = S_NULL
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT

State S_ICICLEPAIN1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_ICICLEPAIN1
Action = A_SpawnIcicle
Var1 = 0
Var2 = 0

#Icicle
Freeslot
SPR_ICSK
S_ICICLE1
S_ICICLE2
S_ICICLE3
S_ICICLE4
S_ICICLE5
S_ICICLE6
S_ICICLE7

Object MT_ICICLE
MapThingNum = -1
SpawnHealth = 1000
ReactionTime = 8
SpawnState = S_ICICLE1
SeeState = S_NULL
Speed = 2*TICRATE
Radius = 8*FRACUNIT
Height = 32*FRACUNIT
DeathState = S_NULL
PainSound = sfx_s1dfal
Mass = 4
Flags = MF_PAIN|MF_NOGRAVITY

State S_ICICLE1
SpriteName = ICSK
SpriteFrame = D|FF_FULLBRIGHT
Duration = 4
Next = S_ICICLE2
Action = None
Var1 = 0
Var2 = 0

State S_ICICLE2
SpriteName = ICSK
SpriteFrame = C|FF_FULLBRIGHT
Duration = 4
Next = S_ICICLE3
Action = None
Var1 = 0
Var2 = 0

State S_ICICLE3
SpriteName = ICSK
SpriteFrame = B|FF_FULLBRIGHT
Duration = 2
Next = S_ICICLE4
Action = None
Var1 = 0
Var2 = 0

State S_ICICLE4
SpriteName = ICSK
SpriteFrame = A|FF_FULLBRIGHT
Duration = 2
Next = S_ICICLE5
Action = None
Var1 = 0
Var2 = 0

State S_ICICLE5
SpriteName = ICSK
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_ICICLE6
Action = A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 1

State S_ICICLE6
SpriteName = ICSK
SpriteFrame = A|FF_FULLBRIGHT
Duration = 1
Next = S_ICICLE7
Action = A_Pain

State S_ICICLE7
SpriteName = ICSK
SpriteFrame = A|FF_FULLBRIGHT
Duration = -1
Next = S_NULL
Action = None
Var1 = 0
Var2 = 0