FREESLOT
MT_GHZBUSH
MT_GHZFLR
MT_GHZFLOWER_BASE
MT_GHZFLOWER_TRUNK
MT_GHZFLOWER_GROUND
S_GHZBUSH
S_GHZFLR1
S_GHZFLR2
S_GHZFLOWER_BASE1
S_GHZFLOWER_BASE2
S_GHZFLOWER_TRUNK
S_GHZFLOWER_GROUND
SPR_GHZB
SPR_GHZF
SPR_GHZF
SPR_GHFH
SPR_GHFH
SPR_GHZD

##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 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

FREESLOT
MT_YELLOWMFLOWER
MT_REDMFLOWER
MT_BLUEMFLOWER
S_YELLOWMFLOWER
S_REDMFLOWER1
S_BLUEMFLOWER
SPR_MFRE
SPR_MFYE
SPR_MFBE


## 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

## кетчуп

Freeslot
MT_REDBOW1
MT_REDBOW2
MT_REDBOW3
MT_REDBOW4
MT_BOWPOLE
S_REDBOW1
S_REDBOW2
S_REDBOW3
S_REDBOW4
S_BOWPOLE
SPR_RBOW

Object MT_REDBOW1
#$Sprite RBOWB0
MAPTHINGNUM = 2300
SPAWNSTATE = S_REDBOW1
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 12*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 1
FLAGS = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY|MF_NOTHINK

State S_REDBOW1
SpriteName = RBOW
SpriteFrame = B
Duration = 5
Next = S_REDBOW1

Object MT_REDBOW2
#$Sprite RBOWC0
MAPTHINGNUM = 2301
SPAWNSTATE = S_REDBOW2
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 12*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 1
FLAGS = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY|MF_NOTHINK

State S_REDBOW2
SpriteName = RBOW
SpriteFrame = C
Duration = 5
Next = S_REDBOW2

Object MT_BOWPOLE
#$Sprite RBOWD0
MAPTHINGNUM = 2302
SPAWNSTATE = S_BOWPOLE
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 16*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 1
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOTHINK

State S_BOWPOLE
SpriteName = RBOW
SpriteFrame = D
Duration = -1
Next = S_BOWPOLE

Object MT_REDBOW3
#$Sprite RBOWA0
MAPTHINGNUM = 2303
SPAWNSTATE = S_REDBOW3
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 12*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 1
FLAGS = MF_NOCLIP|MF_SOLID|MF_SCENERY

State S_REDBOW3
SpriteName = RBOW
SpriteFrame = A
Duration = 5
Next = S_REDBOW3

Object MT_REDBOW4
#$Sprite RBOWE0
MAPTHINGNUM = 2304
SPAWNSTATE = S_REDBOW4
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 12*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 1
FLAGS = MF_NOCLIP|MF_SOLID|MF_SCENERY

State S_REDBOW4
SpriteName = RBOW
SpriteFrame = E
Duration = 5
Next = S_REDBOW4

## romabloxa0

FREESLOT
MT_SNOWFLOWER
S_SNOWFLOWER1
S_SNOWFLOWER2
S_SNOWFLOWER3
S_SNOWFLOWER4
S_SNOWFLOWER5
S_SNOWFLOWER6
S_SNOWFLOWER7
S_SNOWFLOWER8
SPR_FWR9

Object MT_SNOWFLOWER
MapThingNum = 4004
#$Name Snowy Flower
#$Category Scenery
#$Sprite FWR9A0
SpawnState = S_SNOWFLOWER1
ReactionTime = 8
SeeState = S_NULL
SpawnHealth = 1000
Radius = 16*FRACUNIT
Height = 40*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_SNOWFLOWER1
SpriteName = FWR9
SpriteFrame = A
Duration = 6
Action = None
Next = S_SNOWFLOWER2

State S_SNOWFLOWER2
SpriteName = FWR9
SpriteFrame = B
Duration = 6
Action = None
Next = S_SNOWFLOWER3

State S_SNOWFLOWER3
SpriteName = FWR9
SpriteFrame = C
Duration = 6
Action = None
Next = S_SNOWFLOWER4

State S_SNOWFLOWER4
SpriteName = FWR9
SpriteFrame = D
Duration = 6
Action = None
Next = S_SNOWFLOWER5

State S_SNOWFLOWER5
SpriteName = FWR9
SpriteFrame = E
Duration = 6
Action = None
Next = S_SNOWFLOWER6

State S_SNOWFLOWER6
SpriteName = FWR9
SpriteFrame = F
Duration = 6
Action = None
Next = S_SNOWFLOWER7

State S_SNOWFLOWER7
SpriteName = FWR9
SpriteFrame = G
Duration = 6
Action = None
Next = S_SNOWFLOWER8

State S_SNOWFLOWER8
SpriteName = FWR9
SpriteFrame = H
Duration = 6
Action = None
Next = S_SNOWFLOWER1