FREESLOT
MT_MUSMROM
MT_MUSHROM
MT_ORDTREE
MT_BLUEBELL
MT_REDSPIKEFW
MT_WHITEFLOWER
MT_SPINE
MT_GHZMC
MT_GHZFLR
MT_GHZBUSH
MT_BIGFLRR
MT_GHZFLOWER_BASE
MT_GHZFLOWER_TRUNK
MT_GHZFLOWER_GROUND
S_MUSHRM1
S_MUSMRM1
S_SPINE
S_ORDTREE
S_BLUEBEL1
S_REDSPIKEFW
S_WHITEFLOWER
S_BIGFLRR
S_GHZMC1
S_GHZMC2
S_GHZBUSH
S_GHZFLR1
S_GHZFLR2
S_GHZFLOWER_BASE1
S_GHZFLOWER_BASE2
S_GHZFLOWER_TRUNK
S_GHZFLOWER_GROUND
SPR_MUSH
SPR_MUSM
SPR_STRE
SPR_GHBLA0
SPR_GHBLB0
SPR_GHZBA0
SPR_GHZFA0
SPR_GHZFB0
SPR_GHFHB0
SPR_GHFHA0
SPR_GHZD
SPR_ORTR
SPR_BLBL
SPR_BFLR
SPR_RSFW
SPR_WHFW

### Mikhael Blur things ###

##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

##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

##Blue Bells

Object MT_BLUEBELL
MapThingNum = 4012
#$Name Blue Bells
#$Category Scenery
#$Sprite BLBLA0
SpawnState = S_BLUEBEL1
SeeState = S_BLUEBEL1
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 112*FRACUNIT
Mass = 50*FRACUNIT
Damage = 0
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY

State S_BLUEBEL1
SpriteName = BLBL
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 7
Var2 = 4
Next = S_BLUEBEL1

##Red Spiky Flower

Object MT_REDSPIKEFW
MapThingNum = 4013
#$Name Red Spiky Flower
#$Category Scenery
#$Sprite RSFWA0
SpawnState = S_REDSPIKEFW
SeeState = S_REDSPIKEFW
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 112*FRACUNIT
Mass = 50*FRACUNIT
Damage = 0
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY

State S_REDSPIKEFW
SpriteName = RSFW
SpriteFrame = A
Duration = -1
Next = S_REDSPIKEFW

##White Flower

Object MT_WHITEFLOWER
MapThingNum = 4014
#$Name White Flower
#$Category Scenery
#$Sprite WHFWA0
SpawnState = S_WHITEFLOWER
SeeState = S_WHITEFLOWER
SpawnHealth = 1000
Radius = 32*FRACUNIT
Height = 112*FRACUNIT
Mass = 50*FRACUNIT
Damage = 0
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY

State S_WHITEFLOWER
SpriteName = WHFW
SpriteFrame = A
Duration = -1
Next = S_WHITEFLOWER


##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

Object MT_ORDTREE
MapThingNum = 4010
#$Name An ordinary tree
#$Category Bricked Busted
#$Sprite ORTRA0
SpawnState = S_ORDTREE
SeeState = S_ORDTREE
SpawnHealth = 1000
Radius = 30*FRACUNIT
Height = 152*FRACUNIT
Mass = 50*FRACUNIT
Damage = 0
Flags = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

State S_ORDTREE
SpriteName = ORTR
SpriteFrame = A
Duration = -1
Action = None
Next = S_ORDTREE

### romineblox0 things ###

##GWZ Snowy Pine

Object MT_SPINE
MapThingNum = 4008
#$Name Snowy Pine
#$Category Glacial Winter
#$Sprite STREA0
SpawnState = S_SPINE
SeeState = S_SPINE
SpawnHealth = 1000
Radius = 20*FRACUNIT
Height = 628*FRACUNIT
Mass = 50*FRACUNIT
Damage = 0
Flags = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

State S_SPINE
SpriteName = STRE
SpriteFrame = A
Duration = -1
Action = None
Next = S_SPINE

##RFZ Small Mushroom

Object MT_MUSHROM
MapThingNum = 4007
#$Name Small Mushroom
#$Category Rain Forest
#$Sprite MUSHA0
SpawnState = S_MUSHRM1
SeeState = S_MUSHRM1
SpawnHealth = 1000
Radius = 10*FRACUNIT
Height = 16*FRACUNIT
Mass = 50*FRACUNIT
Damage = 0
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY

State S_MUSHRM1
SpriteName = MUSH
SpriteFrame = A
Duration = 3
Action = None
Next = S_MUSHRM1
Var1 = 0
Var2 = 0

##RFZ Medium Mushroom

Object MT_MUSMROM
MapThingNum = 4009
#$Name Medium Mushroom
#$Category Rain Forest
#$Sprite MUSMA0
SpawnState = S_MUSMRM1
SeeState = S_MUSMRM1
SpawnHealth = 1000
Radius = 24*FRACUNIT
Height = 53*FRACUNIT
Mass = 50*FRACUNIT
Damage = 0
Flags = MF_NOGRAVITY|MF_SCENERY

State S_MUSMRM1
SpriteName = MUSM
SpriteFrame = A
Duration = 3
Action = None
Next = S_MUSMRM1
Var1 = 0
Var2 = 0