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
MT_BIGPURPLEFLOWER
MT_SMALLBLUEFLOWER
MT_FLAMER
MT_FLAMERB
MT_GREENFLAMER
MT_GREENFLAMERB
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
S_SBPFA
S_SSBFA
S_SSBUSH
S_SSBUSHB
S_FLAMER
S_FLAMERB
S_GREENFLAMER
S_GREENFLAMERB
S_CVASE1
S_CVASE2
SPR_MUSH
SPR_MUSM
SPR_STRE
SPR_GHBL
SPR_GHZB
SPR_GHZF
SPR_GHFH
SPR_GHZD
SPR_ORTR
SPR_BLBL
SPR_BFLR
SPR_RSFW
SPR_WHFW
SPR_SBPF
SPR_SSBF
SPR_SSBH
SPR_SSBB
SPR_FLAR
SPR_FLRB
SPR_CFLR
SPR_CFLB
SPR_DFC1
SPR_DFC2
SPR_DFV1
SPR_DFV2
SFX_FTARG
SFX_GLASSP
SFX_CVFMVA
SFX_CVFMVB

### 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

### NEW Tapupack Deco Mobj ###

## Big Purple Flower Mobj Info

OBJECT MT_BIGPURPLEFLOWER
#$Category New Tapupack Deco
#$Name Big Purple Flower
#$Sprite SBPFA0
MAPTHINGNUM = 2900
SPAWNSTATE = S_SBPFA
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY

## Big Purple Flower States

FRAME S_SBPFA
SPRITENAME = SPR_SBPF
SPRITEFRAME = A|FF_ANIMATE
DURATION = -1
ACTION None
VAR1 = 13
VAR2 = 3

## Small Blue Flower Mobj Info

OBJECT MT_SMALLBLUEFLOWER
#$Category New Tapupack Deco
#$Name Small Blue Flower
#$Sprite SSBFA0
MAPTHINGNUM = 2901
SPAWNSTATE = S_SSBFA
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY

## Small Blue Flower States

FRAME S_SSBFA
SPRITENAME = SPR_SSBF
SPRITEFRAME = A|FF_ANIMATE
DURATION = -1
ACTION None
VAR1 = 13
VAR2 = 3

## Sunny Shores Bush

OBJECT MT_SSBUSH
#$Category New Tapupack Deco
#$Name A Bit Bigger Bush
#$Sprite SSBHA0
MAPTHINGNUM = 2902
SPAWNSTATE = S_SSBUSH
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

FRAME S_SSBUSH
SPRITENAME = SPR_SSBH
SPRITEFRAME = A
ACTION None

## Sunny Shores Bush Berry

OBJECT MT_SSBUSHB
#$Category New Tapupack Deco
#$Name A Bit Bigger Bush With Berry
#$Sprite SSBBA0
MAPTHINGNUM = 2903
SPAWNSTATE = S_SSBUSHB
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

FRAME S_SSBUSHB
SPRITENAME = SPR_SSBB
SPRITEFRAME = A
ACTION None

//Flame Remade

## Torch

OBJECT MT_FLAMER
#$Category Flame Remade
#$Name Torch (Remade)
#$Sprite FLARA0
MAPTHINGNUM = 3000
SPAWNSTATE = S_FLAMER
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 8*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_NOGRAVITY|MF_PAIN|MF_FIRE

FRAME S_FLAMER
SPRITENAME = SPR_FLAR
SPRITEFRAME = A|FF_FULLBRIGHT|FF_ANIMATE
NEXTSTATE = S_NULL
ACTION None
VAR1 = 25
VAR2 = 1

## Big Torch

OBJECT MT_FLAMERB
#$Category Flame Remade
#$Name Big Torch (Remade)
#$Sprite FLRBA0
MAPTHINGNUM = 3009
SPAWNSTATE = S_FLAMERB
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 18*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_NOGRAVITY|MF_PAIN

FRAME S_FLAMERB
SPRITENAME = SPR_FLRB
SPRITEFRAME = A|FF_FULLBRIGHT|FF_ANIMATE
NEXTSTATE = S_NULL
ACTION None
VAR1 = 25
VAR2 = 1

## Green Flame

OBJECT MT_GREENFLAMER
#$Category Flame Remade
#$Name Green Flame (Remade)
#$Sprite CFLRA0
MAPTHINGNUM = 3010
SPAWNSTATE = S_GREENFLAMER
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 8*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_NOGRAVITY|MF_PAIN

FRAME S_GREENFLAMER
SPRITENAME = SPR_CFLR
SPRITEFRAME = A|FF_FULLBRIGHT|FF_ANIMATE
NEXTSTATE = S_NULL
ACTION None
VAR1 = 25
VAR2 = 1

## Big Green Flame

OBJECT MT_GREENFLAMERB
#$Category Flame Remade
#$Name Big Green Flame (Remade)
#$Sprite CFLBA0
MAPTHINGNUM = 3011
SPAWNSTATE = S_GREENFLAMERB
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 18*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_NOGRAVITY|MF_PAIN

FRAME S_GREENFLAMERB
SPRITENAME = SPR_CFLB
SPRITEFRAME = A|FF_FULLBRIGHT|FF_ANIMATE
NEXTSTATE = S_NULL
ACTION None
VAR1 = 25
VAR2 = 1

####Dawn Sandfall Vases

## Big Vase

Object MT_VASE1
MapThingNum = 5000
#$Name Big Vase
#$Category Dawn Sandfall
#$Sprite DFV1A0
#$arg0 Ring Count
SpawnState = S_VASE1
SeeState = S_VASE1
SpawnHealth = 1
DeathState = S_INVISIBLE
Radius = 32*FRACUNIT
Height = 112*FRACUNIT
Mass = 100
Damage = MT_NULL
Flags = MF_MONITOR|MF_SHOOTABLE|MF_SOLID

State S_VASE1
SpriteName = DFV1
SpriteFrame = A
Duration = -1
Action = None
Next = S_NULL

## Small Vase

Object MT_VASE2
MapThingNum = 5001
#$Name Small Vase
#$Category Dawn Sandfall
#$Sprite DFV2A0
#$arg0 Ring Count
SpawnState = S_VASE2
SeeState = S_VASE2
SpawnHealth = 1
DeathState = S_INVISIBLE
Radius = 26*FRACUNIT
Height = 60*FRACUNIT
Mass = 100
Damage = MT_NULL
Flags = MF_MONITOR|MF_SHOOTABLE|MF_SOLID

State S_VASE2
SpriteName = DFV2
SpriteFrame = A
Duration = -1
Action = None
Next = S_NULL

## Big Vase (Closed)

Object MT_CVASE1
MapThingNum = 5003
#$Name Big Vase (Closed)
#$Category Dawn Sandfall
#$Sprite DFC1A0
#$arg0 Ring Count
SpawnState = S_CVASE1
SeeState = S_CVASE1
SpawnHealth = 1
DeathState = S_INVISIBLE
Radius = 32*FRACUNIT
Height = 112*FRACUNIT
Mass = 100
Damage = MT_NULL
Flags = MF_MONITOR|MF_SHOOTABLE|MF_SOLID

State S_CVASE1
SpriteName = DFC1
SpriteFrame = A
Duration = -1
Action = None
Next = S_NULL

## Small Vase

Object MT_CVASE2
MapThingNum = 5004
#$Name Small Vase (Closed)
#$Category Dawn Sandfall
#$Sprite DFC2A0
#$arg0 Ring Count
SpawnState = S_CVASE2
SeeState = S_CVASE2
SpawnHealth = 1
DeathState = S_INVISIBLE
Radius = 26*FRACUNIT
Height = 60*FRACUNIT
Mass = 100
Damage = MT_NULL
Flags = MF_MONITOR|MF_SHOOTABLE|MF_SOLID

State S_CVASE2
SpriteName = DFC2
SpriteFrame = A
Duration = -1
Action = None
Next = S_NULL