Freeslot
SPR_FPDC
MT_FPARADISEBUSH
MT_FPARADISEFLOWER
S_FP_FOLIAGE1
S_FP_FOLIAGE2
S_FPBUSHcOLOR
S_FPFLOWERCOLOR
S_FPARADISEBUSH
S_FPARADISEFLOWER
sfx_kirbhi

State S_FP_FOLIAGE1
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_RAISESTATE
Action = A_SetScale
Var1 = 5*FRACUNIT/2
Var2 = 0

Object MT_FPARADISEBUSH
#$Name Flesh Paradise Bush Tree
#$Sprite FPDCA0
#$Category Flesh Paradise
MapThingNum = 3341
SpawnState = S_FP_FOLIAGE1
SpawnHealth = 1000
SeeState = S_FPARADISEBUSH
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 = 64*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_RUNSPAWNFUNC
RaiseState = S_FPBUSHCOLOR

State S_FPBUSHCOLOR
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_SEESTATE
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = SKINCOLOR_CRIMSON

State S_FPARADISEBUSH
SpriteName = FPDC
SpriteFrame = A
Duration = -1
Next = S_FPARADISEBUSH
Action = None
Var1 = 0
Var2 = 0

Object MT_FPARADISEFLOWER
#$Name Flesh Paradise Flower
#$Sprite FPDCB0
#$Category Flesh Paradise
MapThingNum = 3344
SpawnState = S_FP_FOLIAGE1
SpawnHealth = 1000
SeeState = S_FPARADISEFLOWER
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 = 18*FRACUNIT
Height = 30*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_RUNSPAWNFUNC
RaiseState = S_FPFLOWERCOLOR

State S_FPFLOWERCOLOR
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_SEESTATE
Action = A_ChangeColorAbsolute
Var1 = 0
Var2 = SKINCOLOR_LAVENDER

State S_FPARADISEFLOWER
SpriteName = FPDC
SpriteFrame = B
Duration = -1
Next = S_FPARADISEBUSH
Action = None
Var1 = 0
Var2 = 0