FREESLOT
S_PRGATR1
MT_PSZTREE1
SPR_PG1T
S_PRGATR2
MT_PSZTREE2
SPR_PG2T
S_PRGATR3
MT_PSZTREE3
SPR_PG3T
S_PRGATR4
MT_PSZTREE4
SPR_PG4T
S_PRGATR5
MT_PSZTREE5
SPR_PG5T
S_PRGATR6
MT_PSZTREE6
SPR_PG6T
S_PRGATR7
MT_PSZTREE7
SPR_PG7T
SPR_PPT2
MT_PG2PTL
S_PG2PTL
SPR_PG2P
sfx_CODWE
sfx_CODWA
MT_CTLANTERNGLOW
SPR_CTLA
S_CTLANGLOW
S_CTLANGLOW1
S_C1FTRE1
SPR_C1FT
MT_FIELDTREE1
MT_QQFL
SPR_QQFL
S_QQFL
S_QQFL1
S_QQFL2
S_QQPTR1
SPR_QQ1T
MT_QQPTR1
S_QQPTR2
SPR_QQ2T
MT_QQPTR2
sfx_QQPCS

												################
												#PRESS GARDEN 2#
												################

STATE S_PRGATR1
SPRITENAME = PG1T
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_PSZTREE1
#$Name Press Garden Tree 1
#$Sprite PG1TA0
MAPTHINGNUM = 32152
SPAWNSTATE = S_PRGATR1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 15*FRACUNIT
HEIGHT = 384*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SOLID|MF_SCENERY

STATE S_PRGATR2
SPRITENAME = PG2T
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_PSZTREE2
#$Name Press Garden Tree 2
#$Sprite PG2TA0
MAPTHINGNUM = 32153
SPAWNSTATE = S_PRGATR2
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 15*FRACUNIT
HEIGHT = 512*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SOLID|MF_SCENERY

STATE S_PRGATR3
SPRITENAME = PG3T
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_PSZTREE3
#$Name Press Garden Tree 3
#$Sprite PG3TA0
MAPTHINGNUM = 32154
SPAWNSTATE = S_PRGATR3
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 15*FRACUNIT
HEIGHT = 384*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SOLID|MF_SCENERY

STATE S_PRGATR4
SPRITENAME = PG4T
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_PSZTREE4
#$Name Press Garden Tree 4
#$Sprite PG4TA0
MAPTHINGNUM = 32155
SPAWNSTATE = S_PRGATR4
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 15*FRACUNIT
HEIGHT = 384*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SOLID|MF_SCENERY

STATE S_PRGATR5
SPRITENAME = PG5T
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_PSZTREE5
#$Name Press Garden Tree 5
#$Sprite PG5TA0
MAPTHINGNUM = 32156
SPAWNSTATE = S_PRGATR5
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 15*FRACUNIT
HEIGHT = 256*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SOLID|MF_SCENERY

STATE S_PRGATR6
SPRITENAME = PG6T
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_PSZTREE6
#$Name Press Garden Tree 6
#$Sprite PG6TA0
MAPTHINGNUM = 32157
SPAWNSTATE = S_PRGATR6
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 15*FRACUNIT
HEIGHT = 128*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SOLID|MF_SCENERY

STATE S_PRGATR7
SPRITENAME = PG7T
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_PSZTREE7
#$Name Press Garden Tree 7
#$Sprite PG7TA0
MAPTHINGNUM = 32158
SPAWNSTATE = S_PRGATR7
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 15*FRACUNIT
HEIGHT = 512*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SOLID|MF_SCENERY

Object MT_PG2PTL
SpawnState = S_PG2PTL
Radius = 4*FRACUNIT
Height = 4*FRACUNIT
Flags = MF_SCENERY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_NOGRAVITY
SpawnHealth = 10000

State S_PG2PTL
SpriteName = PG2P
SpriteFrame = FF_ANIMATE|FF_RANDOMANIM|A
Var1 = 5
Var2 = 2
Duration = 16
Next = S_NULL

														##########
														#CHAPTER1#
														##########

#Castle Town Lantern Glow
Object MT_CTLANTERNGLOW
#$Name Castle Town Lantern Glow
#$Sprite CTLAA0
#$Category Chapter 1
MapThingNum = 29919
SpawnState  = S_CTLANGLOW
SpawnHealth = 1000
DeathState  = S_NULL
Radius = 24*FRACUNIT
Height = 48*FRACUNIT
Flags  = MF_FLOAT|MF_NOGRAVITY|MF_RUNSPAWNFUNC


State S_CTLANGLOW
SpriteName = CTLA
SpriteSubNumber = FF_ANIMATE|FF_TRANSADD|A
Duration = 1
Action = A_SetScale
Var1 = 4*FRACUNIT
Var2 = 0
Next = S_CTLANGLOW1

State S_CTLANGLOW1
SpriteName = CTLA
SpriteSubNumber = FF_ANIMATE|FF_TRANSADD|FF_TRANS60|A
Duration = 2
Var1 = 1
Var2 = 1
Next = S_CTLANGLOW1

STATE S_C1FTRE1
SPRITENAME = C1FT
SPRITEFRAME = A|FF_PAPERSPRITE|FF_FULLBRIGHT
DURATION = -1
NEXT = S_NULL

OBJECT MT_FIELDTREE1
#$Name Field Tree 1
#$Sprite C1FTA0
MAPTHINGNUM = 30246
SPAWNSTATE = S_C1FTRE1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 15*FRACUNIT
HEIGHT = 96*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SOLID|MF_SCENERY

														#################
														#QUARTZ QUADRANT#
														#################

OBJECT MT_QQFL
#$Name Quartz Quadrant Flower 1
#$Sprite QQFLA0
#$Category Abstract Quartz Quadrant
MAPTHINGNUM = 20150
SPAWNSTATE = S_QQFL
SPAWNHEALTH = 1000
DeathState = S_NULL
RADIUS = 18*FRACUNIT
HEIGHT = 96*FRACUNIT
DAMAGE = 0
FLAGS = MF_SCENERY|MF_FLOAT|MF_NOGRAVITY|MF_RUNSPAWNFUNC

STATE S_QQFL
SPRITENAME = QQFL
SPRITEFRAME = A
SPRITEFRAME = FF_ANIMATE|A
Duration = 1
Action = A_SetScale
Var1 = 1*FRACUNIT
Var2 = 0
NEXT = S_QQFL1

State S_QQFL1
SpriteName = QQFL
SPRITEFRAME = FF_ANIMATE|A
Duration = 8   
Var1 = 8
Var2 = 1
Next = S_QQFL1


State S_QQFL1
SpriteName = QQFL
SPRITEFRAME = FF_ANIMATE|A
Duration = 8   
Var1 = 8
Var2 = 1
Next = S_QQFL2

State S_QQFL2
SpriteName = QQFL
SPRITEFRAME = A
Duration = 25  
Next = S_QQFL1

STATE S_QQPTR1
SPRITENAME = QQ1T
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_QQPTR1
#$Name Quartz Quadrant Tree 1
#$Sprite QQ1TA0
MAPTHINGNUM = 20151
SPAWNSTATE = S_QQPTR1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 15*FRACUNIT
HEIGHT = 96*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SOLID|MF_SCENERY

STATE S_QQPTR2
SPRITENAME = QQ2T
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_QQPTR2
#$Name Quartz Quadrant Tree 2
#$Sprite QQ2TA0
MAPTHINGNUM = 20152
SPAWNSTATE = S_QQPTR2
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 15*FRACUNIT
HEIGHT = 96*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SOLID|MF_SCENERY