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
S_MPPTR1
MT_MPPTREE1
SPR_PPT1
S_MPPTR2
MT_MPPTREE2
SPR_PPT2
MT_PG2PTL
S_PG2PTL
SPR_PG2P

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

STATE S_MPPTR1
SPRITENAME = PPT1
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_MPPTREE1
#$Name Mega Palm Paradiso Tree 1
#$Sprite PPT1A0
MAPTHINGNUM = 32159
SPAWNSTATE = S_MPPTR1
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_MPPTR2
SPRITENAME = PPT2
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_MPPTREE2
#$Name Mega Palm Paradiso Tree 2
#$Sprite PPT2A0
MAPTHINGNUM = 32160
SPAWNSTATE = S_MPPTR2
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
