Freeslot
MT_GHPMSCENERY
S_GHPMSCENERY1
SPR_GHPM
MT_AIFLSCENERY
S_AIFLSCENERY1
SPR_AIFL
MT_AIBUSCENERY
S_AIBUSCENERY1
SPR_AIBU
MT_AIPLSCENERY
S_AIPLSCENERY1
SPR_AIPL
MT_ECLSSCENERY
S_ECLSSCENERY1
SPR_ECLS
MT_LBDESCENERY
S_LBDESCENERY1
SPR_LBDE
MT_MGPLSCENERY
S_MGPLSCENERY1
SPR_MGPL
MT_PMIL
S_PMIL1
S_PMIL2
S_PMIL3
SPR_PMIL
MT_SSSPSCENERY
S_SSSPSCENERY1
SPR_SSSP
MT_ECLCSCENERY
S_ECLCSCENERY1
SPR_ECLC
MT_ECECSCENERY
S_ECECSCENERY1
SPR_ECEC
MT_SSFO
S_SSFO1
S_SSFO2
SPR_SSFO
MT_ECROSCENERY
S_ECROSCENERY1
SPR_ECRO
MT_KNUXSCENERY
S_KNUXSCENERY1
SPR_KNUX
MT_GBAPSCENERY
S_GBAPSCENERY1
SPR_GBAP

Object MT_GHPMSCENERY
#$Category Angel Island
#$Name GHPM
#$Sprite GHPMA0
MapThingNum = 4030
SpawnState = S_GHPMSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_GHPMSCENERY1
SpriteName = GHPM
SpriteFrame = A
Duration = -1
Next = S_GHPMSCENERY1

Object MT_MGPLSCENERY
#$Category Angel Island
#$Name MGPL
#$Sprite MGPLA0
MapThingNum = 4031
SpawnState = S_MGPLSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_MGPLSCENERY1
SpriteName = MGPL
SpriteFrame = A
Duration = -1
Next = S_MGPLSCENERY1

Object MT_AIFLSCENERY
#$Category Angel Island
#$Name AIFL
#$Sprite AIFLA0
MapThingNum = 4032
SpawnState = S_AIFLSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_AIFLSCENERY1
SpriteName = AIFL
SpriteFrame = A
Duration = -1
Next = S_AIFLSCENERY1

Object MT_AIBUSCENERY
#$Category Angel Island
#$Name AIBU
#$Sprite AIBUA0
MapThingNum = 4033
SpawnState = S_AIBUSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_AIBUSCENERY1
SpriteName = AIBU
SpriteFrame = A
Duration = -1
Next = S_AIBUSCENERY1

Object MT_AIPLSCENERY
#$Category Angel Island
#$Name AIPL
#$Sprite AIPLA0
MapThingNum = 4034
SpawnState = S_AIPLSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_AIPLSCENERY1
SpriteName = AIPL
SpriteFrame = A
Duration = -1
Next = S_AIPLSCENERY1

Object MT_LBDESCENERY
#$Category Angel Island
#$Name LBDE
#$Sprite LBDEA0
MapThingNum = 4035
SpawnState = S_LBDESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_LBDESCENERY1
SpriteName = LBDE
SpriteFrame = A
Duration = -1
Next = S_LBDESCENERY1

Thing MT_PMIL
#$Category AnimatedSprite
#$Name Windy hill Mill
#$Sprite PMILA0
MAPTHINGNUM = 4063
SPAWNSTATE = S_PMIL1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 32
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 = 32*FRACUNIT
HEIGHT = 128*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY
RaiseState = S_NULL

FRAME S_PMIL1
SPRITENUMBER = SPR_PMIL
SPRITESUBNUMBER = 0
DURATION = 4
NEXT = S_PMIL2

FRAME S_PMIL2
SPRITENUMBER = SPR_PMIL
SPRITESUBNUMBER = 1
DURATION = 4
NEXT = S_PMIL3

FRAME S_PMIL3
SPRITENUMBER = SPR_PMIL
SPRITESUBNUMBER = 2
DURATION = 4
NEXT = S_PMIL1

Object MT_SSSPSCENERY
#$Category Angel Island
#$Name SSSP
#$Sprite SSSPA0
MapThingNum = 4037
SpawnState = S_SSSPSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_SSSPSCENERY1
SpriteName = SSSP
SpriteFrame = A
Duration = -1
Next = S_SSSPSCENERY1

Object MT_ECLSSCENERY
#$Category Angel Island
#$Name ECLS
#$Sprite ECLSA0
MapThingNum = 4038
SpawnState = S_ECLSSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_ECLSSCENERY1
SpriteName = ECLS
SpriteFrame = A
Duration = -1
Next = S_ECLSSCENERY1

Object MT_ECECSCENERY
#$Category Angel Island
#$Name ECEC
#$Sprite ECECA0
MapThingNum = 4039
SpawnState = S_ECECSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_ECECSCENERY1
SpriteName = ECEC
SpriteFrame = A
Duration = -1
Next = S_ECECSCENERY1

State S_ECLSSCENERY1
SpriteName = ECLS
SpriteFrame = A
Duration = -1
Next = S_ECLSSCENERY1

Object MT_ECLCSCENERY
#$Category Angel Island
#$Name ECLC
#$Sprite ECLCA0
MapThingNum = 4040
SpawnState = S_ECLCSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_ECLCSCENERY1
SpriteName = ECLC
SpriteFrame = A
Duration = -1
Next = S_ECLCSCENERY1

Thing MT_SSFO
#$Category AnimatedSprite
#$Name Sky fountain
#$Sprite SSFOA0
MAPTHINGNUM = 4041
SPAWNSTATE = S_SSFO1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 32
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 = 32*FRACUNIT
HEIGHT = 128*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY
RaiseState = S_NULL

FRAME S_SSFO1
SPRITENUMBER = SPR_SSFO
SPRITESUBNUMBER = 0
DURATION = 4
NEXT = S_SSFO2

FRAME S_SSFO2
SPRITENUMBER = SPR_SSFO
SPRITESUBNUMBER = 1
DURATION = 4
NEXT = S_SSFO1

Object MT_ECROSCENERY
#$Category Angel Island
#$Name ECRO
#$Sprite ECROA0
MapThingNum = 4043
SpawnState = S_ECROSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_ECROSCENERY1
SpriteName = ECRO
SpriteFrame = A
Duration = -1
Next = S_ECROSCENERY1

Object MT_KNUXSCENERY
#$Category Angel Island
#$Name KNUX
#$Sprite KNUXA0
MapThingNum = 4044
SpawnState = S_KNUXSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_KNUXSCENERY1
SpriteName = KNUX
SpriteFrame = A
Duration = -1
Next = S_KNUXSCENERY1

Object MT_GBAPSCENERY
#$Category Angel Island
#$Name GBAP
#$Sprite GBAPA0
MapThingNum = 4095
SpawnState = S_GBAPSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_GBAPSCENERY1
SpriteName = GBAP
SpriteFrame = A
Duration = -1
Next = S_GBAPSCENERY1