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
MT_PGLSSCENERY
S_PGLSSCENERY1
SPR_PGLS
MT_PEPSSCENERY
S_PEPSSCENERY1
SPR_PEPS
MT_GUNXSCENERY
S_GUNSXCENERY1
SPR_GUNX
MT_GUNSSCENERY
S_GUNSSCENERY1
SPR_GUNS
MT_CUSHSCENERY
S_CUSHSCENERY1
SPR_CUSH
MT_CELASCENERY
S_CELASCENERY1
SPR_CELA
MT_CEPMSCENERY
S_CEPMSCENERY1
SPR_CEPM
MT_BASKSCENERY
S_BASKSCENERY1
SPR_BASK
MT_CAKESCENERY
S_CAKESCENERY1
SPR_CAKE
MT_PETESCENERY
S_PETESCENERY1
SPR_PETE
MT_TEACSCENERY
S_TEACSCENERY1
SPR_TEAC
MT_TREESCENERY
S_TREESCENERY1
SPR_TREE
MT_CEPGSCENERY
S_CEPGSCENERY1
SPR_CEPG
MT_TRASSCENERY
S_TRASSCENERY1
SPR_TRAS
MT_CITASCENERY
S_CITASCENERY1
SPR_CITA
MT_CITBSCENERY
S_CITBSCENERY1
SPR_CITB
MT_CEVCSCENERY
S_CEVCSCENERY1
SPR_CEVC
MT_AFFYSCENERY
S_AFFYSCENERY1
SPR_AFFY
MT_CECWSCENERY
S_CECWSCENERY1
SPR_CECW
MT_CEOLSCENERY
S_CEOLSCENERY1
SPR_CEOL
MT_PUKUSCENERY
S_PUKUSCENERY1
SPR_PUKU
MT_CACTSCENERY
S_CACTSCENERY1
SPR_CACT
MT_EBNYSCENERY
S_EBNYSCENERY1
SPR_EBNY
MT_DIRTSCENERY
S_DIRTSCENERY1
SPR_DIRT
MT_CBSHSCENERY
S_CBSHSCENERY1
SPR_CBSH
MT_CPLTSCENERY
S_CPLTSCENERY1
SPR_CPLT
MT_CTRESCENERY
S_CTRESCENERY1
SPR_CTRE
MT_LBPTSCENERY
S_LBPTSCENERY1
SPR_LBPT
MT_LBCRSCENERY
S_LBCRSCENERY1
SPR_LBCR

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 = 4064
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

Object MT_PGLSSCENERY
#$Category City Escape
#$Name Pepsi Glass
#$Sprite PGLSA0
MapThingNum = 2063
SpawnState = S_PGLSSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PGLSSCENERY1
SpriteName = PGLS
SpriteFrame = A
Duration = -1
Next = S_PGLSSCENERY1

Object MT_PEPSSCENERY
#$Category Angel Island
#$Name Pepsi Can
#$Sprite PEPSA0
MapThingNum = 4060
SpawnState = S_PEPSSCENERY1
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_PEPSSCENERY1
SpriteName = PEPS
SpriteFrame = A
Duration = -1
Next = S_PEPSSCENERY1

Object MT_GUNXSCENERY
#$Category Angel Island
#$Name GUN Soldier
#$Sprite GUNXA0
MapThingNum = 4061
SpawnState = S_GUNSCENERY1
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_GUNXSCENERY1
SpriteName = GUNX
SpriteFrame = A
Duration = -1
Next = S_GUNXSCENERY1

Object MT_GUNSSCENERY
#$Category Angel Island
#$Name Gun Scientist
#$Sprite GUNSA0
MapThingNum = 4062
SpawnState = S_GUNSSCENERY1
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_GUNSSCENERY1
SpriteName = GUNS
SpriteFrame = A
Duration = -1
Next = S_GUNSSCENERY1

Object MT_CUSHSCENERY
#$Category Angel Island
#$Name Cushion
#$Sprite CUSHA0
MapThingNum = 4063
SpawnState = S_CUSHSCENERY1
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_CUSHSCENERY1
SpriteName = CUSH
SpriteFrame = A
Duration = -1
Next = S_CUSHSCENERY1

Object MT_BASKSCENERY
#$Category City Escape
#$Name Basketball
#$Sprite BASKA0
MapThingNum = 2036
SpawnHealth = 1000
SpawnState = S_BASKSCENERY1
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 = 106*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_none
Flags = MF_SCENERY|MF_SOLID
RaiseState = S_NULL

State S_BASKSCENERY1
SpriteName = BASK
Duration = -1
Next = S_NULL

Object MT_CAKESCENERY
#$Category City Escape
#$Name Delicious cake
#$Sprite CakeA0
MapThingNum = 2035
SpawnHealth = 1000
SpawnState = S_CakeSCENERY1
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 32
Speed = 0
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_none
Flags = MF_SCENERY
RaiseState = S_NULL

State S_CAKESCENERY1
SpriteName = CAKE
Duration = -1
Next = S_NULL


Object MT_CELASCENERY
#$Category City Escape
#$Name City Light
#$Sprite CELAA0
MapThingNum = 2034
SpawnHealth = 1000
SpawnState = S_CELASCENERY1
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 = 20*FRACUNIT
Height = 138*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_none
Flags = MF_SCENERY|MF_SOLID
RaiseState = S_NULL

State S_CELASCENERY1
SpriteName = CELA
Duration = -1
Next = S_NULL

Object MT_CEPMSCENERY
#$Category City Escape
#$Name Palm plant
#$Sprite CEPMA0
MapThingNum = 2038
SpawnState = S_CEPMSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 64*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CEPMSCENERY1
SpriteName = CEPM
SpriteFrame = A
Duration = -1
Next = S_CEPMSCENERY1

Object MT_PETESCENERY
#$Category City Escape
#$Name Pete advertisement pole
#$Sprite PETEA0
MapThingNum = 2039
SpawnState = S_PETESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 20*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY|MF_SOLID
RaiseState = MT_NULL

State S_PETESCENERY1
SpriteName = PETE
SpriteFrame = A
Duration = -1
Next = S_PETESCENERY1

Object MT_TEACSCENERY
#$Category City Escape
#$Name Tea Cup
#$Sprite TEACA0
MapThingNum = 2050
SpawnState = S_TEACSCENERY1
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_TEACSCENERY1
SpriteName = TEAC
SpriteFrame = A
Duration = -1
Next = S_TEACSCENERY1

Object MT_TREESCENERY
#$Category City Escape
#$Name Tree
#$Sprite TREEA0
MapThingNum = 2051
SpawnState = S_TREESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY|MF_SOLID
RaiseState = MT_NULL

State S_TREESCENERY1
SpriteName = TREE
SpriteFrame = A
Duration = -1
Next = S_TREESCENERY1

Object MT_CEPGSCENERY
#$Category City Escape
#$Name Chao plaything
#$Sprite CEPGA0
MapThingNum = 2052
SpawnState = S_CEPGSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY|MF_SOLID
RaiseState = MT_NULL

State S_CEPGSCENERY1
SpriteName = CEPG
SpriteFrame = A
Duration = -1
Next = S_CEPGSCENERY1

Object MT_TRASSCENERY
#$Category City Escape
#$Name Trash
#$Sprite TRASA0
MapThingNum = 2053
SpawnState = S_TRASSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY|MF_SOLID
RaiseState = MT_NULL

State S_TRASSCENERY1
SpriteName = TRAS
SpriteFrame = A
Duration = -1
Next = S_TRASSCENERY1

Object MT_CITASCENERY
#$Category City Escape
#$Name City Girl
#$Sprite CITAA1
MapThingNum = 2054
SpawnState = S_CITASCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CITASCENERY1
SpriteName = CITA
SpriteFrame = A
Duration = -1
Next = S_CITASCENERY1

Object MT_CITBSCENERY
#$Category City Escape
#$Name City Man
#$Sprite CITBA1
MapThingNum = 2055
SpawnState = S_CITBSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CITBSCENERY1
SpriteName = CITB
SpriteFrame = A
Duration = -1
Next = S_CITBSCENERY1

Object MT_CEVCSCENERY
#$Category City Escape
#$Name Vacuum guy
#$Sprite CEVCA0
MapThingNum = 2056
SpawnState = S_CEVCSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CEVCSCENERY1
SpriteName = CEVC
SpriteFrame = A
Duration = -1
Next = S_CEVCSCENERY1

Object MT_AFFYSCENERY
#$Category City Escape
#$Name Affy
#$Sprite AFFYA1
MapThingNum = 2057
SpawnState = S_AFFYSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_AFFYSCENERY1
SpriteName = AFFY
SpriteFrame = A
Duration = -1
Next = S_AFFYSCENERY1

Object MT_CECWSCENERY
#$Category City Escape
#$Name Construction worker
#$Sprite CECWA1
MapThingNum = 2058
SpawnState = S_CECWSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CECWSCENERY1
SpriteName = CECW
SpriteFrame = A
Duration = -1
Next = S_CECWSCENERY1

Object MT_CEOLSCENERY
#$Category City Escape
#$Name Office Lady
#$Sprite CEOLA1
MapThingNum = 2059
SpawnState = S_CEOLSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CEOLSCENERY1
SpriteName = CEOL
SpriteFrame = A
Duration = -1
Next = S_CEOLSCENERY1

Object MT_PUKUSCENERY
#$Category City Escape
#$Name Puku
#$Sprite PUKUA0
MapThingNum = 2060
SpawnState = S_PUKUSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PUKUSCENERY1
SpriteName = PUKU
SpriteFrame = A
Duration = -1
Next = S_PUKUSCENERY1

Object MT_CACTSCENERY
#$Category City Escape
#$Name Mr. Cactus
#$Sprite CACTA0
MapThingNum = 2061
SpawnState = S_CACTSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CACTSCENERY1
SpriteName = CACT
SpriteFrame = A
Duration = -1
Next = S_CACTSCENERY1

Object MT_EBNYSCENERY
#$Category City Escape
#$Name Ebony
#$Sprite EBNYA0
MapThingNum = 2062
SpawnState = S_EBNYSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_EBNYSCENERY1
SpriteName = EBNY
SpriteFrame = A
Duration = -1
Next = S_EBNYSCENERY1

Object MT_DIRTSCENERY
#$Category City Escape
#$Name Dirty Harry
#$Sprite DIRTA1
MapThingNum = 2064
SpawnState = S_DIRTSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_DIRTSCENERY1
SpriteName = DIRT
SpriteFrame = A
Duration = -1
Next = S_DIRTSCENERY1

Object MT_CBSHSCENERY
#$Category City Escape
#$Name Canyon Bush
#$Sprite CBSHA0
MapThingNum = 2065
SpawnState = S_CBSHSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CBSHSCENERY1
SpriteName = CBSH
SpriteFrame = A
Duration = -1
Next = S_CBSHSCENERY1

Object MT_CPLTSCENERY
#$Category City Escape
#$Name Canyon plant
#$Sprite CPLTA0
MapThingNum = 2066
SpawnState = S_CPLTSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CPLTSCENERY1
SpriteName = CPLT
SpriteFrame = A
Duration = -1
Next = S_CPLTSCENERY1

Object MT_CTRESCENERY
#$Category City Escape
#$Name Canyon Tree
#$Sprite CTREA0
MapThingNum = 2067
SpawnState = S_CTRESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CTRESCENERY1
SpriteName = CTRE
SpriteFrame = A
Duration = -1
Next = S_CTRESCENERY1

Object MT_LBPTSCENERY
#$Category City Escape
#$Name Lobby plant
#$Sprite LBPTA0
MapThingNum = 2068
SpawnState = S_LBPTSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_LBPTSCENERY1
SpriteName = LBPT
SpriteFrame = A
Duration = -1
Next = S_LBPTSCENERY1

Object MT_LBCRSCENERY
#$Category City Escape
#$Name LOBBY CHAIR
#$Sprite LBCRA0
MapThingNum = 2069
SpawnState = S_LBCRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_LBCRSCENERY1
SpriteName = LBCR
SpriteFrame = A
Duration = -1
Next = S_LBCRSCENERY1