##Ice Spiker##
FREESLOT
MT_ICESPIKR
S_ICESPIKR
SPR_FISP

Object MT_ICESPIKR
#$Name Freon Ice Spiker
#$Sprite FISPA0
#$Category Ristar
MapThingNum = 9517
SpawnState = S_ICESPIKR
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_NOGRAVITY

State S_ICESPIKR
SpriteName = FISP
SpriteFrame = FF_ANIMATE|A
Var1 = 3
Var2 = 1
Duration = -1
Next = S_ICESPIKR

##Ice Flower 1##
FREESLOT
MT_SMALIFWR
S_FRONSFWR
SPR_FDC1

Object MT_SMALIFWR
#$Name Freon Ice Flower 1
#$Sprite FDC1A0
#$Category Ristar
MapThingNum = 9518
SpawnState = S_FRONSFWR
Radius = 15*FRACUNIT
Height = 76*FRACUNIT
Flags = MF_SCENERY

STATE S_FRONSFWR
SPRITENAME = FDC1
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

##Ice Flower 2##
FREESLOT
MT_SMALIFW2
S_FRONSFW2
SPR_FDC2

Object MT_SMALIFW2
#$Name Freon Ice Flower 2
#$Sprite FDC2A0
#$Category Ristar
MapThingNum = 9519
SpawnState = S_FRONSFW2
Radius = 16*FRACUNIT
Height = 86*FRACUNIT
Flags = MF_SCENERY

STATE S_FRONSFW2
SPRITENAME = FDC2
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL


##Crystal Pillar##
FREESLOT
MT_FCRYSPIL
S_FCRYSPIL
SPR_FDC3

Object MT_FCRYSPIL
#$Name Freon Crystal Pillar
#$Sprite FDC3A0
#$Category Ristar
MapThingNum = 9520
SpawnState = S_FCRYSPIL
Radius = 25*FRACUNIT
Height = 251*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

STATE S_FCRYSPIL
SPRITENAME = FDC3
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL