#General Items

#...None Yet.


#F O R T E S H O P P E stuff

FREESLOT
MT_MARIABUST
S_MARIABUSTSTAND
SPR_MBST

Thing MT_MARIABUST
MAPTHINGNUM = 26404
#$Name [M_A_R_I_A]
#$Sprite MBSTA0
SPAWNSTATE = S_MARIABUSTSTAND
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 256*FRACUNIT
HEIGHT = 384*FRACUNIT
MASS = 100
DAMAGE = 1
ACTIVESOUND = sfx_statu2
FLAGS = MF_SOLID|MF_NOGRAVITY

FRAME S_MARIABUSTSTAND
SPRITENUMBER = SPR_MBST
SPRITEFRAME = A
DURATION = -1
VAR1 = 0
VAR2 = 0
NEXT = S_MARIABUSTSTAND

#Neo Green Hill Stuff

FREESLOT
MT_NGHZTREE
S_NGHZTREESTAND
MT_NGHZSUNFLOWER
S_NGHZSUNFLOWERSTAND
MT_NGHZFLOWER1OBJECT
S_NGHZFLOWER1IDLE
MT_NGHZFLOWER2OBJECT
S_NGHZFLOWER2IDLE
MT_NGHZFLOWER3OBJECT
S_NGHZFLOWER3IDLE
MT_NGHZFLOWER4OBJECT
S_NGHZFLOWER4IDLE
MT_NGHZUMBRELLA
S_NGHZUMBRELLASTAND
MT_NGHZBOUNCYBLOCK
S_NGHZBOUNCYBLOCKSTAND
S_NGHZBOUNCYBLOCKSPRING
SPR_NGHS
SPR_GHF1
SPR_GHF2
SPR_GHF3
SPR_GHF4

Thing MT_NGHZTREE
MAPTHINGNUM = 26410
#$Name NGHZ Tree
#$Sprite NGHSA0
SPAWNSTATE = S_NGHZTREESTAND
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 12*FRACUNIT
HEIGHT = 144*FRACUNIT
MASS = 100
DAMAGE = 1
SHADOWSCALE = 1
FLAGS = MF_SOLID

FRAME S_NGHZTREESTAND
SPRITENUMBER = SPR_NGHS
SPRITEFRAME = A
DURATION = -1
VAR1 = 0
VAR2 = 0
NEXT = S_NGHZTREESTAND

Thing MT_NGHZSUNFLOWER
MAPTHINGNUM = 26411
#$Name NGHZ Sunflowers
#$Sprite NGHSB0
SPAWNSTATE = S_NGHZSUNFLOWERSTAND
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 24*FRACUNIT
HEIGHT = 24*FRACUNIT
MASS = 100
DAMAGE = 1
SHADOWSCALE = 1
FLAGS = MF_SCENERY

FRAME S_NGHZSUNFLOWERSTAND
SPRITENUMBER = SPR_NGHS
SPRITEFRAME = B
DURATION = -1
VAR1 = 0
VAR2 = 0
NEXT = S_NGHZSUNFLOWERSTAND

Thing MT_NGHZFLOWER1OBJECT
MAPTHINGNUM = 26412
#$Name NGHZ Flower 1
#$Sprite GHF1
SPAWNSTATE = S_NGHZFLOWER1IDLE
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
MASS = 100
DAMAGE = 1
SHADOWSCALE = 1
FLAGS = MF_SCENERY

FRAME S_NGHZFLOWER1IDLE
SPRITENUMBER = SPR_GHF1
SPRITEFRAME = FF_ANIMATE
DURATION = -1
VAR1 = 3
VAR2 = 3
NEXT = S_NGHZFLOWER1IDLE

Thing MT_NGHZFLOWER2OBJECT
MAPTHINGNUM = 26413
#$Name NGHZ Flower 2
#$Sprite GHF2
SPAWNSTATE = S_NGHZFLOWER2IDLE
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
MASS = 100
DAMAGE = 1
SHADOWSCALE = 1
FLAGS = MF_SCENERY

FRAME S_NGHZFLOWER2IDLE
SPRITENUMBER = SPR_GHF2
SPRITEFRAME = FF_ANIMATE
DURATION = -1
VAR1 = 3
VAR2 = 3
NEXT = S_NGHZFLOWER2IDLE


Thing MT_NGHZFLOWER3OBJECT
MAPTHINGNUM = 26414
#$Name NGHZ Flower 3
#$Sprite GHF3A0
SPAWNSTATE = S_NGHZFLOWER3IDLE
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 12*FRACUNIT
HEIGHT = 12*FRACUNIT
MASS = 100
DAMAGE = 1
SHADOWSCALE = 1
FLAGS = MF_SCENERY

FRAME S_NGHZFLOWER3IDLE
SPRITENUMBER = SPR_GHF3
SPRITEFRAME = FF_ANIMATE
DURATION = -1
VAR1 = 3
VAR2 = 3
NEXT = S_NGHZFLOWER3IDLE

Thing MT_NGHZFLOWER4OBJECT
MAPTHINGNUM = 26415
#$Name NGHZ Flower 4
#$Sprite GHF4A0
SPAWNSTATE = S_NGHZFLOWER4IDLE
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 12*FRACUNIT
HEIGHT = 12*FRACUNIT
MASS = 100
DAMAGE = 1
SHADOWSCALE = 1
FLAGS = MF_SCENERY

FRAME S_NGHZFLOWER4IDLE
SPRITENUMBER = SPR_GHF4
SPRITEFRAME = FF_ANIMATE
DURATION = -1
VAR1 = 3
VAR2 = 3
NEXT = S_NGHZFLOWER4IDLE

Thing MT_NGHZUMBRELLA
MAPTHINGNUM = 26416
#$Name NGHZ Umbrella
#$Sprite NGHSD0
SPAWNSTATE = S_NGHZUMBRELLASTAND
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 100
DAMAGE = 1
SHADOWSCALE = 1
FLAGS = MF_SOLID

FRAME S_NGHZUMBRELLASTAND
SPRITENUMBER = SPR_NGHS
SPRITEFRAME = D
DURATION = -1
VAR1 = 0
VAR2 = 0
NEXT = S_NGHZUMBRELLASTAND

Thing MT_NGHZBOUNCYBLOCK
MAPTHINGNUM = 26417
#$Name NGHZ Bouncy Wood Block
#$Sprite NGHSC0
SPAWNSTATE = S_NGHZBOUNCYBLOCKSTAND
RAISESTATE = S_NGHZBOUNCYBLOCKSPRING
SPAWNHEALTH = 1000
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 10*FRACUNIT
DAMAGE = 1
SHADOWSCALE = 1
PAINSOUND = sfx_s259
FLAGS = MF_SOLID|MF_SPRING|MF_NOGRAVITY

FRAME S_NGHZBOUNCYBLOCKSTAND
SPRITENUMBER = SPR_NGHS
SPRITEFRAME = C
DURATION = -1
VAR1 = 0
VAR2 = 0
NEXT = S_NGHZBOUNCYBLOCKSTAND

FRAME S_NGHZBOUNCYBLOCKSPRING
SPRITENUMBER = SPR_NGHS
SPRITEFRAME = C
DURATION = 1
VAR1 = 0
VAR2 = 0
NEXT = S_NGHZBOUNCYBLOCKSTAND

