Freeslot
S_LCBLORB1
S_LCBLORB2
S_LCBLORB3
S_LCBLORB4
S_LYGRAVE1
S_LYGRAVE2
S_LYTREE1
S_LYTREE2
S_LYTORCH1
S_LYTORCH2
S_LYTORCH3
S_LYBS1
S_LYBS2
S_LYBS3
S_LYBS4
S_LYBS5
S_LYBONER1
S_LYBONER2
S_LYBONEL1
S_LYBONEL2
S_LYSPOOK1
S_LYSPOOK2
S_LYSPOOK3
S_LYSPOOK4
S_PRATLOOK1
S_PRATLOOK2
S_WIZZEM1R
S_WIZZEM2R
S_WIZZEM1L
S_WIZZEM2L
S_GARMSTATUE
S_GARMSTATUE2
S_KGRIF1L
S_KGRIF2L
S_KGRIF3L
S_KGRIF4L
S_KGRIF5L
S_KGRIF6L
S_KGRIF7L
S_KGRIF8L
S_KGRIF9L
S_KGRIF10L
S_KGRIF11L
S_KGRIF1R
S_KGRIF2R
S_KGRIF3R
S_KGRIF4R
S_KGRIF5R
S_KGRIF6R
S_KGRIF7R
S_KGRIF8R
S_KGRIF9R
S_KGRIF10R
S_KGRIF11R
S_BRBSKEL1
S_BRBSKEL2
S_BRBSKEL3
S_BRBSKEL4
S_BRBSKEL5
S_BRBSKEL6
S_PLPATREE
S_PLPABUB1
S_PLPABUB2
S_PLPABUB3
S_PLPABUB4
S_PLPABUBPOP1
S_PLPABUBPOP2
S_PLPABUBPOP3
S_PLPABUBPOP4
S_PLPABUBPOP5
S_PLPABUBPOP6
S_PLPABLORB1
S_PLPABLORB2
S_PLPABLORB3
S_PLPABLORB4
S_DKRTREE1
S_DKRBUSH1
S_RANDOMITEMBOX
S_RANDOMITEMBOXPOP
S_RANDOMITEMBOXRESPAWN
S_RANDOMITEMBOXSPAWNER
S_FRVTREE1
S_FRVLAMP1
SPR_FRVL
SPR_FRV1
SPR_DKR2
SPR_DKR1
SPR_LYG2
SPR_LYG1
SPR_LYB1
SPR_LYB2
SPR_LYT1
SPR_LYBS
SPR_LYBR
SPR_LYBL
SPR_LYSP
SPR_PMRT
SPR_PMWZ
SPR_PMW2
SPR_PMGS
SPR_PMG2
SPR_PMGR
SPR_PMGF
SPR_BNSL
SPR_PLPT
SPR_PLBL
SPR_PLSL
SPR_LCSL
MT_LCBLORB
MT_DKRTREE1
MT_DKRBUSH1
MT_LYGRAVE1
MT_LYGRAVE2
MT_LYTREE1
MT_LYTREE2
MT_LYTORCH
MT_LYBIGSKEL
MT_LYBONER
MT_LYBONEL
MT_LYSPOOK
MT_PROPRAT
MT_WIZZEM1
MT_WIZZEM2
MT_GARMSTATUE
MT_GARMSTATUE2
MT_KINGGRIFL
MT_KINGGRIFR
MT_BRBSKEL1
MT_PLPATREE
MT_PLPABLORB
MT_FRVTREE1
MT_FRVLAMP1
sfx_bnqu
sfx_skinto
sfx_mpbing
sfx_mogus
sfx_mogust
sfx_skvent
sfx_lcmldg
sfx_lcmlfr
sfx_lcslim

State S_LYGRAVE1
SpriteName = LYG1
SpriteFrame = A
Duration = -1
Next = S_NULL

State S_LYGRAVE2
SpriteName = LYG2
SpriteFrame = A
Duration = -1
Next = S_NULL

State S_LYTREE1
SpriteName = LYB1
SpriteFrame = A
Duration = -1
Next = S_NULL

State S_LYTREE2
SpriteName = LYB2
SpriteFrame = A
Duration = -1
Next = S_NULL

State S_LYTORCH1
SpriteName = LYT1
SpriteFrame = A
Duration = 7
Next = S_LYTORCH2

State S_LYTORCH2
SpriteName = LYT1
SpriteFrame = B
Duration = 7
Next = S_LYTORCH3

State S_LYTORCH3
SpriteName = LYT1
SpriteFrame = C
Duration = 7
Next = S_LYTORCH1

State S_LYBS1
SpriteName = LYBS
SpriteFrame = A
Duration = 4
Next = S_LYBS2

State S_LYBS2
SpriteName = LYBS
SpriteFrame = B
Duration = 4
Next = S_LYBS3

State S_LYBS3
SpriteName = LYBS
SpriteFrame = C
Duration = 4
Next = S_LYBS4

State S_LYBS4
SpriteName = LYBS
SpriteFrame = D
Duration = 4
Next = S_LYBS5

State S_LYBS5
SpriteName = LYBS
SpriteFrame = E
Duration = 4
Next = S_LYBS1

State S_LYBONER1
SpriteName = LYBR
SpriteFrame = A
Duration = 10
Next = S_LYBONER2

State S_LYBONER2
SpriteName = LYBR
SpriteFrame = B
Duration = 10
Next = S_LYBONER1

State S_LYBONEL1
SpriteName = LYBL
SpriteFrame = A
Duration = 10
Next = S_LYBONEL2

State S_LYBONEL2
SpriteName = LYBL
SpriteFrame = B
Duration = 10
Next = S_LYBONEL1

State S_LYSPOOK1
SpriteName = LYSP
SpriteFrame = A
Duration = 6
Next = S_LYSPOOK2

State S_LYSPOOK2
SpriteName = LYSP
SpriteFrame = B
Duration = 6
Next = S_LYSPOOK3

State S_LYSPOOK3
SpriteName = LYSP
SpriteFrame = C
Duration = 6
Next = S_LYSPOOK4

State S_LYSPOOK4
SpriteName = LYSP
SpriteFrame = D
Duration = 6
Next = S_LYSPOOK1

State S_PRATLOOK1
SpriteName = PMRT
SpriteFrame = A
Duration = 2
Next = S_PRATLOOK2

State S_PRATLOOK2
SpriteName = PMRT
SpriteFrame = B
Duration = 2
Next = S_PRATLOOK1

State S_WIZZEM1R
SpriteName = PMWZ
SpriteFrame = A
Duration = 10
Next = S_WIZZEM2R

State S_WIZZEM2R
SpriteName = PMWZ
SpriteFrame = B
Duration = 10
Next = S_WIZZEM1R

State S_WIZZEM1L
SpriteName = PMW2
SpriteFrame = A
Duration = 10
Next = S_WIZZEM2L

State S_WIZZEM2L
SpriteName = PMW2
SpriteFrame = B
Duration = 10
Next = S_WIZZEM1L

State S_GARMSTATUE
SpriteName = PMGS
SpriteFrame = A
Duration = -1
Next = S_NULL

State S_GARMSTATUE2
SpriteName = PMG2
SpriteFrame = A
Duration = -1
Next = S_NULL

State S_KGRIF1L
SpriteName = PMGR
SpriteFrame = A
Duration = 50
Next = S_KGRIF2L

State S_KGRIF2L
SpriteName = PMGR
SpriteFrame = B
Duration = 4
Next = S_KGRIF3L

State S_KGRIF3L
SpriteName = PMGR
SpriteFrame = C
Duration = 4
Next = S_KGRIF4L

State S_KGRIF4L
SpriteName = PMGR
SpriteFrame = D
Duration = 4
Next = S_KGRIF5L

State S_KGRIF5L
SpriteName = PMGR
SpriteFrame = E
Duration = 4
Next = S_KGRIF6L

State S_KGRIF6L
SpriteName = PMGR
SpriteFrame = F
Duration = 4
Next = S_KGRIF7L

State S_KGRIF7L
SpriteName = PMGR
SpriteFrame = G
Duration = 4
Next = S_KGRIF8L

State S_KGRIF8L
SpriteName = PMGR
SpriteFrame = H
Duration = 4
Next = S_KGRIF9L

State S_KGRIF9L
SpriteName = PMGR
SpriteFrame = I
Duration = 4
Next = S_KGRIF10L

State S_KGRIF10L
SpriteName = PMGR
SpriteFrame = J
Duration = 4
Next = S_KGRIF11L

State S_KGRIF11L
SpriteName = PMGR
SpriteFrame = K
Duration = 4
Next = S_KGRIF1L

State S_KGRIF1R
SpriteName = PMGF
SpriteFrame = A
Duration = 50
Next = S_KGRIF2R

State S_KGRIF2R
SpriteName = PMGF
SpriteFrame = B
Duration = 4
Next = S_KGRIF3R

State S_KGRIF3R
SpriteName = PMGF
SpriteFrame = C
Duration = 4
Next = S_KGRIF4R

State S_KGRIF4R
SpriteName = PMGF
SpriteFrame = D
Duration = 4
Next = S_KGRIF5R

State S_KGRIF5R
SpriteName = PMGF
SpriteFrame = E
Duration = 4
Next = S_KGRIF6R

State S_KGRIF6R
SpriteName = PMGF
SpriteFrame = F
Duration = 4
Next = S_KGRIF7R

State S_KGRIF7R
SpriteName = PMGF
SpriteFrame = G
Duration = 4
Next = S_KGRIF8R

State S_KGRIF8R
SpriteName = PMGF
SpriteFrame = H
Duration = 4
Next = S_KGRIF9R

State S_KGRIF9R
SpriteName = PMGF
SpriteFrame = I
Duration = 4
Next = S_KGRIF10R

State S_KGRIF10R
SpriteName = PMGF
SpriteFrame = J
Duration = 4
Next = S_KGRIF11R

State S_KGRIF11R
SpriteName = PMGF
SpriteFrame = K
Duration = 4
Next = S_KGRIF1R

State S_BRBSKEL1
SpriteName = BNSL
SpriteFrame = A
Duration = 4
Next = S_BRBSKEL2

State S_BRBSKEL2
SpriteName = BNSL
SpriteFrame = B
Duration = 4
Next = S_BRBSKEL3

State S_BRBSKEL3
SpriteName = BNSL
SpriteFrame = C
Duration = 4
Next = S_BRBSKEL4

State S_BRBSKEL4
SpriteName = BNSL
SpriteFrame = D
Duration = 4
Next = S_BRBSKEL5

State S_BRBSKEL5
SpriteName = BNSL
SpriteFrame = E
Duration = 4
Next = S_BRBSKEL6

State S_BRBSKEL6
SpriteName = BNSL
SpriteFrame = F
Duration = 4
Next = S_BRBSKEL1

State S_PLPATREE
SpriteName = PLPT
SpriteFrame = A
Duration = -1
Next = S_NULL

State S_PLPABUB1
SpriteName = PLBL
SpriteFrame = A
Duration = 6
Next = S_PLPABUB2
Var1 = 2
Var2 = 5

State S_PLPABUB2
SpriteName = PLBL
SpriteFrame = B
Duration = 6
Next = S_PLPABUB3
Var1 = 2
Var2 = 5

State S_PLPABUB3
SpriteName = PLBL
SpriteFrame = C
Duration = 6
Next = S_PLPABUB4
Var1 = 2
Var2 = 5

State S_PLPABUB4
SpriteName = PLBL
SpriteFrame = D
Duration = 6
Next = S_PLPABUB1
Var1 = 2
Var2 = 5

State S_PLPABUBPOP1
SpriteName = PLBL
SpriteFrame = E
Duration = 2
Next = S_PLPABUBPOP2
Var1 = 0
Var2 = 0

State S_PLPABUBPOP2
SpriteName = NULL
SpriteFrame = 0
Duration = 15*TICRATE
Next = S_PLPABUBPOP3
Var1 = 0
Var2 = 0

State S_PLPABUBPOP3
SpriteName = NULL
SpriteFrame = 0
Duration = 0
Action = A_SpawnFreshCopy
Next = S_NULL
Var1 = 0
Var2 = 0

State S_PLPABLORB1
SpriteName = PLSL
SpriteFrame = A
Duration = 6
Next = S_PLPABLORB2

State S_PLPABLORB2
SpriteName = PLSL
SpriteFrame = B
Duration = 6
Next = S_PLPABLORB3

State S_PLPABLORB3
SpriteName = PLSL
SpriteFrame = C
Duration = 6
Next = S_PLPABLORB4

State S_PLPABLORB4
SpriteName = PLSL
SpriteFrame = D
Duration = 6
Next = S_PLPABLORB1

State S_DKRTREE1
SpriteName = DKR1
SpriteFrame = A
Duration = -1
Next = S_NULL

State S_DKRBUSH1
SpriteName = DKR2
SpriteFrame = A
Duration = -1
Next = S_NULL

State S_RANDOMITEMBOX
SpriteName  = RNDM
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 23
Var2 = 3

State S_RANDOMITEMBOXPOP
SpriteName  = BOM1
SpriteFrame = FF_ANIMATE|A
Duration = 20
Var1 = 3
Var2 = 5
Next = S_RANDOMITEMBOXRESPAWN

State S_RANDOMITEMBOXRESPAWN
Duration = 55
Next = S_NULL

State S_RANDOMITEMBOXSPAWNER
Duration = -1
Next = S_NULL

State S_LCBLORB1
SpriteName = LCSL
SpriteFrame = A
Duration = 6
Next = S_LCBLORB2

State S_LCBLORB2
SpriteName = LCSL
SpriteFrame = B
Duration = 6
Next = S_LCBLORB3

State S_LCBLORB3
SpriteName = LCSL
SpriteFrame = C
Duration = 6
Next = S_LCBLORB4

State S_LCBLORB4
SpriteName = LCSL
SpriteFrame = D
Duration = 6
Next = S_LCBLORB1

State S_FRVTREE1
SpriteName = FRV1
SpriteFrame = A
Duration = -1
Next = S_NULL

State S_FRVLAMP1
SpriteName = FRVL
SpriteFrame = A
Duration = -1
Next = S_NULL

Object MT_LYGRAVE1
MapThingNum = 3920
SpawnState = S_LYGRAVE1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOTHINK
RaiseState = S_NULL

Object MT_LYGRAVE2
MapThingNum = 3921
SpawnState = S_LYGRAVE2
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOTHINK
RaiseState = S_NULL

Object MT_LYTREE1
MapThingNum = 3922
SpawnState = S_LYTREE1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 50*FRACUNIT
Height = 55*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SOLID|MF_NOTHINK
RaiseState = S_NULL

Object MT_LYTREE2
MapThingNum = 3923
SpawnState = S_LYTREE2
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 50*FRACUNIT
Height = 55*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SOLID|MF_NOTHINK
RaiseState = S_NULL

Object MT_LYTORCH
MapThingNum = 3924
SpawnState = S_LYTORCH1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_DONTENCOREMAP
RaiseState = S_NULL

Object MT_LYBIGSKEL
MapThingNum = 3932
SpawnState = S_LYBS1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 40*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SOLID|MF_DONTENCOREMAP
RaiseState = S_NULL

Object MT_LYBONER
MapThingNum = 3933
SpawnState = S_LYBONER1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_DONTENCOREMAP
RaiseState = S_NULL

Object MT_LYBONEL
MapThingNum = 3934
SpawnState = S_LYBONEL1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_DONTENCOREMAP
RaiseState = S_NULL

Object MT_LYSPOOK
MapThingNum = 3935
SpawnState = S_LYSPOOK1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOGRAVITY|MF_DONTENCOREMAP
RaiseState = S_NULL

Object MT_PROPRAT
MapThingNum = 3925
SpawnState = S_PRATLOOK1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
Speed = 4*FRACUNIT
Radius = 20*FRACUNIT
Height = 30*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SLIDEME|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY
RaiseState = S_NULL

Object MT_WIZZEM1
MapThingNum = 3926
SpawnState = S_WIZZEM1R
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SOLID|MF_DONTENCOREMAP
RaiseState = S_NULL

Object MT_WIZZEM2
MapThingNum = 3927
SpawnState = S_WIZZEM1L
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SOLID|MF_DONTENCOREMAP
RaiseState = S_NULL

Object MT_GARMSTATUE
MapThingNum = 3928
SpawnState = S_GARMSTATUE
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SOLID
RaiseState = S_NULL

Object MT_GARMSTATUE2
MapThingNum = 3929
SpawnState = S_GARMSTATUE2
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SOLID
RaiseState = S_NULL

Object MT_KINGGRIFL
MapThingNum = 3930
SpawnState = S_KGRIF1L
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SOLID|MF_DONTENCOREMAP
RaiseState = S_NULL

Object MT_KINGGRIFR
MapThingNum = 3931
SpawnState = S_KGRIF1R
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 45*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_SOLID|MF_DONTENCOREMAP
RaiseState = S_NULL

Object MT_BRBSKEL1
MapThingNum = 3936
SpawnState = S_BRBSKEL1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 30*FRACUNIT
Height = 30*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_DONTENCOREMAP
RaiseState = S_NULL

Object MT_PLPATREE
MapThingNum = 3937
SpawnState = S_PLPATREE
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 50*FRACUNIT
Height = 55*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOTHINK
RaiseState = S_NULL

Object MT_PLPABUB
MapThingNum = 3938
SpawnState = S_PLPABUB1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_PLPABUBPOP1
XDeathState = S_NULL
DeathSound = sfx_s3k77
Speed = 0
Radius = 100*FRACUNIT
Height = 100*FRACUNIT
DispOffset = 0
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_NOGRAVITY|MF_SCENERY
RaiseState = S_NULL

Object MT_PLPABLORB
MapThingNum = 3919
SpawnState = S_PLPABLORB1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 20*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
RaiseState = S_NULL

Object MT_DKRTREE1
MapThingNum = 3918
SpawnState = S_DKRTREE1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 10*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOTHINK
RaiseState = S_NULL

Object MT_DKRBUSH1
MapThingNum = 3917
SpawnState = S_DKRBUSH1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 10*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOTHINK
RaiseState = S_NULL

Object MT_RANDOMITEMBOX
#$Name Dynamic Random Item
#$Sprite RNDMA0
#$Category Community Resources
MapThingNum = 2401
SpawnState  = S_RANDOMITEMBOX
DeathState  = S_RANDOMITEMBOXPOP
DeathSound  = SFX_KC2E
SpawnHealth = 1000
Radius = 36*FRACUNIT
Height = 36*FRACUNIT
Flags  = MF_SPECIAL|MF_PUSHABLE|MF_BOUNCE|MF_NOGRAVITY|MF_DONTENCOREMAP

Object MT_RANDOMITEMBOXSPAWNER
#$Name Dynamic Random Item Spawner
#$Sprite FITMA0
#$Category Community Resources
MapThingNum = 2402
SpawnState  = S_RANDOMITEMBOXSPAWNER
DeathState  = S_NULL
Radius = 36*FRACUNIT
Height = 36*FRACUNIT
Flags  = MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY

Object MT_FRVTREE1
MapThingNum = 3914
SpawnState = S_FRVTREE1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 10*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOTHINK
RaiseState = S_NULL

Object MT_FRVLAMP1
MapThingNum = 3913
SpawnState = S_FRVLAMP1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 10*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
Flags = MF_NOTHINK
RaiseState = S_NULL

Object MT_LCBLORB
MapThingNum = 3915
SpawnState = S_LCBLORB1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 2
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 15*FRACUNIT
Height = 15*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
RaiseState = S_NULL
Flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE