FREESLOT
mt_sunshy
s_sunshy
spr_ssun
mt_sturmy
s_sturmy
spr_stur
mt_helix
s_helix
spr_heli
mt_harpy
s_harpy
spr_harp
mt_fireshy
s_fireshy
spr_fire
mt_cosom
s_cosom
spr_coso
mt_starshy
s_starshy
spr_star
mt_cosof
s_cosof
spr_flow
mt_portr
s_portr
spr_port
mt_porta
s_porta
spr_purt
mt_portb
s_portb
spr_part
mt_moon
s_moon
spr_moon
mt_ehztree
s_ehtree
spr_ehtr
mt_ehbus
s_ehbus
spr_ehzb
spr_ehrf
mt_masteremerald
s_mstrem
spr_mstr
mt_backstar
s_backst
spr_bkst
mt_cmflow2
s_cmfl2
spr_flpw
mt_meme
s_meme
spr_meme
mt_mstar
s_mstar
spr_msta
mt_mstab
s_mstab
spr_mstb
mt_starsh
s_starsh
spr_smar
mt_pmush
s_pmush
spr_pmus

Thing MT_SUNSHY
#$Sprite SSUNA1
#$Name Sunshy
MAPTHINGNUM = 3095
SPAWNSTATE = S_Sunshy
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 100*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID


STATE S_SUNSHY
SPRITENAME = SPR_SSUN
SPRITEFRAME = A
DURATION = 1
NEXT = S_SUNSHY
ACTION None

Thing MT_STURMY
#$Sprite STORA1
#$Name Stormy
MAPTHINGNUM = 3006
SPAWNSTATE = S_Sturmy
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID|MF_NOGRAVITY


STATE S_STURMY
SPRITENAME = SPR_STUR
SPRITEFRAME = A
DURATION = 1
NEXT = S_STURMY
ACTION None

Thing MT_HELIX
#$Sprite HELIA1
#$Name Helix
MAPTHINGNUM = 3007
SPAWNSTATE = S_Helix
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 100*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID


STATE S_HELIX
SPRITENAME = SPR_HELI
SPRITEFRAME = A
DURATION = 1
NEXT = S_HELIX
ACTION None

Thing MT_HARPY
#$Sprite HARPA1
#$Name Dimeart
MAPTHINGNUM = 3008
SPAWNSTATE = S_Harpy
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 100*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID


STATE S_HARPY
SPRITENAME = SPR_HARP
SPRITEFRAME = A
DURATION = 1
NEXT = S_HARPY
ACTION None

Thing MT_FIRESHY
#$Sprite FIREA1
#$Name Fireshy
MAPTHINGNUM = 3009
SPAWNSTATE = S_Fireshy
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 100*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID


STATE S_FIRESHY
SPRITENAME = SPR_FIRE
SPRITEFRAME = A
DURATION = 1
NEXT = S_FIRESHY
ACTION None

Thing MT_COSOM
#$Sprite COSOA0
#$Name Cosomania
MAPTHINGNUM = 3010
SPAWNSTATE = S_Cosom
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY


STATE S_COSOM
SPRITENAME = SPR_COSO
SPRITEFRAME = A
DURATION = 1
NEXT = S_COSOM
ACTION None

Thing MT_STARSHY
#$Sprite STARA1
#$Name Starshy
MAPTHINGNUM = 3011
SPAWNSTATE = S_Starshy
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 100*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID


STATE S_STARSHY
SPRITENAME = SPR_STAR
SPRITEFRAME = A
DURATION = 1
NEXT = S_STARSHY
ACTION None

Thing MT_COSOF
#$Sprite FLOWA0
#$Name CM Flower
MAPTHINGNUM = 2998
SPAWNSTATE = S_Cosof
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY


STATE S_COSOF
SPRITENAME = SPR_FLOW
SPRITEFRAME = A
DURATION = 1
NEXT = S_COSOF
ACTION None

Thing MT_PORTR
#$Sprite PORTA0
#$Name Portrania
MAPTHINGNUM = 3013
SPAWNSTATE = S_Portr
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY


STATE S_PORTR
SPRITENAME = SPR_PORT
SPRITEFRAME = A
DURATION = 1
NEXT = S_PORTR
ACTION None

Thing MT_PORTA
#$Sprite PURTA0
#$Name Portal
MAPTHINGNUM = 3014
SPAWNSTATE = S_Porta
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY


STATE S_PORTA
SPRITENAME = SPR_PURT
SPRITEFRAME = A
DURATION = 1
NEXT = S_PORTA
ACTION None

Thing MT_PORTB
#$Sprite PARTA0
#$Name PR Flower
MAPTHINGNUM = 3079
SPAWNSTATE = S_Portb
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY


STATE S_PORTB
SPRITENAME = SPR_PART
SPRITEFRAME = A
DURATION = 1
NEXT = S_PORTB
ACTION None

Thing MT_MOON
#$Sprite MOONA0
#$Name Moon
MAPTHINGNUM = 3016
SPAWNSTATE = S_Moon
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY


STATE S_MOON
SPRITENAME = SPR_MOON
SPRITEFRAME = A
DURATION = 1
NEXT = S_MOON
ACTION None

Thing MT_EHZTREE
#$Sprite EHTRA0
#$Name EHZ Tree
MAPTHINGNUM = 3017
SPAWNSTATE = S_EHTREE
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 100*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID


STATE S_EHTREE
SPRITENAME = SPR_EHTR
SPRITEFRAME = A
DURATION = 1
NEXT = S_EHTREE
ACTION None

Thing MT_EHBUS
#$Sprite EHZBA0
#$Name EHZ Bush
MAPTHINGNUM = 3018
SPAWNSTATE = S_EHBUS
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 20*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY


STATE S_EHBUS
SPRITENAME = SPR_EHZB
SPRITEFRAME = A
DURATION = 1
NEXT = S_EHBUS
ACTION None

Thing MT_MASTEREMERALD
#$Sprite MSTRA0
#$Name Master Emerald
MAPTHINGNUM = 3020
SPAWNSTATE = S_Mstrem
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 27*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID


STATE S_MSTREM
SPRITENAME = SPR_MSTRA0
SPRITEFRAME = A
DURATION = 1
NEXT = S_MSTREM
ACTION None

Thing MT_BACKSTAR
#$Sprite BKSTA0
#$Name Back Star
MAPTHINGNUM = 3021
SPAWNSTATE = S_Backst
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY


STATE S_BACKST
SPRITENAME = SPR_BKST
SPRITEFRAME = A
DURATION = 1
NEXT = S_BACKST
ACTION None

Thing MT_CMFLOW2
#$Sprite FLPWA0
#$Name CM Flower 2
MAPTHINGNUM = 3022
SPAWNSTATE = S_CMFL2
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 20*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY


STATE S_CMFL2
SPRITENAME = SPR_FLPWA0
SPRITEFRAME = A
DURATION = 1
NEXT = S_CMFL2
ACTION None

Thing MT_MEME
#$Sprite MEMEA0
#$Name Kirb
MAPTHINGNUM = 3023
SPAWNSTATE = S_Meme
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY


STATE S_MEME
SPRITENAME = SPR_MEME
SPRITEFRAME = A
DURATION = 1
NEXT = S_MEME
ACTION None

Thing MT_MSTAR
#$Sprite MSTAA1
#$Name Mush Boi
MAPTHINGNUM = 3915
SPAWNSTATE = S_Mstar
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 10*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID|MF_NOGRAVITY


STATE S_MSTAR
SPRITENAME = SPR_MSTA
SPRITEFRAME = A
DURATION = 1
NEXT = S_MSTAR
ACTION None

Thing MT_MSTAB
#$Sprite MSTAA1
#$Name Mush Boi but different
MAPTHINGNUM = 3916
SPAWNSTATE = S_Mstab
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 10*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY


STATE S_MSTAB
SPRITENAME = SPR_MSTA
SPRITEFRAME = A
DURATION = 1
NEXT = S_MSTAB
ACTION None

Thing MT_PMUSH
#$Sprite PMUSA1
#$Name Purple Mush Boi
MAPTHINGNUM = 3919
SPAWNSTATE = S_PMUSH
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 10*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID|MF_NOGRAVITY


STATE S_PMUSH
SPRITENAME = SPR_PMUS
SPRITEFRAME = A
DURATION = 1
NEXT = S_PMUSH
ACTION None

Thing MT_STARSH
#$Sprite SMARA2A8
#$Name Small Starshy
MAPTHINGNUM = 8736
SPAWNSTATE = S_Starsh
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 10*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID|MF_NOGRAVITY


STATE S_STARSH
SPRITENAME = SPR_SMAR
SPRITEFRAME = A
DURATION = 1
NEXT = S_STARSH
ACTION None