#"Freeslotting"
freeslot
SPR_SPAG
SPR_SPZA
SPR_SPZB
SPR_SPZC
SPR_SPZD
SPR_SPZE
SPR_SPZF
SPR_SPZG
SPR_SPZH
SPR_PRMS
S_SPZ_TWR1
S_SPZ_TWR2
S_SPZ_TWR3
S_SPZ_LGT1
S_SPZ_LGT2
S_SPZ_LGT3
S_SPZ_BONG
S_SPZ_SATL
S_SPZ_SATR
MT_SPZ_TWR1
MT_SPZ_TWR2
MT_SPZ_TWR3
MT_SPZ_LGT1
MT_SPZ_LGT2
MT_SPZ_LGT3
MT_SPZ_BONG
MT_SPZ_SATL

#"Obj Definitions"
Object MT_SPZ_TWR1
#$Name Sat. Tower 1
#$Sprite SPZAA0
#$Category Studiopolis
MapThingNum = 19000
SpawnState = S_SPZ_TWR1
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_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 252*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_TWR1
SpriteName = SPZA
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_SPZ_TWR2
#$Name Sat. Tower 2
#$Sprite SPZBA0
#$Category Studiopolis
MapThingNum = 19001
SpawnState = S_SPZ_TWR2
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_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 316*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_TWR2
SpriteName = SPZB
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_SPZ_TWR3
#$Name Sat. Tower 3
#$Sprite SPZCA0
#$Category Studiopolis
MapThingNum = 19002
SpawnState = S_SPZ_SATL
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_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 380*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_TWR3
SpriteName = SPZC
SpriteFrame = 0
Duration = -1
Next = S_NULL

Object MT_SPZ_LGT1
#$Name Sat. Lamppost 1
#$Sprite SPZDA0
#$Category Studiopolis
MapThingNum = 19003
SpawnState = S_SPZ_LGT1
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_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 380*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_LGT1
SpriteName = SPZD
SpriteFrame = FF_ANIMATE|A
Duration = 31
Var1 = 15
Var2 = 2
Next = S_SPZ_LGT1

Object MT_SPZ_LGT2
#$Name Sat. Lamppost 2
#$Sprite SPZEA0
#$Category Studiopolis
MapThingNum = 19004
SpawnState = S_SPZ_LGT2
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_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 68*FRACUNIT
Height = 444*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_LGT2
SpriteName = SPZE
SpriteFrame = FF_ANIMATE|A
Duration = 31
Var1 = 15
Var2 = 2
Next = S_SPZ_LGT2

Object MT_SPZ_LGT3
#$Name Sat. Lamppost 3
#$Sprite SPZFA0
#$Category Studiopolis
MapThingNum = 19005
SpawnState = S_SPZ_LGT3
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_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 508*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_LGT3
SpriteName = SPZFA
SpriteFrame = FF_ANIMATE|A
Duration = 31
Var1 = 15
Var2 = 2
Next = S_SPZ_LGT3

Object MT_SPZ_BONG
#$Name Ground Bumper
#$Sprite SPZGA0
#$Category Studiopolis
MapThingNum = 19006
SpawnState = S_SPZ_BONG
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_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 56*FRACUNIT
Height = 268*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_BONG
SpriteName = SPZGA
SpriteFrame = FF_ANIMATE|A
Duration = 35
Var1 = 17
Var2 = 2
Next = S_SPZ_BONG

Object MT_SPZ_SATL
#$Name TV Satellite
#$Sprite SPZHA0
#$Category Studiopolis
MapThingNum = 19007
SpawnState = S_SPZ_SATL
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_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 96*FRACUNIT
Height = 172*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_SCENERY|MF_NOTHINK|MF_NOGRAVITY 
RaiseState = S_NULL

State S_SPZ_SATL
SpriteName = SPZH
SpriteFrame = 0
Duration = -1
Next = S_NULL

State S_SPZ_SATR
SpriteName = SPZC
SpriteFrame = 0
Duration = -1
Next = S_NULL

############
#MARBLEZONE#
############
Freeslot
MT_MZBUSH
S_MZBUSH
SPR_MZBS

Object MT_MZBUSH
#$Name "Marble Bush"
#$Sprite MZBSA0
#$Category Marble Zone
MapThingNum = 19008
SpawnState = S_MZBUSH
Radius = 30*FRACUNIT
Height = 86*FRACUNIT
Flags = MF_NOTHINK

State S_MZBUSH
SpriteName = MZBS
SpriteFrame = A
Duration = -1

Freeslot
MT_MZFERN
S_MZFERN
SPR_MZFR

Object MT_MZFERN
$Name "Marble Fern"
$Sprite MZFRA0
$Category Marble Zone
MapThingNum = 19009
SpawnState = S_MZFERN
Radius = 33*FRACUNIT
Height = 43*FRACUNIT
Flags = MF_NOTHINK

State S_MZFERN
SpriteName = MZFR
SpriteFrame = A
Duration = -1

Freeslot
MT_MZFLOWER
S_MZFLWR
SPR_MZFW

Object MT_MZFLOWER
$Name "Marble Flower"
$Sprite MZFWA0
$Category Marble Zone
MapThingNum = 19010
SpawnState = S_MZFLWR
Radius = 30*FRACUNIT
Height = 41*FRACUNIT
Flags = MF_NOTHINK

State S_MZFLWR
SpriteName = MZFW
SpriteFrame = A
Duration = -1

Freeslot
MT_MZTREE
S_MZTREE
SPR_MZTR

Object MT_MZTREE
$Name "Marble Pinetree"
$Sprite MZTRA0
$Category Marble Zone
MapThingNum = 19011
SpawnState = S_MZTREE
Radius = 30*FRACUNIT
Height = 120*FRACUNIT
Flags = MF_NOTHINK|MF_SOLID

State S_MZTREE
SpriteName = MZTR
SpriteFrame = A
Duration = -1

Freeslot
MT_MZVASE1
S_MZVASE1
SPR_MZVS

Object MT_MZVASE1
$Name "Marble Vase (Purple)"
$Sprite MZVSA0
$Category Marble Zone
MapThingNum = 19012
SpawnState = S_MZVASE1
Radius = 15*FRACUNIT
Height = 22*FRACUNIT
Flags = MF_NOTHINK

State S_MZVASE1
SpriteName = MZVS
SpriteFrame = A
Duration = -1

Freeslot
MT_MZVASE2
S_MZVASE2

Object MT_MZVASE2
$Name "Marble Vase (Blue)"
$Sprite MZVSB0
$Category Marble Zone
MapThingNum = 19013
SpawnState = S_MZVASE2
Radius = 15*FRACUNIT
Height = 22*FRACUNIT
Flags = MF_NOTHINK

State S_MZVASE2
SpriteName = MZVS
SpriteFrame = B
Duration = -1

Freeslot
MT_MZVASE3
S_MZVASE3

Object MT_MZVASE3
$Name "Marble Vase (Green)"
$Sprite MZVSC0
$Category Marble Zone
MapThingNum = 19014
SpawnState = S_MZVASE3
Radius = 15*FRACUNIT
Height = 22*FRACUNIT
Flags = MF_NOTHINK

State S_MZVASE3
SpriteName = MZVS
SpriteFrame = C
Duration = -1

Freeslot
MT_MZSTATUE1
S_MZSTATUE1
SPR_MZST

Object MT_MZSTATUE1
$Name "UFO Statue"
$Sprite MZSTA0
$Category Marble Zone
MapThingNum = 19015
SpawnState = S_MZSTATUE1
Radius = 10*FRACUNIT
Height = 30*FRACUNIT
Flags = MF_NOTHINK|MF_SOLID

State S_MZSTATUE1
SpriteName = MZST
SpriteFrame = A
Duration = -1

Freeslot
MT_MZTORCH
S_MZTORCH
SPR_MTOR

Object MT_MZTORCH
$Name "Marble Torch"
$Sprite MTORA0
$Category Marble Zone
MapThingNum = 19016
SpawnState = S_MZTORCH
PainChance = MT_FLAMEPARTICLE
Radius = 10*FRACUNIT
Height = 15*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY

State S_MZTORCH
SpriteName = MTOR
SpriteFrame = FF_FULLBRIGHT|FF_ANIMATE|A
Duration = -1
Action A_FlameParticle
Var1 = 3
Var2 = 7

Freeslot
MT_UFO1
S_UFO1
SPR_PUFO

Object MT_UFO1
$Name "UFO (Blue)"
$Sprite PUFOB0
$Category Marble Zone
MapThingNum = 19017
SpawnState = S_UFO1
Radius = 15*FRACUNIT
Height = 30*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY

State S_UFO1
SpriteName = PUFO
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 5
Var2 = 5

Freeslot
MT_UFO2
S_UFO2
SPR_RUFO

Object MT_UFO2
$Name "UFO (Red)"
$Sprite RUFOB0
$Category Marble Zone
MapThingNum = 19018
SpawnState = S_UFO2
Radius = 15*FRACUNIT
Height = 30*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY

State S_UFO2
SpriteName = RUFO
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 5
Var2 = 5

Freeslot
MT_MARBLEFIRE1
S_MARBLEFIRE1
S_MARBLEFIRE2
S_MARBLEFIRE3
SPR_MFIR

Object MT_MARBLEFIRE1
SpawnState = S_MARBLEFIRE1
DeathState = S_NULL
PainChance = MT_FLAMEPARTICLE
Damage = 1
Radius = 15*FRACUNIT
Height = 15*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_FIRE

STATE S_MARBLEFIRE1
Duration = 1
SpriteName = MFIR
SpriteFrame = FF_FULLBRIGHT|A
Next = S_MARBLEFIRE2
Action A_ZThrust 
Var1 = -5
Var2 = (1<<16)+1

STATE S_MARBLEFIRE2
Duration = 1
SpriteName = MFIR
SpriteFrame = FF_FULLBRIGHT|B
Next = S_MARBLEFIRE3
Action A_FlameParticle

STATE S_MARBLEFIRE3
Duration = 1
SpriteName = MFIR
SpriteFrame = FF_FULLBRIGHT|C
Next = S_MARBLEFIRE1
Action A_FlameParticle

Freeslot
MT_VERTSHOOTER
S_MSHOOTERV1
S_MSHOOTERV2
SPR_MFSH

Object MT_VERTSHOOTER
$Name "Fire Shooter(Vertical)"
$Sprite MFSHA0
$Category Marble Zone
MapThingNum = 19019
SpawnState = S_MSHOOTERV1
Radius = 30*FRACUNIT
Height = 5*FRACUNIT
Flags = MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY

State S_MSHOOTERV1
SpriteName = MFSH
SpriteFrame = A
Duration = 1
Action A_WhoCaresIfYourSonIsABee
Var1 = (MT_MARBLEFIRE1<<16)+0
Var2 = (0<<16)-20
Next = S_MSHOOTERV2

State S_MSHOOTERV2
SpriteName = MFSH
SpriteFrame = A
Duration = 50
Next = S_MSHOOTERV1

Freeslot
MT_MARBLEFIRE2
S_MARBLEFIRE4
S_MARBLEFIRE5
S_MARBLEFIRE6

Object MT_MARBLEFIRE2
SpawnState = S_MARBLEFIRE4
DeathState = S_NULL
PainChance = MT_FLAMEPARTICLE
Damage = 1
Radius = 15*FRACUNIT
Height = 15*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_FIRE

STATE S_MARBLEFIRE4
Duration = 1
SpriteName = MFIR
SpriteFrame = FF_FULLBRIGHT|A
Next = S_MARBLEFIRE5
Action A_Thrust 
Var1 = 5
Var2 = 1

STATE S_MARBLEFIRE5
Duration = 1
SpriteName = MFIR
SpriteFrame = FF_FULLBRIGHT|B
Next = S_MARBLEFIRE6
Action A_FlameParticle

STATE S_MARBLEFIRE6
Duration = 1
SpriteName = MFIR
SpriteFrame = FF_FULLBRIGHT|C
Next = S_MARBLEFIRE4
Action A_FlameParticle

Freeslot
MT_HORISHOOTER
S_MSHOOTERH1
S_MSHOOTERH2
SPR_MSHT

Object MT_HORISHOOTER
$Name "Fire Shooter(Horizontal)"
$Sprite MSHTA1
$Category Marble Zone
MapThingNum = 19020
SpawnState = S_MSHOOTERH1
Radius = 15*FRACUNIT
Height = 50*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY

State S_MSHOOTERH1
SpriteName = MSHT
SpriteFrame = A
Duration = 1
Action A_SpawnObjectRelative
Var1 = (0<<16)+0
Var2 = (30<<16)+MT_MARBLEFIRE2
Next = S_MSHOOTERH2

State S_MSHOOTERH2
SpriteName = MSHT
SpriteFrame = A
Duration = 50
Next = S_MSHOOTERH1
