FREESLOT
SPR_GECK
SPR_CAND
SPR_DCTA
SPR_DCTB
SPR_TDBA
SPR_TDBB
SPR_REDS
SPR_LAMP
SPR_RUNR
MT_CANDLE
MT_TAILSDEAD1
MT_TAILSDEAD2
MT_DEADTOAD1
MT_DEADTOAD2
MT_GECKO
MT_LAMP
MT_REDSHADOW
MT_RUNROCK
S_TAILSDEAD1
S_TAILSDEAD2
S_DEADTOAD1
S_DEADTOAD2
S_CANDLE
S_GECKO
S_REDSHADOW_WAIT
S_LAMP
S_RUNROCK
#

State S_TAILSDEAD1
SpriteName = TDBA
SpriteFrame = A
Duration = -1
Next = S_TAILSDEAD1
Action = none
Var1 = 0
Var2 = 0

Object MT_TAILSDEAD1
#$Name Tails Body 1
#$Sprite TDBAA0
MapThingNum = 3008
SpawnState = S_TAILSDEAD1
SpawnHealth = 100
SeeSound = sfx_none
SeeState = S_NULL
ReactionTime = 8
AttackSound = sfx_None
MeleeState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 35*FRACUNIT
Height = 20*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SCENERY|MF_NOTHINK
#

State S_TAILSDEAD2
SpriteName = TDBB
SpriteFrame = A
Duration = -1
Next = S_TAILSDEAD2
Action = none
Var1 = 0
Var2 = 0

Object MT_TAILSDEAD2
#$Name Tails Body 2
#$Sprite TDBBA0
MapThingNum = 3009
SpawnState = S_TAILSDEAD2
SpawnHealth = 100
SeeSound = sfx_none
SeeState = S_NULL
ReactionTime = 8
AttackSound = sfx_None
MeleeState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 35*FRACUNIT
Height = 25*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SCENERY|MF_NOTHINK
#

State S_DEADTOAD1
SpriteName = TDBA
SpriteFrame = A
Duration = -1
Next = S_DEADTOAD1
Action = none
Var1 = 0
Var2 = 0

Object MT_DEADTOAD1
#$Name Dead Toad 1
#$Sprite DCTAA0
MapThingNum = 3010
SpawnState = S_DEADTOAD1
SpawnHealth = 100
SeeSound = sfx_none
SeeState = S_NULL
ReactionTime = 8
AttackSound = sfx_None
MeleeState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 15*FRACUNIT
Height = 20*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SCENERY|MF_NOTHINK
#

State S_DEADTOAD2
SpriteName = TDBB
SpriteFrame = A
Duration = -1
Next = S_DEADTOAD2
Action = none
Var1 = 0
Var2 = 0

Object MT_DEADTOAD2
#$Name Dead Toad 2
#$Sprite DCTBA0
MapThingNum = 3011
SpawnState = S_DEADTOAD2
SpawnHealth = 100
SeeSound = sfx_none
SeeState = S_NULL
ReactionTime = 8
AttackSound = sfx_None
MeleeState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 15*FRACUNIT
Height = 40*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SCENERY|MF_NOTHINK
#

State S_CANDLE
SpriteName = CAND
SpriteFrame = A
Duration = -1
Next = S_CANDLE
Action = none
Var1 = 0
Var2 = 0

Object MT_CANDLE
#$Name Candle
#$Sprite CANDA0
MapThingNum = 3012
SpawnState = S_CANDLE
SpawnHealth = 100
SeeSound = sfx_none
SeeState = S_NULL
ReactionTime = 8
AttackSound = sfx_None
MeleeState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 5*FRACUNIT
Height = 30*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SCENERY|MF_NOTHINK
#


State S_GECKO
SpriteName = GECK
SpriteFrame = A
Duration = -1
Next = S_GECKO
Action = none
Var1 = 0
Var2 = 0

Object MT_GECKO
#$Name Gecko
#$Sprite GECKA0
MapThingNum = 3013
SpawnState = S_GECKO
SpawnHealth = 100
SeeSound = sfx_none
SeeState = S_NULL
ReactionTime = 8
AttackSound = sfx_None
MeleeState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 5*FRACUNIT
Height = 30*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SCENERY|MF_NOTHINK
#

State S_REDSHADOW_WAIT
SpriteName = REDS
SpriteFrame = A
Duration = -1
Next = S_REDSHADOW_WAIT
Action = none
Var1 = 0
Var2 = 0

Object MT_REDSHADOW
#$Name REDSHADOW
#$Sprite REDSA0
MapThingNum = 3014
SpawnState = S_REDSHADOW_WAIT
SpawnHealth = 100
SeeSound = sfx_none
SeeState = S_NULL
ReactionTime = 8
AttackSound = sfx_None
MeleeState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 25
Radius = 25*FRACUNIT
Height = 200*FRACUNIT
Mass = 100
Damage = 0
Flags = MF_SLIDEME|MF_SOLID|MF_PUSHABLE
#


State S_RUNROCK
SpriteName = RUNR
SpriteFrame = A
Duration = -1
Next = S_RUNROCK
Action = none
Var1 = 0
Var2 = 0

Object MT_RUNROCK
#$Name Run Rock
#$Sprite RUNRA0
MapThingNum = 3015
SpawnState = S_RUNROCK
SpawnHealth = 100
SeeSound = sfx_none
SeeState = S_NULL
ReactionTime = 8
AttackSound = sfx_None
MeleeState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 32*FRACUNIT
Height = 150*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SCENERY|MF_NOTHINK|MF_SOLID
#

State S_LAMP
SpriteName = LAMP
SpriteFrame = A
Duration = -1
Next = S_LAMP
Action = none
Var1 = 0
Var2 = 0

Object MT_LAMP
#$Name Lamp
#$Sprite LAMPA0
MapThingNum = 3022
SpawnState = S_LAMP
SpawnHealth = 100
SeeSound = sfx_none
SeeState = S_NULL
ReactionTime = 8
AttackSound = sfx_None
MeleeState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 15*FRACUNIT
Height = 100*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SCENERY|MF_NOTHINK
#
