FREESLOT
SPR_GECK
SPR_CAND
SPR_DCTA
SPR_DCTB
SPR_TDBA
SPR_TDBB
SPR_LAMP
MT_CANDLE
MT_TAILSDEAD1
MT_TAILSDEAD2
MT_DEADTOAD1
MT_DEADTOAD2
MT_GECKO
MT_LAMP
MT_INVISSPRNG
S_TAILSDEAD1
S_TAILSDEAD2
S_DEADTOAD1
S_DEADTOAD2
S_CANDLE
S_GECKO
S_LAMP
S_INVISSPRNG
#

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
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
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
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
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
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
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_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
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
#

Object MT_INVISSPRNG
#$Name Invisible Spring
MapThingNum = 3018
SpawnState = S_INVISIBLE
ReactionTime = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 0
Damage = 72*FRACUNIT
Flags = MF_SPRING|MF_NOGRAVITY
#