Freeslot
MT_SPLASHPALM
S_STATEPALM
SPR_MSCA
MT_SPLASHPINE
S_STATEPINE
SPR_SPPN
MT_SPLASHFLOWER
S_STATESPLASHFLOWER
SPR_SPFL
SPR_MSCB
MT_MIRAGECACTUS
S_STATECACTUS
MT_MIRAGEFORK
S_STATEFORK
SPR_SPPM
MT_JAWZLAUNCHER
S_STATEJAWZLAUNCH
S_STATEJAWZLAUNCHFIRE
S_STATEJAWZLAUNCHFIRE1
S_STATEJAWZLAUNCHFIRE2
S_STATEJAWZLAUNCHFIRE3
S_JAWZSETTARGET
S_JAWZSETTARGET2
S_JAWZSETTARGET3
MT_SPECIALSPIKE
S_STATESPSPIKE1
S_STATESPSPIKE2
S_STATESPSPIKE3
S_STATESPSPIKE4
S_STATESPSPIKE5
S_STATESPSPIKE6
S_STATESPSPIKE7
SPR_SPSK
MT_CYANEMERALD
S_STATECYANEMERALD
SPR_CYEM
SPR_OPUP
MT_OPUPALM
S_STATEOPUPALM
SPR_OPUF
MT_OPUFERN
S_STATEOPUFERN
MT_DCWHISPY
S_STATEWHISPY1
S_STATEWHISPY2
SPR_WSPY
MT_BADNIKBUBBLES
S_STATEDUMBDIMPSBOT1
S_STATEDUMBDIMPSBOT2
S_STATEDUMBDIMPSBOT3
SPR_BDNB
MT_CPGRABBER
S_CPGRABBER
SPR_CPGR

Object MT_SPLASHPALM
#$SPLASHPALM
#$Sprite SPPMA0
#$FUCKINGTREES
MapThingNum = 3788
SpawnState = S_STATEPALM
Radius = 16*FRACUNIT 
Height = 256*FRACUNIT
Flags = MF_SCENERY|MF_SOLID
SpawnHealth = 1000

State S_STATEPALM
SpriteName = SPPM
SpriteFrame = A
Duration = -1

Object MT_SPLASHPINE
#$SPLASHPINE
#$Sprite SPPNA0
#$FUCKINGTREES
MapThingNum = 3796
SpawnState = S_STATEPINE
Radius = 16*FRACUNIT 
Height = 256*FRACUNIT
Flags = MF_SCENERY|MF_SOLID
SpawnHealth = 1000

State S_STATEPINE
SpriteName = SPPN
SpriteFrame = A
Duration = -1

Object MT_SPLASHFLOWER
#$SPLASHFLOWER
#$Sprite SPFLA0
#$FUCKINGTREES
MapThingNum = 3787
SpawnState = S_STATESPLASHFLOWER
Radius = 16*FRACUNIT 
Height = 32*FRACUNIT
Flags = MF_SCENERY
SpawnHealth = 1000

State S_STATESPLASHFLOWER
SpriteName = SPFL
SpriteFrame = A
Duration = -1

Object MT_MIRAGECACTUS
#$MIRAGECACTUS
#$Sprite MSCAA0
#$FUCKINGTREES
MapThingNum = 3790
SpawnState = S_STATECACTUS
Radius = 16*FRACUNIT
Height = 256*FRACUNIT
Flags = MF_SCENERY
SpawnHealth = 10000

State S_STATECACTUS
SpriteName = MSCA
SpriteFrame = A
Duration = -1

Object MT_MIRAGEFORK
#$MIRAGEFORK
#$Sprite MSCBA0
#$FUCKINGTREES
MapThingNum = 3791
SpawnState = S_STATEFORK
Radius = 16*FRACUNIT
Height = 256*FRACUNIT
Flags = MF_SCENERY
SpawnHealth = 1000

State S_STATEFORK
SpriteName = MSCB
SpriteFrame = A
Duration = -1

Object MT_JAWZLAUNCHER
MapThingNum = 3789
SpawnHealth = 1000
SpawnState = S_STATEJAWZLAUNCH
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_SOLID


State S_STATEJAWZLAUNCH
SpriteName = JAWZ
SpriteFrame = A
Duration = 320
Next = S_STATEJAWZLAUNCHFIRE

State S_STATEJAWZLAUNCHFIRE
SpriteName = JAWZ
SpriteFrame = A
Action = A_TrapShot
Var1 = MT_JAWZ
Duration = 0
Next = S_STATEJAWZLAUNCHFIRE1

State S_STATEJAWZLAUNCHFIRE1
SpriteName = JAWZ
SpriteFrame = A
Action = A_RemoteAction
Var1 = MT_JAWZ
Var2 = S_JAWZSETTARGET
Duration = 0
Next = S_STATEJAWZLAUNCHFIRE2

State S_STATEJAWZLAUNCHFIRE2
SpriteName = JAWZ
SpriteFrame = A
Action = A_RemoteAction
Var1 = MT_JAWZ
Var2 = S_JAWZSETTARGET2
Duration = 0
Next = S_STATEJAWZLAUNCHFIRE3

State S_STATEJAWZLAUNCHFIRE3
SpriteName = JAWZ
SpriteFrame = A
Action = A_RemoteAction
Var1 = MT_JAWZ
Var2 = S_JAWZSETTARGET3
Duration = 0
Next = S_STATEJAWZLAUNCH

State S_JAWZSETTARGET
SpriteName = NULL
SpriteFrame = A
Action = A_FindTarget
Var1 = MT_PLAYER
Var2 = 0
Duration = 0
Next = S_NULL

State S_JAWZSETTARGET2
SpriteName = NULL
SpriteFrame = A
Action = A_MoveRelative
Var1 = 360
Var2 = 50
Duration = 0
Next = S_NULL

State S_JAWZSETTARGET3
SpriteName = NULL
SpriteFrame = A
Action = A_SetScale
Var1 = 3*FRACUNIT
Var2 = 0
Duration = 0
Next = S_NULL

Object MT_SPECIALSPIKE
#$SPECIALSPIKE
#$Sprite SPSKA0
#$FUCKINGBALLS
MapThingNum = 3793
SpawnState = S_STATESPSPIKE1
Radius = 32*FRACUNIT 
Height = 48*FRACUNIT
Flags = MF_PAIN|MF_NOCLIP
SpawnHealth = 1000

State S_STATESPSPIKE1
SpriteName = SPSK
SpriteFrame = A
Duration = 3
Next = S_STATESPSPIKE2

State S_STATESPSPIKE2
SpriteName = SPSK
SpriteFrame = B
Duration = 3
Next = S_STATESPSPIKE3

State S_STATESPSPIKE3
SpriteName = SPSK
SpriteFrame = C
Duration = 3
Next = S_STATESPSPIKE4

State S_STATESPSPIKE4
SpriteName = SPSK
SpriteFrame = D
Duration = 3
Next = S_STATESPSPIKE5

State S_STATESPSPIKE5
SpriteName = SPSK
SpriteFrame = E
Duration = 3
Next = S_STATESPSPIKE6

State S_STATESPSPIKE6
SpriteName = SPSK
SpriteFrame = F
Duration = 3
Next = S_STATESPSPIKE7

State S_STATESPSPIKE7
SpriteName = SPSK
SpriteFrame = G
Duration = 3
Next = S_STATESPSPIKE1

Object MT_CYANEMERALD
#$CYANEMERALD
#$Sprite CYEMA0
#$FUCKINGGEMS
MapThingNum = 3794
SpawnState = S_STATECYANEMERALD
Radius = 512*FRACUNIT 
Height = 512*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY
SpawnHealth = 1000

State S_STATECYANEMERALD
SpriteName = CYEM
SpriteFrame = A
Duration = -1

Object MT_OPUPALM
#$OPUPALM
#$Sprite OPUPA0
#$FUCKINGTREES
MapThingNum = 3795
SpawnState = S_STATEOPUPALM
Radius = 16*FRACUNIT 
Height = 256*FRACUNIT
Flags = MF_SCENERY|MF_SOLID
SpawnHealth = 1000

State S_STATEOPUPALM
SpriteName = OPUP
SpriteFrame = A
Duration = -1

Object MT_OPUFERN
#$OPUFERN
#$Sprite OPUFA0
#$FUCKINGTREES
MapThingNum = 3797
SpawnState = S_STATEOPUFERN
Radius = 16*FRACUNIT 
Height = 256*FRACUNIT
Flags = MF_SCENERY
SpawnHealth = 1000

State S_STATEOPUFERN
SpriteName = OPUF
SpriteFrame = A
Duration = -1

Object MT_DCWHISPY
#$WHISPYWOOD
#$Sprite WSPYA0
#$FUCKINGTREES
MapThingNum = 3798
SpawnState = S_STATEWHISPY1
Radius = 200*FRACUNIT 
Height = 400*FRACUNIT
Flags = MF_SCENERY|MF_SOLID
SpawnHealth = 1000

State S_STATEWHISPY1
SpriteName = WSPY
SpriteFrame = A
Duration = 20
Next = S_STATEWHISPY2

State S_STATEWHISPY2
SpriteName = WSPY
SpriteFrame = B
Duration = 3
Next = S_STATEWHISPY1

Object MT_BADNIKBUBBLES
#$BUBBLESTHEDIMPSBOT
#$Sprite BDNBA0
#$FUCKINGBOTS
MapThingNum = 3799
SpawnState = S_STATEDUMBDIMPSBOT1
Radius = 20*FRACUNIT 
Height = 40*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY
SpawnHealth = 1000

State S_STATEDUMBDIMPSBOT1
SpriteName = BDNB
SpriteFrame = A
Duration = 20
Next = S_STATEDUMBDIMPSBOT2

State S_STATEDUMBDIMPSBOT2
SpriteName = BDNB
SpriteFrame = A
Action = A_RandomState
Var1 = S_STATEDUMBDIMPSBOT1
Var2 = S_STATEDUMBDIMPSBOT3
Duration = 1
Next = S_STATEDUMBDIMPSBOT1

State S_STATEDUMBDIMPSBOT3
SpriteName = BDNB
SpriteFrame = FF_ANIMATE|A
Var1 = 3
Var2 = 20
Duration = -1

Object MT_CPGRABBER
#$Name Grabber
#$Sprite CPGRA1
#$Category Badniks
MapThingNum = 3761
SpawnState = S_CPGRABBER
Radius = 64*FRACUNIT 
Height = 120*FRACUNIT
Flags = MF_SCENERY|MF_NOGRAVITY
SpawnHealth = 1000

State S_CPGRABBER
SpriteName = CPGR
SpriteFrame = A
Duration = -1
Next = S_CPGRABBER