FREESLOT
MT_KKHorizonTree
S_KKHorizonTree
SPR_KKTR
MT_TreeTMansion
S_TreeTMansion
SPR_TRTM
MT_TreeDragonValley1
S_TreeDragonValley1
SPR_DGT1
MT_TreeDragonValley2
S_TreeDragonValley2
SPR_DGT2
MT_TreeDragonValley3
S_TreeDragonValley3
SPR_DGT3
MT_TreeDragonValley4
S_TreeDragonValley4
SPR_DGT4
MT_RockDragonValley
S_RockDragonValley
SPR_RKDG
MT_CRYSTALFLOWER
S_BlueCrystalFlower
SPR_DVBF
MT_BlueCrystalHerb
S_BlueCrystalHerb
SPR_DVHB
MT_DV_Ganseki
S_DV_Ganseki
SPR_DVGK
MT_Snake_Mount1
S_Snake_Reap1_Invis
S_SM1REAPER
SPR_SM01
MT_Snake_Mount2
S_Snake_Reap2_Invis
S_SM2REAPER
SPR_SM02
MT_SnowPanel
S_SnowPanel
SPR_SPNL
MT_ScorchDBigCactus
S_ScorchDBigCactus
SPR_BCUS
MT_ScorchDCactus
S_ScorchDCactus
SPR_SCUS
#MT_BADNIKSOL
#S_SOLPATROL
SPR_OSOL
SPR_SOLF
#MT_SOLFIRE
#S_SOLFIRE
MT_SRB2Pinetree
S_SRB2Pinetree
SPR_MTRE

Thing MT_KKHorizonTree
#$Name KK Horizon Tree
#$Sprite KKTRA0
#$Category Joker Pack Things
MAPTHINGNUM = 4058
SPAWNSTATE = S_KKHorizonTree
SPAWNHEALTH = 1000
RADIUS = 50*FRACUNIT
HEIGHT = 235*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID

FRAME S_KKHorizonTree
SPRITENAME = KKTR
SPRITEFRAME = A
DURATION = 1
NEXT = S_KKHorizonTree
ACTION None

Thing MT_TreeTMansion
#$Name Tree Twilight Mansion
#$Sprite TRTM
#$Category Joker Pack Things
MAPTHINGNUM = 4057
SPAWNSTATE = S_TreeTMansion
SPAWNHEALTH = 1000
RADIUS = 50*FRACUNIT
HEIGHT = 235*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID

FRAME S_TreeTMansion
SPRITENAME = TRTM
SPRITEFRAME = A
DURATION = 1
NEXT = S_TreeTMansion
ACTION None

Thing MT_TreeDragonValley1
#$Name Tree Dragon Valley 1
#$Sprite DGT1A0
#$Category Freedom Planet
MAPTHINGNUM = 1922
SPAWNSTATE = S_TreeDragonValley1
SPAWNHEALTH = 1000
RADIUS = 50*FRACUNIT
HEIGHT = 235*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID

FRAME S_TreeDragonValley1
SPRITENAME = DGT1
SPRITEFRAME = A
DURATION = 1
NEXT = S_TreeDragonValley1
ACTION None

Thing MT_TreeDragonValley2
#$Name Tree Dragon Valley 2
#$Sprite DGT2A0
#$Category Freedom Planet
MAPTHINGNUM = 1923
SPAWNSTATE = S_TreeDragonValley2
SPAWNHEALTH = 1000
RADIUS = 50*FRACUNIT
HEIGHT = 235*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID

FRAME S_TreeDragonValley2
SPRITENAME = DGT2
SPRITEFRAME = A
DURATION = 1
NEXT = S_TreeDragonValley2
ACTION None

Thing MT_TreeDragonValley3
#$Name Tree Dragon Valley 3
#$Sprite DGT3A0
#$Category Freedom Planet
MAPTHINGNUM = 1924
SPAWNSTATE = S_TreeDragonValley3
SPAWNHEALTH = 1000
RADIUS = 50*FRACUNIT
HEIGHT = 235*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID

FRAME S_TreeDragonValley3
SPRITENAME = DGT3
SPRITEFRAME = A
DURATION = 1
NEXT = S_TreeDragonValley3
ACTION None

Thing MT_TreeDragonValley4
#$Name Tree Dragon Valley 4
#$Sprite DGT4A0
#$Category Freedom Planet
MAPTHINGNUM = 1925
SPAWNSTATE = S_TreeDragonValley4
SPAWNHEALTH = 1000
RADIUS = 50*FRACUNIT
HEIGHT = 235*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID

FRAME S_TreeDragonValley4
SPRITENAME = DGT4
SPRITEFRAME = A
DURATION = 1
NEXT = S_TreeDragonValley4
ACTION None

Thing MT_RockDragonValley
#$Name Rock Dragon Valley
#$Sprite RKDGA0
#$Category Freedom Planet
MAPTHINGNUM = 1926
SPAWNSTATE = S_RockDragonValley
SPAWNHEALTH = 1000
RADIUS = 50*FRACUNIT
HEIGHT = 235*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID

FRAME S_RockDragonValley
SPRITENAME = RKDG
SPRITEFRAME = A
DURATION = 1
NEXT = S_RockDragonValley
ACTION None

Thing MT_CRYSTALFLOWER
#$Name Crystal Flower
#$Sprite DVBFA0
#$Category Freedom Planet
MapThingNum = 4065
SpawnState = S_BlueCrystalFlower
SpawnHealth = 1000
DeathState = S_DEADRANDOMITEM
DeathSound = sfx_kc3b
Speed = 60
Radius = 48*FRACUNIT
Height = 48*FRACUNIT
Damage = MT_RANDOMITEMPOP
Flags = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY|MF_DONTENCOREMAP

State S_BlueCrystalFlower
SpriteName = DVBF
SpriteFrame = A
Var1 = 23
Var2 = 1
Duration = -1

Thing MT_BlueCrystalHerb
#$Name Crystal Herb
#$Sprite DVHBA0
#$Category Freedom Planet
MAPTHINGNUM = 4064
SPAWNSTATE = S_BlueCrystalHerb
SPAWNHEALTH = 1000
RADIUS = 48*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY

FRAME S_BlueCrystalHerb
SPRITENAME = DVHB
SPRITEFRAME = A
DURATION = 1
NEXT = S_BlueCrystalHerb
ACTION None

Object MT_DV_Ganseki
MapThingNum = 4061
#$Name Ganseki
#$Sprite DVGKA0
#$Category Freedom Planet
SpawnState = S_DV_Ganseki
Speed = 20*FRACUNIT
Radius = 64*FRACUNIT
Height = 64*FRACUNIT
SpawnHealth = 1000
Damage = 1
Flags = MF_PAIN

State S_DV_Ganseki
SpriteName = DVGK
SpriteFrame = A
ACTION A_ZThrust
Var1 = 3
Var2 = 4
Duration = -1

Thing MT_Snake_Mount1
#$Name Snake Mount 1
#$Sprite SM01A0
#$Category Freedom Planet
MapThingNum = 4062
SpawnState = S_Snake_Reap1_Invis
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = MT_THOK
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 40
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOGRAVITY
RaiseState = S_NULL

State S_Snake_Reap1_Invis
SpriteName = SM01
SpriteFrame = A
Var1 = 0
Var2 = 0
Duration = TICRATE*5
Next = S_SM1REAPER

State S_SM1REAPER
SpriteName = SM01
SpriteFrame = A
Var1 = 0
Var2 = 0
Duration = 1
Next = S_SM1REAPER
Action = A_ReaperThinker

Thing MT_Snake_Mount2
#$Name Snake Mount 2
#$Sprite SM02A0
#$Category Freedom Planet
MapThingNum = 4063
SpawnState = S_Snake_Reap2_Invis
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_None
PainState = S_NULL
PainChance = MT_THOK
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 40
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags = MF_NOGRAVITY
RaiseState = S_NULL

State S_Snake_Reap2_Invis
SpriteName = SM02
SpriteFrame = A
Var1 = 0
Var2 = 0
Duration = TICRATE*5
Next = S_SM2REAPER

State S_SM2REAPER
SpriteName = SM02
SpriteFrame = A
Var1 = 0
Var2 = 0
Duration = 1
Next = S_SM2REAPER
Action = A_ReaperThinker

Thing MT_SnowPanel
#$Name Snow Panel
#$Sprite SPNL
#$Category Joker Pack Things
MAPTHINGNUM = 4067
SPAWNSTATE = S_SnowPanel
SPAWNHEALTH = 1000
RADIUS = 50*FRACUNIT
HEIGHT = 100*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID

FRAME S_SnowPanel
SPRITENAME = SPNL
SPRITEFRAME = A|FF_PAPERSPRITE
DURATION = 1
NEXT = S_SnowPanel
ACTION None

Thing MT_ScorchDBigCactus
#$Name Scorch Desert Big Cactus
#$Sprite BCUS
#$Category Joker Pack Things
MAPTHINGNUM = 1927
SPAWNSTATE = S_ScorchDBigCactus
SPAWNHEALTH = 1000
RADIUS = 50*FRACUNIT
HEIGHT = 128*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SLIDEME

State S_ScorchDBigCactus
SpriteName = SPR_BCUS
SpriteFrame = A
Var1 = 0
Var2 = 0
Duration = 1
Next = S_ScorchDBigCactus
Action = None

Thing MT_ScorchDCactus
#$Name Scorch Desert Cactus
#$Sprite SCUS
#$Category Joker Pack Things
MAPTHINGNUM = 1930
SPAWNSTATE = S_ScorchDCactus
SPAWNHEALTH = 1000
RADIUS = 50*FRACUNIT
HEIGHT = 128*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SLIDEME

State S_ScorchDCactus
SpriteName = SPR_SCUS
SpriteFrame = A
Var1 = 0
Var2 = 0
Duration = 1
Next = S_ScorchDCactus
Action = None

State S_SOLPATROL
SpriteName = OSOL
SpriteFrame = A
Duration = -1
Next = S_SOLPATROL

State S_SOLFIRE
SpriteName = SOLF
SpriteFrame = A
Var1 = 1
Duration = -1
Next = S_SOLFIRE

Thing MT_SRB2Pinetree
#$Name SRB2 Pinetree
#$Sprite MTREA0
#$Category Joker Pack Things
MAPTHINGNUM = 4068
SPAWNSTATE = S_SRB2Pinetree
SPAWNHEALTH = 1000
RADIUS = 50*FRACUNIT
HEIGHT = 235*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_SOLID

FRAME S_SRB2Pinetree
SPRITENAME = MTRE
SPRITEFRAME = A
DURATION = 1
NEXT = S_SRB2Pinetree
ACTION None