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# Scenery/Hazardous Objects - Slime Springs #
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FREESLOT
MT_SLISPRF1
MT_SLISPRF2
MT_SLISPRB1
S_SLSPFLW1A
S_SLSPFLW1B
S_SLSPFLW1C
S_SLSPFLW1D
S_SLSPFLW1E
S_SLSPFLW1F
S_SLSPFLW1G
S_SLSPFLW1H
S_SLSPFLW1I
S_SLSPFLW1J
S_SLSPFLW1K
S_SLSPFLW1L
S_SLSPFLW1M
S_SLSPFLW1N
S_SLSPFLW1O
S_SLSPFLW1P
S_SLSPFLW1Q
S_SLSPFLW1R
S_SLSPFLW1S
S_SLSPFLW1T
S_SLSPFLW2A
S_SLSPFLW2B
S_SLSPFLW2C
S_SLSPFLW2D
S_SLSPFLW2E
S_SLSPFLW2F
S_SLSPFLW2G
S_SLSPFLW2H
S_SLSPFLW2I
S_SLSPFLW2J
S_SLSPFLW2K
S_SLSPFLW2L
S_SLSPFLW2M
S_SLSPFLW2N
S_SLSPFLW2O
S_SLSPFLW2P
S_SLSPFLW2Q
S_SLSPFLW2R
S_SLSPFLW2S
S_SLSPFLW2T
S_SLSPBRL1A
S_SLSPBRL1B
S_SLSPBRL1C
S_SLSPBRL1D
S_SLSPBRL1E
S_SLSPBRL1F
S_SLSPBRL1G
S_SLSPBRL1H
S_SLSPBRR1A
S_SLSPBRR1B
S_SLSPBRR1C
S_SLSPBRR1D
S_SLSPBRR1E
S_SLSPBRR1F
S_SLSPBRR1G
S_SLSPBRR1H
SPR_SLI1A0
SPR_SLI2A0
SPR_SLI3A1A5
SPR_SLI3A2A8
SPR_SLI3A3A7
SPR_SLI3A4A6
SPR_SLI3B1B5
SPR_SLI3B2B8
SPR_SLI3B3B7
SPR_SLI3B4B6
SPR_SLI3C1C5
SPR_SLI3C2C8
SPR_SLI3C3C7
SPR_SLI3C4C6
SPR_SLI3D1D5
SPR_SLI3D2D8
SPR_SLI3D3D7
SPR_SLI3D4D6
SPR_SLI3E1E5
SPR_SLI3E2E8
SPR_SLI3E3E7
SPR_SLI3E4E6
SPR_SLI3F1F5
SPR_SLI3F2F8
SPR_SLI3F3F7
SPR_SLI3F4F6
SPR_SLI3G1G5
SPR_SLI3G2G8
SPR_SLI3G3G7
SPR_SLI3G4G6
SPR_SLI3H1H5
SPR_SLI3H2H8
SPR_SLI3H3H7
SPR_SLI3H4H6

Object MT_SLISPRF1
#$Name Spin Flower (Red)
#$Sprite SLI1A0
#$Category Slime Springs
MapThingNum = 2914
SpawnState = S_SLSPFLW1A
Deathstate = S_NULL
Height = 64*FRACUNIT
Radius = 16*FRACUNIT 
Flags = MF_SCENERY

State S_SLSPFLW1A
SpriteName = SPR_SLI1
SpriteFrame = A
Duration = 2
Action None
Next = S_SLSPFLW1B

State S_SLSPFLW1B
SpriteName = SPR_SLI1
SpriteFrame = B
Duration = 2
Action None
Next = S_SLSPFLW1C

State S_SLSPFLW1C
SpriteName = SPR_SLI1
SpriteFrame = C
Duration = 2
Action None
Next = S_SLSPFLW1D

State S_SLSPFLW1D
SpriteName = SPR_SLI1
SpriteFrame = D
Duration = 2
Action None
Next = S_SLSPFLW1E

State S_SLSPFLW1E
SpriteName = SPR_SLI1
SpriteFrame = E
Duration = 2
Action None
Next = S_SLSPFLW1F

State S_SLSPFLW1F
SpriteName = SPR_SLI1
SpriteFrame = F
Duration = 2
Action None
Next = S_SLSPFLW1G

State S_SLSPFLW1G
SpriteName = SPR_SLI1
SpriteFrame = G
Duration = 2
Action None
Next = S_SLSPFLW1H

State S_SLSPFLW1H
SpriteName = SPR_SLI1
SpriteFrame = H
Duration = 2
Action None
Next = S_SLSPFLW1I

State S_SLSPFLW1I
SpriteName = SPR_SLI1
SpriteFrame = I
Duration = 2
Action None
Next = S_SLSPFLW1J

State S_SLSPFLW1J
SpriteName = SPR_SLI1
SpriteFrame = J
Duration = 2
Action None
Next = S_SLSPFLW1K

State S_SLSPFLW1K
SpriteName = SPR_SLI1
SpriteFrame = K
Duration = 2
Action None
Next = S_SLSPFLW1L

State S_SLSPFLW1L
SpriteName = SPR_SLI1
SpriteFrame = L
Duration = 2
Action None
Next = S_SLSPFLW1M

State S_SLSPFLW1M
SpriteName = SPR_SLI1
SpriteFrame = M
Duration = 2
Action None
Next = S_SLSPFLW1N

State S_SLSPFLW1N
SpriteName = SPR_SLI1
SpriteFrame = N
Duration = 2
Action None
Next = S_SLSPFLW1O

State S_SLSPFLW1O
SpriteName = SPR_SLI1
SpriteFrame = O
Duration = 2
Action None
Next = S_SLSPFLW1P

State S_SLSPFLW1P
SpriteName = SPR_SLI1
SpriteFrame = P
Duration = 2
Action None
Next = S_SLSPFLW1Q

State S_SLSPFLW1Q
SpriteName = SPR_SLI1
SpriteFrame = Q
Duration = 2
Action None
Next = S_SLSPFLW1R

State S_SLSPFLW1R
SpriteName = SPR_SLI1
SpriteFrame = R
Duration = 2
Action None
Next = S_SLSPFLW1S

State S_SLSPFLW1S
SpriteName = SPR_SLI1
SpriteFrame = S
Duration = 2
Action None
Next = S_SLSPFLW1T

State S_SLSPFLW1T
SpriteName = SPR_SLI1
SpriteFrame = T
Duration = 2
Action None
Next = S_SLSPFLW1A

Object MT_SLISPRF2
#$Name Spin Flower (Yellow)
#$Sprite SLI2A0
#$Category Slime Springs
MapThingNum = 2915
SpawnState = S_SLSPFLW2A
Deathstate = S_NULL
Height = 64*FRACUNIT
Radius = 16*FRACUNIT 
Flags = MF_SCENERY

State S_SLSPFLW2A
SpriteName = SPR_SLI2
SpriteFrame = A
Duration = 2
Action None
Next = S_SLSPFLW2B

State S_SLSPFLW2B
SpriteName = SPR_SLI2
SpriteFrame = B
Duration = 2
Action None
Next = S_SLSPFLW2C

State S_SLSPFLW2C
SpriteName = SPR_SLI2
SpriteFrame = C
Duration = 2
Action None
Next = S_SLSPFLW2D

State S_SLSPFLW2D
SpriteName = SPR_SLI2
SpriteFrame = D
Duration = 2
Action None
Next = S_SLSPFLW2E

State S_SLSPFLW2E
SpriteName = SPR_SLI2
SpriteFrame = E
Duration = 2
Action None
Next = S_SLSPFLW2F

State S_SLSPFLW2F
SpriteName = SPR_SLI2
SpriteFrame = F
Duration = 2
Action None
Next = S_SLSPFLW2G

State S_SLSPFLW2G
SpriteName = SPR_SLI2
SpriteFrame = G
Duration = 2
Action None
Next = S_SLSPFLW2H

State S_SLSPFLW2H
SpriteName = SPR_SLI2
SpriteFrame = H
Duration = 2
Action None
Next = S_SLSPFLW2I

State S_SLSPFLW2I
SpriteName = SPR_SLI2
SpriteFrame = I
Duration = 2
Action None
Next = S_SLSPFLW2J

State S_SLSPFLW2J
SpriteName = SPR_SLI2
SpriteFrame = J
Duration = 2
Action None
Next = S_SLSPFLW2K

State S_SLSPFLW2K
SpriteName = SPR_SLI2
SpriteFrame = K
Duration = 2
Action None
Next = S_SLSPFLW2L

State S_SLSPFLW2L
SpriteName = SPR_SLI2
SpriteFrame = L
Duration = 2
Action None
Next = S_SLSPFLW2M

State S_SLSPFLW2M
SpriteName = SPR_SLI2
SpriteFrame = M
Duration = 2
Action None
Next = S_SLSPFLW2N

State S_SLSPFLW2N
SpriteName = SPR_SLI2
SpriteFrame = N
Duration = 2
Action None
Next = S_SLSPFLW2O

State S_SLSPFLW2O
SpriteName = SPR_SLI2
SpriteFrame = O
Duration = 2
Action None
Next = S_SLSPFLW2P

State S_SLSPFLW2P
SpriteName = SPR_SLI2
SpriteFrame = P
Duration = 2
Action None
Next = S_SLSPFLW2Q

State S_SLSPFLW2Q
SpriteName = SPR_SLI2
SpriteFrame = Q
Duration = 2
Action None
Next = S_SLSPFLW2R

State S_SLSPFLW2R
SpriteName = SPR_SLI2
SpriteFrame = R
Duration = 2
Action None
Next = S_SLSPFLW2S

State S_SLSPFLW2S
SpriteName = SPR_SLI2
SpriteFrame = S
Duration = 2
Action None
Next = S_SLSPFLW2T

State S_SLSPFLW2T
SpriteName = SPR_SLI2
SpriteFrame = T
Duration = 2
Action None
Next = S_SLSPFLW2A

Object MT_SLISPRB1
#$Name Slime Barrel
#$Sprite SLI3A1A5
#$Category Slime Springs
MapThingNum = 2916
SpawnState = S_SLSPBRL1A
Deathstate = S_NULL
Height = 64*FRACUNIT
Radius = 32*FRACUNIT
ReactionTime = 8
PainChance = 200
SpawnHealth = 1
Flags = 16777733

State S_SLSPBRL1A
SpriteName = SPR_SLI3
SpriteFrame = A
Duration = 4
Action A_Thrust
Var1 = 15
Var2 = 0
Next = S_SLSPBRL1B

State S_SLSPBRL1B
SpriteName = SPR_SLI3
SpriteFrame = B
Duration = 4
Action A_Thrust
Var1 = 15
Var2 = 0
Next = S_SLSPBRL1C

State S_SLSPBRL1C
SpriteName = SPR_SLI3
SpriteFrame = C
Duration = 4
Action A_Thrust
Var1 = 15
Var2 = 0
Next = S_SLSPBRL1D

State S_SLSPBRL1D
SpriteName = SPR_SLI3
SpriteFrame = D
Duration = 4
Action A_Thrust
Var1 = 15
Var2 = 0
Next = S_SLSPBRL1E

State S_SLSPBRL1E
SpriteName = SPR_SLI3
SpriteFrame = E
Duration = 4
Action A_Thrust
Var1 = 15
Var2 = 0
Next = S_SLSPBRL1F

State S_SLSPBRL1F
SpriteName = SPR_SLI3
SpriteFrame = F
Duration = 4
Action A_Thrust
Var1 = 15
Var2 = 0
Next = S_SLSPBRL1G

State S_SLSPBRL1G
SpriteName = SPR_SLI3
SpriteFrame = G
Duration = 4
Action A_Thrust
Var1 = 15
Var2 = 0
Next = S_SLSPBRL1H

State S_SLSPBRL1H
SpriteName = SPR_SLI3
SpriteFrame = H
Duration = 4
Action A_Thrust
Var1 = 15
Var2 = 0
Next = S_SLSPBRR1A

State S_SLSPBRR1A
SpriteName = SPR_SLI3
SpriteFrame = A
Duration = 4
Action A_VultureCheck
Var1 = 0
Var2 = 2
Next = S_SLSPBRR1B

State S_SLSPBRR1B
SpriteName = SPR_SLI3
SpriteFrame = B
Duration = 4
Action A_VultureCheck
Var1 = 0
Var2 = 2
Next = S_SLSPBRR1C

State S_SLSPBRR1C
SpriteName = SPR_SLI3
SpriteFrame = C
Duration = 4
Action A_VultureCheck
Var1 = 0
Var2 = 2
Next = S_SLSPBRR1D

State S_SLSPBRR1D
SpriteName = SPR_SLI3
SpriteFrame = D
Duration = 4
Action A_VultureCheck
Var1 = 0
Var2 = 2
Next = S_SLSPBRR1E

State S_SLSPBRR1E
SpriteName = SPR_SLI3
SpriteFrame = E
Duration = 4
Action A_VultureCheck
Var1 = 0
Var2 = 2
Next = S_SLSPBRR1F

State S_SLSPBRR1F
SpriteName = SPR_SLI3
SpriteFrame = F
Duration = 4
Action A_VultureCheck
Var1 = 0
Var2 = 2
Next = S_SLSPBRR1G

State S_SLSPBRR1G
SpriteName = SPR_SLI3
SpriteFrame = G
Duration = 4
Action A_VultureCheck
Var1 = 0
Var2 = 2
Next = S_SLSPBRR1H

State S_SLSPBRR1H
SpriteName = SPR_SLI3
SpriteFrame = H
Duration = 4
Action A_VultureCheck
Var1 = 0
Var2 = 2
Next = S_SLSPBRL1A