Freeslot
MT_SHRM
MT_MUSG
MT_TONS
##MT_MHCH
S_SHRM
S_MUSG
S_TONS
S_MHCH1
S_MHCH2
S_MHCH3
S_MHCH4
SPR_SHRM
SPR_MUSG
SPR_TONS
SPR_MHCH

Object MT_SHRM
#$Name MH SHRM
#$Sprite SHRMA
#Category MH MUSGROOM
MapThingNum = 3301
SpawnState = S_SHRM
Deathstate = S_NULL
Height = 1*FRACUNIT
Radius = 1*FRACUNIT 
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP

Object MT_MUSG
#$Name MH MUSG
#$Sprite MUSHA
#Category MH MUSGROOM
MapThingNum = 3300
SpawnState = S_MUSG
Deathstate = S_NULL
Height = 1*FRACUNIT
Radius = 1*FRACUNIT 
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP

Object MT_TONS
#$Name MH TONSA
#$Sprite TONS
#Category MH MUSGROOM
MapThingNum = 3302
SpawnState = S_TONS
Deathstate = S_NULL
Height = 1*FRACUNIT
Radius = 1*FRACUNIT 
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP

Object MT_MHCH
#$Name MH MHCH
#$Sprite MHCHA1
#Category MH MUSGROOM
MapThingNum = 3303
SpawnState = S_MHCH1
Deathstate = S_NULL
Height = 1*FRACUNIT
Radius = 1*FRACUNIT 
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOCLIP

State S_SHRM
SpriteName = SPR_SHRM
SpriteFrame = FF_ANIMATE|A
var1 = 2
var2 = 5
Duration = -1
Action None
Next = S_SHRM

State S_MUSG
SpriteName = SPR_MUSG
SpriteFrame = FF_ANIMATE|A
var1 = 5
var2 = 5
Duration = -1
Action None
Next = S_MUSG

State S_TONS
SpriteName = SPR_TONS
SpriteFrame = A
Duration = -1
Action None
Next = S_TONS

State S_MHCH1
SpriteName = MHCH
SpriteFrame = A
Duration = 20
Next = S_MHCH2

State S_MHCH2
SpriteName = MHCH
SpriteFrame = B
Duration = 35
Next = S_MHCH3

State S_MHCH3
SpriteName = MHCH
SpriteFrame = C
Duration = 105
Next = S_MHCH4

State S_MHCH4
SpriteName = MHCH
SpriteFrame = D
Duration = 35
Next = S_MHCH1