Freeslot
S_STA2
S_STA2L
S_STA3
S_STA4
S_STA4L
MT_STA2
MT_STA2L
MT_STA3
MT_STA4
MT_STA4L
SPR_STA2
SPR_STA3
SPR_STA4

State S_STA2
SpriteName = STA2
SpriteFrame = A
Duration = -1
Next = S_NULL

Object MT_STA2
#$Name Heaven Statue Right
#$Sprite STA2A0
#$Category Digital Dimension
MapThingNum = 2299
SpawnState = S_STA2
Radius = 64*FRACUNIT
Height = 192*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_STA2L
SpriteName = STA2
SpriteFrame = B
Duration = -1
Next = S_NULL

Object MT_STA2L
#$Name Heaven Statue Left
#$Sprite STA2B0
#$Category Digital Dimension
MapThingNum = 2298
SpawnState = S_STA2L
Radius = 64*FRACUNIT
Height = 192*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_STA3
SpriteName = STA3
SpriteFrame = A
Duration = -1
Next = S_NULL

Object MT_STA3
#$Name Heaven Spike
#$Sprite STA3A0
#$Category Digital Dimension
MapThingNum = 2297
SpawnState = S_STA3
Radius = 64*FRACUNIT
Height = 192*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_STA4
SpriteName = STA4
SpriteFrame = A
Duration = -1
Next = S_NULL

Object MT_STA4
#$Name Heaven Statue Big Right
#$Sprite STA4A0
#$Category Digital Dimension
MapThingNum = 2296
SpawnState = S_STA4
Radius = 96*FRACUNIT
Height = 1024*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_STA4L
SpriteName = STA4
SpriteFrame = B
Duration = -1
Next = S_NULL

Object MT_STA4L
#$Name Heaven Statue Big Left
#$Sprite STA4B0
#$Category Digital Dimension
MapThingNum = 2295
SpawnState = S_STA4L
Radius = 96*FRACUNIT
Height = 1024*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY