Freeslot
MT_CELASCENERY
S_CELASCENERY1
SPR_CELA
MT_CEPMSCENERY
S_CEPMSCENERY1
SPR_CEPM
MT_BASKSCENERY
S_BASKSCENERY1
SPR_BASK
MT_CAKESCENERY
S_CAKESCENERY1
SPR_CAKE
MT_PETESCENERY
S_PETESCENERY1
SPR_PETE
MT_TEACSCENERY
S_TEACSCENERY1
SPR_TEAC
MT_TREESCENERY
S_TREESCENERY1
SPR_TREE
MT_CEPGSCENERY
S_CEPGSCENERY1
SPR_CEPG
MT_TRASSCENERY
S_TRASSCENERY1
SPR_TRAS
MT_CITASCENERY
S_CITASCENERY1
SPR_CITA
MT_CITBSCENERY
S_CITBSCENERY1
SPR_CITB
MT_CEVCSCENERY
S_CEVCSCENERY1
SPR_CEVC
MT_AFFYSCENERY
S_AFFYSCENERY1
SPR_AFFY
MT_CECWSCENERY
S_CECWSCENERY1
SPR_CECW
MT_CEOLSCENERY
S_CEOLSCENERY1
SPR_CEOL
MT_PUKUSCENERY
S_PUKUSCENERY1
SPR_PUKU
MT_CACTSCENERY
S_CACTSCENERY1
SPR_CTUS
MT_EBNYSCENERY
S_EBNYSCENERY1
SPR_EBNY
MT_DIRTSCENERY
S_DIRTSCENERY1
SPR_DIRT

Object MT_BASKSCENERY
#$Category City Escape
#$Name Basketball
#$Sprite BASKA0
MapThingNum = 4036
SpawnHealth = 1000
SpawnState = S_BASKSCENERY1
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 32*FRACUNIT
Height = 106*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_none
Flags = MF_SCENERY|MF_SOLID
RaiseState = S_NULL

State S_BASKSCENERY1
SpriteName = BASK
Duration = -1
Next = S_NULL

Object MT_CAKESCENERY
#$Category City Escape
#$Name Delicious cake
#$Sprite CakeA0
MapThingNum = 4035
SpawnHealth = 1000
SpawnState = S_CakeSCENERY1
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 32
Speed = 0
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_none
Flags = MF_SCENERY
RaiseState = S_NULL

State S_CAKESCENERY1
SpriteName = CAKE
Duration = -1
Next = S_NULL


Object MT_CELASCENERY
#$Category City Escape
#$Name City Light
#$Sprite CELAA0
MapThingNum = 4034
SpawnHealth = 1000
SpawnState = S_CELASCENERY1
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
Radius = 20*FRACUNIT
Height = 138*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_none
Flags = MF_SCENERY|MF_SOLID
RaiseState = S_NULL

State S_CELASCENERY1
SpriteName = CELA
Duration = -1
Next = S_NULL

Object MT_CEPMSCENERY
#$Category City Escape
#$Name Palm plant
#$Sprite CEPMA0
MapThingNum = 4038
SpawnState = S_CEPMSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 64*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CEPMSCENERY1
SpriteName = CEPM
SpriteFrame = A
Duration = -1
Next = S_CEPMSCENERY1

Object MT_PETESCENERY
#$Category City Escape
#$Name Pete advertisement pole
#$Sprite PETEA0
MapThingNum = 4039
SpawnState = S_PETESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 20*FRACUNIT
Height = 96*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY|MF_SOLID
RaiseState = MT_NULL

State S_PETESCENERY1
SpriteName = PETE
SpriteFrame = A
Duration = -1
Next = S_PETESCENERY1

Object MT_TEACSCENERY
#$Category City Escape
#$Name Tea Cup
#$Sprite TEACA0
MapThingNum = 4050
SpawnState = S_TEACSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_TEACSCENERY1
SpriteName = TEAC
SpriteFrame = A
Duration = -1
Next = S_TEACSCENERY1

Object MT_TREESCENERY
#$Category City Escape
#$Name Tree
#$Sprite TREEA0
MapThingNum = 4051
SpawnState = S_TREESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY|MF_SOLID
RaiseState = MT_NULL

State S_TREESCENERY1
SpriteName = TREE
SpriteFrame = A
Duration = -1
Next = S_TREESCENERY1

Object MT_CEPGSCENERY
#$Category City Escape
#$Name Chao plaything
#$Sprite CEPGA0
MapThingNum = 4052
SpawnState = S_CEPGSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY|MF_SOLID
RaiseState = MT_NULL

State S_CEPGSCENERY1
SpriteName = CEPG
SpriteFrame = A
Duration = -1
Next = S_CEPGSCENERY1

Object MT_TRASSCENERY
#$Category City Escape
#$Name Trash
#$Sprite TRASA0
MapThingNum = 4053
SpawnState = S_TRASSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY|MF_SOLID
RaiseState = MT_NULL

State S_TRASSCENERY1
SpriteName = TRAS
SpriteFrame = A
Duration = -1
Next = S_TRASSCENERY1

Object MT_CITASCENERY
#$Category City Escape
#$Name City Girl
#$Sprite CITAA1
MapThingNum = 4054
SpawnState = S_CITASCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CITASCENERY1
SpriteName = CITA
SpriteFrame = A
Duration = -1
Next = S_CITASCENERY1

Object MT_CITBSCENERY
#$Category City Escape
#$Name City Man
#$Sprite CITBA1
MapThingNum = 4055
SpawnState = S_CITBSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CITBSCENERY1
SpriteName = CITB
SpriteFrame = A
Duration = -1
Next = S_CITBSCENERY1

Object MT_CEVCSCENERY
#$Category City Escape
#$Name Vacuum guy
#$Sprite CEVCA0
MapThingNum = 4056
SpawnState = S_CEVCSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CEVCSCENERY1
SpriteName = CEVC
SpriteFrame = A
Duration = -1
Next = S_CEVCSCENERY1

Object MT_AFFYSCENERY
#$Category City Escape
#$Name Affy
#$Sprite AFFYA1
MapThingNum = 4057
SpawnState = S_AFFYSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_AFFYSCENERY1
SpriteName = AFFY
SpriteFrame = A
Duration = -1
Next = S_AFFYSCENERY1

Object MT_CECWSCENERY
#$Category City Escape
#$Name Construction worker
#$Sprite CECWA1
MapThingNum = 4058
SpawnState = S_CECWSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CECWSCENERY1
SpriteName = CECW
SpriteFrame = A
Duration = -1
Next = S_CECWSCENERY1

Object MT_CEOLSCENERY
#$Category City Escape
#$Name Office Lady
#$Sprite CEOLA1
MapThingNum = 4059
SpawnState = S_CEOLSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CEOLSCENERY1
SpriteName = CEOL
SpriteFrame = A
Duration = -1
Next = S_CEOLSCENERY1

Object MT_PUKUSCENERY
#$Category City Escape
#$Name Puku
#$Sprite PUKUA0
MapThingNum = 4060
SpawnState = S_PUKUSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PUKUSCENERY1
SpriteName = PUKU
SpriteFrame = A
Duration = -1
Next = S_PUKUSCENERY1

Object MT_CACTSCENERY
#$Category City Escape
#$Name Mr. Cactus
#$Sprite CTUSA0
MapThingNum = 4061
SpawnState = S_CACTSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CACTSCENERY1
SpriteName = CTUS
SpriteFrame = A
Duration = -1
Next = S_CACTSCENERY1

Object MT_EBNYSCENERY
#$Category City Escape
#$Name Ebony
#$Sprite EBNYA0
MapThingNum = 4062
SpawnState = S_EBNYSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_EBNYSCENERY1
SpriteName = EBNY
SpriteFrame = A
Duration = -1
Next = S_EBNYSCENERY1

Object MT_DIRTSCENERY
#$Category City Escape
#$Name Dirty Harry
#$Sprite DIRTA1
MapThingNum = 4063
SpawnState = S_DIRTSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_DIRTSCENERY1
SpriteName = DIRT
SpriteFrame = A
Duration = -1
Next = S_DIRTSCENERY1
