freeslot
SPR_KCZO
MT_KCZYellowTree
S_KCZYellowTree
SPR_KCBF
MT_KCZBlueFlower
S_KCBF_DANC
S_KCBF_DANC2
S_KCBF_DANC3
S_KCBF_DANC4
S_KCBF_DANC5
S_KCBF_DANC6
S_KCBF_DANC7
S_KCBF_DANC8
SPR_KCRF
MT_KCZRedFlower
S_KCRF_DANC
S_KCRF_DANC2
S_KCRF_DANC3
S_KCRF_DANC4
SPR_KCTR
MT_KCZDecoTree
S_KCZDecoTree


Object MT_KCZYellowTree
#$Category Knothole Coast
#$Name Funny Yellow Tree
#$Sprite KCZOA0
MapThingNum = 4034
SpawnHealth = 1000
SpawnState = S_KCZYellowTree
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 = 16*FRACUNIT
Height = 176*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_none
Flags = MF_SCENERY|MF_SOLID
RaiseState = S_NULL

State S_KCZYellowTree
SpriteName = KCZO
Duration = -1
Next = S_NULL

Thing MT_KCZBlueFlower
#$Category Knothole Coast
#$Name KCZ Blue Flower
#$Sprite KCBFA0
MAPTHINGNUM = 4035
SPAWNSTATE = S_KCBF_DANC
SpawnHealth = 1000
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 = 128*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY
RaiseState = S_NULL


FRAME S_KCBF_DANC
SPRITENUMBER = SPR_KCBF
SPRITESUBNUMBER = 0
DURATION = 15
NEXT = S_KCBF_DANC2

FRAME S_KCBF_DANC2
SPRITENUMBER = SPR_KCBF
SPRITESUBNUMBER = 1
DURATION = 3
NEXT = S_KCBF_DANC3

FRAME S_KCBF_DANC3
SPRITENUMBER = SPR_KCBF
SPRITESUBNUMBER = 2
DURATION = 3
NEXT = S_KCBF_DANC4

FRAME S_KCBF_DANC4
SPRITENUMBER = SPR_KCBF
SPRITESUBNUMBER = 3
DURATION = 3
NEXT = S_KCBF_DANC5

FRAME S_KCBF_DANC5
SPRITENUMBER = SPR_KCBF
SPRITESUBNUMBER = 4
DURATION = 15
NEXT = S_KCBF_DANC6

FRAME S_KCBF_DANC6
SPRITENUMBER = SPR_KCBF
SPRITESUBNUMBER = 5
DURATION = 3
NEXT = S_KCBF_DANC7

FRAME S_KCBF_DANC7
SPRITENUMBER = SPR_KCBF
SPRITESUBNUMBER = 6
DURATION = 3
NEXT = S_KCBF_DANC8

FRAME S_KCBF_DANC8
SPRITENUMBER = SPR_KCBF
SPRITESUBNUMBER = 7
DURATION = 3
NEXT = S_KCBF_DANC


Thing MT_KCZRedFlower
#$Category Knothole Coast
#$Name KCZ Red Flower
#$Sprite KCRFA0
MAPTHINGNUM = 4036
SPAWNSTATE = S_KCRF_DANC
SpawnHealth = 1000
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 = 128*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY
RaiseState = S_NULL


FRAME S_KCRF_DANC
SPRITENUMBER = SPR_KCRF
SPRITESUBNUMBER = 0
DURATION = 4
NEXT = S_KCRF_DANC2

FRAME S_KCRF_DANC2
SPRITENUMBER = SPR_KCRF
SPRITESUBNUMBER = 1
DURATION = 4
NEXT = S_KCRF_DANC3

FRAME S_KCRF_DANC3
SPRITENUMBER = SPR_KCRF
SPRITESUBNUMBER = 2
DURATION = 4
NEXT = S_KCRF_DANC4

FRAME S_KCRF_DANC4
SPRITENUMBER = SPR_KCRF
SPRITESUBNUMBER = 3
DURATION = 4
NEXT = S_KCRF_DANC


Object MT_KCZDecoTree
#$Category Knothole Coast
#$Name KCZ Tree
#$Sprite KCTRA0
MapThingNum = 4037
SpawnHealth = 1000
SpawnState = S_KCZDecoTree
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 = 128*FRACUNIT
Height = 288*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_none
Flags = MF_SCENERY
RaiseState = S_NULL

State S_KCZDecoTree
SpriteName = KCTR
Duration = -1
Next = S_NULL