#Any object here can be taken and reused in your other projects if you so choose.
#Sprites used do not belong to me, Any recolored sprites done by AirFox
FREESLOT
MT_XMTREE1
MT_CTRE1
MT_CTRE2
MT_Snowflower2
MT_Snowbuddingf
MT_XMASTREE2
MT_OLDFANPARTICAL
MT_Snowsunflower
MT_SMILEFRYS
MT_Fallflower
MT_Fallbuddingf
MT_Fallsunflower
MT_Fallbush
MT_Fallberrybush
MT_Fallblueberrybush
MT_SFSPIRIT
MT_INTEGCHECK
MT_VEGA
SPR_VEGA
SPR_XMT1
SPR_XMT3
SPR_SNF2
SPR_XMT2
SPR_PVTL
SPR_SNT3
SPR_SNS2
SPR_PBAG
SPR_FFR1
SPR_FFR2
SPR_FFR3
SPR_FBS1
SPR_FBS2
SPR_FBS3
SPR_SNFX
SPR_PVGM
S_SFSpirit
S_CTRE1
S_CTRE2
S_Flower2_dance
S_FFlower_dance
S_FBudding_dance
S_FSun_dance
S_FBush
S_FBBush
S_FBBBush
S_Budding_dance
S_Sun_Dance
S_XMTree2
S_PVPL
S_POINTLESS
S_BAG
S_BIGMINE_INNIT
S_INTEGCHECK
S_VEGA
S_PVGOOMBA

#Objects removed: Silent Blue Horizon


Object MT_CTRE1
#$Sprite XMT1A0
#$Name Christmas Tree
#$Category Christmas & Disco
MapThingNum = 2153
SpawnState = S_CTRE1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
ReactionTime = 8
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
FLAGS = MF_NOCLIP|MF_SCENERY

State S_CTRE1
SpriteName = XMT1
SpriteFrame = FF_ANIMATE
Duration = -1
Next = S_CTRE1
Var1 = 1
Var2 = 14

Object MT_CTRE2
#$Sprite XMT3A0
#$Name Big Christmas Tree
#$Category Christmas & Disco
MapThingNum = 2154
SpawnState = S_CTRE2
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
ReactionTime = 8
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY

State S_CTRE2
SpriteName = XMT3
SpriteFrame = FF_ANIMATE
Duration = -1
Next = S_CTRE2
Var1 = 1
Var2 = 14

FRAME S_Flower2_dance
SPRITENUMBER = SPR_SNF2
SPRITESUBNUMBER = 0
SPRITEFRAME = FF_ANIMATE
DURATION = -1
NEXT = S_Flower2_dance
ACTION None
VAR1 = 7
VAR2 = 3

Thing MT_Snowflower2
#$Sprite SNF2A0
#$Name Snow GFZ Flower
#$Category Christmas & Disco
MAPTHINGNUM = 4033
SPAWNSTATE = S_Flower2_dance
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

FRAME S_XMTree2
SPRITENUMBER = SPR_XMT2
SPRITESUBNUMBER = 0
DURATION = -1
NEXT = 0
ACTION None
VAR1 = 0
VAR2 = 0

Thing MT_XMASTREE2
#$Sprite XMT2A0
#$Name Fake Christmas Tree
#$Category Christmas & Disco
MAPTHINGNUM = 4038
SPAWNSTATE = S_XMTree2
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

Thing MT_OLDFANPARTICAL
#$Sprite PVTLA0
#$Name Scenery Fan Particle
#$Category Park Valley
Spawnstate = S_PVPL
MAPTHINGNUM = 4050
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
ReactionTime = 8
Flags = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

FRAME S_PVPL
SpriteName = PVTL
SpriteFrame = A
Duration = -1
Next = S_PVPL

Thing MT_Snowbuddingf
#$Sprite SNT3A0
#$Name Snow Budding Flower
#$Category Christmas & Disco
MAPTHINGNUM = 4035
SPAWNSTATE = S_Budding_dance
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

FRAME S_Budding_dance
SPRITENUMBER = SPR_SNT3
SPRITESUBNUMBER = 0
SPRITEFRAME = FF_ANIMATE
DURATION = -1
NEXT = S_Budding_dance
ACTION None
VAR1 = 11
VAR2 = 4


Thing MT_Snowsunflower
#$Sprite SNS2A0
#$Name Snow Sun Flower
#$Category Christmas & Disco
MAPTHINGNUM = 4036
SPAWNSTATE = S_Sun_dance
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

FRAME S_Sun_Dance
SPRITENUMBER = SPR_SNS2
SPRITESUBNUMBER = 0
SPRITEFRAME = FF_ANIMATE
DURATION = -1
NEXT = S_Sun_Dance
ACTION None
VAR1 = 19
VAR2 = 3

Thing MT_SMILEFRYS
#$Sprite PBAGA0
#$Name Smile Frys bag
#$Category PV Base
MAPTHINGNUM = 4053
SPAWNSTATE = S_BAG
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 86*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SCENERY

FRAME S_BAG
SpriteNumber = PBAG
SpriteFrame = A
Action = None
VAR1 = 0
VAR2 = 0

Thing MT_Fallflower
#$Sprite FFR1A0
#$Name Fall GFZ Flower
#$Category Park Valley
MAPTHINGNUM = 4025
SPAWNSTATE = S_FFlower_dance
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

FRAME S_FFlower_dance
SPRITENUMBER = SPR_FFR1
SPRITESUBNUMBER = 0
SPRITEFRAME = FF_ANIMATE
DURATION = -1
NEXT = S_FFlower_dance
ACTION None
VAR1 = 7
VAR2 = 3

Thing MT_Fallbuddingf
#$Sprite FFR3A0
#$Name Fall Budding Flower
#$Category Park Valley
MAPTHINGNUM = 4026
SPAWNSTATE = S_FBudding_dance
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

FRAME S_FBudding_dance
SPRITENUMBER = SPR_FFR3
SPRITESUBNUMBER = 0
SPRITEFRAME = FF_ANIMATE
DURATION = -1
NEXT = S_FBudding_dance
ACTION None
VAR1 = 11
VAR2 = 4

Thing MT_Fallsunflower
#$Sprite FFR2A0
#$Name Fall Sun Flower
#$Category Park Valley
MAPTHINGNUM = 4027
SPAWNSTATE = S_FSun_dance
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 2621440
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

FRAME S_FSun_Dance
SPRITENUMBER = SPR_FFR2
SPRITESUBNUMBER = 0
SPRITEFRAME = FF_ANIMATE
DURATION = -1
NEXT = S_FSun_Dance
ACTION None
VAR1 = 19
VAR2 = 3

Thing MT_Fallberrybush
#$Sprite FBS1A0
#$Name Fall Berry Bush
#$Category Park Valley
MAPTHINGNUM = 4028
SPAWNSTATE = S_FBBush
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 86*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SCENERY

FRAME S_FBBush
SpriteNumber = SPR_FBS1
SpriteFrame = A
Action = None
VAR1 = 0
VAR2 = 0

Thing MT_Fallbush
#$Sprite FBS2A0
#$Name Fall Bush
#$Category Park Valley
MAPTHINGNUM = 4029
SPAWNSTATE = S_FBush
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 86*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SCENERY

FRAME S_FBush
SpriteNumber = SPR_FBS2
SpriteFrame = A
Action = None
VAR1 = 0
VAR2 = 0

Thing MT_Fallblueberrybush
#$Sprite FBS3A0
#$Name Fall Blue Berry Bush
#$Category Park Valley
MAPTHINGNUM = 4030
SPAWNSTATE = S_FBBBush
SPEED = 0
RADIUS = 32*FRACUNIT
HEIGHT = 86*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SCENERY

FRAME S_FBBBush
SpriteNumber = SPR_FBS3
SpriteFrame = A
Action = None
VAR1 = 0
VAR2 = 0

#Since 2.2.14, Setting this Object to have Pushable no longer makes other objects interact with it, like other pushables do.
Object MT_BIGMINE
Spawnstate = S_BIGMINE_INNIT
Mass = 0
Flags = MF_SPECIAL|MF_NOGRAVITY|MF_SHOOTABLE|MF_ENEMY|MF_RUNSPAWNFUNC

State S_BIGMINE_INNIT
SpriteNumber = NULL
Action = A_THRUST
Duration = 1
Next = S_BIGMINE_IDLE
Var1 = 15
Var2 = 0


Thing MT_SFSPIRIT
#$Sprite SNFXA0
#$Name SnowFox's Memory Spirit
#$Category Park Valley
MAPTHINGNUM = 2507
SPAWNSTATE = S_SFSpirit
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 64*FRACUNIT
HEIGHT = 100*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_NOCLIPHEIGHT

State S_SFSpirit
Spritename = SNFX
SPRITEFRAME = FF_FULLBRIGHT|FF_ANIMATE
DURATION = -1
NEXT = S_SFSpirit
ACTION = None
VAR1 = 9
VAR2 = 3

Thing MT_VEGA
#$Name ????
#$Sprite VEGAA0
#$Category Park Valley
Mapthingnum = 2511
Spawnstate = S_VEGA
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_PUSHABLE|MF_NOCLIPTHING

Frame S_VEGA
SpriteNumber = SPR_VEGA
SpriteFrame = A|FF_ANIMATE|FF_FULLBRIGHT
Duration = -1
Action = none
Var1 = 11
Var2 = 3

Frame S_PVGOOMBA
SpriteNumber = SPR_PVGM
SpriteFrame = A|FF_ANIMATE
Duration = -1
Action = none
Var1 = 1
Var2 = 6

#Below helps lower Game Logic Calculations, meaning better performance
#Mainly for use for maps that have a lot of gold monitors
#Doesnt make much difference when theres only one or two in the map

Frame S_PITY_GOLDBOX
Action = none

Frame S_ATTRACT_GOLDBOX
Action = none

Frame S_FORCE_GOLDBOX
Action = none

Frame S_ARMAGEDDON_GOLDBOX
Action = none

Frame S_WHIRLWIND_GOLDBOX
Action = none

Frame S_ELEMENTAL_GOLDBOX
Action = none

Frame S_SNEAKERS_GOLDBOX
Action = none

Frame S_INVULN_GOLDBOX
Action = none

Frame S_EGGMAN_GOLDBOX
Action = none

Frame S_GRAVITY_GOLDBOX
Action = none

Frame S_FLAMEAURA_GOLDBOX
Action = none

Frame S_BUBBLEWRAP_GOLDBOX
Action = none

Frame S_THUNDERCOIN_GOLDBOX
Action = none

#This makes it so it doesnt get stuck in itself when spawning a bunch at once, makes it harder to hit, but its not that noticeable.
Object MT_BUMBLEBORE
Height = 1*FRACUNIT