#Based on the ATZ Target, except it never comes back.

freeslot
MT_EGOTOAD
MT_EGOSTATUE
MT_PVKEY
MT_DECOREGO
MT_DECOREGO2
MT_EGOFLICKY
MT_EGODRIP
MT_OLDEGO
SPR_EGOA
SPR_ERIP
SPR_EGOT
SPR_EGOW
SPR_PVKY
SPR_ERRO
SPR_EGOS
SPR_NCTT
SPR_EGOC
SPR_EGOR
SPR_EGOB
SPR_EOLD
S_EGO
S_EGOOLD
S_EGOEARLY
S_EDRIP
S_EGOSTATUE
S_EGOSTATUE2
S_EGOFLICKY
S_EGOGOT
S_DECOREGO
S_DECOREGO2
S_DECOREGO3
S_PVKEY
S_PVKEYGOT

Thing MT_EGOTOAD
#$Sprite NCTTA0
#$Name Ego Toad Collectable
#$Category Park Valley
MAPTHINGNUM = 4037
ACTIVESOUND = sfx_egohey
SPAWNSTATE = S_EGO
SPAWNHEALTH = 350
DEATHSTATE = S_EGOGOT
DEATHSOUND = SFX_EGO
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SLIDEME|MF_SPECIAL

FRAME S_EGO
SpriteNumber = EGOC
SpriteFrame = A
Action = A_PlayActiveSound
Duration = 350
Next = S_EGO

FRAME S_EGOGOT
SpriteNumber = NULL
SpriteFrame = A
Duration = 35
Action = A_SetObjectFlags
Var1 = MF_PUSHABLE
Var2 = 2
Next = S_NULL

Thing MT_DECOREGO
#$Sprite EGOTA0
#$Name Ego Toad Decoration
#$Category Park Valley
MAPTHINGNUM = 4039
SPAWNSTATE = S_DECOREGO
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SCENERY

FRAME S_DECOREGO
SpriteNumber = EGOT
SpriteFrame = A
Action = None
Duration = -1
Next = S_DECOREGO
VAR1 = 0
VAR2 = 0

FRAME S_DECOREGO3
SpriteNumber = EGOB
SpriteFrame = A
Action = None
Duration = -1
Next = S_DECOREGO3
VAR1 = 0
VAR2 = 0

Thing MT_PVKEY
#$Sprite PVKYA0
#$Name Park Valley Key
#$Category Park Valley
MAPTHINGNUM = 4060
ACTIVESOUND = 0
SPAWNSTATE = S_PVKEY
SPAWNHEALTH = 350
DEATHSTATE = S_PVKEYGOT
DEATHSOUND = sfx_token
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 52*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SLIDEME|MF_SPECIAL

FRAME S_PVKEY
SpriteNumber = PVKY
SpriteFrame = A
Action = None
Duration = -1
Next = S_PVKEYGOT

FRAME S_PVKEYGOT
SpriteNumber = NULL
SpriteFrame = A
Duration = 35
Action = A_SetObjectFlags
Var1 = MF_PUSHABLE
Var2 = 2
Next = S_NULL

Thing MT_EGOSTATUE
#$Sprite EGOSA0
#$Name Ego Statue
#$Category The Island
MapThingNum = 4063
SpawnState = S_EGOSTATUE
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainSound = sfx_None
ReactionTime = 8
Radius = 80*FRACUNIT
Height = 199*FRACUNIT
Mass = 100
Flags = MF_NOTHINK|MF_SOLID

State S_EGOSTATUE
SpriteName = EGOS
SpriteFrame = A
Duration = -1
Next = S_EGOSTATUE

State S_EGOSTATUE2
SpriteName = EGOR
SpriteFrame = A
Duration = -1
Next = S_EGOSTATUE2

Thing MT_DECOREGO2
#$Sprite EGOWA0
#$Name Ego Toad No Text Decoration
#$Category Park Valley
MAPTHINGNUM = 4041
SPAWNSTATE = S_DECOREGO2
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SCENERY

FRAME S_DECOREGO2
SpriteNumber = EGOW
SpriteFrame = A
Action = None
Duration = -1
VAR1 = 0
VAR2 = 0

Thing MT_EGODRIP
#$Sprite DRIPA0
#$Name Ego Toad Decoration
#$Category Park Valley
MAPTHINGNUM = 4032
SPAWNSTATE = S_EDRIP
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SCENERY

FRAME S_EDRIP
SpriteNumber = ERIP
SpriteFrame = A
DURATION = -1
NEXT = S_EDRIP
Action = None
VAR1 = 0
VAR2 = 0

Thing MT_OLDEGO
#$Sprite EGOAA0
#$Name Old Ego Toad
#$Category Park Valley
MAPTHINGNUM = 4031
SPAWNSTATE = S_EGOOLD
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 0
FLAGS = MF_SCENERY|MF_NOTHINK

FRAME S_EGOOLD
SpriteNumber = EGOA
SpriteFrame = A
Action = None
VAR1 = 0
VAR2 = 0

FRAME S_EGOEARLY
SpriteNumber = EOLD
SpriteFrame = A
Duration = -1
Action = None
VAR1 = 0
VAR2 = 0