Freeslot
MT_R001
MT_R002
MT_R003
S_R001A
S_R002A
S_R003A
SPR_R001
SPR_R002
SPR_R003
MT_F001
MT_F002
S_F001A
S_F001B
S_F001C
S_F001D
S_F001E
S_F002A
S_F002B
S_F002C
S_F002D
S_F002E
SPR_F001
SPR_F002
S_R004A
S_R005A
S_R006A
S_R007A



Object MT_R001
#$Name Christmas Tree
#$Sprite R001A
#$Category RuberPack
MapThingNum = 4000
SpawnState = S_R001A
SpawnHealth = 1000
Radius = 64*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOTHINK

State S_R001A
SpriteName = SPR_R001
SpriteFrame = A
Action = A_RandomState
Var1 = S_R004A
Var2 = S_R006A
Duration = 12
Next = S_R004A

State S_R004A
SpriteName = SPR_R001
SpriteFrame = B
Var1 = 0
Var2 = 0
Duration = 12
Next = S_R005A

State S_R005A
SpriteName = SPR_R001
SpriteFrame = C
Var1 = 0
Var2 = 0
Duration = 12
Next = S_R006A

State S_R006A
SpriteName = SPR_R001
SpriteFrame = D
Var1 = 0
Var2 = 0
Duration = 12
Next = S_R007A

State S_R007A
SpriteName = SPR_R001
SpriteFrame = E
Var1 = 0
Var2 = 0
Duration = 8
Next = S_R004A

Object MT_R002
#$Name Christmas Wreath
#$Sprite R002A
#$Category RuberPack
MapThingNum = 4001
SpawnState = S_R002A
SpawnHealth = 1000
Radius = 32*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOTHINK

State S_R002A
SpriteName = SPR_R002
SpriteFrame = A|FF_PAPERSPRITE
Var1 = 0
Var2 = 0
Duration = 1
Next = S_R002A



Object MT_R003
#$Name Frozen Stalagmite
#$Sprite R003A
#$Category RuberPack
MapThingNum = 4002
SpawnState = S_R003A
SpawnHealth = 1000
Radius = 32*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOTHINK

State S_R003A
SpriteName = SPR_R003
SpriteFrame = A|FF_TRANS20
Duration = 1
Var1 = 0
Var2 = 0
Next = S_R003A

Object MT_F001
#$Name Flicky (Penguin)
#$Sprite F001A
#$Category RuberPack
MapThingNum = 4003
SpawnState = S_F001A
SpawnHealth = 1000
Radius = 64*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY

State S_F001A
SpriteName = SPR_F001
SpriteFrame = A|FF_FULLBRIGHT
Action = A_RandomState
Var1 = S_F001B
Var2 = S_F001D
Duration = 8
Next = S_F001B

State S_F001B
SpriteName = SPR_F001
SpriteFrame = B|FF_FULLBRIGHT
Action = A_BunnyHop
Var1 = 5
Var2 = 0
Duration = 1
Next = S_F001C

State S_F001C
SpriteName = SPR_F001
SpriteFrame = B|FF_FULLBRIGHT
Var1 = 0
Var2 = 0
Duration = 8
Next = S_F001E

State S_F001D
SpriteName = SPR_F001
SpriteFrame = B|FF_FULLBRIGHT
Action = A_BunnyHop
Var1 = 3
Var2 = 0
Duration = 1
Next = S_F001C

State S_F001E
SpriteName = SPR_F001
SpriteFrame = A|FF_FULLBRIGHT
Var1 = 0
Var2 = 0
Duration = 8
Next = S_F001A

Object MT_F002
#$Name Flicky (Seal)
#$Sprite F003A
#$Category RuberPack
MapThingNum = 4004
SpawnState = S_F002A
SpawnHealth = 1000
Radius = 32*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY

State S_F002A
SpriteName = SPR_F002
SpriteFrame = A|FF_FULLBRIGHT
Action = A_RandomState
Var1 = S_F002B
Var2 = S_F002D
Duration = 8
Next = S_F002B

State S_F002B
SpriteName = SPR_F002
SpriteFrame = B|FF_FULLBRIGHT
Action = A_BunnyHop
Var1 = 5
Var2 = 0
Duration = 1
Next = S_F002C

State S_F002C
SpriteName = SPR_F002
SpriteFrame = B|FF_FULLBRIGHT
Var1 = 0
Var2 = 0
Duration = 8
Next = S_F002E

State S_F002D
SpriteName = SPR_F002
SpriteFrame = B|FF_FULLBRIGHT
Action = A_BunnyHop
Var1 = 3
Var2 = 0
Duration = 1
Next = S_F002C

State S_F002E
SpriteName = SPR_F002
SpriteFrame = A|FF_FULLBRIGHT
Var1 = 0
Var2 = 0
Duration = 8
Next = S_F002A
