Freeslot
MT_NeonPortrait01
S_NEONPORTRAIT01A
MT_NeonPortrait02
S_NEONPORTRAIT02A
MT_NeonPortrait03
S_NEONPORTRAIT03A
MT_NeonPortrait04
S_NEONPORTRAIT04A
MT_NeonPortrait05
S_NEONPORTRAIT05A
MT_NeonPortrait06
S_NEONPORTRAIT06A
MT_NeonPortrait07
S_NEONPORTRAIT07A
MT_NeonPortrait09
S_NEONPORTRAIT09A
MT_NeonPortrait10
S_NEONPORTRAIT10A
MT_NeonPortrait11
S_NEONPORTRAIT11A
MT_NeonPortrait12
S_NEONPORTRAIT12A
MT_NeonPortrait13
S_NEONPORTRAIT13A
MT_NeonPortrait14
S_NEONPORTRAIT14A
MT_WishWonderPole1
S_WISHWONDERPOLEA
SPR_RWSH


Object MT_NeonPortrait01
#$Name Neon Portrait (Baphomoar)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4037
SpawnState = S_NEONPORTRAIT01A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT01A
SpriteName = SPR_RWSH
SpriteFrame = A|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT01A

Object MT_NeonPortrait02
#$Name Neon Portrait (Sherman)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4021
SpawnState = S_NEONPORTRAIT02A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT02A
SpriteName = SPR_RWSH
SpriteFrame = B|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT02A

Object MT_NeonPortrait03
#$Name Neon Portrait (Captain Swell)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4031
SpawnState = S_NEONPORTRAIT03A
SpawnHealth = 3000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT03A
SpriteName = SPR_RWSH
SpriteFrame = C|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT03A

Object MT_NeonPortrait04
#$Name Neon Portrait (Micaeah)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4023
SpawnState = S_NEONPORTRAIT04A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT04A
SpriteName = SPR_RWSH
SpriteFrame = D|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT04A

Object MT_NeonPortrait05
#$Name Neon Portrait (Heart Hippo)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4032
SpawnState = S_NEONPORTRAIT05A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT05A
SpriteName = SPR_RWSH
SpriteFrame = E|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT05A

Object MT_NeonPortrait06
#$Name Neon Portrait (KKD)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4033
SpawnState = S_NEONPORTRAIT06A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT06A
SpriteName = SPR_RWSH
SpriteFrame = F|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT06A

Object MT_NeonPortrait07
#$Name Neon Portrait (R Emblem)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4034
SpawnState = S_NEONPORTRAIT07A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT07A
SpriteName = SPR_RWSH
SpriteFrame = G|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT07A


Object MT_NeonPortrait09
#$Name Neon Portrait (Baphomoar)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4038
SpawnState = S_NEONPORTRAIT09A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT09A
SpriteName = SPR_RWSH
SpriteFrame = H|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT09A

Object MT_NeonPortrait10
#$Name Neon Portrait (Sherman)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4039
SpawnState = S_NEONPORTRAIT10A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT10A
SpriteName = SPR_RWSH
SpriteFrame = I|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT10A

Object MT_NeonPortrait11
#$Name Neon Portrait (Captain Swell)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4040
SpawnState = S_NEONPORTRAIT11A
SpawnHealth = 3000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT11A
SpriteName = SPR_RWSH
SpriteFrame = J|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT11A

Object MT_NeonPortrait12
#$Name Neon Portrait (Micaeah)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4041
SpawnState = S_NEONPORTRAIT12A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT12A
SpriteName = SPR_RWSH
SpriteFrame = K|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT12A

Object MT_NeonPortrait13
#$Name Neon Portrait (Heart Hippo)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4043
SpawnState = S_NEONPORTRAIT13A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT13A
SpriteName = SPR_RWSH
SpriteFrame = L|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT13A

Object MT_NeonPortrait14
#$Name Neon Portrait (KKD)
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4042
SpawnState = S_NEONPORTRAIT14A
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_NEONPORTRAIT14A
SpriteName = SPR_RWSH
SpriteFrame = M|FF_FULLBRIGHT|FF_ADD
Var1 = 0
Var2 = 0
Duration = 1
Next = S_NEONPORTRAIT14A



Object MT_WishWonderPole1
#$Name Wishing Wonders Pole 1
#$Sprite SPR_RWSH
#$Category RuberPack
MapThingNum = 4045
SpawnState = S_WISHWONDERPOLEA
SpawnHealth = 1000
Radius = 256*FRACUNIT,
Height = 256*FRACUNIT,
Flags = MF_SCENERY|MF_NOGRAVITY|MF_NOTHINK

State S_WISHWONDERPOLEA
SpriteName = SPR_RWSH
SpriteFrame = N|FF_FULLBRIGHT|FF_PAPERSPRITE
Var1 = 0
Var2 = 0
Duration = 1
Next = S_WISHWONDERPOLEA
