#Ice Cap Tree
FREESLOT
MT_ICETREE
S_ICETREE
SPR_ICZT

FRAME S_ICETREE
SPRITENUMBER = SPR_ICZT
SPRITEFRAME = A
DURATION = -1
NEXT = S_ICETREE
ACTION None
VAR1 = 0
VAR2 = 0

Thing MT_ICETREE
#$Sprite ICZTA0
MAPTHINGNUM = 2048
SPAWNSTATE = S_ICETREE
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

#Ice Cap Tree 2
FREESLOT
MT_ICETREE2
S_ICETREE2

FRAME S_ICETREE2
SPRITENUMBER = SPR_ICZT
SPRITEFRAME = B
DURATION = -1
NEXT = S_ICETREE2
ACTION None
VAR1 = 0
VAR2 = 0

Thing MT_ICETREE2
#$Sprite ICZTB0
MAPTHINGNUM = 2049
SPAWNSTATE = S_ICETREE2
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

#Ice Cap Tree 3
FREESLOT
MT_ICETREE3
S_ICETREE3

FRAME S_ICETREE3
SPRITENUMBER = SPR_ICZT
SPRITEFRAME = C
DURATION = -1
NEXT = S_ICETREE3
ACTION None
VAR1 = 0
VAR2 = 0

Thing MT_ICETREE3
#$Sprite ICZTC0
MAPTHINGNUM = 2050
SPAWNSTATE = S_ICETREE3
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