FREESLOT
MT_STSHY
S_STSHY
SPR_STHY
MT_DMONI
S_DMONI
MT_TDTN
S_TDTN
SPR_TDTN
MT_STDN
S_STDN
SPR_STDN
MT_CELFLO
S_BLCF1
S_BLCF2
S_BLCF3
S_BLCF4
S_BLCF5
SPR_BLCF
S_DGAF
SPR_DGAF
MT_BSON
S_BSON1
S_BSON2
SPR_SONC
sfx_neigh

Object MT_STSHY
#$Name bc fellow
#$Sprite STHYA0
MapThingNum = 2763
SpawnState = S_STSHY
SpawnHealth = 1
SeeState = S_STSHY
ReactionTime = 8
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
Damage = 0
ActiveSound = sfx_None
RaiseState = S_STSHY
Flags = MF_NOGRAVITY

State S_STSHY
SpriteName = SPR_STHY
SpriteFrame = 0
Duration = 4
Next = S_STSHY
Var1 = 0
Var2 = 0

Object MT_DMONI
#$Name dead moniter
#$Sprite MSTVB0
MapThingNum = 2764
SpawnState = S_DMONI
SpawnHealth = 1
SeeState = S_DMONI
ReactionTime = 8
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
Damage = 0
ActiveSound = sfx_None
RaiseState = S_DMONI

State S_DMONI
SpriteName = SPR_MSTV
SpriteFrame = B
Duration = 4
Next = S_DMONI
Var1 = 0
Var2 = 0

Object MT_TDTN
#$Name odd deton
#$Sprite TDTNA1
MapThingNum = 2765
SpawnState = S_TDTN
SpawnHealth = 1
SeeState = S_TDTN
ReactionTime = 8
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
Damage = 0
ActiveSound = sfx_None
RaiseState = S_TDTN
Flags = MF_NOGRAVITY

State S_TDTN
SpriteName = SPR_TDTN
SpriteFrame = 0
Duration = 4
Next = S_TDTN
Var1 = 0
Var2 = 0

Object MT_STDN
#$Name small odd deton
#$Sprite STDNA1
MapThingNum = 2766
SpawnState = S_STDN
SpawnHealth = 1
SeeState = S_STDN
ReactionTime = 8
Radius = 8*FRACUNIT
Height = 8*FRACUNIT
Damage = 0
ActiveSound = sfx_None
RaiseState = S_STDN
Flags = MF_NOGRAVITY

State S_STDN
SpriteName = SPR_STDN
SpriteFrame = 0
Duration = 4
Next = S_STDN
Var1 = 0
Var2 = 0

Object MT_CELFLO
#$Name cellular flower
#$Sprite BLCFA0
MapThingNum = 2768
SpawnState = S_BLCF1
SpawnHealth = 1
SeeState = S_BLCF1
ReactionTime = 8
Radius = 8*FRACUNIT
Height = 16*FRACUNIT
Damage = 0
ActiveSound = sfx_None
RaiseState = S_BLCF1

State S_BLCF1
SpriteName = SPR_BLCF
SpriteFrame = A
Duration = 4
Next = S_BLCF2
Var1 = 0
Var2 = 0

State S_BLCF2
SpriteName = SPR_BLCF
SpriteFrame = B
Duration = 4
Next = S_BLCF3
Var1 = 0
Var2 = 0

State S_BLCF3
SpriteName = SPR_BLCF
SpriteFrame = C
Duration = 4
Next = S_BLCF4
Var1 = 0
Var2 = 0

State S_BLCF4
SpriteName = SPR_BLCF
SpriteFrame = D
Duration = 4
Next = S_BLCF5
Var1 = 0
Var2 = 0

State S_BLCF5
SpriteName = SPR_BLCF
SpriteFrame = B
Duration = 4
Next = S_BLCF1
Var1 = 0
Var2 = 0

Object MT_DEADCRWL
#$Name odd crawla remains
#$Sprite DGAFA0
MapThingNum = 2780
SpawnState = S_DGAF
SpawnHealth = 1
SeeState = S_DGAF
ReactionTime = 8
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
Damage = 0
ActiveSound = sfx_None
RaiseState = S_DGAF

State S_DGAF
SpriteName = SPR_DGAF
SpriteFrame = 0
Duration = 4
Next = S_DGAF
Var1 = 0
Var2 = 0

Object MT_BSON
#$Name bc sonic
#$Sprite SONCA0
MapThingNum = 2781
SpawnState = S_BSON1
SpawnHealth = 1
SeeState = S_BSON1
ReactionTime = 8
Radius = 8*FRACUNIT
Height = 16*FRACUNIT
Damage = 0
ActiveSound = sfx_None
RaiseState = S_BSON1
Flags = MF_NOGRAVITY

State S_BSON1
SpriteName = SPR_SONC
SpriteFrame = A
Duration = 24
Next = S_BSON2
Var1 = 0
Var2 = 0

State S_BSON2
SpriteName = SPR_SONC
SpriteFrame = B
Duration = 24
Next = S_BSON1
Var1 = 0
Var2 = 0