Freeslot
MT_STIKSCENERY
S_STIKSCENERY1
SPR_STIK
SPR_CBSH
MT_CBSHSCENERY
S_CBSHSCENERY1
SPR_CPLT
MT_CPLTSCENERY
S_CPLTSCENERY1
SPR_CGRS
MT_CGRSSCENERY
S_CGRSSCENERY1
SPR_CTRE
MT_CTRESCENERY
S_CTRESCENERY1
MT_ARCDSCENERY
S_ARCDSCENERY1
SPR_ARCD
MT_HOSMSCENERY
S_HOSMSCENERY1
SPR_HOSM
MT_LOGOSCENERY
S_LOGOSCENERY1
SPR_LOGO
MT_APPLSCENERY
S_APPLSCENERY1
SPR_APPL
MT_APILSCENERY
S_APILSCENERY1
SPR_APIL
MT_HPLNSCENERY
S_HPLNSCENERY1
SPR_HPLN
MT_PTRESCENERY
S_PTRESCENERY1
SPR_PTRE
MT_PATRSCENERY
S_PATRSCENERY1
SPR_PATR
MT_RCHRSCENERY
S_RCHRSCENERY1
SPR_RCHR
MT_DECOSCENERY
S_DECOSCENERY1
SPR_DECO
MT_LIGTSCENERY
S_LIGTSCENERY1
SPR_LIGT
MT_SLITSCENERY
S_SLITSCENERY1
SPR_SLIT
MT_STATSCENERY
S_STATSCENERY1
SPR_STAT
MT_NBUSSCENERY
S_NBUSSCENERY1
SPR_NBUS
MT_NSHRSCENERY
S_NSHRSCENERY1
SPR_NSHR
MT_NLATSCENERY
S_NLATSCENERY1
SPR_NLAT
MT_HFLWSCENERY
S_HFLWSCENERY1
SPR_HFLW
MT_TABLSCENERY
S_TABLSCENERY1
SPR_TABL
MT_TRASSCENERY
S_TRASSCENERY1
SPR_TRAS
MT_FRTASCENERY
S_FRTASCENERY1
SPR_FRTA
MT_ESPISCENERY
S_ESPISCENERY1
SPR_ESPI
MT_SWCRSCENERY
S_SWCRSCENERY1
SPR_SWCR
MT_GOLFSCENERY
S_GOLFSCENERY1
SPR_GOLF
MT_CUSHSCENERY
S_CUSHSCENERY1
SPR_CUSH
MT_PHNXSCENERY
S_PHNXSCENERY1
SPR_PHNX
MT_MAYASCENERY
S_MAYASCENERY1
SPR_MAYA
MT_EDGESCENERY
S_EDGESCENERY1
SPR_EDGE
MT_RFLOSCENERY
S_RFLOSCENERY1
SPR_RFLO
MT_VARESCENERY
S_VARESCENERY1
SPR_VARE
MT_FLGRSCENERY
S_FLGRSCENERY1
SPR_FLGR
MT_RTRESCENERY
S_RTRESCENERY1
SPR_RTRE
MT_PFLOSCENERY
S_PFLOSCENERY1
SPR_PFLO
MT_RPILSCENERY
S_RPILSCENERY1
SPR_RPIL
MT_RPALSCENERY
S_RPALSCENERY1
SPR_RPAL
MT_RPLASCENERY
S_RPLASCENERY1
SPR_RPLA
MT_ESPISCENERY
S_ESPISCENERY1
SPR_ESPI
MT_SCSHSCENERY
S_SCSHSCENERY1
SPR_SCSH
MT_TIKASCENERY
S_TIKASCENERY1
SPR_TIKA
MT_ZEROSCENERY
S_ZEROSCENERY1
SPR_ZERO
SPR_VECT
MT_VECTORSCENERY
S_VECTORSCENERY1
MT_JALGSCENERY
S_JALGSCENERY1
SPR_JALG
MT_OALGSCENERY
S_OALGSCENERY1
SPR_OALG
MT_AALGSCENERY
S_AALGSCENERY1
SPR_AALG
MT_CAPNSCENERY
S_CAPNSCENERY1
SPR_CAPN
MT_RYUSSCENERY
S_RYUSSCENERY1
SPR_RYUS
MT_CEOLSCENERY
S_CEOLSCENERY1
SPR_CEOL
MT_CITASCENERY
S_CITASCENERY1
SPR_CITA
MT_CITBSCENERY
S_CITBSCENERY1
SPR_CITB
MT_MLTMSCENERY
S_MLTMSCENERY1
SPR_MLTM
MT_COFESCENERY
S_COFESCENERY1
SPR_COFE
MT_COFSSCENERY
S_COFSSCENERY1
SPR_COFS

Object MT_STIKSCENERY
#$Category SolSestancia
#$Name Sticks
#$Sprite STIKA0
MapThingNum = 4000
SpawnHealth = 1000
SpawnState = S_STIKSCENERY1
Radius = 32*FRACUNIT
Height = 106*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

State S_STIKSCENERY1
SpriteName = STIK
Duration = -1
Next = S_NULL

Object MT_CBSHSCENERY
#$Category SolSestancia
#$Name Desertshrub
#$Sprite CBSHA0
MapThingNum = 4034
SpawnState = S_CBSHSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CBSHSCENERY1
SpriteName = CBSH
SpriteFrame = A
Duration = -1
Next = S_CBSHSCENERY1

Object MT_CPLTSCENERY
#$Category SolSestancia
#$Name Branch
#$Sprite CPLTA0
MapThingNum = 4038
SpawnState = S_CPLTSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CPLTSCENERY1
SpriteName = CPLT
SpriteFrame = A
Duration = -1
Next = S_CPLTSCENERY1

Object MT_CGRSSCENERY
#$Category SolSestancia
#$Name Grass
#$Sprite CGRSA0
MapThingNum = 4039
SpawnState = S_CGRSSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CGRSSCENERY1
SpriteName = CGRS
SpriteFrame = A
Duration = -1
Next = S_CGRSSCENERY1

Object MT_CTRESCENERY
#$Category SolSestancia
#$Name Barren Tree
#$Sprite CTREA0
MapThingNum = 4040
SpawnState = S_CTRESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CTRESCENERY1
SpriteName = CTRE
SpriteFrame = A
Duration = -1
Next = S_CTRESCENERY1

Object MT_ARCDSCENERY
#$Category SolSestancia
#$Name Arcade
#$Sprite ARCDA0
MapThingNum = 4041
SpawnState = S_ARCDSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_ARCDSCENERY1
SpriteName = ARCD
SpriteFrame = A
Duration = -1
Next = S_ARCDSCENERY1

Object MT_HOSMSCENERY
#$Category SolSestancia
#$Name Hospital machine
#$Sprite HOSMA0
MapThingNum = 4042
SpawnState = S_HOSMSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_HOSMSCENERY1
SpriteName = HOSM
SpriteFrame = A
Duration = -1
Next = S_HOSMSCENERY1

Object MT_LOGOSCENERY
#$Category SolSestancia
#$Name Building logo
#$Sprite LOGOA0
MapThingNum = 4043
SpawnState = S_LOGOSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_LOGOSCENERY1
SpriteName = LOGO
SpriteFrame = A
Duration = -1
Next = S_LOGOSCENERY1

Object MT_APPLSCENERY
#$Category SolSestancia
#$Name Apple
#$Sprite APPLA0
MapThingNum = 4044
SpawnState = S_APPLSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_APPLSCENERY1
SpriteName = APPL
SpriteFrame = A
Duration = -1
Next = S_APPLSCENERY1

Object MT_APILSCENERY
#$Category SolSestancia
#$Name Apple Pile
#$Sprite APILA0
MapThingNum = 4045
SpawnState = S_APILSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_APILSCENERY1
SpriteName = APIL
SpriteFrame = A
Duration = -1
Next = S_APILSCENERY1

Object MT_HPLNSCENERY
#$Category SolSestancia
#$Name House Plant
#$Sprite HPLNA0
MapThingNum = 4046
SpawnState = S_HPLNSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_HPLNSCENERY1
SpriteName = HPLN
SpriteFrame = A
Duration = -1
Next = S_HPLNSCENERY1

Object MT_PTRESCENERY
#$Category SolSestancia
#$Name Palm tree
#$Sprite PTREA0
MapThingNum = 4047
SpawnState = S_PTRESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PTRESCENERY1
SpriteName = PTRE
SpriteFrame = A
Duration = -1
Next = S_PTRESCENERY1

Object MT_PATRSCENERY
#$Category SolSestancia
#$Name Palmtree
#$Sprite PATRA0
MapThingNum = 4048
SpawnState = S_PATRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PATRSCENERY1
SpriteName = PATR
SpriteFrame = A
Duration = -1
Next = S_PATRSCENERY1

Object MT_RCHRSCENERY
#$Category SolSestancia
#$Name Chair
#$Sprite RCHRA0
MapThingNum = 4049
SpawnState = S_RCHRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_RCHRSCENERY1
SpriteName = RCHR
SpriteFrame = A
Duration = -1
Next = S_RCHRSCENERY1

Object MT_DECOSCENERY
#$Category SolSestancia
#$Name Decoration
#$Sprite DECOA0
MapThingNum = 4050
SpawnState = S_DECOSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_DECOSCENERY1
SpriteName = DECO
SpriteFrame = A
Duration = -1
Next = S_DECOSCENERY1

Object MT_LIGTSCENERY
#$Category SolSestancia
#$Name Light Stand
#$Sprite LIGTA0
MapThingNum = 4051
SpawnState = S_LIGTSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_LIGTSCENERY1
SpriteName = LIGT
SpriteFrame = A
Duration = -1
Next = S_LIGTSCENERY1

Object MT_SLITSCENERY
#$Category SolSestancia
#$Name Street light
#$Sprite SLITA0
MapThingNum = 4052
SpawnState = S_SLITSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_SLITSCENERY1
SpriteName = SLIT
SpriteFrame = A
Duration = -1
Next = S_SLITSCENERY1

Object MT_STATSCENERY
#$Category SolSestancia
#$Name Eggman Statue
#$Sprite STATA0
MapThingNum = 4053
SpawnState = S_STATSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_STATSCENERY1
SpriteName = STAT
SpriteFrame = A
Duration = -1
Next = S_STATSCENERY1

Object MT_NBUSSCENERY
#$Category SolSestancia
#$Name Night hedge
#$Sprite NBUSA0
MapThingNum = 4054
SpawnState = S_NBUSSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_NBUSSCENERY1
SpriteName = NBUS
SpriteFrame = A
Duration = -1
Next = S_NBUSSCENERY1

Object MT_NSHRSCENERY
#$Category SolSestancia
#$Name Night shrubbery
#$Sprite NSHRA0
MapThingNum = 4055
SpawnState = S_NSHRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_NSHRSCENERY1
SpriteName = NSHR
SpriteFrame = A
Duration = -1
Next = S_NSHRSCENERY1

Object MT_NLATSCENERY
#$Category SolSestancia
#$Name Street light
#$Sprite NLATA0
MapThingNum = 4056
SpawnState = S_NLATSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_NLATSCENERY1
SpriteName = NLAT
SpriteFrame = A
Duration = -1
Next = S_NLATSCENERY1

Object MT_HFLWSCENERY
#$Category SolSestancia
#$Name House Flower
#$Sprite HFLWA0
MapThingNum = 4057
SpawnState = S_HFLWSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_HFLWSCENERY1
SpriteName = HFLW
SpriteFrame = A
Duration = -1
Next = S_HFLWSCENERY1

Object MT_TABLSCENERY
#$Category SolSestancia
#$Name Small table
#$Sprite TABLA0
MapThingNum = 4058
SpawnState = S_TABLSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_TABLSCENERY1
SpriteName = TABL
SpriteFrame = A
Duration = -1
Next = S_TABLSCENERY1

Object MT_TRASSCENERY
#$Category SolSestancia
#$Name Trashcan
#$Sprite TRASA0
MapThingNum = 4060
SpawnState = S_TRASSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_TRASSCENERY1
SpriteName = TRAS
SpriteFrame = A
Duration = -1
Next = S_TRASSCENERY1

Object MT_FRTASCENERY
#$Category SolSestancia
#$Name Freddy's table
#$Sprite FRTAA0
MapThingNum = 4061
SpawnState = S_FRTASCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_FRTASCENERY1
SpriteName = FRTA
SpriteFrame = A
Duration = -1
Next = S_FRTASCENERY1

Object MT_ESPISCENERY
#$Category SolSestancia
#$Name Espio
#$Sprite ESPIA0
MapThingNum = 4062
SpawnState = S_ESPISCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_ESPISCENERY1
SpriteName = ESPI
SpriteFrame = A
Duration = -1
Next = S_ESPISCENERY1

Object MT_GOLFSCENERY
#$Category SolSestancia
#$Name Golf ball
#$Sprite GOLFA0
MapThingNum = 4063
SpawnState = S_GOLFSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_GOLFSCENERY1
SpriteName = GOLF
SpriteFrame = A
Duration = -1
Next = S_GOLFSCENERY1

Object MT_SWCRSCENERY
#$Category SolSestancia
#$Name Swimmingpool chair
#$Sprite SWCRA0
MapThingNum = 4003
SpawnState = S_SWCRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_SWCRSCENERY1
SpriteName = SWCR
SpriteFrame = A
Duration = -1
Next = S_SWCRSCENERY1

Object MT_CUSHSCENERY
#$Category SolSestancia
#$Name Cushion
#$Sprite CUSHA0
MapThingNum = 4065
SpawnState = S_CUSHSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CUSHSCENERY1
SpriteName = SWCR
SpriteFrame = A
Duration = -1
Next = S_CUSHSCENERY1

Object MT_PHNXSCENERY
#$Category SolSestancia
#$Name Phoenix Wright
#$Sprite PHNXA0
MapThingNum = 4066
SpawnState = S_PHNXSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PHNXSCENERY1
SpriteName = PHNX
SpriteFrame = A
Duration = -1
Next = S_PHNXSCENERY1

Object MT_MAYASCENERY
#$Category SolSestancia
#$Name Maya
#$Sprite MAYAA0
MapThingNum = 4068
SpawnState = S_MAYASCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_MAYASCENERY1
SpriteName = MAYA
SpriteFrame = A
Duration = -1
Next = S_MAYASCENERY1

Object MT_EDGESCENERY
#$Category SolSestancia
#$Name Edgeworth
#$Sprite EDGEA0
MapThingNum = 4067
SpawnState = S_EDGESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_EDGESCENERY1
SpriteName = EDGE
SpriteFrame = A
Duration = -1
Next = S_EDGESCENERY1

Object MT_RFLOSCENERY
#$Category SolSestancia
#$Name Red Flower
#$Sprite RFLOA0
MapThingNum = 4069
SpawnState = S_RFLOSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_RFLOSCENERY1
SpriteName = RFLO
SpriteFrame = A
Duration = -1
Next = S_RFLOSCENERY1

Object MT_PFLOSCENERY
#$Category SolSestancia
#$Name Pink Flower
#$Sprite PFLOA0
MapThingNum = 4070
SpawnState = S_PFLOSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PFLOSCENERY1
SpriteName = PFLO
SpriteFrame = A
Duration = -1
Next = S_PFLOSCENERY1

Object MT_VARESCENERY
#$Category SolSestancia
#$Name Varen
#$Sprite VAREA0
MapThingNum = 4071
SpawnState = S_VARESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_VARESCENERY1
SpriteName = VARE
SpriteFrame = A
Duration = -1
Next = S_VARESCENERY1

Object MT_RTRESCENERY
#$Category SolSestancia
#$Name Ruin tree
#$Sprite RTREA0
MapThingNum = 4072
SpawnState = S_RTRESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_RTRESCENERY1
SpriteName = RTRE
SpriteFrame = A
Duration = -1
Next = S_RFLOSCENERY1

Object MT_FLGRSCENERY
#$Category SolSestancia
#$Name Flower grass
#$Sprite FLGRA0
MapThingNum = 4073
SpawnState = S_FLGRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_FLGRSCENERY1
SpriteName = FLGR
SpriteFrame = A
Duration = -1
Next = S_FLGRSCENERY1

Object MT_RPILSCENERY
#$Category SolSestancia
#$Name Ruin tower
#$Sprite RPILA0
MapThingNum = 4074
SpawnState = S_RPILSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_RPILSCENERY1
SpriteName = RPIL
SpriteFrame = A
Duration = -1
Next = S_RPILSCENERY1

Object MT_RPLASCENERY
#$Category SolSestancia
#$Name Ruin plant
#$Sprite RPLAA0
MapThingNum = 4075
SpawnState = S_RPLASCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_RPLASCENERY1
SpriteName = RPLA
SpriteFrame = A
Duration = -1
Next = S_RPLASCENERY1

Object MT_RPALSCENERY
#$Category SolSestancia
#$Name Plant ruins
#$Sprite RPALA0
MapThingNum = 4076
SpawnState = S_RPALSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_RPALSCENERY1
SpriteName = RPAL
SpriteFrame = A
Duration = -1
Next = S_RPALSCENERY1

Object MT_TIKASCENERY
#$Category SolSestancia
#$Name Tikal
#$Sprite TIKAA1
MapThingNum = 4077
SpawnState = S_TIKASCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_TIKASCENERY1
SpriteName = TIKA
SpriteFrame = A
Duration = -1
Next = S_TIKASCENERY1

Object MT_ZEROSCENERY
#$Category SolSestancia
#$Name Chaos Zero
#$Sprite ZEROA0
MapThingNum = 4078
SpawnState = S_ZEROSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_ZEROSCENERY1
SpriteName = ZERO
SpriteFrame = A
Duration = -1
Next = S_ZEROSCENERY1

Object MT_ESPISCENERY
#$Category SolSestancia
#$Name ESPIO
#$Sprite ESPIA1
MapThingNum = 4079
SpawnState = S_ESPISCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_ESPISCENERY1
SpriteName = ESPI
SpriteFrame = A
Duration = -1
Next = S_ESPISCENERY1

Object MT_SCSHSCENERY
#$Category SolSestancia
#$Name SHADE The echidna
#$Sprite SCSHA0
MapThingNum = 3080
SpawnState = S_SCSHSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_SCSHSCENERY1
SpriteName = SCSH
SpriteFrame = A
Duration = -1
Next = S_SCSHSCENERY1

Object MT_VECTORSCENERY
#$Category SolSestancia
#$Name Vector the Crocodile
#$Sprite VECTA1
MapThingNum = 4081
SpawnState = S_VECTORSCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_VECTORSCENERY1
SpriteName = VECT
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_VECTORSCENERY1

Object MT_AALGSCENERY
#$Category SolSestancia
#$Name Algue
#$Sprite AALGA0
MapThingNum = 4082
SpawnState = S_AALGSCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_AALGSCENERY1
SpriteName = AALG
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_AALGSCENERY1

Object MT_OALGSCENERY
#$Category SolSestancia
#$Name Algue
#$Sprite OALGA0
MapThingNum = 4083
SpawnState = S_OALGSCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_OALGSCENERY1
SpriteName = OALG
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_OALGSCENERY1

Object MT_JALGSCENERY
#$Category SolSestancia
#$Name Algue
#$Sprite JALGA0
MapThingNum = 4084
SpawnState = S_JALGSCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_JALGSCENERY1
SpriteName = JALG
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_JALGSCENERY1

Object MT_CAPNSCENERY
#$Category SolSestancia
#$Name Captain Cruise
#$Sprite CAPNA0
MapThingNum = 4085
SpawnState = S_CAPNSCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_CAPNSCENERY1
SpriteName = CAPN
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_CAPNSCENERY1

Object MT_RYUSSCENERY
#$Category SolSestancia
#$Name Ryu Statue
#$Sprite RYUSA0
MapThingNum = 4086
SpawnState = S_RYUSSCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_RYUSSCENERY1
SpriteName = RYUS
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_RYUSSCENERY1

Object MT_CEOLSCENERY
#$Category SolSestancia
#$Name CEO Lady
#$Sprite CEOLA1
MapThingNum = 4087
SpawnState = S_CEOLSCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_CEOLSCENERY1
SpriteName = CEOL
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_CEOLSCENERY1

Object MT_CITASCENERY
#$Category SolSestancia
#$Name Citizen
#$Sprite CITAA1
MapThingNum = 4088
SpawnState = S_CITASCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_CITASCENERY1
SpriteName = CITA
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_CITASCENERY1

Object MT_CITBSCENERY
#$Category SolSestancia
#$Name Citizen
#$Sprite CITBA1
MapThingNum = 4089
SpawnState = S_CITBSCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_CITBSCENERY1
SpriteName = CITB
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_CITBSCENERY1

Object MT_CITBSCENERY
#$Category SolSestancia
#$Name Melting Man
#$Sprite MLTMA0
MapThingNum = 4090
SpawnState = S_MLTMSCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_MLTMSCENERY1
SpriteName = MLTM
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_MLTMSCENERY1

Object MT_COFESCENERY
#$Category SolSestancia
#$Name CofeeMachine
#$Sprite COFEA0
MapThingNum = 4092
SpawnState = S_COFESCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_COFESCENERY1
SpriteName = COFE
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_COFESCENERY1

Object MT_COFSSCENERY
#$Category SolSestancia
#$Name Coffee Stuff
#$Sprite COFSA0
MapThingNum = 4093
SpawnState = S_COFSSCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_COFSSCENERY1
SpriteName = COFS
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_COFSSCENERY1