Freeslot
MT_NSHRSCENERY
S_NSHRSCENERY1
SPR_NSHR
MT_VARESCENERY
S_VARESCENERY1
SPR_VARE
MT_NLATSCENERY
S_NLATSCENERY1
SPR_NLAT
MT_PATRSCENERY
S_PATRSCENERY1
SPR_PATR
MT_ARCDSCENERY
S_ARCDSCENERY1
SPR_ARCD
SPR_WINE
MT_WINESCENERY
S_WINESCENERY1
SPR_BALT
MT_BALTSCENERY
S_BALTSCENERY1
SPR_CAKE
MT_CAKESCENERY
S_CAKESCENERY1
SPR_KNUX
MT_KNUXSCENERY
S_KNUXSCENERY1
MT_RYO_SCENERY
S_RYO_SCENERY1
SPR_RYO_
MT_WEKDSCENERY
S_WEKDSCENERY1
SPR_WEKD
MT_SONSSCENERY
S_SONSSCENERY1
SPR_SONS
MT_SPLMSCENERY
S_SPLMSCENERY1
SPR_SPLM
MT_HPLNSCENERY
S_HPLNSCENERY1
SPR_HPLN
MT_SUPLSCENERY
S_SUPLSCENERY1
SPR_SUPL
MT_OFCRSCENERY
S_OFCRSCENERY1
SPR_OFCR
MT_WHATSCENERY
S_WHATSCENERY1
SPR_WHAT
MT_TWPNSCENERY
S_TWPNSCENERY1
SPR_TWPN
MT_MONTSCENERY
S_MONTSCENERY1
SPR_MONT
MT_TWST
S_TWST1
S_TWST2
S_TWST3
S_TWST4
SPR_TWST
MT_GYSTSCENERY
S_GYSTSCENERY1
SPR_GYST
MT_PAPASCENERY
S_PAPASCENERY1
SPR_PAPA
MT_GCHASCENERY
S_GCHASCENERY1
SPR_GCHA
MT_PMIL
S_PMIL1
S_PMIL2
S_PMIL3
SPR_PMIL
MT_GHPMSCENERY
S_GHPMSCENERY1
SPR_GHPM
MT_CHUCSCENERY
S_CHUCSCENERY1
SPR_CHUC
MT_CITASCENERY
S_CITASCENERY1
SPR_CITA
MT_CITBSCENERY
S_CITBSCENERY1
SPR_CITB


Object MT_WINESCENERY
#$Category SolSestancia
#$Name Wineglass
#$Sprite WINEA0
MapThingNum = 4071
SpawnState = S_WINESCENERY1
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_WINESCENERY1
SpriteName = WINE
SpriteFrame = A
Duration = -1
Next = S_WINESCENERY1

Object MT_BALTSCENERY
#$Category SolSestancia
#$Name WarHammer Captain
#$Sprite BALTA0
MapThingNum = 4055
SpawnState = S_BALTSCENERY1
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_BALTSCENERY1
SpriteName = BALT
SpriteFrame = A
Duration = -1
Next = S_BALTSCENERY1

Object MT_CAKESCENERY
#$Category SolSestancia
#$Name Cake
#$Sprite CAKEA0
MapThingNum = 4056
SpawnState = S_CAKESCENERY1
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_CAKESCENERY1
SpriteName = CAKE
SpriteFrame = A
Duration = -1
Next = S_CAKESCENERY1

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_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_KNUXSCENERY
#$Category SolSestancia
#$Name Knuckles
#$Sprite KNUXA0
MapThingNum = 4034
SpawnState = S_KNUXSCENERY1
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_KNUXSCENERY1
SpriteName = KNUX
SpriteFrame = A
Duration = -1
Next = S_KNUXSCENERY1

Object MT_RYO_SCENERY
#$Category SolSestancia
#$Name RYO_
#$Sprite RYO_A0
MapThingNum = 4038
SpawnState = S_RYO_SCENERY1
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_RYO_SCENERY1
SpriteName = RYO_
SpriteFrame = A
Duration = -1
Next = S_RYO_SCENERY1

Object MT_WEKDSCENERY
#$Category SolSestancia
#$Name Annoying Skull
#$Sprite WEKDA0
MapThingNum = 4039
SpawnState = S_WEKDSCENERY1
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_WEKDSCENERY1
SpriteName = WEKD
SpriteFrame = A
Duration = -1
Next = S_WEKDSCENERY1

Object MT_SONSSCENERY
#$Category SolSestancia
#$Name Sonic Statue
#$Sprite SONSA0
MapThingNum = 4040
SpawnState = S_SONSSCENERY1
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_SONSSCENERY1
SpriteName = SONS
SpriteFrame = A
Duration = -1
Next = S_SONSSCENERY1

Object MT_SPLMSCENERY
#$Category SolSestancia
#$Name Long Palm
#$Sprite SPLMA0
MapThingNum = 4042
SpawnState = S_SPLMSCENERY1
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_SPLMSCENERY1
SpriteName = SPLM
SpriteFrame = A
Duration = -1
Next = S_SPLMSCENERY1

Object MT_NSHRSCENERY
#$Category SolSestancia
#$Name Night Bush
#$Sprite NSHRA0
MapThingNum = 4043
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_VARESCENERY
#$Category SolSestancia
#$Name Varen
#$Sprite VAREA0
MapThingNum = 4044
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_NLATSCENERY
#$Category SolSestancia
#$Name Street Light
#$Sprite NLATA0
MapThingNum = 4045
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_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_SUPLSCENERY
#$Category SolSestancia
#$Name Office supplies
#$Sprite SUPLA0
MapThingNum = 4050
SpawnState = S_SUPLSCENERY1
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_SUPLSCENERY1
SpriteName = SUPL
SpriteFrame = A
Duration = -1
Next = S_SUPLSCENERY1

Object MT_OFCRSCENERY
#$Category SolSestancia
#$Name Office Chair
#$Sprite OFCRA0
MapThingNum = 4051
SpawnState = S_OFCRSCENERY1
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_OFCRSCENERY1
SpriteName = OFCR
SpriteFrame = A
Duration = -1
Next = S_OFCRSCENERY1

Object MT_WHATSCENERY
#$Category SolSestancia
#$Name Creepy looker
#$Sprite WHATA0
MapThingNum = 4052
SpawnState = S_WHATSCENERY1
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_WHATSCENERY1
SpriteName = WHAT
SpriteFrame = A
Duration = -1
Next = S_WHATSCENERY1

Object MT_TWPNSCENERY
#$Category SolSestancia
#$Name Twinkle Park Pin
#$Sprite TWPNA0
MapThingNum = 4053
SpawnState = S_TWPNSCENERY1
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_TWPNSCENERY1
SpriteName = TWPN
SpriteFrame = A
Duration = -1
Next = S_TWPNSCENERY1

Object MT_MONTSCENERY
#$Category SolSestancia
#$Name Sonic Adventure monitor
#$Sprite MONTA0
MapThingNum = 4054
SpawnState = S_MONTSCENERY1
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_MONTSCENERY1
SpriteName = MONT
SpriteFrame = A
Duration = -1
Next = S_MONTSCENERY1

Thing MT_TWST
#$Category AnimatedSprite
#$Name TWST
#$Sprite TWSTA0
MAPTHINGNUM = 4059
SPAWNSTATE = S_TWST1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 128*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY
RaiseState = S_NULL

FRAME S_TWST1
SPRITENUMBER = SPR_TWST
SPRITESUBNUMBER = 0
DURATION = 4
NEXT = S_TWST2

FRAME S_TWST2
SPRITENUMBER = SPR_TWST
SPRITESUBNUMBER = 1
DURATION = 4
NEXT = S_TWST3

FRAME S_TWST3
SPRITENUMBER = SPR_TWST
SPRITESUBNUMBER = 2
DURATION = 4
NEXT = S_TWST4

FRAME S_TWST4
SPRITENUMBER = SPR_TWST
SPRITESUBNUMBER = 3
DURATION = 4
NEXT = S_TWST1

Object MT_GYSTSCENERY
#$Category SolSestancia
#$Name Guy Statue
#$Sprite GYSTA0
MapThingNum = 4060
SpawnState = S_GYSTSCENERY1
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_GYSTSCENERY1
SpriteName = GYST
SpriteFrame = A
Duration = -1
Next = S_GYSTSCENERY1

Object MT_PAPASCENERY
#$Category SolSestancia
#$Name Parasol
#$Sprite PAPAA0
MapThingNum = 4061
SpawnState = S_PAPASCENERY1
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_PAPASCENERY1
SpriteName = PAPA
SpriteFrame = A
Duration = -1
Next = S_PAPASCENERY1

Object MT_GCHASCENERY
#$Category SolSestancia
#$Name Golden Chao Egg
#$Sprite GCHAA0
MapThingNum = 4062
SpawnState = S_GCHASCENERY1
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_GCHASCENERY1
SpriteName = GCHA
SpriteFrame = A
Duration = -1
Next = S_GCHASCENERY1

Thing MT_PMIL
#$Category AnimatedSprite
#$Name Windy hill Mill
#$Sprite PMILA0
MAPTHINGNUM = 4063
SPAWNSTATE = S_PMIL1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 0
RADIUS = 32*FRACUNIT
HEIGHT = 128*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY
RaiseState = S_NULL

FRAME S_PMIL1
SPRITENUMBER = SPR_PMIL
SPRITESUBNUMBER = 0
DURATION = 4
NEXT = S_PMIL2

FRAME S_PMIL2
SPRITENUMBER = SPR_PMIL
SPRITESUBNUMBER = 1
DURATION = 4
NEXT = S_PMIL3

FRAME S_PMIL3
SPRITENUMBER = SPR_PMIL
SPRITESUBNUMBER = 2
DURATION = 4
NEXT = S_PMIL1

Object MT_GHPMSCENERY
#$Category SolSestancia
#$Name Green hill palm
#$Sprite GHPMA0
MapThingNum = 4064
SpawnState = S_GHPMSCENERY1
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_GHPMSCENERY1
SpriteName = GHPM
SpriteFrame = A
Duration = -1
Next = S_GHPMSCENERY1

Object MT_CHUCSCENERY
#$Category SolSestancia
#$Name Chu chu cat
#$Sprite CHUCA0
MapThingNum = 4065
SpawnState = S_CHUCSCENERY1
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_CHUCSCENERY1
SpriteName = CHUC
SpriteFrame = A
Duration = -1
Next = S_CHUCSCENERY1

Object MT_CITASCENERY
#$Category SolSestancia
#$Name Citizen A
#$Sprite CITAA1
MapThingNum = 4066
SpawnState = S_CITASCENERY1
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_CITASCENERY1
SpriteName = CITA
SpriteFrame = A
Duration = -1
Next = S_CITASCENERY1

Object MT_CITBSCENERY
#$Category SolSestancia
#$Name Citizen B
#$Sprite CITBA1
MapThingNum = 4067
SpawnState = S_CITBSCENERY1
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_CITBSCENERY1
SpriteName = CITB
SpriteFrame = A
Duration = -1
Next = S_CITBSCENERY1