FREESLOT
mt_lbzcrys1
s_lbzcrys1
spr_lcry
mt_lbzcrys2
s_lbzcrys2
spr_lcra
mt_vig1
s_vig1
spr_vig1
mt_vig2
s_vig2
spr_vig2
mt_vig3
s_vig3
spr_vig3
mt_vit1
s_vit1
spr_vit1
mt_vit2
s_vit2
spr_vit2
mt_vit3
s_vit3
spr_vit3
mt_svig
s_svig
spr_svig
mt_svit
s_svit
spr_svit
mt_bvin
s_bvin
spr_bvin
mt_bflo
s_bflo
spr_bflo
mt_sandbag
s_sandbag
spr_sndb

Thing MT_LBZCRYS1
#$Sprite LCRYA0
#$Name LBZ Crystal 1
MAPTHINGNUM = 3456
SPAWNSTATE = S_Lbzcrys1
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 10*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY

STATE S_LBZCRYS1
SPRITENAME = SPR_LCRY
SPRITEFRAME = A
DURATION = 1
NEXT = S_LBZCRYS1
ACTION None

Thing MT_LBZCRYS2
#$Sprite LCRAA0
#$Name LBZ Crystal 2
MAPTHINGNUM = 3457
SPAWNSTATE = S_Lbzcrys2
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 10*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY

STATE S_LBZCRYS2
SPRITENAME = SPR_LCRA
SPRITEFRAME = A
DURATION = 1
NEXT = S_LBZCRYS2
ACTION None

Thing MT_vig1
#$Sprite vig1A0
#$Name VVZ Green Vine 1
MAPTHINGNUM = 3678
SPAWNSTATE = S_vig1
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 10*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY

STATE S_vig1
SPRITENAME = SPR_vig1
SPRITEFRAME = A
DURATION = 1
NEXT = S_vig1
ACTION None

Thing MT_vig2
#$Sprite vig2A0
#$Name VVZ Green Vine 2
MAPTHINGNUM = 3679
SPAWNSTATE = S_vig2
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 20*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY

STATE S_vig2
SPRITENAME = SPR_vig2
SPRITEFRAME = A
DURATION = 1
NEXT = S_vig2
ACTION None

Thing MT_vig3
#$Sprite vig3A0
#$Name VVZ Green Vine 3
MAPTHINGNUM = 3680
SPAWNSTATE = S_vig3
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 10*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY

STATE S_vig3
SPRITENAME = SPR_vig3
SPRITEFRAME = A
DURATION = 1
NEXT = S_vig3
ACTION None

Thing MT_vit1
#$Sprite vit1A0
#$Name VVZ Teal Vine 1
MAPTHINGNUM = 3681
SPAWNSTATE = S_vit1
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 10*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY

STATE S_vit1
SPRITENAME = SPR_vit1
SPRITEFRAME = A
DURATION = 1
NEXT = S_vit1
ACTION None

Thing MT_vit2
#$Sprite vit2A0
#$Name VVZ Teal Vine 2
MAPTHINGNUM = 3682
SPAWNSTATE = S_vit2
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 20*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY

STATE S_vit2
SPRITENAME = SPR_vit2
SPRITEFRAME = A
DURATION = 1
NEXT = S_vit2
ACTION None

Thing MT_vit3
#$Sprite vit3A0
#$Name VVZ Teal Vine 3
MAPTHINGNUM = 3683
SPAWNSTATE = S_vit3
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 10*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY

STATE S_vit3
SPRITENAME = SPR_vit3
SPRITEFRAME = A
DURATION = 1
NEXT = S_vit3
ACTION None


Thing MT_SVIG
#$Sprite SVIGA1A5
#$Name VVZ Small Green Vine
MAPTHINGNUM = 3684
SPAWNSTATE = S_SVIG
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 20*FRACUNIT
HEIGHT = 34*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY

STATE S_SVIG
SPRITENAME = SPR_SVIG
SPRITEFRAME = A
DURATION = 1
NEXT = S_SVIG
ACTION None

Thing MT_SVIT
#$Sprite SVITA1A5
#$Name VVZ Small Teal Vine
MAPTHINGNUM = 3685
SPAWNSTATE = S_SVIT
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 24*FRACUNIT
HEIGHT = 50*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY

STATE S_SVIT
SPRITENAME = SPR_SVIT
SPRITEFRAME = A
DURATION = 1
NEXT = S_SVIT
ACTION None

Thing MT_BVIN
#$Sprite BVINA1A5
#$Name VVZ Big Vine
MAPTHINGNUM = 3686
SPAWNSTATE = S_BVIN
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 50*FRACUNIT
HEIGHT = 98*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY

STATE S_BVIN
SPRITENAME = SPR_BVIN
SPRITEFRAME = A
DURATION = 1
NEXT = S_BVIN
ACTION None

Thing MT_BFLO
#$Sprite BFLOA0
#$Name VVZ Blue Flower
MAPTHINGNUM = 3687
SPAWNSTATE = S_BFLO
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 20*FRACUNIT
HEIGHT = 31*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY|MF_NOGRAVITY

STATE S_BFLO
SPRITENAME = SPR_BFLO
SPRITEFRAME = A
DURATION = 1
NEXT = S_BFLO
ACTION None

Thing MT_SANDBAG
#$Sprite SNDBA0
#$Name Sandbag
MAPTHINGNUM = 3688
SPAWNSTATE = S_SANDBAG
RADIUS = 20*FRACUNIT
HEIGHT = 50*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY

STATE S_SANDBAG
SPRITENAME = SPR_SNDB
SPRITEFRAME = A
DURATION = -1
NEXT = S_SANDBAG
ACTION None