##################################
# Scenery Objects - Autumn Alley #
##################################

FREESLOT
MT_AUTUMNBSH
MT_AUTUMNBS2
MT_AUTUMNBS3
MT_AUTUMNSUN
MT_AUTUMNFLW
S_AUTUBUSH
S_AUTUBUS2
S_AUTUBUS3
S_AUTUSUNF
S_AUTUFLWA
S_AUTUFLWB
S_AUTUFLWC
S_AUTUFLWD
S_AUTUFLWE
S_AUTUFLWF
S_AUTUFLWG
S_AUTUFLWH
SPR_AUTU
SPR_AUT2
SPR_AUT3
SPR_AUT4
SPR_AUT5

Object MT_AUTUMNBSH
#$Name Autumn Alley Berry Bush
#$Sprite AUTUA0
#$Category Autumn Alley
MapThingNum = 20000
SpawnState = S_AUTUBUSH
DeathState = S_NULL
Height = 32*FRACUNIT
Radius = 16*FRACUNIT
Flags = MF_NOTHINK|MF_NOBLOCKMAP|MF_SCENERY

State S_AUTUBUSH
SpriteName = SPR_AUTU
SpriteFrame = A
Duration = 0

Object MT_AUTUMNBS2
#$Name Autumn Alley Bush
#$Sprite AUT2A0
#$Category Autumn Alley
MapThingNum = 20001
SpawnState = S_AUTUBUS2
DeathState = S_NULL
Height = 32*FRACUNIT
Radius = 16*FRACUNIT
Flags = MF_NOTHINK|MF_NOBLOCKMAP|MF_SCENERY

State S_AUTUBUS2
SpriteName = SPR_AUT2
SpriteFrame = A
Duration = 0

Object MT_AUTUMNBS3
#$Name Autumn Alley Blueberry Bush
#$Sprite AUT3A0
#$Category Autumn Alley
MapThingNum = 20002
SpawnState = S_AUTUBUS3
DeathState = S_NULL
Height = 32*FRACUNIT
Radius = 16*FRACUNIT
Flags = MF_NOTHINK|MF_NOBLOCKMAP|MF_SCENERY

State S_AUTUBUS3
SpriteName = SPR_AUT3
SpriteFrame = A
Duration = 0

Object MT_AUTUMNSUN
#$Name Autumn Alley Sunflower
#$Sprite AUT4A0
#$Category Autumn Alley
MapThingNum = 20003
SpawnState = S_AUTUSUNF
DeathState = S_NULL
Height = 96*FRACUNIT
Radius = 16*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_SCENERY

State S_AUTUSUNF
SpriteName = SPR_AUT4
SpriteFrame = A
Duration = 0

Object MT_AUTUMNFLW
#$Name Autumn Alley Orange Flower
#$Sprite AUT450
#$Category Autumn Alley
MapThingNum = 20004
SpawnState = S_AUTUFLWA
DeathState = S_NULL
Height = 96*FRACUNIT
Radius = 16*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_SCENERY

State S_AUTUFLWA
SpriteName = SPR_AUT5
SpriteFrame = A
Duration = 1
Action None
Next = S_AUTUFLWB

State S_AUTUFLWB
SpriteName = SPR_AUT5
SpriteFrame = B
Duration = 1
Action None
Next = S_AUTUFLWC

State S_AUTUFLWC
SpriteName = SPR_AUT5
SpriteFrame = C
Duration = 1
Action None
Next = S_AUTUFLWD

State S_AUTUFLWD
SpriteName = SPR_AUT5
SpriteFrame = D
Duration = 1
Action None
Next = S_AUTUFLWE

State S_AUTUFLWE
SpriteName = SPR_AUT5
SpriteFrame = E
Duration = 1
Action None
Next = S_AUTUFLWF

State S_AUTUFLWF
SpriteName = SPR_AUT5
SpriteFrame = F
Duration = 1
Action None
Next = S_AUTUFLWG

State S_AUTUFLWG
SpriteName = SPR_AUT5
SpriteFrame = G
Duration = 1
Action None
Next = S_AUTUFLWH

State S_AUTUFLWH
SpriteName = SPR_AUT5
SpriteFrame = H
Duration = 1
Action None
Next = S_AUTUFLWA
