//General
freeslot(
"MT_TWDB",
"MT_TIDB",
"MT_TRDB1",
"MT_TRDB2",
"MT_TRDB3",
"MT_TRDB4",
"MT_TWBERRY",
"MT_TWLEAF",
"MT_TWLEAFB",
"MT_TWLEAFS",
"MT_TWLEAFD",
"MT_TWLEAFL",
"MT_TWLEAFW",
"MT_TWLEAFP",
"MT_TWLEAFR",
"MT_TBBERRY",
"MT_TPETALP",
"MT_TPETALY",
"MT_TPETALO",
"MT_TPETALR",
"MT_TPETALRR",
"MT_TPETALC",
"MT_TPETALB",
"MT_TPETALW",
"MT_TPETALPP",
"MT_CRYSTALCRUMBLE",
"MT_PMK1",
"MT_PMK2",
"MT_PMK3",
"MT_PMK4",
"MT_PPS1",
"MT_PPS2",
"MT_PPS3",
"MT_PPS4",
"MT_NBC1",
"MT_NBC2",
"MT_NBC3",
"MT_NBC4",
"MT_COMBOCRUMBLE",
"S_TAZW",
"S_TAZW2",
"S_TAZW3",
"S_TAZBITEG",
"S_TWBERRY",
"S_TWLEAF",
"S_TWLEAFB",
"S_TWLEAFS",
"S_TWLEAFD",
"S_TWLEAFL",
"S_TWLEAFW",
"S_TWLEAFP",
"S_TWLEAFR",
"S_TBBERRY",
"S_TPETALP",
"S_TPETALY",
"S_TPETALO",
"S_TPETALR",
"S_TPETALRR",
"S_TPETALC",
"S_TPETALB",
"S_TPETALW",
"S_TPETALPP",
"S_TWDB",
"S_TWDB2",
"S_TIDB",
"S_TRDB1",
"S_TRDB2",
"S_TRDB3",
"S_TRDB4",
"S_PMK1",
"S_PMK2",
"S_PMK3",
"S_PMK4",
"S_PPS1",
"S_PPS2",
"S_PPS3",
"S_PPS4",
"S_NBC1",
"S_NBC2",
"S_NBC3",
"S_NBC4",
"S_CRYSTALCRUMBLE",
"S_COMBOCRUMBLE",
"SPR_TWLF",
"SPR_TWLB",
"SPR_TWLS",
"SPR_TWLD",
"SPR_TWLL",
"SPR_TWLW",
"SPR_TWLP",
"SPR_TWLR",
"SPR_TPPP",
"SPR_TPTP",
"SPR_TPTY",
"SPR_TPTO",
"SPR_TPTR",
"SPR_TPRR",
"SPR_TPTC",
"SPR_TPTB",
"SPR_TPTW",
"SPR_TAZT",
"SPR_TWDB",
"SPR_PMKN",
"SPR_PPSH",
"SPR_NMBC",
"SPR_JPLT",
"SPR_BERY",
"SPR_TZWD"
)
mobjinfo[MT_GUMPOP] = {
	spawnstate = S_GUMPOP,
	spawnhealth = 1000,
	flags = MF_NOCLIP|MF_NOCLIPHEIGHT
}
states[S_GUMPOP] = {
	sprite = SPR_TGUM,
	frame = B,
	tics = 3,
	nextstate = S_NULL
}
mobjinfo[MT_TWDB] = {
	spawnstate = S_TWDB,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TIDB] = {
	spawnstate = S_TIDB,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TRDB1] = {
	spawnstate = S_TRDB1,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TRDB2] = {
	spawnstate = S_TRDB2,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TRDB3] = {
	spawnstate = S_TRDB3,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TRDB4] = {
	spawnstate = S_TRDB4,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TWBERRY] = {
	spawnstate = S_TWBERRY,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TWLEAF] = {
	spawnstate = S_TWLEAF,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TWLEAFB] = {
	spawnstate = S_TWLEAFB,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TWLEAFS] = {
	spawnstate = S_TWLEAFS,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TWLEAFD] = {
	spawnstate = S_TWLEAFD,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TWLEAFL] = {
	spawnstate = S_TWLEAFL,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TWLEAFW] = {
	spawnstate = S_TWLEAFW,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TWLEAFP] = {
	spawnstate = S_TWLEAFP,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TWLEAFR] = {
	spawnstate = S_TWLEAFR,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TBBERRY] = {
	spawnstate = S_TBBERRY,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TPETALP] = {
	spawnstate = S_TPETALP,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TPETALY] = {
	spawnstate = S_TPETALY,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TPETALO] = {
	spawnstate = S_TPETALO,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TPETALR] = {
	spawnstate = S_TPETALR,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TPETALRR] = {
	spawnstate = S_TPETALRR,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TPETALC] = {
	spawnstate = S_TPETALC,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TPETALB] = {
	spawnstate = S_TPETALB,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TPETALW] = {
	spawnstate = S_TPETALW,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TPETALPP] = {
	spawnstate = S_TPETALPP,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_PMK1] = {
	spawnstate = S_PMK1,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_PMK2] = {
	spawnstate = S_PMK2,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_PMK3] = {
	spawnstate = S_PMK3,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_PMK4] = {
	spawnstate = S_PMK4,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_PPS1] = {
	spawnstate = S_PPS1,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_PPS2] = {
	spawnstate = S_PPS2,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_PPS3] = {
	spawnstate = S_PPS3,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_PPS4] = {
	spawnstate = S_PPS4,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_NBC1] = {
	spawnstate = S_NBC1,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_NBC2] = {
	spawnstate = S_NBC2,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_NBC3] = {
	spawnstate = S_NBC3,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_NBC4] = {
	spawnstate = S_NBC4,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_CRYSTALCRUMBLE] = {
	spawnstate = S_CRYSTALCRUMBLE,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_COMBOCRUMBLE] = {
	spawnstate = S_COMBOCRUMBLE,
	spawnhealth = 1000,
	speed = 0,
	radius = 10*FRACUNIT,
	height = 10*FRACUNIT,
	mass = 0,
	damage = 1*TICRATE,
	flags = MF_NOGRAVITY
}
states[S_TWBERRY] = {
	sprite = SPR_BERY,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TWLEAF] = {
	sprite = SPR_TWLF,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TWLEAFB] = {
	sprite = SPR_TWLB,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TWLEAFS] = {
	sprite = SPR_TWLS,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TWLEAFD] = {
	sprite = SPR_TWLD,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TWLEAFL] = {
	sprite = SPR_TWLL,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TWLEAFW] = {
	sprite = SPR_TWLW,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TWLEAFP] = {
	sprite = SPR_TWLP,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TWLEAFR] = {
	sprite = SPR_TWLR,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TBBERRY] = {
	sprite = SPR_BERY,
	frame = FF_ANIMATE|FF_RANDOMANIM|I,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TPETALP] = {
	sprite = SPR_TPTP,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TPETALY] = {
	sprite = SPR_TPTY,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TPETALO] = {
	sprite = SPR_TPTO,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TPETALR] = {
	sprite = SPR_TPTR,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TPETALRR] = {
	sprite = SPR_TPRR,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TPETALC] = {
	sprite = SPR_TPTC,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TPETALB] = {
	sprite = SPR_TPTB,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TPETALW] = {
	sprite = SPR_TPTW,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TPETALPP] = {
	sprite = SPR_TPPP,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 7,
	var2 = 2,
	nextstate = S_NULL
}
states[S_TWDB] = {
	sprite = SPR_WDDB,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 3,
	nextstate = S_NULL
}
states[S_TWDB2] = {
	sprite = SPR_TWDB,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 3,
	nextstate = S_NULL
}
states[S_TIDB] = {
	sprite = SPR_ROII,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 3,
	nextstate = S_NULL
}
states[S_TRDB1] = {
	sprite = SPR_ROIA,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 3,
	nextstate = S_NULL
}
states[S_TRDB2] = {
	sprite = SPR_ROIG,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 3,
	nextstate = S_NULL
}
states[S_TRDB3] = {
	sprite = SPR_ROIJ,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 3,
	nextstate = S_NULL
}
states[S_TRDB4] = {
	sprite = SPR_ROIK,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 3,
	nextstate = S_NULL
}
states[S_PMK1] = {
	sprite = SPR_PMKN,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_PMK2] = {
	sprite = SPR_PMKN,
	frame = FF_ANIMATE|FF_RANDOMANIM|E,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_PMK3] = {
	sprite = SPR_PMKN,
	frame = FF_ANIMATE|FF_RANDOMANIM|I,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_PMK4] = {
	sprite = SPR_PMKN,
	frame = FF_ANIMATE|FF_RANDOMANIM|M,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_PPS1] = {
	sprite = SPR_PPSH,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_PPS2] = {
	sprite = SPR_PPSH,
	frame = FF_ANIMATE|FF_RANDOMANIM|E,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_PPS3] = {
	sprite = SPR_PPSH,
	frame = FF_ANIMATE|FF_RANDOMANIM|I,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_PPS4] = {
	sprite = SPR_PPSH,
	frame = FF_ANIMATE|FF_RANDOMANIM|M,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_NBC1] = {
	sprite = SPR_NMBC,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_NBC2] = {
	sprite = SPR_NMBC,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_NBC3] = {
	sprite = SPR_NMBC,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_NBC4] = {
	sprite = SPR_NMBC,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 90,
	var1 = 3,
	var2 = 2,
	nextstate = S_NULL
}
states[S_CRYSTALCRUMBLE] = {
	sprite = SPR_ROID,
	frame = FF_TRANS50|FF_ANIMATE|A,
	tics = 90,
	var1 = 7,
	var2 = 3,
	nextstate = S_NULL
}
states[S_COMBOCRUMBLE] = {
	sprite = SPR_NULL,
	frame = A,
	tics = 60,
	nextstate = S_NULL
}
states[S_TAZW] = {
	sprite = SPR_NULL,
	frame = A,
	tics = 1,
	nextstate = S_NULL
}
states[S_TAZW2] = {
	sprite = SPR_NULL,
	frame = A,
	tics = 1,
	nextstate = S_NULL
}
states[S_TAZW3] = {
	sprite = SPR_NULL,
	frame = A,
	tics = 1,
	nextstate = S_NULL
}

//Taz Mania
freeslot(
"MT_TMLEAF",
"MT_TMLEAFD",
"MT_TMQUIL",
"MT_TMHRT",
"S_TAZBITE",
"S_TAZBITEG",
"S_TMLEAF",
"S_TMLEAFD",
"S_TMQUIL",
"S_TMHRT",
"S_TMHRT2",
"SPR_TMLF",
"SPR_TMQL",
"SPR_TWAF",
"SPR_TWAT",
"SPR_THRT"
)
mobjinfo[MT_TMLEAF] = {
	spawnstate = S_TMLEAF,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TMLEAFD] = {
	spawnstate = S_TMLEAFD,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_SCENERY|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TMQUIL] = {
	spawnstate = S_TMQUIL,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_NOCLIP|MF_NOCLIPHEIGHT
}
mobjinfo[MT_TMHRT] = {
	spawnstate = S_TMHRT,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_NOGRAVITY|MF_NOCLIPHEIGHT
}
states[S_TMLEAF] = {
	sprite = SPR_TMLF,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 70,
	var1 = 3,
	var2 = 5,
	nextstate = S_NULL
}
states[S_TMLEAFD] = {
	sprite = SPR_TMLF,
	frame = FF_ANIMATE|FF_RANDOMANIM|E,
	tics = 70,
	var1 = 3,
	var2 = 5,
	nextstate = S_NULL
}
states[S_TMQUIL] = {
	sprite = SPR_TMQL,
	frame = FF_ANIMATE|FF_RANDOMANIM|A,
	tics = 70,
	var1 = 2,
	var2 = 5,
	nextstate = S_NULL
}
states[S_TMHRT] = {
	sprite = SPR_THRT,
	frame = A,
	tics = 60,
	nextstate = S_TMHRT2
}
states[S_TMHRT2] = {
	sprite = SPR_THRT,
	frame = B,
	tics = 4,
	nextstate = S_NULL
}

//Taz Wanted
freeslot(
"MT_BURPLOSION",
"S_BURPLOSION",
"S_TAZPOSTOVERLAY"
)
mobjinfo[MT_BURPLOSION] = {
	spawnstate = S_BURPLOSION,
	spawnhealth = 1000,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	flags = MF_NOGRAVITY
}
states[S_BURPLOSION] = {
	sprite = SPR_NULL,
	frame = A,
	tics = 300,
	nextstate = S_NULL
}

states[S_TAZPOSTOVERLAY] = {
	sprite = SPR_NULL,
	frame = A,
	tics = -1,
	nextstate = S_TAZPOSTOVERLAY
}