FREESLOT
MT_GHZFW1
SPR_GHFA
S_GHZFW1
MT_GHZFW2
SPR_GHFB
S_GHZFW2
MT_HTZTREE
SPR_HTZ1
S_HTZTREE
MT_HTZBUSH
SPR_HTBS
S_HTZBUSH
MT_IIZTREE
SPR_IZTE
S_IIZTREE
MT_IIZBUSH
SPR_IZBH
S_IIZBUSH
MT_IIZPLNT
SPR_IZPT
S_IIZPLNT


State S_GHZFW1
SpriteName = GHFA
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_GHZFW1
#$Name Green Hill Sunflower
#$Sprite GHFA
MAPTHINGNUM = 568
SPAWNSTATE = S_GHZFW1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_GHZFW2
SpriteName = GHFB
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_GHZFW2
#$Name Green Hill Flower
#$Sprite GHFB
MAPTHINGNUM = 569
SPAWNSTATE = S_GHZFW2
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_HTZTREE
SpriteName = HTZ1
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_HTZTREE
#$Name Hill Top Tree
#$Sprite HTZ1
MAPTHINGNUM = 564
SPAWNSTATE = S_HTZTREE
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 15*FRACUNIT
HEIGHT = 200*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_HTZBUSH
SpriteName = HTBS
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_HTZBUSH
#$Name Hill Top Bush
#$Sprite HTBS
MAPTHINGNUM = 565
SPAWNSTATE = S_HTZBUSH
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_IIZTREE
SpriteName = IZTE
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_IIZTREE
#$Name Isolated Island Tree
#$Sprite IZTE
MAPTHINGNUM = 943
SPAWNSTATE = S_IIZTREE
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 12*FRACUNIT
HEIGHT = 200*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY


State S_IIZBUSH
SpriteName = IZBH
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_IIZBUSH
#$Name Isolated Island Bush
#$Sprite IZBH
MAPTHINGNUM = 944
SPAWNSTATE = S_IIZBUSH
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_IIZPLNT
SpriteName = IZPT
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_IIZPLNT
#$Name Isolated Island Plant
#$Sprite IZPT
MAPTHINGNUM = 945
SPAWNSTATE = S_IIZPLNT
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 16*FRACUNIT
HEIGHT = 40*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY