FREESLOT
MT_REDMUSHROOM
SPR_MSHR
S_REDMUSHROOM1
S_REDMUSHROOM2
S_REDMUSHROOM3
S_REDMUSHROOM4
S_REDMUSHROOM5
MT_ORANGEMUSHROOM
SPR_MSHO
S_ORANGEMUSHROOM1
S_ORANGEMUSHROOM2
S_ORANGEMUSHROOM3
S_ORANGEMUSHROOM4
S_ORANGEMUSHROOM5
MT_BLUEMUSHROOM
SPR_MSHB
S_BLUEMUSHROOM1
S_BLUEMUSHROOM2
S_BLUEMUSHROOM3
S_BLUEMUSHROOM4
S_BLUEMUSHROOM5
MT_MHZFWR
SPR_MHFR
S_MHZFWR1
S_MHZFWR2
S_MHZFWR3
S_MHZFWR4
S_MHZFWR5
MT_MHZFLR
SPR_MHFL
S_MHZFLR
MT_MHZLONGPOLE
SPR_MHLP
S_MHZLONGPOLE
MT_MHZSHORTPOLE
SPR_MHSP
S_MHZSHORTPOLE



OBJECT MT_REDMUSHROOM
#$Name "Red Mushroom"
#$Sprite MSHRA0
#$Category "Mushroom Hill"
MAPTHINGNUM = 3020
SPAWNSTATE = S_REDMUSHROOM1
SPAWNHEALTH = 1000
SEESTATE = S_REDMUSHROOM2
REACTIONTIME = 0
RAISESTATE = S_REDMUSHROOM2
PAINSOUND = sfx_s3k87
RADIUS = 20*FRACUNIT
HEIGHT = 90*FRACUNIT
DAMAGE = 0
MASS = 18*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING|MF_NOGRAVITY

State S_REDMUSHROOM1
SpriteName = MSHR
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_REDMUSHROOM2
SpriteName = MSHR
SpriteFrame = E
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_REDMUSHROOM3

State S_REDMUSHROOM3
SpriteName = MSHR
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_REDMUSHROOM4

State S_REDMUSHROOM4
SpriteName = MSHR
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_REDMUSHROOM5

State S_REDMUSHROOM5
SpriteName = MSHR
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_REDMUSHROOM1


OBJECT MT_ORANGEMUSHROOM
#$Name "Orange Mushroom"
#$Sprite MSHOA0
#$Category "Mushroom Hill"
MAPTHINGNUM = 3021
SPAWNSTATE = S_ORANGEMUSHROOM1
SPAWNHEALTH = 1000
SEESTATE = S_ORANGEMUSHROOM2
REACTIONTIME = 0
RAISESTATE = S_ORANGEMUSHROOM2
PAINSOUND = sfx_s3k87
RADIUS = 20*FRACUNIT
HEIGHT = 90*FRACUNIT
DAMAGE = 0
MASS = 13*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING|MF_NOGRAVITY

State S_ORANGEMUSHROOM1
SpriteName = MSHO
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_ORANGEMUSHROOM2
SpriteName = MSHO
SpriteFrame = E
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_ORANGEMUSHROOM3

State S_ORANGEMUSHROOM3
SpriteName = MSHO
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_ORANGEMUSHROOM4

State S_ORANGEMUSHROOM4
SpriteName = MSHO
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_ORANGEMUSHROOM5

State S_ORANGEMUSHROOM5
SpriteName = MSHO
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_ORANGEMUSHROOM1


OBJECT MT_BLUEMUSHROOM
#$Name "Blue Mushroom"
#$Sprite MSHBA0
#$Category "Mushroom Hill"
MAPTHINGNUM = 3022
SPAWNSTATE = S_BLUEMUSHROOM1
SPAWNHEALTH = 1000
SEESTATE = S_BLUEMUSHROOM2
REACTIONTIME = 0
RAISESTATE = S_BLUEMUSHROOM2
PAINSOUND = sfx_s3k87
RADIUS = 20*FRACUNIT
HEIGHT = 90*FRACUNIT
DAMAGE = 0
MASS = 7*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING|MF_NOGRAVITY

State S_BLUEMUSHROOM1
SpriteName = MSHB
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

State S_BLUEMUSHROOM2
SpriteName = MSHB
SpriteFrame = E
Duration = 4
Action = A_Pain
Var1 = 0
Var2 = 0
Next = S_BLUEMUSHROOM3

State S_BLUEMUSHROOM3
SpriteName = MSHB
SpriteFrame = D
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_BLUEMUSHROOM4

State S_BLUEMUSHROOM4
SpriteName = MSHB
SpriteFrame = C
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_BLUEMUSHROOM5

State S_BLUEMUSHROOM5
SpriteName = MSHB
SpriteFrame = B
Duration = 1
Action = None
Var1 = 0
Var2 = 0
Next = S_BLUEMUSHROOM1


OBJECT MT_MHZFWR
#$Name "Mushroom Tulip"
#$Sprite MHFRA0
#$Category "Mushroom Hill"
MAPTHINGNUM = 3023
SPAWNSTATE = S_MHZFWR1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_MHZFWR1
SpriteName = MHFR
SpriteFrame = A
Duration = 16
Action = None
Var1 = 0
Var2 = 0
Next = S_MHZFWR2

State S_MHZFWR2
SpriteName = MHFR
SpriteFrame = B
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_MHZFWR3

State S_MHZFWR3
SpriteName = MHFR
SpriteFrame = C
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_MHZFWR4

State S_MHZFWR4
SpriteName = MHFR
SpriteFrame = D
Duration = 8
Action = None
Var1 = 0
Var2 = 0
Next = S_MHZFWR5

State S_MHZFWR5
SpriteName = MHFR
SpriteFrame = E
Duration = 2
Action = None
Var1 = 0
Var2 = 0
Next = S_MHZFWR1


OBJECT MT_MHZFLR
#$Name "Mushroom Flower"
#$Sprite MHFLA0
#$Category "Mushroom Hill"
MAPTHINGNUM = 3024
SPAWNSTATE = S_MHZFLR
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_MHZFLR
SpriteName = MHFL
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL


OBJECT MT_MHZLONGPOLE
#$Name "Long Pole"
#$Sprite MHLPA0
#$Category "Mushroom Hill"
MAPTHINGNUM = 3025
SPAWNSTATE = S_MHZLONGPOLE
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 0
RAISESTATE = S_NULL
PAINSOUND = sfx_None
RADIUS = 18*FRACUNIT
HEIGHT = 100*FRACUNIT
DAMAGE = 0
FLAGS = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

State S_MHZLONGPOLE
SpriteName = MHLP
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_MHZSHORTPOLE
#$Name "Short Pole"
#$Sprite MHSPA0
#$Category "Mushroom Hill"
MAPTHINGNUM = 3026
SPAWNSTATE = S_MHZSHORTPOLE
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 0
RAISESTATE = S_NULL
PAINSOUND = sfx_None
RADIUS = 18*FRACUNIT
HEIGHT = 65*FRACUNIT
DAMAGE = 0
FLAGS = MF_SOLID|MF_NOGRAVITY|MF_SCENERY

State S_MHZSHORTPOLE
SpriteName = MHSP
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_NULL

