Freeslot
MT_DEAD_TREE
S_TRE2_O
SPR_TRE2
MT_CVT1
MT_CVT2
S_CVT1
S_CVT2
SPR_CVT1
SPR_CVT2
MT_CHRISTMAS_TREE
S_CTRE_O
SPR_CTRE
MT_VIRTUALFLOWER
MT_VIRTUALTREE
S_VIRTUALFLOWER
S_VIRTUALTREE
SPR_VVZF
SPR_VVZT
MT_EVIL
S_EVIL
SPR_EVIL
MT_CURSE
S_CURSE
SPR_CRSE
MT_ITAR
S_ITAR
SPR_ITAR
MT_FAKEEMERALD1
S_FAKE1
SPR_FAK1
MT_FAKEEMERALD2
S_FAKE2
SPR_FAK2
MT_FAKEEMERALD3
S_FAKE3
SPR_FAK3
MT_FAKEEMERALD4
S_FAKE4
SPR_FAK4
MT_FAKEEMERALD5
S_FAKE5
SPR_FAK5
MT_FAKEEMERALD6
S_FAKE6
SPR_FAK6
MT_FAKEEMERALD7
S_FAKE7
SPR_FAK7
MT_FAKERUBY
S_PRUB
SPR_PRUB
MT_PINK_TREE
S_PTRE_O
SPR_PTRE
MT_LSAFLOOF
S_LSAF
SPR_LSAF
MT_SECRET_TREE
S_SETR_O
SPR_SETR

Thing MT_DEAD_TREE
#$Name Dead Tree
#$Sprite TRE2A0
MAPTHINGNUM = 1824
SPAWNSTATE = S_TRE2_O
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_TRE2_O
SPRITENAME = SPR_TRE2
SPRITEFRAME = A
DURATION = -1
NEXT = S_TRE2_O
ACTION None

OBJECT MT_CVT1
#$Category Cosmic Valley
#$Name Cosmic Valley Tree (Small)
#$Sprite CVT1A0
MAPTHINGNUM = 1343
SPAWNSTATE = S_CVT1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

FRAME S_CVT1
SPRITENAME = SPR_CVT1
SPRITEFRAME = A
ACTION None

OBJECT MT_CVT2
#$Category Cosmic Valley
#$Name Cosmic Valley Tree (Mid)
#$Sprite CVT1B0
MAPTHINGNUM = 1344
SPAWNSTATE = S_CVT2
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOCLIP|MF_SCENERY

FRAME S_CVT2
SPRITENAME = SPR_CVT1
SPRITEFRAME = B
ACTION None

Thing MT_CHRISTMAS_TREE
#$Name Christmas Tree
#$Sprite CTREA0
MAPTHINGNUM = 1625
SPAWNSTATE = S_CTRE_O
SPAWNHEALTH = 1000
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_CTRE_O
SPRITENAME = SPR_CTRE
SPRITEFRAME = A
DURATION = -1
NEXT = S_CTRE_O
ACTION None

OBJECT MT_VIRTUALFLOWER
#$Name Virtual Flower
#$Category Void Vortex
#$Sprite VVZFA0
MAPTHINGNUM = 2820
SPAWNSTATE = S_VIRTUALFLOWER
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 16
HEIGHT = 96
MASS = 100
FLAGS = MF_SCENERY

FRAME S_VIRTUALFLOWER
SPRITENAME = SPR_VVZF
DURATION = -1
ACTION None

OBJECT MT_VIRTUALTREE
#$Name Virtual Tree
#$Category Void Vortex
#$Sprite VVZTA0
MAPTHINGNUM = 2821
SPAWNSTATE = S_VIRTUALTREE
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 20
HEIGHT = 200
MASS = 100
FLAGS = MF_SCENERY

FRAME S_VIRTUALTREE
SPRITENAME = SPR_VVZT
SPRITEFRAME = A
DURATION = -1
ACTION None

FRAME S_EVIL
SpriteName = SPR_EVIL
SpriteFrame = A
DURATION = -1
NEXT = S_EVIL
Action = None

Object MT_EVIL
#$Name The Evil One
#$Sprite EVILA1
MAPTHINGNUM = 3251
SPAWNSTATE = S_EVIL
SPAWNHEALTH = -1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 0
ATTACKSOUND = sfx_thok
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 1000
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SOLID

FRAME S_CURSE
SpriteName = SPR_CRSE
SpriteFrame = A
DURATION = -1
NEXT = S_CURSE
Action = None

Object MT_CURSE
#$Name The Cursed One
#$Sprite CRSEA1
MAPTHINGNUM = 3262
SPAWNSTATE = S_CURSE
SPAWNHEALTH = -1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 0
ATTACKSOUND = sfx_thok
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 1000
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SOLID

FRAME S_ITAR
SpriteName = SPR_ITAR
SpriteFrame = A
DURATION = -1
NEXT = S_ITAR
Action = None

Object MT_ITAR
#$Name IT Appears
#$Sprite ITARA1
MAPTHINGNUM = 3263
SPAWNSTATE = S_ITAR
SPAWNHEALTH = -1
SEESTATE = S_NULL
SEESOUND = sfx_None
REACTIONTIME = 0
ATTACKSOUND = sfx_thok
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 0
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 1000
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
Flags = MF_SOLID

Thing MT_FAKEEMERALD1
MAPTHINGNUM = 3252
SPAWNSTATE = S_FAKE1
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_FAKE1
SpriteName = SPR_FAK1
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE1
ACTION None

Thing MT_FAKEEMERALD2
MAPTHINGNUM = 3253
SPAWNSTATE = S_FAKE2
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_FAKE2
SpriteName = SPR_FAK2
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE2
ACTION None

Thing MT_FAKEEMERALD3
MAPTHINGNUM = 3254
SPAWNSTATE = S_FAKE3
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_FAKE3
SpriteName = SPR_FAK3
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE3
ACTION None

Thing MT_FAKEEMERALD4
MAPTHINGNUM = 3255
SPAWNSTATE = S_FAKE4
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_FAKE4
SpriteName = SPR_FAK4
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE4
ACTION None

Thing MT_FAKEEMERALD5
MAPTHINGNUM = 3256
SPAWNSTATE = S_FAKE5
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_FAKE5
SpriteName = SPR_FAK5
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE5
ACTION None

Thing MT_FAKEEMERALD6
MAPTHINGNUM = 3257
SPAWNSTATE = S_FAKE6
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_FAKE6
SpriteName = SPR_FAK6
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE6
ACTION None

Thing MT_FAKEEMERALD7
MAPTHINGNUM = 3258
SPAWNSTATE = S_FAKE7
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_FAKE7
SpriteName = SPR_FAK7
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE7
ACTION None

Thing MT_FAKERUBY
MAPTHINGNUM = 3259
SPAWNSTATE = S_PRUB
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_PRUB
SpriteName = SPR_PRUB
SpriteFrame = A
DURATION = -1
NEXT = S_PRUB
ACTION None

Thing MT_PINK_TREE
#$Name Pink Bush Tree
#$Sprite PTREA0
MAPTHINGNUM = 3260
SPAWNSTATE = S_PTRE_O
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_PTRE_O
SPRITENAME = SPR_PTRE
SPRITEFRAME = A
DURATION = -1
NEXT = S_PTRE_O
ACTION None

Thing MT_LSAFLOOF
#$Name LSA Floof
#$Sprite LSAFA0
MAPTHINGNUM = 3261
SPAWNSTATE = S_LSAF
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 50*FRACUNIT
HEIGHT = 80*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_LSAF
SpriteName = SPR_LSAF
SpriteFrame = A
DURATION = -1
NEXT = S_LSAF
ACTION None

Thing MT_SECRET_TREE
#$Name Secret Tree
#$Sprite SETRA0
MAPTHINGNUM = 3264
SPAWNSTATE = S_SETR_O
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_SETR_O
SPRITENAME = SPR_SETR
SPRITEFRAME = A
DURATION = -1
NEXT = S_SETR_O
ACTION None