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_CTREE_O
SPR_CTREE
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_FAKE1
S_FAKE1
SPR_FAK1
MT_FAKE2
S_FAKE2
SPR_FAK2
MT_FAKE3
S_FAKE3
SPR_FAK3
MT_FAKE4
S_FAKE4
SPR_FAK4
MT_FAKE5
S_FAKE5
SPR_FAK5
MT_FAKE6
S_FAKE6
SPR_FAK6
MT_FAKE7
S_FAKE7
SPR_FAK7
MT_PRUB
S_PRUB
SPR_PRUB
MT_LSAF
S_LSAF
SPR_LSAF

Thing MT_DEAD_TREE
#$Name Dead Tree
#$Sprite TRE2A0
MAPTHINGNUM = 1824
SPAWNSTATE = S_TRE2_O
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 31*FRACUNIT
HEIGHT = 124*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_CTREE_O
SPAWNHEALTH = 1000
RADIUS = 0*FRACUNIT
HEIGHT = 0*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

FRAME S_CTREE_O
SPRITENAME = SPR_CTREE
SPRITEFRAME = A
DURATION = -1
NEXT = S_CTREE_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

Thing MT_FAKE1
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_FAK1A0
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE1
Action = None

Thing MT_FAKE2
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_FAK2A0
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE2
Action = None

Thing MT_FAKE3
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_FAK3A0
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE3
Action = None

Thing MT_FAKE4
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_FAK4A0
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE4
Action = None

Thing MT_FAKE5
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_FAK5A0
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE5
Action = None

Thing MT_FAKE6
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_FAK6A0
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE6
Action = None

Thing MT_FAKE7
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_FAK7A0
SpriteFrame = A
DURATION = -1
NEXT = S_FAKE7
Action = None

Thing MT_PRUB
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_PRUBA0
SpriteFrame = A
DURATION = -1
NEXT = S_PRUB
Action = None

Thing MT_LSAF
MAPTHINGNUM = 3261
#$Name LSA Floof
#$Sprite LSAFA0
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_LSAFA0
SpriteFrame = A
DURATION = -1
NEXT = S_LSAF
Action = None