FREESLOT
MT_LAFLOWER
S_FLOWIDLE1
S_FLOWIDLE2
S_FLOWIDLE3
S_FLOWIDLE4
S_FLOWIDLE5
S_FLOWIDLE6
S_FLOWIDLE7
S_FLOWIDLE8
S_FLOWIDLE9
S_FLOWIDLE10
S_FLOWIDLE11
S_FLOWIDLE12
S_FLOWIDLE13
S_FLOWIDLE14
S_FLOWIDLE15
S_FLOWIDLE16
SPR_FLOW
MT_LAHELL
S_HELLIDLE1
S_HELLIDLE2
S_HELLIDLE3
S_HELLIDLE4
S_HELLIDLE5
S_HELLIDLE6
S_HELLIDLE7
S_HELLIDLE8
S_HELLIDLE9
S_HELLIDLE10
SPR_HELL
MT_LAAFMH
S_AFMHIDLE1
S_AFMHIDLE2
S_AFMHIDLE3
S_AFMHIDLE4
S_AFMHIDLE5
S_AFMHIDLE6
S_AFMHIDLE7
S_AFMHIDLE8
SPR_AFMH
MT_LALACA
S_LACAIDLE1
S_LACAIDLE2
S_LACAIDLE3
S_LACAIDLE4
SPR_LACA
MT_LABY
S_LABYIDLE1
S_LABYIDLE2
SPR_LABY
MT_LAPH
S_LAPHIDLE1
SPR_LAPH
MT_LAA2
S_LAA2IDLE1
S_LAA2MOVE1
S_LAA2MOVE2
SPR_LAA2
MT_LASONICFAN
S_LASNIDLE1
S_LASNIDLE2
S_LASNIDLE3
S_LASNIDLE4
SPR_LASN
MT_LASWIFT
S_LASWIFT
SPR_LASW
MT_CLAIR
S_CLAIR1
S_CLAIR2
S_CLAIR3
S_CLAIR4
SPR_CLIR
MT_THESNOWCUTSCENE
S_SWCUT0
S_SWCUT1
S_SWCUT2
S_SWCUT3
S_SWCUT4
S_SWCUT5
S_SWCUT6
S_SWCUT7
S_SWCUT8
S_SWCUT9
S_SWCUT10
S_SWCUT11
S_SWCUT12
S_SWCUT13
S_SWIDLE
SPR_TSW1
SPR_TSW2
SPR_TSW3
SPR_TSW4
SPR_TSW5
sfx_TOMS

#La-Flower
Object MT_LAFLOWER
#$Name "La-Flower"
#$Sprite FLOWA0
#$Category La-Flowers
MapThingNum = 3558
SpawnState = S_FLOWIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 400*FRACUNIT
Radius = 100*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_FLOWIDLE1
SpriteName = SPR_FLOW
SpriteFrame = A
Duration = 4
Next = S_FLOWIDLE2
Var1 = 0
Var2 = 0

State S_FLOWIDLE2
SpriteName = SPR_FLOW
SpriteFrame = B
Duration = 4
Next = S_FLOWIDLE3
Var1 = 0
Var2 = 0

State S_FLOWIDLE3
SpriteName = SPR_FLOW
SpriteFrame = C
Duration = 4
Next = S_FLOWIDLE4
Var1 = 0
Var2 = 0

State S_FLOWIDLE4
SpriteName = SPR_FLOW
SpriteFrame = D
Duration = 4
Next = S_FLOWIDLE5
Var1 = 0
Var2 = 0

State S_FLOWIDLE5
SpriteName = SPR_FLOW
SpriteFrame = E
Duration = 4
Next = S_FLOWIDLE6
Var1 = 0
Var2 = 0

State S_FLOWIDLE6
SpriteName = SPR_FLOW
SpriteFrame = F
Duration = 4
Next = S_FLOWIDLE7
Var1 = 0
Var2 = 0

State S_FLOWIDLE7
SpriteName = SPR_FLOW
SpriteFrame = G
Duration = 4
Next = S_FLOWIDLE8
Var1 = 0
Var2 = 0

State S_FLOWIDLE8
SpriteName = SPR_FLOW
SpriteFrame = H
Duration = 4
Next = S_FLOWIDLE9
Var1 = 0
Var2 = 0

State S_FLOWIDLE9
SpriteName = SPR_FLOW
SpriteFrame = I
Duration = 4
Next = S_FLOWIDLE10
Var1 = 0
Var2 = 0

State S_FLOWIDLE10
SpriteName = SPR_FLOW
SpriteFrame = J
Duration = 4
Next = S_FLOWIDLE11
Var1 = 0
Var2 = 0

State S_FLOWIDLE11
SpriteName = SPR_FLOW
SpriteFrame = K
Duration = 4
Next = S_FLOWIDLE12
Var1 = 0
Var2 = 0

State S_FLOWIDLE12
SpriteName = SPR_FLOW
SpriteFrame = L
Duration = 4
Next = S_FLOWIDLE13
Var1 = 0
Var2 = 0

State S_FLOWIDLE13
SpriteName = SPR_FLOW
SpriteFrame = M
Duration = 4
Next = S_FLOWIDLE14
Var1 = 0
Var2 = 0

State S_FLOWIDLE14
SpriteName = SPR_FLOW
SpriteFrame = N
Duration = 4
Next = S_FLOWIDLE15
Var1 = 0
Var2 = 0

State S_FLOWIDLE15
SpriteName = SPR_FLOW
SpriteFrame = O
Duration = 4
Next = S_FLOWIDLE16
Var1 = 0
Var2 = 0

State S_FLOWIDLE16
SpriteName = SPR_FLOW
SpriteFrame = H
Duration = 4
Next = S_FLOWIDLE1
Var1 = 0
Var2 = 0

#La-Hell
Object MT_LAHELL
#$Name "La-Hell"
#$Sprite HELLA1
#$Category La-Flowers
MapThingNum = 3559
SpawnState = S_HELLIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 400*FRACUNIT
Radius = 100*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_HELLIDLE1
SpriteName = SPR_HELL
SpriteFrame = A
Duration = 4
Next = S_HELLIDLE2
Var1 = 0
Var2 = 0

State S_HELLIDLE2
SpriteName = SPR_HELL
SpriteFrame = B
Duration = 4
Next = S_HELLIDLE3
Var1 = 0
Var2 = 0

State S_HELLIDLE3
SpriteName = SPR_HELL
SpriteFrame = C
Duration = 4
Next = S_HELLIDLE4
Var1 = 0
Var2 = 0

State S_HELLIDLE4
SpriteName = SPR_HELL
SpriteFrame = D
Duration = 4
Next = S_HELLIDLE5
Var1 = 0
Var2 = 0

State S_HELLIDLE5
SpriteName = SPR_HELL
SpriteFrame = E
Duration = 4
Next = S_HELLIDLE6
Var1 = 0
Var2 = 0

State S_HELLIDLE6
SpriteName = SPR_HELL
SpriteFrame = F
Duration = 4
Next = S_HELLIDLE7
Var1 = 0
Var2 = 0

State S_HELLIDLE7
SpriteName = SPR_HELL
SpriteFrame = G
Duration = 4
Next = S_HELLIDLE8
Var1 = 0
Var2 = 0

State S_HELLIDLE8
SpriteName = SPR_HELL
SpriteFrame = H
Duration = 4
Next = S_HELLIDLE9
Var1 = 0
Var2 = 0

State S_HELLIDLE9
SpriteName = SPR_HELL
SpriteFrame = I
Duration = 4
Next = S_HELLIDLE10
Var1 = 0
Var2 = 0

State S_HELLIDLE10
SpriteName = SPR_HELL
SpriteFrame = J
Duration = 4
Next = S_HELLIDLE1
Var1 = 0
Var2 = 0

#La-AfterMath
Object MT_LAAFMH
#$Name "La-AfterMath"
#$Sprite AFMHA1
#$Category La-Flowers
MapThingNum = 3560
SpawnState = S_AFMHIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 200*FRACUNIT
Radius = 100*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_AFMHIDLE1
SpriteName = SPR_AFMH
SpriteFrame = A
Duration = 4
Next = S_AFMHIDLE2
Var1 = 0
Var2 = 0

State S_AFMHIDLE2
SpriteName = SPR_AFMH
SpriteFrame = B
Duration = 4
Next = S_AFMHIDLE3
Var1 = 0
Var2 = 0

State S_AFMHIDLE3
SpriteName = SPR_AFMH
SpriteFrame = C
Duration = 4
Next = S_AFMHIDLE4
Var1 = 0
Var2 = 0

State S_AFMHIDLE4
SpriteName = SPR_AFMH
SpriteFrame = D
Duration = 4
Next = S_AFMHIDLE5
Var1 = 0
Var2 = 0

State S_AFMHIDLE5
SpriteName = SPR_AFMH
SpriteFrame = E
Duration = 4
Next = S_AFMHIDLE6
Var1 = 0
Var2 = 0

State S_AFMHIDLE6
SpriteName = SPR_AFMH
SpriteFrame = F
Duration = 4
Next = S_AFMHIDLE7
Var1 = 0
Var2 = 0

State S_AFMHIDLE7
SpriteName = SPR_AFMH
SpriteFrame = G
Duration = 4
Next = S_AFMHIDLE8
Var1 = 0
Var2 = 0

State S_AFMHIDLE8
SpriteName = SPR_AFMH
SpriteFrame = H
Duration = 4
Next = S_AFMHIDLE1
Var1 = 0
Var2 = 0

#La-Cactus
Object MT_LALACA
#$Name "La-Cactus"
#$Sprite LACAA1
#$Category La-Flowers
MapThingNum = 3561
SpawnState = S_LACAIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 400*FRACUNIT
Radius = 100*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_LACAIDLE1
SpriteName = SPR_LACA
SpriteFrame = A
Duration = 20
Next = S_LACAIDLE2
Var1 = 0
Var2 = 0

State S_LACAIDLE2
SpriteName = SPR_LACA
SpriteFrame = B
Duration = 4
Next = S_LACAIDLE3
Var1 = 0
Var2 = 0

State S_LACAIDLE3
SpriteName = SPR_LACA
SpriteFrame = C
Duration = 20
Next = S_LACAIDLE4
Var1 = 0
Var2 = 0

State S_LACAIDLE4
SpriteName = SPR_LACA
SpriteFrame = D
Duration = 4
Next = S_LACAIDLE1
Var1 = 0
Var2 = 0

#La-Barry
Object MT_LABY
#$Name "La-Barry"
#$Sprite LABYA0
#$Category La-Flowers
MapThingNum = 3572
SpawnState = S_LABYIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 100*FRACUNIT
Radius = 50*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_LABYIDLE1
SpriteName = SPR_LABY
SpriteFrame = A
Duration = 2
Next = S_LABYIDLE2
Var1 = 0
Var2 = 0

State S_LABYIDLE2
SpriteName = SPR_LABY
SpriteFrame = B
Duration = 2
Next = S_LABYIDLE1
Var1 = 0
Var2 = 0

#La-Plush
Object MT_LAPH
#$Name "La-Plush"
#$Sprite LAPHA1
#$Category La-Flowers
MapThingNum = 3573
SpawnState = S_LAPHIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 34*FRACUNIT
Radius = 24*FRACUNIT
Mass = 100
Flags = MF_SOLID|MF_PUSHABLE|MF_SLIDEME

State S_LAPHIDLE1
SpriteName = SPR_LAPH
SpriteFrame = A
Duration = -1
Next = S_LAPHIDLE1
Var1 = 0
Var2 = 0

#La-Act2
Object MT_LAA2
#$Name "La-Act2"
#$Sprite LAA2A0
#$Category La-Flowers
MapThingNum = 3574
SpawnState = S_LAA2IDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 400*FRACUNIT
Radius = 100*FRACUNIT
Mass = 100
Flags = MF_SLIDEME

State S_LAA2IDLE1
SpriteName = SPR_LAA2
SpriteFrame = A
Duration = 1
Next = S_LAA2MOVE1
Var1 = 0
Var2 = 0

State S_LAA2MOVE1
SpriteName = SPR_LAA2
SpriteFrame = A
Duration = 4
Action = A_BunnyHop
Next = S_LAA2MOVE2
Var1 = 4
Var2 = 15

State S_LAA2MOVE2
SpriteName = SPR_LAA2
SpriteFrame = B
Duration = 4
Action = A_ChangeAngleRelative
Next = S_LAA2MOVE1
Var1 = 45
Var2 = -45

#La-Ice
Object MT_CANNONBALLDECOR
ActiveSound = DSSTATU2
Height = 176*FRACUNIT
Radius = 88*FRACUNIT

#La-
Object MT_LASONICFAN
#$Name "La-Flower Sonic Fan"
#$Sprite LASNA0
#$Category La-Flowers
MapThingNum = 5006
SpawnState = S_LASNIDLE1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 400*FRACUNIT
Radius = 100*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_LASNIDLE1
SpriteName = SPR_LASN
SpriteFrame = A
Duration = 2
Next = S_LASNIDLE2
Var1 = 0
Var2 = 0

State S_LASNIDLE2
SpriteName = SPR_LASN
SpriteFrame = B
Duration = 2
Next = S_LASNIDLE3
Var1 = 0
Var2 = 0

State S_LASNIDLE3
SpriteName = SPR_LASN
SpriteFrame = C
Duration = 2
Next = S_LASNIDLE4
Var1 = 0
Var2 = 0

State S_LASNIDLE4
SpriteName = SPR_LASN
SpriteFrame = D
Duration = 2
Next = S_LASNIDLE1
Var1 = 0
Var2 = 0

Object MT_LASWIFT
#$Name "Swift La-Flower cosplay"
#$Sprite LASWA0
#$Category La-Flowers
MapThingNum = 5010
SpawnState = S_LASWIFT
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 400*FRACUNIT
Radius = 100*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_LASWIFT
SpriteName = SPR_LASW
SpriteFrame = A
Duration = -1
Next = S_LASWIFT
Var1 = 0
Var2 = 0





Object MT_CLAIR
#$Name "Clair"
#$Sprite CLIRA0
#$Category La-Flowers
MapThingNum = 5012
SpawnState = S_CLAIR1
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 400*FRACUNIT
Radius = 100*FRACUNIT
Mass = 100
Flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

State S_CLAIR1
SpriteName = SPR_CLIR
SpriteFrame = A
Duration = 60
Next = S_CLAIR2
Var1 = 0
Var2 = 0

State S_CLAIR2
SpriteName = SPR_CLIR
SpriteFrame = B
Duration = 4
Next = S_CLAIR3
Var1 = 0
Var2 = 0

State S_CLAIR3
SpriteName = SPR_CLIR
SpriteFrame = A
Duration = 4
Next = S_CLAIR4
Var1 = 0
Var2 = 0

State S_CLAIR4
SpriteName = SPR_CLIR
SpriteFrame = B
Duration = 4
Next = S_CLAIR1
Var1 = 0
Var2 = 0





Object MT_THESNOWCUTSCENE
#$Name "The-Snow Cutscene"
#$Sprite TSW1L0
#$Category La-Flowers
MapThingNum = 5015
SpawnState = S_SWIDLE
SpawnHealth = 1000
DeathState = S_NULL
XDeathState = S_NULL
ReactionTime = 8
PainChance = 0
Speed = 0
Height = 400*FRACUNIT
Radius = 100*FRACUNIT
Mass = 100
Flags = MF_SCENERY

State S_SWCUT0
SpriteName = SPR_TSW1
SpriteFrame = A
Duration = 1
Action = A_PlaySound
Next = S_SWCUT1
Var1 = sfx_FIRE
Var2 = 0

State S_SWCUT1
SpriteName = SPR_TSW1
SpriteFrame = FF_ANIMATE|A
Duration = 30
Next = S_SWCUT2
Var1 = 20
Var2 = 3

State S_SWCUT2
SpriteName = SPR_TSW1
SpriteFrame = L
Duration = 20
Next = S_SWCUT3
Var1 = 0
Var2 = 0

State S_SWCUT3
SpriteName = SPR_TSW2
SpriteFrame = FF_ANIMATE|A
Duration = 10
Next = S_SWCUT4
Var1 = 3
Var2 = 3

State S_SWCUT4
SpriteName = SPR_TSW2
SpriteFrame = D
Duration = 20
Next = S_SWCUT5
Var1 = 0
Var2 = 0

State S_SWCUT5
SpriteName = SPR_TSW3
SpriteFrame = A
Duration = 7
Next = S_SWCUT6
Action = A_PlaySound
Var1 = sfx_S3K6B
Var2 = 0

State S_SWCUT6
SpriteName = SPR_TSW3
SpriteFrame = B
Duration = 7
Next = S_SWCUT7
Action = A_PlaySound
Var1 = sfx_S3K6B
Var2 = 0

State S_SWCUT7
SpriteName = SPR_TSW3
SpriteFrame = A
Duration = 7
Next = S_SWCUT8
Action = A_PlaySound
Var1 = sfx_S3K6B
Var2 = 0

State S_SWCUT8
SpriteName = SPR_TSW3
SpriteFrame = B
Duration = 20
Next = S_SWCUT9
Action = A_PlaySound
Var1 = sfx_S3K6B
Var2 = 0

State S_SWCUT9
SpriteName = SPR_TSW4
SpriteFrame = FF_ANIMATE|A
Duration = 27
Next = S_SWCUT10
Var1 = 8
Var2 = 3

State S_SWCUT10
SpriteName = SPR_TSW4
SpriteFrame = I
Duration = 40
Next = S_SWCUT11
Var1 = 0
Var2 = 0

State S_SWCUT11
SpriteName = SPR_TSW5
SpriteFrame = A
Duration = 60
Action = A_PlaySound
Next = S_SWCUT12
Var1 = sfx_MENU1
Var2 = 0

State S_SWCUT12
SpriteName = SPR_TSW5
SpriteFrame = B
Duration = 1
Action = A_PlaySound
Next = S_SWCUT13
Var1 = sfx_TOMS
Var2 = 0

State S_SWCUT13
SpriteName = SPR_TSW5
SpriteFrame = B
Duration = -1
Action = A_ZThrust
Next = S_SWCUT13
Var1 = 130
Var2 = 0

State S_SWIDLE
SpriteName = SPR_TSW1
SpriteFrame = A
Duration = -1
Next = S_SWIDLE
Var1 = 0
Var2 = 0
