FREESLOT
SPR_NPZB
S_STRBSH1
MT_STARBUSH
SPR_NPZW
S_FALLPTICLEA
S_FALLPTICLEA2
S_FALLPTICLEA3
MT_WFALLPNPZ
SPR_NPPL
S_NPZTREE_TOP
S_NPZTREE_TRUNK
S_NPZTREE_LEAF
MT_NPZTREE_TOP
MT_NPZTREE_PART
SPR_DGSP
S_DSIGN
S_DSTAND
MT_GOALSIGN

STATE S_STRBSH1
SPRITENAME = NPZB
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL

OBJECT MT_STARBUSH
#$Name Starbush
#$Sprite NPZBA0
MAPTHINGNUM = 561
SPAWNSTATE = S_STRBSH1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

STATE S_FALLPTICLEA
SPRITENAME = NPZW
SPRITEFRAME = A
DURATION = 4
NEXT = S_FALLPTICLEA2

STATE S_FALLPTICLEA2
SPRITENAME = NPZW
SPRITEFRAME = B
DURATION = 4
NEXT = S_FALLPTICLEA3

STATE S_FALLPTICLEA3
SPRITENAME = NPZW
SPRITEFRAME = C
DURATION = 4
NEXT = S_FALLPTICLEA

OBJECT MT_WFALLPNPZ
#$Name Waterfall Particles
#$Sprite NPZWA0
MAPTHINGNUM = 562
SPAWNSTATE = S_FALLPTICLEA
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 22*FRACUNIT
HEIGHT = 16*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY

State S_NPZTREE_TOP
SpriteName = NPPL
SpriteFrame = 2
Duration = -1
Action = A_ConnectToGround
Var1 = MT_NPZTREE_PART
Var2 = 5
Next = S_NULL

State S_NPZTREE_TRUNK
SpriteName = NPPL
SpriteFrame = 1
Duration = -1
Var1 = 0
Var2 = 0
Next = S_NULL

State S_NPZTREE_LEAF
SpriteName = NPPL
SpriteFrame = FF_PAPERSPRITE
Duration = -1
VAR1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_NPZTREE_TOP
MAPTHINGNUM = -1
SPAWNSTATE = S_NPZTREE_TOP
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = FRACUNIT
HEIGHT = 40*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SCENERY|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_RUNSPAWNFUNC

OBJECT MT_NPZTREE_PART
MAPTHINGNUM = -1
SPAWNSTATE = S_NPZTREE_TRUNK
SPAWNHEALTH = 1000
SEESTATE = S_NPZTREE_LEAF
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = FRACUNIT
HEIGHT = 40*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOTHINK|MF_SCENERY|MF_NOBLOCKMAP|MF_NOGRAVITY

State S_DSIGN
SpriteName = DGSP
SpriteFrame = FF_PAPERSPRITE
Duration = -1
VAR1 = 0
Var2 = 0
Next = S_NULL

State S_DSTAND
SpriteName = DGSP
SpriteFrame = 0
Duration = -1
VAR1 = 0
Var2 = 0
Next = S_NULL

OBJECT MT_GOALSIGN
#$Name Goal Sign
#$Sprite DGSPALAR
MAPTHINGNUM = 563
SPAWNSTATE = S_DSIGN
SPAWNHEALTH = 1000
SEESTATE = S_NULL
REACTIONTIME = 8
PAINSOUND = sfx_None
RADIUS = 22*FRACUNIT
HEIGHT = 16*FRACUNIT
DAMAGE = 0
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY