#hey get a freeslot, there are freeslots for everyone~
FREESLOT
MT_NWPINETREE
MT_NWBIGFERN
MT_NWROUNDTREE
MT_NWTALLTREE
MT_NWBUSH1
MT_NWBUSH2
MT_NWBUSH3
MT_NWCAVETINY
MT_NWCAVESMOL
MT_NWCAVEMEDIUM
MT_NWCAVEBIGG
MT_NWCAVEMASSIVE
S_NWPINETREE
S_NWBIGFERN
S_NWROUNDTREE
S_NWTALLTREE
S_NWBUSH1
S_NWBUSH2
S_NWBUSH3
S_NWCAVETINY
S_NWCAVESMOL
S_NWCAVEMEDIUM
S_NWCAVEBIGG
S_NWCAVEMASSIVE
SPR_NWZT
SPR_NWFN
SPR_NWRD
SPR_NWTL
SPR_NWB1
SPR_NWB2
SPR_NWB3
SPR_NSTT
SPR_NSTS
SPR_NSTM
SPR_NSTB
SPR_NSTH



#ok here we go bois
#starting with the big lad
Object MT_NWPINETREE
#$Name NWZ Large Pinetree
#$Sprite NWZTA0
MapThingNum = 3939
SpawnHealth = 9999
SpawnState = S_NWPINETREE
Radius = 256*FRACUNIT
Height = 672*FRACUNIT
Flags = MF_SCENERY


State S_NWPINETREE
SpriteName = NWZT
SpriteFrame = A
Duration = -1

#then the kinda smol lad
Object MT_NWBIGFERN
#$Name NWZ Fern
#$Sprite NWFNA0
MapThingNum = 3940
SpawnHealth = 9999
SpawnState = S_NWBIGFERN
Radius = 60*FRACUNIT
Height = 59*FRACUNIT
Flags = MF_SCENERY


State S_NWBIGFERN
SpriteName = NWFN
SpriteFrame = A
Duration = -1

#then the round lad
Object MT_NWROUNDTREE
#$Name NWZ Round Tree
#$Sprite NWRDA0
MapThingNum = 3941
SpawnHealth = 9999
SpawnState = S_NWROUNDTREE
Radius = 117*FRACUNIT
Height = 227*FRACUNIT
Flags = MF_SCENERY

State S_NWROUNDTREE
SpriteName = NWRD
SpriteFrame = A
Duration = -1

#then the tall lad
Object MT_NWTALLTREE
#$Name NWZ Tall Tree
#$Sprite NWTLA0
MapThingNum = 3942
SpawnHealth = 9999
SpawnState = S_NWTALLTREE
Radius = 39*FRACUNIT
Height = 245*FRACUNIT
Flags = MF_SCENERY

State S_NWTALLTREE
SpriteName = NWTL
SpriteFrame = A
Duration = -1

#and finally the totally NOT stolen bushes from SRB2 2.2
#no they're not stolen
#they're my original creations
#dude, trust me :^)
Object MT_NWBUSH1
#$Name Totally not a stolen and edited red berry bush from 2.2
#$Sprite NWB1A0
MapThingNum = 3943
SpawnHealth = 9999
SpawnState = S_NWBUSH1
Radius = 37*FRACUNIT
Height = 70*FRACUNIT
Flags = MF_SCENERY

State S_NWBUSH1
SpriteName = NWB1
SpriteFrame = A
Duration = -1

Object MT_NWBUSH2
#$Name Totally not a stolen and edited bush from 2.2
#$Sprite NWB2A0
MapThingNum = 3944
SpawnHealth = 9999
SpawnState = S_NWBUSH2
Radius = 37*FRACUNIT
Height = 70*FRACUNIT
Flags = MF_SCENERY

State S_NWBUSH2
SpriteName = NWB2
SpriteFrame = A
Duration = -1

Object MT_NWBUSH3
#$Name Totally not a stolen and edited blue berry bush from 2.2
#$Sprite NWB3A0
MapThingNum = 3945
SpawnHealth = 9999
SpawnState = S_NWBUSH3
Radius = 37*FRACUNIT
Height = 70*FRACUNIT
Flags = MF_SCENERY

State S_NWBUSH3
SpriteName = NWB3
SpriteFrame = A
Duration = -1

#time for an experiment~
#I made some stalagmite sprites and I'm gonna do something special with them :^)
#The FF_PAPERSPRITE flag causes the sprite to render flat, kinda like Paper Mario
#I'm gonna see if I can make a "fake" midtexture wall using papersprites :eyes:

#Edit: The above didn't work out very well and therefore, was cut.

#the VERRRRRRRRRY smol one
Object MT_NWCAVETINY
MapThingNum = 3991
SpawnHealth = 9999
SpawnState = S_NWCAVETINY
Radius = 14*FRACUNIT
Height = 32*FRACUNIT
Flags = MF_SCENERY

State S_NWCAVETINY
SpriteName = NSTT
SpriteFrame = A
Duration = -1

#the actually smol one
Object MT_NWCAVESMOL
MapThingNum = 3992
SpawnHealth = 9999
SpawnState = S_NWCAVESMOL
Radius = 22*FRACUNIT
Height = 64*FRACUNIT
Flags = MF_SCENERY

State S_NWCAVESMOL
SpriteName = NSTS
SpriteFrame = A
Duration = -1

#the decently sized one
Object MT_NWCAVEMEDIUM
MapThingNum = 3993
SpawnHealth = 9999
SpawnState = S_NWCAVEMEDIUM
Radius = 32*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_SCENERY

State S_NWCAVEMEDIUM
SpriteName = NSTM
SpriteFrame = A
Duration = -1

#the bigg one
Object MT_NWCAVEBIGG
MapThingNum = 3994
SpawnHealth = 9999
SpawnState = S_NWCAVEBIGG
Radius = 32*FRACUNIT
Height = 160*FRACUNIT
Flags = MF_SCENERY

State S_NWCAVEBIGG
SpriteName = NSTB
SpriteFrame = A
Duration = -1

#the M A S S I V E one
Object MT_NWCAVEMASSIVE
MapThingNum = 3995
SpawnHealth = 9999
SpawnState = S_NWCAVEMASSIVE
Radius = 70*FRACUNIT
Height = 240*FRACUNIT
Flags = MF_SCENERY

State S_NWCAVEMASSIVE
SpriteName = NSTH
SpriteFrame = A
Duration = -1