Freeslot 
S_FLR2_RUN1
S_FLR2_RUN2
S_FLR2_RUN3
S_FLR2_RUN4
S_FLR2_RUN5
S_FLR2_RUN6
S_FLR2_RUN7
S_FLR2_RUN8
S_FLR2_RUN9
S_FLR2_RUNa
S_FLR2_RUNb
S_FLR2_RUNc
S_FLR2_RUNd
S_FLR2_RUNe
S_FLR2_RUNf
S_FLR2_RUNg
S_FLR2_RUNh
S_FLR2_RUNi
SPR_FLR2
MT_FLR2

State S_FLR2_RUN1
SpriteName = FLR2
SpriteFrame = A
Duration = 3
Next = S_FLR2_RUN2
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUN2
SpriteName = FLR2
SpriteFrame = B
Duration = 3
Next = S_FLR2_RUN3
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUN3
SpriteName = FLR2
SpriteFrame = C
Duration = 3
Next = S_FLR2_RUN4
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUN4
SpriteName = FLR2
SpriteFrame = D
Duration = 3
Next = S_FLR2_RUN5
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUN5
SpriteName = FLR2
SpriteFrame = E
Duration = 3
Next = S_FLR2_RUN6
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUN6
SpriteName = FLR2
SpriteFrame = F
Duration = 3
Next = S_FLR2_RUN7
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUN7
SpriteName = FLR2
SpriteFrame = G
Duration = 3
Next = S_FLR2_RUN8
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUN8
SpriteName = FLR2
SpriteFrame = H
Duration = 3
Next = S_FLR2_RUN9
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUN9
SpriteName = FLR2
SpriteFrame = i
Duration = 3
Next = S_FLR2_RUNa
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUNa
SpriteName = FLR2
SpriteFrame = j
Duration = 3
Next = S_FLR2_RUNb
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUNb
SpriteName = FLR2
SpriteFrame = k
Duration = 3
Next = S_FLR2_RUNc
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUNc
SpriteName = FLR2
SpriteFrame = j
Duration = 3
Next = S_FLR2_RUNd
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUNd
SpriteName = FLR2
SpriteFrame = k
Duration = 3
Next = S_FLR2_RUNe
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUNe
SpriteName = FLR2
SpriteFrame = l
Duration = 3
Next = S_FLR2_RUNf
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUNf
SpriteName = FLR2
SpriteFrame = M
Duration = 3
Next = S_FLR2_RUNg
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUNg
SpriteName = FLR2
SpriteFrame = N
Duration = 3
Next = S_FLR2_RUNh
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUNh
SpriteName = FLR2
SpriteFrame = O
Duration = 3
Next = S_FLR2_RUNI
ACTION None
Var1 = 0
Var2 = 0

State S_FLR2_RUNI
SpriteName = FLR2
SpriteFrame = P
Duration = 3
Next = S_FLR2_RUN1
ACTION None
Var1 = 0
Var2 = 0

Thing MT_FLR2
#$Name OCSH Flower
#$Sprite FLR2A0
MAPTHINGNUM = 1631
SPAWNSTATE = S_FLR2_RUN1
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 24*FRACUNIT
HEIGHT = 50*FRACUNIT
MASS = 100
FLAGS = MF_SCENERY