Freeslot
MT_SKYHIGHDEBRIS
MT_SHZTREE1
MT_SHZTREE2
MT_SHZTREE3
MT_SHZCLOUD1
MT_SHZCLOUD2
MT_SHZCLOUD3
MT_SHZCLOUD4
MT_SHZCLOUD5
MT_SHZCLOUD6
S_DEBRIS
S_DEBRISFADE1
S_DEBRISFADE2
S_DEBRISFADE3
S_DEBRISFADE4
S_DEBRISFADE5
S_DEBRISFADE6
S_DEBRISFADE7
S_DEBRISFADE8
S_DEBRISFADE9
S_SHZTREE1
S_SHZTREE2
S_SHZTREE3
S_SHZCLOUD1
S_SHZCLOUD2
S_SHZCLOUD3
S_SHZCLOUD4
S_SHZCLOUD5
S_SHZCLOUD6
SPR_SHDE
SPR_SHTR

Object MT_SKYHIGHDEBRIS
SpawnState = S_DEBRIS
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
SpawnHealth = 2
Flags = MF_SHOOTABLE
ActiveSound = sfx_crumbl

State S_DEBRIS
SpriteName = SHDE
SpriteFrame = A
Duration = 70
Next = S_DEBRISFADE1

State S_DEBRISFADE1
SpriteName = SHDE
SpriteFrame = TR_TRANS10|A
Duration = 2
Next = S_DEBRISFADE2

State S_DEBRISFADE2
SpriteName = SHDE
SpriteFrame = TR_TRANS20|A
Duration = 2
Next = S_DEBRISFADE3

State S_DEBRISFADE3
SpriteName = SHDE
SpriteFrame = TR_TRANS30|A
Duration = 3
Next = S_DEBRISFADE4

State S_DEBRISFADE4
SpriteName = SHDE
SpriteFrame = TR_TRANS40|A
Duration = 5
Next = S_DEBRISFADE5

State S_DEBRISFADE5
SpriteName = SHDE
SpriteFrame = TR_TRANS50|A
Duration = 20
Next = S_DEBRISFADE6

State S_DEBRISFADE6
SpriteName = SHDE
SpriteFrame = TR_TRANS60|A
Duration = 3
Next = S_DEBRISFADE7

State S_DEBRISFADE7
SpriteName = SHDE
SpriteFrame = TR_TRANS70|A
Duration = 2
Next = S_DEBRISFADE8

State S_DEBRISFADE8
SpriteName = SHDE
SpriteFrame = TR_TRANS80|A
Duration = 2
Next = S_DEBRISFADE9

State S_DEBRISFADE9
SpriteName = SHDE
SpriteFrame = TR_TRANS90|A
Duration = 2
Next = S_NULL


Object MT_SHZTREE1
#$Name Sky High Tree 1
#$Sprite SHTRA0
MapThingNum = 1715
Flags = MF_NOBLOCKMAP|MF_NOTHINK
SpawnState = S_SHZTREE1
Radius = 8*FRACUNIT
Height = 32*FRACUNIT

Object MT_SHZTREE2
#$Name Sky High Tree 2
#$Sprite SHTRB0
MapThingNum = 1716
Flags = MF_NOBLOCKMAP|MF_NOTHINK
SpawnState = S_SHZTREE2
Radius = 16*FRACUNIT
Height = 76*FRACUNIT

Object MT_SHZTREE3
#$Name Sky High Tree 3
#$Sprite SHTRC0
MapThingNum = 1717
Flags = MF_NOBLOCKMAP|MF_NOTHINK
SpawnState = S_SHZTREE3
Radius = 32*FRACUNIT
Height = 256*FRACUNIT

State S_SHZTREE1
SpriteName = SHTR
SpriteFrame = A
Duration = -1
Next = S_SHZTREE1

State S_SHZTREE2
SpriteName = SHTR
SpriteFrame = B
Duration = -1
Next = S_SHZTREE2

State S_SHZTREE3
SpriteName = SHTR
SpriteFrame = C
Duration = -1
Next = S_SHZTREE3

Object MT_SHZCLOUD1
#$Name Sky High Cloud 1
#$Sprite SHTRD0
MapThingNum = 1718
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOTHINK
SpawnState = S_SHZCLOUD1
Radius = 64*FRACUNIT
Height = 64*FRACUNIT

Object MT_SHZCLOUD2
#$Name Sky High Cloud 2
#$Sprite SHTRE0
MapThingNum = 1719
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOTHINK
SpawnState = S_SHZCLOUD2
Radius = 64*FRACUNIT
Height = 64*FRACUNIT

Object MT_SHZCLOUD3
#$Name Sky High Cloud 3
#$Sprite SHTRF0
MapThingNum = 1720
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOTHINK
SpawnState = S_SHZCLOUD3
Radius = 64*FRACUNIT
Height = 64*FRACUNIT

Object MT_SHZCLOUD4
#$Name Sky High Cloud 4
#$Sprite SHTRG0
MapThingNum = 1721
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOTHINK
SpawnState = S_SHZCLOUD4
Radius = 64*FRACUNIT
Height = 64*FRACUNIT

Object MT_SHZCLOUD5
#$Name Sky High Cloud 5
#$Sprite SHTRH0
MapThingNum = 1722
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOTHINK
SpawnState = S_SHZCLOUD5
Radius = 64*FRACUNIT
Height = 64*FRACUNIT

Object MT_SHZCLOUD6
#$Name Sky High Cloud 6
#$Sprite SHTRI0
MapThingNum = 1723
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOTHINK
SpawnState = S_SHZCLOUD6
Radius = 64*FRACUNIT
Height = 64*FRACUNIT

State S_SHZCLOUD1
SpriteName = SHTR
SpriteFrame = D
Duration = -1
Next = S_SHZCLOUD1

State S_SHZCLOUD2
SpriteName = SHTR
SpriteFrame = E
Duration = -1
Next = S_SHZCLOUD2

State S_SHZCLOUD3
SpriteName = SHTR
SpriteFrame = F
Duration = -1
Next = S_SHZCLOUD3

State S_SHZCLOUD4
SpriteName = SHTR
SpriteFrame = G
Duration = -1
Next = S_SHZCLOUD4

State S_SHZCLOUD5
SpriteName = SHTR
SpriteFrame = H
Duration = -1
Next = S_SHZCLOUD5

State S_SHZCLOUD6
SpriteName = SHTR
SpriteFrame = I
Duration = -1
Next = S_SHZCLOUD6