Freeslot
MT_STIKSCENERY
S_STIKSCENERY1
SPR_STIK
SPR_CBSH
MT_CBSHSCENERY
S_CBSHSCENERY1
SPR_CPLT
MT_CPLTSCENERY
S_CPLTSCENERY1
SPR_CTRE
MT_CTRESCENERY
S_CTRESCENERY1
MT_ARCDSCENERY
S_ARCDSCENERY1
SPR_ARCD
MT_HOSMSCENERY
S_HOSMSCENERY1
SPR_HOSM
MT_HPLNSCENERY
S_HPLNSCENERY1
SPR_HPLN
MT_PTRESCENERY
S_PTRESCENERY1
SPR_PTRE
MT_PATRSCENERY
S_PATRSCENERY1
SPR_PATR
MT_RCHRSCENERY
S_RCHRSCENERY1
SPR_RCHR
MT_STATSCENERY
S_STATSCENERY1
SPR_STAT
MT_NBUSSCENERY
S_NBUSSCENERY1
SPR_NBUS
MT_NSHRSCENERY
S_NSHRSCENERY1
SPR_NSHR
MT_HFLWSCENERY
S_HFLWSCENERY1
SPR_HFLW
MT_TABLSCENERY
S_TABLSCENERY1
SPR_TABL
MT_FRTASCENERY
S_FRTASCENERY1
SPR_FRTA
MT_SWCRSCENERY
S_SWCRSCENERY1
SPR_SWCR
MT_GOLFSCENERY
S_GOLFSCENERY1
SPR_GOLF
MT_CUSHSCENERY
S_CUSHSCENERY1
SPR_CUSH
MT_PHNXSCENERY
S_PHNXSCENERY1
SPR_PHNX
MT_MAYASCENERY
S_MAYASCENERY1
SPR_MAYA
MT_EDGESCENERY
S_EDGESCENERY1
SPR_EDGE
MT_RFLOSCENERY
S_RFLOSCENERY1
SPR_RFLO
MT_VARESCENERY
S_VARESCENERY1
SPR_VARE
MT_FLGRSCENERY
S_FLGRSCENERY1
SPR_FLGR
MT_RTRESCENERY
S_RTRESCENERY1
SPR_RTRE
MT_PFLOSCENERY
S_PFLOSCENERY1
SPR_PFLO
MT_CITBSCENERY
S_CITBSCENERY1
SPR_CITB
MT_MLTMSCENERY
S_MLTMSCENERY1
SPR_MLTM

Object MT_STIKSCENERY
#$Category SolSestancia
#$Name Sticks
#$Sprite STIKA0
MapThingNum = 359
SpawnHealth = 1000
SpawnState = S_STIKSCENERY1
Radius = 32*FRACUNIT
Height = 106*FRACUNIT
Flags = MF_SCENERY|MF_SOLID

State S_STIKSCENERY1
SpriteName = STIK
Duration = -1
Next = S_NULL

Object MT_CBSHSCENERY
#$Category SolSestancia
#$Name Desertshrub
#$Sprite CBSHA0
MapThingNum = 361
SpawnState = S_CBSHSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CBSHSCENERY1
SpriteName = CBSH
SpriteFrame = A
Duration = -1
Next = S_CBSHSCENERY1

Object MT_CPLTSCENERY
#$Category SolSestancia
#$Name Branch
#$Sprite CPLTA0
MapThingNum = 362
SpawnState = S_CPLTSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CPLTSCENERY1
SpriteName = CPLT
SpriteFrame = A
Duration = -1
Next = S_CPLTSCENERY1

Object MT_CTRESCENERY
#$Category SolSestancia
#$Name Barren Tree
#$Sprite CTREA0
MapThingNum = 363
SpawnState = S_CTRESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CTRESCENERY1
SpriteName = CTRE
SpriteFrame = A
Duration = -1
Next = S_CTRESCENERY1

Object MT_ARCDSCENERY
#$Category SolSestancia
#$Name Arcade
#$Sprite ARCDA0
MapThingNum = 364
SpawnState = S_ARCDSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_ARCDSCENERY1
SpriteName = ARCD
SpriteFrame = A
Duration = -1
Next = S_ARCDSCENERY1

Object MT_HOSMSCENERY
#$Category SolSestancia
#$Name Hospital machine
#$Sprite HOSMA0
MapThingNum = 365
SpawnState = S_HOSMSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_HOSMSCENERY1
SpriteName = HOSM
SpriteFrame = A
Duration = -1
Next = S_HOSMSCENERY1

Object MT_HPLNSCENERY
#$Category SolSestancia
#$Name House Plant
#$Sprite HPLNA0
MapThingNum = 366
SpawnState = S_HPLNSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_HPLNSCENERY1
SpriteName = HPLN
SpriteFrame = A
Duration = -1
Next = S_HPLNSCENERY1

Object MT_PTRESCENERY
#$Category SolSestancia
#$Name Palm tree
#$Sprite PTREA0
MapThingNum = 367
SpawnState = S_PTRESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PTRESCENERY1
SpriteName = PTRE
SpriteFrame = A
Duration = -1
Next = S_PTRESCENERY1

Object MT_PATRSCENERY
#$Category SolSestancia
#$Name Palmtree
#$Sprite PATRA0
MapThingNum = 368
SpawnState = S_PATRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PATRSCENERY1
SpriteName = PATR
SpriteFrame = A
Duration = -1
Next = S_PATRSCENERY1

Object MT_RCHRSCENERY
#$Category SolSestancia
#$Name Chair
#$Sprite RCHRA0
MapThingNum = 358
SpawnState = S_RCHRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_RCHRSCENERY1
SpriteName = RCHR
SpriteFrame = A
Duration = -1
Next = S_RCHRSCENERY1

Object MT_STATSCENERY
#$Category SolSestancia
#$Name Eggman Statue
#$Sprite STATA0
MapThingNum = 369
SpawnState = S_STATSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_STATSCENERY1
SpriteName = STAT
SpriteFrame = A
Duration = -1
Next = S_STATSCENERY1

Object MT_NBUSSCENERY
#$Category SolSestancia
#$Name Night hedge
#$Sprite NBUSA0
MapThingNum = 370
SpawnState = S_NBUSSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_NBUSSCENERY1
SpriteName = NBUS
SpriteFrame = A
Duration = -1
Next = S_NBUSSCENERY1

Object MT_NSHRSCENERY
#$Category SolSestancia
#$Name Night shrubbery
#$Sprite NSHRA0
MapThingNum = 371
SpawnState = S_NSHRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_NSHRSCENERY1
SpriteName = NSHR
SpriteFrame = A
Duration = -1
Next = S_NSHRSCENERY1

Object MT_HFLWSCENERY
#$Category SolSestancia
#$Name House Flower
#$Sprite HFLWA0
MapThingNum = 372
SpawnState = S_HFLWSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_HFLWSCENERY1
SpriteName = HFLW
SpriteFrame = A
Duration = -1
Next = S_HFLWSCENERY1

Object MT_TABLSCENERY
#$Category SolSestancia
#$Name Small table
#$Sprite TABLA0
MapThingNum = 373
SpawnState = S_TABLSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_TABLSCENERY1
SpriteName = TABL
SpriteFrame = A
Duration = -1
Next = S_TABLSCENERY1

Object MT_FRTASCENERY
#$Category SolSestancia
#$Name Freddy's table
#$Sprite FRTAA0
MapThingNum = 374
SpawnState = S_FRTASCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_FRTASCENERY1
SpriteName = FRTA
SpriteFrame = A
Duration = -1
Next = S_FRTASCENERY1

Object MT_GOLFSCENERY
#$Category SolSestancia
#$Name Golf ball
#$Sprite GOLFA0
MapThingNum = 375
SpawnState = S_GOLFSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_GOLFSCENERY1
SpriteName = GOLF
SpriteFrame = A
Duration = -1
Next = S_GOLFSCENERY1

Object MT_SWCRSCENERY
#$Category SolSestancia
#$Name Swimmingpool chair
#$Sprite SWCRA0
MapThingNum = 360
SpawnState = S_SWCRSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_SWCRSCENERY1
SpriteName = SWCR
SpriteFrame = A
Duration = -1
Next = S_SWCRSCENERY1

Object MT_CUSHSCENERY
#$Category SolSestancia
#$Name Cushion
#$Sprite CUSHA0
MapThingNum = 376
SpawnState = S_CUSHSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_CUSHSCENERY1
SpriteName = CUSH
SpriteFrame = A
Duration = -1
Next = S_CUSHSCENERY1

Object MT_PHNXSCENERY
#$Category SolSestancia
#$Name Phoenix Wright
#$Sprite PHNXA0
MapThingNum = 377
SpawnState = S_PHNXSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PHNXSCENERY1
SpriteName = PHNX
SpriteFrame = A
Duration = -1
Next = S_PHNXSCENERY1

Object MT_MAYASCENERY
#$Category SolSestancia
#$Name Maya
#$Sprite MAYAA0
MapThingNum = 379
SpawnState = S_MAYASCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_MAYASCENERY1
SpriteName = MAYA
SpriteFrame = A
Duration = -1
Next = S_MAYASCENERY1

Object MT_EDGESCENERY
#$Category SolSestancia
#$Name Edgeworth
#$Sprite EDGEA0
MapThingNum = 378
SpawnState = S_EDGESCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_EDGESCENERY1
SpriteName = EDGE
SpriteFrame = A
Duration = -1
Next = S_EDGESCENERY1

Object MT_RFLOSCENERY
#$Category SolSestancia
#$Name Red Flower
#$Sprite RFLOA0
MapThingNum = 380
SpawnState = S_RFLOSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_RFLOSCENERY1
SpriteName = RFLO
SpriteFrame = A
Duration = -1
Next = S_RFLOSCENERY1

Object MT_PFLOSCENERY
#$Category SolSestancia
#$Name Pink Flower
#$Sprite PFLOA0
MapThingNum = 381
SpawnState = S_PFLOSCENERY1
SpawnHealth = 1000
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = MT_THOK
Flags = MF_SCENERY
RaiseState = MT_NULL

State S_PFLOSCENERY1
SpriteName = PFLO
SpriteFrame = A
Duration = -1
Next = S_PFLOSCENERY1

Object MT_CITBSCENERY
#$Category SolSestancia
#$Name Melting Man
#$Sprite MLTMA0
MapThingNum = 382
SpawnState = S_MLTMSCENERY1
SpawnHealth = 1000
ReactionTime = 0
Speed = 1
Radius = 32*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 1000
Flags = MF_SCENERY

State S_MLTMSCENERY1
SpriteName = MLTM
SpriteFrame = A
Duration = -1
Action = None
Var1 = 0
Var2 = 0
Next = S_MLTMSCENERY1