freeslot
MT_MGREENKOOPA
MT_KOOPA
MT_PUMA
MT_BLUEGOOMBA
MT_GOOMBA
MT_2DBLUEGOOMBA
MT_2DGOOMBA
MT_CASTLESPIKES
MT_SMB3MACE
MT_SMB3MACESTART
MT_MarioFish
MT_MarioOctopus
MT_EGGGOOMBA
MT_KOOPAPARAWINGS
MT_PARAKOOPA
MT_BKOOPAPARAWINGS
MT_BPARAKOOPA
MT_REDPIRANHAPLANT
MT_PURPLEPIRANHAPLANT
MT_REDJPIRANHAPLANT
MT_PURPLEJPIRANHAPLANT
MT_SHYGUY
MT_POPPARTICLEMAR
MT_BIGMOLE
MT_BOMBOHM
S_KOOPASPAWNLOOKIN
S_KOOPAPATROLING1
S_KOOPAPATROLING2
S_KOOPAPATROLING3
S_KOOPAPATROLING4
S_PARAKOOPASTAND1
S_PARAKOOPASTAND2
S_PARAKOOPASTAND3
S_PARAKOOPAPATROLING1
S_PARAKOOPAPATROLING2
S_PARAKOOPAPATROLING3
S_PARAKOOPADEATH
S_PARAKOOPADEATH1
S_PARAKOOPADEATH2
S_BPARAKOOPASTAND1
S_BPARAKOOPASTAND2
S_BPARAKOOPASTAND3
S_BPARAKOOPALOOKING
S_BPARAKOOPAPATROLING1
S_BPARAKOOPAPATROLING2
S_BPARAKOOPAPATROLING3
S_BPARAKOOPADEATH
S_BPARAKOOPADEATH1
S_BPARAKOOPADEATH2
S_KOOPADEATH
S_KOOPADEATH1
S_GOOMBA_DEAD2
S_BLUEGOOMBA_DEAD2
S_GOOMBA_DEAD3
S_BLUEGOOMBA_DEAD3
S_GOOMBA_KNOCK
S_BLUEGOOMBA_KNOCK
S_GOOMBA2DGO1
S_GOOMBA2DGO2
S_GOOMBA2DSPAWN1
S_GOOMBA2DSPAWN2
S_EGGGOOMBAGO1
S_EGGGOOMBAGO2
S_EGGGOOMBASPAWN1
S_EGGGOOMBASPAWN2
S_BLUEGOOMBA2DGO1
S_BLUEGOOMBA2DGO2
S_BLUEGOOMBA2DSPAWN1
S_BLUEGOOMBA2DSPAWN2
S_CASTLESPIKES1
S_CASTLESPIKED1
S_CASTLESPIKED2
S_MarioFishPogging1
S_MarioFishPogging2
S_MarioFishPogging3
S_MarioFishPogging4
S_MarioFishFakeAttack1
S_MarioFishFakeAttack2
S_MarioFishFakeAttack3
S_MarioFishFakeAttack4
S_MarioFishDead1
S_MarioFishDead2
S_MarioFishDead3
S_MarioOctodadSpawn
S_MarioOctodad
S_MarioOctodad1
S_MarioOctodad2
S_MarioOctodad3
S_MarioOctodad4
S_MarioOctodad5
S_MarioOctodad6
S_MarioOctodad7
S_MarioOctodad8
S_Wellexcusemeprincess1
S_Wellexcusemeprincess2
S_SMB3MACE1
S_SMB3MACE2
S_SMB3MACE3
S_SMB3MACE4
S_SMB3MACE5
S_SMB3MACE6
S_SMB3MACESTART
S_KOOPAPARAWINGPAWN
S_KOOPAPARAWINGPAWN1
S_KOOPAPARAACTION1
S_KOOPAPARAACTION2
S_KOOPAPARAWINGS1
S_KOOPAPARAWINGS2
S_KOOPAPARAWINGS3
S_KOOPAPARAWINGS4
S_KOOPAPARAWINGS5
S_KOOPAPARAWINGS6
S_KOOPAPARAWINGS7
S_KOOPAPARAWINGS8
S_KOOPAPARAWINGS9
S_KOOPAPARAWINGS10
S_KOOPAPARAWINGS11
S_KOOPAPARAWINGS12
S_KOOPAPARAWINGS13
S_KOOPAPARAWINGS14
S_KOOPAPARAWINGS15
S_KOOPAPARAWINGS16
S_KOOPAPARAWINGS17
S_KOOPAPARAWINGS18
S_KOOPAPARAWINGS19
S_KOOPAPARAWINGS20
S_KOOPAPARAWINGS21
S_KOOPAPARAWINGS22
S_KOOPAPARAWINGS23
S_KOOPAPARAWINGS24
S_BKOOPAPARAWINGPAWN
S_BKOOPAPARAWINGPAWN1
S_BKOOPAPARAWINGS1
S_BKOOPAPARAWINGS2
S_BKOOPAPARAWINGS3
S_BKOOPAPARAWINGS4
S_BKOOPAPARAWINGS5
S_BKOOPAPARAWINGS6
S_BKOOPAPARAWINGS7
S_BKOOPAPARAWINGS8
S_BKOOPAPARAWINGS9
S_BKOOPAPARAWINGS10
S_BKOOPAPARAWINGS11
S_BKOOPAPARAWINGS12
S_BKOOPAPARAWINGS13
S_BKOOPAPARAWINGS14
S_BKOOPAPARAWINGS15
S_BKOOPAPARAWINGS16
S_BKOOPAPARAWINGS17
S_BKOOPAPARAWINGS18
S_BKOOPAPARAWINGS19
S_BKOOPAPARAWINGS20
S_BKOOPAPARAWINGS21
S_BKOOPAPARAWINGS22
S_BKOOPAPARAWINGS23
S_BKOOPAPARAWINGS24
S_REDPIRANHAPLANT1
S_REDPIRANHAPLANT2
S_PURPLEPIRANHAPLANT1
S_PURPLEPIRANHAPLANT2
S_REDJUMPINGPIRANHAPLANT1
S_REDJUMPINGPIRANHAPLANT2
S_REDJUMPINGPIRANHAPLANTST1
S_REDJUMPINGPIRANHAPLANTST2
S_REDJUMPINGPIRANHAPLANTFAL1
S_REDJUMPINGPIRANHAPLANTFAL2
S_PURPLEJUMPINGPIRANHAPLANT1
S_PURPLEJUMPINGPIRANHAPLANT2
S_PURPLEJUMPINGPIRANHAPLANTST1
S_PURPLEJUMPINGPIRANHAPLANTST2
S_PURPLEJUMPINGPIRANHAPLANTFAL1
S_PURPLEJUMPINGPIRANHAPLANTFAL2
S_PIRANHAPLANTDEAD
S_SHYGUYSPAWN1
S_SHYGUYGO1
S_SHYGUYGO2
S_SHYGUYDEAD
S_POPPARTICLEMAR
S_BIGMOLESPAWN
S_BIGMOLEGO1
S_BIGMOLEGO2
S_BIGMOLEBOP
S_BIGMOLEDEAD
S_BOMBOHMPATROL1
S_BOMBOHMPATROL2
S_BOMBOHMPATROL3
S_BOMBOHMPATROL4
S_BOMBOHMPATROL5
S_BOMBOHMCHASE1
S_BOMBOHMCHASE2
S_BOMBOHMCHASE3
S_BOMBOHMCHASE4
S_BOMBOHMCHASE5
S_BOMBOHMEXPLODE
SPR_MBAL
SPR_MKOP
SPR_GO2D
SPR_BG2D
SPR_MSPI
SPR_MMAC
SPR_CEEP
SPR_BLOO
SPR_GOEG
SPR_MAPA
SPR_PFUF
SPR_MRPF
SPR_MPPF
SPR_MRPS
SPR_MPPS
SPR_SHYG
SPR_BOPM
SPR_BIMO
SPR_BOMH
SPR_KOOP

## Puma Edit

OBJECT MT_PUMA
#$Category Mario Castle
#$Name Puma
#$Sprite PUMAA0
MAPTHINGNUM = 1805
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT


## Green Koopa Mobj Info

OBJECT MT_MGREENKOOPA
#$Category Mario Overworld
#$Name Green Koopa
#$Sprite MKOPA1
MAPTHINGNUM = 1832
SPAWNSTATE = S_KOOPASPAWNLOOKIN
SEESTATE = S_KOOPAPATROLING1
DEATHSTATE = S_KOOPADEATH
DEATHSOUND = sfx_MARIO2
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 12
DAMAGE = 0
RADIUS = 16*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## Green Koopa States

FRAME S_KOOPASPAWNLOOKIN
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
NEXT = S_KOOPASPAWNLOOKIN
Action A_Look

FRAME S_KOOPAPATROLING1
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Action A_FakeGuardChase
Next = S_KOOPAPATROLING2

FRAME S_KOOPAPATROLING2
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = B
Action A_FakeGuardChase
Next = S_KOOPAPATROLING3

FRAME S_KOOPAPATROLING3
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = C
Action A_FakeGuardChase
Next = S_KOOPAPATROLING4

FRAME S_KOOPAPATROLING4
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = D
Action A_FakeGuardChase
Next = S_KOOPAPATROLING1

FRAME S_KOOPADEATH
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = D
Action A_Scream
Next = S_KOOPADEATH1

FRAME S_KOOPADEATH1
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = D
Action A_SpawnObjectRelative
VAR1 = 0|0
VAR2 = 0|MT_SHELL
Next = S_NULL

## Goomba Edits

OBJECT MT_GOOMBA
#$Category Mario Overworld
#$Name Brown Goomba
#$Sprite GOOMA1
MAPTHINGNUM = 1801
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT

OBJECT MT_BLUEGOOMBA
#$Category Mario Underground
#$Name Blue Goomba
#$Sprite BGOMA1
MAPTHINGNUM = 1802
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT

## Normal goomba states

STATE S_GOOMBA2
SPRITENAME = SPR_GOOM
SPRITEFRAME = A
DURATION = 6
NEXT = S_GOOMBA3
ACTION A_Chase

STATE S_GOOMBA3
SPRITENAME = SPR_GOOM
SPRITEFRAME = B
DURATION = 6
NEXT = S_GOOMBA4
ACTION A_Chase

STATE S_GOOMBA4
SPRITENAME = SPR_GOOM
SPRITEFRAME = C
DURATION = 6
NEXT = S_GOOMBA5
ACTION A_Chase

STATE S_GOOMBA5
SPRITENAME = SPR_GOOM
SPRITEFRAME = D
DURATION = 6
NEXT = S_GOOMBA2
ACTION A_Chase

STATE S_GOOMBA_DEAD
SPRITENAME = SPR_GOOM
SPRITEFRAME = E
DURATION = 8
NEXT = S_GOOMBA_DEAD2
ACTION A_SCREAM

STATE S_GOOMBA_DEAD2
SPRITENAME = SPR_GOOM
SPRITEFRAME = F
DURATION = 4
NEXT = S_GOOMBA_DEAD3

STATE S_GOOMBA_DEAD3
SPRITENAME = SPR_GOOM
SPRITEFRAME = E
DURATION = 15
ACTION A_FlickySpawn 
NEXT = S_NULL

STATE S_GOOMBA_KNOCK
SPRITENAME = SPR_GOOM
SPRITEFRAME = G
DURATION = 8
NEXT = S_GOOMBA_DEAD

## Blue goomba states

STATE S_BLUEGOOMBA2
SPRITENAME = SPR_BGOM
SPRITEFRAME = A
DURATION = 6
NEXT = S_BLUEGOOMBA3
ACTION A_Chase

STATE S_BLUEGOOMBA3
SPRITENAME = SPR_BGOM
SPRITEFRAME = B
DURATION = 6
NEXT = S_BLUEGOOMBA4
ACTION A_Chase

STATE S_BLUEGOOMBA4
SPRITENAME = SPR_BGOM
SPRITEFRAME = C
DURATION = 6
NEXT = S_BLUEGOOMBA5
ACTION A_Chase

STATE S_BLUEGOOMBA5
SPRITENAME = SPR_BGOM
SPRITEFRAME = D
DURATION = 6
NEXT = S_BLUEGOOMBA2
ACTION A_Chase

STATE S_BLUEGOOMBA_DEAD
SPRITENAME = SPR_BGOM
SPRITEFRAME = E
DURATION = 8
NEXT = S_BLUEGOOMBA_DEAD2
ACTION A_SCREAM

STATE S_BLUEGOOMBA_DEAD2
SPRITENAME = SPR_BGOM
SPRITEFRAME = F
DURATION = 4
NEXT = S_BLUEGOOMBA_DEAD3

STATE S_BLUEGOOMBA_DEAD3
SPRITENAME = SPR_BGOM
SPRITEFRAME = E
ACTION A_FlickySpawn 
DURATION = 15
NEXT = S_NULL

STATE S_BLUEGOOMBA_KNOCK
SPRITENAME = SPR_BGOM
SPRITEFRAME = G
DURATION = 8
NEXT = S_BLUEGOOMBA_DEAD

## 2D Goomba Mobj info

OBJECT MT_2DGOOMBA
#$Category Mario Overworld
#$Name Brown Goomba (2D)
#$Sprite GO2DA0
MAPTHINGNUM = 1836
SPAWNSTATE = S_GOOMBA2DSPAWN1
SEESTATE = S_GOOMBA2DGO1
DEATHSTATE = S_GOOMBA_DEAD
DEATHSOUND = sfx_mario5
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## 2D Goomba states

STATE S_GOOMBA2DSPAWN1
SPRITENAME = SPR_GO2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_GOOMBA2DSPAWN2
ACTION A_Look

STATE S_GOOMBA2DSPAWN2
SPRITENAME = SPR_GO2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_GOOMBA2DSPAWN1
ACTION A_Look

STATE S_GOOMBA2DGO1
SPRITENAME = SPR_GO2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_GOOMBA2DGO2
ACTION A_Chase

STATE S_GOOMBA2DGO2
SPRITENAME = SPR_GO2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_GOOMBA2DGO1
ACTION A_Chase

## 2D Blue Goomba Mobj info

OBJECT MT_2DBLUEGOOMBA
#$Category Mario Underground
#$Name Blue Goomba (2D)
#$Sprite BG2DA0
MAPTHINGNUM = 1837
SPAWNSTATE = S_BLUEGOOMBA2DSPAWN1
SEESTATE = S_BLUEGOOMBA2DGO1
DEATHSTATE = S_BLUEGOOMBA_DEAD
DEATHSOUND = sfx_mario5
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## 2D Blue Goomba states

STATE S_BLUEGOOMBA2DSPAWN1
SPRITENAME = SPR_BG2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_BLUEGOOMBA2DSPAWN2
ACTION A_Look

STATE S_BLUEGOOMBA2DSPAWN2
SPRITENAME = SPR_BG2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_BLUEGOOMBA2DSPAWN1
ACTION A_Look

STATE S_BLUEGOOMBA2DGO1
SPRITENAME = SPR_BG2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_BLUEGOOMBA2DGO2
ACTION A_Chase

STATE S_BLUEGOOMBA2DGO2
SPRITENAME = SPR_BG2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_BLUEGOOMBA2DGO1
ACTION A_Chase

## Easter Egg Goomba Mobj info

OBJECT MT_EGGGOOMBA
#$Category Mario Overworld
#$Name Brown Goomba (Meme)
#$Sprite GOEGA0
MAPTHINGNUM = 2429
SPAWNSTATE = S_EGGGOOMBASPAWN1
SEESTATE = S_EGGGOOMBAGO1
DEATHSTATE = S_GOOMBA_DEAD
DEATHSOUND = sfx_mario5
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 25
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## 2D Goomba states

STATE S_EGGGOOMBASPAWN1
SPRITENAME = SPR_GOEG
SPRITEFRAME = A
DURATION = 6
NEXT = S_EGGGOOMBASPAWN2
ACTION A_Look

STATE S_EGGGOOMBASPAWN2
SPRITENAME = SPR_GOEG
SPRITEFRAME = B
DURATION = 6
NEXT = S_GOOMBA2DSPAWN1
ACTION A_Look

STATE S_EGGGOOMBAGO1
SPRITENAME = SPR_GOEG
SPRITEFRAME = A
DURATION = 6
NEXT = S_EGGGOOMBAGO2
ACTION A_Chase

STATE S_EGGGOOMBAGO2
SPRITENAME = SPR_GOEG
SPRITEFRAME = B
DURATION = 6
NEXT = S_EGGGOOMBAGO1
ACTION A_Chase

## Castle Spikes Mobj info

OBJECT MT_CASTLESPIKES
#$Category Mario Castle
#$Name Castle Spikes
#$Sprite MSPIA0
MAPTHINGNUM = 2305
SPAWNSTATE = S_CASTLESPIKES1
DEATHSTATE = S_CASTLESPIKED1
XDEATHSTATE = S_CASTLESPIKED2
PAINSOUND = sfx_s3k64
SPAWNHEALTH = 1000
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_PAIN

## Castle Spikes states

STATE S_CASTLESPIKES1
SPRITENAME = SPR_MSPI
SPRITEFRAME = A
NEXT = S_CASTLESPIKES1
ACTION A_Pain

STATE S_CASTLESPIKED1
SPRITENAME = SPR_MSPI
SPRITEFRAME = A
NEXT = S_CASTLESPIKED2

STATE S_CASTLESPIKED2
SPRITENAME = SPR_MSPI
SPRITEFRAME = A
NEXT = S_CASTLESPIKES1

## SMB3 Mace Mobj info

OBJECT MT_SMB3MACESTART
#$Category Mario Castle
#$Name SMB3 Mace Centre
#$Sprite MBALA0
MAPTHINGNUM = 2314
SPAWNSTATE = S_SMB3MACESTART
PAINSOUND = sfx_s3k64
SPAWNHEALTH = 1000
REACTIONTIME = 8
DAMAGE = 1
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

## SMB3 Mace states

STATE S_SMB3MACESTART
SPRITENAME = SPR_MBAL
SPRITEFRAME = A

## SMB3 Mace Mobj info

OBJECT MT_SMB3MACE
#$Category Mario Castle
#$Name SMB3 Disco Mace
#$Sprite MMACA0
MAPTHINGNUM = 2315
SPAWNSTATE = S_SMB3MACE1
PAINSOUND = sfx_s3k64
SPAWNHEALTH = 1000
REACTIONTIME = 8
DAMAGE = 1
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_PAIN|MF_NOGRAVITY

## SMB3 Mace states

STATE S_SMB3MACE1
SPRITENAME = SPR_MMAC
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE2

STATE S_SMB3MACE2
SPRITENAME = SPR_MMAC
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE3

STATE S_SMB3MACE3
SPRITENAME = SPR_MMAC
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE4

STATE S_SMB3MACE4
SPRITENAME = SPR_MMAC
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE5

STATE S_SMB3MACE5
SPRITENAME = SPR_MMAC
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE6

STATE S_SMB3MACE6
SPRITENAME = SPR_MMAC
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE1


## Cheep Cheep Mobj Info

OBJECT MT_MarioFish
#$Category Mario Underwater
#$Name Cheep Cheep
#$Sprite CEEPA1
MAPTHINGNUM = 2400
SPAWNSTATE = S_MarioFishPogging1
SEESTATE = S_MarioFishFakeAttack1
DEATHSTATE = S_MarioFishDead1
DEATHSOUND = sfx_MARIO2
SPAWNHEALTH = 1
REACTIONTIME = 4*TICRATE
SPEED = 7
DAMAGE = 0
RADIUS = 20*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
FLAGS = MF_SLIDEME|MF_FLOAT|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY

## Cheep Cheep States

FRAME S_MarioFishPogging1
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = A
Action A_JetJawRoam
Next = S_MarioFishPogging2

FRAME S_MarioFishPogging2
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = B
Action A_JetJawRoam
Next = S_MarioFishPogging3

FRAME S_MarioFishPogging3
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = C
Action A_JetJawRoam
Next = S_MarioFishPogging4

FRAME S_MarioFishPogging4
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = D
Action A_JetJawRoam
Next = S_MarioFishPogging1

FRAME S_MarioFishFakeAttack1
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = A
Action A_JetJawChomp
Next = S_MarioFishFakeAttack2

FRAME S_MarioFishFakeAttack2
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = B
Action A_JetJawChomp
Next = S_MarioFishFakeAttack3

FRAME S_MarioFishFakeAttack3
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = C
Action A_JetJawChomp
Next = S_MarioFishFakeAttack4

FRAME S_MarioFishFakeAttack4
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = D
Action A_JetJawChomp
Next = S_MarioFishFakeAttack1

FRAME S_MarioFishDead1
Duration = 1
SPRITENAME = SPR_CEEP
SPRITEFRAME = E
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 1
Next = S_MarioFishDead2

FRAME S_MarioFishDead2
Duration = 100
SPRITENAME = SPR_CEEP
SPRITEFRAME = E
Action A_Scream

## Blooper Mobj Info

OBJECT MT_MarioOctopus
#$Category Mario Underwater
#$Name Blooper
#$Sprite BLOOA0
MAPTHINGNUM = 2401
SPAWNSTATE = S_MarioOctodadSpawn
SEESTATE = S_MarioOctodad
DEATHSTATE = S_Wellexcusemeprincess1
DEATHSOUND = sfx_MARIO2
SPAWNHEALTH = 1
REACTIONTIME = 4*TICRATE
SPEED = 5
DAMAGE = 0
RADIUS = 12*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
FLAGS = MF_SLIDEME|MF_FLOAT|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY

## Blooper States


FRAME S_MarioOctodadSpawn
Duration = 4
SPRITENAME = SPR_BLOO
SPRITEFRAME = A
Next = S_MarioOctodadSpawn
Action A_look

FRAME S_MarioOctodad
Duration = 4
SPRITENAME = SPR_BLOO
SPRITEFRAME = A
Action A_FaceTarget
Var1 = MT_PLayer
Var2 = 0
Next = S_MarioOctodad1

FRAME S_MarioOctodad1
Duration = 6
SPRITENAME = SPR_BLOO
SPRITEFRAME = B
Action A_FaceTarget
Next = S_MarioOctodad2

FRAME S_MarioOctodad2
Duration = 1
SPRITENAME = SPR_BLOO
SPRITEFRAME = B
Action A_SpawnObjectRelative
Var1 = 0
Var2 = (-15*65536)+MT_CANARIVORE_GAS
Next = S_MarioOctodad3

FRAME S_MarioOctodad3
Duration = 4
SPRITENAME = SPR_BLOO
SPRITEFRAME = F
Action A_Thrust
Var1 = 10
Var2 = 0
Next = S_MarioOctodad4

FRAME S_MarioOctodad4
Duration = 50
SPRITENAME = SPR_BLOO
SPRITEFRAME = C
Action A_ZThrust
Var1 = 15
Var2 = (0>>16)+(0<<16)
Next = S_MarioOctodad5

FRAME S_MarioOctodad5
Duration = 1
SPRITENAME = SPR_BLOO
SPRITEFRAME = D
Action A_Thrust
Var1 = 0
Var2 = 1
Next = S_MarioOctodad6

FRAME S_MarioOctodad6
Duration = 1
SPRITENAME = SPR_BLOO
SPRITEFRAME = B
Action A_ZThrust
Var1 = 0
Var2 = (1>>16)+(1<<16)
Next = S_MarioOctodad7

FRAME S_MarioOctodad7
Duration = 15
SPRITENAME = SPR_BLOO
SPRITEFRAME = G
Action A_VultureCheck
Next = S_MarioOctodad8

FRAME S_MarioOctodad8
Duration = 10
SPRITENAME = SPR_BLOO
SPRITEFRAME = D
Action A_VultureCheck
Next = S_MarioOctodad1

FRAME S_Wellexcusemeprincess1
Duration = 1
SPRITENAME = SPR_BLOO
SPRITEFRAME = E
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 1
Next = S_Wellexcusemeprincess2

FRAME S_Wellexcusemeprincess2
Duration = 100
SPRITENAME = SPR_BLOO
SPRITEFRAME = E
Action A_Scream

## Green Parakoopa Mobj Info

OBJECT MT_PARAKOOPA
#$Category Mario Overworld
#$Name Green Parakoopa (Still)
#$Sprite MKOPA1
MAPTHINGNUM = 2439
SPAWNSTATE = S_PARAKOOPASTAND1
DEATHSTATE = S_PARAKOOPADEATH
DEATHSOUND = sfx_MARIO2
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 12
DAMAGE = 0
RADIUS = 16*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## Green Parakoopa States

FRAME S_PARAKOOPASTAND1
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Next = S_PARAKOOPASTAND2

FRAME S_PARAKOOPASTAND2
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
Next = S_PARAKOOPASTAND3

FRAME S_PARAKOOPASTAND3
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Action A_SpawnObjectRelative
VAR1 = (-30×65536)+(10)
VAR2 = 0+MT_KOOPAPARAWINGS
Next = S_PARAKOOPAPATROLING2

FRAME S_PARAKOOPAPATROLING2
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = B
Action A_ZThrust
Var1 = 17
Var2 = (1>>16)+(1<<16)
Next = S_PARAKOOPAPATROLING3

FRAME S_PARAKOOPAPATROLING3
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = B
Action A_FaceTarget
Var1 = MT_PLayer
Var2 = 0
Next = S_PARAKOOPAPATROLING1

FRAME S_PARAKOOPAPATROLING1
Duration = 66
SPRITENAME = SPR_MKOP
SPRITEFRAME = A|FF_ANIMATE
VAR1 = 3
VAR2 = 4
Next = S_PARAKOOPAPATROLING2

FRAME S_PARAKOOPADEATH
Duration = 16
SPRITENAME = SPR_PFUF
SPRITEFRAME = A|FF_ANIMATE
VAR1 = 3
VAR2 = 4
Next = S_PARAKOOPADEATH1

FRAME S_PARAKOOPADEATH1
Duration = 1
SPRITENAME = SPR_NULL
SPRITEFRAME = D
Action A_SpawnObjectRelative
VAR1 = (10×65536)+(10)
VAR2 = 0+MT_MGREENKOOPA
Next = S_NULL

## Parawings for Koopa Mobj Info

OBJECT MT_KOOPAPARAWINGS
#$Category Mario Overworld
#$Name Koopa Parawings
#$Sprite MAPAA0
SPAWNSTATE = S_KOOPAPARAWINGPAWN
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1*FRACUNIT
RADIUS = 1*FRACUNIT
HEIGHT = 1*FRACUNIT
MASS = 100
FLAGS = MF_SHOOTABLE|MF_NOGRAVITY

## Parawings for Koopa States

FRAME S_KOOPAPARAWINGPAWN
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Duration = 1
Next = S_KOOPAPARAWINGPAWN1

FRAME S_KOOPAPARAWINGPAWN1
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Duration = 1
ACTION = A_FindTarget
VAR1 = MT_PARAKOOPA
VAR2 = 0
Next = S_KOOPAPARAWINGS1

FRAME S_KOOPAPARAACTION1
DURATION = 1
ACTION A_CapeChase
Var1 = 0
Var2 = (-24<<16)+0

FRAME S_KOOPAPARAACTION2
DURATION = 1
ACTION A_ChangeAngleRelative
Var1 = 90
Var2 = 90

FRAME S_KOOPAPARAWINGS1
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS2

FRAME S_KOOPAPARAWINGS2
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS3

FRAME S_KOOPAPARAWINGS3
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS4

FRAME S_KOOPAPARAWINGS4
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS5

FRAME S_KOOPAPARAWINGS5
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = B|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS6

FRAME S_KOOPAPARAWINGS6
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = B|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS7

FRAME S_KOOPAPARAWINGS7
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = B|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS8

FRAME S_KOOPAPARAWINGS8
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = B|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS9

FRAME S_KOOPAPARAWINGS9
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = C|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS10

FRAME S_KOOPAPARAWINGS10
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = C|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS11

FRAME S_KOOPAPARAWINGS11
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = C|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS12

FRAME S_KOOPAPARAWINGS12
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = C|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS13

FRAME S_KOOPAPARAWINGS13
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = D|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS14

FRAME S_KOOPAPARAWINGS14
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = D|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS15

FRAME S_KOOPAPARAWINGS15
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = D|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS16

FRAME S_KOOPAPARAWINGS16
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = D|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS17

FRAME S_KOOPAPARAWINGS17
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = E|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS18

FRAME S_KOOPAPARAWINGS18
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = E|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS19

FRAME S_KOOPAPARAWINGS19
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = E|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS20

FRAME S_KOOPAPARAWINGS20
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = E|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS21

FRAME S_KOOPAPARAWINGS21
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = F|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS22

FRAME S_KOOPAPARAWINGS22
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = F|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS23

FRAME S_KOOPAPARAWINGS23
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = F|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS24

FRAME S_KOOPAPARAWINGS24
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = F|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_KOOPAPARAWINGS1

## Green Parakoopa Mobj Info

OBJECT MT_BPARAKOOPA
#$Category Mario Overworld
#$Name Green Parakoopa (BunnyHop)
#$Sprite MKOPA1
MAPTHINGNUM = 2440
SPAWNSTATE = S_BPARAKOOPASTAND1
SEESTATE = S_BPARAKOOPAPATROLING1
DEATHSTATE = S_BPARAKOOPADEATH
DEATHSOUND = sfx_MARIO2
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
RADIUS = 16*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## Green Parakoopa States

FRAME S_BPARAKOOPASTAND1
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Next = S_BPARAKOOPASTAND2

FRAME S_BPARAKOOPASTAND2
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
Next = S_BPARAKOOPASTAND3

FRAME S_BPARAKOOPASTAND3
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Action A_SpawnObjectRelative
VAR1 = (-30×65536)+(10)
VAR2 = 0+MT_BKOOPAPARAWINGS
Next = S_BPARAKOOPALOOKING

FRAME S_BPARAKOOPALOOKING
Duration = 4
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Action A_Look
NEXT = S_BPARAKOOPALOOKING

FRAME S_BPARAKOOPAPATROLING1
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = B
Action A_BunnyHop
Var1 = 10
Var2 = 7
Next = S_BPARAKOOPAPATROLING2

FRAME S_BPARAKOOPAPATROLING2
Duration = 16
SPRITENAME = SPR_MKOP
SPRITEFRAME = A|FF_ANIMATE
VAR1 = 3
VAR2 = 4
Next = S_BPARAKOOPAPATROLING3

FRAME S_BPARAKOOPAPATROLING3
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = B
ACTION = A_FaceTarget
VAR1 = MT_Player
VAR2 = 0
Next = S_BPARAKOOPAPATROLING1

FRAME S_BPARAKOOPADEATH
Duration = 16
SPRITENAME = SPR_PFUF
SPRITEFRAME = A|FF_ANIMATE
VAR1 = 3
VAR2 = 4
Next = S_BPARAKOOPADEATH1

FRAME S_BPARAKOOPADEATH1
Duration = 1
SPRITENAME = SPR_NULL
SPRITEFRAME = D
Action A_SpawnObjectRelative
VAR1 = (10×65536)+(10)
VAR2 = 0+MT_MGREENKOOPA
Next = S_NULL

## Parawings for Koopa Mobj Info

OBJECT MT_BKOOPAPARAWINGS
#$Category Overworld
#$Name Koopa Parawings (BunnyHop)
#$Sprite MAPAA0
SPAWNSTATE = S_BKOOPAPARAWINGPAWN
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1*FRACUNIT
RADIUS = 1*FRACUNIT
HEIGHT = 1*FRACUNIT
MASS = 100
FLAGS = MF_SHOOTABLE|MF_NOGRAVITY

## Parawings for Koopa States

FRAME S_BKOOPAPARAWINGPAWN
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Duration = 1
Next = S_BKOOPAPARAWINGPAWN1

FRAME S_BKOOPAPARAWINGPAWN1
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Duration = 1
ACTION = A_FindTarget
VAR1 = MT_BPARAKOOPA
VAR2 = 0
Next = S_BKOOPAPARAWINGS1

FRAME S_BKOOPAPARAWINGS1
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS2

FRAME S_BKOOPAPARAWINGS2
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS3

FRAME S_BKOOPAPARAWINGS3
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS4

FRAME S_BKOOPAPARAWINGS4
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = A|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS5

FRAME S_BKOOPAPARAWINGS5
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = B|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS6

FRAME S_BKOOPAPARAWINGS6
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = B|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS7

FRAME S_BKOOPAPARAWINGS7
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = B|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS8

FRAME S_BKOOPAPARAWINGS8
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = B|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS9

FRAME S_BKOOPAPARAWINGS9
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = C|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS10

FRAME S_BKOOPAPARAWINGS10
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = C|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS11

FRAME S_BKOOPAPARAWINGS11
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = C|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS12

FRAME S_BKOOPAPARAWINGS12
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = C|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS13

FRAME S_BKOOPAPARAWINGS13
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = D|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS14

FRAME S_BKOOPAPARAWINGS14
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = D|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS15

FRAME S_BKOOPAPARAWINGS15
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = D|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS16

FRAME S_BKOOPAPARAWINGS16
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = D|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS17

FRAME S_BKOOPAPARAWINGS17
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = E|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS18

FRAME S_BKOOPAPARAWINGS18
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = E|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS19

FRAME S_BKOOPAPARAWINGS19
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = E|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS20

FRAME S_BKOOPAPARAWINGS20
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = E|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS21

FRAME S_BKOOPAPARAWINGS21
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = F|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS22

FRAME S_BKOOPAPARAWINGS22
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = F|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS23

FRAME S_BKOOPAPARAWINGS23
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = F|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS24

FRAME S_BKOOPAPARAWINGS24
Duration = 1
SPRITENAME = SPR_MAPA
SPRITEFRAME = F|FF_PAPERSPRITE
Action A_DualAction
Var1 = S_KOOPAPARAACTION1
Var2 = S_KOOPAPARAACTION2
Next = S_BKOOPAPARAWINGS1

## Red Piranha Plant Mobj info

OBJECT MT_REDPIRANHAPLANT
#$Category Mario Misc
#$Name Red Piranha Plant  
#$Sprite MRPSA0
MAPTHINGNUM = 2441
SPAWNSTATE = S_REDPIRANHAPLANT1
DEATHSTATE = S_PIRANHAPLANTDEAD
DEATHSOUND = sfx_mario5
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_PAIN

## Red Piranha Plant states

STATE S_REDPIRANHAPLANT1
SPRITENAME = SPR_MRPS
SPRITEFRAME = A
DURATION = 6
NEXT = S_REDPIRANHAPLANT2

STATE S_REDPIRANHAPLANT2
SPRITENAME = SPR_MRPS
SPRITEFRAME = B
DURATION = 6
NEXT = S_REDPIRANHAPLANT1

STATE S_PIRANHAPLANTDEAD
Duration = 16
SPRITENAME = SPR_PFUF
SPRITEFRAME = A|FF_ANIMATE
VAR1 = 3
VAR2 = 4
NEXT = S_NULL

## Purple Piranha Plant Mobj info

OBJECT MT_PURPLEPIRANHAPLANT
#$Category Mario Misc
#$Name Purple Piranha Plant  
#$Sprite MPPSA0
MAPTHINGNUM = 2442
SPAWNSTATE = S_PURPLEPIRANHAPLANT1
DEATHSTATE = S_PIRANHAPLANTDEAD
DEATHSOUND = sfx_mario5
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_PAIN

## Purple Piranha Plant states

STATE S_PURPLEPIRANHAPLANT1
SPRITENAME = SPR_MPPS
SPRITEFRAME = A
DURATION = 6
NEXT = S_PURPLEPIRANHAPLANT2

STATE S_PURPLEPIRANHAPLANT2
SPRITENAME = SPR_MPPS
SPRITEFRAME = B
DURATION = 6
NEXT = S_PURPLEPIRANHAPLANT1

## Red Jumping Piranha Plant Mobj info

OBJECT MT_REDJPIRANHAPLANT
#$Category Mario Misc
#$Name Red Jumping Piranha Plant  
#$Sprite MRPFA0
MAPTHINGNUM = 2443
SPAWNSTATE = S_REDJUMPINGPIRANHAPLANTST1
DEATHSTATE = S_PIRANHAPLANTDEAD
SEESTATE =  S_REDJUMPINGPIRANHAPLANTST1
XDEATHSTATE = S_REDJUMPINGPIRANHAPLANTFAL1
MELEESTATE = S_REDJUMPINGPIRANHAPLANT1
DEATHSOUND = sfx_mario5
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_PAIN

## Red Jumping Piranha Plant states

STATE S_REDJUMPINGPIRANHAPLANTST1
SPRITENAME = SPR_MRPF
SPRITEFRAME = A
DURATION = 6
Action A_FishJump
NEXT = S_REDJUMPINGPIRANHAPLANTST2

STATE S_REDJUMPINGPIRANHAPLANTST2
SPRITENAME = SPR_MRPF
SPRITEFRAME = B
DURATION = 6
NEXT = S_REDJUMPINGPIRANHAPLANTST1

STATE S_REDJUMPINGPIRANHAPLANT1
SPRITENAME = SPR_MRPF
SPRITEFRAME = A
DURATION = 6
Action A_FishJump
NEXT = S_REDJUMPINGPIRANHAPLANT2

STATE S_REDJUMPINGPIRANHAPLANT2
SPRITENAME = SPR_MRPF
SPRITEFRAME = B
DURATION = 6
NEXT = S_REDJUMPINGPIRANHAPLANT1

STATE S_REDJUMPINGPIRANHAPLANTFAL1
SPRITENAME = SPR_MRPF
SPRITEFRAME = A
DURATION = 6
Action A_VultureVtol
Var1 = -2
Var2 = (1>>16)+(1<<16)
NEXT = S_REDJUMPINGPIRANHAPLANTFAL2

STATE S_REDJUMPINGPIRANHAPLANTFAL2
SPRITENAME = SPR_MRPF
SPRITEFRAME = B
DURATION = 6
Action A_ZThrust
Var1 = -2
Var2 = (1>>16)+(1<<16)
NEXT = S_REDJUMPINGPIRANHAPLANTFAL1


## Purple Jumping Piranha Plant Mobj info

OBJECT MT_PURPLEJPIRANHAPLANT
#$Category Mario Misc
#$Name Purple Jumping Piranha Plant  
#$Sprite MPPFA0
MAPTHINGNUM = 2444
SPAWNSTATE = S_PURPLEJUMPINGPIRANHAPLANTST1
SEESTATE = S_PURPLEJUMPINGPIRANHAPLANTST1
DEATHSTATE = S_PIRANHAPLANTDEAD
XDEATHSTATE = S_PURPLEJUMPINGPIRANHAPLANTFAL1
MELEESTATE = S_PURPLEJUMPINGPIRANHAPLANT1
DEATHSOUND = sfx_mario5
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_PAIN

## Purple Jumping Piranha Plant states

STATE S_PURPLEJUMPINGPIRANHAPLANTST1
SPRITENAME = SPR_MPPF
SPRITEFRAME = A
DURATION = 6
NEXT = S_REDJUMPINGPIRANHAPLANTST2

STATE S_PURPLEJUMPINGPIRANHAPLANTST2
SPRITENAME = SPR_MPPF
SPRITEFRAME = B
DURATION = 6
Action A_FishJump
NEXT = S_REDJUMPINGPIRANHAPLANTST1

STATE S_PURPLEJUMPINGPIRANHAPLANT1
SPRITENAME = SPR_MPPF
SPRITEFRAME = A
DURATION = 6
Action A_FishJump
NEXT = S_PURPLEJUMPINGPIRANHAPLANT2

STATE S_PURPLEJUMPINGPIRANHAPLANT2
SPRITENAME = SPR_MPPF
SPRITEFRAME = B
DURATION = 6
NEXT = S_PURPLEJUMPINGPIRANHAPLANT1

STATE S_PURPLEJUMPINGPIRANHAPLANTFAL1
SPRITENAME = SPR_MPPF
SPRITEFRAME = A
DURATION = 6
Action A_ZThrust
Var1 = -2
Var2 = (1>>16)+(1<<16)
NEXT = S_PURPLEJUMPINGPIRANHAPLANTFAL2

STATE S_PURPLEJUMPINGPIRANHAPLANTFAL2
SPRITENAME = SPR_MPPF
SPRITEFRAME = B
DURATION = 6
Action A_ZThrust
Var1 = -2
Var2 = (1>>16)+(1<<16)
NEXT = S_PURPLEJUMPINGPIRANHAPLANTFAL1

## Shy Guy Mobj info

OBJECT MT_SHYGUY
#$Category Mario Misc
#$Name Shy Guy (2D)
#$Sprite SHYGA1
MAPTHINGNUM = 2445
SPAWNSTATE = S_SHYGUYSPAWN1
SEESTATE = S_SHYGUYGO1
DEATHSTATE = S_SHYGUYDEAD
DEATHSOUND = sfx_mario5
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 3
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SHOOTABLE

## Shy Guy states

STATE S_SHYGUYSPAWN1
SPRITENAME = SPR_SHYG
SPRITEFRAME = A
DURATION = 6
NEXT = S_SHYGUYSPAWN1
ACTION A_Look

STATE S_SHYGUYGO1
SPRITENAME = SPR_SHYG
SPRITEFRAME = B
DURATION = 3
NEXT = S_SHYGUYGO2
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

STATE S_SHYGUYGO2
SPRITENAME = SPR_SHYG
SPRITEFRAME = C
DURATION = 3
NEXT = S_SHYGUYGO1
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

STATE S_SHYGUYDEAD
SPRITENAME = SPR_SHYG
SPRITEFRAME = D
DURATION = 60
Action A_SetObjectFlags
Var1 = MF_NOCLIPHEIGHT
Var2 = 2

## Big Mole Mobj info

OBJECT MT_BIGMOLE
#$Category Mario Underground
#$Name Big Mole (2D)
#$Sprite BIMOA1
MAPTHINGNUM = 2500
SPAWNSTATE = S_BIGMOLESPAWN
SEESTATE = S_BIGMOLEGO1
PAINSTATE = S_BIGMOLEBOP
DEATHSTATE = S_BIGMOLEDEAD
DEATHSOUND = sfx_mario5
SPAWNHEALTH = 2
REACTIONTIME = 70
SPEED = 10
DAMAGE = 0
PAINCHANCE = 0
RADIUS = 24*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME

## Big Mole states

STATE S_BIGMOLESPAWN
SPRITENAME = SPR_BIMO
SPRITEFRAME = A
DURATION = 6
NEXT = S_BIGMOLESPAWN
ACTION A_Look

STATE S_BIGMOLEGO1
SPRITENAME = SPR_BIMO
SPRITEFRAME = A
DURATION = 3
NEXT = S_BIGMOLEGO2
ACTION A_CHASE

STATE S_BIGMOLEGO2
SPRITENAME = SPR_BIMO
SPRITEFRAME = B
DURATION = 3
NEXT = S_BIGMOLEGO1
ACTION A_CHASE

STATE S_BIGMOLEBOP
SPRITENAME = SPR_BIMO
SPRITEFRAME = A
DURATION = 35
ACTION A_Pain
NEXT = S_BIGMOLEGO1

STATE S_BIGMOLEDEAD
SPRITENAME = SPR_BIMO
SPRITEFRAME = C
DURATION = 60
Action A_SetObjectFlags
Var1 = MF_NOCLIPHEIGHT
Var2 = 2

## Bomb Ohm Mobj Info

OBJECT MT_BOMBOHM
#$Category Mario Misc
#$Name Bomb-Ohm
#$Sprite BOMHA1
MAPTHINGNUM = 2501
SPAWNSTATE = S_BOMBOHMPATROL1
SEESTATE = S_BOMBOHMCHASE1
DEATHSTATE = S_BOMBOHMEXPLODE
DEATHSOUND = sfx_MARIO2
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 12
DAMAGE = 0
RADIUS = 16*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## Green Koopa States

FRAME S_BOMBOHMPATROL1
Duration = 4
SPRITENAME = SPR_BOMH
SPRITEFRAME = A
Action A_FakeGuardChase
Next = S_BOMBOHMPATROL2

FRAME S_BOMBOHMPATROL2
Duration = 5
SPRITENAME = SPR_BOMH
SPRITEFRAME = B
Action A_FakeGuardChase
Next = S_BOMBOHMPATROL3

FRAME S_BOMBOHMPATROL3
Duration = 5
SPRITENAME = SPR_BOMH
SPRITEFRAME = C
Action A_FakeGuardChase
Next = S_BOMBOHMPATROL4

FRAME S_BOMBOHMPATROL4
Duration = 5
SPRITENAME = SPR_BOMH
SPRITEFRAME = D
Action A_FakeGuardChase
Next = S_BOMBOHMPATROL5

FRAME S_BOMBOHMPATROL5
Duration = 1
SPRITENAME = SPR_BOMH
SPRITEFRAME = A
Action A_Look
Next = S_BOMBOHMPATROL1

FRAME S_BOMBOHMCHASE1
Duration = 4
SPRITENAME = SPR_BOMH
SPRITEFRAME = A
Action A_Chase
Next = S_BOMBOHMCHASE2

FRAME S_BOMBOHMCHASE2
Duration = 5
SPRITENAME = SPR_BOMH
SPRITEFRAME = B
Action A_Chase
Next = S_BOMBOHMCHASE3

FRAME S_BOMBOHMCHASE3
Duration = 5
SPRITENAME = SPR_BOMH
SPRITEFRAME = C
Action A_Chase
Next = S_BOMBOHMCHASE4

FRAME S_BOMBOHMCHASE4
Duration = 5
SPRITENAME = SPR_BOMH
SPRITEFRAME = D
Action A_Chase
Next = S_BOMBOHMCHASE1

FRAME S_BOMBOHMEXPLODE
Duration = 1
SPRITENAME = SPR_BOMH
SPRITEFRAME = D
Action A_KoopaPop