Freeslot
MT_LIFESHROOM
MT_NUKESHROOM
MT_FORCESHROOM
MT_ELECTRICSHROOM
MT_ELEMENTALSHROOM
MT_CLOUDSHROOM
MT_STARMANPOWERUP
MT_INVISIBLE1UP
MT_FIREFLOWER
MT_SPEEDWINGS
MT_POISONSHROOM
MT_BLUECOIN
MT_DRAGONCOIN
MT_LAZYPOISONSHROOM
MT_LAZYSTARMAN
MT_LAZY1UP
MT_LAZYELECTRICSHROOM
MT_LAZYFORCESHROOM
MT_LAZYELEMENTALSHROOM
MT_LAZYWINDSHROOM
MT_LAZYNUKESHROOM
MT_DROPCOIN
MT_COINAWARD
MT_BLUECOINAWARD
MT_POWERUPAWARD
MT_FIVECOIN
MT_TENCOIN
MT_THIRTYCOIN
MT_5COINAWARD
MT_10COINAWARD
MT_30COINAWARD
MT_YOSHIFRUIT
S_LIFESHROOMEXIST
S_LIFESHROOMEXIST1
S_NUKESHROOMEXIST
S_NUKESHROOMEXIST1
S_FORCESHROOMEXIST
S_FORCESHROOMEXIST1
S_ELECTRICSHROOMEXIST
S_ELECTRICSHROOMEXIST1
S_ELEMENTALSHROOMEXIST
S_ELEMENTALSHROOMEXIST1
S_CLOUDSHROOMEXIST
S_CLOUDSHROOMEXIST1
S_STARMANPOWERUPCHECK
S_STARMANPOWERUPE1
S_STARMANPOWERUPE2
S_STARMANPOWERUPE3
S_LIFESHROOMD
S_NUKESHROOMD
S_FORCESHROOMD
S_ELECTRICSHROOMD
S_ELEMENTALSHROOMD
S_CLOUDSHROOMD
S_STARMANPOWERUPD
S_INVISIBLE1UP
S_INVISIBLE1UPTOUCH
S_YOSHIFRUIT
S_DEATHYOSHIFRUIT
S_DEATHYOSHIFRUIT1
S_BOIN1
S_BOIN2
S_BOIN3
S_BOIN4
S_BOIN5
S_BOIN6
S_BOIN7
S_BOIN8
S_BOIN9
S_BOIN10
S_BOIN11
S_BOIN12
S_BOIN13
S_BOIN14
S_BOIN15
S_BOIN16
S_COIN4
S_COIN5
S_COIN6
S_COIN7
S_COIN8
S_COIN9
S_COIN10
S_COIN11
S_COIN12
S_COIN13
S_COIN14
S_COIN15
S_COIN16
S_DOIN1
S_DOIN2
S_DOIN3
S_DOIN4
S_DOIN5
S_DOIN6
S_DOIN7
S_DOIN8
S_DOIN9
S_DOIN10
S_DOIN11
S_DOIN12
S_DOIN13
S_DOIN14
S_5COIN1
S_5COIN2
S_5COIN3
S_5COIN4
S_5COIN5
S_5COIN6
S_5COIN7
S_5COIN8
S_10COIN1
S_10COIN2
S_10COIN3
S_10COIN4
S_10COIN5
S_10COIN6
S_10COIN7
S_10COIN8
S_30COIN1
S_30COIN2
S_30COIN3
S_30COIN4
S_30COIN5
S_30COIN6
S_30COIN7
S_30COIN8
S_5COINAWARD
S_5COINAWARD1
S_5COINAWARD2
S_10COINAWARD
S_10COINAWARD1
S_10COINAWARD2
S_30COINAWARD
S_30COINAWARD1
S_30COINAWARD2
S_5COINDEATH
S_5COINSCOREAWARD
S_10COINDEATH
S_10COINSCOREAWARD
S_30COINDEATH
S_30COINSCOREAWARD
S_SPEEDWINGSEXIST
S_SPEEDWINGSD
S_POISONSHROOMEXIST
S_POISONSHROOMEXIST1
S_POISONSHROOMD
S_BCOINDEATH
S_DCOINDEATH
S_DCOINDEATH1
S_DCOINDEATH2
S_DCOINDEATH3
S_DCOINDEATH4
S_COINSPARKLE5
S_COINSPARKLE6
S_COINSPARKLE7
S_COINSPARKLE8
S_COINSPARKLE9
S_MULTICOINSPARKLE1
S_MULTICOINSPARKLE2
S_MULTICOINSPARKLE3
S_MULTICOINSPARKLE4
S_MULTICOINSPARKLE5
S_MULTICOINSPARKLE6
S_MULTICOINSPARKLE7
S_MULTICOINSPARKLE8
S_MULTICOINSPARKLE9
S_BLUECOINSPARKLE1
S_BLUECOINSPARKLE2
S_BLUECOINSPARKLE3
S_BLUECOINSPARKLE4
S_BLUECOINSPARKLE5
S_BLUECOINSPARKLE6
S_BLUECOINSPARKLE7
S_BLUECOINSPARKLE8
S_BLUECOINSPARKLE9
S_DCOINSPARKLE1
S_DCOINSPARKLE2
S_DCOINSPARKLE3
S_DCOINSPARKLE4
S_DCOINSPARKLE5
S_DCOINSPARKLE6
S_DCOINSPARKLE7
S_DCOINSPARKLE8
S_DCOINSPARKLE9
S_BLUECOINAWARD
S_BLUECOINAWARD1
S_BLUECOINAWARD2
S_BLUECOINSCOREAWARD
S_DROPCOIN1
S_DROPCOIN2
S_DROPCOIN3
S_DROPCOIN4
S_DROPCOINDEATH
S_LAZYPOISONSHROOM
S_LAZYSTARMAN
S_LAZY1UP
S_LAZYELECTRICSHROOM
S_LAZYFORCESHROOM
S_LAZYELEMENTALSHROOM
S_LAZYWINDSHROOM
S_LAZYNUKESHROOM
S_COINSCOREAWARD
S_COINAWARD
S_COINAWARD1
S_COINAWARD2
S_PARTICLEPICKUP1
S_PARTICLEPICKUP2
S_1000SCOREAWARD
S_POWERUPAWARD
S_POWERUPAWARD1
S_POWERUPAWARD2
SPR_MSIV
SPR_MS1P
SPR_MSAT
SPR_MSFO
SPR_MSAR
SPR_MSWW
SPR_MSEL
SPR_MSSP
SPR_MEGH
SPR_BOIN
SPR_DOIN
SPR_BPRK
SPR_UPPB
SPR_DPRK
SPR_5COI
SPR_10CO
SPR_30CO
SPR_MUPR
SPR_YOFR
SPR_PFUY
SFX_MARIOD

## Coins Edit

OBJECT MT_COIN
#$Category Mario Pick-Ups
#$Name Coin
#$Sprite COINA0
MAPTHINGNUM = 1800
DEATHSTATE = S_COINSCOREAWARD
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT

## More states for Coins

STATE S_COIN1
SPRITENAME = COIN
SPRITEFRAME = A
DURATION = 2
NEXT = S_COIN2

STATE S_COIN2
SPRITENAME = COIN
SPRITEFRAME = B
DURATION = 2
NEXT = S_COIN3

STATE S_COIN3
SPRITENAME = COIN
SPRITEFRAME = C
DURATION = 2
NEXT = S_COIN4

STATE S_COIN4
SPRITENAME = COIN
SPRITEFRAME = D
DURATION = 2
NEXT = S_COIN5

STATE S_COIN5
SPRITENAME = COIN
SPRITEFRAME = E
DURATION = 2
NEXT = S_COIN6

STATE S_COIN6
SPRITENAME = COIN
SPRITEFRAME = F
DURATION = 2
NEXT = S_COIN7

STATE S_COIN7
SPRITENAME = COIN
SPRITEFRAME = G
DURATION = 2
NEXT = S_COIN8

STATE S_COIN8
SPRITENAME = COIN
SPRITEFRAME = H
DURATION = 2
NEXT = S_COIN9

STATE S_COIN9
SPRITENAME = COIN
SPRITEFRAME = I
DURATION = 2
NEXT = S_COIN10

STATE S_COIN10
SPRITENAME = COIN
SPRITEFRAME = J
DURATION = 2
NEXT = S_COIN11

STATE S_COIN11
SPRITENAME = COIN
SPRITEFRAME = K
DURATION = 2
NEXT = S_COIN12

STATE S_COIN12
SPRITENAME = COIN
SPRITEFRAME = L
DURATION = 2
NEXT = S_COIN13

STATE S_COIN13
SPRITENAME = COIN
SPRITEFRAME = M
DURATION = 2
NEXT = S_COIN14

STATE S_COIN14
SPRITENAME = COIN
SPRITEFRAME = N
DURATION = 2
NEXT = S_COIN15

STATE S_COIN15
SPRITENAME = COIN
SPRITEFRAME = O
DURATION = 2
NEXT = S_COIN16

STATE S_COIN16
SPRITENAME = COIN
SPRITEFRAME = P
DURATION = 2
NEXT = S_COIN1

STATE S_COINSCOREAWARD
SPRITENAME = CPRK
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30
DURATION = 1
Action A_SpawnObjectRelative
VAR1 = 0
VAR2 = 0+MT_COINAWARD
NEXT = S_COINSPARKLE1

STATE S_COINSPARKLE1
SPRITENAME = CPRK
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE2

STATE S_COINSPARKLE2
SPRITENAME = CPRK
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE3

STATE S_COINSPARKLE3
SPRITENAME = CPRK
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE4

STATE S_COINSPARKLE4
SPRITENAME = CPRK
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE5

STATE S_COINSPARKLE5
SPRITENAME = CPRK
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE6

STATE S_COINSPARKLE6
SPRITENAME = CPRK
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE7

STATE S_COINSPARKLE7
SPRITENAME = CPRK
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE8

STATE S_COINSPARKLE8
SPRITENAME = CPRK
SPRITEFRAME = H|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE9

STATE S_COINSPARKLE9
SPRITENAME = CPRK
SPRITEFRAME = I|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_NULL

## Coin Score Award Mobj Info

OBJECT MT_COINAWARD
SPAWNSTATE = S_COINAWARD
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 50
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY

## Coin Score Award States

STATE S_COINAWARD
DURATION = 1
NEXT = S_COINAWARD1

STATE S_COINAWARD1
DURATION = 1
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
NEXT = S_COINAWARD2

STATE S_COINAWARD2
DURATION = 1
ACTION = A_AwardScore
NEXT = S_NULL

## Blue Score Award Mobj Info

OBJECT MT_BLUECOINAWARD
SPAWNSTATE = S_BLUECOINAWARD
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 500
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY

## Coin Score Award States

STATE S_BLUECOINAWARD
DURATION = 1
NEXT = S_BLUECOINAWARD1

STATE S_BLUECOINAWARD1
DURATION = 1
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
NEXT = S_BLUECOINAWARD2

STATE S_BLUECOINAWARD2
DURATION = 1
ACTION = A_AwardScore
NEXT = S_NULL

## Drop Coin Mobj Info

OBJECT MT_DROPCOIN
SPAWNSTATE = S_DROPCOIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 1
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY

## Drop Coin States

STATE S_DROPCOINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_COINSPARKLE1

STATE S_DROPCOIN1
SPRITENAME = COIN
SPRITEFRAME = A
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 1
DURATION = 2
NEXT = S_DROPCOIN2

STATE S_DROPCOIN2
SPRITENAME = COIN
SPRITEFRAME = B
Action A_ZThrust
Var1 = 8
Var2 = (1>>16)+(1<<16)
DURATION = 2
NEXT = S_DROPCOIN3

STATE S_DROPCOIN3
SPRITENAME = COIN
SPRITEFRAME = C
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 2
DURATION = 2
NEXT = S_DROPCOIN4

STATE S_DROPCOIN4
SPRITENAME = COIN
SPRITEFRAME = D
Action A_ZThrust
Var1 = 0
Var2 = (1>>16)+(1<<16)
DURATION = 2
NEXT = S_DROPCOINDEATH

## Blue Coin Mobj Info

OBJECT MT_BLUECOIN
#$Category Mario Pick-Ups
#$Name Blue Coin
#$Sprite BOINA0
MAPTHINGNUM = 2308
SPAWNSTATE = S_BOIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 5
DEATHSOUND = sfx_mario4
DEATHSTATE = S_BCOINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## Blue Coin States

STATE S_BCOINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_BLUECOINSCOREAWARD

STATE S_BLUECOINSCOREAWARD
DURATION = 1
Action A_SpawnObjectRelative
VAR1 = 0
VAR2 = 0+MT_BLUECOINAWARD
NEXT = S_BLUECOINSPARKLE1

STATE S_BOIN1
SPRITENAME = BOIN
SPRITEFRAME = A
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN2

STATE S_BOIN2
SPRITENAME = BOIN
SPRITEFRAME = B
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN3

STATE S_BOIN3
SPRITENAME = BOIN
SPRITEFRAME = C
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN4

STATE S_BOIN4
SPRITENAME = BOIN
SPRITEFRAME = D
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN5

STATE S_BOIN5
SPRITENAME = BOIN
SPRITEFRAME = E
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN6

STATE S_BOIN6
SPRITENAME = BOIN
SPRITEFRAME = F
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN7

STATE S_BOIN7
SPRITENAME = BOIN
SPRITEFRAME = G
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN8

STATE S_BOIN8
SPRITENAME = BOIN
SPRITEFRAME = H
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN9

STATE S_BOIN9
SPRITENAME = BOIN
SPRITEFRAME = I
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN10

STATE S_BOIN10
SPRITENAME = BOIN
SPRITEFRAME = J
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN11

STATE S_BOIN11
SPRITENAME = BOIN
SPRITEFRAME = K
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN12

STATE S_BOIN12
SPRITENAME = BOIN
SPRITEFRAME = L
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN13

STATE S_BOIN13
SPRITENAME = BOIN
SPRITEFRAME = M
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN14

STATE S_BOIN14
SPRITENAME = BOIN
SPRITEFRAME = N
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN15

STATE S_BOIN15
SPRITENAME = BOIN
SPRITEFRAME = O
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN16

STATE S_BOIN16
SPRITENAME = BOIN
SPRITEFRAME = P
ACTION A_AttractChase
DURATION = 2
NEXT = S_BOIN1

STATE S_BLUECOINSPARKLE1
SPRITENAME = BPRK
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30
ACTION A_ForceStop
VAR1 = 0
DURATION = 3
NEXT = S_BLUECOINSPARKLE2

STATE S_BLUECOINSPARKLE2
SPRITENAME = BPRK
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_BLUECOINSPARKLE3

STATE S_BLUECOINSPARKLE3
SPRITENAME = BPRK
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_BLUECOINSPARKLE4

STATE S_BLUECOINSPARKLE4
SPRITENAME = BPRK
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_BLUECOINSPARKLE5

STATE S_BLUECOINSPARKLE5
SPRITENAME = BPRK
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_BLUECOINSPARKLE6

STATE S_BLUECOINSPARKLE6
SPRITENAME = BPRK
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_BLUECOINSPARKLE7

STATE S_BLUECOINSPARKLE7
SPRITENAME = BPRK
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_BLUECOINSPARKLE8

STATE S_BLUECOINSPARKLE8
SPRITENAME = BPRK
SPRITEFRAME = H|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_BLUECOINSPARKLE9

STATE S_BLUECOINSPARKLE9
SPRITENAME = BPRK
SPRITEFRAME = I|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_NULL

## 5 Coin Score Award Mobj Info

OBJECT MT_5COINAWARD
SPAWNSTATE = S_5COINAWARD
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 250
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY

## 5 Coin Score Award States

STATE S_5COINAWARD
DURATION = 1
NEXT = S_5COINAWARD1

STATE S_5COINAWARD1
DURATION = 1
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
NEXT = S_5COINAWARD2

STATE S_5COINAWARD2
DURATION = 1
ACTION = A_AwardScore
NEXT = S_NULL

## 5 Coin Mobj Info

OBJECT MT_FIVECOIN
#$Category Mario Pick-Ups
#$Name 5 Coin
#$Sprite 5COIA0
MAPTHINGNUM = 2536
SPAWNSTATE = S_5COIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 5
DEATHSOUND = sfx_mario4
DEATHSTATE = S_5COINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## 5 Coin States

STATE S_5COINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_5COINSCOREAWARD

STATE S_5COINSCOREAWARD
DURATION = 1
Action A_SpawnObjectRelative
VAR1 = 0
VAR2 = 0+MT_5COINAWARD
NEXT = S_MULTICOINSPARKLE1

STATE S_5COIN1
SPRITENAME = SPR_5COI
SPRITEFRAME = A
ACTION A_AttractChase
DURATION = 3
NEXT = S_5COIN2

STATE S_5COIN2
SPRITENAME = SPR_5COI
SPRITEFRAME = B
ACTION A_AttractChase
DURATION = 3
NEXT = S_5COIN3

STATE S_5COIN3
SPRITENAME = SPR_5COI
SPRITEFRAME = C
ACTION A_AttractChase
DURATION = 3
NEXT = S_5COIN4

STATE S_5COIN4
SPRITENAME = SPR_5COI
SPRITEFRAME = D
ACTION A_AttractChase
DURATION = 3
NEXT = S_5COIN5

STATE S_5COIN5
SPRITENAME = SPR_5COI
SPRITEFRAME = E
ACTION A_AttractChase
DURATION = 3
NEXT = S_5COIN6

STATE S_5COIN6
SPRITENAME = SPR_5COI
SPRITEFRAME = F
ACTION A_AttractChase
DURATION = 3
NEXT = S_5COIN7

STATE S_5COIN7
SPRITENAME = SPR_5COI
SPRITEFRAME = G
ACTION A_AttractChase
DURATION = 3
NEXT = S_5COIN8

STATE S_5COIN8
SPRITENAME = SPR_5COI
SPRITEFRAME = H
ACTION A_AttractChase
DURATION = 3
NEXT = S_5COIN1

STATE S_MULTICOINSPARKLE1
SPRITENAME = MUPR
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30
ACTION A_ForceStop
VAR1 = 0
DURATION = 3
NEXT = S_MULTICOINSPARKLE2

STATE S_MULTICOINSPARKLE2
SPRITENAME = MUPR
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_MULTICOINSPARKLE3

STATE S_MULTICOINSPARKLE3
SPRITENAME = MUPR
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_MULTICOINSPARKLE4

STATE S_MULTICOINSPARKLE4
SPRITENAME = MUPR
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_MULTICOINSPARKLE5

STATE S_MULTICOINSPARKLE5
SPRITENAME = MUPR
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_MULTICOINSPARKLE6

STATE S_MULTICOINSPARKLE6
SPRITENAME = MUPR
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_MULTICOINSPARKLE7

STATE S_MULTICOINSPARKLE7
SPRITENAME = MUPR
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_MULTICOINSPARKLE8

STATE S_MULTICOINSPARKLE8
SPRITENAME = MUPR
SPRITEFRAME = H|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_MULTICOINSPARKLE9

STATE S_MULTICOINSPARKLE9
SPRITENAME = MUPR
SPRITEFRAME = I|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_NULL

## 10 Coin Score Award Mobj Info

OBJECT MT_10COINAWARD
SPAWNSTATE = S_10COINAWARD
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 500
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY

## 10 Coin Score Award States

STATE S_10COINAWARD
DURATION = 1
NEXT = S_10COINAWARD1

STATE S_10COINAWARD1
DURATION = 1
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
NEXT = S_10COINAWARD2

STATE S_10COINAWARD2
DURATION = 1
ACTION = A_AwardScore
NEXT = S_NULL

## 10 Coin Mobj Info

OBJECT MT_TENCOIN
#$Category Mario Pick-Ups
#$Name 10 Coin
#$Sprite 10COA0
MAPTHINGNUM = 2537
SPAWNSTATE = S_10COIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 10
DEATHSOUND = sfx_mario4
DEATHSTATE = S_10COINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## 5 Coin States

STATE S_10COINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_10COINSCOREAWARD

STATE S_10COINSCOREAWARD
DURATION = 1
Action A_SpawnObjectRelative
VAR1 = 0
VAR2 = 0+MT_10COINAWARD
NEXT = S_MULTICOINSPARKLE1

STATE S_10COIN1
SPRITENAME = SPR_10CO
SPRITEFRAME = A
ACTION A_AttractChase
DURATION = 3
NEXT = S_10COIN2

STATE S_10COIN2
SPRITENAME = SPR_10CO
SPRITEFRAME = B
ACTION A_AttractChase
DURATION = 3
NEXT = S_10COIN3

STATE S_10COIN3
SPRITENAME = SPR_10CO
SPRITEFRAME = C
ACTION A_AttractChase
DURATION = 3
NEXT = S_10COIN4

STATE S_10COIN4
SPRITENAME = SPR_10CO
SPRITEFRAME = D
ACTION A_AttractChase
DURATION = 3
NEXT = S_10COIN5

STATE S_10COIN5
SPRITENAME = SPR_10CO
SPRITEFRAME = E
ACTION A_AttractChase
DURATION = 3
NEXT = S_10COIN6

STATE S_10COIN6
SPRITENAME = SPR_10CO
SPRITEFRAME = F
ACTION A_AttractChase
DURATION = 3
NEXT = S_10COIN7

STATE S_10COIN7
SPRITENAME = SPR_10CO
SPRITEFRAME = G
ACTION A_AttractChase
DURATION = 3
NEXT = S_10COIN8

STATE S_10COIN8
SPRITENAME = SPR_10CO
SPRITEFRAME = H
ACTION A_AttractChase
DURATION = 3
NEXT = S_10COIN1

## 30 Coin Score Award Mobj Info

OBJECT MT_30COINAWARD
SPAWNSTATE = S_30COINAWARD
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 750
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY

## 30 Coin Score Award States

STATE S_30COINAWARD
DURATION = 1
NEXT = S_30COINAWARD1

STATE S_30COINAWARD1
DURATION = 1
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
NEXT = S_30COINAWARD2

STATE S_30COINAWARD2
DURATION = 1
ACTION = A_AwardScore
NEXT = S_NULL


## 30 Coin Mobj Info

OBJECT MT_THIRTYCOIN
#$Category Mario Pick-Ups
#$Name 30 Coin
#$Sprite 30COA0
MAPTHINGNUM = 2538
SPAWNSTATE = S_30COIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 30
DEATHSOUND = sfx_mario4
DEATHSTATE = S_30COINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## 30 Coin States

STATE S_30COINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_30COINSCOREAWARD

STATE S_30COINSCOREAWARD
DURATION = 1
Action A_SpawnObjectRelative
VAR1 = 0
VAR2 = 0+MT_30COINAWARD
NEXT = S_MULTICOINSPARKLE1

STATE S_30COIN1
SPRITENAME = SPR_30CO
SPRITEFRAME = A
ACTION A_AttractChase
DURATION = 3
NEXT = S_30COIN2

STATE S_30COIN2
SPRITENAME = SPR_30CO
SPRITEFRAME = B
ACTION A_AttractChase
DURATION = 3
NEXT = S_30COIN3

STATE S_30COIN3
SPRITENAME = SPR_30CO
SPRITEFRAME = C
ACTION A_AttractChase
DURATION = 3
NEXT = S_30COIN4

STATE S_30COIN4
SPRITENAME = SPR_30CO
SPRITEFRAME = D
ACTION A_AttractChase
DURATION = 3
NEXT = S_30COIN5

STATE S_30COIN5
SPRITENAME = SPR_30CO
SPRITEFRAME = E
ACTION A_AttractChase
DURATION = 3
NEXT = S_30COIN6

STATE S_30COIN6
SPRITENAME = SPR_30CO
SPRITEFRAME = F
ACTION A_AttractChase
DURATION = 3
NEXT = S_30COIN7

STATE S_30COIN7
SPRITENAME = SPR_30CO
SPRITEFRAME = G
ACTION A_AttractChase
DURATION = 3
NEXT = S_30COIN8

STATE S_30COIN8
SPRITENAME = SPR_30CO
SPRITEFRAME = H
ACTION A_AttractChase
DURATION = 3
NEXT = S_30COIN1


## Dragon Coin Mobj Info

OBJECT MT_DRAGONCOIN
#$Category Mario Pick-Ups
#$Name Dragon Coin
#$Sprite DOINA0
MAPTHINGNUM = 2311
SPAWNSTATE = S_DOIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 10000
DEATHSOUND = sfx_mariod
DEATHSTATE = S_DCOINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## Dragon Coin States

STATE S_EMBLEM1
SPRITENAME = EMBM
SPRITEFRAME = A
DURATION = -1
ACTION A_SmokeTrailer
var1 = MT_BOXSPARKLE

STATE S_DCOINDEATH
SPRITENAME = DOIN
SPRITEFRAME = A
DURATION = 1
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 1
NEXT = S_DCOINDEATH1

STATE S_DCOINDEATH1
SPRITENAME = DOIN
SPRITEFRAME = A
DURATION = 1
Action A_ZThrust
Var1 = 8
Var2 = (1>>16)+(1<<16)
NEXT = S_DCOINDEATH2

STATE S_DCOINDEATH2
SPRITENAME = DOIN
SPRITEFRAME = A|FF_ANIMATE
ACTION A_AwardScore
DURATION = 32
VAR1 = 13
VAR2 = 1
NEXT = S_DCOINDEATH3

STATE S_DCOINDEATH3
SPRITENAME = DOIN
SPRITEFRAME = A
DURATION = 1
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 2
NEXT = S_DCOINDEATH4

STATE S_DCOINDEATH4
SPRITENAME = DOIN
SPRITEFRAME = A
DURATION = 1
Action A_ZThrust
Var1 = 0
Var2 = (1>>16)+(1<<16)
NEXT = S_DCOINSPARKLE1

STATE S_DCOINSPARKLE1
SPRITENAME = DPRK
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30
ACTION A_SCREAM
DURATION = 3
NEXT = S_DCOINSPARKLE2

STATE S_DCOINSPARKLE2
SPRITENAME = DPRK
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_DCOINSPARKLE3

STATE S_DCOINSPARKLE3
SPRITENAME = DPRK
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_DCOINSPARKLE4

STATE S_DCOINSPARKLE4
SPRITENAME = DPRK
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_DCOINSPARKLE5

STATE S_DCOINSPARKLE5
SPRITENAME = DPRK
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_DCOINSPARKLE6

STATE S_DCOINSPARKLE6
SPRITENAME = DPRK
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_DCOINSPARKLE7

STATE S_DCOINSPARKLE7
SPRITENAME = DPRK
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_DCOINSPARKLE8

STATE S_DCOINSPARKLE8
SPRITENAME = DPRK
SPRITEFRAME = H|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_DCOINSPARKLE9

STATE S_DCOINSPARKLE9
SPRITENAME = DPRK
SPRITEFRAME = I|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_NULL

STATE S_DOIN1
SPRITENAME = DOIN
SPRITEFRAME = A
DURATION = 2
NEXT = S_DOIN2

STATE S_DOIN2
SPRITENAME = DOIN
SPRITEFRAME = B
DURATION = 2
NEXT = S_DOIN3

STATE S_DOIN3
SPRITENAME = DOIN
SPRITEFRAME = C
DURATION = 2
NEXT = S_DOIN4

STATE S_DOIN4
SPRITENAME = DOIN
SPRITEFRAME = D
DURATION = 2
NEXT = S_DOIN5

STATE S_DOIN5
SPRITENAME = DOIN
SPRITEFRAME = E
DURATION = 2
NEXT = S_DOIN6

STATE S_DOIN6
SPRITENAME = DOIN
SPRITEFRAME = F
DURATION = 2
NEXT = S_DOIN7

STATE S_DOIN7
SPRITENAME = DOIN
SPRITEFRAME = G
DURATION = 2
NEXT = S_DOIN8

STATE S_DOIN8
SPRITENAME = DOIN
SPRITEFRAME = H
DURATION = 2
NEXT = S_DOIN9

STATE S_DOIN9
SPRITENAME = DOIN
SPRITEFRAME = I
DURATION = 2
NEXT = S_DOIN10

STATE S_DOIN10
SPRITENAME = DOIN
SPRITEFRAME = J
DURATION = 2
NEXT = S_DOIN11

STATE S_DOIN11
SPRITENAME = DOIN
SPRITEFRAME = K
DURATION = 2
NEXT = S_DOIN12

STATE S_DOIN12
SPRITENAME = DOIN
SPRITEFRAME = L
DURATION = 2
NEXT = S_DOIN13

STATE S_DOIN13
SPRITENAME = DOIN
SPRITEFRAME = M
DURATION = 2
NEXT = S_DOIN14

STATE S_DOIN14
SPRITENAME = DOIN
SPRITEFRAME = N
DURATION = 2
NEXT = S_DOIN1

## Fire Flower Edit

OBJECT MT_FIREFLOWER
#$Category Mario Pick-Ups
#$Name Fire Flower
#$Sprite FFWRB0
MAPTHINGNUM = 1803
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT

## Starman Mobj Info

OBJECT MT_STARMANPOWERUP
#$Category Mario Pick-Ups
#$Name Starman
#$Sprite MSIVA0
MAPTHINGNUM = 1825
SPAWNSTATE = S_STARMANPOWERUPCHECK
SEESTATE = S_STARMANPOWERUPE1
DEATHSTATE = S_STARMANPOWERUPD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Non-moving Starman Mobj Info

OBJECT MT_LAZYSTARMAN
#$Category Mario Pick-Ups
#$Name Starman (Immobile)
#$Sprite MSIVA0
MAPTHINGNUM = 2405
SPAWNSTATE = S_LAZYSTARMAN
DEATHSTATE = S_STARMANPOWERUPD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_NOGRAVITY

## Non-moving Starman States 

FRAME S_LAZYSTARMAN
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 4
NEXT = S_LAZYSTARMAN

## Starman States 

FRAME S_STARMANPOWERUPCHECK
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 1
NEXT = S_STARMANPOWERUPCHECK
ACTION A_Look
Var1 = 3
Var2 = 1

FRAME S_STARMANPOWERUPE1
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 2
NEXT = S_STARMANPOWERUPE2
ACTION A_BunnyHop
var1 = 7
var2 = 6

FRAME S_STARMANPOWERUPE2
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 1
NEXT = S_STARMANPOWERUPE3
ACTION A_SmokeTrailer
var1 = MT_BOXSPARKLE

FRAME S_STARMANPOWERUPE3
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 1
NEXT = S_STARMANPOWERUPE1
ACTION A_GhostMe

FRAME S_STARMANPOWERUPD
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 1
NEXT = S_PARTICLEPICKUP1
ACTION A_Invincibility

## 1-up Mushroom Mobj Info

OBJECT MT_LIFESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom 1-up
#$Sprite MS1PA0
MAPTHINGNUM = 1826
SPAWNSTATE = S_LIFESHROOMEXIST
DEATHSTATE = S_LIFESHROOMD
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Invisible 1-UP Mobj Info

OBJECT MT_INVISIBLE1UP
#$Category Mario Pick-Ups
#$Name 1-Up (Invisible)
#$Sprite MS1PA0
MAPTHINGNUM = 1841
SPAWNSTATE = S_INVISIBLE1UP
DEATHSTATE = S_INVISIBLE1UPTOUCH
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_NOGRAVITY

## Invisible 1-UP States 

FRAME S_INVISIBLE1UP

FRAME S_INVISIBLE1UPTOUCH
NEXT = S_NULL
ACTION A_ExtraLife

## Non-moving 1-up Mushroom Mobj Info

OBJECT MT_LAZY1UP
#$Category Mario Pick-Ups
#$Name Mushroom 1-up (Immobile)
#$Sprite MS1PA0
MAPTHINGNUM = 2406
SPAWNSTATE = S_LAZY1UP
DEATHSTATE = S_LIFESHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = 8
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_NOGRAVITY

## Non-moving 1-up Mushroom States 

FRAME S_LAZY1UP
SPRITENAME = SPR_MS1P
SPRITEFRAME = A
DURATION = 4
NEXT = S_LAZY1UP

## 1-up Mushroom States

FRAME S_LIFESHROOMEXIST
SPRITENAME = SPR_MS1P
SPRITEFRAME = A
DURATION = 1
NEXT = S_LIFESHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_LIFESHROOMEXIST1
SPRITENAME = SPR_MS1P
SPRITEFRAME = A
DURATION = 1
NEXT = S_LIFESHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_LIFESHROOMD
SPRITENAME = SPR_MS1P
SPRITEFRAME = A
DURATION = 1
NEXT = S_PARTICLEPICKUP1
ACTION A_ExtraLife

## Attractive Mushroom Mobj Info

OBJECT MT_ELECTRICSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Attractive
#$Sprite MSATA0
MAPTHINGNUM = 1827
SPAWNSTATE = S_ELECTRICSHROOMEXIST
DEATHSTATE = S_ELECTRICSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Non-moving Attractive Mushroom Mobj Info

OBJECT MT_LAZYELECTRICSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Attractive (Immobile)
#$Sprite MSATA0
MAPTHINGNUM = 2407
SPAWNSTATE = S_LAZYELECTRICSHROOM
DEATHSTATE = S_ELECTRICSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_NOGRAVITY

## Non-moving 1-up Mushroom States 

FRAME S_LAZYELECTRICSHROOM
SPRITENAME = SPR_MSAT
SPRITEFRAME = A
DURATION = 4
NEXT = S_LAZYELECTRICSHROOM

## Attractive Mushroom States

FRAME S_ELECTRICSHROOMEXIST
SPRITENAME = SPR_MSAT
SPRITEFRAME = A
DURATION = 1
NEXT = S_FORCESHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_ELECTRICSHROOMEXIST1
SPRITENAME = SPR_MSAT
SPRITEFRAME = A
DURATION = 1
NEXT = S_ELECTRICSHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_ELECTRICSHROOMD
SPRITENAME = SPR_MSAT
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveShield
var1 = SH_ATTRACT

## Force Mushroom Mobj Info

OBJECT MT_FORCESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Force
#$Sprite MSFOA0
MAPTHINGNUM = 1828
SPAWNSTATE = S_FORCESHROOMEXIST
DEATHSTATE = S_FORCESHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Non-moving Force Mushroom Mobj Info

OBJECT MT_LAZYFORCESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Force (Immobile)
#$Sprite MSFOA0
MAPTHINGNUM = 2408
SPAWNSTATE = S_LAZYFORCESHROOM
DEATHSTATE = S_FORCESHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_NOGRAVITY

## Non-moving 1-up Mushroom States 

FRAME S_LAZYFORCESHROOM
SPRITENAME = SPR_MSFO
SPRITEFRAME = A
DURATION = 4
NEXT = S_LAZYFORCESHROOM

## Force Mushroom States

FRAME S_FORCESHROOMEXIST
SPRITENAME = SPR_MSFO
SPRITEFRAME = A
DURATION = 1
NEXT = S_FORCESHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_FORCESHROOMEXIST1
SPRITENAME = SPR_MSFO
SPRITEFRAME = A
DURATION = 1
NEXT = S_FORCESHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_FORCESHROOMD
SPRITENAME = SPR_MSFO
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveShield
var1 = SH_FORCE|1

## Nuke Mushroom Mobj Info

OBJECT MT_NUKESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Armageddon
#$Sprite MSARA0
MAPTHINGNUM = 1829
SPAWNSTATE = S_NUKESHROOMEXIST
DEATHSTATE = S_NUKESHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Non-moving Nuke Mushroom Mobj Info

OBJECT MT_LAZYNUKESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Armageddon (Immobile)
#$Sprite MSARA0
MAPTHINGNUM = 2409
SPAWNSTATE = S_LAZYNUKESHROOM
DEATHSTATE = S_NUKESHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_NOGRAVITY

## Non-moving Nuke Mushroom States 

FRAME S_LAZYNUKESHROOM
SPRITENAME = SPR_MSAR
SPRITEFRAME = A
DURATION = 4
NEXT = S_LAZYNUKESHROOM

## Nuke Mushroom States

FRAME S_NUKESHROOMEXIST
SPRITENAME = SPR_MSAR
SPRITEFRAME = A
DURATION = 1
NEXT = S_NUKESHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_NUKESHROOMEXIST1
SPRITENAME = SPR_MSAR
SPRITEFRAME = A
DURATION = 1
NEXT = S_NUKESHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_NUKESHROOMD
SPRITENAME = SPR_MSAR
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveShield
var1 = SH_ARMAGEDDON

## Cloud Mushroom Mobj Info

OBJECT MT_CLOUDSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Whirlwind
#$Sprite MSWWA0
MAPTHINGNUM = 1830
SPAWNSTATE = S_CLOUDSHROOMEXIST
DEATHSTATE = S_CLOUDSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Non-moving Cloud Mushroom Mobj Info

OBJECT MT_LAZYWINDSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Whirlwind (Immobile)
#$Sprite MSWWA0
MAPTHINGNUM = 2410
SPAWNSTATE = S_LAZYWINDSHROOM
DEATHSTATE = S_CLOUDSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_NOGRAVITY

## Non-moving Cloud Mushroom States 

FRAME S_LAZYWINDSHROOM
SPRITENAME = SPR_MSWW
SPRITEFRAME = A
DURATION = 4
NEXT = S_LAZYWINDSHROOM

## Cloud Mushroom States

FRAME S_CLOUDSHROOMEXIST
SPRITENAME = SPR_MSWW
SPRITEFRAME = A
DURATION = 1
NEXT = S_CLOUDSHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_CLOUDSHROOMEXIST1
SPRITENAME = SPR_MSWW
SPRITEFRAME = A
DURATION = 1
NEXT = S_CLOUDSHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_CLOUDSHROOMD
SPRITENAME = SPR_MSWW
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveShield
var1 = SH_WHIRLWIND

## Elemental Mushroom Mobj Info

OBJECT MT_ELEMENTALSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Elemental
#$Sprite MSELA0
MAPTHINGNUM = 1831
SPAWNSTATE = S_ELEMENTALSHROOMEXIST
DEATHSTATE = S_ELEMENTALSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Non-moving Elemental Mushroom Mobj Info

OBJECT MT_LAZYELEMENTALSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Elemental (Immobile)
#$Sprite MSELA0
MAPTHINGNUM = 2411
SPAWNSTATE = S_LAZYELEMENTALSHROOM
DEATHSTATE = S_ELEMENTALSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_NOGRAVITY

## Non-moving Elemental Mushroom States 

FRAME S_LAZYELEMENTALSHROOM
SPRITENAME = SPR_MSEL
SPRITEFRAME = A
DURATION = 4
NEXT = S_LAZYELEMENTALSHROOM

## Elemental Mushroom States

FRAME S_ELEMENTALSHROOMEXIST
SPRITENAME = SPR_MSEL
SPRITEFRAME = A
DURATION = 1
NEXT = S_ELEMENTALSHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_ELEMENTALSHROOMEXIST1
SPRITENAME = SPR_MSEL
SPRITEFRAME = A
DURATION = 1
NEXT = S_ELEMENTALSHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_ELEMENTALSHROOMD
SPRITENAME = SPR_MSEL
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveShield
var1 = SH_ELEMENTAL

## Poison Mushroom Mobj Info

OBJECT MT_POISONSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Poison
#$Sprite MEGHA0
MAPTHINGNUM = 2303
SPAWNSTATE = S_POISONSHROOMEXIST
DEATHSTATE = S_POISONSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Non-moving Poison Mushroom Mobj Info

OBJECT MT_LAZYPOISONSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Poison (Immobile)
#$Sprite MEGHA0
MAPTHINGNUM = 2412
SPAWNSTATE = S_LAZYPOISONSHROOM
DEATHSTATE = S_POISONSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_NOGRAVITY

## Non-moving Poison Mushroom States 

FRAME S_LAZYPOISONSHROOM
SPRITENAME = SPR_MEGH
SPRITEFRAME = A
DURATION = 4
NEXT = S_LAZYPOISONSHROOM

## Poison Mushroom States

FRAME S_POISONSHROOMEXIST
SPRITENAME = SPR_MEGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_POISONSHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_POISONSHROOMEXIST1
SPRITENAME = SPR_MEGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_POISONSHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_POISONSHROOMD
SPRITENAME = SPR_MEGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_PARTICLEPICKUP1
ACTION A_EggmanBox

## Speed Wings Mobj Info

OBJECT MT_SPEEDWINGS
#$Category Mario Pick-Ups
#$Name Speed Wings
#$Sprite MSSPA0
MAPTHINGNUM = 2304
SPAWNSTATE = S_SPEEDWINGSEXIST
DEATHSTATE = S_SPEEDWINGSD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Speed Wings States

FRAME S_SPEEDWINGSEXIST
SPRITENAME = SPR_MSSP
SPRITEFRAME = A

FRAME S_SPEEDWINGSD
SPRITENAME = SPR_MSSP
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_SuperSneakers

## POWERUP Score Award Mobj Info

OBJECT MT_POWERUPAWARD
SPAWNSTATE = S_POWERUPAWARD
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 1000
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY

## Coin Score Award States

STATE S_POWERUPAWARD
DURATION = 1
NEXT = S_POWERUPAWARD1

STATE S_POWERUPAWARD1
DURATION = 1
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
NEXT = S_POWERUPAWARD2

STATE S_POWERUPAWARD2
DURATION = 1
ACTION = A_AwardScore
NEXT = S_NULL

# Pickup Particles Mobj Info

FRAME S_1000SCOREAWARD
DURATION = 1
NEXT = S_PARTICLEPICKUP1
Action A_SpawnObjectRelative
VAR1 = 0
VAR2 = 0+MT_POWERUPAWARD
VAR1 = 0

FRAME S_PARTICLEPICKUP1
SPRITENAME = SPR_UPPB
SPRITEFRAME = A|FF_TRANS30
DURATION = 1
NEXT = S_PARTICLEPICKUP2
ACTION A_ForceStop
VAR1 = 0

FRAME S_PARTICLEPICKUP2
SPRITENAME = SPR_UPPB
SPRITEFRAME = A|FF_ANIMATE|FF_TRANS30
DURATION = 15
VAR1 = 5
VAR2 = 3

## Yoshi Island Fruits Mobj Info

OBJECT MT_YOSHIFRUIT
#$Category Mario Pick-Ups
#$Name SMW Yoshi Fruit
#$Sprite YOFRA0
MAPTHINGNUM = 2539
SPAWNSTATE = S_YOSHIFRUIT
DEATHSTATE = S_DEATHYOSHIFRUIT
SPAWNHEALTH = 1000
DAMAGE = 0
REACTIONTIME = 0
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
FLAGS = MF_NOCLIP|MF_NOGRAVITY|MF_SPECIAL|MF_MONITOR

## Yoshi Island Fruits States

FRAME S_YOSHIFRUIT
SPRITENAME = SPR_YOFR
SPRITEFRAME = A|FF_ANIMATE
DURATION = -1
VAR1 = 7
VAR2 = 3

FRAME S_DEATHYOSHIFRUIT
Duration = 16
SPRITENAME = SPR_PFUY
SPRITEFRAME = A|FF_ANIMATE
VAR1 = 3
VAR2 = 4 
NEXT = S_DEATHYOSHIFRUIT1

FRAME S_DEATHYOSHIFRUIT1
ACTION A_FlickySpawn
Duration = 1
NEXT = S_NULL