freeslot
SFX_MARIOB
MT_VRMBLUMARPRNG
MT_VRMYELMARPRNG
MT_VRMREDMARPRNG
MT_HRMBLUMARPRNG
MT_HRMYELMARPRNG
MT_HRMREDMARPRNG
MT_VGREENMARPRNG
S_VRMBLUMARSP1
S_VRMBLUMARSP2
S_VRMBLUMARSP3
S_VRMBLUMARSP4
S_VRMBLUMARSP5
S_VRMYELMARSP1
S_VRMYELMARSP2
S_VRMYELMARSP3
S_VRMYELMARSP4
S_VRMYELMARSP5
S_VRMREDMARSP1
S_VRMREDMARSP2
S_VRMREDMARSP3
S_VRMREDMARSP4
S_VRMREDMARSP5
S_HRMBLUMARSP1
S_HRMBLUMARSP2
S_HRMBLUMARSP3
S_HRMBLUMARSP4
S_HRMBLUMARSP5
S_HRMYELMARSP1
S_HRMYELMARSP2
S_HRMYELMARSP3
S_HRMYELMARSP4
S_HRMYELMARSP5
S_HRMREDMARSP1
S_HRMREDMARSP2
S_HRMREDMARSP3
S_HRMREDMARSP4
S_HRMREDMARSP5
S_VRMGREENMARSP1
S_VRMGREENMARSP2
S_VRMGREENMARSP3
S_VRMGREENMARSP4
S_VRMGREENMARSP5
SPR_MPRB
SPR_MPRY
SPR_MPRR
SPR_MPRG
SPR_MSWY
SPR_MSWR
SPR_MSWB

## Blue Trampoline Mobj Info

OBJECT MT_VRMBLUMARPRNG
#$Category Mario Gameplay
#$Name Vertical Blue Trampoline
#$Sprite MPRBA0
MAPTHINGNUM = 1813
SPAWNSTATE = S_VRMBLUMARSP1
RAISESTATE = S_VRMBLUMARSP2
SEESTATE = S_VRMBLUMARSP2
DEATHSTATE = S_NULL
SPAWNHEALTH = 1000
REACTIONTIME = 0
PAINSOUND = DSMARIOB
PAINCHANCE = 0
SPEED = 0
RADIUS = 20*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 11*FRACUNIT
DAMAGE = 0
FLAGS = MF_SOLID|MF_SPRING

## Blue Trampoline States

FRAME S_VRMBLUMARSP1
SPRITENAME = SPR_MPRB
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL
ACTION None

FRAME S_VRMBLUMARSP2
SPRITENAME = SPR_MPRB
SPRITEFRAME = E
DURATION = 4
NEXT = S_VRMBLUMARSP3
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_VRMBLUMARSP3
SPRITENAME = SPR_MPRB
SPRITEFRAME = D
DURATION = 1
NEXT = S_VRMBLUMARSP4
ACTION None

FRAME S_VRMBLUMARSP4
SPRITENAME = SPR_MPRB
SPRITEFRAME = C
DURATION = 1
NEXT = S_VRMBLUMARSP5
ACTION None

FRAME S_VRMBLUMARSP5
SPRITENAME = SPR_MPRB
SPRITEFRAME = B
DURATION = 1
NEXT = S_VRMBLUMARSP1
ACTION None

## Yellow Trampoline Mobj Info

OBJECT MT_VRMYELMARPRNG
#$Category Mario Gameplay
#$Name Vertical Yellow Trampoline
#$Sprite MPRYA0
MAPTHINGNUM = 1814
SPAWNSTATE = S_VRMYELMARSP1
RAISESTATE = S_VRMYELMARSP2
SEESTATE = S_VRMYELMARSP2
DEATHSTATE = S_NULL
SPAWNHEALTH = 1000
REACTIONTIME = 0
PAINSOUND = DSMARIOB
PAINCHANCE = 0
SPEED = 0
RADIUS = 20*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 20*FRACUNIT
DAMAGE = 0
FLAGS = MF_SOLID|MF_SPRING

## Yellow Trampoline States

FRAME S_VRMYELMARSP1
SPRITENAME = SPR_MPRY
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL
ACTION None

FRAME S_VRMYELMARSP2
SPRITENAME = SPR_MPRY
SPRITEFRAME = E
DURATION = 4
NEXT = S_VRMYELMARSP3
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_VRMYELMARSP3
SPRITENAME = SPR_MPRY
SPRITEFRAME = D
DURATION = 1
NEXT = S_VRMYELMARSP4
ACTION None

FRAME S_VRMYELMARSP4
SPRITENAME = SPR_MPRY
SPRITEFRAME = C
DURATION = 1
NEXT = S_VRMYELMARSP5
ACTION None

FRAME S_VRMYELMARSP5
SPRITENAME = SPR_MPRY
SPRITEFRAME = B
DURATION = 1
NEXT = S_VRMYELMARSP1
ACTION None

## Red Trampoline Mobj Info

OBJECT MT_VRMREDMARPRNG
#$Category Mario Gameplay
#$Name Vertical Red Trampoline
#$Sprite MPRRA0
MAPTHINGNUM = 1815
SPAWNSTATE = S_VRMREDMARSP1
RAISESTATE = S_VRMREDMARSP2
SEESTATE = S_VRMREDMARSP2
DEATHSTATE = S_NULL
SPAWNHEALTH = 1000
REACTIONTIME = 0
PAINSOUND = DSMARIOB
PAINCHANCE = 0
SPEED = 0
RADIUS = 20*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 32*FRACUNIT
DAMAGE = 0
FLAGS = MF_SOLID|MF_SPRING

## Red Trampoline States

FRAME S_VRMREDMARSP1
SPRITENAME = SPR_MPRR
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL
ACTION None

FRAME S_VRMREDMARSP2
SPRITENAME = SPR_MPRR
SPRITEFRAME = E
DURATION = 4
NEXT = S_VRMREDMARSP3
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_VRMREDMARSP3
SPRITENAME = SPR_MPRR
SPRITEFRAME = D
DURATION = 1
NEXT = S_VRMREDMARSP4
ACTION None

FRAME S_VRMREDMARSP4
SPRITENAME = SPR_MPRR
SPRITEFRAME = C
DURATION = 1
NEXT = S_VRMREDMARSP5
ACTION None

FRAME S_VRMREDMARSP5
SPRITENAME = SPR_MPRR
SPRITEFRAME = B
DURATION = 1
NEXT = S_VRMREDMARSP1
ACTION None

## Green Trampoline Mobj Info

OBJECT MT_VGREENMARPRNG
#$Category Mario Gameplay
#$Name Pushable Green Trampoline
#$Sprite MPRGA0
MAPTHINGNUM = 2535
SPAWNSTATE = S_VRMGREENMARSP1
RAISESTATE = S_VRMGREENMARSP2
SEESTATE = S_VRMGREENMARSP2
DEATHSTATE = S_NULL
SPAWNHEALTH = 1000
REACTIONTIME = 0
PAINSOUND = DSMARIOB
PAINCHANCE = 0
SPEED = 0
RADIUS = 20*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 32*FRACUNIT
DAMAGE = 0
FLAGS = MF_SOLID|MF_SPRING|MF_PUSHABLE

## Red Trampoline States

FRAME S_VRMGREENMARSP1
SPRITENAME = SPR_MPRG
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL
ACTION None

FRAME S_VRMGREENMARSP2
SPRITENAME = SPR_MPRG
SPRITEFRAME = E
DURATION = 4
NEXT = S_VRMGREENMARSP3
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_VRMGREENMARSP3
SPRITENAME = SPR_MPRG
SPRITEFRAME = D
DURATION = 1
NEXT = S_VRMGREENMARSP4
ACTION None

FRAME S_VRMGREENMARSP4
SPRITENAME = SPR_MPRG
SPRITEFRAME = C
DURATION = 1
NEXT = S_VRMGREENMARSP5
ACTION None

FRAME S_VRMGREENMARSP5
SPRITENAME = SPR_MPRG
SPRITEFRAME = B
DURATION = 1
NEXT = S_VRMGREENMARSP1
ACTION None

## Blue Horizontal Trampoline Mobj Info

OBJECT MT_HRMBLUMARPRNG
#$Category Mario Gameplay
#$Name Horizontal Blue Trampoline
#$Sprite MSWBA2A8
MAPTHINGNUM = 1816
SPAWNSTATE = S_HRMBLUMARSP1
RAISESTATE = S_HRMBLUMARSP2
SEESTATE = S_HRMBLUMARSP2
DEATHSTATE = S_NULL
SPAWNHEALTH = 1000
REACTIONTIME = 0
PAINSOUND = DSMARIOB
PAINCHANCE = 0
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 20*FRACUNIT
DAMAGE = 18*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING|MF_NOCLIP|MF_NOGRAVITY

## Blue Horizontal Trampoline States

FRAME S_HRMBLUMARSP1
SPRITENAME = SPR_MSWB
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL
ACTION None

FRAME S_HRMBLUMARSP2
SPRITENAME = SPR_MSWB
SPRITEFRAME = E
DURATION = 4
NEXT = S_HRMBLUMARSP3
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_HRMBLUMARSP3
SPRITENAME = SPR_MSWB
SPRITEFRAME = D
DURATION = 1
NEXT = S_HRMBLUMARSP4
ACTION None

FRAME S_HRMBLUMARSP4
SPRITENAME = SPR_MSWB
SPRITEFRAME = C
DURATION = 1
NEXT = S_HRMBLUMARSP5
ACTION None

FRAME S_HRMBLUMARSP5
SPRITENAME = SPR_MSWB
SPRITEFRAME = B
DURATION = 1
NEXT = S_HRMBLUMARSP1
ACTION None

## Yellow Horizontal Trampoline Mobj Info

OBJECT MT_HRMYELMARPRNG
#$Category Mario Gameplay
#$Name Horizontal Yellow Trampoline
#$Sprite MSWYA2A8
MAPTHINGNUM = 1817
SPAWNSTATE = S_HRMYELMARSP1
RAISESTATE = S_HRMYELMARSP2
SEESTATE = S_HRMYELMARSP2
DEATHSTATE = S_NULL
SPAWNHEALTH = 1000
REACTIONTIME = 0
PAINSOUND = DSMARIOB
PAINCHANCE = 0
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 20*FRACUNIT
DAMAGE = 36*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING|MF_NOCLIP|MF_NOGRAVITY

## Yellow Horizontal Trampoline States

FRAME S_HRMYELMARSP1
SPRITENAME = SPR_MSWY
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL
ACTION None

FRAME S_HRMYELMARSP2
SPRITENAME = SPR_MSWY
SPRITEFRAME = E
DURATION = 4
NEXT = S_HRMYELMARSP3
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_HRMYELMARSP3
SPRITENAME = SPR_MSWY
SPRITEFRAME = D
DURATION = 1
NEXT = S_HRMYELMARSP4
ACTION None

FRAME S_HRMYELMARSP4
SPRITENAME = SPR_MSWY
SPRITEFRAME = C
DURATION = 1
NEXT = S_HRMYELMARSP5
ACTION None

FRAME S_HRMYELMARSP5
SPRITENAME = SPR_MSWY
SPRITEFRAME = B
DURATION = 1
NEXT = S_HRMYELMARSP1
ACTION None

## Red Horizontal Trampoline Mobj Info

OBJECT MT_HRMREDMARPRNG
#$Category Mario Gameplay
#$Name Horizontal Red Trampoline
#$Sprite MSWRA2A8
MAPTHINGNUM = 1818
SPAWNSTATE = S_HRMREDMARSP1
RAISESTATE = S_HRMREDMARSP2
SEESTATE = S_HRMREDMARSP2
DEATHSTATE = S_NULL
SPAWNHEALTH = 1000
REACTIONTIME = 0
PAINSOUND = DSMARIOB
PAINCHANCE = 0
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 20*FRACUNIT
DAMAGE = 72*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING|MF_NOCLIP|MF_NOGRAVITY

## Red Horizontal Trampoline States

FRAME S_HRMREDMARSP1
SPRITENAME = SPR_MSWR
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL
ACTION None

FRAME S_HRMREDMARSP2
SPRITENAME = SPR_MSWR
SPRITEFRAME = E
DURATION = 4
NEXT = S_HRMREDMARSP3
ACTION A_Pain
VAR1 = 0
VAR2 = 0

FRAME S_HRMREDMARSP3
SPRITENAME = SPR_MSWR
SPRITEFRAME = D
DURATION = 1
NEXT = S_HRMREDMARSP4
ACTION None

FRAME S_HRMREDMARSP4
SPRITENAME = SPR_MSWR
SPRITEFRAME = C
DURATION = 1
NEXT = S_HRMREDMARSP5
ACTION None

FRAME S_HRMREDMARSP5
SPRITENAME = SPR_MSWR
SPRITEFRAME = B
DURATION = 1
NEXT = S_HRMREDMARSP1
ACTION None

Sound SFX_MARIOB
caption Trampoline