#OLDPUMA
FREESLOT
MT_OLDPUMA
S_OPUMA1
S_OPUMA2
S_OPUMA3
S_OPUMA4
S_OPUMA5
S_OPUMA6
SPR_OPUM

#special thanks to Midiman for helping with the water vunerability issue
#To make the fireball vunerable to water again, give the fireball the flag "|MF_FIRE"

Thing MT_OLDPUMA
#$Name "Old Fire Ball"
#$Sprite OPUMA0
#$Category Mario Koopa Blast
MAPTHINGNUM = 1811
SPAWNSTATE = S_OPUMA1
SPAWNHEALTH = 1000
SEESTATE = S_OPUMA1
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = S_OPUMA4
MISSILESTATE = 0
DEATHSTATE = S_NULL
DEATHSOUND = sfx_pop
XDEATHSTATE = S_OPUMA6
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = DMG_FIRE
DAMAGE = 1
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_PAIN

FRAME S_OPUMA1
SPRITENUMBER = SPR_OPUM
SPRITESUBNUMBER = FF_FULLBRIGHT|A
DURATION = 3
NEXT = S_OPUMA2
ACTION A_FishJump
VAR1 = 0
VAR2 = 0

FRAME S_OPUMA2
SPRITENUMBER = SPR_OPUM
SPRITESUBNUMBER = FF_FULLBRIGHT|B
DURATION = 3
NEXT = S_OPUMA3
ACTION A_FishJump
VAR1 = 0
VAR2 = 0

FRAME S_OPUMA3
SPRITENUMBER = SPR_OPUM
SPRITESUBNUMBER = FF_FULLBRIGHT|C
DURATION = 3
NEXT = S_OPUMA1
ACTION A_FishJump
VAR1 = 0
VAR2 = 0

FRAME S_OPUMA4
SPRITENUMBER = SPR_OPUM
SPRITESUBNUMBER = FF_FULLBRIGHT|D
DURATION = 3
NEXT = S_OPUMA5
ACTION A_FishJump
VAR1 = 0
VAR2 = 0

FRAME S_OPUMA5
SPRITENUMBER = SPR_OPUM
SPRITESUBNUMBER = FF_FULLBRIGHT|E
DURATION = 3
NEXT = S_OPUMA6
ACTION A_FishJump
VAR1 = 0
VAR2 = 0

FRAME S_OPUMA6
SPRITENUMBER = SPR_OPUM
SPRITESUBNUMBER = FF_FULLBRIGHT|F
DURATION = 3
NEXT = S_OPUMA4
ACTION A_FishJump
VAR1 = 0
VAR2 = 0