Freeslot
SPR_CGMAA0
sfx_cgmako
S_CGTMAR
S_CGTMARH1
S_CGTMARH2
MT_CGTMAR
SPR_CGKBA0
sfx_cgkbko
S_CGTKBR
S_CGTKBRH1
S_CGTKBRH2
MT_CGTKBR
SPR_CGLKA0
sfx_cglkko
S_CGTLKR
S_CGTLKRH1
S_CGTLKRH2
MT_CGTLKR
SPR_CGMKA0
sfx_cgmkko
S_CGTMKR
S_CGTMKRH1
S_CGTMKRH2
MT_CGTMKR
SPR_CGSSA0
sfx_cgssko
S_CGTSSR
S_CGTSSRH1
S_CGTSSRH2
MT_CGTSSR
SPR_CGSOA0
sfx_cgsoko
S_CGTSOR
S_CGTSORH1
S_CGTSORH2
MT_CGTSOR
SPR_CGZSA0
sfx_cgzsko
S_CGTZSR
S_CGTZSRH1
S_CGTZSRH2
MT_CGTZSR
SPR_CGCFA0
sfx_cgcfko
S_CGTCFR
S_CGTCFRH1
S_CGTCFRH2
MT_CGTCFR


#### Mario ####

State S_CGTMAR
SpriteName = CGMA
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_NULL
Action = None

State S_CGTMARH1
SpriteName = CGMA
SpriteFrame = A
Duration = 4
Var1 = 50
Var2 = 200
Next = S_CGTMARH2
Action = A_BunnyHop

State S_CGTMARH2
SpriteName = CGMA
SpriteFrame = A
Duration = 9
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_CGTMAR
#$Name Toad Mario
#$Sprite CGMAA0
#$Category CG SKC
MapThingNum = 3847
SpawnState = S_CGTMAR
DeathState = S_CGTMARH1
DeathSound = sfx_cgmako
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE

##### Kirby #####

State S_CGTKBR
SpriteName = CGKB
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_NULL
Action = None

State S_CGTKBRH1
SpriteName = CGKB
SpriteFrame = A
Duration = 4
Var1 = 50
Var2 = 200
Next = S_CGTKBRH2
Action = A_BunnyHop

State S_CGTKBRH2
SpriteName = CGKB
SpriteFrame = A
Duration = 9
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_CGTKBR
#$Name Toad Kirby
#$Sprite CGKBA0
#$Category CG SKC
MapThingNum = 3848
SpawnState = S_CGTKBR
DeathState = S_CGTKBRH1
DeathSound = sfx_cgkbko
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE

#### Link ####

State S_CGTLKR
SpriteName = CGLK
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_NULL
Action = None

State S_CGTLKRH1
SpriteName = CGLK
SpriteFrame = A
Duration = 4
Var1 = 50
Var2 = 200
Next = S_CGTLKRH2
Action = A_BunnyHop

State S_CGTLKRH2
SpriteName = CGLK
SpriteFrame = A
Duration = 9
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_CGTLKR
#$Name Toad Link
#$Sprite CGLKA0
#$Category CG SKC
MapThingNum = 3849
SpawnState = S_CGTLKR
DeathState = S_CGTLKRH1
DeathSound = sfx_cglkko
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE

#### Meta Knight ####

State S_CGTMKR
SpriteName = CGMK
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_NULL
Action = None

State S_CGTMKRH1
SpriteName = CGMK
SpriteFrame = A
Duration = 4
Var1 = 50
Var2 = 200
Next = S_CGTMKRH2
Action = A_BunnyHop

State S_CGTMKRH2
SpriteName = CGMK
SpriteFrame = A
Duration = 9
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_CGTMKR
#$Name Toad Meta Knight
#$Sprite CGMKA0
#$Category CG SKC
MapThingNum = 2050
SpawnState = S_CGTMKR
DeathState = S_CGTMKRH1
DeathSound = sfx_cgmkko
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE

#### Solid Snake ####

State S_CGTSSR
SpriteName = CGSS
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_NULL
Action = None

State S_CGTSSRH1
SpriteName = CGSS
SpriteFrame = A
Duration = 4
Var1 = 50
Var2 = 200
Next = S_CGTSSRH2
Action = A_BunnyHop

State S_CGTSSRH2
SpriteName = CGSS
SpriteFrame = A
Duration = 9
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_CGTSSR
#$Name Toad Solid Snake
#$Sprite CGSSA0
#$Category CG SKC
MapThingNum = 3851
SpawnState = S_CGTSSR
DeathState = S_CGTSSRH1
DeathSound = sfx_cgssko
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE

#### Sonic ####

State S_CGTSOR
SpriteName = CGSO
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_NULL
Action = None

State S_CGTSORH1
SpriteName = CGSO
SpriteFrame = A
Duration = 4
Var1 = 50
Var2 = 200
Next = S_CGTSORH2
Action = A_BunnyHop

State S_CGTSORH2
SpriteName = CGSO
SpriteFrame = A
Duration = 9
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_CGTSOR
#$Name Toad Sonic
#$Sprite CGSOA0
#$Category CG SKC
MapThingNum = 3852
SpawnState = S_CGTSOR
DeathState = S_CGTSORH1
DeathSound = sfx_cgsoko
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE

#### Zero Suit Seamus ####

State S_CGTZSR
SpriteName = CGZS
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_NULL
Action = None

State S_CGTZSRH1
SpriteName = CGZS
SpriteFrame = A
Duration = 4
Var1 = 50
Var2 = 200
Next = S_CGTZSRH2
Action = A_BunnyHop

State S_CGTZSRH2
SpriteName = CGZS
SpriteFrame = A
Duration = 9
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_CGTZSR
#$Name Toad Zero Suit Seamus
#$Sprite CGZSA0
#$Category CG SKC
MapThingNum = 3853
SpawnState = S_CGTZSR
DeathState = S_CGTZSRH1
DeathSound = sfx_cgzsko
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE

#### Captain Falcon ####

State S_CGTCFR
SpriteName = CGCF
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_NULL
Action = None

State S_CGTCFRH1
SpriteName = CGCF
SpriteFrame = A
Duration = 4
Var1 = 50
Var2 = 200
Next = S_CGTCFRH2
Action = A_BunnyHop

State S_CGTCFRH2
SpriteName = CGCF
SpriteFrame = A
Duration = 9
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_CGTCFR
#$Name Toad Captain Falcon
#$Sprite CGCFA0
#$Category CG SKC
MapThingNum = 3854
SpawnState = S_CGTCFR
DeathState = S_CGTCFRH1
DeathSound = sfx_cgcfko
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE