Freeslot
SPR_SUITA0
S_SUIT
S_SUITHIT1
S_SUITHIT2
S_SUITHIT3
S_SUITHIT4
MT_SUIT
SPR_SUI2A0
S_SUI2
S_SUI2HIT1
S_SUI2HIT2
S_SUI2HIT3
S_SUI2HIT4
MT_SUI2
SPR_RSUTA0
S_RSUIT
S_RSUITHIT1
S_RSUITHIT2
S_RSUITHIT3
S_RSUITHIT4
MT_RSUIT
SPR_RSU2A0
S_RSUI2
S_RSUI2HIT1
S_RSUI2HIT2
S_RSUI2HIT3
S_RSUI2HIT4
MT_RSUI2
SPR_CST1A0
SPR_CST1B0
SPR_CST2A0
SPR_CST2B0
SPR_CST3A0
SPR_CST3B0
SPR_CST4A0
SPR_CST4B0
S_CST1
S_CST2
S_CST3
S_CST4
MT_CST1
MT_CST2
MT_CST3
MT_CST4
SFX_KYSHII

#########################################

State S_CST1
SpriteName = CST1
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1
Var2 = 15
Next = S_NULL
Action = None

Object MT_CST1
#$Name Cheering Suit 1
#$Sprite CST1A0
#$Category Teiai
MapThingNum = 2140
SpawnState = S_CST1
Radius = 64*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY

#########################################

State S_CST2
SpriteName = CST2
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1
Var2 = 15
Next = S_NULL
Action = None

Object MT_CST2
#$Name Cheering Suit 2
#$Sprite CST2A0
#$Category Teiai
MapThingNum = 2141
SpawnState = S_CST2
Radius = 64*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY

#########################################

State S_CST3
SpriteName = CST3
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1
Var2 = 15
Next = S_NULL
Action = None

Object MT_CST3
#$Name Cheering Suit 3
#$Sprite CST3A0
#$Category Teiai
MapThingNum = 2142
SpawnState = S_CST3
Radius = 64*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY

#########################################

State S_CST4
SpriteName = CST4
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1
Var2 = 15
Next = S_NULL
Action = None

Object MT_CST4
#$Name Cheering Suit 4
#$Sprite CST4A0
#$Category Teiai
MapThingNum = 2143
SpawnState = S_CST4
Radius = 64*FRACUNIT
Height = 128*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY

#########################################

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

State S_SUITHIT1
SpriteName = SUIT
SpriteFrame = A
Duration = 4
Var1 = 10
Var2 = 60
Next = S_SUITHIT2
Action = A_BunnyHop

State S_SUITHIT2
SpriteName = SUIT
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_SUITHIT3
Action = None

State S_SUITHIT3
SpriteName = SUIT
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_SUITHIT4
Action = None

State S_SUITHIT4
SpriteName = SUIT
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_SUIT
#$Name Toad Suit 1
#$Sprite SUITA0
#$Category Teiai
MapThingNum = 2131
SpawnState = S_SUIT
DeathState = S_SUITHIT1
DeathSound = sfx_kyshii
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 24*FRACUNIT
Height = 128*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE

#########################################

State S_SUI2
SpriteName = SUI2
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_NULL
Action = None

State S_SUI2HIT1
SpriteName = SUI2
SpriteFrame = A
Duration = 4
Var1 = 10
Var2 = 60
Next = S_SUI2HIT2
Action = A_BunnyHop

State S_SUI2HIT2
SpriteName = SUI2
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_SUI2HIT3
Action = None

State S_SUI2HIT3
SpriteName = SUI2
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_SUI2HIT4
Action = None

State S_SUI2HIT4
SpriteName = SUI2
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_SUI2
#$Name Toad Suit 2
#$Sprite SUI2A0
#$Category Teiai
MapThingNum = 2132
SpawnState = S_SUI2
DeathState = S_SUI2HIT1
DeathSound = sfx_kyshii
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 24*FRACUNIT
Height = 128*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE

#########################################

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

State S_RSUITHIT1
SpriteName = RSUT
SpriteFrame = A
Duration = 4
Var1 = 10
Var2 = 60
Next = S_RSUITHIT2
Action = A_BunnyHop

State S_RSUITHIT2
SpriteName = RSUT
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_RSUITHIT3
Action = None

State S_RSUITHIT3
SpriteName = RSUT
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_RSUITHIT4
Action = None

State S_RSUITHIT4
SpriteName = RSUT
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_RSUIT
#$Name Toad Suit 3
#$Sprite RSUTA0
#$Category Teiai
MapThingNum = 2169
SpawnState = S_RSUIT
DeathState = S_RSUITHIT1
DeathSound = sfx_kyshii
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 24*FRACUNIT
Height = 128*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE

#########################################

State S_RSUI2
SpriteName = RSU2
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Var1 = 0
Var2 = 0
Next = S_NULL
Action = None

State S_RSUI2HIT1
SpriteName = RSU2
SpriteFrame = A
Duration = 4
Var1 = 10
Var2 = 60
Next = S_RSUI2HIT2
Action = A_BunnyHop

State S_RSUI2HIT2
SpriteName = RSU2
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_RSUI2HIT3
Action = None

State S_RSUI2HIT3
SpriteName = RSU2
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_RSUI2HIT4
Action = None

State S_RSUI2HIT4
SpriteName = RSU2
SpriteFrame = A
Duration = 3
Var1 = 0
Var2 = 0
Next = S_EBARREL18
Action = None

Object MT_RSUI2
#$Name Toad Suit 4
#$Sprite RSU2A0
#$Category Teiai
MapThingNum = 2170
SpawnState = S_RSUI2
DeathState = S_RSUI2HIT1
DeathSound = sfx_kyshii
ActiveSound = sfx_None
SpawnHealth = 1
ReactionTime = 0
PainChance = 0
Speed = 0
Radius = 24*FRACUNIT
Height = 128*FRACUNIT
Mass = 0
Damage = 0
Flags = MF_SPECIAL|MF_PUSHABLE