MainCfg
GameData = customtracks.dat

LEVEL T6
LevelName = MK64 Mario Raceway
Subtitle = Distance 567m
NoZone = true
TypeOfLevel = Race
LevelSelect = 1
NumLaps = 3
Skynum = 9664
Music = MAPT6M
RecordAttack = true
NoVisitNeeded = true
MOBJSCALE = FRACUNIT*62/100

Freeslot
MT_MRGOSIGN
SPR_MSGN
S_MRSGN
MT_RCWYBILYOSHI
SPR_RCBY
S_RCBLY
MT_RCWYBILTENDO
SPR_RCBN
S_RCBLN
MT_RCWYBILKPAIR
SPR_RCBK
S_RCBLK
MT_BIGSHROOM
SPR_RCMS
S_BGSHM
MT_BIGHAT
SPR_MCAP
S_BGHAT
MT_RCWYTREE
SPR_RCTR
S_RCTRE
SPR_RCET
S_RWETR
MT_RCWYPIRANHA
SPR_PHRN
S_RCWPH1
S_RCWPH2
S_RCWPH3
S_RCWPH4
S_RCWPH5
S_RCWPH6
S_RCWPH7
S_RCWPH8
MT_RCWYFLOWER
SPR_RWWF
S_RCFLR

State S_MRSGN
SpriteName = MSGN
SpriteFrame = A|FF_PAPERSPRITE
Var1 = 0
Var2 = 0
Action = none
Next = 0

Object MT_MRGOSIGN
MapThingNum = 3264
SpawnState = S_MRSGN
Radius = 24*FRACUNIT
Height = 256*FRACUNIT
SpawnHealth = 1000
Flags = MF_SOLID|MF_NOGRAVITY

State S_BGSHM
SpriteName = RCMS
SpriteFrame = A|FF_FULLBRIGHT
Var1 = 0
Var2 = 0
Action = none
Next = 0

Object MT_BIGSHROOM
MapThingNum = 3265
SpawnState = S_BGSHM
Radius = 128*FRACUNIT
Height = 378*FRACUNIT
SpawnHealth = 1000
Flags = MF_SOLID|MF_NOGRAVITY

State S_BGHAT
SpriteName = MCAP
SpriteFrame = A
Var1 = 0
Var2 = 0
Action = none
Next = 0

Object MT_BIGHAT
MapThingNum = 3266
SpawnState = S_BGHAT
Radius = 128*FRACUNIT
Height = 378*FRACUNIT
SpawnHealth = 1000
Flags = MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY

State S_RCTRE
SpriteName = RCTR
SpriteFrame = A
Var1 = 0
Var2 = 0
Action = none
Next = 0

State S_RWETR
SpriteName = RCET
SpriteFrame = A
Var1 = 0
Var2 = 0
Action = none
Next = 0

Object MT_RCWYTREE
MapThingNum = 3267
SpawnState = S_RCTRE
Radius = 12*FRACUNIT
Height = 256*FRACUNIT
SpawnHealth = 1000
Flags = MF_SOLID|MF_NOGRAVITY

State S_RCWPH1
SpriteName = PHRN
SpriteFrame = A
Var1 = 0
Var2 = 0
Duration = 4
Action = none
Next = S_RCWPH2

State S_RCWPH2
SpriteName = PHRN
SpriteFrame = B
Var1 = 0
Var2 = 0
Duration = 4
Action = none
Next = S_RCWPH3

State S_RCWPH3
SpriteName = PHRN
SpriteFrame = C
Var1 = 0
Var2 = 0
Duration = 4
Action = none
Next = S_RCWPH4

State S_RCWPH4
SpriteName = PHRN
SpriteFrame = D
Var1 = 0
Var2 = 0
Duration = 4
Action = none
Next = S_RCWPH5

State S_RCWPH5
SpriteName = PHRN
SpriteFrame = E
Var1 = 0
Var2 = 0
Duration = 4
Action = none
Next = S_RCWPH6

State S_RCWPH6
SpriteName = PHRN
SpriteFrame = F
Var1 = 0
Var2 = 0
Duration = 4
Action = none
Next = S_RCWPH7

State S_RCWPH7
SpriteName = PHRN
SpriteFrame = G
Var1 = 0
Var2 = 0
Duration = 4
Action = none
Next = S_RCWPH8

State S_RCWPH8
SpriteName = PHRN
SpriteFrame = H
Var1 = 0
Var2 = 0
Duration = 4
Action = none
Next = S_RCWPH1

Object MT_RCWYPIRANHA
MapThingNum = 3268
SpawnState = S_RCWPH1
Radius = 20*FRACUNIT
Height = 56*FRACUNIT
SpawnHealth = 1000
Damage = 1
Flags = MF_PAIN|MF_PUSHABLE|MF_SOLID|MF_NOGRAVITY|MF_DONTENCOREMAP

State S_RCBLY
SpriteName = RCBY
SpriteFrame = A|FF_PAPERSPRITE
Var1 = 0
Var2 = 0
Action = none
Next = 0

Object MT_RCWYBILYOSHI
MapThingNum = 3262
SpawnState = S_RCBLY
Radius = 24*FRACUNIT
Height = 256*FRACUNIT
SpawnHealth = 1000
Flags = MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY

State S_RCBLN
SpriteName = RCBN
SpriteFrame = A|FF_PAPERSPRITE
Var1 = 0
Var2 = 0
Action = none
Next = 0

Object MT_RCWYBILTENDO
MapThingNum = 3263
SpawnState = S_RCBLN
Radius = 24*FRACUNIT
Height = 256*FRACUNIT
SpawnHealth = 1000
Flags = MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY

State S_RCBLK
SpriteName = RCBK
SpriteFrame = A|FF_PAPERSPRITE
Var1 = 0
Var2 = 0
Action = none
Next = 0

Object MT_RCWYBILKPAIR
MapThingNum = 3269
SpawnState = S_RCBLK
Radius = 24*FRACUNIT
Height = 256*FRACUNIT
SpawnHealth = 1000
Flags = MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY

State S_RCFLR
SpriteName = RWWF
SpriteFrame = A
Var1 = 0
Var2 = 0
Action = none
Next = 0

Object MT_RCWYFLOWER
MapThingNum = 3270
SpawnState = S_RCFLR
Radius = 20*FRACUNIT
Height = 56*FRACUNIT
SpawnHealth = 1000
Flags = MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY