freeslot
MT_MGREENKOOPA
MT_KOOPA
MT_PUMA
MT_BLUEGOOMBA
MT_GOOMBA
MT_2DBLUEGOOMBA
MT_2DGOOMBA
MT_CASTLESPIKES
MT_SMB3MACE
MT_SMB3MACESTART
S_KOOPASPAWNLOOKIN
S_KOOPAPATROLING1
S_KOOPAPATROLING2
S_KOOPAPATROLING3
S_KOOPAPATROLING4
S_KOOPADEATH
S_KOOPADEATH1
S_GOOMBA_DEAD2
S_BLUEGOOMBA_DEAD2
S_GOOMBA2DGO1
S_GOOMBA2DGO2
S_GOOMBA2DSPAWN1
S_GOOMBA2DSPAWN2
S_BLUEGOOMBA2DGO1
S_BLUEGOOMBA2DGO2
S_BLUEGOOMBA2DSPAWN1
S_BLUEGOOMBA2DSPAWN2
S_CASTLESPIKES1
S_CASTLESPIKED1
S_CASTLESPIKED2
S_SMB3MACE1
S_SMB3MACE2
S_SMB3MACE3
S_SMB3MACE4
S_SMB3MACE5
S_SMB3MACE6
S_SMB3MACE7
S_SMB3MACE8
S_SMB3MACE9
S_SMB3MACE10
S_SMB3MACE11
S_SMB3MACE12
S_SMB3MACE13
S_SMB3MACE14
S_SMB3MACE15
S_SMB3MACE16
S_SMB3MACESTART
SPR_MBAL
SPR_MKOP
SPR_GO2D
SPR_BG2D
SPR_MSPI
SPR_MMAC

## King Koopa Edit

OBJECT MT_KOOPA
#$Category Mario Foes and Obsticles
#$Name King Bowser (2D)
#$Sprite KOOPA0
MAPTHINGNUM = 1806
RADIUS = 16*FRACUNIT
HEIGHT = 48*FRACUNIT

## Puma Edit

OBJECT MT_PUMA
#$Category Mario Foes and Obsticles
#$Name Puma
#$Sprite PUMAA0
MAPTHINGNUM = 1805
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT


## Green Koopa Mobj Info

OBJECT MT_MGREENKOOPA
#$Category Mario Foes and Obsticles
#$Name Green Koopa
#$Sprite MKOPA1
MAPTHINGNUM = 1832
SPAWNSTATE = S_KOOPASPAWNLOOKIN
SEESTATE = S_KOOPAPATROLING1
DEATHSTATE = S_KOOPADEATH
DEATHSOUND = sfx_MARIO2
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 12
DAMAGE = 0
RADIUS = 16*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## Green Koopa States

FRAME S_KOOPASPAWNLOOKIN
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
NEXT = S_KOOPASPAWNLOOKIN
Action A_Look

FRAME S_KOOPAPATROLING1
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Action A_FakeGuardChase
Next = S_KOOPAPATROLING2

FRAME S_KOOPAPATROLING2
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = B
Action A_FakeGuardChase
Next = S_KOOPAPATROLING3

FRAME S_KOOPAPATROLING3
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = C
Action A_FakeGuardChase
Next = S_KOOPAPATROLING4

FRAME S_KOOPAPATROLING4
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = D
Action A_FakeGuardChase
Next = S_KOOPAPATROLING1

FRAME S_KOOPADEATH
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = D
Action A_SCREAM
Next = S_KOOPADEATH1

FRAME S_KOOPADEATH1
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = D
Action A_SpawnObjectRelative
VAR1 = 0|0
VAR2 = 0|MT_SHELL
Next = S_NULL

## Goomba Edits

OBJECT MT_GOOMBA
#$Category Mario Foes and Obsticles
#$Name Brown Goomba
#$Sprite GOOMA1
MAPTHINGNUM = 1801
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT

OBJECT MT_BLUEGOOMBA
#$Category Mario Foes and Obsticles
#$Name Blue Goomba
#$Sprite BGOMA1
MAPTHINGNUM = 1802
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT

## Normal goomba states

STATE S_GOOMBA2
SPRITENAME = SPR_GOOM
SPRITEFRAME = A
DURATION = 6
NEXT = S_GOOMBA3
ACTION A_Chase

STATE S_GOOMBA3
SPRITENAME = SPR_GOOM
SPRITEFRAME = B
DURATION = 6
NEXT = S_GOOMBA4
ACTION A_Chase

STATE S_GOOMBA4
SPRITENAME = SPR_GOOM
SPRITEFRAME = C
DURATION = 6
NEXT = S_GOOMBA5
ACTION A_Chase

STATE S_GOOMBA5
SPRITENAME = SPR_GOOM
SPRITEFRAME = D
DURATION = 6
NEXT = S_GOOMBA2
ACTION A_Chase

STATE S_GOOMBA_DEAD
SPRITENAME = SPR_GOOM
SPRITEFRAME = F
DURATION = 8
NEXT = S_GOOMBA_DEAD2
ACTION A_SCREAM

STATE S_GOOMBA_DEAD2
SPRITENAME = SPR_GOOM
SPRITEFRAME = E
DURATION = 15
NEXT = S_NULL

## Blue goomba states

STATE S_BLUEGOOMBA2
SPRITENAME = SPR_BGOM
SPRITEFRAME = A
DURATION = 6
NEXT = S_BLUEGOOMBA3
ACTION A_Chase

STATE S_BLUEGOOMBA3
SPRITENAME = SPR_BGOM
SPRITEFRAME = B
DURATION = 6
NEXT = S_BLUEGOOMBA4
ACTION A_Chase

STATE S_BLUEGOOMBA4
SPRITENAME = SPR_BGOM
SPRITEFRAME = C
DURATION = 6
NEXT = S_BLUEGOOMBA5
ACTION A_Chase

STATE S_BLUEGOOMBA5
SPRITENAME = SPR_BGOM
SPRITEFRAME = D
DURATION = 6
NEXT = S_BLUEGOOMBA2
ACTION A_Chase

STATE S_BLUEGOOMBA_DEAD
SPRITENAME = SPR_BGOM
SPRITEFRAME = F
DURATION = 8
NEXT = S_BLUEGOOMBA_DEAD2
ACTION A_SCREAM

STATE S_BLUEGOOMBA_DEAD2
SPRITENAME = SPR_BGOM
SPRITEFRAME = E
DURATION = 15
NEXT = S_NULL

## 2D Goomba Mobj info

OBJECT MT_2DGOOMBA
#$Category Mario Foes and Obsticles
#$Name Goomba (2D)
#$Sprite GO2DA0
MAPTHINGNUM = 1836
SPAWNSTATE = S_GOOMBA2DSPAWN1
SEESTATE = S_GOOMBA2DGO1
DEATHSTATE = S_GOOMBA_DEAD
DEATHSOUND = sfx_mario5
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## 2D Goomba states

STATE S_GOOMBA2DSPAWN1
SPRITENAME = SPR_GO2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_GOOMBA2DSPAWN2
ACTION A_Look

STATE S_GOOMBA2DSPAWN2
SPRITENAME = SPR_GO2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_GOOMBA2DSPAWN1
ACTION A_Look

STATE S_GOOMBA2DGO1
SPRITENAME = SPR_GO2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_GOOMBA2DGO2
ACTION A_Chase

STATE S_GOOMBA2DGO2
SPRITENAME = SPR_GO2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_GOOMBA2DGO1
ACTION A_Chase

## 2D Blue Goomba Mobj info

OBJECT MT_2DBLUEGOOMBA
#$Category Mario Foes and Obsticles
#$Name Blue Goomba (2D)
#$Sprite BG2DA0
MAPTHINGNUM = 1837
SPAWNSTATE = S_BLUEGOOMBA2DSPAWN1
SEESTATE = S_BLUEGOOMBA2DGO1
DEATHSTATE = S_BLUEGOOMBA_DEAD
DEATHSOUND = sfx_mario5
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## 2D Blue Goomba states

STATE S_BLUEGOOMBA2DSPAWN1
SPRITENAME = SPR_BG2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_BLUEGOOMBA2DSPAWN2
ACTION A_Look

STATE S_BLUEGOOMBA2DSPAWN2
SPRITENAME = SPR_BG2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_BLUEGOOMBA2DSPAWN1
ACTION A_Look

STATE S_BLUEGOOMBA2DGO1
SPRITENAME = SPR_BG2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_BLUEGOOMBA2DGO2
ACTION A_Chase

STATE S_BLUEGOOMBA2DGO2
SPRITENAME = SPR_BG2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_BLUEGOOMBA2DGO1
ACTION A_Chase

## Castle Spikes Mobj info

OBJECT MT_CASTLESPIKES
#$Category Mario Foes and Obsticles
#$Name Castle Spikes
#$Sprite MSPIA0
MAPTHINGNUM = 2305
SPAWNSTATE = S_CASTLESPIKES1
DEATHSTATE = S_CASTLESPIKED1
XDEATHSTATE = S_CASTLESPIKED2
PAINSOUND = sfx_s3k64
SPAWNHEALTH = 1000
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_PAIN

## Castle Spikes states

STATE S_CASTLESPIKES1
SPRITENAME = SPR_MSPI
SPRITEFRAME = A
NEXT = S_CASTLESPIKES1
ACTION A_Pain

STATE S_CASTLESPIKED1
SPRITENAME = SPR_MSPI
SPRITEFRAME = A
NEXT = S_CASTLESPIKED2

STATE S_CASTLESPIKED2
SPRITENAME = SPR_MSPI
SPRITEFRAME = A
NEXT = S_CASTLESPIKES1

## SMB3 Mace Mobj info

OBJECT MT_SMB3MACESTART
#$Category Mario Foes and Obsticles
#$Name SMB3 Mace Centre
#$Sprite MBALA0
MAPTHINGNUM = 2314
SPAWNSTATE = S_SMB3MACESTART
PAINSOUND = sfx_s3k64
SPAWNHEALTH = 1000
REACTIONTIME = 8
DAMAGE = 1
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

## SMB3 Mace states

STATE S_SMB3MACESTART
SPRITENAME = SPR_MBAL
SPRITEFRAME = A

## SMB3 Mace Mobj info

OBJECT MT_SMB3MACE
#$Category Mario Foes and Obsticles
#$Name SMB3 Mace
#$Sprite MMACA0
MAPTHINGNUM = 2315
SPAWNSTATE = S_SMB3MACE1
PAINSOUND = sfx_s3k64
SPAWNHEALTH = 1000
REACTIONTIME = 8
DAMAGE = 1
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_PAIN|MF_NOGRAVITY

## SMB3 Mace states

STATE S_SMB3MACE1
SPRITENAME = SPR_MMAC
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE2

STATE S_SMB3MACE2
SPRITENAME = SPR_MMAC
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE3

STATE S_SMB3MACE3
SPRITENAME = SPR_MMAC
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE4

STATE S_SMB3MACE4
SPRITENAME = SPR_MMAC
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE5

STATE S_SMB3MACE5
SPRITENAME = SPR_MMAC
SPRITEFRAME = E|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE6

STATE S_SMB3MACE6
SPRITENAME = SPR_MMAC
SPRITEFRAME = F|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE7

STATE S_SMB3MACE7
SPRITENAME = SPR_MMAC
SPRITEFRAME = G|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE8

STATE S_SMB3MACE8
SPRITENAME = SPR_MMAC
SPRITEFRAME = H|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE9

STATE S_SMB3MACE9
SPRITENAME = SPR_MMAC
SPRITEFRAME = I|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE10

STATE S_SMB3MACE10
SPRITENAME = SPR_MMAC
SPRITEFRAME = H|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE11

STATE S_SMB3MACE11
SPRITENAME = SPR_MMAC
SPRITEFRAME = G|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE12

STATE S_SMB3MACE12
SPRITENAME = SPR_MMAC
SPRITEFRAME = F|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE13

STATE S_SMB3MACE13
SPRITENAME = SPR_MMAC
SPRITEFRAME = E|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE14

STATE S_SMB3MACE14
SPRITENAME = SPR_MMAC
SPRITEFRAME = D|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE15

STATE S_SMB3MACE15
SPRITENAME = SPR_MMAC
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE16

STATE S_SMB3MACE16
SPRITENAME = SPR_MMAC
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 2
NEXT = S_SMB3MACE1

