Freeslot
MT_LIFESHROOM
MT_NUKESHROOM
MT_FORCESHROOM
MT_ELECTRICSHROOM
MT_ELEMENTALSHROOM
MT_CLOUDSHROOM
MT_STARMANPOWERUP
MT_INVISIBLE1UP
MT_FIREFLOWER
MT_SPEEDWINGS
MT_POISONSHROOM
MT_BLUECOIN
MT_DRAGONCOIN
S_LIFESHROOMEXIST
S_LIFESHROOMEXIST1
S_NUKESHROOMEXIST
S_NUKESHROOMEXIST1
S_FORCESHROOMEXIST
S_FORCESHROOMEXIST1
S_ELECTRICSHROOMEXIST
S_ELECTRICSHROOMEXIST1
S_ELEMENTALSHROOMEXIST
S_ELEMENTALSHROOMEXIST1
S_CLOUDSHROOMEXIST
S_CLOUDSHROOMEXIST1
S_STARMANPOWERUPCHECK
S_STARMANPOWERUPE1
S_STARMANPOWERUPE2
S_STARMANPOWERUPE3
S_LIFESHROOMD
S_NUKESHROOMD
S_FORCESHROOMD
S_ELECTRICSHROOMD
S_ELEMENTALSHROOMD
S_CLOUDSHROOMD
S_STARMANPOWERUPD
S_INVISIBLE1UP
S_INVISIBLE1UPTOUCH
S_BOIN1
S_BOIN2
S_BOIN3
S_BOIN4
S_BOIN5
S_BOIN6
S_BOIN7
S_BOIN8
S_BOIN9
S_BOIN10
S_BOIN11
S_BOIN12
S_BOIN13
S_BOIN14
S_BOIN15
S_BOIN16
S_COIN4
S_COIN5
S_COIN6
S_COIN7
S_COIN8
S_COIN9
S_COIN10
S_COIN11
S_COIN12
S_COIN13
S_COIN14
S_COIN15
S_COIN16
S_DOIN1
S_DOIN2
S_DOIN3
S_DOIN4
S_DOIN5
S_DOIN6
S_DOIN7
S_DOIN8
S_DOIN9
S_DOIN10
S_DOIN11
S_DOIN12
S_DOIN13
S_DOIN14
S_SPEEDWINGSEXIST
S_SPEEDWINGSD
S_POISONSHROOMEXIST
S_POISONSHROOMEXIST1
S_POISONSHROOMD
S_BCOINDEATH
S_DCOINDEATH
S_COINSPARKLE5
S_COINSPARKLE6
S_COINSPARKLE7
S_COINSPARKLE8
S_COINSPARKLE9
SPR_MSIV
SPR_MS1P
SPR_MSAT
SPR_MSFO
SPR_MSAR
SPR_MSWW
SPR_MSEL
SPR_MSSP
SPR_MEGH
SPR_BOIN
SPR_DOIN

## Coins Edit

OBJECT MT_COIN
#$Category Mario Pick-Ups
#$Name Coin
#$Sprite COINA0
MAPTHINGNUM = 1800
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT

## More states for Coins

STATE S_COIN1
SPRITENAME = COIN
SPRITEFRAME = A
DURATION = 2
NEXT = S_COIN2

STATE S_COIN2
SPRITENAME = COIN
SPRITEFRAME = B
DURATION = 2
NEXT = S_COIN3

STATE S_COIN3
SPRITENAME = COIN
SPRITEFRAME = C
DURATION = 2
NEXT = S_COIN4

STATE S_COIN4
SPRITENAME = COIN
SPRITEFRAME = D
DURATION = 2
NEXT = S_COIN5

STATE S_COIN5
SPRITENAME = COIN
SPRITEFRAME = E
DURATION = 2
NEXT = S_COIN6

STATE S_COIN6
SPRITENAME = COIN
SPRITEFRAME = F
DURATION = 2
NEXT = S_COIN7

STATE S_COIN7
SPRITENAME = COIN
SPRITEFRAME = G
DURATION = 2
NEXT = S_COIN8

STATE S_COIN8
SPRITENAME = COIN
SPRITEFRAME = H
DURATION = 2
NEXT = S_COIN9

STATE S_COIN9
SPRITENAME = COIN
SPRITEFRAME = I
DURATION = 2
NEXT = S_COIN10

STATE S_COIN10
SPRITENAME = COIN
SPRITEFRAME = J
DURATION = 2
NEXT = S_COIN11

STATE S_COIN11
SPRITENAME = COIN
SPRITEFRAME = K
DURATION = 2
NEXT = S_COIN12

STATE S_COIN12
SPRITENAME = COIN
SPRITEFRAME = L
DURATION = 2
NEXT = S_COIN13

STATE S_COIN13
SPRITENAME = COIN
SPRITEFRAME = M
DURATION = 2
NEXT = S_COIN14

STATE S_COIN14
SPRITENAME = COIN
SPRITEFRAME = N
DURATION = 2
NEXT = S_COIN15

STATE S_COIN15
SPRITENAME = COIN
SPRITEFRAME = O
DURATION = 2
NEXT = S_COIN16

STATE S_COIN16
SPRITENAME = COIN
SPRITEFRAME = P
DURATION = 2
NEXT = S_COIN1

STATE S_COINSPARKLE1
SPRITENAME = CPRK
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE2

STATE S_COINSPARKLE2
SPRITENAME = CPRK
SPRITEFRAME = B|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE3

STATE S_COINSPARKLE3
SPRITENAME = CPRK
SPRITEFRAME = C|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE4

STATE S_COINSPARKLE4
SPRITENAME = CPRK
SPRITEFRAME = D|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE5

STATE S_COINSPARKLE5
SPRITENAME = CPRK
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE6

STATE S_COINSPARKLE6
SPRITENAME = CPRK
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE7

STATE S_COINSPARKLE7
SPRITENAME = CPRK
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE8

STATE S_COINSPARKLE8
SPRITENAME = CPRK
SPRITEFRAME = H|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_COINSPARKLE9

STATE S_COINSPARKLE9
SPRITENAME = CPRK
SPRITEFRAME = I|FF_FULLBRIGHT|TR_TRANS30
DURATION = 3
NEXT = S_NULL

## Blue Coin Mobj Info

OBJECT MT_BLUECOIN
#$Category Mario Pick-Ups
#$Name Blue Coin
#$Sprite BOINA0
MAPTHINGNUM = 2308
SPAWNSTATE = S_BOIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 5
DEATHSOUND = sfx_mario4
DEATHSTATE = S_BCOINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## Blue Coin States

STATE S_BCOINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_COINSPARKLE1

STATE S_BOIN1
SPRITENAME = BOIN
SPRITEFRAME = A
DURATION = 2
NEXT = S_BOIN2

STATE S_BOIN2
SPRITENAME = BOIN
SPRITEFRAME = B
DURATION = 2
NEXT = S_BOIN3

STATE S_BOIN3
SPRITENAME = BOIN
SPRITEFRAME = C
DURATION = 2
NEXT = S_BOIN4

STATE S_BOIN4
SPRITENAME = BOIN
SPRITEFRAME = D
DURATION = 2
NEXT = S_BOIN5

STATE S_BOIN5
SPRITENAME = BOIN
SPRITEFRAME = E
DURATION = 2
NEXT = S_BOIN6

STATE S_BOIN6
SPRITENAME = BOIN
SPRITEFRAME = F
DURATION = 2
NEXT = S_BOIN7

STATE S_BOIN7
SPRITENAME = BOIN
SPRITEFRAME = G
DURATION = 2
NEXT = S_BOIN8

STATE S_BOIN8
SPRITENAME = BOIN
SPRITEFRAME = H
DURATION = 2
NEXT = S_BOIN9

STATE S_BOIN9
SPRITENAME = BOIN
SPRITEFRAME = I
DURATION = 2
NEXT = S_BOIN10

STATE S_BOIN10
SPRITENAME = BOIN
SPRITEFRAME = J
DURATION = 2
NEXT = S_BOIN11

STATE S_BOIN11
SPRITENAME = BOIN
SPRITEFRAME = K
DURATION = 2
NEXT = S_BOIN12

STATE S_BOIN12
SPRITENAME = BOIN
SPRITEFRAME = L
DURATION = 2
NEXT = S_BOIN13

STATE S_BOIN13
SPRITENAME = BOIN
SPRITEFRAME = M
DURATION = 2
NEXT = S_BOIN14

STATE S_BOIN14
SPRITENAME = BOIN
SPRITEFRAME = N
DURATION = 2
NEXT = S_BOIN15

STATE S_BOIN15
SPRITENAME = BOIN
SPRITEFRAME = O
DURATION = 2
NEXT = S_BOIN16

STATE S_BOIN16
SPRITENAME = BOIN
SPRITEFRAME = P
DURATION = 2
NEXT = S_BOIN1

## Dragon Coin Mobj Info

OBJECT MT_DRAGONCOIN
#$Category Mario Pick-Ups
#$Name Dragon Coin
#$Sprite DOINA0
MAPTHINGNUM = 2311
SPAWNSTATE = S_DOIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 10
DEATHSOUND = sfx_mario4
DEATHSTATE = S_DCOINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## Dragon Coin States

STATE S_DCOINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_COINSPARKLE1

STATE S_DOIN1
SPRITENAME = DOIN
SPRITEFRAME = A
DURATION = 2
NEXT = S_DOIN2

STATE S_DOIN2
SPRITENAME = DOIN
SPRITEFRAME = B
DURATION = 2
NEXT = S_DOIN3

STATE S_DOIN3
SPRITENAME = DOIN
SPRITEFRAME = C
DURATION = 2
NEXT = S_DOIN4

STATE S_DOIN4
SPRITENAME = DOIN
SPRITEFRAME = D
DURATION = 2
NEXT = S_DOIN5

STATE S_DOIN5
SPRITENAME = DOIN
SPRITEFRAME = E
DURATION = 2
NEXT = S_DOIN6

STATE S_DOIN6
SPRITENAME = DOIN
SPRITEFRAME = F
DURATION = 2
NEXT = S_DOIN7

STATE S_DOIN7
SPRITENAME = DOIN
SPRITEFRAME = G
DURATION = 2
NEXT = S_DOIN8

STATE S_DOIN8
SPRITENAME = DOIN
SPRITEFRAME = H
DURATION = 2
NEXT = S_DOIN9

STATE S_DOIN9
SPRITENAME = DOIN
SPRITEFRAME = I
DURATION = 2
NEXT = S_DOIN10

STATE S_DOIN10
SPRITENAME = DOIN
SPRITEFRAME = J
DURATION = 2
NEXT = S_DOIN11

STATE S_DOIN11
SPRITENAME = DOIN
SPRITEFRAME = K
DURATION = 2
NEXT = S_DOIN12

STATE S_DOIN12
SPRITENAME = DOIN
SPRITEFRAME = L
DURATION = 2
NEXT = S_DOIN13

STATE S_DOIN13
SPRITENAME = DOIN
SPRITEFRAME = M
DURATION = 2
NEXT = S_DOIN14

STATE S_DOIN14
SPRITENAME = DOIN
SPRITEFRAME = N
DURATION = 2
NEXT = S_DOIN1

## Fire Flower Edit

OBJECT MT_FIREFLOWER
#$Category Mario Pick-Ups
#$Name Fire Flower
#$Sprite FFWRB0
MAPTHINGNUM = 1803
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT

## Invisible 1-UP Mobj Info

OBJECT MT_INVISIBLE1UP
#$Category Mario Pick-Ups
#$Name 1-Up Invisible
#$Sprite MS1PA0
MAPTHINGNUM = 1841
SPAWNSTATE = S_INVISIBLE1UP
DEATHSTATE = S_INVISIBLE1UPTOUCH
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_NOGRAVITY

## Invisible 1-UP States 

FRAME S_INVISIBLE1UP

FRAME S_INVISIBLE1UPTOUCH
NEXT = S_NULL
ACTION A_ExtraLife

## Starman Mobj Info

OBJECT MT_STARMANPOWERUP
#$Category Mario Pick-Ups
#$Name Starman
#$Sprite MSIVA0
MAPTHINGNUM = 1825
SPAWNSTATE = S_STARMANPOWERUPCHECK
SEESTATE = S_STARMANPOWERUPE1
DEATHSTATE = S_STARMANPOWERUPD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Starman States 

FRAME S_STARMANPOWERUPCHECK
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 1
NEXT = S_STARMANPOWERUPCHECK
ACTION A_Look
Var1 = 3
Var2 = 1

FRAME S_STARMANPOWERUPE1
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 2
NEXT = S_STARMANPOWERUPE2
ACTION A_BunnyHop
var1 = 7
var2 = 6

FRAME S_STARMANPOWERUPE2
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 1
NEXT = S_STARMANPOWERUPE3
ACTION A_SmokeTrailer
var1 = MT_BOXSPARKLE

FRAME S_STARMANPOWERUPE3
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 1
NEXT = S_STARMANPOWERUPE1
ACTION A_GhostMe

FRAME S_STARMANPOWERUPD
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
ACTION A_Invincibility

## 1-up Mushroom Mobj Info

OBJECT MT_LIFESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom 1-up
#$Sprite MS1PA0
MAPTHINGNUM = 1826
SPAWNSTATE = S_LIFESHROOMEXIST
DEATHSTATE = S_LIFESHROOMD
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## 1-up Mushroom States

FRAME S_LIFESHROOMEXIST
SPRITENAME = SPR_MS1P
SPRITEFRAME = A
DURATION = 1
NEXT = S_LIFESHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_LIFESHROOMEXIST1
SPRITENAME = SPR_MS1P
SPRITEFRAME = A
DURATION = 1
NEXT = S_LIFESHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_LIFESHROOMD
SPRITENAME = SPR_MS1P
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
ACTION A_ExtraLife

## Attractive Mushroom Mobj Info

OBJECT MT_ELECTRICSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Attractive
#$Sprite MSATA0
MAPTHINGNUM = 1827
SPAWNSTATE = S_ELECTRICSHROOMEXIST
DEATHSTATE = S_ELECTRICSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 8
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Attractive Mushroom States

FRAME S_ELECTRICSHROOMEXIST
SPRITENAME = SPR_MSAT
SPRITEFRAME = A
DURATION = 1
NEXT = S_ELECTRICSHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_ELECTRICSHROOMEXIST1
SPRITENAME = SPR_MSAT
SPRITEFRAME = A
DURATION = 1
NEXT = S_ELECTRICSHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_ELECTRICSHROOMD
SPRITENAME = SPR_MSAT
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
ACTION A_GiveShield
var1 = SH_ATTRACT

## Force Mushroom Mobj Info

OBJECT MT_FORCESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Force
#$Sprite MSFOA0
MAPTHINGNUM = 1828
SPAWNSTATE = S_FORCESHROOMEXIST
DEATHSTATE = S_FORCESHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Force Mushroom States

FRAME S_FORCESHROOMEXIST
SPRITENAME = SPR_MSFO
SPRITEFRAME = A
DURATION = 1
NEXT = S_FORCESHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_FORCESHROOMEXIST1
SPRITENAME = SPR_MSFO
SPRITEFRAME = A
DURATION = 1
NEXT = S_FORCESHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_FORCESHROOMD
SPRITENAME = SPR_MSFO
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
ACTION A_GiveShield
var1 = SH_FORCE|1

## Nuke Mushroom Mobj Info

OBJECT MT_NUKESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Armageddon
#$Sprite MSARA0
MAPTHINGNUM = 1829
SPAWNSTATE = S_NUKESHROOMEXIST
DEATHSTATE = S_NUKESHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Nuke Mushroom States

FRAME S_NUKESHROOMEXIST
SPRITENAME = SPR_MSAR
SPRITEFRAME = A
DURATION = 1
NEXT = S_NUKESHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_NUKESHROOMEXIST1
SPRITENAME = SPR_MSAR
SPRITEFRAME = A
DURATION = 1
NEXT = S_NUKESHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_NUKESHROOMD
SPRITENAME = SPR_MSAR
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
ACTION A_GiveShield
var1 = SH_ARMAGEDDON

## Cloud Mushroom Mobj Info

OBJECT MT_CLOUDSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Whirlwind
#$Sprite MSWWA0
MAPTHINGNUM = 1830
SPAWNSTATE = S_CLOUDSHROOMEXIST
DEATHSTATE = S_CLOUDSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Cloud Mushroom States

FRAME S_CLOUDSHROOMEXIST
SPRITENAME = SPR_MSWW
SPRITEFRAME = A
DURATION = 1
NEXT = S_CLOUDSHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_CLOUDSHROOMEXIST1
SPRITENAME = SPR_MSWW
SPRITEFRAME = A
DURATION = 1
NEXT = S_CLOUDSHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_CLOUDSHROOMD
SPRITENAME = SPR_MSWW
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
ACTION A_GiveShield
var1 = SH_WHIRLWIND

## Elemental Mushroom Mobj Info

OBJECT MT_ELEMENTALSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Elemental
#$Sprite MSELA0
MAPTHINGNUM = 1831
SPAWNSTATE = S_ELEMENTALSHROOMEXIST
DEATHSTATE = S_ELEMENTALSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Elemental Mushroom States

FRAME S_ELEMENTALSHROOMEXIST
SPRITENAME = SPR_MSEL
SPRITEFRAME = A
DURATION = 1
NEXT = S_ELEMENTALSHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_ELEMENTALSHROOMEXIST1
SPRITENAME = SPR_MSEL
SPRITEFRAME = A
DURATION = 1
NEXT = S_ELEMENTALSHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_ELEMENTALSHROOMD
SPRITENAME = SPR_MSEL
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
ACTION A_GiveShield
var1 = SH_ELEMENTAL

## Poison Mushroom Mobj Info

OBJECT MT_POISONSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Poison
#$Sprite MEGHA0
MAPTHINGNUM = 2303
SPAWNSTATE = S_POISONSHROOMEXIST
DEATHSTATE = S_POISONSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Poison Mushroom States

FRAME S_POISONSHROOMEXIST
SPRITENAME = SPR_MEGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_POISONSHROOMEXIST1
ACTION A_FlickyHop
var1 = FRACUNIT/6
var2 = 5*FRACUNIT

FRAME S_POISONSHROOMEXIST1
SPRITENAME = SPR_MEGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_POISONSHROOMEXIST
ACTION A_FlickyAim
var1 = ANGLE_90
var2 = 64*FRACUNIT

FRAME S_POISONSHROOMD
SPRITENAME = SPR_MEGH
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
ACTION A_EggmanBox

## Speed Wings Mobj Info

OBJECT MT_SPEEDWINGS
#$Category Mario Pick-Ups
#$Name Speed Wings
#$Sprite MSSPA0
MAPTHINGNUM = 2304
SPAWNSTATE = S_SPEEDWINGSEXIST
DEATHSTATE = S_SPEEDWINGSD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL

## Speed Wings States

FRAME S_SPEEDWINGSEXIST
SPRITENAME = SPR_MSSP
SPRITEFRAME = A

FRAME S_SPEEDWINGSD
SPRITENAME = SPR_MSSP
SPRITEFRAME = A
DURATION = 1
NEXT = S_NULL
ACTION A_SuperSneakers
