freeslot
MT_GOOMBA
MT_BLUEGOOMBA
MT_GREENKOOPA
S_GREENKOOPASPAWN
S_GREENKOOPA1
S_GREENKOOPA2
S_GREENKOOPA3
S_GREENKOOPA4
S_GREENKOOPADEATH1
S_GREENKOOPADEATH2
S_GOOMBA_DEAD2
S_GOOMBA_DEAD3
S_BLUEGOOMBA_DEAD2
S_BLUEGOOMBA_DEAD3
SPR_MKOP

## Koopa Mobj Info

OBJECT MT_GREENKOOPA
#$Category Mario Overworld
#$Name Green Koopa
#$Sprite MKOPA1
MAPTHINGNUM = 1832
SPAWNSTATE = S_GREENKOOPASPAWN
SEESTATE = S_GREENKOOPA1
DEATHSTATE = S_GREENKOOPADEATH1
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_GREENKOOPASPAWN
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
NEXT = S_GREENKOOPASPAWN
Action A_Look

FRAME S_GREENKOOPA1
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Action A_KoopaChase
Next = S_GREENKOOPA2

FRAME S_GREENKOOPA2
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = B
Action A_KoopaChase
Next = S_GREENKOOPA3

FRAME S_GREENKOOPA3
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = C
Action A_KoopaChase
Next = S_GREENKOOPA4

FRAME S_GREENKOOPA4
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = D
Action A_KoopaChase
Next = S_GREENKOOPA1

FRAME S_GREENKOOPADEATH1
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = D
Action A_Scream
Next = S_GREENKOOPADEATH2

FRAME S_GREENKOOPADEATH2
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
#$Category Mario Overworld
#$Name Brown Goomba
#$Sprite GOOMA1
MAPTHINGNUM = 1801
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT

OBJECT MT_BLUEGOOMBA
#$Category Mario Underground
#$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 = E
DURATION = 8
NEXT = S_GOOMBA_DEAD2
ACTION A_SCREAM

STATE S_GOOMBA_DEAD2
SPRITENAME = SPR_GOOM
SPRITEFRAME = F
DURATION = 4
NEXT = S_GOOMBA_DEAD3

STATE S_GOOMBA_DEAD3
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 = E
DURATION = 8
NEXT = S_BLUEGOOMBA_DEAD2
ACTION A_SCREAM

STATE S_BLUEGOOMBA_DEAD2
SPRITENAME = SPR_BGOM
SPRITEFRAME = F
DURATION = 4
NEXT = S_BLUEGOOMBA_DEAD3

STATE S_BLUEGOOMBA_DEAD3
SPRITENAME = SPR_BGOM
SPRITEFRAME = E
DURATION = 15
NEXT = S_NULL