Freeslot
MT_LIFESHROOM
MT_NUKESHROOM
MT_FORCESHROOM
MT_ELECTRICSHROOM
MT_ELEMENTALSHROOM
MT_CLOUDSHROOM
MT_STARMANPOWERUP
MT_INVISIBLE1UP
MT_SPEEDWINGS
MT_POISONSHROOM
MT_COINAWARD
MT_POWERUPAWARD
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_YOSHIFRUIT
S_DEATHYOSHIFRUIT
S_DEATHYOSHIFRUIT1
S_SPEEDWINGSEXIST
S_SPEEDWINGSD
S_POISONSHROOMEXIST
S_POISONSHROOMEXIST1
S_POISONSHROOMD
S_COINAWARD
S_COINAWARD1
S_COINAWARD2
S_PARTICLEPICKUP1
S_PARTICLEPICKUP2
S_1000SCOREAWARD
S_POWERUPAWARD
S_POWERUPAWARD1
S_POWERUPAWARD2
SPR_MSIV
SPR_MS1P
SPR_MSAT
SPR_MSFO
SPR_MSAR
SPR_MSWW
SPR_MSEL
SPR_MSSP
SPR_MEGH
SPR_BPRK
SPR_UPPB
SPR_DPRK
SPR_MUPR
SPR_YOFR
SPR_PFUY
SFX_MARIOD

## Coins Edit

OBJECT MT_COIN
#$Category Mario Pick-Ups
#$Name Coin
#$Sprite COINA0
MAPTHINGNUM = 1800
DEATHSTATE = S_COINSPARKLE1
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT

## More states for Coins

STATE S_COIN1
SPRITENAME = COIN
SPRITEFRAME = D|FF_ANIMATE
DURATION = 32
VAR1 = 15
VAR2 = 2
NEXT = S_COIN1

STATE S_COINSPARKLE1
SPRITENAME = CPRK
SPRITEFRAME = B|FF_FULLBRIGHT|FF_TRANS30|FF_ADD
ACTION = A_ForceStop
DURATION = 2
NEXT = S_COINSPARKLE2

STATE S_COINSPARKLE2
SPRITENAME = CPRK
SPRITEFRAME = C|FF_ANIMATE|FF_FULLBRIGHT|FF_TRANS30|FF_ADD
DURATION = 20
VAR1 = 9
VAR2 = 2
NEXT = S_NULL

## 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_PARTICLEPICKUP1
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

## 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

## 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_PARTICLEPICKUP1
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_1000SCOREAWARD
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_1000SCOREAWARD
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_1000SCOREAWARD
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_1000SCOREAWARD
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_1000SCOREAWARD
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_PARTICLEPICKUP1
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_1000SCOREAWARD
ACTION A_SuperSneakers

## POWERUP Score Award Mobj Info

OBJECT MT_POWERUPAWARD
SPAWNSTATE = S_POWERUPAWARD
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 1000
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY

## Coin Score Award States

STATE S_POWERUPAWARD
DURATION = 1
NEXT = S_POWERUPAWARD1

STATE S_POWERUPAWARD1
DURATION = 1
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
NEXT = S_POWERUPAWARD2

STATE S_POWERUPAWARD2
DURATION = 1
ACTION = A_AwardScore
NEXT = S_NULL

# Pickup Particles Mobj Info

FRAME S_1000SCOREAWARD
DURATION = 1
NEXT = S_PARTICLEPICKUP1
Action A_SpawnObjectRelative
VAR1 = 0
VAR2 = 0+MT_POWERUPAWARD
VAR1 = 0

FRAME S_PARTICLEPICKUP1
SPRITENAME = SPR_UPPB
SPRITEFRAME = A|FF_ADD
DURATION = 1
NEXT = S_PARTICLEPICKUP2
ACTION A_ForceStop
VAR1 = 0

FRAME S_PARTICLEPICKUP2
SPRITENAME = SPR_UPPB
SPRITEFRAME = B|FF_ANIMATE|FF_ADD
DURATION = 19
VAR1 = 18
VAR2 = 1