freeslot
MT_MGREENKOOPA
S_KOOPASPAWNLOOKIN
S_KOOPAPATROLING1
S_KOOPAPATROLING2
S_KOOPAPATROLING3
S_KOOPAPATROLING4
S_KOOPADEATH
S_KOOPADEATH1
SPR_MKOP

## Green Koopa Mobj Info

OBJECT MT_MGREENKOOPA
#$Category Mario
#$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
