Freeslot
MT_LIFESHROOM
MT_NUKESHROOM
MT_FORCESHROOM
MT_ELECTRICSHROOM
MT_ELEMENTALSHROOM
MT_CLOUDSHROOM
MT_STARMANPOWERUP
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
SPR_MSIV
SPR_MS1P
SPR_MSAT
SPR_MSFO
SPR_MSAR
SPR_MSWW
SPR_MSEL

## Starman Mobj Info

OBJECT MT_STARMANPOWERUP
#$Category Mario Power ups
#$Name Starman Power up
#$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
#$Category Mario Power ups
#$Name 1-up Mushroom
#$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
#$Category Mario Power ups
#$Name Attractive Mushroom
#$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
#$Category Mario Power ups
#$Name Force Mushroom
#$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
#$Category Mario Power ups
#$Name Armageddon Mushroom
#$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
#$Category Mario Power ups
#$Name Whirlwind Mushroom
#$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
#$Category Mario Power ups
#$Name Elemental Mushroom
#$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




