Freeslot
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_COINSPARKLE5
S_COINSPARKLE6
S_COINSPARKLE7
S_COINSPARKLE8
S_COINSPARKLE9
S_COINSCOREAWARD
S_COINAWARD
S_COINAWARD1
S_COINAWARD2
SPR_PFUF

## Coins Edit

OBJECT MT_COIN
#$Category Mario Pick-Ups
#$Name Coin
#$Sprite COINA0
MAPTHINGNUM = 1800
DEATHSTATE = S_COINSCOREAWARD
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_COINSCOREAWARD
SPRITENAME = CPRK
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30
DURATION = 1
Action A_SpawnObjectRelative
VAR1 = 0
VAR2 = 0+MT_COINAWARD
NEXT = S_COINSPARKLE1

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

## Coin Score Award Mobj Info

OBJECT MT_COINAWARD
SPAWNSTATE = S_COINAWARD
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 50
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY

## Coin Score Award States

STATE S_COINAWARD
DURATION = 1
NEXT = S_COINAWARD1

STATE S_COINAWARD1
DURATION = 1
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
NEXT = S_COINAWARD2

STATE S_COINAWARD2
DURATION = 1
ACTION = A_AwardScore
NEXT = S_NULL

## Enemy poof state

FRAME S_MARIO_DUST
Duration = 16
SPRITENAME = SPR_PFUF
SPRITEFRAME = A|FF_ANIMATE
VAR1 = 3
VAR2 = 4 
NEXT = S_NULL