freeslot
MT_MGREENKOOPA
MT_KOOPA
MT_PUMA
MT_BLUEGOOMBA
MT_GOOMBA
MT_2DBLUEGOOMBA
MT_2DGOOMBA
MT_CASTLESPIKES
MT_SMB3MACE
MT_SMB3MACESTART
MT_MarioFish
MT_EGGGOOMBA
MT_PARAKOOPA
MT_BPARAKOOPA
MT_REDPIRANHAPLANT
MT_PURPLEPIRANHAPLANT
MT_REDJPIRANHAPLANT
MT_PURPLEJPIRANHAPLANT
MT_SHYGUY
MT_POPPARTICLEMAR
MT_BIGMOLE
MT_HORIZONTALCASTSPIKE
S_KOOPASPAWNLOOKIN
S_KOOPAPATROLING1
S_PARAKOOPASTAND1
S_PARAKOOPASTAND2
S_PARAKOOPAPATROLING1
S_PARAKOOPAPATROLING2
S_PARAKOOPAPATROLING3
S_PARAKOOPADEATH
S_PARAKOOPADEATH1
S_PARAKOOPADEATH2
S_BPARAKOOPASTAND1
S_BPARAKOOPASTAND2
S_BPARAKOOPALOOKING
S_BPARAKOOPAPATROLING1
S_BPARAKOOPAPATROLING2
S_BPARAKOOPAPATROLING3
S_BPARAKOOPADEATH
S_BPARAKOOPADEATH1
S_BPARAKOOPADEATH2
S_KOOPADEATH
S_KOOPADEATH1
S_GOOMBA_DEAD2
S_BLUEGOOMBA_DEAD2
S_GOOMBA_DEAD3
S_BLUEGOOMBA_DEAD3
S_GOOMBA_KNOCK
S_BLUEGOOMBA_KNOCK
S_GOOMBA2DGO1
S_GOOMBA2DGO2
S_GOOMBA2DSPAWN1
S_GOOMBA2DSPAWN2
S_EGGGOOMBAGO1
S_EGGGOOMBAGO2
S_EGGGOOMBASPAWN1
S_EGGGOOMBASPAWN2
S_BLUEGOOMBA2DGO1
S_BLUEGOOMBA2DGO2
S_BLUEGOOMBA2DSPAWN1
S_BLUEGOOMBA2DSPAWN2
S_CASTLESPIKES
S_MarioFishPogging1
S_MarioFishPogging2
S_MarioFishPogging3
S_MarioFishPogging4
S_MarioFishFakeAttack1
S_MarioFishFakeAttack2
S_MarioFishFakeAttack3
S_MarioFishFakeAttack4
S_MarioFishDead1
S_MarioFishDead2
S_MarioFishDead3
S_SMB3MACE1
S_SMB3MACE2
S_SMB3MACE3
S_SMB3MACE4
S_SMB3MACE5
S_SMB3MACE6
S_SMB3MACESTART
S_REDPIRANHAPLANT1
S_REDPIRANHAPLANT2
S_PURPLEPIRANHAPLANT1
S_PURPLEPIRANHAPLANT2
S_REDJUMPINGPIRANHAPLANT1
S_REDJUMPINGPIRANHAPLANT2
S_REDJUMPINGPIRANHAPLANTST1
S_REDJUMPINGPIRANHAPLANTST2
S_REDJUMPINGPIRANHAPLANTFAL1
S_REDJUMPINGPIRANHAPLANTFAL2
S_PURPLEJUMPINGPIRANHAPLANT1
S_PURPLEJUMPINGPIRANHAPLANT2
S_PURPLEJUMPINGPIRANHAPLANTST1
S_PURPLEJUMPINGPIRANHAPLANTST2
S_PURPLEJUMPINGPIRANHAPLANTFAL1
S_PURPLEJUMPINGPIRANHAPLANTFAL2
S_PIRANHAPLANTDEAD
S_SHYGUYSPAWN1
S_SHYGUYGO1
S_SHYGUYGO2
S_SHYGUYGO3
S_SHYGUYGO4
S_SHYGUYDEAD
S_POPPARTICLEMAR
S_BIGMOLESPAWN
S_BIGMOLEGO1
S_BIGMOLEGO2
S_BIGMOLEGO3
S_BIGMOLEGO4
S_BIGMOLEBOP
S_BIGMOLEBOP1
S_BIGMOLEBOP2
S_BIGMOLEDEAD
S_BOMBOHMEXPLODE
S_GOOMBAGOINGAROUND
S_GOOMBARUSH
S_HORIZONTALCASTSPIKE
S_HORIZONTALCASTSPIKEBASE
SPR_MBAL
SPR_MKOP
SPR_GO2D
SPR_BG2D
SPR_MSPI
SPR_MMAC
SPR_CEEP
SPR_BLOO
SPR_GOEG
SPR_PFUF
SPR_MRPF
SPR_MPPF
SPR_MRPS
SPR_MPPS
SPR_SHYG
SPR_BOPM
SPR_BIMO
SPR_BOMH
SPR_KOOP

## Puma Edit

OBJECT MT_PUMA
#$Category Mario Castle
#$Name Puma
#$Sprite PUMAA0
MAPTHINGNUM = 1805
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT


## Green Koopa Mobj Info

OBJECT MT_MGREENKOOPA
#$Category Mario Overworld
#$Name Koopa
#$Sprite MKOPA1
#$Flags8Text Disable edgecheck
#$ParameterText Color
#$Arg0 Color
#$Arg0Type 11
#$Arg0Default 1
#$Arg0Enum {0 = "none"; 1 = "emerald"; 2 = "red"; 3 = "yellow"; 4 = "sapphire"}
#$Arg0Tooltip "Changes color of Koopa's shell"
MAPTHINGNUM = 1832
SPAWNSTATE = S_KOOPASPAWNLOOKIN
SEESTATE = S_KOOPAPATROLING1
DEATHSTATE = S_KOOPADEATH
DEATHSOUND = sfx_none
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 12
DAMAGE = 0
RADIUS = 16*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## Green Koopa States

FRAME S_KOOPASPAWNLOOKIN
Duration = 2
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
NEXT = S_KOOPASPAWNLOOKIN
Action A_Look

FRAME S_KOOPAPATROLING1
Duration = 30
SPRITENAME = SPR_MKOP
SPRITEFRAME = A|FF_ANIMATE
VAR1 = 5
VAR2 = 5
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_ShellSpawn
Next = S_NULL

## Goomba Edits

OBJECT MT_GOOMBA
#$Category Mario Overworld
#$Name Brown Goomba
#$Sprite GOOMA1
MAPTHINGNUM = 1801
DEATHSOUND = sfx_none
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT

OBJECT MT_BLUEGOOMBA
#$Category Mario Underground
#$Name Blue Goomba
#$Sprite BGOMA1
MAPTHINGNUM = 1802
DEATHSOUND = sfx_none
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT

## Normal goomba states

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
ACTION A_COINPROJECTILE
VAR1 = 0
VAR2 = 0
NEXT = S_NULL

## Blue goomba states

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
ACTION A_COINPROJECTILE
VAR1 = 0
VAR2 = 0
NEXT = S_NULL

## 2D Goomba Mobj info

OBJECT MT_2DGOOMBA
#$Category Mario Overworld
#$Name Brown Goomba (2D)
#$Sprite GO2DA0
MAPTHINGNUM = 1836
SPAWNSTATE = S_GOOMBA2DSPAWN1
SEESTATE = S_GOOMBA2DGO1
DEATHSTATE = S_GOOMBA_DEAD
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## 2D Goomba states

STATE S_GOOMBA2DSPAWN1
SPRITENAME = SPR_GO2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_GOOMBA2DSPAWN2
ACTION A_Look

STATE S_GOOMBA2DSPAWN2
SPRITENAME = SPR_GO2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_GOOMBA2DSPAWN1
ACTION A_Look

STATE S_GOOMBA2DGO1
SPRITENAME = SPR_GO2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_GOOMBA2DGO2
ACTION A_Chase

STATE S_GOOMBA2DGO2
SPRITENAME = SPR_GO2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_GOOMBA2DGO1
ACTION A_Chase

## 2D Blue Goomba Mobj info

OBJECT MT_2DBLUEGOOMBA
#$Category Mario Underground
#$Name Blue Goomba (2D)
#$Sprite BG2DA0
MAPTHINGNUM = 1837
SPAWNSTATE = S_BLUEGOOMBA2DSPAWN1
SEESTATE = S_BLUEGOOMBA2DGO1
DEATHSTATE = S_BLUEGOOMBA_DEAD
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## 2D Blue Goomba states

STATE S_BLUEGOOMBA2DSPAWN1
SPRITENAME = SPR_BG2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_BLUEGOOMBA2DSPAWN2
ACTION A_Look

STATE S_BLUEGOOMBA2DSPAWN2
SPRITENAME = SPR_BG2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_BLUEGOOMBA2DSPAWN1
ACTION A_Look

STATE S_BLUEGOOMBA2DGO1
SPRITENAME = SPR_BG2D
SPRITEFRAME = A
DURATION = 6
NEXT = S_BLUEGOOMBA2DGO2
ACTION A_Chase

STATE S_BLUEGOOMBA2DGO2
SPRITENAME = SPR_BG2D
SPRITEFRAME = B
DURATION = 6
NEXT = S_BLUEGOOMBA2DGO1
ACTION A_Chase

## Easter Egg Goomba Mobj info

OBJECT MT_EGGGOOMBA
#$Category Mario Overworld
#$Name Brown Goomba (Meme)
#$Sprite GOEGA0
MAPTHINGNUM = 2429
SPAWNSTATE = S_EGGGOOMBASPAWN1
SEESTATE = S_EGGGOOMBAGO1
DEATHSTATE = S_GOOMBA_DEAD
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 25
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## 2D Goomba states

STATE S_EGGGOOMBASPAWN1
SPRITENAME = SPR_GOEG
SPRITEFRAME = A
DURATION = 6
NEXT = S_EGGGOOMBASPAWN2
ACTION A_Look

STATE S_EGGGOOMBASPAWN2
SPRITENAME = SPR_GOEG
SPRITEFRAME = B
DURATION = 6
NEXT = S_GOOMBA2DSPAWN1
ACTION A_Look

STATE S_EGGGOOMBAGO1
SPRITENAME = SPR_GOEG
SPRITEFRAME = A
DURATION = 6
NEXT = S_EGGGOOMBAGO2
ACTION A_Chase

STATE S_EGGGOOMBAGO2
SPRITENAME = SPR_GOEG
SPRITEFRAME = B
DURATION = 6
NEXT = S_EGGGOOMBAGO1
ACTION A_Chase

## Castle Spikes Mobj info

OBJECT MT_CASTLESPIKES
#$Category Mario Castle
#$Name Vertical Castle Spike
#$Sprite MSPIA0
MAPTHINGNUM = 2305
SPAWNSTATE = S_CASTLESPIKES
PAINSOUND = sfx_s3k64
SPAWNHEALTH = 1000
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SCENERY

## Castle Spikes states

STATE S_CASTLESPIKES
SPRITENAME = SPR_MSPI
SPRITEFRAME = A

OBJECT MT_HORIZONTALCASTSPIKE
#$Category Mario Castle
#$Name Horizontal Castle Spike
#$Sprite MSPIBL
MAPTHINGNUM = 2475
SPAWNSTATE = S_HORIZONTALCASTSPIKE
PAINSOUND = sfx_s3k64
SPAWNHEALTH = 1000
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
DispOffset = 2
MASS = 100
FLAGS = MF_SOLID|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT

## Castle Spikes states

STATE S_HORIZONTALCASTSPIKE
SPRITENAME = SPR_MSPI
SPRITEFRAME = B|FF_PAPERSPRITE

STATE S_HORIZONTALCASTSPIKEBASE
SPRITENAME = SPR_MSPI
DURATION = 1000
SPRITEFRAME = C|FF_PAPERSPRITE
NEXT = S_HORIZONTALCASTSPIKEBASE

## SMB3 Mace Mobj info

OBJECT MT_SMB3MACESTART
#$Category Mario Castle
#$Name SMB3 Mace Centre
#$Sprite MBALA0
MAPTHINGNUM = 2314
SPAWNSTATE = S_SMB3MACESTART
PAINSOUND = sfx_s3k64
SPAWNHEALTH = 1000
REACTIONTIME = 8
DAMAGE = 1
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY

## SMB3 Mace states

STATE S_SMB3MACESTART
SPRITENAME = SPR_MBAL
SPRITEFRAME = A

## SMB3 Mace Mobj info

OBJECT MT_SMB3MACE
#$Category Mario Castle
#$Name SMB3 Disco Mace
#$Sprite MMACA0
MAPTHINGNUM = 2315
SPAWNSTATE = S_SMB3MACE1
PAINSOUND = sfx_s3k64
SPAWNHEALTH = 1000
REACTIONTIME = 8
DAMAGE = 1
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_PAIN|MF_NOGRAVITY

## SMB3 Mace states

STATE S_SMB3MACE1
SPRITENAME = SPR_MMAC
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE2

STATE S_SMB3MACE2
SPRITENAME = SPR_MMAC
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE3

STATE S_SMB3MACE3
SPRITENAME = SPR_MMAC
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE4

STATE S_SMB3MACE4
SPRITENAME = SPR_MMAC
SPRITEFRAME = C|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE5

STATE S_SMB3MACE5
SPRITENAME = SPR_MMAC
SPRITEFRAME = B|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE6

STATE S_SMB3MACE6
SPRITENAME = SPR_MMAC
SPRITEFRAME = A|FF_FULLBRIGHT
DURATION = 5
ACTION A_GhostMe
NEXT = S_SMB3MACE1


## Cheep Cheep Mobj Info

OBJECT MT_MarioFish
#$Category Mario Underwater
#$Name Cheep Cheep
#$Sprite CEEPA1
MAPTHINGNUM = 2400
SPAWNSTATE = S_MarioFishPogging1
SEESTATE = S_MarioFishFakeAttack1
DEATHSTATE = S_MarioFishDead1
DEATHSOUND = sfx_none
SPAWNHEALTH = 1
REACTIONTIME = 4*TICRATE
SPEED = 7
DAMAGE = 0
RADIUS = 20*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
FLAGS = MF_SLIDEME|MF_FLOAT|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY

## Cheep Cheep States

FRAME S_MarioFishPogging1
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = A
Action A_JetJawRoam
Next = S_MarioFishPogging2

FRAME S_MarioFishPogging2
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = B
Action A_JetJawRoam
Next = S_MarioFishPogging3

FRAME S_MarioFishPogging3
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = C
Action A_JetJawRoam
Next = S_MarioFishPogging4

FRAME S_MarioFishPogging4
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = D
Action A_JetJawRoam
Next = S_MarioFishPogging1

FRAME S_MarioFishFakeAttack1
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = A
Action A_JetJawChomp
Next = S_MarioFishFakeAttack2

FRAME S_MarioFishFakeAttack2
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = B
Action A_JetJawChomp
Next = S_MarioFishFakeAttack3

FRAME S_MarioFishFakeAttack3
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = C
Action A_JetJawChomp
Next = S_MarioFishFakeAttack4

FRAME S_MarioFishFakeAttack4
Duration = 4
SPRITENAME = SPR_CEEP
SPRITEFRAME = D
Action A_JetJawChomp
Next = S_MarioFishFakeAttack1

FRAME S_MarioFishDead1
Duration = 1
SPRITENAME = SPR_CEEP
SPRITEFRAME = E
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 1
Next = S_MarioFishDead2

FRAME S_MarioFishDead2
Duration = 100
SPRITENAME = SPR_CEEP
SPRITEFRAME = E
Action A_Scream

## Green Parakoopa Mobj Info

OBJECT MT_PARAKOOPA
#$Category Mario Overworld
#$Name Parakoopa (Still)
#$Sprite MKOPA1
#$ParameterText Color
#$Arg0 Color
#$Arg0Type 11
#$Arg0Default 1
#$Arg0Enum {0 = "none"; 1 = "emerald"; 2 = "red"; 3 = "yellow"; 4 = "sapphire"}
#$Arg0Tooltip "Changes color of Koopa's shell"
MAPTHINGNUM = 2439
SPAWNSTATE = S_PARAKOOPASTAND1
DEATHSTATE = S_PARAKOOPADEATH
DEATHSOUND = sfx_none
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 12
DAMAGE = 0
RADIUS = 16*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## Green Parakoopa States

FRAME S_PARAKOOPASTAND1
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Next = S_PARAKOOPASTAND2

FRAME S_PARAKOOPASTAND2
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
Next = S_PARAKOOPAPATROLING2

FRAME S_PARAKOOPAPATROLING2
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = G
Action A_ZThrust
Var1 = 17
Var2 = (1>>16)+(1<<16)
Next = S_PARAKOOPAPATROLING3

FRAME S_PARAKOOPAPATROLING3
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = G
Action A_FaceTarget
Var1 = MT_PLayer
Var2 = 0
Next = S_PARAKOOPAPATROLING1

FRAME S_PARAKOOPAPATROLING1
Duration = 66
SPRITENAME = SPR_MKOP
SPRITEFRAME = G
Next = S_PARAKOOPAPATROLING2

FRAME S_PARAKOOPADEATH
Duration = 18
SPRITENAME = SPR_PFUF
SPRITEFRAME = A|FF_ANIMATE
VAR1 = 5
VAR2 = 3
Next = S_PARAKOOPADEATH1

FRAME S_PARAKOOPADEATH1
Duration = 1
SPRITENAME = SPR_NULL
SPRITEFRAME = D
Action A_KoopaSpawn
Next = S_NULL

## Green Parakoopa Mobj Info

OBJECT MT_BPARAKOOPA
#$Category Mario Overworld
#$Name Parakoopa (BunnyHop)
#$Sprite MKOPA1
#$ParameterText Color
#$Arg0 Color
#$Arg0Type 11
#$Arg0Default 1
#$Arg0Enum {0 = "none"; 1 = "emerald"; 2 = "red"; 3 = "yellow"; 4 = "sapphire"}
#$Arg0Tooltip "Changes color of Koopa's shell"
MAPTHINGNUM = 2440
SPAWNSTATE = S_BPARAKOOPASTAND1
SEESTATE = S_BPARAKOOPAPATROLING1
DEATHSTATE = S_BPARAKOOPADEATH
DEATHSOUND = sfx_none
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
RADIUS = 16*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE

## Green Parakoopa States

FRAME S_BPARAKOOPASTAND1
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Next = S_BPARAKOOPASTAND2

FRAME S_BPARAKOOPASTAND2
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
Next = S_BPARAKOOPALOOKING

FRAME S_BPARAKOOPALOOKING
Duration = 4
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Action A_Look
NEXT = S_BPARAKOOPALOOKING

FRAME S_BPARAKOOPAPATROLING1
Duration = 5
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
Action A_BunnyHop
Var1 = 10
Var2 = 7
Next = S_BPARAKOOPAPATROLING2

FRAME S_BPARAKOOPAPATROLING2
Duration = 16
SPRITENAME = SPR_MKOP
SPRITEFRAME = G
Next = S_BPARAKOOPAPATROLING3

FRAME S_BPARAKOOPAPATROLING3
Duration = 1
SPRITENAME = SPR_MKOP
SPRITEFRAME = A
ACTION = A_FaceTarget
VAR1 = MT_Player
VAR2 = 0
Next = S_BPARAKOOPAPATROLING1

FRAME S_BPARAKOOPADEATH
Duration = 18
SPRITENAME = SPR_PFUF
SPRITEFRAME = A|FF_ANIMATE
VAR1 = 5
VAR2 = 3
Next = S_BPARAKOOPADEATH1

FRAME S_BPARAKOOPADEATH1
Duration = 1
SPRITENAME = SPR_NULL
SPRITEFRAME = D
Action A_KoopaSpawn
Next = S_NULL

## Red Piranha Plant Mobj info

OBJECT MT_REDPIRANHAPLANT
#$Category Mario Misc
#$Name Piranha Plant (Vertical)
#$Sprite MRPSA0
#$Arg0 Bekaboo!
#$Arg0Type 11
#$Arg0Enum noyes
#$Arg0Tooltip "Classic Mario behavior toggle"
MAPTHINGNUM = 2441
SPAWNSTATE = S_REDPIRANHAPLANT1
DEATHSTATE = S_PIRANHAPLANTDEAD
DEATHSOUND = sfx_none
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_PAIN|MF_NOGRAVITY|MF_NOCLIPHEIGHT

## Red Piranha Plant states

STATE S_REDPIRANHAPLANT1
SPRITENAME = SPR_MRPS
SPRITEFRAME = A
DURATION = 6
NEXT = S_REDPIRANHAPLANT2

STATE S_REDPIRANHAPLANT2
SPRITENAME = SPR_MRPS
SPRITEFRAME = B
DURATION = 6
NEXT = S_REDPIRANHAPLANT1

STATE S_PIRANHAPLANTDEAD
Duration = 18
SPRITENAME = SPR_PFUF
SPRITEFRAME = A|FF_ANIMATE
VAR1 = 5
VAR2 = 3
NEXT = S_NULL
## Red Piranha Plant Mobj info

OBJECT MT_FIREFPIRANHAPLANT
#$Category Mario Misc
#$Name Piranha Plant (Fire)
#$Sprite 0FPSA1
#$Arg0 Bekaboo!
#$Arg0Type 11
#$Arg0Enum noyes
#$Arg0Tooltip "Classic Mario behavior toggle"
MAPTHINGNUM = 2442
SPAWNSTATE = S_FIREPIRANHAPLANT
DEATHSTATE = S_DIEDPIRANHAPLANT
DEATHSOUND = sfx_none
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_PAIN|MF_NOGRAVITY|MF_NOCLIPHEIGHT

## Red Piranha Plant states

STATE S_FIREPIRANHAPLANT
SPRITENAME = SPR_0FPS
DURATION = 1
SPRITEFRAME = A
NEXT = S_FIREPIRANHAPLANT

STATE S_FIREPIRANHAPLANT1
SPRITENAME = SPR_0FPS
DURATION = 25
SPRITEFRAME = B
NEXT = S_FIREPIRANHAPLANT

STATE S_DIEDPIRANHAPLANT
Duration = 16
SPRITENAME = SPR_0FPS
SPRITEFRAME = A
NEXT = S_NULL

## Red Jumping Piranha Plant Mobj info

OBJECT MT_REDJPIRANHAPLANT
#$Category Mario Misc
#$Name Piranha Plant (Jumping Bulb)
#$Sprite MRPFA0
#$Arg0 Bekaboo!
#$Arg0Type 11
#$Arg0Enum noyes
#$Arg0Tooltip "Classic Mario behavior toggle"
MAPTHINGNUM = 2443
SPAWNSTATE = S_REDJUMPINGPIRANHAPLANTST1
DEATHSTATE = S_PIRANHAPLANTDEAD
DEATHSOUND = sfx_none
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_PAIN|MF_NOGRAVITY|MF_NOCLIPHEIGHT

## Red Jumping Piranha Plant states

STATE S_REDJUMPINGPIRANHAPLANTST1
SPRITENAME = SPR_MRPF
SPRITEFRAME = A
DURATION = 6
NEXT = S_REDJUMPINGPIRANHAPLANTST2

STATE S_REDJUMPINGPIRANHAPLANTST2
SPRITENAME = SPR_MRPF
SPRITEFRAME = B
DURATION = 6
NEXT = S_REDJUMPINGPIRANHAPLANTST1

## Horizontal Piranha Plant Mobj info

OBJECT MT_REDHPIRANHAPLANT
#$Category Mario Misc
#$Name Piranha Plant (Horizontal)
#$Sprite 0HPSA1
#$Arg0 Bekaboo!
#$Arg0Type 11
#$Arg0Enum noyes
#$Arg0Tooltip "Classic Mario behavior toggle"
MAPTHINGNUM = 2444
SPAWNSTATE = S_HORIZONTALPIRANHA1
DEATHSTATE = S_PIRANHAPLANTDEAD
DEATHSOUND = sfx_none
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 6
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_PAIN|MF_NOGRAVITY|MF_NOCLIP

## Red Jumping Piranha Plant states

STATE S_HORIZONTALPIRANHA1
SPRITENAME = SPR_0HPS
SPRITEFRAME = A
DURATION = 6
NEXT = S_HORIZONTALPIRANHA2

STATE S_HORIZONTALPIRANHA2
SPRITENAME = SPR_0HPS
SPRITEFRAME = B
DURATION = 6
NEXT = S_HORIZONTALPIRANHA1


## Shy Guy Mobj info

OBJECT MT_SHYGUY
#$Category Mario Misc
#$Name Shy Guy
#$Sprite SHYGA1
MAPTHINGNUM = 2445
SPAWNSTATE = S_SHYGUYSPAWN1
SEESTATE = S_SHYGUYGO1
DEATHSTATE = S_SHYGUYDEAD
DEATHSOUND = sfx_none
SPAWNHEALTH = 1
REACTIONTIME = 1
SPEED = 3
DAMAGE = 0
PAINCHANCE = 200
RADIUS = 24*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 100
FLAGS = MF_SOLID|MF_SHOOTABLE

## Shy Guy states

STATE S_SHYGUYSPAWN1
SPRITENAME = SPR_SHYG
SPRITEFRAME = A
DURATION = 6
NEXT = S_SHYGUYSPAWN1
ACTION A_Look

STATE S_SHYGUYGO1
SPRITENAME = SPR_SHYG
SPRITEFRAME = A
DURATION = 3
NEXT = S_SHYGUYGO2
ACTION A_Chase

STATE S_SHYGUYGO2
SPRITENAME = SPR_SHYG
SPRITEFRAME = B
DURATION = 3
NEXT = S_SHYGUYGO3
ACTION A_Chase

STATE S_SHYGUYGO3
SPRITENAME = SPR_SHYG
SPRITEFRAME = C
DURATION = 3
NEXT = S_SHYGUYGO4
ACTION A_Chase

STATE S_SHYGUYGO4
SPRITENAME = SPR_SHYG
SPRITEFRAME = D
DURATION = 3
NEXT = S_SHYGUYGO1
ACTION A_Chase

STATE S_SHYGUYDEAD
SPRITENAME = SPR_SHYG
SPRITEFRAME = E
DURATION = 60
Action A_SetObjectFlags
Var1 = MF_NOCLIPHEIGHT
Var2 = 2

## Big Mole Mobj info

OBJECT MT_BIGMOLE
#$Category Mario Underground
#$Name Big Mole (2D)
#$Sprite BIMOA1
MAPTHINGNUM = 2500
SPAWNSTATE = S_BIGMOLESPAWN
SEESTATE = S_BIGMOLEGO1
PAINSOUND = sfx_marwoc
PAINSTATE = S_BIGMOLEBOP
DEATHSTATE = S_BIGMOLEDEAD
DEATHSOUND = sfx_none
SPAWNHEALTH = 2
REACTIONTIME = 70
SPEED = 10
DAMAGE = 0
PAINCHANCE = 0
RADIUS = 24*FRACUNIT
HEIGHT = 40*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME

## Big Mole states

STATE S_BIGMOLESPAWN
SPRITENAME = SPR_BIMO
SPRITEFRAME = A
DURATION = 6
NEXT = S_BIGMOLESPAWN
ACTION A_Look
VAR2 = 1

STATE S_BIGMOLEGO1
SPRITENAME = SPR_BIMO
SPRITEFRAME = A
DURATION = 3
NEXT = S_BIGMOLEGO2
ACTION A_MarioMoleChase

STATE S_BIGMOLEGO2
SPRITENAME = SPR_BIMO
SPRITEFRAME = B
DURATION = 3
NEXT = S_BIGMOLEGO3
ACTION A_MarioMoleChase

STATE S_BIGMOLEGO3
SPRITENAME = SPR_BIMO
SPRITEFRAME = C
DURATION = 3
NEXT = S_BIGMOLEGO4
ACTION A_MarioMoleChase

STATE S_BIGMOLEGO4
SPRITENAME = SPR_BIMO
SPRITEFRAME = D
DURATION = 3
NEXT = S_BIGMOLEGO1
ACTION A_MarioMoleChase

STATE S_BIGMOLEBOP
SPRITENAME = SPR_BIMO
SPRITEFRAME = A
DURATION = 10
ACTION A_Pain
NEXT = S_BIGMOLEBOP1

STATE S_BIGMOLEBOP1
SPRITENAME = SPR_BIMO
SPRITEFRAME = A
DURATION = 2
NEXT = S_BIGMOLEBOP2

STATE S_BIGMOLEBOP2
SPRITENAME = SPR_BIMO
SPRITEFRAME = A
DURATION = 1
NEXT = S_BIGMOLESPAWN

STATE S_BIGMOLEDEAD
SPRITENAME = SPR_BIMO
SPRITEFRAME = E
DURATION = 25
Action A_SetObjectFlags
Var1 = MF_NOCLIPHEIGHT
Var2 = 2

## Big Mole Mobj info

OBJECT MT_BUZZYBEETLE
#$Category Mario Underground
#$Name Buzzy Beetle
#$Sprite 0BETA1
MAPTHINGNUM = 2610
SPAWNSTATE = S_BUZZYBEETLESPAWN
DEATHSTATE = S_BUZZYBEETLED
SEESTATE = S_BUZZYBEETLEGO
PAINSOUND = sfx_marwoc
DEATHSOUND = sfx_none
SPAWNHEALTH = 1
REACTIONTIME = 70
SPEED = 10
DAMAGE = 0
PAINCHANCE = 0
RADIUS = 12*FRACUNIT
HEIGHT = 18*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME

## Big Mole states

STATE S_BUZZYBEETLESPAWN
SPRITENAME = SPR_0BET
SPRITEFRAME = A
DURATION = 6
NEXT = S_BUZZYBEETLESPAWN
ACTION A_Look
VAR2 = 1

STATE S_BUZZYBEETLEGO
SPRITENAME = SPR_0BET
SPRITEFRAME = A
DURATION = 4
NEXT = S_BUZZYBEETLEGO1
ACTION A_CHASE

STATE S_BUZZYBEETLEGO1
SPRITENAME = SPR_0BET
SPRITEFRAME = B
DURATION = 4
NEXT = S_BUZZYBEETLEGO2
ACTION A_CHASE

STATE S_BUZZYBEETLEGO2
SPRITENAME = SPR_0BET
SPRITEFRAME = C
DURATION = 4
NEXT = S_BUZZYBEETLEGO3
ACTION A_CHASE

STATE S_BUZZYBEETLEGO3
SPRITENAME = SPR_0BET
SPRITEFRAME = D
DURATION = 4
NEXT = S_BUZZYBEETLEGO
ACTION A_CHASE

FRAME S_BUZZYBEETLED
Duration = 1
SPRITENAME = SPR_0BET
SPRITEFRAME = A
Action A_ShellSpawn
Next = S_NULL

## Big Mole Mobj info

OBJECT MT_SPIKY
#$Category Mario Overworld
#$Name Spiny
#$Sprite 1BETA1
MAPTHINGNUM = 2611
SPAWNSTATE = S_SPIKYSPAWN
SEESTATE = S_SPIKYGO
PAINSOUND = sfx_marwoc
DEATHSOUND = sfx_none
SPAWNHEALTH = 1
REACTIONTIME = 70
SPEED = 10
DAMAGE = 0
PAINCHANCE = 0
RADIUS = 12*FRACUNIT
HEIGHT = 20*FRACUNIT
MASS = 100
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_SLIDEME|MF_PAIN

## Big Mole states

STATE S_SPIKYSPAWN
SPRITENAME = SPR_1BET
SPRITEFRAME = A
DURATION = 6
NEXT = S_SPIKYSPAWN
ACTION A_Look
VAR2 = 1

STATE S_SPIKYGO
SPRITENAME = SPR_1BET
SPRITEFRAME = A
DURATION = 4
NEXT = S_SPIKYGO1
ACTION A_CHASE

STATE S_SPIKYGO1
SPRITENAME = SPR_1BET
SPRITEFRAME = B
DURATION = 4
NEXT = S_SPIKYGO2
ACTION A_CHASE

STATE S_SPIKYGO2
SPRITENAME = SPR_1BET
SPRITEFRAME = C
DURATION = 4
NEXT = S_SPIKYGO3
ACTION A_CHASE

STATE S_SPIKYGO3
SPRITENAME = SPR_1BET
SPRITEFRAME = D
DURATION = 4
NEXT = S_SPIKYGO
ACTION A_CHASE

STATE S_SPINYEGG
SPRITENAME = SPR_1BET
SPRITEFRAME = F|FF_ANIMATE
VAR1 = 1
VAR2 = 4
DURATION = 8
NEXT = S_SPINYEGG

## This isn't suppose to be here but I am here trying to avoid duplicate freeslots.
STATE S_WATERFALLSPLASHMARIO
SPRITENAME = SPR_PFUF
SPRITEFRAME = M|FF_ANIMATE
VAR1 = 3
VAR2 = 3
DURATION = 120
NEXT = S_WATERFALLSPLASHMARIO