Freeslot
MT_LIFESHROOM
MT_NUKESHROOM
MT_FORCESHROOM
MT_ELECTRICSHROOM
MT_ELEMENTALSHROOM
MT_CLOUDSHROOM
MT_STARMAN
MT_FIREFLOWER
MT_SPEEDWINGS
MT_POISONSHROOM
MT_FLAMESHROOM
MT_BUBBLESHROOM
MT_THUNDERSHROOM
MT_PITYSHROOM
MT_PINKSHROOM
MT_GOLDSHROOM
MT_BLUECOIN
MT_DRAGONCOIN
MT_DROPCOIN
MT_COINAWARD
MT_BLUECOINAWARD
MT_FIVECOIN
MT_TENCOIN
MT_THIRTYCOIN
MT_5COINAWARD
MT_10COINAWARD
MT_30COINAWARD
MT_YOSHIFRUIT
MT_REDCOIN
MT_REDSHROOM
MT_MINISHROOM
MT_NEWFIREFLOWER
MT_ICYFLOWER
MT_MARPOWERMOON
S_LIFESHROOM
S_NUKESHROOM
S_FORCESHROOM
S_ELECTRICSHROOM
S_ELEMENTALSHROOM
S_POISONSHROOM
S_CLOUDSHROOM
S_SPEEDWINGS
S_STARMAN
S_REDSHROOM
S_MINISHROOM
S_NEWFIREFLOWER
S_ICYFLOWER
S_LIFESHROOMD
S_NUKESHROOMD
S_FORCESHROOMD
S_ELECTRICSHROOMD
S_ELEMENTALSHROOMD
S_CLOUDSHROOMD
S_STARMANPOWERUPD
S_YOSHIFRUIT
S_DEATHYOSHIFRUIT
S_DEATHYOSHIFRUIT1
S_FLAMESHROOM
S_BUBBLESHROOM
S_THUNDERSHROOM
S_PITYSHROOM
S_PINKSHROOM
S_GOLDSHROOM
S_FLAMESHROOMD
S_BUBBLESHROOMD
S_THUNDERSHROOMD
S_PITYSHROOMD
S_PINKSHROOMD
S_GOLDSHROOMD
S_REDSHROOMD
S_MINISHROOMD
S_NEWFIREFLOWERD
S_ICYFLOWERD
S_MARPOWERMOON
S_BOIN
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_DOIN1
S_DOIN2
S_DOIN3
S_DOIN4
S_DOIN5
S_DOIN6
S_DOIN7
S_DOIN8
S_DOIN9
S_DOIN10
S_DOIN11
S_DOIN12
S_DOIN13
S_DOIN14
S_5COIN1
S_10COIN1
S_30COIN1
S_5COINAWARD
S_5COINAWARD1
S_5COINAWARD2
S_10COINAWARD
S_10COINAWARD1
S_10COINAWARD2
S_30COINAWARD
S_30COINAWARD1
S_30COINAWARD2
S_5COINDEATH
S_5COINSCOREAWARD
S_10COINDEATH
S_10COINSCOREAWARD
S_30COINDEATH
S_30COINSCOREAWARD
S_SPEEDWINGSD
S_POISONSHROOMD
S_BCOINDEATH
S_DCOINDEATH
S_COINSPARKLE5
S_COINSPARKLE6
S_COINSPARKLE7
S_COINSPARKLE8
S_MULTICOINSPARKLE1
S_MULTICOINSPARKLE2
S_MULTICOINSPARKLE3
S_MULTICOINSPARKLE4
S_MULTICOINSPARKLE5
S_MULTICOINSPARKLE6
S_MULTICOINSPARKLE7
S_MULTICOINSPARKLE8
S_MULTICOINSPARKLE9
S_BLUECOINSPARKLE1
S_BLUECOINSPARKLE2
S_BLUECOINSPARKLE3
S_BLUECOINSPARKLE4
S_BLUECOINSPARKLE5
S_BLUECOINSPARKLE6
S_BLUECOINSPARKLE7
S_BLUECOINSPARKLE8
S_DCOINSPARKLE1
S_DCOINSPARKLE2
S_DCOINSPARKLE3
S_BLUECOINAWARD
S_BLUECOINAWARD1
S_BLUECOINAWARD2
S_BLUECOINSCOREAWARD
S_ROIN
S_RCOINDEATH
S_REDCOINSPARKLE1
S_REDCOINSPARKLE2
S_REDCOINSPARKLE3
S_REDCOINSPARKLE4
S_REDCOINSPARKLE5
S_REDCOINSPARKLE6
S_REDCOINSPARKLE7
S_REDCOINSPARKLE8
S_REDCOINSCOREAWARD
S_DROPCOIN1
S_DROPCOINDEATH
S_DROPCOINDEATH1
S_COINSCOREAWARD
S_COINAWARD
S_COINAWARD1
S_COINAWARD2
S_1000SCOREAWARD
SPR_MSIV
SPR_MS1P
SPR_MSAT
SPR_MSFO
SPR_MSAR
SPR_MSWW
SPR_MSEL
SPR_MSSP
SPR_MEGH
SPR_BOIN
SPR_DOIN
SPR_BPRK
SPR_UPPB
SPR_DPRK
SPR_5COI
SPR_10CO
SPR_30CO
SPR_MUPR
SPR_YOFR
SPR_PFUY
SPR_MSFL
SPR_MSWA
SPR_MSTS
SPR_RSPI
SPR_RSAM
SPR_GSHP
SPR_ROIN
SPR_RPRK
SPR_RSHP
SPR_MIHP
SPR_FFWW
SPR_IFWW
SPR_H1MO
SFX_MARIOD

## Coins Edit

OBJECT MT_COIN
#$Category Mario Pick-Ups
#$Name Coin
#$Sprite COIND0
#$ParameterText Behavior
MAPTHINGNUM = 1800
DEATHSTATE = S_COINSCOREAWARD
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT

## More states for Coins

STATE S_COIN1
SPRITENAME = COIN
SPRITEFRAME = D
DURATION = 2
NEXT = S_COIN2

STATE S_COIN2
SPRITENAME = COIN
SPRITEFRAME = E
DURATION = 2
NEXT = S_COIN3

STATE S_COIN3
SPRITENAME = COIN
SPRITEFRAME = F
DURATION = 2
NEXT = S_COIN4

STATE S_COIN4
SPRITENAME = COIN
SPRITEFRAME = G
DURATION = 2
NEXT = S_COIN5

STATE S_COIN5
SPRITENAME = COIN
SPRITEFRAME = H
DURATION = 2
NEXT = S_COIN6

STATE S_COIN6
SPRITENAME = COIN
SPRITEFRAME = I
DURATION = 2
NEXT = S_COIN7

STATE S_COIN7
SPRITENAME = COIN
SPRITEFRAME = J
DURATION = 2
NEXT = S_COIN8

STATE S_COIN8
SPRITENAME = COIN
SPRITEFRAME = K
DURATION = 2
NEXT = S_COIN9

STATE S_COIN9
SPRITENAME = COIN
SPRITEFRAME = L
DURATION = 2
NEXT = S_COIN10

STATE S_COIN10
SPRITENAME = COIN
SPRITEFRAME = M
DURATION = 2
NEXT = S_COIN11

STATE S_COIN11
SPRITENAME = COIN
SPRITEFRAME = N
DURATION = 2
NEXT = S_COIN12

STATE S_COIN12
SPRITENAME = COIN
SPRITEFRAME = O
DURATION = 2
NEXT = S_COIN13

STATE S_COIN13
SPRITENAME = COIN
SPRITEFRAME = O
DURATION = 2
NEXT = S_COIN14

STATE S_COIN14
SPRITENAME = COIN
SPRITEFRAME = P
DURATION = 2
NEXT = S_COIN15

STATE S_COIN15
SPRITENAME = COIN
SPRITEFRAME = Q
DURATION = 2
NEXT = S_COIN16

STATE S_COIN16
SPRITENAME = COIN
SPRITEFRAME = R
DURATION = 2
NEXT = S_COIN1

STATE S_COINSCOREAWARD
SPRITENAME = SPR_MMGOLDCOINPARTICLE
SPRITEFRAME = A|FF_FULLBRIGHT|FF_TRANS30|FF_ADD
DURATION = 2
Action A_AddPlayerScoreMM
VAR1 = 50
VAR2 = 0
NEXT = S_COINSPARKLE1

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

STATE S_COINSPARKLE2
SPRITENAME = SPR_MMGOLDCOINPARTICLE
SPRITEFRAME = C|FF_ANIMATE|FF_FULLBRIGHT|FF_TRANS30
DURATION = 20
VAR1 = 9
VAR2 = 2
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|MF_NOBLOCKMAP

## 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

## Flying Coin Mobj Info

OBJECT MT_FLYINGCOIN
#$Category Mario Pick-Ups
#$Name Coin
#$Sprite COINA0
#$Arg0 Wings Type
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Wings"; 1 = "Bubble";}
#$Arg0Tooltip "Changes Type of Wings Flying Coin has"
MAPTHINGNUM = 2479
SPAWNSTATE = S_FLYINGCOIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 1
DEATHSOUND = sfx_mario4
DEATHSTATE = S_DROPCOINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## Flying Coin States

STATE S_DROPCOINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_DROPCOINDEATH1

STATE S_DROPCOINDEATH1
DURATION = 1
ACTION = A_FORCESTOP
NEXT = S_COINSPARKLE1

STATE S_FLYINGCOIN1
SPRITENAME = COIN
SPRITEFRAME = D|FF_ANIMATE
Var1 = 15
Var2 = 2
DURATION = 32
NEXT = S_FLYINGCOIN1

## Drop Coin Mobj Info

OBJECT MT_DROPCOIN
SPAWNSTATE = S_DROPCOIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 1
DEATHSOUND = sfx_mario4
FLAGS = MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP

## Drop Coin States

STATE S_DROPCOINDEATH
DURATION = 1
ACTION = A_CoinDeathGain
NEXT = S_DROPCOINDEATH1

STATE S_DROPCOINDEATH1
DURATION = 1
ACTION = A_FORCESTOP
NEXT = S_COINSPARKLE1

STATE S_DROPCOIN1
SPRITENAME = COIN
SPRITEFRAME = D|FF_ANIMATE
Var1 = 15
Var2 = 1
DURATION = 16
NEXT = S_DROPCOINDEATH

## Blue Coin Mobj Info

OBJECT MT_BLUECOIN
SPAWNSTATE = S_BOIN
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 1
DEATHSOUND = sfx_mario4
DEATHSTATE = S_BCOINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## Blue Coin States

STATE S_BCOINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_BLUECOINSCOREAWARD

STATE S_BLUECOINSCOREAWARD
DURATION = 1
Action A_AddPlayerScoreMM
VAR1 = 50
NEXT = S_BLUECOINSPARKLE1

STATE S_BOIN
SPRITENAME = BOIN
SPRITEFRAME = A|FF_ANIMATE
DURATION = 32
VAR1 = 15
VAR2 = 2
NEXT = S_BOIN

STATE S_BLUECOINSPARKLE1
SPRITENAME = SPR_MMBLUECOINPARTICLE
SPRITEFRAME = A|FF_FULLBRIGHT|FF_TRANS30|FF_ADD
ACTION A_ForceStop
VAR1 = 0
DURATION = 2
NEXT = S_BLUECOINSPARKLE2

STATE S_BLUECOINSPARKLE2
SPRITENAME = SPR_MMBLUECOINPARTICLE
SPRITEFRAME = B|FF_ANIMATE|FF_FULLBRIGHT|FF_TRANS30|FF_ADD
DURATION = 22
VAR1 = 10
VAR2 = 2


## Red Coin Mobj Info

OBJECT MT_REDCOIN
SPAWNSTATE = S_ROIN
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 1
DEATHSOUND = sfx_none
DEATHSTATE = S_RCOINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## Red Coin States

STATE S_RCOINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_REDCOINSCOREAWARD

STATE S_REDCOINSCOREAWARD
DURATION = 1
Action A_AddPlayerScoreMM
VAR1 = 50
VAR2 = 1
NEXT = S_REDCOINSPARKLE1

STATE S_ROIN
SPRITENAME = ROIN
SPRITEFRAME = A|FF_ANIMATE
DURATION = 32
VAR1 = 15
VAR2 = 2
NEXT = S_ROIN

STATE S_REDCOINSPARKLE1
SPRITENAME = SPR_MMREDCOINPARTICLE
SPRITEFRAME = A|FF_FULLBRIGHT|FF_TRANS30|FF_ADD
ACTION A_ForceStop
VAR1 = 0
DURATION = 2
NEXT = S_REDCOINSPARKLE2

STATE S_REDCOINSPARKLE2
SPRITENAME = SPR_MMREDCOINPARTICLE
SPRITEFRAME = B|FF_ANIMATE|FF_FULLBRIGHT|FF_TRANS30|FF_ADD
DURATION = 22
VAR1 = 10
VAR2 = 2

## 5 Coin Score Award Mobj Info

OBJECT MT_5COINAWARD
SPAWNSTATE = S_5COINAWARD
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 250
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY|MF_NOBLOCKMAP

## 5 Coin Score Award States

STATE S_5COINAWARD
DURATION = 1
NEXT = S_5COINAWARD1

STATE S_5COINAWARD1
DURATION = 1
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
NEXT = S_5COINAWARD2

STATE S_5COINAWARD2
DURATION = 1
ACTION = A_AwardScore
NEXT = S_NULL

## 5 Coin Mobj Info

OBJECT MT_FIVECOIN
#$Category Mario Pick-Ups
#$Name 5 Coin
#$Sprite 5COIAL
MAPTHINGNUM = 2536
SPAWNSTATE = S_5COIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 5
DEATHSOUND = sfx_marioj
DEATHSTATE = S_5COINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## 5 Coin States

STATE S_5COINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_5COINSCOREAWARD

STATE S_5COINSCOREAWARD
DURATION = 1
Action A_AddPlayerScoreMM
VAR1 = 250
NEXT = S_MULTICOINSPARKLE1

STATE S_5COIN1
SPRITENAME = SPR_XC1S
SPRITEFRAME = A|FF_PAPERSPRITE

STATE S_MULTICOINSPARKLE1
SPRITENAME = SPR_MMBIGCOINPARTICLE
SPRITEFRAME = A|FF_FULLBRIGHT|FF_TRANS30|FF_ADD
ACTION A_ForceStop
VAR1 = 0
DURATION = 2
NEXT = S_MULTICOINSPARKLE2

STATE S_MULTICOINSPARKLE2
SPRITENAME = SPR_MMBIGCOINPARTICLE
SPRITEFRAME = B|FF_ANIMATE|FF_FULLBRIGHT|FF_TRANS30|FF_ADD
DURATION = 22
VAR1 = 10
VAR2 = 2

## 10 Coin Score Award Mobj Info

OBJECT MT_10COINAWARD
SPAWNSTATE = S_10COINAWARD
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 500
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY|MF_NOBLOCKMAP

## 10 Coin Score Award States

STATE S_10COINAWARD
DURATION = 1
NEXT = S_10COINAWARD1

STATE S_10COINAWARD1
DURATION = 1
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
NEXT = S_10COINAWARD2

STATE S_10COINAWARD2
DURATION = 1
ACTION = A_AwardScore
NEXT = S_NULL

## 10 Coin Mobj Info

OBJECT MT_TENCOIN
#$Category Mario Pick-Ups
#$Name 10 Coin
#$Sprite 10COAL
MAPTHINGNUM = 2537
SPAWNSTATE = S_10COIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 10
DEATHSOUND = sfx_marioj
DEATHSTATE = S_10COINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## 5 Coin States

STATE S_10COINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_10COINSCOREAWARD

STATE S_10COINSCOREAWARD
DURATION = 1
Action A_AddPlayerScoreMM
VAR1 = 500
NEXT = S_MULTICOINSPARKLE1

STATE S_10COIN1
SPRITENAME = SPR_XC1S
SPRITEFRAME = A|FF_PAPERSPRITE

## 30 Coin Score Award Mobj Info

OBJECT MT_30COINAWARD
SPAWNSTATE = S_30COINAWARD
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 750
DEATHSOUND = sfx_mario4
FLAGS = MF_SLIDEME|MF_NOGRAVITY|MF_NOBLOCKMAP

## 30 Coin Score Award States

STATE S_30COINAWARD
DURATION = 1
NEXT = S_30COINAWARD1

STATE S_30COINAWARD1
DURATION = 1
ACTION = A_FindTarget
VAR1 = MT_Player
VAR2 = 0
NEXT = S_30COINAWARD2

STATE S_30COINAWARD2
DURATION = 1
ACTION = A_AwardScore
NEXT = S_NULL


## 30 Coin Mobj Info

OBJECT MT_THIRTYCOIN
#$Category Mario Pick-Ups
#$Name 30 Coin
#$Sprite 30COAL
MAPTHINGNUM = 2538
SPAWNSTATE = S_30COIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 30
DEATHSOUND = sfx_marioj
DEATHSTATE = S_30COINDEATH
FLAGS = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY

## 30 Coin States

STATE S_30COINDEATH
DURATION = 1
ACTION = A_RingBox
NEXT = S_30COINSCOREAWARD

STATE S_30COINSCOREAWARD
DURATION = 1
Action A_AddPlayerScoreMM
VAR1 = 1500
NEXT = S_MULTICOINSPARKLE1

STATE S_30COIN1
SPRITENAME = SPR_XC1S
SPRITEFRAME = A|FF_PAPERSPRITE

## Dragon Coin Mobj Info

OBJECT MT_DRAGONCOIN
#$Category Mario Pick-Ups
#$Name Dragon Coin
#$Sprite DOIPAL
#$AngleText Tag
MAPTHINGNUM = 2311
SPAWNSTATE = S_DOIN1
SPEED = 60*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT
SEESOUND = sfx_none
REACTIONTIME = 10000
DEATHSOUND = sfx_mariod
DEATHSTATE = S_DCOINDEATH
FLAGS = MF_SPECIAL|MF_NOGRAVITY

## Dragon Coin States

STATE S_DCOINDEATH
SPRITENAME = DOIN
SPRITEFRAME = A|FF_PAPERSPRITE
DURATION = 32
NEXT = S_DCOINSPARKLE1

STATE S_DCOINSPARKLE1
SPRITENAME = DPRK
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30
Action A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 2
DURATION = 1
NEXT = S_DCOINSPARKLE2

STATE S_DCOINSPARKLE2
SPRITENAME = DPRK
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30
ACTION = A_SpawnBigPickUpParticle
DURATION = 1

STATE S_DOIN1
SPRITENAME = DOIN
SPRITEFRAME = A|FF_PAPERSPRITE

## Fire Flower Edit

OBJECT MT_FIREFLOWER
#$Category Mario Pick-Ups
#$Name Fire Flower
#$Sprite FFWRB0
MAPTHINGNUM = 1803
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT

## Starman Mobj Info

OBJECT MT_STARMAN
#$Category Mario Pick-Ups
#$Name Starman
#$Sprite MSIVA0
#$ParameterText Behavior
#$Category Mario Pick-Ups
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 1825
SPAWNSTATE = S_STARMAN
DEATHSTATE = S_STARMANPOWERUPD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
Speed = -3072
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Starman States

FRAME S_STARMAN
SPRITENAME = SPR_MSIV
SPRITEFRAME = A|FF_ANIMATE
DURATION = 32
VAR1 = 15
VAR2 = 2
NEXT = S_STARMAN

FRAME S_STARMANPOWERUPD
SPRITENAME = SPR_MSIV
SPRITEFRAME = A
DURATION = 1
ACTION A_Invincibility

## 1-up Mushroom Mobj Info

OBJECT MT_LIFESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom 1-up
#$Sprite MS1PA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 1826
SPAWNSTATE = S_LIFESHROOM
DEATHSTATE = S_LIFESHROOMD
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## 1-up Mushroom States

FRAME S_LIFESHROOM
SPRITENAME = SPR_MS1P
SPRITEFRAME = A

FRAME S_LIFESHROOMD
SPRITENAME = SPR_MS1P
SPRITEFRAME = A
DURATION = 1
ACTION A_ExtraLife

## Attractive Mushroom Mobj Info

OBJECT MT_ELECTRICSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Attractive
#$Sprite MSATA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 1827
SPAWNSTATE = S_ELECTRICSHROOM
DEATHSTATE = S_ELECTRICSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Attractive Mushroom States

FRAME S_ELECTRICSHROOM
SPRITENAME = SPR_MSAT
SPRITEFRAME = A

FRAME S_ELECTRICSHROOMD
SPRITENAME = SPR_MSAT
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveMarioPowerUp
var1 = SH_ATTRACT

## Force Mushroom Mobj Info

OBJECT MT_FORCESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Force
#$Sprite MSFOA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 1828
SPAWNSTATE = S_FORCESHROOM
DEATHSTATE = S_FORCESHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Force Mushroom States

FRAME S_FORCESHROOM
SPRITENAME = SPR_MSFO
SPRITEFRAME = A

FRAME S_FORCESHROOMD
SPRITENAME = SPR_MSFO
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveMarioPowerUp
var1 = SH_FORCE|1

## Nuke Mushroom Mobj Info

OBJECT MT_NUKESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Armageddon
#$Sprite MSARA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 1829
SPAWNSTATE = S_NUKESHROOM
DEATHSTATE = S_NUKESHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Nuke Mushroom States

FRAME S_NUKESHROOM
SPRITENAME = SPR_MSAR
SPRITEFRAME = A

FRAME S_NUKESHROOMD
SPRITENAME = SPR_MSAR
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveMarioPowerUp
var1 = SH_ARMAGEDDON

## Cloud Mushroom Mobj Info

OBJECT MT_CLOUDSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Whirlwind
#$Sprite MSWWA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 1830
SPAWNSTATE = S_CLOUDSHROOM
DEATHSTATE = S_CLOUDSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Cloud Mushroom States

FRAME S_CLOUDSHROOM
SPRITENAME = SPR_MSWW
SPRITEFRAME = A

FRAME S_CLOUDSHROOMD
SPRITENAME = SPR_MSWW
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveMarioPowerUp
var1 = SH_WHIRLWIND

## Elemental Mushroom Mobj Info

OBJECT MT_ELEMENTALSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Elemental
#$Sprite MSELA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 1831
SPAWNSTATE = S_ELEMENTALSHROOM
DEATHSTATE = S_ELEMENTALSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Elemental Mushroom States

FRAME S_ELEMENTALSHROOM
SPRITENAME = SPR_MSEL
SPRITEFRAME = A

FRAME S_ELEMENTALSHROOMD
SPRITENAME = SPR_MSEL
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveMarioPowerUp
var1 = SH_ELEMENTAL

## Flame Shroom Mobj Info

OBJECT MT_FLAMESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Flame
#$Sprite MSFLA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 2406
SPAWNSTATE = S_FLAMESHROOM
DEATHSTATE = S_FLAMESHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Flame Shroom States

FRAME S_FLAMESHROOM
SPRITENAME = SPR_MSFL
SPRITEFRAME = A

FRAME S_FLAMESHROOMD
SPRITENAME = SPR_MSFL
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveMarioPowerUp
var1 = SH_FLAMEAURA

## Bubble Shroom Mobj Info

OBJECT MT_BUBBLESHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Bubble
#$Sprite MSWAA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 2407
SPAWNSTATE = S_BUBBLESHROOM
DEATHSTATE = S_BUBBLESHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Bubble Shroom States

FRAME S_BUBBLESHROOM
SPRITENAME = SPR_MSWA
SPRITEFRAME = A

FRAME S_BUBBLESHROOMD
SPRITENAME = SPR_MSWA
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveMarioPowerUp
var1 = SH_BUBBLEWRAP

## Thunder Shroom Mobj Info

OBJECT MT_THUNDERSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Thunder
#$Sprite MSTSA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 2408
SPAWNSTATE = S_THUNDERSHROOM
DEATHSTATE = S_THUNDERSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Thunder Shroom States

FRAME S_THUNDERSHROOM
SPRITENAME = SPR_MSTS
SPRITEFRAME = A

FRAME S_THUNDERSHROOMD
SPRITENAME = SPR_MSTS
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveMarioPowerUp
var1 = SH_THUNDERCOIN

## Pity Shroom Mobj Info

OBJECT MT_PITYSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Pity
#$Sprite RSPIA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 2409
SPAWNSTATE = S_PITYSHROOM
DEATHSTATE = S_PITYSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Pity Shroom States

FRAME S_PITYSHROOM
SPRITENAME = SPR_RSPI
SPRITEFRAME = A

FRAME S_PITYSHROOMD
SPRITENAME = SPR_RSPI
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveMarioPowerUp
var1 = SH_PITY

## Pink Shroom Mobj Info

OBJECT MT_PINKSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Pink
#$Sprite RSAMA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 2410
SPAWNSTATE = S_PINKSHROOM
DEATHSTATE = S_PINKSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Pity Shroom States

FRAME S_PINKSHROOM
SPRITENAME = SPR_RSAM
SPRITEFRAME = A

FRAME S_PINKSHROOMD
SPRITENAME = SPR_RSAM
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_GiveMarioPowerUp
var1 = SH_PINK

## Golden Shroom Mobj Info

OBJECT MT_GOLDSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Golden
#$Sprite GSHPA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 2411
SPAWNSTATE = S_GOLDSHROOM
DEATHSTATE = S_GOLDSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Golden Shroom States

FRAME S_GOLDSHROOM
SPRITENAME = SPR_GSHP
SPRITEFRAME = A

FRAME S_GOLDSHROOMD
SPRITENAME = SPR_GSHP
SPRITEFRAME = A
DURATION = 1
ACTION A_SpawnGoldenFormPowerUp
NEXT = S_1000SCOREAWARD

## Red Shroom Mobj Info

OBJECT MT_REDSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Red
#$Sprite RSHPB0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 2446
SPAWNSTATE = S_REDSHROOM
DEATHSTATE = S_REDSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Red Shroom States

FRAME S_REDSHROOM
SPRITENAME = SPR_RSHP
SPRITEFRAME = B

FRAME S_REDSHROOMD
SPRITENAME = SPR_RSHP
SPRITEFRAME = B
DURATION = 1
ACTION A_SpawnRedFormPowerUp
NEXT = S_1000SCOREAWARD

## Mini Shroom Mobj Info

OBJECT MT_MINISHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Mini
#$Sprite MIHPA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 2447
SPAWNSTATE = S_MINISHROOM
DEATHSTATE = S_MINISHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Mini Shroom States

FRAME S_MINISHROOM
SPRITENAME = SPR_MIHP
SPRITEFRAME = A

FRAME S_MINISHROOMD
SPRITENAME = SPR_MIHP
SPRITEFRAME = A
DURATION = 1
ACTION A_SpawnMiniFormPowerUp
NEXT = S_1000SCOREAWARD

## New Fire Flower Mobj Info

OBJECT MT_NEWFIREFLOWER
#$Category Mario Pick-Ups
#$Name Fire Flower
#$Sprite FFWWA0
MAPTHINGNUM = 2448
SPAWNSTATE = S_NEWFIREFLOWER
DEATHSTATE = S_NEWFIREFLOWERD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## New Fire Flower States

FRAME S_NEWFIREFLOWER
SPRITENAME = SPR_FFWW
SPRITEFRAME = A|FF_ANIMATE
DURATION = 16
VAR1 = 3
VAR2 = 4
NEXT = S_NEWFIREFLOWER

FRAME S_NEWFIREFLOWERD
SPRITENAME = SPR_FFWW
SPRITEFRAME = A
DURATION = 1
ACTION A_SpawnFireFormPowerUp
NEXT = S_1000SCOREAWARD

## Icy Flower Mobj Info

OBJECT MT_ICYFLOWER
#$Category Mario Pick-Ups
#$Name Icy Flower
#$Sprite IFWWA0
MAPTHINGNUM = 2449
SPAWNSTATE = S_ICYFLOWER
DEATHSTATE = S_ICYFLOWERD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Icy Flower States

FRAME S_ICYFLOWER
SPRITENAME = SPR_IFWW
SPRITEFRAME = A|FF_ANIMATE
DURATION = 16
VAR1 = 3
VAR2 = 4
NEXT = S_ICYFLOWER

FRAME S_ICYFLOWERD
SPRITENAME = SPR_IFWW
SPRITEFRAME = A
DURATION = 1
ACTION A_SpawnIcyFormPowerUp
NEXT = S_1000SCOREAWARD


## Poison Mushroom Mobj Info

OBJECT MT_POISONSHROOM
#$Category Mario Pick-Ups
#$Name Mushroom Poison
#$Sprite MEGHA0
#$ParameterText Behavior
#$Arg0 Behavior
#$Arg0Type 11
#$Arg0Default 0
#$Arg0Enum {0 = "Normal"; 1 = "Frozen"; 2 = "Bunny Hopping"; 3 = "Transparent"; 4 = "Invisible"; 5 = "Flying (Wings)"; 6 = "Flying (Bubble)";}
#$Arg0Tooltip "Changes how the Power-Up behaves."
MAPTHINGNUM = 2303
SPAWNSTATE = S_POISONSHROOM
DEATHSTATE = S_POISONSHROOMD
DEATHSOUND = sfx_mario3
SPAWNHEALTH = 1000
REACTIONTIME = 8
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## Poison Mushroom States

FRAME S_POISONSHROOM
SPRITENAME = SPR_MEGH
SPRITEFRAME = A

FRAME S_POISONSHROOMD
SPRITENAME = SPR_MEGH
SPRITEFRAME = A
DURATION = 1
ACTION A_EggmanBox

## Speed Wings Mobj Info

OBJECT MT_SPEEDWINGS
#$Category Mario Pick-Ups
#$Name Speed Wings
#$Sprite MSSPA0
MAPTHINGNUM = 2304
SPAWNSTATE = S_SPEEDWINGS
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_SPEEDWINGS
SPRITENAME = SPR_MSSP
SPRITEFRAME = A

FRAME S_SPEEDWINGSD
SPRITENAME = SPR_MSSP
SPRITEFRAME = A
DURATION = 1
NEXT = S_1000SCOREAWARD
ACTION A_SuperSneakers

# Pickup Particles Mobj Info

FRAME S_1000SCOREAWARD
DURATION = 1
Action A_AddPlayerScoreMM
VAR1 = 1000

## Yoshi Island Fruits Mobj Info

OBJECT MT_YOSHIFRUIT
#$Category Mario Pick-Ups
#$Name SMW Yoshi Fruit
#$Sprite YOFRA0
MAPTHINGNUM = 2539
SPAWNSTATE = S_YOSHIFRUIT
DEATHSTATE = S_EATINGPARTICLE
DEATHSOUND = SFX_MARIOK
SPAWNHEALTH = 1000
DAMAGE = 0
REACTIONTIME = 0
RADIUS = 1048576
HEIGHT = 6291456
MASS = 100
FLAGS = MF_NOCLIP|MF_NOGRAVITY|MF_SPECIAL|MF_MONITOR

## Yoshi Island Fruits States

FRAME S_YOSHIFRUIT
SPRITENAME = SPR_YOFR
SPRITEFRAME = A|FF_ANIMATE
DURATION = -1
VAR1 = 7
VAR2 = 3

## Mario Moon Mobj Info

OBJECT MT_MARPOWERMOON
#$Category Mario Misc
#$Name Power Moon
#$Sprite H1MOAL
MAPTHINGNUM = 2554
SPAWNSTATE = S_MARPOWERMOON
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_NOGRAVITY|MF_SPECIAL

## PSWITCH States

FRAME S_MARPOWERMOON
SPRITENAME = SPR_H1MO
SPRITEFRAME = A|FF_PAPERSPRITE

## Mario Moon Mobj Info

OBJECT MT_MARBWKEY
SPAWNSTATE = S_MARBWKEY
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 70*FRACUNIT
MASS = 100
FLAGS = MF_SPECIAL|MF_BOUNCE

## PSWITCH States

FRAME S_MARBWKEY
SPRITENAME = SPR_K0MO
SPRITEFRAME = A|FF_PAPERSPRITE

## Fire Ball Mobj Info

OBJECT MT_PKZFB
SPAWNSTATE = S_PKZFIREBALL
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
SPEED = 15*FRACUNIT
MASS = 100
FLAGS = MF_MISSILE|MF_GRENADEBOUNCE

## Fire Ball States

FRAME S_PKZFIREBALL
SPRITENAME = SPR_FBLL
SPRITEFRAME = A|FF_TRANS20

## PSWITCH MAIN Mobj Info

OBJECT MT_PKZIB
SPAWNSTATE = S_PKZICEBALL
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
SPEED = 6
MASS = 100
FLAGS = MF_MISSILE|MF_GRENADEBOUNCE

## PSWITCH States

FRAME S_PKZICEBALL
SPRITENAME = SPR_FBLL
SPRITEFRAME = C|FF_TRANS20

## PSWITCH MAIN Mobj Info

OBJECT MT_PKZGB
SPAWNSTATE = S_PKZGOLDBALL
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 32*FRACUNIT
SPEED = 6
MASS = 100
FLAGS = MF_MISSILE|MF_GRENADEBOUNCE

## PSWITCH States

FRAME S_PKZGOLDBALL
SPRITENAME = SPR_FBLL
SPRITEFRAME = D|FF_TRANS20