#~~~~~~~~~~~~~~~~~~
#Let's add custom items to freeslots here. Keep in mind some of these are added in the Lua files!
#~~~~~~~~~~~~~~~~~~

FREESLOT
S_YUWINDLINE1S
S_YUWINDLINE2S
S_YUWINDLINE3S
S_YUWINDLINE4S
S_YUJAURA
S_YUJBALL
S_YUINSTASHIELD1
S_YUINSTASHIELD2
S_YUINSTASHIELD3
S_YUTHOK
S_YUECHECK
S_YU_LIGHTDASH
S_YUTRACKER
S_YUAURAGOLD
S_YUAURARUN
S_YUAURABLUEBOLT
S_YUAURAFLY
S_YUAURAFLYD
S_YUAURASA2
S_PLAY_YUHELICOPTER
S_PLAY_YUHOMINGTRICK
S_PLAY_YUPARTYTIME
SPR_YUSO #Yuji Uekawa Sonic Objects
SPR_YUA1 #Yuji Uekawa Aura 1...etc etc.
SPR_YUA2
SPR_YUA3
SPR_YUA4
SPR_YUA5
SPR_YUA6
SPR_YUZL
SKINCOLOR_SA2SONIC
SKINCOLOR_SADXSONIC
SKINCOLOR_SABLUETRAIL
SKINCOLOR_ADVANCESONIC
SKINCOLOR_DARKNIGHT
SKINCOLOR_SADXSUPERSONIC
SKINCOLOR_SAYELLOWAURA
SKINCOLOR_ADVANCESUPERSONIC
SKINCOLOR_ADVANCESUPERSONIC2
SKINCOLOR_YUEMERALD1
SKINCOLOR_YUEMERALD2
SKINCOLOR_YUEMERALD3
SKINCOLOR_YUEMERALD4
SKINCOLOR_YUEMERALD5
SKINCOLOR_YUEMERALD6
SKINCOLOR_YUEMERALD7
SKINCOLOR_SACYANTRAIL
SKINCOLOR_SAGREENTRAIL
SKINCOLOR_SAPINKTRAIL
SKINCOLOR_SAORANGETRAIL
SKINCOLOR_SAREDTRAIL
SKINCOLOR_YULSA
SPR2_JBAL
SPR2_BBAL
SPR2_WIND
SPR2_HUG_
SPR2_HTRC
SPR2_FDNC

#Our custom sprite animations. SPR2_JBAL, for YuSonic's Jumpball.

Sprite2 SPR2_JBAL
Default = SPR2_ROLL

#SPR2_BBAL, for YuSonic's Bounceball.

Sprite2 SPR2_BBAL
Default = SPR2_ROLL

#SPR2_WIND, for Sonic helicoptering off steamjets/tornadoes. Calling it this for compatibility with other mods!

Sprite2 SPR2_WIND
Default = SPR2_FALL

#SPR2_HTRC, for Sonic's second homing trick. The 1st uses SPR2_GLID, the 3rd is a rollangle+drawangle abusing spring state.

Sprite2 SPR2_HTRC
Default = SPR2_ROLL

#Amy hugs too, but this makes it compatible for hug mods!

Sprite2 SPR2_HUG_
Default = SPR2_STND

#Compatibility

Sprite2 SPR2_FDNC
Default = SPR2_STND

#Oooo, fancy custom skincolors. I'm really happy things to benefit custom characters are being considered!

SKINCOLOR SKINCOLOR_SADXSONIC
NAME = SADXSONIC
RAMP = 146,147,148,150,153,154,154,155,156,157,158,159,253,254,31,31
INVCOLOR = SKINCOLOR_DUSK
INVSHADE = 13
CHATCOLOR = V_BLUEMAP
ACCESSIBLE = TRUE

#Our default color

SKINCOLOR SKINCOLOR_SA2SONIC
NAME = SA2SONIC
RAMP = 147,149,151,152,153,154,155,155,156,157,158,159,253,253,254,31
INVCOLOR = SKINCOLOR_DUSK
INVSHADE = 13
CHATCOLOR = V_BLUEMAP
ACCESSIBLE = TRUE

SKINCOLOR SKINCOLOR_SABLUETRAIL
NAME = SABLUETRAIL
RAMP = 152,152,152,152,152,152,152,152,152,152,152,152,152,152,152,152
INVCOLOR = SKINCOLOR_JET
INVSHADE = 8
CHATCOLOR = V_BLUEMAP
ACCESSIBLE = FALSE

#Used for the CSS text, but it's neat enough to be used in-game imo.

SKINCOLOR SKINCOLOR_DARKNIGHT
NAME = DARKNIGHT
RAMP = 154,155,156,157,158,159,253,254,31,31,31,31,31,31,31,31
INVCOLOR = SKINCOLOR_DUSK
INVSHADE = 13
CHATCOLOR = V_BLUEMAP
ACCESSIBLE = TRUE

SKINCOLOR SKINCOLOR_SADXSUPERSONIC
NAME = SADXSUPERSONIC
RAMP = 80,81,82,83,73,74,64,65,66,67,68,69,70,71,71,71
INVCOLOR = SKINCOLOR_COBALT
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = TRUE

#Goes mostly unused.

SKINCOLOR SKINCOLOR_SAYELLOWAURA
NAME = SAYELLOWAURA
RAMP = 0,80,81,81,83,73,73,61,61,62,63,45,46,47,71,239
INVCOLOR = SKINCOLOR_COBALT
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_YUEMERALD1
NAME = YUEMERALD1
RAMP = 0,0,0,0,0,80,81,82,83,64,64,75,76,77,77,78
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_YUEMERALD2
NAME = YUEMERALD3
RAMP = 0,0,0,0,0,208,208,48,48,49,50,52,53,55,58,61,63
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_YUEMERALD3
NAME = YUEMERALD2
RAMP = 0,0,0,0,0,208,208,208,208,209,209,210,33,37,38,41
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_YUEMERALD4
NAME = YUEMERALD4
RAMP = 0,0,0,0,1,1,144,144,145,145,145,160,161,162,186,186
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_YUEMERALD5
NAME = YUEMERALD5
RAMP = 0,0,0,0,0,128,128,129,130,131,132,133,134,135,136,137
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_YUEMERALD6
NAME = YUEMERALD6
RAMP = 0,0,0,0,0,88,88,96,96,97,98,100,101,103,104,105
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_YUEMERALD7
NAME = YUEMERALD7
RAMP = 0,0,0,0,0,80,81,82,83,188,188,189,190,191,191,191
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_YUEMERALD7
NAME = YUEMERALD7
RAMP = 0,0,0,0,0,,80,81,82,83,188,188,189,190,191,191,191
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_SACYANTRAIL
NAME = SACYANTRAIL
RAMP = 143,143,143,143,143,143,143,143,143,143,143,143,143,143,143,143
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_BLUEMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_SAGREENTRAIL
NAME = SAGREENTRAIL
RAMP = 112,112,112,112,112,112,112,112,112,112,112,112,112,112,112,112
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_GREENMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_SAPINKTRAIL
NAME = SAPINKTRAIL
RAMP = 181,181,181,181,181,181,181,181,181,181,181,181,181,181,181,181
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_REDMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_SAORANGETRAIL
NAME = SAORANGETRAIL
RAMP = 54,54,54,54,54,54,54,54,54,54,54,54,54,54,54,54
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_ORANGEMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_SAREDTRAIL
NAME = SAREDTRAIL
RAMP = 35,35,35,35,35,35,35,35,35,35,35,35,35,35,35,35
INVCOLOR = SKINCOLOR_JET
INVSHADE = 16
CHATCOLOR = V_REDMAP
ACCESSIBLE = FALSE

#Extra color for the LightSpeed charge overlay.

SKINCOLOR SKINCOLOR_YULSA
NAME = SKINCOLOR_YULSA
RAMP = 128,129,130,131,131,131,131,132,132,131,131,131,131,130,129,128
INVCOLOR = SKINCOLOR_BLACK
INVSHADE = 16
CHATCOLOR = V_BLUEMAP
ACCESSIBLE = FALSE

#Advance alt color! Not TECHNICALLY Adventure, but no other game series has been as faithful to Adventure's feel as the Advance series.

SKINCOLOR SKINCOLOR_ADVANCESONIC
NAME = ADVANCESONIC
RAMP = 152,152,152,152,152,152,154,155,156,157,158,159,253,31,31,31
INVCOLOR = SKINCOLOR_GOLD
INVSHADE = 16
CHATCOLOR = V_BLUEMAP
ACCESSIBLE = TRUE

SKINCOLOR SKINCOLOR_ADVANCESUPERSONIC
NAME = ADVANCESUPERSONIC
RAMP = 73,73,73,73,73,73,74,74,74,65,66,67,68,69,70,71
INVCOLOR = SKINCOLOR_COBALT
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = FALSE

SKINCOLOR SKINCOLOR_ADVANCESUPERSONIC2
NAME = ADVANCESUPERSONIC2
RAMP = 82,82,82,82,82,82,64,64,64,64,50,51,52,55,57,57
INVCOLOR = SKINCOLOR_COBALT
INVSHADE = 16
CHATCOLOR = V_YELLOWMAP
ACCESSIBLE = FALSE

#Wind Lines! Stolen from SMS, who stole the idea from SA2! Well, these are more subtle, though.

Thing MT_YUWINDLINE
MAPTHINGNUM = -1
SPAWNSTATE = S_YUWINDLINE1S
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP

FRAME S_YUWINDLINE1S
SPRITENAME = SPR_YUSO
SPRITEFRAME = A|FF_PAPERSPRITE|TR_TRANS60
DURATION = 1
NEXT = S_YUWINDLINE2S

FRAME S_YUWINDLINE2S
SPRITENAME = SPR_YUSO
SPRITEFRAME = B|FF_PAPERSPRITE|TR_TRANS70
DURATION = 2
NEXT = S_YUWINDLINE3S

FRAME S_YUWINDLINE3S
SPRITENAME = SPR_YUSO
SPRITEFRAME = C|FF_PAPERSPRITE|TR_TRANS80
DURATION = 3
NEXT = S_YUWINDLINE4S

FRAME S_YUWINDLINE4S
SPRITENAME = SPR_YUSO
SPRITEFRAME = D|FF_PAPERSPRITE|TR_TRANS90
DURATION = 2
NEXT = S_NULL

#SA2 jump trail, anyone? We need a custom object for this because of the dispoffset. -3 means it's in front of us when doing neutral jumps.
#Also, one of these will always track and stay on top of Sonic's sprite.

Thing MT_YUJUMPTRAIL
MAPTHINGNUM = -1
SPAWNSTATE = S_YUJAURA
SEESTATE = S_YUJAURA
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DISPOFFSET = -3
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY

FRAME S_YUJAURA
SPRITENAME = SPR_YUSO
SPRITEFRAME = I|FF_FULLBRIGHT|TR_TRANS70
DURATION = 2
NEXT = S_NULL

#Nothing special here. Lua does the heavy lifting, adjusting the translucency for Software and OpenGL alike.

Thing MT_YUSPINTRAIL
MAPTHINGNUM = -1
SPAWNSTATE = S_YUTHOK
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY

#Insta-shield esque effect. Activates when Lightspeed is fully charged. Just a visual effect for now.

Thing MT_YUINSTASHIELD
MAPTHINGNUM = -1
SPAWNSTATE = S_YUINSTASHIELD1
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DISPOFFSET = 1
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_SCENERY|MF_NOCLIPHEIGHT

FRAME S_YUINSTASHIELD1
SPRITENAME = SPR_YUSO
SPRITEFRAME = E|FF_FULLBRIGHT|TR_TRANS40
DURATION = 3
NEXT = S_YUINSTASHIELD2

FRAME S_YUINSTASHIELD2
SPRITENAME = SPR_YUSO
SPRITEFRAME = F|FF_FULLBRIGHT|TR_TRANS60
DURATION = 2
NEXT = S_YUINSTASHIELD3

FRAME S_YUINSTASHIELD3
SPRITENAME = SPR_YUSO
SPRITEFRAME = G|FF_FULLBRIGHT|TR_TRANS90
DURATION = 4
NEXT = S_NULL

#SA1 jump ball! Overlaps player always, hence DISPOFFSET 1.

Thing MT_YUJUMPBALL
MAPTHINGNUM = -1
SPAWNSTATE = S_YUJBALL
SEESTATE = S_YUJBALL
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DISPOFFSET = 1
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY

FRAME S_YUJBALL
SPRITENAME = SPR_YUSO
SPRITEFRAME = I|FF_FULLBRIGHT|TR_TRANS30
DURATION = 2
NEXT = S_NULL

#Invisible object that detects ledges for us. Allows for ledgegrabs and ledgestopping. Lua does the heavy lifting.

Thing MT_YULEDGEGRAB
MAPTHINGNUM = -1
SPAWNSTATE = S_YUTHOK
RADIUS = 1
HEIGHT = 48*FRACUNIT
FLAGS = MF_NOCLIPTHING

#Carbon copy of MT_THOK so mods that think replacing vital items like MT_THOK is a-ok don't screw us over.

Thing MT_YUTHOK
MAPTHINGNUM = -1
SPAWNSTATE = S_YUTHOK
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 48*FRACUNIT
SPEED = 8
MASS = 16
FLAGS = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY

FRAME S_YUTHOK
SPRITENAME = SPR_YUSO
SPRITEFRAME = I|TR_TRANS50
DURATION = 8
NEXT = S_NULL

#Carbon copy of MT_THOK, again. Except now with DISPOFFSET 7 and Sonic tracking to stay on top of Sonic.
#Kind of like MT_OVERLAY, except other mods and new SRB2 version behaviour can't screw us over as easily.

Thing MT_YUTHOKDISP
MAPTHINGNUM = -1
SPAWNSTATE = S_YUTHOK
SPAWNHEALTH = 1000
REACTIONTIME = 8
RADIUS = 32*FRACUNIT
HEIGHT = 48*FRACUNIT
SPEED = 8
MASS = 16
DISPOFFSET = 7
FLAGS = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY

#Lightdash Orbs. Lua does the main lifting here, the object itself isn't very special.

Thing MT_YULDORB
MAPTHINGNUM = -1
SPAWNSTATE = S_YUTHOK
RADIUS = 4*FRACUNIT
HEIGHT = 4*FRACUNIT
FLAGS = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY

#Our object checker that use mobjcollide to notice things in front of us. 
#Radius and height are set manually scaled by Lua when doing colission checks for rings or enemies.
#basically.

Thing MT_YUECHECK
SPAWNSTATE = S_YUECHECK
SPEED = 0
RADIUS = FRACUNIT
HEIGHT = FRACUNIT
FLAGS = MF_NOCLIPHEIGHT|MF_NOGRAVITY

FRAME S_YUECHECK
SPRITENAME = SPR_NULL
SPRITESUBNUMBER = A
DURATION = 2
NEXT = S_NULL

#Our lightdash frame. Uses S_PLAY_FLOAT_RUN animation, normally unused by SA-Sonic.

FRAME S_YU_LIGHTDASH
SPRITENAME = SPR_PLAY
SPRITEFRAME = SPR2_FRUN|A
DURATION = 5
NEXT = S_PLAY_FALL

#I hate that I have to do this for every wad, but that's the price you pay for the colission detection method....

Thing MT_YUDUMMYTRACKER
SPAWNHEALTH = 1000
SPAWNSTATE = S_YUTRACKER
SPEED = 0
RADIUS = 8*FRACUNIT
HEIGHT = 8*FRACUNIT
MASS = 100
FLAGS = MF_NOGRAVITY|MF_NOSECTOR|MF_SOLID

FRAME S_YUTRACKER
SPRITENAME = SPR_NULL
SPRITEFRAME = A
DURATION = 350
NEXT = S_NULL

#Invisible collision object that follows Sonic and lets other players vault off him!

Thing MT_YUVAULT
SPAWNHEALTH = 1000
SPAWNSTATE = S_YUTRACKER
SPEED = 0
RADIUS = 132*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
FLAGS = MF_NOGRAVITY|MF_NOSECTOR|MF_SOLID|MF_NOCLIPHEIGHT

#Okay, let's check into Super Sonic Auras. There's alot!
#SA1-style Super Aura.

Thing MT_YUAURAGOLD
MAPTHINGNUM = -1
SPAWNSTATE = S_YUAURAGOLD
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DISPOFFSET = 8
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY|MF_NOCLIP

FRAME S_YUAURAGOLD
SPRITENAME = SPR_YUA1
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS50|FF_ANIMATE
DURATION = -1
NEXT = S_YUAURAGOLD
VAR1 = 7
VAR2 = 1

#SA1-style running Super Aura.

Thing MT_YUAURARUN
MAPTHINGNUM = -1
SPAWNSTATE = S_YUAURARUN
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DISPOFFSET = -8
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY|MF_NOCLIP

FRAME S_YUAURARUN
SPRITENAME = SPR_YUA2
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS50|FF_ANIMATE
DURATION = -1
NEXT = S_YUAURARUN
VAR1 = 7
VAR2 = 1

#SA1-style Blue Bolt of Lightning Aura

Thing MT_YUAURABLUEBOLT
MAPTHINGNUM = -1
SPAWNSTATE = S_YUAURABLUEBOLT
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DISPOFFSET = -8
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY|MF_NOCLIP

FRAME S_YUAURABLUEBOLT
SPRITENAME = SPR_YUA3
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS50|FF_ANIMATE
DURATION = -1
NEXT = S_YUAURABLUEBOLT
VAR1 = 7
VAR2 = 1

#SA2 flying up/down blue aura

Thing MT_YUAURAFLY
MAPTHINGNUM = -1
SPAWNSTATE = S_YUAURAFLY
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DISPOFFSET = 7
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY|MF_NOCLIP

FRAME S_YUAURAFLY
SPRITENAME = SPR_YUA4
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30|FF_ANIMATE
DURATION = -1
NEXT = S_YUAURAFLY
VAR1 = 5
VAR2 = 1

#SA2 flying DIAGIONALLY up/down blue aura

Thing MT_YUAURAFLYD
MAPTHINGNUM = -1
SPAWNSTATE = S_YUAURAFLYD
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DISPOFFSET = 7
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY|MF_NOCLIP

FRAME S_YUAURAFLYD
SPRITENAME = SPR_YUA6
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30|FF_ANIMATE
DURATION = -1
NEXT = S_YUAURAFLYD
VAR1 = 5
VAR2 = 1

#SA2 Transformation Aura! Rarely seen in-game!

Thing MT_YUAURASA2
MAPTHINGNUM = -1
SPAWNSTATE = S_YUAURASA2
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
DISPOFFSET = 7
FLAGS = MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_SCENERY|MF_NOCLIP

FRAME S_YUAURASA2
SPRITENAME = SPR_YUA5
SPRITEFRAME = A|FF_FULLBRIGHT|TR_TRANS30|FF_ANIMATE
DURATION = -1
NEXT = S_YUAURASA2
VAR1 = 5
VAR2 = 1

#Our helicoptering state

FRAME S_PLAY_YUHELICOPTER
SPRITENAME = SPR_PLAY
SPRITEFRAME = SPR2_WIND|FF_ANIMATE
DURATION = 3
NEXT = S_PLAY_YUHELICOPTER

#Our tricking state!

FRAME S_PLAY_YUHOMINGTRICK
SPRITENAME = SPR_PLAY
SPRITEFRAME = SPR2_HTRC|FF_ANIMATE
DURATION = 4
NEXT = S_PLAY_YUHOMINGTRICK

#I can't see Sonic doing a Katoksky kick if not to mock someone, but he's a fun-loving guy, he'd still encourage anyone else.

FRAME S_PLAY_YUPARTYTIME
SPRITENAME = SPR_PLAY
SPRITEFRAME = SPR2_FDNC|FF_ANIMATE
DURATION = 4
NEXT = S_PLAY_YUPARTYTIME

#Let other mods define what the Master Emerald is. I just make it exist at all to avoid errors.

Thing MT_MASTEREMERALD

Thing MT_EMERALD8