#Baseball Duck (*Quag!*)#

FREESLOT
SPR_BBDK
sfx_FHBBDK
S_BBDKIDLE
S_BBDKFOLLOW
S_BBDKHURT
S_BBDKLOSE
S_BBDKWIN
S_BBDKHITCONFIRM
S_BBDKRING

STATE S_BBDKIDLE
SpriteName = SPR_BBDK
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 9 #animation speed
Next = S_BBDKIDLE

STATE S_BBDKFOLLOW
SpriteName = SPR_BBDK
SpriteFrame = FF_ANIMATE|E
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 6 #animation speed
Next = S_BBDKFOLLOW

STATE S_BBDKHURT
SpriteName = SPR_BBDK
SpriteFrame = FF_ANIMATE|I
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 9 #animation speed
Next = S_BBDKHURT

STATE S_BBDKLOSE
SpriteName = SPR_BBDK
SpriteFrame = FF_ANIMATE|K
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 9 #animation speed
Next = S_BBDKLOSE

STATE S_BBDKWIN
SpriteName = SPR_BBDK
SpriteFrame = FF_ANIMATE|O
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 9 #animation speed
Next = S_BBDKWIN

STATE S_BBDKHITCONFIRM
SpriteName = SPR_BBDK
SpriteFrame = FF_ANIMATE|S
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 9 #animation speed
Next = S_BBDKHITCONFIRM

STATE S_BBDKRING
SpriteName = SPR_BBDK
SpriteFrame = FF_ANIMATE|W
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 9 #animation speed
Next = S_BBDKRING

FOLLOWER
Name = Baseball_Duck
Icon = ICOFBBDK
Category = D3Pack
HornSound = DSFHBBDK
DefaultColor = jay
Mode = GROUND
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 30
RingTime = 30
IdleState = S_BBDKIDLE
FollowState = S_BBDKFOLLOW
HurtState = S_BBDKHURT
LoseState = S_BBDKLOSE
WinState = S_BBDKWIN
HitConfirmState = S_BBDKHITCONFIRM
RingState = S_BBDKRING

#Viohex (*Blingk!*)#

FREESLOT
SPR_VOHX
sfx_FHVOHX
S_VOHXIDLE

STATE S_VOHXIDLE
SpriteName = SPR_VOHX
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_VOHXIDLE

FOLLOWER
Name = Viohex
Icon = ICOFVOHX
Category = D3Pack
HornSound = DSFHVOHX
DefaultColor = purple
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 20*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 2*FRACUNIT
BobAmp = 3*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_VOHXIDLE

#Lucy (*Buck-ba-daww-buk!*)#

FREESLOT
SPR_PTLC
sfx_FHPTLC
S_PTLCIDLE

STATE S_PTLCIDLE
SpriteName = SPR_PTLC
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 8 #animation speed
Next = S_PTLCIDLE

FOLLOWER
Name = Lucy
Icon = ICOFPTLC
Category = D3Pack
HornSound = DSFHPTLC
DefaultColor = leather
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 8*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_PTLCIDLE

#Power Star (*whimsical jingle!*)

FREESLOT
SPR_PAPS
sfx_FHPAPS
S_PAPSIDLE

STATE S_PAPSIDLE
SpriteName = SPR_PAPS
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_PAPSIDLE

FOLLOWER
Name = Power_Star
Icon = ICOFPAPS
Category = D3Pack
HornSound = DSFHPAPS
DefaultColor = ketchup
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_PAPSIDLE

#Secret Star (*sped-up jingle*)#

FREESLOT
SPR_PASS
sfx_FHPASS
S_PASSIDLE

STATE S_PASSIDLE
SpriteName = SPR_PASS
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_PASSIDLE

FOLLOWER
Name = Secret_Star
Icon = ICOFPASS
Category = D3Pack
HornSound = DSFHPASS
DefaultColor = silver
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_PASSIDLE

#Uncle Ron (*"If you want a good deal...!"*)#

FREESLOT
SPR_UCRN
sfx_FHUCRN
S_UCRNIDLE

STATE S_UCRNIDLE
SpriteName = SPR_UCRN
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_UCRNIDLE

FOLLOWER
Name = Uncle_Ron
Icon = ICOFUCRN
Category = D3Pack
HornSound = DSFHUCRN
DefaultColor = rust
Mode = GROUND
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_UCRNIDLE

#DK Gamercam (*Uh-uh!*)#

FREESLOT
SPR_LDKR
sfx_FHLDKR
S_LDKRIDLE
S_LDKRFOLLOW
S_LDKRHURT
S_LDKRLOSE
S_LDKRWIN
S_LDKRHITCONFIRM
S_LDKRRING

STATE S_LDKRIDLE
SpriteName = SPR_LDKR
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_LDKRIDLE

STATE S_LDKRFOLLOW
SpriteName = SPR_LDKR
SpriteFrame = FF_ANIMATE|C
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_LDKRFOLLOW

STATE S_LDKRHURT
SpriteName = SPR_LDKR
SpriteFrame = FF_ANIMATE|E
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 10 #animation speed
Next = S_LDKRHURT

STATE S_LDKRLOSE
SpriteName = SPR_LDKR
SpriteFrame = FF_ANIMATE|G
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 10 #animation speed
Next = S_LDKRLOSE

STATE S_LDKRWIN
SpriteName = SPR_LDKR
SpriteFrame = FF_ANIMATE|I
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 10 #animation speed
Next = S_LDKRWIN

STATE S_LDKRHITCONFIRM
SpriteName = SPR_LDKR
SpriteFrame = FF_ANIMATE|K
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_LDKRHITCONFIRM

STATE S_LDKRRING
SpriteName = SPR_LDKR
SpriteFrame = FF_ANIMATE|M
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 5 #animation speed
Next = S_LDKRRING

FOLLOWER
Name = DK_Gamercam
Icon = ICOFLDKR
Category = D3Pack
HornSound = DSFHLDKR
DefaultColor = bronze
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 90
Distance = 75*FRACUNIT
Height = 150*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 1*FRACUNIT
VertLag = 3*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = 70
RingTime = 70
IdleState = S_LDKRIDLE
FollowState = S_LDKRFOLLOW
HurtState = S_LDKRHURT
LoseState = S_LDKRLOSE
WinState = S_LDKRWIN
HitConfirmState = S_LDKRHITCONFIRM
RingState = S_LDKRRING

#Mario Kart World (*"That'll be 80 dollars, please."*)#

FREESLOT
SPR_MKW8
sfx_FHMKW8
S_MKW8IDLE

STATE S_MKW8IDLE
SpriteName = SPR_MKW8
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_MKW8IDLE

FOLLOWER
Name = Mario_Kart_World
Icon = ICOFMKW8
Category = D3Pack
HornSound = DSFHMKW8
DefaultColor = red
Mode = FLOAT
Scale = 1*FRACUNIT/2
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_MKW8IDLE

#Pizza Doll (*foreboding tune*)

FREESLOT
SPR_PTPD
sfx_FHPTPD
S_PTPDIDLE

STATE S_PTPDIDLE
SpriteName = SPR_PTPD
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_PTPDIDLE

FOLLOWER
Name = Pizza_Doll
Icon = ICOFPTPD
Category = D3Pack
HornSound = DSFHPTPD
DefaultColor = cream
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 10*FRACUNIT
Height = 30*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 4*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 2*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_PTPDIDLE

#Purple Piranha (*scary noise*)

FREESLOT
SPR_PTPP
sfx_FHPTPP
S_PTPPIDLE
S_PTPPFOLLOW

STATE S_PTPPIDLE
SpriteName = SPR_PTPP
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 10 #animation speed
Next = S_PTPPIDLE

STATE S_PTPPFOLLOW
SpriteName = SPR_PTPP
SpriteFrame = FF_ANIMATE|C
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 10 #animation speed
Next = S_PTPPFOLLOW

FOLLOWER
Name = Purple_Piranha
Icon = ICOFPTPP
Category = D3Pack
HornSound = DSFHPTPP
DefaultColor = purple
Mode = GROUND
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 20*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 16*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 35*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_PTPPIDLE
FollowState = S_PTPPFOLLOW

#Spring Hammer (*"He's made of rubber!" "How did that happen?" "YOHOHO HE TOOK A BITE OF GUM GUM"*)

FREESLOT
SPR_OPSH
sfx_FHOPSH
S_OPSHIDLE

STATE S_OPSHIDLE
SpriteName = SPR_OPSH
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_OPSHIDLE

FOLLOWER
Name = Spring_Hammer
Icon = ICOFOPSH
Category = D3Pack
HornSound = DSFHOPSH
DefaultColor = sepia
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 6*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_OPSHIDLE

#Loopy Nugget (*cute giggle*)

FREESLOT
SPR_LONU
sfx_FHLONU
S_LONUIDLE

STATE S_LONUIDLE
SpriteName = SPR_LONU
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 3 #animation speed
Next = S_LONUIDLE

FOLLOWER
Name = Loopy_Nugget
Icon = ICOFLONU
Category = D3Pack
HornSound = DSFHLONU
DefaultColor = blue
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 50*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_LONUIDLE

#Gem Seed (*"A Gem!"*)

FREESLOT
SPR_GMSE
sfx_FHGMSE
S_GMSEIDLE

STATE S_GMSEIDLE
SpriteName = SPR_GMSE
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_GMSEIDLE

FOLLOWER
Name = Gem_Seed
Icon = ICOFGMSE
Category = D3Pack
HornSound = DSFHGMSE
DefaultColor = emerald
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_GMSEIDLE

#Sodoma (*mystical jingle*)

FREESLOT
SPR_SODM
sfx_FHSODM
S_SODMIDLE
S_SODMFOLLOW
S_SODMHURT
S_SODMLOSE
S_SODMWIN
S_SODMHITCONFIRM
S_SODMRING

STATE S_SODMIDLE
SpriteName = SPR_SODM
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_SODMIDLE

STATE S_SODMFOLLOW
SpriteName = SPR_SODM
SpriteFrame = FF_ANIMATE|C
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_SODMFOLLOW

STATE S_SODMHURT
SpriteName = SPR_SODM
SpriteFrame = FF_ANIMATE|E
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_SODMHURT

STATE S_SODMLOSE
SpriteName = SPR_SODM
SpriteFrame = FF_ANIMATE|G
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_SODMLOSE

STATE S_SODMWIN
SpriteName = SPR_SODM
SpriteFrame = FF_ANIMATE|I
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_SODMWIN

STATE S_SODMHITCONFIRM
SpriteName = SPR_SODM
SpriteFrame = FF_ANIMATE|K
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_SODMHITCONFIRM

STATE S_SODMRING
SpriteName = SPR_SODM
SpriteFrame = FF_ANIMATE|M
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_SODMRING

FOLLOWER
Name = Sodoma
Icon = ICOFSODM
Category = D3Pack
HornSound = DSFHSODM
DefaultColor = red
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 64*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 60
RingTime = 35
IdleState = S_SODMIDLE
FollowState = S_SODMFOLLOW
HurtState = S_SODMHURT
LoseState = S_SODMLOSE
WinState = S_SODMWIN
HitConfirmState = S_SODMHITCONFIRM
RingState = S_SODMRING

#Turbo Twist (*groovy bootup intro*)

FREESLOT
SPR_TBTS
sfx_FHTBTS
S_TBTSIDLE

STATE S_TBTSIDLE
SpriteName = SPR_TBTS
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_TBTSIDLE

FOLLOWER
Name = Turbo_Twist
Icon = ICOFTBTS
Category = D3Pack
HornSound = DSFHTBTS
DefaultColor = yellow
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_TBTSIDLE

#Yo-Yo (*bark bark...* *whizzzzzzzzz*)

FREESLOT
SPR_PYOY
sfx_FHPYOY
S_PYOYIDLE
S_PYOYFOLLOW

STATE S_PYOYIDLE
SpriteName = SPR_PYOY
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 7 #animation speed
Next = S_PYOYIDLE

STATE S_PYOYFOLLOW
SpriteName = SPR_PYOY
SpriteFrame = FF_ANIMATE|C
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 3 #animation speed
Next = S_PYOYFOLLOW

FOLLOWER
Name = Yo-Yo
Icon = ICOFPYOY
Category = D3Pack
HornSound = DSFHPYOY
DefaultColor = ketchup
Mode = GROUND
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 180
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_PYOYIDLE
FollowState = S_PYOYFOLLOW

#Chompy Nasty (*NAAAAAOOOOOOO!!!!!*)

FREESLOT
SPR_CHNA
sfx_FHCHNA
S_CHNAIDLE

STATE S_CHNAIDLE
SpriteName = SPR_CHNA
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 7 #animation speed
Next = S_CHNAIDLE

FOLLOWER
Name = Chompy_Nasty
Icon = ICOFCHNA
Category = D3Pack
HornSound = DSFHCHNA
DefaultColor = swamp
Mode = GROUND
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 5*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_CHNAIDLE

#Jambav Bear (*zany tune*)

FREESLOT
SPR_JBBR
sfx_FHJBBR
S_JBBRIDLE

STATE S_JBBRIDLE
SpriteName = SPR_JBBR
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_JBBRIDLE

FOLLOWER
Name = Jambav_Bear
Icon = ICOFJBBR
Category = D3Pack
HornSound = DSFHJBBR
DefaultColor = orange
Mode = GROUND
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 180
Distance = 30*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_JBBRIDLE

#Dr. Subtech Plus(*"WHAT ARE YOU LOOKING AT!?"*)

FREESLOT
SPR_DRSP
sfx_FHDRSP
S_DRSPIDLE

STATE S_DRSPIDLE
SpriteName = SPR_DRSP
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_DRSPIDLE

FOLLOWER
Name = Dr._Subtech_Plus
Icon = ICOFDRSP
Category = D3Pack
HornSound = DSFHDRSP
DefaultColor = red
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_DRSPIDLE

#Rosebum (*chitter*)

FREESLOT
SPR_RSBM
sfx_FHRSBM
S_RSBMIDLE
S_RSBMFOLLOW

STATE S_RSBMIDLE
SpriteName = SPR_RSBM
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 10 #animation speed
Next = S_RSBMIDLE

STATE S_RSBMFOLLOW
SpriteName = SPR_RSBM
SpriteFrame = FF_ANIMATE|C
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 6 #animation speed
Next = S_RSBMFOLLOW

FOLLOWER
Name = Rosebum
Icon = ICOFRSBM
Category = D3Pack
HornSound = DSFHRSBM
DefaultColor = scarlet
Mode = GROUND
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 310
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_RSBMIDLE
FollowState = S_RSBMFOLLOW
