#
# ========
# 1 Condimate Bottle
# ========
#
FREESLOT
SPR_CDMB
sfx_FHCDMB
S_CDMBIDLE

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

FOLLOWER
Name = Condimate_Bottle
Icon = ICOFCDMB
Category = Diamond-Pack
HornSound = DSFHCDMB
DefaultColor = mustard
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_CDMBIDLE

#
# ========
# 2 Happy Meal
# ========
#
FREESLOT
SPR_HPML
sfx_FHHPML
S_HPMLIDLE

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

FOLLOWER
Name = Happy_Meal
Icon = ICOFHPML
Category = Diamond-Pack
HornSound = DSFHHPML
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_HPMLIDLE

#
# ========
# 3 Helicoptor Emoji
# ========
#
FREESLOT
SPR_HCEJ
sfx_FHHCEJ
S_HCEJIDLE

STATE S_HCEJIDLE
SpriteName = SPR_HCEJ
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 8 #animation speed
Next = S_HCEJIDLE

FOLLOWER
Name = Heli._Emoji
Icon = ICOFHCEJ
Category = Diamond-Pack
HornSound = DSFHHCEJ
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_HCEJIDLE

#
# ========
# 4 Gino Fratelli
# ========
#
FREESLOT
SPR_GOFR
sfx_FHGOFR
S_GOFRIDLE

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

FOLLOWER
Name = Gino_Fratelli
Icon = ICOFGOFR
Category = Diamond-Pack
HornSound = DSFHGOFR
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_GOFRIDLE

#
# ========
# 5 Jotaro but really really fast
# ========
#
FREESLOT
SPR_JBRF
sfx_FHJBRF
S_JBRFIDLE
S_JBRFFOLLOW
S_JBRFHURT
S_JBRFLOSE
S_JBRFWIN
S_JBRFHITCONFIRM
S_JBRFRING

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

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

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

STATE S_JBRFLOSE
SpriteName = SPR_JBRF
SpriteFrame = F
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_JBRFLOSE

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

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

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

FOLLOWER
Name = Jotaro_BRRF
Icon = ICOFJBRF
Category = Diamond-Pack
HornSound = DSFHJBRF
DefaultColor = periwinkle
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_JBRFIDLE
FollowState = S_JBRFFOLLOW
HurtState = S_JBRFHURT
LoseState = S_JBRFLOSE
WinState = S_JBRFWIN
HitConfirmState = S_JBRFHITCONFIRM
RingState = S_JBRFRING

#
# ========
# 6 Khonjin Logo
# ========
#
FREESLOT
SPR_KHJN
sfx_FHKHJN
S_KHJNIDLE

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

FOLLOWER
Name = Khonjin_Logo
Icon = ICOFKHJN
Category = Diamond-Pack
HornSound = DSFHKHJN
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_KHJNIDLE
FREESLOT
SPR_HOLE
sfx_FHHOLE
S_HOLEIDLE

#
# ========
# 7 Eggman's so Mad
# ========
#
FREESLOT
SPR_EMSM
sfx_FHEMSM
S_EMSMIDLE

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

FOLLOWER
Name = Eggman's_so_mad
Icon = ICOFEMSM
Category = Diamond-Pack
HornSound = DSFHEMSM
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_EMSMIDLE

#
# ========
# 8 AI Plankton
# ========
#
FREESLOT
SPR_DRJR
sfx_FHDRJR
S_DRJRIDLE

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

FOLLOWER
Name = AI_Plankton
Icon = ICOFDRJR
Category = Diamond-Pack
HornSound = DSFHDRJR
DefaultColor = aquamarine
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_DRJRIDLE

#
# ========
# 9 Goomba, FU
# ========
#
FREESLOT
SPR_GBFU
sfx_FHGBFU
S_GBFUIDLE
S_GBFUFOLLOW
S_GBFUHURT
S_GBFULOSE
S_GBFUWIN
S_GBFUHITCONFIRM
S_GBFURING

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

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

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

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

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

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

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

FOLLOWER
Name = Goomba_FU
Icon = ICOFGBFU
Category = Diamond-Pack
HornSound = DSFHGBFU
DefaultColor = wristwatch
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_GBFUIDLE
FollowState = S_GBFUFOLLOW
HurtState = S_GBFUHURT
LoseState = S_GBFULOSE
WinState = S_GBFUWIN
HitConfirmState = S_GBFUHITCONFIRM
RingState = S_GBFURING

#
# ========
# 10 Steven
# ========
#
FREESLOT
SPR_STVN
sfx_FHSTVN
S_STVNIDLE

STATE S_STVNIDLE
SpriteName = SPR_STVN
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 15 #animation speed
Next = S_STVNIDLE

FOLLOWER
Name = Steven
Icon = ICOFSTVN
Category = Diamond-Pack
HornSound = DSFHSTVN
DefaultColor = white
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 = 1*FRACUNIT
BobSpeed = 1*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_STVNIDLE

#
# ========
# 11 MEDIC GAMING
# ========
#
FREESLOT
SPR_MGAM
sfx_FHMGAM
S_MGAMIDLE

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

FOLLOWER
Name = MEDIC_GAMING
Icon = ICOFMGAM
Category = Diamond-Pack
HornSound = DSFHMGAM
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_MGAMIDLE

#
# ========
# 12 Brombus
# ========
#
FREESLOT
SPR_BROM
sfx_FHBROM
S_BROMIDLE
S_BROMFOLLOW

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

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

FOLLOWER
Name = Brombus
Icon = ICOFBROM
Category = Diamond-Pack
HornSound = DSFHBROM
DefaultColor = red
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 0
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_BROMIDLE
FollowState = S_BROMFOLLOW

#
# ========
# 13 Booba Cube
# ========
#
FREESLOT
SPR_BOCU
sfx_FHBOCU
S_BOCUIDLE

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

FOLLOWER
Name = Booba_Cube
Icon = ICOFBOCU
Category = Diamond-Pack
HornSound = DSFHBOCU
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_BOCUIDLE

#
# ========
# 14 WhatsApp
# ========
#
FREESLOT
SPR_WHAP
sfx_FHWHAP
S_WHAPIDLE

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

FOLLOWER
Name = WhatsApp
Icon = ICOFWHAP
Category = Diamond-Pack
HornSound = DSFHWHAP
DefaultColor = pistachio
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 0*FRACUNIT
VertLag = 0*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_WHAPIDLE

#
# ========
# 15 Hit the Spot
# ========
#
FREESLOT
SPR_HOLE
sfx_FHHOLE
S_HOLEIDLE

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

FOLLOWER
Name = Hit_the_Spot
Icon = ICOFHOLE
Category = Diamond-Pack
HornSound = DSFHHOLE
DefaultColor = silver
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 1*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 1*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_HOLEIDLE

#
# ========
# 16 4x4 Lego Brick
# ========
#
FREESLOT
SPR_LBRI
sfx_FHLBRI
S_LBRIIDLE

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

FOLLOWER
Name = 4x4_Brick
Icon = ICOFLBRI
Category = Diamond-Pack
HornSound = DSFHLBRI
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_LBRIIDLE

#
# ========
# 17 2012 Blockster
# ========
#
FREESLOT
SPR_TWLV
sfx_FHTWLV
S_TWLVIDLE
S_TWLVHURT

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

STATE S_TWLVHURT
SpriteName = SPR_TWLV
SpriteFrame = B
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_TWLVHURT

FOLLOWER
Name = 2012_Blockster
Icon = ICOFTWLV
Category = Diamond-Pack
HornSound = DSFHTWLV
DefaultColor = green
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 = 35
RingTime = 35
IdleState = S_TWLVIDLE
HurtState = S_TWLVHURT

#
# ========
# 18 Flowchart Ken
# ========
#
FREESLOT
SPR_KFLC
sfx_FHKFLC
S_KFLCIDLE

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

FOLLOWER
Name = Flowchart_Ken
Icon = ICOFKFLC
Category = Diamond-Pack
HornSound = DSFHKFLC
DefaultColor = tan
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_KFLCIDLE

#
# ========
# 19 [Yahiamice Joke]
# ========
#
FREESLOT
SPR_YAHI
sfx_FHYAHI
S_YAHIIDLE

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

FOLLOWER
Name = Cantaloupe
Icon = ICOFYAHI
Category = Diamond-Pack
HornSound = DSFHYAHI
DefaultColor = pistachio
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_YAHIIDLE

#
# ========
# 20 Gang Beast
# ========
#
FREESLOT
SPR_GNBE
sfx_FHGNBE
S_GNBEIDLE

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

FOLLOWER
Name = Gang_Beast
Icon = ICOFGNBE
Category = Diamond-Pack
HornSound = DSFHGNBE
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_GNBEIDLE
