FREESLOT
SPR_DYN2
sfx_FHDYN2
S_DYN2IDLE
S_DYN2FOLLOW
S_DYN2HURT
S_DYN2LOSE
S_DYN2WIN
S_DYN2HITCONFIRM
S_DYN2RING

STATE S_DYN2IDLE
SpriteName = SPR_DYN2
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_DYN2IDLE

STATE S_DYN2FOLLOW
SpriteName = SPR_DYN2
SpriteFrame = FF_ANIMATE|C
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_DYN2FOLLOW

STATE S_DYN2HURT
SpriteName = SPR_DYN2
SpriteFrame = FF_ANIMATE|E
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 5 #animation speed
Next = S_DYN2HURT

STATE S_DYN2LOSE
SpriteName = SPR_DYN2
SpriteFrame = FF_ANIMATE|G
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_DYN2LOSE

STATE S_DYN2WIN
SpriteName = SPR_DYN2
SpriteFrame = FF_ANIMATE|I
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_DYN2WIN

STATE S_DYN2HITCONFIRM
SpriteName = SPR_DYN2
SpriteFrame = FF_ANIMATE|K
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 7 #animation speed
Next = S_DYN2HITCONFIRM

STATE S_DYN2RING
SpriteName = SPR_DYN2
SpriteFrame = FF_ANIMATE|M
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_DYN2RING

FOLLOWER
Name = UFO_(DB2)
Icon = ICOFDYN2
Category = DynaBrothers2
HornSound = DSFHDYN2
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 = 70
RingTime = 70
IdleState = S_DYN2IDLE
FollowState = S_DYN2FOLLOW
HurtState = S_DYN2HURT
LoseState = S_DYN2LOSE
WinState = S_DYN2WIN
HitConfirmState = S_DYN2HITCONFIRM
RingState = S_DYN2RING
