#############
#	'Nep-Kart'
#############
FREESLOT
SPR_NEPK
sfx_FHNEPT
S_NEPKIDLE
#S_NEPKFOLLOW
S_NEPKHURT
S_NEPKLOSE
S_NEPKWIN
S_NEPKHITCONFIRM
S_NEPKRING

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

#STATE S_NEPKFOLLOW
#SpriteName = SPR_NEPK
#SpriteFrame = E|FF_ANIMATE
#Duration = -1
#Var1 = 3 #no. of sprites (starts from 0)
#Var2 = 35 #animation speed
#Next = S_NEPKFOLLOW

STATE S_NEPKHURT
SpriteName = SPR_NEPK
SpriteFrame = E
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 8 #animation speed
Next = S_NEPKHURT

STATE S_NEPKLOSE
SpriteName = SPR_NEPK
SpriteFrame = F
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 8 #animation speed
Next = S_NEPKLOSE

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

STATE S_NEPKHITCONFIRM
SpriteName = SPR_NEPK
SpriteFrame = I
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 8 #animation speed
Next = S_NEPKHITCONFIRM

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

FOLLOWER
Name = 'Nep-Kart'
Icon = ICONNEPT
Category = NEP
HornSound = DSFHNEPT
DefaultColor = lilac
Mode = FLOAT
Scale = FRACUNIT
AtAngle = 90
Distance = FRACUNIT
Height = 32*FRACUNIT
ZOffs = FRACUNIT
HorzLag = FRACUNIT
VertLag = FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 0
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*2
IdleState = S_NEPKIDLE
#FollowState = S_NEPKFOLLOW
HurtState = S_NEPKHURT
LoseState = S_NEPKLOSE
WinState = S_NEPKWIN
HitConfirmState = S_NEPKHITCONFIRM
RingState = S_NEPKRING

#############
#	Red Eye
#############
FREESLOT
SPR_S3RE
sfx_FHS3RE
S_S3REIDLE

STATE S_S3REIDLE
SpriteName = SPR_S3RE
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_S3REIDLE

FOLLOWER
Name = Red_Eye
Icon = ICOFS3RE
Category = S3K
HornSound = DSFHS3RE
DefaultColor = Pigeon
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 260
Distance = 50*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
IdleState = S_S3REIDLE

#############
#	Crimson Eye
#############
FREESLOT
SPR_SMCE
sfx_FHSMCE
S_SMCEIDLE

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

FOLLOWER
Name = Crimson_Eye
Icon = ICOFSMCE
Category = Guests
HornSound = DSFHSMCE
DefaultColor = Silver
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 260
Distance = 50*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 48*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
IdleState = S_SMCEIDLE

#############
#	Passy
#############

FREESLOT
SPR_PASY
sfx_FHPASY
S_PASYIDLE
S_PASYFOLLOW
S_PASYHURT

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

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

STATE S_PASYHURT
SpriteName = SPR_PASY
SpriteFrame = Q|FF_ANIMATE
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_PASYHURT

FOLLOWER
Name = Passy
Icon = ICOFPASY
Category = Guests
HornSound = DSFHPASY
DefaultColor = magenta
Mode = FLOAT
Scale = 1*FRACUNIT
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
IdleState = S_PASYIDLE
FollowState = S_PASYFOLLOW
HurtState = S_PASYHURT


#############
#	Kupokitty
#############

FREESLOT
SPR_KUKI
sfx_FHKUKI
S_KUKIIDLE
S_KUKIFOLLOW

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

STATE S_KUKIFOLLOW
SpriteName = SPR_KUKI
SpriteFrame = B|FF_ANIMATE
Duration = -1
Var1 = 5 #no. of sprites (starts from 0)
Var2 = 4 #animation speed
Next = S_KUKIFOLLOW

FOLLOWER
Name = Kupokitty
Icon = ICOFKUKI
Category = NEP
HornSound = DSFHKUKI
DefaultColor = violet
Mode = GROUND
Scale = 1*FRACUNIT
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 = TICRATE*1
IdleState = S_KUKIIDLE
FollowState = S_KUKIFOLLOW

#############
#	Warechu
#############

FREESLOT
SPR_WACH
sfx_FHWACH
S_WACHIDLE
S_WACHHURT

STATE S_WACHIDLE
SpriteName = SPR_WACH
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 4 #animation speed
Next = S_WACHIDLE

STATE S_WACHHURT
SpriteName = SPR_WACH
SpriteFrame = E
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_WACHHURT

FOLLOWER
Name = Warechu
Icon = ICOFWACH
Category = NEP
HornSound = DSFHWACH
DefaultColor = nickel
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 1*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 = TICRATE*1
IdleState = S_WACHIDLE
HurtState = S_WACHHURT

#############
#	Grabber
#############

FREESLOT
SPR_GRAB
sfx_FHGRAB
S_GRABIDLE
S_GRABFOLLOW

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

STATE S_GRABFOLLOW
SpriteName = SPR_GRAB
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 4 #animation speed
Next = S_GRABFOLLOW

FOLLOWER
Name = Grabber
Icon = ICOFGRAB
Category = S2
HornSound = DSFHGRAB
DefaultColor = copper
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = FRACUNIT
Height = 32*FRACUNIT
ZOffs = 128*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 1*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_GRABIDLE
FollowState = S_GRABFOLLOW

#############
#	Warechu - Compa Grabber
#############

FREESLOT
SPR_COGR
sfx_FHCOGR
S_COGRIDLE
S_COGRHURT

STATE S_COGRIDLE
SpriteName = SPR_COGR
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_COGRIDLE

STATE S_COGRHURT
SpriteName = SPR_COGR
SpriteFrame = L
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_COGRHURT

FOLLOWER
Name = Compa-Grabber
Icon = ICOFCOGR
Category = Fanworks
HornSound = DSFHCOGR
DefaultColor = nickel
Mode = FLOAT
Scale = 1*FRACUNIT
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 = TICRATE*1
IdleState = S_COGRIDLE
HurtState = S_COGRHURT

#############
#	Puddingo
#############

FREESLOT
SPR_PUDG
sfx_FHPUDG
S_PUDGIDLE
S_PUDGFOLLOW
S_PUDGHURT

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

STATE S_PUDGFOLLOW
SpriteName = SPR_PUDG
SpriteFrame = E|FF_ANIMATE
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 4 #animation speed
Next = S_PUDGFOLLOW

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

FOLLOWER
Name = Puddingo
Icon = ICOFPUDG
Category = NEP
HornSound = DSFHPUDG
DefaultColor = tan
Mode = GROUND
Scale = 1*FRACUNIT
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 = TICRATE*1
IdleState = S_PUDGIDLE
FollowState = S_PUDGFOLLOW
HurtState = S_PUDGHURT
