#############
#	'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 = J
Duration = -1
Var1 = 0 #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
S_S3REHURT
S_S3REHITCONFIRM

STATE S_S3REIDLE
SpriteName = SPR_S3RE
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 25 #no. of sprites (starts from 0)
Var2 = 5 #animation speed
Next = S_S3REIDLE

STATE S_S3REHURT
SpriteName = SPR_S3RE
SpriteFrame = 26|FF_ANIMATE
Duration = -1
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_S3REHURT

STATE S_S3REHITCONFIRM
SpriteName = SPR_S3RE
SpriteFrame = 26|FF_ANIMATE
Duration = -1
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_S3REHITCONFIRM

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
HorzLag = 5*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*2
IdleState = S_S3REIDLE
HurtState = S_S3REHURT
HitConfirmState = S_S3REHITCONFIRM

#############
#	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
S_WACHRING

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

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

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
RingState = S_WACHRING

#############
#	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

#############
#	Bzzit
#############

FREESLOT
SPR_BZIT
sfx_FHBZIT
S_BZITIDLE
S_BZITHURT
S_BZITLOSE
S_BZITWIN

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

STATE S_BZITHURT
SpriteName = SPR_BZIT
SpriteFrame = I|FF_ANIMATE
Duration = -1
Var1 = 22 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_BZITHURT

STATE S_BZITLOSE
SpriteName = SPR_BZIT
SpriteFrame = 31|FF_ANIMATE
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_BZITLOSE

STATE S_BZITWIN
SpriteName = SPR_BZIT
SpriteFrame = 35|FF_ANIMATE
Duration = -1
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_BZITWIN

FOLLOWER
Name = Bzzit
Icon = ICOFBZIT
Category = Rayman
HornSound = DSFHBZIT
DefaultColor = magenta
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 100*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 7*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_BZITIDLE
HurtState = S_BZITHURT
LoseState = S_BZITLOSE
WinState = S_BZITWIN

#############
#	Moskito
#############

FREESLOT
SPR_MOSK
sfx_FHMOSK
S_MOSKIDLE
S_MOSKHURT
S_MOSKLOSE
S_MOSKWIN

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

STATE S_MOSKHURT
SpriteName = SPR_MOSK
SpriteFrame = I|FF_ANIMATE
Duration = -1
Var1 = 22 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_MOSKHURT

STATE S_MOSKLOSE
SpriteName = SPR_MOSK
SpriteFrame = 31|FF_ANIMATE
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_MOSKLOSE

STATE S_MOSKWIN
SpriteName = SPR_MOSK
SpriteFrame = 35|FF_ANIMATE
Duration = -1
Var1 = 9 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_MOSKWIN

FOLLOWER
Name = Moskito
Icon = ICOFMOSK
Category = Rayman
HornSound = DSFHMOSK
DefaultColor = crimson
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 130
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 100*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 7*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_MOSKIDLE
HurtState = S_MOSKHURT
LoseState = S_MOSKLOSE
WinState = S_MOSKWIN

#############
#	Electoon
#############

FREESLOT
SPR_RYEL
sfx_FHRYEL
S_RYELIDLE
S_RYELHURT

STATE S_RYELIDLE
SpriteName = SPR_RYEL
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 11 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_RYELIDLE

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

FOLLOWER
Name = Electoon
Icon = ICOFRYEL
Category = Rayman
HornSound = DSFHRYEL
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
HitConfirmTime = TICRATE*1
IdleState = S_RYELIDLE
HurtState = S_RYELHURT

#############
#	Antitoon
#############

FREESLOT
SPR_RYAT
sfx_FHRYAT
S_RYATIDLE
S_RYATHURT

STATE S_RYATIDLE
SpriteName = SPR_RYAT
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 11 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_RYATIDLE

STATE S_RYATHURT
SpriteName = SPR_RYAT
SpriteFrame = M|FF_ANIMATE
Duration = -1
Var1 = 9 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_RYATHURT

FOLLOWER
Name = Antitoon
Icon = ICOFRYAT
Category = Rayman
HornSound = DSFHRYAT
DefaultColor = jet
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_RYATIDLE
HurtState = S_RYATHURT

#############
#	BLAZ-NEP04
#############

FREESLOT
SPR_BN04
sfx_FHBN04
S_BN04IDLE
S_BN04FOLLOW

STATE S_BN04IDLE
SpriteName = SPR_BN04
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_BN04IDLE

STATE S_BN04FOLLOW
SpriteName = SPR_BN04
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_BN04FOLLOW

FOLLOWER
Name = BLAZ-NEP 04
Icon = ICOFBN04
Category = Fanworks
HornSound = DSFHBN04
DefaultColor = purple
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 128*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 2*FRACUNIT
BobSpeed = 5*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_BN04IDLE
FollowState = S_BN04FOLLOW

#############
#	Nepgeardam
#############

FREESLOT
SPR_NPGD
sfx_FHNPGD
S_NPGDIDLE
S_NPGDFOLLOW
S_NPGDHURT

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

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

STATE S_NPGDHURT
SpriteName = SPR_NPGD
SpriteFrame = F
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_NPGDHURT

FOLLOWER
Name = Nepgeardam
Icon = ICOFNPGD
Category = NEP
HornSound = DSFHNPGD
DefaultColor = lilac
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 96*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_NPGDIDLE
FollowState = S_NPGDFOLLOW
HurtState = S_NPGDHURT

FREESLOT
SPR_CHWO
sfx_FHCHWO
S_CHWOIDLE
S_CHWOFOLLOW

STATE S_CHWOIDLE
SpriteName = SPR_CHWO
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 5 #no. of sprites (starts from 0)
Var2 = 3 #animation speed
Next = S_CHWOIDLE

#############
#	Child Wolf
#############

STATE S_CHWOFOLLOW
SpriteName = SPR_CHWO
SpriteFrame = G|FF_ANIMATE
Duration = -1
Var1 = 5 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_CHWOFOLLOW

FOLLOWER
Name = Child Wolf
Icon = ICOFCHWO
Category = NEP
HornSound = DSFHCHWO
DefaultColor = robin
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 = 0*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_CHWOIDLE
FollowState = S_CHWOFOLLOW

#############
#	Cyber Elf X
#############

FREESLOT
SPR_CYEX
sfx_FHCYEX
S_CYEXIDLE
S_CYEXFOLLOW
S_CYEXHURT

STATE S_CYEXIDLE
SpriteName = SPR_CYEX
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 8 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_CYEXIDLE

STATE S_CYEXFOLLOW
SpriteName = SPR_CYEX
SpriteFrame = J|FF_ANIMATE
Duration = -1
Var1 = 8 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_CYEXFOLLOW

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

FOLLOWER
Name = Cyber-Elf X
Icon = ICOFCYEX
Category = Guests
HornSound = DSFHCYEX
DefaultColor = blue
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_CYEXIDLE
FollowState = S_CYEXFOLLOW
HurtState = S_CYEXHURT
