freeslot("S_PLAY_STARTC", "S_PLAY_STARTB", "SPR2_JRE2",  
	"S_PLAY_STARTA", "SPR2_JRED",  "SPR2_SNEK",  "S_PLAY_FACEPLANT", 
	"sfx_ROBOOF", "S_PLAY_SHOWOFF", "S_PLAY_WAIT2", 
	"S_PLAY_SNEAKERWORRY", "S_PLAY_RSTRSONT", "SPR2_PSON",  
	"S_PLAY_WATEWORRY", "SPR2_WORR",  "S_PLAY_WATESTND", "SPR2_WATE",  
	"S_PLAY_RADSPIN", "SPR2_RADS",  "S_PLAY_LAUNCHFIRE", "SPR2_SPLC", 
	"S_PLAY_COUGH", "SPR2_COFF", "S_PLAY_PHONE", "SPR2_PHON", 
	"S_PLAY_FAN", "SPR2_FAN_", "S_PLAY_SLIDE", "SPR2_CRSL", 
	"S_PLAY_CROUCH", "SPR2_CRCH", "S_PLAY_M64BURN", "SPR2_BURN", 
	"S_PLAY_FREEZING", "SPR2_COLD", "S_PLAY_PANTY", "SPR2_PANT", 
	"S_PLAY_DETERMIN", "SPR2_DETR", "S_PLAY_LOOKIN", "SPR2_LOOK", 
	"SPR_PLAY")

states[S_PLAY_STARTC] = {
        sprite = SPR_PLAY,
        frame = SPR2_JRE2,
        tics = 35,
        nextstate = S_PLAY_STND,
}

states[S_PLAY_STARTB] = {
        sprite = SPR_PLAY,
        frame = SPR2_LAND,
        tics = 35,
        nextstate = S_PLAY_STARTC,
}

states[S_PLAY_STARTA] = {
        sprite = SPR_PLAY,
        frame = SPR2_JRED|FF_ANIMATE,
        tics = 70,
		var1 = 13,
		var2 = 6,
        nextstate = S_PLAY_STARTB,
}

states[S_PLAY_SHOWOFF] = {
        sprite = SPR_PLAY,
        frame = SPR2_RUN|FF_ANIMATE,
        tics = 8,
		var1 = 4,
		var2 = 2,
        nextstate = S_PLAY_SHOWOFF,
}

states[S_PLAY_WAIT2] = {
        sprite = SPR_PLAY,
        frame = SPR2_WAIT|FF_ANIMATE,
        tics = 20,
		var1 = 2,
		var2 = 10,
        nextstate = S_PLAY_WAIT2,
}

states[S_PLAY_SNEAKERWORRY] = {
        sprite = SPR_PLAY,
        frame = SPR2_SNEK|FF_ANIMATE,
        tics = 8,
		var1 = 4,
		var2 = 2,
        nextstate = S_PLAY_RUN,
}

states[S_PLAY_RSTRSONT] = {
        sprite = SPR_PLAY,
		default = SPR2_EDGE,
        frame = SPR2_PSON|FF_ANIMATE,
        tics = 20,
		var1 = 4,
		var2 = 5,
        nextstate = S_PLAY_RSTRSONT,
}

states[S_PLAY_WATEWORRY] = {
        sprite = SPR_PLAY,
        frame = SPR2_WORR|FF_ANIMATE,
        tics = 4,
		var1 = 2,
		var2 = 2,
        nextstate = S_PLAY_PAIN,
}

states[S_PLAY_WATESTND] = {
        sprite = SPR_PLAY,
        frame = SPR2_WATE
}

states[S_PLAY_RADSPIN] = {
        sprite = SPR_PLAY,
        frame = SPR2_RADS|FF_ANIMATE,
        tics = 10,
		var1 = 5,
		var2 = 2,
		nextstate = S_PLAY_RADSPIN,
}

states[S_PLAY_LAUNCHFIRE] = {
        sprite = SPR_PLAY,
        frame = SPR2_SPLC|FF_ANIMATE,
        tics = 6,
		var1 = 3,
		var2 = 2,
		nextstate = S_PLAY_RADSPIN,
}

states[S_PLAY_SLIDE] = {
        sprite = SPR_PLAY,
        frame = SPR2_CRSL,
}

states[S_PLAY_CROUCH] = {
        sprite = SPR_PLAY,
        frame = SPR2_CRCH,
}

states[S_PLAY_FAN] = {
        sprite = SPR_PLAY,
        frame = SPR2_FAN_,
}

states[S_PLAY_PHONE] = {
        sprite = SPR_PLAY,
        frame = SPR2_PHON,
		nextstate = S_NULL,
}

states[S_PLAY_COUGH] = {
        sprite = SPR_PLAY,
        frame = SPR2_COFF|FF_ANIMATE,
        tics = 32,
		var1 = 2,
		var2 = 8,
		nextstate = S_PLAY_COUGH,
}

states[S_PLAY_DETERMIN] = {
        sprite = SPR_PLAY,
        frame = SPR2_DETR|FF_ANIMATE,
        tics = 20,
		var1 = 4,
		var2 = 5,
		nextstate = S_PLAY_DETERMIN,
}

states[S_PLAY_LOOKIN] = {
        sprite = SPR_PLAY,
        frame = SPR2_LOOK|FF_ANIMATE,
        tics = 32,
		var1 = 2,
		var2 = 8,
		nextstate = S_PLAY_LOOKIN,
}

states[S_PLAY_PANTY] = {
        sprite = SPR_PLAY,
        frame = SPR2_PANT|FF_ANIMATE,
        tics = 16,
		var1 = 2,
		var2 = 8,
		nextstate = S_PLAY_PANTY,
}

states[S_PLAY_FREEZING] = {
        sprite = SPR_PLAY,
        frame = SPR2_COLD|FF_ANIMATE,
        tics = 4,
		var1 = 2,
		var2 = 2,
		nextstate = S_PLAY_FREEZING,
}

states[S_PLAY_M64BURN] = {
        sprite = SPR_PLAY,
        frame = SPR2_BURN|FF_ANIMATE,
        tics = 4,
		var1 = 2,
		var2 = 2,
        nextstate = S_PLAY_M64BURN,
}

if not(kirbyabilitytable)
	rawset(_G, "kirbyabilitytable", {})
end

kirbyabilitytable["jimmyharold"] = 12		// Mike