#####################################
# SOC_Sleep
# Objects/States for sleep
#####################################
State S_KIRBY_SLEEP1
SpriteName = SPR_KSLP
SpriteFrame = A
Next = S_KIRBY_SLEEP2
Duration = 4
Var1 = 0
Var2 = 0

State S_KIRBY_SLEEP2
SpriteName = SPR_PLAY
SpriteFrame = A
Next = S_KIRBY_SLEEP3
Duration = 4
Var1 = 0
Var2 = 0

State S_KIRBY_SLEEP3
SpriteName = SPR_KSLP
SpriteFrame = A
Next = S_KIRBY_SLEEP4
Duration = 4
Var1 = 0
Var2 = 0

State S_KIRBY_SLEEP4
SpriteName = SPR_PLAY
SpriteFrame = A
Next = S_KIRBY_SLEEP5
Duration = 20
Var1 = 0
Var2 = 0

State S_KIRBY_SLEEP5
SpriteName = SPR_KSLP
SpriteFrame = A
Next = S_KIRBY_SLEEP6
Duration = 8
Var1 = 0
Var2 = 0

State S_KIRBY_SLEEP6
SpriteName = SPR_KSLP
SpriteFrame = B
Next = S_KIRBY_SLEEP7
Duration = 16
Var1 = 0
Var2 = 0

State S_KIRBY_SLEEP7
SpriteName = SPR_KSLP
SpriteFrame = C
Next = S_KIRBY_SLEEP8
Duration = 8
Var1 = 0
Var2 = 0

State S_KIRBY_SLEEP8
SpriteName = SPR_KSLP
SpriteFrame = D
Next = S_KIRBY_SLEEP9
Duration = 8
Var1 = 0
Var2 = 0

State S_KIRBY_SLEEP9
SpriteName = SPR_KSLP
SpriteFrame = E
Next = S_KIRBY_SLEEP10
Duration = 16
Var1 = 0
Var2 = 0

State S_KIRBY_SLEEP10
SpriteName = SPR_KSLP
SpriteFrame = D
Next = S_KIRBY_SLEEP11
Duration = 8
Var1 = 0
Var2 = 0

State S_KIRBY_SLEEP11
SpriteName = SPR_KSLP
SpriteFrame = C
Next = S_KIRBY_SLEEP6
Duration = 8
Var1 = 0
Var2 = 0

# Secret abilities!
#####################################
# SOC_QPShu
# Contains all the info
# for the QP Shu~ ability
#####################################
Object MT_KIRBYUSABIT
SpawnState = S_KIRBYUSABIT1
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
Flags = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY

Object MT_KIRBYBITSHOT
SpawnState = S_KIRBYBITSHOT1
SpawnHealth = 1
DeathState = S_XPLD1
Speed = 60*FRACUNIT
Radius = 4*FRACUNIT
Height = 8*FRACUNIT
Damage = 1
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_KIRBYUSABIT1
SpriteName = SPR_USAB
SpriteFrame = A
Next = S_KIRBYUSABIT2
Duration = 2
Var1 = 0
Var2 = 0

State S_KIRBYUSABIT2
SpriteName = SPR_USAB
SpriteFrame = B
Next = S_KIRBYUSABIT3
Duration = 2
Var1 = 0
Var2 = 0

State S_KIRBYUSABIT3
SpriteName = SPR_USAB
SpriteFrame = C
Next = S_KIRBYUSABIT4
Duration = 2
Var1 = 0
Var2 = 0

State S_KIRBYUSABIT4
SpriteName = SPR_USAB
SpriteFrame = B
Next = S_KIRBYUSABIT1
Duration = 2
Var1 = 0
Var2 = 0

State S_KIRBYBITSHOT1
SpriteName = SPR_KRBS
SpriteFrame = A
Duration = 1
Next = S_KIRBYBITSHOT2
Var1 = 0
Var2 = 0

State S_KIRBYBITSHOT2
SpriteName = SPR_KRBS
SpriteFrame = A
Duration = 1
Next = S_KIRBYBITSHOT1
Var1 = 0
Var2 = 0

#####################################
# SOC_Suguri
# Contains all the info
# for the Suguri ability
#####################################
Object MT_KIRBYLOCKON
SpawnState = S_KIRBYLOCKON
Flags = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY
DispOffset = 512

State S_KIRBYLOCKON
SpriteName = SPR_KLCK
SpriteFrame = A
Next = S_KIRBYLOCKON
Duration = -1
Var1 = 0
Var2 = 0

State S_KIRBYDASH1
SpriteName = SPR_KSUG
SpriteFrame = A
Next = S_KIRBYDASH2
Duration = 1
Var1 = 0
Var2 = 0

State S_KIRBYDASH2
SpriteName = SPR_KSUG
SpriteFrame = B
Next = S_KIRBYDASH3
Duration = 1
Var1 = 0
Var2 = 0

State S_KIRBYDASH3
SpriteName = SPR_KSUG
SpriteFrame = C
Next = S_KIRBYDASH4
Duration = 1
Var1 = 0
Var2 = 0

State S_KIRBYDASH4
SpriteName = SPR_KSUG
SpriteFrame = D
Next = S_KIRBYDASH5
Duration = 1
Var1 = 0
Var2 = 0

State S_KIRBYDASH5
SpriteName = SPR_KSUG
SpriteFrame = E
Next = S_KIRBYDASH6
Duration = 1
Var1 = 0
Var2 = 0

State S_KIRBYDASH6
SpriteName = SPR_KSUG
SpriteFrame = F
Next = S_KIRBYDASH7
Duration = 1
Var1 = 0
Var2 = 0

State S_KIRBYDASH7
SpriteName = SPR_KSUG
SpriteFrame = G
Next = S_KIRBYDASH8
Duration = 1
Var1 = 0
Var2 = 0

State S_KIRBYDASH8
SpriteName = SPR_KSUG
SpriteFrame = H
Next = S_KIRBYDASH1
Duration = 1
Var1 = 0
Var2 = 0

State S_KIRBY_SUGUSWORD1
SpriteName = SPR_KSUG
SpriteFrame = I
Next = S_KIRBY_SUGUSWORD2
Duration = 1
Var1 = 0
Var2 = 0

State S_KIRBY_SUGUSWORD2
SpriteName = SPR_KSUG
SpriteFrame = J
Next = S_KIRBY_SUGUSWORD3
Duration = 1
Var1 = 0
Var2 = 0

State S_KIRBY_SUGUSWORD3
SpriteName = SPR_KSUG
SpriteFrame = K
Next = S_PLAY_WALK
Duration = 1
Var1 = 0
Var2 = 0

# Rainbow Colored Circle
Object MT_KIRBY_RCC
SpawnState = S_KIRBY_RCC1
SpawnHealth = 1
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT

# Animation
State S_KIRBY_RCC1
SpriteName = SPR_KRC0
SpriteFrame = A|FF_PAPERSPRITE
Next = S_KIRBY_RCC2
Duration = -1
Var1 = 0
Var2 = 0

State S_KIRBY_RCC2
SpriteName = SPR_KRC0
SpriteFrame = B|FF_PAPERSPRITE
Next = S_KIRBY_RCC3
Duration = -1
Var1 = 0
Var2 = 0

State S_KIRBY_RCC3
SpriteName = SPR_KRC0
SpriteFrame = C|FF_PAPERSPRITE
Next = S_KIRBY_RCC4
Duration = -1
Var1 = 0
Var2 = 0

State S_KIRBY_RCC4
SpriteName = SPR_KRC0
SpriteFrame = D|FF_PAPERSPRITE
Next = S_KIRBY_RCC1
Duration = -1
Var1 = 0
Var2 = 0

#####################################
# SOC_Gun
# Objects/States for gun
#####################################
Object MT_KIRBYBULLET
SpawnState = S_KIRBYBULLET
SpawnHealth = 1
DeathState = S_XPLD1
Speed = 60*FRACUNIT
Radius = 4*FRACUNIT
Height = 8*FRACUNIT
Damage = 1
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_KIRBYBULLET
SpriteName = SPR_KBUL
SpriteFrame = A
Next = S_KIRBYBULLET
Duration = -1
Var1 = 0
Var2 = 0

State S_KIRBY_GUNSTAND
SpriteName = SPR_KGUN
SpriteFrame = A
Next = S_KIRBY_GUNSTAND
Duration = -1
Var1 = 0
Var2 = 0

State S_KIRBY_GUNWALK1
SpriteName = SPR_KGUN
SpriteFrame = B
Next = S_KIRBY_GUNWALK2
Duration = 4
Var1 = 0
Var2 = 0

State S_KIRBY_GUNWALK2
SpriteName = SPR_KGUN
SpriteFrame = C
Next = S_KIRBY_GUNWALK3
Duration = 4
Var1 = 0
Var2 = 0

State S_KIRBY_GUNWALK3
SpriteName = SPR_KGUN
SpriteFrame = D
Next = S_KIRBY_GUNWALK4
Duration = 4
Var1 = 0
Var2 = 0

State S_KIRBY_GUNWALK4
SpriteName = SPR_KGUN
SpriteFrame = E
Next = S_KIRBY_GUNWALK5
Duration = 4
Var1 = 0
Var2 = 0

State S_KIRBY_GUNWALK5
SpriteName = SPR_KGUN
SpriteFrame = F
Next = S_KIRBY_GUNWALK6
Duration = 4
Var1 = 0
Var2 = 0

State S_KIRBY_GUNWALK6
SpriteName = SPR_KGUN
SpriteFrame = G
Next = S_KIRBY_GUNWALK7
Duration = 4
Var1 = 0
Var2 = 0

State S_KIRBY_GUNWALK7
SpriteName = SPR_KGUN
SpriteFrame = H
Next = S_KIRBY_GUNWALK8
Duration = 4
Var1 = 0
Var2 = 0

State S_KIRBY_GUNWALK8
SpriteName = SPR_KGUN
SpriteFrame = I
Next = S_KIRBY_GUNWALK1
Duration = 4
Var1 = 0
Var2 = 0

#####################################
# SOC_Yahoo
# Objects/States for yahoo
#####################################
State S_KIRBY_YAH
SpriteName = SPR_KYAH
SpriteFrame = A
Next = S_KIRBY_HOO
Duration = 10
Var1 = 0
Var2 = 0

State S_KIRBY_HOO
SpriteName = SPR_KYAH
SpriteFrame = B
Next = S_KIRBY_HOO
Duration = -1
Var1 = 0
Var2 = 0

State S_KIRBY_UHN
SpriteName = SPR_KYAH
SpriteFrame = B
Next = S_KIRBY_UHN
Duration = -1
Var1 = 0
Var2 = 0

#####################################
# SOC_Legacy
# Objects/States for legacy
#####################################
OBJECT MT_KIRBYFEETFACE
MAPTHINGNUM = -1
SPAWNSTATE = S_PLAY_STND
SPAWNHEALTH = 1
SEESTATE = S_PLAY_RUN
SEESOUND = 0
REACTIONTIME = 0
ATTACKSOUND = SFX_THOK
PAINSTATE = S_PLAY_PAIN
PAINCHANCE = MT_THOK
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = S_PLAY_ROLL
DEATHSTATE = S_PLAY_DEAD
XDEATHSTATE = 0
DEATHSOUND = 0
SPEED = 1
RADIUS = 16*FRACUNIT
HEIGHT = 48*FRACUNIT
MASS = 1000
DAMAGE = MT_THOK
ACTIVESOUND = 0
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT
RAISESTATE = MT_THOK
DISPOFFSET = 512

State S_KLEGACY_STAND
SpriteName = SPR_KLEG
SpriteFrame = A
Next = S_KLEGACY_STAND
Duration = -1
Var1 = 0
Var2 = 0

State S_KLEGACY_WALK1
SpriteName = SPR_KLEG
SpriteFrame = B
Next = S_KLEGACY_WALK2
Duration = 4
Var1 = 0
Var2 = 0

State S_KLEGACY_WALK2
SpriteName = SPR_KLEG
SpriteFrame = C
Next = S_KLEGACY_WALK3
Duration = 4
Var1 = 0
Var2 = 0

State S_KLEGACY_WALK3
SpriteName = SPR_KLEG
SpriteFrame = D
Next = S_KLEGACY_WALK4
Duration = 4
Var1 = 0
Var2 = 0

State S_KLEGACY_WALK4
SpriteName = SPR_KLEG
SpriteFrame = E
Next = S_KLEGACY_WALK5
Duration = 4
Var1 = 0
Var2 = 0

State S_KLEGACY_WALK5
SpriteName = SPR_KLEG
SpriteFrame = F
Next = S_KLEGACY_WALK6
Duration = 4
Var1 = 0
Var2 = 0

State S_KLEGACY_WALK6
SpriteName = SPR_KLEG
SpriteFrame = G
Next = S_KLEGACY_WALK7
Duration = 4
Var1 = 0
Var2 = 0

State S_KLEGACY_WALK7
SpriteName = SPR_KLEG
SpriteFrame = H
Next = S_KLEGACY_WALK8
Duration = 4
Var1 = 0
Var2 = 0

State S_KLEGACY_WALK8
SpriteName = SPR_KLEG
SpriteFrame = I
Next = S_KLEGACY_WALK1
Duration = 4
Var1 = 0
Var2 = 0

State S_KLEGACY_JUMP
SpriteName = SPR_KLEG
SpriteFrame = J
Next = S_KLEGACY_JUMP
Duration = -1
Var1 = 0
Var2 = 0

State S_KLEGACY_FALL
SpriteName = SPR_KLEG
SpriteFrame = K
Next = S_KLEGACY_FALL
Duration = -1
Var1 = 0
Var2 = 0

State S_KLEGACY_SUCK
SpriteName = SPR_KLEG
SpriteFrame = L
Next = S_KLEGACY_SUCK
Duration = -1
Var1 = 0
Var2 = 0

State S_KLEGACY_FLOAT1
SpriteName = SPR_KLEG
SpriteFrame = M
Next = S_KLEGACY_FLOAT2
Duration = 2
Var1 = 0
Var2 = 0

State S_KLEGACY_FLOAT2
SpriteName = SPR_KLEG
SpriteFrame = N
Next = S_KLEGACY_FLOAT3
Duration = 2
Var1 = 0
Var2 = 0

State S_KLEGACY_FLOAT3
SpriteName = SPR_KLEG
SpriteFrame = O
Next = S_KLEGACY_FLOAT4
Duration = 2
Var1 = 0
Var2 = 0

State S_KLEGACY_FLOAT4
SpriteName = SPR_KLEG
SpriteFrame = P
Next = S_KLEGACY_FLOAT5
Duration = 2
Var1 = 0
Var2 = 0

State S_KLEGACY_FLOAT5
SpriteName = SPR_KLEG
SpriteFrame = O
Next = S_KLEGACY_FLOAT6
Duration = 2
Var1 = 0
Var2 = 0

State S_KLEGACY_FLOAT6
SpriteName = SPR_KLEG
SpriteFrame = N
Next = S_KLEGACY_FLOAT7
Duration = 3
Var1 = 0
Var2 = 0

State S_KLEGACY_FLOAT7
SpriteName = SPR_KLEG
SpriteFrame = M
Next = S_KLEGACY_FLOAT6
Duration = 3
Var1 = 0
Var2 = 0

State S_KLEGACY_SPIN1
SpriteName = SPR_KLEG
SpriteFrame = Q
Next = S_KLEGACY_SPIN2
Duration = 1
Var1 = 0
Var2 = 0

State S_KLEGACY_SPIN2
SpriteName = SPR_KLEG
SpriteFrame = R
Next = S_KLEGACY_SPIN3
Duration = 1
Var1 = 0
Var2 = 0

State S_KLEGACY_SPIN3
SpriteName = SPR_KLEG
SpriteFrame = S
Next = S_KLEGACY_SPIN4
Duration = 1
Var1 = 0
Var2 = 0

State S_KLEGACY_SPIN4
SpriteName = SPR_KLEG
SpriteFrame = T
Next = S_KLEGACY_SPIN5
Duration = 1
Var1 = 0
Var2 = 0

State S_KLEGACY_SPIN5
SpriteName = SPR_KLEG
SpriteFrame = U
Next = S_KLEGACY_SPIN6
Duration = 1
Var1 = 0
Var2 = 0

State S_KLEGACY_SPIN6
SpriteName = SPR_KLEG
SpriteFrame = V
Next = S_KLEGACY_SPIN7
Duration = 1
Var1 = 0
Var2 = 0

State S_KLEGACY_SPIN7
SpriteName = SPR_KLEG
SpriteFrame = W
Next = S_KLEGACY_SPIN8
Duration = 1
Var1 = 0
Var2 = 0

State S_KLEGACY_SPIN8
SpriteName = SPR_KLEG
SpriteFrame = X
Next = S_KLEGACY_SPIN9
Duration = 1
Var1 = 0
Var2 = 0

State S_KLEGACY_SPIN9
SpriteName = SPR_KLEG
SpriteFrame = Y
Next = S_KLEGACY_SPIN10
Duration = 1
Var1 = 0
Var2 = 0

State S_KLEGACY_SPIN10
SpriteName = SPR_KLEG
SpriteFrame = Z
Next = S_KLEGACY_FALL
Duration = 1
Var1 = 0
Var2 = 0

State S_KLEGACY_SPIT
SpriteName = SPR_KLEG
SpriteFrame = L
Next = S_KLEGACY_FALL
Duration = 4
Var1 = 0
Var2 = 0
