FREESLOT
SPR_FRPS
sfx_FHFRPS
S_FRPSIDLE
S_FRPSFOLLOW
S_FRPSHURT
S_FRPSLOSE
S_FRPSWIN
S_FRPSHITCONFIRM
S_FRPSRING

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

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

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

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

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

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

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

FOLLOWER
Name = Fortemps_shield
Icon = ICOFFRPS
Category = Fanworks
HornSound = DSFHFRPS
DefaultColor = nickel
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 = 35
RingTime = 35
IdleState = S_FRPSIDLE
FollowState = S_FRPSFOLLOW
HurtState = S_FRPSHURT
LoseState = S_FRPSLOSE
WinState = S_FRPSWIN
HitConfirmState = S_FRPSHITCONFIRM
RingState = S_FRPSRING
