FREESLOT
SPR_MWDY
SPR_MWHC
SPR_MWEX
sfx_FHMWDY
S_MWDYIDLE
S_MWDYFOLLOW
S_MWDYHURT
S_MWDYLOSE
S_MWDYWIN
S_MWDYHITCONFIRM
S_MWDYRING

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

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

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

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

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

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

STATE S_MWDYRING
SpriteName = SPR_MWEX
SpriteFrame = A
Duration = -1
Var1 = 7
Var2 = 2
Next = S_MWDYRING

FOLLOWER
Name = Mini_Wendy
Icon = ICOFMWDY
Category = MiniKoopa
HornSound = DSFHMWDY
DefaultColor = taffy
Mode = GROUND
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 52*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 4*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = TICRATE*64/35
IdleState = S_MWDYIDLE
FollowState = S_MWDYFOLLOW
HurtState = S_MWDYHURT
LoseState = S_MWDYLOSE
WinState = S_MWDYWIN
HitConfirmState = S_MWDYHITCONFIRM
RingState = S_MWDYRING
