FREESLOT
SPR_MLRY
SPR_MLRH
sfx_FHMLRY
S_MLRYIDLE
S_MLRYFOLLOW
S_MLRYHURT
S_MLRYLOSE
S_MLRYWIN
S_MLRYHITCONFIRM

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

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

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

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

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

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

FOLLOWER
Name = Mini_Larry
Icon = ICOFMLRY
Category = MiniKoopa
HornSound = DSFHMLRY
DefaultColor = navy
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_MLRYIDLE
FollowState = S_MLRYFOLLOW
HurtState = S_MLRYHURT
LoseState = S_MLRYLOSE
WinState = S_MLRYWIN
HitConfirmState = S_MLRYHITCONFIRM
