FREESLOT
SPR_MLMY
SPR_MLMH
sfx_FHMLMY
S_MLMYIDLE
S_MLMYFOLLOW
S_MLMYHURT
S_MLMYLOSE
S_MLMYWIN
S_MLMYHITCONFIRM

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

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

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

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

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

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

FOLLOWER
Name = Mini_Lemmy
Icon = ICOFMLMY
Category = MiniKoopa
HornSound = DSFHMLMY
DefaultColor = hipandhop
Mode = GROUND
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 4*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = TICRATE*64/35
IdleState = S_MLMYIDLE
FollowState = S_MLMYFOLLOW
HurtState = S_MLMYHURT
LoseState = S_MLMYLOSE
WinState = S_MLMYWIN
HitConfirmState = S_MLMYHITCONFIRM
