FREESLOT
SPR_MMTN
SPR_MMNH
sfx_FHMMTN
S_MMTNIDLE
S_MMTNFOLLOW
S_MMTNHURT
S_MMTNLOSE
S_MMTNWIN
S_MMTNHITCONFIRM

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

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

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

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

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

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

FOLLOWER
Name = Mini_Morton
Icon = ICOFMMTN
Category = MiniKoopa
HornSound = DSFHMMTN
DefaultColor = leather
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_MMTNIDLE
FollowState = S_MMTNFOLLOW
HurtState = S_MMTNHURT
LoseState = S_MMTNLOSE
WinState = S_MMTNWIN
HitConfirmState = S_MMTNHITCONFIRM
