FREESLOT
SPR_MBJR
SPR_MBJH
sfx_MKMBJR
S_MBJRIDLE
S_MBJRFOLLOW
S_MBJRHURT
S_MBJRLOSE
S_MBJRWIN
S_MBJRHITCONFIRM

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

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

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

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

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

STATE S_MBJRHITCONFIRM
SpriteName = SPR_MBJH
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 23 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_MBJRHITCONFIRM

FOLLOWER
Name = Mini_Junior
Icon = ICOFMBJR
Category = MechaKoopaNtndo
HornSound = DSMKMBJR
DefaultColor = green
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*48/35
IdleState = S_MBJRIDLE
FollowState = S_MBJRFOLLOW
HurtState = S_MBJRHURT
LoseState = S_MBJRLOSE
WinState = S_MBJRWIN
HitConfirmState = S_MBJRHITCONFIRM
