FREESLOT
SPR_KJNN
sfx_FHKJNN
S_KJNNIDLE
S_KJNNHURT
S_KJNNHITCONF1
S_KJNNHITCONF2
S_KJNNHITCONF3
S_KJNNHITCONF4
S_KJNNHITCONF5
S_KJNNHITCONF6
S_KJNNHITCONF7
S_KJNNHITCONF8

STATE S_KJNNIDLE
SpriteName = SPR_KJNN
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 4 #animation speed
Next = S_KJNNIDLE

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

STATE S_KJNNHITCONF1
SpriteName = SPR_KJNN
SpriteFrame = FF_ANIMATE|J
Duration = 13
Var1 = 12 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_KJNNHITCONF2

STATE S_KJNNHITCONF2
SpriteName = SPR_KJNN
SpriteFrame = FF_ANIMATE|W
Duration = 16
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_KJNNHITCONF3

STATE S_KJNNHITCONF3
SpriteName = SPR_KJNN
SpriteFrame = FF_ANIMATE|30
Duration = 3
Var1 = 2 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_KJNNHITCONF4

STATE S_KJNNHITCONF4
SpriteName = SPR_KJNN
SpriteFrame = 33
Duration = 4
Next = S_KJNNHITCONF5

STATE S_KJNNHITCONF5
SpriteName = SPR_KJNN
SpriteFrame = FF_ANIMATE|34
Duration = 4
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_KJNNHITCONF6

STATE S_KJNNHITCONF6
SpriteName = SPR_KJNN
SpriteFrame = FF_ANIMATE|38
Duration = 24
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_KJNNHITCONF7

STATE S_KJNNHITCONF7
SpriteName = SPR_KJNN
SpriteFrame = FF_ANIMATE|46
Duration = 5
Var1 = 4 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_KJNNHITCONF8

STATE S_KJNNHITCONF8
SpriteName = SPR_KJNN
SpriteFrame = FF_ANIMATE|51
Duration = -1
Var1 = 3 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_KJNNHITCONF8


FOLLOWER
Name = Kaiju_Miku
Icon = ICOFKJNN
Category = ShellscrewSynths
HornSound = DSFHKJNN
DefaultColor = teal
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 26*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 80
RingTime = 1
IdleState = S_KJNNIDLE
HurtState = S_KJNNHURT
HitConfirmState = S_KJNNHITCONF1
