FREESLOT
SPR_NAPT
sfx_FHNAPT
S_NAPTIDLE
S_NAPTHURT
S_NAPTLOSE
S_NAPTWIN
S_NAPTHITCONFIRM
S_NAPTRING

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

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

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

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

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

STATE S_NAPTRING
SpriteName = SPR_NAPT
SpriteFrame = 
Duration = -1
Var1 = 76 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_NAPTRING

FOLLOWER
Name = Napalm_Tear
Icon = ICOFNAPT
Category = SkullracerS
HornSound = DSFHNAPT
DefaultColor = ketchup
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 1*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*5
IdleState = S_NAPTIDLE
HurtState = S_NAPTHURT
LoseState = S_NAPTLOSE
WinState = S_NAPTWIN
HitConfirmState = S_NAPTHITCONFIRM
RingState = S_NAPTRING
