FOLLOWERCATEGORY
Name = StringSpit
Icon = SPITPACK

### Spinarak ###

FREESLOT
SPR_F167
SPR_H167
SPR_L167
SPR_W167
SPR_R167
sfx_FHF167
S_F167IDLE
S_F167MOVE
S_F167HURT
S_F167LOSE
S_F167WIN
S_F167RING


STATE S_F167MOVE
SpriteName = SPR_F167
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 4 #no. of sprites (starts from 0)
Var2 = 3 #animation speed
Next = S_F167MOVE

STATE S_F167IDLE
SpriteName = SPR_F167
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_F167IDLE

STATE S_F167HURT
SpriteName = SPR_H167
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_F167IDLE

STATE S_F167LOSE
SpriteName = SPR_L167
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_F167LOSE

STATE S_F167WIN
SpriteName = SPR_W167
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 6 #no. of sprites (starts from 0)
Var2 = 5 #animation speed
Next = S_F167WIN

STATE S_F167RING
SpriteName = SPR_R167
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 2 #no. of sprites (starts from 0)
Var2 = 5 #animation speed
Next = S_F167RING

FOLLOWER
Name = Spinarak
Icon = ICOFF167
Category = StringSpit
HornSound = DSFHF167
DefaultColor = pistachio
Mode = GROUND
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 30*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 7*FRACUNIT
BobSpeed = 0*FRACUNIT #0 for no flying during character select
HitConfirmTime = TICRATE*1
IdleState = S_F167IDLE
FollowState = S_F167MOVE
HurtState = S_F167HURT
LoseState = S_F167LOSE
WinState = S_F167WIN
HitConfirmState = S_F167WIN
RingState = S_F167RING

### Tatsugiri ###

FREESLOT
SPR_F978
sfx_TSUGB1
S_F978IDLE

STATE S_F978IDLE
SpriteName = SPR_F978
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 3 #animation speed
Next = S_F978IDLE

FOLLOWER
Name = Tatsugiri
Icon = ICOFF978
Category = StringSpit
HornSound = DSTSUGB1
DefaultColor = raspberry
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 = 8*FRACUNIT
BobAmp = 3*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_F978IDLE

### Sunkern ###

FREESLOT
SPR_F191
sfx_FHF191
S_F191IDLE

STATE S_F191IDLE
SpriteName = SPR_F191
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_F191IDLE

FOLLOWER
Name = Sunkern
Icon = ICOFF191
Category = StringSpit
HornSound = DSFHF191
DefaultColor = olive
Mode = GROUND
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 6*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_F191IDLE

### Scatterbug ###

FREESLOT
SPR_F664
sfx_SBUGB1
S_F664IDLE

STATE S_F664IDLE
SpriteName = SPR_F664
SpriteFrame = A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_F664IDLE

FOLLOWER
Name = Scatterbug
Icon = ICOFF664
Category = StringSpit
HornSound = DSSBUGB1
DefaultColor = black
Mode = GROUND
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 7*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_F664IDLE


