FREESLOT
SPR_RCGA
sfx_FHRCGA
S_RCGAIDLE
S_RCGAFOLLOW
S_RCGAHURT
S_RCGALOSE
S_RCGAWIN
S_RCGAHITCONFIRM
S_RCGARING

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

STATE S_RCGAFOLLOW
SpriteName = SPR_RCGA
SpriteFrame = FF_ANIMATE|C
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_RCGAFOLLOW

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

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

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

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

STATE S_RCGARING
SpriteName = SPR_RCGA
SpriteFrame = FF_ANIMATE|M
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_RCGARING

FOLLOWER
Name = RC_Amazone
Icon = ICOFRCGA
Category = F-ZERO99
HornSound = DSFHRCGA
DefaultColor = A.M.A.Z.O.N.E.
Mode = FLOAT
Scale = 7*FRACUNIT/9
BubbleScale = 0*FRACUNIT
AtAngle = 0
Distance = 35*FRACUNIT
Height = 1*FRACUNIT
ZOffs = 1*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 8*FRACUNIT
AngleLag = 10*FRACUNIT
BobAmp = 0*FRACUNIT
BobSpeed = 0*FRACUNIT
HitConfirmTime = 35
RingTime = 35
IdleState = S_RCGAIDLE
FollowState = S_RCGAFOLLOW
HurtState = S_RCGAHURT
LoseState = S_RCGALOSE
WinState = S_RCGAWIN
HitConfirmState = S_RCGAHITCONFIRM
RingState = S_RCGARING
