FREESLOT
SPR_RCFS
sfx_FHRCFS
S_RCFSIDLE
S_RCFSFOLLOW
S_RCFSHURT
S_RCFSLOSE
S_RCFSWIN
S_RCFSHITCONFIRM
S_RCFSRING

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

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

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

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

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

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

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

FOLLOWER
Name = RC_Stingray
Icon = ICOFRCFS
Category = F-ZERO99
HornSound = DSFHRCFS
DefaultColor = CrytonFire
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_RCFSIDLE
FollowState = S_RCFSFOLLOW
HurtState = S_RCFSHURT
LoseState = S_RCFSLOSE
WinState = S_RCFSWIN
HitConfirmState = S_RCFSHITCONFIRM
RingState = S_RCFSRING
