FREESLOT
SPR_RCGF
sfx_FHRCGF
S_RCGFIDLE
S_RCGFFOLLOW
S_RCGFHURT
S_RCGFLOSE
S_RCGFWIN
S_RCGFHITCONFIRM
S_RCGFRING

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

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

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

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

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

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

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

FOLLOWER
Name = RC_Fox
Icon = ICOFRCGF
Category = F-ZERO99
HornSound = DSFHRCGF
DefaultColor = GoldenLegacy
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_RCGFIDLE
FollowState = S_RCGFFOLLOW
HurtState = S_RCGFHURT
LoseState = S_RCGFLOSE
WinState = S_RCGFWIN
HitConfirmState = S_RCGFHITCONFIRM
RingState = S_RCGFRING
