FOLLOWERCATEGORY
NAME = UTMFollowers
ICON = ICONUTMF

FREESLOT
SPR_MINR
sfx_FHMINR
S_MINRIDLE
S_MINRFOLLOW
S_MINRHURT
S_MINRLOSE
S_MINRWIN
S_MINRHITCONFIRM
S_MINRRING

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

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

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

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

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

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

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

FOLLOWER
Name = Mininoir
Icon = ICOFMINR
Category = UTMFollowers
HornSound = DSFHMINR
DefaultColor = black
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 35
RingTime = 35
IdleState = S_MINRIDLE
FollowState = S_MINRFOLLOW
HurtState = S_MINRHURT
LoseState = S_MINRLOSE
WinState = S_MINRWIN
HitConfirmState = S_MINRHITCONFIRM
RingState = S_MINRRING

FREESLOT
SPR_WDHD
sfx_FHWDHD
S_WDHDIDLE

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

FOLLOWER
Name = WD Handster
Icon = ICOFWDHD
Category = UTMFollowers
HornSound = DSFHWDHD
DefaultColor = white
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_WDHDIDLE

FREESLOT
SPR_GRBR
sfx_FHGRBR
S_GRBRIDLE
S_GRBRFOLLOW
S_GRBRHURT
S_GRBRLOSE
S_GRBRWIN
S_GRBRHITCONFIRM
S_GRBRRING

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

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

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

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

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

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

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

FOLLOWER
Name = Gaster Blaster
Icon = ICOFGRBR
Category = UTMFollowers
HornSound = DSFHGRBR
DefaultColor = cerulean
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 35
RingTime = 35
IdleState = S_GRBRIDLE
FollowState = S_GRBRFOLLOW
HurtState = S_GRBRHURT
LoseState = S_GRBRLOSE
WinState = S_GRBRWIN
HitConfirmState = S_GRBRHITCONFIRM
RingState = S_GRBRRING

FREESLOT
SPR_MNCL
sfx_FHMNCL
S_MNCLIDLE
S_MNCLFOLLOW

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

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

FOLLOWER
Name = minicoal
Icon = ICOFMNCL
Category = UTMFollowers
HornSound = DSFHMNCL
DefaultColor = nature
Mode = FLOAT
Scale = 1*FRACUNIT/1
BubbleScale = 0*FRACUNIT
AtAngle = 230
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
ZOffs = 32*FRACUNIT
HorzLag = 3*FRACUNIT
VertLag = 6*FRACUNIT
AngleLag = 8*FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
HitConfirmTime = 1
RingTime = 1
IdleState = S_MNCLIDLE
FollowState = S_MNCLFOLLOW
