# ------------
# Freeslots
# ------------
#v1
FREESLOT
SPR_ACHL
SPR_WEHL
SPR_HVHL
SPR_SPHL
SPR_SQHL
SPR_TGHL
SPR_SSHL
sfx_FHACHL
sfx_AYNE1
sfx_SPHL
sfx_HPSQUR
sfx_OLDCH
#v2
SPR_LVHL
SPR_IVHL
SPR_SKHL
SPR_SDHL
SPR_HKHL
sfx_LVHR
sfx_BEWAR1
sfx_HRKAEX
#v3
SPR_PXPF
SPR_SEIA
SPR_KSMI
SPR_DDFX
SPR_RSIA
SPR_IMBX
SPR_WHSP
sfx_ARISU
sfx_UWH
sfx_WHAP
sfx_KSMI
sfx_HUEHU
sfx_MUTE
sfx_RGRCR

# ------------
# States
# ------------

# Static Halo
# V1

STATE S_ACHLIDLE
SpriteName = SPR_ACHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_ACHLIDLE

STATE S_SSHLIDLE
SpriteName = SPR_SSHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_SSHLIDLE

STATE S_WEHLIDLE
SpriteName = SPR_WEHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_WEHLIDLE

STATE S_TGHLIDLE
SpriteName = SPR_TGHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_TGHLIDLE

STATE S_SQHLIDLE
SpriteName = SPR_SQHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_SQHLIDLE

# V2

STATE S_IVHLIDLE
SpriteName = SPR_IVHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_IVHLIDLE

STATE S_SKHLIDLE
SpriteName = SPR_SKHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_SKHLIDLE

STATE S_SDHLIDLE
SpriteName = SPR_SDHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_SDHLIDLE

STATE S_HKHLIDLE
SpriteName = SPR_HKHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_HKHLIDLE

# V3 

STATE S_PXPFIDLE
SpriteName = SPR_PXPF
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS10|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_PXPFIDLE

STATE S_KSMIIDLE
SpriteName = SPR_KSMI
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS10|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_KSMIIDLE

STATE S_SEIAIDLE
SpriteName = SPR_SEIA
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS10|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_SEIAIDLE

STATE S_DDFXIDLE
SpriteName = SPR_DDFX
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS10|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_DDFXIDLE

STATE S_RSIAIDLE
SpriteName = SPR_RSIA
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS10|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_RSIAIDLE

STATE S_IMBXIDLE
SpriteName = SPR_IMBX
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS10|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_IMBXIDLE

STATE S_WHSPIDLE
SpriteName = SPR_WHSP
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS10|A
Duration = -1
Var1 = 0 #no. of sprites (starts from 0)
Var2 = 35 #animation speed
Next = S_WHSPIDLE

# Animated Halo
# V1

STATE S_HVHLIDLE
SpriteName = SPR_HVHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|FF_ANIMATE|A
Duration = -1
Var1 = 10 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_HVHLIDLE

STATE S_SPHLIDLE
SpriteName = SPR_SPHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|FF_ANIMATE|A
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 1 #animation speed
Next = S_SPHLIDLE

#V2

STATE S_LVHLIDLE
SpriteName = SPR_LVHL
SpriteFrame = FF_FULLBRIGHT|FF_ADD|FF_FLOORSPRITE|FF_TRANS20|FF_ANIMATE|A
Duration = -1
Var1 = 7 #no. of sprites (starts from 0)
Var2 = 2 #animation speed
Next = S_LVHLIDLE

# ------------
# Followers
# ------------

# Statics

FOLLOWER
Name = Standard
Icon = GENHALO
Category = Halos
HornSound = DSNCITEM
DefaultColor = Steel
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_ACHLIDLE

FOLLOWER
Name = Shining_Star
Icon = GENHALO
Category = Halos
HornSound = DSGSHA6
DefaultColor = Pastel
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_SSHLIDLE


FOLLOWER
Name = Wing_Emblem
Icon = GENHALO
Category = Halos
HornSound = DSFHACHL
DefaultColor = Robin
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_WEHLIDLE

FOLLOWER
Name = Target
Icon = GENHALO
Category = Halos
HornSound = DSAYNE1
DefaultColor = Raspberry
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_TGHLIDLE

FOLLOWER
Name = Square
Icon = GENHALO
Category = Halos
HornSound = DSARISU
DefaultColor = Navy
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_SQHLIDLE

FOLLOWER
Name = Ivo
Icon = GENHALO
Category = Halos
HornSound = DSBEWAR1
DefaultColor = Red
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_IVHLIDLE

FOLLOWER
Name = Spirit
Icon = GENHALO
Category = Halos
HornSound = DSSWGOOD
DefaultColor = Blossom
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_SKHLIDLE

FOLLOWER
Name = Stardust
Icon = GENHALO
Category = Halos
HornSound = DSKC5E
DefaultColor = Slate
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_SDHLIDLE

FOLLOWER
Name = Thorns
Icon = GENHALO
Category = Halos
HornSound = DSHRKAEX
DefaultColor = Violet
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_HKHLIDLE

FOLLOWER
Name = Pixel_Perfect
Icon = GENHALO
Category = Halos
HornSound = DSHPSQUR
DefaultColor = Sapphire
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_PXPFIDLE

FOLLOWER
Name = Burnish
Icon = GENHALO
Category = Halos
HornSound = DSKSMI
DefaultColor = Red
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_KSMIIDLE

FOLLOWER
Name = Golden
Icon = GENHALO
Category = Halos
HornSound = DSMUTE
DefaultColor = Gold
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_SEIAIDLE

FOLLOWER
Name = Kitsune
Icon = GENHALO
Category = Halos
HornSound = DSHUEHU
DefaultColor = Taffy
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_DDFXIDLE

FOLLOWER
Name = Popstar
Icon = GENHALO
Category = Halos
HornSound = DSUWH
DefaultColor = Pastel
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_RSIAIDLE

FOLLOWER
Name = Special
Icon = GENHALO
Category = Halos
HornSound = DSRGRCR
DefaultColor = Royal
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_IMBXIDLE

FOLLOWER
Name = Communication
Icon = GENHALO
Category = Halos
HornSound = DSWHAP
DefaultColor = Lime
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_WHSPIDLE


# Animated

FOLLOWER
Name = SPB
Icon = GENHALO
Category = Halos
HornSound = DSSPHL
DefaultColor = Ketchup
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_SPHLIDLE

FOLLOWER
Name = High_Voltage
Icon = GENHALO
Category = Halos
HornSound = DSOLDCH
DefaultColor = Lime
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_HVHLIDLE

FOLLOWER
Name = Heart
Icon = GENHALO
Category = Halos
HornSound = DSLVHR
DefaultColor = Pink
Mode = FLOAT
Scale = 1*FRACUNIT
BubbleScale = 0*FRACUNIT
AtAngle = 230
ZOffs = 65*FRACUNIT
Distance = FRACUNIT
Height = 240*FRACUNIT
HorzLag = 2*FRACUNIT
VertLag = 2*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 1*FRACUNIT
BobSpeed = 15*FRACUNIT
HitConfirmTime = TICRATE*1
IdleState = S_LVHLIDLE