freeslot ("sfx_mach1","sfx_mach2","sfx_mach3","sfx_mach4","sfx_kungf","sfx_taunt","sfx_chadt",
"S_PLAY_TAUNT1", "S_PLAY_TAUNT2", "S_PLAY_TAUNT3", "S_PLAY_TAUNT4", "S_PLAY_TAUNT5",
"S_PLAY_TAUNT6", "S_PLAY_TAUNT7","S_PLAY_TAUNT8", "S_PLAY_TAUNT9",
"SPR2_TAU1","SPR2_TAU2","SPR2_TAU3","SPR2_TAU4","SPR2_TAU5","SPR2_TAU6","SPR2_TAU7","SPR2_TAU8","SPR2_TAU9",
'S_PLAY_PANIC','SPR2_PANC','S_PLAY_CROUNCH','SPR2_CRCH','S_PLAY_PZNOMACH2JUMP','SPR2_MH2J','S_PLAY_PZNOMACH3JUMP','SPR2_MH3J',"S_PLAY_JUMPINITIAL","SPR2_JPIN",
"S_PLAY_KUNGFU1","SPR2_KUN1","S_PLAY_KUNGFU2","SPR2_KUN2","S_PLAY_KUNGFU3","SPR2_KUN3",
"S_PLAY_KUNGFU4","SPR2_KUN4","S_PLAY_KUNGFU5","SPR2_KUN5","S_PLAY_KUNGFU6","SPR2_KUN6"
)

states[S_PLAY_PANIC] = {SPR_PLAY, SPR2_PANC, 2, nil, 0, 0, S_PLAY_PANIC}

states[S_PLAY_CROUNCH] = {SPR_PLAY, SPR2_CRCH, 2, nil, 2, 2, S_PLAY_STND}

states[S_PLAY_PZNOMACH2JUMP] = {SPR_PLAY, SPR2_MH2J, 2, nil, 2, 2, S_PLAY_PZNOMACH2JUMP}

states[S_PLAY_PZNOMACH3JUMP] = {SPR_PLAY, SPR2_MH3J, 2, nil, 2, 2, S_PLAY_PZNOMACH3JUMP}

states[S_PLAY_JUMPINITIAL] = {
    sprite = SPR_PLAY,
    frame = SPR2_JPIN|A|FF_ANIMATE,
	tics = 15,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_FALL
} 

states[S_PLAY_KUNGFU1] = {
    sprite = SPR_PLAY,
    frame = SPR2_KUN1|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_KUNGFU2] = {
    sprite = SPR_PLAY,
    frame = SPR2_KUN2|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_KUNGFU3] = {
    sprite = SPR_PLAY,
    frame = SPR2_KUN3|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_KUNGFU4] = {
    sprite = SPR_PLAY,
    frame = SPR2_KUN4|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_KUNGFU5] = {
    sprite = SPR_PLAY,
    frame = SPR2_KUN5|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_KUNGFU6] = {
    sprite = SPR_PLAY,
    frame = SPR2_KUN6|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT1] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU1|A|FF_ANIMATE,
	tics = 15,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT2] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU2|A|FF_ANIMATE,
	tics = 15,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT3] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU3|A|FF_ANIMATE,
	tics = 15,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT4] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU4|A|FF_ANIMATE,
	tics = 24,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT5] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU5|A|FF_ANIMATE,
	tics = 15,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT6] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU6|A|FF_ANIMATE,
	tics = 15,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT7] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU7|A|FF_ANIMATE,
	tics = 15,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT8] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU8|A|FF_ANIMATE,
	tics = 15,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT9] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU9|A|FF_ANIMATE,
	tics = 15,
    nextstate = S_PLAY_STND
}