freeslot ("sfx_mach1","sfx_mach2","sfx_mach3","sfx_mach4","sfx_kungf","sfx_tant1","sfx_tant2","sfx_tant3","sfx_tant4","sfx_tant5","sfx_tant6","sfx_tant7","sfx_tant8","sfx_chadt","sfx_slloop","sfx_slstar","sfx_slfnl","sfx_chain","sfx_parry",
"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","S_PLAY_AIRKUNGFU1","S_PLAY_AIRKUNGFU2","S_PLAY_BODYSLAM_FINAL","S_PLAY_BODYSLAM_INITIAL",
"SPR2_TAU1","SPR2_TAU2","SPR2_TAU3","SPR2_TAU4","SPR2_TAU5","SPR2_TAU6","SPR2_TAU7","SPR2_TAU8","SPR2_TAU9","SPR2_AKU1","SPR2_AKU2","SPR2_DANC","SPR2_BSIT","SPR2_BSFN",
'S_PLAY_PANIC','SPR2_PANC','S_PLAY_CROUNCH','SPR2_CRCH','S_PLAY_PZNOMACH2JUMP','SPR2_MH2J','S_PLAY_PZNOMACH3JUMP','SPR2_MH3J','S_PLAY_PZNOMACH2JUMPDIVE','SPR2_MH2D','S_PLAY_PZNOMACH3JUMPDIVE','SPR2_MH3D',"S_PLAY_JUMPINITIAL","SPR2_JPIN","S_MACH4RING","SPR_M4RI",
"S_PLAY_KUNGFU1","SPR2_KUN1","S_PLAY_KUNGFU2","SPR2_KUN2","S_PLAY_KUNGFU3","SPR2_KUN3","S_PLAY_CHAINSAW","SPR2_CHNS","S_PLAY_BODYSLAMLAND","SPR2_BSLD","S_PLAY_SUPERJUMP_PREPARE","SPR2_SJPR","S_PLAY_SUPERJUMP_RELEASE","SPR2_SJRE","S_PLAY_SUPERJUMP_PREPARESIDE","SPR2_SJPS","S_PLAY_SUPERJUMP_SIDE","SPR2_SJSD",
"S_PLAY_KUNGFU4","SPR2_KUN4","S_PLAY_KUNGFU5","SPR2_KUN5","S_PLAY_KUNGFU6","SPR2_KUN6","S_PLAY_PARRY","SPR2_PARR","S_PLAY_PARRY2","SPR2_PAR2","S_PLAY_PARRY1","SPR2_PAR1","S_PLAY_DIVE","SPR2_DIVE","S_PLAY_SLIDE","SPR2_SLID","S_PLAY_CROUNCH_AIR","SPR2_CRAI",
"S_PLAY_DANCE","S_MACH4_FIRE","SPR_M4FR"
)

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_PZNOMACH2JUMPDIVE] = {SPR_PLAY, SPR2_MH2D, 2, nil, 2, 2, S_PLAY_PZNOMACH2JUMPDIVE}

states[S_PLAY_PZNOMACH3JUMPDIVE] = {SPR_PLAY, SPR2_MH3D, 2, nil, 2, 2, S_PLAY_PZNOMACH3JUMPDIVE}

states[S_PLAY_JUMPINITIAL] = {
    sprite = SPR_PLAY,
    frame = SPR2_JPIN|A|FF_ANIMATE,
	tics = 9,
    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 = 7,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT2] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU2|A|FF_ANIMATE,
	tics = 7,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT3] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU3|A|FF_ANIMATE,
	tics = 7,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT4] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU4|A|FF_ANIMATE,
	tics = 27,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT5] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU5|A|FF_ANIMATE,
	tics = 7,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT6] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU6|A|FF_ANIMATE,
	tics = 7,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT7] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU7|A|FF_ANIMATE,
	tics = 7,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT8] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU8|A|FF_ANIMATE,
	tics = 7,
    nextstate = S_PLAY_STND
}

states[S_PLAY_TAUNT9] = {
    sprite = SPR_PLAY,
    frame = SPR2_TAU9|A|FF_ANIMATE,
	tics = 7,
    nextstate = S_PLAY_STND
}

states[S_PLAY_AIRKUNGFU1] = {
    sprite = SPR_PLAY,
    frame = SPR2_AKU1|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_AIRKUNGFU1
}

states[S_PLAY_AIRKUNGFU2] = {
    sprite = SPR_PLAY,
    frame = SPR2_AKU2|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_AIRKUNGFU2
}

states[S_PLAY_DANCE] = {
    sprite = SPR_PLAY,
    frame = SPR2_DANC|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_BODYSLAM_INITIAL] = {
    sprite = SPR_PLAY,
    frame = SPR2_BSIT|A|FF_ANIMATE,
	tics = 8,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_BODYSLAM_FINAL
}

states[S_PLAY_BODYSLAM_FINAL] = {
    sprite = SPR_PLAY,
    frame = SPR2_BSFN|A|FF_ANIMATE,
	tics = -1,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_BODYSLAM_FINAL
}

states[S_PLAY_CHAINSAW] = {
    sprite = SPR_PLAY,
    frame = SPR2_CHNS|A|FF_ANIMATE,
	tics = 15,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_BODYSLAMLAND] = {
    sprite = SPR_PLAY,
    frame = SPR2_BSLD|A|FF_ANIMATE,
	tics = 15,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_SUPERJUMP_PREPARE] = {
    sprite = SPR_PLAY,
    frame = SPR2_SJPR|A|FF_ANIMATE,
	tics = -1,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_SUPERJUMP_PREPARE
}

states[S_PLAY_SUPERJUMP_RELEASE] = {
    sprite = SPR_PLAY,
    frame = SPR2_SJRE|A|FF_ANIMATE,
	tics = -1,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_SUPERJUMP_RELEASE
}

states[S_PLAY_SUPERJUMP_PREPARESIDE] = {
    sprite = SPR_PLAY,
    frame = SPR2_SJPS|A|FF_ANIMATE,
	tics = 10,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_SUPERJUMP_SIDE
}

states[S_PLAY_SUPERJUMP_SIDE] = {
    sprite = SPR_PLAY,
    frame = SPR2_SJSD|A|FF_ANIMATE,
	tics = -1,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_SUPERJUMP_SIDE
}

states[S_PLAY_PARRY] = {
    sprite = SPR_PLAY,
    frame = SPR2_PARR|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_PARRY1] = {
    sprite = SPR_PLAY,
    frame = SPR2_PAR1|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_PARRY2] = {
    sprite = SPR_PLAY,
    frame = SPR2_PAR2|A|FF_ANIMATE,
	tics = 27,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_STND
}

states[S_PLAY_DIVE] = {
    sprite = SPR_PLAY,
    frame = SPR2_DIVE|A|FF_ANIMATE,
	tics = -1,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_DIVE
}

states[S_PLAY_SLIDE] = {
    sprite = SPR_PLAY,
    frame = SPR2_SLID|A|FF_ANIMATE,
	tics = -1,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_SLIDE
}

states[S_PLAY_CROUNCH_AIR] = {
    sprite = SPR_PLAY,
    frame = SPR2_CRAI|A|FF_ANIMATE,
	tics = -1,
    var1 = 2,
	var2 = 2,
    nextstate = S_PLAY_CROUNCH_AIR
}

states[S_MACH4RING] = {
	sprite = SPR_M4RI,
	frame = A|FF_PAPERSPRITE
}

states[S_MACH4_FIRE] = {
	sprite = SPR_M4FR,
	frame = A|FF_PAPERSPRITE|FF_ANIMATE,
	tics = 16,
	var1 = 8,
	var2 = 2,
	nextstate = S_DEATHSTATE
}