FREESLOT
SPR_BMBL
sfx_FHBMBL
S_BMBLIDLE
S_BMBLFOLLOW
S_BMBLHURT
S_BMBLLOSE
S_BMBLWIN
S_BMBLHITCONFIRM

STATE S_BMBLIDLE
SpriteName = SPR_BMBL
SpriteFrame = A|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 20 #animation speed
Next = S_BMBLIDLE

STATE S_BMBLFOLLOW
SpriteName = SPR_BMBL
SpriteFrame = C|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 20 #animation speed
Next = S_BMBLFOLLOW

STATE S_BMBLHURT
SpriteName = SPR_BMBL
SpriteFrame = E|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 5 #animation speed
Next = S_BMBLHURT

STATE S_BMBLLOSE
SpriteName = SPR_BMBL
SpriteFrame = G|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 20 #animation speed
Next = S_BMBLLOSE

STATE S_BMBLWIN
SpriteName = SPR_BMBL
SpriteFrame = I|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 20 #animation speed
Next = S_BMBLWIN

STATE S_BMBLHITCONFIRM
SpriteName = SPR_BMBL
SpriteFrame = K|FF_ANIMATE
Duration = -1
Var1 = 1 #no. of sprites (starts from 0)
Var2 = 5 #animation speed
Next = S_BMBLHITCONFIRM

FOLLOWER
Name = Ballom
Icon = ICOFBMBL
Category = Bomberman
HornSound = DSFHBMBL
DefaultColor = orange
Mode = FLOAT
Scale = 1*FRACUNIT
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 = TICRATE*1
IdleState = S_BMBLIDLE
FollowState = S_BMBLFOLLOW
HurtState = S_BMBLHURT
LoseState = S_BMBLLOSE
WinState = S_BMBLWIN
HitConfirmState = S_BMBLHITCONFIRM

#
# ========
# Lola_pod_normal
# ========
#
#Gonna do a lil guide here of anybody
FREESLOT
SPR_LOLA
S_LOLA_IDLE
S_LOLA_MOVE
S_LOLA_CHEER
S_LOLA_HURT
sfx_FHSPST			#RoRo_Stellar_Spark_(JP ver)-Gunvolt2

#States act like prog. functions. You can add idle, hit or hurt for it
#Idle state
STATE S_LOLA_IDLE
SpriteName = SPR_LOLA
SpriteFrame = A
Duration = -1
Var1 = 0				#Number of sprites that animates it
Var2 = 0				#Animation speed Rate
Next = S_LOLA_IDLE

#Moving state
STATE S_LOLA_MOVE
SpriteName = SPR_LOLA
SpriteFrame = B|FF_ANIMATE
Duration = -1
Var1 = 2    			
Var2 = 2				
Next = S_LOLA_MOVE

#cheer state
STATE S_LOLA_CHEER
SpriteName = SPR_LOLA
SpriteFrame = E|FF_ANIMATE
Duration = -1
Var1 = 3
Var2 = 7
Next = S_LOLA_CHEER

#Hurt state
STATE S_LOLA_HURT
SpriteName = SPR_LOLA
SpriteFrame = I|FF_ANIMATE
Duration = -1
Var1 = 3
Var2 = 1
Next = S_LOLA_HURT

#FRACUNIT is a variable that calculates the animations
FOLLOWER
Name = Lola_Pod
DefaultColor = Red
AtAngle = 230
ZOffs = 32*FRACUNIT
Distance = 40*FRACUNIT
Height = 32*FRACUNIT
AngleLag = FRACUNIT
BobAmp = 4*FRACUNIT
BobSpeed = 70*FRACUNIT
IdleState = S_LOLA_IDLE
FollowState = S_LOLA_MOVE
HurtState = S_LOLA_HURT
WinState = S_LOLA_CHEER
HitConfirmState = S_LOLA_CHEER
Icon = ICONRORO
Category = GUNVOLT
HornSound = DSFHSPST
