State S_PLAY_BLAZE_SPIN
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TWIN|FF_ANIMATE
var2 = 2
duration = -1
Next = S_PLAY_STND
#

State S_PLAY_BLAZE_SPIN_2_BC_IM_LAZY_AS_FUCK
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TWIN|FF_ANIMATE
var2 = 2
duration = -1
Next = S_PLAY_STND
#

State S_PLAY_BLAZE_HOVER
SpriteName = SPR_PLAY
SpriteFrame = SPR2_GLID|FF_ANIMATE
var2 = 2
duration = -1
Next = S_PLAY_STND
#


State S_PLAY_BLAZE_SPINDASH
SpriteName = SPR_PLAY
SpriteFrame = SPR2_SPIN|FF_ANIMATE
var1 = 2
var2 = 2
duration = -1
Next = S_PLAY_STND
#

State S_BLAZETAIL_STAND
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TAL0|FF_ANIMATE
var2 = 4
duration = -1
Next = S_PLAY_STND
#

State S_BLAZETAIL_SPRING
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TAL1
var2 = 0
duration = 2
Next = S_BLAZETAIL_SPRING
#

State S_BLAZETAIL_FALL
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TAL2
var2 = 0
duration = 2
Next = S_BLAZETAIL_FALL
#

State S_BLAZETAIL_RUN
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TAL3
var2 = 0
duration = 2
Next = S_BLAZETAIL_RUN
#

State S_BLAZETAIL_INVIS
SpriteName = SPR_PLAY
SpriteFrame = SPR2_TAL4|FF_ANIMATE
var2 = 2
duration = -1
Next = S_PLAY_STND
#

State S_PLAY_JETSKIRIDE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_JSKI
var2 = 2
duration = -1
Next = S_PLAY_STND
#

State S_MARINE_CHAOSRIDE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
var2 = 2
duration = -1
Next = S_PLAY_STND
#

State S_MARINE_JOJOKE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_GLID|FF_ANIMATE
var2 = 4
duration = -1
Next = S_PLAY_STND
#

State S_MARINE_JOJOKE_AURA
SpriteName = SPR_PLAY
SpriteFrame = SPR2_LAND|FF_ANIMATE
var2 = 2
duration = -1
Next = S_PLAY_STND
#

Freeslot
SPR2_FKIK
SPR2_OOF_


Sprite2 SPR2_FKIK
Default = SPR2_WALK


Sprite2 SPR2_OOF_
Default = SPR2_PAIN
#