-- Freeslots --

rawset(_G, "WATERLOGGED", 0) -- Determines whether or not she's underwater

-- Flame Stinger
freeslot("S_FLAMESTINGER", "S_FLAMESTINGER_CONT", "MT_FLAMESTINGER")

states[S_FLAMESTINGER] = {
	sprite = SPR_FBLL,
	frame = FF_FULLBRIGHT,
	tics = 1,
	action = A_FireShot,
	nextstate = S_FLAMESTINGER_CONT
}

states[S_FLAMESTINGER_CONT] = {
	sprite = SPR_FBLL,
	frame = FF_FULLBRIGHT,
	tics = 1,
	action = A_SpawnObjectRelative,
	var1 = 0,
	var2 = MT_FIREBALLTRAIL,
	nextstate = S_FLAMESTINGER_CONT
}

mobjinfo[MT_FLAMESTINGER] = {
	spawnstate = S_FLAMESTINGER,
	spawnhealth = 1000,
	reactiontime = 8,
	speed = 80*FRACUNIT,
	radius = 4*FRACUNIT,
	height = 8*FRACUNIT,
	mass = DMG_FIRE,
	damage = 1,
	flags = MF_FIRE|MF_MISSILE|MF_NOGRAVITY,
}

-- Persona
freeslot("SPR_RSRB", "sfx_gun", "sfx_embdod", "sfx_embmss", "sfx_emhrt1", "sfx_emhrt2", "sfx_emxht1", "sfx_emxht2", "sfx_emdo1", 
"sfx_emkll1", "sfx_emhel1", "sfx_emcrt1", "sfx_emkll2", "sfx_emcrt2", "sfx_emdo2", "sfx_emwin1", "sfx_emask1", "sfx_emitm1", "sfx_emwin2", "sfx_emwin3", "sfx_emask2", "sfx_emitm2", 
"sfx_emskl1", "sfx_emhel2", "sfx_em1mor", "sfx_embrlt", "sfx_emskl2", "sfx_emsum1", "sfx_emsum2", "sfx_embdie", "sfx_emlvlu", "SPR_HEBS", "SPR_GLGM")

for i = 1,5
	freeslot("S_SSHOT"..i)
end

states[S_SSHOT1] = {SPR_SHOT, A, 3,nil,0,0,S_SSHOT2}
states[S_SSHOT2] = {SPR_SHOT, B, 3,nil,0,0,S_SSHOT3}
states[S_SSHOT3] = {SPR_SHOT, E, 3,nil,0,0,S_SSHOT4}
states[S_SSHOT4] = {SPR_SHOT, F, 3,nil,0,0,S_SSHOT5}
states[S_SSHOT4] = {SPR_SHOT, G, 3,nil,0,0,S_NULL}