freeslot(
"MT_SKELETONJOE",
"S_DCCJ1",
"S_DCCJ2",
"S_DCCJ3",
"SPR_DCCS",
"MT_MET",
"S_DCMT1",
"S_DCMT2",
"S_DCMT3",
"SPR_DCMT",
"MT_BATTON",
"S_DCBT1",
"S_DCBT2",
"S_DCBT3",
"SPR_DCBT",
"MT_REDUND",
"S_DCRU1",
"S_DCRU2",
"S_DCRU3",
"SPR_DCRU",
"MT_BLUEUND",
"S_DCBU1",
"S_DCBU2",
"S_DCBU3",
"SPR_DCBU"
)

mobjinfo[MT_SKELETONJOE] = {
	doomednum = 4600,
	radius = 32*FRACUNIT,
	height = 64*FRACUNIT,
	spawnstate = S_DCCJ1,
	deathstate = S_FZEROBOOM1,
	deathsound = sfx_s3k4e,
	spawnhealth = 1,
	flags = MF_ENEMY|MF_SOLID|MF_SHOOTABLE
}
//SPR_ needs to be up to 4 letters and no more than 4, DCCS, not DCCSJ unfortunately.
states[S_DCCJ1] = {SPR_DCCS, A|FF_FULLBRIGHT, 1, A_ShadowDraw, 1, 0, S_DCCJ2}
states[S_DCCJ2] = {SPR_DCCS, A|FF_ANIMATE|FF_FULLBRIGHT, 42, A_None, 14, 3, S_DCCJ2}
//42 how long the whole state lasts = var 1 x var2
//3 is how long each frame lasts
//14 is how many frames there are.

mobjinfo[MT_MET] = {
	doomednum = 4601,
	radius = 32*FRACUNIT,
	height = 32*FRACUNIT,
	spawnstate = S_DCMT1,
	deathstate = S_FZEROBOOM1,
	deathsound = sfx_s3k4e,
	spawnhealth = 1,
	flags = MF_ENEMY|MF_SHOOTABLE
}
//SPR_ needs to be up to 4 letters and no more than 4, DCCS, not DCCSJ unfortunately.
states[S_DCMT1] = {SPR_DCMT, A|FF_FULLBRIGHT, 1, A_ShadowDraw, 1, 0, S_DCMT2}
states[S_DCMT2] = {SPR_DCMT, A|FF_ANIMATE|FF_FULLBRIGHT, 24, A_None, 8, 3, S_DCMT2}
//42 how long the whole state lasts = var 1 x var2
//3 is how long each frame lasts
//14 is how many frames there are.

mobjinfo[MT_BATTON] = {
	doomednum = 4602,
	radius = 32*FRACUNIT,
	height = 32*FRACUNIT,
	spawnstate = S_DCBT1,
	deathstate = S_FZEROBOOM1,
	deathsound = sfx_s3k4e,
	spawnhealth = 1,
	flags = MF_ENEMY|MF_SHOOTABLE
}
//SPR_ needs to be up to 4 letters and no more than 4, DCCS, not DCCSJ unfortunately.
states[S_DCBT1] = {SPR_DCBT, A|FF_FULLBRIGHT, 1, A_ShadowDraw, 1, 0, S_DCBT2}
states[S_DCBT2] = {SPR_DCBT, A|FF_ANIMATE|FF_FULLBRIGHT, 12, A_None, 4, 3, S_DCBT2}
//42 how long the whole state lasts = var 1 x var2
//3 is how long each frame lasts
//14 is how many frames there are.

mobjinfo[MT_REDUND] = {
	doomednum = 4603,
	radius = 32*FRACUNIT,
	height = 32*FRACUNIT,
	spawnstate = S_DCRU1,
	deathstate = S_FZEROBOOM1,
	deathsound = sfx_s3k4e,
	spawnhealth = 1,
	flags = MF_ENEMY|MF_SHOOTABLE
}
//SPR_ needs to be up to 4 letters and no more than 4, DCCS, not DCCSJ unfortunately.
states[S_DCRU1] = {SPR_DCRU, A|FF_FULLBRIGHT, 1, A_ShadowDraw, 1, 0, S_DCRU2}
states[S_DCRU2] = {SPR_DCRU, A|FF_ANIMATE|FF_FULLBRIGHT, 12, A_None, 4, 3, S_DCRU2}
//42 how long the whole state lasts = var 1 x var2
//3 is how long each frame lasts
//14 is how many frames there are.

mobjinfo[MT_BLUEUND] = {
	doomednum = 4604,
	radius = 32*FRACUNIT,
	height = 32*FRACUNIT,
	spawnstate = S_DCBU1,
	deathstate = S_FZEROBOOM1,
	deathsound = sfx_s3k4e,
	spawnhealth = 1,
	flags = MF_ENEMY|MF_SHOOTABLE
}
//SPR_ needs to be up to 4 letters and no more than 4, DCCS, not DCCSJ unfortunately.
states[S_DCBU1] = {SPR_DCBU, A|FF_FULLBRIGHT, 1, A_ShadowDraw, 1, 0, S_DCBU2}
states[S_DCBU2] = {SPR_DCBU, A|FF_ANIMATE|FF_FULLBRIGHT, 12, A_None, 4, 3, S_DCBU2}
//42 how long the whole state lasts = var 1 x var2
//3 is how long each frame lasts
//14 is how many frames there are.


