//Used slots

freeslot(
	"SPR_ANTO",
	"MT_ANTON",
	"S_ANTONCHARGE",
	"S_ANTONCHARGE2",
	"S_ANTONCHARGE3",
	"S_ANTON1",
	"S_ANTON2",	
	"S_ANTON3",
	"S_ANTON4",	
	"S_ANTONIDLE"
)

//Beta Snail mobjinfo

mobjinfo[MT_ANTON] = {
//$Category CD Enemies
//$Name Anton
//$Sprite ANTOA2A8
	doomednum = 2450,
	spawnstate = S_ANTONIDLE,
	spawnhealth = 1,
	seestate = S_ANTONCHARGE,
	seesound = sfx_none,
	reactiontime = 32,
	attacksound = sfx_shrpgo,
	deathstate = S_XPLD_FLICKY,
	deathsound = sfx_pop,
	speed = 8,
	radius = 25*FRACUNIT,
	height = 50*FRACUNIT,
	mass = 100,
	flags = MF_ENEMY|MF_SHOOTABLE|MF_SPECIAL
}

states[S_ANTONCHARGE] = {
	sprite = SPR_ANTO,
	frame = A,
	tics = 1,
	action = A_BunnyHop,
	var1 = 3,
	var2 = 3,
	nextstate = S_ANTONCHARGE2
}

states[S_ANTONCHARGE2] = {
	sprite = SPR_ANTO,
	frame = A,
	tics = 1,
	action = A_Thrust,
	var1 = 8,
	var2 = 0,
	nextstate = S_ANTONCHARGE3
}

states[S_ANTONCHARGE3] = {
	sprite = SPR_ANTO,
	frame = A,
	tics = 1,
	action = A_SmokeTrailer,
	var1 = MT_SMOKE,
	var2 = 0,
	nextstate = S_ANTON2
}

states[S_ANTON1] = {
	sprite = SPR_ANTO,
	frame = A,
	tics = 2,
	action = A_Chase,
	nextstate = S_ANTON2
}

states[S_ANTON2] = {
	sprite = SPR_ANTO,
	frame = A,
	tics = 2,
	action = A_SmokeTrailer,
	var1 = MT_SMOKE,
	var2 = 0,
	nextstate = S_ANTON3
}

states[S_ANTON3] = {
	sprite = SPR_ANTO,
	frame = B,
	tics = 2,
	action = A_Chase,
	nextstate = S_ANTON4
}

states[S_ANTON4] = {
	sprite = SPR_ANTO,
	frame = B,
	tics = 2,
	action = A_Chase,
	var1 = MT_SMOKE,
	var2 = 0,
	nextstate = S_ANTON1
}

states[S_ANTONIDLE] = {
	sprite = SPR_ANTO,
	frame = A,
	tics = 1,
	action = A_Look,
	nextstate = S_ANTONIDLE
}
