//Used slots

freeslot(
	"SPR_BGJW",
	"MT_BIGJAW",
	"S_BIGJAWSTAND",
	"S_BIGJAWNOTICE",
	"S_BIGJAWD1",
	"S_BIGJAWD2",
	"S_BIGJAWD3",
	"S_BIGJAWD4",
	"S_BIGJAWD5",
	"S_BIGJAWD6",
	"S_BGJW1",
	"S_BGJW2",
	"S_BGJW3",
	"S_BGJW4",
	"S_BGJW5",
	"S_BGJW6",
	"S_BGJW7",
	"S_BGJW8"
)

//Big Jaw mobjinfo

mobjinfo[MT_BIGJAW] = {
//$Category Proto Enemies
//$Name Big Jaw
//$Sprite BGJWA2A8
	doomednum = 2468,
	spawnstate = S_BIGJAWSTAND,
	spawnhealth = 1,
	seestate = S_BIGJAWNOTICE,
	seesound = sfx_s1a6,
	reactiontime = 32,
	deathstate = S_BIGJAWD1,
	deathsound = sfx_s1b8,
	speed = 5,
	radius = 20*FRACUNIT,
	height = 40*FRACUNIT,
	mass = 100,
	flags = MF_ENEMY|MF_SHOOTABLE|MF_SPECIAL
}

//Big Jaw states

states[S_BIGJAWSTAND] = {
	sprite = SPR_BGJW,
	frame = A,
	tics = 5,
	action = A_Look,
	nextstate = S_BIGJAWSTAND
}

states[S_BIGJAWNOTICE] = {
	sprite = SPR_BGJW,
	frame = E,
	tics = 30,
	action = A_BunnyHop,
	nextstate = S_BGJW1,
	var1 = 5,
	var2 = -10,
}

states[S_BGJW1] = {
	sprite = SPR_BGJW,
	frame = A,
	tics = 3,
	action = A_Chase,
	nextstate = S_BGJW2
}

states[S_BGJW2] = {
	sprite = SPR_BGJW,
	frame = A,
	tics = 3,
	action = A_Chase,
	nextstate = S_BGJW3
}

states[S_BGJW3] = {
	sprite = SPR_BGJW,
	frame = B,
	tics = 3,
	action = A_Chase,
	nextstate = S_BGJW4
}

states[S_BGJW4] = {
	sprite = SPR_BGJW,
	frame = B,
	tics = 3,
	action = A_Chase,
	nextstate = S_BGJW5
}

states[S_BGJW5] = {
	sprite = SPR_BGJW,
	frame = C,
	tics = 3,
	action = A_Chase,
	nextstate = S_BGJW6
}

states[S_BGJW6] = {
	sprite = SPR_BGJW,
	frame = C,
	tics = 3,
	action = A_Chase,
	nextstate = S_BGJW7
}

states[S_BGJW7] = {
	sprite = SPR_BGJW,
	frame = D,
	tics = 3,
	action = A_Chase,
	nextstate = S_BGJW8
}

states[S_BGJW8] = {
	sprite = SPR_BGJW,
	frame = D,
	tics = 3,
	action = A_Chase,
	nextstate = S_BGJW1
}

states[S_BIGJAWD1] = {
	sprite = SPR_BGJW,
	frame = F,
	tics = 3,
	action = A_BunnyHop,
	nextstate = S_BIGJAWD2,
	var1 = 5,
	var2 = -5
}
states[S_BIGJAWD2] = {
	sprite = SPR_BGJW,
	frame = G,
	tics = 3,
	nextstate = S_BIGJAWD3
}

states[S_BIGJAWD3] = {
	sprite = SPR_BGJW,
	frame = F,
	tics = 3,
	nextstate = S_BIGJAWD4
}

states[S_BIGJAWD4] = {
	sprite = SPR_BGJW,
	frame = G,
	tics = 3,
	nextstate = S_BIGJAWD5
}

states[S_BIGJAWD5] = {
	sprite = SPR_BGJW,
	frame = F,
	tics = 3,	
	nextstate = S_BIGJAWD6,
}

states[S_BIGJAWD6] = {
	sprite = SPR_BGJW,
	frame = G,
	tics = 3,
	nextstate = S_XPLD_FLICKY,
	var1 = sfx_pop,
	action = A_PlaySound
}





