//Used slots

freeslot(
	"SPR_SLCR",
	"MT_SLICER",
	"S_SLICERLOOK",
	"S_SLICER1",
	"S_SLICER2",
	"S_SLICER3",
	"S_SLICER4",
	"S_SLICERAIM",
	"S_SLICERSHOOT1",
	"S_SLICERSHOOT2",
	"S_SLICERSHOOT3",
	"S_SLICERARML1",
	"S_SLICERARML2"
)

//Slicer mobjinfo

mobjinfo[MT_SLICER] = {
//$Category Genesis Badniks
//$Name Slicer
//$Sprite SLCRA0
	doomednum = 2472,
	spawnstate = S_SLICERLOOK,
	spawnhealth = 1,
	seestate = 	S_SLICER1,
	seesound = sfx_none,
	reactiontime = 32,
	deathstate = S_XPLD_FLICKY,
	deathsound = sfx_pop,
	speed = 2*FRACUNIT,
	radius = 25*FRACUNIT,
	height = 50*FRACUNIT,
	flags = MF_ENEMY|MF_SHOOTABLE|MF_SPECIAL
}

states[S_SLICERLOOK] = {
	sprite = SPR_SLCR,
	frame = A,
	tics = 1,
	action = A_Look,
	var1 = (600<<16)+1,
	var2 = 0,
	nextstate = S_SLICERLOOK
}

states[S_SLICER1] = {
	sprite = SPR_SLCR,
	frame = A,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_SLICER2
}

states[S_SLICER2] = {
	sprite = SPR_SLCR,
	frame = B,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_SLICER3
}

states[S_SLICER3] = {
	sprite = SPR_SLCR,
	frame = C,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_SLICER4
}

states[S_SLICER4] = {
	sprite = SPR_SLCR,
	frame = D,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_SLICERAIM
}

states[S_SLICERAIM] = {
	sprite = SPR_SLCR,
	frame = E,
	tics = 30,
	action = A_FaceTarget,
	nextstate = S_SLICERSHOOT1
}

states[S_SLICERSHOOT1] = {
	sprite = SPR_SLCR,
	frame = E,
	tics = 1,
	action = A_FaceTarget,
	nextstate = S_SLICERSHOOT2
}

states[S_SLICERSHOOT2] = {
	sprite = SPR_SLCR,
	frame = F,
	tics = 4,
	action = A_None,
	nextstate = S_SLICERSHOOT3,
	var1 = 0,
	var2 = 0
}

states[S_SLICERSHOOT3] = {
	sprite = SPR_SLCR,
	frame = G,
	tics = 5,
	action = A_None,
	nextstate = S_SLICERARML1,
	var1 = 0,
	var2 = 0
}

states[S_SLICERARML1] = {
	sprite = SPR_SLCR,
	frame = F,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_SLICERARML2,
}

states[S_SLICERARML2] = {
	sprite = SPR_SLCR,
	frame = G,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_SLICERARML1,
}

