freeslot(
	"SPR_BALD",
	"MT_EBALDI",
	"S_EBALDLOOK",
	"S_EBALD1",	
	"S_EBALD2",
	"S_EBALD3",
	"S_EBALD4",
	"S_EBALD5",
	"S_EBALD6",
	"sfx_ruler",
	"sfx_baldi",
	"sfx_EGRBEX"
)

//Baldi mobjinfo

mobjinfo[MT_EBALDI] = {
//$Category Joke Enemies
//$Name Baldi (Easy)
//$Sprite BALDA0
	doomednum = 2473,
	spawnstate = S_EBALDLOOK,
	spawnhealth = 1000,
	seestate = S_EBALD1,
	seesound = sfx_none,
	reactiontime = 1,
	deathstate = S_EBALDLOOK,
	deathsound = sfx_pop,
	attacksound = sfx_baldi,
	speed = 20,
	radius = 25*FRACUNIT,
	height = 150*FRACUNIT,
	mass = 100,
	flags = MF_PAIN|MF_SPECIAL
}

states[S_EBALDLOOK] = {
	sprite = SPR_BALD,
	frame = A,
	tics = 1,
	action = A_Look,
	nextstate = S_EBALDLOOK
}

states[S_EBALD1] = {
	sprite = SPR_BALD,
	frame = B,
	tics = 1,
	action = A_FaceTarget,
	nextstate = S_EBALD2
}

states[S_EBALD2] = {
	sprite = SPR_BALD,
	frame = B,
	tics = 1,
	action = A_PlaySound,
	var1 = sfx_ruler,
	var2 = 0,
	nextstate = S_EBALD3
}

states[S_EBALD3] = {
	sprite = SPR_BALD,
	frame = C,
	tics = 3,
	action = A_BunnyHop,
	var1 = 0,
	var2 = 20,
	nextstate = S_EBALD4
}
states[S_EBALD4] = {
	sprite = SPR_BALD,
	frame = D,
	tics = 4,
	action = A_FaceTarget,
	nextstate = S_EBALD5
}

states[S_EBALD5] = {
	sprite = SPR_BALD,
	frame = E,
	tics = 4,
	action = A_FaceTarget,
	nextstate = S_EBALD6
}

states[S_EBALD6] = {
	sprite = SPR_BALD,
	frame = A,
	tics = 40,
	action = A_FaceTarget,
	nextstate = S_EBALD1
}