freeslot(
	"SPR_EGRB",
	"MT_EGG_ROBO",
	"S_EGGROBOLOOK1",
	"S_EGGROBOLOOK2",
	"S_EGGROBOLOOK3",
	"S_EGGROBOLOOK4",
	"S_EGGRBH1",
	"S_EGGRBH2",
	"S_EGGRBH3",
	"S_EGGRBH4",
	"S_EGGRBH5",
	"S_EGGRBH6",
	"S_EGGRBH7",
	"S_EGGRBH8",
	"S_EGGRBH9",
	"S_EGGRBH10",
	"S_EGGRBH11",
	"S_EGGRBH12",
	"S_EGGRBH13",
	"S_EGGRBH14",
	"S_EGRB_XPLD1",
	"S_EGRB_XPLD2",
	"S_EGRB_XPLD3",
	"S_EGRB_XPLD4",
	"S_EGRB_XPLD5",
	"S_EGRB_XPLD6",
	"S_EGRB_XPLD7",
	"S_EGRB_XPLD8",
	"S_EGRBFUMES"
	)

mobjinfo[MT_EGG_ROBO] = {
//$Category Genesis Enemies
//$Name Eggrobo
//$Sprite EGRBA2
	doomednum = 2471,
	spawnstate = S_EGRBFUMES,
	spawnhealth = 1,
	seestate = S_EGGRBH1,
	seesound = sfx_none,
	reactiontime = 32,
	deathstate = S_EGRB_XPLD1,
	deathsound = sfx_s3kb4,
	speed = 5,
	radius = 20*FRACUNIT,
	height = 40*FRACUNIT,
	mass = 100,
	flags = MF_NOGRAVITY|MF_ENEMY|MF_SHOOTABLE|MF_SPECIAL|MF_SLIDEME|MF_FLOAT
}


states[S_EGRBFUMES] = {
	sprite = SPR_EGRB,
	frame = A,
	tics = 1,
	action = A_BossJetFume,
	var1 = 4,
	var2 = 0,
	nextstate = S_EGGROBOLOOK1
}

states[S_EGGROBOLOOK1] = {
	sprite = SPR_EGRB,
	frame = A,
	tics = 5,
	action = A_BossJetFume,
	var1 = 4,
	var2 = 0,
	nextstate = S_EGGROBOLOOK2
}

states[S_EGGROBOLOOK2] = {
	sprite = SPR_EGRB,
	frame = B,
	tics = 5,
	action = A_Look,
	nextstate = S_EGGROBOLOOK3
}

states[S_EGGROBOLOOK3] = {
	sprite = SPR_EGRB,
	frame = C,
	tics = 5,
	action = A_JetbThink,
	nextstate = S_EGGROBOLOOK4
}


states[S_EGGROBOLOOK4] = {
	sprite = SPR_EGRB,
	frame = D,
	tics = 5,
	action = A_Look,
	nextstate = S_EGGROBOLOOK1
}

states[S_EGGRBH1] = {
	sprite = SPR_EGRB,
	frame = A,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_EGGRBH2
}


states[S_EGGRBH2] = {
	sprite = SPR_EGRB,
	frame = B,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_EGGRBH3
}

states[S_EGGRBH3] = {
	sprite = SPR_EGRB,
	frame = C,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_EGGRBH4
}

states[S_EGGRBH4] = {
	sprite = SPR_EGRB,
	frame = D,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_EGGRBH5
}

states[S_EGGRBH5] = {
	sprite = SPR_EGRB,
	frame = A,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_EGGRBH6
}

states[S_EGGRBH6] = {
	sprite = SPR_EGRB,
	frame = B,
	tics = 7,
	action = A_FaceTarget,
	nextstate = S_EGGRBH7
}

states[S_EGGRBH7] = {
	sprite = SPR_EGRB,
	frame = C,
	tics = 4,
	action = A_FaceTarget,
	nextstate = S_EGGRBH8
}

states[S_EGGRBH8] = {
	sprite = SPR_EGRB,
	frame = D,
	tics = 3,
	action = A_FaceTarget,
	nextstate = S_EGGRBH9
}

states[S_EGGRBH9] = {
	sprite = SPR_EGRB,
	frame = A,
	tics = 10,
	action = A_FaceTarget,
	nextstate = S_EGGRBH10
}

states[S_EGGRBH10] = {
	sprite = SPR_EGRB,
	frame = B,
	tics = 3,
	action = A_FireShot,
	nextstate = S_EGGRBH11,
	var1 = MT_ERCKET,
	var2 = 0
}

states[S_EGGRBH11] = {
	sprite = SPR_EGRB,
	frame = B,
	tics = 3,
	action = A_FireShot,
	nextstate = S_EGGRBH12,
	var1 = MT_ERCKET,
	var2 = 0
}


states[S_EGGRBH12] = {
	sprite = SPR_EGRB,
	frame = B,
	tics = 3,
	action = A_FireShot,
	nextstate = S_EGGRBH13,
	var1 = MT_ERCKET,
	var2 = 0
}


states[S_EGGRBH13] = {
	sprite = SPR_EGRB,
	frame = B,
	tics = 3,
	action = A_FireShot,
	nextstate = S_EGGRBH14,
	var1 = MT_ERCKET,
	var2 = 0
}


states[S_EGGRBH14] = {
	sprite = SPR_EGRB,
	frame = B,
	tics = 3,
	action = A_FireShot,
	nextstate = S_EGGRBH1,
	var1 = MT_ERCKET,
	var2 = 0
}

states[S_EGRB_XPLD1] = {
	sprite = SPR_EGRB,
	frame = E,
	tics = 3,
	action = A_BossScream,
	nextstate = S_EGRB_XPLD2
}

states[S_EGRB_XPLD2] = {
	sprite = SPR_EGRB,
	frame = F,
	tics = 3,
	action = A_BossScream,
	nextstate = S_EGRB_XPLD3
}

states[S_EGRB_XPLD3] = {
	sprite = SPR_EGRB,
	frame = E,
	tics = 3,
	action = A_BossScream,
	nextstate = S_EGRB_XPLD4
}

states[S_EGRB_XPLD4] = {
	sprite = SPR_EGRB,
	frame = F,
	tics = 3,
	action = A_BossScream,
	nextstate = S_EGRB_XPLD5
}

states[S_EGRB_XPLD5] = {
	sprite = SPR_EGRB,
	frame = E,
	tics = 3,
	action = A_BossScream,
	nextstate = S_EGRB_XPLD6
}

states[S_EGRB_XPLD6] = {
	sprite = SPR_EGRB,
	frame = F,
	tics = 3,
	action = A_BossScream,
	nextstate = S_EGRB_XPLD7
}

states[S_EGRB_XPLD7] = {
	sprite = SPR_EGRB,
	frame = E,
	tics = 3,
	action = A_BossScream,
	nextstate = S_EGRB_XPLD8
}

states[S_EGRB_XPLD8] = {
	sprite = SPR_EGRB,
	frame = F,
	tics = 1,
	action = A_PlaySound,
	var1 = sfx_bkpoof,
	var2 = 0,
	nextstate = S_XPLD_FLICKY
}


