freeslot(
	"SPR_SBLD",
	"MT_SLICERBLADE",
	"S_BLADE1",
	"S_BLADE2",
	"S_BLADE3",
	"S_BLADE4",
	"S_BLADE5",
	"S_BLADE6",
	"S_BLADE7",
	"S_BLADE8"
)

//Slicer Blade mobjinfo

mobjinfo[MT_SLICERBLADE] = {
//$Category Missiles
//$Name Slicer Blade
//$Sprite SBLDA0
	doomednum = none,
	spawnstate = S_BLADE1,
	spawnhealth = 1000,
	seestate = S_NULL,
	seesound = sfx_s255,
	missilestate = S_NULL,
	deathstate = S_NULL,
	xdeathstate = S_NULL,
	reactiontime = 8,
	painchance = 0,
	speed = 10*FRACUNIT,
	radius = 11*FRACUNIT,
	height = 8*FRACUNIT,
	mass = 100,
	damage = 20,
	flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY
}

//Slicer Blade states

states[S_BLADE1] = {
	sprite = SPR_SBLD,
	frame = A,
	tics = 1,
	action = A_SmokeTrailer,
	var1 = MT_SMOKE,
	var2 = 0,
	nextstate = S_BLADE2
}

states[S_BLADE2] = {
	sprite = SPR_SBLD,
	frame = B,
	tics = 1,
	action = A_SmokeTrailer,
	var1 = MT_SMOKE,
	var2 = 0,
	nextstate = S_BLADE3
}

states[S_BLADE3] = {
	sprite = SPR_SBLD,
	frame = C,
	tics = 1,
	action = A_SmokeTrailer,
	var1 = MT_SMOKE,
	var2 = 0,
	nextstate = S_BLADE4
}

states[S_BLADE4] = {
	sprite = SPR_SBLD,
	frame = D,
	tics = 1,
	action = A_SmokeTrailer,
	var1 = MT_SMOKE,
	var2 = 0,
	nextstate = S_BLADE5
}

states[S_BLADE5] = {
	sprite = SPR_SBLD,
	frame = E,
	tics = 1,
	action = A_SmokeTrailer,
	var1 = MT_SMOKE,
	var2 = 0,
	nextstate = S_BLADE6
}

states[S_BLADE6] = {
	sprite = SPR_SBLD,
	frame = F,
	tics = 1,
	action = A_SmokeTrailer,
	var1 = MT_SMOKE,
	var2 = 0,
	nextstate = S_BLADE7
}

states[S_BLADE7] = {
	sprite = SPR_SBLD,
	frame = G,
	tics = 1,
	action = A_SmokeTrailer,
	var1 = MT_SMOKE,
	var2 = 0,
	nextstate = S_BLADE8
}

states[S_BLADE8] = {
	sprite = SPR_SBLD,
	frame = H,
	tics = 1,
	action = A_SmokeTrailer,
	var1 = MT_SMOKE,
	var2 = 0,
	nextstate = S_BLADE1
}