freeslot("SPR_FFIR", "MT_FIREDASH", "S_FLAMEDASH1", "S_FLAMEDASH2", "S_FLAMEDASH3", 
"S_FLAMEDASH4", "S_FLAMEDASH5", "S_TRAILS_FIREBOLT1", 
"S_TRAILS_FIREBOLT2", "S_TRAILS_FIREBOLT3")

mobjinfo[MT_FIREDASH] = {
    spawnstate = S_FLAMEDASH1,
    spawnhealth = 1000,
    seesound = sfx_fire,
    deathstate = S_SMOKE1,
    deathsound = sfx_fire,
    speed = 45*FRACUNIT,
    radius = 16*FRACUNIT,
    height = 16*FRACUNIT,
    damage = 1,
    flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_FIRE
}

states[S_FLAMEDASH1] = {
	sprite = SPR_FFIR,
	frame = FF_FULLBRIGHT|A,
	tics = 2, 
	nextstate = S_FLAMEDASH2
}
	
states[S_FLAMEDASH2] = {
	sprite = SPR_FFIR,
	frame = FF_FULLBRIGHT|TR_TRANS20|B,
	tics = 2, 
	nextstate = S_FLAMEDASH3
}
	
states[S_FLAMEDASH3] = {
	sprite = SPR_FFIR,
	frame = FF_FULLBRIGHT|TR_TRANS40|C,
	tics = 2, 
	nextstate = S_FLAMEDASH4
}
	
states[S_FLAMEDASH4] = {
	sprite = SPR_FFIR,
	frame = FF_FULLBRIGHT|TR_TRANS60|D,
	tics = 2, 
	nextstate = S_FLAMEDASH5
}

states[S_FLAMEDASH5] = {
	sprite = SPR_FFIR,
	frame = FF_FULLBRIGHT|TR_TRANS80|E,
	tics = 2, 
	nextstate = S_NULL
}

states[S_TRAILS_FIREBOLT1] = {
	sprite = SPR_SFBR,
	frame = A|FF_FULLBRIGHT|FF_ANIMATE,
	tics = 13*TICRATE/4,
	nextstate = S_TRAILS_FIREBOLT2,
	var1 = 15,
	var2 = 1
}

states[S_TRAILS_FIREBOLT2] = {
	sprite = SPR_SFBR,
	frame = B|FF_FULLBRIGHT|FF_ANIMATE,
	tics = 13*TICRATE/4,
	nextstate = S_TRAILS_FIREBOLT3,
	var1 = 15,
	var2 = 1
}

states[S_TRAILS_FIREBOLT3] = {
	sprite = SPR_SFBR,
	frame = C|FF_FULLBRIGHT|FF_ANIMATE,
	tics = 13*TICRATE/4,
	nextstate = S_DEATHSTATE,
	var1 = 15,
	var2 = 1
}