freeslot("SPR_BONI", "SPR_GUMB", "SPR_HRKT", "S_BONNIBEL1", "S_BONNIBEL2", "S_GUMBALLMACHINE", "S_ROCKETMODEL", "MT_BONNIBEL", "MT_GUMBALLMACHINE", "MT_ROCKETMODEL")

states[S_BONNIBEL1] = {
	sprite = SPR_BONI,
	frame = A,
	tics = 15,
	nextstate = S_BONNIBEL2
}

states[S_BONNIBEL2] = {
	sprite = SPR_BONI,
	frame = B,
	tics = 15,
	nextstate = S_BONNIBEL1
}

states[S_GUMBALLMACHINE] = {
	sprite = SPR_GUMB,
	frame = A,
	ticsw = -1,
	nextstate = S_NULL
}

states[S_ROCKETMODEL] = {
	sprite = SPR_HRKT,
	frame = A,
	ticsw = -1,
	nextstate = S_NULL
}

mobjinfo[MT_BONNIBEL] = {
	--$Name "Bonnibel"
	--$Sprite BONIA1
	--$Category "Hub Shop Stuff"
	doomednum = 5100,
	spawnstate = S_BONNIBEL1,
	spawnhealth = 1000,
	seestate = S_NULL,
	seesound = sfx_None,
	reactiontime = 8,
	attacksound = sfx_None,
	painstate = S_NULL,
	painchance = 0,
	painsound = sfx_None,
	meleestate = S_NULL,
	missilestate = S_NULL,
	deathstate = S_NULL,
	xdeathstate = S_NULL,
	deathsound = sfx_None,
	speed = 0,
	radius = 8*FRACUNIT,
	height = 120*FRACUNIT,
	dispoffset = 0,
	mass = 4,
	damage = 0,
	activesound = sfx_None,
	flags = MF_SOLID|MF_SCENERY,
	raisestate = S_NULL
}

mobjinfo[MT_GUMBALLMACHINE] = {
	--$Name "Saturn Gumball Machine"
	--$Sprite GUMBA1
	--$Category "Hub Shop Stuff"
	doomednum = 5101,
	spawnstate = S_GUMBALLMACHINE,
	spawnhealth = 1000,
	seestate = S_NULL,
	seesound = sfx_None,
	reactiontime = 8,
	attacksound = sfx_None,
	painstate = S_NULL,
	painchance = 0,
	painsound = sfx_None,
	meleestate = S_NULL,
	missilestate = S_NULL,
	deathstate = S_NULL,
	xdeathstate = S_NULL,
	deathsound = sfx_None,
	speed = 0,
	radius = 30*FRACUNIT,
	height = 97*FRACUNIT,
	dispoffset = 0,
	mass = 100,
	damage = 0,
	activesound = sfx_None,
	flags = MF_SOLID|MF_SCENERY,
	raisestate = S_NULL
}

mobjinfo[MT_ROCKETMODEL] = {
	--$Name "Rocket Model"
	--$Sprite HRKTA1
	--$Category "Hub Shop Stuff"
	doomednum = 5102,
	spawnstate = S_ROCKETMODEL,
	spawnhealth = 1000,
	seestate = S_NULL,
	seesound = sfx_None,
	reactiontime = 8,
	attacksound = sfx_None,
	painstate = S_NULL,
	painchance = 0,
	painsound = sfx_None,
	meleestate = S_NULL,
	missilestate = S_NULL,
	deathstate = S_NULL,
	xdeathstate = S_NULL,
	deathsound = sfx_None,
	speed = 0,
	radius = 200*FRACUNIT,
	height = 512*FRACUNIT,
	dispoffset = 0,
	mass = 100,
	damage = 0,
	activesound = sfx_None,
	flags = MF_SOLID|MF_SCENERY,
	raisestate = S_NULL
}