freeslot(
	"MT_TEST",
	"SPR_TEST",
	"S_TEST_IDLE",
	"S_TEST_ATTACK1",
	"S_TEST_ATTACK2",
	"S_TEST_DIE",
	"MT_SWORD",
	"SPR_SWRD",
	"S_SWORD_IDLE",
	"S_SWORD_ATTACK1",
	"S_SWORD_ATTACK2",
	"S_SWORD_ATTACK3",
	"S_SWORD_ATTACK4",
	"S_SWORD_ATTACK5",
	"S_SWORD_ATTACK6",
	"S_SWORD_DIE",
	"MT_LOTUS",
	"SPR_LTUS",
	"SPR_LTFR",
	"S_LOTUS_IDLE",
	"S_LOTUS_ATTACK1",
	"S_LOTUS_ATTACK2",
	"S_LOTUS_ATTACK3",
	"S_LOTUS_DIE",
	"MT_LOTUS_FIRE",
	"MT_LOTUS_FIRE2",
	"S_LOTUS_FIRE1",
	"S_LOTUS_FIRE2",
	"S_LOTUS_FIRE3",
	"S_LOTUS_FIRE4",
	"MT_ROCK",
	"SPR_ROCK",
	"S_ROCK_IDLE",
	"S_ROCK_1",
	"S_ROCK_2",
	"S_ROCK_3",
	"S_ROCK_4",
	"MT_CRYSTAL",
	"SPR_S500",
	"SPR_CRYS",
	"S_CRYS1",
	"S_CRYS2",
	"S_CRYS3",
	"S_CRYS4",
	"S_CRYS5",
	"S_CRYS6",
	"MT_DECOR_1",
	"SPR_DEC1",
	"S_DECOR_1",
	"MT_DECOR_2",
	"SPR_DEC2",
	"S_DECOR_2",
	"MT_DECOR_3",
	"SPR_DEC3",
	"S_DECOR_3",
	"MT_DECOR_4",
	"SPR_DEC4",
	"S_DECOR_4",
	"MT_DECOR_5",
	"SPR_DEC5",
	"S_DECOR_5",
	"MT_DECOR_6",
	"SPR_DEC6",
	"S_DECOR_6",
	"MT_DECOR_7",
	"SPR_DEC7",
	"S_DECOR_7",
	"MT_DECOR_8",
	"SPR_DEC8",
	"S_DECOR_8",
	"MT_DECOR_9",
	"SPR_DEC9",
	"S_DECOR_9",
	"MT_TWEETS",
	"sfx_tweets",
	"sfx_gate",
	"sfx_gatel",
	"MT_FLYFILL",
	"SPR_FLYW",
	"S_FLYG_1",
	"S_FLYG_2",
	"S_FLYG_3",
	"sfx_scrtx",
	"sfx_scrty",
	"sfx_scrtz"
)
mobjinfo[MT_FLYFILL] = {
	doomednum = 664,
	spawnstate = S_FLYG_1,
	reactiontime = 500,
	deathstate = S_FLYG_2,
	deathsound = sfx_s3k6B,
	mass = 1000,
	damage = 1,
	speed = 0*FRACUNIT,
	radius = 32*FRACUNIT,
	height = 32*FRACUNIT,
	flags = MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIP
}

states[S_FLYG_1] = {SPR_FLYW, A, 2, A_None, 0, 0, S_FLYG_1}
states[S_FLYG_2] = {SPR_FLYW, A, 1, A_CustomPower, pw_tailsfly, 8*TICRATE, S_FLYG_3}
states[S_FLYG_3] = {SPR_FLYW, A, 1, A_SpawnObjectRelative, 0, (0*65536)+MT_IVSP, S_NULL}


mobjinfo[MT_TEST] = {
	doomednum = 691,
	spawnstate = S_TEST_IDLE,
	seestate = S_TEST_ATTACK1,
	reactiontime = TICRATE,
	deathstate = S_XPLD1,
	speed = 2*FRACUNIT,
	radius = 32*FRACUNIT,
	height = 100*FRACUNIT,
	flags = MF_SPECIAL|MF_ENEMY
}

states[S_TEST_IDLE] = {SPR_POSS, A, 5, A_Look, 1, 0, S_TEST_IDLE}
states[S_TEST_ATTACK1] = {SPR_POSS, A, 2, A_FaceTarget, 1, 0, S_TEST_ATTACK2}
states[S_TEST_ATTACK2] = {SPR_POSS, A, 1, A_Thrust, 1, 0, S_TEST_ATTACK1}
states[S_TEST_DIE] = {SPR_POSS, A, 1, A_Explode, 1, 0, S_NULL}


mobjinfo[MT_LOTUS] = {
	doomednum = 692,
	spawnstate = S_LOTUS_IDLE,
	seestate = S_LOTUS_ATTACK1,
	reactiontime = TICRATE,
	deathstate = S_XPLD1,
	speed = 2*FRACUNIT,
	radius = 32*FRACUNIT,
	height = 8*FRACUNIT,
	flags = MF_PAIN
}

states[S_LOTUS_IDLE] = {SPR_LTUS, A, 1, A_Look, 1, 0, S_LOTUS_IDLE}
states[S_LOTUS_ATTACK1] = {SPR_LTUS, A, 1, A_FaceTarget, 3, 0, S_LOTUS_ATTACK2}
states[S_LOTUS_ATTACK2] = {SPR_LTFR, A, 10, A_PlaySound, 384, 1, S_LOTUS_ATTACK3}
states[S_LOTUS_ATTACK3] = {SPR_LTUS, A, 60, A_NapalmScatter, MT_LOTUS_FIRE+(5*65536), 200+(40*65536), S_LOTUS_ATTACK1}
states[S_LOTUS_DIE] = {SPR_LTUS, A, 1, A_Explode, 1, 0, S_NULL}


mobjinfo[MT_LOTUS_FIRE] = {
	doomednum = -1,
	spawnstate = S_LOTUS_FIRE1,
	seestate = S_LOTUS_FIRE2,
	reactiontime = 32,
	deathstate = S_XPLD1,
	raisestate = S_LOTUS_FIRE1,
	speed = 2*FRACUNIT,
	radius = 8*FRACUNIT,
	height = 8*FRACUNIT,
	flags = MF_PAIN|MF_RUNSPAWNFUNC|MF_MISSILE
}

states[S_LOTUS_FIRE1] = {SPR_LTFR, A, 1, A_PlaySound, 432, 1, S_LOTUS_FIRE2}
states[S_LOTUS_FIRE2] = {SPR_LTFR, A, 1, A_BunnyHop, 14, 0, S_LOTUS_FIRE3}
states[S_LOTUS_FIRE3] = {SPR_LTFR, B, 2, A_MoveRelative, 0, 1, S_LOTUS_FIRE4}
states[S_LOTUS_FIRE4] = {SPR_LTFR, A, 2, A_FaceTarget, 3, 0, S_LOTUS_FIRE3}

mobjinfo[MT_SWORD] = {
	doomednum = 665,
	spawnstate = S_SWORD_IDLE,
	seestate = S_SWORD_ATTACK1,
	reactiontime = TICRATE,
	deathstate = S_XPLD1,
	deathsound = sfx_pop,
	speed = 2*FRACUNIT,
	radius = 32*FRACUNIT,
	height = 80*FRACUNIT,
	flags = MF_SPECIAL|MF_ENEMY|MF_SHOOTABLE
}

states[S_SWORD_IDLE] = {SPR_SWRD, A, 10, A_Look, 1, 0, S_SWORD_IDLE}
states[S_SWORD_ATTACK1] = {SPR_SWRD, B, 4, A_FaceTarget, 3, 0, S_SWORD_ATTACK2}
states[S_SWORD_ATTACK2] = {SPR_SWRD, C, 1, A_PlaySound, 341, 1, S_SWORD_ATTACK3}
states[S_SWORD_ATTACK3] = {SPR_SWRD, C, 4, A_Thrust, 5, 0, S_SWORD_ATTACK4}
states[S_SWORD_ATTACK4] = {SPR_SWRD, D, 4, A_FaceTarget, 3, 0, S_SWORD_ATTACK5}
states[S_SWORD_ATTACK5] = {SPR_SWRD, A, 1, A_PlaySound, 341, 1, S_SWORD_ATTACK6}
states[S_SWORD_ATTACK6] = {SPR_SWRD, A, 4, A_Thrust, 5, 0, S_SWORD_ATTACK1}
states[S_SWORD_DIE] = {SPR_SWRD, A, 1, A_Explode, 1, 0, S_NULL}


mobjinfo[MT_ROCK] = {
	doomednum = 662,
	spawnstate = S_ROCK_IDLE,
	seestate = S_ROCK_IDLE,
	reactiontime = TICRATE,
	deathstate = S_ROCK_1,
	deathsound = 269,
	speed = 0*FRACUNIT,
	radius = 64*FRACUNIT,
	height = 64*FRACUNIT,
	flags = MF_SPECIAL|MF_RUNSPAWNFUNC|MF_NOGRAVITY
}

states[S_ROCK_IDLE] = {SPR_ROCK, A, 1, A_None, 1, 0, S_ROCK_IDLE}

states[S_ROCK_1] = {SPR_ROCK, A, 1, A_Knockback, 0, 0, S_ROCK_2}
states[S_ROCK_2] = {SPR_LTUS, A, 1, A_NapalmScatter, MT_TNTDUST+(6*65536), 50+(0*65536), S_ROCK_3}
states[S_ROCK_3] = {SPR_LTUS, A, 1, A_NapalmScatter, MT_ROCKCRUMBLE1+(5*65536), 100+(20*65536), S_ROCK_4}
states[S_ROCK_4] = {SPR_LTUS, A, 1, A_NapalmScatter, MT_ROCKCRUMBLE1+(3*65536), 200+(30*65536), S_NULL}



mobjinfo[MT_CRYSTAL] = {
	doomednum = 663,
	spawnstate = S_CRYS1,
	reactiontime = 500,
	deathstate = S_CRYS2,
	deathsound = sfx_antiri,
	mass = 1000,
	damage = 1,
	speed = 0*FRACUNIT,
	radius = 24*FRACUNIT,
	height = 24*FRACUNIT,
	flags = MF_SPECIAL|MF_RUNSPAWNFUNC|MF_NOGRAVITY|MF_NOCLIP
}

states[S_CRYS1] = {SPR_CRYS, FF_ANIMATE|A, 16, A_None, 8, 2, S_CRYS1}
states[S_CRYS2] = {SPR_CRYS, A, 1, A_SpawnObjectRelative, MT_SUPERSPARK, 0+(0*65536), S_CRYS3}
states[S_CRYS3] = {SPR_S500, FF_FULLBRIGHT|A, 5, A_BunnyHop, 2, 0, S_CRYS4}
states[S_CRYS4] = {SPR_S500, FF_FULLBRIGHT|A, 5, A_BunnyHop, 1, 0, S_CRYS5}
states[S_CRYS5] = {SPR_S500, FF_FULLBRIGHT|A, 5, A_BunnyHop, 0, 0, S_CRYS6}
states[S_CRYS6] = {SPR_S500, FF_FULLBRIGHT|A, 15, A_None, 0, 0, S_NULL}


mobjinfo[MT_DECOR_1] = {
	doomednum = 680,
	spawnstate = S_DECOR_1,
	seestate = S_DECOR_1,
	flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_SCENERY|MF_SPECIAL
}

states[S_DECOR_1] = {SPR_DEC1, A, 1, A_None, 0, 0, S_DECOR_1}

mobjinfo[MT_DECOR_2] = {
	doomednum = 681,
	spawnstate = S_DECOR_2,
	seestate = S_DECOR_2,
	flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_SCENERY|MF_SPECIAL
}

states[S_DECOR_2] = {SPR_DEC2, A, 1, A_None, 0, 0, S_DECOR_2}

mobjinfo[MT_DECOR_3] = {
	doomednum = 682,
	spawnstate = S_DECOR_3,
	seestate = S_DECOR_3,
	flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_SCENERY|MF_SPECIAL
}

states[S_DECOR_3] = {SPR_DEC3, A, 1, A_None, 0, 0, S_DECOR_3}

mobjinfo[MT_DECOR_4] = {
	doomednum = 683,
	spawnstate = S_DECOR_4,
	seestate = S_DECOR_4,
	flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_SCENERY|MF_SPECIAL
}

states[S_DECOR_4] = {SPR_DEC4, A, 1, A_None, 0, 0, S_DECOR_4}

mobjinfo[MT_DECOR_5] = {
	doomednum = 684,
	spawnstate = S_DECOR_5,
	seestate = S_DECOR_5,
	flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_SCENERY|MF_SPECIAL
}

states[S_DECOR_5] = {SPR_DEC5, A, 1, A_None, 0, 0, S_DECOR_5}

mobjinfo[MT_DECOR_6] = {
	doomednum = 685,
	spawnstate = S_DECOR_6,
	seestate = S_DECOR_6,
	flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_SCENERY|MF_SPECIAL
}

states[S_DECOR_6] = {SPR_DEC6, A, 1, A_None, 0, 0, S_DECOR_6}

mobjinfo[MT_DECOR_7] = {
	doomednum = 686,
	spawnstate = S_DECOR_7,
	seestate = S_DECOR_7,
	flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_SCENERY|MF_SPECIAL
}

states[S_DECOR_7] = {SPR_DEC7, A, 1, A_None, 0, 0, S_DECOR_7}

mobjinfo[MT_DECOR_8] = {
	doomednum = 687,
	spawnstate = S_DECOR_8,
	seesound = S_DECOR_8,
	flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_SCENERY|MF_SPECIAL
}

states[S_DECOR_8] = {SPR_DEC9, A, 1, A_None, 0, 0, S_DECOR_9}

mobjinfo[MT_DECOR_9] = {
	doomednum = 688,
	spawnstate = S_DECOR_9,
	seestate = S_DECOR_9,
	flags = MF_NOGRAVITY|MF_NOCLIP|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_NOCLIPHEIGHT|MF_SCENERY|MF_SPECIAL
}

states[S_DECOR_9] = {SPR_DEC9, A, 1, A_None, 0, 0, S_DECOR_9}

mobjinfo[MT_TWEETS] = {
	doomednum = 668,
	spawnhealth = -1,
	spawnstate = S_INVISIBLE,
	seesound = sfx_tweets,
	painchance = 512,
	radius = 200*FRACUNIT,
	height = 200*FRACUNIT,
	flags = MF_NOSECTOR|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_AMBIENT
}
