freeslot(
	"MT_ELEMENTALFIRE",
		"SPR_ELFI",
		"S_ELFI_1",
		"S_ELFI_2",
		"S_ELFI_3",
		"S_ELFI_4",
		"S_ELFI_5",
		"S_ELFI_6",
		"S_ELFI_7",
		"S_ELFI_8",
		"S_ELFI_9",
		"S_ELFI_10",
		"S_ELFI_11",
		"S_ELFI_12",
		"S_ELFI_13",
		"S_ELFI_14"
)

mobjinfo[MT_ELEMENTALFIRE]={
	doomednum = 1574,
	painstate = S_ELFI_5,	
	painsound = sfx_evyedg,	
	deathsound = sfx_elemkl,
	deathstate = S_XPLD1,	
	spawnstate = S_ELFI_8,
	seestate = S_ELFI_1,
	spawnhealth = 2,
	reactiontime = 16,
	painchance = 1000,
	speed = 8*FRACUNIT,
	mass = 5,
	damage = 1,
	radius = 18*FRACUNIT,
	height = 26*FRACUNIT,	
	flags = MF_ENEMY|MF_SHOOTABLE|MF_SPECIAL|MF_NOGRAVITY|MF_FIRE
}

states[S_ELFI_1]={SPR_ELFI, A, 4,  A_JetbThink, 0, 0, S_ELFI_2}
states[S_ELFI_2]={SPR_ELFI, B, 4,  A_JetbThink, 0, 0, S_ELFI_3}
states[S_ELFI_3]={SPR_ELFI, C, 4,  A_JetbThink, 0, 0, S_ELFI_4}
states[S_ELFI_4]={SPR_ELFI, D, 4,  A_JetbThink, 0, 0, S_ELFI_1}

states[S_ELFI_5]={SPR_ELFI, E, 2,  A_KnockBack, 0, 0, S_ELFI_6}
states[S_ELFI_6]={SPR_ELFI, F, 2,  A_Pain, 0, 0, S_ELFI_7}
states[S_ELFI_7]={SPR_ELFI, G, 2,  A_JetbThink, 0, 0, S_ELFI_8}

states[S_ELFI_8]={SPR_ELFI, H, 6,  A_Look, 0, 0, S_ELFI_9}
states[S_ELFI_9]={SPR_ELFI, I, 6,  A_Look, 0, 0, S_ELFI_10}
states[S_ELFI_10]={SPR_ELFI, J, 6,  A_Look, 0, 0, S_ELFI_8}

states[S_ELFI_11]={SPR_ELFI, A, 4,  A_BuzzFly, 0, 0, S_ELFI_12}
states[S_ELFI_12]={SPR_ELFI, B, 4,  A_BuzzFly, 0, 0, S_ELFI_13}
states[S_ELFI_13]={SPR_ELFI, C, 4,  A_BuzzFly, 0, 0, S_ELFI_14}
states[S_ELFI_14]={SPR_ELFI, D, 4,  A_BuzzFly, 0, 0, S_ELFI_11}

addHook("MobjDeath", function(target, inflictor)
    if not inflictor.player then return end
    if not P_RandomChance(6554) then return end
    
    P_SwitchShield(inflictor.player, SH_FLAMEAURA)
    
end, MT_ELEMENTALFIRE)

