//Used slots

freeslot(
	"SPR_RMRI",
	"SPR_RKCW",
	"MT_RETRINGS",
	"MT_WALKARETROS1R",
	"S_RETRINGS1",
	"S_RETRINGS2",
	"S_RETRINGS3",
	"S_RETRINGS4",
	"S_DEATHRETRING",
	"S_WALKRETROSEE",
	"S_WALKRETRO1",
	"S_WALKRETRO2",
	"S_WALKRETRO3"
)
// Retro Ring mobjinfo

mobjinfo[MT_RETRINGS] = {
//$Category SRB1 Retro
//$Name Retro Rings
//$Sprite RMRIA0
	doomednum = 3001,
	spawnstate = S_RETRINGS1,
	spawnhealth = 1000,
	seesound = sfx_itemup,
	deathstate = S_DEATHRETRING,
	radius = 16*FRACUNIT,
	height = 24*FRACUNIT,
	speed = 38*FRACUNIT,
	reactiontime = 1,
	mass = 100,
	flags = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT
}

// Retro Ring states

states[S_RETRINGS1] = {
	sprite = SPR_RMRI,
	frame = A,
	tics = 4,
	nextstate = S_RETRINGS2
}

states[S_RETRINGS2] = {
	sprite = SPR_RMRI,
	frame = B,
	tics = 4,
	nextstate = S_RETRINGS3
}

states[S_RETRINGS3] = {
	sprite = SPR_RMRI,
	frame = C,
	tics = 4,
	nextstate = S_RETRINGS4
}

states[S_RETRINGS4] = {
	sprite = SPR_RMRI,
	frame = D,
	tics = 4,
	nextstate = S_RETRINGS1
}

states[S_DEATHRETRING] = {
	sprite = SPR_RMRI,
	frame = A,
	tics = 1,
	action = A_RingBox,
	nextstate = S_SPRK1
}



//Walka Retro mobjinfo

mobjinfo[MT_WALKARETROS1R] = {
//$Category SRB1 Retro
//$Name Retro Walka
//$Sprite RKCWA1
	doomednum = 3000,
	spawnstate = S_WALKRETROSEE,
	spawnhealth = 1,
	seestate = S_WALKRETRO1,
	reactiontime = 32,
	deathstate = S_XPLD1,
	deathsound = sfx_pop,
	speed = 8,
	radius = 20*FRACUNIT,
	height = 40*FRACUNIT,
	mass = 100,
	flags = MF_ENEMY|MF_SHOOTABLE|MF_SPECIAL
}

//Walka Retro states

states[S_WALKRETROSEE] = {
	sprite = SPR_RKCW,
	frame = A,
	tics = 5,
	action = A_Look,
	nextstate = S_WALKRETROSEE
}

states[S_WALKRETRO1] = {
	sprite = SPR_RKCW,
	frame = A,
	tics = 5,
	action = A_Chase,
	nextstate = S_WALKRETRO2
}

states[S_WALKRETRO2] = {
	sprite = SPR_RKCW,
	frame = B,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKRETRO3
}

states[S_WALKRETRO3] = {
	sprite = SPR_RKCW,
	frame = C,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKRETRO1
}
