//Used slots

freeslot(
	"SPR_WBLU",
	"SPR_WRED",
	"MT_WALKABLUS1R",
	"MT_WALKAREDS1R",
	"S_STANDBLUESRB1R",
	"S_WALKBLUESRB1R",
	"S_WALKBLUESRB2R",
	"S_WALKBLUESRB3R",
	"S_WALKBLUESRB4R",
	"S_WALKBLUESRB5R",
	"S_WALKBLUESRB6R",
	"S_WALKBLUESRB7R",
	"S_STANDREDSRB1R",
	"S_WALKREDSRB1R",
	"S_WALKREDSRB2R",
	"S_WALKREDSRB3R",
	"S_WALKREDSRB4R",
	"S_WALKREDSRB5R",
	"S_WALKREDSRB6R",
	"S_WALKREDSRB7R"
)

//Walka Blue mobjinfo

mobjinfo[MT_WALKABLUS1R] = {
//$Category SRB1 Badniks
//$Name Walka Blu
//$Sprite WBLUA1
	doomednum = 1333,
	spawnstate = S_STANDBLUESRB1R,
	spawnhealth = 1,
	seestate = S_WALKBLUESRB1R,
	reactiontime = 32,
	deathstate = S_XPLD1,
	deathsound = sfx_pop,
	speed = 5,
	radius = 20*FRACUNIT,
	height = 40*FRACUNIT,
	mass = 100,
	flags = MF_ENEMY|MF_SHOOTABLE|MF_SPECIAL
}

//Walka Blue states

states[S_STANDBLUESRB1R] = {
	sprite = SPR_WBLU,
	frame = A,
	tics = 5,
	action = A_Look,
	nextstate = S_STANDBLUESRB1R
}

states[S_WALKBLUESRB1R] = {
	sprite = SPR_WBLU,
	frame = A,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKBLUESRB2R
}

states[S_WALKBLUESRB2R] = {
	sprite = SPR_WBLU,
	frame = B,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKBLUESRB3R
}

states[S_WALKBLUESRB3R] = {
	sprite = SPR_WBLU,
	frame = C,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKBLUESRB4R
}

states[S_WALKBLUESRB4R] = {
	sprite = SPR_WBLU,
	frame = D,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKBLUESRB5R
}

states[S_WALKBLUESRB5R] = {
	sprite = SPR_WBLU,
	frame = E,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKBLUESRB6R
}

states[S_WALKBLUESRB6R] = {
	sprite = SPR_WBLU,
	frame = F,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKBLUESRB7R
}

states[S_WALKBLUESRB7R] = {
	sprite = SPR_WBLU,
	frame = G,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKBLUESRB1R
}


//Walka Red mobjinfo

mobjinfo[MT_WALKAREDS1R] = {
//$Category SRB1 Badniks
//$Name Walka Red
//$Sprite WREDA1
	doomednum = 1334,
	spawnstate = S_STANDREDSRB1R,
	spawnhealth = 1,
	seestate = S_WALKREDSRB1R,
	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 Red states

states[S_STANDREDSRB1R] = {
	sprite = SPR_WRED,
	frame = A,
	tics = 5,
	action = A_Look,
	nextstate = S_STANDREDSRB1R
}

states[S_WALKREDSRB1R] = {
	sprite = SPR_WRED,
	frame = A,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKREDSRB2R
}

states[S_WALKREDSRB2R] = {
	sprite = SPR_WRED,
	frame = B,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKREDSRB3R
}

states[S_WALKREDSRB3R] = {
	sprite = SPR_WRED,
	frame = C,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKREDSRB4R
}

states[S_WALKREDSRB4R] = {
	sprite = SPR_WRED,
	frame = D,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKREDSRB5R
}

states[S_WALKREDSRB5R] = {
	sprite = SPR_WRED,
	frame = E,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKREDSRB6R
}

states[S_WALKREDSRB6R] = {
	sprite = SPR_WRED,
	frame = F,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKREDSRB7R
}

states[S_WALKREDSRB7R] = {
	sprite = SPR_WRED,
	frame = G,
	tics = 3,
	action = A_Chase,
	nextstate = S_WALKREDSRB1R
}

