//Used slots

freeslot(
	"SPR_SXLE",
	"SPR_EWEP",
	"MT_SPLASHANIM",
	"MT_WATERFALLPARTICLEGEN",
	"MT_WFPARTICLE",
	"S_SLXESTAND",
	"S_SLXESTAND1",
	"S_SLXESTAND2",
	"S_SLXESTAND3",
	"S_SLXESTAND4",
	"S_EWEXSTAND",
	"S_EWEPSTAND"
)

//Waterfall splash mobjinfo

mobjinfo[MT_SPLASHANIM] = {
//$Category SRB1 Effects
//$Name Water Fall Splash
//$Sprite SXLEA0
	doomednum = 1321,
	spawnstate = S_SLXESTAND,
	spawnhealth = 1000,
	reactiontime = 8,
	deathsound = sfx_pop,
	radius = 1048576,
	height = 6291456,
	mass = 100,
	flags = MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY
}

//Waterfall SXLEash states

states[S_SLXESTAND] = {
	sprite = SPR_SXLE,
	frame = A,
	tics = 2,
	nextstate = S_SLXESTAND1
}

states[S_SLXESTAND1] = {
	sprite = SPR_SXLE,
	frame = B,
	tics = 2,
	nextstate = S_SLXESTAND2
}

states[S_SLXESTAND2] = {
	sprite = SPR_SXLE,
	frame = C,
	tics = 2,
	nextstate = S_SLXESTAND3
}

states[S_SLXESTAND3] = {
	sprite = SPR_SXLE,
	frame = D,
	tics = 2,
	nextstate = S_SLXESTAND4
}

states[S_SLXESTAND4] = {
	sprite = SPR_SXLE,
	frame = E,
	tics = 2,
	nextstate = S_SLXESTAND
}

//Waterfall particles

mobjinfo[MT_WATERFALLPARTICLEGEN] = {
//$Category SRB1 Effects
//$Name Water Fall Particle Spawner
//$Sprite EWEPA0
	doomednum = 1322,
	spawnstate = S_EWEXSTAND,
	spawnhealth = 1000,
	reactiontime = 8,
	speed =	8,
	deathsound = sfx_pop,
	radius = 1*FRACUNIT,
	height = 1*FRACUNIT,
	mass = 16,
	flags = MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOCLIP|MF_NOGRAVITY|MF_NOCLIPHEIGHT
}

states[S_EWEXSTAND] = {
	tics = 1,
	action = A_ParticleSpawn,
	var1 = MT_WFPARTICLE,
	nextstate = S_EWEXSTAND
}

mobjinfo[MT_WFPARTICLE] = {
	spawnstate = S_EWEPSTAND,
	spawnhealth = 1000,
	reactiontime = 8,
	deathsound = sfx_pop,
	speed =	4*FRACUNIT,
	radius = 4*FRACUNIT,
	height = 4*FRACUNIT,
	mass = 4,
	flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP
}

states[S_EWEPSTAND] = {
	frame = A|TR_TRANS50,
	sprite = SPR_EWEP,
	tics = 2*TICRATE
}
