freeslot(
	"MT_GFZFASH",
	"S_FASH",
	"S_FASH2",
	"S_FASH3",
	"S_FASH4",
	"SPR_FASH"
)

states[S_FASH] = {
	sprite = SPR_FASH,
	frame = B,
	tics = 1,
	nextstate = S_FASH2
}

states[S_FASH2] = {
	sprite = SPR_FASH,
	frame = B,
	tics = 1,
	action = A_FishJump,
	nextstate = S_FASH
}

states[S_FASH3] = {
	sprite = SPR_FASH,
	frame = A,
	tics = 1,
	nextstate = S_FASH4
}

states[S_FASH4] = {
	sprite = SPR_FASH,
	frame = A,
	tics = 1,
	action = A_FishJump,
	nextstate = S_FASH3
}

mobjinfo[MT_GFZFASH] = {
	spawnstate = S_FASH2,
	seestate = S_FASH,
	meleestate = S_FASH3,
	deathstate = S_XPLD_FLICKY,
	xdeathstate = S_FASH4,
	deathsound = sfx_pop,
	spawnhealth = 1,
	reactiontime = 8,
	radius = 8*FRACUNIT,
	height = 28*FRACUNIT,
	damage = 1,
	flags = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
}

addHook("MobjThinker", function(egg)
	for p in players.iterate do
		if not (p.mo and p.mo.valid) then return end
		if p.mo.skin ~= "specki" and p.mo.skin ~= "mechaspecki" then return end
		if not egg and egg.valid then return end
		if not egg.health then return end
		local aggro = P_SpawnMobj(egg.x, egg.y, egg.z, MT_GFZFASH)
		aggro.flags = egg.flags
		aggro.flags2 = egg.flags2
		aggro.eflags = egg.eflags
		aggro.health = egg.health
		aggro.scale = egg.scale
		aggro.angle = egg.angle
		P_RemoveMobj(egg)
		return
	end
end, MT_GFZFISH)