freeslot(
	"MT_GOLDBRZZ",
	"S_GBRZZLOOK",
	"S_GBRZZLOOK2",
	"S_GBRZZFLY",
	"S_GBRZZFLY2",
	"SPR_GBRZ"
)

states[S_GBRZZLOOK] = {
	sprite = SPR_GBRZ,
	frame = A,
	tics = 2,
	action = A_Look,
	nextstate = S_GBRZZLOOK2
}

states[S_GBRZZLOOK2] = {
	sprite = SPR_GBRZ,
	frame = B,
	tics = 2,
	action = A_Look,
	nextstate = S_RBRZZLOOK
}

states[S_GBRZZFLY] = {
	sprite = SPR_GBRZ,
	frame = A,
	tics = 2,
	action = A_BuzzFly,
	var1 = sfx_buzz4,
	nextstate = S_GBRZZFLY2
}

states[S_GBRZZFLY2] = {
	sprite = SPR_GBRZ,
	frame = B,
	tics = 2,
	action = A_BuzzFly,
	nextstate = S_GBRZZFLY
}

mobjinfo[MT_GOLDBRZZ] = {
	spawnstate = S_GBRZZLOOK,
	seestate = S_GBRZZFLY,
	deathstate = S_XPLD_FLICKY,
	deathsound = sfx_pop,
	spawnhealth = 1,
	reactiontime = 2,
	painchance = 3072,
	speed = 4*FRACUNIT,
	radius = 28*FRACUNIT,
	height = 40*FRACUNIT,
	mass = 100,
	flags = MF_SLIDEME|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY
}

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_GOLDBRZZ)
		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_GOLDBUZZ)