freeslot(
	"MT_GRMKII",
	"S_GRMKII_IDLE", --  A_Look
	"S_GRMKII_WALK", --  A_BrakChase // 3 // 0
	"S_GRMKII_WALK2", -- A_BrakChase // 3 // 0
	"S_GRMKII_WALK3", -- A_BrakChase // 3 // 0
	"S_GRMKII_WALK4", -- A_BrakChase // 3 // 0
	"S_GRMKII_CHATK1", -- A_RandomState // S_GRKMII_GLUE // S_GRKMII_CHAINGUN
	"S_GRKMII_GLUE", -- Charge up...
	"S_GRKMII_GLUE2", -- Attack!!
	"S_GRKMII_GLUE3", -- Charge up...
	"S_GRKMII_GLUE4", -- Attack!!
	"S_GRKMII_GLUE5", -- Charge up...
	"S_GRKMII_GLUE6", -- Attack!!
	"S_GRKMII_CHAINGUN", -- Charge up
	"S_GRKMII_CHAINGUN2", -- Face target...
	"S_GRKMII_CHAINGUN3", -- Attack!!
	"S_GRKMII_CHAINGUN4", -- Face target...
	"S_GRKMII_CHAINGUN5", -- Attack!!
	"S_GRKMII_ROCKETS", -- Face target...
	"S_GRKMII_ROCKETS2", -- Shoot a rocket.
	"S_GRKMII_ROCKETS3", -- Face target...
	"S_GRKMII_ROCKETS4", -- Shoot a rocket.
	"S_GRKMII_ROCKETS5", -- Face target...
	"S_GRKMII_ROCKETS6", -- Shoot a very devastating rocket!!
	"S_GRKMII_FATK", -- Add MF2_FRET?? idk what number 1 does in var2 for A_SetObjectFlags2
	"S_GRKMII_PAIN", -- Ouchie...
	"S_GRKMII_PAIN2", -- Check our health...
	"S_GRKMII_PAIN3" -- Pinch phase stuff for MAP27... scratch this, final boss is in DCZ. :hmwoke:
)

/*
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_GRMKII)
		aggro.flags = egg.flags
		aggro.flags2 = egg.flags2|MF2_BOSSNOTRAP
		aggro.eflags = egg.eflags
		aggro.health = egg.health
		aggro.scale = egg.scale
		aggro.angle = egg.angle
		S_ChangeMusic("VSOBOS", true)
		P_RemoveMobj(egg)
		return
	end
end, MT_CYBRAKDEMON)*/