freeslot("MT_BIGONIONRING", "S_BIGONIONRING", "S_SPAWN100", "SPR_ONIB", "sfx_munchb")

mobjinfo[MT_BIGONIONRING] = {
--$Name Big Onion Ring
--$Sprite ONIBA0
--$Category Castle CalZone
doomednum = 1151,
spawnstate = S_BIGONIONRING,
spawnhealth = 1000,
reactiontime = MT_FLINGRING,
painchance = 0,
deathstate = S_SPAWN100,
raisestate = MT_SCORE100,
deathsound = sfx_munchb,
speed = 38*FRACUNIT,
radius = 40*FRACUNIT,
height = 70*FRACUNIT,
mass = 100,
damage = 0,
flags = MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY
}

states[S_BIGONIONRING] = {
sprite = SPR_ONIB,
frame = A|FF_ANIMATE|FF_GLOBALANIM,
tics = -1,
var1 = 23,
var2 = 1,
nextstate = S_BIGONIONRING
}

states[S_SPAWN100] = {
sprite = SPR_ONIB,
frame = A,
tics = 1,
action = A_DropMine,
var1 = 0,
var2 = 0,
nextstate = S_NULL
}

addHook("MobjSpawn", function(mo)
	mo.shadowscale = FRACUNIT
end, MT_BIGONIONRING)
addHook("TouchSpecial", function(mo, playermobj)
    if mo.state == S_BIGONIONRING
        P_GivePlayerRings(playermobj.player, 10)
		P_AddPlayerScore(playermobj.player, 100)
    end
end, MT_BIGONIONRING)
-- This is just slighty edited Onion Ring code, so credit goes to gabriel.lua once more