freeslot(
	"MT_L",
	"SPR_DINO",
	"S_L01",
	"S_L02",
	"S_L03",
	"S_L04",
	"MT_M",
	"S_M01",
	"S_M02",
	"S_M03",
	"S_M04",
	"S_M05",
	"S_M06",
	"S_M07",
	"S_M08",
	"S_M09",
	"S_M10",
	"S_M11",
	"S_M12",
	"S_M13",
	"S_M14",
	"S_M15",
	"MT_N",
	"S_N01",
	"S_N02",
	"S_N03"
)
-----------------DINO SCORCH (Fireballs)
mobjinfo[MT_N] = {
	doomednum = -1,
	spawnstate = S_N01,
	seestate = S_N01,
	reactiontime = TICRATE,
	deathstate = S_XPLD1,
	speed = 2*FRACUNIT,
	radius = 32*FRACUNIT,
	height = 32*FRACUNIT,
	flags = MF_PAIN
}
states[S_N01] = {SPR_SFBR, A, 1, A_FaceTarget, 1, 0, S_N02}
states[S_N02] = {SPR_SFBR, A, 1, A_Thrust, 20, 0, S_N03}
states[S_N03] = {SPR_SFBR, FF_ANIMATE|A, 50, A_None, 3, 1, S_NULL}



----------DINO SCORCH (Pt 2)


mobjinfo[MT_M] = {
	doomednum = -1,
	spawnstate = S_M01,
	seestate = S_M01,
	reactiontime = TICRATE,
	deathstate = S_M01,
	speed = 2*FRACUNIT,
	radius = 96*FRACUNIT,
	height = 96*FRACUNIT,
	flags = MF_PAIN
}
states[S_M01] = {SPR_DINO, B, 15, A_FaceTarget, 1, 0, S_M03}
states[S_M03] = {SPR_DINO, B, 3, A_SpawnObjectRelative, 0, (32*65536)+MT_N, S_M04}
states[S_M04] = {SPR_DINO, B, 3, A_FaceTarget, 1, 0, S_M05}
states[S_M05] = {SPR_DINO, B, 3, A_SpawnObjectRelative, 0, (32*65536)+MT_N, S_M06}
states[S_M06] = {SPR_DINO, B, 3, A_FaceTarget, 1, 0, S_M07}
states[S_M07] = {SPR_DINO, B, 3, A_SpawnObjectRelative, 0, (32*65536)+MT_N, S_M08}
states[S_M08] = {SPR_DINO, B, 3, A_FaceTarget, 1, 0, S_M09}
states[S_M09] = {SPR_DINO, B, 3, A_SpawnObjectRelative, 0, (32*65536)+MT_N, S_M10}
states[S_M10] = {SPR_DINO, B, 3, A_FaceTarget, 1, 0, S_M11}
states[S_M11] = {SPR_DINO, B, 3, A_SpawnObjectRelative, 0, (32*65536)+MT_N, S_M12}
states[S_M12] = {SPR_DINO, B, 3, A_FaceTarget, 1, 0, S_M13}
states[S_M13] = {SPR_DINO, B, 3, A_SpawnObjectRelative, 0, (32*65536)+MT_N, S_M14}
states[S_M14] = {SPR_DINO, B, 3, A_FaceTarget, 1, 0, S_M15}
states[S_M15] = {SPR_DINO, B, 3, A_SpawnObjectRelative, 0, (0*65536)+MT_L, S_NULL}

----------DINO SCORCH

mobjinfo[MT_L] = {
	doomednum = 617,
	spawnstate = S_L01,
	seestate = S_L01,
	reactiontime = TICRATE,
	deathstate = S_L03,
	speed = 2*FRACUNIT,
	radius = 512*FRACUNIT,
	height = 80*FRACUNIT,
	flags = MF_SPECIAL
}
states[S_L01] = {SPR_DINO, A, 1, A_FaceTarget, 1, 0, S_L02}
states[S_L02] = {SPR_DINO, A, 1, A_Look, 0, 0, S_L01}
states[S_L03] = {SPR_DINO, A, 1, A_FaceTarget, 1, 0, S_L04}
states[S_L04] = {SPR_DINO, A, 1, A_SpawnObjectRelative, 0, (0*65536)+MT_M, S_NULL}


