freeslot(
"MT_CIVFURRY",
"S_CIVFURRY0",
"S_CIVFURRY1",
"SPR_CIVF"
)

function A_CivFurryInit(actor, var1, var2) 

	actor.color = P_RandomRange(0, 68)
	actor.frame = P_RandomRange(0, 2)
	if (actor.spawnpoint) then
		if (actor.spawnpoint.options & MTF_EXTRA) then
			P_TeleportMove(actor, actor.x+(cos(actor.angle)*8), actor.y+(sin(actor.angle)*8), actor.z)
			actor.frame = $+3
		elseif (actor.spawnpoint.options & MTF_OBJECTSPECIAL) then
			actor.frame = $+6
		end
	end


end


mobjinfo[MT_CIVFURRY] = {
//$Name Civilian Animal
//$Category Tarnish Ward
//$Sprite CIVFA1
//$Flags1Text Sitting Down
//$Flags4Text Laying Down
spawnstate = S_CIVFURRY0,
speed = 1,
radius = 16*FRACUNIT,
height = 16*FRACUNIT,
doomednum = 1520,
reactiontime = 8,
damage = 3,
spawnhealth = 1,
dispoffset = 0,
flags =  	MF_NOGRAVITY|MF_NOBLOCKMAP|MF_NOCLIPHEIGHT
}


states[S_CIVFURRY0] = {
sprite = SPR_NULL,
frame = A,
tics = 1,
nextstate = S_CIVFURRY1
}

states[S_CIVFURRY1] = {
sprite = SPR_CIVF,
frame = A,
tics = -1,
action = A_CivFurryInit,
nextstate = S_CIVFURRY1
}



