--Everything below here are comments for Ultimate Zone Builder to help mappers figure out what's what.
mobjinfo[MT_GUNHUNTER] = {

	//$Name GUN Hunter
	//$Sprite G1HNQ0
	//$Category GUN Troops
	//$AngleText Spawn Angle

	--NON UDMF specific stuff. It doesn't have as much customizability, but parameter text helps alot.
	//$Flags1Text Bomber
	//$Flags4Text Sniper (+Bomber = Elite)
	//$Flags8Text Drops From Above
	//$ParameterText HEALTH

	--UDMF specific stuff. It has more fields, thus more customizability.
	//$arg0 [1]Bomber [2]Sniper [3]Tackle
	//$arg1 [1]Shield [2]Elite [3]Inactive
	//$arg2 [1]Can Jump [2]Floats
	//$arg3 [1]Ambushes from above
	//$arg4 [1-64]Custom Health
	//$arg5 [1-9999]View Distance
	//$arg6 [1-360]View Cone
	//$arg7 [2-9999]Hearing Range [1]Deaf
	//$arg8 [0]Attacks player [1]Foe [2]Both [3]Player Bias [4]Foe Bias
	//$arg9 [1-113]Custom Color

	--Not sure how to use these or if they even work, but it doesn't cause harm at least.
	//$Radius 38*FRACUNIT
	//$Height 38*FRACUNIT
	//$PitchText Custom Color
	//$RollText Colorized(180=YES)
	//$Comments A customizable GUN Hunter!
	//$Custom A customizable GUN Hunter!c
	//$Custom0 A customizable GUN Hunter!0
	//$Custom1 A customizable GUN Hunter!1

	doomednum = 2777, --The object type number that Zone Builder uses.
	spawnstate = S_GUNH_INACTIVE, 
	radius = 38*FRACUNIT, --Zone Builder uses this to make the sprite wider.
	height = 118*FRACUNIT, --For 3D mode, will display how tall the mobj is in-realtime.
}

--GUN beetles have axis objects they use to chase.
mobjinfo[MT_GUNBEETLE] = {
	//$Name GUN BEETLE
	//$Sprite G1BTB0
	//$Category GUN Troops
	//$AngleText FLIGHTPATH

	--NON UDMF specific stuff. It doesn't have as much customizability, but parameter text helps alot.
	//$Flags1Text Turret
	//$Flags4Text Bomber(+Turret=Spring)
	//$Flags8Text Suddenly Appears 
	//$ParameterText [7]=Gold

	--UDMF specific stuff. It has more fields, thus more customizability.
	//$arg0 [1]Turret [2]Bomber [3]Spring
	//$arg1 [1]Zapper [2]Armor [3]Reflector
	//$arg2 [1-360]Follow Flightpath
	//$arg3 [1]Teleports In
	//$arg4 [1]Golden Beetle
	//$arg5 [1-9999]View Distance
	//$arg6 [1-360]View Cone
	//$arg7 [2-9999]Hearing Range [1]Deaf
	//$arg8 [0]Attacks player [1]Foe [2]Both [3]Player Bias [4]Foe Bias
	//$arg9 [1-113]Custom Color

	--Not sure how to use these or if they even work, but it doesn't cause harm at least.
	//$Radius 40*FRACUNIT
	//$Height 40*FRACUNIT
	//$PitchText Custom Color
	//$RollText Colorized(180=YES)
	//$Comments A customizable GUN Beetle!
	//$Custom A customizable GUN Beetle!c
	//$Custom0 A customizable GUN Beetle!0
	//$Custom1 A customizable GUN Beetle!1

	doomednum = 2778, --The object type number that Zone Builder uses.
	spawnstate = S_GUNB_AMBUSH, 
	radius = 40*FRACUNIT,
	height = 40*FRACUNIT, 
}

--The fighter jets from Sonic Adventure 2. They're called Blue Eagles. 
--THAT's how you make stages exciting, folks.
mobjinfo[MT_GUNBLUEEAGLE] = {
	//$Name GUN BLUE EAGLE JET
	//$Sprite G2BTA1
	//$Category GUN Troops
	//$AngleText FLIGHTPATH

	--NON UDMF specific stuff. It doesn't have as much customizability, but parameter text helps alot.
	//$Flags1Text Machine Gun
	//$Flags4Text Carpet Bomb
	//$Flags8Text Stationary

	--UDMF specific stuff. It has more fields, thus more customizability.
	//$arg0 [1]Machine Gun
	//$arg1 [1]Carpet Bombs [2]Inactive
	//$arg2 [1-360]Follow Flightpath
	//$arg3 [1]Left Turn [2]Right [3]180
	//$arg4 [1]Fireworks [2]Afterimages	
	//$arg5 [1-9999]View Distance
	//$arg6 [1-360]View Cone
	//$arg7 [0]Attacks player [1]Foe [2]Both [3]Player Bias [4]Foe Bias
	//$arg8 [1-113]Custom Color
	//$arg9 [1]Colorized

	--Not sure how to use these or if they even work, but it doesn't cause harm at least.
	//$Radius 180*FRACUNIT
	//$Height 60*FRACUNIT
	//$PitchText Custom Color
	//$RollText Colorized(180=YES)

	doomednum = 2779,
	spawnstate = S_GUNB_AMBUSH, 
	radius = 180*FRACUNIT,
	height = 70*FRACUNIT, 
}


--The flight path can enhance flying GUN beetles and Jets, making for very dynamic leveldesign.
--Note that Jets cannot use arguments after argument 5.
mobjinfo[MT_GUNFLIGHTPATH] = {
	//$Name GUN FLIGHTPATH
	//$Sprite G4BTA1
	//$Category GUN Troops
	//$AngleText PATH NUMBER

	--NON UDMF specific stuff. It doesn't have as much customizability, but parameter text helps alot.
	//$Flags1Text Fly to Axis
	//$Flags4Text Circles(+Fly=Back and Forth)
	//$Flags8Text Leave when Done
	//$ParameterText [3]=Chase

	--UDMF specific stuff. It has more fields, thus more customizability.
	
	//$arg0 [1-360]MECH NUMBER = Pitch
	//$arg1 [1]Fly towards Axis
	//$arg2 When Done:[1]Leave [2]Vanish
	//$arg3 [1]Armored [2]Kamikaze
	//$arg4 [1]Drop stuff placed on axis
	//$arg5 [1]Chase Foe [2]Match Foe Height
	//$arg6 [1-9999]Chase/Float Distance
	//$arg7 [1-99]Speed (10=Default)
	//$arg8 [1]Fly in Circles 
	//$arg9 [1]Back and Forth

	doomednum = 2788, --A bit far removed from the rest, tbh
	spawnstate = S_GUNB_AMBUSH, 
	radius = 30*FRACUNIT,
	height = 30*FRACUNIT,
}
