// 2.1 Invincibility Box - Ported by MIDIMan
// Use with LUA_2BOX and LUA_2BI2

freeslot(
	"MT_21BOX_INVIN",
	"MT_21BOX_INVIN_ICON",
	"S_21BOX_INVIN_IDLE",
	"S_21BOX_INVIN_ICON_APPEAR",
	"S_21BOX_INVIN_ICON_SPIN",
	"S_21BOX_INVIN_ICON_LEAVE"
)

addHook("MobjFuse", P_21MonitorFuseThink, MT_21BOX_INVIN)

addHook("MapThingSpawn", function(mobj, mthing)
	if not (mobj and mobj.valid
	and mthing and mthing.valid) then
		return
	end
	
	P_21MonitorTypeSpawn(mobj, mthing)
end, MT_21BOX_INVIN)

mobjinfo[MT_21BOX_INVIN] = {
	//$Name 2.1 Invincibility
	//$Sprite 2BXIA0
	//$Category Monitors
	//$Flags4Text Random (Strong)
	//$Flags8Text Random (Weak)
	doomednum = 484,
	spawnstate = S_21BOX_INVIN_IDLE,
	spawnhealth = 1,
	painstate = S_21BOX_INVIN_IDLE,
	deathstate = S_21BOX_EXPLOSION1,
	deathsound = sfx_pop,
	speed = 1,
	radius = 16*FRACUNIT,
	height = 32*FRACUNIT,
	damage = MT_21BOX_INVIN_ICON,
	flags = MF_SOLID|MF_SHOOTABLE|MF_MONITOR|MF_GRENADEBOUNCE
}

states[S_21BOX_INVIN_IDLE] =	{SPR_2BXI,	A,	2,	nil,	0,	0,	S_21BOX_FLICKER}

mobjinfo[MT_21BOX_INVIN_ICON] = {
	doomednum = -1,
	spawnstate = S_21BOX_INVIN_ICON_APPEAR,
	spawnhealth = 1,
	speed = 2*FRACUNIT,
	radius = 8*FRACUNIT,
	height = 14*FRACUNIT,
	damage = 62*FRACUNIT,
	flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY|MF_NOGRAVITY|MF_BOXICON
}

states[S_21BOX_INVIN_ICON_APPEAR] =	{SPR_2BXI,	B,				4,	nil,				0,	0,	S_21BOX_INVIN_ICON_SPIN}
states[S_21BOX_INVIN_ICON_SPIN] =	{SPR_2BXI,	C|FF_ANIMATE,	12,	nil,				2,	4,	S_21BOX_INVIN_ICON_LEAVE}
states[S_21BOX_INVIN_ICON_LEAVE] =	{SPR_2BXI,	B,				18,	A_Invincibility,	0,	0,	S_NULL}
