# jDoom: Objects # # Order of definitions is very important here! # Only add new States and Things *after* the existing definitions. Header { Version = 5; } Flag { ID = "mf_special"; Value = 0x1; } Flag { ID = "mf_solid"; Value = 0x2; } Flag { ID = "mf_shootable"; Value = 0x4; } Flag { ID = "mf_nosector"; Value = 0x8; } Flag { ID = "mf_noblockmap"; Value = 0x10; } Flag { ID = "mf_ambush"; Value = 0x20; } Flag { ID = "mf_justhit"; Value = 0x40; } Flag { ID = "mf_justattacked"; Value = 0x80; } Flag { ID = "mf_spawnceiling"; Value = 0x100; } Flag { ID = "mf_nogravity"; Value = 0x200; } Flag { ID = "mf_dropoff"; Value = 0x400; } Flag { ID = "mf_pickup"; Value = 0x800; } Flag { ID = "mf_noclip"; Value = 0x1000; } Flag { ID = "mf_float"; Value = 0x4000; } Flag { ID = "mf_teleport"; Value = 0x8000; } Flag { ID = "mf_missile"; Value = 0x10000; } Flag { ID = "mf_dropped"; Value = 0x20000; } Flag { ID = "mf_shadow"; Value = 0x40000; } Flag { ID = "mf_noblood"; Value = 0x80000; } Flag { ID = "mf_corpse"; Value = 0x100000; } Flag { ID = "mf_infloat"; Value = 0x200000; } Flag { ID = "mf_countkill"; Value = 0x400000; } Flag { ID = "mf_countitem"; Value = 0x800000; } Flag { ID = "mf_skullfly"; Value = 0x1000000; } Flag { ID = "mf_notdmatch"; Value = 0x2000000; } Flag { ID = "mf_translation"; Value = 0xC000000; } Flag { ID = "mf_transshift"; Value = 0x1A; } Flag { ID = "mf_local"; Value = 0x10000000; } Flag { ID = "mf_brightshadow"; Value = 0x20000000; } Flag { ID = "mf_brightexplode"; Value = 0x40000000; } Flag { ID = "mf_viewalign"; Value = 0x80000000; } Flag { ID = "mf2_lograv"; Value = 0x1; } Flag { ID = "mf2_floorbounce"; Value = 0x4; } Flag { ID = "mf2_thrughost"; Value = 0x8; } Flag { ID = "mf2_fly"; Value = 0x10; } Flag { ID = "mf2_floorclip"; Value = 0x20; } Flag { ID = "mf2_spawnfloat"; Value = 0x40; } Flag { ID = "mf2_noteleport"; Value = 0x80; } Flag { ID = "mf2_rip"; Value = 0x100; } Flag { ID = "mf2_pushable"; Value = 0x200; } Flag { ID = "mf2_slide"; Value = 0x400; } Flag { ID = "mf2_alwayslit"; Value = 0x800; } Flag { ID = "mf2_passmobj"; Value = 0x1000; } Flag { ID = "mf2_cannotpush"; Value = 0x2000; } Flag { ID = "mf2_radiusattacknomaxz"; Value = 0x4000; } Flag { ID = "mf2_boss"; Value = 0x8000; } Flag { ID = "mf2_nodmgthrust"; Value = 0x20000; } Flag { ID = "mf2_telestomp"; Value = 0x40000; } Flag { ID = "mf2_floatbob"; Value = 0x80000; } Flag { ID = "mf2_dontdraw"; Value = 0x100000; } Thing { ID = "PLAYER"; DoomEd number = -1; Spawn state = "PLAY"; See state = "PLAY_RUN1"; Pain state = "PLAY_PAIN"; Melee state = "NULL"; Missile state = "PLAY_ATK1"; Death state = "PLAY_DIE1"; Xdeath state = "PLAY_XDIE1"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "plpain"; Death sound = "pldeth"; Active sound = "None"; Pain chance = 255; Spawn health = 100; Radius = 16; Height = 56; Mass = 100; Flags = "mf_solid mf_shootable mf_dropoff mf_pickup mf_notdmatch"; Flags2 = "mf2_slide mf2_passmobj mf2_telestomp"; } Thing { ID = "POSSESSED"; Name = "Zombieman"; DoomEd number = 3004; Spawn state = "POSS_STND"; See state = "POSS_RUN1"; Pain state = "POSS_PAIN"; Melee state = "NULL"; Missile state = "POSS_ATK1"; Death state = "POSS_DIE1"; Xdeath state = "POSS_XDIE1"; Raise state = "POSS_RAISE1"; See sound = "posit1"; Attack sound = "pistol"; Pain sound = "popain"; Death sound = "podth1"; Active sound = "posact"; Reaction time = 8; Pain chance = 200; Spawn health = 20; Speed = 8; Radius = 20; Height = 56; Mass = 100; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "SHOTGUY"; Name = "Shotgun Guy"; DoomEd number = 9; Spawn state = "SPOS_STND"; See state = "SPOS_RUN1"; Pain state = "SPOS_PAIN"; Melee state = "NULL"; Missile state = "SPOS_ATK1"; Death state = "SPOS_DIE1"; Xdeath state = "SPOS_XDIE1"; Raise state = "SPOS_RAISE1"; See sound = "posit2"; Attack sound = "None"; Pain sound = "popain"; Death sound = "podth2"; Active sound = "posact"; Reaction time = 8; Pain chance = 170; Spawn health = 30; Speed = 8; Radius = 20; Height = 56; Mass = 100; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "VILE"; Name = "Arch-Vile"; DoomEd number = 64; Spawn state = "VILE_STND"; See state = "VILE_RUN1"; Pain state = "VILE_PAIN"; Melee state = "NULL"; Missile state = "VILE_ATK1"; Death state = "VILE_DIE1"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "vilsit"; Attack sound = "None"; Pain sound = "vipain"; Death sound = "vildth"; Active sound = "vilact"; Reaction time = 8; Pain chance = 10; Spawn health = 700; Speed = 15; Radius = 20; Height = 56; Mass = 500; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "FIRE"; DoomEd number = -1; Spawn state = "FIRE1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_noblockmap mf_nogravity mf_brightshadow"; Flags2 = "mf2_cannotpush mf2_noteleport"; } Thing { ID = "UNDEAD"; Name = "Revenant"; DoomEd number = 66; Spawn state = "SKEL_STND"; See state = "SKEL_RUN1"; Pain state = "SKEL_PAIN"; Melee state = "SKEL_FIST1"; Missile state = "SKEL_MISS1"; Death state = "SKEL_DIE1"; Xdeath state = "NULL"; Raise state = "SKEL_RAISE1"; See sound = "skesit"; Attack sound = "None"; Pain sound = "popain"; Death sound = "skedth"; Active sound = "skeact"; Reaction time = 8; Pain chance = 100; Spawn health = 300; Speed = 10; Radius = 20; Height = 56; Mass = 500; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "TRACER"; DoomEd number = -1; Spawn state = "TRACER"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "TRACEEXP1"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "skeatk"; Attack sound = "None"; Pain sound = "None"; Death sound = "barexp"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Speed = 10; Radius = 11; Height = 8; Mass = 100; Damage = 10; Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity"; Flags2 = "mf2_noteleport"; } Thing { ID = "SMOKE"; DoomEd number = -1; Spawn state = "SMOKE1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_noblockmap mf_nogravity"; Flags2 = "mf2_cannotpush mf2_noteleport"; } Thing { ID = "FATSO"; Name = "Mancubus"; DoomEd number = 67; Spawn state = "FATT_STND"; See state = "FATT_RUN1"; Pain state = "FATT_PAIN"; Melee state = "NULL"; Missile state = "FATT_ATK1"; Death state = "FATT_DIE1"; Xdeath state = "NULL"; Raise state = "FATT_RAISE1"; See sound = "mansit"; Attack sound = "None"; Pain sound = "mnpain"; Death sound = "mandth"; Active sound = "posact"; Reaction time = 8; Pain chance = 80; Spawn health = 600; Speed = 8; Radius = 48; Height = 64; Mass = 1000; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "FATSHOT"; DoomEd number = -1; Spawn state = "FATSHOT1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "FATSHOTX1"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "firsht"; Attack sound = "None"; Pain sound = "None"; Death sound = "firxpl"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Speed = 20; Radius = 6; Height = 8; Mass = 100; Damage = 8; Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity"; Flags2 = "mf2_noteleport"; } Thing { ID = "CHAINGUY"; Name = "Heavy Weapon Dude"; DoomEd number = 65; Spawn state = "CPOS_STND"; See state = "CPOS_RUN1"; Pain state = "CPOS_PAIN"; Melee state = "NULL"; Missile state = "CPOS_ATK1"; Death state = "CPOS_DIE1"; Xdeath state = "CPOS_XDIE1"; Raise state = "CPOS_RAISE1"; See sound = "posit2"; Attack sound = "None"; Pain sound = "popain"; Death sound = "podth2"; Active sound = "posact"; Reaction time = 8; Pain chance = 170; Spawn health = 70; Speed = 8; Radius = 20; Height = 56; Mass = 100; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "TROOP"; Name = "Imp"; DoomEd number = 3001; Spawn state = "TROO_STND"; See state = "TROO_RUN1"; Pain state = "TROO_PAIN"; Melee state = "TROO_ATK1"; Missile state = "TROO_ATK1"; Death state = "TROO_DIE1"; Xdeath state = "TROO_XDIE1"; Raise state = "TROO_RAISE1"; See sound = "bgsit1"; Attack sound = "None"; Pain sound = "popain"; Death sound = "bgdth1"; Active sound = "bgact"; Reaction time = 8; Pain chance = 200; Spawn health = 60; Speed = 8; Radius = 20; Height = 56; Mass = 100; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "SERGEANT"; Name = "Demon"; DoomEd number = 3002; Spawn state = "SARG_STND"; See state = "SARG_RUN1"; Pain state = "SARG_PAIN"; Melee state = "SARG_ATK1"; Missile state = "NULL"; Death state = "SARG_DIE1"; Xdeath state = "NULL"; Raise state = "SARG_RAISE1"; See sound = "sgtsit"; Attack sound = "sgtatk"; Pain sound = "dmpain"; Death sound = "sgtdth"; Active sound = "dmact"; Reaction time = 8; Pain chance = 180; Spawn health = 150; Speed = 10; Radius = 30; Height = 56; Mass = 400; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "SHADOWS"; Name = "Spectre"; DoomEd number = 58; Spawn state = "SARG_STND"; See state = "SARG_RUN1"; Pain state = "SARG_PAIN"; Melee state = "SARG_ATK1"; Missile state = "NULL"; Death state = "SARG_DIE1"; Xdeath state = "NULL"; Raise state = "SARG_RAISE1"; See sound = "sgtsit"; Attack sound = "sgtatk"; Pain sound = "dmpain"; Death sound = "sgtdth"; Active sound = "dmact"; Reaction time = 8; Pain chance = 180; Spawn health = 150; Speed = 10; Radius = 30; Height = 56; Mass = 400; Flags = "mf_solid mf_shootable mf_shadow mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "HEAD"; Name = "Cacodemon"; DoomEd number = 3005; Spawn state = "HEAD_STND"; See state = "HEAD_RUN1"; Pain state = "HEAD_PAIN"; Melee state = "NULL"; Missile state = "HEAD_ATK1"; Death state = "HEAD_DIE1"; Xdeath state = "NULL"; Raise state = "HEAD_RAISE1"; See sound = "cacsit"; Attack sound = "None"; Pain sound = "dmpain"; Death sound = "cacdth"; Active sound = "dmact"; Reaction time = 8; Pain chance = 128; Spawn health = 400; Speed = 8; Radius = 31; Height = 56; Mass = 400; Flags = "mf_solid mf_shootable mf_float mf_nogravity mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "BRUISER"; Name = "Baron of Hell"; DoomEd number = 3003; Spawn state = "BOSS_STND"; See state = "BOSS_RUN1"; Pain state = "BOSS_PAIN"; Melee state = "BOSS_ATK1"; Missile state = "BOSS_ATK1"; Death state = "BOSS_DIE1"; Xdeath state = "NULL"; Raise state = "BOSS_RAISE1"; See sound = "brssit"; Attack sound = "None"; Pain sound = "dmpain"; Death sound = "brsdth"; Active sound = "dmact"; Reaction time = 8; Pain chance = 50; Spawn health = 1000; Speed = 8; Radius = 24; Height = 64; Mass = 1000; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "BRUISERSHOT"; DoomEd number = -1; Spawn state = "BRBALL1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "BRBALLX1"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "firsht"; Attack sound = "None"; Pain sound = "None"; Death sound = "firxpl"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Speed = 15; Radius = 6; Height = 8; Mass = 100; Damage = 8; Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity"; Flags2 = "mf2_noteleport"; } Thing { ID = "KNIGHT"; Name = "Hell Knight"; DoomEd number = 69; Spawn state = "BOS2_STND"; See state = "BOS2_RUN1"; Pain state = "BOS2_PAIN"; Melee state = "BOS2_ATK1"; Missile state = "BOS2_ATK1"; Death state = "BOS2_DIE1"; Xdeath state = "NULL"; Raise state = "BOS2_RAISE1"; See sound = "kntsit"; Attack sound = "None"; Pain sound = "dmpain"; Death sound = "kntdth"; Active sound = "dmact"; Reaction time = 8; Pain chance = 50; Spawn health = 500; Speed = 8; Radius = 24; Height = 64; Mass = 1000; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "SKULL"; Name = "Lost Soul"; DoomEd number = 3006; Spawn state = "SKULL_STND"; See state = "SKULL_RUN1"; Pain state = "SKULL_PAIN"; Melee state = "NULL"; Missile state = "SKULL_ATK1"; Death state = "SKULL_DIE1"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "sklatk"; Pain sound = "dmpain"; Death sound = "firxpl"; Active sound = "dmact"; Reaction time = 8; Pain chance = 256; Spawn health = 100; Speed = 8; Radius = 16; Height = 56; Mass = 50; Damage = 3; Flags = "mf_solid mf_shootable mf_float mf_nogravity"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "SPIDER"; Name = "The Spider Mastermind"; DoomEd number = 7; Spawn state = "SPID_STND"; See state = "SPID_RUN1"; Pain state = "SPID_PAIN"; Melee state = "NULL"; Missile state = "SPID_ATK1"; Death state = "SPID_DIE1"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "spisit"; Attack sound = "shotgn"; Pain sound = "dmpain"; Death sound = "spidth"; Active sound = "dmact"; Reaction time = 8; Pain chance = 40; Spawn health = 3000; Speed = 12; Radius = 128; Height = 100; Mass = 1000; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp mf2_boss"; } Thing { ID = "BABY"; Name = "Arachnotron"; DoomEd number = 68; Spawn state = "BSPI_STND"; See state = "BSPI_SIGHT"; Pain state = "BSPI_PAIN"; Melee state = "NULL"; Missile state = "BSPI_ATK1"; Death state = "BSPI_DIE1"; Xdeath state = "NULL"; Raise state = "BSPI_RAISE1"; See sound = "bspsit"; Attack sound = "None"; Pain sound = "dmpain"; Death sound = "bspdth"; Active sound = "bspact"; Reaction time = 8; Pain chance = 128; Spawn health = 500; Speed = 12; Radius = 64; Height = 64; Mass = 600; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "CYBORG"; Name = "Cyberdemon"; DoomEd number = 16; Spawn state = "CYBER_STND"; See state = "CYBER_RUN1"; Pain state = "CYBER_PAIN"; Melee state = "NULL"; Missile state = "CYBER_ATK1"; Death state = "CYBER_DIE1"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "cybsit"; Attack sound = "None"; Pain sound = "dmpain"; Death sound = "cybdth"; Active sound = "dmact"; Reaction time = 8; Pain chance = 20; Spawn health = 4000; Speed = 16; Radius = 40; Height = 110; Mass = 1000; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp mf2_boss"; } Thing { ID = "PAIN"; Name = "Pain Elemental"; DoomEd number = 71; Spawn state = "PAIN_STND"; See state = "PAIN_RUN1"; Pain state = "PAIN_PAIN"; Melee state = "NULL"; Missile state = "PAIN_ATK1"; Death state = "PAIN_DIE1"; Xdeath state = "NULL"; Raise state = "PAIN_RAISE1"; See sound = "pesit"; Attack sound = "None"; Pain sound = "pepain"; Death sound = "pedth"; Active sound = "dmact"; Reaction time = 8; Pain chance = 128; Spawn health = 400; Speed = 8; Radius = 31; Height = 56; Mass = 400; Flags = "mf_solid mf_shootable mf_float mf_nogravity mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "WOLFSS"; DoomEd number = 84; Spawn state = "SSWV_STND"; See state = "SSWV_RUN1"; Pain state = "SSWV_PAIN"; Melee state = "NULL"; Missile state = "SSWV_ATK1"; Death state = "SSWV_DIE1"; Xdeath state = "SSWV_XDIE1"; Raise state = "SSWV_RAISE1"; See sound = "sssit"; Attack sound = "None"; Pain sound = "popain"; Death sound = "ssdth"; Active sound = "posact"; Reaction time = 8; Pain chance = 170; Spawn health = 50; Speed = 8; Radius = 20; Height = 56; Mass = 100; Flags = "mf_solid mf_shootable mf_countkill"; Flags2 = "mf2_passmobj mf2_telestomp"; } Thing { ID = "KEEN"; DoomEd number = 72; Spawn state = "KEENSTND"; See state = "NULL"; Pain state = "KEENPAIN"; Melee state = "NULL"; Missile state = "NULL"; Death state = "COMMKEEN"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "keenpn"; Death sound = "keendt"; Active sound = "None"; Reaction time = 8; Pain chance = 256; Spawn health = 100; Radius = 16; Height = 72; Mass = 10000000; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_shootable mf_countkill"; Flags2 = "mf2_telestomp"; } Thing { ID = "BOSSBRAIN"; DoomEd number = 88; Spawn state = "BRAIN"; See state = "NULL"; Pain state = "BRAIN_PAIN"; Melee state = "NULL"; Missile state = "NULL"; Death state = "BRAIN_DIE1"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "bospn"; Death sound = "bosdth"; Active sound = "None"; Reaction time = 8; Pain chance = 255; Spawn health = 250; Radius = 16; Height = 16; Mass = 10000000; Flags = "mf_solid mf_shootable"; Flags2 = "mf2_radiusattacknomaxz mf2_telestomp"; } Thing { ID = "BOSSSPIT"; DoomEd number = 89; Spawn state = "BRAINEYE"; See state = "BRAINEYESEE"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 32; Mass = 100; Flags = "mf_noblockmap mf_nosector"; } Thing { ID = "BOSSTARGET"; DoomEd number = 87; Spawn state = "NULL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 32; Mass = 100; Flags = "mf_noblockmap mf_nosector"; } Thing { ID = "SPAWNSHOT"; DoomEd number = -1; Spawn state = "SPAWN1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "bospit"; Attack sound = "None"; Pain sound = "None"; Death sound = "firxpl"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Speed = 10; Radius = 6; Height = 32; Mass = 100; Damage = 3; Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity mf_noclip"; Flags2 = "mf2_cannotpush mf2_noteleport"; } Thing { ID = "SPAWNFIRE"; DoomEd number = -1; Spawn state = "SPAWNFIRE1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_noblockmap mf_nogravity"; Flags2 = "mf2_cannotpush mf2_noteleport"; } Thing { ID = "BARREL"; DoomEd number = 2035; Spawn state = "BAR1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "BEXP"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "barexp"; Active sound = "None"; Reaction time = 8; Spawn health = 20; Radius = 10; Height = 42; Mass = 100; Flags = "mf_solid mf_shootable mf_noblood"; Flags2 = "mf2_alwayslit mf2_telestomp"; } Thing { ID = "TROOPSHOT"; DoomEd number = -1; Spawn state = "TBALL1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "TBALLX1"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "firsht"; Attack sound = "None"; Pain sound = "None"; Death sound = "firxpl"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Speed = 10; Radius = 6; Height = 8; Mass = 100; Damage = 3; Flags = "mf_brightexplode mf_dropoff mf_missile mf_noblockmap mf_nogravity mf_brightshadow"; Flags2 = "mf2_noteleport"; } Thing { ID = "HEADSHOT"; DoomEd number = -1; Spawn state = "RBALL1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "RBALLX1"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "firsht"; Attack sound = "None"; Pain sound = "None"; Death sound = "firxpl"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Speed = 10; Radius = 6; Height = 8; Mass = 100; Damage = 5; Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity"; Flags2 = "mf2_noteleport"; } Thing { ID = "ROCKET"; DoomEd number = -1; Spawn state = "ROCKET"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "EXPLODE0"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "rlaunc"; Attack sound = "None"; Pain sound = "None"; Death sound = "barexp"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Speed = 20; Radius = 11; Height = 8; Mass = 100; Damage = 20; Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity mf_brightexplode"; Flags2 = "mf2_noteleport"; } Thing { ID = "PLASMA"; DoomEd number = -1; Spawn state = "PLASBALL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "PLASEXP"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "plasma"; Attack sound = "None"; Pain sound = "None"; Death sound = "firxpl"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Speed = 25; Radius = 13; Height = 8; Mass = 100; Damage = 5; Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity mf_brightshadow"; Flags2 = "mf2_noteleport"; } Thing { ID = "BFG"; DoomEd number = -1; Spawn state = "BFGSHOT"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "BFGLAND"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "rxplod"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Speed = 25; Radius = 13; Height = 8; Mass = 100; Damage = 100; Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity mf_brightexplode mf_brightshadow"; Flags2 = "mf2_noteleport"; } Thing { ID = "ARACHPLAZ"; DoomEd number = -1; Spawn state = "ARACH_PLAZ"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "ARACH_PLEX"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "plasma"; Attack sound = "None"; Pain sound = "None"; Death sound = "firxpl"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Speed = 25; Radius = 13; Height = 8; Mass = 100; Damage = 5; Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity"; Flags2 = "mf2_noteleport"; } Thing { ID = "PUFF"; DoomEd number = -1; Spawn state = "PUFF1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 8; Height = 8; Mass = 100; Flags = "mf_noblockmap mf_nogravity mf_viewalign"; Flags2 = "mf2_cannotpush mf2_noteleport"; } Thing { ID = "BLOOD"; DoomEd number = -1; Spawn state = "BLOOD1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_noblockmap mf_viewalign"; Flags2 = "mf2_cannotpush mf2_noteleport"; } Thing { ID = "TFOG"; DoomEd number = -1; Spawn state = "TFOG"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_noblockmap mf_nogravity"; Flags2 = "mf2_cannotpush mf2_noteleport"; } Thing { ID = "IFOG"; DoomEd number = -1; Spawn state = "IFOG"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_noblockmap mf_nogravity"; Flags2 = "mf2_cannotpush mf2_noteleport"; } Thing { ID = "TELEPORTMAN"; DoomEd number = 14; Spawn state = "NULL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_noblockmap mf_nosector mf_local"; Flags2 = "mf2_cannotpush"; } Thing { ID = "EXTRABFG"; DoomEd number = -1; Spawn state = "BFGEXP"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_noblockmap mf_nogravity mf_brightshadow"; Flags2 = "mf2_cannotpush mf2_noteleport"; } Thing { ID = "MISC0"; DoomEd number = 2018; Spawn state = "ARM1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC1"; DoomEd number = 2019; Spawn state = "ARM2"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC2"; DoomEd number = 2014; Spawn state = "BON1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_countitem"; } Thing { ID = "MISC3"; DoomEd number = 2015; Spawn state = "BON2"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_countitem"; } Thing { ID = "MISC4"; DoomEd number = 5; Spawn state = "BKEY"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_notdmatch"; } Thing { ID = "MISC5"; DoomEd number = 13; Spawn state = "RKEY"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_notdmatch"; } Thing { ID = "MISC6"; DoomEd number = 6; Spawn state = "YKEY"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_notdmatch"; } Thing { ID = "MISC7"; DoomEd number = 39; Spawn state = "YSKULL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_notdmatch"; } Thing { ID = "MISC8"; DoomEd number = 38; Spawn state = "RSKULL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_notdmatch"; } Thing { ID = "MISC9"; DoomEd number = 40; Spawn state = "BSKULL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_notdmatch"; } Thing { ID = "MISC10"; DoomEd number = 2011; Spawn state = "STIM"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC11"; DoomEd number = 2012; Spawn state = "MEDI"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC12"; DoomEd number = 2013; Spawn state = "SOUL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_countitem"; } Thing { ID = "INV"; DoomEd number = 2022; Spawn state = "PINV"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_countitem"; } Thing { ID = "MISC13"; DoomEd number = 2023; Spawn state = "PSTR"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_countitem"; } Thing { ID = "INS"; DoomEd number = 2024; Spawn state = "PINS"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_countitem"; } Thing { ID = "MISC14"; DoomEd number = 2025; Spawn state = "SUIT"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC15"; DoomEd number = 2026; Spawn state = "PMAP"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_countitem"; } Thing { ID = "MISC16"; DoomEd number = 2045; Spawn state = "PVIS"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_countitem"; } Thing { ID = "MEGA"; DoomEd number = 83; Spawn state = "MEGA"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special mf_countitem"; } Thing { ID = "CLIP"; DoomEd number = 2007; Spawn state = "CLIP"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC17"; DoomEd number = 2048; Spawn state = "AMMO"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC18"; DoomEd number = 2010; Spawn state = "ROCK"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC19"; DoomEd number = 2046; Spawn state = "BROK"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC20"; DoomEd number = 2047; Spawn state = "CELL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC21"; DoomEd number = 17; Spawn state = "CELP"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC22"; DoomEd number = 2008; Spawn state = "SHEL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC23"; DoomEd number = 2049; Spawn state = "SBOX"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC24"; DoomEd number = 8; Spawn state = "BPAK"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC25"; Name = "BFG 9000"; DoomEd number = 2006; Spawn state = "BFUG"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "CHAINGUN"; DoomEd number = 2002; Spawn state = "MGUN"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC26"; DoomEd number = 2005; Spawn state = "CSAW"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC27"; DoomEd number = 2003; Spawn state = "LAUN"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC28"; DoomEd number = 2004; Spawn state = "PLAS"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "SHOTGUN"; DoomEd number = 2001; Spawn state = "SHOT"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "SUPERSHOTGUN"; DoomEd number = 82; Spawn state = "SHOT2"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_special"; } Thing { ID = "MISC29"; DoomEd number = 85; Spawn state = "TECHLAMP"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 80; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC30"; DoomEd number = 86; Spawn state = "TECH2LAMP"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 60; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC31"; DoomEd number = 2028; Spawn state = "COLU"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 48; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC32"; DoomEd number = 30; Spawn state = "TALLGRNCOL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 53; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC33"; DoomEd number = 31; Spawn state = "SHRTGRNCOL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 40; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC34"; DoomEd number = 32; Spawn state = "TALLREDCOL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 53; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC35"; DoomEd number = 33; Spawn state = "SHRTREDCOL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 40; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC36"; DoomEd number = 37; Spawn state = "SKULLCOL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 40; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC37"; DoomEd number = 36; Spawn state = "HEARTCOL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 40; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC38"; DoomEd number = 41; Spawn state = "EVILEYE"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 16; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC39"; DoomEd number = 42; Spawn state = "FLOATSKULL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 35; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC40"; DoomEd number = 43; Spawn state = "TORCHTREE"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 70; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC41"; DoomEd number = 44; Spawn state = "BLUETORCH"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 60; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC42"; DoomEd number = 45; Spawn state = "GREENTORCH"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 60; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC43"; DoomEd number = 46; Spawn state = "REDTORCH"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 60; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC44"; DoomEd number = 55; Spawn state = "BTORCHSHRT"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 40; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC45"; DoomEd number = 56; Spawn state = "GTORCHSHRT"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 40; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC46"; DoomEd number = 57; Spawn state = "RTORCHSHRT"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 40; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC47"; DoomEd number = 47; Spawn state = "STALAGTITE"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 40; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC48"; DoomEd number = 48; Spawn state = "TECHPILLAR"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 128; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC49"; DoomEd number = 34; Spawn state = "CANDLESTIK"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_local"; } Thing { ID = "MISC50"; DoomEd number = 35; Spawn state = "CANDELABRA"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 60; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC51"; DoomEd number = 49; Spawn state = "BLOODYTWITCH"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 68; Mass = 100; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC52"; DoomEd number = 50; Spawn state = "MEAT2"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 84; Mass = 100; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC53"; DoomEd number = 51; Spawn state = "MEAT3"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 84; Mass = 100; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC54"; DoomEd number = 52; Spawn state = "MEAT4"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 68; Mass = 100; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC55"; DoomEd number = 53; Spawn state = "MEAT5"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 52; Mass = 100; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC56"; DoomEd number = 59; Spawn state = "MEAT2"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 84; Mass = 100; Flags = "mf_spawnceiling mf_nogravity mf_local"; } Thing { ID = "MISC57"; DoomEd number = 60; Spawn state = "MEAT4"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 68; Mass = 100; Flags = "mf_spawnceiling mf_nogravity mf_local"; } Thing { ID = "MISC58"; DoomEd number = 61; Spawn state = "MEAT3"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 52; Mass = 100; Flags = "mf_spawnceiling mf_nogravity mf_local"; } Thing { ID = "MISC59"; DoomEd number = 62; Spawn state = "MEAT5"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 52; Mass = 100; Flags = "mf_spawnceiling mf_nogravity mf_local"; } Thing { ID = "MISC60"; DoomEd number = 63; Spawn state = "BLOODYTWITCH"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 68; Mass = 100; Flags = "mf_spawnceiling mf_nogravity mf_local"; } Thing { ID = "MISC61"; DoomEd number = 22; Spawn state = "HEAD_DIE6"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; } Thing { ID = "MISC62"; DoomEd number = 15; Spawn state = "PLAY_DIE7"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; } Thing { ID = "MISC63"; DoomEd number = 18; Spawn state = "POSS_DIE5"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; } Thing { ID = "MISC64"; DoomEd number = 21; Spawn state = "SARG_DIE6"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; } Thing { ID = "MISC65"; DoomEd number = 23; Spawn state = "SKULL_DIE6"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; } Thing { ID = "MISC66"; DoomEd number = 20; Spawn state = "TROO_DIE5"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; } Thing { ID = "MISC67"; DoomEd number = 19; Spawn state = "SPOS_DIE5"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; } Thing { ID = "MISC68"; DoomEd number = 10; Spawn state = "PLAY_XDIE9"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; } Thing { ID = "MISC69"; DoomEd number = 12; Spawn state = "PLAY_XDIE9"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; } Thing { ID = "MISC70"; DoomEd number = 28; Spawn state = "HEADSONSTICK"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 67; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC71"; DoomEd number = 24; Spawn state = "GIBS"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags2 = "mf2_cannotpush"; } Thing { ID = "MISC72"; DoomEd number = 27; Spawn state = "HEADONASTICK"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 56; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC73"; DoomEd number = 29; Spawn state = "HEADCANDLES"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 43; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC74"; DoomEd number = 25; Spawn state = "DEADSTICK"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 66; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC75"; DoomEd number = 26; Spawn state = "LIVESTICK"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 66; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC76"; DoomEd number = 54; Spawn state = "BIGTREE"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 32; Height = 124; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC77"; DoomEd number = 70; Spawn state = "BBAR1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 30; Mass = 100; Flags = "mf_solid mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC78"; DoomEd number = 73; Spawn state = "HANGNOGUTS"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 88; Mass = 100; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC79"; DoomEd number = 74; Spawn state = "HANGBNOBRAIN"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 88; Mass = 100; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC80"; DoomEd number = 75; Spawn state = "HANGTLOOKDN"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 64; Mass = 100; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC81"; DoomEd number = 76; Spawn state = "HANGTSKULL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 64; Mass = 100; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC82"; DoomEd number = 77; Spawn state = "HANGTLOOKUP"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 64; Mass = 100; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC83"; DoomEd number = 78; Spawn state = "HANGTNOBRAIN"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 16; Height = 64; Mass = 100; Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local"; Flags2 = "mf2_telestomp"; } Thing { ID = "MISC84"; DoomEd number = 79; Spawn state = "COLONGIBS"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_noblockmap"; } Thing { ID = "MISC85"; DoomEd number = 80; Spawn state = "SMALLPOOL"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_noblockmap"; } Thing { ID = "MISC86"; DoomEd number = 81; Spawn state = "BRAINSTEM"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 20; Height = 16; Mass = 100; Flags = "mf_noblockmap"; } Thing { ID = "LIGHTSOURCE"; DoomEd number = 5000; Spawn state = "SMALL_WHITE_LIGHT"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Radius = 16; Height = 16; Mass = 100; Flags = "mf_local mf_noblockmap mf_nogravity"; } State { ID = "NULL"; Sprite = "TROO"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "LIGHTDONE"; Sprite = "SHTG"; Frame = 4; Tics = 0; Action = "A_Light0"; Next state = "NULL"; } State { ID = "PUNCH"; Sprite = "PUNG"; Frame = 0; Tics = 1; Action = "A_WeaponReady"; Next state = "PUNCH"; } State { ID = "PUNCHDOWN"; Sprite = "PUNG"; Frame = 0; Tics = 1; Action = "A_Lower"; Next state = "PUNCHDOWN"; } State { ID = "PUNCHUP"; Sprite = "PUNG"; Frame = 0; Tics = 1; Action = "A_Raise"; Next state = "PUNCHUP"; } State { ID = "PUNCH1"; Sprite = "PUNG"; Frame = 1; Tics = 4; Next state = "PUNCH2"; } State { ID = "PUNCH2"; Sprite = "PUNG"; Frame = 2; Tics = 4; Action = "A_Punch"; Next state = "PUNCH3"; } State { ID = "PUNCH3"; Sprite = "PUNG"; Frame = 3; Tics = 5; Next state = "PUNCH4"; } State { ID = "PUNCH4"; Sprite = "PUNG"; Frame = 2; Tics = 4; Next state = "PUNCH5"; } State { ID = "PUNCH5"; Sprite = "PUNG"; Frame = 1; Tics = 5; Action = "A_ReFire"; Next state = "PUNCH"; } State { ID = "PISTOL"; Sprite = "PISG"; Frame = 0; Tics = 1; Action = "A_WeaponReady"; Next state = "PISTOL"; } State { ID = "PISTOLDOWN"; Sprite = "PISG"; Frame = 0; Tics = 1; Action = "A_Lower"; Next state = "PISTOLDOWN"; } State { ID = "PISTOLUP"; Sprite = "PISG"; Frame = 0; Tics = 1; Action = "A_Raise"; Next state = "PISTOLUP"; } State { ID = "PISTOL1"; Sprite = "PISG"; Frame = 0; Tics = 4; Next state = "PISTOL2"; } State { ID = "PISTOL2"; Sprite = "PISG"; Frame = 1; Tics = 6; Action = "A_FirePistol"; Next state = "PISTOL3"; } State { ID = "PISTOL3"; Sprite = "PISG"; Frame = 2; Tics = 4; Next state = "PISTOL4"; } State { ID = "PISTOL4"; Sprite = "PISG"; Frame = 1; Tics = 5; Action = "A_ReFire"; Next state = "PISTOL"; } State { ID = "PISTOLFLASH"; Sprite = "PISF"; Frame = 32768; Tics = 7; Action = "A_Light1"; Next state = "LIGHTDONE"; } State { ID = "SGUN"; Sprite = "SHTG"; Frame = 0; Tics = 1; Action = "A_WeaponReady"; Next state = "SGUN"; } State { ID = "SGUNDOWN"; Sprite = "SHTG"; Frame = 0; Tics = 1; Action = "A_Lower"; Next state = "SGUNDOWN"; } State { ID = "SGUNUP"; Sprite = "SHTG"; Frame = 0; Tics = 1; Action = "A_Raise"; Next state = "SGUNUP"; } State { ID = "SGUN1"; Sprite = "SHTG"; Frame = 0; Tics = 3; Next state = "SGUN2"; } State { ID = "SGUN2"; Sprite = "SHTG"; Frame = 0; Tics = 7; Action = "A_FireShotgun"; Next state = "SGUN3"; } State { ID = "SGUN3"; Sprite = "SHTG"; Frame = 1; Tics = 5; Next state = "SGUN4"; } State { ID = "SGUN4"; Sprite = "SHTG"; Frame = 2; Tics = 5; Next state = "SGUN5"; } State { ID = "SGUN5"; Sprite = "SHTG"; Frame = 3; Tics = 4; Next state = "SGUN6"; } State { ID = "SGUN6"; Sprite = "SHTG"; Frame = 2; Tics = 5; Next state = "SGUN7"; } State { ID = "SGUN7"; Sprite = "SHTG"; Frame = 1; Tics = 5; Next state = "SGUN8"; } State { ID = "SGUN8"; Sprite = "SHTG"; Frame = 0; Tics = 3; Next state = "SGUN9"; } State { ID = "SGUN9"; Sprite = "SHTG"; Frame = 0; Tics = 7; Action = "A_ReFire"; Next state = "SGUN"; } State { ID = "SGUNFLASH1"; Sprite = "SHTF"; Frame = 32768; Tics = 4; Action = "A_Light1"; Next state = "SGUNFLASH2"; } State { ID = "SGUNFLASH2"; Sprite = "SHTF"; Frame = 32769; Tics = 3; Action = "A_Light2"; Next state = "LIGHTDONE"; } State { ID = "DSGUN"; Sprite = "SHT2"; Frame = 0; Tics = 1; Action = "A_WeaponReady"; Next state = "DSGUN"; } State { ID = "DSGUNDOWN"; Sprite = "SHT2"; Frame = 0; Tics = 1; Action = "A_Lower"; Next state = "DSGUNDOWN"; } State { ID = "DSGUNUP"; Sprite = "SHT2"; Frame = 0; Tics = 1; Action = "A_Raise"; Next state = "DSGUNUP"; } State { ID = "DSGUN1"; Sprite = "SHT2"; Frame = 0; Tics = 3; Next state = "DSGUN2"; } State { ID = "DSGUN2"; Sprite = "SHT2"; Frame = 0; Tics = 7; Action = "A_FireShotgun2"; Next state = "DSGUN3"; } State { ID = "DSGUN3"; Sprite = "SHT2"; Frame = 1; Tics = 7; Next state = "DSGUN4"; } State { ID = "DSGUN4"; Sprite = "SHT2"; Frame = 2; Tics = 7; Action = "A_CheckReload"; Next state = "DSGUN5"; } State { ID = "DSGUN5"; Sprite = "SHT2"; Frame = 3; Tics = 7; Action = "A_OpenShotgun2"; Next state = "DSGUN6"; } State { ID = "DSGUN6"; Sprite = "SHT2"; Frame = 4; Tics = 7; Next state = "DSGUN7"; } State { ID = "DSGUN7"; Sprite = "SHT2"; Frame = 5; Tics = 7; Action = "A_LoadShotgun2"; Next state = "DSGUN8"; } State { ID = "DSGUN8"; Sprite = "SHT2"; Frame = 6; Tics = 6; Next state = "DSGUN9"; } State { ID = "DSGUN9"; Sprite = "SHT2"; Frame = 7; Tics = 6; Action = "A_CloseShotgun2"; Next state = "DSGUN10"; } State { ID = "DSGUN10"; Sprite = "SHT2"; Frame = 0; Tics = 5; Action = "A_ReFire"; Next state = "DSGUN"; } State { ID = "DSNR1"; Sprite = "SHT2"; Frame = 1; Tics = 7; Next state = "DSNR2"; } State { ID = "DSNR2"; Sprite = "SHT2"; Frame = 0; Tics = 3; Next state = "DSGUNDOWN"; } State { ID = "DSGUNFLASH1"; Sprite = "SHT2"; Frame = 32776; Tics = 5; Action = "A_Light1"; Next state = "DSGUNFLASH2"; } State { ID = "DSGUNFLASH2"; Sprite = "SHT2"; Frame = 32777; Tics = 3; Action = "A_Light2"; Next state = "LIGHTDONE"; } State { ID = "CHAIN"; Sprite = "CHGG"; Frame = 0; Tics = 1; Action = "A_WeaponReady"; Next state = "CHAIN"; } State { ID = "CHAINDOWN"; Sprite = "CHGG"; Frame = 0; Tics = 1; Action = "A_Lower"; Next state = "CHAINDOWN"; } State { ID = "CHAINUP"; Sprite = "CHGG"; Frame = 0; Tics = 1; Action = "A_Raise"; Next state = "CHAINUP"; } State { ID = "CHAIN1"; Sprite = "CHGG"; Frame = 0; Tics = 4; Action = "A_FireCGun"; Next state = "CHAIN2"; } State { ID = "CHAIN2"; Sprite = "CHGG"; Frame = 1; Tics = 4; Action = "A_FireCGun"; Next state = "CHAIN3"; } State { ID = "CHAIN3"; Sprite = "CHGG"; Frame = 1; Tics = 0; Action = "A_ReFire"; Next state = "CHAIN"; } State { ID = "CHAINFLASH1"; Sprite = "CHGF"; Frame = 32768; Tics = 5; Action = "A_Light1"; Next state = "LIGHTDONE"; } State { ID = "CHAINFLASH2"; Sprite = "CHGF"; Frame = 32769; Tics = 5; Action = "A_Light2"; Next state = "LIGHTDONE"; } State { ID = "MISSILE"; Sprite = "MISG"; Frame = 0; Tics = 1; Action = "A_WeaponReady"; Next state = "MISSILE"; } State { ID = "MISSILEDOWN"; Sprite = "MISG"; Frame = 0; Tics = 1; Action = "A_Lower"; Next state = "MISSILEDOWN"; } State { ID = "MISSILEUP"; Sprite = "MISG"; Frame = 0; Tics = 1; Action = "A_Raise"; Next state = "MISSILEUP"; } State { ID = "MISSILE1"; Sprite = "MISG"; Frame = 1; Tics = 8; Action = "A_GunFlash"; Next state = "MISSILE2"; } State { ID = "MISSILE2"; Sprite = "MISG"; Frame = 1; Tics = 12; Action = "A_FireMissile"; Next state = "MISSILE3"; } State { ID = "MISSILE3"; Sprite = "MISG"; Frame = 1; Tics = 0; Action = "A_ReFire"; Next state = "MISSILE"; } State { ID = "MISSILEFLASH1"; Sprite = "MISF"; Frame = 32768; Tics = 1; #3; Action = "A_Light1"; Next state = "MISSILEFLASH2"; } State { ID = "MISSILEFLASH2"; Sprite = "MISF"; Frame = 32769; Tics = 4; Next state = "MISSILEFLASH3"; } State { ID = "MISSILEFLASH3"; Sprite = "MISF"; Frame = 32770; Tics = 4; Action = "A_Light2"; Next state = "MISSILEFLASH4"; } State { ID = "MISSILEFLASH4"; Sprite = "MISF"; Frame = 32771; Tics = 4; Action = "A_Light2"; Next state = "LIGHTDONE"; } State { ID = "SAW"; Sprite = "SAWG"; Frame = 2; Tics = 4; Action = "A_WeaponReady"; Next state = "SAWB"; } State { ID = "SAWB"; Sprite = "SAWG"; Frame = 3; Tics = 4; Action = "A_WeaponReady"; Next state = "SAW"; } State { ID = "SAWDOWN"; Sprite = "SAWG"; Frame = 2; Tics = 1; Action = "A_Lower"; Next state = "SAWDOWN"; } State { ID = "SAWUP"; Sprite = "SAWG"; Frame = 2; Tics = 1; Action = "A_Raise"; Next state = "SAWUP"; } State { ID = "SAW1"; Sprite = "SAWG"; Frame = 0; Tics = 4; Action = "A_Saw"; Next state = "SAW2"; } State { ID = "SAW2"; Sprite = "SAWG"; Frame = 1; Tics = 4; Action = "A_Saw"; Next state = "SAW3"; } State { ID = "SAW3"; Sprite = "SAWG"; Frame = 1; Tics = 0; Action = "A_ReFire"; Next state = "SAW"; } State { ID = "PLASMA"; Sprite = "PLSG"; Frame = 0; Tics = 1; Action = "A_WeaponReady"; Next state = "PLASMA"; } State { ID = "PLASMADOWN"; Sprite = "PLSG"; Frame = 0; Tics = 1; Action = "A_Lower"; Next state = "PLASMADOWN"; } State { ID = "PLASMAUP"; Sprite = "PLSG"; Frame = 0; Tics = 1; Action = "A_Raise"; Next state = "PLASMAUP"; } State { ID = "PLASMA1"; Sprite = "PLSG"; Frame = 0; Tics = 3; Action = "A_FirePlasma"; Next state = "PLASMA2"; } State { ID = "PLASMA2"; Sprite = "PLSG"; Frame = 1; Tics = 20; Action = "A_ReFire"; Next state = "PLASMA"; } State { ID = "PLASMAFLASH1"; Sprite = "PLSF"; Frame = 32768; Tics = 4; Action = "A_Light1"; Next state = "LIGHTDONE"; } State { ID = "PLASMAFLASH2"; Sprite = "PLSF"; Frame = 32769; Tics = 4; Action = "A_Light1"; Next state = "LIGHTDONE"; } State { ID = "BFG"; Sprite = "BFGG"; Frame = 0; Tics = 1; Action = "A_WeaponReady"; Next state = "BFG"; } State { ID = "BFGDOWN"; Sprite = "BFGG"; Frame = 0; Tics = 1; Action = "A_Lower"; Next state = "BFGDOWN"; } State { ID = "BFGUP"; Sprite = "BFGG"; Frame = 0; Tics = 1; Action = "A_Raise"; Next state = "BFGUP"; } State { ID = "BFG1"; Sprite = "BFGG"; Frame = 0; Tics = 20; Action = "A_BFGsound"; Next state = "BFG2"; } State { ID = "BFG2"; Sprite = "BFGG"; Frame = 1; Tics = 10; Action = "A_GunFlash"; Next state = "BFG3"; } State { ID = "BFG3"; Sprite = "BFGG"; Frame = 1; Tics = 10; Action = "A_FireBFG"; Next state = "BFG4"; } State { ID = "BFG4"; Sprite = "BFGG"; Frame = 1; Tics = 20; Action = "A_ReFire"; Next state = "BFG"; } State { ID = "BFGFLASH1"; Sprite = "BFGF"; Frame = 32768; Tics = 11; Action = "A_Light1"; Next state = "BFGFLASH2"; } State { ID = "BFGFLASH2"; Sprite = "BFGF"; Frame = 32769; Tics = 6; Action = "A_Light2"; Next state = "LIGHTDONE"; } State { ID = "BLOOD1"; Sprite = "BLUD"; Frame = 2; Tics = 8; Next state = "BLOOD2"; } State { ID = "BLOOD2"; Sprite = "BLUD"; Frame = 1; Tics = 8; Next state = "BLOOD3"; } State { ID = "BLOOD3"; Sprite = "BLUD"; Frame = 0; Tics = 8; Next state = "NULL"; } State { ID = "PUFF1"; Sprite = "PUFF"; Frame = 32768; Tics = 4; Next state = "PUFF2"; } State { ID = "PUFF2"; Sprite = "PUFF"; Frame = 1; Tics = 4; Next state = "PUFF3"; } State { ID = "PUFF3"; Sprite = "PUFF"; Frame = 2; Tics = 4; Next state = "PUFF4"; } State { ID = "PUFF4"; Sprite = "PUFF"; Frame = 3; Tics = 4; Next state = "NULL"; } State { ID = "TBALL1"; Sprite = "BAL1"; Frame = 32768; Tics = 4; Next state = "TBALL2"; } State { ID = "TBALL2"; Sprite = "BAL1"; Frame = 32769; Tics = 4; Next state = "TBALL1"; } State { ID = "TBALLX1"; Sprite = "BAL1"; Frame = 32770; Tics = 6; Next state = "TBALLX2"; } State { ID = "TBALLX2"; Sprite = "BAL1"; Frame = 32771; Tics = 6; Next state = "TBALLX3"; } State { ID = "TBALLX3"; Sprite = "BAL1"; Frame = 32772; Tics = 6; Next state = "NULL"; } State { ID = "RBALL1"; Sprite = "BAL2"; Frame = 32768; Tics = 4; Next state = "RBALL2"; } State { ID = "RBALL2"; Sprite = "BAL2"; Frame = 32769; Tics = 4; Next state = "RBALL1"; } State { ID = "RBALLX1"; Sprite = "BAL2"; Frame = 32770; Tics = 6; Next state = "RBALLX2"; } State { ID = "RBALLX2"; Sprite = "BAL2"; Frame = 32771; Tics = 6; Next state = "RBALLX3"; } State { ID = "RBALLX3"; Sprite = "BAL2"; Frame = 32772; Tics = 6; Next state = "NULL"; } State { ID = "PLASBALL"; Sprite = "PLSS"; Frame = 32768; Tics = 6; Next state = "PLASBALL2"; } State { ID = "PLASBALL2"; Sprite = "PLSS"; Frame = 32769; Tics = 6; Next state = "PLASBALL"; } State { ID = "PLASEXP"; Sprite = "PLSE"; Frame = 32768; Tics = 4; Next state = "PLASEXP2"; } State { ID = "PLASEXP2"; Sprite = "PLSE"; Frame = 32769; Tics = 4; Next state = "PLASEXP3"; } State { ID = "PLASEXP3"; Sprite = "PLSE"; Frame = 32770; Tics = 4; Next state = "PLASEXP4"; } State { ID = "PLASEXP4"; Sprite = "PLSE"; Frame = 32771; Tics = 4; Next state = "PLASEXP5"; } State { ID = "PLASEXP5"; Sprite = "PLSE"; Frame = 32772; Tics = 4; Next state = "NULL"; } State { ID = "ROCKET"; Sprite = "MISL"; Frame = 32768; Tics = 1; Next state = "ROCKET"; } State { ID = "BFGSHOT"; Sprite = "BFS1"; Frame = 32768; Tics = 4; Next state = "BFGSHOT2"; } State { ID = "BFGSHOT2"; Sprite = "BFS1"; Frame = 32769; Tics = 4; Next state = "BFGSHOT"; } State { ID = "BFGLAND"; Sprite = "BFE1"; Frame = 32768; Tics = 8; Next state = "BFGLAND2"; } State { ID = "BFGLAND2"; Sprite = "BFE1"; Frame = 32769; Tics = 8; Next state = "BFGLAND3"; } State { ID = "BFGLAND3"; Sprite = "BFE1"; Frame = 32770; Tics = 8; Action = "A_BFGSpray"; Next state = "BFGLAND4"; } State { ID = "BFGLAND4"; Sprite = "BFE1"; Frame = 32771; Tics = 8; Next state = "BFGLAND5"; } State { ID = "BFGLAND5"; Sprite = "BFE1"; Frame = 32772; Tics = 8; Next state = "BFGLAND6"; } State { ID = "BFGLAND6"; Sprite = "BFE1"; Frame = 32773; Tics = 8; Next state = "NULL"; } State { ID = "BFGEXP"; Sprite = "BFE2"; Frame = 32768; Tics = 8; Next state = "BFGEXP2"; } State { ID = "BFGEXP2"; Sprite = "BFE2"; Frame = 32769; Tics = 8; Next state = "BFGEXP3"; } State { ID = "BFGEXP3"; Sprite = "BFE2"; Frame = 32770; Tics = 8; Next state = "BFGEXP4"; } State { ID = "BFGEXP4"; Sprite = "BFE2"; Frame = 32771; Tics = 8; Next state = "NULL"; } State { ID = "EXPLODE1"; Sprite = "MISL"; Frame = 32769; Tics = 8; Action = "A_Explode"; Next state = "EXPLODE2"; } State { ID = "EXPLODE2"; Sprite = "MISL"; Frame = 32770; Tics = 6; Next state = "EXPLODE3"; } State { ID = "EXPLODE3"; Sprite = "MISL"; Frame = 32771; Tics = 4; Next state = "NULL"; } State { ID = "TFOG"; Sprite = "TFOG"; Frame = 32768; Tics = 6; Next state = "TFOG01"; } State { ID = "TFOG01"; Sprite = "TFOG"; Frame = 32769; Tics = 6; Next state = "TFOG02"; } State { ID = "TFOG02"; Sprite = "TFOG"; Frame = 32768; Tics = 6; Next state = "TFOG2"; } State { ID = "TFOG2"; Sprite = "TFOG"; Frame = 32769; Tics = 6; Next state = "TFOG3"; } State { ID = "TFOG3"; Sprite = "TFOG"; Frame = 32770; Tics = 6; Next state = "TFOG4"; } State { ID = "TFOG4"; Sprite = "TFOG"; Frame = 32771; Tics = 6; Next state = "TFOG5"; } State { ID = "TFOG5"; Sprite = "TFOG"; Frame = 32772; Tics = 6; Next state = "TFOG6"; } State { ID = "TFOG6"; Sprite = "TFOG"; Frame = 32773; Tics = 6; Next state = "TFOG7"; } State { ID = "TFOG7"; Sprite = "TFOG"; Frame = 32774; Tics = 6; Next state = "TFOG8"; } State { ID = "TFOG8"; Sprite = "TFOG"; Frame = 32775; Tics = 6; Next state = "TFOG9"; } State { ID = "TFOG9"; Sprite = "TFOG"; Frame = 32776; Tics = 6; Next state = "TFOG10"; } State { ID = "TFOG10"; Sprite = "TFOG"; Frame = 32777; Tics = 6; Next state = "NULL"; } State { ID = "IFOG"; Sprite = "IFOG"; Frame = 32768; Tics = 6; Next state = "IFOG01"; } State { ID = "IFOG01"; Sprite = "IFOG"; Frame = 32769; Tics = 6; Next state = "IFOG02"; } State { ID = "IFOG02"; Sprite = "IFOG"; Frame = 32768; Tics = 6; Next state = "IFOG2"; } State { ID = "IFOG2"; Sprite = "IFOG"; Frame = 32769; Tics = 6; Next state = "IFOG3"; } State { ID = "IFOG3"; Sprite = "IFOG"; Frame = 32770; Tics = 6; Next state = "IFOG4"; } State { ID = "IFOG4"; Sprite = "IFOG"; Frame = 32771; Tics = 6; Next state = "IFOG5"; } State { ID = "IFOG5"; Sprite = "IFOG"; Frame = 32772; Tics = 6; Next state = "NULL"; } State { ID = "PLAY"; Sprite = "PLAY"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "PLAY_RUN1"; Sprite = "PLAY"; Frame = 0; Tics = 4; Next state = "PLAY_RUN2"; } State { ID = "PLAY_RUN2"; Sprite = "PLAY"; Frame = 1; Tics = 4; Next state = "PLAY_RUN3"; } State { ID = "PLAY_RUN3"; Sprite = "PLAY"; Frame = 2; Tics = 4; Next state = "PLAY_RUN4"; } State { ID = "PLAY_RUN4"; Sprite = "PLAY"; Frame = 3; Tics = 4; Next state = "PLAY_RUN1"; } State { ID = "PLAY_ATK1"; Sprite = "PLAY"; Frame = 4; Tics = 12; Next state = "PLAY"; } State { ID = "PLAY_ATK2"; Sprite = "PLAY"; Frame = 32773; Tics = 6; Next state = "PLAY_ATK1"; } State { ID = "PLAY_PAIN"; Sprite = "PLAY"; Frame = 6; Tics = 4; Next state = "PLAY_PAIN2"; } State { ID = "PLAY_PAIN2"; Sprite = "PLAY"; Frame = 6; Tics = 4; Action = "A_Pain"; Next state = "PLAY"; } State { ID = "PLAY_DIE1"; Sprite = "PLAY"; Frame = 7; Tics = 10; Next state = "PLAY_DIE2"; } State { ID = "PLAY_DIE2"; Sprite = "PLAY"; Frame = 8; Tics = 10; Action = "A_PlayerScream"; Next state = "PLAY_DIE3"; } State { ID = "PLAY_DIE3"; Sprite = "PLAY"; Frame = 9; Tics = 10; Action = "A_Fall"; Next state = "PLAY_DIE4"; } State { ID = "PLAY_DIE4"; Sprite = "PLAY"; Frame = 10; Tics = 10; Next state = "PLAY_DIE5"; } State { ID = "PLAY_DIE5"; Sprite = "PLAY"; Frame = 11; Tics = 10; Next state = "PLAY_DIE6"; } State { ID = "PLAY_DIE6"; Sprite = "PLAY"; Frame = 12; Tics = 10; Next state = "PLAY_DIE7"; } State { ID = "PLAY_DIE7"; Sprite = "PLAY"; Frame = 13; Tics = -1; Next state = "NULL"; } State { ID = "PLAY_XDIE1"; Sprite = "PLAY"; Frame = 14; Tics = 5; Next state = "PLAY_XDIE2"; } State { ID = "PLAY_XDIE2"; Sprite = "PLAY"; Frame = 15; Tics = 5; Action = "A_XScream"; Next state = "PLAY_XDIE3"; } State { ID = "PLAY_XDIE3"; Sprite = "PLAY"; Frame = 16; Tics = 5; Action = "A_Fall"; Next state = "PLAY_XDIE4"; } State { ID = "PLAY_XDIE4"; Sprite = "PLAY"; Frame = 17; Tics = 5; Next state = "PLAY_XDIE5"; } State { ID = "PLAY_XDIE5"; Sprite = "PLAY"; Frame = 18; Tics = 5; Next state = "PLAY_XDIE6"; } State { ID = "PLAY_XDIE6"; Sprite = "PLAY"; Frame = 19; Tics = 5; Next state = "PLAY_XDIE7"; } State { ID = "PLAY_XDIE7"; Sprite = "PLAY"; Frame = 20; Tics = 5; Next state = "PLAY_XDIE8"; } State { ID = "PLAY_XDIE8"; Sprite = "PLAY"; Frame = 21; Tics = 5; Next state = "PLAY_XDIE9"; } State { ID = "PLAY_XDIE9"; Sprite = "PLAY"; Frame = 22; Tics = -1; Next state = "NULL"; } State { ID = "POSS_STND"; Sprite = "POSS"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "POSS_STND2"; } State { ID = "POSS_STND2"; Sprite = "POSS"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "POSS_STND"; } State { ID = "POSS_RUN1"; Sprite = "POSS"; Frame = 0; Tics = 4; Action = "A_Chase"; Next state = "POSS_RUN2"; } State { ID = "POSS_RUN2"; Sprite = "POSS"; Frame = 0; Tics = 4; Action = "A_Chase"; Next state = "POSS_RUN3"; } State { ID = "POSS_RUN3"; Sprite = "POSS"; Frame = 1; Tics = 4; Action = "A_Chase"; Next state = "POSS_RUN4"; } State { ID = "POSS_RUN4"; Sprite = "POSS"; Frame = 1; Tics = 4; Action = "A_Chase"; Next state = "POSS_RUN5"; } State { ID = "POSS_RUN5"; Sprite = "POSS"; Frame = 2; Tics = 4; Action = "A_Chase"; Next state = "POSS_RUN6"; } State { ID = "POSS_RUN6"; Sprite = "POSS"; Frame = 2; Tics = 4; Action = "A_Chase"; Next state = "POSS_RUN7"; } State { ID = "POSS_RUN7"; Sprite = "POSS"; Frame = 3; Tics = 4; Action = "A_Chase"; Next state = "POSS_RUN8"; } State { ID = "POSS_RUN8"; Sprite = "POSS"; Frame = 3; Tics = 4; Action = "A_Chase"; Next state = "POSS_RUN1"; } State { ID = "POSS_ATK1"; Sprite = "POSS"; Frame = 4; Tics = 10; Action = "A_FaceTarget"; Next state = "POSS_ATK2"; } State { ID = "POSS_ATK2"; Sprite = "POSS"; Frame = 32773; Tics = 8; Action = "A_PosAttack"; Next state = "POSS_ATK3"; } State { ID = "POSS_ATK3"; Sprite = "POSS"; Frame = 4; Tics = 8; Next state = "POSS_RUN1"; } State { ID = "POSS_PAIN"; Sprite = "POSS"; Frame = 6; Tics = 3; Next state = "POSS_PAIN2"; } State { ID = "POSS_PAIN2"; Sprite = "POSS"; Frame = 6; Tics = 3; Action = "A_Pain"; Next state = "POSS_RUN1"; } State { ID = "POSS_DIE1"; Sprite = "POSS"; Frame = 7; Tics = 5; Next state = "POSS_DIE2"; } State { ID = "POSS_DIE2"; Sprite = "POSS"; Frame = 8; Tics = 5; Action = "A_Scream"; Next state = "POSS_DIE3"; } State { ID = "POSS_DIE3"; Sprite = "POSS"; Frame = 9; Tics = 5; Action = "A_Fall"; Next state = "POSS_DIE4"; } State { ID = "POSS_DIE4"; Sprite = "POSS"; Frame = 10; Tics = 5; Next state = "POSS_DIE5"; } State { ID = "POSS_DIE5"; Sprite = "POSS"; Frame = 11; Tics = -1; Next state = "NULL"; } State { ID = "POSS_XDIE1"; Sprite = "POSS"; Frame = 12; Tics = 5; Next state = "POSS_XDIE2"; } State { ID = "POSS_XDIE2"; Sprite = "POSS"; Frame = 13; Tics = 5; Action = "A_XScream"; Next state = "POSS_XDIE3"; } State { ID = "POSS_XDIE3"; Sprite = "POSS"; Frame = 14; Tics = 5; Action = "A_Fall"; Next state = "POSS_XDIE4"; } State { ID = "POSS_XDIE4"; Sprite = "POSS"; Frame = 15; Tics = 5; Next state = "POSS_XDIE5"; } State { ID = "POSS_XDIE5"; Sprite = "POSS"; Frame = 16; Tics = 5; Next state = "POSS_XDIE6"; } State { ID = "POSS_XDIE6"; Sprite = "POSS"; Frame = 17; Tics = 5; Next state = "POSS_XDIE7"; } State { ID = "POSS_XDIE7"; Sprite = "POSS"; Frame = 18; Tics = 5; Next state = "POSS_XDIE8"; } State { ID = "POSS_XDIE8"; Sprite = "POSS"; Frame = 19; Tics = 5; Next state = "POSS_XDIE9"; } State { ID = "POSS_XDIE9"; Sprite = "POSS"; Frame = 20; Tics = -1; Next state = "NULL"; } State { ID = "POSS_RAISE1"; Sprite = "POSS"; Frame = 10; Tics = 5; Next state = "POSS_RAISE2"; } State { ID = "POSS_RAISE2"; Sprite = "POSS"; Frame = 9; Tics = 5; Next state = "POSS_RAISE3"; } State { ID = "POSS_RAISE3"; Sprite = "POSS"; Frame = 8; Tics = 5; Next state = "POSS_RAISE4"; } State { ID = "POSS_RAISE4"; Sprite = "POSS"; Frame = 7; Tics = 5; Next state = "POSS_RUN1"; } State { ID = "SPOS_STND"; Sprite = "SPOS"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "SPOS_STND2"; } State { ID = "SPOS_STND2"; Sprite = "SPOS"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "SPOS_STND"; } State { ID = "SPOS_RUN1"; Sprite = "SPOS"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "SPOS_RUN2"; } State { ID = "SPOS_RUN2"; Sprite = "SPOS"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "SPOS_RUN3"; } State { ID = "SPOS_RUN3"; Sprite = "SPOS"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "SPOS_RUN4"; } State { ID = "SPOS_RUN4"; Sprite = "SPOS"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "SPOS_RUN5"; } State { ID = "SPOS_RUN5"; Sprite = "SPOS"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "SPOS_RUN6"; } State { ID = "SPOS_RUN6"; Sprite = "SPOS"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "SPOS_RUN7"; } State { ID = "SPOS_RUN7"; Sprite = "SPOS"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "SPOS_RUN8"; } State { ID = "SPOS_RUN8"; Sprite = "SPOS"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "SPOS_RUN1"; } State { ID = "SPOS_ATK1"; Sprite = "SPOS"; Frame = 4; Tics = 10; Action = "A_FaceTarget"; Next state = "SPOS_ATK2"; } State { ID = "SPOS_ATK2"; Sprite = "SPOS"; Frame = 32773; Tics = 10; Action = "A_SPosAttack"; Next state = "SPOS_ATK3"; } State { ID = "SPOS_ATK3"; Sprite = "SPOS"; Frame = 4; Tics = 10; Next state = "SPOS_RUN1"; } State { ID = "SPOS_PAIN"; Sprite = "SPOS"; Frame = 6; Tics = 3; Next state = "SPOS_PAIN2"; } State { ID = "SPOS_PAIN2"; Sprite = "SPOS"; Frame = 6; Tics = 3; Action = "A_Pain"; Next state = "SPOS_RUN1"; } State { ID = "SPOS_DIE1"; Sprite = "SPOS"; Frame = 7; Tics = 5; Next state = "SPOS_DIE2"; } State { ID = "SPOS_DIE2"; Sprite = "SPOS"; Frame = 8; Tics = 5; Action = "A_Scream"; Next state = "SPOS_DIE3"; } State { ID = "SPOS_DIE3"; Sprite = "SPOS"; Frame = 9; Tics = 5; Action = "A_Fall"; Next state = "SPOS_DIE4"; } State { ID = "SPOS_DIE4"; Sprite = "SPOS"; Frame = 10; Tics = 5; Next state = "SPOS_DIE5"; } State { ID = "SPOS_DIE5"; Sprite = "SPOS"; Frame = 11; Tics = -1; Next state = "NULL"; } State { ID = "SPOS_XDIE1"; Sprite = "SPOS"; Frame = 12; Tics = 5; Next state = "SPOS_XDIE2"; } State { ID = "SPOS_XDIE2"; Sprite = "SPOS"; Frame = 13; Tics = 5; Action = "A_XScream"; Next state = "SPOS_XDIE3"; } State { ID = "SPOS_XDIE3"; Sprite = "SPOS"; Frame = 14; Tics = 5; Action = "A_Fall"; Next state = "SPOS_XDIE4"; } State { ID = "SPOS_XDIE4"; Sprite = "SPOS"; Frame = 15; Tics = 5; Next state = "SPOS_XDIE5"; } State { ID = "SPOS_XDIE5"; Sprite = "SPOS"; Frame = 16; Tics = 5; Next state = "SPOS_XDIE6"; } State { ID = "SPOS_XDIE6"; Sprite = "SPOS"; Frame = 17; Tics = 5; Next state = "SPOS_XDIE7"; } State { ID = "SPOS_XDIE7"; Sprite = "SPOS"; Frame = 18; Tics = 5; Next state = "SPOS_XDIE8"; } State { ID = "SPOS_XDIE8"; Sprite = "SPOS"; Frame = 19; Tics = 5; Next state = "SPOS_XDIE9"; } State { ID = "SPOS_XDIE9"; Sprite = "SPOS"; Frame = 20; Tics = -1; Next state = "NULL"; } State { ID = "SPOS_RAISE1"; Sprite = "SPOS"; Frame = 11; Tics = 5; Next state = "SPOS_RAISE2"; } State { ID = "SPOS_RAISE2"; Sprite = "SPOS"; Frame = 10; Tics = 5; Next state = "SPOS_RAISE3"; } State { ID = "SPOS_RAISE3"; Sprite = "SPOS"; Frame = 9; Tics = 5; Next state = "SPOS_RAISE4"; } State { ID = "SPOS_RAISE4"; Sprite = "SPOS"; Frame = 8; Tics = 5; Next state = "SPOS_RAISE5"; } State { ID = "SPOS_RAISE5"; Sprite = "SPOS"; Frame = 7; Tics = 5; Next state = "SPOS_RUN1"; } State { ID = "VILE_STND"; Sprite = "VILE"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "VILE_STND2"; } State { ID = "VILE_STND2"; Sprite = "VILE"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "VILE_STND"; } State { ID = "VILE_RUN1"; Sprite = "VILE"; Frame = 0; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN2"; } State { ID = "VILE_RUN2"; Sprite = "VILE"; Frame = 0; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN3"; } State { ID = "VILE_RUN3"; Sprite = "VILE"; Frame = 1; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN4"; } State { ID = "VILE_RUN4"; Sprite = "VILE"; Frame = 1; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN5"; } State { ID = "VILE_RUN5"; Sprite = "VILE"; Frame = 2; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN6"; } State { ID = "VILE_RUN6"; Sprite = "VILE"; Frame = 2; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN7"; } State { ID = "VILE_RUN7"; Sprite = "VILE"; Frame = 3; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN8"; } State { ID = "VILE_RUN8"; Sprite = "VILE"; Frame = 3; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN9"; } State { ID = "VILE_RUN9"; Sprite = "VILE"; Frame = 4; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN10"; } State { ID = "VILE_RUN10"; Sprite = "VILE"; Frame = 4; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN11"; } State { ID = "VILE_RUN11"; Sprite = "VILE"; Frame = 5; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN12"; } State { ID = "VILE_RUN12"; Sprite = "VILE"; Frame = 5; Tics = 2; Action = "A_VileChase"; Next state = "VILE_RUN1"; } State { ID = "VILE_ATK1"; Sprite = "VILE"; Frame = 32774; Tics = 0; Action = "A_VileStart"; Next state = "VILE_ATK2"; } State { ID = "VILE_ATK2"; Sprite = "VILE"; Frame = 32774; Tics = 10; Action = "A_FaceTarget"; Next state = "VILE_ATK3"; } State { ID = "VILE_ATK3"; Sprite = "VILE"; Frame = 32775; Tics = 8; Action = "A_VileTarget"; Next state = "VILE_ATK4"; } State { ID = "VILE_ATK4"; Sprite = "VILE"; Frame = 32776; Tics = 8; Action = "A_FaceTarget"; Next state = "VILE_ATK5"; } State { ID = "VILE_ATK5"; Sprite = "VILE"; Frame = 32777; Tics = 8; Action = "A_FaceTarget"; Next state = "VILE_ATK6"; } State { ID = "VILE_ATK6"; Sprite = "VILE"; Frame = 32778; Tics = 8; Action = "A_FaceTarget"; Next state = "VILE_ATK7"; } State { ID = "VILE_ATK7"; Sprite = "VILE"; Frame = 32779; Tics = 8; Action = "A_FaceTarget"; Next state = "VILE_ATK8"; } State { ID = "VILE_ATK8"; Sprite = "VILE"; Frame = 32780; Tics = 8; Action = "A_FaceTarget"; Next state = "VILE_ATK9"; } State { ID = "VILE_ATK9"; Sprite = "VILE"; Frame = 32781; Tics = 8; Action = "A_FaceTarget"; Next state = "VILE_ATK10"; } State { ID = "VILE_ATK10"; Sprite = "VILE"; Frame = 32782; Tics = 8; Action = "A_VileAttack"; Next state = "VILE_ATK11"; } State { ID = "VILE_ATK11"; Sprite = "VILE"; Frame = 32783; Tics = 20; Next state = "VILE_RUN1"; } State { ID = "VILE_HEAL1"; Sprite = "VILE"; Frame = 32794; Tics = 10; Next state = "VILE_HEAL2"; } State { ID = "VILE_HEAL2"; Sprite = "VILE"; Frame = 32795; Tics = 10; Next state = "VILE_HEAL3"; } State { ID = "VILE_HEAL3"; Sprite = "VILE"; Frame = 32796; Tics = 10; Next state = "VILE_RUN1"; } State { ID = "VILE_PAIN"; Sprite = "VILE"; Frame = 16; Tics = 5; Next state = "VILE_PAIN2"; } State { ID = "VILE_PAIN2"; Sprite = "VILE"; Frame = 16; Tics = 5; Action = "A_Pain"; Next state = "VILE_RUN1"; } State { ID = "VILE_DIE1"; Sprite = "VILE"; Frame = 16; Tics = 7; Next state = "VILE_DIE2"; } State { ID = "VILE_DIE2"; Sprite = "VILE"; Frame = 17; Tics = 7; Action = "A_Scream"; Next state = "VILE_DIE3"; } State { ID = "VILE_DIE3"; Sprite = "VILE"; Frame = 18; Tics = 7; Action = "A_Fall"; Next state = "VILE_DIE4"; } State { ID = "VILE_DIE4"; Sprite = "VILE"; Frame = 19; Tics = 7; Next state = "VILE_DIE5"; } State { ID = "VILE_DIE5"; Sprite = "VILE"; Frame = 20; Tics = 7; Next state = "VILE_DIE6"; } State { ID = "VILE_DIE6"; Sprite = "VILE"; Frame = 21; Tics = 7; Next state = "VILE_DIE7"; } State { ID = "VILE_DIE7"; Sprite = "VILE"; Frame = 22; Tics = 7; Next state = "VILE_DIE8"; } State { ID = "VILE_DIE8"; Sprite = "VILE"; Frame = 23; Tics = 5; Next state = "VILE_DIE9"; } State { ID = "VILE_DIE9"; Sprite = "VILE"; Frame = 24; Tics = 5; Next state = "VILE_DIE10"; } State { ID = "VILE_DIE10"; Sprite = "VILE"; Frame = 25; Tics = -1; Next state = "NULL"; } State { ID = "FIRE1"; Sprite = "FIRE"; Frame = 32768; Tics = 2; Action = "A_StartFire"; Next state = "FIRE2"; } State { ID = "FIRE2"; Sprite = "FIRE"; Frame = 32769; Tics = 2; Action = "A_Fire"; Next state = "FIRE3"; } State { ID = "FIRE3"; Sprite = "FIRE"; Frame = 32768; Tics = 2; Action = "A_Fire"; Next state = "FIRE4"; } State { ID = "FIRE4"; Sprite = "FIRE"; Frame = 32769; Tics = 2; Action = "A_Fire"; Next state = "FIRE5"; } State { ID = "FIRE5"; Sprite = "FIRE"; Frame = 32770; Tics = 2; Action = "A_FireCrackle"; Next state = "FIRE6"; } State { ID = "FIRE6"; Sprite = "FIRE"; Frame = 32769; Tics = 2; Action = "A_Fire"; Next state = "FIRE7"; } State { ID = "FIRE7"; Sprite = "FIRE"; Frame = 32770; Tics = 2; Action = "A_Fire"; Next state = "FIRE8"; } State { ID = "FIRE8"; Sprite = "FIRE"; Frame = 32769; Tics = 2; Action = "A_Fire"; Next state = "FIRE9"; } State { ID = "FIRE9"; Sprite = "FIRE"; Frame = 32770; Tics = 2; Action = "A_Fire"; Next state = "FIRE10"; } State { ID = "FIRE10"; Sprite = "FIRE"; Frame = 32771; Tics = 2; Action = "A_Fire"; Next state = "FIRE11"; } State { ID = "FIRE11"; Sprite = "FIRE"; Frame = 32770; Tics = 2; Action = "A_Fire"; Next state = "FIRE12"; } State { ID = "FIRE12"; Sprite = "FIRE"; Frame = 32771; Tics = 2; Action = "A_Fire"; Next state = "FIRE13"; } State { ID = "FIRE13"; Sprite = "FIRE"; Frame = 32770; Tics = 2; Action = "A_Fire"; Next state = "FIRE14"; } State { ID = "FIRE14"; Sprite = "FIRE"; Frame = 32771; Tics = 2; Action = "A_Fire"; Next state = "FIRE15"; } State { ID = "FIRE15"; Sprite = "FIRE"; Frame = 32772; Tics = 2; Action = "A_Fire"; Next state = "FIRE16"; } State { ID = "FIRE16"; Sprite = "FIRE"; Frame = 32771; Tics = 2; Action = "A_Fire"; Next state = "FIRE17"; } State { ID = "FIRE17"; Sprite = "FIRE"; Frame = 32772; Tics = 2; Action = "A_Fire"; Next state = "FIRE18"; } State { ID = "FIRE18"; Sprite = "FIRE"; Frame = 32771; Tics = 2; Action = "A_Fire"; Next state = "FIRE19"; } State { ID = "FIRE19"; Sprite = "FIRE"; Frame = 32772; Tics = 2; Action = "A_FireCrackle"; Next state = "FIRE20"; } State { ID = "FIRE20"; Sprite = "FIRE"; Frame = 32773; Tics = 2; Action = "A_Fire"; Next state = "FIRE21"; } State { ID = "FIRE21"; Sprite = "FIRE"; Frame = 32772; Tics = 2; Action = "A_Fire"; Next state = "FIRE22"; } State { ID = "FIRE22"; Sprite = "FIRE"; Frame = 32773; Tics = 2; Action = "A_Fire"; Next state = "FIRE23"; } State { ID = "FIRE23"; Sprite = "FIRE"; Frame = 32772; Tics = 2; Action = "A_Fire"; Next state = "FIRE24"; } State { ID = "FIRE24"; Sprite = "FIRE"; Frame = 32773; Tics = 2; Action = "A_Fire"; Next state = "FIRE25"; } State { ID = "FIRE25"; Sprite = "FIRE"; Frame = 32774; Tics = 2; Action = "A_Fire"; Next state = "FIRE26"; } State { ID = "FIRE26"; Sprite = "FIRE"; Frame = 32775; Tics = 2; Action = "A_Fire"; Next state = "FIRE27"; } State { ID = "FIRE27"; Sprite = "FIRE"; Frame = 32774; Tics = 2; Action = "A_Fire"; Next state = "FIRE28"; } State { ID = "FIRE28"; Sprite = "FIRE"; Frame = 32775; Tics = 2; Action = "A_Fire"; Next state = "FIRE29"; } State { ID = "FIRE29"; Sprite = "FIRE"; Frame = 32774; Tics = 2; Action = "A_Fire"; Next state = "FIRE30"; } State { ID = "FIRE30"; Sprite = "FIRE"; Frame = 32775; Tics = 2; Action = "A_Fire"; Next state = "NULL"; } State { ID = "SMOKE1"; Sprite = "PUFF"; Frame = 1; Tics = 4; Next state = "SMOKE2"; } State { ID = "SMOKE2"; Sprite = "PUFF"; Frame = 2; Tics = 4; Next state = "SMOKE3"; } State { ID = "SMOKE3"; Sprite = "PUFF"; Frame = 1; Tics = 4; Next state = "SMOKE4"; } State { ID = "SMOKE4"; Sprite = "PUFF"; Frame = 2; Tics = 4; Next state = "SMOKE5"; } State { ID = "SMOKE5"; Sprite = "PUFF"; Frame = 3; Tics = 4; Next state = "NULL"; } State { ID = "TRACER"; Sprite = "FATB"; Frame = 32768; Tics = 2; Action = "A_Tracer"; Next state = "TRACER2"; } State { ID = "TRACER2"; Sprite = "FATB"; Frame = 32769; Tics = 2; Action = "A_Tracer"; Next state = "TRACER"; } State { ID = "TRACEEXP1"; Sprite = "FBXP"; Frame = 32768; Tics = 8; Next state = "TRACEEXP2"; } State { ID = "TRACEEXP2"; Sprite = "FBXP"; Frame = 32769; Tics = 6; Next state = "TRACEEXP3"; } State { ID = "TRACEEXP3"; Sprite = "FBXP"; Frame = 32770; Tics = 4; Next state = "NULL"; } State { ID = "SKEL_STND"; Sprite = "SKEL"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "SKEL_STND2"; } State { ID = "SKEL_STND2"; Sprite = "SKEL"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "SKEL_STND"; } State { ID = "SKEL_RUN1"; Sprite = "SKEL"; Frame = 0; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN2"; } State { ID = "SKEL_RUN2"; Sprite = "SKEL"; Frame = 0; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN3"; } State { ID = "SKEL_RUN3"; Sprite = "SKEL"; Frame = 1; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN4"; } State { ID = "SKEL_RUN4"; Sprite = "SKEL"; Frame = 1; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN5"; } State { ID = "SKEL_RUN5"; Sprite = "SKEL"; Frame = 2; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN6"; } State { ID = "SKEL_RUN6"; Sprite = "SKEL"; Frame = 2; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN7"; } State { ID = "SKEL_RUN7"; Sprite = "SKEL"; Frame = 3; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN8"; } State { ID = "SKEL_RUN8"; Sprite = "SKEL"; Frame = 3; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN9"; } State { ID = "SKEL_RUN9"; Sprite = "SKEL"; Frame = 4; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN10"; } State { ID = "SKEL_RUN10"; Sprite = "SKEL"; Frame = 4; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN11"; } State { ID = "SKEL_RUN11"; Sprite = "SKEL"; Frame = 5; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN12"; } State { ID = "SKEL_RUN12"; Sprite = "SKEL"; Frame = 5; Tics = 2; Action = "A_Chase"; Next state = "SKEL_RUN1"; } State { ID = "SKEL_FIST1"; Sprite = "SKEL"; Frame = 6; Tics = 0; Action = "A_FaceTarget"; Next state = "SKEL_FIST2"; } State { ID = "SKEL_FIST2"; Sprite = "SKEL"; Frame = 6; Tics = 6; Action = "A_SkelWhoosh"; Next state = "SKEL_FIST3"; } State { ID = "SKEL_FIST3"; Sprite = "SKEL"; Frame = 7; Tics = 6; Action = "A_FaceTarget"; Next state = "SKEL_FIST4"; } State { ID = "SKEL_FIST4"; Sprite = "SKEL"; Frame = 8; Tics = 6; Action = "A_SkelFist"; Next state = "SKEL_RUN1"; } State { ID = "SKEL_MISS1"; Sprite = "SKEL"; Frame = 32777; Tics = 0; Action = "A_FaceTarget"; Next state = "SKEL_MISS2"; } State { ID = "SKEL_MISS2"; Sprite = "SKEL"; Frame = 32777; Tics = 10; Action = "A_FaceTarget"; Next state = "SKEL_MISS3"; } State { ID = "SKEL_MISS3"; Sprite = "SKEL"; Frame = 10; Tics = 10; Action = "A_SkelMissile"; Next state = "SKEL_MISS4"; } State { ID = "SKEL_MISS4"; Sprite = "SKEL"; Frame = 10; Tics = 10; Action = "A_FaceTarget"; Next state = "SKEL_RUN1"; } State { ID = "SKEL_PAIN"; Sprite = "SKEL"; Frame = 11; Tics = 5; Next state = "SKEL_PAIN2"; } State { ID = "SKEL_PAIN2"; Sprite = "SKEL"; Frame = 11; Tics = 5; Action = "A_Pain"; Next state = "SKEL_RUN1"; } State { ID = "SKEL_DIE1"; Sprite = "SKEL"; Frame = 11; Tics = 7; Next state = "SKEL_DIE2"; } State { ID = "SKEL_DIE2"; Sprite = "SKEL"; Frame = 12; Tics = 7; Next state = "SKEL_DIE3"; } State { ID = "SKEL_DIE3"; Sprite = "SKEL"; Frame = 13; Tics = 7; Action = "A_Scream"; Next state = "SKEL_DIE4"; } State { ID = "SKEL_DIE4"; Sprite = "SKEL"; Frame = 14; Tics = 7; Action = "A_Fall"; Next state = "SKEL_DIE5"; } State { ID = "SKEL_DIE5"; Sprite = "SKEL"; Frame = 15; Tics = 7; Next state = "SKEL_DIE6"; } State { ID = "SKEL_DIE6"; Sprite = "SKEL"; Frame = 16; Tics = -1; Next state = "NULL"; } State { ID = "SKEL_RAISE1"; Sprite = "SKEL"; Frame = 16; Tics = 5; Next state = "SKEL_RAISE2"; } State { ID = "SKEL_RAISE2"; Sprite = "SKEL"; Frame = 15; Tics = 5; Next state = "SKEL_RAISE3"; } State { ID = "SKEL_RAISE3"; Sprite = "SKEL"; Frame = 14; Tics = 5; Next state = "SKEL_RAISE4"; } State { ID = "SKEL_RAISE4"; Sprite = "SKEL"; Frame = 13; Tics = 5; Next state = "SKEL_RAISE5"; } State { ID = "SKEL_RAISE5"; Sprite = "SKEL"; Frame = 12; Tics = 5; Next state = "SKEL_RAISE6"; } State { ID = "SKEL_RAISE6"; Sprite = "SKEL"; Frame = 11; Tics = 5; Next state = "SKEL_RUN1"; } State { ID = "FATSHOT1"; Sprite = "MANF"; Frame = 32768; Tics = 4; Next state = "FATSHOT2"; } State { ID = "FATSHOT2"; Sprite = "MANF"; Frame = 32769; Tics = 4; Next state = "FATSHOT1"; } State { ID = "FATSHOTX1"; Sprite = "MISL"; Frame = 32769; Tics = 8; Next state = "FATSHOTX2"; } State { ID = "FATSHOTX2"; Sprite = "MISL"; Frame = 32770; Tics = 6; Next state = "FATSHOTX3"; } State { ID = "FATSHOTX3"; Sprite = "MISL"; Frame = 32771; Tics = 4; Next state = "NULL"; } State { ID = "FATT_STND"; Sprite = "FATT"; Frame = 0; Tics = 15; Action = "A_Look"; Next state = "FATT_STND2"; } State { ID = "FATT_STND2"; Sprite = "FATT"; Frame = 1; Tics = 15; Action = "A_Look"; Next state = "FATT_STND"; } State { ID = "FATT_RUN1"; Sprite = "FATT"; Frame = 0; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN2"; } State { ID = "FATT_RUN2"; Sprite = "FATT"; Frame = 0; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN3"; } State { ID = "FATT_RUN3"; Sprite = "FATT"; Frame = 1; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN4"; } State { ID = "FATT_RUN4"; Sprite = "FATT"; Frame = 1; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN5"; } State { ID = "FATT_RUN5"; Sprite = "FATT"; Frame = 2; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN6"; } State { ID = "FATT_RUN6"; Sprite = "FATT"; Frame = 2; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN7"; } State { ID = "FATT_RUN7"; Sprite = "FATT"; Frame = 3; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN8"; } State { ID = "FATT_RUN8"; Sprite = "FATT"; Frame = 3; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN9"; } State { ID = "FATT_RUN9"; Sprite = "FATT"; Frame = 4; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN10"; } State { ID = "FATT_RUN10"; Sprite = "FATT"; Frame = 4; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN11"; } State { ID = "FATT_RUN11"; Sprite = "FATT"; Frame = 5; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN12"; } State { ID = "FATT_RUN12"; Sprite = "FATT"; Frame = 5; Tics = 4; Action = "A_Chase"; Next state = "FATT_RUN1"; } State { ID = "FATT_ATK1"; Sprite = "FATT"; Frame = 6; Tics = 20; Action = "A_FatRaise"; Next state = "FATT_ATK2"; } State { ID = "FATT_ATK2"; Sprite = "FATT"; Frame = 32775; Tics = 10; Action = "A_FatAttack1"; Next state = "FATT_ATK3"; } State { ID = "FATT_ATK3"; Sprite = "FATT"; Frame = 8; Tics = 5; Action = "A_FaceTarget"; Next state = "FATT_ATK4"; } State { ID = "FATT_ATK4"; Sprite = "FATT"; Frame = 6; Tics = 5; Action = "A_FaceTarget"; Next state = "FATT_ATK5"; } State { ID = "FATT_ATK5"; Sprite = "FATT"; Frame = 32775; Tics = 10; Action = "A_FatAttack2"; Next state = "FATT_ATK6"; } State { ID = "FATT_ATK6"; Sprite = "FATT"; Frame = 8; Tics = 5; Action = "A_FaceTarget"; Next state = "FATT_ATK7"; } State { ID = "FATT_ATK7"; Sprite = "FATT"; Frame = 6; Tics = 5; Action = "A_FaceTarget"; Next state = "FATT_ATK8"; } State { ID = "FATT_ATK8"; Sprite = "FATT"; Frame = 32775; Tics = 10; Action = "A_FatAttack3"; Next state = "FATT_ATK9"; } State { ID = "FATT_ATK9"; Sprite = "FATT"; Frame = 8; Tics = 5; Action = "A_FaceTarget"; Next state = "FATT_ATK10"; } State { ID = "FATT_ATK10"; Sprite = "FATT"; Frame = 6; Tics = 5; Action = "A_FaceTarget"; Next state = "FATT_RUN1"; } State { ID = "FATT_PAIN"; Sprite = "FATT"; Frame = 9; Tics = 3; Next state = "FATT_PAIN2"; } State { ID = "FATT_PAIN2"; Sprite = "FATT"; Frame = 9; Tics = 3; Action = "A_Pain"; Next state = "FATT_RUN1"; } State { ID = "FATT_DIE1"; Sprite = "FATT"; Frame = 10; Tics = 6; Next state = "FATT_DIE2"; } State { ID = "FATT_DIE2"; Sprite = "FATT"; Frame = 11; Tics = 6; Action = "A_Scream"; Next state = "FATT_DIE3"; } State { ID = "FATT_DIE3"; Sprite = "FATT"; Frame = 12; Tics = 6; Action = "A_Fall"; Next state = "FATT_DIE4"; } State { ID = "FATT_DIE4"; Sprite = "FATT"; Frame = 13; Tics = 6; Next state = "FATT_DIE5"; } State { ID = "FATT_DIE5"; Sprite = "FATT"; Frame = 14; Tics = 6; Next state = "FATT_DIE6"; } State { ID = "FATT_DIE6"; Sprite = "FATT"; Frame = 15; Tics = 6; Next state = "FATT_DIE7"; } State { ID = "FATT_DIE7"; Sprite = "FATT"; Frame = 16; Tics = 6; Next state = "FATT_DIE8"; } State { ID = "FATT_DIE8"; Sprite = "FATT"; Frame = 17; Tics = 6; Next state = "FATT_DIE9"; } State { ID = "FATT_DIE9"; Sprite = "FATT"; Frame = 18; Tics = 6; Next state = "FATT_DIE10"; } State { ID = "FATT_DIE10"; Sprite = "FATT"; Frame = 19; Tics = -1; Action = "A_BossDeath"; Next state = "NULL"; } State { ID = "FATT_RAISE1"; Sprite = "FATT"; Frame = 17; Tics = 5; Next state = "FATT_RAISE2"; } State { ID = "FATT_RAISE2"; Sprite = "FATT"; Frame = 16; Tics = 5; Next state = "FATT_RAISE3"; } State { ID = "FATT_RAISE3"; Sprite = "FATT"; Frame = 15; Tics = 5; Next state = "FATT_RAISE4"; } State { ID = "FATT_RAISE4"; Sprite = "FATT"; Frame = 14; Tics = 5; Next state = "FATT_RAISE5"; } State { ID = "FATT_RAISE5"; Sprite = "FATT"; Frame = 13; Tics = 5; Next state = "FATT_RAISE6"; } State { ID = "FATT_RAISE6"; Sprite = "FATT"; Frame = 12; Tics = 5; Next state = "FATT_RAISE7"; } State { ID = "FATT_RAISE7"; Sprite = "FATT"; Frame = 11; Tics = 5; Next state = "FATT_RAISE8"; } State { ID = "FATT_RAISE8"; Sprite = "FATT"; Frame = 10; Tics = 5; Next state = "FATT_RUN1"; } State { ID = "CPOS_STND"; Sprite = "CPOS"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "CPOS_STND2"; } State { ID = "CPOS_STND2"; Sprite = "CPOS"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "CPOS_STND"; } State { ID = "CPOS_RUN1"; Sprite = "CPOS"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "CPOS_RUN2"; } State { ID = "CPOS_RUN2"; Sprite = "CPOS"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "CPOS_RUN3"; } State { ID = "CPOS_RUN3"; Sprite = "CPOS"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "CPOS_RUN4"; } State { ID = "CPOS_RUN4"; Sprite = "CPOS"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "CPOS_RUN5"; } State { ID = "CPOS_RUN5"; Sprite = "CPOS"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "CPOS_RUN6"; } State { ID = "CPOS_RUN6"; Sprite = "CPOS"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "CPOS_RUN7"; } State { ID = "CPOS_RUN7"; Sprite = "CPOS"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "CPOS_RUN8"; } State { ID = "CPOS_RUN8"; Sprite = "CPOS"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "CPOS_RUN1"; } State { ID = "CPOS_ATK1"; Sprite = "CPOS"; Frame = 4; Tics = 10; Action = "A_FaceTarget"; Next state = "CPOS_ATK2"; } State { ID = "CPOS_ATK2"; Sprite = "CPOS"; Frame = 32773; Tics = 4; Action = "A_CPosAttack"; Next state = "CPOS_ATK3"; } State { ID = "CPOS_ATK3"; Sprite = "CPOS"; Frame = 32772; Tics = 4; Action = "A_CPosAttack"; Next state = "CPOS_ATK4"; } State { ID = "CPOS_ATK4"; Sprite = "CPOS"; Frame = 5; Tics = 1; Action = "A_CPosRefire"; Next state = "CPOS_ATK2"; } State { ID = "CPOS_PAIN"; Sprite = "CPOS"; Frame = 6; Tics = 3; Next state = "CPOS_PAIN2"; } State { ID = "CPOS_PAIN2"; Sprite = "CPOS"; Frame = 6; Tics = 3; Action = "A_Pain"; Next state = "CPOS_RUN1"; } State { ID = "CPOS_DIE1"; Sprite = "CPOS"; Frame = 7; Tics = 5; Next state = "CPOS_DIE2"; } State { ID = "CPOS_DIE2"; Sprite = "CPOS"; Frame = 8; Tics = 5; Action = "A_Scream"; Next state = "CPOS_DIE3"; } State { ID = "CPOS_DIE3"; Sprite = "CPOS"; Frame = 9; Tics = 5; Action = "A_Fall"; Next state = "CPOS_DIE4"; } State { ID = "CPOS_DIE4"; Sprite = "CPOS"; Frame = 10; Tics = 5; Next state = "CPOS_DIE5"; } State { ID = "CPOS_DIE5"; Sprite = "CPOS"; Frame = 11; Tics = 5; Next state = "CPOS_DIE6"; } State { ID = "CPOS_DIE6"; Sprite = "CPOS"; Frame = 12; Tics = 5; Next state = "CPOS_DIE7"; } State { ID = "CPOS_DIE7"; Sprite = "CPOS"; Frame = 13; Tics = -1; Next state = "NULL"; } State { ID = "CPOS_XDIE1"; Sprite = "CPOS"; Frame = 14; Tics = 5; Next state = "CPOS_XDIE2"; } State { ID = "CPOS_XDIE2"; Sprite = "CPOS"; Frame = 15; Tics = 5; Action = "A_XScream"; Next state = "CPOS_XDIE3"; } State { ID = "CPOS_XDIE3"; Sprite = "CPOS"; Frame = 16; Tics = 5; Action = "A_Fall"; Next state = "CPOS_XDIE4"; } State { ID = "CPOS_XDIE4"; Sprite = "CPOS"; Frame = 17; Tics = 5; Next state = "CPOS_XDIE5"; } State { ID = "CPOS_XDIE5"; Sprite = "CPOS"; Frame = 18; Tics = 5; Next state = "CPOS_XDIE6"; } State { ID = "CPOS_XDIE6"; Sprite = "CPOS"; Frame = 19; Tics = -1; Next state = "NULL"; } State { ID = "CPOS_RAISE1"; Sprite = "CPOS"; Frame = 13; Tics = 5; Next state = "CPOS_RAISE2"; } State { ID = "CPOS_RAISE2"; Sprite = "CPOS"; Frame = 12; Tics = 5; Next state = "CPOS_RAISE3"; } State { ID = "CPOS_RAISE3"; Sprite = "CPOS"; Frame = 11; Tics = 5; Next state = "CPOS_RAISE4"; } State { ID = "CPOS_RAISE4"; Sprite = "CPOS"; Frame = 10; Tics = 5; Next state = "CPOS_RAISE5"; } State { ID = "CPOS_RAISE5"; Sprite = "CPOS"; Frame = 9; Tics = 5; Next state = "CPOS_RAISE6"; } State { ID = "CPOS_RAISE6"; Sprite = "CPOS"; Frame = 8; Tics = 5; Next state = "CPOS_RAISE7"; } State { ID = "CPOS_RAISE7"; Sprite = "CPOS"; Frame = 7; Tics = 5; Next state = "CPOS_RUN1"; } State { ID = "TROO_STND"; Sprite = "TROO"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "TROO_STND2"; } State { ID = "TROO_STND2"; Sprite = "TROO"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "TROO_STND"; } State { ID = "TROO_RUN1"; Sprite = "TROO"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "TROO_RUN2"; } State { ID = "TROO_RUN2"; Sprite = "TROO"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "TROO_RUN3"; } State { ID = "TROO_RUN3"; Sprite = "TROO"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "TROO_RUN4"; } State { ID = "TROO_RUN4"; Sprite = "TROO"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "TROO_RUN5"; } State { ID = "TROO_RUN5"; Sprite = "TROO"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "TROO_RUN6"; } State { ID = "TROO_RUN6"; Sprite = "TROO"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "TROO_RUN7"; } State { ID = "TROO_RUN7"; Sprite = "TROO"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "TROO_RUN8"; } State { ID = "TROO_RUN8"; Sprite = "TROO"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "TROO_RUN1"; } State { ID = "TROO_ATK1"; Sprite = "TROO"; Frame = 4; Tics = 8; Action = "A_FaceTarget"; Next state = "TROO_ATK2"; } State { ID = "TROO_ATK2"; Sprite = "TROO"; Frame = 5; Tics = 8; Action = "A_FaceTarget"; Next state = "TROO_ATK3"; } State { ID = "TROO_ATK3"; Sprite = "TROO"; Frame = 6; Tics = 6; Action = "A_TroopAttack"; Next state = "TROO_RUN1"; } State { ID = "TROO_PAIN"; Sprite = "TROO"; Frame = 7; Tics = 2; Next state = "TROO_PAIN2"; } State { ID = "TROO_PAIN2"; Sprite = "TROO"; Frame = 7; Tics = 2; Action = "A_Pain"; Next state = "TROO_RUN1"; } State { ID = "TROO_DIE1"; Sprite = "TROO"; Frame = 8; Tics = 8; Next state = "TROO_DIE2"; } State { ID = "TROO_DIE2"; Sprite = "TROO"; Frame = 9; Tics = 8; Action = "A_Scream"; Next state = "TROO_DIE3"; } State { ID = "TROO_DIE3"; Sprite = "TROO"; Frame = 10; Tics = 6; Next state = "TROO_DIE4"; } State { ID = "TROO_DIE4"; Sprite = "TROO"; Frame = 11; Tics = 6; Action = "A_Fall"; Next state = "TROO_DIE5"; } State { ID = "TROO_DIE5"; Sprite = "TROO"; Frame = 12; Tics = -1; Next state = "NULL"; } State { ID = "TROO_XDIE1"; Sprite = "TROO"; Frame = 13; Tics = 5; Next state = "TROO_XDIE2"; } State { ID = "TROO_XDIE2"; Sprite = "TROO"; Frame = 14; Tics = 5; Action = "A_XScream"; Next state = "TROO_XDIE3"; } State { ID = "TROO_XDIE3"; Sprite = "TROO"; Frame = 15; Tics = 5; Next state = "TROO_XDIE4"; } State { ID = "TROO_XDIE4"; Sprite = "TROO"; Frame = 16; Tics = 5; Action = "A_Fall"; Next state = "TROO_XDIE5"; } State { ID = "TROO_XDIE5"; Sprite = "TROO"; Frame = 17; Tics = 5; Next state = "TROO_XDIE6"; } State { ID = "TROO_XDIE6"; Sprite = "TROO"; Frame = 18; Tics = 5; Next state = "TROO_XDIE7"; } State { ID = "TROO_XDIE7"; Sprite = "TROO"; Frame = 19; Tics = 5; Next state = "TROO_XDIE8"; } State { ID = "TROO_XDIE8"; Sprite = "TROO"; Frame = 20; Tics = -1; Next state = "NULL"; } State { ID = "TROO_RAISE1"; Sprite = "TROO"; Frame = 12; Tics = 8; Next state = "TROO_RAISE2"; } State { ID = "TROO_RAISE2"; Sprite = "TROO"; Frame = 11; Tics = 8; Next state = "TROO_RAISE3"; } State { ID = "TROO_RAISE3"; Sprite = "TROO"; Frame = 10; Tics = 6; Next state = "TROO_RAISE4"; } State { ID = "TROO_RAISE4"; Sprite = "TROO"; Frame = 9; Tics = 6; Next state = "TROO_RAISE5"; } State { ID = "TROO_RAISE5"; Sprite = "TROO"; Frame = 8; Tics = 6; Next state = "TROO_RUN1"; } State { ID = "SARG_STND"; Sprite = "SARG"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "SARG_STND2"; } State { ID = "SARG_STND2"; Sprite = "SARG"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "SARG_STND"; } State { ID = "SARG_RUN1"; Sprite = "SARG"; Frame = 0; Tics = 2; Action = "A_Chase"; Next state = "SARG_RUN2"; } State { ID = "SARG_RUN2"; Sprite = "SARG"; Frame = 0; Tics = 2; Action = "A_Chase"; Next state = "SARG_RUN3"; } State { ID = "SARG_RUN3"; Sprite = "SARG"; Frame = 1; Tics = 2; Action = "A_Chase"; Next state = "SARG_RUN4"; } State { ID = "SARG_RUN4"; Sprite = "SARG"; Frame = 1; Tics = 2; Action = "A_Chase"; Next state = "SARG_RUN5"; } State { ID = "SARG_RUN5"; Sprite = "SARG"; Frame = 2; Tics = 2; Action = "A_Chase"; Next state = "SARG_RUN6"; } State { ID = "SARG_RUN6"; Sprite = "SARG"; Frame = 2; Tics = 2; Action = "A_Chase"; Next state = "SARG_RUN7"; } State { ID = "SARG_RUN7"; Sprite = "SARG"; Frame = 3; Tics = 2; Action = "A_Chase"; Next state = "SARG_RUN8"; } State { ID = "SARG_RUN8"; Sprite = "SARG"; Frame = 3; Tics = 2; Action = "A_Chase"; Next state = "SARG_RUN1"; } State { ID = "SARG_ATK1"; Sprite = "SARG"; Frame = 4; Tics = 8; Action = "A_FaceTarget"; Next state = "SARG_ATK2"; } State { ID = "SARG_ATK2"; Sprite = "SARG"; Frame = 5; Tics = 8; Action = "A_FaceTarget"; Next state = "SARG_ATK3"; } State { ID = "SARG_ATK3"; Sprite = "SARG"; Frame = 6; Tics = 8; Action = "A_SargAttack"; Next state = "SARG_RUN1"; } State { ID = "SARG_PAIN"; Sprite = "SARG"; Frame = 7; Tics = 2; Next state = "SARG_PAIN2"; } State { ID = "SARG_PAIN2"; Sprite = "SARG"; Frame = 7; Tics = 2; Action = "A_Pain"; Next state = "SARG_RUN1"; } State { ID = "SARG_DIE1"; Sprite = "SARG"; Frame = 8; Tics = 8; Next state = "SARG_DIE2"; } State { ID = "SARG_DIE2"; Sprite = "SARG"; Frame = 9; Tics = 8; Action = "A_Scream"; Next state = "SARG_DIE3"; } State { ID = "SARG_DIE3"; Sprite = "SARG"; Frame = 10; Tics = 4; Next state = "SARG_DIE4"; } State { ID = "SARG_DIE4"; Sprite = "SARG"; Frame = 11; Tics = 4; Action = "A_Fall"; Next state = "SARG_DIE5"; } State { ID = "SARG_DIE5"; Sprite = "SARG"; Frame = 12; Tics = 4; Next state = "SARG_DIE6"; } State { ID = "SARG_DIE6"; Sprite = "SARG"; Frame = 13; Tics = -1; Next state = "NULL"; } State { ID = "SARG_RAISE1"; Sprite = "SARG"; Frame = 13; Tics = 5; Next state = "SARG_RAISE2"; } State { ID = "SARG_RAISE2"; Sprite = "SARG"; Frame = 12; Tics = 5; Next state = "SARG_RAISE3"; } State { ID = "SARG_RAISE3"; Sprite = "SARG"; Frame = 11; Tics = 5; Next state = "SARG_RAISE4"; } State { ID = "SARG_RAISE4"; Sprite = "SARG"; Frame = 10; Tics = 5; Next state = "SARG_RAISE5"; } State { ID = "SARG_RAISE5"; Sprite = "SARG"; Frame = 9; Tics = 5; Next state = "SARG_RAISE6"; } State { ID = "SARG_RAISE6"; Sprite = "SARG"; Frame = 8; Tics = 5; Next state = "SARG_RUN1"; } State { ID = "HEAD_STND"; Sprite = "HEAD"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "HEAD_STND"; } State { ID = "HEAD_RUN1"; Sprite = "HEAD"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "HEAD_RUN1"; } State { ID = "HEAD_ATK1"; Sprite = "HEAD"; Frame = 1; Tics = 5; Action = "A_FaceTarget"; Next state = "HEAD_ATK2"; } State { ID = "HEAD_ATK2"; Sprite = "HEAD"; Frame = 2; Tics = 5; Action = "A_FaceTarget"; Next state = "HEAD_ATK3"; } State { ID = "HEAD_ATK3"; Sprite = "HEAD"; Frame = 32771; Tics = 5; Action = "A_HeadAttack"; Next state = "HEAD_RUN1"; } State { ID = "HEAD_PAIN"; Sprite = "HEAD"; Frame = 4; Tics = 3; Next state = "HEAD_PAIN2"; } State { ID = "HEAD_PAIN2"; Sprite = "HEAD"; Frame = 4; Tics = 3; Action = "A_Pain"; Next state = "HEAD_PAIN3"; } State { ID = "HEAD_PAIN3"; Sprite = "HEAD"; Frame = 5; Tics = 6; Next state = "HEAD_RUN1"; } State { ID = "HEAD_DIE1"; Sprite = "HEAD"; Frame = 6; Tics = 8; Next state = "HEAD_DIE2"; } State { ID = "HEAD_DIE2"; Sprite = "HEAD"; Frame = 7; Tics = 8; Action = "A_Scream"; Next state = "HEAD_DIE3"; } State { ID = "HEAD_DIE3"; Sprite = "HEAD"; Frame = 8; Tics = 8; Next state = "HEAD_DIE4"; } State { ID = "HEAD_DIE4"; Sprite = "HEAD"; Frame = 9; Tics = 8; Next state = "HEAD_DIE5"; } State { ID = "HEAD_DIE5"; Sprite = "HEAD"; Frame = 10; Tics = 8; Action = "A_Fall"; Next state = "HEAD_DIE6"; } State { ID = "HEAD_DIE6"; Sprite = "HEAD"; Frame = 11; Tics = -1; Next state = "NULL"; } State { ID = "HEAD_RAISE1"; Sprite = "HEAD"; Frame = 11; Tics = 8; Next state = "HEAD_RAISE2"; } State { ID = "HEAD_RAISE2"; Sprite = "HEAD"; Frame = 10; Tics = 8; Next state = "HEAD_RAISE3"; } State { ID = "HEAD_RAISE3"; Sprite = "HEAD"; Frame = 9; Tics = 8; Next state = "HEAD_RAISE4"; } State { ID = "HEAD_RAISE4"; Sprite = "HEAD"; Frame = 8; Tics = 8; Next state = "HEAD_RAISE5"; } State { ID = "HEAD_RAISE5"; Sprite = "HEAD"; Frame = 7; Tics = 8; Next state = "HEAD_RAISE6"; } State { ID = "HEAD_RAISE6"; Sprite = "HEAD"; Frame = 6; Tics = 8; Next state = "HEAD_RUN1"; } State { ID = "BRBALL1"; Sprite = "BAL7"; Frame = 32768; Tics = 4; Next state = "BRBALL2"; } State { ID = "BRBALL2"; Sprite = "BAL7"; Frame = 32769; Tics = 4; Next state = "BRBALL1"; } State { ID = "BRBALLX1"; Sprite = "BAL7"; Frame = 32770; Tics = 6; Next state = "BRBALLX2"; } State { ID = "BRBALLX2"; Sprite = "BAL7"; Frame = 32771; Tics = 6; Next state = "BRBALLX3"; } State { ID = "BRBALLX3"; Sprite = "BAL7"; Frame = 32772; Tics = 6; Next state = "NULL"; } State { ID = "BOSS_STND"; Sprite = "BOSS"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "BOSS_STND2"; } State { ID = "BOSS_STND2"; Sprite = "BOSS"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "BOSS_STND"; } State { ID = "BOSS_RUN1"; Sprite = "BOSS"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "BOSS_RUN2"; } State { ID = "BOSS_RUN2"; Sprite = "BOSS"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "BOSS_RUN3"; } State { ID = "BOSS_RUN3"; Sprite = "BOSS"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "BOSS_RUN4"; } State { ID = "BOSS_RUN4"; Sprite = "BOSS"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "BOSS_RUN5"; } State { ID = "BOSS_RUN5"; Sprite = "BOSS"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "BOSS_RUN6"; } State { ID = "BOSS_RUN6"; Sprite = "BOSS"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "BOSS_RUN7"; } State { ID = "BOSS_RUN7"; Sprite = "BOSS"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "BOSS_RUN8"; } State { ID = "BOSS_RUN8"; Sprite = "BOSS"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "BOSS_RUN1"; } State { ID = "BOSS_ATK1"; Sprite = "BOSS"; Frame = 4; Tics = 8; Action = "A_FaceTarget"; Next state = "BOSS_ATK2"; } State { ID = "BOSS_ATK2"; Sprite = "BOSS"; Frame = 5; Tics = 8; Action = "A_FaceTarget"; Next state = "BOSS_ATK3"; } State { ID = "BOSS_ATK3"; Sprite = "BOSS"; Frame = 6; Tics = 8; Action = "A_BruisAttack"; Next state = "BOSS_RUN1"; } State { ID = "BOSS_PAIN"; Sprite = "BOSS"; Frame = 7; Tics = 2; Next state = "BOSS_PAIN2"; } State { ID = "BOSS_PAIN2"; Sprite = "BOSS"; Frame = 7; Tics = 2; Action = "A_Pain"; Next state = "BOSS_RUN1"; } State { ID = "BOSS_DIE1"; Sprite = "BOSS"; Frame = 8; Tics = 8; Next state = "BOSS_DIE2"; } State { ID = "BOSS_DIE2"; Sprite = "BOSS"; Frame = 9; Tics = 8; Action = "A_Scream"; Next state = "BOSS_DIE3"; } State { ID = "BOSS_DIE3"; Sprite = "BOSS"; Frame = 10; Tics = 8; Next state = "BOSS_DIE4"; } State { ID = "BOSS_DIE4"; Sprite = "BOSS"; Frame = 11; Tics = 8; Action = "A_Fall"; Next state = "BOSS_DIE5"; } State { ID = "BOSS_DIE5"; Sprite = "BOSS"; Frame = 12; Tics = 8; Next state = "BOSS_DIE6"; } State { ID = "BOSS_DIE6"; Sprite = "BOSS"; Frame = 13; Tics = 8; Next state = "BOSS_DIE7"; } State { ID = "BOSS_DIE7"; Sprite = "BOSS"; Frame = 14; Tics = -1; Action = "A_BossDeath"; Next state = "NULL"; } State { ID = "BOSS_RAISE1"; Sprite = "BOSS"; Frame = 14; Tics = 8; Next state = "BOSS_RAISE2"; } State { ID = "BOSS_RAISE2"; Sprite = "BOSS"; Frame = 13; Tics = 8; Next state = "BOSS_RAISE3"; } State { ID = "BOSS_RAISE3"; Sprite = "BOSS"; Frame = 12; Tics = 8; Next state = "BOSS_RAISE4"; } State { ID = "BOSS_RAISE4"; Sprite = "BOSS"; Frame = 11; Tics = 8; Next state = "BOSS_RAISE5"; } State { ID = "BOSS_RAISE5"; Sprite = "BOSS"; Frame = 10; Tics = 8; Next state = "BOSS_RAISE6"; } State { ID = "BOSS_RAISE6"; Sprite = "BOSS"; Frame = 9; Tics = 8; Next state = "BOSS_RAISE7"; } State { ID = "BOSS_RAISE7"; Sprite = "BOSS"; Frame = 8; Tics = 8; Next state = "BOSS_RUN1"; } State { ID = "BOS2_STND"; Sprite = "BOS2"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "BOS2_STND2"; } State { ID = "BOS2_STND2"; Sprite = "BOS2"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "BOS2_STND"; } State { ID = "BOS2_RUN1"; Sprite = "BOS2"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "BOS2_RUN2"; } State { ID = "BOS2_RUN2"; Sprite = "BOS2"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "BOS2_RUN3"; } State { ID = "BOS2_RUN3"; Sprite = "BOS2"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "BOS2_RUN4"; } State { ID = "BOS2_RUN4"; Sprite = "BOS2"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "BOS2_RUN5"; } State { ID = "BOS2_RUN5"; Sprite = "BOS2"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "BOS2_RUN6"; } State { ID = "BOS2_RUN6"; Sprite = "BOS2"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "BOS2_RUN7"; } State { ID = "BOS2_RUN7"; Sprite = "BOS2"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "BOS2_RUN8"; } State { ID = "BOS2_RUN8"; Sprite = "BOS2"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "BOS2_RUN1"; } State { ID = "BOS2_ATK1"; Sprite = "BOS2"; Frame = 4; Tics = 8; Action = "A_FaceTarget"; Next state = "BOS2_ATK2"; } State { ID = "BOS2_ATK2"; Sprite = "BOS2"; Frame = 5; Tics = 8; Action = "A_FaceTarget"; Next state = "BOS2_ATK3"; } State { ID = "BOS2_ATK3"; Sprite = "BOS2"; Frame = 6; Tics = 8; Action = "A_BruisAttack"; Next state = "BOS2_RUN1"; } State { ID = "BOS2_PAIN"; Sprite = "BOS2"; Frame = 7; Tics = 2; Next state = "BOS2_PAIN2"; } State { ID = "BOS2_PAIN2"; Sprite = "BOS2"; Frame = 7; Tics = 2; Action = "A_Pain"; Next state = "BOS2_RUN1"; } State { ID = "BOS2_DIE1"; Sprite = "BOS2"; Frame = 8; Tics = 8; Next state = "BOS2_DIE2"; } State { ID = "BOS2_DIE2"; Sprite = "BOS2"; Frame = 9; Tics = 8; Action = "A_Scream"; Next state = "BOS2_DIE3"; } State { ID = "BOS2_DIE3"; Sprite = "BOS2"; Frame = 10; Tics = 8; Next state = "BOS2_DIE4"; } State { ID = "BOS2_DIE4"; Sprite = "BOS2"; Frame = 11; Tics = 8; Action = "A_Fall"; Next state = "BOS2_DIE5"; } State { ID = "BOS2_DIE5"; Sprite = "BOS2"; Frame = 12; Tics = 8; Next state = "BOS2_DIE6"; } State { ID = "BOS2_DIE6"; Sprite = "BOS2"; Frame = 13; Tics = 8; Next state = "BOS2_DIE7"; } State { ID = "BOS2_DIE7"; Sprite = "BOS2"; Frame = 14; Tics = -1; Next state = "NULL"; } State { ID = "BOS2_RAISE1"; Sprite = "BOS2"; Frame = 14; Tics = 8; Next state = "BOS2_RAISE2"; } State { ID = "BOS2_RAISE2"; Sprite = "BOS2"; Frame = 13; Tics = 8; Next state = "BOS2_RAISE3"; } State { ID = "BOS2_RAISE3"; Sprite = "BOS2"; Frame = 12; Tics = 8; Next state = "BOS2_RAISE4"; } State { ID = "BOS2_RAISE4"; Sprite = "BOS2"; Frame = 11; Tics = 8; Next state = "BOS2_RAISE5"; } State { ID = "BOS2_RAISE5"; Sprite = "BOS2"; Frame = 10; Tics = 8; Next state = "BOS2_RAISE6"; } State { ID = "BOS2_RAISE6"; Sprite = "BOS2"; Frame = 9; Tics = 8; Next state = "BOS2_RAISE7"; } State { ID = "BOS2_RAISE7"; Sprite = "BOS2"; Frame = 8; Tics = 8; Next state = "BOS2_RUN1"; } State { ID = "SKULL_STND"; Sprite = "SKUL"; Frame = 32768; Tics = 10; Action = "A_Look"; Next state = "SKULL_STND2"; } State { ID = "SKULL_STND2"; Sprite = "SKUL"; Frame = 32769; Tics = 10; Action = "A_Look"; Next state = "SKULL_STND"; } State { ID = "SKULL_RUN1"; Sprite = "SKUL"; Frame = 32768; Tics = 6; Action = "A_Chase"; Next state = "SKULL_RUN2"; } State { ID = "SKULL_RUN2"; Sprite = "SKUL"; Frame = 32769; Tics = 6; Action = "A_Chase"; Next state = "SKULL_RUN1"; } State { ID = "SKULL_ATK1"; Sprite = "SKUL"; Frame = 32770; Tics = 10; Action = "A_FaceTarget"; Next state = "SKULL_ATK2"; } State { ID = "SKULL_ATK2"; Sprite = "SKUL"; Frame = 32771; Tics = 4; Action = "A_SkullAttack"; Next state = "SKULL_ATK3"; } State { ID = "SKULL_ATK3"; Sprite = "SKUL"; Frame = 32770; Tics = 4; Next state = "SKULL_ATK4"; } State { ID = "SKULL_ATK4"; Sprite = "SKUL"; Frame = 32771; Tics = 4; Next state = "SKULL_ATK3"; } State { ID = "SKULL_PAIN"; Sprite = "SKUL"; Frame = 32772; Tics = 3; Next state = "SKULL_PAIN2"; } State { ID = "SKULL_PAIN2"; Sprite = "SKUL"; Frame = 32772; Tics = 3; Action = "A_Pain"; Next state = "SKULL_RUN1"; } State { ID = "SKULL_DIE1"; Sprite = "SKUL"; Frame = 32773; Tics = 6; Next state = "SKULL_DIE2"; } State { ID = "SKULL_DIE2"; Sprite = "SKUL"; Frame = 32774; Tics = 6; Action = "A_Scream"; Next state = "SKULL_DIE3"; } State { ID = "SKULL_DIE3"; Sprite = "SKUL"; Frame = 32775; Tics = 6; Next state = "SKULL_DIE4"; } State { ID = "SKULL_DIE4"; Sprite = "SKUL"; Frame = 32776; Tics = 6; Action = "A_Fall"; Next state = "SKULL_DIE5"; } State { ID = "SKULL_DIE5"; Sprite = "SKUL"; Frame = 9; Tics = 6; Next state = "SKULL_DIE6"; } State { ID = "SKULL_DIE6"; Sprite = "SKUL"; Frame = 10; Tics = 6; Next state = "NULL"; } State { ID = "SPID_STND"; Sprite = "SPID"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "SPID_STND2"; } State { ID = "SPID_STND2"; Sprite = "SPID"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "SPID_STND"; } State { ID = "SPID_RUN1"; Sprite = "SPID"; Frame = 0; Tics = 3; Action = "A_Metal"; Next state = "SPID_RUN2"; } State { ID = "SPID_RUN2"; Sprite = "SPID"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "SPID_RUN3"; } State { ID = "SPID_RUN3"; Sprite = "SPID"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "SPID_RUN4"; } State { ID = "SPID_RUN4"; Sprite = "SPID"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "SPID_RUN5"; } State { ID = "SPID_RUN5"; Sprite = "SPID"; Frame = 2; Tics = 3; Action = "A_Metal"; Next state = "SPID_RUN6"; } State { ID = "SPID_RUN6"; Sprite = "SPID"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "SPID_RUN7"; } State { ID = "SPID_RUN7"; Sprite = "SPID"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "SPID_RUN8"; } State { ID = "SPID_RUN8"; Sprite = "SPID"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "SPID_RUN9"; } State { ID = "SPID_RUN9"; Sprite = "SPID"; Frame = 4; Tics = 3; Action = "A_Metal"; Next state = "SPID_RUN10"; } State { ID = "SPID_RUN10"; Sprite = "SPID"; Frame = 4; Tics = 3; Action = "A_Chase"; Next state = "SPID_RUN11"; } State { ID = "SPID_RUN11"; Sprite = "SPID"; Frame = 5; Tics = 3; Action = "A_Chase"; Next state = "SPID_RUN12"; } State { ID = "SPID_RUN12"; Sprite = "SPID"; Frame = 5; Tics = 3; Action = "A_Chase"; Next state = "SPID_RUN1"; } State { ID = "SPID_ATK1"; Sprite = "SPID"; Frame = 0; Tics = 20; Action = "A_FaceTarget"; Next state = "SPID_ATK2"; } State { ID = "SPID_ATK2"; Sprite = "SPID"; Frame = 32774; Tics = 4; Action = "A_SPosAttack"; Next state = "SPID_ATK3"; } State { ID = "SPID_ATK3"; Sprite = "SPID"; Frame = 32775; Tics = 4; Action = "A_SPosAttack"; Next state = "SPID_ATK4"; } State { ID = "SPID_ATK4"; Sprite = "SPID"; Frame = 32775; Tics = 1; Action = "A_SpidRefire"; Next state = "SPID_ATK2"; } State { ID = "SPID_PAIN"; Sprite = "SPID"; Frame = 8; Tics = 3; Next state = "SPID_PAIN2"; } State { ID = "SPID_PAIN2"; Sprite = "SPID"; Frame = 8; Tics = 3; Action = "A_Pain"; Next state = "SPID_RUN1"; } State { ID = "SPID_DIE1"; Sprite = "SPID"; Frame = 9; Tics = 20; Action = "A_Scream"; Next state = "SPID_DIE2"; } State { ID = "SPID_DIE2"; Sprite = "SPID"; Frame = 10; Tics = 10; Action = "A_Fall"; Next state = "SPID_DIE3"; } State { ID = "SPID_DIE3"; Sprite = "SPID"; Frame = 11; Tics = 10; Next state = "SPID_DIE4"; } State { ID = "SPID_DIE4"; Sprite = "SPID"; Frame = 32780; Tics = 10; Next state = "SPID_DIE5"; } State { ID = "SPID_DIE5"; Sprite = "SPID"; Frame = 32781; Tics = 10; Next state = "SPID_DIE6"; } State { ID = "SPID_DIE6"; Sprite = "SPID"; Frame = 32782; Tics = 10; Next state = "SPID_DIE7"; } State { ID = "SPID_DIE7"; Sprite = "SPID"; Frame = 32783; Tics = 10; Next state = "SPID_DIE8"; } State { ID = "SPID_DIE8"; Sprite = "SPID"; Frame = 32784; Tics = 10; Next state = "SPID_DIE9"; } State { ID = "SPID_DIE9"; Sprite = "SPID"; Frame = 32785; Tics = 10; Next state = "SPID_DIE10"; } State { ID = "SPID_DIE10"; Sprite = "SPID"; Frame = 18; Tics = 30; Next state = "SPID_DIE11"; } State { ID = "SPID_DIE11"; Sprite = "SPID"; Frame = 18; Tics = -1; Action = "A_BossDeath"; Next state = "NULL"; } State { ID = "BSPI_STND"; Sprite = "BSPI"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "BSPI_STND2"; } State { ID = "BSPI_STND2"; Sprite = "BSPI"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "BSPI_STND"; } State { ID = "BSPI_SIGHT"; Sprite = "BSPI"; Frame = 0; Tics = 20; Next state = "BSPI_RUN1"; } State { ID = "BSPI_RUN1"; Sprite = "BSPI"; Frame = 0; Tics = 3; Action = "A_BabyMetal"; Next state = "BSPI_RUN2"; } State { ID = "BSPI_RUN2"; Sprite = "BSPI"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "BSPI_RUN3"; } State { ID = "BSPI_RUN3"; Sprite = "BSPI"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "BSPI_RUN4"; } State { ID = "BSPI_RUN4"; Sprite = "BSPI"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "BSPI_RUN5"; } State { ID = "BSPI_RUN5"; Sprite = "BSPI"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "BSPI_RUN6"; } State { ID = "BSPI_RUN6"; Sprite = "BSPI"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "BSPI_RUN7"; } State { ID = "BSPI_RUN7"; Sprite = "BSPI"; Frame = 3; Tics = 3; Action = "A_BabyMetal"; Next state = "BSPI_RUN8"; } State { ID = "BSPI_RUN8"; Sprite = "BSPI"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "BSPI_RUN9"; } State { ID = "BSPI_RUN9"; Sprite = "BSPI"; Frame = 4; Tics = 3; Action = "A_Chase"; Next state = "BSPI_RUN10"; } State { ID = "BSPI_RUN10"; Sprite = "BSPI"; Frame = 4; Tics = 3; Action = "A_Chase"; Next state = "BSPI_RUN11"; } State { ID = "BSPI_RUN11"; Sprite = "BSPI"; Frame = 5; Tics = 3; Action = "A_Chase"; Next state = "BSPI_RUN12"; } State { ID = "BSPI_RUN12"; Sprite = "BSPI"; Frame = 5; Tics = 3; Action = "A_Chase"; Next state = "BSPI_RUN1"; } State { ID = "BSPI_ATK1"; Sprite = "BSPI"; Frame = 32768; Tics = 20; Action = "A_FaceTarget"; Next state = "BSPI_ATK2"; } State { ID = "BSPI_ATK2"; Sprite = "BSPI"; Frame = 32774; Tics = 4; Action = "A_BspiAttack"; Next state = "BSPI_ATK3"; } State { ID = "BSPI_ATK3"; Sprite = "BSPI"; Frame = 32775; Tics = 4; Next state = "BSPI_ATK4"; } State { ID = "BSPI_ATK4"; Sprite = "BSPI"; Frame = 32775; Tics = 1; Action = "A_SpidRefire"; Next state = "BSPI_ATK2"; } State { ID = "BSPI_PAIN"; Sprite = "BSPI"; Frame = 8; Tics = 3; Next state = "BSPI_PAIN2"; } State { ID = "BSPI_PAIN2"; Sprite = "BSPI"; Frame = 8; Tics = 3; Action = "A_Pain"; Next state = "BSPI_RUN1"; } State { ID = "BSPI_DIE1"; Sprite = "BSPI"; Frame = 9; Tics = 20; Action = "A_Scream"; Next state = "BSPI_DIE2"; } State { ID = "BSPI_DIE2"; Sprite = "BSPI"; Frame = 10; Tics = 7; Action = "A_Fall"; Next state = "BSPI_DIE3"; } State { ID = "BSPI_DIE3"; Sprite = "BSPI"; Frame = 11; Tics = 7; Next state = "BSPI_DIE4"; } State { ID = "BSPI_DIE4"; Sprite = "BSPI"; Frame = 12; Tics = 7; Next state = "BSPI_DIE5"; } State { ID = "BSPI_DIE5"; Sprite = "BSPI"; Frame = 13; Tics = 7; Next state = "BSPI_DIE6"; } State { ID = "BSPI_DIE6"; Sprite = "BSPI"; Frame = 14; Tics = 7; Next state = "BSPI_DIE7"; } State { ID = "BSPI_DIE7"; Sprite = "BSPI"; Frame = 15; Tics = -1; Action = "A_BossDeath"; Next state = "NULL"; } State { ID = "BSPI_RAISE1"; Sprite = "BSPI"; Frame = 15; Tics = 5; Next state = "BSPI_RAISE2"; } State { ID = "BSPI_RAISE2"; Sprite = "BSPI"; Frame = 14; Tics = 5; Next state = "BSPI_RAISE3"; } State { ID = "BSPI_RAISE3"; Sprite = "BSPI"; Frame = 13; Tics = 5; Next state = "BSPI_RAISE4"; } State { ID = "BSPI_RAISE4"; Sprite = "BSPI"; Frame = 12; Tics = 5; Next state = "BSPI_RAISE5"; } State { ID = "BSPI_RAISE5"; Sprite = "BSPI"; Frame = 11; Tics = 5; Next state = "BSPI_RAISE6"; } State { ID = "BSPI_RAISE6"; Sprite = "BSPI"; Frame = 10; Tics = 5; Next state = "BSPI_RAISE7"; } State { ID = "BSPI_RAISE7"; Sprite = "BSPI"; Frame = 9; Tics = 5; Next state = "BSPI_RUN1"; } State { ID = "ARACH_PLAZ"; Sprite = "APLS"; Frame = 32768; Tics = 5; Next state = "ARACH_PLAZ2"; } State { ID = "ARACH_PLAZ2"; Sprite = "APLS"; Frame = 32769; Tics = 5; Next state = "ARACH_PLAZ"; } State { ID = "ARACH_PLEX"; Sprite = "APBX"; Frame = 32768; Tics = 5; Next state = "ARACH_PLEX2"; } State { ID = "ARACH_PLEX2"; Sprite = "APBX"; Frame = 32769; Tics = 5; Next state = "ARACH_PLEX3"; } State { ID = "ARACH_PLEX3"; Sprite = "APBX"; Frame = 32770; Tics = 5; Next state = "ARACH_PLEX4"; } State { ID = "ARACH_PLEX4"; Sprite = "APBX"; Frame = 32771; Tics = 5; Next state = "ARACH_PLEX5"; } State { ID = "ARACH_PLEX5"; Sprite = "APBX"; Frame = 32772; Tics = 5; Next state = "NULL"; } State { ID = "CYBER_STND"; Sprite = "CYBR"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "CYBER_STND2"; } State { ID = "CYBER_STND2"; Sprite = "CYBR"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "CYBER_STND"; } State { ID = "CYBER_RUN1"; Sprite = "CYBR"; Frame = 0; Tics = 3; Action = "A_Hoof"; Next state = "CYBER_RUN2"; } State { ID = "CYBER_RUN2"; Sprite = "CYBR"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "CYBER_RUN3"; } State { ID = "CYBER_RUN3"; Sprite = "CYBR"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "CYBER_RUN4"; } State { ID = "CYBER_RUN4"; Sprite = "CYBR"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "CYBER_RUN5"; } State { ID = "CYBER_RUN5"; Sprite = "CYBR"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "CYBER_RUN6"; } State { ID = "CYBER_RUN6"; Sprite = "CYBR"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "CYBER_RUN7"; } State { ID = "CYBER_RUN7"; Sprite = "CYBR"; Frame = 3; Tics = 3; Action = "A_Metal"; Next state = "CYBER_RUN8"; } State { ID = "CYBER_RUN8"; Sprite = "CYBR"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "CYBER_RUN1"; } State { ID = "CYBER_ATK1"; Sprite = "CYBR"; Frame = 4; Tics = 6; Action = "A_FaceTarget"; Next state = "CYBER_ATK2"; } State { ID = "CYBER_ATK2"; Sprite = "CYBR"; Frame = 32773; Tics = 12; Action = "A_CyberAttack"; Next state = "CYBER_ATK3"; } State { ID = "CYBER_ATK3"; Sprite = "CYBR"; Frame = 4; Tics = 12; Action = "A_FaceTarget"; Next state = "CYBER_ATK4"; } State { ID = "CYBER_ATK4"; Sprite = "CYBR"; Frame = 32773; Tics = 12; Action = "A_CyberAttack"; Next state = "CYBER_ATK5"; } State { ID = "CYBER_ATK5"; Sprite = "CYBR"; Frame = 4; Tics = 12; Action = "A_FaceTarget"; Next state = "CYBER_ATK6"; } State { ID = "CYBER_ATK6"; Sprite = "CYBR"; Frame = 32773; Tics = 12; Action = "A_CyberAttack"; Next state = "CYBER_RUN1"; } State { ID = "CYBER_PAIN"; Sprite = "CYBR"; Frame = 6; Tics = 10; Action = "A_Pain"; Next state = "CYBER_RUN1"; } State { ID = "CYBER_DIE1"; Sprite = "CYBR"; Frame = 7; Tics = 10; Next state = "CYBER_DIE2"; } State { ID = "CYBER_DIE2"; Sprite = "CYBR"; Frame = 8; Tics = 10; Action = "A_Scream"; Next state = "CYBER_DIE3"; } State { ID = "CYBER_DIE3"; Sprite = "CYBR"; Frame = 9; Tics = 10; Next state = "CYBER_DIE4"; } State { ID = "CYBER_DIE4"; Sprite = "CYBR"; Frame = 10; Tics = 10; Next state = "CYBER_DIE5"; } State { ID = "CYBER_DIE5"; Sprite = "CYBR"; Frame = 11; Tics = 10; Next state = "CYBER_DIE6"; } State { ID = "CYBER_DIE6"; Sprite = "CYBR"; Frame = 12; Tics = 10; Action = "A_Fall"; Next state = "CYBER_DIE7"; } State { ID = "CYBER_DIE7"; Sprite = "CYBR"; Frame = 13; Tics = 10; Next state = "CYBER_DIE8"; } State { ID = "CYBER_DIE8"; Sprite = "CYBR"; Frame = 14; Tics = 10; Next state = "CYBER_DIE9"; } State { ID = "CYBER_DIE9"; Sprite = "CYBR"; Frame = 15; Tics = 30; Next state = "CYBER_DIE10"; } State { ID = "CYBER_DIE10"; Sprite = "CYBR"; Frame = 15; Tics = -1; Action = "A_BossDeath"; Next state = "NULL"; } State { ID = "PAIN_STND"; Sprite = "PAIN"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "PAIN_STND"; } State { ID = "PAIN_RUN1"; Sprite = "PAIN"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "PAIN_RUN2"; } State { ID = "PAIN_RUN2"; Sprite = "PAIN"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "PAIN_RUN3"; } State { ID = "PAIN_RUN3"; Sprite = "PAIN"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "PAIN_RUN4"; } State { ID = "PAIN_RUN4"; Sprite = "PAIN"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "PAIN_RUN5"; } State { ID = "PAIN_RUN5"; Sprite = "PAIN"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "PAIN_RUN6"; } State { ID = "PAIN_RUN6"; Sprite = "PAIN"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "PAIN_RUN1"; } State { ID = "PAIN_ATK1"; Sprite = "PAIN"; Frame = 3; Tics = 5; Action = "A_FaceTarget"; Next state = "PAIN_ATK2"; } State { ID = "PAIN_ATK2"; Sprite = "PAIN"; Frame = 4; Tics = 5; Action = "A_FaceTarget"; Next state = "PAIN_ATK3"; } State { ID = "PAIN_ATK3"; Sprite = "PAIN"; Frame = 32773; Tics = 5; Action = "A_FaceTarget"; Next state = "PAIN_ATK4"; } State { ID = "PAIN_ATK4"; Sprite = "PAIN"; Frame = 32773; Tics = 0; Action = "A_PainAttack"; Next state = "PAIN_RUN1"; } State { ID = "PAIN_PAIN"; Sprite = "PAIN"; Frame = 6; Tics = 6; Next state = "PAIN_PAIN2"; } State { ID = "PAIN_PAIN2"; Sprite = "PAIN"; Frame = 6; Tics = 6; Action = "A_Pain"; Next state = "PAIN_RUN1"; } State { ID = "PAIN_DIE1"; Sprite = "PAIN"; Frame = 32775; Tics = 8; Next state = "PAIN_DIE2"; } State { ID = "PAIN_DIE2"; Sprite = "PAIN"; Frame = 32776; Tics = 8; Action = "A_Scream"; Next state = "PAIN_DIE3"; } State { ID = "PAIN_DIE3"; Sprite = "PAIN"; Frame = 32777; Tics = 8; Next state = "PAIN_DIE4"; } State { ID = "PAIN_DIE4"; Sprite = "PAIN"; Frame = 32778; Tics = 8; Next state = "PAIN_DIE5"; } State { ID = "PAIN_DIE5"; Sprite = "PAIN"; Frame = 32779; Tics = 8; Action = "A_PainDie"; Next state = "PAIN_DIE6"; } State { ID = "PAIN_DIE6"; Sprite = "PAIN"; Frame = 32780; Tics = 8; Next state = "NULL"; } State { ID = "PAIN_RAISE1"; Sprite = "PAIN"; Frame = 12; Tics = 8; Next state = "PAIN_RAISE2"; } State { ID = "PAIN_RAISE2"; Sprite = "PAIN"; Frame = 11; Tics = 8; Next state = "PAIN_RAISE3"; } State { ID = "PAIN_RAISE3"; Sprite = "PAIN"; Frame = 10; Tics = 8; Next state = "PAIN_RAISE4"; } State { ID = "PAIN_RAISE4"; Sprite = "PAIN"; Frame = 9; Tics = 8; Next state = "PAIN_RAISE5"; } State { ID = "PAIN_RAISE5"; Sprite = "PAIN"; Frame = 8; Tics = 8; Next state = "PAIN_RAISE6"; } State { ID = "PAIN_RAISE6"; Sprite = "PAIN"; Frame = 7; Tics = 8; Next state = "PAIN_RUN1"; } State { ID = "SSWV_STND"; Sprite = "SSWV"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "SSWV_STND2"; } State { ID = "SSWV_STND2"; Sprite = "SSWV"; Frame = 1; Tics = 10; Action = "A_Look"; Next state = "SSWV_STND"; } State { ID = "SSWV_RUN1"; Sprite = "SSWV"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "SSWV_RUN2"; } State { ID = "SSWV_RUN2"; Sprite = "SSWV"; Frame = 0; Tics = 3; Action = "A_Chase"; Next state = "SSWV_RUN3"; } State { ID = "SSWV_RUN3"; Sprite = "SSWV"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "SSWV_RUN4"; } State { ID = "SSWV_RUN4"; Sprite = "SSWV"; Frame = 1; Tics = 3; Action = "A_Chase"; Next state = "SSWV_RUN5"; } State { ID = "SSWV_RUN5"; Sprite = "SSWV"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "SSWV_RUN6"; } State { ID = "SSWV_RUN6"; Sprite = "SSWV"; Frame = 2; Tics = 3; Action = "A_Chase"; Next state = "SSWV_RUN7"; } State { ID = "SSWV_RUN7"; Sprite = "SSWV"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "SSWV_RUN8"; } State { ID = "SSWV_RUN8"; Sprite = "SSWV"; Frame = 3; Tics = 3; Action = "A_Chase"; Next state = "SSWV_RUN1"; } State { ID = "SSWV_ATK1"; Sprite = "SSWV"; Frame = 4; Tics = 10; Action = "A_FaceTarget"; Next state = "SSWV_ATK2"; } State { ID = "SSWV_ATK2"; Sprite = "SSWV"; Frame = 5; Tics = 10; Action = "A_FaceTarget"; Next state = "SSWV_ATK3"; } State { ID = "SSWV_ATK3"; Sprite = "SSWV"; Frame = 32774; Tics = 4; Action = "A_CPosAttack"; Next state = "SSWV_ATK4"; } State { ID = "SSWV_ATK4"; Sprite = "SSWV"; Frame = 5; Tics = 6; Action = "A_FaceTarget"; Next state = "SSWV_ATK5"; } State { ID = "SSWV_ATK5"; Sprite = "SSWV"; Frame = 32774; Tics = 4; Action = "A_CPosAttack"; Next state = "SSWV_ATK6"; } State { ID = "SSWV_ATK6"; Sprite = "SSWV"; Frame = 5; Tics = 1; Action = "A_CPosRefire"; Next state = "SSWV_ATK2"; } State { ID = "SSWV_PAIN"; Sprite = "SSWV"; Frame = 7; Tics = 3; Next state = "SSWV_PAIN2"; } State { ID = "SSWV_PAIN2"; Sprite = "SSWV"; Frame = 7; Tics = 3; Action = "A_Pain"; Next state = "SSWV_RUN1"; } State { ID = "SSWV_DIE1"; Sprite = "SSWV"; Frame = 8; Tics = 5; Next state = "SSWV_DIE2"; } State { ID = "SSWV_DIE2"; Sprite = "SSWV"; Frame = 9; Tics = 5; Action = "A_Scream"; Next state = "SSWV_DIE3"; } State { ID = "SSWV_DIE3"; Sprite = "SSWV"; Frame = 10; Tics = 5; Action = "A_Fall"; Next state = "SSWV_DIE4"; } State { ID = "SSWV_DIE4"; Sprite = "SSWV"; Frame = 11; Tics = 5; Next state = "SSWV_DIE5"; } State { ID = "SSWV_DIE5"; Sprite = "SSWV"; Frame = 12; Tics = -1; Next state = "NULL"; } State { ID = "SSWV_XDIE1"; Sprite = "SSWV"; Frame = 13; Tics = 5; Next state = "SSWV_XDIE2"; } State { ID = "SSWV_XDIE2"; Sprite = "SSWV"; Frame = 14; Tics = 5; Action = "A_XScream"; Next state = "SSWV_XDIE3"; } State { ID = "SSWV_XDIE3"; Sprite = "SSWV"; Frame = 15; Tics = 5; Action = "A_Fall"; Next state = "SSWV_XDIE4"; } State { ID = "SSWV_XDIE4"; Sprite = "SSWV"; Frame = 16; Tics = 5; Next state = "SSWV_XDIE5"; } State { ID = "SSWV_XDIE5"; Sprite = "SSWV"; Frame = 17; Tics = 5; Next state = "SSWV_XDIE6"; } State { ID = "SSWV_XDIE6"; Sprite = "SSWV"; Frame = 18; Tics = 5; Next state = "SSWV_XDIE7"; } State { ID = "SSWV_XDIE7"; Sprite = "SSWV"; Frame = 19; Tics = 5; Next state = "SSWV_XDIE8"; } State { ID = "SSWV_XDIE8"; Sprite = "SSWV"; Frame = 20; Tics = 5; Next state = "SSWV_XDIE9"; } State { ID = "SSWV_XDIE9"; Sprite = "SSWV"; Frame = 21; Tics = -1; Next state = "NULL"; } State { ID = "SSWV_RAISE1"; Sprite = "SSWV"; Frame = 12; Tics = 5; Next state = "SSWV_RAISE2"; } State { ID = "SSWV_RAISE2"; Sprite = "SSWV"; Frame = 11; Tics = 5; Next state = "SSWV_RAISE3"; } State { ID = "SSWV_RAISE3"; Sprite = "SSWV"; Frame = 10; Tics = 5; Next state = "SSWV_RAISE4"; } State { ID = "SSWV_RAISE4"; Sprite = "SSWV"; Frame = 9; Tics = 5; Next state = "SSWV_RAISE5"; } State { ID = "SSWV_RAISE5"; Sprite = "SSWV"; Frame = 8; Tics = 5; Next state = "SSWV_RUN1"; } State { ID = "KEENSTND"; Sprite = "KEEN"; Frame = 0; Tics = -1; Next state = "KEENSTND"; } State { ID = "COMMKEEN"; Sprite = "KEEN"; Frame = 0; Tics = 6; Next state = "COMMKEEN2"; } State { ID = "COMMKEEN2"; Sprite = "KEEN"; Frame = 1; Tics = 6; Next state = "COMMKEEN3"; } State { ID = "COMMKEEN3"; Sprite = "KEEN"; Frame = 2; Tics = 6; Action = "A_Scream"; Next state = "COMMKEEN4"; } State { ID = "COMMKEEN4"; Sprite = "KEEN"; Frame = 3; Tics = 6; Next state = "COMMKEEN5"; } State { ID = "COMMKEEN5"; Sprite = "KEEN"; Frame = 4; Tics = 6; Next state = "COMMKEEN6"; } State { ID = "COMMKEEN6"; Sprite = "KEEN"; Frame = 5; Tics = 6; Next state = "COMMKEEN7"; } State { ID = "COMMKEEN7"; Sprite = "KEEN"; Frame = 6; Tics = 6; Next state = "COMMKEEN8"; } State { ID = "COMMKEEN8"; Sprite = "KEEN"; Frame = 7; Tics = 6; Next state = "COMMKEEN9"; } State { ID = "COMMKEEN9"; Sprite = "KEEN"; Frame = 8; Tics = 6; Next state = "COMMKEEN10"; } State { ID = "COMMKEEN10"; Sprite = "KEEN"; Frame = 9; Tics = 6; Next state = "COMMKEEN11"; } State { ID = "COMMKEEN11"; Sprite = "KEEN"; Frame = 10; Tics = 6; Action = "A_KeenDie"; Next state = "COMMKEEN12"; } State { ID = "COMMKEEN12"; Sprite = "KEEN"; Frame = 11; Tics = -1; Next state = "NULL"; } State { ID = "KEENPAIN"; Sprite = "KEEN"; Frame = 12; Tics = 4; Next state = "KEENPAIN2"; } State { ID = "KEENPAIN2"; Sprite = "KEEN"; Frame = 12; Tics = 8; Action = "A_Pain"; Next state = "KEENSTND"; } State { ID = "BRAIN"; Sprite = "BBRN"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "BRAIN_PAIN"; Sprite = "BBRN"; Frame = 1; Tics = 36; Action = "A_BrainPain"; Next state = "BRAIN"; } State { ID = "BRAIN_DIE1"; Sprite = "BBRN"; Frame = 0; Tics = 100; Action = "A_BrainScream"; Next state = "BRAIN_DIE2"; } State { ID = "BRAIN_DIE2"; Sprite = "BBRN"; Frame = 0; Tics = 10; Next state = "BRAIN_DIE3"; } State { ID = "BRAIN_DIE3"; Sprite = "BBRN"; Frame = 0; Tics = 10; Next state = "BRAIN_DIE4"; } State { ID = "BRAIN_DIE4"; Sprite = "BBRN"; Frame = 0; Tics = -1; Action = "A_BrainDie"; Next state = "NULL"; } State { ID = "BRAINEYE"; Sprite = "SSWV"; Frame = 0; Tics = 10; Action = "A_Look"; Next state = "BRAINEYE"; } State { ID = "BRAINEYESEE"; Sprite = "SSWV"; Frame = 0; Tics = 181; Action = "A_BrainAwake"; Next state = "BRAINEYE1"; } State { ID = "BRAINEYE1"; Sprite = "SSWV"; Frame = 0; Tics = 150; Action = "A_BrainSpit"; Next state = "BRAINEYE1"; } State { ID = "SPAWN1"; Sprite = "BOSF"; Frame = 32768; Tics = 3; Action = "A_SpawnSound"; Next state = "SPAWN2"; } State { ID = "SPAWN2"; Sprite = "BOSF"; Frame = 32769; Tics = 3; Action = "A_SpawnFly"; Next state = "SPAWN3"; } State { ID = "SPAWN3"; Sprite = "BOSF"; Frame = 32770; Tics = 3; Action = "A_SpawnFly"; Next state = "SPAWN4"; } State { ID = "SPAWN4"; Sprite = "BOSF"; Frame = 32771; Tics = 3; Action = "A_SpawnFly"; Next state = "SPAWN1"; } State { ID = "SPAWNFIRE1"; Sprite = "FIRE"; Frame = 32768; Tics = 4; Action = "A_Fire"; Next state = "SPAWNFIRE2"; } State { ID = "SPAWNFIRE2"; Sprite = "FIRE"; Frame = 32769; Tics = 4; Action = "A_Fire"; Next state = "SPAWNFIRE3"; } State { ID = "SPAWNFIRE3"; Sprite = "FIRE"; Frame = 32770; Tics = 4; Action = "A_Fire"; Next state = "SPAWNFIRE4"; } State { ID = "SPAWNFIRE4"; Sprite = "FIRE"; Frame = 32771; Tics = 4; Action = "A_Fire"; Next state = "SPAWNFIRE5"; } State { ID = "SPAWNFIRE5"; Sprite = "FIRE"; Frame = 32772; Tics = 4; Action = "A_Fire"; Next state = "SPAWNFIRE6"; } State { ID = "SPAWNFIRE6"; Sprite = "FIRE"; Frame = 32773; Tics = 4; Action = "A_Fire"; Next state = "SPAWNFIRE7"; } State { ID = "SPAWNFIRE7"; Sprite = "FIRE"; Frame = 32774; Tics = 4; Action = "A_Fire"; Next state = "SPAWNFIRE8"; } State { ID = "SPAWNFIRE8"; Sprite = "FIRE"; Frame = 32775; Tics = 4; Action = "A_Fire"; Next state = "NULL"; } State { ID = "BRAINEXPLODE1"; Sprite = "MISL"; Frame = 32769; Tics = 10; Next state = "BRAINEXPLODE2"; } State { ID = "BRAINEXPLODE2"; Sprite = "MISL"; Frame = 32770; Tics = 10; Next state = "BRAINEXPLODE3"; } State { ID = "BRAINEXPLODE3"; Sprite = "MISL"; Frame = 32771; Tics = 10; Action = "A_BrainExplode"; Next state = "NULL"; } State { ID = "ARM1"; Sprite = "ARM1"; Frame = 0; Tics = 6; Next state = "ARM1A"; } State { ID = "ARM1A"; Sprite = "ARM1"; Frame = 32769; Tics = 7; Next state = "ARM1"; } State { ID = "ARM2"; Sprite = "ARM2"; Frame = 0; Tics = 6; Next state = "ARM2A"; } State { ID = "ARM2A"; Sprite = "ARM2"; Frame = 32769; Tics = 6; Next state = "ARM2"; } State { ID = "BAR1"; Sprite = "BAR1"; Frame = 0; Tics = 6; Next state = "BAR2"; } State { ID = "BAR2"; Sprite = "BAR1"; Frame = 1; Tics = 6; Next state = "BAR1"; } State { ID = "BEXP"; Sprite = "BEXP"; Frame = 32768; Tics = 5; Next state = "BEXP2"; } State { ID = "BEXP2"; Sprite = "BEXP"; Frame = 32769; Tics = 5; Action = "A_Scream"; Next state = "BEXP3"; } State { ID = "BEXP3"; Sprite = "BEXP"; Frame = 32770; Tics = 5; Next state = "BEXP4"; } State { ID = "BEXP4"; Sprite = "BEXP"; Frame = 32771; Tics = 10; Action = "A_Explode"; Next state = "BEXP5"; } State { ID = "BEXP5"; Sprite = "BEXP"; Frame = 32772; Tics = 10; Next state = "NULL"; } State { ID = "BBAR1"; Sprite = "FCAN"; Frame = 32768; Tics = 4; Next state = "BBAR2"; } State { ID = "BBAR2"; Sprite = "FCAN"; Frame = 32769; Tics = 4; Next state = "BBAR3"; } State { ID = "BBAR3"; Sprite = "FCAN"; Frame = 32770; Tics = 4; Next state = "BBAR1"; } State { ID = "BON1"; Sprite = "BON1"; Frame = 32768; Tics = 6; Next state = "BON1A"; } State { ID = "BON1A"; Sprite = "BON1"; Frame = 32769; Tics = 6; Next state = "BON1B"; } State { ID = "BON1B"; Sprite = "BON1"; Frame = 32770; Tics = 6; Next state = "BON1C"; } State { ID = "BON1C"; Sprite = "BON1"; Frame = 32771; Tics = 6; Next state = "BON1D"; } State { ID = "BON1D"; Sprite = "BON1"; Frame = 32770; Tics = 6; Next state = "BON1E"; } State { ID = "BON1E"; Sprite = "BON1"; Frame = 32769; Tics = 6; Next state = "BON1"; } State { ID = "BON2"; Sprite = "BON2"; Frame = 0; Tics = 6; Next state = "BON2A"; } State { ID = "BON2A"; Sprite = "BON2"; Frame = 1; Tics = 6; Next state = "BON2B"; } State { ID = "BON2B"; Sprite = "BON2"; Frame = 2; Tics = 6; Next state = "BON2C"; } State { ID = "BON2C"; Sprite = "BON2"; Frame = 3; Tics = 6; Next state = "BON2D"; } State { ID = "BON2D"; Sprite = "BON2"; Frame = 2; Tics = 6; Next state = "BON2E"; } State { ID = "BON2E"; Sprite = "BON2"; Frame = 1; Tics = 6; Next state = "BON2"; } State { ID = "BKEY"; Sprite = "BKEY"; Frame = 0; Tics = 10; Next state = "BKEY2"; } State { ID = "BKEY2"; Sprite = "BKEY"; Frame = 32769; Tics = 10; Next state = "BKEY"; } State { ID = "RKEY"; Sprite = "RKEY"; Frame = 0; Tics = 10; Next state = "RKEY2"; } State { ID = "RKEY2"; Sprite = "RKEY"; Frame = 32769; Tics = 10; Next state = "RKEY"; } State { ID = "YKEY"; Sprite = "YKEY"; Frame = 0; Tics = 10; Next state = "YKEY2"; } State { ID = "YKEY2"; Sprite = "YKEY"; Frame = 32769; Tics = 10; Next state = "YKEY"; } State { ID = "BSKULL"; Sprite = "BSKU"; Frame = 0; Tics = 10; Next state = "BSKULL2"; } State { ID = "BSKULL2"; Sprite = "BSKU"; Frame = 32769; Tics = 10; Next state = "BSKULL"; } State { ID = "RSKULL"; Sprite = "RSKU"; Frame = 0; Tics = 10; Next state = "RSKULL2"; } State { ID = "RSKULL2"; Sprite = "RSKU"; Frame = 32769; Tics = 10; Next state = "RSKULL"; } State { ID = "YSKULL"; Sprite = "YSKU"; Frame = 0; Tics = 10; Next state = "YSKULL2"; } State { ID = "YSKULL2"; Sprite = "YSKU"; Frame = 32769; Tics = 10; Next state = "YSKULL"; } State { ID = "STIM"; Sprite = "STIM"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "MEDI"; Sprite = "MEDI"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "SOUL"; Sprite = "SOUL"; Frame = 32768; Tics = 6; Next state = "SOUL2"; } State { ID = "SOUL2"; Sprite = "SOUL"; Frame = 32769; Tics = 6; Next state = "SOUL3"; } State { ID = "SOUL3"; Sprite = "SOUL"; Frame = 32770; Tics = 6; Next state = "SOUL4"; } State { ID = "SOUL4"; Sprite = "SOUL"; Frame = 32771; Tics = 6; Next state = "SOUL5"; } State { ID = "SOUL5"; Sprite = "SOUL"; Frame = 32770; Tics = 6; Next state = "SOUL6"; } State { ID = "SOUL6"; Sprite = "SOUL"; Frame = 32769; Tics = 6; Next state = "SOUL"; } State { ID = "PINV"; Sprite = "PINV"; Frame = 32768; Tics = 6; Next state = "PINV2"; } State { ID = "PINV2"; Sprite = "PINV"; Frame = 32769; Tics = 6; Next state = "PINV3"; } State { ID = "PINV3"; Sprite = "PINV"; Frame = 32770; Tics = 6; Next state = "PINV4"; } State { ID = "PINV4"; Sprite = "PINV"; Frame = 32771; Tics = 6; Next state = "PINV"; } State { ID = "PSTR"; Sprite = "PSTR"; Frame = 32768; Tics = -1; Next state = "NULL"; } State { ID = "PINS"; Sprite = "PINS"; Frame = 32768; Tics = 6; Next state = "PINS2"; } State { ID = "PINS2"; Sprite = "PINS"; Frame = 32769; Tics = 6; Next state = "PINS3"; } State { ID = "PINS3"; Sprite = "PINS"; Frame = 32770; Tics = 6; Next state = "PINS4"; } State { ID = "PINS4"; Sprite = "PINS"; Frame = 32771; Tics = 6; Next state = "PINS"; } State { ID = "MEGA"; Sprite = "MEGA"; Frame = 32768; Tics = 6; Next state = "MEGA2"; } State { ID = "MEGA2"; Sprite = "MEGA"; Frame = 32769; Tics = 6; Next state = "MEGA3"; } State { ID = "MEGA3"; Sprite = "MEGA"; Frame = 32770; Tics = 6; Next state = "MEGA4"; } State { ID = "MEGA4"; Sprite = "MEGA"; Frame = 32771; Tics = 6; Next state = "MEGA"; } State { ID = "SUIT"; Sprite = "SUIT"; Frame = 32768; Tics = -1; Next state = "NULL"; } State { ID = "PMAP"; Sprite = "PMAP"; Frame = 32768; Tics = 6; Next state = "PMAP2"; } State { ID = "PMAP2"; Sprite = "PMAP"; Frame = 32769; Tics = 6; Next state = "PMAP3"; } State { ID = "PMAP3"; Sprite = "PMAP"; Frame = 32770; Tics = 6; Next state = "PMAP4"; } State { ID = "PMAP4"; Sprite = "PMAP"; Frame = 32771; Tics = 6; Next state = "PMAP5"; } State { ID = "PMAP5"; Sprite = "PMAP"; Frame = 32770; Tics = 6; Next state = "PMAP6"; } State { ID = "PMAP6"; Sprite = "PMAP"; Frame = 32769; Tics = 6; Next state = "PMAP"; } State { ID = "PVIS"; Sprite = "PVIS"; Frame = 32768; Tics = 6; Next state = "PVIS2"; } State { ID = "PVIS2"; Sprite = "PVIS"; Frame = 1; Tics = 6; Next state = "PVIS"; } State { ID = "CLIP"; Sprite = "CLIP"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "AMMO"; Sprite = "AMMO"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "ROCK"; Sprite = "ROCK"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "BROK"; Sprite = "BROK"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "CELL"; Sprite = "CELL"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "CELP"; Sprite = "CELP"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "SHEL"; Sprite = "SHEL"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "SBOX"; Sprite = "SBOX"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "BPAK"; Sprite = "BPAK"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "BFUG"; Sprite = "BFUG"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "MGUN"; Sprite = "MGUN"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "CSAW"; Sprite = "CSAW"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "LAUN"; Sprite = "LAUN"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "PLAS"; Sprite = "PLAS"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "SHOT"; Sprite = "SHOT"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "SHOT2"; Sprite = "SGN2"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "COLU"; Sprite = "COLU"; Frame = 32768; Tics = -1; Next state = "NULL"; } State { ID = "STALAG"; Sprite = "SMT2"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "BLOODYTWITCH"; Sprite = "GOR1"; Frame = 0; Tics = 10; Next state = "BLOODYTWITCH2"; } State { ID = "BLOODYTWITCH2"; Sprite = "GOR1"; Frame = 1; Tics = 15; Next state = "BLOODYTWITCH3"; } State { ID = "BLOODYTWITCH3"; Sprite = "GOR1"; Frame = 2; Tics = 8; Next state = "BLOODYTWITCH4"; } State { ID = "BLOODYTWITCH4"; Sprite = "GOR1"; Frame = 1; Tics = 6; Next state = "BLOODYTWITCH"; } State { ID = "DEADTORSO"; Sprite = "PLAY"; Frame = 13; Tics = -1; Next state = "NULL"; } State { ID = "DEADBOTTOM"; Sprite = "PLAY"; Frame = 18; Tics = -1; Next state = "NULL"; } State { ID = "HEADSONSTICK"; Sprite = "POL2"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "GIBS"; Sprite = "POL5"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "HEADONASTICK"; Sprite = "POL4"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "HEADCANDLES"; Sprite = "POL3"; Frame = 32768; Tics = 6; Next state = "HEADCANDLES2"; } State { ID = "HEADCANDLES2"; Sprite = "POL3"; Frame = 32769; Tics = 6; Next state = "HEADCANDLES"; } State { ID = "DEADSTICK"; Sprite = "POL1"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "LIVESTICK"; Sprite = "POL6"; Frame = 0; Tics = 6; Next state = "LIVESTICK2"; } State { ID = "LIVESTICK2"; Sprite = "POL6"; Frame = 1; Tics = 8; Next state = "LIVESTICK"; } State { ID = "MEAT2"; Sprite = "GOR2"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "MEAT3"; Sprite = "GOR3"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "MEAT4"; Sprite = "GOR4"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "MEAT5"; Sprite = "GOR5"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "STALAGTITE"; Sprite = "SMIT"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "TALLGRNCOL"; Sprite = "COL1"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "SHRTGRNCOL"; Sprite = "COL2"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "TALLREDCOL"; Sprite = "COL3"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "SHRTREDCOL"; Sprite = "COL4"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "CANDLESTIK"; Sprite = "CAND"; Frame = 32768; Tics = -1; Next state = "NULL"; } State { ID = "CANDELABRA"; Sprite = "CBRA"; Frame = 32768; Tics = -1; Next state = "NULL"; } State { ID = "SKULLCOL"; Sprite = "COL6"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "TORCHTREE"; Sprite = "TRE1"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "BIGTREE"; Sprite = "TRE2"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "TECHPILLAR"; Sprite = "ELEC"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "EVILEYE"; Sprite = "CEYE"; Frame = 32768; Tics = 6; Next state = "EVILEYE2"; } State { ID = "EVILEYE2"; Sprite = "CEYE"; Frame = 32769; Tics = 6; Next state = "EVILEYE3"; } State { ID = "EVILEYE3"; Sprite = "CEYE"; Frame = 32770; Tics = 6; Next state = "EVILEYE4"; } State { ID = "EVILEYE4"; Sprite = "CEYE"; Frame = 32769; Tics = 6; Next state = "EVILEYE"; } State { ID = "FLOATSKULL"; Sprite = "FSKU"; Frame = 32768; Tics = 6; Next state = "FLOATSKULL2"; } State { ID = "FLOATSKULL2"; Sprite = "FSKU"; Frame = 32769; Tics = 6; Next state = "FLOATSKULL3"; } State { ID = "FLOATSKULL3"; Sprite = "FSKU"; Frame = 32770; Tics = 6; Next state = "FLOATSKULL"; } State { ID = "HEARTCOL"; Sprite = "COL5"; Frame = 0; Tics = 14; Next state = "HEARTCOL2"; } State { ID = "HEARTCOL2"; Sprite = "COL5"; Frame = 1; Tics = 14; Next state = "HEARTCOL"; } State { ID = "BLUETORCH"; Sprite = "TBLU"; Frame = 32768; Tics = 4; Next state = "BLUETORCH2"; } State { ID = "BLUETORCH2"; Sprite = "TBLU"; Frame = 32769; Tics = 4; Next state = "BLUETORCH3"; } State { ID = "BLUETORCH3"; Sprite = "TBLU"; Frame = 32770; Tics = 4; Next state = "BLUETORCH4"; } State { ID = "BLUETORCH4"; Sprite = "TBLU"; Frame = 32771; Tics = 4; Next state = "BLUETORCH"; } State { ID = "GREENTORCH"; Sprite = "TGRN"; Frame = 32768; Tics = 4; Next state = "GREENTORCH2"; } State { ID = "GREENTORCH2"; Sprite = "TGRN"; Frame = 32769; Tics = 4; Next state = "GREENTORCH3"; } State { ID = "GREENTORCH3"; Sprite = "TGRN"; Frame = 32770; Tics = 4; Next state = "GREENTORCH4"; } State { ID = "GREENTORCH4"; Sprite = "TGRN"; Frame = 32771; Tics = 4; Next state = "GREENTORCH"; } State { ID = "REDTORCH"; Sprite = "TRED"; Frame = 32768; Tics = 4; Next state = "REDTORCH2"; } State { ID = "REDTORCH2"; Sprite = "TRED"; Frame = 32769; Tics = 4; Next state = "REDTORCH3"; } State { ID = "REDTORCH3"; Sprite = "TRED"; Frame = 32770; Tics = 4; Next state = "REDTORCH4"; } State { ID = "REDTORCH4"; Sprite = "TRED"; Frame = 32771; Tics = 4; Next state = "REDTORCH"; } State { ID = "BTORCHSHRT"; Sprite = "SMBT"; Frame = 32768; Tics = 4; Next state = "BTORCHSHRT2"; } State { ID = "BTORCHSHRT2"; Sprite = "SMBT"; Frame = 32769; Tics = 4; Next state = "BTORCHSHRT3"; } State { ID = "BTORCHSHRT3"; Sprite = "SMBT"; Frame = 32770; Tics = 4; Next state = "BTORCHSHRT4"; } State { ID = "BTORCHSHRT4"; Sprite = "SMBT"; Frame = 32771; Tics = 4; Next state = "BTORCHSHRT"; } State { ID = "GTORCHSHRT"; Sprite = "SMGT"; Frame = 32768; Tics = 4; Next state = "GTORCHSHRT2"; } State { ID = "GTORCHSHRT2"; Sprite = "SMGT"; Frame = 32769; Tics = 4; Next state = "GTORCHSHRT3"; } State { ID = "GTORCHSHRT3"; Sprite = "SMGT"; Frame = 32770; Tics = 4; Next state = "GTORCHSHRT4"; } State { ID = "GTORCHSHRT4"; Sprite = "SMGT"; Frame = 32771; Tics = 4; Next state = "GTORCHSHRT"; } State { ID = "RTORCHSHRT"; Sprite = "SMRT"; Frame = 32768; Tics = 4; Next state = "RTORCHSHRT2"; } State { ID = "RTORCHSHRT2"; Sprite = "SMRT"; Frame = 32769; Tics = 4; Next state = "RTORCHSHRT3"; } State { ID = "RTORCHSHRT3"; Sprite = "SMRT"; Frame = 32770; Tics = 4; Next state = "RTORCHSHRT4"; } State { ID = "RTORCHSHRT4"; Sprite = "SMRT"; Frame = 32771; Tics = 4; Next state = "RTORCHSHRT"; } State { ID = "HANGNOGUTS"; Sprite = "HDB1"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "HANGBNOBRAIN"; Sprite = "HDB2"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "HANGTLOOKDN"; Sprite = "HDB3"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "HANGTSKULL"; Sprite = "HDB4"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "HANGTLOOKUP"; Sprite = "HDB5"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "HANGTNOBRAIN"; Sprite = "HDB6"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "COLONGIBS"; Sprite = "POB1"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "SMALLPOOL"; Sprite = "POB2"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "BRAINSTEM"; Sprite = "BRS1"; Frame = 0; Tics = -1; Next state = "NULL"; } State { ID = "TECHLAMP"; Sprite = "TLMP"; Frame = 32768; Tics = 4; Next state = "TECHLAMP2"; } State { ID = "TECHLAMP2"; Sprite = "TLMP"; Frame = 32769; Tics = 4; Next state = "TECHLAMP3"; } State { ID = "TECHLAMP3"; Sprite = "TLMP"; Frame = 32770; Tics = 4; Next state = "TECHLAMP4"; } State { ID = "TECHLAMP4"; Sprite = "TLMP"; Frame = 32771; Tics = 4; Next state = "TECHLAMP"; } State { ID = "TECH2LAMP"; Sprite = "TLP2"; Frame = 32768; Tics = 4; Next state = "TECH2LAMP2"; } State { ID = "TECH2LAMP2"; Sprite = "TLP2"; Frame = 32769; Tics = 4; Next state = "TECH2LAMP3"; } State { ID = "TECH2LAMP3"; Sprite = "TLP2"; Frame = 32770; Tics = 4; Next state = "TECH2LAMP4"; } State { ID = "TECH2LAMP4"; Sprite = "TLP2"; Frame = 32771; Tics = 4; Next state = "TECH2LAMP"; } State { ID = "SMALL_WHITE_LIGHT"; Sprite = "APBX"; Frame = 4; Tics = -1; Next state = "NULL"; } Thing { ID = "TEMPSOUNDORIGIN"; DoomEd number = -1; Spawn state = "TEMPSOUNDORIGIN1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Radius = 1; Height = 1; Mass = 100; Flags = "mf_local mf_nosector mf_noblockmap mf_nogravity"; } State { ID = "TEMPSOUNDORIGIN1"; Tics = 175; Next state = "NULL"; } # An extra step for the missile explosion to allow the particle effects to # look better. A bit of a hack, mind you. State { ID = "EXPLODE0"; Sprite = "MISL"; Frame = 32769; Next state = "EXPLODE1"; } # A_Tracer() spawns rocket puffs. This is copied from the original # PUFF type. Thing { ID = "ROCKETPUFF"; DoomEd number = -1; Spawn state = "ROCKETPUFF1"; See state = "NULL"; Pain state = "NULL"; Melee state = "NULL"; Missile state = "NULL"; Death state = "NULL"; Xdeath state = "NULL"; Raise state = "NULL"; See sound = "None"; Attack sound = "None"; Pain sound = "None"; Death sound = "None"; Active sound = "None"; Reaction time = 8; Spawn health = 1000; Radius = 8; Height = 8; Mass = 100; Flags = "mf_noblockmap mf_nogravity mf_viewalign"; } State { ID = "ROCKETPUFF1"; Sprite = "PUFF"; Frame = 32768; Tics = 4; Next state = "ROCKETPUFF2"; } State { ID = "ROCKETPUFF2"; Sprite = "PUFF"; Frame = 1; Tics = 4; Next state = "ROCKETPUFF3"; } State { ID = "ROCKETPUFF3"; Sprite = "PUFF"; Frame = 2; Tics = 4; Next state = "ROCKETPUFF4"; } State { ID = "ROCKETPUFF4"; Sprite = "PUFF"; Frame = 3; Tics = 4; Next state = "NULL"; }