// // EDGE THINGS.DDF -redefine or add new thing entries. // For documentation, see http://edge.sourceforge.net/ // DDF Version 5.0 // #VERSION 1.29 // ------------------------ Health Items ------------------------ [HEALTH_POTION:2014] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=HEALTH(1:200); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotHealthPotion; TRANSLUCENCY=60%; RESPAWN_EFFECT=ITEM_RESPAWN; SPECIAL=COUNT_AS_ITEM,SPECIAL; STATES(IDLE)=BON1:A:6:NORMAL:NOTHING, BON1:B:6:NORMAL:NOTHING, BON1:C:6:NORMAL:NOTHING, BON1:D:6:NORMAL:NOTHING, BON1:C:6:NORMAL:NOTHING, BON1:B:6:NORMAL:NOTHING; [STIMPACK:2011] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=HEALTH(10:100); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotStim; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=STIM:A:-1:NORMAL:NOTHING; [MEDIKIT:2012] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=HEALTH(25:100); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotMedi; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=MEDI:A:-1:NORMAL:NOTHING; [SOULSPHERE:2013] RADIUS=20; HEIGHT=16; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#FFFFFF; PICKUP_BENEFIT=HEALTH(100:200); PICKUP_SOUND=GETPOW; PICKUP_MESSAGE=GotSoul; TRANSLUCENCY=60%; SPECIAL=SPECIAL,COUNT_AS_ITEM,NOSHADOW; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=SOUL:A:6:BRIGHT:NOTHING, SOUL:B:6:BRIGHT:NOTHING, SOUL:C:6:BRIGHT:NOTHING, SOUL:D:6:BRIGHT:NOTHING, SOUL:C:6:BRIGHT:NOTHING, SOUL:B:6:BRIGHT:NOTHING; [BERSERKER:2023] RADIUS=20; HEIGHT=16; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#FF0000; PICKUP_BENEFIT=POWERUP_BERSERK(60:60),HEALTH(100:100); PICKUP_EFFECT=SWITCH_WEAPON(FIST),KEEP_POWERUP(BERSERK); PICKUP_SOUND=GETPOW; PICKUP_MESSAGE=GotBerserk; RESPAWN_EFFECT=ITEM_RESPAWN; SPECIAL=SPECIAL,COUNT_AS_ITEM,NOSHADOW; STATES(IDLE)=PSTR:A:-1:BRIGHT:NOTHING; // Special, gives both health and armour [MEGASPHERE:83] RADIUS=20; HEIGHT=16; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=200; DLIGHT.COLOUR=#FFFFFF; PICKUP_BENEFIT=HEALTH(200:200),BLUE_ARMOUR(200:200); PICKUP_SOUND=GETPOW; PICKUP_MESSAGE=GotMega; TRANSLUCENCY=60%; SPECIAL=SPECIAL,COUNT_AS_ITEM,NOSHADOW; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=MEGA:A:6:BRIGHT:NOTHING, MEGA:B:6:BRIGHT:NOTHING, MEGA:C:6:BRIGHT:NOTHING, MEGA:D:6:BRIGHT:NOTHING; // ------------------------ Armour Items ------------------------ [ARMOUR_HELMET:2015] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=GREEN_ARMOUR(1:200); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotArmourHelmet; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; SPECIAL=COUNT_AS_ITEM; STATES(IDLE)=BON2:A:6:NORMAL:NOTHING, BON2:B:6:NORMAL:NOTHING, BON2:C:6:NORMAL:NOTHING, BON2:D:6:NORMAL:NOTHING, BON2:C:6:NORMAL:NOTHING, BON2:B:6:NORMAL:NOTHING; [GREEN_ARMOUR:2018] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=GREEN_ARMOUR(100:100); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotArmour; RESPAWN_EFFECT=ITEM_RESPAWN; SPECIAL=SPECIAL; STATES(IDLE)=ARM1:A:6:NORMAL:NOTHING, ARM1:B:7:BRIGHT:NOTHING; [BLUE_ARMOUR:2019] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=BLUE_ARMOUR(200:200); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotMegaArmour; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=ARM2:A:6:NORMAL:NOTHING, ARM2:B:6:BRIGHT:NOTHING; // ------------------------ Keys ------------------------ [BLUE_KEY:5] RADIUS=20; HEIGHT=16; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#0000FF; PICKUP_BENEFIT=BLUE_CARD; PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotBlueCard; SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=BKEY:A:10:NORMAL:NOTHING, BKEY:B:10:BRIGHT:NOTHING; [YELLOW_KEY:6] RADIUS=20; HEIGHT=16; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#FFFF40; PICKUP_BENEFIT=YELLOW_CARD; PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotYellowCard; SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=YKEY:A:10:NORMAL:NOTHING, YKEY:B:10:BRIGHT:NOTHING; [RED_KEY:13] RADIUS=20; HEIGHT=16; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#FF0000; PICKUP_BENEFIT=RED_CARD; PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotRedCard; SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=RKEY:A:10:NORMAL:NOTHING, RKEY:B:10:BRIGHT:NOTHING; [RED_SKULLKEY:38] RADIUS=20; HEIGHT=16; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#FF0000; PICKUP_BENEFIT=RED_SKULL; PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotRedSkull; SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=RSKU:A:10:NORMAL:NOTHING, RSKU:B:10:BRIGHT:NOTHING; [YELLOW_SKULLKEY:39] RADIUS=20; HEIGHT=16; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#FFFF40; PICKUP_BENEFIT=YELLOW_SKULL; PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotYellowSkull; SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=YSKU:A:10:NORMAL:NOTHING, YSKU:B:10:BRIGHT:NOTHING; [BLUE_SKULLKEY:40] RADIUS=20; HEIGHT=16; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#0000FF; PICKUP_BENEFIT=BLUE_SKULL; PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotBlueSkull; SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=BSKU:A:10:NORMAL:NOTHING, BSKU:B:10:BRIGHT:NOTHING; // ------------------------ Weapons ------------------------ [SHOTGUN:2001] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=SHOTGUN,SHELLS(8); PICKUP_SOUND=WPNUP; PICKUP_MESSAGE=GotShotGun; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=SHOT:A:-1:NORMAL:NOTHING; [SUPER_SHOTGUN:82] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=SUPERSHOTGUN,SHELLS(8); PICKUP_SOUND=WPNUP; PICKUP_MESSAGE=GotDoubleBarrel; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=SGN2:A:-1:NORMAL:NOTHING; [CHAINGUN:2002] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=CHAINGUN,BULLETS(20); PICKUP_SOUND=WPNUP; PICKUP_MESSAGE=GotChainGun; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=MGUN:A:-1:NORMAL:NOTHING; [MISSILE_LAUNCHER:2003] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=ROCKET_LAUNCHER,ROCKETS(2); PICKUP_SOUND=WPNUP; PICKUP_MESSAGE=GotRocketLauncher; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=LAUN:A:-1:NORMAL:NOTHING; [PLASMA_RIFLE:2004] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=PLASMA_RIFLE,CELLS(40); PICKUP_SOUND=WPNUP; PICKUP_MESSAGE=GotPlasmaGun; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=PLAS:A:-1:NORMAL:NOTHING; [BFG:2006] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=BFG9000,CELLS(40); PICKUP_SOUND=WPNUP; PICKUP_MESSAGE=GotBFG; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=BFUG:A:-1:NORMAL:NOTHING; [CHAINSAW:2005] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=CHAINSAW; PICKUP_SOUND=WPNUP; PICKUP_MESSAGE=GotChainSaw; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=CSAW:A:-1:NORMAL:NOTHING; // ------------------------ Ammo ------------------------ [CLIP:2007] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=BULLETS(10); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotClip; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=CLIP:A:-1:NORMAL:NOTHING; [BOX_OF_BULLETS:2048] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=BULLETS(50); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotClipBox; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=AMMO:A:-1:NORMAL:NOTHING; [SHELLS:2008] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=SHELLS(4); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotShells; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=SHEL:A:-1:NORMAL:NOTHING; [BOX_OF_SHELLS:2049] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=SHELLS(20); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotShellBox; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=SBOX:A:-1:NORMAL:NOTHING; [ROCKET:2010] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=ROCKETS(1); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotRocket; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=ROCK:A:-1:NORMAL:NOTHING; [BOX_OF_ROCKETS:2046] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=ROCKETS(5); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotRocketBox; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=BROK:A:-1:NORMAL:NOTHING; [CELLS:2047] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=CELLS(20); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotCell; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=CELL:A:-1:NORMAL:NOTHING; [CELL_PACK:17] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=CELLS(100); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotCellPack; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=CELP:A:-1:NORMAL:NOTHING; // ------------------------ Specials ------------------------ [AUTOMAP:2026] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=POWERUP_AUTOMAP; PICKUP_SOUND=GETPOW; PICKUP_MESSAGE=GotMap; RESPAWN_EFFECT=ITEM_RESPAWN; SPECIAL=SPECIAL,COUNT_AS_ITEM,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#FFFFFF; STATES(IDLE)=PMAP:A:6:BRIGHT:NOTHING, PMAP:B:6:BRIGHT:NOTHING, PMAP:C:6:BRIGHT:NOTHING, PMAP:D:6:BRIGHT:NOTHING, PMAP:C:6:BRIGHT:NOTHING, PMAP:B:6:BRIGHT:NOTHING; [BLURSPHERE:2024] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=POWERUP_PARTINVIS(100:100); PICKUP_SOUND=GETPOW; PICKUP_MESSAGE=GotInvis; SPECIAL=SPECIAL,NO_RESPAWN,COUNT_AS_ITEM,NOSHADOW; TRANSLUCENCY=60%; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=150; DLIGHT.COLOUR=#FFFFFF; STATES(IDLE)=PINS:A:6:BRIGHT:NOTHING, PINS:B:6:BRIGHT:NOTHING, PINS:C:6:BRIGHT:NOTHING, PINS:D:6:BRIGHT:NOTHING; [INVULNERABILITY_SPHERE:2022] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=POWERUP_INVULNERABLE(30:30); PICKUP_SOUND=GETPOW; PICKUP_MESSAGE=GotInvulner; SPECIAL=SPECIAL,NO_RESPAWN,COUNT_AS_ITEM,NOSHADOW; TRANSLUCENCY=70%; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#FFFFFF; STATES(IDLE)=PINV:A:6:BRIGHT:NOTHING, PINV:B:6:BRIGHT:NOTHING, PINV:C:6:BRIGHT:NOTHING, PINV:D:6:BRIGHT:NOTHING; [LIGHT_SPECS:2045] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=POWERUP_LIGHTGOGGLES(120:120); PICKUP_SOUND=GETPOW; PICKUP_MESSAGE=GotVisor; RESPAWN_EFFECT=ITEM_RESPAWN; SPECIAL=SPECIAL,COUNT_AS_ITEM,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#FFFFFF; STATES(IDLE)=PVIS:A:6:BRIGHT:NOTHING, PVIS:B:6:NORMAL:NOTHING; [RADIATION_SUIT:2025] RADIUS=20; HEIGHT=60; PICKUP_BENEFIT=POWERUP_ACIDSUIT(60:60); PICKUP_SOUND=GETPOW; PICKUP_MESSAGE=GotSuit; RESPAWN_EFFECT=ITEM_RESPAWN; SPECIAL=SPECIAL; STATES(IDLE)=SUIT:A:-1:BRIGHT:NOTHING; [BACKPACK:8] RADIUS=20; HEIGHT=16; PICKUP_BENEFIT=BULLETS.LIMIT(400),SHELLS.LIMIT(100), ROCKETS.LIMIT(100),CELLS.LIMIT(600), BULLETS(10),SHELLS(4),ROCKETS(1),CELLS(20); PICKUP_SOUND=ITEMUP; PICKUP_MESSAGE=GotBackpack; RESPAWN_EFFECT=ITEM_RESPAWN; SPECIAL=SPECIAL; STATES(IDLE)=BPAK:A:-1:NORMAL:NOTHING; // ------------------- EDGE Experimental Specials ------------------- [NIGHTVISION_SPECS:7000] RADIUS=16; HEIGHT=16; PICKUP_BENEFIT=POWERUP_NIGHTVISION(30:30); PICKUP_SOUND=GETPOW; PICKUP_MESSAGE=GotNight; SPECIAL=SPECIAL,NOSHADOW; RESPAWN_EFFECT=ITEM_RESPAWN; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#FFFFFF; STATES(IDLE)=NVSC:A:6:NORMAL:NOTHING, NVSC:B:6:BRIGHT:NOTHING; [JETPACK:7020] RADIUS=16; HEIGHT=16; PICKUP_BENEFIT=POWERUP_JETPACK(30:30); PICKUP_SOUND=GETPOW; PICKUP_MESSAGE=GotJetPack; SPECIAL=SPECIAL; RESPAWN_EFFECT=ITEM_RESPAWN; STATES(IDLE)=JPCK:A:35:NORMAL:NOTHING; // ---------------- Scenery Items ------------------------- [SMALL_BOLLARD_LAMP:2028] RADIUS=16; HEIGHT=46; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=150; DLIGHT.COLOUR=#FFFFFF; STATES(IDLE)=COLU:A:-1:BRIGHT:NOTHING; [SMALL_TECH_LAMP:86] RADIUS=16; HEIGHT=58; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=200; DLIGHT.COLOUR=#FFFFFF; STATES(IDLE)=TLP2:A:4:BRIGHT:NOTHING, TLP2:B:4:BRIGHT:NOTHING, TLP2:C:4:BRIGHT:NOTHING, TLP2:D:4:BRIGHT:NOTHING; [TALL_TECH_LAMP:85] RADIUS=16; HEIGHT=78; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#FFFFFF; STATES(IDLE)=TLMP:A:4:BRIGHT:NOTHING, TLMP:B:4:BRIGHT:NOTHING, TLMP:C:4:BRIGHT:NOTHING, TLMP:D:4:BRIGHT:NOTHING; [BRONZE_BLUE_TORCH:44] RADIUS=16; HEIGHT=96; SPECIAL=SOLID,PASS_MISSILE,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#0000C0; STATES(IDLE)=TBLU:A:4:BRIGHT:NOTHING, TBLU:B:4:BRIGHT:NOTHING, TBLU:C:4:BRIGHT:NOTHING, TBLU:D:4:BRIGHT:NOTHING; [BRONZE_GREEN_TORCH:45] RADIUS=16; HEIGHT=96; SPECIAL=SOLID,PASS_MISSILE,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#00C000; STATES(IDLE)=TGRN:A:4:BRIGHT:NOTHING, TGRN:B:4:BRIGHT:NOTHING, TGRN:C:4:BRIGHT:NOTHING, TGRN:D:4:BRIGHT:NOTHING; [BRONZE_RED_TORCH:46] RADIUS=16; HEIGHT=96; SPECIAL=SOLID,PASS_MISSILE,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#FF0000; STATES(IDLE)=TRED:A:4:BRIGHT:NOTHING, TRED:B:4:BRIGHT:NOTHING, TRED:C:4:BRIGHT:NOTHING, TRED:D:4:BRIGHT:NOTHING; [WOODEN_BLUE_TORCH:55] RADIUS=16; HEIGHT=72; SPECIAL=SOLID,PASS_MISSILE,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#0000C0; STATES(IDLE)=SMBT:A:4:BRIGHT:NOTHING, SMBT:B:4:BRIGHT:NOTHING, SMBT:C:4:BRIGHT:NOTHING, SMBT:D:4:BRIGHT:NOTHING; [WOODEN_GREEN_TORCH:56] RADIUS=16; HEIGHT=72; SPECIAL=SOLID,PASS_MISSILE,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#00C000; STATES(IDLE)=SMGT:A:4:BRIGHT:NOTHING, SMGT:B:4:BRIGHT:NOTHING, SMGT:C:4:BRIGHT:NOTHING, SMGT:D:4:BRIGHT:NOTHING; [WOODEN_RED_TORCH:57] RADIUS=16; HEIGHT=72; SPECIAL=SOLID,PASS_MISSILE,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#FF0000; STATES(IDLE)=SMRT:A:4:BRIGHT:NOTHING, SMRT:B:4:BRIGHT:NOTHING, SMRT:C:4:BRIGHT:NOTHING, SMRT:D:4:BRIGHT:NOTHING; [BURNING_BARREL:70] RADIUS=16; HEIGHT=42; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#FFFF40; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE,NOSHADOW; STATES(IDLE)=FCAN:A:4:BRIGHT:NOTHING, FCAN:B:4:BRIGHT:NOTHING, FCAN:C:4:BRIGHT:NOTHING; // Note: mis-spelled entry (should be DEAD_GIBBED_PLAYER1), but can't // be fixed because it breaks savegames. [DEAD_GIBBER_PLAYER1:10] RADIUS=20; HEIGHT=16; STATES(IDLE)=PLAY:W:-1:NORMAL:NOTHING; [DEAD_GIBBED_PLAYER2:12] RADIUS=20; HEIGHT=16; STATES(IDLE)=PLAY:W:-1:NORMAL:NOTHING; [DEAD_PLAYER:15] RADIUS=20; HEIGHT=16; STATES(IDLE)=PLAY:N:-1:NORMAL:NOTHING; [DEAD_FORMER_HUMAN:18] RADIUS=20; HEIGHT=16; STATES(IDLE)=POSS:L:-1:NORMAL:NOTHING; [DEAD_FORMER_SARG:19] RADIUS=20; HEIGHT=16; STATES(IDLE)=SPOS:L:-1:NORMAL:NOTHING; [DEAD_IMP:20] RADIUS=20; HEIGHT=16; STATES(IDLE)=TROO:M:-1:NORMAL:NOTHING; [DEAD_DEMON:21] RADIUS=20; HEIGHT=16; STATES(IDLE)=SARG:N:-1:NORMAL:NOTHING; [DEAD_CACODEMON:22] RADIUS=20; HEIGHT=16; STATES(IDLE)=HEAD:L:-1:NORMAL:NOTHING; [DEAD_LOSTSOUL:23] RADIUS=20; HEIGHT=16; TRANSLUCENCY=20%; STATES(IDLE)=SKUL:K:6:NORMAL:NOTHING,#REMOVE; [POOL_OF_BLOOD:24] RADIUS=20; HEIGHT=16; SPECIAL=NOSHADOW; STATES(IDLE)=POL5:A:-1:NORMAL:NOTHING; [SKEWERED_BLOKE:25] RADIUS=20; HEIGHT=64; SPECIAL=SOLID,PASS_MISSILE; STATES(IDLE)=POL1:A:-1:NORMAL:NOTHING; [DYING_SKEWERED_BLOKE:26] RADIUS=16; HEIGHT=64; SPECIAL=SOLID,PASS_MISSILE; STATES(IDLE)=POL6:A:6:NORMAL:NOTHING, POL6:B:8:NORMAL:NOTHING; [SKULL_ON_A_STICK:27] RADIUS=16; HEIGHT=52; SPECIAL=SOLID,PASS_MISSILE; STATES(IDLE)=POL4:A:-1:NORMAL:NOTHING; [HEADS_ON_A_STICK:28] RADIUS=20; HEIGHT=64; SPECIAL=SOLID,PASS_MISSILE; STATES(IDLE)=POL2:A:-1:NORMAL:NOTHING; [SKULL_CENTREPIECE:29] RADIUS=20; HEIGHT=40; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#FFFF40; SPECIAL=SOLID,PASS_MISSILE,NOSHADOW; STATES(IDLE)=POL3:A:6:BRIGHT:NOTHING, POL3:B:6:BRIGHT:NOTHING; [TALL_GREEN_COLUMN:30] RADIUS=16; HEIGHT=56; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE; STATES(IDLE)=COL1:A:-1:NORMAL:NOTHING; [SHORT_GREEN_COLUMN:31] RADIUS=16; HEIGHT=38; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE; STATES(IDLE)=COL2:A:-1:NORMAL:NOTHING; [TALL_RED_COLUMN:32] RADIUS=16; HEIGHT=50; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE; STATES(IDLE)=COL3:A:-1:NORMAL:NOTHING; [SHORT_RED_COLUMN:33] RADIUS=16; HEIGHT=56; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE; STATES(IDLE)=COL4:A:-1:NORMAL:NOTHING; [BLACK_CANDLE:34] RADIUS=16; HEIGHT=16; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=100; DLIGHT.COLOUR=#FFFFFF; SPECIAL=NOSHADOW; STATES(IDLE)=CAND:A:-1:BRIGHT:NOTHING; [CANDELABRA:35] RADIUS=16; HEIGHT=56; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#FFFFFF; SPECIAL=SOLID,PASS_MISSILE,NOSHADOW; STATES(IDLE)=CBRA:A:-1:BRIGHT:NOTHING; [BEATING_HEART_COLUMN:36] RADIUS=16; HEIGHT=56; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE; STATES(IDLE)=COL5:A:14:NORMAL:NOTHING, COL5:B:14:NORMAL:NOTHING; [SKULL_ON_COLUMN:37] RADIUS=16; HEIGHT=56; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE; STATES(IDLE)=COL6:A:-1:NORMAL:NOTHING; [EYE_SYMBOL:41] RADIUS=16; HEIGHT=56; SPECIAL=SOLID,PASS_MISSILE; STATES(IDLE)=CEYE:A:6:BRIGHT:NOTHING, CEYE:B:6:BRIGHT:NOTHING, CEYE:C:6:BRIGHT:NOTHING, CEYE:B:6:BRIGHT:NOTHING; [FLOATING_SKULLROCK:42] RADIUS=16; HEIGHT=48; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#FFFF40; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE,NOSHADOW; STATES(IDLE)=FSKU:A:6:BRIGHT:NOTHING, FSKU:B:6:BRIGHT:NOTHING, FSKU:C:6:BRIGHT:NOTHING; [TORCHED_TREE:43] RADIUS=16; HEIGHT=56; SPECIAL=SOLID,PASS_MISSILE; STATES(IDLE)=TRE1:A:-1:NORMAL:NOTHING; [SPIKY_STUMP:47] RADIUS=16; HEIGHT=56; SPECIAL=SOLID,PASS_MISSILE; STATES(IDLE)=SMIT:A:-1:NORMAL:NOTHING; [TECHNOCOLUMN:48] RADIUS=16; HEIGHT=128; SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE; STATES(IDLE)=ELEC:A:-1:NORMAL:NOTHING; // The difference between the TWITCHING_BLOKEs is the fact that one is solid // and one in not. Based on the original gameplay this makes the world of // difference as it could block the vital escape or not. When True3d is // enabled you may walk under/over a SOLID object, but not through it. // So being SOLID does make a difference in either gameplay mode. [TWITCHING_BLOKE_I:49] RADIUS=16; HEIGHT=68; SPECIAL=SOLID,ON_CEILING; STATES(IDLE)=GOR1:A:10:NORMAL:NOTHING, GOR1:B:15:NORMAL:NOTHING, GOR1:C:8:NORMAL:NOTHING, GOR1:B:6:NORMAL:NOTHING; [TWITCHING_BLOKE_II:63] RADIUS=20; HEIGHT=68; SPECIAL=ON_CEILING; STATES(IDLE)=GOR1:A:10:NORMAL:NOTHING, GOR1:B:15:NORMAL:NOTHING, GOR1:C:8:NORMAL:NOTHING, GOR1:B:6:NORMAL:NOTHING; // As with the TWITCHING BLOKE, the difference between a lot of these objects // is whether they are solid or not. [HANGING_DEAD_BLOKE_I:50] RADIUS=16; HEIGHT=68; SPECIAL=SOLID,ON_CEILING; STATES(IDLE)=GOR2:A:-1:NORMAL:NOTHING; [HANGING_DEAD_BLOKE_II:51] RADIUS=16; HEIGHT=84; SPECIAL=SOLID,ON_CEILING; STATES(IDLE)=GOR3:A:-1:NORMAL:NOTHING; [HANGING_DEAD_BLOKE_III:52] RADIUS=16; HEIGHT=68; SPECIAL=SOLID,ON_CEILING; STATES(IDLE)=GOR4:A:-1:NORMAL:NOTHING; [HANGING_DEAD_BLOKE_IV:53] RADIUS=16; HEIGHT=68; SPECIAL=SOLID,ON_CEILING; STATES(IDLE)=GOR5:A:-1:NORMAL:NOTHING; [HANGING_DEAD_BLOKE_V:59] RADIUS=20; HEIGHT=84; SPECIAL=ON_CEILING; STATES(IDLE)=GOR2:A:-1:NORMAL:NOTHING; [HANGING_DEAD_BLOKE_VI:60] RADIUS=20; HEIGHT=68; SPECIAL=ON_CEILING; STATES(IDLE)=GOR4:A:-1:NORMAL:NOTHING; [HANGING_DEAD_BLOKE_VII:61] RADIUS=20; HEIGHT=52; SPECIAL=ON_CEILING; STATES(IDLE)=GOR3:A:-1:NORMAL:NOTHING; [HANGING_DEAD_BLOKE_VIII:62] RADIUS=20; HEIGHT=52; SPECIAL=ON_CEILING; STATES(IDLE)=GOR5:A:-1:NORMAL:NOTHING; [BIG_TREE:54] RADIUS=32; HEIGHT=120; SPECIAL=SOLID,PASS_MISSILE; STATES(IDLE)=TRE2:A:-1:NORMAL:NOTHING; [GUTTED_HUNG_BLOKE_I:73] RADIUS=16; HEIGHT=88; SPECIAL=SOLID,ON_CEILING; STATES(IDLE)=HDB1:A:-1:NORMAL:NOTHING; [GUTTED_HUNG_BLOKE_II:74] RADIUS=16; HEIGHT=88; SPECIAL=SOLID,ON_CEILING; STATES(IDLE)=HDB2:A:-1:NORMAL:NOTHING; [GUTTED_TORSO_I:75] RADIUS=16; HEIGHT=64; SPECIAL=SOLID,ON_CEILING; STATES(IDLE)=HDB3:A:-1:NORMAL:NOTHING; [GUTTED_TORSO_II:76] RADIUS=16; HEIGHT=64; SPECIAL=SOLID,ON_CEILING; STATES(IDLE)=HDB4:A:-1:NORMAL:NOTHING; [GUTTED_TORSO_III:77] RADIUS=16; HEIGHT=64; SPECIAL=SOLID,ON_CEILING; STATES(IDLE)=HDB5:A:-1:NORMAL:NOTHING; [GUTTED_TORSO_IV:78] RADIUS=16; HEIGHT=64; SPECIAL=SOLID,ON_CEILING; STATES(IDLE)=HDB6:A:-1:NORMAL:NOTHING; // These three: Brain stem and the pools of blood are declared as INERT, // this is because that they are completely unaffected by surroundings [POOL_OF_BLOOD_I:79] SPECIAL=NOSHADOW; RADIUS=20; HEIGHT=16; SPECIAL=INERT; STATES(IDLE)=POB1:A:-1:NORMAL:NOTHING; [POOL_OF_BLOOD_II:80] SPECIAL=NOSHADOW; RADIUS=20; HEIGHT=16; SPECIAL=INERT; STATES(IDLE)=POB2:A:-1:NORMAL:NOTHING; [BRAINSTEM:81] SPECIAL=NOSHADOW; RADIUS=20; HEIGHT=16; SPECIAL=INERT; STATES(IDLE)=BRS1:A:-1:NORMAL:NOTHING; [BARREL:2035] SPAWNHEALTH=20; RADIUS=10; HEIGHT=42; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=0; DLIGHT.COLOUR=#FFFFFF; EXPLODE_DAMAGE.VAL=128; DEATH_SOUND=BAREXP; // Barrel Explosion SPECIAL=SHOOTABLE,SOLID,CLIMBABLE,DAMAGESMOKE; STATES(IDLE)=BAR1:A:6:NORMAL:NOTHING, BAR1:B:6:NORMAL:NOTHING; STATES(DEATH)=BEXP:A:0:BRIGHT:DLIGHT_SET(900), BEXP:A:0:BRIGHT:DLIGHT_FADE(0), BEXP:A:5:BRIGHT:NOTHING, BEXP:B:5:BRIGHT:MAKEDEATHSOUND, BEXP:C:5:BRIGHT:NOTHING, BEXP:D:10:BRIGHT:EXPLOSIONDAMAGE, BEXP:E:10:BRIGHT:NOTHING, #REMOVE; // This did not have an entry in the mobjinfo table, although sprite and // state were present, so it got added as a new item -ACB- 1998/07/19 [BURNT_SPIKE_STUMP:7010] RADIUS=16; HEIGHT=46; SPECIAL=SOLID; STATES(IDLE)=SMT2:A:-1:NORMAL:NOTHING; // A quick demo of the varying damage calculation, barrels shouldn't normally // explode with same results as another: toxic sludge can cause major damage // or not much at all, worth a laugh. -ACB- 1998/07/26 [UNSTABLE_BARREL:7104] SPAWNHEALTH=20; RADIUS=10; HEIGHT=42; EXPLODE_DAMAGE.VAL=16; EXPLODE_DAMAGE.MAX=256; DEATH_SOUND=BAREXP; SPECIAL=SHOOTABLE,SOLID,DAMAGESMOKE; STATES(IDLE)=BAR1:A:6:NORMAL:NOTHING, BAR1:B:6:NORMAL:NOTHING; STATES(DEATH)=BEXP:A:5:BRIGHT:NOTHING, BEXP:B:5:BRIGHT:MAKEDEATHSOUND, BEXP:C:5:BRIGHT:NOTHING, BEXP:D:10:BRIGHT:EXPLOSIONDAMAGE, BEXP:E:10:BRIGHT:NOTHING, #REMOVE; [BLOOD] REACTION_TIME=8T; RADIUS=8; HEIGHT=16; SPECIAL=CORPSE,DROPOFF,NOSHADOW,NOZBUFFER; STATES(SPAWN)=BLUD:C:8:NORMAL:NOTHING, BLUD:B:8:NORMAL:NOTHING, BLUD:A:8:NORMAL:CHECKBLOOD, #REMOVE; [PUFF] REACTION_TIME=8T; RADIUS=8; HEIGHT=16; FLOAT_SPEED=1; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=80; DLIGHT.COLOUR=#FFFFFF; SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW,NOZBUFFER; STATES(SPAWN)=PUFF:A:0:BRIGHT:DLIGHT_FADE(0), PUFF:A:4:BRIGHT:NOTHING, PUFF:A:0:BRIGHT:TRANS_SET(50%), PUFF:B:4:NORMAL:NOTHING, PUFF:C:4:NORMAL:NOTHING, PUFF:D:4:NORMAL:NOTHING, #REMOVE; [SMOKE] RADIUS=8; HEIGHT=16; FLOAT_SPEED=2; SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW,NOZBUFFER; STATES(SPAWN)=PUFF:B:4:NORMAL:NOTHING, PUFF:C:4:NORMAL:NOTHING, PUFF:B:4:NORMAL:NOTHING, PUFF:C:4:NORMAL:NOTHING, PUFF:D:4:NORMAL:NOTHING, #REMOVE; [ITEM_RESPAWN] REACTION_TIME=8T; RADIUS=20; HEIGHT=16; AMBIENT_SOUND=ITMBK; SPECIAL=NOBLOCKMAP,NOGRAVITY; STATES(IDLE)=IFOG:A:0:BRIGHT:TRANS_FADE(0%), IFOG:A:6:BRIGHT:NOTHING, IFOG:B:6:BRIGHT:MAKESOUND, IFOG:A:6:BRIGHT:NOTHING, IFOG:B:6:BRIGHT:NOTHING, IFOG:C:6:BRIGHT:NOTHING, IFOG:D:6:BRIGHT:NOTHING, IFOG:E:6:BRIGHT:NOTHING, #REMOVE; [TELEPORT_FLASH:14] RADIUS=20; HEIGHT=16; AMBIENT_SOUND=TELEPT; SPECIAL=TELEPORT_TYPE,NOGRAVITY; STATES(IDLE)=TFOG:J:0:NORMAL:TRANS_SET(0%), TFOG:J:-1:NORMAL:NOTHING; STATES(CHASE)=TFOG:A:1:NORMAL:TRANS_FADE(0%), TFOG:A:0:BRIGHT:MAKESOUND, TFOG:A:5:BRIGHT:NOTHING, TFOG:B:6:BRIGHT:NOTHING, TFOG:A:6:BRIGHT:NOTHING, TFOG:B:6:BRIGHT:NOTHING, TFOG:C:6:BRIGHT:NOTHING, TFOG:D:6:BRIGHT:NOTHING, TFOG:E:6:BRIGHT:NOTHING, TFOG:F:6:BRIGHT:NOTHING, TFOG:G:6:BRIGHT:NOTHING, TFOG:H:6:BRIGHT:NOTHING, TFOG:I:6:BRIGHT:NOTHING, TFOG:J:6:BRIGHT:NOTHING, #REMOVE; [RESPAWN_FLASH:7014] RADIUS=20; HEIGHT=16; AMBIENT_SOUND=TELEPT; SPECIAL=TELEPORT_TYPE,NOGRAVITY; STATES(IDLE)=TFOG:A:1:NORMAL:TRANS_FADE(0%), TFOG:A:0:BRIGHT:MAKESOUND, TFOG:A:5:BRIGHT:NOTHING, TFOG:B:6:BRIGHT:NOTHING, TFOG:A:6:BRIGHT:NOTHING, TFOG:B:6:BRIGHT:NOTHING, TFOG:C:6:BRIGHT:NOTHING, TFOG:D:6:BRIGHT:NOTHING, TFOG:E:6:BRIGHT:NOTHING, TFOG:F:6:BRIGHT:NOTHING, TFOG:G:6:BRIGHT:NOTHING, TFOG:H:6:BRIGHT:NOTHING, TFOG:I:6:BRIGHT:NOTHING, TFOG:J:6:BRIGHT:NOTHING, #REMOVE; // --------------- Creature Definitions ------------------- [ARACHNOTRON:68] SPAWNHEALTH=500; REACTION_TIME=0.23; RADIUS=64; HEIGHT=64; SPEED=12; MASS=600; PAINCHANCE=50%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE; MINATTACK_CHANCE=22%; BLOOD=BLOOD; CASTORDER=11; CAST_TITLE=ArachnotronName; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=BSPACT; DEATH_SOUND=BSPDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=BSPSIT; WALK_SOUND=BSPWLK; RANGE_ATTACK=ARACHNOTRON_PLASMA; STATES(IDLE)=BSPI:A:10:NORMAL:LOOKOUT, BSPI:B:10:NORMAL:LOOKOUT; STATES(CHASE)=BSPI:A:20:NORMAL:NOTHING, BSPI:A:3:NORMAL:WALKSOUND_CHASE, BSPI:A:3:NORMAL:CHASE, BSPI:B:3:NORMAL:CHASE, BSPI:B:3:NORMAL:CHASE, BSPI:C:3:NORMAL:CHASE, BSPI:C:3:NORMAL:CHASE, BSPI:D:3:NORMAL:WALKSOUND_CHASE, BSPI:D:3:NORMAL:CHASE, BSPI:E:3:NORMAL:CHASE, BSPI:E:3:NORMAL:CHASE, BSPI:F:3:NORMAL:CHASE, BSPI:F:3:NORMAL:CHASE, #CHASE:2; STATES(MISSILE)=BSPI:A:20:BRIGHT:FACETARGET, BSPI:G:4:BRIGHT:RANGE_ATTACK, BSPI:H:4:BRIGHT:NOTHING, BSPI:H:1:BRIGHT:REFIRE_CHECK, #MISSILE:2; STATES(PAIN)=BSPI:I:3:NORMAL:NOTHING, BSPI:I:3:NORMAL:MAKEPAINSOUND, #CHASE:2; STATES(DEATH)=BSPI:J:20:NORMAL:MAKEDEATHSOUND, BSPI:K:7:NORMAL:MAKEDEAD, BSPI:L:7:NORMAL:NOTHING, BSPI:M:7:NORMAL:NOTHING, BSPI:N:7:NORMAL:NOTHING, BSPI:O:7:NORMAL:NOTHING, BSPI:P:-1:NORMAL:NOTHING; STATES(RESPAWN)=BSPI:P:5:NORMAL:NOTHING, BSPI:O:5:NORMAL:NOTHING, BSPI:N:5:NORMAL:NOTHING, BSPI:M:5:NORMAL:NOTHING, BSPI:L:5:NORMAL:NOTHING, BSPI:K:5:NORMAL:NOTHING, BSPI:J:5:NORMAL:NOTHING, #CHASE:2; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [ARCHVILE:64] SPAWNHEALTH=700; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=15; MASS=500; PAINCHANCE=4%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,NEVERTARGETED,NO_GRUDGE,NO_RESURRECT; MINATTACK_CHANCE=22%; CASTORDER=15; CAST_TITLE=ArchvileName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=VILACT; DEATH_SOUND=VILDTH; PAIN_SOUND=VIPAIN; SIGHTING_SOUND=VILSIT; RANGE_ATTACK=ARCHVILE_FIRE; STATES(IDLE)=VILE:A:10:NORMAL:LOOKOUT, VILE:B:10:NORMAL:LOOKOUT; STATES(CHASE)=VILE:A:2:NORMAL:RESCHASE, VILE:A:2:NORMAL:RESCHASE, VILE:B:2:NORMAL:RESCHASE, VILE:B:2:NORMAL:RESCHASE, VILE:C:2:NORMAL:RESCHASE, VILE:C:2:NORMAL:RESCHASE, VILE:D:2:NORMAL:RESCHASE, VILE:D:2:NORMAL:RESCHASE, VILE:E:2:NORMAL:RESCHASE, VILE:E:2:NORMAL:RESCHASE, VILE:F:2:NORMAL:RESCHASE, VILE:F:2:NORMAL:RESCHASE; STATES(MISSILE)=VILE:G:0:BRIGHT:RANGEATTEMPTSND, VILE:G:10:BRIGHT:FACETARGET, VILE:H:8:BRIGHT:RANGE_ATTACK, VILE:I:8:BRIGHT:FACETARGET, VILE:J:8:BRIGHT:FACETARGET, VILE:K:8:BRIGHT:FACETARGET, VILE:L:8:BRIGHT:FACETARGET, VILE:M:8:BRIGHT:FACETARGET, VILE:N:8:BRIGHT:FACETARGET, VILE:O:8:BRIGHT:EFFECTTRACKER, VILE:P:20:BRIGHT:NOTHING, #CHASE; STATES(PAIN)=VILE:Q:5:NORMAL:NOTHING, VILE:Q:5:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=VILE:Q:7:NORMAL:NOTHING, VILE:R:7:NORMAL:MAKEDEATHSOUND, VILE:S:7:NORMAL:MAKEDEAD, VILE:T:7:NORMAL:NOTHING, VILE:U:7:NORMAL:NOTHING, VILE:V:7:NORMAL:NOTHING, VILE:W:7:NORMAL:NOTHING, VILE:X:5:NORMAL:NOTHING, VILE:Y:5:NORMAL:NOTHING, VILE:Z:-1:NORMAL:NOTHING; STATES(RESPAWN)=VILE:Z:5:NORMAL:NOTHING, VILE:Y:5:NORMAL:NOTHING, VILE:X:5:NORMAL:NOTHING, VILE:W:7:NORMAL:NOTHING, VILE:V:7:NORMAL:NOTHING, VILE:U:7:NORMAL:NOTHING, VILE:T:7:NORMAL:NOTHING, VILE:S:7:NORMAL:NOTHING, VILE:R:7:NORMAL:NOTHING, VILE:Q:7:NORMAL:NOTHING, #CHASE; STATES(RESURRECT)=VILE:[:10:BRIGHT:NOTHING, VILE:\:10:BRIGHT:NOTHING, VILE:]:10:BRIGHT:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [BARON_OF_HELL:3003] SPAWNHEALTH=1000; REACTION_TIME=0.23; RADIUS=24; HEIGHT=64; SPEED=8; MASS=1000; PAINCHANCE=20%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE; MINATTACK_CHANCE=22%; CASTORDER=10; CAST_TITLE=BaronOfHellName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=BRSDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=BRSSIT; RANGE_ATTACK=BARON_FIREBALL; CLOSE_ATTACK=BARON_CLOSECOMBAT; STATES(IDLE)=BOSS:A:10:NORMAL:LOOKOUT, BOSS:B:10:NORMAL:LOOKOUT; STATES(CHASE)=BOSS:A:3:NORMAL:CHASE, BOSS:A:3:NORMAL:CHASE, BOSS:B:3:NORMAL:CHASE, BOSS:B:3:NORMAL:CHASE, BOSS:C:3:NORMAL:CHASE, BOSS:C:3:NORMAL:CHASE, BOSS:D:3:NORMAL:CHASE, BOSS:D:3:NORMAL:CHASE; STATES(MELEE)=BOSS:E:8:NORMAL:FACETARGET, BOSS:F:8:NORMAL:FACETARGET, BOSS:G:8:NORMAL:COMBOATTACK, #CHASE; STATES(MISSILE)=BOSS:E:8:NORMAL:FACETARGET, BOSS:F:8:NORMAL:FACETARGET, BOSS:G:8:NORMAL:COMBOATTACK, #CHASE; STATES(PAIN)=BOSS:H:2:NORMAL:NOTHING, BOSS:H:2:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=BOSS:I:8:NORMAL:NOTHING, BOSS:J:8:NORMAL:MAKEDEATHSOUND, BOSS:K:8:NORMAL:NOTHING, BOSS:L:8:NORMAL:MAKEDEAD, BOSS:M:8:NORMAL:NOTHING, BOSS:N:8:NORMAL:NOTHING, BOSS:O:-1:NORMAL:NOTHING; STATES(RESPAWN)=BOSS:O:8:NORMAL:NOTHING, BOSS:N:8:NORMAL:NOTHING, BOSS:M:8:NORMAL:NOTHING, BOSS:L:8:NORMAL:NOTHING, BOSS:K:8:NORMAL:NOTHING, BOSS:J:8:NORMAL:NOTHING, BOSS:I:8:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [CACODEMON:3005] SPAWNHEALTH=400; REACTION_TIME=0.23; RADIUS=31; HEIGHT=56; SPEED=8; MASS=400; PAINCHANCE=50%; FLOAT_SPEED=4; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,FLOATER; MINATTACK_CHANCE=22%; CASTORDER=8; CAST_TITLE=CacodemonName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=CACDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=CACSIT; RANGE_ATTACK=CACO_FIREBALL; CLOSE_ATTACK=CACO_CLOSECOMBAT; STATES(IDLE)=HEAD:A:10:NORMAL:LOOKOUT; STATES(CHASE)=HEAD:A:3:NORMAL:CHASE; STATES(MISSILE)=HEAD:B:5:NORMAL:FACETARGET, HEAD:C:5:NORMAL:FACETARGET, HEAD:D:5:BRIGHT:COMBOATTACK, #CHASE; STATES(PAIN)=HEAD:E:3:NORMAL:NOTHING, HEAD:E:3:NORMAL:MAKEPAINSOUND, HEAD:F:6:NORMAL:NOTHING, #CHASE; STATES(DEATH)=HEAD:G:8:NORMAL:MAKEDEATHSOUND, HEAD:H:8:NORMAL:NOTHING, HEAD:I:8:NORMAL:NOTHING, HEAD:J:8:NORMAL:MAKEDEAD, HEAD:K:8:NORMAL:NOTHING, HEAD:L:-1:NORMAL:NOTHING; STATES(RESPAWN)=HEAD:L:8:NORMAL:NOTHING, HEAD:K:8:NORMAL:NOTHING, HEAD:J:8:NORMAL:NOTHING, HEAD:I:8:NORMAL:NOTHING, HEAD:H:8:NORMAL:NOTHING, HEAD:G:8:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [COMMANDER_KEEN:72] SPAWNHEALTH=100; REACTION_TIME=0.23; RADIUS=16; HEIGHT=72; MASS=10000; PAINCHANCE=100%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,ON_CEILING; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; PAIN_SOUND=KEENPN; DEATH_SOUND=KEENDT; STATES(IDLE)=KEEN:A:-1:NORMAL:NOTHING; STATES(PAIN)=KEEN:M:4:NORMAL:NOTHING, KEEN:M:8:NORMAL:MAKEPAINSOUND; STATES(DEATH)=KEEN:A:6:NORMAL:NOTHING, KEEN:B:6:NORMAL:NOTHING, KEEN:C:6:NORMAL:MAKEDEATHSOUND, KEEN:D:6:NORMAL:NOTHING, KEEN:E:6:NORMAL:NOTHING, KEEN:F:6:NORMAL:NOTHING, KEEN:G:6:NORMAL:NOTHING, KEEN:H:6:NORMAL:NOTHING, KEEN:I:6:NORMAL:NOTHING, KEEN:J:6:NORMAL:NOTHING, KEEN:K:6:NORMAL:KEEN_DIE, KEEN:L:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [THE_CYBERDEMON:16] SPAWNHEALTH=4000; REACTION_TIME=0.23; RADIUS=40; HEIGHT=110; SPEED=16; MASS=1000; PAINCHANCE=8%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,BOSSMAN,TRIGGER_HAPPY,NO_RESURRECT; MINATTACK_CHANCE=38%; CASTORDER=17; CAST_TITLE=CyberdemonName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=CYBDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=CYBSIT; WALK_SOUND=METAL; RANGE_ATTACK=CYBERDEMON_MISSILE; STATES(IDLE)=CYBR:A:10:NORMAL:LOOKOUT, CYBR:B:10:NORMAL:LOOKOUT; STATES(CHASE)=CYBR:A:3:NORMAL:PLAYSOUND(HOOF), CYBR:A:3:NORMAL:CHASE, CYBR:B:3:NORMAL:CHASE, CYBR:B:3:NORMAL:CHASE, CYBR:C:3:NORMAL:CHASE, CYBR:C:3:NORMAL:CHASE, CYBR:D:3:NORMAL:WALKSOUND_CHASE, CYBR:D:3:NORMAL:CHASE; STATES(MISSILE)=CYBR:E:6:NORMAL:FACETARGET, CYBR:F:12:NORMAL:RANGE_ATTACK, CYBR:E:12:NORMAL:FACETARGET, CYBR:F:12:NORMAL:RANGE_ATTACK, CYBR:E:12:NORMAL:FACETARGET, CYBR:F:12:NORMAL:RANGE_ATTACK, #CHASE; STATES(PAIN)=CYBR:G:10:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=CYBR:H:10:NORMAL:NOTHING, CYBR:I:10:NORMAL:MAKEDEATHSOUND, CYBR:K:10:NORMAL:NOTHING, CYBR:L:10:NORMAL:NOTHING, CYBR:M:10:NORMAL:NOTHING, CYBR:N:10:NORMAL:MAKEDEAD, CYBR:O:10:NORMAL:NOTHING, CYBR:P:30:NORMAL:NOTHING, CYBR:P:-1:NORMAL:NOTHING; STATES(RESPAWN)=CYBR:P:30:NORMAL:NOTHING, CYBR:O:10:NORMAL:NOTHING, CYBR:N:10:NORMAL:NOTHING, CYBR:M:10:NORMAL:NOTHING, CYBR:L:10:NORMAL:NOTHING, CYBR:K:10:NORMAL:NOTHING, CYBR:J:10:NORMAL:NOTHING, CYBR:I:10:NORMAL:NOTHING, CYBR:H:10:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [DEMON:3002] SPAWNHEALTH=150; REACTION_TIME=0.23; RADIUS=30; HEIGHT=56; SPEED=10; FAST=2; MASS=400; PAINCHANCE=70%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE; CASTORDER=6; CAST_TITLE=DemonName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=SGTDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=SGTSIT; STARTCOMBAT_SOUND=SGTATK; CLOSE_ATTACK=DEMON_CLOSECOMBAT; STATES(IDLE)=SARG:A:10:NORMAL:LOOKOUT, SARG:B:10:NORMAL:LOOKOUT; STATES(CHASE)=SARG:A:2:NORMAL:CHASE, SARG:A:2:NORMAL:CHASE, SARG:B:2:NORMAL:CHASE, SARG:B:2:NORMAL:CHASE, SARG:C:2:NORMAL:CHASE, SARG:C:2:NORMAL:CHASE, SARG:D:2:NORMAL:CHASE, SARG:D:2:NORMAL:CHASE; STATES(MELEE)=SARG:E:8:NORMAL:FACETARGET, SARG:F:8:NORMAL:FACETARGET, SARG:G:8:NORMAL:CLOSE_ATTACK, #CHASE; STATES(PAIN)=SARG:H:2:NORMAL:NOTHING, SARG:H:2:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SARG:I:8:NORMAL:NOTHING, SARG:J:8:NORMAL:MAKEDEATHSOUND, SARG:K:4:NORMAL:NOTHING, SARG:L:4:NORMAL:MAKEDEAD, SARG:M:4:NORMAL:NOTHING, SARG:N:-1:NORMAL:NOTHING; STATES(RESPAWN)=SARG:N:5:NORMAL:NOTHING, SARG:M:5:NORMAL:NOTHING, SARG:L:5:NORMAL:NOTHING, SARG:K:5:NORMAL:NOTHING, SARG:J:5:NORMAL:NOTHING, SARG:I:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [HEAVY_WEAPON_DUDE:65] SPAWNHEALTH=70; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=8; MASS=100; PAINCHANCE=67%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS; MINATTACK_CHANCE=22%; CASTORDER=4; CAST_TITLE=HeavyWeaponDudeName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND="POSACT"; DEATH_SOUND="PODTH?"; PAIN_SOUND=POPAIN; SIGHTING_SOUND="POSIT?"; OVERKILL_SOUND="SLOP"; DROPITEM=CHAINGUN; RANGE_ATTACK=FORMER_HUMAN_CHAINGUN; STATES(IDLE)=CPOS:A:10:NORMAL:LOOKOUT, CPOS:B:10:NORMAL:LOOKOUT; STATES(CHASE)=CPOS:A:3:NORMAL:CHASE, CPOS:A:3:NORMAL:CHASE, CPOS:B:3:NORMAL:CHASE, CPOS:B:3:NORMAL:CHASE, CPOS:C:3:NORMAL:CHASE, CPOS:C:3:NORMAL:CHASE, CPOS:D:3:NORMAL:CHASE, CPOS:D:3:NORMAL:CHASE; STATES(MISSILE)=CPOS:E:10:NORMAL:FACETARGET, CPOS:F:4:BRIGHT:RANGE_ATTACK, CPOS:E:4:BRIGHT:RANGE_ATTACK, CPOS:F:1:NORMAL:REFIRE_CHECK, #MISSILE:2; STATES(PAIN)=CPOS:G:3:NORMAL:NOTHING, CPOS:G:3:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=CPOS:H:5:NORMAL:NOTHING, CPOS:I:5:NORMAL:MAKEDEATHSOUND, CPOS:J:5:NORMAL:MAKEDEAD, CPOS:K:5:NORMAL:NOTHING, CPOS:L:5:NORMAL:NOTHING, CPOS:M:5:NORMAL:NOTHING, CPOS:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=CPOS:O:5:NORMAL:NOTHING, CPOS:P:5:NORMAL:MAKEOVERKILLSOUND, CPOS:Q:5:NORMAL:MAKEDEAD, CPOS:R:5:NORMAL:NOTHING, CPOS:S:5:NORMAL:NOTHING, CPOS:T:-1:NORMAL:NOTHING; STATES(RESPAWN)=CPOS:N:5:NORMAL:NOTHING, CPOS:M:5:NORMAL:NOTHING, CPOS:L:5:NORMAL:NOTHING, CPOS:K:5:NORMAL:NOTHING, CPOS:J:5:NORMAL:NOTHING, CPOS:I:5:NORMAL:NOTHING, CPOS:H:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [ZOMBIEMAN:3004] SPAWNHEALTH=20; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=8; MASS=100; PAINCHANCE=78%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS; MINATTACK_CHANCE=22%; CASTORDER=2; CAST_TITLE=ZombiemanName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=POSACT; DEATH_SOUND="PODTH?"; PAIN_SOUND=POPAIN; SIGHTING_SOUND="POSIT?"; OVERKILL_SOUND="SLOP"; DROPITEM=CLIP; RANGE_ATTACK=FORMER_HUMAN_PISTOL; STATES(IDLE)=POSS:A:10:NORMAL:LOOKOUT, POSS:B:10:NORMAL:LOOKOUT; STATES(CHASE)=POSS:A:4:NORMAL:CHASE, POSS:A:4:NORMAL:CHASE, POSS:B:4:NORMAL:CHASE, POSS:B:4:NORMAL:CHASE, POSS:C:4:NORMAL:CHASE, POSS:C:4:NORMAL:CHASE, POSS:D:4:NORMAL:CHASE, POSS:D:4:NORMAL:CHASE; STATES(MISSILE)=POSS:E:10:NORMAL:FACETARGET, POSS:F:8:NORMAL:RANGE_ATTACK, POSS:E:8:NORMAL:NOTHING, #CHASE; STATES(PAIN)=POSS:G:3:NORMAL:NOTHING, POSS:G:3:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=POSS:H:5:NORMAL:NOTHING, POSS:I:5:NORMAL:MAKEDEATHSOUND, POSS:J:5:NORMAL:MAKEDEAD, POSS:K:5:NORMAL:NOTHING, POSS:L:-1:NORMAL:NOTHING; STATES(OVERKILL)=POSS:M:5:NORMAL:NOTHING, POSS:N:5:NORMAL:MAKEOVERKILLSOUND, POSS:O:5:NORMAL:MAKEDEAD, POSS:P:5:NORMAL:NOTHING, POSS:Q:5:NORMAL:NOTHING, POSS:R:5:NORMAL:NOTHING, POSS:S:5:NORMAL:NOTHING, POSS:T:5:NORMAL:NOTHING, POSS:U:-1:NORMAL:NOTHING; STATES(RESPAWN)=POSS:K:5:NORMAL:NOTHING, POSS:J:5:NORMAL:NOTHING, POSS:I:5:NORMAL:NOTHING, POSS:H:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [SHOTGUN_GUY:9] SPAWNHEALTH=30; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=8; MASS=100; PAINCHANCE=67%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS; MINATTACK_CHANCE=22%; CASTORDER=3; CAST_TITLE=ShotgunGuyName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=POSACT; DEATH_SOUND="PODTH?"; PAIN_SOUND=POPAIN; SIGHTING_SOUND="POSIT?"; OVERKILL_SOUND="SLOP"; DROPITEM=SHOTGUN; RANGE_ATTACK=FORMER_HUMAN_SHOTGUN; STATES(IDLE)=SPOS:A:10:NORMAL:LOOKOUT, SPOS:B:10:NORMAL:LOOKOUT; STATES(CHASE)=SPOS:A:3:NORMAL:CHASE, SPOS:A:3:NORMAL:CHASE, SPOS:B:3:NORMAL:CHASE, SPOS:B:3:NORMAL:CHASE, SPOS:C:3:NORMAL:CHASE, SPOS:C:3:NORMAL:CHASE, SPOS:D:3:NORMAL:CHASE, SPOS:D:3:NORMAL:CHASE; STATES(MISSILE)=SPOS:E:10:NORMAL:FACETARGET, SPOS:F:10:BRIGHT:RANGE_ATTACK, SPOS:E:10:NORMAL:NOTHING, #CHASE; STATES(PAIN)=SPOS:G:3:NORMAL:NOTHING, SPOS:G:3:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SPOS:H:5:NORMAL:NOTHING, SPOS:I:5:NORMAL:MAKEDEATHSOUND, SPOS:J:5:NORMAL:MAKEDEAD, SPOS:K:5:NORMAL:NOTHING, SPOS:L:-1:NORMAL:NOTHING; STATES(OVERKILL)=SPOS:M:5:NORMAL:NOTHING, SPOS:N:5:NORMAL:MAKEOVERKILLSOUND, SPOS:O:5:NORMAL:MAKEDEAD, SPOS:P:5:NORMAL:NOTHING, SPOS:Q:5:NORMAL:NOTHING, SPOS:R:5:NORMAL:NOTHING, SPOS:S:5:NORMAL:NOTHING, SPOS:T:5:NORMAL:NOTHING, SPOS:U:-1:NORMAL:NOTHING; STATES(RESPAWN)=SPOS:K:5:NORMAL:NOTHING, SPOS:J:5:NORMAL:NOTHING, SPOS:I:5:NORMAL:NOTHING, SPOS:H:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [HELL_KNIGHT:69] SPAWNHEALTH=500; REACTION_TIME=0.23; RADIUS=24; HEIGHT=64; SPEED=8; MASS=1000; PAINCHANCE=20%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE; MINATTACK_CHANCE=22%; CASTORDER=9; CAST_TITLE=HellKnightName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=KNTDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=KNTSIT; RANGE_ATTACK=BARON_FIREBALL; CLOSE_ATTACK=BARON_CLOSECOMBAT; STATES(IDLE)=BOS2:A:10:NORMAL:LOOKOUT, BOS2:B:10:NORMAL:LOOKOUT; STATES(CHASE)=BOS2:A:3:NORMAL:CHASE, BOS2:A:3:NORMAL:CHASE, BOS2:B:3:NORMAL:CHASE, BOS2:B:3:NORMAL:CHASE, BOS2:C:3:NORMAL:CHASE, BOS2:C:3:NORMAL:CHASE, BOS2:D:3:NORMAL:CHASE, BOS2:D:3:NORMAL:CHASE; STATES(MELEE)=BOS2:E:8:NORMAL:FACETARGET, BOS2:F:8:NORMAL:FACETARGET, BOS2:G:8:NORMAL:COMBOATTACK, #CHASE; STATES(MISSILE)=BOS2:E:8:NORMAL:FACETARGET, BOS2:F:8:NORMAL:FACETARGET, BOS2:G:8:NORMAL:COMBOATTACK, #CHASE; STATES(PAIN)=BOS2:H:2:NORMAL:NOTHING, BOS2:H:2:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=BOS2:I:8:NORMAL:NOTHING, BOS2:J:8:NORMAL:MAKEDEATHSOUND, BOS2:K:8:NORMAL:NOTHING, BOS2:L:8:NORMAL:MAKEDEAD, BOS2:M:8:NORMAL:NOTHING, BOS2:N:8:NORMAL:NOTHING, BOS2:O:-1:NORMAL:NOTHING; STATES(RESPAWN)=BOS2:O:8:NORMAL:NOTHING, BOS2:N:8:NORMAL:NOTHING, BOS2:M:8:NORMAL:NOTHING, BOS2:L:8:NORMAL:NOTHING, BOS2:K:8:NORMAL:NOTHING, BOS2:J:8:NORMAL:NOTHING, BOS2:I:8:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [IMP:3001] SPAWNHEALTH=60; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=8; MASS=100; PAINCHANCE=78%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE; MINATTACK_CHANCE=22%; CASTORDER=5; CAST_TITLE=ImpName; BLOOD=BLOOD; ACTIVE_SOUND=BGACT; DEATH_SOUND="BGDTH?"; PAIN_SOUND=POPAIN; SIGHTING_SOUND="BGSIT?"; OVERKILL_SOUND="SLOP"; RESPAWN_EFFECT=RESPAWN_FLASH; RANGE_ATTACK=IMP_FIREBALL; CLOSE_ATTACK=IMP_CLOSECOMBAT; STATES(IDLE)=TROO:A:10:NORMAL:LOOKOUT, TROO:B:10:NORMAL:LOOKOUT; STATES(CHASE)=TROO:A:3:NORMAL:CHASE, TROO:A:3:NORMAL:CHASE, TROO:B:3:NORMAL:CHASE, TROO:B:3:NORMAL:CHASE, TROO:C:3:NORMAL:CHASE, TROO:C:3:NORMAL:CHASE, TROO:D:3:NORMAL:CHASE, TROO:D:3:NORMAL:CHASE; STATES(MELEE)=TROO:E:8:NORMAL:FACETARGET, TROO:F:8:NORMAL:FACETARGET, TROO:G:6:NORMAL:COMBOATTACK, #CHASE; STATES(MISSILE)=TROO:E:8:NORMAL:FACETARGET, TROO:F:8:NORMAL:FACETARGET, TROO:G:6:NORMAL:COMBOATTACK, #CHASE; STATES(PAIN)=TROO:H:2:NORMAL:NOTHING, TROO:H:2:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=TROO:I:8:NORMAL:NOTHING, TROO:J:8:NORMAL:MAKEDEATHSOUND, TROO:K:6:NORMAL:NOTHING, TROO:L:6:NORMAL:MAKEDEAD, TROO:M:-1:NORMAL:NOTHING; STATES(OVERKILL)=TROO:N:5:NORMAL:NOTHING, TROO:O:5:NORMAL:MAKEOVERKILLSOUND, TROO:P:5:NORMAL:NOTHING, TROO:Q:5:NORMAL:MAKEDEAD, TROO:R:5:NORMAL:NOTHING, TROO:S:5:NORMAL:NOTHING, TROO:T:5:NORMAL:NOTHING, TROO:U:-1:NORMAL:NOTHING; STATES(RESPAWN)=TROO:M:8:NORMAL:NOTHING, TROO:L:8:NORMAL:NOTHING, TROO:K:6:NORMAL:NOTHING, TROO:J:6:NORMAL:NOTHING, TROO:I:6:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [LOST_SOUL:3006] SPAWNHEALTH=100; REACTION_TIME=0.23; RADIUS=16; HEIGHT=56; SPEED=8; MASS=50; PAINCHANCE=100%; CASTORDER=7; CAST_TITLE=LostSoulName; BLOOD=BLOOD; FLOAT_SPEED=2; SPECIAL=SOLID,SHOOTABLE,TRIGGER_HAPPY,FLOATER,NOGRAV_KILL,MONSTER,DISLOYAL,ATTACK_HURTS; TRANSLUCENCY=66%; MINATTACK_CHANCE=22%; ACTIVE_SOUND=DMACT; DEATH_SOUND=FIRXPL; PAIN_SOUND=DMPAIN; RANGE_ATTACK=SKULL_ASSAULT; STATES(IDLE)=SKUL:A:10:BRIGHT:LOOKOUT, SKUL:B:10:BRIGHT:LOOKOUT; STATES(CHASE)=SKUL:A:6:BRIGHT:CHASE, SKUL:B:6:BRIGHT:CHASE; STATES(MISSILE)=SKUL:C:10:BRIGHT:FACETARGET, SKUL:D:4:BRIGHT:RANGE_ATTACK, SKUL:C:4:BRIGHT:NOTHING, SKUL:D:4:BRIGHT:NOTHING, #MISSILE:3; STATES(PAIN)=SKUL:E:3:BRIGHT:NOTHING, SKUL:E:3:BRIGHT:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SKUL:F:0:BRIGHT:TRANS_FADE(0%), SKUL:F:6:BRIGHT:NOTHING, SKUL:G:6:BRIGHT:MAKEDEATHSOUND, SKUL:H:6:BRIGHT:NOTHING, SKUL:I:6:BRIGHT:MAKEDEAD, SKUL:J:6:NORMAL:NOTHING, SKUL:K:6:NORMAL:NOTHING, #REMOVE; [MANCUBUS:67] SPAWNHEALTH=600; REACTION_TIME=0.23; RADIUS=48; HEIGHT=64; SPEED=8; MASS=1000; PAINCHANCE=30%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE; MINATTACK_CHANCE=22%; CASTORDER=14; CAST_TITLE=MancubusName; BLOOD=BLOOD; ACTIVE_SOUND=POSACT; DEATH_SOUND=MANDTH; PAIN_SOUND=MNPAIN; SIGHTING_SOUND=MANSIT; RESPAWN_EFFECT=RESPAWN_FLASH; RANGE_ATTACK=MANCUBUS_FIREBALL; STATES(IDLE)=FATT:A:15:NORMAL:LOOKOUT, FATT:B:15:NORMAL:LOOKOUT; STATES(CHASE)=FATT:A:4:NORMAL:CHASE, FATT:A:4:NORMAL:CHASE, FATT:B:4:NORMAL:CHASE, FATT:B:4:NORMAL:CHASE, FATT:C:4:NORMAL:CHASE, FATT:C:4:NORMAL:CHASE, FATT:D:4:NORMAL:CHASE, FATT:D:4:NORMAL:CHASE, FATT:E:4:NORMAL:CHASE, FATT:E:4:NORMAL:CHASE, FATT:F:4:NORMAL:CHASE, FATT:F:4:NORMAL:CHASE; STATES(MISSILE)=FATT:G:0:NORMAL:FACETARGET, FATT:G:20:NORMAL:RANGEATTEMPTSND, FATT:H:0:NORMAL:RESET_SPREADER, FATT:H:0:NORMAL:FACETARGET, FATT:H:0:BRIGHT:RANGE_ATTACK, FATT:H:10:BRIGHT:RANGE_ATTACK, FATT:I:5:NORMAL:FACETARGET, FATT:G:5:NORMAL:FACETARGET, FATT:H:0:NORMAL:FACETARGET, FATT:H:0:BRIGHT:RANGE_ATTACK, FATT:H:10:BRIGHT:RANGE_ATTACK, FATT:I:5:NORMAL:FACETARGET, FATT:G:5:NORMAL:FACETARGET, FATT:H:0:NORMAL:FACETARGET, FATT:H:0:BRIGHT:RANGE_ATTACK, FATT:H:10:BRIGHT:RANGE_ATTACK, FATT:I:5:NORMAL:FACETARGET, FATT:G:5:NORMAL:FACETARGET, #CHASE; STATES(PAIN)=FATT:J:3:NORMAL:NOTHING, FATT:J:3:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=FATT:K:6:NORMAL:NOTHING, FATT:L:6:NORMAL:MAKEDEATHSOUND, FATT:M:6:NORMAL:MAKEDEAD, FATT:N:6:NORMAL:NOTHING, FATT:O:6:NORMAL:NOTHING, FATT:P:6:NORMAL:NOTHING, FATT:Q:6:NORMAL:NOTHING, FATT:R:6:NORMAL:NOTHING, FATT:S:6:NORMAL:NOTHING, FATT:T:-1:NORMAL:NOTHING; STATES(RESPAWN)=FATT:R:5:NORMAL:NOTHING, FATT:Q:5:NORMAL:NOTHING, FATT:P:5:NORMAL:NOTHING, FATT:O:5:NORMAL:NOTHING, FATT:N:5:NORMAL:NOTHING, FATT:M:5:NORMAL:NOTHING, FATT:L:5:NORMAL:NOTHING, FATT:K:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [REVENANT:66] SPAWNHEALTH=300; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=10; MASS=500; PAINCHANCE=40%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,TRIGGER_HAPPY; MINATTACK_CHANCE=22%; CASTORDER=13; CAST_TITLE=RevenantName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=SKEACT; DEATH_SOUND=SKEDTH; PAIN_SOUND=POPAIN; SIGHTING_SOUND=SKESIT; RANGE_ATTACK=REVENANT_MISSILE; CLOSE_ATTACK=REVENANT_CLOSECOMBAT; STATES(IDLE)=SKEL:A:10:NORMAL:LOOKOUT, SKEL:B:10:NORMAL:LOOKOUT; STATES(CHASE)=SKEL:A:2:NORMAL:CHASE, SKEL:A:2:NORMAL:CHASE, SKEL:B:2:NORMAL:CHASE, SKEL:B:2:NORMAL:CHASE, SKEL:C:2:NORMAL:CHASE, SKEL:C:2:NORMAL:CHASE, SKEL:D:2:NORMAL:CHASE, SKEL:D:2:NORMAL:CHASE, SKEL:E:2:NORMAL:CHASE, SKEL:E:2:NORMAL:CHASE, SKEL:F:2:NORMAL:CHASE, SKEL:F:2:NORMAL:CHASE; STATES(MELEE)=SKEL:G:0:NORMAL:FACETARGET, SKEL:G:6:NORMAL:CLOSEATTEMPTSND, SKEL:H:6:NORMAL:FACETARGET, SKEL:I:6:NORMAL:CLOSE_ATTACK, #CHASE; STATES(MISSILE)=SKEL:J:0:BRIGHT:FACETARGET, SKEL:J:10:BRIGHT:FACETARGET, SKEL:K:10:NORMAL:RANGE_ATTACK, SKEL:K:10:NORMAL:FACETARGET, #CHASE; STATES(PAIN)=SKEL:L:5:NORMAL:NOTHING, SKEL:L:5:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SKEL:L:7:NORMAL:NOTHING, SKEL:M:7:NORMAL:NOTHING, SKEL:N:7:NORMAL:MAKEDEATHSOUND, SKEL:O:7:NORMAL:MAKEDEAD, SKEL:P:7:NORMAL:NOTHING, SKEL:Q:-1:NORMAL:NOTHING; STATES(RESPAWN)=SKEL:Q:5:NORMAL:NOTHING, SKEL:P:5:NORMAL:NOTHING, SKEL:O:5:NORMAL:NOTHING, SKEL:N:5:NORMAL:NOTHING, SKEL:M:5:NORMAL:NOTHING, SKEL:L:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PAIN_ELEMENTAL:71] SPAWNHEALTH=400; REACTION_TIME=0.23; RADIUS=31; HEIGHT=56; SPEED=8; MASS=400; PAINCHANCE=50%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,FLOATER; MINATTACK_CHANCE=22%; CASTORDER=12; CAST_TITLE=PainElementalName; BLOOD=BLOOD; FLOAT_SPEED=4; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=PEDTH; PAIN_SOUND=PEPAIN; SIGHTING_SOUND=PESIT; RANGE_ATTACK=ELEMENTAL_SPAWNER; SPARE_ATTACK=ELEMENTAL_DEATHSPAWN; STATES(IDLE)=PAIN:A:10:NORMAL:LOOKOUT; STATES(CHASE)=PAIN:A:3:NORMAL:CHASE, PAIN:A:3:NORMAL:CHASE, PAIN:B:3:NORMAL:CHASE, PAIN:B:3:NORMAL:CHASE, PAIN:C:3:NORMAL:CHASE, PAIN:C:3:NORMAL:CHASE; STATES(MISSILE)=PAIN:D:5:NORMAL:FACETARGET, PAIN:E:5:NORMAL:FACETARGET, PAIN:F:5:BRIGHT:FACETARGET, PAIN:F:5:BRIGHT:RANGE_ATTACK, #CHASE; STATES(PAIN)=PAIN:G:6:NORMAL:NOTHING, PAIN:G:6:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=PAIN:H:8:BRIGHT:NOTHING, PAIN:I:8:BRIGHT:MAKEDEATHSOUND, PAIN:J:8:BRIGHT:NOTHING, PAIN:K:8:BRIGHT:NOTHING, PAIN:L:0:BRIGHT:MAKEDEAD, PAIN:L:8:BRIGHT:SPARE_ATTACK, PAIN:M:8:BRIGHT:NOTHING, #REMOVE; STATES(RESPAWN)=PAIN:M:8:NORMAL:NOTHING, PAIN:L:8:NORMAL:NOTHING, PAIN:K:8:NORMAL:NOTHING, PAIN:J:8:NORMAL:NOTHING, PAIN:I:8:NORMAL:NOTHING, PAIN:K:8:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [SPECTRE:58] SPAWNHEALTH=150; REACTION_TIME=0.23; RADIUS=30; HEIGHT=56; SPEED=10; FAST=2; MASS=400; PAINCHANCE=70%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; SPECIAL=COUNT_AS_KILL,FUZZY,SHOOTABLE,SOLID,CLIMBABLE,NOSHADOW; ACTIVE_SOUND=DMACT; DEATH_SOUND=SGTDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=SGTSIT; STARTCOMBAT_SOUND=SGTATK; CLOSE_ATTACK=DEMON_CLOSECOMBAT; STATES(IDLE)=SARG:A:10:NORMAL:LOOKOUT, SARG:B:10:NORMAL:LOOKOUT; STATES(CHASE)=SARG:A:2:NORMAL:CHASE, SARG:A:2:NORMAL:CHASE, SARG:B:2:NORMAL:CHASE, SARG:B:2:NORMAL:CHASE, SARG:C:2:NORMAL:CHASE, SARG:C:2:NORMAL:CHASE, SARG:D:2:NORMAL:CHASE, SARG:D:2:NORMAL:CHASE; STATES(MELEE)=SARG:E:8:NORMAL:FACETARGET, SARG:F:8:NORMAL:FACETARGET, SARG:G:8:NORMAL:CLOSE_ATTACK, #CHASE; STATES(PAIN)=SARG:H:2:NORMAL:NOTHING, SARG:H:2:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SARG:I:8:NORMAL:NOTHING, SARG:J:8:NORMAL:MAKEDEATHSOUND, SARG:K:4:NORMAL:NOTHING, SARG:L:4:NORMAL:MAKEDEAD, SARG:M:4:NORMAL:NOTHING, SARG:N:-1:NORMAL:NOTHING; STATES(RESPAWN)=SARG:N:5:NORMAL:NOTHING, SARG:M:5:NORMAL:NOTHING, SARG:L:5:NORMAL:NOTHING, SARG:K:5:NORMAL:NOTHING, SARG:J:5:NORMAL:NOTHING, SARG:I:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [THE_SPIDER_MASTERMIND:7] SPAWNHEALTH=3000; REACTION_TIME=0.23; RADIUS=128; HEIGHT=100; SPEED=12; MASS=1000; PAINCHANCE=15%; SPECIAL=BOSSMAN,TRIGGER_HAPPY,COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,NO_RESURRECT; MINATTACK_CHANCE=22%; CASTORDER=16; CAST_TITLE=SpiderMastermindName; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=SPIDTH; PAIN_SOUND=POPAIN; SIGHTING_SOUND=SPISIT; WALK_SOUND=METAL; RANGE_ATTACK=FORMER_HUMAN_SHOTGUN; STATES(IDLE)=SPID:A:10:NORMAL:LOOKOUT, SPID:B:10:NORMAL:LOOKOUT; STATES(CHASE)=SPID:A:3:NORMAL:WALKSOUND_CHASE, SPID:A:3:NORMAL:CHASE, SPID:B:3:NORMAL:CHASE, SPID:B:3:NORMAL:CHASE, SPID:C:3:NORMAL:WALKSOUND_CHASE, SPID:C:3:NORMAL:CHASE, SPID:D:3:NORMAL:CHASE, SPID:D:3:NORMAL:CHASE, SPID:E:3:NORMAL:WALKSOUND_CHASE, SPID:E:3:NORMAL:CHASE, SPID:F:3:NORMAL:CHASE, SPID:F:3:NORMAL:CHASE; STATES(MISSILE)=SPID:A:20:BRIGHT:FACETARGET, SPID:G:4:BRIGHT:RANGE_ATTACK, SPID:H:4:BRIGHT:RANGE_ATTACK, SPID:H:1:BRIGHT:REFIRE_CHECK, #MISSILE:2; STATES(PAIN)=SPID:I:3:NORMAL:NOTHING, SPID:I:3:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SPID:J:20:NORMAL:MAKEDEATHSOUND, SPID:K:10:NORMAL:MAKEDEAD, SPID:L:10:NORMAL:NOTHING, SPID:M:10:NORMAL:NOTHING, SPID:N:10:NORMAL:NOTHING, SPID:O:10:NORMAL:NOTHING, SPID:P:10:NORMAL:NOTHING, SPID:Q:10:NORMAL:NOTHING, SPID:R:10:NORMAL:NOTHING, SPID:S:30:NORMAL:NOTHING, SPID:S:-1:NORMAL:NOTHING; STATES(RESPAWN)=SPID:S:30:NORMAL:NOTHING, SPID:R:10:NORMAL:NOTHING, SPID:Q:10:NORMAL:NOTHING, SPID:P:10:NORMAL:NOTHING, SPID:O:10:NORMAL:NOTHING, SPID:N:10:NORMAL:NOTHING, SPID:M:10:NORMAL:NOTHING, SPID:L:10:NORMAL:NOTHING, SPID:K:10:NORMAL:NOTHING, SPID:J:20:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [WOLFENSTEIN_SS:84] SPAWNHEALTH=50; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=8; MASS=100; PAINCHANCE=65%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE; MINATTACK_CHANCE=22%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=POSACT; DEATH_SOUND=SSDTH; PAIN_SOUND=POPAIN; SIGHTING_SOUND=SSSIT; OVERKILL_SOUND="SLOP"; RANGE_ATTACK=FORMER_HUMAN_CHAINGUN; DROPITEM=CLIP; STATES(IDLE)=SSWV:A:10:NORMAL:LOOKOUT, SSWV:B:10:NORMAL:LOOKOUT; STATES(CHASE)=SSWV:A:3:NORMAL:CHASE, SSWV:A:3:NORMAL:CHASE, SSWV:B:3:NORMAL:CHASE, SSWV:B:3:NORMAL:CHASE, SSWV:C:3:NORMAL:CHASE, SSWV:C:3:NORMAL:CHASE, SSWV:D:3:NORMAL:CHASE, SSWV:D:3:NORMAL:CHASE; STATES(MISSILE)=SSWV:E:10:NORMAL:FACETARGET, SSWV:F:10:NORMAL:FACETARGET, SSWV:G:4:BRIGHT:RANGE_ATTACK, SSWV:F:6:NORMAL:FACETARGET, SSWV:G:4:BRIGHT:RANGE_ATTACK, SSWV:F:1:NORMAL:REFIRE_CHECK, #MISSILE:2; STATES(PAIN)=SSWV:H:3:NORMAL:NOTHING, SSWV:H:3:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SSWV:I:5:NORMAL:NOTHING, SSWV:J:5:NORMAL:MAKEDEATHSOUND, SSWV:K:5:NORMAL:MAKEDEAD, SSWV:L:5:NORMAL:NOTHING, SSWV:M:-1:NORMAL:NOTHING; STATES(OVERKILL)=SSWV:N:5:NORMAL:NOTHING, SSWV:O:5:NORMAL:MAKEOVERKILLSOUND, SSWV:P:5:NORMAL:MAKEDEAD, SSWV:Q:5:NORMAL:NOTHING, SSWV:R:5:NORMAL:NOTHING, SSWV:S:5:NORMAL:NOTHING, SSWV:T:5:NORMAL:NOTHING, SSWV:U:5:NORMAL:NOTHING, SSWV:V:-1:NORMAL:NOTHING; STATES(RESPAWN)=SSWV:M:5:NORMAL:NOTHING, SSWV:L:5:NORMAL:NOTHING, SSWV:K:5:NORMAL:NOTHING, SSWV:J:5:NORMAL:NOTHING, SSWV:I:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); // --------------- Players --------------------------------- [DEATHMATCH_START:11] SPECIAL=NOBLOCKMAP,NOSECTOR; PLAYER=-1; STATES(IDLE)=PLAY:A:-1:NORMAL:NOTHING; [OUR_HERO:1] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; SPEED=1; SIDE=1; PLAYER=1; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; PALETTE_REMAP=PLAYER_GREEN; CASTORDER=1; CAST_TITLE=OurHeroName; PAINCHANCE=100%; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND="PLPAIN"; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER2:2] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; SPEED=1; SIDE=2; PLAYER=2; PALETTE_REMAP=PLAYER_DK_GREY; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; PAINCHANCE=100%; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER3:3] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; PALETTE_REMAP=PLAYER_BROWN; SPEED=1; SIDE=4; PLAYER=3; PAINCHANCE=100%; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER4:4] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; SPEED=1; SIDE=8; PLAYER=4; PALETTE_REMAP=PLAYER_DULL_RED; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER5:4001] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; SPEED=1; SIDE=16; PLAYER=5; PALETTE_REMAP=PLAYER_ORANGE; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER6:4002] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; PALETTE_REMAP=PLAYER_LT_GREY; SPEED=1; SIDE=32; PLAYER=6; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER7:4003] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; PALETTE_REMAP=PLAYER_LT_RED; SPEED=1; SIDE=64; PLAYER=7; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER8:4004] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; SPEED=1; SIDE=128; PLAYER=8; PALETTE_REMAP=PLAYER_PINK; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER9:4005] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; SPEED=1; SIDE=256; PLAYER=9; PALETTE_REMAP=PLAYER_ORANGE; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER10:4006] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; PALETTE_REMAP=PLAYER_LT_GREY; SPEED=1; SIDE=512; PLAYER=10; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER11:4007] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; PALETTE_REMAP=PLAYER_LT_RED; SPEED=1; SIDE=1024; PLAYER=11; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER12:4008] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; SPEED=1; SIDE=2048; PLAYER=12; PALETTE_REMAP=PLAYER_PINK; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER13:4009] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; SPEED=1; SIDE=4096; PLAYER=13; PALETTE_REMAP=PLAYER_ORANGE; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER14:4010] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; PALETTE_REMAP=PLAYER_LT_GREY; SPEED=1; SIDE=8192; PLAYER=14; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER15:4011] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; PALETTE_REMAP=PLAYER_LT_RED; SPEED=1; SIDE=16384; PLAYER=15; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [PLAYER16:4012] SPAWNHEALTH=100; RADIUS=16; HEIGHT=56; MASS=100; SPEED=1; SIDE=32768; PLAYER=16; PALETTE_REMAP=PLAYER_PINK; PAINCHANCE=100%; JUMP_HEIGHT=10; JUMP_SOUND=OOF; JUMP_DELAY=26T; CROUCH_HEIGHT=32; SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL; DEATH_SOUND=PLDETH; PAIN_SOUND=PLPAIN; OVERKILL_SOUND="SLOP"; NOWAY_SOUND="NOWAY"; OOF_SOUND="OOF"; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; RESPAWN_TIME=2; INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50), ROCKETS.LIMIT(50),CELLS.LIMIT(300), AMMO5.LIMIT(200),AMMO6.LIMIT(100), AMMO7.LIMIT(50),AMMO8.LIMIT(300), AMMO9.LIMIT(200),AMMO10.LIMIT(100), AMMO11.LIMIT(50),AMMO12.LIMIT(300), AMMO13.LIMIT(200),AMMO14.LIMIT(100), AMMO15.LIMIT(50),AMMO16.LIMIT(300), BULLETS(50); STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING; STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING, PLAY:B:4:NORMAL:CHECKMOVING, PLAY:C:4:NORMAL:CHECKMOVING, PLAY:D:4:NORMAL:CHECKMOVING; STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING, PLAY:F:6:BRIGHT:NOTHING; STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING, PLAY:G:5:NORMAL:MAKEPAINSOUND; STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING, PLAY:I:10:NORMAL:PLAYER_SCREAM, PLAY:J:10:NORMAL:MAKEDEAD, PLAY:K:10:NORMAL:NOTHING, PLAY:L:10:NORMAL:NOTHING, PLAY:M:10:NORMAL:NOTHING, PLAY:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING, PLAY:P:5:NORMAL:PLAYER_SCREAM, PLAY:Q:5:NORMAL:MAKEDEAD, PLAY:R:5:NORMAL:NOTHING, PLAY:S:5:NORMAL:NOTHING, PLAY:T:5:NORMAL:NOTHING, PLAY:U:5:NORMAL:NOTHING, PLAY:V:5:NORMAL:NOTHING, PLAY:W:-1:NORMAL:NOTHING; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); // -------- BOSS BRAIN STUFF -------------- [BRAIN_SPAWNSPOT:87] RADIUS=20; HEIGHT=32; SPAWNHEALTH=1000; MASS=1000; SPEED=0; REACTION_TIME=8T; SPECIAL=NOBLOCKMAP,NOSECTOR; STATES(IDLE)=NULL:A:-1:NORMAL:Nothing; [BOSS_BRAIN:88] RADIUS=20; HEIGHT=120; SPAWNHEALTH=300; MASS=10000; SPEED=0; REACTION_TIME=8T; SPECIAL=SOLID,SHOOTABLE,ALWAYS_LOUD; PAINCHANCE=100%; PAIN_SOUND=BOSPN; DEATH_SOUND=BOSDTH; STATES(IDLE)=BBRN:A:100:NORMAL:NOTHING; STATES(PAIN)=BBRN:B:36:NORMAL:MAKEPAINSOUND; STATES(DEATH)=BBRN:A:100:NORMAL:BRAINSCREAM, BBRN:A:10:NORMAL:NOTHING, BBRN:A:10:NORMAL:NOTHING, BBRN:A:-1:NORMAL:BRAINDIE; [BRAIN_SHOOTER:89] RADIUS=20; HEIGHT=32; SPAWNHEALTH=1000; MASS=100; SPEED=0; REACTION_TIME=8T; SPECIAL=NOBLOCKMAP,NOSECTOR,BOSSMAN; SIGHTING_SOUND=BOSSIT; SPIT_SPOT=BRAIN_SPAWNSPOT; RANGE_ATTACK=BRAIN_CUBE; STATES(IDLE)=NULL:A:10:NORMAL:LOOKOUT; STATES(CHASE)=NULL:A:150:NORMAL:NOTHING, NULL:A:180:NORMAL:BRAINSPIT, #CHASE; [BRAIN_DEATH_MISSILE] RADIUS=11; HEIGHT=8; SPAWNHEALTH=1000; MASS=100; REACTIONTIME=8T; SPECIAL=NOBLOCKMAP,DROPOFF,NOGRAVITY,MISSILE,BOSSMAN; SPEED=20; EXPLODE_DAMAGE.VAL=128; LAUNCH_SOUND=RLAUNC; DEATH_SOUND=BAREXP; STATES(SPAWN)=MISL:B:0:BRIGHT:TRANS_FADE(0%), MISL:B:15:BRIGHT:NOTHING, MISL:C:10:BRIGHT:BRAINMISSILEEXPLODE, MISL:D:10:BRIGHT:BRAINMISSILEEXPLODE, #REMOVE; // ------- Boom/MBF Compatibility -------- [POINT_PUSHER:5001] RADIUS=8; HEIGHT=8; MASS=10; SPECIAL=POINT_FORCE,NOBLOCKMAP; SPEED=1; STATES(SPAWN)=NULL:A:-1:NORMAL:NOTHING; [POINT_PULLER:5002] RADIUS=8; HEIGHT=8; MASS=10; SPECIAL=POINT_FORCE,NOBLOCKMAP; SPEED=-1; STATES(SPAWN)=NULL:A:-1:NORMAL:NOTHING; // Marine's Best Friend :-> [DOG:888] SPAWNHEALTH=500; REACTION_TIME=8T; RADIUS=12; HEIGHT=28; SPEED=10; FAST=2; MASS=100; PAINCHANCE=70%; PALETTE_REMAP=SARG_BROWN; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=SGTDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=SGTSIT; STARTCOMBAT_SOUND=SGTATK; CLOSE_ATTACK=DOG_BITE; STATES(IDLE)=SARG:A:10:NORMAL:LOOKOUT, SARG:B:10:NORMAL:LOOKOUT; STATES(CHASE)=SARG:A:2:NORMAL:CHASE, SARG:A:2:NORMAL:CHASE, SARG:B:2:NORMAL:CHASE, SARG:B:2:NORMAL:CHASE, SARG:C:2:NORMAL:CHASE, SARG:C:2:NORMAL:CHASE, SARG:D:2:NORMAL:CHASE, SARG:D:2:NORMAL:CHASE; STATES(MELEE)=SARG:E:8:NORMAL:FACETARGET, SARG:F:8:NORMAL:FACETARGET, SARG:G:8:NORMAL:CLOSE_ATTACK, #CHASE; STATES(PAIN)=SARG:H:2:NORMAL:NOTHING, SARG:H:2:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SARG:I:8:NORMAL:NOTHING, SARG:J:8:NORMAL:MAKEDEATHSOUND, SARG:K:4:NORMAL:NOTHING, SARG:L:4:NORMAL:MAKEDEAD, SARG:M:4:NORMAL:NOTHING, SARG:N:-1:NORMAL:NOTHING; STATES(RESPAWN)=SARG:M:5:NORMAL:NOTHING, SARG:L:5:NORMAL:NOTHING, SARG:K:5:NORMAL:NOTHING, SARG:J:5:NORMAL:NOTHING, SARG:I:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_ARACHNOTRON:4050] SPAWNHEALTH=500; REACTION_TIME=0.23; RADIUS=64; HEIGHT=64; SPEED=12; MASS=600; PAINCHANCE=50%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH; MINATTACK_CHANCE=22%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=BSPACT; DEATH_SOUND=BSPDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=BSPSIT; WALK_SOUND=BSPWLK; RANGE_ATTACK=ARACHNOTRON_PLASMA; STATES(IDLE)=BSPI:A:10:NORMAL:LOOKOUT, BSPI:B:10:NORMAL:LOOKOUT; STATES(CHASE)=BSPI:A:20:NORMAL:NOTHING, BSPI:A:3:NORMAL:WALKSOUND_CHASE, BSPI:A:3:NORMAL:CHASE, BSPI:B:3:NORMAL:CHASE, BSPI:B:3:NORMAL:CHASE, BSPI:C:3:NORMAL:CHASE, BSPI:C:3:NORMAL:CHASE, BSPI:D:3:NORMAL:WALKSOUND_CHASE, BSPI:D:3:NORMAL:CHASE, BSPI:E:3:NORMAL:CHASE, BSPI:E:3:NORMAL:CHASE, BSPI:F:3:NORMAL:CHASE, BSPI:F:3:NORMAL:CHASE, #CHASE:2; STATES(MISSILE)=BSPI:A:20:BRIGHT:FACETARGET, BSPI:G:4:BRIGHT:RANGE_ATTACK, BSPI:H:4:BRIGHT:NOTHING, BSPI:H:1:BRIGHT:REFIRE_CHECK, #MISSILE:2; STATES(PAIN)=BSPI:I:3:NORMAL:NOTHING, BSPI:I:3:NORMAL:MAKEPAINSOUND, #CHASE:2; STATES(DEATH)=BSPI:J:20:NORMAL:MAKEDEATHSOUND, BSPI:K:7:NORMAL:MAKEDEAD, BSPI:L:7:NORMAL:NOTHING, BSPI:M:7:NORMAL:NOTHING, BSPI:N:7:NORMAL:NOTHING, BSPI:O:7:NORMAL:NOTHING, BSPI:P:-1:NORMAL:NOTHING; STATES(RESPAWN)=BSPI:P:5:NORMAL:NOTHING, BSPI:O:5:NORMAL:NOTHING, BSPI:N:5:NORMAL:NOTHING, BSPI:M:5:NORMAL:NOTHING, BSPI:L:5:NORMAL:NOTHING, BSPI:K:5:NORMAL:NOTHING, BSPI:J:5:NORMAL:NOTHING, #CHASE:2; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_ARCHVILE:4051] SPAWNHEALTH=700; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=15; MASS=500; PAINCHANCE=4%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,NEVERTARGETED,NO_GRUDGE,NO_RESURRECT,STEALTH; MINATTACK_CHANCE=22%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=VILACT; DEATH_SOUND=VILDTH; PAIN_SOUND=VIPAIN; SIGHTING_SOUND=VILSIT; RANGE_ATTACK=ARCHVILE_FIRE; STATES(IDLE)=VILE:A:10:NORMAL:LOOKOUT, VILE:B:10:NORMAL:LOOKOUT; STATES(CHASE)=VILE:A:2:NORMAL:RESCHASE, VILE:A:2:NORMAL:RESCHASE, VILE:B:2:NORMAL:RESCHASE, VILE:B:2:NORMAL:RESCHASE, VILE:C:2:NORMAL:RESCHASE, VILE:C:2:NORMAL:RESCHASE, VILE:D:2:NORMAL:RESCHASE, VILE:D:2:NORMAL:RESCHASE, VILE:E:2:NORMAL:RESCHASE, VILE:E:2:NORMAL:RESCHASE, VILE:F:2:NORMAL:RESCHASE, VILE:F:2:NORMAL:RESCHASE; STATES(MISSILE)=VILE:G:0:BRIGHT:RANGEATTEMPTSND, VILE:G:10:BRIGHT:FACETARGET, VILE:H:8:BRIGHT:RANGE_ATTACK, VILE:I:8:BRIGHT:FACETARGET, VILE:J:8:BRIGHT:FACETARGET, VILE:K:8:BRIGHT:FACETARGET, VILE:L:8:BRIGHT:FACETARGET, VILE:M:8:BRIGHT:FACETARGET, VILE:N:8:BRIGHT:FACETARGET, VILE:O:8:BRIGHT:EFFECTTRACKER, VILE:P:20:BRIGHT:NOTHING, #CHASE; STATES(PAIN)=VILE:Q:5:NORMAL:NOTHING, VILE:Q:5:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=VILE:Q:7:NORMAL:NOTHING, VILE:R:7:NORMAL:MAKEDEATHSOUND, VILE:S:7:NORMAL:MAKEDEAD, VILE:T:7:NORMAL:NOTHING, VILE:U:7:NORMAL:NOTHING, VILE:V:7:NORMAL:NOTHING, VILE:W:7:NORMAL:NOTHING, VILE:X:5:NORMAL:NOTHING, VILE:Y:5:NORMAL:NOTHING, VILE:Z:-1:NORMAL:NOTHING; STATES(RESPAWN)=VILE:Z:5:NORMAL:NOTHING, VILE:Y:5:NORMAL:NOTHING, VILE:X:5:NORMAL:NOTHING, VILE:W:7:NORMAL:NOTHING, VILE:V:7:NORMAL:NOTHING, VILE:U:7:NORMAL:NOTHING, VILE:T:7:NORMAL:NOTHING, VILE:S:7:NORMAL:NOTHING, VILE:R:7:NORMAL:NOTHING, VILE:Q:7:NORMAL:NOTHING, #CHASE; STATES(RESURRECT)=VILE:[:10:BRIGHT:NOTHING, VILE:\:10:BRIGHT:NOTHING, VILE:]:10:BRIGHT:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_BARON_OF_HELL:4052] SPAWNHEALTH=1000; REACTION_TIME=0.23; RADIUS=24; HEIGHT=64; SPEED=8; MASS=1000; PAINCHANCE=20%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH; MINATTACK_CHANCE=22%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=BRSDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=BRSSIT; RANGE_ATTACK=BARON_FIREBALL; CLOSE_ATTACK=BARON_CLOSECOMBAT; STATES(IDLE)=BOSS:A:10:NORMAL:LOOKOUT, BOSS:B:10:NORMAL:LOOKOUT; STATES(CHASE)=BOSS:A:3:NORMAL:CHASE, BOSS:A:3:NORMAL:CHASE, BOSS:B:3:NORMAL:CHASE, BOSS:B:3:NORMAL:CHASE, BOSS:C:3:NORMAL:CHASE, BOSS:C:3:NORMAL:CHASE, BOSS:D:3:NORMAL:CHASE, BOSS:D:3:NORMAL:CHASE; STATES(MELEE)=BOSS:E:8:NORMAL:FACETARGET, BOSS:F:8:NORMAL:FACETARGET, BOSS:G:8:NORMAL:COMBOATTACK, #CHASE; STATES(MISSILE)=BOSS:E:8:NORMAL:FACETARGET, BOSS:F:8:NORMAL:FACETARGET, BOSS:G:8:NORMAL:COMBOATTACK, #CHASE; STATES(PAIN)=BOSS:H:2:NORMAL:NOTHING, BOSS:H:2:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=BOSS:I:8:NORMAL:NOTHING, BOSS:J:8:NORMAL:MAKEDEATHSOUND, BOSS:K:8:NORMAL:NOTHING, BOSS:L:8:NORMAL:MAKEDEAD, BOSS:M:8:NORMAL:NOTHING, BOSS:N:8:NORMAL:NOTHING, BOSS:O:-1:NORMAL:NOTHING; STATES(RESPAWN)=BOSS:O:8:NORMAL:NOTHING, BOSS:N:8:NORMAL:NOTHING, BOSS:M:8:NORMAL:NOTHING, BOSS:L:8:NORMAL:NOTHING, BOSS:K:8:NORMAL:NOTHING, BOSS:J:8:NORMAL:NOTHING, BOSS:I:8:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_CACODEMON:4053] SPAWNHEALTH=400; REACTION_TIME=0.23; RADIUS=31; HEIGHT=56; SPEED=8; MASS=400; PAINCHANCE=50%; FLOAT_SPEED=4; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,FLOATER,STEALTH; MINATTACK_CHANCE=22%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=CACDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=CACSIT; RANGE_ATTACK=CACO_FIREBALL; CLOSE_ATTACK=CACO_CLOSECOMBAT; STATES(IDLE)=HEAD:A:10:NORMAL:LOOKOUT; STATES(CHASE)=HEAD:A:3:NORMAL:CHASE; STATES(MISSILE)=HEAD:B:5:NORMAL:FACETARGET, HEAD:C:5:NORMAL:FACETARGET, HEAD:D:5:BRIGHT:COMBOATTACK, #CHASE; STATES(PAIN)=HEAD:E:3:NORMAL:NOTHING, HEAD:E:3:NORMAL:MAKEPAINSOUND, HEAD:F:6:NORMAL:NOTHING, #CHASE; STATES(DEATH)=HEAD:G:8:NORMAL:MAKEDEATHSOUND, HEAD:H:8:NORMAL:NOTHING, HEAD:I:8:NORMAL:NOTHING, HEAD:J:8:NORMAL:MAKEDEAD, HEAD:K:8:NORMAL:NOTHING, HEAD:L:-1:NORMAL:NOTHING; STATES(RESPAWN)=HEAD:L:8:NORMAL:NOTHING, HEAD:K:8:NORMAL:NOTHING, HEAD:J:8:NORMAL:NOTHING, HEAD:I:8:NORMAL:NOTHING, HEAD:H:8:NORMAL:NOTHING, HEAD:G:8:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_HEAVY_WEAPON_DUDE:4054] SPAWNHEALTH=70; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=8; MASS=100; PAINCHANCE=67%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS,STEALTH; MINATTACK_CHANCE=22%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND="POSACT"; DEATH_SOUND="PODTH?"; PAIN_SOUND=POPAIN; SIGHTING_SOUND="POSIT?"; OVERKILL_SOUND="SLOP"; DROPITEM=CHAINGUN; RANGE_ATTACK=FORMER_HUMAN_CHAINGUN; STATES(IDLE)=CPOS:A:10:NORMAL:LOOKOUT, CPOS:B:10:NORMAL:LOOKOUT; STATES(CHASE)=CPOS:A:3:NORMAL:CHASE, CPOS:A:3:NORMAL:CHASE, CPOS:B:3:NORMAL:CHASE, CPOS:B:3:NORMAL:CHASE, CPOS:C:3:NORMAL:CHASE, CPOS:C:3:NORMAL:CHASE, CPOS:D:3:NORMAL:CHASE, CPOS:D:3:NORMAL:CHASE; STATES(MISSILE)=CPOS:E:10:NORMAL:FACETARGET, CPOS:F:4:BRIGHT:RANGE_ATTACK, CPOS:E:4:BRIGHT:RANGE_ATTACK, CPOS:F:1:NORMAL:REFIRE_CHECK, #MISSILE:2; STATES(PAIN)=CPOS:G:3:NORMAL:NOTHING, CPOS:G:3:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=CPOS:H:5:NORMAL:NOTHING, CPOS:I:5:NORMAL:MAKEDEATHSOUND, CPOS:J:5:NORMAL:MAKEDEAD, CPOS:K:5:NORMAL:NOTHING, CPOS:L:5:NORMAL:NOTHING, CPOS:M:5:NORMAL:NOTHING, CPOS:N:-1:NORMAL:NOTHING; STATES(OVERKILL)=CPOS:O:5:NORMAL:NOTHING, CPOS:P:5:NORMAL:MAKEOVERKILLSOUND, CPOS:Q:5:NORMAL:MAKEDEAD, CPOS:R:5:NORMAL:NOTHING, CPOS:S:5:NORMAL:NOTHING, CPOS:T:-1:NORMAL:NOTHING; STATES(RESPAWN)=CPOS:N:5:NORMAL:NOTHING, CPOS:M:5:NORMAL:NOTHING, CPOS:L:5:NORMAL:NOTHING, CPOS:K:5:NORMAL:NOTHING, CPOS:J:5:NORMAL:NOTHING, CPOS:I:5:NORMAL:NOTHING, CPOS:H:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_DEMON:4055] SPAWNHEALTH=150; REACTION_TIME=0.23; RADIUS=30; HEIGHT=56; SPEED=10; FAST=2; MASS=400; PAINCHANCE=70%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=SGTDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=SGTSIT; STARTCOMBAT_SOUND=SGTATK; CLOSE_ATTACK=DEMON_CLOSECOMBAT; STATES(IDLE)=SARG:A:10:NORMAL:LOOKOUT, SARG:B:10:NORMAL:LOOKOUT; STATES(CHASE)=SARG:A:2:NORMAL:CHASE, SARG:A:2:NORMAL:CHASE, SARG:B:2:NORMAL:CHASE, SARG:B:2:NORMAL:CHASE, SARG:C:2:NORMAL:CHASE, SARG:C:2:NORMAL:CHASE, SARG:D:2:NORMAL:CHASE, SARG:D:2:NORMAL:CHASE; STATES(MELEE)=SARG:E:8:NORMAL:FACETARGET, SARG:F:8:NORMAL:FACETARGET, SARG:G:8:NORMAL:CLOSE_ATTACK, #CHASE; STATES(PAIN)=SARG:H:2:NORMAL:NOTHING, SARG:H:2:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SARG:I:8:NORMAL:NOTHING, SARG:J:8:NORMAL:MAKEDEATHSOUND, SARG:K:4:NORMAL:NOTHING, SARG:L:4:NORMAL:MAKEDEAD, SARG:M:4:NORMAL:NOTHING, SARG:N:-1:NORMAL:NOTHING; STATES(RESPAWN)=SARG:N:5:NORMAL:NOTHING, SARG:M:5:NORMAL:NOTHING, SARG:L:5:NORMAL:NOTHING, SARG:K:5:NORMAL:NOTHING, SARG:J:5:NORMAL:NOTHING, SARG:I:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_HELL_KNIGHT:4056] SPAWNHEALTH=500; REACTION_TIME=0.23; RADIUS=24; HEIGHT=64; SPEED=8; MASS=1000; PAINCHANCE=20%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH; MINATTACK_CHANCE=22%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=DMACT; DEATH_SOUND=KNTDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=KNTSIT; RANGE_ATTACK=BARON_FIREBALL; CLOSE_ATTACK=BARON_CLOSECOMBAT; STATES(IDLE)=BOS2:A:10:NORMAL:LOOKOUT, BOS2:B:10:NORMAL:LOOKOUT; STATES(CHASE)=BOS2:A:3:NORMAL:CHASE, BOS2:A:3:NORMAL:CHASE, BOS2:B:3:NORMAL:CHASE, BOS2:B:3:NORMAL:CHASE, BOS2:C:3:NORMAL:CHASE, BOS2:C:3:NORMAL:CHASE, BOS2:D:3:NORMAL:CHASE, BOS2:D:3:NORMAL:CHASE; STATES(MELEE)=BOS2:E:8:NORMAL:FACETARGET, BOS2:F:8:NORMAL:FACETARGET, BOS2:G:8:NORMAL:COMBOATTACK, #CHASE; STATES(MISSILE)=BOS2:E:8:NORMAL:FACETARGET, BOS2:F:8:NORMAL:FACETARGET, BOS2:G:8:NORMAL:COMBOATTACK, #CHASE; STATES(PAIN)=BOS2:H:2:NORMAL:NOTHING, BOS2:H:2:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=BOS2:I:8:NORMAL:NOTHING, BOS2:J:8:NORMAL:MAKEDEATHSOUND, BOS2:K:8:NORMAL:NOTHING, BOS2:L:8:NORMAL:MAKEDEAD, BOS2:M:8:NORMAL:NOTHING, BOS2:N:8:NORMAL:NOTHING, BOS2:O:-1:NORMAL:NOTHING; STATES(RESPAWN)=BOS2:O:8:NORMAL:NOTHING, BOS2:N:8:NORMAL:NOTHING, BOS2:M:8:NORMAL:NOTHING, BOS2:L:8:NORMAL:NOTHING, BOS2:K:8:NORMAL:NOTHING, BOS2:J:8:NORMAL:NOTHING, BOS2:I:8:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_IMP:4057] SPAWNHEALTH=60; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=8; MASS=100; PAINCHANCE=78%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH; MINATTACK_CHANCE=22%; BLOOD=BLOOD; ACTIVE_SOUND=BGACT; DEATH_SOUND="BGDTH?"; PAIN_SOUND=POPAIN; SIGHTING_SOUND="BGSIT?"; OVERKILL_SOUND="SLOP"; RESPAWN_EFFECT=RESPAWN_FLASH; RANGE_ATTACK=IMP_FIREBALL; CLOSE_ATTACK=IMP_CLOSECOMBAT; STATES(IDLE)=TROO:A:10:NORMAL:LOOKOUT, TROO:B:10:NORMAL:LOOKOUT; STATES(CHASE)=TROO:A:3:NORMAL:CHASE, TROO:A:3:NORMAL:CHASE, TROO:B:3:NORMAL:CHASE, TROO:B:3:NORMAL:CHASE, TROO:C:3:NORMAL:CHASE, TROO:C:3:NORMAL:CHASE, TROO:D:3:NORMAL:CHASE, TROO:D:3:NORMAL:CHASE; STATES(MELEE)=TROO:E:8:NORMAL:FACETARGET, TROO:F:8:NORMAL:FACETARGET, TROO:G:6:NORMAL:COMBOATTACK, #CHASE; STATES(MISSILE)=TROO:E:8:NORMAL:FACETARGET, TROO:F:8:NORMAL:FACETARGET, TROO:G:6:NORMAL:COMBOATTACK, #CHASE; STATES(PAIN)=TROO:H:2:NORMAL:NOTHING, TROO:H:2:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=TROO:I:8:NORMAL:NOTHING, TROO:J:8:NORMAL:MAKEDEATHSOUND, TROO:K:6:NORMAL:NOTHING, TROO:L:6:NORMAL:MAKEDEAD, TROO:M:-1:NORMAL:NOTHING; STATES(OVERKILL)=TROO:N:5:NORMAL:NOTHING, TROO:O:5:NORMAL:MAKEOVERKILLSOUND, TROO:P:5:NORMAL:NOTHING, TROO:Q:5:NORMAL:MAKEDEAD, TROO:R:5:NORMAL:NOTHING, TROO:S:5:NORMAL:NOTHING, TROO:T:5:NORMAL:NOTHING, TROO:U:-1:NORMAL:NOTHING; STATES(RESPAWN)=TROO:M:8:NORMAL:NOTHING, TROO:L:8:NORMAL:NOTHING, TROO:K:6:NORMAL:NOTHING, TROO:J:6:NORMAL:NOTHING, TROO:I:6:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_MANCUBUS:4058] SPAWNHEALTH=600; REACTION_TIME=0.23; RADIUS=48; HEIGHT=64; SPEED=8; MASS=1000; PAINCHANCE=30%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH; MINATTACK_CHANCE=22%; BLOOD=BLOOD; ACTIVE_SOUND=POSACT; DEATH_SOUND=MANDTH; PAIN_SOUND=MNPAIN; SIGHTING_SOUND=MANSIT; RESPAWN_EFFECT=RESPAWN_FLASH; RANGE_ATTACK=MANCUBUS_FIREBALL; STATES(IDLE)=FATT:A:15:NORMAL:LOOKOUT, FATT:B:15:NORMAL:LOOKOUT; STATES(CHASE)=FATT:A:4:NORMAL:CHASE, FATT:A:4:NORMAL:CHASE, FATT:B:4:NORMAL:CHASE, FATT:B:4:NORMAL:CHASE, FATT:C:4:NORMAL:CHASE, FATT:C:4:NORMAL:CHASE, FATT:D:4:NORMAL:CHASE, FATT:D:4:NORMAL:CHASE, FATT:E:4:NORMAL:CHASE, FATT:E:4:NORMAL:CHASE, FATT:F:4:NORMAL:CHASE, FATT:F:4:NORMAL:CHASE; STATES(MISSILE)=FATT:G:0:NORMAL:FACETARGET, FATT:G:20:NORMAL:RANGEATTEMPTSND, FATT:H:0:NORMAL:RESET_SPREADER, FATT:H:0:NORMAL:FACETARGET, FATT:H:0:BRIGHT:RANGE_ATTACK, FATT:H:10:BRIGHT:RANGE_ATTACK, FATT:I:5:NORMAL:FACETARGET, FATT:G:5:NORMAL:FACETARGET, FATT:H:0:NORMAL:FACETARGET, FATT:H:0:BRIGHT:RANGE_ATTACK, FATT:H:10:BRIGHT:RANGE_ATTACK, FATT:I:5:NORMAL:FACETARGET, FATT:G:5:NORMAL:FACETARGET, FATT:H:0:NORMAL:FACETARGET, FATT:H:0:BRIGHT:RANGE_ATTACK, FATT:H:10:BRIGHT:RANGE_ATTACK, FATT:I:5:NORMAL:FACETARGET, FATT:G:5:NORMAL:FACETARGET, #CHASE; STATES(PAIN)=FATT:J:3:NORMAL:NOTHING, FATT:J:3:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=FATT:K:6:NORMAL:NOTHING, FATT:L:6:NORMAL:MAKEDEATHSOUND, FATT:M:6:NORMAL:MAKEDEAD, FATT:N:6:NORMAL:NOTHING, FATT:O:6:NORMAL:NOTHING, FATT:P:6:NORMAL:NOTHING, FATT:Q:6:NORMAL:NOTHING, FATT:R:6:NORMAL:NOTHING, FATT:S:6:NORMAL:NOTHING, FATT:T:-1:NORMAL:NOTHING; STATES(RESPAWN)=FATT:R:5:NORMAL:NOTHING, FATT:Q:5:NORMAL:NOTHING, FATT:P:5:NORMAL:NOTHING, FATT:O:5:NORMAL:NOTHING, FATT:N:5:NORMAL:NOTHING, FATT:M:5:NORMAL:NOTHING, FATT:L:5:NORMAL:NOTHING, FATT:K:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_REVENANT:4059] SPAWNHEALTH=300; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=10; MASS=500; PAINCHANCE=40%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,TRIGGER_HAPPY,STEALTH; MINATTACK_CHANCE=22%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=SKEACT; DEATH_SOUND=SKEDTH; PAIN_SOUND=POPAIN; SIGHTING_SOUND=SKESIT; RANGE_ATTACK=REVENANT_MISSILE; CLOSE_ATTACK=REVENANT_CLOSECOMBAT; STATES(IDLE)=SKEL:A:10:NORMAL:LOOKOUT, SKEL:B:10:NORMAL:LOOKOUT; STATES(CHASE)=SKEL:A:2:NORMAL:CHASE, SKEL:A:2:NORMAL:CHASE, SKEL:B:2:NORMAL:CHASE, SKEL:B:2:NORMAL:CHASE, SKEL:C:2:NORMAL:CHASE, SKEL:C:2:NORMAL:CHASE, SKEL:D:2:NORMAL:CHASE, SKEL:D:2:NORMAL:CHASE, SKEL:E:2:NORMAL:CHASE, SKEL:E:2:NORMAL:CHASE, SKEL:F:2:NORMAL:CHASE, SKEL:F:2:NORMAL:CHASE; STATES(MELEE)=SKEL:G:0:NORMAL:FACETARGET, SKEL:G:6:NORMAL:CLOSEATTEMPTSND, SKEL:H:6:NORMAL:FACETARGET, SKEL:I:6:NORMAL:CLOSE_ATTACK, #CHASE; STATES(MISSILE)=SKEL:J:0:BRIGHT:FACETARGET, SKEL:J:10:BRIGHT:FACETARGET, SKEL:K:10:NORMAL:RANGE_ATTACK, SKEL:K:10:NORMAL:FACETARGET, #CHASE; STATES(PAIN)=SKEL:L:5:NORMAL:NOTHING, SKEL:L:5:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SKEL:L:7:NORMAL:NOTHING, SKEL:M:7:NORMAL:NOTHING, SKEL:N:7:NORMAL:MAKEDEATHSOUND, SKEL:O:7:NORMAL:MAKEDEAD, SKEL:P:7:NORMAL:NOTHING, SKEL:Q:-1:NORMAL:NOTHING; STATES(RESPAWN)=SKEL:Q:5:NORMAL:NOTHING, SKEL:P:5:NORMAL:NOTHING, SKEL:O:5:NORMAL:NOTHING, SKEL:N:5:NORMAL:NOTHING, SKEL:M:5:NORMAL:NOTHING, SKEL:L:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_SHOTGUN_GUY:4060] SPAWNHEALTH=30; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=8; MASS=100; PAINCHANCE=67%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS,STEALTH; MINATTACK_CHANCE=22%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=POSACT; DEATH_SOUND="PODTH?"; PAIN_SOUND=POPAIN; SIGHTING_SOUND="POSIT?"; OVERKILL_SOUND="SLOP"; DROPITEM=SHOTGUN; RANGE_ATTACK=FORMER_HUMAN_SHOTGUN; STATES(IDLE)=SPOS:A:10:NORMAL:LOOKOUT, SPOS:B:10:NORMAL:LOOKOUT; STATES(CHASE)=SPOS:A:3:NORMAL:CHASE, SPOS:A:3:NORMAL:CHASE, SPOS:B:3:NORMAL:CHASE, SPOS:B:3:NORMAL:CHASE, SPOS:C:3:NORMAL:CHASE, SPOS:C:3:NORMAL:CHASE, SPOS:D:3:NORMAL:CHASE, SPOS:D:3:NORMAL:CHASE; STATES(MISSILE)=SPOS:E:10:NORMAL:FACETARGET, SPOS:F:10:BRIGHT:RANGE_ATTACK, SPOS:E:10:NORMAL:NOTHING, #CHASE; STATES(PAIN)=SPOS:G:3:NORMAL:NOTHING, SPOS:G:3:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SPOS:H:5:NORMAL:NOTHING, SPOS:I:5:NORMAL:MAKEDEATHSOUND, SPOS:J:5:NORMAL:MAKEDEAD, SPOS:K:5:NORMAL:NOTHING, SPOS:L:-1:NORMAL:NOTHING; STATES(OVERKILL)=SPOS:M:5:NORMAL:NOTHING, SPOS:N:5:NORMAL:MAKEOVERKILLSOUND, SPOS:O:5:NORMAL:MAKEDEAD, SPOS:P:5:NORMAL:NOTHING, SPOS:Q:5:NORMAL:NOTHING, SPOS:R:5:NORMAL:NOTHING, SPOS:S:5:NORMAL:NOTHING, SPOS:T:5:NORMAL:NOTHING, SPOS:U:-1:NORMAL:NOTHING; STATES(RESPAWN)=SPOS:K:5:NORMAL:NOTHING, SPOS:J:5:NORMAL:NOTHING, SPOS:I:5:NORMAL:NOTHING, SPOS:H:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [STEALTH_ZOMBIEMAN:4061] SPAWNHEALTH=20; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=8; MASS=100; PAINCHANCE=78%; SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS,STEALTH; MINATTACK_CHANCE=22%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=POSACT; DEATH_SOUND="PODTH?"; PAIN_SOUND=POPAIN; SIGHTING_SOUND="POSIT?"; OVERKILL_SOUND="SLOP"; DROPITEM=CLIP; RANGE_ATTACK=FORMER_HUMAN_PISTOL; STATES(IDLE)=POSS:A:10:NORMAL:LOOKOUT, POSS:B:10:NORMAL:LOOKOUT; STATES(CHASE)=POSS:A:4:NORMAL:CHASE, POSS:A:4:NORMAL:CHASE, POSS:B:4:NORMAL:CHASE, POSS:B:4:NORMAL:CHASE, POSS:C:4:NORMAL:CHASE, POSS:C:4:NORMAL:CHASE, POSS:D:4:NORMAL:CHASE, POSS:D:4:NORMAL:CHASE; STATES(MISSILE)=POSS:E:10:NORMAL:FACETARGET, POSS:F:8:NORMAL:RANGE_ATTACK, POSS:E:8:NORMAL:NOTHING, #CHASE; STATES(PAIN)=POSS:G:3:NORMAL:NOTHING, POSS:G:3:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=POSS:H:5:NORMAL:NOTHING, POSS:I:5:NORMAL:MAKEDEATHSOUND, POSS:J:5:NORMAL:MAKEDEAD, POSS:K:5:NORMAL:NOTHING, POSS:L:-1:NORMAL:NOTHING; STATES(OVERKILL)=POSS:M:5:NORMAL:NOTHING, POSS:N:5:NORMAL:MAKEOVERKILLSOUND, POSS:O:5:NORMAL:MAKEDEAD, POSS:P:5:NORMAL:NOTHING, POSS:Q:5:NORMAL:NOTHING, POSS:R:5:NORMAL:NOTHING, POSS:S:5:NORMAL:NOTHING, POSS:T:5:NORMAL:NOTHING, POSS:U:-1:NORMAL:NOTHING; STATES(RESPAWN)=POSS:K:5:NORMAL:NOTHING, POSS:J:5:NORMAL:NOTHING, POSS:I:5:NORMAL:NOTHING, POSS:H:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); // ------- New Experimental Creatures -------- [REVENANT_MKII:7100] SPAWNHEALTH=350; REACTION_TIME=0.23; RADIUS=20; HEIGHT=56; SPEED=10; MASS=500; PAINCHANCE=40%; SPECIAL=COUNT_AS_KILL,SOLID,SHOOTABLE,TRIGGER_HAPPY,ATTACK_HURTS,DISLOYAL; MINATTACK_CHANCE=25%; BLOOD=BLOOD; RESPAWN_EFFECT=RESPAWN_FLASH; ACTIVE_SOUND=SKEACT; DEATH_SOUND=SKEDTH; PAIN_SOUND=POPAIN; SIGHTING_SOUND=SKESIT; RANGE_ATTACK=TRACER_MISSILE_L; SPARE_ATTACK=TRACER_MISSILE_R; CLOSE_ATTACK=REVENANT_CLOSECOMBAT; STATES(IDLE)=SKEL:A:10:NORMAL:LOOKOUT, SKEL:B:10:NORMAL:LOOKOUT; STATES(CHASE)=SKEL:A:2:NORMAL:CHASE, SKEL:A:2:NORMAL:CHASE, SKEL:B:2:NORMAL:CHASE, SKEL:B:2:NORMAL:CHASE, SKEL:C:2:NORMAL:CHASE, SKEL:C:2:NORMAL:CHASE, SKEL:D:2:NORMAL:CHASE, SKEL:D:2:NORMAL:CHASE, SKEL:E:2:NORMAL:CHASE, SKEL:E:2:NORMAL:CHASE, SKEL:F:2:NORMAL:CHASE, SKEL:F:2:NORMAL:CHASE; STATES(MELEE)=SKEL:G:0:NORMAL:FACETARGET, SKEL:G:6:NORMAL:CLOSEATTEMPTSND, SKEL:H:6:NORMAL:FACETARGET, SKEL:I:6:NORMAL:CLOSE_ATTACK, #CHASE; STATES(MISSILE)=SKEL:J:10:BRIGHT:FACETARGET, SKEL:J:0:BRIGHT:SPARE_ATTACK, SKEL:K:10:NORMAL:RANGE_ATTACK, SKEL:K:10:NORMAL:FACETARGET, #CHASE; STATES(PAIN)=SKEL:L:5:NORMAL:NOTHING, SKEL:L:5:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=SKEL:L:7:NORMAL:NOTHING, SKEL:M:7:NORMAL:NOTHING, SKEL:N:7:NORMAL:MAKEDEATHSOUND, SKEL:O:7:NORMAL:MAKEDEAD, SKEL:P:7:NORMAL:NOTHING, SKEL:Q:-1:NORMAL:NOTHING; STATES(RESPAWN)=SKEL:Q:5:NORMAL:NOTHING, SKEL:P:5:NORMAL:NOTHING, SKEL:O:5:NORMAL:NOTHING, SKEL:N:5:NORMAL:NOTHING, SKEL:M:5:NORMAL:NOTHING, SKEL:L:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [TELEPORT_SPAWNER:7101] SPAWNHEALTH=1000; REACTION_TIME=0.23; MASS=1000; SPECIAL=INVISIBLE; RESPAWN_EFFECT=RESPAWN_FLASH; RANGE_ATTACK=IMP_SPAWNER; STATES(IDLE)=NULL:A:10:NORMAL:LOOKOUT, NULL:B:10:NORMAL:LOOKOUT; STATES(CHASE)=TFOG:A:0:BRIGHT:TRANS_FADE(10%), TFOG:A:0:BRIGHT:RANGE_ATTACK, TFOG:A:6:BRIGHT:NOTHING, TFOG:B:6:BRIGHT:NOTHING, TFOG:A:6:BRIGHT:NOTHING, TFOG:B:6:BRIGHT:NOTHING, TFOG:C:6:BRIGHT:NOTHING, TFOG:D:6:BRIGHT:NOTHING, TFOG:E:6:BRIGHT:NOTHING, TFOG:F:6:BRIGHT:NOTHING, TFOG:G:6:BRIGHT:NOTHING, TFOG:H:6:BRIGHT:NOTHING, TFOG:I:6:BRIGHT:NOTHING, TFOG:J:6:BRIGHT:NOTHING, NULL:J:105:BRIGHT:NOTHING; [ARACHNOTRON_MKII:7102] SPAWNHEALTH=750; REACTION_TIME=0.23; RADIUS=64; HEIGHT=64; SPEED=12; MASS=600; PAINCHANCE=50%; SPECIAL=COUNT_AS_KILL,SOLID,SHOOTABLE,DISLOYAL,ATTACK_HURTS; MINATTACK_CHANCE=22%; BLOOD=BLOOD; ACTIVE_SOUND=BSPACT; DEATH_SOUND=BSPDTH; PAIN_SOUND=DMPAIN; SIGHTING_SOUND=BSPSIT; WALK_SOUND=BSPWLK; RESPAWN_EFFECT=RESPAWN_FLASH; RANGE_ATTACK=ARACHNOTRON_PLASMA; STATES(IDLE)=BSPI:A:10:NORMAL:LOOKOUT, BSPI:B:10:NORMAL:LOOKOUT; STATES(CHASE)=BSPI:A:20:NORMAL:NOTHING, BSPI:A:3:NORMAL:WALKSOUND_CHASE, BSPI:A:3:NORMAL:CHASE, BSPI:B:3:NORMAL:CHASE, BSPI:B:3:NORMAL:CHASE, BSPI:C:3:NORMAL:CHASE, BSPI:C:3:NORMAL:CHASE, BSPI:D:3:NORMAL:WALKSOUND_CHASE, BSPI:D:3:NORMAL:CHASE, BSPI:E:3:NORMAL:CHASE, BSPI:E:3:NORMAL:CHASE, BSPI:F:3:NORMAL:CHASE, BSPI:F:3:NORMAL:CHASE, #CHASE:2; STATES(MISSILE)=BSPI:A:20:BRIGHT:FACETARGET, BSPI:G:3:BRIGHT:RANGE_ATTACK, BSPI:H:1:BRIGHT:NOTHING, BSPI:H:1:BRIGHT:REFIRE_CHECK, #MISSILE:2; STATES(PAIN)=BSPI:I:3:NORMAL:NOTHING, BSPI:I:3:NORMAL:MAKEPAINSOUND, #CHASE:2; STATES(DEATH)=BSPI:J:20:NORMAL:MAKEDEATHSOUND, BSPI:K:7:NORMAL:MAKEDEAD, BSPI:L:7:NORMAL:NOTHING, BSPI:M:7:NORMAL:NOTHING, BSPI:N:7:NORMAL:NOTHING, BSPI:O:7:NORMAL:NOTHING, BSPI:P:-1:NORMAL:NOTHING; STATES(RESPAWN)=BSPI:P:5:NORMAL:NOTHING, BSPI:O:5:NORMAL:NOTHING, BSPI:N:5:NORMAL:NOTHING, BSPI:M:5:NORMAL:NOTHING, BSPI:L:5:NORMAL:NOTHING, BSPI:K:5:NORMAL:NOTHING, BSPI:J:5:NORMAL:NOTHING, #CHASE:2; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); [MANCUBUS_MKII:7103] SPAWNHEALTH=600; REACTION_TIME=0.23; RADIUS=48; HEIGHT=64; SPEED=8; MASS=1000; PAINCHANCE=30%; SPECIAL=COUNT_AS_KILL,SOLID,SHOOTABLE,DISLOYAL,ATTACK_HURTS; MINATTACK_CHANCE=22%; BLOOD=BLOOD; ACTIVE_SOUND=POSACT; DEATH_SOUND=MANDTH; PAIN_SOUND=MNPAIN; SIGHTING_SOUND=MANSIT; RESPAWN_EFFECT=RESPAWN_FLASH; RANGE_ATTACK=MANCUBUS_FIREBALL_L; SPARE_ATTACK=MANCUBUS_FIREBALL_R; STATES(IDLE)=FATT:A:15:NORMAL:LOOKOUT, FATT:B:15:NORMAL:LOOKOUT; STATES(CHASE)=FATT:A:4:NORMAL:CHASE, FATT:A:4:NORMAL:CHASE, FATT:B:4:NORMAL:CHASE, FATT:B:4:NORMAL:CHASE, FATT:C:4:NORMAL:CHASE, FATT:C:4:NORMAL:CHASE, FATT:D:4:NORMAL:CHASE, FATT:D:4:NORMAL:CHASE, FATT:E:4:NORMAL:CHASE, FATT:E:4:NORMAL:CHASE, FATT:F:4:NORMAL:CHASE, FATT:F:4:NORMAL:CHASE; STATES(MISSILE)=FATT:G:0:NORMAL:FACETARGET, FATT:G:20:NORMAL:RANGEATTEMPTSND, FATT:H:0:NORMAL:FACETARGET, FATT:H:0:BRIGHT:RANGE_ATTACK, FATT:H:10:BRIGHT:SPARE_ATTACK, FATT:I:5:NORMAL:FACETARGET, FATT:G:5:NORMAL:FACETARGET, FATT:H:0:NORMAL:FACETARGET, FATT:H:0:BRIGHT:RANGE_ATTACK, FATT:H:10:BRIGHT:SPARE_ATTACK, FATT:I:5:NORMAL:FACETARGET, FATT:G:5:NORMAL:FACETARGET, FATT:H:0:NORMAL:FACETARGET, FATT:H:0:BRIGHT:RANGE_ATTACK, FATT:H:10:BRIGHT:SPARE_ATTACK, FATT:I:5:NORMAL:FACETARGET, FATT:G:5:NORMAL:FACETARGET, #CHASE; STATES(PAIN)=FATT:J:3:NORMAL:NOTHING, FATT:J:3:NORMAL:MAKEPAINSOUND, #CHASE; STATES(DEATH)=FATT:K:6:NORMAL:NOTHING, FATT:L:6:NORMAL:MAKEDEATHSOUND, FATT:M:6:NORMAL:MAKEDEAD, FATT:N:6:NORMAL:NOTHING, FATT:O:6:NORMAL:NOTHING, FATT:P:6:NORMAL:NOTHING, FATT:Q:6:NORMAL:NOTHING, FATT:R:6:NORMAL:NOTHING, FATT:S:6:NORMAL:NOTHING, FATT:T:-1:NORMAL:NOTHING; STATES(RESPAWN)=FATT:R:5:NORMAL:NOTHING, FATT:Q:5:NORMAL:NOTHING, FATT:P:5:NORMAL:NOTHING, FATT:O:5:NORMAL:NOTHING, FATT:N:5:NORMAL:NOTHING, FATT:M:5:NORMAL:NOTHING, FATT:L:5:NORMAL:NOTHING, FATT:K:5:NORMAL:NOTHING, #CHASE; STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);