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2616 lines
125 KiB
Plaintext
2616 lines
125 KiB
Plaintext
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=====================================================
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Dehacked support in PrBoom libretro, extended support
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=====================================================
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This document is based on "Dehacked support in BOOM".
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Extensions that were ported from other engines and included
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as new addition for PrBoom libretro port are documented here.
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-------------------------------THINGS-----------------------------
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#####
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USAGE
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#####
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The Things block follows the syntax.
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Thing <nn> (<optional description>)
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<property> = <value>
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With the following possible properties:
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Property name Description
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------------------------------------------------------------------
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ID #, Id used in maps (Doomednum)
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Initial frame, Frame number in which the thing will spawn
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Hit points, Default initial health
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First moving frame, Frame number to switch when starting to walk
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Alert sound, Sound number played when awakening
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Reaction time, Ticks to wait before new attack and other checks
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Attack sound, Sound number played when attacking
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Injury frame, Frame number used when hurt
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Pain chance, Chance to feel pain from 0 (never) to 255 (always)
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Pain sound, Sound number played when in pain
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Close attack frame, Frame number for melee attack (if zero, no melee)
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Far attack frame, Frame number for ranged attack (if zero, no range)
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Death frame, Frame number when dying (if zero, it dissappears)
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Exploding frame, Frame number when gibbed (if zero, normal death)
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Death sound, Sound number played by Scream nodepointer
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Dropped item, Thing id (dehacked number) to drop on death
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Speed, Movement on each Chase frame or, in missiles, tic
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Width, Fixed-point value for the radius of the thing
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Height, Fixed-point value for the height of the thing
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Mass, Number used as mass factor calculating thrust
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Missile damage, Damage multipler, used by missiles & some codepointers
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Action sound, Sound number played sometimes (3/256) on Chase
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Bits, Number that holds several flags, see below for info
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Bits2, Number that holds several flags, see below for info
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Respawn frame, Frame number when resurrecting (if zero, it can't)
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Melee threshold, Distance to switch from missile to melee attack
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Max target range, Maximum distance range to start shooting
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Min missile chance, Minimum chance for firing a missile
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A BEX extension allows to use mnemonics to set the Bit flags.
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This is actually something you can use to hack your Dehacked
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output file to be more understandable and modifiable. Note that
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once you do this you won't be able to bring it back into
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Dehacked.
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You will find an area in a Dehacked output file for Things,
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starting with an entry such as:
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Thing 31 (Barrel)
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Down a few lines, if you've altered the bits at all, you'll see
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a line like:
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Bits = 205636102
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That horrible number is why we are providing some mnemonics
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instead. All you need to do is to put the appropriate ones
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of the following mnemonics on the line where the big number is,
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and it'll be read in and converted to the number for you. An
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example line:
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Bits = SOLID+SHOOTABLE+NOBLOOD
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which converts to Bits = 524294 but you didn't have to figure
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that part out. Just use plus signs between the mnemonics.
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Here's the list, along with a bit of explanation of each,
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and the phrase that's used in Dehacked to describe them. If
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there are any disagreements between the 2 definitions, ours
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wins. There is a complete list of all the DOOM2 Things in
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Appendix B at the end of this file, with which bits they have
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by default in BOOM (including for example which Things are
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translucent)
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Mnemonic Bit mask Meaning / Dehacked phrase
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------------------------------------------------------------------
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SPECIAL, 0x00000001 - call P_Specialthing when touched
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Can be picked up
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SOLID, 0x00000002 - block movement
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Obstacle
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SHOOTABLE, 0x00000004 - can be hit
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Shootable
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NOSECTOR, 0x00000008 - invisible but touchable
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Total invisibility
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NOBLOCKMAP, 0x00000010 - inert but displayable
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Can't be hit
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AMBUSH, 0x00000020 - deaf monster
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Semi-deaf
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JUSTHIT, 0x00000040 - will try to attack right back
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In pain
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JUSTATTACKED, 0x00000080 - take at least 1 step before attacking
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Steps before attack
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SPAWNCEILING, 0x00000100 - initially hang from ceiling
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Hangs from ceiling
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NOGRAVITY, 0x00000200 - don't apply gravity during play
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No Gravity
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DROPOFF, 0x00000400 - can jump from high places
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Travels over cliffs
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PICKUP, 0x00000800 - will pick up items
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Picks up items
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NOCLIP, 0x00001000 - goes through walls
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No clipping
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SLIDE, 0x00002000 - keep info about sliding along walls
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Slides along walls
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FLOAT, 0x00004000 - allow movement to any height
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Floating
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TELEPORT, 0x00008000 - don't cross lines or look at teleport heights
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Semi-no clipping
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MISSILE, 0x00010000 - don't hit same species, explode on block
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Projectiles
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DROPPED, 0x00020000 - dropped, not spawned (like ammo clip)
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Disappearing weapon
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SHADOW, 0x00040000 - use fuzzy draw like spectres
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Partial invisibility
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NOBLOOD, 0x00080000 - puffs instead of blood when shot
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Puffs (vs. bleeds)
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CORPSE, 0x00100000 - so it will slide down steps when dead
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Sliding helpless
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INFLOAT, 0x00200000 - float but not to target height
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No auto-leveling
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COUNTKILL, 0x00400000 - count toward the kills total
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Affects Kill %
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COUNTITEM, 0x00800000 - count toward the items total
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Affects Item %
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SKULLFLY, 0x01000000 - special handling for flying skulls
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Running
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NOTDMATCH, 0x02000000 - do not spawn in deathmatch
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Not in deathmatch
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TRANSLATION1, 0x04000000 - use translation table for color (players)
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Color 1 (gray/red)
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TRANSLATION2, 0x08000000 - second bit for selecting translation table
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Color 2 (brown/red)
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TOUCHY, 0x10000000 - dies on contact with solid objects (MBF)
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BOUNCES, 0x20000000 - bounces off floors, ceilings and maybe walls (MBF)
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FRIEND, 0x40000000 - a friend of the player(s) (MBF)
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TRANSLUCENT, 0x80000000 - apply translucency to sprite (BOOM)
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TRANSLATION, 0x04000000 - for compatibility, same as TRANSLATION1
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UNUSED1, 0x08000000 - for compatibility, same as TRANSLATION2
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UNUSED2, 0x10000000 - for compatibility, same as TOUCHY
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UNUSED3, 0x20000000 - for compatibility, same as BOUNCES
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UNUSED4, 0x40000000 - for compatibility, same as FRIEND
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The previous table pertains to the first (lower) 32 bits, as used in
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vanilla Doom with some popular extensions.
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In addition to the flags above, the field was expanded so that it's
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possible to have additional flags to have finer control of behavior
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that was previously hardcoded to some specific enemies, such as the
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way the cyberdemon is immune to splash damage from explosions.
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Because these flags are not common between ports, it's recomended
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to use in this case always the mnemonics to ensure that they are
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properly ignored in ports that don't support it.
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If a monster has already had any of these flags set, you won't be
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able to unset it by using the "Bits" field, you'll need to use the
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"Bits2" field, this is so it's possible to keep compatibility.
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For example:
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Bits2 = ISMONSTER+MISSILEMORE+NOTARGET
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If a number was to be given instead (which is not recomended), the
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bits will be shifted so only the extended flags are affected.
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Mnemonic Bit(2) mask Meaning
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----------------------------------------------------------------------------
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NOTARGET, 0x00000001 - won't be targetted even on accidental infight
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MISSILEMORE, 0x00000002 - shoots missiles more often from far away
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FULLVOLSIGHT, 0x00000004 - plays its alert sound at full volume
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FULLVOLDEATH, 0x00000008 - plays its death sound at full volume
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NORADIUSDMG, 0x00000010 - radius (explosive) damage doesnt harm it
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QUICKTORETALIATE, 0x00000020 - immediately switch target if attacked
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ISMONSTER, 0x00000040 - for all monsters, even if don't count in kill%
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DONTFALL, 0x00000080 - don't fall down after killed (like Lost Soul)
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----------------------------CODE POINTERS-------------------------
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#####
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USAGE
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#####
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Insert this block into your BEX file:
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[CODEPTR]
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FRAME nn = mnemonic
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...
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The Frame number is the same as you would use in Dehacked, and the
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mnemonic is one of the ones listed below. These mnemonics, though
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not perfectly clear, are the actual names of the functions in DOOM
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that are called, so it makes the most sense to use them.
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When using Dehacked frame code pointer changes, BOOM will write out
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a line for each one used showing what you'd put into a BEX [CODEPTR]
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block, in the DEHOUT.TXT file. For example:
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Original Dehacked file lines:
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Pointer 93 (Frame 196)
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Codep Frame = 176
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Output from BOOM in the DEHOUT.TXT file when processing them:
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Line='Pointer 93 (Frame 196)'
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Processing function [2] for Pointer
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Processing Pointer at index 196: Frame
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- applied 1c53c from codeptr[176] to states[196]
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BEX [CODEPTR] -> FRAME 196 = Chase
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You could then use this in the [CODEPTR] block of a BEX file
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instead of the Dehacked lines, making it much more clear
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that in frame 196 you expect the monster to Chase the player:
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FRAME 196 = Chase
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In addition, you can now put any code pointer into any frame, whereas
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Dehacked is limited to replacing only the existing ones.
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Valid mnemonics you can use:
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NULL << new, zeroes out an existing codepointer
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Light0
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WeaponReady
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Lower
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Raise
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Punch
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ReFire
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FirePistol
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Light1
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FireShotgun
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Light2
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FireShotgun2
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CheckReload
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OpenShotgun2
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LoadShotgun2
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CloseShotgun2
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FireCGun
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GunFlash
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FireMissile
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Saw
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FirePlasma
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BFGsound
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FireBFG
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BFGSpray
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Explode
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Pain
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PlayerScream
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Fall
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XScream
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Look
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Chase
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FaceTarget
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PosAttack
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Scream
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SPosAttack
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VileChase
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VileStart
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VileTarget
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VileAttack
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StartFire
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Fire
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FireCrackle
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Tracer
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SkelWhoosh
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SkelFist
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SkelMissile
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FatRaise
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FatAttack1
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FatAttack2
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FatAttack3
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BossDeath
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CPosAttack
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CPosRefire
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TroopAttack
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SargAttack
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HeadAttack
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BruisAttack
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SkullAttack
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Metal
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SpidRefire
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BabyMetal
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BspiAttack
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Hoof
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CyberAttack
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PainAttack
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PainDie
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KeenDie
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BrainPain
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BrainScream
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BrainDie
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BrainAwake
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BrainSpit
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SpawnSound
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SpawnFly
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BrainExplode
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Detonate << MBF
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Mushroom
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Die
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Spawn
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Turn
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Face
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Scratch
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PlaySound
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RandomJump
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LineEffect
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FireOldBFG
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BetaSkullAttack
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Stop
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See the end of this file for the Code Pointer Appendix
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which contains the actual default settings for code pointers
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and frames. Remember, changing code pointers with BEX files is
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no less prone to you trying to do something impossible that will
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crash than it ever was in Dehacked--it's just simpler and more
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flexible, and clearer to read, in specification.
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----------------------------PAR TIMES-----------------------------
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#####
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USAGE
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#####
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Insert the following block in your BEX file, using one or more
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of the par lines depending on if you want to alter them for
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DOOM 1 or DOOM 2.
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[PARS]
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par e m p << for DOOM 1: episode, map, parseconds
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par m p << for DOOM 2: mapnumber, parseconds
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You may have as many par times listed as you wish in the pars block.
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----------------------------INCLUDES------------------------------
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#####
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USAGE
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#####
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To include a DEH or BEX file in another one, put one or more of the
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following lines in your BEX file:
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INCLUDE filename
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INCLUDE NOTEXT filename
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Filename must be specified in full, including a path if it's not
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going to be in the current directory, and including its .deh or
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.bex extension. By far better is to ship a file as a completely
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self-contained file, but you can use this during testing and development.
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The NOTEXT directive will cause BOOM to skip any deh-style text blocks
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in the included file, with the assumption that you're doing something
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else in your main BEX file instead. Note that this will include any text
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changes, including sprite names, etc.
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You may not nest include files (one include file can't include another).
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-----------------------------STRINGS------------------------------
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##########
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BACKGROUND
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##########
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The basic Dehacked file is understood and properly evaluated to change
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such things as sounds, frame rewiring, Thing attributes, etc. No change
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is required to the original .deh file for those things. However, text
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is handled differently in BOOM for several reasons:
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1. Dehacked by the nature of the program was simply doing a search and
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replace action on the strings as found in the executable. This is
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clumsy and dangerous, though as good as can be done when dealing with
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a compiled executable program. We now have the ability to change the
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actual string values during play, a safer and better solution.
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2. Because Dehacked used the original string to find the place to
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plug in the replacement, there was no way to write a generic hack that
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would replace strings in all versions regardless of language. In BOOM,
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the strings are identified by their names, which are the same in all
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cases.
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3. Because Dehacked was replacing strings in a physical location in
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the program file, it was limited to approximately the same size string
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as the original. Though this is generally practical, it is limiting in
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flexibility. BOOM allows any length string to replace any of the ones
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in the game (this also applies to cheats).
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4. The purpose of replacing a string is to show the player some text
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at a particular point in the game. Finding the original text that was
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there and replacing it with other text worked, but logically what the
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author should have been able to do was assign strings depending on the
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desired purpose, and not have to recognize the original text to do so.
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In BOOM, all strings are identified by a mnemonic name (actually the
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name of the internal variable), making it easier to assign a string to
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its desired purpose. In later versions we may also make other aliases
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for some of those.
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Detailed information is available further down in this file, explaining
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the mnemonic codes that are used for all the replaceable strings. Note
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that some of the strings are always displayed in the small (uppercase
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only) font, so capitalization is not important for those.
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The dehacked method of supplying an old texture followed by a new one,
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with the lengths of the before and after strings in the dehacked file,
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will be supported so long as the old string can be found as the default
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value of one of the supported strings (see below). This should take
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care of 97% of actual hacks, since intermission texts, informational
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messages and level names for the automap are by far the most
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prevalent and important changes. We urge the patch authors to also
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provide new BEX format files, for clarity, supportability and
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flexibility.
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#####
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USAGE
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#####
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To use extended string support in BOOM, start the section with a
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[STRINGS] section marker, followed by lines that start with the key
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mnemonic, an equal sign, and the value to assign to that string. You
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may split the value to be assigned onto multiple lines by ending
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each line that is to be continued with a backslash. Don't put
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quotes around the string if you don't want them to show up in the
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result. A couple of examples:
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# Start comments with a #
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# Change the level name that shows up in the automap for MAP12:
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[STRINGS]
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HUSTR_12 = The Twelfth Night
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# and now the new red key message for switches
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PD_REDO = You need the scarlet pimpernel to \
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turn on this machine.
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# Note that the blank before the backslash is included in the string
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# but that the indentation before the word "turn" is not, allowing
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# the change file to be easy to read.
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Other example files are included in the BEX_SAMP.ZIP file. All use the
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.bex extension to avoid conflict with existing .deh files of the same
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name.
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########################################
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MNEMONIC KEYS AND ORIGINAL VALUES TABLES
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########################################
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Note:
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If the original initial value is longer than about 40 characters,
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the string will have been truncated and will have an ellipsis (...)
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after the closing double-quote. There should be enough in the part
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that is shown to recognize it.
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If a string has C language printf() characters in it, such as %s or %d,
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you should be sure that your replacement string either contains the
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same ones in the same order, or that you leave them out of your string.
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If that confuses you, you need to learn C or leave 'em alone <g>.
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Some trailing linefeeds have been removed for clarity, though \n in
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the middle of a string indicates an internal linefeed and your
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replacement can do likewise.
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===========================================
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Part 1 - GENERAL INITIALIZATION AND PROMPTS
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===========================================
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MNEMONIC Purpose
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Initial original value (just the first part if long)
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------------------ -----------------------------------------------------
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D_DEVSTR What shows during init if -devparm is used
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"Development mode ON."
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D_CDROM Init: if switch -cdrom is used
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"CD-ROM Version: default.cfg from c:\\doomdata"
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QUITMSG Default display when you pick Quit
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"are you sure you want to\nquit this great game?"
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LOADNET Warning when you try to load during a network game
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"you can't do load while in a net game!"
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QLOADNET Warning when you try quickload during a network game
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"you can't quickload during a netgame!"
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QSAVESPOT Warning when you quickload without a quicksaved game
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"you haven't picked a quicksave slot yet!"
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SAVEDEAD Warning when not playing or dead and you try to save
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"you can't save if you aren't playing!"
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QSPROMPT Prompt when quicksaving your game
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"quicksave over your game named\n\n'%s'?"
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QLPROMPT Prompt when quickloading a game
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"do you want to quickload the game named\n\n'%s'?"
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NEWGAME Warning if you try to start a game during network play
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"you can't start a new game\nwhile in a network"...
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NIGHTMARE Nightmare mode warning
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"are you sure? this skill level\nisn't even rem"...
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SWSTRING Warning when you pick any episode but 1 in Shareware
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"this is the shareware version of doom.\n\nyou '...
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MSGOFF Message when toggling messages off (F8)
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"Messages OFF"
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MSGON Message when toggling messages back on (F8)
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"Messages ON"
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NETEND Message when you try to Quit during a network game
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"you can't end a netgame!"
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ENDGAME Warning when you try to end the game
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"are you sure you want to end the game?"
|
|
DETAILHI Message switching to high detail (obsolete in BOOM)
|
|
"High detail"
|
|
DETAILLO Message switching to high detail (obsolete in BOOM)
|
|
"Low detail"
|
|
GAMMALVL0 Message when gamma correction is set off
|
|
"Gamma correction OFF"
|
|
GAMMALVL1 Message when gamma correction is set to 1
|
|
"Gamma correction level 1"
|
|
GAMMALVL2 Message when gamma correction is set to 2
|
|
"Gamma correction level 2"
|
|
GAMMALVL3 Message when gamma correction is set to 3
|
|
"Gamma correction level 3"
|
|
GAMMALVL4 Message when gamma correction is set to 4
|
|
"Gamma correction level 4"
|
|
EMPTYSTRING Value that shows up in an unused savegame slot
|
|
"empty slot"
|
|
GGSAVED Message after a savegame has been written to disk
|
|
"game saved."
|
|
SAVEGAMENAME Saved game name, number is appended during save
|
|
"BOOMSAV" << new 5/3/98
|
|
|
|
=============================================
|
|
Part 2 - MESSAGES WHEN THE PLAYER GETS THINGS
|
|
=============================================
|
|
|
|
GOTARMOR Picking up the Green armor (100%)
|
|
"Picked up the armor."
|
|
GOTMEGA Picking up the Blue armor (200%)
|
|
"Picked up the MegaArmor!"
|
|
GOTHTHBONUS Picking up a health bottle (1%)
|
|
"Picked up a health bonus."
|
|
GOTARMBONUS Picking up an armor helmet (1%)
|
|
"Picked up an armor bonus."
|
|
GOTSTIM Picking up a stimpack (10%)
|
|
"Picked up a stimpack."
|
|
GOTMEDINEED Picking up a medikit (25%) when very low on health
|
|
"Picked up a medikit that you REALLY need!"
|
|
GOTMEDIKIT Picking up a medikit (25%) under normal conditions
|
|
"Picked up a medikit."
|
|
GOTSUPER Picking up the blue health orb (200%)
|
|
"Supercharge!"
|
|
GOTBLUECARD Picking up the blue keycard
|
|
"Picked up a blue keycard."
|
|
GOTYELWCARD Picking up the yellow keycard
|
|
"Picked up a yellow keycard."
|
|
GOTREDCARD Picking up the red keycard
|
|
"Picked up a red keycard."
|
|
GOTBLUESKUL Picking up the blue skull key
|
|
"Picked up a blue skull key."
|
|
GOTYELWSKUL Picking up the yellow skull key
|
|
"Picked up a yellow skull key."
|
|
GOTREDSKULL Picking up the red skull key
|
|
"Picked up a red skull key."
|
|
GOTINVUL Picking up the invulnerability sphere
|
|
"Invulnerability!"
|
|
GOTBERSERK Picking up the berserk box
|
|
"Berserk!"
|
|
GOTINVIS Picking up the invisibility sphere
|
|
"Partial Invisibility"
|
|
GOTSUIT Picking up the rad suit
|
|
"Radiation Shielding Suit"
|
|
GOTMAP Picking up the computer map
|
|
"Computer Area Map"
|
|
GOTVISOR Picking up the light-amp goggles
|
|
"Light Amplification Visor"
|
|
GOTMSPHERE Picking up the mega orb (200%/200%)
|
|
"MegaSphere!"
|
|
GOTCLIP Picking up an ammo clip
|
|
"Picked up a clip."
|
|
GOTCLIPBOX Picking up a box of ammo
|
|
"Picked up a box of bullets."
|
|
GOTROCKET Picking up a single rocket
|
|
"Picked up a rocket."
|
|
GOTROCKBOX Picking up a box of rockets
|
|
"Picked up a box of rockets."
|
|
GOTCELL Picking up an energy cell (20 units)
|
|
"Picked up an energy cell."
|
|
GOTCELLBOX Picking up an energy pack (100 units)
|
|
"Picked up an energy cell pack."
|
|
GOTSHELLS Picking up a set of 4 shells
|
|
"Picked up 4 shotgun shells."
|
|
GOTSHELLBOX Picking up a box of 20 shells
|
|
"Picked up a box of shotgun shells."
|
|
GOTBACKPACK Picking up a backpack
|
|
"Picked up a backpack full of ammo!"
|
|
GOTBFG9000 Picking up the BFG (weapon 7)
|
|
"You got the BFG9000! Oh, yes."
|
|
GOTCHAINGUN Picking up the chaingun (weapon 4)
|
|
"You got the chaingun!"
|
|
GOTCHAINSAW Picking up the chainsaw (weapon 8)
|
|
"A chainsaw! Find some meat!"
|
|
GOTLAUNCHER Picking up the rocket launcher (weapon 5)
|
|
"You got the rocket launcher!"
|
|
GOTPLASMA Picking up the plasma gun (weapon 6)
|
|
"You got the plasma gun!"
|
|
GOTSHOTGUN Picking up the shotgun (weapon 3)
|
|
"You got the shotgun!"
|
|
GOTSHOTGUN2 Picking up the double-barreled shotgun (weapon 9)
|
|
"You got the super shotgun!"
|
|
|
|
======================================
|
|
Part 3 - MESSAGES WHEN KEYS ARE NEEDED (*)= BOOM extensions
|
|
======================================
|
|
|
|
PD_BLUEO When you don't have the blue key for a switch
|
|
"You need a blue key to activate this object"
|
|
PD_REDO When you don't have the red key for a switch
|
|
"You need a red key to activate this object"
|
|
PD_YELLOWO When you don't have the yellow key for a switch
|
|
"You need a yellow key to activate this object"
|
|
PD_BLUEK Blue key needed to open a door
|
|
"You need a blue key to open this door"
|
|
PD_REDK Red key needed to open a door
|
|
"You need a red key to open this door"
|
|
PD_YELLOWK Yellow key needed to open a door
|
|
"You need a yellow key to open this door"
|
|
PD_BLUEC Blue card key needed, not skull (*)
|
|
"You need a blue card to open this door"
|
|
PD_REDC Red card key needed, not skull (*)
|
|
"You need a red card to open this door"
|
|
PD_YELLOWC Yellow card key needed, not skull (*)
|
|
"You need a yellow card to open this door"
|
|
PD_BLUES Blue skull key needed, not card (*)
|
|
"You need a blue skull to open this door"
|
|
PD_REDS Red skull key needed, not card (*)
|
|
"You need a red skull to open this door"
|
|
PD_YELLOWS Yellow skull key needed, not card (*)
|
|
"You need a yellow skull to open this door"
|
|
PD_ANY You need a key but any of them will do (*)
|
|
"Any key will open this door"
|
|
PD_ALL3 You need red, blue and yellow keys (*)
|
|
"You need all three keys to open this door"
|
|
PD_ALL6 You need both skulls and cards in all 3 colors (*)
|
|
"You need all six keys to open this door"
|
|
|
|
==============================
|
|
Part 4 - MULTIPLAYER MESSAGING
|
|
==============================
|
|
|
|
HUSTR_MSGU If you try to send a blank message?
|
|
"[Message unsent]"
|
|
HUSTR_MESSAGESENT After you send a message? Haven't seen it
|
|
"[Message Sent]"
|
|
|
|
* Chat macros 1-10
|
|
* Original values in quotes
|
|
|
|
HUSTR_CHATMACRO1 "I'm ready to kick butt!"
|
|
HUSTR_CHATMACRO2 "I'm OK."
|
|
HUSTR_CHATMACRO3 "I'm not looking too good!"
|
|
HUSTR_CHATMACRO4 "Help!"
|
|
HUSTR_CHATMACRO5 "You suck!"
|
|
HUSTR_CHATMACRO6 "Next time, scumbag..."
|
|
HUSTR_CHATMACRO7 "Come here!"
|
|
HUSTR_CHATMACRO8 "I'll take care of it."
|
|
HUSTR_CHATMACRO9 "Yes"
|
|
HUSTR_CHATMACRO0 "No"
|
|
|
|
* What shows up when you message yourself, depending
|
|
* on how many times you've done it during the game
|
|
|
|
HUSTR_TALKTOSELF1 "You mumble to yourself"
|
|
HUSTR_TALKTOSELF2 "Who's there?"
|
|
HUSTR_TALKTOSELF3 "You scare yourself"
|
|
HUSTR_TALKTOSELF4 "You start to rave"
|
|
HUSTR_TALKTOSELF5 "You've lost it..."
|
|
|
|
* Prefixes for the multiplayer messages when displayed
|
|
|
|
HUSTR_PLRGREEN "Green: "
|
|
HUSTR_PLRINDIGO "Indigo: "
|
|
HUSTR_PLRBROWN "Brown: "
|
|
HUSTR_PLRRED "Red: "
|
|
|
|
===================================
|
|
Part 5 - LEVEL NAMES IN THE AUTOMAP
|
|
===================================
|
|
|
|
* For DOOM - These names are made up of HUSTR_ and
|
|
* ExMx for the episode and map numbers. Original
|
|
* names are shown in quotes. Episode 4 entries are
|
|
* for Ultimate DOOM only.
|
|
* Blank lines separate sky change groupings
|
|
|
|
HUSTR_E1M1 "E1M1: Hangar"
|
|
HUSTR_E1M2 "E1M2: Nuclear Plant"
|
|
HUSTR_E1M3 "E1M3: Toxin Refinery"
|
|
HUSTR_E1M4 "E1M4: Command Control"
|
|
HUSTR_E1M5 "E1M5: Phobos Lab"
|
|
HUSTR_E1M6 "E1M6: Central Processing"
|
|
HUSTR_E1M7 "E1M7: Computer Station"
|
|
HUSTR_E1M8 "E1M8: Phobos Anomaly"
|
|
HUSTR_E1M9 "E1M9: Military Base"
|
|
|
|
HUSTR_E2M1 "E2M1: Deimos Anomaly"
|
|
HUSTR_E2M2 "E2M2: Containment Area"
|
|
HUSTR_E2M3 "E2M3: Refinery"
|
|
HUSTR_E2M4 "E2M4: Deimos Lab"
|
|
HUSTR_E2M5 "E2M5: Command Center"
|
|
HUSTR_E2M6 "E2M6: Halls of the Damned"
|
|
HUSTR_E2M7 "E2M7: Spawning Vats"
|
|
HUSTR_E2M8 "E2M8: Tower of Babel"
|
|
HUSTR_E2M9 "E2M9: Fortress of Mystery"
|
|
|
|
HUSTR_E3M1 "E3M1: Hell Keep"
|
|
HUSTR_E3M2 "E3M2: Slough of Despair"
|
|
HUSTR_E3M3 "E3M3: Pandemonium"
|
|
HUSTR_E3M4 "E3M4: House of Pain"
|
|
HUSTR_E3M5 "E3M5: Unholy Cathedral"
|
|
HUSTR_E3M6 "E3M6: Mt. Erebus"
|
|
HUSTR_E3M7 "E3M7: Limbo"
|
|
HUSTR_E3M8 "E3M8: Dis"
|
|
HUSTR_E3M9 "E3M9: Warrens"
|
|
|
|
HUSTR_E4M1 "E4M1: Hell Beneath"
|
|
HUSTR_E4M2 "E4M2: Perfect Hatred"
|
|
HUSTR_E4M3 "E4M3: Sever The Wicked"
|
|
HUSTR_E4M4 "E4M4: Unruly Evil"
|
|
HUSTR_E4M5 "E4M5: They Will Repent"
|
|
HUSTR_E4M6 "E4M6: Against Thee Wickedly"
|
|
HUSTR_E4M7 "E4M7: And Hell Followed"
|
|
HUSTR_E4M8 "E4M8: Unto The Cruel"
|
|
HUSTR_E4M9 "E4M9: Fear"
|
|
|
|
HUSTR_E5M1 "E5M1: Baphomet's Demesne";
|
|
HUSTR_E5M2 "E5M2: Sheol";
|
|
HUSTR_E5M3 "E5M3: Cages of the Damned";
|
|
HUSTR_E5M4 "E5M4: Paths of Wretchedness";
|
|
HUSTR_E5M5 "E5M5: Abaddon's Void";
|
|
HUSTR_E5M6 "E5M6: Unspeakable Persecution";
|
|
HUSTR_E5M7 "E5M7: Nightmare Underworld";
|
|
HUSTR_E5M8 "E5M8: Halls of Perdition";
|
|
HUSTR_E5M9 "E5M9: Realm of Iblis";
|
|
|
|
* For DOOM2 - These names are made up of HUSTR_ and
|
|
* a number for the map number. Original names are shown in quotes.
|
|
* Blank lines separate sky change groupings
|
|
|
|
HUSTR_1 "level 1: entryway"
|
|
HUSTR_2 "level 2: underhalls"
|
|
HUSTR_3 "level 3: the gantlet"
|
|
HUSTR_4 "level 4: the focus"
|
|
HUSTR_5 "level 5: the waste tunnels"
|
|
HUSTR_6 "level 6: the crusher"
|
|
HUSTR_7 "level 7: dead simple"
|
|
HUSTR_8 "level 8: tricks and traps"
|
|
HUSTR_9 "level 9: the pit"
|
|
HUSTR_10 "level 10: refueling base"
|
|
HUSTR_11 "level 11: 'o' of destruction!"
|
|
|
|
HUSTR_12 "level 12: the factory"
|
|
HUSTR_13 "level 13: downtown"
|
|
HUSTR_14 "level 14: the inmost dens"
|
|
HUSTR_15 "level 15: industrial zone"
|
|
HUSTR_16 "level 16: suburbs"
|
|
HUSTR_17 "level 17: tenements"
|
|
HUSTR_18 "level 18: the courtyard"
|
|
HUSTR_19 "level 19: the citadel"
|
|
HUSTR_20 "level 20: gotcha!"
|
|
|
|
HUSTR_21 "level 21: nirvana"
|
|
HUSTR_22 "level 22: the catacombs"
|
|
HUSTR_23 "level 23: barrels o' fun"
|
|
HUSTR_24 "level 24: the chasm"
|
|
HUSTR_25 "level 25: bloodfalls"
|
|
HUSTR_26 "level 26: the abandoned mines"
|
|
HUSTR_27 "level 27: monster condo"
|
|
HUSTR_28 "level 28: the spirit world"
|
|
HUSTR_29 "level 29: the living end"
|
|
HUSTR_30 "level 30: icon of sin"
|
|
|
|
* Secret levels
|
|
|
|
HUSTR_31 "level 31: wolfenstein"
|
|
HUSTR_32 "level 32: grosse"
|
|
|
|
* For PLUTONIA - These names are made up of PHUSTR_ and
|
|
* a number for the map number. Original names are shown in quotes.
|
|
* Blank lines separate sky change groupings
|
|
|
|
PHUSTR_1 "level 1: congo"
|
|
PHUSTR_2 "level 2: well of souls"
|
|
PHUSTR_3 "level 3: aztec"
|
|
PHUSTR_4 "level 4: caged"
|
|
PHUSTR_5 "level 5: ghost town"
|
|
PHUSTR_6 "level 6: baron's lair"
|
|
PHUSTR_7 "level 7: caughtyard"
|
|
PHUSTR_8 "level 8: realm"
|
|
PHUSTR_9 "level 9: abattoire"
|
|
PHUSTR_10 "level 10: onslaught"
|
|
PHUSTR_11 "level 11: hunted"
|
|
|
|
PHUSTR_12 "level 12: speed"
|
|
PHUSTR_13 "level 13: the crypt"
|
|
PHUSTR_14 "level 14: genesis"
|
|
PHUSTR_15 "level 15: the twilight"
|
|
PHUSTR_16 "level 16: the omen"
|
|
PHUSTR_17 "level 17: compound"
|
|
PHUSTR_18 "level 18: neurosphere"
|
|
PHUSTR_19 "level 19: nme"
|
|
PHUSTR_20 "level 20: the death domain"
|
|
|
|
PHUSTR_21 "level 21: slayer"
|
|
PHUSTR_22 "level 22: impossible mission"
|
|
PHUSTR_23 "level 23: tombstone"
|
|
PHUSTR_24 "level 24: the final frontier"
|
|
PHUSTR_25 "level 25: the temple of darkness"
|
|
PHUSTR_26 "level 26: bunker"
|
|
PHUSTR_27 "level 27: anti-christ"
|
|
PHUSTR_28 "level 28: the sewers"
|
|
PHUSTR_29 "level 29: odyssey of noises"
|
|
PHUSTR_30 "level 30: the gateway of hell"
|
|
|
|
PHUSTR_31 "level 31: cyberden"
|
|
PHUSTR_32 "level 32: go 2 it"
|
|
|
|
* For TNT:Evilution - These names are made up of THUSTR_ and
|
|
* a number for the map number. Original names are shown in quotes.
|
|
* Blank lines separate sky change groupings
|
|
|
|
THUSTR_1 "level 1: system control"
|
|
THUSTR_2 "level 2: human bbq"
|
|
THUSTR_3 "level 3: power control"
|
|
THUSTR_4 "level 4: wormhole"
|
|
THUSTR_5 "level 5: hanger"
|
|
THUSTR_6 "level 6: open season"
|
|
THUSTR_7 "level 7: prison"
|
|
THUSTR_8 "level 8: metal"
|
|
THUSTR_9 "level 9: stronghold"
|
|
THUSTR_10 "level 10: redemption"
|
|
THUSTR_11 "level 11: storage facility"
|
|
|
|
THUSTR_12 "level 12: crater"
|
|
THUSTR_13 "level 13: nukage processing"
|
|
THUSTR_14 "level 14: steel works"
|
|
THUSTR_15 "level 15: dead zone"
|
|
THUSTR_16 "level 16: deepest reaches"
|
|
THUSTR_17 "level 17: processing area"
|
|
THUSTR_18 "level 18: mill"
|
|
THUSTR_19 "level 19: shipping/respawning"
|
|
THUSTR_20 "level 20: central processing"
|
|
|
|
THUSTR_21 "level 21: administration center"
|
|
THUSTR_22 "level 22: habitat"
|
|
THUSTR_23 "level 23: lunar mining project"
|
|
THUSTR_24 "level 24: quarry"
|
|
THUSTR_25 "level 25: baron's den"
|
|
THUSTR_26 "level 26: ballistyx"
|
|
THUSTR_27 "level 27: mount pain"
|
|
THUSTR_28 "level 28: heck"
|
|
THUSTR_29 "level 29: river styx"
|
|
THUSTR_30 "level 30: last call"
|
|
|
|
THUSTR_31 "level 31: pharaoh"
|
|
THUSTR_32 "level 32: caribbean"
|
|
|
|
================================================
|
|
Part 6 - MESSAGES AS A RESULT OF TOGGLING STATES
|
|
================================================
|
|
|
|
AMSTR_FOLLOWON Automap follow mode toggled on (F)
|
|
"Follow Mode ON"
|
|
AMSTR_FOLLOWOFF Automap follow mode toggled off (F)
|
|
"Follow Mode OFF"
|
|
AMSTR_GRIDON Automap grid mode toggled on (G)
|
|
"Grid ON"
|
|
AMSTR_GRIDOFF Automap grid mode toggled off (G)
|
|
"Grid OFF"
|
|
AMSTR_MARKEDSPOT Automap spot marked (M)
|
|
"Marked Spot"
|
|
AMSTR_MARKSCLEARED Automap marks cleared (C)
|
|
"All Marks Cleared"
|
|
STSTR_MUS Music changed with IDMUSnn
|
|
"Music Change"
|
|
STSTR_NOMUS Error message [IDMUS] to bad number
|
|
"IMPOSSIBLE SELECTION"
|
|
STSTR_DQDON God mode toggled on [IDDQD]
|
|
"Degreelessness Mode On"
|
|
STSTR_DQDOFF God mode toggled off [IDDQD]
|
|
"Degreelessness Mode Off"
|
|
STSTR_KFAADDED Ammo and keys added [IDKFA]
|
|
"Very Happy Ammo Added"
|
|
STSTR_FAADDED Ammo no keys added [IDK or IDKA]
|
|
"Ammo (no keys) Added"
|
|
STSTR_NCON Walk through walls toggled on [IDCLIP or IDSPISPOPD]
|
|
"No Clipping Mode ON"
|
|
STSTR_NCOFF Walk through walls off [IDCLIP or IDSPISPOPD]
|
|
"No Clipping Mode OFF"
|
|
STSTR_BEHOLD Prompt for IDBEHOLD cheat menu
|
|
"inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
|
|
STSTR_BEHOLDX Prompt after toggling the special with IDBEHOLD
|
|
"Power-up Toggled"
|
|
STSTR_CHOPPERS Message when the chainsaw is picked [IDCHOPPERS]
|
|
"... doesn't suck - GM"
|
|
STSTR_CLEV Message while changing levels [IDCLEVxx]
|
|
"Changing Level..."
|
|
STSTR_COMPON Message when turning on DOOM compatibility mode (*)
|
|
"Compatibility Mode On"
|
|
STSTR_COMPOFF Message when turning off DOOM compatibility mode (*)
|
|
"Compatibility Mode Off"
|
|
|
|
|
|
===================================
|
|
Part 7 - EPISODE INTERMISSION TEXTS
|
|
===================================
|
|
|
|
* DOOM/Ultimate DOOM Intermissions
|
|
|
|
E1TEXT Message after Episode 1 of DOOM
|
|
"Once you beat the big badasses and\nclean out "...
|
|
E2TEXT Message after Episode 2 of DOOM
|
|
"You've done it! The hideous cyber-\ndemon lord"...
|
|
E3TEXT Message after Episode 3 of DOOM
|
|
"The loathsome spiderdemon that\nmasterminded t"...
|
|
E4TEXT Message after Episode 4 of Ultimate DOOM
|
|
"the spider mastermind must have sent forth\nit"...
|
|
E5TEXT Message after Episode 5 of SIGIL
|
|
"Baphomet was only doing Satan's bidding\nby br"...
|
|
|
|
* DOOM2 Intermissions
|
|
|
|
C1TEXT Message after MAP06
|
|
"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\nSTA"...
|
|
C2TEXT Message after MAP11
|
|
"YOU HAVE WON! YOUR VICTORY HAS ENABLED\nHUMANK"...
|
|
C3TEXT Message after MAP20
|
|
"YOU ARE AT THE CORRUPT HEART OF THE CITY,\nSUR"...
|
|
C4TEXT Message after MAP30
|
|
"THE HORRENDOUS VISAGE OF THE BIGGEST\nDEMON YO"...
|
|
C5TEXT Message when entering MAP31
|
|
"CONGRATULATIONS, YOU'VE FOUND THE SECRET\nLEVE"...
|
|
C6TEXT Message when entering MAP32
|
|
"CONGRATULATIONS, YOU'VE FOUND THE\nSUPER SECRE"...
|
|
|
|
* PLUTONIA Intermissions
|
|
|
|
P1TEXT Message after MAP06
|
|
"You gloat over the steaming carcass of the\nGu"...
|
|
P2TEXT Message after MAP11
|
|
"Even the deadly Arch-Vile labyrinth could\nnot"...
|
|
P3TEXT Message after MAP20
|
|
"You've bashed and battered your way into\nthe "...
|
|
P4TEXT Message after MAP30
|
|
"The Gatekeeper's evil face is splattered\nall "...
|
|
P5TEXT Message when entering MAP31
|
|
"You've found the second-hardest level we\ngot."...
|
|
P6TEXT Message when entering MAP32
|
|
"Betcha wondered just what WAS the hardest\nlev"...
|
|
|
|
* TNT:Evilution Intermissions
|
|
|
|
T1TEXT Message after MAP06
|
|
"You've fought your way out of the infested\nex"...
|
|
T2TEXT Message after MAP11
|
|
"You hear the grinding of heavy machinery\nahea"...
|
|
T3TEXT Message after MAP20
|
|
"The vista opening ahead looks real damn\nfamil"...
|
|
T4TEXT Message after MAP30
|
|
"Suddenly, all is silent, from one horizon\nto "...
|
|
T5TEXT Message when entering MAP31
|
|
"What now? Looks totally different. Kind\nof li"...
|
|
T6TEXT Message when entering MAP32
|
|
"Time for a vacation. You've burst the\nbowels "...
|
|
|
|
|
|
======================================
|
|
Part 8 - CREATURE NAMES FOR THE FINALE
|
|
======================================
|
|
|
|
CC_ZOMBIE Trooper
|
|
"ZOMBIEMAN"
|
|
CC_SHOTGUN Sargeant
|
|
"SHOTGUN GUY"
|
|
CC_HEAVY Chaingunner
|
|
"HEAVY WEAPON DUDE"
|
|
CC_IMP Imp
|
|
"IMP"
|
|
CC_DEMON Demon
|
|
"DEMON"
|
|
CC_LOST Lost Soul
|
|
"LOST SOUL"
|
|
CC_CACO Cacodemon
|
|
"CACODEMON"
|
|
CC_HELL Hell Knight
|
|
"HELL KNIGHT"
|
|
CC_BARON Baron of Hell
|
|
"BARON OF HELL"
|
|
CC_ARACH Arachnotron (baby spider)
|
|
"ARACHNOTRON"
|
|
CC_PAIN Pain Elemental
|
|
"PAIN ELEMENTAL"
|
|
CC_REVEN Revenant
|
|
"REVENANT"
|
|
CC_MANCU Mancubus
|
|
"MANCUBUS"
|
|
CC_ARCH Arch Vile
|
|
"ARCH-VILE"
|
|
CC_SPIDER Spider Mastermind
|
|
"THE SPIDER MASTERMIND"
|
|
CC_CYBER Cyberdemon
|
|
"THE CYBERDEMON"
|
|
CC_HERO Green player
|
|
"OUR HERO"
|
|
|
|
=======================================
|
|
Part 9 - INTERMISSION TILED BACKGROUNDS
|
|
=======================================
|
|
|
|
BGFLATE1 End of DOOM Episode 1
|
|
"FLOOR4_8"
|
|
BGFLATE2 End of DOOM Episode 2
|
|
"SFLR6_1"
|
|
BGFLATE3 End of DOOM Episode 3
|
|
"MFLR8_4"
|
|
BGFLATE4 End of DOOM Episode 4
|
|
"MFLR8_3"
|
|
BGFLATE5 End of DOOM Episode 5
|
|
"FLOOR7_2"
|
|
BGFLAT06 DOOM2 after MAP06
|
|
"SLIME16"
|
|
BGFLAT11 DOOM2 after MAP11
|
|
"RROCK14"
|
|
BGFLAT20 DOOM2 after MAP20
|
|
"RROCK07"
|
|
BGFLAT30 DOOM2 after MAP30
|
|
"RROCK17"
|
|
BGFLAT15 DOOM2 going MAP15 to MAP31
|
|
"RROCK13"
|
|
BGFLAT31 DOOM2 going MAP31 to MAP32
|
|
"RROCK19"
|
|
BGCASTCALL Panel behind cast call
|
|
"BOSSBACK"
|
|
|
|
=======================================================================
|
|
|
|
#################################
|
|
CODE POINTER INFORMATION APPENDIX
|
|
#################################
|
|
|
|
This comes directly from the source code, with frame numbers inserted.
|
|
at the beginning of the line. Values are as follows, separated by :
|
|
commas. Don't worry if you don't understand C, you'll get the idea.
|
|
This is the stuff that Dehacked messes with in the Frames section,
|
|
and for the most part we don't care because we don't do that stuff
|
|
in here. Note that the "zero'th" entry is a dummy one--don't use it.
|
|
|
|
First, 3 things we can ignore
|
|
Name of the sprite, preceded by SPR_
|
|
Subsprite number
|
|
Duration in tics
|
|
|
|
Then the code pointer, which is what we really care about here
|
|
Code pointer
|
|
|
|
Then some frame info and spare parts
|
|
Next frame if any (see the // comment at the end of
|
|
the line for the identifier for that line)
|
|
A couple of zeroes
|
|
|
|
Wherever you see {NULL} as the code pointer, that means there
|
|
isn't anything there now. Otherwise it's the mnemonic we use
|
|
in BOOM BEX file code pointers, preceded by "A_". A mnemonic
|
|
entry for the NULL pointer is available using mnemonic "NULL"
|
|
|
|
[0] dummy {SPR_TROO,0,-1,{NULL},S_NULL,0,0}, // S_NULL
|
|
[1] {SPR_SHTG,4,0,{A_Light0},S_NULL,0,0}, // S_LIGHTDONE
|
|
[2] {SPR_PUNG,0,1,{A_WeaponReady},S_PUNCH,0,0}, // S_PUNCH
|
|
[3] {SPR_PUNG,0,1,{A_Lower},S_PUNCHDOWN,0,0}, // S_PUNCHDOWN
|
|
[4] {SPR_PUNG,0,1,{A_Raise},S_PUNCHUP,0,0}, // S_PUNCHUP
|
|
[5] {SPR_PUNG,1,4,{NULL},S_PUNCH2,0,0}, // S_PUNCH1
|
|
[6] {SPR_PUNG,2,4,{A_Punch},S_PUNCH3,0,0}, // S_PUNCH2
|
|
[7] {SPR_PUNG,3,5,{NULL},S_PUNCH4,0,0}, // S_PUNCH3
|
|
[8] {SPR_PUNG,2,4,{NULL},S_PUNCH5,0,0}, // S_PUNCH4
|
|
[9] {SPR_PUNG,1,5,{A_ReFire},S_PUNCH,0,0}, // S_PUNCH5
|
|
[10] {SPR_PISG,0,1,{A_WeaponReady},S_PISTOL,0,0},// S_PISTOL
|
|
[11] {SPR_PISG,0,1,{A_Lower},S_PISTOLDOWN,0,0}, // S_PISTOLDOWN
|
|
[12] {SPR_PISG,0,1,{A_Raise},S_PISTOLUP,0,0}, // S_PISTOLUP
|
|
[13] {SPR_PISG,0,4,{NULL},S_PISTOL2,0,0}, // S_PISTOL1
|
|
[14] {SPR_PISG,1,6,{A_FirePistol},S_PISTOL3,0,0},// S_PISTOL2
|
|
[15] {SPR_PISG,2,4,{NULL},S_PISTOL4,0,0}, // S_PISTOL3
|
|
[16] {SPR_PISG,1,5,{A_ReFire},S_PISTOL,0,0}, // S_PISTOL4
|
|
[17] {SPR_PISF,32768,7,{A_Light1},S_LIGHTDONE,0,0}, // S_PISTOLFLASH
|
|
[18] {SPR_SHTG,0,1,{A_WeaponReady},S_SGUN,0,0}, // S_SGUN
|
|
[19] {SPR_SHTG,0,1,{A_Lower},S_SGUNDOWN,0,0}, // S_SGUNDOWN
|
|
[20] {SPR_SHTG,0,1,{A_Raise},S_SGUNUP,0,0}, // S_SGUNUP
|
|
[21] {SPR_SHTG,0,3,{NULL},S_SGUN2,0,0}, // S_SGUN1
|
|
[22] {SPR_SHTG,0,7,{A_FireShotgun},S_SGUN3,0,0}, // S_SGUN2
|
|
[23] {SPR_SHTG,1,5,{NULL},S_SGUN4,0,0}, // S_SGUN3
|
|
[24] {SPR_SHTG,2,5,{NULL},S_SGUN5,0,0}, // S_SGUN4
|
|
[25] {SPR_SHTG,3,4,{NULL},S_SGUN6,0,0}, // S_SGUN5
|
|
[26] {SPR_SHTG,2,5,{NULL},S_SGUN7,0,0}, // S_SGUN6
|
|
[27] {SPR_SHTG,1,5,{NULL},S_SGUN8,0,0}, // S_SGUN7
|
|
[28] {SPR_SHTG,0,3,{NULL},S_SGUN9,0,0}, // S_SGUN8
|
|
[29] {SPR_SHTG,0,7,{A_ReFire},S_SGUN,0,0}, // S_SGUN9
|
|
[30] {SPR_SHTF,32768,4,{A_Light1},S_SGUNFLASH2,0,0}, // S_SGUNFLASH1
|
|
[31] {SPR_SHTF,32769,3,{A_Light2},S_LIGHTDONE,0,0}, // S_SGUNFLASH2
|
|
[32] {SPR_SHT2,0,1,{A_WeaponReady},S_DSGUN,0,0}, // S_DSGUN
|
|
[33] {SPR_SHT2,0,1,{A_Lower},S_DSGUNDOWN,0,0}, // S_DSGUNDOWN
|
|
[34] {SPR_SHT2,0,1,{A_Raise},S_DSGUNUP,0,0}, // S_DSGUNUP
|
|
[35] {SPR_SHT2,0,3,{NULL},S_DSGUN2,0,0}, // S_DSGUN1
|
|
[36] {SPR_SHT2,0,7,{A_FireShotgun2},S_DSGUN3,0,0}, // S_DSGUN2
|
|
[37] {SPR_SHT2,1,7,{NULL},S_DSGUN4,0,0}, // S_DSGUN3
|
|
[38] {SPR_SHT2,2,7,{A_CheckReload},S_DSGUN5,0,0}, // S_DSGUN4
|
|
[39] {SPR_SHT2,3,7,{A_OpenShotgun2},S_DSGUN6,0,0}, // S_DSGUN5
|
|
[40] {SPR_SHT2,4,7,{NULL},S_DSGUN7,0,0}, // S_DSGUN6
|
|
[41] {SPR_SHT2,5,7,{A_LoadShotgun2},S_DSGUN8,0,0}, // S_DSGUN7
|
|
[42] {SPR_SHT2,6,6,{NULL},S_DSGUN9,0,0}, // S_DSGUN8
|
|
[43] {SPR_SHT2,7,6,{A_CloseShotgun2},S_DSGUN10,0,0}, // S_DSGUN9
|
|
[44] {SPR_SHT2,0,5,{A_ReFire},S_DSGUN,0,0}, // S_DSGUN10
|
|
[45] {SPR_SHT2,1,7,{NULL},S_DSNR2,0,0}, // S_DSNR1
|
|
[46] {SPR_SHT2,0,3,{NULL},S_DSGUNDOWN,0,0}, // S_DSNR2
|
|
[47] {SPR_SHT2,32776,5,{A_Light1},S_DSGUNFLASH2,0,0}, // S_DSGUNFLASH1
|
|
[48] {SPR_SHT2,32777,4,{A_Light2},S_LIGHTDONE,0,0}, // S_DSGUNFLASH2
|
|
[49] {SPR_CHGG,0,1,{A_WeaponReady},S_CHAIN,0,0}, // S_CHAIN
|
|
[50] {SPR_CHGG,0,1,{A_Lower},S_CHAINDOWN,0,0}, // S_CHAINDOWN
|
|
[51] {SPR_CHGG,0,1,{A_Raise},S_CHAINUP,0,0}, // S_CHAINUP
|
|
[52] {SPR_CHGG,0,4,{A_FireCGun},S_CHAIN2,0,0}, // S_CHAIN1
|
|
[53] {SPR_CHGG,1,4,{A_FireCGun},S_CHAIN3,0,0}, // S_CHAIN2
|
|
[54] {SPR_CHGG,1,0,{A_ReFire},S_CHAIN,0,0}, // S_CHAIN3
|
|
[55] {SPR_CHGF,32768,5,{A_Light1},S_LIGHTDONE,0,0}, // S_CHAINFLASH1
|
|
[56] {SPR_CHGF,32769,5,{A_Light2},S_LIGHTDONE,0,0}, // S_CHAINFLASH2
|
|
[57] {SPR_MISG,0,1,{A_WeaponReady},S_MISSILE,0,0}, // S_MISSILE
|
|
[58] {SPR_MISG,0,1,{A_Lower},S_MISSILEDOWN,0,0}, // S_MISSILEDOWN
|
|
[59] {SPR_MISG,0,1,{A_Raise},S_MISSILEUP,0,0}, // S_MISSILEUP
|
|
[60] {SPR_MISG,1,8,{A_GunFlash},S_MISSILE2,0,0}, // S_MISSILE1
|
|
[61] {SPR_MISG,1,12,{A_FireMissile},S_MISSILE3,0,0}, // S_MISSILE2
|
|
[62] {SPR_MISG,1,0,{A_ReFire},S_MISSILE,0,0}, // S_MISSILE3
|
|
[63] {SPR_MISF,32768,3,{A_Light1},S_MISSILEFLASH2,0,0}, // S_MISSILEFLASH1
|
|
[64] {SPR_MISF,32769,4,{NULL},S_MISSILEFLASH3,0,0}, // S_MISSILEFLASH2
|
|
[65] {SPR_MISF,32770,4,{A_Light2},S_MISSILEFLASH4,0,0}, // S_MISSILEFLASH3
|
|
[66] {SPR_MISF,32771,4,{A_Light2},S_LIGHTDONE,0,0}, // S_MISSILEFLASH4
|
|
[67] {SPR_SAWG,2,4,{A_WeaponReady},S_SAWB,0,0}, // S_SAW
|
|
[68] {SPR_SAWG,3,4,{A_WeaponReady},S_SAW,0,0}, // S_SAWB
|
|
[69] {SPR_SAWG,2,1,{A_Lower},S_SAWDOWN,0,0}, // S_SAWDOWN
|
|
[70] {SPR_SAWG,2,1,{A_Raise},S_SAWUP,0,0}, // S_SAWUP
|
|
[71] {SPR_SAWG,0,4,{A_Saw},S_SAW2,0,0}, // S_SAW1
|
|
[72] {SPR_SAWG,1,4,{A_Saw},S_SAW3,0,0}, // S_SAW2
|
|
[73] {SPR_SAWG,1,0,{A_ReFire},S_SAW,0,0}, // S_SAW3
|
|
[74] {SPR_PLSG,0,1,{A_WeaponReady},S_PLASMA,0,0}, // S_PLASMA
|
|
[75] {SPR_PLSG,0,1,{A_Lower},S_PLASMADOWN,0,0}, // S_PLASMADOWN
|
|
[76] {SPR_PLSG,0,1,{A_Raise},S_PLASMAUP,0,0}, // S_PLASMAUP
|
|
[77] {SPR_PLSG,0,3,{A_FirePlasma},S_PLASMA2,0,0}, // S_PLASMA1
|
|
[78] {SPR_PLSG,1,20,{A_ReFire},S_PLASMA,0,0}, // S_PLASMA2
|
|
[79] {SPR_PLSF,32768,4,{A_Light1},S_LIGHTDONE,0,0}, // S_PLASMAFLASH1
|
|
[80] {SPR_PLSF,32769,4,{A_Light1},S_LIGHTDONE,0,0}, // S_PLASMAFLASH2
|
|
[81] {SPR_BFGG,0,1,{A_WeaponReady},S_BFG,0,0}, // S_BFG
|
|
[82] {SPR_BFGG,0,1,{A_Lower},S_BFGDOWN,0,0}, // S_BFGDOWN
|
|
[83] {SPR_BFGG,0,1,{A_Raise},S_BFGUP,0,0}, // S_BFGUP
|
|
[84] {SPR_BFGG,0,20,{A_BFGsound},S_BFG2,0,0}, // S_BFG1
|
|
[85] {SPR_BFGG,1,10,{A_GunFlash},S_BFG3,0,0}, // S_BFG2
|
|
[86] {SPR_BFGG,1,10,{A_FireBFG},S_BFG4,0,0}, // S_BFG3
|
|
[87] {SPR_BFGG,1,20,{A_ReFire},S_BFG,0,0}, // S_BFG4
|
|
[88] {SPR_BFGF,32768,11,{A_Light1},S_BFGFLASH2,0,0}, // S_BFGFLASH1
|
|
[89] {SPR_BFGF,32769,6,{A_Light2},S_LIGHTDONE,0,0}, // S_BFGFLASH2
|
|
[90] {SPR_BLUD,2,8,{NULL},S_BLOOD2,0,0}, // S_BLOOD1
|
|
[91] {SPR_BLUD,1,8,{NULL},S_BLOOD3,0,0}, // S_BLOOD2
|
|
[92] {SPR_BLUD,0,8,{NULL},S_NULL,0,0}, // S_BLOOD3
|
|
[93] {SPR_PUFF,32768,4,{NULL},S_PUFF2,0,0}, // S_PUFF1
|
|
[94] {SPR_PUFF,1,4,{NULL},S_PUFF3,0,0}, // S_PUFF2
|
|
[95] {SPR_PUFF,2,4,{NULL},S_PUFF4,0,0}, // S_PUFF3
|
|
[96] {SPR_PUFF,3,4,{NULL},S_NULL,0,0}, // S_PUFF4
|
|
[97] {SPR_BAL1,32768,4,{NULL},S_TBALL2,0,0}, // S_TBALL1
|
|
[98] {SPR_BAL1,32769,4,{NULL},S_TBALL1,0,0}, // S_TBALL2
|
|
[99] {SPR_BAL1,32770,6,{NULL},S_TBALLX2,0,0}, // S_TBALLX1
|
|
[100] {SPR_BAL1,32771,6,{NULL},S_TBALLX3,0,0}, // S_TBALLX2
|
|
[101] {SPR_BAL1,32772,6,{NULL},S_NULL,0,0}, // S_TBALLX3
|
|
[102] {SPR_BAL2,32768,4,{NULL},S_RBALL2,0,0}, // S_RBALL1
|
|
[103] {SPR_BAL2,32769,4,{NULL},S_RBALL1,0,0}, // S_RBALL2
|
|
[104] {SPR_BAL2,32770,6,{NULL},S_RBALLX2,0,0}, // S_RBALLX1
|
|
[105] {SPR_BAL2,32771,6,{NULL},S_RBALLX3,0,0}, // S_RBALLX2
|
|
[106] {SPR_BAL2,32772,6,{NULL},S_NULL,0,0}, // S_RBALLX3
|
|
[107] {SPR_PLSS,32768,6,{NULL},S_PLASBALL2,0,0}, // S_PLASBALL
|
|
[108] {SPR_PLSS,32769,6,{NULL},S_PLASBALL,0,0}, // S_PLASBALL2
|
|
[109] {SPR_PLSE,32768,4,{NULL},S_PLASEXP2,0,0}, // S_PLASEXP
|
|
[110] {SPR_PLSE,32769,4,{NULL},S_PLASEXP3,0,0}, // S_PLASEXP2
|
|
[111] {SPR_PLSE,32770,4,{NULL},S_PLASEXP4,0,0}, // S_PLASEXP3
|
|
[112] {SPR_PLSE,32771,4,{NULL},S_PLASEXP5,0,0}, // S_PLASEXP4
|
|
[113] {SPR_PLSE,32772,4,{NULL},S_NULL,0,0}, // S_PLASEXP5
|
|
[114] {SPR_MISL,32768,1,{NULL},S_ROCKET,0,0}, // S_ROCKET
|
|
[115] {SPR_BFS1,32768,4,{NULL},S_BFGSHOT2,0,0}, // S_BFGSHOT
|
|
[116] {SPR_BFS1,32769,4,{NULL},S_BFGSHOT,0,0}, // S_BFGSHOT2
|
|
[117] {SPR_BFE1,32768,8,{NULL},S_BFGLAND2,0,0}, // S_BFGLAND
|
|
[118] {SPR_BFE1,32769,8,{NULL},S_BFGLAND3,0,0}, // S_BFGLAND2
|
|
[119] {SPR_BFE1,32770,8,{A_BFGSpray},S_BFGLAND4,0,0}, // S_BFGLAND3
|
|
[120] {SPR_BFE1,32771,8,{NULL},S_BFGLAND5,0,0}, // S_BFGLAND4
|
|
[121] {SPR_BFE1,32772,8,{NULL},S_BFGLAND6,0,0}, // S_BFGLAND5
|
|
[122] {SPR_BFE1,32773,8,{NULL},S_NULL,0,0}, // S_BFGLAND6
|
|
[123] {SPR_BFE2,32768,8,{NULL},S_BFGEXP2,0,0}, // S_BFGEXP
|
|
[124] {SPR_BFE2,32769,8,{NULL},S_BFGEXP3,0,0}, // S_BFGEXP2
|
|
[125] {SPR_BFE2,32770,8,{NULL},S_BFGEXP4,0,0}, // S_BFGEXP3
|
|
[126] {SPR_BFE2,32771,8,{NULL},S_NULL,0,0}, // S_BFGEXP4
|
|
[127] {SPR_MISL,32769,8,{A_Explode},S_EXPLODE2,0,0}, // S_EXPLODE1
|
|
[128] {SPR_MISL,32770,6,{NULL},S_EXPLODE3,0,0}, // S_EXPLODE2
|
|
[129] {SPR_MISL,32771,4,{NULL},S_NULL,0,0}, // S_EXPLODE3
|
|
[130] {SPR_TFOG,32768,6,{NULL},S_TFOG01,0,0}, // S_TFOG
|
|
[131] {SPR_TFOG,32769,6,{NULL},S_TFOG02,0,0}, // S_TFOG01
|
|
[132] {SPR_TFOG,32768,6,{NULL},S_TFOG2,0,0}, // S_TFOG02
|
|
[133] {SPR_TFOG,32769,6,{NULL},S_TFOG3,0,0}, // S_TFOG2
|
|
[134] {SPR_TFOG,32770,6,{NULL},S_TFOG4,0,0}, // S_TFOG3
|
|
[135] {SPR_TFOG,32771,6,{NULL},S_TFOG5,0,0}, // S_TFOG4
|
|
[136] {SPR_TFOG,32772,6,{NULL},S_TFOG6,0,0}, // S_TFOG5
|
|
[137] {SPR_TFOG,32773,6,{NULL},S_TFOG7,0,0}, // S_TFOG6
|
|
[138] {SPR_TFOG,32774,6,{NULL},S_TFOG8,0,0}, // S_TFOG7
|
|
[139] {SPR_TFOG,32775,6,{NULL},S_TFOG9,0,0}, // S_TFOG8
|
|
[140] {SPR_TFOG,32776,6,{NULL},S_TFOG10,0,0}, // S_TFOG9
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[141] {SPR_TFOG,32777,6,{NULL},S_NULL,0,0}, // S_TFOG10
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[142] {SPR_IFOG,32768,6,{NULL},S_IFOG01,0,0}, // S_IFOG
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[143] {SPR_IFOG,32769,6,{NULL},S_IFOG02,0,0}, // S_IFOG01
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[144] {SPR_IFOG,32768,6,{NULL},S_IFOG2,0,0}, // S_IFOG02
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[145] {SPR_IFOG,32769,6,{NULL},S_IFOG3,0,0}, // S_IFOG2
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[146] {SPR_IFOG,32770,6,{NULL},S_IFOG4,0,0}, // S_IFOG3
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[147] {SPR_IFOG,32771,6,{NULL},S_IFOG5,0,0}, // S_IFOG4
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[148] {SPR_IFOG,32772,6,{NULL},S_NULL,0,0}, // S_IFOG5
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[149] {SPR_PLAY,0,-1,{NULL},S_NULL,0,0}, // S_PLAY
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[150] {SPR_PLAY,0,4,{NULL},S_PLAY_RUN2,0,0}, // S_PLAY_RUN1
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[151] {SPR_PLAY,1,4,{NULL},S_PLAY_RUN3,0,0}, // S_PLAY_RUN2
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[152] {SPR_PLAY,2,4,{NULL},S_PLAY_RUN4,0,0}, // S_PLAY_RUN3
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[153] {SPR_PLAY,3,4,{NULL},S_PLAY_RUN1,0,0}, // S_PLAY_RUN4
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[154] {SPR_PLAY,4,12,{NULL},S_PLAY,0,0}, // S_PLAY_ATK1
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[155] {SPR_PLAY,32773,6,{NULL},S_PLAY_ATK1,0,0}, // S_PLAY_ATK2
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[156] {SPR_PLAY,6,4,{NULL},S_PLAY_PAIN2,0,0}, // S_PLAY_PAIN
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[157] {SPR_PLAY,6,4,{A_Pain},S_PLAY,0,0}, // S_PLAY_PAIN2
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[158] {SPR_PLAY,7,10,{NULL},S_PLAY_DIE2,0,0}, // S_PLAY_DIE1
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[159] {SPR_PLAY,8,10,{A_PlayerScream},S_PLAY_DIE3,0,0}, // S_PLAY_DIE2
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[160] {SPR_PLAY,9,10,{A_Fall},S_PLAY_DIE4,0,0}, // S_PLAY_DIE3
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[161] {SPR_PLAY,10,10,{NULL},S_PLAY_DIE5,0,0}, // S_PLAY_DIE4
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[162] {SPR_PLAY,11,10,{NULL},S_PLAY_DIE6,0,0}, // S_PLAY_DIE5
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[163] {SPR_PLAY,12,10,{NULL},S_PLAY_DIE7,0,0}, // S_PLAY_DIE6
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[164] {SPR_PLAY,13,-1,{NULL},S_NULL,0,0}, // S_PLAY_DIE7
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[165] {SPR_PLAY,14,5,{NULL},S_PLAY_XDIE2,0,0}, // S_PLAY_XDIE1
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[166] {SPR_PLAY,15,5,{A_XScream},S_PLAY_XDIE3,0,0}, // S_PLAY_XDIE2
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|
[167] {SPR_PLAY,16,5,{A_Fall},S_PLAY_XDIE4,0,0}, // S_PLAY_XDIE3
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|
[168] {SPR_PLAY,17,5,{NULL},S_PLAY_XDIE5,0,0}, // S_PLAY_XDIE4
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|
[169] {SPR_PLAY,18,5,{NULL},S_PLAY_XDIE6,0,0}, // S_PLAY_XDIE5
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|
[170] {SPR_PLAY,19,5,{NULL},S_PLAY_XDIE7,0,0}, // S_PLAY_XDIE6
|
|
[171] {SPR_PLAY,20,5,{NULL},S_PLAY_XDIE8,0,0}, // S_PLAY_XDIE7
|
|
[172] {SPR_PLAY,21,5,{NULL},S_PLAY_XDIE9,0,0}, // S_PLAY_XDIE8
|
|
[173] {SPR_PLAY,22,-1,{NULL},S_NULL,0,0}, // S_PLAY_XDIE9
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|
[174] {SPR_POSS,0,10,{A_Look},S_POSS_STND2,0,0}, // S_POSS_STND
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|
[175] {SPR_POSS,1,10,{A_Look},S_POSS_STND,0,0}, // S_POSS_STND2
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|
[176] {SPR_POSS,0,4,{A_Chase},S_POSS_RUN2,0,0}, // S_POSS_RUN1
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[177] {SPR_POSS,0,4,{A_Chase},S_POSS_RUN3,0,0}, // S_POSS_RUN2
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[178] {SPR_POSS,1,4,{A_Chase},S_POSS_RUN4,0,0}, // S_POSS_RUN3
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|
[179] {SPR_POSS,1,4,{A_Chase},S_POSS_RUN5,0,0}, // S_POSS_RUN4
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[180] {SPR_POSS,2,4,{A_Chase},S_POSS_RUN6,0,0}, // S_POSS_RUN5
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|
[181] {SPR_POSS,2,4,{A_Chase},S_POSS_RUN7,0,0}, // S_POSS_RUN6
|
|
[182] {SPR_POSS,3,4,{A_Chase},S_POSS_RUN8,0,0}, // S_POSS_RUN7
|
|
[183] {SPR_POSS,3,4,{A_Chase},S_POSS_RUN1,0,0}, // S_POSS_RUN8
|
|
[184] {SPR_POSS,4,10,{A_FaceTarget},S_POSS_ATK2,0,0}, // S_POSS_ATK1
|
|
[185] {SPR_POSS,5,8,{A_PosAttack},S_POSS_ATK3,0,0}, // S_POSS_ATK2
|
|
[186] {SPR_POSS,4,8,{NULL},S_POSS_RUN1,0,0}, // S_POSS_ATK3
|
|
[187] {SPR_POSS,6,3,{NULL},S_POSS_PAIN2,0,0}, // S_POSS_PAIN
|
|
[188] {SPR_POSS,6,3,{A_Pain},S_POSS_RUN1,0,0}, // S_POSS_PAIN2
|
|
[189] {SPR_POSS,7,5,{NULL},S_POSS_DIE2,0,0}, // S_POSS_DIE1
|
|
[190] {SPR_POSS,8,5,{A_Scream},S_POSS_DIE3,0,0}, // S_POSS_DIE2
|
|
[191] {SPR_POSS,9,5,{A_Fall},S_POSS_DIE4,0,0}, // S_POSS_DIE3
|
|
[192] {SPR_POSS,10,5,{NULL},S_POSS_DIE5,0,0}, // S_POSS_DIE4
|
|
[193] {SPR_POSS,11,-1,{NULL},S_NULL,0,0}, // S_POSS_DIE5
|
|
[194] {SPR_POSS,12,5,{NULL},S_POSS_XDIE2,0,0}, // S_POSS_XDIE1
|
|
[195] {SPR_POSS,13,5,{A_XScream},S_POSS_XDIE3,0,0}, // S_POSS_XDIE2
|
|
[196] {SPR_POSS,14,5,{A_Fall},S_POSS_XDIE4,0,0}, // S_POSS_XDIE3
|
|
[197] {SPR_POSS,15,5,{NULL},S_POSS_XDIE5,0,0}, // S_POSS_XDIE4
|
|
[198] {SPR_POSS,16,5,{NULL},S_POSS_XDIE6,0,0}, // S_POSS_XDIE5
|
|
[199] {SPR_POSS,17,5,{NULL},S_POSS_XDIE7,0,0}, // S_POSS_XDIE6
|
|
[200] {SPR_POSS,18,5,{NULL},S_POSS_XDIE8,0,0}, // S_POSS_XDIE7
|
|
[201] {SPR_POSS,19,5,{NULL},S_POSS_XDIE9,0,0}, // S_POSS_XDIE8
|
|
[202] {SPR_POSS,20,-1,{NULL},S_NULL,0,0}, // S_POSS_XDIE9
|
|
[203] {SPR_POSS,10,5,{NULL},S_POSS_RAISE2,0,0}, // S_POSS_RAISE1
|
|
[204] {SPR_POSS,9,5,{NULL},S_POSS_RAISE3,0,0}, // S_POSS_RAISE2
|
|
[205] {SPR_POSS,8,5,{NULL},S_POSS_RAISE4,0,0}, // S_POSS_RAISE3
|
|
[206] {SPR_POSS,7,5,{NULL},S_POSS_RUN1,0,0}, // S_POSS_RAISE4
|
|
[207] {SPR_SPOS,0,10,{A_Look},S_SPOS_STND2,0,0}, // S_SPOS_STND
|
|
[208] {SPR_SPOS,1,10,{A_Look},S_SPOS_STND,0,0}, // S_SPOS_STND2
|
|
[209] {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN2,0,0}, // S_SPOS_RUN1
|
|
[210] {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN3,0,0}, // S_SPOS_RUN2
|
|
[211] {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN4,0,0}, // S_SPOS_RUN3
|
|
[212] {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN5,0,0}, // S_SPOS_RUN4
|
|
[213] {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN6,0,0}, // S_SPOS_RUN5
|
|
[214] {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN7,0,0}, // S_SPOS_RUN6
|
|
[215] {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN8,0,0}, // S_SPOS_RUN7
|
|
[216] {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN1,0,0}, // S_SPOS_RUN8
|
|
[217] {SPR_SPOS,4,10,{A_FaceTarget},S_SPOS_ATK2,0,0}, // S_SPOS_ATK1
|
|
[218] {SPR_SPOS,32773,10,{A_SPosAttack},S_SPOS_ATK3,0,0}, // S_SPOS_ATK2
|
|
[219] {SPR_SPOS,4,10,{NULL},S_SPOS_RUN1,0,0}, // S_SPOS_ATK3
|
|
[220] {SPR_SPOS,6,3,{NULL},S_SPOS_PAIN2,0,0}, // S_SPOS_PAIN
|
|
[221] {SPR_SPOS,6,3,{A_Pain},S_SPOS_RUN1,0,0}, // S_SPOS_PAIN2
|
|
[222] {SPR_SPOS,7,5,{NULL},S_SPOS_DIE2,0,0}, // S_SPOS_DIE1
|
|
[223] {SPR_SPOS,8,5,{A_Scream},S_SPOS_DIE3,0,0}, // S_SPOS_DIE2
|
|
[224] {SPR_SPOS,9,5,{A_Fall},S_SPOS_DIE4,0,0}, // S_SPOS_DIE3
|
|
[225] {SPR_SPOS,10,5,{NULL},S_SPOS_DIE5,0,0}, // S_SPOS_DIE4
|
|
[226] {SPR_SPOS,11,-1,{NULL},S_NULL,0,0}, // S_SPOS_DIE5
|
|
[227] {SPR_SPOS,12,5,{NULL},S_SPOS_XDIE2,0,0}, // S_SPOS_XDIE1
|
|
[228] {SPR_SPOS,13,5,{A_XScream},S_SPOS_XDIE3,0,0}, // S_SPOS_XDIE2
|
|
[229] {SPR_SPOS,14,5,{A_Fall},S_SPOS_XDIE4,0,0}, // S_SPOS_XDIE3
|
|
[230] {SPR_SPOS,15,5,{NULL},S_SPOS_XDIE5,0,0}, // S_SPOS_XDIE4
|
|
[231] {SPR_SPOS,16,5,{NULL},S_SPOS_XDIE6,0,0}, // S_SPOS_XDIE5
|
|
[232] {SPR_SPOS,17,5,{NULL},S_SPOS_XDIE7,0,0}, // S_SPOS_XDIE6
|
|
[233] {SPR_SPOS,18,5,{NULL},S_SPOS_XDIE8,0,0}, // S_SPOS_XDIE7
|
|
[234] {SPR_SPOS,19,5,{NULL},S_SPOS_XDIE9,0,0}, // S_SPOS_XDIE8
|
|
[235] {SPR_SPOS,20,-1,{NULL},S_NULL,0,0}, // S_SPOS_XDIE9
|
|
[236] {SPR_SPOS,11,5,{NULL},S_SPOS_RAISE2,0,0}, // S_SPOS_RAISE1
|
|
[237] {SPR_SPOS,10,5,{NULL},S_SPOS_RAISE3,0,0}, // S_SPOS_RAISE2
|
|
[238] {SPR_SPOS,9,5,{NULL},S_SPOS_RAISE4,0,0}, // S_SPOS_RAISE3
|
|
[239] {SPR_SPOS,8,5,{NULL},S_SPOS_RAISE5,0,0}, // S_SPOS_RAISE4
|
|
[240] {SPR_SPOS,7,5,{NULL},S_SPOS_RUN1,0,0}, // S_SPOS_RAISE5
|
|
[241] {SPR_VILE,0,10,{A_Look},S_VILE_STND2,0,0}, // S_VILE_STND
|
|
[242] {SPR_VILE,1,10,{A_Look},S_VILE_STND,0,0}, // S_VILE_STND2
|
|
[243] {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN2,0,0}, // S_VILE_RUN1
|
|
[244] {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN3,0,0}, // S_VILE_RUN2
|
|
[245] {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN4,0,0}, // S_VILE_RUN3
|
|
[246] {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN5,0,0}, // S_VILE_RUN4
|
|
[247] {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN6,0,0}, // S_VILE_RUN5
|
|
[248] {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN7,0,0}, // S_VILE_RUN6
|
|
[249] {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN8,0,0}, // S_VILE_RUN7
|
|
[250] {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN9,0,0}, // S_VILE_RUN8
|
|
[251] {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN10,0,0}, // S_VILE_RUN9
|
|
[252] {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN11,0,0}, // S_VILE_RUN10
|
|
[253] {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN12,0,0}, // S_VILE_RUN11
|
|
[254] {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN1,0,0}, // S_VILE_RUN12
|
|
[255] {SPR_VILE,32774,0,{A_VileStart},S_VILE_ATK2,0,0}, // S_VILE_ATK1
|
|
[256] {SPR_VILE,32774,10,{A_FaceTarget},S_VILE_ATK3,0,0}, // S_VILE_ATK2
|
|
[257] {SPR_VILE,32775,8,{A_VileTarget},S_VILE_ATK4,0,0}, // S_VILE_ATK3
|
|
[258] {SPR_VILE,32776,8,{A_FaceTarget},S_VILE_ATK5,0,0}, // S_VILE_ATK4
|
|
[259] {SPR_VILE,32777,8,{A_FaceTarget},S_VILE_ATK6,0,0}, // S_VILE_ATK5
|
|
[260] {SPR_VILE,32778,8,{A_FaceTarget},S_VILE_ATK7,0,0}, // S_VILE_ATK6
|
|
[261] {SPR_VILE,32779,8,{A_FaceTarget},S_VILE_ATK8,0,0}, // S_VILE_ATK7
|
|
[262] {SPR_VILE,32780,8,{A_FaceTarget},S_VILE_ATK9,0,0}, // S_VILE_ATK8
|
|
[263] {SPR_VILE,32781,8,{A_FaceTarget},S_VILE_ATK10,0,0}, // S_VILE_ATK9
|
|
[264] {SPR_VILE,32782,8,{A_VileAttack},S_VILE_ATK11,0,0}, // S_VILE_ATK10
|
|
[265] {SPR_VILE,32783,20,{NULL},S_VILE_RUN1,0,0}, // S_VILE_ATK11
|
|
[266] {SPR_VILE,32794,10,{NULL},S_VILE_HEAL2,0,0}, // S_VILE_HEAL1
|
|
[267] {SPR_VILE,32795,10,{NULL},S_VILE_HEAL3,0,0}, // S_VILE_HEAL2
|
|
[268] {SPR_VILE,32796,10,{NULL},S_VILE_RUN1,0,0}, // S_VILE_HEAL3
|
|
[269] {SPR_VILE,16,5,{NULL},S_VILE_PAIN2,0,0}, // S_VILE_PAIN
|
|
[270] {SPR_VILE,16,5,{A_Pain},S_VILE_RUN1,0,0}, // S_VILE_PAIN2
|
|
[271] {SPR_VILE,16,7,{NULL},S_VILE_DIE2,0,0}, // S_VILE_DIE1
|
|
[272] {SPR_VILE,17,7,{A_Scream},S_VILE_DIE3,0,0}, // S_VILE_DIE2
|
|
[273] {SPR_VILE,18,7,{A_Fall},S_VILE_DIE4,0,0}, // S_VILE_DIE3
|
|
[274] {SPR_VILE,19,7,{NULL},S_VILE_DIE5,0,0}, // S_VILE_DIE4
|
|
[275] {SPR_VILE,20,7,{NULL},S_VILE_DIE6,0,0}, // S_VILE_DIE5
|
|
[276] {SPR_VILE,21,7,{NULL},S_VILE_DIE7,0,0}, // S_VILE_DIE6
|
|
[277] {SPR_VILE,22,7,{NULL},S_VILE_DIE8,0,0}, // S_VILE_DIE7
|
|
[278] {SPR_VILE,23,5,{NULL},S_VILE_DIE9,0,0}, // S_VILE_DIE8
|
|
[279] {SPR_VILE,24,5,{NULL},S_VILE_DIE10,0,0}, // S_VILE_DIE9
|
|
[280] {SPR_VILE,25,-1,{NULL},S_NULL,0,0}, // S_VILE_DIE10
|
|
[281] {SPR_FIRE,32768,2,{A_StartFire},S_FIRE2,0,0}, // S_FIRE1
|
|
[282] {SPR_FIRE,32769,2,{A_Fire},S_FIRE3,0,0}, // S_FIRE2
|
|
[283] {SPR_FIRE,32768,2,{A_Fire},S_FIRE4,0,0}, // S_FIRE3
|
|
[284] {SPR_FIRE,32769,2,{A_Fire},S_FIRE5,0,0}, // S_FIRE4
|
|
[285] {SPR_FIRE,32770,2,{A_FireCrackle},S_FIRE6,0,0}, // S_FIRE5
|
|
[286] {SPR_FIRE,32769,2,{A_Fire},S_FIRE7,0,0}, // S_FIRE6
|
|
[287] {SPR_FIRE,32770,2,{A_Fire},S_FIRE8,0,0}, // S_FIRE7
|
|
[288] {SPR_FIRE,32769,2,{A_Fire},S_FIRE9,0,0}, // S_FIRE8
|
|
[289] {SPR_FIRE,32770,2,{A_Fire},S_FIRE10,0,0}, // S_FIRE9
|
|
[290] {SPR_FIRE,32771,2,{A_Fire},S_FIRE11,0,0}, // S_FIRE10
|
|
[291] {SPR_FIRE,32770,2,{A_Fire},S_FIRE12,0,0}, // S_FIRE11
|
|
[292] {SPR_FIRE,32771,2,{A_Fire},S_FIRE13,0,0}, // S_FIRE12
|
|
[293] {SPR_FIRE,32770,2,{A_Fire},S_FIRE14,0,0}, // S_FIRE13
|
|
[294] {SPR_FIRE,32771,2,{A_Fire},S_FIRE15,0,0}, // S_FIRE14
|
|
[295] {SPR_FIRE,32772,2,{A_Fire},S_FIRE16,0,0}, // S_FIRE15
|
|
[296] {SPR_FIRE,32771,2,{A_Fire},S_FIRE17,0,0}, // S_FIRE16
|
|
[297] {SPR_FIRE,32772,2,{A_Fire},S_FIRE18,0,0}, // S_FIRE17
|
|
[298] {SPR_FIRE,32771,2,{A_Fire},S_FIRE19,0,0}, // S_FIRE18
|
|
[299] {SPR_FIRE,32772,2,{A_FireCrackle},S_FIRE20,0,0}, // S_FIRE19
|
|
[300] {SPR_FIRE,32773,2,{A_Fire},S_FIRE21,0,0}, // S_FIRE20
|
|
[301] {SPR_FIRE,32772,2,{A_Fire},S_FIRE22,0,0}, // S_FIRE21
|
|
[302] {SPR_FIRE,32773,2,{A_Fire},S_FIRE23,0,0}, // S_FIRE22
|
|
[303] {SPR_FIRE,32772,2,{A_Fire},S_FIRE24,0,0}, // S_FIRE23
|
|
[304] {SPR_FIRE,32773,2,{A_Fire},S_FIRE25,0,0}, // S_FIRE24
|
|
[305] {SPR_FIRE,32774,2,{A_Fire},S_FIRE26,0,0}, // S_FIRE25
|
|
[306] {SPR_FIRE,32775,2,{A_Fire},S_FIRE27,0,0}, // S_FIRE26
|
|
[307] {SPR_FIRE,32774,2,{A_Fire},S_FIRE28,0,0}, // S_FIRE27
|
|
[308] {SPR_FIRE,32775,2,{A_Fire},S_FIRE29,0,0}, // S_FIRE28
|
|
[309] {SPR_FIRE,32774,2,{A_Fire},S_FIRE30,0,0}, // S_FIRE29
|
|
[310] {SPR_FIRE,32775,2,{A_Fire},S_NULL,0,0}, // S_FIRE30
|
|
[311] {SPR_PUFF,1,4,{NULL},S_SMOKE2,0,0}, // S_SMOKE1
|
|
[312] {SPR_PUFF,2,4,{NULL},S_SMOKE3,0,0}, // S_SMOKE2
|
|
[313] {SPR_PUFF,1,4,{NULL},S_SMOKE4,0,0}, // S_SMOKE3
|
|
[314] {SPR_PUFF,2,4,{NULL},S_SMOKE5,0,0}, // S_SMOKE4
|
|
[315] {SPR_PUFF,3,4,{NULL},S_NULL,0,0}, // S_SMOKE5
|
|
[316] {SPR_FATB,32768,2,{A_Tracer},S_TRACER2,0,0}, // S_TRACER
|
|
[317] {SPR_FATB,32769,2,{A_Tracer},S_TRACER,0,0}, // S_TRACER2
|
|
[318] {SPR_FBXP,32768,8,{NULL},S_TRACEEXP2,0,0}, // S_TRACEEXP1
|
|
[319] {SPR_FBXP,32769,6,{NULL},S_TRACEEXP3,0,0}, // S_TRACEEXP2
|
|
[320] {SPR_FBXP,32770,4,{NULL},S_NULL,0,0}, // S_TRACEEXP3
|
|
[321] {SPR_SKEL,0,10,{A_Look},S_SKEL_STND2,0,0}, // S_SKEL_STND
|
|
[322] {SPR_SKEL,1,10,{A_Look},S_SKEL_STND,0,0}, // S_SKEL_STND2
|
|
[323] {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN2,0,0}, // S_SKEL_RUN1
|
|
[324] {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN3,0,0}, // S_SKEL_RUN2
|
|
[325] {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN4,0,0}, // S_SKEL_RUN3
|
|
[326] {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN5,0,0}, // S_SKEL_RUN4
|
|
[327] {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN6,0,0}, // S_SKEL_RUN5
|
|
[328] {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN7,0,0}, // S_SKEL_RUN6
|
|
[329] {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN8,0,0}, // S_SKEL_RUN7
|
|
[330] {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN9,0,0}, // S_SKEL_RUN8
|
|
[331] {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN10,0,0}, // S_SKEL_RUN9
|
|
[332] {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN11,0,0}, // S_SKEL_RUN10
|
|
[333] {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN12,0,0}, // S_SKEL_RUN11
|
|
[334] {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN1,0,0}, // S_SKEL_RUN12
|
|
[335] {SPR_SKEL,6,0,{A_FaceTarget},S_SKEL_FIST2,0,0}, // S_SKEL_FIST1
|
|
[336] {SPR_SKEL,6,6,{A_SkelWhoosh},S_SKEL_FIST3,0,0}, // S_SKEL_FIST2
|
|
[337] {SPR_SKEL,7,6,{A_FaceTarget},S_SKEL_FIST4,0,0}, // S_SKEL_FIST3
|
|
[338] {SPR_SKEL,8,6,{A_SkelFist},S_SKEL_RUN1,0,0}, // S_SKEL_FIST4
|
|
[339] {SPR_SKEL,32777,0,{A_FaceTarget},S_SKEL_MISS2,0,0}, // S_SKEL_MISS1
|
|
[340] {SPR_SKEL,32777,10,{A_FaceTarget},S_SKEL_MISS3,0,0}, // S_SKEL_MISS2
|
|
[341] {SPR_SKEL,10,10,{A_SkelMissile},S_SKEL_MISS4,0,0}, // S_SKEL_MISS3
|
|
[342] {SPR_SKEL,10,10,{A_FaceTarget},S_SKEL_RUN1,0,0}, // S_SKEL_MISS4
|
|
[343] {SPR_SKEL,11,5,{NULL},S_SKEL_PAIN2,0,0}, // S_SKEL_PAIN
|
|
[344] {SPR_SKEL,11,5,{A_Pain},S_SKEL_RUN1,0,0}, // S_SKEL_PAIN2
|
|
[345] {SPR_SKEL,11,7,{NULL},S_SKEL_DIE2,0,0}, // S_SKEL_DIE1
|
|
[346] {SPR_SKEL,12,7,{NULL},S_SKEL_DIE3,0,0}, // S_SKEL_DIE2
|
|
[347] {SPR_SKEL,13,7,{A_Scream},S_SKEL_DIE4,0,0}, // S_SKEL_DIE3
|
|
[348] {SPR_SKEL,14,7,{A_Fall},S_SKEL_DIE5,0,0}, // S_SKEL_DIE4
|
|
[349] {SPR_SKEL,15,7,{NULL},S_SKEL_DIE6,0,0}, // S_SKEL_DIE5
|
|
[350] {SPR_SKEL,16,-1,{NULL},S_NULL,0,0}, // S_SKEL_DIE6
|
|
[351] {SPR_SKEL,16,5,{NULL},S_SKEL_RAISE2,0,0}, // S_SKEL_RAISE1
|
|
[352] {SPR_SKEL,15,5,{NULL},S_SKEL_RAISE3,0,0}, // S_SKEL_RAISE2
|
|
[353] {SPR_SKEL,14,5,{NULL},S_SKEL_RAISE4,0,0}, // S_SKEL_RAISE3
|
|
[354] {SPR_SKEL,13,5,{NULL},S_SKEL_RAISE5,0,0}, // S_SKEL_RAISE4
|
|
[355] {SPR_SKEL,12,5,{NULL},S_SKEL_RAISE6,0,0}, // S_SKEL_RAISE5
|
|
[356] {SPR_SKEL,11,5,{NULL},S_SKEL_RUN1,0,0}, // S_SKEL_RAISE6
|
|
[357] {SPR_MANF,32768,4,{NULL},S_FATSHOT2,0,0}, // S_FATSHOT1
|
|
[358] {SPR_MANF,32769,4,{NULL},S_FATSHOT1,0,0}, // S_FATSHOT2
|
|
[359] {SPR_MISL,32769,8,{NULL},S_FATSHOTX2,0,0}, // S_FATSHOTX1
|
|
[360] {SPR_MISL,32770,6,{NULL},S_FATSHOTX3,0,0}, // S_FATSHOTX2
|
|
[361] {SPR_MISL,32771,4,{NULL},S_NULL,0,0}, // S_FATSHOTX3
|
|
[362] {SPR_FATT,0,15,{A_Look},S_FATT_STND2,0,0}, // S_FATT_STND
|
|
[363] {SPR_FATT,1,15,{A_Look},S_FATT_STND,0,0}, // S_FATT_STND2
|
|
[364] {SPR_FATT,0,4,{A_Chase},S_FATT_RUN2,0,0}, // S_FATT_RUN1
|
|
[365] {SPR_FATT,0,4,{A_Chase},S_FATT_RUN3,0,0}, // S_FATT_RUN2
|
|
[366] {SPR_FATT,1,4,{A_Chase},S_FATT_RUN4,0,0}, // S_FATT_RUN3
|
|
[367] {SPR_FATT,1,4,{A_Chase},S_FATT_RUN5,0,0}, // S_FATT_RUN4
|
|
[368] {SPR_FATT,2,4,{A_Chase},S_FATT_RUN6,0,0}, // S_FATT_RUN5
|
|
[369] {SPR_FATT,2,4,{A_Chase},S_FATT_RUN7,0,0}, // S_FATT_RUN6
|
|
[370] {SPR_FATT,3,4,{A_Chase},S_FATT_RUN8,0,0}, // S_FATT_RUN7
|
|
[371] {SPR_FATT,3,4,{A_Chase},S_FATT_RUN9,0,0}, // S_FATT_RUN8
|
|
[372] {SPR_FATT,4,4,{A_Chase},S_FATT_RUN10,0,0}, // S_FATT_RUN9
|
|
[373] {SPR_FATT,4,4,{A_Chase},S_FATT_RUN11,0,0}, // S_FATT_RUN10
|
|
[374] {SPR_FATT,5,4,{A_Chase},S_FATT_RUN12,0,0}, // S_FATT_RUN11
|
|
[375] {SPR_FATT,5,4,{A_Chase},S_FATT_RUN1,0,0}, // S_FATT_RUN12
|
|
[376] {SPR_FATT,6,20,{A_FatRaise},S_FATT_ATK2,0,0}, // S_FATT_ATK1
|
|
[377] {SPR_FATT,32775,10,{A_FatAttack1},S_FATT_ATK3,0,0}, // S_FATT_ATK2
|
|
[378] {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK4,0,0}, // S_FATT_ATK3
|
|
[379] {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK5,0,0}, // S_FATT_ATK4
|
|
[380] {SPR_FATT,32775,10,{A_FatAttack2},S_FATT_ATK6,0,0}, // S_FATT_ATK5
|
|
[381] {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK7,0,0}, // S_FATT_ATK6
|
|
[382] {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK8,0,0}, // S_FATT_ATK7
|
|
[383] {SPR_FATT,32775,10,{A_FatAttack3},S_FATT_ATK9,0,0}, // S_FATT_ATK8
|
|
[384] {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK10,0,0}, // S_FATT_ATK9
|
|
[385] {SPR_FATT,6,5,{A_FaceTarget},S_FATT_RUN1,0,0}, // S_FATT_ATK10
|
|
[386] {SPR_FATT,9,3,{NULL},S_FATT_PAIN2,0,0}, // S_FATT_PAIN
|
|
[387] {SPR_FATT,9,3,{A_Pain},S_FATT_RUN1,0,0}, // S_FATT_PAIN2
|
|
[388] {SPR_FATT,10,6,{NULL},S_FATT_DIE2,0,0}, // S_FATT_DIE1
|
|
[389] {SPR_FATT,11,6,{A_Scream},S_FATT_DIE3,0,0}, // S_FATT_DIE2
|
|
[390] {SPR_FATT,12,6,{A_Fall},S_FATT_DIE4,0,0}, // S_FATT_DIE3
|
|
[391] {SPR_FATT,13,6,{NULL},S_FATT_DIE5,0,0}, // S_FATT_DIE4
|
|
[392] {SPR_FATT,14,6,{NULL},S_FATT_DIE6,0,0}, // S_FATT_DIE5
|
|
[393] {SPR_FATT,15,6,{NULL},S_FATT_DIE7,0,0}, // S_FATT_DIE6
|
|
[394] {SPR_FATT,16,6,{NULL},S_FATT_DIE8,0,0}, // S_FATT_DIE7
|
|
[395] {SPR_FATT,17,6,{NULL},S_FATT_DIE9,0,0}, // S_FATT_DIE8
|
|
[396] {SPR_FATT,18,6,{NULL},S_FATT_DIE10,0,0}, // S_FATT_DIE9
|
|
[397] {SPR_FATT,19,-1,{A_BossDeath},S_NULL,0,0}, // S_FATT_DIE10
|
|
[398] {SPR_FATT,17,5,{NULL},S_FATT_RAISE2,0,0}, // S_FATT_RAISE1
|
|
[399] {SPR_FATT,16,5,{NULL},S_FATT_RAISE3,0,0}, // S_FATT_RAISE2
|
|
[400] {SPR_FATT,15,5,{NULL},S_FATT_RAISE4,0,0}, // S_FATT_RAISE3
|
|
[401] {SPR_FATT,14,5,{NULL},S_FATT_RAISE5,0,0}, // S_FATT_RAISE4
|
|
[402] {SPR_FATT,13,5,{NULL},S_FATT_RAISE6,0,0}, // S_FATT_RAISE5
|
|
[403] {SPR_FATT,12,5,{NULL},S_FATT_RAISE7,0,0}, // S_FATT_RAISE6
|
|
[404] {SPR_FATT,11,5,{NULL},S_FATT_RAISE8,0,0}, // S_FATT_RAISE7
|
|
[405] {SPR_FATT,10,5,{NULL},S_FATT_RUN1,0,0}, // S_FATT_RAISE8
|
|
[406] {SPR_CPOS,0,10,{A_Look},S_CPOS_STND2,0,0}, // S_CPOS_STND
|
|
[407] {SPR_CPOS,1,10,{A_Look},S_CPOS_STND,0,0}, // S_CPOS_STND2
|
|
[408] {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN2,0,0}, // S_CPOS_RUN1
|
|
[409] {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN3,0,0}, // S_CPOS_RUN2
|
|
[410] {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN4,0,0}, // S_CPOS_RUN3
|
|
[411] {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN5,0,0}, // S_CPOS_RUN4
|
|
[412] {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN6,0,0}, // S_CPOS_RUN5
|
|
[413] {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN7,0,0}, // S_CPOS_RUN6
|
|
[414] {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN8,0,0}, // S_CPOS_RUN7
|
|
[415] {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN1,0,0}, // S_CPOS_RUN8
|
|
[416] {SPR_CPOS,4,10,{A_FaceTarget},S_CPOS_ATK2,0,0}, // S_CPOS_ATK1
|
|
[417] {SPR_CPOS,32773,4,{A_CPosAttack},S_CPOS_ATK3,0,0}, // S_CPOS_ATK2
|
|
[418] {SPR_CPOS,32772,4,{A_CPosAttack},S_CPOS_ATK4,0,0}, // S_CPOS_ATK3
|
|
[419] {SPR_CPOS,5,1,{A_CPosRefire},S_CPOS_ATK2,0,0}, // S_CPOS_ATK4
|
|
[420] {SPR_CPOS,6,3,{NULL},S_CPOS_PAIN2,0,0}, // S_CPOS_PAIN
|
|
[421] {SPR_CPOS,6,3,{A_Pain},S_CPOS_RUN1,0,0}, // S_CPOS_PAIN2
|
|
[422] {SPR_CPOS,7,5,{NULL},S_CPOS_DIE2,0,0}, // S_CPOS_DIE1
|
|
[423] {SPR_CPOS,8,5,{A_Scream},S_CPOS_DIE3,0,0}, // S_CPOS_DIE2
|
|
[424] {SPR_CPOS,9,5,{A_Fall},S_CPOS_DIE4,0,0}, // S_CPOS_DIE3
|
|
[425] {SPR_CPOS,10,5,{NULL},S_CPOS_DIE5,0,0}, // S_CPOS_DIE4
|
|
[426] {SPR_CPOS,11,5,{NULL},S_CPOS_DIE6,0,0}, // S_CPOS_DIE5
|
|
[427] {SPR_CPOS,12,5,{NULL},S_CPOS_DIE7,0,0}, // S_CPOS_DIE6
|
|
[428] {SPR_CPOS,13,-1,{NULL},S_NULL,0,0}, // S_CPOS_DIE7
|
|
[429] {SPR_CPOS,14,5,{NULL},S_CPOS_XDIE2,0,0}, // S_CPOS_XDIE1
|
|
[430] {SPR_CPOS,15,5,{A_XScream},S_CPOS_XDIE3,0,0}, // S_CPOS_XDIE2
|
|
[431] {SPR_CPOS,16,5,{A_Fall},S_CPOS_XDIE4,0,0}, // S_CPOS_XDIE3
|
|
[432] {SPR_CPOS,17,5,{NULL},S_CPOS_XDIE5,0,0}, // S_CPOS_XDIE4
|
|
[433] {SPR_CPOS,18,5,{NULL},S_CPOS_XDIE6,0,0}, // S_CPOS_XDIE5
|
|
[434] {SPR_CPOS,19,-1,{NULL},S_NULL,0,0}, // S_CPOS_XDIE6
|
|
[435] {SPR_CPOS,13,5,{NULL},S_CPOS_RAISE2,0,0}, // S_CPOS_RAISE1
|
|
[436] {SPR_CPOS,12,5,{NULL},S_CPOS_RAISE3,0,0}, // S_CPOS_RAISE2
|
|
[437] {SPR_CPOS,11,5,{NULL},S_CPOS_RAISE4,0,0}, // S_CPOS_RAISE3
|
|
[438] {SPR_CPOS,10,5,{NULL},S_CPOS_RAISE5,0,0}, // S_CPOS_RAISE4
|
|
[439] {SPR_CPOS,9,5,{NULL},S_CPOS_RAISE6,0,0}, // S_CPOS_RAISE5
|
|
[440] {SPR_CPOS,8,5,{NULL},S_CPOS_RAISE7,0,0}, // S_CPOS_RAISE6
|
|
[441] {SPR_CPOS,7,5,{NULL},S_CPOS_RUN1,0,0}, // S_CPOS_RAISE7
|
|
[442] {SPR_TROO,0,10,{A_Look},S_TROO_STND2,0,0}, // S_TROO_STND
|
|
[443] {SPR_TROO,1,10,{A_Look},S_TROO_STND,0,0}, // S_TROO_STND2
|
|
[444] {SPR_TROO,0,3,{A_Chase},S_TROO_RUN2,0,0}, // S_TROO_RUN1
|
|
[445] {SPR_TROO,0,3,{A_Chase},S_TROO_RUN3,0,0}, // S_TROO_RUN2
|
|
[446] {SPR_TROO,1,3,{A_Chase},S_TROO_RUN4,0,0}, // S_TROO_RUN3
|
|
[447] {SPR_TROO,1,3,{A_Chase},S_TROO_RUN5,0,0}, // S_TROO_RUN4
|
|
[448] {SPR_TROO,2,3,{A_Chase},S_TROO_RUN6,0,0}, // S_TROO_RUN5
|
|
[449] {SPR_TROO,2,3,{A_Chase},S_TROO_RUN7,0,0}, // S_TROO_RUN6
|
|
[450] {SPR_TROO,3,3,{A_Chase},S_TROO_RUN8,0,0}, // S_TROO_RUN7
|
|
[451] {SPR_TROO,3,3,{A_Chase},S_TROO_RUN1,0,0}, // S_TROO_RUN8
|
|
[452] {SPR_TROO,4,8,{A_FaceTarget},S_TROO_ATK2,0,0}, // S_TROO_ATK1
|
|
[453] {SPR_TROO,5,8,{A_FaceTarget},S_TROO_ATK3,0,0}, // S_TROO_ATK2
|
|
[454] {SPR_TROO,6,6,{A_TroopAttack},S_TROO_RUN1,0,0}, // S_TROO_ATK3
|
|
[455] {SPR_TROO,7,2,{NULL},S_TROO_PAIN2,0,0}, // S_TROO_PAIN
|
|
[456] {SPR_TROO,7,2,{A_Pain},S_TROO_RUN1,0,0}, // S_TROO_PAIN2
|
|
[457] {SPR_TROO,8,8,{NULL},S_TROO_DIE2,0,0}, // S_TROO_DIE1
|
|
[458] {SPR_TROO,9,8,{A_Scream},S_TROO_DIE3,0,0}, // S_TROO_DIE2
|
|
[459] {SPR_TROO,10,6,{NULL},S_TROO_DIE4,0,0}, // S_TROO_DIE3
|
|
[460] {SPR_TROO,11,6,{A_Fall},S_TROO_DIE5,0,0}, // S_TROO_DIE4
|
|
[461] {SPR_TROO,12,-1,{NULL},S_NULL,0,0}, // S_TROO_DIE5
|
|
[462] {SPR_TROO,13,5,{NULL},S_TROO_XDIE2,0,0}, // S_TROO_XDIE1
|
|
[463] {SPR_TROO,14,5,{A_XScream},S_TROO_XDIE3,0,0}, // S_TROO_XDIE2
|
|
[464] {SPR_TROO,15,5,{NULL},S_TROO_XDIE4,0,0}, // S_TROO_XDIE3
|
|
[465] {SPR_TROO,16,5,{A_Fall},S_TROO_XDIE5,0,0}, // S_TROO_XDIE4
|
|
[466] {SPR_TROO,17,5,{NULL},S_TROO_XDIE6,0,0}, // S_TROO_XDIE5
|
|
[467] {SPR_TROO,18,5,{NULL},S_TROO_XDIE7,0,0}, // S_TROO_XDIE6
|
|
[468] {SPR_TROO,19,5,{NULL},S_TROO_XDIE8,0,0}, // S_TROO_XDIE7
|
|
[469] {SPR_TROO,20,-1,{NULL},S_NULL,0,0}, // S_TROO_XDIE8
|
|
[470] {SPR_TROO,12,8,{NULL},S_TROO_RAISE2,0,0}, // S_TROO_RAISE1
|
|
[471] {SPR_TROO,11,8,{NULL},S_TROO_RAISE3,0,0}, // S_TROO_RAISE2
|
|
[472] {SPR_TROO,10,6,{NULL},S_TROO_RAISE4,0,0}, // S_TROO_RAISE3
|
|
[473] {SPR_TROO,9,6,{NULL},S_TROO_RAISE5,0,0}, // S_TROO_RAISE4
|
|
[474] {SPR_TROO,8,6,{NULL},S_TROO_RUN1,0,0}, // S_TROO_RAISE5
|
|
[475] {SPR_SARG,0,10,{A_Look},S_SARG_STND2,0,0}, // S_SARG_STND
|
|
[476] {SPR_SARG,1,10,{A_Look},S_SARG_STND,0,0}, // S_SARG_STND2
|
|
[477] {SPR_SARG,0,2,{A_Chase},S_SARG_RUN2,0,0}, // S_SARG_RUN1
|
|
[478] {SPR_SARG,0,2,{A_Chase},S_SARG_RUN3,0,0}, // S_SARG_RUN2
|
|
[479] {SPR_SARG,1,2,{A_Chase},S_SARG_RUN4,0,0}, // S_SARG_RUN3
|
|
[480] {SPR_SARG,1,2,{A_Chase},S_SARG_RUN5,0,0}, // S_SARG_RUN4
|
|
[481] {SPR_SARG,2,2,{A_Chase},S_SARG_RUN6,0,0}, // S_SARG_RUN5
|
|
[482] {SPR_SARG,2,2,{A_Chase},S_SARG_RUN7,0,0}, // S_SARG_RUN6
|
|
[483] {SPR_SARG,3,2,{A_Chase},S_SARG_RUN8,0,0}, // S_SARG_RUN7
|
|
[484] {SPR_SARG,3,2,{A_Chase},S_SARG_RUN1,0,0}, // S_SARG_RUN8
|
|
[485] {SPR_SARG,4,8,{A_FaceTarget},S_SARG_ATK2,0,0}, // S_SARG_ATK1
|
|
[486] {SPR_SARG,5,8,{A_FaceTarget},S_SARG_ATK3,0,0}, // S_SARG_ATK2
|
|
[487] {SPR_SARG,6,8,{A_SargAttack},S_SARG_RUN1,0,0}, // S_SARG_ATK3
|
|
[488] {SPR_SARG,7,2,{NULL},S_SARG_PAIN2,0,0}, // S_SARG_PAIN
|
|
[489] {SPR_SARG,7,2,{A_Pain},S_SARG_RUN1,0,0}, // S_SARG_PAIN2
|
|
[490] {SPR_SARG,8,8,{NULL},S_SARG_DIE2,0,0}, // S_SARG_DIE1
|
|
[491] {SPR_SARG,9,8,{A_Scream},S_SARG_DIE3,0,0}, // S_SARG_DIE2
|
|
[492] {SPR_SARG,10,4,{NULL},S_SARG_DIE4,0,0}, // S_SARG_DIE3
|
|
[493] {SPR_SARG,11,4,{A_Fall},S_SARG_DIE5,0,0}, // S_SARG_DIE4
|
|
[494] {SPR_SARG,12,4,{NULL},S_SARG_DIE6,0,0}, // S_SARG_DIE5
|
|
[495] {SPR_SARG,13,-1,{NULL},S_NULL,0,0}, // S_SARG_DIE6
|
|
[496] {SPR_SARG,13,5,{NULL},S_SARG_RAISE2,0,0}, // S_SARG_RAISE1
|
|
[497] {SPR_SARG,12,5,{NULL},S_SARG_RAISE3,0,0}, // S_SARG_RAISE2
|
|
[498] {SPR_SARG,11,5,{NULL},S_SARG_RAISE4,0,0}, // S_SARG_RAISE3
|
|
[499] {SPR_SARG,10,5,{NULL},S_SARG_RAISE5,0,0}, // S_SARG_RAISE4
|
|
[500] {SPR_SARG,9,5,{NULL},S_SARG_RAISE6,0,0}, // S_SARG_RAISE5
|
|
[501] {SPR_SARG,8,5,{NULL},S_SARG_RUN1,0,0}, // S_SARG_RAISE6
|
|
[502] {SPR_HEAD,0,10,{A_Look},S_HEAD_STND,0,0}, // S_HEAD_STND
|
|
[503] {SPR_HEAD,0,3,{A_Chase},S_HEAD_RUN1,0,0}, // S_HEAD_RUN1
|
|
[504] {SPR_HEAD,1,5,{A_FaceTarget},S_HEAD_ATK2,0,0}, // S_HEAD_ATK1
|
|
[505] {SPR_HEAD,2,5,{A_FaceTarget},S_HEAD_ATK3,0,0}, // S_HEAD_ATK2
|
|
[506] {SPR_HEAD,32771,5,{A_HeadAttack},S_HEAD_RUN1,0,0}, // S_HEAD_ATK3
|
|
[507] {SPR_HEAD,4,3,{NULL},S_HEAD_PAIN2,0,0}, // S_HEAD_PAIN
|
|
[508] {SPR_HEAD,4,3,{A_Pain},S_HEAD_PAIN3,0,0}, // S_HEAD_PAIN2
|
|
[509] {SPR_HEAD,5,6,{NULL},S_HEAD_RUN1,0,0}, // S_HEAD_PAIN3
|
|
[510] {SPR_HEAD,6,8,{NULL},S_HEAD_DIE2,0,0}, // S_HEAD_DIE1
|
|
[511] {SPR_HEAD,7,8,{A_Scream},S_HEAD_DIE3,0,0}, // S_HEAD_DIE2
|
|
[512] {SPR_HEAD,8,8,{NULL},S_HEAD_DIE4,0,0}, // S_HEAD_DIE3
|
|
[513] {SPR_HEAD,9,8,{NULL},S_HEAD_DIE5,0,0}, // S_HEAD_DIE4
|
|
[514] {SPR_HEAD,10,8,{A_Fall},S_HEAD_DIE6,0,0}, // S_HEAD_DIE5
|
|
[515] {SPR_HEAD,11,-1,{NULL},S_NULL,0,0}, // S_HEAD_DIE6
|
|
[516] {SPR_HEAD,11,8,{NULL},S_HEAD_RAISE2,0,0}, // S_HEAD_RAISE1
|
|
[517] {SPR_HEAD,10,8,{NULL},S_HEAD_RAISE3,0,0}, // S_HEAD_RAISE2
|
|
[518] {SPR_HEAD,9,8,{NULL},S_HEAD_RAISE4,0,0}, // S_HEAD_RAISE3
|
|
[519] {SPR_HEAD,8,8,{NULL},S_HEAD_RAISE5,0,0}, // S_HEAD_RAISE4
|
|
[520] {SPR_HEAD,7,8,{NULL},S_HEAD_RAISE6,0,0}, // S_HEAD_RAISE5
|
|
[521] {SPR_HEAD,6,8,{NULL},S_HEAD_RUN1,0,0}, // S_HEAD_RAISE6
|
|
[522] {SPR_BAL7,32768,4,{NULL},S_BRBALL2,0,0}, // S_BRBALL1
|
|
[523] {SPR_BAL7,32769,4,{NULL},S_BRBALL1,0,0}, // S_BRBALL2
|
|
[524] {SPR_BAL7,32770,6,{NULL},S_BRBALLX2,0,0}, // S_BRBALLX1
|
|
[525] {SPR_BAL7,32771,6,{NULL},S_BRBALLX3,0,0}, // S_BRBALLX2
|
|
[526] {SPR_BAL7,32772,6,{NULL},S_NULL,0,0}, // S_BRBALLX3
|
|
[527] {SPR_BOSS,0,10,{A_Look},S_BOSS_STND2,0,0}, // S_BOSS_STND
|
|
[528] {SPR_BOSS,1,10,{A_Look},S_BOSS_STND,0,0}, // S_BOSS_STND2
|
|
[529] {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN2,0,0}, // S_BOSS_RUN1
|
|
[530] {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN3,0,0}, // S_BOSS_RUN2
|
|
[531] {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN4,0,0}, // S_BOSS_RUN3
|
|
[532] {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN5,0,0}, // S_BOSS_RUN4
|
|
[533] {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN6,0,0}, // S_BOSS_RUN5
|
|
[534] {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN7,0,0}, // S_BOSS_RUN6
|
|
[535] {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN8,0,0}, // S_BOSS_RUN7
|
|
[536] {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN1,0,0}, // S_BOSS_RUN8
|
|
[537] {SPR_BOSS,4,8,{A_FaceTarget},S_BOSS_ATK2,0,0}, // S_BOSS_ATK1
|
|
[538] {SPR_BOSS,5,8,{A_FaceTarget},S_BOSS_ATK3,0,0}, // S_BOSS_ATK2
|
|
[539] {SPR_BOSS,6,8,{A_BruisAttack},S_BOSS_RUN1,0,0}, // S_BOSS_ATK3
|
|
[540] {SPR_BOSS,7,2,{NULL},S_BOSS_PAIN2,0,0}, // S_BOSS_PAIN
|
|
[541] {SPR_BOSS,7,2,{A_Pain},S_BOSS_RUN1,0,0}, // S_BOSS_PAIN2
|
|
[542] {SPR_BOSS,8,8,{NULL},S_BOSS_DIE2,0,0}, // S_BOSS_DIE1
|
|
[543] {SPR_BOSS,9,8,{A_Scream},S_BOSS_DIE3,0,0}, // S_BOSS_DIE2
|
|
[544] {SPR_BOSS,10,8,{NULL},S_BOSS_DIE4,0,0}, // S_BOSS_DIE3
|
|
[545] {SPR_BOSS,11,8,{A_Fall},S_BOSS_DIE5,0,0}, // S_BOSS_DIE4
|
|
[546] {SPR_BOSS,12,8,{NULL},S_BOSS_DIE6,0,0}, // S_BOSS_DIE5
|
|
[547] {SPR_BOSS,13,8,{NULL},S_BOSS_DIE7,0,0}, // S_BOSS_DIE6
|
|
[548] {SPR_BOSS,14,-1,{A_BossDeath},S_NULL,0,0}, // S_BOSS_DIE7
|
|
[549] {SPR_BOSS,14,8,{NULL},S_BOSS_RAISE2,0,0}, // S_BOSS_RAISE1
|
|
[550] {SPR_BOSS,13,8,{NULL},S_BOSS_RAISE3,0,0}, // S_BOSS_RAISE2
|
|
[551] {SPR_BOSS,12,8,{NULL},S_BOSS_RAISE4,0,0}, // S_BOSS_RAISE3
|
|
[552] {SPR_BOSS,11,8,{NULL},S_BOSS_RAISE5,0,0}, // S_BOSS_RAISE4
|
|
[553] {SPR_BOSS,10,8,{NULL},S_BOSS_RAISE6,0,0}, // S_BOSS_RAISE5
|
|
[554] {SPR_BOSS,9,8,{NULL},S_BOSS_RAISE7,0,0}, // S_BOSS_RAISE6
|
|
[555] {SPR_BOSS,8,8,{NULL},S_BOSS_RUN1,0,0}, // S_BOSS_RAISE7
|
|
[556] {SPR_BOS2,0,10,{A_Look},S_BOS2_STND2,0,0}, // S_BOS2_STND
|
|
[557] {SPR_BOS2,1,10,{A_Look},S_BOS2_STND,0,0}, // S_BOS2_STND2
|
|
[558] {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN2,0,0}, // S_BOS2_RUN1
|
|
[559] {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN3,0,0}, // S_BOS2_RUN2
|
|
[560] {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN4,0,0}, // S_BOS2_RUN3
|
|
[561] {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN5,0,0}, // S_BOS2_RUN4
|
|
[562] {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN6,0,0}, // S_BOS2_RUN5
|
|
[563] {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN7,0,0}, // S_BOS2_RUN6
|
|
[564] {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN8,0,0}, // S_BOS2_RUN7
|
|
[565] {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN1,0,0}, // S_BOS2_RUN8
|
|
[566] {SPR_BOS2,4,8,{A_FaceTarget},S_BOS2_ATK2,0,0}, // S_BOS2_ATK1
|
|
[567] {SPR_BOS2,5,8,{A_FaceTarget},S_BOS2_ATK3,0,0}, // S_BOS2_ATK2
|
|
[568] {SPR_BOS2,6,8,{A_BruisAttack},S_BOS2_RUN1,0,0}, // S_BOS2_ATK3
|
|
[569] {SPR_BOS2,7,2,{NULL},S_BOS2_PAIN2,0,0}, // S_BOS2_PAIN
|
|
[570] {SPR_BOS2,7,2,{A_Pain},S_BOS2_RUN1,0,0}, // S_BOS2_PAIN2
|
|
[571] {SPR_BOS2,8,8,{NULL},S_BOS2_DIE2,0,0}, // S_BOS2_DIE1
|
|
[572] {SPR_BOS2,9,8,{A_Scream},S_BOS2_DIE3,0,0}, // S_BOS2_DIE2
|
|
[573] {SPR_BOS2,10,8,{NULL},S_BOS2_DIE4,0,0}, // S_BOS2_DIE3
|
|
[574] {SPR_BOS2,11,8,{A_Fall},S_BOS2_DIE5,0,0}, // S_BOS2_DIE4
|
|
[575] {SPR_BOS2,12,8,{NULL},S_BOS2_DIE6,0,0}, // S_BOS2_DIE5
|
|
[576] {SPR_BOS2,13,8,{NULL},S_BOS2_DIE7,0,0}, // S_BOS2_DIE6
|
|
[577] {SPR_BOS2,14,-1,{NULL},S_NULL,0,0}, // S_BOS2_DIE7
|
|
[578] {SPR_BOS2,14,8,{NULL},S_BOS2_RAISE2,0,0}, // S_BOS2_RAISE1
|
|
[579] {SPR_BOS2,13,8,{NULL},S_BOS2_RAISE3,0,0}, // S_BOS2_RAISE2
|
|
[580] {SPR_BOS2,12,8,{NULL},S_BOS2_RAISE4,0,0}, // S_BOS2_RAISE3
|
|
[581] {SPR_BOS2,11,8,{NULL},S_BOS2_RAISE5,0,0}, // S_BOS2_RAISE4
|
|
[582] {SPR_BOS2,10,8,{NULL},S_BOS2_RAISE6,0,0}, // S_BOS2_RAISE5
|
|
[583] {SPR_BOS2,9,8,{NULL},S_BOS2_RAISE7,0,0}, // S_BOS2_RAISE6
|
|
[584] {SPR_BOS2,8,8,{NULL},S_BOS2_RUN1,0,0}, // S_BOS2_RAISE7
|
|
[585] {SPR_SKUL,32768,10,{A_Look},S_SKULL_STND2,0,0}, // S_SKULL_STND
|
|
[586] {SPR_SKUL,32769,10,{A_Look},S_SKULL_STND,0,0}, // S_SKULL_STND2
|
|
[587] {SPR_SKUL,32768,6,{A_Chase},S_SKULL_RUN2,0,0}, // S_SKULL_RUN1
|
|
[588] {SPR_SKUL,32769,6,{A_Chase},S_SKULL_RUN1,0,0}, // S_SKULL_RUN2
|
|
[589] {SPR_SKUL,32770,10,{A_FaceTarget},S_SKULL_ATK2,0,0}, // S_SKULL_ATK1
|
|
[590] {SPR_SKUL,32771,4,{A_SkullAttack},S_SKULL_ATK3,0,0}, // S_SKULL_ATK2
|
|
[591] {SPR_SKUL,32770,4,{NULL},S_SKULL_ATK4,0,0}, // S_SKULL_ATK3
|
|
[592] {SPR_SKUL,32771,4,{NULL},S_SKULL_ATK3,0,0}, // S_SKULL_ATK4
|
|
[593] {SPR_SKUL,32772,3,{NULL},S_SKULL_PAIN2,0,0}, // S_SKULL_PAIN
|
|
[594] {SPR_SKUL,32772,3,{A_Pain},S_SKULL_RUN1,0,0}, // S_SKULL_PAIN2
|
|
[595] {SPR_SKUL,32773,6,{NULL},S_SKULL_DIE2,0,0}, // S_SKULL_DIE1
|
|
[596] {SPR_SKUL,32774,6,{A_Scream},S_SKULL_DIE3,0,0}, // S_SKULL_DIE2
|
|
[597] {SPR_SKUL,32775,6,{NULL},S_SKULL_DIE4,0,0}, // S_SKULL_DIE3
|
|
[598] {SPR_SKUL,32776,6,{A_Fall},S_SKULL_DIE5,0,0}, // S_SKULL_DIE4
|
|
[599] {SPR_SKUL,9,6,{NULL},S_SKULL_DIE6,0,0}, // S_SKULL_DIE5
|
|
[600] {SPR_SKUL,10,6,{NULL},S_NULL,0,0}, // S_SKULL_DIE6
|
|
[601] {SPR_SPID,0,10,{A_Look},S_SPID_STND2,0,0}, // S_SPID_STND
|
|
[602] {SPR_SPID,1,10,{A_Look},S_SPID_STND,0,0}, // S_SPID_STND2
|
|
[603] {SPR_SPID,0,3,{A_Metal},S_SPID_RUN2,0,0}, // S_SPID_RUN1
|
|
[604] {SPR_SPID,0,3,{A_Chase},S_SPID_RUN3,0,0}, // S_SPID_RUN2
|
|
[605] {SPR_SPID,1,3,{A_Chase},S_SPID_RUN4,0,0}, // S_SPID_RUN3
|
|
[606] {SPR_SPID,1,3,{A_Chase},S_SPID_RUN5,0,0}, // S_SPID_RUN4
|
|
[607] {SPR_SPID,2,3,{A_Metal},S_SPID_RUN6,0,0}, // S_SPID_RUN5
|
|
[608] {SPR_SPID,2,3,{A_Chase},S_SPID_RUN7,0,0}, // S_SPID_RUN6
|
|
[609] {SPR_SPID,3,3,{A_Chase},S_SPID_RUN8,0,0}, // S_SPID_RUN7
|
|
[610] {SPR_SPID,3,3,{A_Chase},S_SPID_RUN9,0,0}, // S_SPID_RUN8
|
|
[611] {SPR_SPID,4,3,{A_Metal},S_SPID_RUN10,0,0}, // S_SPID_RUN9
|
|
[612] {SPR_SPID,4,3,{A_Chase},S_SPID_RUN11,0,0}, // S_SPID_RUN10
|
|
[613] {SPR_SPID,5,3,{A_Chase},S_SPID_RUN12,0,0}, // S_SPID_RUN11
|
|
[614] {SPR_SPID,5,3,{A_Chase},S_SPID_RUN1,0,0}, // S_SPID_RUN12
|
|
[615] {SPR_SPID,32768,20,{A_FaceTarget},S_SPID_ATK2,0,0}, // S_SPID_ATK1
|
|
[616] {SPR_SPID,32774,4,{A_SPosAttack},S_SPID_ATK3,0,0}, // S_SPID_ATK2
|
|
[617] {SPR_SPID,32775,4,{A_SPosAttack},S_SPID_ATK4,0,0}, // S_SPID_ATK3
|
|
[618] {SPR_SPID,32775,1,{A_SpidRefire},S_SPID_ATK2,0,0}, // S_SPID_ATK4
|
|
[619] {SPR_SPID,8,3,{NULL},S_SPID_PAIN2,0,0}, // S_SPID_PAIN
|
|
[620] {SPR_SPID,8,3,{A_Pain},S_SPID_RUN1,0,0}, // S_SPID_PAIN2
|
|
[621] {SPR_SPID,9,20,{A_Scream},S_SPID_DIE2,0,0}, // S_SPID_DIE1
|
|
[622] {SPR_SPID,10,10,{A_Fall},S_SPID_DIE3,0,0}, // S_SPID_DIE2
|
|
[623] {SPR_SPID,11,10,{NULL},S_SPID_DIE4,0,0}, // S_SPID_DIE3
|
|
[624] {SPR_SPID,12,10,{NULL},S_SPID_DIE5,0,0}, // S_SPID_DIE4
|
|
[625] {SPR_SPID,13,10,{NULL},S_SPID_DIE6,0,0}, // S_SPID_DIE5
|
|
[626] {SPR_SPID,14,10,{NULL},S_SPID_DIE7,0,0}, // S_SPID_DIE6
|
|
[627] {SPR_SPID,15,10,{NULL},S_SPID_DIE8,0,0}, // S_SPID_DIE7
|
|
[628] {SPR_SPID,16,10,{NULL},S_SPID_DIE9,0,0}, // S_SPID_DIE8
|
|
[629] {SPR_SPID,17,10,{NULL},S_SPID_DIE10,0,0}, // S_SPID_DIE9
|
|
[630] {SPR_SPID,18,30,{NULL},S_SPID_DIE11,0,0}, // S_SPID_DIE10
|
|
[631] {SPR_SPID,18,-1,{A_BossDeath},S_NULL,0,0}, // S_SPID_DIE11
|
|
[632] {SPR_BSPI,0,10,{A_Look},S_BSPI_STND2,0,0}, // S_BSPI_STND
|
|
[633] {SPR_BSPI,1,10,{A_Look},S_BSPI_STND,0,0}, // S_BSPI_STND2
|
|
[634] {SPR_BSPI,0,20,{NULL},S_BSPI_RUN1,0,0}, // S_BSPI_SIGHT
|
|
[635] {SPR_BSPI,0,3,{A_BabyMetal},S_BSPI_RUN2,0,0}, // S_BSPI_RUN1
|
|
[636] {SPR_BSPI,0,3,{A_Chase},S_BSPI_RUN3,0,0}, // S_BSPI_RUN2
|
|
[637] {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN4,0,0}, // S_BSPI_RUN3
|
|
[638] {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN5,0,0}, // S_BSPI_RUN4
|
|
[639] {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN6,0,0}, // S_BSPI_RUN5
|
|
[640] {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN7,0,0}, // S_BSPI_RUN6
|
|
[641] {SPR_BSPI,3,3,{A_BabyMetal},S_BSPI_RUN8,0,0}, // S_BSPI_RUN7
|
|
[642] {SPR_BSPI,3,3,{A_Chase},S_BSPI_RUN9,0,0}, // S_BSPI_RUN8
|
|
[643] {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN10,0,0}, // S_BSPI_RUN9
|
|
[644] {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN11,0,0}, // S_BSPI_RUN10
|
|
[645] {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN12,0,0}, // S_BSPI_RUN11
|
|
[646] {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN1,0,0}, // S_BSPI_RUN12
|
|
[647] {SPR_BSPI,32768,20,{A_FaceTarget},S_BSPI_ATK2,0,0}, // S_BSPI_ATK1
|
|
[648] {SPR_BSPI,32774,4,{A_BspiAttack},S_BSPI_ATK3,0,0}, // S_BSPI_ATK2
|
|
[649] {SPR_BSPI,32775,4,{NULL},S_BSPI_ATK4,0,0}, // S_BSPI_ATK3
|
|
[650] {SPR_BSPI,32775,1,{A_SpidRefire},S_BSPI_ATK2,0,0}, // S_BSPI_ATK4
|
|
[651] {SPR_BSPI,8,3,{NULL},S_BSPI_PAIN2,0,0}, // S_BSPI_PAIN
|
|
[652] {SPR_BSPI,8,3,{A_Pain},S_BSPI_RUN1,0,0}, // S_BSPI_PAIN2
|
|
[653] {SPR_BSPI,9,20,{A_Scream},S_BSPI_DIE2,0,0}, // S_BSPI_DIE1
|
|
[654] {SPR_BSPI,10,7,{A_Fall},S_BSPI_DIE3,0,0}, // S_BSPI_DIE2
|
|
[655] {SPR_BSPI,11,7,{NULL},S_BSPI_DIE4,0,0}, // S_BSPI_DIE3
|
|
[656] {SPR_BSPI,12,7,{NULL},S_BSPI_DIE5,0,0}, // S_BSPI_DIE4
|
|
[657] {SPR_BSPI,13,7,{NULL},S_BSPI_DIE6,0,0}, // S_BSPI_DIE5
|
|
[658] {SPR_BSPI,14,7,{NULL},S_BSPI_DIE7,0,0}, // S_BSPI_DIE6
|
|
[659] {SPR_BSPI,15,-1,{A_BossDeath},S_NULL,0,0}, // S_BSPI_DIE7
|
|
[660] {SPR_BSPI,15,5,{NULL},S_BSPI_RAISE2,0,0}, // S_BSPI_RAISE1
|
|
[661] {SPR_BSPI,14,5,{NULL},S_BSPI_RAISE3,0,0}, // S_BSPI_RAISE2
|
|
[662] {SPR_BSPI,13,5,{NULL},S_BSPI_RAISE4,0,0}, // S_BSPI_RAISE3
|
|
[663] {SPR_BSPI,12,5,{NULL},S_BSPI_RAISE5,0,0}, // S_BSPI_RAISE4
|
|
[664] {SPR_BSPI,11,5,{NULL},S_BSPI_RAISE6,0,0}, // S_BSPI_RAISE5
|
|
[665] {SPR_BSPI,10,5,{NULL},S_BSPI_RAISE7,0,0}, // S_BSPI_RAISE6
|
|
[666] {SPR_BSPI,9,5,{NULL},S_BSPI_RUN1,0,0}, // S_BSPI_RAISE7
|
|
[667] {SPR_APLS,32768,5,{NULL},S_ARACH_PLAZ2,0,0}, // S_ARACH_PLAZ
|
|
[668] {SPR_APLS,32769,5,{NULL},S_ARACH_PLAZ,0,0}, // S_ARACH_PLAZ2
|
|
[669] {SPR_APBX,32768,5,{NULL},S_ARACH_PLEX2,0,0}, // S_ARACH_PLEX
|
|
[670] {SPR_APBX,32769,5,{NULL},S_ARACH_PLEX3,0,0}, // S_ARACH_PLEX2
|
|
[671] {SPR_APBX,32770,5,{NULL},S_ARACH_PLEX4,0,0}, // S_ARACH_PLEX3
|
|
[672] {SPR_APBX,32771,5,{NULL},S_ARACH_PLEX5,0,0}, // S_ARACH_PLEX4
|
|
[673] {SPR_APBX,32772,5,{NULL},S_NULL,0,0}, // S_ARACH_PLEX5
|
|
[674] {SPR_CYBR,0,10,{A_Look},S_CYBER_STND2,0,0}, // S_CYBER_STND
|
|
[675] {SPR_CYBR,1,10,{A_Look},S_CYBER_STND,0,0}, // S_CYBER_STND2
|
|
[676] {SPR_CYBR,0,3,{A_Hoof},S_CYBER_RUN2,0,0}, // S_CYBER_RUN1
|
|
[677] {SPR_CYBR,0,3,{A_Chase},S_CYBER_RUN3,0,0}, // S_CYBER_RUN2
|
|
[678] {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN4,0,0}, // S_CYBER_RUN3
|
|
[679] {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN5,0,0}, // S_CYBER_RUN4
|
|
[680] {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN6,0,0}, // S_CYBER_RUN5
|
|
[681] {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN7,0,0}, // S_CYBER_RUN6
|
|
[682] {SPR_CYBR,3,3,{A_Metal},S_CYBER_RUN8,0,0}, // S_CYBER_RUN7
|
|
[683] {SPR_CYBR,3,3,{A_Chase},S_CYBER_RUN1,0,0}, // S_CYBER_RUN8
|
|
[684] {SPR_CYBR,4,6,{A_FaceTarget},S_CYBER_ATK2,0,0}, // S_CYBER_ATK1
|
|
[685] {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK3,0,0}, // S_CYBER_ATK2
|
|
[686] {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK4,0,0}, // S_CYBER_ATK3
|
|
[687] {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK5,0,0}, // S_CYBER_ATK4
|
|
[688] {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK6,0,0}, // S_CYBER_ATK5
|
|
[689] {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_RUN1,0,0}, // S_CYBER_ATK6
|
|
[690] {SPR_CYBR,6,10,{A_Pain},S_CYBER_RUN1,0,0}, // S_CYBER_PAIN
|
|
[691] {SPR_CYBR,7,10,{NULL},S_CYBER_DIE2,0,0}, // S_CYBER_DIE1
|
|
[692] {SPR_CYBR,8,10,{A_Scream},S_CYBER_DIE3,0,0}, // S_CYBER_DIE2
|
|
[693] {SPR_CYBR,9,10,{NULL},S_CYBER_DIE4,0,0}, // S_CYBER_DIE3
|
|
[694] {SPR_CYBR,10,10,{NULL},S_CYBER_DIE5,0,0}, // S_CYBER_DIE4
|
|
[695] {SPR_CYBR,11,10,{NULL},S_CYBER_DIE6,0,0}, // S_CYBER_DIE5
|
|
[696] {SPR_CYBR,12,10,{A_Fall},S_CYBER_DIE7,0,0}, // S_CYBER_DIE6
|
|
[697] {SPR_CYBR,13,10,{NULL},S_CYBER_DIE8,0,0}, // S_CYBER_DIE7
|
|
[698] {SPR_CYBR,14,10,{NULL},S_CYBER_DIE9,0,0}, // S_CYBER_DIE8
|
|
[699] {SPR_CYBR,15,30,{NULL},S_CYBER_DIE10,0,0}, // S_CYBER_DIE9
|
|
[700] {SPR_CYBR,15,-1,{A_BossDeath},S_NULL,0,0}, // S_CYBER_DIE10
|
|
[701] {SPR_PAIN,0,10,{A_Look},S_PAIN_STND,0,0}, // S_PAIN_STND
|
|
[702] {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN2,0,0}, // S_PAIN_RUN1
|
|
[703] {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN3,0,0}, // S_PAIN_RUN2
|
|
[704] {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN4,0,0}, // S_PAIN_RUN3
|
|
[705] {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN5,0,0}, // S_PAIN_RUN4
|
|
[706] {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN6,0,0}, // S_PAIN_RUN5
|
|
[707] {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN1,0,0}, // S_PAIN_RUN6
|
|
[708] {SPR_PAIN,3,5,{A_FaceTarget},S_PAIN_ATK2,0,0}, // S_PAIN_ATK1
|
|
[709] {SPR_PAIN,4,5,{A_FaceTarget},S_PAIN_ATK3,0,0}, // S_PAIN_ATK2
|
|
[710] {SPR_PAIN,32773,5,{A_FaceTarget},S_PAIN_ATK4,0,0}, // S_PAIN_ATK3
|
|
[711] {SPR_PAIN,32773,0,{A_PainAttack},S_PAIN_RUN1,0,0}, // S_PAIN_ATK4
|
|
[712] {SPR_PAIN,6,6,{NULL},S_PAIN_PAIN2,0,0}, // S_PAIN_PAIN
|
|
[713] {SPR_PAIN,6,6,{A_Pain},S_PAIN_RUN1,0,0}, // S_PAIN_PAIN2
|
|
[714] {SPR_PAIN,32775,8,{NULL},S_PAIN_DIE2,0,0}, // S_PAIN_DIE1
|
|
[715] {SPR_PAIN,32776,8,{A_Scream},S_PAIN_DIE3,0,0}, // S_PAIN_DIE2
|
|
[716] {SPR_PAIN,32777,8,{NULL},S_PAIN_DIE4,0,0}, // S_PAIN_DIE3
|
|
[717] {SPR_PAIN,32778,8,{NULL},S_PAIN_DIE5,0,0}, // S_PAIN_DIE4
|
|
[718] {SPR_PAIN,32779,8,{A_PainDie},S_PAIN_DIE6,0,0}, // S_PAIN_DIE5
|
|
[719] {SPR_PAIN,32780,8,{NULL},S_NULL,0,0}, // S_PAIN_DIE6
|
|
[720] {SPR_PAIN,12,8,{NULL},S_PAIN_RAISE2,0,0}, // S_PAIN_RAISE1
|
|
[721] {SPR_PAIN,11,8,{NULL},S_PAIN_RAISE3,0,0}, // S_PAIN_RAISE2
|
|
[722] {SPR_PAIN,10,8,{NULL},S_PAIN_RAISE4,0,0}, // S_PAIN_RAISE3
|
|
[723] {SPR_PAIN,9,8,{NULL},S_PAIN_RAISE5,0,0}, // S_PAIN_RAISE4
|
|
[724] {SPR_PAIN,8,8,{NULL},S_PAIN_RAISE6,0,0}, // S_PAIN_RAISE5
|
|
[725] {SPR_PAIN,7,8,{NULL},S_PAIN_RUN1,0,0}, // S_PAIN_RAISE6
|
|
[726] {SPR_SSWV,0,10,{A_Look},S_SSWV_STND2,0,0}, // S_SSWV_STND
|
|
[727] {SPR_SSWV,1,10,{A_Look},S_SSWV_STND,0,0}, // S_SSWV_STND2
|
|
[728] {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN2,0,0}, // S_SSWV_RUN1
|
|
[729] {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN3,0,0}, // S_SSWV_RUN2
|
|
[730] {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN4,0,0}, // S_SSWV_RUN3
|
|
[731] {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN5,0,0}, // S_SSWV_RUN4
|
|
[732] {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN6,0,0}, // S_SSWV_RUN5
|
|
[733] {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN7,0,0}, // S_SSWV_RUN6
|
|
[734] {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN8,0,0}, // S_SSWV_RUN7
|
|
[735] {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN1,0,0}, // S_SSWV_RUN8
|
|
[736] {SPR_SSWV,4,10,{A_FaceTarget},S_SSWV_ATK2,0,0}, // S_SSWV_ATK1
|
|
[737] {SPR_SSWV,5,10,{A_FaceTarget},S_SSWV_ATK3,0,0}, // S_SSWV_ATK2
|
|
[738] {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK4,0,0}, // S_SSWV_ATK3
|
|
[739] {SPR_SSWV,5,6,{A_FaceTarget},S_SSWV_ATK5,0,0}, // S_SSWV_ATK4
|
|
[740] {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK6,0,0}, // S_SSWV_ATK5
|
|
[741] {SPR_SSWV,5,1,{A_CPosRefire},S_SSWV_ATK2,0,0}, // S_SSWV_ATK6
|
|
[742] {SPR_SSWV,7,3,{NULL},S_SSWV_PAIN2,0,0}, // S_SSWV_PAIN
|
|
[743] {SPR_SSWV,7,3,{A_Pain},S_SSWV_RUN1,0,0}, // S_SSWV_PAIN2
|
|
[744] {SPR_SSWV,8,5,{NULL},S_SSWV_DIE2,0,0}, // S_SSWV_DIE1
|
|
[745] {SPR_SSWV,9,5,{A_Scream},S_SSWV_DIE3,0,0}, // S_SSWV_DIE2
|
|
[746] {SPR_SSWV,10,5,{A_Fall},S_SSWV_DIE4,0,0}, // S_SSWV_DIE3
|
|
[747] {SPR_SSWV,11,5,{NULL},S_SSWV_DIE5,0,0}, // S_SSWV_DIE4
|
|
[748] {SPR_SSWV,12,-1,{NULL},S_NULL,0,0}, // S_SSWV_DIE5
|
|
[749] {SPR_SSWV,13,5,{NULL},S_SSWV_XDIE2,0,0}, // S_SSWV_XDIE1
|
|
[750] {SPR_SSWV,14,5,{A_XScream},S_SSWV_XDIE3,0,0}, // S_SSWV_XDIE2
|
|
[751] {SPR_SSWV,15,5,{A_Fall},S_SSWV_XDIE4,0,0}, // S_SSWV_XDIE3
|
|
[752] {SPR_SSWV,16,5,{NULL},S_SSWV_XDIE5,0,0}, // S_SSWV_XDIE4
|
|
[753] {SPR_SSWV,17,5,{NULL},S_SSWV_XDIE6,0,0}, // S_SSWV_XDIE5
|
|
[754] {SPR_SSWV,18,5,{NULL},S_SSWV_XDIE7,0,0}, // S_SSWV_XDIE6
|
|
[755] {SPR_SSWV,19,5,{NULL},S_SSWV_XDIE8,0,0}, // S_SSWV_XDIE7
|
|
[756] {SPR_SSWV,20,5,{NULL},S_SSWV_XDIE9,0,0}, // S_SSWV_XDIE8
|
|
[757] {SPR_SSWV,21,-1,{NULL},S_NULL,0,0}, // S_SSWV_XDIE9
|
|
[758] {SPR_SSWV,12,5,{NULL},S_SSWV_RAISE2,0,0}, // S_SSWV_RAISE1
|
|
[759] {SPR_SSWV,11,5,{NULL},S_SSWV_RAISE3,0,0}, // S_SSWV_RAISE2
|
|
[760] {SPR_SSWV,10,5,{NULL},S_SSWV_RAISE4,0,0}, // S_SSWV_RAISE3
|
|
[761] {SPR_SSWV,9,5,{NULL},S_SSWV_RAISE5,0,0}, // S_SSWV_RAISE4
|
|
[762] {SPR_SSWV,8,5,{NULL},S_SSWV_RUN1,0,0}, // S_SSWV_RAISE5
|
|
[763] {SPR_KEEN,0,-1,{NULL},S_KEENSTND,0,0}, // S_KEENSTND
|
|
[764] {SPR_KEEN,0,6,{NULL},S_COMMKEEN2,0,0}, // S_COMMKEEN
|
|
[765] {SPR_KEEN,1,6,{NULL},S_COMMKEEN3,0,0}, // S_COMMKEEN2
|
|
[766] {SPR_KEEN,2,6,{A_Scream},S_COMMKEEN4,0,0}, // S_COMMKEEN3
|
|
[767] {SPR_KEEN,3,6,{NULL},S_COMMKEEN5,0,0}, // S_COMMKEEN4
|
|
[768] {SPR_KEEN,4,6,{NULL},S_COMMKEEN6,0,0}, // S_COMMKEEN5
|
|
[769] {SPR_KEEN,5,6,{NULL},S_COMMKEEN7,0,0}, // S_COMMKEEN6
|
|
[770] {SPR_KEEN,6,6,{NULL},S_COMMKEEN8,0,0}, // S_COMMKEEN7
|
|
[771] {SPR_KEEN,7,6,{NULL},S_COMMKEEN9,0,0}, // S_COMMKEEN8
|
|
[772] {SPR_KEEN,8,6,{NULL},S_COMMKEEN10,0,0}, // S_COMMKEEN9
|
|
[773] {SPR_KEEN,9,6,{NULL},S_COMMKEEN11,0,0}, // S_COMMKEEN10
|
|
[774] {SPR_KEEN,10,6,{A_KeenDie},S_COMMKEEN12,0,0},// S_COMMKEEN11
|
|
[775] {SPR_KEEN,11,-1,{NULL},S_NULL,0,0}, // S_COMMKEEN12
|
|
[776] {SPR_KEEN,12,4,{NULL},S_KEENPAIN2,0,0}, // S_KEENPAIN
|
|
[777] {SPR_KEEN,12,8,{A_Pain},S_KEENSTND,0,0}, // S_KEENPAIN2
|
|
[778] {SPR_BBRN,0,-1,{NULL},S_NULL,0,0}, // S_BRAIN
|
|
[779] {SPR_BBRN,1,36,{A_BrainPain},S_BRAIN,0,0}, // S_BRAIN_PAIN
|
|
[780] {SPR_BBRN,0,100,{A_BrainScream},S_BRAIN_DIE2,0,0}, // S_BRAIN_DIE1
|
|
[781] {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE3,0,0}, // S_BRAIN_DIE2
|
|
[782] {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE4,0,0}, // S_BRAIN_DIE3
|
|
[783] {SPR_BBRN,0,-1,{A_BrainDie},S_NULL,0,0}, // S_BRAIN_DIE4
|
|
[784] {SPR_SSWV,0,10,{A_Look},S_BRAINEYE,0,0}, // S_BRAINEYE
|
|
[785] {SPR_SSWV,0,181,{A_BrainAwake},S_BRAINEYE1,0,0}, // S_BRAINEYESEE
|
|
[786] {SPR_SSWV,0,150,{A_BrainSpit},S_BRAINEYE1,0,0}, // S_BRAINEYE1
|
|
[787] {SPR_BOSF,32768,3,{A_SpawnSound},S_SPAWN2,0,0}, // S_SPAWN1
|
|
[788] {SPR_BOSF,32769,3,{A_SpawnFly},S_SPAWN3,0,0}, // S_SPAWN2
|
|
[789] {SPR_BOSF,32770,3,{A_SpawnFly},S_SPAWN4,0,0}, // S_SPAWN3
|
|
[790] {SPR_BOSF,32771,3,{A_SpawnFly},S_SPAWN1,0,0}, // S_SPAWN4
|
|
[791] {SPR_FIRE,32768,4,{A_Fire},S_SPAWNFIRE2,0,0}, // S_SPAWNFIRE1
|
|
[792] {SPR_FIRE,32769,4,{A_Fire},S_SPAWNFIRE3,0,0}, // S_SPAWNFIRE2
|
|
[793] {SPR_FIRE,32770,4,{A_Fire},S_SPAWNFIRE4,0,0}, // S_SPAWNFIRE3
|
|
[794] {SPR_FIRE,32771,4,{A_Fire},S_SPAWNFIRE5,0,0}, // S_SPAWNFIRE4
|
|
[795] {SPR_FIRE,32772,4,{A_Fire},S_SPAWNFIRE6,0,0}, // S_SPAWNFIRE5
|
|
[796] {SPR_FIRE,32773,4,{A_Fire},S_SPAWNFIRE7,0,0}, // S_SPAWNFIRE6
|
|
[797] {SPR_FIRE,32774,4,{A_Fire},S_SPAWNFIRE8,0,0}, // S_SPAWNFIRE7
|
|
[798] {SPR_FIRE,32775,4,{A_Fire},S_NULL,0,0}, // S_SPAWNFIRE8
|
|
[799] {SPR_MISL,32769,10,{NULL},S_BRAINEXPLODE2,0,0}, // S_BRAINEXPLODE1
|
|
[800] {SPR_MISL,32770,10,{NULL},S_BRAINEXPLODE3,0,0}, // S_BRAINEXPLODE2
|
|
[801] {SPR_MISL,32771,10,{A_BrainExplode},S_NULL,0,0}, // S_BRAINEXPLODE3
|
|
[802] {SPR_ARM1,0,6,{NULL},S_ARM1A,0,0}, // S_ARM1
|
|
[803] {SPR_ARM1,32769,7,{NULL},S_ARM1,0,0}, // S_ARM1A
|
|
[804] {SPR_ARM2,0,6,{NULL},S_ARM2A,0,0}, // S_ARM2
|
|
[805] {SPR_ARM2,32769,6,{NULL},S_ARM2,0,0}, // S_ARM2A
|
|
[806] {SPR_BAR1,0,6,{NULL},S_BAR2,0,0}, // S_BAR1
|
|
[807] {SPR_BAR1,1,6,{NULL},S_BAR1,0,0}, // S_BAR2
|
|
[808] {SPR_BEXP,32768,5,{NULL},S_BEXP2,0,0}, // S_BEXP
|
|
[809] {SPR_BEXP,32769,5,{A_Scream},S_BEXP3,0,0}, // S_BEXP2
|
|
[810] {SPR_BEXP,32770,5,{NULL},S_BEXP4,0,0}, // S_BEXP3
|
|
[811] {SPR_BEXP,32771,10,{A_Explode},S_BEXP5,0,0}, // S_BEXP4
|
|
[812] {SPR_BEXP,32772,10,{NULL},S_NULL,0,0}, // S_BEXP5
|
|
[813] {SPR_FCAN,32768,4,{NULL},S_BBAR2,0,0}, // S_BBAR1
|
|
[814] {SPR_FCAN,32769,4,{NULL},S_BBAR3,0,0}, // S_BBAR2
|
|
[815] {SPR_FCAN,32770,4,{NULL},S_BBAR1,0,0}, // S_BBAR3
|
|
[816] {SPR_BON1,0,6,{NULL},S_BON1A,0,0}, // S_BON1
|
|
[817] {SPR_BON1,1,6,{NULL},S_BON1B,0,0}, // S_BON1A
|
|
[818] {SPR_BON1,2,6,{NULL},S_BON1C,0,0}, // S_BON1B
|
|
[819] {SPR_BON1,3,6,{NULL},S_BON1D,0,0}, // S_BON1C
|
|
[820] {SPR_BON1,2,6,{NULL},S_BON1E,0,0}, // S_BON1D
|
|
[821] {SPR_BON1,1,6,{NULL},S_BON1,0,0}, // S_BON1E
|
|
[822] {SPR_BON2,0,6,{NULL},S_BON2A,0,0}, // S_BON2
|
|
[823] {SPR_BON2,1,6,{NULL},S_BON2B,0,0}, // S_BON2A
|
|
[824] {SPR_BON2,2,6,{NULL},S_BON2C,0,0}, // S_BON2B
|
|
[825] {SPR_BON2,3,6,{NULL},S_BON2D,0,0}, // S_BON2C
|
|
[826] {SPR_BON2,2,6,{NULL},S_BON2E,0,0}, // S_BON2D
|
|
[827] {SPR_BON2,1,6,{NULL},S_BON2,0,0}, // S_BON2E
|
|
[828] {SPR_BKEY,0,10,{NULL},S_BKEY2,0,0}, // S_BKEY
|
|
[829] {SPR_BKEY,32769,10,{NULL},S_BKEY,0,0}, // S_BKEY2
|
|
[830] {SPR_RKEY,0,10,{NULL},S_RKEY2,0,0}, // S_RKEY
|
|
[831] {SPR_RKEY,32769,10,{NULL},S_RKEY,0,0}, // S_RKEY2
|
|
[832] {SPR_YKEY,0,10,{NULL},S_YKEY2,0,0}, // S_YKEY
|
|
[833] {SPR_YKEY,32769,10,{NULL},S_YKEY,0,0}, // S_YKEY2
|
|
[834] {SPR_BSKU,0,10,{NULL},S_BSKULL2,0,0}, // S_BSKULL
|
|
[835] {SPR_BSKU,32769,10,{NULL},S_BSKULL,0,0}, // S_BSKULL2
|
|
[836] {SPR_RSKU,0,10,{NULL},S_RSKULL2,0,0}, // S_RSKULL
|
|
[837] {SPR_RSKU,32769,10,{NULL},S_RSKULL,0,0}, // S_RSKULL2
|
|
[838] {SPR_YSKU,0,10,{NULL},S_YSKULL2,0,0}, // S_YSKULL
|
|
[839] {SPR_YSKU,32769,10,{NULL},S_YSKULL,0,0}, // S_YSKULL2
|
|
[840] {SPR_STIM,0,-1,{NULL},S_NULL,0,0}, // S_STIM
|
|
[841] {SPR_MEDI,0,-1,{NULL},S_NULL,0,0}, // S_MEDI
|
|
[842] {SPR_SOUL,32768,6,{NULL},S_SOUL2,0,0}, // S_SOUL
|
|
[843] {SPR_SOUL,32769,6,{NULL},S_SOUL3,0,0}, // S_SOUL2
|
|
[844] {SPR_SOUL,32770,6,{NULL},S_SOUL4,0,0}, // S_SOUL3
|
|
[845] {SPR_SOUL,32771,6,{NULL},S_SOUL5,0,0}, // S_SOUL4
|
|
[846] {SPR_SOUL,32770,6,{NULL},S_SOUL6,0,0}, // S_SOUL5
|
|
[847] {SPR_SOUL,32769,6,{NULL},S_SOUL,0,0}, // S_SOUL6
|
|
[848] {SPR_PINV,32768,6,{NULL},S_PINV2,0,0}, // S_PINV
|
|
[849] {SPR_PINV,32769,6,{NULL},S_PINV3,0,0}, // S_PINV2
|
|
[850] {SPR_PINV,32770,6,{NULL},S_PINV4,0,0}, // S_PINV3
|
|
[851] {SPR_PINV,32771,6,{NULL},S_PINV,0,0}, // S_PINV4
|
|
[852] {SPR_PSTR,32768,-1,{NULL},S_NULL,0,0}, // S_PSTR
|
|
[853] {SPR_PINS,32768,6,{NULL},S_PINS2,0,0}, // S_PINS
|
|
[854] {SPR_PINS,32769,6,{NULL},S_PINS3,0,0}, // S_PINS2
|
|
[855] {SPR_PINS,32770,6,{NULL},S_PINS4,0,0}, // S_PINS3
|
|
[856] {SPR_PINS,32771,6,{NULL},S_PINS,0,0}, // S_PINS4
|
|
[857] {SPR_MEGA,32768,6,{NULL},S_MEGA2,0,0}, // S_MEGA
|
|
[858] {SPR_MEGA,32769,6,{NULL},S_MEGA3,0,0}, // S_MEGA2
|
|
[859] {SPR_MEGA,32770,6,{NULL},S_MEGA4,0,0}, // S_MEGA3
|
|
[860] {SPR_MEGA,32771,6,{NULL},S_MEGA,0,0}, // S_MEGA4
|
|
[861] {SPR_SUIT,32768,-1,{NULL},S_NULL,0,0}, // S_SUIT
|
|
[862] {SPR_PMAP,32768,6,{NULL},S_PMAP2,0,0}, // S_PMAP
|
|
[863] {SPR_PMAP,32769,6,{NULL},S_PMAP3,0,0}, // S_PMAP2
|
|
[864] {SPR_PMAP,32770,6,{NULL},S_PMAP4,0,0}, // S_PMAP3
|
|
[865] {SPR_PMAP,32771,6,{NULL},S_PMAP5,0,0}, // S_PMAP4
|
|
[866] {SPR_PMAP,32770,6,{NULL},S_PMAP6,0,0}, // S_PMAP5
|
|
[867] {SPR_PMAP,32769,6,{NULL},S_PMAP,0,0}, // S_PMAP6
|
|
[868] {SPR_PVIS,32768,6,{NULL},S_PVIS2,0,0}, // S_PVIS
|
|
[869] {SPR_PVIS,1,6,{NULL},S_PVIS,0,0}, // S_PVIS2
|
|
[870] {SPR_CLIP,0,-1,{NULL},S_NULL,0,0}, // S_CLIP
|
|
[871] {SPR_AMMO,0,-1,{NULL},S_NULL,0,0}, // S_AMMO
|
|
[872] {SPR_ROCK,0,-1,{NULL},S_NULL,0,0}, // S_ROCK
|
|
[873] {SPR_BROK,0,-1,{NULL},S_NULL,0,0}, // S_BROK
|
|
[874] {SPR_CELL,0,-1,{NULL},S_NULL,0,0}, // S_CELL
|
|
[875] {SPR_CELP,0,-1,{NULL},S_NULL,0,0}, // S_CELP
|
|
[876] {SPR_SHEL,0,-1,{NULL},S_NULL,0,0}, // S_SHEL
|
|
[877] {SPR_SBOX,0,-1,{NULL},S_NULL,0,0}, // S_SBOX
|
|
[878] {SPR_BPAK,0,-1,{NULL},S_NULL,0,0}, // S_BPAK
|
|
[879] {SPR_BFUG,0,-1,{NULL},S_NULL,0,0}, // S_BFUG
|
|
[880] {SPR_MGUN,0,-1,{NULL},S_NULL,0,0}, // S_MGUN
|
|
[881] {SPR_CSAW,0,-1,{NULL},S_NULL,0,0}, // S_CSAW
|
|
[882] {SPR_LAUN,0,-1,{NULL},S_NULL,0,0}, // S_LAUN
|
|
[883] {SPR_PLAS,0,-1,{NULL},S_NULL,0,0}, // S_PLAS
|
|
[884] {SPR_SHOT,0,-1,{NULL},S_NULL,0,0}, // S_SHOT
|
|
[885] {SPR_SGN2,0,-1,{NULL},S_NULL,0,0}, // S_SHOT2
|
|
[886] {SPR_COLU,32768,-1,{NULL},S_NULL,0,0}, // S_COLU
|
|
[887] {SPR_SMT2,0,-1,{NULL},S_NULL,0,0}, // S_STALAG
|
|
[888] {SPR_GOR1,0,10,{NULL},S_BLOODYTWITCH2,0,0}, // S_BLOODYTWITCH
|
|
[889] {SPR_GOR1,1,15,{NULL},S_BLOODYTWITCH3,0,0}, // S_BLOODYTWITCH2
|
|
[890] {SPR_GOR1,2,8,{NULL},S_BLOODYTWITCH4,0,0}, // S_BLOODYTWITCH3
|
|
[891] {SPR_GOR1,1,6,{NULL},S_BLOODYTWITCH,0,0}, // S_BLOODYTWITCH4
|
|
[892] {SPR_PLAY,13,-1,{NULL},S_NULL,0,0}, // S_DEADTORSO
|
|
[893] {SPR_PLAY,18,-1,{NULL},S_NULL,0,0}, // S_DEADBOTTOM
|
|
[894] {SPR_POL2,0,-1,{NULL},S_NULL,0,0}, // S_HEADSONSTICK
|
|
[895] {SPR_POL5,0,-1,{NULL},S_NULL,0,0}, // S_GIBS
|
|
[896] {SPR_POL4,0,-1,{NULL},S_NULL,0,0}, // S_HEADONASTICK
|
|
[897] {SPR_POL3,32768,6,{NULL},S_HEADCANDLES2,0,0}, // S_HEADCANDLES
|
|
[898] {SPR_POL3,32769,6,{NULL},S_HEADCANDLES,0,0}, // S_HEADCANDLES2
|
|
[899] {SPR_POL1,0,-1,{NULL},S_NULL,0,0}, // S_DEADSTICK
|
|
[900] {SPR_POL6,0,6,{NULL},S_LIVESTICK2,0,0}, // S_LIVESTICK
|
|
[901] {SPR_POL6,1,8,{NULL},S_LIVESTICK,0,0}, // S_LIVESTICK2
|
|
[902] {SPR_GOR2,0,-1,{NULL},S_NULL,0,0}, // S_MEAT2
|
|
[903] {SPR_GOR3,0,-1,{NULL},S_NULL,0,0}, // S_MEAT3
|
|
[904] {SPR_GOR4,0,-1,{NULL},S_NULL,0,0}, // S_MEAT4
|
|
[905] {SPR_GOR5,0,-1,{NULL},S_NULL,0,0}, // S_MEAT5
|
|
[906] {SPR_SMIT,0,-1,{NULL},S_NULL,0,0}, // S_STALAGTITE
|
|
[907] {SPR_COL1,0,-1,{NULL},S_NULL,0,0}, // S_TALLGRNCOL
|
|
[908] {SPR_COL2,0,-1,{NULL},S_NULL,0,0}, // S_SHRTGRNCOL
|
|
[909] {SPR_COL3,0,-1,{NULL},S_NULL,0,0}, // S_TALLREDCOL
|
|
[910] {SPR_COL4,0,-1,{NULL},S_NULL,0,0}, // S_SHRTREDCOL
|
|
[911] {SPR_CAND,32768,-1,{NULL},S_NULL,0,0}, // S_CANDLESTIK
|
|
[912] {SPR_CBRA,32768,-1,{NULL},S_NULL,0,0}, // S_CANDELABRA
|
|
[913] {SPR_COL6,0,-1,{NULL},S_NULL,0,0}, // S_SKULLCOL
|
|
[914] {SPR_TRE1,0,-1,{NULL},S_NULL,0,0}, // S_TORCHTREE
|
|
[915] {SPR_TRE2,0,-1,{NULL},S_NULL,0,0}, // S_BIGTREE
|
|
[916] {SPR_ELEC,0,-1,{NULL},S_NULL,0,0}, // S_TECHPILLAR
|
|
[917] {SPR_CEYE,32768,6,{NULL},S_EVILEYE2,0,0}, // S_EVILEYE
|
|
[918] {SPR_CEYE,32769,6,{NULL},S_EVILEYE3,0,0}, // S_EVILEYE2
|
|
[919] {SPR_CEYE,32770,6,{NULL},S_EVILEYE4,0,0}, // S_EVILEYE3
|
|
[920] {SPR_CEYE,32769,6,{NULL},S_EVILEYE,0,0}, // S_EVILEYE4
|
|
[921] {SPR_FSKU,32768,6,{NULL},S_FLOATSKULL2,0,0}, // S_FLOATSKULL
|
|
[922] {SPR_FSKU,32769,6,{NULL},S_FLOATSKULL3,0,0}, // S_FLOATSKULL2
|
|
[923] {SPR_FSKU,32770,6,{NULL},S_FLOATSKULL,0,0}, // S_FLOATSKULL3
|
|
[924] {SPR_COL5,0,14,{NULL},S_HEARTCOL2,0,0}, // S_HEARTCOL
|
|
[925] {SPR_COL5,1,14,{NULL},S_HEARTCOL,0,0}, // S_HEARTCOL2
|
|
[926] {SPR_TBLU,32768,4,{NULL},S_BLUETORCH2,0,0}, // S_BLUETORCH
|
|
[927] {SPR_TBLU,32769,4,{NULL},S_BLUETORCH3,0,0}, // S_BLUETORCH2
|
|
[928] {SPR_TBLU,32770,4,{NULL},S_BLUETORCH4,0,0}, // S_BLUETORCH3
|
|
[929] {SPR_TBLU,32771,4,{NULL},S_BLUETORCH,0,0}, // S_BLUETORCH4
|
|
[930] {SPR_TGRN,32768,4,{NULL},S_GREENTORCH2,0,0}, // S_GREENTORCH
|
|
[931] {SPR_TGRN,32769,4,{NULL},S_GREENTORCH3,0,0}, // S_GREENTORCH2
|
|
[932] {SPR_TGRN,32770,4,{NULL},S_GREENTORCH4,0,0}, // S_GREENTORCH3
|
|
[933] {SPR_TGRN,32771,4,{NULL},S_GREENTORCH,0,0}, // S_GREENTORCH4
|
|
[934] {SPR_TRED,32768,4,{NULL},S_REDTORCH2,0,0}, // S_REDTORCH
|
|
[935] {SPR_TRED,32769,4,{NULL},S_REDTORCH3,0,0}, // S_REDTORCH2
|
|
[936] {SPR_TRED,32770,4,{NULL},S_REDTORCH4,0,0}, // S_REDTORCH3
|
|
[937] {SPR_TRED,32771,4,{NULL},S_REDTORCH,0,0}, // S_REDTORCH4
|
|
[938] {SPR_SMBT,32768,4,{NULL},S_BTORCHSHRT2,0,0}, // S_BTORCHSHRT
|
|
[939] {SPR_SMBT,32769,4,{NULL},S_BTORCHSHRT3,0,0}, // S_BTORCHSHRT2
|
|
[940] {SPR_SMBT,32770,4,{NULL},S_BTORCHSHRT4,0,0}, // S_BTORCHSHRT3
|
|
[941] {SPR_SMBT,32771,4,{NULL},S_BTORCHSHRT,0,0}, // S_BTORCHSHRT4
|
|
[942] {SPR_SMGT,32768,4,{NULL},S_GTORCHSHRT2,0,0}, // S_GTORCHSHRT
|
|
[943] {SPR_SMGT,32769,4,{NULL},S_GTORCHSHRT3,0,0}, // S_GTORCHSHRT2
|
|
[944] {SPR_SMGT,32770,4,{NULL},S_GTORCHSHRT4,0,0}, // S_GTORCHSHRT3
|
|
[945] {SPR_SMGT,32771,4,{NULL},S_GTORCHSHRT,0,0}, // S_GTORCHSHRT4
|
|
[946] {SPR_SMRT,32768,4,{NULL},S_RTORCHSHRT2,0,0}, // S_RTORCHSHRT
|
|
[947] {SPR_SMRT,32769,4,{NULL},S_RTORCHSHRT3,0,0}, // S_RTORCHSHRT2
|
|
[948] {SPR_SMRT,32770,4,{NULL},S_RTORCHSHRT4,0,0}, // S_RTORCHSHRT3
|
|
[949] {SPR_SMRT,32771,4,{NULL},S_RTORCHSHRT,0,0}, // S_RTORCHSHRT4
|
|
[950] {SPR_HDB1,0,-1,{NULL},S_NULL,0,0}, // S_HANGNOGUTS
|
|
[951] {SPR_HDB2,0,-1,{NULL},S_NULL,0,0}, // S_HANGBNOBRAIN
|
|
[952] {SPR_HDB3,0,-1,{NULL},S_NULL,0,0}, // S_HANGTLOOKDN
|
|
[953] {SPR_HDB4,0,-1,{NULL},S_NULL,0,0}, // S_HANGTSKULL
|
|
[954] {SPR_HDB5,0,-1,{NULL},S_NULL,0,0}, // S_HANGTLOOKUP
|
|
[955] {SPR_HDB6,0,-1,{NULL},S_NULL,0,0}, // S_HANGTNOBRAIN
|
|
[956] {SPR_POB1,0,-1,{NULL},S_NULL,0,0}, // S_COLONGIBS
|
|
[957] {SPR_POB2,0,-1,{NULL},S_NULL,0,0}, // S_SMALLPOOL
|
|
[958] {SPR_BRS1,0,-1,{NULL},S_NULL,0,0}, // S_BRAINSTEM
|
|
[959] {SPR_TLMP,32768,4,{NULL},S_TECHLAMP2,0,0}, // S_TECHLAMP
|
|
[960] {SPR_TLMP,32769,4,{NULL},S_TECHLAMP3,0,0}, // S_TECHLAMP2
|
|
[961] {SPR_TLMP,32770,4,{NULL},S_TECHLAMP4,0,0}, // S_TECHLAMP3
|
|
[962] {SPR_TLMP,32771,4,{NULL},S_TECHLAMP,0,0}, // S_TECHLAMP4
|
|
[963] {SPR_TLP2,32768,4,{NULL},S_TECH2LAMP2,0,0}, // S_TECH2LAMP
|
|
[964] {SPR_TLP2,32769,4,{NULL},S_TECH2LAMP3,0,0}, // S_TECH2LAMP2
|
|
[965] {SPR_TLP2,32770,4,{NULL},S_TECH2LAMP4,0,0}, // S_TECH2LAMP3
|
|
[966] {SPR_TLP2,32771,4,{NULL},S_TECH2LAMP,0,0}, // S_TECH2LAMP4
|
|
[967] {SPR_TNT1,0,-1,{NULL},S_TNT1,0,0}, // S_TNT1
|
|
[968] {SPR_MISL,32768,1000,A_Die,S_GRENADE,0,0}, // S_GRENADE (MBF)
|
|
[969] {SPR_MISL,32769,4,A_Scream,S_DETONATE2,0,0}, // S_DETONATE
|
|
[970] {SPR_MISL,32770,6,A_Detonate,S_DETONATE3,0,0}, // S_DETONATE2
|
|
[971] {SPR_MISL,32771,10,NULL,S_NULL,0,0}, // S_DETONATE3
|
|
[972] {SPR_DOGS,0,10,A_Look,S_DOGS_STND2}, // S_DOGS_STND
|
|
[973] {SPR_DOGS,1,10,A_Look,S_DOGS_STND}, // S_DOGS_STND2
|
|
[974] {SPR_DOGS,0,2,A_Chase,S_DOGS_RUN2}, // S_DOGS_RUN1
|
|
[975] {SPR_DOGS,0,2,A_Chase,S_DOGS_RUN3}, // S_DOGS_RUN2
|
|
[976] {SPR_DOGS,1,2,A_Chase,S_DOGS_RUN4}, // S_DOGS_RUN3
|
|
[977] {SPR_DOGS,1,2,A_Chase,S_DOGS_RUN5}, // S_DOGS_RUN4
|
|
[978] {SPR_DOGS,2,2,A_Chase,S_DOGS_RUN6}, // S_DOGS_RUN5
|
|
[979] {SPR_DOGS,2,2,A_Chase,S_DOGS_RUN7}, // S_DOGS_RUN6
|
|
[980] {SPR_DOGS,3,2,A_Chase,S_DOGS_RUN8}, // S_DOGS_RUN7
|
|
[981] {SPR_DOGS,3,2,A_Chase,S_DOGS_RUN1}, // S_DOGS_RUN8
|
|
[982] {SPR_DOGS,4,8,A_FaceTarget,S_DOGS_ATK2}, // S_DOGS_ATK1
|
|
[983] {SPR_DOGS,5,8,A_FaceTarget,S_DOGS_ATK3}, // S_DOGS_ATK2
|
|
[984] {SPR_DOGS,6,8,A_SargAttack,S_DOGS_RUN1}, // S_DOGS_ATK3
|
|
[985] {SPR_DOGS,7,2,NULL,S_DOGS_PAIN2}, // S_DOGS_PAIN
|
|
[986] {SPR_DOGS,7,2,A_Pain,S_DOGS_RUN1}, // S_DOGS_PAIN2
|
|
[987] {SPR_DOGS,8,8,NULL,S_DOGS_DIE2}, // S_DOGS_DIE1
|
|
[988] {SPR_DOGS,9,8,A_Scream,S_DOGS_DIE3}, // S_DOGS_DIE2
|
|
[989] {SPR_DOGS,10,4,NULL,S_DOGS_DIE4}, // S_DOGS_DIE3
|
|
[990] {SPR_DOGS,11,4,A_Fall,S_DOGS_DIE5}, // S_DOGS_DIE4
|
|
[991] {SPR_DOGS,12,4,NULL,S_DOGS_DIE6}, // S_DOGS_DIE5
|
|
[992] {SPR_DOGS,13,-1,NULL,S_NULL}, // S_DOGS_DIE6
|
|
[993] {SPR_DOGS,13,5,NULL,S_DOGS_RAISE2}, // S_DOGS_RAISE1
|
|
[994] {SPR_DOGS,12,5,NULL,S_DOGS_RAISE3}, // S_DOGS_RAISE2
|
|
[995] {SPR_DOGS,11,5,NULL,S_DOGS_RAISE4}, // S_DOGS_RAISE3
|
|
[996] {SPR_DOGS,10,5,NULL,S_DOGS_RAISE5}, // S_DOGS_RAISE4
|
|
[997] {SPR_DOGS,9,5,NULL,S_DOGS_RAISE6}, // S_DOGS_RAISE5
|
|
[998] {SPR_DOGS,8,5,NULL,S_DOGS_RUN1}, // S_DOGS_RAISE6
|
|
[999] {SPR_BFGG,0,10,A_BFGsound,S_OLDBFG1+1}, // S_OLDBFG1
|
|
[1000] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+2}, // S_OLDBFG2
|
|
[1001] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+3}, // S_OLDBFG3
|
|
[1002] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+4}, // S_OLDBFG4
|
|
[1003] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+5}, // S_OLDBFG5
|
|
[1004] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+6}, // S_OLDBFG6
|
|
[1005] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+7}, // S_OLDBFG7
|
|
[1006] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+8}, // S_OLDBFG8
|
|
[1007] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+9}, // S_OLDBFG9
|
|
[1008] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+10}, // S_OLDBFG10
|
|
[1009] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+11}, // S_OLDBFG11
|
|
[1010] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+12}, // S_OLDBFG12
|
|
[1011] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+13}, // S_OLDBFG13
|
|
[1012] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+14}, // S_OLDBFG14
|
|
[1013] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+15}, // S_OLDBFG15
|
|
[1014] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+16}, // S_OLDBFG16
|
|
[1015] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+17}, // S_OLDBFG17
|
|
[1016] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+18}, // S_OLDBFG18
|
|
[1017] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+19}, // S_OLDBFG19
|
|
[1018] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+20}, // S_OLDBFG20
|
|
[1019] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+21}, // S_OLDBFG21
|
|
[1020] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+22}, // S_OLDBFG22
|
|
[1021] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+23}, // S_OLDBFG23
|
|
[1022] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+24}, // S_OLDBFG24
|
|
[1023] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+25}, // S_OLDBFG25
|
|
[1024] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+26}, // S_OLDBFG26
|
|
[1025] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+27}, // S_OLDBFG27
|
|
[1026] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+28}, // S_OLDBFG28
|
|
[1027] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+29}, // S_OLDBFG29
|
|
[1028] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+30}, // S_OLDBFG30
|
|
[1029] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+31}, // S_OLDBFG31
|
|
[1030] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+32}, // S_OLDBFG32
|
|
[1031] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+33}, // S_OLDBFG33
|
|
[1032] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+34}, // S_OLDBFG34
|
|
[1033] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+35}, // S_OLDBFG35
|
|
[1034] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+36}, // S_OLDBFG36
|
|
[1035] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+37}, // S_OLDBFG37
|
|
[1036] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+38}, // S_OLDBFG38
|
|
[1037] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+39}, // S_OLDBFG39
|
|
[1038] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+40}, // S_OLDBFG40
|
|
[1039] {SPR_BFGG,1,1,A_FireOldBFG,S_OLDBFG1+41}, // S_OLDBFG41
|
|
[1040] {SPR_BFGG,1,0,A_Light0,S_OLDBFG43}, // S_OLDBFG42
|
|
[1041] {SPR_BFGG,1,20,A_ReFire,S_BFG}, // S_OLDBFG43
|
|
[1042] {SPR_PLS1,32768,6,NULL,S_PLS1BALL2}, // S_PLS1BALL
|
|
[1043] {SPR_PLS1,32769,6,NULL,S_PLS1BALL}, // S_PLS1BALL2
|
|
[1044] {SPR_PLS1,32770,4,NULL,S_PLS1EXP2}, // S_PLS1EXP
|
|
[1045] {SPR_PLS1,32771,4,NULL,S_PLS1EXP3}, // S_PLS1EXP2
|
|
[1046] {SPR_PLS1,32772,4,NULL,S_PLS1EXP4}, // S_PLS1EXP3
|
|
[1047] {SPR_PLS1,32773,4,NULL,S_PLS1EXP5}, // S_PLS1EXP4
|
|
[1048] {SPR_PLS1,32774,4,NULL,S_NULL}, // S_PLS1EXP5
|
|
[1049] {SPR_PLS2,32768,4,NULL,S_PLS2BALL2}, // S_PLS2BALL
|
|
[1050] {SPR_PLS2,32769,4,NULL,S_PLS2BALL}, // S_PLS2BALL2
|
|
[1051] {SPR_PLS2,32770,6,NULL,S_PLS2BALLX2}, // S_PLS2BALLX1
|
|
[1052] {SPR_PLS2,32771,6,NULL,S_PLS2BALLX3}, // S_PLS2BALLX2
|
|
[1053] {SPR_PLS2,32772,6,NULL,S_NULL}, // S_PLS2BALLX3
|
|
[1054] {SPR_BON3,0,6,NULL,S_BON3}, // S_BON3
|
|
[1055] {SPR_BON4,0,6,NULL,S_BON4}, // S_BON4
|
|
[1056] {SPR_SKUL,0,10,A_Look,S_BSKUL_STND}, // S_BSKUL_STND
|
|
[1057] {SPR_SKUL,1,5,A_Chase,S_BSKUL_RUN2}, // S_BSKUL_RUN1
|
|
[1058] {SPR_SKUL,2,5,A_Chase,S_BSKUL_RUN3}, // S_BSKUL_RUN2
|
|
[1059] {SPR_SKUL,3,5,A_Chase,S_BSKUL_RUN4}, // S_BSKUL_RUN3
|
|
[1060] {SPR_SKUL,0,5,A_Chase,S_BSKUL_RUN1}, // S_BSKUL_RUN4
|
|
[1061] {SPR_SKUL,4,4,A_FaceTarget,S_BSKUL_ATK2}, // S_BSKUL_ATK1
|
|
[1062] {SPR_SKUL,5,5,A_BetaSkullAttack,S_BSKUL_ATK3}, // S_BSKUL_ATK2
|
|
[1063] {SPR_SKUL,5,4,NULL,S_BSKUL_RUN1}, // S_BSKUL_ATK3
|
|
[1064] {SPR_SKUL,6,4,NULL,S_BSKUL_PAIN2}, // S_BSKUL_PAIN1
|
|
[1065] {SPR_SKUL,7,2,A_Pain,S_BSKUL_RUN1}, // S_BSKUL_PAIN2
|
|
[1066] {SPR_SKUL,8,4,NULL,S_BSKUL_RUN1}, // S_BSKUL_PAIN3
|
|
[1067] {SPR_SKUL, 9,5,NULL,S_BSKUL_DIE2}, // S_BSKUL_DIE1
|
|
[1068] {SPR_SKUL,10,5,NULL,S_BSKUL_DIE3}, // S_BSKUL_DIE2
|
|
[1069] {SPR_SKUL,11,5,NULL,S_BSKUL_DIE4}, // S_BSKUL_DIE3
|
|
[1070] {SPR_SKUL,12,5,NULL,S_BSKUL_DIE5}, // S_BSKUL_DIE4
|
|
[1071] {SPR_SKUL,13,5,A_Scream,S_BSKUL_DIE6}, // S_BSKUL_DIE5
|
|
[1072] {SPR_SKUL,14,5,NULL,S_BSKUL_DIE7}, // S_BSKUL_DIE6
|
|
[1073] {SPR_SKUL,15,5,A_Fall,S_BSKUL_DIE8}, // S_BSKUL_DIE7
|
|
[1074] {SPR_SKUL,16,5,A_Stop,S_BSKUL_DIE8}, // S_BSKUL_DIE8
|
|
[1075] {SPR_MISL,32769,8,A_Mushroom,S_EXPLODE2,0,0}, // S_MUSHROOM
|
|
[1076] {SPR_PLAY,14,5,NULL,S_PLAY_GDIE2,0,0}, // S_PLAY_GDIE1
|
|
[1077] {SPR_PLAY,15,5,NULL,S_PLAY_GDIE3,0,0}, // S_PLAY_GDIE2
|
|
[1078] {SPR_PLAY,16,5,A_Fall,S_PLAY_GDIE4,0,0}, // S_PLAY_GDIE3
|
|
[1079] {SPR_PLAY,17,5,NULL,S_PLAY_GDIE5,0,0}, // S_PLAY_GDIE4
|
|
[1080] {SPR_PLAY,18,5,NULL,S_PLAY_GDIE6,0,0}, // S_PLAY_GDIE5
|
|
[1081] {SPR_PLAY,19,5,NULL,S_PLAY_GDIE7,0,0}, // S_PLAY_GDIE6
|
|
[1082] {SPR_PLAY,20,5,NULL,S_PLAY_GDIE8,0,0}, // S_PLAY_GDIE7
|
|
[1083] {SPR_PLAY,21,5,NULL,S_PLAY_GDIE9,0,0}, // S_PLAY_GDIE8
|
|
[1084] {SPR_PLAY,22,-1,NULL,S_NULL,0,0}, // S_PLAY_GDIE9
|
|
=======================================================================
|
|
|
|
###########################
|
|
THING DEFAULT "BITS" VALUES
|
|
###########################
|
|
|
|
This comes directly from the source code, with Thing numbers added,
|
|
as well as the name in the code, the actorname (based on ZDoom),
|
|
and, when existing, the doomednum used to identify the Thing in maps.
|
|
|
|
The second line corresponds to the Bit flags.
|
|
They should all be identical to the defaults in DOOM(2) except where
|
|
translucency has been added in Boom and the additional Bits2 options
|
|
added for dehardcoding monster behavior.
|
|
|
|
Original Doom only had 137 Thing types, this port has been expanded
|
|
with Things added in Boom, MBF and PrBoom-plus.
|
|
|
|
|
|
1 PLAYER DoomPlayer
|
|
SOLID+SHOOTABLE+DROPOFF+PICKUP+NOTDMATCH
|
|
|
|
2 POSSESSED ZombieMan 3004
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
3 SHOTGUY ShotgunGuy 9
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
4 VILE Archvile 64
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER+NOTARGET+QUICKTORETALIATE
|
|
|
|
5 FIRE ArchvileFire
|
|
NOBLOCKMAP+NOGRAVITY+TRANSLUCENT
|
|
|
|
6 UNDEAD Revenant 66
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
7 TRACER RevenantTracer
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY
|
|
|
|
8 SMOKE RevenantTracerSmoke
|
|
NOBLOCKMAP+NOGRAVITY+TRANSLUCENT
|
|
|
|
9 FATSO Fatso 67
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
10 FATSHOT FatShot
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY+TRANSLUCENT
|
|
|
|
11 CHAINGUY ChaingunGuy 65
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
12 TROOP DoomImp 3001
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
13 SERGEANT Demon 3002
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
14 SHADOWS Spectre 58
|
|
SOLID+SHOOTABLE+SHADOW+COUNTKILL+ISMONSTER
|
|
|
|
15 HEAD Cacodemon 3005
|
|
SOLID+SHOOTABLE+FLOAT+NOGRAVITY+COUNTKILL+ISMONSTER
|
|
|
|
16 BRUISER BaronOfHell 3003
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
17 BRUISERSHOT BaronBall
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY+TRANSLUCENT
|
|
|
|
18 KNIGHT HellKnight 69
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
19 SKULL LostSoul 3006
|
|
SOLID+SHOOTABLE+FLOAT+NOGRAVITY+ISMONSTER+MISSILEMORE+DONTFALL
|
|
|
|
20 SPIDER SpiderMastermind 7
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER+MISSILEMORE+FULLVOLSIGHT+FULLVOLDEATH+NORADIUSDMG
|
|
|
|
21 BABY Arachnotron 68
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
22 CYBORG Cyberdemon 16
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER+MISSILEMORE+FULLVOLSIGHT+FULLVOLDEATH+NORADIUSDMG
|
|
|
|
23 PAIN PainElemental 71
|
|
SOLID+SHOOTABLE+FLOAT+NOGRAVITY+COUNTKILL+ISMONSTER
|
|
|
|
24 WOLFSS WolfensteinSS 84
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
25 KEEN CommanderKeen 72
|
|
SOLID+SPAWNCEILING+NOGRAVITY+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
26 BOSSBRAIN BossBrain 88
|
|
SOLID+SHOOTABLE
|
|
|
|
27 BOSSSPIT BossEye 89
|
|
NOBLOCKMAP+NOSECTOR
|
|
|
|
28 BOSSTARGET BossTarget 87
|
|
NOBLOCKMAP+NOSECTOR
|
|
|
|
29 SPAWNSHOT SpawnShot
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY+NOCLIP
|
|
|
|
30 SPAWNFIRE SpawnFire
|
|
NOBLOCKMAP+NOGRAVITY+TRANSLUCENT
|
|
|
|
31 BARREL ExplosiveBarrel 2035
|
|
SOLID+SHOOTABLE+NOBLOOD
|
|
|
|
32 TROOPSHOT DoomImpBall
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY+TRANSLUCENT
|
|
|
|
33 HEADSHOT CacodemonBall
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY+TRANSLUCENT
|
|
|
|
34 ROCKET Rocket
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY
|
|
|
|
35 PLASMA PlasmaBall
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY+TRANSLUCENT
|
|
|
|
36 BFG BFGBall
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY+TRANSLUCENT
|
|
|
|
37 ARACHPLAZ ArachnotronPlasma
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY+TRANSLUCENT
|
|
|
|
38 PUFF BulletPuff
|
|
NOBLOCKMAP+NOGRAVITY+TRANSLUCENT
|
|
|
|
39 BLOOD Blood
|
|
NOBLOCKMAP
|
|
|
|
40 TFOG TeleportFog
|
|
NOBLOCKMAP+NOGRAVITY+TRANSLUCENT
|
|
|
|
41 IFOG ItemFog
|
|
NOBLOCKMAP+NOGRAVITY+TRANSLUCENT
|
|
|
|
42 TELEPORTMAN TeleportDest 14
|
|
NOBLOCKMAP+NOSECTOR
|
|
|
|
43 EXTRABFG BFGExtra
|
|
NOBLOCKMAP+NOGRAVITY
|
|
|
|
44 MISC0 GreenArmor 2018
|
|
SPECIAL
|
|
|
|
45 MISC1 BlueArmor 2019
|
|
SPECIAL
|
|
|
|
46 MISC2 HealthBonus 2014
|
|
SPECIAL+COUNTITEM
|
|
|
|
47 MISC3 ArmorBonus 2015
|
|
SPECIAL+COUNTITEM
|
|
|
|
48 MISC4 BlueCard 5
|
|
SPECIAL+NOTDMATCH
|
|
|
|
49 MISC5 RedCard 13
|
|
SPECIAL+NOTDMATCH
|
|
|
|
50 MISC6 YellowCard 6
|
|
SPECIAL+NOTDMATCH
|
|
|
|
51 MISC7 YellowSkull 39
|
|
SPECIAL+NOTDMATCH
|
|
|
|
52 MISC8 RedSkull 38
|
|
SPECIAL+NOTDMATCH
|
|
|
|
53 MISC9 BlueSkull 40
|
|
SPECIAL+NOTDMATCH
|
|
|
|
54 MISC10 Stimpack 2011
|
|
SPECIAL
|
|
|
|
55 MISC11 Medikit 2012
|
|
SPECIAL
|
|
|
|
56 MISC12 Souldsphere 2013
|
|
SPECIAL+COUNTITEM+TRANSLUCENT
|
|
|
|
57 INV InvulnerabilitySphere 2022
|
|
SPECIAL+COUNTITEM+TRANSLUCENT
|
|
|
|
58 MISC13 Berserk 2013
|
|
SPECIAL+COUNTITEM
|
|
|
|
59 INS BlurSphere 2024
|
|
SPECIAL+COUNTITEM+TRANSLUCENT
|
|
|
|
60 MISC14 RadSuit 2025
|
|
SPECIAL
|
|
|
|
61 MISC15 AllMap 2026
|
|
SPECIAL+COUNTITEM
|
|
|
|
62 MISC16 Infrared 2045
|
|
SPECIAL+COUNTITEM
|
|
|
|
63 MEGA Megasphere 83
|
|
SPECIAL+COUNTITEM+TRANSLUCENT
|
|
|
|
64 CLIP Clip 2007
|
|
SPECIAL
|
|
|
|
65 MISC17 Clipbox 2048
|
|
SPECIAL
|
|
|
|
66 MISC18 RocketAmmo 2010
|
|
SPECIAL
|
|
|
|
67 MISC19 RocketBox 2046
|
|
SPECIAL
|
|
|
|
68 MISC20 Cell 2047
|
|
SPECIAL
|
|
|
|
69 MISC21 CellPack 17
|
|
SPECIAL
|
|
|
|
70 MISC22 Shell 2008
|
|
SPECIAL
|
|
|
|
71 MISC23 ShellBox 2049
|
|
SPECIAL
|
|
|
|
72 MISC24 Backpack 8
|
|
SPECIAL
|
|
|
|
73 MISC25 BFG9000 2006
|
|
SPECIAL
|
|
|
|
74 CHAINGUN Chaingun 2002
|
|
SPECIAL
|
|
|
|
75 MISC26 Chainsaw 2005
|
|
SPECIAL
|
|
|
|
76 MISC27 RocketLauncher 2003
|
|
SPECIAL
|
|
|
|
77 MISC28 PlasmaRifle 2004
|
|
SPECIAL
|
|
|
|
78 SHOTGUN Shotgun 2001
|
|
SPECIAL
|
|
|
|
79 SUPERSHOTGUN SuperShotgun 82
|
|
SPECIAL
|
|
|
|
80 MISC29 TechLamp 85
|
|
SOLID
|
|
|
|
81 MISC30 Techlamp2 86
|
|
SOLID
|
|
|
|
82 MISC31 Column 2028
|
|
SOLID
|
|
|
|
83 MISC32 TellGreenColumn 30
|
|
SOLID
|
|
|
|
84 MISC33 ShortGreenColumn 31
|
|
SOLID
|
|
|
|
85 MISC34 TallRedColumn 32
|
|
SOLID
|
|
|
|
86 MISC35 ShortRedColumn 33
|
|
SOLID
|
|
|
|
87 MISC36 SkullColumn 37
|
|
SOLID
|
|
|
|
88 MISC37 HeartColumn 36
|
|
SOLID
|
|
|
|
89 MISC38 EvilEye 41
|
|
SOLID
|
|
|
|
90 MISC39 FloatingSkull 42
|
|
SOLID
|
|
|
|
91 MISC40 TorchTree 43
|
|
SOLID
|
|
|
|
92 MISC41 BlueTorch 44
|
|
SOLID
|
|
|
|
93 MISC42 GreenTorch 45
|
|
SOLID
|
|
|
|
94 MISC43 RedTorch 46
|
|
SOLID
|
|
|
|
95 MISC44 ShortBlueTorch 55
|
|
SOLID
|
|
|
|
96 MISC45 ShortGreenTorch 56
|
|
SOLID
|
|
|
|
97 MISC46 ShortRedTorch 57
|
|
SOLID
|
|
|
|
98 MISC47 Stalagtite 47
|
|
SOLID
|
|
|
|
99 MISC48 TechPillar 48
|
|
SOLID
|
|
|
|
100 MISC49 CandleStick 34
|
|
0
|
|
|
|
101 MISC50 Candelabra 35
|
|
SOLID
|
|
|
|
102 MISC51 BloodyTwitch 49
|
|
SOLID+SPAWNCEILING+NOGRAVITY
|
|
|
|
103 MISC52 Meat2 50
|
|
SOLID+SPAWNCEILING+NOGRAVITY
|
|
|
|
104 MISC53 Meat3 51
|
|
SOLID+SPAWNCEILING+NOGRAVITY
|
|
|
|
105 MISC54 Meat4 52
|
|
SOLID+SPAWNCEILING+NOGRAVITY
|
|
|
|
106 MISC55 Meat5 53
|
|
SOLID+SPAWNCEILING+NOGRAVITY
|
|
|
|
107 MISC56 NonsolidMeat2 59
|
|
SPAWNCEILING+NOGRAVITY
|
|
|
|
108 MISC57 NonsolidMeat4 60
|
|
SPAWNCEILING+NOGRAVITY
|
|
|
|
109 MISC58 NonsolidMeat3 61
|
|
SPAWNCEILING+NOGRAVITY
|
|
|
|
110 MISC59 NonsolidMeat5 62
|
|
SPAWNCEILING+NOGRAVITY
|
|
|
|
111 MISC60 NonsolidTwitch 63
|
|
SPAWNCEILING+NOGRAVITY
|
|
|
|
112 MISC61 DeadCacodemon 22
|
|
0
|
|
|
|
113 MISC62 DeadMarine 15
|
|
0
|
|
|
|
114 MISC63 DeadZombieMan 18
|
|
0
|
|
|
|
115 MISC64 DeadDemon 21
|
|
0
|
|
|
|
116 MISC65 DeadLostSoul 23
|
|
0
|
|
|
|
117 MISC66 DeadDoomImp 20
|
|
0
|
|
|
|
118 MISC67 DeadShotgunGuy 19
|
|
0
|
|
|
|
119 MISC68 GibbedMarine 10
|
|
0
|
|
|
|
120 MISC69 GibbedMarineExtra 12
|
|
0
|
|
|
|
121 MISC70 HeadsOnAStick 28
|
|
SOLID
|
|
|
|
122 MISC71 Gibs 24
|
|
0
|
|
|
|
123 MISC72 HeadOnAStick 27
|
|
SOLID
|
|
|
|
124 MISC73 HeadCandles 29
|
|
SOLID
|
|
|
|
125 MISC74 DeadStick 25
|
|
SOLID
|
|
|
|
126 MISC75 LiveStick 26
|
|
SOLID
|
|
|
|
127 MISC76 BigTree 54
|
|
SOLID
|
|
|
|
128 MISC77 BuirningBarrel 70
|
|
SOLID
|
|
|
|
129 MISC78 HangNoGuts 73
|
|
SOLID+SPAWNCEILING+NOGRAVITY
|
|
|
|
130 MISC79 HangBNoBrain 74
|
|
SOLID+SPAWNCEILING+NOGRAVITY
|
|
|
|
131 MISC80 HangTLookingDown 75
|
|
SOLID+SPAWNCEILING+NOGRAVITY
|
|
|
|
132 MISC81 HangTSkull 76
|
|
SOLID+SPAWNCEILING+NOGRAVITY
|
|
|
|
133 MISC82 HangTLookingUp 77
|
|
SOLID+SPAWNCEILING+NOGRAVITY
|
|
|
|
134 MISC83 HangTNoBrain 78
|
|
SOLID+SPAWNCEILING+NOGRAVITY
|
|
|
|
135 MISC84 ColonGibs 79
|
|
NOBLOCKMAP
|
|
|
|
136 MISC85 SmallBloodPool 80
|
|
NOBLOCKMAP
|
|
|
|
137 MISC86 BrainStem 81
|
|
NOBLOCKMAP
|
|
|
|
138 PUSH PointPusher 5001
|
|
NOBLOCKMAP
|
|
|
|
139 PULL PointPuller 5002
|
|
NOBLOCKMAP
|
|
|
|
140 DOGS MBFHelperDog 888
|
|
SOLID+SHOOTABLE+COUNTKILL+ISMONSTER
|
|
|
|
141 PLASMA1 PlasmaBall1
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY+BOUNCES
|
|
|
|
142 PLASMA2 PlasmaBall2
|
|
NOBLOCKMAP+MISSILE+DROPOFF+NOGRAVITY+BOUNCES
|
|
|
|
143 SCEPTRE EvilSceptre 2016
|
|
SPECIAL+COUNTITEM
|
|
|
|
143 BIBLE UnholyBible 2017
|
|
SPECIAL+COUNTITEM
|
|
|
|
144 MUSICCHANGER MusicChanger 14165
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NOBLOCKMAP
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145 GIBDTH GibDeath
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NOBLOCKMAP+DROPOFF
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/// end of file
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