//
//    3DGE THINGS.DDF -redefine or add new thing entries.
//    For documentation, see http://3dfxdev.net/edgewiki
//    DDF Version 8
//    3DGE (C) Isotope SoftWorks and Contributors.
//    HDF acknowledgements: CeeJay

<THINGS>

#VERSION 2.10


[TELEPORT_MARKER:56]	//I suspect this is supposed to be something like a teleport marker for D'Sparil
RADIUS=1;
HEIGHT=1;
SPECIAL=INERT,INVISIBLE,NOGRAVITY,NOFRICTION;

STATES(IDLE)=NULL:A:-1:NORMAL:NOTHING;

[AMBIENCE_WIND:42]
RADIUS=8;
HEIGHT=16;
SPECIAL=NOBLOCKMAP,INVISIBLE,NOGRAVITY,NOFRICTION;

STATES(SPAWN)=NULL:A:1:NORMAL:PLAYSOUND(WIND);

[AMBIENCE_WATERFALL:41]
RADIUS=8;
HEIGHT=16;
SPECIAL=NOBLOCKMAP,INVISIBLE,NOGRAVITY,NOFRICTION;

STATES(SPAWN)=NULL:A:1:NORMAL:PLAYSOUND(WATERFL);

[RED_GLITTER]
RADIUS=8;
HEIGHT=16;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOZBUFFER,MISSILE;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=50;
DLIGHT.COLOUR=#FF0000;

STATES(SPAWN)=TGLT:A:2:BRIGHT:MOVE_UP(1),
              TGLT:B:2:BRIGHT:NOTHING,
              TGLT:C:2:BRIGHT:NOTHING,
              TGLT:D:2:BRIGHT:NOTHING,
              TGLT:E:2:BRIGHT:NOTHING;

[BLUE_GLITTER]
RADIUS=8;
HEIGHT=16;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOZBUFFER,MISSILE;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=50;
DLIGHT.COLOUR=#0000FF;

STATES(SPAWN)=TGLT:F:2:BRIGHT:MOVE_UP(1),
              TGLT:G:2:BRIGHT:NOTHING,
              TGLT:H:2:BRIGHT:NOTHING,
              TGLT:I:2:BRIGHT:NOTHING,
              TGLT:J:2:BRIGHT:NOTHING;

[RED_GLITTER_SPAWNER:74]
RADIUS=20;
HEIGHT=16;
SPECIAL=INERT,INVISIBLE;

STATES(IDLE)=NULL:A:8:NORMAL:DROPITEM(RED_GLITTER);

[BLUE_GLITTER_SPAWNER:52]
RADIUS=20;
HEIGHT=16;
SPECIAL=INERT,INVISIBLE;

STATES(IDLE)=NULL:A:8:NORMAL:DROPITEM(BLUE_GLITTER);

// ------------------------ Heretic Health & Armor ------------------------

[CRYSTAL_VIAL:81]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=HEALTH(10:100);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotVial;
SPECIAL=SPECIAL,HOVER,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=PTN1:A:3:NORMAL:NOTHING,
             PTN1:B:3:NORMAL:NOTHING,
             PTN1:C:3:NORMAL:NOTHING;

[SILVER_SHIELD:85]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=GREEN_ARMOUR(100:100);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotShield1;
SPECIAL=SPECIAL,HOVER,SIMPLE_ARMOUR,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
ARMOUR_PROTECTION=50%;

STATES(IDLE)=SHLD:A:-1:NORMAL:NOTHING;

[ENCHANTED_SHIELD:31]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=GREEN_ARMOUR(200:200);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotShield2;
SPECIAL=SPECIAL,HOVER,SIMPLE_ARMOUR,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
ARMOUR_PROTECTION=75%;

STATES(IDLE)=SHD2:A:-1:NORMAL:NOTHING;

// ------------------------ Heretic Ammo Items ------------------------

[WAND_AMMO_SMALL_SPAWNER:10]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMG1:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMG1:A:0:NORMAL:SPAWN(WAND_AMMO_SMALL_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMG1:A:0:NORMAL:SPAWN(WAND_AMMO_SMALL_SKILL2),
               #REMOVE;

[WAND_AMMO_SMALL_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS(15);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallWandAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMG1:A:-1:NORMAL:NOTHING;

[WAND_AMMO_SMALL_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS(10);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallWandAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMG1:A:-1:NORMAL:NOTHING;

[WAND_AMMO_LARGE_SPAWNER:12]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMG2:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMG2:A:0:NORMAL:SPAWN(WAND_AMMO_LARGE_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMG2:A:0:NORMAL:SPAWN(WAND_AMMO_LARGE_SKILL2),
               #REMOVE;

[WAND_AMMO_LARGE_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS(75);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargeWandAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMG2:A:4:NORMAL:NOTHING,
             AMG2:B:4:NORMAL:NOTHING,
             AMG2:C:4:NORMAL:NOTHING;

[WAND_AMMO_LARGE_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS(50);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargeWandAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMG2:A:4:NORMAL:NOTHING,
             AMG2:B:4:NORMAL:NOTHING,
             AMG2:C:4:NORMAL:NOTHING;

[CROSSBOW_AMMO_SMALL_SPAWNER:18]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMC1:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMC1:A:0:NORMAL:SPAWN(CROSSBOW_AMMO_SMALL_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMC1:A:0:NORMAL:SPAWN(CROSSBOW_AMMO_SMALL_SKILL2),
               #REMOVE;

[CROSSBOW_AMMO_SMALL_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHELLS(7);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallBowAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMC1:A:-1:NORMAL:NOTHING;

[CROSSBOW_AMMO_SMALL_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHELLS(5);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallBowAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMC1:A:-1:NORMAL:NOTHING;

[CROSSBOW_AMMO_LARGE_SPAWNER:19]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMC2:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMC2:A:0:NORMAL:SPAWN(CROSSBOW_AMMO_LARGE_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMC2:A:0:NORMAL:SPAWN(CROSSBOW_AMMO_LARGE_SKILL2),
               #REMOVE;

[CROSSBOW_AMMO_LARGE_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHELLS(30);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargeBowAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMC2:A:5:NORMAL:NOTHING,
             AMC2:B:5:NORMAL:NOTHING,
             AMC2:C:5:NORMAL:NOTHING;

[CROSSBOW_AMMO_LARGE_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHELLS(20);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargeBowAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMC2:A:5:NORMAL:NOTHING,
             AMC2:B:5:NORMAL:NOTHING,
             AMC2:C:5:NORMAL:NOTHING;

[CLAW_AMMO_SMALL_SPAWNER:54]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMB1:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMB1:A:0:NORMAL:SPAWN(CLAW_AMMO_SMALL_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMB1:A:0:NORMAL:SPAWN(CLAW_AMMO_SMALL_SKILL2),
               #REMOVE;

[CLAW_AMMO_SMALL_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=ROCKETS(15);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallClawAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMB1:A:4:NORMAL:NOTHING,
             AMB1:B:4:NORMAL:NOTHING,
             AMB1:C:4:NORMAL:NOTHING;

[CLAW_AMMO_SMALL_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=ROCKETS(10);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallClawAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMB1:A:4:NORMAL:NOTHING,
             AMB1:B:4:NORMAL:NOTHING,
             AMB1:C:4:NORMAL:NOTHING;

[CLAW_AMMO_LARGE_SPAWNER:55]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMB2:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMB2:A:0:NORMAL:SPAWN(CLAW_AMMO_LARGE_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMB2:A:0:NORMAL:SPAWN(CLAW_AMMO_LARGE_SKILL2),
               #REMOVE;

[CLAW_AMMO_LARGE_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=ROCKETS(37);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargeClawAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMB2:A:4:NORMAL:NOTHING,
             AMB2:B:4:NORMAL:NOTHING,
             AMB2:C:4:NORMAL:NOTHING;

[CLAW_AMMO_LARGE_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=ROCKETS(25);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargeClawAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMB2:A:4:NORMAL:NOTHING,
             AMB2:B:4:NORMAL:NOTHING,
             AMB2:C:4:NORMAL:NOTHING;

[STAFF_AMMO_SMALL_SPAWNER:20]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMS1:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMS1:A:0:NORMAL:SPAWN(STAFF_AMMO_SMALL_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMS1:A:0:NORMAL:SPAWN(STAFF_AMMO_SMALL_SKILL2),
               #REMOVE;

[STAFF_AMMO_SMALL_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CELLS(30);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallStaffAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMS1:A:5:NORMAL:NOTHING,
             AMS1:B:5:NORMAL:NOTHING;

[STAFF_AMMO_SMALL_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CELLS(20);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallStaffAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMS1:A:5:NORMAL:NOTHING,
             AMS1:B:5:NORMAL:NOTHING;

[STAFF_AMMO_LARGE_SPAWNER:21]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMS2:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMS2:A:0:NORMAL:SPAWN(STAFF_AMMO_LARGE_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMS2:A:0:NORMAL:SPAWN(STAFF_AMMO_LARGE_SKILL2),
               #REMOVE;

[STAFF_AMMO_LARGE_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CELLS(150);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargeStaffAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMS2:A:5:NORMAL:NOTHING,
             AMS2:B:5:NORMAL:NOTHING;

[STAFF_AMMO_LARGE_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CELLS(100);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargeStaffAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMS2:A:5:NORMAL:NOTHING,
             AMS2:B:5:NORMAL:NOTHING;

[PHOENIX_AMMO_SMALL:22]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO5(1);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallPhoenixAmmo;
SPECIAL=SPECIAL,DROPPED,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMP1:A:4:NORMAL:NOTHING,
             AMP1:B:4:NORMAL:NOTHING,
             AMP1:C:4:NORMAL:NOTHING;

[PHOENIX_AMMO_LARGE_SPAWNER:23]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMP2:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMP2:A:0:NORMAL:SPAWN(PHOENIX_AMMO_LARGE_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMP2:A:0:NORMAL:SPAWN(PHOENIX_AMMO_LARGE_SKILL2),
               #REMOVE;

[PHOENIX_AMMO_LARGE_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO5(15);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargePhoenixAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMP2:A:4:NORMAL:NOTHING,
             AMP2:B:4:NORMAL:NOTHING,
             AMP2:C:4:NORMAL:NOTHING;

[PHOENIX_AMMO_LARGE_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO5(10);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargePhoenixAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMP2:A:4:NORMAL:NOTHING,
             AMP2:B:4:NORMAL:NOTHING,
             AMP2:C:4:NORMAL:NOTHING;

[MACE_AMMO_SMALL_SPAWNER:13]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMM1:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMM1:A:0:NORMAL:SPAWN(MACE_AMMO_SMALL_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMM1:A:0:NORMAL:SPAWN(MACE_AMMO_SMALL_SKILL2),
               #REMOVE;

[MACE_AMMO_SMALL_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO6(30);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallMaceAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMM1:A:-1:NORMAL:NOTHING;

[MACE_AMMO_SMALL_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO6(20);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallMaceAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMM1:A:-1:NORMAL:NOTHING;

[MACE_AMMO_LARGE_SPAWNER:16]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMM2:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMM2:A:0:NORMAL:SPAWN(MACE_AMMO_LARGE_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMM2:A:0:NORMAL:SPAWN(MACE_AMMO_LARGE_SKILL2),
               #REMOVE;

[MACE_AMMO_LARGE_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO6(150);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargeMaceAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMM2:A:-1:NORMAL:NOTHING;

[MACE_AMMO_LARGE_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO6(100);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotLargeMaceAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMM2:A:-1:NORMAL:NOTHING;

[BAG_OF_HOLDING:8]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(100),
               ROCKETS.LIMIT(400),CELLS.LIMIT(400),
               AMMO5.LIMIT(40),AMMO6.LIMIT(300);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotBag;
SPECIAL=SPECIAL,HOVER,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=BAGH:A:-1:NORMAL:NOTHING;

// ------------------------ Heretic Ammo Dropped by enemies ------------------------

[GOLEM_AMMO_DROP]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY,INVISIBLE;

STATES(SPAWN)=NULL:A:0:NORMAL:JUMP(SPAWN:2,25%),
              #REMOVE,
              NULL:A:0:NORMAL:SPAWN(WAND_AMMO_DROPPED_SPAWNER),
              #REMOVE;

[WARRIOR_AMMO_DROP]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY,INVISIBLE;

STATES(SPAWN)=NULL:A:0:NORMAL:JUMP(SPAWN:2,25%),
              #REMOVE,
              NULL:A:0:NORMAL:SPAWN(CROSSBOW_AMMO_SMALL_SPAWNER),
              #REMOVE;

[DISCIPLE_AMMO_DROP]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY,INVISIBLE;

STATES(SPAWN)=NULL:A:0:NORMAL:JUMP(SPAWN:2,25%),
              #REMOVE,
              NULL:A:0:NORMAL:JUMP(SPAWN:4,5%),
              NULL:A:0:NORMAL:SPAWN(CLAW_AMMO_DROPPED_SPAWNER),
              #REMOVE,
              NULL:A:0:NORMAL:SPAWN(TOME_OF_POWER),
              #REMOVE;

[SABRECLAW_AMMO_DROP]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY,INVISIBLE;

STATES(SPAWN)=NULL:A:0:NORMAL:JUMP(SPAWN:2,25%),
              #REMOVE,
              NULL:A:0:NORMAL:SPAWN(STAFF_AMMO_DROPPED_SPAWNER),
              #REMOVE;

[WEREDRAGON_AMMO_DROP]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY,INVISIBLE;

STATES(SPAWN)=NULL:A:0:NORMAL:JUMP(SPAWN:2,25%),
              #REMOVE,
              NULL:A:0:NORMAL:SPAWN(CROSSBOW_AMMO_DROPPED_SPAWNER),
              #REMOVE;

[OPHIDIAN_AMMO_DROP]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY,INVISIBLE;

STATES(SPAWN)=NULL:A:0:NORMAL:JUMP(SPAWN:2,25%),
              #REMOVE,
              NULL:A:0:NORMAL:SPAWN(PHOENIX_AMMO_DROPPED_SPAWNER),
              #REMOVE;

[LICH_AMMO_DROP]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY,INVISIBLE;

STATES(SPAWN)=NULL:A:0:NORMAL:JUMP(SPAWN:2,25%),
              #REMOVE,
              NULL:A:0:NORMAL:JUMP(SPAWN:4,5%),
              NULL:A:0:NORMAL:SPAWN(CLAW_AMMO_SMALL_SPAWNER),
              #REMOVE,
              NULL:A:0:NORMAL:SPAWN(MORPH_OVUM),
              #REMOVE;

[MAULOTAUR_AMMO_DROP]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY,INVISIBLE;

STATES(SPAWN)=NULL:A:0:NORMAL:JUMP(SPAWN:2,25%),
              #REMOVE,
              NULL:A:0:NORMAL:SPAWN(PHOENIX_AMMO_DROPPED2_SPAWNER),
              #REMOVE;

[WAND_AMMO_DROPPED_SPAWNER]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMG1:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMG1:A:0:NORMAL:SPAWN(WAND_AMMO_DROPPED_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMG1:A:0:NORMAL:SPAWN(WAND_AMMO_DROPPED_SKILL2),
               #REMOVE;

[WAND_AMMO_DROPPED_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS(4);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallWandAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMG1:A:-1:NORMAL:NOTHING;

[WAND_AMMO_DROPPED_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS(3);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallWandAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMG1:A:-1:NORMAL:NOTHING;

[CROSSBOW_AMMO_DROPPED_SPAWNER]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMC1:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMC1:A:0:NORMAL:SPAWN(CROSSBOW_AMMO_DROPPED_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMC1:A:0:NORMAL:SPAWN(CROSSBOW_AMMO_DROPPED_SKILL2),
               #REMOVE;

[CROSSBOW_AMMO_DROPPED_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHELLS(15);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallBowAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMC1:A:-1:NORMAL:NOTHING;

[CROSSBOW_AMMO_DROPPED_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHELLS(10);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallBowAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMC1:A:-1:NORMAL:NOTHING;

[CLAW_AMMO_DROPPED_SPAWNER]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMB1:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMB1:A:0:NORMAL:SPAWN(CLAW_AMMO_DROPPED_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMB1:A:0:NORMAL:SPAWN(CLAW_AMMO_DROPPED_SKILL2),
               #REMOVE;

[CLAW_AMMO_DROPPED_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=ROCKETS(15);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallClawAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMB1:A:4:NORMAL:NOTHING,
             AMB1:B:4:NORMAL:NOTHING,
             AMB1:C:4:NORMAL:NOTHING;

[CLAW_AMMO_DROPPED_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=ROCKETS(10);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallClawAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMB1:A:4:NORMAL:NOTHING,
             AMB1:B:4:NORMAL:NOTHING,
             AMB1:C:4:NORMAL:NOTHING;

[STAFF_AMMO_DROPPED_SPAWNER]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMS1:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMS1:A:0:NORMAL:SPAWN(STAFF_AMMO_DROPPED_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMS1:A:0:NORMAL:SPAWN(STAFF_AMMO_DROPPED_SKILL2),
               #REMOVE;

[STAFF_AMMO_DROPPED_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CELLS(30);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallStaffAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMS1:A:5:NORMAL:NOTHING,
             AMS1:B:5:NORMAL:NOTHING;

[STAFF_AMMO_DROPPED_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CELLS(20);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallStaffAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMS1:A:5:NORMAL:NOTHING,
             AMS1:B:5:NORMAL:NOTHING;

[PHOENIX_AMMO_DROPPED_SPAWNER]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMP1:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMP1:A:0:NORMAL:SPAWN(PHOENIX_AMMO_DROPPED_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMP1:A:0:NORMAL:SPAWN(PHOENIX_AMMO_DROPPED_SKILL2),
               #REMOVE;

[PHOENIX_AMMO_DROPPED_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO5(5);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallPhoenixAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMP1:A:4:NORMAL:NOTHING,
             AMP1:B:4:NORMAL:NOTHING,
             AMP1:C:4:NORMAL:NOTHING;

[PHOENIX_AMMO_DROPPED_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO5(5);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallPhoenixAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMP1:A:4:NORMAL:NOTHING,
             AMP1:B:4:NORMAL:NOTHING,
             AMP1:C:4:NORMAL:NOTHING;

[PHOENIX_AMMO_DROPPED2_SPAWNER]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=AMP1:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=AMP1:A:0:NORMAL:SPAWN(PHOENIX_AMMO_DROPPED2_SKILL1),
               #REMOVE;
STATES(SKILL2)=AMP1:A:0:NORMAL:SPAWN(PHOENIX_AMMO_DROPPED2_SKILL2),
               #REMOVE;

[PHOENIX_AMMO_DROPPED2_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO5(10);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallPhoenixAmmo;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMP1:A:4:NORMAL:NOTHING,
             AMP1:B:4:NORMAL:NOTHING,
             AMP1:C:4:NORMAL:NOTHING;

[PHOENIX_AMMO_DROPPED2_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO5(10);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotSmallPhoenixAmmo;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMP1:A:4:NORMAL:NOTHING,
             AMP1:B:4:NORMAL:NOTHING,
             AMP1:C:4:NORMAL:NOTHING;

// ------------------------ Heretic Keys ------------------------

[HERETIC_GREEN_KEY:73]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=GREEN_CARD;
PICKUP_SOUND=KEYUP;
PICKUP_MESSAGE=GotGreenKey;
SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#40FF40;

STATES(IDLE)=AKYY:A:3:BRIGHT:NOTHING,
             AKYY:B:3:BRIGHT:NOTHING,
             AKYY:C:3:BRIGHT:NOTHING,
             AKYY:D:3:BRIGHT:NOTHING, // The animation looks wrong with it included
             AKYY:E:3:BRIGHT:NOTHING,
             AKYY:F:3:BRIGHT:NOTHING,
             AKYY:G:3:BRIGHT:NOTHING,
             AKYY:H:3:BRIGHT:NOTHING,
             AKYY:I:3:BRIGHT:NOTHING,
             AKYY:J:3:BRIGHT:NOTHING;

[HERETIC_BLUE_KEY:79]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BLUE_CARD;
PICKUP_SOUND=KEYUP;
PICKUP_MESSAGE=GotBlueKey;
SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#0000FF;

STATES(IDLE)=BKYY:A:3:BRIGHT:NOTHING,
             BKYY:B:3:BRIGHT:NOTHING,
             BKYY:C:3:BRIGHT:NOTHING,
             BKYY:D:3:BRIGHT:NOTHING,
             BKYY:E:3:BRIGHT:NOTHING,
             BKYY:F:3:BRIGHT:NOTHING,
             BKYY:G:3:BRIGHT:NOTHING,
             BKYY:H:3:BRIGHT:NOTHING,
             BKYY:I:3:BRIGHT:NOTHING,
             BKYY:J:3:BRIGHT:NOTHING;

[HERETIC_YELLOW_KEY:80]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=YELLOW_CARD;
PICKUP_SOUND=KEYUP;
PICKUP_MESSAGE=GotYellowKey;
SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FFFF40;

STATES(IDLE)=CKYY:A:3:BRIGHT:NOTHING,
             CKYY:B:3:BRIGHT:NOTHING,
             CKYY:C:3:BRIGHT:NOTHING,
             CKYY:D:3:BRIGHT:NOTHING,
             CKYY:E:3:BRIGHT:NOTHING,
             CKYY:F:3:BRIGHT:NOTHING,
             CKYY:G:3:BRIGHT:NOTHING,
             CKYY:H:3:BRIGHT:NOTHING,
             CKYY:I:3:BRIGHT:NOTHING;

// ------------------------ Heretic Weapons ------------------------

[CROSSBOW_SPAWNER:2001]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=WBOW:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=WBOW:A:0:NORMAL:SPAWN(CROSSBOW_SKILL1),
               #REMOVE;
STATES(SKILL2)=WBOW:A:0:NORMAL:SPAWN(CROSSBOW_SKILL2),
               #REMOVE;

[CROSSBOW_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHOTGUN,SHELLS(15);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotCrossbow;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=WBOW:A:-1:NORMAL:NOTHING;

[CROSSBOW_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHOTGUN,SHELLS(10);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotCrossbow;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=WBOW:A:-1:NORMAL:NOTHING;

[GAUNTLETS:2005]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CHAINSAW;
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotGauntlets;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=WGNT:A:-1:NORMAL:NOTHING;

[MACE_SPAWNER:31]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=WMCE:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=WMCE:A:0:NORMAL:SPAWN(MACE_SKILL1),
               #REMOVE;
STATES(SKILL2)=WMCE:A:0:NORMAL:SPAWN(MACE_SKILL2),
               #REMOVE;

[MACE_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=ROCKET_LAUNCHER,AMMO6(75);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotFireMace;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=WMCE:A:-1:NORMAL:NOTHING;

[MACE_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=ROCKET_LAUNCHER,AMMO6(50);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotFireMace;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=WMCE:A:-1:NORMAL:NOTHING;

[DRAGON_CLAW_SPAWNER:53]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=WBLS:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=WBLS:A:0:NORMAL:SPAWN(DRAGON_CLAW_SKILL1),
               #REMOVE;
STATES(SKILL2)=WBLS:A:0:NORMAL:SPAWN(DRAGON_CLAW_SKILL2),
               #REMOVE;

[DRAGON_CLAW_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CHAINGUN,ROCKETS(45);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotDragonClaw;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=WBLS:A:-1:NORMAL:NOTHING;

[DRAGON_CLAW_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CHAINGUN,ROCKETS(30);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotDragonClaw;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=WBLS:A:-1:NORMAL:NOTHING;

[HELLSTAFF_SPAWNER:2004]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=WSKL:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=WSKL:A:0:NORMAL:SPAWN(HELLSTAFF_SKILL1),
               #REMOVE;
STATES(SKILL2)=WSKL:A:0:NORMAL:SPAWN(HELLSTAFF_SKILL2),
               #REMOVE;

[HELLSTAFF_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=PLASMA_RIFLE,CELLS(75);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotHellstaff;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=WSKL:A:-1:NORMAL:NOTHING;

[HELLSTAFF_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=PLASMA_RIFLE,CELLS(50);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotHellstaff;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=WSKL:A:-1:NORMAL:NOTHING;

[PHOENIX_ROD_SPAWNER:2003]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOGRAVITY;

STATES(IDLE)=WPHX:A:-1:NORMAL:NOTHING;

STATES(SKILL1)=WPHX:A:0:NORMAL:SPAWN(PHOENIX_ROD_SKILL1),
               #REMOVE;
STATES(SKILL2)=WPHX:A:0:NORMAL:SPAWN(PHOENIX_ROD_SKILL2),
               #REMOVE;

[PHOENIX_ROD_SKILL1]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BFG9000,AMMO5(4);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotPhoenixRod;
SPECIAL=SPECIAL,NOGRAVITY,DROPPED;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=WPHX:A:-1:NORMAL:NOTHING;

[PHOENIX_ROD_SKILL2]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BFG9000,AMMO5(2);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotPhoenixRod;
SPECIAL=SPECIAL,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=WPHX:A:-1:NORMAL:NOTHING;

// ------------------------ Heretic Artifacts ------------------------

[ARTIFACT_FLASH]
RADIUS=20;
HEIGHT=16;
TRANSLUCENCY=60%;
SPECIAL=NOGRAVITY;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#0000FF;

STATES(IDLE)=ACLO:D:4:BRIGHT:NOTHING,
             ACLO:C:4:BRIGHT:NOTHING,
             ACLO:D:4:BRIGHT:NOTHING,
             ACLO:C:4:BRIGHT:NOTHING,
             ACLO:B:4:BRIGHT:NOTHING,
             ACLO:C:0:BRIGHT:DLIGHT_FADE(0),
             ACLO:C:0:BRIGHT:TRANS_FADE(0%),
             ACLO:C:4:BRIGHT:NOTHING,
             ACLO:B:4:BRIGHT:NOTHING,
             ACLO:A:4:BRIGHT:NOTHING,
             ACLO:B:4:BRIGHT:NOTHING,
             ACLO:A:4:BRIGHT:NOTHING,
             #REMOVE;

[QUARTZ_FLASK:82]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=HEALTH(25:100);
PICKUP_SOUND=ARTIUP;
PICKUP_MESSAGE=GotFlask;
SPECIAL=COUNT_AS_ITEM,SPECIAL,HOVER,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
DROPITEM=ARTIFACT_FLASH;

STATES(IDLE)=PTN2:A:4:NORMAL:NOTHING,
             PTN2:B:4:NORMAL:NOTHING,
             PTN2:C:4:NORMAL:NOTHING;

[MAP_SCROLL:35]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_AUTOMAP;
PICKUP_SOUND=ARTIUP;
PICKUP_MESSAGE=GotMap;
SPECIAL=COUNT_AS_ITEM,SPECIAL,HOVER,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
DROPITEM=ARTIFACT_FLASH;

STATES(IDLE)=SPMP:A:-1:NORMAL:NOTHING;

[SHADOWSPHERE:75]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_PARTINVIS(60:60);
PICKUP_SOUND=ARTIUP;
PICKUP_MESSAGE=GotShadow;
SPECIAL=COUNT_AS_ITEM,SPECIAL,HOVER,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
TRANSLUCENCY=40%;
DROPITEM=ARTIFACT_FLASH;

STATES(IDLE)=INVS:A:-1:BRIGHT:NOTHING;

[TOME_OF_POWER:86]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_BERSERK(40:40);
PICKUP_SOUND=ARTIUP;
PICKUP_MESSAGE=GotTome;
SPECIAL=COUNT_AS_ITEM,SPECIAL,HOVER,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
DROPITEM=ARTIFACT_FLASH;

STATES(IDLE)=PWBK:A:-1:NORMAL:NOTHING;

[TIME_BOMB:34]
RADIUS=20;
HEIGHT=16;
//PICKUP_BENEFIT=HEALTH(1:200);
//PICKUP_SOUND=ARTIUP;
//PICKUP_MESSAGE=GotBomb;
//TRANSLUCENCY=60%;
//SPECIAL=COUNT_AS_ITEM,SPECIAL,HOVER,NOGRAVITY;
SPECIAL=HOVER;
RESPAWN_EFFECT=ITEM_RESPAWN;
DROPITEM=ARTIFACT_FLASH;

STATES(IDLE)=FBMB:E:-1:NORMAL:NOTHING;

[MYSTIC_URN:32]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=HEALTH(100:100);
PICKUP_SOUND=ARTIUP;
PICKUP_MESSAGE=GotUrn;
SPECIAL=COUNT_AS_ITEM,SPECIAL,HOVER,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
DROPITEM=ARTIFACT_FLASH;

STATES(IDLE)=SPHL:A:-1:NORMAL:NOTHING;

[WINGS_OF_WRATH:83]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_JETPACK(60:60);
PICKUP_SOUND=ARTIUP;
PICKUP_MESSAGE=GotWings;
SPECIAL=COUNT_AS_ITEM,SPECIAL,HOVER,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
DROPITEM=ARTIFACT_FLASH;

STATES(IDLE)=SOAR:A:5:NORMAL:NOTHING,
             SOAR:B:5:NORMAL:NOTHING,
             SOAR:C:5:NORMAL:NOTHING,
             SOAR:B:5:NORMAL:NOTHING;

[RING_OF_INVINCIBILITY:84]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_INVULNERABLE(30:30);
PICKUP_SOUND=ARTIUP;
PICKUP_MESSAGE=GotRing;
SPECIAL=COUNT_AS_ITEM,SPECIAL,HOVER,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
DROPITEM=ARTIFACT_FLASH;

STATES(IDLE)=INVU:A:3:NORMAL:NOTHING,
             INVU:B:3:NORMAL:NOTHING,
             INVU:C:3:NORMAL:NOTHING,
             INVU:D:3:NORMAL:NOTHING;

[TORCH:33]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_LIGHTGOGGLES(120:120);
PICKUP_SOUND=ARTIUP;
PICKUP_MESSAGE=GotTorch;
SPECIAL=COUNT_AS_ITEM,SPECIAL,HOVER,NOGRAVITY;
RESPAWN_EFFECT=ITEM_RESPAWN;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FFFF40;
DROPITEM=ARTIFACT_FLASH;

STATES(IDLE)=TRCH:A:3:BRIGHT:NOTHING,
             TRCH:B:3:BRIGHT:NOTHING,
             TRCH:C:3:BRIGHT:NOTHING;

[CHAOS_DEVICE:36]
RADIUS=20;
HEIGHT=16;
//PICKUP_BENEFIT=HEALTH(1:200);
//PICKUP_SOUND=ARTIUP;
//PICKUP_MESSAGE=GotChaos;
//TRANSLUCENCY=60%;
//SPECIAL=COUNT_AS_ITEM,SPECIAL,HOVER,NOGRAVITY;
SPECIAL=HOVER;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=ATLP:A:4:NORMAL:NOTHING,
             ATLP:B:4:NORMAL:NOTHING,
             ATLP:C:4:NORMAL:NOTHING,
             ATLP:B:4:NORMAL:NOTHING;

[MORPH_OVUM:30]
RADIUS=20;
HEIGHT=16;
//PICKUP_BENEFIT=HEALTH(1:200);
//PICKUP_SOUND=ARTIUP;
//PICKUP_MESSAGE=GotEgg;
//TRANSLUCENCY=60%;
//SPECIAL=COUNT_AS_ITEM,SPECIAL,HOVER,NOGRAVITY;
SPECIAL=HOVER;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=EGGC:A:6:NORMAL:NOTHING,
             EGGC:B:6:NORMAL:NOTHING,
             EGGC:C:6:NORMAL:NOTHING,
             EGGC:B:6:NORMAL:NOTHING;

// ------------------------ Heretic Decorations ------------------------

[HANGING_SKULL_I:17]
RADIUS=20;
HEIGHT=70;
SPECIAL=INERT,NOGRAVITY,ON_CEILING;

STATES(IDLE)=SKH1:A:-1:NORMAL:NOTHING;

[HANGING_SKULL_II:24]
RADIUS=20;
HEIGHT=60;
SPECIAL=INERT,NOGRAVITY,ON_CEILING;

STATES(IDLE)=SKH2:A:-1:NORMAL:NOTHING;

[HANGING_SKULL_III:25]
RADIUS=20;
HEIGHT=45;
SPECIAL=INERT,NOGRAVITY,ON_CEILING;

STATES(IDLE)=SKH3:A:-1:NORMAL:NOTHING;

[HANGING_SKULL_IV:26]
RADIUS=20;
HEIGHT=35;
SPECIAL=INERT,NOGRAVITY,ON_CEILING;

STATES(IDLE)=SKH4:A:-1:NORMAL:NOTHING;

[SERPENT_TORCH:27]
RADIUS=12;
HEIGHT=54;
SPECIAL=SOLID,NOSHADOW,NOGRAVITY;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FFFF40;

STATES(IDLE)=SRTC:A:4:BRIGHT:NOTHING,
             SRTC:B:4:BRIGHT:NOTHING,
             SRTC:C:4:BRIGHT:NOTHING;

[CHANDELIER:28]
RADIUS=20;
HEIGHT=60;
SPECIAL=INERT,ON_CEILING;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FFFF40;

STATES(IDLE)=CHDL:A:4:BRIGHT:NOTHING,
             CHDL:B:4:BRIGHT:NOTHING,
             CHDL:C:4:BRIGHT:NOTHING;

[SMALL_PILLAR:29]
RADIUS=16;
HEIGHT=34;
SPECIAL=SOLID,CLIMBABLE,NOGRAVITY;

STATES(IDLE)=SMPL:A:-1:NORMAL:NOTHING;

[SMALL_STALAGMITE:37]
RADIUS=8;
HEIGHT=32;
SPECIAL=SOLID,NOGRAVITY;

STATES(IDLE)=STGS:A:-1:NORMAL:NOTHING;

[LARGE_STALAGMITE:38]
RADIUS=12;
HEIGHT=64;
SPECIAL=SOLID,NOGRAVITY;

STATES(IDLE)=STGL:A:-1:NORMAL:NOTHING;

[SMALL_STALACTITE:39]
RADIUS=8;
HEIGHT=36;
SPECIAL=SOLID,ON_CEILING,NOGRAVITY;

STATES(IDLE)=STCS:A:-1:NORMAL:NOTHING;

[LARGE_STALACTITE:40]
RADIUS=12;
HEIGHT=68;
SPECIAL=SOLID,ON_CEILING,NOGRAVITY;

STATES(IDLE)=STCL:A:-1:NORMAL:NOTHING;

[FIRE_BRAZIER:76]
RADIUS=16;
HEIGHT=44;
SPECIAL=SOLID,NOSHADOW,NOGRAVITY;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=300;
DLIGHT.COLOUR=#FFFF40;

STATES(IDLE)=KFR1:A:3:BRIGHT:NOTHING,
             KFR1:B:3:BRIGHT:NOTHING,
             KFR1:C:3:BRIGHT:NOTHING,
             KFR1:D:3:BRIGHT:NOTHING,
             KFR1:E:3:BRIGHT:NOTHING,
             KFR1:F:3:BRIGHT:NOTHING,
             KFR1:G:3:BRIGHT:NOTHING,
             KFR1:H:3:BRIGHT:NOTHING;

[WOODEN_BARREL:44]
RADIUS=12;
HEIGHT=32;
SPECIAL=SOLID,CLIMBABLE,NOGRAVITY;

STATES(IDLE)=BARL:A:-1:NORMAL:NOTHING;

[BROWN_PILLAR:47]
RADIUS=14;
HEIGHT=128;
SPECIAL=SOLID,NOGRAVITY;

STATES(IDLE)=BRPL:A:-1:NORMAL:NOTHING;

[MOSS_I:48]
RADIUS=20;
HEIGHT=23;
SPECIAL=INERT,NOGRAVITY,ON_CEILING;

STATES(IDLE)=MOS1:A:-1:NORMAL:NOTHING;

[MOSS_II:49]
RADIUS=20;
HEIGHT=27;
SPECIAL=INERT,NOGRAVITY,ON_CEILING;

STATES(IDLE)=MOS2:A:-1:NORMAL:NOTHING;

[WALL_TORCH:50]
RADIUS=6;
HEIGHT=16;
SPECIAL=NOGRAVITY,NOSHADOW,FLOATER,SLIDER;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FFFF40;

STATES(IDLE)=WTRH:A:6:BRIGHT:NOTHING,
             WTRH:B:6:BRIGHT:NOTHING,
             WTRH:C:6:BRIGHT:NOTHING;

[HANGING_CORPSE:51]
RADIUS=8;
HEIGHT=104;
SPECIAL=SOLID,NOGRAVITY,ON_CEILING;

STATES(IDLE)=HCOR:A:-1:NORMAL:NOTHING;

[POD:2035]
SPAWNHEALTH=45;
RADIUS=16;
HEIGHT=54;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#40FF40;
EXPLODE_DAMAGE.VAL=128;
PAINCHANCE=100%;
EXPLODE_DAMAGE.OBITUARY="OB_EXPLODE";
DEATH_SOUND="PODEXP";
SPECIAL=SHOOTABLE,SOLID,CLIMBABLE,DAMAGESMOKE,DROPOFF,SLIDER,TOUCHY;

STATES(SPAWN)=PPOD:A:10:NORMAL:NOTHING;

STATES(TOUCH)=PPOD:A:0:NORMAL:FACETARGET,
              PPOD:A:0:NORMAL:MOVE_FWD(-1),
              PPOD:A:0:NORMAL:TOUCHY_REARM,
              #SPAWN;

STATES(PAIN)=PPOD:B:14:NORMAL:NOTHING,
             #SPAWN;

STATES(DEATH)=PPOD:C:5:BRIGHT:NOTHING,
              PPOD:D:5:BRIGHT:MAKEDEATHSOUND,
              PPOD:E:5:BRIGHT:EXPLOSIONDAMAGE,
              PPOD:F:10:BRIGHT:NOTHING,
              PPOD:F:0:BRIGHT:MAKEDEAD,
              #REMOVE;

STATES(RESPAWN)=PPOD:I:3:NORMAL:PLAYSOUND(NEWPOD),
                PPOD:J:3:NORMAL:NOTHING,
                PPOD:K:3:NORMAL:NOTHING,
                PPOD:L:3:NORMAL:NOTHING,
                PPOD:M:3:NORMAL:NOTHING,
                PPOD:N:3:NORMAL:NOTHING,
                PPOD:O:3:NORMAL:NOTHING,
                PPOD:P:3:NORMAL:NOTHING,
                #SPAWN;

[POD_RESPAWNING]
RADIUS=16;
HEIGHT=54;
SPECIAL=SOLID,FLOATER,SLIDER;

STATES(SPAWN)=PPOD:I:3:NORMAL:PLAYSOUND(NEWPOD),
              PPOD:J:3:NORMAL:NOTHING,
              PPOD:K:3:NORMAL:NOTHING,
              PPOD:L:3:NORMAL:NOTHING,
              PPOD:M:3:NORMAL:NOTHING,
              PPOD:N:3:NORMAL:NOTHING,
              PPOD:O:3:NORMAL:NOTHING,
              PPOD:P:3:NORMAL:NOTHING,
              NULL:A:0:NORMAL:SPAWN(POD),
              #REMOVE;

[POD_SPAWNER]
RADIUS=16;
HEIGHT=54;
SPECIAL=NOBLOCKMAP,CORPSE,FLOATER;
SPARE_ATTACK=POD_SPAWNER;

STATES(SPAWN)=NULL:A:35:NORMAL:SPARE_ATTACK(POD_SPAWNER),
              #REMOVE;

[POD_GENERATOR:43]
RADIUS=16;
HEIGHT=54;
SPECIAL=NOBLOCKMAP,CORPSE,FLOATER;

STATES(SPAWN)=NULL:A:35:NORMAL:DROPITEM(POD_SPAWNER),
              #SPAWN;

[VOLCANO:87]
RADIUS=12;
HEIGHT=20;
SPECIAL=SOLID,CLIMBABLE;

STATES(IDLE)=VLCO:A:350:NORMAL:NOTHING,
             VLCO:A:35:NORMAL:NOTHING,//VolcanoSet?
             VLCO:B:3:NORMAL:NOTHING,
             VLCO:C:3:NORMAL:NOTHING,
             VLCO:D:3:NORMAL:NOTHING,
             VLCO:B:3:NORMAL:NOTHING,
             VLCO:C:3:NORMAL:NOTHING,
             VLCO:D:3:NORMAL:NOTHING,
             VLCO:E:0:NORMAL:JUMP(IDLE:11,50%),
             VLCO:E:10:NORMAL:SPARE_ATTACK(VOLCANO_BLAST),
             #IDLE:1,
             VLCO:E:0:NORMAL:SPARE_ATTACK(VOLCANO_BLAST),
             VLCO:E:0:NORMAL:JUMP(IDLE:13,50%),
             #IDLE:10,
             VLCO:E:0:NORMAL:SPARE_ATTACK(VOLCANO_BLAST),
             #IDLE:10;

// ------------------------ Heretic Key Gizmos ------------------------

[KEY_GIZMO_BLUE:94]
RADIUS=16;
HEIGHT=50;
SPECIAL=SOLID,NOGRAVITY;

STATES(IDLE)=KGZ1:A:1:NORMAL:NOTHING,
             KGZ1:A:1:NORMAL:SPARE_ATTACK(SPAWN_BLUE_SPHERE),
             KGZ1:A:-1:NORMAL:NOTHING;

[KEY_GIZMO_GREEN:95]
RADIUS=16;
HEIGHT=50;
SPECIAL=SOLID,NOGRAVITY;

STATES(IDLE)=KGZ1:A:1:NORMAL:NOTHING,
             KGZ1:A:1:NORMAL:SPARE_ATTACK(SPAWN_GREEN_SPHERE),
             KGZ1:A:-1:NORMAL:NOTHING;

[KEY_GIZMO_YELLOW:96]
RADIUS=16;
HEIGHT=50;
SPECIAL=SOLID,NOGRAVITY;

STATES(IDLE)=KGZ1:A:1:NORMAL:NOTHING,
             KGZ1:A:1:NORMAL:SPARE_ATTACK(SPAWN_YELLOW_SPHERE),
             KGZ1:A:-1:NORMAL:NOTHING;


[BLUE_GIZMO_SPHERE]
RADIUS=16;
HEIGHT=16;
SPECIAL=INERT,NOCLIP,NOGRAVITY,NOSHADOW,FLOATER;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#0000FF;

STATES(SPAWN)=KGZB:A:-1:BRIGHT:NOTHING;

[GREEN_GIZMO_SPHERE]
RADIUS=16;
HEIGHT=16;
SPECIAL=INERT,NOCLIP,NOGRAVITY,NOSHADOW,FLOATER;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#40FF40;

STATES(SPAWN)=KGZG:A:-1:BRIGHT:NOTHING;

[YELLOW_GIZMO_SPHERE]
RADIUS=16;
HEIGHT=16;
SPECIAL=INERT,NOCLIP,NOGRAVITY,NOSHADOW,FLOATER;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FFFF40;

STATES(SPAWN)=KGZY:A:-1:BRIGHT:NOTHING;

// ------------------------ Heretic Monsters ------------------------

[GARGOYLE_FALL_DEATH]
RADIUS=16;
HEIGHT=36;
MASS=50;
SPECIAL=CORPSE;
DEATH_SOUND=IMPDTH;

STATES(SPAWN)=IMPX:I:7:NORMAL:MAKEDEAD,
              IMPX:J:7:NORMAL:MAKEDEATHSOUND,
              IMPX:K:7:NORMAL:NOTHING,
              IMPX:L:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[GARGOYLE_FALL_XDEATH]
RADIUS=16;
HEIGHT=36;
MASS=50;
SPECIAL=CORPSE;

STATES(SPAWN)=IMPX:V:5:NORMAL:MAKEDEAD,
              IMPX:W:5:NORMAL:NOTHING,
              IMPX:X:5:NORMAL:NOTHING,
              IMPX:Y:5:NORMAL:NOTHING,
              IMPX:Z:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[GARGOYLE:66]
IMMUNITY_CLASS=A;
SPAWNHEALTH=40;
REACTION_TIME=0.23;
RADIUS=16;
HEIGHT=36;
SPEED=10;
MASS=50;
PAINCHANCE=78.13%;
FLOAT_SPEED=6;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,FLOATER,NOGRAV_KILL,ON_CEILING;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
ACTIVE_SOUND=IMPSIT;
PAIN_SOUND=IMPPAI;
SIGHTING_SOUND=IMPSIT;
DEATH_SOUND=IMPDTH;
STARTCOMBAT_SOUND=IMPAT1;
OVERKILL_SOUND=RIPSLOP;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=GARGOYLE_DIVE;
CLOSE_ATTACK=GARGOYLE_MELEE;

STATES(IDLE)=IMPX:A:10:NORMAL:LOOKOUT,
             IMPX:B:10:NORMAL:LOOKOUT,
             IMPX:C:10:NORMAL:LOOKOUT,
             IMPX:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=IMPX:A:3:NORMAL:CHASE,
              IMPX:A:3:NORMAL:CHASE,
              IMPX:B:3:NORMAL:CHASE,
              IMPX:B:3:NORMAL:CHASE,
              IMPX:C:3:NORMAL:CHASE,
              IMPX:C:3:NORMAL:CHASE,
              IMPX:B:3:NORMAL:CHASE,
              IMPX:B:3:NORMAL:CHASE;

STATES(MELEE)=IMPX:D:6:NORMAL:FACETARGET,
              IMPX:E:6:NORMAL:FACETARGET,
              IMPX:F:6:NORMAL:CLOSE_ATTACK,
              #CHASE;

STATES(MISSILE)=IMPX:A:10:NORMAL:FACETARGET,
                IMPX:B:6:NORMAL:RANGE_ATTACK,
                IMPX:C:6:NORMAL:FACETARGET,
                IMPX:B:6:NORMAL:FACETARGET,
                IMPX:A:6:NORMAL:FACETARGET,
                IMPX:B:6:NORMAL:FACETARGET,
                #MISSILE:2;

STATES(PAIN)=IMPX:G:3:NORMAL:NOTHING,
             IMPX:G:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=IMPX:G:4:NORMAL:NOTHING,
              IMPX:H:5:NORMAL:NOTHING,
              IMPX:I:0:NORMAL:SPAWN(GARGOYLE_FALL_DEATH),
              #REMOVE;

STATES(OVERKILL)=IMPX:S:5:NORMAL:NOTHING,
                 IMPX:T:5:NORMAL:MAKEOVERKILLSOUND,
                 IMPX:U:5:NORMAL:NOTHING,
                 IMPX:V:0:NORMAL:SPAWN(GARGOYLE_FALL_XDEATH),
                 #REMOVE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[FIRE_GARGOYLE_FALL_DEATH]
RADIUS=16;
HEIGHT=36;
MASS=50;
SPECIAL=CORPSE;
DEATH_SOUND=IMPDTH;

STATES(SPAWN)=IMPX:I:7:NORMAL:MAKEDEAD,
              IMPX:J:7:NORMAL:MAKEDEATHSOUND,
              IMPX:K:7:NORMAL:NOTHING,
              IMPX:L:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[FIRE_GARGOYLE_FALL_XDEATH]
RADIUS=16;
HEIGHT=36;
MASS=50;
SPECIAL=CORPSE;

STATES(SPAWN)=IMPX:V:5:NORMAL:MAKEDEAD,
              IMPX:W:5:NORMAL:NOTHING,
              IMPX:X:5:NORMAL:NOTHING,
              IMPX:Y:5:NORMAL:NOTHING,
              IMPX:Z:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[FIRE_GARGOYLE:5]
IMMUNITY_CLASS=A;
SPAWNHEALTH=80;
REACTION_TIME=0.23;
RADIUS=16;
HEIGHT=36;
SPEED=10;
MASS=50;
PAINCHANCE=78.13%;
FLOAT_SPEED=6;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,FLOATER,NOGRAV_KILL,ON_CEILING;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
ACTIVE_SOUND=IMPSIT;
PAIN_SOUND=IMPPAI;
SIGHTING_SOUND=IMPSIT;
DEATH_SOUND=IMPDTH;
OVERKILL_SOUND=RIPSLOP;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=GARGOYLE_RANGE;

STATES(IDLE)=IMPX:A:10:NORMAL:LOOKOUT,
             IMPX:B:10:NORMAL:LOOKOUT,
             IMPX:C:10:NORMAL:LOOKOUT,
             IMPX:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=IMPX:A:3:NORMAL:CHASE,
              IMPX:A:3:NORMAL:CHASE,
              IMPX:B:3:NORMAL:CHASE,
              IMPX:B:3:NORMAL:CHASE,
              IMPX:C:3:NORMAL:CHASE,
              IMPX:C:3:NORMAL:CHASE,
              IMPX:B:3:NORMAL:CHASE,
              IMPX:B:3:NORMAL:CHASE;

STATES(MISSILE)=IMPX:D:6:NORMAL:FACETARGET,
                IMPX:E:6:NORMAL:FACETARGET,
                IMPX:F:6:NORMAL:RANGE_ATTACK,
                #CHASE;

STATES(PAIN)=IMPX:G:3:NORMAL:NOTHING,
             IMPX:G:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=IMPX:G:4:NORMAL:NOTHING,
              IMPX:H:5:NORMAL:NOTHING,
              IMPX:I:0:NORMAL:SPAWN(FIRE_GARGOYLE_FALL_DEATH),
              #REMOVE;

STATES(OVERKILL)=IMPX:S:5:NORMAL:NOTHING,
                 IMPX:T:5:NORMAL:MAKEOVERKILLSOUND,
                 IMPX:U:5:NORMAL:NOTHING,
                 IMPX:V:0:NORMAL:SPAWN(FIRE_GARGOYLE_FALL_XDEATH),
                 #REMOVE;

STATES(RESPAWN)=IMPX:K:5:NORMAL:NOTHING,
                IMPX:J:5:NORMAL:NOTHING,
                IMPX:I:5:NORMAL:NOTHING,
                IMPX:H:5:NORMAL:NOTHING,
                IMPX:G:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[GOLEM_SOUL]
RADIUS=8;
HEIGHT=16;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOZBUFFER;

STATES(SPAWN)=MUMM:Q:5:NORMAL:MOVE_UP(1),
              MUMM:R:5:NORMAL:NOTHING,
              MUMM:S:5:NORMAL:NOTHING,
              MUMM:T:9:NORMAL:NOTHING,
              MUMM:U:9:NORMAL:TRANS_FADE(0%),
              MUMM:V:9:NORMAL:NOTHING,
              MUMM:W:9:NORMAL:NOTHING,
              #REMOVE;

[GOLEM:68]
IMMUNITY_CLASS=D;
SPAWNHEALTH=80;
REACTION_TIME=0.23;
RADIUS=22;
HEIGHT=62;
SPEED=12;
MASS=75;
PAINCHANCE=50.2%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=MUMSIT;
DEATH_SOUND=MUMDTH;
PAIN_SOUND=MUMPAI;
SIGHTING_SOUND=MUMSIT;
CLOSE_ATTACK=GOLEM_MELEE;
DROPITEM=GOLEM_AMMO_DROP;

STATES(IDLE)=MUMM:A:10:NORMAL:LOOKOUT,
             MUMM:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=MUMM:A:4:NORMAL:CHASE,
              MUMM:B:4:NORMAL:CHASE,
              MUMM:C:4:NORMAL:CHASE,
              MUMM:D:4:NORMAL:CHASE;

STATES(MELEE)=MUMM:E:6:NORMAL:FACETARGET,
              MUMM:F:6:NORMAL:CLOSEATTEMPTSND,
              MUMM:G:6:NORMAL:CLOSE_ATTACK,
              #CHASE;

STATES(PAIN)=MUMM:H:4:NORMAL:NOTHING,
             MUMM:H:4:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=MUMM:I:5:NORMAL:NOTHING,
              MUMM:J:5:NORMAL:MAKEDEATHSOUND,
              MUMM:K:5:NORMAL:SPAWN(GOLEM_SOUL),
              MUMM:L:5:NORMAL:NOTHING,
              MUMM:M:5:NORMAL:MAKEDEAD,
              MUMM:N:5:NORMAL:NOTHING,
              MUMM:O:5:NORMAL:NOTHING,
              MUMM:P:-1:NORMAL:NOTHING;

STATES(RESPAWN)=MUMM:O:5:NORMAL:NOTHING,
                MUMM:N:5:NORMAL:NOTHING,
                MUMM:M:5:NORMAL:NOTHING,
                MUMM:L:5:NORMAL:NOTHING,
                MUMM:K:5:NORMAL:NOTHING,
                MUMM:J:5:NORMAL:NOTHING,
                MUMM:I:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[NITRO_GOLEM:45]
IMMUNITY_CLASS=D;
SPAWNHEALTH=100;
REACTION_TIME=0.23;
RADIUS=22;
HEIGHT=62;
SPEED=12;
MASS=75;
PAINCHANCE=50.2%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=MUMSIT;
DEATH_SOUND=MUMDTH;
PAIN_SOUND=MUMPAI;
SIGHTING_SOUND=MUMSIT;
CLOSE_ATTACK=GOLEM_MELEE;
RANGE_ATTACK=GOLEM_RANGE;
DROPITEM=GOLEM_AMMO_DROP;

STATES(IDLE)=MUMM:A:10:NORMAL:LOOKOUT,
             MUMM:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=MUMM:A:4:NORMAL:CHASE,
              MUMM:B:4:NORMAL:CHASE,
              MUMM:C:4:NORMAL:CHASE,
              MUMM:D:4:NORMAL:CHASE;

STATES(MELEE)=MUMM:E:6:NORMAL:FACETARGET,
              MUMM:F:6:NORMAL:CLOSEATTEMPTSND,
              MUMM:G:6:NORMAL:CLOSE_ATTACK,
              #CHASE;

STATES(MISSILE)=MUMM:X:5:NORMAL:FACETARGET,
                MUMM:Y:5:BRIGHT:FACETARGET,
                MUMM:X:5:NORMAL:FACETARGET,
                MUMM:Y:5:BRIGHT:FACETARGET,
                MUMM:X:5:NORMAL:FACETARGET,
                MUMM:Y:5:BRIGHT:COMBOATTACK,
                #CHASE;

STATES(PAIN)=MUMM:H:4:NORMAL:NOTHING,
             MUMM:H:4:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=MUMM:I:5:NORMAL:NOTHING,
              MUMM:J:5:NORMAL:MAKEDEATHSOUND,
              MUMM:K:5:NORMAL:SPAWN(GOLEM_SOUL),
              MUMM:L:5:NORMAL:NOTHING,
              MUMM:M:5:NORMAL:MAKEDEAD,
              MUMM:N:5:NORMAL:NOTHING,
              MUMM:O:5:NORMAL:NOTHING,
              MUMM:P:-1:NORMAL:NOTHING;

STATES(RESPAWN)=MUMM:O:5:NORMAL:NOTHING,
                MUMM:N:5:NORMAL:NOTHING,
                MUMM:M:5:NORMAL:NOTHING,
                MUMM:L:5:NORMAL:NOTHING,
                MUMM:K:5:NORMAL:NOTHING,
                MUMM:J:5:NORMAL:NOTHING,
                MUMM:I:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[GOLEM_GHOST:69]
IMMUNITY_CLASS=D;
GHOST_CLASS=EFJ;
SPAWNHEALTH=80;
REACTION_TIME=0.23;
RADIUS=22;
HEIGHT=62;
SPEED=12;
MASS=75;
PAINCHANCE=50.2%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=MUMSIT;
DEATH_SOUND=MUMDTH;
PAIN_SOUND=MUMPAI;
SIGHTING_SOUND=MUMSIT;
CLOSE_ATTACK=GOLEM_MELEE;
TRANSLUCENCY=40%;
DROPITEM=GOLEM_AMMO_DROP;

STATES(IDLE)=MUMM:A:10:NORMAL:LOOKOUT,
             MUMM:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=MUMM:A:4:NORMAL:CHASE,
              MUMM:B:4:NORMAL:CHASE,
              MUMM:C:4:NORMAL:CHASE,
              MUMM:D:4:NORMAL:CHASE;

STATES(MELEE)=MUMM:E:6:NORMAL:FACETARGET,
              MUMM:F:6:NORMAL:CLOSEATTEMPTSND,
              MUMM:G:6:NORMAL:CLOSE_ATTACK,
              #CHASE;

STATES(PAIN)=MUMM:H:4:NORMAL:NOTHING,
             MUMM:H:4:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=MUMM:I:5:NORMAL:NOTHING,
              MUMM:J:5:NORMAL:MAKEDEATHSOUND,
              MUMM:K:5:NORMAL:SPAWN(GOLEM_SOUL),
              MUMM:L:5:NORMAL:NOTHING,
              MUMM:M:5:NORMAL:MAKEDEAD,
              MUMM:N:5:NORMAL:NOTHING,
              MUMM:O:5:NORMAL:NOTHING,
              MUMM:P:-1:NORMAL:NOTHING;

STATES(RESPAWN)=MUMM:O:5:NORMAL:NOTHING,
                MUMM:N:5:NORMAL:NOTHING,
                MUMM:M:5:NORMAL:NOTHING,
                MUMM:L:5:NORMAL:NOTHING,
                MUMM:K:5:NORMAL:NOTHING,
                MUMM:J:5:NORMAL:NOTHING,
                MUMM:I:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[NITRO_GOLEM_GHOST:46]
IMMUNITY_CLASS=D;
GHOST_CLASS=EFJ;
SPAWNHEALTH=100;
REACTION_TIME=0.23;
RADIUS=22;
HEIGHT=62;
SPEED=12;
MASS=75;
PAINCHANCE=50.2%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=MUMSIT;
DEATH_SOUND=MUMDTH;
PAIN_SOUND=MUMPAI;
SIGHTING_SOUND=MUMSIT;
CLOSE_ATTACK=GOLEM_MELEE;
RANGE_ATTACK=GOLEM_RANGE;
TRANSLUCENCY=40%;
DROPITEM=GOLEM_AMMO_DROP;

STATES(IDLE)=MUMM:A:10:NORMAL:LOOKOUT,
             MUMM:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=MUMM:A:4:NORMAL:CHASE,
              MUMM:B:4:NORMAL:CHASE,
              MUMM:C:4:NORMAL:CHASE,
              MUMM:D:4:NORMAL:CHASE;

STATES(MELEE)=MUMM:E:6:NORMAL:FACETARGET,
              MUMM:F:6:NORMAL:CLOSEATTEMPTSND,
              MUMM:G:6:NORMAL:CLOSE_ATTACK,
              #CHASE;

STATES(MISSILE)=MUMM:X:5:NORMAL:FACETARGET,
                MUMM:Y:5:BRIGHT:FACETARGET,
                MUMM:X:5:NORMAL:FACETARGET,
                MUMM:Y:5:BRIGHT:FACETARGET,
                MUMM:X:5:NORMAL:FACETARGET,
                MUMM:Y:5:BRIGHT:COMBOATTACK,
                #CHASE;

STATES(PAIN)=MUMM:H:4:NORMAL:NOTHING,
             MUMM:H:4:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=MUMM:I:5:NORMAL:NOTHING,
              MUMM:J:5:NORMAL:MAKEDEATHSOUND,
              MUMM:K:5:NORMAL:SPAWN(GOLEM_SOUL),
              MUMM:L:5:NORMAL:NOTHING,
              MUMM:M:5:NORMAL:MAKEDEAD,
              MUMM:N:5:NORMAL:NOTHING,
              MUMM:O:5:NORMAL:NOTHING,
              MUMM:P:-1:NORMAL:NOTHING;

STATES(RESPAWN)=MUMM:O:5:NORMAL:NOTHING,
                MUMM:N:5:NORMAL:NOTHING,
                MUMM:M:5:NORMAL:NOTHING,
                MUMM:L:5:NORMAL:NOTHING,
                MUMM:K:5:NORMAL:NOTHING,
                MUMM:J:5:NORMAL:NOTHING,
                MUMM:I:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[UNDEAD_WARRIOR:64]
IMMUNITY_CLASS=E;
SPAWNHEALTH=200;
REACTION_TIME=0.23;
RADIUS=24;
HEIGHT=78;
SPEED=12;
MASS=150;
PAINCHANCE=39.22%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=KGTSIT;
DEATH_SOUND=KGTDTH;
PAIN_SOUND=KGTPAI;
SIGHTING_SOUND=KGTSIT;
RANGE_ATTACK=KNIGHT_GREEN_AXE;
SPARE_ATTACK=KNIGHT_RED_AXE;
CLOSE_ATTACK=KNIGHT_MELEE;
DROPITEM=WARRIOR_AMMO_DROP;

STATES(IDLE)=KNIG:A:10:NORMAL:LOOKOUT,
             KNIG:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=KNIG:A:4:NORMAL:CHASE,
              KNIG:B:4:NORMAL:CHASE,
              KNIG:C:4:NORMAL:CHASE,
              KNIG:D:4:NORMAL:CHASE;

STATES(MELEE)=KNIG:E:10:NORMAL:FACETARGET,
              KNIG:F:8:NORMAL:FACETARGET,
              KNIG:G:8:NORMAL:COMBOATTACK,
              KNIG:E:10:NORMAL:FACETARGET,
              KNIG:F:8:NORMAL:FACETARGET,
              KNIG:G:8:NORMAL:COMBOATTACK,
              #CHASE;

STATES(MISSILE)=KNIG:E:10:NORMAL:FACETARGET,
                KNIG:F:8:NORMAL:FACETARGET,
                KNIG:F:0:NORMAL:JUMP(MISSILE:9,10%),
                KNIG:G:8:NORMAL:COMBOATTACK,
                KNIG:E:10:NORMAL:FACETARGET,
                KNIG:F:8:NORMAL:FACETARGET,
                KNIG:F:0:NORMAL:JUMP(MISSILE:10,10%),
                KNIG:G:8:NORMAL:COMBOATTACK,
                #CHASE,
                KNIG:G:8:NORMAL:SPARE_ATTACK,
                #MISSILE:5,
                KNIG:G:8:NORMAL:SPARE_ATTACK,
                #CHASE;

STATES(PAIN)=KNIG:H:3:NORMAL:NOTHING,
             KNIG:H:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=KNIG:I:6:NORMAL:NOTHING,
              KNIG:J:6:NORMAL:MAKEDEATHSOUND,
              KNIG:K:6:NORMAL:NOTHING,
              KNIG:L:6:NORMAL:MAKEDEAD,
              KNIG:M:6:NORMAL:NOTHING,
              KNIG:N:6:NORMAL:NOTHING,
              KNIG:O:-1:NORMAL:NOTHING;

STATES(RESPAWN)=KNIG:N:6:NORMAL:NOTHING,
                KNIG:M:6:NORMAL:NOTHING,
                KNIG:L:6:NORMAL:NOTHING,
                KNIG:K:6:NORMAL:NOTHING,
                KNIG:J:6:NORMAL:NOTHING,
                KNIG:I:6:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[UNDEAD_WARRIOR_GHOST:65]
GHOST_CLASS=EFJ;
SPAWNHEALTH=200;
REACTION_TIME=0.23;
RADIUS=24;
HEIGHT=78;
SPEED=12;
MASS=150;
PAINCHANCE=39.22%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=KGTSIT;
DEATH_SOUND=KGTDTH;
PAIN_SOUND=KGTPAI;
SIGHTING_SOUND=KGTSIT;
RANGE_ATTACK=KNIGHT_RED_AXE;
CLOSE_ATTACK=KNIGHT_MELEE;
TRANSLUCENCY=40%;
DROPITEM=WARRIOR_AMMO_DROP;

STATES(IDLE)=KNIG:A:10:NORMAL:LOOKOUT,
             KNIG:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=KNIG:A:4:NORMAL:CHASE,
              KNIG:B:4:NORMAL:CHASE,
              KNIG:C:4:NORMAL:CHASE,
              KNIG:D:4:NORMAL:CHASE;

STATES(MELEE)=KNIG:E:10:NORMAL:FACETARGET,
              KNIG:F:8:NORMAL:FACETARGET,
              KNIG:G:8:NORMAL:COMBOATTACK,
              KNIG:E:10:NORMAL:FACETARGET,
              KNIG:F:8:NORMAL:FACETARGET,
              KNIG:G:8:NORMAL:COMBOATTACK,
              #CHASE;

STATES(MISSILE)=KNIG:E:10:NORMAL:FACETARGET,
                KNIG:F:8:NORMAL:FACETARGET,
                KNIG:G:8:NORMAL:COMBOATTACK,
                KNIG:E:10:NORMAL:FACETARGET,
                KNIG:F:8:NORMAL:FACETARGET,
                KNIG:G:8:NORMAL:COMBOATTACK,
                #CHASE;

STATES(PAIN)=KNIG:H:3:NORMAL:NOTHING,
             KNIG:H:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=KNIG:I:6:NORMAL:NOTHING,
              KNIG:J:6:NORMAL:MAKEDEATHSOUND,
              KNIG:K:6:NORMAL:NOTHING,
              KNIG:L:6:NORMAL:MAKEDEAD,
              KNIG:M:6:NORMAL:NOTHING,
              KNIG:N:6:NORMAL:NOTHING,
              KNIG:O:-1:NORMAL:NOTHING;

STATES(RESPAWN)=KNIG:N:6:NORMAL:NOTHING,
                KNIG:M:6:NORMAL:NOTHING,
                KNIG:L:6:NORMAL:NOTHING,
                KNIG:K:6:NORMAL:NOTHING,
                KNIG:J:6:NORMAL:NOTHING,
                KNIG:I:6:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[DISCIPLE:15]
SPAWNHEALTH=180;
REACTION_TIME=0.23;
RADIUS=32;
HEIGHT=68;
SPEED=12;
MASS=100;
PAINCHANCE=25.1%;
FLOAT_SPEED=4;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,FLOATER;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=WIZACT;
DEATH_SOUND=WIZDTH;
PAIN_SOUND=WIZPAI;
SIGHTING_SOUND=WIZSIT;
RANGE_ATTACK=WIZARD_MISSILE_MIDDLE;
SPARE_ATTACK=WIZARD_MISSILE_RIGHT;
DROPITEM=DISCIPLE_AMMO_DROP;

STATES(IDLE)=WZRD:A:10:NORMAL:LOOKOUT,
             WZRD:A:10:NORMAL:LOOKOUT;

STATES(CHASE)=WZRD:A:3:NORMAL:CHASE,
              WZRD:A:4:NORMAL:CHASE,
              WZRD:A:3:NORMAL:CHASE,
              WZRD:A:4:NORMAL:CHASE,
              WZRD:B:3:NORMAL:CHASE,
              WZRD:B:4:NORMAL:CHASE,
              WZRD:B:3:NORMAL:CHASE,
              WZRD:B:4:NORMAL:CHASE;

//STATES(MISSILE)=WZRD:C:0:NORMAL:FACETARGET,
//                WZRD:C:4:NORMAL:TRANS_SET(80%),
//                WZRD:C:0:NORMAL:FACETARGET,
//                WZRD:C:4:NORMAL:TRANS_SET(40%),
//                WZRD:C:0:NORMAL:FACETARGET,
//                WZRD:C:4:NORMAL:TRANS_SET(80%),
//                WZRD:C:0:NORMAL:FACETARGET,
//                WZRD:C:4:NORMAL:TRANS_SET(40%),
//                WZRD:C:0:NORMAL:FACETARGET,
//                WZRD:C:4:NORMAL:TRANS_SET(80%),
//                WZRD:C:0:NORMAL:FACETARGET,
//                WZRD:C:4:NORMAL:TRANS_SET(40%),
//                WZRD:C:0:NORMAL:FACETARGET,
//                WZRD:C:4:NORMAL:TRANS_SET(80%),
//                WZRD:C:0:NORMAL:FACETARGET,
//                WZRD:C:4:NORMAL:TRANS_SET(40%),
//                WZRD:D:0:NORMAL:FACETARGET,
//                WZRD:D:0:NORMAL:TRANS_SET(100%),
//                WZRD:D:0:NORMAL:RANGEATTEMPTSND,
//                WZRD:D:0:NORMAL:SPARE_ATTACK(WIZARD_MISSILE_RIGHT),
//                WZRD:D:0:NORMAL:SPARE_ATTACK(WIZARD_MISSILE_LEFT),
//                WZRD:D:12:NORMAL:RANGE_ATTACK,
//                #CHASE;

STATES(MISSILE)=WZRD:C:0:NORMAL:FACETARGET,
                WZRD:C:4:NORMAL:TRANS_SET(80%),
                WZRD:C:-1:NORMAL:BECOME(DISCIPLE_ATTACKING,MISSILE:3),
                WZRD:C:4:NORMAL:TRANS_SET(40%),
                WZRD:C:0:NORMAL:FACETARGET,
                WZRD:C:4:NORMAL:TRANS_SET(80%),
                WZRD:C:-1:NORMAL:BECOME(DISCIPLE_ATTACKING,MISSILE:7),
                WZRD:C:4:NORMAL:TRANS_SET(40%),
                WZRD:C:0:NORMAL:FACETARGET,
                WZRD:C:4:NORMAL:TRANS_SET(80%),
                WZRD:C:-1:NORMAL:BECOME(DISCIPLE_ATTACKING,MISSILE:11),
                WZRD:C:4:NORMAL:TRANS_SET(40%),
                WZRD:C:0:NORMAL:FACETARGET,
                WZRD:C:4:NORMAL:TRANS_SET(80%),
                WZRD:C:-1:NORMAL:BECOME(DISCIPLE_ATTACKING,MISSILE:15),
                WZRD:C:4:NORMAL:TRANS_SET(40%),
                WZRD:D:0:NORMAL:FACETARGET,
                WZRD:D:0:NORMAL:TRANS_SET(100%),
                WZRD:D:0:NORMAL:RANGEATTEMPTSND,
                WZRD:D:0:NORMAL:SPARE_ATTACK(WIZARD_MISSILE_RIGHT),
                WZRD:D:0:NORMAL:SPARE_ATTACK(WIZARD_MISSILE_LEFT),
                WZRD:D:12:NORMAL:RANGE_ATTACK,
                #CHASE;

STATES(PAIN)=WZRD:E:3:NORMAL:TRANS_SET(100%),
             WZRD:E:0:NORMAL:KILLSOUND,
             WZRD:E:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=WZRD:F:0:NORMAL:KILLSOUND,
              WZRD:F:6:NORMAL:TRANS_SET(100%),
              WZRD:G:6:NORMAL:MAKEDEATHSOUND,
              WZRD:H:6:NORMAL:NOTHING,
              WZRD:I:6:NORMAL:NOTHING,
              WZRD:J:6:NORMAL:MAKEDEAD,
              WZRD:K:6:NORMAL:NOTHING,
              WZRD:L:6:NORMAL:NOTHING,
              WZRD:M:-1:NORMAL:NOTHING;

STATES(RESPAWN)=WZRD:L:6:NORMAL:NOTHING,
                WZRD:K:6:NORMAL:NOTHING,
                WZRD:J:6:NORMAL:NOTHING,
                WZRD:I:6:NORMAL:NOTHING,
                WZRD:H:6:NORMAL:NOTHING,
                WZRD:G:6:NORMAL:NOTHING,
                WZRD:F:6:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[DISCIPLE_ATTACKING]//The ghost variant for when the Disciple is attacking
GHOST_CLASS=EFJ;// <-- This is the only real difference
SPAWNHEALTH=180;
REACTION_TIME=0.23;
RADIUS=32;
HEIGHT=68;
SPEED=12;
MASS=100;
PAINCHANCE=25.1%;
FLOAT_SPEED=4;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,FLOATER;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=WIZACT;
DEATH_SOUND=WIZDTH;
PAIN_SOUND=WIZPAI;
SIGHTING_SOUND=WIZSIT;
RANGE_ATTACK=WIZARD_MISSILE_MIDDLE;
SPARE_ATTACK=WIZARD_MISSILE_RIGHT;
DROPITEM=DISCIPLE_AMMO_DROP;

STATES(IDLE)=WZRD:A:0:NORMAL:TRANS_SET(100%),
             WZRD:A:-1:NORMAL:BECOME(DISCIPLE,IDLE:1);

STATES(CHASE)=WZRD:A:0:NORMAL:TRANS_SET(100%),
              WZRD:A:-1:NORMAL:BECOME(DISCIPLE,CHASE:1);

STATES(MISSILE)=WZRD:C:0:NORMAL:FACETARGET,
                WZRD:C:4:NORMAL:TRANS_SET(80%),
                WZRD:C:0:NORMAL:FACETARGET,
                WZRD:C:4:NORMAL:TRANS_SET(40%),
                WZRD:C:-1:NORMAL:BECOME(DISCIPLE,MISSILE:5),
                WZRD:C:4:NORMAL:TRANS_SET(80%),
                WZRD:C:0:NORMAL:FACETARGET,
                WZRD:C:4:NORMAL:TRANS_SET(40%),
                WZRD:C:-1:NORMAL:BECOME(DISCIPLE,MISSILE:9),
                WZRD:C:4:NORMAL:TRANS_SET(80%),
                WZRD:C:0:NORMAL:FACETARGET,
                WZRD:C:4:NORMAL:TRANS_SET(40%),
                WZRD:C:-1:NORMAL:BECOME(DISCIPLE,MISSILE:13),
                WZRD:C:4:NORMAL:TRANS_SET(80%),
                WZRD:C:0:NORMAL:FACETARGET,
                WZRD:C:4:NORMAL:TRANS_SET(40%),
                WZRD:D:-1:NORMAL:BECOME(DISCIPLE,MISSILE:17),
                WZRD:D:0:NORMAL:TRANS_SET(100%),
                WZRD:D:0:NORMAL:RANGEATTEMPTSND,
                WZRD:D:0:NORMAL:SPARE_ATTACK(WIZARD_MISSILE_RIGHT),
                WZRD:D:0:NORMAL:SPARE_ATTACK(WIZARD_MISSILE_LEFT),
                WZRD:D:12:NORMAL:RANGE_ATTACK,
                #CHASE;

STATES(PAIN)=WZRD:E:0:NORMAL:TRANS_SET(100%),
             WZRD:E:-1:NORMAL:BECOME(DISCIPLE,PAIN:1);

STATES(DEATH)=WZRD:F:0:NORMAL:KILLSOUND,
              WZRD:F:6:NORMAL:TRANS_SET(100%),
              WZRD:G:6:NORMAL:MAKEDEATHSOUND,
              WZRD:H:6:NORMAL:NOTHING,
              WZRD:I:6:NORMAL:NOTHING,
              WZRD:J:6:NORMAL:MAKEDEAD,
              WZRD:K:6:NORMAL:NOTHING,
              WZRD:L:6:NORMAL:NOTHING,
              WZRD:M:-1:NORMAL:NOTHING;

STATES(RESPAWN)=WZRD:L:6:NORMAL:NOTHING,
                WZRD:K:6:NORMAL:NOTHING,
                WZRD:J:6:NORMAL:NOTHING,
                WZRD:I:6:NORMAL:NOTHING,
                WZRD:H:6:NORMAL:NOTHING,
                WZRD:G:6:NORMAL:NOTHING,
                WZRD:F:6:NORMAL:NOTHING,
                WZRD:F:-1:NORMAL:BECOME(DISCIPLE,CHASE:1);

STATES(GIB)=POL5:A:0:NORMAL:TRANS_SET(100%),
            POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[SABRECLAW:90]
SPAWNHEALTH=150;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=64;
SPEED=14;
MASS=75;
PAINCHANCE=12.55%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DAMAGESMOKE;
MINATTACK_CHANCE=22%;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=CLKACT;
DEATH_SOUND=CLKDTH;
PAIN_SOUND=CLKPAI;
SIGHTING_SOUND=CLKSIT;
STARTCOMBAT_SOUND=CLKATK;
CLOSE_ATTACK=SABRECLAW_MELEE;
DROPITEM=SABRECLAW_AMMO_DROP;

STATES(IDLE)=CLNK:A:10:NORMAL:LOOKOUT,
             CLNK:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=CLNK:A:3:NORMAL:CHASE,
              CLNK:B:3:NORMAL:CHASE,
              CLNK:C:3:NORMAL:CHASE,
              CLNK:D:3:NORMAL:CHASE;

STATES(MELEE)=CLNK:E:5:NORMAL:FACETARGET,
              CLNK:F:4:NORMAL:FACETARGET,
              CLNK:G:0:NORMAL:CLOSEATTEMPTSND,
              CLNK:G:7:NORMAL:CLOSE_ATTACK,
              #CHASE;

STATES(PAIN)=CLNK:H:3:NORMAL:NOTHING,
             CLNK:H:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=CLNK:I:6:NORMAL:NOTHING,
              CLNK:J:6:NORMAL:NOTHING,
              CLNK:K:5:NORMAL:MAKEDEATHSOUND,
              CLNK:L:5:NORMAL:MAKEDEAD,
              CLNK:M:5:NORMAL:NOTHING,
              CLNK:N:5:NORMAL:NOTHING,
              CLNK:O:-1:NORMAL:NOTHING;

STATES(RESPAWN)=CLNK:N:5:NORMAL:NOTHING,
                CLNK:M:5:NORMAL:NOTHING,
                CLNK:L:5:NORMAL:NOTHING,
                CLNK:K:5:NORMAL:NOTHING,
                CLNK:J:5:NORMAL:NOTHING,
                CLNK:I:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[WEREDRAGON:70]
SPAWNHEALTH=220;
REACTION_TIME=0.23;
RADIUS=32;
HEIGHT=74;
SPEED=14;
MASS=200;
PAINCHANCE=39.22%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
ACTIVE_SOUND=BSTACT;
DEATH_SOUND=BSTDTH;
PAIN_SOUND=BSTPAI;
SIGHTING_SOUND=BSTSIT;
OVERKILL_SOUND=RIPSLOP;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=BEAST_FIREBALL;
DROPITEM=WEREDRAGON_AMMO_DROP;

STATES(IDLE)=BEAS:A:10:NORMAL:LOOKOUT,
             BEAS:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=BEAS:A:3:NORMAL:CHASE,
              BEAS:B:3:NORMAL:CHASE,
              BEAS:C:3:NORMAL:CHASE,
              BEAS:D:3:NORMAL:CHASE,
              BEAS:E:3:NORMAL:CHASE,
              BEAS:F:3:NORMAL:CHASE;

STATES(MISSILE)=BEAS:H:10:NORMAL:FACETARGET,
                BEAS:I:10:NORMAL:RANGE_ATTACK,
                #CHASE;

STATES(PAIN)=BEAS:G:3:NORMAL:NOTHING,
             BEAS:G:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=BEAS:R:6:NORMAL:NOTHING,
              BEAS:S:6:NORMAL:MAKEDEATHSOUND,
              BEAS:T:6:NORMAL:NOTHING,
              BEAS:U:6:NORMAL:NOTHING,
              BEAS:V:6:NORMAL:NOTHING,
              BEAS:W:6:NORMAL:MAKEDEAD,
              BEAS:X:6:NORMAL:NOTHING,
              BEAS:Y:6:NORMAL:NOTHING,
              BEAS:Z:-1:NORMAL:NOTHING;

STATES(OVERKILL)=BEAS:J:5:NORMAL:NOTHING,
                 BEAS:K:6:NORMAL:MAKEOVERKILLSOUND,
                 BEAS:L:5:NORMAL:NOTHING,
                 BEAS:M:6:NORMAL:NOTHING,
                 BEAS:N:5:NORMAL:NOTHING,
                 BEAS:O:6:NORMAL:MAKEDEAD,
                 BEAS:P:5:NORMAL:NOTHING,
                 BEAS:Q:-1:NORMAL:NOTHING;

STATES(RESPAWN)=BEAS:Y:5:NORMAL:NOTHING,
                BEAS:X:5:NORMAL:NOTHING,
                BEAS:W:5:NORMAL:NOTHING,
                BEAS:V:5:NORMAL:NOTHING,
                BEAS:U:5:NORMAL:NOTHING,
                BEAS:T:5:NORMAL:NOTHING,
                BEAS:S:5:NORMAL:NOTHING,
                BEAS:R:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[OPHIDIAN:92]
SPAWNHEALTH=280;
REACTION_TIME=0.23;
RADIUS=22;
HEIGHT=70;
SPEED=10;
MASS=100;
PAINCHANCE=18.82%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=SNKACT;
DEATH_SOUND=SNKDTH;
PAIN_SOUND=SNKPAI;
SIGHTING_SOUND=SNKSIT;
RANGE_ATTACK=SNAKE_MISSILE_A;
SPARE_ATTACK=SNAKE_MISSILE_B;
DROPITEM=OPHIDIAN_AMMO_DROP;

STATES(IDLE)=SNKE:A:10:NORMAL:LOOKOUT,
             SNKE:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=SNKE:A:4:NORMAL:CHASE,
              SNKE:B:4:NORMAL:CHASE,
              SNKE:C:4:NORMAL:CHASE,
              SNKE:D:4:NORMAL:CHASE;

STATES(MISSILE)=SNKE:F:5:NORMAL:FACETARGET,
                SNKE:F:5:NORMAL:FACETARGET,
                SNKE:F:4:NORMAL:RANGE_ATTACK,
                SNKE:F:0:NORMAL:FACETARGET,
                SNKE:F:4:NORMAL:RANGE_ATTACK,
                SNKE:F:0:NORMAL:FACETARGET,
                SNKE:F:4:NORMAL:RANGE_ATTACK,
                SNKE:F:5:NORMAL:FACETARGET,
                SNKE:F:5:NORMAL:FACETARGET,
                SNKE:F:5:NORMAL:FACETARGET,
                SNKE:F:4:NORMAL:SPARE_ATTACK,
                #CHASE;

STATES(PAIN)=SNKE:E:3:NORMAL:NOTHING,
             SNKE:E:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=SNKE:G:5:NORMAL:NOTHING,
              SNKE:H:5:NORMAL:MAKEDEATHSOUND,
              SNKE:I:5:NORMAL:NOTHING,
              SNKE:J:5:NORMAL:NOTHING,
              SNKE:K:5:NORMAL:NOTHING,
              SNKE:L:5:NORMAL:NOTHING,
              SNKE:M:5:NORMAL:MAKEDEAD,
              SNKE:N:5:NORMAL:NOTHING,
              SNKE:O:5:NORMAL:NOTHING,
              SNKE:P:-1:NORMAL:NOTHING;

STATES(RESPAWN)=SNKE:O:5:NORMAL:NOTHING,
                SNKE:N:5:NORMAL:NOTHING,
                SNKE:M:5:NORMAL:NOTHING,
                SNKE:L:5:NORMAL:NOTHING,
                SNKE:K:5:NORMAL:NOTHING,
                SNKE:J:5:NORMAL:NOTHING,
                SNKE:I:5:NORMAL:NOTHING,
                SNKE:H:5:NORMAL:NOTHING,
                SNKE:G:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[IRON_LICH:6]
//IMMUNITY_CLASS=A;
SPAWNHEALTH=700;
REACTION_TIME=0.23;
RADIUS=40;
HEIGHT=72;
SPEED=6;
MASS=325;
PAINCHANCE=12.55%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DAMAGESMOKE;
MINATTACK_CHANCE=22%;
ACTIVE_SOUND=HEDACT;
PAIN_SOUND=HEDPAI;
SIGHTING_SOUND=HEDSIT;
DEATH_SOUND=HEDDTH;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=GARGOYLE_DIVE;
CLOSE_ATTACK=GARGOYLE_MELEE;
DROPITEM=LICH_AMMO_DROP;

STATES(IDLE)=HEAD:A:10:NORMAL:LOOKOUT;

STATES(CHASE)=HEAD:A:4:NORMAL:CHASE;

STATES(PAIN)=HEAD:A:3:NORMAL:NOTHING,
             HEAD:A:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=HEAD:C:7:NORMAL:NOTHING,
              HEAD:D:7:NORMAL:MAKEDEATHSOUND,
              HEAD:E:7:NORMAL:NOTHING,
              HEAD:F:7:NORMAL:NOTHING,
              HEAD:G:7:NORMAL:MAKEDEAD,
              HEAD:H:7:NORMAL:NOTHING,
              HEAD:I:-1:NORMAL:NOTHING;

STATES(RESPAWN)=HEAD:I:7:NORMAL:NOTHING,
                HEAD:H:7:NORMAL:NOTHING,
                HEAD:G:7:NORMAL:NOTHING,
                HEAD:F:7:NORMAL:NOTHING,
                HEAD:E:7:NORMAL:NOTHING,
                HEAD:D:7:NORMAL:NOTHING,
                HEAD:C:7:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[MAULOTAUR:9]
SPAWNHEALTH=3000;
REACTION_TIME=0.23;
RADIUS=28;
HEIGHT=100;
SPEED=16;
MASS=800;
PAINCHANCE=9.8%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,ALWAYS_LOUD,NEVERTARGETED;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
ACTIVE_SOUND=MINACT;
PAIN_SOUND=MINPAI;
SIGHTING_SOUND=MINSIT;
DEATH_SOUND=MINDTH;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=GARGOYLE_DIVE;
CLOSE_ATTACK=GARGOYLE_MELEE;
DROPITEM=MAULOTAUR_AMMO_DROP;

STATES(IDLE)=MNTR:A:10:NORMAL:LOOKOUT,
             MNTR:B:10:NORMAL:LOOKOUT;

//STATES(MEANDER)=MNTR:A:5:NORMAL:MEANDER,//In the ZDoom scripts he has something that is called "roam" states
//                MNTR:B:5:NORMAL:MEANDER,
//                MNTR:C:5:NORMAL:MEANDER,
//                MNTR:D:5:NORMAL:MEANDER;

STATES(CHASE)=MNTR:A:5:NORMAL:CHASE,
              MNTR:B:5:NORMAL:CHASE,
              MNTR:C:5:NORMAL:CHASE,
              MNTR:D:5:NORMAL:CHASE;

STATES(PAIN)=MNTR:E:3:NORMAL:NOTHING,
             MNTR:E:6:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=MNTR:F:6:NORMAL:NOTHING,
              MNTR:G:5:NORMAL:NOTHING,
              MNTR:H:6:NORMAL:MAKEDEATHSOUND,
              MNTR:I:5:NORMAL:NOTHING,
              MNTR:J:6:NORMAL:NOTHING,
              MNTR:K:5:NORMAL:NOTHING,
              MNTR:L:6:NORMAL:NOTHING,
              MNTR:M:5:NORMAL:MAKEDEAD,
              MNTR:N:6:NORMAL:NOTHING,
              MNTR:O:5:NORMAL:NOTHING,
              MNTR:P:6:NORMAL:NOTHING,
              MNTR:Q:5:NORMAL:NOTHING,
              MNTR:R:6:NORMAL:NOTHING,
              MNTR:S:5:NORMAL:NOTHING,
              MNTR:T:-1:NORMAL:NOTHING;

STATES(RESPAWN)=MNTR:T:6:NORMAL:NOTHING,
                MNTR:S:5:NORMAL:NOTHING,
                MNTR:R:6:NORMAL:NOTHING,
                MNTR:Q:5:NORMAL:NOTHING,
                MNTR:P:6:NORMAL:NOTHING,
                MNTR:O:5:NORMAL:NOTHING,
                MNTR:N:6:NORMAL:NOTHING,
                MNTR:M:5:NORMAL:NOTHING,
                MNTR:L:6:NORMAL:NOTHING,
                MNTR:K:5:NORMAL:NOTHING,
                MNTR:J:6:NORMAL:NOTHING,
                MNTR:I:5:NORMAL:NOTHING,
                MNTR:H:6:NORMAL:NOTHING,
                MNTR:G:5:NORMAL:NOTHING,
                MNTR:F:6:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[DSPARIL]
SPAWNHEALTH=3500;
REACTION_TIME=0.23;
RADIUS=16;
HEIGHT=70;
SPEED=14;
MASS=300;
PAINCHANCE=12.55%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,ALWAYS_LOUD,NEVERTARGETED,NO_RESURRECT;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
ACTIVE_SOUND=SORACT;
PAIN_SOUND=SORPAI;
DEATH_SOUND=SORDSPH;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=GARGOYLE_DIVE;
CLOSE_ATTACK=GARGOYLE_MELEE;
SIGHT_ANGLE=180;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=0;
DLIGHT.COLOUR=#0000FF;

STATES(IDLE)=SOR2:A:10:NORMAL:LOOKOUT,
             SOR2:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=SOR2:M:5:NORMAL:CHASE,
              SOR2:N:5:NORMAL:CHASE,
              SOR2:O:5:NORMAL:CHASE,
              SOR2:P:5:NORMAL:CHASE;

STATES(PAIN)=SOR2:Q:3:NORMAL:NOTHING,
             SOR2:Q:6:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(TELEPORT)=SOR2:L:6:NORMAL:NOTHING,
                 SOR2:K:6:NORMAL:NOTHING,
                 SOR2:J:6:NORMAL:NOTHING,
                 SOR2:I:6:NORMAL:NOTHING,
                 SOR2:H:6:NORMAL:NOTHING,
                 SOR2:G:6:NORMAL:NOTHING,
                 #CHASE;

STATES(DEATH)=SDTH:A:8:LIT44:RTS_ENABLE_TAGGED(666),
              SDTH:B:8:LIT55:DLIGHT_SET(200),
              SDTH:C:8:LIT66:MAKEDEATHSOUND,

              SDTH:D:7:LIT77:DLIGHT_RANDOM(300,400),
              SDTH:E:7:LIT77:DLIGHT_RANDOM(300,400),
              SDTH:F:7:LIT77:DLIGHT_RANDOM(300,400),

              SDTH:D:7:LIT66:DLIGHT_RANDOM(300,400),
              SDTH:E:7:LIT66:DLIGHT_RANDOM(300,400),
              SDTH:F:7:LIT66:DLIGHT_RANDOM(300,400),

              SDTH:D:7:LIT77:DLIGHT_RANDOM(300,400),
              SDTH:E:7:LIT77:DLIGHT_RANDOM(300,400),
              SDTH:F:7:LIT77:DLIGHT_RANDOM(300,400),

              SDTH:D:7:LIT66:DLIGHT_RANDOM(300,400),
              SDTH:E:7:LIT66:DLIGHT_RANDOM(300,400),
              SDTH:F:7:LIT66:DLIGHT_RANDOM(300,400),

              SDTH:D:7:LIT77:DLIGHT_RANDOM(300,400),
              SDTH:E:7:LIT77:DLIGHT_RANDOM(300,400),
              SDTH:F:7:LIT77:DLIGHT_RANDOM(300,400),

              SDTH:G:0:LIT99:DLIGHT_SET(1000),
              SDTH:G:6:LIT99:PLAYSOUND(SORDEXP),
              SDTH:H:0:LIT55:DLIGHT_SET(600),
              SDTH:H:6:LIT55:NOTHING,
              SDTH:I:0:NORMAL:DLIGHT_SET(0),
              SDTH:I:18:NORMAL:NOTHING,
              SDTH:J:6:NORMAL:MAKEDEAD,

              SDTH:K:6:NORMAL:PLAYSOUND(SORDBON),
              SDTH:L:6:NORMAL:NOTHING,
              SDTH:M:6:NORMAL:NOTHING,
              SDTH:N:6:NORMAL:NOTHING,
              SDTH:O:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[DSPARIL_RISE]
RADIUS=16;
HEIGHT=70;
SPECIAL=SOLID;

STATES(SPAWN)=SOR2:A:4:NORMAL:NOTHING,
              SOR2:B:4:NORMAL:NOTHING,
              SOR2:C:4:NORMAL:PLAYSOUND(SORRISE),
              SOR2:D:4:NORMAL:NOTHING,
              SOR2:E:4:NORMAL:NOTHING,
              SOR2:F:4:NORMAL:NOTHING,
              SOR2:G:12:NORMAL:PLAYSOUND(SORSIT),
              SOR2:G:0:NORMAL:MAKEDEAD,
              NULL:A:0:NORMAL:SPAWN(DSPARIL),
              #REMOVE;

[DSPARIL_SERPENT:7]
SPAWNHEALTH=2000;
REACTION_TIME=0.23;
RADIUS=28;
HEIGHT=100;
SPEED=16;
MASS=800;
PAINCHANCE=21.96%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,ALWAYS_LOUD,NEVERTARGETED,NO_RESURRECT;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
ACTIVE_SOUND=SBTACT;
PAIN_SOUND=SBTPAI;
SIGHTING_SOUND=SORSIT;
DEATH_SOUND=SBTDTH;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=GARGOYLE_DIVE;
CLOSE_ATTACK=GARGOYLE_MELEE;

STATES(IDLE)=SRCR:A:10:NORMAL:LOOKOUT,
             SRCR:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=SRCR:A:5:NORMAL:CHASE,
              SRCR:B:5:NORMAL:CHASE,
              SRCR:C:5:NORMAL:CHASE,
              SRCR:D:5:NORMAL:CHASE;

STATES(PAIN)=SRCR:Q:6:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=SRCR:E:7:NORMAL:NOTHING,
              SRCR:F:7:NORMAL:MAKEDEATHSOUND,
              SRCR:G:7:NORMAL:NOTHING,
              SRCR:H:6:NORMAL:NOTHING,
              SRCR:I:6:NORMAL:NOTHING,
              SRCR:J:6:NORMAL:NOTHING,
              SRCR:K:6:NORMAL:NOTHING,

              SRCR:L:25:NORMAL:NOTHING,
              SRCR:M:5:NORMAL:PLAYSOUND(SORZAP),
              SRCR:N:5:NORMAL:NOTHING,
              SRCR:O:4:NORMAL:NOTHING,
              SRCR:L:20:NORMAL:NOTHING,
              SRCR:M:5:NORMAL:PLAYSOUND(SORZAP),
              SRCR:N:5:NORMAL:NOTHING,
              SRCR:O:4:NORMAL:NOTHING,
              SRCR:L:12:NORMAL:NOTHING,
              SRCR:L:0:NORMAL:MAKEDEAD,
              SRCR:P:0:NORMAL:SPAWN(DSPARIL_RISE),
              SRCR:P:-1:NORMAL:NOTHING;

STATES(RESPAWN)=MNTR:T:6:NORMAL:NOTHING,
                MNTR:S:5:NORMAL:NOTHING,
                MNTR:R:6:NORMAL:NOTHING,
                MNTR:Q:5:NORMAL:NOTHING,
                MNTR:P:6:NORMAL:NOTHING,
                MNTR:O:5:NORMAL:NOTHING,
                MNTR:N:6:NORMAL:NOTHING,
                MNTR:M:5:NORMAL:NOTHING,
                MNTR:L:6:NORMAL:NOTHING,
                MNTR:K:5:NORMAL:NOTHING,
                MNTR:J:6:NORMAL:NOTHING,
                MNTR:I:5:NORMAL:NOTHING,
                MNTR:H:6:NORMAL:NOTHING,
                MNTR:G:5:NORMAL:NOTHING,
                MNTR:F:6:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

// ------------------------ Health Items ------------------------

[HEALTH_POTION:2014]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=HEALTH(1:200);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotHealthPotion;
TRANSLUCENCY=60%;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=COUNT_AS_ITEM,SPECIAL;

STATES(IDLE)=BON1:A:6:NORMAL:NOTHING,
             BON1:B:6:NORMAL:NOTHING,
             BON1:C:6:NORMAL:NOTHING,
             BON1:D:6:NORMAL:NOTHING,
             BON1:C:6:NORMAL:NOTHING,
             BON1:B:6:NORMAL:NOTHING;

[STIMPACK:2011]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=HEALTH(10:100);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotStim;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=STIM:A:-1:NORMAL:NOTHING;

[MEDIKIT:2012]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=HEALTH(25:100);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotMedi;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=MEDI:A:-1:NORMAL:NOTHING;

[SOULSPHERE:2013]
RADIUS=20;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FFFFFF;
PICKUP_BENEFIT=HEALTH(100:200);
PICKUP_SOUND=GETPOW;
PICKUP_MESSAGE=GotSoul;
TRANSLUCENCY=60%;
SPECIAL=SPECIAL,COUNT_AS_ITEM,NOSHADOW;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=SOUL:A:6:BRIGHT:NOTHING,
             SOUL:B:6:BRIGHT:NOTHING,
             SOUL:C:6:BRIGHT:NOTHING,
             SOUL:D:6:BRIGHT:NOTHING,
             SOUL:C:6:BRIGHT:NOTHING,
             SOUL:B:6:BRIGHT:NOTHING;

[BERSERKER:2023]
RADIUS=20;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FF0000;
PICKUP_BENEFIT=POWERUP_BERSERK(60:60),HEALTH(100:100);
PICKUP_EFFECT=SWITCH_WEAPON(FIST),KEEP_POWERUP(BERSERK);
PICKUP_SOUND=GETPOW;
PICKUP_MESSAGE=GotBerserk;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL,COUNT_AS_ITEM,NOSHADOW;

STATES(IDLE)=PSTR:A:-1:BRIGHT:NOTHING;

// ------------------------ Armour Items ------------------------

[ARMOUR_HELMET:2015]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=GREEN_ARMOUR(1:200);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotArmourHelmet;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=COUNT_AS_ITEM;

STATES(IDLE)=BON2:A:6:NORMAL:NOTHING,
             BON2:B:6:NORMAL:NOTHING,
             BON2:C:6:NORMAL:NOTHING,
             BON2:D:6:NORMAL:NOTHING,
             BON2:C:6:NORMAL:NOTHING,
             BON2:B:6:NORMAL:NOTHING;

[GREEN_ARMOUR:2018]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=GREEN_ARMOUR(100:100);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotArmour;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL;

STATES(IDLE)=ARM1:A:6:NORMAL:NOTHING,
             ARM1:B:7:BRIGHT:NOTHING;

[BLUE_ARMOUR:2019]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BLUE_ARMOUR(200:200);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotMegaArmour;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=ARM2:A:6:NORMAL:NOTHING,
             ARM2:B:6:BRIGHT:NOTHING;

// ------------------------ Keys ------------------------

//[YELLOW_KEY:6]
//RADIUS=20;
//HEIGHT=16;
//DLIGHT.TYPE=QUADRATIC;
//DLIGHT.INTENSITY=100;
//DLIGHT.COLOUR=#FFFF40;
//PICKUP_BENEFIT=YELLOW_CARD;
//PICKUP_SOUND=ITEMUP;
//PICKUP_MESSAGE=GotYellowCard;
//SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW;
//RESPAWN_EFFECT=ITEM_RESPAWN;
//
//STATES(IDLE)=YKEY:A:10:NORMAL:NOTHING,
//             YKEY:B:10:BRIGHT:NOTHING;

//[RED_SKULLKEY:38]
//RADIUS=20;
//HEIGHT=16;
//DLIGHT.TYPE=QUADRATIC;
//DLIGHT.INTENSITY=100;
//DLIGHT.COLOUR=#FF0000;
//PICKUP_BENEFIT=RED_SKULL;
//PICKUP_SOUND=ITEMUP;
//PICKUP_MESSAGE=GotRedSkull;
//SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW;
//RESPAWN_EFFECT=ITEM_RESPAWN;
//
//STATES(IDLE)=RSKU:A:10:NORMAL:NOTHING,
//             RSKU:B:10:BRIGHT:NOTHING;

//[YELLOW_SKULLKEY:39]
//RADIUS=20;
//HEIGHT=16;
//DLIGHT.TYPE=QUADRATIC;
//DLIGHT.INTENSITY=100;
//DLIGHT.COLOUR=#FFFF40;
//PICKUP_BENEFIT=YELLOW_SKULL;
//PICKUP_SOUND=ITEMUP;
//PICKUP_MESSAGE=GotYellowSkull;
//SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW;
//RESPAWN_EFFECT=ITEM_RESPAWN;
//
//STATES(IDLE)=YSKU:A:10:NORMAL:NOTHING,
//             YSKU:B:10:BRIGHT:NOTHING;

//[BLUE_SKULLKEY:40]
//RADIUS=20;
//HEIGHT=16;
//DLIGHT.TYPE=QUADRATIC;
//DLIGHT.INTENSITY=100;
//DLIGHT.COLOUR=#0000FF;
//PICKUP_BENEFIT=BLUE_SKULL;
//PICKUP_SOUND=ITEMUP;
//PICKUP_MESSAGE=GotBlueSkull;
//SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW;
//RESPAWN_EFFECT=ITEM_RESPAWN;
//
//STATES(IDLE)=BSKU:A:10:NORMAL:NOTHING,
//             BSKU:B:10:BRIGHT:NOTHING;

// ------------------------ Weapons ------------------------

[SHOTGUN]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHOTGUN,SHELLS(8);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotShotGun;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=SHOT:A:-1:NORMAL:NOTHING;

[CHAINGUN:2002]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CHAINGUN,BULLETS(20);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotChainGun;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=MGUN:A:-1:NORMAL:NOTHING;

[BFG:2006]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BFG9000,CELLS(40);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotBFG;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=BFUG:A:-1:NORMAL:NOTHING;

// ------------------------ Ammo ------------------------

[CLIP:2007]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS(10);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotClip;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=CLIP:A:-1:NORMAL:NOTHING;

[BOX_OF_BULLETS:2048]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS(50);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotClipBox;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=AMMO:A:-1:NORMAL:NOTHING;

[SHELLS:2008]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHELLS(4);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotShells;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=SHEL:A:-1:NORMAL:NOTHING;

[BOX_OF_SHELLS:2049]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHELLS(20);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotShellBox;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=SBOX:A:-1:NORMAL:NOTHING;

[ROCKET:2010]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=ROCKETS(1);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotRocket;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=ROCK:A:-1:NORMAL:NOTHING;

[BOX_OF_ROCKETS:2046]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=ROCKETS(5);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotRocketBox;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=BROK:A:-1:NORMAL:NOTHING;

[CELLS:2047]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CELLS(20);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotCell;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=CELL:A:-1:NORMAL:NOTHING;

//[CELL_PACK:17]
//RADIUS=20;
//HEIGHT=16;
//PICKUP_BENEFIT=CELLS(100);
//PICKUP_SOUND=ITEMUP;
//PICKUP_MESSAGE=GotCellPack;
//SPECIAL=SPECIAL;
//RESPAWN_EFFECT=ITEM_RESPAWN;
//
//STATES(IDLE)=CELP:A:-1:NORMAL:NOTHING;

// ------------------------ Specials ------------------------

[AUTOMAP:2026]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_AUTOMAP;
PICKUP_SOUND=GETPOW;
PICKUP_MESSAGE=GotMap;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL,COUNT_AS_ITEM,NOSHADOW;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FFFFFF;

STATES(IDLE)=PMAP:A:6:BRIGHT:NOTHING,
             PMAP:B:6:BRIGHT:NOTHING,
             PMAP:C:6:BRIGHT:NOTHING,
             PMAP:D:6:BRIGHT:NOTHING,
             PMAP:C:6:BRIGHT:NOTHING,
             PMAP:B:6:BRIGHT:NOTHING;

[BLURSPHERE:2024]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_PARTINVIS(100:100);
PICKUP_SOUND=GETPOW;
PICKUP_MESSAGE=GotInvis;
SPECIAL=SPECIAL,NO_RESPAWN,COUNT_AS_ITEM,NOSHADOW;
TRANSLUCENCY=60%;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=150;
DLIGHT.COLOUR=#FFFFFF;

STATES(IDLE)=PINS:A:6:BRIGHT:NOTHING,
             PINS:B:6:BRIGHT:NOTHING,
             PINS:C:6:BRIGHT:NOTHING,
             PINS:D:6:BRIGHT:NOTHING;

[INVULNERABILITY_SPHERE:2022]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_INVULNERABLE(30:30);
PICKUP_SOUND=GETPOW;
PICKUP_MESSAGE=GotInvulner;
SPECIAL=SPECIAL,NO_RESPAWN,COUNT_AS_ITEM,NOSHADOW;
TRANSLUCENCY=70%;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=300;
DLIGHT.COLOUR=#FFFFFF;

STATES(IDLE)=PINV:A:6:BRIGHT:NOTHING,
             PINV:B:6:BRIGHT:NOTHING,
             PINV:C:6:BRIGHT:NOTHING,
             PINV:D:6:BRIGHT:NOTHING;

[LIGHT_SPECS:2045]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_LIGHTGOGGLES(120:120);
PICKUP_SOUND=GETPOW;
PICKUP_MESSAGE=GotVisor;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL,COUNT_AS_ITEM,NOSHADOW;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FFFFFF;

STATES(IDLE)=PVIS:A:6:BRIGHT:NOTHING,
             PVIS:B:6:NORMAL:NOTHING;

[RADIATION_SUIT:2025]
RADIUS=20;
HEIGHT=60;
PICKUP_BENEFIT=POWERUP_ACIDSUIT(60:60);
PICKUP_SOUND=GETPOW;
PICKUP_MESSAGE=GotSuit;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL;

STATES(IDLE)=SUIT:A:-1:BRIGHT:NOTHING;

// ------------------- EDGE Experimental Specials -------------------

[NIGHTVISION_SPECS:7000]
RADIUS=16;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_NIGHTVISION(30:30);
PICKUP_SOUND=GETPOW;
PICKUP_MESSAGE=GotNight;
SPECIAL=SPECIAL,NOSHADOW;
RESPAWN_EFFECT=ITEM_RESPAWN;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FFFFFF;

STATES(IDLE)=NVSC:A:6:NORMAL:NOTHING,
             NVSC:B:6:BRIGHT:NOTHING;

[JETPACK:7020]
RADIUS=16;
HEIGHT=16;
PICKUP_BENEFIT=POWERUP_JETPACK(30:30);
PICKUP_SOUND=GETPOW;
PICKUP_MESSAGE=GotJetPack;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=JPCK:A:35:NORMAL:NOTHING;

[GREEN_KEY:7015]
RADIUS=20;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#40FF40;
PICKUP_BENEFIT=GREEN_CARD;
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotGreenCard;
SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW;
RESPAWN_EFFECT=ITEM_RESPAWN;
PALETTE_REMAP=TEXT_GREEN;

STATES(IDLE)=YKEY:A:10:NORMAL:NOTHING,
             YKEY:B:10:BRIGHT:NOTHING;

[GREEN_SKULLKEY:7017]
RADIUS=20;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#40FF40;
PICKUP_BENEFIT=GREEN_SKULL;
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotGreenSkull;
SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW;
RESPAWN_EFFECT=ITEM_RESPAWN;
PALETTE_REMAP=TEXT_GREEN;

STATES(IDLE)=YSKU:A:10:NORMAL:NOTHING,
             YSKU:B:10:BRIGHT:NOTHING;

[PURPLE_ARMOUR:7031]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=PURPLE_ARMOUR(200:200);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotArmour;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL;
PALETTE_REMAP=TEXT_PURPLE;

STATES(IDLE)=ARM1:A:6:NORMAL:NOTHING,
             ARM1:B:7:BRIGHT:NOTHING;

[YELLOW_ARMOUR:7032]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=YELLOW_ARMOUR(200:200);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotArmour;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL;
PALETTE_REMAP=YELLOW_THING;

STATES(IDLE)=ARM1:A:6:NORMAL:NOTHING,
             ARM1:B:7:BRIGHT:NOTHING;

[RED_ARMOUR:7033]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=RED_ARMOUR(200:200);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotArmour;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL;
PALETTE_REMAP=LAVA;

STATES(IDLE)=ARM1:A:6:NORMAL:NOTHING,
             ARM1:B:7:BRIGHT:NOTHING;


[NUKAGE_GLOW:7041]
RADIUS=16;
HEIGHT=16;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
DLIGHT.TYPE=MODULATE;
DLIGHT.RADIUS=128;
DLIGHT.COLOUR=#55FF55;
GLOW_TYPE=FLOOR;

STATES(IDLE)=
  NULL:A:2:LIT89:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT89:NOTHING;

[LAVA_GLOW:7042]
RADIUS=16;
HEIGHT=16;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
DLIGHT.TYPE=MODULATE;
DLIGHT.RADIUS=128;
DLIGHT.COLOUR=#FF5555;
GLOW_TYPE=FLOOR;

STATES(IDLE)=
  NULL:A:2:LIT89:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT89:NOTHING;

[WATER_GLOW:7043]
RADIUS=16;
HEIGHT=16;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
DLIGHT.TYPE=MODULATE;
DLIGHT.RADIUS=128;
DLIGHT.COLOUR=#5555FF;
GLOW_TYPE=FLOOR;

STATES(IDLE)=
  NULL:A:2:LIT89:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT62:NOTHING,
  NULL:A:2:LIT65:NOTHING,
  NULL:A:2:LIT68:NOTHING,
  NULL:A:2:LIT71:NOTHING,
  NULL:A:2:LIT74:NOTHING,
  NULL:A:2:LIT77:NOTHING,
  NULL:A:2:LIT80:NOTHING,
  NULL:A:2:LIT83:NOTHING,
  NULL:A:2:LIT86:NOTHING,
  NULL:A:2:LIT89:NOTHING;


// ---------------- Scenery Items -------------------------

[SMALL_BOLLARD_LAMP:2028]
RADIUS=16;
HEIGHT=46;
SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE,NOSHADOW;

DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=150;
DLIGHT.COLOUR=#FFFFFF;

STATES(IDLE)=COLU:A:-1:BRIGHT:NOTHING;

//[BRONZE_BLUE_TORCH:44]
//RADIUS=16;
//HEIGHT=96;
//SPECIAL=SOLID,PASS_MISSILE,NOSHADOW;
//
//DLIGHT.TYPE=QUADRATIC;
//DLIGHT.INTENSITY=300;
//DLIGHT.COLOUR=#0000C0;
//
//STATES(IDLE)=TBLU:A:4:BRIGHT:NOTHING,
//             TBLU:B:4:BRIGHT:NOTHING,
//             TBLU:C:4:BRIGHT:NOTHING,
//             TBLU:D:4:BRIGHT:NOTHING;

//[BRONZE_GREEN_TORCH:45]
//RADIUS=16;
//HEIGHT=96;
//SPECIAL=SOLID,PASS_MISSILE,NOSHADOW;
//
//DLIGHT.TYPE=QUADRATIC;
//DLIGHT.INTENSITY=300;
//DLIGHT.COLOUR=#00C000;
//
//STATES(IDLE)=TGRN:A:4:BRIGHT:NOTHING,
//             TGRN:B:4:BRIGHT:NOTHING,
//             TGRN:C:4:BRIGHT:NOTHING,
//             TGRN:D:4:BRIGHT:NOTHING;

//[WOODEN_GREEN_TORCH:56]
//RADIUS=16;
//HEIGHT=72;
//SPECIAL=SOLID,PASS_MISSILE,NOSHADOW;
//
//DLIGHT.TYPE=QUADRATIC;
//DLIGHT.INTENSITY=300;
//DLIGHT.COLOUR=#00C000;
//
//STATES(IDLE)=SMGT:A:4:BRIGHT:NOTHING,
//             SMGT:B:4:BRIGHT:NOTHING,
//             SMGT:C:4:BRIGHT:NOTHING,
//             SMGT:D:4:BRIGHT:NOTHING;

[WOODEN_RED_TORCH:57]
RADIUS=16;
HEIGHT=72;
SPECIAL=SOLID,PASS_MISSILE,NOSHADOW;

DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=300;
DLIGHT.COLOUR=#FF0000;

STATES(IDLE)=SMRT:A:4:BRIGHT:NOTHING,
             SMRT:B:4:BRIGHT:NOTHING,
             SMRT:C:4:BRIGHT:NOTHING,
             SMRT:D:4:BRIGHT:NOTHING;

// Note: mis-spelled entry (should be DEAD_GIBBED_PLAYER1), but can't
//       be fixed because it breaks savegames

[TORCHED_TREE]//:43
RADIUS=16;
HEIGHT=56;
SPECIAL=SOLID,PASS_MISSILE;

STATES(IDLE)=TRE1:A:-1:NORMAL:NOTHING;

//[SPIKY_STUMP:47]
//RADIUS=16;
//HEIGHT=56;
//SPECIAL=SOLID,PASS_MISSILE;
//
//STATES(IDLE)=SMIT:A:-1:NORMAL:NOTHING;

//[TECHNOCOLUMN:48]
//RADIUS=16;
//HEIGHT=128;
//SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE;
//
//STATES(IDLE)=ELEC:A:-1:NORMAL:NOTHING;

// The difference between the TWITCHING_BLOKEs is the fact that one is solid
// and one in not. Based on the original gameplay this makes the world of
// difference as it could block the vital escape or not. When True3d is
// enabled you may walk under/over a SOLID object, but not through it.
// So being SOLID does make a difference in either gameplay mode.
//[TWITCHING_BLOKE_I:49]
//RADIUS=16;
//HEIGHT=68;
//SPECIAL=SOLID,ON_CEILING;
//
//STATES(IDLE)=GOR1:A:10:NORMAL:NOTHING,
//             GOR1:B:15:NORMAL:NOTHING,
//             GOR1:C:8:NORMAL:NOTHING,
//             GOR1:B:6:NORMAL:NOTHING;

[TWITCHING_BLOKE_II:63]
RADIUS=20;
HEIGHT=68;
SPECIAL=ON_CEILING;

STATES(IDLE)=GOR1:A:10:NORMAL:NOTHING,
             GOR1:B:15:NORMAL:NOTHING,
             GOR1:C:8:NORMAL:NOTHING,
             GOR1:B:6:NORMAL:NOTHING;

// As with the TWITCHING BLOKE, the difference between a lot of these objects
// is whether they are solid or not.
//[HANGING_DEAD_BLOKE_I:50]
//RADIUS=16;
//HEIGHT=68;
//SPECIAL=SOLID,ON_CEILING;
//
//STATES(IDLE)=GOR2:A:-1:NORMAL:NOTHING;

//[HANGING_DEAD_BLOKE_II:51]
//RADIUS=16;
//HEIGHT=84;
//SPECIAL=SOLID,ON_CEILING;
//
//STATES(IDLE)=GOR3:A:-1:NORMAL:NOTHING;

[HANGING_DEAD_BLOKE_V:59]
RADIUS=20;
HEIGHT=84;
SPECIAL=ON_CEILING;

STATES(IDLE)=GOR2:A:-1:NORMAL:NOTHING;

[HANGING_DEAD_BLOKE_VI:60]
RADIUS=20;
HEIGHT=68;
SPECIAL=ON_CEILING;

STATES(IDLE)=GOR4:A:-1:NORMAL:NOTHING;

[HANGING_DEAD_BLOKE_VII:61]
RADIUS=20;
HEIGHT=52;
SPECIAL=ON_CEILING;

STATES(IDLE)=GOR3:A:-1:NORMAL:NOTHING;

[HANGING_DEAD_BLOKE_VIII:62]
RADIUS=20;
HEIGHT=52;
SPECIAL=ON_CEILING;

STATES(IDLE)=GOR5:A:-1:NORMAL:NOTHING;

//[GUTTED_TORSO_II:76]
//RADIUS=16;
//HEIGHT=64;
//SPECIAL=SOLID,ON_CEILING;
//
//STATES(IDLE)=HDB4:A:-1:NORMAL:NOTHING;

[GUTTED_TORSO_III:77]
RADIUS=16;
HEIGHT=64;
SPECIAL=SOLID,ON_CEILING;

STATES(IDLE)=HDB5:A:-1:NORMAL:NOTHING;

[GUTTED_TORSO_IV:78]
RADIUS=16;
HEIGHT=64;
SPECIAL=SOLID,ON_CEILING;

STATES(IDLE)=HDB6:A:-1:NORMAL:NOTHING;

// These three: Brain stem and the pools of blood are declared as INERT,
// this is because that they are completely unaffected by surroundings
[BARREL]//:2035
SPAWNHEALTH=20;
RADIUS=10;
HEIGHT=42;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=0;
DLIGHT.COLOUR=#FFFFFF;
EXPLODE_DAMAGE.VAL=128;
EXPLODE_DAMAGE.OBITUARY="OB_EXPLODE";
DEATH_SOUND="BAREXP";
SPECIAL=SHOOTABLE,SOLID,CLIMBABLE,DAMAGESMOKE;

STATES(IDLE)=BAR1:A:6:NORMAL:NOTHING,
             BAR1:B:6:NORMAL:NOTHING;
STATES(DEATH)=BEXP:A:0:BRIGHT:DLIGHT_SET(900),
              BEXP:A:0:BRIGHT:DLIGHT_FADE(0),
              BEXP:A:5:BRIGHT:NOTHING,
              BEXP:B:5:BRIGHT:MAKEDEATHSOUND,
              BEXP:C:5:BRIGHT:NOTHING,
              BEXP:D:10:BRIGHT:EXPLOSIONDAMAGE,
              BEXP:E:10:BRIGHT:NOTHING,
             #REMOVE;

// This did not have an entry in the mobjinfo table, although sprite and
// state were present, so it got added as a new item -ACB- 1998/07/19
[BURNT_SPIKE_STUMP:7010]
RADIUS=16;
HEIGHT=46;
SPECIAL=SOLID;

STATES(IDLE)=SMT2:A:-1:NORMAL:NOTHING;

// A quick demo of the varying damage calculation, barrels shouldn't normally
// explode with same results as another: toxic sludge can cause major damage
// or not much at all, worth a laugh. -ACB- 1998/07/26

[UNSTABLE_BARREL:7104]
SPAWNHEALTH=20;
RADIUS=10;
HEIGHT=42;
EXPLODE_DAMAGE.VAL=16;
EXPLODE_DAMAGE.MAX=256;
EXPLODE_DAMAGE.OBITUARY="OB_EXPLODE";
DEATH_SOUND=BAREXP;
SPECIAL=SHOOTABLE,SOLID,DAMAGESMOKE;

STATES(IDLE)=BAR1:A:6:NORMAL:NOTHING,
             BAR1:B:6:NORMAL:NOTHING;

STATES(DEATH)=BEXP:A:5:BRIGHT:NOTHING,
              BEXP:B:5:BRIGHT:MAKEDEATHSOUND,
              BEXP:C:5:BRIGHT:NOTHING,
              BEXP:D:10:BRIGHT:EXPLOSIONDAMAGE,
              BEXP:E:10:BRIGHT:NOTHING,
              #REMOVE;

[BLOOD]
REACTION_TIME=8T;
RADIUS=8;
HEIGHT=16;
SPECIAL=CORPSE,DROPOFF,NOSHADOW,NOZBUFFER;

STATES(SPAWN)=BLOD:C:8:NORMAL:NOTHING,
              BLOD:B:8:NORMAL:NOTHING,
              BLOD:A:8:NORMAL:CHECKBLOOD,
              #REMOVE;

[PUFF]
REACTION_TIME=8T;
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=1;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW,NOZBUFFER;

STATES(SPAWN)=PUF3:A:4:BRIGHT:NOTHING,
              PUF3:B:0:NORMAL:TRANS_SET(60%),
              PUF3:B:4:NORMAL:TRANS_FADE(0%),
              PUF3:C:4:NORMAL:NOTHING,
              PUF3:D:4:NORMAL:NOTHING,
              #REMOVE;

[GAUNTLETS_PUFF]
REACTION_TIME=8T;
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=1;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW,NOZBUFFER;
TRANSLUCENCY=50%;

STATES(SPAWN)=PUF1:A:4:BRIGHT:NOTHING,
              PUF1:B:4:BRIGHT:TRANS_FADE(0%),
              PUF1:C:4:BRIGHT:NOTHING,
              PUF1:D:4:BRIGHT:NOTHING,
              #REMOVE;

[WAND_PUFF]
REACTION_TIME=8T;
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=0;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW,NOZBUFFER;
TRANSLUCENCY=70%;

STATES(SPAWN)=PUF2:A:3:BRIGHT:NOTHING,
              PUF2:B:3:BRIGHT:NOTHING,
              PUF2:C:3:BRIGHT:TRANS_FADE(0%),
              PUF2:D:3:BRIGHT:NOTHING,
              PUF2:E:3:BRIGHT:NOTHING,
              #REMOVE;

[CLAW_PUFF] // For when its fired against a wall or object
REACTION_TIME=8T;
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=0;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW,NOZBUFFER;
TRANSLUCENCY=60%;

STATES(SPAWN)=FX17:A:4:BRIGHT:NOTHING,
              FX17:B:4:BRIGHT:NOTHING,
              FX17:C:4:BRIGHT:TRANS_FADE(0%),
              FX17:D:4:BRIGHT:NOTHING,
              FX17:E:4:BRIGHT:NOTHING,
              #REMOVE;

[CLAW_IMPACT] // For when it makes impact with a creature, currently not implemented
REACTION_TIME=8T;
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=0;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW,NOZBUFFER;
TRANSLUCENCY=60%;

STATES(SPAWN)=FX17:F:3:BRIGHT:NOTHING,
              FX17:G:3:BRIGHT:NOTHING,
              FX17:H:4:BRIGHT:NOTHING,
              FX17:I:4:BRIGHT:TRANS_FADE(0%),
              FX17:J:4:BRIGHT:NOTHING,
              FX17:K:4:BRIGHT:NOTHING,
              FX17:L:4:BRIGHT:NOTHING,
              #REMOVE;

[SMOKE]
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=2;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW,NOZBUFFER;

STATES(SPAWN)=PUFF:B:4:NORMAL:NOTHING,
              PUFF:C:4:NORMAL:NOTHING,
              PUFF:B:4:NORMAL:NOTHING,
              PUFF:C:4:NORMAL:NOTHING,
              PUFF:D:4:NORMAL:NOTHING,
              #REMOVE;

[BEAST_SMOKE_TRAIL]
REACTION_TIME=8T;
RADIUS=6;
HEIGHT=8;
FLOAT_SPEED=1;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW,NOZBUFFER;
TRANSLUCENCY=50%;

STATES(SPAWN)=FRB1:D:4:NORMAL:TRANS_FADE(0%),
              FRB1:E:4:NORMAL:NOTHING,
              FRB1:F:4:NORMAL:NOTHING,
              FRB1:G:4:NORMAL:NOTHING,
              #REMOVE;

[ITEM_RESPAWN]
REACTION_TIME=8T;
RADIUS=20;
HEIGHT=16;
AMBIENT_SOUND=ITMBK;
SPECIAL=NOBLOCKMAP,NOGRAVITY;

STATES(IDLE)=IFOG:A:0:BRIGHT:TRANS_FADE(0%),
             IFOG:A:6:BRIGHT:NOTHING,
             IFOG:B:6:BRIGHT:MAKESOUND,
             IFOG:A:6:BRIGHT:NOTHING,
             IFOG:B:6:BRIGHT:NOTHING,
             IFOG:C:6:BRIGHT:NOTHING,
             IFOG:D:6:BRIGHT:NOTHING,
             IFOG:E:6:BRIGHT:NOTHING,
             #REMOVE;

[TELEPORT_FLASH:14]
RADIUS=20;
HEIGHT=16;
AMBIENT_SOUND=TELEPT;
SPECIAL=TELEPORT_TYPE,NOGRAVITY;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=512;
DLIGHT.COLOUR=#0000FF;

STATES(IDLE)=NULL:A:0:NORMAL:TRANS_SET(0%),
             NULL:A:-1:NORMAL:NOTHING;

STATES(CHASE)=NULL:A:1:NORMAL:SPARE_ATTACK(TELEPORT_SPAWNER),
              #REMOVE;

[TELEPORT]
RADIUS=20;
HEIGHT=16;
AMBIENT_SOUND=TELEPT;
SPECIAL=TELEPORT_TYPE,NOGRAVITY,FLOATER;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=512;
DLIGHT.COLOUR=#0000FF;

STATES(IDLE)=NULL:A:0:NORMAL:TRANS_SET(0%),
             NULL:A:-1:NORMAL:NOTHING;

STATES(CHASE)=TELE:A:5:BRIGHT:MAKESOUND,
              TELE:B:6:BRIGHT:NOTHING,
              TELE:C:6:BRIGHT:NOTHING,
              TELE:D:6:BRIGHT:NOTHING,
              TELE:E:6:BRIGHT:NOTHING,
              TELE:F:6:BRIGHT:NOTHING,
              TELE:G:6:BRIGHT:NOTHING,
              TELE:H:0:BRIGHT:TRANS_FADE(0%),
              TELE:H:0:BRIGHT:DLIGHT_FADE(0),
              TELE:H:6:BRIGHT:NOTHING,
              TELE:G:6:BRIGHT:NOTHING,
              TELE:F:6:BRIGHT:NOTHING,
              TELE:E:6:BRIGHT:NOTHING,
              TELE:D:6:BRIGHT:NOTHING,
              TELE:C:6:BRIGHT:NOTHING,
              #REMOVE;

[RESPAWN_FLASH:7014]
RADIUS=20;
HEIGHT=16;
AMBIENT_SOUND=TELEPT;
SPECIAL=TELEPORT_TYPE,NOGRAVITY;

STATES(IDLE)=TFOG:A:1:NORMAL:TRANS_FADE(0%),
             TFOG:A:0:BRIGHT:MAKESOUND,
             TFOG:A:5:BRIGHT:NOTHING,
             TFOG:B:6:BRIGHT:NOTHING,
             TFOG:A:6:BRIGHT:NOTHING,
             TFOG:B:6:BRIGHT:NOTHING,
             TFOG:C:6:BRIGHT:NOTHING,
             TFOG:D:6:BRIGHT:NOTHING,
             TFOG:E:6:BRIGHT:NOTHING,
             TFOG:F:6:BRIGHT:NOTHING,
             TFOG:G:6:BRIGHT:NOTHING,
             TFOG:H:6:BRIGHT:NOTHING,
             TFOG:I:6:BRIGHT:NOTHING,
             TFOG:J:6:BRIGHT:NOTHING,
             #REMOVE;

// --------------- Creature Definitions -------------------

[COMMANDER_KEEN:72]
SPAWNHEALTH=100;
REACTION_TIME=0.23;
RADIUS=16;
HEIGHT=72;
MASS=10000;
PAINCHANCE=100%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,ON_CEILING;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
PAIN_SOUND=KEENPN;
DEATH_SOUND=KEENDT;

STATES(IDLE)=KEEN:A:-1:NORMAL:NOTHING;

STATES(PAIN)=KEEN:M:4:NORMAL:NOTHING,
            KEEN:M:8:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=KEEN:A:6:NORMAL:NOTHING,
              KEEN:B:6:NORMAL:NOTHING,
              KEEN:C:6:NORMAL:MAKEDEATHSOUND,
              KEEN:D:6:NORMAL:NOTHING,
              KEEN:E:6:NORMAL:NOTHING,
              KEEN:F:6:NORMAL:NOTHING,
              KEEN:G:6:NORMAL:NOTHING,
              KEEN:H:6:NORMAL:NOTHING,
              KEEN:I:6:NORMAL:NOTHING,
              KEEN:J:6:NORMAL:NOTHING,
              KEEN:K:6:NORMAL:KEEN_DIE,
              KEEN:L:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[THE_CYBERDEMON]
SPAWNHEALTH=4000;
REACTION_TIME=0.23;
RADIUS=40;
HEIGHT=110;
SPEED=16;
MASS=1000;
PAINCHANCE=8%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,BOSSMAN,TRIGGER_HAPPY,NO_RESURRECT;
MINATTACK_CHANCE=38%;
CASTORDER=17;
CAST_TITLE=CyberdemonName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=CYBERDEMON_MISSILE;

STATES(IDLE)=CYBR:A:10:NORMAL:LOOKOUT,
             CYBR:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=CYBR:A:3:NORMAL:PLAYSOUND(HOOF),
              CYBR:A:3:NORMAL:CHASE,
              CYBR:B:3:NORMAL:CHASE,
              CYBR:B:3:NORMAL:CHASE,
              CYBR:C:3:NORMAL:CHASE,
              CYBR:C:3:NORMAL:CHASE,
              CYBR:D:3:NORMAL:WALKSOUND_CHASE,
              CYBR:D:3:NORMAL:CHASE;

STATES(MISSILE)=CYBR:E:6:NORMAL:FACETARGET,
                CYBR:F:12:NORMAL:RANGE_ATTACK,
                CYBR:E:12:NORMAL:FACETARGET,
                CYBR:F:12:NORMAL:RANGE_ATTACK,
                CYBR:E:12:NORMAL:FACETARGET,
                CYBR:F:12:NORMAL:RANGE_ATTACK,
                #CHASE;

STATES(PAIN)=CYBR:G:10:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=CYBR:H:10:NORMAL:NOTHING,
              CYBR:I:10:NORMAL:MAKEDEATHSOUND,
              CYBR:K:10:NORMAL:NOTHING,
              CYBR:L:10:NORMAL:NOTHING,
              CYBR:M:10:NORMAL:NOTHING,
              CYBR:N:10:NORMAL:MAKEDEAD,
              CYBR:O:10:NORMAL:NOTHING,
              CYBR:P:30:NORMAL:NOTHING,
              CYBR:P:-1:NORMAL:NOTHING;

STATES(RESPAWN)=CYBR:P:30:NORMAL:NOTHING,
                CYBR:O:10:NORMAL:NOTHING,
                CYBR:N:10:NORMAL:NOTHING,
                CYBR:M:10:NORMAL:NOTHING,
                CYBR:L:10:NORMAL:NOTHING,
                CYBR:K:10:NORMAL:NOTHING,
                CYBR:J:10:NORMAL:NOTHING,
                CYBR:I:10:NORMAL:NOTHING,
                CYBR:H:10:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[IMP:3001]
SPAWNHEALTH=60;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=78%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
CASTORDER=5;
CAST_TITLE=ImpName;
BLOOD=BLOOD;
ACTIVE_SOUND=BGACT;
DEATH_SOUND="BGDTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="BGSIT?";
OVERKILL_SOUND="SLOP";
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=IMP_FIREBALL;
CLOSE_ATTACK=IMP_CLOSECOMBAT;

STATES(IDLE)=TROO:A:10:NORMAL:LOOKOUT,
             TROO:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=TROO:A:3:NORMAL:CHASE,
              TROO:A:3:NORMAL:CHASE,
              TROO:B:3:NORMAL:CHASE,
              TROO:B:3:NORMAL:CHASE,
              TROO:C:3:NORMAL:CHASE,
              TROO:C:3:NORMAL:CHASE,
              TROO:D:3:NORMAL:CHASE,
              TROO:D:3:NORMAL:CHASE;

STATES(MELEE)=TROO:E:8:NORMAL:FACETARGET,
              TROO:F:8:NORMAL:FACETARGET,
              TROO:G:6:NORMAL:COMBOATTACK,
              #CHASE;

STATES(MISSILE)=TROO:E:8:NORMAL:FACETARGET,
                TROO:F:8:NORMAL:FACETARGET,
                TROO:G:6:NORMAL:COMBOATTACK,
                #CHASE;

STATES(PAIN)=TROO:H:2:NORMAL:NOTHING,
             TROO:H:2:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=TROO:I:8:NORMAL:NOTHING,
              TROO:J:8:NORMAL:MAKEDEATHSOUND,
              TROO:K:6:NORMAL:NOTHING,
              TROO:L:6:NORMAL:MAKEDEAD,
              TROO:M:-1:NORMAL:NOTHING;

STATES(OVERKILL)=TROO:N:5:NORMAL:NOTHING,
                 TROO:O:5:NORMAL:MAKEOVERKILLSOUND,
                 TROO:P:5:NORMAL:NOTHING,
                 TROO:Q:5:NORMAL:MAKEDEAD,
                 TROO:R:5:NORMAL:NOTHING,
                 TROO:S:5:NORMAL:NOTHING,
                 TROO:T:5:NORMAL:NOTHING,
                 TROO:U:-1:NORMAL:NOTHING;

STATES(RESPAWN)=TROO:M:8:NORMAL:NOTHING,
                TROO:L:8:NORMAL:NOTHING,
                TROO:K:6:NORMAL:NOTHING,
                TROO:J:6:NORMAL:NOTHING,
                TROO:I:6:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[LOST_SOUL:3006]
SPAWNHEALTH=100;
REACTION_TIME=0.23;
RADIUS=16;
HEIGHT=56;
SPEED=8;
MASS=50;
PAINCHANCE=100%;
CASTORDER=7;
CAST_TITLE=LostSoulName;
BLOOD=BLOOD;
FLOAT_SPEED=2;
SPECIAL=SOLID,SHOOTABLE,TRIGGER_HAPPY,FLOATER,NOGRAV_KILL,MONSTER,DISLOYAL,ATTACK_HURTS;
TRANSLUCENCY=66%;
MINATTACK_CHANCE=22%;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=FIRXPL;
PAIN_SOUND=DMPAIN;
RANGE_ATTACK=SKULL_ASSAULT;

STATES(IDLE)=SKUL:A:10:BRIGHT:LOOKOUT,
             SKUL:B:10:BRIGHT:LOOKOUT;

STATES(CHASE)=SKUL:A:6:BRIGHT:CHASE,
              SKUL:B:6:BRIGHT:CHASE;

STATES(MISSILE)=SKUL:C:10:BRIGHT:FACETARGET,
                SKUL:D:4:BRIGHT:RANGE_ATTACK,
                SKUL:C:4:BRIGHT:NOTHING,
                SKUL:D:4:BRIGHT:NOTHING,
                #MISSILE:3;

STATES(PAIN)=SKUL:E:3:BRIGHT:NOTHING,
             SKUL:E:3:BRIGHT:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=SKUL:F:0:BRIGHT:TRANS_FADE(0%),
              SKUL:F:6:BRIGHT:NOTHING,
              SKUL:G:6:BRIGHT:MAKEDEATHSOUND,
              SKUL:H:6:BRIGHT:NOTHING,
              SKUL:I:6:BRIGHT:MAKEDEAD,
              SKUL:J:6:NORMAL:NOTHING,
              SKUL:K:6:NORMAL:NOTHING,
              #REMOVE;

[PAIN_ELEMENTAL:71]
SPAWNHEALTH=400;
REACTION_TIME=0.23;
RADIUS=31;
HEIGHT=56;
SPEED=8;
MASS=400;
PAINCHANCE=50%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,FLOATER;
MINATTACK_CHANCE=22%;
CASTORDER=12;
CAST_TITLE=PainElementalName;
BLOOD=BLOOD;
FLOAT_SPEED=4;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=PEDTH;
PAIN_SOUND=PEPAIN;
SIGHTING_SOUND=PESIT;
RANGE_ATTACK=ELEMENTAL_SPAWNER;
SPARE_ATTACK=ELEMENTAL_DEATHSPAWN;

STATES(IDLE)=PAIN:A:10:NORMAL:LOOKOUT;

STATES(CHASE)=PAIN:A:3:NORMAL:CHASE,
              PAIN:A:3:NORMAL:CHASE,
              PAIN:B:3:NORMAL:CHASE,
              PAIN:B:3:NORMAL:CHASE,
              PAIN:C:3:NORMAL:CHASE,
              PAIN:C:3:NORMAL:CHASE;

STATES(MISSILE)=PAIN:D:5:NORMAL:FACETARGET,
                PAIN:E:5:NORMAL:FACETARGET,
                PAIN:F:5:BRIGHT:FACETARGET,
                PAIN:F:5:BRIGHT:RANGE_ATTACK,
                #CHASE;

STATES(PAIN)=PAIN:G:6:NORMAL:NOTHING,
             PAIN:G:6:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=PAIN:H:8:BRIGHT:NOTHING,
              PAIN:I:8:BRIGHT:MAKEDEATHSOUND,
              PAIN:J:8:BRIGHT:NOTHING,
              PAIN:K:8:BRIGHT:NOTHING,
              PAIN:L:0:BRIGHT:MAKEDEAD,
              PAIN:L:8:BRIGHT:SPARE_ATTACK,
              PAIN:M:8:BRIGHT:NOTHING,
              #REMOVE;

STATES(RESPAWN)=PAIN:M:8:NORMAL:NOTHING,
                PAIN:L:8:NORMAL:NOTHING,
                PAIN:K:8:NORMAL:NOTHING,
                PAIN:J:8:NORMAL:NOTHING,
                PAIN:I:8:NORMAL:NOTHING,
                PAIN:K:8:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[THE_SPIDER_MASTERMIND]
SPAWNHEALTH=3000;
REACTION_TIME=0.23;
RADIUS=128;
HEIGHT=100;
SPEED=12;
MASS=1000;
PAINCHANCE=15%;
SPECIAL=BOSSMAN,TRIGGER_HAPPY,COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,NO_RESURRECT;
MINATTACK_CHANCE=22%;
CASTORDER=16;
CAST_TITLE=SpiderMastermindName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=SPIDTH;
PAIN_SOUND=POPAIN;
SIGHTING_SOUND=SPISIT;
WALK_SOUND=METAL;
RANGE_ATTACK=MASTERMIND_CHAINGUN;

STATES(IDLE)=SPID:A:10:NORMAL:LOOKOUT,
             SPID:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=SPID:A:3:NORMAL:WALKSOUND_CHASE,
              SPID:A:3:NORMAL:CHASE,
              SPID:B:3:NORMAL:CHASE,
              SPID:B:3:NORMAL:CHASE,
              SPID:C:3:NORMAL:WALKSOUND_CHASE,
              SPID:C:3:NORMAL:CHASE,
              SPID:D:3:NORMAL:CHASE,
              SPID:D:3:NORMAL:CHASE,
              SPID:E:3:NORMAL:WALKSOUND_CHASE,
              SPID:E:3:NORMAL:CHASE,
              SPID:F:3:NORMAL:CHASE,
              SPID:F:3:NORMAL:CHASE;

STATES(MISSILE)=SPID:A:20:BRIGHT:FACETARGET,
                SPID:G:4:BRIGHT:RANGE_ATTACK,
                SPID:H:4:BRIGHT:RANGE_ATTACK,
                SPID:H:1:BRIGHT:REFIRE_CHECK,
                #MISSILE:2;

STATES(PAIN)=SPID:I:3:NORMAL:NOTHING,
             SPID:I:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=SPID:J:20:NORMAL:MAKEDEATHSOUND,
              SPID:K:10:NORMAL:MAKEDEAD,
              SPID:L:10:NORMAL:NOTHING,
              SPID:M:10:NORMAL:NOTHING,
              SPID:N:10:NORMAL:NOTHING,
              SPID:O:10:NORMAL:NOTHING,
              SPID:P:10:NORMAL:NOTHING,
              SPID:Q:10:NORMAL:NOTHING,
              SPID:R:10:NORMAL:NOTHING,
              SPID:S:30:NORMAL:NOTHING,
              SPID:S:-1:NORMAL:NOTHING;

STATES(RESPAWN)=SPID:S:30:NORMAL:NOTHING,
                SPID:R:10:NORMAL:NOTHING,
                SPID:Q:10:NORMAL:NOTHING,
                SPID:P:10:NORMAL:NOTHING,
                SPID:O:10:NORMAL:NOTHING,
                SPID:N:10:NORMAL:NOTHING,
                SPID:M:10:NORMAL:NOTHING,
                SPID:L:10:NORMAL:NOTHING,
                SPID:K:10:NORMAL:NOTHING,
                SPID:J:20:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

// --------------- Players ---------------------------------

[DEATHMATCH_START:11]
SPECIAL=NOBLOCKMAP,NOSECTOR;
PLAYER=-1;
STATES(IDLE)=PLAY:A:-1:NORMAL:NOTHING;

[OUR_HERO:1]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=1;
PLAYER=1;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
PALETTE_REMAP=PLAYER_GREEN;
CASTORDER=1;
CAST_TITLE=OurHeroName;
PAINCHANCE=100%;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND="PLRDTH";
PAIN_SOUND="PLRPAI";
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="PLROOF";
SECRET_SOUND="SECRET";
OOF_SOUND="PLROOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(100),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(200),CELLS.LIMIT(200),
                AMMO5.LIMIT(20),AMMO6.LIMIT(150),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER2:2]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=2;
PLAYER=2;
PALETTE_REMAP=PLAYER_DK_GREY;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
PAINCHANCE=100%;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER3:3]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
PALETTE_REMAP=PLAYER_BROWN;
SPEED=1;
SIDE=4;
PLAYER=3;
PAINCHANCE=100%;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER4:4]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=8;
PLAYER=4;
PALETTE_REMAP=PLAYER_DULL_RED;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER5:4001]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=16;
PLAYER=5;
PALETTE_REMAP=PLAYER_ORANGE;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER6:4002]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
PALETTE_REMAP=PLAYER_LT_GREY;
SPEED=1;
SIDE=32;
PLAYER=6;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER7:4003]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
PALETTE_REMAP=PLAYER_LT_RED;
SPEED=1;
SIDE=64;
PLAYER=7;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER8:4004]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=128;
PLAYER=8;
PALETTE_REMAP=PLAYER_PINK;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER9:4005]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=256;
PLAYER=9;
PALETTE_REMAP=PLAYER_ORANGE;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER10:4006]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
PALETTE_REMAP=PLAYER_LT_GREY;
SPEED=1;
SIDE=512;
PLAYER=10;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER11:4007]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
PALETTE_REMAP=PLAYER_LT_RED;
SPEED=1;
SIDE=1024;
PLAYER=11;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER12:4008]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=2048;
PLAYER=12;
PALETTE_REMAP=PLAYER_PINK;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER13:4009]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=4096;
PLAYER=13;
PALETTE_REMAP=PLAYER_ORANGE;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER14:4010]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
PALETTE_REMAP=PLAYER_LT_GREY;
SPEED=1;
SIDE=8192;
PLAYER=14;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER15:4011]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
PALETTE_REMAP=PLAYER_LT_RED;
SPEED=1;
SIDE=16384;
PLAYER=15;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[PLAYER16:4012]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=32768;
PLAYER=16;
PALETTE_REMAP=PLAYER_PINK;
PAINCHANCE=100%;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=21T;
CROUCH_HEIGHT=32;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND=PLPAIN;
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(200),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(200),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300),
                BULLETS(50);

STATES(IDLE)=PLAY:A:1:NORMAL:CHECK_ACTIVITY;

STATES(CHASE)=PLAY:A:5:NORMAL:CHECK_MOVING,
              PLAY:B:5:NORMAL:CHECK_MOVING,
              PLAY:C:5:NORMAL:CHECK_MOVING,
              PLAY:D:5:NORMAL:CHECK_MOVING;

STATES(JUMP)=PLAY:C:17:NORMAL:NOTHING,#CHASE;

STATES(FLY)=PLAY:D:20:NORMAL:NOTHING;

STATES(MISSILE)=PLAY:F:10:NORMAL:NOTHING;

STATES(MELEE)=PLAY:E:10:NORMAL:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);


// -------- BOSS BRAIN STUFF --------------

[BRAIN_SPAWNSPOT]
RADIUS=20;
HEIGHT=32;
SPAWNHEALTH=1000;
MASS=1000;
SPEED=0;
REACTION_TIME=8T;
SPECIAL=NOBLOCKMAP,NOSECTOR;

STATES(IDLE)=NULL:A:-1:NORMAL:Nothing;

[BOSS_BRAIN:88]
RADIUS=20;
HEIGHT=120;
SPAWNHEALTH=300;
MASS=10000;
SPEED=0;
REACTION_TIME=8T;
SPECIAL=SOLID,SHOOTABLE,NO_AUTOAIM,ALWAYS_LOUD;
PAINCHANCE=100%;
PAIN_SOUND=BOSPN;
DEATH_SOUND=BOSDTH;

STATES(IDLE)=BBRN:A:100:NORMAL:NOTHING;
STATES(PAIN)=BBRN:B:36:NORMAL:MAKEPAINSOUND;
STATES(DEATH)=BBRN:A:100:NORMAL:BRAINSCREAM,
              BBRN:A:10:NORMAL:NOTHING,
              BBRN:A:10:NORMAL:NOTHING,
              BBRN:A:-1:NORMAL:BRAINDIE;

[BRAIN_SHOOTER:89]
RADIUS=20;
HEIGHT=32;
SPAWNHEALTH=1000;
MASS=100;
SPEED=0;
REACTION_TIME=8T;
SPECIAL=NOBLOCKMAP,NOSECTOR,BOSSMAN;
SIGHTING_SOUND=BOSSIT;
SPIT_SPOT=BRAIN_SPAWNSPOT;
RANGE_ATTACK=BRAIN_CUBE;

STATES(IDLE)=NULL:A:10:NORMAL:LOOKOUT;
STATES(CHASE)=NULL:A:150:NORMAL:NOTHING,
              NULL:A:180:NORMAL:BRAINSPIT,
              #CHASE;

[BRAIN_DEATH_MISSILE]
RADIUS=11;
HEIGHT=8;
SPAWNHEALTH=1000;
MASS=100;
REACTIONTIME=8T;
SPECIAL=NOBLOCKMAP,DROPOFF,NOGRAVITY,MISSILE,BOSSMAN;
SPEED=20;
EXPLODE_DAMAGE.VAL=128;
EXPLODE_DAMAGE.OBITUARY="OB_EXPLODE";
LAUNCH_SOUND=RLAUNC;
DEATH_SOUND=BAREXP;

STATES(SPAWN)=MISL:B:0:BRIGHT:TRANS_FADE(0%),
              MISL:B:15:BRIGHT:NOTHING,
              MISL:C:10:BRIGHT:BRAINMISSILEEXPLODE,
              MISL:D:10:BRIGHT:BRAINMISSILEEXPLODE,
              #REMOVE;

// ------- Boom/MBF Compatibility --------

[POINT_PUSHER:5001]
RADIUS=8;
HEIGHT=8;
MASS=10;
SPECIAL=POINT_FORCE,NOBLOCKMAP;
SPEED=1;

STATES(SPAWN)=NULL:A:-1:NORMAL:NOTHING;

[POINT_PULLER:5002]
RADIUS=8;
HEIGHT=8;
MASS=10;
SPECIAL=POINT_FORCE,NOBLOCKMAP;
SPEED=-1;

STATES(SPAWN)=NULL:A:-1:NORMAL:NOTHING;

// Marine's Best Friend :->

[DOG:888]
SPAWNHEALTH=500;
REACTION_TIME=8T;
RADIUS=12;
HEIGHT=28;
SPEED=10;
FAST=2;
MASS=100;
PAINCHANCE=70%;
PALETTE_REMAP=SARG_BROWN;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=SGTDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=SGTSIT;
STARTCOMBAT_SOUND=SGTATK;
CLOSE_ATTACK=DOG_BITE;

STATES(IDLE)=SARG:A:10:NORMAL:LOOKOUT,
             SARG:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=SARG:A:2:NORMAL:CHASE,
              SARG:A:2:NORMAL:CHASE,
              SARG:B:2:NORMAL:CHASE,
              SARG:B:2:NORMAL:CHASE,
              SARG:C:2:NORMAL:CHASE,
              SARG:C:2:NORMAL:CHASE,
              SARG:D:2:NORMAL:CHASE,
              SARG:D:2:NORMAL:CHASE;

STATES(MELEE)=SARG:E:8:NORMAL:FACETARGET,
              SARG:F:8:NORMAL:FACETARGET,
              SARG:G:8:NORMAL:CLOSE_ATTACK,
              #CHASE;

STATES(PAIN)=SARG:H:2:NORMAL:NOTHING,
             SARG:H:2:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=SARG:I:8:NORMAL:NOTHING,
              SARG:J:8:NORMAL:MAKEDEATHSOUND,
              SARG:K:4:NORMAL:NOTHING,
              SARG:L:4:NORMAL:MAKEDEAD,
              SARG:M:4:NORMAL:NOTHING,
              SARG:N:-1:NORMAL:NOTHING;

STATES(RESPAWN)=SARG:M:5:NORMAL:NOTHING,
                SARG:L:5:NORMAL:NOTHING,
                SARG:K:5:NORMAL:NOTHING,
                SARG:J:5:NORMAL:NOTHING,
                SARG:I:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_ARACHNOTRON:4050]
SPAWNHEALTH=500;
REACTION_TIME=0.23;
RADIUS=64;
HEIGHT=64;
SPEED=12;
MASS=600;
PAINCHANCE=50%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=BSPACT;
DEATH_SOUND=BSPDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=BSPSIT;
WALK_SOUND=BSPWLK;
RANGE_ATTACK=ARACHNOTRON_PLASMA;

STATES(IDLE)=BSPI:A:10:NORMAL:LOOKOUT,
             BSPI:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=BSPI:A:20:NORMAL:NOTHING,
              BSPI:A:3:NORMAL:WALKSOUND_CHASE,
              BSPI:A:3:NORMAL:CHASE,
              BSPI:B:3:NORMAL:CHASE,
              BSPI:B:3:NORMAL:CHASE,
              BSPI:C:3:NORMAL:CHASE,
              BSPI:C:3:NORMAL:CHASE,
              BSPI:D:3:NORMAL:WALKSOUND_CHASE,
              BSPI:D:3:NORMAL:CHASE,
              BSPI:E:3:NORMAL:CHASE,
              BSPI:E:3:NORMAL:CHASE,
              BSPI:F:3:NORMAL:CHASE,
              BSPI:F:3:NORMAL:CHASE,
              #CHASE:2;

STATES(MISSILE)=BSPI:A:20:BRIGHT:FACETARGET,
                BSPI:G:4:BRIGHT:RANGE_ATTACK,
                BSPI:H:4:BRIGHT:NOTHING,
                BSPI:H:1:BRIGHT:REFIRE_CHECK,
                #MISSILE:2;

STATES(PAIN)=BSPI:I:3:NORMAL:NOTHING,
             BSPI:I:3:NORMAL:MAKEPAINSOUND,
             #CHASE:2;

STATES(DEATH)=BSPI:J:20:NORMAL:MAKEDEATHSOUND,
              BSPI:K:7:NORMAL:MAKEDEAD,
              BSPI:L:7:NORMAL:NOTHING,
              BSPI:M:7:NORMAL:NOTHING,
              BSPI:N:7:NORMAL:NOTHING,
              BSPI:O:7:NORMAL:NOTHING,
              BSPI:P:-1:NORMAL:NOTHING;

STATES(RESPAWN)=BSPI:P:5:NORMAL:NOTHING,
                BSPI:O:5:NORMAL:NOTHING,
                BSPI:N:5:NORMAL:NOTHING,
                BSPI:M:5:NORMAL:NOTHING,
                BSPI:L:5:NORMAL:NOTHING,
                BSPI:K:5:NORMAL:NOTHING,
                BSPI:J:5:NORMAL:NOTHING,
                #CHASE:2;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_ARCHVILE:4051]
SPAWNHEALTH=700;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=15;
MASS=500;
PAINCHANCE=4%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,NEVERTARGETED,NO_GRUDGE,NO_RESURRECT,STEALTH;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=VILACT;
DEATH_SOUND=VILDTH;
PAIN_SOUND=VIPAIN;
SIGHTING_SOUND=VILSIT;
RANGE_ATTACK=ARCHVILE_FIRE;

STATES(IDLE)=VILE:A:10:NORMAL:LOOKOUT,
             VILE:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=VILE:A:2:NORMAL:RESCHASE,
              VILE:A:2:NORMAL:RESCHASE,
              VILE:B:2:NORMAL:RESCHASE,
              VILE:B:2:NORMAL:RESCHASE,
              VILE:C:2:NORMAL:RESCHASE,
              VILE:C:2:NORMAL:RESCHASE,
              VILE:D:2:NORMAL:RESCHASE,
              VILE:D:2:NORMAL:RESCHASE,
              VILE:E:2:NORMAL:RESCHASE,
              VILE:E:2:NORMAL:RESCHASE,
              VILE:F:2:NORMAL:RESCHASE,
              VILE:F:2:NORMAL:RESCHASE;

STATES(MISSILE)=VILE:G:0:BRIGHT:RANGEATTEMPTSND,
                VILE:G:10:BRIGHT:FACETARGET,
                VILE:H:8:BRIGHT:RANGE_ATTACK,
                VILE:I:8:BRIGHT:FACETARGET,
                VILE:J:8:BRIGHT:FACETARGET,
                VILE:K:8:BRIGHT:FACETARGET,
                VILE:L:8:BRIGHT:FACETARGET,
                VILE:M:8:BRIGHT:FACETARGET,
                VILE:N:8:BRIGHT:FACETARGET,
                VILE:O:8:BRIGHT:EFFECTTRACKER,
                VILE:P:20:BRIGHT:NOTHING,
                #CHASE;

STATES(PAIN)=VILE:Q:5:NORMAL:NOTHING,
             VILE:Q:5:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=VILE:Q:7:NORMAL:NOTHING,
              VILE:R:7:NORMAL:MAKEDEATHSOUND,
              VILE:S:7:NORMAL:MAKEDEAD,
              VILE:T:7:NORMAL:NOTHING,
              VILE:U:7:NORMAL:NOTHING,
              VILE:V:7:NORMAL:NOTHING,
              VILE:W:7:NORMAL:NOTHING,
              VILE:X:5:NORMAL:NOTHING,
              VILE:Y:5:NORMAL:NOTHING,
              VILE:Z:-1:NORMAL:NOTHING;

STATES(RESPAWN)=VILE:Z:5:NORMAL:NOTHING,
                VILE:Y:5:NORMAL:NOTHING,
                VILE:X:5:NORMAL:NOTHING,
                VILE:W:7:NORMAL:NOTHING,
                VILE:V:7:NORMAL:NOTHING,
                VILE:U:7:NORMAL:NOTHING,
                VILE:T:7:NORMAL:NOTHING,
                VILE:S:7:NORMAL:NOTHING,
                VILE:R:7:NORMAL:NOTHING,
                VILE:Q:7:NORMAL:NOTHING,
                #CHASE;

STATES(RESURRECT)=VILE:[:10:BRIGHT:NOTHING,
                  VILE:\:10:BRIGHT:NOTHING,
                  VILE:]:10:BRIGHT:NOTHING,
                  #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_BARON_OF_HELL:4052]
SPAWNHEALTH=1000;
REACTION_TIME=0.23;
RADIUS=24;
HEIGHT=64;
SPEED=8;
MASS=1000;
PAINCHANCE=20%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=BRSDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=BRSSIT;
RANGE_ATTACK=BARON_FIREBALL;
CLOSE_ATTACK=BARON_CLOSECOMBAT;

STATES(IDLE)=BOSS:A:10:NORMAL:LOOKOUT,
             BOSS:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=BOSS:A:3:NORMAL:CHASE,
              BOSS:A:3:NORMAL:CHASE,
              BOSS:B:3:NORMAL:CHASE,
              BOSS:B:3:NORMAL:CHASE,
              BOSS:C:3:NORMAL:CHASE,
              BOSS:C:3:NORMAL:CHASE,
              BOSS:D:3:NORMAL:CHASE,
              BOSS:D:3:NORMAL:CHASE;

STATES(MELEE)=BOSS:E:8:NORMAL:FACETARGET,
              BOSS:F:8:NORMAL:FACETARGET,
              BOSS:G:8:NORMAL:COMBOATTACK,
              #CHASE;

STATES(MISSILE)=BOSS:E:8:NORMAL:FACETARGET,
                BOSS:F:8:NORMAL:FACETARGET,
                BOSS:G:8:NORMAL:COMBOATTACK,
                #CHASE;

STATES(PAIN)=BOSS:H:2:NORMAL:NOTHING,
             BOSS:H:2:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=BOSS:I:8:NORMAL:NOTHING,
              BOSS:J:8:NORMAL:MAKEDEATHSOUND,
              BOSS:K:8:NORMAL:NOTHING,
              BOSS:L:8:NORMAL:MAKEDEAD,
              BOSS:M:8:NORMAL:NOTHING,
              BOSS:N:8:NORMAL:NOTHING,
              BOSS:O:-1:NORMAL:NOTHING;

STATES(RESPAWN)=BOSS:O:8:NORMAL:NOTHING,
                BOSS:N:8:NORMAL:NOTHING,
                BOSS:M:8:NORMAL:NOTHING,
                BOSS:L:8:NORMAL:NOTHING,
                BOSS:K:8:NORMAL:NOTHING,
                BOSS:J:8:NORMAL:NOTHING,
                BOSS:I:8:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_CACODEMON:4053]
SPAWNHEALTH=400;
REACTION_TIME=0.23;
RADIUS=31;
HEIGHT=56;
SPEED=8;
MASS=400;
PAINCHANCE=50%;
FLOAT_SPEED=4;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,FLOATER,STEALTH;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=CACDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=CACSIT;
RANGE_ATTACK=CACO_FIREBALL;
CLOSE_ATTACK=CACO_CLOSECOMBAT;

STATES(IDLE)=HEAD:A:10:NORMAL:LOOKOUT;

STATES(CHASE)=HEAD:A:3:NORMAL:CHASE;

STATES(MISSILE)=HEAD:B:5:NORMAL:FACETARGET,
                HEAD:C:5:NORMAL:FACETARGET,
                HEAD:D:5:BRIGHT:COMBOATTACK,
                #CHASE;

STATES(PAIN)=HEAD:E:3:NORMAL:NOTHING,
             HEAD:E:3:NORMAL:MAKEPAINSOUND,
             HEAD:F:6:NORMAL:NOTHING,
             #CHASE;

STATES(DEATH)=HEAD:G:8:NORMAL:MAKEDEATHSOUND,
              HEAD:H:8:NORMAL:NOTHING,
              HEAD:I:8:NORMAL:NOTHING,
              HEAD:J:8:NORMAL:MAKEDEAD,
              HEAD:K:8:NORMAL:NOTHING,
              HEAD:L:-1:NORMAL:NOTHING;

STATES(RESPAWN)=HEAD:L:8:NORMAL:NOTHING,
                HEAD:K:8:NORMAL:NOTHING,
                HEAD:J:8:NORMAL:NOTHING,
                HEAD:I:8:NORMAL:NOTHING,
                HEAD:H:8:NORMAL:NOTHING,
                HEAD:G:8:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_HEAVY_WEAPON_DUDE:4054]
SPAWNHEALTH=70;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=67%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS,STEALTH;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND="POSACT";
DEATH_SOUND="PODTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="POSIT?";
OVERKILL_SOUND="SLOP";
DROPITEM=CHAINGUN;
RANGE_ATTACK=FORMER_HUMAN_CHAINGUN;

STATES(IDLE)=CPOS:A:10:NORMAL:LOOKOUT,
             CPOS:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=CPOS:A:3:NORMAL:CHASE,
              CPOS:A:3:NORMAL:CHASE,
              CPOS:B:3:NORMAL:CHASE,
              CPOS:B:3:NORMAL:CHASE,
              CPOS:C:3:NORMAL:CHASE,
              CPOS:C:3:NORMAL:CHASE,
              CPOS:D:3:NORMAL:CHASE,
              CPOS:D:3:NORMAL:CHASE;

STATES(MISSILE)=CPOS:E:10:NORMAL:FACETARGET,
                CPOS:F:4:BRIGHT:RANGE_ATTACK,
                CPOS:E:4:BRIGHT:RANGE_ATTACK,
                CPOS:F:1:NORMAL:REFIRE_CHECK,
                #MISSILE:2;

STATES(PAIN)=CPOS:G:3:NORMAL:NOTHING,
             CPOS:G:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=CPOS:H:5:NORMAL:NOTHING,
              CPOS:I:5:NORMAL:MAKEDEATHSOUND,
              CPOS:J:5:NORMAL:MAKEDEAD,
              CPOS:K:5:NORMAL:NOTHING,
              CPOS:L:5:NORMAL:NOTHING,
              CPOS:M:5:NORMAL:NOTHING,
              CPOS:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=CPOS:O:5:NORMAL:NOTHING,
                 CPOS:P:5:NORMAL:MAKEOVERKILLSOUND,
                 CPOS:Q:5:NORMAL:MAKEDEAD,
                 CPOS:R:5:NORMAL:NOTHING,
                 CPOS:S:5:NORMAL:NOTHING,
                 CPOS:T:-1:NORMAL:NOTHING;

STATES(RESPAWN)=CPOS:N:5:NORMAL:NOTHING,
                CPOS:M:5:NORMAL:NOTHING,
                CPOS:L:5:NORMAL:NOTHING,
                CPOS:K:5:NORMAL:NOTHING,
                CPOS:J:5:NORMAL:NOTHING,
                CPOS:I:5:NORMAL:NOTHING,
                CPOS:H:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_DEMON:4055]
SPAWNHEALTH=150;
REACTION_TIME=0.23;
RADIUS=30;
HEIGHT=56;
SPEED=10;
FAST=2;
MASS=400;
PAINCHANCE=70%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=SGTDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=SGTSIT;
STARTCOMBAT_SOUND=SGTATK;
CLOSE_ATTACK=DEMON_CLOSECOMBAT;

STATES(IDLE)=SARG:A:10:NORMAL:LOOKOUT,
             SARG:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=SARG:A:2:NORMAL:CHASE,
              SARG:A:2:NORMAL:CHASE,
              SARG:B:2:NORMAL:CHASE,
              SARG:B:2:NORMAL:CHASE,
              SARG:C:2:NORMAL:CHASE,
              SARG:C:2:NORMAL:CHASE,
              SARG:D:2:NORMAL:CHASE,
              SARG:D:2:NORMAL:CHASE;

STATES(MELEE)=SARG:E:8:NORMAL:FACETARGET,
              SARG:F:8:NORMAL:FACETARGET,
              SARG:G:8:NORMAL:CLOSE_ATTACK,
              #CHASE;

STATES(PAIN)=SARG:H:2:NORMAL:NOTHING,
             SARG:H:2:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=SARG:I:8:NORMAL:NOTHING,
              SARG:J:8:NORMAL:MAKEDEATHSOUND,
              SARG:K:4:NORMAL:NOTHING,
              SARG:L:4:NORMAL:MAKEDEAD,
              SARG:M:4:NORMAL:NOTHING,
              SARG:N:-1:NORMAL:NOTHING;

STATES(RESPAWN)=SARG:N:5:NORMAL:NOTHING,
                 SARG:M:5:NORMAL:NOTHING,
                 SARG:L:5:NORMAL:NOTHING,
                 SARG:K:5:NORMAL:NOTHING,
                 SARG:J:5:NORMAL:NOTHING,
                 SARG:I:5:NORMAL:NOTHING,
                 #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_HELL_KNIGHT:4056]
SPAWNHEALTH=500;
REACTION_TIME=0.23;
RADIUS=24;
HEIGHT=64;
SPEED=8;
MASS=1000;
PAINCHANCE=20%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=KNTDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=KNTSIT;
RANGE_ATTACK=BARON_FIREBALL;
CLOSE_ATTACK=BARON_CLOSECOMBAT;

STATES(IDLE)=BOS2:A:10:NORMAL:LOOKOUT,
             BOS2:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=BOS2:A:3:NORMAL:CHASE,
              BOS2:A:3:NORMAL:CHASE,
              BOS2:B:3:NORMAL:CHASE,
              BOS2:B:3:NORMAL:CHASE,
              BOS2:C:3:NORMAL:CHASE,
              BOS2:C:3:NORMAL:CHASE,
              BOS2:D:3:NORMAL:CHASE,
              BOS2:D:3:NORMAL:CHASE;

STATES(MELEE)=BOS2:E:8:NORMAL:FACETARGET,
              BOS2:F:8:NORMAL:FACETARGET,
              BOS2:G:8:NORMAL:COMBOATTACK,
              #CHASE;

STATES(MISSILE)=BOS2:E:8:NORMAL:FACETARGET,
                BOS2:F:8:NORMAL:FACETARGET,
                BOS2:G:8:NORMAL:COMBOATTACK,
                #CHASE;

STATES(PAIN)=BOS2:H:2:NORMAL:NOTHING,
             BOS2:H:2:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=BOS2:I:8:NORMAL:NOTHING,
              BOS2:J:8:NORMAL:MAKEDEATHSOUND,
              BOS2:K:8:NORMAL:NOTHING,
              BOS2:L:8:NORMAL:MAKEDEAD,
              BOS2:M:8:NORMAL:NOTHING,
              BOS2:N:8:NORMAL:NOTHING,
              BOS2:O:-1:NORMAL:NOTHING;

STATES(RESPAWN)=BOS2:O:8:NORMAL:NOTHING,
                BOS2:N:8:NORMAL:NOTHING,
                BOS2:M:8:NORMAL:NOTHING,
                BOS2:L:8:NORMAL:NOTHING,
                BOS2:K:8:NORMAL:NOTHING,
                BOS2:J:8:NORMAL:NOTHING,
                BOS2:I:8:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_IMP:4057]
SPAWNHEALTH=60;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=78%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
ACTIVE_SOUND=BGACT;
DEATH_SOUND="BGDTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="BGSIT?";
OVERKILL_SOUND="SLOP";
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=IMP_FIREBALL;
CLOSE_ATTACK=IMP_CLOSECOMBAT;

STATES(IDLE)=TROO:A:10:NORMAL:LOOKOUT,
             TROO:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=TROO:A:3:NORMAL:CHASE,
              TROO:A:3:NORMAL:CHASE,
              TROO:B:3:NORMAL:CHASE,
              TROO:B:3:NORMAL:CHASE,
              TROO:C:3:NORMAL:CHASE,
              TROO:C:3:NORMAL:CHASE,
              TROO:D:3:NORMAL:CHASE,
              TROO:D:3:NORMAL:CHASE;

STATES(MELEE)=TROO:E:8:NORMAL:FACETARGET,
              TROO:F:8:NORMAL:FACETARGET,
              TROO:G:6:NORMAL:COMBOATTACK,
              #CHASE;

STATES(MISSILE)=TROO:E:8:NORMAL:FACETARGET,
                TROO:F:8:NORMAL:FACETARGET,
                TROO:G:6:NORMAL:COMBOATTACK,
                #CHASE;

STATES(PAIN)=TROO:H:2:NORMAL:NOTHING,
             TROO:H:2:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=TROO:I:8:NORMAL:NOTHING,
              TROO:J:8:NORMAL:MAKEDEATHSOUND,
              TROO:K:6:NORMAL:NOTHING,
              TROO:L:6:NORMAL:MAKEDEAD,
              TROO:M:-1:NORMAL:NOTHING;

STATES(OVERKILL)=TROO:N:5:NORMAL:NOTHING,
                 TROO:O:5:NORMAL:MAKEOVERKILLSOUND,
                 TROO:P:5:NORMAL:NOTHING,
                 TROO:Q:5:NORMAL:MAKEDEAD,
                 TROO:R:5:NORMAL:NOTHING,
                 TROO:S:5:NORMAL:NOTHING,
                 TROO:T:5:NORMAL:NOTHING,
                 TROO:U:-1:NORMAL:NOTHING;

STATES(RESPAWN)=TROO:M:8:NORMAL:NOTHING,
                TROO:L:8:NORMAL:NOTHING,
                TROO:K:6:NORMAL:NOTHING,
                TROO:J:6:NORMAL:NOTHING,
                TROO:I:6:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_MANCUBUS:4058]
SPAWNHEALTH=600;
REACTION_TIME=0.23;
RADIUS=48;
HEIGHT=64;
SPEED=8;
MASS=1000;
PAINCHANCE=30%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,STEALTH;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
ACTIVE_SOUND=POSACT;
DEATH_SOUND=MANDTH;
PAIN_SOUND=MNPAIN;
SIGHTING_SOUND=MANSIT;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=MANCUBUS_FIREBALL;

STATES(IDLE)=FATT:A:15:NORMAL:LOOKOUT,
             FATT:B:15:NORMAL:LOOKOUT;

STATES(CHASE)=FATT:A:4:NORMAL:CHASE,
              FATT:A:4:NORMAL:CHASE,
              FATT:B:4:NORMAL:CHASE,
              FATT:B:4:NORMAL:CHASE,
              FATT:C:4:NORMAL:CHASE,
              FATT:C:4:NORMAL:CHASE,
              FATT:D:4:NORMAL:CHASE,
              FATT:D:4:NORMAL:CHASE,
              FATT:E:4:NORMAL:CHASE,
              FATT:E:4:NORMAL:CHASE,
              FATT:F:4:NORMAL:CHASE,
              FATT:F:4:NORMAL:CHASE;

STATES(MISSILE)=FATT:G:0:NORMAL:FACETARGET,
                FATT:G:20:NORMAL:RANGEATTEMPTSND,
                FATT:H:0:NORMAL:RESET_SPREADER,
                FATT:H:0:NORMAL:FACETARGET,
                FATT:H:0:BRIGHT:RANGE_ATTACK,
                FATT:H:10:BRIGHT:RANGE_ATTACK,
                FATT:I:5:NORMAL:FACETARGET,
                FATT:G:5:NORMAL:FACETARGET,
                FATT:H:0:NORMAL:FACETARGET,
                FATT:H:0:BRIGHT:RANGE_ATTACK,
                FATT:H:10:BRIGHT:RANGE_ATTACK,
                FATT:I:5:NORMAL:FACETARGET,
                FATT:G:5:NORMAL:FACETARGET,
                FATT:H:0:NORMAL:FACETARGET,
                FATT:H:0:BRIGHT:RANGE_ATTACK,
                FATT:H:10:BRIGHT:RANGE_ATTACK,
                FATT:I:5:NORMAL:FACETARGET,
                FATT:G:5:NORMAL:FACETARGET,
                #CHASE;

STATES(PAIN)=FATT:J:3:NORMAL:NOTHING,
             FATT:J:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=FATT:K:6:NORMAL:NOTHING,
              FATT:L:6:NORMAL:MAKEDEATHSOUND,
              FATT:M:6:NORMAL:MAKEDEAD,
              FATT:N:6:NORMAL:NOTHING,
              FATT:O:6:NORMAL:NOTHING,
              FATT:P:6:NORMAL:NOTHING,
              FATT:Q:6:NORMAL:NOTHING,
              FATT:R:6:NORMAL:NOTHING,
              FATT:S:6:NORMAL:NOTHING,
              FATT:T:-1:NORMAL:NOTHING;

STATES(RESPAWN)=FATT:R:5:NORMAL:NOTHING,
                FATT:Q:5:NORMAL:NOTHING,
                FATT:P:5:NORMAL:NOTHING,
                FATT:O:5:NORMAL:NOTHING,
                FATT:N:5:NORMAL:NOTHING,
                FATT:M:5:NORMAL:NOTHING,
                FATT:L:5:NORMAL:NOTHING,
                FATT:K:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_REVENANT:4059]
SPAWNHEALTH=300;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=10;
MASS=500;
PAINCHANCE=40%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,TRIGGER_HAPPY,STEALTH;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=SKEACT;
DEATH_SOUND=SKEDTH;
PAIN_SOUND=POPAIN;
SIGHTING_SOUND=SKESIT;
RANGE_ATTACK=REVENANT_MISSILE;
CLOSE_ATTACK=REVENANT_CLOSECOMBAT;

STATES(IDLE)=SKEL:A:10:NORMAL:LOOKOUT,
             SKEL:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=SKEL:A:2:NORMAL:CHASE,
              SKEL:A:2:NORMAL:CHASE,
              SKEL:B:2:NORMAL:CHASE,
              SKEL:B:2:NORMAL:CHASE,
              SKEL:C:2:NORMAL:CHASE,
              SKEL:C:2:NORMAL:CHASE,
              SKEL:D:2:NORMAL:CHASE,
              SKEL:D:2:NORMAL:CHASE,
              SKEL:E:2:NORMAL:CHASE,
              SKEL:E:2:NORMAL:CHASE,
              SKEL:F:2:NORMAL:CHASE,
              SKEL:F:2:NORMAL:CHASE;

STATES(MELEE)=SKEL:G:0:NORMAL:FACETARGET,
              SKEL:G:6:NORMAL:CLOSEATTEMPTSND,
              SKEL:H:6:NORMAL:FACETARGET,
              SKEL:I:6:NORMAL:CLOSE_ATTACK,
              #CHASE;

STATES(MISSILE)=SKEL:J:0:BRIGHT:FACETARGET,
                SKEL:J:10:BRIGHT:FACETARGET,
                SKEL:K:10:NORMAL:RANGE_ATTACK,
                SKEL:K:10:NORMAL:FACETARGET,
                #CHASE;

STATES(PAIN)=SKEL:L:5:NORMAL:NOTHING,
             SKEL:L:5:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=SKEL:L:7:NORMAL:NOTHING,
              SKEL:M:7:NORMAL:NOTHING,
              SKEL:N:7:NORMAL:MAKEDEATHSOUND,
              SKEL:O:7:NORMAL:MAKEDEAD,
              SKEL:P:7:NORMAL:NOTHING,
              SKEL:Q:-1:NORMAL:NOTHING;

STATES(RESPAWN)=SKEL:Q:5:NORMAL:NOTHING,
                SKEL:P:5:NORMAL:NOTHING,
                SKEL:O:5:NORMAL:NOTHING,
                SKEL:N:5:NORMAL:NOTHING,
                SKEL:M:5:NORMAL:NOTHING,
                SKEL:L:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_SHOTGUN_GUY:4060]
SPAWNHEALTH=30;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=67%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS,STEALTH;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=POSACT;
DEATH_SOUND="PODTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="POSIT?";
OVERKILL_SOUND="SLOP";
DROPITEM=SHOTGUN;
RANGE_ATTACK=FORMER_HUMAN_SHOTGUN;

STATES(IDLE)=SPOS:A:10:NORMAL:LOOKOUT,
             SPOS:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=SPOS:A:3:NORMAL:CHASE,
              SPOS:A:3:NORMAL:CHASE,
              SPOS:B:3:NORMAL:CHASE,
              SPOS:B:3:NORMAL:CHASE,
              SPOS:C:3:NORMAL:CHASE,
              SPOS:C:3:NORMAL:CHASE,
              SPOS:D:3:NORMAL:CHASE,
              SPOS:D:3:NORMAL:CHASE;

STATES(MISSILE)=SPOS:E:10:NORMAL:FACETARGET,
                SPOS:F:10:BRIGHT:RANGE_ATTACK,
                SPOS:E:10:NORMAL:NOTHING,
                #CHASE;

STATES(PAIN)=SPOS:G:3:NORMAL:NOTHING,
             SPOS:G:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=SPOS:H:5:NORMAL:NOTHING,
              SPOS:I:5:NORMAL:MAKEDEATHSOUND,
              SPOS:J:5:NORMAL:MAKEDEAD,
              SPOS:K:5:NORMAL:NOTHING,
              SPOS:L:-1:NORMAL:NOTHING;

STATES(OVERKILL)=SPOS:M:5:NORMAL:NOTHING,
                 SPOS:N:5:NORMAL:MAKEOVERKILLSOUND,
                 SPOS:O:5:NORMAL:MAKEDEAD,
                 SPOS:P:5:NORMAL:NOTHING,
                 SPOS:Q:5:NORMAL:NOTHING,
                 SPOS:R:5:NORMAL:NOTHING,
                 SPOS:S:5:NORMAL:NOTHING,
                 SPOS:T:5:NORMAL:NOTHING,
                 SPOS:U:-1:NORMAL:NOTHING;

STATES(RESPAWN)=SPOS:K:5:NORMAL:NOTHING,
                SPOS:J:5:NORMAL:NOTHING,
                SPOS:I:5:NORMAL:NOTHING,
                SPOS:H:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[STEALTH_ZOMBIEMAN:4061]
SPAWNHEALTH=20;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=78%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS,STEALTH;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=POSACT;
DEATH_SOUND="PODTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="POSIT?";
OVERKILL_SOUND="SLOP";
DROPITEM=CLIP;
RANGE_ATTACK=FORMER_HUMAN_PISTOL;

STATES(IDLE)=POSS:A:10:NORMAL:LOOKOUT,
             POSS:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=POSS:A:4:NORMAL:CHASE,
              POSS:A:4:NORMAL:CHASE,
              POSS:B:4:NORMAL:CHASE,
              POSS:B:4:NORMAL:CHASE,
              POSS:C:4:NORMAL:CHASE,
              POSS:C:4:NORMAL:CHASE,
              POSS:D:4:NORMAL:CHASE,
              POSS:D:4:NORMAL:CHASE;

STATES(MISSILE)=POSS:E:10:NORMAL:FACETARGET,
                POSS:F:8:NORMAL:RANGE_ATTACK,
                POSS:E:8:NORMAL:NOTHING,
                #CHASE;

STATES(PAIN)=POSS:G:3:NORMAL:NOTHING,
             POSS:G:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=POSS:H:5:NORMAL:NOTHING,
              POSS:I:5:NORMAL:MAKEDEATHSOUND,
              POSS:J:5:NORMAL:MAKEDEAD,
              POSS:K:5:NORMAL:NOTHING,
              POSS:L:-1:NORMAL:NOTHING;

STATES(OVERKILL)=POSS:M:5:NORMAL:NOTHING,
                 POSS:N:5:NORMAL:MAKEOVERKILLSOUND,
                 POSS:O:5:NORMAL:MAKEDEAD,
                 POSS:P:5:NORMAL:NOTHING,
                 POSS:Q:5:NORMAL:NOTHING,
                 POSS:R:5:NORMAL:NOTHING,
                 POSS:S:5:NORMAL:NOTHING,
                 POSS:T:5:NORMAL:NOTHING,
                 POSS:U:-1:NORMAL:NOTHING;

STATES(RESPAWN)=POSS:K:5:NORMAL:NOTHING,
                POSS:J:5:NORMAL:NOTHING,
                POSS:I:5:NORMAL:NOTHING,
                POSS:H:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);


// ------- New Experimental Creatures --------

[REVENANT_MKII:7100]
SPAWNHEALTH=350;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=10;
MASS=500;
PAINCHANCE=40%;
SPECIAL=COUNT_AS_KILL,SOLID,SHOOTABLE,TRIGGER_HAPPY,ATTACK_HURTS,DISLOYAL;
MINATTACK_CHANCE=25%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=SKEACT;
DEATH_SOUND=SKEDTH;
PAIN_SOUND=POPAIN;
SIGHTING_SOUND=SKESIT;
RANGE_ATTACK=TRACER_MISSILE_L;
SPARE_ATTACK=TRACER_MISSILE_R;
CLOSE_ATTACK=REVENANT_CLOSECOMBAT;

STATES(IDLE)=SKEL:A:10:NORMAL:LOOKOUT,
             SKEL:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=SKEL:A:2:NORMAL:CHASE,
              SKEL:A:2:NORMAL:CHASE,
              SKEL:B:2:NORMAL:CHASE,
              SKEL:B:2:NORMAL:CHASE,
              SKEL:C:2:NORMAL:CHASE,
              SKEL:C:2:NORMAL:CHASE,
              SKEL:D:2:NORMAL:CHASE,
              SKEL:D:2:NORMAL:CHASE,
              SKEL:E:2:NORMAL:CHASE,
              SKEL:E:2:NORMAL:CHASE,
              SKEL:F:2:NORMAL:CHASE,
              SKEL:F:2:NORMAL:CHASE;

STATES(MELEE)=SKEL:G:0:NORMAL:FACETARGET,
              SKEL:G:6:NORMAL:CLOSEATTEMPTSND,
              SKEL:H:6:NORMAL:FACETARGET,
              SKEL:I:6:NORMAL:CLOSE_ATTACK,
              #CHASE;

STATES(MISSILE)=SKEL:J:10:BRIGHT:FACETARGET,
                SKEL:J:0:BRIGHT:SPARE_ATTACK,
                SKEL:K:10:NORMAL:RANGE_ATTACK,
                SKEL:K:10:NORMAL:FACETARGET,
                #CHASE;

STATES(PAIN)=SKEL:L:5:NORMAL:NOTHING,
             SKEL:L:5:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=SKEL:L:7:NORMAL:NOTHING,
              SKEL:M:7:NORMAL:NOTHING,
              SKEL:N:7:NORMAL:MAKEDEATHSOUND,
              SKEL:O:7:NORMAL:MAKEDEAD,
              SKEL:P:7:NORMAL:NOTHING,
              SKEL:Q:-1:NORMAL:NOTHING;

STATES(RESPAWN)=SKEL:Q:5:NORMAL:NOTHING,
                SKEL:P:5:NORMAL:NOTHING,
                SKEL:O:5:NORMAL:NOTHING,
                SKEL:N:5:NORMAL:NOTHING,
                SKEL:M:5:NORMAL:NOTHING,
                SKEL:L:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[TELEPORT_SPAWNER:7101]
SPAWNHEALTH=1000;
REACTION_TIME=0.23;
MASS=1000;
SPECIAL=INVISIBLE;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=IMP_SPAWNER;

STATES(IDLE)=NULL:A:10:NORMAL:LOOKOUT,
             NULL:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=TFOG:A:0:BRIGHT:TRANS_FADE(10%),
              TFOG:A:0:BRIGHT:RANGE_ATTACK,
              TFOG:A:6:BRIGHT:NOTHING,
              TFOG:B:6:BRIGHT:NOTHING,
              TFOG:A:6:BRIGHT:NOTHING,
              TFOG:B:6:BRIGHT:NOTHING,
              TFOG:C:6:BRIGHT:NOTHING,
              TFOG:D:6:BRIGHT:NOTHING,
              TFOG:E:6:BRIGHT:NOTHING,
              TFOG:F:6:BRIGHT:NOTHING,
              TFOG:G:6:BRIGHT:NOTHING,
              TFOG:H:6:BRIGHT:NOTHING,
              TFOG:I:6:BRIGHT:NOTHING,
              TFOG:J:6:BRIGHT:NOTHING,
              NULL:J:105:BRIGHT:NOTHING;

[ARACHNOTRON_MKII:7102]
SPAWNHEALTH=750;
REACTION_TIME=0.23;
RADIUS=64;
HEIGHT=64;
SPEED=12;
MASS=600;
PAINCHANCE=50%;
SPECIAL=COUNT_AS_KILL,SOLID,SHOOTABLE,DISLOYAL,ATTACK_HURTS;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
ACTIVE_SOUND=BSPACT;
DEATH_SOUND=BSPDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=BSPSIT;
WALK_SOUND=BSPWLK;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=ARACHNOTRON_PLASMA;

STATES(IDLE)=BSPI:A:10:NORMAL:LOOKOUT,
             BSPI:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=BSPI:A:20:NORMAL:NOTHING,
              BSPI:A:3:NORMAL:WALKSOUND_CHASE,
              BSPI:A:3:NORMAL:CHASE,
              BSPI:B:3:NORMAL:CHASE,
              BSPI:B:3:NORMAL:CHASE,
              BSPI:C:3:NORMAL:CHASE,
              BSPI:C:3:NORMAL:CHASE,
              BSPI:D:3:NORMAL:WALKSOUND_CHASE,
              BSPI:D:3:NORMAL:CHASE,
              BSPI:E:3:NORMAL:CHASE,
              BSPI:E:3:NORMAL:CHASE,
              BSPI:F:3:NORMAL:CHASE,
              BSPI:F:3:NORMAL:CHASE,
              #CHASE:2;

STATES(MISSILE)=BSPI:A:20:BRIGHT:FACETARGET,
                BSPI:G:3:BRIGHT:RANGE_ATTACK,
                BSPI:H:1:BRIGHT:NOTHING,
                BSPI:H:1:BRIGHT:REFIRE_CHECK,
                #MISSILE:2;

STATES(PAIN)=BSPI:I:3:NORMAL:NOTHING,
           BSPI:I:3:NORMAL:MAKEPAINSOUND,
           #CHASE:2;

STATES(DEATH)=BSPI:J:20:NORMAL:MAKEDEATHSOUND,
            BSPI:K:7:NORMAL:MAKEDEAD,
            BSPI:L:7:NORMAL:NOTHING,
            BSPI:M:7:NORMAL:NOTHING,
            BSPI:N:7:NORMAL:NOTHING,
            BSPI:O:7:NORMAL:NOTHING,
            BSPI:P:-1:NORMAL:NOTHING;

STATES(RESPAWN)=BSPI:P:5:NORMAL:NOTHING,
               BSPI:O:5:NORMAL:NOTHING,
               BSPI:N:5:NORMAL:NOTHING,
               BSPI:M:5:NORMAL:NOTHING,
               BSPI:L:5:NORMAL:NOTHING,
               BSPI:K:5:NORMAL:NOTHING,
               BSPI:J:5:NORMAL:NOTHING,
               #CHASE:2;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[MANCUBUS_MKII:7103]
SPAWNHEALTH=600;
REACTION_TIME=0.23;
RADIUS=48;
HEIGHT=64;
SPEED=8;
MASS=1000;
PAINCHANCE=30%;
SPECIAL=COUNT_AS_KILL,SOLID,SHOOTABLE,DISLOYAL,ATTACK_HURTS;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
ACTIVE_SOUND=POSACT;
DEATH_SOUND=MANDTH;
PAIN_SOUND=MNPAIN;
SIGHTING_SOUND=MANSIT;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=MANCUBUS_FIREBALL_L;
SPARE_ATTACK=MANCUBUS_FIREBALL_R;

STATES(IDLE)=FATT:A:15:NORMAL:LOOKOUT,
             FATT:B:15:NORMAL:LOOKOUT;

STATES(CHASE)=FATT:A:4:NORMAL:CHASE,
              FATT:A:4:NORMAL:CHASE,
              FATT:B:4:NORMAL:CHASE,
              FATT:B:4:NORMAL:CHASE,
              FATT:C:4:NORMAL:CHASE,
              FATT:C:4:NORMAL:CHASE,
              FATT:D:4:NORMAL:CHASE,
              FATT:D:4:NORMAL:CHASE,
              FATT:E:4:NORMAL:CHASE,
              FATT:E:4:NORMAL:CHASE,
              FATT:F:4:NORMAL:CHASE,
              FATT:F:4:NORMAL:CHASE;

STATES(MISSILE)=FATT:G:0:NORMAL:FACETARGET,
               FATT:G:20:NORMAL:RANGEATTEMPTSND,
               FATT:H:0:NORMAL:FACETARGET,
               FATT:H:0:BRIGHT:RANGE_ATTACK,
               FATT:H:10:BRIGHT:SPARE_ATTACK,
               FATT:I:5:NORMAL:FACETARGET,
               FATT:G:5:NORMAL:FACETARGET,
               FATT:H:0:NORMAL:FACETARGET,
               FATT:H:0:BRIGHT:RANGE_ATTACK,
               FATT:H:10:BRIGHT:SPARE_ATTACK,
               FATT:I:5:NORMAL:FACETARGET,
               FATT:G:5:NORMAL:FACETARGET,
               FATT:H:0:NORMAL:FACETARGET,
               FATT:H:0:BRIGHT:RANGE_ATTACK,
               FATT:H:10:BRIGHT:SPARE_ATTACK,
               FATT:I:5:NORMAL:FACETARGET,
               FATT:G:5:NORMAL:FACETARGET,
               #CHASE;

STATES(PAIN)=FATT:J:3:NORMAL:NOTHING,
             FATT:J:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=FATT:K:6:NORMAL:NOTHING,
              FATT:L:6:NORMAL:MAKEDEATHSOUND,
              FATT:M:6:NORMAL:MAKEDEAD,
              FATT:N:6:NORMAL:NOTHING,
              FATT:O:6:NORMAL:NOTHING,
              FATT:P:6:NORMAL:NOTHING,
              FATT:Q:6:NORMAL:NOTHING,
              FATT:R:6:NORMAL:NOTHING,
              FATT:S:6:NORMAL:NOTHING,
              FATT:T:-1:NORMAL:NOTHING;

STATES(RESPAWN)=FATT:R:5:NORMAL:NOTHING,
               FATT:Q:5:NORMAL:NOTHING,
               FATT:P:5:NORMAL:NOTHING,
               FATT:O:5:NORMAL:NOTHING,
               FATT:N:5:NORMAL:NOTHING,
               FATT:M:5:NORMAL:NOTHING,
               FATT:L:5:NORMAL:NOTHING,
               FATT:K:5:NORMAL:NOTHING,
               #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

