//
//    3DGE THINGS.DDF -redefine or add new thing entries.
//    For documentation, see http://edge.sourceforge.net/
//    DDF Version 7
//

<THINGS>

#VERSION 2.10

// ------------------------ 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=#868ee9;
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:D:0:BRIGHT:dlight_colour(#1919ff),
             SOUL:D:2:BRIGHT:dlight_set(120),
             SOUL:D:2:BRIGHT:dlight_set(125),
             SOUL:D:2:BRIGHT:dlight_set(120),


             SOUL:C:0:BRIGHT:dlight_colour(#3333ff),
             SOUL:C:2:BRIGHT:dlight_set(115),
             SOUL:C:2:BRIGHT:dlight_set(110),
             SOUL:C:2:BRIGHT:dlight_set(105),

             SOUL:B:0:BRIGHT:dlight_colour(#4d4dff),
             SOUL:B:2:BRIGHT:dlight_set(100),
             SOUL:B:2:BRIGHT:dlight_set(95),
             SOUL:B:2:BRIGHT:dlight_set(90),

             SOUL:A:0:BRIGHT:dlight_colour(#6666ff),
             SOUL:A:2:BRIGHT:dlight_set(85),
             SOUL:A:2:BRIGHT:dlight_set(80),
             SOUL:A:2:BRIGHT:dlight_set(85),


             SOUL:B:0:BRIGHT:dlight_colour(#4d4dff),
             SOUL:B:2:BRIGHT:dlight_set(90),
             SOUL:B:2:BRIGHT:dlight_set(95),
             SOUL:B:2:BRIGHT:dlight_set(100),

             SOUL:C:0:BRIGHT:dlight_colour(#3333ff),
             SOUL:C:2:BRIGHT:dlight_set(105),
             SOUL:C:2:BRIGHT:dlight_set(110),
             SOUL:C:2:BRIGHT:dlight_set(115);



[BERSERKER:2023]
RADIUS=20;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=120;
DLIGHT.COLOUR=#ff5555;
PICKUP_BENEFIT=POWERUP_BERSERK(60:60),HEALTH(100:100);
PICKUP_EFFECT=SWITCH_WEAPON(FIST),KEEP_POWERUP(BERSERK);
PICKUP_SOUND=GETPOW;
PICKUP_MESSAGE=GotBerserk;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL,COUNT_AS_ITEM,NOSHADOW;

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

// Special, gives both health and armour
[MEGASPHERE:83]
RADIUS=20;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=200;
DLIGHT.COLOUR=#af977f;
PICKUP_BENEFIT=HEALTH(200:200),BLUE_ARMOUR(200:200);
PICKUP_SOUND=GETPOW;
PICKUP_MESSAGE=GotMega;
TRANSLUCENCY=60%;
SPECIAL=SPECIAL,COUNT_AS_ITEM,NOSHADOW;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=MEGA:A:2:BRIGHT:DLight_set(200),
             MEGA:A:2:BRIGHT:DLight_set(180),
             MEGA:A:2:BRIGHT:DLight_set(160),


             MEGA:B:2:BRIGHT:DLight_set(140),
             MEGA:B:2:BRIGHT:DLight_set(120),
             MEGA:B:2:BRIGHT:DLight_set(100),


             MEGA:C:2:BRIGHT:DLight_set(80),
             MEGA:C:2:BRIGHT:DLight_set(100),
             MEGA:C:2:BRIGHT:DLight_set(120),


             MEGA:D:2:BRIGHT:DLight_set(140),
             MEGA:D:2:BRIGHT:DLight_set(160),
             MEGA:D:2:BRIGHT:DLight_set(180);




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

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

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

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

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

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

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

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

[BLUE_KEY:5]
RADIUS=20;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#4040FF;
PICKUP_BENEFIT=BLUE_CARD;
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotBlueCard;
SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=BKEY:A:10:NORMAL:Dlight_set(50),
             BKEY:B:10:BRIGHT:Dlight_set(100);

[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:Dlight_set(50),
             YKEY:B:10:BRIGHT:Dlight_set(100);

[RED_KEY:13]
RADIUS=20;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#ff4040;
PICKUP_BENEFIT=RED_CARD;
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotRedCard;
SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=RKEY:A:10:NORMAL:Dlight_set(50),
             RKEY:B:10:BRIGHT:Dlight_set(100);

[RED_SKULLKEY:38]
RADIUS=20;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#ff1515;
PICKUP_BENEFIT=RED_SKULL;
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotRedSkull;
SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=RSKU:A:10:NORMAL:Dlight_set(50),
             RSKU:B:10:BRIGHT:Dlight_set(100);

[YELLOW_SKULLKEY:39]
RADIUS=20;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#FFFF15;
PICKUP_BENEFIT=YELLOW_SKULL;
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotYellowSkull;
SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=YSKU:A:10:NORMAL:Dlight_set(50),
             YSKU:B:10:BRIGHT:Dlight_set(100);

[BLUE_SKULLKEY:40]
RADIUS=20;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#1515FF;
PICKUP_BENEFIT=BLUE_SKULL;
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotBlueSkull;
SPECIAL=SPECIAL,NODEATHMATCH,NOSHADOW;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=BSKU:A:10:NORMAL:Dlight_set(50),
             BSKU:B:10:BRIGHT:Dlight_set(100);

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

[SHOTGUN:2001]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SHOTGUN,SHELLS(8);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotShotGun;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

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

[SUPER_SHOTGUN:82]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=SUPERSHOTGUN,SHELLS(8);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotDoubleBarrel;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=SGN2:A:-1:NORMAL:NOTHING;

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

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

[MISSILE_LAUNCHER:2003]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=ROCKET_LAUNCHER,ROCKETS(2);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotRocketLauncher;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

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

[PLASMA_RIFLE:2004]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=PLASMA_RIFLE,CELLS(40);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotPlasmaGun;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

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

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

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

[CHAINSAW:2005]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CHAINSAW;
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotChainSaw;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[CELL_PACK:17]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=CELLS(100);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotCellPack;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

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

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

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

STATES(IDLE)=PMAP:A:6:BRIGHT:Dlight_colour(#509050),
             PMAP:B:6:BRIGHT:Dlight_colour(#608060),
             PMAP:C:6:BRIGHT:Dlight_colour(#507050),
             PMAP:D:6:BRIGHT:Dlight_colour(#606060),
             PMAP:C:6:BRIGHT:Dlight_colour(#507050),
             PMAP:B:6:BRIGHT:Dlight_colour(#608060);

[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=120;
DLIGHT.COLOUR=#aa3980;

STATES(IDLE)=PINS:A:6:BRIGHT:Dlight_colour(#763ec0),
             PINS:B:6:BRIGHT:Dlight_colour(#aa3980),
             PINS:C:6:BRIGHT:Dlight_colour(#bc2757),
             PINS:D:6:BRIGHT:Dlight_colour(#cb1000);

[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=256;
DLIGHT.COLOUR=#3f832f;

STATES(IDLE)=PINV:A:2:BRIGHT:Dlight_set(256),
             PINV:A:2:BRIGHT:Dlight_set(235),
             PINV:A:2:BRIGHT:Dlight_set(213),
             PINV:B:2:BRIGHT:Dlight_set(191),
             PINV:B:2:BRIGHT:Dlight_set(170),
             PINV:B:2:BRIGHT:Dlight_set(149),
             PINV:C:2:BRIGHT:Dlight_set(128),
             PINV:C:2:BRIGHT:Dlight_set(149),
             PINV:C:2:BRIGHT:Dlight_set(170),
             PINV:D:2:BRIGHT:Dlight_set(191),
             PINV:D:2:BRIGHT:Dlight_set(213),
             PINV:D:2:BRIGHT:Dlight_set(235);

[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=55;
DLIGHT.COLOUR=#FFFFFF;

STATES(IDLE)=PVIS:A:6:BRIGHT:Dlight_colour(#999999),
             PVIS:B:6:NORMAL:Dlight_colour(#555555);

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

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

[BACKPACK:8]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS.LIMIT(400),SHELLS.LIMIT(100),
               ROCKETS.LIMIT(100),CELLS.LIMIT(600),
               BULLETS(10),SHELLS(4),ROCKETS(1),CELLS(20);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotBackpack;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL;

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


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

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

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

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

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

[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=#FFFFcc;

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

[SMALL_TECH_LAMP:86]
RADIUS=16;
HEIGHT=58;
SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE,NOSHADOW;

DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=180;
DLIGHT.COLOUR=#f0f0ff;

STATES(IDLE)=TLP2:A:2:BRIGHT:dlight_colour(#ffffff),
             TLP2:A:2:BRIGHT:dlight_colour(#f8f8ff),
             TLP2:B:2:BRIGHT:dlight_colour(#f0f0ff),
             TLP2:B:2:BRIGHT:dlight_colour(#e8e8ff),
             TLP2:C:2:BRIGHT:dlight_colour(#e0e0ff),
             TLP2:C:2:BRIGHT:dlight_colour(#e8e8ff),
             TLP2:D:2:BRIGHT:dlight_colour(#f0f0ff),
             TLP2:D:2:BRIGHT:dlight_colour(#f8f8ff);

[TALL_TECH_LAMP:85]
RADIUS=16;
HEIGHT=78;
SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE,NOSHADOW;

DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=300;
DLIGHT.COLOUR=#f0f0ff;

STATES(IDLE)=TLMP:A:2:BRIGHT:dlight_colour(#ffffff),
             TLMP:A:2:BRIGHT:dlight_colour(#f8f8ff),
             TLMP:B:2:BRIGHT:dlight_colour(#f0f0ff),
             TLMP:B:2:BRIGHT:dlight_colour(#e8e8ff),
             TLMP:C:2:BRIGHT:dlight_colour(#e0e0ff),
             TLMP:C:2:BRIGHT:dlight_colour(#e8e8ff),
             TLMP:D:2:BRIGHT:dlight_colour(#f0f0ff),
             TLMP:D:2:BRIGHT:dlight_colour(#f8f8ff);

[BRONZE_BLUE_TORCH:44]
RADIUS=16;
HEIGHT=96;
SPECIAL=SOLID,PASS_MISSILE,NOSHADOW;

DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=300;
DLIGHT.COLOUR=#0000C0;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
             NULL:A:0:NORMAL:JUMP(IDLE3:1,30%),
             NULL:A:0:BRIGHT:dlight_set(307),
             TBLU:A:1:BRIGHT:dlight_colour(#1f2aff),
             NULL:A:0:BRIGHT:dlight_set(347),
             TBLU:A:1:BRIGHT:dlight_colour(#2e43ff),
             NULL:A:0:BRIGHT:dlight_set(297),
             TBLU:A:2:BRIGHT:dlight_colour(#1921ff),

             NULL:B:0:BRIGHT:dlight_set(266),
             TBLU:B:1:BRIGHT:dlight_colour(#0a0aff),
             NULL:B:0:BRIGHT:dlight_set(312),
             TBLU:B:2:BRIGHT:dlight_colour(#2432ff),
             NULL:B:0:BRIGHT:dlight_set(321),
             TBLU:B:1:BRIGHT:dlight_colour(#293bff),

             NULL:C:0:BRIGHT:dlight_set(301),
             TBLU:C:2:BRIGHT:dlight_colour(#1f2aff),
             NULL:C:0:BRIGHT:dlight_set(329),
             TBLU:C:1:BRIGHT:dlight_colour(#293bff),
             NULL:C:0:BRIGHT:dlight_set(307),
             TBLU:C:1:BRIGHT:dlight_colour(#1f2aff),

             NULL:D:0:BRIGHT:dlight_set(334),
             TBLU:D:2:BRIGHT:dlight_colour(#2e43ff),
             NULL:D:0:BRIGHT:dlight_set(308),
             TBLU:D:2:BRIGHT:dlight_colour(#1f2aff);

STATES(IDLE2)=NULL:A:0:BRIGHT:dlight_set(332),
             TBLU:A:2:BRIGHT:dlight_colour(#2e43ff),
             NULL:A:0:BRIGHT:dlight_set(314),
             TBLU:A:2:BRIGHT:dlight_colour(#2432ff),

             NULL:B:0:BRIGHT:dlight_set(309),
             TBLU:B:1:BRIGHT:dlight_colour(#1f2aff),
             NULL:B:0:BRIGHT:dlight_set(319),
             TBLU:B:1:BRIGHT:dlight_colour(#2432ff),
             NULL:B:0:BRIGHT:dlight_set(340),
             TBLU:B:2:BRIGHT:dlight_colour(#2e43ff),

             NULL:C:0:BRIGHT:dlight_set(261),
             TBLU:C:2:BRIGHT:dlight_colour(#0a0aff),
             NULL:C:0:BRIGHT:dlight_set(318),
             TBLU:C:2:BRIGHT:dlight_colour(#2432ff),

             NULL:D:0:BRIGHT:dlight_set(275),
             TBLU:D:1:BRIGHT:dlight_colour(#0a0aff),
             NULL:D:0:BRIGHT:dlight_set(321),
             TBLU:D:2:BRIGHT:dlight_colour(#293bff),
             NULL:D:0:BRIGHT:dlight_set(310),
             TBLU:D:1:BRIGHT:dlight_colour(#2432ff),
		  #IDLE:1;

STATES(IDLE3)=NULL:A:0:BRIGHT:dlight_set(262),
             TBLU:A:2:BRIGHT:dlight_colour(#0a0aff),
             NULL:A:0:BRIGHT:dlight_set(326),
             TBLU:A:2:BRIGHT:dlight_colour(#293bff),

             NULL:B:0:BRIGHT:dlight_set(303),
             TBLU:B:1:BRIGHT:dlight_colour(#1f2aff),
             NULL:B:0:BRIGHT:dlight_set(318),
             TBLU:B:2:BRIGHT:dlight_colour(#2432ff),
             NULL:B:0:BRIGHT:dlight_set(333),
             TBLU:B:1:BRIGHT:dlight_colour(#2e43ff),

             NULL:C:0:BRIGHT:dlight_set(304),
             TBLU:C:1:BRIGHT:dlight_colour(#1f2aff),
             NULL:C:0:BRIGHT:dlight_set(259),
             TBLU:C:1:BRIGHT:dlight_colour(#0f53ff),
             NULL:C:0:BRIGHT:dlight_set(317),
             TBLU:C:2:BRIGHT:dlight_colour(#2432ff),

             NULL:D:0:BRIGHT:dlight_set(252),
             TBLU:D:2:BRIGHT:dlight_colour(#0a0aff),
             NULL:D:0:BRIGHT:dlight_set(296),
             TBLU:D:2:BRIGHT:dlight_colour(#1921ff),
		  #IDLE:1;


[BRONZE_GREEN_TORCH:45]
RADIUS=16;
HEIGHT=96;
SPECIAL=SOLID,PASS_MISSILE,NOSHADOW;

DLIGHT.TYPE=quadratic;
DLIGHT.INTENSITY=300;
DLIGHT.COLOUR=#33ff33;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
             NULL:A:0:NORMAL:JUMP(IDLE3:1,30%),
             NULL:A:0:BRIGHT:dlight_set(330),
             TGRN:A:2:BRIGHT:dlight_colour(#33ff33),
             NULL:A:0:BRIGHT:dlight_set(301),
             TGRN:A:1:BRIGHT:dlight_colour(#52ff52),
             NULL:A:0:BRIGHT:dlight_set(310),
             TGRN:A:1:BRIGHT:dlight_colour(#47ff47),

             NULL:B:0:BRIGHT:dlight_set(307),
             TGRN:B:2:BRIGHT:dlight_colour(#52ff52),
             NULL:B:0:BRIGHT:dlight_set(344),
             TGRN:B:1:BRIGHT:dlight_colour(#33ff33),
             NULL:B:0:BRIGHT:dlight_set(312),
             TGRN:B:1:BRIGHT:dlight_colour(#47ff47),

             NULL:C:0:BRIGHT:dlight_set(260),
             TGRN:C:2:BRIGHT:dlight_colour(#66ff66),
             NULL:C:0:BRIGHT:dlight_set(295),
             TGRN:C:2:BRIGHT:dlight_colour(#5cff5c),

             NULL:D:0:BRIGHT:dlight_set(314),
             TGRN:D:1:BRIGHT:dlight_colour(#47ff47),
             NULL:D:0:BRIGHT:dlight_set(322),
             TGRN:D:1:BRIGHT:dlight_colour(#3dff3d),
             NULL:D:0:BRIGHT:dlight_set(300),
             TGRN:D:2:BRIGHT:dlight_colour(#52ff52);

STATES(IDLE2)=NULL:A:0:BRIGHT:dlight_set(316),
             TGRN:A:2:BRIGHT:dlight_colour(#47ff47),
             NULL:A:0:BRIGHT:dlight_set(255),
             TGRN:A:2:BRIGHT:dlight_colour(#66ff66),

             NULL:B:0:BRIGHT:dlight_set(300),
             TGRN:B:1:BRIGHT:dlight_colour(#52ff52),
             NULL:B:0:BRIGHT:dlight_set(280),
             TGRN:B:2:BRIGHT:dlight_colour(#5cff5c),
             NULL:B:0:BRIGHT:dlight_set(320),
             TGRN:B:1:BRIGHT:dlight_colour(#3dff3d),

             NULL:C:0:BRIGHT:dlight_set(261),
             TGRN:C:1:BRIGHT:dlight_colour(#66ff66),
             NULL:C:0:BRIGHT:dlight_set(313),
             TGRN:C:1:BRIGHT:dlight_colour(#47ff47),
             NULL:C:0:BRIGHT:dlight_set(341),
             TGRN:C:2:BRIGHT:dlight_colour(#33ff33),

             NULL:D:0:BRIGHT:dlight_set(333),
             TGRN:D:2:BRIGHT:dlight_colour(#33ff33),
             NULL:D:0:BRIGHT:dlight_set(252),
             TGRN:D:1:BRIGHT:dlight_colour(#66ff66),
             NULL:D:0:BRIGHT:dlight_set(307),
             TGRN:D:1:BRIGHT:dlight_colour(#52ff52),
		  #IDLE:1;

STATES(IDLE3)=NULL:A:0:BRIGHT:dlight_set(251),
             TGRN:A:1:BRIGHT:dlight_colour(#66ff66),
             NULL:A:0:BRIGHT:dlight_set(301),
             TGRN:A:1:BRIGHT:dlight_colour(#52ff52),
             NULL:A:0:BRIGHT:dlight_set(318),
             TGRN:A:2:BRIGHT:dlight_colour(#47ff47),

             NULL:B:0:BRIGHT:dlight_set(303),
             TGRN:B:1:BRIGHT:dlight_colour(#52ff52),
             NULL:B:0:BRIGHT:dlight_set(297),
             TGRN:B:2:BRIGHT:dlight_colour(#5cff5c),
             NULL:B:0:BRIGHT:dlight_set(330),
             TGRN:B:1:BRIGHT:dlight_colour(#33ff33),

             NULL:C:0:BRIGHT:dlight_set(258),
             TGRN:C:1:BRIGHT:dlight_colour(#66ff66),
             NULL:C:0:BRIGHT:dlight_set(302),
             TGRN:C:2:BRIGHT:dlight_colour(#52ff52),
             NULL:C:0:BRIGHT:dlight_set(266),
             TGRN:C:1:BRIGHT:dlight_colour(#66ff66),

             NULL:D:0:BRIGHT:dlight_set(327),
             TGRN:D:2:BRIGHT:dlight_colour(#3dff3d),
             NULL:D:0:BRIGHT:dlight_set(269),
             TGRN:D:2:BRIGHT:dlight_colour(#66ff66),
		  #IDLE:1;

[BRONZE_RED_TORCH:46]
RADIUS=16;
HEIGHT=96;
SPECIAL=SOLID,PASS_MISSILE,NOSHADOW;

DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=300;
DLIGHT.COLOUR=#ffbb10;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
             NULL:A:0:NORMAL:JUMP(IDLE3:1,35%),
             NULL:A:0:BRIGHT:dlight_set(310),
             TRED:A:2:BRIGHT:dlight_colour(#ff530f),
             NULL:A:0:BRIGHT:dlight_set(320),
             TRED:A:1:BRIGHT:dlight_colour(#ff5b0f),
             NULL:A:0:BRIGHT:dlight_set(298),
             TRED:A:1:BRIGHT:dlight_colour(#ff430f),

             TRED:B:1:BRIGHT:NOTHING,
             NULL:B:0:BRIGHT:dlight_set(290),
             TRED:B:2:BRIGHT:dlight_colour(#ff430f),
             NULL:B:0:BRIGHT:dlight_set(305),
             TRED:B:1:BRIGHT:dlight_colour(#ff4b0f),

             NULL:C:0:BRIGHT:dlight_set(311),
             TRED:C:2:BRIGHT:dlight_colour(#ff530f),
             NULL:C:0:BRIGHT:dlight_set(256),
             TRED:C:2:BRIGHT:dlight_colour(#ff2b0f),

             NULL:D:0:BRIGHT:dlight_set(324),
             TRED:D:1:BRIGHT:dlight_colour(#ff5b0f),
             NULL:D:0:BRIGHT:dlight_set(310),
             TRED:D:1:BRIGHT:dlight_colour(#ff530f),
             NULL:D:0:BRIGHT:dlight_set(260),
             TRED:D:1:BRIGHT:dlight_colour(#ff2b0f),
             NULL:D:0:BRIGHT:dlight_set(330),
             TRED:D:1:BRIGHT:dlight_colour(#ff630f);

STATES(IDLE2)=NULL:A:0:BRIGHT:dlight_set(307),
             TRED:A:2:BRIGHT:dlight_colour(#ff4b0f),
             NULL:A:0:BRIGHT:dlight_set(321),
             TRED:A:2:BRIGHT:dlight_colour(#ff5b0f),

             NULL:B:0:BRIGHT:dlight_set(335),
             TRED:B:1:BRIGHT:dlight_colour(#ff630f),
             NULL:B:0:BRIGHT:dlight_set(265),
             TRED:B:2:BRIGHT:dlight_colour(#ff2b0f),
             NULL:B:0:BRIGHT:dlight_set(301),
             TRED:B:1:BRIGHT:dlight_colour(#ff4b0f),

             NULL:C:0:BRIGHT:dlight_set(326),
             TRED:C:2:BRIGHT:dlight_colour(#ff5b0f),
             NULL:C:0:BRIGHT:dlight_set(318),
             TRED:C:1:BRIGHT:dlight_colour(#ff530f),
             NULL:C:0:BRIGHT:dlight_set(296),
             TRED:C:1:BRIGHT:dlight_colour(#ff430f),

             NULL:D:0:BRIGHT:dlight_set(260),
             TRED:D:1:BRIGHT:dlight_colour(#ff2b0f),
             NULL:D:0:BRIGHT:dlight_set(299),
             TRED:D:2:BRIGHT:dlight_colour(#ff430f),
             NULL:D:0:BRIGHT:dlight_set(269),
             TRED:D:1:BRIGHT:dlight_colour(#ff2b0f),
		  #IDLE:1;

STATES(IDLE3)=NULL:A:0:BRIGHT:dlight_set(298),
             TRED:A:1:BRIGHT:dlight_colour(#ff430f),
             NULL:A:0:BRIGHT:dlight_set(314),
             TRED:A:1:BRIGHT:dlight_colour(#ff530f),
             NULL:A:0:BRIGHT:dlight_set(308),
             TRED:A:1:BRIGHT:dlight_colour(#ff4b0f),
             NULL:A:0:BRIGHT:dlight_set(321),
             TRED:A:1:BRIGHT:dlight_colour(#ff5b0f),

             NULL:B:0:BRIGHT:dlight_set(345),
             TRED:B:2:BRIGHT:dlight_colour(#ff630f),
             NULL:B:0:BRIGHT:dlight_set(299),
             TRED:B:1:BRIGHT:dlight_colour(#ff430f),
             NULL:B:0:BRIGHT:dlight_set(300),
             TRED:B:1:BRIGHT:dlight_colour(#ff4b0f),

             TRED:C:1:BRIGHT:NOTHING,
             NULL:C:0:BRIGHT:dlight_set(250),
             TRED:C:1:BRIGHT:dlight_colour(#ff2b0f),
             NULL:C:0:BRIGHT:dlight_set(326),
             TRED:C:2:BRIGHT:dlight_colour(#ff5b0f),

             NULL:D:0:BRIGHT:dlight_set(261),
             TRED:D:2:BRIGHT:dlight_colour(#ff2b0f),
             NULL:D:0:BRIGHT:dlight_set(346),
             TRED:D:2:BRIGHT:dlight_colour(#ff630f),
		  #IDLE:1;

[WOODEN_BLUE_TORCH:55]
RADIUS=16;
HEIGHT=72;
SPECIAL=SOLID,PASS_MISSILE,NOSHADOW;

DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=256;
DLIGHT.COLOUR=#0000C0;


STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
             NULL:A:0:NORMAL:JUMP(IDLE3:1,30%),
             NULL:A:0:BRIGHT:dlight_set(257),
             SMBT:A:1:BRIGHT:dlight_colour(#1430ff),
             NULL:A:0:BRIGHT:dlight_set(297),
             SMBT:A:1:BRIGHT:dlight_colour(#2448ff),
             NULL:A:0:BRIGHT:dlight_set(297),
             SMBT:A:2:BRIGHT:dlight_colour(#0f27ff),

             NULL:B:0:BRIGHT:dlight_set(216),
             SMBT:B:1:BRIGHT:dlight_colour(#0a0aff),
             NULL:B:0:BRIGHT:dlight_set(262),
             SMBT:B:2:BRIGHT:dlight_colour(#1938ff),
             NULL:B:0:BRIGHT:dlight_set(321),
             SMBT:B:1:BRIGHT:dlight_colour(#1f40ff),

             NULL:C:0:BRIGHT:dlight_set(251),
             SMBT:C:2:BRIGHT:dlight_colour(#1430ff),
             NULL:C:0:BRIGHT:dlight_set(279),
             SMBT:C:1:BRIGHT:dlight_colour(#1f40ff),
             NULL:C:0:BRIGHT:dlight_set(257),
             SMBT:C:1:BRIGHT:dlight_colour(#1430ff),

             NULL:D:0:BRIGHT:dlight_set(284),
             SMBT:D:2:BRIGHT:dlight_colour(#2448ff),
             NULL:D:0:BRIGHT:dlight_set(258),
             SMBT:D:2:BRIGHT:dlight_colour(#1430ff);

STATES(IDLE2)=NULL:A:0:BRIGHT:dlight_set(282),
             SMBT:A:2:BRIGHT:dlight_colour(#2448ff),
             NULL:A:0:BRIGHT:dlight_set(264),
             SMBT:A:2:BRIGHT:dlight_colour(#1938ff),

             NULL:B:0:BRIGHT:dlight_set(259),
             SMBT:B:1:BRIGHT:dlight_colour(#1430ff),
             NULL:B:0:BRIGHT:dlight_set(269),
             SMBT:B:1:BRIGHT:dlight_colour(#1938ff),
             NULL:B:0:BRIGHT:dlight_set(290),
             SMBT:B:2:BRIGHT:dlight_colour(#2448ff),

             NULL:C:0:BRIGHT:dlight_set(211),
             SMBT:C:2:BRIGHT:dlight_colour(#0a0aff),
             NULL:C:0:BRIGHT:dlight_set(268),
             SMBT:C:2:BRIGHT:dlight_colour(#1938ff),

             NULL:D:0:BRIGHT:dlight_set(225),
             SMBT:D:1:BRIGHT:dlight_colour(#0a0aff),
             NULL:D:0:BRIGHT:dlight_set(271),
             SMBT:D:2:BRIGHT:dlight_colour(#1f40ff),
             NULL:D:0:BRIGHT:dlight_set(260),
             SMBT:D:1:BRIGHT:dlight_colour(#0f47ff),
		  #IDLE:1;

STATES(IDLE3)=NULL:A:0:BRIGHT:dlight_set(212),
             SMBT:A:2:BRIGHT:dlight_colour(#0a0aff),
             NULL:A:0:BRIGHT:dlight_set(276),
             SMBT:A:2:BRIGHT:dlight_colour(#1f40ff),

             NULL:B:0:BRIGHT:dlight_set(253),
             SMBT:B:1:BRIGHT:dlight_colour(#1430ff),
             NULL:B:0:BRIGHT:dlight_set(268),
             SMBT:B:2:BRIGHT:dlight_colour(#1938ff),
             NULL:B:0:BRIGHT:dlight_set(283),
             SMBT:B:1:BRIGHT:dlight_colour(#2448ff),

             NULL:C:0:BRIGHT:dlight_set(254),
             SMBT:C:1:BRIGHT:dlight_colour(#1430ff),
             NULL:C:0:BRIGHT:dlight_set(209),
             SMBT:C:1:BRIGHT:dlight_colour(#0f53ff),
             NULL:C:0:BRIGHT:dlight_set(267),
             SMBT:C:2:BRIGHT:dlight_colour(#1938ff),

             NULL:D:0:BRIGHT:dlight_set(202),
             SMBT:D:2:BRIGHT:dlight_colour(#0a0aff),
             NULL:D:0:BRIGHT:dlight_set(246),
             SMBT:D:2:BRIGHT:dlight_colour(#0f27ff),
		  #IDLE:1;

[WOODEN_GREEN_TORCH:56]
RADIUS=16;
HEIGHT=72;
SPECIAL=SOLID,PASS_MISSILE,NOSHADOW;

DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=256;
DLIGHT.COLOUR=#00C000;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
             NULL:A:0:NORMAL:JUMP(IDLE3:1,30%),
             NULL:A:0:BRIGHT:dlight_set(270),
             SMGT:A:2:BRIGHT:dlight_colour(#33ff33),
             NULL:A:0:BRIGHT:dlight_set(251),
             SMGT:A:1:BRIGHT:dlight_colour(#52ff52),
             NULL:A:0:BRIGHT:dlight_set(260),
             SMGT:A:1:BRIGHT:dlight_colour(#47ff47),

             NULL:B:0:BRIGHT:dlight_set(257),
             SMGT:B:2:BRIGHT:dlight_colour(#52ff52),
             NULL:B:0:BRIGHT:dlight_set(294),
             SMGT:B:1:BRIGHT:dlight_colour(#33ff33),
             NULL:B:0:BRIGHT:dlight_set(262),
             SMGT:B:1:BRIGHT:dlight_colour(#47ff47),

             NULL:C:0:BRIGHT:dlight_set(210),
             SMGT:C:2:BRIGHT:dlight_colour(#66ff66),
             NULL:C:0:BRIGHT:dlight_set(245),
             SMGT:C:2:BRIGHT:dlight_colour(#5cff5c),

             NULL:D:0:BRIGHT:dlight_set(264),
             SMGT:D:1:BRIGHT:dlight_colour(#47ff47),
             NULL:D:0:BRIGHT:dlight_set(272),
             SMGT:D:1:BRIGHT:dlight_colour(#3dff3d),
             NULL:D:0:BRIGHT:dlight_set(250),
             SMGT:D:2:BRIGHT:dlight_colour(#52ff52);

STATES(IDLE2)=NULL:A:0:BRIGHT:dlight_set(266),
             SMGT:A:2:BRIGHT:dlight_colour(#47ff47),
             NULL:A:0:BRIGHT:dlight_set(205),
             SMGT:A:2:BRIGHT:dlight_colour(#66ff66),

             NULL:B:0:BRIGHT:dlight_set(250),
             SMGT:B:1:BRIGHT:dlight_colour(#52ff52),
             NULL:B:0:BRIGHT:dlight_set(230),
             SMGT:B:2:BRIGHT:dlight_colour(#5cff5c),
             NULL:B:0:BRIGHT:dlight_set(270),
             SMGT:B:1:BRIGHT:dlight_colour(#3dff3d),

             NULL:C:0:BRIGHT:dlight_set(211),
             SMGT:C:1:BRIGHT:dlight_colour(#66ff66),
             NULL:C:0:BRIGHT:dlight_set(263),
             SMGT:C:1:BRIGHT:dlight_colour(#47ff47),
             NULL:C:0:BRIGHT:dlight_set(291),
             SMGT:C:2:BRIGHT:dlight_colour(#33ff33),

             NULL:D:0:BRIGHT:dlight_set(283),
             SMGT:D:2:BRIGHT:dlight_colour(#33ff33),
             NULL:D:0:BRIGHT:dlight_set(202),
             SMGT:D:1:BRIGHT:dlight_colour(#66ff66),
             NULL:D:0:BRIGHT:dlight_set(257),
             SMGT:D:1:BRIGHT:dlight_colour(#52ff52),
		  #IDLE:1;

STATES(IDLE3)=NULL:A:0:BRIGHT:dlight_set(201),
             SMGT:A:1:BRIGHT:dlight_colour(#66ff66),
             NULL:A:0:BRIGHT:dlight_set(251),
             SMGT:A:1:BRIGHT:dlight_colour(#52ff52),
             NULL:A:0:BRIGHT:dlight_set(268),
             SMGT:A:2:BRIGHT:dlight_colour(#47ff47),

             NULL:B:0:BRIGHT:dlight_set(253),
             SMGT:B:1:BRIGHT:dlight_colour(#52ff52),
             NULL:B:0:BRIGHT:dlight_set(247),
             SMGT:B:2:BRIGHT:dlight_colour(#5cff5c),
             NULL:B:0:BRIGHT:dlight_set(280),
             SMGT:B:1:BRIGHT:dlight_colour(#33ff33),

             NULL:C:0:BRIGHT:dlight_set(208),
             SMGT:C:1:BRIGHT:dlight_colour(#66ff66),
             NULL:C:0:BRIGHT:dlight_set(252),
             SMGT:C:2:BRIGHT:dlight_colour(#52ff52),
             NULL:C:0:BRIGHT:dlight_set(216),
             SMGT:C:1:BRIGHT:dlight_colour(#66ff66),

             NULL:D:0:BRIGHT:dlight_set(277),
             SMGT:D:2:BRIGHT:dlight_colour(#3dff3d),
             NULL:D:0:BRIGHT:dlight_set(219),
             SMGT:D:2:BRIGHT:dlight_colour(#66ff66),
		  #IDLE:1;

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

DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=256;
DLIGHT.COLOUR=#FF0000;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
             NULL:A:0:NORMAL:JUMP(IDLE3:1,35%),
             NULL:A:0:BRIGHT:dlight_set(260),
             SMRT:A:2:BRIGHT:dlight_colour(#ff530f),
             NULL:A:0:BRIGHT:dlight_set(270),
             SMRT:A:1:BRIGHT:dlight_colour(#ff5b0f),
             NULL:A:0:BRIGHT:dlight_set(248),
             SMRT:A:1:BRIGHT:dlight_colour(#ff430f),

             SMRT:B:1:BRIGHT:NOTHING,
             NULL:B:0:BRIGHT:dlight_set(240),
             SMRT:B:2:BRIGHT:dlight_colour(#ff430f),
             NULL:B:0:BRIGHT:dlight_set(255),
             SMRT:B:1:BRIGHT:dlight_colour(#ff4b0f),

             NULL:C:0:BRIGHT:dlight_set(261),
             SMRT:C:2:BRIGHT:dlight_colour(#ff530f),
             NULL:C:0:BRIGHT:dlight_set(206),
             SMRT:C:2:BRIGHT:dlight_colour(#ff2b0f),

             NULL:D:0:BRIGHT:dlight_set(274),
             SMRT:D:1:BRIGHT:dlight_colour(#ff5b0f),
             NULL:D:0:BRIGHT:dlight_set(260),
             SMRT:D:1:BRIGHT:dlight_colour(#ff530f),
             NULL:D:0:BRIGHT:dlight_set(210),
             SMRT:D:1:BRIGHT:dlight_colour(#ff2b0f),
             NULL:D:0:BRIGHT:dlight_set(280),
             SMRT:D:1:BRIGHT:dlight_colour(#ff630f);

STATES(IDLE2)=NULL:A:0:BRIGHT:dlight_set(257),
             SMRT:A:2:BRIGHT:dlight_colour(#ff4b0f),
             NULL:A:0:BRIGHT:dlight_set(271),
             SMRT:A:2:BRIGHT:dlight_colour(#ff5b0f),

             NULL:B:0:BRIGHT:dlight_set(285),
             SMRT:B:1:BRIGHT:dlight_colour(#ff630f),
             NULL:B:0:BRIGHT:dlight_set(215),
             SMRT:B:2:BRIGHT:dlight_colour(#ff2b0f),
             NULL:B:0:BRIGHT:dlight_set(251),
             SMRT:B:1:BRIGHT:dlight_colour(#ff4b0f),

             NULL:C:0:BRIGHT:dlight_set(276),
             SMRT:C:2:BRIGHT:dlight_colour(#ff5b0f),
             NULL:C:0:BRIGHT:dlight_set(268),
             SMRT:C:1:BRIGHT:dlight_colour(#ff530f),
             NULL:C:0:BRIGHT:dlight_set(246),
             SMRT:C:1:BRIGHT:dlight_colour(#ff430f),

             NULL:D:0:BRIGHT:dlight_set(210),
             SMRT:D:1:BRIGHT:dlight_colour(#ff2b0f),
             NULL:D:0:BRIGHT:dlight_set(249),
             SMRT:D:2:BRIGHT:dlight_colour(#ff430f),
             NULL:D:0:BRIGHT:dlight_set(219),
             SMRT:D:1:BRIGHT:dlight_colour(#ff2b0f),
		  #IDLE:1;

STATES(IDLE3)=NULL:A:0:BRIGHT:dlight_set(248),
             SMRT:A:1:BRIGHT:dlight_colour(#ff430f),
             NULL:A:0:BRIGHT:dlight_set(264),
             SMRT:A:1:BRIGHT:dlight_colour(#ff530f),
             NULL:A:0:BRIGHT:dlight_set(258),
             SMRT:A:1:BRIGHT:dlight_colour(#ff4b0f),
             NULL:A:0:BRIGHT:dlight_set(271),
             SMRT:A:1:BRIGHT:dlight_colour(#ff5b0f),

             NULL:B:0:BRIGHT:dlight_set(295),
             SMRT:B:2:BRIGHT:dlight_colour(#ff630f),
             NULL:B:0:BRIGHT:dlight_set(249),
             SMRT:B:1:BRIGHT:dlight_colour(#ff430f),
             NULL:B:0:BRIGHT:dlight_set(250),
             SMRT:B:1:BRIGHT:dlight_colour(#ff4b0f),

             SMRT:C:1:BRIGHT:NOTHING,
             NULL:C:0:BRIGHT:dlight_set(200),
             SMRT:C:1:BRIGHT:dlight_colour(#ff2b0f),
             NULL:C:0:BRIGHT:dlight_set(276),
             SMRT:C:2:BRIGHT:dlight_colour(#ff5b0f),

             NULL:D:0:BRIGHT:dlight_set(211),
             SMRT:D:2:BRIGHT:dlight_colour(#ff2b0f),
             NULL:D:0:BRIGHT:dlight_set(296),
             SMRT:D:2:BRIGHT:dlight_colour(#ff630f),
		  #IDLE:1;

[BURNING_BARREL:70]
RADIUS=16;
HEIGHT=42;

DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=300;
DLIGHT.COLOUR=#FFFF40;

SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE,NOSHADOW;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
             NULL:A:0:NORMAL:JUMP(IDLE3:1,35%),
             NULL:A:0:BRIGHT:dlight_set(300),
             FCAN:A:2:BRIGHT:dlight_colour(#d7bb43),
             NULL:A:0:BRIGHT:dlight_set(290),
             FCAN:A:2:BRIGHT:dlight_colour(#cf9b2f),

             NULL:B:0:BRIGHT:dlight_set(307),
             FCAN:B:2:BRIGHT:dlight_colour(#d7bb43),
             NULL:B:0:BRIGHT:dlight_set(316),
             FCAN:B:2:BRIGHT:dlight_colour(#e0cc46),

             NULL:C:0:BRIGHT:dlight_set(292),
             FCAN:C:2:BRIGHT:dlight_colour(#cf9b2f),
             NULL:C:0:BRIGHT:dlight_set(331),
             FCAN:C:2:BRIGHT:dlight_colour(#ffff73);

STATES(IDLE2)=NULL:A:0:BRIGHT:dlight_set(304),
             FCAN:A:1:BRIGHT:dlight_colour(#d7bb43),
             NULL:A:0:BRIGHT:dlight_set(345),
             FCAN:A:2:BRIGHT:dlight_colour(#ffff73),
             NULL:A:0:BRIGHT:dlight_set(289),
             FCAN:A:1:BRIGHT:dlight_colour(#cf9b2f),

             NULL:B:0:BRIGHT:dlight_set(306),
             FCAN:B:3:BRIGHT:dlight_colour(#d7bb43),
             NULL:B:0:BRIGHT:dlight_set(311),
             FCAN:B:1:BRIGHT:dlight_colour(#e0cc46),

             NULL:C:0:BRIGHT:dlight_set(301),
             FCAN:C:2:BRIGHT:dlight_colour(#d7bb43),
             NULL:C:0:BRIGHT:dlight_set(337),
             FCAN:C:2:BRIGHT:dlight_colour(#ffff73),
             #IDLE:1;

STATES(IDLE3)=NULL:A:0:BRIGHT:dlight_set(317),
             FCAN:A:3:BRIGHT:dlight_colour(#e0cc46),
             NULL:A:0:BRIGHT:dlight_set(303),
             FCAN:A:1:BRIGHT:dlight_colour(#d7bb43),

             NULL:B:0:BRIGHT:dlight_set(317),
             FCAN:B:1:BRIGHT:dlight_colour(#e0cc46),
             NULL:B:0:BRIGHT:dlight_set(292),
             FCAN:B:3:BRIGHT:dlight_colour(#cf9b2f),

             NULL:C:0:BRIGHT:dlight_set(333),
             FCAN:C:2:BRIGHT:dlight_colour(#ffff73),
             NULL:C:0:BRIGHT:dlight_set(315),
             FCAN:C:2:BRIGHT:dlight_colour(#e0cc46),
             #IDLE:1;

// Note: mis-spelled entry (should be DEAD_GIBBED_PLAYER1), but can't
//       be fixed because it breaks savegames.
[DEAD_GIBBER_PLAYER1:10]
RADIUS=20;
HEIGHT=16;

STATES(IDLE)=PLAY:W:-1:NORMAL:NOTHING;

[DEAD_GIBBED_PLAYER2:12]
RADIUS=20;
HEIGHT=16;

STATES(IDLE)=PLAY:W:-1:NORMAL:NOTHING;

[DEAD_PLAYER:15]
RADIUS=20;
HEIGHT=16;

STATES(IDLE)=PLAY:N:-1:NORMAL:NOTHING;

[DEAD_FORMER_HUMAN:18]
RADIUS=20;
HEIGHT=16;

STATES(IDLE)=POSS:L:-1:NORMAL:NOTHING;

[DEAD_FORMER_SARG:19]
RADIUS=20;
HEIGHT=16;

STATES(IDLE)=SPOS:L:-1:NORMAL:NOTHING;

[DEAD_IMP:20]
RADIUS=20;
HEIGHT=16;

STATES(IDLE)=TROO:M:-1:NORMAL:NOTHING;

[DEAD_DEMON:21]
RADIUS=20;
HEIGHT=16;

STATES(IDLE)=SARG:N:-1:NORMAL:NOTHING;

[DEAD_CACODEMON:22]
RADIUS=20;
HEIGHT=16;

STATES(IDLE)=HEAD:L:-1:NORMAL:NOTHING;

[DEAD_LOSTSOUL:23]
RADIUS=20;
HEIGHT=16;
TRANSLUCENCY=20%;

STATES(IDLE)=SKUL:K:6:NORMAL:NOTHING,#REMOVE;

[POOL_OF_BLOOD:24]
RADIUS=20;
HEIGHT=16;
SPECIAL=NOSHADOW;
STATES(IDLE)=POL5:A:-1:NORMAL:NOTHING;

[SKEWERED_BLOKE:25]
RADIUS=20;
HEIGHT=64;
SPECIAL=SOLID,PASS_MISSILE;

STATES(IDLE)=POL1:A:-1:NORMAL:NOTHING;

[DYING_SKEWERED_BLOKE:26]
RADIUS=16;
HEIGHT=64;
SPECIAL=SOLID,PASS_MISSILE;

STATES(IDLE)=POL6:A:6:NORMAL:NOTHING,
             POL6:B:8:NORMAL:NOTHING;

[SKULL_ON_A_STICK:27]
RADIUS=16;
HEIGHT=52;
SPECIAL=SOLID,PASS_MISSILE;

STATES(IDLE)=POL4:A:-1:NORMAL:NOTHING;

[HEADS_ON_A_STICK:28]
RADIUS=20;
HEIGHT=64;
SPECIAL=SOLID,PASS_MISSILE;

STATES(IDLE)=POL2:A:-1:NORMAL:NOTHING;

[SKULL_CENTREPIECE:29]
RADIUS=20;
HEIGHT=40;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=200;
DLIGHT.COLOUR=#d75f0b;
SPECIAL=SOLID,PASS_MISSILE,NOSHADOW;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
             NULL:A:0:NORMAL:JUMP(IDLE3:1,30%),
             POL3:A:2:BRIGHT:dlight_set(266),
             POL3:A:1:BRIGHT:dlight_set(205),
             POL3:A:3:BRIGHT:dlight_set(248),

             POL3:B:3:BRIGHT:dlight_set(233),
             POL3:B:1:BRIGHT:dlight_set(219),
             POL3:B:2:BRIGHT:dlight_set(226);

STATES(IDLE2)=POL3:A:2:BRIGHT:dlight_set(234),
             POL3:A:2:BRIGHT:dlight_set(259),
             POL3:A:2:BRIGHT:dlight_set(240),

             POL3:B:1:BRIGHT:dlight_set(202),
             POL3:B:3:BRIGHT:dlight_set(231),
             POL3:B:2:BRIGHT:dlight_set(244),
             #IDLE:1;

STATES(IDLE3)=POL3:A:1:BRIGHT:dlight_set(266),
             POL3:A:1:BRIGHT:dlight_set(191),
             POL3:A:4:BRIGHT:dlight_set(227),

             POL3:B:2:BRIGHT:dlight_set(237),
             POL3:B:3:BRIGHT:dlight_set(231),
             POL3:B:1:BRIGHT:dlight_set(250),
             #IDLE:1;

[TALL_GREEN_COLUMN:30]
RADIUS=16;
HEIGHT=56;
SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE;

STATES(IDLE)=COL1:A:-1:NORMAL:NOTHING;

[SHORT_GREEN_COLUMN:31]
RADIUS=16;
HEIGHT=38;
SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE;

STATES(IDLE)=COL2:A:-1:NORMAL:NOTHING;

[TALL_RED_COLUMN:32]
RADIUS=16;
HEIGHT=50;
SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE;

STATES(IDLE)=COL3:A:-1:NORMAL:NOTHING;

[SHORT_RED_COLUMN:33]
RADIUS=16;
HEIGHT=56;
SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE;

STATES(IDLE)=COL4:A:-1:NORMAL:NOTHING;

[BLACK_CANDLE:34]
RADIUS=16;
HEIGHT=16;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#ffe74b;
SPECIAL=NOSHADOW;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
            NULL:A:0:NORMAL:JUMP(IDLE3:1,30%),
            CAND:A:5:BRIGHT:dlight_set(110),
            cand:a:2:bright:dlight_set(80),
            cand:a:8:bright:dlight_set(100),
            cand:a:1:bright:dlight_set(85),
            cand:a:3:bright:dlight_set(125),
            cand:a:1:bright:dlight_set(79);

STATES(IDLE2)=CAND:A:5:BRIGHT:dlight_set(110),
             CAND:A:2:BRIGHT:dlight_set(78),
             CAND:A:7:BRIGHT:dlight_set(120),
             CAND:A:1:BRIGHT:dlight_set(81),
             #IDLE:1;

STATES(IDLE3)=CAND:A:5:BRIGHT:dlight_set(123),
             CAND:A:3:BRIGHT:dlight_set(95),
             CAND:A:1:BRIGHT:dlight_set(82),
             CAND:A:4:BRIGHT:dlight_set(118),
             CAND:A:2:BRIGHT:dlight_set(79),
             CAND:A:8:BRIGHT:dlight_set(105),
             CAND:A:1:BRIGHT:dlight_set(80),
             CAND:A:8:BRIGHT:dlight_set(121),
             #IDLE:1;

[CANDELABRA:35]
RADIUS=16;
HEIGHT=56;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=300;
DLIGHT.COLOUR=#ffe74b;
SPECIAL=SOLID,PASS_MISSILE,NOSHADOW;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
             NULL:A:0:NORMAL:JUMP(IDLE3:1,30%),
             CBRA:a:3:BRIGHT:dlight_set(330),
             CBRA:a:2:bright:dlight_set(280),
             CBRA:a:4:bright:dlight_set(300),
             CBRA:a:1:bright:dlight_set(265),
             CBRA:a:3:bright:dlight_set(360),
             CBRA:a:1:bright:dlight_set(256);

STATES(IDLE2)=CBRA:A:5:BRIGHT:dlight_set(328),
             CBRA:A:2:BRIGHT:dlight_set(257),
             CBRA:A:7:BRIGHT:dlight_set(299),
             CBRA:A:1:BRIGHT:dlight_set(261),
             #IDLE:1;

STATES(IDLE3)=CBRA:A:5:BRIGHT:dlight_set(340),
             CBRA:A:1:BRIGHT:dlight_set(252),
             CBRA:A:4:BRIGHT:dlight_set(320),
             CBRA:A:2:BRIGHT:dlight_set(250),
             CBRA:A:8:BRIGHT:dlight_set(315),
             CBRA:A:1:BRIGHT:dlight_set(259),
             CBRA:A:8:BRIGHT:dlight_set(322),
             #IDLE:1;

[BEATING_HEART_COLUMN:36]
RADIUS=16;
HEIGHT=56;
SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE;

STATES(IDLE)=COL5:A:14:NORMAL:NOTHING,
             COL5:B:14:NORMAL:NOTHING;

[SKULL_ON_COLUMN:37]
RADIUS=16;
HEIGHT=56;
SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE;

STATES(IDLE)=COL6:A:-1:NORMAL:NOTHING;

[EYE_SYMBOL:41]
RADIUS=16;
HEIGHT=56;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#ffe74b;
SPECIAL=SOLID,PASS_MISSILE;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
            NULL:A:0:NORMAL:JUMP(IDLE3:1,30%),
            CEYE:A:5:BRIGHT:dlight_set(110),
            CEYE:a:2:bright:dlight_set(80),
            CEYE:a:8:bright:dlight_set(100),
            CEYE:a:1:bright:dlight_set(85),
            CEYE:a:3:bright:dlight_set(125),
            CEYE:a:1:bright:dlight_set(79);

STATES(IDLE2)=CEYE:A:5:BRIGHT:dlight_set(110),
             CEYE:A:2:BRIGHT:dlight_set(78),
             CEYE:A:7:BRIGHT:dlight_set(120),
             CEYE:A:1:BRIGHT:dlight_set(81),
             #IDLE:1;

STATES(IDLE3)=CEYE:A:5:BRIGHT:dlight_set(123),
             CEYE:A:3:BRIGHT:dlight_set(95),
             CEYE:A:1:BRIGHT:dlight_set(82),
             CEYE:A:4:BRIGHT:dlight_set(118),
             CEYE:A:2:BRIGHT:dlight_set(79),
             CEYE:A:8:BRIGHT:dlight_set(105),
             CEYE:A:1:BRIGHT:dlight_set(80),
             CEYE:A:8:BRIGHT:dlight_set(121),
             #IDLE:1;

[FLOATING_SKULLROCK:42]
RADIUS=16;
HEIGHT=48;

DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=300;
DLIGHT.COLOUR=#FFFF40;

SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE,NOSHADOW;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
             FSKU:A:2:BRIGHT:dlight_set(308),
             FSKU:A:2:BRIGHT:dlight_set(295),
             FSKU:A:2:BRIGHT:dlight_set(268),
             FSKU:B:2:BRIGHT:dlight_set(255),
             FSKU:B:2:BRIGHT:dlight_set(260),
             FSKU:B:2:BRIGHT:dlight_set(270),
             FSKU:C:2:BRIGHT:dlight_set(285),
             FSKU:C:2:BRIGHT:dlight_set(300),
             FSKU:C:2:BRIGHT:dlight_set(320);

STATES(IDLE2)=FSKU:A:2:BRIGHT:dlight_set(300),
             FSKU:A:2:BRIGHT:dlight_set(295),
             FSKU:A:2:BRIGHT:dlight_set(279),
             FSKU:B:2:BRIGHT:dlight_set(270),
             FSKU:B:2:BRIGHT:dlight_set(260),
             FSKU:B:2:BRIGHT:dlight_set(290),
             FSKU:C:2:BRIGHT:dlight_set(320),
             FSKU:C:2:BRIGHT:dlight_set(315),
             FSKU:C:2:BRIGHT:dlight_set(305),
             #IDLE:1;

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

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

[SPIKY_STUMP:47]
RADIUS=16;
HEIGHT=56;
SPECIAL=SOLID,PASS_MISSILE;

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

[TECHNOCOLUMN:48]
RADIUS=16;
HEIGHT=128;
SPECIAL=SOLID,PASS_MISSILE,CLIMBABLE;

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

// The difference between the TWITCHING_BLOKEs is the fact that one is solid
// and one in not. Based on the original gameplay this makes the world of
// difference as it could block the vital escape or not. When True3d is
// enabled you may walk under/over a SOLID object, but not through it.
// So being SOLID does make a difference in either gameplay mode.
[TWITCHING_BLOKE_I:49]
RADIUS=16;
HEIGHT=68;
SPECIAL=SOLID,ON_CEILING;

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

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

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

// As with the TWITCHING BLOKE, the difference between a lot of these objects
// is whether they are solid or not.
[HANGING_DEAD_BLOKE_I:50]
RADIUS=16;
HEIGHT=68;
SPECIAL=SOLID,ON_CEILING;

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

[HANGING_DEAD_BLOKE_II:51]
RADIUS=16;
HEIGHT=84;
SPECIAL=SOLID,ON_CEILING;

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

[HANGING_DEAD_BLOKE_III:52]
RADIUS=16;
HEIGHT=68;
SPECIAL=SOLID,ON_CEILING;

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

[HANGING_DEAD_BLOKE_IV:53]
RADIUS=16;
HEIGHT=68;
SPECIAL=SOLID,ON_CEILING;

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

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

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

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

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

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

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

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

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

[BIG_TREE:54]
RADIUS=32;
HEIGHT=120;
SPECIAL=SOLID,PASS_MISSILE;

STATES(IDLE)=TRE2:A:-1:NORMAL:NOTHING;

[GUTTED_HUNG_BLOKE_I:73]
RADIUS=16;
HEIGHT=88;
SPECIAL=SOLID,ON_CEILING;

STATES(IDLE)=HDB1:A:-1:NORMAL:NOTHING;

[GUTTED_HUNG_BLOKE_II:74]
RADIUS=16;
HEIGHT=88;
SPECIAL=SOLID,ON_CEILING;

STATES(IDLE)=HDB2:A:-1:NORMAL:NOTHING;

[GUTTED_TORSO_I:75]
RADIUS=16;
HEIGHT=64;
SPECIAL=SOLID,ON_CEILING;

STATES(IDLE)=HDB3:A:-1:NORMAL:NOTHING;

[GUTTED_TORSO_II:76]
RADIUS=16;
HEIGHT=64;
SPECIAL=SOLID,ON_CEILING;

STATES(IDLE)=HDB4:A:-1:NORMAL:NOTHING;

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

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

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

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

// These three: Brain stem and the pools of blood are declared as INERT,
// this is because that they are completely unaffected by surroundings
[POOL_OF_BLOOD_I:79]
SPECIAL=NOSHADOW;
RADIUS=20;
HEIGHT=16;
SPECIAL=INERT;

STATES(IDLE)=POB1:A:-1:NORMAL:NOTHING;

[POOL_OF_BLOOD_II:80]
SPECIAL=NOSHADOW;
RADIUS=20;
HEIGHT=16;
SPECIAL=INERT;

STATES(IDLE)=POB2:A:-1:NORMAL:NOTHING;

[BRAINSTEM:81]
SPECIAL=NOSHADOW;
RADIUS=20;
HEIGHT=16;
SPECIAL=INERT;

STATES(IDLE)=BRS1:A:-1:NORMAL:NOTHING;

[BARREL:2035]
SPAWNHEALTH=20;
RADIUS=10;
HEIGHT=42;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=0;
DLIGHT.COLOUR=#FFaa77;
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)=BLUD:C:8:NORMAL:NOTHING,
              BLUD:B:8:NORMAL:NOTHING,
              BLUD:A:8:NORMAL:CHECKBLOOD,
              #REMOVE;

[PUFF]
REACTION_TIME=8T;
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=1;
// DLIGHT.TYPE=QUADRATIC;
// DLIGHT.INTENSITY=80;
// DLIGHT.COLOUR=#FFFFFF;

SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW,NOZBUFFER;

STATES(SPAWN)=PUFF:A:0:BRIGHT:DLIGHT_FADE(0),
              PUFF:A:4:BRIGHT:NOTHING,
              PUFF:A:0:BRIGHT:TRANS_SET(50%),
              PUFF:B:4:NORMAL:NOTHING,
              PUFF:C:4:NORMAL:NOTHING,
              PUFF:D:4:NORMAL:NOTHING,
              #REMOVE;

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

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

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

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

[TELEPORT_FLASH:14]
RADIUS=20;
HEIGHT=16;
AMBIENT_SOUND=TELEPT?;
SPECIAL=TELEPORT_TYPE,NOGRAVITY;

STATES(IDLE)=TFOG:J:0:NORMAL:TRANS_SET(0%),
             TFOG:J:-1:NORMAL:NOTHING;

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

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

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

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

[ARACHNOTRON:68]
SPAWNHEALTH=500;
REACTION_TIME=0.23;
RADIUS=64;
HEIGHT=64;
SPEED=12;
MASS=600;
PAINCHANCE=50%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
CASTORDER=11;
CAST_TITLE=ArachnotronName;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=BSPACT;
DEATH_SOUND=BSPDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=BSPSIT;
WALK_SOUND=BSPWLK;
RANGE_ATTACK=ARACHNOTRON_PLASMA;

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

STATES(CHASE)=BSPI:A:20:NORMAL:NOTHING,
              BSPI:A:3:NORMAL:WALKSOUND_CHASE,
              BSPI:A:3:NORMAL:CHASE,
              BSPI:B:3:NORMAL:CHASE,
              BSPI:B:3:NORMAL:CHASE,
              BSPI:C:3:NORMAL:CHASE,
              BSPI:C:3:NORMAL:CHASE,
              BSPI:D:3:NORMAL:WALKSOUND_CHASE,
              BSPI:D:3:NORMAL:CHASE,
              BSPI:E:3:NORMAL:CHASE,
              BSPI:E:3:NORMAL:CHASE,
              BSPI:F:3:NORMAL:CHASE,
              BSPI:F:3:NORMAL:CHASE,
              #CHASE:2;

STATES(MISSILE)=BSPI:A:20:BRIGHT:FACETARGET,
                BSPI:G:4:BRIGHT:RANGE_ATTACK,
                BSPI:H:4:BRIGHT:NOTHING,
                BSPI:H:1:BRIGHT:REFIRE_CHECK,
                #MISSILE:2;

STATES(PAIN)=BSPI:I:3:NORMAL:NOTHING,
             BSPI:I:3:NORMAL:MAKEPAINSOUND,
             #CHASE:2;

STATES(DEATH)=BSPI:J:20:NORMAL:MAKEDEATHSOUND,
              BSPI:K:7:NORMAL:MAKEDEAD,
              BSPI:L:7:NORMAL:NOTHING,
              BSPI:M:7:NORMAL:NOTHING,
              BSPI:N:7:NORMAL:NOTHING,
              BSPI:O:7:NORMAL:NOTHING,
              BSPI:P:-1:NORMAL:NOTHING;

STATES(RESPAWN)=BSPI:P:5:NORMAL:NOTHING,
                BSPI:O:5:NORMAL:NOTHING,
                BSPI:N:5:NORMAL:NOTHING,
                BSPI:M:5:NORMAL:NOTHING,
                BSPI:L:5:NORMAL:NOTHING,
                BSPI:K:5:NORMAL:NOTHING,
                BSPI:J:5:NORMAL:NOTHING,
                #CHASE:2;

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

[ARCHVILE:64]
SPAWNHEALTH=700;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=15;
MASS=500;
PAINCHANCE=4%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,NEVERTARGETED,NO_GRUDGE,NO_RESURRECT;
MINATTACK_CHANCE=22%;
CASTORDER=15;
CAST_TITLE=ArchvileName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=VILACT;
DEATH_SOUND=VILDTH;
PAIN_SOUND=VIPAIN;
SIGHTING_SOUND=VILSIT;
RANGE_ATTACK=ARCHVILE_FIRE;

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

STATES(CHASE)=VILE:A:2:NORMAL:RESCHASE,
              VILE:A:2:NORMAL:RESCHASE,
              VILE:B:2:NORMAL:RESCHASE,
              VILE:B:2:NORMAL:RESCHASE,
              VILE:C:2:NORMAL:RESCHASE,
              VILE:C:2:NORMAL:RESCHASE,
              VILE:D:2:NORMAL:RESCHASE,
              VILE:D:2:NORMAL:RESCHASE,
              VILE:E:2:NORMAL:RESCHASE,
              VILE:E:2:NORMAL:RESCHASE,
              VILE:F:2:NORMAL:RESCHASE,
              VILE:F:2:NORMAL:RESCHASE;

STATES(MISSILE)=VILE:G:0:BRIGHT:RANGEATTEMPTSND,
                VILE:G:10:BRIGHT:FACETARGET,
                VILE:H:8:BRIGHT:RANGE_ATTACK,
                VILE:I:8:BRIGHT:FACETARGET,
                VILE:J:8:BRIGHT:FACETARGET,
                VILE:K:8:BRIGHT:FACETARGET,
                VILE:L:8:BRIGHT:FACETARGET,
                VILE:M:8:BRIGHT:FACETARGET,
                VILE:N:8:BRIGHT:FACETARGET,
                VILE:O:8:BRIGHT:EFFECTTRACKER,
                VILE:P:20:BRIGHT:NOTHING,
                #CHASE;

STATES(PAIN)=VILE:Q:5:NORMAL:NOTHING,
             VILE:Q:5:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=VILE:Q:7:NORMAL:NOTHING,
              VILE:R:7:NORMAL:MAKEDEATHSOUND,
              VILE:S:7:NORMAL:MAKEDEAD,
              VILE:T:7:NORMAL:NOTHING,
              VILE:U:7:NORMAL:NOTHING,
              VILE:V:7:NORMAL:NOTHING,
              VILE:W:7:NORMAL:NOTHING,
              VILE:X:5:NORMAL:NOTHING,
              VILE:Y:5:NORMAL:NOTHING,
              VILE:Z:-1:NORMAL:NOTHING;

STATES(RESPAWN)=VILE:Z:5:NORMAL:NOTHING,
                VILE:Y:5:NORMAL:NOTHING,
                VILE:X:5:NORMAL:NOTHING,
                VILE:W:7:NORMAL:NOTHING,
                VILE:V:7:NORMAL:NOTHING,
                VILE:U:7:NORMAL:NOTHING,
                VILE:T:7:NORMAL:NOTHING,
                VILE:S:7:NORMAL:NOTHING,
                VILE:R:7:NORMAL:NOTHING,
                VILE:Q:7:NORMAL:NOTHING,
                #CHASE;

STATES(RESURRECT)=VILE:[:10:BRIGHT:NOTHING,
                  VILE:\:10:BRIGHT:NOTHING,
                  VILE:]:10:BRIGHT:NOTHING,
                  #CHASE;

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

[BARON_OF_HELL:3003]
SPAWNHEALTH=1000;
REACTION_TIME=0.23;
RADIUS=24;
HEIGHT=64;
SPEED=8;
MASS=1000;
PAINCHANCE=20%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
CASTORDER=10;
CAST_TITLE=BaronOfHellName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=BRSDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=BRSSIT;
RANGE_ATTACK=BARON_FIREBALL;
CLOSE_ATTACK=BARON_CLOSECOMBAT;

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

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

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

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

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

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

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

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

[CACODEMON:3005]
SPAWNHEALTH=400;
REACTION_TIME=0.23;
RADIUS=31;
HEIGHT=56;
SPEED=8;
MASS=400;
PAINCHANCE=50%;
FLOAT_SPEED=4;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,FLOATER;
MINATTACK_CHANCE=22%;
CASTORDER=8;
CAST_TITLE=CacodemonName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=CACDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=CACSIT;
RANGE_ATTACK=CACO_FIREBALL;
CLOSE_ATTACK=CACO_CLOSECOMBAT;

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

STATES(CHASE)=HEAD:A:3:NORMAL:CHASE;

STATES(MISSILE)=HEAD:B:5:NORMAL:FACETARGET,
                HEAD:C:5:NORMAL:FACETARGET,
                HEAD:D:5:BRIGHT:COMBOATTACK,
                #CHASE;

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

STATES(DEATH)=HEAD:G:8:NORMAL:MAKEDEATHSOUND,
              HEAD:H:8:NORMAL:NOTHING,
              HEAD:I:8:NORMAL:NOTHING,
              HEAD:J:8:NORMAL:MAKEDEAD,
              HEAD:K:8:NORMAL:NOTHING,
              HEAD:L:-1:NORMAL:NOTHING;

STATES(RESPAWN)=HEAD:L:8:NORMAL:NOTHING,
                HEAD:K:8:NORMAL:NOTHING,
                HEAD:J:8:NORMAL:NOTHING,
                HEAD:I:8:NORMAL:NOTHING,
                HEAD:H:8:NORMAL:NOTHING,
                HEAD:G:8:NORMAL:NOTHING,
                #CHASE;

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

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

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

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

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

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

[THE_CYBERDEMON:16]
SPAWNHEALTH=4000;
REACTION_TIME=0.23;
RADIUS=40;
HEIGHT=110;
SPEED=16;
MASS=1000;
PAINCHANCE=8%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,BOSSMAN,TRIGGER_HAPPY,NO_RESURRECT;
MINATTACK_CHANCE=38%;
CASTORDER=17;
CAST_TITLE=CyberdemonName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=CYBDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=CYBSIT;
WALK_SOUND=HOOF;
RANGE_ATTACK=CYBERDEMON_MISSILE;

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

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

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

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

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

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

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

[DEMON:3002]
SPAWNHEALTH=150;
REACTION_TIME=0.23;
RADIUS=30;
HEIGHT=56;
SPEED=10;
FAST=2;
MASS=400;
PAINCHANCE=70%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
CASTORDER=6;
CAST_TITLE=DemonName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=SGTDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=SGTSIT;
STARTCOMBAT_SOUND=SGTATK;
CLOSE_ATTACK=DEMON_CLOSECOMBAT;

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

STATES(CHASE)=SARG:A:2:NORMAL:CHASE,
              SARG:A:2:NORMAL:CHASE,
              SARG:B:2:NORMAL:CHASE,
              SARG:B:2:NORMAL:CHASE,
              SARG:C:2:NORMAL:CHASE,
              SARG:C:2:NORMAL:CHASE,
              SARG:D:2:NORMAL:CHASE,
              SARG:D:2:NORMAL:CHASE;

STATES(MELEE)=SARG:E:8:NORMAL:FACETARGET,
              SARG:F:8:NORMAL:FACETARGET,
              SARG:G:8:NORMAL:CLOSE_ATTACK,
              #CHASE;

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

STATES(DEATH)=SARG:I:8:NORMAL:NOTHING,
              SARG:J:8:NORMAL:MAKEDEATHSOUND,
              SARG:K:4:NORMAL:NOTHING,
              SARG:L:4:NORMAL:MAKEDEAD,
              SARG:M:4:NORMAL:NOTHING,
              SARG:N:-1:NORMAL:NOTHING;

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

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

[HEAVY_WEAPON_DUDE:65]
SPAWNHEALTH=70;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=67%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS;
MINATTACK_CHANCE=22%;
CASTORDER=4;
CAST_TITLE=HeavyWeaponDudeName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND="POSACT";
DEATH_SOUND="PODTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="POSIT?";
OVERKILL_SOUND="SLOP";
DROPITEM=CHAINGUN;
RANGE_ATTACK=FORMER_HUMAN_CHAINGUN;

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

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

STATES(MISSILE)=CPOS:E:10:NORMAL:FACETARGET,
                CPOS:F:4:BRIGHT:RANGE_ATTACK,
                CPOS:E:4:BRIGHT:RANGE_ATTACK,
                CPOS:F:1:NORMAL:REFIRE_CHECK,
                #MISSILE:2;

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

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

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

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

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

[ZOMBIEMAN:3004]
SPAWNHEALTH=20;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=78%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS;
MINATTACK_CHANCE=22%;
CASTORDER=2;
CAST_TITLE=ZombiemanName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=POSACT;
DEATH_SOUND="PODTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="POSIT?";
OVERKILL_SOUND="SLOP";
DROPITEM=CLIP;
RANGE_ATTACK=FORMER_HUMAN_PISTOL;

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

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

STATES(MISSILE)=POSS:E:10:NORMAL:FACETARGET,
                POSS:F:8:NORMAL:RANGE_ATTACK,
                POSS:E:8:NORMAL:NOTHING,
                #CHASE;

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

STATES(DEATH)=POSS:H:5:NORMAL:NOTHING,
              POSS:I:5:NORMAL:MAKEDEATHSOUND,
              POSS:J:5:NORMAL:MAKEDEAD,
              POSS:K:5:NORMAL:NOTHING,
              POSS:L:-1:NORMAL:NOTHING;

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

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

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

[SHOTGUN_GUY:9]
SPAWNHEALTH=30;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=67%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS;
MINATTACK_CHANCE=22%;
CASTORDER=3;
CAST_TITLE=ShotgunGuyName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=POSACT;
DEATH_SOUND="PODTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="POSIT?";
OVERKILL_SOUND="SLOP";
DROPITEM=SHOTGUN;
RANGE_ATTACK=FORMER_HUMAN_SHOTGUN;

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

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

STATES(MISSILE)=SPOS:E:10:NORMAL:FACETARGET,
                SPOS:F:10:BRIGHT:RANGE_ATTACK,
                SPOS:E:10:NORMAL:NOTHING,
                #CHASE;

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

STATES(DEATH)=SPOS:H:5:NORMAL:NOTHING,
              SPOS:I:5:NORMAL:MAKEDEATHSOUND,
              SPOS:J:5:NORMAL:MAKEDEAD,
              SPOS:K:5:NORMAL:NOTHING,
              SPOS:L:-1:NORMAL:NOTHING;

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

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

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

[HELL_KNIGHT:69]
SPAWNHEALTH=500;
REACTION_TIME=0.23;
RADIUS=24;
HEIGHT=64;
SPEED=8;
MASS=1000;
PAINCHANCE=20%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
CASTORDER=9;
CAST_TITLE=HellKnightName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=KNTDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=KNTSIT;
RANGE_ATTACK=BARON_FIREBALL;
CLOSE_ATTACK=BARON_CLOSECOMBAT;

STATES(IDLE)=BOS2:A:10:NORMAL:LOOKOUT,
             BOS2:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=BOS2:A:3:NORMAL:CHASE,
              BOS2:A:3:NORMAL:CHASE,
              BOS2:B:3:NORMAL:CHASE,
              BOS2:B:3:NORMAL:CHASE,
              BOS2:C:3:NORMAL:CHASE,
              BOS2:C:3:NORMAL:CHASE,
              BOS2:D:3:NORMAL:CHASE,
              BOS2:D:3:NORMAL:CHASE;

STATES(MELEE)=BOS2:E:8:NORMAL:FACETARGET,
              BOS2:F:8:NORMAL:FACETARGET,
              BOS2:G:8:NORMAL:COMBOATTACK,
              #CHASE;

STATES(MISSILE)=BOS2:E:8:NORMAL:FACETARGET,
                BOS2:F:8:NORMAL:FACETARGET,
                BOS2:G:8:NORMAL:COMBOATTACK,
                #CHASE;

STATES(PAIN)=BOS2:H:2:NORMAL:NOTHING,
             BOS2:H:2:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=BOS2:I:8:NORMAL:NOTHING,
              BOS2:J:8:NORMAL:MAKEDEATHSOUND,
              BOS2:K:8:NORMAL:NOTHING,
              BOS2:L:8:NORMAL:MAKEDEAD,
              BOS2:M:8:NORMAL:NOTHING,
              BOS2:N:8:NORMAL:NOTHING,
              BOS2:O:-1:NORMAL:NOTHING;

STATES(RESPAWN)=BOS2:O:8:NORMAL:NOTHING,
                BOS2:N:8:NORMAL:NOTHING,
                BOS2:M:8:NORMAL:NOTHING,
                BOS2:L:8:NORMAL:NOTHING,
                BOS2:K:8:NORMAL:NOTHING,
                BOS2:J:8:NORMAL:NOTHING,
                BOS2:I:8:NORMAL:NOTHING,
                #CHASE;

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

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

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

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

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

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

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

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

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

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

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

[LOST_SOUL:3006]
SPAWNHEALTH=100;
REACTION_TIME=0.23;
RADIUS=16;
HEIGHT=56;
SPEED=8;
MASS=50;
PAINCHANCE=100%;
CASTORDER=7;
CAST_TITLE=LostSoulName;
BLOOD=BLOOD;
FLOAT_SPEED=2;
SPECIAL=SOLID,SHOOTABLE,TRIGGER_HAPPY,FLOATER,NOGRAV_KILL,MONSTER,DISLOYAL,ATTACK_HURTS;
//TRANSLUCENCY=66%;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=200;
DLIGHT.COLOUR=#d58d66;
MINATTACK_CHANCE=22%;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=FIRXPL;
PAIN_SOUND=DMPAIN;
RANGE_ATTACK=SKULL_ASSAULT;

STATES(IDLE)=NULL:A:0:NORMAL:JUMP(IDLE2:1,30%),
             NULL:A:0:NORMAL:JUMP(IDLE3:1,30%),
             NULL:A:0:NORMAL:dlight_set(205),
             NULL:A:0:NORMAL:dlight_colour(#ff4b0f),
             SKUL:A:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(212),
             NULL:A:0:NORMAL:dlight_colour(#ff530f),
             SKUL:A:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(201),
             NULL:A:0:NORMAL:dlight_colour(#ff4b0f),
             SKUL:A:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(161),
             NULL:A:0:NORMAL:dlight_colour(#ff2b0f),
             SKUL:A:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(199),
             NULL:A:0:NORMAL:dlight_colour(#ff430f),
             SKUL:A:2:BRIGHT:LOOKOUT,

             NULL:A:0:NORMAL:dlight_set(218),
             NULL:A:0:NORMAL:dlight_colour(#ff530f),
             SKUL:B:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(224),
             NULL:A:0:NORMAL:dlight_colour(#ff5b0f),
             SKUL:B:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(207),
             NULL:A:0:NORMAL:dlight_colour(#ff4b0f),
             SKUL:B:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(215),
             NULL:A:0:NORMAL:dlight_colour(#ff530f),
             SKUL:B:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(200),
             NULL:A:0:NORMAL:dlight_colour(#ff4b0f),
             SKUL:B:2:BRIGHT:LOOKOUT;

STATES(IDLE2)=NULL:A:0:NORMAL:dlight_set(218),
             NULL:A:0:NORMAL:dlight_colour(#ff530f),
             SKUL:A:3:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(226),
             NULL:A:0:NORMAL:dlight_colour(#ff5b0f),
             SKUL:A:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(194),
             NULL:A:0:NORMAL:dlight_colour(#ff430f),
             SKUL:A:1:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(218),
             NULL:A:0:NORMAL:dlight_colour(#ff530f),
             SKUL:A:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(206),
             NULL:A:0:NORMAL:dlight_colour(#ff4b0f),
             SKUL:A:2:BRIGHT:LOOKOUT,

             NULL:A:0:NORMAL:dlight_set(229),
             NULL:A:0:NORMAL:dlight_colour(#ff5b0f),
             SKUL:B:1:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(207),
             NULL:A:0:NORMAL:dlight_colour(#ff4b0f),
             SKUL:B:3:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(168),
             NULL:A:0:NORMAL:dlight_colour(#ff2b0f),
             SKUL:B:1:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(209),
             NULL:A:0:NORMAL:dlight_colour(#ff4b0f),
             SKUL:B:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(221),
             NULL:A:0:NORMAL:dlight_colour(#ff5b0f),
             SKUL:B:3:BRIGHT:LOOKOUT,
             #IDLE:1;

STATES(IDLE3)=NULL:A:0:NORMAL:dlight_set(195),
             NULL:A:0:NORMAL:dlight_colour(#ff430f),
             SKUL:A:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(215),
             NULL:A:0:NORMAL:dlight_colour(#ff530f),
             SKUL:A:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(222),
             NULL:A:0:NORMAL:dlight_colour(#ff5b0f),
             SKUL:A:1:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(211),
             NULL:A:0:NORMAL:dlight_colour(#ff530f),
             SKUL:A:3:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(168),
             NULL:A:0:NORMAL:dlight_colour(#ff2b0f),
             SKUL:A:2:BRIGHT:LOOKOUT,

             NULL:A:0:NORMAL:dlight_set(207),
             NULL:A:0:NORMAL:dlight_colour(#ff4b0f),
             SKUL:B:1:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(219),
             NULL:A:0:NORMAL:dlight_colour(#ff530f),
             SKUL:B:3:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(169),
             NULL:A:0:NORMAL:dlight_colour(#ff2b0f),
             SKUL:B:2:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(209),
             NULL:A:0:NORMAL:dlight_colour(#ff4b0f),
             SKUL:B:3:BRIGHT:LOOKOUT,
             NULL:A:0:NORMAL:dlight_set(217),
             NULL:A:0:NORMAL:dlight_colour(#ff530f),
             SKUL:B:1:BRIGHT:LOOKOUT,
             #IDLE:1;

STATES(CHASE)=NULL:A:0:BRIGHT:dlight_set(209),
              NULL:A:0:BRIGHT:dlight_colour(#ff4b0f),
              SKUL:A:2:BRIGHT:CHASE,
              NULL:A:0:BRIGHT:dlight_set(218),
              NULL:A:0:BRIGHT:dlight_colour(#ff530f),
              SKUL:A:3:BRIGHT:CHASE,
              NULL:A:0:BRIGHT:dlight_set(192),
              NULL:A:0:BRIGHT:dlight_colour(#ff430f),
              SKUL:A:1:BRIGHT:CHASE,

              NULL:B:0:BRIGHT:dlight_set(211),
              NULL:B:0:BRIGHT:dlight_colour(#ff530f),
              SKUL:B:3:BRIGHT:CHASE,
              NULL:B:0:BRIGHT:dlight_set(168),
              NULL:B:0:BRIGHT:dlight_colour(#ff2b0f),
              SKUL:B:1:BRIGHT:CHASE,
              NULL:B:0:BRIGHT:dlight_set(214),
              NULL:B:0:BRIGHT:dlight_colour(#ff530f),
              SKUL:B:2:BRIGHT:CHASE;

STATES(CHASE2)=NULL:A:0:BRIGHT:dlight_set(224),
              NULL:A:0:BRIGHT:dlight_colour(#ff5b0f),
              SKUL:A:1:BRIGHT:CHASE,
              NULL:A:0:BRIGHT:dlight_set(207),
              NULL:A:0:BRIGHT:dlight_colour(#ff4b0f),
              SKUL:A:2:BRIGHT:CHASE,
              NULL:A:0:BRIGHT:dlight_set(215),
              NULL:A:0:BRIGHT:dlight_colour(#ff530f),
              SKUL:A:3:BRIGHT:CHASE,

              NULL:B:0:BRIGHT:dlight_set(222),
              NULL:B:0:BRIGHT:dlight_colour(#ff5b0f),
              SKUL:B:2:BRIGHT:CHASE,
              NULL:B:0:BRIGHT:dlight_set(194),
              NULL:B:0:BRIGHT:dlight_colour(#ff430f),
              SKUL:B:2:BRIGHT:CHASE,
              NULL:B:0:BRIGHT:dlight_set(167),
              NULL:B:0:BRIGHT:dlight_colour(#ff2b0f),
              SKUL:B:2:BRIGHT:CHASE,
              #CHASE:1;

STATES(CHASE3)=NULL:A:0:BRIGHT:dlight_set(201),
              NULL:A:0:BRIGHT:dlight_colour(#ff4b0f),
              SKUL:A:2:BRIGHT:CHASE,
              NULL:A:0:BRIGHT:dlight_set(164),
              NULL:A:0:BRIGHT:dlight_colour(#ff2b0f),
              SKUL:A:2:BRIGHT:CHASE,
              NULL:A:0:BRIGHT:dlight_set(217),
              NULL:A:0:BRIGHT:dlight_colour(#ff530f),
              SKUL:A:2:BRIGHT:CHASE,

              NULL:B:0:BRIGHT:dlight_set(227),
              NULL:B:0:BRIGHT:dlight_colour(#ff5b0f),
              SKUL:B:1:BRIGHT:CHASE,
              NULL:B:0:BRIGHT:dlight_set(204),
              NULL:B:0:BRIGHT:dlight_colour(#ff4b0f),
              SKUL:B:2:BRIGHT:CHASE,
              NULL:B:0:BRIGHT:dlight_set(219),
              NULL:B:0:BRIGHT:dlight_colour(#ff530f),
              SKUL:B:3:BRIGHT:CHASE,
              #CHASE:1;

STATES(MISSILE)=NULL:A:0:NORMAL:dlight_set(200),
                NULL:A:0:NORMAL:dlight_colour(#d58d66),
                SKUL:C:10:BRIGHT:FACETARGET,
                NULL:A:0:NORMAL:dlight_set(234),
                NULL:A:0:NORMAL:dlight_colour(#ff630f),
                SKUL:D:4:BRIGHT:RANGE_ATTACK,

                //Repeat to here
                NULL:C:0:BRIGHT:dlight_set(228),
                NULL:C:0:BRIGHT:dlight_colour(#ff5b0f),
                SKUL:C:2:BRIGHT:NOTHING,
                NULL:C:0:BRIGHT:dlight_set(237),
                NULL:C:0:BRIGHT:dlight_colour(#ff630f),
                SKUL:C:2:BRIGHT:NOTHING,

                NULL:D:0:BRIGHT:dlight_set(216),
                NULL:D:0:BRIGHT:dlight_colour(#ff530f),
                SKUL:D:2:BRIGHT:NOTHING,
                NULL:D:0:BRIGHT:dlight_set(234),
                NULL:D:0:BRIGHT:dlight_colour(#ff630f),
                SKUL:D:2:BRIGHT:NOTHING,
                #MISSILE:7;

STATES(PAIN)=NULL:E:0:NORMAL:JUMP(PAIN2:1,30%),
             NULL:E:0:NORMAL:JUMP(PAIN3:1,30%),
             NULL:E:0:BRIGHT:dlight_set(219),
             NULL:E:0:BRIGHT:dlight_colour(#ff530f),
             SKUL:E:3:BRIGHT:NOTHING,
             NULL:E:0:BRIGHT:dlight_set(192),
             NULL:E:0:BRIGHT:dlight_colour(#ff430f),
             SKUL:E:3:BRIGHT:MAKEPAINSOUND,
             #CHASE;

STATES(PAIN2)=NULL:E:0:BRIGHT:dlight_set(201),
             NULL:E:0:BRIGHT:dlight_colour(#ff4b0f),
             SKUL:E:3:BRIGHT:NOTHING,
             NULL:E:0:BRIGHT:dlight_set(223),
             NULL:E:0:BRIGHT:dlight_colour(#ff5b0f),
             SKUL:E:3:BRIGHT:MAKEPAINSOUND,
             #CHASE;

STATES(PAIN3)=NULL:E:0:BRIGHT:dlight_set(192),
             NULL:E:0:BRIGHT:dlight_colour(#ff430f),
             SKUL:E:3:BRIGHT:NOTHING,
             NULL:E:0:BRIGHT:dlight_set(209),
             NULL:E:0:BRIGHT:dlight_colour(#ff4b0f),
             SKUL:E:3:BRIGHT:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=NULL:F:0:BRIGHT:dlight_set(215),
              NULL:F:0:BRIGHT:dlight_colour(#ff530f),
              //Originally, transparency fade started here.
              SKUL:F:3:BRIGHT:NOTHING,
              NULL:F:0:BRIGHT:dlight_set(225),
              NULL:F:0:BRIGHT:dlight_colour(#ff5b0f),
              SKUL:F:3:BRIGHT:NOTHING,

              NULL:G:0:BRIGHT:dlight_set(230),     //Explosion starts here
              NULL:G:0:BRIGHT:dlight_colour(#d58d66),
              SKUL:G:2:BRIGHT:MAKEDEATHSOUND,
              SKUL:G:2:BRIGHT:dlight_set(245),
              SKUL:G:2:BRIGHT:dlight_set(260),

              SKUL:H:2:BRIGHT:dlight_set(275),
              SKUL:H:2:BRIGHT:dlight_set(290),
              SKUL:H:2:BRIGHT:dlight_set(305),

              NULL:I:0:BRIGHT:dlight_set(320),     //Maximum brightness on this frame
              NULL:I:0:BRIGHT:dlight_fade(0),
              SKUL:I:6:BRIGHT:MAKEDEAD,
              SKUL:J:6:NORMAL:NOTHING,
              SKUL:K:6:NORMAL:NOTHING,
              #REMOVE;

[MANCUBUS:67]
SPAWNHEALTH=600;
REACTION_TIME=0.23;
RADIUS=48;
HEIGHT=64;
SPEED=8;
MASS=1000;
PAINCHANCE=30%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
CASTORDER=14;
CAST_TITLE=MancubusName;
BLOOD=BLOOD;
ACTIVE_SOUND=POSACT;
DEATH_SOUND=MANDTH;
PAIN_SOUND=MNPAIN;
SIGHTING_SOUND=MANSIT;
RESPAWN_EFFECT=RESPAWN_FLASH;
RANGE_ATTACK=MANCUBUS_FIREBALL;

STATES(IDLE)=FATT:A:15:NORMAL:LOOKOUT,
             FATT:B:15:NORMAL:LOOKOUT;

STATES(CHASE)=FATT:A:4:NORMAL:CHASE,
              FATT:A:4:NORMAL:CHASE,
              FATT:B:4:NORMAL:CHASE,
              FATT:B:4:NORMAL:CHASE,
              FATT:C:4:NORMAL:CHASE,
              FATT:C:4:NORMAL:CHASE,
              FATT:D:4:NORMAL:CHASE,
              FATT:D:4:NORMAL:CHASE,
              FATT:E:4:NORMAL:CHASE,
              FATT:E:4:NORMAL:CHASE,
              FATT:F:4:NORMAL:CHASE,
              FATT:F:4:NORMAL:CHASE;

STATES(MISSILE)=FATT:G:0:NORMAL:FACETARGET,
                FATT:G:20:NORMAL:RANGEATTEMPTSND,
                FATT:H:0:NORMAL:RESET_SPREADER,
                FATT:H:0:NORMAL:FACETARGET,
                FATT:H:0:BRIGHT:RANGE_ATTACK,
                FATT:H:10:BRIGHT:RANGE_ATTACK,
                FATT:I:5:NORMAL:FACETARGET,
                FATT:G:5:NORMAL:FACETARGET,
                FATT:H:0:NORMAL:FACETARGET,
                FATT:H:0:BRIGHT:RANGE_ATTACK,
                FATT:H:10:BRIGHT:RANGE_ATTACK,
                FATT:I:5:NORMAL:FACETARGET,
                FATT:G:5:NORMAL:FACETARGET,
                FATT:H:0:NORMAL:FACETARGET,
                FATT:H:0:BRIGHT:RANGE_ATTACK,
                FATT:H:10:BRIGHT:RANGE_ATTACK,
                FATT:I:5:NORMAL:FACETARGET,
                FATT:G:5:NORMAL:FACETARGET,
                #CHASE;

STATES(PAIN)=FATT:J:3:NORMAL:NOTHING,
             FATT:J:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=FATT:K:6:NORMAL:NOTHING,
              FATT:L:6:NORMAL:MAKEDEATHSOUND,
              FATT:M:6:NORMAL:MAKEDEAD,
              FATT:N:6:NORMAL:NOTHING,
              FATT:O:6:NORMAL:NOTHING,
              FATT:P:6:NORMAL:NOTHING,
              FATT:Q:6:NORMAL:NOTHING,
              FATT:R:6:NORMAL:NOTHING,
              FATT:S:6:NORMAL:NOTHING,
              FATT:T:-1:NORMAL:NOTHING;

STATES(RESPAWN)=FATT:R:5:NORMAL:NOTHING,
                FATT:Q:5:NORMAL:NOTHING,
                FATT:P:5:NORMAL:NOTHING,
                FATT:O:5:NORMAL:NOTHING,
                FATT:N:5:NORMAL:NOTHING,
                FATT:M:5:NORMAL:NOTHING,
                FATT:L:5:NORMAL:NOTHING,
                FATT:K:5:NORMAL:NOTHING,
                #CHASE;

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

[REVENANT:66]
SPAWNHEALTH=300;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=10;
MASS=500;
PAINCHANCE=40%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,TRIGGER_HAPPY;
MINATTACK_CHANCE=22%;
CASTORDER=13;
CAST_TITLE=RevenantName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=SKEACT;
DEATH_SOUND=SKEDTH;
PAIN_SOUND=POPAIN;
SIGHTING_SOUND=SKESIT;
RANGE_ATTACK=REVENANT_MISSILE;
CLOSE_ATTACK=REVENANT_CLOSECOMBAT;

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

STATES(CHASE)=SKEL:A:2:NORMAL:CHASE,
              SKEL:A:2:NORMAL:CHASE,
              SKEL:B:2:NORMAL:CHASE,
              SKEL:B:2:NORMAL:CHASE,
              SKEL:C:2:NORMAL:CHASE,
              SKEL:C:2:NORMAL:CHASE,
              SKEL:D:2:NORMAL:CHASE,
              SKEL:D:2:NORMAL:CHASE,
              SKEL:E:2:NORMAL:CHASE,
              SKEL:E:2:NORMAL:CHASE,
              SKEL:F:2:NORMAL:CHASE,
              SKEL:F:2:NORMAL:CHASE;

STATES(MELEE)=SKEL:G:0:NORMAL:FACETARGET,
              SKEL:G:6:NORMAL:CLOSEATTEMPTSND,
              SKEL:H:6:NORMAL:FACETARGET,
              SKEL:I:6:NORMAL:CLOSE_ATTACK,
              #CHASE;

STATES(MISSILE)=SKEL:J:0:BRIGHT:FACETARGET,
                SKEL:J:10:BRIGHT:FACETARGET,
                SKEL:K:10:NORMAL:RANGE_ATTACK,
                SKEL:K:10:NORMAL:FACETARGET,
                #CHASE;

STATES(PAIN)=SKEL:L:5:NORMAL:NOTHING,
             SKEL:L:5:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=SKEL:L:7:NORMAL:NOTHING,
              SKEL:M:7:NORMAL:NOTHING,
              SKEL:N:7:NORMAL:MAKEDEATHSOUND,
              SKEL:O:7:NORMAL:MAKEDEAD,
              SKEL:P:7:NORMAL:NOTHING,
              SKEL:Q:-1:NORMAL:NOTHING;

STATES(RESPAWN)=SKEL:Q:5:NORMAL:NOTHING,
                SKEL:P:5:NORMAL:NOTHING,
                SKEL:O:5:NORMAL:NOTHING,
                SKEL:N:5:NORMAL:NOTHING,
                SKEL:M:5:NORMAL:NOTHING,
                SKEL:L:5:NORMAL:NOTHING,
                #CHASE;

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

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

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

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

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

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

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

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

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

[SPECTRE:58]
SPAWNHEALTH=150;
REACTION_TIME=0.23;
RADIUS=30;
HEIGHT=56;
SPEED=10;
FAST=2;
MASS=400;
PAINCHANCE=70%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
SPECIAL=COUNT_AS_KILL,FUZZY,SHOOTABLE,SOLID,CLIMBABLE,NOSHADOW;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=SGTDTH;
PAIN_SOUND=DMPAIN;
SIGHTING_SOUND=SGTSIT;
STARTCOMBAT_SOUND=SGTATK;
CLOSE_ATTACK=DEMON_CLOSECOMBAT;

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

STATES(CHASE)=SARG:A:2:NORMAL:CHASE,
              SARG:A:2:NORMAL:CHASE,
              SARG:B:2:NORMAL:CHASE,
              SARG:B:2:NORMAL:CHASE,
              SARG:C:2:NORMAL:CHASE,
              SARG:C:2:NORMAL:CHASE,
              SARG:D:2:NORMAL:CHASE,
              SARG:D:2:NORMAL:CHASE;

STATES(MELEE)=SARG:E:8:NORMAL:FACETARGET,
              SARG:F:8:NORMAL:FACETARGET,
              SARG:G:8:NORMAL:CLOSE_ATTACK,
              #CHASE;

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

STATES(DEATH)=SARG:I:8:NORMAL:NOTHING,
              SARG:J:8:NORMAL:MAKEDEATHSOUND,
              SARG:K:4:NORMAL:NOTHING,
              SARG:L:4:NORMAL:MAKEDEAD,
              SARG:M:4:NORMAL:NOTHING,
              SARG:N:-1:NORMAL:NOTHING;

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

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

[THE_SPIDER_MASTERMIND:7]
SPAWNHEALTH=3000;
REACTION_TIME=0.23;
RADIUS=128;
HEIGHT=100;
SPEED=12;
MASS=1000;
PAINCHANCE=15%;
SPECIAL=BOSSMAN,TRIGGER_HAPPY,COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,NO_RESURRECT;
MINATTACK_CHANCE=22%;
CASTORDER=16;
CAST_TITLE=SpiderMastermindName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=DMACT;
DEATH_SOUND=SPIDTH;
PAIN_SOUND=DMPAIN;
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);

[WOLFENSTEIN_SS:84]
SPAWNHEALTH=50;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=65%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE;
MINATTACK_CHANCE=22%;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=POSACT;
DEATH_SOUND=SSDTH;
PAIN_SOUND=POPAIN;
SIGHTING_SOUND=SSSIT;
OVERKILL_SOUND="SLOP";
RANGE_ATTACK=WOLFENSTEIN_CHAINGUN;
DROPITEM=CLIP;

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

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

STATES(MISSILE)=SSWV:E:10:NORMAL:FACETARGET,
               SSWV:F:10:NORMAL:FACETARGET,
               SSWV:G:4:BRIGHT:RANGE_ATTACK,
               SSWV:F:6:NORMAL:FACETARGET,
               SSWV:G:4:BRIGHT:RANGE_ATTACK,
               SSWV:F:1:NORMAL:REFIRE_CHECK,
               #MISSILE:2;

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

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

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

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

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


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

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

[OUR_HERO:1]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=1;
PLAYER=1;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=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=PLDETH;
PAIN_SOUND="PLPAIN";
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
SECRET_SOUND="DSSECRET";
GLOOP_SOUND="DSGLOOP";
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);

[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:87]
RADIUS=20;
HEIGHT=32;
SPAWNHEALTH=1000;
MASS=1000;
SPEED=0;
REACTION_TIME=8T;
SPECIAL=NOBLOCKMAP,NOSECTOR;

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

[BOSS_BRAIN:88]
RADIUS=20;
HEIGHT=120;
SPAWNHEALTH=300;
MASS=10000;
SPEED=0;
REACTION_TIME=8T;
SPECIAL=SOLID,SHOOTABLE,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);


//PO_INIT()
[ZDOOM_PO_ANCHOR_TYPE:9300]
[ZDOOM_PO_SPAWN_TYPE:9301]
[ZDOOM_PO_SPAWNCRUSH_TYPE:9302]
