info.c
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射击游戏

开发平台:

Visual C++

  1. // Emacs style mode select   -*- C++ -*- 
  2. //-----------------------------------------------------------------------------
  3. //
  4. // $Id:$
  5. //
  6. // Copyright (C) 1993-1996 by id Software, Inc.
  7. //
  8. // This source is available for distribution and/or modification
  9. // only under the terms of the DOOM Source Code License as
  10. // published by id Software. All rights reserved.
  11. //
  12. // The source is distributed in the hope that it will be useful,
  13. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  14. // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
  15. // for more details.
  16. //
  17. // $Log:$
  18. //
  19. // DESCRIPTION:
  20. // Thing frame/state LUT,
  21. // generated by multigen utilitiy.
  22. // This one is the original DOOM version, preserved.
  23. //
  24. //-----------------------------------------------------------------------------
  25. static const char
  26. rcsid[] = "$Id: info.c,v 1.3 1997/01/26 07:45:00 b1 Exp $";
  27. // Data.
  28. #include "sounds.h"
  29. #include "m_fixed.h"
  30. #ifdef __GNUG__
  31. #pragma implementation "info.h"
  32. #endif
  33. #include "info.h"
  34. #include "p_mobj.h"
  35. char *sprnames[NUMSPRITES] = {
  36.     "TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG",
  37.     "MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2",
  38.     "PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS",
  39.     "SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG",
  40.     "HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR",
  41.     "PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN",
  42.     "BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI",
  43.     "SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO",
  44.     "ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW",
  45.     "LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4",
  46.     "POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2",
  47.     "COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU",
  48.     "COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3",
  49.     "HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2"
  50. };
  51. // Doesn't work with g++, needs actionf_p1
  52. void  A_Light0();
  53. void A_WeaponReady();
  54. void A_Lower();
  55. void A_Raise();
  56. void A_Punch();
  57. void A_ReFire();
  58. void A_FirePistol();
  59. void A_Light1();
  60. void A_FireShotgun();
  61. void A_Light2();
  62. void A_FireShotgun2();
  63. void A_CheckReload();
  64. void A_OpenShotgun2();
  65. void A_LoadShotgun2();
  66. void A_CloseShotgun2();
  67. void A_FireCGun();
  68. void A_GunFlash();
  69. void A_FireMissile();
  70. void A_Saw();
  71. void A_FirePlasma();
  72. void A_BFGsound();
  73. void A_FireBFG();
  74. void A_BFGSpray();
  75. void A_Explode();
  76. void A_Pain();
  77. void A_PlayerScream();
  78. void A_Fall();
  79. void A_XScream();
  80. void A_Look();
  81. void A_Chase();
  82. void A_FaceTarget();
  83. void A_PosAttack();
  84. void A_Scream();
  85. void A_SPosAttack();
  86. void A_VileChase();
  87. void A_VileStart();
  88. void A_VileTarget();
  89. void A_VileAttack();
  90. void A_StartFire();
  91. void A_Fire();
  92. void A_FireCrackle();
  93. void A_Tracer();
  94. void A_SkelWhoosh();
  95. void A_SkelFist();
  96. void A_SkelMissile();
  97. void A_FatRaise();
  98. void A_FatAttack1();
  99. void A_FatAttack2();
  100. void A_FatAttack3();
  101. void A_BossDeath();
  102. void A_CPosAttack();
  103. void A_CPosRefire();
  104. void A_TroopAttack();
  105. void A_SargAttack();
  106. void A_HeadAttack();
  107. void A_BruisAttack();
  108. void A_SkullAttack();
  109. void A_Metal();
  110. void A_SpidRefire();
  111. void A_BabyMetal();
  112. void A_BspiAttack();
  113. void A_Hoof();
  114. void A_CyberAttack();
  115. void A_PainAttack();
  116. void A_PainDie();
  117. void A_KeenDie();
  118. void A_BrainPain();
  119. void A_BrainScream();
  120. void A_BrainDie();
  121. void A_BrainAwake();
  122. void A_BrainSpit();
  123. void A_SpawnSound();
  124. void A_SpawnFly();
  125. void A_BrainExplode();
  126. state_t states[NUMSTATES] = {
  127.     {SPR_TROO,0,-1,{NULL},S_NULL,0,0}, // S_NULL
  128.     {SPR_SHTG,4,0,{A_Light0},S_NULL,0,0}, // S_LIGHTDONE
  129.     {SPR_PUNG,0,1,{A_WeaponReady},S_PUNCH,0,0}, // S_PUNCH
  130.     {SPR_PUNG,0,1,{A_Lower},S_PUNCHDOWN,0,0}, // S_PUNCHDOWN
  131.     {SPR_PUNG,0,1,{A_Raise},S_PUNCHUP,0,0}, // S_PUNCHUP
  132.     {SPR_PUNG,1,4,{NULL},S_PUNCH2,0,0}, // S_PUNCH1
  133.     {SPR_PUNG,2,4,{A_Punch},S_PUNCH3,0,0}, // S_PUNCH2
  134.     {SPR_PUNG,3,5,{NULL},S_PUNCH4,0,0}, // S_PUNCH3
  135.     {SPR_PUNG,2,4,{NULL},S_PUNCH5,0,0}, // S_PUNCH4
  136.     {SPR_PUNG,1,5,{A_ReFire},S_PUNCH,0,0}, // S_PUNCH5
  137.     {SPR_PISG,0,1,{A_WeaponReady},S_PISTOL,0,0},// S_PISTOL
  138.     {SPR_PISG,0,1,{A_Lower},S_PISTOLDOWN,0,0}, // S_PISTOLDOWN
  139.     {SPR_PISG,0,1,{A_Raise},S_PISTOLUP,0,0}, // S_PISTOLUP
  140.     {SPR_PISG,0,4,{NULL},S_PISTOL2,0,0}, // S_PISTOL1
  141.     {SPR_PISG,1,6,{A_FirePistol},S_PISTOL3,0,0},// S_PISTOL2
  142.     {SPR_PISG,2,4,{NULL},S_PISTOL4,0,0}, // S_PISTOL3
  143.     {SPR_PISG,1,5,{A_ReFire},S_PISTOL,0,0}, // S_PISTOL4
  144.     {SPR_PISF,32768,7,{A_Light1},S_LIGHTDONE,0,0}, // S_PISTOLFLASH
  145.     {SPR_SHTG,0,1,{A_WeaponReady},S_SGUN,0,0}, // S_SGUN
  146.     {SPR_SHTG,0,1,{A_Lower},S_SGUNDOWN,0,0}, // S_SGUNDOWN
  147.     {SPR_SHTG,0,1,{A_Raise},S_SGUNUP,0,0}, // S_SGUNUP
  148.     {SPR_SHTG,0,3,{NULL},S_SGUN2,0,0}, // S_SGUN1
  149.     {SPR_SHTG,0,7,{A_FireShotgun},S_SGUN3,0,0}, // S_SGUN2
  150.     {SPR_SHTG,1,5,{NULL},S_SGUN4,0,0}, // S_SGUN3
  151.     {SPR_SHTG,2,5,{NULL},S_SGUN5,0,0}, // S_SGUN4
  152.     {SPR_SHTG,3,4,{NULL},S_SGUN6,0,0}, // S_SGUN5
  153.     {SPR_SHTG,2,5,{NULL},S_SGUN7,0,0}, // S_SGUN6
  154.     {SPR_SHTG,1,5,{NULL},S_SGUN8,0,0}, // S_SGUN7
  155.     {SPR_SHTG,0,3,{NULL},S_SGUN9,0,0}, // S_SGUN8
  156.     {SPR_SHTG,0,7,{A_ReFire},S_SGUN,0,0}, // S_SGUN9
  157.     {SPR_SHTF,32768,4,{A_Light1},S_SGUNFLASH2,0,0}, // S_SGUNFLASH1
  158.     {SPR_SHTF,32769,3,{A_Light2},S_LIGHTDONE,0,0}, // S_SGUNFLASH2
  159.     {SPR_SHT2,0,1,{A_WeaponReady},S_DSGUN,0,0}, // S_DSGUN
  160.     {SPR_SHT2,0,1,{A_Lower},S_DSGUNDOWN,0,0}, // S_DSGUNDOWN
  161.     {SPR_SHT2,0,1,{A_Raise},S_DSGUNUP,0,0}, // S_DSGUNUP
  162.     {SPR_SHT2,0,3,{NULL},S_DSGUN2,0,0}, // S_DSGUN1
  163.     {SPR_SHT2,0,7,{A_FireShotgun2},S_DSGUN3,0,0}, // S_DSGUN2
  164.     {SPR_SHT2,1,7,{NULL},S_DSGUN4,0,0}, // S_DSGUN3
  165.     {SPR_SHT2,2,7,{A_CheckReload},S_DSGUN5,0,0}, // S_DSGUN4
  166.     {SPR_SHT2,3,7,{A_OpenShotgun2},S_DSGUN6,0,0}, // S_DSGUN5
  167.     {SPR_SHT2,4,7,{NULL},S_DSGUN7,0,0}, // S_DSGUN6
  168.     {SPR_SHT2,5,7,{A_LoadShotgun2},S_DSGUN8,0,0}, // S_DSGUN7
  169.     {SPR_SHT2,6,6,{NULL},S_DSGUN9,0,0}, // S_DSGUN8
  170.     {SPR_SHT2,7,6,{A_CloseShotgun2},S_DSGUN10,0,0}, // S_DSGUN9
  171.     {SPR_SHT2,0,5,{A_ReFire},S_DSGUN,0,0}, // S_DSGUN10
  172.     {SPR_SHT2,1,7,{NULL},S_DSNR2,0,0}, // S_DSNR1
  173.     {SPR_SHT2,0,3,{NULL},S_DSGUNDOWN,0,0}, // S_DSNR2
  174.     {SPR_SHT2,32776,5,{A_Light1},S_DSGUNFLASH2,0,0}, // S_DSGUNFLASH1
  175.     {SPR_SHT2,32777,4,{A_Light2},S_LIGHTDONE,0,0}, // S_DSGUNFLASH2
  176.     {SPR_CHGG,0,1,{A_WeaponReady},S_CHAIN,0,0}, // S_CHAIN
  177.     {SPR_CHGG,0,1,{A_Lower},S_CHAINDOWN,0,0}, // S_CHAINDOWN
  178.     {SPR_CHGG,0,1,{A_Raise},S_CHAINUP,0,0}, // S_CHAINUP
  179.     {SPR_CHGG,0,4,{A_FireCGun},S_CHAIN2,0,0}, // S_CHAIN1
  180.     {SPR_CHGG,1,4,{A_FireCGun},S_CHAIN3,0,0}, // S_CHAIN2
  181.     {SPR_CHGG,1,0,{A_ReFire},S_CHAIN,0,0}, // S_CHAIN3
  182.     {SPR_CHGF,32768,5,{A_Light1},S_LIGHTDONE,0,0}, // S_CHAINFLASH1
  183.     {SPR_CHGF,32769,5,{A_Light2},S_LIGHTDONE,0,0}, // S_CHAINFLASH2
  184.     {SPR_MISG,0,1,{A_WeaponReady},S_MISSILE,0,0}, // S_MISSILE
  185.     {SPR_MISG,0,1,{A_Lower},S_MISSILEDOWN,0,0}, // S_MISSILEDOWN
  186.     {SPR_MISG,0,1,{A_Raise},S_MISSILEUP,0,0}, // S_MISSILEUP
  187.     {SPR_MISG,1,8,{A_GunFlash},S_MISSILE2,0,0}, // S_MISSILE1
  188.     {SPR_MISG,1,12,{A_FireMissile},S_MISSILE3,0,0}, // S_MISSILE2
  189.     {SPR_MISG,1,0,{A_ReFire},S_MISSILE,0,0}, // S_MISSILE3
  190.     {SPR_MISF,32768,3,{A_Light1},S_MISSILEFLASH2,0,0}, // S_MISSILEFLASH1
  191.     {SPR_MISF,32769,4,{NULL},S_MISSILEFLASH3,0,0}, // S_MISSILEFLASH2
  192.     {SPR_MISF,32770,4,{A_Light2},S_MISSILEFLASH4,0,0}, // S_MISSILEFLASH3
  193.     {SPR_MISF,32771,4,{A_Light2},S_LIGHTDONE,0,0}, // S_MISSILEFLASH4
  194.     {SPR_SAWG,2,4,{A_WeaponReady},S_SAWB,0,0}, // S_SAW
  195.     {SPR_SAWG,3,4,{A_WeaponReady},S_SAW,0,0}, // S_SAWB
  196.     {SPR_SAWG,2,1,{A_Lower},S_SAWDOWN,0,0}, // S_SAWDOWN
  197.     {SPR_SAWG,2,1,{A_Raise},S_SAWUP,0,0}, // S_SAWUP
  198.     {SPR_SAWG,0,4,{A_Saw},S_SAW2,0,0}, // S_SAW1
  199.     {SPR_SAWG,1,4,{A_Saw},S_SAW3,0,0}, // S_SAW2
  200.     {SPR_SAWG,1,0,{A_ReFire},S_SAW,0,0}, // S_SAW3
  201.     {SPR_PLSG,0,1,{A_WeaponReady},S_PLASMA,0,0}, // S_PLASMA
  202.     {SPR_PLSG,0,1,{A_Lower},S_PLASMADOWN,0,0}, // S_PLASMADOWN
  203.     {SPR_PLSG,0,1,{A_Raise},S_PLASMAUP,0,0}, // S_PLASMAUP
  204.     {SPR_PLSG,0,3,{A_FirePlasma},S_PLASMA2,0,0}, // S_PLASMA1
  205.     {SPR_PLSG,1,20,{A_ReFire},S_PLASMA,0,0}, // S_PLASMA2
  206.     {SPR_PLSF,32768,4,{A_Light1},S_LIGHTDONE,0,0}, // S_PLASMAFLASH1
  207.     {SPR_PLSF,32769,4,{A_Light1},S_LIGHTDONE,0,0}, // S_PLASMAFLASH2
  208.     {SPR_BFGG,0,1,{A_WeaponReady},S_BFG,0,0}, // S_BFG
  209.     {SPR_BFGG,0,1,{A_Lower},S_BFGDOWN,0,0}, // S_BFGDOWN
  210.     {SPR_BFGG,0,1,{A_Raise},S_BFGUP,0,0}, // S_BFGUP
  211.     {SPR_BFGG,0,20,{A_BFGsound},S_BFG2,0,0}, // S_BFG1
  212.     {SPR_BFGG,1,10,{A_GunFlash},S_BFG3,0,0}, // S_BFG2
  213.     {SPR_BFGG,1,10,{A_FireBFG},S_BFG4,0,0}, // S_BFG3
  214.     {SPR_BFGG,1,20,{A_ReFire},S_BFG,0,0}, // S_BFG4
  215.     {SPR_BFGF,32768,11,{A_Light1},S_BFGFLASH2,0,0}, // S_BFGFLASH1
  216.     {SPR_BFGF,32769,6,{A_Light2},S_LIGHTDONE,0,0}, // S_BFGFLASH2
  217.     {SPR_BLUD,2,8,{NULL},S_BLOOD2,0,0}, // S_BLOOD1
  218.     {SPR_BLUD,1,8,{NULL},S_BLOOD3,0,0}, // S_BLOOD2
  219.     {SPR_BLUD,0,8,{NULL},S_NULL,0,0}, // S_BLOOD3
  220.     {SPR_PUFF,32768,4,{NULL},S_PUFF2,0,0}, // S_PUFF1
  221.     {SPR_PUFF,1,4,{NULL},S_PUFF3,0,0}, // S_PUFF2
  222.     {SPR_PUFF,2,4,{NULL},S_PUFF4,0,0}, // S_PUFF3
  223.     {SPR_PUFF,3,4,{NULL},S_NULL,0,0}, // S_PUFF4
  224.     {SPR_BAL1,32768,4,{NULL},S_TBALL2,0,0}, // S_TBALL1
  225.     {SPR_BAL1,32769,4,{NULL},S_TBALL1,0,0}, // S_TBALL2
  226.     {SPR_BAL1,32770,6,{NULL},S_TBALLX2,0,0}, // S_TBALLX1
  227.     {SPR_BAL1,32771,6,{NULL},S_TBALLX3,0,0}, // S_TBALLX2
  228.     {SPR_BAL1,32772,6,{NULL},S_NULL,0,0}, // S_TBALLX3
  229.     {SPR_BAL2,32768,4,{NULL},S_RBALL2,0,0}, // S_RBALL1
  230.     {SPR_BAL2,32769,4,{NULL},S_RBALL1,0,0}, // S_RBALL2
  231.     {SPR_BAL2,32770,6,{NULL},S_RBALLX2,0,0}, // S_RBALLX1
  232.     {SPR_BAL2,32771,6,{NULL},S_RBALLX3,0,0}, // S_RBALLX2
  233.     {SPR_BAL2,32772,6,{NULL},S_NULL,0,0}, // S_RBALLX3
  234.     {SPR_PLSS,32768,6,{NULL},S_PLASBALL2,0,0}, // S_PLASBALL
  235.     {SPR_PLSS,32769,6,{NULL},S_PLASBALL,0,0}, // S_PLASBALL2
  236.     {SPR_PLSE,32768,4,{NULL},S_PLASEXP2,0,0}, // S_PLASEXP
  237.     {SPR_PLSE,32769,4,{NULL},S_PLASEXP3,0,0}, // S_PLASEXP2
  238.     {SPR_PLSE,32770,4,{NULL},S_PLASEXP4,0,0}, // S_PLASEXP3
  239.     {SPR_PLSE,32771,4,{NULL},S_PLASEXP5,0,0}, // S_PLASEXP4
  240.     {SPR_PLSE,32772,4,{NULL},S_NULL,0,0}, // S_PLASEXP5
  241.     {SPR_MISL,32768,1,{NULL},S_ROCKET,0,0}, // S_ROCKET
  242.     {SPR_BFS1,32768,4,{NULL},S_BFGSHOT2,0,0}, // S_BFGSHOT
  243.     {SPR_BFS1,32769,4,{NULL},S_BFGSHOT,0,0}, // S_BFGSHOT2
  244.     {SPR_BFE1,32768,8,{NULL},S_BFGLAND2,0,0}, // S_BFGLAND
  245.     {SPR_BFE1,32769,8,{NULL},S_BFGLAND3,0,0}, // S_BFGLAND2
  246.     {SPR_BFE1,32770,8,{A_BFGSpray},S_BFGLAND4,0,0}, // S_BFGLAND3
  247.     {SPR_BFE1,32771,8,{NULL},S_BFGLAND5,0,0}, // S_BFGLAND4
  248.     {SPR_BFE1,32772,8,{NULL},S_BFGLAND6,0,0}, // S_BFGLAND5
  249.     {SPR_BFE1,32773,8,{NULL},S_NULL,0,0}, // S_BFGLAND6
  250.     {SPR_BFE2,32768,8,{NULL},S_BFGEXP2,0,0}, // S_BFGEXP
  251.     {SPR_BFE2,32769,8,{NULL},S_BFGEXP3,0,0}, // S_BFGEXP2
  252.     {SPR_BFE2,32770,8,{NULL},S_BFGEXP4,0,0}, // S_BFGEXP3
  253.     {SPR_BFE2,32771,8,{NULL},S_NULL,0,0}, // S_BFGEXP4
  254.     {SPR_MISL,32769,8,{A_Explode},S_EXPLODE2,0,0}, // S_EXPLODE1
  255.     {SPR_MISL,32770,6,{NULL},S_EXPLODE3,0,0}, // S_EXPLODE2
  256.     {SPR_MISL,32771,4,{NULL},S_NULL,0,0}, // S_EXPLODE3
  257.     {SPR_TFOG,32768,6,{NULL},S_TFOG01,0,0}, // S_TFOG
  258.     {SPR_TFOG,32769,6,{NULL},S_TFOG02,0,0}, // S_TFOG01
  259.     {SPR_TFOG,32768,6,{NULL},S_TFOG2,0,0}, // S_TFOG02
  260.     {SPR_TFOG,32769,6,{NULL},S_TFOG3,0,0}, // S_TFOG2
  261.     {SPR_TFOG,32770,6,{NULL},S_TFOG4,0,0}, // S_TFOG3
  262.     {SPR_TFOG,32771,6,{NULL},S_TFOG5,0,0}, // S_TFOG4
  263.     {SPR_TFOG,32772,6,{NULL},S_TFOG6,0,0}, // S_TFOG5
  264.     {SPR_TFOG,32773,6,{NULL},S_TFOG7,0,0}, // S_TFOG6
  265.     {SPR_TFOG,32774,6,{NULL},S_TFOG8,0,0}, // S_TFOG7
  266.     {SPR_TFOG,32775,6,{NULL},S_TFOG9,0,0}, // S_TFOG8
  267.     {SPR_TFOG,32776,6,{NULL},S_TFOG10,0,0}, // S_TFOG9
  268.     {SPR_TFOG,32777,6,{NULL},S_NULL,0,0}, // S_TFOG10
  269.     {SPR_IFOG,32768,6,{NULL},S_IFOG01,0,0}, // S_IFOG
  270.     {SPR_IFOG,32769,6,{NULL},S_IFOG02,0,0}, // S_IFOG01
  271.     {SPR_IFOG,32768,6,{NULL},S_IFOG2,0,0}, // S_IFOG02
  272.     {SPR_IFOG,32769,6,{NULL},S_IFOG3,0,0}, // S_IFOG2
  273.     {SPR_IFOG,32770,6,{NULL},S_IFOG4,0,0}, // S_IFOG3
  274.     {SPR_IFOG,32771,6,{NULL},S_IFOG5,0,0}, // S_IFOG4
  275.     {SPR_IFOG,32772,6,{NULL},S_NULL,0,0}, // S_IFOG5
  276.     {SPR_PLAY,0,-1,{NULL},S_NULL,0,0}, // S_PLAY
  277.     {SPR_PLAY,0,4,{NULL},S_PLAY_RUN2,0,0}, // S_PLAY_RUN1
  278.     {SPR_PLAY,1,4,{NULL},S_PLAY_RUN3,0,0}, // S_PLAY_RUN2
  279.     {SPR_PLAY,2,4,{NULL},S_PLAY_RUN4,0,0}, // S_PLAY_RUN3
  280.     {SPR_PLAY,3,4,{NULL},S_PLAY_RUN1,0,0}, // S_PLAY_RUN4
  281.     {SPR_PLAY,4,12,{NULL},S_PLAY,0,0}, // S_PLAY_ATK1
  282.     {SPR_PLAY,32773,6,{NULL},S_PLAY_ATK1,0,0}, // S_PLAY_ATK2
  283.     {SPR_PLAY,6,4,{NULL},S_PLAY_PAIN2,0,0}, // S_PLAY_PAIN
  284.     {SPR_PLAY,6,4,{A_Pain},S_PLAY,0,0}, // S_PLAY_PAIN2
  285.     {SPR_PLAY,7,10,{NULL},S_PLAY_DIE2,0,0}, // S_PLAY_DIE1
  286.     {SPR_PLAY,8,10,{A_PlayerScream},S_PLAY_DIE3,0,0}, // S_PLAY_DIE2
  287.     {SPR_PLAY,9,10,{A_Fall},S_PLAY_DIE4,0,0}, // S_PLAY_DIE3
  288.     {SPR_PLAY,10,10,{NULL},S_PLAY_DIE5,0,0}, // S_PLAY_DIE4
  289.     {SPR_PLAY,11,10,{NULL},S_PLAY_DIE6,0,0}, // S_PLAY_DIE5
  290.     {SPR_PLAY,12,10,{NULL},S_PLAY_DIE7,0,0}, // S_PLAY_DIE6
  291.     {SPR_PLAY,13,-1,{NULL},S_NULL,0,0}, // S_PLAY_DIE7
  292.     {SPR_PLAY,14,5,{NULL},S_PLAY_XDIE2,0,0}, // S_PLAY_XDIE1
  293.     {SPR_PLAY,15,5,{A_XScream},S_PLAY_XDIE3,0,0}, // S_PLAY_XDIE2
  294.     {SPR_PLAY,16,5,{A_Fall},S_PLAY_XDIE4,0,0}, // S_PLAY_XDIE3
  295.     {SPR_PLAY,17,5,{NULL},S_PLAY_XDIE5,0,0}, // S_PLAY_XDIE4
  296.     {SPR_PLAY,18,5,{NULL},S_PLAY_XDIE6,0,0}, // S_PLAY_XDIE5
  297.     {SPR_PLAY,19,5,{NULL},S_PLAY_XDIE7,0,0}, // S_PLAY_XDIE6
  298.     {SPR_PLAY,20,5,{NULL},S_PLAY_XDIE8,0,0}, // S_PLAY_XDIE7
  299.     {SPR_PLAY,21,5,{NULL},S_PLAY_XDIE9,0,0}, // S_PLAY_XDIE8
  300.     {SPR_PLAY,22,-1,{NULL},S_NULL,0,0}, // S_PLAY_XDIE9
  301.     {SPR_POSS,0,10,{A_Look},S_POSS_STND2,0,0}, // S_POSS_STND
  302.     {SPR_POSS,1,10,{A_Look},S_POSS_STND,0,0}, // S_POSS_STND2
  303.     {SPR_POSS,0,4,{A_Chase},S_POSS_RUN2,0,0}, // S_POSS_RUN1
  304.     {SPR_POSS,0,4,{A_Chase},S_POSS_RUN3,0,0}, // S_POSS_RUN2
  305.     {SPR_POSS,1,4,{A_Chase},S_POSS_RUN4,0,0}, // S_POSS_RUN3
  306.     {SPR_POSS,1,4,{A_Chase},S_POSS_RUN5,0,0}, // S_POSS_RUN4
  307.     {SPR_POSS,2,4,{A_Chase},S_POSS_RUN6,0,0}, // S_POSS_RUN5
  308.     {SPR_POSS,2,4,{A_Chase},S_POSS_RUN7,0,0}, // S_POSS_RUN6
  309.     {SPR_POSS,3,4,{A_Chase},S_POSS_RUN8,0,0}, // S_POSS_RUN7
  310.     {SPR_POSS,3,4,{A_Chase},S_POSS_RUN1,0,0}, // S_POSS_RUN8
  311.     {SPR_POSS,4,10,{A_FaceTarget},S_POSS_ATK2,0,0}, // S_POSS_ATK1
  312.     {SPR_POSS,5,8,{A_PosAttack},S_POSS_ATK3,0,0}, // S_POSS_ATK2
  313.     {SPR_POSS,4,8,{NULL},S_POSS_RUN1,0,0}, // S_POSS_ATK3
  314.     {SPR_POSS,6,3,{NULL},S_POSS_PAIN2,0,0}, // S_POSS_PAIN
  315.     {SPR_POSS,6,3,{A_Pain},S_POSS_RUN1,0,0}, // S_POSS_PAIN2
  316.     {SPR_POSS,7,5,{NULL},S_POSS_DIE2,0,0}, // S_POSS_DIE1
  317.     {SPR_POSS,8,5,{A_Scream},S_POSS_DIE3,0,0}, // S_POSS_DIE2
  318.     {SPR_POSS,9,5,{A_Fall},S_POSS_DIE4,0,0}, // S_POSS_DIE3
  319.     {SPR_POSS,10,5,{NULL},S_POSS_DIE5,0,0}, // S_POSS_DIE4
  320.     {SPR_POSS,11,-1,{NULL},S_NULL,0,0}, // S_POSS_DIE5
  321.     {SPR_POSS,12,5,{NULL},S_POSS_XDIE2,0,0}, // S_POSS_XDIE1
  322.     {SPR_POSS,13,5,{A_XScream},S_POSS_XDIE3,0,0}, // S_POSS_XDIE2
  323.     {SPR_POSS,14,5,{A_Fall},S_POSS_XDIE4,0,0}, // S_POSS_XDIE3
  324.     {SPR_POSS,15,5,{NULL},S_POSS_XDIE5,0,0}, // S_POSS_XDIE4
  325.     {SPR_POSS,16,5,{NULL},S_POSS_XDIE6,0,0}, // S_POSS_XDIE5
  326.     {SPR_POSS,17,5,{NULL},S_POSS_XDIE7,0,0}, // S_POSS_XDIE6
  327.     {SPR_POSS,18,5,{NULL},S_POSS_XDIE8,0,0}, // S_POSS_XDIE7
  328.     {SPR_POSS,19,5,{NULL},S_POSS_XDIE9,0,0}, // S_POSS_XDIE8
  329.     {SPR_POSS,20,-1,{NULL},S_NULL,0,0}, // S_POSS_XDIE9
  330.     {SPR_POSS,10,5,{NULL},S_POSS_RAISE2,0,0}, // S_POSS_RAISE1
  331.     {SPR_POSS,9,5,{NULL},S_POSS_RAISE3,0,0}, // S_POSS_RAISE2
  332.     {SPR_POSS,8,5,{NULL},S_POSS_RAISE4,0,0}, // S_POSS_RAISE3
  333.     {SPR_POSS,7,5,{NULL},S_POSS_RUN1,0,0}, // S_POSS_RAISE4
  334.     {SPR_SPOS,0,10,{A_Look},S_SPOS_STND2,0,0}, // S_SPOS_STND
  335.     {SPR_SPOS,1,10,{A_Look},S_SPOS_STND,0,0}, // S_SPOS_STND2
  336.     {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN2,0,0}, // S_SPOS_RUN1
  337.     {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN3,0,0}, // S_SPOS_RUN2
  338.     {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN4,0,0}, // S_SPOS_RUN3
  339.     {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN5,0,0}, // S_SPOS_RUN4
  340.     {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN6,0,0}, // S_SPOS_RUN5
  341.     {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN7,0,0}, // S_SPOS_RUN6
  342.     {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN8,0,0}, // S_SPOS_RUN7
  343.     {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN1,0,0}, // S_SPOS_RUN8
  344.     {SPR_SPOS,4,10,{A_FaceTarget},S_SPOS_ATK2,0,0}, // S_SPOS_ATK1
  345.     {SPR_SPOS,32773,10,{A_SPosAttack},S_SPOS_ATK3,0,0}, // S_SPOS_ATK2
  346.     {SPR_SPOS,4,10,{NULL},S_SPOS_RUN1,0,0}, // S_SPOS_ATK3
  347.     {SPR_SPOS,6,3,{NULL},S_SPOS_PAIN2,0,0}, // S_SPOS_PAIN
  348.     {SPR_SPOS,6,3,{A_Pain},S_SPOS_RUN1,0,0}, // S_SPOS_PAIN2
  349.     {SPR_SPOS,7,5,{NULL},S_SPOS_DIE2,0,0}, // S_SPOS_DIE1
  350.     {SPR_SPOS,8,5,{A_Scream},S_SPOS_DIE3,0,0}, // S_SPOS_DIE2
  351.     {SPR_SPOS,9,5,{A_Fall},S_SPOS_DIE4,0,0}, // S_SPOS_DIE3
  352.     {SPR_SPOS,10,5,{NULL},S_SPOS_DIE5,0,0}, // S_SPOS_DIE4
  353.     {SPR_SPOS,11,-1,{NULL},S_NULL,0,0}, // S_SPOS_DIE5
  354.     {SPR_SPOS,12,5,{NULL},S_SPOS_XDIE2,0,0}, // S_SPOS_XDIE1
  355.     {SPR_SPOS,13,5,{A_XScream},S_SPOS_XDIE3,0,0}, // S_SPOS_XDIE2
  356.     {SPR_SPOS,14,5,{A_Fall},S_SPOS_XDIE4,0,0}, // S_SPOS_XDIE3
  357.     {SPR_SPOS,15,5,{NULL},S_SPOS_XDIE5,0,0}, // S_SPOS_XDIE4
  358.     {SPR_SPOS,16,5,{NULL},S_SPOS_XDIE6,0,0}, // S_SPOS_XDIE5
  359.     {SPR_SPOS,17,5,{NULL},S_SPOS_XDIE7,0,0}, // S_SPOS_XDIE6
  360.     {SPR_SPOS,18,5,{NULL},S_SPOS_XDIE8,0,0}, // S_SPOS_XDIE7
  361.     {SPR_SPOS,19,5,{NULL},S_SPOS_XDIE9,0,0}, // S_SPOS_XDIE8
  362.     {SPR_SPOS,20,-1,{NULL},S_NULL,0,0}, // S_SPOS_XDIE9
  363.     {SPR_SPOS,11,5,{NULL},S_SPOS_RAISE2,0,0}, // S_SPOS_RAISE1
  364.     {SPR_SPOS,10,5,{NULL},S_SPOS_RAISE3,0,0}, // S_SPOS_RAISE2
  365.     {SPR_SPOS,9,5,{NULL},S_SPOS_RAISE4,0,0}, // S_SPOS_RAISE3
  366.     {SPR_SPOS,8,5,{NULL},S_SPOS_RAISE5,0,0}, // S_SPOS_RAISE4
  367.     {SPR_SPOS,7,5,{NULL},S_SPOS_RUN1,0,0}, // S_SPOS_RAISE5
  368.     {SPR_VILE,0,10,{A_Look},S_VILE_STND2,0,0}, // S_VILE_STND
  369.     {SPR_VILE,1,10,{A_Look},S_VILE_STND,0,0}, // S_VILE_STND2
  370.     {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN2,0,0}, // S_VILE_RUN1
  371.     {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN3,0,0}, // S_VILE_RUN2
  372.     {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN4,0,0}, // S_VILE_RUN3
  373.     {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN5,0,0}, // S_VILE_RUN4
  374.     {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN6,0,0}, // S_VILE_RUN5
  375.     {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN7,0,0}, // S_VILE_RUN6
  376.     {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN8,0,0}, // S_VILE_RUN7
  377.     {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN9,0,0}, // S_VILE_RUN8
  378.     {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN10,0,0}, // S_VILE_RUN9
  379.     {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN11,0,0}, // S_VILE_RUN10
  380.     {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN12,0,0}, // S_VILE_RUN11
  381.     {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN1,0,0}, // S_VILE_RUN12
  382.     {SPR_VILE,32774,0,{A_VileStart},S_VILE_ATK2,0,0}, // S_VILE_ATK1
  383.     {SPR_VILE,32774,10,{A_FaceTarget},S_VILE_ATK3,0,0}, // S_VILE_ATK2
  384.     {SPR_VILE,32775,8,{A_VileTarget},S_VILE_ATK4,0,0}, // S_VILE_ATK3
  385.     {SPR_VILE,32776,8,{A_FaceTarget},S_VILE_ATK5,0,0}, // S_VILE_ATK4
  386.     {SPR_VILE,32777,8,{A_FaceTarget},S_VILE_ATK6,0,0}, // S_VILE_ATK5
  387.     {SPR_VILE,32778,8,{A_FaceTarget},S_VILE_ATK7,0,0}, // S_VILE_ATK6
  388.     {SPR_VILE,32779,8,{A_FaceTarget},S_VILE_ATK8,0,0}, // S_VILE_ATK7
  389.     {SPR_VILE,32780,8,{A_FaceTarget},S_VILE_ATK9,0,0}, // S_VILE_ATK8
  390.     {SPR_VILE,32781,8,{A_FaceTarget},S_VILE_ATK10,0,0}, // S_VILE_ATK9
  391.     {SPR_VILE,32782,8,{A_VileAttack},S_VILE_ATK11,0,0}, // S_VILE_ATK10
  392.     {SPR_VILE,32783,20,{NULL},S_VILE_RUN1,0,0}, // S_VILE_ATK11
  393.     {SPR_VILE,32794,10,{NULL},S_VILE_HEAL2,0,0}, // S_VILE_HEAL1
  394.     {SPR_VILE,32795,10,{NULL},S_VILE_HEAL3,0,0}, // S_VILE_HEAL2
  395.     {SPR_VILE,32796,10,{NULL},S_VILE_RUN1,0,0}, // S_VILE_HEAL3
  396.     {SPR_VILE,16,5,{NULL},S_VILE_PAIN2,0,0}, // S_VILE_PAIN
  397.     {SPR_VILE,16,5,{A_Pain},S_VILE_RUN1,0,0}, // S_VILE_PAIN2
  398.     {SPR_VILE,16,7,{NULL},S_VILE_DIE2,0,0}, // S_VILE_DIE1
  399.     {SPR_VILE,17,7,{A_Scream},S_VILE_DIE3,0,0}, // S_VILE_DIE2
  400.     {SPR_VILE,18,7,{A_Fall},S_VILE_DIE4,0,0}, // S_VILE_DIE3
  401.     {SPR_VILE,19,7,{NULL},S_VILE_DIE5,0,0}, // S_VILE_DIE4
  402.     {SPR_VILE,20,7,{NULL},S_VILE_DIE6,0,0}, // S_VILE_DIE5
  403.     {SPR_VILE,21,7,{NULL},S_VILE_DIE7,0,0}, // S_VILE_DIE6
  404.     {SPR_VILE,22,7,{NULL},S_VILE_DIE8,0,0}, // S_VILE_DIE7
  405.     {SPR_VILE,23,5,{NULL},S_VILE_DIE9,0,0}, // S_VILE_DIE8
  406.     {SPR_VILE,24,5,{NULL},S_VILE_DIE10,0,0}, // S_VILE_DIE9
  407.     {SPR_VILE,25,-1,{NULL},S_NULL,0,0}, // S_VILE_DIE10
  408.     {SPR_FIRE,32768,2,{A_StartFire},S_FIRE2,0,0}, // S_FIRE1
  409.     {SPR_FIRE,32769,2,{A_Fire},S_FIRE3,0,0}, // S_FIRE2
  410.     {SPR_FIRE,32768,2,{A_Fire},S_FIRE4,0,0}, // S_FIRE3
  411.     {SPR_FIRE,32769,2,{A_Fire},S_FIRE5,0,0}, // S_FIRE4
  412.     {SPR_FIRE,32770,2,{A_FireCrackle},S_FIRE6,0,0}, // S_FIRE5
  413.     {SPR_FIRE,32769,2,{A_Fire},S_FIRE7,0,0}, // S_FIRE6
  414.     {SPR_FIRE,32770,2,{A_Fire},S_FIRE8,0,0}, // S_FIRE7
  415.     {SPR_FIRE,32769,2,{A_Fire},S_FIRE9,0,0}, // S_FIRE8
  416.     {SPR_FIRE,32770,2,{A_Fire},S_FIRE10,0,0}, // S_FIRE9
  417.     {SPR_FIRE,32771,2,{A_Fire},S_FIRE11,0,0}, // S_FIRE10
  418.     {SPR_FIRE,32770,2,{A_Fire},S_FIRE12,0,0}, // S_FIRE11
  419.     {SPR_FIRE,32771,2,{A_Fire},S_FIRE13,0,0}, // S_FIRE12
  420.     {SPR_FIRE,32770,2,{A_Fire},S_FIRE14,0,0}, // S_FIRE13
  421.     {SPR_FIRE,32771,2,{A_Fire},S_FIRE15,0,0}, // S_FIRE14
  422.     {SPR_FIRE,32772,2,{A_Fire},S_FIRE16,0,0}, // S_FIRE15
  423.     {SPR_FIRE,32771,2,{A_Fire},S_FIRE17,0,0}, // S_FIRE16
  424.     {SPR_FIRE,32772,2,{A_Fire},S_FIRE18,0,0}, // S_FIRE17
  425.     {SPR_FIRE,32771,2,{A_Fire},S_FIRE19,0,0}, // S_FIRE18
  426.     {SPR_FIRE,32772,2,{A_FireCrackle},S_FIRE20,0,0}, // S_FIRE19
  427.     {SPR_FIRE,32773,2,{A_Fire},S_FIRE21,0,0}, // S_FIRE20
  428.     {SPR_FIRE,32772,2,{A_Fire},S_FIRE22,0,0}, // S_FIRE21
  429.     {SPR_FIRE,32773,2,{A_Fire},S_FIRE23,0,0}, // S_FIRE22
  430.     {SPR_FIRE,32772,2,{A_Fire},S_FIRE24,0,0}, // S_FIRE23
  431.     {SPR_FIRE,32773,2,{A_Fire},S_FIRE25,0,0}, // S_FIRE24
  432.     {SPR_FIRE,32774,2,{A_Fire},S_FIRE26,0,0}, // S_FIRE25
  433.     {SPR_FIRE,32775,2,{A_Fire},S_FIRE27,0,0}, // S_FIRE26
  434.     {SPR_FIRE,32774,2,{A_Fire},S_FIRE28,0,0}, // S_FIRE27
  435.     {SPR_FIRE,32775,2,{A_Fire},S_FIRE29,0,0}, // S_FIRE28
  436.     {SPR_FIRE,32774,2,{A_Fire},S_FIRE30,0,0}, // S_FIRE29
  437.     {SPR_FIRE,32775,2,{A_Fire},S_NULL,0,0}, // S_FIRE30
  438.     {SPR_PUFF,1,4,{NULL},S_SMOKE2,0,0}, // S_SMOKE1
  439.     {SPR_PUFF,2,4,{NULL},S_SMOKE3,0,0}, // S_SMOKE2
  440.     {SPR_PUFF,1,4,{NULL},S_SMOKE4,0,0}, // S_SMOKE3
  441.     {SPR_PUFF,2,4,{NULL},S_SMOKE5,0,0}, // S_SMOKE4
  442.     {SPR_PUFF,3,4,{NULL},S_NULL,0,0}, // S_SMOKE5
  443.     {SPR_FATB,32768,2,{A_Tracer},S_TRACER2,0,0}, // S_TRACER
  444.     {SPR_FATB,32769,2,{A_Tracer},S_TRACER,0,0}, // S_TRACER2
  445.     {SPR_FBXP,32768,8,{NULL},S_TRACEEXP2,0,0}, // S_TRACEEXP1
  446.     {SPR_FBXP,32769,6,{NULL},S_TRACEEXP3,0,0}, // S_TRACEEXP2
  447.     {SPR_FBXP,32770,4,{NULL},S_NULL,0,0}, // S_TRACEEXP3
  448.     {SPR_SKEL,0,10,{A_Look},S_SKEL_STND2,0,0}, // S_SKEL_STND
  449.     {SPR_SKEL,1,10,{A_Look},S_SKEL_STND,0,0}, // S_SKEL_STND2
  450.     {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN2,0,0}, // S_SKEL_RUN1
  451.     {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN3,0,0}, // S_SKEL_RUN2
  452.     {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN4,0,0}, // S_SKEL_RUN3
  453.     {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN5,0,0}, // S_SKEL_RUN4
  454.     {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN6,0,0}, // S_SKEL_RUN5
  455.     {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN7,0,0}, // S_SKEL_RUN6
  456.     {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN8,0,0}, // S_SKEL_RUN7
  457.     {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN9,0,0}, // S_SKEL_RUN8
  458.     {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN10,0,0}, // S_SKEL_RUN9
  459.     {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN11,0,0}, // S_SKEL_RUN10
  460.     {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN12,0,0}, // S_SKEL_RUN11
  461.     {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN1,0,0}, // S_SKEL_RUN12
  462.     {SPR_SKEL,6,0,{A_FaceTarget},S_SKEL_FIST2,0,0}, // S_SKEL_FIST1
  463.     {SPR_SKEL,6,6,{A_SkelWhoosh},S_SKEL_FIST3,0,0}, // S_SKEL_FIST2
  464.     {SPR_SKEL,7,6,{A_FaceTarget},S_SKEL_FIST4,0,0}, // S_SKEL_FIST3
  465.     {SPR_SKEL,8,6,{A_SkelFist},S_SKEL_RUN1,0,0}, // S_SKEL_FIST4
  466.     {SPR_SKEL,32777,0,{A_FaceTarget},S_SKEL_MISS2,0,0}, // S_SKEL_MISS1
  467.     {SPR_SKEL,32777,10,{A_FaceTarget},S_SKEL_MISS3,0,0}, // S_SKEL_MISS2
  468.     {SPR_SKEL,10,10,{A_SkelMissile},S_SKEL_MISS4,0,0}, // S_SKEL_MISS3
  469.     {SPR_SKEL,10,10,{A_FaceTarget},S_SKEL_RUN1,0,0}, // S_SKEL_MISS4
  470.     {SPR_SKEL,11,5,{NULL},S_SKEL_PAIN2,0,0}, // S_SKEL_PAIN
  471.     {SPR_SKEL,11,5,{A_Pain},S_SKEL_RUN1,0,0}, // S_SKEL_PAIN2
  472.     {SPR_SKEL,11,7,{NULL},S_SKEL_DIE2,0,0}, // S_SKEL_DIE1
  473.     {SPR_SKEL,12,7,{NULL},S_SKEL_DIE3,0,0}, // S_SKEL_DIE2
  474.     {SPR_SKEL,13,7,{A_Scream},S_SKEL_DIE4,0,0}, // S_SKEL_DIE3
  475.     {SPR_SKEL,14,7,{A_Fall},S_SKEL_DIE5,0,0}, // S_SKEL_DIE4
  476.     {SPR_SKEL,15,7,{NULL},S_SKEL_DIE6,0,0}, // S_SKEL_DIE5
  477.     {SPR_SKEL,16,-1,{NULL},S_NULL,0,0}, // S_SKEL_DIE6
  478.     {SPR_SKEL,16,5,{NULL},S_SKEL_RAISE2,0,0}, // S_SKEL_RAISE1
  479.     {SPR_SKEL,15,5,{NULL},S_SKEL_RAISE3,0,0}, // S_SKEL_RAISE2
  480.     {SPR_SKEL,14,5,{NULL},S_SKEL_RAISE4,0,0}, // S_SKEL_RAISE3
  481.     {SPR_SKEL,13,5,{NULL},S_SKEL_RAISE5,0,0}, // S_SKEL_RAISE4
  482.     {SPR_SKEL,12,5,{NULL},S_SKEL_RAISE6,0,0}, // S_SKEL_RAISE5
  483.     {SPR_SKEL,11,5,{NULL},S_SKEL_RUN1,0,0}, // S_SKEL_RAISE6
  484.     {SPR_MANF,32768,4,{NULL},S_FATSHOT2,0,0}, // S_FATSHOT1
  485.     {SPR_MANF,32769,4,{NULL},S_FATSHOT1,0,0}, // S_FATSHOT2
  486.     {SPR_MISL,32769,8,{NULL},S_FATSHOTX2,0,0}, // S_FATSHOTX1
  487.     {SPR_MISL,32770,6,{NULL},S_FATSHOTX3,0,0}, // S_FATSHOTX2
  488.     {SPR_MISL,32771,4,{NULL},S_NULL,0,0}, // S_FATSHOTX3
  489.     {SPR_FATT,0,15,{A_Look},S_FATT_STND2,0,0}, // S_FATT_STND
  490.     {SPR_FATT,1,15,{A_Look},S_FATT_STND,0,0}, // S_FATT_STND2
  491.     {SPR_FATT,0,4,{A_Chase},S_FATT_RUN2,0,0}, // S_FATT_RUN1
  492.     {SPR_FATT,0,4,{A_Chase},S_FATT_RUN3,0,0}, // S_FATT_RUN2
  493.     {SPR_FATT,1,4,{A_Chase},S_FATT_RUN4,0,0}, // S_FATT_RUN3
  494.     {SPR_FATT,1,4,{A_Chase},S_FATT_RUN5,0,0}, // S_FATT_RUN4
  495.     {SPR_FATT,2,4,{A_Chase},S_FATT_RUN6,0,0}, // S_FATT_RUN5
  496.     {SPR_FATT,2,4,{A_Chase},S_FATT_RUN7,0,0}, // S_FATT_RUN6
  497.     {SPR_FATT,3,4,{A_Chase},S_FATT_RUN8,0,0}, // S_FATT_RUN7
  498.     {SPR_FATT,3,4,{A_Chase},S_FATT_RUN9,0,0}, // S_FATT_RUN8
  499.     {SPR_FATT,4,4,{A_Chase},S_FATT_RUN10,0,0}, // S_FATT_RUN9
  500.     {SPR_FATT,4,4,{A_Chase},S_FATT_RUN11,0,0}, // S_FATT_RUN10
  501.     {SPR_FATT,5,4,{A_Chase},S_FATT_RUN12,0,0}, // S_FATT_RUN11
  502.     {SPR_FATT,5,4,{A_Chase},S_FATT_RUN1,0,0}, // S_FATT_RUN12
  503.     {SPR_FATT,6,20,{A_FatRaise},S_FATT_ATK2,0,0}, // S_FATT_ATK1
  504.     {SPR_FATT,32775,10,{A_FatAttack1},S_FATT_ATK3,0,0}, // S_FATT_ATK2
  505.     {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK4,0,0}, // S_FATT_ATK3
  506.     {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK5,0,0}, // S_FATT_ATK4
  507.     {SPR_FATT,32775,10,{A_FatAttack2},S_FATT_ATK6,0,0}, // S_FATT_ATK5
  508.     {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK7,0,0}, // S_FATT_ATK6
  509.     {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK8,0,0}, // S_FATT_ATK7
  510.     {SPR_FATT,32775,10,{A_FatAttack3},S_FATT_ATK9,0,0}, // S_FATT_ATK8
  511.     {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK10,0,0}, // S_FATT_ATK9
  512.     {SPR_FATT,6,5,{A_FaceTarget},S_FATT_RUN1,0,0}, // S_FATT_ATK10
  513.     {SPR_FATT,9,3,{NULL},S_FATT_PAIN2,0,0}, // S_FATT_PAIN
  514.     {SPR_FATT,9,3,{A_Pain},S_FATT_RUN1,0,0}, // S_FATT_PAIN2
  515.     {SPR_FATT,10,6,{NULL},S_FATT_DIE2,0,0}, // S_FATT_DIE1
  516.     {SPR_FATT,11,6,{A_Scream},S_FATT_DIE3,0,0}, // S_FATT_DIE2
  517.     {SPR_FATT,12,6,{A_Fall},S_FATT_DIE4,0,0}, // S_FATT_DIE3
  518.     {SPR_FATT,13,6,{NULL},S_FATT_DIE5,0,0}, // S_FATT_DIE4
  519.     {SPR_FATT,14,6,{NULL},S_FATT_DIE6,0,0}, // S_FATT_DIE5
  520.     {SPR_FATT,15,6,{NULL},S_FATT_DIE7,0,0}, // S_FATT_DIE6
  521.     {SPR_FATT,16,6,{NULL},S_FATT_DIE8,0,0}, // S_FATT_DIE7
  522.     {SPR_FATT,17,6,{NULL},S_FATT_DIE9,0,0}, // S_FATT_DIE8
  523.     {SPR_FATT,18,6,{NULL},S_FATT_DIE10,0,0}, // S_FATT_DIE9
  524.     {SPR_FATT,19,-1,{A_BossDeath},S_NULL,0,0}, // S_FATT_DIE10
  525.     {SPR_FATT,17,5,{NULL},S_FATT_RAISE2,0,0}, // S_FATT_RAISE1
  526.     {SPR_FATT,16,5,{NULL},S_FATT_RAISE3,0,0}, // S_FATT_RAISE2
  527.     {SPR_FATT,15,5,{NULL},S_FATT_RAISE4,0,0}, // S_FATT_RAISE3
  528.     {SPR_FATT,14,5,{NULL},S_FATT_RAISE5,0,0}, // S_FATT_RAISE4
  529.     {SPR_FATT,13,5,{NULL},S_FATT_RAISE6,0,0}, // S_FATT_RAISE5
  530.     {SPR_FATT,12,5,{NULL},S_FATT_RAISE7,0,0}, // S_FATT_RAISE6
  531.     {SPR_FATT,11,5,{NULL},S_FATT_RAISE8,0,0}, // S_FATT_RAISE7
  532.     {SPR_FATT,10,5,{NULL},S_FATT_RUN1,0,0}, // S_FATT_RAISE8
  533.     {SPR_CPOS,0,10,{A_Look},S_CPOS_STND2,0,0}, // S_CPOS_STND
  534.     {SPR_CPOS,1,10,{A_Look},S_CPOS_STND,0,0}, // S_CPOS_STND2
  535.     {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN2,0,0}, // S_CPOS_RUN1
  536.     {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN3,0,0}, // S_CPOS_RUN2
  537.     {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN4,0,0}, // S_CPOS_RUN3
  538.     {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN5,0,0}, // S_CPOS_RUN4
  539.     {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN6,0,0}, // S_CPOS_RUN5
  540.     {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN7,0,0}, // S_CPOS_RUN6
  541.     {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN8,0,0}, // S_CPOS_RUN7
  542.     {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN1,0,0}, // S_CPOS_RUN8
  543.     {SPR_CPOS,4,10,{A_FaceTarget},S_CPOS_ATK2,0,0}, // S_CPOS_ATK1
  544.     {SPR_CPOS,32773,4,{A_CPosAttack},S_CPOS_ATK3,0,0}, // S_CPOS_ATK2
  545.     {SPR_CPOS,32772,4,{A_CPosAttack},S_CPOS_ATK4,0,0}, // S_CPOS_ATK3
  546.     {SPR_CPOS,5,1,{A_CPosRefire},S_CPOS_ATK2,0,0}, // S_CPOS_ATK4
  547.     {SPR_CPOS,6,3,{NULL},S_CPOS_PAIN2,0,0}, // S_CPOS_PAIN
  548.     {SPR_CPOS,6,3,{A_Pain},S_CPOS_RUN1,0,0}, // S_CPOS_PAIN2
  549.     {SPR_CPOS,7,5,{NULL},S_CPOS_DIE2,0,0}, // S_CPOS_DIE1
  550.     {SPR_CPOS,8,5,{A_Scream},S_CPOS_DIE3,0,0}, // S_CPOS_DIE2
  551.     {SPR_CPOS,9,5,{A_Fall},S_CPOS_DIE4,0,0}, // S_CPOS_DIE3
  552.     {SPR_CPOS,10,5,{NULL},S_CPOS_DIE5,0,0}, // S_CPOS_DIE4
  553.     {SPR_CPOS,11,5,{NULL},S_CPOS_DIE6,0,0}, // S_CPOS_DIE5
  554.     {SPR_CPOS,12,5,{NULL},S_CPOS_DIE7,0,0}, // S_CPOS_DIE6
  555.     {SPR_CPOS,13,-1,{NULL},S_NULL,0,0}, // S_CPOS_DIE7
  556.     {SPR_CPOS,14,5,{NULL},S_CPOS_XDIE2,0,0}, // S_CPOS_XDIE1
  557.     {SPR_CPOS,15,5,{A_XScream},S_CPOS_XDIE3,0,0}, // S_CPOS_XDIE2
  558.     {SPR_CPOS,16,5,{A_Fall},S_CPOS_XDIE4,0,0}, // S_CPOS_XDIE3
  559.     {SPR_CPOS,17,5,{NULL},S_CPOS_XDIE5,0,0}, // S_CPOS_XDIE4
  560.     {SPR_CPOS,18,5,{NULL},S_CPOS_XDIE6,0,0}, // S_CPOS_XDIE5
  561.     {SPR_CPOS,19,-1,{NULL},S_NULL,0,0}, // S_CPOS_XDIE6
  562.     {SPR_CPOS,13,5,{NULL},S_CPOS_RAISE2,0,0}, // S_CPOS_RAISE1
  563.     {SPR_CPOS,12,5,{NULL},S_CPOS_RAISE3,0,0}, // S_CPOS_RAISE2
  564.     {SPR_CPOS,11,5,{NULL},S_CPOS_RAISE4,0,0}, // S_CPOS_RAISE3
  565.     {SPR_CPOS,10,5,{NULL},S_CPOS_RAISE5,0,0}, // S_CPOS_RAISE4
  566.     {SPR_CPOS,9,5,{NULL},S_CPOS_RAISE6,0,0}, // S_CPOS_RAISE5
  567.     {SPR_CPOS,8,5,{NULL},S_CPOS_RAISE7,0,0}, // S_CPOS_RAISE6
  568.     {SPR_CPOS,7,5,{NULL},S_CPOS_RUN1,0,0}, // S_CPOS_RAISE7
  569.     {SPR_TROO,0,10,{A_Look},S_TROO_STND2,0,0}, // S_TROO_STND
  570.     {SPR_TROO,1,10,{A_Look},S_TROO_STND,0,0}, // S_TROO_STND2
  571.     {SPR_TROO,0,3,{A_Chase},S_TROO_RUN2,0,0}, // S_TROO_RUN1
  572.     {SPR_TROO,0,3,{A_Chase},S_TROO_RUN3,0,0}, // S_TROO_RUN2
  573.     {SPR_TROO,1,3,{A_Chase},S_TROO_RUN4,0,0}, // S_TROO_RUN3
  574.     {SPR_TROO,1,3,{A_Chase},S_TROO_RUN5,0,0}, // S_TROO_RUN4
  575.     {SPR_TROO,2,3,{A_Chase},S_TROO_RUN6,0,0}, // S_TROO_RUN5
  576.     {SPR_TROO,2,3,{A_Chase},S_TROO_RUN7,0,0}, // S_TROO_RUN6
  577.     {SPR_TROO,3,3,{A_Chase},S_TROO_RUN8,0,0}, // S_TROO_RUN7
  578.     {SPR_TROO,3,3,{A_Chase},S_TROO_RUN1,0,0}, // S_TROO_RUN8
  579.     {SPR_TROO,4,8,{A_FaceTarget},S_TROO_ATK2,0,0}, // S_TROO_ATK1
  580.     {SPR_TROO,5,8,{A_FaceTarget},S_TROO_ATK3,0,0}, // S_TROO_ATK2
  581.     {SPR_TROO,6,6,{A_TroopAttack},S_TROO_RUN1,0,0}, // S_TROO_ATK3
  582.     {SPR_TROO,7,2,{NULL},S_TROO_PAIN2,0,0}, // S_TROO_PAIN
  583.     {SPR_TROO,7,2,{A_Pain},S_TROO_RUN1,0,0}, // S_TROO_PAIN2
  584.     {SPR_TROO,8,8,{NULL},S_TROO_DIE2,0,0}, // S_TROO_DIE1
  585.     {SPR_TROO,9,8,{A_Scream},S_TROO_DIE3,0,0}, // S_TROO_DIE2
  586.     {SPR_TROO,10,6,{NULL},S_TROO_DIE4,0,0}, // S_TROO_DIE3
  587.     {SPR_TROO,11,6,{A_Fall},S_TROO_DIE5,0,0}, // S_TROO_DIE4
  588.     {SPR_TROO,12,-1,{NULL},S_NULL,0,0}, // S_TROO_DIE5
  589.     {SPR_TROO,13,5,{NULL},S_TROO_XDIE2,0,0}, // S_TROO_XDIE1
  590.     {SPR_TROO,14,5,{A_XScream},S_TROO_XDIE3,0,0}, // S_TROO_XDIE2
  591.     {SPR_TROO,15,5,{NULL},S_TROO_XDIE4,0,0}, // S_TROO_XDIE3
  592.     {SPR_TROO,16,5,{A_Fall},S_TROO_XDIE5,0,0}, // S_TROO_XDIE4
  593.     {SPR_TROO,17,5,{NULL},S_TROO_XDIE6,0,0}, // S_TROO_XDIE5
  594.     {SPR_TROO,18,5,{NULL},S_TROO_XDIE7,0,0}, // S_TROO_XDIE6
  595.     {SPR_TROO,19,5,{NULL},S_TROO_XDIE8,0,0}, // S_TROO_XDIE7
  596.     {SPR_TROO,20,-1,{NULL},S_NULL,0,0}, // S_TROO_XDIE8
  597.     {SPR_TROO,12,8,{NULL},S_TROO_RAISE2,0,0}, // S_TROO_RAISE1
  598.     {SPR_TROO,11,8,{NULL},S_TROO_RAISE3,0,0}, // S_TROO_RAISE2
  599.     {SPR_TROO,10,6,{NULL},S_TROO_RAISE4,0,0}, // S_TROO_RAISE3
  600.     {SPR_TROO,9,6,{NULL},S_TROO_RAISE5,0,0}, // S_TROO_RAISE4
  601.     {SPR_TROO,8,6,{NULL},S_TROO_RUN1,0,0}, // S_TROO_RAISE5
  602.     {SPR_SARG,0,10,{A_Look},S_SARG_STND2,0,0}, // S_SARG_STND
  603.     {SPR_SARG,1,10,{A_Look},S_SARG_STND,0,0}, // S_SARG_STND2
  604.     {SPR_SARG,0,2,{A_Chase},S_SARG_RUN2,0,0}, // S_SARG_RUN1
  605.     {SPR_SARG,0,2,{A_Chase},S_SARG_RUN3,0,0}, // S_SARG_RUN2
  606.     {SPR_SARG,1,2,{A_Chase},S_SARG_RUN4,0,0}, // S_SARG_RUN3
  607.     {SPR_SARG,1,2,{A_Chase},S_SARG_RUN5,0,0}, // S_SARG_RUN4
  608.     {SPR_SARG,2,2,{A_Chase},S_SARG_RUN6,0,0}, // S_SARG_RUN5
  609.     {SPR_SARG,2,2,{A_Chase},S_SARG_RUN7,0,0}, // S_SARG_RUN6
  610.     {SPR_SARG,3,2,{A_Chase},S_SARG_RUN8,0,0}, // S_SARG_RUN7
  611.     {SPR_SARG,3,2,{A_Chase},S_SARG_RUN1,0,0}, // S_SARG_RUN8
  612.     {SPR_SARG,4,8,{A_FaceTarget},S_SARG_ATK2,0,0}, // S_SARG_ATK1
  613.     {SPR_SARG,5,8,{A_FaceTarget},S_SARG_ATK3,0,0}, // S_SARG_ATK2
  614.     {SPR_SARG,6,8,{A_SargAttack},S_SARG_RUN1,0,0}, // S_SARG_ATK3
  615.     {SPR_SARG,7,2,{NULL},S_SARG_PAIN2,0,0}, // S_SARG_PAIN
  616.     {SPR_SARG,7,2,{A_Pain},S_SARG_RUN1,0,0}, // S_SARG_PAIN2
  617.     {SPR_SARG,8,8,{NULL},S_SARG_DIE2,0,0}, // S_SARG_DIE1
  618.     {SPR_SARG,9,8,{A_Scream},S_SARG_DIE3,0,0}, // S_SARG_DIE2
  619.     {SPR_SARG,10,4,{NULL},S_SARG_DIE4,0,0}, // S_SARG_DIE3
  620.     {SPR_SARG,11,4,{A_Fall},S_SARG_DIE5,0,0}, // S_SARG_DIE4
  621.     {SPR_SARG,12,4,{NULL},S_SARG_DIE6,0,0}, // S_SARG_DIE5
  622.     {SPR_SARG,13,-1,{NULL},S_NULL,0,0}, // S_SARG_DIE6
  623.     {SPR_SARG,13,5,{NULL},S_SARG_RAISE2,0,0}, // S_SARG_RAISE1
  624.     {SPR_SARG,12,5,{NULL},S_SARG_RAISE3,0,0}, // S_SARG_RAISE2
  625.     {SPR_SARG,11,5,{NULL},S_SARG_RAISE4,0,0}, // S_SARG_RAISE3
  626.     {SPR_SARG,10,5,{NULL},S_SARG_RAISE5,0,0}, // S_SARG_RAISE4
  627.     {SPR_SARG,9,5,{NULL},S_SARG_RAISE6,0,0}, // S_SARG_RAISE5
  628.     {SPR_SARG,8,5,{NULL},S_SARG_RUN1,0,0}, // S_SARG_RAISE6
  629.     {SPR_HEAD,0,10,{A_Look},S_HEAD_STND,0,0}, // S_HEAD_STND
  630.     {SPR_HEAD,0,3,{A_Chase},S_HEAD_RUN1,0,0}, // S_HEAD_RUN1
  631.     {SPR_HEAD,1,5,{A_FaceTarget},S_HEAD_ATK2,0,0}, // S_HEAD_ATK1
  632.     {SPR_HEAD,2,5,{A_FaceTarget},S_HEAD_ATK3,0,0}, // S_HEAD_ATK2
  633.     {SPR_HEAD,32771,5,{A_HeadAttack},S_HEAD_RUN1,0,0}, // S_HEAD_ATK3
  634.     {SPR_HEAD,4,3,{NULL},S_HEAD_PAIN2,0,0}, // S_HEAD_PAIN
  635.     {SPR_HEAD,4,3,{A_Pain},S_HEAD_PAIN3,0,0}, // S_HEAD_PAIN2
  636.     {SPR_HEAD,5,6,{NULL},S_HEAD_RUN1,0,0}, // S_HEAD_PAIN3
  637.     {SPR_HEAD,6,8,{NULL},S_HEAD_DIE2,0,0}, // S_HEAD_DIE1
  638.     {SPR_HEAD,7,8,{A_Scream},S_HEAD_DIE3,0,0}, // S_HEAD_DIE2
  639.     {SPR_HEAD,8,8,{NULL},S_HEAD_DIE4,0,0}, // S_HEAD_DIE3
  640.     {SPR_HEAD,9,8,{NULL},S_HEAD_DIE5,0,0}, // S_HEAD_DIE4
  641.     {SPR_HEAD,10,8,{A_Fall},S_HEAD_DIE6,0,0}, // S_HEAD_DIE5
  642.     {SPR_HEAD,11,-1,{NULL},S_NULL,0,0}, // S_HEAD_DIE6
  643.     {SPR_HEAD,11,8,{NULL},S_HEAD_RAISE2,0,0}, // S_HEAD_RAISE1
  644.     {SPR_HEAD,10,8,{NULL},S_HEAD_RAISE3,0,0}, // S_HEAD_RAISE2
  645.     {SPR_HEAD,9,8,{NULL},S_HEAD_RAISE4,0,0}, // S_HEAD_RAISE3
  646.     {SPR_HEAD,8,8,{NULL},S_HEAD_RAISE5,0,0}, // S_HEAD_RAISE4
  647.     {SPR_HEAD,7,8,{NULL},S_HEAD_RAISE6,0,0}, // S_HEAD_RAISE5
  648.     {SPR_HEAD,6,8,{NULL},S_HEAD_RUN1,0,0}, // S_HEAD_RAISE6
  649.     {SPR_BAL7,32768,4,{NULL},S_BRBALL2,0,0}, // S_BRBALL1
  650.     {SPR_BAL7,32769,4,{NULL},S_BRBALL1,0,0}, // S_BRBALL2
  651.     {SPR_BAL7,32770,6,{NULL},S_BRBALLX2,0,0}, // S_BRBALLX1
  652.     {SPR_BAL7,32771,6,{NULL},S_BRBALLX3,0,0}, // S_BRBALLX2
  653.     {SPR_BAL7,32772,6,{NULL},S_NULL,0,0}, // S_BRBALLX3
  654.     {SPR_BOSS,0,10,{A_Look},S_BOSS_STND2,0,0}, // S_BOSS_STND
  655.     {SPR_BOSS,1,10,{A_Look},S_BOSS_STND,0,0}, // S_BOSS_STND2
  656.     {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN2,0,0}, // S_BOSS_RUN1
  657.     {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN3,0,0}, // S_BOSS_RUN2
  658.     {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN4,0,0}, // S_BOSS_RUN3
  659.     {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN5,0,0}, // S_BOSS_RUN4
  660.     {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN6,0,0}, // S_BOSS_RUN5
  661.     {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN7,0,0}, // S_BOSS_RUN6
  662.     {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN8,0,0}, // S_BOSS_RUN7
  663.     {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN1,0,0}, // S_BOSS_RUN8
  664.     {SPR_BOSS,4,8,{A_FaceTarget},S_BOSS_ATK2,0,0}, // S_BOSS_ATK1
  665.     {SPR_BOSS,5,8,{A_FaceTarget},S_BOSS_ATK3,0,0}, // S_BOSS_ATK2
  666.     {SPR_BOSS,6,8,{A_BruisAttack},S_BOSS_RUN1,0,0}, // S_BOSS_ATK3
  667.     {SPR_BOSS,7,2,{NULL},S_BOSS_PAIN2,0,0}, // S_BOSS_PAIN
  668.     {SPR_BOSS,7,2,{A_Pain},S_BOSS_RUN1,0,0}, // S_BOSS_PAIN2
  669.     {SPR_BOSS,8,8,{NULL},S_BOSS_DIE2,0,0}, // S_BOSS_DIE1
  670.     {SPR_BOSS,9,8,{A_Scream},S_BOSS_DIE3,0,0}, // S_BOSS_DIE2
  671.     {SPR_BOSS,10,8,{NULL},S_BOSS_DIE4,0,0}, // S_BOSS_DIE3
  672.     {SPR_BOSS,11,8,{A_Fall},S_BOSS_DIE5,0,0}, // S_BOSS_DIE4
  673.     {SPR_BOSS,12,8,{NULL},S_BOSS_DIE6,0,0}, // S_BOSS_DIE5
  674.     {SPR_BOSS,13,8,{NULL},S_BOSS_DIE7,0,0}, // S_BOSS_DIE6
  675.     {SPR_BOSS,14,-1,{A_BossDeath},S_NULL,0,0}, // S_BOSS_DIE7
  676.     {SPR_BOSS,14,8,{NULL},S_BOSS_RAISE2,0,0}, // S_BOSS_RAISE1
  677.     {SPR_BOSS,13,8,{NULL},S_BOSS_RAISE3,0,0}, // S_BOSS_RAISE2
  678.     {SPR_BOSS,12,8,{NULL},S_BOSS_RAISE4,0,0}, // S_BOSS_RAISE3
  679.     {SPR_BOSS,11,8,{NULL},S_BOSS_RAISE5,0,0}, // S_BOSS_RAISE4
  680.     {SPR_BOSS,10,8,{NULL},S_BOSS_RAISE6,0,0}, // S_BOSS_RAISE5
  681.     {SPR_BOSS,9,8,{NULL},S_BOSS_RAISE7,0,0}, // S_BOSS_RAISE6
  682.     {SPR_BOSS,8,8,{NULL},S_BOSS_RUN1,0,0}, // S_BOSS_RAISE7
  683.     {SPR_BOS2,0,10,{A_Look},S_BOS2_STND2,0,0}, // S_BOS2_STND
  684.     {SPR_BOS2,1,10,{A_Look},S_BOS2_STND,0,0}, // S_BOS2_STND2
  685.     {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN2,0,0}, // S_BOS2_RUN1
  686.     {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN3,0,0}, // S_BOS2_RUN2
  687.     {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN4,0,0}, // S_BOS2_RUN3
  688.     {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN5,0,0}, // S_BOS2_RUN4
  689.     {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN6,0,0}, // S_BOS2_RUN5
  690.     {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN7,0,0}, // S_BOS2_RUN6
  691.     {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN8,0,0}, // S_BOS2_RUN7
  692.     {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN1,0,0}, // S_BOS2_RUN8
  693.     {SPR_BOS2,4,8,{A_FaceTarget},S_BOS2_ATK2,0,0}, // S_BOS2_ATK1
  694.     {SPR_BOS2,5,8,{A_FaceTarget},S_BOS2_ATK3,0,0}, // S_BOS2_ATK2
  695.     {SPR_BOS2,6,8,{A_BruisAttack},S_BOS2_RUN1,0,0}, // S_BOS2_ATK3
  696.     {SPR_BOS2,7,2,{NULL},S_BOS2_PAIN2,0,0}, // S_BOS2_PAIN
  697.     {SPR_BOS2,7,2,{A_Pain},S_BOS2_RUN1,0,0}, // S_BOS2_PAIN2
  698.     {SPR_BOS2,8,8,{NULL},S_BOS2_DIE2,0,0}, // S_BOS2_DIE1
  699.     {SPR_BOS2,9,8,{A_Scream},S_BOS2_DIE3,0,0}, // S_BOS2_DIE2
  700.     {SPR_BOS2,10,8,{NULL},S_BOS2_DIE4,0,0}, // S_BOS2_DIE3
  701.     {SPR_BOS2,11,8,{A_Fall},S_BOS2_DIE5,0,0}, // S_BOS2_DIE4
  702.     {SPR_BOS2,12,8,{NULL},S_BOS2_DIE6,0,0}, // S_BOS2_DIE5
  703.     {SPR_BOS2,13,8,{NULL},S_BOS2_DIE7,0,0}, // S_BOS2_DIE6
  704.     {SPR_BOS2,14,-1,{NULL},S_NULL,0,0}, // S_BOS2_DIE7
  705.     {SPR_BOS2,14,8,{NULL},S_BOS2_RAISE2,0,0}, // S_BOS2_RAISE1
  706.     {SPR_BOS2,13,8,{NULL},S_BOS2_RAISE3,0,0}, // S_BOS2_RAISE2
  707.     {SPR_BOS2,12,8,{NULL},S_BOS2_RAISE4,0,0}, // S_BOS2_RAISE3
  708.     {SPR_BOS2,11,8,{NULL},S_BOS2_RAISE5,0,0}, // S_BOS2_RAISE4
  709.     {SPR_BOS2,10,8,{NULL},S_BOS2_RAISE6,0,0}, // S_BOS2_RAISE5
  710.     {SPR_BOS2,9,8,{NULL},S_BOS2_RAISE7,0,0}, // S_BOS2_RAISE6
  711.     {SPR_BOS2,8,8,{NULL},S_BOS2_RUN1,0,0}, // S_BOS2_RAISE7
  712.     {SPR_SKUL,32768,10,{A_Look},S_SKULL_STND2,0,0}, // S_SKULL_STND
  713.     {SPR_SKUL,32769,10,{A_Look},S_SKULL_STND,0,0}, // S_SKULL_STND2
  714.     {SPR_SKUL,32768,6,{A_Chase},S_SKULL_RUN2,0,0}, // S_SKULL_RUN1
  715.     {SPR_SKUL,32769,6,{A_Chase},S_SKULL_RUN1,0,0}, // S_SKULL_RUN2
  716.     {SPR_SKUL,32770,10,{A_FaceTarget},S_SKULL_ATK2,0,0}, // S_SKULL_ATK1
  717.     {SPR_SKUL,32771,4,{A_SkullAttack},S_SKULL_ATK3,0,0}, // S_SKULL_ATK2
  718.     {SPR_SKUL,32770,4,{NULL},S_SKULL_ATK4,0,0}, // S_SKULL_ATK3
  719.     {SPR_SKUL,32771,4,{NULL},S_SKULL_ATK3,0,0}, // S_SKULL_ATK4
  720.     {SPR_SKUL,32772,3,{NULL},S_SKULL_PAIN2,0,0}, // S_SKULL_PAIN
  721.     {SPR_SKUL,32772,3,{A_Pain},S_SKULL_RUN1,0,0}, // S_SKULL_PAIN2
  722.     {SPR_SKUL,32773,6,{NULL},S_SKULL_DIE2,0,0}, // S_SKULL_DIE1
  723.     {SPR_SKUL,32774,6,{A_Scream},S_SKULL_DIE3,0,0}, // S_SKULL_DIE2
  724.     {SPR_SKUL,32775,6,{NULL},S_SKULL_DIE4,0,0}, // S_SKULL_DIE3
  725.     {SPR_SKUL,32776,6,{A_Fall},S_SKULL_DIE5,0,0}, // S_SKULL_DIE4
  726.     {SPR_SKUL,9,6,{NULL},S_SKULL_DIE6,0,0}, // S_SKULL_DIE5
  727.     {SPR_SKUL,10,6,{NULL},S_NULL,0,0}, // S_SKULL_DIE6
  728.     {SPR_SPID,0,10,{A_Look},S_SPID_STND2,0,0}, // S_SPID_STND
  729.     {SPR_SPID,1,10,{A_Look},S_SPID_STND,0,0}, // S_SPID_STND2
  730.     {SPR_SPID,0,3,{A_Metal},S_SPID_RUN2,0,0}, // S_SPID_RUN1
  731.     {SPR_SPID,0,3,{A_Chase},S_SPID_RUN3,0,0}, // S_SPID_RUN2
  732.     {SPR_SPID,1,3,{A_Chase},S_SPID_RUN4,0,0}, // S_SPID_RUN3
  733.     {SPR_SPID,1,3,{A_Chase},S_SPID_RUN5,0,0}, // S_SPID_RUN4
  734.     {SPR_SPID,2,3,{A_Metal},S_SPID_RUN6,0,0}, // S_SPID_RUN5
  735.     {SPR_SPID,2,3,{A_Chase},S_SPID_RUN7,0,0}, // S_SPID_RUN6
  736.     {SPR_SPID,3,3,{A_Chase},S_SPID_RUN8,0,0}, // S_SPID_RUN7
  737.     {SPR_SPID,3,3,{A_Chase},S_SPID_RUN9,0,0}, // S_SPID_RUN8
  738.     {SPR_SPID,4,3,{A_Metal},S_SPID_RUN10,0,0}, // S_SPID_RUN9
  739.     {SPR_SPID,4,3,{A_Chase},S_SPID_RUN11,0,0}, // S_SPID_RUN10
  740.     {SPR_SPID,5,3,{A_Chase},S_SPID_RUN12,0,0}, // S_SPID_RUN11
  741.     {SPR_SPID,5,3,{A_Chase},S_SPID_RUN1,0,0}, // S_SPID_RUN12
  742.     {SPR_SPID,32768,20,{A_FaceTarget},S_SPID_ATK2,0,0}, // S_SPID_ATK1
  743.     {SPR_SPID,32774,4,{A_SPosAttack},S_SPID_ATK3,0,0}, // S_SPID_ATK2
  744.     {SPR_SPID,32775,4,{A_SPosAttack},S_SPID_ATK4,0,0}, // S_SPID_ATK3
  745.     {SPR_SPID,32775,1,{A_SpidRefire},S_SPID_ATK2,0,0}, // S_SPID_ATK4
  746.     {SPR_SPID,8,3,{NULL},S_SPID_PAIN2,0,0}, // S_SPID_PAIN
  747.     {SPR_SPID,8,3,{A_Pain},S_SPID_RUN1,0,0}, // S_SPID_PAIN2
  748.     {SPR_SPID,9,20,{A_Scream},S_SPID_DIE2,0,0}, // S_SPID_DIE1
  749.     {SPR_SPID,10,10,{A_Fall},S_SPID_DIE3,0,0}, // S_SPID_DIE2
  750.     {SPR_SPID,11,10,{NULL},S_SPID_DIE4,0,0}, // S_SPID_DIE3
  751.     {SPR_SPID,12,10,{NULL},S_SPID_DIE5,0,0}, // S_SPID_DIE4
  752.     {SPR_SPID,13,10,{NULL},S_SPID_DIE6,0,0}, // S_SPID_DIE5
  753.     {SPR_SPID,14,10,{NULL},S_SPID_DIE7,0,0}, // S_SPID_DIE6
  754.     {SPR_SPID,15,10,{NULL},S_SPID_DIE8,0,0}, // S_SPID_DIE7
  755.     {SPR_SPID,16,10,{NULL},S_SPID_DIE9,0,0}, // S_SPID_DIE8
  756.     {SPR_SPID,17,10,{NULL},S_SPID_DIE10,0,0}, // S_SPID_DIE9
  757.     {SPR_SPID,18,30,{NULL},S_SPID_DIE11,0,0}, // S_SPID_DIE10
  758.     {SPR_SPID,18,-1,{A_BossDeath},S_NULL,0,0}, // S_SPID_DIE11
  759.     {SPR_BSPI,0,10,{A_Look},S_BSPI_STND2,0,0}, // S_BSPI_STND
  760.     {SPR_BSPI,1,10,{A_Look},S_BSPI_STND,0,0}, // S_BSPI_STND2
  761.     {SPR_BSPI,0,20,{NULL},S_BSPI_RUN1,0,0}, // S_BSPI_SIGHT
  762.     {SPR_BSPI,0,3,{A_BabyMetal},S_BSPI_RUN2,0,0}, // S_BSPI_RUN1
  763.     {SPR_BSPI,0,3,{A_Chase},S_BSPI_RUN3,0,0}, // S_BSPI_RUN2
  764.     {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN4,0,0}, // S_BSPI_RUN3
  765.     {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN5,0,0}, // S_BSPI_RUN4
  766.     {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN6,0,0}, // S_BSPI_RUN5
  767.     {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN7,0,0}, // S_BSPI_RUN6
  768.     {SPR_BSPI,3,3,{A_BabyMetal},S_BSPI_RUN8,0,0}, // S_BSPI_RUN7
  769.     {SPR_BSPI,3,3,{A_Chase},S_BSPI_RUN9,0,0}, // S_BSPI_RUN8
  770.     {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN10,0,0}, // S_BSPI_RUN9
  771.     {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN11,0,0}, // S_BSPI_RUN10
  772.     {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN12,0,0}, // S_BSPI_RUN11
  773.     {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN1,0,0}, // S_BSPI_RUN12
  774.     {SPR_BSPI,32768,20,{A_FaceTarget},S_BSPI_ATK2,0,0}, // S_BSPI_ATK1
  775.     {SPR_BSPI,32774,4,{A_BspiAttack},S_BSPI_ATK3,0,0}, // S_BSPI_ATK2
  776.     {SPR_BSPI,32775,4,{NULL},S_BSPI_ATK4,0,0}, // S_BSPI_ATK3
  777.     {SPR_BSPI,32775,1,{A_SpidRefire},S_BSPI_ATK2,0,0}, // S_BSPI_ATK4
  778.     {SPR_BSPI,8,3,{NULL},S_BSPI_PAIN2,0,0}, // S_BSPI_PAIN
  779.     {SPR_BSPI,8,3,{A_Pain},S_BSPI_RUN1,0,0}, // S_BSPI_PAIN2
  780.     {SPR_BSPI,9,20,{A_Scream},S_BSPI_DIE2,0,0}, // S_BSPI_DIE1
  781.     {SPR_BSPI,10,7,{A_Fall},S_BSPI_DIE3,0,0}, // S_BSPI_DIE2
  782.     {SPR_BSPI,11,7,{NULL},S_BSPI_DIE4,0,0}, // S_BSPI_DIE3
  783.     {SPR_BSPI,12,7,{NULL},S_BSPI_DIE5,0,0}, // S_BSPI_DIE4
  784.     {SPR_BSPI,13,7,{NULL},S_BSPI_DIE6,0,0}, // S_BSPI_DIE5
  785.     {SPR_BSPI,14,7,{NULL},S_BSPI_DIE7,0,0}, // S_BSPI_DIE6
  786.     {SPR_BSPI,15,-1,{A_BossDeath},S_NULL,0,0}, // S_BSPI_DIE7
  787.     {SPR_BSPI,15,5,{NULL},S_BSPI_RAISE2,0,0}, // S_BSPI_RAISE1
  788.     {SPR_BSPI,14,5,{NULL},S_BSPI_RAISE3,0,0}, // S_BSPI_RAISE2
  789.     {SPR_BSPI,13,5,{NULL},S_BSPI_RAISE4,0,0}, // S_BSPI_RAISE3
  790.     {SPR_BSPI,12,5,{NULL},S_BSPI_RAISE5,0,0}, // S_BSPI_RAISE4
  791.     {SPR_BSPI,11,5,{NULL},S_BSPI_RAISE6,0,0}, // S_BSPI_RAISE5
  792.     {SPR_BSPI,10,5,{NULL},S_BSPI_RAISE7,0,0}, // S_BSPI_RAISE6
  793.     {SPR_BSPI,9,5,{NULL},S_BSPI_RUN1,0,0}, // S_BSPI_RAISE7
  794.     {SPR_APLS,32768,5,{NULL},S_ARACH_PLAZ2,0,0}, // S_ARACH_PLAZ
  795.     {SPR_APLS,32769,5,{NULL},S_ARACH_PLAZ,0,0}, // S_ARACH_PLAZ2
  796.     {SPR_APBX,32768,5,{NULL},S_ARACH_PLEX2,0,0}, // S_ARACH_PLEX
  797.     {SPR_APBX,32769,5,{NULL},S_ARACH_PLEX3,0,0}, // S_ARACH_PLEX2
  798.     {SPR_APBX,32770,5,{NULL},S_ARACH_PLEX4,0,0}, // S_ARACH_PLEX3
  799.     {SPR_APBX,32771,5,{NULL},S_ARACH_PLEX5,0,0}, // S_ARACH_PLEX4
  800.     {SPR_APBX,32772,5,{NULL},S_NULL,0,0}, // S_ARACH_PLEX5
  801.     {SPR_CYBR,0,10,{A_Look},S_CYBER_STND2,0,0}, // S_CYBER_STND
  802.     {SPR_CYBR,1,10,{A_Look},S_CYBER_STND,0,0}, // S_CYBER_STND2
  803.     {SPR_CYBR,0,3,{A_Hoof},S_CYBER_RUN2,0,0}, // S_CYBER_RUN1
  804.     {SPR_CYBR,0,3,{A_Chase},S_CYBER_RUN3,0,0}, // S_CYBER_RUN2
  805.     {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN4,0,0}, // S_CYBER_RUN3
  806.     {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN5,0,0}, // S_CYBER_RUN4
  807.     {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN6,0,0}, // S_CYBER_RUN5
  808.     {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN7,0,0}, // S_CYBER_RUN6
  809.     {SPR_CYBR,3,3,{A_Metal},S_CYBER_RUN8,0,0}, // S_CYBER_RUN7
  810.     {SPR_CYBR,3,3,{A_Chase},S_CYBER_RUN1,0,0}, // S_CYBER_RUN8
  811.     {SPR_CYBR,4,6,{A_FaceTarget},S_CYBER_ATK2,0,0}, // S_CYBER_ATK1
  812.     {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK3,0,0}, // S_CYBER_ATK2
  813.     {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK4,0,0}, // S_CYBER_ATK3
  814.     {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK5,0,0}, // S_CYBER_ATK4
  815.     {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK6,0,0}, // S_CYBER_ATK5
  816.     {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_RUN1,0,0}, // S_CYBER_ATK6
  817.     {SPR_CYBR,6,10,{A_Pain},S_CYBER_RUN1,0,0}, // S_CYBER_PAIN
  818.     {SPR_CYBR,7,10,{NULL},S_CYBER_DIE2,0,0}, // S_CYBER_DIE1
  819.     {SPR_CYBR,8,10,{A_Scream},S_CYBER_DIE3,0,0}, // S_CYBER_DIE2
  820.     {SPR_CYBR,9,10,{NULL},S_CYBER_DIE4,0,0}, // S_CYBER_DIE3
  821.     {SPR_CYBR,10,10,{NULL},S_CYBER_DIE5,0,0}, // S_CYBER_DIE4
  822.     {SPR_CYBR,11,10,{NULL},S_CYBER_DIE6,0,0}, // S_CYBER_DIE5
  823.     {SPR_CYBR,12,10,{A_Fall},S_CYBER_DIE7,0,0}, // S_CYBER_DIE6
  824.     {SPR_CYBR,13,10,{NULL},S_CYBER_DIE8,0,0}, // S_CYBER_DIE7
  825.     {SPR_CYBR,14,10,{NULL},S_CYBER_DIE9,0,0}, // S_CYBER_DIE8
  826.     {SPR_CYBR,15,30,{NULL},S_CYBER_DIE10,0,0}, // S_CYBER_DIE9
  827.     {SPR_CYBR,15,-1,{A_BossDeath},S_NULL,0,0}, // S_CYBER_DIE10
  828.     {SPR_PAIN,0,10,{A_Look},S_PAIN_STND,0,0}, // S_PAIN_STND
  829.     {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN2,0,0}, // S_PAIN_RUN1
  830.     {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN3,0,0}, // S_PAIN_RUN2
  831.     {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN4,0,0}, // S_PAIN_RUN3
  832.     {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN5,0,0}, // S_PAIN_RUN4
  833.     {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN6,0,0}, // S_PAIN_RUN5
  834.     {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN1,0,0}, // S_PAIN_RUN6
  835.     {SPR_PAIN,3,5,{A_FaceTarget},S_PAIN_ATK2,0,0}, // S_PAIN_ATK1
  836.     {SPR_PAIN,4,5,{A_FaceTarget},S_PAIN_ATK3,0,0}, // S_PAIN_ATK2
  837.     {SPR_PAIN,32773,5,{A_FaceTarget},S_PAIN_ATK4,0,0}, // S_PAIN_ATK3
  838.     {SPR_PAIN,32773,0,{A_PainAttack},S_PAIN_RUN1,0,0}, // S_PAIN_ATK4
  839.     {SPR_PAIN,6,6,{NULL},S_PAIN_PAIN2,0,0}, // S_PAIN_PAIN
  840.     {SPR_PAIN,6,6,{A_Pain},S_PAIN_RUN1,0,0}, // S_PAIN_PAIN2
  841.     {SPR_PAIN,32775,8,{NULL},S_PAIN_DIE2,0,0}, // S_PAIN_DIE1
  842.     {SPR_PAIN,32776,8,{A_Scream},S_PAIN_DIE3,0,0}, // S_PAIN_DIE2
  843.     {SPR_PAIN,32777,8,{NULL},S_PAIN_DIE4,0,0}, // S_PAIN_DIE3
  844.     {SPR_PAIN,32778,8,{NULL},S_PAIN_DIE5,0,0}, // S_PAIN_DIE4
  845.     {SPR_PAIN,32779,8,{A_PainDie},S_PAIN_DIE6,0,0}, // S_PAIN_DIE5
  846.     {SPR_PAIN,32780,8,{NULL},S_NULL,0,0}, // S_PAIN_DIE6
  847.     {SPR_PAIN,12,8,{NULL},S_PAIN_RAISE2,0,0}, // S_PAIN_RAISE1
  848.     {SPR_PAIN,11,8,{NULL},S_PAIN_RAISE3,0,0}, // S_PAIN_RAISE2
  849.     {SPR_PAIN,10,8,{NULL},S_PAIN_RAISE4,0,0}, // S_PAIN_RAISE3
  850.     {SPR_PAIN,9,8,{NULL},S_PAIN_RAISE5,0,0}, // S_PAIN_RAISE4
  851.     {SPR_PAIN,8,8,{NULL},S_PAIN_RAISE6,0,0}, // S_PAIN_RAISE5
  852.     {SPR_PAIN,7,8,{NULL},S_PAIN_RUN1,0,0}, // S_PAIN_RAISE6
  853.     {SPR_SSWV,0,10,{A_Look},S_SSWV_STND2,0,0}, // S_SSWV_STND
  854.     {SPR_SSWV,1,10,{A_Look},S_SSWV_STND,0,0}, // S_SSWV_STND2
  855.     {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN2,0,0}, // S_SSWV_RUN1
  856.     {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN3,0,0}, // S_SSWV_RUN2
  857.     {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN4,0,0}, // S_SSWV_RUN3
  858.     {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN5,0,0}, // S_SSWV_RUN4
  859.     {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN6,0,0}, // S_SSWV_RUN5
  860.     {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN7,0,0}, // S_SSWV_RUN6
  861.     {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN8,0,0}, // S_SSWV_RUN7
  862.     {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN1,0,0}, // S_SSWV_RUN8
  863.     {SPR_SSWV,4,10,{A_FaceTarget},S_SSWV_ATK2,0,0}, // S_SSWV_ATK1
  864.     {SPR_SSWV,5,10,{A_FaceTarget},S_SSWV_ATK3,0,0}, // S_SSWV_ATK2
  865.     {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK4,0,0}, // S_SSWV_ATK3
  866.     {SPR_SSWV,5,6,{A_FaceTarget},S_SSWV_ATK5,0,0}, // S_SSWV_ATK4
  867.     {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK6,0,0}, // S_SSWV_ATK5
  868.     {SPR_SSWV,5,1,{A_CPosRefire},S_SSWV_ATK2,0,0}, // S_SSWV_ATK6
  869.     {SPR_SSWV,7,3,{NULL},S_SSWV_PAIN2,0,0}, // S_SSWV_PAIN
  870.     {SPR_SSWV,7,3,{A_Pain},S_SSWV_RUN1,0,0}, // S_SSWV_PAIN2
  871.     {SPR_SSWV,8,5,{NULL},S_SSWV_DIE2,0,0}, // S_SSWV_DIE1
  872.     {SPR_SSWV,9,5,{A_Scream},S_SSWV_DIE3,0,0}, // S_SSWV_DIE2
  873.     {SPR_SSWV,10,5,{A_Fall},S_SSWV_DIE4,0,0}, // S_SSWV_DIE3
  874.     {SPR_SSWV,11,5,{NULL},S_SSWV_DIE5,0,0}, // S_SSWV_DIE4
  875.     {SPR_SSWV,12,-1,{NULL},S_NULL,0,0}, // S_SSWV_DIE5
  876.     {SPR_SSWV,13,5,{NULL},S_SSWV_XDIE2,0,0}, // S_SSWV_XDIE1
  877.     {SPR_SSWV,14,5,{A_XScream},S_SSWV_XDIE3,0,0}, // S_SSWV_XDIE2
  878.     {SPR_SSWV,15,5,{A_Fall},S_SSWV_XDIE4,0,0}, // S_SSWV_XDIE3
  879.     {SPR_SSWV,16,5,{NULL},S_SSWV_XDIE5,0,0}, // S_SSWV_XDIE4
  880.     {SPR_SSWV,17,5,{NULL},S_SSWV_XDIE6,0,0}, // S_SSWV_XDIE5
  881.     {SPR_SSWV,18,5,{NULL},S_SSWV_XDIE7,0,0}, // S_SSWV_XDIE6
  882.     {SPR_SSWV,19,5,{NULL},S_SSWV_XDIE8,0,0}, // S_SSWV_XDIE7
  883.     {SPR_SSWV,20,5,{NULL},S_SSWV_XDIE9,0,0}, // S_SSWV_XDIE8
  884.     {SPR_SSWV,21,-1,{NULL},S_NULL,0,0}, // S_SSWV_XDIE9
  885.     {SPR_SSWV,12,5,{NULL},S_SSWV_RAISE2,0,0}, // S_SSWV_RAISE1
  886.     {SPR_SSWV,11,5,{NULL},S_SSWV_RAISE3,0,0}, // S_SSWV_RAISE2
  887.     {SPR_SSWV,10,5,{NULL},S_SSWV_RAISE4,0,0}, // S_SSWV_RAISE3
  888.     {SPR_SSWV,9,5,{NULL},S_SSWV_RAISE5,0,0}, // S_SSWV_RAISE4
  889.     {SPR_SSWV,8,5,{NULL},S_SSWV_RUN1,0,0}, // S_SSWV_RAISE5
  890.     {SPR_KEEN,0,-1,{NULL},S_KEENSTND,0,0}, // S_KEENSTND
  891.     {SPR_KEEN,0,6,{NULL},S_COMMKEEN2,0,0}, // S_COMMKEEN
  892.     {SPR_KEEN,1,6,{NULL},S_COMMKEEN3,0,0}, // S_COMMKEEN2
  893.     {SPR_KEEN,2,6,{A_Scream},S_COMMKEEN4,0,0}, // S_COMMKEEN3
  894.     {SPR_KEEN,3,6,{NULL},S_COMMKEEN5,0,0}, // S_COMMKEEN4
  895.     {SPR_KEEN,4,6,{NULL},S_COMMKEEN6,0,0}, // S_COMMKEEN5
  896.     {SPR_KEEN,5,6,{NULL},S_COMMKEEN7,0,0}, // S_COMMKEEN6
  897.     {SPR_KEEN,6,6,{NULL},S_COMMKEEN8,0,0}, // S_COMMKEEN7
  898.     {SPR_KEEN,7,6,{NULL},S_COMMKEEN9,0,0}, // S_COMMKEEN8
  899.     {SPR_KEEN,8,6,{NULL},S_COMMKEEN10,0,0}, // S_COMMKEEN9
  900.     {SPR_KEEN,9,6,{NULL},S_COMMKEEN11,0,0}, // S_COMMKEEN10
  901.     {SPR_KEEN,10,6,{A_KeenDie},S_COMMKEEN12,0,0},// S_COMMKEEN11
  902.     {SPR_KEEN,11,-1,{NULL},S_NULL,0,0}, // S_COMMKEEN12
  903.     {SPR_KEEN,12,4,{NULL},S_KEENPAIN2,0,0}, // S_KEENPAIN
  904.     {SPR_KEEN,12,8,{A_Pain},S_KEENSTND,0,0}, // S_KEENPAIN2
  905.     {SPR_BBRN,0,-1,{NULL},S_NULL,0,0}, // S_BRAIN
  906.     {SPR_BBRN,1,36,{A_BrainPain},S_BRAIN,0,0}, // S_BRAIN_PAIN
  907.     {SPR_BBRN,0,100,{A_BrainScream},S_BRAIN_DIE2,0,0}, // S_BRAIN_DIE1
  908.     {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE3,0,0}, // S_BRAIN_DIE2
  909.     {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE4,0,0}, // S_BRAIN_DIE3
  910.     {SPR_BBRN,0,-1,{A_BrainDie},S_NULL,0,0}, // S_BRAIN_DIE4
  911.     {SPR_SSWV,0,10,{A_Look},S_BRAINEYE,0,0}, // S_BRAINEYE
  912.     {SPR_SSWV,0,181,{A_BrainAwake},S_BRAINEYE1,0,0}, // S_BRAINEYESEE
  913.     {SPR_SSWV,0,150,{A_BrainSpit},S_BRAINEYE1,0,0}, // S_BRAINEYE1
  914.     {SPR_BOSF,32768,3,{A_SpawnSound},S_SPAWN2,0,0}, // S_SPAWN1
  915.     {SPR_BOSF,32769,3,{A_SpawnFly},S_SPAWN3,0,0}, // S_SPAWN2
  916.     {SPR_BOSF,32770,3,{A_SpawnFly},S_SPAWN4,0,0}, // S_SPAWN3
  917.     {SPR_BOSF,32771,3,{A_SpawnFly},S_SPAWN1,0,0}, // S_SPAWN4
  918.     {SPR_FIRE,32768,4,{A_Fire},S_SPAWNFIRE2,0,0}, // S_SPAWNFIRE1
  919.     {SPR_FIRE,32769,4,{A_Fire},S_SPAWNFIRE3,0,0}, // S_SPAWNFIRE2
  920.     {SPR_FIRE,32770,4,{A_Fire},S_SPAWNFIRE4,0,0}, // S_SPAWNFIRE3
  921.     {SPR_FIRE,32771,4,{A_Fire},S_SPAWNFIRE5,0,0}, // S_SPAWNFIRE4
  922.     {SPR_FIRE,32772,4,{A_Fire},S_SPAWNFIRE6,0,0}, // S_SPAWNFIRE5
  923.     {SPR_FIRE,32773,4,{A_Fire},S_SPAWNFIRE7,0,0}, // S_SPAWNFIRE6
  924.     {SPR_FIRE,32774,4,{A_Fire},S_SPAWNFIRE8,0,0}, // S_SPAWNFIRE7
  925.     {SPR_FIRE,32775,4,{A_Fire},S_NULL,0,0}, // S_SPAWNFIRE8
  926.     {SPR_MISL,32769,10,{NULL},S_BRAINEXPLODE2,0,0}, // S_BRAINEXPLODE1
  927.     {SPR_MISL,32770,10,{NULL},S_BRAINEXPLODE3,0,0}, // S_BRAINEXPLODE2
  928.     {SPR_MISL,32771,10,{A_BrainExplode},S_NULL,0,0}, // S_BRAINEXPLODE3
  929.     {SPR_ARM1,0,6,{NULL},S_ARM1A,0,0}, // S_ARM1
  930.     {SPR_ARM1,32769,7,{NULL},S_ARM1,0,0}, // S_ARM1A
  931.     {SPR_ARM2,0,6,{NULL},S_ARM2A,0,0}, // S_ARM2
  932.     {SPR_ARM2,32769,6,{NULL},S_ARM2,0,0}, // S_ARM2A
  933.     {SPR_BAR1,0,6,{NULL},S_BAR2,0,0}, // S_BAR1
  934.     {SPR_BAR1,1,6,{NULL},S_BAR1,0,0}, // S_BAR2
  935.     {SPR_BEXP,32768,5,{NULL},S_BEXP2,0,0}, // S_BEXP
  936.     {SPR_BEXP,32769,5,{A_Scream},S_BEXP3,0,0}, // S_BEXP2
  937.     {SPR_BEXP,32770,5,{NULL},S_BEXP4,0,0}, // S_BEXP3
  938.     {SPR_BEXP,32771,10,{A_Explode},S_BEXP5,0,0}, // S_BEXP4
  939.     {SPR_BEXP,32772,10,{NULL},S_NULL,0,0}, // S_BEXP5
  940.     {SPR_FCAN,32768,4,{NULL},S_BBAR2,0,0}, // S_BBAR1
  941.     {SPR_FCAN,32769,4,{NULL},S_BBAR3,0,0}, // S_BBAR2
  942.     {SPR_FCAN,32770,4,{NULL},S_BBAR1,0,0}, // S_BBAR3
  943.     {SPR_BON1,0,6,{NULL},S_BON1A,0,0}, // S_BON1
  944.     {SPR_BON1,1,6,{NULL},S_BON1B,0,0}, // S_BON1A
  945.     {SPR_BON1,2,6,{NULL},S_BON1C,0,0}, // S_BON1B
  946.     {SPR_BON1,3,6,{NULL},S_BON1D,0,0}, // S_BON1C
  947.     {SPR_BON1,2,6,{NULL},S_BON1E,0,0}, // S_BON1D
  948.     {SPR_BON1,1,6,{NULL},S_BON1,0,0}, // S_BON1E
  949.     {SPR_BON2,0,6,{NULL},S_BON2A,0,0}, // S_BON2
  950.     {SPR_BON2,1,6,{NULL},S_BON2B,0,0}, // S_BON2A
  951.     {SPR_BON2,2,6,{NULL},S_BON2C,0,0}, // S_BON2B
  952.     {SPR_BON2,3,6,{NULL},S_BON2D,0,0}, // S_BON2C
  953.     {SPR_BON2,2,6,{NULL},S_BON2E,0,0}, // S_BON2D
  954.     {SPR_BON2,1,6,{NULL},S_BON2,0,0}, // S_BON2E
  955.     {SPR_BKEY,0,10,{NULL},S_BKEY2,0,0}, // S_BKEY
  956.     {SPR_BKEY,32769,10,{NULL},S_BKEY,0,0}, // S_BKEY2
  957.     {SPR_RKEY,0,10,{NULL},S_RKEY2,0,0}, // S_RKEY
  958.     {SPR_RKEY,32769,10,{NULL},S_RKEY,0,0}, // S_RKEY2
  959.     {SPR_YKEY,0,10,{NULL},S_YKEY2,0,0}, // S_YKEY
  960.     {SPR_YKEY,32769,10,{NULL},S_YKEY,0,0}, // S_YKEY2
  961.     {SPR_BSKU,0,10,{NULL},S_BSKULL2,0,0}, // S_BSKULL
  962.     {SPR_BSKU,32769,10,{NULL},S_BSKULL,0,0}, // S_BSKULL2
  963.     {SPR_RSKU,0,10,{NULL},S_RSKULL2,0,0}, // S_RSKULL
  964.     {SPR_RSKU,32769,10,{NULL},S_RSKULL,0,0}, // S_RSKULL2
  965.     {SPR_YSKU,0,10,{NULL},S_YSKULL2,0,0}, // S_YSKULL
  966.     {SPR_YSKU,32769,10,{NULL},S_YSKULL,0,0}, // S_YSKULL2
  967.     {SPR_STIM,0,-1,{NULL},S_NULL,0,0}, // S_STIM
  968.     {SPR_MEDI,0,-1,{NULL},S_NULL,0,0}, // S_MEDI
  969.     {SPR_SOUL,32768,6,{NULL},S_SOUL2,0,0}, // S_SOUL
  970.     {SPR_SOUL,32769,6,{NULL},S_SOUL3,0,0}, // S_SOUL2
  971.     {SPR_SOUL,32770,6,{NULL},S_SOUL4,0,0}, // S_SOUL3
  972.     {SPR_SOUL,32771,6,{NULL},S_SOUL5,0,0}, // S_SOUL4
  973.     {SPR_SOUL,32770,6,{NULL},S_SOUL6,0,0}, // S_SOUL5
  974.     {SPR_SOUL,32769,6,{NULL},S_SOUL,0,0}, // S_SOUL6
  975.     {SPR_PINV,32768,6,{NULL},S_PINV2,0,0}, // S_PINV
  976.     {SPR_PINV,32769,6,{NULL},S_PINV3,0,0}, // S_PINV2
  977.     {SPR_PINV,32770,6,{NULL},S_PINV4,0,0}, // S_PINV3
  978.     {SPR_PINV,32771,6,{NULL},S_PINV,0,0}, // S_PINV4
  979.     {SPR_PSTR,32768,-1,{NULL},S_NULL,0,0}, // S_PSTR
  980.     {SPR_PINS,32768,6,{NULL},S_PINS2,0,0}, // S_PINS
  981.     {SPR_PINS,32769,6,{NULL},S_PINS3,0,0}, // S_PINS2
  982.     {SPR_PINS,32770,6,{NULL},S_PINS4,0,0}, // S_PINS3
  983.     {SPR_PINS,32771,6,{NULL},S_PINS,0,0}, // S_PINS4
  984.     {SPR_MEGA,32768,6,{NULL},S_MEGA2,0,0}, // S_MEGA
  985.     {SPR_MEGA,32769,6,{NULL},S_MEGA3,0,0}, // S_MEGA2
  986.     {SPR_MEGA,32770,6,{NULL},S_MEGA4,0,0}, // S_MEGA3
  987.     {SPR_MEGA,32771,6,{NULL},S_MEGA,0,0}, // S_MEGA4
  988.     {SPR_SUIT,32768,-1,{NULL},S_NULL,0,0}, // S_SUIT
  989.     {SPR_PMAP,32768,6,{NULL},S_PMAP2,0,0}, // S_PMAP
  990.     {SPR_PMAP,32769,6,{NULL},S_PMAP3,0,0}, // S_PMAP2
  991.     {SPR_PMAP,32770,6,{NULL},S_PMAP4,0,0}, // S_PMAP3
  992.     {SPR_PMAP,32771,6,{NULL},S_PMAP5,0,0}, // S_PMAP4
  993.     {SPR_PMAP,32770,6,{NULL},S_PMAP6,0,0}, // S_PMAP5
  994.     {SPR_PMAP,32769,6,{NULL},S_PMAP,0,0}, // S_PMAP6
  995.     {SPR_PVIS,32768,6,{NULL},S_PVIS2,0,0}, // S_PVIS
  996.     {SPR_PVIS,1,6,{NULL},S_PVIS,0,0}, // S_PVIS2
  997.     {SPR_CLIP,0,-1,{NULL},S_NULL,0,0}, // S_CLIP
  998.     {SPR_AMMO,0,-1,{NULL},S_NULL,0,0}, // S_AMMO
  999.     {SPR_ROCK,0,-1,{NULL},S_NULL,0,0}, // S_ROCK
  1000.     {SPR_BROK,0,-1,{NULL},S_NULL,0,0}, // S_BROK
  1001.     {SPR_CELL,0,-1,{NULL},S_NULL,0,0}, // S_CELL
  1002.     {SPR_CELP,0,-1,{NULL},S_NULL,0,0}, // S_CELP
  1003.     {SPR_SHEL,0,-1,{NULL},S_NULL,0,0}, // S_SHEL
  1004.     {SPR_SBOX,0,-1,{NULL},S_NULL,0,0}, // S_SBOX
  1005.     {SPR_BPAK,0,-1,{NULL},S_NULL,0,0}, // S_BPAK
  1006.     {SPR_BFUG,0,-1,{NULL},S_NULL,0,0}, // S_BFUG
  1007.     {SPR_MGUN,0,-1,{NULL},S_NULL,0,0}, // S_MGUN
  1008.     {SPR_CSAW,0,-1,{NULL},S_NULL,0,0}, // S_CSAW
  1009.     {SPR_LAUN,0,-1,{NULL},S_NULL,0,0}, // S_LAUN
  1010.     {SPR_PLAS,0,-1,{NULL},S_NULL,0,0}, // S_PLAS
  1011.     {SPR_SHOT,0,-1,{NULL},S_NULL,0,0}, // S_SHOT
  1012.     {SPR_SGN2,0,-1,{NULL},S_NULL,0,0}, // S_SHOT2
  1013.     {SPR_COLU,32768,-1,{NULL},S_NULL,0,0}, // S_COLU
  1014.     {SPR_SMT2,0,-1,{NULL},S_NULL,0,0}, // S_STALAG
  1015.     {SPR_GOR1,0,10,{NULL},S_BLOODYTWITCH2,0,0}, // S_BLOODYTWITCH
  1016.     {SPR_GOR1,1,15,{NULL},S_BLOODYTWITCH3,0,0}, // S_BLOODYTWITCH2
  1017.     {SPR_GOR1,2,8,{NULL},S_BLOODYTWITCH4,0,0}, // S_BLOODYTWITCH3
  1018.     {SPR_GOR1,1,6,{NULL},S_BLOODYTWITCH,0,0}, // S_BLOODYTWITCH4
  1019.     {SPR_PLAY,13,-1,{NULL},S_NULL,0,0}, // S_DEADTORSO
  1020.     {SPR_PLAY,18,-1,{NULL},S_NULL,0,0}, // S_DEADBOTTOM
  1021.     {SPR_POL2,0,-1,{NULL},S_NULL,0,0}, // S_HEADSONSTICK
  1022.     {SPR_POL5,0,-1,{NULL},S_NULL,0,0}, // S_GIBS
  1023.     {SPR_POL4,0,-1,{NULL},S_NULL,0,0}, // S_HEADONASTICK
  1024.     {SPR_POL3,32768,6,{NULL},S_HEADCANDLES2,0,0}, // S_HEADCANDLES
  1025.     {SPR_POL3,32769,6,{NULL},S_HEADCANDLES,0,0}, // S_HEADCANDLES2
  1026.     {SPR_POL1,0,-1,{NULL},S_NULL,0,0}, // S_DEADSTICK
  1027.     {SPR_POL6,0,6,{NULL},S_LIVESTICK2,0,0}, // S_LIVESTICK
  1028.     {SPR_POL6,1,8,{NULL},S_LIVESTICK,0,0}, // S_LIVESTICK2
  1029.     {SPR_GOR2,0,-1,{NULL},S_NULL,0,0}, // S_MEAT2
  1030.     {SPR_GOR3,0,-1,{NULL},S_NULL,0,0}, // S_MEAT3
  1031.     {SPR_GOR4,0,-1,{NULL},S_NULL,0,0}, // S_MEAT4
  1032.     {SPR_GOR5,0,-1,{NULL},S_NULL,0,0}, // S_MEAT5
  1033.     {SPR_SMIT,0,-1,{NULL},S_NULL,0,0}, // S_STALAGTITE
  1034.     {SPR_COL1,0,-1,{NULL},S_NULL,0,0}, // S_TALLGRNCOL
  1035.     {SPR_COL2,0,-1,{NULL},S_NULL,0,0}, // S_SHRTGRNCOL
  1036.     {SPR_COL3,0,-1,{NULL},S_NULL,0,0}, // S_TALLREDCOL
  1037.     {SPR_COL4,0,-1,{NULL},S_NULL,0,0}, // S_SHRTREDCOL
  1038.     {SPR_CAND,32768,-1,{NULL},S_NULL,0,0}, // S_CANDLESTIK
  1039.     {SPR_CBRA,32768,-1,{NULL},S_NULL,0,0}, // S_CANDELABRA
  1040.     {SPR_COL6,0,-1,{NULL},S_NULL,0,0}, // S_SKULLCOL
  1041.     {SPR_TRE1,0,-1,{NULL},S_NULL,0,0}, // S_TORCHTREE
  1042.     {SPR_TRE2,0,-1,{NULL},S_NULL,0,0}, // S_BIGTREE
  1043.     {SPR_ELEC,0,-1,{NULL},S_NULL,0,0}, // S_TECHPILLAR
  1044.     {SPR_CEYE,32768,6,{NULL},S_EVILEYE2,0,0}, // S_EVILEYE
  1045.     {SPR_CEYE,32769,6,{NULL},S_EVILEYE3,0,0}, // S_EVILEYE2
  1046.     {SPR_CEYE,32770,6,{NULL},S_EVILEYE4,0,0}, // S_EVILEYE3
  1047.     {SPR_CEYE,32769,6,{NULL},S_EVILEYE,0,0}, // S_EVILEYE4
  1048.     {SPR_FSKU,32768,6,{NULL},S_FLOATSKULL2,0,0}, // S_FLOATSKULL
  1049.     {SPR_FSKU,32769,6,{NULL},S_FLOATSKULL3,0,0}, // S_FLOATSKULL2
  1050.     {SPR_FSKU,32770,6,{NULL},S_FLOATSKULL,0,0}, // S_FLOATSKULL3
  1051.     {SPR_COL5,0,14,{NULL},S_HEARTCOL2,0,0}, // S_HEARTCOL
  1052.     {SPR_COL5,1,14,{NULL},S_HEARTCOL,0,0}, // S_HEARTCOL2
  1053.     {SPR_TBLU,32768,4,{NULL},S_BLUETORCH2,0,0}, // S_BLUETORCH
  1054.     {SPR_TBLU,32769,4,{NULL},S_BLUETORCH3,0,0}, // S_BLUETORCH2
  1055.     {SPR_TBLU,32770,4,{NULL},S_BLUETORCH4,0,0}, // S_BLUETORCH3
  1056.     {SPR_TBLU,32771,4,{NULL},S_BLUETORCH,0,0}, // S_BLUETORCH4
  1057.     {SPR_TGRN,32768,4,{NULL},S_GREENTORCH2,0,0}, // S_GREENTORCH
  1058.     {SPR_TGRN,32769,4,{NULL},S_GREENTORCH3,0,0}, // S_GREENTORCH2
  1059.     {SPR_TGRN,32770,4,{NULL},S_GREENTORCH4,0,0}, // S_GREENTORCH3
  1060.     {SPR_TGRN,32771,4,{NULL},S_GREENTORCH,0,0}, // S_GREENTORCH4
  1061.     {SPR_TRED,32768,4,{NULL},S_REDTORCH2,0,0}, // S_REDTORCH
  1062.     {SPR_TRED,32769,4,{NULL},S_REDTORCH3,0,0}, // S_REDTORCH2
  1063.     {SPR_TRED,32770,4,{NULL},S_REDTORCH4,0,0}, // S_REDTORCH3
  1064.     {SPR_TRED,32771,4,{NULL},S_REDTORCH,0,0}, // S_REDTORCH4
  1065.     {SPR_SMBT,32768,4,{NULL},S_BTORCHSHRT2,0,0}, // S_BTORCHSHRT
  1066.     {SPR_SMBT,32769,4,{NULL},S_BTORCHSHRT3,0,0}, // S_BTORCHSHRT2
  1067.     {SPR_SMBT,32770,4,{NULL},S_BTORCHSHRT4,0,0}, // S_BTORCHSHRT3
  1068.     {SPR_SMBT,32771,4,{NULL},S_BTORCHSHRT,0,0}, // S_BTORCHSHRT4
  1069.     {SPR_SMGT,32768,4,{NULL},S_GTORCHSHRT2,0,0}, // S_GTORCHSHRT
  1070.     {SPR_SMGT,32769,4,{NULL},S_GTORCHSHRT3,0,0}, // S_GTORCHSHRT2
  1071.     {SPR_SMGT,32770,4,{NULL},S_GTORCHSHRT4,0,0}, // S_GTORCHSHRT3
  1072.     {SPR_SMGT,32771,4,{NULL},S_GTORCHSHRT,0,0}, // S_GTORCHSHRT4
  1073.     {SPR_SMRT,32768,4,{NULL},S_RTORCHSHRT2,0,0}, // S_RTORCHSHRT
  1074.     {SPR_SMRT,32769,4,{NULL},S_RTORCHSHRT3,0,0}, // S_RTORCHSHRT2
  1075.     {SPR_SMRT,32770,4,{NULL},S_RTORCHSHRT4,0,0}, // S_RTORCHSHRT3
  1076.     {SPR_SMRT,32771,4,{NULL},S_RTORCHSHRT,0,0}, // S_RTORCHSHRT4
  1077.     {SPR_HDB1,0,-1,{NULL},S_NULL,0,0}, // S_HANGNOGUTS
  1078.     {SPR_HDB2,0,-1,{NULL},S_NULL,0,0}, // S_HANGBNOBRAIN
  1079.     {SPR_HDB3,0,-1,{NULL},S_NULL,0,0}, // S_HANGTLOOKDN
  1080.     {SPR_HDB4,0,-1,{NULL},S_NULL,0,0}, // S_HANGTSKULL
  1081.     {SPR_HDB5,0,-1,{NULL},S_NULL,0,0}, // S_HANGTLOOKUP
  1082.     {SPR_HDB6,0,-1,{NULL},S_NULL,0,0}, // S_HANGTNOBRAIN
  1083.     {SPR_POB1,0,-1,{NULL},S_NULL,0,0}, // S_COLONGIBS
  1084.     {SPR_POB2,0,-1,{NULL},S_NULL,0,0}, // S_SMALLPOOL
  1085.     {SPR_BRS1,0,-1,{NULL},S_NULL,0,0}, // S_BRAINSTEM
  1086.     {SPR_TLMP,32768,4,{NULL},S_TECHLAMP2,0,0}, // S_TECHLAMP
  1087.     {SPR_TLMP,32769,4,{NULL},S_TECHLAMP3,0,0}, // S_TECHLAMP2
  1088.     {SPR_TLMP,32770,4,{NULL},S_TECHLAMP4,0,0}, // S_TECHLAMP3
  1089.     {SPR_TLMP,32771,4,{NULL},S_TECHLAMP,0,0}, // S_TECHLAMP4
  1090.     {SPR_TLP2,32768,4,{NULL},S_TECH2LAMP2,0,0}, // S_TECH2LAMP
  1091.     {SPR_TLP2,32769,4,{NULL},S_TECH2LAMP3,0,0}, // S_TECH2LAMP2
  1092.     {SPR_TLP2,32770,4,{NULL},S_TECH2LAMP4,0,0}, // S_TECH2LAMP3
  1093.     {SPR_TLP2,32771,4,{NULL},S_TECH2LAMP,0,0} // S_TECH2LAMP4
  1094. };
  1095. mobjinfo_t mobjinfo[NUMMOBJTYPES] = {
  1096.     { // MT_PLAYER
  1097. -1, // doomednum
  1098. S_PLAY, // spawnstate
  1099. 100, // spawnhealth
  1100. S_PLAY_RUN1, // seestate
  1101. sfx_None, // seesound
  1102. 0, // reactiontime
  1103. sfx_None, // attacksound
  1104. S_PLAY_PAIN, // painstate
  1105. 255, // painchance
  1106. sfx_plpain, // painsound
  1107. S_NULL, // meleestate
  1108. S_PLAY_ATK1, // missilestate
  1109. S_PLAY_DIE1, // deathstate
  1110. S_PLAY_XDIE1, // xdeathstate
  1111. sfx_pldeth, // deathsound
  1112. 0, // speed
  1113. 16*FRACUNIT, // radius
  1114. 56*FRACUNIT, // height
  1115. 100, // mass
  1116. 0, // damage
  1117. sfx_None, // activesound
  1118. MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH, // flags
  1119. S_NULL // raisestate
  1120.     },
  1121.     { // MT_POSSESSED
  1122. 3004, // doomednum
  1123. S_POSS_STND, // spawnstate
  1124. 20, // spawnhealth
  1125. S_POSS_RUN1, // seestate
  1126. sfx_posit1, // seesound
  1127. 8, // reactiontime
  1128. sfx_pistol, // attacksound
  1129. S_POSS_PAIN, // painstate
  1130. 200, // painchance
  1131. sfx_popain, // painsound
  1132. 0, // meleestate
  1133. S_POSS_ATK1, // missilestate
  1134. S_POSS_DIE1, // deathstate
  1135. S_POSS_XDIE1, // xdeathstate
  1136. sfx_podth1, // deathsound
  1137. 8, // speed
  1138. 20*FRACUNIT, // radius
  1139. 56*FRACUNIT, // height
  1140. 100, // mass
  1141. 0, // damage
  1142. sfx_posact, // activesound
  1143. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1144. S_POSS_RAISE1 // raisestate
  1145.     },
  1146.     { // MT_SHOTGUY
  1147. 9, // doomednum
  1148. S_SPOS_STND, // spawnstate
  1149. 30, // spawnhealth
  1150. S_SPOS_RUN1, // seestate
  1151. sfx_posit2, // seesound
  1152. 8, // reactiontime
  1153. 0, // attacksound
  1154. S_SPOS_PAIN, // painstate
  1155. 170, // painchance
  1156. sfx_popain, // painsound
  1157. 0, // meleestate
  1158. S_SPOS_ATK1, // missilestate
  1159. S_SPOS_DIE1, // deathstate
  1160. S_SPOS_XDIE1, // xdeathstate
  1161. sfx_podth2, // deathsound
  1162. 8, // speed
  1163. 20*FRACUNIT, // radius
  1164. 56*FRACUNIT, // height
  1165. 100, // mass
  1166. 0, // damage
  1167. sfx_posact, // activesound
  1168. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1169. S_SPOS_RAISE1 // raisestate
  1170.     },
  1171.     { // MT_VILE
  1172. 64, // doomednum
  1173. S_VILE_STND, // spawnstate
  1174. 700, // spawnhealth
  1175. S_VILE_RUN1, // seestate
  1176. sfx_vilsit, // seesound
  1177. 8, // reactiontime
  1178. 0, // attacksound
  1179. S_VILE_PAIN, // painstate
  1180. 10, // painchance
  1181. sfx_vipain, // painsound
  1182. 0, // meleestate
  1183. S_VILE_ATK1, // missilestate
  1184. S_VILE_DIE1, // deathstate
  1185. S_NULL, // xdeathstate
  1186. sfx_vildth, // deathsound
  1187. 15, // speed
  1188. 20*FRACUNIT, // radius
  1189. 56*FRACUNIT, // height
  1190. 500, // mass
  1191. 0, // damage
  1192. sfx_vilact, // activesound
  1193. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1194. S_NULL // raisestate
  1195.     },
  1196.     { // MT_FIRE
  1197. -1, // doomednum
  1198. S_FIRE1, // spawnstate
  1199. 1000, // spawnhealth
  1200. S_NULL, // seestate
  1201. sfx_None, // seesound
  1202. 8, // reactiontime
  1203. sfx_None, // attacksound
  1204. S_NULL, // painstate
  1205. 0, // painchance
  1206. sfx_None, // painsound
  1207. S_NULL, // meleestate
  1208. S_NULL, // missilestate
  1209. S_NULL, // deathstate
  1210. S_NULL, // xdeathstate
  1211. sfx_None, // deathsound
  1212. 0, // speed
  1213. 20*FRACUNIT, // radius
  1214. 16*FRACUNIT, // height
  1215. 100, // mass
  1216. 0, // damage
  1217. sfx_None, // activesound
  1218. MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
  1219. S_NULL // raisestate
  1220.     },
  1221.     { // MT_UNDEAD
  1222. 66, // doomednum
  1223. S_SKEL_STND, // spawnstate
  1224. 300, // spawnhealth
  1225. S_SKEL_RUN1, // seestate
  1226. sfx_skesit, // seesound
  1227. 8, // reactiontime
  1228. 0, // attacksound
  1229. S_SKEL_PAIN, // painstate
  1230. 100, // painchance
  1231. sfx_popain, // painsound
  1232. S_SKEL_FIST1, // meleestate
  1233. S_SKEL_MISS1, // missilestate
  1234. S_SKEL_DIE1, // deathstate
  1235. S_NULL, // xdeathstate
  1236. sfx_skedth, // deathsound
  1237. 10, // speed
  1238. 20*FRACUNIT, // radius
  1239. 56*FRACUNIT, // height
  1240. 500, // mass
  1241. 0, // damage
  1242. sfx_skeact, // activesound
  1243. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1244. S_SKEL_RAISE1 // raisestate
  1245.     },
  1246.     { // MT_TRACER
  1247. -1, // doomednum
  1248. S_TRACER, // spawnstate
  1249. 1000, // spawnhealth
  1250. S_NULL, // seestate
  1251. sfx_skeatk, // seesound
  1252. 8, // reactiontime
  1253. sfx_None, // attacksound
  1254. S_NULL, // painstate
  1255. 0, // painchance
  1256. sfx_None, // painsound
  1257. S_NULL, // meleestate
  1258. S_NULL, // missilestate
  1259. S_TRACEEXP1, // deathstate
  1260. S_NULL, // xdeathstate
  1261. sfx_barexp, // deathsound
  1262. 10*FRACUNIT, // speed
  1263. 11*FRACUNIT, // radius
  1264. 8*FRACUNIT, // height
  1265. 100, // mass
  1266. 10, // damage
  1267. sfx_None, // activesound
  1268. MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
  1269. S_NULL // raisestate
  1270.     },
  1271.     { // MT_SMOKE
  1272. -1, // doomednum
  1273. S_SMOKE1, // spawnstate
  1274. 1000, // spawnhealth
  1275. S_NULL, // seestate
  1276. sfx_None, // seesound
  1277. 8, // reactiontime
  1278. sfx_None, // attacksound
  1279. S_NULL, // painstate
  1280. 0, // painchance
  1281. sfx_None, // painsound
  1282. S_NULL, // meleestate
  1283. S_NULL, // missilestate
  1284. S_NULL, // deathstate
  1285. S_NULL, // xdeathstate
  1286. sfx_None, // deathsound
  1287. 0, // speed
  1288. 20*FRACUNIT, // radius
  1289. 16*FRACUNIT, // height
  1290. 100, // mass
  1291. 0, // damage
  1292. sfx_None, // activesound
  1293. MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
  1294. S_NULL // raisestate
  1295.     },
  1296.     { // MT_FATSO
  1297. 67, // doomednum
  1298. S_FATT_STND, // spawnstate
  1299. 600, // spawnhealth
  1300. S_FATT_RUN1, // seestate
  1301. sfx_mansit, // seesound
  1302. 8, // reactiontime
  1303. 0, // attacksound
  1304. S_FATT_PAIN, // painstate
  1305. 80, // painchance
  1306. sfx_mnpain, // painsound
  1307. 0, // meleestate
  1308. S_FATT_ATK1, // missilestate
  1309. S_FATT_DIE1, // deathstate
  1310. S_NULL, // xdeathstate
  1311. sfx_mandth, // deathsound
  1312. 8, // speed
  1313. 48*FRACUNIT, // radius
  1314. 64*FRACUNIT, // height
  1315. 1000, // mass
  1316. 0, // damage
  1317. sfx_posact, // activesound
  1318. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1319. S_FATT_RAISE1 // raisestate
  1320.     },
  1321.     { // MT_FATSHOT
  1322. -1, // doomednum
  1323. S_FATSHOT1, // spawnstate
  1324. 1000, // spawnhealth
  1325. S_NULL, // seestate
  1326. sfx_firsht, // seesound
  1327. 8, // reactiontime
  1328. sfx_None, // attacksound
  1329. S_NULL, // painstate
  1330. 0, // painchance
  1331. sfx_None, // painsound
  1332. S_NULL, // meleestate
  1333. S_NULL, // missilestate
  1334. S_FATSHOTX1, // deathstate
  1335. S_NULL, // xdeathstate
  1336. sfx_firxpl, // deathsound
  1337. 20*FRACUNIT, // speed
  1338. 6*FRACUNIT, // radius
  1339. 8*FRACUNIT, // height
  1340. 100, // mass
  1341. 8, // damage
  1342. sfx_None, // activesound
  1343. MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
  1344. S_NULL // raisestate
  1345.     },
  1346.     { // MT_CHAINGUY
  1347. 65, // doomednum
  1348. S_CPOS_STND, // spawnstate
  1349. 70, // spawnhealth
  1350. S_CPOS_RUN1, // seestate
  1351. sfx_posit2, // seesound
  1352. 8, // reactiontime
  1353. 0, // attacksound
  1354. S_CPOS_PAIN, // painstate
  1355. 170, // painchance
  1356. sfx_popain, // painsound
  1357. 0, // meleestate
  1358. S_CPOS_ATK1, // missilestate
  1359. S_CPOS_DIE1, // deathstate
  1360. S_CPOS_XDIE1, // xdeathstate
  1361. sfx_podth2, // deathsound
  1362. 8, // speed
  1363. 20*FRACUNIT, // radius
  1364. 56*FRACUNIT, // height
  1365. 100, // mass
  1366. 0, // damage
  1367. sfx_posact, // activesound
  1368. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1369. S_CPOS_RAISE1 // raisestate
  1370.     },
  1371.     { // MT_TROOP
  1372. 3001, // doomednum
  1373. S_TROO_STND, // spawnstate
  1374. 60, // spawnhealth
  1375. S_TROO_RUN1, // seestate
  1376. sfx_bgsit1, // seesound
  1377. 8, // reactiontime
  1378. 0, // attacksound
  1379. S_TROO_PAIN, // painstate
  1380. 200, // painchance
  1381. sfx_popain, // painsound
  1382. S_TROO_ATK1, // meleestate
  1383. S_TROO_ATK1, // missilestate
  1384. S_TROO_DIE1, // deathstate
  1385. S_TROO_XDIE1, // xdeathstate
  1386. sfx_bgdth1, // deathsound
  1387. 8, // speed
  1388. 20*FRACUNIT, // radius
  1389. 56*FRACUNIT, // height
  1390. 100, // mass
  1391. 0, // damage
  1392. sfx_bgact, // activesound
  1393. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1394. S_TROO_RAISE1 // raisestate
  1395.     },
  1396.     { // MT_SERGEANT
  1397. 3002, // doomednum
  1398. S_SARG_STND, // spawnstate
  1399. 150, // spawnhealth
  1400. S_SARG_RUN1, // seestate
  1401. sfx_sgtsit, // seesound
  1402. 8, // reactiontime
  1403. sfx_sgtatk, // attacksound
  1404. S_SARG_PAIN, // painstate
  1405. 180, // painchance
  1406. sfx_dmpain, // painsound
  1407. S_SARG_ATK1, // meleestate
  1408. 0, // missilestate
  1409. S_SARG_DIE1, // deathstate
  1410. S_NULL, // xdeathstate
  1411. sfx_sgtdth, // deathsound
  1412. 10, // speed
  1413. 30*FRACUNIT, // radius
  1414. 56*FRACUNIT, // height
  1415. 400, // mass
  1416. 0, // damage
  1417. sfx_dmact, // activesound
  1418. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1419. S_SARG_RAISE1 // raisestate
  1420.     },
  1421.     { // MT_SHADOWS
  1422. 58, // doomednum
  1423. S_SARG_STND, // spawnstate
  1424. 150, // spawnhealth
  1425. S_SARG_RUN1, // seestate
  1426. sfx_sgtsit, // seesound
  1427. 8, // reactiontime
  1428. sfx_sgtatk, // attacksound
  1429. S_SARG_PAIN, // painstate
  1430. 180, // painchance
  1431. sfx_dmpain, // painsound
  1432. S_SARG_ATK1, // meleestate
  1433. 0, // missilestate
  1434. S_SARG_DIE1, // deathstate
  1435. S_NULL, // xdeathstate
  1436. sfx_sgtdth, // deathsound
  1437. 10, // speed
  1438. 30*FRACUNIT, // radius
  1439. 56*FRACUNIT, // height
  1440. 400, // mass
  1441. 0, // damage
  1442. sfx_dmact, // activesound
  1443. MF_SOLID|MF_SHOOTABLE|MF_SHADOW|MF_COUNTKILL, // flags
  1444. S_SARG_RAISE1 // raisestate
  1445.     },
  1446.     { // MT_HEAD
  1447. 3005, // doomednum
  1448. S_HEAD_STND, // spawnstate
  1449. 400, // spawnhealth
  1450. S_HEAD_RUN1, // seestate
  1451. sfx_cacsit, // seesound
  1452. 8, // reactiontime
  1453. 0, // attacksound
  1454. S_HEAD_PAIN, // painstate
  1455. 128, // painchance
  1456. sfx_dmpain, // painsound
  1457. 0, // meleestate
  1458. S_HEAD_ATK1, // missilestate
  1459. S_HEAD_DIE1, // deathstate
  1460. S_NULL, // xdeathstate
  1461. sfx_cacdth, // deathsound
  1462. 8, // speed
  1463. 31*FRACUNIT, // radius
  1464. 56*FRACUNIT, // height
  1465. 400, // mass
  1466. 0, // damage
  1467. sfx_dmact, // activesound
  1468. MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL, // flags
  1469. S_HEAD_RAISE1 // raisestate
  1470.     },
  1471.     { // MT_BRUISER
  1472. 3003, // doomednum
  1473. S_BOSS_STND, // spawnstate
  1474. 1000, // spawnhealth
  1475. S_BOSS_RUN1, // seestate
  1476. sfx_brssit, // seesound
  1477. 8, // reactiontime
  1478. 0, // attacksound
  1479. S_BOSS_PAIN, // painstate
  1480. 50, // painchance
  1481. sfx_dmpain, // painsound
  1482. S_BOSS_ATK1, // meleestate
  1483. S_BOSS_ATK1, // missilestate
  1484. S_BOSS_DIE1, // deathstate
  1485. S_NULL, // xdeathstate
  1486. sfx_brsdth, // deathsound
  1487. 8, // speed
  1488. 24*FRACUNIT, // radius
  1489. 64*FRACUNIT, // height
  1490. 1000, // mass
  1491. 0, // damage
  1492. sfx_dmact, // activesound
  1493. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1494. S_BOSS_RAISE1 // raisestate
  1495.     },
  1496.     { // MT_BRUISERSHOT
  1497. -1, // doomednum
  1498. S_BRBALL1, // spawnstate
  1499. 1000, // spawnhealth
  1500. S_NULL, // seestate
  1501. sfx_firsht, // seesound
  1502. 8, // reactiontime
  1503. sfx_None, // attacksound
  1504. S_NULL, // painstate
  1505. 0, // painchance
  1506. sfx_None, // painsound
  1507. S_NULL, // meleestate
  1508. S_NULL, // missilestate
  1509. S_BRBALLX1, // deathstate
  1510. S_NULL, // xdeathstate
  1511. sfx_firxpl, // deathsound
  1512. 15*FRACUNIT, // speed
  1513. 6*FRACUNIT, // radius
  1514. 8*FRACUNIT, // height
  1515. 100, // mass
  1516. 8, // damage
  1517. sfx_None, // activesound
  1518. MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
  1519. S_NULL // raisestate
  1520.     },
  1521.     { // MT_KNIGHT
  1522. 69, // doomednum
  1523. S_BOS2_STND, // spawnstate
  1524. 500, // spawnhealth
  1525. S_BOS2_RUN1, // seestate
  1526. sfx_kntsit, // seesound
  1527. 8, // reactiontime
  1528. 0, // attacksound
  1529. S_BOS2_PAIN, // painstate
  1530. 50, // painchance
  1531. sfx_dmpain, // painsound
  1532. S_BOS2_ATK1, // meleestate
  1533. S_BOS2_ATK1, // missilestate
  1534. S_BOS2_DIE1, // deathstate
  1535. S_NULL, // xdeathstate
  1536. sfx_kntdth, // deathsound
  1537. 8, // speed
  1538. 24*FRACUNIT, // radius
  1539. 64*FRACUNIT, // height
  1540. 1000, // mass
  1541. 0, // damage
  1542. sfx_dmact, // activesound
  1543. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1544. S_BOS2_RAISE1 // raisestate
  1545.     },
  1546.     { // MT_SKULL
  1547. 3006, // doomednum
  1548. S_SKULL_STND, // spawnstate
  1549. 100, // spawnhealth
  1550. S_SKULL_RUN1, // seestate
  1551. 0, // seesound
  1552. 8, // reactiontime
  1553. sfx_sklatk, // attacksound
  1554. S_SKULL_PAIN, // painstate
  1555. 256, // painchance
  1556. sfx_dmpain, // painsound
  1557. 0, // meleestate
  1558. S_SKULL_ATK1, // missilestate
  1559. S_SKULL_DIE1, // deathstate
  1560. S_NULL, // xdeathstate
  1561. sfx_firxpl, // deathsound
  1562. 8, // speed
  1563. 16*FRACUNIT, // radius
  1564. 56*FRACUNIT, // height
  1565. 50, // mass
  1566. 3, // damage
  1567. sfx_dmact, // activesound
  1568. MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY, // flags
  1569. S_NULL // raisestate
  1570.     },
  1571.     { // MT_SPIDER
  1572. 7, // doomednum
  1573. S_SPID_STND, // spawnstate
  1574. 3000, // spawnhealth
  1575. S_SPID_RUN1, // seestate
  1576. sfx_spisit, // seesound
  1577. 8, // reactiontime
  1578. sfx_shotgn, // attacksound
  1579. S_SPID_PAIN, // painstate
  1580. 40, // painchance
  1581. sfx_dmpain, // painsound
  1582. 0, // meleestate
  1583. S_SPID_ATK1, // missilestate
  1584. S_SPID_DIE1, // deathstate
  1585. S_NULL, // xdeathstate
  1586. sfx_spidth, // deathsound
  1587. 12, // speed
  1588. 128*FRACUNIT, // radius
  1589. 100*FRACUNIT, // height
  1590. 1000, // mass
  1591. 0, // damage
  1592. sfx_dmact, // activesound
  1593. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1594. S_NULL // raisestate
  1595.     },
  1596.     { // MT_BABY
  1597. 68, // doomednum
  1598. S_BSPI_STND, // spawnstate
  1599. 500, // spawnhealth
  1600. S_BSPI_SIGHT, // seestate
  1601. sfx_bspsit, // seesound
  1602. 8, // reactiontime
  1603. 0, // attacksound
  1604. S_BSPI_PAIN, // painstate
  1605. 128, // painchance
  1606. sfx_dmpain, // painsound
  1607. 0, // meleestate
  1608. S_BSPI_ATK1, // missilestate
  1609. S_BSPI_DIE1, // deathstate
  1610. S_NULL, // xdeathstate
  1611. sfx_bspdth, // deathsound
  1612. 12, // speed
  1613. 64*FRACUNIT, // radius
  1614. 64*FRACUNIT, // height
  1615. 600, // mass
  1616. 0, // damage
  1617. sfx_bspact, // activesound
  1618. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1619. S_BSPI_RAISE1 // raisestate
  1620.     },
  1621.     { // MT_CYBORG
  1622. 16, // doomednum
  1623. S_CYBER_STND, // spawnstate
  1624. 4000, // spawnhealth
  1625. S_CYBER_RUN1, // seestate
  1626. sfx_cybsit, // seesound
  1627. 8, // reactiontime
  1628. 0, // attacksound
  1629. S_CYBER_PAIN, // painstate
  1630. 20, // painchance
  1631. sfx_dmpain, // painsound
  1632. 0, // meleestate
  1633. S_CYBER_ATK1, // missilestate
  1634. S_CYBER_DIE1, // deathstate
  1635. S_NULL, // xdeathstate
  1636. sfx_cybdth, // deathsound
  1637. 16, // speed
  1638. 40*FRACUNIT, // radius
  1639. 110*FRACUNIT, // height
  1640. 1000, // mass
  1641. 0, // damage
  1642. sfx_dmact, // activesound
  1643. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1644. S_NULL // raisestate
  1645.     },
  1646.     { // MT_PAIN
  1647. 71, // doomednum
  1648. S_PAIN_STND, // spawnstate
  1649. 400, // spawnhealth
  1650. S_PAIN_RUN1, // seestate
  1651. sfx_pesit, // seesound
  1652. 8, // reactiontime
  1653. 0, // attacksound
  1654. S_PAIN_PAIN, // painstate
  1655. 128, // painchance
  1656. sfx_pepain, // painsound
  1657. 0, // meleestate
  1658. S_PAIN_ATK1, // missilestate
  1659. S_PAIN_DIE1, // deathstate
  1660. S_NULL, // xdeathstate
  1661. sfx_pedth, // deathsound
  1662. 8, // speed
  1663. 31*FRACUNIT, // radius
  1664. 56*FRACUNIT, // height
  1665. 400, // mass
  1666. 0, // damage
  1667. sfx_dmact, // activesound
  1668. MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL, // flags
  1669. S_PAIN_RAISE1 // raisestate
  1670.     },
  1671.     { // MT_WOLFSS
  1672. 84, // doomednum
  1673. S_SSWV_STND, // spawnstate
  1674. 50, // spawnhealth
  1675. S_SSWV_RUN1, // seestate
  1676. sfx_sssit, // seesound
  1677. 8, // reactiontime
  1678. 0, // attacksound
  1679. S_SSWV_PAIN, // painstate
  1680. 170, // painchance
  1681. sfx_popain, // painsound
  1682. 0, // meleestate
  1683. S_SSWV_ATK1, // missilestate
  1684. S_SSWV_DIE1, // deathstate
  1685. S_SSWV_XDIE1, // xdeathstate
  1686. sfx_ssdth, // deathsound
  1687. 8, // speed
  1688. 20*FRACUNIT, // radius
  1689. 56*FRACUNIT, // height
  1690. 100, // mass
  1691. 0, // damage
  1692. sfx_posact, // activesound
  1693. MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1694. S_SSWV_RAISE1 // raisestate
  1695.     },
  1696.     { // MT_KEEN
  1697. 72, // doomednum
  1698. S_KEENSTND, // spawnstate
  1699. 100, // spawnhealth
  1700. S_NULL, // seestate
  1701. sfx_None, // seesound
  1702. 8, // reactiontime
  1703. sfx_None, // attacksound
  1704. S_KEENPAIN, // painstate
  1705. 256, // painchance
  1706. sfx_keenpn, // painsound
  1707. S_NULL, // meleestate
  1708. S_NULL, // missilestate
  1709. S_COMMKEEN, // deathstate
  1710. S_NULL, // xdeathstate
  1711. sfx_keendt, // deathsound
  1712. 0, // speed
  1713. 16*FRACUNIT, // radius
  1714. 72*FRACUNIT, // height
  1715. 10000000, // mass
  1716. 0, // damage
  1717. sfx_None, // activesound
  1718. MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY|MF_SHOOTABLE|MF_COUNTKILL, // flags
  1719. S_NULL // raisestate
  1720.     },
  1721.     { // MT_BOSSBRAIN
  1722. 88, // doomednum
  1723. S_BRAIN, // spawnstate
  1724. 250, // spawnhealth
  1725. S_NULL, // seestate
  1726. sfx_None, // seesound
  1727. 8, // reactiontime
  1728. sfx_None, // attacksound
  1729. S_BRAIN_PAIN, // painstate
  1730. 255, // painchance
  1731. sfx_bospn, // painsound
  1732. S_NULL, // meleestate
  1733. S_NULL, // missilestate
  1734. S_BRAIN_DIE1, // deathstate
  1735. S_NULL, // xdeathstate
  1736. sfx_bosdth, // deathsound
  1737. 0, // speed
  1738. 16*FRACUNIT, // radius
  1739. 16*FRACUNIT, // height
  1740. 10000000, // mass
  1741. 0, // damage
  1742. sfx_None, // activesound
  1743. MF_SOLID|MF_SHOOTABLE, // flags
  1744. S_NULL // raisestate
  1745.     },
  1746.     { // MT_BOSSSPIT
  1747. 89, // doomednum
  1748. S_BRAINEYE, // spawnstate
  1749. 1000, // spawnhealth
  1750. S_BRAINEYESEE, // seestate
  1751. sfx_None, // seesound
  1752. 8, // reactiontime
  1753. sfx_None, // attacksound
  1754. S_NULL, // painstate
  1755. 0, // painchance
  1756. sfx_None, // painsound
  1757. S_NULL, // meleestate
  1758. S_NULL, // missilestate
  1759. S_NULL, // deathstate
  1760. S_NULL, // xdeathstate
  1761. sfx_None, // deathsound
  1762. 0, // speed
  1763. 20*FRACUNIT, // radius
  1764. 32*FRACUNIT, // height
  1765. 100, // mass
  1766. 0, // damage
  1767. sfx_None, // activesound
  1768. MF_NOBLOCKMAP|MF_NOSECTOR, // flags
  1769. S_NULL // raisestate
  1770.     },
  1771.     { // MT_BOSSTARGET
  1772. 87, // doomednum
  1773. S_NULL, // spawnstate
  1774. 1000, // spawnhealth
  1775. S_NULL, // seestate
  1776. sfx_None, // seesound
  1777. 8, // reactiontime
  1778. sfx_None, // attacksound
  1779. S_NULL, // painstate
  1780. 0, // painchance
  1781. sfx_None, // painsound
  1782. S_NULL, // meleestate
  1783. S_NULL, // missilestate
  1784. S_NULL, // deathstate
  1785. S_NULL, // xdeathstate
  1786. sfx_None, // deathsound
  1787. 0, // speed
  1788. 20*FRACUNIT, // radius
  1789. 32*FRACUNIT, // height
  1790. 100, // mass
  1791. 0, // damage
  1792. sfx_None, // activesound
  1793. MF_NOBLOCKMAP|MF_NOSECTOR, // flags
  1794. S_NULL // raisestate
  1795.     },
  1796.     { // MT_SPAWNSHOT
  1797. -1, // doomednum
  1798. S_SPAWN1, // spawnstate
  1799. 1000, // spawnhealth
  1800. S_NULL, // seestate
  1801. sfx_bospit, // seesound
  1802. 8, // reactiontime
  1803. sfx_None, // attacksound
  1804. S_NULL, // painstate
  1805. 0, // painchance
  1806. sfx_None, // painsound
  1807. S_NULL, // meleestate
  1808. S_NULL, // missilestate
  1809. S_NULL, // deathstate
  1810. S_NULL, // xdeathstate
  1811. sfx_firxpl, // deathsound
  1812. 10*FRACUNIT, // speed
  1813. 6*FRACUNIT, // radius
  1814. 32*FRACUNIT, // height
  1815. 100, // mass
  1816. 3, // damage
  1817. sfx_None, // activesound
  1818. MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP, // flags
  1819. S_NULL // raisestate
  1820.     },
  1821.     { // MT_SPAWNFIRE
  1822. -1, // doomednum
  1823. S_SPAWNFIRE1, // spawnstate
  1824. 1000, // spawnhealth
  1825. S_NULL, // seestate
  1826. sfx_None, // seesound
  1827. 8, // reactiontime
  1828. sfx_None, // attacksound
  1829. S_NULL, // painstate
  1830. 0, // painchance
  1831. sfx_None, // painsound
  1832. S_NULL, // meleestate
  1833. S_NULL, // missilestate
  1834. S_NULL, // deathstate
  1835. S_NULL, // xdeathstate
  1836. sfx_None, // deathsound
  1837. 0, // speed
  1838. 20*FRACUNIT, // radius
  1839. 16*FRACUNIT, // height
  1840. 100, // mass
  1841. 0, // damage
  1842. sfx_None, // activesound
  1843. MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
  1844. S_NULL // raisestate
  1845.     },
  1846.     { // MT_BARREL
  1847. 2035, // doomednum
  1848. S_BAR1, // spawnstate
  1849. 20, // spawnhealth
  1850. S_NULL, // seestate
  1851. sfx_None, // seesound
  1852. 8, // reactiontime
  1853. sfx_None, // attacksound
  1854. S_NULL, // painstate
  1855. 0, // painchance
  1856. sfx_None, // painsound
  1857. S_NULL, // meleestate
  1858. S_NULL, // missilestate
  1859. S_BEXP, // deathstate
  1860. S_NULL, // xdeathstate
  1861. sfx_barexp, // deathsound
  1862. 0, // speed
  1863. 10*FRACUNIT, // radius
  1864. 42*FRACUNIT, // height
  1865. 100, // mass
  1866. 0, // damage
  1867. sfx_None, // activesound
  1868. MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD, // flags
  1869. S_NULL // raisestate
  1870.     },
  1871.     { // MT_TROOPSHOT
  1872. -1, // doomednum
  1873. S_TBALL1, // spawnstate
  1874. 1000, // spawnhealth
  1875. S_NULL, // seestate
  1876. sfx_firsht, // seesound
  1877. 8, // reactiontime
  1878. sfx_None, // attacksound
  1879. S_NULL, // painstate
  1880. 0, // painchance
  1881. sfx_None, // painsound
  1882. S_NULL, // meleestate
  1883. S_NULL, // missilestate
  1884. S_TBALLX1, // deathstate
  1885. S_NULL, // xdeathstate
  1886. sfx_firxpl, // deathsound
  1887. 10*FRACUNIT, // speed
  1888. 6*FRACUNIT, // radius
  1889. 8*FRACUNIT, // height
  1890. 100, // mass
  1891. 3, // damage
  1892. sfx_None, // activesound
  1893. MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
  1894. S_NULL // raisestate
  1895.     },
  1896.     { // MT_HEADSHOT
  1897. -1, // doomednum
  1898. S_RBALL1, // spawnstate
  1899. 1000, // spawnhealth
  1900. S_NULL, // seestate
  1901. sfx_firsht, // seesound
  1902. 8, // reactiontime
  1903. sfx_None, // attacksound
  1904. S_NULL, // painstate
  1905. 0, // painchance
  1906. sfx_None, // painsound
  1907. S_NULL, // meleestate
  1908. S_NULL, // missilestate
  1909. S_RBALLX1, // deathstate
  1910. S_NULL, // xdeathstate
  1911. sfx_firxpl, // deathsound
  1912. 10*FRACUNIT, // speed
  1913. 6*FRACUNIT, // radius
  1914. 8*FRACUNIT, // height
  1915. 100, // mass
  1916. 5, // damage
  1917. sfx_None, // activesound
  1918. MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
  1919. S_NULL // raisestate
  1920.     },
  1921.     { // MT_ROCKET
  1922. -1, // doomednum
  1923. S_ROCKET, // spawnstate
  1924. 1000, // spawnhealth
  1925. S_NULL, // seestate
  1926. sfx_rlaunc, // seesound
  1927. 8, // reactiontime
  1928. sfx_None, // attacksound
  1929. S_NULL, // painstate
  1930. 0, // painchance
  1931. sfx_None, // painsound
  1932. S_NULL, // meleestate
  1933. S_NULL, // missilestate
  1934. S_EXPLODE1, // deathstate
  1935. S_NULL, // xdeathstate
  1936. sfx_barexp, // deathsound
  1937. 20*FRACUNIT, // speed
  1938. 11*FRACUNIT, // radius
  1939. 8*FRACUNIT, // height
  1940. 100, // mass
  1941. 20, // damage
  1942. sfx_None, // activesound
  1943. MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
  1944. S_NULL // raisestate
  1945.     },
  1946.     { // MT_PLASMA
  1947. -1, // doomednum
  1948. S_PLASBALL, // spawnstate
  1949. 1000, // spawnhealth
  1950. S_NULL, // seestate
  1951. sfx_plasma, // seesound
  1952. 8, // reactiontime
  1953. sfx_None, // attacksound
  1954. S_NULL, // painstate
  1955. 0, // painchance
  1956. sfx_None, // painsound
  1957. S_NULL, // meleestate
  1958. S_NULL, // missilestate
  1959. S_PLASEXP, // deathstate
  1960. S_NULL, // xdeathstate
  1961. sfx_firxpl, // deathsound
  1962. 25*FRACUNIT, // speed
  1963. 13*FRACUNIT, // radius
  1964. 8*FRACUNIT, // height
  1965. 100, // mass
  1966. 5, // damage
  1967. sfx_None, // activesound
  1968. MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
  1969. S_NULL // raisestate
  1970.     },
  1971.     { // MT_BFG
  1972. -1, // doomednum
  1973. S_BFGSHOT, // spawnstate
  1974. 1000, // spawnhealth
  1975. S_NULL, // seestate
  1976. 0, // seesound
  1977. 8, // reactiontime
  1978. sfx_None, // attacksound
  1979. S_NULL, // painstate
  1980. 0, // painchance
  1981. sfx_None, // painsound
  1982. S_NULL, // meleestate
  1983. S_NULL, // missilestate
  1984. S_BFGLAND, // deathstate
  1985. S_NULL, // xdeathstate
  1986. sfx_rxplod, // deathsound
  1987. 25*FRACUNIT, // speed
  1988. 13*FRACUNIT, // radius
  1989. 8*FRACUNIT, // height
  1990. 100, // mass
  1991. 100, // damage
  1992. sfx_None, // activesound
  1993. MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
  1994. S_NULL // raisestate
  1995.     },
  1996.     { // MT_ARACHPLAZ
  1997. -1, // doomednum
  1998. S_ARACH_PLAZ, // spawnstate
  1999. 1000, // spawnhealth
  2000. S_NULL, // seestate
  2001. sfx_plasma, // seesound
  2002. 8, // reactiontime
  2003. sfx_None, // attacksound
  2004. S_NULL, // painstate
  2005. 0, // painchance
  2006. sfx_None, // painsound
  2007. S_NULL, // meleestate
  2008. S_NULL, // missilestate
  2009. S_ARACH_PLEX, // deathstate
  2010. S_NULL, // xdeathstate
  2011. sfx_firxpl, // deathsound
  2012. 25*FRACUNIT, // speed
  2013. 13*FRACUNIT, // radius
  2014. 8*FRACUNIT, // height
  2015. 100, // mass
  2016. 5, // damage
  2017. sfx_None, // activesound
  2018. MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
  2019. S_NULL // raisestate
  2020.     },
  2021.     { // MT_PUFF
  2022. -1, // doomednum
  2023. S_PUFF1, // spawnstate
  2024. 1000, // spawnhealth
  2025. S_NULL, // seestate
  2026. sfx_None, // seesound
  2027. 8, // reactiontime
  2028. sfx_None, // attacksound
  2029. S_NULL, // painstate
  2030. 0, // painchance
  2031. sfx_None, // painsound
  2032. S_NULL, // meleestate
  2033. S_NULL, // missilestate
  2034. S_NULL, // deathstate
  2035. S_NULL, // xdeathstate
  2036. sfx_None, // deathsound
  2037. 0, // speed
  2038. 20*FRACUNIT, // radius
  2039. 16*FRACUNIT, // height
  2040. 100, // mass
  2041. 0, // damage
  2042. sfx_None, // activesound
  2043. MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
  2044. S_NULL // raisestate
  2045.     },
  2046.     { // MT_BLOOD
  2047. -1, // doomednum
  2048. S_BLOOD1, // spawnstate
  2049. 1000, // spawnhealth
  2050. S_NULL, // seestate
  2051. sfx_None, // seesound
  2052. 8, // reactiontime
  2053. sfx_None, // attacksound
  2054. S_NULL, // painstate
  2055. 0, // painchance
  2056. sfx_None, // painsound
  2057. S_NULL, // meleestate
  2058. S_NULL, // missilestate
  2059. S_NULL, // deathstate
  2060. S_NULL, // xdeathstate
  2061. sfx_None, // deathsound
  2062. 0, // speed
  2063. 20*FRACUNIT, // radius
  2064. 16*FRACUNIT, // height
  2065. 100, // mass
  2066. 0, // damage
  2067. sfx_None, // activesound
  2068. MF_NOBLOCKMAP, // flags
  2069. S_NULL // raisestate
  2070.     },
  2071.     { // MT_TFOG
  2072. -1, // doomednum
  2073. S_TFOG, // spawnstate
  2074. 1000, // spawnhealth
  2075. S_NULL, // seestate
  2076. sfx_None, // seesound
  2077. 8, // reactiontime
  2078. sfx_None, // attacksound
  2079. S_NULL, // painstate
  2080. 0, // painchance
  2081. sfx_None, // painsound
  2082. S_NULL, // meleestate
  2083. S_NULL, // missilestate
  2084. S_NULL, // deathstate
  2085. S_NULL, // xdeathstate
  2086. sfx_None, // deathsound
  2087. 0, // speed
  2088. 20*FRACUNIT, // radius
  2089. 16*FRACUNIT, // height
  2090. 100, // mass
  2091. 0, // damage
  2092. sfx_None, // activesound
  2093. MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
  2094. S_NULL // raisestate
  2095.     },
  2096.     { // MT_IFOG
  2097. -1, // doomednum
  2098. S_IFOG, // spawnstate
  2099. 1000, // spawnhealth
  2100. S_NULL, // seestate
  2101. sfx_None, // seesound
  2102. 8, // reactiontime
  2103. sfx_None, // attacksound
  2104. S_NULL, // painstate
  2105. 0, // painchance
  2106. sfx_None, // painsound
  2107. S_NULL, // meleestate
  2108. S_NULL, // missilestate
  2109. S_NULL, // deathstate
  2110. S_NULL, // xdeathstate
  2111. sfx_None, // deathsound
  2112. 0, // speed
  2113. 20*FRACUNIT, // radius
  2114. 16*FRACUNIT, // height
  2115. 100, // mass
  2116. 0, // damage
  2117. sfx_None, // activesound
  2118. MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
  2119. S_NULL // raisestate
  2120.     },
  2121.     { // MT_TELEPORTMAN
  2122. 14, // doomednum
  2123. S_NULL, // spawnstate
  2124. 1000, // spawnhealth
  2125. S_NULL, // seestate
  2126. sfx_None, // seesound
  2127. 8, // reactiontime
  2128. sfx_None, // attacksound
  2129. S_NULL, // painstate
  2130. 0, // painchance
  2131. sfx_None, // painsound
  2132. S_NULL, // meleestate
  2133. S_NULL, // missilestate
  2134. S_NULL, // deathstate
  2135. S_NULL, // xdeathstate
  2136. sfx_None, // deathsound
  2137. 0, // speed
  2138. 20*FRACUNIT, // radius
  2139. 16*FRACUNIT, // height
  2140. 100, // mass
  2141. 0, // damage
  2142. sfx_None, // activesound
  2143. MF_NOBLOCKMAP|MF_NOSECTOR, // flags
  2144. S_NULL // raisestate
  2145.     },
  2146.     { // MT_EXTRABFG
  2147. -1, // doomednum
  2148. S_BFGEXP, // spawnstate
  2149. 1000, // spawnhealth
  2150. S_NULL, // seestate
  2151. sfx_None, // seesound
  2152. 8, // reactiontime
  2153. sfx_None, // attacksound
  2154. S_NULL, // painstate
  2155. 0, // painchance
  2156. sfx_None, // painsound
  2157. S_NULL, // meleestate
  2158. S_NULL, // missilestate
  2159. S_NULL, // deathstate
  2160. S_NULL, // xdeathstate
  2161. sfx_None, // deathsound
  2162. 0, // speed
  2163. 20*FRACUNIT, // radius
  2164. 16*FRACUNIT, // height
  2165. 100, // mass
  2166. 0, // damage
  2167. sfx_None, // activesound
  2168. MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
  2169. S_NULL // raisestate
  2170.     },
  2171.     { // MT_MISC0
  2172. 2018, // doomednum
  2173. S_ARM1, // spawnstate
  2174. 1000, // spawnhealth
  2175. S_NULL, // seestate
  2176. sfx_None, // seesound
  2177. 8, // reactiontime
  2178. sfx_None, // attacksound
  2179. S_NULL, // painstate
  2180. 0, // painchance
  2181. sfx_None, // painsound
  2182. S_NULL, // meleestate
  2183. S_NULL, // missilestate
  2184. S_NULL, // deathstate
  2185. S_NULL, // xdeathstate
  2186. sfx_None, // deathsound
  2187. 0, // speed
  2188. 20*FRACUNIT, // radius
  2189. 16*FRACUNIT, // height
  2190. 100, // mass
  2191. 0, // damage
  2192. sfx_None, // activesound
  2193. MF_SPECIAL, // flags
  2194. S_NULL // raisestate
  2195.     },
  2196.     { // MT_MISC1
  2197. 2019, // doomednum
  2198. S_ARM2, // spawnstate
  2199. 1000, // spawnhealth
  2200. S_NULL, // seestate
  2201. sfx_None, // seesound
  2202. 8, // reactiontime
  2203. sfx_None, // attacksound
  2204. S_NULL, // painstate
  2205. 0, // painchance
  2206. sfx_None, // painsound
  2207. S_NULL, // meleestate
  2208. S_NULL, // missilestate
  2209. S_NULL, // deathstate
  2210. S_NULL, // xdeathstate
  2211. sfx_None, // deathsound
  2212. 0, // speed
  2213. 20*FRACUNIT, // radius
  2214. 16*FRACUNIT, // height
  2215. 100, // mass
  2216. 0, // damage
  2217. sfx_None, // activesound
  2218. MF_SPECIAL, // flags
  2219. S_NULL // raisestate
  2220.     },
  2221.     { // MT_MISC2
  2222. 2014, // doomednum
  2223. S_BON1, // spawnstate
  2224. 1000, // spawnhealth
  2225. S_NULL, // seestate
  2226. sfx_None, // seesound
  2227. 8, // reactiontime
  2228. sfx_None, // attacksound
  2229. S_NULL, // painstate
  2230. 0, // painchance
  2231. sfx_None, // painsound
  2232. S_NULL, // meleestate
  2233. S_NULL, // missilestate
  2234. S_NULL, // deathstate
  2235. S_NULL, // xdeathstate
  2236. sfx_None, // deathsound
  2237. 0, // speed
  2238. 20*FRACUNIT, // radius
  2239. 16*FRACUNIT, // height
  2240. 100, // mass
  2241. 0, // damage
  2242. sfx_None, // activesound
  2243. MF_SPECIAL|MF_COUNTITEM, // flags
  2244. S_NULL // raisestate
  2245.     },
  2246.     { // MT_MISC3
  2247. 2015, // doomednum
  2248. S_BON2, // spawnstate
  2249. 1000, // spawnhealth
  2250. S_NULL, // seestate
  2251. sfx_None, // seesound
  2252. 8, // reactiontime
  2253. sfx_None, // attacksound
  2254. S_NULL, // painstate
  2255. 0, // painchance
  2256. sfx_None, // painsound
  2257. S_NULL, // meleestate
  2258. S_NULL, // missilestate
  2259. S_NULL, // deathstate
  2260. S_NULL, // xdeathstate
  2261. sfx_None, // deathsound
  2262. 0, // speed
  2263. 20*FRACUNIT, // radius
  2264. 16*FRACUNIT, // height
  2265. 100, // mass
  2266. 0, // damage
  2267. sfx_None, // activesound
  2268. MF_SPECIAL|MF_COUNTITEM, // flags
  2269. S_NULL // raisestate
  2270.     },
  2271.     { // MT_MISC4
  2272. 5, // doomednum
  2273. S_BKEY, // spawnstate
  2274. 1000, // spawnhealth
  2275. S_NULL, // seestate
  2276. sfx_None, // seesound
  2277. 8, // reactiontime