; if the first two characters of a line are S_, it is a state definition
; line.  Otherwise, it is part of an info declaration.
;
;============================================================================
; state data is:
;
; statename  sprite  frame tics action nextstate [optional1] [optional2]
; a * after the frame letter causes full bright
;
;============================================================================
; An info definition is:
;
; $ MOBJNAME
; field data
;
; if MOBJNAME is +, a new unique name will be generated
; if fieldname starts with str_, it will be made a char * instead of an int
;============================================================================

;
; info default MUST be first in file
;

$ DEFAULT
doomednum 		-1 					;number to spawn this object
spawnstate		S_NULL 				;
spawnhealth		1000 				;
seestate		S_NULL 				;when player sighted or enemy shot
seesound		sfx_None 			;also launch sound for missiles
reactiontime	8					;wait time before attacking
attacksound		sfx_None 			;
painstate		S_NULL 				;
painchance		0	 				;out of 256
painsound		sfx_None 			;
meleestate		S_NULL 				;
missilestate	S_NULL 				;
deathstate		S_NULL 				;also explodestate for missiles
xdeathstate		S_NULL 				;when knocked to -spawnhelath or lower
deathsound		sfx_None			;also explosion sound for missiles
speed			0 					;
radius			20*FRACUNIT 		;
height			16*FRACUNIT			;
mass			100					;
damage			0 					;missile damage in d8s
activesound		sfx_None 			;
flags			0					;
raisestate		S_NULL				;vile resurection state


; when a state cycles to S_NULL, the actor will be removed

S_NULL	   	TROO	A	-1	NULL  			S_NULL


;============================================================================
; player sprites
;============================================================================

; all flashes go to S_LIGHTDONE to reset the light then remove self
S_LIGHTDONE	SHTG	E	0	A_Light0		S_NULL


;
; fist
;
S_PUNCH		PUNG	A	1	A_WeaponReady	S_PUNCH
S_PUNCHDOWN	PUNG	A	1	A_Lower			S_PUNCHDOWN
S_PUNCHUP	PUNG	A	1	A_Raise			S_PUNCHUP

S_PUNCH1	PUNG	B	4	NULL			S_PUNCH2
S_PUNCH2	PUNG	C	4	A_Punch			S_PUNCH3
S_PUNCH3	PUNG	D	5	NULL			S_PUNCH4
S_PUNCH4	PUNG	C	4	NULL			S_PUNCH5
S_PUNCH5	PUNG	B	5	A_ReFire		S_PUNCH


;
; pistol
;
S_PISTOL	PISG	A	1	A_WeaponReady	S_PISTOL
S_PISTOLDOWN PISG	A	1	A_Lower			S_PISTOLDOWN
S_PISTOLUP	PISG	A	1	A_Raise			S_PISTOLUP
S_PISTOL1	PISG	A	4	NULL			S_PISTOL2
S_PISTOL2	PISG	B	6	A_FirePistol	S_PISTOL3
S_PISTOL3	PISG	C	4	NULL			S_PISTOL4
S_PISTOL4	PISG	B	5	A_ReFire		S_PISTOL

S_PISTOLFLASH PISF	A*	7	A_Light1		S_LIGHTDONE


;
; shotgun
;
S_SGUN		SHTG	A	1	A_WeaponReady	S_SGUN
S_SGUNDOWN	SHTG	A	1	A_Lower			S_SGUNDOWN
S_SGUNUP 	SHTG	A	1	A_Raise			S_SGUNUP

S_SGUN1		SHTG	A	3	NULL			S_SGUN2
S_SGUN2		SHTG	A	7	A_FireShotgun	S_SGUN3
S_SGUN3		SHTG	B	5	NULL			S_SGUN4
S_SGUN4		SHTG	C	5	NULL			S_SGUN5
S_SGUN5		SHTG	D	4	NULL			S_SGUN6
S_SGUN6		SHTG	C	5	NULL			S_SGUN7
S_SGUN7		SHTG	B	5	NULL			S_SGUN8
S_SGUN8		SHTG	A	3	NULL			S_SGUN9
S_SGUN9		SHTG	A	7	A_ReFire		S_SGUN

S_SGUNFLASH1 SHTF	A*	4	A_Light1		S_SGUNFLASH2
S_SGUNFLASH2 SHTF	B*	3	A_Light2		S_LIGHTDONE


;
; double shotgun
;
S_DSGUN		SHT2	A	1	A_WeaponReady	S_DSGUN
S_DSGUNDOWN	SHT2	A	1	A_Lower			S_DSGUNDOWN
S_DSGUNUP 	SHT2	A	1	A_Raise			S_DSGUNUP

S_DSGUN1		SHT2	A	3	NULL			S_DSGUN2
S_DSGUN2		SHT2	A	7	A_FireShotgun2	S_DSGUN3
S_DSGUN3		SHT2	B	7	NULL			S_DSGUN4
S_DSGUN4		SHT2	C	7	A_CheckReload	S_DSGUN5

S_DSGUN5		SHT2	D	7	A_OpenShotgun2	S_DSGUN6
S_DSGUN6		SHT2	E	7	NULL			S_DSGUN7
S_DSGUN7		SHT2	F	7	A_LoadShotgun2	S_DSGUN8
S_DSGUN8		SHT2	G	6	NULL			S_DSGUN9
S_DSGUN9		SHT2	H	6	A_CloseShotgun2	S_DSGUN10
S_DSGUN10		SHT2	A	5	A_ReFire		S_DSGUN

S_DSNR1			SHT2	B	7	NULL		S_DSNR2
S_DSNR2			SHT2	A	3	NULL		S_DSGUNDOWN

S_DSGUNFLASH1 SHT2	I*	5	A_Light1		S_DSGUNFLASH2
S_DSGUNFLASH2 SHT2	J*	4	A_Light2		S_LIGHTDONE


;
; chaingun
;
S_CHAIN		CHGG	A	1	A_WeaponReady	S_CHAIN
S_CHAINDOWN	CHGG	A	1	A_Lower			S_CHAINDOWN
S_CHAINUP	CHGG	A	1	A_Raise			S_CHAINUP

S_CHAIN1	CHGG	A	4	A_FireCGun		S_CHAIN2
S_CHAIN2	CHGG	B	4	A_FireCGun		S_CHAIN3
S_CHAIN3	CHGG    B	0	A_ReFire		S_CHAIN

S_CHAINFLASH1 CHGF	A*	5	A_Light1		S_LIGHTDONE
S_CHAINFLASH2 CHGF	B*	5	A_Light2		S_LIGHTDONE


;
; missile
;
S_MISSILE	MISG	A	1	A_WeaponReady	S_MISSILE
S_MISSILEDOWN MISG	A	1	A_Lower			S_MISSILEDOWN
S_MISSILEUP	MISG	A	1	A_Raise			S_MISSILEUP

S_MISSILE1	MISG	B	8	A_GunFlash		S_MISSILE2
S_MISSILE2	MISG	B	12	A_FireMissile	S_MISSILE3
S_MISSILE3	MISG	B	0	A_ReFire		S_MISSILE

S_MISSILEFLASH1 MISF	A*	3	A_Light1		S_MISSILEFLASH2
S_MISSILEFLASH2 MISF	B*	4	NULL			S_MISSILEFLASH3 
S_MISSILEFLASH3 MISF	C*	4	A_Light2		S_MISSILEFLASH4 
S_MISSILEFLASH4 MISF	D*	4	A_Light2		S_LIGHTDONE 


;
; chainsaw
;
S_SAW		SAWG	C	4	A_WeaponReady	S_SAWB
S_SAWB		SAWG	D	4	A_WeaponReady	S_SAW
S_SAWDOWN	SAWG	C	1	A_Lower			S_SAWDOWN
S_SAWUP		SAWG	C	1	A_Raise			S_SAWUP

S_SAW1		SAWG	A	4	A_Saw			S_SAW2
S_SAW2		SAWG	B	4	A_Saw			S_SAW3
S_SAW3		SAWG	B	0	A_ReFire		S_SAW


;
; plasma
;
S_PLASMA	PLSG	A	1	A_WeaponReady	S_PLASMA
S_PLASMADOWN PLSG	A	1	A_Lower			S_PLASMADOWN
S_PLASMAUP	PLSG	A	1	A_Raise			S_PLASMAUP

S_PLASMA1	PLSG	A	3	A_FirePlasma	S_PLASMA2
S_PLASMA2  	PLSG	B	20	A_Refire		S_PLASMA

S_PLASMAFLASH1 PLSF	A*	4	A_Light1		S_LIGHTDONE
S_PLASMAFLASH2 PLSF	B*	4	A_Light1		S_LIGHTDONE


;
; BFG
;
S_BFG		BFGG	A	1	A_WeaponReady	S_BFG
S_BFGDOWN	BFGG	A	1	A_Lower			S_BFGDOWN
S_BFGUP		BFGG	A	1	A_Raise			S_BFGUP

S_BFG1		BFGG	A	20	A_BFGsound		S_BFG2
S_BFG2		BFGG	B	10	A_GunFlash		S_BFG3
S_BFG3		BFGG	B	10	A_FireBFG		S_BFG4
S_BFG4		BFGG	B	20	A_ReFire		S_BFG

S_BFGFLASH1 BFGF	A*	11	A_Light1		S_BFGFLASH2
S_BFGFLASH2 BFGF	B*	6	A_Light2		S_LIGHTDONE



;============================================================================
; world objects
;============================================================================

S_BLOOD1	BLUD	C	8	NULL	S_BLOOD2
S_BLOOD2	BLUD	B	8	NULL	S_BLOOD3
S_BLOOD3	BLUD	A	8	NULL	S_NULL

S_PUFF1		PUFF	A*	4	NULL	S_PUFF2
S_PUFF2		PUFF	B	4	NULL	S_PUFF3
S_PUFF3		PUFF	C	4	NULL	S_PUFF4
S_PUFF4		PUFF	D	4	NULL	S_NULL


; fireballs

S_TBALL1	BAL1	A*	4	NULL	S_TBALL2
S_TBALL2	BAL1	B*	4	NULL	S_TBALL1

S_TBALLX1	BAL1	C*	6	NULL	S_TBALLX2
S_TBALLX2	BAL1	D*	6	NULL	S_TBALLX3
S_TBALLX3	BAL1	E*	6	NULL	S_NULL


S_RBALL1	BAL2	A*	4	NULL	S_RBALL2
S_RBALL2	BAL2	B*	4	NULL	S_RBALL1

S_RBALLX1	BAL2	C*	6	NULL	S_RBALLX2
S_RBALLX2	BAL2	D*	6	NULL	S_RBALLX3
S_RBALLX3	BAL2	E*	6	NULL	S_NULL



; plasma balls

S_PLASBALL	PLSS	A*		6	NULL	S_PLASBALL2
S_PLASBALL2	PLSS	B*		6	NULL	S_PLASBALL

;
;	Plasma explosion on an object
;
S_PLASEXP	PLSE	A*		4	NULL	S_PLASEXP2
S_PLASEXP2	PLSE	B*		4	NULL	S_PLASEXP3
S_PLASEXP3	PLSE	C*		4	NULL	S_PLASEXP4
S_PLASEXP4	PLSE	D*		4	NULL	S_PLASEXP5
S_PLASEXP5	PLSE	E*		4	NULL	S_NULL

;
;	Rocket
;
S_ROCKET	MISL	A*	1	NULL	S_ROCKET

;
; BFG shot
;
S_BFGSHOT	BFS1	A*	4	NULL	S_BFGSHOT2
S_BFGSHOT2	BFS1	B*	4	NULL	S_BFGSHOT

;
;	BFG explosion when shot lands
;
S_BFGLAND	BFE1	A*	8	NULL	S_BFGLAND2
S_BFGLAND2	BFE1	B*	8	NULL	S_BFGLAND3
S_BFGLAND3	BFE1	C*	8	A_BFGSpray	S_BFGLAND4
S_BFGLAND4	BFE1	D*	8	NULL	S_BFGLAND5
S_BFGLAND5	BFE1	E*	8	NULL	S_BFGLAND6
S_BFGLAND6	BFE1	F*	8	NULL	S_NULL

;
;	BFG explosion on an object
;
S_BFGEXP	BFE2	A*	8	NULL	S_BFGEXP2
S_BFGEXP2	BFE2	B*	8	NULL	S_BFGEXP3
S_BFGEXP3	BFE2	C*	8	NULL	S_BFGEXP4
S_BFGEXP4	BFE2	D*	8	NULL	S_NULL

; explosions

S_EXPLODE1	MISL	B*	8	A_Explode	S_EXPLODE2
S_EXPLODE2	MISL	C*	6	NULL	S_EXPLODE3
S_EXPLODE3	MISL	D*	4	NULL	S_NULL

;
;	Teleport Fog
;
S_TFOG		TFOG	A*	6	NULL	S_TFOG01
S_TFOG01	TFOG	B*	6	NULL	S_TFOG02
S_TFOG02	TFOG	A*	6	NULL	S_TFOG2
S_TFOG2		TFOG	B*	6	NULL	S_TFOG3
S_TFOG3		TFOG	C*	6	NULL	S_TFOG4
S_TFOG4		TFOG	D*	6	NULL	S_TFOG5
S_TFOG5		TFOG	E*	6	NULL	S_TFOG6
S_TFOG6		TFOG	F*	6	NULL	S_TFOG7
S_TFOG7		TFOG	G*	6	NULL	S_TFOG8
S_TFOG8		TFOG	H*	6	NULL	S_TFOG9
S_TFOG9		TFOG	I*	6	NULL	S_TFOG10
S_TFOG10	TFOG	J*	6	NULL	S_NULL

;
;	Item Teleport Fog
;
S_IFOG		IFOG	A*	6	NULL	S_IFOG01
S_IFOG01	IFOG	B*	6	NULL	S_IFOG02
S_IFOG02	IFOG	A*	6	NULL	S_IFOG2
S_IFOG2		IFOG	B*	6	NULL	S_IFOG3
S_IFOG3		IFOG	C*	6	NULL	S_IFOG4
S_IFOG4		IFOG	D*	6	NULL	S_IFOG5
S_IFOG5		IFOG	E*	6	NULL	S_NULL


;==============================================================================

; player

$ MT_PLAYER
spawnstate		S_PLAY
seestate		S_PLAY_RUN1
spawnhealth		100 
painstate		S_PLAY_PAIN
painchance		255
painsound		sfx_plpain
reactiontime	0
missilestate	S_PLAY_ATK1
deathstate		S_PLAY_DIE1
xdeathstate		S_PLAY_XDIE1
deathsound		sfx_pldeth
radius			16*FRACUNIT
height			56*FRACUNIT
flags			MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH


S_PLAY		PLAY	A	-1	NULL	S_NULL

S_PLAY_RUN1	PLAY	A	4	NULL	S_PLAY_RUN2
S_PLAY_RUN2	PLAY	B	4	NULL	S_PLAY_RUN3
S_PLAY_RUN3	PLAY	C	4	NULL	S_PLAY_RUN4
S_PLAY_RUN4	PLAY	D	4	NULL	S_PLAY_RUN1

S_PLAY_ATK1	PLAY	E	12	NULL  	S_PLAY
S_PLAY_ATK2	PLAY	F*	6	NULL  	S_PLAY_ATK1

S_PLAY_PAIN	PLAY	G	4	NULL  	S_PLAY_PAIN2
S_PLAY_PAIN2	PLAY	G	4	A_Pain  	S_PLAY

S_PLAY_DIE1	PLAY	H	10	NULL 	S_PLAY_DIE2
S_PLAY_DIE2	PLAY	I	10	A_PlayerScream S_PLAY_DIE3
S_PLAY_DIE3	PLAY	J	10	A_Fall 	S_PLAY_DIE4
S_PLAY_DIE4	PLAY	K	10	NULL 	S_PLAY_DIE5
S_PLAY_DIE5	PLAY	L	10	NULL  	S_PLAY_DIE6
S_PLAY_DIE6	PLAY	M	10	NULL  	S_PLAY_DIE7
S_PLAY_DIE7	PLAY	N	-1	NULL  	S_NULL

S_PLAY_XDIE1	PLAY	O	5	NULL	S_PLAY_XDIE2
S_PLAY_XDIE2	PLAY	P	5	A_XScream S_PLAY_XDIE3
S_PLAY_XDIE3	PLAY	Q	5	A_Fall	S_PLAY_XDIE4
S_PLAY_XDIE4	PLAY	R	5	NULL  	S_PLAY_XDIE5
S_PLAY_XDIE5	PLAY	S	5	NULL  	S_PLAY_XDIE6
S_PLAY_XDIE6	PLAY	T	5	NULL  	S_PLAY_XDIE7
S_PLAY_XDIE7	PLAY	U	5	NULL  	S_PLAY_XDIE8
S_PLAY_XDIE8	PLAY	V	5	NULL  	S_PLAY_XDIE9
S_PLAY_XDIE9	PLAY	W	-1	NULL  	S_NULL 

;==============================================================================
; Former Humans
;==============================================================================

; possesed humans

$ MT_POSSESSED	
doomednum		3004
spawnstate		S_POSS_STND
spawnhealth		20
seestate		S_POSS_RUN1
seesound		sfx_posit1
attacksound		sfx_pistol
painstate		S_POSS_PAIN
painchance		200
painsound		sfx_popain
meleestate		0
missilestate	S_POSS_ATK1
deathstate		S_POSS_DIE1
xdeathstate		S_POSS_XDIE1
raisestate		S_POSS_RAISE1
deathsound		sfx_podth1
speed			8
radius			20*FRACUNIT
height			56*FRACUNIT
activesound		sfx_posact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL
	

S_POSS_STND	POSS	A	10	A_Look  S_POSS_STND2
S_POSS_STND2 POSS	B	10	A_Look  S_POSS_STND

S_POSS_RUN1	POSS	A	4	A_Chase	S_POSS_RUN2
S_POSS_RUN2	POSS	A	4	A_Chase	S_POSS_RUN3
S_POSS_RUN3	POSS	B	4	A_Chase	S_POSS_RUN4
S_POSS_RUN4	POSS	B	4	A_Chase	S_POSS_RUN5
S_POSS_RUN5	POSS	C	4	A_Chase	S_POSS_RUN6
S_POSS_RUN6	POSS	C	4	A_Chase	S_POSS_RUN7
S_POSS_RUN7	POSS	D	4	A_Chase	S_POSS_RUN8
S_POSS_RUN8	POSS	D	4	A_Chase	S_POSS_RUN1

S_POSS_ATK1	POSS	E	10	A_FaceTarget S_POSS_ATK2
S_POSS_ATK2	POSS	F	8*	A_PosAttack S_POSS_ATK3
S_POSS_ATK3	POSS	E	8	NULL	S_POSS_RUN1

S_POSS_PAIN	POSS	G	3	NULL  	S_POSS_PAIN2
S_POSS_PAIN2 POSS	G	3	A_Pain 	S_POSS_RUN1

S_POSS_DIE1	POSS	H	5	NULL	S_POSS_DIE2
S_POSS_DIE2	POSS	I	5	A_Scream S_POSS_DIE3
S_POSS_DIE3	POSS	J	5	A_Fall	S_POSS_DIE4
S_POSS_DIE4	POSS	K	5	NULL  	S_POSS_DIE5
S_POSS_DIE5	POSS	L	-1	NULL  	S_NULL

S_POSS_XDIE1	POSS	M	5	NULL	S_POSS_XDIE2
S_POSS_XDIE2	POSS	N	5	A_XScream S_POSS_XDIE3
S_POSS_XDIE3	POSS	O	5	A_Fall	S_POSS_XDIE4
S_POSS_XDIE4	POSS	P	5	NULL  	S_POSS_XDIE5
S_POSS_XDIE5	POSS	Q	5	NULL  	S_POSS_XDIE6
S_POSS_XDIE6	POSS	R	5	NULL  	S_POSS_XDIE7
S_POSS_XDIE7	POSS	S	5	NULL  	S_POSS_XDIE8
S_POSS_XDIE8	POSS	T	5	NULL  	S_POSS_XDIE9
S_POSS_XDIE9	POSS	U	-1	NULL  	S_NULL

S_POSS_RAISE1	POSS	K	5	NULL	S_POSS_RAISE2
S_POSS_RAISE2	POSS	J	5	NULL	S_POSS_RAISE3 
S_POSS_RAISE3	POSS	I	5	NULL	S_POSS_RAISE4 
S_POSS_RAISE4	POSS	H	5	NULL  	S_POSS_RUN1


;==============================================================================
; Former Human Sergeants
;==============================================================================

; shotgun possesed humans

$ MT_SHOTGUY
doomednum		9
spawnstate		S_SPOS_STND
spawnhealth		30
seestate		S_SPOS_RUN1
seesound		sfx_posit2
attacksound		0
painstate		S_SPOS_PAIN
painchance		170
painsound		sfx_popain
meleestate		0
missilestate	S_SPOS_ATK1
deathstate		S_SPOS_DIE1
xdeathstate		S_SPOS_XDIE1
raisestate		S_SPOS_RAISE1
deathsound		sfx_podth2
speed			8
radius			20*FRACUNIT
height			56*FRACUNIT
activesound		sfx_posact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL
	
S_SPOS_STND	SPOS	A	10	A_Look  S_SPOS_STND2
S_SPOS_STND2 SPOS	B	10	A_Look  S_SPOS_STND

S_SPOS_RUN1	SPOS	A	3	A_Chase	S_SPOS_RUN2
S_SPOS_RUN2	SPOS	A	3	A_Chase	S_SPOS_RUN3
S_SPOS_RUN3	SPOS	B	3	A_Chase	S_SPOS_RUN4
S_SPOS_RUN4	SPOS	B	3	A_Chase	S_SPOS_RUN5
S_SPOS_RUN5	SPOS	C	3	A_Chase	S_SPOS_RUN6
S_SPOS_RUN6	SPOS	C	3	A_Chase	S_SPOS_RUN7
S_SPOS_RUN7	SPOS	D	3	A_Chase	S_SPOS_RUN8
S_SPOS_RUN8	SPOS	D	3	A_Chase	S_SPOS_RUN1

S_SPOS_ATK1	SPOS	E	10	A_FaceTarget S_SPOS_ATK2
S_SPOS_ATK2	SPOS	F*	10	A_SPosAttack S_SPOS_ATK3
S_SPOS_ATK3	SPOS	E	10	NULL	S_SPOS_RUN1

S_SPOS_PAIN	SPOS	G	3	NULL  	S_SPOS_PAIN2
S_SPOS_PAIN2 SPOS	G	3	A_Pain 	S_SPOS_RUN1

S_SPOS_DIE1	SPOS	H	5	NULL S_SPOS_DIE2
S_SPOS_DIE2	SPOS	I	5	A_Scream  	S_SPOS_DIE3
S_SPOS_DIE3	SPOS	J	5	A_Fall	S_SPOS_DIE4
S_SPOS_DIE4	SPOS	K	5	NULL  	S_SPOS_DIE5
S_SPOS_DIE5	SPOS	L	-1	NULL  	S_NULL

S_SPOS_XDIE1	SPOS	M	5	NULL	S_SPOS_XDIE2
S_SPOS_XDIE2	SPOS	N	5	A_XScream S_SPOS_XDIE3
S_SPOS_XDIE3	SPOS	O	5	A_Fall	S_SPOS_XDIE4
S_SPOS_XDIE4	SPOS	P	5	NULL  	S_SPOS_XDIE5
S_SPOS_XDIE5	SPOS	Q	5	NULL  	S_SPOS_XDIE6
S_SPOS_XDIE6	SPOS	R	5	NULL  	S_SPOS_XDIE7
S_SPOS_XDIE7	SPOS	S	5	NULL  	S_SPOS_XDIE8
S_SPOS_XDIE8	SPOS	T	5	NULL  	S_SPOS_XDIE9
S_SPOS_XDIE9	SPOS	U	-1	NULL  	S_NULL

S_SPOS_RAISE1	SPOS	L	5	NULL 	S_SPOS_RAISE2 
S_SPOS_RAISE2	SPOS	K	5	NULL  	S_SPOS_RAISE3 
S_SPOS_RAISE3	SPOS	J	5	NULL	S_SPOS_RAISE4 
S_SPOS_RAISE4	SPOS	I	5	NULL  	S_SPOS_RAISE5 
S_SPOS_RAISE5	SPOS	H	5	NULL  	S_SPOS_RUN1 

;==============================================================================
; The Archvile
;==============================================================================

$ MT_VILE
doomednum		64
spawnstate		S_VILE_STND
spawnhealth		700
seestate		S_VILE_RUN1
seesound		sfx_vilsit
attacksound		0
painstate		S_VILE_PAIN
painchance		10
painsound		sfx_vipain
meleestate		0
missilestate	S_VILE_ATK1
deathstate		S_VILE_DIE1
deathsound		sfx_vildth
speed			15
radius			20*FRACUNIT
height			56*FRACUNIT
activesound		sfx_vilact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL
mass			500
	
S_VILE_STND		VILE	A	10	A_Look  S_VILE_STND2
S_VILE_STND2	VILE	B	10	A_Look  S_VILE_STND

S_VILE_RUN1		VILE	A	2	A_VileChase	S_VILE_RUN2
S_VILE_RUN2		VILE	A	2	A_VileChase	S_VILE_RUN3
S_VILE_RUN3		VILE	B	2	A_VileChase	S_VILE_RUN4
S_VILE_RUN4		VILE	B	2	A_VileChase	S_VILE_RUN5
S_VILE_RUN5		VILE	C	2	A_VileChase	S_VILE_RUN6
S_VILE_RUN6		VILE	C	2	A_VileChase	S_VILE_RUN7
S_VILE_RUN7		VILE	D	2	A_VileChase	S_VILE_RUN8
S_VILE_RUN8		VILE	D	2	A_VileChase	S_VILE_RUN9
S_VILE_RUN9		VILE	E	2	A_VileChase	S_VILE_RUN10
S_VILE_RUN10	VILE	E	2	A_VileChase	S_VILE_RUN11
S_VILE_RUN11	VILE	F	2	A_VileChase	S_VILE_RUN12
S_VILE_RUN12	VILE	F	2	A_VileChase	S_VILE_RUN1

S_VILE_ATK1	VILE	G*	0	A_VileStart S_VILE_ATK2
S_VILE_ATK2	VILE	G*	10	A_FaceTarget S_VILE_ATK3
S_VILE_ATK3	VILE	H*	8	A_VileTarget S_VILE_ATK4
S_VILE_ATK4	VILE	I*	8	A_FaceTarget S_VILE_ATK5
S_VILE_ATK5	VILE	J*	8	A_FaceTarget S_VILE_ATK6
S_VILE_ATK6	VILE	K*	8	A_FaceTarget S_VILE_ATK7
S_VILE_ATK7	VILE	L*	8	A_FaceTarget S_VILE_ATK8
S_VILE_ATK8	VILE	M*	8	A_FaceTarget S_VILE_ATK9
S_VILE_ATK9	VILE	N*	8	A_FaceTarget S_VILE_ATK10
S_VILE_ATK10 VILE	O*	8	A_VileAttack S_VILE_ATK11
S_VILE_ATK11 VILE	P*	20	NULL		S_VILE_RUN1

S_VILE_HEAL1	VILE	[*	10	NULL S_VILE_HEAL2
S_VILE_HEAL2	VILE	\*	10	NULL S_VILE_HEAL3 
S_VILE_HEAL3	VILE	]*	10	NULL S_VILE_RUN1

S_VILE_PAIN	VILE	Q	5	NULL  	S_VILE_PAIN2
S_VILE_PAIN2 VILE	Q	5	A_Pain 	S_VILE_RUN1

S_VILE_DIE1	VILE	Q	7	NULL 	S_VILE_DIE2
S_VILE_DIE2	VILE	R	7	A_Scream  	S_VILE_DIE3
S_VILE_DIE3	VILE	S	7	A_Fall	S_VILE_DIE4
S_VILE_DIE4	VILE	T	7	NULL  	S_VILE_DIE5
S_VILE_DIE5	VILE	U	7	NULL  	S_VILE_DIE6
S_VILE_DIE6	VILE	V	7	NULL  	S_VILE_DIE7
S_VILE_DIE7	VILE	W	7	NULL  	S_VILE_DIE8
S_VILE_DIE8	VILE	X	5	NULL  	S_VILE_DIE9
S_VILE_DIE9	VILE	Y	5	NULL  	S_VILE_DIE10
S_VILE_DIE10 VILE	Z	-1	NULL  	S_NULL


;
;	hellfire
;
$ MT_FIRE
spawnstate		S_FIRE1
flags			MF_NOBLOCKMAP|MF_NOGRAVITY

S_FIRE1		FIRE	A*	2	A_StartFire	S_FIRE2
S_FIRE2		FIRE	B*	2	A_Fire	S_FIRE3
S_FIRE3		FIRE	A*	2	A_Fire	S_FIRE4
S_FIRE4		FIRE	B*	2	A_Fire	S_FIRE5

S_FIRE5		FIRE	C*	2	A_FireCrackle	S_FIRE6
S_FIRE6		FIRE	B*	2	A_Fire	S_FIRE7
S_FIRE7		FIRE	C*	2	A_Fire	S_FIRE8
S_FIRE8		FIRE	B*	2	A_Fire	S_FIRE9

S_FIRE9		FIRE	C*	2	A_Fire	S_FIRE10
S_FIRE10	FIRE	D*	2	A_Fire	S_FIRE11
S_FIRE11	FIRE	C*	2	A_Fire	S_FIRE12
S_FIRE12	FIRE	D*	2	A_Fire	S_FIRE13
S_FIRE13	FIRE	C*	2	A_Fire	S_FIRE14

S_FIRE14	FIRE	D*	2	A_Fire	S_FIRE15
S_FIRE15	FIRE	E*	2	A_Fire	S_FIRE16
S_FIRE16	FIRE	D*	2	A_Fire	S_FIRE17
S_FIRE17	FIRE	E*	2	A_Fire	S_FIRE18
S_FIRE18	FIRE	D*	2	A_Fire	S_FIRE19

S_FIRE19	FIRE	E*	2	A_FireCrackle	S_FIRE20
S_FIRE20	FIRE	F*	2	A_Fire	S_FIRE21
S_FIRE21	FIRE	E*	2	A_Fire	S_FIRE22
S_FIRE22	FIRE	F*	2	A_Fire	S_FIRE23
S_FIRE23	FIRE	E*	2	A_Fire	S_FIRE24
S_FIRE24	FIRE	F*	2	A_Fire	S_FIRE25

S_FIRE25	FIRE	G*	2	A_Fire	S_FIRE26
S_FIRE26	FIRE	H*	2	A_Fire	S_FIRE27
S_FIRE27	FIRE	G*	2	A_Fire	S_FIRE28
S_FIRE28	FIRE	H*	2	A_Fire	S_FIRE29
S_FIRE29	FIRE	G*	2	A_Fire	S_FIRE30
S_FIRE30	FIRE	H*	2	A_Fire	S_NULL


;==============================================================================
; The Revenant
;==============================================================================

$ MT_UNDEAD
doomednum		66
spawnstate		S_SKEL_STND
spawnhealth		300
seestate		S_SKEL_RUN1
seesound		sfx_skesit
attacksound		0
painstate		S_SKEL_PAIN
painchance		100
painsound		sfx_popain
meleestate		S_SKEL_FIST1
missilestate	S_SKEL_MISS1
deathstate		S_SKEL_DIE1
raisestate		S_SKEL_RAISE1
deathsound		sfx_skedth
speed			10
radius			20*FRACUNIT
height			56*FRACUNIT
activesound		sfx_skeact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL
mass			500
	
$ MT_TRACER
spawnstate		S_TRACER
deathstate		S_TRACEEXP1
speed			10*FRACUNIT
damage			10
seesound		sfx_skeatk
deathsound		sfx_barexp
radius			11*FRACUNIT
height			8*FRACUNIT
flags			MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY

;S_TRACER	MISL	A*	1	A_Tracer	S_TRACER 

; explosions

;S_TRACEEXP1	MISL	B*	8	NULL	S_TRACEEXP2
;S_TRACEEXP2	MISL	C*	6	NULL	S_TRACEEXP3 
;S_TRACEEXP3	MISL	D*	4	NULL	S_NULL


$ MT_SMOKE
spawnstate		S_SMOKE1
flags			MF_NOBLOCKMAP|MF_NOGRAVITY

; trailing smoke

S_SMOKE1	PUFF	B	4	NULL	S_SMOKE2
S_SMOKE2	PUFF	C	4	NULL	S_SMOKE3
S_SMOKE3	PUFF	B	4	NULL	S_SMOKE4 
S_SMOKE4	PUFF	C	4	NULL	S_SMOKE5 
S_SMOKE5	PUFF	D	4	NULL	S_NULL

; Revenant shot

S_TRACER	FATB	A*	2	A_Tracer	S_TRACER2
S_TRACER2	FATB	B*	2	A_Tracer	S_TRACER

S_TRACEEXP1	FBXP	A*	8	NULL	S_TRACEEXP2
S_TRACEEXP2	FBXP	B*	6	NULL	S_TRACEEXP3
S_TRACEEXP3	FBXP	C*	4	NULL	S_NULL



S_SKEL_STND	SKEL	A	10	A_Look  S_SKEL_STND2
S_SKEL_STND2 SKEL	B	10	A_Look  S_SKEL_STND

S_SKEL_RUN1	SKEL	A	2	A_Chase	S_SKEL_RUN2
S_SKEL_RUN2	SKEL	A	2	A_Chase	S_SKEL_RUN3
S_SKEL_RUN3	SKEL	B	2	A_Chase	S_SKEL_RUN4
S_SKEL_RUN4	SKEL	B	2	A_Chase	S_SKEL_RUN5
S_SKEL_RUN5	SKEL	C	2	A_Chase	S_SKEL_RUN6
S_SKEL_RUN6	SKEL	C	2	A_Chase	S_SKEL_RUN7
S_SKEL_RUN7	SKEL	D	2	A_Chase	S_SKEL_RUN8
S_SKEL_RUN8	SKEL	D	2	A_Chase	S_SKEL_RUN9
S_SKEL_RUN9	SKEL	E	2	A_Chase	S_SKEL_RUN10
S_SKEL_RUN10 SKEL	E	2	A_Chase	S_SKEL_RUN11
S_SKEL_RUN11 SKEL	F	2	A_Chase	S_SKEL_RUN12
S_SKEL_RUN12 SKEL	F	2	A_Chase	S_SKEL_RUN1

S_SKEL_FIST1 SKEL	G	0	A_FaceTarget S_SKEL_FIST2
S_SKEL_FIST2 SKEL	G	6	A_SkelWhoosh S_SKEL_FIST3
S_SKEL_FIST3 SKEL	H	6	A_FaceTarget S_SKEL_FIST4
S_SKEL_FIST4 SKEL	I	6	A_SkelFist S_SKEL_RUN1

S_SKEL_MISS1 SKEL	J*	0	A_FaceTarget S_SKEL_MISS2
S_SKEL_MISS2 SKEL	J*	10	A_FaceTarget S_SKEL_MISS3
S_SKEL_MISS3 SKEL	K	10	A_SkelMissile S_SKEL_MISS4
S_SKEL_MISS4 SKEL	K	10	A_FaceTarget S_SKEL_RUN1

S_SKEL_PAIN	SKEL	L	5	NULL  		S_SKEL_PAIN2
S_SKEL_PAIN2 SKEL	L	5	A_Pain 		S_SKEL_RUN1

S_SKEL_DIE1	SKEL	L	7	NULL 		S_SKEL_DIE2
S_SKEL_DIE2	SKEL	M	7	NULL 		S_SKEL_DIE3
S_SKEL_DIE3	SKEL	N	7	A_Scream  	S_SKEL_DIE4
S_SKEL_DIE4	SKEL	O	7	A_Fall		S_SKEL_DIE5
S_SKEL_DIE5	SKEL	P	7	NULL  		S_SKEL_DIE6
S_SKEL_DIE6	SKEL	Q	-1	NULL  		S_NULL

S_SKEL_RAISE1	SKEL	Q	5	NULL 		S_SKEL_RAISE2 
S_SKEL_RAISE2	SKEL	P	5	NULL 		S_SKEL_RAISE3 
S_SKEL_RAISE3	SKEL	O	5	NULL	  	S_SKEL_RAISE4 
S_SKEL_RAISE4	SKEL	N	5	NULL		S_SKEL_RAISE5 
S_SKEL_RAISE5	SKEL	M	5	NULL  		S_SKEL_RAISE6 
S_SKEL_RAISE6	SKEL	L	5	NULL  		S_SKEL_RUN1 


;==============================================================================
; The Mancubus
;==============================================================================

$ MT_FATSO
doomednum		67
spawnstate		S_FATT_STND
spawnhealth		600
seestate		S_FATT_RUN1
seesound		sfx_mansit
attacksound		0
painstate		S_FATT_PAIN
painchance		80
painsound		sfx_mnpain
meleestate		0
missilestate	S_FATT_ATK1
deathstate		S_FATT_DIE1
raisestate		S_FATT_RAISE1
deathsound		sfx_mandth
speed			8
radius			48*FRACUNIT
height			64*FRACUNIT
activesound		sfx_posact
mass			1000
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL

$ MT_FATSHOT
spawnstate		S_FATSHOT1
deathstate		S_FATSHOTX1
speed			20*FRACUNIT
damage			8
seesound		sfx_firsht
deathsound		sfx_firxpl
radius			6*FRACUNIT
height			8*FRACUNIT
flags			MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY

; fatso shot (Mancubus)

S_FATSHOT1	MANF	A*	4	NULL	S_FATSHOT2
S_FATSHOT2	MANF	B*	4	NULL	S_FATSHOT1

S_FATSHOTX1	MISL	B*	8	NULL	S_FATSHOTX2
S_FATSHOTX2	MISL	C*	6	NULL	S_FATSHOTX3
S_FATSHOTX3	MISL	D*	4	NULL	S_NULL

;==================================================

S_FATT_STND	FATT	A	15	A_Look  S_FATT_STND2
S_FATT_STND2 FATT	B	15	A_Look  S_FATT_STND

S_FATT_RUN1	FATT	A	4	A_Chase	S_FATT_RUN2
S_FATT_RUN2	FATT	A	4	A_Chase	S_FATT_RUN3
S_FATT_RUN3	FATT	B	4	A_Chase	S_FATT_RUN4
S_FATT_RUN4	FATT	B	4	A_Chase	S_FATT_RUN5
S_FATT_RUN5	FATT	C	4	A_Chase	S_FATT_RUN6
S_FATT_RUN6	FATT	C	4	A_Chase	S_FATT_RUN7
S_FATT_RUN7	FATT	D	4	A_Chase	S_FATT_RUN8
S_FATT_RUN8	FATT	D	4	A_Chase	S_FATT_RUN9
S_FATT_RUN9	FATT	E	4	A_Chase	S_FATT_RUN10
S_FATT_RUN10 FATT	E	4	A_Chase	S_FATT_RUN11
S_FATT_RUN11 FATT	F	4	A_Chase	S_FATT_RUN12
S_FATT_RUN12 FATT	F	4	A_Chase	S_FATT_RUN1

S_FATT_ATK1	FATT	G	20	A_FatRaise S_FATT_ATK2
S_FATT_ATK2	FATT	H*	10	A_FatAttack1 S_FATT_ATK3
S_FATT_ATK3	FATT	I	5	A_FaceTarget	S_FATT_ATK4
S_FATT_ATK4	FATT	G	5	A_FaceTarget	S_FATT_ATK5
S_FATT_ATK5	FATT	H*	10	A_FatAttack2 S_FATT_ATK6
S_FATT_ATK6	FATT	I	5	A_FaceTarget	S_FATT_ATK7
S_FATT_ATK7	FATT	G	5	A_FaceTarget	S_FATT_ATK8
S_FATT_ATK8	FATT	H*	10	A_FatAttack3 S_FATT_ATK9
S_FATT_ATK9	FATT	I	5	A_FaceTarget	S_FATT_ATK10
S_FATT_ATK10 FATT	G	5	A_FaceTarget	S_FATT_RUN1

S_FATT_PAIN	FATT	J	3	NULL  	S_FATT_PAIN2
S_FATT_PAIN2 FATT	J	3	A_Pain 	S_FATT_RUN1

S_FATT_DIE1	FATT	K	6	NULL S_FATT_DIE2
S_FATT_DIE2	FATT	L	6	A_Scream  	S_FATT_DIE3
S_FATT_DIE3	FATT	M	6	A_Fall	S_FATT_DIE4
S_FATT_DIE4	FATT	N	6	NULL  	S_FATT_DIE5
S_FATT_DIE5	FATT	O	6	NULL  	S_FATT_DIE6
S_FATT_DIE6	FATT	P	6	NULL  	S_FATT_DIE7
S_FATT_DIE7	FATT	Q	6	NULL  	S_FATT_DIE8
S_FATT_DIE8	FATT	R	6	NULL  	S_FATT_DIE9
S_FATT_DIE9	FATT	S	6	NULL  	S_FATT_DIE10
S_FATT_DIE10  FATT	T	-1	A_BossDeath  	S_NULL

S_FATT_RAISE1	FATT	R	5	NULL 	S_FATT_RAISE2 
S_FATT_RAISE2	FATT	Q	5	NULL  	S_FATT_RAISE3 
S_FATT_RAISE3	FATT	P	5	NULL	S_FATT_RAISE4 
S_FATT_RAISE4	FATT	O	5	NULL  	S_FATT_RAISE5 
S_FATT_RAISE5	FATT	N	5	NULL  	S_FATT_RAISE6 
S_FATT_RAISE6	FATT	M	5	NULL  	S_FATT_RAISE7
S_FATT_RAISE7	FATT	L	5	NULL  	S_FATT_RAISE8 
S_FATT_RAISE8	FATT	K	5	NULL  	S_FATT_RUN1 

;==============================================================================
; Former Human Commando
;==============================================================================

; chaingun possesed humans

$ MT_CHAINGUY
doomednum		65
spawnstate		S_CPOS_STND
spawnhealth		70
seestate		S_CPOS_RUN1
seesound		sfx_posit2
attacksound		0
painstate		S_CPOS_PAIN
painchance		170
painsound		sfx_popain
meleestate		0
missilestate	S_CPOS_ATK1
deathstate		S_CPOS_DIE1
xdeathstate		S_CPOS_XDIE1
raisestate		S_CPOS_RAISE1
deathsound		sfx_podth2
speed			8
radius			20*FRACUNIT
height			56*FRACUNIT
activesound		sfx_posact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL
	

S_CPOS_STND	CPOS	A	10	A_Look  S_CPOS_STND2
S_CPOS_STND2 CPOS	B	10	A_Look  S_CPOS_STND

S_CPOS_RUN1	CPOS	A	3	A_Chase	S_CPOS_RUN2
S_CPOS_RUN2	CPOS	A	3	A_Chase	S_CPOS_RUN3
S_CPOS_RUN3	CPOS	B	3	A_Chase	S_CPOS_RUN4
S_CPOS_RUN4	CPOS	B	3	A_Chase	S_CPOS_RUN5
S_CPOS_RUN5	CPOS	C	3	A_Chase	S_CPOS_RUN6
S_CPOS_RUN6	CPOS	C	3	A_Chase	S_CPOS_RUN7
S_CPOS_RUN7	CPOS	D	3	A_Chase	S_CPOS_RUN8
S_CPOS_RUN8	CPOS	D	3	A_Chase	S_CPOS_RUN1

S_CPOS_ATK1	CPOS	E	10	A_FaceTarget S_CPOS_ATK2
S_CPOS_ATK2	CPOS	F*	4	A_CPosAttack S_CPOS_ATK3
S_CPOS_ATK3	CPOS	E*	4	A_CPosAttack S_CPOS_ATK4
S_CPOS_ATK4	CPOS	F	1	A_CPosRefire S_CPOS_ATK2

S_CPOS_PAIN	CPOS	G	3	NULL  	S_CPOS_PAIN2
S_CPOS_PAIN2 CPOS	G	3	A_Pain 	S_CPOS_RUN1

S_CPOS_DIE1	CPOS	H	5	NULL S_CPOS_DIE2
S_CPOS_DIE2	CPOS	I	5	A_Scream  	S_CPOS_DIE3
S_CPOS_DIE3	CPOS	J	5	A_Fall	S_CPOS_DIE4
S_CPOS_DIE4	CPOS	K	5	NULL  	S_CPOS_DIE5
S_CPOS_DIE5	CPOS	L	5	NULL  	S_CPOS_DIE6
S_CPOS_DIE6	CPOS	M	5	NULL  	S_CPOS_DIE7
S_CPOS_DIE7	CPOS	N	-1	NULL  	S_NULL

S_CPOS_XDIE1	CPOS	O	5	NULL	S_CPOS_XDIE2
S_CPOS_XDIE2	CPOS	P	5	A_XScream S_CPOS_XDIE3
S_CPOS_XDIE3	CPOS	Q	5	A_Fall	S_CPOS_XDIE4
S_CPOS_XDIE4	CPOS	R	5	NULL  	S_CPOS_XDIE5
S_CPOS_XDIE5	CPOS	S	5	NULL  	S_CPOS_XDIE6
S_CPOS_XDIE6	CPOS	T	-1	NULL  	S_NULL

S_CPOS_RAISE1	CPOS	N	5	NULL	S_CPOS_RAISE2
S_CPOS_RAISE2	CPOS	M	5	NULL  	S_CPOS_RAISE3 
S_CPOS_RAISE3	CPOS	L	5	NULL	S_CPOS_RAISE4 
S_CPOS_RAISE4	CPOS	K	5	NULL  	S_CPOS_RAISE5 
S_CPOS_RAISE5	CPOS	J	5	NULL  	S_CPOS_RAISE6 
S_CPOS_RAISE6	CPOS	I	5	NULL  	S_CPOS_RAISE7 
S_CPOS_RAISE7	CPOS	H	5	NULL  	S_CPOS_RUN1 

;==============================================================================
; Imps
;==============================================================================

; troops

$ MT_TROOP
doomednum		3001
spawnstate		S_TROO_STND
spawnhealth		60
seestate		S_TROO_RUN1
seesound		sfx_bgsit1
attacksound		0
painstate		S_TROO_PAIN
painchance		200
painsound		sfx_popain
meleestate		S_TROO_ATK1
missilestate	S_TROO_ATK1
deathstate		S_TROO_DIE1
xdeathstate		S_TROO_XDIE1
raisestate		S_TROO_RAISE1
deathsound		sfx_bgdth1
speed			8
radius			20*FRACUNIT
height			56*FRACUNIT
activesound		sfx_bgact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL


S_TROO_STND	TROO	A	10	A_Look	S_TROO_STND2
S_TROO_STND2 TROO	B	10	A_Look	S_TROO_STND

S_TROO_RUN1	TROO	A	3	A_Chase	S_TROO_RUN2
S_TROO_RUN2	TROO	A	3	A_Chase	S_TROO_RUN3
S_TROO_RUN3	TROO	B	3	A_Chase	S_TROO_RUN4
S_TROO_RUN4	TROO	B	3	A_Chase	S_TROO_RUN5
S_TROO_RUN5	TROO	C	3	A_Chase	S_TROO_RUN6
S_TROO_RUN6	TROO	C	3	A_Chase	S_TROO_RUN7
S_TROO_RUN7	TROO	D	3	A_Chase	S_TROO_RUN8
S_TROO_RUN8	TROO	D	3	A_Chase	S_TROO_RUN1

S_TROO_ATK1	TROO	E	8	A_FaceTarget 	S_TROO_ATK2
S_TROO_ATK2	TROO	F	8	A_FaceTarget 	S_TROO_ATK3
S_TROO_ATK3	TROO	G	6	A_TroopAttack S_TROO_RUN1

S_TROO_PAIN	TROO	H	2	NULL  	S_TROO_PAIN2
S_TROO_PAIN2 TROO	H	2	A_Pain 	S_TROO_RUN1

S_TROO_DIE1	TROO	I	8	NULL S_TROO_DIE2
S_TROO_DIE2	TROO	J	8	A_Scream  	S_TROO_DIE3
S_TROO_DIE3	TROO	K	6	NULL	S_TROO_DIE4
S_TROO_DIE4	TROO	L	6	A_FALL 	S_TROO_DIE5
S_TROO_DIE5	TROO	M	-1	NULL  	S_NULL

S_TROO_XDIE1	TROO	N	5	NULL 	S_TROO_XDIE2
S_TROO_XDIE2	TROO	O	5	A_XScream  	S_TROO_XDIE3
S_TROO_XDIE3	TROO	P	5	NULL	S_TROO_XDIE4
S_TROO_XDIE4	TROO	Q	5	A_FALL 	S_TROO_XDIE5
S_TROO_XDIE5	TROO	R	5	NULL  	S_TROO_XDIE6
S_TROO_XDIE6	TROO	S	5	NULL  	S_TROO_XDIE7
S_TROO_XDIE7	TROO	T	5	NULL  	S_TROO_XDIE8
S_TROO_XDIE8	TROO	U	-1	NULL  	S_NULL

S_TROO_RAISE1	TROO	M	8	NULL	S_TROO_RAISE2
S_TROO_RAISE2	TROO	L	8	NULL  	S_TROO_RAISE3 
S_TROO_RAISE3	TROO	K	6	NULL	S_TROO_RAISE4 
S_TROO_RAISE4	TROO	J	6	NULL 	S_TROO_RAISE5 
S_TROO_RAISE5	TROO	I	6	NULL  	S_TROO_RUN1 

;==============================================================================
; Spectre
;==============================================================================

; sargeant/ shadow sargeant

$ MT_SERGEANT
doomednum		3002
spawnstate		S_SARG_STND
spawnhealth		150
seestate		S_SARG_RUN1
seesound		sfx_sgtsit
attacksound		sfx_sgtatk
painstate		S_SARG_PAIN
painchance		180
painsound		sfx_dmpain
meleestate		S_SARG_ATK1
missilestate	0
deathstate		S_SARG_DIE1
raisestate		S_SARG_RAISE1
deathsound		sfx_sgtdth
speed			10
radius			30*FRACUNIT
height			56*FRACUNIT
mass			400
activesound		sfx_dmact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL
	
$ MT_SHADOWS
doomednum		58
spawnstate		S_SARG_STND
spawnhealth		150
seestate		S_SARG_RUN1
seesound		sfx_sgtsit
attacksound		sfx_sgtatk
painstate		S_SARG_PAIN
painchance		180
painsound		sfx_dmpain
meleestate		S_SARG_ATK1
missilestate	0
deathstate		S_SARG_DIE1
deathsound		sfx_sgtdth
raisestate		S_SARG_RAISE1
speed			10
radius			30*FRACUNIT
height			56*FRACUNIT
mass			400
activesound		sfx_dmact
flags			MF_SOLID|MF_SHOOTABLE|MF_SHADOW|MF_COUNTKILL
	

S_SARG_STND	SARG	A	10	A_Look  S_SARG_STND2
S_SARG_STND2 SARG	B	10	A_Look  S_SARG_STND

S_SARG_RUN1	SARG	A	2	A_Chase	S_SARG_RUN2
S_SARG_RUN2	SARG	A	2	A_Chase	S_SARG_RUN3
S_SARG_RUN3	SARG	B	2	A_Chase	S_SARG_RUN4
S_SARG_RUN4	SARG	B	2	A_Chase	S_SARG_RUN5
S_SARG_RUN5	SARG	C	2	A_Chase	S_SARG_RUN6
S_SARG_RUN6	SARG	C	2	A_Chase	S_SARG_RUN7
S_SARG_RUN7	SARG	D	2	A_Chase	S_SARG_RUN8
S_SARG_RUN8	SARG	D	2	A_Chase	S_SARG_RUN1

S_SARG_ATK1	SARG	E	8	A_FaceTarget 	S_SARG_ATK2
S_SARG_ATK2	SARG	F	8	A_FaceTarget 	S_SARG_ATK3
S_SARG_ATK3	SARG	G	8	A_SargAttack S_SARG_RUN1

S_SARG_PAIN	SARG	H	2	NULL  	S_SARG_PAIN2
S_SARG_PAIN2	SARG	H	2	A_Pain 	S_SARG_RUN1

S_SARG_DIE1	SARG	I	8	NULL S_SARG_DIE2
S_SARG_DIE2	SARG	J	8	A_Scream  	S_SARG_DIE3
S_SARG_DIE3	SARG	K	4	NULL  	S_SARG_DIE4
S_SARG_DIE4	SARG	L	4	A_Fall	S_SARG_DIE5
S_SARG_DIE5	SARG	M	4	NULL	S_SARG_DIE6
S_SARG_DIE6	SARG	N	-1 	NULL	S_NULL

S_SARG_RAISE1	SARG	N	5	NULL 	S_SARG_RAISE2 
S_SARG_RAISE2	SARG	M	5	NULL  	S_SARG_RAISE3 
S_SARG_RAISE3	SARG	L	5	NULL  	S_SARG_RAISE4 
S_SARG_RAISE4	SARG	K	5	NULL	S_SARG_RAISE5 
S_SARG_RAISE5	SARG	J	5	NULL	S_SARG_RAISE6 
S_SARG_RAISE6	SARG	I	5 	NULL	S_SARG_RUN1 

;==============================================================================
; Cacodemon
;==============================================================================

; demon head

$ MT_HEAD
doomednum		3005
spawnstate		S_HEAD_STND
spawnhealth		400
seestate		S_HEAD_RUN1
seesound		sfx_cacsit
attacksound		0
painstate		S_HEAD_PAIN
painchance		128
painsound		sfx_dmpain
meleestate		0
missilestate	S_HEAD_ATK1
deathstate		S_HEAD_DIE1
raisestate		S_HEAD_RAISE1
deathsound		sfx_cacdth
speed			8
radius			31*FRACUNIT
height			56*FRACUNIT
mass			400
activesound		sfx_dmact
flags			MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL
	

S_HEAD_STND	HEAD	A	10	A_Look	S_HEAD_STND

S_HEAD_RUN1	HEAD	A	3	A_Chase	S_HEAD_RUN1

S_HEAD_ATK1	HEAD	B	5	A_FaceTarget 	S_HEAD_ATK2
S_HEAD_ATK2	HEAD	C	5	A_FaceTarget 	S_HEAD_ATK3
S_HEAD_ATK3	HEAD	D*	5	A_HeadAttack S_HEAD_RUN1

S_HEAD_PAIN	HEAD	E	3	NULL  	S_HEAD_PAIN2
S_HEAD_PAIN2 HEAD	E	3	A_Pain  	S_HEAD_PAIN3
S_HEAD_PAIN3 HEAD	F	6	NULL  	S_HEAD_RUN1

S_HEAD_DIE1	HEAD	G	8	NULL 	S_HEAD_DIE2
S_HEAD_DIE2	HEAD	H	8	A_Scream S_HEAD_DIE3
S_HEAD_DIE3	HEAD	I	8	NULL 	S_HEAD_DIE4
S_HEAD_DIE4	HEAD	J	8	NULL 	S_HEAD_DIE5
S_HEAD_DIE5	HEAD	K	8	A_Fall 	S_HEAD_DIE6
S_HEAD_DIE6	HEAD	L	-1	NULL	S_NULL

S_HEAD_RAISE1	HEAD	L	8	NULL 	S_HEAD_RAISE2
S_HEAD_RAISE2	HEAD	K	8	NULL	S_HEAD_RAISE3
S_HEAD_RAISE3	HEAD	J	8	NULL 	S_HEAD_RAISE4
S_HEAD_RAISE4	HEAD	I	8	NULL 	S_HEAD_RAISE5 
S_HEAD_RAISE5	HEAD	H	8	NULL 	S_HEAD_RAISE6 
S_HEAD_RAISE6	HEAD	G	8	NULL	S_HEAD_RUN1 

;==============================================================================
; Baron of Hell
;==============================================================================

; bruiser

$ MT_BRUISER
doomednum		3003
spawnstate		S_BOSS_STND
spawnhealth		1000
seestate		S_BOSS_RUN1
seesound		sfx_brssit
attacksound		0
painstate		S_BOSS_PAIN
painchance		50
painsound		sfx_dmpain
meleestate		S_BOSS_ATK1
missilestate	S_BOSS_ATK1
deathstate		S_BOSS_DIE1
raisestate		S_BOSS_RAISE1
deathsound		sfx_brsdth
speed			8
radius			24*FRACUNIT
height			64*FRACUNIT
mass			1000
activesound		sfx_dmact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL
	
$ MT_BRUISERSHOT
spawnstate		S_BRBALL1
deathstate		S_BRBALLX1
speed			15*FRACUNIT
damage			8
seesound		sfx_firsht
deathsound		sfx_firxpl
radius			6*FRACUNIT
height			8*FRACUNIT
flags			MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY

; bruiser shot

S_BRBALL1	BAL7	A*	4	NULL	S_BRBALL2
S_BRBALL2	BAL7	B*	4	NULL	S_BRBALL1

S_BRBALLX1	BAL7	C*	6	NULL	S_BRBALLX2
S_BRBALLX2	BAL7	D*	6	NULL	S_BRBALLX3
S_BRBALLX3	BAL7	E*	6	NULL	S_NULL



S_BOSS_STND	BOSS	A	10	A_Look  S_BOSS_STND2
S_BOSS_STND2 BOSS	B	10	A_Look  S_BOSS_STND

S_BOSS_RUN1	BOSS	A	3	A_Chase	S_BOSS_RUN2
S_BOSS_RUN2	BOSS	A	3	A_Chase	S_BOSS_RUN3
S_BOSS_RUN3	BOSS	B	3	A_Chase	S_BOSS_RUN4
S_BOSS_RUN4	BOSS	B	3	A_Chase	S_BOSS_RUN5
S_BOSS_RUN5	BOSS	C	3	A_Chase	S_BOSS_RUN6
S_BOSS_RUN6	BOSS	C	3	A_Chase	S_BOSS_RUN7
S_BOSS_RUN7	BOSS	D	3	A_Chase	S_BOSS_RUN8
S_BOSS_RUN8	BOSS	D	3	A_Chase	S_BOSS_RUN1

S_BOSS_ATK1	BOSS	E	8	A_FaceTarget 	S_BOSS_ATK2
S_BOSS_ATK2	BOSS	F	8	A_FaceTarget 	S_BOSS_ATK3
S_BOSS_ATK3	BOSS	G	8	A_BruisAttack S_BOSS_RUN1

S_BOSS_PAIN	BOSS	H	2	NULL  	S_BOSS_PAIN2 
S_BOSS_PAIN2	BOSS	H	2	A_Pain 	S_BOSS_RUN1

S_BOSS_DIE1	BOSS	I	8	NULL	S_BOSS_DIE2
S_BOSS_DIE2	BOSS	J	8	A_Scream  	S_BOSS_DIE3
S_BOSS_DIE3	BOSS	K	8	NULL  	S_BOSS_DIE4
S_BOSS_DIE4	BOSS	L	8	A_Fall	S_BOSS_DIE5
S_BOSS_DIE5	BOSS	M	8	NULL  	S_BOSS_DIE6 
S_BOSS_DIE6	BOSS	N	8	NULL  	S_BOSS_DIE7 
S_BOSS_DIE7	BOSS	O	-1	A_BossDeath  	S_NULL

S_BOSS_RAISE1	BOSS	O	8	NULL	S_BOSS_RAISE2
S_BOSS_RAISE2	BOSS	N	8	NULL  	S_BOSS_RAISE3 
S_BOSS_RAISE3	BOSS	M	8	NULL  	S_BOSS_RAISE4 
S_BOSS_RAISE4	BOSS	L	8	NULL	S_BOSS_RAISE5 
S_BOSS_RAISE5	BOSS	K	8	NULL  	S_BOSS_RAISE6 
S_BOSS_RAISE6	BOSS	J	8	NULL  	S_BOSS_RAISE7 
S_BOSS_RAISE7	BOSS	I	8	NULL  	S_BOSS_RUN1

;==============================================================================
; Hell Knight
;==============================================================================

$ MT_KNIGHT
doomednum		69
spawnstate		S_BOS2_STND
spawnhealth		500
seestate		S_BOS2_RUN1
seesound		sfx_kntsit
attacksound		0
painstate		S_BOS2_PAIN
painchance		50
painsound		sfx_dmpain
meleestate		S_BOS2_ATK1
missilestate	S_BOS2_ATK1
deathstate		S_BOS2_DIE1
raisestate		S_BOS2_RAISE1
deathsound		sfx_kntdth
speed			8
radius			24*FRACUNIT
height			64*FRACUNIT
mass			1000
activesound		sfx_dmact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL
	

S_BOS2_STND	BOS2	A	10	A_Look  S_BOS2_STND2
S_BOS2_STND2 BOS2	B	10	A_Look  S_BOS2_STND

S_BOS2_RUN1	BOS2	A	3	A_Chase	S_BOS2_RUN2
S_BOS2_RUN2	BOS2	A	3	A_Chase	S_BOS2_RUN3
S_BOS2_RUN3	BOS2	B	3	A_Chase	S_BOS2_RUN4
S_BOS2_RUN4	BOS2	B	3	A_Chase	S_BOS2_RUN5
S_BOS2_RUN5	BOS2	C	3	A_Chase	S_BOS2_RUN6
S_BOS2_RUN6	BOS2	C	3	A_Chase	S_BOS2_RUN7
S_BOS2_RUN7	BOS2	D	3	A_Chase	S_BOS2_RUN8
S_BOS2_RUN8	BOS2	D	3	A_Chase	S_BOS2_RUN1

S_BOS2_ATK1	BOS2	E	8	A_FaceTarget 	S_BOS2_ATK2
S_BOS2_ATK2	BOS2	F	8	A_FaceTarget 	S_BOS2_ATK3
S_BOS2_ATK3	BOS2	G	8	A_BruisAttack S_BOS2_RUN1

S_BOS2_PAIN	BOS2	H	2	NULL  	S_BOS2_PAIN2 
S_BOS2_PAIN2	BOS2	H	2	A_Pain 	S_BOS2_RUN1

S_BOS2_DIE1	BOS2	I	8	NULL	S_BOS2_DIE2
S_BOS2_DIE2	BOS2	J	8	A_Scream  	S_BOS2_DIE3
S_BOS2_DIE3	BOS2	K	8	NULL  	S_BOS2_DIE4
S_BOS2_DIE4	BOS2	L	8	A_Fall	S_BOS2_DIE5
S_BOS2_DIE5	BOS2	M	8	NULL  	S_BOS2_DIE6 
S_BOS2_DIE6	BOS2	N	8	NULL  	S_BOS2_DIE7 
S_BOS2_DIE7	BOS2	O	-1	NULL  	S_NULL

S_BOS2_RAISE1	BOS2	O	8	NULL	S_BOS2_RAISE2
S_BOS2_RAISE2	BOS2	N	8	NULL  	S_BOS2_RAISE3 
S_BOS2_RAISE3	BOS2	M	8	NULL  	S_BOS2_RAISE4 
S_BOS2_RAISE4	BOS2	L	8	NULL	S_BOS2_RAISE5 
S_BOS2_RAISE5	BOS2	K	8	NULL  	S_BOS2_RAISE6 
S_BOS2_RAISE6	BOS2	J	8	NULL  	S_BOS2_RAISE7 
S_BOS2_RAISE7	BOS2	I	8	NULL  	S_BOS2_RUN1

;==============================================================================
; Lost Soul
;==============================================================================

; demon skull

$ MT_SKULL
doomednum		3006
spawnstate		S_SKULL_STND
spawnhealth		100
seestate		S_SKULL_RUN1
seesound		0
attacksound		sfx_sklatk
painstate		S_SKULL_PAIN
painchance		256
painsound		sfx_dmpain
meleestate		0
missilestate	S_SKULL_ATK1
deathstate		S_SKULL_DIE1
deathsound		sfx_firxpl
speed			8
radius			16*FRACUNIT
height			56*FRACUNIT
damage			3				; when attacking as a missile
mass			50
activesound		sfx_dmact
flags			MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY
	

S_SKULL_STND SKUL	A*	10	A_Look	S_SKULL_STND2
S_SKULL_STND2 SKUL	B*	10	A_Look	S_SKULL_STND

S_SKULL_RUN1 SKUL	A*	6	A_Chase	S_SKULL_RUN2
S_SKULL_RUN2 SKUL	B*	6	A_Chase	S_SKULL_RUN1

S_SKULL_ATK1 SKUL	C*	10	A_FaceTarget 	S_SKULL_ATK2
S_SKULL_ATK2 SKUL	D*	4	A_SkullAttack 	S_SKULL_ATK3
S_SKULL_ATK3 SKUL	C*	4	NULL 	S_SKULL_ATK4
S_SKULL_ATK4 SKUL	D*	4	NULL 	S_SKULL_ATK3 

S_SKULL_PAIN SKUL	E*	3	NULL	S_SKULL_PAIN2
S_SKULL_PAIN2 SKUL	E*	3	A_Pain	S_SKULL_RUN1

S_SKULL_DIE1 SKUL	F*	6	NULL  	S_SKULL_DIE2
S_SKULL_DIE2 SKUL	G*	6	A_Scream   	S_SKULL_DIE3
S_SKULL_DIE3 SKUL	H*	6	NULL S_SKULL_DIE4
S_SKULL_DIE4 SKUL	I*	6	A_Fall	S_SKULL_DIE5
S_SKULL_DIE5 SKUL	J	6	NULL	S_SKULL_DIE6
S_SKULL_DIE6 SKUL	K	6	NULL	S_NULL


;==============================================================================
; Spider Mastermind
;==============================================================================

; spider boss

$ MT_SPIDER
doomednum		7
spawnstate		S_SPID_STND
spawnhealth		3000
seestate		S_SPID_RUN1
seesound		sfx_spisit
attacksound		sfx_shotgn
painstate		S_SPID_PAIN
painchance		40
painsound		sfx_dmpain
meleestate		0
missilestate	S_SPID_ATK1
deathstate		S_SPID_DIE1
deathsound		sfx_spidth
speed			12
radius			128*FRACUNIT
height			100*FRACUNIT
mass			1000
activesound		sfx_dmact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL
	

S_SPID_STND SPID	A	10	A_Look	S_SPID_STND2
S_SPID_STND2 SPID	B	10	A_Look	S_SPID_STND

S_SPID_RUN1 SPID	A	3	A_Metal	S_SPID_RUN2
S_SPID_RUN2 SPID	A	3	A_Chase	S_SPID_RUN3
S_SPID_RUN3 SPID	B	3	A_Chase	S_SPID_RUN4
S_SPID_RUN4 SPID	B	3	A_Chase	S_SPID_RUN5
S_SPID_RUN5 SPID	C	3	A_Metal	S_SPID_RUN6
S_SPID_RUN6 SPID	C	3	A_Chase	S_SPID_RUN7
S_SPID_RUN7 SPID	D	3	A_Chase	S_SPID_RUN8
S_SPID_RUN8 SPID	D	3	A_Chase	S_SPID_RUN9
S_SPID_RUN9 SPID	E	3	A_Metal	S_SPID_RUN10
S_SPID_RUN10 SPID	E	3	A_Chase	S_SPID_RUN11
S_SPID_RUN11 SPID	F	3	A_Chase	S_SPID_RUN12
S_SPID_RUN12 SPID	F	3	A_Chase	S_SPID_RUN1

S_SPID_ATK1 SPID	A*	20	A_FaceTarget	S_SPID_ATK2
S_SPID_ATK2 SPID	G*	4	A_SPosAttack	S_SPID_ATK3
S_SPID_ATK3 SPID	H*	4	A_SPosAttack	S_SPID_ATK4
S_SPID_ATK4 SPID	H*	1	A_SpidRefire	S_SPID_ATK2

S_SPID_PAIN SPID	I	3	NULL	S_SPID_PAIN2
S_SPID_PAIN2 SPID	I	3	A_Pain S_SPID_RUN1

S_SPID_DIE1 SPID	J	20	A_Scream	S_SPID_DIE2 
S_SPID_DIE2 SPID	K	10	A_Fall	S_SPID_DIE3 
S_SPID_DIE3 SPID	L	10	NULL	S_SPID_DIE4 
S_SPID_DIE4 SPID	M	10	NULL	S_SPID_DIE5 
S_SPID_DIE5 SPID	N	10	NULL	S_SPID_DIE6 
S_SPID_DIE6 SPID	O	10	NULL	S_SPID_DIE7 
S_SPID_DIE7 SPID	P	10	NULL	S_SPID_DIE8 
S_SPID_DIE8 SPID	Q	10	NULL	S_SPID_DIE9 
S_SPID_DIE9 SPID	R	10	NULL	S_SPID_DIE10 
S_SPID_DIE10 SPID	S	30	NULL	S_SPID_DIE11
S_SPID_DIE11 SPID	S	-1	A_BossDeath	S_NULL

;==============================================================================
; Arachnotron
;==============================================================================

; baby spider

$ MT_BABY
doomednum		68
spawnstate		S_BSPI_STND
spawnhealth		500
seestate		S_BSPI_SIGHT
seesound		sfx_bspsit
attacksound		0
painstate		S_BSPI_PAIN
painchance		128
painsound		sfx_dmpain
meleestate		0
missilestate	S_BSPI_ATK1
deathstate		S_BSPI_DIE1
raisestate		S_BSPI_RAISE1
deathsound		sfx_bspdth
speed			12
radius			64*FRACUNIT
height			64*FRACUNIT
mass			600
activesound		sfx_bspact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL
	

S_BSPI_STND BSPI	A	10	A_Look	S_BSPI_STND2
S_BSPI_STND2 BSPI	B	10	A_Look	S_BSPI_STND

S_BSPI_SIGHT BSPI	A	20	NULL	S_BSPI_RUN1

S_BSPI_RUN1 BSPI	A	3	A_BabyMetal	S_BSPI_RUN2
S_BSPI_RUN2 BSPI	A	3	A_Chase	S_BSPI_RUN3
S_BSPI_RUN3 BSPI	B	3	A_Chase	S_BSPI_RUN4
S_BSPI_RUN4 BSPI	B	3	A_Chase	S_BSPI_RUN5
S_BSPI_RUN5 BSPI	C	3	A_Chase	S_BSPI_RUN6
S_BSPI_RUN6 BSPI	C	3	A_Chase	S_BSPI_RUN7
S_BSPI_RUN7 BSPI	D	3	A_BabyMetal	S_BSPI_RUN8
S_BSPI_RUN8 BSPI	D	3	A_Chase	S_BSPI_RUN9
S_BSPI_RUN9 BSPI	E	3	A_Chase	S_BSPI_RUN10
S_BSPI_RUN10 BSPI	E	3	A_Chase	S_BSPI_RUN11
S_BSPI_RUN11 BSPI	F	3	A_Chase	S_BSPI_RUN12
S_BSPI_RUN12 BSPI	F	3	A_Chase	S_BSPI_RUN1

S_BSPI_ATK1 BSPI	A*	20	A_FaceTarget	S_BSPI_ATK2
S_BSPI_ATK2 BSPI	G*	4	A_BspiAttack	S_BSPI_ATK3
S_BSPI_ATK3 BSPI	H*	4	NULL			S_BSPI_ATK4
S_BSPI_ATK4 BSPI	H*	1	A_SpidRefire	S_BSPI_ATK2

S_BSPI_PAIN BSPI	I	3	NULL	S_BSPI_PAIN2
S_BSPI_PAIN2 BSPI	I	3	A_Pain S_BSPI_RUN1

S_BSPI_DIE1 BSPI	J	20	A_Scream	S_BSPI_DIE2 
S_BSPI_DIE2 BSPI	K	7	A_Fall	S_BSPI_DIE3 
S_BSPI_DIE3 BSPI	L	7	NULL	S_BSPI_DIE4 
S_BSPI_DIE4 BSPI	M	7	NULL	S_BSPI_DIE5 
S_BSPI_DIE5 BSPI	N	7	NULL	S_BSPI_DIE6 
S_BSPI_DIE6 BSPI	O	7	NULL	S_BSPI_DIE7 
S_BSPI_DIE7 BSPI	P	-1	A_BossDeath	S_NULL 

S_BSPI_RAISE1 BSPI	P	5	NULL	S_BSPI_RAISE2
S_BSPI_RAISE2 BSPI	O	5	NULL	S_BSPI_RAISE3 
S_BSPI_RAISE3 BSPI	N	5	NULL	S_BSPI_RAISE4 
S_BSPI_RAISE4 BSPI	M	5	NULL	S_BSPI_RAISE5 
S_BSPI_RAISE5 BSPI	L	5	NULL	S_BSPI_RAISE6 
S_BSPI_RAISE6 BSPI	K	5	NULL	S_BSPI_RAISE7 
S_BSPI_RAISE7 BSPI	J	5	NULL	S_BSPI_RUN1 

; Plasma bolt
S_ARACH_PLAZ	APLS	A*	5	NULL	S_ARACH_PLAZ2
S_ARACH_PLAZ2	APLS	B*	5	NULL	S_ARACH_PLAZ

; Explosion
S_ARACH_PLEX	APBX	A*	5	NULL	S_ARACH_PLEX2
S_ARACH_PLEX2	APBX	B*	5	NULL	S_ARACH_PLEX3
S_ARACH_PLEX3	APBX	C*	5	NULL	S_ARACH_PLEX4
S_ARACH_PLEX4	APBX	D*	5	NULL	S_ARACH_PLEX5
S_ARACH_PLEX5	APBX	E*	5	NULL	S_NULL


;==============================================================================
; Cyberdemon
;==============================================================================

; cyber boss

$ MT_CYBORG
doomednum		16
spawnstate		S_CYBER_STND
spawnhealth		4000
seestate		S_CYBER_RUN1
seesound		sfx_cybsit
attacksound		0
painstate		S_CYBER_PAIN
painchance		20
painsound		sfx_dmpain
meleestate		0
missilestate	S_CYBER_ATK1
deathstate		S_CYBER_DIE1
deathsound		sfx_cybdth
speed			16
radius			40*FRACUNIT
height			110*FRACUNIT
mass			1000
activesound		sfx_dmact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL

S_CYBER_STND CYBR	A	10	A_Look	S_CYBER_STND2
S_CYBER_STND2 CYBR	B	10	A_Look	S_CYBER_STND

S_CYBER_RUN1 CYBR	A	3	A_Hoof	S_CYBER_RUN2
S_CYBER_RUN2 CYBR	A	3	A_Chase	S_CYBER_RUN3
S_CYBER_RUN3 CYBR	B	3	A_Chase	S_CYBER_RUN4
S_CYBER_RUN4 CYBR	B	3	A_Chase	S_CYBER_RUN5
S_CYBER_RUN5 CYBR	C	3	A_Chase	S_CYBER_RUN6
S_CYBER_RUN6 CYBR	C	3	A_Chase	S_CYBER_RUN7
S_CYBER_RUN7 CYBR	D	3	A_Metal	S_CYBER_RUN8
S_CYBER_RUN8 CYBR	D	3	A_Chase	S_CYBER_RUN1

S_CYBER_ATK1 CYBR	E	6	A_FaceTarget	S_CYBER_ATK2
S_CYBER_ATK2 CYBR	F	12	A_CyberAttack	S_CYBER_ATK3
S_CYBER_ATK3 CYBR	E	12	A_FaceTarget	S_CYBER_ATK4
S_CYBER_ATK4 CYBR	F	12	A_CyberAttack	S_CYBER_ATK5
S_CYBER_ATK5 CYBR	E	12	A_FaceTarget	S_CYBER_ATK6
S_CYBER_ATK6 CYBR	F	12	A_CyberAttack	S_CYBER_RUN1

S_CYBER_PAIN CYBR	G	10	A_Pain	S_CYBER_RUN1

S_CYBER_DIE1 CYBR	H	10	NULL 	S_CYBER_DIE2
S_CYBER_DIE2 CYBR	I	10	A_Scream S_CYBER_DIE3
S_CYBER_DIE3 CYBR	J	10	NULL 	S_CYBER_DIE4
S_CYBER_DIE4 CYBR	K	10	NULL 	S_CYBER_DIE5
S_CYBER_DIE5 CYBR	L	10	NULL 	S_CYBER_DIE6
S_CYBER_DIE6 CYBR	M	10	A_Fall	S_CYBER_DIE7
S_CYBER_DIE7 CYBR	N	10	NULL 	S_CYBER_DIE8
S_CYBER_DIE8 CYBR	O	10	NULL	S_CYBER_DIE9
S_CYBER_DIE9 CYBR	P	30	NULL 	S_CYBER_DIE10
S_CYBER_DIE10 CYBR	P	-1	A_BossDeath	S_NULL

;==============================================================================
; Pain Elemental
;==============================================================================

$ MT_PAIN
doomednum		71
spawnstate		S_PAIN_STND
spawnhealth		400
seestate		S_PAIN_RUN1
seesound		sfx_pesit
attacksound		0
painstate		S_PAIN_PAIN
painchance		128
painsound		sfx_pepain
meleestate		0
missilestate	S_PAIN_ATK1
deathstate		S_PAIN_DIE1
raisestate		S_PAIN_RAISE1
deathsound		sfx_pedth
speed			8
radius			31*FRACUNIT
height			56*FRACUNIT
mass			400
activesound		sfx_dmact
flags			MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL
	

S_PAIN_STND	PAIN	A	10	A_Look	S_PAIN_STND

S_PAIN_RUN1	PAIN	A	3	A_Chase	S_PAIN_RUN2
S_PAIN_RUN2	PAIN	A	3	A_Chase	S_PAIN_RUN3
S_PAIN_RUN3	PAIN	B	3	A_Chase	S_PAIN_RUN4
S_PAIN_RUN4	PAIN	B	3	A_Chase	S_PAIN_RUN5
S_PAIN_RUN5	PAIN	C	3	A_Chase	S_PAIN_RUN6
S_PAIN_RUN6	PAIN	C	3	A_Chase	S_PAIN_RUN1

S_PAIN_ATK1	PAIN	D	5	A_FaceTarget 	S_PAIN_ATK2
S_PAIN_ATK2	PAIN	E	5	A_FaceTarget 	S_PAIN_ATK3
S_PAIN_ATK3	PAIN	F*	5	A_FaceTarget	S_PAIN_ATK4 
S_PAIN_ATK4	PAIN	F*	0	A_PainAttack	S_PAIN_RUN1

S_PAIN_PAIN	PAIN	G	6	NULL 	S_PAIN_PAIN2
S_PAIN_PAIN2 PAIN	G	6	A_Pain 	S_PAIN_RUN1

S_PAIN_DIE1	PAIN	H*	8	NULL 	S_PAIN_DIE2
S_PAIN_DIE2	PAIN	I*	8	A_Scream S_PAIN_DIE3
S_PAIN_DIE3	PAIN	J*	8	NULL 	S_PAIN_DIE4
S_PAIN_DIE4	PAIN	K*	8	NULL 	S_PAIN_DIE5
S_PAIN_DIE5	PAIN	L*	8	A_PainDie 	S_PAIN_DIE6
S_PAIN_DIE6	PAIN	M*	8	NULL	S_NULL

S_PAIN_RAISE1	PAIN	M	8	NULL 	S_PAIN_RAISE2
S_PAIN_RAISE2	PAIN	L	8	NULL	S_PAIN_RAISE3 
S_PAIN_RAISE3	PAIN	K	8	NULL 	S_PAIN_RAISE4 
S_PAIN_RAISE4	PAIN	J	8	NULL 	S_PAIN_RAISE5 
S_PAIN_RAISE5	PAIN	I	8	NULL 	S_PAIN_RAISE6 
S_PAIN_RAISE6	PAIN	H	8	NULL	S_PAIN_RUN1 

;==============================================================================
; Wolfenstein SS
;==============================================================================

$ MT_WOLFSS
doomednum		84
spawnstate		S_SSWV_STND
spawnhealth		50
seestate		S_SSWV_RUN1
seesound		sfx_sssit
attacksound		0
painstate		S_SSWV_PAIN
painchance		170
painsound		sfx_popain
meleestate		0
missilestate	S_SSWV_ATK1
deathstate		S_SSWV_DIE1
xdeathstate		S_SSWV_XDIE1
raisestate		S_SSWV_RAISE1
deathsound		sfx_ssdth
speed			8
radius			20*FRACUNIT
height			56*FRACUNIT
activesound		sfx_posact
flags			MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL
	

S_SSWV_STND		SSWV	A	10	A_Look  S_SSWV_STND2
S_SSWV_STND2	SSWV	B	10	A_Look  S_SSWV_STND

S_SSWV_RUN1		SSWV	A	3	A_Chase	S_SSWV_RUN2
S_SSWV_RUN2		SSWV	A	3	A_Chase	S_SSWV_RUN3
S_SSWV_RUN3		SSWV	B	3	A_Chase	S_SSWV_RUN4
S_SSWV_RUN4		SSWV	B	3	A_Chase	S_SSWV_RUN5
S_SSWV_RUN5		SSWV	C	3	A_Chase	S_SSWV_RUN6
S_SSWV_RUN6		SSWV	C	3	A_Chase	S_SSWV_RUN7
S_SSWV_RUN7		SSWV	D	3	A_Chase	S_SSWV_RUN8
S_SSWV_RUN8		SSWV	D	3	A_Chase	S_SSWV_RUN1

S_SSWV_ATK1	SSWV	E	10	A_FaceTarget S_SSWV_ATK2
S_SSWV_ATK2	SSWV	F	10	A_FaceTarget S_SSWV_ATK3
S_SSWV_ATK3	SSWV	G*	4	A_CPosAttack S_SSWV_ATK4
S_SSWV_ATK4	SSWV	F	6	A_FaceTarget S_SSWV_ATK5
S_SSWV_ATK5	SSWV	G*	4	A_CPosAttack S_SSWV_ATK6
S_SSWV_ATK6	SSWV	F	1	A_CPosRefire S_SSWV_ATK2

S_SSWV_PAIN	SSWV	H	3	NULL  	S_SSWV_PAIN2
S_SSWV_PAIN2 SSWV	H	3	A_Pain 	S_SSWV_RUN1

S_SSWV_DIE1	SSWV	I	5	NULL 	S_SSWV_DIE2
S_SSWV_DIE2	SSWV	J	5	A_Scream  	S_SSWV_DIE3
S_SSWV_DIE3	SSWV	K	5	A_Fall	S_SSWV_DIE4
S_SSWV_DIE4	SSWV	L	5	NULL  	S_SSWV_DIE5
S_SSWV_DIE5	SSWV	M	-1	NULL  	S_NULL

S_SSWV_XDIE1	SSWV	N	5	NULL	S_SSWV_XDIE2
S_SSWV_XDIE2	SSWV	O	5	A_XScream S_SSWV_XDIE3
S_SSWV_XDIE3	SSWV	P	5	A_Fall	S_SSWV_XDIE4
S_SSWV_XDIE4	SSWV	Q	5	NULL  	S_SSWV_XDIE5
S_SSWV_XDIE5	SSWV	R	5	NULL  	S_SSWV_XDIE6
S_SSWV_XDIE6	SSWV	S	5	NULL  	S_SSWV_XDIE7
S_SSWV_XDIE7	SSWV	T	5	NULL  	S_SSWV_XDIE8
S_SSWV_XDIE8	SSWV	U	5	NULL  	S_SSWV_XDIE9
S_SSWV_XDIE9	SSWV	V	-1	NULL  	S_NULL

S_SSWV_RAISE1	SSWV	M	5	NULL	S_SSWV_RAISE2
S_SSWV_RAISE2	SSWV	L	5	NULL  	S_SSWV_RAISE3 
S_SSWV_RAISE3	SSWV	K	5	NULL	S_SSWV_RAISE4 
S_SSWV_RAISE4	SSWV	J	5	NULL  	S_SSWV_RAISE5 
S_SSWV_RAISE5	SSWV	I	5	NULL  	S_SSWV_RUN1 

;==============================================================================
; Commander Keen
;==============================================================================

$ MT_KEEN
doomednum		72
spawnstate		S_KEENSTND		
flags			MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY|MF_SHOOTABLE|MF_COUNTKILL
height			72*FRACUNIT
radius			16*FRACUNIT
spawnhealth		100
painchance		256
painstate		S_KEENPAIN
deathstate		S_COMMKEEN
deathsound		sfx_keendt
painsound		sfx_keenpn
mass			10000000

S_KEENSTND		KEEN	A	-1	NULL	S_KEENSTND

S_COMMKEEN		KEEN	A	6	NULL	S_COMMKEEN2
S_COMMKEEN2		KEEN	B	6	NULL	S_COMMKEEN3
S_COMMKEEN3		KEEN	C	6	A_Scream S_COMMKEEN4
S_COMMKEEN4		KEEN	D	6	NULL	S_COMMKEEN5
S_COMMKEEN5		KEEN	E	6	NULL	S_COMMKEEN6
S_COMMKEEN6		KEEN	F	6	NULL	S_COMMKEEN7
S_COMMKEEN7		KEEN	G	6	NULL	S_COMMKEEN8
S_COMMKEEN8		KEEN	H	6	NULL	S_COMMKEEN9
S_COMMKEEN9		KEEN	I	6	NULL	S_COMMKEEN10
S_COMMKEEN10	KEEN	J	6	NULL	S_COMMKEEN11
S_COMMKEEN11	KEEN	K	6	A_KeenDie	S_COMMKEEN12
S_COMMKEEN12	KEEN	L	-1	NULL	S_NULL

S_KEENPAIN		KEEN	M	4	NULL	S_KEENPAIN2
S_KEENPAIN2		KEEN	M	8	A_Pain	S_KEENSTND

;==============================================================================

$ MT_BOSSBRAIN
doomednum		88
spawnstate		S_BRAIN
spawnhealth		250
deathstate		S_BRAIN_DIE1
deathsound		sfx_bosdth
painstate		S_BRAIN_PAIN
painchance		255
painsound		sfx_bospn
speed			0
radius			16*FRACUNIT
height			16*FRACUNIT
flags			MF_SOLID|MF_SHOOTABLE
mass			10000000

; stay in state until killed
S_BRAIN			BBRN	A	-1	NULL  S_NULL

S_BRAIN_PAIN	BBRN	B	36	A_BrainPain	S_BRAIN

S_BRAIN_DIE1	BBRN	A	100	A_BrainScream  S_BRAIN_DIE2
S_BRAIN_DIE2	BBRN	A	10	NULL  S_BRAIN_DIE3
S_BRAIN_DIE3	BBRN	A	10	NULL  S_BRAIN_DIE4
S_BRAIN_DIE4	BBRN	A	-1	A_BrainDie  S_NULL


; source (invisible) for boss to spit MT_SPAWNSHOTS and look for player
$ MT_BOSSSPIT
doomednum		89
spawnstate		S_BRAINEYE
seestate		S_BRAINEYESEE
height			32*FRACUNIT
flags			MF_NOBLOCKMAP|MF_NOSECTOR

S_BRAINEYE		SSWV	A	10	A_Look  S_BRAINEYE

S_BRAINEYESEE	SSWV	A	181	A_BrainAwake  S_BRAINEYE1

S_BRAINEYE1		SSWV	A	150	A_BrainSpit  S_BrainEye1


; targets (invisible) for boss to spit at
$ MT_BOSSTARGET
doomednum		87
height			32*FRACUNIT
flags			MF_NOBLOCKMAP|MF_NOSECTOR


; spinning demon cube to shoot from MT_BOSSSPIT to MT_BOSSTARGET
$ MT_SPAWNSHOT
spawnstate		S_SPAWN1
speed			10*FRACUNIT
damage			3
seesound		sfx_bospit
deathsound		sfx_firxpl
radius			6*FRACUNIT
height			32*FRACUNIT
flags			MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP
	
S_SPAWN1	BOSF	A*		3	A_SpawnSound	S_SPAWN2
S_SPAWN2	BOSF	B*		3	A_SpawnFly	S_SPAWN3
S_SPAWN3	BOSF	C*		3	A_SpawnFly	S_SPAWN4
S_SPAWN4	BOSF	D*		3	A_SpawnFly	S_SPAWN1


$ MT_SPAWNFIRE
spawnstate		S_SPAWNFIRE1
flags			MF_NOBLOCKMAP|MF_NOGRAVITY

S_SPAWNFIRE1	FIRE	A*	4	A_Fire	S_SPAWNFIRE2
S_SPAWNFIRE2	FIRE	B*	4	A_Fire	S_SPAWNFIRE3
S_SPAWNFIRE3	FIRE	C*	4	A_Fire	S_SPAWNFIRE4
S_SPAWNFIRE4	FIRE	D*	4	A_Fire	S_SPAWNFIRE5
S_SPAWNFIRE5	FIRE	E*	4	A_Fire	S_SPAWNFIRE6
S_SPAWNFIRE6	FIRE	F*	4	A_Fire	S_SPAWNFIRE7
S_SPAWNFIRE7	FIRE	G*	4	A_Fire	S_SPAWNFIRE8
S_SPAWNFIRE8	FIRE	H*	4	A_Fire	S_NULL

S_BRAINEXPLODE1	MISL	B*	10	NULL	S_BRAINEXPLODE2
S_BRAINEXPLODE2	MISL	C*	10	NULL	S_BRAINEXPLODE3
S_BRAINEXPLODE3	MISL	D*	10	A_BrainExplode	S_NULL


;==============================================================================

$ MT_BARREL
doomednum		2035
spawnstate		S_BAR1
spawnhealth		20
deathstate		S_BEXP
deathsound		sfx_barexp
speed			0
radius			10*FRACUNIT
height			42*FRACUNIT
flags			MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD

; ===========================
; 
;  missiles
; 
; ===========================

$ MT_TROOPSHOT
spawnstate		S_TBALL1
deathstate		S_TBALLX1
speed			10*FRACUNIT
damage			3
seesound		sfx_firsht
deathsound		sfx_firxpl
radius			6*FRACUNIT
height			8*FRACUNIT
flags			MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY
	
$ MT_HEADSHOT
spawnstate		S_RBALL1
deathstate		S_RBALLX1
speed			10*FRACUNIT
damage			5
seesound		sfx_firsht
deathsound		sfx_firxpl
radius			6*FRACUNIT
height			8*FRACUNIT
flags			MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY

$ MT_ROCKET
spawnstate		S_ROCKET
deathstate		S_EXPLODE1
speed			20*FRACUNIT
damage			20
seesound		sfx_rlaunc
deathsound		sfx_barexp
radius			11*FRACUNIT
height			8*FRACUNIT
flags			MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY

$ MT_PLASMA
spawnstate		S_PLASBALL
deathstate		S_PLASEXP
speed			25*FRACUNIT
damage			5
seesound		sfx_plasma
deathsound		sfx_firxpl
radius			13*FRACUNIT
height			8*FRACUNIT
flags			MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY

$ MT_BFG
spawnstate		S_BFGSHOT
deathstate		S_BFGLAND
speed			25*FRACUNIT
damage			100
seesound		0
deathsound		sfx_rxplod
radius			13*FRACUNIT
height			8*FRACUNIT
flags			MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY

$ MT_ARACHPLAZ
spawnstate		S_ARACH_PLAZ
deathstate		S_ARACH_PLEX
speed			25*FRACUNIT
damage			5
seesound		sfx_plasma
deathsound		sfx_firxpl
radius			13*FRACUNIT
height			8*FRACUNIT
flags			MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY


; ===================
; 
;  misc
; 
; ===================

$ MT_PUFF
spawnstate		S_PUFF1
flags			MF_NOBLOCKMAP|MF_NOGRAVITY

$ MT_BLOOD
spawnstate		S_BLOOD1
flags			MF_NOBLOCKMAP

$ MT_TFOG
spawnstate		S_TFOG
flags			MF_NOBLOCKMAP|MF_NOGRAVITY

$ MT_IFOG
spawnstate		S_IFOG
flags			MF_NOBLOCKMAP|MF_NOGRAVITY

$ MT_TELEPORTMAN
doomednum		14
flags			MF_NOBLOCKMAP|MF_NOSECTOR

$ MT_EXTRABFG		; explosion for all other visible monsters
spawnstate		S_BFGEXP
flags			MF_NOBLOCKMAP|MF_NOGRAVITY


; ===================
; 
;  static sprites
; 
; ===================

$ + doomednum 2018 spawnstate S_ARM1 	flags	MF_SPECIAL
$ + doomednum 2019 spawnstate S_ARM2 	flags	MF_SPECIAL

$ + doomednum 2014 spawnstate S_BON1 	flags	MF_SPECIAL|MF_COUNTITEM
$ + doomednum 2015 spawnstate S_BON2 	flags	MF_SPECIAL|MF_COUNTITEM

$ + doomednum 5    spawnstate S_BKEY 	flags	MF_SPECIAL|MF_NOTDMATCH
$ + doomednum 13   spawnstate S_RKEY	flags	MF_SPECIAL|MF_NOTDMATCH
$ + doomednum 6    spawnstate S_YKEY	flags	MF_SPECIAL|MF_NOTDMATCH

$ + doomednum 39 spawnstate S_YSKULL 	flags	MF_SPECIAL|MF_NOTDMATCH
$ + doomednum 38 spawnstate S_RSKULL 	flags	MF_SPECIAL|MF_NOTDMATCH
$ + doomednum 40 spawnstate S_BSKULL 	flags	MF_SPECIAL|MF_NOTDMATCH

$ + doomednum 2011 spawnstate S_STIM 	flags 	MF_SPECIAL
$ + doomednum 2012 spawnstate S_MEDI 	flags 	MF_SPECIAL
$ + doomednum 2013 spawnstate S_SOUL 	flags 	MF_SPECIAL|MF_COUNTITEM

$ MT_INV doomednum 2022 spawnstate S_PINV 	flags 	MF_SPECIAL|MF_COUNTITEM
$ + doomednum 2023 spawnstate S_PSTR 	flags 	MF_SPECIAL|MF_COUNTITEM
$ MT_INS doomednum 2024 spawnstate S_PINS 	flags 	MF_SPECIAL|MF_COUNTITEM
$ + doomednum 2025 spawnstate S_SUIT 	flags 	MF_SPECIAL
$ + doomednum 2026 spawnstate S_PMAP 	flags 	MF_SPECIAL|MF_COUNTITEM
$ + doomednum 2045 spawnstate S_PVIS 	flags 	MF_SPECIAL|MF_COUNTITEM
$ MT_MEGA doomednum 83 spawnstate S_MEGA 	flags 	MF_SPECIAL|MF_COUNTITEM

$ MT_CLIP doomednum 2007 spawnstate S_CLIP 	flags 	MF_SPECIAL
$ + doomednum 2048 spawnstate S_AMMO 	flags 	MF_SPECIAL
$ + doomednum 2010 spawnstate S_ROCK	flags 	MF_SPECIAL
$ + doomednum 2046 spawnstate S_BROK	flags 	MF_SPECIAL
$ + doomednum 2047 spawnstate S_CELL 	flags 	MF_SPECIAL
$ + doomednum 17   spawnstate S_CELP 	flags 	MF_SPECIAL
$ + doomednum 2008 spawnstate S_SHEL 	flags 	MF_SPECIAL
$ + doomednum 2049 spawnstate S_SBOX 	flags 	MF_SPECIAL

$ + doomednum 8    spawnstate S_BPAK 	flags 	MF_SPECIAL

$ + doomednum 2006 spawnstate S_BFUG 	flags 	MF_SPECIAL
$ MT_CHAINGUN doomednum 2002 spawnstate S_MGUN 	flags 	MF_SPECIAL
$ + doomednum 2005 spawnstate S_CSAW 	flags 	MF_SPECIAL
$ + doomednum 2003 spawnstate S_LAUN 	flags 	MF_SPECIAL
$ + doomednum 2004 spawnstate S_PLAS 	flags 	MF_SPECIAL
$ MT_SHOTGUN doomednum 2001 spawnstate S_SHOT 	flags 	MF_SPECIAL

$ MT_SUPERSHOTGUN doomednum 82 spawnstate S_SHOT2 flags MF_SPECIAL

$ + doomednum 85 spawnstate S_TECHLAMP	flags 	MF_SOLID radius 16*FRACUNIT
$ + doomednum 86 spawnstate S_TECH2LAMP	flags 	MF_SOLID radius 16*FRACUNIT

$ + doomednum 2028 spawnstate S_COLU 	flags 	MF_SOLID radius 16*FRACUNIT
$ + doomednum 30 spawnstate S_TALLGRNCOL flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 31 spawnstate S_SHRTGRNCOL flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 32 spawnstate S_TALLREDCOL flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 33 spawnstate S_SHRTREDCOL flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 37 spawnstate S_SKULLCOL 	flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 36 spawnstate S_HEARTCOL 	flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 41 spawnstate S_EVILEYE 	flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 42 spawnstate S_FLOATSKULL flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 43 spawnstate S_TORCHTREE flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 44 spawnstate S_BLUETORCH flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 45 spawnstate S_GREENTORCH flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 46 spawnstate S_REDTORCH 	flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 55 spawnstate S_BTORCHSHRT flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 56 spawnstate S_GTORCHSHRT flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 57 spawnstate S_RTORCHSHRT flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 47 spawnstate S_STALAGTITE flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 48 spawnstate S_TECHPILLAR flags MF_SOLID radius 16*FRACUNIT


$ + doomednum 34 spawnstate S_CANDLESTIK
$ + doomednum 35 spawnstate S_CANDELABRA flags MF_SOLID radius 16*FRACUNIT

$ + doomednum 49 spawnstate S_BLOODYTWITCH
	flags MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY
	height	68*FRACUNIT radius 16*FRACUNIT
$ + doomednum 50 spawnstate S_MEAT2
	flags MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY
	height	84*FRACUNIT radius 16*FRACUNIT
$ + doomednum 51 spawnstate S_MEAT3
	flags MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY
	height	84*FRACUNIT radius 16*FRACUNIT
$ + doomednum 52 spawnstate S_MEAT4 		
	flags MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY
	height	68*FRACUNIT radius 16*FRACUNIT
$ + doomednum 53 spawnstate S_MEAT5 		
	flags MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY
	height	52*FRACUNIT radius 16*FRACUNIT
$ + doomednum 59 spawnstate S_MEAT2
	flags MF_SPAWNCEILING|MF_NOGRAVITY
	height	84*FRACUNIT
$ + doomednum 60 spawnstate S_MEAT4 		
	flags MF_SPAWNCEILING|MF_NOGRAVITY
	height	68*FRACUNIT
$ + doomednum 61 spawnstate S_MEAT3 		
	flags MF_SPAWNCEILING|MF_NOGRAVITY
	height	52*FRACUNIT
$ + doomednum 62 spawnstate S_MEAT5 		
	flags MF_SPAWNCEILING|MF_NOGRAVITY
	height	52*FRACUNIT
$ + doomednum 63 spawnstate S_BLOODYTWITCH
	flags MF_SPAWNCEILING|MF_NOGRAVITY
	height	68*FRACUNIT
$ + doomednum 22 spawnstate S_HEAD_DIE6
$ + doomednum 15 spawnstate S_PLAY_DIE7
$ + doomednum 18 spawnstate S_POSS_DIE5
$ + doomednum 21 spawnstate S_SARG_DIE6
$ + doomednum 23 spawnstate S_SKULL_DIE6
$ + doomednum 20 spawnstate S_TROO_DIE5
$ + doomednum 19 spawnstate S_SPOS_DIE5
$ + doomednum 10 spawnstate S_PLAY_XDIE9
$ + doomednum 12 spawnstate S_PLAY_XDIE9
$ + doomednum 28 spawnstate S_HEADSONSTICK flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 24 spawnstate S_GIBS
$ + doomednum 27 spawnstate S_HEADONASTICK flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 29 spawnstate S_HEADCANDLES 	flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 25 spawnstate S_DEADSTICK 	flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 26 spawnstate S_LIVESTICK 	flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 54 spawnstate S_BIGTREE 		flags MF_SOLID radius 32*FRACUNIT
$ + doomednum 70 spawnstate S_BBAR1			flags MF_SOLID radius 16*FRACUNIT
$ + doomednum 73 spawnstate S_HANGNOGUTS
flags MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY 
height 88*FRACUNIT	radius 16*FRACUNIT
$ + doomednum 74 spawnstate S_HANGBNOBRAIN
flags MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY 
height 88*FRACUNIT	radius 16*FRACUNIT
$ + doomednum 75 spawnstate S_HANGTLOOKDN	
flags MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY 
height 64*FRACUNIT	radius 16*FRACUNIT
$ + doomednum 76 spawnstate S_HANGTSKULL	
flags MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY 
height 64*FRACUNIT	radius 16*FRACUNIT
$ + doomednum 77 spawnstate S_HANGTLOOKUP	
flags MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY 
height 64*FRACUNIT	radius 16*FRACUNIT
$ + doomednum 78 spawnstate S_HANGTNOBRAIN	
flags MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY 
height 64*FRACUNIT	radius 16*FRACUNIT
$ + doomednum 79 spawnstate S_COLONGIBS	flags MF_NOBLOCKMAP
$ + doomednum 80 spawnstate S_SMALLPOOL	flags MF_NOBLOCKMAP
$ + doomednum 81 spawnstate S_BRAINSTEM	flags MF_NOBLOCKMAP

;
; items
;
S_ARM1		ARM1	A	6	NULL	S_ARM1A
S_ARM1A		ARM1	B*	7	NULL	S_ARM1

S_ARM2		ARM2	A	6	NULL	S_ARM2A
S_ARM2A		ARM2	B*	6	NULL	S_ARM2

;
; Innocent barrel - bubbling 2 frames
;
S_BAR1		BAR1	A	6	NULL	S_BAR2
S_BAR2		BAR1	B	6	NULL	S_BAR1

;
; Barrel explosion
;
S_BEXP		BEXP	A*	5	NULL	S_BEXP2
S_BEXP2		BEXP	B*	5	A_Scream	S_BEXP3
S_BEXP3		BEXP	C*	5	NULL	S_BEXP4
S_BEXP4		BEXP	D*	10	A_Explode	S_BEXP5
S_BEXP5		BEXP	E*	10	NULL	S_NULL

;
; Burning barrel
;
S_BBAR1		FCAN	A*	4	NULL	S_BBAR2
S_BBAR2		FCAN	B*	4	NULL	S_BBAR3
S_BBAR3		FCAN	C*	4	NULL	S_BBAR1

;
; 2 bonus items
;
S_BON1		BON1	A	6	NULL	S_BON1A
S_BON1A		BON1	B	6	NULL	S_BON1B
S_BON1B		BON1	C	6	NULL	S_BON1C
S_BON1C		BON1	D	6	NULL	S_BON1D
S_BON1D		BON1	C	6	NULL	S_BON1E
S_BON1E		BON1	B	6	NULL	S_BON1

S_BON2		BON2	A	6	NULL	S_BON2A
S_BON2A		BON2	B	6	NULL	S_BON2B
S_BON2B		BON2	C	6	NULL	S_BON2C
S_BON2C		BON2	D	6	NULL	S_BON2D
S_BON2D		BON2	C	6	NULL	S_BON2E
S_BON2E		BON2	B	6	NULL	S_BON2

;
; Blue key
;
S_BKEY		BKEY	A	10	NULL	S_BKEY2
S_BKEY2		BKEY	B*	10	NULL	S_BKEY

;
; Red key
;
S_RKEY		RKEY	A	10	NULL	S_RKEY2
S_RKEY2		RKEY	B*	10	NULL	S_RKEY

;
; Yellow key
;
S_YKEY		YKEY	A	10	NULL	S_YKEY2
S_YKEY2		YKEY	B*	10	NULL	S_YKEY

;
; Blue skull key
;
S_BSKULL	BSKU	A	10	NULL	S_BSKULL2
S_BSKULL2	BSKU	B*	10	NULL	S_BSKULL

;
; Red skull key
;
S_RSKULL	RSKU	A	10	NULL	S_RSKULL2
S_RSKULL2	RSKU	B*	10	NULL	S_RSKULL

;
; Yellow skull key
;
S_YSKULL	YSKU	A	10	NULL	S_YSKULL2
S_YSKULL2	YSKU	B*	10	NULL	S_YSKULL

;
; Health stimpack/medikit
;
S_STIM		STIM	A	-1	NULL	S_NULL
S_MEDI		MEDI	A	-1	NULL	S_NULL

;
; Soul Sphere
;
S_SOUL		SOUL	A*	6	NULL	S_SOUL2
S_SOUL2		SOUL	B*	6	NULL	S_SOUL3
S_SOUL3		SOUL	C*	6	NULL	S_SOUL4
S_SOUL4		SOUL	D*	6	NULL	S_SOUL5
S_SOUL5		SOUL	C*	6	NULL	S_SOUL6
S_SOUL6		SOUL	B*	6	NULL	S_SOUL

;
; Invincibility
;
S_PINV		PINV	A*	6	NULL	S_PINV2
S_PINV2		PINV	B*	6	NULL	S_PINV3
S_PINV3		PINV	C*	6	NULL	S_PINV4
S_PINV4		PINV	D*	6	NULL	S_PINV

;
; Strength (Berserk)
;
S_PSTR		PSTR	A*	-1	NULL	S_NULL

;
; Invisibility
;
S_PINS		PINS	A*	6	NULL	S_PINS2
S_PINS2		PINS	B*	6	NULL	S_PINS3
S_PINS3		PINS	C*	6	NULL	S_PINS4
S_PINS4		PINS	D*	6	NULL	S_PINS

;
; Mega sphere
;
S_MEGA		MEGA	A*	6	NULL	S_MEGA2
S_MEGA2		MEGA	B*	6	NULL	S_MEGA3
S_MEGA3		MEGA	C*	6	NULL	S_MEGA4
S_MEGA4		MEGA	D*	6	NULL	S_MEGA

;
; Ironfeet (Radiation Shielding)
;
S_SUIT		SUIT	A*	-1	NULL	S_NULL
;
; Super Map
;
S_PMAP		PMAP	A*	6	NULL	S_PMAP2
S_PMAP2		PMAP	B*	6	NULL	S_PMAP3
S_PMAP3		PMAP	C*	6	NULL	S_PMAP4
S_PMAP4		PMAP	D*	6	NULL	S_PMAP5
S_PMAP5		PMAP	C*	6	NULL	S_PMAP6
S_PMAP6		PMAP	B*	6	NULL	S_PMAP

;
; InfraVisor (Light Amp.)
;
S_PVIS		PVIS	A*	6	NULL	S_PVIS2
S_PVIS2		PVIS	B	6	NULL	S_PVIS

;
; Ammo
;
S_CLIP		CLIP	A	-1	NULL	S_NULL
S_AMMO		AMMO	A	-1	NULL	S_NULL
S_ROCK		ROCK	A	-1	NULL	S_NULL
S_BROK		BROK	A	-1	NULL	S_NULL
S_CELL		CELL	A	-1	NULL	S_NULL
S_CELP		CELP	A	-1	NULL	S_NULL
S_SHEL		SHEL	A	-1	NULL	S_NULL
S_SBOX		SBOX	A	-1	NULL	S_NULL

; Backpack
S_BPAK		BPAK	A	-1	NULL	S_NULL

;
; Weapons
;
S_BFUG		BFUG	A	-1	NULL	S_NULL
S_MGUN		MGUN	A	-1	NULL	S_NULL
S_CSAW		CSAW	A	-1	NULL	S_NULL
S_LAUN		LAUN	A	-1	NULL	S_NULL
S_PLAS		PLAS	A	-1	NULL	S_NULL
S_SHOT		SHOT	A	-1	NULL	S_NULL
S_SHOT2		SGN2	A	-1	NULL	S_NULL

;
; Freds
;
S_COLU			COLU	A*	-1	NULL	S_NULL

S_STALAG		SMT2	A	-1	NULL	S_NULL

; Bloody, twitching G.I.Joe
S_BLOODYTWITCH	GOR1	A	10	NULL	S_BLOODYTWITCH2
S_BLOODYTWITCH2	GOR1	B	15	NULL	S_BLOODYTWITCH3
S_BLOODYTWITCH3	GOR1	C	8	NULL	S_BLOODYTWITCH4
S_BLOODYTWITCH4	GOR1	B	6	NULL	S_BLOODYTWITCH

; Dead, torso me
S_DEADTORSO		PLAY	N	-1	NULL	S_NULL
; Dead, bottom me
S_DEADBOTTOM	PLAY	S	-1	NULL	S_NULL
; Fred, Bunch o' heads
S_HEADSONSTICK	POL2	A	-1	NULL	S_NULL
; Dead, gibs
S_GIBS			POL5	A	-1	NULL	S_NULL
; Fred, head on a stick
S_HEADONASTICK	POL4	A	-1	NULL	S_NULL
; Fred, Heads & Candles
S_HEADCANDLES	POL3	A*	6	NULL	S_HEADCANDLES2
S_HEADCANDLES2	POL3	B*	6	NULL	S_HEADCANDLES
; Fred, on a stick, dead
S_DEADSTICK		POL1	A	-1	NULL	S_NULL
; Fred, on a stick, live
S_LIVESTICK		POL6	A	6	NULL	S_LIVESTICK2
S_LIVESTICK2	POL6	B	8	NULL	S_LIVESTICK

S_MEAT2			GOR2	A	-1	NULL	S_NULL
S_MEAT3			GOR3	A	-1	NULL	S_NULL
S_MEAT4			GOR4	A	-1	NULL	S_NULL
S_MEAT5			GOR5	A	-1	NULL	S_NULL
S_STALAGTITE	SMIT	A	-1	NULL	S_NULL
S_TALLGRNCOL	COL1	A	-1	NULL	S_NULL
S_SHRTGRNCOL	COL2	A	-1	NULL	S_NULL
S_TALLREDCOL	COL3	A	-1	NULL	S_NULL
S_SHRTREDCOL	COL4	A	-1	NULL	S_NULL
S_CANDLESTIK	CAND	A*	-1	NULL	S_NULL
S_CANDELABRA	CBRA	A*	-1	NULL	S_NULL
S_SKULLCOL		COL6	A	-1	NULL	S_NULL
S_TORCHTREE		TRE1	A	-1	NULL	S_NULL
S_BIGTREE		TRE2	A	-1	NULL	S_NULL
S_TECHPILLAR	ELEC	A	-1	NULL	S_NULL

S_EVILEYE		CEYE	A*	6	NULL	S_EVILEYE2
S_EVILEYE2		CEYE	B*	6	NULL	S_EVILEYE3
S_EVILEYE3		CEYE	C*	6	NULL	S_EVILEYE4
S_EVILEYE4		CEYE	B*	6	NULL	S_EVILEYE

S_FLOATSKULL	FSKU	A*	6	NULL	S_FLOATSKULL2
S_FLOATSKULL2	FSKU	B*	6	NULL	S_FLOATSKULL3
S_FLOATSKULL3	FSKU	C*	6	NULL	S_FLOATSKULL

S_HEARTCOL		COL5	A	14	NULL	S_HEARTCOL2
S_HEARTCOL2		COL5	B	14	NULL	S_HEARTCOL

S_BLUETORCH		TBLU	A*	4	NULL	S_BLUETORCH2
S_BLUETORCH2	TBLU	B*	4	NULL	S_BLUETORCH3
S_BLUETORCH3	TBLU	C*	4	NULL	S_BLUETORCH4
S_BLUETORCH4	TBLU	D*	4	NULL	S_BLUETORCH

S_GREENTORCH	TGRN	A*	4	NULL	S_GREENTORCH2
S_GREENTORCH2	TGRN	B*	4	NULL	S_GREENTORCH3
S_GREENTORCH3	TGRN	C*	4	NULL	S_GREENTORCH4
S_GREENTORCH4	TGRN	D*	4	NULL	S_GREENTORCH

S_REDTORCH		TRED	A*	4	NULL	S_REDTORCH2
S_REDTORCH2		TRED	B*	4	NULL	S_REDTORCH3
S_REDTORCH3		TRED	C*	4	NULL	S_REDTORCH4
S_REDTORCH4		TRED	D*	4	NULL	S_REDTORCH

S_BTORCHSHRT	SMBT	A*	4	NULL	S_BTORCHSHRT2
S_BTORCHSHRT2	SMBT	B*	4	NULL	S_BTORCHSHRT3
S_BTORCHSHRT3	SMBT	C*	4	NULL	S_BTORCHSHRT4
S_BTORCHSHRT4	SMBT	D*	4	NULL	S_BTORCHSHRT

S_GTORCHSHRT	SMGT	A*	4	NULL	S_GTORCHSHRT2
S_GTORCHSHRT2	SMGT	B*	4	NULL	S_GTORCHSHRT3
S_GTORCHSHRT3	SMGT	C*	4	NULL	S_GTORCHSHRT4
S_GTORCHSHRT4	SMGT	D*	4	NULL	S_GTORCHSHRT

S_RTORCHSHRT	SMRT	A*	4	NULL	S_RTORCHSHRT2
S_RTORCHSHRT2	SMRT	B*	4	NULL	S_RTORCHSHRT3
S_RTORCHSHRT3	SMRT	C*	4	NULL	S_RTORCHSHRT4
S_RTORCHSHRT4	SMRT	D*	4	NULL	S_RTORCHSHRT

S_HANGNOGUTS	HDB1	A	-1	NULL	S_NULL
S_HANGBNOBRAIN	HDB2	A	-1	NULL	S_NULL
S_HANGTLOOKDN	HDB3	A	-1	NULL	S_NULL
S_HANGTSKULL	HDB4	A	-1	NULL	S_NULL
S_HANGTLOOKUP	HDB5	A	-1	NULL	S_NULL
S_HANGTNOBRAIN	HDB6	A	-1	NULL	S_NULL
S_COLONGIBS		POB1	A	-1	NULL	S_NULL
S_SMALLPOOL		POB2	A	-1	NULL	S_NULL
S_BRAINSTEM		BRS1	A	-1	NULL	S_NULL

; New Tech Lamps (tall)
S_TECHLAMP		TLMP	A*	4	NULL	S_TECHLAMP2
S_TECHLAMP2		TLMP	B*	4	NULL	S_TECHLAMP3
S_TECHLAMP3		TLMP	C*	4	NULL	S_TECHLAMP4
S_TECHLAMP4		TLMP	D*	4	NULL	S_TECHLAMP

; New Tech Lamps (short)
S_TECH2LAMP			TLP2	A*	4	NULL	S_TECH2LAMP2
S_TECH2LAMP2		TLP2	B*	4	NULL	S_TECH2LAMP3
S_TECH2LAMP3		TLP2	C*	4	NULL	S_TECH2LAMP4
S_TECH2LAMP4		TLP2	D*	4	NULL	S_TECH2LAMP

