
Intermission Inter_Titlescreen
{
	GotoTitle
	{
	}
}


Intermission Inter_Pic1
{
	Image
	{
		Background = "@1"	// index into finalepic FadeIn gameinfo block
	}
}

Intermission Inter_Pic2
{
	Image
	{
		Background = "@2"
	}
}

Intermission Inter_Pic3
{
	Image
	{
		Background = "@3"
	}
}

Intermission Inter_Bunny
{
	Scroller
	{
		ScrollDirection = Left
		Background = "PFUB1"
		Background2 = "PFUB2"
		Music = "$MUSIC_BUNNY"
		InitialDelay = -230
		Scrolltime = -640
		Time = -1130
	}
	Link = TheEnd
}

Intermission TheEnd
{
	// no backgrounds are set here so this will reuse the previous one.
	Image
	{
		Draw = "END0", 108, 68
		Time = -50
	}
	Image
	{
		Draw = "END1", 108, 68
		Time = -5
		Sound = "weapons/pistol"
	}
	Image
	{
		Draw = "END2", 108, 68
		Time = -5
		Sound = "weapons/pistol"
	}
	Image
	{
		Draw = "END3", 108, 68
		Time = -5
		Sound = "weapons/pistol"
	}
	Image
	{
		Draw = "END4", 108, 68
		Time = -5
		Sound = "weapons/pistol"
	}
	Image
	{
		Draw = "END5", 108, 68
		Time = -5
		Sound = "weapons/pistol"
	}
	Image
	{
		Draw = "END6", 108, 68
		Time = -5
		Sound = "weapons/pistol"
	}
}

Intermission Inter_Underwater
{
	Image
	{
		Background = "E2END", 0, "E2PAL"
	}
	GotoTitle
	{
	}
}

Intermission Inter_Demonscroll
{
	Scroller
	{
		ScrollDirection = Up
		Background = "FINAL1"
		Background2 = "FINAL2"
		InitialDelay = 2
		Scrolltime = -600
	}
}

Intermission Inter_BuyStrife
{
	Scroller
	{
		ScrollDirection = Left
		Background = "CREDIT"
		Background2 = "VELLOGO"
		InitialDelay = -230
		Scrolltime = -640
	}
}

Intermission Inter_Cast
{
	Image
	{
		// This is only here to initialize the background and the music
		Background = "$bgcastcall"
		Time = -1
		Music = "$MUSIC_EVIL"
	}
	Link = Doom2Cast
}

Intermission Doom2Cast
{
	Cast
	{
		CastClass = "Zombieman"
		CastName = "$CC_ZOMBIE"
		AttackSound = "Missile", 1, "grunt/attack"
	}
	Cast
	{
		CastClass = "ShotgunGuy"
		CastName = "$CC_SHOTGUN"
		AttackSound = "Missile", 1, "shotguy/attack"
	}
	Cast
	{
		CastClass = "ChaingunGuy"
		CastName = "$CC_HEAVY"
		AttackSound = "Missile", 1, "chainguy/attack"
		AttackSound = "Missile", 2, "chainguy/attack"
		AttackSound = "Missile", 3, "chainguy/attack"
	}
	Cast
	{
		CastClass = "DoomImp"
		CastName = "$CC_IMP"
		AttackSound = "Missile", 2, "imp/attack"
	}
	Cast
	{
		CastClass = "Demon"
		CastName = "$CC_DEMON"
		AttackSound = "Melee", 1, "demon/melee"
	}
	Cast
	{
		CastClass = "LostSoul"
		CastName = "$CC_LOST"
		AttackSound = "Missile", 1, "skull/melee"
	}
	Cast
	{
		CastClass = "Cacodemon"
		CastName = "$CC_CACO"
		AttackSound = "Missile", 1, "caco/attack"
	}
	Cast
	{
		CastClass = "HellKnight"
		CastName = "$CC_HELL"
		AttackSound = "Missile", 1, "baron/attack"
	}
	Cast
	{
		CastClass = "BaronOfHell"
		CastName = "$CC_BARON"
		AttackSound = "Missile", 1, "baron/attack"
	}
	Cast
	{
		CastClass = "Arachnotron"
		CastName = "$CC_ARACH"
		AttackSound = "Missile", 1, "baby/attack"
	}
	Cast
	{
		CastClass = "PainElemental"
		CastName = "$CC_PAIN"
		AttackSound = "Missile", 2, "skull/melee"
	}
	Cast
	{
		CastClass = "Revenant"
		CastName = "$CC_REVEN"
		AttackSound = "Missile", 1, "skeleton/attack"
		AttackSound = "Melee", 1, "skeleton/swing"
		AttackSound = "Melee", 3, "skeleton/melee"
	}
	Cast
	{
		CastClass = "Fatso"
		CastName = "$CC_MANCU"
		AttackSound = "Missile", 1, "fatso/attack"
		AttackSound = "Missile", 4, "fatso/attack"
		AttackSound = "Missile", 7, "fatso/attack"
	}
	Cast
	{
		CastClass = "Archvile"
		CastName = "$CC_ARCH"
		AttackSound = "Missile", 1, "vile/start"
	}
	Cast
	{
		CastClass = "SpiderMastermind"
		CastName = "$CC_SPIDER"
		AttackSound = "Missile", 1, "spider/attack"
		AttackSound = "Missile", 2, "spider/attack"
	}
	Cast
	{
		CastClass = "Cyberdemon"
		CastName = "$CC_CYBER"
		AttackSound = "Missile", 1, "weapons/rocklf"
		AttackSound = "Missile", 3, "weapons/rocklf"
		AttackSound = "Missile", 5, "weapons/rocklf"
	}
	Cast
	{
		CastClass = "DoomPlayer"
		CastName = "$CC_HERO"
		AttackSound = "Missile", 0, "weapons/sshotf"
	}
	Link = Doom2Cast	// restart cast call
}

Intermission Inter_Chess
{
	Fader
	{
		Music = "Hall"
		Background = "FINALE1"
		Time = 2
		FadeType = FadeIn
	}
	TextScreen
	{
		Background = "FINALE1"
		TextSpeed = 3
		TextLump = "win1msg"
		Time = -250
	}
	TextScreen
	{
		Music = "Orb"
		Background = "FINALE2"
		TextSpeed = 3
		TextLump = "win2msg"
		Time = -250
	}
	Fader
	{
		Background = "FINALE2"
		Time = 2
		FadeType = FadeOut
	}
	Fader
	{
		Music = "Chess"
		Background = "FINALE3"
		DrawConditional = "Multiplayer", "CHESSALL", 20, 0
		DrawConditional = "ClericPlayer", "CHESSC", 60, 0
		DrawConditional = "MagePlayer", "CHESSM", 60, 0
		Time = 2
		FadeType = FadeIn
	}
	TextScreen
	{
		Background = "FINALE3"
		DrawConditional = "Multiplayer", "CHESSALL", 20, 0
		DrawConditional = "ClericPlayer", "CHESSC", 60, 0
		DrawConditional = "MagePlayer", "CHESSM", 60, 0
		TextSpeed = 3
		TextLump = "win3msg"
		Position = 5, 135
	}
}
