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//Copyright (C) 1993-1996 by id Software, Inc.

//This program is free software; you can redistribute it and/or

//modify it under the terms of the GNU General Public License

//as published by the Free Software Foundation; either version 2

//of the License, or (at your option) any later version.

//

//This program is distributed in the hope that it will be useful,

//but WITHOUT ANY WARRANTY; without even the implied warranty of

//MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

//GNU General Public License for more details.

//

//$Log:$

//DESCRIPTION:

//Thing frame/state LUT,

//generated by multigen utilitiy.

//This one is the original DOOM version, preserved.

//-----------------------------------------------------------------------------

static const char

rcsid[] = "$Id: info.c,v 1.3 1997/01/26 07:45:00 b1 Exp $";

// Data.

#include "sounds.h" #include "m_fixed.h"

#ifdef __GNUG__

#pragma implementation "info.h" #endif

#include "info.h"

#include "p_mobj.h"

char *sprnames[NUMSPRITES] = { "TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG", "MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2", "PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS", "SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG", "HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR", "PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN", "BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI", "SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO", "ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW", "LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4", "POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2", "COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU", "COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3", "HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2"

};

// Doesn’t work with g++, needs actionf_p1 void A_Light0();

void A_WeaponReady(); void A_Lower();

void A_Raise(); void A_Punch(); void A_ReFire();

void A_FirePistol(); void A_Light1(); void A_FireShotgun(); void A_Light2();

void A_FireShotgun2();

271

void A_CheckReload(); void A_OpenShotgun2(); void A_LoadShotgun2(); void A_CloseShotgun2(); void A_FireCGun();

void A_GunFlash(); void A_FireMissile(); void A_Saw();

void A_FirePlasma(); void A_BFGsound(); void A_FireBFG(); void A_BFGSpray(); void A_Explode(); void A_Pain();

void A_PlayerScream(); void A_Fall();

void A_XScream(); void A_Look(); void A_Chase();

void A_FaceTarget(); void A_PosAttack(); void A_Scream(); void A_SPosAttack(); void A_VileChase(); void A_VileStart(); void A_VileTarget(); void A_VileAttack(); void A_StartFire(); void A_Fire();

void A_FireCrackle(); void A_Tracer(); void A_SkelWhoosh(); void A_SkelFist(); void A_SkelMissile(); void A_FatRaise(); void A_FatAttack1(); void A_FatAttack2(); void A_FatAttack3(); void A_BossDeath(); void A_CPosAttack(); void A_CPosRefire(); void A_TroopAttack(); void A_SargAttack(); void A_HeadAttack(); void A_BruisAttack(); void A_SkullAttack(); void A_Metal();

void A_SpidRefire(); void A_BabyMetal(); void A_BspiAttack(); void A_Hoof();

void A_CyberAttack(); void A_PainAttack(); void A_PainDie(); void A_KeenDie(); void A_BrainPain(); void A_BrainScream(); void A_BrainDie(); void A_BrainAwake(); void A_BrainSpit(); void A_SpawnSound(); void A_SpawnFly(); void A_BrainExplode();

272

state_t

states[NUMSTATES] = {

 

 

{SPR_TROO,0,-1,{NULL},S_NULL,0,0},

// S_NULL

{SPR_SHTG,4,0,{A_Light0},S_NULL,0,0},

// S_LIGHTDONE

{SPR_PUNG,0,1,{A_WeaponReady},S_PUNCH,0,0},

// S_PUNCH

{SPR_PUNG,0,1,{A_Lower},S_PUNCHDOWN,0,0},

// S_PUNCHDOWN

{SPR_PUNG,0,1,{A_Raise},S_PUNCHUP,0,0},

// S_PUNCHUP

{SPR_PUNG,1,4,{NULL},S_PUNCH2,0,0},

 

// S_PUNCH1

{SPR_PUNG,2,4,{A_Punch},S_PUNCH3,0,0},

// S_PUNCH2

{SPR_PUNG,3,5,{NULL},S_PUNCH4,0,0},

 

// S_PUNCH3

{SPR_PUNG,2,4,{NULL},S_PUNCH5,0,0},

 

// S_PUNCH4

{SPR_PUNG,1,5,{A_ReFire},S_PUNCH,0,0},

// S_PUNCH5

{SPR_PISG,0,1,{A_WeaponReady},S_PISTOL,0,0},// S_PISTOL

{SPR_PISG,0,1,{A_Lower},S_PISTOLDOWN,0,0},

 

// S_PISTOLDOWN

{SPR_PISG,0,1,{A_Raise},S_PISTOLUP,0,0},

// S_PISTOLUP

{SPR_PISG,0,4,{NULL},S_PISTOL2,0,0},

// S_PISTOL1

{SPR_PISG,1,6,{A_FirePistol},S_PISTOL3,0,0},// S_PISTOL2

{SPR_PISG,2,4,{NULL},S_PISTOL4,0,0},

// S_PISTOL3

{SPR_PISG,1,5,{A_ReFire},S_PISTOL,0,0},

// S_PISTOL4

{SPR_PISF,32768,7,{A_Light1},S_LIGHTDONE,0,0},

// S_PISTOLFLASH

{SPR_SHTG,0,1,{A_WeaponReady},S_SGUN,0,0},

 

// S_SGUN

{SPR_SHTG,0,1,{A_Lower},S_SGUNDOWN,0,0},

// S_SGUNDOWN

{SPR_SHTG,0,1,{A_Raise},S_SGUNUP,0,0},

// S_SGUNUP

{SPR_SHTG,0,3,{NULL},S_SGUN2,0,0},

// S_SGUN1

{SPR_SHTG,0,7,{A_FireShotgun},S_SGUN3,0,0},

// S_SGUN2

{SPR_SHTG,1,5,{NULL},S_SGUN4,0,0},

// S_SGUN3

{SPR_SHTG,2,5,{NULL},S_SGUN5,0,0},

// S_SGUN4

{SPR_SHTG,3,4,{NULL},S_SGUN6,0,0},

// S_SGUN5

{SPR_SHTG,2,5,{NULL},S_SGUN7,0,0},

// S_SGUN6

{SPR_SHTG,1,5,{NULL},S_SGUN8,0,0},

// S_SGUN7

{SPR_SHTG,0,3,{NULL},S_SGUN9,0,0},

// S_SGUN8

{SPR_SHTG,0,7,{A_ReFire},S_SGUN,0,0},

// S_SGUN9

{SPR_SHTF,32768,4,{A_Light1},S_SGUNFLASH2,0,0},

// S_SGUNFLASH1

{SPR_SHTF,32769,3,{A_Light2},S_LIGHTDONE,0,0},

// S_SGUNFLASH2

{SPR_SHT2,0,1,{A_WeaponReady},S_DSGUN,0,0},

// S_DSGUN

{SPR_SHT2,0,1,{A_Lower},S_DSGUNDOWN,0,0},

// S_DSGUNDOWN

{SPR_SHT2,0,1,{A_Raise},S_DSGUNUP,0,0},

// S_DSGUNUP

{SPR_SHT2,0,3,{NULL},S_DSGUN2,0,0},

// S_DSGUN1

{SPR_SHT2,0,7,{A_FireShotgun2},S_DSGUN3,0,0},

// S_DSGUN2

{SPR_SHT2,1,7,{NULL},S_DSGUN4,0,0},

// S_DSGUN3

{SPR_SHT2,2,7,{A_CheckReload},S_DSGUN5,0,0},

// S_DSGUN4

{SPR_SHT2,3,7,{A_OpenShotgun2},S_DSGUN6,0,0},

// S_DSGUN5

{SPR_SHT2,4,7,{NULL},S_DSGUN7,0,0},

// S_DSGUN6

{SPR_SHT2,5,7,{A_LoadShotgun2},S_DSGUN8,0,0},

// S_DSGUN7

{SPR_SHT2,6,6,{NULL},S_DSGUN9,0,0},

// S_DSGUN8

{SPR_SHT2,7,6,{A_CloseShotgun2},S_DSGUN10,0,0},

// S_DSGUN9

{SPR_SHT2,0,5,{A_ReFire},S_DSGUN,0,0},

// S_DSGUN10

{SPR_SHT2,1,7,{NULL},S_DSNR2,0,0},

// S_DSNR1

{SPR_SHT2,0,3,{NULL},S_DSGUNDOWN,0,0},

// S_DSNR2

{SPR_SHT2,32776,5,{A_Light1},S_DSGUNFLASH2,0,0},

// S_DSGUNFLASH1

{SPR_SHT2,32777,4,{A_Light2},S_LIGHTDONE,0,0},

// S_DSGUNFLASH2

{SPR_CHGG,0,1,{A_WeaponReady},S_CHAIN,0,0},

// S_CHAIN

{SPR_CHGG,0,1,{A_Lower},S_CHAINDOWN,0,0},

// S_CHAINDOWN

{SPR_CHGG,0,1,{A_Raise},S_CHAINUP,0,0},

// S_CHAINUP

{SPR_CHGG,0,4,{A_FireCGun},S_CHAIN2,0,0},

// S_CHAIN1

{SPR_CHGG,1,4,{A_FireCGun},S_CHAIN3,0,0},

// S_CHAIN2

{SPR_CHGG,1,0,{A_ReFire},S_CHAIN,0,0},

// S_CHAIN3

{SPR_CHGF,32768,5,{A_Light1},S_LIGHTDONE,0,0},

// S_CHAINFLASH1

{SPR_CHGF,32769,5,{A_Light2},S_LIGHTDONE,0,0},

// S_CHAINFLASH2

{SPR_MISG,0,1,{A_WeaponReady},S_MISSILE,0,0},

// S_MISSILE

{SPR_MISG,0,1,{A_Lower},S_MISSILEDOWN,0,0},

// S_MISSILEDOWN

{SPR_MISG,0,1,{A_Raise},S_MISSILEUP,0,0},

// S_MISSILEUP

{SPR_MISG,1,8,{A_GunFlash},S_MISSILE2,0,0},

// S_MISSILE1

{SPR_MISG,1,12,{A_FireMissile},S_MISSILE3,0,0},

// S_MISSILE2

{SPR_MISG,1,0,{A_ReFire},S_MISSILE,0,0},

// S_MISSILE3

{SPR_MISF,32768,3,{A_Light1},S_MISSILEFLASH2,0,0},

// S_MISSILEFLASH1

273

{SPR_MISF,32769,4,{NULL},S_MISSILEFLASH3,0,0},

// S_MISSILEFLASH2

{SPR_MISF,32770,4,{A_Light2},S_MISSILEFLASH4,0,0},

// S_MISSILEFLASH3

{SPR_MISF,32771,4,{A_Light2},S_LIGHTDONE,0,0},

// S_MISSILEFLASH4

{SPR_SAWG,2,4,{A_WeaponReady},S_SAWB,0,0},

// S_SAW

{SPR_SAWG,3,4,{A_WeaponReady},S_SAW,0,0},

 

// S_SAWB

{SPR_SAWG,2,1,{A_Lower},S_SAWDOWN,0,0},

 

// S_SAWDOWN

{SPR_SAWG,2,1,{A_Raise},S_SAWUP,0,0},

 

// S_SAWUP

{SPR_SAWG,0,4,{A_Saw},S_SAW2,0,0},

 

// S_SAW1

 

{SPR_SAWG,1,4,{A_Saw},S_SAW3,0,0},

 

// S_SAW2

 

{SPR_SAWG,1,0,{A_ReFire},S_SAW,0,0},

 

// S_SAW3

{SPR_PLSG,0,1,{A_WeaponReady},S_PLASMA,0,0},

// S_PLASMA

{SPR_PLSG,0,1,{A_Lower},S_PLASMADOWN,0,0},

// S_PLASMADOWN

{SPR_PLSG,0,1,{A_Raise},S_PLASMAUP,0,0},

 

// S_PLASMAUP

{SPR_PLSG,0,3,{A_FirePlasma},S_PLASMA2,0,0},

// S_PLASMA1

{SPR_PLSG,1,20,{A_ReFire},S_PLASMA,0,0},

 

// S_PLASMA2

{SPR_PLSF,32768,4,{A_Light1},S_LIGHTDONE,0,0},

// S_PLASMAFLASH1

{SPR_PLSF,32769,4,{A_Light1},S_LIGHTDONE,0,0},

// S_PLASMAFLASH2

{SPR_BFGG,0,1,{A_WeaponReady},S_BFG,0,0},

 

// S_BFG

{SPR_BFGG,0,1,{A_Lower},S_BFGDOWN,0,0},

 

// S_BFGDOWN

{SPR_BFGG,0,1,{A_Raise},S_BFGUP,0,0},

 

// S_BFGUP

{SPR_BFGG,0,20,{A_BFGsound},S_BFG2,0,0},

 

// S_BFG1

{SPR_BFGG,1,10,{A_GunFlash},S_BFG3,0,0},

 

// S_BFG2

{SPR_BFGG,1,10,{A_FireBFG},S_BFG4,0,0},

 

// S_BFG3

{SPR_BFGG,1,20,{A_ReFire},S_BFG,0,0},

 

// S_BFG4

{SPR_BFGF,32768,11,{A_Light1},S_BFGFLASH2,0,0},

// S_BFGFLASH1

{SPR_BFGF,32769,6,{A_Light2},S_LIGHTDONE,0,0},

// S_BFGFLASH2

{SPR_BLUD,2,8,{NULL},S_BLOOD2,0,0},

 

// S_BLOOD1

{SPR_BLUD,1,8,{NULL},S_BLOOD3,0,0},

 

// S_BLOOD2

{SPR_BLUD,0,8,{NULL},S_NULL,0,0},

// S_BLOOD3

 

{SPR_PUFF,32768,4,{NULL},S_PUFF2,0,0},

 

// S_PUFF1

{SPR_PUFF,1,4,{NULL},S_PUFF3,0,0},

 

// S_PUFF2

 

{SPR_PUFF,2,4,{NULL},S_PUFF4,0,0},

 

// S_PUFF3

 

{SPR_PUFF,3,4,{NULL},S_NULL,0,0},

// S_PUFF4

 

{SPR_BAL1,32768,4,{NULL},S_TBALL2,0,0},

 

// S_TBALL1

{SPR_BAL1,32769,4,{NULL},S_TBALL1,0,0},

 

// S_TBALL2

{SPR_BAL1,32770,6,{NULL},S_TBALLX2,0,0},

 

// S_TBALLX1

{SPR_BAL1,32771,6,{NULL},S_TBALLX3,0,0},

 

// S_TBALLX2

{SPR_BAL1,32772,6,{NULL},S_NULL,0,0},

 

// S_TBALLX3

{SPR_BAL2,32768,4,{NULL},S_RBALL2,0,0},

 

// S_RBALL1

{SPR_BAL2,32769,4,{NULL},S_RBALL1,0,0},

 

// S_RBALL2

{SPR_BAL2,32770,6,{NULL},S_RBALLX2,0,0},

 

// S_RBALLX1

{SPR_BAL2,32771,6,{NULL},S_RBALLX3,0,0},

 

// S_RBALLX2

{SPR_BAL2,32772,6,{NULL},S_NULL,0,0},

 

// S_RBALLX3

{SPR_PLSS,32768,6,{NULL},S_PLASBALL2,0,0},

// S_PLASBALL

{SPR_PLSS,32769,6,{NULL},S_PLASBALL,0,0},

 

// S_PLASBALL2

{SPR_PLSE,32768,4,{NULL},S_PLASEXP2,0,0},

 

// S_PLASEXP

{SPR_PLSE,32769,4,{NULL},S_PLASEXP3,0,0},

 

// S_PLASEXP2

{SPR_PLSE,32770,4,{NULL},S_PLASEXP4,0,0},

 

// S_PLASEXP3

{SPR_PLSE,32771,4,{NULL},S_PLASEXP5,0,0},

 

// S_PLASEXP4

{SPR_PLSE,32772,4,{NULL},S_NULL,0,0},

 

// S_PLASEXP5

{SPR_MISL,32768,1,{NULL},S_ROCKET,0,0},

 

// S_ROCKET

{SPR_BFS1,32768,4,{NULL},S_BFGSHOT2,0,0},

 

// S_BFGSHOT

{SPR_BFS1,32769,4,{NULL},S_BFGSHOT,0,0},

 

// S_BFGSHOT2

{SPR_BFE1,32768,8,{NULL},S_BFGLAND2,0,0},

 

// S_BFGLAND

{SPR_BFE1,32769,8,{NULL},S_BFGLAND3,0,0},

 

// S_BFGLAND2

{SPR_BFE1,32770,8,{A_BFGSpray},S_BFGLAND4,0,0},

// S_BFGLAND3

{SPR_BFE1,32771,8,{NULL},S_BFGLAND5,0,0},

 

// S_BFGLAND4

{SPR_BFE1,32772,8,{NULL},S_BFGLAND6,0,0},

 

// S_BFGLAND5

{SPR_BFE1,32773,8,{NULL},S_NULL,0,0},

 

// S_BFGLAND6

{SPR_BFE2,32768,8,{NULL},S_BFGEXP2,0,0},

 

// S_BFGEXP

{SPR_BFE2,32769,8,{NULL},S_BFGEXP3,0,0},

 

// S_BFGEXP2

{SPR_BFE2,32770,8,{NULL},S_BFGEXP4,0,0},

 

// S_BFGEXP3

{SPR_BFE2,32771,8,{NULL},S_NULL,0,0},

 

// S_BFGEXP4

{SPR_MISL,32769,8,{A_Explode},S_EXPLODE2,0,0},

// S_EXPLODE1

{SPR_MISL,32770,6,{NULL},S_EXPLODE3,0,0},

 

// S_EXPLODE2

274

{SPR_MISL,32771,4,{NULL},S_NULL,0,0},

// S_EXPLODE3

{SPR_TFOG,32768,6,{NULL},S_TFOG01,0,0},

// S_TFOG

{SPR_TFOG,32769,6,{NULL},S_TFOG02,0,0},

// S_TFOG01

{SPR_TFOG,32768,6,{NULL},S_TFOG2,0,0},

// S_TFOG02

{SPR_TFOG,32769,6,{NULL},S_TFOG3,0,0},

// S_TFOG2

{SPR_TFOG,32770,6,{NULL},S_TFOG4,0,0},

// S_TFOG3

{SPR_TFOG,32771,6,{NULL},S_TFOG5,0,0},

// S_TFOG4

{SPR_TFOG,32772,6,{NULL},S_TFOG6,0,0},

// S_TFOG5

{SPR_TFOG,32773,6,{NULL},S_TFOG7,0,0},

// S_TFOG6

{SPR_TFOG,32774,6,{NULL},S_TFOG8,0,0},

// S_TFOG7

{SPR_TFOG,32775,6,{NULL},S_TFOG9,0,0},

// S_TFOG8

{SPR_TFOG,32776,6,{NULL},S_TFOG10,0,0},

// S_TFOG9

{SPR_TFOG,32777,6,{NULL},S_NULL,0,0},

// S_TFOG10

{SPR_IFOG,32768,6,{NULL},S_IFOG01,0,0},

// S_IFOG

{SPR_IFOG,32769,6,{NULL},S_IFOG02,0,0},

// S_IFOG01

{SPR_IFOG,32768,6,{NULL},S_IFOG2,0,0},

// S_IFOG02

{SPR_IFOG,32769,6,{NULL},S_IFOG3,0,0},

// S_IFOG2

{SPR_IFOG,32770,6,{NULL},S_IFOG4,0,0},

// S_IFOG3

{SPR_IFOG,32771,6,{NULL},S_IFOG5,0,0},

// S_IFOG4

{SPR_IFOG,32772,6,{NULL},S_NULL,0,0},

// S_IFOG5

{SPR_PLAY,0,-1,{NULL},S_NULL,0,0},

// S_PLAY

{SPR_PLAY,0,4,{NULL},S_PLAY_RUN2,0,0},

// S_PLAY_RUN1

{SPR_PLAY,1,4,{NULL},S_PLAY_RUN3,0,0},

// S_PLAY_RUN2

{SPR_PLAY,2,4,{NULL},S_PLAY_RUN4,0,0},

// S_PLAY_RUN3

{SPR_PLAY,3,4,{NULL},S_PLAY_RUN1,0,0},

// S_PLAY_RUN4

{SPR_PLAY,4,12,{NULL},S_PLAY,0,0},

// S_PLAY_ATK1

{SPR_PLAY,32773,6,{NULL},S_PLAY_ATK1,0,0},

 

// S_PLAY_ATK2

{SPR_PLAY,6,4,{NULL},S_PLAY_PAIN2,0,0},

// S_PLAY_PAIN

{SPR_PLAY,6,4,{A_Pain},S_PLAY,0,0},

// S_PLAY_PAIN2

{SPR_PLAY,7,10,{NULL},S_PLAY_DIE2,0,0},

// S_PLAY_DIE1

{SPR_PLAY,8,10,{A_PlayerScream},S_PLAY_DIE3,0,0},

// S_PLAY_DIE2

{SPR_PLAY,9,10,{A_Fall},S_PLAY_DIE4,0,0},

 

// S_PLAY_DIE3

{SPR_PLAY,10,10,{NULL},S_PLAY_DIE5,0,0},

// S_PLAY_DIE4

{SPR_PLAY,11,10,{NULL},S_PLAY_DIE6,0,0},

// S_PLAY_DIE5

{SPR_PLAY,12,10,{NULL},S_PLAY_DIE7,0,0},

// S_PLAY_DIE6

{SPR_PLAY,13,-1,{NULL},S_NULL,0,0},

// S_PLAY_DIE7

{SPR_PLAY,14,5,{NULL},S_PLAY_XDIE2,0,0},

// S_PLAY_XDIE1

{SPR_PLAY,15,5,{A_XScream},S_PLAY_XDIE3,0,0},

// S_PLAY_XDIE2

{SPR_PLAY,16,5,{A_Fall},S_PLAY_XDIE4,0,0},

 

// S_PLAY_XDIE3

{SPR_PLAY,17,5,{NULL},S_PLAY_XDIE5,0,0},

// S_PLAY_XDIE4

{SPR_PLAY,18,5,{NULL},S_PLAY_XDIE6,0,0},

// S_PLAY_XDIE5

{SPR_PLAY,19,5,{NULL},S_PLAY_XDIE7,0,0},

// S_PLAY_XDIE6

{SPR_PLAY,20,5,{NULL},S_PLAY_XDIE8,0,0},

// S_PLAY_XDIE7

{SPR_PLAY,21,5,{NULL},S_PLAY_XDIE9,0,0},

// S_PLAY_XDIE8

{SPR_PLAY,22,-1,{NULL},S_NULL,0,0},

// S_PLAY_XDIE9

{SPR_POSS,0,10,{A_Look},S_POSS_STND2,0,0},

 

// S_POSS_STND

{SPR_POSS,1,10,{A_Look},S_POSS_STND,0,0},

 

// S_POSS_STND2

{SPR_POSS,0,4,{A_Chase},S_POSS_RUN2,0,0},

 

// S_POSS_RUN1

{SPR_POSS,0,4,{A_Chase},S_POSS_RUN3,0,0},

 

// S_POSS_RUN2

{SPR_POSS,1,4,{A_Chase},S_POSS_RUN4,0,0},

 

// S_POSS_RUN3

{SPR_POSS,1,4,{A_Chase},S_POSS_RUN5,0,0},

 

// S_POSS_RUN4

{SPR_POSS,2,4,{A_Chase},S_POSS_RUN6,0,0},

 

// S_POSS_RUN5

{SPR_POSS,2,4,{A_Chase},S_POSS_RUN7,0,0},

 

// S_POSS_RUN6

{SPR_POSS,3,4,{A_Chase},S_POSS_RUN8,0,0},

 

// S_POSS_RUN7

{SPR_POSS,3,4,{A_Chase},S_POSS_RUN1,0,0},

 

// S_POSS_RUN8

{SPR_POSS,4,10,{A_FaceTarget},S_POSS_ATK2,0,0},

// S_POSS_ATK1

{SPR_POSS,5,8,{A_PosAttack},S_POSS_ATK3,0,0},

// S_POSS_ATK2

{SPR_POSS,4,8,{NULL},S_POSS_RUN1,0,0},

// S_POSS_ATK3

{SPR_POSS,6,3,{NULL},S_POSS_PAIN2,0,0},

// S_POSS_PAIN

{SPR_POSS,6,3,{A_Pain},S_POSS_RUN1,0,0},

// S_POSS_PAIN2

{SPR_POSS,7,5,{NULL},S_POSS_DIE2,0,0},

// S_POSS_DIE1

{SPR_POSS,8,5,{A_Scream},S_POSS_DIE3,0,0},

 

// S_POSS_DIE2

{SPR_POSS,9,5,{A_Fall},S_POSS_DIE4,0,0},

// S_POSS_DIE3

{SPR_POSS,10,5,{NULL},S_POSS_DIE5,0,0},

// S_POSS_DIE4

{SPR_POSS,11,-1,{NULL},S_NULL,0,0},

// S_POSS_DIE5

275

{SPR_POSS,12,5,{NULL},S_POSS_XDIE2,0,0},

 

// S_POSS_XDIE1

{SPR_POSS,13,5,{A_XScream},S_POSS_XDIE3,0,0},

 

// S_POSS_XDIE2

{SPR_POSS,14,5,{A_Fall},S_POSS_XDIE4,0,0},

 

// S_POSS_XDIE3

{SPR_POSS,15,5,{NULL},S_POSS_XDIE5,0,0},

 

// S_POSS_XDIE4

{SPR_POSS,16,5,{NULL},S_POSS_XDIE6,0,0},

 

// S_POSS_XDIE5

{SPR_POSS,17,5,{NULL},S_POSS_XDIE7,0,0},

 

// S_POSS_XDIE6

{SPR_POSS,18,5,{NULL},S_POSS_XDIE8,0,0},

 

// S_POSS_XDIE7

{SPR_POSS,19,5,{NULL},S_POSS_XDIE9,0,0},

 

// S_POSS_XDIE8

{SPR_POSS,20,-1,{NULL},S_NULL,0,0},

// S_POSS_XDIE9

{SPR_POSS,10,5,{NULL},S_POSS_RAISE2,0,0},

 

// S_POSS_RAISE1

{SPR_POSS,9,5,{NULL},S_POSS_RAISE3,0,0},

 

// S_POSS_RAISE2

{SPR_POSS,8,5,{NULL},S_POSS_RAISE4,0,0},

 

// S_POSS_RAISE3

{SPR_POSS,7,5,{NULL},S_POSS_RUN1,0,0},

 

// S_POSS_RAISE4

{SPR_SPOS,0,10,{A_Look},S_SPOS_STND2,0,0},

 

// S_SPOS_STND

{SPR_SPOS,1,10,{A_Look},S_SPOS_STND,0,0},

 

// S_SPOS_STND2

{SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN2,0,0},

 

// S_SPOS_RUN1

{SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN3,0,0},

 

// S_SPOS_RUN2

{SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN4,0,0},

 

// S_SPOS_RUN3

{SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN5,0,0},

 

// S_SPOS_RUN4

{SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN6,0,0},

 

// S_SPOS_RUN5

{SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN7,0,0},

 

// S_SPOS_RUN6

{SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN8,0,0},

 

// S_SPOS_RUN7

{SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN1,0,0},

 

// S_SPOS_RUN8

{SPR_SPOS,4,10,{A_FaceTarget},S_SPOS_ATK2,0,0},

// S_SPOS_ATK1

{SPR_SPOS,32773,10,{A_SPosAttack},S_SPOS_ATK3,0,0},

// S_SPOS_ATK2

{SPR_SPOS,4,10,{NULL},S_SPOS_RUN1,0,0},

 

// S_SPOS_ATK3

{SPR_SPOS,6,3,{NULL},S_SPOS_PAIN2,0,0},

 

// S_SPOS_PAIN

{SPR_SPOS,6,3,{A_Pain},S_SPOS_RUN1,0,0},

 

// S_SPOS_PAIN2

{SPR_SPOS,7,5,{NULL},S_SPOS_DIE2,0,0},

 

// S_SPOS_DIE1

{SPR_SPOS,8,5,{A_Scream},S_SPOS_DIE3,0,0},

 

// S_SPOS_DIE2

{SPR_SPOS,9,5,{A_Fall},S_SPOS_DIE4,0,0},

 

// S_SPOS_DIE3

{SPR_SPOS,10,5,{NULL},S_SPOS_DIE5,0,0},

 

// S_SPOS_DIE4

{SPR_SPOS,11,-1,{NULL},S_NULL,0,0},

// S_SPOS_DIE5

{SPR_SPOS,12,5,{NULL},S_SPOS_XDIE2,0,0},

 

// S_SPOS_XDIE1

{SPR_SPOS,13,5,{A_XScream},S_SPOS_XDIE3,0,0},

 

// S_SPOS_XDIE2

{SPR_SPOS,14,5,{A_Fall},S_SPOS_XDIE4,0,0},

 

// S_SPOS_XDIE3

{SPR_SPOS,15,5,{NULL},S_SPOS_XDIE5,0,0},

 

// S_SPOS_XDIE4

{SPR_SPOS,16,5,{NULL},S_SPOS_XDIE6,0,0},

 

// S_SPOS_XDIE5

{SPR_SPOS,17,5,{NULL},S_SPOS_XDIE7,0,0},

 

// S_SPOS_XDIE6

{SPR_SPOS,18,5,{NULL},S_SPOS_XDIE8,0,0},

 

// S_SPOS_XDIE7

{SPR_SPOS,19,5,{NULL},S_SPOS_XDIE9,0,0},

 

// S_SPOS_XDIE8

{SPR_SPOS,20,-1,{NULL},S_NULL,0,0},

// S_SPOS_XDIE9

{SPR_SPOS,11,5,{NULL},S_SPOS_RAISE2,0,0},

 

// S_SPOS_RAISE1

{SPR_SPOS,10,5,{NULL},S_SPOS_RAISE3,0,0},

 

// S_SPOS_RAISE2

{SPR_SPOS,9,5,{NULL},S_SPOS_RAISE4,0,0},

 

// S_SPOS_RAISE3

{SPR_SPOS,8,5,{NULL},S_SPOS_RAISE5,0,0},

 

// S_SPOS_RAISE4

{SPR_SPOS,7,5,{NULL},S_SPOS_RUN1,0,0},

 

// S_SPOS_RAISE5

{SPR_VILE,0,10,{A_Look},S_VILE_STND2,0,0},

 

// S_VILE_STND

{SPR_VILE,1,10,{A_Look},S_VILE_STND,0,0},

 

// S_VILE_STND2

{SPR_VILE,0,2,{A_VileChase},S_VILE_RUN2,0,0},

 

// S_VILE_RUN1

{SPR_VILE,0,2,{A_VileChase},S_VILE_RUN3,0,0},

 

// S_VILE_RUN2

{SPR_VILE,1,2,{A_VileChase},S_VILE_RUN4,0,0},

 

// S_VILE_RUN3

{SPR_VILE,1,2,{A_VileChase},S_VILE_RUN5,0,0},

 

// S_VILE_RUN4

{SPR_VILE,2,2,{A_VileChase},S_VILE_RUN6,0,0},

 

// S_VILE_RUN5

{SPR_VILE,2,2,{A_VileChase},S_VILE_RUN7,0,0},

 

// S_VILE_RUN6

{SPR_VILE,3,2,{A_VileChase},S_VILE_RUN8,0,0},

 

// S_VILE_RUN7

{SPR_VILE,3,2,{A_VileChase},S_VILE_RUN9,0,0},

 

// S_VILE_RUN8

{SPR_VILE,4,2,{A_VileChase},S_VILE_RUN10,0,0},

 

// S_VILE_RUN9

{SPR_VILE,4,2,{A_VileChase},S_VILE_RUN11,0,0},

 

// S_VILE_RUN10

{SPR_VILE,5,2,{A_VileChase},S_VILE_RUN12,0,0},

 

// S_VILE_RUN11

{SPR_VILE,5,2,{A_VileChase},S_VILE_RUN1,0,0},

 

// S_VILE_RUN12

{SPR_VILE,32774,0,{A_VileStart},S_VILE_ATK2,0,0},

// S_VILE_ATK1

{SPR_VILE,32774,10,{A_FaceTarget},S_VILE_ATK3,0,0},

// S_VILE_ATK2

{SPR_VILE,32775,8,{A_VileTarget},S_VILE_ATK4,0,0},

// S_VILE_ATK3

{SPR_VILE,32776,8,{A_FaceTarget},S_VILE_ATK5,0,0},

// S_VILE_ATK4

276

{SPR_VILE,32777,8,{A_FaceTarget},S_VILE_ATK6,0,0},

// S_VILE_ATK5

{SPR_VILE,32778,8,{A_FaceTarget},S_VILE_ATK7,0,0},

// S_VILE_ATK6

{SPR_VILE,32779,8,{A_FaceTarget},S_VILE_ATK8,0,0},

//

S_VILE_ATK7

{SPR_VILE,32780,8,{A_FaceTarget},S_VILE_ATK9,0,0},

//

S_VILE_ATK8

{SPR_VILE,32781,8,{A_FaceTarget},S_VILE_ATK10,0,0},

// S_VILE_ATK9

{SPR_VILE,32782,8,{A_VileAttack},S_VILE_ATK11,0,0},

// S_VILE_ATK10

{SPR_VILE,32783,20,{NULL},S_VILE_RUN1,0,0},

 

// S_VILE_ATK11

{SPR_VILE,32794,10,{NULL},S_VILE_HEAL2,0,0},

// S_VILE_HEAL1

{SPR_VILE,32795,10,{NULL},S_VILE_HEAL3,0,0},

// S_VILE_HEAL2

{SPR_VILE,32796,10,{NULL},S_VILE_RUN1,0,0},

 

// S_VILE_HEAL3

{SPR_VILE,16,5,{NULL},S_VILE_PAIN2,0,0},

 

// S_VILE_PAIN

{SPR_VILE,16,5,{A_Pain},S_VILE_RUN1,0,0},

 

//

S_VILE_PAIN2

{SPR_VILE,16,7,{NULL},S_VILE_DIE2,0,0},

 

// S_VILE_DIE1

{SPR_VILE,17,7,{A_Scream},S_VILE_DIE3,0,0},

 

// S_VILE_DIE2

{SPR_VILE,18,7,{A_Fall},S_VILE_DIE4,0,0},

 

//

S_VILE_DIE3

{SPR_VILE,19,7,{NULL},S_VILE_DIE5,0,0},

 

// S_VILE_DIE4

{SPR_VILE,20,7,{NULL},S_VILE_DIE6,0,0},

 

// S_VILE_DIE5

{SPR_VILE,21,7,{NULL},S_VILE_DIE7,0,0},

 

// S_VILE_DIE6

{SPR_VILE,22,7,{NULL},S_VILE_DIE8,0,0},

 

// S_VILE_DIE7

{SPR_VILE,23,5,{NULL},S_VILE_DIE9,0,0},

 

// S_VILE_DIE8

{SPR_VILE,24,5,{NULL},S_VILE_DIE10,0,0},

 

// S_VILE_DIE9

{SPR_VILE,25,-1,{NULL},S_NULL,0,0},

 

// S_VILE_DIE10

{SPR_FIRE,32768,2,{A_StartFire},S_FIRE2,0,0},

// S_FIRE1

{SPR_FIRE,32769,2,{A_Fire},S_FIRE3,0,0},

 

// S_FIRE2

{SPR_FIRE,32768,2,{A_Fire},S_FIRE4,0,0},

 

// S_FIRE3

{SPR_FIRE,32769,2,{A_Fire},S_FIRE5,0,0},

 

// S_FIRE4

{SPR_FIRE,32770,2,{A_FireCrackle},S_FIRE6,0,0},

// S_FIRE5

{SPR_FIRE,32769,2,{A_Fire},S_FIRE7,0,0},

 

// S_FIRE6

{SPR_FIRE,32770,2,{A_Fire},S_FIRE8,0,0},

 

// S_FIRE7

{SPR_FIRE,32769,2,{A_Fire},S_FIRE9,0,0},

 

// S_FIRE8

{SPR_FIRE,32770,2,{A_Fire},S_FIRE10,0,0},

 

//

S_FIRE9

{SPR_FIRE,32771,2,{A_Fire},S_FIRE11,0,0},

 

//

S_FIRE10

{SPR_FIRE,32770,2,{A_Fire},S_FIRE12,0,0},

 

//

S_FIRE11

{SPR_FIRE,32771,2,{A_Fire},S_FIRE13,0,0},

 

//

S_FIRE12

{SPR_FIRE,32770,2,{A_Fire},S_FIRE14,0,0},

 

//

S_FIRE13

{SPR_FIRE,32771,2,{A_Fire},S_FIRE15,0,0},

 

//

S_FIRE14

{SPR_FIRE,32772,2,{A_Fire},S_FIRE16,0,0},

 

//

S_FIRE15

{SPR_FIRE,32771,2,{A_Fire},S_FIRE17,0,0},

 

//

S_FIRE16

{SPR_FIRE,32772,2,{A_Fire},S_FIRE18,0,0},

 

//

S_FIRE17

{SPR_FIRE,32771,2,{A_Fire},S_FIRE19,0,0},

 

//

S_FIRE18

{SPR_FIRE,32772,2,{A_FireCrackle},S_FIRE20,0,0},

// S_FIRE19

{SPR_FIRE,32773,2,{A_Fire},S_FIRE21,0,0},

 

//

S_FIRE20

{SPR_FIRE,32772,2,{A_Fire},S_FIRE22,0,0},

 

//

S_FIRE21

{SPR_FIRE,32773,2,{A_Fire},S_FIRE23,0,0},

 

//

S_FIRE22

{SPR_FIRE,32772,2,{A_Fire},S_FIRE24,0,0},

 

//

S_FIRE23

{SPR_FIRE,32773,2,{A_Fire},S_FIRE25,0,0},

 

//

S_FIRE24

{SPR_FIRE,32774,2,{A_Fire},S_FIRE26,0,0},

 

//

S_FIRE25

{SPR_FIRE,32775,2,{A_Fire},S_FIRE27,0,0},

 

//

S_FIRE26

{SPR_FIRE,32774,2,{A_Fire},S_FIRE28,0,0},

 

//

S_FIRE27

{SPR_FIRE,32775,2,{A_Fire},S_FIRE29,0,0},

 

//

S_FIRE28

{SPR_FIRE,32774,2,{A_Fire},S_FIRE30,0,0},

 

//

S_FIRE29

{SPR_FIRE,32775,2,{A_Fire},S_NULL,0,0},

 

// S_FIRE30

{SPR_PUFF,1,4,{NULL},S_SMOKE2,0,0},

 

// S_SMOKE1

{SPR_PUFF,2,4,{NULL},S_SMOKE3,0,0},

 

// S_SMOKE2

{SPR_PUFF,1,4,{NULL},S_SMOKE4,0,0},

 

// S_SMOKE3

{SPR_PUFF,2,4,{NULL},S_SMOKE5,0,0},

 

// S_SMOKE4

{SPR_PUFF,3,4,{NULL},S_NULL,0,0},

// S_SMOKE5

{SPR_FATB,32768,2,{A_Tracer},S_TRACER2,0,0},

// S_TRACER

{SPR_FATB,32769,2,{A_Tracer},S_TRACER,0,0},

 

// S_TRACER2

{SPR_FBXP,32768,8,{NULL},S_TRACEEXP2,0,0},

// S_TRACEEXP1

{SPR_FBXP,32769,6,{NULL},S_TRACEEXP3,0,0},

// S_TRACEEXP2

{SPR_FBXP,32770,4,{NULL},S_NULL,0,0},

 

// S_TRACEEXP3

{SPR_SKEL,0,10,{A_Look},S_SKEL_STND2,0,0},

// S_SKEL_STND

{SPR_SKEL,1,10,{A_Look},S_SKEL_STND,0,0},

 

//

S_SKEL_STND2

{SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN2,0,0},

 

//

S_SKEL_RUN1

277

{SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN3,0,0},

 

//

S_SKEL_RUN2

{SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN4,0,0},

 

//

S_SKEL_RUN3

{SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN5,0,0},

 

//

S_SKEL_RUN4

{SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN6,0,0},

 

//

S_SKEL_RUN5

{SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN7,0,0},

 

//

S_SKEL_RUN6

{SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN8,0,0},

 

//

S_SKEL_RUN7

{SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN9,0,0},

 

//

S_SKEL_RUN8

{SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN10,0,0},

 

// S_SKEL_RUN9

{SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN11,0,0},

 

// S_SKEL_RUN10

{SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN12,0,0},

 

// S_SKEL_RUN11

{SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN1,0,0},

 

//

S_SKEL_RUN12

{SPR_SKEL,6,0,{A_FaceTarget},S_SKEL_FIST2,0,0},

 

// S_SKEL_FIST1

{SPR_SKEL,6,6,{A_SkelWhoosh},S_SKEL_FIST3,0,0},

 

// S_SKEL_FIST2

{SPR_SKEL,7,6,{A_FaceTarget},S_SKEL_FIST4,0,0},

 

// S_SKEL_FIST3

{SPR_SKEL,8,6,{A_SkelFist},S_SKEL_RUN1,0,0},

 

// S_SKEL_FIST4

{SPR_SKEL,32777,0,{A_FaceTarget},S_SKEL_MISS2,0,0},

// S_SKEL_MISS1

{SPR_SKEL,32777,10,{A_FaceTarget},S_SKEL_MISS3,0,0},

// S_SKEL_MISS2

{SPR_SKEL,10,10,{A_SkelMissile},S_SKEL_MISS4,0,0},

// S_SKEL_MISS3

{SPR_SKEL,10,10,{A_FaceTarget},S_SKEL_RUN1,0,0},

// S_SKEL_MISS4

{SPR_SKEL,11,5,{NULL},S_SKEL_PAIN2,0,0},

 

// S_SKEL_PAIN

{SPR_SKEL,11,5,{A_Pain},S_SKEL_RUN1,0,0},

 

//

S_SKEL_PAIN2

{SPR_SKEL,11,7,{NULL},S_SKEL_DIE2,0,0},

 

// S_SKEL_DIE1

{SPR_SKEL,12,7,{NULL},S_SKEL_DIE3,0,0},

 

// S_SKEL_DIE2

{SPR_SKEL,13,7,{A_Scream},S_SKEL_DIE4,0,0},

 

// S_SKEL_DIE3

{SPR_SKEL,14,7,{A_Fall},S_SKEL_DIE5,0,0},

 

//

S_SKEL_DIE4

{SPR_SKEL,15,7,{NULL},S_SKEL_DIE6,0,0},

 

// S_SKEL_DIE5

{SPR_SKEL,16,-1,{NULL},S_NULL,0,0},

// S_SKEL_DIE6

{SPR_SKEL,16,5,{NULL},S_SKEL_RAISE2,0,0},

 

//

S_SKEL_RAISE1

{SPR_SKEL,15,5,{NULL},S_SKEL_RAISE3,0,0},

 

//

S_SKEL_RAISE2

{SPR_SKEL,14,5,{NULL},S_SKEL_RAISE4,0,0},

 

//

S_SKEL_RAISE3

{SPR_SKEL,13,5,{NULL},S_SKEL_RAISE5,0,0},

 

//

S_SKEL_RAISE4

{SPR_SKEL,12,5,{NULL},S_SKEL_RAISE6,0,0},

 

//

S_SKEL_RAISE5

{SPR_SKEL,11,5,{NULL},S_SKEL_RUN1,0,0},

 

// S_SKEL_RAISE6

{SPR_MANF,32768,4,{NULL},S_FATSHOT2,0,0},

 

//

S_FATSHOT1

{SPR_MANF,32769,4,{NULL},S_FATSHOT1,0,0},

 

//

S_FATSHOT2

{SPR_MISL,32769,8,{NULL},S_FATSHOTX2,0,0},

 

// S_FATSHOTX1

{SPR_MISL,32770,6,{NULL},S_FATSHOTX3,0,0},

 

// S_FATSHOTX2

{SPR_MISL,32771,4,{NULL},S_NULL,0,0},

// S_FATSHOTX3

{SPR_FATT,0,15,{A_Look},S_FATT_STND2,0,0},

 

// S_FATT_STND

{SPR_FATT,1,15,{A_Look},S_FATT_STND,0,0},

 

//

S_FATT_STND2

{SPR_FATT,0,4,{A_Chase},S_FATT_RUN2,0,0},

 

//

S_FATT_RUN1

{SPR_FATT,0,4,{A_Chase},S_FATT_RUN3,0,0},

 

//

S_FATT_RUN2

{SPR_FATT,1,4,{A_Chase},S_FATT_RUN4,0,0},

 

//

S_FATT_RUN3

{SPR_FATT,1,4,{A_Chase},S_FATT_RUN5,0,0},

 

//

S_FATT_RUN4

{SPR_FATT,2,4,{A_Chase},S_FATT_RUN6,0,0},

 

//

S_FATT_RUN5

{SPR_FATT,2,4,{A_Chase},S_FATT_RUN7,0,0},

 

//

S_FATT_RUN6

{SPR_FATT,3,4,{A_Chase},S_FATT_RUN8,0,0},

 

//

S_FATT_RUN7

{SPR_FATT,3,4,{A_Chase},S_FATT_RUN9,0,0},

 

//

S_FATT_RUN8

{SPR_FATT,4,4,{A_Chase},S_FATT_RUN10,0,0},

 

// S_FATT_RUN9

{SPR_FATT,4,4,{A_Chase},S_FATT_RUN11,0,0},

 

// S_FATT_RUN10

{SPR_FATT,5,4,{A_Chase},S_FATT_RUN12,0,0},

 

// S_FATT_RUN11

{SPR_FATT,5,4,{A_Chase},S_FATT_RUN1,0,0},

 

//

S_FATT_RUN12

{SPR_FATT,6,20,{A_FatRaise},S_FATT_ATK2,0,0},

 

// S_FATT_ATK1

{SPR_FATT,32775,10,{A_FatAttack1},S_FATT_ATK3,0,0},

// S_FATT_ATK2

{SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK4,0,0},

 

// S_FATT_ATK3

{SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK5,0,0},

 

// S_FATT_ATK4

{SPR_FATT,32775,10,{A_FatAttack2},S_FATT_ATK6,0,0},

// S_FATT_ATK5

{SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK7,0,0},

 

// S_FATT_ATK6

{SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK8,0,0},

 

// S_FATT_ATK7

{SPR_FATT,32775,10,{A_FatAttack3},S_FATT_ATK9,0,0},

// S_FATT_ATK8

{SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK10,0,0},

 

// S_FATT_ATK9

{SPR_FATT,6,5,{A_FaceTarget},S_FATT_RUN1,0,0},

 

// S_FATT_ATK10

{SPR_FATT,9,3,{NULL},S_FATT_PAIN2,0,0},

 

// S_FATT_PAIN

{SPR_FATT,9,3,{A_Pain},S_FATT_RUN1,0,0},

 

// S_FATT_PAIN2

{SPR_FATT,10,6,{NULL},S_FATT_DIE2,0,0},

 

// S_FATT_DIE1

278

{SPR_FATT,11,6,{A_Scream},S_FATT_DIE3,0,0},

// S_FATT_DIE2

{SPR_FATT,12,6,{A_Fall},S_FATT_DIE4,0,0},

// S_FATT_DIE3

{SPR_FATT,13,6,{NULL},S_FATT_DIE5,0,0},

// S_FATT_DIE4

{SPR_FATT,14,6,{NULL},S_FATT_DIE6,0,0},

// S_FATT_DIE5

{SPR_FATT,15,6,{NULL},S_FATT_DIE7,0,0},

// S_FATT_DIE6

{SPR_FATT,16,6,{NULL},S_FATT_DIE8,0,0},

// S_FATT_DIE7

{SPR_FATT,17,6,{NULL},S_FATT_DIE9,0,0},

// S_FATT_DIE8

{SPR_FATT,18,6,{NULL},S_FATT_DIE10,0,0},

// S_FATT_DIE9

{SPR_FATT,19,-1,{A_BossDeath},S_NULL,0,0},

// S_FATT_DIE10

{SPR_FATT,17,5,{NULL},S_FATT_RAISE2,0,0},

// S_FATT_RAISE1

{SPR_FATT,16,5,{NULL},S_FATT_RAISE3,0,0},

// S_FATT_RAISE2

{SPR_FATT,15,5,{NULL},S_FATT_RAISE4,0,0},

// S_FATT_RAISE3

{SPR_FATT,14,5,{NULL},S_FATT_RAISE5,0,0},

// S_FATT_RAISE4

{SPR_FATT,13,5,{NULL},S_FATT_RAISE6,0,0},

// S_FATT_RAISE5

{SPR_FATT,12,5,{NULL},S_FATT_RAISE7,0,0},

// S_FATT_RAISE6

{SPR_FATT,11,5,{NULL},S_FATT_RAISE8,0,0},

// S_FATT_RAISE7

{SPR_FATT,10,5,{NULL},S_FATT_RUN1,0,0},

// S_FATT_RAISE8

{SPR_CPOS,0,10,{A_Look},S_CPOS_STND2,0,0},

// S_CPOS_STND

{SPR_CPOS,1,10,{A_Look},S_CPOS_STND,0,0},

// S_CPOS_STND2

{SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN2,0,0},

// S_CPOS_RUN1

{SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN3,0,0},

// S_CPOS_RUN2

{SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN4,0,0},

// S_CPOS_RUN3

{SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN5,0,0},

// S_CPOS_RUN4

{SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN6,0,0},

// S_CPOS_RUN5

{SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN7,0,0},

// S_CPOS_RUN6

{SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN8,0,0},

// S_CPOS_RUN7

{SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN1,0,0},

// S_CPOS_RUN8

{SPR_CPOS,4,10,{A_FaceTarget},S_CPOS_ATK2,0,0},

// S_CPOS_ATK1

{SPR_CPOS,32773,4,{A_CPosAttack},S_CPOS_ATK3,0,0},

// S_CPOS_ATK2

{SPR_CPOS,32772,4,{A_CPosAttack},S_CPOS_ATK4,0,0},

// S_CPOS_ATK3

{SPR_CPOS,5,1,{A_CPosRefire},S_CPOS_ATK2,0,0},

 

// S_CPOS_ATK4

{SPR_CPOS,6,3,{NULL},S_CPOS_PAIN2,0,0},

 

// S_CPOS_PAIN

{SPR_CPOS,6,3,{A_Pain},S_CPOS_RUN1,0,0},

 

// S_CPOS_PAIN2

{SPR_CPOS,7,5,{NULL},S_CPOS_DIE2,0,0},

 

// S_CPOS_DIE1

{SPR_CPOS,8,5,{A_Scream},S_CPOS_DIE3,0,0},

 

 

// S_CPOS_DIE2

{SPR_CPOS,9,5,{A_Fall},S_CPOS_DIE4,0,0},

 

// S_CPOS_DIE3

{SPR_CPOS,10,5,{NULL},S_CPOS_DIE5,0,0},

 

// S_CPOS_DIE4

{SPR_CPOS,11,5,{NULL},S_CPOS_DIE6,0,0},

 

// S_CPOS_DIE5

{SPR_CPOS,12,5,{NULL},S_CPOS_DIE7,0,0},

 

// S_CPOS_DIE6

{SPR_CPOS,13,-1,{NULL},S_NULL,0,0},

// S_CPOS_DIE7

{SPR_CPOS,14,5,{NULL},S_CPOS_XDIE2,0,0},

 

// S_CPOS_XDIE1

{SPR_CPOS,15,5,{A_XScream},S_CPOS_XDIE3,0,0},

 

// S_CPOS_XDIE2

{SPR_CPOS,16,5,{A_Fall},S_CPOS_XDIE4,0,0},

 

 

// S_CPOS_XDIE3

{SPR_CPOS,17,5,{NULL},S_CPOS_XDIE5,0,0},

 

// S_CPOS_XDIE4

{SPR_CPOS,18,5,{NULL},S_CPOS_XDIE6,0,0},

 

// S_CPOS_XDIE5

{SPR_CPOS,19,-1,{NULL},S_NULL,0,0},

// S_CPOS_XDIE6

{SPR_CPOS,13,5,{NULL},S_CPOS_RAISE2,0,0},

 

// S_CPOS_RAISE1

{SPR_CPOS,12,5,{NULL},S_CPOS_RAISE3,0,0},

 

// S_CPOS_RAISE2

{SPR_CPOS,11,5,{NULL},S_CPOS_RAISE4,0,0},

 

// S_CPOS_RAISE3

{SPR_CPOS,10,5,{NULL},S_CPOS_RAISE5,0,0},

 

// S_CPOS_RAISE4

{SPR_CPOS,9,5,{NULL},S_CPOS_RAISE6,0,0},

 

// S_CPOS_RAISE5

{SPR_CPOS,8,5,{NULL},S_CPOS_RAISE7,0,0},

 

// S_CPOS_RAISE6

{SPR_CPOS,7,5,{NULL},S_CPOS_RUN1,0,0},

 

// S_CPOS_RAISE7

{SPR_TROO,0,10,{A_Look},S_TROO_STND2,0,0},

 

 

// S_TROO_STND

{SPR_TROO,1,10,{A_Look},S_TROO_STND,0,0},

 

// S_TROO_STND2

{SPR_TROO,0,3,{A_Chase},S_TROO_RUN2,0,0},

 

// S_TROO_RUN1

{SPR_TROO,0,3,{A_Chase},S_TROO_RUN3,0,0},

 

// S_TROO_RUN2

{SPR_TROO,1,3,{A_Chase},S_TROO_RUN4,0,0},

 

// S_TROO_RUN3

{SPR_TROO,1,3,{A_Chase},S_TROO_RUN5,0,0},

 

// S_TROO_RUN4

{SPR_TROO,2,3,{A_Chase},S_TROO_RUN6,0,0},

 

// S_TROO_RUN5

{SPR_TROO,2,3,{A_Chase},S_TROO_RUN7,0,0},

 

// S_TROO_RUN6

{SPR_TROO,3,3,{A_Chase},S_TROO_RUN8,0,0},

 

// S_TROO_RUN7

{SPR_TROO,3,3,{A_Chase},S_TROO_RUN1,0,0},

 

// S_TROO_RUN8

{SPR_TROO,4,8,{A_FaceTarget},S_TROO_ATK2,0,0},

 

// S_TROO_ATK1

{SPR_TROO,5,8,{A_FaceTarget},S_TROO_ATK3,0,0},

 

// S_TROO_ATK2

279

{SPR_TROO,6,6,{A_TroopAttack},S_TROO_RUN1,0,0},

// S_TROO_ATK3

{SPR_TROO,7,2,{NULL},S_TROO_PAIN2,0,0},

 

 

// S_TROO_PAIN

{SPR_TROO,7,2,{A_Pain},S_TROO_RUN1,0,0},

 

 

// S_TROO_PAIN2

{SPR_TROO,8,8,{NULL},S_TROO_DIE2,0,0},

 

// S_TROO_DIE1

{SPR_TROO,9,8,{A_Scream},S_TROO_DIE3,0,0},

 

 

// S_TROO_DIE2

{SPR_TROO,10,6,{NULL},S_TROO_DIE4,0,0},

 

 

// S_TROO_DIE3

{SPR_TROO,11,6,{A_Fall},S_TROO_DIE5,0,0},

 

 

// S_TROO_DIE4

{SPR_TROO,12,-1,{NULL},S_NULL,0,0},

// S_TROO_DIE5

{SPR_TROO,13,5,{NULL},S_TROO_XDIE2,0,0},

 

 

// S_TROO_XDIE1

{SPR_TROO,14,5,{A_XScream},S_TROO_XDIE3,0,0},

 

// S_TROO_XDIE2

{SPR_TROO,15,5,{NULL},S_TROO_XDIE4,0,0},

 

 

// S_TROO_XDIE3

{SPR_TROO,16,5,{A_Fall},S_TROO_XDIE5,0,0},

 

 

// S_TROO_XDIE4

{SPR_TROO,17,5,{NULL},S_TROO_XDIE6,0,0},

 

 

// S_TROO_XDIE5

{SPR_TROO,18,5,{NULL},S_TROO_XDIE7,0,0},

 

 

// S_TROO_XDIE6

{SPR_TROO,19,5,{NULL},S_TROO_XDIE8,0,0},

 

 

// S_TROO_XDIE7

{SPR_TROO,20,-1,{NULL},S_NULL,0,0},

// S_TROO_XDIE8

{SPR_TROO,12,8,{NULL},S_TROO_RAISE2,0,0},

 

 

// S_TROO_RAISE1

{SPR_TROO,11,8,{NULL},S_TROO_RAISE3,0,0},

 

 

// S_TROO_RAISE2

{SPR_TROO,10,6,{NULL},S_TROO_RAISE4,0,0},

 

 

// S_TROO_RAISE3

{SPR_TROO,9,6,{NULL},S_TROO_RAISE5,0,0},

 

 

// S_TROO_RAISE4

{SPR_TROO,8,6,{NULL},S_TROO_RUN1,0,0},

 

// S_TROO_RAISE5

{SPR_SARG,0,10,{A_Look},S_SARG_STND2,0,0},

 

 

// S_SARG_STND

{SPR_SARG,1,10,{A_Look},S_SARG_STND,0,0},

 

 

// S_SARG_STND2

{SPR_SARG,0,2,{A_Chase},S_SARG_RUN2,0,0},

 

 

// S_SARG_RUN1

{SPR_SARG,0,2,{A_Chase},S_SARG_RUN3,0,0},

 

 

// S_SARG_RUN2

{SPR_SARG,1,2,{A_Chase},S_SARG_RUN4,0,0},

 

 

// S_SARG_RUN3

{SPR_SARG,1,2,{A_Chase},S_SARG_RUN5,0,0},

 

 

// S_SARG_RUN4

{SPR_SARG,2,2,{A_Chase},S_SARG_RUN6,0,0},

 

 

// S_SARG_RUN5

{SPR_SARG,2,2,{A_Chase},S_SARG_RUN7,0,0},

 

 

// S_SARG_RUN6

{SPR_SARG,3,2,{A_Chase},S_SARG_RUN8,0,0},

 

 

// S_SARG_RUN7

{SPR_SARG,3,2,{A_Chase},S_SARG_RUN1,0,0},

 

 

// S_SARG_RUN8

{SPR_SARG,4,8,{A_FaceTarget},S_SARG_ATK2,0,0},

 

// S_SARG_ATK1

{SPR_SARG,5,8,{A_FaceTarget},S_SARG_ATK3,0,0},

 

// S_SARG_ATK2

{SPR_SARG,6,8,{A_SargAttack},S_SARG_RUN1,0,0},

 

// S_SARG_ATK3

{SPR_SARG,7,2,{NULL},S_SARG_PAIN2,0,0},

 

 

// S_SARG_PAIN

{SPR_SARG,7,2,{A_Pain},S_SARG_RUN1,0,0},

 

 

// S_SARG_PAIN2

{SPR_SARG,8,8,{NULL},S_SARG_DIE2,0,0},

 

// S_SARG_DIE1

{SPR_SARG,9,8,{A_Scream},S_SARG_DIE3,0,0},

 

 

// S_SARG_DIE2

{SPR_SARG,10,4,{NULL},S_SARG_DIE4,0,0},

 

 

// S_SARG_DIE3

{SPR_SARG,11,4,{A_Fall},S_SARG_DIE5,0,0},

 

 

// S_SARG_DIE4

{SPR_SARG,12,4,{NULL},S_SARG_DIE6,0,0},

 

 

// S_SARG_DIE5

{SPR_SARG,13,-1,{NULL},S_NULL,0,0},

// S_SARG_DIE6

{SPR_SARG,13,5,{NULL},S_SARG_RAISE2,0,0},

 

 

// S_SARG_RAISE1

{SPR_SARG,12,5,{NULL},S_SARG_RAISE3,0,0},

 

 

// S_SARG_RAISE2

{SPR_SARG,11,5,{NULL},S_SARG_RAISE4,0,0},

 

 

// S_SARG_RAISE3

{SPR_SARG,10,5,{NULL},S_SARG_RAISE5,0,0},

 

 

// S_SARG_RAISE4

{SPR_SARG,9,5,{NULL},S_SARG_RAISE6,0,0},

 

 

// S_SARG_RAISE5

{SPR_SARG,8,5,{NULL},S_SARG_RUN1,0,0},

 

// S_SARG_RAISE6

{SPR_HEAD,0,10,{A_Look},S_HEAD_STND,0,0},

 

 

// S_HEAD_STND

{SPR_HEAD,0,3,{A_Chase},S_HEAD_RUN1,0,0},

 

 

// S_HEAD_RUN1

{SPR_HEAD,1,5,{A_FaceTarget},S_HEAD_ATK2,0,0},

 

// S_HEAD_ATK1

{SPR_HEAD,2,5,{A_FaceTarget},S_HEAD_ATK3,0,0},

 

// S_HEAD_ATK2

{SPR_HEAD,32771,5,{A_HeadAttack},S_HEAD_RUN1,0,0},

// S_HEAD_ATK3

{SPR_HEAD,4,3,{NULL},S_HEAD_PAIN2,0,0},

 

// S_HEAD_PAIN

{SPR_HEAD,4,3,{A_Pain},S_HEAD_PAIN3,0,0},

 

// S_HEAD_PAIN2

{SPR_HEAD,5,6,{NULL},S_HEAD_RUN1,0,0},

 

// S_HEAD_PAIN3

{SPR_HEAD,6,8,{NULL},S_HEAD_DIE2,0,0},

 

// S_HEAD_DIE1

{SPR_HEAD,7,8,{A_Scream},S_HEAD_DIE3,0,0},

 

 

// S_HEAD_DIE2

{SPR_HEAD,8,8,{NULL},S_HEAD_DIE4,0,0},

 

// S_HEAD_DIE3

{SPR_HEAD,9,8,{NULL},S_HEAD_DIE5,0,0},

 

// S_HEAD_DIE4

{SPR_HEAD,10,8,{A_Fall},S_HEAD_DIE6,0,0},

 

// S_HEAD_DIE5

{SPR_HEAD,11,-1,{NULL},S_NULL,0,0},

// S_HEAD_DIE6

{SPR_HEAD,11,8,{NULL},S_HEAD_RAISE2,0,0},

 

// S_HEAD_RAISE1

{SPR_HEAD,10,8,{NULL},S_HEAD_RAISE3,0,0},

 

// S_HEAD_RAISE2

{SPR_HEAD,9,8,{NULL},S_HEAD_RAISE4,0,0},

 

// S_HEAD_RAISE3

280

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