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path: root/apps/plugins/doom/p_inter.c
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/* Emacs style mode select   -*- C++ -*-
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *
 *  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.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 *  02111-1307, USA.
 *
 * DESCRIPTION:
 *      Handling interactions (i.e., collisions).
 *
 *-----------------------------------------------------------------------------*/

#include "doomstat.h"
#include "dstrings.h"
#include "m_random.h"
#include "am_map.h"
#include "r_main.h"
#include "s_sound.h"
#include "sounds.h"
#include "d_deh.h"  // Ty 03/22/98 - externalized strings
#include "p_tick.h"
#include "i_system.h"

#include "p_inter.h"
#include "p_enemy.h"

#ifdef __GNUG__
#pragma implementation "p_inter.h"
#endif
#include "p_inter.h"

#define BONUSADD        6

// Ty 03/07/98 - add deh externals
// Maximums and such were hardcoded values.  Need to externalize those for
// dehacked support (and future flexibility).  Most var names came from the key
// strings used in dehacked.

int initial_health = 100;
int initial_bullets = 50;
int maxhealth = 100; // was MAXHEALTH as a #define, used only in this module
int max_armor = 200;
int green_armor_class = 1;  // these are involved with armortype below
int blue_armor_class = 2;
int max_soul = 200;
int soul_health = 100;
int mega_health = 200;
int god_health = 100;   // these are used in cheats (see st_stuff.c)
int idfa_armor = 200;
int idfa_armor_class = 2;
// not actually used due to pairing of cheat_k and cheat_fa
int idkfa_armor = 200;
int idkfa_armor_class = 2;

int bfgcells = 40;      // used in p_pspr.c
// Ty 03/07/98 - end deh externals

// a weapon is found with two clip loads,
// a big item has five clip loads
int maxammo[NUMAMMO]  = {200, 50, 300, 50};
int clipammo[NUMAMMO] = { 10,  4,  20,  1};

//
// GET STUFF
//

//
// P_GiveAmmo
// Num is the number of clip loads,
// not the individual count (0= 1/2 clip).
// Returns false if the ammo can't be picked up at all
//

boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int num)
{
   int oldammo;

   if (ammo == am_noammo)
      return false;

#ifdef RANGECHECK
   if (ammo < 0 || ammo > NUMAMMO)
      I_Error ("P_GiveAmmo: bad type %i", ammo);
#endif

   if ( player->ammo[ammo] == player->maxammo[ammo]  )
      return false;

   if (num)
      num *= clipammo[ammo];
   else
      num = clipammo[ammo]/2;

   // give double ammo in trainer mode, you'll need in nightmare
   if (gameskill == sk_baby || gameskill == sk_nightmare)
      num <<= 1;

   oldammo = player->ammo[ammo];
   player->ammo[ammo] += num;

   if (player->ammo[ammo] > player->maxammo[ammo])
      player->ammo[ammo] = player->maxammo[ammo];

   // If non zero ammo, don't change up weapons, player was lower on purpose.
   if (oldammo)
      return true;

   // We were down to zero, so select a new weapon.
   // Preferences are not user selectable.

   switch (ammo)
   {
   case am_clip:
      if (player->readyweapon == wp_fist) {
         if (player->weaponowned[wp_chaingun])
            player->pendingweapon = wp_chaingun;
         else
            player->pendingweapon = wp_pistol;
      }
      break;

   case am_shell:
      if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol)
         if (player->weaponowned[wp_shotgun])
            player->pendingweapon = wp_shotgun;
      break;

   case am_cell:
      if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol)
         if (player->weaponowned[wp_plasma])
            player->pendingweapon = wp_plasma;
      break;

   case am_misl:
      if (player->readyweapon == wp_fist)
         if (player->weaponowned[wp_missile])
            player->pendingweapon = wp_missile;
   default:
      break;
   }
   return true;
}

//
// P_GiveWeapon
// The weapon name may have a MF_DROPPED flag ored in.
//

boolean P_GiveWeapon(player_t *player, weapontype_t weapon, boolean dropped)
{
   boolean gaveammo;
   boolean gaveweapon;

   if (netgame && deathmatch!=2 && !dropped)
   {
      // leave placed weapons forever on net games
      if (player->weaponowned[weapon])
         return false;

      player->bonuscount += BONUSADD;
      player->weaponowned[weapon] = true;

      P_GiveAmmo(player, weaponinfo[weapon].ammo, deathmatch ? 5 : 2);

      player->pendingweapon = weapon;
      /* cph 20028/10 - for old-school DM addicts, allow old behavior
       * where only consoleplayer's pickup sounds are heard */
      if (!comp[comp_sound] || player == &players[consoleplayer])
         S_StartSound (player->mo, sfx_wpnup|PICKUP_SOUND); // killough 4/25/98
      return false;
   }

   if (weaponinfo[weapon].ammo != am_noammo)
   {
      // give one clip with a dropped weapon,
      // two clips with a found weapon
      gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, dropped ? 1 : 2);
   }
   else
      gaveammo = false;

   if (player->weaponowned[weapon])
      gaveweapon = false;
   else
   {
      gaveweapon = true;
      player->weaponowned[weapon] = true;
      player->pendingweapon = weapon;
   }
   return gaveweapon || gaveammo;
}

//
// P_GiveBody
// Returns false if the body isn't needed at all
//

boolean P_GiveBody(player_t *player, int num)
{
   if (player->health >= maxhealth)
      return false; // Ty 03/09/98 externalized MAXHEALTH to maxhealth
   player->health += num;
   if (player->health > maxhealth)
      player->health = maxhealth;
   player->mo->health = player->health;
   return true;
}

//
// P_GiveArmor
// Returns false if the armor is worse
// than the current armor.
//

boolean P_GiveArmor(player_t *player, int armortype)
{
   int hits = armortype*100;
   if (player->armorpoints >= hits)
      return false;   // don't pick up
   player->armortype = armortype;
   player->armorpoints = hits;
   return true;
}

//
// P_GiveCard
//

void P_GiveCard(player_t *player, card_t card)
{
   if (player->cards[card])
      return;
   player->bonuscount = BONUSADD;
   player->cards[card] = 1;
}

//
// P_GivePower
//
// Rewritten by Lee Killough
//

boolean P_GivePower(player_t *player, int power)
{
   static const int tics[NUMPOWERS] = {
                                         INVULNTICS, 1 /* strength */, INVISTICS,
                                         IRONTICS, 1 /* allmap */, INFRATICS,
                                      };

   switch (power)
   {
   case pw_invisibility:
      player->mo->flags |= MF_SHADOW;
      break;
   case pw_allmap:
      if (player->powers[pw_allmap])
         return false;
      break;
   case pw_strength:
      P_GiveBody(player,100);
      break;
   }

   // Unless player has infinite duration cheat, set duration (killough)

   if (player->powers[power] >= 0)
      player->powers[power] = tics[power];
   return true;
}

//
// P_TouchSpecialThing
//

void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher)
{
   player_t *player;
   int      i;
   int      sound;
   fixed_t  delta = special->z - toucher->z;

   if (delta > toucher->height || delta < -8*FRACUNIT)
      return;        // out of reach

   sound = sfx_itemup;
   player = toucher->player;

   // Dead thing touching.
   // Can happen with a sliding player corpse.
   if (toucher->health <= 0)
      return;

   // Identify by sprite.
   switch (special->sprite)
   {
      // armor
   case SPR_ARM1:
      if (!P_GiveArmor (player, green_armor_class))
         return;
      player->message = s_GOTARMOR; // Ty 03/22/98 - externalized
      break;

   case SPR_ARM2:
      if (!P_GiveArmor (player, blue_armor_class))
         return;
      player->message = s_GOTMEGA; // Ty 03/22/98 - externalized
      break;

      // bonus items
   case SPR_BON1:
      player->health++;               // can go over 100%
      if (player->health > (maxhealth * 2))
         player->health = (maxhealth * 2);
      player->mo->health = player->health;
      player->message = s_GOTHTHBONUS; // Ty 03/22/98 - externalized
      break;

   case SPR_BON2:
      player->armorpoints++;          // can go over 100%
      if (player->armorpoints > max_armor)
         player->armorpoints = max_armor;
      if (!player->armortype)
         player->armortype = green_armor_class;
      player->message = s_GOTARMBONUS; // Ty 03/22/98 - externalized
      break;

   case SPR_SOUL:
      player->health += soul_health;
      if (player->health > max_soul)
         player->health = max_soul;
      player->mo->health = player->health;
      player->message = s_GOTSUPER; // Ty 03/22/98 - externalized
      sound = sfx_getpow;
      break;

   case SPR_MEGA:
      if (gamemode != commercial)
         return;
      player->health = mega_health;
      player->mo->health = player->health;
      P_GiveArmor (player,blue_armor_class);
      player->message = s_GOTMSPHERE; // Ty 03/22/98 - externalized
      sound = sfx_getpow;
      break;

      // cards
      // leave cards for everyone
   case SPR_BKEY:
      if (!player->cards[it_bluecard])
         player->message = s_GOTBLUECARD; // Ty 03/22/98 - externalized
      P_GiveCard (player, it_bluecard);
      if (!netgame)
         break;
      return;

   case SPR_YKEY:
      if (!player->cards[it_yellowcard])
         player->message = s_GOTYELWCARD; // Ty 03/22/98 - externalized
      P_GiveCard (player, it_yellowcard);
      if (!netgame)
         break;
      return;

   case SPR_RKEY:
      if (!player->cards[it_redcard])
         player->message = s_GOTREDCARD; // Ty 03/22/98 - externalized
      P_GiveCard (player, it_redcard);
      if (!netgame)
         break;
      return;

   case SPR_BSKU:
      if (!player->cards[it_blueskull])
         player->message = s_GOTBLUESKUL; // Ty 03/22/98 - externalized
      P_GiveCard (player, it_blueskull);
      if (!netgame)
         break;
      return;

   case SPR_YSKU:
      if (!player->cards[it_yellowskull])
         player->message = s_GOTYELWSKUL; // Ty 03/22/98 - externalized
      P_GiveCard (player, it_yellowskull);
      if (!netgame)
         break;
      return;

   case SPR_RSKU:
      if (!player->cards[it_redskull])
         player->message = s_GOTREDSKULL; // Ty 03/22/98 - externalized
      P_GiveCard (player, it_redskull);
      if (!netgame)
         break;
      return;

      // medikits, heals
   case SPR_STIM:
      if (!P_GiveBody (player, 10))
         return;
      player->message = s_GOTSTIM; // Ty 03/22/98 - externalized
      break;

   case SPR_MEDI:
      if (!P_GiveBody (player, 25))
         return;

      if (player->health < 50) // cph - 25 + the 25 just added, thanks to Quasar for reporting this bug
         player->message = s_GOTMEDINEED; // Ty 03/22/98 - externalized
      else
         player->message = s_GOTMEDIKIT; // Ty 03/22/98 - externalized
      break;


      // power ups
   case SPR_PINV:
      if (!P_GivePower (player, pw_invulnerability))
         return;
      player->message = s_GOTINVUL; // Ty 03/22/98 - externalized
      sound = sfx_getpow;
      break;

   case SPR_PSTR:
      if (!P_GivePower (player, pw_strength))
         return;
      player->message = s_GOTBERSERK; // Ty 03/22/98 - externalized
      if (player->readyweapon != wp_fist)
         player->pendingweapon = wp_fist;
      sound = sfx_getpow;
      break;

   case SPR_PINS:
      if (!P_GivePower (player, pw_invisibility))
         return;
      player->message = s_GOTINVIS; // Ty 03/22/98 - externalized
      sound = sfx_getpow;
      break;

   case SPR_SUIT:
      if (!P_GivePower (player, pw_ironfeet))
         return;
      player->message = s_GOTSUIT; // Ty 03/22/98 - externalized
      sound = sfx_getpow;
      break;

   case SPR_PMAP:
      if (!P_GivePower (player, pw_allmap))
         return;
      player->message = s_GOTMAP; // Ty 03/22/98 - externalized
      sound = sfx_getpow;
      break;

   case SPR_PVIS:
      if (!P_GivePower (player, pw_infrared))
         return;
      player->message = s_GOTVISOR; // Ty 03/22/98 - externalized
      sound = sfx_getpow;
      break;

      // ammo
   case SPR_CLIP:
      if (special->flags & MF_DROPPED)
      {
         if (!P_GiveAmmo (player,am_clip,0))
            return;
      }
      else
      {
         if (!P_GiveAmmo (player,am_clip,1))
            return;
      }
      player->message = s_GOTCLIP; // Ty 03/22/98 - externalized
      break;

   case SPR_AMMO:
      if (!P_GiveAmmo (player, am_clip,5))
         return;
      player->message = s_GOTCLIPBOX; // Ty 03/22/98 - externalized
      break;

   case SPR_ROCK:
      if (!P_GiveAmmo (player, am_misl,1))
         return;
      player->message = s_GOTROCKET; // Ty 03/22/98 - externalized
      break;

   case SPR_BROK:
      if (!P_GiveAmmo (player, am_misl,5))
         return;
      player->message = s_GOTROCKBOX; // Ty 03/22/98 - externalized
      break;

   case SPR_CELL:
      if (!P_GiveAmmo (player, am_cell,1))
         return;
      player->message = s_GOTCELL; // Ty 03/22/98 - externalized
      break;

   case SPR_CELP:
      if (!P_GiveAmmo (player, am_cell,5))
         return;
      player->message = s_GOTCELLBOX; // Ty 03/22/98 - externalized
      break;

   case SPR_SHEL:
      if (!P_GiveAmmo (player, am_shell,1))
         return;
      player->message = s_GOTSHELLS; // Ty 03/22/98 - externalized
      break;

   case SPR_SBOX:
      if (!P_GiveAmmo (player, am_shell,5))
         return;
      player->message = s_GOTSHELLBOX; // Ty 03/22/98 - externalized
      break;

   case SPR_BPAK:
      if (!player->backpack)
      {
         for (i=0 ; i<NUMAMMO ; i++)
            player->maxammo[i] *= 2;
         player->backpack = true;
      }
      for (i=0 ; i<NUMAMMO ; i++)
         P_GiveAmmo (player, i, 1);
      player->message = s_GOTBACKPACK; // Ty 03/22/98 - externalized
      break;

      // weapons
   case SPR_BFUG:
      if (!P_GiveWeapon (player, wp_bfg, false) )
         return;
      player->message = s_GOTBFG9000; // Ty 03/22/98 - externalized
      sound = sfx_wpnup;
      break;

   case SPR_MGUN:
      if (!P_GiveWeapon (player, wp_chaingun, (special->flags&MF_DROPPED)!=0) )
         return;
      player->message = s_GOTCHAINGUN; // Ty 03/22/98 - externalized
      sound = sfx_wpnup;
      break;

   case SPR_CSAW:
      if (!P_GiveWeapon (player, wp_chainsaw, false) )
         return;
      player->message = s_GOTCHAINSAW; // Ty 03/22/98 - externalized
      sound = sfx_wpnup;
      break;

   case SPR_LAUN:
      if (!P_GiveWeapon (player, wp_missile, false) )
         return;
      player->message = s_GOTLAUNCHER; // Ty 03/22/98 - externalized
      sound = sfx_wpnup;
      break;

   case SPR_PLAS:
      if (!P_GiveWeapon (player, wp_plasma, false) )
         return;
      player->message = s_GOTPLASMA; // Ty 03/22/98 - externalized
      sound = sfx_wpnup;
      break;

   case SPR_SHOT:
      if (!P_GiveWeapon (player, wp_shotgun, (special->flags&MF_DROPPED)!=0 ) )
         return;
      player->message = s_GOTSHOTGUN; // Ty 03/22/98 - externalized
      sound = sfx_wpnup;
      break;

   case SPR_SGN2:
      if (!P_GiveWeapon(player, wp_supershotgun, (special->flags&MF_DROPPED)!=0))
         return;
      player->message = s_GOTSHOTGUN2; // Ty 03/22/98 - externalized
      sound = sfx_wpnup;
      break;

   default:
      I_Error ("P_SpecialThing: Unknown gettable thing");
   }

   if (special->flags & MF_COUNTITEM)
      player->itemcount++;
   P_RemoveMobj (special);
   player->bonuscount += BONUSADD;

   /* cph 20028/10 - for old-school DM addicts, allow old behavior
    * where only consoleplayer's pickup sounds are heard */
   if (!comp[comp_sound] || player == &players[consoleplayer])
      S_StartSound (player->mo, sound | PICKUP_SOUND);   // killough 4/25/98
}

//
// KillMobj
//
// killough 11/98: make static
static void P_KillMobj(mobj_t *source, mobj_t *target)
{
   mobjtype_t item;
   mobj_t     *mo;

   target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);

   if (target->type != MT_SKULL)
      target->flags &= ~MF_NOGRAVITY;

   target->flags |= MF_CORPSE|MF_DROPOFF;
   target->height >>= 2;

   if (!((target->flags ^ MF_COUNTKILL) & (MF_FRIEND | MF_COUNTKILL)))
      totallive--;

   if (source && source->player)
   {
      // count for intermission
      if (target->flags & MF_COUNTKILL)
         source->player->killcount++;
      if (target->player)
         source->player->frags[target->player-players]++;
   }
   else
      if (target->flags & MF_COUNTKILL) { /* Add to kills tally */
         if ((compatibility_level < lxdoom_1_compatibility) || !netgame) {
            if (!netgame)
               // count all monster deaths,
               // even those caused by other monsters
               players[0].killcount++;
         } else
            if (!deathmatch) {
               // try and find a player to give the kill to, otherwise give the
               // kill to a random player.  this fixes the missing monsters bug
               // in coop - rain
               // CPhipps - not a bug as such, but certainly an inconsistency.
               if (target->lastenemy && target->lastenemy->health > 0
                     && target->lastenemy->player) // Fighting a player
                  target->lastenemy->player->killcount++;
               else {
                  // cph - randomely choose a player in the game to be credited
                  //  and do it uniformly between the active players
                  unsigned int activeplayers = 0, player, i;

                  for (player = 0; player<MAXPLAYERS; player++)
                     if (playeringame[player])
                        activeplayers++;

                  if (activeplayers) {
                     player = P_Random(pr_friends) % activeplayers;

                     for (i=0; i<MAXPLAYERS; i++)
                        if (playeringame[i])
                           if (!player--)
                              players[i].killcount++;
                  }
               }
            }
      }

   if (target->player)
   {
      // count environment kills against you
      if (!source)
         target->player->frags[target->player-players]++;

      target->flags &= ~MF_SOLID;
      target->player->playerstate = PST_DEAD;
      P_DropWeapon (target->player);

      if (target->player == &players[consoleplayer] && (automapmode & am_active))
         AM_Stop();    // don't die in auto map; switch view prior to dying
   }

   if (target->health < -target->info->spawnhealth && target->info->xdeathstate)
      P_SetMobjState (target, target->info->xdeathstate);
   else
      P_SetMobjState (target, target->info->deathstate);

   target->tics -= P_Random(pr_killtics)&3;

   if (target->tics < 1)
      target->tics = 1;

   // Drop stuff.
   // This determines the kind of object spawned
   // during the death frame of a thing.

   switch (target->type)
   {
   case MT_WOLFSS:
   case MT_POSSESSED:
      item = MT_CLIP;
      break;

   case MT_SHOTGUY:
      item = MT_SHOTGUN;
      break;

   case MT_CHAINGUY:
      item = MT_CHAINGUN;
      break;

   default:
      return;
   }

   mo = P_SpawnMobj (target->x,target->y,ONFLOORZ, item);
   mo->flags |= MF_DROPPED;    // special versions of items
}

//
// P_DamageMobj
// Damages both enemies and players
// "inflictor" is the thing that caused the damage
//  creature or missile, can be NULL (slime, etc)
// "source" is the thing to target after taking damage
//  creature or NULL
// Source and inflictor are the same for melee attacks.
// Source can be NULL for slime, barrel explosions
// and other environmental stuff.
//

void P_DamageMobj(mobj_t *target,mobj_t *inflictor, mobj_t *source, int damage)
{
   player_t *player;
   boolean justhit;          /* killough 11/98 */

   /* killough 8/31/98: allow bouncers to take damage */
   if (!(target->flags & (MF_SHOOTABLE | MF_BOUNCES)))
      return; // shouldn't happen...

   if (target->health <= 0)
      return;

   /* proff 11/22/98: Andy Baker's Stealth monsters */
   if (target->flags & MF_STEALTH)
      P_BecomeVisible(target);

   if (target->flags & MF_SKULLFLY)
      target->momx = target->momy = target->momz = 0;

   player = target->player;
   if (player && gameskill == sk_baby)
      damage >>= 1;   // take half damage in trainer mode

   // Some close combat weapons should not
   // inflict thrust and push the victim out of reach,
   // thus kick away unless using the chainsaw.

   if (inflictor && !(target->flags & MF_NOCLIP) &&
         (!source || !source->player ||
          source->player->readyweapon != wp_chainsaw))
   {
      unsigned ang = R_PointToAngle2 (inflictor->x, inflictor->y,
                                      target->x,    target->y);

      fixed_t thrust = damage*(FRACUNIT>>3)*100/target->info->mass;

      // make fall forwards sometimes
      if ( damage < 40 && damage > target->health
            && target->z - inflictor->z > 64*FRACUNIT
            && P_Random(pr_damagemobj) & 1)
      {
         ang += ANG180;
         thrust *= 4;
      }

      ang >>= ANGLETOFINESHIFT;
      target->momx += FixedMul (thrust, finecosine[ang]);
      target->momy += FixedMul (thrust, finesine[ang]);

      /* killough 11/98: thrust objects hanging off ledges */
      if (target->intflags & MIF_FALLING && target->gear >= MAXGEAR)
         target->gear = 0;
   }

   // player specific
   if (player)
   {
      // end of game hell hack
      if (target->subsector->sector->special == 11 && damage >= target->health)
         damage = target->health - 1;

      // Below certain threshold,
      // ignore damage in GOD mode, or with INVUL power.
      // killough 3/26/98: make god mode 100% god mode in non-compat mode

      if ((damage < 1000 || (!comp[comp_god] && (player->cheats&CF_GODMODE))) &&
            (player->cheats&CF_GODMODE || player->powers[pw_invulnerability]))
         return;

      if (player->armortype)
      {
         int saved = player->armortype == 1 ? damage/3 : damage/2;
         if (player->armorpoints <= saved)
         {
            // armor is used up
            saved = player->armorpoints;
            player->armortype = 0;
         }
         player->armorpoints -= saved;
         damage -= saved;
      }

      player->health -= damage;       // mirror mobj health here for Dave
      if (player->health < 0)
         player->health = 0;

      player->attacker = source;
      player->damagecount += damage;  // add damage after armor / invuln

      if (player->damagecount > 100)
         player->damagecount = 100;  // teleport stomp does 10k points...
   }

   // do the damage
   target->health -= damage;
   if (target->health <= 0)
   {
      P_KillMobj (source, target);
      return;
   }

   // killough 9/7/98: keep track of targets so that friends can help friends
   if (mbf_features)
   {
      /* If target is a player, set player's target to source,
       * so that a friend can tell who's hurting a player
       */
      if (player)
         P_SetTarget(&target->target, source);

      /* killough 9/8/98:
       * If target's health is less than 50%, move it to the front of its list.
       * This will slightly increase the chances that enemies will choose to
       * "finish it off", but its main purpose is to alert friends of danger.
       */
      if (target->health*2 < target->info->spawnhealth)
      {
         thinker_t *cap = &thinkerclasscap[target->flags & MF_FRIEND ?
                                           th_friends : th_enemies];
         (target->thinker.cprev->cnext = target->thinker.cnext)->cprev =
            target->thinker.cprev;
         (target->thinker.cnext = cap->cnext)->cprev = &target->thinker;
         (target->thinker.cprev = cap)->cnext = &target->thinker;
      }
   }

   if ((justhit = (P_Random (pr_painchance) < target->info->painchance &&
                   !(target->flags & MF_SKULLFLY)))) //killough 11/98: see below
      P_SetMobjState(target, target->info->painstate);

   target->reactiontime = 0;           // we're awake now...

   /* killough 9/9/98: cleaned up, made more consistent: */

   if (source && source != target && source->type != MT_VILE &&
         (!target->threshold || target->type == MT_VILE) &&
         ((source->flags ^ target->flags) & MF_FRIEND ||
          monster_infighting ||
          !mbf_features))
   {
      /* if not intent on another player, chase after this one
       *
       * killough 2/15/98: remember last enemy, to prevent
       * sleeping early; 2/21/98: Place priority on players
       * killough 9/9/98: cleaned up, made more consistent:
       */

      if (!target->lastenemy || target->lastenemy->health <= 0 ||
            (!mbf_features ?
             !target->lastenemy->player :
             !((target->flags ^ target->lastenemy->flags) & MF_FRIEND) &&
             target->target != source)) // remember last enemy - killough
         P_SetTarget(&target->lastenemy, target->target);

      P_SetTarget(&target->target, source);       // killough 11/98
      target->threshold = BASETHRESHOLD;
      if (target->state == &states[target->info->spawnstate]
            && target->info->seestate != S_NULL)
         P_SetMobjState (target, target->info->seestate);
   }

   /* killough 11/98: Don't attack a friend, unless hit by that friend. */
   if (justhit && (target->target == source || !target->target ||
                   !(target->flags & target->target->flags & MF_FRIEND)))
      target->flags |= MF_JUSTHIT;    // fight back!
}
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/* Emacs style mode select   -*- C++ -*-
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *
 *  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.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 *  02111-1307, USA.
 *
 * DESCRIPTION:
 *  Thing frame/state LUT,
 *  generated by multigen utilitiy.
 *  This one is the original DOOM version, preserved.
 *  BOOM changes include commenting and addition of predefined lumps
 *  for providing things that aren't in the IWAD without sending a
 *  separate must-use wad file around with the EXE.
 *
 *-----------------------------------------------------------------------------
 */

// Data.
#include "sounds.h"
#include "m_fixed.h"

#ifdef __GNUG__
#pragma implementation "info.h"
#endif
#include "info.h"

#include "p_mobj.h"

#include "rockmacros.h"

// ********************************************************************
// Sprite names
// ********************************************************************
// This is the list of sprite 4-character prefixes.  They are searched
// through, with a NULL entry terminating the list.  In DOOM originally
// this NULL entry was missing, and coincidentally the next thing in
// memory was the dummy state_t[] entry that started with zero bytes.
// killough 1/17/98: add an explicit NULL entry.
// NUMSPRITES is an enum from info.h where all these are listed
// as SPR_xxxx

const char *sprnames[NUMSPRITES+1] = {
                                "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",NULL
                             };

// ********************************************************************
// Function addresses or Code Pointers
// ********************************************************************
// These function addresses are the Code Pointers that have been
// modified for years by Dehacked enthusiasts.  The new BEX format
// allows more extensive changes (see d_deh.c)

// 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();
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();
void A_Die();
void A_Stop();
void A_Detonate();        /* killough 8/9/98: detonate a bomb or other device */
void A_Mushroom();        /* killough 10/98: mushroom effect */

// ********************************************************************
// State or "frame" information
// ********************************************************************
// Each of the states, otherwise known as "frames", is outlined
// here.  The data in each element of the array is the way it is
// initialized, with sprite names identified by their enumerator
// value such as SPR_SHTG.  These correlate to the above sprite
// array so don't change them around unless you understand what
// you're doing.
//
// The commented name beginning with S_ at the end of each line
// is there to help figure out where the next-frame pointer is
// pointing.  These are also additionally identified in info.h
// as enumerated values.  From a change-and-recompile point of
// view this is fairly workable, but it adds a lot to the effort
// when trying to change things externally.  See also the d_deh.c
// parts where frame rewiring is done for more details and the
// extended way a BEX file can handle this.

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
                               {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
                               {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
                               {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
                               {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
                               {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
                               {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
                               {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
                               {SPR_HEAD,8,8,NULL,S_HEAD_RAISE5,0,0},  // S_HEAD_RAISE4
                               {SPR_HEAD,7,8,NULL,S_HEAD_RAISE6,0,0},  // S_HEAD_RAISE5
                               {SPR_HEAD,6,8,NULL,S_HEAD_RUN1,0,0},  // S_HEAD_RAISE6
                               {SPR_BAL7,32768,4,NULL,S_BRBALL2,0,0},  // S_BRBALL1
                               {SPR_BAL7,32769,4,NULL,S_BRBALL1,0,0},  // S_BRBALL2
                               {SPR_BAL7,32770,6,NULL,S_BRBALLX2,0,0}, // S_BRBALLX1
                               {SPR_BAL7,32771,6,NULL,S_BRBALLX3,0,0}, // S_BRBALLX2
                               {SPR_BAL7,32772,6,NULL,S_NULL,0,0}, // S_BRBALLX3
                               {SPR_BOSS,0,10,A_Look,S_BOSS_STND2,0,0},  // S_BOSS_STND
                               {SPR_BOSS,1,10,A_Look,S_BOSS_STND,0,0}, // S_BOSS_STND2
                               {SPR_BOSS,0,3,A_Chase,S_BOSS_RUN2,0,0}, // S_BOSS_RUN1
                               {SPR_BOSS,0,3,A_Chase,S_BOSS_RUN3,0,0}, // S_BOSS_RUN2
                               {SPR_BOSS,1,3,A_Chase,S_BOSS_RUN4,0,0}, // S_BOSS_RUN3
                               {SPR_BOSS,1,3,A_Chase,S_BOSS_RUN5,0,0}, // S_BOSS_RUN4
                               {SPR_BOSS,2,3,A_Chase,S_BOSS_RUN6,0,0}, // S_BOSS_RUN5
                               {SPR_BOSS,2,3,A_Chase,S_BOSS_RUN7,0,0}, // S_BOSS_RUN6
                               {SPR_BOSS,3,3,A_Chase,S_BOSS_RUN8,0,0}, // S_BOSS_RUN7
                               {SPR_BOSS,3,3,A_Chase,S_BOSS_RUN1,0,0}, // S_BOSS_RUN8
                               {SPR_BOSS,4,8,A_FaceTarget,S_BOSS_ATK2,0,0},  // S_BOSS_ATK1
                               {SPR_BOSS,5,8,A_FaceTarget,S_BOSS_ATK3,0,0},  // S_BOSS_ATK2
                               {SPR_BOSS,6,8,A_BruisAttack,S_BOSS_RUN1,0,0}, // S_BOSS_ATK3
                               {SPR_BOSS,7,2,NULL,S_BOSS_PAIN2,0,0}, // S_BOSS_PAIN
                               {SPR_BOSS,7,2,A_Pain,S_BOSS_RUN1,0,0},  // S_BOSS_PAIN2
                               {SPR_BOSS,8,8,NULL,S_BOSS_DIE2,0,0},  // S_BOSS_DIE1
                               {SPR_BOSS,9,8,A_Scream,S_BOSS_DIE3,0,0},  // S_BOSS_DIE2
                               {SPR_BOSS,10,8,NULL,S_BOSS_DIE4,0,0}, // S_BOSS_DIE3
                               {SPR_BOSS,11,8,A_Fall,S_BOSS_DIE5,0,0}, // S_BOSS_DIE4
                               {SPR_BOSS,12,8,NULL,S_BOSS_DIE6,0,0}, // S_BOSS_DIE5
                               {SPR_BOSS,13,8,NULL,S_BOSS_DIE7,0,0}, // S_BOSS_DIE6
                               {SPR_BOSS,14,-1,A_BossDeath,S_NULL,0,0},  // S_BOSS_DIE7
                               {SPR_BOSS,14,8,NULL,S_BOSS_RAISE2,0,0}, // S_BOSS_RAISE1
                               {SPR_BOSS,13,8,NULL,S_BOSS_RAISE3,0,0}, // S_BOSS_RAISE2
                               {SPR_BOSS,12,8,NULL,S_BOSS_RAISE4,0,0}, // S_BOSS_RAISE3
                               {SPR_BOSS,11,8,NULL,S_BOSS_RAISE5,0,0}, // S_BOSS_RAISE4
                               {SPR_BOSS,10,8,NULL,S_BOSS_RAISE6,0,0}, // S_BOSS_RAISE5
                               {SPR_BOSS,9,8,NULL,S_BOSS_RAISE7,0,0},  // S_BOSS_RAISE6
                               {SPR_BOSS,8,8,NULL,S_BOSS_RUN1,0,0},  // S_BOSS_RAISE7
                               {SPR_BOS2,0,10,A_Look,S_BOS2_STND2,0,0},  // S_BOS2_STND
                               {SPR_BOS2,1,10,A_Look,S_BOS2_STND,0,0}, // S_BOS2_STND2
                               {SPR_BOS2,0,3,A_Chase,S_BOS2_RUN2,0,0}, // S_BOS2_RUN1
                               {SPR_BOS2,0,3,A_Chase,S_BOS2_RUN3,0,0}, // S_BOS2_RUN2
                               {SPR_BOS2,1,3,A_Chase,S_BOS2_RUN4,0,0}, // S_BOS2_RUN3
                               {SPR_BOS2,1,3,A_Chase,S_BOS2_RUN5,0,0}, // S_BOS2_RUN4
                               {SPR_BOS2,2,3,A_Chase,S_BOS2_RUN6,0,0}, // S_BOS2_RUN5
                               {SPR_BOS2,2,3,A_Chase,S_BOS2_RUN7,0,0}, // S_BOS2_RUN6
                               {SPR_BOS2,3,3,A_Chase,S_BOS2_RUN8,0,0}, // S_BOS2_RUN7
                               {SPR_BOS2,3,3,A_Chase,S_BOS2_RUN1,0,0}, // S_BOS2_RUN8
                               {SPR_BOS2,4,8,A_FaceTarget,S_BOS2_ATK2,0,0},  // S_BOS2_ATK1
                               {SPR_BOS2,5,8,A_FaceTarget,S_BOS2_ATK3,0,0},  // S_BOS2_ATK2
                               {SPR_BOS2,6,8,A_BruisAttack,S_BOS2_RUN1,0,0}, // S_BOS2_ATK3
                               {SPR_BOS2,7,2,NULL,S_BOS2_PAIN2,0,0}, // S_BOS2_PAIN
                               {SPR_BOS2,7,2,A_Pain,S_BOS2_RUN1,0,0},  // S_BOS2_PAIN2
                               {SPR_BOS2,8,8,NULL,S_BOS2_DIE2,0,0},  // S_BOS2_DIE1
                               {SPR_BOS2,9,8,A_Scream,S_BOS2_DIE3,0,0},  // S_BOS2_DIE2
                               {SPR_BOS2,10,8,NULL,S_BOS2_DIE4,0,0}, // S_BOS2_DIE3
                               {SPR_BOS2,11,8,A_Fall,S_BOS2_DIE5,0,0}, // S_BOS2_DIE4
                               {SPR_BOS2,12,8,NULL,S_BOS2_DIE6,0,0}, // S_BOS2_DIE5
                               {SPR_BOS2,13,8,NULL,S_BOS2_DIE7,0,0}, // S_BOS2_DIE6
                               {SPR_BOS2,14,-1,NULL,S_NULL,0,0}, // S_BOS2_DIE7
                               {SPR_BOS2,14,8,NULL,S_BOS2_RAISE2,0,0}, // S_BOS2_RAISE1
                               {SPR_BOS2,13,8,NULL,S_BOS2_RAISE3,0,0}, // S_BOS2_RAISE2
                               {SPR_BOS2,12,8,NULL,S_BOS2_RAISE4,0,0}, // S_BOS2_RAISE3
                               {SPR_BOS2,11,8,NULL,S_BOS2_RAISE5,0,0}, // S_BOS2_RAISE4
                               {SPR_BOS2,10,8,NULL,S_BOS2_RAISE6,0,0}, // S_BOS2_RAISE5
                               {SPR_BOS2,9,8,NULL,S_BOS2_RAISE7,0,0},  // S_BOS2_RAISE6
                               {SPR_BOS2,8,8,NULL,S_BOS2_RUN1,0,0},  // S_BOS2_RAISE7
                               {SPR_SKUL,32768,10,A_Look,S_SKULL_STND2,0,0}, // S_SKULL_STND
                               {SPR_SKUL,32769,10,A_Look,S_SKULL_STND,0,0},  // S_SKULL_STND2
                               {SPR_SKUL,32768,6,A_Chase,S_SKULL_RUN2,0,0},  // S_SKULL_RUN1
                               {SPR_SKUL,32769,6,A_Chase,S_SKULL_RUN1,0,0},  // S_SKULL_RUN2
                               {SPR_SKUL,32770,10,A_FaceTarget,S_SKULL_ATK2,0,0},  // S_SKULL_ATK1
                               {SPR_SKUL,32771,4,A_SkullAttack,S_SKULL_ATK3,0,0},  // S_SKULL_ATK2
                               {SPR_SKUL,32770,4,NULL,S_SKULL_ATK4,0,0}, // S_SKULL_ATK3
                               {SPR_SKUL,32771,4,NULL,S_SKULL_ATK3,0,0}, // S_SKULL_ATK4
                               {SPR_SKUL,32772,3,NULL,S_SKULL_PAIN2,0,0},  // S_SKULL_PAIN
                               {SPR_SKUL,32772,3,A_Pain,S_SKULL_RUN1,0,0}, // S_SKULL_PAIN2
                               {SPR_SKUL,32773,6,NULL,S_SKULL_DIE2,0,0}, // S_SKULL_DIE1
                               {SPR_SKUL,32774,6,A_Scream,S_SKULL_DIE3,0,0}, // S_SKULL_DIE2
                               {SPR_SKUL,32775,6,NULL,S_SKULL_DIE4,0,0}, // S_SKULL_DIE3
                               {SPR_SKUL,32776,6,A_Fall,S_SKULL_DIE5,0,0}, // S_SKULL_DIE4
                               {SPR_SKUL,9,6,NULL,S_SKULL_DIE6,0,0}, // S_SKULL_DIE5
                               {SPR_SKUL,10,6,NULL,S_NULL,0,0},  // S_SKULL_DIE6
                               {SPR_SPID,0,10,A_Look,S_SPID_STND2,0,0},  // S_SPID_STND
                               {SPR_SPID,1,10,A_Look,S_SPID_STND,0,0}, // S_SPID_STND2
                               {SPR_SPID,0,3,A_Metal,S_SPID_RUN2,0,0}, // S_SPID_RUN1
                               {SPR_SPID,0,3,A_Chase,S_SPID_RUN3,0,0}, // S_SPID_RUN2
                               {SPR_SPID,1,3,A_Chase,S_SPID_RUN4,0,0}, // S_SPID_RUN3
                               {SPR_SPID,1,3,A_Chase,S_SPID_RUN5,0,0}, // S_SPID_RUN4
                               {SPR_SPID,2,3,A_Metal,S_SPID_RUN6,0,0}, // S_SPID_RUN5
                               {SPR_SPID,2,3,A_Chase,S_SPID_RUN7,0,0}, // S_SPID_RUN6
                               {SPR_SPID,3,3,A_Chase,S_SPID_RUN8,0,0}, // S_SPID_RUN7
                               {SPR_SPID,3,3,A_Chase,S_SPID_RUN9,0,0}, // S_SPID_RUN8
                               {SPR_SPID,4,3,A_Metal,S_SPID_RUN10,0,0},  // S_SPID_RUN9
                               {SPR_SPID,4,3,A_Chase,S_SPID_RUN11,0,0},  // S_SPID_RUN10
                               {SPR_SPID,5,3,A_Chase,S_SPID_RUN12,0,0},  // S_SPID_RUN11
                               {SPR_SPID,5,3,A_Chase,S_SPID_RUN1,0,0}, // S_SPID_RUN12
                               {SPR_SPID,32768,20,A_FaceTarget,S_SPID_ATK2,0,0}, // S_SPID_ATK1
                               {SPR_SPID,32774,4,A_SPosAttack,S_SPID_ATK3,0,0},  // S_SPID_ATK2
                               {SPR_SPID,32775,4,A_SPosAttack,S_SPID_ATK4,0,0},  // S_SPID_ATK3
                               {SPR_SPID,32775,1,A_SpidRefire,S_SPID_ATK2,0,0},  // S_SPID_ATK4
                               {SPR_SPID,8,3,NULL,S_SPID_PAIN2,0,0}, // S_SPID_PAIN
                               {SPR_SPID,8,3,A_Pain,S_SPID_RUN1,0,0},  // S_SPID_PAIN2
                               {SPR_SPID,9,20,A_Scream,S_SPID_DIE2,0,0}, // S_SPID_DIE1
                               {SPR_SPID,10,10,A_Fall,S_SPID_DIE3,0,0},  // S_SPID_DIE2
                               {SPR_SPID,11,10,NULL,S_SPID_DIE4,0,0},  // S_SPID_DIE3
                               {SPR_SPID,12,10,NULL,S_SPID_DIE5,0,0},  // S_SPID_DIE4
                               {SPR_SPID,13,10,NULL,S_SPID_DIE6,0,0},  // S_SPID_DIE5
                               {SPR_SPID,14,10,NULL,S_SPID_DIE7,0,0},  // S_SPID_DIE6
                               {SPR_SPID,15,10,NULL,S_SPID_DIE8,0,0},  // S_SPID_DIE7
                               {SPR_SPID,16,10,NULL,S_SPID_DIE9,0,0},  // S_SPID_DIE8
                               {SPR_SPID,17,10,NULL,S_SPID_DIE10,0,0}, // S_SPID_DIE9
                               {SPR_SPID,18,30,NULL,S_SPID_DIE11,0,0}, // S_SPID_DIE10
                               {SPR_SPID,18,-1,A_BossDeath,S_NULL,0,0},  // S_SPID_DIE11
                               {SPR_BSPI,0,10,A_Look,S_BSPI_STND2,0,0},  // S_BSPI_STND
                               {SPR_BSPI,1,10,A_Look,S_BSPI_STND,0,0}, // S_BSPI_STND2
                               {SPR_BSPI,0,20,NULL,S_BSPI_RUN1,0,0}, // S_BSPI_SIGHT
                               {SPR_BSPI,0,3,A_BabyMetal,S_BSPI_RUN2,0,0}, // S_BSPI_RUN1
                               {SPR_BSPI,0,3,A_Chase,S_BSPI_RUN3,0,0}, // S_BSPI_RUN2
                               {SPR_BSPI,1,3,A_Chase,S_BSPI_RUN4,0,0}, // S_BSPI_RUN3
                               {SPR_BSPI,1,3,A_Chase,S_BSPI_RUN5,0,0}, // S_BSPI_RUN4
                               {SPR_BSPI,2,3,A_Chase,S_BSPI_RUN6,0,0}, // S_BSPI_RUN5
                               {SPR_BSPI,2,3,A_Chase,S_BSPI_RUN7,0,0}, // S_BSPI_RUN6
                               {SPR_BSPI,3,3,A_BabyMetal,S_BSPI_RUN8,0,0}, // S_BSPI_RUN7
                               {SPR_BSPI,3,3,A_Chase,S_BSPI_RUN9,0,0}, // S_BSPI_RUN8
                               {SPR_BSPI,4,3,A_Chase,S_BSPI_RUN10,0,0},  // S_BSPI_RUN9
                               {SPR_BSPI,4,3,A_Chase,S_BSPI_RUN11,0,0},  // S_BSPI_RUN10
                               {SPR_BSPI,5,3,A_Chase,S_BSPI_RUN12,0,0},  // S_BSPI_RUN11
                               {SPR_BSPI,5,3,A_Chase,S_BSPI_RUN1,0,0}, // S_BSPI_RUN12
                               {SPR_BSPI,32768,20,A_FaceTarget,S_BSPI_ATK2,0,0}, // S_BSPI_ATK1
                               {SPR_BSPI,32774,4,A_BspiAttack,S_BSPI_ATK3,0,0},  // S_BSPI_ATK2
                               {SPR_BSPI,32775,4,NULL,S_BSPI_ATK4,0,0},  // S_BSPI_ATK3
                               {SPR_BSPI,32775,1,A_SpidRefire,S_BSPI_ATK2,0,0},  // S_BSPI_ATK4
                               {SPR_BSPI,8,3,NULL,S_BSPI_PAIN2,0,0}, // S_BSPI_PAIN
                               {SPR_BSPI,8,3,A_Pain,S_BSPI_RUN1,0,0},  // S_BSPI_PAIN2
                               {SPR_BSPI,9,20,A_Scream,S_BSPI_DIE2,0,0}, // S_BSPI_DIE1
                               {SPR_BSPI,10,7,A_Fall,S_BSPI_DIE3,0,0}, // S_BSPI_DIE2
                               {SPR_BSPI,11,7,NULL,S_BSPI_DIE4,0,0}, // S_BSPI_DIE3
                               {SPR_BSPI,12,7,NULL,S_BSPI_DIE5,0,0}, // S_BSPI_DIE4
                               {SPR_BSPI,13,7,NULL,S_BSPI_DIE6,0,0}, // S_BSPI_DIE5
                               {SPR_BSPI,14,7,NULL,S_BSPI_DIE7,0,0}, // S_BSPI_DIE6
                               {SPR_BSPI,15,-1,A_BossDeath,S_NULL,0,0},  // S_BSPI_DIE7
                               {SPR_BSPI,15,5,NULL,S_BSPI_RAISE2,0,0}, // S_BSPI_RAISE1
                               {SPR_BSPI,14,5,NULL,S_BSPI_RAISE3,0,0}, // S_BSPI_RAISE2
                               {SPR_BSPI,13,5,NULL,S_BSPI_RAISE4,0,0}, // S_BSPI_RAISE3
                               {SPR_BSPI,12,5,NULL,S_BSPI_RAISE5,0,0}, // S_BSPI_RAISE4
                               {SPR_BSPI,11,5,NULL,S_BSPI_RAISE6,0,0}, // S_BSPI_RAISE5
                               {SPR_BSPI,10,5,NULL,S_BSPI_RAISE7,0,0}, // S_BSPI_RAISE6
                               {SPR_BSPI,9,5,NULL,S_BSPI_RUN1,0,0},  // S_BSPI_RAISE7
                               {SPR_APLS,32768,5,NULL,S_ARACH_PLAZ2,0,0},  // S_ARACH_PLAZ
                               {SPR_APLS,32769,5,NULL,S_ARACH_PLAZ,0,0}, // S_ARACH_PLAZ2
                               {SPR_APBX,32768,5,NULL,S_ARACH_PLEX2,0,0},  // S_ARACH_PLEX
                               {SPR_APBX,32769,5,NULL,S_ARACH_PLEX3,0,0},  // S_ARACH_PLEX2
                               {SPR_APBX,32770,5,NULL,S_ARACH_PLEX4,0,0},  // S_ARACH_PLEX3
                               {SPR_APBX,32771,5,NULL,S_ARACH_PLEX5,0,0},  // S_ARACH_PLEX4
                               {SPR_APBX,32772,5,NULL,S_NULL,0,0}, // S_ARACH_PLEX5
                               {SPR_CYBR,0,10,A_Look,S_CYBER_STND2,0,0}, // S_CYBER_STND
                               {SPR_CYBR,1,10,A_Look,S_CYBER_STND,0,0},  // S_CYBER_STND2
                               {SPR_CYBR,0,3,A_Hoof,S_CYBER_RUN2,0,0}, // S_CYBER_RUN1
                               {SPR_CYBR,0,3,A_Chase,S_CYBER_RUN3,0,0},  // S_CYBER_RUN2
                               {SPR_CYBR,1,3,A_Chase,S_CYBER_RUN4,0,0},  // S_CYBER_RUN3
                               {SPR_CYBR,1,3,A_Chase,S_CYBER_RUN5,0,0},  // S_CYBER_RUN4
                               {SPR_CYBR,2,3,A_Chase,S_CYBER_RUN6,0,0},  // S_CYBER_RUN5
                               {SPR_CYBR,2,3,A_Chase,S_CYBER_RUN7,0,0},  // S_CYBER_RUN6
                               {SPR_CYBR,3,3,A_Metal,S_CYBER_RUN8,0,0},  // S_CYBER_RUN7
                               {SPR_CYBR,3,3,A_Chase,S_CYBER_RUN1,0,0},  // S_CYBER_RUN8
                               {SPR_CYBR,4,6,A_FaceTarget,S_CYBER_ATK2,0,0}, // S_CYBER_ATK1
                               {SPR_CYBR,5,12,A_CyberAttack,S_CYBER_ATK3,0,0}, // S_CYBER_ATK2
                               {SPR_CYBR,4,12,A_FaceTarget,S_CYBER_ATK4,0,0},  // S_CYBER_ATK3
                               {SPR_CYBR,5,12,A_CyberAttack,S_CYBER_ATK5,0,0}, // S_CYBER_ATK4
                               {SPR_CYBR,4,12,A_FaceTarget,S_CYBER_ATK6,0,0},  // S_CYBER_ATK5
                               {SPR_CYBR,5,12,A_CyberAttack,S_CYBER_RUN1,0,0}, // S_CYBER_ATK6
                               {SPR_CYBR,6,10,A_Pain,S_CYBER_RUN1,0,0},  // S_CYBER_PAIN
                               {SPR_CYBR,7,10,NULL,S_CYBER_DIE2,0,0},  // S_CYBER_DIE1
                               {SPR_CYBR,8,10,A_Scream,S_CYBER_DIE3,0,0},  // S_CYBER_DIE2
                               {SPR_CYBR,9,10,NULL,S_CYBER_DIE4,0,0},  // S_CYBER_DIE3
                               {SPR_CYBR,10,10,NULL,S_CYBER_DIE5,0,0}, // S_CYBER_DIE4
                               {SPR_CYBR,11,10,NULL,S_CYBER_DIE6,0,0}, // S_CYBER_DIE5
                               {SPR_CYBR,12,10,A_Fall,S_CYBER_DIE7,0,0}, // S_CYBER_DIE6
                               {SPR_CYBR,13,10,NULL,S_CYBER_DIE8,0,0}, // S_CYBER_DIE7
                               {SPR_CYBR,14,10,NULL,S_CYBER_DIE9,0,0}, // S_CYBER_DIE8
                               {SPR_CYBR,15,30,NULL,S_CYBER_DIE10,0,0},  // S_CYBER_DIE9
                               {SPR_CYBR,15,-1,A_BossDeath,S_NULL,0,0},  // S_CYBER_DIE10
                               {SPR_PAIN,0,10,A_Look,S_PAIN_STND,0,0}, // S_PAIN_STND
                               {SPR_PAIN,0,3,A_Chase,S_PAIN_RUN2,0,0}, // S_PAIN_RUN1
                               {SPR_PAIN,0,3,A_Chase,S_PAIN_RUN3,0,0}, // S_PAIN_RUN2
                               {SPR_PAIN,1,3,A_Chase,S_PAIN_RUN4,0,0}, // S_PAIN_RUN3
                               {SPR_PAIN,1,3,A_Chase,S_PAIN_RUN5,0,0}, // S_PAIN_RUN4
                               {SPR_PAIN,2,3,A_Chase,S_PAIN_RUN6,0,0}, // S_PAIN_RUN5
                               {SPR_PAIN,2,3,A_Chase,S_PAIN_RUN1,0,0}, // S_PAIN_RUN6
                               {SPR_PAIN,3,5,A_FaceTarget,S_PAIN_ATK2,0,0},  // S_PAIN_ATK1
                               {SPR_PAIN,4,5,A_FaceTarget,S_PAIN_ATK3,0,0},  // S_PAIN_ATK2
                               {SPR_PAIN,32773,5,A_FaceTarget,S_PAIN_ATK4,0,0},  // S_PAIN_ATK3
                               {SPR_PAIN,32773,0,A_PainAttack,S_PAIN_RUN1,0,0},  // S_PAIN_ATK4
                               {SPR_PAIN,6,6,NULL,S_PAIN_PAIN2,0,0}, // S_PAIN_PAIN
                               {SPR_PAIN,6,6,A_Pain,S_PAIN_RUN1,0,0},  // S_PAIN_PAIN2
                               {SPR_PAIN,32775,8,NULL,S_PAIN_DIE2,0,0},  // S_PAIN_DIE1
                               {SPR_PAIN,32776,8,A_Scream,S_PAIN_DIE3,0,0},  // S_PAIN_DIE2
                               {SPR_PAIN,32777,8,NULL,S_PAIN_DIE4,0,0},  // S_PAIN_DIE3
                               {SPR_PAIN,32778,8,NULL,S_PAIN_DIE5,0,0},  // S_PAIN_DIE4
                               {SPR_PAIN,32779,8,A_PainDie,S_PAIN_DIE6,0,0}, // S_PAIN_DIE5
                               {SPR_PAIN,32780,8,NULL,S_NULL,0,0}, // S_PAIN_DIE6
                               {SPR_PAIN,12,8,NULL,S_PAIN_RAISE2,0,0}, // S_PAIN_RAISE1
                               {SPR_PAIN,11,8,NULL,S_PAIN_RAISE3,0,0}, // S_PAIN_RAISE2
                               {SPR_PAIN,10,8,NULL,S_PAIN_RAISE4,0,0}, // S_PAIN_RAISE3
                               {SPR_PAIN,9,8,NULL,S_PAIN_RAISE5,0,0},  // S_PAIN_RAISE4
                               {SPR_PAIN,8,8,NULL,S_PAIN_RAISE6,0,0},  // S_PAIN_RAISE5
                               {SPR_PAIN,7,8,NULL,S_PAIN_RUN1,0,0},  // S_PAIN_RAISE6
                               {SPR_SSWV,0,10,A_Look,S_SSWV_STND2,0,0},  // S_SSWV_STND
                               {SPR_SSWV,1,10,A_Look,S_SSWV_STND,0,0}, // S_SSWV_STND2
                               {SPR_SSWV,0,3,A_Chase,S_SSWV_RUN2,0,0}, // S_SSWV_RUN1
                               {SPR_SSWV,0,3,A_Chase,S_SSWV_RUN3,0,0}, // S_SSWV_RUN2
                               {SPR_SSWV,1,3,A_Chase,S_SSWV_RUN4,0,0}, // S_SSWV_RUN3
                               {SPR_SSWV,1,3,A_Chase,S_SSWV_RUN5,0,0}, // S_SSWV_RUN4
                               {SPR_SSWV,2,3,A_Chase,S_SSWV_RUN6,0,0}, // S_SSWV_RUN5
                               {SPR_SSWV,2,3,A_Chase,S_SSWV_RUN7,0,0}, // S_SSWV_RUN6
                               {SPR_SSWV,3,3,A_Chase,S_SSWV_RUN8,0,0}, // S_SSWV_RUN7
                               {SPR_SSWV,3,3,A_Chase,S_SSWV_RUN1,0,0}, // S_SSWV_RUN8
                               {SPR_SSWV,4,10,A_FaceTarget,S_SSWV_ATK2,0,0}, // S_SSWV_ATK1
                               {SPR_SSWV,5,10,A_FaceTarget,S_SSWV_ATK3,0,0}, // S_SSWV_ATK2
                               {SPR_SSWV,32774,4,A_CPosAttack,S_SSWV_ATK4,0,0},  // S_SSWV_ATK3
                               {SPR_SSWV,5,6,A_FaceTarget,S_SSWV_ATK5,0,0},  // S_SSWV_ATK4
                               {SPR_SSWV,32774,4,A_CPosAttack,S_SSWV_ATK6,0,0},  // S_SSWV_ATK5
                               {SPR_SSWV,5,1,A_CPosRefire,S_SSWV_ATK2,0,0},  // S_SSWV_ATK6
                               {SPR_SSWV,7,3,NULL,S_SSWV_PAIN2,0,0}, // S_SSWV_PAIN
                               {SPR_SSWV,7,3,A_Pain,S_SSWV_RUN1,0,0},  // S_SSWV_PAIN2
                               {SPR_SSWV,8,5,NULL,S_SSWV_DIE2,0,0},  // S_SSWV_DIE1
                               {SPR_SSWV,9,5,A_Scream,S_SSWV_DIE3,0,0},  // S_SSWV_DIE2
                               {SPR_SSWV,10,5,A_Fall,S_SSWV_DIE4,0,0}, // S_SSWV_DIE3
                               {SPR_SSWV,11,5,NULL,S_SSWV_DIE5,0,0}, // S_SSWV_DIE4
                               {SPR_SSWV,12,-1,NULL,S_NULL,0,0}, // S_SSWV_DIE5
                               {SPR_SSWV,13,5,NULL,S_SSWV_XDIE2,0,0},  // S_SSWV_XDIE1
                               {SPR_SSWV,14,5,A_XScream,S_SSWV_XDIE3,0,0}, // S_SSWV_XDIE2
                               {SPR_SSWV,15,5,A_Fall,S_SSWV_XDIE4,0,0},  // S_SSWV_XDIE3
                               {SPR_SSWV,16,5,NULL,S_SSWV_XDIE5,0,0},  // S_SSWV_XDIE4
                               {SPR_SSWV,17,5,NULL,S_SSWV_XDIE6,0,0},  // S_SSWV_XDIE5
                               {SPR_SSWV,18,5,NULL,S_SSWV_XDIE7,0,0},  // S_SSWV_XDIE6
                               {SPR_SSWV,19,5,NULL,S_SSWV_XDIE8,0,0},  // S_SSWV_XDIE7
                               {SPR_SSWV,20,5,NULL,S_SSWV_XDIE9,0,0},  // S_SSWV_XDIE8
                               {SPR_SSWV,21,-1,NULL,S_NULL,0,0}, // S_SSWV_XDIE9
                               {SPR_SSWV,12,5,NULL,S_SSWV_RAISE2,0,0}, // S_SSWV_RAISE1
                               {SPR_SSWV,11,5,NULL,S_SSWV_RAISE3,0,0}, // S_SSWV_RAISE2
                               {SPR_SSWV,10,5,NULL,S_SSWV_RAISE4,0,0}, // S_SSWV_RAISE3
                               {SPR_SSWV,9,5,NULL,S_SSWV_RAISE5,0,0},  // S_SSWV_RAISE4
                               {SPR_SSWV,8,5,NULL,S_SSWV_RUN1,0,0},  // S_SSWV_RAISE5
                               {SPR_KEEN,0,-1,NULL,S_KEENSTND,0,0},  // S_KEENSTND
                               {SPR_KEEN,0,6,NULL,S_COMMKEEN2,0,0},  // S_COMMKEEN
                               {SPR_KEEN,1,6,NULL,S_COMMKEEN3,0,0},  // S_COMMKEEN2
                               {SPR_KEEN,2,6,A_Scream,S_COMMKEEN4,0,0},  // S_COMMKEEN3
                               {SPR_KEEN,3,6,NULL,S_COMMKEEN5,0,0},  // S_COMMKEEN4
                               {SPR_KEEN,4,6,NULL,S_COMMKEEN6,0,0},  // S_COMMKEEN5
                               {SPR_KEEN,5,6,NULL,S_COMMKEEN7,0,0},  // S_COMMKEEN6
                               {SPR_KEEN,6,6,NULL,S_COMMKEEN8,0,0},  // S_COMMKEEN7
                               {SPR_KEEN,7,6,NULL,S_COMMKEEN9,0,0},  // S_COMMKEEN8
                               {SPR_KEEN,8,6,NULL,S_COMMKEEN10,0,0}, // S_COMMKEEN9
                               {SPR_KEEN,9,6,NULL,S_COMMKEEN11,0,0}, // S_COMMKEEN10
                               {SPR_KEEN,10,6,A_KeenDie,S_COMMKEEN12,0,0},// S_COMMKEEN11
                               {SPR_KEEN,11,-1,NULL,S_NULL,0,0},   // S_COMMKEEN12
                               {SPR_KEEN,12,4,NULL,S_KEENPAIN2,0,0}, // S_KEENPAIN
                               {SPR_KEEN,12,8,A_Pain,S_KEENSTND,0,0},  // S_KEENPAIN2
                               {SPR_BBRN,0,-1,NULL,S_NULL,0,0},    // S_BRAIN
                               {SPR_BBRN,1,36,A_BrainPain,S_BRAIN,0,0},  // S_BRAIN_PAIN
                               {SPR_BBRN,0,100,A_BrainScream,S_BRAIN_DIE2,0,0},  // S_BRAIN_DIE1
                               {SPR_BBRN,0,10,NULL,S_BRAIN_DIE3,0,0},  // S_BRAIN_DIE2
                               {SPR_BBRN,0,10,NULL,S_BRAIN_DIE4,0,0},  // S_BRAIN_DIE3
                               {SPR_BBRN,0,-1,A_BrainDie,S_NULL,0,0},  // S_BRAIN_DIE4
                               {SPR_SSWV,0,10,A_Look,S_BRAINEYE,0,0},  // S_BRAINEYE
                               {SPR_SSWV,0,181,A_BrainAwake,S_BRAINEYE1,0,0},  // S_BRAINEYESEE
                               {SPR_SSWV,0,150,A_BrainSpit,S_BRAINEYE1,0,0}, // S_BRAINEYE1
                               {SPR_BOSF,32768,3,A_SpawnSound,S_SPAWN2,0,0}, // S_SPAWN1
                               {SPR_BOSF,32769,3,A_SpawnFly,S_SPAWN3,0,0}, // S_SPAWN2
                               {SPR_BOSF,32770,3,A_SpawnFly,S_SPAWN4,0,0}, // S_SPAWN3
                               {SPR_BOSF,32771,3,A_SpawnFly,S_SPAWN1,0,0}, // S_SPAWN4
                               {SPR_FIRE,32768,4,A_Fire,S_SPAWNFIRE2,0,0}, // S_SPAWNFIRE1
                               {SPR_FIRE,32769,4,A_Fire,S_SPAWNFIRE3,0,0}, // S_SPAWNFIRE2
                               {SPR_FIRE,32770,4,A_Fire,S_SPAWNFIRE4,0,0}, // S_SPAWNFIRE3
                               {SPR_FIRE,32771,4,A_Fire,S_SPAWNFIRE5,0,0}, // S_SPAWNFIRE4
                               {SPR_FIRE,32772,4,A_Fire,S_SPAWNFIRE6,0,0}, // S_SPAWNFIRE5
                               {SPR_FIRE,32773,4,A_Fire,S_SPAWNFIRE7,0,0}, // S_SPAWNFIRE6
                               {SPR_FIRE,32774,4,A_Fire,S_SPAWNFIRE8,0,0}, // S_SPAWNFIRE7
                               {SPR_FIRE,32775,4,A_Fire,S_NULL,0,0},   // S_SPAWNFIRE8
                               {SPR_MISL,32769,10,NULL,S_BRAINEXPLODE2,0,0}, // S_BRAINEXPLODE1
                               {SPR_MISL,32770,10,NULL,S_BRAINEXPLODE3,0,0}, // S_BRAINEXPLODE2
                               {SPR_MISL,32771,10,A_BrainExplode,S_NULL,0,0},  // S_BRAINEXPLODE3
                               {SPR_ARM1,0,6,NULL,S_ARM1A,0,0},  // S_ARM1
                               {SPR_ARM1,32769,7,NULL,S_ARM1,0,0}, // S_ARM1A
                               {SPR_ARM2,0,6,NULL,S_ARM2A,0,0},  // S_ARM2
                               {SPR_ARM2,32769,6,NULL,S_ARM2,0,0}, // S_ARM2A
                               {SPR_BAR1,0,6,NULL,S_BAR2,0,0}, // S_BAR1
                               {SPR_BAR1,1,6,NULL,S_BAR1,0,0}, // S_BAR2
                               {SPR_BEXP,32768,5,NULL,S_BEXP2,0,0},  // S_BEXP
                               {SPR_BEXP,32769,5,A_Scream,S_BEXP3,0,0},  // S_BEXP2
                               {SPR_BEXP,32770,5,NULL,S_BEXP4,0,0},  // S_BEXP3
                               {SPR_BEXP,32771,10,A_Explode,S_BEXP5,0,0},  // S_BEXP4
                               {SPR_BEXP,32772,10,NULL,S_NULL,0,0},  // S_BEXP5
                               {SPR_FCAN,32768,4,NULL,S_BBAR2,0,0},  // S_BBAR1
                               {SPR_FCAN,32769,4,NULL,S_BBAR3,0,0},  // S_BBAR2
                               {SPR_FCAN,32770,4,NULL,S_BBAR1,0,0},  // S_BBAR3
                               {SPR_BON1,0,6,NULL,S_BON1A,0,0},  // S_BON1
                               {SPR_BON1,1,6,NULL,S_BON1B,0,0},  // S_BON1A
                               {SPR_BON1,2,6,NULL,S_BON1C,0,0},  // S_BON1B
                               {SPR_BON1,3,6,NULL,S_BON1D,0,0},  // S_BON1C
                               {SPR_BON1,2,6,NULL,S_BON1E,0,0},  // S_BON1D
                               {SPR_BON1,1,6,NULL,S_BON1,0,0}, // S_BON1E
                               {SPR_BON2,0,6,NULL,S_BON2A,0,0},  // S_BON2
                               {SPR_BON2,1,6,NULL,S_BON2B,0,0},  // S_BON2A
                               {SPR_BON2,2,6,NULL,S_BON2C,0,0},  // S_BON2B
                               {SPR_BON2,3,6,NULL,S_BON2D,0,0},  // S_BON2C
                               {SPR_BON2,2,6,NULL,S_BON2E,0,0},  // S_BON2D
                               {SPR_BON2,1,6,NULL,S_BON2,0,0}, // S_BON2E
                               {SPR_BKEY,0,10,NULL,S_BKEY2,0,0}, // S_BKEY
                               {SPR_BKEY,32769,10,NULL,S_BKEY,0,0},  // S_BKEY2
                               {SPR_RKEY,0,10,NULL,S_RKEY2,0,0}, // S_RKEY
                               {SPR_RKEY,32769,10,NULL,S_RKEY,0,0},  // S_RKEY2
                               {SPR_YKEY,0,10,NULL,S_YKEY2,0,0}, // S_YKEY
                               {SPR_YKEY,32769,10,NULL,S_YKEY,0,0},  // S_YKEY2
                               {SPR_BSKU,0,10,NULL,S_BSKULL2,0,0}, // S_BSKULL
                               {SPR_BSKU,32769,10,NULL,S_BSKULL,0,0},  // S_BSKULL2
                               {SPR_RSKU,0,10,NULL,S_RSKULL2,0,0}, // S_RSKULL
                               {SPR_RSKU,32769,10,NULL,S_RSKULL,0,0},  // S_RSKULL2
                               {SPR_YSKU,0,10,NULL,S_YSKULL2,0,0}, // S_YSKULL
                               {SPR_YSKU,32769,10,NULL,S_YSKULL,0,0},  // S_YSKULL2
                               {SPR_STIM,0,-1,NULL,S_NULL,0,0},  // S_STIM
                               {SPR_MEDI,0,-1,NULL,S_NULL,0,0},  // S_MEDI
                               {SPR_SOUL,32768,6,NULL,S_SOUL2,0,0},  // S_SOUL
                               {SPR_SOUL,32769,6,NULL,S_SOUL3,0,0},  // S_SOUL2
                               {SPR_SOUL,32770,6,NULL,S_SOUL4,0,0},  // S_SOUL3
                               {SPR_SOUL,32771,6,NULL,S_SOUL5,0,0},  // S_SOUL4
                               {SPR_SOUL,32770,6,NULL,S_SOUL6,0,0},  // S_SOUL5
                               {SPR_SOUL,32769,6,NULL,S_SOUL,0,0}, // S_SOUL6
                               {SPR_PINV,32768,6,NULL,S_PINV2,0,0},  // S_PINV
                               {SPR_PINV,32769,6,NULL,S_PINV3,0,0},  // S_PINV2
                               {SPR_PINV,32770,6,NULL,S_PINV4,0,0},  // S_PINV3
                               {SPR_PINV,32771,6,NULL,S_PINV,0,0}, // S_PINV4
                               {SPR_PSTR,32768,-1,NULL,S_NULL,0,0},  // S_PSTR
                               {SPR_PINS,32768,6,NULL,S_PINS2,0,0},  // S_PINS
                               {SPR_PINS,32769,6,NULL,S_PINS3,0,0},  // S_PINS2
                               {SPR_PINS,32770,6,NULL,S_PINS4,0,0},  // S_PINS3
                               {SPR_PINS,32771,6,NULL,S_PINS,0,0}, // S_PINS4
                               {SPR_MEGA,32768,6,NULL,S_MEGA2,0,0},  // S_MEGA
                               {SPR_MEGA,32769,6,NULL,S_MEGA3,0,0},  // S_MEGA2
                               {SPR_MEGA,32770,6,NULL,S_MEGA4,0,0},  // S_MEGA3
                               {SPR_MEGA,32771,6,NULL,S_MEGA,0,0}, // S_MEGA4
                               {SPR_SUIT,32768,-1,NULL,S_NULL,0,0},  // S_SUIT
                               {SPR_PMAP,32768,6,NULL,S_PMAP2,0,0},  // S_PMAP
                               {SPR_PMAP,32769,6,NULL,S_PMAP3,0,0},  // S_PMAP2
                               {SPR_PMAP,32770,6,NULL,S_PMAP4,0,0},  // S_PMAP3
                               {SPR_PMAP,32771,6,NULL,S_PMAP5,0,0},  // S_PMAP4
                               {SPR_PMAP,32770,6,NULL,S_PMAP6,0,0},  // S_PMAP5
                               {SPR_PMAP,32769,6,NULL,S_PMAP,0,0}, // S_PMAP6
                               {SPR_PVIS,32768,6,NULL,S_PVIS2,0,0},  // S_PVIS
                               {SPR_PVIS,1,6,NULL,S_PVIS,0,0}, // S_PVIS2
                               {SPR_CLIP,0,-1,NULL,S_NULL,0,0},  // S_CLIP
                               {SPR_AMMO,0,-1,NULL,S_NULL,0,0},  // S_AMMO
                               {SPR_ROCK,0,-1,NULL,S_NULL,0,0},  // S_ROCK
                               {SPR_BROK,0,-1,NULL,S_NULL,0,0},  // S_BROK
                               {SPR_CELL,0,-1,NULL,S_NULL,0,0},  // S_CELL
                               {SPR_CELP,0,-1,NULL,S_NULL,0,0},  // S_CELP
                               {SPR_SHEL,0,-1,NULL,S_NULL,0,0},  // S_SHEL
                               {SPR_SBOX,0,-1,NULL,S_NULL,0,0},  // S_SBOX
                               {SPR_BPAK,0,-1,NULL,S_NULL,0,0},  // S_BPAK
                               {SPR_BFUG,0,-1,NULL,S_NULL,0,0},  // S_BFUG
                               {SPR_MGUN,0,-1,NULL,S_NULL,0,0},  // S_MGUN
                               {SPR_CSAW,0,-1,NULL,S_NULL,0,0},  // S_CSAW
                               {SPR_LAUN,0,-1,NULL,S_NULL,0,0},  // S_LAUN
                               {SPR_PLAS,0,-1,NULL,S_NULL,0,0},  // S_PLAS
                               {SPR_SHOT,0,-1,NULL,S_NULL,0,0},  // S_SHOT
                               {SPR_SGN2,0,-1,NULL,S_NULL,0,0},  // S_SHOT2
                               {SPR_COLU,32768,-1,NULL,S_NULL,0,0},  // S_COLU
                               {SPR_SMT2,0,-1,NULL,S_NULL,0,0},  // S_STALAG
                               {SPR_GOR1,0,10,NULL,S_BLOODYTWITCH2,0,0}, // S_BLOODYTWITCH
                               {SPR_GOR1,1,15,NULL,S_BLOODYTWITCH3,0,0}, // S_BLOODYTWITCH2
                               {SPR_GOR1,2,8,NULL,S_BLOODYTWITCH4,0,0},  // S_BLOODYTWITCH3
                               {SPR_GOR1,1,6,NULL,S_BLOODYTWITCH,0,0}, // S_BLOODYTWITCH4
                               {SPR_PLAY,13,-1,NULL,S_NULL,0,0}, // S_DEADTORSO
                               {SPR_PLAY,18,-1,NULL,S_NULL,0,0}, // S_DEADBOTTOM
                               {SPR_POL2,0,-1,NULL,S_NULL,0,0},  // S_HEADSONSTICK
                               {SPR_POL5,0,-1,NULL,S_NULL,0,0},  // S_GIBS
                               {SPR_POL4,0,-1,NULL,S_NULL,0,0},  // S_HEADONASTICK
                               {SPR_POL3,32768,6,NULL,S_HEADCANDLES2,0,0}, // S_HEADCANDLES
                               {SPR_POL3,32769,6,NULL,S_HEADCANDLES,0,0},  // S_HEADCANDLES2
                               {SPR_POL1,0,-1,NULL,S_NULL,0,0},  // S_DEADSTICK
                               {SPR_POL6,0,6,NULL,S_LIVESTICK2,0,0}, // S_LIVESTICK
                               {SPR_POL6,1,8,NULL,S_LIVESTICK,0,0},  // S_LIVESTICK2
                               {SPR_GOR2,0,-1,NULL,S_NULL,0,0},  // S_MEAT2
                               {SPR_GOR3,0,-1,NULL,S_NULL,0,0},  // S_MEAT3
                               {SPR_GOR4,0,-1,NULL,S_NULL,0,0},  // S_MEAT4
                               {SPR_GOR5,0,-1,NULL,S_NULL,0,0},  // S_MEAT5
                               {SPR_SMIT,0,-1,NULL,S_NULL,0,0},  // S_STALAGTITE
                               {SPR_COL1,0,-1,NULL,S_NULL,0,0},  // S_TALLGRNCOL
                               {SPR_COL2,0,-1,NULL,S_NULL,0,0},  // S_SHRTGRNCOL
                               {SPR_COL3,0,-1,NULL,S_NULL,0,0},  // S_TALLREDCOL
                               {SPR_COL4,0,-1,NULL,S_NULL,0,0},  // S_SHRTREDCOL
                               {SPR_CAND,32768,-1,NULL,S_NULL,0,0},  // S_CANDLESTIK
                               {SPR_CBRA,32768,-1,NULL,S_NULL,0,0},  // S_CANDELABRA
                               {SPR_COL6,0,-1,NULL,S_NULL,0,0},  // S_SKULLCOL
                               {SPR_TRE1,0,-1,NULL,S_NULL,0,0},  // S_TORCHTREE
                               {SPR_TRE2,0,-1,NULL,S_NULL,0,0},  // S_BIGTREE
                               {SPR_ELEC,0,-1,NULL,S_NULL,0,0},  // S_TECHPILLAR
                               {SPR_CEYE,32768,6,NULL,S_EVILEYE2,0,0}, // S_EVILEYE
                               {SPR_CEYE,32769,6,NULL,S_EVILEYE3,0,0}, // S_EVILEYE2
                               {SPR_CEYE,32770,6,NULL,S_EVILEYE4,0,0}, // S_EVILEYE3
                               {SPR_CEYE,32769,6,NULL,S_EVILEYE,0,0},  // S_EVILEYE4
                               {SPR_FSKU,32768,6,NULL,S_FLOATSKULL2,0,0},  // S_FLOATSKULL
                               {SPR_FSKU,32769,6,NULL,S_FLOATSKULL3,0,0},  // S_FLOATSKULL2
                               {SPR_FSKU,32770,6,NULL,S_FLOATSKULL,0,0}, // S_FLOATSKULL3
                               {SPR_COL5,0,14,NULL,S_HEARTCOL2,0,0}, // S_HEARTCOL
                               {SPR_COL5,1,14,NULL,S_HEARTCOL,0,0},  // S_HEARTCOL2
                               {SPR_TBLU,32768,4,NULL,S_BLUETORCH2,0,0}, // S_BLUETORCH
                               {SPR_TBLU,32769,4,NULL,S_BLUETORCH3,0,0}, // S_BLUETORCH2
                               {SPR_TBLU,32770,4,NULL,S_BLUETORCH4,0,0}, // S_BLUETORCH3
                               {SPR_TBLU,32771,4,NULL,S_BLUETORCH,0,0},  // S_BLUETORCH4
                               {SPR_TGRN,32768,4,NULL,S_GREENTORCH2,0,0},  // S_GREENTORCH
                               {SPR_TGRN,32769,4,NULL,S_GREENTORCH3,0,0},  // S_GREENTORCH2
                               {SPR_TGRN,32770,4,NULL,S_GREENTORCH4,0,0},  // S_GREENTORCH3
                               {SPR_TGRN,32771,4,NULL,S_GREENTORCH,0,0}, // S_GREENTORCH4
                               {SPR_TRED,32768,4,NULL,S_REDTORCH2,0,0},  // S_REDTORCH
                               {SPR_TRED,32769,4,NULL,S_REDTORCH3,0,0},  // S_REDTORCH2
                               {SPR_TRED,32770,4,NULL,S_REDTORCH4,0,0},  // S_REDTORCH3
                               {SPR_TRED,32771,4,NULL,S_REDTORCH,0,0}, // S_REDTORCH4
                               {SPR_SMBT,32768,4,NULL,S_BTORCHSHRT2,0,0},  // S_BTORCHSHRT
                               {SPR_SMBT,32769,4,NULL,S_BTORCHSHRT3,0,0},  // S_BTORCHSHRT2
                               {SPR_SMBT,32770,4,NULL,S_BTORCHSHRT4,0,0},  // S_BTORCHSHRT3
                               {SPR_SMBT,32771,4,NULL,S_BTORCHSHRT,0,0}, // S_BTORCHSHRT4
                               {SPR_SMGT,32768,4,NULL,S_GTORCHSHRT2,0,0},  // S_GTORCHSHRT
                               {SPR_SMGT,32769,4,NULL,S_GTORCHSHRT3,0,0},  // S_GTORCHSHRT2
                               {SPR_SMGT,32770,4,NULL,S_GTORCHSHRT4,0,0},  // S_GTORCHSHRT3
                               {SPR_SMGT,32771,4,NULL,S_GTORCHSHRT,0,0}, // S_GTORCHSHRT4
                               {SPR_SMRT,32768,4,NULL,S_RTORCHSHRT2,0,0},  // S_RTORCHSHRT
                               {SPR_SMRT,32769,4,NULL,S_RTORCHSHRT3,0,0},  // S_RTORCHSHRT2
                               {SPR_SMRT,32770,4,NULL,S_RTORCHSHRT4,0,0},  // S_RTORCHSHRT3
                               {SPR_SMRT,32771,4,NULL,S_RTORCHSHRT,0,0}, // S_RTORCHSHRT4
                               {SPR_HDB1,0,-1,NULL,S_NULL,0,0},  // S_HANGNOGUTS
                               {SPR_HDB2,0,-1,NULL,S_NULL,0,0},  // S_HANGBNOBRAIN
                               {SPR_HDB3,0,-1,NULL,S_NULL,0,0},  // S_HANGTLOOKDN
                               {SPR_HDB4,0,-1,NULL,S_NULL,0,0},  // S_HANGTSKULL
                               {SPR_HDB5,0,-1,NULL,S_NULL,0,0},  // S_HANGTLOOKUP
                               {SPR_HDB6,0,-1,NULL,S_NULL,0,0},  // S_HANGTNOBRAIN
                               {SPR_POB1,0,-1,NULL,S_NULL,0,0},  // S_COLONGIBS
                               {SPR_POB2,0,-1,NULL,S_NULL,0,0},  // S_SMALLPOOL
                               {SPR_BRS1,0,-1,NULL,S_NULL,0,0},    // S_BRAINSTEM
                               {SPR_TLMP,32768,4,NULL,S_TECHLAMP2,0,0},  // S_TECHLAMP
                               {SPR_TLMP,32769,4,NULL,S_TECHLAMP3,0,0},  // S_TECHLAMP2
                               {SPR_TLMP,32770,4,NULL,S_TECHLAMP4,0,0},  // S_TECHLAMP3
                               {SPR_TLMP,32771,4,NULL,S_TECHLAMP,0,0},   // S_TECHLAMP4
                               {SPR_TLP2,32768,4,NULL,S_TECH2LAMP2,0,0}, // S_TECH2LAMP
                               {SPR_TLP2,32769,4,NULL,S_TECH2LAMP3,0,0}, // S_TECH2LAMP2
                               {SPR_TLP2,32770,4,NULL,S_TECH2LAMP4,0,0}, // S_TECH2LAMP3
                               {SPR_TLP2,32771,4,NULL,S_TECH2LAMP,0,0},  // S_TECH2LAMP4
                               {SPR_TNT1,0,-1,NULL,S_TNT1,0,0},          // S_TNT1    // phares 3/8/98

                               // killough 8/9/98: grenade
                               {SPR_MISL,32768,1000,A_Die,S_GRENADE,0,0},      // S_GRENADE

                               // killough 8/10/98: variable damage explosion
                               {SPR_MISL,32769,4,A_Scream,S_DETONATE2,0,0},    // S_DETONATE
                               {SPR_MISL,32770,6,A_Detonate,S_DETONATE3,0,0},  // S_DETONATE2
                               {SPR_MISL,32771,10,NULL,S_NULL,0,0},            // S_DETONATE3

#ifdef DOGS
                               // killough 7/19/98: Marine's best friend :)
                               {SPR_DOGS,0,10,A_Look,S_DOGS_STND2,0,0},  // S_DOGS_STND
                               {SPR_DOGS,1,10,A_Look,S_DOGS_STND,0,0}, // S_DOGS_STND2
                               {SPR_DOGS,0,2,A_Chase,S_DOGS_RUN2,0,0}, // S_DOGS_RUN1
                               {SPR_DOGS,0,2,A_Chase,S_DOGS_RUN3,0,0}, // S_DOGS_RUN2
                               {SPR_DOGS,1,2,A_Chase,S_DOGS_RUN4,0,0}, // S_DOGS_RUN3
                               {SPR_DOGS,1,2,A_Chase,S_DOGS_RUN5,0,0}, // S_DOGS_RUN4
                               {SPR_DOGS,2,2,A_Chase,S_DOGS_RUN6,0,0}, // S_DOGS_RUN5
                               {SPR_DOGS,2,2,A_Chase,S_DOGS_RUN7,0,0}, // S_DOGS_RUN6
                               {SPR_DOGS,3,2,A_Chase,S_DOGS_RUN8,0,0}, // S_DOGS_RUN7
                               {SPR_DOGS,3,2,A_Chase,S_DOGS_RUN1,0,0}, // S_DOGS_RUN8
                               {SPR_DOGS,4,8,A_FaceTarget,S_DOGS_ATK2,0,0},  // S_DOGS_ATK1
                               {SPR_DOGS,5,8,A_FaceTarget,S_DOGS_ATK3,0,0},  // S_DOGS_ATK2
                               {SPR_DOGS,6,8,A_SargAttack,S_DOGS_RUN1,0,0},  // S_DOGS_ATK3
                               {SPR_DOGS,7,2,NULL,S_DOGS_PAIN2,0,0}, // S_DOGS_PAIN
                               {SPR_DOGS,7,2,A_Pain,S_DOGS_RUN1,0,0},  // S_DOGS_PAIN2
                               {SPR_DOGS,8,8,NULL,S_DOGS_DIE2,0,0},  // S_DOGS_DIE1
                               {SPR_DOGS,9,8,A_Scream,S_DOGS_DIE3,0,0},  // S_DOGS_DIE2
                               {SPR_DOGS,10,4,NULL,S_DOGS_DIE4,0,0}, // S_DOGS_DIE3
                               {SPR_DOGS,11,4,A_Fall,S_DOGS_DIE5,0,0}, // S_DOGS_DIE4
                               {SPR_DOGS,12,4,NULL,S_DOGS_DIE6,0,0}, // S_DOGS_DIE5
                               {SPR_DOGS,13,-1,NULL,S_NULL,0,0}, // S_DOGS_DIE6
                               {SPR_DOGS,13,5,NULL,S_DOGS_RAISE2,0,0}, // S_DOGS_RAISE1
                               {SPR_DOGS,12,5,NULL,S_DOGS_RAISE3,0,0}, // S_DOGS_RAISE2
                               {SPR_DOGS,11,5,NULL,S_DOGS_RAISE4,0,0}, // S_DOGS_RAISE3
                               {SPR_DOGS,10,5,NULL,S_DOGS_RAISE5,0,0}, // S_DOGS_RAISE4
                               {SPR_DOGS,9,5,NULL,S_DOGS_RAISE6,0,0},  // S_DOGS_RAISE5
                               {SPR_DOGS,8,5,NULL,S_DOGS_RUN1,0,0},  // S_DOGS_RAISE6
#endif

                               // killough 10/98: mushroom effect
                               {SPR_MISL,32769,8,A_Mushroom,S_EXPLODE2,0,0},  // S_MUSHROOM
                            };

// ********************************************************************
// Object "Thing" definitions
// ********************************************************************
// Now we get to the actual objects and their characteristics.  If
// you've seen Dehacked, much of this is where the Bits are set,
// commented below as "flags", as well as where you wire in which
// frames are the beginning frames for near and far attack, death,
// and such.  Sounds are hooked in here too, as well as how much
// mass, speed and so forth a Thing has.  Everything you ever wanted
// to know...
//
// Like all this other stuff, the MT_* entries are enumerated in info.h
//
// Note that these are all just indices of the elements involved, and
// not real pointers to them.  For example, the player's death sequence
// is S_PLAY_DIE1, which just evaluates to the index in the states[]
// array above, which actually knows what happens then and what the
// sprite looks like, if it makes noise or not, etc.
//
// Additional comments about each of the entries are located in info.h
// next to the mobjinfo_t structure definition.
//
// This goes on for the next 3000+ lines...

mobjinfo_t mobjinfo[NUMMOBJTYPES] = {
                                       {   // MT_PLAYER
                                          -1,   // doomednum
                                          S_PLAY,   // spawnstate
                                          100,    // spawnhealth
                                          S_PLAY_RUN1,    // seestate
                                          sfx_None,   // seesound
                                          0,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_PLAY_PAIN,    // painstate
                                          255,    // painchance
                                          sfx_plpain,   // painsound
                                          S_NULL,   // meleestate
                                          S_PLAY_ATK1,    // missilestate
                                          S_PLAY_DIE1,    // deathstate
                                          S_PLAY_XDIE1,   // xdeathstate
                                          sfx_pldeth,   // deathsound
                                          0,    // speed
                                          16*FRACUNIT,    // radius
                                          56*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH,    // flags
                                          S_NULL    // raisestate
                                       },

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

                                       {   // MT_SHOTGUY
                                          9,    // doomednum
                                          S_SPOS_STND,    // spawnstate
                                          30,   // spawnhealth
                                          S_SPOS_RUN1,    // seestate
                                          sfx_posit2,   // seesound
                                          8,    // reactiontime
                                          0,    // attacksound
                                          S_SPOS_PAIN,    // painstate
                                          170,    // painchance
                                          sfx_popain,   // painsound
                                          0,    // meleestate
                                          S_SPOS_ATK1,    // missilestate
                                          S_SPOS_DIE1,    // deathstate
                                          S_SPOS_XDIE1,   // xdeathstate
                                          sfx_podth2,   // deathsound
                                          8,    // speed
                                          20*FRACUNIT,    // radius
                                          56*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_posact,   // activesound
                                          MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
                                          S_SPOS_RAISE1   // raisestate
                                       },

                                       {   // MT_VILE
                                          64,   // doomednum
                                          S_VILE_STND,    // spawnstate
                                          700,    // spawnhealth
                                          S_VILE_RUN1,    // seestate
                                          sfx_vilsit,   // seesound
                                          8,    // reactiontime
                                          0,    // attacksound
                                          S_VILE_PAIN,    // painstate
                                          10,   // painchance
                                          sfx_vipain,   // painsound
                                          0,    // meleestate
                                          S_VILE_ATK1,    // missilestate
                                          S_VILE_DIE1,    // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_vildth,   // deathsound
                                          15,   // speed
                                          20*FRACUNIT,    // radius
                                          56*FRACUNIT,    // height
                                          500,    // mass
                                          0,    // damage
                                          sfx_vilact,   // activesound
                                          MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_FIRE
                                          -1,   // doomednum
                                          S_FIRE1,    // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_NOGRAVITY|MF_TRANSLUCENT,   // flags  // killough 2/21/98
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_UNDEAD
                                          66,   // doomednum
                                          S_SKEL_STND,    // spawnstate
                                          300,    // spawnhealth
                                          S_SKEL_RUN1,    // seestate
                                          sfx_skesit,   // seesound
                                          8,    // reactiontime
                                          0,    // attacksound
                                          S_SKEL_PAIN,    // painstate
                                          100,    // painchance
                                          sfx_popain,   // painsound
                                          S_SKEL_FIST1,   // meleestate
                                          S_SKEL_MISS1,   // missilestate
                                          S_SKEL_DIE1,    // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_skedth,   // deathsound
                                          10,   // speed
                                          20*FRACUNIT,    // radius
                                          56*FRACUNIT,    // height
                                          500,    // mass
                                          0,    // damage
                                          sfx_skeact,   // activesound
                                          MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
                                          S_SKEL_RAISE1   // raisestate
                                       },

                                       {   // MT_TRACER
                                          -1,   // doomednum
                                          S_TRACER,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_skeatk,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_TRACEEXP1,    // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_barexp,   // deathsound
                                          10*FRACUNIT,    // speed
                                          11*FRACUNIT,    // radius
                                          8*FRACUNIT,   // height
                                          100,    // mass
                                          10,   // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_SMOKE
                                          -1,   // doomednum
                                          S_SMOKE1,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_NOGRAVITY|MF_TRANSLUCENT,   // flags             // phares
                                          S_NULL    // raisestate
                                       },

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

                                       {   // MT_FATSHOT
                                          -1,   // doomednum
                                          S_FATSHOT1,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_firsht,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_FATSHOTX1,    // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_firxpl,   // deathsound
                                          20*FRACUNIT,    // speed
                                          6*FRACUNIT,   // radius
                                          8*FRACUNIT,   // height
                                          100,    // mass
                                          8,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_TRANSLUCENT,   // flags \\ killough 2/21/98
                                          S_NULL    // raisestate
                                       },

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

                                       {   // MT_TROOP
                                          3001,   // doomednum
                                          S_TROO_STND,    // spawnstate
                                          60,   // spawnhealth
                                          S_TROO_RUN1,    // seestate
                                          sfx_bgsit1,   // seesound
                                          8,    // reactiontime
                                          0,    // attacksound
                                          S_TROO_PAIN,    // painstate
                                          200,    // painchance
                                          sfx_popain,   // painsound
                                          S_TROO_ATK1,    // meleestate
                                          S_TROO_ATK1,    // missilestate
                                          S_TROO_DIE1,    // deathstate
                                          S_TROO_XDIE1,   // xdeathstate
                                          sfx_bgdth1,   // deathsound
                                          8,    // speed
                                          20*FRACUNIT,    // radius
                                          56*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_bgact,    // activesound
                                          MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // killough |MF_TRANSLUCENT,   // flags     // phares
                                          S_TROO_RAISE1   // raisestate
                                       },

                                       {   // MT_SERGEANT
                                          3002,   // doomednum
                                          S_SARG_STND,    // spawnstate
                                          150,    // spawnhealth
                                          S_SARG_RUN1,    // seestate
                                          sfx_sgtsit,   // seesound
                                          8,    // reactiontime
                                          sfx_sgtatk,   // attacksound
                                          S_SARG_PAIN,    // painstate
                                          180,    // painchance
                                          sfx_dmpain,   // painsound
                                          S_SARG_ATK1,    // meleestate
                                          0,    // missilestate
                                          S_SARG_DIE1,    // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_sgtdth,   // deathsound
                                          10,   // speed
                                          30*FRACUNIT,    // radius
                                          56*FRACUNIT,    // height
                                          400,    // mass
                                          0,    // damage
                                          sfx_dmact,    // activesound
                                          MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
                                          S_SARG_RAISE1   // raisestate
                                       },

                                       {   // MT_SHADOWS
                                          58,   // doomednum
                                          S_SARG_STND,    // spawnstate
                                          150,    // spawnhealth
                                          S_SARG_RUN1,    // seestate
                                          sfx_sgtsit,   // seesound
                                          8,    // reactiontime
                                          sfx_sgtatk,   // attacksound
                                          S_SARG_PAIN,    // painstate
                                          180,    // painchance
                                          sfx_dmpain,   // painsound
                                          S_SARG_ATK1,    // meleestate
                                          0,    // missilestate
                                          S_SARG_DIE1,    // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_sgtdth,   // deathsound
                                          10,   // speed
                                          30*FRACUNIT,    // radius
                                          56*FRACUNIT,    // height
                                          400,    // mass
                                          0,    // damage
                                          sfx_dmact,    // activesound
                                          MF_SOLID|MF_SHOOTABLE|MF_SHADOW|MF_COUNTKILL,   // flags
                                          S_SARG_RAISE1   // raisestate
                                       },

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

                                       {   // MT_BRUISER
                                          3003,   // doomednum
                                          S_BOSS_STND,    // spawnstate
                                          1000,   // spawnhealth
                                          S_BOSS_RUN1,    // seestate
                                          sfx_brssit,   // seesound
                                          8,    // reactiontime
                                          0,    // attacksound
                                          S_BOSS_PAIN,    // painstate
                                          50,   // painchance
                                          sfx_dmpain,   // painsound
                                          S_BOSS_ATK1,    // meleestate
                                          S_BOSS_ATK1,    // missilestate
                                          S_BOSS_DIE1,    // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_brsdth,   // deathsound
                                          8,    // speed
                                          24*FRACUNIT,    // radius
                                          64*FRACUNIT,    // height
                                          1000,   // mass
                                          0,    // damage
                                          sfx_dmact,    // activesound
                                          MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
                                          S_BOSS_RAISE1   // raisestate
                                       },

                                       {   // MT_BRUISERSHOT
                                          -1,   // doomednum
                                          S_BRBALL1,    // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_firsht,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_BRBALLX1,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_firxpl,   // deathsound
                                          15*FRACUNIT,   // speed
                                          6*FRACUNIT,   // radius
                                          8*FRACUNIT,   // height
                                          100,    // mass
                                          8,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_TRANSLUCENT,   // flags  killough 2/21/98
                                          S_NULL    // raisestate
                                       },

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

                                       {   // MT_SKULL
                                          3006,   // doomednum
                                          S_SKULL_STND,   // spawnstate
                                          100,    // spawnhealth
                                          S_SKULL_RUN1,   // seestate
                                          0,    // seesound
                                          8,    // reactiontime
                                          sfx_sklatk,   // attacksound
                                          S_SKULL_PAIN,   // painstate
                                          256,    // painchance
                                          sfx_dmpain,   // painsound
                                          0,    // meleestate
                                          S_SKULL_ATK1,   // missilestate
                                          S_SKULL_DIE1,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_firxpl,   // deathsound
                                          8,    // speed
                                          16*FRACUNIT,    // radius
                                          56*FRACUNIT,    // height
                                          50,   // mass
                                          3,    // damage
                                          sfx_dmact,    // activesound
                                          MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY,    // flags
                                          S_NULL    // raisestate
                                       },

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

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

                                       {   // MT_CYBORG
                                          16,   // doomednum
                                          S_CYBER_STND,   // spawnstate
                                          4000,   // spawnhealth
                                          S_CYBER_RUN1,   // seestate
                                          sfx_cybsit,   // seesound
                                          8,    // reactiontime
                                          0,    // attacksound
                                          S_CYBER_PAIN,   // painstate
                                          20,   // painchance
                                          sfx_dmpain,   // painsound
                                          0,    // meleestate
                                          S_CYBER_ATK1,   // missilestate
                                          S_CYBER_DIE1,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_cybdth,   // deathsound
                                          16,   // speed
                                          40*FRACUNIT,    // radius
                                          110*FRACUNIT,   // height
                                          1000,   // mass
                                          0,    // damage
                                          sfx_dmact,    // activesound
                                          MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,   // flags
                                          S_NULL    // raisestate
                                       },

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

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

                                       {   // MT_KEEN
                                          72,   // doomednum
                                          S_KEENSTND,   // spawnstate
                                          100,    // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_KEENPAIN,   // painstate
                                          256,    // painchance
                                          sfx_keenpn,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_COMMKEEN,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_keendt,   // deathsound
                                          0,    // speed
                                          16*FRACUNIT,    // radius
                                          72*FRACUNIT,    // height
                                          10000000,   // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY|MF_SHOOTABLE|MF_COUNTKILL,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_BOSSBRAIN
                                          88,   // doomednum
                                          S_BRAIN,    // spawnstate
                                          250,    // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_BRAIN_PAIN,   // painstate
                                          255,    // painchance
                                          sfx_bospn,    // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_BRAIN_DIE1,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_bosdth,   // deathsound
                                          0,    // speed
                                          16*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          10000000,   // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SOLID|MF_SHOOTABLE,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_BOSSSPIT
                                          89,   // doomednum
                                          S_BRAINEYE,   // spawnstate
                                          1000,   // spawnhealth
                                          S_BRAINEYESEE,    // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          32*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_NOSECTOR,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_BOSSTARGET
                                          87,   // doomednum
                                          S_NULL,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          32*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_NOSECTOR,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_SPAWNSHOT
                                          -1,   // doomednum
                                          S_SPAWN1,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_bospit,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_firxpl,   // deathsound
                                          10*FRACUNIT,    // speed
                                          6*FRACUNIT,   // radius
                                          32*FRACUNIT,    // height
                                          100,    // mass
                                          3,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_SPAWNFIRE
                                          -1,   // doomednum
                                          S_SPAWNFIRE1,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_NOGRAVITY|MF_TRANSLUCENT,   // flags             // phares
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_BARREL
                                          2035,   // doomednum
                                          S_BAR1,   // spawnstate
                                          20,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_BEXP,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_barexp,   // deathsound
                                          0,    // speed
                                          10*FRACUNIT,    // radius
                                          42*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_TROOPSHOT
                                          -1,   // doomednum
                                          S_TBALL1,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_firsht,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_TBALLX1,    // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_firxpl,   // deathsound
                                          10*FRACUNIT,    // speed
                                          6*FRACUNIT,   // radius
                                          8*FRACUNIT,   // height
                                          100,    // mass
                                          3,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_TRANSLUCENT, // flags // phares
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_HEADSHOT
                                          -1,   // doomednum
                                          S_RBALL1,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_firsht,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_RBALLX1,    // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_firxpl,   // deathsound
                                          10*FRACUNIT,    // speed
                                          6*FRACUNIT,   // radius
                                          8*FRACUNIT,   // height
                                          100,    // mass
                                          5,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_TRANSLUCENT, // flags // phares,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_ROCKET
                                          -1,   // doomednum
                                          S_ROCKET,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_rlaunc,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_EXPLODE1,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_barexp,   // deathsound
                                          20*FRACUNIT,    // speed
                                          11*FRACUNIT,    // radius
                                          8*FRACUNIT,   // height
                                          100,    // mass
                                          20,   // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_PLASMA
                                          -1,   // doomednum
                                          S_PLASBALL,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_plasma,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_PLASEXP,    // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_firxpl,   // deathsound
                                          25*FRACUNIT,    // speed
                                          13*FRACUNIT,    // radius
                                          8*FRACUNIT,   // height
                                          100,    // mass
                                          5,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_TRANSLUCENT, // flags // phares
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_BFG
                                          -1,   // doomednum
                                          S_BFGSHOT,    // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          0,    // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_BFGLAND,    // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_rxplod,   // deathsound
                                          25*FRACUNIT,    // speed
                                          13*FRACUNIT,    // radius
                                          8*FRACUNIT,   // height
                                          100,    // mass
                                          100,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_TRANSLUCENT, // flags // phares
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_ARACHPLAZ
                                          -1,   // doomednum
                                          S_ARACH_PLAZ,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_plasma,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_ARACH_PLEX,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_firxpl,   // deathsound
                                          25*FRACUNIT,    // speed
                                          13*FRACUNIT,    // radius
                                          8*FRACUNIT,   // height
                                          100,    // mass
                                          5,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_TRANSLUCENT, // flags // phares
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_PUFF
                                          -1,   // doomednum
                                          S_PUFF1,    // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_NOGRAVITY|MF_TRANSLUCENT, // flags // phares
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_BLOOD
                                          -1,   // doomednum
                                          S_BLOOD1,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_TFOG
                                          -1,   // doomednum
                                          S_TFOG,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_NOGRAVITY|MF_TRANSLUCENT, // flags // phares
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_IFOG
                                          -1,   // doomednum
                                          S_IFOG,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_NOGRAVITY|MF_TRANSLUCENT, // flags // phares
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_TELEPORTMAN
                                          14,   // doomednum
                                          S_NULL,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_NOSECTOR,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_EXTRABFG
                                          -1,   // doomednum
                                          S_BFGEXP,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_NOBLOCKMAP|MF_NOGRAVITY,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC0
                                          2018,   // doomednum
                                          S_ARM1,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC1
                                          2019,   // doomednum
                                          S_ARM2,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC2
                                          2014,   // doomednum
                                          S_BON1,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_COUNTITEM,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC3
                                          2015,   // doomednum
                                          S_BON2,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_COUNTITEM,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC4
                                          5,    // doomednum
                                          S_BKEY,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_NOTDMATCH,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC5
                                          13,   // doomednum
                                          S_RKEY,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_NOTDMATCH,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC6
                                          6,    // doomednum
                                          S_YKEY,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_NOTDMATCH,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC7
                                          39,   // doomednum
                                          S_YSKULL,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_NOTDMATCH,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC8
                                          38,   // doomednum
                                          S_RSKULL,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_NOTDMATCH,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC9
                                          40,   // doomednum
                                          S_BSKULL,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_NOTDMATCH,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC10
                                          2011,   // doomednum
                                          S_STIM,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC11
                                          2012,   // doomednum
                                          S_MEDI,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC12
                                          2013,   // doomednum
                                          S_SOUL,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_COUNTITEM|MF_TRANSLUCENT,    // flags   // killough 2/21/98
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_INV
                                          2022,   // doomednum
                                          S_PINV,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_COUNTITEM|MF_TRANSLUCENT,    // flags // killough 2/21/98
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC13
                                          2023,   // doomednum
                                          S_PSTR,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_COUNTITEM,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_INS
                                          2024,   // doomednum
                                          S_PINS,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_COUNTITEM|MF_TRANSLUCENT,    // flags // killough 2/21/98
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC14
                                          2025,   // doomednum
                                          S_SUIT,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL,   // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC15
                                          2026,   // doomednum
                                          S_PMAP,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_COUNTITEM,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MISC16
                                          2045,   // doomednum
                                          S_PVIS,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound
                                          S_NULL,   // meleestate
                                          S_NULL,   // missilestate
                                          S_NULL,   // deathstate
                                          S_NULL,   // xdeathstate
                                          sfx_None,   // deathsound
                                          0,    // speed
                                          20*FRACUNIT,    // radius
                                          16*FRACUNIT,    // height
                                          100,    // mass
                                          0,    // damage
                                          sfx_None,   // activesound
                                          MF_SPECIAL|MF_COUNTITEM,    // flags
                                          S_NULL    // raisestate
                                       },

                                       {   // MT_MEGA
                                          83,   // doomednum
                                          S_MEGA,   // spawnstate
                                          1000,   // spawnhealth
                                          S_NULL,   // seestate
                                          sfx_None,   // seesound
                                          8,    // reactiontime
                                          sfx_None,   // attacksound
                                          S_NULL,   // painstate
                                          0,    // painchance
                                          sfx_None,   // painsound