//    CRACKING THE MAZE
//   "Game Plug-ins and Patches as Hacker Art"
//    version 1.0 July 16, 1999

#include <curators_note.h> // curators note by Anne-Marie Schleiner #include <game_patches.h> // the game patches #include <article_huhtamo.h> // Game Patch - the Son of Scratch? by Erkki Huhtamo #include <article_trippi.h> // Deep Patch by Laura Trippi #include <switch.h> // the 'Art & Games' issue of Switch #include <credits.h> // credits and contact information
// // Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Thing frame/state LUT, // generated by multigen utilitiy. // This one is the original DOOM version, preserved. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: info.c,v 1.3 1997/01/26 07:45:00 b1 Exp $"; // Data. #include "sounds.h" #include "m_fixed.h" #ifdef __GNUG__ #pragma implementation "info.h" #endif #include "info.h" #include "p_mobj.h" char *sprnames[NUMSPRITES] = { "TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG", "MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2", "PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS", "SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG", "HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR", "PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN", "BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI", "SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO", "ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW", "LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4", "POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2", "COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU", "COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3", "HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2" }; // Doesn't work with g++, needs actionf_p1 void A_Light0(); void A_WeaponReady(); void A_Lower(); void A_Raise(); void A_Punch(); void A_ReFire(); void A_FirePistol(); void A_Light1(); void A_FireShotgun(); void A_Light2(); void A_FireShotgun2(); 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(); 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_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,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_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_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_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 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_MISC83 78, // doomednum S_HANGTNOBRAIN, // 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 16*FRACUNIT, // radius 64*FRACUNIT, // height 100, // mass 0, // damage sfx_None, // activesound MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags S_NULL // raisestate }, { // MT_MISC86 81, // doomednum S_BRAINSTEM, // 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 } };