ref: a7ed30404bc98c13ac89721ab54e1d702d4e0b39
dir: /src/rt_state.c/
/* Copyright (C) 1994-1995 Apogee Software, Ltd. 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. */ #include "rt_def.h" #include "sprites.h" #include "states.h" //HEADER FILE FOR rt_state.c #include "rt_actor.h" #include "develop.h" #define SPRINGDELAY 3 extern void T_ReallyDead(objtype*ob); extern void T_PlayDead(objtype*ob); extern void T_Xylophone(objtype*ob); extern void T_BloodFall(objtype*ob); extern void SetShapeoffset(objtype*ob); extern void RespawnPlayerobj(objtype*ob); extern void T_ElevDisk(objtype*ob); extern void T_Plead(objtype*ob); extern void T_Blood(objtype*ob); extern void T_Convert(objtype*ob); extern void T_SlideDownScreen(objtype*ob); extern void T_End(objtype*ob); extern void T_Reset(objtype*ob); extern void T_CollectorWander(objtype*ob); extern void T_CollectorFindDoor(objtype*ob); extern void T_AutoPath(objtype*); extern void T_AutoRealign(objtype*); extern void T_AutoShootAlign(objtype*); extern void T_NME_SpinFire(objtype*); extern void MissileMovement(objtype*); extern void T_BatBlast(objtype*); extern void T_DeadWait(objtype*); extern void ActorMovement(objtype*); extern void T_Spring(objtype*); extern void T_SnakeFinale(objtype*); extern void T_Special(objtype*); extern void T_NME_Explode(objtype*); extern void T_Guts(objtype*); extern void T_Player(objtype*); extern void T_ParticleGenerate(objtype*); extern void T_Particle(objtype*); extern void T_SpawnSoul(objtype*); extern void T_NME_WindUp(objtype*); extern void T_NME_Attack(objtype*); extern void T_Saucer(objtype*); extern void T_NMErocket(objtype*); extern void T_NME_SpinAttack(objtype*); extern void T_NME_HeadShoot(objtype*); extern void T_CrushUp(objtype*); extern void T_CrushDown(objtype*); extern void T_HeinrichChase(objtype*); extern void T_KristLeft(objtype*); extern void T_KristRight(objtype*); extern void T_KristCheckFire(objtype*); extern void T_BoulderSpawn(objtype*); extern void T_BoulderDrop(objtype*); extern void T_BoulderMove(objtype*); extern void T_DarkmonkChase(objtype*); extern void T_DarkSnakeChase(objtype*); extern void T_DarkSnakeSpawn(objtype*); extern void A_DmonkAttack(objtype*); extern void T_GenericMove(objtype*); extern void T_Count(objtype*); extern void T_Spears(objtype*); extern void T_EsauSpears(objtype*); extern void T_Spring(objtype*); extern void T_4WayGunStand(objtype*); extern void A_GunShoot(objtype*); extern void A_4WayGunShoot(objtype*); extern void T_Attack(objtype*); extern void T_SnakePath(objtype*); extern void T_SnakeFindPath(objtype*); extern void T_DarkmonkLandAndFire(objtype*ob); extern void T_DarkmonkCharge(objtype*ob); extern void T_DarkmonkReact(objtype*ob); extern void T_BossExplosions(objtype*ob); /* ============================================================================= LOW GUARD (includes sneaky) ============================================================================= */ statetype s_lowgrdstand = {true,SPR_LOWGRD_S1,0,T_Stand,0,&s_lowgrdstand}; statetype s_lowgrdpath4 = {true,SPR_LOWGRD_W41,12,T_Path,0,&s_lowgrdpath1}; statetype s_lowgrdpath3 = {true,SPR_LOWGRD_W31,12,T_Path,SF_CLOSE,&s_lowgrdpath4}; statetype s_lowgrdpath2 = {true,SPR_LOWGRD_W21,12,T_Path,0,&s_lowgrdpath3}; statetype s_lowgrdpath1 = {true,SPR_LOWGRD_W11,12,T_Path,SF_CLOSE,&s_lowgrdpath2}; statetype s_lowgrdcollide = {false,SPR_LOWGRD_PAIN1,0,T_Collide,0,&s_lowgrdcollide}; statetype s_lowgrdcollide2 = {false,SPR_LOWGRD_PAIN2,0,T_Collide,0,&s_lowgrdcollide2}; //statetype s_lowgrduse2 = {true,SPR_LOWGRD_USE21,5,T_Use,0,&s_lowgrdpath1}; //statetype s_lowgrduse1 = {true,SPR_LOWGRD_USE11,5,T_Use,0,&s_lowgrduse2}; statetype s_lowgrdshoot4 = {false,SPR_LOWGRD_SHOOT4,8,ActorMovement,0,&s_lowgrdchase1}; statetype s_lowgrdshoot3 = {false,SPR_LOWGRD_SHOOT3,5,A_Shoot,0,&s_lowgrdshoot4}; statetype s_lowgrdshoot2 = {false,SPR_LOWGRD_SHOOT2,20,ActorMovement,0,&s_lowgrdshoot3}; statetype s_lowgrdshoot1 = {false,SPR_LOWGRD_SHOOT1,6,ActorMovement,0,&s_lowgrdshoot2}; statetype s_lowgrdchase4 = {true,SPR_LOWGRD_W41,12,T_Chase,0,&s_lowgrdchase1}; statetype s_lowgrdchase3 = {true,SPR_LOWGRD_W31,12,T_Chase,SF_CLOSE,&s_lowgrdchase4}; statetype s_lowgrdchase2 = {true,SPR_LOWGRD_W21,12,T_Chase,0,&s_lowgrdchase3}; statetype s_lowgrdchase1 = {true,SPR_LOWGRD_W11,12,T_Chase,SF_CLOSE,&s_lowgrdchase2}; statetype s_lowgrddead = {false,SPR_LOWGRD_DEAD,0,T_Collide,0,&s_lowgrddead}; statetype s_lowgrddie4 = {false,SPR_LOWGRD_DIE4,8,T_Collide,0,&s_lowgrddead}; statetype s_lowgrddie3 = {false,SPR_LOWGRD_DIE3,8,T_Collide,0,&s_lowgrddie4}; statetype s_lowgrddie2 = {false,SPR_LOWGRD_DIE2,8,T_Collide,0,&s_lowgrddie3}; statetype s_lowgrddie1 = {false,SPR_LOWGRD_DIE1,15,T_Collide,0,&s_lowgrddie2}; //LT added statetype s_lowgrddie1rev = {false, SPR_LOWGRD_DIE1,8,T_Collide,0,&s_lowgrdstand}; statetype s_lowgrddie2rev = {false, SPR_LOWGRD_DIE2,8,T_Collide,0,&s_lowgrddie1rev}; statetype s_lowgrddie3rev = {false, SPR_LOWGRD_DIE3,8,T_Collide,0,&s_lowgrddie2rev}; statetype s_lowgrddie4rev = {false, SPR_LOWGRD_DIE4,8,T_Collide,0,&s_lowgrddie3rev}; statetype s_lowgrddeadrev = {false,SPR_LOWGRD_DEAD,0,T_Collide,0,&s_lowgrddie4rev}; statetype s_lowgrdcrushed2 = {false,SPR_LOWGRD_DIE3,2,NULL,0,&s_lowgrddead}; statetype s_lowgrdcrushed1 = {false,SPR_LOWGRD_DIE1,2,NULL,0,&s_lowgrdcrushed2}; /************** Sneaky stuff *******************************************/ statetype s_sneakydown = {false,SPR_SNEAKY_DEAD,0,T_Stand,0,&s_sneakydown}; statetype s_sneakyrise4 = {false,SPR_RISE4,6,ActorMovement,0,&s_lowgrdchase1}; statetype s_sneakyrise3 = {false,SPR_RISE3,6,ActorMovement,0,&s_sneakyrise4}; statetype s_sneakyrise2 = {false,SPR_RISE2,6,ActorMovement,0,&s_sneakyrise3}; statetype s_sneakyrise1 = {false,SPR_RISE1,6,ActorMovement,0,&s_sneakyrise2}; /* ============================================================================= HIGH GUARD ============================================================================= */ statetype s_highgrdstand = {true,SPR_HIGHGRD_S1,0,T_Stand,0,&s_highgrdstand}; statetype s_highgrdpath4 = {true,SPR_HIGHGRD_W41,12,T_Path,0,&s_highgrdpath1}; statetype s_highgrdpath3 = {true,SPR_HIGHGRD_W31,12,T_Path,SF_CLOSE,&s_highgrdpath4}; statetype s_highgrdpath2 = {true,SPR_HIGHGRD_W21,12,T_Path,0,&s_highgrdpath3}; statetype s_highgrdpath1 = {true,SPR_HIGHGRD_W11,12,T_Path,SF_CLOSE,&s_highgrdpath2}; //statetype s_highgrdpain1 = {2,SPR_HIGHGRD_PAIN1,10,T_Collide,0,&s_highgrdchase1}; //statetype s_highgrdpain2 = {2,SPR_HIGHGRD_PAIN2,10,T_Collide,0,&s_highgrdchase1}; statetype s_highgrdcollide = {false,SPR_HIGHGRD_PAIN1,0,T_Collide,0,&s_highgrdcollide}; statetype s_highgrdcollide2 = {false,SPR_HIGHGRD_PAIN2,0,T_Collide,0,&s_highgrdcollide2}; //statetype s_highgrduse2 = {true,SPR_HIGHGRD_USE21,10,T_Use,0,&s_highgrdpath1}; //statetype s_highgrduse1 = {true,SPR_HIGHGRD_USE11,10,T_Use,0,&s_highgrduse2}; statetype s_highgrdshoot4 = {false,SPR_HIGHGRD_SHOOT4,3,A_Repeat,0,&s_highgrdshoot3}; statetype s_highgrdshoot3 = {false,SPR_HIGHGRD_SHOOT3,5,A_Shoot,0,&s_highgrdshoot4}; statetype s_highgrdshoot2 = {false,SPR_HIGHGRD_SHOOT2,6,ActorMovement,0,&s_highgrdshoot3}; statetype s_highgrdshoot1 = {false,SPR_HIGHGRD_SHOOT1,6,ActorMovement,0,&s_highgrdshoot2}; statetype s_highgrdchase4 = {true,SPR_HIGHGRD_W41,12,T_Chase,0,&s_highgrdchase1}; statetype s_highgrdchase3 = {true,SPR_HIGHGRD_W31,12,T_Chase,SF_CLOSE,&s_highgrdchase4}; statetype s_highgrdchase2 = {true,SPR_HIGHGRD_W21,12,T_Chase,0,&s_highgrdchase3}; statetype s_highgrdchase1 = {true,SPR_HIGHGRD_W11,12,T_Chase,SF_CLOSE,&s_highgrdchase2}; statetype s_highgrddead = {false,SPR_HIGHGRD_DEAD,0,T_Collide,0,&s_highgrddead}; statetype s_highgrddie5 = {false,SPR_HIGHGRD_DIE5,0,T_Collide,0,&s_highgrddead}; statetype s_highgrddie4 = {false,SPR_HIGHGRD_DIE4,8,T_Collide,0,&s_highgrddie5}; statetype s_highgrddie3 = {false,SPR_HIGHGRD_DIE3,8,T_Collide,0,&s_highgrddie4}; statetype s_highgrddie2 = {false,SPR_HIGHGRD_DIE2,8,T_Collide,0,&s_highgrddie3}; statetype s_highgrddie1 = {false,SPR_HIGHGRD_DIE1,8,T_Collide,0,&s_highgrddie2}; statetype s_highgrddie1rev = {false,SPR_HIGHGRD_DIE1,8,T_Collide,0,&s_highgrdstand}; statetype s_highgrddie2rev = {false,SPR_HIGHGRD_DIE2,8,T_Collide,0,&s_highgrddie1rev}; statetype s_highgrddie3rev = {false,SPR_HIGHGRD_DIE3,8,T_Collide,0,&s_highgrddie2rev}; statetype s_highgrddie4rev = {false,SPR_HIGHGRD_DIE4,8,T_Collide,0,&s_highgrddie3rev}; statetype s_highgrddie5rev = {false,SPR_HIGHGRD_DIE5,0,T_Collide,0,&s_highgrddie4rev}; statetype s_highgrdcrushed2 = {false,SPR_HIGHGRD_DIE3,2,NULL,0,&s_highgrddead}; statetype s_highgrdcrushed1 = {false,SPR_HIGHGRD_DIE1,2,NULL,0,&s_highgrdcrushed2}; /* =========================================================================== STRIKEGUARD =========================================================================== */ statetype s_strikestand = {true,SPR_STRIKE_S1,0,T_Stand,0,&s_strikestand}; statetype s_strikepath4 = {true,SPR_STRIKE_W41,12,T_Path,0,&s_strikepath1}; statetype s_strikepath3 = {true,SPR_STRIKE_W31,12,T_Path,SF_CLOSE,&s_strikepath4}; statetype s_strikepath2 = {true,SPR_STRIKE_W21,12,T_Path,0,&s_strikepath3}; statetype s_strikepath1 = {true,SPR_STRIKE_W11,12,T_Path,SF_CLOSE,&s_strikepath2}; statetype s_strikecollide = {false,SPR_STRIKE_PAIN1,0,T_Collide,0,&s_strikecollide}; statetype s_strikecollide2 = {false,SPR_STRIKE_PAIN2,0,T_Collide,0,&s_strikecollide2}; statetype s_strikeshoot4 = {false,SPR_STRIKE_SHOOT4,6,ActorMovement,0,&s_strikechase1}; statetype s_strikeshoot3 = {false,SPR_STRIKE_SHOOT3,6,ActorMovement,0,&s_strikeshoot4}; statetype s_strikeshoot2 = {false,SPR_STRIKE_SHOOT2,5,A_Shoot,0,&s_strikeshoot3}; statetype s_strikeshoot1 = {false,SPR_STRIKE_SHOOT1,20,ActorMovement,0,&s_strikeshoot2}; //statetype s_strikeuse2 = {true,SPR_STRIKE_USE21,10,T_Use,0,&s_strikechase1}; //statetype s_strikeuse1 = {true,SPR_STRIKE_USE11,10,NULL,0,&s_strikeuse2}; statetype s_strikewait = {true,SPR_STRIKE_S1,35,NULL,0,&s_strikechase1}; statetype s_strikerollright6 = {false,SPR_STRIKE_LROLL6,8,T_Roll,0,&s_strikeshoot1}; statetype s_strikerollright5 = {false,SPR_STRIKE_LROLL5,8,T_Roll,0,&s_strikerollright6}; statetype s_strikerollright4 = {false,SPR_STRIKE_LROLL4,7,T_Reset,0,&s_strikerollright5}; statetype s_strikerollright3 = {false,SPR_STRIKE_LROLL3,7,T_Roll,0,&s_strikerollright4}; statetype s_strikerollright2 = {false,SPR_STRIKE_LROLL2,7,T_Roll,0,&s_strikerollright3}; statetype s_strikerollright1 = {false,SPR_STRIKE_LROLL1,5,T_Roll,0,&s_strikerollright2}; statetype s_strikerollleft6 = {false,SPR_STRIKE_RROLL6,8,T_Roll,0,&s_strikeshoot1}; statetype s_strikerollleft5 = {false,SPR_STRIKE_RROLL5,8,T_Roll,0,&s_strikerollleft6}; statetype s_strikerollleft4 = {false,SPR_STRIKE_RROLL4,7,T_Reset,0,&s_strikerollleft5}; statetype s_strikerollleft3 = {false,SPR_STRIKE_RROLL3,7,T_Roll,0,&s_strikerollleft4}; statetype s_strikerollleft2 = {false,SPR_STRIKE_RROLL2,7,T_Roll,0,&s_strikerollleft3}; statetype s_strikerollleft1 = {false,SPR_STRIKE_RROLL1,5,T_Roll,0,&s_strikerollleft2}; statetype s_strikechase4 = {true,SPR_STRIKE_W41,12,T_Chase,0,&s_strikechase1}; statetype s_strikechase3 = {true,SPR_STRIKE_W31,12,T_Chase,SF_CLOSE,&s_strikechase4}; statetype s_strikechase2 = {true,SPR_STRIKE_W21,12,T_Chase,0,&s_strikechase3}; statetype s_strikechase1 = {true,SPR_STRIKE_W11,12,T_Chase,SF_CLOSE,&s_strikechase2}; statetype s_strikedead3 = {false,SPR_STRIKE_DEAD3,0,T_Collide,0,&s_strikedead3}; statetype s_strikedead2 = {false,SPR_STRIKE_DEAD2,0,T_Collide,0,&s_strikedead3}; statetype s_strikedead = {false,SPR_STRIKE_DEAD1,7,T_Collide,0,&s_strikedead2}; statetype s_strikedie4 = {false,SPR_STRIKE_DIE4,7,T_Collide,0,&s_strikedead}; statetype s_strikedie3 = {false,SPR_STRIKE_DIE3,7,T_Collide,0,&s_strikedie4}; statetype s_strikedie2 = {false,SPR_STRIKE_DIE2,7,T_Collide,0,&s_strikedie3}; statetype s_strikedie1 = {false,SPR_STRIKE_DIE1,7,T_Collide,0,&s_strikedie2}; statetype s_strikedie1rev = {false,SPR_STRIKE_DIE1,7,T_Collide,0,&s_strikestand}; statetype s_strikedie2rev = {false,SPR_STRIKE_DIE2,7,T_Collide,0,&s_strikedie1rev}; statetype s_strikedie3rev = {false,SPR_STRIKE_DIE3,7,T_Collide,0,&s_strikedie2rev}; statetype s_strikedie4rev = {false,SPR_STRIKE_DIE4,7,T_Collide,0,&s_strikedie3rev}; statetype s_strikecrushed2 = {false,SPR_STRIKE_DIE3,2,NULL,0,&s_strikedead}; statetype s_strikecrushed1 = {false,SPR_STRIKE_DIE1,2,NULL,0,&s_strikecrushed2}; /* ============================================================================ LIGHTNING GUARD ============================================================================ */ statetype s_blitzstand = {true,SPR_BLITZ_S1,0,T_Stand,0,&s_blitzstand}; statetype s_blitzpath4 = {true,SPR_BLITZ_W41,12,T_Path,0,&s_blitzpath1}; statetype s_blitzpath3 = {true,SPR_BLITZ_W31,12,T_Path,SF_CLOSE,&s_blitzpath4}; statetype s_blitzpath2 = {true,SPR_BLITZ_W21,12,T_Path,0,&s_blitzpath3}; statetype s_blitzpath1 = {true,SPR_BLITZ_W11,12,T_Path,SF_CLOSE,&s_blitzpath2}; statetype s_blitzcollide = {false,SPR_BLITZ_PAIN1,0,T_Collide,0,&s_blitzcollide}; statetype s_blitzcollide2 = {false,SPR_BLITZ_PAIN2,0,T_Collide,0,&s_blitzcollide2}; statetype s_blitzshoot4 = {false,SPR_BLITZ_SHOOT4,10,ActorMovement,0,&s_blitzchase1}; statetype s_blitzshoot3 = {false,SPR_BLITZ_SHOOT3,10,ActorMovement,0,&s_blitzshoot4}; statetype s_blitzshoot2 = {false,SPR_BLITZ_SHOOT2,5,A_Shoot,0,&s_blitzshoot3}; statetype s_blitzshoot1 = {false,SPR_BLITZ_SHOOT1,10,ActorMovement,0,&s_blitzshoot2}; statetype s_blitzrise4 = {false,SPR_BLITZ_RISE4,8,ActorMovement,0,&s_blitzchase1}; statetype s_blitzrise3 = {false,SPR_BLITZ_RISE3,8,ActorMovement,0,&s_blitzrise4}; statetype s_blitzrise2 = {false,SPR_BLITZ_RISE2,8,ActorMovement,0,&s_blitzrise3}; statetype s_blitzrise1 = {false,SPR_BLITZ_RISE1,8,ActorMovement,0,&s_blitzrise2}; statetype s_blitzuse = {true,SPR_BLITZ_USE,10,T_Use,0,&s_blitzpath1}; statetype s_blitzsteal2 = {true,SPR_BLITZ_STEAL2,20,A_Steal,0,&s_blitzchase1}; statetype s_blitzsteal1 = {true,SPR_BLITZ_STEAL1,20,ActorMovement,0,&s_blitzsteal2}; statetype s_blitzchase4 = {true,SPR_BLITZ_W41,12,T_Chase,0,&s_blitzchase1}; statetype s_blitzchase3 = {true,SPR_BLITZ_W31,12,T_Chase,SF_CLOSE,&s_blitzchase4}; statetype s_blitzchase2 = {true,SPR_BLITZ_W21,12,T_Chase,0,&s_blitzchase3}; statetype s_blitzchase1 = {true,SPR_BLITZ_W11,12,T_Chase,SF_CLOSE,&s_blitzchase2}; statetype s_blitzdead2 = {false,SPR_BLITZ_DEAD2,0,T_Collide,0,&s_blitzdead2}; statetype s_blitzdead = {false,SPR_BLITZ_DEAD1,0,T_Collide,0,&s_blitzdead2}; statetype s_blitzdie4 = {false,SPR_BLITZ_DIE4,7,T_Collide,0,&s_blitzdead}; statetype s_blitzdie3 = {false,SPR_BLITZ_DIE3,7,T_Collide,0,&s_blitzdie4}; statetype s_blitzdie2 = {false,SPR_BLITZ_DIE2,7,T_Collide,0,&s_blitzdie3}; statetype s_blitzdie1 = {false,SPR_BLITZ_DIE1,7,T_Collide,0,&s_blitzdie2}; statetype s_blitzdie1rev = {false,SPR_BLITZ_DIE1,7,T_Collide,0,&s_blitzstand}; statetype s_blitzdie2rev = {false,SPR_BLITZ_DIE2,7,T_Collide,0,&s_blitzdie1rev}; statetype s_blitzdie3rev = {false,SPR_BLITZ_DIE3,7,T_Collide,0,&s_blitzdie2rev}; statetype s_blitzdie4rev = {false,SPR_BLITZ_DIE4,7,T_Collide,0,&s_blitzdie3rev}; statetype s_blitzstruggledead = {false,SPR_BLITZ_RISE2,0,T_Collide,0,&s_blitzstruggledead}; statetype s_blitzstruggledie1 = {false,SPR_BLITZ_RISE2,20,T_ReallyDead,0,&s_blitzstruggledead}; statetype s_blitzfakedead = {false,SPR_BLITZ_DEAD2,0,T_PlayDead,SF_FAKING,&s_blitzfakedead}; statetype s_blitzfakedie3 = {false,SPR_BLITZ_DEAD1,5,ActorMovement,0,&s_blitzfakedead}; statetype s_blitzfakedie2 = {false,SPR_BLITZ_DIE4,5,ActorMovement,0,&s_blitzfakedie3}; statetype s_blitzfakedie1 = {false,SPR_BLITZ_DIE3,5,ActorMovement,0,&s_blitzfakedie2}; statetype s_blitzcrushed2 = {false,SPR_BLITZ_DIE3,2,NULL,0,&s_blitzdead}; statetype s_blitzcrushed1 = {false,SPR_BLITZ_DIE1,2,NULL,0,&s_blitzcrushed2}; statetype s_blitzplead11 = {false,SPR_BLITZ_PLEAD11,0,T_Collide,0,&s_blitzplead11}; statetype s_blitzplead10 = {false,SPR_BLITZ_PLEAD10,6,NULL,0,&s_blitzplead11}; statetype s_blitzplead9 = {false,SPR_BLITZ_PLEAD9,6,NULL,0,&s_blitzplead10}; statetype s_blitzplead8 = {false,SPR_BLITZ_PLEAD8,6,NULL,0,&s_blitzplead9}; statetype s_blitzplead7 = {false,SPR_BLITZ_PLEAD7,6,NULL,0,&s_blitzplead8}; statetype s_blitzaplead4 = {false,SPR_BLITZ_PLEAD4,5,T_Plead,SF_DOWN,&s_blitzplead3}; statetype s_blitzaplead5 = {false,SPR_BLITZ_PLEAD5,5,T_Plead,SF_DOWN,&s_blitzaplead4}; statetype s_blitzplead6 = {false,SPR_BLITZ_PLEAD6,5,T_Plead,SF_DOWN,&s_blitzaplead5}; statetype s_blitzplead5 = {false,SPR_BLITZ_PLEAD5,5,T_Plead,SF_DOWN,&s_blitzplead6}; statetype s_blitzplead4 = {false,SPR_BLITZ_PLEAD4,5,T_Plead,SF_DOWN,&s_blitzplead5}; statetype s_blitzplead3 = {false,SPR_BLITZ_PLEAD3,5,T_Plead,SF_DOWN,&s_blitzplead4}; statetype s_blitzplead2 = {false,SPR_BLITZ_PLEAD2,6,ActorMovement,0,&s_blitzplead3}; statetype s_blitzplead1 = {false,SPR_BLITZ_PLEAD1,6,ActorMovement,0,&s_blitzplead2}; /* ============================================================================ TRIAD ENFORCERS ============================================================================ */ statetype s_enforcerstand = {true,SPR_ENFORCER_S1,0,T_Stand,0,&s_enforcerstand}; statetype s_enforcerpath4 = {true,SPR_ENFORCER_W41,12,T_Path,0,&s_enforcerpath1}; statetype s_enforcerpath3 = {true,SPR_ENFORCER_W31,12,T_Path,SF_CLOSE,&s_enforcerpath4}; statetype s_enforcerpath2 = {true,SPR_ENFORCER_W21,12,T_Path,0,&s_enforcerpath3}; statetype s_enforcerpath1 = {true,SPR_ENFORCER_W11,12,T_Path,SF_CLOSE,&s_enforcerpath2}; statetype s_enforcerchase4 = {true,SPR_ENFORCER_W41,12,T_Chase,0,&s_enforcerchase1}; statetype s_enforcerchase3 = {true,SPR_ENFORCER_W31,12,T_Chase,SF_CLOSE,&s_enforcerchase4}; statetype s_enforcerchase2 = {true,SPR_ENFORCER_W21,12,T_Chase,0,&s_enforcerchase3}; statetype s_enforcerchase1 = {true,SPR_ENFORCER_W11,12,T_Chase,SF_CLOSE,&s_enforcerchase2}; statetype s_enforcercollide = {false,SPR_ENFORCER_PAIN1,0,T_Collide,0,&s_enforcercollide}; statetype s_enforcercollide2 = {false,SPR_ENFORCER_PAIN2,0,T_Collide,0,&s_enforcercollide2}; //statetype s_enforceruse2 = {true,SPR_ENFORCER_USE21,10,T_Use,0,&s_enforcerchase1}; //statetype s_enforceruse1 = {true,SPR_ENFORCER_USE11,10,T_Use,0,&s_enforceruse2}; statetype s_enforcershoot4 = {false,SPR_ENFORCER_SHOOT4,6,A_Repeat,0,&s_enforcershoot3}; statetype s_enforcershoot3 = {false,SPR_ENFORCER_SHOOT3,6,A_Shoot,0,&s_enforcershoot4}; statetype s_enforcershoot2 = {false,SPR_ENFORCER_SHOOT2,6,ActorMovement,0,&s_enforcershoot3}; statetype s_enforcershoot1 = {false,SPR_ENFORCER_SHOOT1,6,ActorMovement,0,&s_enforcershoot2}; statetype s_enforcerthrow8 = {false,SPR_ENFORCER_THROW8,10,ActorMovement,0,&s_enforcerchase1}; statetype s_enforcerthrow7 = {false,SPR_ENFORCER_THROW7,10,ActorMovement,0,&s_enforcerthrow8}; statetype s_enforcerthrow6 = {false,SPR_ENFORCER_THROW6,10,ActorMovement,0,&s_enforcerthrow7}; statetype s_enforcerthrow5 = {false,SPR_ENFORCER_THROW5,10,A_MissileWeapon,0,&s_enforcerthrow6}; statetype s_enforcerthrow4 = {false,SPR_ENFORCER_THROW4,10,ActorMovement,0,&s_enforcerthrow5}; statetype s_enforcerthrow3 = {false,SPR_ENFORCER_THROW3,10,ActorMovement,0,&s_enforcerthrow4}; statetype s_enforcerthrow2 = {false,SPR_ENFORCER_THROW2,10,ActorMovement,0,&s_enforcerthrow3}; statetype s_enforcerthrow1 = {false,SPR_ENFORCER_THROW1,10,ActorMovement,0,&s_enforcerthrow2}; statetype s_grenade10 = {false,SPR_ENFORCER_GR10,2,T_Projectile,0,&s_grenade1}; statetype s_grenade9 = {false,SPR_ENFORCER_GR9,2,T_Projectile,0,&s_grenade10}; statetype s_grenade8 = {false,SPR_ENFORCER_GR8,2,T_Projectile,0,&s_grenade9}; statetype s_grenade7 = {false,SPR_ENFORCER_GR7,2,T_Projectile,0,&s_grenade8}; statetype s_grenade6 = {false,SPR_ENFORCER_GR6,2,T_Projectile,0,&s_grenade7}; statetype s_grenade5 = {false,SPR_ENFORCER_GR5,2,T_Projectile,0,&s_grenade6}; statetype s_grenade4 = {false,SPR_ENFORCER_GR4,2,T_Projectile,0,&s_grenade5}; statetype s_grenade3 = {false,SPR_ENFORCER_GR3,2,T_Projectile,0,&s_grenade4}; statetype s_grenade2 = {false,SPR_ENFORCER_GR2,2,T_Projectile,0,&s_grenade3}; statetype s_grenade1 = {false,SPR_ENFORCER_GR1,2,T_Projectile,0,&s_grenade2}; statetype s_grenade_fall6 = {false,SPR_ENFORCER_FALL6,6,T_Projectile,0,&s_grenade_fall6}; statetype s_grenade_fall5 = {false,SPR_ENFORCER_FALL5,6,T_Projectile,0,&s_grenade_fall6}; statetype s_grenade_fall4 = {false,SPR_ENFORCER_FALL4,6,T_Projectile,0,&s_grenade_fall5}; statetype s_grenade_fall3 = {false,SPR_ENFORCER_FALL3,6,T_Projectile,0,&s_grenade_fall4}; statetype s_grenade_fall2 = {false,SPR_ENFORCER_FALL1,6,T_Projectile,0,&s_grenade_fall3}; statetype s_grenade_fall1 = {false,SPR_ENFORCER_FALL1,6,T_Projectile,0,&s_grenade_fall2}; statetype s_grenadehit3 = {false,SPR_GRENADE_HIT3,5,NULL,0,NULL}; statetype s_grenadehit2 = {false,SPR_GRENADE_HIT2,5,NULL,0,&s_grenadehit3}; statetype s_grenadehit1 = {false,SPR_GRENADE_HIT1,5,NULL,0,&s_grenadehit2}; statetype s_enforcerdead = {false,SPR_ENFORCER_DEAD,0,T_Collide,0,&s_enforcerdead}; statetype s_enforcerdie4 = {false,SPR_ENFORCER_DIE4,7,T_Collide,0,&s_enforcerdead}; statetype s_enforcerdie3 = {false,SPR_ENFORCER_DIE3,7,T_Collide,0,&s_enforcerdie4}; statetype s_enforcerdie2 = {false,SPR_ENFORCER_DIE2,7,T_Collide,0,&s_enforcerdie3}; statetype s_enforcerdie1 = {false,SPR_ENFORCER_DIE1,7,T_Collide,0,&s_enforcerdie2}; statetype s_enforcerdie1rev = {false,SPR_ENFORCER_DIE1,7,T_Collide,0,&s_enforcerstand}; statetype s_enforcerdie2rev = {false,SPR_ENFORCER_DIE2,7,T_Collide,0,&s_enforcerdie1rev}; statetype s_enforcerdie3rev = {false,SPR_ENFORCER_DIE3,7,T_Collide,0,&s_enforcerdie2rev}; statetype s_enforcerdie4rev = {false,SPR_ENFORCER_DIE4,7,T_Collide,0,&s_enforcerdie3rev}; statetype s_enforcercrushed2 = {false,SPR_ENFORCER_DIE3,2,NULL,0,&s_enforcerdead}; statetype s_enforcercrushed1 = {false,SPR_ENFORCER_DIE1,2,NULL,0,&s_enforcercrushed2}; /* ============================================================================ ROBOT GUARD ============================================================================ */ statetype s_robogrdstand = {16,SPR_ROBOGRD_S11,0,T_Stand,0,&s_robogrdstand}; statetype s_robogrdpath1 = {16,SPR_ROBOGRD_S11,20,T_AutoPath,0,&s_robogrdpath1}; statetype s_robowait = {16,SPR_ROBOGRD_S11,0,NULL,0,&s_robowait}; statetype s_roborealign = {16,SPR_ROBOGRD_S11,0,T_AutoRealign,0,&s_roborealign}; statetype s_roboalign = {16,SPR_ROBOGRD_S11,0,T_AutoShootAlign,0,&s_roboalign}; statetype s_robogrdshoot1 = {false,SPR_ROBOGRD_S11,35,A_MissileWeapon,0,&s_roborealign}; statetype s_robogrdshuriken4 = {false,SPR_ROBOGRD_SHURIKEN4,4,T_Projectile,0,&s_robogrdshuriken1}; statetype s_robogrdshuriken3 = {false,SPR_ROBOGRD_SHURIKEN3,4,T_Projectile,0,&s_robogrdshuriken4}; statetype s_robogrdshuriken2 = {false,SPR_ROBOGRD_SHURIKEN2,4,T_Projectile,0,&s_robogrdshuriken3}; statetype s_robogrdshuriken1 = {false,SPR_ROBOGRD_SHURIKEN1,4,T_Projectile,0,&s_robogrdshuriken2}; statetype s_shurikenhit3 = {false,SPR_SHURIKEN_HIT3,5,NULL,0,NULL}; statetype s_shurikenhit2 = {false,SPR_SHURIKEN_HIT2,5,NULL,0,&s_shurikenhit3}; statetype s_shurikenhit1 = {false,SPR_SHURIKEN_HIT1,5,NULL,0,&s_shurikenhit2}; statetype s_robogrdcollide = {16,SPR_ROBOGRD_S11,0,T_Collide,0,&s_robogrdcollide}; statetype s_robogrdcollide2 = {16,SPR_ROBOGRD_S11,0,T_Collide,0,&s_robogrdcollide2}; //statetype s_robogrdchase1 = {16,SPR_ROBOGRD_S11,10,T_RoboChase,0,&s_robogrdchase1}; statetype s_robogrddead = {false,ROBOGRDDEAD,0,T_Collide,0,&s_robogrddead}; statetype s_robogrddie9 = {false,ROBOGRDDIE9,3,T_Collide,0,&s_robogrddead}; statetype s_robogrddie8 = {false,ROBOGRDDIE8,3,T_Collide,0,&s_robogrddie9}; statetype s_robogrddie7 = {false,ROBOGRDDIE7,3,T_Collide,0,&s_robogrddie8}; statetype s_robogrddie6 = {false,ROBOGRDDIE6,3,T_Collide,0,&s_robogrddie7}; statetype s_robogrddie5 = {false,ROBOGRDDIE5,3,T_Collide,0,&s_robogrddie6}; statetype s_robogrddie4 = {false,ROBOGRDDIE4,3,T_Collide,0,&s_robogrddie5}; statetype s_robogrddie3 = {false,ROBOGRDDIE3,3,T_Collide,0,&s_robogrddie4}; statetype s_robogrddie2 = {false,ROBOGRDDIE2,3,T_Collide,0,&s_robogrddie3}; statetype s_robogrddie1 = {false,ROBOGRDDIE1,3,T_Collide,0,&s_robogrddie2}; statetype s_bstar4 = {false,SPR_BSTAR4,1,T_Projectile,0,&s_bstar1}; statetype s_bstar3 = {false,SPR_BSTAR3,1,T_Projectile,0,&s_bstar4}; statetype s_bstar2 = {false,SPR_BSTAR2,1,T_Projectile,0,&s_bstar3}; statetype s_bstar1 = {false,SPR_BSTAR1,1,T_Projectile,0,&s_bstar2}; /* ========================================================================== = = Explosions = ========================================================================== */ statetype s_altexplosion10 = {false,SPR_EXPLOSION19,3,NULL,0,NULL}; statetype s_altexplosion9 = {false,SPR_EXPLOSION17,3,NULL,0,&s_altexplosion10}; statetype s_altexplosion8 = {false,SPR_EXPLOSION15,3,NULL,0,&s_altexplosion9}; statetype s_altexplosion7 = {false,SPR_EXPLOSION13,3,NULL,0,&s_altexplosion8}; statetype s_altexplosion6 = {false,SPR_EXPLOSION11,3,NULL,0,&s_altexplosion7}; statetype s_altexplosion5 = {false,SPR_EXPLOSION9,3,NULL,0,&s_altexplosion6}; statetype s_altexplosion4 = {false,SPR_EXPLOSION7,3,NULL,0,&s_altexplosion5}; statetype s_altexplosion3 = {false,SPR_EXPLOSION5,3,NULL,0,&s_altexplosion4}; statetype s_altexplosion2 = {false,SPR_EXPLOSION3,3,T_Explosion,0,&s_altexplosion3}; statetype s_altexplosion1 = {false,SPR_EXPLOSION1,3,NULL,0,&s_altexplosion2}; statetype s_explosion20 = {false,SPR_EXPLOSION20,2,NULL,0,NULL}; statetype s_explosion19 = {false,SPR_EXPLOSION19,2,NULL,0,&s_explosion20}; statetype s_explosion18 = {false,SPR_EXPLOSION18,2,NULL,0,&s_explosion19}; statetype s_explosion17 = {false,SPR_EXPLOSION17,2,NULL,0,&s_explosion18}; statetype s_explosion16 = {false,SPR_EXPLOSION16,2,NULL,0,&s_explosion17}; statetype s_explosion15 = {false,SPR_EXPLOSION15,2,NULL,0,&s_explosion16}; statetype s_explosion14 = {false,SPR_EXPLOSION14,2,NULL,0,&s_explosion15}; statetype s_explosion13 = {false,SPR_EXPLOSION13,2,NULL,0,&s_explosion14}; statetype s_explosion12 = {false,SPR_EXPLOSION12,2,NULL,0,&s_explosion13}; statetype s_explosion11 = {false,SPR_EXPLOSION11,2,NULL,0,&s_explosion12}; statetype s_explosion10 = {false,SPR_EXPLOSION10,2,NULL,0,&s_explosion11}; statetype s_explosion9 = {false,SPR_EXPLOSION9,2,NULL,0,&s_explosion10}; statetype s_explosion8 = {false,SPR_EXPLOSION8,2,NULL,0,&s_explosion9}; statetype s_explosion7 = {false,SPR_EXPLOSION7,2,NULL,0,&s_explosion8}; statetype s_explosion6 = {false,SPR_EXPLOSION6,2,NULL,0,&s_explosion7}; statetype s_explosion5 = {false,SPR_EXPLOSION5,2,NULL,0,&s_explosion6}; statetype s_explosion4 = {false,SPR_EXPLOSION4,2,NULL,0,&s_explosion5}; statetype s_explosion3 = {false,SPR_EXPLOSION3,2,T_Explosion,0,&s_explosion4}; statetype s_explosion2 = {false,SPR_EXPLOSION2,2,NULL,0,&s_explosion3}; statetype s_explosion1 = {false,SPR_EXPLOSION1,2,NULL,0,&s_explosion2}; statetype s_grexplosion20 = {false,SPR_GROUNDEXPL20,2,T_Special,0,NULL}; statetype s_grexplosion19 = {false,SPR_GROUNDEXPL19,2,NULL,0,&s_grexplosion20}; statetype s_grexplosion18 = {false,SPR_GROUNDEXPL18,2,NULL,0,&s_grexplosion19}; statetype s_grexplosion17 = {false,SPR_GROUNDEXPL17,2,NULL,0,&s_grexplosion18}; statetype s_grexplosion16 = {false,SPR_GROUNDEXPL16,2,NULL,0,&s_grexplosion17}; statetype s_grexplosion15 = {false,SPR_GROUNDEXPL15,2,NULL,0,&s_grexplosion16}; statetype s_grexplosion14 = {false,SPR_GROUNDEXPL14,2,NULL,0,&s_grexplosion15}; statetype s_grexplosion13 = {false,SPR_GROUNDEXPL13,2,NULL,0,&s_grexplosion14}; statetype s_grexplosion12 = {false,SPR_GROUNDEXPL12,2,NULL,0,&s_grexplosion13}; statetype s_grexplosion11 = {false,SPR_GROUNDEXPL11,2,NULL,0,&s_grexplosion12}; statetype s_grexplosion10 = {false,SPR_GROUNDEXPL10,2,NULL,0,&s_grexplosion11}; statetype s_grexplosion9 = {false,SPR_GROUNDEXPL9,2,NULL,0,&s_grexplosion10}; statetype s_grexplosion8 = {false,SPR_GROUNDEXPL8,2,NULL,0,&s_grexplosion9}; statetype s_grexplosion7 = {false,SPR_GROUNDEXPL7,2,NULL,0,&s_grexplosion8}; statetype s_grexplosion6 = {false,SPR_GROUNDEXPL6,2,NULL,0,&s_grexplosion7}; statetype s_grexplosion5 = {false,SPR_GROUNDEXPL5,2,NULL,0,&s_grexplosion6}; statetype s_grexplosion4 = {false,SPR_GROUNDEXPL4,2,NULL,0,&s_grexplosion5}; statetype s_grexplosion3 = {false,SPR_GROUNDEXPL3,2,T_Explosion,0,&s_grexplosion4}; statetype s_grexplosion2 = {false,SPR_GROUNDEXPL2,2,NULL,0,&s_grexplosion3}; statetype s_grexplosion1 = {false,SPR_GROUNDEXPL1,2,NULL,0,&s_grexplosion2}; statetype s_staticexplosion25 = {false,SPR_STATICEXPL25,2,NULL,0,NULL}; statetype s_staticexplosion24 = {false,SPR_STATICEXPL24,2,NULL,0,&s_staticexplosion25}; statetype s_staticexplosion23 = {false,SPR_STATICEXPL23,2,NULL,0,&s_staticexplosion24}; statetype s_staticexplosion22 = {false,SPR_STATICEXPL22,2,NULL,0,&s_staticexplosion23}; statetype s_staticexplosion21 = {false,SPR_STATICEXPL21,2,NULL,0,&s_staticexplosion22}; statetype s_staticexplosion20 = {false,SPR_STATICEXPL20,2,NULL,0,&s_staticexplosion21}; statetype s_staticexplosion19 = {false,SPR_STATICEXPL19,2,NULL,0,&s_staticexplosion20}; statetype s_staticexplosion18 = {false,SPR_STATICEXPL18,2,NULL,0,&s_staticexplosion19}; statetype s_staticexplosion17 = {false,SPR_STATICEXPL17,2,NULL,0,&s_staticexplosion18}; statetype s_staticexplosion16 = {false,SPR_STATICEXPL16,2,NULL,0,&s_staticexplosion17}; statetype s_staticexplosion15 = {false,SPR_STATICEXPL15,2,NULL,0,&s_staticexplosion16}; statetype s_staticexplosion14 = {false,SPR_STATICEXPL14,2,NULL,0,&s_staticexplosion15}; statetype s_staticexplosion13 = {false,SPR_STATICEXPL13,2,NULL,0,&s_staticexplosion14}; statetype s_staticexplosion12 = {false,SPR_STATICEXPL12,2,NULL,0,&s_staticexplosion13}; statetype s_staticexplosion11 = {false,SPR_STATICEXPL11,2,NULL,0,&s_staticexplosion12}; statetype s_staticexplosion10 = {false,SPR_STATICEXPL10,2,NULL,0,&s_staticexplosion11}; statetype s_staticexplosion9 = {false,SPR_STATICEXPL9,2,NULL,0,&s_staticexplosion10}; statetype s_staticexplosion8 = {false,SPR_STATICEXPL8,2,NULL,0,&s_staticexplosion9}; statetype s_staticexplosion7 = {false,SPR_STATICEXPL7,2,NULL,0,&s_staticexplosion8}; statetype s_staticexplosion6 = {false,SPR_STATICEXPL6,2,NULL,0,&s_staticexplosion7}; statetype s_staticexplosion5 = {false,SPR_STATICEXPL5,2,NULL,0,&s_staticexplosion6}; statetype s_staticexplosion4 = {false,SPR_STATICEXPL4,2,NULL,0,&s_staticexplosion5}; statetype s_staticexplosion3 = {false,SPR_STATICEXPL3,2,T_Explosion,0,&s_staticexplosion4}; statetype s_staticexplosion2 = {false,SPR_STATICEXPL2,2,NULL,0,&s_staticexplosion3}; statetype s_staticexplosion1 = {false,SPR_STATICEXPL1,2,NULL,0,&s_staticexplosion2}; statetype s_upblade16 = {false,UBLADE8,1,T_Path,0,&s_upblade1}; statetype s_upblade15 = {false,UBLADE7,2,T_Path,0,&s_upblade16}; statetype s_upblade14 = {false,UBLADE6,1,T_Path,0,&s_upblade15}; statetype s_upblade13 = {false,UBLADE5,2,T_Path,0,&s_upblade14}; statetype s_upblade12 = {false,UBLADE4,1,T_Path,0,&s_upblade13}; statetype s_upblade11 = {false,UBLADE3,2,T_Path,0,&s_upblade12}; statetype s_upblade10 = {false,UBLADE2,1,T_Path,0,&s_upblade11}; statetype s_upblade9 = {false,UBLADE9,2,T_Path,0,&s_upblade10}; statetype s_upblade8 = {false,UBLADE8,1,T_Path,0,&s_upblade9}; statetype s_upblade7 = {false,UBLADE7,2,T_Path,0,&s_upblade8}; statetype s_upblade6 = {false,UBLADE6,1,T_Path,0,&s_upblade7}; statetype s_upblade5 = {false,UBLADE5,2,T_Path,0,&s_upblade6}; statetype s_upblade4 = {false,UBLADE4,1,T_Path,0,&s_upblade5}; statetype s_upblade3 = {false,UBLADE3,2,T_Path,0,&s_upblade4}; statetype s_upblade2 = {false,UBLADE2,1,T_Path,0,&s_upblade3}; statetype s_upblade1 = {false,UBLADE1,2,T_Path,SF_SOUND,&s_upblade2}; statetype s_firejetup23 = {false,FIREJETUP23,3,T_Path,SF_CRUSH,&s_firejetup1}; statetype s_firejetup22 = {false,FIREJETUP22,3,T_Path,SF_CRUSH,&s_firejetup23}; statetype s_firejetup21 = {false,FIREJETUP21,3,T_Path,0,&s_firejetup22}; statetype s_firejetup20 = {false,FIREJETUP20,3,T_Path,0,&s_firejetup21}; statetype s_firejetup19 = {false,FIREJETUP19,3,T_Path,0,&s_firejetup20}; statetype s_firejetup18 = {false,FIREJETUP18,3,T_Path,0,&s_firejetup19}; statetype s_firejetup17 = {false,FIREJETUP17,3,T_Path,0,&s_firejetup18}; statetype s_firejetup16 = {false,FIREJETUP16,3,T_Path,SF_CRUSH,&s_firejetup17}; statetype s_firejetup15 = {false,FIREJETUP15,3,T_Path,SF_CRUSH,&s_firejetup16}; statetype s_firejetup14 = {false,FIREJETUP14,3,T_Path,SF_CRUSH,&s_firejetup15}; statetype s_firejetup13 = {false,FIREJETUP13,3,T_Path,0,&s_firejetup14}; statetype s_firejetup12 = {false,FIREJETUP12,3,T_Path,0,&s_firejetup13}; statetype s_firejetup11 = {false,FIREJETUP11,3,T_Path,0,&s_firejetup12}; statetype s_firejetup10 = {false,FIREJETUP10,3,T_Path,0,&s_firejetup11}; statetype s_firejetup9 = {false,FIREJETUP9,3,T_Path,0,&s_firejetup10}; statetype s_firejetup8 = {false,FIREJETUP8,3,T_Path,SF_CRUSH,&s_firejetup9}; statetype s_firejetup7 = {false,FIREJETUP7,3,T_Path,SF_CRUSH,&s_firejetup8}; statetype s_firejetup6 = {false,FIREJETUP6,3,T_Path,SF_CRUSH,&s_firejetup7}; statetype s_firejetup5 = {false,FIREJETUP5,3,T_Path,0,&s_firejetup6}; statetype s_firejetup4 = {false,FIREJETUP4,3,T_Path,0,&s_firejetup5}; statetype s_firejetup3 = {false,FIREJETUP3,3,T_Path,0,&s_firejetup4}; statetype s_firejetup2 = {false,FIREJETUP2,3,T_Path,0,&s_firejetup3}; statetype s_firejetup1 = {false,FIREJETUP1,70,T_Path,SF_SOUND,&s_firejetup2}; statetype s_columndownup6 = {false,CRUSHDOWN7,5,NULL,0,&s_columndowndown1}; statetype s_columndownup5 = {false,CRUSHDOWN6,5,NULL,0,&s_columndownup6}; statetype s_columndownup4 = {false,CRUSHDOWN5,5,NULL,SF_BLOCK,&s_columndownup5}; statetype s_columndownup3 = {false,CRUSHDOWN4,5,NULL,SF_BLOCK,&s_columndownup4}; statetype s_columndownup2 = {false,CRUSHDOWN3,5,NULL,SF_BLOCK,&s_columndownup3}; statetype s_columndownup1 = {false,CRUSHDOWN2,5,NULL,SF_BLOCK,&s_columndownup2}; statetype s_columndowndown8 = {false,CRUSHDOWN1,5,T_CrushDown,SF_CRUSH|SF_DOWN|SF_BLOCK,&s_columndownup1}; statetype s_columndowndown7 = {false,CRUSHDOWN2,5,T_CrushDown,SF_CRUSH|SF_DOWN|SF_BLOCK,&s_columndowndown8}; statetype s_columndowndown6 = {false,CRUSHDOWN3,5,T_CrushDown,SF_DOWN|SF_BLOCK,&s_columndowndown7}; statetype s_columndowndown5 = {false,CRUSHDOWN4,5,T_CrushDown,SF_DOWN|SF_BLOCK,&s_columndowndown6}; statetype s_columndowndown4 = {false,CRUSHDOWN5,5,T_CrushDown,SF_DOWN,&s_columndowndown5}; statetype s_columndowndown3 = {false,CRUSHDOWN6,5,T_CrushDown,SF_DOWN,&s_columndowndown4}; statetype s_columndowndown2 = {false,CRUSHDOWN7,5,T_CrushDown,SF_DOWN,&s_columndowndown3}; statetype s_columndowndown1 = {false,CRUSHDOWN8,30,T_CrushDown,SF_DOWN|SF_SOUND,&s_columndowndown2}; statetype s_spearup16 = {false,SPEARUP16,2,T_Spears,SF_CRUSH,&s_spearup1}; statetype s_spearup15 = {false,SPEARUP15,2,T_Spears,SF_CRUSH,&s_spearup16}; statetype s_spearup14 = {false,SPEARUP14,2,T_Spears,SF_CRUSH,&s_spearup15}; statetype s_spearup13 = {false,SPEARUP13,2,T_Spears,SF_CRUSH,&s_spearup14}; statetype s_spearup12 = {false,SPEARUP12,2,T_Spears,SF_CRUSH,&s_spearup13}; statetype s_spearup11 = {false,SPEARUP11,2,T_Spears,SF_CRUSH,&s_spearup12}; statetype s_spearup10 = {false,SPEARUP10,2,T_Spears,SF_CRUSH,&s_spearup11}; statetype s_spearup9 = {false,SPEARUP9,2,T_Spears,SF_DOWN,&s_spearup10}; statetype s_spearup8 = {false,SPEARUP8,35,T_Spears,SF_DOWN|SF_SOUND,&s_spearup9}; statetype s_spearup7 = {false,SPEARUP7,2,T_Spears,SF_DOWN,&s_spearup8}; statetype s_spearup6 = {false,SPEARUP6,2,T_Spears,SF_CRUSH,&s_spearup7}; statetype s_spearup5 = {false,SPEARUP5,2,T_Spears,SF_CRUSH,&s_spearup6}; statetype s_spearup4 = {false,SPEARUP4,2,T_Spears,SF_CRUSH,&s_spearup5}; statetype s_spearup3 = {false,SPEARUP3,2,T_Spears,SF_CRUSH,&s_spearup4}; statetype s_spearup2 = {false,SPEARUP2,2,T_Spears,SF_CRUSH,&s_spearup3}; statetype s_spearup1 = {false,SPEARUP1,2,T_Spears,SF_CRUSH,&s_spearup2}; statetype s_dust = {false,NOTHING,0,NULL,0,&s_dust}; statetype s_gas2 = {false,SPR42_GRATE,5,T_Count,0,&s_gas2}; statetype s_gas1 = {false,SPR42_GRATE,0,NULL,0,&s_gas1}; //================== player stuff =======================================/ statetype s_p_bazooka1 = {16,SPR_BJMISS11,3,T_Projectile,0,&s_p_bazooka1}; statetype s_p_grenade = {16,SPR_BJMISS11,3,T_Projectile,0,&s_p_grenade}; /* statetype s_p_misssmoke4 = {false,MISSSMOKE4,7,NULL,0,NULL}; statetype s_p_misssmoke3 = {false,MISSSMOKE3,7,NULL,0,&s_p_misssmoke4}; statetype s_p_misssmoke2 = {false,MISSSMOKE2,7,NULL,0,&s_p_misssmoke3}; statetype s_p_misssmoke1 = {false,MISSSMOKE1,3,NULL,0,&s_p_misssmoke2}; */ statetype s_basemarker8 = {false,FLASH8,3,NULL,0,&s_basemarker1}; statetype s_basemarker7 = {false,FLASH7,3,NULL,0,&s_basemarker8}; statetype s_basemarker6 = {false,FLASH6,3,NULL,0,&s_basemarker7}; statetype s_basemarker5 = {false,FLASH5,3,NULL,0,&s_basemarker6}; statetype s_basemarker4 = {false,FLASH4,3,NULL,0,&s_basemarker5}; statetype s_basemarker3 = {false,FLASH3,3,NULL,0,&s_basemarker4}; statetype s_basemarker2 = {false,FLASH2,3,NULL,0,&s_basemarker3}; statetype s_basemarker1 = {false,FLASH1,3,NULL,0,&s_basemarker2}; statetype s_flash8 = {false,FLASH8,3,NULL,0,NULL}; statetype s_flash7 = {false,FLASH7,3,NULL,0,&s_flash8}; statetype s_flash6 = {false,FLASH6,3,NULL,0,&s_flash7}; statetype s_flash5 = {false,FLASH5,3,NULL,0,&s_flash6}; statetype s_flash4 = {false,FLASH4,3,NULL,0,&s_flash5}; statetype s_flash3 = {false,FLASH3,3,NULL,0,&s_flash4}; statetype s_flash2 = {false,FLASH2,3,NULL,0,&s_flash3}; statetype s_flash1 = {false,FLASH1,3,NULL,0,&s_flash2}; statetype s_gunsmoke8 = {false,GUNSMOKE8,3,NULL,0,NULL}; statetype s_gunsmoke7 = {false,GUNSMOKE7,3,NULL,0,&s_gunsmoke8}; statetype s_gunsmoke6 = {false,GUNSMOKE6,3,NULL,0,&s_gunsmoke7}; statetype s_gunsmoke5 = {false,GUNSMOKE5,3,NULL,0,&s_gunsmoke6}; statetype s_gunsmoke4 = {false,GUNSMOKE4,3,NULL,0,&s_gunsmoke5}; statetype s_gunsmoke3 = {false,GUNSMOKE3,3,NULL,0,&s_gunsmoke4}; statetype s_gunsmoke2 = {false,GUNSMOKE2,3,NULL,0,&s_gunsmoke3}; statetype s_gunsmoke1 = {false,GUNSMOKE1,2,NULL,0,&s_gunsmoke2}; statetype s_bloodspurt8 = {false,BLOODSPURT8,7,NULL,0,NULL}; statetype s_bloodspurt7 = {false,BLOODSPURT7,7,NULL,0,&s_bloodspurt8}; statetype s_bloodspurt6 = {false,BLOODSPURT6,7,NULL,0,&s_bloodspurt7}; statetype s_bloodspurt5 = {false,BLOODSPURT5,7,NULL,0,&s_bloodspurt6}; statetype s_bloodspurt4 = {false,BLOODSPURT4,7,NULL,0,&s_bloodspurt5}; statetype s_bloodspurt3 = {false,BLOODSPURT3,7,NULL,0,&s_bloodspurt4}; statetype s_bloodspurt2 = {false,BLOODSPURT2,7,NULL,0,&s_bloodspurt3}; statetype s_bloodspurt1 = {false,BLOODSPURT1,5,NULL,0,&s_bloodspurt2}; statetype s_hitmetalwall4 = {false,HITMETALWALL4,7,NULL,0,NULL}; statetype s_hitmetalwall3 = {false,HITMETALWALL3,7,NULL,0,&s_hitmetalwall4}; statetype s_hitmetalwall2 = {false,HITMETALWALL2,7,NULL,0,&s_hitmetalwall3}; statetype s_hitmetalwall1 = {false,HITMETALWALL1,5,NULL,0,&s_hitmetalwall2}; statetype s_hitmetalactor4 = {false,HITMETALACTOR4,7,NULL,0,NULL}; statetype s_hitmetalactor3 = {false,HITMETALACTOR3,7,NULL,0,&s_hitmetalactor4}; statetype s_hitmetalactor2 = {false,HITMETALACTOR2,7,NULL,0,&s_hitmetalactor3}; statetype s_hitmetalactor1 = {false,HITMETALACTOR1,5,NULL,0,&s_hitmetalactor2}; statetype s_fireunit15 = {false,FIREW15,3,T_Firethink,0,&s_fireunit1}; statetype s_fireunit14 = {false,FIREW14,3,T_Firethink,0,&s_fireunit15}; statetype s_fireunit13 = {false,FIREW13,3,T_Firethink,0,&s_fireunit14}; statetype s_fireunit12 = {false,FIREW12,3,T_Firethink,0,&s_fireunit13}; statetype s_fireunit11 = {false,FIREW11,3,T_Firethink,0,&s_fireunit12}; statetype s_fireunit10 = {false,FIREW10,3,T_Firethink,0,&s_fireunit11}; statetype s_fireunit9 = {false,FIREW9,3,T_Firethink,0,&s_fireunit10}; statetype s_fireunit8 = {false,FIREW8,3,T_Firethink,0,&s_fireunit9}; statetype s_fireunit7 = {false,FIREW7,3,T_Firethink,0,&s_fireunit8}; statetype s_fireunit6 = {false,FIREW6,3,T_Firethink,0,&s_fireunit7}; statetype s_fireunit5 = {false,FIREW5,3,T_Firethink,0,&s_fireunit6}; statetype s_fireunit4 = {false,FIREW4,3,T_Firethink,0,&s_fireunit5}; statetype s_fireunit3 = {false,FIREW3,3,T_Firethink,0,&s_fireunit4}; statetype s_fireunit2 = {false,FIREW2,3,T_Firethink,0,&s_fireunit3}; statetype s_fireunit1 = {false,FIREW1,3,T_Firethink,0,&s_fireunit2}; statetype s_skeleton48 = {false,SKELETON48,0,T_Convert,0,&s_skeleton48}; statetype s_skeleton47 = {false,SKELETON47,2,NULL,0,&s_skeleton48}; statetype s_skeleton46 = {false,SKELETON46,2,NULL,0,&s_skeleton47}; statetype s_skeleton45 = {false,SKELETON45,2,NULL,0,&s_skeleton46}; statetype s_skeleton44 = {false,SKELETON44,2,NULL,0,&s_skeleton45}; statetype s_skeleton43 = {false,SKELETON43,2,NULL,0,&s_skeleton44}; statetype s_skeleton42 = {false,SKELETON42,2,NULL,0,&s_skeleton43}; statetype s_skeleton41 = {false,SKELETON41,2,T_Xylophone,0,&s_skeleton42}; statetype s_skeleton40 = {false,SKELETON40,2,NULL,0,&s_skeleton41}; statetype s_skeleton39 = {false,SKELETON39,2,NULL,0,&s_skeleton40}; statetype s_skeleton38 = {false,SKELETON38,2,NULL,0,&s_skeleton39}; statetype s_skeleton37 = {false,SKELETON37,2,NULL,0,&s_skeleton38}; statetype s_skeleton36 = {false,SKELETON36,2,NULL,0,&s_skeleton37}; statetype s_skeleton35 = {false,SKELETON35,2,NULL,0,&s_skeleton36}; statetype s_skeleton34 = {false,SKELETON34,2,NULL,0,&s_skeleton35}; statetype s_skeleton33 = {false,SKELETON33,2,NULL,0,&s_skeleton34}; statetype s_skeleton32 = {false,SKELETON32,2,NULL,0,&s_skeleton33}; statetype s_skeleton31 = {false,SKELETON31,2,NULL,0,&s_skeleton32}; statetype s_skeleton30 = {false,SKELETON30,2,NULL,0,&s_skeleton31}; statetype s_skeleton29 = {false,SKELETON29,2,NULL,0,&s_skeleton30}; statetype s_skeleton28 = {false,SKELETON28,2,NULL,0,&s_skeleton29}; statetype s_skeleton27 = {false,SKELETON27,2,NULL,0,&s_skeleton28}; statetype s_skeleton26 = {false,SKELETON26,2,NULL,0,&s_skeleton27}; statetype s_skeleton25 = {false,SKELETON25,2,NULL,0,&s_skeleton26}; statetype s_skeleton24 = {false,SKELETON24,2,NULL,0,&s_skeleton25}; statetype s_skeleton23 = {false,SKELETON23,2,NULL,0,&s_skeleton24}; statetype s_skeleton22 = {false,SKELETON22,2,NULL,0,&s_skeleton23}; statetype s_skeleton21 = {false,SKELETON21,2,NULL,0,&s_skeleton22}; statetype s_skeleton20 = {false,SKELETON20,2,NULL,0,&s_skeleton21}; statetype s_skeleton19 = {false,SKELETON19,2,NULL,0,&s_skeleton20}; statetype s_skeleton18 = {false,SKELETON18,2,NULL,0,&s_skeleton19}; statetype s_skeleton17 = {false,SKELETON17,2,NULL,0,&s_skeleton18}; statetype s_skeleton16 = {false,SKELETON16,2,NULL,0,&s_skeleton17}; statetype s_skeleton15 = {false,SKELETON15,2,NULL,0,&s_skeleton16}; statetype s_skeleton14 = {false,SKELETON14,2,NULL,0,&s_skeleton15}; statetype s_skeleton13 = {false,SKELETON13,2,NULL,0,&s_skeleton14}; statetype s_skeleton12 = {false,SKELETON12,2,NULL,0,&s_skeleton13}; statetype s_skeleton11 = {false,SKELETON11,2,NULL,0,&s_skeleton12}; statetype s_skeleton10 = {false,SKELETON10,2,NULL,0,&s_skeleton11}; statetype s_skeleton9 = {false,SKELETON9,2,NULL,0,&s_skeleton10}; statetype s_skeleton8 = {false,SKELETON8,2,NULL,0,&s_skeleton9}; statetype s_skeleton7 = {false,SKELETON7,2,NULL,0,&s_skeleton8}; statetype s_skeleton6 = {false,SKELETON6,2,NULL,0,&s_skeleton7}; statetype s_skeleton5 = {false,SKELETON5,2,NULL,0,&s_skeleton6}; statetype s_skeleton4 = {false,SKELETON4,2,NULL,0,&s_skeleton5}; statetype s_skeleton3 = {false,SKELETON3,2,NULL,0,&s_skeleton4}; statetype s_skeleton2 = {false,SKELETON2,2,NULL,0,&s_skeleton3}; statetype s_skeleton1 = {false,SKELETON1,2,NULL,0,&s_skeleton2}; statetype s_spring9 = {false,SPRING9,4,T_Spring,SF_DOWN,&s_spring1}; statetype s_spring8 = {false,SPRING8,4,NULL,0,&s_spring9}; statetype s_spring7 = {false,SPRING7,4,NULL,0,&s_spring8}; statetype s_spring6 = {false,SPRING6,4,NULL,0,&s_spring7}; statetype s_spring5 = {false,SPRING5,4,NULL,0,&s_spring6}; statetype s_spring4 = {false,SPRING4,15,NULL,SF_UP,&s_spring5}; statetype s_spring3 = {false,SPRING3,1,NULL,SF_UP,&s_spring4}; statetype s_spring2 = {false,SPRING2,1,NULL,SF_UP,&s_spring3}; statetype s_spring1 = {false,SPRING1,0,NULL,SF_UP,&s_spring1}; statetype s_autospring9 = {false,SPRING9,4,NULL,0,&s_autospring1}; statetype s_autospring8 = {false,SPRING8,4,NULL,0,&s_autospring9}; statetype s_autospring7 = {false,SPRING7,4,NULL,0,&s_autospring8}; statetype s_autospring6 = {false,SPRING6,4,NULL,0,&s_autospring7}; statetype s_autospring5 = {false,SPRING5,4,NULL,0,&s_autospring6}; statetype s_autospring4 = {false,SPRING4,15,NULL,SF_UP,&s_autospring5}; statetype s_autospring3 = {false,SPRING3,1,T_Spring,SF_UP,&s_autospring4}; statetype s_autospring2 = {false,SPRING2,1,T_Spring,SF_UP,&s_autospring3}; statetype s_autospring1 = {false,SPRING1,70*SPRINGDELAY,NULL,0,&s_autospring2}; //====================== remote player ==============================// statetype s_itemspawn8 = {false,ITEMSPAWN8,6,NULL,0,NULL}; statetype s_itemspawn7 = {false,ITEMSPAWN7,6,NULL,0,&s_itemspawn8}; statetype s_itemspawn6 = {false,ITEMSPAWN6,6,NULL,0,&s_itemspawn7}; statetype s_itemspawn5 = {false,ITEMSPAWN5,6,NULL,0,&s_itemspawn6}; statetype s_itemspawn4 = {false,ITEMSPAWN4,6,NULL,0,&s_itemspawn5}; statetype s_itemspawn3 = {false,ITEMSPAWN3,6,NULL,0,&s_itemspawn4}; statetype s_itemspawn2 = {false,ITEMSPAWN2,6,NULL,0,&s_itemspawn3}; statetype s_itemspawn1 = {false,ITEMSPAWN1,6,NULL,0,&s_itemspawn2}; statetype s_player = {true,CASSATT_S1,0,T_Player,0,&s_player}; statetype s_pgunattack2 = {true,CASSATT_SHOOT11,0,T_Attack,0,&s_pgunattack2}; statetype s_pgunattack1 = {true,CASSATT_SHOOT21,5,T_Attack,0,&s_pgunattack2}; statetype s_pmissattack2 = {true,CASSATTM_SHOOT11,0,T_Attack,0,&s_pmissattack2}; statetype s_pmissattack1 = {true,CASSATTM_SHOOT21,5,T_Attack,0,&s_pmissattack2}; statetype s_pbatblast = {true,CASSATT_SHOOT21,0,T_BatBlast,0,&s_pbatblast}; statetype s_remotemove4 = {true,CASSATT_W41,5,T_Player,SF_DOWN,&s_remotemove1}; statetype s_remotemove3 = {true,CASSATT_W31,5,T_Player,SF_DOWN,&s_remotemove4}; statetype s_remotemove2 = {true,CASSATT_W21,5,T_Player,SF_DOWN,&s_remotemove3}; statetype s_remotemove1 = {true,CASSATT_W11,5,T_Player,SF_DOWN,&s_remotemove2}; statetype s_remoteinelev = {true,CASSATT_S1,700,T_Player,0,&s_remoteinelev}; statetype s_remotedead = {false,CASSATT_VDEAD,0,T_Player,0,&s_remotedead}; statetype s_remotedie6 = {false,CASSATT_VDIE6,3,T_Player,0,&s_remotedead}; statetype s_remotedie5 = {false,CASSATT_VDIE5,3,T_Player,0,&s_remotedie6}; statetype s_remotedie4 = {false,CASSATT_VDIE4,3,T_Player,0,&s_remotedie5}; statetype s_remotedie3 = {false,CASSATT_VDIE3,3,T_Player,0,&s_remotedie4}; statetype s_remotedie2 = {false,CASSATT_VDIE2,3,T_Player,0,&s_remotedie3}; statetype s_remotedie1 = {false,CASSATT_VDIE1,3,T_Player,0,&s_remotedie2}; statetype s_voidwait = {false,NOTHING,0,T_DeadWait,0,&s_voidwait}; statetype s_ashwait = {false,SKELETON48,0,T_DeadWait,0,&s_ashwait}; statetype s_deadwait = {false,CASSATT_VDEAD,0,T_DeadWait,0,&s_deadwait}; statetype s_gutwait = {false,GUTS12,0,T_DeadWait,0,&s_gutwait}; statetype s_remoteguts12 = {false,GUTS12,0,T_Player,0,&s_remoteguts12}; statetype s_remoteguts11 = {false,GUTS11,3,T_Player,0,&s_remoteguts12}; statetype s_remoteguts10 = {false,GUTS10,3,T_Player,0,&s_remoteguts11}; statetype s_remoteguts9 = {false,GUTS9,3,T_Player,0,&s_remoteguts10}; statetype s_remoteguts8 = {false,GUTS8,3,T_Player,0,&s_remoteguts9}; statetype s_remoteguts7 = {false,GUTS7,3,T_Player,0,&s_remoteguts8}; statetype s_remoteguts6 = {false,GUTS6,3,T_Player,0,&s_remoteguts7}; statetype s_remoteguts5 = {false,GUTS5,3,T_Player,0,&s_remoteguts6}; statetype s_remoteguts4 = {false,GUTS4,3,T_Player,0,&s_remoteguts5}; statetype s_remoteguts3 = {false,GUTS3,3,T_Player,0,&s_remoteguts4}; statetype s_remoteguts2 = {false,GUTS2,3,T_Player,0,&s_remoteguts3}; statetype s_remoteguts1 = {false,GUTS1,3,T_Player,0,&s_remoteguts2}; //========================================================================// statetype s_godfire4 = {false,GODFIRE4,3,T_Projectile,0,&s_godfire1}; statetype s_godfire3 = {false,GODFIRE3,3,T_Projectile,0,&s_godfire4}; statetype s_godfire2 = {false,GODFIRE2,3,T_Projectile,0,&s_godfire3}; statetype s_godfire1 = {false,GODFIRE1,3,T_Projectile,0,&s_godfire2}; statetype s_guts12 = {false,GUTS12,0,T_Collide,SF_GUTS,&s_guts12}; statetype s_guts11 = {false,GUTS11,3,T_Collide,SF_GUTS,&s_guts12}; statetype s_guts10 = {false,GUTS10,3,T_Collide,SF_GUTS,&s_guts11}; statetype s_guts9 = {false,GUTS9,3,T_Collide,SF_GUTS,&s_guts10}; statetype s_guts8 = {false,GUTS8,3,T_Collide,SF_GUTS,&s_guts9}; statetype s_guts7 = {false,GUTS7,3,T_Collide,SF_GUTS,&s_guts8}; statetype s_guts6 = {false,GUTS6,3,T_Collide,SF_GUTS,&s_guts7}; statetype s_guts5 = {false,GUTS5,3,T_Collide,SF_GUTS,&s_guts6}; statetype s_guts4 = {false,GUTS4,3,T_Collide,SF_GUTS,&s_guts5}; statetype s_guts3 = {false,GUTS3,3,T_Collide,SF_GUTS,&s_guts4}; statetype s_guts2 = {false,GUTS2,3,T_Collide,SF_GUTS,&s_guts3}; statetype s_guts1 = {false,GUTS1,3,T_Collide,SF_GUTS,&s_guts2}; #if (SHAREWARE == 1) || (DOPEFISH == 0) statetype s_collectorwander8 = {false,COLLECTOR15,0,T_CollectorWander,0,&s_collectorwander1}; statetype s_collectorwander7 = {false,COLLECTOR13,1,T_CollectorWander,0,&s_collectorwander8}; statetype s_collectorwander6 = {false,COLLECTOR11,0,T_CollectorWander,0,&s_collectorwander7}; statetype s_collectorwander5 = {false,COLLECTOR9,1,T_CollectorWander,0,&s_collectorwander6}; statetype s_collectorwander4 = {false,COLLECTOR7,0,T_CollectorWander,0,&s_collectorwander5}; statetype s_collectorwander3 = {false,COLLECTOR5,1,T_CollectorWander,0,&s_collectorwander4}; statetype s_collectorwander2 = {false,COLLECTOR3,0,T_CollectorWander,0,&s_collectorwander3}; statetype s_collectorwander1 = {false,COLLECTOR1,1,T_CollectorWander,0,&s_collectorwander2}; #else statetype s_collectorwander8 = {false,DOPE8,2,T_CollectorWander,0,&s_collectorwander1}; statetype s_collectorwander7 = {false,DOPE7,2,T_CollectorWander,0,&s_collectorwander8}; statetype s_collectorwander6 = {false,DOPE6,2,T_CollectorWander,0,&s_collectorwander7}; statetype s_collectorwander5 = {false,DOPE5,2,T_CollectorWander,0,&s_collectorwander6}; statetype s_collectorwander4 = {false,DOPE4,2,T_CollectorWander,0,&s_collectorwander5}; statetype s_collectorwander3 = {false,DOPE3,2,T_CollectorWander,0,&s_collectorwander4}; statetype s_collectorwander2 = {false,DOPE2,2,T_CollectorWander,0,&s_collectorwander3}; statetype s_collectorwander1 = {false,DOPE1,2,T_CollectorWander,0,&s_collectorwander2}; #endif #if (SHAREWARE == 1) || (DOPEFISH == 0) statetype s_collectorfdoor8 = {false,COLLECTOR15,0,T_CollectorFindDoor,0,&s_collectorfdoor1}; statetype s_collectorfdoor7 = {false,COLLECTOR13,1,T_CollectorFindDoor,0,&s_collectorfdoor8}; statetype s_collectorfdoor6 = {false,COLLECTOR11,0,T_CollectorFindDoor,0,&s_collectorfdoor7}; statetype s_collectorfdoor5 = {false,COLLECTOR9,1,T_CollectorFindDoor,0,&s_collectorfdoor6}; statetype s_collectorfdoor4 = {false,COLLECTOR7,0,T_CollectorFindDoor,0,&s_collectorfdoor5}; statetype s_collectorfdoor3 = {false,COLLECTOR5,1,T_CollectorFindDoor,0,&s_collectorfdoor4}; statetype s_collectorfdoor2 = {false,COLLECTOR3,0,T_CollectorFindDoor,0,&s_collectorfdoor3}; statetype s_collectorfdoor1 = {false,COLLECTOR1,1,T_CollectorFindDoor,0,&s_collectorfdoor2}; #else statetype s_collectorfdoor8 = {false,DOPE8,2,T_CollectorFindDoor,0,&s_collectorfdoor1}; statetype s_collectorfdoor7 = {false,DOPE7,2,T_CollectorFindDoor,0,&s_collectorfdoor8}; statetype s_collectorfdoor6 = {false,DOPE6,2,T_CollectorFindDoor,0,&s_collectorfdoor7}; statetype s_collectorfdoor5 = {false,DOPE5,2,T_CollectorFindDoor,0,&s_collectorfdoor6}; statetype s_collectorfdoor4 = {false,DOPE4,2,T_CollectorFindDoor,0,&s_collectorfdoor5}; statetype s_collectorfdoor3 = {false,DOPE3,2,T_CollectorFindDoor,0,&s_collectorfdoor4}; statetype s_collectorfdoor2 = {false,DOPE2,2,T_CollectorFindDoor,0,&s_collectorfdoor3}; statetype s_collectorfdoor1 = {false,DOPE1,2,T_CollectorFindDoor,0,&s_collectorfdoor2}; #endif statetype s_timekeeper = {false,NOTHING,140,T_End,0,NULL}; statetype s_wind = {false,-1,10,T_Wind,0,&s_wind}; statetype s_deadblood8 = {false,NOTHING,0,T_Blood,0,&s_deadblood8}; statetype s_deadblood7 = {false,DEADBLOOD7,5,NULL,0,&s_deadblood8}; statetype s_deadblood6 = {false,DEADBLOOD6,5,NULL,0,&s_deadblood7}; statetype s_deadblood5 = {false,DEADBLOOD5,5,NULL,0,&s_deadblood6}; statetype s_deadblood4 = {false,DEADBLOOD4,5,NULL,0,&s_deadblood5}; statetype s_deadblood3 = {false,DEADBLOOD3,5,NULL,0,&s_deadblood4}; statetype s_deadblood2 = {false,DEADBLOOD2,5,NULL,0,&s_deadblood3}; statetype s_deadblood1 = {false,DEADBLOOD1,5,NULL,0,&s_deadblood2}; /* statetype s_rain7 = {false,RAINDROP6,0,NULL,0,NULL}; statetype s_rain6 = {false,RAINDROP5,3,NULL,0,&s_rain7}; statetype s_rain5 = {false,RAINDROP4,0,NULL,0,&s_rain6}; statetype s_rain4 = {false,RAINDROP3,3,NULL,0,&s_rain5}; statetype s_rain3 = {false,RAINDROP2,0,NULL,0,&s_rain4}; statetype s_rain2 = {false,RAINDROP1,0,T_RainFall,0,&s_rain2}; statetype s_rain1 = {false,NOTHING,50,T_RainSpawn,0,&s_rain1}; statetype s_rainmaster = {false,NOTHING,0,T_RainMaster,0,&s_rainmaster}; */ statetype s_pathdisk = {false,PLATFORM1,0,T_Path,0,&s_pathdisk}; statetype s_elevdisk = {false,PLATFORM1,0,T_ElevDisk,0,&s_elevdisk}; statetype s_diskmaster = {false,NOTHING,0,T_ElevDisk,0,&s_diskmaster}; statetype s_blooddrip4 = {false,WALLGIB4,3,T_BloodFall,0,&s_blooddrip1}; statetype s_blooddrip3 = {false,WALLGIB3,3,T_BloodFall,0,&s_blooddrip4}; statetype s_blooddrip2 = {false,WALLGIB2,3,T_BloodFall,0,&s_blooddrip3}; statetype s_blooddrip1 = {false,WALLGIB1,3,T_BloodFall,0,&s_blooddrip2}; //==================== Push column =====================================// statetype s_pushcolumn1 = {false,SPR_PUSHCOLUMN1,6,T_MoveColumn,0,&s_pushcolumn1}; statetype s_pushcolumn2 = {false,SPR_PUSHCOLUMN1,6,T_MoveColumn,0,&s_pushcolumn2}; statetype s_pushcolumn3 = {false,SPR_PUSHCOLUMN1,6,T_MoveColumn,0,&s_pushcolumn3}; //=================== Wall Fire =======================================/ statetype s_wallfireball = {false,NOTHING,50,A_Wallfire,0,&s_wallfireball}; statetype s_crossfire2 = {true,SPR_CROSSFIRE31,6,T_Projectile,0,&s_crossfire1}; statetype s_crossfire1 = {true,SPR_CROSSFIRE11,6,T_Projectile,0,&s_crossfire2}; statetype s_crossdone5 = {false,SPR_CREXP5,6,NULL,0,NULL}; statetype s_crossdone4 = {false,SPR_CREXP4,6,NULL,0,&s_crossdone5}; statetype s_crossdone3 = {false,SPR_CREXP3,6,NULL,0,&s_crossdone4}; statetype s_crossdone2 = {false,SPR_CREXP2,6,NULL,0,&s_crossdone3}; statetype s_crossdone1 = {false,SPR_CREXP1,6,NULL,0,&s_crossdone2}; //=============== gib/related states ===========================================// statetype s_bossdeath = {false,NOTHING,140,T_BossDied,0,NULL}; statetype s_megaremove = {false,NOTHING,0,NULL,0,NULL}; statetype s_megaexplosions = {false,NOTHING,0,T_BossExplosions,0,&s_megaexplosions}; statetype s_superparticles = {false,NOTHING,0,T_ParticleGenerate,0,&s_superparticles}; statetype s_gibsdone8 = {false,PARTICLE12,2,NULL,0,NULL}; statetype s_gibsdone7 = {false,PARTICLE11,2,NULL,0,&s_gibsdone8}; statetype s_gibsdone6 = {false,PARTICLE10,2,NULL,0,&s_gibsdone7}; statetype s_gibsdone5 = {false,PARTICLE09,2,NULL,0,&s_gibsdone6}; statetype s_gibsdone4 = {false,PARTICLE08,2,NULL,0,&s_gibsdone5}; statetype s_gibsdone3 = {false,PARTICLE07,2,NULL,0,&s_gibsdone4}; statetype s_gibsdone2 = {false,PARTICLE06,2,NULL,0,&s_gibsdone3}; statetype s_gibsdone1 = {false,PARTICLE05,2,NULL,0,&s_gibsdone2}; statetype s_gibs4 = {false,PARTICLE04,2,T_Particle,0,&s_gibs1}; statetype s_gibs3 = {false,PARTICLE03,2,T_Particle,0,&s_gibs4}; statetype s_gibs2 = {false,PARTICLE02,2,T_Particle,0,&s_gibs3}; statetype s_gibs1 = {false,PARTICLE01,2,T_Particle,0,&s_gibs2}; //statetype s_head = {false,DEADHEAD,4200,NULL,0,&s_gibsdone2}; statetype s_eye3 = {false,NOTHING,7,T_SlideDownScreen,SF_EYE3,&s_eye1}; statetype s_eye2 = {false,NOTHING,7,T_SlideDownScreen,SF_EYE2,&s_eye3}; statetype s_eye1 = {false,NOTHING,7,T_SlideDownScreen,SF_EYE1,&s_eye2}; statetype s_littlesoul = {false,LITTLESOUL,0,MissileMovement,0,&s_littlesoul}; statetype s_bigsoul = {false,BIGSOUL,0,MissileMovement,0,&s_bigsoul}; statetype s_vaporized8 = {false,VAPORIZED8,0,T_Convert,0,NULL}; statetype s_vaporized7 = {false,VAPORIZED7,3,NULL,0,&s_vaporized8}; statetype s_vaporized6 = {false,VAPORIZED6,3,NULL,0,&s_vaporized7}; statetype s_vaporized5 = {false,VAPORIZED5,3,NULL,0,&s_vaporized6}; statetype s_vaporized4 = {false,VAPORIZED4,3,NULL,0,&s_vaporized5}; statetype s_vaporized3 = {false,VAPORIZED3,3,NULL,0,&s_vaporized4}; statetype s_vaporized2 = {false,VAPORIZED2,3,NULL,0,&s_vaporized3}; statetype s_vaporized1 = {false,VAPORIZED1,3,NULL,0,&s_vaporized2}; statetype s_respawn8 = {false,VAPORIZED1,0,SetShapeoffset,0,&s_player}; statetype s_respawn7 = {false,VAPORIZED2,3,NULL,0,&s_respawn8}; statetype s_respawn6 = {false,VAPORIZED3,3,NULL,0,&s_respawn7}; statetype s_respawn5 = {false,VAPORIZED4,3,NULL,0,&s_respawn6}; statetype s_respawn4 = {false,VAPORIZED5,3,NULL,0,&s_respawn5}; statetype s_respawn3 = {false,VAPORIZED6,3,NULL,0,&s_respawn4}; statetype s_respawn2 = {false,VAPORIZED7,3,NULL,0,&s_respawn3}; statetype s_respawn1 = {false,VAPORIZED8,3,NULL,0,&s_respawn2}; #if (SHAREWARE == 0) //========================= NON-SHAREWARE STATES ============================ statetype s_scottwander7 = {false,SCOTHEAD7,4,T_CollectorWander,0,&s_scottwander1}; statetype s_scottwander6 = {false,SCOTHEAD6,4,T_CollectorWander,0,&s_scottwander7}; statetype s_scottwander5 = {false,SCOTHEAD5,4,T_CollectorWander,0,&s_scottwander6}; statetype s_scottwander4 = {false,SCOTHEAD4,4,T_CollectorWander,0,&s_scottwander5}; statetype s_scottwander3 = {false,SCOTHEAD3,4,T_CollectorWander,0,&s_scottwander4}; statetype s_scottwander2 = {false,SCOTHEAD2,4,T_CollectorWander,0,&s_scottwander3}; statetype s_scottwander1 = {false,SCOTHEAD1,4,T_CollectorWander,0,&s_scottwander2}; statetype s_scottwanderdoor7 = {false,SCOTHEAD7,4,T_CollectorWander,0,&s_scottwanderdoor1}; statetype s_scottwanderdoor6 = {false,SCOTHEAD6,4,T_CollectorWander,0,&s_scottwanderdoor7}; statetype s_scottwanderdoor5 = {false,SCOTHEAD5,4,T_CollectorWander,0,&s_scottwanderdoor6}; statetype s_scottwanderdoor4 = {false,SCOTHEAD4,4,T_CollectorWander,0,&s_scottwanderdoor5}; statetype s_scottwanderdoor3 = {false,SCOTHEAD3,4,T_CollectorWander,0,&s_scottwanderdoor4}; statetype s_scottwanderdoor2 = {false,SCOTHEAD2,4,T_CollectorWander,0,&s_scottwanderdoor3}; statetype s_scottwanderdoor1 = {false,SCOTHEAD1,4,T_CollectorWander,0,&s_scottwanderdoor2}; /* =========================================================================== OVERPATROLS (op) , =========================================================================== */ statetype s_opstand = {true,SPR_OP_S1,0,T_Stand,0,&s_opstand}; statetype s_oppath4 = {true,SPR_OP_W41,10,T_Path,0,&s_oppath1}; statetype s_oppath3 = {true,SPR_OP_W31,10,T_Path,SF_CLOSE,&s_oppath4}; statetype s_oppath2 = {true,SPR_OP_W21,10,T_Path,0,&s_oppath3}; statetype s_oppath1 = {true,SPR_OP_W11,10,T_Path,SF_CLOSE,&s_oppath2}; statetype s_opcollide = {false,SPR_OP_PAIN1,0,T_Collide,0,&s_opcollide}; statetype s_opcollide2 = {false,SPR_OP_PAIN2,0,T_Collide,0,&s_opcollide2}; //statetype s_opuse2 = {true,SPR_OP_USE21,10,T_Use,0,&s_oppath1}; //statetype s_opuse1 = {true,SPR_OP_USE11,10,T_Use,0,&s_opuse2}; statetype s_opshoot4 = {false,SPR_OP_SHOOT4,10,ActorMovement,0,&s_opchase1}; statetype s_opshoot3 = {false,SPR_OP_SHOOT3,10,ActorMovement,0,&s_opshoot4}; statetype s_opshoot2 = {false,SPR_OP_SHOOT2,20,A_Shoot,0,&s_opshoot3}; statetype s_opshoot1 = {false,SPR_OP_SHOOT1,6,ActorMovement,0,&s_opshoot2}; statetype s_opbolo5 = {false,SPR_OP_BOLOSHOOT5,6,ActorMovement,0,&s_opchase1}; statetype s_opbolo4 = {false,SPR_OP_BOLOSHOOT4,6,ActorMovement,0,&s_opbolo5}; statetype s_opbolo3 = {false,SPR_OP_BOLOSHOOT3,20,A_MissileWeapon,0,&s_opbolo4}; statetype s_opbolo2 = {false,SPR_OP_BOLOSHOOT2,6,ActorMovement,0,&s_opbolo3}; statetype s_opbolo1 = {false,SPR_OP_BOLOSHOOT1,6,ActorMovement,0,&s_opbolo2}; statetype s_bolocast4 = {false,SPR_BOLO4,6,T_Projectile,0,&s_bolocast4}; statetype s_bolocast3 = {false,SPR_BOLO3,6,T_Projectile,0,&s_bolocast4}; statetype s_bolocast2 = {false,SPR_BOLO2,6,T_Projectile,0,&s_bolocast3}; statetype s_bolocast1 = {false,SPR_BOLO1,6,T_Projectile,0,&s_bolocast2}; statetype s_opchase4 = {true,SPR_OP_W41,6,T_Chase,0,&s_opchase1}; statetype s_opchase3 = {true,SPR_OP_W31,6,T_Chase,SF_CLOSE,&s_opchase4}; statetype s_opchase2 = {true,SPR_OP_W21,6,T_Chase,0,&s_opchase3}; statetype s_opchase1 = {true,SPR_OP_W11,6,T_Chase,SF_CLOSE,&s_opchase2}; statetype s_opdead = {false,SPR_OP_ALTDEAD,0,T_Collide,0,&s_opdead}; statetype s_opdie5 = {false,SPR_OP_ALTDIE5,5,T_Collide,0,&s_opdead}; statetype s_opdie4 = {false,SPR_OP_ALTDIE4,5,T_Collide,0,&s_opdie5}; statetype s_opdie3 = {false,SPR_OP_ALTDIE3,5,T_Collide,0,&s_opdie4}; statetype s_opdie2 = {false,SPR_OP_ALTDIE2,5,T_Collide,0,&s_opdie3}; statetype s_opdie1 = {false,SPR_OP_ALTDIE1,5,T_Collide,0,&s_opdie2}; statetype s_opdie1rev = {false,SPR_OP_ALTDIE1,5,T_Collide,0,&s_opstand}; statetype s_opdie2rev = {false,SPR_OP_ALTDIE2,5,T_Collide,0,&s_opdie1rev}; statetype s_opdie3rev = {false,SPR_OP_ALTDIE3,5,T_Collide,0,&s_opdie2rev}; statetype s_opdie4rev = {false,SPR_OP_ALTDIE4,5,T_Collide,0,&s_opdie3rev}; statetype s_opdie5rev = {false,SPR_OP_ALTDIE5,5,T_Collide,0,&s_opdie4rev}; statetype s_opcrushed2 = {false,SPR_OP_DIE3,2,NULL,0,&s_opdead}; statetype s_opcrushed1 = {false,SPR_OP_DIE1,2,NULL,0,&s_opcrushed2}; /* ============================================================================ DEATH MONKS ============================================================================ */ statetype s_dmonkstand = {true,SPR_MONK_S1,0,T_Stand,0,&s_dmonkstand}; statetype s_dmonkpath4 = {true,SPR_MONK_W41,10,T_Path,0,&s_dmonkpath1}; statetype s_dmonkpath3 = {true,SPR_MONK_W31,10,T_Path,SF_CLOSE,&s_dmonkpath4}; statetype s_dmonkpath2 = {true,SPR_MONK_W21,10,T_Path,0,&s_dmonkpath3}; statetype s_dmonkpath1 = {true,SPR_MONK_W11,10,T_Path,SF_CLOSE,&s_dmonkpath2}; statetype s_dmonkcollide = {false,SPR_MONK_PAIN1,0,T_Collide,0,&s_dmonkcollide}; statetype s_dmonkcollide2 = {false,SPR_MONK_PAIN2,0,T_Collide,0,&s_dmonkcollide2}; statetype s_dmonkshoot6 = {false,SPR_MONK_DRAIN6,20,ActorMovement,0,&s_dmonkchase1}; statetype s_dmonkshoot5 = {false,SPR_MONK_DRAIN5,20,ActorMovement,0,&s_dmonkshoot6}; statetype s_dmonkshoot4 = {false,SPR_MONK_DRAIN4,20,ActorMovement,0,&s_dmonkshoot3}; statetype s_dmonkshoot3 = {false,SPR_MONK_DRAIN3,20,A_Drain,0,&s_dmonkshoot4}; statetype s_dmonkshoot2 = {false,SPR_MONK_DRAIN2,20,ActorMovement,0,&s_dmonkshoot3}; statetype s_dmonkshoot1 = {false,SPR_MONK_DRAIN1,20,A_Drain,0,&s_dmonkshoot2}; statetype s_dmonkchase4 = {true,SPR_MONK_W41,6,T_Chase,0,&s_dmonkchase1}; statetype s_dmonkchase3 = {true,SPR_MONK_W31,6,T_Chase,SF_CLOSE,&s_dmonkchase4}; statetype s_dmonkchase2 = {true,SPR_MONK_W21,6,T_Chase,0,&s_dmonkchase3}; statetype s_dmonkchase1 = {true,SPR_MONK_W11,6,T_Chase,SF_CLOSE,&s_dmonkchase2}; statetype s_dmonkdead = {false,SPR_MONK_DEAD,0,T_Collide,0,&s_dmonkdead}; statetype s_dmonkdie4 = {false,SPR_MONK_DIE4,5,T_Collide,0,&s_dmonkdead}; statetype s_dmonkdie3 = {false,SPR_MONK_DIE3,5,T_Collide,0,&s_dmonkdie4}; statetype s_dmonkdie2 = {false,SPR_MONK_DIE2,5,T_Collide,0,&s_dmonkdie3}; statetype s_dmonkdie1 = {false,SPR_MONK_DIE1,5,T_Collide,0,&s_dmonkdie2}; statetype s_dmonkdie1rev = {false,SPR_MONK_DIE1,5,T_Collide,0, &s_dmonkstand}; statetype s_dmonkdie2rev = {false,SPR_MONK_DIE2,5,T_Collide,0,&s_dmonkdie1rev}; statetype s_dmonkdie3rev = {false,SPR_MONK_DIE3,5,T_Collide,0,&s_dmonkdie2rev}; statetype s_dmonkdie4rev = {false,SPR_MONK_DIE4,5,T_Collide,0,&s_dmonkdie3rev}; statetype s_dmonkcrushed2 = {false,SPR_MONK_DIE3,2,NULL,0,&s_dmonkdead}; statetype s_dmonkcrushed1 = {false,SPR_MONK_DIE1,2,NULL,0,&s_dmonkcrushed2}; /* ============================================================================ DEATH FIRE MONKS ============================================================================ */ statetype s_firemonkstand = {true,SPR_FIREMONK_S1,0,T_Stand,0,&s_firemonkstand}; statetype s_firemonkpath4 = {true,SPR_FIREMONK_W41,10,T_Path,0,&s_firemonkpath1}; statetype s_firemonkpath3 = {true,SPR_FIREMONK_W31,10,T_Path,SF_CLOSE,&s_firemonkpath4}; statetype s_firemonkpath2 = {true,SPR_FIREMONK_W21,10,T_Path,0,&s_firemonkpath3}; statetype s_firemonkpath1 = {true,SPR_FIREMONK_W11,10,T_Path,SF_CLOSE,&s_firemonkpath2}; statetype s_firemonkcollide = {false,SPR_FIREMONK_PAIN1,0,T_Collide,0,&s_firemonkcollide}; statetype s_firemonkcollide2 = {false,SPR_FIREMONK_PAIN2,0,T_Collide,0,&s_firemonkcollide2}; statetype s_firemonkcast7 = {false,SPR_FIREMONK_CAST7,6,ActorMovement,0,&s_firemonkchase1}; statetype s_firemonkcast6 = {false,SPR_FIREMONK_CAST6,40,A_MissileWeapon,0,&s_firemonkcast7}; statetype s_firemonkcast5 = {false,SPR_FIREMONK_CAST5,6,ActorMovement,0,&s_firemonkcast6}; statetype s_firemonkcast4 = {false,SPR_FIREMONK_CAST4,6,ActorMovement,0,&s_firemonkcast5}; statetype s_firemonkcast3 = {false,SPR_FIREMONK_CAST3,6,ActorMovement,0,&s_firemonkcast4}; statetype s_firemonkcast2 = {false,SPR_FIREMONK_CAST2,6,ActorMovement,0,&s_firemonkcast3}; statetype s_firemonkcast1 = {false,SPR_FIREMONK_CAST1,6,ActorMovement,0,&s_firemonkcast2}; statetype s_monkfire4 = {false,MONKFIRE4,3,T_Projectile,0,&s_monkfire1}; statetype s_monkfire3 = {false,MONKFIRE3,3,T_Projectile,0,&s_monkfire4}; statetype s_monkfire2 = {false,MONKFIRE2,3,T_Projectile,0,&s_monkfire3}; statetype s_monkfire1 = {false,MONKFIRE1,3,T_Projectile,0,&s_monkfire2}; statetype s_fireballhit3 = {false,SPR_FIREBALL_HIT3,5,NULL,0,NULL}; statetype s_fireballhit2 = {false,SPR_FIREBALL_HIT2,5,NULL,0,&s_fireballhit3}; statetype s_fireballhit1 = {false,SPR_FIREBALL_HIT1,5,NULL,0,&s_fireballhit2}; statetype s_firemonkchase4 = {true,SPR_FIREMONK_W41,6,T_Chase,0,&s_firemonkchase1}; statetype s_firemonkchase3 = {true,SPR_FIREMONK_W31,6,T_Chase,SF_CLOSE,&s_firemonkchase4}; statetype s_firemonkchase2 = {true,SPR_FIREMONK_W21,6,T_Chase,0,&s_firemonkchase3}; statetype s_firemonkchase1 = {true,SPR_FIREMONK_W11,6,T_Chase,SF_CLOSE,&s_firemonkchase2}; statetype s_firemonkdead7 = {false,SPR_FIREMONK_DEAD7,0,T_Collide,0,&s_firemonkdead7}; statetype s_firemonkdead6 = {false,SPR_FIREMONK_DEAD6,5,T_Collide,0,&s_firemonkdead7}; statetype s_firemonkdead5 = {false,SPR_FIREMONK_DEAD5,5,T_Collide,0,&s_firemonkdead6}; statetype s_firemonkdead4 = {false,SPR_FIREMONK_DEAD4,5,T_Collide,0,&s_firemonkdead5}; statetype s_firemonkdead3 = {false,SPR_FIREMONK_DEAD3,5,T_Collide,0,&s_firemonkdead4}; statetype s_firemonkdead2 = {false,SPR_FIREMONK_DEAD2,5,T_Collide,0,&s_firemonkdead3}; statetype s_firemonkdead = {false,SPR_FIREMONK_DEAD1,5,T_Collide,0,&s_firemonkdead2}; statetype s_firemonkdie4 = {false,SPR_FIREMONK_DIE3,5,T_Collide,0,&s_firemonkdead}; statetype s_firemonkdie3 = {false,SPR_FIREMONK_DIE3,5,T_Collide,0,&s_firemonkdie4}; statetype s_firemonkdie2 = {false,SPR_FIREMONK_DIE2,5,T_Collide,0,&s_firemonkdie3}; statetype s_firemonkdie1 = {false,SPR_FIREMONK_DIE1,5,T_Collide,0,&s_firemonkdie2}; statetype s_firemonkdie1rev = {false,SPR_FIREMONK_DIE1,5,T_Collide,0,&s_firemonkstand}; statetype s_firemonkdie2rev = {false,SPR_FIREMONK_DIE2,5,T_Collide,0,&s_firemonkdie1rev}; statetype s_firemonkdie3rev = {false,SPR_FIREMONK_DIE3,5,T_Collide,0,&s_firemonkdie2rev}; statetype s_firemonkdie4rev = {false,SPR_FIREMONK_DIE3,5,T_Collide,0,&s_firemonkdie3rev}; statetype s_firemonkcrushed2 = {false,SPR_FIREMONK_DIE3,2,NULL,0,&s_firemonkdead}; statetype s_firemonkcrushed1 = {false,SPR_FIREMONK_DIE1,2,NULL,0,&s_firemonkcrushed2}; /*=========================================================================== INSANE WALL DUDE ============================================================================*/ statetype s_wallstand = {16,BCRAFT01,0,T_Stand,0,&s_wallstand}; statetype s_wallpath = {16,BCRAFT01,20,T_AutoPath,0,&s_wallpath}; statetype s_wallshoot = {16,BCRAFT01,15,A_MissileWeapon,0,&s_wallshoot}; statetype s_wallalign = {16,BCRAFT01,0,T_AutoShootAlign,0,&s_wallalign}; statetype s_wallwait = {16,BCRAFT01,0,NULL,0,&s_wallwait}; statetype s_wallrestore = {16,BCRAFT01,0,T_AutoRealign,0,&s_wallrestore}; statetype s_wallcollide = {16,BCRAFT01,0,T_Collide,0,&s_wallcollide}; /* =========================================================================== ESAU GUDERIAN =========================================================================== */ statetype s_darianstand = {true,SPR_DARIAN_S1,0,T_Stand,0,&s_darianstand}; statetype s_darianchase4 = {true,SPR_DARIAN_W41,8,T_EsauChase,0,&s_darianchase1}; statetype s_darianchase3 = {true,SPR_DARIAN_W31,8,T_EsauChase,SF_CLOSE,&s_darianchase4}; statetype s_darianchase2 = {true,SPR_DARIAN_W21,8,T_EsauChase,0,&s_darianchase3}; statetype s_darianchase1 = {true,SPR_DARIAN_W11,8,T_EsauChase,SF_CLOSE,&s_darianchase2}; statetype s_darianrise8 = {false,SPR_DARIAN_SINK1,3,NULL,0,&s_darianwait}; statetype s_darianrise7 = {false,SPR_DARIAN_SINK2,3,NULL,0,&s_darianrise8}; statetype s_darianrise6 = {false,SPR_DARIAN_SINK3,3,NULL,0,&s_darianrise7}; statetype s_darianrise5 = {false,SPR_DARIAN_SINK4,3,NULL,0,&s_darianrise6}; statetype s_darianrise4 = {false,SPR_DARIAN_SINK5,3,NULL,0,&s_darianrise5}; statetype s_darianrise3 = {false,SPR_DARIAN_SINK6,3,NULL,0,&s_darianrise4}; statetype s_darianrise2 = {false,SPR_DARIAN_SINK7,3,NULL,0,&s_darianrise3}; statetype s_darianrise1 = {false,SPR_DARIAN_SINK8,3,NULL,0,&s_darianrise2}; statetype s_dariansink9 = {false,NOTHING,110,T_EsauRise,0,&s_darianrise1}; statetype s_dariansink8 = {false,SPR_DARIAN_SINK8,3,NULL,0,&s_dariansink9}; statetype s_dariansink7 = {false,SPR_DARIAN_SINK7,3,NULL,0,&s_dariansink8}; statetype s_dariansink6 = {false,SPR_DARIAN_SINK6,3,NULL,0,&s_dariansink7}; statetype s_dariansink5 = {false,SPR_DARIAN_SINK5,3,NULL,0,&s_dariansink6}; statetype s_dariansink4 = {false,SPR_DARIAN_SINK4,3,NULL,0,&s_dariansink5}; statetype s_dariansink3 = {false,SPR_DARIAN_SINK3,3,NULL,0,&s_dariansink4}; statetype s_dariansink2 = {false,SPR_DARIAN_SINK2,3,NULL,0,&s_dariansink3}; statetype s_dariansink1 = {false,SPR_DARIAN_SINK1,3,NULL,0,&s_dariansink2}; statetype s_dariancollide = {false,SPR_DARIAN_PAIN1,0,T_Collide,0,&s_dariancollide}; statetype s_dariancollide2 = {false,SPR_DARIAN_PAIN2,0,T_Collide,0,&s_dariancollide2}; statetype s_darianshoot4 = {false,SPR_DARIAN_SHOOT4,10,NULL,0,&s_darianchase1}; statetype s_darianshoot3 = {false,SPR_DARIAN_SHOOT3,10,NULL,0,&s_darianshoot4}; statetype s_darianshoot2 = {false,SPR_DARIAN_SHOOT2,20,A_MissileWeapon,0,&s_darianshoot3}; statetype s_darianshoot1 = {false,SPR_DARIAN_SHOOT1,10,NULL,0,&s_darianshoot2}; statetype s_dariandefend3 = {false,SPR_DARIAN_SHOOT3,10,NULL,0,&s_darianwait}; statetype s_dariandefend2 = {false,SPR_DARIAN_SHOOT2,20,A_MissileWeapon,0,&s_dariandefend3}; statetype s_dariandefend1 = {false,SPR_DARIAN_SHOOT1,10,NULL,0,&s_dariandefend2}; statetype s_darianuse4 = {true,SPR_DARIAN_USE11,10,NULL,0,&s_darianspears}; statetype s_darianuse3 = {true,SPR_DARIAN_USE21,10,T_Use,0,&s_darianuse4}; statetype s_darianuse2 = {true,SPR_DARIAN_USE11,30,NULL,0,&s_darianuse3}; statetype s_darianuse1 = {true,SPR_DARIAN_S1,40,NULL,0,&s_darianuse2}; statetype s_darianwait = {false,SPR_DARIAN_SHOOT1,0,T_EsauWait,0,&s_darianwait}; statetype s_darianspears = {true,SPR_DARIAN_S1,280,NULL,0,&s_darianchase1}; statetype s_dspear16 = {false,SPEARDOWN7,2,T_Spears,SF_DOWN,NULL}; statetype s_dspear15 = {false,SPEARDOWN6,2,T_Spears,SF_CRUSH,&s_dspear16}; statetype s_dspear14 = {false,SPEARDOWN5,2,T_Spears,SF_CRUSH,&s_dspear15}; statetype s_dspear13 = {false,SPEARDOWN4,2,T_Spears,SF_CRUSH,&s_dspear14}; statetype s_dspear12 = {false,SPEARDOWN3,2,T_Spears,SF_CRUSH,&s_dspear13}; statetype s_dspear11 = {false,SPEARDOWN2,2,T_Spears,SF_CRUSH,&s_dspear12}; statetype s_dspear10 = {false,SPEARDOWN1,2,T_Spears,SF_CRUSH,&s_dspear11}; statetype s_dspear9 = {false,SPEARDOWN16,2,T_Spears,SF_CRUSH,&s_dspear10}; statetype s_dspear8 = {false,SPEARDOWN15,2,T_Spears,SF_CRUSH,&s_dspear9}; statetype s_dspear7 = {false,SPEARDOWN14,2,T_Spears,SF_CRUSH,&s_dspear8}; statetype s_dspear6 = {false,SPEARDOWN13,2,T_Spears,SF_CRUSH,&s_dspear7}; statetype s_dspear5 = {false,SPEARDOWN12,2,T_Spears,SF_CRUSH,&s_dspear6}; statetype s_dspear4 = {false,SPEARDOWN11,2,T_Spears,SF_CRUSH,&s_dspear5}; statetype s_dspear3 = {false,SPEARDOWN10,2,T_Spears,SF_CRUSH,&s_dspear4}; statetype s_dspear2 = {false,SPEARDOWN9,2,T_Spears,SF_DOWN,&s_dspear3}; statetype s_dspear1 = {false,SPEARDOWN8,2,T_Spears,SF_DOWN,&s_dspear2}; statetype s_dariandead2 = {false,SPR_DARIAN_DEAD,0,T_BossDied,0,&s_dariandead2}; statetype s_dariandead1 = {false,SPR_DARIAN_DEAD,140,NULL,0,&s_dariandead2}; statetype s_dariandead = {false,SPR_DARIAN_DEAD,0,NULL,0,&s_dariandead1}; statetype s_dariandie10 = {false,SPR_DARIAN_DIE10,5,NULL,0,&s_dariandead}; statetype s_dariandie9 = {false,SPR_DARIAN_DIE9,5,NULL,0,&s_dariandie10}; statetype s_dariandie8 = {false,SPR_DARIAN_DIE8,5,NULL,0,&s_dariandie9}; statetype s_dariandie7 = {false,SPR_DARIAN_DIE7,5,NULL,0,&s_dariandie8}; statetype s_dariandie6 = {false,SPR_DARIAN_DIE6,5,T_Guts,0,&s_dariandie7}; statetype s_dariandie5 = {false,SPR_DARIAN_DIE5,5,NULL,0,&s_dariandie6}; statetype s_dariandie4 = {false,SPR_DARIAN_DIE4,5,NULL,0,&s_dariandie5}; statetype s_dariandie3 = {false,SPR_DARIAN_DIE3,5,NULL,0,&s_dariandie4}; statetype s_dariandie2 = {false,SPR_DARIAN_DIE2,5,NULL,0,&s_dariandie3}; statetype s_dariandie1 = {false,SPR_DARIAN_DIE1,70,T_Collide,0,&s_dariandie2}; /* =========================================================================== HEINRICH KRIST =========================================================================== */ statetype s_heinrichstand = {true,SPR_KRIST_S1,0,T_Stand,0,&s_heinrichstand}; statetype s_heinrichchase = {true,SPR_KRIST_FOR1,10,T_HeinrichChase,0,&s_heinrichchase}; statetype s_kristleft = {true,SPR_KRIST_LEFT1,10,T_KristLeft,0,&s_kristleft}; statetype s_kristright = {true,SPR_KRIST_RIGHT1,10,T_KristRight,0,&s_kristright}; statetype s_heinrichshoot11 = {false,SPR_KRIST_SHOOT11,8,NULL,0,&s_heinrichchase}; statetype s_heinrichshoot10 = {false,SPR_KRIST_SHOOT10,8,NULL,0,&s_heinrichshoot11}; statetype s_heinrichshoot9 = {false,SPR_KRIST_SHOOT9,8,A_HeinrichShoot,0,&s_heinrichshoot10}; statetype s_heinrichshoot8 = {false,SPR_KRIST_SHOOT8,8,NULL,0,&s_heinrichshoot9}; statetype s_heinrichshoot7 = {false,SPR_KRIST_SHOOT7,8,T_KristCheckFire,0,&s_heinrichshoot8}; statetype s_heinrichshoot6 = {false,SPR_KRIST_SHOOT6,8,NULL,0,&s_heinrichshoot7}; statetype s_heinrichshoot5 = {false,SPR_KRIST_SHOOT5,8,NULL,0,&s_heinrichshoot6}; statetype s_heinrichshoot4 = {false,SPR_KRIST_SHOOT4,8,A_HeinrichShoot,0,&s_heinrichshoot5}; statetype s_heinrichshoot3 = {false,SPR_KRIST_SHOOT3,8,NULL,0,&s_heinrichshoot4}; statetype s_heinrichshoot2 = {false,SPR_KRIST_SHOOT2,8,NULL,0,&s_heinrichshoot3}; statetype s_heinrichshoot1 = {false,SPR_KRIST_SHOOT1,8,T_KristCheckFire,0,&s_heinrichshoot2}; statetype s_missile1 = {16,SPR_BJMISS11,6,T_Projectile,0,&s_missile1}; statetype s_missilehit3 = {false,SPR_MISSILEHIT3,6,NULL,0,NULL}; statetype s_missilehit2 = {false,SPR_MISSILEHIT2,6,NULL,0,&s_missilehit3}; statetype s_missilehit1 = {false,SPR_MISSILEHIT1,6,NULL,0,&s_missilehit2}; statetype s_mine4 = {false,SPR_MINE4,3,T_Projectile,0,&s_mine1}; statetype s_mine3 = {false,SPR_MINE3,3,T_Projectile,0,&s_mine4}; statetype s_mine2 = {false,SPR_MINE2,3,T_Projectile,0,&s_mine3}; statetype s_mine1 = {false,SPR_MINE1,3,T_Projectile,0,&s_mine2}; statetype s_heinrichdefend = {true,SPR_KRIST_MINERIGHT1,35,T_Heinrich_Defend,0,&s_heinrichdefend}; statetype s_heinrichooc = {true,SPR_KRIST_DEAD1,0,T_Heinrich_Out_of_Control,0,&s_heinrichooc}; statetype s_heinrichdead = {false,SPR_KRIST_DEAD1,35,T_Collide,0,&s_heinrichooc}; statetype s_heinrichdie2 = {false,SPR_KRIST_DIE2,35,T_Collide,0,&s_heinrichdead}; statetype s_heinrichdie1 = {false,SPR_KRIST_DIE1,35,T_Collide,0,&s_heinrichdie2}; statetype s_heindead2 = {false,-1,0,T_BossDied,0,NULL}; statetype s_heindead1 = {false, -1, 140,NULL,0,&s_heindead2}; statetype s_heinexp13 = {false,SPR_EXPLOSION13,2,NULL,0,&s_heindead1}; statetype s_heinexp12 = {false,SPR_EXPLOSION12,2,NULL,0,&s_heinexp13}; statetype s_heinexp11 = {false,SPR_EXPLOSION11,2,NULL,0,&s_heinexp12}; statetype s_heinexp10 = {false,SPR_EXPLOSION10,2,NULL,0,&s_heinexp11}; statetype s_heinexp9 = {false,SPR_EXPLOSION9,2,NULL,0,&s_heinexp10}; statetype s_heinexp8 = {false,SPR_EXPLOSION8,2,NULL,0,&s_heinexp9}; statetype s_heinexp7 = {false,SPR_EXPLOSION7,2,NULL,0,&s_heinexp8}; statetype s_heinexp6 = {false,SPR_EXPLOSION6,2,NULL,0,&s_heinexp7}; statetype s_heinexp5 = {false,SPR_EXPLOSION5,2,NULL,0,&s_heinexp6}; statetype s_heinexp4 = {false,SPR_EXPLOSION4,2,NULL,0,&s_heinexp5}; statetype s_heinexp3 = {false,SPR_EXPLOSION3,2,T_Explosion,0,&s_heinexp4}; statetype s_heinexp2 = {false,SPR_EXPLOSION2,2,NULL,0,&s_heinexp3}; statetype s_heinexp1 = {false,SPR_EXPLOSION1,0,NULL,0,&s_heinexp2}; /* =========================================================================== DARK MONK (TOM) =========================================================================== */ statetype s_darkmonkstand = {true,TOMS1,0,T_Stand,0,&s_darkmonkstand}; statetype s_darkmonkland = {true,TOMFLY11,6,NULL,0,&s_darkmonkstand}; statetype s_darkmonkchase2 = {true,TOMFLY21,10,T_DarkmonkChase,0,&s_darkmonkchase2}; statetype s_darkmonkchase1 = {true,TOMFLY11,3,T_DarkmonkChase,0,&s_darkmonkchase2}; statetype s_dmlandandfire = {true,TOMFLY11,0,T_DarkmonkLandAndFire,0,&s_dmlandandfire}; statetype s_darkmonkcover3 = {false,TAWAKEN1,1,NULL,0,&s_darkmonkawaken1}; statetype s_darkmonkcover2 = {false,TAWAKEN2,1,NULL,0,&s_darkmonkcover3}; statetype s_darkmonkcover1 = {false,TAWAKEN3,1,NULL,0,&s_darkmonkcover2}; statetype s_darkmonkawaken5 = {false,TAWAKEN5,3,NULL,0,&s_darkmonkchase1}; statetype s_darkmonkawaken4 = {false,TAWAKEN4,3,NULL,0,&s_darkmonkawaken5}; statetype s_darkmonkawaken3 = {false,TAWAKEN3,3,NULL,0,&s_darkmonkawaken4}; statetype s_darkmonkawaken2 = {false,TAWAKEN2,3,NULL,0,&s_darkmonkawaken3}; statetype s_darkmonkawaken1 = {false,TAWAKEN1,3,NULL,0,&s_darkmonkawaken2}; statetype s_darkmonklightning11 = {false,TOMLG11,3,NULL,0,&s_darkmonkchase1}; statetype s_darkmonklightning10 = {false,TOMLG10,3,NULL,0,&s_darkmonklightning11}; statetype s_darkmonklightning9 = {false,TOMLG9,70,A_DmonkAttack,0,&s_darkmonklightning10}; statetype s_darkmonklightning8 = {false,TOMLG8,3,NULL,0,&s_darkmonklightning9}; statetype s_darkmonklightning7 = {false,TOMLG7,3,NULL,0,&s_darkmonklightning8}; statetype s_darkmonklightning6 = {false,TOMLG6,3,NULL,0,&s_darkmonklightning7}; statetype s_darkmonklightning5 = {false,TOMLG5,3,NULL,0,&s_darkmonklightning6}; statetype s_darkmonklightning4 = {false,TOMLG4,3,NULL,0,&s_darkmonklightning5}; statetype s_darkmonklightning3 = {false,TOMLG3,3,NULL,0,&s_darkmonklightning4}; statetype s_darkmonklightning2 = {false,TOMLG2,3,NULL,0,&s_darkmonklightning3}; statetype s_darkmonklightning1 = {false,TOMLG1,3,NULL,0,&s_darkmonklightning2}; statetype s_darkmonkfspark6 = {false,TOMFS6,3,NULL,0,&s_darkmonkchase1}; statetype s_darkmonkfspark5 = {false,TOMFS5,70,A_DmonkAttack,0,&s_darkmonkfspark6}; statetype s_darkmonkfspark4 = {false,TOMFS4,3,NULL,0,&s_darkmonkfspark5}; statetype s_darkmonkfspark3 = {false,TOMFS3,3,NULL,0,&s_darkmonkfspark4}; statetype s_darkmonkfspark2 = {false,TOMFS2,3,NULL,0,&s_darkmonkfspark3}; statetype s_darkmonkfspark1 = {false,TOMFS1,3,NULL,0,&s_darkmonkfspark2}; statetype s_darkmonkbreathe8 = {false,TOMBR8,3,NULL,0,&s_darkmonkchase1}; statetype s_darkmonkbreathe7 = {false,TOMBR7,3,NULL,0,&s_darkmonkbreathe8}; statetype s_darkmonkbreathe6 = {false,TOMBR6,70,A_DmonkAttack,0,&s_darkmonkbreathe7}; statetype s_darkmonkbreathe5 = {false,TOMBR5,3,NULL,0,&s_darkmonkbreathe6}; statetype s_darkmonkbreathe4 = {false,TOMBR4,3,NULL,0,&s_darkmonkbreathe5}; statetype s_darkmonkbreathe3 = {false,TOMBR3,3,NULL,0,&s_darkmonkbreathe4}; statetype s_darkmonkbreathe2 = {false,TOMBR2,3,NULL,0,&s_darkmonkbreathe3}; statetype s_darkmonkbreathe1 = {false,TOMBR1,70,NULL,0,&s_darkmonkbreathe2}; statetype s_darkmonksummon3 = {false,TOMBR1,3,NULL,0,&s_darkmonkchase1}; statetype s_darkmonksummon2 = {false,TOMBR3,3,NULL,0,&s_darkmonksummon3}; statetype s_darkmonksummon1 = {false,TOMBR2,3,NULL,0,&s_darkmonksummon2}; statetype s_snakepath = {true,TOMHEAD1,0,T_SnakePath,0,&s_snakepath}; statetype s_snakefindpath = {true,TOMHEAD1,0,T_SnakeFindPath,0,&s_snakefindpath}; statetype s_darkmonkhead = {true,TOMHEAD1,0,T_DarkSnakeChase,0,&s_darkmonkhead}; statetype s_darkmonksnakelink = {true,TOMHEAD1,0,T_GenericMove,0,&s_darkmonksnakelink}; statetype s_darkmonkhspawn = {false,NOTHING,78,T_DarkSnakeSpawn,0,NULL}; statetype s_darkmonkfastspawn = {false,NOTHING,35,T_DarkSnakeSpawn,0,NULL}; statetype s_darkmonkheaddead = {false,THDIE2,0,NULL,0,&s_darkmonkheaddead}; statetype s_darkmonkheaddie1 = {false,THDIE1,1400,T_SnakeFinale,0,&s_snakefireworks1}; statetype s_snakefireworks2 = {false,THDIE2,10,T_SnakeFinale,0,&s_snakefireworks1}; statetype s_snakefireworks1 = {false,THDIE1,10,T_SnakeFinale,0,&s_snakefireworks2}; statetype s_darkmonkhball9 = {false,THBALL9,5,NULL,0,&s_darkmonkchase1}; statetype s_darkmonkhball8 = {false,THBALL8,5,NULL,0,&s_darkmonkhball9}; statetype s_darkmonkhball7 = {false,THBALL7,5,A_DmonkAttack,0,&s_darkmonkhball8}; statetype s_darkmonkhball6 = {false,THBALL6,5,NULL,0,&s_darkmonkhball7}; statetype s_darkmonkhball5 = {false,THBALL5,5,NULL,0,&s_darkmonkhball6}; statetype s_darkmonkhball4 = {false,THBALL4,5,NULL,0,&s_darkmonkhball5}; statetype s_darkmonkhball3 = {false,THBALL3,5,NULL,0,&s_darkmonkhball4}; statetype s_darkmonkhball2 = {false,THBALL2,5,NULL,0,&s_darkmonkhball3}; statetype s_darkmonkhball1 = {false,THBALL1,70,NULL,0,&s_darkmonkhball2}; statetype s_darkmonkabsorb9 = {false,THBALL9,3,NULL,0,&s_darkmonksphere1}; statetype s_darkmonkabsorb8 = {false,THBALL8,3,NULL,0,&s_darkmonkabsorb9}; statetype s_darkmonkabsorb7 = {false,THBALL7,3,NULL,0,&s_darkmonkabsorb8}; statetype s_darkmonkabsorb6 = {false,THBALL6,3,NULL,0,&s_darkmonkabsorb7}; statetype s_darkmonkabsorb5 = {false,THBALL5,3,NULL,0,&s_darkmonkabsorb6}; statetype s_darkmonkabsorb4 = {false,THBALL4,3,NULL,0,&s_darkmonkabsorb5}; statetype s_darkmonkabsorb3 = {false,THBALL3,3,NULL,0,&s_darkmonkabsorb4}; statetype s_darkmonkabsorb2 = {false,THBALL2,3,NULL,0,&s_darkmonkabsorb3}; statetype s_darkmonkabsorb1 = {false,THBALL1,3,NULL,0,&s_darkmonkabsorb2}; statetype s_darkmonksphere10 = {false,TSPHERE10,4,NULL,0,&s_darkmonkchase1}; statetype s_darkmonksphere9 = {false,TSPHERE9,4,NULL,0,&s_darkmonksphere10}; statetype s_darkmonksphere8 = {false,TSPHERE8,4,A_DmonkAttack,0,&s_darkmonksphere9}; statetype s_darkmonksphere7 = {false,TSPHERE7,4,NULL,0,&s_darkmonksphere8}; statetype s_darkmonksphere6 = {false,TSPHERE6,4,NULL,0,&s_darkmonksphere7}; statetype s_darkmonksphere5 = {false,TSPHERE5,4,NULL,0,&s_darkmonksphere6}; statetype s_darkmonksphere4 = {false,TSPHERE4,4,NULL,0,&s_darkmonksphere5}; statetype s_darkmonksphere3 = {false,TSPHERE3,4,NULL,0,&s_darkmonksphere4}; statetype s_darkmonksphere2 = {false,TSPHERE2,4,NULL,0,&s_darkmonksphere3}; statetype s_darkmonksphere1 = {false,TSPHERE1,4,NULL,0,&s_darkmonksphere2}; statetype s_dmgreenthing10 = {false,TSPHERE10,4,NULL,0,&s_darkmonkchase1}; statetype s_dmgreenthing9 = {false,TSPHERE9,4,NULL,0,&s_dmgreenthing10}; statetype s_dmgreenthing8 = {false,TSPHERE8,4,A_DmonkAttack,0,&s_dmgreenthing9}; statetype s_dmgreenthing7 = {false,TSPHERE7,4,NULL,0,&s_dmgreenthing8}; statetype s_dmgreenthing6 = {false,TSPHERE6,4,NULL,0,&s_dmgreenthing7}; statetype s_dmgreenthing5 = {false,TSPHERE5,4,NULL,0,&s_dmgreenthing6}; statetype s_dmgreenthing4 = {false,TSPHERE4,4,NULL,0,&s_dmgreenthing5}; statetype s_dmgreenthing3 = {false,TSPHERE3,4,NULL,0,&s_dmgreenthing4}; statetype s_dmgreenthing2 = {false,TSPHERE2,4,NULL,0,&s_dmgreenthing3}; statetype s_dmgreenthing1 = {false,TSPHERE1,4,NULL,0,&s_dmgreenthing2}; statetype s_energysphere4 = {false,TOMSPHERE4,4,T_Projectile,0,&s_energysphere1}; statetype s_energysphere3 = {false,TOMSPHERE3,4,T_Projectile,0,&s_energysphere4}; statetype s_energysphere2 = {false,TOMSPHERE2,4,T_Projectile,0,&s_energysphere3}; statetype s_energysphere1 = {false,TOMSPHERE1,4,T_Projectile,0,&s_energysphere2}; statetype s_lightning = {true,TOMLIGHTNING1,0,T_Projectile,0,&s_lightning}; statetype s_handball2 = {false,TOMHANDBALL2,3,T_Projectile,0,&s_handball1}; statetype s_handball1 = {false,TOMHANDBALL1,3,T_Projectile,0,&s_handball2}; statetype s_faceball2 = {false,TOMFACEBALL2,3,T_Projectile,0,&s_faceball1}; statetype s_faceball1 = {false,TOMFACEBALL1,3,T_Projectile,0,&s_faceball2}; statetype s_floorspark4 = {false,TOMFLOORSPARK4,3,T_Projectile,0,&s_floorspark1}; statetype s_floorspark3 = {false,TOMFLOORSPARK3,3,T_Projectile,0,&s_floorspark4}; statetype s_floorspark2 = {false,TOMFLOORSPARK2,3,T_Projectile,0,&s_floorspark3}; statetype s_floorspark1 = {false,TOMFLOORSPARK1,3,T_Projectile,0,&s_floorspark2}; statetype s_darkmonkreact = {true,TOMFLY11,0,T_DarkmonkReact,0,&s_darkmonkreact}; statetype s_darkmonkbball9 = {false,TBBALL9,4,NULL,0,&s_darkmonkchase1}; statetype s_darkmonkbball8 = {false,TBBALL8,4,NULL,0,&s_darkmonkbball9}; statetype s_darkmonkbball7 = {false,TBBALL7,4,A_DmonkAttack,0,&s_darkmonkbball8}; statetype s_darkmonkbball6 = {false,TBBALL6,4,NULL,0,&s_darkmonkbball7}; statetype s_darkmonkbball5 = {false,TBBALL5,4,NULL,0,&s_darkmonkbball6}; statetype s_darkmonkbball4 = {false,TBBALL4,4,NULL,0,&s_darkmonkbball5}; statetype s_darkmonkbball3 = {false,TBBALL3,4,NULL,0,&s_darkmonkbball4}; statetype s_darkmonkbball2 = {false,TBBALL2,4,NULL,0,&s_darkmonkbball3}; statetype s_darkmonkbball1 = {false,TBBALL1,70,NULL,0,&s_darkmonkbball2}; statetype s_darkmonkcharge10 = {false,TSCAREB3,140,T_DarkmonkCharge,0,&s_darkmonkchase1}; statetype s_darkmonkcharge9 = {false,TAWAKEN5,3,NULL,0,&s_darkmonkcharge10}; statetype s_darkmonkcharge8 = {false,TAWAKEN4,3,NULL,0,&s_darkmonkcharge9}; statetype s_darkmonkcharge7 = {false,TAWAKEN3,3,NULL,0,&s_darkmonkcharge8}; statetype s_darkmonkcharge6 = {false,TAWAKEN2,3,NULL,0,&s_darkmonkcharge7}; statetype s_darkmonkcharge5 = {false,TAWAKEN1,3,NULL,0,&s_darkmonkcharge6}; statetype s_darkmonkcharge4 = {false,TAWAKEN2,3,NULL,0,&s_darkmonkcharge5}; statetype s_darkmonkcharge3 = {false,TAWAKEN3,3,NULL,0,&s_darkmonkcharge4}; statetype s_darkmonkcharge2 = {false,TAWAKEN4,3,NULL,0,&s_darkmonkcharge3}; statetype s_darkmonkcharge1 = {false,TAWAKEN5,3,NULL,0,&s_darkmonkcharge2}; statetype s_darkmonkscare5 = {false,TSCAREB5,3,NULL,0,&s_darkmonkcharge1}; statetype s_darkmonkscare4 = {false,TSCAREB4,3,NULL,0,&s_darkmonkscare5}; statetype s_darkmonkscare3 = {false,TSCAREB3,3,NULL,0,&s_darkmonkscare4}; statetype s_darkmonkscare2 = {false,TSCAREB2,3,NULL,0,&s_darkmonkscare3}; statetype s_darkmonkscare1 = {false,TSCAREB1,3,NULL,0,&s_darkmonkscare2}; statetype s_darkmonkdead = {false,TOMDIE8,0,T_Collide,0,&s_darkmonkdead}; statetype s_darkmonkdie7 = {false,TOMDIE7,3,T_Collide,0,&s_darkmonkdead}; statetype s_darkmonkdie6 = {false,TOMDIE6,3,T_Collide,0,&s_darkmonkdie7}; statetype s_darkmonkdie5 = {false,TOMDIE5,3,T_Collide,0,&s_darkmonkdie6}; statetype s_darkmonkdie4 = {false,TOMDIE4,3,T_Collide,0,&s_darkmonkdie5}; statetype s_darkmonkdie3 = {false,TOMDIE3,3,T_Collide,0,&s_darkmonkdie4}; statetype s_darkmonkdie2 = {false,TOMDIE2,3,T_Collide,0,&s_darkmonkdie3}; statetype s_darkmonkdie1 = {false,TOMDIE1,3,T_Collide,0,&s_darkmonkdie2}; statetype s_darkmonkredhead = {true,TOMRH1,50,T_DarkSnakeChase,0,&s_darkmonkhead}; statetype s_darkmonkredlink = {true,TOMRH1,50,T_GenericMove,0,&s_darkmonksnakelink}; statetype s_redheadhit = {false,THDIE1,35,T_DarkSnakeChase,0,&s_darkmonkhead}; statetype s_redlinkhit = {false,THDIE1,35,T_GenericMove,0,&s_darkmonksnakelink}; statetype s_spithit4 = {false,SPITHIT4,3,NULL,0,NULL}; statetype s_spithit3 = {false,SPITHIT3,3,NULL,0,&s_spithit4}; statetype s_spithit2 = {false,SPITHIT2,3,NULL,0,&s_spithit3}; statetype s_spithit1 = {false,SPITHIT1,3,NULL,0,&s_spithit2}; statetype s_spit4 = {false,TOMSPIT4,3,T_Projectile,0,&s_spit1}; statetype s_spit3 = {false,TOMSPIT3,3,T_Projectile,0,&s_spit4}; statetype s_spit2 = {false,TOMSPIT2,3,T_Projectile,0,&s_spit3}; statetype s_spit1 = {false,TOMSPIT1,3,T_Projectile,0,&s_spit2}; statetype s_snakefire2 = {true,TOMHEAD1,1,T_DarkSnakeChase,SF_DOWN|SF_UP,&s_darkmonkhead}; statetype s_snakefire1 = {false,TPREPARE,30,T_DarkSnakeChase,SF_DOWN,&s_snakefire2}; statetype s_dexplosion22 = {false,-1,0,T_BossDied,0,NULL}; statetype s_dexplosion21 = {false, -1, 240,NULL,0,&s_dexplosion22}; statetype s_dexplosion20 = {false,SPR_EXPLOSION20,2,NULL,0,&s_dexplosion21}; statetype s_dexplosion19 = {false,SPR_EXPLOSION19,2,NULL,0,&s_dexplosion20}; statetype s_dexplosion18 = {false,SPR_EXPLOSION18,2,NULL,0,&s_dexplosion19}; statetype s_dexplosion17 = {false,SPR_EXPLOSION17,2,NULL,0,&s_dexplosion18}; statetype s_dexplosion16 = {false,SPR_EXPLOSION16,2,NULL,0,&s_dexplosion17}; statetype s_dexplosion15 = {false,SPR_EXPLOSION15,2,NULL,0,&s_dexplosion16}; statetype s_dexplosion14 = {false,SPR_EXPLOSION14,2,NULL,0,&s_dexplosion15}; statetype s_dexplosion13 = {false,SPR_EXPLOSION13,2,NULL,0,&s_dexplosion14}; statetype s_dexplosion12 = {false,SPR_EXPLOSION12,2,NULL,0,&s_dexplosion13}; statetype s_dexplosion11 = {false,SPR_EXPLOSION11,2,NULL,0,&s_dexplosion12}; statetype s_dexplosion10 = {false,SPR_EXPLOSION10,2,NULL,0,&s_dexplosion11}; statetype s_dexplosion9 = {false,SPR_EXPLOSION9,2,NULL,0,&s_dexplosion10}; statetype s_dexplosion8 = {false,SPR_EXPLOSION8,2,NULL,0,&s_dexplosion9}; statetype s_dexplosion7 = {false,SPR_EXPLOSION7,2,NULL,0,&s_dexplosion8}; statetype s_dexplosion6 = {false,SPR_EXPLOSION6,2,NULL,0,&s_dexplosion7}; statetype s_dexplosion5 = {false,SPR_EXPLOSION5,2,NULL,0,&s_dexplosion6}; statetype s_dexplosion4 = {false,SPR_EXPLOSION4,2,NULL,0,&s_dexplosion5}; statetype s_dexplosion3 = {false,SPR_EXPLOSION3,2,T_Explosion,0,&s_dexplosion4}; statetype s_dexplosion2 = {false,SPR_EXPLOSION2,2,NULL,0,&s_dexplosion3}; statetype s_dexplosion1 = {false,SPR_EXPLOSION1,2,NULL,0,&s_dexplosion2}; /* =========================================================================== OROBOT =========================================================================== */ statetype s_NMEdeathbuildup = {16,NMEBODY1_01,210,T_NME_Explode,0,NULL}; statetype s_NMEheadexplosion = {16,NMEHEAD1_01,140,T_Special,0,&s_grexplosion1}; statetype s_NMEstand = {16,NMEBODY1_01,0,T_Stand,0,&s_NMEstand}; statetype s_NMEhead1 = {16,NMEHEAD1_01,0,NULL,0,&s_NMEhead1}; statetype s_NMEhead2 = {16,NMEHEAD2_01,0,NULL,0,&s_NMEhead2}; statetype s_NMEchase = {16,NMEBODY1_01,20,T_OrobotChase,0,&s_NMEchase}; statetype s_NMEwheels1 = {16,NMEWHEEL1_01,0,NULL,0,&s_NMEwheels1}; statetype s_NMEwheels2 = {16,NMEWHEEL2_01,0,NULL,0,&s_NMEwheels2}; statetype s_NMEwheels3 = {16,NMEWHEEL3_01,0,NULL,0,&s_NMEwheels3}; statetype s_NMEwheels4 = {16,NMEWHEEL4_01,0,NULL,0,&s_NMEwheels4}; statetype s_NMEwheels5 = {16,NMEWHEEL5_01,0,NULL,0,&s_NMEwheels5}; statetype s_shootinghead = {16,NMEHEAD1_01,140,T_NME_HeadShoot,0,&s_shootinghead}; statetype s_NMEspinattack = {16,NMEBODY1_01,70,T_NME_SpinAttack,0,&s_NMEchase}; statetype s_NMEwheelspin = {16,NMEWHEEL1_01,70,NULL,0,&s_NMEwheels2}; statetype s_NMEminiball4 = {false,NMEMINIBALL_04,4,T_Projectile,0,&s_NMEminiball1}; statetype s_NMEminiball3 = {false,NMEMINIBALL_03,4,T_Projectile,0,&s_NMEminiball4}; statetype s_NMEminiball2 = {false,NMEMINIBALL_02,4,T_Projectile,0,&s_NMEminiball3}; statetype s_NMEminiball1 = {false,NMEMINIBALL_01,4,T_Projectile,0,&s_NMEminiball2}; statetype s_NMEsaucer4 = {false,NMESAUCER_04,6,T_Saucer,0,&s_NMEsaucer1}; statetype s_NMEsaucer3 = {false,NMESAUCER_03,6,T_Saucer,0,&s_NMEsaucer4}; statetype s_NMEsaucer2 = {false,NMESAUCER_02,6,T_Saucer,0,&s_NMEsaucer3}; statetype s_NMEsaucer1 = {false,NMESAUCER_01,6,T_Saucer,SF_SOUND,&s_NMEsaucer2}; statetype s_NMEdie = {16,NMEBODY1_01,0,T_Collide,0,&s_NMEdie}; statetype s_NMEspinfire = {16,NMEBODY1_01,0,T_NME_SpinFire,0,&s_NMEspinfire}; statetype s_NMEattack = {16,NMEBODY1_01,0,T_NME_Attack,0,&s_NMEattack}; statetype s_NMEhead1rl = {16,NMEROCKET_01,0,NULL,0,&s_NMEhead1rl}; statetype s_NMEhead2rl = {16,NMEROCKET2_01,0,NULL,0,&s_NMEhead2rl}; statetype s_NMEwindup = {16,NMEBODY1_01,0,T_NME_WindUp,0,&s_NMEwindup}; statetype s_NMEwheels120 = {16,NMEWHEEL1_01,0,NULL,0,&s_NMEwheels120}; statetype s_NMEwrotleft3 = {16,NMEWHEEL4_01,10,NULL,0,&s_NMEwrotleft3}; statetype s_NMEwrotleft2 = {16,NMEWHEEL3_01,10,NULL,0,&s_NMEwrotleft3}; statetype s_NMEwrotleft1 = {16,NMEWHEEL2_01,10,NULL,0,&s_NMEwrotleft2}; statetype s_NMEwrotright3 = {16,NMEWHEEL4_01,10,NULL,0,&s_NMEwrotleft3}; statetype s_NMEwrotright2 = {16,NMEWHEEL5_01,10,NULL,0,&s_NMEwrotleft3}; statetype s_NMEwrotright1 = {16,NMEWHEEL2_01,10,NULL,0,&s_NMEwrotleft2}; statetype s_oshuriken4 = {false,SPR_OSHUR4,1,T_Projectile,0,&s_oshuriken1}; statetype s_oshuriken3 = {false,SPR_OSHUR3,1,T_Projectile,0,&s_oshuriken4}; statetype s_oshuriken2 = {false,SPR_OSHUR2,1,T_Projectile,0,&s_oshuriken3}; statetype s_oshuriken1 = {false,SPR_OSHUR1,1,T_Projectile,0,&s_oshuriken2}; statetype s_oshurikenhit3 = {false,SPR_OSHURHIT3,3,NULL,0,NULL}; statetype s_oshurikenhit2 = {false,SPR_OSHURHIT2,3,NULL,0,&s_oshurikenhit3}; statetype s_oshurikenhit1 = {false,SPR_OSHURHIT1,3,NULL,0,&s_oshurikenhit2}; statetype s_speardown16 = {false,SPEARDOWN16,2,T_Spears,SF_CRUSH,&s_speardown1}; statetype s_speardown15 = {false,SPEARDOWN15,2,T_Spears,SF_CRUSH,&s_speardown16}; statetype s_speardown14 = {false,SPEARDOWN14,2,T_Spears,SF_CRUSH,&s_speardown15}; statetype s_speardown13 = {false,SPEARDOWN13,2,T_Spears,SF_CRUSH,&s_speardown14}; statetype s_speardown12 = {false,SPEARDOWN12,2,T_Spears,SF_CRUSH,&s_speardown13}; statetype s_speardown11 = {false,SPEARDOWN11,2,T_Spears,SF_CRUSH,&s_speardown12}; statetype s_speardown10 = {false,SPEARDOWN10,2,T_Spears,SF_CRUSH,&s_speardown11}; statetype s_speardown9 = {false,SPEARDOWN9,2,T_Spears,SF_DOWN,&s_speardown10}; statetype s_speardown8 = {false,SPEARDOWN8,35,T_Spears,SF_DOWN|SF_SOUND,&s_speardown9}; statetype s_speardown7 = {false,SPEARDOWN7,2,T_Spears,SF_DOWN,&s_speardown8}; statetype s_speardown6 = {false,SPEARDOWN6,2,T_Spears,SF_CRUSH,&s_speardown7}; statetype s_speardown5 = {false,SPEARDOWN5,2,T_Spears,SF_CRUSH,&s_speardown6}; statetype s_speardown4 = {false,SPEARDOWN4,2,T_Spears,SF_CRUSH,&s_speardown5}; statetype s_speardown3 = {false,SPEARDOWN3,2,T_Spears,SF_CRUSH,&s_speardown4}; statetype s_speardown2 = {false,SPEARDOWN2,2,T_Spears,SF_CRUSH,&s_speardown3}; statetype s_speardown1 = {false,SPEARDOWN1,2,T_Spears,SF_CRUSH,&s_speardown2}; statetype s_downblade16 = {false,DBLADE8,1,T_Path,0,&s_downblade1}; statetype s_downblade15 = {false,DBLADE7,2,T_Path,0,&s_downblade16}; statetype s_downblade14 = {false,DBLADE6,1,T_Path,0,&s_downblade15}; statetype s_downblade13 = {false,DBLADE5,2,T_Path,0,&s_downblade14}; statetype s_downblade12 = {false,DBLADE4,1,T_Path,0,&s_downblade13}; statetype s_downblade11 = {false,DBLADE3,2,T_Path,0,&s_downblade12}; statetype s_downblade10 = {false,DBLADE2,1,T_Path,0,&s_downblade11}; statetype s_downblade9 = {false,DBLADE9,2,T_Path,0,&s_downblade10}; statetype s_downblade8 = {false,DBLADE8,1,T_Path,0,&s_downblade9}; statetype s_downblade7 = {false,DBLADE7,2,T_Path,0,&s_downblade8}; statetype s_downblade6 = {false,DBLADE6,1,T_Path,0,&s_downblade7}; statetype s_downblade5 = {false,DBLADE5,2,T_Path,0,&s_downblade6}; statetype s_downblade4 = {false,DBLADE4,1,T_Path,0,&s_downblade5}; statetype s_downblade3 = {false,DBLADE3,2,T_Path,0,&s_downblade4}; statetype s_downblade2 = {false,DBLADE2,1,T_Path,0,&s_downblade3}; statetype s_downblade1 = {false,DBLADE1,2,T_Path,SF_SOUND,&s_downblade2}; statetype s_firejetdown23 = {false,FIREJETDOWN23,3,T_Path,SF_CRUSH,&s_firejetdown1}; statetype s_firejetdown22 = {false,FIREJETDOWN22,3,T_Path,SF_CRUSH,&s_firejetdown23}; statetype s_firejetdown21 = {false,FIREJETDOWN21,3,T_Path,0,&s_firejetdown22}; statetype s_firejetdown20 = {false,FIREJETDOWN20,3,T_Path,0,&s_firejetdown21}; statetype s_firejetdown19 = {false,FIREJETDOWN19,3,T_Path,0,&s_firejetdown20}; statetype s_firejetdown18 = {false,FIREJETDOWN18,3,T_Path,0,&s_firejetdown19}; statetype s_firejetdown17 = {false,FIREJETDOWN17,3,T_Path,0,&s_firejetdown18}; statetype s_firejetdown16 = {false,FIREJETDOWN16,3,T_Path,SF_CRUSH,&s_firejetdown17}; statetype s_firejetdown15 = {false,FIREJETDOWN15,3,T_Path,SF_CRUSH,&s_firejetdown16}; statetype s_firejetdown14 = {false,FIREJETDOWN14,3,T_Path,SF_CRUSH,&s_firejetdown15}; statetype s_firejetdown13 = {false,FIREJETDOWN13,3,T_Path,0,&s_firejetdown14}; statetype s_firejetdown12 = {false,FIREJETDOWN12,3,T_Path,0,&s_firejetdown13}; statetype s_firejetdown11 = {false,FIREJETDOWN11,3,T_Path,0,&s_firejetdown12}; statetype s_firejetdown10 = {false,FIREJETDOWN10,3,T_Path,0,&s_firejetdown11}; statetype s_firejetdown9 = {false,FIREJETDOWN9,3,T_Path,0,&s_firejetdown10}; statetype s_firejetdown8 = {false,FIREJETDOWN8,3,T_Path,SF_CRUSH,&s_firejetdown9}; statetype s_firejetdown7 = {false,FIREJETDOWN7,3,T_Path,SF_CRUSH,&s_firejetdown8}; statetype s_firejetdown6 = {false,FIREJETDOWN6,3,T_Path,SF_CRUSH,&s_firejetdown7}; statetype s_firejetdown5 = {false,FIREJETDOWN5,3,T_Path,0,&s_firejetdown6}; statetype s_firejetdown4 = {false,FIREJETDOWN4,3,T_Path,0,&s_firejetdown5}; statetype s_firejetdown3 = {false,FIREJETDOWN3,3,T_Path,0,&s_firejetdown4}; statetype s_firejetdown2 = {false,FIREJETDOWN2,3,T_Path,0,&s_firejetdown3}; statetype s_firejetdown1 = {false,FIREJETDOWN1,70,T_Path,SF_SOUND,&s_firejetdown2}; statetype s_columnupdown6 = {false,CRUSHUP7,5,T_CrushUp,SF_DOWN,&s_columnupup1}; statetype s_columnupdown5 = {false,CRUSHUP6,2,T_CrushUp,SF_DOWN,&s_columnupdown6}; statetype s_columnupdown4 = {false,CRUSHUP5,5,T_CrushUp,SF_DOWN|SF_BLOCK,&s_columnupdown5}; statetype s_columnupdown3 = {false,CRUSHUP4,5,T_CrushUp,SF_DOWN|SF_BLOCK,&s_columnupdown4}; statetype s_columnupdown2 = {false,CRUSHUP3,5,T_CrushUp,SF_DOWN|SF_BLOCK,&s_columnupdown3}; statetype s_columnupdown1 = {false,CRUSHUP2,2,T_CrushUp,SF_DOWN|SF_BLOCK,&s_columnupdown2}; statetype s_columnupup8 = {false,CRUSHUP1,5,T_CrushUp,SF_CRUSH|SF_BLOCK,&s_columnupdown1}; statetype s_columnupup7 = {false,CRUSHUP2,2,T_CrushUp,SF_CRUSH|SF_UP|SF_BLOCK,&s_columnupup8}; statetype s_columnupup6 = {false,CRUSHUP3,5,T_CrushUp,SF_UP|SF_BLOCK,&s_columnupup7}; statetype s_columnupup5 = {false,CRUSHUP4,5,T_CrushUp,SF_UP|SF_BLOCK,&s_columnupup6}; statetype s_columnupup4 = {false,CRUSHUP5,5,T_CrushUp,SF_UP,&s_columnupup5}; statetype s_columnupup3 = {false,CRUSHUP6,2,T_CrushUp,SF_UP,&s_columnupup4}; statetype s_columnupup2 = {false,CRUSHUP7,5,T_CrushUp,SF_UP,&s_columnupup3}; statetype s_columnupup1 = {false,CRUSHUP8,30,T_CrushUp,SF_SOUND,&s_columnupup2}; statetype s_spinupblade16 = {false,SPINUBLADE_16,2,T_Path,SF_DOWN,&s_spinupblade1}; statetype s_spinupblade15 = {false,SPINUBLADE_15,2,T_Path,0,&s_spinupblade16}; statetype s_spinupblade14 = {false,SPINUBLADE_14,2,T_Path,0,&s_spinupblade15}; statetype s_spinupblade13 = {false,SPINUBLADE_13,2,T_Path,0,&s_spinupblade14}; statetype s_spinupblade12 = {false,SPINUBLADE_12,2,T_Path,0,&s_spinupblade13}; statetype s_spinupblade11 = {false,SPINUBLADE_11,2,T_Path,0,&s_spinupblade12}; statetype s_spinupblade10 = {false,SPINUBLADE_10,2,T_Path,0,&s_spinupblade11}; statetype s_spinupblade9 = {false,SPINUBLADE_09,2,T_Path,0,&s_spinupblade10}; statetype s_spinupblade8 = {false,SPINUBLADE_08,2,T_Path,0,&s_spinupblade9}; statetype s_spinupblade7 = {false,SPINUBLADE_07,2,T_Path,0,&s_spinupblade8}; statetype s_spinupblade6 = {false,SPINUBLADE_06,2,T_Path,0,&s_spinupblade7}; statetype s_spinupblade5 = {false,SPINUBLADE_05,2,T_Path,0,&s_spinupblade6}; statetype s_spinupblade4 = {false,SPINUBLADE_04,2,T_Path,0,&s_spinupblade5}; statetype s_spinupblade3 = {false,SPINUBLADE_03,2,T_Path,0,&s_spinupblade4}; statetype s_spinupblade2 = {false,SPINUBLADE_02,2,T_Path,0,&s_spinupblade3}; statetype s_spinupblade1 = {false,SPINUBLADE_01,35,T_Path,SF_UP|SF_SOUND,&s_spinupblade2}; statetype s_spindownblade16 = {false,SPINDBLADE_16,2,T_Path,SF_DOWN,&s_spindownblade1}; statetype s_spindownblade15 = {false,SPINDBLADE_15,2,T_Path,0,&s_spindownblade16}; statetype s_spindownblade14 = {false,SPINDBLADE_14,2,T_Path,0,&s_spindownblade15}; statetype s_spindownblade13 = {false,SPINDBLADE_13,2,T_Path,0,&s_spindownblade14}; statetype s_spindownblade12 = {false,SPINDBLADE_12,2,T_Path,0,&s_spindownblade13}; statetype s_spindownblade11 = {false,SPINDBLADE_11,2,T_Path,0,&s_spindownblade12}; statetype s_spindownblade10 = {false,SPINDBLADE_10,2,T_Path,0,&s_spindownblade11}; statetype s_spindownblade9 = {false,SPINDBLADE_09,2,T_Path,0,&s_spindownblade10}; statetype s_spindownblade8 = {false,SPINDBLADE_08,2,T_Path,0,&s_spindownblade9}; statetype s_spindownblade7 = {false,SPINDBLADE_07,2,T_Path,0,&s_spindownblade8}; statetype s_spindownblade6 = {false,SPINDBLADE_06,2,T_Path,0,&s_spindownblade7}; statetype s_spindownblade5 = {false,SPINDBLADE_05,2,T_Path,0,&s_spindownblade6}; statetype s_spindownblade4 = {false,SPINDBLADE_04,2,T_Path,0,&s_spindownblade5}; statetype s_spindownblade3 = {false,SPINDBLADE_03,2,T_Path,0,&s_spindownblade4}; statetype s_spindownblade2 = {false,SPINDBLADE_02,2,T_Path,0,&s_spindownblade3}; statetype s_spindownblade1 = {false,SPINDBLADE_01,35,T_Path,SF_UP|SF_SOUND,&s_spindownblade2}; statetype s_bouldersink9 = {false,BSINK9,2,NULL,0,NULL}; statetype s_bouldersink8 = {false,BSINK8,2,NULL,0,&s_bouldersink9}; statetype s_bouldersink7 = {false,BSINK7,2,NULL,0,&s_bouldersink8}; statetype s_bouldersink6 = {false,BSINK6,2,NULL,0,&s_bouldersink7}; statetype s_bouldersink5 = {false,BSINK5,2,NULL,0,&s_bouldersink6}; statetype s_bouldersink4 = {false,BSINK4,2,NULL,0,&s_bouldersink5}; statetype s_bouldersink3 = {false,BSINK3,2,NULL,0,&s_bouldersink4}; statetype s_bouldersink2 = {false,BSINK2,2,NULL,0,&s_bouldersink3}; statetype s_bouldersink1 = {false,BSINK1,2,NULL,0,&s_bouldersink2}; statetype s_boulderroll8 = {false,BOULDER41,3,T_BoulderMove,0,&s_boulderroll1}; statetype s_boulderroll7 = {false,BOULDER31,3,T_BoulderMove,0,&s_boulderroll8}; statetype s_boulderroll6 = {false,BOULDER21,3,T_BoulderMove,0,&s_boulderroll7}; statetype s_boulderroll5 = {false,BOULDER11,3,T_BoulderMove,0,&s_boulderroll6}; statetype s_boulderroll4 = {false,BOULDER41,3,T_BoulderMove,0,&s_boulderroll5}; statetype s_boulderroll3 = {false,BOULDER31,3,T_BoulderMove,0,&s_boulderroll4}; statetype s_boulderroll2 = {false,BOULDER21,3,T_BoulderMove,0,&s_boulderroll3}; statetype s_boulderroll1 = {false,BOULDER11,3,T_BoulderMove,SF_SOUND,&s_boulderroll2}; statetype s_boulderdrop12 = {false,BOULDER11,0,T_BoulderDrop,0,&s_boulderdrop12}; statetype s_boulderdrop11 = {false,BDROP11,1,T_BoulderDrop,0,&s_boulderdrop12}; statetype s_boulderdrop10 = {false,BDROP10,1,T_BoulderDrop,0,&s_boulderdrop11}; statetype s_boulderdrop9 = {false,BDROP9,2,T_BoulderDrop,0,&s_boulderdrop10}; statetype s_boulderdrop8 = {false,BDROP8,1,T_BoulderDrop,0,&s_boulderdrop9}; statetype s_boulderdrop7 = {false,BDROP7,1,T_BoulderDrop,0,&s_boulderdrop8}; statetype s_boulderdrop6 = {false,BDROP6,2,T_BoulderDrop,0,&s_boulderdrop7}; statetype s_boulderdrop5 = {false,BDROP5,3,T_BoulderDrop,0,&s_boulderdrop6}; statetype s_boulderdrop4 = {false,BDROP4,4,T_BoulderDrop,0,&s_boulderdrop5}; statetype s_boulderdrop3 = {false,BDROP3,5,T_BoulderDrop,SF_SOUND,&s_boulderdrop4}; statetype s_boulderdrop2 = {false,BDROP2,6,NULL,0,&s_boulderdrop3}; statetype s_boulderdrop1 = {false,BDROP1,6,NULL,0,&s_boulderdrop2}; statetype s_boulderspawn = {false,NOTHING,70,T_BoulderSpawn,0,&s_boulderspawn}; /*========================================================================== GUN STUFF ============================================================================*/ statetype s_gunfire2 = {true,GUNRISE51,5,A_GunShoot,0,&s_gunfire1}; statetype s_gunfire1 = {true,GUNFIRE1,5,A_GunShoot,0,&s_gunfire2}; statetype s_gunstand = {true,GUNRISE11,0,T_GunStand,0,&s_gunstand}; statetype s_gunraise4 = {true,GUNRISE51,2,NULL,0,&s_gunfire1}; statetype s_gunraise3 = {true,GUNRISE41,2,NULL,0,&s_gunraise4}; statetype s_gunraise2 = {true,GUNRISE31,2,NULL,0,&s_gunraise3}; statetype s_gunraise1 = {true,GUNRISE21,2,NULL,0,&s_gunraise2}; statetype s_gunlower3 = {true,GUNRISE21,2,NULL,0,&s_gunstand}; statetype s_gunlower2 = {true,GUNRISE31,2,NULL,0,&s_gunlower3}; statetype s_gunlower1 = {true,GUNRISE41,2,NULL,0,&s_gunlower2}; statetype s_gundead = {false,GUNDEAD2,0,T_Collide,0,&s_gundead}; statetype s_gundie1 = {false,GUNDEAD1,5,NULL,0,&s_gundead}; //======================================================================// statetype s_4waygunfire1 = {true,FOURWAYFIRE01,5,A_4WayGunShoot,0,&s_4waygunfire2}; statetype s_4waygunfire2 = {true,FOURWAY01,5,NULL,0,&s_4waygunfire1}; statetype s_4waygun = {true,FOURWAY01,0,T_4WayGunStand,0,&s_4waygun}; statetype s_kessphere8 = {false,KESSPHERE8,2,T_Projectile,0,&s_kessphere1}; statetype s_kessphere7 = {false,KESSPHERE7,2,T_Projectile,0,&s_kessphere8}; statetype s_kessphere6 = {false,KESSPHERE6,2,T_Projectile,0,&s_kessphere7}; statetype s_kessphere5 = {false,KESSPHERE5,2,T_Projectile,0,&s_kessphere6}; statetype s_kessphere4 = {false,KESSPHERE4,2,T_Projectile,0,&s_kessphere5}; statetype s_kessphere3 = {false,KESSPHERE3,2,T_Projectile,0,&s_kessphere4}; statetype s_kessphere2 = {false,KESSPHERE2,2,T_Projectile,0,&s_kessphere3}; statetype s_kessphere1 = {false,KESSPHERE1,2,T_Projectile,0,&s_kessphere2}; statetype s_slop4 = {false,TOMSPIT4,3,T_Particle,0,&s_slop1}; statetype s_slop3 = {false,TOMSPIT3,3,T_Particle,0,&s_slop4}; statetype s_slop2 = {false,TOMSPIT2,3,T_Particle,0,&s_slop3}; statetype s_slop1 = {false,TOMSPIT1,3,T_Particle,0,&s_slop2}; statetype s_batblast4 = {false,BATBLAST4,3,T_Projectile,SF_BAT,&s_batblast1}; statetype s_batblast3 = {false,BATBLAST3,3,T_Projectile,SF_BAT,&s_batblast4}; statetype s_batblast2 = {false,BATBLAST2,3,T_Projectile,SF_BAT,&s_batblast3}; statetype s_batblast1 = {false,BATBLAST1,3,T_Projectile,SF_BAT,&s_batblast2}; statetype s_serialdog4 = {true,SERIALDOG_W41,5,T_Player,SF_DOGSTATE,&s_serialdog}; statetype s_serialdog3 = {true,SERIALDOG_W31,5,T_Player,SF_DOGSTATE,&s_serialdog4}; statetype s_serialdog2 = {true,SERIALDOG_W21,5,T_Player,SF_DOGSTATE,&s_serialdog3}; statetype s_serialdog = {true,SERIALDOG_W11,5,T_Player,SF_DOGSTATE,&s_serialdog2}; statetype s_serialdogattack = {true,SERIALDOG_ATTACK1,0,T_Attack,SF_DOGSTATE,&s_serialdogattack }; #endif #include "rt_table.h"