Risen3D: DOOM THING STATES

Formally known as the objects.ded, this text file should be used 
as a reference when editing or creating custom models.


Flag { ID = "mf_special"      ; Value = 0x00000001; }
Flag { ID = "mf_solid"        ; Value = 0x00000002; }
Flag { ID = "mf_shootable"    ; Value = 0x00000004; }
Flag { ID = "mf_nosector"     ; Value = 0x00000008; }
Flag { ID = "mf_noblockmap"   ; Value = 0x00000010; }
Flag { ID = "mf_ambush"       ; Value = 0x00000020; }
Flag { ID = "mf_justhit"      ; Value = 0x00000040; }
Flag { ID = "mf_justattacked" ; Value = 0x00000080; }
Flag { ID = "mf_spawnceiling" ; Value = 0x00000100; }
Flag { ID = "mf_nogravity"    ; Value = 0x00000200; }
Flag { ID = "mf_dropoff"      ; Value = 0x00000400; }
Flag { ID = "mf_pickup"       ; Value = 0x00000800; }
Flag { ID = "mf_noclip"       ; Value = 0x00001000; }
Flag { ID = "mf_slide"        ; Value = 0x00002000; }
Flag { ID = "mf_float"        ; Value = 0x00004000; }
Flag { ID = "mf_teleport"     ; Value = 0x00008000; }
Flag { ID = "mf_missile"      ; Value = 0x00010000; }
Flag { ID = "mf_dropped"      ; Value = 0x00020000; }
Flag { ID = "mf_shadow"       ; Value = 0x00040000; }
Flag { ID = "mf_noblood"      ; Value = 0x00080000; }
Flag { ID = "mf_corpse"       ; Value = 0x00100000; }
Flag { ID = "mf_infloat"      ; Value = 0x00200000; }
Flag { ID = "mf_countkill"    ; Value = 0x00400000; }
Flag { ID = "mf_countitem"    ; Value = 0x00800000; }
Flag { ID = "mf_skullfly"     ; Value = 0x01000000; }
Flag { ID = "mf_notdmatch"    ; Value = 0x02000000; }
Flag { ID = "mf_translation"  ; Value = 0x0C000000; }
Flag { ID = "mf_local"        ; Value = 0x10000000; }
Flag { ID = "mf_brightexplode"; Value = 0x20000000; }
Flag { ID = "mf_brightshadow" ; Value = 0x40000000; }
Flag { ID = "mf_viewalign"    ; Value = 0x80000000; }
Flag { ID = "mf_transshift"   ; Value = 0x1A; }// Bits to shift for use with mf_translation.

Flag { ID = "mf2_alwayslit"; Value = 0x1; }
Flag { ID = "mf2_lograv"; Value = 0x2; }
Flag { ID = "mf2_noteleport"; Value = 0x4; }
Flag { ID = "mf2_pushable"; Value = 0x8; }	// can be pushed by the player
Flag { ID = "mf2_canslope"; Value = 0x10; }
Flag { ID = "mf2_noshadow"; Value = 0x20; }
Flag { ID = "mf2_nofade"; Value = 0x40; }
Flag { ID = "mf2_random"; Value = 0x80; }	// spawn at a random angle
Flag { ID = "mf2_unclipped"; Value = 0x100; }
Flag { ID = "mf2_occlude"; Value = 0x200; }
Flag { ID = "mf2_hullcollide"; Value = 0x400; }

Flag { ID = "lgf_nohalo"; Value = 0x100; }

Thing {
  ID = "PLAYER";
  DoomEd number = -1;
  Spawn state = "PLAY";
  See state = "PLAY_RUN1";
  Pain state = "PLAY_PAIN";
  Melee state = "NULL";
  Missile state = "PLAY_ATK1";
  Death state = "PLAY_DIE1";
  Xdeath state = "PLAY_XDIE1";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "plpain";
  Death sound = "pldeth";
  Active sound = "None";
  Pain chance = 255;
  Spawn health = 100;
  Radius = 16;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid mf_shootable mf_dropoff mf_pickup mf_notdmatch";
}

Thing {
  ID = "POSSESSED";
  Name = "Zombieman";
  DoomEd number = 3004;
  Spawn state = "POSS_STND";
  See state = "POSS_RUN1";
  Pain state = "POSS_PAIN";
  Melee state = "NULL";
  Missile state = "POSS_ATK1";
  Death state = "POSS_DIE1";
  Xdeath state = "POSS_XDIE1";
  Raise state = "POSS_RAISE1";
  See sound = "posit1";
  Attack sound = "pistol";
  Pain sound = "popain";
  Death sound = "podth1";
  Active sound = "posact";
  Reaction time = 8;
  Pain chance = 200;
  Spawn health = 20;
  Speed = 8;
  Radius = 20;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "SHOTGUY";
  Name = "Shotgun Guy";
  DoomEd number = 9;
  Spawn state = "SPOS_STND";
  See state = "SPOS_RUN1";
  Pain state = "SPOS_PAIN";
  Melee state = "NULL";
  Missile state = "SPOS_ATK1";
  Death state = "SPOS_DIE1";
  Xdeath state = "SPOS_XDIE1";
  Raise state = "SPOS_RAISE1";
  See sound = "posit2";
  Attack sound = "None";
  Pain sound = "popain";
  Death sound = "podth2";
  Active sound = "posact";
  Reaction time = 8;
  Pain chance = 170;
  Spawn health = 30;
  Speed = 8;
  Radius = 20;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "VILE";
  Name = "Arch-Vile";
  DoomEd number = 64;
  Spawn state = "VILE_STND";
  See state = "VILE_RUN1";
  Pain state = "VILE_PAIN";
  Melee state = "NULL";
  Missile state = "VILE_ATK1";
  Death state = "VILE_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "vilsit";
  Attack sound = "None";
  Pain sound = "vipain";
  Death sound = "vildth";
  Active sound = "vilact";
  Reaction time = 8;
  Pain chance = 10;
  Spawn health = 700;
  Speed = 15;
  Radius = 20;
  Height = 56;
  Mass = 500;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "FIRE";
  DoomEd number = -1;
  Spawn state = "FIRE1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_noblockmap mf_nogravity mf_brightshadow";
}

Thing {
  ID = "UNDEAD";
  Name = "Revenant";
  DoomEd number = 66;
  Spawn state = "SKEL_STND";
  See state = "SKEL_RUN1";
  Pain state = "SKEL_PAIN";
  Melee state = "SKEL_FIST1";
  Missile state = "SKEL_MISS1";
  Death state = "SKEL_DIE1";
  Xdeath state = "NULL";
  Raise state = "SKEL_RAISE1";
  See sound = "skesit";
  Attack sound = "None";
  Pain sound = "popain";
  Death sound = "skedth";
  Active sound = "skeact";
  Reaction time = 8;
  Pain chance = 100;
  Spawn health = 300;
  Speed = 10;
  Radius = 20;
  Height = 56;
  Mass = 500;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "TRACER";
  DoomEd number = -1;
  Spawn state = "TRACER";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "TRACEEXP1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "skeatk";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "barexp";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 10;
  Radius = 11;
  Height = 8;
  Mass = 100;
  Damage = 10;
  Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity";
}

Thing {
  ID = "SMOKE";
  DoomEd number = -1;
  Spawn state = "SMOKE1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_noblockmap mf_nogravity";
}

Thing {
  ID = "FATSO";
  Name = "Mancubus";
  DoomEd number = 67;
  Spawn state = "FATT_STND";
  See state = "FATT_RUN1";
  Pain state = "FATT_PAIN";
  Melee state = "NULL";
  Missile state = "FATT_ATK1";
  Death state = "FATT_DIE1";
  Xdeath state = "NULL";
  Raise state = "FATT_RAISE1";
  See sound = "mansit";
  Attack sound = "None";
  Pain sound = "mnpain";
  Death sound = "mandth";
  Active sound = "posact";
  Reaction time = 8;
  Pain chance = 80;
  Spawn health = 600;
  Speed = 8;
  Radius = 48;
  Height = 64;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "FATSHOT";
  DoomEd number = -1;
  Spawn state = "FATSHOT1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "FATSHOTX1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "firsht";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "firxpl";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 20;
  Radius = 6;
  Height = 8;
  Mass = 100;
  Damage = 8;
  Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity";
}

Thing {
  ID = "CHAINGUY";
  Name = "Heavy Weapon Dude";
  DoomEd number = 65;
  Spawn state = "CPOS_STND";
  See state = "CPOS_RUN1";
  Pain state = "CPOS_PAIN";
  Melee state = "NULL";
  Missile state = "CPOS_ATK1";
  Death state = "CPOS_DIE1";
  Xdeath state = "CPOS_XDIE1";
  Raise state = "CPOS_RAISE1";
  See sound = "posit2";
  Attack sound = "None";
  Pain sound = "popain";
  Death sound = "podth2";
  Active sound = "posact";
  Reaction time = 8;
  Pain chance = 170;
  Spawn health = 70;
  Speed = 8;
  Radius = 20;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "TROOP";
  Name = "Imp";
  DoomEd number = 3001;
  Spawn state = "TROO_STND";
  See state = "TROO_RUN1";
  Pain state = "TROO_PAIN";
  Melee state = "TROO_ATK1";
  Missile state = "TROO_ATK1";
  Death state = "TROO_DIE1";
  Xdeath state = "TROO_XDIE1";
  Raise state = "TROO_RAISE1";
  See sound = "bgsit1";
  Attack sound = "None";
  Pain sound = "popain";
  Death sound = "bgdth1";
  Active sound = "bgact";
  Reaction time = 8;
  Pain chance = 200;
  Spawn health = 60;
  Speed = 8;
  Radius = 20;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "SERGEANT";
  Name = "Demon";
  DoomEd number = 3002;
  Spawn state = "SARG_STND";
  See state = "SARG_RUN1";
  Pain state = "SARG_PAIN";
  Melee state = "SARG_ATK1";
  Missile state = "NULL";
  Death state = "SARG_DIE1";
  Xdeath state = "NULL";
  Raise state = "SARG_RAISE1";
  See sound = "sgtsit";
  Attack sound = "sgtatk";
  Pain sound = "dmpain";
  Death sound = "sgtdth";
  Active sound = "dmact";
  Reaction time = 8;
  Pain chance = 180;
  Spawn health = 150;
  Speed = 10;
  Radius = 30;
  Height = 56;
  Mass = 400;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "SHADOWS";
  Name = "Spectre";
  DoomEd number = 58;
  Spawn state = "SARG_STND";
  See state = "SARG_RUN1";
  Pain state = "SARG_PAIN";
  Melee state = "SARG_ATK1";
  Missile state = "NULL";
  Death state = "SARG_DIE1";
  Xdeath state = "NULL";
  Raise state = "SARG_RAISE1";
  See sound = "sgtsit";
  Attack sound = "sgtatk";
  Pain sound = "dmpain";
  Death sound = "sgtdth";
  Active sound = "dmact";
  Reaction time = 8;
  Pain chance = 180;
  Spawn health = 150;
  Speed = 10;
  Radius = 30;
  Height = 56;
  Mass = 400;
  Flags = "mf_solid mf_shootable mf_shadow mf_countkill";
}

Thing {
  ID = "HEAD";
  Name = "Cacodemon";
  DoomEd number = 3005;
  Spawn state = "HEAD_STND";
  See state = "HEAD_RUN1";
  Pain state = "HEAD_PAIN";
  Melee state = "NULL";
  Missile state = "HEAD_ATK1";
  Death state = "HEAD_DIE1";
  Xdeath state = "NULL";
  Raise state = "HEAD_RAISE1";
  See sound = "cacsit";
  Attack sound = "None";
  Pain sound = "dmpain";
  Death sound = "cacdth";
  Active sound = "dmact";
  Reaction time = 8;
  Pain chance = 128;
  Spawn health = 400;
  Speed = 8;
  Radius = 31;
  Height = 56;
  Mass = 400;
  Flags = "mf_solid mf_shootable mf_float mf_nogravity mf_countkill";
}

Thing {
  ID = "BRUISER";
  Name = "Baron of Hell";
  DoomEd number = 3003;
  Spawn state = "BOSS_STND";
  See state = "BOSS_RUN1";
  Pain state = "BOSS_PAIN";
  Melee state = "BOSS_ATK1";
  Missile state = "BOSS_ATK1";
  Death state = "BOSS_DIE1";
  Xdeath state = "NULL";
  Raise state = "BOSS_RAISE1";
  See sound = "brssit";
  Attack sound = "None";
  Pain sound = "dmpain";
  Death sound = "brsdth";
  Active sound = "dmact";
  Reaction time = 8;
  Pain chance = 50;
  Spawn health = 1000;
  Speed = 8;
  Radius = 24;
  Height = 64;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "BRUISERSHOT";
  DoomEd number = -1;
  Spawn state = "BRBALL1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "BRBALLX1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "firsht";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "firxpl";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 15;
  Radius = 6;
  Height = 8;
  Mass = 100;
  Damage = 8;
  Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity";
}

Thing {
  ID = "KNIGHT";
  Name = "Hell Knight";
  DoomEd number = 69;
  Spawn state = "BOS2_STND";
  See state = "BOS2_RUN1";
  Pain state = "BOS2_PAIN";
  Melee state = "BOS2_ATK1";
  Missile state = "BOS2_ATK1";
  Death state = "BOS2_DIE1";
  Xdeath state = "NULL";
  Raise state = "BOS2_RAISE1";
  See sound = "kntsit";
  Attack sound = "None";
  Pain sound = "dmpain";
  Death sound = "kntdth";
  Active sound = "dmact";
  Reaction time = 8;
  Pain chance = 50;
  Spawn health = 500;
  Speed = 8;
  Radius = 24;
  Height = 64;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "SKULL";
  Name = "Lost Soul";
  DoomEd number = 3006;
  Spawn state = "SKULL_STND";
  See state = "SKULL_RUN1";
  Pain state = "SKULL_PAIN";
  Melee state = "NULL";
  Missile state = "SKULL_ATK1";
  Death state = "SKULL_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "sklatk";
  Pain sound = "dmpain";
  Death sound = "firxpl";
  Active sound = "dmact";
  Reaction time = 8;
  Pain chance = 256;
  Spawn health = 100;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 50;
  Damage = 3;
  Flags = "mf_solid mf_shootable mf_float mf_nogravity";
}

Thing {
  ID = "SPIDER";
  Name = "The Spider Mastermind";
  DoomEd number = 7;
  Spawn state = "SPID_STND";
  See state = "SPID_RUN1";
  Pain state = "SPID_PAIN";
  Melee state = "NULL";
  Missile state = "SPID_ATK1";
  Death state = "SPID_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "spisit";
  Attack sound = "shotgn";
  Pain sound = "dmpain";
  Death sound = "spidth";
  Active sound = "dmact";
  Reaction time = 8;
  Pain chance = 40;
  Spawn health = 3000;
  Speed = 12;
  Radius = 128;
  Height = 100;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "BABY";
  Name = "Arachnotron";
  DoomEd number = 68;
  Spawn state = "BSPI_STND";
  See state = "BSPI_SIGHT";
  Pain state = "BSPI_PAIN";
  Melee state = "NULL";
  Missile state = "BSPI_ATK1";
  Death state = "BSPI_DIE1";
  Xdeath state = "NULL";
  Raise state = "BSPI_RAISE1";
  See sound = "bspsit";
  Attack sound = "None";
  Pain sound = "dmpain";
  Death sound = "bspdth";
  Active sound = "bspact";
  Reaction time = 8;
  Pain chance = 128;
  Spawn health = 500;
  Speed = 12;
  Radius = 64;
  Height = 64;
  Mass = 600;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "CYBORG";
  Name = "Cyberdemon";
  DoomEd number = 16;
  Spawn state = "CYBER_STND";
  See state = "CYBER_RUN1";
  Pain state = "CYBER_PAIN";
  Melee state = "NULL";
  Missile state = "CYBER_ATK1";
  Death state = "CYBER_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "cybsit";
  Attack sound = "None";
  Pain sound = "dmpain";
  Death sound = "cybdth";
  Active sound = "dmact";
  Reaction time = 8;
  Pain chance = 20;
  Spawn health = 4000;
  Speed = 16;
  Radius = 40;
  Height = 110;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "PAIN";
  Name = "Pain Elemental";
  DoomEd number = 71;
  Spawn state = "PAIN_STND";
  See state = "PAIN_RUN1";
  Pain state = "PAIN_PAIN";
  Melee state = "NULL";
  Missile state = "PAIN_ATK1";
  Death state = "PAIN_DIE1";
  Xdeath state = "NULL";
  Raise state = "PAIN_RAISE1";
  See sound = "pesit";
  Attack sound = "None";
  Pain sound = "pepain";
  Death sound = "pedth";
  Active sound = "dmact";
  Reaction time = 8;
  Pain chance = 128;
  Spawn health = 400;
  Speed = 8;
  Radius = 31;
  Height = 56;
  Mass = 400;
  Flags = "mf_solid mf_shootable mf_float mf_nogravity mf_countkill";
}

Thing {
  ID = "WOLFSS";
  DoomEd number = 84;
  Spawn state = "SSWV_STND";
  See state = "SSWV_RUN1";
  Pain state = "SSWV_PAIN";
  Melee state = "NULL";
  Missile state = "SSWV_ATK1";
  Death state = "SSWV_DIE1";
  Xdeath state = "SSWV_XDIE1";
  Raise state = "SSWV_RAISE1";
  See sound = "sssit";
  Attack sound = "None";
  Pain sound = "popain";
  Death sound = "ssdth";
  Active sound = "posact";
  Reaction time = 8;
  Pain chance = 170;
  Spawn health = 50;
  Speed = 8;
  Radius = 20;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid mf_shootable mf_countkill";
}

Thing {
  ID = "KEEN";
  DoomEd number = 72;
  Spawn state = "KEENSTND";
  See state = "NULL";
  Pain state = "KEENPAIN";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "COMMKEEN";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "keenpn";
  Death sound = "keendt";
  Active sound = "None";
  Reaction time = 8;
  Pain chance = 256;
  Spawn health = 100;
  Radius = 16;
  Height = 72;
  Mass = 10000000;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_shootable mf_countkill";
}

Thing {
  ID = "BOSSBRAIN";
  DoomEd number = 88;
  Spawn state = "BRAIN";
  See state = "NULL";
  Pain state = "BRAIN_PAIN";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "BRAIN_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "bospn";
  Death sound = "bosdth";
  Active sound = "None";
  Reaction time = 8;
  Pain chance = 255;
  Spawn health = 250;
  Radius = 16;
  Height = 16;
  Mass = 10000000;
  Flags = "mf_solid mf_shootable";
}

Thing {
  ID = "BOSSSPIT";
  DoomEd number = 89;
  Spawn state = "BRAINEYE";
  See state = "BRAINEYESEE";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 32;
  Mass = 100;
  Flags = "mf_noblockmap mf_nosector";
}

Thing {
  ID = "BOSSTARGET";
  DoomEd number = 87;
  Spawn state = "NULL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 32;
  Mass = 100;
  Flags = "mf_noblockmap mf_nosector";
}

Thing {
  ID = "SPAWNSHOT";
  DoomEd number = -1;
  Spawn state = "SPAWN1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "bospit";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "firxpl";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 10;
  Radius = 6;
  Height = 32;
  Mass = 100;
  Damage = 3;
  Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity mf_noclip";
}

Thing {
  ID = "SPAWNFIRE";
  DoomEd number = -1;
  Spawn state = "SPAWNFIRE1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_noblockmap mf_nogravity";
}

Thing {
  ID = "BARREL";
  DoomEd number = 2035;
  Spawn state = "BAR1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "BEXP";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "barexp";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 20;
  Radius = 10;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid mf_shootable mf_noblood";
  Flags2 = "mf2_alwayslit";
}

Thing {
  ID = "TROOPSHOT";
  DoomEd number = -1;
  Spawn state = "TBALL1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "TBALLX1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "firsht";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "firxpl";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 10;
  Radius = 6;
  Height = 8;
  Mass = 100;
  Damage = 3;
  Flags = "mf_brightexplode mf_dropoff mf_missile mf_noblockmap mf_nogravity mf_brightshadow";
}

Thing {
  ID = "HEADSHOT";
  DoomEd number = -1;
  Spawn state = "RBALL1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "RBALLX1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "firsht";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "firxpl";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 10;
  Radius = 6;
  Height = 8;
  Mass = 100;
  Damage = 5;
  Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity";
}

Thing {
  ID = "ROCKET";
  DoomEd number = -1;
  Spawn state = "ROCKET";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "EXPLODE0";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "rlaunc";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "barexp";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 20;
  Radius = 11;
  Height = 8;
  Mass = 100;
  Damage = 20;
  Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity mf_brightexplode";
}

Thing {
  ID = "PLASMA";
  DoomEd number = -1;
  Spawn state = "PLASBALL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "PLASEXP";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "plasma";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "firxpl";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 25;
  Radius = 13;
  Height = 8;
  Mass = 100;
  Damage = 5;
  Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity mf_brightshadow";
}

Thing {
  ID = "BFG";
  DoomEd number = -1;
  Spawn state = "BFGSHOT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "BFGLAND";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "rxplod";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 25;
  Radius = 13;
  Height = 8;
  Mass = 100;
  Damage = 100;
  Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity mf_brightexplode mf_brightshadow";
}

Thing {
  ID = "ARACHPLAZ";
  DoomEd number = -1;
  Spawn state = "ARACH_PLAZ";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "ARACH_PLEX";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "plasma";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "firxpl";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 25;
  Radius = 13;
  Height = 8;
  Mass = 100;
  Damage = 5;
  Flags = "mf_noblockmap mf_missile mf_dropoff mf_nogravity";
}

Thing {
  ID = "PUFF";
  DoomEd number = -1;
  Spawn state = "PUFF1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 8;
  Height = 8;
  Mass = 100;
  Flags = "mf_noblockmap mf_nogravity mf_viewalign";
}

Thing {
  ID = "BLOOD";
  DoomEd number = -1;
  Spawn state = "BLOOD1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_noblockmap mf_viewalign";
}

Thing {
  ID = "TFOG";
  DoomEd number = -1;
  Spawn state = "TFOG";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_noblockmap mf_nogravity";
}

Thing {
  ID = "IFOG";
  DoomEd number = -1;
  Spawn state = "IFOG";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_noblockmap mf_nogravity";
}

Thing {
  ID = "TELEPORTMAN";
  DoomEd number = 14;
  Spawn state = "NULL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_noblockmap mf_nosector mf_local";
}

Thing {
  ID = "EXTRABFG";
  DoomEd number = -1;
  Spawn state = "BFGEXP";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_noblockmap mf_nogravity mf_brightshadow";
}

Thing {
  ID = "MISC0";
  DoomEd number = 2018;
  Spawn state = "ARM1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC1";
  DoomEd number = 2019;
  Spawn state = "ARM2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC2";
  DoomEd number = 2014;
  Spawn state = "BON1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_countitem";
}

Thing {
  ID = "MISC3";
  DoomEd number = 2015;
  Spawn state = "BON2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_countitem";
}

Thing {
  ID = "MISC4";
  DoomEd number = 5;
  Spawn state = "BKEY";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_notdmatch";
}

Thing {
  ID = "MISC5";
  DoomEd number = 13;
  Spawn state = "RKEY";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_notdmatch";
}

Thing {
  ID = "MISC6";
  DoomEd number = 6;
  Spawn state = "YKEY";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_notdmatch";
}

Thing {
  ID = "MISC7";
  DoomEd number = 39;
  Spawn state = "YSKULL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_notdmatch";
}

Thing {
  ID = "MISC8";
  DoomEd number = 38;
  Spawn state = "RSKULL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_notdmatch";
}

Thing {
  ID = "MISC9";
  DoomEd number = 40;
  Spawn state = "BSKULL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_notdmatch";
}

Thing {
  ID = "MISC10";
  DoomEd number = 2011;
  Spawn state = "STIM";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC11";
  DoomEd number = 2012;
  Spawn state = "MEDI";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC12";
  DoomEd number = 2013;
  Spawn state = "SOUL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_countitem";
}

Thing {
  ID = "INV";
  DoomEd number = 2022;
  Spawn state = "PINV";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_countitem";
}

Thing {
  ID = "MISC13";
  DoomEd number = 2023;
  Spawn state = "PSTR";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_countitem";
}

Thing {
  ID = "INS";
  DoomEd number = 2024;
  Spawn state = "PINS";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_countitem";
}

Thing {
  ID = "MISC14";
  DoomEd number = 2025;
  Spawn state = "SUIT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC15";
  DoomEd number = 2026;
  Spawn state = "PMAP";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_countitem";
}

Thing {
  ID = "MISC16";
  DoomEd number = 2045;
  Spawn state = "PVIS";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_countitem";
}

Thing {
  ID = "MEGA";
  DoomEd number = 83;
  Spawn state = "MEGA";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special mf_countitem";
}

Thing {
  ID = "CLIP";
  DoomEd number = 2007;
  Spawn state = "CLIP";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC17";
  DoomEd number = 2048;
  Spawn state = "AMMO";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC18";
  DoomEd number = 2010;
  Spawn state = "ROCK";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC19";
  DoomEd number = 2046;
  Spawn state = "BROK";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC20";
  DoomEd number = 2047;
  Spawn state = "CELL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC21";
  DoomEd number = 17;
  Spawn state = "CELP";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC22";
  DoomEd number = 2008;
  Spawn state = "SHEL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC23";
  DoomEd number = 2049;
  Spawn state = "SBOX";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC24";
  DoomEd number = 8;
  Spawn state = "BPAK";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC25";
  Name = "BFG 9000";
  DoomEd number = 2006;
  Spawn state = "BFUG";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "CHAINGUN";
  DoomEd number = 2002;
  Spawn state = "MGUN";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC26";
  DoomEd number = 2005;
  Spawn state = "CSAW";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC27";
  DoomEd number = 2003;
  Spawn state = "LAUN";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC28";
  DoomEd number = 2004;
  Spawn state = "PLAS";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "SHOTGUN";
  DoomEd number = 2001;
  Spawn state = "SHOT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "SUPERSHOTGUN";
  DoomEd number = 82;
  Spawn state = "SHOT2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

Thing {
  ID = "MISC29";
  DoomEd number = 85;
  Spawn state = "TECHLAMP";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 80;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC30";
  DoomEd number = 86;
  Spawn state = "TECH2LAMP";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 60;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC31";
  DoomEd number = 2028;
  Spawn state = "COLU";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 48;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC32";
  DoomEd number = 30;
  Spawn state = "TALLGRNCOL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 53;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC33";
  DoomEd number = 31;
  Spawn state = "SHRTGRNCOL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC34";
  DoomEd number = 32;
  Spawn state = "TALLREDCOL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 53;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC35";
  DoomEd number = 33;
  Spawn state = "SHRTREDCOL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC36";
  DoomEd number = 37;
  Spawn state = "SKULLCOL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC37";
  DoomEd number = 36;
  Spawn state = "HEARTCOL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC38";
  DoomEd number = 41;
  Spawn state = "EVILEYE";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 16;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC39";
  DoomEd number = 42;
  Spawn state = "FLOATSKULL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 35;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC40";
  DoomEd number = 43;
  Spawn state = "TORCHTREE";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 70;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC41";
  DoomEd number = 44;
  Spawn state = "BLUETORCH";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 60;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC42";
  DoomEd number = 45;
  Spawn state = "GREENTORCH";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 60;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC43";
  DoomEd number = 46;
  Spawn state = "REDTORCH";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 60;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC44";
  DoomEd number = 55;
  Spawn state = "BTORCHSHRT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC45";
  DoomEd number = 56;
  Spawn state = "GTORCHSHRT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC46";
  DoomEd number = 57;
  Spawn state = "RTORCHSHRT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC47";
  DoomEd number = 47;
  Spawn state = "STALAGTITE";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC48";
  DoomEd number = 48;
  Spawn state = "TECHPILLAR";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
# height was 128, actual height model height is 120 - which is too high
# The original sprite was 112 high so now set to 112 for compatibility reasons
  Height = 112;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC49";
  DoomEd number = 34;
  Spawn state = "CANDLESTIK";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_local";
}

Thing {
  ID = "MISC50";
  DoomEd number = 35;
  Spawn state = "CANDELABRA";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 60;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC51";
  DoomEd number = 49;
  Spawn state = "BLOODYTWITCH";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 67;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC52";
  DoomEd number = 50;
  Spawn state = "MEAT2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 83;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC53";
  DoomEd number = 51;
  Spawn state = "MEAT3";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 83;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC54";
  DoomEd number = 52;
  Spawn state = "MEAT4";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 67;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC55";
  DoomEd number = 53;
  Spawn state = "MEAT5";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 51;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC56";
  DoomEd number = 59;
  Spawn state = "MEAT2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 83;
  Mass = 100;
  Flags = "mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC57";
  DoomEd number = 60;
  Spawn state = "MEAT4";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 67;
  Mass = 100;
  Flags = "mf_spawnceiling mf_nogravity mf_local";
}


Thing {
  ID = "MISC58";
  DoomEd number = 61;
  Spawn state = "MEAT3";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 83;
  Mass = 100;
  Flags = "mf_spawnceiling mf_nogravity mf_local";
}


Thing {
  ID = "MISC59";
  DoomEd number = 62;
  Spawn state = "MEAT5";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 51;
  Mass = 100;
  Flags = "mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC60";
  DoomEd number = 63;
  Spawn state = "BLOODYTWITCH";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 67;
  Mass = 100;
  Flags = "mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC61";
  DoomEd number = 22;
  Spawn state = "HEAD_DIE6";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
}

Thing {
  ID = "MISC62";
  DoomEd number = 15;
  Spawn state = "PLAY_DIE7";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
}

Thing {
  ID = "MISC63";
  DoomEd number = 18;
  Spawn state = "POSS_DIE5";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
}

Thing {
  ID = "MISC64";
  DoomEd number = 21;
  Spawn state = "SARG_DIE6";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
}

Thing {
  ID = "MISC65";
  DoomEd number = 23;
  Spawn state = "SKULL_DIE6";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
}

Thing {
  ID = "MISC66";
  DoomEd number = 20;
  Spawn state = "TROO_DIE5";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
}

Thing {
  ID = "MISC67";
  DoomEd number = 19;
  Spawn state = "SPOS_DIE5";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
}

Thing {
  ID = "MISC68";
  DoomEd number = 10;
  Spawn state = "PLAY_XDIE9";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
}

Thing {
  ID = "MISC69";
  DoomEd number = 12;
  Spawn state = "PLAY_XDIE9";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
}

Thing {
  ID = "MISC70";
  DoomEd number = 28;
  Spawn state = "HEADSONSTICK";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 67;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC71";
  DoomEd number = 24;
  Spawn state = "GIBS";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
}

Thing {
  ID = "MISC72";
  DoomEd number = 27;
  Spawn state = "HEADONASTICK";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC73";
  DoomEd number = 29;
  Spawn state = "HEADCANDLES";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 43;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC74";
  DoomEd number = 25;
  Spawn state = "DEADSTICK";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 66;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC75";
  DoomEd number = 26;
  Spawn state = "LIVESTICK";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 66;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC76";
  DoomEd number = 54;
  Spawn state = "BIGTREE";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 124;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC77";
  DoomEd number = 70;
  Spawn state = "BBAR1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 10;
  Height = 30;
  Mass = 100;
  Flags = "mf_solid mf_local";
}

Thing {
  ID = "MISC78";
  DoomEd number = 73;
  Spawn state = "HANGNOGUTS";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 83;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC79";
  DoomEd number = 74;
  Spawn state = "HANGBNOBRAIN";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 83;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC80";
  DoomEd number = 75;
  Spawn state = "HANGTLOOKDN";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 59;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC81";
  DoomEd number = 76;
  Spawn state = "HANGTSKULL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 59;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC82";
  DoomEd number = 77;
  Spawn state = "HANGTLOOKUP";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 59;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC83";
  DoomEd number = 78;
  Spawn state = "HANGTNOBRAIN";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 59;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity mf_local";
}

Thing {
  ID = "MISC84";
  DoomEd number = 79;
  Spawn state = "COLONGIBS";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_noblockmap";
}

Thing {
  ID = "MISC85";
  DoomEd number = 80;
  Spawn state = "SMALLPOOL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_noblockmap";
}

Thing {
  ID = "MISC86";
  DoomEd number = 81;
  Spawn state = "BRAINSTEM";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_noblockmap";
}

Thing {
  ID = "LIGHTSOURCE";
  DoomEd number = 5000;
  Spawn state = "SMALL_WHITE_LIGHT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Radius = 16;
  Height = 16;
  Mass = 100;
  Flags = "mf_local mf_noblockmap mf_nogravity";
}

Thing {
  ID = "GRENADE";
  DoomEd number = -1;
  Spawn state = "GRENADE";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "DETONATE";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "grenad";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "barexp";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 10;
  Speed = 20;
  Radius = 8;
  Height = 8;
  Mass = 200;
  Damage = 128;
  Flags = "mf_dropoff mf_brightexplode";
}

Thing {
  ID = "PIPEBOMB";
  DoomEd number = -1;
  Spawn state = "PIPEBOMB";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "DETONATE";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "grenad";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "barexp";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 10;
  Speed = 20;
  Radius = 8;
  Height = 8;
  Mass = 200;
  Damage = 128;
  Flags = "mf_shootable mf_dropoff mf_brightexplode";
}

Thing {
  ID = "MINE";
  DoomEd number = 3007;
  Spawn state = "MINE";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "DETONATE";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "barexp";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 10;
  Speed = 20;
  Radius = 6;
  Height = 4;
  Mass = 200;
  Damage = 128;
  Flags = "mf_shootable mf_solid mf_brightexplode";
}

State {
  ID = "NULL";
  Sprite = "TROO";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "LIGHTDONE";
  Sprite = "SHTG";
  Frame = 4;
  Tics = 0;
  Action = "A_Light0";
  Next state = "NULL";
}

State {
  ID = "PUNCH";
  Sprite = "PUNG";
  Frame = 0;
  Tics = 1;
  Action = "A_WeaponReady";
  Next state = "PUNCH";
}

State {
  ID = "PUNCHDOWN";
  Sprite = "PUNG";
  Frame = 0;
  Tics = 1;
  Action = "A_Lower";
  Next state = "PUNCHDOWN";
}

State {
  ID = "PUNCHUP";
  Sprite = "PUNG";
  Frame = 0;
  Tics = 1;
  Action = "A_Raise";
  Next state = "PUNCHUP";
}

State {
  ID = "PUNCH1";
  Sprite = "PUNG";
  Frame = 1;
  Tics = 4;
  Next state = "PUNCH2";
}

State {
  ID = "PUNCH2";
  Sprite = "PUNG";
  Frame = 2;
  Tics = 4;
  Action = "A_Punch";
  Next state = "PUNCH3";
}

State {
  ID = "PUNCH3";
  Sprite = "PUNG";
  Frame = 3;
  Tics = 5;
  Next state = "PUNCH4";
}

State {
  ID = "PUNCH4";
  Sprite = "PUNG";
  Frame = 2;
  Tics = 4;
  Next state = "PUNCH5";
}

State {
  ID = "PUNCH5";
  Sprite = "PUNG";
  Frame = 1;
  Tics = 5;
  Action = "A_ReFire";
  Next state = "PUNCH";
}

State {
  ID = "PISTOL";
  Sprite = "PISG";
  Frame = 0;
  Tics = 1;
  Action = "A_WeaponReady";
  Next state = "PISTOL";
}

State {
  ID = "PISTOLDOWN";
  Sprite = "PISG";
  Frame = 0;
  Tics = 1;
  Action = "A_Lower";
  Next state = "PISTOLDOWN";
}

State {
  ID = "PISTOLUP";
  Sprite = "PISG";
  Frame = 0;
  Tics = 1;
  Action = "A_Raise";
  Next state = "PISTOLUP";
}

State {
  ID = "PISTOL1";
  Sprite = "PISG";
  Frame = 0;
  Tics = 4;
  Next state = "PISTOL2";
}

State {
  ID = "PISTOL2";
  Sprite = "PISG";
  Frame = 1;
  Tics = 6;
  Action = "A_FirePistol";
  Next state = "PISTOL3";
}

State {
  ID = "PISTOL3";
  Sprite = "PISG";
  Frame = 2;
  Tics = 4;
  Next state = "PISTOL4";
}

State {
  ID = "PISTOL4";
  Sprite = "PISG";
  Frame = 1;
  Tics = 5;
  Action = "A_ReFire";
  Next state = "PISTOL";
}

State {
  ID = "PISTOLFLASH";
  Sprite = "PISF";
  Frame = 32768;
  Tics = 7;
  Action = "A_Light1";
  Next state = "LIGHTDONE";
}

State {
  ID = "SGUN";
  Sprite = "SHTG";
  Frame = 0;
  Tics = 1;
  Action = "A_WeaponReady";
  Next state = "SGUN";
}

State {
  ID = "SGUNDOWN";
  Sprite = "SHTG";
  Frame = 0;
  Tics = 1;
  Action = "A_Lower";
  Next state = "SGUNDOWN";
}

State {
  ID = "SGUNUP";
  Sprite = "SHTG";
  Frame = 0;
  Tics = 1;
  Action = "A_Raise";
  Next state = "SGUNUP";
}

State {
  ID = "SGUN1";
  Sprite = "SHTG";
  Frame = 0;
  Tics = 3;
  Next state = "SGUN2";
}

State {
  ID = "SGUN2";
  Sprite = "SHTG";
  Frame = 0;
  Tics = 7;
  Action = "A_FireShotgun";
  Next state = "SGUN3";
}

State {
  ID = "SGUN3";
  Sprite = "SHTG";
  Frame = 1;
  Tics = 5;
  Next state = "SGUN4";
}

State {
  ID = "SGUN4";
  Sprite = "SHTG";
  Frame = 2;
  Tics = 5;
  Next state = "SGUN5";
}

State {
  ID = "SGUN5";
  Sprite = "SHTG";
  Frame = 3;
  Tics = 4;
  Next state = "SGUN6";
}

State {
  ID = "SGUN6";
  Sprite = "SHTG";
  Frame = 2;
  Tics = 5;
  Next state = "SGUN7";
}

State {
  ID = "SGUN7";
  Sprite = "SHTG";
  Frame = 1;
  Tics = 5;
  Next state = "SGUN8";
}

State {
  ID = "SGUN8";
  Sprite = "SHTG";
  Frame = 0;
  Tics = 3;
  Next state = "SGUN9";
}

State {
  ID = "SGUN9";
  Sprite = "SHTG";
  Frame = 0;
  Tics = 7;
  Action = "A_ReFire";
  Next state = "SGUN";
}

State {
  ID = "SGUNFLASH1";
  Sprite = "SHTF";
  Frame = 32768;
  Tics = 4;
  Action = "A_Light1";
  Next state = "SGUNFLASH2";
}

State {
  ID = "SGUNFLASH2";
  Sprite = "SHTF";
  Frame = 32769;
  Tics = 3;
  Action = "A_Light2";
  Next state = "LIGHTDONE";
}

State {
  ID = "DSGUN";
  Sprite = "SHT2";
  Frame = 0;
  Tics = 1;
  Action = "A_WeaponReady";
  Next state = "DSGUN";
}

State {
  ID = "DSGUNDOWN";
  Sprite = "SHT2";
  Frame = 0;
  Tics = 1;
  Action = "A_Lower";
  Next state = "DSGUNDOWN";
}

State {
  ID = "DSGUNUP";
  Sprite = "SHT2";
  Frame = 0;
  Tics = 1;
  Action = "A_Raise";
  Next state = "DSGUNUP";
}

State {
  ID = "DSGUN1";
  Sprite = "SHT2";
  Frame = 0;
  Tics = 3;
  Next state = "DSGUN2";
}

State {
  ID = "DSGUN2";
  Sprite = "SHT2";
  Frame = 0;
  Tics = 7;
  Action = "A_FireShotgun2";
  Next state = "DSGUN3";
}

State {
  ID = "DSGUN3";
  Sprite = "SHT2";
  Frame = 1;
  Tics = 7;
  Next state = "DSGUN4";
}

State {
  ID = "DSGUN4";
  Sprite = "SHT2";
  Frame = 2;
  Tics = 7;
  Action = "A_CheckReload";
  Next state = "DSGUN5";
}

State {
  ID = "DSGUN5";
  Sprite = "SHT2";
  Frame = 3;
  Tics = 7;
  Action = "A_OpenShotgun2";
  Next state = "DSGUN6";
}

State {
  ID = "DSGUN6";
  Sprite = "SHT2";
  Frame = 4;
  Tics = 7;
  Next state = "DSGUN7";
}

State {
  ID = "DSGUN7";
  Sprite = "SHT2";
  Frame = 5;
  Tics = 7;
  Action = "A_LoadShotgun2";
  Next state = "DSGUN8";
}

State {
  ID = "DSGUN8";
  Sprite = "SHT2";
  Frame = 6;
  Tics = 6;
  Next state = "DSGUN9";
}

State {
  ID = "DSGUN9";
  Sprite = "SHT2";
  Frame = 7;
  Tics = 6;
  Action = "A_CloseShotgun2";
  Next state = "DSGUN10";
}

State {
  ID = "DSGUN10";
  Sprite = "SHT2";
  Frame = 0;
  Tics = 5;
  Action = "A_ReFire";
  Next state = "DSGUN";
}

State {
  ID = "DSNR1";
  Sprite = "SHT2";
  Frame = 1;
  Tics = 7;
  Next state = "DSNR2";
}

State {
  ID = "DSNR2";
  Sprite = "SHT2";
  Frame = 0;
  Tics = 3;
  Next state = "DSGUNDOWN";
}

State {
  ID = "DSGUNFLASH1";
  Sprite = "SHT2";
  Frame = 32776;
  Tics = 5;
  Action = "A_Light1";
  Next state = "DSGUNFLASH2";
}

State {
  ID = "DSGUNFLASH2";
  Sprite = "SHT2";
  Frame = 32777;
  Tics = 3;
  Action = "A_Light2";
  Next state = "LIGHTDONE";
}

State {
  ID = "CHAIN";
  Sprite = "CHGG";
  Frame = 0;
  Tics = 1;
  Action = "A_WeaponReady";
  Next state = "CHAIN";
}

State {
  ID = "CHAINDOWN";
  Sprite = "CHGG";
  Frame = 0;
  Tics = 1;
  Action = "A_Lower";
  Next state = "CHAINDOWN";
}

State {
  ID = "CHAINUP";
  Sprite = "CHGG";
  Frame = 0;
  Tics = 1;
  Action = "A_Raise";
  Next state = "CHAINUP";
}

State {
  ID = "CHAIN1";
  Sprite = "CHGG";
  Frame = 0;
  Tics = 4;
  Action = "A_FireCGun";
  Next state = "CHAIN2";
}

State {
  ID = "CHAIN2";
  Sprite = "CHGG";
  Frame = 1;
  Tics = 4;
  Action = "A_FireCGun";
  Next state = "CHAIN3";
}

State {
  ID = "CHAIN3";
  Sprite = "CHGG";
  Frame = 1;
  Tics = 0;
  Action = "A_ReFire";
  Next state = "CHAIN";
}

State {
  ID = "CHAINFLASH1";
  Sprite = "CHGF";
  Frame = 32768;
  Tics = 5;
  Action = "A_Light1";
  Next state = "LIGHTDONE";
}

State {
  ID = "CHAINFLASH2";
  Sprite = "CHGF";
  Frame = 32769;
  Tics = 5;
  Action = "A_Light2";
  Next state = "LIGHTDONE";
}

State {
  ID = "MISSILE";
  Sprite = "MISG";
  Frame = 0;
  Tics = 1;
  Action = "A_WeaponReady";
  Next state = "MISSILE";
}

State {
  ID = "MISSILEDOWN";
  Sprite = "MISG";
  Frame = 0;
  Tics = 1;
  Action = "A_Lower";
  Next state = "MISSILEDOWN";
}

State {
  ID = "MISSILEUP";
  Sprite = "MISG";
  Frame = 0;
  Tics = 1;
  Action = "A_Raise";
  Next state = "MISSILEUP";
}

State {
  ID = "MISSILE1";
  Sprite = "MISG";
  Frame = 1;
  Tics = 8;
  Action = "A_GunFlash";
  Next state = "MISSILE2";
}

State {
  ID = "MISSILE2";
  Sprite = "MISG";
  Frame = 1;
  Tics = 12;
  Action = "A_FireMissile";
  Next state = "MISSILE3";
}

State {
  ID = "MISSILE3";
  Sprite = "MISG";
  Frame = 1;
  Tics = 0;
  Action = "A_ReFire";
  Next state = "MISSILE";
}

State {
  ID = "MISSILEFLASH1";
  Sprite = "MISF";
  Frame = 32768;
  Tics = 1; #3;
  Action = "A_Light1";
  Next state = "MISSILEFLASH2";
}

State {
  ID = "MISSILEFLASH2";
  Sprite = "MISF";
  Frame = 32769;
  Tics = 4;
  Next state = "MISSILEFLASH3";
}

State {
  ID = "MISSILEFLASH3";
  Sprite = "MISF";
  Frame = 32770;
  Tics = 4;
  Action = "A_Light2";
  Next state = "MISSILEFLASH4";
}

State {
  ID = "MISSILEFLASH4";
  Sprite = "MISF";
  Frame = 32771;
  Tics = 4;
  Action = "A_Light2";
  Next state = "LIGHTDONE";
}

State {
  ID = "SAW";
  Sprite = "SAWG";
  Frame = 2;
  Tics = 4;
  Action = "A_WeaponReady";
  Next state = "SAWB";
}

State {
  ID = "SAWB";
  Sprite = "SAWG";
  Frame = 3;
  Tics = 4;
  Action = "A_WeaponReady";
  Next state = "SAW";
}

State {
  ID = "SAWDOWN";
  Sprite = "SAWG";
  Frame = 2;
  Tics = 1;
  Action = "A_Lower";
  Next state = "SAWDOWN";
}

State {
  ID = "SAWUP";
  Sprite = "SAWG";
  Frame = 2;
  Tics = 1;
  Action = "A_Raise";
  Next state = "SAWUP";
}

State {
  ID = "SAW1";
  Sprite = "SAWG";
  Frame = 0;
  Tics = 4;
  Action = "A_Saw";
  Next state = "SAW2";
}

State {
  ID = "SAW2";
  Sprite = "SAWG";
  Frame = 1;
  Tics = 4;
  Action = "A_Saw";
  Next state = "SAW3";
}

State {
  ID = "SAW3";
  Sprite = "SAWG";
  Frame = 1;
  Tics = 0;
  Action = "A_ReFire";
  Next state = "SAW";
}

State {
  ID = "PLASMA";
  Sprite = "PLSG";
  Frame = 0;
  Tics = 1;
  Action = "A_WeaponReady";
  Next state = "PLASMA";
}

State {
  ID = "PLASMADOWN";
  Sprite = "PLSG";
  Frame = 0;
  Tics = 1;
  Action = "A_Lower";
  Next state = "PLASMADOWN";
}

State {
  ID = "PLASMAUP";
  Sprite = "PLSG";
  Frame = 0;
  Tics = 1;
  Action = "A_Raise";
  Next state = "PLASMAUP";
}

State {
  ID = "PLASMA1";
  Sprite = "PLSG";
  Frame = 0;
  Tics = 3;
  Action = "A_FirePlasma";
  Next state = "PLASMA2";
}

State {
  ID = "PLASMA2";
  Sprite = "PLSG";
  Frame = 1;
  Tics = 20;
  Action = "A_ReFire";
  Next state = "PLASMA";
}

State {
  ID = "PLASMAFLASH1";
  Sprite = "PLSF";
  Frame = 32768;
  Tics = 4;
  Action = "A_Light1";
  Next state = "LIGHTDONE";
}

State {
  ID = "PLASMAFLASH2";
  Sprite = "PLSF";
  Frame = 32769;
  Tics = 4;
  Action = "A_Light1";
  Next state = "LIGHTDONE";
}

State {
  ID = "BFG";
  Sprite = "BFGG";
  Frame = 0;
  Tics = 1;
  Action = "A_WeaponReady";
  Next state = "BFG";
}

State {
  ID = "BFGDOWN";
  Sprite = "BFGG";
  Frame = 0;
  Tics = 1;
  Action = "A_Lower";
  Next state = "BFGDOWN";
}

State {
  ID = "BFGUP";
  Sprite = "BFGG";
  Frame = 0;
  Tics = 1;
  Action = "A_Raise";
  Next state = "BFGUP";
}

State {
  ID = "BFG1";
  Sprite = "BFGG";
  Frame = 0;
  Tics = 20;
  Action = "A_BFGsound";
  Next state = "BFG2";
}

State {
  ID = "BFG2";
  Sprite = "BFGG";
  Frame = 1;
  Tics = 10;
  Action = "A_GunFlash";
  Next state = "BFG3";
}

State {
  ID = "BFG3";
  Sprite = "BFGG";
  Frame = 1;
  Tics = 10;
  Action = "A_FireBFG";
  Next state = "BFG4";
}

State {
  ID = "BFG4";
  Sprite = "BFGG";
  Frame = 1;
  Tics = 20;
  Action = "A_ReFire";
  Next state = "BFG";
}

State {
  ID = "BFGFLASH1";
  Sprite = "BFGF";
  Frame = 32768;
  Tics = 11;
  Action = "A_Light1";
  Next state = "BFGFLASH2";
}

State {
  ID = "BFGFLASH2";
  Sprite = "BFGF";
  Frame = 32769;
  Tics = 6;
  Action = "A_Light2";
  Next state = "LIGHTDONE";
}

State {
  ID = "BLOOD1";
  Sprite = "BLUD";
  Frame = 2;
  Tics = 8;
  Next state = "BLOOD2";
}

State {
  ID = "BLOOD2";
  Sprite = "BLUD";
  Frame = 1;
  Tics = 8;
  Next state = "BLOOD3";
}

State {
  ID = "BLOOD3";
  Sprite = "BLUD";
  Frame = 0;
  Tics = 8;
  Next state = "NULL";
}

State {
  ID = "PUFF1";
  Sprite = "PUFF";
  Frame = 32768;
  Tics = 4;
  Next state = "PUFF2";
}

State {
  ID = "PUFF2";
  Sprite = "PUFF";
  Frame = 1;
  Tics = 4;
  Next state = "PUFF3";
}

State {
  ID = "PUFF3";
  Sprite = "PUFF";
  Frame = 2;
  Tics = 4;
  Next state = "PUFF4";
}

State {
  ID = "PUFF4";
  Sprite = "PUFF";
  Frame = 3;
  Tics = 4;
  Next state = "NULL";
}

State {
  ID = "TBALL1";
  Sprite = "BAL1";
  Frame = 32768;
  Tics = 4;
  Next state = "TBALL2";
}

State {
  ID = "TBALL2";
  Sprite = "BAL1";
  Frame = 32769;
  Tics = 4;
  Next state = "TBALL1";
}

State {
  ID = "TBALLX1";
  Sprite = "BAL1";
  Frame = 32770;
  Tics = 6;
  Next state = "TBALLX2";
}

State {
  ID = "TBALLX2";
  Sprite = "BAL1";
  Frame = 32771;
  Tics = 6;
  Next state = "TBALLX3";
}

State {
  ID = "TBALLX3";
  Sprite = "BAL1";
  Frame = 32772;
  Tics = 6;
  Next state = "NULL";
}

State {
  ID = "RBALL1";
  Sprite = "BAL2";
  Frame = 32768;
  Tics = 4;
  Next state = "RBALL2";
}

State {
  ID = "RBALL2";
  Sprite = "BAL2";
  Frame = 32769;
  Tics = 4;
  Next state = "RBALL1";
}

State {
  ID = "RBALLX1";
  Sprite = "BAL2";
  Frame = 32770;
  Tics = 6;
  Next state = "RBALLX2";
}

State {
  ID = "RBALLX2";
  Sprite = "BAL2";
  Frame = 32771;
  Tics = 6;
  Next state = "RBALLX3";
}

State {
  ID = "RBALLX3";
  Sprite = "BAL2";
  Frame = 32772;
  Tics = 6;
  Next state = "NULL";
}

State {
  ID = "PLASBALL";
  Sprite = "PLSS";
  Frame = 32768;
  Tics = 6;
  Next state = "PLASBALL2";
}

State {
  ID = "PLASBALL2";
  Sprite = "PLSS";
  Frame = 32769;
  Tics = 6;
  Next state = "PLASBALL";
}

State {
  ID = "PLASEXP";
  Sprite = "PLSE";
  Frame = 32768;
  Tics = 4;
  Next state = "PLASEXP2";
}

State {
  ID = "PLASEXP2";
  Sprite = "PLSE";
  Frame = 32769;
  Tics = 4;
  Next state = "PLASEXP3";
}

State {
  ID = "PLASEXP3";
  Sprite = "PLSE";
  Frame = 32770;
  Tics = 4;
  Next state = "PLASEXP4";
}

State {
  ID = "PLASEXP4";
  Sprite = "PLSE";
  Frame = 32771;
  Tics = 4;
  Next state = "PLASEXP5";
}

State {
  ID = "PLASEXP5";
  Sprite = "PLSE";
  Frame = 32772;
  Tics = 4;
  Next state = "NULL";
}

State {
  ID = "ROCKET";
  Sprite = "MISL";
  Frame = 32768;
  Tics = 1;
  Next state = "ROCKET";
}

State {
  ID = "BFGSHOT";
  Sprite = "BFS1";
  Frame = 32768;
  Tics = 4;
  Next state = "BFGSHOT2";
}

State {
  ID = "BFGSHOT2";
  Sprite = "BFS1";
  Frame = 32769;
  Tics = 4;
  Next state = "BFGSHOT";
}

State {
  ID = "BFGLAND";
  Sprite = "BFE1";
  Frame = 32768;
  Tics = 8;
  Next state = "BFGLAND2";
}

State {
  ID = "BFGLAND2";
  Sprite = "BFE1";
  Frame = 32769;
  Tics = 8;
  Next state = "BFGLAND3";
}

State {
  ID = "BFGLAND3";
  Sprite = "BFE1";
  Frame = 32770;
  Tics = 8;
  Action = "A_BFGSpray";
  Next state = "BFGLAND4";
}

State {
  ID = "BFGLAND4";
  Sprite = "BFE1";
  Frame = 32771;
  Tics = 8;
  Next state = "BFGLAND5";
}

State {
  ID = "BFGLAND5";
  Sprite = "BFE1";
  Frame = 32772;
  Tics = 8;
  Next state = "BFGLAND6";
}

State {
  ID = "BFGLAND6";
  Sprite = "BFE1";
  Frame = 32773;
  Tics = 8;
  Next state = "NULL";
}

State {
  ID = "BFGEXP";
  Sprite = "BFE2";
  Frame = 32768;
  Tics = 8;
  Next state = "BFGEXP2";
}

State {
  ID = "BFGEXP2";
  Sprite = "BFE2";
  Frame = 32769;
  Tics = 8;
  Next state = "BFGEXP3";
}

State {
  ID = "BFGEXP3";
  Sprite = "BFE2";
  Frame = 32770;
  Tics = 8;
  Next state = "BFGEXP4";
}

State {
  ID = "BFGEXP4";
  Sprite = "BFE2";
  Frame = 32771;
  Tics = 8;
  Next state = "NULL";
}

State {
  ID = "EXPLODE1";
  Sprite = "MISL";
  Frame = 32769;
  Tics = 8;
  Action = "A_Explode";
  Next state = "EXPLODE2";
}

State {
  ID = "EXPLODE2";
  Sprite = "MISL";
  Frame = 32770;
  Tics = 6;
  Next state = "EXPLODE3";
}

State {
  ID = "EXPLODE3";
  Sprite = "MISL";
  Frame = 32771;
  Tics = 4;
  Next state = "NULL";
}

State {
  ID = "TFOG";
  Sprite = "TFOG";
  Frame = 32768;
  Tics = 6;
  Next state = "TFOG01";
}

State {
  ID = "TFOG01";
  Sprite = "TFOG";
  Frame = 32769;
  Tics = 6;
  Next state = "TFOG02";
}

State {
  ID = "TFOG02";
  Sprite = "TFOG";
  Frame = 32768;
  Tics = 6;
  Next state = "TFOG2";
}

State {
  ID = "TFOG2";
  Sprite = "TFOG";
  Frame = 32769;
  Tics = 6;
  Next state = "TFOG3";
}

State {
  ID = "TFOG3";
  Sprite = "TFOG";
  Frame = 32770;
  Tics = 6;
  Next state = "TFOG4";
}

State {
  ID = "TFOG4";
  Sprite = "TFOG";
  Frame = 32771;
  Tics = 6;
  Next state = "TFOG5";
}

State {
  ID = "TFOG5";
  Sprite = "TFOG";
  Frame = 32772;
  Tics = 6;
  Next state = "TFOG6";
}

State {
  ID = "TFOG6";
  Sprite = "TFOG";
  Frame = 32773;
  Tics = 6;
  Next state = "TFOG7";
}

State {
  ID = "TFOG7";
  Sprite = "TFOG";
  Frame = 32774;
  Tics = 6;
  Next state = "TFOG8";
}

State {
  ID = "TFOG8";
  Sprite = "TFOG";
  Frame = 32775;
  Tics = 6;
  Next state = "TFOG9";
}

State {
  ID = "TFOG9";
  Sprite = "TFOG";
  Frame = 32776;
  Tics = 6;
  Next state = "TFOG10";
}

State {
  ID = "TFOG10";
  Sprite = "TFOG";
  Frame = 32777;
  Tics = 6;
  Next state = "NULL";
}

State {
  ID = "IFOG";
  Sprite = "IFOG";
  Frame = 32768;
  Tics = 6;
  Next state = "IFOG01";
}

State {
  ID = "IFOG01";
  Sprite = "IFOG";
  Frame = 32769;
  Tics = 6;
  Next state = "IFOG02";
}

State {
  ID = "IFOG02";
  Sprite = "IFOG";
  Frame = 32768;
  Tics = 6;
  Next state = "IFOG2";
}

State {
  ID = "IFOG2";
  Sprite = "IFOG";
  Frame = 32769;
  Tics = 6;
  Next state = "IFOG3";
}

State {
  ID = "IFOG3";
  Sprite = "IFOG";
  Frame = 32770;
  Tics = 6;
  Next state = "IFOG4";
}

State {
  ID = "IFOG4";
  Sprite = "IFOG";
  Frame = 32771;
  Tics = 6;
  Next state = "IFOG5";
}

State {
  ID = "IFOG5";
  Sprite = "IFOG";
  Frame = 32772;
  Tics = 6;
  Next state = "NULL";
}

State {
  ID = "PLAY";
  Sprite = "PLAY";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "PLAY_RUN1";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 4;
  Next state = "PLAY_RUN2";
}

State {
  ID = "PLAY_RUN2";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 4;
  Next state = "PLAY_RUN3";
}

State {
  ID = "PLAY_RUN3";
  Sprite = "PLAY";
  Frame = 2;
  Tics = 4;
  Next state = "PLAY_RUN4";
}

State {
  ID = "PLAY_RUN4";
  Sprite = "PLAY";
  Frame = 3;
  Tics = 4;
  Next state = "PLAY_RUN1";
}

State {
  ID = "PLAY_ATK1";
  Sprite = "PLAY";
  Frame = 4;
  Tics = 12;
  Next state = "PLAY";
}

State {
  ID = "PLAY_ATK2";
  Sprite = "PLAY";
  Frame = 32773;
  Tics = 6;
  Next state = "PLAY_ATK1";
}

State {
  ID = "PLAY_PAIN";
  Sprite = "PLAY";
  Frame = 6;
  Tics = 4;
  Next state = "PLAY_PAIN2";
}

State {
  ID = "PLAY_PAIN2";
  Sprite = "PLAY";
  Frame = 6;
  Tics = 4;
  Action = "A_Pain";
  Next state = "PLAY";
}

State {
  ID = "PLAY_DIE1";
  Sprite = "PLAY";
  Frame = 7;
  Tics = 10;
  Next state = "PLAY_DIE2";
}

State {
  ID = "PLAY_DIE2";
  Sprite = "PLAY";
  Frame = 8;
  Tics = 10;
  Action = "A_PlayerScream";
  Next state = "PLAY_DIE3";
}

State {
  ID = "PLAY_DIE3";
  Sprite = "PLAY";
  Frame = 9;
  Tics = 10;
  Action = "A_Fall";
  Next state = "PLAY_DIE4";
}

State {
  ID = "PLAY_DIE4";
  Sprite = "PLAY";
  Frame = 10;
  Tics = 10;
  Next state = "PLAY_DIE5";
}

State {
  ID = "PLAY_DIE5";
  Sprite = "PLAY";
  Frame = 11;
  Tics = 10;
  Next state = "PLAY_DIE6";
}

State {
  ID = "PLAY_DIE6";
  Sprite = "PLAY";
  Frame = 12;
  Tics = 10;
  Next state = "PLAY_DIE7";
}

State {
  ID = "PLAY_DIE7";
  Sprite = "PLAY";
  Frame = 13;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "PLAY_XDIE1";
  Sprite = "PLAY";
  Frame = 14;
  Tics = 5;
  Next state = "PLAY_XDIE2";
}

State {
  ID = "PLAY_XDIE2";
  Sprite = "PLAY";
  Frame = 15;
  Tics = 5;
  Action = "A_XScream";
  Next state = "PLAY_XDIE3";
}

State {
  ID = "PLAY_XDIE3";
  Sprite = "PLAY";
  Frame = 16;
  Tics = 5;
  Action = "A_Fall";
  Next state = "PLAY_XDIE4";
}

State {
  ID = "PLAY_XDIE4";
  Sprite = "PLAY";
  Frame = 17;
  Tics = 5;
  Next state = "PLAY_XDIE5";
}

State {
  ID = "PLAY_XDIE5";
  Sprite = "PLAY";
  Frame = 18;
  Tics = 5;
  Next state = "PLAY_XDIE6";
}

State {
  ID = "PLAY_XDIE6";
  Sprite = "PLAY";
  Frame = 19;
  Tics = 5;
  Next state = "PLAY_XDIE7";
}

State {
  ID = "PLAY_XDIE7";
  Sprite = "PLAY";
  Frame = 20;
  Tics = 5;
  Next state = "PLAY_XDIE8";
}

State {
  ID = "PLAY_XDIE8";
  Sprite = "PLAY";
  Frame = 21;
  Tics = 5;
  Next state = "PLAY_XDIE9";
}

State {
  ID = "PLAY_XDIE9";
  Sprite = "PLAY";
  Frame = 22;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "POSS_STND";
  Sprite = "POSS";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "POSS_STND2";
}

State {
  ID = "POSS_STND2";
  Sprite = "POSS";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "POSS_STND";
}

State {
  ID = "POSS_RUN1";
  Sprite = "POSS";
  Frame = 0;
  Tics = 4;
  Action = "A_Chase";
  Next state = "POSS_RUN2";
}

State {
  ID = "POSS_RUN2";
  Sprite = "POSS";
  Frame = 0;
  Tics = 4;
  Action = "A_Chase";
  Next state = "POSS_RUN3";
}

State {
  ID = "POSS_RUN3";
  Sprite = "POSS";
  Frame = 1;
  Tics = 4;
  Action = "A_Chase";
  Next state = "POSS_RUN4";
}

State {
  ID = "POSS_RUN4";
  Sprite = "POSS";
  Frame = 1;
  Tics = 4;
  Action = "A_Chase";
  Next state = "POSS_RUN5";
}

State {
  ID = "POSS_RUN5";
  Sprite = "POSS";
  Frame = 2;
  Tics = 4;
  Action = "A_Chase";
  Next state = "POSS_RUN6";
}

State {
  ID = "POSS_RUN6";
  Sprite = "POSS";
  Frame = 2;
  Tics = 4;
  Action = "A_Chase";
  Next state = "POSS_RUN7";
}

State {
  ID = "POSS_RUN7";
  Sprite = "POSS";
  Frame = 3;
  Tics = 4;
  Action = "A_Chase";
  Next state = "POSS_RUN8";
}

State {
  ID = "POSS_RUN8";
  Sprite = "POSS";
  Frame = 3;
  Tics = 4;
  Action = "A_Chase";
  Next state = "POSS_RUN1";
}

State {
  ID = "POSS_ATK1";
  Sprite = "POSS";
  Frame = 4;
  Tics = 10;
  Action = "A_FaceTarget";
  Next state = "POSS_ATK2";
}

State {
  ID = "POSS_ATK2";
  Sprite = "POSS";
  Frame = 32773;
  Tics = 8;
  Action = "A_PosAttack";
  Next state = "POSS_ATK3";
}

State {
  ID = "POSS_ATK3";
  Sprite = "POSS";
  Frame = 4;
  Tics = 8;
  Next state = "POSS_RUN1";
}

State {
  ID = "POSS_PAIN";
  Sprite = "POSS";
  Frame = 6;
  Tics = 3;
  Next state = "POSS_PAIN2";
}

State {
  ID = "POSS_PAIN2";
  Sprite = "POSS";
  Frame = 6;
  Tics = 3;
  Action = "A_Pain";
  Next state = "POSS_RUN1";
}

State {
  ID = "POSS_DIE1";
  Sprite = "POSS";
  Frame = 7;
  Tics = 5;
  Next state = "POSS_DIE2";
}

State {
  ID = "POSS_DIE2";
  Sprite = "POSS";
  Frame = 8;
  Tics = 5;
  Action = "A_Scream";
  Next state = "POSS_DIE3";
}

State {
  ID = "POSS_DIE3";
  Sprite = "POSS";
  Frame = 9;
  Tics = 5;
  Action = "A_Fall";
  Next state = "POSS_DIE4";
}

State {
  ID = "POSS_DIE4";
  Sprite = "POSS";
  Frame = 10;
  Tics = 5;
  Next state = "POSS_DIE5";
}

State {
  ID = "POSS_DIE5";
  Sprite = "POSS";
  Frame = 11;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "POSS_XDIE1";
  Sprite = "POSS";
  Frame = 12;
  Tics = 5;
  Next state = "POSS_XDIE2";
}

State {
  ID = "POSS_XDIE2";
  Sprite = "POSS";
  Frame = 13;
  Tics = 5;
  Action = "A_XScream";
  Next state = "POSS_XDIE3";
}

State {
  ID = "POSS_XDIE3";
  Sprite = "POSS";
  Frame = 14;
  Tics = 5;
  Action = "A_Fall";
  Next state = "POSS_XDIE4";
}

State {
  ID = "POSS_XDIE4";
  Sprite = "POSS";
  Frame = 15;
  Tics = 5;
  Next state = "POSS_XDIE5";
}

State {
  ID = "POSS_XDIE5";
  Sprite = "POSS";
  Frame = 16;
  Tics = 5;
  Next state = "POSS_XDIE6";
}

State {
  ID = "POSS_XDIE6";
  Sprite = "POSS";
  Frame = 17;
  Tics = 5;
  Next state = "POSS_XDIE7";
}

State {
  ID = "POSS_XDIE7";
  Sprite = "POSS";
  Frame = 18;
  Tics = 5;
  Next state = "POSS_XDIE8";
}

State {
  ID = "POSS_XDIE8";
  Sprite = "POSS";
  Frame = 19;
  Tics = 5;
  Next state = "POSS_XDIE9";
}

State {
  ID = "POSS_XDIE9";
  Sprite = "POSS";
  Frame = 20;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "POSS_RAISE1";
  Sprite = "POSS";
  Frame = 10;
  Tics = 5;
  Next state = "POSS_RAISE2";
}

State {
  ID = "POSS_RAISE2";
  Sprite = "POSS";
  Frame = 9;
  Tics = 5;
  Next state = "POSS_RAISE3";
}

State {
  ID = "POSS_RAISE3";
  Sprite = "POSS";
  Frame = 8;
  Tics = 5;
  Next state = "POSS_RAISE4";
}

State {
  ID = "POSS_RAISE4";
  Sprite = "POSS";
  Frame = 7;
  Tics = 5;
  Next state = "POSS_RUN1";
}

State {
  ID = "SPOS_STND";
  Sprite = "SPOS";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "SPOS_STND2";
}

State {
  ID = "SPOS_STND2";
  Sprite = "SPOS";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "SPOS_STND";
}

State {
  ID = "SPOS_RUN1";
  Sprite = "SPOS";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPOS_RUN2";
}

State {
  ID = "SPOS_RUN2";
  Sprite = "SPOS";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPOS_RUN3";
}

State {
  ID = "SPOS_RUN3";
  Sprite = "SPOS";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPOS_RUN4";
}

State {
  ID = "SPOS_RUN4";
  Sprite = "SPOS";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPOS_RUN5";
}

State {
  ID = "SPOS_RUN5";
  Sprite = "SPOS";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPOS_RUN6";
}

State {
  ID = "SPOS_RUN6";
  Sprite = "SPOS";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPOS_RUN7";
}

State {
  ID = "SPOS_RUN7";
  Sprite = "SPOS";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPOS_RUN8";
}

State {
  ID = "SPOS_RUN8";
  Sprite = "SPOS";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPOS_RUN1";
}

State {
  ID = "SPOS_ATK1";
  Sprite = "SPOS";
  Frame = 4;
  Tics = 10;
  Action = "A_FaceTarget";
  Next state = "SPOS_ATK2";
}

State {
  ID = "SPOS_ATK2";
  Sprite = "SPOS";
  Frame = 32773;
  Tics = 10;
  Action = "A_SPosAttack";
  Next state = "SPOS_ATK3";
}

State {
  ID = "SPOS_ATK3";
  Sprite = "SPOS";
  Frame = 4;
  Tics = 10;
  Next state = "SPOS_RUN1";
}

State {
  ID = "SPOS_PAIN";
  Sprite = "SPOS";
  Frame = 6;
  Tics = 3;
  Next state = "SPOS_PAIN2";
}

State {
  ID = "SPOS_PAIN2";
  Sprite = "SPOS";
  Frame = 6;
  Tics = 3;
  Action = "A_Pain";
  Next state = "SPOS_RUN1";
}

State {
  ID = "SPOS_DIE1";
  Sprite = "SPOS";
  Frame = 7;
  Tics = 5;
  Next state = "SPOS_DIE2";
}

State {
  ID = "SPOS_DIE2";
  Sprite = "SPOS";
  Frame = 8;
  Tics = 5;
  Action = "A_Scream";
  Next state = "SPOS_DIE3";
}

State {
  ID = "SPOS_DIE3";
  Sprite = "SPOS";
  Frame = 9;
  Tics = 5;
  Action = "A_Fall";
  Next state = "SPOS_DIE4";
}

State {
  ID = "SPOS_DIE4";
  Sprite = "SPOS";
  Frame = 10;
  Tics = 5;
  Next state = "SPOS_DIE5";
}

State {
  ID = "SPOS_DIE5";
  Sprite = "SPOS";
  Frame = 11;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SPOS_XDIE1";
  Sprite = "SPOS";
  Frame = 12;
  Tics = 5;
  Next state = "SPOS_XDIE2";
}

State {
  ID = "SPOS_XDIE2";
  Sprite = "SPOS";
  Frame = 13;
  Tics = 5;
  Action = "A_XScream";
  Next state = "SPOS_XDIE3";
}

State {
  ID = "SPOS_XDIE3";
  Sprite = "SPOS";
  Frame = 14;
  Tics = 5;
  Action = "A_Fall";
  Next state = "SPOS_XDIE4";
}

State {
  ID = "SPOS_XDIE4";
  Sprite = "SPOS";
  Frame = 15;
  Tics = 5;
  Next state = "SPOS_XDIE5";
}

State {
  ID = "SPOS_XDIE5";
  Sprite = "SPOS";
  Frame = 16;
  Tics = 5;
  Next state = "SPOS_XDIE6";
}

State {
  ID = "SPOS_XDIE6";
  Sprite = "SPOS";
  Frame = 17;
  Tics = 5;
  Next state = "SPOS_XDIE7";
}

State {
  ID = "SPOS_XDIE7";
  Sprite = "SPOS";
  Frame = 18;
  Tics = 5;
  Next state = "SPOS_XDIE8";
}

State {
  ID = "SPOS_XDIE8";
  Sprite = "SPOS";
  Frame = 19;
  Tics = 5;
  Next state = "SPOS_XDIE9";
}

State {
  ID = "SPOS_XDIE9";
  Sprite = "SPOS";
  Frame = 20;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SPOS_RAISE1";
  Sprite = "SPOS";
  Frame = 11;
  Tics = 5;
  Next state = "SPOS_RAISE2";
}

State {
  ID = "SPOS_RAISE2";
  Sprite = "SPOS";
  Frame = 10;
  Tics = 5;
  Next state = "SPOS_RAISE3";
}

State {
  ID = "SPOS_RAISE3";
  Sprite = "SPOS";
  Frame = 9;
  Tics = 5;
  Next state = "SPOS_RAISE4";
}

State {
  ID = "SPOS_RAISE4";
  Sprite = "SPOS";
  Frame = 8;
  Tics = 5;
  Next state = "SPOS_RAISE5";
}

State {
  ID = "SPOS_RAISE5";
  Sprite = "SPOS";
  Frame = 7;
  Tics = 5;
  Next state = "SPOS_RUN1";
}

State {
  ID = "VILE_STND";
  Sprite = "VILE";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "VILE_STND2";
}

State {
  ID = "VILE_STND2";
  Sprite = "VILE";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "VILE_STND";
}

State {
  ID = "VILE_RUN1";
  Sprite = "VILE";
  Frame = 0;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN2";
}

State {
  ID = "VILE_RUN2";
  Sprite = "VILE";
  Frame = 0;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN3";
}

State {
  ID = "VILE_RUN3";
  Sprite = "VILE";
  Frame = 1;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN4";
}

State {
  ID = "VILE_RUN4";
  Sprite = "VILE";
  Frame = 1;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN5";
}

State {
  ID = "VILE_RUN5";
  Sprite = "VILE";
  Frame = 2;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN6";
}

State {
  ID = "VILE_RUN6";
  Sprite = "VILE";
  Frame = 2;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN7";
}

State {
  ID = "VILE_RUN7";
  Sprite = "VILE";
  Frame = 3;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN8";
}

State {
  ID = "VILE_RUN8";
  Sprite = "VILE";
  Frame = 3;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN9";
}

State {
  ID = "VILE_RUN9";
  Sprite = "VILE";
  Frame = 4;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN10";
}

State {
  ID = "VILE_RUN10";
  Sprite = "VILE";
  Frame = 4;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN11";
}

State {
  ID = "VILE_RUN11";
  Sprite = "VILE";
  Frame = 5;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN12";
}

State {
  ID = "VILE_RUN12";
  Sprite = "VILE";
  Frame = 5;
  Tics = 2;
  Action = "A_VileChase";
  Next state = "VILE_RUN1";
}

State {
  ID = "VILE_ATK1";
  Sprite = "VILE";
  Frame = 32774;
  Tics = 0;
  Action = "A_VileStart";
  Next state = "VILE_ATK2";
}

State {
  ID = "VILE_ATK2";
  Sprite = "VILE";
  Frame = 32774;
  Tics = 10;
  Action = "A_FaceTarget";
  Next state = "VILE_ATK3";
}

State {
  ID = "VILE_ATK3";
  Sprite = "VILE";
  Frame = 32775;
  Tics = 8;
  Action = "A_VileTarget";
  Next state = "VILE_ATK4";
}

State {
  ID = "VILE_ATK4";
  Sprite = "VILE";
  Frame = 32776;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "VILE_ATK5";
}

State {
  ID = "VILE_ATK5";
  Sprite = "VILE";
  Frame = 32777;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "VILE_ATK6";
}

State {
  ID = "VILE_ATK6";
  Sprite = "VILE";
  Frame = 32778;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "VILE_ATK7";
}

State {
  ID = "VILE_ATK7";
  Sprite = "VILE";
  Frame = 32779;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "VILE_ATK8";
}

State {
  ID = "VILE_ATK8";
  Sprite = "VILE";
  Frame = 32780;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "VILE_ATK9";
}

State {
  ID = "VILE_ATK9";
  Sprite = "VILE";
  Frame = 32781;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "VILE_ATK10";
}

State {
  ID = "VILE_ATK10";
  Sprite = "VILE";
  Frame = 32782;
  Tics = 8;
  Action = "A_VileAttack";
  Next state = "VILE_ATK11";
}

State {
  ID = "VILE_ATK11";
  Sprite = "VILE";
  Frame = 32783;
  Tics = 20;
  Next state = "VILE_RUN1";
}

State {
  ID = "VILE_HEAL1";
  Sprite = "VILE";
  Frame = 32794;
  Tics = 10;
  Next state = "VILE_HEAL2";
}

State {
  ID = "VILE_HEAL2";
  Sprite = "VILE";
  Frame = 32795;
  Tics = 10;
  Next state = "VILE_HEAL3";
}

State {
  ID = "VILE_HEAL3";
  Sprite = "VILE";
  Frame = 32796;
  Tics = 10;
  Next state = "VILE_RUN1";
}

State {
  ID = "VILE_PAIN";
  Sprite = "VILE";
  Frame = 16;
  Tics = 5;
  Next state = "VILE_PAIN2";
}

State {
  ID = "VILE_PAIN2";
  Sprite = "VILE";
  Frame = 16;
  Tics = 5;
  Action = "A_Pain";
  Next state = "VILE_RUN1";
}

State {
  ID = "VILE_DIE1";
  Sprite = "VILE";
  Frame = 16;
  Tics = 7;
  Next state = "VILE_DIE2";
}

State {
  ID = "VILE_DIE2";
  Sprite = "VILE";
  Frame = 17;
  Tics = 7;
  Action = "A_Scream";
  Next state = "VILE_DIE3";
}

State {
  ID = "VILE_DIE3";
  Sprite = "VILE";
  Frame = 18;
  Tics = 7;
  Action = "A_Fall";
  Next state = "VILE_DIE4";
}

State {
  ID = "VILE_DIE4";
  Sprite = "VILE";
  Frame = 19;
  Tics = 7;
  Next state = "VILE_DIE5";
}

State {
  ID = "VILE_DIE5";
  Sprite = "VILE";
  Frame = 20;
  Tics = 7;
  Next state = "VILE_DIE6";
}

State {
  ID = "VILE_DIE6";
  Sprite = "VILE";
  Frame = 21;
  Tics = 7;
  Next state = "VILE_DIE7";
}

State {
  ID = "VILE_DIE7";
  Sprite = "VILE";
  Frame = 22;
  Tics = 7;
  Next state = "VILE_DIE8";
}

State {
  ID = "VILE_DIE8";
  Sprite = "VILE";
  Frame = 23;
  Tics = 5;
  Next state = "VILE_DIE9";
}

State {
  ID = "VILE_DIE9";
  Sprite = "VILE";
  Frame = 24;
  Tics = 5;
  Next state = "VILE_DIE10";
}

State {
  ID = "VILE_DIE10";
  Sprite = "VILE";
  Frame = 25;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "FIRE1";
  Sprite = "FIRE";
  Frame = 32768;
  Tics = 2;
  Action = "A_StartFire";
  Next state = "FIRE2";
}

State {
  ID = "FIRE2";
  Sprite = "FIRE";
  Frame = 32769;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE3";
}

State {
  ID = "FIRE3";
  Sprite = "FIRE";
  Frame = 32768;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE4";
}

State {
  ID = "FIRE4";
  Sprite = "FIRE";
  Frame = 32769;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE5";
}

State {
  ID = "FIRE5";
  Sprite = "FIRE";
  Frame = 32770;
  Tics = 2;
  Action = "A_FireCrackle";
  Next state = "FIRE6";
}

State {
  ID = "FIRE6";
  Sprite = "FIRE";
  Frame = 32769;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE7";
}

State {
  ID = "FIRE7";
  Sprite = "FIRE";
  Frame = 32770;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE8";
}

State {
  ID = "FIRE8";
  Sprite = "FIRE";
  Frame = 32769;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE9";
}

State {
  ID = "FIRE9";
  Sprite = "FIRE";
  Frame = 32770;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE10";
}

State {
  ID = "FIRE10";
  Sprite = "FIRE";
  Frame = 32771;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE11";
}

State {
  ID = "FIRE11";
  Sprite = "FIRE";
  Frame = 32770;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE12";
}

State {
  ID = "FIRE12";
  Sprite = "FIRE";
  Frame = 32771;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE13";
}

State {
  ID = "FIRE13";
  Sprite = "FIRE";
  Frame = 32770;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE14";
}

State {
  ID = "FIRE14";
  Sprite = "FIRE";
  Frame = 32771;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE15";
}

State {
  ID = "FIRE15";
  Sprite = "FIRE";
  Frame = 32772;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE16";
}

State {
  ID = "FIRE16";
  Sprite = "FIRE";
  Frame = 32771;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE17";
}

State {
  ID = "FIRE17";
  Sprite = "FIRE";
  Frame = 32772;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE18";
}

State {
  ID = "FIRE18";
  Sprite = "FIRE";
  Frame = 32771;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE19";
}

State {
  ID = "FIRE19";
  Sprite = "FIRE";
  Frame = 32772;
  Tics = 2;
  Action = "A_FireCrackle";
  Next state = "FIRE20";
}

State {
  ID = "FIRE20";
  Sprite = "FIRE";
  Frame = 32773;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE21";
}

State {
  ID = "FIRE21";
  Sprite = "FIRE";
  Frame = 32772;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE22";
}

State {
  ID = "FIRE22";
  Sprite = "FIRE";
  Frame = 32773;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE23";
}

State {
  ID = "FIRE23";
  Sprite = "FIRE";
  Frame = 32772;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE24";
}

State {
  ID = "FIRE24";
  Sprite = "FIRE";
  Frame = 32773;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE25";
}

State {
  ID = "FIRE25";
  Sprite = "FIRE";
  Frame = 32774;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE26";
}

State {
  ID = "FIRE26";
  Sprite = "FIRE";
  Frame = 32775;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE27";
}

State {
  ID = "FIRE27";
  Sprite = "FIRE";
  Frame = 32774;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE28";
}

State {
  ID = "FIRE28";
  Sprite = "FIRE";
  Frame = 32775;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE29";
}

State {
  ID = "FIRE29";
  Sprite = "FIRE";
  Frame = 32774;
  Tics = 2;
  Action = "A_Fire";
  Next state = "FIRE30";
}

State {
  ID = "FIRE30";
  Sprite = "FIRE";
  Frame = 32775;
  Tics = 2;
  Action = "A_Fire";
  Next state = "NULL";
}

State {
  ID = "SMOKE1";
  Sprite = "PUFF";
  Frame = 1;
  Tics = 4;
  Next state = "SMOKE2";
}

State {
  ID = "SMOKE2";
  Sprite = "PUFF";
  Frame = 2;
  Tics = 4;
  Next state = "SMOKE3";
}

State {
  ID = "SMOKE3";
  Sprite = "PUFF";
  Frame = 1;
  Tics = 4;
  Next state = "SMOKE4";
}

State {
  ID = "SMOKE4";
  Sprite = "PUFF";
  Frame = 2;
  Tics = 4;
  Next state = "SMOKE5";
}

State {
  ID = "SMOKE5";
  Sprite = "PUFF";
  Frame = 3;
  Tics = 4;
  Next state = "NULL";
}

State {
  ID = "TRACER";
  Sprite = "FATB";
  Frame = 32768;
  Tics = 2;
  Action = "A_Tracer";
  Next state = "TRACER2";
}

State {
  ID = "TRACER2";
  Sprite = "FATB";
  Frame = 32769;
  Tics = 2;
  Action = "A_Tracer";
  Next state = "TRACER";
}

State {
  ID = "TRACEEXP1";
  Sprite = "FBXP";
  Frame = 32768;
  Tics = 8;
  Next state = "TRACEEXP2";
}

State {
  ID = "TRACEEXP2";
  Sprite = "FBXP";
  Frame = 32769;
  Tics = 6;
  Next state = "TRACEEXP3";
}

State {
  ID = "TRACEEXP3";
  Sprite = "FBXP";
  Frame = 32770;
  Tics = 4;
  Next state = "NULL";
}

State {
  ID = "SKEL_STND";
  Sprite = "SKEL";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "SKEL_STND2";
}

State {
  ID = "SKEL_STND2";
  Sprite = "SKEL";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "SKEL_STND";
}

State {
  ID = "SKEL_RUN1";
  Sprite = "SKEL";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN2";
}

State {
  ID = "SKEL_RUN2";
  Sprite = "SKEL";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN3";
}

State {
  ID = "SKEL_RUN3";
  Sprite = "SKEL";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN4";
}

State {
  ID = "SKEL_RUN4";
  Sprite = "SKEL";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN5";
}

State {
  ID = "SKEL_RUN5";
  Sprite = "SKEL";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN6";
}

State {
  ID = "SKEL_RUN6";
  Sprite = "SKEL";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN7";
}

State {
  ID = "SKEL_RUN7";
  Sprite = "SKEL";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN8";
}

State {
  ID = "SKEL_RUN8";
  Sprite = "SKEL";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN9";
}

State {
  ID = "SKEL_RUN9";
  Sprite = "SKEL";
  Frame = 4;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN10";
}

State {
  ID = "SKEL_RUN10";
  Sprite = "SKEL";
  Frame = 4;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN11";
}

State {
  ID = "SKEL_RUN11";
  Sprite = "SKEL";
  Frame = 5;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN12";
}

State {
  ID = "SKEL_RUN12";
  Sprite = "SKEL";
  Frame = 5;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SKEL_RUN1";
}

State {
  ID = "SKEL_FIST1";
  Sprite = "SKEL";
  Frame = 6;
  Tics = 0;
  Action = "A_FaceTarget";
  Next state = "SKEL_FIST2";
}

State {
  ID = "SKEL_FIST2";
  Sprite = "SKEL";
  Frame = 6;
  Tics = 6;
  Action = "A_SkelWhoosh";
  Next state = "SKEL_FIST3";
}

State {
  ID = "SKEL_FIST3";
  Sprite = "SKEL";
  Frame = 7;
  Tics = 6;
  Action = "A_FaceTarget";
  Next state = "SKEL_FIST4";
}

State {
  ID = "SKEL_FIST4";
  Sprite = "SKEL";
  Frame = 8;
  Tics = 6;
  Action = "A_SkelFist";
  Next state = "SKEL_RUN1";
}

State {
  ID = "SKEL_MISS1";
  Sprite = "SKEL";
  Frame = 32777;
  Tics = 0;
  Action = "A_FaceTarget";
  Next state = "SKEL_MISS2";
}

State {
  ID = "SKEL_MISS2";
  Sprite = "SKEL";
  Frame = 32777;
  Tics = 10;
  Action = "A_FaceTarget";
  Next state = "SKEL_MISS3";
}

State {
  ID = "SKEL_MISS3";
  Sprite = "SKEL";
  Frame = 10;
  Tics = 10;
  Action = "A_SkelMissile";
  Next state = "SKEL_MISS4";
}

State {
  ID = "SKEL_MISS4";
  Sprite = "SKEL";
  Frame = 10;
  Tics = 10;
  Action = "A_FaceTarget";
  Next state = "SKEL_RUN1";
}

State {
  ID = "SKEL_PAIN";
  Sprite = "SKEL";
  Frame = 11;
  Tics = 5;
  Next state = "SKEL_PAIN2";
}

State {
  ID = "SKEL_PAIN2";
  Sprite = "SKEL";
  Frame = 11;
  Tics = 5;
  Action = "A_Pain";
  Next state = "SKEL_RUN1";
}

State {
  ID = "SKEL_DIE1";
  Sprite = "SKEL";
  Frame = 11;
  Tics = 7;
  Next state = "SKEL_DIE2";
}

State {
  ID = "SKEL_DIE2";
  Sprite = "SKEL";
  Frame = 12;
  Tics = 7;
  Next state = "SKEL_DIE3";
}

State {
  ID = "SKEL_DIE3";
  Sprite = "SKEL";
  Frame = 13;
  Tics = 7;
  Action = "A_Scream";
  Next state = "SKEL_DIE4";
}

State {
  ID = "SKEL_DIE4";
  Sprite = "SKEL";
  Frame = 14;
  Tics = 7;
  Action = "A_Fall";
  Next state = "SKEL_DIE5";
}

State {
  ID = "SKEL_DIE5";
  Sprite = "SKEL";
  Frame = 15;
  Tics = 7;
  Next state = "SKEL_DIE6";
}

State {
  ID = "SKEL_DIE6";
  Sprite = "SKEL";
  Frame = 16;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SKEL_RAISE1";
  Sprite = "SKEL";
  Frame = 16;
  Tics = 5;
  Next state = "SKEL_RAISE2";
}

State {
  ID = "SKEL_RAISE2";
  Sprite = "SKEL";
  Frame = 15;
  Tics = 5;
  Next state = "SKEL_RAISE3";
}

State {
  ID = "SKEL_RAISE3";
  Sprite = "SKEL";
  Frame = 14;
  Tics = 5;
  Next state = "SKEL_RAISE4";
}

State {
  ID = "SKEL_RAISE4";
  Sprite = "SKEL";
  Frame = 13;
  Tics = 5;
  Next state = "SKEL_RAISE5";
}

State {
  ID = "SKEL_RAISE5";
  Sprite = "SKEL";
  Frame = 12;
  Tics = 5;
  Next state = "SKEL_RAISE6";
}

State {
  ID = "SKEL_RAISE6";
  Sprite = "SKEL";
  Frame = 11;
  Tics = 5;
  Next state = "SKEL_RUN1";
}

State {
  ID = "FATSHOT1";
  Sprite = "MANF";
  Frame = 32768;
  Tics = 4;
  Next state = "FATSHOT2";
}

State {
  ID = "FATSHOT2";
  Sprite = "MANF";
  Frame = 32769;
  Tics = 4;
  Next state = "FATSHOT1";
}

State {
  ID = "FATSHOTX1";
  Sprite = "MISL";
  Frame = 32769;
  Tics = 8;
  Next state = "FATSHOTX2";
}

State {
  ID = "FATSHOTX2";
  Sprite = "MISL";
  Frame = 32770;
  Tics = 6;
  Next state = "FATSHOTX3";
}

State {
  ID = "FATSHOTX3";
  Sprite = "MISL";
  Frame = 32771;
  Tics = 4;
  Next state = "NULL";
}

State {
  ID = "FATT_STND";
  Sprite = "FATT";
  Frame = 0;
  Tics = 15;
  Action = "A_Look";
  Next state = "FATT_STND2";
}

State {
  ID = "FATT_STND2";
  Sprite = "FATT";
  Frame = 1;
  Tics = 15;
  Action = "A_Look";
  Next state = "FATT_STND";
}

State {
  ID = "FATT_RUN1";
  Sprite = "FATT";
  Frame = 0;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN2";
}

State {
  ID = "FATT_RUN2";
  Sprite = "FATT";
  Frame = 0;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN3";
}

State {
  ID = "FATT_RUN3";
  Sprite = "FATT";
  Frame = 1;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN4";
}

State {
  ID = "FATT_RUN4";
  Sprite = "FATT";
  Frame = 1;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN5";
}

State {
  ID = "FATT_RUN5";
  Sprite = "FATT";
  Frame = 2;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN6";
}

State {
  ID = "FATT_RUN6";
  Sprite = "FATT";
  Frame = 2;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN7";
}

State {
  ID = "FATT_RUN7";
  Sprite = "FATT";
  Frame = 3;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN8";
}

State {
  ID = "FATT_RUN8";
  Sprite = "FATT";
  Frame = 3;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN9";
}

State {
  ID = "FATT_RUN9";
  Sprite = "FATT";
  Frame = 4;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN10";
}

State {
  ID = "FATT_RUN10";
  Sprite = "FATT";
  Frame = 4;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN11";
}

State {
  ID = "FATT_RUN11";
  Sprite = "FATT";
  Frame = 5;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN12";
}

State {
  ID = "FATT_RUN12";
  Sprite = "FATT";
  Frame = 5;
  Tics = 4;
  Action = "A_Chase";
  Next state = "FATT_RUN1";
}

State {
  ID = "FATT_ATK1";
  Sprite = "FATT";
  Frame = 6;
  Tics = 20;
  Action = "A_FatRaise";
  Next state = "FATT_ATK2";
}

State {
  ID = "FATT_ATK2";
  Sprite = "FATT";
  Frame = 32775;
  Tics = 10;
  Action = "A_FatAttack1";
  Next state = "FATT_ATK3";
}

State {
  ID = "FATT_ATK3";
  Sprite = "FATT";
  Frame = 8;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "FATT_ATK4";
}

State {
  ID = "FATT_ATK4";
  Sprite = "FATT";
  Frame = 6;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "FATT_ATK5";
}

State {
  ID = "FATT_ATK5";
  Sprite = "FATT";
  Frame = 32775;
  Tics = 10;
  Action = "A_FatAttack2";
  Next state = "FATT_ATK6";
}

State {
  ID = "FATT_ATK6";
  Sprite = "FATT";
  Frame = 8;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "FATT_ATK7";
}

State {
  ID = "FATT_ATK7";
  Sprite = "FATT";
  Frame = 6;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "FATT_ATK8";
}

State {
  ID = "FATT_ATK8";
  Sprite = "FATT";
  Frame = 32775;
  Tics = 10;
  Action = "A_FatAttack3";
  Next state = "FATT_ATK9";
}

State {
  ID = "FATT_ATK9";
  Sprite = "FATT";
  Frame = 8;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "FATT_ATK10";
}

State {
  ID = "FATT_ATK10";
  Sprite = "FATT";
  Frame = 6;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "FATT_RUN1";
}

State {
  ID = "FATT_PAIN";
  Sprite = "FATT";
  Frame = 9;
  Tics = 3;
  Next state = "FATT_PAIN2";
}

State {
  ID = "FATT_PAIN2";
  Sprite = "FATT";
  Frame = 9;
  Tics = 3;
  Action = "A_Pain";
  Next state = "FATT_RUN1";
}

State {
  ID = "FATT_DIE1";
  Sprite = "FATT";
  Frame = 10;
  Tics = 6;
  Next state = "FATT_DIE2";
}

State {
  ID = "FATT_DIE2";
  Sprite = "FATT";
  Frame = 11;
  Tics = 6;
  Action = "A_Scream";
  Next state = "FATT_DIE3";
}

State {
  ID = "FATT_DIE3";
  Sprite = "FATT";
  Frame = 12;
  Tics = 6;
  Action = "A_Fall";
  Next state = "FATT_DIE4";
}

State {
  ID = "FATT_DIE4";
  Sprite = "FATT";
  Frame = 13;
  Tics = 6;
  Next state = "FATT_DIE5";
}

State {
  ID = "FATT_DIE5";
  Sprite = "FATT";
  Frame = 14;
  Tics = 6;
  Next state = "FATT_DIE6";
}

State {
  ID = "FATT_DIE6";
  Sprite = "FATT";
  Frame = 15;
  Tics = 6;
  Next state = "FATT_DIE7";
}

State {
  ID = "FATT_DIE7";
  Sprite = "FATT";
  Frame = 16;
  Tics = 6;
  Next state = "FATT_DIE8";
}

State {
  ID = "FATT_DIE8";
  Sprite = "FATT";
  Frame = 17;
  Tics = 6;
  Next state = "FATT_DIE9";
}

State {
  ID = "FATT_DIE9";
  Sprite = "FATT";
  Frame = 18;
  Tics = 6;
  Next state = "FATT_DIE10";
}

State {
  ID = "FATT_DIE10";
  Sprite = "FATT";
  Frame = 19;
  Tics = -1;
  Action = "A_BossDeath";
  Next state = "NULL";
}

State {
  ID = "FATT_RAISE1";
  Sprite = "FATT";
  Frame = 17;
  Tics = 5;
  Next state = "FATT_RAISE2";
}

State {
  ID = "FATT_RAISE2";
  Sprite = "FATT";
  Frame = 16;
  Tics = 5;
  Next state = "FATT_RAISE3";
}

State {
  ID = "FATT_RAISE3";
  Sprite = "FATT";
  Frame = 15;
  Tics = 5;
  Next state = "FATT_RAISE4";
}

State {
  ID = "FATT_RAISE4";
  Sprite = "FATT";
  Frame = 14;
  Tics = 5;
  Next state = "FATT_RAISE5";
}

State {
  ID = "FATT_RAISE5";
  Sprite = "FATT";
  Frame = 13;
  Tics = 5;
  Next state = "FATT_RAISE6";
}

State {
  ID = "FATT_RAISE6";
  Sprite = "FATT";
  Frame = 12;
  Tics = 5;
  Next state = "FATT_RAISE7";
}

State {
  ID = "FATT_RAISE7";
  Sprite = "FATT";
  Frame = 11;
  Tics = 5;
  Next state = "FATT_RAISE8";
}

State {
  ID = "FATT_RAISE8";
  Sprite = "FATT";
  Frame = 10;
  Tics = 5;
  Next state = "FATT_RUN1";
}

State {
  ID = "CPOS_STND";
  Sprite = "CPOS";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "CPOS_STND2";
}

State {
  ID = "CPOS_STND2";
  Sprite = "CPOS";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "CPOS_STND";
}

State {
  ID = "CPOS_RUN1";
  Sprite = "CPOS";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CPOS_RUN2";
}

State {
  ID = "CPOS_RUN2";
  Sprite = "CPOS";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CPOS_RUN3";
}

State {
  ID = "CPOS_RUN3";
  Sprite = "CPOS";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CPOS_RUN4";
}

State {
  ID = "CPOS_RUN4";
  Sprite = "CPOS";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CPOS_RUN5";
}

State {
  ID = "CPOS_RUN5";
  Sprite = "CPOS";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CPOS_RUN6";
}

State {
  ID = "CPOS_RUN6";
  Sprite = "CPOS";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CPOS_RUN7";
}

State {
  ID = "CPOS_RUN7";
  Sprite = "CPOS";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CPOS_RUN8";
}

State {
  ID = "CPOS_RUN8";
  Sprite = "CPOS";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CPOS_RUN1";
}

State {
  ID = "CPOS_ATK1";
  Sprite = "CPOS";
  Frame = 4;
  Tics = 10;
  Action = "A_FaceTarget";
  Next state = "CPOS_ATK2";
}

State {
  ID = "CPOS_ATK2";
  Sprite = "CPOS";
  Frame = 32773;
  Tics = 4;
  Action = "A_CPosAttack";
  Next state = "CPOS_ATK3";
}

State {
  ID = "CPOS_ATK3";
  Sprite = "CPOS";
  Frame = 32772;
  Tics = 4;
  Action = "A_CPosAttack";
  Next state = "CPOS_ATK4";
}

State {
  ID = "CPOS_ATK4";
  Sprite = "CPOS";
  Frame = 5;
  Tics = 1;
  Action = "A_CPosRefire";
  Next state = "CPOS_ATK2";
}

State {
  ID = "CPOS_PAIN";
  Sprite = "CPOS";
  Frame = 6;
  Tics = 3;
  Next state = "CPOS_PAIN2";
}

State {
  ID = "CPOS_PAIN2";
  Sprite = "CPOS";
  Frame = 6;
  Tics = 3;
  Action = "A_Pain";
  Next state = "CPOS_RUN1";
}

State {
  ID = "CPOS_DIE1";
  Sprite = "CPOS";
  Frame = 7;
  Tics = 5;
  Next state = "CPOS_DIE2";
}

State {
  ID = "CPOS_DIE2";
  Sprite = "CPOS";
  Frame = 8;
  Tics = 5;
  Action = "A_Scream";
  Next state = "CPOS_DIE3";
}

State {
  ID = "CPOS_DIE3";
  Sprite = "CPOS";
  Frame = 9;
  Tics = 5;
  Action = "A_Fall";
  Next state = "CPOS_DIE4";
}

State {
  ID = "CPOS_DIE4";
  Sprite = "CPOS";
  Frame = 10;
  Tics = 5;
  Next state = "CPOS_DIE5";
}

State {
  ID = "CPOS_DIE5";
  Sprite = "CPOS";
  Frame = 11;
  Tics = 5;
  Next state = "CPOS_DIE6";
}

State {
  ID = "CPOS_DIE6";
  Sprite = "CPOS";
  Frame = 12;
  Tics = 5;
  Next state = "CPOS_DIE7";
}

State {
  ID = "CPOS_DIE7";
  Sprite = "CPOS";
  Frame = 13;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "CPOS_XDIE1";
  Sprite = "CPOS";
  Frame = 14;
  Tics = 5;
  Next state = "CPOS_XDIE2";
}

State {
  ID = "CPOS_XDIE2";
  Sprite = "CPOS";
  Frame = 15;
  Tics = 5;
  Action = "A_XScream";
  Next state = "CPOS_XDIE3";
}

State {
  ID = "CPOS_XDIE3";
  Sprite = "CPOS";
  Frame = 16;
  Tics = 5;
  Action = "A_Fall";
  Next state = "CPOS_XDIE4";
}

State {
  ID = "CPOS_XDIE4";
  Sprite = "CPOS";
  Frame = 17;
  Tics = 5;
  Next state = "CPOS_XDIE5";
}

State {
  ID = "CPOS_XDIE5";
  Sprite = "CPOS";
  Frame = 18;
  Tics = 5;
  Next state = "CPOS_XDIE6";
}

State {
  ID = "CPOS_XDIE6";
  Sprite = "CPOS";
  Frame = 19;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "CPOS_RAISE1";
  Sprite = "CPOS";
  Frame = 13;
  Tics = 5;
  Next state = "CPOS_RAISE2";
}

State {
  ID = "CPOS_RAISE2";
  Sprite = "CPOS";
  Frame = 12;
  Tics = 5;
  Next state = "CPOS_RAISE3";
}

State {
  ID = "CPOS_RAISE3";
  Sprite = "CPOS";
  Frame = 11;
  Tics = 5;
  Next state = "CPOS_RAISE4";
}

State {
  ID = "CPOS_RAISE4";
  Sprite = "CPOS";
  Frame = 10;
  Tics = 5;
  Next state = "CPOS_RAISE5";
}

State {
  ID = "CPOS_RAISE5";
  Sprite = "CPOS";
  Frame = 9;
  Tics = 5;
  Next state = "CPOS_RAISE6";
}

State {
  ID = "CPOS_RAISE6";
  Sprite = "CPOS";
  Frame = 8;
  Tics = 5;
  Next state = "CPOS_RAISE7";
}

State {
  ID = "CPOS_RAISE7";
  Sprite = "CPOS";
  Frame = 7;
  Tics = 5;
  Next state = "CPOS_RUN1";
}

State {
  ID = "TROO_STND";
  Sprite = "TROO";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "TROO_STND2";
}

State {
  ID = "TROO_STND2";
  Sprite = "TROO";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "TROO_STND";
}

State {
  ID = "TROO_RUN1";
  Sprite = "TROO";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "TROO_RUN2";
}

State {
  ID = "TROO_RUN2";
  Sprite = "TROO";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "TROO_RUN3";
}

State {
  ID = "TROO_RUN3";
  Sprite = "TROO";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "TROO_RUN4";
}

State {
  ID = "TROO_RUN4";
  Sprite = "TROO";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "TROO_RUN5";
}

State {
  ID = "TROO_RUN5";
  Sprite = "TROO";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "TROO_RUN6";
}

State {
  ID = "TROO_RUN6";
  Sprite = "TROO";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "TROO_RUN7";
}

State {
  ID = "TROO_RUN7";
  Sprite = "TROO";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "TROO_RUN8";
}

State {
  ID = "TROO_RUN8";
  Sprite = "TROO";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "TROO_RUN1";
}

State {
  ID = "TROO_ATK1";
  Sprite = "TROO";
  Frame = 4;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "TROO_ATK2";
}

State {
  ID = "TROO_ATK2";
  Sprite = "TROO";
  Frame = 5;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "TROO_ATK3";
}

State {
  ID = "TROO_ATK3";
  Sprite = "TROO";
  Frame = 6;
  Tics = 6;
  Action = "A_TroopAttack";
  Next state = "TROO_RUN1";
}

State {
  ID = "TROO_PAIN";
  Sprite = "TROO";
  Frame = 7;
  Tics = 2;
  Next state = "TROO_PAIN2";
}

State {
  ID = "TROO_PAIN2";
  Sprite = "TROO";
  Frame = 7;
  Tics = 2;
  Action = "A_Pain";
  Next state = "TROO_RUN1";
}

State {
  ID = "TROO_DIE1";
  Sprite = "TROO";
  Frame = 8;
  Tics = 8;
  Next state = "TROO_DIE2";
}

State {
  ID = "TROO_DIE2";
  Sprite = "TROO";
  Frame = 9;
  Tics = 8;
  Action = "A_Scream";
  Next state = "TROO_DIE3";
}

State {
  ID = "TROO_DIE3";
  Sprite = "TROO";
  Frame = 10;
  Tics = 6;
  Next state = "TROO_DIE4";
}

State {
  ID = "TROO_DIE4";
  Sprite = "TROO";
  Frame = 11;
  Tics = 6;
  Action = "A_Fall";
  Next state = "TROO_DIE5";
}

State {
  ID = "TROO_DIE5";
  Sprite = "TROO";
  Frame = 12;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "TROO_XDIE1";
  Sprite = "TROO";
  Frame = 13;
  Tics = 5;
  Next state = "TROO_XDIE2";
}

State {
  ID = "TROO_XDIE2";
  Sprite = "TROO";
  Frame = 14;
  Tics = 5;
  Action = "A_XScream";
  Next state = "TROO_XDIE3";
}

State {
  ID = "TROO_XDIE3";
  Sprite = "TROO";
  Frame = 15;
  Tics = 5;
  Next state = "TROO_XDIE4";
}

State {
  ID = "TROO_XDIE4";
  Sprite = "TROO";
  Frame = 16;
  Tics = 5;
  Action = "A_Fall";
  Next state = "TROO_XDIE5";
}

State {
  ID = "TROO_XDIE5";
  Sprite = "TROO";
  Frame = 17;
  Tics = 5;
  Next state = "TROO_XDIE6";
}

State {
  ID = "TROO_XDIE6";
  Sprite = "TROO";
  Frame = 18;
  Tics = 5;
  Next state = "TROO_XDIE7";
}

State {
  ID = "TROO_XDIE7";
  Sprite = "TROO";
  Frame = 19;
  Tics = 5;
  Next state = "TROO_XDIE8";
}

State {
  ID = "TROO_XDIE8";
  Sprite = "TROO";
  Frame = 20;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "TROO_RAISE1";
  Sprite = "TROO";
  Frame = 12;
  Tics = 8;
  Next state = "TROO_RAISE2";
}

State {
  ID = "TROO_RAISE2";
  Sprite = "TROO";
  Frame = 11;
  Tics = 8;
  Next state = "TROO_RAISE3";
}

State {
  ID = "TROO_RAISE3";
  Sprite = "TROO";
  Frame = 10;
  Tics = 6;
  Next state = "TROO_RAISE4";
}

State {
  ID = "TROO_RAISE4";
  Sprite = "TROO";
  Frame = 9;
  Tics = 6;
  Next state = "TROO_RAISE5";
}

State {
  ID = "TROO_RAISE5";
  Sprite = "TROO";
  Frame = 8;
  Tics = 6;
  Next state = "TROO_RUN1";
}

State {
  ID = "SARG_STND";
  Sprite = "SARG";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "SARG_STND2";
}

State {
  ID = "SARG_STND2";
  Sprite = "SARG";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "SARG_STND";
}

State {
  ID = "SARG_RUN1";
  Sprite = "SARG";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SARG_RUN2";
}

State {
  ID = "SARG_RUN2";
  Sprite = "SARG";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SARG_RUN3";
}

State {
  ID = "SARG_RUN3";
  Sprite = "SARG";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SARG_RUN4";
}

State {
  ID = "SARG_RUN4";
  Sprite = "SARG";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SARG_RUN5";
}

State {
  ID = "SARG_RUN5";
  Sprite = "SARG";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SARG_RUN6";
}

State {
  ID = "SARG_RUN6";
  Sprite = "SARG";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SARG_RUN7";
}

State {
  ID = "SARG_RUN7";
  Sprite = "SARG";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SARG_RUN8";
}

State {
  ID = "SARG_RUN8";
  Sprite = "SARG";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "SARG_RUN1";
}

State {
  ID = "SARG_ATK1";
  Sprite = "SARG";
  Frame = 4;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "SARG_ATK2";
}

State {
  ID = "SARG_ATK2";
  Sprite = "SARG";
  Frame = 5;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "SARG_ATK3";
}

State {
  ID = "SARG_ATK3";
  Sprite = "SARG";
  Frame = 6;
  Tics = 8;
  Action = "A_SargAttack";
  Next state = "SARG_RUN1";
}

State {
  ID = "SARG_PAIN";
  Sprite = "SARG";
  Frame = 7;
  Tics = 2;
  Next state = "SARG_PAIN2";
}

State {
  ID = "SARG_PAIN2";
  Sprite = "SARG";
  Frame = 7;
  Tics = 2;
  Action = "A_Pain";
  Next state = "SARG_RUN1";
}

State {
  ID = "SARG_DIE1";
  Sprite = "SARG";
  Frame = 8;
  Tics = 8;
  Next state = "SARG_DIE2";
}

State {
  ID = "SARG_DIE2";
  Sprite = "SARG";
  Frame = 9;
  Tics = 8;
  Action = "A_Scream";
  Next state = "SARG_DIE3";
}

State {
  ID = "SARG_DIE3";
  Sprite = "SARG";
  Frame = 10;
  Tics = 4;
  Next state = "SARG_DIE4";
}

State {
  ID = "SARG_DIE4";
  Sprite = "SARG";
  Frame = 11;
  Tics = 4;
  Action = "A_Fall";
  Next state = "SARG_DIE5";
}

State {
  ID = "SARG_DIE5";
  Sprite = "SARG";
  Frame = 12;
  Tics = 4;
  Next state = "SARG_DIE6";
}

State {
  ID = "SARG_DIE6";
  Sprite = "SARG";
  Frame = 13;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SARG_RAISE1";
  Sprite = "SARG";
  Frame = 13;
  Tics = 5;
  Next state = "SARG_RAISE2";
}

State {
  ID = "SARG_RAISE2";
  Sprite = "SARG";
  Frame = 12;
  Tics = 5;
  Next state = "SARG_RAISE3";
}

State {
  ID = "SARG_RAISE3";
  Sprite = "SARG";
  Frame = 11;
  Tics = 5;
  Next state = "SARG_RAISE4";
}

State {
  ID = "SARG_RAISE4";
  Sprite = "SARG";
  Frame = 10;
  Tics = 5;
  Next state = "SARG_RAISE5";
}

State {
  ID = "SARG_RAISE5";
  Sprite = "SARG";
  Frame = 9;
  Tics = 5;
  Next state = "SARG_RAISE6";
}

State {
  ID = "SARG_RAISE6";
  Sprite = "SARG";
  Frame = 8;
  Tics = 5;
  Next state = "SARG_RUN1";
}

State {
  ID = "HEAD_STND";
  Sprite = "HEAD";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "HEAD_STND";
}

State {
  ID = "HEAD_RUN1";
  Sprite = "HEAD";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "HEAD_RUN1";
}

State {
  ID = "HEAD_ATK1";
  Sprite = "HEAD";
  Frame = 1;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "HEAD_ATK2";
}

State {
  ID = "HEAD_ATK2";
  Sprite = "HEAD";
  Frame = 2;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "HEAD_ATK3";
}

State {
  ID = "HEAD_ATK3";
  Sprite = "HEAD";
  Frame = 32771;
  Tics = 5;
  Action = "A_HeadAttack";
  Next state = "HEAD_RUN1";
}

State {
  ID = "HEAD_PAIN";
  Sprite = "HEAD";
  Frame = 4;
  Tics = 3;
  Next state = "HEAD_PAIN2";
}

State {
  ID = "HEAD_PAIN2";
  Sprite = "HEAD";
  Frame = 4;
  Tics = 3;
  Action = "A_Pain";
  Next state = "HEAD_PAIN3";
}

State {
  ID = "HEAD_PAIN3";
  Sprite = "HEAD";
  Frame = 5;
  Tics = 6;
  Next state = "HEAD_RUN1";
}

State {
  ID = "HEAD_DIE1";
  Sprite = "HEAD";
  Frame = 6;
  Tics = 8;
  Next state = "HEAD_DIE2";
}

State {
  ID = "HEAD_DIE2";
  Sprite = "HEAD";
  Frame = 7;
  Tics = 8;
  Action = "A_Scream";
  Next state = "HEAD_DIE3";
}

State {
  ID = "HEAD_DIE3";
  Sprite = "HEAD";
  Frame = 8;
  Tics = 8;
  Next state = "HEAD_DIE4";
}

State {
  ID = "HEAD_DIE4";
  Sprite = "HEAD";
  Frame = 9;
  Tics = 8;
  Next state = "HEAD_DIE5";
}

State {
  ID = "HEAD_DIE5";
  Sprite = "HEAD";
  Frame = 10;
  Tics = 8;
  Action = "A_Fall";
  Next state = "HEAD_DIE6";
}

State {
  ID = "HEAD_DIE6";
  Sprite = "HEAD";
  Frame = 11;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "HEAD_RAISE1";
  Sprite = "HEAD";
  Frame = 11;
  Tics = 8;
  Next state = "HEAD_RAISE2";
}

State {
  ID = "HEAD_RAISE2";
  Sprite = "HEAD";
  Frame = 10;
  Tics = 8;
  Next state = "HEAD_RAISE3";
}

State {
  ID = "HEAD_RAISE3";
  Sprite = "HEAD";
  Frame = 9;
  Tics = 8;
  Next state = "HEAD_RAISE4";
}

State {
  ID = "HEAD_RAISE4";
  Sprite = "HEAD";
  Frame = 8;
  Tics = 8;
  Next state = "HEAD_RAISE5";
}

State {
  ID = "HEAD_RAISE5";
  Sprite = "HEAD";
  Frame = 7;
  Tics = 8;
  Next state = "HEAD_RAISE6";
}

State {
  ID = "HEAD_RAISE6";
  Sprite = "HEAD";
  Frame = 6;
  Tics = 8;
  Next state = "HEAD_RUN1";
}

State {
  ID = "BRBALL1";
  Sprite = "BAL7";
  Frame = 32768;
  Tics = 4;
  Next state = "BRBALL2";
}

State {
  ID = "BRBALL2";
  Sprite = "BAL7";
  Frame = 32769;
  Tics = 4;
  Next state = "BRBALL1";
}

State {
  ID = "BRBALLX1";
  Sprite = "BAL7";
  Frame = 32770;
  Tics = 6;
  Next state = "BRBALLX2";
}

State {
  ID = "BRBALLX2";
  Sprite = "BAL7";
  Frame = 32771;
  Tics = 6;
  Next state = "BRBALLX3";
}

State {
  ID = "BRBALLX3";
  Sprite = "BAL7";
  Frame = 32772;
  Tics = 6;
  Next state = "NULL";
}

State {
  ID = "BOSS_STND";
  Sprite = "BOSS";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "BOSS_STND2";
}

State {
  ID = "BOSS_STND2";
  Sprite = "BOSS";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "BOSS_STND";
}

State {
  ID = "BOSS_RUN1";
  Sprite = "BOSS";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOSS_RUN2";
}

State {
  ID = "BOSS_RUN2";
  Sprite = "BOSS";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOSS_RUN3";
}

State {
  ID = "BOSS_RUN3";
  Sprite = "BOSS";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOSS_RUN4";
}

State {
  ID = "BOSS_RUN4";
  Sprite = "BOSS";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOSS_RUN5";
}

State {
  ID = "BOSS_RUN5";
  Sprite = "BOSS";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOSS_RUN6";
}

State {
  ID = "BOSS_RUN6";
  Sprite = "BOSS";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOSS_RUN7";
}

State {
  ID = "BOSS_RUN7";
  Sprite = "BOSS";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOSS_RUN8";
}

State {
  ID = "BOSS_RUN8";
  Sprite = "BOSS";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOSS_RUN1";
}

State {
  ID = "BOSS_ATK1";
  Sprite = "BOSS";
  Frame = 4;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "BOSS_ATK2";
}

State {
  ID = "BOSS_ATK2";
  Sprite = "BOSS";
  Frame = 5;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "BOSS_ATK3";
}

State {
  ID = "BOSS_ATK3";
  Sprite = "BOSS";
  Frame = 6;
  Tics = 8;
  Action = "A_BruisAttack";
  Next state = "BOSS_RUN1";
}

State {
  ID = "BOSS_PAIN";
  Sprite = "BOSS";
  Frame = 7;
  Tics = 2;
  Next state = "BOSS_PAIN2";
}

State {
  ID = "BOSS_PAIN2";
  Sprite = "BOSS";
  Frame = 7;
  Tics = 2;
  Action = "A_Pain";
  Next state = "BOSS_RUN1";
}

State {
  ID = "BOSS_DIE1";
  Sprite = "BOSS";
  Frame = 8;
  Tics = 8;
  Next state = "BOSS_DIE2";
}

State {
  ID = "BOSS_DIE2";
  Sprite = "BOSS";
  Frame = 9;
  Tics = 8;
  Action = "A_Scream";
  Next state = "BOSS_DIE3";
}

State {
  ID = "BOSS_DIE3";
  Sprite = "BOSS";
  Frame = 10;
  Tics = 8;
  Next state = "BOSS_DIE4";
}

State {
  ID = "BOSS_DIE4";
  Sprite = "BOSS";
  Frame = 11;
  Tics = 8;
  Action = "A_Fall";
  Next state = "BOSS_DIE5";
}

State {
  ID = "BOSS_DIE5";
  Sprite = "BOSS";
  Frame = 12;
  Tics = 8;
  Next state = "BOSS_DIE6";
}

State {
  ID = "BOSS_DIE6";
  Sprite = "BOSS";
  Frame = 13;
  Tics = 8;
  Next state = "BOSS_DIE7";
}

State {
  ID = "BOSS_DIE7";
  Sprite = "BOSS";
  Frame = 14;
  Tics = -1;
  Action = "A_BossDeath";
  Next state = "NULL";
}

State {
  ID = "BOSS_RAISE1";
  Sprite = "BOSS";
  Frame = 14;
  Tics = 8;
  Next state = "BOSS_RAISE2";
}

State {
  ID = "BOSS_RAISE2";
  Sprite = "BOSS";
  Frame = 13;
  Tics = 8;
  Next state = "BOSS_RAISE3";
}

State {
  ID = "BOSS_RAISE3";
  Sprite = "BOSS";
  Frame = 12;
  Tics = 8;
  Next state = "BOSS_RAISE4";
}

State {
  ID = "BOSS_RAISE4";
  Sprite = "BOSS";
  Frame = 11;
  Tics = 8;
  Next state = "BOSS_RAISE5";
}

State {
  ID = "BOSS_RAISE5";
  Sprite = "BOSS";
  Frame = 10;
  Tics = 8;
  Next state = "BOSS_RAISE6";
}

State {
  ID = "BOSS_RAISE6";
  Sprite = "BOSS";
  Frame = 9;
  Tics = 8;
  Next state = "BOSS_RAISE7";
}

State {
  ID = "BOSS_RAISE7";
  Sprite = "BOSS";
  Frame = 8;
  Tics = 8;
  Next state = "BOSS_RUN1";
}

State {
  ID = "BOS2_STND";
  Sprite = "BOS2";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "BOS2_STND2";
}

State {
  ID = "BOS2_STND2";
  Sprite = "BOS2";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "BOS2_STND";
}

State {
  ID = "BOS2_RUN1";
  Sprite = "BOS2";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOS2_RUN2";
}

State {
  ID = "BOS2_RUN2";
  Sprite = "BOS2";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOS2_RUN3";
}

State {
  ID = "BOS2_RUN3";
  Sprite = "BOS2";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOS2_RUN4";
}

State {
  ID = "BOS2_RUN4";
  Sprite = "BOS2";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOS2_RUN5";
}

State {
  ID = "BOS2_RUN5";
  Sprite = "BOS2";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOS2_RUN6";
}

State {
  ID = "BOS2_RUN6";
  Sprite = "BOS2";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOS2_RUN7";
}

State {
  ID = "BOS2_RUN7";
  Sprite = "BOS2";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOS2_RUN8";
}

State {
  ID = "BOS2_RUN8";
  Sprite = "BOS2";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BOS2_RUN1";
}

State {
  ID = "BOS2_ATK1";
  Sprite = "BOS2";
  Frame = 4;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "BOS2_ATK2";
}

State {
  ID = "BOS2_ATK2";
  Sprite = "BOS2";
  Frame = 5;
  Tics = 8;
  Action = "A_FaceTarget";
  Next state = "BOS2_ATK3";
}

State {
  ID = "BOS2_ATK3";
  Sprite = "BOS2";
  Frame = 6;
  Tics = 8;
  Action = "A_BruisAttack";
  Next state = "BOS2_RUN1";
}

State {
  ID = "BOS2_PAIN";
  Sprite = "BOS2";
  Frame = 7;
  Tics = 2;
  Next state = "BOS2_PAIN2";
}

State {
  ID = "BOS2_PAIN2";
  Sprite = "BOS2";
  Frame = 7;
  Tics = 2;
  Action = "A_Pain";
  Next state = "BOS2_RUN1";
}

State {
  ID = "BOS2_DIE1";
  Sprite = "BOS2";
  Frame = 8;
  Tics = 8;
  Next state = "BOS2_DIE2";
}

State {
  ID = "BOS2_DIE2";
  Sprite = "BOS2";
  Frame = 9;
  Tics = 8;
  Action = "A_Scream";
  Next state = "BOS2_DIE3";
}

State {
  ID = "BOS2_DIE3";
  Sprite = "BOS2";
  Frame = 10;
  Tics = 8;
  Next state = "BOS2_DIE4";
}

State {
  ID = "BOS2_DIE4";
  Sprite = "BOS2";
  Frame = 11;
  Tics = 8;
  Action = "A_Fall";
  Next state = "BOS2_DIE5";
}

State {
  ID = "BOS2_DIE5";
  Sprite = "BOS2";
  Frame = 12;
  Tics = 8;
  Next state = "BOS2_DIE6";
}

State {
  ID = "BOS2_DIE6";
  Sprite = "BOS2";
  Frame = 13;
  Tics = 8;
  Next state = "BOS2_DIE7";
}

State {
  ID = "BOS2_DIE7";
  Sprite = "BOS2";
  Frame = 14;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "BOS2_RAISE1";
  Sprite = "BOS2";
  Frame = 14;
  Tics = 8;
  Next state = "BOS2_RAISE2";
}

State {
  ID = "BOS2_RAISE2";
  Sprite = "BOS2";
  Frame = 13;
  Tics = 8;
  Next state = "BOS2_RAISE3";
}

State {
  ID = "BOS2_RAISE3";
  Sprite = "BOS2";
  Frame = 12;
  Tics = 8;
  Next state = "BOS2_RAISE4";
}

State {
  ID = "BOS2_RAISE4";
  Sprite = "BOS2";
  Frame = 11;
  Tics = 8;
  Next state = "BOS2_RAISE5";
}

State {
  ID = "BOS2_RAISE5";
  Sprite = "BOS2";
  Frame = 10;
  Tics = 8;
  Next state = "BOS2_RAISE6";
}

State {
  ID = "BOS2_RAISE6";
  Sprite = "BOS2";
  Frame = 9;
  Tics = 8;
  Next state = "BOS2_RAISE7";
}

State {
  ID = "BOS2_RAISE7";
  Sprite = "BOS2";
  Frame = 8;
  Tics = 8;
  Next state = "BOS2_RUN1";
}

State {
  ID = "SKULL_STND";
  Sprite = "SKUL";
  Frame = 32768;
  Tics = 10;
  Action = "A_Look";
  Next state = "SKULL_STND2";
}

State {
  ID = "SKULL_STND2";
  Sprite = "SKUL";
  Frame = 32769;
  Tics = 10;
  Action = "A_Look";
  Next state = "SKULL_STND";
}

State {
  ID = "SKULL_RUN1";
  Sprite = "SKUL";
  Frame = 32768;
  Tics = 6;
  Action = "A_Chase";
  Next state = "SKULL_RUN2";
}

State {
  ID = "SKULL_RUN2";
  Sprite = "SKUL";
  Frame = 32769;
  Tics = 6;
  Action = "A_Chase";
  Next state = "SKULL_RUN1";
}

State {
  ID = "SKULL_ATK1";
  Sprite = "SKUL";
  Frame = 32770;
  Tics = 10;
  Action = "A_FaceTarget";
  Next state = "SKULL_ATK2";
}

State {
  ID = "SKULL_ATK2";
  Sprite = "SKUL";
  Frame = 32771;
  Tics = 4;
  Action = "A_SkullAttack";
  Next state = "SKULL_ATK3";
}

State {
  ID = "SKULL_ATK3";
  Sprite = "SKUL";
  Frame = 32770;
  Tics = 4;
  Next state = "SKULL_ATK4";
}

State {
  ID = "SKULL_ATK4";
  Sprite = "SKUL";
  Frame = 32771;
  Tics = 4;
  Next state = "SKULL_ATK3";
}

State {
  ID = "SKULL_PAIN";
  Sprite = "SKUL";
  Frame = 32772;
  Tics = 3;
  Next state = "SKULL_PAIN2";
}

State {
  ID = "SKULL_PAIN2";
  Sprite = "SKUL";
  Frame = 32772;
  Tics = 3;
  Action = "A_Pain";
  Next state = "SKULL_RUN1";
}

State {
  ID = "SKULL_DIE1";
  Sprite = "SKUL";
  Frame = 32773;
  Tics = 6;
  Next state = "SKULL_DIE2";
}

State {
  ID = "SKULL_DIE2";
  Sprite = "SKUL";
  Frame = 32774;
  Tics = 6;
  Action = "A_Scream";
  Next state = "SKULL_DIE3";
}

State {
  ID = "SKULL_DIE3";
  Sprite = "SKUL";
  Frame = 32775;
  Tics = 6;
  Next state = "SKULL_DIE4";
}

State {
  ID = "SKULL_DIE4";
  Sprite = "SKUL";
  Frame = 32776;
  Tics = 6;
  Action = "A_Fall";
  Next state = "SKULL_DIE5";
}

State {
  ID = "SKULL_DIE5";
  Sprite = "SKUL";
  Frame = 9;
  Tics = 6;
  Next state = "SKULL_DIE6";
}

State {
  ID = "SKULL_DIE6";
  Sprite = "SKUL";
  Frame = 10;
  Tics = 6;
  Next state = "NULL";
}

State {
  ID = "SPID_STND";
  Sprite = "SPID";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "SPID_STND2";
}

State {
  ID = "SPID_STND2";
  Sprite = "SPID";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "SPID_STND";
}

State {
  ID = "SPID_RUN1";
  Sprite = "SPID";
  Frame = 0;
  Tics = 3;
  Action = "A_Metal";
  Next state = "SPID_RUN2";
}

State {
  ID = "SPID_RUN2";
  Sprite = "SPID";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPID_RUN3";
}

State {
  ID = "SPID_RUN3";
  Sprite = "SPID";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPID_RUN4";
}

State {
  ID = "SPID_RUN4";
  Sprite = "SPID";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPID_RUN5";
}

State {
  ID = "SPID_RUN5";
  Sprite = "SPID";
  Frame = 2;
  Tics = 3;
  Action = "A_Metal";
  Next state = "SPID_RUN6";
}

State {
  ID = "SPID_RUN6";
  Sprite = "SPID";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPID_RUN7";
}

State {
  ID = "SPID_RUN7";
  Sprite = "SPID";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPID_RUN8";
}

State {
  ID = "SPID_RUN8";
  Sprite = "SPID";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPID_RUN9";
}

State {
  ID = "SPID_RUN9";
  Sprite = "SPID";
  Frame = 4;
  Tics = 3;
  Action = "A_Metal";
  Next state = "SPID_RUN10";
}

State {
  ID = "SPID_RUN10";
  Sprite = "SPID";
  Frame = 4;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPID_RUN11";
}

State {
  ID = "SPID_RUN11";
  Sprite = "SPID";
  Frame = 5;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPID_RUN12";
}

State {
  ID = "SPID_RUN12";
  Sprite = "SPID";
  Frame = 5;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SPID_RUN1";
}

State {
  ID = "SPID_ATK1";
  Sprite = "SPID";
  Frame = 32768;
  Tics = 20;
  Action = "A_FaceTarget";
  Next state = "SPID_ATK2";
}

State {
  ID = "SPID_ATK2";
  Sprite = "SPID";
  Frame = 32774;
  Tics = 4;
  Action = "A_SPosAttack";
  Next state = "SPID_ATK3";
}

State {
  ID = "SPID_ATK3";
  Sprite = "SPID";
  Frame = 32775;
  Tics = 4;
  Action = "A_SPosAttack";
  Next state = "SPID_ATK4";
}

State {
  ID = "SPID_ATK4";
  Sprite = "SPID";
  Frame = 32775;
  Tics = 1;
  Action = "A_SpidRefire";
  Next state = "SPID_ATK2";
}

State {
  ID = "SPID_PAIN";
  Sprite = "SPID";
  Frame = 8;
  Tics = 3;
  Next state = "SPID_PAIN2";
}

State {
  ID = "SPID_PAIN2";
  Sprite = "SPID";
  Frame = 8;
  Tics = 3;
  Action = "A_Pain";
  Next state = "SPID_RUN1";
}

State {
  ID = "SPID_DIE1";
  Sprite = "SPID";
  Frame = 9;
  Tics = 20;
  Action = "A_Scream";
  Next state = "SPID_DIE2";
}

State {
  ID = "SPID_DIE2";
  Sprite = "SPID";
  Frame = 10;
  Tics = 10;
  Action = "A_Fall";
  Next state = "SPID_DIE3";
}

State {
  ID = "SPID_DIE3";
  Sprite = "SPID";
  Frame = 11;
  Tics = 10;
  Next state = "SPID_DIE4";
}

State {
  ID = "SPID_DIE4";
  Sprite = "SPID";
  Frame = 32780;
  Tics = 10;
  Next state = "SPID_DIE5";
}

State {
  ID = "SPID_DIE5";
  Sprite = "SPID";
  Frame = 32781;
  Tics = 10;
  Next state = "SPID_DIE6";
}

State {
  ID = "SPID_DIE6";
  Sprite = "SPID";
  Frame = 32782;
  Tics = 10;
  Next state = "SPID_DIE7";
}

State {
  ID = "SPID_DIE7";
  Sprite = "SPID";
  Frame = 32783;
  Tics = 10;
  Next state = "SPID_DIE8";
}

State {
  ID = "SPID_DIE8";
  Sprite = "SPID";
  Frame = 32784;
  Tics = 10;
  Next state = "SPID_DIE9";
}

State {
  ID = "SPID_DIE9";
  Sprite = "SPID";
  Frame = 32785;
  Tics = 10;
  Next state = "SPID_DIE10";
}

State {
  ID = "SPID_DIE10";
  Sprite = "SPID";
  Frame = 18;
  Tics = 30;
  Next state = "SPID_DIE11";
}

State {
  ID = "SPID_DIE11";
  Sprite = "SPID";
  Frame = 18;
  Tics = -1;
  Action = "A_BossDeath";
  Next state = "NULL";
}

State {
  ID = "BSPI_STND";
  Sprite = "BSPI";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "BSPI_STND2";
}

State {
  ID = "BSPI_STND2";
  Sprite = "BSPI";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "BSPI_STND";
}

State {
  ID = "BSPI_SIGHT";
  Sprite = "BSPI";
  Frame = 0;
  Tics = 20;
  Next state = "BSPI_RUN1";
}

State {
  ID = "BSPI_RUN1";
  Sprite = "BSPI";
  Frame = 0;
  Tics = 3;
  Action = "A_BabyMetal";
  Next state = "BSPI_RUN2";
}

State {
  ID = "BSPI_RUN2";
  Sprite = "BSPI";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BSPI_RUN3";
}

State {
  ID = "BSPI_RUN3";
  Sprite = "BSPI";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BSPI_RUN4";
}

State {
  ID = "BSPI_RUN4";
  Sprite = "BSPI";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BSPI_RUN5";
}

State {
  ID = "BSPI_RUN5";
  Sprite = "BSPI";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BSPI_RUN6";
}

State {
  ID = "BSPI_RUN6";
  Sprite = "BSPI";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BSPI_RUN7";
}

State {
  ID = "BSPI_RUN7";
  Sprite = "BSPI";
  Frame = 3;
  Tics = 3;
  Action = "A_BabyMetal";
  Next state = "BSPI_RUN8";
}

State {
  ID = "BSPI_RUN8";
  Sprite = "BSPI";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BSPI_RUN9";
}

State {
  ID = "BSPI_RUN9";
  Sprite = "BSPI";
  Frame = 4;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BSPI_RUN10";
}

State {
  ID = "BSPI_RUN10";
  Sprite = "BSPI";
  Frame = 4;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BSPI_RUN11";
}

State {
  ID = "BSPI_RUN11";
  Sprite = "BSPI";
  Frame = 5;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BSPI_RUN12";
}

State {
  ID = "BSPI_RUN12";
  Sprite = "BSPI";
  Frame = 5;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BSPI_RUN1";
}

State {
  ID = "BSPI_ATK1";
  Sprite = "BSPI";
  Frame = 32768;
  Tics = 20;
  Action = "A_FaceTarget";
  Next state = "BSPI_ATK2";
}

State {
  ID = "BSPI_ATK2";
  Sprite = "BSPI";
  Frame = 32774;
  Tics = 4;
  Action = "A_BspiAttack";
  Next state = "BSPI_ATK3";
}

State {
  ID = "BSPI_ATK3";
  Sprite = "BSPI";
  Frame = 32775;
  Tics = 4;
  Next state = "BSPI_ATK4";
}

State {
  ID = "BSPI_ATK4";
  Sprite = "BSPI";
  Frame = 32775;
  Tics = 1;
  Action = "A_SpidRefire";
  Next state = "BSPI_ATK2";
}

State {
  ID = "BSPI_PAIN";
  Sprite = "BSPI";
  Frame = 8;
  Tics = 3;
  Next state = "BSPI_PAIN2";
}

State {
  ID = "BSPI_PAIN2";
  Sprite = "BSPI";
  Frame = 8;
  Tics = 3;
  Action = "A_Pain";
  Next state = "BSPI_RUN1";
}

State {
  ID = "BSPI_DIE1";
  Sprite = "BSPI";
  Frame = 9;
  Tics = 20;
  Action = "A_Scream";
  Next state = "BSPI_DIE2";
}

State {
  ID = "BSPI_DIE2";
  Sprite = "BSPI";
  Frame = 10;
  Tics = 7;
  Action = "A_Fall";
  Next state = "BSPI_DIE3";
}

State {
  ID = "BSPI_DIE3";
  Sprite = "BSPI";
  Frame = 11;
  Tics = 7;
  Next state = "BSPI_DIE4";
}

State {
  ID = "BSPI_DIE4";
  Sprite = "BSPI";
  Frame = 12;
  Tics = 7;
  Next state = "BSPI_DIE5";
}

State {
  ID = "BSPI_DIE5";
  Sprite = "BSPI";
  Frame = 13;
  Tics = 7;
  Next state = "BSPI_DIE6";
}

State {
  ID = "BSPI_DIE6";
  Sprite = "BSPI";
  Frame = 14;
  Tics = 7;
  Next state = "BSPI_DIE7";
}

State {
  ID = "BSPI_DIE7";
  Sprite = "BSPI";
  Frame = 15;
  Tics = -1;
  Action = "A_BossDeath";
  Next state = "NULL";
}

State {
  ID = "BSPI_RAISE1";
  Sprite = "BSPI";
  Frame = 15;
  Tics = 5;
  Next state = "BSPI_RAISE2";
}

State {
  ID = "BSPI_RAISE2";
  Sprite = "BSPI";
  Frame = 14;
  Tics = 5;
  Next state = "BSPI_RAISE3";
}

State {
  ID = "BSPI_RAISE3";
  Sprite = "BSPI";
  Frame = 13;
  Tics = 5;
  Next state = "BSPI_RAISE4";
}

State {
  ID = "BSPI_RAISE4";
  Sprite = "BSPI";
  Frame = 12;
  Tics = 5;
  Next state = "BSPI_RAISE5";
}

State {
  ID = "BSPI_RAISE5";
  Sprite = "BSPI";
  Frame = 11;
  Tics = 5;
  Next state = "BSPI_RAISE6";
}

State {
  ID = "BSPI_RAISE6";
  Sprite = "BSPI";
  Frame = 10;
  Tics = 5;
  Next state = "BSPI_RAISE7";
}

State {
  ID = "BSPI_RAISE7";
  Sprite = "BSPI";
  Frame = 9;
  Tics = 5;
  Next state = "BSPI_RUN1";
}

State {
  ID = "ARACH_PLAZ";
  Sprite = "APLS";
  Frame = 32768;
  Tics = 5;
  Next state = "ARACH_PLAZ2";
}

State {
  ID = "ARACH_PLAZ2";
  Sprite = "APLS";
  Frame = 32769;
  Tics = 5;
  Next state = "ARACH_PLAZ";
}

State {
  ID = "ARACH_PLEX";
  Sprite = "APBX";
  Frame = 32768;
  Tics = 5;
  Next state = "ARACH_PLEX2";
}

State {
  ID = "ARACH_PLEX2";
  Sprite = "APBX";
  Frame = 32769;
  Tics = 5;
  Next state = "ARACH_PLEX3";
}

State {
  ID = "ARACH_PLEX3";
  Sprite = "APBX";
  Frame = 32770;
  Tics = 5;
  Next state = "ARACH_PLEX4";
}

State {
  ID = "ARACH_PLEX4";
  Sprite = "APBX";
  Frame = 32771;
  Tics = 5;
  Next state = "ARACH_PLEX5";
}

State {
  ID = "ARACH_PLEX5";
  Sprite = "APBX";
  Frame = 32772;
  Tics = 5;
  Next state = "NULL";
}

State {
  ID = "CYBER_STND";
  Sprite = "CYBR";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "CYBER_STND2";
}

State {
  ID = "CYBER_STND2";
  Sprite = "CYBR";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "CYBER_STND";
}

State {
  ID = "CYBER_RUN1";
  Sprite = "CYBR";
  Frame = 0;
  Tics = 3;
  Action = "A_Hoof";
  Next state = "CYBER_RUN2";
}

State {
  ID = "CYBER_RUN2";
  Sprite = "CYBR";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CYBER_RUN3";
}

State {
  ID = "CYBER_RUN3";
  Sprite = "CYBR";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CYBER_RUN4";
}

State {
  ID = "CYBER_RUN4";
  Sprite = "CYBR";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CYBER_RUN5";
}

State {
  ID = "CYBER_RUN5";
  Sprite = "CYBR";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CYBER_RUN6";
}

State {
  ID = "CYBER_RUN6";
  Sprite = "CYBR";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CYBER_RUN7";
}

State {
  ID = "CYBER_RUN7";
  Sprite = "CYBR";
  Frame = 3;
  Tics = 3;
  Action = "A_Metal";
  Next state = "CYBER_RUN8";
}

State {
  ID = "CYBER_RUN8";
  Sprite = "CYBR";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "CYBER_RUN1";
}

State {
  ID = "CYBER_ATK1";
  Sprite = "CYBR";
  Frame = 4;
  Tics = 6;
  Action = "A_FaceTarget";
  Next state = "CYBER_ATK2";
}

State {
  ID = "CYBER_ATK2";
  Sprite = "CYBR";
  Frame = 32773;
  Tics = 12;
  Action = "A_CyberAttack";
  Next state = "CYBER_ATK3";
}

State {
  ID = "CYBER_ATK3";
  Sprite = "CYBR";
  Frame = 4;
  Tics = 12;
  Action = "A_FaceTarget";
  Next state = "CYBER_ATK4";
}

State {
  ID = "CYBER_ATK4";
  Sprite = "CYBR";
  Frame = 32773;
  Tics = 12;
  Action = "A_CyberAttack";
  Next state = "CYBER_ATK5";
}

State {
  ID = "CYBER_ATK5";
  Sprite = "CYBR";
  Frame = 4;
  Tics = 12;
  Action = "A_FaceTarget";
  Next state = "CYBER_ATK6";
}

State {
  ID = "CYBER_ATK6";
  Sprite = "CYBR";
  Frame = 32773;
  Tics = 12;
  Action = "A_CyberAttack";
  Next state = "CYBER_RUN1";
}

State {
  ID = "CYBER_PAIN";
  Sprite = "CYBR";
  Frame = 6;
  Tics = 10;
  Action = "A_Pain";
  Next state = "CYBER_RUN1";
}

State {
  ID = "CYBER_DIE1";
  Sprite = "CYBR";
  Frame = 7;
  Tics = 10;
  Next state = "CYBER_DIE2";
}

State {
  ID = "CYBER_DIE2";
  Sprite = "CYBR";
  Frame = 8;
  Tics = 10;
  Action = "A_Scream";
  Next state = "CYBER_DIE3";
}

State {
  ID = "CYBER_DIE3";
  Sprite = "CYBR";
  Frame = 9;
  Tics = 10;
  Next state = "CYBER_DIE4";
}

State {
  ID = "CYBER_DIE4";
  Sprite = "CYBR";
  Frame = 10;
  Tics = 10;
  Next state = "CYBER_DIE5";
}

State {
  ID = "CYBER_DIE5";
  Sprite = "CYBR";
  Frame = 11;
  Tics = 10;
  Next state = "CYBER_DIE6";
}

State {
  ID = "CYBER_DIE6";
  Sprite = "CYBR";
  Frame = 12;
  Tics = 10;
  Action = "A_Fall";
  Next state = "CYBER_DIE7";
}

State {
  ID = "CYBER_DIE7";
  Sprite = "CYBR";
  Frame = 13;
  Tics = 10;
  Next state = "CYBER_DIE8";
}

State {
  ID = "CYBER_DIE8";
  Sprite = "CYBR";
  Frame = 14;
  Tics = 10;
  Next state = "CYBER_DIE9";
}

State {
  ID = "CYBER_DIE9";
  Sprite = "CYBR";
  Frame = 15;
  Tics = 30;
  Next state = "CYBER_DIE10";
}

State {
  ID = "CYBER_DIE10";
  Sprite = "CYBR";
  Frame = 15;
  Tics = -1;
  Action = "A_BossDeath";
  Next state = "NULL";
}

State {
  ID = "PAIN_STND";
  Sprite = "PAIN";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "PAIN_STND";
}

State {
  ID = "PAIN_RUN1";
  Sprite = "PAIN";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PAIN_RUN2";
}

State {
  ID = "PAIN_RUN2";
  Sprite = "PAIN";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PAIN_RUN3";
}

State {
  ID = "PAIN_RUN3";
  Sprite = "PAIN";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PAIN_RUN4";
}

State {
  ID = "PAIN_RUN4";
  Sprite = "PAIN";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PAIN_RUN5";
}

State {
  ID = "PAIN_RUN5";
  Sprite = "PAIN";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PAIN_RUN6";
}

State {
  ID = "PAIN_RUN6";
  Sprite = "PAIN";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PAIN_RUN1";
}

State {
  ID = "PAIN_ATK1";
  Sprite = "PAIN";
  Frame = 3;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "PAIN_ATK2";
}

State {
  ID = "PAIN_ATK2";
  Sprite = "PAIN";
  Frame = 4;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "PAIN_ATK3";
}

State {
  ID = "PAIN_ATK3";
  Sprite = "PAIN";
  Frame = 32773;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "PAIN_ATK4";
}

State {
  ID = "PAIN_ATK4";
  Sprite = "PAIN";
  Frame = 32773;
  Tics = 0;
  Action = "A_PainAttack";
  Next state = "PAIN_RUN1";
}

State {
  ID = "PAIN_PAIN";
  Sprite = "PAIN";
  Frame = 6;
  Tics = 6;
  Next state = "PAIN_PAIN2";
}

State {
  ID = "PAIN_PAIN2";
  Sprite = "PAIN";
  Frame = 6;
  Tics = 6;
  Action = "A_Pain";
  Next state = "PAIN_RUN1";
}

State {
  ID = "PAIN_DIE1";
  Sprite = "PAIN";
  Frame = 32775;
  Tics = 8;
  Next state = "PAIN_DIE2";
}

State {
  ID = "PAIN_DIE2";
  Sprite = "PAIN";
  Frame = 32776;
  Tics = 8;
  Action = "A_Scream";
  Next state = "PAIN_DIE3";
}

State {
  ID = "PAIN_DIE3";
  Sprite = "PAIN";
  Frame = 32777;
  Tics = 8;
  Next state = "PAIN_DIE4";
}

State {
  ID = "PAIN_DIE4";
  Sprite = "PAIN";
  Frame = 32778;
  Tics = 8;
  Next state = "PAIN_DIE5";
}

State {
  ID = "PAIN_DIE5";
  Sprite = "PAIN";
  Frame = 32779;
  Tics = 8;
  Action = "A_PainDie";
  Next state = "PAIN_DIE6";
}

State {
  ID = "PAIN_DIE6";
  Sprite = "PAIN";
  Frame = 32780;
  Tics = 8;
  Next state = "NULL";
}

State {
  ID = "PAIN_RAISE1";
  Sprite = "PAIN";
  Frame = 12;
  Tics = 8;
  Next state = "PAIN_RAISE2";
}

State {
  ID = "PAIN_RAISE2";
  Sprite = "PAIN";
  Frame = 11;
  Tics = 8;
  Next state = "PAIN_RAISE3";
}

State {
  ID = "PAIN_RAISE3";
  Sprite = "PAIN";
  Frame = 10;
  Tics = 8;
  Next state = "PAIN_RAISE4";
}

State {
  ID = "PAIN_RAISE4";
  Sprite = "PAIN";
  Frame = 9;
  Tics = 8;
  Next state = "PAIN_RAISE5";
}

State {
  ID = "PAIN_RAISE5";
  Sprite = "PAIN";
  Frame = 8;
  Tics = 8;
  Next state = "PAIN_RAISE6";
}

State {
  ID = "PAIN_RAISE6";
  Sprite = "PAIN";
  Frame = 7;
  Tics = 8;
  Next state = "PAIN_RUN1";
}

State {
  ID = "SSWV_STND";
  Sprite = "SSWV";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "SSWV_STND2";
}

State {
  ID = "SSWV_STND2";
  Sprite = "SSWV";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "SSWV_STND";
}

State {
  ID = "SSWV_RUN1";
  Sprite = "SSWV";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SSWV_RUN2";
}

State {
  ID = "SSWV_RUN2";
  Sprite = "SSWV";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SSWV_RUN3";
}

State {
  ID = "SSWV_RUN3";
  Sprite = "SSWV";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SSWV_RUN4";
}

State {
  ID = "SSWV_RUN4";
  Sprite = "SSWV";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SSWV_RUN5";
}

State {
  ID = "SSWV_RUN5";
  Sprite = "SSWV";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SSWV_RUN6";
}

State {
  ID = "SSWV_RUN6";
  Sprite = "SSWV";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SSWV_RUN7";
}

State {
  ID = "SSWV_RUN7";
  Sprite = "SSWV";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SSWV_RUN8";
}

State {
  ID = "SSWV_RUN8";
  Sprite = "SSWV";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SSWV_RUN1";
}

State {
  ID = "SSWV_ATK1";
  Sprite = "SSWV";
  Frame = 4;
  Tics = 10;
  Action = "A_FaceTarget";
  Next state = "SSWV_ATK2";
}

State {
  ID = "SSWV_ATK2";
  Sprite = "SSWV";
  Frame = 5;
  Tics = 10;
  Action = "A_FaceTarget";
  Next state = "SSWV_ATK3";
}

State {
  ID = "SSWV_ATK3";
  Sprite = "SSWV";
  Frame = 32774;
  Tics = 4;
  Action = "A_CPosAttack";
  Next state = "SSWV_ATK4";
}

State {
  ID = "SSWV_ATK4";
  Sprite = "SSWV";
  Frame = 5;
  Tics = 6;
  Action = "A_FaceTarget";
  Next state = "SSWV_ATK5";
}

State {
  ID = "SSWV_ATK5";
  Sprite = "SSWV";
  Frame = 32774;
  Tics = 4;
  Action = "A_CPosAttack";
  Next state = "SSWV_ATK6";
}

State {
  ID = "SSWV_ATK6";
  Sprite = "SSWV";
  Frame = 5;
  Tics = 1;
  Action = "A_CPosRefire";
  Next state = "SSWV_ATK2";
}

State {
  ID = "SSWV_PAIN";
  Sprite = "SSWV";
  Frame = 7;
  Tics = 3;
  Next state = "SSWV_PAIN2";
}

State {
  ID = "SSWV_PAIN2";
  Sprite = "SSWV";
  Frame = 7;
  Tics = 3;
  Action = "A_Pain";
  Next state = "SSWV_RUN1";
}

State {
  ID = "SSWV_DIE1";
  Sprite = "SSWV";
  Frame = 8;
  Tics = 5;
  Next state = "SSWV_DIE2";
}

State {
  ID = "SSWV_DIE2";
  Sprite = "SSWV";
  Frame = 9;
  Tics = 5;
  Action = "A_Scream";
  Next state = "SSWV_DIE3";
}

State {
  ID = "SSWV_DIE3";
  Sprite = "SSWV";
  Frame = 10;
  Tics = 5;
  Action = "A_Fall";
  Next state = "SSWV_DIE4";
}

State {
  ID = "SSWV_DIE4";
  Sprite = "SSWV";
  Frame = 11;
  Tics = 5;
  Next state = "SSWV_DIE5";
}

State {
  ID = "SSWV_DIE5";
  Sprite = "SSWV";
  Frame = 12;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SSWV_XDIE1";
  Sprite = "SSWV";
  Frame = 13;
  Tics = 5;
  Next state = "SSWV_XDIE2";
}

State {
  ID = "SSWV_XDIE2";
  Sprite = "SSWV";
  Frame = 14;
  Tics = 5;
  Action = "A_XScream";
  Next state = "SSWV_XDIE3";
}

State {
  ID = "SSWV_XDIE3";
  Sprite = "SSWV";
  Frame = 15;
  Tics = 5;
  Action = "A_Fall";
  Next state = "SSWV_XDIE4";
}

State {
  ID = "SSWV_XDIE4";
  Sprite = "SSWV";
  Frame = 16;
  Tics = 5;
  Next state = "SSWV_XDIE5";
}

State {
  ID = "SSWV_XDIE5";
  Sprite = "SSWV";
  Frame = 17;
  Tics = 5;
  Next state = "SSWV_XDIE6";
}

State {
  ID = "SSWV_XDIE6";
  Sprite = "SSWV";
  Frame = 18;
  Tics = 5;
  Next state = "SSWV_XDIE7";
}

State {
  ID = "SSWV_XDIE7";
  Sprite = "SSWV";
  Frame = 19;
  Tics = 5;
  Next state = "SSWV_XDIE8";
}

State {
  ID = "SSWV_XDIE8";
  Sprite = "SSWV";
  Frame = 20;
  Tics = 5;
  Next state = "SSWV_XDIE9";
}

State {
  ID = "SSWV_XDIE9";
  Sprite = "SSWV";
  Frame = 21;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SSWV_RAISE1";
  Sprite = "SSWV";
  Frame = 12;
  Tics = 5;
  Next state = "SSWV_RAISE2";
}

State {
  ID = "SSWV_RAISE2";
  Sprite = "SSWV";
  Frame = 11;
  Tics = 5;
  Next state = "SSWV_RAISE3";
}

State {
  ID = "SSWV_RAISE3";
  Sprite = "SSWV";
  Frame = 10;
  Tics = 5;
  Next state = "SSWV_RAISE4";
}

State {
  ID = "SSWV_RAISE4";
  Sprite = "SSWV";
  Frame = 9;
  Tics = 5;
  Next state = "SSWV_RAISE5";
}

State {
  ID = "SSWV_RAISE5";
  Sprite = "SSWV";
  Frame = 8;
  Tics = 5;
  Next state = "SSWV_RUN1";
}

State {
  ID = "KEENSTND";
  Sprite = "KEEN";
  Frame = 0;
  Tics = -1;
  Next state = "KEENSTND";
}

State {
  ID = "COMMKEEN";
  Sprite = "KEEN";
  Frame = 0;
  Tics = 6;
  Next state = "COMMKEEN2";
}

State {
  ID = "COMMKEEN2";
  Sprite = "KEEN";
  Frame = 1;
  Tics = 6;
  Next state = "COMMKEEN3";
}

State {
  ID = "COMMKEEN3";
  Sprite = "KEEN";
  Frame = 2;
  Tics = 6;
  Action = "A_Scream";
  Next state = "COMMKEEN4";
}

State {
  ID = "COMMKEEN4";
  Sprite = "KEEN";
  Frame = 3;
  Tics = 6;
  Next state = "COMMKEEN5";
}

State {
  ID = "COMMKEEN5";
  Sprite = "KEEN";
  Frame = 4;
  Tics = 6;
  Next state = "COMMKEEN6";
}

State {
  ID = "COMMKEEN6";
  Sprite = "KEEN";
  Frame = 5;
  Tics = 6;
  Next state = "COMMKEEN7";
}

State {
  ID = "COMMKEEN7";
  Sprite = "KEEN";
  Frame = 6;
  Tics = 6;
  Next state = "COMMKEEN8";
}

State {
  ID = "COMMKEEN8";
  Sprite = "KEEN";
  Frame = 7;
  Tics = 6;
  Next state = "COMMKEEN9";
}

State {
  ID = "COMMKEEN9";
  Sprite = "KEEN";
  Frame = 8;
  Tics = 6;
  Next state = "COMMKEEN10";
}

State {
  ID = "COMMKEEN10";
  Sprite = "KEEN";
  Frame = 9;
  Tics = 6;
  Next state = "COMMKEEN11";
}

State {
  ID = "COMMKEEN11";
  Sprite = "KEEN";
  Frame = 10;
  Tics = 6;
  Action = "A_KeenDie";
  Next state = "COMMKEEN12";
}

State {
  ID = "COMMKEEN12";
  Sprite = "KEEN";
  Frame = 11;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "KEENPAIN";
  Sprite = "KEEN";
  Frame = 12;
  Tics = 4;
  Next state = "KEENPAIN2";
}

State {
  ID = "KEENPAIN2";
  Sprite = "KEEN";
  Frame = 12;
  Tics = 8;
  Action = "A_Pain";
  Next state = "KEENSTND";
}

State {
  ID = "BRAIN";
  Sprite = "BBRN";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "BRAIN_PAIN";
  Sprite = "BBRN";
  Frame = 1;
  Tics = 36;
  Action = "A_BrainPain";
  Next state = "BRAIN";
}

State {
  ID = "BRAIN_DIE1";
  Sprite = "BBRN";
  Frame = 0;
  Tics = 100;
  Action = "A_BrainScream";
  Next state = "BRAIN_DIE2";
}

State {
  ID = "BRAIN_DIE2";
  Sprite = "BBRN";
  Frame = 0;
  Tics = 10;
  Next state = "BRAIN_DIE3";
}

State {
  ID = "BRAIN_DIE3";
  Sprite = "BBRN";
  Frame = 0;
  Tics = 10;
  Next state = "BRAIN_DIE4";
}

State {
  ID = "BRAIN_DIE4";
  Sprite = "BBRN";
  Frame = 0;
  Tics = -1;
  Action = "A_BrainDie";
  Next state = "NULL";
}

State {
  ID = "BRAINEYE";
  Sprite = "SSWV";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "BRAINEYE";
}

State {
  ID = "BRAINEYESEE";
  Sprite = "SSWV";
  Frame = 0;
  Tics = 181;
  Action = "A_BrainAwake";
  Next state = "BRAINEYE1";
}

State {
  ID = "BRAINEYE1";
  Sprite = "SSWV";
  Frame = 0;
  Tics = 150;
  Action = "A_BrainSpit";
  Next state = "BRAINEYE1";
}

State {
  ID = "SPAWN1";
  Sprite = "BOSF";
  Frame = 32768;
  Tics = 3;
  Action = "A_SpawnSound";
  Next state = "SPAWN2";
}

State {
  ID = "SPAWN2";
  Sprite = "BOSF";
  Frame = 32769;
  Tics = 3;
  Action = "A_SpawnFly";
  Next state = "SPAWN3";
}

State {
  ID = "SPAWN3";
  Sprite = "BOSF";
  Frame = 32770;
  Tics = 3;
  Action = "A_SpawnFly";
  Next state = "SPAWN4";
}

State {
  ID = "SPAWN4";
  Sprite = "BOSF";
  Frame = 32771;
  Tics = 3;
  Action = "A_SpawnFly";
  Next state = "SPAWN1";
}

State {
  ID = "SPAWNFIRE1";
  Sprite = "FIRE";
  Frame = 32768;
  Tics = 4;
  Action = "A_Fire";
  Next state = "SPAWNFIRE2";
}

State {
  ID = "SPAWNFIRE2";
  Sprite = "FIRE";
  Frame = 32769;
  Tics = 4;
  Action = "A_Fire";
  Next state = "SPAWNFIRE3";
}

State {
  ID = "SPAWNFIRE3";
  Sprite = "FIRE";
  Frame = 32770;
  Tics = 4;
  Action = "A_Fire";
  Next state = "SPAWNFIRE4";
}

State {
  ID = "SPAWNFIRE4";
  Sprite = "FIRE";
  Frame = 32771;
  Tics = 4;
  Action = "A_Fire";
  Next state = "SPAWNFIRE5";
}

State {
  ID = "SPAWNFIRE5";
  Sprite = "FIRE";
  Frame = 32772;
  Tics = 4;
  Action = "A_Fire";
  Next state = "SPAWNFIRE6";
}

State {
  ID = "SPAWNFIRE6";
  Sprite = "FIRE";
  Frame = 32773;
  Tics = 4;
  Action = "A_Fire";
  Next state = "SPAWNFIRE7";
}

State {
  ID = "SPAWNFIRE7";
  Sprite = "FIRE";
  Frame = 32774;
  Tics = 4;
  Action = "A_Fire";
  Next state = "SPAWNFIRE8";
}

State {
  ID = "SPAWNFIRE8";
  Sprite = "FIRE";
  Frame = 32775;
  Tics = 4;
  Action = "A_Fire";
  Next state = "NULL";
}

State {
  ID = "BRAINEXPLODE1";
  Sprite = "MISL";
  Frame = 32769;
  Tics = 10;
  Next state = "BRAINEXPLODE2";
}

State {
  ID = "BRAINEXPLODE2";
  Sprite = "MISL";
  Frame = 32770;
  Tics = 10;
  Next state = "BRAINEXPLODE3";
}

State {
  ID = "BRAINEXPLODE3";
  Sprite = "MISL";
  Frame = 32771;
  Tics = 10;
  Action = "A_BrainExplode";
  Next state = "NULL";
}

State {
  ID = "ARM1";
  Sprite = "ARM1";
  Frame = 0;
  Tics = 6;
  Next state = "ARM1A";
}

State {
  ID = "ARM1A";
  Sprite = "ARM1";
  Frame = 32769;
  Tics = 7;
  Next state = "ARM1";
}

State {
  ID = "ARM2";
  Sprite = "ARM2";
  Frame = 0;
  Tics = 6;
  Next state = "ARM2A";
}

State {
  ID = "ARM2A";
  Sprite = "ARM2";
  Frame = 32769;
  Tics = 6;
  Next state = "ARM2";
}

State {
  ID = "BAR1";
  Sprite = "BAR1";
  Frame = 0;
  Tics = 6;
  Next state = "BAR2";
}

State {
  ID = "BAR2";
  Sprite = "BAR1";
  Frame = 1;
  Tics = 6;
  Next state = "BAR1";
}

State {
  ID = "BEXP";
  Sprite = "BEXP";
  Frame = 32768;
  Tics = 5;
  Next state = "BEXP2";
}

State {
  ID = "BEXP2";
  Sprite = "BEXP";
  Frame = 32769;
  Tics = 5;
  Action = "A_Scream";
  Next state = "BEXP3";
}

State {
  ID = "BEXP3";
  Sprite = "BEXP";
  Frame = 32770;
  Tics = 5;
  Next state = "BEXP4";
}

State {
  ID = "BEXP4";
  Sprite = "BEXP";
  Frame = 32771;
  Tics = 10;
  Action = "A_Explode";
  Next state = "BEXP5";
}

State {
  ID = "BEXP5";
  Sprite = "BEXP";
  Frame = 32772;
  Tics = 10;
  Next state = "NULL";
}

State {
  ID = "BBAR1";
  Sprite = "FCAN";
  Frame = 32768;
  Tics = 4;
  Next state = "BBAR2";
}

State {
  ID = "BBAR2";
  Sprite = "FCAN";
  Frame = 32769;
  Tics = 4;
  Next state = "BBAR3";
}

State {
  ID = "BBAR3";
  Sprite = "FCAN";
  Frame = 32770;
  Tics = 4;
  Next state = "BBAR1";
}

State {
  ID = "BON1";
  Sprite = "BON1";
  Frame = 32768;
  Tics = 6;
  Next state = "BON1A";
}

State {
  ID = "BON1A";
  Sprite = "BON1";
  Frame = 32769;
  Tics = 6;
  Next state = "BON1B";
}

State {
  ID = "BON1B";
  Sprite = "BON1";
  Frame = 32770;
  Tics = 6;
  Next state = "BON1C";
}

State {
  ID = "BON1C";
  Sprite = "BON1";
  Frame = 32771;
  Tics = 6;
  Next state = "BON1D";
}

State {
  ID = "BON1D";
  Sprite = "BON1";
  Frame = 32770;
  Tics = 6;
  Next state = "BON1E";
}

State {
  ID = "BON1E";
  Sprite = "BON1";
  Frame = 32769;
  Tics = 6;
  Next state = "BON1";
}

State {
  ID = "BON2";
  Sprite = "BON2";
  Frame = 0;
  Tics = 6;
  Next state = "BON2A";
}

State {
  ID = "BON2A";
  Sprite = "BON2";
  Frame = 1;
  Tics = 6;
  Next state = "BON2B";
}

State {
  ID = "BON2B";
  Sprite = "BON2";
  Frame = 2;
  Tics = 6;
  Next state = "BON2C";
}

State {
  ID = "BON2C";
  Sprite = "BON2";
  Frame = 3;
  Tics = 6;
  Next state = "BON2D";
}

State {
  ID = "BON2D";
  Sprite = "BON2";
  Frame = 2;
  Tics = 6;
  Next state = "BON2E";
}

State {
  ID = "BON2E";
  Sprite = "BON2";
  Frame = 1;
  Tics = 6;
  Next state = "BON2";
}

State {
  ID = "BKEY";
  Sprite = "BKEY";
  Frame = 0;
  Tics = 10;
  Next state = "BKEY2";
}

State {
  ID = "BKEY2";
  Sprite = "BKEY";
  Frame = 32769;
  Tics = 10;
  Next state = "BKEY";
}

State {
  ID = "RKEY";
  Sprite = "RKEY";
  Frame = 0;
  Tics = 10;
  Next state = "RKEY2";
}

State {
  ID = "RKEY2";
  Sprite = "RKEY";
  Frame = 32769;
  Tics = 10;
  Next state = "RKEY";
}

State {
  ID = "YKEY";
  Sprite = "YKEY";
  Frame = 0;
  Tics = 10;
  Next state = "YKEY2";
}

State {
  ID = "YKEY2";
  Sprite = "YKEY";
  Frame = 32769;
  Tics = 10;
  Next state = "YKEY";
}

State {
  ID = "BSKULL";
  Sprite = "BSKU";
  Frame = 0;
  Tics = 10;
  Next state = "BSKULL2";
}

State {
  ID = "BSKULL2";
  Sprite = "BSKU";
  Frame = 32769;
  Tics = 10;
  Next state = "BSKULL";
}

State {
  ID = "RSKULL";
  Sprite = "RSKU";
  Frame = 0;
  Tics = 10;
  Next state = "RSKULL2";
}

State {
  ID = "RSKULL2";
  Sprite = "RSKU";
  Frame = 32769;
  Tics = 10;
  Next state = "RSKULL";
}

State {
  ID = "YSKULL";
  Sprite = "YSKU";
  Frame = 0;
  Tics = 10;
  Next state = "YSKULL2";
}

State {
  ID = "YSKULL2";
  Sprite = "YSKU";
  Frame = 32769;
  Tics = 10;
  Next state = "YSKULL";
}

State {
  ID = "STIM";
  Sprite = "STIM";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "MEDI";
  Sprite = "MEDI";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SOUL";
  Sprite = "SOUL";
  Frame = 32768;
  Tics = 6;
  Next state = "SOUL2";
}

State {
  ID = "SOUL2";
  Sprite = "SOUL";
  Frame = 32769;
  Tics = 6;
  Next state = "SOUL3";
}

State {
  ID = "SOUL3";
  Sprite = "SOUL";
  Frame = 32770;
  Tics = 6;
  Next state = "SOUL4";
}

State {
  ID = "SOUL4";
  Sprite = "SOUL";
  Frame = 32771;
  Tics = 6;
  Next state = "SOUL5";
}

State {
  ID = "SOUL5";
  Sprite = "SOUL";
  Frame = 32770;
  Tics = 6;
  Next state = "SOUL6";
}

State {
  ID = "SOUL6";
  Sprite = "SOUL";
  Frame = 32769;
  Tics = 6;
  Next state = "SOUL";
}

State {
  ID = "PINV";
  Sprite = "PINV";
  Frame = 32768;
  Tics = 6;
  Next state = "PINV2";
}

State {
  ID = "PINV2";
  Sprite = "PINV";
  Frame = 32769;
  Tics = 6;
  Next state = "PINV3";
}

State {
  ID = "PINV3";
  Sprite = "PINV";
  Frame = 32770;
  Tics = 6;
  Next state = "PINV4";
}

State {
  ID = "PINV4";
  Sprite = "PINV";
  Frame = 32771;
  Tics = 6;
  Next state = "PINV";
}

State {
  ID = "PSTR";
  Sprite = "PSTR";
  Frame = 32768;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "PINS";
  Sprite = "PINS";
  Frame = 32768;
  Tics = 6;
  Next state = "PINS2";
}

State {
  ID = "PINS2";
  Sprite = "PINS";
  Frame = 32769;
  Tics = 6;
  Next state = "PINS3";
}

State {
  ID = "PINS3";
  Sprite = "PINS";
  Frame = 32770;
  Tics = 6;
  Next state = "PINS4";
}

State {
  ID = "PINS4";
  Sprite = "PINS";
  Frame = 32771;
  Tics = 6;
  Next state = "PINS";
}

State {
  ID = "MEGA";
  Sprite = "MEGA";
  Frame = 32768;
  Tics = 6;
  Next state = "MEGA2";
}

State {
  ID = "MEGA2";
  Sprite = "MEGA";
  Frame = 32769;
  Tics = 6;
  Next state = "MEGA3";
}

State {
  ID = "MEGA3";
  Sprite = "MEGA";
  Frame = 32770;
  Tics = 6;
  Next state = "MEGA4";
}

State {
  ID = "MEGA4";
  Sprite = "MEGA";
  Frame = 32771;
  Tics = 6;
  Next state = "MEGA";
}

State {
  ID = "SUIT";
  Sprite = "SUIT";
  Frame = 32768;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "PMAP";
  Sprite = "PMAP";
  Frame = 32768;
  Tics = 6;
  Next state = "PMAP2";
}

State {
  ID = "PMAP2";
  Sprite = "PMAP";
  Frame = 32769;
  Tics = 6;
  Next state = "PMAP3";
}

State {
  ID = "PMAP3";
  Sprite = "PMAP";
  Frame = 32770;
  Tics = 6;
  Next state = "PMAP4";
}

State {
  ID = "PMAP4";
  Sprite = "PMAP";
  Frame = 32771;
  Tics = 6;
  Next state = "PMAP5";
}

State {
  ID = "PMAP5";
  Sprite = "PMAP";
  Frame = 32770;
  Tics = 6;
  Next state = "PMAP6";
}

State {
  ID = "PMAP6";
  Sprite = "PMAP";
  Frame = 32769;
  Tics = 6;
  Next state = "PMAP";
}

State {
  ID = "PVIS";
  Sprite = "PVIS";
  Frame = 32768;
  Tics = 6;
  Next state = "PVIS2";
}

State {
  ID = "PVIS2";
  Sprite = "PVIS";
  Frame = 1;
  Tics = 6;
  Next state = "PVIS";
}

State {
  ID = "CLIP";
  Sprite = "CLIP";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "AMMO";
  Sprite = "AMMO";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "ROCK";
  Sprite = "ROCK";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "BROK";
  Sprite = "BROK";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "CELL";
  Sprite = "CELL";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "CELP";
  Sprite = "CELP";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SHEL";
  Sprite = "SHEL";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SBOX";
  Sprite = "SBOX";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "BPAK";
  Sprite = "BPAK";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "BFUG";
  Sprite = "BFUG";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "MGUN";
  Sprite = "MGUN";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "CSAW";
  Sprite = "CSAW";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "LAUN";
  Sprite = "LAUN";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "PLAS";
  Sprite = "PLAS";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SHOT";
  Sprite = "SHOT";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SHOT2";
  Sprite = "SGN2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "COLU";
  Sprite = "COLU";
  Frame = 32768;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "STALAG";
  Sprite = "SMT2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "BLOODYTWITCH";
  Sprite = "GOR1";
  Frame = 0;
  Tics = 10;
  Next state = "BLOODYTWITCH2";
}

State {
  ID = "BLOODYTWITCH2";
  Sprite = "GOR1";
  Frame = 1;
  Tics = 15;
  Next state = "BLOODYTWITCH3";
}

State {
  ID = "BLOODYTWITCH3";
  Sprite = "GOR1";
  Frame = 2;
  Tics = 8;
  Next state = "BLOODYTWITCH4";
}

State {
  ID = "BLOODYTWITCH4";
  Sprite = "GOR1";
  Frame = 1;
  Tics = 6;
  Next state = "BLOODYTWITCH";
}

State {
  ID = "DEADTORSO";
  Sprite = "PLAY";
  Frame = 13;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "DEADBOTTOM";
  Sprite = "PLAY";
  Frame = 18;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "HEADSONSTICK";
  Sprite = "POL2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "GIBS";
  Sprite = "POL5";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "HEADONASTICK";
  Sprite = "POL4";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "HEADCANDLES";
  Sprite = "POL3";
  Frame = 32768;
  Tics = 6;
  Next state = "HEADCANDLES2";
}

State {
  ID = "HEADCANDLES2";
  Sprite = "POL3";
  Frame = 32769;
  Tics = 6;
  Next state = "HEADCANDLES";
}

State {
  ID = "DEADSTICK";
  Sprite = "POL1";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "LIVESTICK";
  Sprite = "POL6";
  Frame = 0;
  Tics = 6;
  Next state = "LIVESTICK2";
}

State {
  ID = "LIVESTICK2";
  Sprite = "POL6";
  Frame = 1;
  Tics = 8;
  Next state = "LIVESTICK";
}

State {
  ID = "MEAT2";
  Sprite = "GOR2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "MEAT3";
  Sprite = "GOR3";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "MEAT4";
  Sprite = "GOR4";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "MEAT5";
  Sprite = "GOR5";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "STALAGTITE";
  Sprite = "SMIT";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "TALLGRNCOL";
  Sprite = "COL1";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SHRTGRNCOL";
  Sprite = "COL2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "TALLREDCOL";
  Sprite = "COL3";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SHRTREDCOL";
  Sprite = "COL4";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "CANDLESTIK";
  Sprite = "CAND";
  Frame = 32768;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "CANDELABRA";
  Sprite = "CBRA";
  Frame = 32768;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SKULLCOL";
  Sprite = "COL6";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "TORCHTREE";
  Sprite = "TRE1";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "BIGTREE";
  Sprite = "TRE2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "TECHPILLAR";
  Sprite = "ELEC";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}


State {
  ID = "EVILEYE";
  Sprite = "CEYE";
  Frame = 32768;
  Tics = 6;
  Next state = "EVILEYE2";
}

State {
  ID = "EVILEYE2";
  Sprite = "CEYE";
  Frame = 32769;
  Tics = 6;
  Next state = "EVILEYE3";
}

State {
  ID = "EVILEYE3";
  Sprite = "CEYE";
  Frame = 32770;
  Tics = 6;
  Next state = "EVILEYE4";
}

State {
  ID = "EVILEYE4";
  Sprite = "CEYE";
  Frame = 32769;
  Tics = 6;
  Next state = "EVILEYE";
}

State {
  ID = "FLOATSKULL";
  Sprite = "FSKU";
  Frame = 32768;
  Tics = 6;
  Next state = "FLOATSKULL2";
}

State {
  ID = "FLOATSKULL2";
  Sprite = "FSKU";
  Frame = 32769;
  Tics = 6;
  Next state = "FLOATSKULL3";
}

State {
  ID = "FLOATSKULL3";
  Sprite = "FSKU";
  Frame = 32770;
  Tics = 6;
  Next state = "FLOATSKULL";
}

State {
  ID = "HEARTCOL";
  Sprite = "COL5";
  Frame = 0;
  Tics = 14;
  Next state = "HEARTCOL2";
}

State {
  ID = "HEARTCOL2";
  Sprite = "COL5";
  Frame = 1;
  Tics = 14;
  Next state = "HEARTCOL";
}

State {
  ID = "BLUETORCH";
  Sprite = "TBLU";
  Frame = 32768;
  Tics = 4;
  Next state = "BLUETORCH2";
}

State {
  ID = "BLUETORCH2";
  Sprite = "TBLU";
  Frame = 32769;
  Tics = 4;
  Next state = "BLUETORCH3";
}

State {
  ID = "BLUETORCH3";
  Sprite = "TBLU";
  Frame = 32770;
  Tics = 4;
  Next state = "BLUETORCH4";
}

State {
  ID = "BLUETORCH4";
  Sprite = "TBLU";
  Frame = 32771;
  Tics = 4;
  Next state = "BLUETORCH";
}

State {
  ID = "GREENTORCH";
  Sprite = "TGRN";
  Frame = 32768;
  Tics = 4;
  Next state = "GREENTORCH2";
}

State {
  ID = "GREENTORCH2";
  Sprite = "TGRN";
  Frame = 32769;
  Tics = 4;
  Next state = "GREENTORCH3";
}

State {
  ID = "GREENTORCH3";
  Sprite = "TGRN";
  Frame = 32770;
  Tics = 4;
  Next state = "GREENTORCH4";
}

State {
  ID = "GREENTORCH4";
  Sprite = "TGRN";
  Frame = 32771;
  Tics = 4;
  Next state = "GREENTORCH";
}

State {
  ID = "REDTORCH";
  Sprite = "TRED";
  Frame = 32768;
  Tics = 4;
  Next state = "REDTORCH2";
}

State {
  ID = "REDTORCH2";
  Sprite = "TRED";
  Frame = 32769;
  Tics = 4;
  Next state = "REDTORCH3";
}

State {
  ID = "REDTORCH3";
  Sprite = "TRED";
  Frame = 32770;
  Tics = 4;
  Next state = "REDTORCH4";
}

State {
  ID = "REDTORCH4";
  Sprite = "TRED";
  Frame = 32771;
  Tics = 4;
  Next state = "REDTORCH";
}

State {
  ID = "BTORCHSHRT";
  Sprite = "SMBT";
  Frame = 32768;
  Tics = 4;
  Next state = "BTORCHSHRT2";
}

State {
  ID = "BTORCHSHRT2";
  Sprite = "SMBT";
  Frame = 32769;
  Tics = 4;
  Next state = "BTORCHSHRT3";
}

State {
  ID = "BTORCHSHRT3";
  Sprite = "SMBT";
  Frame = 32770;
  Tics = 4;
  Next state = "BTORCHSHRT4";
}

State {
  ID = "BTORCHSHRT4";
  Sprite = "SMBT";
  Frame = 32771;
  Tics = 4;
  Next state = "BTORCHSHRT";
}

State {
  ID = "GTORCHSHRT";
  Sprite = "SMGT";
  Frame = 32768;
  Tics = 4;
  Next state = "GTORCHSHRT2";
}

State {
  ID = "GTORCHSHRT2";
  Sprite = "SMGT";
  Frame = 32769;
  Tics = 4;
  Next state = "GTORCHSHRT3";
}

State {
  ID = "GTORCHSHRT3";
  Sprite = "SMGT";
  Frame = 32770;
  Tics = 4;
  Next state = "GTORCHSHRT4";
}

State {
  ID = "GTORCHSHRT4";
  Sprite = "SMGT";
  Frame = 32771;
  Tics = 4;
  Next state = "GTORCHSHRT";
}

State {
  ID = "RTORCHSHRT";
  Sprite = "SMRT";
  Frame = 32768;
  Tics = 4;
  Next state = "RTORCHSHRT2";
}

State {
  ID = "RTORCHSHRT2";
  Sprite = "SMRT";
  Frame = 32769;
  Tics = 4;
  Next state = "RTORCHSHRT3";
}

State {
  ID = "RTORCHSHRT3";
  Sprite = "SMRT";
  Frame = 32770;
  Tics = 4;
  Next state = "RTORCHSHRT4";
}

State {
  ID = "RTORCHSHRT4";
  Sprite = "SMRT";
  Frame = 32771;
  Tics = 4;
  Next state = "RTORCHSHRT";
}

State {
  ID = "HANGNOGUTS";
  Sprite = "HDB1";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "HANGBNOBRAIN";
  Sprite = "HDB2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "HANGTLOOKDN";
  Sprite = "HDB3";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "HANGTSKULL";
  Sprite = "HDB4";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "HANGTLOOKUP";
  Sprite = "HDB5";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "HANGTNOBRAIN";
  Sprite = "HDB6";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "COLONGIBS";
  Sprite = "POB1";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "SMALLPOOL";
  Sprite = "POB2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "BRAINSTEM";
  Sprite = "BRS1";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "TECHLAMP";
  Sprite = "TLMP";
  Frame = 32768;
  Tics = 4;
  Next state = "TECHLAMP2";
}

State {
  ID = "TECHLAMP2";
  Sprite = "TLMP";
  Frame = 32769;
  Tics = 4;
  Next state = "TECHLAMP3";
}

State {
  ID = "TECHLAMP3";
  Sprite = "TLMP";
  Frame = 32770;
  Tics = 4;
  Next state = "TECHLAMP4";
}

State {
  ID = "TECHLAMP4";
  Sprite = "TLMP";
  Frame = 32771;
  Tics = 4;
  Next state = "TECHLAMP";
}

State {
  ID = "TECH2LAMP";
  Sprite = "TLP2";
  Frame = 32768;
  Tics = 4;
  Next state = "TECH2LAMP2";
}

State {
  ID = "TECH2LAMP2";
  Sprite = "TLP2";
  Frame = 32769;
  Tics = 4;
  Next state = "TECH2LAMP3";
}

State {
  ID = "TECH2LAMP3";
  Sprite = "TLP2";
  Frame = 32770;
  Tics = 4;
  Next state = "TECH2LAMP4";
}

State {
  ID = "TECH2LAMP4";
  Sprite = "TLP2";
  Frame = 32771;
  Tics = 4;
  Next state = "TECH2LAMP";
}

State {
  ID = "SMALL_WHITE_LIGHT";
  Sprite = "APBX";
  Frame = 4;
  Tics = -1;
  Next state = "NULL";
}

State {
  ID = "GRENADE";
  Sprite = "GREN";
  Frame = 0;
  Tics = 255;
  Next state = "GRENADE2";
}

State {
  ID = "GRENADE2";
  Sprite = "GREN";
  Frame = 0;
  Tics = 1;
  Action = "A_Die";
  Next state = "DETONATE";
}

State {
  ID = "PIPEBOMB";
  Sprite = "GREN";
  Frame = 0;
  Tics = 6;
  Next state = "PIPEBOMB2";
}

State {
  ID = "PIPEBOMB2";
  Sprite = "GREN";
  Frame = 0;
  Tics = 6;
  Next state = "PIPEBOMB";
}

State {
  ID = "MINE";
  Sprite = "MINE";
  Frame = 0;
  Tics = 6;
  Next state = "MINE2";
}

State {
  ID = "MINE2";
  Sprite = "MINE";
  Frame = 0;
  Tics = 6;
  Next state = "MINE";
}

State {
  ID = "DETONATE";
  Sprite = "GREN";
  Frame = 32768;
  Tics = 6;
  Action = "A_Scream";
  Next state = "DETONATE2";
}

State {
  ID = "DETONATE2";
  Sprite = "GREN";
  Frame = 32769;
  Tics = 6;
  Action = "A_Detonate";
  Next state = "DETONATE3";
}

State {
  ID = "DETONATE3";
  Sprite = "GREN";
  Frame = 32770;
  Tics = 6;
  Next state = "NULL";
}

Thing {
  ID = "TEMPSOUNDORIGIN";
  DoomEd number = -1;
  Spawn state = "TEMPSOUNDORIGIN1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Radius = 1;
  Height = 1;
  Mass = 100;
  Flags = "mf_local mf_nosector mf_noblockmap mf_nogravity";
}

State {
  ID = "TEMPSOUNDORIGIN1";
  Sprite = "INV1";
  Tics = 175;
  Next state = "NULL";
}

# An extra step for the missile explosion to allow the particle effects to
# look better. A bit of a hack, mind you.
State {
  ID = "EXPLODE0";
  Sprite = "MISL";
  Frame = 32769;
  Next state = "EXPLODE1";
}

State {
  ID = "INVIS_SPRITE";
  Sprite = "INV1";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

# A_Tracer() spawns rocket puffs. This is copied from the original PUFF type.
Thing {
  ID = "ROCKETPUFF";
  DoomEd number = -1;
  Spawn state = "ROCKETPUFF1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 8;
  Height = 8;
  Mass = 100;
  Flags = "mf_noblockmap mf_nogravity mf_viewalign";
}

State {
  ID = "ROCKETPUFF1";
  Sprite = "PUFF";
  Frame = 32768;
  Tics = 4;
  Next state = "ROCKETPUFF2";
}

State {
  ID = "ROCKETPUFF2";
  Sprite = "PUFF";
  Frame = 1;
  Tics = 4;
  Next state = "ROCKETPUFF3";
}

State {
  ID = "ROCKETPUFF3";
  Sprite = "PUFF";
  Frame = 2;
  Tics = 4;
  Next state = "ROCKETPUFF4";
}

State {
  ID = "ROCKETPUFF4";
  Sprite = "PUFF";
  Frame = 3;
  Tics = 4;
  Next state = "NULL";
}
