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<THINGS>
#VERSION 1.29;
[MAUSERCLIP]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO5(10);
PICKUP_SOUND=ITEMUP;
SPRITE_SCALE=0.250;
PICKUP_MESSAGE=GotMauserClip;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;
STATES(IDLE)=MAUC:A:-1:NORMAL:NOTHING;
[PISTOLS]
RADIUS=20;
HEIGHT=56;
MASS=100;
STATES(IDLE)=NULL:A:0:NORMAL:NOTHING,
NULL:A:0:NORMAL:JUMP(IDLE:5,25%), //EDGE state jumps are absolute.
NULL:A:0:NORMAL:JUMP(IDLE:6,40%), //E.G this is IDLE:3
NULL:A:0:NORMAL:DROPITEM(COUGAR),
#REMOVE,
NULL:A:0:NORMAL:DROPITEM(MAUSER),
#REMOVE,
NULL:A:0:NORMAL:DROPITEM(MAUSERCLIP),
#REMOVE;
[COUGAR]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=PISTOL,BULLETS(12);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotCougar;
SPECIAL=SPECIAL;
SPRITE_SCALE=0.250;
RESPAWN_EFFECT=ITEM_RESPAWN;
STATES(IDLE)=COUP:A:-1:NORMAL:NOTHING;
[MAUSER]
RADIUS=20;
HEIGHT=16;
SPRITE_SCALE=0.250;
PICKUP_BENEFIT=MAUSER,AMMO5(10);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotMauser;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;
STATES(IDLE)=MAUP:A:-1:NORMAL:NOTHING;
[BACKPACK:8]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS.LIMIT(240),SHELLS.LIMIT(100),
ROCKETS.LIMIT(100),CELLS.LIMIT(600),AMMO5.LIMIT(120),
AMMO5(10),
BULLETS(12),SHELLS(4),ROCKETS(1),CELLS(20);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotBackpack;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL;
STATES(IDLE)=BPAK:A:-1:NORMAL:NOTHING;
[PUFF]
REACTION_TIME=8T;
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=1;
SPRITE_SCALE=0.1;
TRANSLUCENCY=45%;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
STATES(SPAWN)=SMOK:A:1:BRIGHT:NOTHING,
SMOK:B:1:NORMAL:NOTHING,
SMOK:C:1:NORMAL:NOTHING,
SMOK:D:1:NORMAL:NOTHING,
SMOK:E:1:NORMAL:NOTHING,
SMOK:F:1:NORMAL:NOTHING,
SMOK:G:1:NORMAL:NOTHING,
SMOK:H:1:NORMAL:NOTHING,
SMOK:I:1:NORMAL:NOTHING,
SMOK:J:1:NORMAL:NOTHING,
SMOK:K:1:NORMAL:NOTHING,
SMOK:L:1:NORMAL:NOTHING,
SMOK:M:1:NORMAL:NOTHING,
SMOK:N:1:NORMAL:NOTHING,
SMOK:O:1:NORMAL:NOTHING,
SMOK:P:1:NORMAL:NOTHING,
SMOK:Q:1:NORMAL:NOTHING,
#REMOVE;
[TINYSMOKE]
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=2;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
TRANSLUCENCY=45%;
SPRITE_SCALE=0.04;
STATES(SPAWN)=SMOK:A:1:BRIGHT:NOTHING,
SMOK:B:1:NORMAL:NOTHING,
SMOK:C:1:NORMAL:NOTHING,
SMOK:D:1:NORMAL:NOTHING,
SMOK:E:1:NORMAL:NOTHING,
SMOK:F:1:NORMAL:NOTHING,
SMOK:G:1:NORMAL:NOTHING,
SMOK:H:1:NORMAL:NOTHING,
SMOK:I:1:NORMAL:NOTHING,
SMOK:J:1:NORMAL:NOTHING,
SMOK:K:1:NORMAL:NOTHING,
SMOK:L:1:NORMAL:NOTHING,
SMOK:M:1:NORMAL:NOTHING,
SMOK:N:1:NORMAL:NOTHING,
SMOK:O:1:NORMAL:NOTHING,
SMOK:P:1:NORMAL:NOTHING,
SMOK:Q:1:NORMAL:NOTHING,
#REMOVE;
[OUR_HERO:1]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=1;
PLAYER=1;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=26T;
CROUCH_HEIGHT=32;
PALETTE_REMAP=PLAYER_GREEN;
CASTORDER=1;
CAST_TITLE=OurHeroName;
PAINCHANCE=100%;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND="PLPAIN";
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(120),SHELLS.LIMIT(50),
ROCKETS.LIMIT(50),CELLS.LIMIT(300),
AMMO5.LIMIT(60),AMMO6.LIMIT(100),
AMMO7.LIMIT(50),AMMO8.LIMIT(300),
AMMO9.LIMIT(200),AMMO10.LIMIT(100),
AMMO11.LIMIT(50),AMMO12.LIMIT(300),
AMMO13.LIMIT(200),AMMO14.LIMIT(100),
AMMO15.LIMIT(50),AMMO16.LIMIT(300);
STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING;
STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING,
PLAY:B:4:NORMAL:CHECKMOVING,
PLAY:C:4:NORMAL:CHECKMOVING,
PLAY:D:4:NORMAL:CHECKMOVING;
STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING,
PLAY:F:6:BRIGHT:NOTHING;
STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING,
PLAY:F:6:BRIGHT:NOTHING;
STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
PLAY:G:5:NORMAL:MAKEPAINSOUND;
STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
PLAY:I:10:NORMAL:PLAYER_SCREAM,
PLAY:J:10:NORMAL:MAKEDEAD,
PLAY:K:10:NORMAL:NOTHING,
PLAY:L:10:NORMAL:NOTHING,
PLAY:M:10:NORMAL:NOTHING,
PLAY:N:-1:NORMAL:NOTHING;
STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
PLAY:P:5:NORMAL:PLAYER_SCREAM,
PLAY:Q:5:NORMAL:MAKEDEAD,
PLAY:R:5:NORMAL:NOTHING,
PLAY:S:5:NORMAL:NOTHING,
PLAY:T:5:NORMAL:NOTHING,
PLAY:U:5:NORMAL:NOTHING,
PLAY:V:5:NORMAL:NOTHING,
PLAY:W:-1:NORMAL:NOTHING;
STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);
[ZOMBIEMAN:3004]
SPAWNHEALTH=20;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=78%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS;
MINATTACK_CHANCE=22%;
CASTORDER=2;
CAST_TITLE=ZombiemanName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=POSACT;
DEATH_SOUND="PODTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="POSIT?";
OVERKILL_SOUND="SLOP";
DROPITEM=PISTOLS;
RANGE_ATTACK=FORMER_HUMAN_PISTOL;
STATES(IDLE)=POSS:A:10:NORMAL:LOOKOUT,
POSS:B:10:NORMAL:LOOKOUT;
STATES(CHASE)=POSS:A:4:NORMAL:CHASE,
POSS:A:4:NORMAL:CHASE,
POSS:B:4:NORMAL:CHASE,
POSS:B:4:NORMAL:CHASE,
POSS:C:4:NORMAL:CHASE,
POSS:C:4:NORMAL:CHASE,
POSS:D:4:NORMAL:CHASE,
POSS:D:4:NORMAL:CHASE;
STATES(MISSILE)=POSS:E:10:NORMAL:FACETARGET,
POSS:F:8:NORMAL:RANGE_ATTACK,
POSS:E:8:NORMAL:NOTHING,
#CHASE;
STATES(PAIN)=POSS:G:3:NORMAL:NOTHING,
POSS:G:3:NORMAL:MAKEPAINSOUND,
#CHASE;
STATES(DEATH)=POSS:H:5:NORMAL:NOTHING,
POSS:I:5:NORMAL:MAKEDEATHSOUND,
POSS:J:5:NORMAL:MAKEDEAD,
POSS:K:5:NORMAL:NOTHING,
POSS:L:-1:NORMAL:NOTHING;
STATES(OVERKILL)=POSS:M:5:NORMAL:NOTHING,
POSS:N:5:NORMAL:MAKEOVERKILLSOUND,
POSS:O:5:NORMAL:MAKEDEAD,
POSS:P:5:NORMAL:NOTHING,
POSS:Q:5:NORMAL:NOTHING,
POSS:R:5:NORMAL:NOTHING,
POSS:S:5:NORMAL:NOTHING,
POSS:T:5:NORMAL:NOTHING,
POSS:U:-1:NORMAL:NOTHING;
STATES(RESPAWN)=POSS:K:5:NORMAL:NOTHING,
POSS:J:5:NORMAL:NOTHING,
POSS:I:5:NORMAL:NOTHING,
POSS:H:5:NORMAL:NOTHING,
#CHASE;
STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);
You can thank me later.