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Amiga Format CD 38
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Amiga Format CD38 (1999-03-15)(Future Publishing)(GB)(Track 1 of 3)[!][issue 1999-04].iso
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-screenplay-
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shareware
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adescent
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adescent_020
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bitmaps.tbl
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1999-02-08
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; This file contains the bitmap initialization data used to load bitmap data,
; objects, and possibly more! for DESCENT
; everything beginning with the ";" is a comment
; $Source: f:/miner/game/rcs/bitmaps.tbl $
; $Revision: 1.959 $
; $Author: adam $
; $Date: 1995/05/30 18:22:55 $
; FLAGS
; -----
; $ROBOT filename of robot file to load follows.
; $COCKPIT bitmap used for cockpit.
; $WEAPON_TYPE bitmap used for different weapons.
; $TEXTURES bitmaps which load into the editor as useable textures.
; $VCLIP bitmaps loaded into Vclip[] (video clip) animations.
; $EFFECTS bitmaps used as icons in editor. Correspond to ECLIP effects
; $WALL_ANIMS bitmaps of undamaged walls useable in editor.
; $DOOR_ANIMS bitmaps of closed doors useable in editor.
; $ECLIP bitmaps loaded into Eclip[] (effect clip) animations.
; $DCLIP bitmaps loaded into Dclip[] (door clip) animations.
; $WCLIP bitmaps loaded into Wclip[] (wall clip) animations.
; $ROBOTEX bitmaps used temporarily for Matt's polygon objects.
; Parameters
; ----------
;
; For bitmaps:
; num= bitmap number.
; type= bitmap type. (texture, bitmap)
; reflect= bitmap reflectivity.
; lighting= bitmap lighting value.
;
; For vclips, eclips, dclips, wclips:
;
; clip_num= Number of the clip in the respective array.
; frames= Number of frames.
; time= Time for entire animation.
; open_sound= Number of the sound to play when door opens (wclip only)
; close_sound= Number of the sound to play when door closes (wclip only)
;
;
; For objects:
;
; exp_vclip= Which vclip to use for explosion when object dies.
; exp_sound= Which sound to play when object dies.
; lighting= Object lighting value. (0..1)
; weapon_type= 0=laser, 1=missile, 2...6 drawn with blobs defined in $WEAPON_TYPES section
;
; Other parameters: (All set global variables)
;
; Num_robotex=
; Num_effects=
; Num_door_anims=
; Num_wall_anims=
; contains_type = 1 if a robot, 0 if a powerup (default = 0)
; contains_id = ID of _POWERUP_ to drop when this robot gets toasted. Not WEAPON. (It's ID of robot if contains_type == 1)
; contains_prob = probability that one or more powerups/robots will be dropped (contains_prob/16 = prob, so 16 = always)
; contains_count = max number of powerups/robots which get dropped
$ROBOT robot09.pof name="mech" score_value=500 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=22 strength=100 rbot010.bbm rbot011.bbm rbot012.bbm contains_id=10 contains_count=3 contains_prob=16 simple_model=robot09s.pof rbot010.bbm rbot011.bbm see_sound=172 attack_sound=172
$ROBOT robot17.pof name="green" score_value=500 mass=1024.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=7 exp2_sound=20 lighting=0.6 strength=80 rbot006.bbm rbot008.bbm rbot009.bbm contains_id=2 contains_count=2 contains_prob=3 attack_type=1
contains_id=2 contains_count=1 contains_prob=3 simple_model=robot17s.pof rbot006.bbm rbot008.bbm rbot009.bbm see_sound=171 attack_sound=171
$ROBOT robot22.pof name="spider" score_value=600 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=60 exp2_sound=20 lighting=0.6 weapon_type=27 strength=110 rbot020.bbm rbot019.bbm rbot021.bbm rbot012.bbm contains_type=1 contains_id=14 contains_count=4 contains_prob=12 simple_model=robot22s.pof rbot020.bbm rbot019.bbm see_sound=168 attack_sound=168
$ROBOT robot01.pof name="josh" score_value=200 mass=1.5 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=60 exp2_sound=20 lighting=0.6 weapon_type=5 strength=25 rbot012.bbm rbot031.bbm rbot032.bbm contains_id=1 contains_count=1 contains_prob=3 simple_model=robot01s.pof rbot031.bbm see_sound=170 attack_sound=170
$ROBOT robot23.pof name="violet" rbot012.bbm rbot035.bbm rbot036.bbm rbot037.bbm \
score_value=300 mass=2.5 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=7 exp2_sound=20 \
lighting=0.6 weapon_type=10 strength=35 \
contains_id=2 contains_count=1 contains_prob=3 \
simple_model=robot23s.pof rbot035.bbm rbot036.bbm rbot037.bbm see_sound=180 attack_sound=180
@$ROBOT robot37.pof name="clkvulc" score_value=600 mass=8.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=7 exp2_sound=20 lighting=0.6 weapon_type=11 strength=100 rbot054.bbm rbot054.bbm rbot054.bbm rbot054.bbm rbot054.bbm contains_id=13 contains_count=1 contains_prob=16 simple_model=robot37s.pof %49 rbot052.bbm %32 rbot012.bbm rbot053.bbm \
see_sound=169 attack_sound=203 cloak_type=1 contains_id=23 contains_count=1 contains_prob=13
@$ROBOT robot09.pof name="clkmech" score_value=700 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=22 strength=150 rbot054.bbm rbot054.bbm rbot054.bbm contains_id=10 contains_count=3 contains_prob=16 simple_model=robot09s.pof rbot010.bbm rbot011.bbm see_sound=172 attack_sound=172 cloak_type=1 \
contains_id=10 contains_count=3 contains_prob=16
@$ROBOT robot26.pof name="brain" score_value=400 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=10 strength=250 rbot012.bbm %31 metl009.bbm rbot042.bbm see_sound=201
@$ROBOT robot27.pof name="onearm" score_value=400 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=24 strength=65 rbot012.bbm metl009.bbm %31 rbot018.bbm rbot020.bbm simple_model=robot27s.pof rbot012.bbm metl009.bbm %31 rbot018.bbm rbot020.bbm see_sound=209 attack_sound=209
@$ROBOT robot42.pof name="plasguy" score_value=1000 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=26 strength=150 rbot058.bbm %49 rbot059.bbm rbot060.bbm glow04.bbm rbot012.bbm contains_id=15 contains_count=1 contains_prob=16 simple_model=robot42s.pof rbot058.bbm %49 rbot059.bbm glow04.bbm see_sound=211 attack_sound=211
@$ROBOT robot08.pof name="toaster" score_value=200 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=10 strength=150 %31 rbot012.bbm metl021.bbm metl016.bbm glow04.bbm \
contains_id=1 contains_count=1 contains_prob=10 see_sound=219 attack_sound=219
@$ROBOT robot16.pof name="bird" score_value=300 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=10 strength=70 rbot007.bbm glow04.bbm rbot012.bbm \
contains_id=2 contains_count=1 contains_prob=3 see_sound=204 attack_sound=204
@$ROBOT robot16.pof name="mislbird" score_value=2000 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=22 strength=150 rbot065.bbm glow04.bbm rbot012.bbm see_sound=202 attack_sound=202 contains_id=10 contains_count=4 contains_prob=16
@$ROBOT robot31.pof name="splitpod" score_value=100 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=10 strength=35 %32
$ROBOT robot32.pof name="smspider" score_value=100 mass=1.00 drag=0.010 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=24 strength=20 rbot020.bbm rbot019.bbm rbot012.bbm simple_model=robot32s.pof rbot020.bbm rbot019.bbm rbot012.bbm see_sound=181 attack_sound=181
@$ROBOT robot43.pof name="miniboss" score_value=2000 mass=30.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=14 strength=400 rbot064.bbm %49 missile.bbm contains_id=16 contains_count=1 contains_prob=16 see_sound=220 attack_sound=220
;used to be sounds 174 for miniboss
$ROBOT robot09.pof name="suprmech" score_value=1500 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=21 strength=325 rbot048.bbm rbot049.bbm rbot012.bbm contains_id=18 contains_count=3 contains_prob=16 simple_model=robot09s.pof rbot048.bbm rbot049.bbm see_sound=176 attack_sound=176
$ROBOT boss01.pof name="boss1" score_value=5000 mass=30.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=17 strength=4000 boss=1 rbot051.bbm %49 missile.bbm
$ROBOT robot35.pof name="cloakgrn" score_value=1000 mass=2048.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=7 exp2_sound=20 lighting=0.6 strength=100 cloak_type=1 rbot054.bbm attack_type=1 simple_model=robot35s.pof rbot054.bbm contains_id=23 contains_count=1 contains_prob=10 see_sound=168 attack_sound=168 claw_sound=168
$ROBOT robot37.pof name="vulcnguy" score_value=1000 mass=8.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=7 exp2_sound=20 lighting=0.6 weapon_type=11 strength=50 %49 rbot052.bbm %32 rbot012.bbm rbot053.bbm contains_id=13 contains_count=1 contains_prob=11 simple_model=robot37s.pof %49 rbot052.bbm %32 rbot012.bbm rbot053.bbm see_sound=169 attack_sound=169
$ROBOT robot38.pof name="rifleman" score_value=500 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=25 strength=70 rbot012.bbm rbot055.bbm %31 contains_id=2 contains_count=1 contains_prob=3 simple_model=robot38s.pof rbot055.bbm %31 see_sound=173 attack_sound=173
@$ROBOT robot39.pof name="fourclaw" score_value=800 mass=2048.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 strength=100 metl009.bbm %31 rbot018.bbm rbot020.bbm contains_id=2 contains_count=1 contains_prob=3 attack_type=1 simple_model=robot39s.pof metl009.bbm %31 rbot018.bbm rbot020.bbm see_sound=178 attack_sound=178 claw_sound=178
@$ROBOT robot40.pof name="quadlasr" score_value=700 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=25 strength=70 rbot052.bbm rbot012.bbm rbot053.bbm %49 contains_id=12 contains_count=1 contains_prob=16 simple_model=robot40s.pof rbot052.bbm rbot012.bbm rbot053.bbm %49 see_sound=205 attack_sound=205
@$ROBOT boss02.pof name="boss2" score_value=10000 mass=30.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=28 strength=7000 boss=2 missile.bbm rbot012.bbm %53 %54
;CD rom robots follow
@$ROBOT robot36.pof name="babyplas" score_value=1000 mass=3.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=26 strength=75 rbot059.bbm rbot058.bbm %31 metl016.bbm %32 contains_id=15 contains_count=1 contains_prob=16 simple_model=robot36.pof rbot059.bbm rbot058.bbm %31 metl016.bbm %32 see_sound=211 attack_sound=211
@$ROBOT robot41.pof name="newguy" score_value=1200 mass=5.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=0 strength=150 rbot033.bbm rbot012.bbm %31 %32 contains_id=3 contains_count=1 contains_prob=16 simple_model=robot41.pof rbot033.bbm rbot012.bbm %31 %32 see_sound=211 attack_sound=211
@$ROBOT robot44.pof name="icespidr" score_value=1500 mass=5.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=20 strength=150 %31 rbot012.bbm rbot068.bbm contains_id=14 contains_count=1 contains_prob=16 simple_model=robot44.pof %31 rbot012.bbm rbot068.bbm see_sound=211 attack_sound=211
@$ROBOT robot45.pof name="gaussguy" score_value=2000 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=11 strength=100 rbot058.bbm rbot059.bbm rbot060.bbm %32 rbot053.bbm rbot067.bbm %31 contains_id=28 contains_count=1 contains_prob=16 simple_model=robot45.pof rbot058.bbm rbot059.bbm rbot060.bbm %32 rbot053.bbm rbot067.bbm %31 see_sound=211 attack_sound=211
@$ROBOT robot46.pof name="newguy2" score_value=2000 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=24 strength=100 rbot053.bbm rbot067.bbm %56 rbot019.bbm rbot020.bbm %32 contains_id=1 contains_count=3 contains_prob=10 simple_model=robot46.pof rbot053.bbm rbot067.bbm %56 rbot019.bbm rbot020.bbm %32 see_sound=211 attack_sound=211
@$ROBOT robot47.pof name="newguy3" score_value=2000 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=20 strength=100 %56 rbot069.bbm rbot070.bbm rbot012.bbm %32 contains_id=14 contains_count=1 contains_prob=16 simple_model=robot47.pof %56 rbot069.bbm rbot070.bbm rbot012.bbm %32 see_sound=211 attack_sound=211
@$ROBOT robot48.pof name="newguy4" score_value=2000 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=26 strength=100 rbot012.bbm %31 rbot045.bbm rbot044.bbm contains_id=14 contains_count=1 contains_prob=16 simple_model=robot48.pof rbot012.bbm %31 rbot045.bbm rbot044.bbm see_sound=211 attack_sound=211
@$ROBOT robot49.pof name="newguy5" score_value=2000 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=24 strength=100 %31 rbot018.bbm missiles.bbm %32 missback.bbm contains_id=1 contains_count=2 contains_prob=12 simple_model=robot49.pof %31 rbot018.bbm missiles.bbm %32 missback.bbm see_sound=211 attack_sound=211
@$ROBOT boss01.pof name="newboss1" score_value=5000 mass=30.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=17 strength=5000 rbot051.bbm %49 missile.bbm
@$ROBOT robot50.pof name="escort" score_value=0 mass=0.10 drag=0.010 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=24 strength=2000 rbot042.bbm %32 simple_model=robot50.pof rbot042.bbm %32 see_sound=181 attack_sound=181 companion=1
; fov
; firing wait
; rapid fire
; turn time
; fire power
; shield
; max speed
; circle distance
; evade speed (0=slowly 4="really darn fast" says Mike)
; SKILL SKILL SKILL SKILL SKILL
; LEV 0 LEV 1 LEV 2 LEV 3 LEV 4
;mech
$ROBOT_AI 0 40 70 135 135 179 \
5.0 4.0 3.0 2.0 1.0 \
1 1 2 3 3 \
0.8 0.7 0.6 0.5 0.4 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
10.0 15.0 20.0 25.0 30.0 \
30.0 30.0 30.0 30.0 30.0 \
0 0 1 1 3 ; evade speed
;green guy
$ROBOT_AI 1 70 80 90 90 179 \
2.5 2.0 1.5 1.0 1.0 \
1 1 2 3 4 \
0.6 0.5 0.4 0.3 0.2 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 2.0 3.0 5.0 \
35.0 40.0 45.0 50.0 65.0 \
20.0 20.0 20.0 20.0 20.0 \
1 3 4 5 5 ; evade speed
;red spider
$ROBOT_AI 2 70 80 90 90 179 \
3.0 2.0 1.5 1.25 1.25 \
1 2 3 4 6 \
0.5 0.4 0.3 0.2 0.2 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 20.0 20.0 30.0 35.0 \
15.0 15.0 15.0 15.0 15.0 \
1 2 3 3 4 ; evade speed
;josh
$ROBOT_AI 3 80 100 120 120 179 \
3.5 2.5 1.25 1.0 1.0 \
1 1 2 3 5 \
0.4 0.3 0.2 0.2 0.2 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
25.0 30.0 35.0 40.0 60.0 \
10.0 10.0 10.0 10.0 10.0 \
0 1 2 2 3 ; evade speed
;violet "spike"
$ROBOT_AI 4 80 90 100 100 179 \
4.0 3.0 1.5 1.0 1.0 \
1 2 2 3 5 \
0.6 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 25.0 30.0 35.0 50.0 \
10.0 10.0 10.0 10.0 10.0 \
0 2 2 3 4 ; evade speed
;cloak vulcan guy
$ROBOT_AI 5 70 80 90 90 179 \
2.5 2.0 1.5 1.0 0.75 \
3 5 8 8 8 \
0.6 0.5 0.4 0.3 0.2 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 2.0 3.0 5.0 \
20.0 30.0 40.0 40.0 60.0 \
20.0 20.0 20.0 20.0 20.0 \
1 2 3 4 5 ; evade speed
;cloak mech
$ROBOT_AI 6 40 70 135 135 179 \
7.0 5.0 3.0 1.0 1.0 \
1 1 2 3 4 \
0.8 0.7 0.6 0.5 0.4 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
10.0 15.0 20.0 25.0 30.0 \
30.0 30.0 30.0 30.0 30.0 \
0 0 1 1 3 ; evade speed
; brain
@$ROBOT_AI 7 140 160 179 179 179 \
3.0 2.5 2.0 2.0 1.0 \
3 3 4 4 4 \
0.5 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
25.0 30.0 35.0 40.0 45.0 \
10.0 10.0 10.0 10.0 10.0 \
0 1 2 2 3 ; evade speed
;one arm
@$ROBOT_AI 8 60 80 120 179 179 \
1.5 1.25 1.0 1.0 1.0 \
1 2 2 3 4 \
0.3 0.2 0.2 0.1 0.1 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
50.0 60.0 70.0 80.0 90.0 \
5.0 5.0 5.0 5.0 5.0 \
1 2 3 4 4 ; evade speed
;plasguy
@$ROBOT_AI 9 80 90 100 100 179 \
1.0 .75 .75 .75 .75 \
2 2 3 4 5 \
0.6 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 25.0 30.0 35.0 50.0 \
10.0 10.0 10.0 10.0 10.0 \
1 2 2 3 4 ; evade speed
;toaster
@$ROBOT_AI 10 80 100 100 100 179 \
3.0 2.5 2.0 2.0 1.0 \
1 1 2 3 5 \
0.3 0.3 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 30.0 35.0 40.0 70.0 \
5.0 5.0 5.0 5.0 5.0 \
0 0 1 2 3 ; evade speed
;bird
@$ROBOT_AI 11 70 90 90 120 179 \
1.5 1.25 1.0 1.0 1.0 \
3 4 4 5 7 \
0.3 0.3 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
15.0 15.0 20.0 30.0 40.0 \
7.0 7.0 7.0 7.0 7.0 \
0 1 2 4 5 ; evade speed
;mislbird
@$ROBOT_AI 12 70 90 90 120 179 \
1.5 1.5 1.25 1.25 1.0 \
2 3 3 4 5 \
0.3 0.3 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
15.0 15.0 20.0 30.0 40.0 \
7.0 7.0 7.0 7.0 7.0 \
0 1 2 4 5 ; evade speed
;splitter pods
$ROBOT_AI 13 140 170 170 170 179 \
3.0 2.5 2.0 2.0 1.0 \
1 1 1 2 2 \
0.1 0.1 0.1 0.1 0.1 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
35.0 40.0 45.0 50.0 60.0 \
4.0 4.0 4.0 4.0 4.0 \
0 0 1 1 2 ; evade speed
;small spider
$ROBOT_AI 14 140 170 170 170 179 \
3.0 2.5 1.75 1.0 0.5 \
1 1 2 3 6 \
0.1 0.1 0.1 0.1 0.1 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
35.0 40.0 50.0 60.0 70.0 \
10.0 10.0 10.0 10.0 10.0 \
0 0 1 1 2 ; evade speed
;miniboss
$ROBOT_AI 15 100 125 150 179 179 \
3.0 2.0 2.5 2.0 1.5 \
1 1 2 2 3 \
0.8 0.7 0.6 0.5 0.5 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
10.0 12.0 13.0 15.0 20.0 \
30.0 30.0 30.0 30.0 30.0 \
1 2 2 3 4 ; evade speed
;super mech
$ROBOT_AI 16 100 125 150 179 179 \
4.0 3.0 3.0 2.0 1.0 \
1 1 2 3 3 \
0.8 0.7 0.6 0.5 0.5 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
10.0 12.0 13.0 15.0 20.0 \
30.0 30.0 30.0 30.0 30.0 \
1 2 2 3 4 ; evade speed
;shareware boss (level 8)
; Note: His speed reduced to 0 by MK on 12/01/94.
$ROBOT_AI 17 179 179 179 179 179 \
3.0 2.5 2.0 1.5 1.0 \
2 2 3 4 5 \
0.6 0.6 0.6 0.5 0.5 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
0.0 0.0 0.0 0.0 0.0 \
10.0 10.0 30.0 30.0 30.0 \
0 0 0 0 0 ; evade speed
;cloaked green
$ROBOT_AI 18 70 80 90 90 179 \
3.5 3.0 2.5 1.0 1.0 \
1 1 2 3 5 \
0.6 0.5 0.4 0.3 0.2 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 2.0 3.0 5.0 \
20.0 30.0 40.0 40.0 60.0 \
20.0 20.0 20.0 20.0 20.0 \
0 1 3 5 5 ; evade speed
;vulcan guy
$ROBOT_AI 19 70 80 90 90 179 \
2.5 2.0 1.5 1.0 1.0 \
3 5 8 13 18 \
0.6 0.5 0.4 0.3 0.2 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 2.0 3.0 5.0 \
30.0 40.0 50.0 60.0 70.0 \
20.0 20.0 20.0 20.0 20.0 \
1 2 3 4 5 ; evade speed
;rifleman
$ROBOT_AI 20 80 90 100 100 179 \
4.0 3.0 2.0 1.0 1.0 \
1 1 2 3 5 \
0.6 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 25.0 30.0 35.0 50.0 \
10.0 10.0 10.0 10.0 10.0 \
1 2 2 3 4 ; evade speed
;fourclaw
@$ROBOT_AI 21 80 90 100 100 179 \
4.0 3.0 1.5 1.0 1.0 \
1 1 2 3 5 \
0.6 0.5 0.4 0.2 0.1 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
40.0 50.0 60.0 70.0 90.0 \
10.0 10.0 10.0 10.0 10.0 \
1 2 2 3 4 ; evade speed
;quadlaser
@$ROBOT_AI 22 80 90 100 100 179 \
1.5 1.25 1.0 1.0 1.0 \
3 4 4 5 7 \
0.6 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 25.0 30.0 35.0 50.0 \
10.0 10.0 10.0 10.0 10.0 \
1 2 2 3 4 ; evade speed
;bigboss (level ?)
@$ROBOT_AI 23 179 179 179 179 179 \
7.0 5.0 4.0 3.0 2.0 \
1 1 1 1 2 \
0.6 0.6 0.6 0.5 0.5 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
60.0 60.0 70.0 80.0 90.0 \
10.0 10.0 30.0 30.0 30.0 \
0 0 0 0 0 ; evade speed
;CD rom robots follow
;babyplas
@$ROBOT_AI 24 80 90 100 100 179 \
4.0 3.0 2.0 1.0 .75 \
2 2 3 4 5 \
0.6 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 25.0 30.0 35.0 50.0 \
10.0 10.0 10.0 10.0 10.0 \
1 2 2 3 4 ; evade speed
;newguy
@$ROBOT_AI 25 80 90 100 100 179 \
5.0 4.0 3.0 1.0 .75 \
1 2 2 3 5 \
0.6 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 25.0 30.0 35.0 50.0 \
10.0 10.0 10.0 10.0 10.0 \
1 2 2 3 4 ; evade speed
;icespider
@$ROBOT_AI 26 80 90 100 100 179 \
3.0 2.7 1.6 1.2 .3 \
2 3 5 6 7 \
0.6 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 25.0 30.0 35.0 50.0 \
10.0 10.0 10.0 10.0 10.0 \
1 2 2 3 4 ; evade speed
;gaussguy
@$ROBOT_AI 27 80 90 100 100 179 \
3.0 1.75 .75 .75 .75 \
2 2 3 4 5 \
0.6 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 25.0 30.0 35.0 50.0 \
10.0 10.0 10.0 10.0 10.0 \
1 2 2 3 4 ; evade speed
;newguy2
@$ROBOT_AI 28 80 90 100 100 179 \
3.0 1.5 .4 .3 .1 \
2 3 5 6 7 \
0.6 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 25.0 30.0 35.0 50.0 \
10.0 10.0 10.0 10.0 10.0 \
1 2 2 3 4 ; evade speed
@$ROBOT_AI 29 80 90 100 100 179 \
3.0 .75 .75 .75 .75 \
2 2 3 4 5 \
0.6 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 25.0 30.0 35.0 50.0 \
10.0 10.0 10.0 10.0 10.0 \
1 2 2 3 4 ; evade speed
@$ROBOT_AI 30 80 90 100 100 179 \
3.0 .75 .75 .75 .75 \
2 2 3 4 5 \
0.6 0.4 0.3 0.3 0.3 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
20.0 25.0 30.0 35.0 50.0 \
10.0 10.0 10.0 10.0 10.0 \
1 2 2 3 4 ; evade speed
;newguy5
@$ROBOT_AI 31 80 90 100 100 179 \
3.5 1.0 0.5 0.3 0.2 \
1 2 4 6 8 \
0.1 0.1 0.1 0.1 0.1 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
35.0 40.0 50.0 60.0 70.0 \
10.0 10.0 10.0 10.0 10.0 \
0 0 1 1 2 ; evade speed
; Note: His speed reduced to 0 by MK on 12/01/94.
$ROBOT_AI 32 179 179 179 179 179 \
3.0 2.5 2.0 1.5 1.0 \
2 2 3 4 5 \
0.6 0.6 0.6 0.5 0.5 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
0.0 0.0 0.0 0.0 0.0 \
10.0 10.0 30.0 30.0 30.0 \
0 0 0 0 0 ; evade speed
;escort
$ROBOT_AI 33 140 170 170 170 179 \
1.5 1.2 1.0 1.0 0.5 \
1 2 3 3 3 \
0.3 0.2 0.2 0.15 0.10 \
1.0 1.0 1.0 1.0 1.0 \
1.0 1.0 1.0 1.0 1.0 \
70.0 80.0 90.0 90.0 100.0 \
10.0 10.0 10.0 10.0 10.0 \
4 4 4 4 4 ; evade speed
$OBJECT reactor.pof type=controlcen exp_vclip=3 exp_sound=33 lighting=0.6 \
%50 %51 %32 rmap03.bbm %52 \
dead_pof=reactor2.pof strength=200.1 rmap03.bbm rbot056.bbm rbot057.bbm
;the model that shows at the end of the exit tunnel
$OBJECT exit01.pof type=exit steel1.bbm rbot061.bbm rbot062.bbm \
dead_pof=exit01d.pof steel1.bbm rbot061.bbm rbot063.bbm
$PLAYER_SHIP mass=4.0 drag=0.033 max_thrust=7.8 \
wiggle=0.5 max_rotthrust=0.14 \
model=pship1.pof \
glow04.bbm ship1-1.bbm ship1-2.bbm ship1-3.bbm \
ship1-4.bbm ship1-5.bbm \
dying_pof=pship1b.pof expl_vclip_num=58 \
simple_model=pship1s.pof \
glow04.bbm ship1-1.bbm ship1-2.bbm ship1-3.bbm \
ship1-4.bbm ship1-5.bbm \
multi_textures ship2-4.bbm ship2-5.bbm \
ship3-4.bbm ship3-5.bbm ship4-4.bbm ship4-5.bbm \
ship5-4.bbm ship5-5.bbm ship6-4.bbm ship6-5.bbm \
ship7-4.bbm ship7-5.bbm ship8-4.bbm ship8-5.bbm
;------------------------------------------------------------------
;; SOUND LIST
;;
;; No appropriate sounds available where DING.RAW is used. Ugh.
;; lomem
;; num alt num name description
$SOUND 10 18 laser03.raw ;SOUND_LASER_FIRED
$SOUND 11 0 explode1.raw ;SOUND_LASER_HIT_WALL
$SOUND 12 18 laser05.raw
$SOUND 13 16 laser03.raw ;more lasers
$SOUND 14 16 laser04.raw
$SOUND 15 16 laser02.raw
$SOUND 16 0 laser01.raw
$SOUND 17 0 ramfast.raw ;SOUND_ROBOT_HIT_PLAYER
$SOUND 18 18 laser06.raw
$SOUND 19 18 laser12.raw
$SOUND 20 0 explode1.raw ;SOUND_ROBOT_HIT
$SOUND 21 0 explode1.raw ;SOUND_ROBOT_DESTROYED
$SOUND 22 18 laser07.raw
$SOUND 23 16 flare.raw
@$SOUND 24 0 fusion.raw ;Fusion cannon firing
@$SOUND 25 0 plasma.raw ;Plasma cannon firing
$SOUND 26 0 dropbomb.raw ;ProxBomb dropping
$SOUND 27 0 doorhit.raw ;weapon hitting door
$SOUND 28 0 explode1.raw ;weapon hitting wall
$SOUND 30 0 explode1.raw ;SOUND_CONTROL_CENTER_HIT
$SOUND 31 20 explode2.raw ;SOUND_CONTROL_CENTER_DESTROYED
$SOUND 32 0 siren01.raw ;SOUND_CONTROL_CENTER_WARNING_SIREN
$SOUND 33 20 nuke01.raw ;SOUND_MINE_BLEW_UP
@$SOUND 34 0 fusion2a.raw
@$SOUND 35 0 fusion2b.raw
@$SOUND 36 0 gauss.raw ;gauss cannon
;;@$SOUND 37 0 helix.raw ;helix cannon
@$SOUND 38 0 phoenix.raw ;phoenix cannon
$SOUND 62 0 power04.raw ;SOUND_REFUEL_STATION_GIVING_FUEL
$SOUND 70 0 ramfast.raw ;SOUND_PLAYER_HIT_WALL
$SOUND 71 0 shit01.raw ;SOUND_PLAYER_GOT_HIT
$SOUND 80 0 power03.raw ;SOUND_GOT_POWERUP_SHIELDS
$SOUND 81 0 power03.raw ;SOUND_GOT_POWERUP_ENERGY
@$SOUND 82 80 exlife.raw ;SOUND_GOT_POWERUP_EXTRA_LIFE
$SOUND 83 0 power03.raw ;SOUND_GOT_POWERUP_LASER
$SOUND 91 80 gothost.raw ;SOUND_HOSTAGE_RESCUED
$SOUND 92 0 mtrl01.raw ;materialize
$SOUND 93 92 mtrl02.raw ;powerup vanishing
$SOUND 100 -1 count00.raw ;Countdown sounds
$SOUND 101 -1 count01.raw
$SOUND 102 -1 count02.raw
$SOUND 103 -1 count03.raw
$SOUND 104 -1 count04.raw
$SOUND 105 -1 count05.raw
$SOUND 106 -1 count06.raw
$SOUND 107 -1 count07.raw
$SOUND 108 -1 count08.raw
$SOUND 109 -1 count09.raw
$SOUND 113 -1 count10.raw
$SOUND 114 0 count11.raw
;VULCAN CANNON SOUND
$SOUND 115 0 vulcan.raw ; sound of vulcan cannon
$SOUND 117 118 message.raw ; Multiplayer: sound of message
$SOUND 118 0 death.raw ; Multiplayer: sound of kill
$SOUND 121 -1 fan01.raw
$SOUND 122 0 misslock.raw
;MISSILE SOUNDS
$SOUND 130 0 missile1.raw ; sound of concussion/homing missile firing
@$SOUND 131 0 missile1.raw ; sound of smart missile firing
@$SOUND 132 0 missile3.raw ; sound of mega missile firing
;DOOR SOUNDS
$SOUND 140 142 door02.raw ; door type 1: opening
$SOUND 141 143 apdoor.raw ; : closing
$SOUND 142 0 door1o.raw ; door type 2: opening
$SOUND 143 0 door1c.raw ; : closing
$SOUND 144 142 door2o.raw ; door type 3: opening
$SOUND 145 143 door2c.raw ; : closing
$SOUND 146 142 door3o.raw ; door type 4: opening
$SOUND 147 143 door3c.raw ; : closing
@$SOUND 148 142 door4o.raw ; door type 5: opening
@$SOUND 149 143 door4c.raw ; : closing
;PLAYER HITS LAVA/VOLATILE WALL
$SOUND 151 0 lava.raw
;MENU/COCKPIT SELECTION SOUNDS
$SOUND 153 154 change1.raw ; sound of primary change
$SOUND 154 0 change2.raw ; sound of secondary change
$SOUND 155 0 message.raw ; sound of "weapon already armed"
$SOUND 156 118 beep02.raw ; sound of "negative" selection (unavailable weapon, etc.)
;MONITOR EXPLOSION SOUNDS
$SOUND 157 20 monitor.raw ; monitor exploding
;DEVICE SOUNDS
$SOUND 160 0 cloakon.raw ; sound of cloaking activated
$SOUND 161 0 cloakoff.raw ; sound of cloaking deactivated
@$SOUND 162 0 invon.raw ; sound of invuln. activated
@$SOUND 163 0 invoff.raw ; sound of invuln. deactivated
;GENERAL ROBOT SOUNDS
$SOUND 168 180 robot14.raw ; robot sound
$SOUND 169 172 robot15.raw ; robot sound
$SOUND 170 180 robot01.raw ; robot sound
$SOUND 171 172 robot02.raw ; robot sound
$SOUND 172 0 robot03.raw ; robot sound
$SOUND 173 172 robot04.raw ; robot sound
$SOUND 174 180 robot05.raw ; robot sound
$SOUND 175 172 robot06.raw ; robot sound
$SOUND 176 180 robot07.raw ; robot sound
$SOUND 177 172 robot08.raw ; robot sound
$SOUND 178 180 robot09.raw ; robot sound
$SOUND 179 172 robot10.raw ; robot sound
$SOUND 180 0 robot11.raw ; robot sound
$SOUND 181 172 robot12.raw ; robot sound
$SOUND 182 180 robot13.raw ; robot sound
$SOUND 183 0 boss01.raw ; sound of boss 1 "seeing player"
$SOUND 184 183 boss03.raw ; "attacking"
$SOUND 185 0 boss02.raw ; "dying"
@$SOUND 186 183 boss04.raw ; sound of boss 2 "seeing player"
@$SOUND 187 183 boss06.raw ; "attacking"
@$SOUND 188 185 boss05.raw ; "dying"
;TEARING METAL SOUNDS (when "clawing" robots hit player)
$SOUND 190 191 tear01.raw ; tearing metal 1
$SOUND 191 0 tear02.raw ; tearing metal 2
;REGISTERED VOICES
@$SOUND 200 -1 cheater.raw ; "cheater!"
;MORE ROBOT NOISES
$SOUND 201 172 robot17.raw
$SOUND 202 180 robot16.raw
$SOUND 203 172 robot19.raw
$SOUND 204 180 robot20.raw
$SOUND 205 172 robot21.raw
;$SOUND 206 0 robot22.raw
;$SOUND 207 0 robot23.raw
;$SOUND 208 0 robot24.raw
$SOUND 209 180 robot25.raw
;$SOUND 210 0 robot26.raw
$SOUND 211 172 robot27.raw
;$SOUND 212 0 robot28.raw
;$SOUND 213 0 robot29.raw
;$SOUND 214 0 robot30.raw
;$SOUND 215 0 robot31.raw
;$SOUND 216 0 robot32.raw
;$SOUND 217 0 robot33.raw
;$SOUND 218 0 robot33.raw
$SOUND 219 180 robot34.raw
$SOUND 220 172 robot36.raw
;------------------------------------------------------------------
;MUSIC
$FMBANK
melodic.bnk drums.bnk id=0
$SONGS
descent.hmp id=0 fmbank=0
endlevel.hmp id=1 fmbank=0
credits.hmp id=2 fmbank=0
endgame.hmp id=3 fmbank=0
briefing.hmp id=4 fmbank=0
game01.hmp id=5 fmbank=0
game02.hmp id=6 fmbank=0
game03.hmp id=7 fmbank=0
game04.hmp id=8 fmbank=0
game05.hmp id=9 fmbank=0
game06.hmp id=10 fmbank=0
game07.hmp id=11 fmbank=0
game08.hmp id=12 fmbank=0
game09.hmp id=13 fmbank=0
game10.hmp id=14 fmbank=0
game12.hmp id=15 fmbank=0
game13.hmp id=16 fmbank=0
game14.hmp id=17 fmbank=0
game15.hmp id=18 fmbank=0
game16.hmp id=19 fmbank=0
game17.hmp id=20 fmbank=0
game18.hmp id=21 fmbank=0
;------------------------------------------------------------------
$COCKPIT
;IMPORTANT: the order of these bitmap must match the constants in game.h
cockpit.bbm ; Normal
rearview.bbm ; rear view
status.bbm ; the status bar
;WARNING!!! HACK!!!! WARNING!!!!! In the gauges code, I had to let the
;pig code know what abms are gauges, so if you change any of these GAUGES
;filenames, make sure you update the list in piggy.c.... see john for details
;WARNING!!! HACK!!!! WARNING!!!!! GAUGES !!!!!
$GAUGES abm_flag=1
gauge01.abm
gauge02.bbm
gauge03.bbm
gauge04.bbm
gauge05.bbm abm_flag=1
gauge02.abm
sbkb_on.bbm
sbky_on.bbm
sbkr_on.bbm
sbkb_off.bbm
sbky_off.bbm
sbkr_off.bbm
sbenergy.bbm
lives.bbm abm_flag=1
gauge06.abm abm_flag=1
targ01.abm abm_flag=1
targ02.abm abm_flag=1
targ03.abm
gauge16.bbm
gauge17.bbm abm_flag=1
targ04.abm abm_flag=1
targ05.abm abm_flag=1
targ06.abm abm_flag=1
gauge18.abm
;gauss1.bbm
;helix1.bbm
;phoenix1.bbm
; For weapons, blob_size only works for blob_bmp types.
; ---------- LASERS ----------
; (0) Laser Level 1
$WEAPON picture=gauge06.bbm weapon_pof=laser1-1.pof weapon_pof_inner=laser1-2.pof lw_ratio=9.8 \
simple_model=laser11s.pof simple_model=laser12s.pof \
mass=0.5 drag=0.0 blob_size=0.0 strength=10 10 10 10 10 flash_vclip=11 flash_size=1.0 flash_sound=13 robot_hit_vclip=59 wall_hit_vclip=1 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0 speed=120 120 120 120 120 \
lighted=0 lightcast=.75 \
energy_usage=0.5 ammo_usage=0.0 fire_wait=0.25 fire_count=1 lifetime=10.0
; (1) Laser Level 2
$WEAPON weapon_pof=laser2-1.pof weapon_pof_inner=laser2-2.pof lw_ratio=9.8 \
simple_model=laser21s.pof simple_model=laser22s.pof \
mass=0.5 drag=0.0 blob_size=0.0 strength=11 11 11 11 11 flash_vclip=15 flash_size=1.25 flash_sound=14 robot_hit_vclip=21 wall_hit_vclip=30 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0 speed=125 125 125 125 125 \
lighted=0 lightcast=1.0 \
energy_usage=0.5 ammo_usage=0.0 fire_wait=0.25 fire_count=1 lifetime=10.0
; (2) Laser Level 3
$WEAPON weapon_pof=laser3-1.pof weapon_pof_inner=laser3-2.pof lw_ratio=9.8 \
simple_model=laser31s.pof simple_model=laser32s.pof \
mass=0.5 drag=0.0 blob_size=0.0 strength=12 12 12 12 12 flash_vclip=14 flash_size=1.5 flash_sound=15 robot_hit_vclip=23 wall_hit_vclip=31 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0 speed=130 130 130 130 130 \
lighted=0 lightcast=1.25 \
energy_usage=0.5 ammo_usage=0.0 fire_wait=0.2 fire_count=1 lifetime=10.0
; (3) Laser Level 4
$WEAPON weapon_pof=laser4-1.pof weapon_pof_inner=laser4-2.pof lw_ratio=9.8 \
simple_model=laser41s.pof simple_model=laser42s.pof \
mass=0.5 drag=0.0 blob_size=0.0 strength=13 13 13 13 13 flash_vclip=12 flash_size=2.0 flash_sound=16 robot_hit_vclip=22 wall_hit_vclip=32 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0 speed=135 135 135 135 135 \
lighted=0 lightcast=1.75 \
energy_usage=0.5 ammo_usage=0.0 fire_wait=0.2 fire_count=1 lifetime=10.0
; ---------- ROBOT BLOBS ----------
; (4) Unknown Use
$WEAPON weapon_vclip=55 mass=1.0 drag=0.0 blob_size=1.0 strength=2 3 4 5 6 flash_vclip=14 flash_size=2.0 flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=23 robot_hit_sound=11 wall_hit_sound=28 impact_size=2.5 speed=15 30 45 60 85 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0
; (5) Josh Blobs
$WEAPON weapon_vclip=56 mass=1.0 drag=0.0 blob_size=1.0 strength=3 4 6 7 8 flash_vclip=11 flash_size=2.5 flash_sound=19 robot_hit_vclip=59 wall_hit_vclip=59 robot_hit_sound=11 wall_hit_sound=28 impact_size=2.5 speed=15 30 45 60 85 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0
; (6) Unknown Use
$WEAPON weapon_vclip=64 mass=1.0 drag=0.0 blob_size=1.0 strength=4 6 9 11 13 flash_vclip=11 flash_size=3.0 flash_sound=22 robot_hit_vclip=59 wall_hit_vclip=1 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0 speed=15 30 45 60 85 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0
; (7) Unknown Use
$WEAPON_UNUSED blob_bmp=blob04.bbm mass=1.0 drag=0.0 blob_size=1.0 strength=8 10 14 16 18 flash_vclip=15 flash_size=3.5 flash_sound=22 robot_hit_vclip=59 wall_hit_vclip=59 robot_hit_sound=11 wall_hit_sound=28 impact_size=2.5 speed=15 30 45 60 85 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0
; (8) ---------- Concussion Missile ----------
$WEAPON picture=gauge11.bbm weapon_pof=cmissile.pof lw_ratio=10.0 mass=1.0 drag=0.0 blob_size=0.0 strength=30 30 30 30 30 flash_vclip=11 flash_size=5.0 flash_sound=130 robot_hit_vclip=5 wall_hit_vclip=5 robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0 \
speed=90 90 90 90 90 matter=0 rbot044.bbm glow04.bbm lightcast=4.0 lifetime=10.0 damage_radius=30.0 destroyable=0 fire_count=1 fire_wait=0.5 energy_usage=0.0 ammo_usage=1.0
; (9) ---------- Flare ----------
$WEAPON weapon_pof=flare.pof lw_ratio=5.0 \
mass=.1 drag=0.0 blob_size=0.0 strength=1 1 1 1 1 flash_vclip=11 flash_size=.5 flash_sound=23 robot_hit_vclip=59 robot_hit_sound=11 impact_size=1.0 speed=120 120 120 120 120 lighted=0 lightcast=3.0 lifetime=5.0 energy_usage=1.0 fire_count=1 fire_wait=1.15 %34
; (10) ---------- Blue laser that blue guy shoots -----------
$WEAPON weapon_pof=laser3-1.pof weapon_pof_inner=laser3-2.pof lw_ratio=9.8 \
matter=0 mass=0.1 drag=0.0 blob_size=0.0 strength=2 3 3 4 6 flash_vclip=14 flash_size=3.0 flash_sound=15 robot_hit_vclip=23 wall_hit_vclip=31 robot_hit_sound=11 wall_hit_sound=11 impact_size=3.0 speed=30 40 50 60 80 lighted=0 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0
; Notes on new fields:
; energy_usage How much fuel is consumed to fire this weapon.
; ammo_usage How many units of ammunition it uses per unit fired.
; fire_wait Time until this weapon can be fired again.
; fire_count Number of bursts fired from EACH GUN per firing. For weapons which fire from both sides, 3*fire_count shots will be fired.
; (11) ---------- Vulcan Cannon ----------
; IMPORTANT NOTE: These should not have matter. They are bullets, so it makes sense that they would,
; but matter only matters because it gets moved by badass explosions. Since you can't see these things, it doesn' matter, except
; that having 20 of these bullets getting moved about will toast your frame rate!
$WEAPON picture=gauge07.bbm none_bmp=blob01.bbm mass=0.01 drag=0.0 blob_size=0.5 strength=4 4 4 4 4 flash_vclip=11 flash_size=2.0 flash_sound=115 robot_hit_vclip=1 wall_hit_vclip=1 robot_hit_sound=11 impact_size=2.5 speed=500 500 500 500 500 lightcast=0.0 \
energy_usage=0.0 ammo_usage=1 fire_wait=0.05 fire_count=1 lifetime=3.0 destroyable=0
; (12) ---------- Spreadfire Cannon ----------
$WEAPON picture=gauge08.bbm blob_bmp=sprdblob.bbm mass=0.2 drag=0.0 blob_size=0.5 strength=10 10 10 10 10 flash_vclip=14 flash_size=2.0 flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=23 robot_hit_sound=11 wall_hit_sound=11 impact_size=2.5 speed=120 120 120 120 120 lightcast=0.0 \
energy_usage=0.5 ammo_usage=0.0 fire_wait=0.2 fire_count=1 lifetime=10.0
; (13) ---------- Plasma Cannon ----------
@$WEAPON picture=gauge09.bbm weapon_vclip=54 mass=0.01 drag=0.0 blob_size=1.3 strength=11 11 11 11 11 flash_vclip=12 flash_size=2.0 flash_sound=25 robot_hit_vclip=23 wall_hit_vclip=32 robot_hit_sound=11 wall_hit_sound=11 impact_size=3.5 speed=150 150 150 150 150 lightcast=2.0 \
energy_usage=0.50 ammo_usage=0.0 fire_wait=0.15 fire_count=1 lifetime=10.0
; (14) ---------- Fusion Cannon ----------
; Note: On January 26, 1995, Mike changed energy usage to be 0. The fusion cannon is now a strange weapon
; that consumes energy based on how long the firing key is held down.
@$WEAPON picture=gauge10.bbm weapon_pof=fusion1.pof weapon_pof_inner=fusion2.pof lw_ratio=1.0 \
mass=0.5 drag=0.0 blob_size=0.0 strength=30 30 30 30 30 flash_vclip=15 flash_size=6.0 flash_sound=24 robot_hit_vclip=65 wall_hit_vclip=65 robot_hit_sound=11 wall_hit_sound=11 impact_size=5.0 \
speed=150 150 150 150 150 persistent=1 lighted=0 lightcast=5.0 \
energy_usage=0.0 ammo_usage=0.0 fire_wait=1.0 fire_count=1 lifetime=10.0
; (15) ---------- Homing Missile ----------
$WEAPON picture=gauge12.bbm weapon_pof=cmissile.pof lw_ratio=1.0 mass=1.0 blob_size=10.0 strength=40 40 40 40 40 flash_vclip=11 flash_size=5.0 flash_sound=130 robot_hit_vclip=5 wall_hit_vclip=5 robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0 speed=90 90 90 90 90 \
matter=0 energy_usage=0.0 ammo_usage=1.0 fire_wait=0.5 fire_count=1 lifetime=20.0 \
rbot045.bbm glow04.bbm lightcast=4.0 damage_radius=20.0 destroyable=0 homing=1
; (16) ---------- Proximity Bomb ----------
$WEAPON picture=gauge13.bbm weapon_vclip=53 mass=1.0 drag=0.033 thrust=0.0 blob_size=3.0 strength=30 30 30 30 30 flash_vclip=11 flash_size=5.0 flash_sound=26 robot_hit_vclip=5 wall_hit_vclip=5 robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0 speed=0 0 0 0 0 \
bounce=1 energy_usage=0.0 ammo_usage=1.0 fire_wait=0.2 fire_count=1 lifetime=35.0 \
matter=1 lightcast=0.0 damage_radius=40.0 destroyable=1
; (17) ---------- Smart Missile ----------
$WEAPON picture=gauge14.bbm weapon_pof=smissile.pof lw_ratio=1.0 mass=1.0 drag=0.0 blob_size=10.0 strength=25 25 25 25 25 flash_vclip=11 flash_size=5.0 flash_sound=130 robot_hit_vclip=5 wall_hit_vclip=5 robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0 speed=85 85 85 85 85 \
matter=0 energy_usage=0.0 ammo_usage=1.0 fire_wait=0.5 fire_count=1 lifetime=3.0 \
glow04.bbm rbot046.bbm lightcast=8.0 damage_radius=20.0 destroyable=0
; (18) ---------- Mega Missile ----------
@$WEAPON picture=gauge15.bbm weapon_pof=mmissile.pof lw_ratio=10.0 mass=1.0 drag=0.0 blob_size=0.0 strength=199 199 199 199 199 flash_vclip=11 flash_size=5.0 flash_sound=132 robot_hit_vclip=63 wall_hit_vclip=5 robot_hit_sound=11 wall_hit_sound=11 impact_size=30.0 speed=85 85 85 85 85 \
matter=0 glow04.bbm rbot047.bbm lightcast=8.0 lifetime=10.0 damage_radius=80.0 destroyable=0 fire_wait=0.5 energy_usage=0 ammo_usage=1.0 homing=1
; (19) ---------- Children of the PLAYER'S Smart Missile ----------
; Note: These are not matter, else when you blow up the smart bomb, a next hit on a child will blow up all of them.
; Don't make these have a damage radius or a damage force. --mk, 11/30/94
$WEAPON weapon_vclip=54 lw_ratio=1.0 mass=1.0 drag=0.0 blob_size=1.5 strength=35 35 35 35 35 flash_vclip=11 flash_size=5.0 flash_sound=12 robot_hit_vclip=5 wall_hit_vclip=5 robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0 speed=90 90 90 90 90 \
energy_usage=0.0 ammo_usage=1.0 fire_wait=1.5 fire_count=1 lifetime=12.0 \
glow04.bbm rbot046.bbm lightcast=1.0 damage_radius=0.0 destroyable=0 homing=1
; (20) ---------- Bad Guy Spreadfire Laser ----------
; ;;;Who knows where this weapon really is used anymore.... -Yuan 03/22/95
; NOW : This is the new BAD GUY Spreadfire Cannon.
$WEAPON picture=gauge08.bbm blob_bmp=sprdblob.bbm mass=0.2 drag=0.0 blob_size=0.5 strength=2 4 6 8 10 flash_vclip=14 flash_size=2.0 flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=23 robot_hit_sound=11 wall_hit_sound=11 impact_size=2.5 speed=80 100 120 140 160 lightcast=0.0 \
energy_usage=1.0 ammo_usage=0.0 fire_wait=0.4 fire_count=1 lifetime=10.0
; (21) ---------- SuperMech Homing Missile ----------
$WEAPON picture=gauge13.bbm weapon_pof=cmissile.pof lw_ratio=1.0 mass=1.0 blob_size=10.0 strength=15 15 20 30 49 flash_vclip=11 flash_size=5.0 flash_sound=130 robot_hit_vclip=5 wall_hit_vclip=5 robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0 speed=60 60 60 60 80 \
matter=0 energy_usage=0.0 ammo_usage=1.0 fire_wait=0.5 fire_count=1 lifetime=20.0 \
rbot045.bbm glow04.bbm lightcast=4.0 damage_radius=40.0 destroyable=0 homing=1
; (22) ---------- Regular Mech's missile -----------
$WEAPON picture=gauge11.bbm weapon_pof=cmissile.pof lw_ratio=10.0 mass=1.0 drag=0.0 blob_size=0.0 strength=10 15 20 30 50 flash_vclip=11 flash_size=5.0 flash_sound=130 robot_hit_vclip=5 wall_hit_vclip=5 robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0 \
speed=40 50 60 70 95 matter=0 rbot044.bbm glow04.bbm lightcast=4.0 lifetime=10.0 damage_radius=40.0 destroyable=0 fire_count=1 fire_wait=0.5 energy_usage=0.0 ammo_usage=1.0
; (23) ---------- Silent Spreadfire Laser ----------
; This is the silent version of the spreadfire so you can fire 3 blasts but have only one make a sound.
$WEAPON picture=gauge08.bbm blob_bmp=sprdblob.bbm mass=0.2 drag=0.0 blob_size=0.5 strength=12 12 12 12 12 flash_vclip=14 flash_size=2.0 flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=23 robot_hit_sound=11 wall_hit_sound=-1 impact_size=2.5 speed=200 200 200 200 200 lightcast=0.0 \
energy_usage=1.0 ammo_usage=0.0 fire_wait=0.2 fire_count=1 lifetime=10.0
; (24) ---------- Red laser that baby spiders shoot -----------
$WEAPON weapon_pof=laser1-1.pof weapon_pof_inner=laser1-2.pof lw_ratio=9.8 \
matter=0 mass=0.1 drag=0.0 blob_size=0.0 strength=2 3 3 4 6 flash_vclip=11 flash_size=3.0 flash_sound=15 robot_hit_vclip=59 wall_hit_vclip=1 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0 speed=30 40 50 60 80 lighted=0 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0
; (25) ---------- Green laser that rifleman shoots -----------
$WEAPON weapon_pof=laser4-1.pof weapon_pof_inner=laser4-2.pof lw_ratio=9.8 \
matter=0 mass=0.1 drag=0.0 blob_size=0.0 strength=2 3 3 4 6 flash_vclip=12 flash_size=3.0 flash_sound=15 robot_hit_vclip=22 wall_hit_vclip=32 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0 speed=30 40 50 60 80 lighted=0 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0
; (26) ---------- Plasma gun that 'plasguy' fires ------------
@$WEAPON picture=gauge09.bbm weapon_vclip=54 mass=0.01 drag=0.0 blob_size=1.3 strength=5 6 7 8 10 flash_vclip=12 flash_size=2.0 flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=32 robot_hit_sound=11 wall_hit_sound=11 impact_size=3.5 speed=80 90 100 120 150 lightcast=0.0 \
energy_usage=0.60 ammo_usage=0.0 fire_wait=0.15 fire_count=1 lifetime=10.0
; (27) ---------- Blobs fired by Red Spiders -----------
$WEAPON weapon_vclip=56 mass=2.0 drag=0.0 blob_size=1.0 strength=5 6 8 12 18 flash_vclip=11 flash_size=2.5 flash_sound=19 robot_hit_vclip=59 wall_hit_vclip=59 robot_hit_sound=11 wall_hit_sound=28 impact_size=2.5 speed=15 30 45 60 80 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0
; (28) ---------- Final Boss's Mega Missile ----------
@$WEAPON picture=gauge15.bbm weapon_pof=mmissile.pof lw_ratio=10.0 mass=1.0 drag=0.0 blob_size=0.0 strength=120 120 120 159 199 flash_vclip=11 flash_size=5.0 flash_sound=132 robot_hit_vclip=63 wall_hit_vclip=5 robot_hit_sound=11 wall_hit_sound=11 impact_size=30.0 speed=85 85 85 85 85 \
matter=0 glow04.bbm rbot047.bbm lightcast=8.0 lifetime=10.0 damage_radius=80.0 destroyable=0 fire_wait=0.5 energy_usage=0 ammo_usage=1.0 homing=1
; (29) ---------- Children of the ROBOT'S Smart Missile ----------
; Note: These are not matter, else when you blow up the smart bomb, a next hit on a child will blow up all of them.
; Don't make these have a damage radius or a damage force. --mk, 11/30/94
$WEAPON weapon_vclip=54 lw_ratio=1.0 mass=1.0 drag=0.0 blob_size=1.5 strength=22 24 26 28 30 flash_vclip=11 flash_size=5.0 flash_sound=12 robot_hit_vclip=5 wall_hit_vclip=5 robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0 speed=90 90 90 90 90 \
energy_usage=0.0 ammo_usage=1.0 fire_wait=1.5 fire_count=1 lifetime=8.0 \
glow04.bbm rbot046.bbm lightcast=1.0 damage_radius=0.0 destroyable=0 homing=1
; ----- CD Enhanced only Weapons follow ------
; (30) Laser Level 5
$WEAPON picture=gauge06.bbm weapon_pof=laser1-1.pof weapon_pof_inner=laser1-2.pof lw_ratio=9.8 \
simple_model=laser11s.pof simple_model=laser12s.pof \
mass=0.5 drag=0.0 blob_size=0.0 strength=14 14 14 14 14 flash_vclip=11 flash_size=1.0 flash_sound=13 robot_hit_vclip=59 wall_hit_vclip=1 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0 speed=120 120 120 120 120 \
lighted=0 lightcast=.75 \
energy_usage=0.5 ammo_usage=0.0 fire_wait=0.25 fire_count=1 lifetime=10.0
; (31) Laser Level 6
$WEAPON picture=gauge06.bbm weapon_pof=laser1-1.pof weapon_pof_inner=laser1-2.pof lw_ratio=9.8 \
simple_model=laser11s.pof simple_model=laser12s.pof \
mass=0.5 drag=0.0 blob_size=0.0 strength=15 15 15 15 15 flash_vclip=11 flash_size=1.0 flash_sound=13 robot_hit_vclip=59 wall_hit_vclip=1 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0 speed=120 120 120 120 120 \
lighted=0 lightcast=.75 \
energy_usage=0.5 ammo_usage=0.0 fire_wait=0.25 fire_count=1 lifetime=10.0
; (32) ---------- Gauss (Super Vulcan) Cannon ----------
; AKA GAUSS Cannon
; IMPORTANT NOTE: These should not have matter. They are bullets, so it makes sense that they would,
; but matter only matters because it gets moved by badass explosions. Since you can't see these things, it doesn' matter, except
; that having 20 of these bullets getting moved about will toast your frame rate!
@$WEAPON picture=gauss1.bbm none_bmp=blob01.bbm mass=0.01 drag=0.0 blob_size=0.5 strength=4 4 4 4 4 flash_vclip=11 flash_size=2.0 flash_sound=36 robot_hit_vclip=66 wall_hit_vclip=66 robot_hit_sound=11 impact_size=2.5 speed=500 500 500 500 500 lightcast=0.0 \
energy_usage=0.0 ammo_usage=2 fire_wait=0.04 fire_count=1 lifetime=3.0 destroyable=0
; (33) ---------- Helix (Super Spreadfire) Cannon ----------
; AKA HELIX Cannon
@$WEAPON picture=helix1.bbm weapon_vclip=67 mass=0.2 drag=0.0 blob_size=0.5 strength=11 11 11 11 11 flash_vclip=14 flash_size=2.0 flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=23 robot_hit_sound=11 wall_hit_sound=11 impact_size=2.5 speed=140 140 140 140 140 lightcast=0.0 \
energy_usage=0.5 ammo_usage=0.0 fire_wait=0.15 fire_count=1 lifetime=10.0
; (34) ---------- Phoenix (Super Plasma) Cannon ----------
@$WEAPON picture=phoenix1.bbm weapon_vclip=68 mass=0.01 drag=0.0 blob_size=2.25 strength=12 12 12 12 12 flash_vclip=11 flash_size=2.0 flash_sound=38 robot_hit_vclip=23 wall_hit_vclip=59 robot_hit_sound=11 wall_hit_sound=11 impact_size=3.5 speed=150 150 150 150 150 lightcast=2.0 \
energy_usage=0.50 ammo_usage=0.0 fire_wait=0.1 fire_count=1 lifetime=10.0
; (35) ---------- Super Fusion Cannon ----------
; Note: On January 26, 1995, Mike changed energy usage to be 0. The fusion cannon is now a strange weapon
; that consumes energy based on how long the firing key is held down.
@$WEAPON picture=gauge10.bbm weapon_pof=fusion1.pof weapon_pof_inner=fusion2.pof lw_ratio=1.0 \
mass=0.5 drag=0.0 blob_size=0.0 strength=30 30 30 30 30 flash_vclip=15 flash_size=6.0 flash_sound=24 robot_hit_vclip=65 wall_hit_vclip=65 robot_hit_sound=11 wall_hit_sound=11 impact_size=5.0 \
speed=150 150 150 150 150 persistent=1 lighted=0 lightcast=5.0 \
energy_usage=0.0 ammo_usage=0.0 fire_wait=1.0 fire_count=1 lifetime=10.0
;$HOSTAGE model=hostage.pof rescued_vclip_num=8 rescued_sound_num=91 rbot022.bbm rbot024.bbm rbot023.bbm rbot026.bbm rbot025.bbm rbot027.bbm
;$HOSTAGE bitmap=misc009.bbm rescued_vclip_num=8 rescued_sound_num=91
;;!!$HOSTAGE vclip_num=33 rescued_vclip_num=8 rescued_sound_num=91
@$HOSTAGE vclip_num=33
@$HOSTAGE_FACE face01.abm clip_num=0 time=2.1 abm_flag=1 sound_num=-1
@$HOSTAGE_FACE face02.abm clip_num=1 time=2.1 abm_flag=1 sound_num=-1
;we need the rest of these...
;Default size of powerup is 3.0
$POWERUP name="Life" vclip_num=36 hit_sound=82 size=2.5 ; extra life
$POWERUP name="Energy" vclip_num=18 hit_sound=81 light=3.0 ; energy
$POWERUP name="Shield" vclip_num=19 hit_sound=80 size=2.5 ; shield
$POWERUP name="Laser" vclip_num=20 hit_sound=83 size=4.0 ; laser
$POWERUP name="BlueKey" vclip_num=24 hit_sound=83 ; blue key
$POWERUP name="RedKey" vclip_num=26 hit_sound=83 ; red key
$POWERUP name="YelKey" vclip_num=25 hit_sound=83 ; yellow key
$POWERUP_UNUSED name="R_Pill" vclip_num=27 hit_sound=83 ; radar-robot-shower
$POWERUP_UNUSED name="P_Pill" vclip_num=28 hit_sound=83 ; radar-powerup-shower
$POWERUP_UNUSED name="M_Pill" vclip_num=29 hit_sound=83 ; full-map
;the sizes of the next two were added for testing/demonstration purposes
;and are not meant to be the real sizes. - Matt
$POWERUP name="Cmiss_1" vclip_num=34 hit_sound=83 size=2.5 ; 1 missile
$POWERUP name="Cmiss_4" vclip_num=35 hit_sound=83 ; 4 missiles
$POWERUP name="QudLas" vclip_num=51 hit_sound=83 ; 4 missiles
$POWERUP name="Vulcan" vclip_num=37 hit_sound=83 size=4.0 ; 4 missiles
$POWERUP name="Sprdfr" vclip_num=38 hit_sound=83 size=4.0 ; 4 missiles
$POWERUP name="Plasma" vclip_num=39 hit_sound=83 size=4.0 ; 4 missiles
$POWERUP name="Fusion" vclip_num=40 hit_sound=83 size=4.0 ; 4 missiles
$POWERUP name="Proxim" vclip_num=41 hit_sound=83 ; 4 missiles
$POWERUP name="Hmiss_1" vclip_num=42 hit_sound=83 size=2.5 ; 4 missiles
$POWERUP name="Hmiss_4" vclip_num=43 hit_sound=83 ; 4 missiles
$POWERUP name="Smiss" vclip_num=44 hit_sound=83 size=2.5 ; 4 missiles
$POWERUP name="Mmiss" vclip_num=45 hit_sound=83 ; 4 missiles
$POWERUP name="V_Ammo" vclip_num=46 hit_sound=83 size=1.8 ; 4 missiles
$POWERUP name="Cloak" vclip_num=47 hit_sound=160 size=2.0 ; 4 missiles
$POWERUP_UNUSED name="Turbo" vclip_num=48 hit_sound=83 ; 4 missiles
$POWERUP name="Invuln" vclip_num=49 hit_sound=162 size=2.6 ; 4 missiles
$POWERUP_UNUSED name="Headli" vclip_num=50 hit_sound=83 ; 4 missiles
$POWERUP_UNUSED name="Megwow" vclip_num=52 hit_sound=83 ; everything!
$POWERUP name="Gauss" vclip_num=69 hit_sound=83 size=4.0 ; 4 missiles
$POWERUP name="Helix" vclip_num=70 hit_sound=83 size=4.0 ; 4 missiles
$POWERUP name="Phoenix" vclip_num=71 hit_sound=83 size=4.0 ; 4 missiles
;NOTE:
; Three vclips are referenced explicitely by the code (in VCLIP.H) so their
; numbers cannot change without changing the code. These three are:
; 2 VCLIP_SMALL_EXPLOSION
; 9 VCLIP_PLAYER_HIT
; 10 VCLIP_MORPHING_ROBOT
; Explosion video clips.
$VCLIP clip_num=0 time=1.0 abm_flag=1 vlighting=10.0 sound_num=-1
exp13.abm ; used to be exp07.abm
; Weapon spark #1.
$VCLIP clip_num=1 time=0.50 abm_flag=1 vlighting=3.0 sound_num=-1
spark01.abm
;NOTE: Do not change this vclip number without changing VCLIP.H
$VCLIP clip_num=2 time=0.50 abm_flag=1 vlighting=3.0 sound_num=-1
exp18.abm
$VCLIP clip_num=3 time=1.0 abm_flag=1 vlighting=10.0 sound_num=157
exp20.abm
;missile impact explosion
$VCLIP clip_num=5 time=.75 abm_flag=1 vlighting=10.0 sound_num=-1
exp06.abm
$VCLIP clip_num=7 time=0.9 abm_flag=1 vlighting=7.0 sound_num=-1
exp15.abm
;NOTE: Do not change this vclip number without changing VCLIP.H
$VCLIP clip_num=9 time=0.50 abm_flag=1 vlighting=3.0 sound_num=-1 ; player hit
spark05.abm
; Robot materialization effect
;NOTE: Do not change this vclip number without changing VCLIP.H
; NOTE: THIS IS THE ONLY VCLIP AS OF NOW THAT USES ITS SOUND!
$VCLIP clip_num=10 time=1.0 rod_flag=1 abm_flag=1 vlighting=10.0 sound_num=92
mtrl01.abm
; Muzzle flashes
$VCLIP clip_num=11 time=0.3 abm_flag=1 vlighting=4.0 sound_num=-1
muzl02.abm
$VCLIP clip_num=12 time=0.4 abm_flag=1 vlighting=4.0 sound_num=-1
muzl03.abm
$VCLIP clip_num=14 time=0.3 abm_flag=1 vlighting=4.0 sound_num=-1
muzl05.abm
$VCLIP clip_num=15 time=0.3 abm_flag=1 vlighting=4.0 sound_num=-1
muzl06.abm
;POW_ENERGY
$VCLIP clip_num=18 time=0.5 abm_flag=1 vlighting=1.0 sound_num=-1
pwr01.abm
;POW_SHIELD_BOOST
$VCLIP clip_num=19 time=0.5 abm_flag=1 vlighting=1.0 sound_num=-1
pwr02.abm
;POW_LASER
$VCLIP clip_num=20 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
laser.abm
;more explosions
$VCLIP clip_num=21 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
exp09.abm
$VCLIP clip_num=22 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
exp10.abm
$VCLIP clip_num=23 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
exp11.abm
;KEY_BLUE
$VCLIP clip_num=24 time=1.0 abm_flag=1 vlighting=1.0 sound_num=-1
key01.abm
;KEY_RED
$VCLIP clip_num=25 time=1.0 abm_flag=1 vlighting=1.0 sound_num=-1
key02.abm
;KEY_YELLOW
$VCLIP clip_num=26 time=1.0 abm_flag=1 vlighting=1.0 sound_num=-1
key03.abm
; Weapon spark #2.
$VCLIP clip_num=30 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
spark02.abm
; Weapon spark #3.
$VCLIP clip_num=31 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
spark03.abm
; Weapon spark #4.
$VCLIP clip_num=32 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
spark04.abm
; Animating hostage
$VCLIP clip_num=33 time=1.5 abm_flag=1 vlighting=3.0 sound_num=-1
hostage.abm
;1 MISSILE
$VCLIP clip_num=34 time=1.0 abm_flag=1 vlighting=1.0 sound_num=-1
cmissil1.abm
;4 MISSILES
$VCLIP clip_num=35 time=1.1 abm_flag=1 vlighting=1.0 sound_num=-1
cmissil2.abm
;NEW EXTRA-LIFE POWERUP
$VCLIP clip_num=36 time=.75 abm_flag=1 vlighting=1.0 sound_num=-1
life01.abm
; some are TEMPORARY weapon powerups
$VCLIP clip_num=37 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
vulcan.abm
$VCLIP clip_num=38 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
spread.abm
@$VCLIP clip_num=39 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@plasma.abm
@$VCLIP clip_num=40 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@fusion.abm
$VCLIP clip_num=41 time=.75 abm_flag=1 vlighting=1.0 sound_num=-1
pbombs.abm
$VCLIP clip_num=42 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
hmissil1.abm
$VCLIP clip_num=43 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
hmissil2.abm
@$VCLIP clip_num=44 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@smissile.abm
@$VCLIP clip_num=45 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@mmissile.abm
$VCLIP clip_num=46 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
vammo.abm
$VCLIP clip_num=47 time=0.8 abm_flag=1 vlighting=1.0 sound_num=-1
cloak.abm
$VCLIP clip_num=49 time=0.8 abm_flag=1 vlighting=1.0 sound_num=-1
invuln.abm
$VCLIP clip_num=51 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
quad.abm
$VCLIP clip_num=53 time=0.5 abm_flag=1 vlighting=-1 sound_num=-1
pbomb.abm
$VCLIP clip_num=54 time=0.75 abm_flag=1 vlighting=1.0 sound_num=-1
plasblob.abm
;;$VCLIP clip_num=54 time=0.75 abm_flag=1 vlighting=1.0 sound_num=-1
;;bossplas.abm
$VCLIP clip_num=55 time=0.5 abm_flag=1 vlighting=4.0 sound_num=-1
blob01.abm
$VCLIP clip_num=56 time=0.5 abm_flag=1 vlighting=4.0 sound_num=-1
blob02.abm
;next one is EXPLOSION FOR PLAYER'S SHIP ONLY!
$VCLIP clip_num=58 time=0.88 abm_flag=1 vlighting=6.0 sound_num=-1
exp17.abm
$VCLIP clip_num=59 time=.5 abm_flag=1 vlighting=2.0 sound_num=-1
exp03.abm
$VCLIP clip_num=60 time=0.87 abm_flag=1 vlighting=2.0 sound_num=-1
exp19.abm
$VCLIP clip_num=61 time=.8 abm_flag=1 vlighting=2.0 sound_num=92
mtrl02.abm
$VCLIP clip_num=62 time=.7 abm_flag=1 vlighting=2.0 sound_num=93
mtrl03.abm
;mega missile explosion only
@$VCLIP clip_num=63 time=.50 abm_flag=1 vlighting=90.0 sound_num=92
@exp21.abm
;reactor weapon
$VCLIP clip_num=64 time=0.5 abm_flag=1 vlighting=4.0 sound_num=-1
blob03.abm
;fusion impact
$VCLIP clip_num=65 time=0.4 abm_flag=1 vlighting=4.0 sound_num=-1
exp22.abm
$VCLIP clip_num=66 time=0.50 abm_flag=1 vlighting=3.0 sound_num=-1 ; gauss hit
spark05.abm
$VCLIP clip_num=67 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
sprdblb2.abm
$VCLIP clip_num=68 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
phnxblob.abm
@$VCLIP clip_num=69 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@gauss.abm
@$VCLIP clip_num=70 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@helix.abm
@$VCLIP clip_num=71 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@phoenix.abm
$TEXTURES
; Rock walls
rock001.bbm
rock021.bbm
@rock001.bbm
rock071.bbm
@rock001.bbm
@rock001.bbm
rock002.bbm
@rock265.bbm
rock004.bbm
@rock005.bbm
rock006.bbm
rock007.bbm
rock013.bbm
rock014.bbm
rock019.bbm
@rock020.bbm
rock022.bbm
rock024.bbm
@rock025.bbm
@rock026.bbm
@rock042.bbm
@rock043.bbm
rock057.bbm
rock059.bbm
rock060.bbm
rock064.bbm
@rock065.bbm
@rock066.bbm
@rock070.bbm
@rock072.bbm
@rock073.bbm
rock074.bbm
@rock080.bbm
@rock081.bbm
@rock082.bbm
@rock083.bbm
@rock084.bbm
@rock086.bbm
rock095.bbm
@rock097.bbm
rock098.bbm
@rock100.bbm
rock101.bbm
@rock102.bbm
@rock105.bbm
rock106.bbm
rock107.bbm
rock108.bbm
rock113.bbm
rock117.bbm
@rock131.bbm
rock133.bbm
rock134.bbm
rock139.bbm
@rock141.bbm
@rock142.bbm
rock143.bbm
@rock144.bbm
rock146.bbm
rock147.bbm
rock149.bbm
rock150.bbm
rock152.bbm
@rock155.bbm
rock156.bbm
rock159.bbm
rock160.bbm
rock162.bbm
rock164.bbm
@rock165.bbm
rock168.bbm
rock169.bbm
@rock170.bbm
rock171.bbm
@rock172.bbm
rock173.bbm
rock174.bbm
rock175.bbm
@rock176.bbm
@rock177.bbm
@rock178.bbm
rock179.bbm
rock180.bbm
rock181.bbm
@rock182.bbm
rock184.bbm
rock185.bbm
rock186.bbm
rock187.bbm
@rock188.bbm
rock189.bbm
rock190.bbm
rock191.bbm
@rock192.bbm
rock193.bbm
rock194.bbm
@rock195.bbm
@rock196.bbm
rock198.bbm
rock200.bbm
@rock201.bbm
@rock202.bbm
rock203.bbm
@rock204.bbm
@rock205.bbm
@rock206.bbm
rock207.bbm
rock208.bbm
rock209.bbm
@rock210.bbm
@rock211.bbm
@rock212.bbm
@rock214.bbm
rock215.bbm
@rock216.bbm
@rock217.bbm
rock218.bbm
@rock220.bbm
@rock221.bbm
@rock222.bbm
rock223.bbm
@rock224.bbm
@rock225.bbm
rock226.bbm
@rock227.bbm
@rock228.bbm
rock229.bbm
rock230.bbm
@rock231.bbm
rock232.bbm
rock233.bbm
@rock234.bbm
@rock235.bbm
rock236.bbm
@rock237.bbm
rock239.bbm
@rock242.bbm
@rock243.bbm
@rock244.bbm
@rock245.bbm
@rock246.bbm
@rock250.bbm
rock251.bbm
rock252.bbm
@rock253.bbm
rock254.bbm
rock255.bbm
@rock257.bbm
@rock258.bbm
rock259.bbm
rock260.bbm
rock261.bbm
rock262.bbm
@rock263.bbm
@rock264.bbm
@rock269.bbm
;cd rocks
@rock278.bbm
@rock279.bbm
@rock280.bbm
@rock281.bbm
@rock282.bbm
@rock283.bbm
@rock284.bbm
@rock285.bbm
@rock286.bbm
@rock287.bbm
@rock288.bbm
@rock289.bbm
@rock290.bbm
@rock291.bbm
@rock292.bbm
@rock293.bbm
@rock294.bbm
@rock295.bbm
@rock296.bbm
@rock297.bbm
@rock298.bbm
@rock299.bbm
@rock300.bbm
@rock301.bbm
@rock302.bbm
@rock303.bbm
@rock304.bbm
@rock305.bbm
@rock306.bbm
@rock307.bbm
@rock308.bbm
@rock309.bbm
@rock310.bbm
@rock311.bbm
@rock312.bbm
@rock313.bbm
@rock314.bbm
@rock315.bbm
@rock316.bbm
@rock317.bbm
@rock318.bbm
@rock319.bbm
@rock320.bbm
@rock321.bbm
@rock322.bbm
@rock323.bbm
@rock324.bbm
@rock325.bbm
@rock326.bbm
@rock327.bbm
@rock328.bbm
@rock329.bbm
@rock330.bbm
@rock331.bbm
@rock332.bbm
@rock333.bbm
@rock334.bbm
@rock335.bbm
@rock336.bbm
@rock337.bbm
@rock338.bbm
@rock339.bbm
@rock340.bbm
@rock341.bbm
@rock342.bbm
@rock343.bbm
@rock344.bbm
@rock345.bbm
@rock346.bbm
@rock347.bbm
!METALS_FLAG
; Metal walls
metl002.bbm
@metl003.bbm
@metl004.bbm
@metl006.bbm
@metl008.bbm
metl009.bbm
metl011.bbm
metl013.bbm
metl014.bbm
metl015.bbm
metl016.bbm
@metl017.bbm
@metl018.bbm
@metl019.bbm
metl020.bbm
metl021.bbm
metl023.bbm
@metl024.bbm
@metl026.bbm
@metl029.bbm
metl030.bbm
@metl031.bbm
metl033.bbm
metl035.bbm
@metl036.bbm
metl039.bbm
@metl040.bbm
@metl041.bbm
@metl042.bbm
@metl043.bbm
metl045.bbm
@metl046.bbm
metl047.bbm
@metl048.bbm
@metl049.bbm
metl050.bbm
metl053.bbm
@metl054.bbm
metl055.bbm
@metl058.bbm
@metl059.bbm
@metl060.bbm
@metl061.bbm
@metl063.bbm
@metl064.bbm
@metl065.bbm
@metl066.bbm
metl068.bbm
@metl070.bbm
metl071.bbm
metl074.bbm
metl076.bbm
metl077.bbm
metl012.bbm
@metl028.bbm
metl057.bbm
metl078.bbm lighting=0.75
metl079.bbm lighting=0.31
metl080.bbm lighting=0.31
@metl081.bbm
@metl082.bbm
@metl083.bbm
metl086.bbm
metl087.bbm
metl088.bbm
@metl089.bbm lighting=0.31
@metl090.bbm lighting=0.31
@metl095.bbm
@metl096.bbm
@metl097.bbm
metl098.bbm
@metl099.bbm
@metl100.bbm
metl103.bbm
@metl104.bbm
@metl105.bbm
@metl106.bbm
@metl109.bbm
@metl110.bbm
@metl111.bbm
@metl112.bbm
@metl113.bbm
@metl114.bbm
@metl116.bbm
@metl118.bbm
metl119.bbm
@metl120.bbm
@metl121.bbm
@metl123.bbm
@metl125.bbm
metl127.bbm superx=254
@metl128.bbm
@metl129.bbm
@metl130.bbm
metl126.bbm lighting=0.90
metl133.bbm lighting=0.5
metl134.bbm lighting=0.5
metl135.bbm lighting=0.5
metl136.bbm
metl139.bbm
metl140.bbm
@metl145.bbm
@metl146.bbm
brig001.bbm
brig002.bbm
brig003.bbm
brig004.bbm
exit01.bbm
exit02.bbm
!LIGHTS_FLAG
; Ceiling textures.
@ceil001.bbm
ceil002.bbm lighting=0.93 ; Lit large square.
@ceil003.bbm lighting=0.875
ceil005.bbm
@ceil006.bbm
ceil008.bbm lighting=0.875
ceil009.bbm
ceil014.bbm
ceil015.bbm
ceil016.bbm
ceil017.bbm
ceil018.bbm
ceil019.bbm
ceil037.bbm
@ceil038.bbm
ceil020.bbm lighting=0.9
ceil021.bbm lighting=0.9
@ceil023.bbm lighting=0.7
ceil024.bbm lighting=0.875
ceil025.bbm lighting=0.7
ceil026.bbm lighting=0.63
ceil027.bbm lighting=0.63
ceil028.bbm lighting=0.7
ceil029.bbm lighting=0.875
ceil030.bbm lighting=0.875
ceil031.bbm lighting=0.875
empty.bbm lighting=0.875
@ceil032.bbm
@ceil033.bbm
@ceil034.bbm lighting=0.650
ceil035.bbm lighting=0.6
@ceil036.bbm lighting=0.8
; Miscellaneous textures.
@misc001.bbm
@misc002.bbm
misc007.bbm
@misc010.bbm
misc011.bbm
misc012.bbm
@misc019.bbm
misc029.bbm
@misc030.bbm
@misc032.bbm
misc033.bbm
@misc034.bbm
@misc035.bbm
misc036.bbm
@misc037.bbm superx=254
@misc039.bbm
@misc040.bbm
misc041.bbm
misc042.bbm
misc043.bbm
misc044.bbm
misc045.bbm
@misc046.bbm
@misc048.bbm
misc050.bbm
@misc055.bbm
misc058.bbm
misc059.bbm
misc063.bbm
misc075.bbm superx=254
@fan03.bbm superx=254
fram06.bbm
;-------------------------------------------------------------
!EFFECTS_FLAG
$EFFECTS Num_effects=57
$ECLIP clip_num=0 time=0.40 abm_flag=1
arw01.abm
$ECLIP clip_num=2 time=1.0 abm_flag=1 vlighting=-1 ;; this is the refuel effect it does not get lit (darkened)
misc17.abm lighting=0.875
$ECLIP clip_num=3 time=0.4 abm_flag=1 sound_num=121
fan01.abm superx=254
@$ECLIP clip_num=5 time=0.50 abm_flag=1 crit_clip=48 dest_bm=blown06.bbm dest_vclip=3 dest_size=20 dest_eclip=40
@mntr04.abm
@$ECLIP clip_num=9 time=0.75 abm_flag=1
@misc09.abm
$ECLIP clip_num=10 time=0.75 abm_flag=1
misc11.abm lighting=0.8 damage=10 volatile
@$ECLIP clip_num=12 time=0.20 abm_flag=1
@ctrl04.abm lighting=0.01
$ECLIP clip_num=13 time=0.20 abm_flag=1
ctrl01.abm lighting=0.01
@$ECLIP clip_num=14 time=0.20 abm_flag=1
@ctrl02.abm lighting=0.01
@$ECLIP clip_num=15 time=0.20 abm_flag=1
@ctrl03.abm lighting=0.01
$ECLIP clip_num=16 time=0.75 abm_flag=1
misc14.abm
$ECLIP clip_num=17 time=0.75 abm_flag=1
misc16.abm
@$ECLIP clip_num=19 time=0.20 abm_flag=1
@misc049.abm
;NOTE: the sound for an effect destruction comes from the vclip
$ECLIP clip_num=20 time=0.40 abm_flag=1 crit_clip=42 dest_bm=blown01.bbm dest_vclip=3 dest_size=20 dest_eclip=35
misc060.abm
$ECLIP clip_num=21 time=0.40 abm_flag=1 crit_clip=43 dest_bm=blown02.bbm dest_vclip=3 dest_size=20 dest_eclip=36
misc061.abm
$ECLIP clip_num=22 time=0.40 abm_flag=1 crit_clip=44 dest_bm=blown07.bbm dest_vclip=3 dest_size=20 dest_eclip=41
misc062.abm
$ECLIP clip_num=23 time=0.40 abm_flag=1 crit_clip=45 dest_bm=blown03.bbm dest_vclip=3 dest_size=20 dest_eclip=37
misc065.abm
$ECLIP clip_num=24 time=0.60 abm_flag=1 crit_clip=46 dest_bm=blown04.bbm dest_vclip=3 dest_size=20 dest_eclip=38
misc066.abm
@$ECLIP clip_num=25 time=0.80 abm_flag=1 crit_clip=46 dest_bm=blown04.bbm dest_vclip=3 dest_size=20 dest_eclip=38
@misc067.abm
$ECLIP clip_num=26 time=1.80 abm_flag=1 crit_clip=47 dest_bm=blown05.bbm dest_vclip=3 dest_size=20 dest_eclip=39
misc068.abm
@$ECLIP clip_num=27 time=1.80 abm_flag=1 crit_clip=47 dest_bm=blown05.bbm dest_vclip=3 dest_size=20 dest_eclip=39
@misc069.abm
$ECLIP clip_num=29 time=0.80 abm_flag=1
misc073.abm lighting=0.40
;;$ECLIP clip_num=30 time=0.5 abm_flag=1 obj_eclip=1
;;glow04.abm
$ECLIP clip_num=31 time=0.8 abm_flag=1 obj_eclip=1
eye01.abm
$ECLIP clip_num=32 time=0.01 abm_flag=1 obj_eclip=1
glow02.abm
@$ECLIP clip_num=33 time=0.65 abm_flag=1
@lava02.abm lighting=1.0 damage=10 volatile
$ECLIP clip_num=34 time=0.01 abm_flag=1 obj_eclip=1 vlighting=-1
flare.abm lighting=1.0
;next 6 are exploding monitor clips.
$ECLIP clip_num=35 time=0.5 abm_flag=1
misc060b.abm lighting=2.0
$ECLIP clip_num=36 time=0.5 abm_flag=1
misc061b.abm lighting=2.0
$ECLIP clip_num=37 time=0.5 abm_flag=1
misc065b.abm lighting=2.0
$ECLIP clip_num=38 time=0.5 abm_flag=1
misc066b.abm lighting=2.0
$ECLIP clip_num=39 time=0.5 abm_flag=1
misc068b.abm lighting=2.0
$ECLIP clip_num=40 time=0.5 abm_flag=1
mntr04b.abm lighting=2.0
$ECLIP clip_num=41 time=0.5 abm_flag=1
misc062b.abm lighting=2.0
;mine critical monitor clips below
$ECLIP clip_num=42 time=0.5 abm_flag=1
misc060d.abm lighting=2.0
$ECLIP clip_num=43 time=0.5 abm_flag=1
misc061d.abm lighting=2.0
$ECLIP clip_num=44 time=0.5 abm_flag=1
misc062d.abm lighting=2.0
$ECLIP clip_num=45 time=0.5 abm_flag=1
misc065d.abm lighting=2.0
$ECLIP clip_num=46 time=0.5 abm_flag=1
misc066d.abm lighting=2.0
$ECLIP clip_num=47 time=0.5 abm_flag=1
misc068d.abm lighting=2.0
$ECLIP clip_num=48 time=0.5 abm_flag=1
mntr04d.abm lighting=2.0
$ECLIP clip_num=49 time=0.5 abm_flag=1 obj_eclip=1
eye02.abm lighting=2.0
$ECLIP clip_num=50 time=0.5 abm_flag=1 obj_eclip=1
rmap01.abm lighting=2.0
$ECLIP clip_num=51 time=0.5 abm_flag=1 obj_eclip=1
rmap02.abm lighting=2.0
$ECLIP clip_num=52 time=0.5 abm_flag=1 obj_eclip=1
rmap04.abm lighting=2.0
$ECLIP clip_num=53 time=1.3 abm_flag=1 obj_eclip=1
boss02.abm lighting=2.0
$ECLIP clip_num=54 time=1.0 abm_flag=1 obj_eclip=1
eye03.abm lighting=2.0
@$ECLIP clip_num=55 time=1.1 abm_flag=1
@water01.abm slide=0.5 0
@$ECLIP clip_num=56 time=0.8 abm_flag=1 obj_eclip=1
@eye04.abm
@$ECLIP clip_num=57 time=2.0 abm_flag=1
@water04.abm slide=0 -2.5
@$ECLIP clip_num=58 time=2.0 abm_flag=1
@water05.abm slide=0 -2.5
@$ECLIP clip_num=59 time=1.1 abm_flag=1
@water01.abm slide=1.0 0
;----------------------------------------------------------------
; 03/04/93 Doors and walls should come after effects.
; There is a bug which messes up effects if they don't.
$WALL_ANIMS Num_wall_anims=26
@$WCLIP clip_num=0 abm_flag=1 vlighting=0 tmap1_flag=1 blastable=1 explodes=1 ; vlighting=0 means to cast light on this wclip
@wall01.abm
$WCLIP clip_num=1 time=1 abm_flag=1 open_sound=140 close_sound=141 vlighting=0
door01.abm superx=254
;wall 2 was deleted
$WCLIP clip_num=3 time=1 abm_flag=1 open_sound=142 close_sound=143 vlighting=0
door04.abm superx=254
$WCLIP clip_num=4 time=1 abm_flag=1 open_sound=144 close_sound=145 vlighting=0
door05.abm superx=254
@$WCLIP clip_num=5 time=1 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door10.abm
$WCLIP clip_num=6 time=1 abm_flag=1 tmap1_flag=1 open_sound=140 close_sound=141 vlighting=0 blastable=1 explodes=1
door24.abm
@$WCLIP clip_num=7 time=1 abm_flag=1 open_sound=142 close_sound=143 vlighting=0
@door08.abm superx=254
;wall 8 was deleted
@$WCLIP clip_num=9 time=1.6 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door11.abm
$WCLIP clip_num=10 time=1.1 abm_flag=1 open_sound=142 close_sound=143 vlighting=0
door13.abm superx=254
$WCLIP clip_num=11 time=0.9 abm_flag=1 open_sound=144 close_sound=145 vlighting=0
door12.abm superx=254
@$WCLIP clip_num=12 time=0.8 abm_flag=1 open_sound=144 close_sound=145 vlighting=0
@door14.abm superx=254
$WCLIP clip_num=13 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door17.abm
@$WCLIP clip_num=14 time=0.9 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door18.abm
$WCLIP clip_num=15 time=0.9 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door19.abm
@$WCLIP clip_num=16 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door20.abm
$WCLIP clip_num=17 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door21.abm
$WCLIP clip_num=18 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door22.abm
$WCLIP clip_num=19 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door23.abm
@$WCLIP clip_num=20 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door25.abm
@$WCLIP clip_num=21 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door26.abm
@$WCLIP clip_num=22 time=0.8 abm_flag=1 open_sound=148 close_sound=149 vlighting=0
@door28.abm superx=254
$WCLIP clip_num=23 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door29.abm
@$WCLIP clip_num=24 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door30.abm
$WCLIP clip_num=25 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door31.abm
@$WCLIP clip_num=26 time=1.0 abm_flag=1 open_sound=146 close_sound=147 vlighting=0
@door32.abm superx=254
@$WCLIP clip_num=27 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door33.abm
@$WCLIP clip_num=28 time=1.0 abm_flag=1 open_sound=146 close_sound=147 vlighting=0
@door34.abm superx=254
@$WCLIP clip_num=29 time=1.0 abm_flag=1 open_sound=146 close_sound=147 vlighting=0
@door35.abm superx=254
@$WCLIP clip_num=30 time=1.0 abm_flag=1 open_sound=146 close_sound=147 vlighting=0
@door36.abm superx=254