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Text File  |  1996-09-12  |  31KB  |  1,370 lines

  1.  
  2. NUMBER_OF_OBJECTS: 77
  3.  
  4.  
  5. # ////////////////////////////////////////////////////////////////////////////
  6.  
  7. # the kron
  8.  
  9. OBJECT_NAME:   1
  10. PROPERTIES:    1,8,56,6,2,2,16,76,72,4,2,0,0,0
  11. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  12.  
  13. ANIM_SEQ_NEUTRAL: 1,0
  14. ANIM_SEQ_MOVE:    4,0,1,0,2
  15. ANIM_SEQ_DIE:     8,48,49,50,51,52,53,54,55
  16. ANIM_SEQ_HIT:     2,3,0
  17. ANIM_SEQ_FIRE:    5,0,4,5,4,0, 2,2
  18.  
  19. FILE_BASE: kronsp.pcx
  20.  
  21. # ////////////////////////////////////////////////////////////////////////////
  22.  
  23.  
  24. # the krieg
  25.  
  26. OBJECT_NAME:   2
  27. PROPERTIES:    1,8,58,6,2,2,16,56,72,5,2,0,0,0
  28. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  29.  
  30. ANIM_SEQ_NEUTRAL: 1,0
  31. ANIM_SEQ_MOVE:    4,0,1,0,2
  32. ANIM_SEQ_DIE:     10,48,49,50,51,52,53,54,55,56,57
  33. ANIM_SEQ_HIT:     2,3,0
  34. ANIM_SEQ_FIRE:    5,0,4,5,4,0, 2,2
  35.  
  36. FILE_BASE: kregsp.pcx
  37.  
  38.  
  39. # ////////////////////////////////////////////////////////////////////////////
  40.  
  41. #the queen
  42.  
  43. OBJECT_NAME:   3
  44. PROPERTIES:    1,8,56,6,2,2,16,72,74,4,2,0,0,0
  45. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  46.  
  47. ANIM_SEQ_NEUTRAL: 1,0
  48. ANIM_SEQ_MOVE:    4,0,1,0,2
  49. ANIM_SEQ_DIE:     8,48,49,50,51,52,53,54,55
  50. ANIM_SEQ_HIT:     2,3,0
  51. ANIM_SEQ_FIRE:    5,0,4,5,4,0, 2,2
  52.  
  53. FILE_BASE: quensp.pcx
  54.  
  55. # ////////////////////////////////////////////////////////////////////////////
  56.  
  57. # the floating turret
  58.  
  59. OBJECT_NAME:   4
  60. PROPERTIES:    1,8,32,3,2,2,16,70,44,4,2,0,0,0
  61. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  62.  
  63. ANIM_SEQ_NEUTRAL: 1,0
  64. ANIM_SEQ_MOVE:    2,0,1
  65. ANIM_SEQ_DIE:     8,24,25,26,27,28,29,30,31
  66. ANIM_SEQ_HIT:     1,0
  67. ANIM_SEQ_FIRE:    2,1,2,0, 1,1
  68.  
  69. FILE_BASE: flogns.pcx
  70.  
  71.  
  72. # ////////////////////////////////////////////////////////////////////////////
  73.  
  74. # the ceiling mounted cannon
  75.  
  76. OBJECT_NAME:   5
  77. PROPERTIES:    1,8,24,3,2,2,16,146,52,2,2,0,0,0
  78. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  79.  
  80. ANIM_SEQ_NEUTRAL: 2,0,1
  81. ANIM_SEQ_MOVE:    2,0,1
  82. ANIM_SEQ_DIE:     1,0
  83. ANIM_SEQ_HIT:     1,0
  84. ANIM_SEQ_FIRE:    2,2,0, 0,0
  85.  
  86. FILE_BASE: cguns.pcx
  87.  
  88.  
  89. # ////////////////////////////////////////////////////////////////////////////
  90.  
  91. # the power generator
  92.  
  93. OBJECT_NAME:   6
  94. PROPERTIES:    1,8,32,4,2,2,16,72,84,4,1,0,0,0
  95. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  96.  
  97. ANIM_SEQ_NEUTRAL: 4,0,1,2,3
  98. ANIM_SEQ_MOVE:    0
  99. ANIM_SEQ_DIE:     1,0
  100. ANIM_SEQ_HIT:     1,0
  101. ANIM_SEQ_FIRE:    0
  102.  
  103. FILE_BASE: gens.pcx
  104.  
  105. # ////////////////////////////////////////////////////////////////////////////
  106.  
  107.  
  108. # the rusty holly can
  109.  
  110. OBJECT_NAME:   7
  111. PROPERTIES:    0,1,1,1,1,0,0,28,40,1,1,0,0,0
  112. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  113.  
  114. ANIM_SEQ_NEUTRAL: 1,0
  115. ANIM_SEQ_MOVE:    0
  116. ANIM_SEQ_DIE:     0
  117. ANIM_SEQ_HIT:     0
  118. ANIM_SEQ_FIRE:    0
  119.  
  120. FILE_BASE: hol.pcx
  121.  
  122.  
  123. # ////////////////////////////////////////////////////////////////////////////
  124.  
  125. # the  blaster mini
  126.  
  127. OBJECT_NAME:   8
  128. PROPERTIES:    0,1,8,8,2,0,0,40,16,7,2,1,1,1
  129. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  130.  
  131. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  132. ANIM_SEQ_MOVE:    0
  133. ANIM_SEQ_DIE:     0
  134. ANIM_SEQ_HIT:     0
  135. ANIM_SEQ_FIRE:    0
  136.  
  137. FILE_BASE: hblstrs.pcx
  138.  
  139. # ////////////////////////////////////////////////////////////////////////////
  140.  
  141.  
  142. # the plasma clip
  143.  
  144. OBJECT_NAME:   9
  145. PROPERTIES:    0,1,1,1,1,0,0,22,28,1,1,2,1,400
  146. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  147.  
  148. ANIM_SEQ_NEUTRAL: 1,0
  149. ANIM_SEQ_MOVE:    0
  150. ANIM_SEQ_DIE:     0
  151. ANIM_SEQ_HIT:     0
  152. ANIM_SEQ_FIRE:    0
  153.  
  154. FILE_BASE: pclp.pcx
  155.  
  156.  
  157. # ////////////////////////////////////////////////////////////////////////////
  158.  
  159.  
  160. # the chain gun ammo box
  161.  
  162. OBJECT_NAME:   10
  163. PROPERTIES:    0,1,1,1,1,0,0,62,30,1,1,2,0,50
  164. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  165.  
  166. ANIM_SEQ_NEUTRAL: 1,0
  167. ANIM_SEQ_MOVE:    0
  168. ANIM_SEQ_DIE:     0
  169. ANIM_SEQ_HIT:     0
  170. ANIM_SEQ_FIRE:    0
  171.  
  172. FILE_BASE: amo.pcx
  173.  
  174. # ////////////////////////////////////////////////////////////////////////////
  175.  
  176.  
  177. # the rocket ammo bushel
  178.  
  179. OBJECT_NAME:   11
  180. PROPERTIES:    0,1,1,1,1,0,0,36,44,1,1,2,4,10
  181. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  182.  
  183. ANIM_SEQ_NEUTRAL: 1,0
  184. ANIM_SEQ_MOVE:    0
  185. ANIM_SEQ_DIE:     0
  186. ANIM_SEQ_HIT:     0
  187. ANIM_SEQ_FIRE:    0
  188.  
  189. FILE_BASE: rktpk.pcx
  190.  
  191.  
  192. # ////////////////////////////////////////////////////////////////////////////
  193.  
  194.  
  195.  
  196. # the pipe bomb box
  197.  
  198. OBJECT_NAME:   12
  199. PROPERTIES:    0,1,1,1,1,0,0,54,58,1,1,2,3,10
  200. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  201.  
  202. ANIM_SEQ_NEUTRAL: 1,0
  203. ANIM_SEQ_MOVE:    0
  204. ANIM_SEQ_DIE:     0
  205. ANIM_SEQ_HIT:     0
  206. ANIM_SEQ_FIRE:    0
  207.  
  208. FILE_BASE: mortrs.pcx
  209.  
  210.  
  211. # ////////////////////////////////////////////////////////////////////////////
  212.  
  213.  
  214.  
  215. # the bazooka shells
  216.  
  217. OBJECT_NAME:   13
  218. PROPERTIES:    0,1,1,1,2,0,0,38,36,1,1,0,0,0
  219. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  220.  
  221. ANIM_SEQ_NEUTRAL: 1,0
  222. ANIM_SEQ_MOVE:    0
  223. ANIM_SEQ_DIE:     0
  224. ANIM_SEQ_HIT:     0
  225. ANIM_SEQ_FIRE:    0
  226.  
  227. FILE_BASE: zshells.pcx
  228.  
  229.  
  230. # ////////////////////////////////////////////////////////////////////////////
  231.  
  232.  
  233.  
  234. # inferno gel
  235.  
  236. OBJECT_NAME:   14
  237. PROPERTIES:    0,1,1,1,2,0,0,22,46,1,1,0,0,0
  238. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  239.  
  240. ANIM_SEQ_NEUTRAL: 1,0
  241. ANIM_SEQ_MOVE:    0
  242. ANIM_SEQ_DIE:     0
  243. ANIM_SEQ_HIT:     0
  244. ANIM_SEQ_FIRE:    0
  245.  
  246. FILE_BASE: infnogl.pcx
  247.  
  248.  
  249. # ////////////////////////////////////////////////////////////////////////////
  250.  
  251.  
  252. # the hand scanner
  253.  
  254. OBJECT_NAME:   15
  255. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,4,0,1
  256. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  257.  
  258. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  259. ANIM_SEQ_MOVE:    0
  260. ANIM_SEQ_DIE:     0
  261. ANIM_SEQ_HIT:     0
  262. ANIM_SEQ_FIRE:    0
  263.  
  264. FILE_BASE: scans.pcx
  265.  
  266.  
  267. # ////////////////////////////////////////////////////////////////////////////
  268.  
  269.  
  270. # the torch
  271.  
  272. OBJECT_NAME:   16
  273. PROPERTIES:    0,1,7,7,2,0,0,78,24,7,1,0,0,0
  274. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  275.  
  276. ANIM_SEQ_NEUTRAL: 7,0,1,2,3,4,5,6
  277. ANIM_SEQ_MOVE:    0
  278. ANIM_SEQ_DIE:     0
  279. ANIM_SEQ_HIT:     0
  280. ANIM_SEQ_FIRE:    0
  281.  
  282. FILE_BASE: torch.pcx
  283.  
  284. # ////////////////////////////////////////////////////////////////////////////
  285.  
  286.  
  287. # the cyclinder lamp
  288.  
  289. OBJECT_NAME:   17
  290. PROPERTIES:    0,1,1,1,2,0,0,18,58,1,1,0,0,0
  291. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  292.  
  293. ANIM_SEQ_NEUTRAL: 1,0
  294. ANIM_SEQ_MOVE:    0
  295. ANIM_SEQ_DIE:     0
  296. ANIM_SEQ_HIT:     0
  297. ANIM_SEQ_FIRE:    0
  298.  
  299. FILE_BASE: lamp.pcx
  300.  
  301.  
  302. # ////////////////////////////////////////////////////////////////////////////
  303.  
  304.  
  305. # a red dome light ceiling light
  306.  
  307. OBJECT_NAME:   18
  308. PROPERTIES:    0,1,1,1,2,0,0,50,22,1,1,0,0,0
  309. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  310.  
  311. ANIM_SEQ_NEUTRAL: 1,0
  312. ANIM_SEQ_MOVE:    0
  313. ANIM_SEQ_DIE:     0
  314. ANIM_SEQ_HIT:     0
  315. ANIM_SEQ_FIRE:    0
  316.  
  317. FILE_BASE: c3lite.pcx
  318.  
  319.  
  320. # ////////////////////////////////////////////////////////////////////////////
  321.  
  322.  
  323. # a yellow dome ceiling light
  324.  
  325. OBJECT_NAME:   19
  326. PROPERTIES:    0,1,1,1,2,0,0,44,22,1,1,0,0,0
  327. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  328.  
  329. ANIM_SEQ_NEUTRAL: 1,0
  330. ANIM_SEQ_MOVE:    0
  331. ANIM_SEQ_DIE:     0
  332. ANIM_SEQ_HIT:     0
  333. ANIM_SEQ_FIRE:    0
  334.  
  335. FILE_BASE: c5lite.pcx
  336.  
  337.  
  338. # ////////////////////////////////////////////////////////////////////////////
  339.  
  340.  
  341. # a brownish circular alien ceiling light
  342.  
  343. OBJECT_NAME:   20
  344. PROPERTIES:    0,1,3,3,2,0,0,56,16,3,1,0,0,0
  345. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  346.  
  347. ANIM_SEQ_NEUTRAL: 1,0
  348. ANIM_SEQ_MOVE:    0
  349. ANIM_SEQ_DIE:     0
  350. ANIM_SEQ_HIT:     0
  351. ANIM_SEQ_FIRE:    0
  352.  
  353. FILE_BASE: c8lite.pcx
  354.  
  355.  
  356. # ////////////////////////////////////////////////////////////////////////////
  357.  
  358.  
  359. # brass street  light
  360.  
  361. OBJECT_NAME:   21
  362. PROPERTIES:    0,1,1,1,2,0,0,44,98,1,1,0,0,0
  363. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  364.  
  365. ANIM_SEQ_NEUTRAL: 1,0
  366. ANIM_SEQ_MOVE:    0
  367. ANIM_SEQ_DIE:     0
  368. ANIM_SEQ_HIT:     0
  369. ANIM_SEQ_FIRE:    0
  370.  
  371. FILE_BASE: s1lite.pcx
  372.  
  373.  
  374. # ////////////////////////////////////////////////////////////////////////////
  375.  
  376.  
  377. # alien can
  378.  
  379. OBJECT_NAME:   22
  380. PROPERTIES:    0,1,1,1,2,0,0,34,34,1,1,0,0,0
  381. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  382.  
  383. ANIM_SEQ_NEUTRAL: 1,0
  384. ANIM_SEQ_MOVE:    0
  385. ANIM_SEQ_DIE:     0
  386. ANIM_SEQ_HIT:     0
  387. ANIM_SEQ_FIRE:    0
  388.  
  389. FILE_BASE: 1can.pcx
  390.  
  391.  
  392.  
  393. # ////////////////////////////////////////////////////////////////////////////
  394.  
  395. # the targeting computer
  396.  
  397. OBJECT_NAME:   25
  398. PROPERTIES:    0,1,8,8,2,0,0,74,36,4,2,4,4,1
  399. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  400.  
  401. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  402. ANIM_SEQ_MOVE:    0
  403. ANIM_SEQ_DIE:     0
  404. ANIM_SEQ_HIT:     0
  405. ANIM_SEQ_FIRE:    0
  406.  
  407. FILE_BASE: targs.pcx
  408.  
  409. # ////////////////////////////////////////////////////////////////////////////
  410.  
  411.  
  412.  
  413. # alien can with warning on top, alien toxic waste
  414.  
  415. OBJECT_NAME:   26
  416. PROPERTIES:    0,1,1,1,2,0,0,40,50,1,1,0,0,0
  417. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  418.  
  419. ANIM_SEQ_NEUTRAL: 1,0
  420. ANIM_SEQ_MOVE:    0
  421. ANIM_SEQ_DIE:     0
  422. ANIM_SEQ_HIT:     0
  423. ANIM_SEQ_FIRE:    0
  424.  
  425. FILE_BASE: 6can.pcx
  426.  
  427. # ////////////////////////////////////////////////////////////////////////////
  428.  
  429.  
  430. # dark can with warning on side
  431.  
  432. OBJECT_NAME:   27
  433. PROPERTIES:    0,1,1,1,2,0,0,40,50,1,1,0,0,0
  434. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  435.  
  436. ANIM_SEQ_NEUTRAL: 1,0
  437. ANIM_SEQ_MOVE:    0
  438. ANIM_SEQ_DIE:     0
  439. ANIM_SEQ_HIT:     0
  440. ANIM_SEQ_FIRE:    0
  441.  
  442. FILE_BASE: 7can.pcx
  443.  
  444. # ////////////////////////////////////////////////////////////////////////////
  445.  
  446.  
  447. # a white can with warning on side
  448.  
  449. OBJECT_NAME:   28
  450. PROPERTIES:    0,1,1,1,2,0,0,40,50,1,1,0,0,0
  451. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  452.  
  453. ANIM_SEQ_NEUTRAL: 1,0
  454. ANIM_SEQ_MOVE:    0
  455. ANIM_SEQ_DIE:     0
  456. ANIM_SEQ_HIT:     0
  457. ANIM_SEQ_FIRE:    0
  458.  
  459. FILE_BASE: 8can.pcx
  460.  
  461. # ////////////////////////////////////////////////////////////////////////////
  462.  
  463.  
  464. # a dark barrel
  465.  
  466. OBJECT_NAME:   29
  467. PROPERTIES:    0,1,1,1,2,0,0,40,50,1,1,0,0,0
  468. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  469.  
  470. ANIM_SEQ_NEUTRAL: 1,0
  471. ANIM_SEQ_MOVE:    0
  472. ANIM_SEQ_DIE:     0
  473. ANIM_SEQ_HIT:     0
  474. ANIM_SEQ_FIRE:    0
  475.  
  476. FILE_BASE: 9can.pcx
  477.  
  478. # ////////////////////////////////////////////////////////////////////////////
  479.  
  480.  
  481. # a dark snake alien can
  482.  
  483. OBJECT_NAME:   31
  484. PROPERTIES:    0,1,1,1,2,0,0,40,50,1,1,0,0,0
  485. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  486.  
  487. ANIM_SEQ_NEUTRAL: 1,0
  488. ANIM_SEQ_MOVE:    0
  489. ANIM_SEQ_DIE:     0
  490. ANIM_SEQ_HIT:     0
  491. ANIM_SEQ_FIRE:    0
  492.  
  493. FILE_BASE: 12can.pcx
  494.  
  495. # ////////////////////////////////////////////////////////////////////////////
  496.  
  497.  
  498. # an alien animating red becon
  499.  
  500. OBJECT_NAME:   33
  501. PROPERTIES:    0,1,4,4,2,0,0,18,62,4,1,0,0,0
  502. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  503.  
  504. ANIM_SEQ_NEUTRAL: 4,0,1,2,3
  505. ANIM_SEQ_MOVE:    0
  506. ANIM_SEQ_DIE:     0
  507. ANIM_SEQ_HIT:     0
  508. ANIM_SEQ_FIRE:    0
  509.  
  510. FILE_BASE: 2becon.pcx
  511.  
  512. # ////////////////////////////////////////////////////////////////////////////
  513.  
  514.  
  515. # an alien animating silver becon with blue light
  516.  
  517. OBJECT_NAME:   34
  518. PROPERTIES:    0,1,4,4,2,0,0,18,62,4,1,0,0,0
  519. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  520.  
  521. ANIM_SEQ_NEUTRAL: 4,0,1,2,3
  522. ANIM_SEQ_MOVE:    0
  523. ANIM_SEQ_DIE:     0
  524. ANIM_SEQ_HIT:     0
  525. ANIM_SEQ_FIRE:    0
  526.  
  527. FILE_BASE: 3becon.pcx
  528.  
  529.  
  530. # ////////////////////////////////////////////////////////////////////////////
  531.  
  532.  
  533. # blue floor vent fan
  534.  
  535. OBJECT_NAME:   36
  536. PROPERTIES:    0,1,3,3,2,0,0,64,26,3,1,0,0,0
  537. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  538.  
  539. ANIM_SEQ_NEUTRAL: 3,0,1,2
  540. ANIM_SEQ_MOVE:    0
  541. ANIM_SEQ_DIE:     0
  542. ANIM_SEQ_HIT:     0
  543. ANIM_SEQ_FIRE:    0
  544.  
  545. FILE_BASE: 1fan.pcx
  546.  
  547.  
  548. # ////////////////////////////////////////////////////////////////////////////
  549.  
  550.  
  551. # sliver floor vent fan
  552.  
  553. OBJECT_NAME:   37
  554. PROPERTIES:    0,1,3,3,2,0,0,64,26,3,1,0,0,0
  555. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  556.  
  557. ANIM_SEQ_NEUTRAL: 3,0,1,2
  558. ANIM_SEQ_MOVE:    0
  559. ANIM_SEQ_DIE:     0
  560. ANIM_SEQ_HIT:     0
  561. ANIM_SEQ_FIRE:    0
  562.  
  563. FILE_BASE: 2fan.pcx
  564.  
  565.  
  566. # ////////////////////////////////////////////////////////////////////////////
  567.  
  568.  
  569.  
  570. # a silvery tech alien baby pod
  571.  
  572. OBJECT_NAME:   39
  573. PROPERTIES:    0,1,1,1,2,0,0,62,54,1,1,0,0,0
  574. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  575.  
  576. ANIM_SEQ_NEUTRAL: 1,0
  577. ANIM_SEQ_MOVE:    0
  578. ANIM_SEQ_DIE:     0
  579. ANIM_SEQ_HIT:     0
  580. ANIM_SEQ_FIRE:    0
  581.  
  582. FILE_BASE: 3pod.pcx
  583.  
  584.  
  585.  
  586. # ////////////////////////////////////////////////////////////////////////////
  587.  
  588.  
  589. # a spotty alien pilar
  590.  
  591. OBJECT_NAME:   42
  592. PROPERTIES:    0,1,1,1,2,0,0,24,84,1,1,0,0,0
  593. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  594.  
  595. ANIM_SEQ_NEUTRAL: 1,0
  596. ANIM_SEQ_MOVE:    0
  597. ANIM_SEQ_DIE:     0
  598. ANIM_SEQ_HIT:     0
  599. ANIM_SEQ_FIRE:    0
  600.  
  601. FILE_BASE:  3pilar.pcx
  602.  
  603.  
  604. # ////////////////////////////////////////////////////////////////////////////
  605.  
  606.  
  607. # the alien weapon mini
  608.  
  609. OBJECT_NAME:   43
  610. PROPERTIES:    0,1,8,8,2,0,0,56,30,5,2,1,22,1
  611. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  612.  
  613. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  614. ANIM_SEQ_MOVE:    0
  615. ANIM_SEQ_DIE:     0
  616. ANIM_SEQ_HIT:     0
  617. ANIM_SEQ_FIRE:    0
  618.  
  619. FILE_BASE: aliens.pcx
  620.  
  621.  
  622. # ////////////////////////////////////////////////////////////////////////////
  623.  
  624. # the laser crossbow mini
  625.  
  626. OBJECT_NAME:   44
  627. PROPERTIES:    0,1,4,4,2,0,0,34,30,4,1,1,21,1
  628. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  629.  
  630. ANIM_SEQ_NEUTRAL: 4,0,1,2,3
  631. ANIM_SEQ_MOVE:    0
  632. ANIM_SEQ_DIE:     0
  633. ANIM_SEQ_HIT:     0
  634. ANIM_SEQ_FIRE:    0
  635.  
  636. FILE_BASE: bows.pcx
  637.  
  638.  
  639. # ////////////////////////////////////////////////////////////////////////////
  640.  
  641.  
  642. # the heavy blaster mini
  643.  
  644. OBJECT_NAME:   45
  645. PROPERTIES:    0,1,8,8,2,0,0,56,26,5,2,1,3,1
  646. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  647.  
  648. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  649. ANIM_SEQ_MOVE:    0
  650. ANIM_SEQ_DIE:     0
  651. ANIM_SEQ_HIT:     0
  652. ANIM_SEQ_FIRE:    0
  653.  
  654. FILE_BASE: dbblsts.pcx
  655.  
  656. # ////////////////////////////////////////////////////////////////////////////
  657.  
  658.  
  659. # the HVP mini
  660.  
  661. OBJECT_NAME:   46
  662. PROPERTIES:    0,1,8,8,2,0,0,70,22,4,2,1,6,1
  663. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  664.  
  665. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  666. ANIM_SEQ_MOVE:    0
  667. ANIM_SEQ_DIE:     0
  668. ANIM_SEQ_HIT:     0
  669. ANIM_SEQ_FIRE:    0
  670.  
  671. FILE_BASE: dshots.pcx
  672.  
  673. # ////////////////////////////////////////////////////////////////////////////
  674.  
  675.  
  676. # the flamethrower mini
  677.  
  678. OBJECT_NAME:   47
  679. PROPERTIES:    0,1,8,8,2,0,0,64,22,4,2,1,16,1
  680. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  681.  
  682. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  683. ANIM_SEQ_MOVE:    0
  684. ANIM_SEQ_DIE:     0
  685. ANIM_SEQ_HIT:     0
  686. ANIM_SEQ_FIRE:    0
  687.  
  688. FILE_BASE: flames.pcx
  689.  
  690.  
  691. # ////////////////////////////////////////////////////////////////////////////
  692.  
  693.  
  694. # the double machine gun mini
  695.  
  696. OBJECT_NAME:   64
  697. PROPERTIES:    0,1,8,8,2,0,0,54,24,5,2,1,0,1
  698. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  699.  
  700. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  701. ANIM_SEQ_MOVE:    0
  702. ANIM_SEQ_DIE:     0
  703. ANIM_SEQ_HIT:     0
  704. ANIM_SEQ_FIRE:    0
  705.  
  706. FILE_BASE: gatlns.pcx
  707.  
  708.  
  709. # ////////////////////////////////////////////////////////////////////////////
  710.  
  711. # the mortar mini
  712.  
  713. OBJECT_NAME:   66
  714. PROPERTIES:    0,1,8,8,2,0,0,18,24,8,1,1,12,1
  715. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  716.  
  717. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  718. ANIM_SEQ_MOVE:    0
  719. ANIM_SEQ_DIE:     0
  720. ANIM_SEQ_HIT:     0
  721. ANIM_SEQ_FIRE:    0
  722.  
  723. FILE_BASE: mortrsr.pcx
  724.  
  725. # ////////////////////////////////////////////////////////////////////////////
  726.  
  727. # the plasma cannon mini
  728.  
  729. OBJECT_NAME:   67
  730. PROPERTIES:    0,1,8,8,2,0,0,46,14,6,2,1,7,1
  731. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  732.  
  733. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  734. ANIM_SEQ_MOVE:    0
  735. ANIM_SEQ_DIE:     0
  736. ANIM_SEQ_HIT:     0
  737. ANIM_SEQ_FIRE:    0
  738.  
  739. FILE_BASE: plass.pcx
  740.  
  741. # ////////////////////////////////////////////////////////////////////////////
  742.  
  743. # the rocket lancher mini
  744.  
  745. OBJECT_NAME:   68
  746. PROPERTIES:    0,1,8,8,2,0,0,46,22,6,2,1,4,1
  747. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  748.  
  749. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  750. ANIM_SEQ_MOVE:    0
  751. ANIM_SEQ_DIE:     0
  752. ANIM_SEQ_HIT:     0
  753. ANIM_SEQ_FIRE:    0
  754.  
  755. FILE_BASE: rockts.pcx
  756.  
  757. # ////////////////////////////////////////////////////////////////////////////
  758.  
  759.  
  760. # the bazooka mini
  761.  
  762. OBJECT_NAME:   69
  763. PROPERTIES:    0,1,8,8,2,0,0,54,14,5,2,1,13,1
  764. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  765.  
  766. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  767. ANIM_SEQ_MOVE:    0
  768. ANIM_SEQ_DIE:     0
  769. ANIM_SEQ_HIT:     0
  770. ANIM_SEQ_FIRE:    0
  771.  
  772. FILE_BASE: zookas.pcx
  773.  
  774.  
  775. # ////////////////////////////////////////////////////////////////////////////
  776.  
  777.  
  778. # the adenine key card
  779.  
  780. OBJECT_NAME:   70
  781. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,4,4
  782. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  783.  
  784. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  785. ANIM_SEQ_MOVE:    0
  786. ANIM_SEQ_DIE:     0
  787. ANIM_SEQ_HIT:     0
  788. ANIM_SEQ_FIRE:    0
  789.  
  790. FILE_BASE: adens.pcx
  791.  
  792.  
  793. # ////////////////////////////////////////////////////////////////////////////
  794.  
  795.  
  796. # the bio coolant
  797.  
  798. OBJECT_NAME:   71
  799. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,7,100
  800. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  801.  
  802. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  803. ANIM_SEQ_MOVE:    0
  804. ANIM_SEQ_DIE:     0
  805. ANIM_SEQ_HIT:     0
  806. ANIM_SEQ_FIRE:    0
  807.  
  808. FILE_BASE: bios.pcx
  809.  
  810.  
  811. # ////////////////////////////////////////////////////////////////////////////
  812.  
  813.  
  814. # the green cpu enhancer card
  815.  
  816. OBJECT_NAME:   72
  817. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,0,128
  818. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  819.  
  820. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  821. ANIM_SEQ_MOVE:    0
  822. ANIM_SEQ_DIE:     0
  823. ANIM_SEQ_HIT:     0
  824. ANIM_SEQ_FIRE:    0
  825.  
  826. FILE_BASE: cpu2s.pcx
  827.  
  828.  
  829. # ////////////////////////////////////////////////////////////////////////////
  830.  
  831.  
  832. # the silver cpu enhancer card
  833.  
  834. OBJECT_NAME:   73
  835. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,0,256
  836. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  837.  
  838. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  839. ANIM_SEQ_MOVE:    0
  840. ANIM_SEQ_DIE:     0
  841. ANIM_SEQ_HIT:     0
  842. ANIM_SEQ_FIRE:    0
  843.  
  844. FILE_BASE: cpus.pcx
  845.  
  846.  
  847. # ////////////////////////////////////////////////////////////////////////////
  848.  
  849. # the crypto card
  850.  
  851. OBJECT_NAME:   74
  852. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,2,1
  853. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  854.  
  855. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  856. ANIM_SEQ_MOVE:    0
  857. ANIM_SEQ_DIE:     0
  858. ANIM_SEQ_HIT:     0
  859. ANIM_SEQ_FIRE:    0
  860.  
  861. FILE_BASE: crys.pcx
  862.  
  863.  
  864. # ////////////////////////////////////////////////////////////////////////////
  865.  
  866.  
  867. # the cytosine dna key
  868.  
  869. OBJECT_NAME:   75
  870. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,4,1
  871. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  872.  
  873. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  874. ANIM_SEQ_MOVE:    0
  875. ANIM_SEQ_DIE:     0
  876. ANIM_SEQ_HIT:     0
  877. ANIM_SEQ_FIRE:    0
  878.  
  879. FILE_BASE: cytos.pcx
  880.  
  881.  
  882. # ////////////////////////////////////////////////////////////////////////////
  883.  
  884.  
  885. # the guanine dna key
  886.  
  887. OBJECT_NAME:   76
  888. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,4,2
  889. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  890.  
  891. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  892. ANIM_SEQ_MOVE:    0
  893. ANIM_SEQ_DIE:     0
  894. ANIM_SEQ_HIT:     0
  895. ANIM_SEQ_FIRE:    0
  896.  
  897. FILE_BASE: guans.pcx
  898.  
  899.  
  900. # ////////////////////////////////////////////////////////////////////////////
  901.  
  902. # the nanite bio gel card
  903.  
  904. OBJECT_NAME:   77
  905. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,5,50
  906. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  907.  
  908. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  909. ANIM_SEQ_MOVE:    0
  910. ANIM_SEQ_DIE:     0
  911. ANIM_SEQ_HIT:     0
  912. ANIM_SEQ_FIRE:    0
  913.  
  914. FILE_BASE: nans.pcx
  915.  
  916.  
  917. # ////////////////////////////////////////////////////////////////////////////
  918.  
  919.  
  920. # the general system power card  ver 1
  921.  
  922. OBJECT_NAME:   78
  923. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,3,100
  924. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  925.  
  926. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  927. ANIM_SEQ_MOVE:    0
  928. ANIM_SEQ_DIE:     0
  929. ANIM_SEQ_HIT:     0
  930. ANIM_SEQ_FIRE:    0
  931.  
  932. FILE_BASE: pwrs.pcx
  933.  
  934.  
  935. # ////////////////////////////////////////////////////////////////////////////
  936.  
  937.  
  938. # the general system power card ver 2
  939.  
  940. OBJECT_NAME:   79
  941. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,3,200
  942. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  943.  
  944. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  945. ANIM_SEQ_MOVE:    0
  946. ANIM_SEQ_DIE:     0
  947. ANIM_SEQ_HIT:     0
  948. ANIM_SEQ_FIRE:    0
  949.  
  950. FILE_BASE: pwr2s.pcx
  951.  
  952.  
  953. # ////////////////////////////////////////////////////////////////////////////
  954.  
  955.  
  956. # the ram card
  957.  
  958. OBJECT_NAME:   80
  959. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,1,64
  960. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  961.  
  962. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  963. ANIM_SEQ_MOVE:    0
  964. ANIM_SEQ_DIE:     0
  965. ANIM_SEQ_HIT:     0
  966. ANIM_SEQ_FIRE:    0
  967.  
  968. FILE_BASE: rams.pcx
  969.  
  970.  
  971. # ////////////////////////////////////////////////////////////////////////////
  972.  
  973.  
  974. # the thymine dna card key
  975.  
  976. OBJECT_NAME:   81
  977. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,4,8
  978. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  979.  
  980. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  981. ANIM_SEQ_MOVE:    0
  982. ANIM_SEQ_DIE:     0
  983. ANIM_SEQ_HIT:     0
  984. ANIM_SEQ_FIRE:    0
  985.  
  986. FILE_BASE: thys.pcx
  987.  
  988. # ////////////////////////////////////////////////////////////////////////////
  989.  
  990.  
  991. # the body armor regenerative gel
  992.  
  993. OBJECT_NAME:   82
  994. PROPERTIES:    0,1,8,8,2,0,0,36,50,8,1,3,6,50
  995. ATTRIBUTES:    1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  996.  
  997. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  998. ANIM_SEQ_MOVE:    0
  999. ANIM_SEQ_DIE:     0
  1000. ANIM_SEQ_HIT:     0
  1001. ANIM_SEQ_FIRE:    0
  1002.  
  1003. FILE_BASE: vrls.pcx
  1004.  
  1005.  
  1006. # ////////////////////////////////////////////////////////////////////////////
  1007.  
  1008.  
  1009. # a medical inspection device arm
  1010.  
  1011. OBJECT_NAME:   83
  1012. PROPERTIES:    1,8,8,1,2,2,0,94,82,1,1,0,0,0
  1013. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1014.  
  1015. ANIM_SEQ_NEUTRAL: 1,0
  1016. ANIM_SEQ_MOVE:    0
  1017. ANIM_SEQ_DIE:     0
  1018. ANIM_SEQ_HIT:     0
  1019. ANIM_SEQ_FIRE:    0
  1020.  
  1021. FILE_BASE: 2arms.pcx
  1022.  
  1023.  
  1024. # ////////////////////////////////////////////////////////////////////////////
  1025.  
  1026.  
  1027. # a medical inspection device arm level 2
  1028.  
  1029. OBJECT_NAME:   84
  1030. PROPERTIES:    1,8,8,1,2,2,0,86,96,1,1,0,0,0
  1031. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1032.  
  1033. ANIM_SEQ_NEUTRAL: 1,0
  1034. ANIM_SEQ_MOVE:    0
  1035. ANIM_SEQ_DIE:     0
  1036. ANIM_SEQ_HIT:     0
  1037. ANIM_SEQ_FIRE:    0
  1038.  
  1039. FILE_BASE: aarmrp.pcx
  1040.  
  1041.  
  1042. # ////////////////////////////////////////////////////////////////////////////
  1043.  
  1044.  
  1045. # green three legged computer
  1046.  
  1047. OBJECT_NAME:   85
  1048. PROPERTIES:    1,8,8,1,2,2,0,38,86,1,1,8,2,1
  1049. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1050.  
  1051. ANIM_SEQ_NEUTRAL: 1,0
  1052. ANIM_SEQ_MOVE:    0
  1053. ANIM_SEQ_DIE:     0
  1054. ANIM_SEQ_HIT:     0
  1055. ANIM_SEQ_FIRE:    0
  1056.  
  1057. FILE_BASE: dtrm.pcx
  1058.  
  1059.  
  1060. # ////////////////////////////////////////////////////////////////////////////
  1061.  
  1062.  
  1063. # bownish three legged computer
  1064.  
  1065. OBJECT_NAME:   86
  1066. PROPERTIES:    1,8,8,1,2,2,0,40,92,1,1,8,2,1
  1067. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1068.  
  1069. ANIM_SEQ_NEUTRAL: 1,0
  1070. ANIM_SEQ_MOVE:    0
  1071. ANIM_SEQ_DIE:     0
  1072. ANIM_SEQ_HIT:     0
  1073. ANIM_SEQ_FIRE:    0
  1074.  
  1075. FILE_BASE: etrm.pcx
  1076.  
  1077.  
  1078. # ////////////////////////////////////////////////////////////////////////////
  1079.  
  1080.  
  1081.  
  1082. # brownish single angle arm computer
  1083.  
  1084. OBJECT_NAME:   87
  1085. PROPERTIES:    1,8,8,1,2,2,0,50,78,1,1,8,2,1
  1086. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1087.  
  1088. ANIM_SEQ_NEUTRAL: 1,0
  1089. ANIM_SEQ_MOVE:    0
  1090. ANIM_SEQ_DIE:     0
  1091. ANIM_SEQ_HIT:     0
  1092. ANIM_SEQ_FIRE:    0
  1093.  
  1094. FILE_BASE:  ftrm.pcx
  1095.  
  1096.  
  1097. # ////////////////////////////////////////////////////////////////////////////
  1098.  
  1099.  
  1100. # a silver coccon shell
  1101.  
  1102. OBJECT_NAME:   88
  1103. PROPERTIES:    1,8,8,1,2,2,0,62,30,1,1,0,0,0
  1104. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1105.  
  1106. ANIM_SEQ_NEUTRAL: 1,0
  1107. ANIM_SEQ_MOVE:    0
  1108. ANIM_SEQ_DIE:     0
  1109. ANIM_SEQ_HIT:     0
  1110. ANIM_SEQ_FIRE:    0
  1111.  
  1112. FILE_BASE: bshell.pcx
  1113.  
  1114.  
  1115. # ////////////////////////////////////////////////////////////////////////////
  1116.  
  1117.  
  1118. # a small fat power generator
  1119.  
  1120. OBJECT_NAME:   89
  1121. PROPERTIES:    1,8,8,1,2,2,0,100,62,1,1,0,0,0
  1122. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1123.  
  1124. ANIM_SEQ_NEUTRAL: 1,0
  1125. ANIM_SEQ_MOVE:    0
  1126. ANIM_SEQ_DIE:     0
  1127. ANIM_SEQ_HIT:     0
  1128. ANIM_SEQ_FIRE:    0
  1129.  
  1130. FILE_BASE: 1pwrplt.pcx
  1131.  
  1132.  
  1133. # ////////////////////////////////////////////////////////////////////////////
  1134.  
  1135.  
  1136. # a tall linky power generator
  1137.  
  1138. OBJECT_NAME:   90
  1139. PROPERTIES:    1,8,8,1,2,2,0,56,90,1,1,0,0,0
  1140. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1141.  
  1142. ANIM_SEQ_NEUTRAL: 1,0
  1143. ANIM_SEQ_MOVE:    0
  1144. ANIM_SEQ_DIE:     0
  1145. ANIM_SEQ_HIT:     0
  1146. ANIM_SEQ_FIRE:    0
  1147.  
  1148. FILE_BASE: 2pwrplt.pcx
  1149.  
  1150.  
  1151.  
  1152. # ////////////////////////////////////////////////////////////////////////////
  1153.  
  1154.  
  1155. # a dark batman hanging computer monitor
  1156.  
  1157. OBJECT_NAME:   91
  1158. PROPERTIES:    1,8,8,1,2,2,0,66,80,1,1,8,2,1
  1159. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1160.  
  1161. ANIM_SEQ_NEUTRAL: 1,0
  1162. ANIM_SEQ_MOVE:    0
  1163. ANIM_SEQ_DIE:     0
  1164. ANIM_SEQ_HIT:     0
  1165. ANIM_SEQ_FIRE:    0
  1166.  
  1167. FILE_BASE: bmon.pcx
  1168.  
  1169.  
  1170.  
  1171. # ////////////////////////////////////////////////////////////////////////////
  1172.  
  1173.  
  1174.  
  1175. # a gold dome wall light
  1176.  
  1177. OBJECT_NAME:   93
  1178. PROPERTIES:    1,8,8,1,2,2,0,24,26,1,1,0,0,0
  1179. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1180.  
  1181. ANIM_SEQ_NEUTRAL: 1,0
  1182. ANIM_SEQ_MOVE:    0
  1183. ANIM_SEQ_DIE:     0
  1184. ANIM_SEQ_HIT:     0
  1185. ANIM_SEQ_FIRE:    0
  1186.  
  1187. FILE_BASE: c6lite.pcx
  1188.  
  1189.  
  1190.  
  1191.  
  1192.  
  1193. # ////////////////////////////////////////////////////////////////////////////
  1194.  
  1195.  
  1196. # a tall cylinder alien hallogen light
  1197.  
  1198. OBJECT_NAME:   95
  1199. PROPERTIES:    1,8,8,1,2,2,0,16,84,1,1,0,0,0
  1200. ATTRIBUTES:    0,1,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1201.  
  1202. ANIM_SEQ_NEUTRAL: 1,0
  1203. ANIM_SEQ_MOVE:    0
  1204. ANIM_SEQ_DIE:     0
  1205. ANIM_SEQ_HIT:     0
  1206. ANIM_SEQ_FIRE:    0
  1207.  
  1208. FILE_BASE: 8lite.pcx
  1209.  
  1210.  
  1211. # ////////////////////////////////////////////////////////////////////////////
  1212.  
  1213. # /////////////////////////////// WEAPONS GO HERE ////////////////////////////
  1214.  
  1215. # the rocket
  1216.  
  1217. OBJECT_NAME:   48
  1218. PROPERTIES:    32,1,17,1,1,0,0,44,34,6,5,0,0,0
  1219. ATTRIBUTES:    0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1220.  
  1221. ANIM_SEQ_NEUTRAL: 3,0,1,2
  1222. ANIM_SEQ_MOVE:    0
  1223. ANIM_SEQ_DIE:     11,6,7,8,9,10,11,12,13,14,15,16
  1224. ANIM_SEQ_HIT:     0
  1225. ANIM_SEQ_FIRE:    0
  1226.  
  1227. FILE_BASE: nrocket.pcx
  1228.  
  1229. # ////////////////////////////////////////////////////////////////////////////
  1230.  
  1231. # the red plasma
  1232.  
  1233. OBJECT_NAME:   50
  1234. PROPERTIES:    32,1,12,12,1,0,0,30,30,6,2,0,0,0
  1235. ATTRIBUTES:    0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1236.  
  1237. ANIM_SEQ_NEUTRAL: 6,0,1,2,3,4,5
  1238. ANIM_SEQ_MOVE:    0
  1239. ANIM_SEQ_DIE:     6,6,7,8,9,10,11
  1240. ANIM_SEQ_HIT:     0
  1241. ANIM_SEQ_FIRE:    0
  1242.  
  1243. FILE_BASE: phtons.pcx
  1244.  
  1245. # //////////////////////////////////////////////////////////////////////////
  1246.  
  1247. # the nrg disk
  1248.  
  1249. OBJECT_NAME:   53
  1250. PROPERTIES:    32,1,8,8,1,0,0,30,24,5,2,0,0,0
  1251. ATTRIBUTES:    0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1252.  
  1253. ANIM_SEQ_NEUTRAL: 5,0,1,2,3,4
  1254. ANIM_SEQ_MOVE:    0
  1255. ANIM_SEQ_DIE:     3,5,6,7
  1256. ANIM_SEQ_HIT:     0
  1257. ANIM_SEQ_FIRE:    0
  1258.  
  1259. FILE_BASE: pfirebg.pcx
  1260.  
  1261.  
  1262. # ////////////////////////////////////////////////////////////////////////////
  1263.  
  1264. # the green plasma energy pulse
  1265.  
  1266. OBJECT_NAME:   51
  1267. PROPERTIES:    32,1,9,9,1,0,0,30,24,5,2,0,0,0
  1268. ATTRIBUTES:    0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1269.  
  1270. ANIM_SEQ_NEUTRAL: 5,0,1,2,3,4
  1271. ANIM_SEQ_MOVE:    0
  1272. ANIM_SEQ_DIE:     4,5,6,7,8
  1273. ANIM_SEQ_HIT:     0
  1274. ANIM_SEQ_FIRE:    0
  1275.  
  1276. FILE_BASE: pgplas.pcx
  1277.  
  1278.  
  1279. # ////////////////////////////////////////////////////////////////////////////
  1280.  
  1281.  
  1282. # the fire ball
  1283.  
  1284. OBJECT_NAME:   54
  1285. PROPERTIES:    32,1,8,8,1,0,0,30,24,5,2,0,0,0
  1286. ATTRIBUTES:    0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1287.  
  1288. ANIM_SEQ_NEUTRAL: 5,0,1,2,3,4
  1289. ANIM_SEQ_MOVE:    0
  1290. ANIM_SEQ_DIE:     3,5,6,7
  1291. ANIM_SEQ_HIT:     0
  1292. ANIM_SEQ_FIRE:    0
  1293.  
  1294. FILE_BASE: pfireb.pcx
  1295.  
  1296.  
  1297. # ////////////////////////////////////////////////////////////////////////////
  1298.  
  1299.  
  1300.  
  1301. # the grenade 1
  1302.  
  1303. OBJECT_NAME:   57
  1304. PROPERTIES:    32,1,20,20,1,0,0,42,36,6,5,0,0,0
  1305. ATTRIBUTES:    0,1,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1306.  
  1307. ANIM_SEQ_NEUTRAL: 8,0,1,2,3,4,5,6,7
  1308. ANIM_SEQ_MOVE:    0
  1309. ANIM_SEQ_DIE:     12,8,9,10,11,12,13,14,15,16,17,18,19
  1310. ANIM_SEQ_HIT:     0
  1311. ANIM_SEQ_FIRE:    0
  1312.  
  1313. FILE_BASE: pipe.pcx
  1314.  
  1315. # ////////////////////////////////////////////////////////////////////////////
  1316.  
  1317.  
  1318. # the smoke puff
  1319.  
  1320. OBJECT_NAME:   60
  1321. PROPERTIES:    0,1,13,13,1,0,0,18,36,13,1,0,0,0
  1322. ATTRIBUTES:    0,1,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0
  1323.  
  1324. ANIM_SEQ_NEUTRAL: 13,0,1,2,3,4,5,6,7,8,9,10,11,12
  1325. ANIM_SEQ_MOVE:    0
  1326. ANIM_SEQ_DIE:     13,0,1,2,3,4,5,6,7,8,9,10,11,12
  1327. ANIM_SEQ_HIT:     0
  1328. ANIM_SEQ_FIRE:    0
  1329.  
  1330. FILE_BASE: smkpfh.pcx
  1331.  
  1332. # ////////////////////////////////////////////////////////////////////////////
  1333.  
  1334.  
  1335. # the smoke puff without a hole
  1336.  
  1337. OBJECT_NAME:   61
  1338. PROPERTIES:    0,1,10,10,1,0,0,44,34,7,2,0,0,0
  1339. ATTRIBUTES:    0,1,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0
  1340.  
  1341. ANIM_SEQ_NEUTRAL: 10,0,1,2,3,4,5,6,7,8,9
  1342. ANIM_SEQ_MOVE:    0
  1343. ANIM_SEQ_DIE:     10,0,1,2,3,4,5,6,7,8,9
  1344. ANIM_SEQ_HIT:     0
  1345. ANIM_SEQ_FIRE:    0
  1346.  
  1347. FILE_BASE: flmpf.pcx
  1348.  
  1349. # ////////////////////////////////////////////////////////////////////////////
  1350.  
  1351. # the blue plasma energy pulse
  1352.  
  1353. OBJECT_NAME:   52
  1354. PROPERTIES:    32,1,9,9,1,0,0,44,28,6,2,0,0,0
  1355. ATTRIBUTES:    0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  1356.  
  1357. ANIM_SEQ_NEUTRAL: 4,0,1,2,3
  1358. ANIM_SEQ_MOVE:    0
  1359. ANIM_SEQ_DIE:     4,4,5,6,7
  1360. ANIM_SEQ_HIT:     0
  1361. ANIM_SEQ_FIRE:    0
  1362.  
  1363. FILE_BASE: pbplas.pcx
  1364.  
  1365.  
  1366.  
  1367.  
  1368. # /////////////////////////// END WEAPONS //////////////////////////////////
  1369.  
  1370.