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3D_DEF.H
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#include "ID_HEADS.H"
#include "jm_io.h"
#include <stdarg.h>
#include <MATH.H>
#include <VALUES.H>
#include "jm_cio.h"
//#define DEMOS_EXTERN
//#define MYPROFILE
//#define TRACK_ENEMY_COUNT
#define OBJ_RESERV
#define __VERSION__ "V1.01"
#define GOLD_MORPH_LEVEL (19) // Level which Dr. GoldFire Morphs.
#define VERSION_TEXT_COLOR (0x82)
#define VERSION_TEXT_BKCOLOR (0x80)
#define NO_SHADING ((char)0x80)
#define LAMP_ON_SHADING ((char)-12)
#define EXPLOSION_SHADING ((char)-52)
#define PAGEFLIP
#define BETA_TEST (false)
#define LOOK_FOR_DEAD_GUYS (false)
#define BETA_CODE "NEWGAME"
#define MIN_MEM_NEEDED (231568l) // 560K
#define LIMITED_AMMO
#define SHADE_MAX 51
#define SHADE_DIV 6
#define BETA_MONTH 8
#define BETA_DAY 1
#define BETA_YEAR 1994
#define PLAYTEMP_FILE "PLAYTEMP"
#define OLD_PLAYTEMP_FILE "OLDPTEMP"
#define DISK_SPACE_NEEDED (1024l*1024l)
#define BORDER_HI_COLOR 0x85
#define BORDER_MED_COLOR 0x82
#define BORDER_LO_COLOR 0x80
#define BORDER_TEXT_COLOR 0xaf
// FONT DEFINES
//
#define ID_FONT (STARTFONT)
#define BIG_FONT (STARTFONT+1)
#define SIXPOINT_FONT (STARTFONT+2)
#define TALL_FONT (STARTFONT+3)
#define COAL_FONT (STARTFONT+4)
#define RADAR_FONT (STARTFONT+5)
//#define LOCKED_FLOORS
#define ID_CACHE_BRIEFS
#define ID_CACHE_HELP
#define ID_CACHE_LOSE
#define ID_CACHE_CREDITS
//#define DEBUG_STATICS
//#define DEBUG_ACTORS
//==========================================================================
//
// GAME VERSION DEPENDANT DEFINATIONS
//
//==========================================================================
void jsprintf(char *msg, ...);
/*
=============================================================================
MACROS
=============================================================================
*/
#define BASE_GRAY 0x8
#define HIGH_GRAY 0xb
#define LOW_GRAY 0x5
#define BASE_GRN 0x76
#define HIGH_GRN 0x78
#define LOW_GRN 0x74
#define MAX_GUN_DELAY 12
#define MAX_RADAR_ENERGY 14400
#define RADAR_PAK_VALUE 60*15
#define MAXKEYS 1
#define COLORBORDER(color) asm{mov dx,STATUS_REGISTER_1;in al,dx;\
mov dx,ATR_INDEX;mov al,ATR_OVERSCAN;out dx,al;mov al,color;out dx,al;\
mov al,32;out dx,al};
#define MAPSPOT(x,y,plane) (*(mapsegs[plane]+farmapylookup[y]+x))
#define SIGN(x) ((x)>0?1:-1)
#define ABS(x) ((int)(x)>0?(x):-(x))
#define LABS(x) ((long)(x)>0?(x):-(x))
//#define STATUSDRAWPIC(x, y, picnum) JLatchDrawPic((x),(y+(200-STATUSLINES)),(picnum))
#define FMAPWIDTH ((fixed)mapwidth<<TILESHIFT)
#define FMAPHEIGHT ((fixed)mapheight<<TILESHIFT)
#define ObjVisable(from_obj,to_obj) PosVisable(from_obj->x,from_obj->y,to_obj->x,to_obj->y,from_obj->angle)
// SmartAnim macro
#define ANIM_INFO(o) ((ofs_anim_t *)&(o)->temp3)
#define DISPLAY_MSG_STD_TIME (5*60) // Tics display len
#define DISPLAY_TIMED_MSG(msg,pri,type) DisplayInfoMsg((msg),(pri),DISPLAY_MSG_STD_TIME,(type))
#define DISPLAY_MSG(msg,pri,type) DisplayInfoMsg((msg),(pri),0,(type))
// SMART_ACTORS is the "case" used for certain switch statements.
//
#define SMART_ACTORS proguardobj: \
case rentacopobj: \
case gen_scientistobj
#define SECURITY_LAMPS_ALERTED (madenoise)
// Barrier Code Stuff
#define MAX_BARRIER_SWITCHES 40 // max number level wall switches
#define SLIDE_TEMP(obj) ((unsigned)obj->hitpoints)
//
// M_BASE1 - represents 100 percent in 1st base
// M_BASE2 - represents 100 percent in 2nd base
// F_BASE2 - fractional portion of 2nd base
// SCALE - arbitrary scaling value (bigger number means more accurate)
//
// RETURNS: F_BASE1 - represents fractional portion of 1st base
//
// ex: RATIO(320,16,8,7) returns 160
//
// Make sure values used won't overflow a WORD! In general, if largest number
// to be used (320 in ex: above) * (1<<SCALE) is greater than 65535, use
// LRATIO or a lower SCALE. Using a SCALE of 8 in the example above would
// overflow a WORD in some circumstances!
//
// LRATIO is to be used for larger SCALEs, thus, giving you massive accuracy!
//
#define RATIO(M_BASE1,M_BASE2,F_BASE2,SCALE) ((unsigned)(M_BASE1*((F_BASE2<<SCALE)/M_BASE2))>>SCALE)
#define LRATIO(M_BASE1,M_BASE2,F_BASE2,SCALE) (((long)M_BASE1*(((long)F_BASE2<<SCALE)/M_BASE2))>>SCALE)
#define MAX_INF_AREA_MSGS 6
#define MAX_LOCATION_DESC_LEN 45
#define DOOR_RUBBLE_STATNUM 112 // Door Rubble sprite
#define SpawnExplosion(a,b) SpawnCusExplosion((a),(b),SPR_EXPLOSION_1,4,5,explosionobj)
#define SpawnFlash(a,b) SpawnCusExplosion((a),(b),SPR_EXPLOSION_1,4,5,deadobj)
#define InitSmartSpeedAnim(a, b, c, d, e, f, g) InitAnim((a),(b),(c),(d),(e),(f),(g),(g))
/*
=============================================================================
GLOBAL CONSTANTS
=============================================================================
*/
#define OV_ACTORS 0x0001
#define OV_SHOWALL 0x0002
#define OV_KEYS 0x0004
#define OV_PUSHWALLS 0x0008
#define TT_TRAVELED 0x01
#define TT_KEYS 0x02
// Max number of concession reply messages
//#define CON_HINTS // Un/Comment to support concession hints
#define MAXACTORS 150 // max number of nazis, etc / map
#define MAXSTATS 400 // max number of lamps, bonus, etc
#define MAXDOORS 64 // max number of sliding doors
#define MAXCONCESSIONS 15 // max number of concession machines
#define MAXWALLTILES 64 // max number of wall tiles
#define MAXEAWALLS 12 // max electro-alien wall sockets
#define GS_NEEDCOORD 0
#define GS_FIRSTTIME 1
#define GS_COORDFOUND 2
#define GS_NO_MORE 3
#define GOLDIE_MAX_SPAWNS 10 // Max Number of spawn points for Goldstern
#define MIN_GOLDIE_FIRST_WAIT (5*60) // Min wait time for FIRST goldstern (5 Secs)
#define MAX_GOLDIE_FIRST_WAIT (15*60) // Max wait time for FIRST goldstern (15 Secs)
#define MIN_GOLDIE_WAIT (30*60) // Min wait time for next goldstern (30 Secs)
#define MAX_GOLDIE_WAIT (4*60*60) // Max wait time for next goldstern (4 Mins)
//
// tile constants
//
#define ICONARROWS 90
#define PUSHABLETILE 98
#define EXITTILE 99 // at end of castle
#define AREATILE 108 // first of NUMAREAS floor tiles
#define HIDDENAREATILE 162 // first of hidden floor tiles
#define NUMAREAS 45
#define DOORTRIGGERTILE 158
#define SMART_OFF_TRIGGER 159
#define SMART_ON_TRIGGER 160
#define ELEVATORTILE2 27 // Space Will Switch
#define TRANSPORTERTILE 21
#define DIRECTTRANSPORTTILE 32 // Wall to use on direct level transporters
#define SODATILE 15
#define TERMINALTILE 17
#define FOODTILE 18
#define AMBUSHTILE 106
#define RKEY_TILE 72
#define YKEY_TILE 73
#define BKEY_TILE 74
#define BFG_TILE 75
#define ION_TILE 76
#define DETONATOR_TILE 77
#define CLOAK_TILE 78
#define LINC_TILE 79
#define CLOAK_AMBUSH_TILE 80
#define EATILE 24
#define ON_SWITCH 45 // ON Wall Switch -
#define OFF_SWITCH 57 // OFF Wall Switch -
#define WINTIGGERTILE 157 // Win Tile
#define NUMBERCHARS 9
#define START_TEXTURES 125 // Start of Textures - (Also LAST_WALL_TILE NUM)
#define NUM_TILES (PMSpriteStart)
//----------------
#define EXTRAPOINTS 400000
#define MAX_EXTRA_LIVES 4
#define PLAYERSPEED 3000
#define RUNSPEED 6000
#define SCREENSEG 0xa000
#define SCREENBWIDE 80
#define HEIGHTRATIO 0.41
#define TOP_STRIP_HEIGHT 16 // Pix height of top strip.
//#define BORDERCOLOR 116
#define FLASHCOLOR 5
#define FLASHTICS 4
#define PLAYERSIZE MINDIST // player radius
#define MINACTORDIST 0x10000l // minimum dist from player center
// to any actor center
#define NUMLATCHPICS 100
#define PI 3.141592657
#define GLOBAL1 (1l<<16)
#define TILEGLOBAL GLOBAL1
#define PIXGLOBAL (GLOBAL1/64)
#define TILESHIFT 16l
#define UNSIGNEDSHIFT 8
#define ANGLES 360 // must be divisable by 4
#define ANGLEQUAD (ANGLES/4)
#define FINEANGLES 3600
#define ANG90 (FINEANGLES/4)
#define ANG180 (ANG90*2)
#define ANG270 (ANG90*3)
#define ANG360 (ANG90*4)
#define VANG90 (ANGLES/4)
#define VANG180 (VANG90*2)
#define VANG270 (VANG90*3)
#define VANG360 (VANG90*4)
#define MINDIST (0x5800l)
#define MAX_WVIEW_DIST (44) // Max wrap_view dist in TILES
#define MAXSCALEHEIGHT 256 // largest scale on largest view
#define MAXVIEWWIDTH 320
#define MAPSIZE 64 // maps are 64*64 max
#define NORTH 0
#define EAST 1
#define SOUTH 2
#define WEST 3
#define STATUSLINES 48
#define SCREENSIZE (SCREENBWIDE*208)
#define PAGE1START 0
#define PAGE2START (SCREENSIZE)
#define PAGE3START (SCREENSIZE*2u)
#define FREESTART (SCREENSIZE*3u)
#define PIXRADIUS 512
#define STARTAMMO 8
// Token Definations
#define MAX_TOKENS 25
// Ammo/Weapon Definations
//#define NUM_AMMO_SEGS 42 // 42 Color segments (OR 21 2-Color segs)
#define MAX_AMMO 100 // Max ammount of ammo for any weapon
#define AUTOCHARGE_WAIT 50 // Tics wait time for a full charge
#define MAX_PLASMA_DETONATORS 100 // Max number of Plasma Detonators
#define PLASMA_DETONATORS_DELAY 60*4 // Number of tics before plasma detonator explodes
// gamestate.flags flag values
#define GS_HEARTB_SOUND 0x0001
#ifdef CEILING_FLOOR_COLORS
#define GS_DRAW_CEILING 0x0002
#endif
#define GS_CLIP_WALLS 0x0004
#ifdef CEILING_FLOOR_COLORS
#define GS_DRAW_FLOOR 0x0008
#endif
#define GS_VIRGIN_LEVEL 0x0010
#define GS_CHECK_STATS_BONUS 0x0020
#define GS_ATTACK_INFOAREA 0x0040
#define GS_KILL_INF_WARN 0x0080
#define GS_SHOW_OVERHEAD 0x0100
#define GS_BAD_DIZ_FILE 0x0200
#define GS_MUSIC_TEST 0x0400
#define GS_LIGHTING 0x0800
#define GS_TICS_FOR_SCORE 0x1000
#define GS_NOWAIT 0x2000
#define GS_STARTLEVEL 0x4000
#define GS_QUICKRUN 0x8000
// object flag values - Oh Shit Longs!
#define FL_SHOOTABLE 0x00000001
#define FL_BONUS 0x00000002
#define FL_NEVERMARK 0x00000004
#define FL_VISABLE 0x00000008
#define FL_ATTACKMODE 0x00000010
#define FL_FIRSTATTACK 0x00000020
#define FL_AMBUSH 0x00000040
#define FL_NONMARK 0x00000080
#define FL_SOLID 0x00000100
#define FL_STATIONARY 0x00000200
#define FL_FRIENDLY 0x00000400
#define FL_DEADGUY 0x00000800
#define FL_RUNAWAY 0x00001000
#define FL_RUNTOSTATIC 0x00002000
#define FL_OFFSET_STATES 0x00004000
#define FL_INFORMANT 0x00008000
#define FL_INTERROGATED 0x00010000
#define FL_RANDOM_TURN 0x00020000
#define FL_NO_SLIDE 0x00040000
#define FL_MUST_ATTACK 0x00080000
#define FL_ALERTED 0x00100000
#define FL_FREEZE 0x00200000
#define FL_HAS_AMMO 0x00400000
#define FL_PROJ_TRANSPARENT 0x00800000
#define FL_PROJ_CHECK_TRANSPARENT 0x01000000
#define FL_HAS_TOKENS 0x02000000
#define FL_LOCKED_STATE 0x04000000
#define FL_BARRIER 0x08000000
#define FL_SHOOTMODE 0x10000000
#define FL_SLIDE_INIT 0x20000000
#define FL_STORED_OBJPTR 0x40000000
#define FL_FAKE_STATIC 0x80000000
#define FL_BARRIER_DAMAGE FL_HAS_TOKENS
// object flags2 values
#define FL2_BFGSHOT_SOLID 0x0001
#define FL2_BFG_SHOOTABLE 0x0002
#define FL2_NOTGUNSHOOTABLE 0x0004
#define FL2_SCARED 0x0008
#define FL2_DROP_RKEY 0x0010
#define FL2_DROP_YKEY 0x0020
#define FL2_DROP_BKEY 0x0040
#define FL2_DROP_BFG 0x0080
#define FL2_DROP_ION 0x0100
#define FL2_DROP_DETONATOR 0x0200
#define FL2_CLOAKED 0x0400
#define FL2_LINC 0x0800
#define FL2_DAMAGE_CLOAK 0x1000
// Run Reason Flags -- Why am I running..Duh..
#define RR_AMMO 0x0001
#define RR_HEALTH 0x0002
#define RR_INTERROGATED 0x0004
#define RR_CASUAL_PICKUP 0x0008
#define RR_SCARED 0x0010
// 0xFFxx Special Tile Flags (Flags in MASKED plane of Ted Maps)
#define TF_STARFIELD 0x01
#define TF_WRAP_VIEW 0x02
//
// Concession Machine Types
#define CT_HINT 0x0
#define CT_FOOD 0x1
#define CT_BEVS 0x2
//
// Radar switches for terminal Floor Cheat
#define RS_GOLDSTERN_TRACKER 0x0001
#define RS_PERSONNEL_TRACKER 0x0002
#define RS_SECURITY_STATUS 0x0004
//
// Door Flags
//
#define DR_BLASTABLE 0x01
//
// Smart Trigger Possiblities
//
#define ST_TURN_OFF 0x00
#define ST_TURN_ON 0x01
#define ST_TOGGLE 0x02
//
//
//
#define LT_GUN_DELAY gamestate.lastammo_leds
#define RT_GUN_DELAY gamestate.ammo_leds
#define GUN_TOGGLE gamestate.ammo
#define CANT_SAVE_GAME_TXT " Can't save this game! \n" \
" Hard Disk FULL!"
typedef enum ss_type {
ss_normal,
ss_quick,
ss_justcalc,
} ss_type;
typedef enum cds_io_type {
cds_dos_print,
cds_id_print,
cds_menu_print,
} cds_io_type;
typedef enum sp_type {
sp_normal,
sp_loading,
sp_saving,
sp_changeview,
sp_teleporting,
} sp_type;
//
// sprite constants
//
typedef enum {
SPR_DEMO,
//
// static sprites
//
SPR_STAT_0, // SPR1V
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_1,
#endif
SPR_STAT_2,
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_3,SPR_STAT_4,
SPR_STAT_5,SPR_STAT_6,SPR_STAT_7,
#endif
SPR_STAT_8,SPR_STAT_9,SPR_STAT_10,SPR_STAT_11, // SPR2V
SPR_STAT_12,SPR_STAT_13,SPR_STAT_14,SPR_STAT_15,
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_16,SPR_STAT_17, // SPR3V
#endif
SPR_STAT_18,
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_19,
SPR_STAT_20,SPR_STAT_21,SPR_STAT_22,SPR_STAT_23,
#endif
SPR_STAT_24, // SPR4V
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_25,
#endif
SPR_STAT_26,SPR_STAT_27,
SPR_STAT_28,SPR_STAT_29,
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_30,
#endif
SPR_STAT_31,
SPR_STAT_32,SPR_STAT_33,SPR_STAT_34,SPR_STAT_35, // SPR5V
SPR_STAT_36,
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_37,
#endif
SPR_STAT_38,
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_39,
#endif
SPR_STAT_40,SPR_STAT_41,SPR_STAT_42,SPR_STAT_43, // SPR7V
SPR_STAT_44,SPR_STAT_45,SPR_STAT_46,SPR_STAT_47,
SPR_STAT_48,SPR_STAT_49, // SPR8V
SPR_STAT_50,SPR_STAT_51,
SPR_STAT_52,SPR_STAT_53,SPR_STAT_54,SPR_STAT_55, // SPR9V
SPR_STAT_56,SPR_CRATE_1,
#if GAME_VERSION != SHAREWARE_VERSION
SPR_CRATE_2,SPR_CRATE_3,
#endif
SPR_STAT_57, // SPR10V
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_58,SPR_STAT_59,
#endif
SPR_STAT_60,
SPR_STAT_61,SPR_STAT_62,SPR_STAT_63,
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_64,
#endif
SPR_STAT_65,SPR_STAT_66,SPR_STAT_67,SPR_STAT_68, // SPR11V
SPR_STAT_69,
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_70,SPR_STAT_71,SPR_STAT_72,
#endif
#if GAME_VERSION != SHAREWARE_VERSION
SPR_STAT_73,SPR_STAT_74,SPR_STAT_75,SPR_STAT_76, // SPR12V
#endif
SPR_STAT_77,SPR_STAT_78,SPR_STAT_79,
SPR_DOORBOMB,SPR_ALT_DOORBOMB,SPR_RUBBLE,SPR_BONZI_TREE, // OBJECTS1V
SPR_AUTOMAPPER,SPR_POT_PLANT,SPR_TUBE_PLANT,SPR_HITECH_CHAIR,
//
// aesthetics
//
SPR_AIR_VENT,
SPR_BLOOD_DRIP1,SPR_BLOOD_DRIP2,SPR_BLOOD_DRIP3,SPR_BLOOD_DRIP4,
SPR_WATER_DRIP1,SPR_WATER_DRIP2,SPR_WATER_DRIP3,SPR_WATER_DRIP4,
SPR_DECO_ARC_1,SPR_DECO_ARC_2,SPR_DECO_ARC_3,
SPR_GRATE,
SPR_STEAM_1,SPR_STEAM_2,SPR_STEAM_3,SPR_STEAM_4,
SPR_STEAM_PIPE,
SPR_PIPE_STEAM_1,SPR_PIPE_STEAM_2,SPR_PIPE_STEAM_3,SPR_PIPE_STEAM_4,
//
// Dead Actors (from Blake Stone: AOG)
//
SPR_DEAD_RENT, SPR_DEAD_PRO, SPR_DEAD_SWAT,
//
// Rent-A-Cop
//
SPR_RENT_S_1,SPR_RENT_S_2,SPR_RENT_S_3,SPR_RENT_S_4,
SPR_RENT_S_5,SPR_RENT_S_6,SPR_RENT_S_7,SPR_RENT_S_8,
SPR_RENT_W1_1,SPR_RENT_W1_2,SPR_RENT_W1_3,SPR_RENT_W1_4,
SPR_RENT_W1_5,SPR_RENT_W1_6,SPR_RENT_W1_7,SPR_RENT_W1_8,
SPR_RENT_W2_1,SPR_RENT_W2_2,SPR_RENT_W2_3,SPR_RENT_W2_4,
SPR_RENT_W2_5,SPR_RENT_W2_6,SPR_RENT_W2_7,SPR_RENT_W2_8,
SPR_RENT_W3_1,SPR_RENT_W3_2,SPR_RENT_W3_3,SPR_RENT_W3_4,
SPR_RENT_W3_5,SPR_RENT_W3_6,SPR_RENT_W3_7,SPR_RENT_W3_8,
SPR_RENT_W4_1,SPR_RENT_W4_2,SPR_RENT_W4_3,SPR_RENT_W4_4,
SPR_RENT_W4_5,SPR_RENT_W4_6,SPR_RENT_W4_7,SPR_RENT_W4_8,
SPR_RENT_DIE_1,SPR_RENT_DIE_2,SPR_RENT_DIE_3,SPR_RENT_DIE_4,
SPR_RENT_PAIN_1,SPR_RENT_DEAD,
SPR_RENT_SHOOT1,SPR_RENT_SHOOT2,SPR_RENT_SHOOT3,
//
// PRO-GUARD
//
SPR_PRO_S_1,SPR_PRO_S_2,SPR_PRO_S_3,SPR_PRO_S_4,
SPR_PRO_S_5,SPR_PRO_S_6,SPR_PRO_S_7,SPR_PRO_S_8,
SPR_PRO_W1_1,SPR_PRO_W1_2,SPR_PRO_W1_3,SPR_PRO_W1_4,
SPR_PRO_W1_5,SPR_PRO_W1_6,SPR_PRO_W1_7,SPR_PRO_W1_8,
SPR_PRO_W2_1,SPR_PRO_W2_2,SPR_PRO_W2_3,SPR_PRO_W2_4,
SPR_PRO_W2_5,SPR_PRO_W2_6,SPR_PRO_W2_7,SPR_PRO_W2_8,
SPR_PRO_W3_1,SPR_PRO_W3_2,SPR_PRO_W3_3,SPR_PRO_W3_4,
SPR_PRO_W3_5,SPR_PRO_W3_6,SPR_PRO_W3_7,SPR_PRO_W3_8,
SPR_PRO_W4_1,SPR_PRO_W4_2,SPR_PRO_W4_3,SPR_PRO_W4_4,
SPR_PRO_W4_5,SPR_PRO_W4_6,SPR_PRO_W4_7,SPR_PRO_W4_8,
SPR_PRO_PAIN_1,SPR_PRO_DIE_1,SPR_PRO_DIE_2,SPR_PRO_DIE_3,
SPR_PRO_PAIN_2,SPR_PRO_DIE_4,SPR_PRO_DEAD,
SPR_PRO_SHOOT1,SPR_PRO_SHOOT2,SPR_PRO_SHOOT3,
//
// swat
//
SPR_SWAT_S_1,SPR_SWAT_S_2,SPR_SWAT_S_3,SPR_SWAT_S_4,
SPR_SWAT_S_5,SPR_SWAT_S_6,SPR_SWAT_S_7,SPR_SWAT_S_8,
SPR_SWAT_W1_1,SPR_SWAT_W1_2,SPR_SWAT_W1_3,SPR_SWAT_W1_4,
SPR_SWAT_W1_5,SPR_SWAT_W1_6,SPR_SWAT_W1_7,SPR_SWAT_W1_8,
SPR_SWAT_W2_1,SPR_SWAT_W2_2,SPR_SWAT_W2_3,SPR_SWAT_W2_4,
SPR_SWAT_W2_5,SPR_SWAT_W2_6,SPR_SWAT_W2_7,SPR_SWAT_W2_8,
SPR_SWAT_W3_1,SPR_SWAT_W3_2,SPR_SWAT_W3_3,SPR_SWAT_W3_4,
SPR_SWAT_W3_5,SPR_SWAT_W3_6,SPR_SWAT_W3_7,SPR_SWAT_W3_8,
SPR_SWAT_W4_1,SPR_SWAT_W4_2,SPR_SWAT_W4_3,SPR_SWAT_W4_4,
SPR_SWAT_W4_5,SPR_SWAT_W4_6,SPR_SWAT_W4_7,SPR_SWAT_W4_8,
SPR_SWAT_PAIN_1,SPR_SWAT_DIE_1,SPR_SWAT_DIE_2,SPR_SWAT_DIE_3,
SPR_SWAT_PAIN_2,SPR_SWAT_DIE_4,SPR_SWAT_DEAD,
SPR_SWAT_SHOOT1,SPR_SWAT_SHOOT2,SPR_SWAT_SHOOT3,
SPR_SWAT_WOUNDED1,SPR_SWAT_WOUNDED2,SPR_SWAT_WOUNDED3,SPR_SWAT_WOUNDED4,
//
// GENERAL SCIENTIST
//
SPR_OFC_S_1,SPR_OFC_S_2,SPR_OFC_S_3,SPR_OFC_S_4,
SPR_OFC_S_5,SPR_OFC_S_6,SPR_OFC_S_7,SPR_OFC_S_8,
SPR_OFC_W1_1,SPR_OFC_W1_2,SPR_OFC_W1_3,SPR_OFC_W1_4,
SPR_OFC_W1_5,SPR_OFC_W1_6,SPR_OFC_W1_7,SPR_OFC_W1_8,
SPR_OFC_W2_1,SPR_OFC_W2_2,SPR_OFC_W2_3,SPR_OFC_W2_4,
SPR_OFC_W2_5,SPR_OFC_W2_6,SPR_OFC_W2_7,SPR_OFC_W2_8,
SPR_OFC_W3_1,SPR_OFC_W3_2,SPR_OFC_W3_3,SPR_OFC_W3_4,
SPR_OFC_W3_5,SPR_OFC_W3_6,SPR_OFC_W3_7,SPR_OFC_W3_8,
SPR_OFC_W4_1,SPR_OFC_W4_2,SPR_OFC_W4_3,SPR_OFC_W4_4,
SPR_OFC_W4_5,SPR_OFC_W4_6,SPR_OFC_W4_7,SPR_OFC_W4_8,
SPR_OFC_PAIN_1,SPR_OFC_DIE_1,SPR_OFC_DIE_2,SPR_OFC_DIE_3,
SPR_OFC_PAIN_2,SPR_OFC_DIE_4,SPR_OFC_DEAD,
SPR_OFC_SHOOT1,SPR_OFC_SHOOT2,SPR_OFC_SHOOT3,
//
// Bad Boy Dr. Goldstern
//
SPR_GOLD_S_1,SPR_GOLD_S_2,SPR_GOLD_S_3,SPR_GOLD_S_4,
SPR_GOLD_S_5,SPR_GOLD_S_6,SPR_GOLD_S_7,SPR_GOLD_S_8,
SPR_GOLD_W1_1,SPR_GOLD_W1_2,SPR_GOLD_W1_3,SPR_GOLD_W1_4,
SPR_GOLD_W1_5,SPR_GOLD_W1_6,SPR_GOLD_W1_7,SPR_GOLD_W1_8,
SPR_GOLD_W2_1,SPR_GOLD_W2_2,SPR_GOLD_W2_3,SPR_GOLD_W2_4,
SPR_GOLD_W2_5,SPR_GOLD_W2_6,SPR_GOLD_W2_7,SPR_GOLD_W2_8,
SPR_GOLD_W3_1,SPR_GOLD_W3_2,SPR_GOLD_W3_3,SPR_GOLD_W3_4,
SPR_GOLD_W3_5,SPR_GOLD_W3_6,SPR_GOLD_W3_7,SPR_GOLD_W3_8,
SPR_GOLD_W4_1,SPR_GOLD_W4_2,SPR_GOLD_W4_3,SPR_GOLD_W4_4,
SPR_GOLD_W4_5,SPR_GOLD_W4_6,SPR_GOLD_W4_7,SPR_GOLD_W4_8,
SPR_GOLD_PAIN_1,
SPR_GOLD_WRIST_1,SPR_GOLD_WRIST_2,
SPR_GOLD_SHOOT1,SPR_GOLD_SHOOT2,SPR_GOLD_SHOOT3,
SPR_GOLD_WARP1,SPR_GOLD_WARP2,SPR_GOLD_WARP3,SPR_GOLD_WARP4,
SPR_GOLD_WARP5,
SPR_GOLD_DEATH1,SPR_GOLD_DEATH2,SPR_GOLD_DEATH3,SPR_GOLD_DEATH4,
SPR_GOLD_DEATH5,SPR_MGOLD_OUCH,
SPR_GOLD_MORPH1,SPR_GOLD_MORPH2,SPR_GOLD_MORPH3,SPR_GOLD_MORPH4,
SPR_GOLD_MORPH5,SPR_GOLD_MORPH6,SPR_GOLD_MORPH7,SPR_GOLD_MORPH8,
SPR_MGOLD_WALK1,SPR_MGOLD_WALK2,SPR_MGOLD_WALK3,SPR_MGOLD_WALK4,
SPR_MGOLD_ATTACK1,SPR_MGOLD_ATTACK2,SPR_MGOLD_ATTACK3,SPR_MGOLD_ATTACK4,
SPR_MGOLD_SHOT1,SPR_MGOLD_SHOT2,SPR_MGOLD_SHOT3,
SPR_MGOLD_SHOT_EXP1,SPR_MGOLD_SHOT_EXP2,SPR_MGOLD_SHOT_EXP3,
//
// GROUND SCOUT
//
#if GAME_VERSION != SHAREWARE_VERSION
SPR_GSCOUT_W1_1,SPR_GSCOUT_W1_2,SPR_GSCOUT_W1_3,SPR_GSCOUT_W1_4,
SPR_GSCOUT_W1_5,SPR_GSCOUT_W1_6,SPR_GSCOUT_W1_7,SPR_GSCOUT_W1_8,
SPR_GSCOUT_W2_1,SPR_GSCOUT_W2_2,SPR_GSCOUT_W2_3,SPR_GSCOUT_W2_4,
SPR_GSCOUT_W2_5,SPR_GSCOUT_W2_6,SPR_GSCOUT_W2_7,SPR_GSCOUT_W2_8,
SPR_GSCOUT_W3_1,SPR_GSCOUT_W3_2,SPR_GSCOUT_W3_3,SPR_GSCOUT_W3_4,
SPR_GSCOUT_W3_5,SPR_GSCOUT_W3_6,SPR_GSCOUT_W3_7,SPR_GSCOUT_W3_8,
SPR_GSCOUT_W4_1,SPR_GSCOUT_W4_2,SPR_GSCOUT_W4_3,SPR_GSCOUT_W4_4,
SPR_GSCOUT_W4_5,SPR_GSCOUT_W4_6,SPR_GSCOUT_W4_7,SPR_GSCOUT_W4_8,
SPR_GSCOUT_DIE1,SPR_GSCOUT_DIE2,SPR_GSCOUT_DIE3,SPR_GSCOUT_DIE4,
SPR_GSCOUT_DIE5,SPR_GSCOUT_DIE6,SPR_GSCOUT_DIE7,SPR_GSCOUT_DIE8,
SPR_GSCOUT_DEAD,
#endif
//
// FLOATING SCOUT
//
SPR_FSCOUT_W1_1,SPR_FSCOUT_W1_2,SPR_FSCOUT_W1_3,SPR_FSCOUT_W1_4,
SPR_FSCOUT_W1_5,SPR_FSCOUT_W1_6,SPR_FSCOUT_W1_7,SPR_FSCOUT_W1_8,
#if GAME_VERSION != SHAREWARE_VERSION
SPR_FSCOUT_W2_1,SPR_FSCOUT_W2_2,SPR_FSCOUT_W2_3,SPR_FSCOUT_W2_4,
SPR_FSCOUT_W2_5,SPR_FSCOUT_W2_6,SPR_FSCOUT_W2_7,SPR_FSCOUT_W2_8,
SPR_FSCOUT_W3_1,SPR_FSCOUT_W3_2,SPR_FSCOUT_W3_3,SPR_FSCOUT_W3_4,
SPR_FSCOUT_W3_5,SPR_FSCOUT_W3_6,SPR_FSCOUT_W3_7,SPR_FSCOUT_W3_8,
SPR_FSCOUT_W4_1,SPR_FSCOUT_W4_2,SPR_FSCOUT_W4_3,SPR_FSCOUT_W4_4,
SPR_FSCOUT_W4_5,SPR_FSCOUT_W4_6,SPR_FSCOUT_W4_7,SPR_FSCOUT_W4_8,
#endif
SPR_FSCOUT_DIE1,SPR_FSCOUT_DIE2,SPR_FSCOUT_DIE3,SPR_FSCOUT_DIE4,
SPR_FSCOUT_DIE5,SPR_FSCOUT_DIE6,SPR_FSCOUT_DIE7,SPR_FSCOUT_DEAD,
//
// GENERAL EXPLOSION ANIM
//
SPR_EXPLOSION_1,SPR_EXPLOSION_2,SPR_EXPLOSION_3,SPR_EXPLOSION_4,
SPR_EXPLOSION_5,
//
// VITAL DEFENCE OBJECT
//
//#if GAME_VERSION != SHAREWARE_VERSION
// SPR_VITAL_STAND,
// SPR_VITAL_DIE_1, SPR_VITAL_DIE_2, SPR_VITAL_DIE_3,SPR_VITAL_DIE_4,
// SPR_VITAL_DIE_5, SPR_VITAL_DIE_6, SPR_VITAL_DIE_7, SPR_VITAL_DIE_8,
// SPR_VITAL_DEAD_1,SPR_VITAL_DEAD_2,SPR_VITAL_DEAD_3,
// SPR_VITAL_OUCH,
//#endif
//
// ROTATING CUBE
//
SPR_CUBE1,SPR_CUBE2,SPR_CUBE3,SPR_CUBE4,
SPR_CUBE5,SPR_CUBE6,SPR_CUBE7,SPR_CUBE8,
SPR_CUBE9,SPR_CUBE10,
SPR_CUBE_EXP1,SPR_CUBE_EXP2,SPR_CUBE_EXP3,SPR_CUBE_EXP4,
SPR_CUBE_EXP5,SPR_CUBE_EXP6,SPR_CUBE_EXP7,SPR_CUBE_EXP8,
SPR_DEAD_CUBE,
//
// RED SECURITY LIGHTS
//
SPR_SECURITY_NORMAL,SPR_SECURITY_ALERT,
//
// P.O.D. Alien
//
SPR_POD_EGG,SPR_POD_HATCH1,SPR_POD_HATCH2,SPR_POD_HATCH3,
SPR_POD_WALK1,SPR_POD_WALK2,SPR_POD_WALK3,SPR_POD_WALK4,
SPR_POD_ATTACK1,SPR_POD_ATTACK2,SPR_POD_ATTACK3,
SPR_POD_OUCH,
SPR_POD_DIE1,SPR_POD_DIE2,SPR_POD_DIE3,
SPR_POD_SPIT1,SPR_POD_SPIT2,SPR_POD_SPIT3,
//
// Electro-Alien
//
SPR_ELEC_APPEAR1,SPR_ELEC_APPEAR2,SPR_ELEC_APPEAR3,
SPR_ELEC_WALK1,SPR_ELEC_WALK2,SPR_ELEC_WALK3,SPR_ELEC_WALK4,
SPR_ELEC_OUCH,
SPR_ELEC_SHOOT1,SPR_ELEC_SHOOT2,SPR_ELEC_SHOOT3,
SPR_ELEC_DIE1,SPR_ELEC_DIE2,SPR_ELEC_DIE3,
SPR_ELEC_SHOT1,SPR_ELEC_SHOT2,
SPR_ELEC_SHOT_EXP1,SPR_ELEC_SHOT_EXP2,
//
// ElectroSphere
//
SPR_ELECTRO_SPHERE_ROAM1,SPR_ELECTRO_SPHERE_ROAM2,SPR_ELECTRO_SPHERE_ROAM3,
SPR_ELECTRO_SPHERE_OUCH,
SPR_ELECTRO_SPHERE_DIE1,SPR_ELECTRO_SPHERE_DIE2,SPR_ELECTRO_SPHERE_DIE3,
SPR_ELECTRO_SPHERE_DIE4,
//
// Genetic Guard
//
SPR_GENETIC_W1,SPR_GENETIC_W2,SPR_GENETIC_W3,SPR_GENETIC_W4,
SPR_GENETIC_SWING1,SPR_GENETIC_SWING2,SPR_GENETIC_SWING3,
SPR_GENETIC_DEAD,
SPR_GENETIC_DIE1,SPR_GENETIC_DIE2,SPR_GENETIC_DIE3,SPR_GENETIC_DIE4,
SPR_GENETIC_OUCH,
SPR_GENETIC_SHOOT1,SPR_GENETIC_SHOOT2,SPR_GENETIC_SHOOT3,
//
// Muntant human type 1
//
SPR_MUTHUM1_W1,SPR_MUTHUM1_W2,SPR_MUTHUM1_W3,SPR_MUTHUM1_W4,
SPR_MUTHUM1_SWING1,SPR_MUTHUM1_SWING2,SPR_MUTHUM1_SWING3,
SPR_MUTHUM1_DEAD,
SPR_MUTHUM1_DIE1,SPR_MUTHUM1_DIE2,SPR_MUTHUM1_DIE3,SPR_MUTHUM1_DIE4,
SPR_MUTHUM1_OUCH,
SPR_MUTHUM1_SPIT1,SPR_MUTHUM1_SPIT2,SPR_MUTHUM1_SPIT3,
//
// Muntant human type 2
//
#if GAME_VERSION != SHAREWARE_VERSION
SPR_MUTHUM2_W1,SPR_MUTHUM2_W2,SPR_MUTHUM2_W3,SPR_MUTHUM2_W4,
SPR_MUTHUM2_SWING1,SPR_MUTHUM2_SWING2,SPR_MUTHUM2_SWING3,
SPR_MUTHUM2_DEAD,
SPR_MUTHUM2_DIE1,SPR_MUTHUM2_DIE2,SPR_MUTHUM2_DIE3,SPR_MUTHUM2_DIE4,
SPR_MUTHUM2_OUCH,
SPR_MUTHUM2_SPIT1,SPR_MUTHUM2_SPIT2,SPR_MUTHUM2_SPIT3,
SPR_MUTHUM2_MORPH1,SPR_MUTHUM2_MORPH2,SPR_MUTHUM2_MORPH3,SPR_MUTHUM2_MORPH4,
SPR_MUTHUM2_MORPH5,SPR_MUTHUM2_MORPH6,SPR_MUTHUM2_MORPH7,SPR_MUTHUM2_MORPH8,
SPR_MUTHUM2_MORPH9,
#endif
//
// Large Cantained Alien
//
#if GAME_VERSION != SHAREWARE_VERSION
SPR_LCAN_ALIEN_READY,SPR_LCAN_ALIEN_B1,SPR_LCAN_ALIEN_B2,
SPR_LCAN_ALIEN_B3,SPR_LCAN_ALIEN_EMPTY,
SPR_LCAN_ALIEN_W1,SPR_LCAN_ALIEN_W2,SPR_LCAN_ALIEN_W3,SPR_LCAN_ALIEN_W4,
SPR_LCAN_ALIEN_SWING1,SPR_LCAN_ALIEN_SWING2,SPR_LCAN_ALIEN_SWING3,
SPR_LCAN_ALIEN_DEAD,
SPR_LCAN_ALIEN_DIE1,SPR_LCAN_ALIEN_DIE2,SPR_LCAN_ALIEN_DIE3,
SPR_LCAN_ALIEN_DIE4,SPR_LCAN_ALIEN_OUCH,
SPR_LCAN_ALIEN_SPIT1,SPR_LCAN_ALIEN_SPIT2,SPR_LCAN_ALIEN_SPIT3,
#endif
//
// Small Canister Alien
//
SPR_SCAN_ALIEN_READY,SPR_SCAN_ALIEN_B1,SPR_SCAN_ALIEN_B2,
SPR_SCAN_ALIEN_B3,SPR_SCAN_ALIEN_EMPTY,
SPR_SCAN_ALIEN_W1,SPR_SCAN_ALIEN_W2,SPR_SCAN_ALIEN_W3,SPR_SCAN_ALIEN_W4,
SPR_SCAN_ALIEN_SWING1,SPR_SCAN_ALIEN_SWING2,SPR_SCAN_ALIEN_SWING3,
SPR_SCAN_ALIEN_DEAD,
SPR_SCAN_ALIEN_DIE1,SPR_SCAN_ALIEN_DIE2,SPR_SCAN_ALIEN_DIE3,
SPR_SCAN_ALIEN_DIE4,SPR_SCAN_ALIEN_OUCH,
SPR_SCAN_ALIEN_SPIT1,SPR_SCAN_ALIEN_SPIT2,SPR_SCAN_ALIEN_SPIT3,
//
// Gurney Mutant
//
#if GAME_VERSION != SHAREWARE_VERSION
SPR_GURNEY_MUT_READY,SPR_GURNEY_MUT_B1,SPR_GURNEY_MUT_B2,
SPR_GURNEY_MUT_B3,SPR_GURNEY_MUT_EMPTY,
SPR_GURNEY_MUT_W1,SPR_GURNEY_MUT_W2,SPR_GURNEY_MUT_W3,SPR_GURNEY_MUT_W4,
SPR_GURNEY_MUT_SWING1,SPR_GURNEY_MUT_SWING2,SPR_GURNEY_MUT_SWING3,
SPR_GURNEY_MUT_DEAD,
SPR_GURNEY_MUT_DIE1,SPR_GURNEY_MUT_DIE2,SPR_GURNEY_MUT_DIE3,
SPR_GURNEY_MUT_DIE4,SPR_GURNEY_MUT_OUCH,
#endif
//
// Liquid Alien
//
#if GAME_VERSION != SHAREWARE_VERSION
SPR_LIQUID_M1,SPR_LIQUID_M2,SPR_LIQUID_M3,
SPR_LIQUID_R1,SPR_LIQUID_R2,SPR_LIQUID_R3,SPR_LIQUID_R4,
SPR_LIQUID_S1,SPR_LIQUID_S2,SPR_LIQUID_S3,
SPR_LIQUID_OUCH,
SPR_LIQUID_DIE_1,SPR_LIQUID_DIE_2,SPR_LIQUID_DIE_3,SPR_LIQUID_DIE_4,
SPR_LIQUID_DEAD,
SPR_LIQUID_SHOT_FLY_1,SPR_LIQUID_SHOT_FLY_2,SPR_LIQUID_SHOT_FLY_3,
SPR_LIQUID_SHOT_BURST_1,SPR_LIQUID_SHOT_BURST_2,SPR_LIQUID_SHOT_BURST_3,
#endif
//
// SPIT SHOTS
//
SPR_SPIT1_1,SPR_SPIT1_2,SPR_SPIT1_3,
SPR_SPIT_EXP1_1,SPR_SPIT_EXP1_2,SPR_SPIT_EXP1_3,
SPR_SPIT2_1,SPR_SPIT2_2,SPR_SPIT2_3,
SPR_SPIT_EXP2_1,SPR_SPIT_EXP2_2,SPR_SPIT_EXP2_3,
SPR_SPIT3_1,SPR_SPIT3_2,SPR_SPIT3_3,
SPR_SPIT_EXP3_1,SPR_SPIT_EXP3_2,SPR_SPIT_EXP3_3,
//
// Hanging Terrot
//
SPR_TERROT_1,SPR_TERROT_2,SPR_TERROT_3,SPR_TERROT_4,
SPR_TERROT_5,SPR_TERROT_6,SPR_TERROT_7,SPR_TERROT_8,
SPR_TERROT_FIRE_1,SPR_TERROT_FIRE_2,SPR_TERROT_DIE_1,SPR_TERROT_DIE_2,
SPR_TERROT_DIE_3,SPR_TERROT_DIE_4,SPR_TERROT_DEAD,
//
// player attack frames
//
SPR_KNIFEREADY,SPR_KNIFEATK1,SPR_KNIFEATK2,SPR_KNIFEATK3,
SPR_KNIFEATK4,
SPR_PISTOLREADY,SPR_PISTOLATK1,SPR_PISTOLATK2,SPR_PISTOLATK3,
SPR_PISTOLATK4,
SPR_MACHINEGUNREADY,SPR_MACHINEGUNATK1,SPR_MACHINEGUNATK2,MACHINEGUNATK3,
SPR_MACHINEGUNATK4,
SPR_CHAINREADY,SPR_CHAINATK1,SPR_CHAINATK2,SPR_CHAINATK3,
SPR_CHAINATK4,
SPR_GRENADEREADY,SPR_GRENADEATK1,SPR_GRENADEATK2,SPR_GRENADEATK3,
SPR_GRENADEATK4,
SPR_GRENADE_FLY1,SPR_GRENADE_FLY2,SPR_GRENADE_FLY3,SPR_GRENADE_FLY4,
SPR_GRENADE_EXPLODE1,SPR_GRENADE_EXPLODE2,SPR_GRENADE_EXPLODE3,SPR_GRENADE_EXPLODE4,
SPR_GRENADE_EXPLODE5,
SPR_ELEC_ARC1,SPR_ELEC_ARC2,SPR_ELEC_ARC3,SPR_ELEC_ARC4,
SPR_ELEC_POST1,SPR_ELEC_POST2,SPR_ELEC_POST3,SPR_ELEC_POST4,
SPR_VPOST1,SPR_VPOST2,SPR_VPOST3,SPR_VPOST4,
SPR_VPOST5,SPR_VPOST6,SPR_VPOST7,SPR_VPOST8,
SPR_VSPIKE1,SPR_VSPIKE2,SPR_VSPIKE3,SPR_VSPIKE4,
SPR_VSPIKE5,SPR_VSPIKE6,SPR_VSPIKE7,SPR_VSPIKE8,