############################################################################# # Entity types for XTux. # # # # Order doesn't matter. Amount of arguments DOES! # # YOU NEED AN ALIVE_* animation details setup. # # # # ENTITY defaults: # # health 1 # # cliplevel GROUNDCLIP # # # # ANIMATION defaults # # *_images 1 # # *_frames 1 # # *_dir 8 # # *_order 0 0 0 0 # # # ############################################################################# [TUX] class GOODIE health 100 width 54 height 62 speed 160 accel 200 weapon CD draw_weapon 1 bleeder 1 sight 400 #ALIVE alive_pixmap tux.xpm alive_dir 8 alive_images 3 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 #DYING: dying_pixmap tux_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 250 [GOWN] class GOODIE health 100 width 40 height 62 speed 160 accel 200 weapon CD draw_weapon 1 bleeder 1 sight 400 #ALIVE: alive_pixmap gown.xpm alive_images 3 alive_img_w 44 alive_img_h 64 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 [TIE] class GOODIE health 100 width 48 height 48 speed 160 accel 200 weapon CD draw_weapon 1 bleeder 1 sight 400 #ALIVE: alive_pixmap tie.xpm alive_images 3 alive_img_w 48 alive_img_h 48 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 #DYING: dying_pixmap tie_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 48 dying_img_h 48 dying_frames 3 dying_order 0 1 2 0 dying_framelen 300 [BSD] class GOODIE health 100 width 48 height 58 speed 160 accel 200 weapon FIREBALL draw_weapon 1 bleeder 1 sight 400 #ALIVE: alive_pixmap bsd.xpm alive_dir 16 alive_images 3 alive_img_w 64 alive_img_h 64 #alive_arm_x 10 #alive_arm_y 32 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 #alive_draw_hand 1 #DYING: dying_pixmap bsd_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 48 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 250 [RMS] class GOODIE health 100 width 48 height 54 speed 160 accel 150 weapon CD draw_weapon 1 bleeder 1 sight 400 #ALIVE: alive_pixmap rms.xpm alive_images 5 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 1 2 3 4 alive_framelen 200 [LINUS] class GOODIE health 100 width 48 height 48 speed 160 accel 150 weapon CD draw_weapon 1 bleeder 1 sight 400 #ALIVE: alive_pixmap linus.xpm alive_images 5 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 1 2 3 4 alive_framelen 200 #DYING: dying_pixmap linus_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 300 [SHADOWMAN] class GOODIE health 100 width 48 height 48 speed 160 accel 150 weapon CD draw_weapon 1 bleeder 1 sight 400 #ALIVE: alive_pixmap shadowman.xpm alive_images 5 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 1 2 3 4 alive_framelen 200 #DYING: dying_pixmap shadowman_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 300 [GNOME] class GOODIE health 100 width 48 height 48 speed 160 accel 150 weapon CD draw_weapon 1 bleeder 1 sight 400 #ALIVE: alive_pixmap gnome.xpm alive_images 3 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 #DYING: dying_pixmap gnome_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 250 [SUSE] class GOODIE health 100 width 48 height 48 speed 160 accel 150 weapon CD draw_weapon 1 bleeder 1 sight 400 #ALIVE: alive_pixmap suse.xpm alive_images 3 alive_img_w 82 alive_img_h 64 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 #DYING: dying_pixmap suse_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 82 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 250 [GNU] class GOODIE health 120 width 48 height 62 speed 150 accel 125 weapon CD draw_weapon 1 bleeder 1 sight 400 #ALIVE: alive_pixmap gnu.xpm alive_dir 16 alive_images 5 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 1 2 3 4 alive_framelen 200 #DYING: dying_pixmap gnu_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 4 dying_img_w 64 dying_img_h 64 dying_frames 4 dying_order 0 1 2 3 dying_framelen 300 [VI] class GOODIE health 70 width 32 height 48 speed 220 accel 240 weapon PISTOL draw_weapon 0 bleeder 1 sight 400 #ALIVE: alive_pixmap vi.xpm alive_images 4 alive_img_w 48 alive_img_h 48 alive_frames 4 alive_order 0 1 2 3 alive_framelen 200 #DYING: dying_pixmap vi_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 48 dying_img_h 48 dying_frames 3 dying_order 0 1 2 0 dying_framelen 300 [DUKE] class GOODIE health 100 width 48 height 52 speed 160 accel 200 weapon CD draw_weapon 1 bleeder 1 sight 400 #ALIVE: alive_pixmap duke.xpm alive_images 3 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 #DYING: dying_pixmap duke_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 300 [KDE] class GOODIE health 100 width 54 height 62 speed 160 accel 200 weapon FIREBALL draw_weapon 1 bleeder 1 sight 400 #ALIVE alive_pixmap kde.xpm alive_stationary_ani 1 alive_images 3 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 #DYING: dying_pixmap kde_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 250 ################################################## # BADDIES # ################################################## [BORG] class BADDIE health 80 width 40 height 60 speed 160 accel 200 weapon BORG_GUN draw_weapon 1 bleeder 1 sight 400 #ALIVE alive_pixmap borg.xpm alive_images 5 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 1 2 3 4 alive_framelen 200 #DYING: dying_pixmap borg_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 300 [TROLL] class BADDIE health 100 touchdamage 30 width 44 height 62 speed 100 accel 200 weapon NONE draw_weapon 0 bleeder 1 sight 200 #ALIVE alive_pixmap troll.xpm alive_images 5 alive_img_w 58 alive_img_h 80 alive_frames 4 alive_order 1 2 3 4 alive_framelen 250 #DYING: dying_pixmap troll_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 58 dying_img_h 80 dying_frames 3 dying_order 0 1 2 0 dying_framelen 300 [FLAMER] class BADDIE health 50 touchdamage 0 explosive 80 width 44 height 62 speed 100 accel 200 weapon FLAMER_FIREBALL draw_weapon 0 bleeder 1 sight 300 #ALIVE alive_pixmap flamer.xpm alive_images 2 alive_img_w 42 alive_img_h 64 alive_frames 1 #Flamer moves around by flying (frame 1) stationary as frame 0 alive_order 1 0 0 0 alive_framelen 250 #DYING: dying_pixmap flamer_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 4 dying_img_w 42 dying_img_h 64 dying_frames 4 dying_order 0 1 2 3 dying_framelen 300 [BUG] class BADDIE health 5 touchdamage 15 width 42 height 42 speed 140 accel 200 weapon NONE draw_weapon 0 bleeder 1 sight 200 #ALIVE alive_pixmap bug.xpm alive_images 2 alive_img_w 42 alive_img_h 42 alive_frames 2 alive_order 0 1 0 0 alive_framelen 100 [MSCP] class BADDIE health 15 touchdamage 20 width 30 height 60 speed 80 accel 150 weapon NONE draw_weapon 0 bleeder 1 sight 200 #ALIVE: alive_pixmap mscp.xpm alive_images 3 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 #DYING: dying_pixmap mscp_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 300 [ZOMBIE] class BADDIE health 30 touchdamage 20 width 30 height 60 speed 80 accel 150 weapon NONE draw_weapon 0 bleeder 1 sight 200 #ALIVE: alive_pixmap zombie.xpm alive_images 3 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 #DYING: dying_pixmap zombie_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 300 [COBOL] class BADDIE health 200 touchdamage 35 width 48 height 48 speed 80 accel 100 weapon NONE draw_weapon 0 bleeder 1 sight 200 #ALIVE alive_pixmap cobol.xpm alive_images 2 alive_img_w 64 alive_img_h 64 alive_frames 2 alive_order 0 1 0 0 alive_framelen 400 #DYING: dying_pixmap cobol_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 300 [CLIPPY] class BADDIE health 50 touchdamage 20 width 30 height 60 speed 90 accel 150 weapon NONE draw_weapon 0 bleeder 1 sight 250 #ALIVE: alive_pixmap clippy.xpm alive_images 3 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 #DYING: dying_pixmap clippy_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 0 dying_framelen 300 ################################################## # NEUTRALS # ################################################## [BUNNY] class NEUTRAL health 5 width 24 height 24 speed 160 accel 200 weapon NONE draw_weapon 0 bleeder 1 sight 160 #ALIVE: alive_pixmap bunny.xpm alive_images 3 alive_img_w 32 alive_img_h 32 alive_frames 4 alive_order 0 1 0 2 alive_framelen 200 #FIDGETING: fidgeting_pixmap bunny_groom.xpm fidgeting_stationary_ani 1 fidgeting_images 2 fidgeting_img_w 32 fidgeting_img_h 32 fidgeting_frames 2 fidgeting_order 0 1 0 0 fidgeting_framelen 450 #Duck boy is a projectile, cause he doesn't think, but he shouldn't really #be shot out of anything :) [DUCKBOY] class PROJECTILE health 5 width 28 height 32 speed 64 accel 200 weapon NONE draw_weapon 0 bleeder 0 sight 160 #ALIVE: alive_dir 1 alive_pixmap duckboy.xpm alive_images 2 alive_img_w 32 alive_img_h 32 alive_frames 2 alive_order 0 1 0 0 alive_framelen 300 #DYING: dying_dir 1 dying_pixmap duckboy_die.xpm dying_images 3 dying_img_w 32 dying_img_h 32 dying_frames 3 dying_order 0 1 2 0 dying_framelen 80 ################################################## # PROJECTILES # ################################################## [CD] width 20 height 20 speed 400 weapon CD class PROJECTILE cliplevel ALLCLIP #ALIVE: alive_pixmap cd.xpm alive_dir 1 alive_images 1 alive_img_w 24 alive_img_h 24 alive_frames 1 alive_order 0 0 0 0 #DYING: dying_pixmap cd_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 2 dying_img_w 32 dying_img_h 32 dying_frames 2 dying_order 0 1 0 0 dying_framelen 80 [FIREBALL] width 20 height 20 speed 400 weapon FIREBALL class PROJECTILE cliplevel ALLCLIP #ALIVE: alive_pixmap fireball.xpm alive_stationary_ani 1 alive_dir 1 alive_images 3 alive_img_w 24 alive_img_h 24 alive_frames 3 alive_order 0 1 2 0 alive_framelen 50 #DYING: dying_pixmap fireball_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 4 dying_img_w 24 dying_img_h 24 dying_frames 4 dying_order 0 1 2 3 dying_framelen 80 [ROCKET_SMALL] width 30 height 30 accel 80 speed 500 dripping 1 weapon BAZOOKA drip_time 50 drip1 0 drip2 2 class PROJECTILE cliplevel ALLCLIP #Turn this on to make seeking ai SEEK sight 200 #ALIVE: alive_pixmap rocket_small.xpm alive_dir 8 alive_images 1 alive_img_w 32 alive_img_h 32 alive_frames 1 alive_order 0 0 0 0 #################### # ITEMS: HEALTH # #################### [CAN] class ITEM width 22 height 36 item_action HEAL item_value 15 item_respawn_time 30 alive_pixmap can.xpm alive_dir 1 alive_img_w 48 alive_img_h 48 #Mt Dew has twice the caffeine. [DEWCAN] class ITEM width 22 height 36 item_action HEAL item_value 30 item_respawn_time 30 alive_pixmap dewcan.xpm alive_dir 1 alive_img_w 48 alive_img_h 48 [NODOZE] class ITEM width 48 height 48 item_action FULLHEAL item_respawn_time 60 alive_pixmap nodoze.xpm alive_dir 1 alive_img_w 48 alive_img_h 48 [BADCAN] class ITEM width 22 height 36 item_action HEAL item_value -15 #Don't respawn, they are annoying! #item_respawn_time 20 item_pickup_str Pffft... blargh... Yuck! Caffeine free! alive_pixmap badcan.xpm alive_dir 1 alive_img_w 48 alive_img_h 48 [PIZZABOX] class ITEM width 48 height 32 item_action HEAL item_value 20 item_respawn_time 30 item_pickup_str Cowabunga alive_pixmap pizzabox.xpm alive_dir 1 alive_img_w 48 alive_img_h 32 #################### # ITEMS: POWERUPS # #################### #item_value for powerups = how many seconds they are active. [RANDOM_POWERUP] class ITEM width 40 height 40 item_action POWERUP item_powerup RANDOM item_respawn_time 60 #ALIVE: alive_pixmap random.xpm alive_stationary_ani 1 alive_dir 1 alive_images 4 alive_img_w 48 alive_img_h 48 alive_frames 4 alive_order 0 1 2 3 alive_framelen 200 [TIGHTARSE] class ITEM width 40 height 40 item_action POWERUP item_powerup HALF_AMMO_USAGE item_value 30 item_respawn_time 120 item_announce_str %s is a tightarse. #ALIVE: alive_pixmap tightarse.xpm alive_stationary_ani 1 alive_dir 1 alive_images 3 alive_img_w 48 alive_img_h 48 alive_frames 4 alive_order 0 1 0 2 alive_framelen 400 [BITROT] class ITEM width 40 height 40 item_action POWERUP item_powerup WOUND item_value 20 item_respawn_time 120 item_pickup_str You have bitrot. #ALIVE: alive_pixmap bitrot.xpm alive_stationary_ani 1 alive_dir 1 alive_images 4 alive_img_w 44 alive_img_h 44 alive_frames 4 alive_order 0 1 2 3 alive_framelen 500 [SMP] class ITEM width 40 height 40 item_action POWERUP item_powerup DOUBLE_FIRE_RATE item_value 30 item_respawn_time 120 item_pickup_str Added SMP support. #ALIVE: alive_pixmap smp.xpm alive_stationary_ani 1 alive_dir 1 alive_images 3 alive_img_w 48 alive_img_h 48 alive_frames 4 alive_order 0 1 2 1 alive_framelen 750 [FIREWALL] class ITEM width 40 height 40 item_action POWERUP item_powerup RESISTANCE item_value 20 item_respawn_time 120 item_pickup_str Firewall established #ALIVE: alive_pixmap firewall.xpm alive_stationary_ani 1 alive_dir 1 alive_images 2 alive_img_w 48 alive_img_h 48 alive_frames 2 alive_order 0 1 0 0 alive_framelen 400 [INVISIBLE] class ITEM width 40 height 40 item_action POWERUP item_powerup INVISIBILITY item_value 15 item_respawn_time 120 item_pickup_str I'm invisible, I'm invisible. #ALIVE: alive_pixmap blind_glasses.xpm alive_stationary_ani 0 alive_dir 1 alive_images 1 alive_img_w 48 alive_img_h 48 alive_frames 1 alive_order 0 0 0 0 [NATALIE] class ITEM width 40 height 40 item_action POWERUP item_powerup FROZEN item_value 10 item_respawn_time 120 item_announce_str %s is petrified! #ALIVE: alive_pixmap natalie_portman.xpm alive_stationary_ani 0 alive_dir 1 alive_images 1 alive_img_w 35 alive_img_h 48 alive_frames 1 alive_order 0 0 0 0 [E] class ITEM width 40 height 56 item_action POWERUP item_powerup E item_value 25 item_respawn_time 120 item_pickup_str You are enlightened. #ALIVE: alive_pixmap e.xpm alive_stationary_ani 0 alive_dir 1 alive_images 1 alive_img_w 44 alive_img_h 56 alive_frames 1 alive_order 0 0 0 0 [PATENT] class ITEM width 40 height 40 item_action POWERUP item_powerup FIXED_WEAPON item_value 30 item_respawn_time 120 item_pickup_str Your weapons use technology protected by our patents. Licence fee's are $100,000,000/per penguin. #ALIVE: alive_pixmap patent.xpm alive_stationary_ani 1 alive_dir 1 alive_images 2 alive_img_w 48 alive_img_h 48 alive_frames 2 alive_order 0 1 0 0 alive_framelen 1000 #################### # ITEMS: WEAPONS # #################### [CHAINGUN] class ITEM width 40 height 40 item_action GIVEWEAPON item_weapon CHAINGUN item_respawn_time 40 alive_pixmap chaingun.xpm alive_img_w 64 alive_img_h 50 [SHOTGUN] class ITEM width 40 height 40 item_action GIVEWEAPON item_weapon SHOTGUN item_respawn_time 40 item_pickup_str Groovy. alive_pixmap shotgun.xpm alive_img_w 64 alive_img_h 50 [BAZOOKA] class ITEM width 40 height 40 item_action GIVEWEAPON item_weapon BAZOOKA item_respawn_time 40 alive_pixmap bazooka.xpm alive_img_w 64 alive_img_h 50 [RAILGUN] class ITEM width 40 height 40 item_action GIVEWEAPON item_weapon RAILGUN item_respawn_time 40 alive_pixmap railgun.xpm alive_img_w 64 alive_img_h 50 [SNIPER] class ITEM width 40 height 40 item_action GIVEWEAPON item_weapon SNIPER item_respawn_time 40 alive_pixmap sniper.xpm alive_img_w 64 alive_img_h 50 [EGUN] class ITEM width 40 height 40 item_action GIVEWEAPON item_weapon EGUN item_respawn_time 40 alive_pixmap egun.xpm alive_img_w 64 alive_img_h 50 #################### # ITEMS: AMMO # #################### [BULLETS] class ITEM width 40 height 40 item_action GIVEAMMO item_ammo_type BULLET item_value 25 item_respawn_time 20 alive_pixmap bullets.xpm alive_dir 1 alive_img_w 48 alive_img_h 48 [SHELLS] class ITEM width 40 height 40 item_action GIVEAMMO item_ammo_type SHELL item_value 10 item_respawn_time 20 alive_pixmap shells.xpm alive_dir 1 alive_img_w 48 alive_img_h 48 [ROCKETS] class ITEM width 16 height 48 item_action GIVEAMMO item_ammo_type ROCKET item_value 5 item_respawn_time 20 alive_pixmap rocket.xpm alive_dir 1 alive_img_w 32 alive_img_h 48 [SLUGS] class ITEM width 48 height 48 item_action GIVEAMMO item_ammo_type SLUG item_value 8 item_respawn_time 20 alive_pixmap slugs.xpm alive_dir 1 alive_img_w 64 alive_img_h 64 [CELLS] class ITEM width 40 height 40 item_action GIVEAMMO item_ammo_type CELL item_value 25 item_respawn_time 20 alive_pixmap battery.xpm alive_dir 1 alive_img_w 64 alive_img_h 64 ############################################################## # VIRTUAL entities are used by events for doors or whatever. # # For EVENT entities, ALIVE = when active (or triggered for a trigger) # DYING = animation from ALIVE <-> DEAD # DEAD = inactive (or not yet triggered for a trigger). # # Lack of animation for a either of these draws nothing. # Use width, height = 64, 64 so it centers on event square. # ############################################################## [NEWSPAPER] class VIRTUAL width 64 height 64 #ALIVE: alive_pixmap newspaper.xpm alive_dir 1 alive_images 1 alive_img_w 64 alive_img_h 64 alive_frames 1 alive_order 0 0 0 0 [INFO] class VIRTUAL width 64 height 64 #ALIVE: alive_pixmap information.xpm alive_dir 1 alive_images 1 alive_img_w 32 alive_img_h 32 alive_frames 1 alive_order 0 0 0 0 [EMAIL] class VIRTUAL width 64 height 64 #ALIVE: alive_pixmap email.xpm alive_dir 1 alive_images 2 alive_img_w 32 alive_img_h 16 alive_frames 2 alive_framelen 800 alive_order 0 1 0 0 [STEAM] class VIRTUAL width 64 height 64 #ALIVE: alive_pixmap steam.xpm alive_dir 1 alive_images 4 alive_img_w 64 alive_img_h 100 alive_frames 4 alive_framelen 250 alive_order 0 1 2 3 [SWITCH] class VIRTUAL width 64 height 64 #ALIVE: alive_pixmap switch_on.xpm alive_dir 1 alive_images 1 alive_img_w 32 alive_img_h 32 alive_frames 1 alive_order 0 0 0 0 dead_pixmap switch_off.xpm dead_dir 1 dead_images 1 dead_img_w 32 dead_img_h 32 dead_frames 1 dead_order 0 0 0 0 #Horizontal door. [DOOR_H] class VIRTUAL width 64 height 64 #DEAD (ie CLOSED) dead_pixmap dodgy_door.xpm dead_dir 1 dead_images 1 dead_img_w 64 dead_img_h 64 dead_frames 1 dead_order 0 0 0 0 #DYING: dying_pixmap dodgy_door.xpm dying_dir 1 dying_images 3 dying_img_w 64 dying_img_h 64 dying_frames 2 dying_framelen 150 dying_order 2 1 0 0 # ADDED 7 JAN 03 # [CHAINSAW] class ITEM width 40 height 40 item_action GIVEWEAPON item_weapon CHAINSAW item_respawn_time 0 alive_pixmap chainsaw.xpm alive_img_w 64 alive_img_h 50 [GATES] class BADDIE health 200 width 40 height 60 speed 160 accel 200 weapon BORG_GUN draw_weapon 1 bleeder 1 sight 500 #ALIVE alive_pixmap gates.xpm alive_dir 16 alive_images 5 alive_img_w 64 alive_img_h 64 alive_frames 4 alive_order 1 2 3 4 alive_framelen 200 #DYING: dying_pixmap gates_die.xpm dying_stationary_ani 1 dying_dir 1 dying_images 4 dying_img_w 64 dying_img_h 64 dying_frames 3 dying_order 0 1 2 3 dying_framelen 300 [CARROT] class ITEM width 40 height 40 item_action POWERUP item_powerup FIXED_WEAPON item_value 30 item_respawn_time 120 item_pickup_str You got the carrot #ALIVE: alive_pixmap carrot.xpm alive_dir 1 alive_img_w 48 alive_img_h 48