1#############################################################################
2# Entity types for XTux.                                                    #
3#                                                                           #
4# Order doesn't matter. Amount of arguments DOES!                           #
5# YOU NEED AN ALIVE_* animation details setup.                              #
6#                                                                           #
7# ENTITY defaults:                                                          #
8# health 1                                                                  #
9# cliplevel GROUNDCLIP                                                      #
10#                                                                           #
11# ANIMATION defaults                                                        #
12# *_images 1                                                                #
13# *_frames 1                                                                #
14# *_dir 8                                                                   #
15# *_order 0 0 0 0                                                           #
16#                                                                           #
17#############################################################################
18
19[TUX]
20class GOODIE
21health 100
22width 54
23height 62
24speed 160
25accel 200
26weapon CD
27draw_weapon 1
28bleeder 1
29sight 400
30
31#ALIVE
32alive_pixmap tux.xpm
33alive_dir 8
34alive_images 3
35alive_img_w 64
36alive_img_h 64
37alive_frames 4
38alive_order 0 1 0 2
39alive_framelen 200
40
41#DYING:
42dying_pixmap tux_die.xpm
43dying_stationary_ani 1
44dying_dir 1
45dying_images 3
46dying_img_w 64
47dying_img_h 64
48dying_frames 3
49dying_order 0 1 2 0
50dying_framelen 250
51
52[GOWN]
53class GOODIE
54health 100
55width 40
56height 62
57speed 160
58accel 200
59weapon CD
60draw_weapon 1
61bleeder 1
62sight 400
63
64#ALIVE:
65alive_pixmap gown.xpm
66alive_images 3
67alive_img_w 44
68alive_img_h 64
69alive_frames 4
70alive_order 0 1 0 2
71alive_framelen 200
72
73[TIE]
74class GOODIE
75health 100
76width 48
77height 48
78speed 160
79accel 200
80weapon CD
81draw_weapon 1
82bleeder 1
83sight 400
84
85#ALIVE:
86alive_pixmap tie.xpm
87alive_images 3
88alive_img_w 48
89alive_img_h 48
90alive_frames 4
91alive_order 0 1 0 2
92alive_framelen 200
93
94#DYING:
95dying_pixmap tie_die.xpm
96dying_stationary_ani 1
97dying_dir 1
98dying_images 3
99dying_img_w 48
100dying_img_h 48
101dying_frames 3
102dying_order 0 1 2 0
103dying_framelen 300
104
105[BSD]
106class GOODIE
107health 100
108width 48
109height 58
110speed 160
111accel 200
112weapon FIREBALL
113draw_weapon 1
114bleeder 1
115sight 400
116
117#ALIVE:
118alive_pixmap bsd.xpm
119alive_dir 16
120alive_images 3
121alive_img_w 64
122alive_img_h 64
123#alive_arm_x 10
124#alive_arm_y 32
125alive_frames 4
126alive_order 0 1 0 2
127alive_framelen 200
128#alive_draw_hand 1
129
130#DYING:
131dying_pixmap bsd_die.xpm
132dying_stationary_ani 1
133dying_dir 1
134dying_images 3
135dying_img_w 48
136dying_img_h 64
137dying_frames 3
138dying_order 0 1 2 0
139dying_framelen 250
140
141[RMS]
142class GOODIE
143health 100
144width 48
145height 54
146speed 160
147accel 150
148weapon CD
149draw_weapon 1
150bleeder 1
151sight 400
152
153#ALIVE:
154alive_pixmap rms.xpm
155alive_images 5
156alive_img_w 64
157alive_img_h 64
158alive_frames 4
159alive_order 1 2 3 4
160alive_framelen 200
161
162[LINUS]
163class GOODIE
164health 100
165width 48
166height 48
167speed 160
168accel 150
169weapon CD
170draw_weapon 1
171bleeder 1
172sight 400
173
174#ALIVE:
175alive_pixmap linus.xpm
176alive_images 5
177alive_img_w 64
178alive_img_h 64
179alive_frames 4
180alive_order 1 2 3 4
181alive_framelen 200
182
183#DYING:
184dying_pixmap linus_die.xpm
185dying_stationary_ani 1
186dying_dir 1
187dying_images 3
188dying_img_w 64
189dying_img_h 64
190dying_frames 3
191dying_order 0 1 2 0
192dying_framelen 300
193
194[SHADOWMAN]
195class GOODIE
196health 100
197width 48
198height 48
199speed 160
200accel 150
201weapon CD
202draw_weapon 1
203bleeder 1
204sight 400
205
206#ALIVE:
207alive_pixmap shadowman.xpm
208alive_images 5
209alive_img_w 64
210alive_img_h 64
211alive_frames 4
212alive_order 1 2 3 4
213alive_framelen 200
214
215#DYING:
216dying_pixmap shadowman_die.xpm
217dying_stationary_ani 1
218dying_dir 1
219dying_images 3
220dying_img_w 64
221dying_img_h 64
222dying_frames 3
223dying_order 0 1 2 0
224dying_framelen 300
225
226[GNOME]
227class GOODIE
228health 100
229width 48
230height 48
231speed 160
232accel 150
233weapon CD
234draw_weapon 1
235bleeder 1
236sight 400
237
238#ALIVE:
239alive_pixmap gnome.xpm
240alive_images 3
241alive_img_w 64
242alive_img_h 64
243alive_frames 4
244alive_order 0 1 0 2
245alive_framelen 200
246
247#DYING:
248dying_pixmap gnome_die.xpm
249dying_stationary_ani 1
250dying_dir 1
251dying_images 3
252dying_img_w 64
253dying_img_h 64
254dying_frames 3
255dying_order 0 1 2 0
256dying_framelen 250
257
258[SUSE]
259class GOODIE
260health 100
261width 48
262height 48
263speed 160
264accel 150
265weapon CD
266draw_weapon 1
267bleeder 1
268sight 400
269
270#ALIVE:
271alive_pixmap suse.xpm
272alive_images 3
273alive_img_w 82
274alive_img_h 64
275alive_frames 4
276alive_order 0 1 0 2
277alive_framelen 200
278
279#DYING:
280dying_pixmap suse_die.xpm
281dying_stationary_ani 1
282dying_dir 1
283dying_images 3
284dying_img_w 82
285dying_img_h 64
286dying_frames 3
287dying_order 0 1 2 0
288dying_framelen 250
289
290[GNU]
291class GOODIE
292health 120
293width 48
294height 62
295speed 150
296accel 125
297weapon CD
298draw_weapon 1
299bleeder 1
300sight 400
301
302#ALIVE:
303alive_pixmap gnu.xpm
304alive_dir 16
305alive_images 5
306alive_img_w 64
307alive_img_h 64
308alive_frames 4
309alive_order 1 2 3 4
310alive_framelen 200
311
312#DYING:
313dying_pixmap gnu_die.xpm
314dying_stationary_ani 1
315dying_dir 1
316dying_images 4
317dying_img_w 64
318dying_img_h 64
319dying_frames 4
320dying_order 0 1 2 3
321dying_framelen 300
322
323[VI]
324class GOODIE
325health 70
326width 32
327height 48
328speed 220
329accel 240
330weapon PISTOL
331draw_weapon 0
332bleeder 1
333sight 400
334
335#ALIVE:
336alive_pixmap vi.xpm
337alive_images 4
338alive_img_w 48
339alive_img_h 48
340alive_frames 4
341alive_order 0 1 2 3
342alive_framelen 200
343
344#DYING:
345dying_pixmap vi_die.xpm
346dying_stationary_ani 1
347dying_dir 1
348dying_images 3
349dying_img_w 48
350dying_img_h 48
351dying_frames 3
352dying_order 0 1 2 0
353dying_framelen 300
354
355[DUKE]
356class GOODIE
357health 100
358width 48
359height 52
360speed 160
361accel 200
362weapon CD
363draw_weapon 1
364bleeder 1
365sight 400
366
367#ALIVE:
368alive_pixmap duke.xpm
369alive_images 3
370alive_img_w 64
371alive_img_h 64
372alive_frames 4
373alive_order 0 1 0 2
374alive_framelen 200
375
376#DYING:
377dying_pixmap duke_die.xpm
378dying_stationary_ani 1
379dying_dir 1
380dying_images 3
381dying_img_w 64
382dying_img_h 64
383dying_frames 3
384dying_order 0 1 2 0
385dying_framelen 300
386
387[KDE]
388class GOODIE
389health 100
390width 54
391height 62
392speed 160
393accel 200
394weapon FIREBALL
395draw_weapon 1
396bleeder 1
397sight 400
398
399#ALIVE
400alive_pixmap kde.xpm
401alive_stationary_ani 1
402alive_images 3
403alive_img_w 64
404alive_img_h 64
405alive_frames 4
406alive_order 0 1 0 2
407alive_framelen 200
408
409#DYING:
410dying_pixmap kde_die.xpm
411dying_stationary_ani 1
412dying_dir 1
413dying_images 3
414dying_img_w 64
415dying_img_h 64
416dying_frames 3
417dying_order 0 1 2 0
418dying_framelen 250
419
420##################################################
421#                  BADDIES                       #
422##################################################
423
424[BORG]
425class BADDIE
426health 80
427width 40
428height 60
429speed 160
430accel 200
431weapon BORG_GUN
432draw_weapon 1
433bleeder 1
434sight 400
435
436#ALIVE
437alive_pixmap borg.xpm
438alive_images 5
439alive_img_w 64
440alive_img_h 64
441alive_frames 4
442alive_order 1 2 3 4
443alive_framelen 200
444
445#DYING:
446dying_pixmap borg_die.xpm
447dying_stationary_ani 1
448dying_dir 1
449dying_images 3
450dying_img_w 64
451dying_img_h 64
452dying_frames 3
453dying_order 0 1 2 0
454dying_framelen 300
455
456[TROLL]
457class BADDIE
458health 100
459touchdamage 30
460width 44
461height 62
462speed 100
463accel 200
464weapon NONE
465draw_weapon 0
466bleeder 1
467sight 200
468
469#ALIVE
470alive_pixmap troll.xpm
471alive_images 5
472alive_img_w 58
473alive_img_h 80
474alive_frames 4
475alive_order 1 2 3 4
476alive_framelen 250
477
478#DYING:
479dying_pixmap troll_die.xpm
480dying_stationary_ani 1
481dying_dir 1
482dying_images 3
483dying_img_w 58
484dying_img_h 80
485dying_frames 3
486dying_order 0 1 2 0
487dying_framelen 300
488
489[FLAMER]
490class BADDIE
491health 50
492touchdamage 0
493explosive 80
494width 44
495height 62
496speed 100
497accel 200
498weapon FLAMER_FIREBALL
499draw_weapon 0
500bleeder 1
501sight 300
502
503#ALIVE
504alive_pixmap flamer.xpm
505alive_images 2
506alive_img_w 42
507alive_img_h 64
508alive_frames 1
509#Flamer moves around by flying (frame 1) stationary as frame 0
510alive_order 1 0 0 0
511alive_framelen 250
512
513#DYING:
514dying_pixmap flamer_die.xpm
515dying_stationary_ani 1
516dying_dir 1
517dying_images 4
518dying_img_w 42
519dying_img_h 64
520dying_frames 4
521dying_order 0 1 2 3
522dying_framelen 300
523
524[BUG]
525class BADDIE
526health 5
527touchdamage 15
528width 42
529height 42
530speed 140
531accel 200
532weapon NONE
533draw_weapon 0
534bleeder 1
535sight 200
536
537#ALIVE
538alive_pixmap bug.xpm
539alive_images 2
540alive_img_w  42
541alive_img_h 42
542alive_frames 2
543alive_order 0 1 0 0
544alive_framelen 100
545
546[MSCP]
547class BADDIE
548health 15
549touchdamage 20
550width 30
551height 60
552speed 80
553accel 150
554weapon NONE
555draw_weapon 0
556bleeder 1
557sight 200
558
559#ALIVE:
560alive_pixmap mscp.xpm
561alive_images 3
562alive_img_w 64
563alive_img_h 64
564alive_frames 4
565alive_order 0 1 0 2
566alive_framelen 200
567
568#DYING:
569dying_pixmap mscp_die.xpm
570dying_stationary_ani 1
571dying_dir 1
572dying_images 3
573dying_img_w 64
574dying_img_h 64
575dying_frames 3
576dying_order 0 1 2 0
577dying_framelen 300
578
579[ZOMBIE]
580class BADDIE
581health 30
582touchdamage 20
583width 30
584height 60
585speed 80
586accel 150
587weapon NONE
588draw_weapon 0
589bleeder 1
590sight 200
591
592#ALIVE:
593alive_pixmap zombie.xpm
594alive_images 3
595alive_img_w 64
596alive_img_h 64
597alive_frames 4
598alive_order 0 1 0 2
599alive_framelen 200
600
601#DYING:
602dying_pixmap zombie_die.xpm
603dying_stationary_ani 1
604dying_dir 1
605dying_images 3
606dying_img_w 64
607dying_img_h 64
608dying_frames 3
609dying_order 0 1 2 0
610dying_framelen 300
611
612[COBOL]
613class BADDIE
614health 200
615touchdamage 35
616width 48
617height 48
618speed 80
619accel 100
620weapon NONE
621draw_weapon 0
622bleeder 1
623sight 200
624
625#ALIVE
626alive_pixmap cobol.xpm
627alive_images 2
628alive_img_w  64
629alive_img_h 64
630alive_frames 2
631alive_order 0 1 0 0
632alive_framelen 400
633
634#DYING:
635dying_pixmap cobol_die.xpm
636dying_stationary_ani 1
637dying_dir 1
638dying_images 3
639dying_img_w 64
640dying_img_h 64
641dying_frames 3
642dying_order 0 1 2 0
643dying_framelen 300
644
645[CLIPPY]
646class BADDIE
647health 50
648touchdamage 20
649width 30
650height 60
651speed 90
652accel 150
653weapon NONE
654draw_weapon 0
655bleeder 1
656sight 250
657
658#ALIVE:
659alive_pixmap clippy.xpm
660alive_images 3
661alive_img_w 64
662alive_img_h 64
663alive_frames 4
664alive_order 0 1 0 2
665alive_framelen 200
666
667#DYING:
668dying_pixmap clippy_die.xpm
669dying_stationary_ani 1
670dying_dir 1
671dying_images 3
672dying_img_w 64
673dying_img_h 64
674dying_frames 3
675dying_order 0 1 2 0
676dying_framelen 300
677
678##################################################
679#                NEUTRALS                        #
680##################################################
681
682[BUNNY]
683class NEUTRAL
684health 5
685width 24
686height 24
687speed 160
688accel 200
689weapon NONE
690draw_weapon 0
691bleeder 1
692sight 160
693
694#ALIVE:
695alive_pixmap bunny.xpm
696alive_images 3
697alive_img_w 32
698alive_img_h 32
699alive_frames 4
700alive_order 0 1 0 2
701alive_framelen 200
702
703#FIDGETING:
704fidgeting_pixmap bunny_groom.xpm
705fidgeting_stationary_ani 1
706fidgeting_images 2
707fidgeting_img_w 32
708fidgeting_img_h 32
709fidgeting_frames 2
710fidgeting_order 0 1 0 0
711fidgeting_framelen 450
712
713#Duck boy is a projectile, cause he doesn't think, but he shouldn't really
714#be shot out of anything :)
715
716[DUCKBOY]
717class PROJECTILE
718health 5
719width 28
720height 32
721speed 64
722accel 200
723weapon NONE
724draw_weapon 0
725bleeder 0
726sight 160
727
728#ALIVE:
729alive_dir 1
730alive_pixmap duckboy.xpm
731alive_images 2
732alive_img_w 32
733alive_img_h 32
734alive_frames 2
735alive_order 0 1 0 0
736alive_framelen 300
737
738#DYING:
739dying_dir 1
740dying_pixmap duckboy_die.xpm
741dying_images 3
742dying_img_w 32
743dying_img_h 32
744dying_frames 3
745dying_order 0 1 2 0
746dying_framelen 80
747
748
749##################################################
750#               PROJECTILES                      #
751##################################################
752
753[CD]
754width 20
755height 20
756speed 400
757weapon CD
758class PROJECTILE
759cliplevel ALLCLIP
760
761#ALIVE:
762alive_pixmap cd.xpm
763alive_dir 1
764alive_images 1
765alive_img_w 24
766alive_img_h 24
767alive_frames 1
768alive_order 0 0 0 0
769
770#DYING:
771dying_pixmap cd_die.xpm
772dying_stationary_ani 1
773dying_dir 1
774dying_images 2
775dying_img_w 32
776dying_img_h 32
777dying_frames 2
778dying_order 0 1 0 0
779dying_framelen 80
780
781[FIREBALL]
782width 20
783height 20
784speed 400
785weapon FIREBALL
786class PROJECTILE
787cliplevel ALLCLIP
788
789#ALIVE:
790alive_pixmap fireball.xpm
791alive_stationary_ani 1
792alive_dir 1
793alive_images 3
794alive_img_w 24
795alive_img_h 24
796alive_frames 3
797alive_order 0 1 2 0
798alive_framelen 50
799
800#DYING:
801dying_pixmap fireball_die.xpm
802dying_stationary_ani 1
803dying_dir 1
804dying_images 4
805dying_img_w 24
806dying_img_h 24
807dying_frames 4
808dying_order 0 1 2 3
809dying_framelen 80
810
811
812[ROCKET_SMALL]
813width 30
814height 30
815accel 80
816speed 500
817dripping 1
818weapon BAZOOKA
819drip_time 50
820drip1 0
821drip2 2
822class PROJECTILE
823cliplevel ALLCLIP
824#Turn this on to make seeking
825ai SEEK
826sight 200
827
828#ALIVE:
829alive_pixmap rocket_small.xpm
830alive_dir 8
831alive_images 1
832alive_img_w 32
833alive_img_h 32
834alive_frames 1
835alive_order 0 0 0 0
836
837
838####################
839# ITEMS:    HEALTH #
840####################
841
842[CAN]
843class ITEM
844width 22
845height 36
846item_action HEAL
847item_value 15
848item_respawn_time 30
849alive_pixmap can.xpm
850alive_dir 1
851alive_img_w 48
852alive_img_h 48
853
854#Mt Dew has twice the caffeine.
855[DEWCAN]
856class ITEM
857width 22
858height 36
859item_action HEAL
860item_value 30
861item_respawn_time 30
862alive_pixmap dewcan.xpm
863alive_dir 1
864alive_img_w 48
865alive_img_h 48
866
867[NODOZE]
868class ITEM
869width 48
870height 48
871item_action FULLHEAL
872item_respawn_time 60
873alive_pixmap nodoze.xpm
874alive_dir 1
875alive_img_w 48
876alive_img_h 48
877
878[BADCAN]
879class ITEM
880width 22
881height 36
882item_action HEAL
883item_value -15
884#Don't respawn, they are annoying!
885#item_respawn_time 20
886item_pickup_str Pffft... blargh... Yuck! Caffeine free!
887alive_pixmap badcan.xpm
888alive_dir 1
889alive_img_w 48
890alive_img_h 48
891
892[PIZZABOX]
893class ITEM
894width 48
895height 32
896item_action HEAL
897item_value 20
898item_respawn_time 30
899item_pickup_str Cowabunga
900alive_pixmap pizzabox.xpm
901alive_dir 1
902alive_img_w 48
903alive_img_h 32
904
905####################
906# ITEMS:  POWERUPS #
907####################
908
909#item_value for powerups = how many seconds they are active.
910
911[RANDOM_POWERUP]
912class ITEM
913width 40
914height 40
915item_action POWERUP
916item_powerup RANDOM
917item_respawn_time 60
918
919#ALIVE:
920alive_pixmap random.xpm
921alive_stationary_ani 1
922alive_dir 1
923alive_images 4
924alive_img_w 48
925alive_img_h 48
926alive_frames 4
927alive_order 0 1 2 3
928alive_framelen 200
929
930
931[TIGHTARSE]
932class ITEM
933width 40
934height 40
935item_action POWERUP
936item_powerup HALF_AMMO_USAGE
937item_value 30
938item_respawn_time 120
939item_announce_str %s is a tightarse.
940
941#ALIVE:
942alive_pixmap tightarse.xpm
943alive_stationary_ani 1
944alive_dir 1
945alive_images 3
946alive_img_w 48
947alive_img_h 48
948alive_frames 4
949alive_order 0 1 0 2
950alive_framelen 400
951
952
953[BITROT]
954class ITEM
955width 40
956height 40
957item_action POWERUP
958item_powerup WOUND
959item_value 20
960item_respawn_time 120
961item_pickup_str You have bitrot.
962
963#ALIVE:
964alive_pixmap bitrot.xpm
965alive_stationary_ani 1
966alive_dir 1
967alive_images 4
968alive_img_w 44
969alive_img_h 44
970alive_frames 4
971alive_order 0 1 2 3
972alive_framelen 500
973
974
975[SMP]
976class ITEM
977width 40
978height 40
979item_action POWERUP
980item_powerup DOUBLE_FIRE_RATE
981item_value 30
982item_respawn_time 120
983item_pickup_str Added SMP support.
984
985#ALIVE:
986alive_pixmap smp.xpm
987alive_stationary_ani 1
988alive_dir 1
989alive_images 3
990alive_img_w 48
991alive_img_h 48
992alive_frames 4
993alive_order 0 1 2 1
994alive_framelen 750
995
996
997[FIREWALL]
998class ITEM
999width 40
1000height 40
1001item_action POWERUP
1002item_powerup RESISTANCE
1003item_value 20
1004item_respawn_time 120
1005item_pickup_str Firewall established
1006
1007#ALIVE:
1008alive_pixmap firewall.xpm
1009alive_stationary_ani 1
1010alive_dir 1
1011alive_images 2
1012alive_img_w 48
1013alive_img_h 48
1014alive_frames 2
1015alive_order 0 1 0 0
1016alive_framelen 400
1017
1018[INVISIBLE]
1019class ITEM
1020width 40
1021height 40
1022item_action POWERUP
1023item_powerup INVISIBILITY
1024item_value 15
1025item_respawn_time 120
1026item_pickup_str I'm invisible, I'm invisible.
1027
1028#ALIVE:
1029alive_pixmap blind_glasses.xpm
1030alive_stationary_ani 0
1031alive_dir 1
1032alive_images 1
1033alive_img_w 48
1034alive_img_h 48
1035alive_frames 1
1036alive_order 0 0 0 0
1037
1038[NATALIE]
1039class ITEM
1040width 40
1041height 40
1042item_action POWERUP
1043item_powerup FROZEN
1044item_value 10
1045item_respawn_time 120
1046item_announce_str %s is petrified!
1047
1048#ALIVE:
1049alive_pixmap natalie_portman.xpm
1050alive_stationary_ani 0
1051alive_dir 1
1052alive_images 1
1053alive_img_w 35
1054alive_img_h 48
1055alive_frames 1
1056alive_order 0 0 0 0
1057
1058[E]
1059class ITEM
1060width 40
1061height 56
1062item_action POWERUP
1063item_powerup E
1064item_value 25
1065item_respawn_time 120
1066item_pickup_str You are enlightened.
1067
1068#ALIVE:
1069alive_pixmap e.xpm
1070alive_stationary_ani 0
1071alive_dir 1
1072alive_images 1
1073alive_img_w 44
1074alive_img_h 56
1075alive_frames 1
1076alive_order 0 0 0 0
1077
1078
1079[PATENT]
1080class ITEM
1081width 40
1082height 40
1083item_action POWERUP
1084item_powerup FIXED_WEAPON
1085item_value 30
1086item_respawn_time 120
1087item_pickup_str Your weapons use technology protected by our patents.  Licence fee's are $100,000,000/per penguin.
1088
1089#ALIVE:
1090alive_pixmap patent.xpm
1091alive_stationary_ani 1
1092alive_dir 1
1093alive_images 2
1094alive_img_w 48
1095alive_img_h 48
1096alive_frames 2
1097alive_order 0 1 0 0
1098alive_framelen 1000
1099
1100####################
1101# ITEMS:   WEAPONS #
1102####################
1103
1104[CHAINGUN]
1105class ITEM
1106width 40
1107height 40
1108item_action GIVEWEAPON
1109item_weapon CHAINGUN
1110item_respawn_time 40
1111alive_pixmap chaingun.xpm
1112alive_img_w 64
1113alive_img_h 50
1114
1115[SHOTGUN]
1116class ITEM
1117width 40
1118height 40
1119item_action GIVEWEAPON
1120item_weapon SHOTGUN
1121item_respawn_time 40
1122item_pickup_str Groovy.
1123alive_pixmap shotgun.xpm
1124alive_img_w 64
1125alive_img_h 50
1126
1127[BAZOOKA]
1128class ITEM
1129width 40
1130height 40
1131item_action GIVEWEAPON
1132item_weapon BAZOOKA
1133item_respawn_time 40
1134alive_pixmap bazooka.xpm
1135alive_img_w 64
1136alive_img_h 50
1137
1138[RAILGUN]
1139class ITEM
1140width 40
1141height 40
1142item_action GIVEWEAPON
1143item_weapon RAILGUN
1144item_respawn_time 40
1145alive_pixmap railgun.xpm
1146alive_img_w 64
1147alive_img_h 50
1148
1149[SNIPER]
1150class ITEM
1151width 40
1152height 40
1153item_action GIVEWEAPON
1154item_weapon SNIPER
1155item_respawn_time 40
1156alive_pixmap sniper.xpm
1157alive_img_w 64
1158alive_img_h 50
1159
1160[EGUN]
1161class ITEM
1162width 40
1163height 40
1164item_action GIVEWEAPON
1165item_weapon EGUN
1166item_respawn_time 40
1167alive_pixmap egun.xpm
1168alive_img_w 64
1169alive_img_h 50
1170
1171####################
1172# ITEMS:     AMMO  #
1173####################
1174
1175[BULLETS]
1176class ITEM
1177width 40
1178height 40
1179item_action GIVEAMMO
1180item_ammo_type BULLET
1181item_value 25
1182item_respawn_time 20
1183alive_pixmap bullets.xpm
1184alive_dir 1
1185alive_img_w 48
1186alive_img_h 48
1187
1188[SHELLS]
1189class ITEM
1190width 40
1191height 40
1192item_action GIVEAMMO
1193item_ammo_type SHELL
1194item_value 10
1195item_respawn_time 20
1196alive_pixmap shells.xpm
1197alive_dir 1
1198alive_img_w 48
1199alive_img_h 48
1200
1201[ROCKETS]
1202class ITEM
1203width 16
1204height 48
1205item_action GIVEAMMO
1206item_ammo_type ROCKET
1207item_value 5
1208item_respawn_time 20
1209alive_pixmap rocket.xpm
1210alive_dir 1
1211alive_img_w 32
1212alive_img_h 48
1213
1214[SLUGS]
1215class ITEM
1216width 48
1217height 48
1218item_action GIVEAMMO
1219item_ammo_type SLUG
1220item_value 8
1221item_respawn_time 20
1222alive_pixmap slugs.xpm
1223alive_dir 1
1224alive_img_w 64
1225alive_img_h 64
1226
1227[CELLS]
1228class ITEM
1229width 40
1230height 40
1231item_action GIVEAMMO
1232item_ammo_type CELL
1233item_value 25
1234item_respawn_time 20
1235alive_pixmap battery.xpm
1236alive_dir 1
1237alive_img_w 64
1238alive_img_h 64
1239
1240##############################################################
1241# VIRTUAL entities are used by events for doors or whatever.
1242#
1243# For EVENT entities, ALIVE = when active (or triggered for a trigger)
1244# DYING = animation from ALIVE <-> DEAD
1245# DEAD = inactive (or not yet triggered for a trigger).
1246#
1247# Lack of animation for a either of these draws nothing.
1248# Use width, height = 64, 64 so it centers on event square.
1249#
1250##############################################################
1251
1252[NEWSPAPER]
1253class VIRTUAL
1254width 64
1255height 64
1256
1257#ALIVE:
1258alive_pixmap newspaper.xpm
1259alive_dir 1
1260alive_images 1
1261alive_img_w 64
1262alive_img_h 64
1263alive_frames 1
1264alive_order 0 0 0 0
1265
1266[INFO]
1267class VIRTUAL
1268width 64
1269height 64
1270
1271#ALIVE:
1272alive_pixmap information.xpm
1273alive_dir 1
1274alive_images 1
1275alive_img_w 32
1276alive_img_h 32
1277alive_frames 1
1278alive_order 0 0 0 0
1279
1280[EMAIL]
1281class VIRTUAL
1282width 64
1283height 64
1284
1285#ALIVE:
1286alive_pixmap email.xpm
1287alive_dir 1
1288alive_images 2
1289alive_img_w 32
1290alive_img_h 16
1291alive_frames 2
1292alive_framelen 800
1293alive_order 0 1 0 0
1294
1295[STEAM]
1296class VIRTUAL
1297width 64
1298height 64
1299
1300#ALIVE:
1301alive_pixmap steam.xpm
1302alive_dir 1
1303alive_images 4
1304alive_img_w 64
1305alive_img_h 100
1306alive_frames 4
1307alive_framelen 250
1308alive_order 0 1 2 3
1309
1310[SWITCH]
1311class VIRTUAL
1312width 64
1313height 64
1314
1315#ALIVE:
1316alive_pixmap switch_on.xpm
1317alive_dir 1
1318alive_images 1
1319alive_img_w 32
1320alive_img_h 32
1321alive_frames 1
1322alive_order 0 0 0 0
1323
1324dead_pixmap switch_off.xpm
1325dead_dir 1
1326dead_images 1
1327dead_img_w 32
1328dead_img_h 32
1329dead_frames 1
1330dead_order 0 0 0 0
1331
1332
1333#Horizontal door.
1334[DOOR_H]
1335class VIRTUAL
1336width 64
1337height 64
1338
1339#DEAD (ie CLOSED)
1340dead_pixmap dodgy_door.xpm
1341dead_dir 1
1342dead_images 1
1343dead_img_w 64
1344dead_img_h 64
1345dead_frames 1
1346dead_order 0 0 0 0
1347
1348#DYING:
1349dying_pixmap dodgy_door.xpm
1350dying_dir 1
1351dying_images 3
1352dying_img_w 64
1353dying_img_h 64
1354dying_frames 2
1355dying_framelen 150
1356dying_order 2 1 0 0
1357
1358
1359# ADDED 7 JAN 03
1360#
1361
1362[CHAINSAW]
1363class ITEM
1364width 40
1365height 40
1366item_action GIVEWEAPON
1367item_weapon CHAINSAW
1368item_respawn_time 0
1369alive_pixmap chainsaw.xpm
1370alive_img_w 64
1371alive_img_h 50
1372
1373
1374[GATES]
1375class BADDIE
1376health 200
1377width 40
1378height 60
1379speed 160
1380accel 200
1381weapon BORG_GUN
1382draw_weapon 1
1383bleeder 1
1384sight 500
1385
1386#ALIVE
1387alive_pixmap gates.xpm
1388alive_dir 16
1389alive_images 5
1390alive_img_w 64
1391alive_img_h 64
1392alive_frames 4
1393alive_order 1 2 3 4
1394alive_framelen 200
1395
1396#DYING:
1397dying_pixmap gates_die.xpm
1398dying_stationary_ani 1
1399dying_dir 1
1400dying_images 4
1401dying_img_w 64
1402dying_img_h 64
1403dying_frames 3
1404dying_order 0 1 2 3
1405dying_framelen 300
1406
1407
1408[CARROT]
1409class ITEM
1410width 40
1411height 40
1412item_action POWERUP
1413item_powerup FIXED_WEAPON
1414item_value 30
1415item_respawn_time 120
1416item_pickup_str You got the carrot
1417
1418#ALIVE:
1419alive_pixmap carrot.xpm
1420alive_dir 1
1421alive_img_w 48
1422alive_img_h 48
1423