Thing {
  ID = "BAT";
  Name = "Bat";
  DoomEd number = 4000;
  Spawn state = "BAT_STND1";
  See state = "BAT_RUN1";
  Pain state = "BAT_PAIN1";
  Melee state = "NULL";
  Missile state = "BAT_ATK1";
  Death state = "BAT_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "batsit";
  Attack sound = "batsit";
  Pain sound = "none";
  Death sound = "batdth";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 256;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 500;
  Flags = "mf_solid mf_shootable mf_noblood mf_countkill";
}

State {
  ID = "BAT_STND1";
  Sprite = "BATT";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "BAT_STND2";
}

State {
  ID = "BAT_STND2";
  Sprite = "BATT";
  Frame = 1;
  Tics = 10;
  Action = "A_Look";
  Next state = "BAT_STND3";
}

State {
  ID = "BAT_STND3";
  Sprite = "BATT";
  Frame = 2;
  Tics = 10;
  Action = "A_Look";
  Next state = "BAT_STND4";
}

State {
  ID = "BAT_STND4";
  Sprite = "BATT";
  Frame = 3;
  Tics = 10;
  Action = "A_Look";
  Next state = "BAT_STND1";
}

State {
  ID = "BAT_RUN1";
  Sprite = "BATT";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BAT_RUN2";
}

State {
  ID = "BAT_RUN2";
  Sprite = "BATT";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BAT_RUN3";
}

State {
  ID = "BAT_RUN3";
  Sprite = "BATT";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BAT_RUN4";
}

State {
  ID = "BAT_RUN4";
  Sprite = "BATT";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BAT_RUN5";
}

State {
  ID = "BAT_RUN5";
  Sprite = "BATT";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BAT_RUN6";
}

State {
  ID = "BAT_RUN6";
  Sprite = "BATT";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BAT_RUN7";
}

State {
  ID = "BAT_RUN7";
  Sprite = "BATT";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BAT_RUN8";
}

State {
  ID = "BAT_RUN8";
  Sprite = "BATT";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BAT_RUN1";
}

State {
  ID = "BAT_ATK1";
  Sprite = "BATT";
  Frame = 7;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "BAT_ATK2";
}

State {
  ID = "BAT_ATK2";
  Sprite = "BATT";
  Frame = 7;
  Tics = 2;
  Action = "A_SkullAttack";
  Next state = "BAT_ATK3";
}

State {
  ID = "BAT_ATK3";
  Sprite = "BATT";
  Frame = 4;
  Tics = 2;
  Next state = "BAT_ATK4";
}

State {
  ID = "BAT_ATK4";
  Sprite = "BATT";
  Frame = 5;
  Tics = 2;
  Next state = "BAT_ATK5";
}

State {
  ID = "BAT_ATK5";
  Sprite = "BATT";
  Frame = 6;
  Tics = 2;
  Next state = "BAT_ATK6";
}

State {
  ID = "BAT_ATK6";
  Sprite = "BATT";
  Frame = 7;
  Tics = 2;
  Next state = "BAT_ATK3";
}

State {
  ID = "BAT_PAIN1";
  Sprite = "BATT";
  Frame = 0;
  Tics = 3;
  Next state = "BAT_PAIN2";
}

State {
  ID = "BAT_PAIN2";
  Sprite = "BATT";
  Frame = 0;
  Tics = 3;
  Action = "A_Pain";
  Next state = "BAT_RUN1";
}

State {
  ID = "BAT_DIE1";
  Sprite = "BATT";
  Frame = 7;
  Tics = 6;
  Next state = "BAT_DIE2";
}

State {
  ID = "BAT_DIE2";
  Sprite = "BATT";
  Frame = 8;
  Tics = 6;
  Action = "A_Scream";
  Next state = "BAT_DIE3";
}

State {
  ID = "BAT_DIE3";
  Sprite = "BATT";
  Frame = 9;
  Tics = 6;
  Action = "A_Fall";
Next state = "BAT_DIE4";
}

State {
  ID = "BAT_DIE4";
  Sprite = "BATT";
  Frame = 10;
  Tics = 6;
  Next state = "NULL";
}

Thing {
  ID = "CANNON";
  Name = "Cannon";
  DoomEd number = 4001;
  Spawn state = "CANNON_STND1";
  See state = "CANNON_RUN1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "CANNON_ATK1";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "None";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 256;
  Spawn health = 500;
  Speed = 0;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_float mf_nogravity mf_noblood";
}

State {
  ID = "CANNON_STND1";
  Sprite = "TURR";
  Frame = 0;
  Tics = 15;
  Action = "A_Look";
  Next state = "CANNON_STND2";
}

State {
  ID = "CANNON_STND2";
  Sprite = "TURR";
  Frame = 1;
  Tics = 15;
  Action = "A_Look";
  Next state = "CANNON_STND3";
}

State {
  ID = "CANNON_STND3";
  Sprite = "TURR";
  Frame = 0;
  Tics = 15;
  Action = "A_Look";
  Next state = "CANNON_STND4";
}

State {
  ID = "CANNON_STND4";
  Sprite = "TURR";
  Frame = 2;
  Tics = 15;
  Action = "A_Look";
  Next state = "CANNON_STND1";
}

State {
  ID = "CANNON_RUN1";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN2";
}

State {
  ID = "CANNON_RUN2";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN3";
}

State {
  ID = "CANNON_RUN3";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN4";
}

State {
  ID = "CANNON_RUN4";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN5";
}

State {
  ID = "CANNON_RUN5";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN6";
}

State {
  ID = "CANNON_RUN6";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN7";
}

State {
  ID = "CANNON_RUN7";
  Sprite = "TURR";
  Frame = 1;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN8";
}

State {
  ID = "CANNON_RUN8";
  Sprite = "TURR";
  Frame = 1;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN9";
}

State {
  ID = "CANNON_RUN9";
  Sprite = "TURR";
  Frame = 1;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN10";
}

State {
  ID = "CANNON_RUN10";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN11";
}

State {
  ID = "CANNON_RUN11";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN12";
}

State {
  ID = "CANNON_RUN12";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN13";
}

State {
  ID = "CANNON_RUN13";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN14";
}

State {
  ID = "CANNON_RUN14";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN15";
}

State {
  ID = "CANNON_RUN15";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN16";
}

State {
  ID = "CANNON_RUN16";
  Sprite = "TURR";
  Frame = 0;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN17";
}

State {
  ID = "CANNON_RUN17";
  Sprite = "TURR";
  Frame = 2;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN18";
}

State {
  ID = "CANNON_RUN18";
  Sprite = "TURR";
  Frame = 2;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN19";
}

State {
  ID = "CANNON_RUN19";
  Sprite = "TURR";
  Frame = 2;
  Tics = 10;
  Action = "A_Chase";
  Next state = "CANNON_RUN1";
}

State {
  ID = "CANNON_ATK1";
  Sprite = "TURR";
  Frame = 0;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "CANNON_ATK2";
}

State {
  ID = "CANNON_ATK2";
  Sprite = "TURR";
  Frame = 32771;
  Tics = 4;
  Action = "A_CPosAttack";
  Next state = "CANNON_ATK3";
}

State {
  ID = "CANNON_ATK3";
  Sprite = "TURR";
  Frame = 0;
  Tics = 2;
  Next state = "CANNON_ATK4";
}

State {
  ID = "CANNON_ATK4";
  Sprite = "TURR";
  Frame = 32772;
  Tics = 3;
  Action = "A_CPosAttack";
  Next state = "CANNON_ATK5";
}

State {
  ID = "CANNON_ATK5";
  Sprite = "TURR";
  Frame = 32772;
  Tics = 1;
  Action = "A_CPosRefire";
  Next state = "CANNON_ATK1";
}

Thing {
  ID = "DRHAMERSTEIN";
  Name = "Dr Hamerstein";
  DoomEd number = 4002;
  Spawn state = "HAMERSTEIN_STND";
  See state = "HAMERSTEIN_RUN1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "HAMERSTEIN_ATK1";
  Death state = "HAMERSTEIN_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "None";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

State {
  ID = "HAMERSTEIN_STND";
  Sprite = "DHAM";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "HAMERSTEIN_STND";
}

State {
  ID = "HAMERSTEIN_RUN1";
  Sprite = "DHAM";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "HAMERSTEIN_RUN2";
}

State {
  ID = "HAMERSTEIN_RUN2";
  Sprite = "DHAM";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "HAMERSTEIN_RUN3";
}

State {
  ID = "HAMERSTEIN_RUN3";
  Sprite = "DHAM";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "HAMERSTEIN_RUN4";
}

State {
  ID = "HAMERSTEIN_RUN4";
  Sprite = "DHAM";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "HAMERSTEIN_RUN5";
}

State {
  ID = "HAMERSTEIN_RUN5";
  Sprite = "DHAM";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "HAMERSTEIN_RUN6";
}

State {
  ID = "HAMERSTEIN_RUN6";
  Sprite = "DHAM";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "HAMERSTEIN_RUN7";
}

State {
  ID = "HAMERSTEIN_RUN7";
  Sprite = "DHAM";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "HAMERSTEIN_RUN8";
}

State {
  ID = "HAMERSTEIN_RUN8";
  Sprite = "DHAM";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "HAMERSTEIN_RUN1";
}

State {
  ID = "HAMERSTEIN_ATK1";
  Sprite = "DHAM";
  Frame = 4;
  Tics = 4;
  Action = "A_FaceTarget";
  Next state = "HAMERSTEIN_ATK2";
}

State {
  ID = "HAMERSTEIN_ATK2";
  Sprite = "DHAM";
  Frame = 5;
  Tics = 4;
  Next state = "HAMERSTEIN_ATK3";
}

State {
  ID = "HAMERSTEIN_ATK3";
  Sprite = "DHAM";
  Frame = 6;
  Tics = 5;
  Next state = "HAMERSTEIN_ATK4";
}

State {
  ID = "HAMERSTEIN_ATK3";
  Sprite = "DHAM";
  Frame = 32775;
  Tics = 6;
  Action = "A_SPosAttack";
  Next state = "HAMERSTEIN_RUN1";
}

State {
  ID = "HAMERSTEIN_ATK4";
  Sprite = "DHAM";
  Frame = 6;
  Tics = 5;
  Next state = "HAMERSTEIN_RUN1";
}

State {
  ID = "HAMERSTEIN_DIE1";
  Sprite = "DHAM";
  Frame = 8;
  Tics = 8;
  Next state = "HAMERSTEIN_DIE2";
}

State {
  ID = "HAMERSTEIN_DIE2";
  Sprite = "DHAM";
  Frame = 9;
  Tics = 8;
  Action = "A_Scream";
  Next state = "HAMERSTEIN_DIE3";
}

State {
  ID = "HAMERSTEIN_DIE3";
  Sprite = "DHAM";
  Frame = 10;
  Tics = 6;
  Action = "A_Fall";
  Next state = "HAMERSTEIN_DIE4";
}

State {
  ID = "HAMERSTEIN_DIE4";
  Sprite = "DHAM";
  Frame = 11;
  Tics = 6;
  Next state = "HAMERSTEIN_DIE5";
}

State {
  ID = "HAMERSTEIN_DIE5";
  Sprite = "DHAM";
  Frame = 12;
  Tics = 6;
  Next state = "HAMERSTEIN_DIE6";
}

State {
  ID = "HAMERSTEIN_DIE6";
  Sprite = "DHAM";
  Frame = 13;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "DRACULA";
  Name = "Dracula";
  DoomEd number = 4003;
  Spawn state = "DRACULA_STND";
  See state = "DRACULA_RUN1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "DRACULA_ATK1";
  Death state = "DRACULA_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "None";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

State {
  ID = "DRACULA_STND";
  Sprite = "DRAC";
  Frame = 4;
  Tics = 10;
  Action = "A_Look";
  Next state = "DRACULA_STND";
}

State {
  ID = "DRACULA_RUN1";
  Sprite = "DRAC";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "DRACULA_RUN2";
}

State {
  ID = "DRACULA_RUN2";
  Sprite = "DRAC";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "DRACULA_RUN3";
}

State {
  ID = "DRACULA_RUN3";
  Sprite = "DRAC";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "DRACULA_RUN4";
}

State {
  ID = "DRACULA_RUN4";
  Sprite = "DRAC";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "DRACULA_RUN5";
}

State {
  ID = "DRACULA_RUN5";
  Sprite = "DRAC";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "DRACULA_RUN6";
}

State {
  ID = "DRACULA_RUN6";
  Sprite = "DRAC";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "DRACULA_RUN7";
}

State {
  ID = "DRACULA_RUN7";
  Sprite = "DRAC";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "DRACULA_RUN8";
}

State {
  ID = "DRACULA_RUN8";
  Sprite = "DRAC";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "DRACULA_RUN1";
}

State {
  ID = "DRACULA_ATK1";
  Sprite = "DRAC";
  Frame = 4;
  Tics = 20;
  Action = "A_FaceTarget";
  Next state = "DRACULA_ATK2";
}

State {
  ID = "DRACULA_ATK2";
  Sprite = "DRAC";
  Frame = 5;
  Tics = 6;
  Next state = "DRACULA_ATK3";
}

State {
  ID = "DRACULA_ATK3";
  Sprite = "DRAC";
  Frame = 6;
  Tics = 6;
  Action = "A_CPosRefire";
  Next state = "DRACULA_ATK2";
}

State {
  ID = "DRACULA_DIE1";
  Sprite = "DRAC";
  Frame = 7;
  Tics = 8;
  Next state = "DRACULA_DIE2";
}

State {
  ID = "DRACULA_DIE2";
  Sprite = "DRAC";
  Frame = 8;
  Tics = 8;
  Action = "A_Scream";
  Next state = "NULL";
}

Thing {
  ID = "EVILRABBIT";
  Name = "Evil Rabbit";
  DoomEd number = 4004;
  Spawn state = "EVILRABBIT_STND";
  See state = "EVILRABBIT_RUN1";
  Pain state = "NULL";
  Melee state = "EVILRABBIT_ATK1";
  Missile state = "EVILRABBIT_FAST1";
  Death state = "EVILRABBIT_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "None";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

State {
  ID = "EVILRABBIT_STND";
  Sprite = "RABI";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "EVILRABBIT_STND";
}

State {
  ID = "EVILRABBIT_RUN1";
  Sprite = "RABI";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILRABBIT_RUN2";
}

State {
  ID = "EVILRABBIT_RUN2";
  Sprite = "RABI";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILRABBIT_RUN3";
}

State {
  ID = "EVILRABBIT_RUN3";
  Sprite = "RABI";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILRABBIT_RUN4";
}

State {
  ID = "EVILRABBIT_RUN4";
  Sprite = "RABI";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILRABBIT_RUN5";
}

State {
  ID = "EVILRABBIT_RUN5";
  Sprite = "RABI";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILRABBIT_RUN6";
}

State {
  ID = "EVILRABBIT_RUN6";
  Sprite = "RABI";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILRABBIT_RUN7";
}

State {
  ID = "EVILRABBIT_RUN7";
  Sprite = "RABI";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILRABBIT_RUN8";
}

State {
  ID = "EVILRABBIT_RUN8";
  Sprite = "RABI";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILRABBIT_RUN1";
}

State {
  ID = "EVILRABBIT_FAST1";
  Sprite = "RABI";
  Frame = 0;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "EVILRABBIT_FAST2";
}

State {
  ID = "EVILRABBIT_FAST2";
  Sprite = "RABI";
  Frame = 4;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST3";
}

State {
  ID = "EVILRABBIT_FAST3";
  Sprite = "RABI";
  Frame = 4;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST4";
}

State {
  ID = "EVILRABBIT_FAST4";
  Sprite = "RABI";
  Frame = 5;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST5";
}

State {
  ID = "EVILRABBIT_FAST5";
  Sprite = "RABI";
  Frame = 5;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST6";
}

State {
  ID = "EVILRABBIT_FAST6";
  Sprite = "RABI";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST7";
}

State {
  ID = "EVILRABBIT_FAST7";
  Sprite = "RABI";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST8";
}

State {
  ID = "EVILRABBIT_FAST8";
  Sprite = "RABI";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST9";
}

State {
  ID = "EVILRABBIT_FAST9";
  Sprite = "RABI";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST10";
}

State {
  ID = "EVILRABBIT_FAST10";
  Sprite = "RABI";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST11";
}

State {
  ID = "EVILRABBIT_FAST11";
  Sprite = "RABI";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST12";
}

State {
  ID = "EVILRABBIT_FAST12";
  Sprite = "RABI";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST13";
}

State {
  ID = "EVILRABBIT_FAST13";
  Sprite = "RABI";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST14";
}

State {
  ID = "EVILRABBIT_FAST14";
  Sprite = "RABI";
  Frame = 4;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST15";
}

State {
  ID = "EVILRABBIT_FAST15";
  Sprite = "RABI";
  Frame = 4;
  Tics = 2;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST16";
}

State {
  ID = "EVILRABBIT_FAST16";
  Sprite = "RABI";
  Frame = 5;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILRABBIT_FAST17";
}

State {
  ID = "EVILRABBIT_FAST17";
  Sprite = "RABI";
  Frame = 5;
  Tics = 4;
  Action = "A_Chase";
  Next state = "EVILRABBIT_RUN1";
}

State {
  ID = "EVILRABBIT_ATK1";
  Sprite = "RABI";
  Frame = 4;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "EVILRABBIT_ATK2";
}

State {
  ID = "EVILRABBIT_ATK2";
  Sprite = "RABI";
  Frame = 5;
  Tics = 2;
  Next state = "EVILRABBIT_ATK3";
}

State {
  ID = "EVILRABBIT_ATK3";
  Sprite = "RABI";
  Frame = 6;
  Tics = 2;
  Next state = "EVILRABBIT_ATK4";
}

State {
  ID = "EVILRABBIT_ATK4";
  Sprite = "RABI";
  Frame = 7;
  Tics = 2;
  Next state = "EVILRABBIT_RUN1";
}

State {
  ID = "EVILRABBIT_DIE1";
  Sprite = "RABI";
  Frame = 8;
  Tics = 8;
  Action = "A_Scream";
  Next state = "EVILRABBIT_DIE2";
}

State {
  ID = "EVILRABBIT_DIE2";
  Sprite = "RABI";
  Frame = 9;
  Tics = 8;
  Action = "A_Fall";
  Next state = "EVILRABBIT_DIE3";
}

State {
  ID = "EVILRABBIT_DIE3";
  Sprite = "RABI";
  Frame = 10;
  Tics = 6;
  Next state = "NULL";
}

Thing {
  ID = "GARGOYLE";
  Name = "Gargoyle";
  DoomEd number = 4005;
  Spawn state = "GARGOYLE_STND";
  See state = "GARGOYLE_RUN1";
  Pain state = "GARGOYLE_PAIN1";
  Melee state = "GARGOYLE_ATK1";
  Missile state = "GARGOYLE_FAST1";
  Death state = "GARGOYLE_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "None";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 256;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_noblood mf_countkill";
}

State {
  ID = "GARGOYLE_STND";
  Sprite = "GARG";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "GARGOYLE_STND";
}

State {
  ID = "GARGOYLE_RUN1";
  Sprite = "GARG";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GARGOYLE_RUN2";
}

State {
  ID = "GARGOYLE_RUN2";
  Sprite = "GARG";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GARGOYLE_RUN3";
}

State {
  ID = "GARGOYLE_RUN3";
  Sprite = "GARG";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GARGOYLE_RUN4";
}

State {
  ID = "GARGOYLE_RUN4";
  Sprite = "GARG";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GARGOYLE_RUN5";
}

State {
  ID = "GARGOYLE_RUN5";
  Sprite = "GARG";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GARGOYLE_RUN6";
}

State {
  ID = "GARGOYLE_RUN6";
  Sprite = "GARG";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GARGOYLE_RUN7";
}

State {
  ID = "GARGOYLE_RUN7";
  Sprite = "GARG";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GARGOYLE_RUN8";
}

State {
  ID = "GARGOYLE_RUN8";
  Sprite = "GARG";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GARGOYLE_RUN1";
}

State {
  ID = "GARGOYLE_FAST1";
  Sprite = "GARG";
  Frame = 4;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "GARGOYLE_FAST2";
}

State {
  ID = "GARGOYLE_FAST2";
  Sprite = "GARG";
  Frame = 4;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST3";
}

State {
  ID = "GARGOYLE_FAST3";
  Sprite = "GARG";
  Frame = 4;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST4";
}

State {
  ID = "GARGOYLE_FAST4";
  Sprite = "GARG";
  Frame = 5;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST5";
}

State {
  ID = "GARGOYLE_FAST5";
  Sprite = "GARG";
  Frame = 5;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST6";
}

State {
  ID = "GARGOYLE_FAST6";
  Sprite = "GARG";
  Frame = 6;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST7";
}

State {
  ID = "GARGOYLE_FAST7";
  Sprite = "GARG";
  Frame = 6;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST8";
}

State {
  ID = "GARGOYLE_FAST8";
  Sprite = "GARG";
  Frame = 7;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST9";
}

State {
  ID = "GARGOYLE_FAST9";
  Sprite = "GARG";
  Frame = 7;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST10";
}

State {
  ID = "GARGOYLE_FAST10";
  Sprite = "GARG";
  Frame = 4;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST11";
}

State {
  ID = "GARGOYLE_FAST11";
  Sprite = "GARG";
  Frame = 4;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST12";
}

State {
  ID = "GARGOYLE_FAST12";
  Sprite = "GARG";
  Frame = 5;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST13";
}

State {
  ID = "GARGOYLE_FAST13";
  Sprite = "GARG";
  Frame = 5;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST14";
}

State {
  ID = "GARGOYLE_FAST14";
  Sprite = "GARG";
  Frame = 6;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST15";
}

State {
  ID = "GARGOYLE_FAST15";
  Sprite = "GARG";
  Frame = 6;
  Tics = 2;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST16";
}

State {
  ID = "GARGOYLE_FAST16";
  Sprite = "GARG";
  Frame = 7;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GARGOYLE_FAST17";
}

State {
  ID = "GARGOYLE_FAST17";
  Sprite = "GARG";
  Frame = 7;
  Tics = 4;
  Action = "A_Chase";
  Next state = "GARGOYLE_RUN1";
}

State {
  ID = "GARGOYLE_ATK1";
  Sprite = "GARG";
  Frame = 8;
  Tics = 4;
  Action = "A_FaceTarget";
  Next state = "GARGOYLE_ATK2";
}

State {
  ID = "GARGOYLE_ATK2";
  Sprite = "GARG";
  Frame = 9;
  Tics = 4;
  Next state = "GARGOYLE_ATK3";
}

State {
  ID = "GARGOYLE_ATK3";
  Sprite = "GARG";
  Frame = 10;
  Tics = 4;
  Next state = "GARGOYLE_ATK4";
}

State {
  ID = "GARGOYLE_ATK4";
  Sprite = "GARG";
  Frame = 11;
  Tics = 4;
  Next state = "GARGOYLE_ATK5";
}

State {
  ID = "GARGOYLE_ATK5";
  Sprite = "GARG";
  Frame = 12;
  Tics = 4;
  Next state = "GARGOYLE_RUN1";
}

State {
  ID = "GARGOYLE_PAIN1";
  Sprite = "GARG";
  Frame = 13;
  Tics = 2;
  Next state = "GARGOYLE_PAIN2";
}

State {
  ID = "GARGOYLE_PAIN2";
  Sprite = "GARG";
  Frame = 14;
  Tics = 2;
  Next state = "GARGOYLE_PAIN3";
}

State {
  ID = "GARGOYLE_PAIN3";
  Sprite = "GARG";
  Frame = 15;
  Tics = 2;
  Next state = "GARGOYLE_PAIN4";
}

State {
  ID = "GARGOYLE_PAIN4";
  Sprite = "GARG";
  Frame = 14;
  Tics = 2;
  Next state = "GARGOYLE_PAIN5";
}

State {
  ID = "GARGOYLE_PAIN5";
  Sprite = "GARG";
  Frame = 13;
  Tics = 2;
  Next state = "GARGOYLE_RUN1";
}

State {
  ID = "GARGOYLE_DIE1";
  Sprite = "GARG";
  Frame = 13;
  Tics = 8;
  Action = "A_Scream";
  Next state = "GARGOYLE_DIE2";
}

State {
  ID = "GARGOYLE_DIE2";
  Sprite = "GARG";
  Frame = 14;
  Tics = 8;
  Action = "A_Fall";
  Next state = "GARGOYLE_DIE3";
}

State {
  ID = "GARGOYLE_DIE3";
  Sprite = "GARG";
  Frame = 15;
  Tics = 8;
  Next state = "NULL";
}

Thing {
  ID = "GUARDBLUECOAT";
  Name = "Guard Blue Coat";
  DoomEd number = 4006;
  Spawn state = "GUARDBLUECOAT_STND";
  See state = "GUARDBLUECOAT_RUN1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "GUARDBLUECOAT_ATK1";
  Death state = "GUARDBLUECOAT_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "guardsit";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

State {
  ID = "GUARDBLUECOAT_STND";
  Sprite = "GRD1";
  Frame = 13;
  Tics = 10;
  Action = "A_Look";
  Next state = "GUARDBLUECOAT_STND";
}

State {
  ID = "GUARDBLUECOAT_RUN1";
  Sprite = "GRD1";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN2";
}

State {
  ID = "GUARDBLUECOAT_RUN2";
  Sprite = "GRD1";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN3";
}

State {
  ID = "GUARDBLUECOAT_RUN3";
  Sprite = "GRD1";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN4";
}

State {
  ID = "GUARDBLUECOAT_RUN4";
  Sprite = "GRD1";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN5";
}

State {
  ID = "GUARDBLUECOAT_RUN5";
  Sprite = "GRD1";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN6";
}

State {
  ID = "GUARDBLUECOAT_RUN6";
  Sprite = "GRD1";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN7";
}

State {
  ID = "GUARDBLUECOAT_RUN7";
  Sprite = "GRD1";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN8";
}

State {
  ID = "GUARDBLUECOAT_RUN8";
  Sprite = "GRD1";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN1";
}

State {
  ID = "GUARDBLUECOAT_ATK1";
  Sprite = "GRD1";
  Frame = 4;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "GUARDBLUECOAT_ATK2";
}

State {
  ID = "GUARDBLUECOAT_ATK2";
  Sprite = "GRD1";
  Frame = 5;
  Tics = 5;
  Next state = "GUARDBLUECOAT_ATK3";
}

State {
  ID = "GUARDBLUECOAT_ATK3";
  Sprite = "GRD1";
  Frame = 32774;
  Tics = 5;
  Action = "A_SPosAttack";
  Next state = "GUARDBLUECOAT_ATK4";
}

State {
  ID = "GUARDBLUECOAT_ATK4";
  Sprite = "GRD1";
  Frame = 5;
  Tics = 5;
  Next state = "GUARDBLUECOAT_RUN1";
}

State {
  ID = "GUARDBLUECOAT_DIE1";
  Sprite = "GRD1";
  Frame = 7;
  Tics = 8;
  Next state = "GUARDBLUECOAT_DIE2";
}

State {
  ID = "GUARDBLUECOAT_DIE2";
  Sprite = "GRD1";
  Frame = 8;
  Tics = 8;
  Action = "A_Scream";
  Next state = "GUARDBLUECOAT_DIE3";
}

State {
  ID = "GUARDBLUECOAT_DIE3";
  Sprite = "GRD1";
  Frame = 9;
  Tics = 6;
  Next state = "GUARDBLUECOAT_DIE4";
}

State {
  ID = "GUARDBLUECOAT_DIE4";
  Sprite = "GRD1";
  Frame = 10;
  Tics = 6;
  Action = "A_Fall";
  Next state = "GUARDBLUECOAT_DIE5";
}

State {
  ID = "GUARDBLUECOAT_DIE5";
  Sprite = "GRD1";
  Frame = 11;
  Tics = 6;
  Next state = "GUARDBLUECOAT_DIE6";
}

State {
  ID = "GUARDBLUECOAT_DIE6";
  Sprite = "GRD1";
  Frame = 12;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "GUARDGREENCOAT";
  Name = "Guard GREEN Coat";
  DoomEd number = 4007;
  Spawn state = "GUARDGREENCOAT_STND";
  See state = "GUARDGREENCOAT_RUN1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "GUARDGREENCOAT_ATK1";
  Death state = "GUARDGREENCOAT_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "guardsit";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

State {
  ID = "GUARDGREENCOAT_STND";
  Sprite = "GRD2";
  Frame = 13;
  Tics = 10;
  Action = "A_Look";
  Next state = "GUARDGREENCOAT_STND";
}

State {
  ID = "GUARDGREENCOAT_RUN1";
  Sprite = "GRD2";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDGREENCOAT_RUN2";
}

State {
  ID = "GUARDGREENCOAT_RUN2";
  Sprite = "GRD2";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDGREENCOAT_RUN3";
}

State {
  ID = "GUARDGREENCOAT_RUN3";
  Sprite = "GRD2";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDGREENCOAT_RUN4";
}

State {
  ID = "GUARDGREENCOAT_RUN4";
  Sprite = "GRD2";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDGREENCOAT_RUN5";
}

State {
  ID = "GUARDGREENCOAT_RUN5";
  Sprite = "GRD2";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDGREENCOAT_RUN6";
}

State {
  ID = "GUARDGREENCOAT_RUN6";
  Sprite = "GRD2";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDGREENCOAT_RUN7";
}

State {
  ID = "GUARDGREENCOAT_RUN7";
  Sprite = "GRD2";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDGREENCOAT_RUN8";
}

State {
  ID = "GUARDGREENCOAT_RUN8";
  Sprite = "GRD2";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDGREENCOAT_RUN1";
}

State {
  ID = "GUARDGREENCOAT_ATK1";
  Sprite = "GRD2";
  Frame = 4;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "GUARDGREENCOAT_ATK2";
}

State {
  ID = "GUARDGREENCOAT_ATK2";
  Sprite = "GRD2";
  Frame = 5;
  Tics = 5;
  Next state = "GUARDGREENCOAT_ATK3";
}

State {
  ID = "GUARDGREENCOAT_ATK3";
  Sprite = "GRD2";
  Frame = 32774;
  Tics = 5;
  Action = "A_SPosAttack";
  Next state = "GUARDGREENCOAT_ATK4";
}

State {
  ID = "GUARDGREENCOAT_ATK4";
  Sprite = "GRD2";
  Frame = 5;
  Tics = 5;
  Next state = "GUARDGREENCOAT_RUN1";
}

State {
  ID = "GUARDGREENCOAT_DIE1";
  Sprite = "GRD2";
  Frame = 7;
  Tics = 8;
  Next state = "GUARDGREENCOAT_DIE2";
}

State {
  ID = "GUARDGREENCOAT_DIE2";
  Sprite = "GRD2";
  Frame = 8;
  Tics = 8;
  Action = "A_Scream";
  Next state = "GUARDGREENCOAT_DIE3";
}

State {
  ID = "GUARDGREENCOAT_DIE3";
  Sprite = "GRD2";
  Frame = 9;
  Tics = 6;
  Next state = "GUARDGREENCOAT_DIE4";
}

State {
  ID = "GUARDGREENCOAT_DIE4";
  Sprite = "GRD2";
  Frame = 10;
  Tics = 6;
  Action = "A_Fall";
  Next state = "GUARDGREENCOAT_DIE5";
}

State {
  ID = "GUARDGREENCOAT_DIE5";
  Sprite = "GRD2";
  Frame = 11;
  Tics = 6;
  Next state = "GUARDGREENCOAT_DIE6";
}

State {
  ID = "GUARDGREENCOAT_DIE6";
  Sprite = "GRD2";
  Frame = 12;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "MRSH";
  Name = "Mrs H.";
  DoomEd number = 4008;
  Spawn state = "MRSH_STND";
  See state = "MRSH_RUN1";
  Pain state = "MRSH_PAIN1";
  Melee state = "MRSH_MATK1";
  Missile state = "MRSH_ATK1";
  Death state = "MRSH_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Pain chance = 200;
  Spawn health = 226;
  Speed = 8;
  Radius = 20;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_noblood mf_countkill";
}

State {
  ID = "MRSH_STND";
  Sprite = "MRSH";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "MRSH_STND";
}

State {
  ID = "MRSH_RUN1";
  Sprite = "MRSH";
  Frame = 0;
  Tics = 4;
  Action = "A_Chase";
  Next state = "MRSH_RUN2";
}

State {
  ID = "MRSH_RUN2";
  Sprite = "MRSH";
  Frame = 0;
  Tics = 4;
  Action = "A_Chase";
  Next state = "MRSH_RUN3";
}

State {
  ID = "MRSH_RUN3";
  Sprite = "MRSH";
  Frame = 1;
  Tics = 4;
  Action = "A_Chase";
  Next state = "MRSH_RUN4";
}

State {
  ID = "MRSH_RUN4";
  Sprite = "MRSH";
  Frame = 1;
  Tics = 4;
  Action = "A_Chase";
  Next state = "MRSH_RUN5";
}

State {
  ID = "MRSH_RUN5";
  Sprite = "MRSH";
  Frame = 2;
  Tics = 4;
  Action = "A_Chase";
  Next state = "MRSH_RUN6";
}

State {
  ID = "MRSH_RUN6";
  Sprite = "MRSH";
  Frame = 2;
  Tics = 4;
  Action = "A_Chase";
  Next state = "MRSH_RUN7";
}

State {
  ID = "MRSH_RUN7";
  Sprite = "MRSH";
  Frame = 3;
  Tics = 4;
  Action = "A_Chase";
  Next state = "MRSH_RUN8";
}

State {
  ID = "MRSH_RUN8";
  Sprite = "MRSH";
  Frame = 3;
  Tics = 4;
  Action = "A_Chase";
  Next state = "MRSH_RUN1";
}


State {
  ID = "MRSH_ATK1";
  Sprite = "MRSH";
  Frame = 4;
  Tics = 4;
  Action = "A_FaceTarget";
  Next state = "MRSH_ATK2";
}
State {
  ID = "MRSH_ATK2";
  Sprite = "MRSH";
  Frame = 32773;
  Tics = 3;
  Next state = "MRSH_ATK3";
}

State {
  ID = "MRSH_ATK3";
  Sprite = "MRSH";
  Frame = 32774;
  Tics = 3;
  Action = "A_BspiAttack";
  Next state = "MRSH_ATK4";
}

State {
  ID = "MRSH_ATK4";
  Sprite = "MRSH";
  Frame = 32775;
  Tics = 3;
  Action = "A_FaceTarget";
  Next state = "MRSH_ATK5";
}

State {
  ID = "MRSH_ATK5";
  Sprite = "MRSH";
  Frame = 32776;
  Tics = 3;
  Action = "A_FaceTarget";
  Next state = "MRSH_RUN1";
}

State {
  ID = "MRSH_MATK1";
  Sprite = "MRSH";
  Frame = 32773;
  Tics = 3;
  Action = "A_FaceTarget";
  Next state = "MRSH_MATK2";
}

State {
  ID = "MRSH_MATK2";
  Sprite = "MRSH";
  Frame = 32774;
  Tics = 3;
  Action = "A_FaceTarget";
  Next state = "MRSH_MATK3";
}

State {
  ID = "MRSH_MATK3";
  Sprite = "MRSH";
  Frame = 32775;
  Tics = 3;
  Action = "A_VileAttack";
  Next state = "MRSH_MATK4";
}

State {
  ID = "MRSH_MATK4";
  Sprite = "MRSH";
  Frame = 32776;
  Tics = 3;
  Action = "A_FaceTarget";
  Next state = "MRSH_RUN1";
}

State {
  ID = "MRSH_PAIN1";
  Sprite = "MRSH";
  Frame = 9;
  Tics = 10;
  Next state = "MRSH_PAIN2";
}

State {
  ID = "MRSH_PAIN2";
  Sprite = "MRSH";
  Frame = 9;
  Tics = 10;
  Action = "A_Pain";
  Next state = "MRSH_RUN1";
}

State {
  ID = "MRSH_DIE1";
  Sprite = "MRSH";
  Frame = 9;
  Tics = 8;
  Action = "A_Scream";
  Next state = "MRSH_DIE2";
}

State {
  ID = "MRSH_DIE2";
  Sprite = "MRSH";
  Frame = 10;
  Tics = 8;
  Action = "A_Fall";
  Next state = "MRSH_DIE3";
}

State {
  ID = "MRSH_DIE3";
  Sprite = "MRSH";
  Frame = 11;
  Tics = 8;
  Next state = "MRSH_DIE4";
}

State {
  ID = "MRSH_DIE4";
  Sprite = "MRSH";
  Frame = 12;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "MUMMY";
  Name = "Mummy";
  DoomEd number = 4009;
  Spawn state = "MUMMY_STND";
  See state = "MUMMY_RUN1";
  Pain state = "NULL";
  Melee state = "MUMMY_MATK1";
  Missile state = "MUMMY_FAST1";
  Death state = "MUMMY_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "mummysit";
  Attack sound = "mummyatk";
  Pain sound = "None";
  Death sound = "mummydth";
  Active sound = "mummysit";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 226;
  Speed = 8;
  Radius = 20;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill mf_noblood";
}

State {
  ID = "MUMMY_STND";
  Sprite = "MUMM";
  Frame = 13;
  Tics = 10;
  Action = "A_Look";
  Next state = "MUMMY_STND";
}

State {
  ID = "MUMMY_RUN1";
  Sprite = "MUMM";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "MUMMY_RUN2";
}

State {
  ID = "MUMMY_RUN2";
  Sprite = "MUMM";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "MUMMY_RUN3";
}

State {
  ID = "MUMMY_RUN3";
  Sprite = "MUMM";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "MUMMY_RUN4";
}

State {
  ID = "MUMMY_RUN4";
  Sprite = "MUMM";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "MUMMY_RUN5";
}

State {
  ID = "MUMMY_RUN5";
  Sprite = "MUMM";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "MUMMY_RUN6";
}

State {
  ID = "MUMMY_RUN6";
  Sprite = "MUMM";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "MUMMY_RUN7";
}

State {
  ID = "MUMMY_RUN7";
  Sprite = "MUMM";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "MUMMY_RUN8";
}

State {
  ID = "MUMMY_RUN8";
  Sprite = "MUMM";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "MUMMY_RUN1";
}

State {
  ID = "MUMMY_FAST1";
  Sprite = "MUMM";
  Frame = 0;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "MUMMY_FAST2";
}

State {
  ID = "MUMMY_FAST2";
  Sprite = "MUMM";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST3";
}

State {
  ID = "MUMMY_FAST3";
  Sprite = "MUMM";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST4";
}

State {
  ID = "MUMMY_FAST4";
  Sprite = "MUMM";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST5";
}

State {
  ID = "MUMMY_FAST5";
  Sprite = "MUMM";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST6";
}

State {
  ID = "MUMMY_FAST6";
  Sprite = "MUMM";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST7";
}

State {
  ID = "MUMMY_FAST7";
  Sprite = "MUMM";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST8";
}

State {
  ID = "MUMMY_FAST8";
  Sprite = "MUMM";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST9";
}

State {
  ID = "MUMMY_FAST9";
  Sprite = "MUMM";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST10";
}

State {
  ID = "MUMMY_FAST10";
  Sprite = "MUMM";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST11";
}

State {
  ID = "MUMMY_FAST11";
  Sprite = "MUMM";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST12";
}

State {
  ID = "MUMMY_FAST12";
  Sprite = "MUMM";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST13";
}

State {
  ID = "MUMMY_FAST13";
  Sprite = "MUMM";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST14";
}

State {
  ID = "MUMMY_FAST14";
  Sprite = "MUMM";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST15";
}

State {
  ID = "MUMMY_FAST15";
  Sprite = "MUMM";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_FAST16";
}

State {
  ID = "MUMMY_FAST16";
  Sprite = "MUMM";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "MUMMY_FAST17";
}

State {
  ID = "MUMMY_FAST17";
  Sprite = "MUMM";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "MUMMY_RUN1";
}

State {
  ID = "MUMMY_MATK1";
  Sprite = "MUMM";
  Frame = 4;
  Tics = 3;
  Action = "A_FaceTarget";
  Next state = "MUMMY_MATK2";
}

State {
  ID = "MUMMY_MATK2";
  Sprite = "MUMM";
  Frame = 5;
  Tics = 3;
  Next state = "MUMMY_MATK3";
}

State {
  ID = "MUMMY_MATK3";
  Sprite = "MUMM";
  Frame = 6;
  Tics = 3;
  Next state = "MUMMY_MATK4";
}

State {
  ID = "MUMMY_MATK4";
  Sprite = "MUMM";
  Frame = 7;
  Tics = 3;
  Action = "A_SargAttack";
  Next state = "MUMMY_MATK5";
}

State {
  ID = "MUMMY_MATK5";
  Sprite = "MUMM";
  Frame = 8;
  Tics = 3;
  Next state = "MUMMY_RUN1";
}

State {
  ID = "MUMMY_DIE1";
  Sprite = "MUMM";
  Frame = 9;
  Tics = 8;
  Next state = "MUMMY_DIE2";
}

State {
  ID = "MUMMY_DIE2";
  Sprite = "MUMM";
  Frame = 10;
  Tics = 8;
  Action = "A_Scream";
  Next state = "MUMMY_DIE3";
}

State {
  ID = "MUMMY_DIE3";
  Sprite = "MUMM";
  Frame = 11;
  Tics = 6;
  Action = "A_Fall";
  Next state = "NULL";
}

Thing {
  ID = "PENELOPE";
  Name = "Penelope";
  DoomEd number = 4010;
  Spawn state = "PENELOPE_STND";
  See state = "PENELOPE_RUN1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "PENELOPE_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "none";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable";
}

State {
  ID = "PENELOPE_STND";
  Sprite = "PENE";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "PENELOPE_STND";
}

State {
  ID = "PENELOPE_RUN1";
  Sprite = "PENE";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PENELOPE_RUN2";
}

State {
  ID = "PENELOPE_RUN2";
  Sprite = "PENE";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PENELOPE_RUN3";
}

State {
  ID = "PENELOPE_RUN3";
  Sprite = "PENE";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PENELOPE_RUN4";
}

State {
  ID = "PENELOPE_RUN4";
  Sprite = "PENE";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PENELOPE_RUN5";
}

State {
  ID = "PENELOPE_RUN5";
  Sprite = "PENE";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PENELOPE_RUN6";
}

State {
  ID = "PENELOPE_RUN6";
  Sprite = "PENE";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PENELOPE_RUN7";
}

State {
  ID = "PENELOPE_RUN7";
  Sprite = "PENE";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PENELOPE_RUN8";
}

State {
  ID = "PENELOPE_RUN8";
  Sprite = "PENE";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "PENELOPE_RUN1";
}

State {
  ID = "PENELOPE_DIE1";
  Sprite = "PENE";
  Frame = 0;
  Tics = -1;
  Action = "A_Scream";
  Next state = "NULL";
}

Thing {
  ID = "SKELETON";
  Name = "Skeleton";
  DoomEd number = 4011;
  Spawn state = "SKELETON_STND";
  See state = "SKELETON_RUN1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "SKELETON_ATK1";
  Death state = "SKELETON_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "none";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_noblood mf_countkill";
}

State {
  ID = "SKELETON_STND";
  Sprite = "NSKE";
  Frame = 12;
  Tics = 10;
  Action = "A_Look";
  Next state = "SKELETON_STND";
}

State {
  ID = "SKELETON_RUN1";
  Sprite = "NSKE";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SKELETON_RUN2";
}

State {
  ID = "SKELETON_RUN2";
  Sprite = "NSKE";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SKELETON_RUN3";
}

State {
  ID = "SKELETON_RUN3";
  Sprite = "NSKE";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SKELETON_RUN4";
}

State {
  ID = "SKELETON_RUN4";
  Sprite = "NSKE";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SKELETON_RUN5";
}

State {
  ID = "SKELETON_RUN5";
  Sprite = "NSKE";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SKELETON_RUN6";
}

State {
  ID = "SKELETON_RUN6";
  Sprite = "NSKE";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SKELETON_RUN7";
}

State {
  ID = "SKELETON_RUN7";
  Sprite = "NSKE";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SKELETON_RUN8";
}

State {
  ID = "SKELETON_RUN8";
  Sprite = "NSKE";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "SKELETON_RUN1";
}

State {
  ID = "SKELETON_ATK1";
  Sprite = "NSKE";
  Frame = 4;
  Tics = 4;
  Action = "A_FaceTarget";
  Next state = "SKELETON_ATK2";
}

State {
  ID = "SKELETON_ATK2";
  Sprite = "NSKE";
  Frame = 5;
  Tics = 4;
  Next state = "SKELETON_ATK3";
}

State {
  ID = "SKELETON_ATK3";
  Sprite = "NSKE";
  Frame = 6;
  Tics = 4;
  Action = "A_TroopAttack";
  Next state = "SKELETON_ATK4";
}

State {
  ID = "SKELETON_ATK4";
  Sprite = "NSKE";
  Frame = 7;
  Tics = 4;
  Next state = "SKELETON_ATK6";
}

State {
  ID = "SKELETON_ATK6";
  Sprite = "NSKE";
  Frame = 4;
  Tics = 4;
  Next state = "SKELETON_RUN1";
}

State {
  ID = "SKELETON_DIE1";
  Sprite = "NSKE";
  Frame = 8;
  Tics = 8;
  Next state = "SKELETON_DIE2";
}

State {
  ID = "SKELETON_DIE2";
  Sprite = "NSKE";
  Frame = 9;
  Tics = 8;
  Action = "A_Scream";
  Next state = "SKELETON_DIE3";
}

State {
  ID = "SKELETON_DIE3";
  Sprite = "NSKE";
  Frame = 10;
  Tics = 6;
  Action = "A_Fall";
  Next state = "SKELETON_DIE4";
}

State {
  ID = "SKELETON_DIE4";
  Sprite = "NSKE";
  Frame = 11;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "VAMPIRA";
  Name = "Vampira.";
  DoomEd number = 4012;
  Spawn state = "VAMPIRA_STND";
  See state = "VAMPIRA_RUN1";
  Pain state = "VAMPIRA_PAIN1";
  Melee state = "VAMPIRA_MATK1";
  Missile state = "VAMPIRA_ATK1";
  Death state = "VAMPIRA_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Pain chance = 200;
  Spawn health = 226;
  Speed = 8;
  Radius = 20;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_noblood mf_countkill";
}

State {
  ID = "VAMPIRA_STND";
  Sprite = "VAMP";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "VAMPIRA_STND";
}

State {
  ID = "VAMPIRA_RUN1";
  Sprite = "VAMP";
  Frame = 0;
  Tics = 4;
  Action = "A_Chase";
  Next state = "VAMPIRA_RUN2";
}

State {
  ID = "VAMPIRA_RUN2";
  Sprite = "VAMP";
  Frame = 0;
  Tics = 4;
  Action = "A_Chase";
  Next state = "VAMPIRA_RUN3";
}

State {
  ID = "VAMPIRA_RUN3";
  Sprite = "VAMP";
  Frame = 1;
  Tics = 4;
  Action = "A_Chase";
  Next state = "VAMPIRA_RUN4";
}

State {
  ID = "VAMPIRA_RUN4";
  Sprite = "VAMP";
  Frame = 1;
  Tics = 4;
  Action = "A_Chase";
  Next state = "VAMPIRA_RUN5";
}

State {
  ID = "VAMPIRA_RUN5";
  Sprite = "VAMP";
  Frame = 2;
  Tics = 4;
  Action = "A_Chase";
  Next state = "VAMPIRA_RUN6";
}

State {
  ID = "VAMPIRA_RUN6";
  Sprite = "VAMP";
  Frame = 2;
  Tics = 4;
  Action = "A_Chase";
  Next state = "VAMPIRA_RUN7";
}

State {
  ID = "VAMPIRA_RUN7";
  Sprite = "VAMP";
  Frame = 3;
  Tics = 4;
  Action = "A_Chase";
  Next state = "VAMPIRA_RUN8";
}

State {
  ID = "VAMPIRA_RUN8";
  Sprite = "VAMP";
  Frame = 3;
  Tics = 4;
  Action = "A_Chase";
  Next state = "VAMPIRA_RUN1";
}

State {
  ID = "VAMPIRA_ATK1";
  Sprite = "VAMP";
  Frame = 4;
  Tics = 4;
  Action = "A_FaceTarget";
  Next state = "VAMPIRA_ATK2";
}
State {
  ID = "VAMPIRA_ATK2";
  Sprite = "VAMP";
  Frame = 32773;
  Tics = 3;
  Next state = "VAMPIRA_ATK3";
}

State {
  ID = "VAMPIRA_ATK3";
  Sprite = "VAMP";
  Frame = 32774;
  Tics = 3;
  Action = "A_BspiAttack";
  Next state = "VAMPIRA_ATK4";
}

State {
  ID = "VAMPIRA_ATK4";
  Sprite = "VAMP";
  Frame = 32775;
  Tics = 3;
  Action = "A_FaceTarget";
  Next state = "VAMPIRA_ATK5";
}

State {
  ID = "VAMPIRA_ATK5";
  Sprite = "VAMP";
  Frame = 32776;
  Tics = 3;
  Action = "A_FaceTarget";
  Next state = "VAMPIRA_RUN1";
}

State {
  ID = "VAMPIRA_MATK1";
  Sprite = "VAMP";
  Frame = 32773;
  Tics = 3;
  Action = "A_FaceTarget";
  Next state = "VAMPIRA_MATK2";
}

State {
  ID = "VAMPIRA_MATK2";
  Sprite = "VAMP";
  Frame = 32774;
  Tics = 3;
  Action = "A_FaceTarget";
  Next state = "VAMPIRA_MATK3";
}

State {
  ID = "VAMPIRA_MATK3";
  Sprite = "VAMP";
  Frame = 32775;
  Tics = 3;
  Action = "A_VileAttack";
  Next state = "VAMPIRA_MATK4";
}

State {
  ID = "VAMPIRA_MATK4";
  Sprite = "VAMP";
  Frame = 32776;
  Tics = 3;
  Action = "A_FaceTarget";
  Next state = "VAMPIRA_RUN1";
}

State {
  ID = "VAMPIRA_PAIN1";
  Sprite = "VAMP";
  Frame = 9;
  Tics = 10;
  Next state = "VAMPIRA_PAIN2";
}

State {
  ID = "VAMPIRA_PAIN2";
  Sprite = "VAMP";
  Frame = 9;
  Tics = 10;
  Action = "A_Pain";
  Next state = "VAMPIRA_RUN1";
}

State {
  ID = "VAMPIRA_DIE1";
  Sprite = "VAMP";
  Frame = 9;
  Tics = 8;
  Next state = "VAMPIRA_DIE2";
}

State {
  ID = "VAMPIRA_DIE2";
  Sprite = "VAMP";
  Frame = 10;
  Tics = 8;
  Action = "A_Scream";
  Next state = "VAMPIRA_DIE3";
}

State {
  ID = "VAMPIRA_DIE3";
  Sprite = "VAMP";
  Frame = 11;
  Tics = 8;
  Action = "A_Fall";
  Next state = "VAMPIRA_DIE4";
}

State {
  ID = "VAMPIRA_DIE4";
  Sprite = "VAMP";
  Frame = 12;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "WOLFMAN";
  Name = "Wolfman";
  DoomEd number = 4013;
  Spawn state = "WOLF_STND";
  See state = "WOLF_RUN1";
  Pain state = "WOLF_PAIN1";
  Melee state = "WOLF_ATK1";
  Missile state = "WOLF_FAST1";
  Death state = "WOLF_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "wolfsit";
  Attack sound = "wolfatk";
  Pain sound = "none";
  Death sound = "wolfdth";
  Active sound = "wolfsit";
  Reaction time = 8;
  Pain chance = 170;
  Spawn health = 150;
  Speed = 6;
  Radius = 20;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill mf_noblood";
}

State {
  ID = "WOLF_STND";
  Sprite = "WOLF";
  Frame = 12;
  Tics = 10;
 
  Action = "A_Look";
  Next state = "WOLF_STND";
}

State {
  ID = "WOLF_RUN1";
  Sprite = "WOLF";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "WOLF_RUN2";
}

State {
  ID = "WOLF_RUN2";
  Sprite = "WOLF";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "WOLF_RUN3";
}

State {
  ID = "WOLF_RUN3";
  Sprite = "WOLF";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "WOLF_RUN4";
}

State {
  ID = "WOLF_RUN4";
  Sprite = "WOLF";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "WOLF_RUN5";
}

State {
  ID = "WOLF_RUN5";
  Sprite = "WOLF";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "WOLF_RUN6";
}

State {
  ID = "WOLF_RUN6";
  Sprite = "WOLF";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "WOLF_RUN7";
}

State {
  ID = "WOLF_RUN7";
  Sprite = "WOLF";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "WOLF_RUN8";
}

State {
  ID = "WOLF_RUN8";
  Sprite = "WOLF";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "WOLF_RUN1";
}

State {
  ID = "WOLF_FAST1";
  Sprite = "WOLF";
  Frame = 0;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "WOLF_FAST2";
}

State {
  ID = "WOLF_FAST2";
  Sprite = "WOLF";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST3";
}

State {
  ID = "WOLF_FAST3";
  Sprite = "WOLF";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST4";
}

State {
  ID = "WOLF_FAST4";
  Sprite = "WOLF";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST5";
}

State {
  ID = "WOLF_FAST5";
  Sprite = "WOLF";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST6";
}

State {
  ID = "WOLF_FAST6";
  Sprite = "WOLF";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST7";
}

State {
  ID = "WOLF_FAST7";
  Sprite = "WOLF";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST8";
}

State {
  ID = "WOLF_FAST8";
  Sprite = "WOLF";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST9";
}

State {
  ID = "WOLF_FAST9";
  Sprite = "WOLF";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST10";
}

State {
  ID = "WOLF_FAST10";
  Sprite = "WOLF";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST11";
}

State {
  ID = "WOLF_FAST11";
  Sprite = "WOLF";
  Frame = 0;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST12";
}

State {
  ID = "WOLF_FAST12";
  Sprite = "WOLF";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST13";
}

State {
  ID = "WOLF_FAST13";
  Sprite = "WOLF";
  Frame = 1;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST14";
}

State {
  ID = "WOLF_FAST14";
  Sprite = "WOLF";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST15";
}

State {
  ID = "WOLF_FAST15";
  Sprite = "WOLF";
  Frame = 2;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_FAST16";
}

State {
  ID = "WOLF_FAST16";
  Sprite = "WOLF";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "WOLF_FAST17";
}

State {
  ID = "WOLF_FAST17";
  Sprite = "WOLF";
  Frame = 3;
  Tics = 2;
  Action = "A_Chase";
  Next state = "WOLF_RUN1";
}

State {
  ID = "WOLF_ATK1";
  Sprite = "WOLF";
  Frame = 4;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "WOLF_ATK2";
}

State {
  ID = "WOLF_ATK2";
  Sprite = "WOLF";
  Frame = 5;
  Tics = 5;
  Next state = "WOLF_ATK3";
}

State {
  ID = "WOLF_ATK3";
  Sprite = "WOLF";
  Frame = 6;
  Tics = 2;
  Action = "A_SkelFist";
Next state = "WOLF_ATK4";
}

State {
  ID = "WOLF_ATK4";
  Sprite = "WOLF";
  Frame = 6;
  Tics = 2;
  Action = "A_SkelFist";
Next state = "WOLF_ATK5";
}

State {
  ID = "WOLF_ATK5";
  Sprite = "WOLF";
  Frame = 7;
  Tics = 4;
Next state = "WOLF_RUN1";
}

State {
  ID = "WOLF_PAIN1";
  Sprite = "WOLF";
  Frame = 8;
  Tics = 12;
  Next state = "WOLF_PAIN2";
}

State {
  ID = "WOLF_PAIN2";
  Sprite = "WOLF";
  Frame = 8;
  Tics = 24;
  Action = "A_Pain";
  Next state = "WOLF_RUN1";
}

State {
  ID = "WOLF_DIE1";
  Sprite = "WOLF";
  Frame = 9;
  Tics = 8;
  Action = "A_Scream";
  Next state = "WOLF_DIE2";
}

State {
  ID = "WOLF_DIE2";
  Sprite = "WOLF";
  Frame = 10;
  Tics = 8;
  Action = "A_Fall";
  Next state = "WOLF_DIE3";
}

State {
  ID = "WOLF_DIE3";
  Sprite = "WOLF";
  Frame = 11;
  Tics = 8;
  Next state = "NULL";
}

Thing {
  ID = "ZELDA";
  Name = "Zelda";
  DoomEd number = 4014;
  Spawn state = "ZELDA_STND";
  See state = "ZELDA_RUN1";
  Pain state = "ZELDA_PAIN1";
  Melee state = "NULL";
  Missile state = "ZELDA_ATK1";
  Death state = "ZELDA_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "none";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 256;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_noblood mf_countkill";
}

State {
  ID = "ZELDA_STND";
  Sprite = "ZELD";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "ZELDA_STND";
}

State {
  ID = "ZELDA_RUN1";
  Sprite = "ZELD";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "ZELDA_RUN2";
}

State {
  ID = "ZELDA_RUN2";
  Sprite = "ZELD";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "ZELDA_RUN3";
}

State {
  ID = "ZELDA_RUN3";
  Sprite = "ZELD";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "ZELDA_RUN4";
}

State {
  ID = "ZELDA_RUN4";
  Sprite = "ZELD";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "ZELDA_RUN5";
}

State {
  ID = "ZELDA_RUN5";
  Sprite = "ZELD";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "ZELDA_RUN6";
}

State {
  ID = "ZELDA_RUN6";
  Sprite = "ZELD";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "ZELDA_RUN7";
}

State {
  ID = "ZELDA_RUN7";
  Sprite = "ZELD";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "ZELDA_RUN8";
}

State {
  ID = "ZELDA_RUN8";
  Sprite = "ZELD";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "ZELDA_RUN1";
}

State {
  ID = "ZELDA_ATK1";
  Sprite = "ZELD";
  Frame = 4;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "ZELDA_ATK2";
}

State {
  ID = "ZELDA_ATK2";
  Sprite = "ZELD";
  Frame = 5;
  Tics = 5;
  Action = "A_HeadAttack";
  Next state = "ZELDA_ATK4";
}

State {
  ID = "ZELDA_ATK4";
  Sprite = "ZELD";
  Frame = 4;
  Tics = 5;
  Next state = "ZELDA_ATK5";
}

State {
  ID = "ZELDA_ATK5";
  Sprite = "ZELD";
  Frame = 6;
  Tics = 5;
  Next state = "ZELDA_ATK6";
}

State {
  ID = "ZELDA_ATK6";
  Sprite = "ZELD";
  Frame = 7;
  Tics = 5;
  Action = "A_HeadAttack";
  Next state = "ZELDA_ATK7";
}

State {
  ID = "ZELDA_ATK7";
  Sprite = "ZELD";
  Frame = 6;
  Tics = 5;
  Next state = "ZELDA_RUN1";
}

State {
  ID = "ZELDA_PAIN1";
  Sprite = "ZELD";
  Frame = 8;
  Tics = 10;
  Next state = "ZELDA_PAIN2";
}

State {
  ID = "ZELDA_PAIN2";
  Sprite = "ZELD";
  Frame = 8;
  Tics = 10;
  Action = "A_Pain";
  Next state = "ZELDA_RUN1";
}

State {
  ID = "ZELDA_DIE1";
  Sprite = "ZELD";
  Frame = 8;
  Tics = 8;
  Action = "A_Scream";
  Next state = "ZELDA_DIE2";
}

State {
  ID = "ZELDA_DIE2";
  Sprite = "ZELD";
  Frame = 9;
  Tics = 8;
  Action = "A_Fall";
  Next state = "ZELDA_DIE3";
}

State {
  ID = "ZELDA_DIE3";
  Sprite = "ZELD";
  Frame = 10;
  Tics = 8;
  Next state = "ZELDA_DIE4";
}

State {
  ID = "ZELDA_DIE4";
  Sprite = "ZELD";
  Frame = 11;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "EVILROBOT1";
  Name = "Evil Robot 1";
  DoomEd number = 4015;
  Spawn state = "EVILROBOT1_STND";
  See state = "EVILROBOT1_RUN1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "EVILROBOT1_ATK1";
  Death state = "EVILROBOT1_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "none";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_noblood mf_countkill";
}

State {
  ID = "EVILROBOT1_STND";
  Sprite = "ROB1";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "EVILROBOT1_STND";
}

State {
  ID = "EVILROBOT1_RUN1";
  Sprite = "ROB1";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT1_RUN2";
}

State {
  ID = "EVILROBOT1_RUN2";
  Sprite = "ROB1";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT1_RUN3";
}

State {
  ID = "EVILROBOT1_RUN3";
  Sprite = "ROB1";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT1_RUN4";
}

State {
  ID = "EVILROBOT1_RUN4";
  Sprite = "ROB1";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT1_RUN5";
}

State {
  ID = "EVILROBOT1_RUN5";
  Sprite = "ROB1";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT1_RUN6";
}

State {
  ID = "EVILROBOT1_RUN6";
  Sprite = "ROB1";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT1_RUN7";
}

State {
  ID = "EVILROBOT1_RUN7";
  Sprite = "ROB1";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT1_RUN8";
}

State {
  ID = "EVILROBOT1_RUN8";
  Sprite = "ROB1";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT1_RUN1";
}

State {
  ID = "EVILROBOT1_ATK1";
  Sprite = "ROB1";
  Frame = 0;
  Tics = 1;
  Action = "A_FaceTarget";
  Next state = "EVILROBOT1_ATK2";
}

State {
  ID = "EVILROBOT1_ATK2";
  Sprite = "ROB1";
  Frame = 32772;
  Tics = 5;
  Action = "A_Chase";
  Next state = "EVILROBOT1_ATK3";
}

State {
  ID = "EVILROBOT1_ATK3";
  Sprite = "ROB1";
  Frame = 5;
  Tics = 5;
  Action = "A_Chase";
  Next state = "EVILROBOT1_ATK4";
}

State {
  ID = "EVILROBOT1_ATK4";
  Sprite = "ROB1";
  Frame = 32774;
  Tics = 4;
  Action = "A_Chase";
  Next state = "EVILROBOT1_ATK5";
}

State {
  ID = "EVILROBOT1_ATK5";
  Sprite = "ROB1";
  Frame = 32774;
  Tics = 1;
  Action = "A_CPosRefire";
  Next state = "EVILROBOT1_ATK2";
}

State {
  ID = "EVILROBOT1_DIE1";
  Sprite = "ROB1";
  Frame = 7;
  Tics = 8;
  Next state = "EVILROBOT1_DIE2";
}

State {
  ID = "EVILROBOT1_DIE2";
  Sprite = "ROB1";
  Frame = 8;
  Tics = 8;
  Action = "A_Scream";
  Next state = "EVILROBOT1_DIE3";
}

State {
  ID = "EVILROBOT1_DIE3";
  Sprite = "ROB1";
  Frame = 9;
  Tics = 6;
  Next state = "EVILROBOT1_DIE4";
}

State {
  ID = "EVILROBOT1_DIE4";
  Sprite = "ROB1";
  Frame = 10;
  Tics = 6;
  Action = "A_Fall";
  Next state = "EVILROBOT1_DIE5";
}

State {
  ID = "EVILROBOT1_DIE5";
  Sprite = "ROB1";
  Frame = 11;
  Tics = 6;
  Next state = "EVILROBOT1_DIE6";
}

State {
  ID = "EVILROBOT1_DIE6";
  Sprite = "ROB1";
  Frame = 12;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "EVILROBOT2";
  Name = "Evil Robot 2";
  DoomEd number = 4016;
  Spawn state = "EVILROBOT2_STND";
  See state = "EVILROBOT2_RUN1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "EVILROBOT2_ATK1";
  Death state = "EVILROBOT2_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "none";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_noblood mf_countkill";
}

State {
  ID = "EVILROBOT2_STND";
  Sprite = "ROB2";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "EVILROBOT2_STND";
}

State {
  ID = "EVILROBOT2_RUN1";
  Sprite = "ROB2";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT2_RUN2";
}

State {
  ID = "EVILROBOT2_RUN2";
  Sprite = "ROB2";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT2_RUN3";
}

State {
  ID = "EVILROBOT2_RUN3";
  Sprite = "ROB2";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT2_RUN4";
}

State {
  ID = "EVILROBOT2_RUN4";
  Sprite = "ROB2";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT2_RUN5";
}

State {
  ID = "EVILROBOT2_RUN5";
  Sprite = "ROB2";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT2_RUN6";
}

State {
  ID = "EVILROBOT2_RUN6";
  Sprite = "ROB2";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT2_RUN7";
}

State {
  ID = "EVILROBOT2_RUN7";
  Sprite = "ROB2";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT2_RUN8";
}

State {
  ID = "EVILROBOT2_RUN8";
  Sprite = "ROB2";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "EVILROBOT2_RUN1";
}

State {
  ID = "EVILROBOT2_ATK1";
  Sprite = "ROB2";
  Frame = 4;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "EVILROBOT2_ATK2";
}

State {
  ID = "EVILROBOT2_ATK2";
  Sprite = "ROB2";
  Frame = 32773;
  Tics = 5;
  Action = "A_SPosAttack";
  Next state = "EVILROBOT2_RUN1";
}

State {
  ID = "EVILROBOT2_DIE1";
  Sprite = "ROB2";
  Frame = 6;
  Tics = 8;
  Next state = "EVILROBOT2_DIE2";
}

State {
  ID = "EVILROBOT2_DIE2";
  Sprite = "ROB2";
  Frame = 7;
  Tics = 8;
  Action = "A_Scream";
  Next state = "EVILROBOT2_DIE3";
}

State {
  ID = "EVILROBOT2_DIE3";
  Sprite = "ROB2";
  Frame = 8;
  Tics = 6;
  Action = "A_Fall";
  Next state = "EVILROBOT2_DIE4";
}

State {
  ID = "EVILROBOT2_DIE4";
  Sprite = "ROB2";
  Frame = 9;
  Tics = 8;
  Next state = "EVILROBOT2_DIE5";
}

State {
  ID = "EVILROBOT2_DIE5";
  Sprite = "ROB2";
  Frame = 10;
  Tics = 8;
  Next state = "NULL";
}

Thing {
  ID = "BROWNDRAGON";
  Name = "Brown Dragon";
  DoomEd number = 4017;
  Spawn state = "BROWNDRAGON_STND";
  See state = "BROWNDRAGON_RUN1";
  Pain state = "BROWNDRAGON_PAIN1";
  Melee state = "NULL";
  Missile state = "BROWNDRAGON_ATK1";
  Death state = "BROWNDRAGON_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "none";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 256;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

State {
  ID = "BROWNDRAGON_STND";
  Sprite = "BDRG";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "BROWNDRAGON_STND";
}

State {
  ID = "BROWNDRAGON_RUN1";
  Sprite = "BDRG";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BROWNDRAGON_RUN2";
}

State {
  ID = "BROWNDRAGON_RUN2";
  Sprite = "BDRG";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BROWNDRAGON_RUN3";
}

State {
  ID = "BROWNDRAGON_RUN3";
  Sprite = "BDRG";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BROWNDRAGON_RUN4";
}

State {
  ID = "BROWNDRAGON_RUN4";
  Sprite = "BDRG";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BROWNDRAGON_RUN5";
}

State {
  ID = "BROWNDRAGON_RUN5";
  Sprite = "BDRG";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BROWNDRAGON_RUN6";
}

State {
  ID = "BROWNDRAGON_RUN6";
  Sprite = "BDRG";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BROWNDRAGON_RUN7";
}

State {
  ID = "BROWNDRAGON_RUN7";
  Sprite = "BDRG";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BROWNDRAGON_RUN8";
}

State {
  ID = "BROWNDRAGON_RUN8";
  Sprite = "BDRG";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BROWNDRAGON_RUN1";
}

State {
  ID = "BROWNDRAGON_ATK1";
  Sprite = "BDRG";
  Frame = 4;
  Tics = 1;
  Action = "A_FaceTarget";
  Next state = "BROWNDRAGON_ATK2";
}

State {
  ID = "BROWNDRAGON_ATK2";
  Sprite = "BDRG";
  Frame = 5;
  Tics = 5;
  Action = "A_TroopAttack";
  Next state = "BROWNDRAGON_ATK3";
}

State {
  ID = "BROWNDRAGON_ATK3";
  Sprite = "BDRG";
  Frame = 6;
  Tics = 5;
  Next state = "BROWNDRAGON_ATK4";
}

State {
  ID = "BROWNDRAGON_ATK4";
  Sprite = "BDRG";
  Frame = 7;
  Tics = 4;
  Next state = "BROWNDRAGON_ATK5";
}

State {
  ID = "BROWNDRAGON_ATK5";
  Sprite = "BDRG";
  Frame = 4;
  Tics = 4;
  Next state = "BROWNDRAGON_RUN1";
}

State {
  ID = "BROWNDRAGON_PAIN1";
  Sprite = "BDRG";
  Frame = 8;
  Tics = 3;
  Next state = "BROWNDRAGON_PAIN2";
}

State {
  ID = "BROWNDRAGON_PAIN2";
  Sprite = "BDRG";
  Frame = 8;
  Tics = 3;
  Action = "A_Pain";
  Next state = "BROWNDRAGON_RUN1";
}

State {
  ID = "BROWNDRAGON_DIE1";
  Sprite = "BDRG";
  Frame = 9;
  Tics = 8;
  Next state = "BROWNDRAGON_DIE2";
}

State {
  ID = "BROWNDRAGON_DIE2";
  Sprite = "BDRG";
  Frame = 10;
  Tics = 8;
  Action = "A_Scream";
  Next state = "BROWNDRAGON_DIE3";
}

State {
  ID = "BROWNDRAGON_DIE3";
  Sprite = "BDRG";
  Frame = 11;
  Tics = 6;
  Action = "A_Fall";
  Next state = "BROWNDRAGON_DIE4";
}

State {
  ID = "BROWNDRAGON_DIE4";
  Sprite = "BDRG";
  Frame = 12;
  Tics = 6;
  Next state = "BROWNDRAGON_DIE5";
}

State {
  ID = "BROWNDRAGON_DIE5";
  Sprite = "BDRG";
  Frame = 13;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "GREYALIEN";
  Name = "Grey Alien";
  DoomEd number = 4018;
  Spawn state = "GREYALIEN_STND";
  See state = "GREYALIEN_RUN1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "GREYALIEN_ATK1";
  Death state = "GREYALIEN_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "none";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

State {
  ID = "GREYALIEN_STND";
  Sprite = "GALN";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "GREYALIEN_STND";
}

State {
  ID = "GREYALIEN_RUN1";
  Sprite = "GALN";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREYALIEN_RUN2";
}

State {
  ID = "GREYALIEN_RUN2";
  Sprite = "GALN";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREYALIEN_RUN3";
}

State {
  ID = "GREYALIEN_RUN3";
  Sprite = "GALN";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREYALIEN_RUN4";
}

State {
  ID = "GREYALIEN_RUN4";
  Sprite = "GALN";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREYALIEN_RUN5";
}

State {
  ID = "GREYALIEN_RUN5";
  Sprite = "GALN";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREYALIEN_RUN6";
}

State {
  ID = "GREYALIEN_RUN6";
  Sprite = "GALN";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREYALIEN_RUN7";
}

State {
  ID = "GREYALIEN_RUN7";
  Sprite = "GALN";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREYALIEN_RUN8";
}

State {
  ID = "GREYALIEN_RUN8";
  Sprite = "GALN";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREYALIEN_RUN1";
}

State {
  ID = "GREYALIEN_ATK1";
  Sprite = "GALN";
  Frame = 32772;
  Tics = 5;
  Action = "A_CPosAttack";
  Next state = "GREYALIEN_ATK2";
}

State {
  ID = "GREYALIEN_ATK2";
  Sprite = "GALN";
  Frame = 5;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "GREYALIEN_ATK3";
}

State {
  ID = "GREYALIEN_ATK3";
  Sprite = "GALN";
  Frame = 32774;
  Tics = 5;
  Action = "A_CPosAttack";
  Next state = "GREYALIEN_ATK4";
}

State {
  ID = "GREYALIEN_ATK4";
  Sprite = "GALN";
  Frame = 7;
  Tics = 5;
  Next state = "GREYALIEN_RUN1";
}

State {
  ID = "GREYALIEN_DIE1";
  Sprite = "GALN";
  Frame = 8;
  Tics = 8;
  Action = "A_Scream";
  Next state = "GREYALIEN_DIE2";
}

State {
  ID = "GREYALIEN_DIE2";
  Sprite = "GALN";
  Frame = 9;
  Tics = 8;
  Action = "A_Fall";
  Next state = "GREYALIEN_DIE3";
}

State {
  ID = "GREYALIEN_DIE3";
  Sprite = "GALN";
  Frame = 10;
  Tics = 8;
  Next state = "GREYALIEN_DIE4";
}

State {
  ID = "GREYALIEN_DIE4";
  Sprite = "GALN";
  Frame = 11;
  Tics = 8;
  Next state = "NULL";
}

Thing {
  ID = "GREENDRAGON";
  Name = "Green Dragon";
  DoomEd number = 4019;
  Spawn state = "GREENDRAGON_STND";
  See state = "GREENDRAGON_RUN1";
  Pain state = "GREENDRAGON_PAIN1";
  Melee state = "NULL";
  Missile state = "GREENDRAGON_ATK1";
  Death state = "GREENDRAGON_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "none";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 256;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

State {
  ID = "GREENDRAGON_STND";
  Sprite = "GDRG";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "GREENDRAGON_STND";
}

State {
  ID = "GREENDRAGON_RUN1";
  Sprite = "GDRG";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREENDRAGON_RUN2";
}

State {
  ID = "GREENDRAGON_RUN2";
  Sprite = "GDRG";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREENDRAGON_RUN3";
}

State {
  ID = "GREENDRAGON_RUN3";
  Sprite = "GDRG";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREENDRAGON_RUN4";
}

State {
  ID = "GREENDRAGON_RUN4";
  Sprite = "GDRG";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREENDRAGON_RUN5";
}

State {
  ID = "GREENDRAGON_RUN5";
  Sprite = "GDRG";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREENDRAGON_RUN6";
}

State {
  ID = "GREENDRAGON_RUN6";
  Sprite = "GDRG";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREENDRAGON_RUN7";
}

State {
  ID = "GREENDRAGON_RUN7";
  Sprite = "GDRG";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREENDRAGON_RUN8";
}

State {
  ID = "GREENDRAGON_RUN8";
  Sprite = "GDRG";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GREENDRAGON_RUN1";
}

State {
  ID = "GREENDRAGON_ATK1";
  Sprite = "GDRG";
  Frame = 4;
  Tics = 1;
  Action = "A_FaceTarget";
  Next state = "GREENDRAGON_ATK2";
}

State {
  ID = "GREENDRAGON_ATK2";
  Sprite = "GDRG";
  Frame = 5;
  Tics = 5;
  Action = "A_TroopAttack";
  Next state = "GREENDRAGON_ATK3";
}

State {
  ID = "GREENDRAGON_ATK3";
  Sprite = "GDRG";
  Frame = 6;
  Tics = 5;
  Next state = "GREENDRAGON_ATK4";
}

State {
  ID = "GREENDRAGON_ATK4";
  Sprite = "GDRG";
  Frame = 7;
  Tics = 4;
  Next state = "GREENDRAGON_ATK5";
}

State {
  ID = "GREENDRAGON_ATK5";
  Sprite = "GDRG";
  Frame = 4;
  Tics = 4;
  Next state = "GREENDRAGON_RUN1";
}

State {
  ID = "GREENDRAGON_PAIN1";
  Sprite = "GDRG";
  Frame = 8;
  Tics = 3;
  Next state = "GREENDRAGON_PAIN2";
}

State {
  ID = "GREENDRAGON_PAIN2";
  Sprite = "GDRG";
  Frame = 8;
  Tics = 3;
  Action = "A_Pain";
  Next state = "GREENDRAGON_RUN1";
}

State {
  ID = "GREENDRAGON_DIE1";
  Sprite = "GDRG";
  Frame = 9;
  Tics = 8;
  Next state = "GREENDRAGON_DIE2";
}

State {
  ID = "GREENDRAGON_DIE2";
  Sprite = "GDRG";
  Frame = 10;
  Tics = 8;
  Action = "A_Scream";
  Next state = "GREENDRAGON_DIE3";
}

State {
  ID = "GREENDRAGON_DIE3";
  Sprite = "GDRG";
  Frame = 11;
  Tics = 6;
  Action = "A_Fall";
  Next state = "GREENDRAGON_DIE4";
}

State {
  ID = "GREENDRAGON_DIE4";
  Sprite = "GDRG";
  Frame = 12;
  Tics = 6;
  Next state = "GREENDRAGON_DIE5";
}

State {
  ID = "GREENDRAGON_DIE5";
  Sprite = "GDRG";
  Frame = 13;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "GHOST";
  Name = "Ghost";
  DoomEd number = 4020;
  Spawn state = "GHOST_STND1";
  See state = "GHOST_RUN1";
  Pain state = "GHOST_PAIN1";
  Melee state = "NULL";
  Missile state = "GHOST_ATK1";
  Death state = "GHOST_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "none";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_noblood mf_shadow mf_countkill";
}

State {
  ID = "GHOST_STND1";
  Sprite = "GHST";
  Frame = 0;
  Tics = 3;
  Action = "A_Look";
  Next state = "GHOST_STND2";
}

State {
  ID = "GHOST_STND2";
  Sprite = "GHST";
  Frame = 1;
  Tics = 3;
  Action = "A_Look";
  Next state = "GHOST_STND3";
}

State {
  ID = "GHOST_STND3";
  Sprite = "GHST";
  Frame = 2;
  Tics = 3;
  Action = "A_Look";
  Next state = "GHOST_STND4";
}

State {
  ID = "GHOST_STND4";
  Sprite = "GHST";
  Frame = 3;
  Tics = 3;
  Action = "A_Look";
  Next state = "GHOST_STND1";
}

State {
  ID = "GHOST_RUN1";
  Sprite = "GHST";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GHOST_RUN2";
}

State {
  ID = "GHOST_RUN2";
  Sprite = "GHST";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GHOST_RUN3";
}

State {
  ID = "GHOST_RUN3";
  Sprite = "GHST";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GHOST_RUN4";
}

State {
  ID = "GHOST_RUN4";
  Sprite = "GHST";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GHOST_RUN5";
}

State {
  ID = "GHOST_RUN5";
  Sprite = "GHST";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GHOST_RUN6";
}

State {
  ID = "GHOST_RUN6";
  Sprite = "GHST";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GHOST_RUN7";
}

State {
  ID = "GHOST_RUN7";
  Sprite = "GHST";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GHOST_RUN8";
}

State {
  ID = "GHOST_RUN8";
  Sprite = "GHST";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GHOST_RUN1";
}

State {
  ID = "GHOST_ATK1";
  Sprite = "GHST";
  Frame = 4;
  Tics = 1;
  Action = "A_FaceTarget";
  Next state = "GHOST_ATK2";
}

State {
  ID = "GHOST_ATK2";
  Sprite = "GHST";
  Frame = 32773;
  Tics = 5;
  Action = "A_TroopAttack";
  Next state = "GHOST_ATK3";
}

State {
  ID = "GHOST_ATK3";
  Sprite = "GHST";
  Frame = 6;
  Tics = 5;
  Next state = "GHOST_RUN1";
}

State {
  ID = "GHOST_PAIN1";
  Sprite = "GHST";
  Frame = 7;
  Tics = 3;
  Next state = "GHOST_PAIN2";
}

State {
  ID = "GHOST_PAIN2";
  Sprite = "GHST";
  Frame = 8;
  Tics = 3;
  Action = "A_Pain";
  Next state = "GHOST_RUN1";
}

State {
  ID = "GHOST_DIE1";
  Sprite = "GHST";
  Frame = 9;
  Tics = 8;
  Action = "A_Scream";
  Next state = "GHOST_DIE2";
}

State {
  ID = "GHOST_DIE2";
  Sprite = "GHST";
  Frame = 10;
  Tics = 8;
  Action = "A_Fall";
  Next state = "GHOST_DIE3";
}

State {
  ID = "GHOST_DIE3";
  Sprite = "GHST";
  Frame = 11;
  Tics = 8;
  Next state = "NULL";
}

Thing {
  ID = "REDALIEN";
  Name = "Red Alien";
  DoomEd number = 4021;
  Spawn state = "REDALIEN_STND";
  See state = "REDALIEN_RUN1";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "REDALIEN_ATK1";
  Death state = "REDALIEN_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "none";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

State {
  ID = "REDALIEN_STND";
  Sprite = "RALN";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "REDALIEN_STND";
}

State {
  ID = "REDALIEN_RUN1";
  Sprite = "RALN";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDALIEN_RUN2";
}

State {
  ID = "REDALIEN_RUN2";
  Sprite = "RALN";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDALIEN_RUN3";
}

State {
  ID = "REDALIEN_RUN3";
  Sprite = "RALN";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDALIEN_RUN4";
}

State {
  ID = "REDALIEN_RUN4";
  Sprite = "RALN";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDALIEN_RUN5";
}

State {
  ID = "REDALIEN_RUN5";
  Sprite = "RALN";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDALIEN_RUN6";
}

State {
  ID = "REDALIEN_RUN6";
  Sprite = "RALN";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDALIEN_RUN7";
}

State {
  ID = "REDALIEN_RUN7";
  Sprite = "RALN";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDALIEN_RUN8";
}

State {
  ID = "REDALIEN_RUN8";
  Sprite = "RALN";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDALIEN_RUN1";
}

State {
  ID = "REDALIEN_ATK1";
  Sprite = "RALN";
  Frame = 5;
  Tics = 1;
  Action = "A_FaceTarget";
  Next state = "REDALIEN_ATK2";
}

State {
  ID = "REDALIEN_ATK2";
  Sprite = "RALN";
  Frame = 32773;
  Tics = 5;
  Action = "A_CPosAttack";
  Next state = "REDALIEN_ATK3";
}

State {
  ID = "REDALIEN_ATK3";
  Sprite = "RALN";
  Frame = 6;
  Tics = 5;
  Action = "A_FaceTarget";
  Next state = "REDALIEN_ATK4";
}

State {
  ID = "REDALIEN_ATK4";
  Sprite = "RALN";
  Frame = 32775;
  Tics = 5;
  Action = "A_CPosAttack";
  Next state = "REDALIEN_RUN1";
}

State {
  ID = "REDALIEN_DIE1";
  Sprite = "RALN";
  Frame = 8;
  Tics = 8;
  Action = "A_Scream";
  Next state = "REDALIEN_DIE2";
}

State {
  ID = "REDALIEN_DIE2";
  Sprite = "RALN";
  Frame = 9;
  Tics = 8;
  Action = "A_Fall";
  Next state = "REDALIEN_DIE3";
}

State {
  ID = "REDALIEN_DIE3";
  Sprite = "RALN";
  Frame = 10;
  Tics = 8;
  Next state = "REDALIEN_DIE4";
}

State {
  ID = "REDALIEN_DIE4";
  Sprite = "RALN";
  Frame = 11;
  Tics = 8;
  Next state = "NULL";
}

Thing {
  ID = "REDDRAGON";
  Name = "Red Dragon";
  DoomEd number = 4022;
  Spawn state = "REDDRAGON_STND";
  See state = "REDDRAGON_RUN1";
  Pain state = "REDDRAGON_PAIN1";
  Melee state = "NULL";
  Missile state = "REDDRAGON_ATK1";
  Death state = "REDDRAGON_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "none";
  Attack sound = "none";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 256;
  Spawn health = 500;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill";
}

State {
  ID = "REDDRAGON_STND";
  Sprite = "RDRG";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "REDDRAGON_STND";
}

State {
  ID = "REDDRAGON_RUN1";
  Sprite = "RDRG";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDDRAGON_RUN2";
}

State {
  ID = "REDDRAGON_RUN2";
  Sprite = "RDRG";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDDRAGON_RUN3";
}

State {
  ID = "REDDRAGON_RUN3";
  Sprite = "RDRG";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDDRAGON_RUN4";
}

State {
  ID = "REDDRAGON_RUN4";
  Sprite = "RDRG";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDDRAGON_RUN5";
}

State {
  ID = "REDDRAGON_RUN5";
  Sprite = "RDRG";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDDRAGON_RUN6";
}

State {
  ID = "REDDRAGON_RUN6";
  Sprite = "RDRG";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDDRAGON_RUN7";
}

State {
  ID = "REDDRAGON_RUN7";
  Sprite = "RDRG";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDDRAGON_RUN8";
}

State {
  ID = "REDDRAGON_RUN8";
  Sprite = "RDRG";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "REDDRAGON_RUN1";
}

State {
  ID = "REDDRAGON_ATK1";
  Sprite = "RDRG";
  Frame = 4;
  Tics = 1;
  Action = "A_FaceTarget";
  Next state = "REDDRAGON_ATK2";
}

State {
  ID = "REDDRAGON_ATK2";
  Sprite = "RDRG";
  Frame = 5;
  Tics = 5;
  Action = "A_TroopAttack";
  Next state = "REDDRAGON_ATK3";
}

State {
  ID = "REDDRAGON_ATK3";
  Sprite = "RDRG";
  Frame = 6;
  Tics = 5;
  Next state = "REDDRAGON_ATK4";
}

State {
  ID = "REDDRAGON_ATK4";
  Sprite = "RDRG";
  Frame = 7;
  Tics = 4;
  Next state = "REDDRAGON_ATK5";
}

State {
  ID = "REDDRAGON_ATK5";
  Sprite = "RDRG";
  Frame = 4;
  Tics = 4;
  Next state = "REDDRAGON_RUN1";
}

State {
  ID = "REDDRAGON_PAIN1";
  Sprite = "RDRG";
  Frame = 8;
  Tics = 3;
  Next state = "REDDRAGON_PAIN2";
}

State {
  ID = "REDDRAGON_PAIN2";
  Sprite = "RDRG";
  Frame = 8;
  Tics = 3;
  Action = "A_Pain";
  Next state = "REDDRAGON_RUN1";
}

State {
  ID = "REDDRAGON_DIE1";
  Sprite = "RDRG";
  Frame = 9;
  Tics = 8;
  Next state = "REDDRAGON_DIE2";
}

State {
  ID = "REDDRAGON_DIE2";
  Sprite = "RDRG";
  Frame = 10;
  Tics = 8;
  Action = "A_Scream";
  Next state = "REDDRAGON_DIE3";
}

State {
  ID = "REDDRAGON_DIE3";
  Sprite = "RDRG";
  Frame = 11;
  Tics = 6;
  Action = "A_Fall";
  Next state = "REDDRAGON_DIE4";
}

State {
  ID = "REDDRAGON_DIE4";
  Sprite = "RDRG";
  Frame = 12;
  Tics = 6;
  Next state = "REDDRAGON_DIE5";
}

State {
  ID = "REDDRAGON_DIE5";
  Sprite = "RDRG";
  Frame = 13;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "BLUEVIAL";
  Name = "Blue Vial";
  DoomEd number = 5001;
  Spawn state = "BLUEVIAL1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "BLUEVIAL1";
  Sprite = "STIM";
  Frame = 1;
  Tics = 4;
  Next state = "BLUEVIAL2";
}

State {
  ID = "BLUEVIAL2";
  Sprite = "STIM";
  Frame = 2;
  Tics = 4;
  Next state = "BLUEVIAL3";
}

State {
  ID = "BLUEVIAL3";
  Sprite = "STIM";
  Frame = 3;
  Tics = 4;
  Next state = "BLUEVIAL4";
}

State {
  ID = "BLUEVIAL4";
  Sprite = "STIM";
  Frame = 4;
  Tics = 6;
  Next state = "BLUEVIAL1";
}

Thing {
  ID = "REDVIAL";
  Name = "Red Vial";
  DoomEd number = 5002;
  Spawn state = "REDVIAL1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "REDVIAL1";
  Sprite = "MEDI";
  Frame = 1;
  Tics = 4;
  Next state = "REDVIAL2";
}

State {
  ID = "REDVIAL2";
  Sprite = "MEDI";
  Frame = 2;
  Tics = 4;
  Next state = "REDVIAL3";
}

State {
  ID = "REDVIAL3";
  Sprite = "MEDI";
  Frame = 3;
  Tics = 4;
  Next state = "REDVIAL4";
}

State {
  ID = "REDVIAL4";
  Sprite = "MEDI";
  Frame = 4;
  Tics = 6;
  Next state = "REDVIAL1";
}

Thing {
  ID = "PLASMAPISTOLAMMO";
  Name = "Plasma Pistol Ammo";
  DoomEd number = 5003;
  Spawn state = "PLASMAPISTOLAMMO";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "PLASMAPISTOLAMMO";
  Sprite = "CLIP";
  Frame = 1;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "SILVERPISTOLAMMO";
  Name = "Silver Pistol Ammo";
  DoomEd number = 5004;
  Spawn state = "SILVERPISTOLAMMO";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "SILVERPISTOLAMMO";
  Sprite = "SHEL";
  Frame = 1;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "MAGICWANDAMMO";
  Name = "Magic Wand Ammo";
  DoomEd number = 5005;
  Spawn state = "MAGICWANDAMMO";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "MAGICWANDAMMO";
  Sprite = "ROCK";
  Frame = 1;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "MAGICWANDAMMO2";
  Name = "Magic Wand Ammo 2";
  DoomEd number = 5006;
  Spawn state = "MAGICWANDAMMO2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "MAGICWANDAMMO2";
  Sprite = "ROCK";
  Frame = 2;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "N3DBLUEKEY";
  Name = "N3D Blue Key";
  DoomEd number = 5007;
  Spawn state = "N3DBLUEKEY";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "N3DBLUEKEY";
  Sprite = "BKEY";
  Frame = 1;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "N3DREDKEY";
  Name = "N3D Red Key";
  DoomEd number = 5008;
  Spawn state = "N3DREDKEY";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "N3DREDKEY";
  Sprite = "RKEY";
  Frame = 1;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "N3DYELLOWKEY";
  Name = "N3D Yellow Key";
  DoomEd number = 5009;
  Spawn state = "N3DYELLOWKEY";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "N3DYELLOWKEY";
  Sprite = "YKEY";
  Frame = 1;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "N3DGREENKEY";
  Name = "N3D Green Key";
  DoomEd number = 5010;
  Spawn state = "N3DGREENKEY";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "N3DGREENKEY";
  Sprite = "YKEY";
  Frame = 2;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "N3DREDIDCARD";
  Name = "N3D ID Card";
  DoomEd number = 5011;
  Spawn state = "N3DREDIDCARD";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "N3DREDIDCARD";
  Sprite = "RKEY";
  Frame = 2;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "N3DYELLOWIDCARD";
  Name = "N3D Yellow ID Card";
  DoomEd number = 5012;
  Spawn state = "N3DYELLOWIDCARD";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "N3DYELLOWIDCARD";
  Sprite = "YKEY";
  Frame = 3;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "BLUEPENTAGRAM";
  Name = "Blue Pentagram";
  DoomEd number = 5013;
  Spawn state = "BLUEPENTAGRAM";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "BLUEPENTAGRAM";
  Sprite = "CELL";
  Frame = 32769;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "GREENPENTAGRAM";
  Name = "Green Pentagram";
  DoomEd number = 5014;
  Spawn state = "GREENPENTAGRAM";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "GREENPENTAGRAM";
  Sprite = "CELL";
  Frame = 32770;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "REDPENTAGRAM";
  Name = "Red Pentagram";
  DoomEd number = 5015;
  Spawn state = "REDPENTAGRAM";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "REDPENTAGRAM";
  Sprite = "CELL";
  Frame = 32771;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "YELLOWPENTAGRAM";
  Name = "Yellow Pentagram";
  DoomEd number = 5016;
  Spawn state = "YELLOWPENTAGRAM";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 20;
  Height = 16;
  Mass = 100;
  Flags = "mf_special";
}

State {
  ID = "YELLOWPENTAGRAM";
  Sprite = "CELL";
  Frame = 32772;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "BEDFRONT";
  Name = "Bed Front";
  DoomEd number = 6000;
  Spawn state = "BEDFRONT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "BEDFRONT";
  Sprite = "BEDF";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "BEDSIDE";
  Name = "Bed Side";
  DoomEd number = 6001;
  Spawn state = "BEDSIDE";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 48;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "BEDSIDE";
  Sprite = "BEDS";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "BLOCK1";
  Name = "Block 1";
  DoomEd number = 6002;
  Spawn state = "BLOCK1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "BLOCK1";
  Sprite = "BLOC";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "BLOCK2";
  Name = "Block 2";
  DoomEd number = 6003;
  Spawn state = "BLOCK2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "BLOCK2";
  Sprite = "BLO2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "BLOCK3";
  Name = "Block 3";
  DoomEd number = 6004;
  Spawn state = "BLOCK3";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "BLOCK3";
  Sprite = "BLO3";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "BRAZIER";
  Name = "Brazier";
  DoomEd number = 6005;
  Spawn state = "BRAZIER1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 48;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "BRAZIER1";
  Sprite = "BRAZ";
  Frame = 32768;
  Tics = 4;
  Next state = "BRAZIER2";
}

State {
  ID = "BRAZIER2";
  Sprite = "BRAZ";
  Frame = 32769;
  Tics = 4;
  Next state = "BRAZIER3";
}

State {
  ID = "BRAZIER3";
  Sprite = "BRAZ";
  Frame = 32770;
  Tics = 4;
  Next state = "BRAZIER4";
}

State {
  ID = "BRAZIER4";
  Sprite = "BRAZ";
  Frame = 32771;
  Tics = 4;
  Next state = "BRAZIER5";
}

State {
  ID = "BRAZIER5";
  Sprite = "BRAZ";
  Frame = 32772;
  Tics = 4;
  Next state = "BRAZIER6";
}

State {
  ID = "BRAZIER6";
  Sprite = "BRAZ";
  Frame = 32773;
  Tics = 4;
  Next state = "BRAZIER7";
}

State {
  ID = "BRAZIER7";
  Sprite = "BRAZ";
  Frame = 32774;
  Tics = 4;
  Next state = "BRAZIER8";
}

State {
  ID = "BRAZIER8";
  Sprite = "BRAZ";
  Frame = 32775;
  Tics = 4;
  Next state = "BRAZIER1";
}

Thing {
  ID = "BRAZIERUNLIT";
  Name = "Brazier Unlit";
  DoomEd number = 6006;
  Spawn state = "BRAZIERUNLIT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 48;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "BRAZIERUNLIT";
  Sprite = "BRAU";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "BUSHSHORT";
  Name = "Bush Short";
  DoomEd number = 6007;
  Spawn state = "BUSHSHORT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "BUSHSHORT";
  Sprite = "BUSH";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "BUSHTALL";
  Name = "Bush Tall";
  DoomEd number = 6008;
  Spawn state = "BUSHTALL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "BUSHTALL";
  Sprite = "BUS2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "CHAIR";
  Name = "Chair";
  DoomEd number = 6009;
  Spawn state = "CHAIR";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "CHAIR";
  Sprite = "CHAR";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "GOLDLAMP1";
  Name = "Gold Lamp1";
  DoomEd number = 6010;
  Spawn state = "GOLDLAMP1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 15;
  Mass = 100;
  Flags = "mf_spawnceiling mf_nogravity";
}

State {
  ID = "GOLDLAMP1";
  Sprite = "CLMP";
  Frame = 32768;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "GOLDLAMP1UNLIT";
  Name = "Gold Lamp1 Unlit";
  DoomEd number = 6011;
  Spawn state = "GOLDLAMP1UNLIT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 15;
  Mass = 100;
  Flags = "mf_spawnceiling mf_nogravity";
}

State {
  ID = "GOLDLAMP1UNLIT";
  Sprite = "CLMP";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "GOLDLAMP1FLICKER";
  Name = "Gold Lamp1 Flicker";
  DoomEd number = 6012;
  Spawn state = "GOLDLAMP1FLICKER1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 15;
  Mass = 100;
  Flags = "mf_spawnceiling mf_nogravity";
}

State {
  ID = "GOLDLAMP1FLICKER1";
  Sprite = "CLMP";
  Frame = 32768;
  Tics = 140;
  Next state = "GOLDLAMP1FLICKER2";
}

State {
  ID = "GOLDLAMP1FLICKER2";
  Sprite = "CLMP";
  Frame = 0;
  Tics = 3;
  Next state = "GOLDLAMP1FLICKER3";
}

State {
  ID = "GOLDLAMP1FLICKER3";
  Sprite = "CLMP";
  Frame = 32768;
  Tics = 3;
  Next state = "GOLDLAMP1FLICKER4";
}

State {
  ID = "GOLDLAMP1FLICKER4";
  Sprite = "CLMP";
  Frame = 0;
  Tics = 3;
  Next state = "GOLDLAMP1FLICKER5";
}

State {
  ID = "GOLDLAMP1FLICKER5";
  Sprite = "CLMP";
  Frame = 32768;
  Tics = 3;
  Next state = "GOLDLAMP1FLICKER6";
}

State {
  ID = "GOLDLAMP1FLICKER6";
  Sprite = "CLMP";
  Frame = 0;
  Tics = 3;
  Next state = "GOLDLAMP1FLICKER1";
}

Thing {
  ID = "GOLDLAMP2";
  Name = "Gold Lamp2";
  DoomEd number = 6013;
  Spawn state = "GOLDLAMP2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 23;
  Mass = 100;
  Flags = "mf_spawnceiling mf_nogravity";
}

State {
  ID = "GOLDLAMP2";
  Sprite = "CLM2";
  Frame = 32768;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "GOLDLAMP2UNLIT";
  Name = "Gold Lamp2 Unlit";
  DoomEd number = 6014;
  Spawn state = "GOLDLAMP2UNLIT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 23;
  Mass = 100;
  Flags = "mf_spawnceiling mf_nogravity";
}

State {
  ID = "GOLDLAMP2UNLIT";
  Sprite = "CLM2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "GOLDLAMP2FLICKER";
  Name = "Gold Lamp2 Flicker";
  DoomEd number = 6015;
  Spawn state = "GOLDLAMP2FLICKER1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 23;
  Mass = 100;
  Flags = "mf_spawnceiling mf_nogravity";
}

State {
  ID = "GOLDLAMP2FLICKER1";
  Sprite = "CLM2";
  Frame = 32768;
  Tics = 140;
  Next state = "GOLDLAMP2FLICKER2";
}

State {
  ID = "GOLDLAMP2FLICKER2";
  Sprite = "CLM2";
  Frame = 0;
  Tics = 3;
  Next state = "GOLDLAMP2FLICKER3";
}

State {
  ID = "GOLDLAMP2FLICKER3";
  Sprite = "CLM2";
  Frame = 32768;
  Tics = 3;
  Next state = "GOLDLAMP2FLICKER4";
}

State {
  ID = "GOLDLAMP2FLICKER4";
  Sprite = "CLM2";
  Frame = 0;
  Tics = 3;
  Next state = "GOLDLAMP2FLICKER5";
}

State {
  ID = "GOLDLAMP2FLICKER5";
  Sprite = "CLM2";
  Frame = 32768;
  Tics = 3;
  Next state = "GOLDLAMP2FLICKER6";
}

State {
  ID = "GOLDLAMP2FLICKER6";
  Sprite = "CLM2";
  Frame = 0;
  Tics = 3;
  Next state = "GOLDLAMP2FLICKER1";
}

Thing {
  ID = "COUCH";
  Name = "Couch";
  DoomEd number = 6016;
  Spawn state = "COUCH";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 48;
  Height = 48;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "COUCH";
  Sprite = "COUC";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "DRHAMERSTIENSTATUE";
  Name = "DocStatue";
  DoomEd number = 6017;
  Spawn state = "DRHAMERSTIENSTATUE";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "DRHAMERSTIENSTATUE";
  Sprite = "DHST";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "DEMONSTATUE";
  Name = "Demon Statue";
  DoomEd number = 6018;
  Spawn state = "DEMONSTATUE";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "DEMONSTATUE";
  Sprite = "DMST";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "FIRELARGE";
  Name = "Fire Large";
  DoomEd number = 6019;
  Spawn state = "FIRELARGE1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 64;
  Mass = 100;
  Flags = "";
}

State {
  ID = "FIRELARGE1";
  Sprite = "FIRL";
  Frame = 32768;
  Tics = 4;
  Next state = "FIRELARGE2";
}

State {
  ID = "FIRELARGE2";
  Sprite = "FIRL";
  Frame = 32769;
  Tics = 4;
  Next state = "FIRELARGE3";
}

State {
  ID = "FIRELARGE3";
  Sprite = "FIRL";
  Frame = 32770;
  Tics = 4;
  Next state = "FIRELARGE4";
}

State {
  ID = "FIRELARGE4";
  Sprite = "FIRL";
  Frame = 32771;
  Tics = 4;
  Next state = "FIRELARGE1";
}

Thing {
  ID = "FIRESMALL";
  Name = "Fire Small";
  DoomEd number = 6020;
  Spawn state = "FIRESMALL1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 64;
  Mass = 100;
  Flags = "";
}

State {
  ID = "FIRESMALL1";
  Sprite = "FIRS";
  Frame = 32768;
  Tics = 4;
  Next state = "FIRESMALL2";
}

State {
  ID = "FIRESMALL2";
  Sprite = "FIRS";
  Frame = 32769;
  Tics = 4;
  Next state = "FIRESMALL3";
}

State {
  ID = "FIRESMALL3";
  Sprite = "FIRS";
  Frame = 32770;
  Tics = 4;
  Next state = "FIRESMALL4";
}

State {
  ID = "FIRESMALL4";
  Sprite = "FIRS";
  Frame = 32771;
  Tics = 4;
  Next state = "FIRESMALL5";
}

State {
  ID = "FIRESMALL5";
  Sprite = "FIRS";
  Frame = 32772;
  Tics = 4;
  Next state = "FIRESMALL6";
}

State {
  ID = "FIRESMALL6";
  Sprite = "FIRS";
  Frame = 32773;
  Tics = 4;
  Next state = "FIRESMALL7";
}

State {
  ID = "FIRESMALL7";
  Sprite = "FIRS";
  Frame = 32774;
  Tics = 4;
  Next state = "FIRESMALL8";
}

State {
  ID = "FIRESMALL8";
  Sprite = "FIRS";
  Frame = 32775;
  Tics = 4;
  Next state = "FIRESMALL1";
}

Thing {
  ID = "GRAVE1";
  Name = "Grave1 (Flowers)";
  DoomEd number = 6021;
  Spawn state = "GRAVE1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "GRAVE1";
  Sprite = "GRA1";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "GRAVE2";
  Name = "Grave2";
  DoomEd number = 6022;
  Spawn state = "GRAVE2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "GRAVE2";
  Sprite = "GRA2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "GRAVE3";
  Name = "Grave3 (Grass)";
  DoomEd number = 6023;
  Spawn state = "GRAVE3";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 32;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "GRAVE3";
  Sprite = "GRA3";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "LAMP";
  Name = "Lamp";
  DoomEd number = 6024;
  Spawn state = "LAMP";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "LAMP";
  Sprite = "LAMP";
  Frame = 32768;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "LAMPUNLIT";
  Name = "Lamp Unlit";
  DoomEd number = 6025;
  Spawn state = "LAMPUNLIT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "LAMPUNLIT";
  Sprite = "LAMP";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "LAMPFLICKER";
  Name = "Lamp Flicker";
  DoomEd number = 6026;
  Spawn state = "LAMPFLICKER1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "LAMPFLICKER1";
  Sprite = "LAMP";
  Frame = 32768;
  Tics = 140;
  Next state = "LAMPFLICKER2";
}

State {
  ID = "LAMPFLICKER2";
  Sprite = "LAMP";
  Frame = 0;
  Tics = 3;
  Next state = "LAMPFLICKER3";
}

State {
  ID = "LAMPFLICKER3";
  Sprite = "LAMP";
  Frame = 32768;
  Tics = 3;
  Next state = "LAMPFLICKER4";
}

State {
  ID = "LAMPFLICKER4";
  Sprite = "LAMP";
  Frame = 0;
  Tics = 3;
  Next state = "LAMPFLICKER5";
}

State {
  ID = "LAMPFLICKER5";
  Sprite = "LAMP";
  Frame = 32768;
  Tics = 3;
  Next state = "LAMPFLICKER6";
}

State {
  ID = "LAMPFLICKER6";
  Sprite = "LAMP";
  Frame = 0;
  Tics = 3;
  Next state = "LAMPFLICKER1";
}

Thing {
  ID = "LAMPSWITCHON";
  Name = "Lamp Switch On";
  DoomEd number = 6027;
  Spawn state = "LAMPSWITCHON1";
  See state = "LAMPSWITCHON2";
  Pain state = "NULL";
  Melee state = "LAMPSWITCHON3";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 0;
  Radius = 24;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "LAMPSWITCHON1";
  Sprite = "LAMP";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "LAMPSWITCHON1";
}

State {
  ID = "LAMPSWITCHON2";
  Sprite = "LAMP";
  Frame = 0;
  Tics = 1;
  Action = "A_Chase";
  Next state = "LAMPSWITCHON2";
}

State {
  ID = "LAMPSWITCHON3";
  Sprite = "LAMP";
  Frame = 32768;
  Tics = 3;
  Next state = "LAMPSWITCHON2";
}

Thing {
  ID = "LAMP2";
  Name = "Lamp2";
  DoomEd number = 6028;
  Spawn state = "LAMP2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "LAMP2";
  Sprite = "LAM2";
  Frame = 32768;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "LAMP2UNLIT";
  Name = "Lamp2 Unlit";
  DoomEd number = 6029;
  Spawn state = "LAMP2UNLIT";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "LAMP2UNLIT";
  Sprite = "LAM2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "LAMP2FLICKER";
  Name = "Lamp2 Flicker";
  DoomEd number = 6030;
  Spawn state = "LAMP2FLICKER1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "LAMP2FLICKER1";
  Sprite = "LAM2";
  Frame = 32768;
  Tics = 140;
  Next state = "LAMP2FLICKER2";
}

State {
  ID = "LAMP2FLICKER2";
  Sprite = "LAM2";
  Frame = 0;
  Tics = 3;
  Next state = "LAMP2FLICKER3";
}

State {
  ID = "LAMP2FLICKER3";
  Sprite = "LAM2";
  Frame = 32768;
  Tics = 3;
  Next state = "LAMP2FLICKER4";
}

State {
  ID = "LAMP2FLICKER4";
  Sprite = "LAM2";
  Frame = 0;
  Tics = 3;
  Next state = "LAMP2FLICKER5";
}

State {
  ID = "LAMP2FLICKER5";
  Sprite = "LAM2";
  Frame = 32768;
  Tics = 3;
  Next state = "LAMP2FLICKER6";
}

State {
  ID = "LAMP2FLICKER6";
  Sprite = "LAM2";
  Frame = 0;
  Tics = 3;
  Next state = "LAMP2FLICKER1";
}

Thing {
  ID = "LAMP2SWITCHON";
  Name = "Lamp2 Switch On";
  DoomEd number = 6031;
  Spawn state = "LAMP2SWITCHON1";
  See state = "LAMP2SWITCHON2";
  Pain state = "NULL";
  Melee state = "LAMP2SWITCHON3";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 0;
  Radius = 24;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "LAMP2SWITCHON1";
  Sprite = "LAM2";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "LAMP2SWITCHON1";
}

State {
  ID = "LAMP2SWITCHON2";
  Sprite = "LAM2";
  Frame = 0;
  Tics = 1;
  Action = "A_Chase";
  Next state = "LAMP2SWITCHON2";
}

State {
  ID = "LAMP2SWITCHON3";
  Sprite = "LAM2";
  Frame = 32768;
  Tics = 3;
  Next state = "LAMP2SWITCHON2";
}

Thing {
  ID = "PEDESTAL";
  Name = "Pedestal";
  DoomEd number = 6032;
  Spawn state = "PEDESTAL";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "PEDESTAL";
  Sprite = "PEDE";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "PEDESTAL2";
  Name = "Pedestal2";
  DoomEd number = 6033;
  Spawn state = "PEDESTAL2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "PEDESTAL2";
  Sprite = "PED2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "PEDESTAL3";
  Name = "Pedestal3";
  DoomEd number = 6034;
  Spawn state = "PEDESTAL3";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "PEDESTAL3";
  Sprite = "PED3";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "PEDESTAL4";
  Name = "Pedestal4";
  DoomEd number = 6035;
  Spawn state = "PEDESTAL4";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "PEDESTAL4";
  Sprite = "PED4";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "PEDESTAL5";
  Name = "Pedestal5";
  DoomEd number = 6036;
  Spawn state = "PEDESTAL5";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 24;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "PEDESTAL5";
  Sprite = "PED5";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "PEDESTAL6";
  Name = "Pedestal6";
  DoomEd number = 6037;
  Spawn state = "PEDESTAL6";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 24;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "PEDESTAL6";
  Sprite = "PED6";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "POTPLANT";
  Name = "Pot Plant Large";
  DoomEd number = 6038;
  Spawn state = "POTPLANT1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "POTPLANT1";
  Sprite = "PLAN";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "POTPLANT2";
  Name = "Pot Plant2 Small Yellow";
  DoomEd number = 6039;
  Spawn state = "POTPLANT2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "POTPLANT2";
  Sprite = "PLA2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "POTPLANT3";
  Name = "Pot Plant3 Small Red";
  DoomEd number = 6040;
  Spawn state = "POTPLANT3";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "POTPLANT3";
  Sprite = "PLA3";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "RADIO";
  Name = "Radio";
  DoomEd number = 6041;
  Spawn state = "RADIO1";
  See state = "RADIO2";
  Pain state = "NULL";
  Melee state = "RADIO3";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Speed = 0;
  Radius = 24;
  Height = 56;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "RADIO1";
  Sprite = "RADI";
  Frame = 0;
  Tics = 10;
  Action = "A_Look";
  Next state = "RADIO1";
}

State {
  ID = "RADIO2";
  Sprite = "RADI";
  Frame = 0;
  Tics = 1;
  Action = "A_Chase";
  Next state = "RADIO2";
}

State {
  ID = "RADIO3";
  Sprite = "RADI";
  Frame = 0;
  Tics = 2100;
  Execute = "playmusic read_m";
  Next state = "RADIO4";
}

State {
  ID = "RADIO4";
  Sprite = "RADI";
  Frame = 0;
  Tics = 1;
  Execute = "playmusic runnin";
  Next state = "RADIO1";
}

Thing {
  ID = "SAFE";
  Name = "Safe";
  DoomEd number = 6042;
  Spawn state = "SAFE";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 48;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "SAFE";
  Sprite = "SAFE";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "SAFEOPEN";
  Name = "Safe Open";
  DoomEd number = 6043;
  Spawn state = "SAFEOPEN";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 48;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "SAFEOPEN";
  Sprite = "SAFO";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "STALAGMITE1";
  Name = "Stalagmite1";
  DoomEd number = 6044;
  Spawn state = "STALAGMITE1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "STALAGMITE1";
  Sprite = "SMTE";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}


Thing {
  ID = "STALAGMITE2";
  Name = "Stalagmite2";
  DoomEd number = 6045;
  Spawn state = "STALAGMITE2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "STALAGMITE2";
  Sprite = "SMT2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "STALAGMITE3";
  Name = "Stalagmite3 (pairs with tite4)";
  DoomEd number = 6046;
  Spawn state = "STALAGMITE3";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "STALAGMITE3";
  Sprite = "SMT3";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "STALAGTITE1";
  Name = "Stalagtite1";
  DoomEd number = 6047;
  Spawn state = "STALAGTITE1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 33;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity";
}

State {
  ID = "STALAGTITE1";
  Sprite = "STIT";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "STALAGTITE2";
  Name = "Stalagtite2";
  DoomEd number = 6048;
  Spawn state = "STALAGTITE2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity";
}

State {
  ID = "STALAGTITE2";
  Sprite = "STI2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "STALAGTITE3";
  Name = "Stalagtite3";
  DoomEd number = 6049;
  Spawn state = "STALAGTITE3";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 19;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity";
}

State {
  ID = "STALAGTITE3";
  Sprite = "STI3";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "STALAGTITE4";
  Name = "Stalagtite4 (pairs with mite3)";
  DoomEd number = 6050;
  Spawn state = "STALAGTITE4";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 16;
  Height = 19;
  Mass = 100;
  Flags = "mf_solid mf_spawnceiling mf_nogravity";
}

State {
  ID = "STALAGTITE4";
  Sprite = "STI4";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "TABLEDINING";
  Name = "Table Dining";
  DoomEd number = 6051;
  Spawn state = "TABLEDINING";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 48;
  Height = 48;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "TABLEDINING";
  Sprite = "TDIN";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "TABLEOFFICE";
  Name = "Table Office";
  DoomEd number = 6052;
  Spawn state = "TABLEOFFICE";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 40;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "TABLEOFFICE";
  Sprite = "TOFI";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "TRUNK";
  Name = "Trunk";
  DoomEd number = 6053;
  Spawn state = "TRUNK";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 40;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "TRUNK";
  Sprite = "TRUN";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "TRUNKOPEN";
  Name = "Trunk";
  DoomEd number = 6054;
  Spawn state = "TRUNKOPEN";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 40;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "TRUNKOPEN";
  Sprite = "TRUO";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "TV";
  Name = "TV";
  DoomEd number = 6055;
  Spawn state = "TV";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "EXPLODE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 100;
  Radius = 32;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid mf_shootable mf_noblood";
}

State {
  ID = "TV";
  Sprite = "TVON";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "URN";
  Name = "Urn Large";
  DoomEd number = 6056;
  Spawn state = "URN1";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 40;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "URN1";
  Sprite = "URN1";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "URN2";
  Name = "Urn2 Large Empty";
  DoomEd number = 6057;
  Spawn state = "URN2";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 40;
  Height = 40;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "URN2";
  Sprite = "URN2";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "URN3";
  Name = "Urn3 Small";
  DoomEd number = 6058;
  Spawn state = "URN3";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "URN3";
  Sprite = "URN3";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Thing {
  ID = "URN4";
  Name = "Urn4 Small Empty";
  DoomEd number = 6059;
  Spawn state = "URN4";
  See state = "NULL";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Reaction time = 8;
  Spawn health = 1000;
  Radius = 24;
  Height = 32;
  Mass = 100;
  Flags = "mf_solid";
}

State {
  ID = "URN4";
  Sprite = "URN4";
  Frame = 0;
  Tics = -1;
  Next state = "NULL";
}

Sprite { ID = "BATT"; }
Sprite { ID = "DHAM"; }
Sprite { ID = "DRAC"; }
Sprite { ID = "GARG"; }
Sprite { ID = "GRD1"; }
Sprite { ID = "GRD2"; }
Sprite { ID = "MUMM"; }
Sprite { ID = "MRSH"; }
Sprite { ID = "NSKE"; }
Sprite { ID = "PENE"; }
Sprite { ID = "RABI"; }
Sprite { ID = "TURR"; }
Sprite { ID = "VAMP"; }
Sprite { ID = "WOLF"; }
Sprite { ID = "ZELD"; }
Sprite { ID = "ROB1"; }
Sprite { ID = "ROB2"; }
Sprite { ID = "BDRG"; }
Sprite { ID = "GALN"; }
Sprite { ID = "GDRG"; }
Sprite { ID = "GHST"; }
Sprite { ID = "RALN"; }
Sprite { ID = "RDRG"; }
Sprite { ID = "BEDF"; }
Sprite { ID = "BEDS"; }
Sprite { ID = "BLOC"; }
Sprite { ID = "BLO2"; }
Sprite { ID = "BLO3"; }
Sprite { ID = "BRAZ"; }
Sprite { ID = "BRAU"; }
Sprite { ID = "BUSH"; }
Sprite { ID = "BUS2"; }
Sprite { ID = "CHAR"; }
Sprite { ID = "CLMP"; }
Sprite { ID = "CLM2"; }
Sprite { ID = "COUC"; }
Sprite { ID = "DHST"; }
Sprite { ID = "DMST"; }
Sprite { ID = "FIRL"; }
Sprite { ID = "FIRS"; }
Sprite { ID = "GRA1"; }
Sprite { ID = "GRA2"; }
Sprite { ID = "GRA3"; }
Sprite { ID = "LAMP"; }
Sprite { ID = "LAM2"; }
Sprite { ID = "URN1"; }
Sprite { ID = "URN2"; }
Sprite { ID = "URN3"; }
Sprite { ID = "URN4"; }
Sprite { ID = "PEDE"; }
Sprite { ID = "PED2"; }
Sprite { ID = "PED3"; }
Sprite { ID = "PED4"; }
Sprite { ID = "PED5"; }
Sprite { ID = "PED6"; }
Sprite { ID = "PLAN"; }
Sprite { ID = "PLA2"; }
Sprite { ID = "PLA3"; }
Sprite { ID = "RADI"; }
Sprite { ID = "SAFE"; }
Sprite { ID = "SAFO"; }
Sprite { ID = "SMTE"; }
Sprite { ID = "SMT2"; }
Sprite { ID = "SMT3"; }
Sprite { ID = "SMT4"; }
Sprite { ID = "STIT"; }
Sprite { ID = "STI2"; }
Sprite { ID = "STI3"; }
Sprite { ID = "STI4"; }
Sprite { ID = "TDIN"; }
Sprite { ID = "TOFI"; }
Sprite { ID = "TRUN"; }
Sprite { ID = "TRUO"; }
Sprite { ID = "TVON"; }
Sprite { ID = "BLNK"; }

# Wand Pickup Particles

Generator {
  State = "LAUN"
  Flags = blend | spawn
  Center { 2 0 10 }
  Spawn age = -1
  Max age = -1
  Particles = 2
  Spawn rate = .6
  Spawn rnd = 1
  Min spawn radius = 2
  Spawn radius = 5
  Vector rnd = 1
  Force radius = 5
  Force = 0.02
  Force axis { 0 0 1.5 }
  
  Stage {
    Type = "pt_point" Flags = bright | force
    Radius = 0 Color { .909 .909 0 0.8 };
    Tics = 20
    Resistance = 0.05
    }
  Stage {
    Type = "pt_point" Flags = bright | force
    Radius = .75 Color { .909 .909 0 0.8 };
    Tics = 10
    Resistance = 0.05
    }
  Stage {
    Type = "pt_point" Flags = bright | force
    Radius = .75 Color { .909 .909 0 0.8 };
    Tics = 15
    Resistance = 0.05
    }
  Stage { 
    Type = "pt_point" Flags = bright | force
    Radius = 0 Color { .909 .909 0 0.8 };
    }
}