Header { Version = 5; }

InFine 
{
  ID = "title";
  Script {
    # There is no skipping during the titlescreen loop.
    NoSkip 
    
    # Any event shows the menu.
    Trigger
    
    MARKER title_loop

    # Step 1.
    Patch back 0 0 "TITLEPIC"
    IF commercial DO
      Music "dm2ttl"
      Wait 13 # Original was 11; this'll play the whole song.
    ;
    ELSE DO
      Music "intro"
      Wait 4.857 # Original wait is 170 tics.
    ;
        
    # Step 2.
    
    IF MODE:doom1-ultimate  PlayDemo "udemo1.cdm"
    
    # Step 3.
    Set back "TITLEPIC"
    Wait 5.714 # Original is 200 tics.
      
    # Step 4.
    
    IF MODE:doom1-ultimate  PlayDemo "udemo2.cdm"
    
    
    # Step 5.
    IF commercial DO
      Set back "TITLEPIC"
      Music "dm2ttl"
      Wait 13 # Original was 11.
    ;
    ELSE DO
      IF ultimate Set back "TITLEPIC" ELSE Set back "TITLEPIC"
      Wait 5.714 # 200 tics.
    ;
      
    # Step 6.
   
    IF MODE:doom1-ultimate  PlayDemo "udemo3.cdm"
   

    # Step 7.
    IF ultimate PlayDemo "udemo4.cdm"
      
    GOTO title_loop
  };
}

# vvvvvvvvvvvvvvvvvvvvv NIGHTMARE 3D SILVER GUN vvvvvvvvvvvvvvvvvvvvv

ModelPath "Data\jDoom\3D\HUD\SILVER_PISTOL";



Model {
  State = "PISTOL";
 

Scale = 0.1;
  Offset XYZ { 7.0 0.0 10.0 };
  Md2{File = "SG.MD2";
Shiny skin = "shader.png";
Skin file = "SG.PCX";
        Shiny = 0.30;
Shiny reaction = 3.0;

};
Md2{File = "SG_ARM.MD2";};

};


};


}






Copy Model {
  State = "PISTOLDOWN";
  Md2{
    Frame = "frame01";};
  Md2{
    Frame = "frame01";};
}

Copy Model {
  State = "PISTOLUP";
  Md2{
    Frame = "frame01";};
  Md2{
    Frame = "frame01";};
}

Copy Model {
  State = "PISTOL1";
  Offset XYZ { 7.0 0.0 9.0 };
Inter = 0;
  Md2{
    Frame = "frame02";};
  Md2{
    Frame = "frame02";};
}

Copy Model {
  State = "PISTOL2";
 Offset XYZ { 7.0 0.0 8.0 }; 
Inter = 0.25;
  Md2{
    Frame = "frame03";};
  Md2{
    Frame = "frame03";};
}

Copy Model {
  State = "PISTOL3";
  Offset XYZ { 7.0 0.0 7.0 };
Inter = 0.50;
  Md2{
   Frame = "frame04";};
  Md2{
   Frame = "frame04";};
}
Copy Model {
  State = "PISTOL4";
  Offset XYZ { 7.0 0.0 6.0 };
Inter = 0.51;
  Md2{
   Frame = "frame05";};
  Md2{
   Frame = "frame05";};
}






# vvvvvvvvvvvvvvvvvvvvv NIGHTMARE 3D PLASMA PISTOL vvvvvvvvvvvvvvvvvvvvv

ModelPath "Data\jDoom\3D\HUD\PISTOL";



Model {
  State = "SB";
 

Scale = 0.1;
  Offset XYZ { 8.0 1.5 8.0 };
  Md2{File = "SB1.MD2";
  Shiny skin = "sbshader.png";

        Shiny = 0.30;
Skin file = "SB1.PCX";
};

Md2{File = "SB2.md2";
Shiny skin = "sbshader.png";

        Shiny = 0.30;
Skin file = "SB2.PCX";
};
Md2{File = "SB3.md2";
Shiny skin = "sbshader.png";

        Shiny = 0.30;
Skin file = "SB3.PCX";
};

Md2{File = "SB4.md2";
Shiny skin = "darkshader.png";

        Shiny = 0.10;
Skin file = "SB4.PCX";
};


}


Copy Model {
  State = "SB";
  Md2{
   Frame = "frame01";};
  Md2{
   Frame = "frame01";};
Md2{
   Frame = "frame01";};
  Md2{
   Frame = "frame01";};
}

Copy Model {
  State = "SB_B";
  Md2{
   Frame = "frame01";};
  Md2{
   Frame = "frame01";};
 Md2{
   Frame = "frame01";};
  Md2{
   Frame = "frame01";};
}


Copy Model {
  State = "SBDOWN";
  Md2{
    Frame = "frame01";};
  Md2{
    Frame = "frame01";};
 Md2{
   Frame = "frame01";};
  Md2{
   Frame = "frame01";};
}

Copy Model {
  State = "SBUP";
  Md2{
    Frame = "frame01";};
  Md2{
    Frame = "frame01";};
 Md2{
   Frame = "frame01";};
  Md2{
   Frame = "frame01";};
}

Copy Model {
  State = "SB1";
  Offset XYZ { 8.0 1.5 8.0 };
Inter = 0;
  Md2{
    Frame = "frame02";};
  Md2{
    Frame = "frame02";};
 Md2{
    Frame = "frame02";};
  Md2{
    Frame = "frame02";};
}

Copy Model {
  State = "SB2";
 Offset XYZ { 8.0 1.5 7.0 }; 
Inter = 0.25;
  Md2{
    Frame = "frame03";};
  Md2{
    Frame = "frame03";};
 Md2{
    Frame = "frame03";};
  Md2{
    Frame = "frame03";};
}

Copy Model {
  State = "SB3";
  Offset XYZ { 8.0 1.5 6.0 };
Inter = 0.50;
  Md2{
   Frame = "frame04";};
  Md2{
   Frame = "frame04";};
  Md2{
   Frame = "frame04";};
  Md2{
   Frame = "frame04";};
}
Copy Model {
  State = "SB4";
  Offset XYZ { 8.0 1.5 5.0 };
Inter = 0.51;
  Md2{
   Frame = "frame05";};
  Md2{
   Frame = "frame05";};
Md2{
   Frame = "frame05";};
  Md2{
   Frame = "frame05";};
}

Copy Model {
  State = "SB5";
  Offset XYZ { 8.0 1.5 4.0 };
Inter = 0.51;
  Md2{
   Frame = "frame05";};
  Md2{
   Frame = "frame05";};
Md2{
   Frame = "frame05";};
  Md2{
   Frame = "frame05";};
}

State {
  ID = "SB1";
  Sprite = "SAWG";
  Frame = 2;
  
Tics = 1;
  Action = "A_FirePlasma";
  Next state = "SB2";
}

State {
  ID = "SB2";
  Sprite = "SAWG";
  Frame = 2;
  
Tics = 1;
  Action = "null";
  Next state = "SB3";
}

State {
  ID = "SB3";
  Sprite = "SAWG";
  Frame = 3;
   
Tics = 1;
  Action = "null";
  Next state = "SB4";
}


State {
  ID = "SB4";
  Sprite = "SAWG";
  Frame = 4;
  Tics = 24;
 Action =  "nul";
  Next state = "SB5";
}

State {
  ID = "SB5";
  Sprite = "SAWG";
  Frame = 4;
  Tics = 1;
 Action =  "A_ReFire";
  Next state = "SB";
}

# vvvvvvvvvvvvvvvvvvvvv NIGHTMARE 3D MAGIC WAND vvvvvvvvvvvvvvvvvvvvv

ModelPath "Data\jDoom\3D\HUD\MAGIC";

Model {
  State = "CHAIN";
 

Scale = 0.1;
  Offset XYZ { 5.5 0.0 5.0 };
  Md2{File = "magic_arm.MD2";
Shiny skin = "shader.png";
Skin file = "magic_arm.pcx";
        Shiny = 0.10;
Shiny reaction = 3.0;

};
 Md2{File = "magic1.md2";
Shiny skin = "shader.png";
Skin file = "magic1.pcx";
        Shiny = 0.30;
Shiny reaction = 3.0;


};

 Md2{File = "magic2.md2";
Shiny skin = "shader.png";
Skin file = "magic2.pcx";
        Shiny = 0.30;
Shiny reaction = 3.0;

};
 Md2{File = "magic3.md2";
Shiny skin = "shader.png";
Skin file = "magic3.pcx";
        Shiny = 0.30;
Shiny reaction = 3.0;

};

 Md2{File = "magic4.md2";
Shiny skin = "shader.png";
Skin file = "magic4.pcx";
       Shiny = 0.70;
Shiny reaction = 3.0;

};


}


Copy Model {
  State = "CHAINUP";
  Md2{
    Frame = "frame01";};
  Md2{
    Frame = "frame01";};
 Md2{
    Frame = "frame01";};
  Md2{
    Frame = "frame01";};
 Md2{
    Frame = "frame01";};
}

Copy Model {
  State = "CHAINDOWN";
  Md2{
    Frame = "frame01";};
  Md2{
    Frame = "frame01";};
 Md2{
    Frame = "frame01";};
  Md2{
    Frame = "frame01";};
 Md2{
    Frame = "frame01";};
}

Copy Model {
  State = "CHAIN1";
  Offset XYZ { 5.5 -2.0 8.0 };

Md2{
    Frame = "frame02";};
  Md2{
    Frame = "frame02";};
 Md2{
    Frame = "frame02";};
  Md2{
    Frame = "frame02";};
 Md2{
    Frame = "frame02";};
}

Copy Model {
  State = "CHAIN2";
  Md2{
    Frame = "frame02";};
  Md2{
    Frame = "frame02";};
 Md2{
    Frame = "frame02";};
  Md2{
    Frame = "frame02";};
 Md2{
    Frame = "frame02";};
}

Copy Model {
  State = "CHAIN3";
  Md2{
    Frame = "frame01";};
  Md2{
    Frame = "frame01";};
 Md2{
    Frame = "frame01";};
  Md2{
    Frame = "frame01";};
 Md2{
    Frame = "frame01";};
}


State {
  ID = "CANDLESTIK";
  Sprite = "POL3";
  Frame = 1;
  Tics = 1;
  
  Next state = "CANDLESTIK";
}






ModelPath "Data\jDoom\3D\fx";
Model {
  State = "PLASBALL";
 Skin tics = 2;

Scale = 2.5;
  Offset XYZ { 0.0 10.0 0.0 };
  Md2{File = "n3dball.dmd";
Skin range = 5; 
Shiny skin = "shader.png";

        Shiny = 0.40;
Shiny color { 0.98823529411764705882352941176471 0.42352941176470588235294117647059 0.23529411764705882352941176470588 };
};




};

}




Model {
  State = "PLASEXP";
 

Scale = 2.5;
  Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "n3dballex.dmd";

};

Md2{Frame = "frame00";};


};

Copy Model {
  State = "PLASEXP2";
  Md2{Frame = "frame01";};
}

Copy Model {
  State = "PLASEXP3";
  Md2{Frame = "frame02";};
}

Copy Model {
  State = "PLASEXP4";
  Md2{Frame = "frame03";};
}

Copy Model {
  State = "PLASEXP5";
  Md2{Frame = "frame04";};
}


Generator {
  State = "PLASEXP";
  Flags = "gnf_blend";
  Speed = 5;
  Speed rnd = 0.6;
  Spawn age = 2;
  Spawn radius = 5;
  Max age = -1;
  Particles = 3;
  Spawn rate = 20;
  Spawn Rnd = 0.2;
  Center { 0.0 00.0 12.0 };
Vector rnd = 1;
  Stage {
    Type = "pt_tex06";
    Flags = "ptf_bright";
    Tics = 12; Rnd = .5;
    Radius = 30; Color { 1 .9 .5 .8 };
    Resistance = 0.2;
  sound = "N3DPHIT";
};
  Stage {
    Type = "pt_tex06";
    Flags = "ptf_bright";
    Tics = 10; Rnd = .5;
    Radius = 10; Color { 1 .7 .5 .7 };
    Resistance = 0.2;
  
};
  Stage {
    Type = "pt_tex06";
    Flags = "ptf_bright";
    Tics = 15; Rnd = 0.2;
    Radius = 5; Color { 1 .2 .1 .5 };
    Resistance = 0.2;
 
 };
  Stage {
    Type = "pt_tex06";
    Radius = 5; Color { .5 0 0 0 };
 
 };
}

Sound {
  ID = "N3DTVBLOW";
  Flags = "sf_shift2";
  Lump = "N3DTVBLOW";
  Link pitch = -1;
  Link volume = -1;
  Priority = 70;
  Max channels = 2;
}





Sound {
  ID = "N3DBAT";
  Flags = "sf_shift2";
  Lump = "N3DBAT";
  Link pitch = -1;
  Link volume = -1;
  Priority = 70;
  Max channels = 2;
}

Sound {
  ID = "N3DBATDIE";
  Flags = "sf_shift2";
  Lump = "N3DBATDIE";
  Link pitch = -1;
  Link volume = -1;
  Priority = 70;
  Max channels = 2;
}

Sound {
  ID = "N3DPLASMEXP";
  Flags = "sf_shift2";
  Lump = "N3DPLASMEXP";
  Link pitch = -1;
  Link volume = -1;
  Priority = 70;
  Max channels = 2;
}

Sound {
  ID = "N3DPANEL";
  Flags = "sf_shift2";
  #Lump = "N3DPANEL";
  Link pitch = -1;
  Link volume = -1;
  Priority = 32;
  Max channels = -1;
Lump = "N3DPANEL";

}

Sound {
  ID = "N3DTELEAMBIENCE";
  Flags = "sf_shift2";
  Lump = "N3DTELEAMBIENCE";
  Link pitch = -1;
  Link volume = -1;
  Priority = 70;
  Max channels = 2;
}





Header { Version = 6 }

SkipIf -nodecormod


# -----------------------------------------------
# -                    Candle                   -
# -----------------------------------------------
#------------------------------------------------------------------
# STATE DEFINITIONS

State {
  ID = "CANDLESTIK"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame1"
}

State {
  ID = "flame1"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame2"
}

State {
  ID = "flame2"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame3"
}
State {
  ID = "flame3"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame4"
}
State {
  ID = "flame4"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame5"
}
State {
  ID = "flame5"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame6"
}
State {
  ID = "flame6"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame7"
}
State {
  ID = "flame7"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame8"
}
State {
  ID = "flame8"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame9"
}
State {
  ID = "flame9"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame10"
}
State {
  ID = "flame10"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame11"
}
State {
  ID = "flame11"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame12"
}
State {
  ID = "flame12"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame13"
}
State {
  ID = "flame13"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "flame14"
}
State {
  ID = "flame14"
  Sprite = "CAND"
  Frame = 32768
  Tics = 1
  Next state = "CANDLESTIK"
}

#------------------------------------------------------------------
# MODEL DEFINITIONS

ModelPath "Data\jDoom\3D\objects";
Model {
  State = "CANDLESTIK";
 Offset XYZ { 0.0 50.0 0.0 };

Scale = 0.5;
 
  Md2{File = "wl_1.dmd";
Skin file = "c_w.pcx";


};


 

 
  Md2{File = "wl_2.dmd";
Skin file = "c_l.pcx";

};


 

 
  Md2{File = "wl_3.dmd";
Skin file = "c_w.pcx";
Shiny skin = "shader_b.png";

        Shiny = 0.55;

};

 


  Md2{File = "flame.dmd";
Skin file = "flame.pcx";
Transparent = 0.44;


};

  Md2{File = "wls.md2";
Skin file = "wls.png";
Transparent = 0.24;


};
}
Copy Model {
  State = "flame1";
Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame01";};
Md2{Frame = "frame00";}; 
}
Copy Model {
  State = "flame2";
  Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame02";};
Md2{Frame = "frame00";}; 
}
Copy Model {
  State = "flame3";
  Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame03";};
Md2{Frame = "frame00";}; 
}
Copy Model {
  State = "flame4";
 Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
 Md2{Frame = "frame04";};
Md2{Frame = "frame00";}; 
}

Copy Model {
  State = "flame5";
  Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame05";};
Md2{Frame = "frame00";}; 
}
Copy Model {
  State = "flame6";
 Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
 Md2{Frame = "frame06";};
Md2{Frame = "frame00";}; 
}
Copy Model {
  State = "flame7";
  Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame07";};
Md2{Frame = "frame00";}; 
}
Copy Model {
  State = "flame8";
  Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame08";};
Md2{Frame = "frame00";}; 
}

Copy Model {
  State = "flame9";
  Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame07";};
Md2{Frame = "frame00";}; 
}
Copy Model {
  State = "flame10";
  Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame06";};
Md2{Frame = "frame00";}; 
}
Copy Model {
  State = "flame11";
  Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame05";};
Md2{Frame = "frame00";}; 
}
Copy Model {
  State = "flame12";
  Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame04";};
Md2{Frame = "frame00";}; 
}

Copy Model {
  State = "flame13";
  Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame03";};
Md2{Frame = "frame00";}; 
}
Copy Model {
  State = "flame14";
  Md2{Frame = "frame00";};
 Md2{Frame = "frame00";};
Md2{Frame = "frame00";}; 
Md2{Frame = "frame02";};
Md2{Frame = "frame00";}; 
}



#------------------------------------------------------------------
# LIGHT DEFINITIONS

Light{
State = "CANDLESTIK"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}

Light{
State = "flame1"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame2"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame3"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame4"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame5"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame6"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame7"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame8"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame9"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame10"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame11"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame12"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame13"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
Light{
State = "flame14"
Y Offset = -67.5
Size = 1.9
Color { 1 .7 .2}
}
#------------------------------------------------------------------
# PARTICLE DEFINITIONS








#------------------------------------------------------------------
# LIGHT DEFINITIONS

Light{
State = "BAR1"
X Offset = 30.5
Size = 0.5
Color { 1 .7 .2}
}

#------------------------------------------------------------------
# PARTICLE DEFINITIONS



# -----------------------------------------------
# -                   Lightsource               - 
# -----------------------------------------------
#------------------------------------------------------------------
# STATE DEFINITIONS



#------------------------------------------------------------------
# MODEL DEFINITIONS


Model {
  State = "CANDELABRA";
 Offset XYZ { 0.0 0.5 0.0 };

Scale = 1.0;
 
  Md2{File = "lightsource.dmd";


};




};




#------------------------------------------------------------------
# LIGHT DEFINITIONS

Light{
State = "CANDELABRA"
Y Offset = 45.5
Size = 0.5
Color { 1 .7 .2}
}

#------------------------------------------------------------------
# PARTICLE DEFINITIONS




Model {
  State = "COLU";
Scale = 1.1;
  Offset XYZ { 0.0 100.0 0.0 };
  Md2{File = "goldlamp.md2";
Shiny skin = "shader.png";
Skin file = "goldlamp.pcx"
        Shiny = 0.25;
shiny reaction = 2.0;
};


  Md2{File = "goldlamp_conect.md2";
Shiny skin = "shader.png";
Skin file = "bulb connection.pcx";
        Shiny = 0.25;
shiny reaction = 2.0;
};


Md2{File = "GL_lights.md2";
Shiny skin = "Y_shader.png";
Shiny = 0.95;
skin file = "bulb connection.pcx";
  shiny reaction = 6.0;    
Transparent = 0.99;
};


};


}

#------------------------------------------------------------------
# LIGHT DEFINITIONS

Light{
State = "COLU"
Y Offset = -45.5
Size = 3.3
Color { 0.98823529411764705882352941176471 0.98823529411764705882352941176471 0.23529411764705882352941176470588 }
}

#------------------------------------------------------------------
# 


Model {
  State = "HEADSONSTICK";
Scale = 0.5;
   Skin tics = 2;
 
Offset XYZ { 0.0 16.0 0.0 };
  Md2{File = "tv.dmd"; 
Skin range = 4; 


Shiny skin = "shader.png";

        Shiny = 0.20;

};
Md2{File = "tv_cable.dmd"; 
Skin file = "tv1.pcx";



};


};


}


Model {
  State = "TVBLOW";
Scale = 0.0;
   Skin tics = 2;
 
Offset XYZ { 0.0 13.0 0.0 };
  Md2{File = "tv.dmd"; 
Skin range = 4; 


Shiny skin = "shader.png";

        Shiny = 0.20;

};


};


};


}

Model {
  State = "TVBLOW2";
Scale = 0.0;
   Skin tics = 2;
 
Offset XYZ { 0.0 13.0 0.0 };
  Md2{File = "tv.dmd"; 
Skin range = 4; 


Shiny skin = "shader.png";

        Shiny = 0.20;

};


};


};


}

#------------------------------------------------------------------
# LIGHT DEFINITIONS

Light{
State = "HEADSONSTICK"
Y Offset = 50.5
X Offset = 0.5

Size = 0.4
Color { 1.0 1.0 1.0 }
}

#------------------------------------------------------------------
# 





State {
  ID = "TVBLOW";
  Sprite = "POL3";
  Frame = 1;
  Tics = 4;
  Action =   "A_Explode";

  Next state = "TVBLOW2";
}

State {
  ID = "TVBLOW2";
  Sprite = "POL3";
  Frame = 1;
  Tics = 4;
  
Action = "A_Pain";
  Next state = "NULL";
}

Generator {
  State = "TVBLOW";
  Flags = "gnf_blend";
  Speed = 5;
  Speed rnd = 0.6;
  Spawn age = 2;
  Spawn radius = 50;
  Max age = -1;
  Particles = 10;
  Spawn rate = 20;
  Spawn Rnd = 0.2;
  Center { 0.0 00.0 12.0 };
Vector rnd = 1;
  Stage {
    Type = "pt_point";
    Flags = "ptf_bright";
    Tics = 12; Rnd = .5;
    Radius = 100; Color { 1 .9 .5 .8 };
    Resistance = 0.2;
  sound = "N3DTVBLOW";
};
  Stage {
    Type = "pt_point";
    Flags = "ptf_bright";
    Tics = 10; Rnd = .5;
    Radius = 100; Color { 1 .7 .5 .7 };
    Resistance = 0.2;
  
};
  Stage {
    Type = "pt_point";
    Flags = "ptf_bright";
    Tics = 15; Rnd = 0.2;
    Radius = 100; Color { 1 .2 .1 .5 };
    Resistance = 0.2;
 
 };
  Stage {
    Type = "pt_point";
    Radius = 5; Color { .5 0 0 0 };
 
 };
}



#------------------------------------------------------------------
# PLASMA BALL LIGHT DEFINITIONS

Light{
State = "PLASBALL"
Y Offset = 12
Size = 1.9
Color { 0.98823529411764705882352941176471 0.42352941176470588235294117647059 0.23529411764705882352941176470588 }
}

#------------------------------------------------------------------

#------------------------------------------------------------------
# PLASMA BALL LIGHT DEFINITIONS

Light{
State = "PLASEXP"
Y Offset = 0
Size = 1.9
Color { 0.98823529411764705882352941176471 0.67450980392156862745098039215686 0.23529411764705882352941176470588 }
}

#------------------------------------------------------------------

#------------------------------------------------------------------
# PLASMA BALL LIGHT DEFINITIONS

Light{
State = "PLASEXP2"
Y Offset = 12
Size = 1.9
Color { 0.98823529411764705882352941176471 0,76862745098039215686274509803922 0.23529411764705882352941176470588 }
}

#------------------------------------------------------------------
#------------------------------------------------------------------
# PLASMA BALL LIGHT DEFINITIONS

Light{
State = "PLASEXP3"
Y Offset = 12
Size = 1.9
Color { 0.98823529411764705882352941176471 0.84705882352941176470588235294118 0.23529411764705882352941176470588 }
}

#------------------------------------------------------------------
#------------------------------------------------------------------
# PLASMA BALL LIGHT DEFINITIONS

Light{
State = "PLASEXP4"
Y Offset = 12
Size = 1.9
Color { 0.98823529411764705882352941176471 0.94117647058823529411764705882353 0.23529411764705882352941176470588 }
}

#------------------------------------------------------------------
#------------------------------------------------------------------
# PLASMA BALL LIGHT DEFINITIONS

Light{
State = "PLASEXP5"
Y Offset = 12
Size = 1.9
Color { 0.98823529411764705882352941176471 0.94117647058823529411764705882353 0.23529411764705882352941176470588 }
}

#------------------------------------------------------------------


Detail
{
Wall = "ASHWALL";
file = "NOISE";
Strength = 0.2;
Scale = 0.2;
}



Detail
{
Wall = "GSTFONT1";
file = "Tablet26";
Strength = 4.6;
Scale = 1.0;
}




Detail
{
Flat = "CEIL3_2";
file = "WOODG"
Strength = 3.4;
Scale = 2.35;
}


D

Detail
{
Wall = "BLODGR1";
file = "woodnoise";
Strength = 4.6;
Scale = 10.34;
}


Detail
{
flat = "CEIL3_1";
file = "bump_ceil3";
Strength = 0.6;
Scale = 1.0;
}

Detail
{
flat = "CEIL1_1";
file = "bump_ceil1";
Strength = 1.5;
Scale = 1.00;
}





Detail
{
Wall = "BRNPOIS2";
file = "redwall";
Strength = 30.0;
Scale = 10.0;
}

Detail
{
Wall = "COMPWERD";
file = "mildew";
Strength = 2.6;
Scale = 0.25;
}

Detail
{
Wall = "BLODGR3";
file = "wood2";
Strength = 2.6;
Scale = 1.5;
}




Detail
{
Wall = "BLODGR4";
file = "wood2";
Strength = 2.6;
Scale = 1.5;
}

Detail
{
Wall = "BRNBIGL";
file = "wood2";
Strength = 2.6;
Scale = 2.5;
}

Detail
{
Wall = "STEP3";
file = "wood2";
Strength = 2.6;
Scale = 2.5;
}



Detail
{
Wall = "BRNBIGC";
file = "metal";
Strength = 1.0;
Scale = 0.25;
}











#------------------------------------------------------------------
#------------------------------------------------------------------
# BLUE FX LIGHT DEFINITIONS

Light{
State = "BLUEFX"
Y Offset = 1
Size = 1.9
Color { 0.48627450980392156862745098039216 0.58039215686274509803921568627451 0.84705882352941176470588235294118 }
}

#------------------------------------------------------------------




Thing {
  ID = "BLUE_LIGHT_FX";
  Name = "blue light";
  DoomEd number = 120;
  Spawn state = "BLUEFX";
  See state = "BLUEFX";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "NULL";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL	";
  See sound = "NULL";
  Attack sound = "NULL";
  Pain sound = "null";
  Death sound = "NULL";
  Active sound = "NULL";
  Reaction time = 8;
  Pain chance = 0;
  Spawn health = -1;
  Speed = 8;
  Radius = 0;
  Height = 0;
  Mass = 100;
  Flags = "";
}

State {
  ID = "BLUEFX";
  Sprite = "BLUD";
  Frame = 32769;
  Tics = 8;
  Next state = "BLUEFX";
}

ModelPath "Data\jDoom\3D\Objects";

Model {
  State = "BLUEFX";
Scale = 0.00001;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "box.dmd"; 



};


};


};


}





Reflection
{
Texture = "BRNBIGC";
Blending mode = "bm_add";
Shininess = 0.7;
Min color { 0.1 0.1 0.1 };
Shiny map = "SHINY-METAL";

}



Reflection
{
Flat = "CEIL1_1";
Blending mode = "bm_add";
Shininess = 0.3;
Min color { 0.9 0.5 0.5 };
Shiny map = "SHINY-CEIL3_1";
Mask map = "MASK-CEIL3_1";
}

Reflection
{
Texture = "BRNPOIS2";
Blending mode = "bm_multi";
Shininess = 0.8;

Shiny map = "SHINY-REDWALL";

}

Reflection
{
Texture = "BROWNHUG";
Blending mode = "bm_multi";
Shininess = 0.8;

Shiny map = "SHINY-REDWALL";

}

Reflection
{
Flat = "CEIL3_3";
Blending mode = "bm_add";
Shininess = 0.4;
Min color { 0.67450980392156862745098039215686 0.65882352941176470588235294117647 0.50196078431372549019607843137255 };
Shiny map = "SHINY-CEIL3_1";
Mask map = "MASK-CEIL3_1";
}




Thing {
  ID = "BLACKFLOOR";
  DoomEd number = 90;
  Spawn state = "BLACKFLOOR";
  See state = "BLACKFLOOR";
  Pain state = "BLACKFLOOR";
  Melee state = "NULL";
  Missile state = "BLACKFLOOR";
  Death state = "BLACKFLOOR";
  Xdeath state = "BLACKFLOOR";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 1;
  Height = 1;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "BLACKFLOOR";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
  Next state = "BLACKFLOOR";
}

ModelPath "Data\jDoom\3D\maps";

Model {
  State = "BLACKFLOOR";
Scale = 1.0;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "blackfloor.dmd"; 


Shiny skin = "shader.png";

        Shiny = 0.20;

};


};


};


}





ModelPath "Data\jDoom\3D\objects";

Model {
  State = "REDTORCH";
Scale = 11.0;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "lightstack.dmd"; 


Shiny skin = "shader.png";

        Shiny = 0.30;

};





}


Generator
{
State = "REDTORCH";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 63.33 };
Spawn radius = 2.9;
Spawn age = -1;
Max age = -1;
Particles = 2;
Spawn rate = 0.5;
Spawn Rnd = 0.25;

Stage{Type = "pt_point"; Tics = 8; Rnd = 0.5; Color { 0.86274509803921568627450980392157 0.2039215686274509803921568627451 0.2039215686274509803921568627451 0.9 }; Radius = 4.5; Radius Rnd = 0.5; Flags = "ptf_bright";};

}






#------------------------------------------------------------------
# PARTICLE DEFINITIONS

Generator
{
State = "PLASBALL";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 12.0 };
Spawn radius = 2.9;
Spawn age = -1;
Max age = -1;
Particles = 3;
Spawn rate = 1.5;
Spawn Rnd = 0.25;

Stage{Type = "pt_tex06"; Tics = 8; Rnd = 0.5; Color { 0.86274509803921568627450980392157 0.2039215686274509803921568627451 0.2039215686274509803921568627451 0.9 }; Radius = 7.5; Radius Rnd = 0.5; Resistance = 1.0; 
 Flags = "ptf_bright";};

}

Sound {
  ID = "N3DPLASMCRACKLE";
  Flags = "sf_shift2";
  Lump = "N3DPLASMCRACKLE";
  Link pitch = -1;
  Link volume = -1;
  Priority = 64;
  Max channels = -1;
}





Generator
{
state = "PISTOL";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 0.0 };
Spawn radius = 2.9;
Spawn age = -1;
Max age = -1;
Particles = 32;
Spawn rate = 0.5;
Spawn Rnd = 0.25;

Stage{Type = "pt_point"; Tics = 8; Rnd = 0.5; Color { 0.86274509803921568627450980392157 0.2039215686274509803921568627451 0.2039215686274509803921568627451 0.9 }; Radius = 35.5; Radius Rnd = 0.5; Resistance = 1.0; sound = "N3DPLASMCRACKLE"; Volume = 0.7;
 Flags = "ptf_bright";};



}


Model {
  State = "E_CHAIR";
Scale = 0.9;
   
 
Offset XYZ { 0.0 -6.0 0.0 };
  Md2{File = "chair_a.dmd"; 
Skin file = "chair_a.pcx";

Shiny skin = "shader.png";

        Shiny = 0.10;

};

Md2{File = "chair_b.dmd";
Shiny skin = "shader.png";
       Skin file = "chair_b.pcx"; 
Shiny = 0.10;

};

Md2{File = "chair_c.dmd";
Shiny skin = "shader.png";
       Skin file = "chair_c.pcx"; 
Shiny = 0.10;

};
Md2{File = "ec2.md2";

       Skin file = "ec2.png"; 


};


}


Model {
  State = "TREE";
Scale = 1.3;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "tree_a.dmd"; 
Skin file = "tree_a.pcx";

Shiny skin = "shader.png";

        Shiny = 0.20;

};

Md2{File = "tree_b.dmd";

       Skin file = "tree_b.pcx"; 


};

Md2{File = "tree_c.dmd";

 Skin file = "tree_c.png"; 
     

};

Md2{File = "Data\jDoom\3D\shadows\ts2.md2";

 Skin file = "Data\jDoom\3D\shadows\ts2.png"; 
     

};

}

State {
  ID = "TREE";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
  Next state = "TREE";
}


Light{
State = "TREE"
Y Offset = 0.0
X Offset = 0.0

Size = 0.001
Color { 0.000001 0.000001 0.00001 }
}

Light{
State = "E_CHAIR";
Y Offset = 0.0;
X Offset = 0.0;

Size = 0.001;
Color { 0.000001 0.000001 0.00001 };
}


#------------------------------------------------------------------
# 



#------------------------------------------------------------------
# 


#------------------------------------------------------------------
# 
#------------------------------------------------------------------
# 


Sound {
  ID = "N3DMUMMYPUNCH";
  Flags = "sf_shift2";
  Lump = "N3DMUMMYPUNCH";
  Link pitch = -1;
  Link volume = -1;
  Priority = 64;
  Max channels = -1;
}


Sound {
  ID = "N3DMUMMYDIE";
  Flags = "sf_shift2";
  Lump = "N3DMUMMYDIE";
  Link pitch = -1;
  Link volume = -1;
  Priority = 64;
  Max channels = -1;
}


Sound {
  ID = "N3DMUMMY";
  Flags = "sf_shift2";
  Lump = "N3DMUMMY";
  Link pitch = -1;
  Link volume = -1;
  Priority = 64;
  Max channels = -1;
}




Sound {
  ID = "N3DTV";
  
  Lump = "N3DTV";
  Link pitch = -1;
  Link volume = -1;
  Priority = 64;
  Max channels = -1;
}

Sound {
  ID = "N3DLIGHTNING3";
  
  Lump = "N3DLIGHTNING3";
  Link pitch = -1;
  Link volume = -1;
  Priority = 64;
  Max channels = -1;
}



Sector Type {
  ID = 192;
  Ambient sound ="N3DTELEAMBIENCE";
 
  Ambient max interval = 7.986;
}




Sector Type {
  ID = 257;
  Ambient sound ="N3DLIGHTNING3";
 
  Ambient max interval = 30.361;
}

Generator
{
State = "CANDELABRA";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 0.0 };
Spawn radius = 0.9;
Spawn age = -1;
Max age = -1;
Particles = 10;
Spawn rate = 0.5;
Spawn Rnd = 1.0;

Stage{Type = "pt_point"; Tics = 8; Rnd = 0.5; Color { 1.0 1.0 0.0 0.9 }; Radius = 9.0; Radius Rnd = 0.5; sound = "N3DFIREPLACE"; Volume = 0.2;  Flags = "ptf_bright";};


}









#------------------------------------------------------------------
# LIGHT DEFINITIONS


#------------------------------------------------------------------
# 






Header { Version = 6 }

SkipIf -nogweaponmod

# -----------------------------------------------
# -	 	 Single bolt plasma gun Item               - 
# -----------------------------------------------
#------------------------------------------------------------------
# STATE DEFINITIONS

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

#------------------------------------------------------------------
# MODEL DEFINITIONS

ModelPath "Data\jDoom\3D\objects"

Model {
  State = "CSAW";
  Offset = -1;
  Scale = 0.8;
  
  Md2{
	File = "gunworld.dmd";
	Skin file = "gun.pcx";

Shiny skin = "shader.png";

        Shiny = 0.30;

};

Md2{
	File = "Data\jDoom\3D\shadows\gws.md2";
	Skin file = "Data\jDoom\3D\shadows\gws.png";



    

};

}

#------------------------------------------------------------------
# LIGHT DEFINITIONS

#------------------------------------------------------------------
# PARTICLE DEFINITIONS










Model {
  State = "CLIP";
Scale = 0.7;
   
 
Offset XYZ { 0.0 00.0 0.0 };
  Md2{File = "plasmacore.dmd"; 
Shiny skin = "shader.png";

        Shiny = 0.30;

Skin file = "plasmacore.pcx";

};

Md2{File = "core.dmd"; 
Transparent = 0.7;


Shiny skin = "shader.png";

        Shiny = 0.30;

Skin file = "plasmacore.pcx";

};





}


Copy Model {
  State = "CLIP2";
  Inter=0;
  Md2{Frame = "frame01";};
Md2{Frame = "frame01";};

}

Copy Model {
  State = "CLIP3";
  Inter=0;
  Md2{Frame = "frame02";};
Md2{Frame = "frame02";};

}
Copy Model {
  State = "CLIP4";
  Inter=0;
  Md2{Frame = "frame03";};
Md2{Frame = "frame03";};

}
Copy Model {
  State = "CLIP5";
  Inter=0;
  Md2{Frame = "frame04";};
Md2{Frame = "frame04";};

}
Copy Model {
  State = "CLIP6";
  Inter=0;
  Md2{Frame = "frame05";};
Md2{Frame = "frame05";};

}
Copy Model {
  State = "CLIP7";
  Inter=0;
  Md2{Frame = "frame06";};
Md2{Frame = "frame06";};

}
Copy Model {
  State = "CLIP8";
  Inter=0;
  Md2{Frame = "frame07";};
Md2{Frame = "frame07";};

}
Copy Model {
  State = "CLIP9";
  Inter=0;
  Md2{Frame = "frame08";};
Md2{Frame = "frame08";};

}
Copy Model {
  State = "CLIP10";
  Inter=0;
  Md2{Frame = "frame09";};
Md2{Frame = "frame09";};

}

Copy Model {
  State = "CLIP11";
  Inter=0;
  Md2{Frame = "frame10";};
Md2{Frame = "frame10";};

}

Copy Model {
  State = "CLIP12";
  Inter=0;
  Md2{Frame = "frame11";};
Md2{Frame = "frame11";};

}
Copy Model {
  State = "CLIP13";
  Inter=0;
  Md2{Frame = "frame12";};
Md2{Frame = "frame12";};

}
Copy Model {
  State = "CLIP14";
  Inter=0;
  Md2{Frame = "frame13";};
Md2{Frame = "frame13";};

}
Copy Model {
  State = "CLIP15";
  Inter=0;
  Md2{Frame = "frame14";};
Md2{Frame = "frame14";};

}
Copy Model {
  State = "CLIP16";
  Inter=0;
  Md2{Frame = "frame15";};
Md2{Frame = "frame15";};

}
Copy Model {
  State = "CLIP17";
  Inter=0;
  Md2{Frame = "frame16";};
Md2{Frame = "frame16";};

}
Copy Model {
  State = "CLIP18";
  Inter=0;
  Md2{Frame = "frame17";};
Md2{Frame = "frame17";};

}
Copy Model {
  State = "CLIP19";
  Inter=0;
  Md2{Frame = "frame18";};
Md2{Frame = "frame18";};

}


Copy Model {
  State = "CLIP20";
  Inter=0;
  Md2{Frame = "frame19";};
Md2{Frame = "frame19";};

}


Copy Model {
  State = "CLIP21";
  Inter=0;
  Md2{Frame = "frame20";};
Md2{Frame = "frame20";};

}

Copy Model {
  State = "CLIP22";
  Inter=0;
  Md2{Frame = "frame21";};
Md2{Frame = "frame21";};

}

Copy Model {
  State = "CLIP23";
  Inter=0;
  Md2{Frame = "frame22";};
Md2{Frame = "frame22";};

}
Copy Model {
  State = "CLIP24";
  Inter=0;
  Md2{Frame = "frame23";};
Md2{Frame = "frame23";};

}
Copy Model {
  State = "CLIP25";
  Inter=0;
  Md2{Frame = "frame24";};
Md2{Frame = "frame24";};

}
Copy Model {
  State = "CLIP26";
  Inter=0;
  Md2{Frame = "frame25";};
Md2{Frame = "frame25";};

}
Copy Model {
  State = "CLIP27";
  Inter=0;
  Md2{Frame = "frame26";};
Md2{Frame = "frame26";};

}
Copy Model {
  State = "CLIP28";
  Inter=0;
  Md2{Frame = "frame27";};
Md2{Frame = "frame27";};

}
Copy Model {
  State = "CLIP29";
  Inter=0;
  Md2{Frame = "frame28";};
Md2{Frame = "frame28";};

}
Copy Model {
  State = "CLIP30";
  Inter=0;
  Md2{Frame = "frame29";};
Md2{Frame = "frame29";};

}






Light{
State = "CLIP";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}

Light{
State = "CLIP2";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP3";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP4";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP5";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP6";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP7";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP8";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP9";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP10";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP11";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP12";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP13";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP14";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP15";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP16";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP17";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP18";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP19";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP20";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}


Light{
State = "CLIP21";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP22";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP23";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP24";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP25";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP26";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP27";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP28";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP29";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}
Light{
State = "CLIP30";
X Offset = 0.0;
Size = 0.5;
Color { 0.62745098039215686274509803921569 0.75294117647058823529411764705882 0.92549019607843137254901960784314};
}



State {
  ID = "CLIP2";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP3";
}
State {
  ID = "CLIP3";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP4";
}
State {
  ID = "CLIP4";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP5";
}
State {
  ID = "CLIP5";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP6";
}
State {
  ID = "CLIP6";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP7";
}
State {
  ID = "CLIP7";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP8";
}
State {
  ID = "CLIP8";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP9";
}
State {
  ID = "CLIP9";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP10";
}
State {
  ID = "CLIP10";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP11";
}

State {
  ID = "CLIP11";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP12";
}
State {
  ID = "CLIP12";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP13";
}
State {
  ID = "CLIP13";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP14";
}
State {
  ID = "CLIP14";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP15";
}
State {
  ID = "CLIP15";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP16";
}
State {
  ID = "CLIP16";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP17";
}
State {
  ID = "CLIP17";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP18";
}
State {
  ID = "CLIP18";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP19";
}
State {
  ID = "CLIP19";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP20";
}
State {
  ID = "CLIP20";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP21";
}

State {
  ID = "CLIP21";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP22";
}

State {
  ID = "CLIP22";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP23";
}
State {
  ID = "CLIP23";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP24";
}
State {
  ID = "CLIP24";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP25";
}
State {
  ID = "CLIP25";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP26";
}
State {
  ID = "CLIP26";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP27";
}
State {
  ID = "CLIP27";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP28";
}
State {
  ID = "CLIP28";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP29";
}
State {
  ID = "CLIP29";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP30";
}
State {
  ID = "CLIP30";
  Sprite = "CLIP";
  Frame = 32768;
  Tics = 1;
  Next state = "CLIP";
}


Thing {
  ID = "panel";
  DoomEd number = 95;
  Spawn state = "panel";
  See state = "panelopen";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "panel";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 20;
  Height = 64;
  Mass = 65535;
   Flags = "mf_solid mf_noblood mf_ambush";
}

Thing {
  ID = "panelopen10";
  DoomEd number = 119;
  Spawn state = "panelopen10";
  See state = "panelopen10";
  Pain state = "panelopen10";
  Melee state = "NULL";
  Missile state = "panelopen10";
  Death state = "panelopen10";
  Xdeath state = "panelopen10";
  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;
  
}

State {
  ID = "panel";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
  Action = "A_Look";
Next state = "panel";
}

State {
  ID = "panelopen";
  Sprite = "PLAY";
  Frame = 1;
  Action = "A_Scream";
Tics = 10;
  Next state = "panelopen2";
}
State {
  ID = "panelopen2";
  Sprite = "PLAY";
  Frame = 1;
 Action = "A_Scream";
 Tics = 10;
  Next state = "panelopen3";
}
State {
  ID = "panelopen3";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 10;
  Next state = "panelopen4";
}
State {
  ID = "panelopen4";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 10;
  Next state = "panelopen5";
}
State {
  ID = "panelopen5";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 10;
  Next state = "panelopen6";
}
State {
  ID = "panelopen6";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 10;
  Next state = "panelopen7";
}
State {
  ID = "panelopen7";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 10;
  Next state = "panelopen8";
}
State {
  ID = "panelopen8";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 10;
  Next state = "panelopen9";
}
State {
  ID = "panelopen9";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
  Next state = "panelopen10";
}
State {
  ID = "panelopen10";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
  Next state = "NULL";
}

Model {
  State = "panel";
Scale = 0.8;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "panel.dmd"; 

Skin file = "panel.pcx";

};





}

Copy Model {
  State = "panelopen";
  Md2{Frame = "frame01";};

}
Copy Model {
  State = "panelopen2";
  Md2{Frame = "frame02";};

}
Copy Model {
  State = "panelopen3";
  Md2{Frame = "frame03";};

}
Copy Model {
  State = "panelopen4";
  Md2{Frame = "frame04";};

}
Copy Model {
  State = "panelopen5";
  Md2{Frame = "frame05";};

}
Copy Model {
  State = "panelopen6";
  Md2{Frame = "frame06";};

}
Copy Model {
  State = "panelopen7";
  Md2{Frame = "frame07";};

}
Copy Model {
  State = "panelopen8";
  Md2{Frame = "frame08";};

}
Copy Model {
  State = "panelopen9";
  Md2{Frame = "frame09";};

}
Copy Model {
  State = "panelopen10";
  Md2{Frame = "frame10";};

}

Sector Type {
   ID = 24;
   Comment = "Scroll along tag 9999";
   Flags = "stf_tagtexmove stf_tagwind stf_windmissile stf_windplayer";
   Act tag = 12;
   Floor texmove speed = 1.8;
   Wind speed = 0.16875;
Wind angle = 180;
}


Thing {
  ID = "cellamp";
  DoomEd number = 96;
  Spawn state = "cellamp";
  See state = "cellamp";
  Pain state = "cellamp";
  Melee state = "NULL";
  Missile state = "cellamp";
  Death state = "cellamp";
  Xdeath state = "cellamp";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 1;
  Height = 1;
  Mass = 65535;
  Flags = " ";
}

State {
  ID = "cellamp";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "cellamp";
}



Model {
  State = "cellamp";
Scale = 2.0;
   
 
Offset XYZ { 0.0 119.0 0.0 };
  Md2{File = "cellamp.md2"; 
Shiny skin = "shader.png";
Shiny reaction = 1.6;
        Shiny = 0.50;

Skin file = "cellamp.pcx";

};





}

Thing {
  ID = "cellamplight";
  DoomEd number = 97;
  Spawn state = "cellamplight";
  See state = "cellamplight";
  Pain state = "cellamplight";
  Melee state = "NULL";
  Missile state = "cellamplight";
  Death state = "cellamplight";
  Xdeath state = "cellamplight";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 1;
  Height = 1;
  Mass = 65535;
  Flags = " ";
}

State {
  ID = "cellamplight";
  Sprite = "PLAY";
  Frame = 32768;
  Tics = 6;
  Next state = "cellamplight";
}



Model {
  State = "cellamplight";
Scale = 2.0;
   
 
Offset XYZ { 0.0 119.0 0.0 };
  Md2{File = "cellamplight.md2"; 

Shiny skin = "light.pcx";
Shiny reaction = 64.0;
        Shiny = 0.50;

Skin file = "cellamp.pcx";

};





}

Light{
State = "cellamplight";
Flags = "";

Y Offset = -60.0;
X Offset = 6.0;
Size = 3.5;
Color { 0.89411764705882352941176470588235 0.89411764705882352941176470588235 0.89411764705882352941176470588235 };
}



Model {
  State = "houseimage";

Scale = 0.5;
   
 
Offset XYZ { 0.0 50.0 0.0 };
  Md2{File = "houseimage.dmd"; 
Transparent = 0.0;



Skin file = "houseimage.pcx";

};


Md2{File = "Data\jDoom\3D\shadows\his.md2"; 
Transparent = 0.0;



Skin file = "his.png";

};



}



Thing {
  ID = "houseimage2";
  DoomEd number = 98;
  Spawn state = "houseimage2";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 1;
  Height = 0;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "houseimage2";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
  Next state = "houseimage2";
}



Model {
  State = "houseimage2";
Scale = 0.3;
   
 
Offset XYZ { 0.0 40.0 0.0 };
  Md2{File = "houseimage.dmd"; 
Transparent = 0.0;
Skin file = "houseimage2.pcx";




};

Md2{File = "Data\jDoom\3D\shadows\his.md2"; 
Transparent = 0.0;



Skin file = "his.png";

};



}




State {
  ID = "hall_lamp";
  Sprite = "PLAY";
  Frame = 32768;
  Tics = 1;
  Next state = "hall_lamp";
}


Model {
  State = "hall_lamp";
Scale = 2.0;
   
 
Offset XYZ { 0.0 00.0 0.0 };
  Md2{File = "hall_lamp.dmd"; 
Transparent = 0.0;
Skin file = "hall_lamp.pcx";

Shiny skin = "shader.png";
Shiny reaction = 2.0;
        Shiny = 0.40;


};

 Md2{File = "hall_lamp_globe.dmd"; 

Skin file = "hall_lamp.pcx";
Transparent = 0.5;
Shiny skin = "light.pcx";
Shiny reaction = 64.0;
        Shiny = 0.50;
};


}


Light{
State = "hall_lamp";
Flags = "";

Y Offset = -45.0;
X Offset = 6.0;
Size = 3.5;
Color { 0.89411764705882352941176470588235 0.89411764705882352941176470588235 0.89411764705882352941176470588235 };
}


Thing {
  ID = "microwave";
  DoomEd number = 99;
  Spawn state = "microwave";
  See state = "microwave";
  Pain state = "microwave";
  Melee state = "NULL";
  Missile state = "microwave";
  Death state = "microwave";
  Xdeath state = "microwave";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 5;
  Height = 128;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "microwave";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "microwave";
}


Model {
  State = "microwave";
Scale = 1.0;
   
 
Offset XYZ { 0.0 40.0 0.0 };
  Md2{File = "microwave.dmd"; 

Skin file = "microwave.pcx";

};

Md2{File = "microglass.dmd"; 
Transparent = 0.4;
Skin file = "microwave.pcx";

};



}

Thing {
  ID = "toastmachine";
  DoomEd number = 100;
  Spawn state = "toastmachine";
  See state = "toastmachine";
  Pain state = "toastmachine";
  Melee state = "NULL";
  Missile state = "toastmachine";
  Death state = "toastmachine";
  Xdeath state = "toastmachine";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 5;
  Height = 128;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "toastmachine";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "toastmachine";
}


Model {
  State = "toastmachine";
Scale = 1.0;
   
 
Offset XYZ { 0.0 25.0 0.0 };
  Md2{File = "toastmachine.dmd"; 

Skin file = "toastmachine.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 5.0;
        Shiny = 0.10;

};




}

Thing {
  ID = "furnace";
  DoomEd number = 101;
  Spawn state = "furnace";
  See state = "furnace";
  Pain state = "furnace";
  Melee state = "NULL";
  Missile state = "furnace";
  Death state = "furnace";
  Xdeath state = "furnace";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 5;
  Height = 128;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "furnace";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "furnace";
}


Model {
  State = "furnace";
Scale = 1.6;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "furnace.dmd"; 

Skin file = "furnace.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 5.0;
        Shiny = 0.10;

};




}

Thing {
  ID = "Kitchentable";
  DoomEd number = 102;
  Spawn state = "Kitchentable";
  See state = "Kitchentable";
  Pain state = "Kitchentable";
  Melee state = "NULL";
  Missile state = "Kitchentable";
  Death state = "Kitchentable";
  Xdeath state = "Kitchentable";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 5;
  Height = 128;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "Kitchentable";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "Kitchentable";
}


Model {
  State = "Kitchentable";
Scale = 1.0;
   
 
Offset XYZ { 0.0 25.0 0.0 };
  Md2{File = "table.dmd"; 

Skin file = "table.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 5.0;
        Shiny = 0.10;

};




}

Thing {
  ID = "Kitchencabinet";
  DoomEd number = 103;
  Spawn state = "Kitchencabinet";
  See state = "Kitchencabinet";
  Pain state = "Kitchencabinet";
  Melee state = "NULL";
  Missile state = "Kitchencabinet";
  Death state = "Kitchencabinet";
  Xdeath state = "Kitchencabinet";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 5;
  Height = 128;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "Kitchencabinet";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "Kitchencabinet";
}


Model {
  State = "Kitchencabinet";
Scale = 1.6;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "Kitchencabinet.dmd"; 

Skin file = "Kitchencabinet.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 1.0;
        Shiny = 0.10;

};




}

Thing {
  ID = "Kitchencabinetcell";
  DoomEd number = 104;
  Spawn state = "Kitchencabinetcell";
  See state = "Kitchencabinetcell";
  Pain state = "Kitchencabinetcell";
  Melee state = "NULL";
  Missile state = "Kitchencabinetcell";
  Death state = "Kitchencabinetcell";
  Xdeath state = "Kitchencabinetcell";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 5;
  Height = 128;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "Kitchencabinetcell";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "Kitchencabinetcell";
}


Model {
  State = "Kitchencabinetcell";
Scale = 1.6;
   
 
Offset XYZ { 0.0 50.0 0.0 };
  Md2{File = "Kitchencabinet.dmd"; 

Skin file = "Kitchencabinet.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 1.0;
        Shiny = 0.10;

};




}

Thing {
  ID = "Kitchencabinet2";
  DoomEd number = 105;
  Spawn state = "Kitchencabinet2";
  See state = "Kitchencabinet2";
  Pain state = "Kitchencabinet2";
  Melee state = "NULL";
  Missile state = "Kitchencabinet2";
  Death state = "Kitchencabinet2";
  Xdeath state = "Kitchencabinet2";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 5;
  Height = 128;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "Kitchencabinet2";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "Kitchencabinet2";
}


Model {
  State = "Kitchencabinet2";
Scale = 1.6;
   
 
Offset XYZ { 0.0 50.0 0.0 };
  Md2{File = "Kitchencabinet2.dmd"; 

Skin file = "Kitchencabinet.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 1.0;
        Shiny = 0.10;

};




}


Thing {
  ID = "Kitchentable2";
  DoomEd number = 106;
  Spawn state = "Kitchentable2";
  See state = "Kitchentable2";
  Pain state = "Kitchentable2";
  Melee state = "NULL";
  Missile state = "Kitchentable2";
  Death state = "Kitchentable2";
  Xdeath state = "Kitchentable2";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 5;
  Height = 128;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "Kitchentable2";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "Kitchentable2";
}


Model {
  State = "Kitchentable2";
Scale = 1.5;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "Kitchentable2.dmd"; 

Skin file = "Kitchencabinet.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 5.0;
        Shiny = 0.10;

};




}


Thing {
  ID = "Kitchencabinet3";
  DoomEd number = 107;
  Spawn state = "Kitchencabinet3";
  See state = "Kitchencabinet3";
  Pain state = "Kitchencabinet3";
  Melee state = "NULL";
  Missile state = "Kitchencabinet3";
  Death state = "Kitchencabinet3";
  Xdeath state = "Kitchencabinet3";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 5;
  Height = 128;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "Kitchencabinet3";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "Kitchencabinet3";
}


Model {
  State = "Kitchencabinet3";
Scale = 1.6;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "Kitchencabinet3.dmd"; 

Skin file = "Kitchencabinet.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 1.0;
        Shiny = 0.10;

};




}

Thing {
  ID = "refrigerator";
  DoomEd number = 108;
  Spawn state = "refrigerator";
  See state = "refrigerator";
  Pain state = "refrigerator";
  Melee state = "NULL";
  Missile state = "refrigerator";
  Death state = "refrigerator";
  Xdeath state = "refrigerator";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 5;
  Height = 128;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "refrigerator";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "refrigerator";
}


Model {
  State = "refrigerator";
Scale = 2.5;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "refrigerator.dmd"; 

Skin file = "refrigerator.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 1.0;
        Shiny = 0.10;

};




}














Thing {
  ID = "Vampire";
  DoomEd number = 112;
  Spawn state = "Vampire";
  See state = "Vampire";
  Pain state = "Vampire";
  Melee state = "NULL";
  Missile state = "Vampire";
  Death state = "Vampire";
  Xdeath state = "Vampire";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 20;
  Height = 32;
  Mass = 65535;
  Flags = "mf_solid ";
}

State {
  ID = "Vampire";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 640;
  Next state = "Vampire";
}

ModelPath "Data\jDoom\3D\ENEMIES\VAMPIRE";
Model {
  State = "Vampire";
Scale = 1.0;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "vamp.dmd"; 

Skin file = "white.pcx";

};
 Md2{File = "vamp_h.dmd"; 

Skin file = "white.pcx";

};

}

Thing {
  ID = "Wood door";
  DoomEd number = 113;
  Spawn state = "Wood door";
  See state = "Wood door open";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 34;
  Height = 64;
  Mass = 65535;
  Flags = "mf_noblood ";
}

State {
  ID = "Wood door";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
  Action = "A_Look";
Next state = "Wood door";
}

State {
  ID = "Wood door open";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 3;
  Next state = "Wood door open2";
}

State {
  ID = "Wood door open2";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 30;
  Next state = "Wood door open3";
}

State {
  ID = "Wood door open3";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 3;
  Next state = "Wood door open4";
}

State {
  ID = "Wood door open4";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 3;
  Next state = "Wood door open5";
}

State {
  ID = "Wood door open5";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 3;
  Next state = "Wood door open stay";
}




Generator
{
state = "Wood door open2";

Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 0.0 };
Spawn radius = 2.9;
Spawn age = -1;
Max age = -1;
Particles = 1;
Spawn rate = 0.5;
Spawn Rnd = 0.25;

Stage{Type = "pt_point"; Tics = 4; Rnd = 0.5; Color { 0.0 0.0 0.0 0.9 }; Radius = 0.05; Radius Rnd = 0.5;  sound = "N3DN3DPLASMCRACKLE"; Volume = 1.0;
 Flags = "";};



}

Sound {
  ID = "N3DOPENWOOD";
  Flags = "sf_shift2";
  Lump = "N3DOPENWOOD";
  Link pitch = -1;
  Link volume = -1;
  Priority = 70;
  Max channels = 2;
}


Model {
  State = "Wood door";
Scale = 0.6;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "door2.dmd"; 

Skin file = "doorbrown.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 5.0;
        Shiny = 0.10;
};
 

};

}
Copy Model {
  State = "Wood door open";
  Md2{Frame = "frame02";};

}
Copy Model {
  State = "Wood door open2";
  Md2{Frame = "frame03";};

}
Copy Model {
  State = "Wood door open3";
  Md2{Frame = "frame04";};

}
Copy Model {
  State = "Wood door open4";
  Md2{Frame = "frame05";};

}
Copy Model {
  State = "Wood door open5";
  Md2{Frame = "frame06";};

}

Thing {
  ID = "Wood door open stay";
  DoomEd number = 114;
  Spawn state = "Wood door open stay";
  See state = "Wood door open stay";
  Pain state = "Wood door open stay";
  Melee state = "NULL";
  Missile state = "Wood door open stay";
  Death state = "Wood door open stay";
  Xdeath state = "Wood door open stay";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = 1000;
  Radius = 10;
  Height = 10;
  Mass = 5;
  Flags = "mf_local";
}



Model {
  State = "Wood door open stay";
Scale = 0.6;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "door2.dmd"; 
Frame = "frame06";
Skin file = "doorbrown.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 5.0;
        Shiny = 0.10;
};
 

};

}

State {
  ID = "Wood door open stay";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
  Next state = "Wood door open stay";
}


Thing {
  ID = "Doorshooter";
  DoomEd number = 115;
  Spawn state = "Doorsht_spawn";
  See state = "Doorsht_active";
  Pain state = "Doorsht_dummy";
  Melee state = "Doorsht_shoot";
  Missile state = "Doorsht_spawn";
  Death state = "Doorsht_dead";
  Xdeath state = "Doorsht_dead";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 512;
  Reaction time = 8;
Spawn health = 10;
 Speed = 1;
Radius = 2;
  Height = 1;
Mass = 0;
  Flags = "mf_solid mf_shootable ";
}


Thing {
  ID = "Doorsht_dummy";
  DoomEd number = 116;
  Spawn state = "Doorsht_dummy";
  See state = "Doorsht_dummy";
  Pain state = "Doorsht_dummy";
  Melee state = "Doorsht_dummy";
  Missile state = "Doorsht_dummy";
  Death state = "Doorsht_dummy";
  Xdeath state = "Doorsht_dummy";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Reaction time = 8;
Spawn health = 0;
 Speed = 0;
Radius = 0;
  Height = 0;
Mass = 0;
  Flags = "";
}



State {
  ID = "Doorsht_spawn";
  Sprite = "TROO";
  Frame = 1;
  Action = "A_Look";
Tics = 1;
  Next state = "Doorsht_spawn";
}


State {
  ID = "Doorsht_active";
  Sprite = "TROO";
  Frame = 1;
   Action = "A_FatAttack1";
Tics = 3;
  Next state = "Doorsht_dummy";
}
State {
  ID = "Doorsht_dummy";
  Sprite = "TROO";
  Frame = 1;
  Action = "A_Pain";
Tics = 3;
  Next state = "NULL";
}
State {
  ID = "Doorsht_shoot";
  Sprite = "TROO";
  Frame = 1;
  Action = "A_FatAttack1";
Tics = 3;
  Next state = "Doorsht_shoot2";
}


State {
  ID = "Doorsht_shoot2";
  Sprite = "TROO";
  Frame = 1;
   Action = "A_FatAttack1";
Tics = 1;
  Next state = "Doorsht_shoot3";
}

State {
  ID = "Doorsht_shoot3";
  Sprite = "TROO";
  Frame = 1;
   Action = "A_FatAttack1";
Tics = 1;
  Next state = "Doorsht_shoot4";
}

State {
  ID = "Doorsht_shoot4";
  Sprite = "TROO";
  Frame = 1;
  Action = "A_FatAttack1";
Tics = 1;
  Next state = "Doorsht_shoot5";
}

State {
  ID = "Doorsht_shoot5";
  Sprite = "TROO";
  Frame = 1;
 
Tics = 1;
  Next state = "Doorsht_shoot5";
}

State {
  ID = "Doorsht_dead";
  Sprite = "TROO";
  Frame = 1;
Tics = 1;
  Next state = "Doorsht_dead";
}

Model {
  State = "Doorsht_spawn";
Scale = 0.0001;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "doorshooter.dmd"; 
Frame = "frame01";
Skin file = "white.pcx";
Transparent = 1.0;
};
 

};

}



Copy Model {
  State = "Doorsht_active";
  Md2{Frame = "frame01";};

}
Copy Model {
  State = "Doorsht_dummy";
  Md2{Frame = "frame01";
File = "";

};




}
Copy Model {
  State = "Doorsht_shoot";
  Md2{Frame = "frame01";};

}

Copy Model {
  State = "Doorsht_shoot2";
  Md2{Frame = "frame01";};

}

Copy Model {
  State = "Doorsht_shoot3";
  Md2{Frame = "frame01";};

}
Copy Model {
  State = "Doorsht_shoot4";
  Md2{Frame = "frame01";};

}
Copy Model {
  State = "Doorsht_shoot5";
  Md2{Frame = "frame01";};

}
Copy Model {
  State = "Doorsht_dead";
Scale = 0.001;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = ""; 
Frame = "frame01";
Skin file = "white.pcx";

};
 

};



Model {
  State = "FATSHOTX1";
Scale = 0.0001;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "doorshooter.dmd"; 
Frame = "frame01";
Skin file = "white.pcx";
Transparent = 1.0;
};
 

};

}
Model {
  State = "FATSHOTX2";
Scale = 0.0001;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "doorshooter.dmd"; 
Frame = "frame01";
Skin file = "white.pcx";
Transparent = 1.0;
};
 

};

}
Model {
  State = "FATSHOTX3";
Scale = 0.0001;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "doorshooter.dmd"; 
Frame = "frame01";
Skin file = "white.pcx";
Transparent = 1.0;
};
 

};

}


Model {
  State = "RKEY";
Scale = 1.0;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "redkey.dmd"; 


Shiny skin = "darkshader.png";
Shiny reaction = 4.0;
        Shiny = 0.50;
};
 
  Md2{File = "Data\jDoom\3D\shadows\ks.md2"; 


skin file = "Data\jDoom\3D\shadows\ks.png";

};

}

Thing {
  ID = "Window1";
  DoomEd number = 117;
  Spawn state = "Window_wood1";
  See state = "Window_wood1";
  Pain state = "Window_wood1";
  Melee state = "NULL";
  Missile state = "Window_wood1";
  Death state = "Window_wood1";
  Xdeath state = "Window_wood1";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 10;
  Height = 64;
  Mass = 5;
  Flags = "mf_local mf_solid";
}



Model {
  State = "Window_wood1";
Scale = 4.1;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "window.dmd"; 
Frame = "frame01";
Skin file = "window_wood.pcx";
Shiny skin = "darkshader.png";
Shiny reaction = 3.0;
        Shiny = 0.20;
};
 Md2{File = ""; 
Frame = "frame01";
Skin file = "windowglass.png";
Shiny skin = "darkshader.png";
Shiny reaction = 5.0;
        Shiny = 0.30;

};

}

State {
  ID = "Window_wood1";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 3;
  Next state = "Window_wood1";
}




Model {
  State = "YKEY";
Scale = 3.1;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "idred.dmd"; 
Frame = "frame01";

Shiny skin = "darkshader.png";
Shiny reaction = 3.0;
        Shiny = 0.20;
};
Md2{File = "Data\jDoom\3D\shadows\ids.md2"; 
Frame = "frame01";

skin file = "Data\jDoom\3D\shadows\ids.png";


};

}

Model {
  State = "YKEY2";
Scale = 3.1;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "idred.dmd"; 
Frame = "frame01";

Shiny skin = "darkshader.png";
Shiny reaction = 3.0;
        Shiny = 0.20;
};
Md2{File = "Data\jDoom\3D\shadows\ids.md2"; 
Frame = "frame01";

skin file = "Data\jDoom\3D\shadows\ids.png";

};

}

Thing {
  ID = "Window1stuff";
  DoomEd number = 118;
  Spawn state = "Whitewindow_stuff";
  See state = "Whitewindow_stuff";
  Pain state = "Whitewindow_stuff";
  Melee state = "NULL";
  Missile state = "Whitewindow_stuff";
  Death state = "Whitewindow_stuff";
  Xdeath state = "Whitewindow_stuff";
  Raise state = "NULL";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "none";
  Death sound = "none";
  Active sound = "None";
  Pain chance = 0;
  Spawn health = -1;
  Radius = -1;
  Height = -1;
  Mass = 5;
  Flags = "mf_local";
}



Model {
  State = "Whitewindow_stuff";
Scale = 4.1;
   
 
Offset XYZ { 0.0 -5.0 0.0 };
  Md2{File = "whitews.dmd"; 
Frame = "frame01";
Skin file = "window_white.pcx";

};


}

State {
  ID = "Whitewindow_stuff";

  Sprite = "PLAY";
  Frame = 1;
  Tics = 3;
  Next state = "Whitewindow_stuff";
}








ModelPath "Data\jDoom\3D\ENEMIES\MUMMY";

Model {
  State = "MUMMY_DIE1";
Scale = 4.5;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "mum_bones.dmd"; 
Frame = "frame01";
Skin file = "bones.pcx";


};
 Md2{File = "mum_h_back.dmd"; 
Frame = "frame01";
Skin file = "mummyhead.pcx";
Shiny = 0.15
Shiny skin = "shader.png"

};
 
Md2{File = "mum_h_front.dmd"; 
Frame = "frame01";
Skin file = "mummyface.pcx";
Shiny = 0.15
Shiny skin = "shader.png"

};

Md2{File = "mumbody.dmd"; 
Frame = "frame01";
Skin file = "mummyhead.pcx";
Shiny = 0.15
Shiny skin = "shader.png"

};

}

Copy Model {
  State = "MUMMY_DIE2";
  Md2{
    Frame = "frame01";
Transparent = 0.5;
};
  
Md2{
    Frame = "frame01";
Transparent = 0.5;
};
Md2{
    Frame = "frame01";
Transparent = 0.5;
};
Md2{
    Frame = "frame01";
Transparent = 0.5;
};
}

Copy Model {
  State = "MUMMY_DIE3";
  Md2{
    Frame = "frame01";
Transparent = 0.6;
};
  
Md2{
    Frame = "frame01";
Transparent = 0.6;
};
Md2{
    Frame = "frame01";
Transparent = 0.6;
};
Md2{
    Frame = "frame01";
Transparent = 0.6;
};
}

Copy Model {
  State = "MUMMY_DIE4";
  Md2{
    Frame = "frame01";
Transparent = 0.8;
};
  
Md2{
    Frame = "frame01";
Transparent = 0.8;
};
Md2{
    Frame = "frame01";
Transparent = 0.8;
};
Md2{
    Frame = "frame01";
Transparent = 0.8;
};
}

Copy Model {
  State = "MUMMY_DIE5";
  Md2{
    Frame = "frame01";
Transparent = 1.0;
};
  
Md2{
    Frame = "frame01";
Transparent = 1.0;
};
Md2{
    Frame = "frame01";
Transparent = 1.0;
};
Md2{
    Frame = "frame01";
Transparent = 1.0;
};
}

Generator
{
State = "MUMMY_DIE3";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 40.0 };
Spawn radius = 20.9;
Spawn age = -1;
Max age = -1;
Particles = 6;
Spawn rate = 3.5;
Spawn Rnd = 1.25;
Stage{Type = "pt_tex03"; Tics = 8; Rnd = 0.5; Color { 1.0 1.0 1.0 }; Radius = 15.0; Radius Rnd = 0.5;  Flags = "ptf_bright";};

}

Generator
{
State = "MUMMY_DIE4";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 40.0 };
Spawn radius = 20.9;
Spawn age = -1;
Max age = -1;
Particles = 6;
Spawn rate = 3.5;
Spawn Rnd = 1.25;

Stage{Type = "pt_tex04"; Tics = 8; Rnd = 0.5; Color { 1.0 1.0 1.0 }; Radius = 15.0; Radius Rnd = 0.5;  Flags = "ptf_bright";};

}

Generator
{
State = "MUMMY_DIE5";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 40.0 };
Spawn radius = 20.9;
Spawn age = -1;
Max age = -1;
Particles = 6;
Spawn rate = 3.5;
Spawn Rnd = 1.25;
Stage{Type = "pt_tex05"; Tics = 8; Rnd = 0.5; Color { 1.0 1.0 1.0 }; Radius = 15.0; Radius Rnd = 0.5;  Flags = "ptf_bright";};

}


Model {
  State = "MUMMY_STND";
Scale = 4.5;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "mum_bones.dmd"; 
Frame = "frame01";
Skin file = "bones.pcx";


};
 Md2{File = "mum_h_back.dmd"; 
Frame = "frame01";
Skin file = "mummyhead.pcx";
Shiny = 0.15
Shiny skin = "shader.png"

};
 
Md2{File = "mum_h_front.dmd"; 
Frame = "frame01";
Skin file = "mummyface.pcx";
Shiny = 0.15
Shiny skin = "shader.png"

};

Md2{File = "mumbody.dmd"; 
Frame = "frame01";
Skin file = "mummyhead.pcx";
Shiny = 0.15
Shiny skin = "shader.png"

};

}

Copy Model {
  State = "MUMMY_STND2";
  Md2{
    Frame = "frame01";};
  Md2{
    Frame = "frame01";};
Md2{
    Frame = "frame01";};
Md2{
    Frame = "frame01";};
}

Copy Model {
  State = "MUMMY_RUN1";
  Md2{
    Frame = "frame02";};
  Md2{
    Frame = "frame02";};
Md2{
    Frame = "frame02";};
Md2{
    Frame = "frame02";};
}

Copy Model {
  State = "MUMMY_RUN2";
  Md2{
    Frame = "frame03";};
  Md2{
    Frame = "frame03";};
Md2{
    Frame = "frame03";};
Md2{
    Frame = "frame03";};
}

Copy Model {
  State = "MUMMY_RUN3";
  Md2{
    Frame = "frame04";};
  Md2{
    Frame = "frame04";};
Md2{
    Frame = "frame04";};
Md2{
    Frame = "frame04";};
}

Copy Model {
  State = "MUMMY_RUN4";
  Md2{
    Frame = "frame05";};
  Md2{
    Frame = "frame05";};
Md2{
    Frame = "frame05";};
Md2{
    Frame = "frame05";};
}

Copy Model {
  State = "MUMMY_RUN5";
  Md2{
    Frame = "frame06";};
  Md2{
    Frame = "frame06";};
Md2{
    Frame = "frame06";};
Md2{
    Frame = "frame06";};
}

Copy Model {
  State = "MUMMY_RUN6";
  Md2{
    Frame = "frame07";};
  Md2{
    Frame = "frame07";};
Md2{
    Frame = "frame07";};
Md2{
    Frame = "frame07";};
}

Copy Model {
  State = "MUMMY_RUN7";
  Md2{
    Frame = "frame08";};
  Md2{
    Frame = "frame08";};
Md2{
    Frame = "frame08";};
Md2{
    Frame = "frame08";};
}

Copy Model {
  State = "MUMMY_RUN8";
  Md2{
    Frame = "frame09";};
  Md2{
    Frame = "frame09";};
Md2{
    Frame = "frame09";};
Md2{
    Frame = "frame09";};
}

Copy Model {
  State = "MUMMY_RUN9";
  Md2{
    Frame = "frame10";};
  Md2{
    Frame = "frame10";};
Md2{
    Frame = "frame10";};
Md2{
    Frame = "frame10";};
}

Copy Model {
  State = "MUMMY_RUN10";
  Md2{
    Frame = "frame11";};
  Md2{
    Frame = "frame11";};
Md2{
    Frame = "frame11";};
Md2{
    Frame = "frame11";};
}

Copy Model {
  State = "MUMMY_PAIN";
  Md2{
    Frame = "frame19";};
  Md2{
    Frame = "frame19";};
Md2{
    Frame = "frame19";};
Md2{
    Frame = "frame19";};
}

Copy Model {
  State = "MUMMY_PAIN2";
  Md2{
    Frame = "frame18";};
  Md2{
    Frame = "frame18";};
Md2{
    Frame = "frame18";};
Md2{
    Frame = "frame18";};
}

Copy Model {
  State = "MUMMY_PUNCH";
  Md2{
    Frame = "frame12";};
  Md2{
    Frame = "frame12";};
Md2{
    Frame = "frame12";};
Md2{
    Frame = "frame12";};
}

Copy Model {
  State = "MUMMY_PUNCH2";
  Md2{
    Frame = "frame13";};
  Md2{
    Frame = "frame13";};
Md2{
    Frame = "frame13";};
Md2{
    Frame = "frame13";};
}

Copy Model {
  State = "MUMMY_PUNCH3";
  Md2{
    Frame = "frame14";};
  Md2{
    Frame = "frame14";};
Md2{
    Frame = "frame14";};
Md2{
    Frame = "frame14";};
}

Copy Model {
  State = "MUMMY_PUNCH4";
  Md2{
    Frame = "frame15";};
  Md2{
    Frame = "frame15";};
Md2{
    Frame = "frame15";};
Md2{
    Frame = "frame15";};
}

Copy Model {
  State = "MUMMY_PUNCH5";
  Md2{
    Frame = "frame16";};
  Md2{
    Frame = "frame16";};
Md2{
    Frame = "frame16";};
Md2{
    Frame = "frame16";};
}

Copy Model {
  State = "MUMMY_PUNCH6";
  Md2{
    Frame = "frame17";};
  Md2{
    Frame = "frame17";};
Md2{
    Frame = "frame17";};
Md2{
    Frame = "frame17";};
}

Copy Model {
  State = "MUMMY_PUNCH7";
  Md2{
    Frame = "frame18";};
  Md2{
    Frame = "frame18";};
Md2{
    Frame = "frame18";};
Md2{
    Frame = "frame18";};
}

Copy Model {
  State = "MUMMY_PUNCH8";
  Md2{
    Frame = "frame19";};
  Md2{
    Frame = "frame19";};
Md2{
    Frame = "frame19";};
Md2{
    Frame = "frame19";};
}

Copy Model {
  State = "MUMMY_PUNCH9";
  Md2{
    Frame = "frame20";};
  Md2{
    Frame = "frame20";};
Md2{
    Frame = "frame20";};
Md2{
    Frame = "frame20";};
}

Copy Model {
  State = "MUMMY_PUNCH10";
  Md2{
    Frame = "frame21";};
  Md2{
    Frame = "frame21";};
Md2{
    Frame = "frame21";};
Md2{
    Frame = "frame21";};
}

Copy Model {
  State = "MUMMY_PUNCH10";
  Md2{
    Frame = "frame22";};
  Md2{
    Frame = "frame22";};
Md2{
    Frame = "frame22";};
Md2{
    Frame = "frame22";};
}

Copy Model {
  State = "MUMMY_PUNCH11";
  Md2{
    Frame = "frame23";};
  Md2{
    Frame = "frame23";};
Md2{
    Frame = "frame23";};
Md2{
    Frame = "frame23";};
}

Copy Model {
  State = "MUMMY_PUNCH12";
  Md2{
    Frame = "frame24";};
  Md2{
    Frame = "frame24";};
Md2{
    Frame = "frame24";};
Md2{
    Frame = "frame24";};
}



State {
  ID = "MUMMY_RUN9";
  Sprite = "TROO";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "MUMMY_RUN10";
}

State {
  ID = "MUMMY_RUN10";
  Sprite = "TROO";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "MUMMY_RUN1";
}

State {
  ID = "MUMMY_PUNCH4";
  Sprite = "TROO";
  Frame = 6;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "MUMMY_PUNCH5";
}

State {
  ID = "MUMMY_PUNCH5";
  Sprite = "TROO";
  Frame = 6;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "MUMMY_PUNCH6";
}

State {
  ID = "MUMMY_PUNCH6";
  Sprite = "TROO";
  Frame = 6;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "MUMMY_PUNCH7";
}

State {
  ID = "MUMMY_PUNCH7";
  Sprite = "TROO";
  Frame = 6;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "MUMMY_PUNCH8";
}

State {
  ID = "MUMMY_PUNCH8";
  Sprite = "TROO";
  Frame = 6;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "MUMMY_PUNCH9";
}

State {
  ID = "MUMMY_PUNCH9";
  Sprite = "TROO";
  Frame = 6;
  Tics = 2;
 Action = "A_FaceTarget";
  Next state = "MUMMY_PUNCH10";
}

State {
  ID = "MUMMY_PUNCH10";
  Sprite = "TROO";
  Frame = 6;
  Tics = 2;
  Action = "A_FaceTarget";
  Next state = "MUMMY_PUNCH11";
}

State {
  ID = "MUMMY_PUNCH11";
  Sprite = "TROO";
  Frame = 6;
  Tics = 2;
  Action = "A_SkelFist";
  Next state = "MUMMY_PUNCH12";
}

State {
  ID = "MUMMY_PUNCH12";
  Sprite = "TROO";
  Frame = 6;
  Tics = 2;
  Action = "A_SkelFist";
  Next state = "MUMMY_RUN1";
}

Thing {
  ID = "TELEPORTER";
  DoomEd number = 121;
  Spawn state = "TELEPORTER_";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 25;
  Height = 50;
  Mass = 5000;
  Flags = "mf_solid";
}

State {
  ID = "TELEPORTER_";
  Sprite = "TROO";
  Frame = 32769;
  Tics = 2;
  Next state = "TELEPORTER_2";
}

State {
  ID = "TELEPORTER_2";
  Sprite = "TROO";
  Frame = 32769;
  Tics = 2;
  Next state = "TELEPORTER_3";
}
State {
  ID = "TELEPORTER_3";
  Sprite = "TROO";
  Frame = 32769;
  Tics = 2;
  Next state = "TELEPORTER_4";
}
State {
  ID = "TELEPORTER_4";
  Sprite = "TROO";
  Frame = 0;
  Tics = 2;
  Next state = "TELEPORTER_5";
}
State {
  ID = "TELEPORTER_5";
  Sprite = "TROO";
  Frame = 32769;
  Tics = 2;
  Next state = "TELEPORTER_6";
}
State {
  ID = "TELEPORTER_6";
  Sprite = "TROO";
  Frame = 32769;
  Tics = 2;
  Next state = "TELEPORTER_7";
}
State {
  ID = "TELEPORTER_7";
  Sprite = "TROO";
  Frame = 32769;
  Tics = 2;
  Next state = "TELEPORTER_8";
}
State {
  ID = "TELEPORTER_8";
  Sprite = "TROO";
  Frame = 0;
  Tics = 2;
  Next state = "TELEPORTER_9";
}
State {
  ID = "TELEPORTER_9";
  Sprite = "TROO";
  Frame = 32769;
  Tics = 2;
  Next state = "TELEPORTER_10";
}
State {
  ID = "TELEPORTER_10";
  Sprite = "TROO";
  Frame = 32769;
  Tics = 2;
  Next state = "TELEPORTER_";
}

ModelPath "Data\jDoom\3D\Objects";

Model {
  State = "TELEPORTER_";
Scale = 9.5;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "teleenergy.dmd"; 
Frame = "frame01";
Skin file = "teleporter.pcx";
Shiny = 0.35
Shiny skin = "shader.png"
Shiny reaction = 3.256
Transparent = 0.54;

};
 Md2{File = "teleport.dmd"; 
Frame = "frame01";
Skin file = "teleporter.pcx";
Shiny = 0.35
Shiny skin = "darkshader.png"
Shiny reaction = 2.256
};
 


}

Copy Model {
  State = "TELEPORTER_2";
  Md2{
    Frame = "frame02";};
  Md2{
    Frame = "frame02";};

}

Copy Model {
  State = "TELEPORTER_3";
  Md2{
    Frame = "frame03";};
  Md2{
    Frame = "frame03";};

}

Copy Model {
  State = "TELEPORTER_4";
  Md2{
    Frame = "frame04";};
  Md2{
    Frame = "frame04";};

}

Copy Model {
  State = "TELEPORTER_5";
  Md2{
    Frame = "frame05";};
  Md2{
    Frame = "frame05";};

}

Copy Model {
  State = "TELEPORTER_6";
  Md2{
    Frame = "frame06";};
  Md2{
    Frame = "frame06";};

}

Copy Model {
  State = "TELEPORTER_7";
  Md2{
    Frame = "frame07";};
  Md2{
    Frame = "frame07";};

}

Copy Model {
  State = "TELEPORTER_7";
  Md2{
    Frame = "frame07";};
  Md2{
    Frame = "frame07";};

}

Copy Model {
  State = "TELEPORTER_8";
  Md2{
    Frame = "frame08";};
  Md2{
    Frame = "frame08";};

}

Copy Model {
  State = "TELEPORTER_9";
  Md2{
    Frame = "frame09";};
  Md2{
    Frame = "frame09";};

}

Copy Model {
  State = "TELEPORTER_10";
  Md2{
    Frame = "frame10";};
  Md2{
    Frame = "frame10";};

}

#------------------------------------------------------------------
# LIGHT TELEPORTER DEFINITIONS

Light {
State = "TELEPORTER_"
Y Offset = 0.5
Size = 1.0
Color { 0.92549019607843137254901960784314 0.70588235294117647058823529411765 0.64313725490196078431372549019608 }
}

Copy Light {
State = "TELEPORTER_2"

}

Copy Light {
State = "TELEPORTER_3"

}

Copy Light {
State = "TELEPORTER_4"

}

Copy Light {
State = "TELEPORTER_5"

}

Copy Light {
State = "TELEPORTER_6"

}

Copy Light {
State = "TELEPORTER_7"

}

Copy Light {
State = "TELEPORTER_8"

}

Copy Light {
State = "TELEPORTER_9"

}

Copy Light {
State = "TELEPORTER_10"

}


}
#------------------------------------------------------------------
# PARTICLE DEFINITIONS

ModelPath "Data\jDoom\3D\ENEMIES\BAT";


Model {
  State = "BAT_STND";
Scale = 4.5;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "bat.dmd"; 
Frame = "frame01";
Skin file = "batskin.pcx";


};


}

Copy Model {
  State = "BAT_STND2";
  Md2{
    Frame = "frame01";};
  

}

Copy Model {
  State = "BAT_RUN1";
  Md2{
    Frame = "frame01";};
  

}

Copy Model {
  State = "BAT_RUN2";
  Md2{
    Frame = "frame02";};
  

}

Copy Model {
  State = "BAT_RUN3";
  Md2{
    Frame = "frame03";};
  

}

Copy Model {
  State = "BAT_RUN4";
  Md2{
    Frame = "frame04";};
  

}

Copy Model {
  State = "BAT_RUN5";
  Md2{
    Frame = "frame05";};
  

}

Copy Model {
  State = "BAT_ATK1";
  Md2{
    Frame = "frame05";};
  

}

Copy Model {
  State = "BAT_ATK2";
  Md2{
    Frame = "frame06";};
  

}

Copy Model {
  State = "BAT_ATK3";
  Md2{
    Frame = "frame07";};
  

}

Copy Model {
  State = "BAT_ATK4";
  Md2{
    Frame = "frame08";};
  

}

Copy Model {
  State = "BAT_PAIN";
  Md2{
    Frame = "frame04";};
  

}

Copy Model {
  State = "BAT_PAIN2";
  Md2{
    Frame = "frame05";};
  

}

Copy Model {
  State = "BAT_DIE1";
  Md2{
    Frame = "frame09";};
  

}

Copy Model {
  State = "BAT_DIE2";
  Md2{
    Frame = "frame10";};
  

}

Copy Model {
  State = "BAT_DIE3";
  Md2{
    Frame = "frame11";};
  

}

Copy Model {
  State = "BAT_DIE4";
  Md2{
    Frame = "frame12";};
  

}

Copy Model {
  State = "BAT_DIE5";
  Md2{
    Frame = "frame13";};
  

}

Copy Model {
  State = "BAT_DIE6";
  Md2{
    Frame = "frame14";};
  
Offset XYZ { 0.0 -20.0 0.0 };
}

Copy Model {
  State = "BAT_DIE7";
  Md2{
    Frame = "frame14";
Transparent = 0.4;
};
  
Offset XYZ { 0.0 0.0 0.0 };

}

Copy Model {
  State = "BAT_DIE8";
  Md2{
    Frame = "frame14";
Transparent = 0.8;
};
  
Offset XYZ { 0.0 0.0 0.0 };

}

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

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

State {
  ID = "BAT_RUN5";
  Sprite = "SKUL";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "BAT_RUN1";
}

State {
  ID = "BAT_DIE7";
  Sprite = "SKUL";
  Frame = 1;
  Tics = 3;
  
  Next state = "BAT_DIE8";
}

State {
  ID = "BAT_DIE8";
  Sprite = "SKUL";
  Frame = 1;
  Tics = 3;
  
  Next state = "NULL";
}






Thing {
  ID = "ADD_1_H_DUMMY";
  DoomEd number = 126;
  Spawn state = "ADD_1_H";
  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 = 1;
  Height = 16;
  Mass = 100;
  
Flags = "mf_special mf_local ";
}


State {
  ID = "ADD_1_H";
  Sprite = "BON1";
  Frame = 0;
  Tics = 10;
  Next state = "ADD_1_H";
}

Model {
  State = "ADD_1_H";
Scale = 0.0;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = ""; 




};




};





};



};

}

Generator
{
State = "BLUE_HEALTH";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 5.0 };
Spawn radius = 5.9;
Spawn age = 4;
Max age = -1;
Particles = 20;
Spawn rate = 6.5;
Spawn Rnd = 1.25;



Stage{Type = "pt_point"; Tics = 5; Rnd = 0.2; Color { 0.48627450980392156862745098039216 0.58039215686274509803921568627451 0.84705882352941176470588235294118 0.5 }; Radius = 3.0; Rnd = 0.5; 
Gravity = -1.0;  Flags = "ptf_bright";};



}



ModelPath "Data\jDoom\3D\objects";

Model {
  State = "SHOT";
Scale = 2.99;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "sg_world.dmd"; 
Frame = "frame01";
Skin file = "SG_WORLD.PCX";
Shiny = 0.4;
Shiny Reaction = 3.0;
Shiny skin = "darkshader.png";


};




}



ModelPath "Data\jDoom\3D\objects";

Model {
  State = "SHEL";
Scale = 0.7;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "S_BULL.dmd"; 
Frame = "frame01";
Skin file = "silver_b.pcx";
shiny = 0.7;
shiny skin = "darkshader.png";
Shiny Reaction = 3.0




};



}






#------------------------------------------------------------------
# LIGHT DEFINITIONS

Light{
State = "RED_HEALTH"
X Offset = 0.0
Size = 0.6
Color { 0.703125 0.171875 0.171875 }
}

#------------------------------------------------------------------
# 


Sound {
  ID = "N3DCURTIAN";
  
  Lump = "N3DCURTIAN";
  Link pitch = -1;
  Link volume = 0.9;
  Priority = 23;
  Max channels = -1;
Flags = "sf_exclude";

}


Thing {
  ID = "CURTIAN_ACTIVATOR";
  DoomEd number = 128;
  Spawn state = "CURACT";
  See state = "CURACT3";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "CURACT4";
  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;
  Reaction time = 8;
Flags = "mf_solid ";
}

State {
  ID = "CURACT";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
  
Next state = "CURACT2";
}
State {
  ID = "CURACT2";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
  Action = "A_Look";
Next state = "CURACT";
}

State {
  ID = "CURACT3";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 6;
  Action = "A_FatAttack1";
Next state = "CURACT3";
}

State {
  ID = "CURACT4";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 6;
  Action = "A_FatAttack1";
Next state = "CURACT4";
}


Thing {
  ID = "CURTIAN";
  DoomEd number = 129;
  Spawn state = "CUR";
  See state = "CUR2";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "CUR";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "CUR2";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Pain chance = 100;
  Spawn health = 60;
  Radius = 10;
  Height = 64;
  Mass = 65535;
   Flags = "mf_noblood";
}

Thing {
  ID = "CURTIAN2";
  DoomEd number = 140;
  Spawn state = "CUR22";
  See state = "CUR222";
  Pain state = "NULL";
  Melee state = "NULL";
  Missile state = "CUR22";
  Death state = "NULL";
  Xdeath state = "NULL";
  Raise state = "CUR222";
  See sound = "None";
  Attack sound = "None";
  Pain sound = "None";
  Death sound = "None";
  Active sound = "None";
  Pain chance = 100;
  Spawn health = 60;
  Radius = 10;
  Height = 64;
  Mass = 65535;
   Flags = "mf_noblood";
}


Thing {
  ID = "CURTIANBROWN";
  DoomEd number = 129;
  Spawn state = "CURBROW";
  See state = "CURBROW2";
  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";
  Pain chance = 100;
  Spawn health = 60;
  Radius = 10;
  Height = 64;
  Mass = 65535;
   Flags = "mf_noblood";
}

Thing {
  ID = "EXITDOOR";
  DoomEd number = 142;
  Spawn state = "exitdoor";
  See state = "exitdoor2";
  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";
  Pain chance = 100;
  Spawn health = 60;
  Radius = 10;
  Height = 64;
  Mass = 65535;
   Flags = "mf_noblood";
}

State {
  ID = "exitdoor";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
Action = "A_Look";
Next state = "exitdoor";
}

State {
  ID = "CURBROW";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
Action = "A_Look";
Next state = "CURBROW";
}


State {
  ID = "CUR";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
Action = "A_Look";
Next state = "CUR";
}

State {
  ID = "CURBROW2";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;

Next state = "CURBROW4";
}



State {
  ID = "CURBROW4";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 24;
  Action = "A_Scream";
Next state = "CURBROW5";
}
State {
  ID = "CURBROW5";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 2;

Next state = "CURBROW6";
}
State {
  ID = "CURBROW6";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 3;
 
Next state = "CURBROW7";
}
State {
  ID = "CURBROW7";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 3;
 
Next state = "CURBROW8";
}
State {
  ID = "CURBROW8";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 3;
 
Next state = "CURBROW9";
}

State {
  ID = "CURBROW9";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "NULL";
}

State {
  ID = "exitdoor2";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 24;

Next state = "exitdoor4";
}



State {
  ID = "exitdoor4";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 24;
Next state = "NULL";
}



State {
  ID = "CUR2";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;

Next state = "CUR4";
}



State {
  ID = "CUR4";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 64;
  Action = "A_Scream";
Next state = "CUR5";
}
State {
  ID = "CUR5";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 2;

Next state = "CUR6";
}
State {
  ID = "CUR6";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 3;
 
Next state = "CUR7";
}
State {
  ID = "CUR7";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 3;
 
Next state = "CUR8";
}
State {
  ID = "CUR8";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 3;
 
Next state = "CUR9";
}

State {
  ID = "CUR9";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "NULL";
}

ModelPath "Data\jDoom\3D\objects";


Model {
  State = "CURBROW";
Scale = 2.0;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "curtian3.dmd"; 
Frame = "frame01";
Skin file = "curtian3.pcx";


};

}


Copy Model {
  State = "CURBROW2";

  Md2{File = "curtian3.dmd"; 
Frame = "frame01";



};


}

Copy Model {
  State = "CURBROW4";

  Md2{File = "curtian3.dmd"; 
Frame = "frame01";



};


}
Copy Model {
  State = "CURBROW5";


  Md2{File = "curtian3.dmd"; 
Frame = "frame02";



};

}
Copy Model {
  State = "CURBROW6";

 
  Md2{File = "curtian3.dmd"; 
Frame = "frame03";



};

}
Copy Model {
  State = "CURBROW7";

  
  Md2{File = "curtian3.dmd"; 
Frame = "frame04";



};

}
Copy Model {
  State = "CURBROW8";

  Md2{File = "curtian3.dmd"; 
Frame = "frame05";



};

}

Copy Model {
  State = "CURBROW9";
  Md2{File = "curtian3.dmd"; 
Frame = "frame05";



};

}

ModelPath "Data\jDoom\3D\objects";


Model {
  State = "exitdoor";
Scale = 0.64;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "exitdoor.dmd"; 
Frame = "frame01";
Skin file = "exitdoor.pcx";


};

}


Copy Model {
  State = "exitdoor2";

  Md2{File = "exitdoor.dmd"; 
Frame = "frame01";



};


}

Copy Model {
  State = "exitdoor4";

  Md2{File = "exitdoor.dmd"; 
Frame = "frame02";



};


}


State {
  ID = "CUR22";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
Action = "A_Look";
Next state = "CUR22";
}

State {
  ID = "CUR222";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;

Next state = "CUR422";
}



State {
  ID = "CUR422";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 32;
  Action = "A_Scream";
Next state = "CUR522";
}
State {
  ID = "CUR522";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 2;

Next state = "CUR622";
}
State {
  ID = "CUR622";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 3;
 
Next state = "CUR722";
}
State {
  ID = "CUR722";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 3;
 
Next state = "CUR822";
}
State {
  ID = "CUR822";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 3;
 
Next state = "CUR922";
}

State {
  ID = "CUR922";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "NULL";
}




ModelPath "Data\jDoom\3D\objects";


Model {
  State = "CUR";
Scale = 10.0;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "curtian.dmd"; 
Frame = "frame01";
Skin file = "cur.pcx";


};

}


Copy Model {
  State = "CUR2";

  Md2{File = "curtian.dmd"; 
Frame = "frame01";



};


}

Copy Model {
  State = "CUR4";

  Md2{File = "curtian.dmd"; 
Frame = "frame01";



};


}
Copy Model {
  State = "CUR5";


  Md2{File = "curtian.dmd"; 
Frame = "frame02";



};

}
Copy Model {
  State = "CUR6";

 
  Md2{File = "curtian.dmd"; 
Frame = "frame03";



};

}
Copy Model {
  State = "CUR7";

  
  Md2{File = "curtian.dmd"; 
Frame = "frame04";



};

}
Copy Model {
  State = "CUR8";

  Md2{File = "curtian.dmd"; 
Frame = "frame05";



};

}

Copy Model {
  State = "CUR9";
  Md2{File = "curtian.dmd"; 
Frame = "frame05";



};

}

ModelPath "Data\jDoom\3D\objects";


Model {
  State = "CUR22";
Scale = 2.0;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "curtian2.dmd"; 
Frame = "frame01";
Skin file = "cur.pcx";


};

}


Copy Model {
  State = "CUR222";

  Md2{File = "curtian2.dmd"; 
Frame = "frame01";



};


}

Copy Model {
  State = "CUR422";

  Md2{File = "curtian2.dmd"; 
Frame = "frame01";



};


}
Copy Model {
  State = "CUR522";


  Md2{File = "curtian2.dmd"; 
Frame = "frame02";



};

}
Copy Model {
  State = "CUR622";

 
  Md2{File = "curtian2.dmd"; 
Frame = "frame03";



};

}
Copy Model {
  State = "CUR722";

  
  Md2{File = "curtian2.dmd"; 
Frame = "frame04";



};

}
Copy Model {
  State = "CUR822";

  Md2{File = "curtian2.dmd"; 
Frame = "frame05";



};

}

Copy Model {
  State = "CUR922";
  Md2{File = "curtian2.dmd"; 
Frame = "frame05";



};

}





Sound {
  ID = "N3DHEALTH";
  Flags = "sf_shift2";
  Lump = "N3DHEALTH";
  Link pitch = -1;
  Link volume = -1;
  Priority = 70;
  Max channels = 2;
}



Sound {
  ID = "N3DGETSTUFF";
  Lump = "N3DGETSTUFF";
  Link pitch = -1;
  Link volume = -1;
  Priority = 78;
  Max channels = 1;
}

Sound {
  ID = "N3DLIFT";
  Lump = "N3DLIFT";
  Link pitch = -1;
  Link volume = -1;
  Priority = 78;
  Max channels = 1;
}

Sound {
  ID = "N3DGETSF2";
  Lump = "N3DGETSF2";
  Link pitch = -1;
  Link volume = -1;
  Priority = 78;
  Max channels = 1;
}

Thing {
  ID = "PPS";
  DoomEd number = 130;
  Spawn state = "pps";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 10;
  Height = 4;
  Mass = 65535;
  Flags = "";
}

State {
  ID = "pps";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "pps";
}

#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\shadows";

Model {
  State = "pps"
Scale = 1.0
   
 
Offset XYZ { 0.0 0.0 0.0 }
  Md2{File = "pps.md2" 
Frame = "frame01"
Skin file = "pps.png"
Transparent = 0.3

}

}

#------------------------------------------------------------------
#



Thing {
  ID = "PLS";
  DoomEd number = 131;
  Spawn state = "pls";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 10;
  Height = 4;
  Mass = 65535;
  Flags = "";
}

State {
  ID = "pls";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "pls";
}

#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\shadows";

Model {
  State = "pls"
Scale = 0.7
   
 
Offset XYZ { 0.0 0.0 0.0 }
  Md2{File = "pps.md2" 
Frame = "frame01"
Skin file = "pls.png"
Transparent = 0.3

}

}

#------------------------------------------------------------------
#
	

Thing {
  ID = "SS";
  DoomEd number = 132;
  Spawn state = "ss";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 10;
  Height = 4;
  Mass = 65535;
  Flags = "";
}

State {
  ID = "ss";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "ss";
}

#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\shadows";

Model {
  State = "ss"
Scale = 1.7
   
 
Offset XYZ { 0.0 0.0 0.0 }
  Md2{File = "ss.md2" 
Frame = "frame01"
Skin file = "ss.png"
Transparent = 0.4

}

}

#------------------------------------------------------------------
#
	

Thing {
  ID = "SS2";
  DoomEd number = 133;
  Spawn state = "ss2";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 10;
  Height = 4;
  Mass = 65535;
  Flags = "";
}

State {
  ID = "ss2";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "ss2";
}

#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\shadows";

Model {
  State = "ss2"
Scale = 1.65
   
 
Offset XYZ { 0.0 0.0 0.0 }
  Md2{File = "ss2.md2" 
Frame = "frame01"
Skin file = "ss2.png"
Transparent = 0.2

}

}

#------------------------------------------------------------------
#
	

Thing {
  ID = "cs";
  DoomEd number = 134;
  Spawn state = "cs";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 10;
  Height = 4;
  Mass = 65535;
  Flags = "";
}

State {
  ID = "cs";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "cs";
}

#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\shadows";

Model {
  State = "cs"
Scale = 2.0
   
 
Offset XYZ { 0.0 0.0 0.0 }
  Md2{File = "cs.md2" 
Frame = "frame01"
Skin file = "cs.png"
Transparent = 0.5

}

}

#------------------------------------------------------------------
#
	

Thing {
  ID = "dts";
  DoomEd number = 135;
  Spawn state = "dts";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 10;
  Height = 4;
  Mass = 65535;
  Flags = "";
}

State {
  ID = "dts";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "dts";
}

#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\shadows";

Model {
  State = "dts"
Scale = 2.0
   
 
Offset XYZ { 0.0 0.0 0.0 }
  Md2{File = "dts.md2" 
Frame = "frame01"
Skin file = "dts.png"
Transparent = 0.4

}

}

#------------------------------------------------------------------
#
	

Thing {
  ID = "wls";
  DoomEd number = 136;
  Spawn state = "wls";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 10;
  Height = 4;
  Mass = 65535;
  Flags = "";
}

State {
  ID = "wls";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "wls";
}

#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\shadows";

Model {
  State = "wls"
Scale = 0.6
   
 
Offset XYZ { 0.0 50.0 0.0 }
  Md2{File = "wls.md2" 
Frame = "frame01"
Skin file = "wls.png"
Transparent = 0.23

}

}

#------------------------------------------------------------------
#


Thing {
  ID = "ws";
  DoomEd number = 137;
  Spawn state = "ws";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 10;
  Height = 4;
  Mass = 65535;
  Flags = "";
}

State {
  ID = "ws";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "ws";
}

#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\shadows";

Model {
  State = "ws"
Scale = 0.8
   
 
Offset XYZ { 0.0 1.0 0.0 }
  Md2{File = "ws.md2" 
Frame = "frame01"
Skin file = "ws.png"


}

}

#------------------------------------------------------------------
#

Thing {
  ID = "ws";
  DoomEd number = 138;
  Spawn state = "ts";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 10;
  Height = 4;
  Mass = 65535;
  Flags = "";
}

State {
  ID = "ts";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "ts";
}

#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\shadows";

Model {
  State = "ts"
Scale = 1.3
   
 
Offset XYZ { 0.0 -3.0 0.0 }
  Md2{File = "ts.md2" 
Frame = "frame01"
Skin file = "ts.png"


}

}

#------------------------------------------------------------------
#


Thing {
  ID = "ecs";
  DoomEd number = 139;
  Spawn state = "ecs";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 10;
  Height = 4;
  Mass = 65535;
  Flags = "";
}

State {
  ID = "ecs";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 1;
 
Next state = "ecs";
}

#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\shadows";

Model {
  State = "ecs"
Scale = 0.84
   
 
Offset XYZ { 0.0 -3.0 0.0 }
  Md2{File = "ecs.md2" 
Frame = "frame01"
Skin file = "ecs.png"


}

}

#------------------------------------------------------------------
#




Generator
{
State = "ROCKET";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 12.0 };
Spawn radius = 20.9;
Spawn age = -1;
Max age = -1;
Particles = 2;
Spawn rate = 0.9;
Spawn Rnd = 0.5;

Stage{Type = "pt_point"; Tics = 32; Rnd = 0.5; Color { 0.984375 0.8125 0.234375 1.0 }; Radius = 7.5; Radius Rnd = 0.5; Resistance = 1.0; sound = "magicpower"; Volume = 1.0;
 Flags = "ptf_bright";};


}




Generator
{
State = "ROCKET";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 12.0 };
Spawn radius = 10.9;
Spawn age = -1;
Max age = -1;
Particles = 2;
Spawn rate = 0.9;
Spawn Rnd = 0.5;

Stage{Type = "pt_point"; Tics = 32; Rnd = 0.5; Color { 0.859375 0.859375  0.859375 1.0 }; Radius = 7.5; Radius Rnd = 0.5; Resistance = 1.0; sound = "N3DPLASMCRACKLE"; Volume = 0.1;
 Flags = "ptf_bright";};

Stage{Type = "pt_point"; Tics = 33; Rnd = 0.5; Color { 0.453125 0.515625  0,828125 1.0 }; Radius = 7.5; Radius Rnd = 0.5; Resistance = 1.0; 
 Flags = "ptf_bright";};


}

Generator
{
State = "EXPLODE0";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 12.0 };
Spawn radius = 20.9;
Spawn age = -1;
Max age = -1;
Particles = 2;
Spawn rate = 0.9;
Spawn Rnd = 0.5;

Stage{Type = "pt_point"; Tics = 32; Rnd = 0.5; Color { 0.984375 0.8125 0.234375 1.0 }; Radius = 7.5; Radius Rnd = 0.5; Resistance = 1.0; 
 Flags = "ptf_bright";};


}

Generator
{
State = "EXPLODE0";
Flags = "gnf_extra gnf_blendadd";
Speed = 0.5;
Speed Rnd = 0.25;
Vector { 0.0 0.0 0.5 };
Center { 0.0 0.0 12.0 };
Spawn radius = 10.9;
Spawn age = -1;
Max age = -1;
Particles = 2;
Spawn rate = 0.9;
Spawn Rnd = 0.5;

Stage{Type = "pt_point"; Tics = 32; Rnd = 0.5; Color { 0.859375 0.859375  0.859375 1.0 }; Radius = 7.5; Radius Rnd = 0.5; Resistance = 1.0; 
 Flags = "ptf_bright";};

Stage{Type = "pt_point"; Tics = 33; Rnd = 0.5; Color { 0.453125 0.515625  0,828125 1.0 }; Radius = 7.5; Radius Rnd = 0.5; Resistance = 1.0; 
 Flags = "ptf_bright";};


}

ModelPath "Data\jDoom\3D\Objects";

Model {
  State = "EXPLODE0"
Scale = 0.0001
   
 
Offset XYZ { 0.0 0.0 0.0 }
  Md2{File = "box.dmd" 



}

}

ModelPath "Data\jDoom\3D\Objects";

Model {
  State = "ROCKET"
Scale = 0.0001
   
 
Offset XYZ { 0.0 0.0 0.0 }
  Md2{File = "box.dmd" 



}

}

Light{
State = "ROCKET";
Y Offset = 0.0;
Size = 1.9;
Color { 0.34375 0.390625  0.765625 1.0 };
}

Sound {
  ID = "magicpower";
  Flags = "sf_shift2";
  Lump = "N3DMAGICPOWER";
  Link pitch = -1;
  Link volume = -1;
  Priority = 64;
  Max channels = -1;
}

Sound {
  ID = "itemup";
  Lump = "NULL";
  Link pitch = -1;
  Link volume = -1;
  Priority = 78;
  Max channels = 1;
}

State {
  ID = "SARG_ATK2a";
  Sprite = "SARG";
  Frame = 4;
  Tics = 10;
  Action = "A_FaceTarget";
  Next state = "SARG_ATK2";
}




Thing {
  ID = "BUMPEDREDWALL";
  DoomEd number = 141;
  Spawn state = "crackredwall";
  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";
  Pain chance = 0;
  Spawn health = -1;
  Radius = 34;
  Height = 64;
  Mass = 65535;
  Flags = "mf_noblood ";
}


State {
  ID = "crackredwall";
  Sprite = "PLAY";
  Frame = 0;
  Tics = 10;
  Action = "A_FaceTarget";
  Next state = "crackredwall";
}


Light{
State = "crackredwall";
Y Offset = 0.0;
Size = 0.000000001;
Color { 0.01 0.01  0.01 0.001 };
}

#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\Objects";

Model {
  State = "crackredwall";
Scale = 2.15;
   
 
Offset XYZ { 0.0 0.0 0.0 };
  Md2{File = "crackredwall.dmd"; 



};

}

#------------------------------------------------------------------
#

Thing {
  ID = "WOLFMANSTATUE";
  DoomEd number = 143;
  Spawn state = "wolfmst";
  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";
  Pain chance = 0;
  Spawn health = 0;
  Radius = 20;
  Height = 64;
  Mass = 65535;
   Flags = "mf_noblood mf_solid";
}

#------------------------------------------------------------------
#

#------------------------------------------------------------------
#

State {
  ID = "wolfmst";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
Next state = "wolfmst";
}

#------------------------------------------------------------------
#


#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\Objects";



Model {
  State = "wolfmst"
Scale = 0.8;
   
 
Offset XYZ { 0.0 0.0 0.0 } ;
  Md2{File = "wolfstatue1.dmd"; 

Shiny skin = "darkshader.png";
shiny = 0.3;

};

Md2{File = "wolfstatue2.dmd" ;

Shiny skin = "darkshader.png";
shiny = 0.3;

};

}

#------------------------------------------------------------------
#

#------------------------------------------------------------------
#

Thing {
  ID = "LIFTUP";
  DoomEd number = 144;
  Spawn state = "liftup";
  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";
  Pain chance = 0;
  Spawn health = 0;
  Radius = 5;
  Height = 64;
  Mass = 65535;
   Flags = "mf_noblood mf_solid";
}

#------------------------------------------------------------------
#

#------------------------------------------------------------------
#

State {
  ID = "liftup";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
Next state = "liftup";
}

#------------------------------------------------------------------
#


#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\Objects";



Model {
  State = "liftup"
Scale = 0.7;
   
 
Offset XYZ { 0.0 0.0 0.0 } ;
  Md2{File = "uplift.md2"; 
Skin file = "uplift.pcx";
Shiny skin = "darkshader.png";
shiny = 0.2;

};



}

#------------------------------------------------------------------
#

#------------------------------------------------------------------
#

Thing {
  ID = "LIFTDOWN";
  DoomEd number = 145;
  Spawn state = "liftdown";
  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";
  Pain chance = 0;
  Spawn health = 0;
  Radius = 5;
  Height = 64;
  Mass = 65535;
   Flags = "mf_noblood mf_solid";
}

#------------------------------------------------------------------
#

#------------------------------------------------------------------
#

State {
  ID = "liftdown";
  Sprite = "PLAY";
  Frame = 1;
  Tics = 1;
Next state = "liftdown";
}

#---------------------------------
#------------------------------------------------------------------
#


Header { Version = 6 }

Values 
{
	Patch Replacement
  	{
		M_READ	 = "{case}Read This!"
		M_OPTION = "{case}Options"
		M_QUIT	  = "{case}Quit Game"
		M_NGAME  = "{case}New Game"
		M_ENDG	  = "{case}End Game"
		M_PAUSE  = "{case}Pause"
		M_MESSG  = "{case}Messages:"
		M_MSGON  = "on"
		M_MSGOFF = "off"
		
		
		M_HURT	  = "{case}I`m tough!"
		M_JKILL  = "{case}Be gentle"
		M_ROUGH  = "{case}Not afraid"
		M_SKILL  = "{case}SELECT DIFFICULTY LEVEL:"
		M_NEWG	  = "{case}NEW GAME"
		M_ULTRA  = "{case}Let`s party"
		#M_NMARE  = "{case}Nightmare!"
		M_SVOL	  = "{case}Sound Volume"
		M_OPTTTL = "{case}OPTIONS"
		M_SAVEG  = "{case}Save Game"
		M_LOADG  = "{case}Load Game"
		M_DISP	  = "{case}Display"
		M_MSENS  = "{case}Mouse Sensitivity"
		M_GDHIGH = "high"
		M_GDLOW  = "low"
		M_DETAIL = "{case}Graphic Detail:"
		M_DISOPT = "{case}DISPLAY OPTIONS"
		M_SCRNSZ = "{case}Screen Size"
		M_SGTTL  = "{case}SAVE GAME"
		M_LGTTL  = "{case}LOAD GAME"
		M_SFXVOL = "{case}Sfx Volume"
		M_MUSVOL = "{case}Music Volume"
		M_EPI4	  = "{case}Thy Flesh Consumed"
		#WIURH0	  = "{fonta}* you are{break}     here"
		#WIURH1	  = "{fonta}you are *{break}   here"
		WIOSTK	  = "kills"
		WIOSTI	  = "items"
		WIF	  = "finished"
		WIMSTT	  = "total"
		WIOSTS	  = "scrt"
		WIOSTF	  = "f."
		WITIME	  = "time"
		WIPAR	  = "par"
		WISTAR	  = "you"
		WIMINUS  = "-"
		WIPCNT	  = "%"
		WINUM0	  = "0"
		WINUM1	  = "1"
		WINUM2	  = "2"
		WINUM3	  = "3"
		WINUM4	  = "4"
		WINUM5	  = "5"
		WINUM6	  = "6"
		WINUM7	  = "7"
		WINUM8	  = "8"
		WINUM9	  = "9"
		WICOLON  = ":"
		WISUCKS  = "sucks"
		WIFRGS	  = "frgs"
		WIB1	  = "P1"
		WIB2	  = "P2"
		WIB3	  = "P3"
		WIB4	  = "P4"
		WIBP1	  = "{R=0 G=1 B=0}P1"
		WIBP2	  = "{R=0 G=1 B=0}P2"
		WIBP3	  = "{R=0 G=1 B=0}P3"
		WIBP4	  = "{R=0 G=1 B=0}P4"
		WIKILRS  = "{fonta x=-53 angle=270.0 scale=0.75}Killers"
		WIVCTMS  = "{fonta y=-11 scale=0.75}Victims"
		WISCRT2  = "secret"
		WIENTER  = "entering"
	STYSNUM0 = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}0";
		STYSNUM1 = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}1";
		STYSNUM2 = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}2";
		STYSNUM3 = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}3";
		STYSNUM4 = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}4";
		STYSNUM5 = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}5";
		STYSNUM6 = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}6";
		STYSNUM7 = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}7";
		STYSNUM8 = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}8";
		STYSNUM9 = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}9";
		STGNUM0  = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}0";
		STGNUM1  = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}1";
		STGNUM2  = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}2";
		STGNUM3  = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}3";
		STGNUM4  = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}4";
		STGNUM5  = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}5";
		STGNUM6  = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}6";
		STGNUM7  = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}7";
		STGNUM8  = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}8";
		STGNUM9  = "{fonta; y=0; R=0; G=1; B=0; scale=0.5;}9";
		STTNUM0  = "{fontb; y=2; scale=1.1;}0";
		STTNUM1  = "{fontb; y=2; scale=1.1;}1";
		STTNUM2  = "{fontb; y=2; scale=1.1;}2";
		STTNUM3  = "{fontb; y=2; scale=1.1;}3";
		STTNUM4  = "{fontb; y=2; scale=1.1;}4";
		STTNUM5  = "{fontb; y=2; scale=1.1;}5";
		STTNUM6  = "{fontb; y=2; scale=1.1;}6";
		STTNUM7  = "{fontb; y=2; scale=1.1;}7";
		STTNUM8  = "{fontb; y=2; scale=1.1;}8";
		STTNUM9  = "{fontb; y=2; scale=1.1;}9";
		STTMINUS = "{fontb; y=2; scale=1.1;}-";
		STTPRCNT = "{fontb; y=2; scale=1.1;}%";

}
}

#------------------------------------------------------------------
#---------------------------------
#


#------------------------------------------------------------------
#

ModelPath "Data\jDoom\3D\Objects";



Model {
  State = "liftdown"
Scale = 0.7;
   
 
Offset XYZ { 0.0 0.0 0.0 } ;
  Md2{File = "downlift.md2"; 
Skin file = "uplift.pcx";
Shiny skin = "darkshader.png";
shiny = 0.2;

};



}
