; This file contains the bitmap initialization data used to load bitmap data,
;  objects, and possibly more! for DESCENT

; everything beginning with the ";" is a comment

; $Source: f:/miner/game/rcs/bitmaps.tbl $
; $Revision: 1.959 $
; $Author: adam $
; $Date: 1995/05/30 18:22:55 $

; FLAGS
; -----
; $ROBOT	filename of robot file to load follows.
; $COCKPIT	bitmap used for cockpit.
; $WEAPON_TYPE	bitmap used for different weapons.
; $TEXTURES	bitmaps which load into the editor as useable textures.
; $VCLIP	bitmaps loaded into Vclip[] (video clip) animations.
; $EFFECTS	bitmaps used as icons in editor.  Correspond to ECLIP effects
; $WALL_ANIMS	bitmaps of undamaged walls useable in editor. 
; $DOOR_ANIMS	bitmaps of closed doors useable in editor.
; $ECLIP	bitmaps loaded into Eclip[] (effect clip) animations.
; $DCLIP	bitmaps loaded into Dclip[] (door clip) animations.
; $WCLIP	bitmaps loaded into Wclip[] (wall clip) animations.
; $ROBOTEX	bitmaps used temporarily for Matt's polygon objects.

; Parameters
; ----------
;
; For bitmaps:
; num=		bitmap number.
; type=		bitmap type. (texture, bitmap)
; reflect=	bitmap reflectivity.
; lighting=	bitmap lighting value.
; 
; For vclips, eclips, dclips, wclips:
;
; clip_num=	Number of the clip in the respective array.
; frames=	Number of frames. 
; time=		Time for entire animation.
; open_sound=	Number of the sound to play when door opens (wclip only)
; close_sound=	Number of the sound to play when door closes (wclip only)
; 
;
; For objects:
;
; exp_vclip=	Which vclip to use for explosion when object dies.
; exp_sound=	Which sound to play when object dies.
; lighting=	Object lighting value. (0..1)
; weapon_type=	0=laser, 1=missile, 2...6 drawn with blobs defined in $WEAPON_TYPES section
;
; Other parameters: (All set global variables)
;
; Num_robotex=
; Num_effects=	
; Num_door_anims=
; Num_wall_anims=

; contains_type = 1 if a robot, 0 if a powerup (default = 0)
; contains_id = ID of _POWERUP_ to drop when this robot gets toasted.  Not WEAPON.  (It's ID of robot if contains_type == 1)
; contains_prob = probability that one or more powerups/robots will be dropped (contains_prob/16 = prob, so 16 = always)
; contains_count = max number of powerups/robots which get dropped

$ROBOT robot09.pof  name="mech"		score_value=500 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=22 strength=100 rbot010.bbm rbot011.bbm rbot012.bbm contains_id=10 contains_count=3 contains_prob=16 simple_model=robot09s.pof rbot010.bbm rbot011.bbm see_sound=172 attack_sound=172
$ROBOT robot17.pof  name="green"	score_value=500 mass=1024.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=7 exp2_sound=20 lighting=0.6 strength=80 rbot006.bbm rbot008.bbm rbot009.bbm contains_id=2 contains_count=2 contains_prob=3 attack_type=1
					contains_id=2 contains_count=1 contains_prob=3 simple_model=robot17s.pof rbot006.bbm rbot008.bbm rbot009.bbm see_sound=171 attack_sound=171
$ROBOT robot22.pof  name="spider"	score_value=600 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=60 exp2_sound=20 lighting=0.6 weapon_type=27 strength=110 rbot020.bbm rbot019.bbm rbot021.bbm rbot012.bbm contains_type=1 contains_id=14 contains_count=4 contains_prob=12 simple_model=robot22s.pof rbot020.bbm rbot019.bbm see_sound=168 attack_sound=168
$ROBOT robot01.pof  name="josh"		score_value=200 mass=1.5 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=60 exp2_sound=20 lighting=0.6 weapon_type=5 strength=25 rbot012.bbm rbot031.bbm rbot032.bbm contains_id=1 contains_count=1 contains_prob=3 simple_model=robot01s.pof rbot031.bbm see_sound=170 attack_sound=170
$ROBOT	robot23.pof  name="violet"	rbot012.bbm rbot035.bbm rbot036.bbm rbot037.bbm \
					score_value=300 mass=2.5 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=7 exp2_sound=20 \
					lighting=0.6 weapon_type=10 strength=35 \
					contains_id=2 contains_count=1 contains_prob=3 \
					simple_model=robot23s.pof rbot035.bbm rbot036.bbm rbot037.bbm see_sound=180 attack_sound=180
@$ROBOT robot37.pof  name="clkvulc"	score_value=600 mass=8.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=7 exp2_sound=20 lighting=0.6 weapon_type=11 strength=100 rbot054.bbm rbot054.bbm rbot054.bbm rbot054.bbm rbot054.bbm contains_id=13 contains_count=1 contains_prob=16 simple_model=robot37s.pof %49 rbot052.bbm %32 rbot012.bbm rbot053.bbm \
					see_sound=169 attack_sound=203 cloak_type=1 contains_id=23 contains_count=1 contains_prob=13
@$ROBOT robot09.pof  name="clkmech"	score_value=700 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=22 strength=150 rbot054.bbm rbot054.bbm rbot054.bbm contains_id=10 contains_count=3 contains_prob=16 simple_model=robot09s.pof rbot010.bbm rbot011.bbm see_sound=172 attack_sound=172 cloak_type=1 \
					contains_id=10 contains_count=3 contains_prob=16
@$ROBOT robot26.pof  name="brain"	score_value=400 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=10 strength=250 rbot012.bbm %31 metl009.bbm rbot042.bbm see_sound=201
@$ROBOT robot27.pof  name="onearm"	score_value=400 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=24 strength=65 rbot012.bbm metl009.bbm %31 rbot018.bbm rbot020.bbm simple_model=robot27s.pof rbot012.bbm metl009.bbm %31 rbot018.bbm rbot020.bbm see_sound=209 attack_sound=209
@$ROBOT robot42.pof  name="plasguy"	score_value=1000  mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=26 strength=150 rbot058.bbm %49 rbot059.bbm rbot060.bbm glow04.bbm rbot012.bbm contains_id=15 contains_count=1 contains_prob=16 simple_model=robot42s.pof rbot058.bbm %49 rbot059.bbm glow04.bbm see_sound=211 attack_sound=211
@$ROBOT robot08.pof  name="toaster"	score_value=200 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=10 strength=150 %31 rbot012.bbm metl021.bbm metl016.bbm glow04.bbm \
					contains_id=1 contains_count=1 contains_prob=10 see_sound=219 attack_sound=219
@$ROBOT robot16.pof  name="bird"	score_value=300 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=10 strength=70 rbot007.bbm glow04.bbm rbot012.bbm \
					contains_id=2 contains_count=1 contains_prob=3 see_sound=204 attack_sound=204
@$ROBOT robot16.pof  name="mislbird"	score_value=2000 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=22 strength=150 rbot065.bbm glow04.bbm rbot012.bbm see_sound=202 attack_sound=202 contains_id=10 contains_count=4 contains_prob=16
@$ROBOT robot31.pof  name="splitpod"  	score_value=100 mass=2.75 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=10 strength=35 %32
$ROBOT robot32.pof  name="smspider"  	score_value=100 mass=1.00 drag=0.010 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=24 strength=20 rbot020.bbm rbot019.bbm rbot012.bbm simple_model=robot32s.pof rbot020.bbm rbot019.bbm rbot012.bbm see_sound=181 attack_sound=181
@$ROBOT robot43.pof   name="miniboss"	score_value=2000 mass=30.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=14 strength=400 rbot064.bbm %49 missile.bbm contains_id=16 contains_count=1 contains_prob=16 see_sound=220 attack_sound=220
;used to be sounds 174 for miniboss
$ROBOT robot09.pof  name="suprmech"	score_value=1500 mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=21 strength=325 rbot048.bbm rbot049.bbm rbot012.bbm contains_id=18 contains_count=3 contains_prob=16 simple_model=robot09s.pof rbot048.bbm rbot049.bbm see_sound=176 attack_sound=176
$ROBOT boss01.pof   name="boss1"	score_value=5000 mass=30.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=17 strength=4000 boss=1 rbot051.bbm %49 missile.bbm
$ROBOT robot35.pof  name="cloakgrn"	score_value=1000 mass=2048.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=7 exp2_sound=20 lighting=0.6 strength=100 cloak_type=1 rbot054.bbm attack_type=1 simple_model=robot35s.pof rbot054.bbm contains_id=23 contains_count=1 contains_prob=10 see_sound=168 attack_sound=168 claw_sound=168
$ROBOT robot37.pof  name="vulcnguy"	score_value=1000 mass=8.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=7 exp2_sound=20 lighting=0.6 weapon_type=11 strength=50 %49 rbot052.bbm %32 rbot012.bbm rbot053.bbm contains_id=13 contains_count=1 contains_prob=11 simple_model=robot37s.pof %49 rbot052.bbm %32 rbot012.bbm rbot053.bbm see_sound=169 attack_sound=169
$ROBOT robot38.pof  name="rifleman"	score_value=500  mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=25 strength=70 rbot012.bbm rbot055.bbm %31 contains_id=2 contains_count=1 contains_prob=3 simple_model=robot38s.pof rbot055.bbm %31 see_sound=173 attack_sound=173
@$ROBOT robot39.pof  name="fourclaw"	score_value=800  mass=2048.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 strength=100 metl009.bbm %31 rbot018.bbm rbot020.bbm contains_id=2 contains_count=1 contains_prob=3 attack_type=1 simple_model=robot39s.pof metl009.bbm %31 rbot018.bbm rbot020.bbm see_sound=178 attack_sound=178 claw_sound=178
@$ROBOT robot40.pof  name="quadlasr"	score_value=700  mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=25 strength=70 rbot052.bbm rbot012.bbm rbot053.bbm %49 contains_id=12 contains_count=1 contains_prob=16 simple_model=robot40s.pof rbot052.bbm rbot012.bbm rbot053.bbm %49 see_sound=205 attack_sound=205
@$ROBOT boss02.pof   name="boss2"	score_value=10000 mass=30.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=28 strength=7000 boss=2 missile.bbm rbot012.bbm %53 %54

;CD rom robots follow
@$ROBOT robot36.pof  name="babyplas"	score_value=1000  mass=3.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=26 strength=75 rbot059.bbm rbot058.bbm %31 metl016.bbm %32 contains_id=15 contains_count=1 contains_prob=16 simple_model=robot36.pof rbot059.bbm rbot058.bbm %31 metl016.bbm %32 see_sound=211 attack_sound=211
@$ROBOT robot41.pof  name="newguy"	score_value=1200  mass=5.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=0  strength=150 rbot033.bbm rbot012.bbm %31 %32 contains_id=3 contains_count=1 contains_prob=16 simple_model=robot41.pof rbot033.bbm rbot012.bbm %31 %32 see_sound=211 attack_sound=211
@$ROBOT robot44.pof  name="icespidr"	score_value=1500  mass=5.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=20 strength=150 %31 rbot012.bbm rbot068.bbm contains_id=14 contains_count=1 contains_prob=16 simple_model=robot44.pof %31 rbot012.bbm rbot068.bbm see_sound=211 attack_sound=211
@$ROBOT robot45.pof  name="gaussguy"	score_value=2000  mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=11 strength=100 rbot058.bbm rbot059.bbm rbot060.bbm %32 rbot053.bbm rbot067.bbm %31 contains_id=28 contains_count=1 contains_prob=16 simple_model=robot45.pof rbot058.bbm rbot059.bbm rbot060.bbm %32 rbot053.bbm rbot067.bbm %31 see_sound=211 attack_sound=211
@$ROBOT robot46.pof  name="newguy2"	score_value=2000  mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=24 strength=100 rbot053.bbm rbot067.bbm %56 rbot019.bbm rbot020.bbm %32 contains_id=1 contains_count=3 contains_prob=10 simple_model=robot46.pof rbot053.bbm rbot067.bbm %56 rbot019.bbm rbot020.bbm %32 see_sound=211 attack_sound=211
@$ROBOT robot47.pof  name="newguy3"	score_value=2000  mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=20 strength=100 %56 rbot069.bbm rbot070.bbm rbot012.bbm %32 contains_id=14 contains_count=1 contains_prob=16 simple_model=robot47.pof %56 rbot069.bbm rbot070.bbm rbot012.bbm %32 see_sound=211 attack_sound=211
@$ROBOT robot48.pof  name="newguy4"	score_value=2000  mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=26 strength=100 rbot012.bbm %31 rbot045.bbm rbot044.bbm contains_id=14 contains_count=1 contains_prob=16 simple_model=robot48.pof rbot012.bbm %31 rbot045.bbm rbot044.bbm see_sound=211 attack_sound=211
@$ROBOT robot49.pof  name="newguy5"	score_value=2000  mass=4.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=24 strength=100 %31 rbot018.bbm missiles.bbm %32 missback.bbm contains_id=1  contains_count=2 contains_prob=12 simple_model=robot49.pof %31 rbot018.bbm missiles.bbm %32 missback.bbm see_sound=211 attack_sound=211

@$ROBOT boss01.pof   name="newboss1"	score_value=5000 mass=30.0 drag=0.033 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=17 strength=5000 rbot051.bbm %49 missile.bbm
@$ROBOT robot50.pof  name="escort"  	score_value=0 mass=0.10 drag=0.010 exp1_vclip=2 exp1_sound=21 exp2_vclip=0 exp2_sound=20 lighting=0.6 weapon_type=24 strength=2000 rbot042.bbm %32 simple_model=robot50.pof rbot042.bbm %32 see_sound=181 attack_sound=181 companion=1

; fov
; firing wait
; rapid fire
; turn time
; fire power
; shield
; max speed
; circle distance
; evade speed (0=slowly 4="really darn fast" says Mike)

;			SKILL	SKILL	SKILL	SKILL	SKILL
;			LEV 0	LEV 1	LEV 2	LEV 3	LEV 4

;mech
$ROBOT_AI	0	40	70	135	135	179		\
			5.0	4.0	3.0	2.0	1.0		\
			1	1	2	3	3		\
			0.8	0.7	0.6	0.5	0.4		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			10.0	15.0	20.0	25.0	30.0		\
			30.0	30.0	30.0	30.0	30.0		\
			0	0	1	1	3		; evade speed
						
;green guy
$ROBOT_AI	1	70	80	90	90	179		\
			2.5	2.0	1.5	1.0	1.0		\
			1	1	2	3	4		\
			0.6	0.5	0.4	0.3	0.2		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	2.0	3.0	5.0		\
			35.0	40.0	45.0	50.0	65.0		\
			20.0	20.0	20.0	20.0	20.0		\
			1	3	4	5	5		  ; evade speed

;red spider
$ROBOT_AI	2	70	80	90	90	179		\
			3.0	2.0	1.5	1.25	1.25		\
			1	2	3	4	6		\
			0.5	0.4	0.3	0.2	0.2		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	20.0	20.0	30.0	35.0		\
			15.0	15.0	15.0	15.0	15.0		\
			1	2	3	3	4		  ; evade speed

;josh
$ROBOT_AI	3	80	100	120	120	179		\
			3.5	2.5	1.25	1.0	1.0		\
			1	1	2	3	5		\
			0.4	0.3	0.2	0.2	0.2		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			25.0	30.0	35.0	40.0	60.0		\
			10.0	10.0	10.0	10.0	10.0		\
			0	1	2	2	3		  ; evade speed

;violet "spike"
$ROBOT_AI	4	80	90 	100	100	179		\
			4.0	3.0	1.5	1.0	1.0		\
			1	2	2	3	5		\
			0.6	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	25.0	30.0	35.0	50.0		\
			10.0	10.0	10.0	10.0	10.0		\
			0	2	2	3	4		  ; evade speed


;cloak vulcan guy
$ROBOT_AI	5	70	80	90	90	179		\
		  	2.5	2.0	1.5	1.0	0.75		\
			3	5	8	8	8		\
			0.6	0.5	0.4	0.3	0.2		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	2.0	3.0	5.0		\
			20.0	30.0	40.0	40.0	60.0		\
			20.0	20.0	20.0	20.0	20.0		\
			1	2	3	4	5		  ; evade speed

;cloak mech
$ROBOT_AI	6	40	70	135	135	179		\
			7.0	5.0	3.0	1.0	1.0		\
			1	1	2	3	4		\
			0.8	0.7	0.6	0.5	0.4		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			10.0	15.0	20.0	25.0	30.0		\
			30.0	30.0	30.0	30.0	30.0		\
			0	0	1	1	3		; evade speed


; brain
@$ROBOT_AI	7	140	160	179	179	179		\
			3.0	2.5	2.0	2.0	1.0		\
			3	3	4	4	4		\
			0.5	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			25.0	30.0	35.0	40.0	45.0		\
			10.0	10.0	10.0	10.0	10.0		\
			0	1	2	2	3		  ; evade speed

;one arm
@$ROBOT_AI	8	60	80	120	179	179	\
			1.5	1.25	1.0	1.0	1.0		\
			1	2	2	3	4		\
			0.3	0.2	0.2	0.1	0.1		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			50.0	60.0	70.0	80.0	90.0		\
			 5.0	 5.0	 5.0	 5.0	 5.0		\
			1	2	3	4	4		  ; evade speed

;plasguy
@$ROBOT_AI	9	80	90 	100	100	179		\
		 	1.0	.75	.75	.75	.75		\
			2	2	3	4	5		\
			0.6	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	25.0	30.0	35.0	50.0		\
			10.0	10.0	10.0	10.0	10.0		\
			1	2	2	3	4		  ; evade speed
;toaster
@$ROBOT_AI	10	80	100	100	100	179		\
			3.0	2.5	2.0	2.0	1.0		\
			1	1	2	3	5		\
			0.3	0.3	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	30.0	35.0	40.0	70.0		\
			5.0	5.0	5.0	5.0	5.0		\
			0	0	1	2	3		  ; evade speed

;bird
@$ROBOT_AI	11	70	90	90	120	179	\
			1.5	1.25	1.0	1.0	1.0		\
			3	4	4	5	7		\
			0.3	0.3	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			15.0	15.0	20.0	30.0	40.0		\
			7.0	7.0	7.0	7.0	7.0		\
			0	1	2	4	5		  ; evade speed

;mislbird
@$ROBOT_AI	12	70	90	90	120	179	\
			1.5	1.5	1.25	1.25	1.0		\
			2	3	3	4	5		\
			0.3	0.3	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			15.0	15.0	20.0	30.0	40.0		\
			7.0	7.0	7.0	7.0	7.0		\
			0	1	2	4	5		  ; evade speed

;splitter pods
$ROBOT_AI	13	140	170	170	170	179		\
			3.0	2.5	2.0	2.0	1.0		\
			1	1	1	2	2		\
			0.1	0.1	0.1	0.1	0.1		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			35.0	40.0	45.0	50.0	60.0		\
			4.0	4.0	4.0	4.0	4.0		\
			0	0	1	1	2		  ; evade speed

;small spider
$ROBOT_AI	14	140	170	170	170	179		\
			3.0	2.5	1.75	1.0	0.5		\
			1	1	2	3	6		\
			0.1	0.1	0.1	0.1	0.1		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			35.0	40.0	50.0	60.0	70.0		\
			10.0	10.0	10.0	10.0	10.0		\
			0	0	1	1	2		  ; evade speed

;miniboss
$ROBOT_AI	15	100	125	150	179	179		\
		 	3.0	2.0	2.5	2.0	1.5		\
			1	1	2	2	3		\
			0.8	0.7	0.6	0.5	0.5		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			10.0	12.0	13.0	15.0	20.0		\
			30.0	30.0	30.0	30.0	30.0		\
			1	2	2	3	4		; evade speed

;super mech
$ROBOT_AI	16	100	125	150	179	179		\
		 	4.0	3.0	3.0	2.0	1.0		\
			1	1	2	3	3		\
			0.8	0.7	0.6	0.5	0.5		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			10.0	12.0	13.0	15.0	20.0		\
			30.0	30.0	30.0	30.0	30.0		\
			1	2	2	3	4		; evade speed

;shareware boss (level 8)
; Note: His speed reduced to 0 by MK on 12/01/94.
$ROBOT_AI	17	179	179	179	179	179		\
			3.0	2.5	2.0	1.5	1.0		\
			2	2	3	4	5		\
			0.6	0.6	0.6	0.5	0.5		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			0.0	0.0	0.0	0.0	0.0		\
			10.0	10.0	30.0	30.0	30.0		\
			0	0	0	0	0		; evade speed

;cloaked green
$ROBOT_AI	18	70	80	90	90	179		\
			3.5	3.0	2.5	1.0	1.0		\
			1	1	2	3	5		\
			0.6	0.5	0.4	0.3	0.2		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	2.0	3.0	5.0		\
			20.0	30.0	40.0	40.0	60.0		\
			20.0	20.0	20.0	20.0	20.0		\
			0	1	3	5	5		  ; evade speed

;vulcan guy
$ROBOT_AI	19	70	80	90	90	179		\
		  	2.5	2.0	1.5	1.0	1.0		\
			3	5	8	13	18		\
			0.6	0.5	0.4	0.3	0.2		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	2.0	3.0	5.0		\
			30.0	40.0	50.0	60.0	70.0		\
			20.0	20.0	20.0	20.0	20.0		\
			1	2	3	4	5		  ; evade speed

;rifleman 
$ROBOT_AI	20	80	90 	100	100	179		\
			4.0	3.0	2.0	1.0	1.0		\
			1	1	2	3	5		\
			0.6	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	25.0	30.0	35.0	50.0		\
			10.0	10.0	10.0	10.0	10.0		\
			1	2	2	3	4		  ; evade speed
;fourclaw 
@$ROBOT_AI	21	80	90 	100	100	179		\
			4.0	3.0	1.5	1.0	1.0		\
			1	1	2	3	5		\
			0.6	0.5	0.4	0.2	0.1		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			40.0	50.0	60.0	70.0	90.0		\
			10.0	10.0	10.0	10.0	10.0		\
			1	2	2	3	4		  ; evade speed
;quadlaser 
@$ROBOT_AI	22	80	90 	100	100	179		\
			1.5	1.25	1.0	1.0	1.0		\
			3	4	4	5	7		\
			0.6	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	25.0	30.0	35.0	50.0		\
			10.0	10.0	10.0	10.0	10.0		\
			1	2	2	3	4		  ; evade speed

;bigboss (level ?)
@$ROBOT_AI	23	179	179	179	179	179		\
			7.0	5.0	4.0	3.0	2.0		\
			1	1	1	1	2		\
			0.6	0.6	0.6	0.5	0.5		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			60.0	60.0	70.0	80.0	90.0		\
			10.0	10.0	30.0	30.0	30.0		\
			0	0	0	0	0		; evade speed

;CD rom robots follow

;babyplas
@$ROBOT_AI	24	80	90 	100	100	179		\
		 	4.0	3.0	2.0	1.0	.75		\
			2	2	3	4	5		\
			0.6	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	25.0	30.0	35.0	50.0		\
			10.0	10.0	10.0	10.0	10.0		\
			1	2	2	3	4		  ; evade speed

;newguy
@$ROBOT_AI	25	80	90 	100	100	179		\
		 	5.0	4.0	3.0	1.0	.75		\
			1	2	2	3	5		\
			0.6	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	25.0	30.0	35.0	50.0		\
			10.0	10.0	10.0	10.0	10.0		\
			1	2	2	3	4		  ; evade speed
;icespider
@$ROBOT_AI	26	80	90 	100	100	179		\
		 	3.0	2.7  	1.6	1.2	.3 		\
			2	3	5	6	7		\
			0.6	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	25.0	30.0	35.0	50.0		\
			10.0	10.0	10.0	10.0	10.0		\
			1	2	2	3	4		  ; evade speed
;gaussguy
@$ROBOT_AI	27	80	90 	100	100	179		\
		 	3.0	1.75	.75	.75	.75		\
			2	2	3	4	5		\
			0.6	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	25.0	30.0	35.0	50.0		\
			10.0	10.0	10.0	10.0	10.0		\
			1	2	2	3	4		  ; evade speed

;newguy2
@$ROBOT_AI	28	80	90 	100	100	179		\
			3.0	1.5 	.4 	.3 	.1 		\
			2	3	5	6	7		\
			0.6	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	25.0	30.0	35.0	50.0		\
			10.0	10.0	10.0	10.0	10.0		\
			1	2	2	3	4		  ; evade speed

@$ROBOT_AI	29	80	90 	100	100	179		\
		 	3.0	.75	.75	.75	.75		\
			2	2	3	4	5		\
			0.6	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	25.0	30.0	35.0	50.0		\
			10.0	10.0	10.0	10.0	10.0		\
			1	2	2	3	4		  ; evade speed
@$ROBOT_AI	30	80	90 	100	100	179		\
		 	3.0	.75	.75	.75	.75		\
			2	2	3	4	5		\
			0.6	0.4	0.3	0.3	0.3		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			20.0	25.0	30.0	35.0	50.0		\
			10.0	10.0	10.0	10.0	10.0		\
			1	2	2	3	4		  ; evade speed

;newguy5
@$ROBOT_AI	31	80	90 	100	100	179		\
			3.5	1.0	0.5 	0.3	0.2		\
			1	2	4	6	8		\
			0.1	0.1	0.1	0.1	0.1		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			35.0	40.0	50.0	60.0	70.0		\
			10.0	10.0	10.0	10.0	10.0		\
			0	0	1	1	2		  ; evade speed

; Note: His speed reduced to 0 by MK on 12/01/94.
$ROBOT_AI	32	179	179	179	179	179		\
			3.0	2.5	2.0	1.5	1.0		\
			2	2	3	4	5		\
			0.6	0.6	0.6	0.5	0.5		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			0.0	0.0	0.0	0.0	0.0		\
			10.0	10.0	30.0	30.0	30.0		\
			0	0	0	0	0		; evade speed
;escort
$ROBOT_AI	33	140	170	170	170	179		\
			1.5	1.2	1.0	1.0	0.5		\
			1	2	3	3	3		\
			0.3	0.2	0.2	0.15	0.10		\
			1.0	1.0	1.0	1.0	1.0		\
			1.0	1.0	1.0	1.0	1.0		\
			70.0	80.0	90.0	90.0	100.0		\
			10.0	10.0	10.0	10.0	10.0		\
			4	4	4	4	4		  ; evade speed


$OBJECT reactor.pof type=controlcen exp_vclip=3 exp_sound=33 lighting=0.6 \
	%50 %51 %32 rmap03.bbm %52 \
	dead_pof=reactor2.pof strength=200.1 rmap03.bbm rbot056.bbm rbot057.bbm 

;the model that shows at the end of the exit tunnel
$OBJECT	exit01.pof type=exit steel1.bbm rbot061.bbm rbot062.bbm  \
	dead_pof=exit01d.pof steel1.bbm	rbot061.bbm rbot063.bbm

$PLAYER_SHIP mass=4.0 drag=0.033 max_thrust=7.8		\
	wiggle=0.5 max_rotthrust=0.14 			\
	model=pship1.pof				\
	glow04.bbm ship1-1.bbm ship1-2.bbm ship1-3.bbm	\
	ship1-4.bbm ship1-5.bbm				\
	dying_pof=pship1b.pof expl_vclip_num=58		\
	simple_model=pship1s.pof			\
	glow04.bbm ship1-1.bbm ship1-2.bbm ship1-3.bbm	\
	ship1-4.bbm ship1-5.bbm				\
	multi_textures ship2-4.bbm ship2-5.bbm 		\
	ship3-4.bbm ship3-5.bbm ship4-4.bbm ship4-5.bbm \
	ship5-4.bbm ship5-5.bbm ship6-4.bbm ship6-5.bbm \
	ship7-4.bbm ship7-5.bbm ship8-4.bbm ship8-5.bbm 


;------------------------------------------------------------------
;; SOUND LIST
;;
;; No appropriate sounds available where DING.RAW is used.  Ugh.

;;	      lomem
;;     num   alt num	name		description

$SOUND	10	18	laser03.raw	;SOUND_LASER_FIRED
$SOUND	11	0	explode1.raw	;SOUND_LASER_HIT_WALL
$SOUND	12	18	laser05.raw	
$SOUND	13	16	laser03.raw	;more lasers
$SOUND	14	16	laser04.raw
$SOUND	15	16	laser02.raw
$SOUND	16	0	laser01.raw

$SOUND	17	0	ramfast.raw	;SOUND_ROBOT_HIT_PLAYER
$SOUND	18	18	laser06.raw
$SOUND	19	18	laser12.raw
$SOUND	20	0	explode1.raw	;SOUND_ROBOT_HIT
$SOUND	21	0	explode1.raw	;SOUND_ROBOT_DESTROYED
$SOUND	22	18	laser07.raw
$SOUND	23	16	flare.raw
@$SOUND	24	0	fusion.raw	;Fusion cannon firing
@$SOUND 25	0	plasma.raw	;Plasma cannon firing
$SOUND	26	0	dropbomb.raw	;ProxBomb dropping
$SOUND  27	0	doorhit.raw	;weapon hitting door
$SOUND	28	0	explode1.raw	;weapon hitting wall

$SOUND	30	0	explode1.raw	;SOUND_CONTROL_CENTER_HIT
$SOUND	31	20	explode2.raw	;SOUND_CONTROL_CENTER_DESTROYED
$SOUND	32	0	siren01.raw	;SOUND_CONTROL_CENTER_WARNING_SIREN
$SOUND	33	20	nuke01.raw	;SOUND_MINE_BLEW_UP

@$SOUND	34	0	fusion2a.raw
@$SOUND	35	0	fusion2b.raw

@$SOUND 36	0	gauss.raw	;gauss cannon
;;@$SOUND 37	0	helix.raw	;helix cannon
@$SOUND 38	0	phoenix.raw	;phoenix cannon


$SOUND	62	0	power04.raw	;SOUND_REFUEL_STATION_GIVING_FUEL

$SOUND	70	0	ramfast.raw	;SOUND_PLAYER_HIT_WALL
$SOUND	71	0	shit01.raw	;SOUND_PLAYER_GOT_HIT

$SOUND	80	0	power03.raw	;SOUND_GOT_POWERUP_SHIELDS
$SOUND	81	0	power03.raw	;SOUND_GOT_POWERUP_ENERGY
@$SOUND	82	80	exlife.raw	;SOUND_GOT_POWERUP_EXTRA_LIFE
$SOUND	83	0	power03.raw	;SOUND_GOT_POWERUP_LASER

$SOUND	91	80	gothost.raw	;SOUND_HOSTAGE_RESCUED
$SOUND	92	0	mtrl01.raw	;materialize
$SOUND	93	92	mtrl02.raw	;powerup vanishing

$SOUND	100	-1	count00.raw	;Countdown sounds
$SOUND	101	-1	count01.raw
$SOUND	102	-1	count02.raw
$SOUND	103	-1	count03.raw	 
$SOUND	104	-1	count04.raw
$SOUND	105	-1	count05.raw
$SOUND	106	-1	count06.raw
$SOUND	107	-1	count07.raw
$SOUND	108	-1	count08.raw
$SOUND	109	-1	count09.raw
$SOUND	113	-1	count10.raw
$SOUND	114	0	count11.raw

;VULCAN CANNON SOUND
$SOUND	115	0	vulcan.raw	; sound of vulcan cannon

$SOUND	117	118	message.raw	; Multiplayer: sound of message
$SOUND	118	0	death.raw	; Multiplayer: sound of kill

$SOUND	121	-1	fan01.raw
$SOUND	122	0	misslock.raw

;MISSILE SOUNDS
$SOUND	130	0	missile1.raw	; sound of concussion/homing missile firing
@$SOUND	131	0	missile1.raw	; sound of smart missile firing
@$SOUND	132	0	missile3.raw	; sound of mega missile firing

;DOOR SOUNDS
$SOUND	140	142	door02.raw	; door type 1: opening
$SOUND	141	143	apdoor.raw	;            : closing
$SOUND	142	0	door1o.raw	; door type 2: opening
$SOUND	143	0	door1c.raw	;            : closing
$SOUND	144	142	door2o.raw	; door type 3: opening
$SOUND	145	143	door2c.raw	;            : closing
$SOUND	146	142	door3o.raw	; door type 4: opening
$SOUND	147	143	door3c.raw	;            : closing
@$SOUND	148	142	door4o.raw	; door type 5: opening
@$SOUND	149	143	door4c.raw	;            : closing

;PLAYER HITS LAVA/VOLATILE WALL
$SOUND	151	0	lava.raw

;MENU/COCKPIT SELECTION SOUNDS
$SOUND	153	154	change1.raw	; sound of primary change
$SOUND	154	0	change2.raw	; sound of secondary change
$SOUND	155	0	message.raw	; sound of "weapon already armed"
$SOUND	156	118	beep02.raw	; sound of "negative" selection (unavailable weapon, etc.)

;MONITOR EXPLOSION SOUNDS
$SOUND	157	20	monitor.raw	; monitor exploding

;DEVICE SOUNDS
$SOUND 	160	0	cloakon.raw	; sound of cloaking activated
$SOUND	161	0	cloakoff.raw	; sound of cloaking deactivated
@$SOUND	162	0	invon.raw	; sound of invuln. activated
@$SOUND	163	0	invoff.raw	; sound of invuln. deactivated

;GENERAL ROBOT SOUNDS
$SOUND  168     180	robot14.raw     ; robot sound
$SOUND  169     172	robot15.raw     ; robot sound
$SOUND	170	180	robot01.raw	; robot sound
$SOUND	171	172	robot02.raw	; robot sound
$SOUND	172	0	robot03.raw	; robot sound
$SOUND	173	172	robot04.raw	; robot sound
$SOUND	174	180	robot05.raw	; robot sound
$SOUND	175	172	robot06.raw	; robot sound
$SOUND	176	180	robot07.raw	; robot sound
$SOUND	177	172	robot08.raw	; robot sound
$SOUND	178	180	robot09.raw	; robot sound
$SOUND	179	172	robot10.raw	; robot sound
$SOUND	180	0	robot11.raw	; robot sound
$SOUND	181	172	robot12.raw	; robot sound
$SOUND	182	180	robot13.raw	; robot sound

$SOUND	183	0	boss01.raw	; sound of boss 1 "seeing player"
$SOUND	184	183	boss03.raw	;                 "attacking"
$SOUND	185	0	boss02.raw	;		  "dying"
@$SOUND	186	183	boss04.raw	; sound of boss 2 "seeing player"
@$SOUND	187	183	boss06.raw	;                 "attacking"
@$SOUND	188	185	boss05.raw	;		  "dying"

;TEARING METAL SOUNDS (when "clawing" robots hit player)
$SOUND	190	191	tear01.raw	; tearing metal 1
$SOUND	191	0	tear02.raw	; tearing metal 2

;REGISTERED VOICES
@$SOUND	200	-1	cheater.raw	; "cheater!"

;MORE ROBOT NOISES
$SOUND	201	172	robot17.raw
$SOUND	202	180	robot16.raw
$SOUND	203	172	robot19.raw	 
$SOUND	204	180	robot20.raw
$SOUND	205	172	robot21.raw
;$SOUND	206	0	robot22.raw
;$SOUND	207	0	robot23.raw
;$SOUND	208	0	robot24.raw
$SOUND	209	180	robot25.raw
;$SOUND	210	0	robot26.raw
$SOUND	211	172	robot27.raw
;$SOUND	212	0	robot28.raw
;$SOUND	213	0	robot29.raw
;$SOUND	214	0	robot30.raw
;$SOUND	215	0	robot31.raw
;$SOUND	216	0	robot32.raw
;$SOUND	217	0	robot33.raw
;$SOUND	218	0	robot33.raw
$SOUND	219	180	robot34.raw
$SOUND	220	172	robot36.raw

;------------------------------------------------------------------
;MUSIC

$FMBANK
melodic.bnk drums.bnk id=0

$SONGS
descent.hmp	id=0	fmbank=0
endlevel.hmp	id=1	fmbank=0
credits.hmp	id=2	fmbank=0
endgame.hmp	id=3	fmbank=0
briefing.hmp	id=4	fmbank=0
game01.hmp	id=5	fmbank=0
game02.hmp	id=6	fmbank=0
game03.hmp	id=7	fmbank=0
game04.hmp	id=8	fmbank=0
game05.hmp	id=9	fmbank=0
game06.hmp	id=10	fmbank=0
game07.hmp	id=11	fmbank=0
game08.hmp	id=12	fmbank=0
game09.hmp	id=13	fmbank=0
game10.hmp	id=14	fmbank=0
game12.hmp	id=15	fmbank=0
game13.hmp	id=16	fmbank=0
game14.hmp	id=17	fmbank=0
game15.hmp	id=18	fmbank=0
game16.hmp	id=19	fmbank=0
game17.hmp	id=20	fmbank=0
game18.hmp	id=21	fmbank=0

;------------------------------------------------------------------

$COCKPIT	
;IMPORTANT: the order of these bitmap must match the constants in game.h
cockpit.bbm		; Normal
rearview.bbm		; rear view
status.bbm		; the status bar

;WARNING!!! HACK!!!! WARNING!!!!! In the gauges code, I had to let the
;pig code know what abms are gauges, so if you change any of these GAUGES
;filenames, make sure you update the list in piggy.c.... see john for details
;WARNING!!! HACK!!!! WARNING!!!!! GAUGES !!!!!
$GAUGES abm_flag=1
gauge01.abm
gauge02.bbm
gauge03.bbm
gauge04.bbm
gauge05.bbm abm_flag=1
gauge02.abm
sbkb_on.bbm
sbky_on.bbm
sbkr_on.bbm
sbkb_off.bbm
sbky_off.bbm
sbkr_off.bbm
sbenergy.bbm
lives.bbm abm_flag=1
gauge06.abm abm_flag=1
targ01.abm abm_flag=1
targ02.abm abm_flag=1
targ03.abm
gauge16.bbm
gauge17.bbm abm_flag=1
targ04.abm abm_flag=1
targ05.abm abm_flag=1
targ06.abm abm_flag=1
gauge18.abm
;gauss1.bbm
;helix1.bbm
;phoenix1.bbm

; For weapons, blob_size only works for blob_bmp types.

; ---------- LASERS ----------
; (0) Laser Level 1
$WEAPON picture=gauge06.bbm weapon_pof=laser1-1.pof	weapon_pof_inner=laser1-2.pof lw_ratio=9.8	\
	simple_model=laser11s.pof simple_model=laser12s.pof \
	mass=0.5 drag=0.0 blob_size=0.0 strength=10 10 10 10 10  flash_vclip=11 	flash_size=1.0  flash_sound=13 robot_hit_vclip=59  wall_hit_vclip=1  robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0  speed=120 120 120 120 120	\
	lighted=0 lightcast=.75 \
	energy_usage=0.5 ammo_usage=0.0 fire_wait=0.25 fire_count=1 lifetime=10.0

; (1) Laser Level 2
$WEAPON weapon_pof=laser2-1.pof	weapon_pof_inner=laser2-2.pof lw_ratio=9.8	\
	simple_model=laser21s.pof simple_model=laser22s.pof \
	mass=0.5 drag=0.0 blob_size=0.0 strength=11 11 11 11 11  flash_vclip=15 	flash_size=1.25  flash_sound=14 robot_hit_vclip=21 wall_hit_vclip=30 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0  speed=125 125 125 125 125	\
	lighted=0 lightcast=1.0 \
	energy_usage=0.5 ammo_usage=0.0 fire_wait=0.25 fire_count=1 lifetime=10.0

; (2) Laser Level 3
$WEAPON weapon_pof=laser3-1.pof	weapon_pof_inner=laser3-2.pof lw_ratio=9.8	\
	simple_model=laser31s.pof simple_model=laser32s.pof \
	mass=0.5 drag=0.0 blob_size=0.0 strength=12 12 12 12 12  flash_vclip=14 	flash_size=1.5  flash_sound=15 robot_hit_vclip=23 wall_hit_vclip=31 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0  speed=130 130 130 130 130	\
	lighted=0 lightcast=1.25 \
	energy_usage=0.5 ammo_usage=0.0 fire_wait=0.2 fire_count=1 lifetime=10.0

; (3) Laser Level 4
$WEAPON weapon_pof=laser4-1.pof	weapon_pof_inner=laser4-2.pof lw_ratio=9.8	\
	simple_model=laser41s.pof simple_model=laser42s.pof \
	mass=0.5 drag=0.0 blob_size=0.0 strength=13 13 13 13 13  flash_vclip=12 	flash_size=2.0  flash_sound=16 robot_hit_vclip=22 wall_hit_vclip=32 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0  speed=135 135 135 135 135	\
	lighted=0 lightcast=1.75 \
	energy_usage=0.5 ammo_usage=0.0 fire_wait=0.2 fire_count=1 lifetime=10.0

; ---------- ROBOT BLOBS ----------
; (4) Unknown Use
$WEAPON weapon_vclip=55		mass=1.0 drag=0.0 blob_size=1.0 strength=2 3 4 5 6   flash_vclip=14 	flash_size=2.0  flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=23 robot_hit_sound=11 wall_hit_sound=28 impact_size=2.5	speed=15 30 45 60 85 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0 

; (5) Josh Blobs
$WEAPON weapon_vclip=56		mass=1.0 drag=0.0 blob_size=1.0 strength=3 4 6 7 8   flash_vclip=11 	flash_size=2.5  flash_sound=19 robot_hit_vclip=59  wall_hit_vclip=59  robot_hit_sound=11 wall_hit_sound=28 impact_size=2.5	speed=15 30 45 60 85 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0 

; (6) Unknown Use
$WEAPON weapon_vclip=64		mass=1.0 drag=0.0 blob_size=1.0 strength=4 6 9 11 13 flash_vclip=11 	flash_size=3.0  flash_sound=22 robot_hit_vclip=59 wall_hit_vclip=1 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0	speed=15 30 45 60 85 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0 

; (7) Unknown Use
$WEAPON_UNUSED blob_bmp=blob04.bbm	mass=1.0 drag=0.0 blob_size=1.0 strength=8 10 14 16 18 flash_vclip=15 	flash_size=3.5  flash_sound=22 robot_hit_vclip=59  wall_hit_vclip=59  robot_hit_sound=11 wall_hit_sound=28 impact_size=2.5	speed=15 30 45 60 85 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0

; (8) ---------- Concussion Missile ----------
$WEAPON picture=gauge11.bbm weapon_pof=cmissile.pof	lw_ratio=10.0 mass=1.0 drag=0.0 blob_size=0.0 strength=30 30 30 30 30 flash_vclip=11 	flash_size=5.0 flash_sound=130 robot_hit_vclip=5  wall_hit_vclip=5  robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0  \
	speed=90 90 90 90 90 matter=0 rbot044.bbm glow04.bbm lightcast=4.0 lifetime=10.0 damage_radius=30.0 destroyable=0 fire_count=1 fire_wait=0.5  energy_usage=0.0 ammo_usage=1.0 

; (9) ---------- Flare ----------
$WEAPON weapon_pof=flare.pof lw_ratio=5.0	\
	mass=.1 drag=0.0 blob_size=0.0 strength=1 1 1 1 1 flash_vclip=11 flash_size=.5  flash_sound=23 robot_hit_vclip=59 robot_hit_sound=11 impact_size=1.0  speed=120 120 120 120 120	lighted=0 lightcast=3.0 lifetime=5.0 energy_usage=1.0 fire_count=1 fire_wait=1.15 %34

; (10) ---------- Blue laser that blue guy shoots -----------
$WEAPON weapon_pof=laser3-1.pof	weapon_pof_inner=laser3-2.pof lw_ratio=9.8	\
	matter=0 mass=0.1 drag=0.0 blob_size=0.0 strength=2 3 3 4 6 flash_vclip=14 	flash_size=3.0  flash_sound=15 robot_hit_vclip=23 wall_hit_vclip=31 robot_hit_sound=11 wall_hit_sound=11 impact_size=3.0  speed=30 40 50 60 80 lighted=0 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0 

; Notes on new fields:
;	energy_usage	How much fuel is consumed to fire this weapon.
;	ammo_usage	How many units of ammunition it uses per unit fired.
;	fire_wait	Time until this weapon can be fired again.
;	fire_count	Number of bursts fired from EACH GUN per firing.  For weapons which fire from both sides, 3*fire_count shots will be fired.

; (11) ---------- Vulcan Cannon ----------
; IMPORTANT NOTE: These should not have matter.  They are bullets, so it makes sense that they would,
; but matter only matters because it gets moved by badass explosions.  Since you can't see these things, it doesn' matter, except
; that having 20 of these bullets getting moved about will toast your frame rate!
$WEAPON picture=gauge07.bbm none_bmp=blob01.bbm	mass=0.01 drag=0.0 blob_size=0.5 strength=4 4 4 4 4  flash_vclip=11 	flash_size=2.0  flash_sound=115 robot_hit_vclip=1 wall_hit_vclip=1 robot_hit_sound=11 impact_size=2.5  speed=500 500 500 500 500 lightcast=0.0 \
	energy_usage=0.0 ammo_usage=1 fire_wait=0.05 fire_count=1 lifetime=3.0 destroyable=0

; (12) ---------- Spreadfire Cannon ----------
$WEAPON picture=gauge08.bbm blob_bmp=sprdblob.bbm	mass=0.2 drag=0.0 blob_size=0.5 strength=10 10 10 10 10  flash_vclip=14 	flash_size=2.0  flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=23 robot_hit_sound=11 wall_hit_sound=11 impact_size=2.5  speed=120 120 120 120 120 lightcast=0.0 \
	energy_usage=0.5 ammo_usage=0.0 fire_wait=0.2 fire_count=1 lifetime=10.0

; (13) ---------- Plasma Cannon ----------
@$WEAPON picture=gauge09.bbm weapon_vclip=54	mass=0.01 drag=0.0 blob_size=1.3 strength=11 11 11 11 11  flash_vclip=12 	flash_size=2.0  flash_sound=25 robot_hit_vclip=23 wall_hit_vclip=32 robot_hit_sound=11 wall_hit_sound=11 impact_size=3.5  speed=150 150 150 150 150 lightcast=2.0 \
	energy_usage=0.50 ammo_usage=0.0 fire_wait=0.15 fire_count=1 lifetime=10.0

; (14) ---------- Fusion Cannon ----------
; Note: On January 26, 1995, Mike changed energy usage to be 0.  The fusion cannon is now a strange weapon
;	that consumes energy based on how long the firing key is held down.
@$WEAPON picture=gauge10.bbm weapon_pof=fusion1.pof weapon_pof_inner=fusion2.pof lw_ratio=1.0	\
	mass=0.5 drag=0.0 blob_size=0.0 strength=30 30 30 30 30 flash_vclip=15 	flash_size=6.0  flash_sound=24 robot_hit_vclip=65 wall_hit_vclip=65 robot_hit_sound=11 wall_hit_sound=11 impact_size=5.0 \
	speed=150 150 150 150 150 persistent=1 lighted=0 lightcast=5.0 \
	energy_usage=0.0 ammo_usage=0.0 fire_wait=1.0 fire_count=1 lifetime=10.0

; (15) ---------- Homing Missile ----------
$WEAPON picture=gauge12.bbm weapon_pof=cmissile.pof lw_ratio=1.0 mass=1.0 blob_size=10.0 strength=40 40 40 40 40 flash_vclip=11 flash_size=5.0  flash_sound=130 robot_hit_vclip=5  wall_hit_vclip=5  robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0  speed=90 90 90 90 90 \
	matter=0 energy_usage=0.0 ammo_usage=1.0 fire_wait=0.5 fire_count=1 lifetime=20.0 \
	rbot045.bbm glow04.bbm lightcast=4.0 damage_radius=20.0 destroyable=0 homing=1

; (16) ---------- Proximity Bomb ----------
$WEAPON picture=gauge13.bbm weapon_vclip=53  mass=1.0 drag=0.033 thrust=0.0 blob_size=3.0 strength=30 30 30 30 30 flash_vclip=11 	flash_size=5.0  flash_sound=26 robot_hit_vclip=5  wall_hit_vclip=5  robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0  speed=0 0 0 0 0 \
	bounce=1 energy_usage=0.0 ammo_usage=1.0 fire_wait=0.2 fire_count=1 lifetime=35.0 \
	matter=1 lightcast=0.0 damage_radius=40.0 destroyable=1 

; (17) ---------- Smart Missile ----------
$WEAPON picture=gauge14.bbm weapon_pof=smissile.pof	lw_ratio=1.0 mass=1.0 drag=0.0 blob_size=10.0 strength=25 25 25 25 25 flash_vclip=11 	flash_size=5.0  flash_sound=130 robot_hit_vclip=5  wall_hit_vclip=5  robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0  speed=85 85 85 85 85	\
	matter=0 energy_usage=0.0 ammo_usage=1.0 fire_wait=0.5 fire_count=1 lifetime=3.0 \
	glow04.bbm rbot046.bbm lightcast=8.0 damage_radius=20.0 destroyable=0

; (18) ---------- Mega Missile ----------
@$WEAPON picture=gauge15.bbm weapon_pof=mmissile.pof lw_ratio=10.0 mass=1.0 drag=0.0 blob_size=0.0 strength=199 199 199 199 199 flash_vclip=11 	flash_size=5.0  flash_sound=132 robot_hit_vclip=63  wall_hit_vclip=5  robot_hit_sound=11 wall_hit_sound=11 impact_size=30.0  speed=85 85 85 85 85	\
	matter=0 glow04.bbm rbot047.bbm lightcast=8.0 lifetime=10.0 damage_radius=80.0 destroyable=0 fire_wait=0.5 energy_usage=0 ammo_usage=1.0  homing=1

; (19) ---------- Children of the PLAYER'S Smart Missile ----------
; Note: These are not matter, else when you blow up the smart bomb, a next hit on a child will blow up all of them.
;	Don't make these have a damage radius or a damage force. --mk, 11/30/94
$WEAPON weapon_vclip=54 lw_ratio=1.0 mass=1.0 drag=0.0 blob_size=1.5 strength=35 35 35 35 35 flash_vclip=11 	flash_size=5.0  flash_sound=12 robot_hit_vclip=5  wall_hit_vclip=5  robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0  speed=90 90 90 90 90 \
	energy_usage=0.0 ammo_usage=1.0 fire_wait=1.5 fire_count=1 lifetime=12.0 \
	glow04.bbm rbot046.bbm lightcast=1.0 damage_radius=0.0 destroyable=0 homing=1

; (20) ---------- Bad Guy Spreadfire Laser ----------
; ;;;Who knows where this weapon really is used anymore.... -Yuan 03/22/95
; NOW : This is the new BAD GUY Spreadfire Cannon.
$WEAPON picture=gauge08.bbm blob_bmp=sprdblob.bbm	mass=0.2 drag=0.0 blob_size=0.5 strength=2 4 6 8 10  flash_vclip=14 	flash_size=2.0  flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=23 robot_hit_sound=11 wall_hit_sound=11 impact_size=2.5  speed=80 100 120 140 160 lightcast=0.0 \
	energy_usage=1.0 ammo_usage=0.0 fire_wait=0.4 fire_count=1 lifetime=10.0

; (21) ---------- SuperMech Homing Missile ----------
$WEAPON picture=gauge13.bbm weapon_pof=cmissile.pof lw_ratio=1.0 mass=1.0 blob_size=10.0 strength=15 15 20 30 49 flash_vclip=11 flash_size=5.0  flash_sound=130 robot_hit_vclip=5  wall_hit_vclip=5  robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0  speed=60 60 60 60 80 \
	matter=0 energy_usage=0.0 ammo_usage=1.0 fire_wait=0.5 fire_count=1 lifetime=20.0 \
	rbot045.bbm glow04.bbm lightcast=4.0 damage_radius=40.0 destroyable=0 homing=1

; (22) ---------- Regular Mech's missile -----------
$WEAPON picture=gauge11.bbm weapon_pof=cmissile.pof	lw_ratio=10.0 mass=1.0 drag=0.0 blob_size=0.0 strength=10 15 20 30 50 flash_vclip=11 	flash_size=5.0  flash_sound=130 robot_hit_vclip=5  wall_hit_vclip=5  robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0  \
	speed=40 50 60 70 95 matter=0 rbot044.bbm glow04.bbm lightcast=4.0 lifetime=10.0 damage_radius=40.0 destroyable=0 fire_count=1 fire_wait=0.5  energy_usage=0.0 ammo_usage=1.0 

; (23) ---------- Silent Spreadfire Laser ----------
; This is the silent version of the spreadfire so you can fire 3 blasts but have only one make a sound.
$WEAPON picture=gauge08.bbm blob_bmp=sprdblob.bbm	mass=0.2 drag=0.0 blob_size=0.5 strength=12 12 12 12 12  flash_vclip=14 	flash_size=2.0  flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=23 robot_hit_sound=11 wall_hit_sound=-1 impact_size=2.5  speed=200 200 200 200 200 lightcast=0.0 \
	energy_usage=1.0 ammo_usage=0.0 fire_wait=0.2 fire_count=1 lifetime=10.0

; (24) ---------- Red laser that baby spiders shoot -----------
$WEAPON weapon_pof=laser1-1.pof	weapon_pof_inner=laser1-2.pof lw_ratio=9.8	\
	matter=0 mass=0.1 drag=0.0 blob_size=0.0 strength=2 3 3 4 6  flash_vclip=11 	flash_size=3.0  flash_sound=15 robot_hit_vclip=59 wall_hit_vclip=1 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0  speed=30 40 50 60 80 lighted=0 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0 

; (25) ---------- Green laser that rifleman shoots -----------
$WEAPON weapon_pof=laser4-1.pof	weapon_pof_inner=laser4-2.pof lw_ratio=9.8	\
	matter=0 mass=0.1 drag=0.0 blob_size=0.0 strength=2 3 3 4 6  flash_vclip=12 	flash_size=3.0  flash_sound=15 robot_hit_vclip=22 wall_hit_vclip=32 robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0  speed=30 40 50 60 80 lighted=0 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0 

; (26) ---------- Plasma gun that 'plasguy' fires ------------
@$WEAPON picture=gauge09.bbm weapon_vclip=54	mass=0.01 drag=0.0 blob_size=1.3 strength=5 6 7 8 10  flash_vclip=12 	flash_size=2.0  flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=32 robot_hit_sound=11 wall_hit_sound=11 impact_size=3.5  speed=80 90 100 120 150 lightcast=0.0 \
	energy_usage=0.60 ammo_usage=0.0 fire_wait=0.15 fire_count=1 lifetime=10.0

; (27) ---------- Blobs fired by Red Spiders -----------
$WEAPON weapon_vclip=56		mass=2.0 drag=0.0 blob_size=1.0 strength=5 6 8 12 18  flash_vclip=11 	flash_size=2.5  flash_sound=19 robot_hit_vclip=59  wall_hit_vclip=59  robot_hit_sound=11 wall_hit_sound=28 impact_size=2.5	speed=15 30 45 60 80 lightcast=1.0 lifetime=10.0 energy_usage=0.5 ammo_usage=0.0 

; (28) ---------- Final Boss's Mega Missile ----------
@$WEAPON picture=gauge15.bbm weapon_pof=mmissile.pof lw_ratio=10.0 mass=1.0 drag=0.0 blob_size=0.0 strength=120 120 120 159 199 flash_vclip=11 	flash_size=5.0  flash_sound=132 robot_hit_vclip=63  wall_hit_vclip=5  robot_hit_sound=11 wall_hit_sound=11 impact_size=30.0  speed=85 85 85 85 85	\
	matter=0 glow04.bbm rbot047.bbm lightcast=8.0 lifetime=10.0 damage_radius=80.0 destroyable=0 fire_wait=0.5 energy_usage=0 ammo_usage=1.0  homing=1

; (29) ---------- Children of the ROBOT'S Smart Missile ----------
; Note: These are not matter, else when you blow up the smart bomb, a next hit on a child will blow up all of them.
;	Don't make these have a damage radius or a damage force. --mk, 11/30/94
$WEAPON weapon_vclip=54 lw_ratio=1.0 mass=1.0 drag=0.0 blob_size=1.5 strength=22 24 26 28 30 flash_vclip=11 	flash_size=5.0  flash_sound=12 robot_hit_vclip=5  wall_hit_vclip=5  robot_hit_sound=11 wall_hit_sound=11 impact_size=7.0  speed=90 90 90 90 90 \
	energy_usage=0.0 ammo_usage=1.0 fire_wait=1.5 fire_count=1 lifetime=8.0 \
	glow04.bbm rbot046.bbm lightcast=1.0 damage_radius=0.0 destroyable=0 homing=1

; ----- CD Enhanced only Weapons follow ------
; (30) Laser Level 5
$WEAPON picture=gauge06.bbm weapon_pof=laser1-1.pof	weapon_pof_inner=laser1-2.pof lw_ratio=9.8	\
	simple_model=laser11s.pof simple_model=laser12s.pof \
	mass=0.5 drag=0.0 blob_size=0.0 strength=14 14 14 14 14  flash_vclip=11 	flash_size=1.0  flash_sound=13 robot_hit_vclip=59  wall_hit_vclip=1  robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0  speed=120 120 120 120 120	\
	lighted=0 lightcast=.75 \
	energy_usage=0.5 ammo_usage=0.0 fire_wait=0.25 fire_count=1 lifetime=10.0

; (31) Laser Level 6
$WEAPON picture=gauge06.bbm weapon_pof=laser1-1.pof	weapon_pof_inner=laser1-2.pof lw_ratio=9.8	\
	simple_model=laser11s.pof simple_model=laser12s.pof \
	mass=0.5 drag=0.0 blob_size=0.0 strength=15 15 15 15 15  flash_vclip=11 	flash_size=1.0  flash_sound=13 robot_hit_vclip=59  wall_hit_vclip=1  robot_hit_sound=11 wall_hit_sound=28 impact_size=3.0  speed=120 120 120 120 120	\
	lighted=0 lightcast=.75 \
	energy_usage=0.5 ammo_usage=0.0 fire_wait=0.25 fire_count=1 lifetime=10.0

; (32) ---------- Gauss (Super Vulcan) Cannon ----------
;		    AKA GAUSS Cannon
; IMPORTANT NOTE: These should not have matter.  They are bullets, so it makes sense that they would,
; but matter only matters because it gets moved by badass explosions.  Since you can't see these things, it doesn' matter, except
; that having 20 of these bullets getting moved about will toast your frame rate!
@$WEAPON picture=gauss1.bbm none_bmp=blob01.bbm	mass=0.01 drag=0.0 blob_size=0.5 strength=4 4 4 4 4  flash_vclip=11 	flash_size=2.0  flash_sound=36 robot_hit_vclip=66 wall_hit_vclip=66 robot_hit_sound=11 impact_size=2.5  speed=500 500 500 500 500 lightcast=0.0 \
	energy_usage=0.0 ammo_usage=2 fire_wait=0.04 fire_count=1 lifetime=3.0 destroyable=0

; (33) ---------- Helix (Super Spreadfire) Cannon ----------
;		    AKA HELIX Cannon
@$WEAPON picture=helix1.bbm weapon_vclip=67 mass=0.2 drag=0.0 blob_size=0.5 strength=11 11 11 11 11  flash_vclip=14 	flash_size=2.0  flash_sound=18 robot_hit_vclip=23 wall_hit_vclip=23 robot_hit_sound=11 wall_hit_sound=11 impact_size=2.5  speed=140 140 140 140 140 lightcast=0.0 \
	energy_usage=0.5 ammo_usage=0.0 fire_wait=0.15 fire_count=1 lifetime=10.0

; (34) ---------- Phoenix (Super Plasma) Cannon ----------
@$WEAPON picture=phoenix1.bbm weapon_vclip=68	mass=0.01 drag=0.0 blob_size=2.25 strength=12 12 12 12 12  flash_vclip=11 	flash_size=2.0  flash_sound=38 robot_hit_vclip=23 wall_hit_vclip=59 robot_hit_sound=11 wall_hit_sound=11 impact_size=3.5  speed=150 150 150 150 150 lightcast=2.0 \
	energy_usage=0.50 ammo_usage=0.0 fire_wait=0.1 fire_count=1 lifetime=10.0

; (35) ---------- Super Fusion Cannon ----------
; Note: On January 26, 1995, Mike changed energy usage to be 0.  The fusion cannon is now a strange weapon
;	that consumes energy based on how long the firing key is held down.
@$WEAPON picture=gauge10.bbm weapon_pof=fusion1.pof weapon_pof_inner=fusion2.pof lw_ratio=1.0	\
	mass=0.5 drag=0.0 blob_size=0.0 strength=30 30 30 30 30 flash_vclip=15 	flash_size=6.0  flash_sound=24 robot_hit_vclip=65 wall_hit_vclip=65 robot_hit_sound=11 wall_hit_sound=11 impact_size=5.0 \
	speed=150 150 150 150 150 persistent=1 lighted=0 lightcast=5.0 \
	energy_usage=0.0 ammo_usage=0.0 fire_wait=1.0 fire_count=1 lifetime=10.0



;$HOSTAGE model=hostage.pof rescued_vclip_num=8 rescued_sound_num=91 rbot022.bbm rbot024.bbm rbot023.bbm rbot026.bbm rbot025.bbm rbot027.bbm
;$HOSTAGE bitmap=misc009.bbm rescued_vclip_num=8 rescued_sound_num=91
;;!!$HOSTAGE vclip_num=33 rescued_vclip_num=8 rescued_sound_num=91 
@$HOSTAGE vclip_num=33

@$HOSTAGE_FACE face01.abm clip_num=0 time=2.1 abm_flag=1 sound_num=-1
@$HOSTAGE_FACE face02.abm clip_num=1 time=2.1 abm_flag=1 sound_num=-1
;we need the rest of these...

;Default size of powerup is 3.0
		      
$POWERUP name="Life"	vclip_num=36 hit_sound=82 size=2.5	; extra life
$POWERUP name="Energy"	vclip_num=18 hit_sound=81 light=3.0	; energy 
$POWERUP name="Shield"	vclip_num=19 hit_sound=80 size=2.5	; shield
$POWERUP name="Laser"	vclip_num=20 hit_sound=83 size=4.0	; laser
$POWERUP name="BlueKey"	vclip_num=24 hit_sound=83		; blue key
$POWERUP name="RedKey"	vclip_num=26 hit_sound=83		; red key
$POWERUP name="YelKey"	vclip_num=25 hit_sound=83		; yellow key
$POWERUP_UNUSED name="R_Pill"	vclip_num=27 hit_sound=83		; radar-robot-shower
$POWERUP_UNUSED name="P_Pill"	vclip_num=28 hit_sound=83		; radar-powerup-shower
$POWERUP_UNUSED name="M_Pill"	vclip_num=29 hit_sound=83		; full-map

;the sizes of the next two were added for testing/demonstration purposes 
;and are not meant to be the real sizes. - Matt
$POWERUP name="Cmiss_1"	vclip_num=34 hit_sound=83 size=2.5	; 1 missile
$POWERUP name="Cmiss_4"	vclip_num=35 hit_sound=83 		; 4 missiles
$POWERUP name="QudLas"	vclip_num=51 hit_sound=83		; 4 missiles
$POWERUP name="Vulcan"	vclip_num=37 hit_sound=83 size=4.0	; 4 missiles
$POWERUP name="Sprdfr"	vclip_num=38 hit_sound=83 size=4.0	; 4 missiles
$POWERUP name="Plasma"	vclip_num=39 hit_sound=83 size=4.0	; 4 missiles
$POWERUP name="Fusion"	vclip_num=40 hit_sound=83 size=4.0	; 4 missiles
$POWERUP name="Proxim"	vclip_num=41 hit_sound=83 		; 4 missiles
$POWERUP name="Hmiss_1"	vclip_num=42 hit_sound=83 size=2.5	; 4 missiles
$POWERUP name="Hmiss_4"	vclip_num=43 hit_sound=83 		; 4 missiles

$POWERUP name="Smiss"	vclip_num=44 hit_sound=83 size=2.5	; 4 missiles
$POWERUP name="Mmiss"	vclip_num=45 hit_sound=83 		; 4 missiles
$POWERUP name="V_Ammo"	vclip_num=46 hit_sound=83 size=1.8	; 4 missiles
$POWERUP name="Cloak"	vclip_num=47 hit_sound=160 size=2.0	; 4 missiles
$POWERUP_UNUSED name="Turbo"	vclip_num=48 hit_sound=83 		; 4 missiles
$POWERUP name="Invuln"	vclip_num=49 hit_sound=162 size=2.6	; 4 missiles
$POWERUP_UNUSED name="Headli"	vclip_num=50 hit_sound=83		; 4 missiles
$POWERUP_UNUSED name="Megwow"	vclip_num=52 hit_sound=83		; everything!
$POWERUP name="Gauss"	vclip_num=69 hit_sound=83 size=4.0	; 4 missiles
$POWERUP name="Helix"	vclip_num=70 hit_sound=83 size=4.0	; 4 missiles
$POWERUP name="Phoenix"	vclip_num=71 hit_sound=83 size=4.0	; 4 missiles


;NOTE:
; Three vclips are referenced explicitely by the code (in VCLIP.H) so their
; numbers cannot change without changing the code.  These three are:
;   2  VCLIP_SMALL_EXPLOSION
;   9  VCLIP_PLAYER_HIT
;  10  VCLIP_MORPHING_ROBOT

; Explosion video clips.
$VCLIP clip_num=0 time=1.0 abm_flag=1 vlighting=10.0 sound_num=-1
exp13.abm	; used to be exp07.abm

; Weapon spark #1.
$VCLIP clip_num=1 time=0.50 abm_flag=1 vlighting=3.0 sound_num=-1
spark01.abm

;NOTE: Do not change this vclip number without changing VCLIP.H
$VCLIP clip_num=2 time=0.50 abm_flag=1 vlighting=3.0 sound_num=-1
exp18.abm

$VCLIP clip_num=3 time=1.0 abm_flag=1 vlighting=10.0 sound_num=157
exp20.abm

;missile impact explosion
$VCLIP clip_num=5 time=.75 abm_flag=1 vlighting=10.0 sound_num=-1
exp06.abm

$VCLIP clip_num=7 time=0.9 abm_flag=1 vlighting=7.0 sound_num=-1
exp15.abm

;NOTE: Do not change this vclip number without changing VCLIP.H
$VCLIP clip_num=9 time=0.50 abm_flag=1 vlighting=3.0 sound_num=-1  ; player hit
spark05.abm

; Robot materialization effect
;NOTE: Do not change this vclip number without changing VCLIP.H
; NOTE: THIS IS THE ONLY VCLIP AS OF NOW THAT USES ITS SOUND!
$VCLIP clip_num=10 time=1.0 rod_flag=1 abm_flag=1 vlighting=10.0 sound_num=92		
mtrl01.abm

; Muzzle flashes
$VCLIP clip_num=11 time=0.3 abm_flag=1 vlighting=4.0 sound_num=-1
muzl02.abm

$VCLIP clip_num=12 time=0.4 abm_flag=1 vlighting=4.0 sound_num=-1
muzl03.abm
				      
$VCLIP clip_num=14 time=0.3 abm_flag=1 vlighting=4.0 sound_num=-1
muzl05.abm

$VCLIP clip_num=15 time=0.3 abm_flag=1 vlighting=4.0 sound_num=-1
muzl06.abm

;POW_ENERGY
$VCLIP clip_num=18 time=0.5 abm_flag=1 vlighting=1.0 sound_num=-1
pwr01.abm

;POW_SHIELD_BOOST
$VCLIP clip_num=19 time=0.5 abm_flag=1 vlighting=1.0 sound_num=-1
pwr02.abm

;POW_LASER
$VCLIP clip_num=20 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
laser.abm

;more explosions
$VCLIP clip_num=21 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
exp09.abm

$VCLIP clip_num=22 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
exp10.abm

$VCLIP clip_num=23 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
exp11.abm

;KEY_BLUE
$VCLIP clip_num=24 time=1.0 abm_flag=1 vlighting=1.0 sound_num=-1
key01.abm

;KEY_RED
$VCLIP clip_num=25 time=1.0 abm_flag=1 vlighting=1.0 sound_num=-1
key02.abm

;KEY_YELLOW
$VCLIP clip_num=26 time=1.0 abm_flag=1 vlighting=1.0 sound_num=-1
key03.abm

; Weapon spark #2.
$VCLIP clip_num=30 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
spark02.abm

; Weapon spark #3.
$VCLIP clip_num=31 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
spark03.abm

; Weapon spark #4.
$VCLIP clip_num=32 time=0.5 abm_flag=1 vlighting=3.0 sound_num=-1
spark04.abm	

; Animating hostage
$VCLIP clip_num=33 time=1.5 abm_flag=1 vlighting=3.0 sound_num=-1
hostage.abm	

;1 MISSILE
$VCLIP clip_num=34 time=1.0 abm_flag=1 vlighting=1.0 sound_num=-1
cmissil1.abm

;4 MISSILES
$VCLIP clip_num=35 time=1.1 abm_flag=1 vlighting=1.0 sound_num=-1
cmissil2.abm

;NEW EXTRA-LIFE POWERUP
$VCLIP clip_num=36 time=.75 abm_flag=1 vlighting=1.0 sound_num=-1
life01.abm

; some are TEMPORARY weapon powerups
$VCLIP clip_num=37 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
vulcan.abm
$VCLIP clip_num=38 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
spread.abm
@$VCLIP clip_num=39 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@plasma.abm
@$VCLIP clip_num=40 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@fusion.abm
$VCLIP clip_num=41 time=.75 abm_flag=1 vlighting=1.0 sound_num=-1
pbombs.abm
$VCLIP clip_num=42 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
hmissil1.abm
$VCLIP clip_num=43 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
hmissil2.abm
@$VCLIP clip_num=44 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@smissile.abm
@$VCLIP clip_num=45 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@mmissile.abm
$VCLIP clip_num=46 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
vammo.abm
$VCLIP clip_num=47 time=0.8 abm_flag=1 vlighting=1.0 sound_num=-1
cloak.abm
$VCLIP clip_num=49 time=0.8 abm_flag=1 vlighting=1.0 sound_num=-1
invuln.abm
$VCLIP clip_num=51 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
quad.abm
$VCLIP clip_num=53 time=0.5 abm_flag=1 vlighting=-1 sound_num=-1
pbomb.abm
$VCLIP clip_num=54 time=0.75 abm_flag=1 vlighting=1.0 sound_num=-1
plasblob.abm
;;$VCLIP clip_num=54 time=0.75 abm_flag=1 vlighting=1.0 sound_num=-1
;;bossplas.abm
$VCLIP clip_num=55 time=0.5 abm_flag=1 vlighting=4.0 sound_num=-1
blob01.abm
$VCLIP clip_num=56 time=0.5 abm_flag=1 vlighting=4.0 sound_num=-1
blob02.abm

;next one is EXPLOSION FOR PLAYER'S SHIP ONLY!
$VCLIP clip_num=58 time=0.88 abm_flag=1 vlighting=6.0 sound_num=-1
exp17.abm
$VCLIP clip_num=59 time=.5 abm_flag=1 vlighting=2.0 sound_num=-1
exp03.abm
$VCLIP clip_num=60 time=0.87 abm_flag=1 vlighting=2.0 sound_num=-1
exp19.abm

$VCLIP clip_num=61 time=.8 abm_flag=1 vlighting=2.0 sound_num=92
mtrl02.abm
$VCLIP clip_num=62 time=.7 abm_flag=1 vlighting=2.0 sound_num=93
mtrl03.abm

;mega missile explosion only
@$VCLIP clip_num=63 time=.50 abm_flag=1 vlighting=90.0 sound_num=92
@exp21.abm
;reactor weapon
$VCLIP clip_num=64 time=0.5 abm_flag=1 vlighting=4.0 sound_num=-1
blob03.abm
;fusion impact
$VCLIP clip_num=65 time=0.4 abm_flag=1 vlighting=4.0 sound_num=-1
exp22.abm
$VCLIP clip_num=66 time=0.50 abm_flag=1 vlighting=3.0 sound_num=-1  ; gauss hit
spark05.abm
$VCLIP clip_num=67 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
sprdblb2.abm
$VCLIP clip_num=68 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
phnxblob.abm
@$VCLIP clip_num=69 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@gauss.abm
@$VCLIP clip_num=70 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@helix.abm
@$VCLIP clip_num=71 time=1.5 abm_flag=1 vlighting=1.0 sound_num=-1
@phoenix.abm

$TEXTURES
; Rock walls

rock001.bbm
rock021.bbm
@rock001.bbm
rock071.bbm
@rock001.bbm
@rock001.bbm
rock002.bbm 
@rock265.bbm
rock004.bbm
@rock005.bbm
rock006.bbm
rock007.bbm
rock013.bbm
rock014.bbm
rock019.bbm
@rock020.bbm
rock022.bbm
rock024.bbm
@rock025.bbm
@rock026.bbm
@rock042.bbm
@rock043.bbm
rock057.bbm
rock059.bbm
rock060.bbm
rock064.bbm
@rock065.bbm
@rock066.bbm
@rock070.bbm
@rock072.bbm
@rock073.bbm
rock074.bbm
@rock080.bbm
@rock081.bbm
@rock082.bbm
@rock083.bbm
@rock084.bbm
@rock086.bbm
rock095.bbm
@rock097.bbm
rock098.bbm
@rock100.bbm
rock101.bbm
@rock102.bbm
@rock105.bbm
rock106.bbm
rock107.bbm
rock108.bbm
rock113.bbm
rock117.bbm
@rock131.bbm
rock133.bbm
rock134.bbm
rock139.bbm
@rock141.bbm
@rock142.bbm
rock143.bbm
@rock144.bbm
rock146.bbm
rock147.bbm
rock149.bbm
rock150.bbm
rock152.bbm
@rock155.bbm
rock156.bbm
rock159.bbm
rock160.bbm
rock162.bbm
rock164.bbm
@rock165.bbm
rock168.bbm
rock169.bbm
@rock170.bbm
rock171.bbm
@rock172.bbm
rock173.bbm
rock174.bbm
rock175.bbm
@rock176.bbm
@rock177.bbm
@rock178.bbm
rock179.bbm
rock180.bbm
rock181.bbm
@rock182.bbm
rock184.bbm
rock185.bbm
rock186.bbm
rock187.bbm
@rock188.bbm
rock189.bbm
rock190.bbm
rock191.bbm
@rock192.bbm
rock193.bbm
rock194.bbm
@rock195.bbm
@rock196.bbm
rock198.bbm
rock200.bbm
@rock201.bbm
@rock202.bbm
rock203.bbm
@rock204.bbm
@rock205.bbm
@rock206.bbm
rock207.bbm
rock208.bbm
rock209.bbm
@rock210.bbm
@rock211.bbm
@rock212.bbm
@rock214.bbm
rock215.bbm
@rock216.bbm
@rock217.bbm
rock218.bbm
@rock220.bbm
@rock221.bbm
@rock222.bbm
rock223.bbm
@rock224.bbm
@rock225.bbm
rock226.bbm
@rock227.bbm
@rock228.bbm
rock229.bbm
rock230.bbm
@rock231.bbm
rock232.bbm
rock233.bbm
@rock234.bbm
@rock235.bbm
rock236.bbm
@rock237.bbm
rock239.bbm
@rock242.bbm
@rock243.bbm
@rock244.bbm
@rock245.bbm
@rock246.bbm
@rock250.bbm
rock251.bbm
rock252.bbm
@rock253.bbm
rock254.bbm
rock255.bbm
@rock257.bbm
@rock258.bbm
rock259.bbm
rock260.bbm
rock261.bbm
rock262.bbm
@rock263.bbm
@rock264.bbm
@rock269.bbm

;cd rocks
@rock278.bbm
@rock279.bbm
@rock280.bbm
@rock281.bbm
@rock282.bbm
@rock283.bbm
@rock284.bbm
@rock285.bbm
@rock286.bbm
@rock287.bbm
@rock288.bbm
@rock289.bbm
@rock290.bbm
@rock291.bbm
@rock292.bbm
@rock293.bbm
@rock294.bbm
@rock295.bbm
@rock296.bbm
@rock297.bbm
@rock298.bbm
@rock299.bbm
@rock300.bbm
@rock301.bbm
@rock302.bbm
@rock303.bbm
@rock304.bbm
@rock305.bbm
@rock306.bbm
@rock307.bbm
@rock308.bbm
@rock309.bbm
@rock310.bbm
@rock311.bbm
@rock312.bbm
@rock313.bbm
@rock314.bbm
@rock315.bbm
@rock316.bbm
@rock317.bbm
@rock318.bbm
@rock319.bbm
@rock320.bbm
@rock321.bbm
@rock322.bbm
@rock323.bbm
@rock324.bbm
@rock325.bbm
@rock326.bbm
@rock327.bbm
@rock328.bbm
@rock329.bbm
@rock330.bbm
@rock331.bbm
@rock332.bbm
@rock333.bbm
@rock334.bbm
@rock335.bbm
@rock336.bbm
@rock337.bbm
@rock338.bbm
@rock339.bbm
@rock340.bbm
@rock341.bbm
@rock342.bbm
@rock343.bbm
@rock344.bbm
@rock345.bbm
@rock346.bbm
@rock347.bbm

!METALS_FLAG
; Metal walls

metl002.bbm
@metl003.bbm
@metl004.bbm
@metl006.bbm
@metl008.bbm
metl009.bbm
metl011.bbm
metl013.bbm
metl014.bbm
metl015.bbm
metl016.bbm
@metl017.bbm
@metl018.bbm
@metl019.bbm
metl020.bbm
metl021.bbm
metl023.bbm
@metl024.bbm
@metl026.bbm
@metl029.bbm
metl030.bbm
@metl031.bbm
metl033.bbm
metl035.bbm
@metl036.bbm
metl039.bbm
@metl040.bbm
@metl041.bbm
@metl042.bbm
@metl043.bbm
metl045.bbm
@metl046.bbm
metl047.bbm
@metl048.bbm
@metl049.bbm
metl050.bbm
metl053.bbm
@metl054.bbm
metl055.bbm
@metl058.bbm
@metl059.bbm
@metl060.bbm
@metl061.bbm
@metl063.bbm
@metl064.bbm
@metl065.bbm
@metl066.bbm
metl068.bbm
@metl070.bbm
metl071.bbm
metl074.bbm
metl076.bbm
metl077.bbm
metl012.bbm
@metl028.bbm
metl057.bbm
metl078.bbm	lighting=0.75
metl079.bbm	lighting=0.31
metl080.bbm	lighting=0.31
@metl081.bbm
@metl082.bbm
@metl083.bbm
metl086.bbm
metl087.bbm
metl088.bbm
@metl089.bbm	lighting=0.31
@metl090.bbm	lighting=0.31
@metl095.bbm
@metl096.bbm
@metl097.bbm
metl098.bbm
@metl099.bbm
@metl100.bbm
metl103.bbm
@metl104.bbm
@metl105.bbm
@metl106.bbm
@metl109.bbm
@metl110.bbm
@metl111.bbm
@metl112.bbm
@metl113.bbm
@metl114.bbm
@metl116.bbm
@metl118.bbm
metl119.bbm
@metl120.bbm
@metl121.bbm
@metl123.bbm
@metl125.bbm
metl127.bbm	superx=254
@metl128.bbm
@metl129.bbm
@metl130.bbm
metl126.bbm	lighting=0.90
metl133.bbm	lighting=0.5
metl134.bbm	lighting=0.5
metl135.bbm	lighting=0.5
metl136.bbm
metl139.bbm
metl140.bbm
@metl145.bbm
@metl146.bbm

brig001.bbm
brig002.bbm
brig003.bbm
brig004.bbm
exit01.bbm
exit02.bbm

!LIGHTS_FLAG
; Ceiling textures.
@ceil001.bbm
ceil002.bbm	lighting=0.93	; Lit large square.
@ceil003.bbm	lighting=0.875
ceil005.bbm
@ceil006.bbm
ceil008.bbm	lighting=0.875
ceil009.bbm
ceil014.bbm
ceil015.bbm
ceil016.bbm
ceil017.bbm
ceil018.bbm
ceil019.bbm
ceil037.bbm
@ceil038.bbm
ceil020.bbm	lighting=0.9
ceil021.bbm	lighting=0.9
@ceil023.bbm	lighting=0.7
ceil024.bbm	lighting=0.875
ceil025.bbm	lighting=0.7
ceil026.bbm	lighting=0.63
ceil027.bbm	lighting=0.63
ceil028.bbm	lighting=0.7
ceil029.bbm	lighting=0.875
ceil030.bbm	lighting=0.875
ceil031.bbm	lighting=0.875
empty.bbm	lighting=0.875
@ceil032.bbm
@ceil033.bbm
@ceil034.bbm	lighting=0.650
ceil035.bbm	lighting=0.6
@ceil036.bbm	lighting=0.8

; Miscellaneous textures.
@misc001.bbm
@misc002.bbm
misc007.bbm
@misc010.bbm
misc011.bbm
misc012.bbm
@misc019.bbm
misc029.bbm
@misc030.bbm
@misc032.bbm
misc033.bbm
@misc034.bbm
@misc035.bbm
misc036.bbm
@misc037.bbm	superx=254
@misc039.bbm
@misc040.bbm
misc041.bbm
misc042.bbm
misc043.bbm
misc044.bbm
misc045.bbm
@misc046.bbm
@misc048.bbm
misc050.bbm
@misc055.bbm
misc058.bbm
misc059.bbm
misc063.bbm
misc075.bbm	superx=254
@fan03.bbm	superx=254
fram06.bbm


;-------------------------------------------------------------
!EFFECTS_FLAG
$EFFECTS Num_effects=57

$ECLIP clip_num=0 time=0.40 abm_flag=1
arw01.abm

$ECLIP clip_num=2 time=1.0 abm_flag=1 vlighting=-1		;; this is the refuel effect  it does not get lit (darkened)
misc17.abm	lighting=0.875

$ECLIP clip_num=3 time=0.4 abm_flag=1 sound_num=121
fan01.abm	superx=254

@$ECLIP clip_num=5 time=0.50 abm_flag=1 crit_clip=48 dest_bm=blown06.bbm dest_vclip=3 dest_size=20 dest_eclip=40
@mntr04.abm

@$ECLIP clip_num=9 time=0.75 abm_flag=1
@misc09.abm

$ECLIP clip_num=10 time=0.75 abm_flag=1
misc11.abm	lighting=0.8 damage=10 volatile 

@$ECLIP clip_num=12 time=0.20 abm_flag=1
@ctrl04.abm	lighting=0.01
		 
$ECLIP clip_num=13 time=0.20 abm_flag=1
ctrl01.abm	lighting=0.01

@$ECLIP clip_num=14 time=0.20 abm_flag=1
@ctrl02.abm	lighting=0.01

@$ECLIP clip_num=15 time=0.20 abm_flag=1
@ctrl03.abm	lighting=0.01

$ECLIP clip_num=16 time=0.75 abm_flag=1
misc14.abm

$ECLIP clip_num=17 time=0.75 abm_flag=1
misc16.abm

@$ECLIP clip_num=19 time=0.20 abm_flag=1
@misc049.abm

;NOTE: the sound for an effect destruction comes from the vclip
$ECLIP clip_num=20 time=0.40 abm_flag=1 crit_clip=42 dest_bm=blown01.bbm dest_vclip=3 dest_size=20 dest_eclip=35
misc060.abm

$ECLIP clip_num=21 time=0.40 abm_flag=1 crit_clip=43 dest_bm=blown02.bbm dest_vclip=3 dest_size=20 dest_eclip=36
misc061.abm
      
$ECLIP clip_num=22 time=0.40 abm_flag=1 crit_clip=44 dest_bm=blown07.bbm dest_vclip=3 dest_size=20 dest_eclip=41
misc062.abm					  

$ECLIP clip_num=23 time=0.40 abm_flag=1 crit_clip=45 dest_bm=blown03.bbm dest_vclip=3 dest_size=20 dest_eclip=37
misc065.abm

$ECLIP clip_num=24 time=0.60 abm_flag=1 crit_clip=46 dest_bm=blown04.bbm dest_vclip=3 dest_size=20 dest_eclip=38
misc066.abm
      
@$ECLIP clip_num=25 time=0.80 abm_flag=1 crit_clip=46 dest_bm=blown04.bbm dest_vclip=3 dest_size=20 dest_eclip=38
@misc067.abm

$ECLIP clip_num=26 time=1.80 abm_flag=1 crit_clip=47 dest_bm=blown05.bbm dest_vclip=3 dest_size=20 dest_eclip=39
misc068.abm

@$ECLIP clip_num=27 time=1.80 abm_flag=1 crit_clip=47 dest_bm=blown05.bbm dest_vclip=3 dest_size=20 dest_eclip=39
@misc069.abm

$ECLIP clip_num=29 time=0.80 abm_flag=1
misc073.abm	lighting=0.40

;;$ECLIP clip_num=30 time=0.5 abm_flag=1 obj_eclip=1
;;glow04.abm

$ECLIP clip_num=31 time=0.8 abm_flag=1 obj_eclip=1
eye01.abm

$ECLIP clip_num=32 time=0.01 abm_flag=1 obj_eclip=1
glow02.abm

@$ECLIP clip_num=33 time=0.65 abm_flag=1
@lava02.abm	lighting=1.0 damage=10 volatile  

$ECLIP clip_num=34 time=0.01 abm_flag=1	obj_eclip=1 vlighting=-1
flare.abm	lighting=1.0

;next 6 are exploding monitor clips.

$ECLIP clip_num=35 time=0.5 abm_flag=1
misc060b.abm	lighting=2.0

$ECLIP clip_num=36 time=0.5 abm_flag=1
misc061b.abm	lighting=2.0

$ECLIP clip_num=37 time=0.5 abm_flag=1
misc065b.abm	lighting=2.0

$ECLIP clip_num=38 time=0.5 abm_flag=1
misc066b.abm	lighting=2.0

$ECLIP clip_num=39 time=0.5 abm_flag=1
misc068b.abm	lighting=2.0

$ECLIP clip_num=40 time=0.5 abm_flag=1
mntr04b.abm	lighting=2.0

$ECLIP clip_num=41 time=0.5 abm_flag=1
misc062b.abm	lighting=2.0

;mine critical monitor clips below
$ECLIP clip_num=42 time=0.5 abm_flag=1
misc060d.abm	lighting=2.0

$ECLIP clip_num=43 time=0.5 abm_flag=1
misc061d.abm	lighting=2.0

$ECLIP clip_num=44 time=0.5 abm_flag=1
misc062d.abm	lighting=2.0

$ECLIP clip_num=45 time=0.5 abm_flag=1
misc065d.abm	lighting=2.0

$ECLIP clip_num=46 time=0.5 abm_flag=1
misc066d.abm	lighting=2.0

$ECLIP clip_num=47 time=0.5 abm_flag=1
misc068d.abm	lighting=2.0

$ECLIP clip_num=48 time=0.5 abm_flag=1
mntr04d.abm	lighting=2.0

$ECLIP clip_num=49 time=0.5 abm_flag=1 obj_eclip=1
eye02.abm	lighting=2.0

$ECLIP clip_num=50 time=0.5 abm_flag=1 obj_eclip=1
rmap01.abm	lighting=2.0

$ECLIP clip_num=51 time=0.5 abm_flag=1 obj_eclip=1
rmap02.abm	lighting=2.0

$ECLIP clip_num=52 time=0.5 abm_flag=1 obj_eclip=1
rmap04.abm	lighting=2.0

$ECLIP clip_num=53 time=1.3 abm_flag=1 obj_eclip=1
boss02.abm	lighting=2.0

$ECLIP clip_num=54 time=1.0 abm_flag=1 obj_eclip=1
eye03.abm	lighting=2.0

@$ECLIP clip_num=55 time=1.1 abm_flag=1
@water01.abm	slide=0.5 0

@$ECLIP clip_num=56 time=0.8 abm_flag=1 obj_eclip=1
@eye04.abm

@$ECLIP clip_num=57 time=2.0 abm_flag=1
@water04.abm	slide=0 -2.5

@$ECLIP clip_num=58 time=2.0 abm_flag=1
@water05.abm	slide=0 -2.5

@$ECLIP clip_num=59 time=1.1 abm_flag=1
@water01.abm	slide=1.0 0 

;----------------------------------------------------------------
; 03/04/93  Doors and walls should come after effects.
; 		There is a bug which messes up effects if they don't.

$WALL_ANIMS 	Num_wall_anims=26

@$WCLIP clip_num=0 abm_flag=1 vlighting=0 tmap1_flag=1 blastable=1 explodes=1		; vlighting=0 means to cast light on this wclip
@wall01.abm

$WCLIP clip_num=1 time=1 abm_flag=1 open_sound=140 close_sound=141 vlighting=0
door01.abm	superx=254

;wall 2 was deleted

$WCLIP clip_num=3 time=1 abm_flag=1 open_sound=142 close_sound=143 vlighting=0
door04.abm	superx=254
		
$WCLIP clip_num=4 time=1 abm_flag=1 open_sound=144 close_sound=145 vlighting=0
door05.abm	superx=254

@$WCLIP clip_num=5 time=1 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door10.abm

$WCLIP clip_num=6 time=1 abm_flag=1 tmap1_flag=1 open_sound=140 close_sound=141 vlighting=0 blastable=1 explodes=1
door24.abm

@$WCLIP clip_num=7 time=1 abm_flag=1 open_sound=142 close_sound=143 vlighting=0
@door08.abm	superx=254

;wall 8 was deleted

@$WCLIP clip_num=9 time=1.6 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door11.abm

$WCLIP clip_num=10 time=1.1 abm_flag=1 open_sound=142 close_sound=143 vlighting=0
door13.abm	superx=254

$WCLIP clip_num=11 time=0.9 abm_flag=1 open_sound=144 close_sound=145 vlighting=0
door12.abm	superx=254

@$WCLIP clip_num=12 time=0.8 abm_flag=1 open_sound=144 close_sound=145 vlighting=0
@door14.abm	superx=254

$WCLIP clip_num=13 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door17.abm

@$WCLIP clip_num=14 time=0.9 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door18.abm

$WCLIP clip_num=15 time=0.9 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door19.abm

@$WCLIP clip_num=16 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door20.abm

$WCLIP clip_num=17 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door21.abm

$WCLIP clip_num=18 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door22.abm

$WCLIP clip_num=19 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door23.abm

@$WCLIP clip_num=20 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door25.abm

@$WCLIP clip_num=21 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door26.abm

@$WCLIP clip_num=22 time=0.8 abm_flag=1 open_sound=148 close_sound=149 vlighting=0
@door28.abm	superx=254

$WCLIP clip_num=23 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door29.abm

@$WCLIP clip_num=24 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door30.abm

$WCLIP clip_num=25 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
door31.abm

@$WCLIP clip_num=26 time=1.0 abm_flag=1 open_sound=146 close_sound=147 vlighting=0
@door32.abm	superx=254

@$WCLIP clip_num=27 time=1.0 abm_flag=1 tmap1_flag=1 open_sound=146 close_sound=147 vlighting=0 hidden=1
@door33.abm

@$WCLIP clip_num=28 time=1.0 abm_flag=1 open_sound=146 close_sound=147 vlighting=0
@door34.abm	superx=254

@$WCLIP clip_num=29 time=1.0 abm_flag=1 open_sound=146 close_sound=147 vlighting=0
@door35.abm	superx=254

@$WCLIP clip_num=30 time=1.0 abm_flag=1 open_sound=146 close_sound=147 vlighting=0
@door36.abm	superx=254
