/*
===============
=
= SpawnStand
=
===============
*/

void SpawnStand (enemy_t which, int tilex, int tiley, int dir)
{
	unsigned	far *map,tile;

	switch (which)
	{
	case en_guard:
		SpawnNewObj (tilex,tiley,&s_grdstand);
		new->speed = SPDPATROL;
		if (!loadedgame)
		  gamestate.killtotal++;
		break;

	case en_officer:
		SpawnNewObj (tilex,tiley,&s_ofcstand);
		new->speed = SPDPATROL;
		if (!loadedgame)
		  gamestate.killtotal++;
		break;

	case en_mutant:
		SpawnNewObj (tilex,tiley,&s_mutstand);
		new->speed = SPDPATROL;
		if (!loadedgame)
		  gamestate.killtotal++;
		break;

	case en_ss:
		SpawnNewObj (tilex,tiley,&s_ssstand);
		new->speed = SPDPATROL;
		if (!loadedgame)
		  gamestate.killtotal++;
		break;
	}


	map = mapsegs[0]+farmapylookup[tiley]+tilex;
	if (*map == AMBUSHTILE)
	{
		tilemap[tilex][tiley] = 0;

		if (*(map+1) >= AREATILE)
			tile = *(map+1);
		if (*(map-mapwidth) >= AREATILE)
			tile = *(map-mapwidth);
		if (*(map+mapwidth) >= AREATILE)
			tile = *(map+mapwidth);
		if ( *(map-1) >= AREATILE)
			tile = *(map-1);

		*map = tile;
		new->areanumber = tile-AREATILE;

		new->flags |= FL_AMBUSH;
	}

	new->obclass = guardobj+which;
	new->hitpoints = starthitpoints[gamestate.difficulty][which];
	new->dir = dir*2;
	new->flags |= FL_SHOOTABLE;
}



/*
===============
=
= SpawnDeadGuard
=
===============
*/

void SpawnDeadGuard (int tilex, int tiley)
{
	SpawnNewObj (tilex,tiley,&s_grddie4);
	new->obclass = inertobj;
}



#ifndef SPEAR
/*
===============
=
= SpawnBoss
=
===============
*/

void SpawnBoss (int tilex, int tiley)
{
	unsigned	far *map,tile;

	SpawnNewObj (tilex,tiley,&s_bossstand);
	new->speed = SPDPATROL;

	new->obclass = bossobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
	new->dir = south;
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}

/*
===============
=
= SpawnGretel
=
===============
*/

void SpawnGretel (int tilex, int tiley)
{
	unsigned	far *map,tile;

	SpawnNewObj (tilex,tiley,&s_gretelstand);
	new->speed = SPDPATROL;

	new->obclass = gretelobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
	new->dir = north;
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}
#endif

/*
===============
=
= SpawnPatrol
=
===============
*/

void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir)
{
	switch (which)
	{
	case en_guard:
		SpawnNewObj (tilex,tiley,&s_grdpath1);
		new->speed = SPDPATROL;
		if (!loadedgame)
		  gamestate.killtotal++;
		break;

	case en_officer:
		SpawnNewObj (tilex,tiley,&s_ofcpath1);
		new->speed = SPDPATROL;
		if (!loadedgame)
		  gamestate.killtotal++;
		break;

	case en_ss:
		SpawnNewObj (tilex,tiley,&s_sspath1);
		new->speed = SPDPATROL;
		if (!loadedgame)
		  gamestate.killtotal++;
		break;

	case en_mutant:
		SpawnNewObj (tilex,tiley,&s_mutpath1);
		new->speed = SPDPATROL;
		if (!loadedgame)
		  gamestate.killtotal++;
		break;

	case en_dog:
		SpawnNewObj (tilex,tiley,&s_dogpath1);
		new->speed = SPDDOG;
		if (!loadedgame)
		  gamestate.killtotal++;
		break;
	}

	new->obclass = guardobj+which;
	new->dir = dir*2;
	new->hitpoints = starthitpoints[gamestate.difficulty][which];
	new->distance = tileglobal;
	new->flags |= FL_SHOOTABLE;
	new->active = true;

	actorat[new->tilex][new->tiley] = NULL;		// don't use original
spot

	switch (dir)
	{
	case 0:
		new->tilex++;
		break;
	case 1:
		new->tiley--;
		break;
	case 2:
		new->tilex--;
		break;
	case 3:
		new->tiley++;
		break;
	}

	actorat[new->tilex][new->tiley] = new;
}



/*
==================
=
= A_DeathScream
=
==================
*/

void A_DeathScream (objtype *ob)
{
#ifndef UPLOAD
#ifndef SPEAR
	if (mapon==9 && !US_RndT())
#else
	if ((mapon==18 || mapon==19) && !US_RndT())
#endif
	{
	 switch(ob->obclass)
	 {
	  case mutantobj:
	  case guardobj:
	  case officerobj:
	  case ssobj:
	  case dogobj:
		PlaySoundLocActor(DEATHSCREAM6SND,ob);
		return;
	 }
	}
#endif

	switch (ob->obclass)
	{
	case mutantobj:
		PlaySoundLocActor(AHHHGSND,ob);
		break;

	case guardobj:
		{
		 int sounds[9]={ DEATHSCREAM1SND,
				 DEATHSCREAM2SND,
				 DEATHSCREAM3SND,
				 DEATHSCREAM4SND,
				 DEATHSCREAM5SND,
				 DEATHSCREAM7SND,
				 DEATHSCREAM8SND,
				 DEATHSCREAM9SND
				 };

		 #ifndef UPLOAD
		 PlaySoundLocActor(sounds[US_RndT()%8],ob);
		 #else
		 PlaySoundLocActor(sounds[US_RndT()%2],ob);
		 #endif
		}
		break;
	case officerobj:
		PlaySoundLocActor(NEINSOVASSND,ob);
		break;
	case ssobj:
		PlaySoundLocActor(LEBENSND,ob);	// JAB
		break;
	case dogobj:
		PlaySoundLocActor(DOGDEATHSND,ob);	// JAB
		break;
#ifndef SPEAR
	case bossobj:
		SD_PlaySound(MUTTISND);				// JAB
		break;
	case schabbobj:
		SD_PlaySound(MEINGOTTSND);
		break;
	case fakeobj:
		SD_PlaySound(HITLERHASND);
		break;
	case mechahitlerobj:
		SD_PlaySound(SCHEISTSND);
		break;
	case realhitlerobj:
		SD_PlaySound(EVASND);
		break;
	case gretelobj:
		SD_PlaySound(MEINSND);
		break;
	case giftobj:
		SD_PlaySound(DONNERSND);
		break;
	case fatobj:
		SD_PlaySound(ROSESND);
		break;
#else
	case spectreobj:
		SD_PlaySound(GHOSTFADESND);
		break;
	case angelobj:
		SD_PlaySound(ANGELDEATHSND);
		break;
	case transobj:
		SD_PlaySound(TRANSDEATHSND);
		break;
	case uberobj:
		SD_PlaySound(UBERDEATHSND);
		break;
	case willobj:
		SD_PlaySound(WILHELMDEATHSND);
		break;
	case deathobj:
		SD_PlaySound(KNIGHTDEATHSND);
		break;
#endif
	}
}


/*
=========================================================================
====

						 SPEAR ACTORS

=========================================================================
====
*/

#ifdef SPEAR

void T_Launch (objtype *ob);
void T_Will (objtype *ob);

extern	statetype s_angelshoot1;
extern	statetype s_deathshoot1;
extern	statetype s_spark1;

//
// trans
//
extern	statetype s_transstand;

extern	statetype s_transchase1;
extern	statetype s_transchase1s;
extern	statetype s_transchase2;
extern	statetype s_transchase3;
extern	statetype s_transchase3s;
extern	statetype s_transchase4;

extern	statetype s_transdie0;
extern	statetype s_transdie01;
extern	statetype s_transdie1;
extern	statetype s_transdie2;
extern	statetype s_transdie3;
extern	statetype s_transdie4;

extern	statetype s_transshoot1;
extern	statetype s_transshoot2;
extern	statetype s_transshoot3;
extern	statetype s_transshoot4;
extern	statetype s_transshoot5;
extern	statetype s_transshoot6;
extern	statetype s_transshoot7;
extern	statetype s_transshoot8;


statetype s_transstand	=
{false,SPR_TRANS_W1,0,T_Stand,NULL,&s_transstand};

statetype s_transchase1 	=
{false,SPR_TRANS_W1,10,T_Chase,NULL,&s_transchase1s};
statetype s_transchase1s	=
{false,SPR_TRANS_W1,3,NULL,NULL,&s_transchase2};
statetype s_transchase2 	=
{false,SPR_TRANS_W2,8,T_Chase,NULL,&s_transchase3};
statetype s_transchase3 	=
{false,SPR_TRANS_W3,10,T_Chase,NULL,&s_transchase3s};
statetype s_transchase3s	=
{false,SPR_TRANS_W3,3,NULL,NULL,&s_transchase4};
statetype s_transchase4 	=
{false,SPR_TRANS_W4,8,T_Chase,NULL,&s_transchase1};

statetype s_transdie0	=
{false,SPR_TRANS_W1,1,NULL,A_DeathScream,&s_transdie01};
statetype s_transdie01	= {false,SPR_TRANS_W1,1,NULL,NULL,&s_transdie1};
statetype s_transdie1	=
{false,SPR_TRANS_DIE1,15,NULL,NULL,&s_transdie2};
statetype s_transdie2	=
{false,SPR_TRANS_DIE2,15,NULL,NULL,&s_transdie3};
statetype s_transdie3	=
{false,SPR_TRANS_DIE3,15,NULL,NULL,&s_transdie4};
statetype s_transdie4	=
{false,SPR_TRANS_DEAD,0,NULL,NULL,&s_transdie4};

statetype s_transshoot1 	=
{false,SPR_TRANS_SHOOT1,30,NULL,NULL,&s_transshoot2};
statetype s_transshoot2 	=
{false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot3};
statetype s_transshoot3 	=
{false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot4};
statetype s_transshoot4 	=
{false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot5};
statetype s_transshoot5 	=
{false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot6};
statetype s_transshoot6 	=
{false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot7};
statetype s_transshoot7 	=
{false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot8};
statetype s_transshoot8 	=
{false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1};


/*
===============
=
= SpawnTrans
=
===============
*/

void SpawnTrans (int tilex, int tiley)
{
	unsigned	far *map,tile;

	if (SoundBlasterPresent && DigiMode != sds_Off)
		s_transdie01.tictime = 105;

	SpawnNewObj (tilex,tiley,&s_transstand);
	new->obclass = transobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}


//
// uber
//
void T_UShoot (objtype *ob);

extern	statetype s_uberstand;

extern	statetype s_uberchase1;
extern	statetype s_uberchase1s;
extern	statetype s_uberchase2;
extern	statetype s_uberchase3;
extern	statetype s_uberchase3s;
extern	statetype s_uberchase4;

extern	statetype s_uberdie0;
extern	statetype s_uberdie01;
extern	statetype s_uberdie1;
extern	statetype s_uberdie2;
extern	statetype s_uberdie3;
extern	statetype s_uberdie4;
extern	statetype s_uberdie5;

extern	statetype s_ubershoot1;
extern	statetype s_ubershoot2;
extern	statetype s_ubershoot3;
extern	statetype s_ubershoot4;
extern	statetype s_ubershoot5;
extern	statetype s_ubershoot6;
extern	statetype s_ubershoot7;


statetype s_uberstand	=
{false,SPR_UBER_W1,0,T_Stand,NULL,&s_uberstand};

statetype s_uberchase1 	=
{false,SPR_UBER_W1,10,T_Chase,NULL,&s_uberchase1s};
statetype s_uberchase1s	= {false,SPR_UBER_W1,3,NULL,NULL,&s_uberchase2};
statetype s_uberchase2 	=
{false,SPR_UBER_W2,8,T_Chase,NULL,&s_uberchase3};
statetype s_uberchase3 	=
{false,SPR_UBER_W3,10,T_Chase,NULL,&s_uberchase3s};
statetype s_uberchase3s	= {false,SPR_UBER_W3,3,NULL,NULL,&s_uberchase4};
statetype s_uberchase4 	=
{false,SPR_UBER_W4,8,T_Chase,NULL,&s_uberchase1};

statetype s_uberdie0	=
{false,SPR_UBER_W1,1,NULL,A_DeathScream,&s_uberdie01};
statetype s_uberdie01	= {false,SPR_UBER_W1,1,NULL,NULL,&s_uberdie1};
statetype s_uberdie1	= {false,SPR_UBER_DIE1,15,NULL,NULL,&s_uberdie2};
statetype s_uberdie2	= {false,SPR_UBER_DIE2,15,NULL,NULL,&s_uberdie3};
statetype s_uberdie3	= {false,SPR_UBER_DIE3,15,NULL,NULL,&s_uberdie4};
statetype s_uberdie4	= {false,SPR_UBER_DIE4,15,NULL,NULL,&s_uberdie5};
statetype s_uberdie5	= {false,SPR_UBER_DEAD,0,NULL,NULL,&s_uberdie5};

statetype s_ubershoot1 	=
{false,SPR_UBER_SHOOT1,30,NULL,NULL,&s_ubershoot2};
statetype s_ubershoot2 	=
{false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot3};
statetype s_ubershoot3 	=
{false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot4};
statetype s_ubershoot4 	=
{false,SPR_UBER_SHOOT4,12,NULL,T_UShoot,&s_ubershoot5};
statetype s_ubershoot5 	=
{false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot6};
statetype s_ubershoot6 	=
{false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot7};
statetype s_ubershoot7 	=
{false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1};


/*
===============
=
= SpawnUber
=
===============
*/

void SpawnUber (int tilex, int tiley)
{
	unsigned	far *map,tile;

	if (SoundBlasterPresent && DigiMode != sds_Off)
		s_uberdie01.tictime = 70;

	SpawnNewObj (tilex,tiley,&s_uberstand);
	new->obclass = uberobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
===============
=
= T_UShoot
=
===============
*/

void T_UShoot (objtype *ob)
{
	int	dx,dy,dist;

	T_Shoot (ob);

	dx = abs(ob->tilex - player->tilex);
	dy = abs(ob->tiley - player->tiley);
	dist = dx>dy ? dx : dy;
	if (dist <= 1)
		TakeDamage (10,ob);
}


//
// will
//
extern	statetype s_willstand;

extern	statetype s_willchase1;
extern	statetype s_willchase1s;
extern	statetype s_willchase2;
extern	statetype s_willchase3;
extern	statetype s_willchase3s;
extern	statetype s_willchase4;

extern	statetype s_willdie1;
extern	statetype s_willdie2;
extern	statetype s_willdie3;
extern	statetype s_willdie4;
extern	statetype s_willdie5;
extern	statetype s_willdie6;

extern	statetype s_willshoot1;
extern	statetype s_willshoot2;
extern	statetype s_willshoot3;
extern	statetype s_willshoot4;
extern	statetype s_willshoot5;
extern	statetype s_willshoot6;


statetype s_willstand	=
{false,SPR_WILL_W1,0,T_Stand,NULL,&s_willstand};

statetype s_willchase1 	=
{false,SPR_WILL_W1,10,T_Will,NULL,&s_willchase1s};
statetype s_willchase1s	= {false,SPR_WILL_W1,3,NULL,NULL,&s_willchase2};
statetype s_willchase2 	=
{false,SPR_WILL_W2,8,T_Will,NULL,&s_willchase3};
statetype s_willchase3 	=
{false,SPR_WILL_W3,10,T_Will,NULL,&s_willchase3s};
statetype s_willchase3s	= {false,SPR_WILL_W3,3,NULL,NULL,&s_willchase4};
statetype s_willchase4 	=
{false,SPR_WILL_W4,8,T_Will,NULL,&s_willchase1};

statetype s_willdeathcam	=
{false,SPR_WILL_W1,1,NULL,NULL,&s_willdie1};

statetype s_willdie1	=
{false,SPR_WILL_W1,1,NULL,A_DeathScream,&s_willdie2};
statetype s_willdie2	= {false,SPR_WILL_W1,10,NULL,NULL,&s_willdie3};
statetype s_willdie3	= {false,SPR_WILL_DIE1,10,NULL,NULL,&s_willdie4};
statetype s_willdie4	= {false,SPR_WILL_DIE2,10,NULL,NULL,&s_willdie5};
statetype s_willdie5	= {false,SPR_WILL_DIE3,10,NULL,NULL,&s_willdie6};
statetype s_willdie6	= {false,SPR_WILL_DEAD,20,NULL,NULL,&s_willdie6};

statetype s_willshoot1 	=
{false,SPR_WILL_SHOOT1,30,NULL,NULL,&s_willshoot2};
statetype s_willshoot2 	=
{false,SPR_WILL_SHOOT2,10,NULL,T_Launch,&s_willshoot3};
statetype s_willshoot3 	=
{false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot4};
statetype s_willshoot4 	=
{false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willshoot5};
statetype s_willshoot5 	=
{false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot6};
statetype s_willshoot6 	=
{false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willchase1};


/*
===============
=
= SpawnWill
=
===============
*/

void SpawnWill (int tilex, int tiley)
{
	unsigned	far *map,tile;

	if (SoundBlasterPresent && DigiMode != sds_Off)
		s_willdie2.tictime = 70;

	SpawnNewObj (tilex,tiley,&s_willstand);
	new->obclass = willobj;
	new->hitpoints = starthitpoints[gamestate.difficulty][en_will];
	new->flags |= FL_SHOOTABLE|FL_AMBUSH;
	if (!loadedgame)
	  gamestate.killtotal++;
}


/*
================
=
= T_Will
=
================
*/

void T_Will (objtype *ob)
{
	long move;
	int	dx,dy,dist;
	boolean	dodge;

	dodge = false;
	dx = abs(ob->tilex - player->tilex);
	dy = abs(ob->tiley - player->tiley);
	dist = dx>dy ? dx : dy;

	if (CheckLine(ob))						// got a shot at player?
	{
		if ( US_RndT() < (tics<<3) )
		{
		//
		// go into attack frame
		//
			if (ob->obclass == willobj)
				NewState (ob,&s_willshoot1);
			else if (ob->obclass == angelobj)
				NewState (ob,&s_angelshoot1);
			else
				NewState (ob,&s_deathshoot1);
			return;
		}
		dodge = true;
	}

	if (ob->dir == nodir)
	{
		if (dodge)
			SelectDodgeDir (ob);
		else
			SelectChaseDir (ob);
		if (ob->dir == nodir)
			return;							// object is blocked in
	}

	move = ob->speed*tics;

	while (move)
	{
		if (ob->distance < 0)
		{
		//
		// waiting for a door to open
		//
			OpenDoor (-ob->distance-1);
			if (doorobjlist[-ob->distance-1].action != dr_open)
				return;
			ob->distance = TILEGLOBAL;	// go ahead, the door is now
opoen
		}

		if (move < ob->distance)
		{
			MoveObj (ob,move);
			break;
		}

		//
		// reached goal tile, so select another one
		//

		//
		// fix position to account for round off during moving
		//
		ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance;

		if (dist <4)
			SelectRunDir (ob);
		else if (dodge)
			SelectDodgeDir (ob);
		else
			SelectChaseDir (ob);

		if (ob->dir == nodir)
			return;							// object is blocked in
	}

}


//
// death
//
extern	statetype s_deathstand;

extern	statetype s_deathchase1;
extern	statetype s_deathchase1s;
extern	statetype s_deathchase2;
extern	statetype s_deathchase3;
extern	statetype s_deathchase3s;
extern	statetype s_deathchase4;

extern	statetype s_deathdie1;
extern	statetype s_deathdie2;
extern	statetype s_deathdie3;
extern	statetype s_deathdie4;
extern	statetype s_deathdie5;
extern	statetype s_deathdie6;
extern	statetype s_deathdie7;
extern	statetype s_deathdie8;
extern	statetype s_deathdie9;

extern	statetype s_deathshoot1;
extern	statetype s_deathshoot2;
extern	statetype s_deathshoot3;
extern	statetype s_deathshoot4;
extern	statetype s_deathshoot5;


statetype s_deathstand	=
{false,SPR_DEATH_W1,0,T_Stand,NULL,&s_deathstand};

statetype s_deathchase1 	=
{false,SPR_DEATH_W1,10,T_Will,NULL,&s_deathchase1s};
statetype s_deathchase1s	=
{false,SPR_DEATH_W1,3,NULL,NULL,&s_deathchase2};
statetype s_deathchase2 	=
{false,SPR_DEATH_W2,8,T_Will,NULL,&s_deathchase3};
statetype s_deathchase3 	=
{false,SPR_DEATH_W3,10,T_Will,NULL,&s_deathchase3s};
statetype s_deathchase3s	=
{false,SPR_DEATH_W3,3,NULL,NULL,&s_deathchase4};
statetype s_deathchase4 	=
{false,SPR_DEATH_W4,8,T_Will,NULL,&s_deathchase1};

statetype s_deathdeathcam	=
{false,SPR_DEATH_W1,1,NULL,NULL,&s_deathdie1};

statetype s_deathdie1	=
{false,SPR_DEATH_W1,1,NULL,A_DeathScream,&s_deathdie2};
statetype s_deathdie2	= {false,SPR_DEATH_W1,10,NULL,NULL,&s_deathdie3};
statetype s_deathdie3	=
{false,SPR_DEATH_DIE1,10,NULL,NULL,&s_deathdie4};
statetype s_deathdie4	=
{false,SPR_DEATH_DIE2,10,NULL,NULL,&s_deathdie5};
statetype s_deathdie5	=
{false,SPR_DEATH_DIE3,10,NULL,NULL,&s_deathdie6};
statetype s_deathdie6	=
{false,SPR_DEATH_DIE4,10,NULL,NULL,&s_deathdie7};
statetype s_deathdie7	=
{false,SPR_DEATH_DIE5,10,NULL,NULL,&s_deathdie8};
statetype s_deathdie8	=
{false,SPR_DEATH_DIE6,10,NULL,NULL,&s_deathdie9};
statetype s_deathdie9	=
{false,SPR_DEATH_DEAD,0,NULL,NULL,&s_deathdie9};

statetype s_deathshoot1 	=
{false,SPR_DEATH_SHOOT1,30,NULL,NULL,&s_deathshoot2};
statetype s_deathshoot2 	=
{false,SPR_DEATH_SHOOT2,10,NULL,T_Launch,&s_deathshoot3};
statetype s_deathshoot3 	=
{false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathshoot4};
statetype s_deathshoot4 	=
{false,SPR_DEATH_SHOOT3,10,NULL,T_Launch,&s_deathshoot5};
statetype s_deathshoot5 	=
{false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathchase1};