//
WL_ACT2.C

#include "WL_DEF.H"
#pragma hdrstop

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

						 LOCAL CONSTANTS

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

#define PROJECTILESIZE	0xc000l

#define BJRUNSPEED	2048
#define BJJUMPSPEED	680


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

						 GLOBAL VARIABLES

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



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

						 LOCAL VARIABLES

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


dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east,
	southwest,south,southeast};

int	starthitpoints[4][NUMENEMIES] =
	 //
	 // BABY MODE
	 //
	 {
	 {25,	// guards
	  50,	// officer
	  100,	// SS
	  1,	// dogs
	  850,	// Hans
	  850,	// Schabbs
	  200,	// fake hitler
	  800,	// mecha hitler
	  45,	// mutants
	  25,	// ghosts
	  25,	// ghosts
	  25,	// ghosts
	  25,	// ghosts

	  850,	// Gretel
	  850,	// Gift
	  850,	// Fat
	  5,	// en_spectre,
	  1450,	// en_angel,
	  850,	// en_trans,
	  1050,	// en_uber,
	  950,	// en_will,
	  1250	// en_death
	  },
	 //
	 // DON'T HURT ME MODE
	 //
	 {25,	// guards
	  50,	// officer
	  100,	// SS
	  1,	// dogs
	  950,	// Hans
	  950,	// Schabbs
	  300,	// fake hitler
	  950,	// mecha hitler
	  55,	// mutants
	  25,	// ghosts
	  25,	// ghosts
	  25,	// ghosts
	  25,	// ghosts

	  950,	// Gretel
	  950,	// Gift
	  950,	// Fat
	  10,	// en_spectre,
	  1550,	// en_angel,
	  950,	// en_trans,
	  1150,	// en_uber,
	  1050,	// en_will,
	  1350	// en_death
	  },
	 //
	 // BRING 'EM ON MODE
	 //
	 {25,	// guards
	  50,	// officer
	  100,	// SS
	  1,	// dogs

	  1050,	// Hans
	  1550,	// Schabbs
	  400,	// fake hitler
	  1050,	// mecha hitler

	  55,	// mutants
	  25,	// ghosts
	  25,	// ghosts
	  25,	// ghosts
	  25,	// ghosts

	  1050,	// Gretel
	  1050,	// Gift
	  1050,	// Fat
	  15,	// en_spectre,
	  1650,	// en_angel,
	  1050,	// en_trans,
	  1250,	// en_uber,
	  1150,	// en_will,
	  1450	// en_death
	  },
	 //
	 // DEATH INCARNATE MODE
	 //
	 {25,	// guards
	  50,	// officer
	  100,	// SS
	  1,	// dogs

	  1200,	// Hans
	  2400,	// Schabbs
	  500,	// fake hitler
	  1200,	// mecha hitler

	  65,	// mutants
	  25,	// ghosts
	  25,	// ghosts
	  25,	// ghosts
	  25,	// ghosts

	  1200,	// Gretel
	  1200,	// Gift
	  1200,	// Fat
	  25,	// en_spectre,
	  2000,	// en_angel,
	  1200,	// en_trans,
	  1400,	// en_uber,
	  1300,	// en_will,
	  1600	// en_death
	  }}
	  ;

void	A_StartDeathCam (objtype *ob);


void	T_Path (objtype *ob);
void	T_Shoot (objtype *ob);
void	T_Bite (objtype *ob);
void	T_DogChase (objtype *ob);
void	T_Chase (objtype *ob);
void	T_Projectile (objtype *ob);
void	T_Stand (objtype *ob);

void A_DeathScream (objtype *ob);

extern	statetype s_rocket;
extern	statetype s_smoke1;
extern	statetype s_smoke2;
extern	statetype s_smoke3;
extern	statetype s_smoke4;
extern	statetype s_boom2;
extern	statetype s_boom3;

void A_Smoke (objtype *ob);

statetype s_rocket	 	= {true,SPR_ROCKET_1,3,T_Projectile,A_Smoke,&s_rocket};
statetype s_smoke1	 	= {false,SPR_SMOKE_1,3,NULL,NULL,&s_smoke2};
statetype s_smoke2	 	= {false,SPR_SMOKE_2,3,NULL,NULL,&s_smoke3};
statetype s_smoke3	 	= {false,SPR_SMOKE_3,3,NULL,NULL,&s_smoke4};
statetype s_smoke4	 	= {false,SPR_SMOKE_4,3,NULL,NULL,NULL};

statetype s_boom1	 	= {false,SPR_BOOM_1,6,NULL,NULL,&s_boom2};
statetype s_boom2	 	= {false,SPR_BOOM_2,6,NULL,NULL,&s_boom3};
statetype s_boom3	 	= {false,SPR_BOOM_3,6,NULL,NULL,NULL};

#ifdef SPEAR

extern	statetype s_hrocket;
extern	statetype s_hsmoke1;
extern	statetype s_hsmoke2;
extern	statetype s_hsmoke3;
extern	statetype s_hsmoke4;
extern	statetype s_hboom2;
extern	statetype s_hboom3;

void A_Smoke (objtype *ob);

statetype s_hrocket	 	= {true,SPR_HROCKET_1,3,T_Projectile,A_Smoke,&s_hrocket};
statetype s_hsmoke1	 	= {false,SPR_HSMOKE_1,3,NULL,NULL,&s_hsmoke2};
statetype s_hsmoke2	 	= {false,SPR_HSMOKE_2,3,NULL,NULL,&s_hsmoke3};
statetype s_hsmoke3	 	= {false,SPR_HSMOKE_3,3,NULL,NULL,&s_hsmoke4};
statetype s_hsmoke4	 	= {false,SPR_HSMOKE_4,3,NULL,NULL,NULL};

statetype s_hboom1	 	= {false,SPR_HBOOM_1,6,NULL,NULL,&s_hboom2};
statetype s_hboom2	 	= {false,SPR_HBOOM_2,6,NULL,NULL,&s_hboom3};
statetype s_hboom3	 	= {false,SPR_HBOOM_3,6,NULL,NULL,NULL};

#endif

void	T_Schabb (objtype *ob);
void	T_SchabbThrow (objtype *ob);
void	T_Fake (objtype *ob);
void	T_FakeFire (objtype *ob);
void	T_Ghosts (objtype *ob);

void A_Slurpie (objtype *ob);
void A_HitlerMorph (objtype *ob);
void A_MechaSound (objtype *ob);

/*
=================
=
= A_Smoke
=
=================
*/

void A_Smoke (objtype *ob)
{
	GetNewActor ();
#ifdef SPEAR
	if (ob->obclass == hrocketobj)
		new->state = &s_hsmoke1;
	else
#endif
		new->state = &s_smoke1;
	new->ticcount = 6;

	new->tilex = ob->tilex;
	new->tiley = ob->tiley;
	new->x = ob->x;
	new->y = ob->y;
	new->obclass = inertobj;
	new->active = true;

	new->flags = FL_NEVERMARK;
}


/*
===================
=
= ProjectileTryMove
=
= returns true if move ok
===================
*/

#define PROJSIZE	0x2000

boolean ProjectileTryMove (objtype *ob)
{
	int			xl,yl,xh,yh,x,y;
	objtype		*check;
	long		deltax,deltay;

	xl = (ob->x-PROJSIZE) >>TILESHIFT;
	yl = (ob->y-PROJSIZE) >>TILESHIFT;

	xh = (ob->x+PROJSIZE) >>TILESHIFT;
	yh = (ob->y+PROJSIZE) >>TILESHIFT;

//
// check for solid walls
//
	for (y=yl;y<=yh;y++)
		for (x=xl;x<=xh;x++)
		{
			check = actorat[x][y];
			if (check && checkspeed*tics;

	deltax = FixedByFrac(speed,costable[ob->angle]);
	deltay = -FixedByFrac(speed,sintable[ob->angle]);

	if (deltax>0x10000l)
		deltax = 0x10000l;
	if (deltay>0x10000l)
		deltay = 0x10000l;

	ob->x += deltax;
	ob->y += deltay;

	deltax = LABS(ob->x - player->x);
	deltay = LABS(ob->y - player->y);

	if (!ProjectileTryMove (ob))
	{
		if (ob->obclass == rocketobj)
		{
			PlaySoundLocActor(MISSILEHITSND,ob);
			ob->state = &s_boom1;
		}
#ifdef SPEAR
		else if (ob->obclass == hrocketobj)
		{
			PlaySoundLocActor(MISSILEHITSND,ob);
			ob->state = &s_hboom1;
		}
#endif
		else
			ob->state = NULL;		// mark for removal

		return;
	}

	if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE)
	{	// hit the player
		switch (ob->obclass)
		{
		case needleobj:
			damage = (US_RndT() >>3) + 20;
			break;
		case rocketobj:
		case hrocketobj:
		case sparkobj:
			damage = (US_RndT() >>3) + 30;
			break;
		case fireobj:
			damage = (US_RndT() >>3);
			break;
		}

		TakeDamage (damage,ob);
		ob->state = NULL;		// mark for removal
		return;
	}

	ob->tilex = ob->x >> TILESHIFT;
	ob->tiley = ob->y >> TILESHIFT;

}




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

							GUARD

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

//
// guards
//

extern	statetype s_grdstand;

extern	statetype s_grdpath1;
extern	statetype s_grdpath1s;
extern	statetype s_grdpath2;
extern	statetype s_grdpath3;
extern	statetype s_grdpath3s;
extern	statetype s_grdpath4;

extern	statetype s_grdpain;
extern	statetype s_grdpain1;

extern	statetype s_grdgiveup;

extern	statetype s_grdshoot1;
extern	statetype s_grdshoot2;
extern	statetype s_grdshoot3;
extern	statetype s_grdshoot4;

extern	statetype s_grdchase1;
extern	statetype s_grdchase1s;
extern	statetype s_grdchase2;
extern	statetype s_grdchase3;
extern	statetype s_grdchase3s;
extern	statetype s_grdchase4;

extern	statetype s_grddie1;
extern	statetype s_grddie1d;
extern	statetype s_grddie2;
extern	statetype s_grddie3;
extern	statetype s_grddie4;

statetype s_grdstand	= {true,SPR_GRD_S_1,0,T_Stand,NULL,&s_grdstand};

statetype s_grdpath1 	= {true,SPR_GRD_W1_1,20,T_Path,NULL,&s_grdpath1s};
statetype s_grdpath1s 	= {true,SPR_GRD_W1_1,5,NULL,NULL,&s_grdpath2};
statetype s_grdpath2 	= {true,SPR_GRD_W2_1,15,T_Path,NULL,&s_grdpath3};
statetype s_grdpath3 	= {true,SPR_GRD_W3_1,20,T_Path,NULL,&s_grdpath3s};
statetype s_grdpath3s 	= {true,SPR_GRD_W3_1,5,NULL,NULL,&s_grdpath4};
statetype s_grdpath4 	= {true,SPR_GRD_W4_1,15,T_Path,NULL,&s_grdpath1};

statetype s_grdpain 	= {2,SPR_GRD_PAIN_1,10,NULL,NULL,&s_grdchase1};
statetype s_grdpain1 	= {2,SPR_GRD_PAIN_2,10,NULL,NULL,&s_grdchase1};

statetype s_grdshoot1 	= {false,SPR_GRD_SHOOT1,20,NULL,NULL,&s_grdshoot2};
statetype s_grdshoot2 	= {false,SPR_GRD_SHOOT2,20,NULL,T_Shoot,&s_grdshoot3};
statetype s_grdshoot3 	= {false,SPR_GRD_SHOOT3,20,NULL,NULL,&s_grdchase1};

statetype s_grdchase1 	= {true,SPR_GRD_W1_1,10,T_Chase,NULL,&s_grdchase1s};
statetype s_grdchase1s 	= {true,SPR_GRD_W1_1,3,NULL,NULL,&s_grdchase2};
statetype s_grdchase2 	= {true,SPR_GRD_W2_1,8,T_Chase,NULL,&s_grdchase3};
statetype s_grdchase3 	= {true,SPR_GRD_W3_1,10,T_Chase,NULL,&s_grdchase3s};
statetype s_grdchase3s 	= {true,SPR_GRD_W3_1,3,NULL,NULL,&s_grdchase4};
statetype s_grdchase4 	= {true,SPR_GRD_W4_1,8,T_Chase,NULL,&s_grdchase1};

statetype s_grddie1		= {false,SPR_GRD_DIE_1,15,NULL,A_DeathScream,&s_grddie2};
statetype s_grddie2		= {false,SPR_GRD_DIE_2,15,NULL,NULL,&s_grddie3};
statetype s_grddie3		= {false,SPR_GRD_DIE_3,15,NULL,NULL,&s_grddie4};
statetype s_grddie4		= {false,SPR_GRD_DEAD,0,NULL,NULL,&s_grddie4};


#ifndef SPEAR
//
// ghosts
//
extern	statetype s_blinkychase1;
extern	statetype s_blinkychase2;
extern	statetype s_inkychase1;
extern	statetype s_inkychase2;
extern	statetype s_pinkychase1;
extern	statetype s_pinkychase2;
extern	statetype s_clydechase1;
extern	statetype s_clydechase2;

statetype s_blinkychase1 	= {false,SPR_BLINKY_W1,10,T_Ghosts,NULL,&s_blinkychase2};
statetype s_blinkychase2 	= {false,SPR_BLINKY_W2,10,T_Ghosts,NULL,&s_blinkychase1};

statetype s_inkychase1 		= {false,SPR_INKY_W1,10,T_Ghosts,NULL,&s_inkychase2};
statetype s_inkychase2 		= {false,SPR_INKY_W2,10,T_Ghosts,NULL,&s_inkychase1};

statetype s_pinkychase1 	= {false,SPR_PINKY_W1,10,T_Ghosts,NULL,&s_pinkychase2};
statetype s_pinkychase2 	= {false,SPR_PINKY_W2,10,T_Ghosts,NULL,&s_pinkychase1};

statetype s_clydechase1 	= {false,SPR_CLYDE_W1,10,T_Ghosts,NULL,&s_clydechase2};
statetype s_clydechase2 	= {false,SPR_CLYDE_W2,10,T_Ghosts,NULL,&s_clydechase1};
#endif

//
// dogs
//

extern	statetype s_dogpath1;
extern	statetype s_dogpath1s;
extern	statetype s_dogpath2;
extern	statetype s_dogpath3;
extern	statetype s_dogpath3s;
extern	statetype s_dogpath4;

extern	statetype s_dogjump1;
extern	statetype s_dogjump2;
extern	statetype s_dogjump3;
extern	statetype s_dogjump4;
extern	statetype s_dogjump5;

extern	statetype s_dogchase1;
extern	statetype s_dogchase1s;
extern	statetype s_dogchase2;
extern	statetype s_dogchase3;
extern	statetype s_dogchase3s;
extern	statetype s_dogchase4;

extern	statetype s_dogdie1;
extern	statetype s_dogdie1d;
extern	statetype s_dogdie2;
extern	statetype s_dogdie3;
extern	statetype s_dogdead;

statetype s_dogpath1 	= {true,SPR_DOG_W1_1,20,T_Path,NULL,&s_dogpath1s};
statetype s_dogpath1s 	= {true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2};
statetype s_dogpath2 	= {true,SPR_DOG_W2_1,15,T_Path,NULL,&s_dogpath3};
statetype s_dogpath3 	= {true,SPR_DOG_W3_1,20,T_Path,NULL,&s_dogpath3s};
statetype s_dogpath3s 	= {true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4};
statetype s_dogpath4 	= {true,SPR_DOG_W4_1,15,T_Path,NULL,&s_dogpath1};

statetype s_dogjump1 	= {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump2};
statetype s_dogjump2 	= {false,SPR_DOG_JUMP2,10,NULL,T_Bite,&s_dogjump3};
statetype s_dogjump3 	= {false,SPR_DOG_JUMP3,10,NULL,NULL,&s_dogjump4};
statetype s_dogjump4 	= {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump5};
statetype s_dogjump5 	= {false,SPR_DOG_W1_1,10,NULL,NULL,&s_dogchase1};

statetype s_dogchase1 	= {true,SPR_DOG_W1_1,10,T_DogChase,NULL,&s_dogchase1s};
statetype s_dogchase1s 	= {true,SPR_DOG_W1_1,3,NULL,NULL,&s_dogchase2};
statetype s_dogchase2 	= {true,SPR_DOG_W2_1,8,T_DogChase,NULL,&s_dogchase3};
statetype s_dogchase3 	= {true,SPR_DOG_W3_1,10,T_DogChase,NULL,&s_dogchase3s};
statetype s_dogchase3s 	= {true,SPR_DOG_W3_1,3,NULL,NULL,&s_dogchase4};
statetype s_dogchase4 	= {true,SPR_DOG_W4_1,8,T_DogChase,NULL,&s_dogchase1};

statetype s_dogdie1		= {false,SPR_DOG_DIE_1,15,NULL,A_DeathScream,&s_dogdie2};
statetype s_dogdie2		= {false,SPR_DOG_DIE_2,15,NULL,NULL,&s_dogdie3};
statetype s_dogdie3		= {false,SPR_DOG_DIE_3,15,NULL,NULL,&s_dogdead};
statetype s_dogdead		= {false,SPR_DOG_DEAD,15,NULL,NULL,&s_dogdead};


//
// officers
//

extern	statetype s_ofcstand;

extern	statetype s_ofcpath1;
extern	statetype s_ofcpath1s;
extern	statetype s_ofcpath2;
extern	statetype s_ofcpath3;
extern	statetype s_ofcpath3s;
extern	statetype s_ofcpath4;

extern	statetype s_ofcpain;
extern	statetype s_ofcpain1;

extern	statetype s_ofcgiveup;

extern	statetype s_ofcshoot1;
extern	statetype s_ofcshoot2;
extern	statetype s_ofcshoot3;
extern	statetype s_ofcshoot4;

extern	statetype s_ofcchase1;
extern	statetype s_ofcchase1s;
extern	statetype s_ofcchase2;
extern	statetype s_ofcchase3;
extern	statetype s_ofcchase3s;
extern	statetype s_ofcchase4;

extern	statetype s_ofcdie1;
extern	statetype s_ofcdie2;
extern	statetype s_ofcdie3;
extern	statetype s_ofcdie4;
extern	statetype s_ofcdie5;

statetype s_ofcstand	= {true,SPR_OFC_S_1,0,T_Stand,NULL,&s_ofcstand};

statetype s_ofcpath1 	= {true,SPR_OFC_W1_1,20,T_Path,NULL,&s_ofcpath1s};
statetype s_ofcpath1s 	= {true,SPR_OFC_W1_1,5,NULL,NULL,&s_ofcpath2};
statetype s_ofcpath2 	= {true,SPR_OFC_W2_1,15,T_Path,NULL,&s_ofcpath3};
statetype s_ofcpath3 	= {true,SPR_OFC_W3_1,20,T_Path,NULL,&s_ofcpath3s};
statetype s_ofcpath3s 	= {true,SPR_OFC_W3_1,5,NULL,NULL,&s_ofcpath4};
statetype s_ofcpath4 	= {true,SPR_OFC_W4_1,15,T_Path,NULL,&s_ofcpath1};

statetype s_ofcpain 	= {2,SPR_OFC_PAIN_1,10,NULL,NULL,&s_ofcchase1};
statetype s_ofcpain1 	= {2,SPR_OFC_PAIN_2,10,NULL,NULL,&s_ofcchase1};

statetype s_ofcshoot1 	= {false,SPR_OFC_SHOOT1,6,NULL,NULL,&s_ofcshoot2};
statetype s_ofcshoot2 	= {false,SPR_OFC_SHOOT2,20,NULL,T_Shoot,&s_ofcshoot3};
statetype s_ofcshoot3 	= {false,SPR_OFC_SHOOT3,10,NULL,NULL,&s_ofcchase1};

statetype s_ofcchase1 	= {true,SPR_OFC_W1_1,10,T_Chase,NULL,&s_ofcchase1s};
statetype s_ofcchase1s 	= {true,SPR_OFC_W1_1,3,NULL,NULL,&s_ofcchase2};
statetype s_ofcchase2 	= {true,SPR_OFC_W2_1,8,T_Chase,NULL,&s_ofcchase3};
statetype s_ofcchase3 	= {true,SPR_OFC_W3_1,10,T_Chase,NULL,&s_ofcchase3s};
statetype s_ofcchase3s 	= {true,SPR_OFC_W3_1,3,NULL,NULL,&s_ofcchase4};
statetype s_ofcchase4 	= {true,SPR_OFC_W4_1,8,T_Chase,NULL,&s_ofcchase1};

statetype s_ofcdie1		= {false,SPR_OFC_DIE_1,11,NULL,A_DeathScream,&s_ofcdie2};
statetype s_ofcdie2		= {false,SPR_OFC_DIE_2,11,NULL,NULL,&s_ofcdie3};
statetype s_ofcdie3		= {false,SPR_OFC_DIE_3,11,NULL,NULL,&s_ofcdie4};
statetype s_ofcdie4		= {false,SPR_OFC_DIE_4,11,NULL,NULL,&s_ofcdie5};
statetype s_ofcdie5		= {false,SPR_OFC_DEAD,0,NULL,NULL,&s_ofcdie5};


//
// mutant
//

extern	statetype s_mutstand;

extern	statetype s_mutpath1;
extern	statetype s_mutpath1s;
extern	statetype s_mutpath2;
extern	statetype s_mutpath3;
extern	statetype s_mutpath3s;
extern	statetype s_mutpath4;

extern	statetype s_mutpain;
extern	statetype s_mutpain1;

extern	statetype s_mutgiveup;

extern	statetype s_mutshoot1;
extern	statetype s_mutshoot2;
extern	statetype s_mutshoot3;
extern	statetype s_mutshoot4;

extern	statetype s_mutchase1;
extern	statetype s_mutchase1s;
extern	statetype s_mutchase2;
extern	statetype s_mutchase3;
extern	statetype s_mutchase3s;
extern	statetype s_mutchase4;

extern	statetype s_mutdie1;
extern	statetype s_mutdie2;
extern	statetype s_mutdie3;
extern	statetype s_mutdie4;
extern	statetype s_mutdie5;

statetype s_mutstand	= {true,SPR_MUT_S_1,0,T_Stand,NULL,&s_mutstand};

statetype s_mutpath1 	= {true,SPR_MUT_W1_1,20,T_Path,NULL,&s_mutpath1s};
statetype s_mutpath1s 	= {true,SPR_MUT_W1_1,5,NULL,NULL,&s_mutpath2};
statetype s_mutpath2 	= {true,SPR_MUT_W2_1,15,T_Path,NULL,&s_mutpath3};
statetype s_mutpath3 	= {true,SPR_MUT_W3_1,20,T_Path,NULL,&s_mutpath3s};
statetype s_mutpath3s 	= {true,SPR_MUT_W3_1,5,NULL,NULL,&s_mutpath4};
statetype s_mutpath4 	= {true,SPR_MUT_W4_1,15,T_Path,NULL,&s_mutpath1};

statetype s_mutpain 	= {2,SPR_MUT_PAIN_1,10,NULL,NULL,&s_mutchase1};
statetype s_mutpain1 	= {2,SPR_MUT_PAIN_2,10,NULL,NULL,&s_mutchase1};

statetype s_mutshoot1 	= {false,SPR_MUT_SHOOT1,6,NULL,T_Shoot,&s_mutshoot2};
statetype s_mutshoot2 	= {false,SPR_MUT_SHOOT2,20,NULL,NULL,&s_mutshoot3};
statetype s_mutshoot3 	= {false,SPR_MUT_SHOOT3,10,NULL,T_Shoot,&s_mutshoot4};
statetype s_mutshoot4 	= {false,SPR_MUT_SHOOT4,20,NULL,NULL,&s_mutchase1};

statetype s_mutchase1 	= {true,SPR_MUT_W1_1,10,T_Chase,NULL,&s_mutchase1s};
statetype s_mutchase1s 	= {true,SPR_MUT_W1_1,3,NULL,NULL,&s_mutchase2};
statetype s_mutchase2 	= {true,SPR_MUT_W2_1,8,T_Chase,NULL,&s_mutchase3};
statetype s_mutchase3 	= {true,SPR_MUT_W3_1,10,T_Chase,NULL,&s_mutchase3s};
statetype s_mutchase3s 	= {true,SPR_MUT_W3_1,3,NULL,NULL,&s_mutchase4};
statetype s_mutchase4 	= {true,SPR_MUT_W4_1,8,T_Chase,NULL,&s_mutchase1};

statetype s_mutdie1		= {false,SPR_MUT_DIE_1,7,NULL,A_DeathScream,&s_mutdie2};
statetype s_mutdie2		= {false,SPR_MUT_DIE_2,7,NULL,NULL,&s_mutdie3};
statetype s_mutdie3		= {false,SPR_MUT_DIE_3,7,NULL,NULL,&s_mutdie4};
statetype s_mutdie4		= {false,SPR_MUT_DIE_4,7,NULL,NULL,&s_mutdie5};
statetype s_mutdie5		= {false,SPR_MUT_DEAD,0,NULL,NULL,&s_mutdie5};


//
// SS
//

extern	statetype s_ssstand;

extern	statetype s_sspath1;
extern	statetype s_sspath1s;
extern	statetype s_sspath2;
extern	statetype s_sspath3;
extern	statetype s_sspath3s;
extern	statetype s_sspath4;

extern	statetype s_sspain;
extern	statetype s_sspain1;

extern	statetype s_ssshoot1;
extern	statetype s_ssshoot2;
extern	statetype s_ssshoot3;
extern	statetype s_ssshoot4;
extern	statetype s_ssshoot5;
extern	statetype s_ssshoot6;
extern	statetype s_ssshoot7;
extern	statetype s_ssshoot8;
extern	statetype s_ssshoot9;

extern	statetype s_sschase1;
extern	statetype s_sschase1s;
extern	statetype s_sschase2;
extern	statetype s_sschase3;
extern	statetype s_sschase3s;
extern	statetype s_sschase4;

extern	statetype s_ssdie1;
extern	statetype s_ssdie2;
extern	statetype s_ssdie3;
extern	statetype s_ssdie4;

statetype s_ssstand	= {true,SPR_SS_S_1,0,T_Stand,NULL,&s_ssstand};

statetype s_sspath1 	= {true,SPR_SS_W1_1,20,T_Path,NULL,&s_sspath1s};
statetype s_sspath1s 	= {true,SPR_SS_W1_1,5,NULL,NULL,&s_sspath2};
statetype s_sspath2 	= {true,SPR_SS_W2_1,15,T_Path,NULL,&s_sspath3};
statetype s_sspath3 	= {true,SPR_SS_W3_1,20,T_Path,NULL,&s_sspath3s};
statetype s_sspath3s 	= {true,SPR_SS_W3_1,5,NULL,NULL,&s_sspath4};
statetype s_sspath4 	= {true,SPR_SS_W4_1,15,T_Path,NULL,&s_sspath1};

statetype s_sspain 		= {2,SPR_SS_PAIN_1,10,NULL,NULL,&s_sschase1};
statetype s_sspain1 	= {2,SPR_SS_PAIN_2,10,NULL,NULL,&s_sschase1};

statetype s_ssshoot1 	= {false,SPR_SS_SHOOT1,20,NULL,NULL,&s_ssshoot2};
statetype s_ssshoot2 	= {false,SPR_SS_SHOOT2,20,NULL,T_Shoot,&s_ssshoot3};
statetype s_ssshoot3 	= {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot4};
statetype s_ssshoot4 	= {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot5};
statetype s_ssshoot5 	= {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot6};
statetype s_ssshoot6 	= {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot7};
statetype s_ssshoot7  	= {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot8};
statetype s_ssshoot8  	= {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot9};
statetype s_ssshoot9  	= {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_sschase1};

statetype s_sschase1 	= {true,SPR_SS_W1_1,10,T_Chase,NULL,&s_sschase1s};
statetype s_sschase1s 	= {true,SPR_SS_W1_1,3,NULL,NULL,&s_sschase2};
statetype s_sschase2 	= {true,SPR_SS_W2_1,8,T_Chase,NULL,&s_sschase3};
statetype s_sschase3 	= {true,SPR_SS_W3_1,10,T_Chase,NULL,&s_sschase3s};
statetype s_sschase3s 	= {true,SPR_SS_W3_1,3,NULL,NULL,&s_sschase4};
statetype s_sschase4 	= {true,SPR_SS_W4_1,8,T_Chase,NULL,&s_sschase1};

statetype s_ssdie1		= {false,SPR_SS_DIE_1,15,NULL,A_DeathScream,&s_ssdie2};
statetype s_ssdie2		= {false,SPR_SS_DIE_2,15,NULL,NULL,&s_ssdie3};
statetype s_ssdie3		= {false,SPR_SS_DIE_3,15,NULL,NULL,&s_ssdie4};
statetype s_ssdie4		= {false,SPR_SS_DEAD,0,NULL,NULL,&s_ssdie4};


#ifndef SPEAR
//
// hans
//
extern	statetype s_bossstand;

extern	statetype s_bosschase1;
extern	statetype s_bosschase1s;
extern	statetype s_bosschase2;
extern	statetype s_bosschase3;
extern	statetype s_bosschase3s;
extern	statetype s_bosschase4;

extern	statetype s_bossdie1;
extern	statetype s_bossdie2;
extern	statetype s_bossdie3;
extern	statetype s_bossdie4;

extern	statetype s_bossshoot1;
extern	statetype s_bossshoot2;
extern	statetype s_bossshoot3;
extern	statetype s_bossshoot4;
extern	statetype s_bossshoot5;
extern	statetype s_bossshoot6;
extern	statetype s_bossshoot7;
extern	statetype s_bossshoot8;


statetype s_bossstand	= {false,SPR_BOSS_W1,0,T_Stand,NULL,&s_bossstand};

statetype s_bosschase1 	= {false,SPR_BOSS_W1,10,T_Chase,NULL,&s_bosschase1s};
statetype s_bosschase1s	= {false,SPR_BOSS_W1,3,NULL,NULL,&s_bosschase2};
statetype s_bosschase2 	= {false,SPR_BOSS_W2,8,T_Chase,NULL,&s_bosschase3};
statetype s_bosschase3 	= {false,SPR_BOSS_W3,10,T_Chase,NULL,&s_bosschase3s};
statetype s_bosschase3s	= {false,SPR_BOSS_W3,3,NULL,NULL,&s_bosschase4};
statetype s_bosschase4 	= {false,SPR_BOSS_W4,8,T_Chase,NULL,&s_bosschase1};

statetype s_bossdie1	= {false,SPR_BOSS_DIE1,15,NULL,A_DeathScream,&s_bossdie2};
statetype s_bossdie2	= {false,SPR_BOSS_DIE2,15,NULL,NULL,&s_bossdie3};
statetype s_bossdie3	= {false,SPR_BOSS_DIE3,15,NULL,NULL,&s_bossdie4};
statetype s_bossdie4	= {false,SPR_BOSS_DEAD,0,NULL,NULL,&s_bossdie4};

statetype s_bossshoot1 	= {false,SPR_BOSS_SHOOT1,30,NULL,NULL,&s_bossshoot2};
statetype s_bossshoot2 	= {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot3};
statetype s_bossshoot3 	= {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot4};
statetype s_bossshoot4 	= {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot5};
statetype s_bossshoot5 	= {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot6};
statetype s_bossshoot6 	= {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot7};
statetype s_bossshoot7 	= {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot8};
statetype s_bossshoot8 	= {false,SPR_BOSS_SHOOT1,10,NULL,NULL,&s_bosschase1};


//
// gretel
//
extern	statetype s_gretelstand;

extern	statetype s_gretelchase1;
extern	statetype s_gretelchase1s;
extern	statetype s_gretelchase2;
extern	statetype s_gretelchase3;
extern	statetype s_gretelchase3s;
extern	statetype s_gretelchase4;

extern	statetype s_greteldie1;
extern	statetype s_greteldie2;
extern	statetype s_greteldie3;
extern	statetype s_greteldie4;

extern	statetype s_gretelshoot1;
extern	statetype s_gretelshoot2;
extern	statetype s_gretelshoot3;
extern	statetype s_gretelshoot4;
extern	statetype s_gretelshoot5;
extern	statetype s_gretelshoot6;
extern	statetype s_gretelshoot7;
extern	statetype s_gretelshoot8;


statetype s_gretelstand	= {false,SPR_GRETEL_W1,0,T_Stand,NULL,&s_gretelstand};

statetype s_gretelchase1 	= {false,SPR_GRETEL_W1,10,T_Chase,NULL,&s_gretelchase1s};
statetype s_gretelchase1s	= {false,SPR_GRETEL_W1,3,NULL,NULL,&s_gretelchase2};
statetype s_gretelchase2 	= {false,SPR_GRETEL_W2,8,T_Chase,NULL,&s_gretelchase3};
statetype s_gretelchase3 	= {false,SPR_GRETEL_W3,10,T_Chase,NULL,&s_gretelchase3s};
statetype s_gretelchase3s	= {false,SPR_GRETEL_W3,3,NULL,NULL,&s_gretelchase4};
statetype s_gretelchase4 	= {false,SPR_GRETEL_W4,8,T_Chase,NULL,&s_gretelchase1};

statetype s_greteldie1	= {false,SPR_GRETEL_DIE1,15,NULL,A_DeathScream,&s_greteldie2};
statetype s_greteldie2	= {false,SPR_GRETEL_DIE2,15,NULL,NULL,&s_greteldie3};
statetype s_greteldie3	= {false,SPR_GRETEL_DIE3,15,NULL,NULL,&s_greteldie4};
statetype s_greteldie4	= {false,SPR_GRETEL_DEAD,0,NULL,NULL,&s_greteldie4};

statetype s_gretelshoot1 	= {false,SPR_GRETEL_SHOOT1,30,NULL,NULL,&s_gretelshoot2};
statetype s_gretelshoot2 	=
{false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot3};
statetype s_gretelshoot3 	=
{false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot4};
statetype s_gretelshoot4 	=
{false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot5};
statetype s_gretelshoot5 	=
{false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot6};
statetype s_gretelshoot6 	=
{false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot7};
statetype s_gretelshoot7 	=
{false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot8};
statetype s_gretelshoot8 	= {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1};
#endif