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doomstat.h

Blame
  • info.h 61.24 KiB
    // SONIC ROBO BLAST 2
    //-----------------------------------------------------------------------------
    // Copyright (C) 1993-1996 by id Software, Inc.
    // Copyright (C) 1998-2000 by DooM Legacy Team.
    // Copyright (C) 1999-2014 by Sonic Team Junior.
    //
    // This program is free software distributed under the
    // terms of the GNU General Public License, version 2.
    // See the 'LICENSE' file for more details.
    //-----------------------------------------------------------------------------
    /// \file  info.h
    /// \brief Thing frame/state LUT
    
    #ifndef __INFO__
    #define __INFO__
    
    // Needed for action function pointer handling.
    #include "d_think.h"
    #include "sounds.h"
    #include "m_fixed.h"
    
    // dehacked.c now has lists for the more named enums! PLEASE keep them up to date!
    // For great modding!!
    
    // IMPORTANT NOTE: If you add/remove from this list of action
    // functions, don't forget to update them in dehacked.c!
    void A_Explode();
    void A_Pain();
    void A_Fall();
    void A_MonitorPop();
    void A_Look();
    void A_Chase();
    void A_FaceStabChase();
    void A_FaceTarget();
    void A_FaceTracer();
    void A_Scream();
    void A_BossDeath();
    void A_CustomPower(); // Use this for a custom power
    void A_GiveWeapon(); // Gives the player weapon(s)
    void A_JumpShield(); // Obtained Jump Shield
    void A_RingShield(); // Obtained Ring Shield
    void A_RingBox(); // Obtained Ring Box Tails
    void A_Invincibility(); // Obtained Invincibility Box
    void A_SuperSneakers(); // Obtained Super Sneakers Box
    void A_BunnyHop(); // have bunny hop tails
    void A_BubbleSpawn(); // Randomly spawn bubbles
    void A_FanBubbleSpawn();
    void A_BubbleRise(); // Bubbles float to surface
    void A_BubbleCheck(); // Don't draw if not underwater
    void A_AwardScore();
    void A_ExtraLife(); // Extra Life
    void A_BombShield(); // Obtained Bomb Shield
    void A_WaterShield(); // Obtained Water Shield
    void A_ForceShield(); // Obtained Force Shield
    void A_PityShield(); // Obtained Pity Shield. We're... sorry.
    void A_GravityBox();
    void A_ScoreRise(); // Rise the score logo
    void A_ParticleSpawn();
    void A_AttractChase(); // Ring Chase
    void A_DropMine(); // Drop Mine from Skim or Jetty-Syn Bomber
    void A_FishJump(); // Fish Jump
    void A_ThrownRing(); // Sparkle trail for red ring
    void A_SetSolidSteam();
    void A_UnsetSolidSteam();
    void A_SignPlayer();
    void A_OverlayThink();
    void A_JetChase();
    void A_JetbThink(); // Jetty-Syn Bomber Thinker
    void A_JetgThink(); // Jetty-Syn Gunner Thinker
    void A_JetgShoot(); // Jetty-Syn Shoot Function
    void A_ShootBullet(); // JetgShoot without reactiontime setting
    void A_MinusDigging();
    void A_MinusPopup();
    void A_MinusCheck();
    void A_ChickenCheck();
    void A_MouseThink(); // Mouse Thinker
    void A_DetonChase(); // Deton Chaser
    void A_CapeChase(); // Fake little Super Sonic cape
    void A_RotateSpikeBall(); // Spike ball rotation
    void A_SlingAppear();
    void A_MaceRotate();
    void A_UnidusBall();
    void A_RockSpawn();
    void A_SetFuse();
    void A_CrawlaCommanderThink(); // Crawla Commander
    void A_SmokeTrailer();
    void A_RingExplode();
    void A_OldRingExplode();
    void A_MixUp();
    void A_RecyclePowers();
    void A_BossScream();
    void A_Boss2TakeDamage();
    void A_GoopSplat();
    void A_Boss2PogoSFX();
    void A_Boss2PogoTarget();
    void A_EggmanBox();
    void A_TurretFire();
    void A_SuperTurretFire();
    void A_TurretStop();
    void A_JetJawRoam();
    void A_JetJawChomp();
    void A_PointyThink();
    void A_CheckBuddy();
    void A_HoodThink();
    void A_ArrowCheck();
    void A_SnailerThink();
    void A_SharpChase();
    void A_SharpSpin();
    void A_VultureVtol();
    void A_VultureCheck();
    void A_SkimChase();
    void A_SkullAttack();
    void A_LobShot();
    void A_FireShot();
    void A_SuperFireShot();
    void A_BossFireShot();
    void A_Boss7FireMissiles();
    void A_Boss1Laser();
    void A_FocusTarget();
    void A_Boss4Reverse();
    void A_Boss4SpeedUp();
    void A_Boss4Raise();
    void A_SparkFollow();
    void A_BuzzFly();
    void A_GuardChase();
    void A_EggShield();
    void A_SetReactionTime();
    void A_Boss1Spikeballs();
    void A_Boss3TakeDamage();
    void A_Boss3Path();
    void A_LinedefExecute();
    void A_PlaySeeSound();
    void A_PlayAttackSound();
    void A_PlayActiveSound();
    void A_1upThinker();
    void A_BossZoom(); //Unused
    void A_Boss1Chase();
    void A_Boss2Chase();
    void A_Boss2Pogo();
    void A_Boss7Chase();
    void A_BossJetFume();
    void A_SpawnObjectAbsolute();
    void A_SpawnObjectRelative();
    void A_ChangeAngleRelative();
    void A_ChangeAngleAbsolute();
    void A_PlaySound();
    void A_FindTarget();
    void A_FindTracer();
    void A_SetTics();
    void A_SetRandomTics();
    void A_ChangeColorRelative();
    void A_ChangeColorAbsolute();
    void A_MoveRelative();
    void A_MoveAbsolute();
    void A_Thrust();
    void A_ZThrust();
    void A_SetTargetsTarget();
    void A_SetObjectFlags();
    void A_SetObjectFlags2();
    void A_RandomState();
    void A_RandomStateRange();
    void A_DualAction();
    void A_RemoteAction();
    void A_ToggleFlameJet();
    void A_OrbitNights();
    void A_GhostMe();
    void A_SetObjectState();
    void A_SetObjectTypeState();
    void A_KnockBack();
    void A_PushAway();
    void A_RingDrain();
    void A_SplitShot();
    void A_MissileSplit();
    void A_MultiShot();
    void A_InstaLoop();
    void A_Custom3DRotate();
    void A_SearchForPlayers();
    void A_CheckRandom();
    void A_CheckTargetRings();
    void A_CheckRings();
    void A_CheckTotalRings();
    void A_CheckHealth();
    void A_CheckRange();
    void A_CheckHeight();
    void A_CheckTrueRange();
    void A_CheckThingCount();
    void A_CheckAmbush();
    void A_CheckCustomValue();
    void A_CheckCusValMemo();
    void A_SetCustomValue();
    void A_UseCusValMemo();
    void A_RelayCustomValue();
    void A_CusValAction();
    void A_ForceStop();
    void A_ForceWin();
    void A_SpikeRetract();
    void A_InfoState();
    void A_Repeat();
    void A_SetScale();
    void A_RemoteDamage();
    void A_HomingChase();
    void A_TrapShot();
    void A_VileTarget();
    void A_VileAttack();
    void A_VileFire();
    void A_BrakChase();
    void A_BrakFireShot();
    void A_BrakLobShot();
    void A_NapalmScatter();
    void A_SpawnFreshCopy();
    
    // ratio of states to sprites to mobj types is roughly 6 : 1 : 1
    #define NUMMOBJFREESLOTS 256
    #define NUMSPRITEFREESLOTS NUMMOBJFREESLOTS
    #define NUMSTATEFREESLOTS (NUMMOBJFREESLOTS*8)
    
    // Hey, moron! If you change this table, don't forget about sprnames in info.c and the sprite lights in hw_light.c!
    typedef enum sprite
    {
    	SPR_NULL, // invisible object
    	SPR_UNKN,
    
    	SPR_THOK, // Thok! mobj
    	SPR_PLAY,
    
    	// Enemies
    	SPR_POSS,
    	SPR_SPOS,
    	SPR_FISH, // Greenflower Fish
    	SPR_BUZZ, // Buzz (Gold)
    	SPR_RBUZ, // Buzz (Red)
    	SPR_JETB, // Jetty-Syn Bomber
    	SPR_JETW, // Jetty-Syn Water Bomber
    	SPR_JETG, // Jetty-Syn Gunner
    	SPR_CCOM, // Crawla Commander
    	SPR_DETN, // Deton
    	SPR_SKIM, // Skim mine dropper
    	SPR_TRET,
    	SPR_TURR, // Pop-Up Turret
    	SPR_SHRP, // Sharp
    	SPR_JJAW, // Jet Jaw
    	SPR_SNLR, // Snailer
    	SPR_VLTR, // Vulture
    	SPR_PNTY, // Pointy
    	SPR_ARCH, // Robo-Hood
    	SPR_CBFS, // CastleBot FaceStabber (Egg Knight?)
    	SPR_SPSH, // Egg Guard
    	SPR_ESHI, // Egg Shield for Egg Guard
    	SPR_GSNP, // Green Snapper
    	SPR_MNUS, // Minus
    	SPR_SSHL, // Spring Shell
    	SPR_UNID, // Unidus
    	SPR_BBUZ, // AquaBuzz, for Azure Temple
    
    	// Generic Boss Items
    	SPR_JETF, // Boss jet fumes
    
    	// Boss 1 (Greenflower)
    	SPR_EGGM,
    
    	// Boss 2 (Techno Hill)
    	SPR_EGGN, // Boss 2
    	SPR_TNKA, // Boss 2 Tank 1
    	SPR_TNKB, // Boss 2 Tank 2
    	SPR_SPNK, // Boss 2 Spigot
    	SPR_GOOP, // Boss 2 Goop
    
    	// Boss 3 (Deep Sea)
    	SPR_EGGO, // Boss 3
    	SPR_PRPL, // Boss 3 Propeller
    	SPR_FAKE, // Boss 3 Fakemobile
    
    	// Boss 4 (Castle Eggman)
    	SPR_EGGP,
    	SPR_EFIR, // Boss 4 jet flame
    
    	// Boss 5 (Arid Canyon)
    	SPR_EGGQ,
    
    	// Boss 6 (Red Volcano)
    	SPR_EGGR,
    
    	// Boss 7 (Dark City)
    	SPR_BRAK,
    	SPR_BGOO, // Goop
    	SPR_BMSL,
    
    	// Boss 8 (Egg Rock)
    	SPR_EGGT,
    
    	// Cy-Brak-Demon; uses SPR_BRAK as well, but has some extras
    	SPR_RCKT, // Rockets!
    	SPR_ELEC, // Electricity!
    	SPR_TARG, // Targeting reticules!
    	SPR_NPLM, // Big napalm bombs!
    	SPR_MNPL, // Mini napalm bombs!
    
    	// Metal Sonic
    	SPR_METL,
    	SPR_MSCF,
    	SPR_MSCB,
    
    	// Collectible Items
    	SPR_RING,
    	SPR_TRNG, // Team Rings
    	SPR_EMMY, // emerald test
    	SPR_TOKE, // Special Stage Token
    	SPR_RFLG, // Red CTF Flag
    	SPR_BFLG, // Blue CTF Flag
    	SPR_NWNG, // NiGHTS Wing collectable item.
    	SPR_EMBM, // Emblem
    	SPR_CEMG, // Chaos Emeralds
    	SPR_EMER, // Emerald Hunt
    
    	// Interactive Objects
    	SPR_FANS,
    	SPR_BUBL, // water bubble source
    	SPR_SIGN, // Level end sign
    	SPR_STEM, // Steam riser
    	SPR_SPIK, // Spike Ball
    	SPR_SFLM, // Spin fire
    	SPR_USPK, // Floor spike
    	SPR_STPT, // Starpost
    	SPR_BMNE, // Big floating mine
    
    	// Monitor Boxes
    	SPR_SRBX,
    	SPR_RRBX,
    	SPR_BRBX,
    	SPR_SHTV,
    	SPR_PINV,
    	SPR_YLTV,
    	SPR_BLTV, // Force shield
    	SPR_BKTV, // Bomb shield TV
    	SPR_WHTV, // Jump shield TV
    	SPR_GRTV, // Pity shield TV
    	SPR_ELTV, // Elemental shield TV
    	SPR_EGGB, // Eggman box
    	SPR_MIXU, // Player mixing monitor
    	SPR_RECY, // Recycler (power mixing) monitor
    	SPR_QUES, // Random monitor
    	SPR_GBTV, // Gravity boots TV
    	SPR_PRUP, // 1up
    	SPR_PTTV, // Score TVs
    
    	// Monitor Miscellany
    	SPR_MTEX, // Exploding monitor
    
    	// Projectiles
    	SPR_MISL,
    	SPR_TORP, // Torpedo
    	SPR_ENRG, // Energy ball
    	SPR_MINE, // Skim mine
    	SPR_JBUL, // Jetty-Syn Bullet
    	SPR_TRLS,
    	SPR_CBLL, // Cannonball
    	SPR_AROW, // Arrow
    	SPR_CFIR, // Colored fire of various sorts
    
    	// Greenflower Scenery
    	SPR_FWR1,
    	SPR_FWR2, // GFZ Sunflower
    	SPR_FWR3, // GFZ budding flower
    	SPR_FWR4,
    	SPR_BUS1, // GFZ Bush w/ berries
    	SPR_BUS2, // GFZ Bush w/o berries
    
    	// Techno Hill Scenery
    	SPR_THZP, // Techno Hill Zone Plant
    	SPR_ALRM, // THZ2 Alarm
    
    	// Deep Sea Scenery
    	SPR_GARG, // Deep Sea Gargoyle
    	SPR_SEWE, // Deep Sea Seaweed
    	SPR_DRIP, // Dripping water
    	SPR_CRL1, // Coral 1
    	SPR_CRL2, // Coral 2
    	SPR_CRL3, // Coral 3
    	SPR_BCRY, // Blue Crystal
    
    	// Castle Eggman Scenery
    	SPR_CHAN, // CEZ Chain
    	SPR_FLAM, // Flame
    	SPR_ESTA, // Eggman esta una estatua!
    	SPR_SMCH, // Small Mace Chain
    	SPR_BMCH, // Big Mace Chain
    	SPR_SMCE, // Small Mace
    	SPR_BMCE, // Big Mace
    
    	// Arid Canyon Scenery
    	SPR_BTBL, // Big tumbleweed
    	SPR_STBL, // Small tumbleweed
    	SPR_CACT, // Cacti sprites
    
    	// Red Volcano Scenery
    	SPR_FLME, // Flame jet
    	SPR_DFLM, // Blade's flame
    
    	// Dark City Scenery
    
    	// Egg Rock Scenery
    
    	// Christmas Scenery
    	SPR_XMS1,
    	SPR_XMS2,
    	SPR_XMS3,
    
    	// Botanic Serenity Scenery
    	SPR_BSZ1, // Tall flowers
    	SPR_BSZ2, // Medium flowers
    	SPR_BSZ3, // Small flowers
    	SPR_BSZ4, // Tulip
    	SPR_BSZ5, // Cluster of Tulips
    	SPR_BSZ6, // Bush
    	SPR_BSZ7, // Vine
    	SPR_BSZ8, // Misc things
    
    	// Misc Scenery
    	SPR_STLG, // Stalagmites
    	SPR_DBAL, // Disco
    	SPR_RCRY, // ATZ Red Crystal (Target)
    
    	// Powerup Indicators
    	SPR_ARMA, // Armageddon Shield Orb
    	SPR_ARMF, // Armageddon Shield Ring, Front
    	SPR_ARMB, // Armageddon Shield Ring, Back
    	SPR_WIND, // Whirlwind Shield Orb
    	SPR_MAGN, // Attract Shield Orb
    	SPR_ELEM, // Elemental Shield Orb and Fire
    	SPR_FORC, // Force Shield Orb
    	SPR_PITY, // Pity Shield Orb
    	SPR_IVSP, // invincibility sparkles
    	SPR_SSPK, // Super Sonic Spark
    
    	SPR_GOAL, // Special Stage goal (here because lol NiGHTS)
    
    	// Freed Animals
    	SPR_BIRD, // Birdie freed!
    	SPR_BUNY, // Bunny freed!
    	SPR_MOUS, // Mouse
    	SPR_CHIC, // Chicken
    	SPR_COWZ, // Cow
    	SPR_RBRD, // Red Birdie in Bubble
    
    	// Springs
    	SPR_SPRY, // yellow spring
    	SPR_SPRR, // red spring
    	SPR_SPRB, // Blue springs
    	SPR_YSPR, // Yellow Diagonal Spring
    	SPR_RSPR, // Red Diagonal Spring
    
    	// Environmental Effects
    	SPR_RAIN, // Rain
    	SPR_SNO1, // Snowflake
    	SPR_SPLH, // Water Splish
    	SPR_SPLA, // Water Splash
    	SPR_SMOK,
    	SPR_BUBP, // Small bubble
    	SPR_BUBO, // Medium bubble
    	SPR_BUBN, // Large bubble
    	SPR_BUBM, // Extra Large (would you like fries with that?) bubble
    	SPR_POPP, // Extra Large bubble goes POP!
    	SPR_TFOG, // Teleport Fog
    	SPR_SEED, // Sonic CD flower seed
    	SPR_PRTL, // Particle (for fans, etc.)
    
    	// Game Indicators
    	SPR_SCOR, // Score logo
    	SPR_DRWN, // Drowning Timer
    	SPR_TTAG, // Tag Sign
    	SPR_GFLG, // Got Flag sign
    
    	// Ring Weapons
    	SPR_RRNG, // Red Ring
    	SPR_RNGB, // Bounce Ring
    	SPR_RNGR, // Rail Ring
    	SPR_RNGI, // Infinity Ring
    	SPR_RNGA, // Automatic Ring
    	SPR_RNGE, // Explosion Ring
    	SPR_RNGS, // Scatter Ring
    	SPR_RNGG, // Grenade Ring
    
    	SPR_PIKB, // Bounce Ring Pickup
    	SPR_PIKR, // Rail Ring Pickup
    	SPR_PIKA, // Automatic Ring Pickup
    	SPR_PIKE, // Explosion Ring Pickup
    	SPR_PIKS, // Scatter Ring Pickup
    	SPR_PIKG, // Grenade Ring Pickup
    
    	SPR_TAUT, // Thrown Automatic Ring
    	SPR_TGRE, // Thrown Grenade Ring
    	SPR_TSCR, // Thrown Scatter Ring
    
    	// Mario-specific stuff
    	SPR_COIN,
    	SPR_CPRK,
    	SPR_GOOM,
    	SPR_BGOM,
    	SPR_FFWR,
    	SPR_FBLL,
    	SPR_SHLL,
    	SPR_PUMA,
    	SPR_HAMM,
    	SPR_KOOP,
    	SPR_BFLM,
    	SPR_MAXE,
    	SPR_MUS1,
    	SPR_MUS2,
    	SPR_TOAD,
    
    	// NiGHTS Stuff
    	SPR_NDRN, // NiGHTS drone
    	SPR_SUPE, // NiGHTS character flying
    	SPR_SUPZ, // NiGHTS hurt
    	SPR_NDRL, // NiGHTS character drilling
    	SPR_NSPK, // NiGHTS sparkle
    	SPR_NBMP, // NiGHTS Bumper
    	SPR_HOOP, // NiGHTS hoop sprite
    	SPR_NSCR, // NiGHTS score sprite
    	SPR_NPRU, // Nights Powerups
    	SPR_CAPS, // Capsule thingy for NiGHTS
    	SPR_SUPT, // Super Sonic Transformation (NiGHTS)
    
    	// Debris
    	SPR_SPRK, // spark
    	SPR_BOM1, // Robot Explosion
    	SPR_BOM2, // Boss Explosion 1
    	SPR_BOM3, // Boss Explosion 2
    	SPR_BOM4, // Underwater Explosion
    
    	// Crumbly rocks
    	SPR_ROIA,
    	SPR_ROIB,
    	SPR_ROIC,
    	SPR_ROID,
    	SPR_ROIE,
    	SPR_ROIF,
    	SPR_ROIG,
    	SPR_ROIH,
    	SPR_ROII,
    	SPR_ROIJ,
    	SPR_ROIK,
    	SPR_ROIL,
    	SPR_ROIM,
    	SPR_ROIN,
    	SPR_ROIO,
    	SPR_ROIP,
    
    	// Blue Spheres
    	SPR_BBAL,
    
    	// Gravity Well Objects
    	SPR_GWLG,
    	SPR_GWLR,
    
    	// SRB1 Sprites
    	SPR_SRBA,
    	SPR_SRBB,
    	SPR_SRBC,
    	SPR_SRBD,
    	SPR_SRBE,
    	SPR_SRBF,
    	SPR_SRBG,
    	SPR_SRBH,
    	SPR_SRBI,
    	SPR_SRBJ,
    	SPR_SRBK,
    	SPR_SRBL,
    	SPR_SRBM,
    	SPR_SRBN,
    	SPR_SRBO,
    
    	SPR_FIRSTFREESLOT,
    	SPR_LASTFREESLOT = SPR_FIRSTFREESLOT + NUMSPRITEFREESLOTS - 1,
    	NUMSPRITES
    } spritenum_t;
    
    typedef enum state
    {
    	S_NULL,
    	S_UNKNOWN,
    	S_INVISIBLE, // state for invisible sprite
    
    	S_SPAWNSTATE,
    	S_SEESTATE,
    	S_MELEESTATE,
    	S_MISSILESTATE,
    	S_DEATHSTATE,
    	S_XDEATHSTATE,
    	S_RAISESTATE,
    
    	// Thok
    	S_THOK,
    
    	S_PLAY_STND,
    	S_PLAY_TAP1,
    	S_PLAY_TAP2,
    	S_PLAY_RUN1,
    	S_PLAY_RUN2,
    	S_PLAY_RUN3,
    	S_PLAY_RUN4,
    	S_PLAY_RUN5,
    	S_PLAY_RUN6,
    	S_PLAY_RUN7,
    	S_PLAY_RUN8,
    	S_PLAY_SPD1,
    	S_PLAY_SPD2,
    	S_PLAY_SPD3,
    	S_PLAY_SPD4,
    	S_PLAY_ATK1,
    	S_PLAY_ATK2,
    	S_PLAY_ATK3,
    	S_PLAY_ATK4,
    	S_PLAY_SPRING,
    	S_PLAY_FALL1,
    	S_PLAY_FALL2,
    	S_PLAY_ABL1,
    	S_PLAY_ABL2,
    	S_PLAY_SPC1,
    	S_PLAY_SPC2,
    	S_PLAY_SPC3,
    	S_PLAY_SPC4,
    	S_PLAY_CLIMB1,
    	S_PLAY_CLIMB2,
    	S_PLAY_CLIMB3,
    	S_PLAY_CLIMB4,
    	S_PLAY_CLIMB5,
    	S_PLAY_GASP,
    	S_PLAY_PAIN,
    	S_PLAY_DIE,
    	S_PLAY_TEETER1,
    	S_PLAY_TEETER2,
    	S_PLAY_CARRY,
    	S_PLAY_SUPERSTAND,
    	S_PLAY_SUPERWALK1,
    	S_PLAY_SUPERWALK2,
    	S_PLAY_SUPERFLY1,
    	S_PLAY_SUPERFLY2,
    	S_PLAY_SUPERTEETER,
    	S_PLAY_SUPERHIT,
    	S_PLAY_SUPERTRANS1,
    	S_PLAY_SUPERTRANS2,
    	S_PLAY_SUPERTRANS3,
    	S_PLAY_SUPERTRANS4,
    	S_PLAY_SUPERTRANS5,
    	S_PLAY_SUPERTRANS6,
    	S_PLAY_SUPERTRANS7,
    	S_PLAY_SUPERTRANS8,
    	S_PLAY_SUPERTRANS9, // This has special significance in the code. If you add more frames, search for it and make the appropriate changes.
    
    	// technically the player goes here but it's an infinite tic state
    	S_OBJPLACE_DUMMY,
    
    	// 1-Up Box Sprites overlay (uses player sprite)
    	S_PLAY_BOX1,
    	S_PLAY_BOX2,
    	S_PLAY_ICON1,
    	S_PLAY_ICON2,
    	S_PLAY_ICON3,
    
    	// Level end sign overlay (uses player sprite)
    	S_PLAY_SIGN,
    
    	// Blue Crawla
    	S_POSS_STND,
    	S_POSS_RUN1,
    	S_POSS_RUN2,
    	S_POSS_RUN3,
    	S_POSS_RUN4,
    	S_POSS_RUN5,
    	S_POSS_RUN6,
    
    	// Red Crawla
    	S_SPOS_STND,
    	S_SPOS_RUN1,
    	S_SPOS_RUN2,
    	S_SPOS_RUN3,
    	S_SPOS_RUN4,
    	S_SPOS_RUN5,
    	S_SPOS_RUN6,
    
    	// Greenflower Fish
    	S_FISH1,
    	S_FISH2,
    	S_FISH3,
    	S_FISH4,
    
    	// Buzz (Gold)
    	S_BUZZLOOK1,
    	S_BUZZLOOK2,
    	S_BUZZFLY1,
    	S_BUZZFLY2,
    
    	// Buzz (Red)
    	S_RBUZZLOOK1,
    	S_RBUZZLOOK2,
    	S_RBUZZFLY1,
    	S_RBUZZFLY2,
    
    	// AquaBuzz
    	S_BBUZZFLY1,
    	S_BBUZZFLY2,
    
    	// Jetty-Syn Bomber
    	S_JETBLOOK1,
    	S_JETBLOOK2,
    	S_JETBZOOM1,
    	S_JETBZOOM2,
    
    	// Jetty-Syn Gunner
    	S_JETGLOOK1,
    	S_JETGLOOK2,
    	S_JETGZOOM1,
    	S_JETGZOOM2,
    	S_JETGSHOOT1,
    	S_JETGSHOOT2,
    
    	// Crawla Commander
    	S_CCOMMAND1,
    	S_CCOMMAND2,
    	S_CCOMMAND3,
    	S_CCOMMAND4,
    
    	// Deton
    	S_DETON1,
    	S_DETON2,
    	S_DETON3,
    	S_DETON4,
    	S_DETON5,
    	S_DETON6,
    	S_DETON7,
    	S_DETON8,
    	S_DETON9,
    	S_DETON10,
    	S_DETON11,
    	S_DETON12,
    	S_DETON13,
    	S_DETON14,
    	S_DETON15,
    	S_DETON16,
    
    	// Skim Mine Dropper
    	S_SKIM1,
    	S_SKIM2,
    	S_SKIM3,
    	S_SKIM4,
    
    	// THZ Turret
    	S_TURRET,
    	S_TURRETFIRE,
    	S_TURRETSHOCK1,
    	S_TURRETSHOCK2,
    	S_TURRETSHOCK3,
    	S_TURRETSHOCK4,
    	S_TURRETSHOCK5,
    	S_TURRETSHOCK6,
    	S_TURRETSHOCK7,
    	S_TURRETSHOCK8,
    	S_TURRETSHOCK9,
    
    	// Popup Turret
    	S_TURRETLOOK,
    	S_TURRETSEE,
    	S_TURRETPOPUP1,
    	S_TURRETPOPUP2,
    	S_TURRETPOPUP3,
    	S_TURRETPOPUP4,
    	S_TURRETPOPUP5,
    	S_TURRETPOPUP6,
    	S_TURRETPOPUP7,
    	S_TURRETPOPUP8,
    	S_TURRETSHOOT,
    	S_TURRETPOPDOWN1,
    	S_TURRETPOPDOWN2,
    	S_TURRETPOPDOWN3,
    	S_TURRETPOPDOWN4,
    	S_TURRETPOPDOWN5,
    	S_TURRETPOPDOWN6,
    	S_TURRETPOPDOWN7,
    	S_TURRETPOPDOWN8,
    
    	// Sharp
    	S_SHARP_ROAM1,
    	S_SHARP_ROAM2,
    	S_SHARP_AIM1,
    	S_SHARP_AIM2,
    	S_SHARP_AIM3,
    	S_SHARP_AIM4,
    	S_SHARP_SPIN,
    
    	// Jet Jaw
    	S_JETJAW_ROAM1,
    	S_JETJAW_ROAM2,
    	S_JETJAW_ROAM3,
    	S_JETJAW_ROAM4,
    	S_JETJAW_ROAM5,
    	S_JETJAW_ROAM6,
    	S_JETJAW_ROAM7,
    	S_JETJAW_ROAM8,
    	S_JETJAW_CHOMP1,
    	S_JETJAW_CHOMP2,
    	S_JETJAW_CHOMP3,
    	S_JETJAW_CHOMP4,
    	S_JETJAW_CHOMP5,
    	S_JETJAW_CHOMP6,
    	S_JETJAW_CHOMP7,
    	S_JETJAW_CHOMP8,
    	S_JETJAW_CHOMP9,
    	S_JETJAW_CHOMP10,
    	S_JETJAW_CHOMP11,
    	S_JETJAW_CHOMP12,
    	S_JETJAW_CHOMP13,
    	S_JETJAW_CHOMP14,
    	S_JETJAW_CHOMP15,
    	S_JETJAW_CHOMP16,
    
    	// Snailer
    	S_SNAILER1,
    
    	// Vulture
    	S_VULTURE_STND,
    	S_VULTURE_VTOL1,
    	S_VULTURE_VTOL2,
    	S_VULTURE_VTOL3,
    	S_VULTURE_VTOL4,
    	S_VULTURE_ZOOM1,
    	S_VULTURE_ZOOM2,
    	S_VULTURE_ZOOM3,
    	S_VULTURE_ZOOM4,
    	S_VULTURE_ZOOM5,
    
    	// Pointy
    	S_POINTY1,
    	S_POINTYBALL1,
    
    	// Robo-Hood
    	S_ROBOHOOD_LOOK,
    	S_ROBOHOOD_STND,
    	S_ROBOHOOD_SHOOT,
    	S_ROBOHOOD_JUMP,
    	S_ROBOHOOD_JUMP2,
    	S_ROBOHOOD_FALL,
    
    	// CastleBot FaceStabber
    	S_FACESTABBER_STND1,
    	S_FACESTABBER_STND2,
    	S_FACESTABBER_STND3,
    	S_FACESTABBER_STND4,
    	S_FACESTABBER_STND5,
    	S_FACESTABBER_STND6,
    	S_FACESTABBER_CHARGE1,
    	S_FACESTABBER_CHARGE2,
    	S_FACESTABBER_CHARGE3,
    	S_FACESTABBER_CHARGE4,
    
    	// Egg Guard
    	S_EGGGUARD_STND,
    	S_EGGGUARD_WALK1,
    	S_EGGGUARD_WALK2,
    	S_EGGGUARD_WALK3,
    	S_EGGGUARD_WALK4,
    	S_EGGGUARD_MAD1,
    	S_EGGGUARD_MAD2,
    	S_EGGGUARD_MAD3,
    	S_EGGGUARD_RUN1,
    	S_EGGGUARD_RUN2,
    	S_EGGGUARD_RUN3,
    	S_EGGGUARD_RUN4,
    
    	// Egg Shield for Egg Guard
    	S_EGGSHIELD,
    
    	// Green Snapper
    	S_GSNAPPER_STND,
    	S_GSNAPPER1,
    	S_GSNAPPER2,
    	S_GSNAPPER3,
    	S_GSNAPPER4,
    
    	// Minus
    	S_MINUS_STND,
    	S_MINUS_DIGGING,
    	S_MINUS_POPUP,
    	S_MINUS_UPWARD1,
    	S_MINUS_UPWARD2,
    	S_MINUS_UPWARD3,
    	S_MINUS_UPWARD4,
    	S_MINUS_UPWARD5,
    	S_MINUS_UPWARD6,
    	S_MINUS_UPWARD7,
    	S_MINUS_UPWARD8,
    	S_MINUS_DOWNWARD1,
    	S_MINUS_DOWNWARD2,
    	S_MINUS_DOWNWARD3,
    	S_MINUS_DOWNWARD4,
    	S_MINUS_DOWNWARD5,
    	S_MINUS_DOWNWARD6,
    	S_MINUS_DOWNWARD7,
    	S_MINUS_DOWNWARD8,
    
    	// Spring Shell
    	S_SSHELL_STND,
    	S_SSHELL_RUN1,
    	S_SSHELL_RUN2,
    	S_SSHELL_RUN3,
    	S_SSHELL_RUN4,
    	S_SSHELL_SPRING1,
    	S_SSHELL_SPRING2,
    	S_SSHELL_SPRING3,
    	S_SSHELL_SPRING4,
    
    	// Spring Shell (yellow)
    	S_YSHELL_STND,
    	S_YSHELL_RUN1,
    	S_YSHELL_RUN2,
    	S_YSHELL_RUN3,
    	S_YSHELL_RUN4,
    	S_YSHELL_SPRING1,
    	S_YSHELL_SPRING2,
    	S_YSHELL_SPRING3,
    	S_YSHELL_SPRING4,
    
    	// Unidus
    	S_UNIDUS_STND,
    	S_UNIDUS_RUN,
    	S_UNIDUS_BALL,
    
    	// Boss Explosion
    	S_BPLD1,
    	S_BPLD2,
    	S_BPLD3,
    	S_BPLD4,
    	S_BPLD5,
    	S_BPLD6,
    	S_BPLD7,
    
    	// S3&K Boss Explosion
    	S_SONIC3KBOSSEXPLOSION1,
    	S_SONIC3KBOSSEXPLOSION2,
    	S_SONIC3KBOSSEXPLOSION3,
    	S_SONIC3KBOSSEXPLOSION4,
    	S_SONIC3KBOSSEXPLOSION5,
    	S_SONIC3KBOSSEXPLOSION6,
    
    	S_JETFUME1,
    	S_JETFUME2,
    
    	// Boss 1
    	S_EGGMOBILE_STND,
    	S_EGGMOBILE_LATK1,
    	S_EGGMOBILE_LATK2,
    	S_EGGMOBILE_LATK3,
    	S_EGGMOBILE_LATK4,
    	S_EGGMOBILE_LATK5,
    	S_EGGMOBILE_LATK6,
    	S_EGGMOBILE_LATK7,
    	S_EGGMOBILE_LATK8,
    	S_EGGMOBILE_LATK9,
    	S_EGGMOBILE_LATK10,
    	S_EGGMOBILE_RATK1,
    	S_EGGMOBILE_RATK2,
    	S_EGGMOBILE_RATK3,
    	S_EGGMOBILE_RATK4,
    	S_EGGMOBILE_RATK5,
    	S_EGGMOBILE_RATK6,
    	S_EGGMOBILE_RATK7,
    	S_EGGMOBILE_RATK8,
    	S_EGGMOBILE_RATK9,
    	S_EGGMOBILE_RATK10,
    	S_EGGMOBILE_PANIC1,
    	S_EGGMOBILE_PANIC2,
    	S_EGGMOBILE_PANIC3,
    	S_EGGMOBILE_PANIC4,
    	S_EGGMOBILE_PANIC5,
    	S_EGGMOBILE_PANIC6,
    	S_EGGMOBILE_PANIC7,
    	S_EGGMOBILE_PANIC8,
    	S_EGGMOBILE_PANIC9,
    	S_EGGMOBILE_PANIC10,
    	S_EGGMOBILE_PAIN,
    	S_EGGMOBILE_PAIN2,
    	S_EGGMOBILE_DIE1,
    	S_EGGMOBILE_DIE2,
    	S_EGGMOBILE_DIE3,
    	S_EGGMOBILE_DIE4,
    	S_EGGMOBILE_DIE5,
    	S_EGGMOBILE_DIE6,
    	S_EGGMOBILE_DIE7,
    	S_EGGMOBILE_DIE8,
    	S_EGGMOBILE_DIE9,
    	S_EGGMOBILE_DIE10,
    	S_EGGMOBILE_DIE11,
    	S_EGGMOBILE_DIE12,
    	S_EGGMOBILE_DIE13,
    	S_EGGMOBILE_DIE14,
    	S_EGGMOBILE_FLEE1,
    	S_EGGMOBILE_FLEE2,
    	S_EGGMOBILE_BALL,
    	S_EGGMOBILE_TARGET,
    
    	// Boss 2
    	S_EGGMOBILE2_STND,
    	S_EGGMOBILE2_POGO1,
    	S_EGGMOBILE2_POGO2,
    	S_EGGMOBILE2_POGO3,
    	S_EGGMOBILE2_POGO4,
    	S_EGGMOBILE2_POGO5,
    	S_EGGMOBILE2_POGO6,
    	S_EGGMOBILE2_POGO7,
    	S_EGGMOBILE2_PAIN,
    	S_EGGMOBILE2_PAIN2,
    	S_EGGMOBILE2_DIE1,
    	S_EGGMOBILE2_DIE2,
    	S_EGGMOBILE2_DIE3,
    	S_EGGMOBILE2_DIE4,
    	S_EGGMOBILE2_DIE5,
    	S_EGGMOBILE2_DIE6,
    	S_EGGMOBILE2_DIE7,
    	S_EGGMOBILE2_DIE8,
    	S_EGGMOBILE2_DIE9,
    	S_EGGMOBILE2_DIE10,
    	S_EGGMOBILE2_DIE11,
    	S_EGGMOBILE2_DIE12,
    	S_EGGMOBILE2_DIE13,
    	S_EGGMOBILE2_DIE14,
    	S_EGGMOBILE2_FLEE1,
    	S_EGGMOBILE2_FLEE2,
    
    	S_BOSSTANK1,
    	S_BOSSTANK2,
    	S_BOSSSPIGOT,
    
    	// Boss 2 Goop
    	S_GOOP1,
    	S_GOOP2,
    	S_GOOP3,
    
    	// Boss 3
    	S_EGGMOBILE3_STND,
    	S_EGGMOBILE3_ATK1,
    	S_EGGMOBILE3_ATK2,
    	S_EGGMOBILE3_ATK3A,
    	S_EGGMOBILE3_ATK3B,
    	S_EGGMOBILE3_ATK3C,
    	S_EGGMOBILE3_ATK3D,
    	S_EGGMOBILE3_ATK4,
    	S_EGGMOBILE3_ATK5,
    	S_EGGMOBILE3_LAUGH1,
    	S_EGGMOBILE3_LAUGH2,
    	S_EGGMOBILE3_LAUGH3,
    	S_EGGMOBILE3_LAUGH4,
    	S_EGGMOBILE3_LAUGH5,
    	S_EGGMOBILE3_LAUGH6,
    	S_EGGMOBILE3_LAUGH7,
    	S_EGGMOBILE3_LAUGH8,
    	S_EGGMOBILE3_LAUGH9,
    	S_EGGMOBILE3_LAUGH10,
    	S_EGGMOBILE3_LAUGH11,
    	S_EGGMOBILE3_LAUGH12,
    	S_EGGMOBILE3_LAUGH13,
    	S_EGGMOBILE3_LAUGH14,
    	S_EGGMOBILE3_LAUGH15,
    	S_EGGMOBILE3_LAUGH16,
    	S_EGGMOBILE3_LAUGH17,
    	S_EGGMOBILE3_LAUGH18,
    	S_EGGMOBILE3_LAUGH19,
    	S_EGGMOBILE3_LAUGH20,
    	S_EGGMOBILE3_PAIN,
    	S_EGGMOBILE3_PAIN2,
    	S_EGGMOBILE3_DIE1,
    	S_EGGMOBILE3_DIE2,
    	S_EGGMOBILE3_DIE3,
    	S_EGGMOBILE3_DIE4,
    	S_EGGMOBILE3_DIE5,
    	S_EGGMOBILE3_DIE6,
    	S_EGGMOBILE3_DIE7,
    	S_EGGMOBILE3_DIE8,
    	S_EGGMOBILE3_DIE9,
    	S_EGGMOBILE3_DIE10,
    	S_EGGMOBILE3_DIE11,
    	S_EGGMOBILE3_DIE12,
    	S_EGGMOBILE3_DIE13,
    	S_EGGMOBILE3_DIE14,
    	S_EGGMOBILE3_FLEE1,
    	S_EGGMOBILE3_FLEE2,
    
    	// Boss 3 Propeller
    	S_PROPELLER1,
    	S_PROPELLER2,
    	S_PROPELLER3,
    	S_PROPELLER4,
    	S_PROPELLER5,
    	S_PROPELLER6,
    	S_PROPELLER7,
    
    	// Boss 3 Pinch
    	S_FAKEMOBILE_INIT,
    	S_FAKEMOBILE,
    	S_FAKEMOBILE_ATK1,
    	S_FAKEMOBILE_ATK2,
    	S_FAKEMOBILE_ATK3A,
    	S_FAKEMOBILE_ATK3B,
    	S_FAKEMOBILE_ATK3C,
    	S_FAKEMOBILE_ATK3D,
    	S_FAKEMOBILE_ATK4,
    	S_FAKEMOBILE_ATK5,
    
    	// Boss 4
    	S_EGGMOBILE4_STND,
    	S_EGGMOBILE4_LATK1,
    	S_EGGMOBILE4_LATK2,
    	S_EGGMOBILE4_LATK3,
    	S_EGGMOBILE4_LATK4,
    	S_EGGMOBILE4_LATK5,
    	S_EGGMOBILE4_LATK6,
    	S_EGGMOBILE4_RATK1,
    	S_EGGMOBILE4_RATK2,
    	S_EGGMOBILE4_RATK3,
    	S_EGGMOBILE4_RATK4,
    	S_EGGMOBILE4_RATK5,
    	S_EGGMOBILE4_RATK6,
    	S_EGGMOBILE4_RAISE1,
    	S_EGGMOBILE4_RAISE2,
    	S_EGGMOBILE4_RAISE3,
    	S_EGGMOBILE4_RAISE4,
    	S_EGGMOBILE4_RAISE5,
    	S_EGGMOBILE4_RAISE6,
    	S_EGGMOBILE4_RAISE7,
    	S_EGGMOBILE4_RAISE8,
    	S_EGGMOBILE4_RAISE9,
    	S_EGGMOBILE4_RAISE10,
    	S_EGGMOBILE4_PAIN,
    	S_EGGMOBILE4_DIE1,
    	S_EGGMOBILE4_DIE2,
    	S_EGGMOBILE4_DIE3,
    	S_EGGMOBILE4_DIE4,
    	S_EGGMOBILE4_DIE5,
    	S_EGGMOBILE4_DIE6,
    	S_EGGMOBILE4_DIE7,
    	S_EGGMOBILE4_DIE8,
    	S_EGGMOBILE4_DIE9,
    	S_EGGMOBILE4_DIE10,
    	S_EGGMOBILE4_DIE11,
    	S_EGGMOBILE4_DIE12,
    	S_EGGMOBILE4_DIE13,
    	S_EGGMOBILE4_DIE14,
    	S_EGGMOBILE4_FLEE1,
    	S_EGGMOBILE4_FLEE2,
    	S_EGGMOBILE4_MACE,
    
    	// Boss 4 jet flame
    	S_JETFLAME1,
    	S_JETFLAME2,
    
    	// Black Eggman (Boss 7)
    	S_BLACKEGG_STND,
    	S_BLACKEGG_STND2,
    	S_BLACKEGG_WALK1,
    	S_BLACKEGG_WALK2,
    	S_BLACKEGG_WALK3,
    	S_BLACKEGG_WALK4,
    	S_BLACKEGG_WALK5,
    	S_BLACKEGG_WALK6,
    	S_BLACKEGG_SHOOT1,
    	S_BLACKEGG_SHOOT2,
    	S_BLACKEGG_PAIN1,
    	S_BLACKEGG_PAIN2,
    	S_BLACKEGG_PAIN3,
    	S_BLACKEGG_PAIN4,
    	S_BLACKEGG_PAIN5,
    	S_BLACKEGG_PAIN6,
    	S_BLACKEGG_PAIN7,
    	S_BLACKEGG_PAIN8,
    	S_BLACKEGG_PAIN9,
    	S_BLACKEGG_PAIN10,
    	S_BLACKEGG_PAIN11,
    	S_BLACKEGG_PAIN12,
    	S_BLACKEGG_PAIN13,
    	S_BLACKEGG_PAIN14,
    	S_BLACKEGG_PAIN15,
    	S_BLACKEGG_PAIN16,
    	S_BLACKEGG_PAIN17,
    	S_BLACKEGG_PAIN18,
    	S_BLACKEGG_PAIN19,
    	S_BLACKEGG_PAIN20,
    	S_BLACKEGG_PAIN21,
    	S_BLACKEGG_PAIN22,
    	S_BLACKEGG_PAIN23,
    	S_BLACKEGG_PAIN24,
    	S_BLACKEGG_PAIN25,
    	S_BLACKEGG_PAIN26,
    	S_BLACKEGG_PAIN27,
    	S_BLACKEGG_PAIN28,
    	S_BLACKEGG_PAIN29,
    	S_BLACKEGG_PAIN30,
    	S_BLACKEGG_PAIN31,
    	S_BLACKEGG_PAIN32,
    	S_BLACKEGG_PAIN33,
    	S_BLACKEGG_PAIN34,
    	S_BLACKEGG_PAIN35,
    	S_BLACKEGG_HITFACE1,
    	S_BLACKEGG_HITFACE2,
    	S_BLACKEGG_HITFACE3,
    	S_BLACKEGG_HITFACE4,
    	S_BLACKEGG_DIE1,
    	S_BLACKEGG_DIE2,
    	S_BLACKEGG_DIE3,
    	S_BLACKEGG_DIE4,
    	S_BLACKEGG_DIE5,
    	S_BLACKEGG_MISSILE1,
    	S_BLACKEGG_MISSILE2,
    	S_BLACKEGG_MISSILE3,
    	S_BLACKEGG_GOOP,
    	S_BLACKEGG_JUMP1,
    	S_BLACKEGG_JUMP2,
    	S_BLACKEGG_DESTROYPLAT1,
    	S_BLACKEGG_DESTROYPLAT2,
    	S_BLACKEGG_DESTROYPLAT3,
    
    	S_BLACKEGG_HELPER, // Collision helper
    
    	S_BLACKEGG_GOOP1,
    	S_BLACKEGG_GOOP2,
    	S_BLACKEGG_GOOP3,
    	S_BLACKEGG_GOOP4,
    	S_BLACKEGG_GOOP5,
    	S_BLACKEGG_GOOP6,
    	S_BLACKEGG_GOOP7,
    
    	S_BLACKEGG_MISSILE,
    
    	// New Very-Last-Minute 2.1 Brak Eggman (Cy-Brak-demon)
    	S_CYBRAKDEMON_IDLE,
    	S_CYBRAKDEMON_WALK1,
    	S_CYBRAKDEMON_WALK2,
    	S_CYBRAKDEMON_WALK3,
    	S_CYBRAKDEMON_WALK4,
    	S_CYBRAKDEMON_WALK5,
    	S_CYBRAKDEMON_WALK6,
    	S_CYBRAKDEMON_CHOOSE_ATTACK1,
    	S_CYBRAKDEMON_MISSILE_ATTACK1, // Aim
    	S_CYBRAKDEMON_MISSILE_ATTACK2, // Fire
    	S_CYBRAKDEMON_MISSILE_ATTACK3, // Aim
    	S_CYBRAKDEMON_MISSILE_ATTACK4, // Fire
    	S_CYBRAKDEMON_MISSILE_ATTACK5, // Aim
    	S_CYBRAKDEMON_MISSILE_ATTACK6, // Fire
    	S_CYBRAKDEMON_FLAME_ATTACK1, // Reset
    	S_CYBRAKDEMON_FLAME_ATTACK2, // Aim
    	S_CYBRAKDEMON_FLAME_ATTACK3, // Fire
    	S_CYBRAKDEMON_FLAME_ATTACK4, // Loop
    	S_CYBRAKDEMON_CHOOSE_ATTACK2,
    	S_CYBRAKDEMON_VILE_ATTACK1,
    	S_CYBRAKDEMON_VILE_ATTACK2,
    	S_CYBRAKDEMON_VILE_ATTACK3,
    	S_CYBRAKDEMON_VILE_ATTACK4,
    	S_CYBRAKDEMON_VILE_ATTACK5,
    	S_CYBRAKDEMON_VILE_ATTACK6,
    	S_CYBRAKDEMON_NAPALM_ATTACK1,
    	S_CYBRAKDEMON_NAPALM_ATTACK2,
    	S_CYBRAKDEMON_NAPALM_ATTACK3,
    	S_CYBRAKDEMON_FINISH_ATTACK1, // If just attacked, remove MF2_FRET w/out going back to spawnstate
    	S_CYBRAKDEMON_FINISH_ATTACK2, // Force a delay between attacks so you don't get bombarded with them back-to-back
    	S_CYBRAKDEMON_PAIN1,
    	S_CYBRAKDEMON_PAIN2,
    	S_CYBRAKDEMON_PAIN3,
    	S_CYBRAKDEMON_DIE1,
    	S_CYBRAKDEMON_DIE2,
    	S_CYBRAKDEMON_DIE3,
    	S_CYBRAKDEMON_DIE4,
    	S_CYBRAKDEMON_DIE5,
    	S_CYBRAKDEMON_DIE6,
    	S_CYBRAKDEMON_DIE7,
    	S_CYBRAKDEMON_DIE8,
    	S_CYBRAKDEMON_DEINVINCIBLERIZE,
    	S_CYBRAKDEMON_INVINCIBLERIZE,
    
    	S_CYBRAKDEMONMISSILE,
    	S_CYBRAKDEMONMISSILE_EXPLODE1,
    	S_CYBRAKDEMONMISSILE_EXPLODE2,
    	S_CYBRAKDEMONMISSILE_EXPLODE3,
    
    	S_CYBRAKDEMONFLAMESHOT_FLY1,
    	S_CYBRAKDEMONFLAMESHOT_FLY2,
    	S_CYBRAKDEMONFLAMESHOT_FLY3,
    	S_CYBRAKDEMONFLAMESHOT_DIE,
    
    	S_CYBRAKDEMONFLAMEREST,
    
    	S_CYBRAKDEMONELECTRICBARRIER_INIT1,
    	S_CYBRAKDEMONELECTRICBARRIER_INIT2,
    	S_CYBRAKDEMONELECTRICBARRIER_PLAYSOUND,
    	S_CYBRAKDEMONELECTRICBARRIER1,
    	S_CYBRAKDEMONELECTRICBARRIER2,
    	S_CYBRAKDEMONELECTRICBARRIER3,
    	S_CYBRAKDEMONELECTRICBARRIER4,
    	S_CYBRAKDEMONELECTRICBARRIER5,
    	S_CYBRAKDEMONELECTRICBARRIER6,
    	S_CYBRAKDEMONELECTRICBARRIER7,
    	S_CYBRAKDEMONELECTRICBARRIER8,
    	S_CYBRAKDEMONELECTRICBARRIER9,
    	S_CYBRAKDEMONELECTRICBARRIER10,
    	S_CYBRAKDEMONELECTRICBARRIER11,
    	S_CYBRAKDEMONELECTRICBARRIER12,
    	S_CYBRAKDEMONELECTRICBARRIER13,
    	S_CYBRAKDEMONELECTRICBARRIER14,
    	S_CYBRAKDEMONELECTRICBARRIER15,
    	S_CYBRAKDEMONELECTRICBARRIER16,
    	S_CYBRAKDEMONELECTRICBARRIER17,
    	S_CYBRAKDEMONELECTRICBARRIER18,
    	S_CYBRAKDEMONELECTRICBARRIER19,
    	S_CYBRAKDEMONELECTRICBARRIER20,
    	S_CYBRAKDEMONELECTRICBARRIER21,
    	S_CYBRAKDEMONELECTRICBARRIER22,
    	S_CYBRAKDEMONELECTRICBARRIER23,
    	S_CYBRAKDEMONELECTRICBARRIER24,
    	S_CYBRAKDEMONELECTRICBARRIER_DIE1,
    	S_CYBRAKDEMONELECTRICBARRIER_DIE2,
    	S_CYBRAKDEMONELECTRICBARRIER_DIE3,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMCHECK,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMSUCCESS,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMCHOOSE,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM1,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM2,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM3,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM4,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM5,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM6,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM7,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM8,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM9,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM10,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM11,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM12,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMFAIL,
    	S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMLOOP,
    	S_CYBRAKDEMONELECTRICBARRIER_REVIVE1,
    	S_CYBRAKDEMONELECTRICBARRIER_REVIVE2,
    	S_CYBRAKDEMONELECTRICBARRIER_REVIVE3,
    
    	S_CYBRAKDEMONTARGETRETICULE1,
    	S_CYBRAKDEMONTARGETRETICULE2,
    	S_CYBRAKDEMONTARGETRETICULE3,
    	S_CYBRAKDEMONTARGETRETICULE4,
    	S_CYBRAKDEMONTARGETRETICULE5,
    	S_CYBRAKDEMONTARGETRETICULE6,
    	S_CYBRAKDEMONTARGETRETICULE7,
    	S_CYBRAKDEMONTARGETRETICULE8,
    	S_CYBRAKDEMONTARGETRETICULE9,
    	S_CYBRAKDEMONTARGETRETICULE10,
    	S_CYBRAKDEMONTARGETRETICULE11,
    	S_CYBRAKDEMONTARGETRETICULE12,
    	S_CYBRAKDEMONTARGETRETICULE13,
    	S_CYBRAKDEMONTARGETRETICULE14,
    
    	S_CYBRAKDEMONTARGETDOT,
    
    	S_CYBRAKDEMONNAPALMBOMBLARGE_FLY1,
    	S_CYBRAKDEMONNAPALMBOMBLARGE_FLY2,
    	S_CYBRAKDEMONNAPALMBOMBLARGE_FLY3,
    	S_CYBRAKDEMONNAPALMBOMBLARGE_FLY4,
    	S_CYBRAKDEMONNAPALMBOMBLARGE_DIE1, // Explode
    	S_CYBRAKDEMONNAPALMBOMBLARGE_DIE2, // Outer ring
    	S_CYBRAKDEMONNAPALMBOMBLARGE_DIE3, // Center
    	S_CYBRAKDEMONNAPALMBOMBLARGE_DIE4, // Sound
    
    	S_CYBRAKDEMONNAPALMBOMBSMALL,
    	S_CYBRAKDEMONNAPALMBOMBSMALL_DIE1, // Explode
    	S_CYBRAKDEMONNAPALMBOMBSMALL_DIE2, // Outer ring
    	S_CYBRAKDEMONNAPALMBOMBSMALL_DIE3, // Inner ring
    	S_CYBRAKDEMONNAPALMBOMBSMALL_DIE4, // Center
    	S_CYBRAKDEMONNAPALMBOMBSMALL_DIE5, // Sound
    
    	S_CYBRAKDEMONNAPALMFLAME_FLY1,
    	S_CYBRAKDEMONNAPALMFLAME_FLY2,
    	S_CYBRAKDEMONNAPALMFLAME_FLY3,
    	S_CYBRAKDEMONNAPALMFLAME_FLY4,
    	S_CYBRAKDEMONNAPALMFLAME_FLY5,
    	S_CYBRAKDEMONNAPALMFLAME_FLY6,
    	S_CYBRAKDEMONNAPALMFLAME_DIE,
    
    	S_CYBRAKDEMONVILEEXPLOSION1,
    	S_CYBRAKDEMONVILEEXPLOSION2,
    	S_CYBRAKDEMONVILEEXPLOSION3,
    
    	// Metal Sonic (Race)
    	// S_PLAY_STND
    	S_METALSONIC_STAND,
    	// S_PLAY_TAP1
    	S_METALSONIC_WAIT1,
    	S_METALSONIC_WAIT2,
    	// S_PLAY_RUN1
    	S_METALSONIC_WALK1,
    	S_METALSONIC_WALK2,
    	S_METALSONIC_WALK3,
    	S_METALSONIC_WALK4,
    	S_METALSONIC_WALK5,
    	S_METALSONIC_WALK6,
    	S_METALSONIC_WALK7,
    	S_METALSONIC_WALK8,
    	// S_PLAY_SPD1
    	S_METALSONIC_RUN1,
    	S_METALSONIC_RUN2,
    	S_METALSONIC_RUN3,
    	S_METALSONIC_RUN4,
    	// Metal Sonic (Battle)
    	S_METALSONIC_FLOAT,
    	S_METALSONIC_VECTOR,
    	S_METALSONIC_STUN,
    	S_METALSONIC_BLOCK,
    	S_METALSONIC_RAISE,
    	S_METALSONIC_GATHER,
    	S_METALSONIC_DASH,
    	S_METALSONIC_BOUNCE,
    	S_METALSONIC_SHOOT,
    	S_METALSONIC_PAIN,
    	S_METALSONIC_DEATH,
    	S_METALSONIC_FLEE1,
    	S_METALSONIC_FLEE2,
    	S_METALSONIC_FLEE3,
    	S_METALSONIC_FLEE4,
    
    	S_MSSHIELD_F1,
    	S_MSSHIELD_F2,
    	S_MSSHIELD_F3,
    	S_MSSHIELD_F4,
    	S_MSSHIELD_F5,
    	S_MSSHIELD_F6,
    	S_MSSHIELD_F7,
    	S_MSSHIELD_F8,
    	S_MSSHIELD_F9,
    	S_MSSHIELD_F10,
    	S_MSSHIELD_F11,
    	S_MSSHIELD_F12,
    
    	// Ring
    	S_RING,
    
    	// Blue Sphere for special stages
    	S_BLUEBALL,
    	S_BLUEBALLSPARK,
    
    	// Gravity Wells for special stages
    	S_GRAVWELLGREEN,
    	S_GRAVWELLGREEN2,
    	S_GRAVWELLGREEN3,
    
    	S_GRAVWELLRED,
    	S_GRAVWELLRED2,
    	S_GRAVWELLRED3,
    
    	// Individual Team Rings
    	S_TEAMRING,
    
    	// Special Stage Token
    	S_EMMY,
    
    	// Special Stage Token
    	S_TOKEN,
    	S_MOVINGTOKEN,
    
    	// CTF Flags
    	S_REDFLAG,
    	S_BLUEFLAG,
    
    	// Emblem
    	S_EMBLEM1,
    	S_EMBLEM2,
    	S_EMBLEM3,
    	S_EMBLEM4,
    	S_EMBLEM5,
    	S_EMBLEM6,
    	S_EMBLEM7,
    	S_EMBLEM8,
    	S_EMBLEM9,
    	S_EMBLEM10,
    	S_EMBLEM11,
    	S_EMBLEM12,
    	S_EMBLEM13,
    	S_EMBLEM14,
    	S_EMBLEM15,
    	S_EMBLEM16,
    	S_EMBLEM17,
    	S_EMBLEM18,
    	S_EMBLEM19,
    	S_EMBLEM20,
    	S_EMBLEM21,
    	S_EMBLEM22,
    	S_EMBLEM23,
    	S_EMBLEM24,
    	S_EMBLEM25,
    	S_EMBLEM26,
    
    	// Chaos Emeralds
    	S_CEMG1,
    	S_CEMG2,
    	S_CEMG3,
    	S_CEMG4,
    	S_CEMG5,
    	S_CEMG6,
    	S_CEMG7,
    
    	// Emeralds (for hunt)
    	S_EMER1,
    
    	S_FAN,
    	S_FAN2,
    	S_FAN3,
    	S_FAN4,
    	S_FAN5,
    
    	// Bubble Source
    	S_BUBBLES1,
    	S_BUBBLES2,
    
    	// Level End Sign
    	S_SIGN1,
    	S_SIGN2,
    	S_SIGN3,
    	S_SIGN4,
    	S_SIGN5,
    	S_SIGN6,
    	S_SIGN7,
    	S_SIGN8,
    	S_SIGN9,
    	S_SIGN10,
    	S_SIGN11,
    	S_SIGN12,
    	S_SIGN13,
    	S_SIGN14,
    	S_SIGN15,
    	S_SIGN16,
    	S_SIGN17,
    	S_SIGN18,
    	S_SIGN19,
    	S_SIGN20,
    	S_SIGN21,
    	S_SIGN22,
    	S_SIGN23,
    	S_SIGN24,
    	S_SIGN25,
    	S_SIGN26,
    	S_SIGN27,
    	S_SIGN28,
    	S_SIGN29,
    	S_SIGN30,
    	S_SIGN31,
    	S_SIGN32,
    	S_SIGN33,
    	S_SIGN34,
    	S_SIGN35,
    	S_SIGN36,
    	S_SIGN37,
    	S_SIGN38,
    	S_SIGN39,
    	S_SIGN40,
    	S_SIGN41,
    	S_SIGN42,
    	S_SIGN43,
    	S_SIGN44,
    	S_SIGN45,
    	S_SIGN46,
    	S_SIGN47,
    	S_SIGN48,
    	S_SIGN49,
    	S_SIGN50,
    	S_SIGN51,
    	S_SIGN52, // Eggman
    	S_SIGN53,
    
    	// Steam Riser
    	S_STEAM1,
    	S_STEAM2,
    	S_STEAM3,
    	S_STEAM4,
    	S_STEAM5,
    	S_STEAM6,
    	S_STEAM7,
    	S_STEAM8,
    
    	// Spike Ball
    	S_SPIKEBALL1,
    	S_SPIKEBALL2,
    	S_SPIKEBALL3,
    	S_SPIKEBALL4,
    	S_SPIKEBALL5,
    	S_SPIKEBALL6,
    	S_SPIKEBALL7,
    	S_SPIKEBALL8,
    
    	// Fire Shield's Spawn
    	S_SPINFIRE1,
    	S_SPINFIRE2,
    	S_SPINFIRE3,
    	S_SPINFIRE4,
    	S_SPINFIRE5,
    	S_SPINFIRE6,
    
    	// Spikes
    	S_SPIKE1,
    	S_SPIKE2,
    	S_SPIKE3,
    	S_SPIKE4,
    	S_SPIKE5,
    	S_SPIKE6,
    	S_SPIKED1,
    	S_SPIKED2,
    
    	// Starpost
    	S_STARPOST_IDLE,
    	S_STARPOST_FLASH,
    	S_STARPOST_SPIN,
    
    	// Big floating mine
    	S_BIGMINE1,
    	S_BIGMINE2,
    	S_BIGMINE3,
    	S_BIGMINE4,
    	S_BIGMINE5,
    	S_BIGMINE6,
    	S_BIGMINE7,
    	S_BIGMINE8,
    
    	// Cannon Launcher
    	S_CANNONLAUNCHER1,
    	S_CANNONLAUNCHER2,
    	S_CANNONLAUNCHER3,
    
    	// Super Ring Box
    	S_SUPERRINGBOX,
    	S_SUPERRINGBOX1,
    	S_SUPERRINGBOX2,
    	S_SUPERRINGBOX3,
    	S_SUPERRINGBOX4,
    	S_SUPERRINGBOX5,
    	S_SUPERRINGBOX6,
    
    	// Red Team Ring Box
    	S_REDRINGBOX,
    	S_REDRINGBOX1,
    
    	// Blue Team Ring Box
    	S_BLUERINGBOX,
    	S_BLUERINGBOX1,
    
    	// Super Sneakers Box
    	S_SHTV,
    	S_SHTV1,
    	S_SHTV2,
    	S_SHTV3,
    	S_SHTV4,
    	S_SHTV5,
    	S_SHTV6,
    
    	// Invincibility Box
    	S_PINV,
    	S_PINV1,
    	S_PINV2,
    	S_PINV3,
    	S_PINV4,
    	S_PINV5,
    	S_PINV6,
    
    	// 1up Box
    	S_PRUP,
    	S_PRUP1,
    	S_PRUP2,
    	S_PRUP3,
    	S_PRUP4,
    	S_PRUP5,
    	S_PRUP6,
    
    	// Ring Shield Box
    	S_YLTV,
    	S_YLTV1,
    	S_YLTV2,
    	S_YLTV3,
    	S_YLTV4,
    	S_YLTV5,
    	S_YLTV6,
    
    	// Force Shield Box
    	S_BLTV1,
    	S_BLTV2,
    	S_BLTV3,
    	S_BLTV4,
    	S_BLTV5,
    	S_BLTV6,
    	S_BLTV7,
    
    	// Bomb Shield Box
    	S_BKTV1,
    	S_BKTV2,
    	S_BKTV3,
    	S_BKTV4,
    	S_BKTV5,
    	S_BKTV6,
    	S_BKTV7,
    
    	// Jump Shield Box
    	S_WHTV1,
    	S_WHTV2,
    	S_WHTV3,
    	S_WHTV4,
    	S_WHTV5,
    	S_WHTV6,
    	S_WHTV7,
    
    	// Water Shield Box
    	S_GRTV,
    	S_GRTV1,
    	S_GRTV2,
    	S_GRTV3,
    	S_GRTV4,
    	S_GRTV5,
    	S_GRTV6,
    
    	// Pity Shield Box
    	S_PITV1,
    	S_PITV2,
    	S_PITV3,
    	S_PITV4,
    	S_PITV5,
    	S_PITV6,
    	S_PITV7,
    
    	// Eggman Box
    	S_EGGTV1,
    	S_EGGTV2,
    	S_EGGTV3,
    	S_EGGTV4,
    	S_EGGTV5,
    	S_EGGTV6,
    	S_EGGTV7,
    
    	// Teleport Box
    	S_MIXUPBOX1,
    	S_MIXUPBOX2,
    	S_MIXUPBOX3,
    	S_MIXUPBOX4,
    	S_MIXUPBOX5,
    	S_MIXUPBOX6,
    	S_MIXUPBOX7,
    
    	// Recycler Box
    	S_RECYCLETV1,
    	S_RECYCLETV2,
    	S_RECYCLETV3,
    	S_RECYCLETV4,
    	S_RECYCLETV5,
    	S_RECYCLETV6,
    	S_RECYCLETV7,
    
    	// Question Box
    	S_RANDOMBOX1,
    	S_RANDOMBOX2,
    	S_RANDOMBOX3,
    
    	// Gravity Boots Box
    	S_GBTV1,
    	S_GBTV2,
    	S_GBTV3,
    	S_GBTV4,
    	S_GBTV5,
    	S_GBTV6,
    	S_GBTV7,
    
    	// Score boxes
    	S_SCORETVA1,
    	S_SCORETVA2,
    	S_SCORETVA3,
    	S_SCORETVA4,
    	S_SCORETVA5,
    	S_SCORETVA6,
    	S_SCORETVA7,
    	S_SCORETVB1,
    	S_SCORETVB2,
    	S_SCORETVB3,
    	S_SCORETVB4,
    	S_SCORETVB5,
    	S_SCORETVB6,
    	S_SCORETVB7,
    
    	// Monitor Explosion
    	S_MONITOREXPLOSION1,
    	S_MONITOREXPLOSION2,
    
    	S_REDMONITOREXPLOSION1,
    	S_REDMONITOREXPLOSION2,
    
    	S_BLUEMONITOREXPLOSION1,
    	S_BLUEMONITOREXPLOSION2,
    
    	S_ROCKET,
    
    	S_LASER,
    
    	S_TORPEDO,
    
    	S_ENERGYBALL1,
    	S_ENERGYBALL2,
    
    	// Skim Mine, also used by Jetty-Syn bomber
    	S_MINE1,
    	S_MINE_BOOM1,
    	S_MINE_BOOM2,
    	S_MINE_BOOM3,
    	S_MINE_BOOM4,
    
    	// Jetty-Syn Bullet
    	S_JETBULLET1,
    	S_JETBULLET2,
    
    	S_TURRETLASER,
    	S_TURRETLASEREXPLODE1,
    	S_TURRETLASEREXPLODE2,
    
    	// Cannonball
    	S_CANNONBALL1,
    
    	// Arrow
    	S_ARROW,
    	S_ARROWUP,
    	S_ARROWDOWN,
    
    	// Trapgoyle Demon fire
    	S_DEMONFIRE1,
    	S_DEMONFIRE2,
    	S_DEMONFIRE3,
    	S_DEMONFIRE4,
    	S_DEMONFIRE5,
    	S_DEMONFIRE6,
    
    	S_GFZFLOWERA,
    	S_GFZFLOWERA2,
    
    	S_GFZFLOWERB1,
    	S_GFZFLOWERB2,
    
    	S_GFZFLOWERC1,
    
    	S_BERRYBUSH,
    	S_BUSH,
    
    	// THZ Plant
    	S_THZPLANT1,
    	S_THZPLANT2,
    	S_THZPLANT3,
    	S_THZPLANT4,
    
    	// THZ Alarm
    	S_ALARM1,
    
    	// Deep Sea Gargoyle
    	S_GARGOYLE,
    
    	// DSZ Seaweed
    	S_SEAWEED1,
    	S_SEAWEED2,
    	S_SEAWEED3,
    	S_SEAWEED4,
    	S_SEAWEED5,
    	S_SEAWEED6,
    
    	// Dripping Water
    	S_DRIPA1,
    	S_DRIPA2,
    	S_DRIPA3,
    	S_DRIPA4,
    	S_DRIPB1,
    	S_DRIPC1,
    	S_DRIPC2,
    
    	// Coral 1
    	S_CORAL1,
    
    	// Coral 2
    	S_CORAL2,
    
    	// Coral 3
    	S_CORAL3,
    
    	// Blue Crystal
    	S_BLUECRYSTAL1,
    
    	// CEZ Chain
    	S_CEZCHAIN,
    
    	// Flame
    	S_FLAME1,
    	S_FLAME2,
    	S_FLAME3,
    	S_FLAME4,
    
    	// Eggman Statue
    	S_EGGSTATUE1,
    
    	// CEZ hidden sling
    	S_SLING1,
    	S_SLING2,
    
    	// CEZ Small Mace Chain
    	S_SMALLMACECHAIN,
    
    	// CEZ Big Mace Chain
    	S_BIGMACECHAIN,
    
    	// CEZ Small Mace
    	S_SMALLMACE,
    
    	// CEZ Big Mace
    	S_BIGMACE,
    
    	S_CEZFLOWER1,
    
    	// Big Tumbleweed
    	S_BIGTUMBLEWEED,
    	S_BIGTUMBLEWEED_ROLL1,
    	S_BIGTUMBLEWEED_ROLL2,
    	S_BIGTUMBLEWEED_ROLL3,
    	S_BIGTUMBLEWEED_ROLL4,
    	S_BIGTUMBLEWEED_ROLL5,
    	S_BIGTUMBLEWEED_ROLL6,
    	S_BIGTUMBLEWEED_ROLL7,
    	S_BIGTUMBLEWEED_ROLL8,
    
    	// Little Tumbleweed
    	S_LITTLETUMBLEWEED,
    	S_LITTLETUMBLEWEED_ROLL1,
    	S_LITTLETUMBLEWEED_ROLL2,
    	S_LITTLETUMBLEWEED_ROLL3,
    	S_LITTLETUMBLEWEED_ROLL4,
    	S_LITTLETUMBLEWEED_ROLL5,
    	S_LITTLETUMBLEWEED_ROLL6,
    	S_LITTLETUMBLEWEED_ROLL7,
    	S_LITTLETUMBLEWEED_ROLL8,
    
    	// Cacti Sprites
    	S_CACTI1,
    	S_CACTI2,
    	S_CACTI3,
    	S_CACTI4,
    
    	// Flame jet
    	S_FLAMEJETSTND,
    	S_FLAMEJETSTART,
    	S_FLAMEJETSTOP,
    	S_FLAMEJETFLAME1,
    	S_FLAMEJETFLAME2,
    	S_FLAMEJETFLAME3,
    
    	// Spinning flame jets
    	S_FJSPINAXISA1, // Counter-clockwise
    	S_FJSPINAXISA2,
    	S_FJSPINAXISA3,
    	S_FJSPINAXISA4,
    	S_FJSPINAXISA5,
    	S_FJSPINAXISA6,
    	S_FJSPINAXISA7,
    	S_FJSPINAXISA8,
    	S_FJSPINAXISA9,
    	S_FJSPINHELPERA1,
    	S_FJSPINHELPERA2,
    	S_FJSPINHELPERA3,
    	S_FJSPINAXISB1, // Clockwise
    	S_FJSPINAXISB2,
    	S_FJSPINAXISB3,
    	S_FJSPINAXISB4,
    	S_FJSPINAXISB5,
    	S_FJSPINAXISB6,
    	S_FJSPINAXISB7,
    	S_FJSPINAXISB8,
    	S_FJSPINAXISB9,
    	S_FJSPINHELPERB1,
    	S_FJSPINHELPERB2,
    	S_FJSPINHELPERB3,
    
    	// Blade's flame
    	S_FLAMEJETFLAMEB1,
    	S_FLAMEJETFLAMEB2,
    	S_FLAMEJETFLAMEB3,
    	S_FLAMEJETFLAMEB4,
    	S_FLAMEJETFLAMEB5,
    	S_FLAMEJETFLAMEB6,
    
    	// Trapgoyles
    	S_TRAPGOYLE,
    	S_TRAPGOYLE_CHECK,
    	S_TRAPGOYLE_FIRE1,
    	S_TRAPGOYLE_FIRE2,
    	S_TRAPGOYLE_FIRE3,
    	S_TRAPGOYLEUP,
    	S_TRAPGOYLEUP_CHECK,
    	S_TRAPGOYLEUP_FIRE1,
    	S_TRAPGOYLEUP_FIRE2,
    	S_TRAPGOYLEUP_FIRE3,
    	S_TRAPGOYLEDOWN,
    	S_TRAPGOYLEDOWN_CHECK,
    	S_TRAPGOYLEDOWN_FIRE1,
    	S_TRAPGOYLEDOWN_FIRE2,
    	S_TRAPGOYLEDOWN_FIRE3,
    	S_TRAPGOYLELONG,
    	S_TRAPGOYLELONG_CHECK,
    	S_TRAPGOYLELONG_FIRE1,
    	S_TRAPGOYLELONG_FIRE2,
    	S_TRAPGOYLELONG_FIRE3,
    	S_TRAPGOYLELONG_FIRE4,
    	S_TRAPGOYLELONG_FIRE5,
    
    	// ATZ's Red Crystal/Target
    	S_TARGET_IDLE,
    	S_TARGET_HIT1,
    	S_TARGET_HIT2,
    	S_TARGET_RESPAWN,
    	S_TARGET_ALLDONE,
    
    	// Stalagmites
    	S_STG0,
    	S_STG1,
    	S_STG2,
    	S_STG3,
    	S_STG4,
    	S_STG5,
    	S_STG6,
    	S_STG7,
    	S_STG8,
    	S_STG9,
    
    	// Xmas-specific stuff
    	S_XMASPOLE,
    	S_CANDYCANE,
    	S_SNOWMAN,
    
    	// Botanic Serenity's loads of scenery states
    	S_BSZTALLFLOWER_RED,
    	S_BSZTALLFLOWER_PURPLE,
    	S_BSZTALLFLOWER_BLUE,
    	S_BSZTALLFLOWER_CYAN,
    	S_BSZTALLFLOWER_YELLOW,
    	S_BSZTALLFLOWER_ORANGE,
    	S_BSZFLOWER_RED,
    	S_BSZFLOWER_PURPLE,
    	S_BSZFLOWER_BLUE,
    	S_BSZFLOWER_CYAN,
    	S_BSZFLOWER_YELLOW,
    	S_BSZFLOWER_ORANGE,
    	S_BSZSHORTFLOWER_RED,
    	S_BSZSHORTFLOWER_PURPLE,
    	S_BSZSHORTFLOWER_BLUE,
    	S_BSZSHORTFLOWER_CYAN,
    	S_BSZSHORTFLOWER_YELLOW,
    	S_BSZSHORTFLOWER_ORANGE,
    	S_BSZTULIP_RED,
    	S_BSZTULIP_PURPLE,
    	S_BSZTULIP_BLUE,
    	S_BSZTULIP_CYAN,
    	S_BSZTULIP_YELLOW,
    	S_BSZTULIP_ORANGE,
    	S_BSZCLUSTER_RED,
    	S_BSZCLUSTER_PURPLE,
    	S_BSZCLUSTER_BLUE,
    	S_BSZCLUSTER_CYAN,
    	S_BSZCLUSTER_YELLOW,
    	S_BSZCLUSTER_ORANGE,
    	S_BSZBUSH_RED,
    	S_BSZBUSH_PURPLE,
    	S_BSZBUSH_BLUE,
    	S_BSZBUSH_CYAN,
    	S_BSZBUSH_YELLOW,
    	S_BSZBUSH_ORANGE,
    	S_BSZVINE_RED,
    	S_BSZVINE_PURPLE,
    	S_BSZVINE_BLUE,
    	S_BSZVINE_CYAN,
    	S_BSZVINE_YELLOW,
    	S_BSZVINE_ORANGE,
    	S_BSZSHRUB,
    	S_BSZCLOVER,
    	S_BSZFISH,
    	S_BSZSUNFLOWER,
    
    	S_DBALL1,
    	S_DBALL2,
    	S_DBALL3,
    	S_DBALL4,
    	S_DBALL5,
    	S_DBALL6,
    	S_EGGSTATUE2,
    
    	// Shield Orb
    	S_ARMA1,
    	S_ARMA2,
    	S_ARMA3,
    	S_ARMA4,
    	S_ARMA5,
    	S_ARMA6,
    	S_ARMA7,
    	S_ARMA8,
    	S_ARMA9,
    	S_ARMA10,
    	S_ARMA11,
    	S_ARMA12,
    	S_ARMA13,
    	S_ARMA14,
    	S_ARMA15,
    	S_ARMA16,
    
    	S_ARMF1,
    	S_ARMF2,
    	S_ARMF3,
    	S_ARMF4,
    	S_ARMF5,
    	S_ARMF6,
    	S_ARMF7,
    	S_ARMF8,
    	S_ARMF9,
    	S_ARMF10,
    	S_ARMF11,
    	S_ARMF12,
    	S_ARMF13,
    	S_ARMF14,
    	S_ARMF15,
    	S_ARMF16,
    
    	S_ARMB1,
    	S_ARMB2,
    	S_ARMB3,
    	S_ARMB4,
    	S_ARMB5,
    	S_ARMB6,
    	S_ARMB7,
    	S_ARMB8,
    	S_ARMB9,
    	S_ARMB10,
    	S_ARMB11,
    	S_ARMB12,
    	S_ARMB13,
    	S_ARMB14,
    	S_ARMB15,
    	S_ARMB16,
    
    	S_WIND1,
    	S_WIND2,
    	S_WIND3,
    	S_WIND4,
    	S_WIND5,
    	S_WIND6,
    	S_WIND7,
    	S_WIND8,
    
    	S_MAGN1,
    	S_MAGN2,
    	S_MAGN3,
    	S_MAGN4,
    	S_MAGN5,
    	S_MAGN6,
    	S_MAGN7,
    	S_MAGN8,
    	S_MAGN9,
    	S_MAGN10,
    	S_MAGN11,
    	S_MAGN12,
    
    	S_FORC1,
    	S_FORC2,
    	S_FORC3,
    	S_FORC4,
    	S_FORC5,
    	S_FORC6,
    	S_FORC7,
    	S_FORC8,
    	S_FORC9,
    	S_FORC10,
    
    	S_FORC11,
    	S_FORC12,
    	S_FORC13,
    	S_FORC14,
    	S_FORC15,
    	S_FORC16,
    	S_FORC17,
    	S_FORC18,
    	S_FORC19,
    	S_FORC20,
    
    	S_ELEM1,
    	S_ELEM2,
    	S_ELEM3,
    	S_ELEM4,
    	S_ELEM5,
    	S_ELEM6,
    	S_ELEM7,
    	S_ELEM8,
    	S_ELEM9,
    	S_ELEM10,
    	S_ELEM11,
    	S_ELEM12,
    
    	S_ELEMF1,
    	S_ELEMF2,
    	S_ELEMF3,
    	S_ELEMF4,
    	S_ELEMF5,
    	S_ELEMF6,
    	S_ELEMF7,
    	S_ELEMF8,
    
    	S_PITY1,
    	S_PITY2,
    	S_PITY3,
    	S_PITY4,
    	S_PITY5,
    	S_PITY6,
    	S_PITY7,
    	S_PITY8,
    	S_PITY9,
    	S_PITY10,
    
    	// Invincibility Sparkles
    	S_IVSP,
    
    	// Super Sonic Spark
    	S_SSPK1,
    	S_SSPK2,
    	S_SSPK3,
    	S_SSPK4,
    	S_SSPK5,
    
    	// Freed Birdie
    	S_BIRD1,
    	S_BIRD2,
    	S_BIRD3,
    
    	// Freed Bunny
    	S_BUNNY1,
    	S_BUNNY2,
    	S_BUNNY3,
    	S_BUNNY4,
    	S_BUNNY5,
    	S_BUNNY6,
    	S_BUNNY7,
    	S_BUNNY8,
    	S_BUNNY9,
    	S_BUNNY10,
    
    	// Freed Mouse
    	S_MOUSE1,
    	S_MOUSE2,
    
    	// Freed Chicken
    	S_CHICKEN1,
    	S_CHICKENHOP,
    	S_CHICKENFLY1,
    	S_CHICKENFLY2,
    
    	// Freed Cow
    	S_COW1,
    	S_COW2,
    	S_COW3,
    	S_COW4,
    
    	// Red Birdie in Bubble
    	S_RBIRD1,
    	S_RBIRD2,
    	S_RBIRD3,
    
    	S_YELLOWSPRING,
    	S_YELLOWSPRING2,
    	S_YELLOWSPRING3,
    	S_YELLOWSPRING4,
    	S_YELLOWSPRING5,
    
    	S_REDSPRING,
    	S_REDSPRING2,
    	S_REDSPRING3,
    	S_REDSPRING4,
    	S_REDSPRING5,
    
    	// Blue Springs
    	S_BLUESPRING,
    	S_BLUESPRING2,
    	S_BLUESPRING3,
    	S_BLUESPRING4,
    	S_BLUESPRING5,
    
    	// Yellow Diagonal Spring
    	S_YDIAG1,
    	S_YDIAG2,
    	S_YDIAG3,
    	S_YDIAG4,
    	S_YDIAG5,
    	S_YDIAG6,
    	S_YDIAG7,
    	S_YDIAG8,
    
    	// Red Diagonal Spring
    	S_RDIAG1,
    	S_RDIAG2,
    	S_RDIAG3,
    	S_RDIAG4,
    	S_RDIAG5,
    	S_RDIAG6,
    	S_RDIAG7,
    	S_RDIAG8,
    
    	// Rain
    	S_RAIN1,
    	S_RAINRETURN,
    
    	// Snowflake
    	S_SNOW1,
    	S_SNOW2,
    	S_SNOW3,
    
    	// Water Splish
    	S_SPLISH1,
    	S_SPLISH2,
    	S_SPLISH3,
    	S_SPLISH4,
    	S_SPLISH5,
    	S_SPLISH6,
    	S_SPLISH7,
    	S_SPLISH8,
    	S_SPLISH9,
    
    	// added water splash
    	S_SPLASH1,
    	S_SPLASH2,
    	S_SPLASH3,
    
    	// lava/slime damage burn smoke
    	S_SMOKE1,
    	S_SMOKE2,
    	S_SMOKE3,
    	S_SMOKE4,
    	S_SMOKE5,
    
    	// Bubbles
    	S_SMALLBUBBLE,
    	S_SMALLBUBBLE1,
    	S_MEDIUMBUBBLE,
    	S_MEDIUMBUBBLE1,
    	S_LARGEBUBBLE,
    	S_EXTRALARGEBUBBLE, // breathable
    
    	S_POP1, // Extra Large bubble goes POP!
    
    	S_FOG1,
    	S_FOG2,
    	S_FOG3,
    	S_FOG4,
    	S_FOG5,
    	S_FOG6,
    	S_FOG7,
    	S_FOG8,
    	S_FOG9,
    	S_FOG10,
    	S_FOG11,
    	S_FOG12,
    	S_FOG13,
    	S_FOG14,
    
    	S_SEED,
    
    	S_PARTICLE,
    	S_PARTICLEGEN,
    
    	// Score Logos
    	S_SCRA, // 100
    	S_SCRB, // 200
    	S_SCRC, // 500
    	S_SCRD, // 1000
    	S_SCRE, // 10000
    	S_SCRF, // 400 (mario)
    	S_SCRG, // 800 (mario)
    	S_SCRH, // 2000 (mario)
    	S_SCRI, // 4000 (mario)
    	S_SCRJ, // 8000 (mario)
    	S_SCRK, // 1UP (mario)
    
    	// Drowning Timer Numbers
    	S_ZERO1,
    	S_ONE1,
    	S_TWO1,
    	S_THREE1,
    	S_FOUR1,
    	S_FIVE1,
    
    	// Tag Sign
    	S_TTAG1,
    
    	// Got Flag Sign
    	S_GOTFLAG1,
    	S_GOTFLAG2,
    	S_GOTFLAG3,
    	S_GOTFLAG4,
    
    	// Red Ring
    	S_RRNG1,
    	S_RRNG2,
    	S_RRNG3,
    	S_RRNG4,
    	S_RRNG5,
    	S_RRNG6,
    	S_RRNG7,
    
    	// Weapon Ring Ammo
    	S_BOUNCERINGAMMO,
    	S_RAILRINGAMMO,
    	S_INFINITYRINGAMMO,
    	S_AUTOMATICRINGAMMO,
    	S_EXPLOSIONRINGAMMO,
    	S_SCATTERRINGAMMO,
    	S_GRENADERINGAMMO,
    
    	// Weapon pickup
    	S_BOUNCEPICKUP,
    	S_BOUNCEPICKUPFADE1,
    	S_BOUNCEPICKUPFADE2,
    	S_BOUNCEPICKUPFADE3,
    	S_BOUNCEPICKUPFADE4,
    	S_BOUNCEPICKUPFADE5,
    	S_BOUNCEPICKUPFADE6,
    	S_BOUNCEPICKUPFADE7,
    	S_BOUNCEPICKUPFADE8,
    
    	S_RAILPICKUP,
    	S_RAILPICKUPFADE1,
    	S_RAILPICKUPFADE2,
    	S_RAILPICKUPFADE3,
    	S_RAILPICKUPFADE4,
    	S_RAILPICKUPFADE5,
    	S_RAILPICKUPFADE6,
    	S_RAILPICKUPFADE7,
    	S_RAILPICKUPFADE8,
    
    	S_AUTOPICKUP,
    	S_AUTOPICKUPFADE1,
    	S_AUTOPICKUPFADE2,
    	S_AUTOPICKUPFADE3,
    	S_AUTOPICKUPFADE4,
    	S_AUTOPICKUPFADE5,
    	S_AUTOPICKUPFADE6,
    	S_AUTOPICKUPFADE7,
    	S_AUTOPICKUPFADE8,
    
    	S_EXPLODEPICKUP,
    	S_EXPLODEPICKUPFADE1,
    	S_EXPLODEPICKUPFADE2,
    	S_EXPLODEPICKUPFADE3,
    	S_EXPLODEPICKUPFADE4,
    	S_EXPLODEPICKUPFADE5,
    	S_EXPLODEPICKUPFADE6,
    	S_EXPLODEPICKUPFADE7,
    	S_EXPLODEPICKUPFADE8,
    
    	S_SCATTERPICKUP,
    	S_SCATTERPICKUPFADE1,
    	S_SCATTERPICKUPFADE2,
    	S_SCATTERPICKUPFADE3,
    	S_SCATTERPICKUPFADE4,
    	S_SCATTERPICKUPFADE5,
    	S_SCATTERPICKUPFADE6,
    	S_SCATTERPICKUPFADE7,
    	S_SCATTERPICKUPFADE8,
    
    	S_GRENADEPICKUP,
    	S_GRENADEPICKUPFADE1,
    	S_GRENADEPICKUPFADE2,
    	S_GRENADEPICKUPFADE3,
    	S_GRENADEPICKUPFADE4,
    	S_GRENADEPICKUPFADE5,
    	S_GRENADEPICKUPFADE6,
    	S_GRENADEPICKUPFADE7,
    	S_GRENADEPICKUPFADE8,
    
    	// Thrown Weapon Rings
    	S_THROWNBOUNCE1,
    	S_THROWNBOUNCE2,
    	S_THROWNBOUNCE3,
    	S_THROWNBOUNCE4,
    	S_THROWNBOUNCE5,
    	S_THROWNBOUNCE6,
    	S_THROWNBOUNCE7,
    	S_THROWNINFINITY1,
    	S_THROWNINFINITY2,
    	S_THROWNINFINITY3,
    	S_THROWNINFINITY4,
    	S_THROWNINFINITY5,
    	S_THROWNINFINITY6,
    	S_THROWNINFINITY7,
    	S_THROWNAUTOMATIC1,
    	S_THROWNAUTOMATIC2,
    	S_THROWNAUTOMATIC3,
    	S_THROWNAUTOMATIC4,
    	S_THROWNAUTOMATIC5,
    	S_THROWNAUTOMATIC6,
    	S_THROWNAUTOMATIC7,
    	S_THROWNEXPLOSION1,
    	S_THROWNEXPLOSION2,
    	S_THROWNEXPLOSION3,
    	S_THROWNEXPLOSION4,
    	S_THROWNEXPLOSION5,
    	S_THROWNEXPLOSION6,
    	S_THROWNEXPLOSION7,
    	S_THROWNGRENADE1,
    	S_THROWNGRENADE2,
    	S_THROWNGRENADE3,
    	S_THROWNGRENADE4,
    	S_THROWNGRENADE5,
    	S_THROWNGRENADE6,
    	S_THROWNGRENADE7,
    	S_THROWNGRENADE8,
    	S_THROWNGRENADE9,
    	S_THROWNGRENADE10,
    	S_THROWNGRENADE11,
    	S_THROWNGRENADE12,
    	S_THROWNGRENADE13,
    	S_THROWNGRENADE14,
    	S_THROWNGRENADE15,
    	S_THROWNGRENADE16,
    	S_THROWNGRENADE17,
    	S_THROWNGRENADE18,
    	S_THROWNSCATTER,
    
    	S_RINGEXPLODE,
    
    	S_COIN1,
    	S_COIN2,
    	S_COIN3,
    	S_COINSPARKLE1,
    	S_COINSPARKLE2,
    	S_COINSPARKLE3,
    	S_COINSPARKLE4,
    	S_GOOMBA1,
    	S_GOOMBA1B,
    	S_GOOMBA2,
    	S_GOOMBA3,
    	S_GOOMBA4,
    	S_GOOMBA5,
    	S_GOOMBA6,
    	S_GOOMBA7,
    	S_GOOMBA8,
    	S_GOOMBA9,
    	S_GOOMBA_DEAD,
    	S_BLUEGOOMBA1,
    	S_BLUEGOOMBA1B,
    	S_BLUEGOOMBA2,
    	S_BLUEGOOMBA3,
    	S_BLUEGOOMBA4,
    	S_BLUEGOOMBA5,
    	S_BLUEGOOMBA6,
    	S_BLUEGOOMBA7,
    	S_BLUEGOOMBA8,
    	S_BLUEGOOMBA9,
    	S_BLUEGOOMBA_DEAD,
    
    	// Mario-specific stuff
    	S_FIREFLOWER1,
    	S_FIREFLOWER2,
    	S_FIREFLOWER3,
    	S_FIREFLOWER4,
    	S_FIREBALL1,
    	S_FIREBALL2,
    	S_FIREBALL3,
    	S_FIREBALL4,
    	S_FIREBALLEXP1,
    	S_FIREBALLEXP2,
    	S_FIREBALLEXP3,
    	S_SHELL,
    	S_SHELL1,
    	S_SHELL2,
    	S_SHELL3,
    	S_SHELL4,
    	S_PUMA1,
    	S_PUMA2,
    	S_PUMA3,
    	S_PUMA4,
    	S_PUMA5,
    	S_PUMA6,
    	S_HAMMER1,
    	S_HAMMER2,
    	S_HAMMER3,
    	S_HAMMER4,
    	S_KOOPA1,
    	S_KOOPA2,
    	S_KOOPAFLAME1,
    	S_KOOPAFLAME2,
    	S_KOOPAFLAME3,
    	S_AXE1,
    	S_AXE2,
    	S_AXE3,
    	S_MARIOBUSH1,
    	S_MARIOBUSH2,
    	S_TOAD,
    
    	// Nights-specific stuff
    	S_NIGHTSDRONE1,
    	S_NIGHTSDRONE2,
    	S_NIGHTSDRONE_SPARKLING1,
    	S_NIGHTSDRONE_SPARKLING2,
    	S_NIGHTSDRONE_SPARKLING3,
    	S_NIGHTSDRONE_SPARKLING4,
    	S_NIGHTSDRONE_SPARKLING5,
    	S_NIGHTSDRONE_SPARKLING6,
    	S_NIGHTSDRONE_SPARKLING7,
    	S_NIGHTSDRONE_SPARKLING8,
    	S_NIGHTSDRONE_SPARKLING9,
    	S_NIGHTSDRONE_SPARKLING10,
    	S_NIGHTSDRONE_SPARKLING11,
    	S_NIGHTSDRONE_SPARKLING12,
    	S_NIGHTSDRONE_SPARKLING13,
    	S_NIGHTSDRONE_SPARKLING14,
    	S_NIGHTSDRONE_SPARKLING15,
    	S_NIGHTSDRONE_SPARKLING16,
    	S_NIGHTSGOAL1,
    	S_NIGHTSGOAL2,
    	S_NIGHTSGOAL3,
    	S_NIGHTSGOAL4,
    
    	S_NIGHTSFLY1A,
    	S_NIGHTSFLY1B,
    	S_NIGHTSDRILL1A,
    	S_NIGHTSDRILL1B,
    	S_NIGHTSDRILL1C,
    	S_NIGHTSDRILL1D,
    	S_NIGHTSFLY2A,
    	S_NIGHTSFLY2B,
    	S_NIGHTSDRILL2A,
    	S_NIGHTSDRILL2B,
    	S_NIGHTSDRILL2C,
    	S_NIGHTSDRILL2D,
    	S_NIGHTSFLY3A,
    	S_NIGHTSFLY3B,
    	S_NIGHTSDRILL3A,
    	S_NIGHTSDRILL3B,
    	S_NIGHTSDRILL3C,
    	S_NIGHTSDRILL3D,
    	S_NIGHTSFLY4A,
    	S_NIGHTSFLY4B,
    	S_NIGHTSDRILL4A,
    	S_NIGHTSDRILL4B,
    	S_NIGHTSDRILL4C,
    	S_NIGHTSDRILL4D,
    	S_NIGHTSFLY5A,
    	S_NIGHTSFLY5B,
    	S_NIGHTSDRILL5A,
    	S_NIGHTSDRILL5B,
    	S_NIGHTSDRILL5C,
    	S_NIGHTSDRILL5D,
    	S_NIGHTSFLY6A,
    	S_NIGHTSFLY6B,
    	S_NIGHTSDRILL6A,
    	S_NIGHTSDRILL6B,
    	S_NIGHTSDRILL6C,
    	S_NIGHTSDRILL6D,
    	S_NIGHTSFLY7A,
    	S_NIGHTSFLY7B,
    	S_NIGHTSDRILL7A,
    	S_NIGHTSDRILL7B,
    	S_NIGHTSDRILL7C,
    	S_NIGHTSDRILL7D,
    	S_NIGHTSFLY8A,
    	S_NIGHTSFLY8B,
    	S_NIGHTSDRILL8A,
    	S_NIGHTSDRILL8B,
    	S_NIGHTSDRILL8C,
    	S_NIGHTSDRILL8D,
    	S_NIGHTSFLY9A,
    	S_NIGHTSFLY9B,
    	S_NIGHTSDRILL9A,
    	S_NIGHTSDRILL9B,
    	S_NIGHTSDRILL9C,
    	S_NIGHTSDRILL9D,
    	S_NIGHTSHURT1,
    	S_NIGHTSHURT2,
    	S_NIGHTSHURT3,
    	S_NIGHTSHURT4,
    	S_NIGHTSHURT5,
    	S_NIGHTSHURT6,
    	S_NIGHTSHURT7,
    	S_NIGHTSHURT8,
    	S_NIGHTSHURT9,
    	S_NIGHTSHURT10,
    	S_NIGHTSHURT11,
    	S_NIGHTSHURT12,
    	S_NIGHTSHURT13,
    	S_NIGHTSHURT14,
    	S_NIGHTSHURT15,
    	S_NIGHTSHURT16,
    	S_NIGHTSHURT17,
    	S_NIGHTSHURT18,
    	S_NIGHTSHURT19,
    	S_NIGHTSHURT20,
    	S_NIGHTSHURT21,
    	S_NIGHTSHURT22,
    	S_NIGHTSHURT23,
    	S_NIGHTSHURT24,
    	S_NIGHTSHURT25,
    	S_NIGHTSHURT26,
    	S_NIGHTSHURT27,
    	S_NIGHTSHURT28,
    	S_NIGHTSHURT29,
    	S_NIGHTSHURT30,
    	S_NIGHTSHURT31,
    	S_NIGHTSHURT32,
    
    	S_NIGHTSPARKLE1,
    	S_NIGHTSPARKLE2,
    	S_NIGHTSPARKLE3,
    	S_NIGHTSPARKLE4,
    	S_NIGHTSPARKLESUPER1,
    	S_NIGHTSPARKLESUPER2,
    	S_NIGHTSPARKLESUPER3,
    	S_NIGHTSPARKLESUPER4,
    	S_NIGHTSLOOPHELPER,
    
    	// NiGHTS bumper
    	S_NIGHTSBUMPER1,
    	S_NIGHTSBUMPER2,
    	S_NIGHTSBUMPER3,
    	S_NIGHTSBUMPER4,
    	S_NIGHTSBUMPER5,
    	S_NIGHTSBUMPER6,
    	S_NIGHTSBUMPER7,
    	S_NIGHTSBUMPER8,
    	S_NIGHTSBUMPER9,
    	S_NIGHTSBUMPER10,
    	S_NIGHTSBUMPER11,
    	S_NIGHTSBUMPER12,
    
    	S_HOOP,
    	S_HOOP_XMASA,
    	S_HOOP_XMASB,
    
    	S_NIGHTSCORE10,
    	S_NIGHTSCORE20,
    	S_NIGHTSCORE30,
    	S_NIGHTSCORE40,
    	S_NIGHTSCORE50,
    	S_NIGHTSCORE60,
    	S_NIGHTSCORE70,
    	S_NIGHTSCORE80,
    	S_NIGHTSCORE90,
    	S_NIGHTSCORE100,
    	S_NIGHTSCORE10_2,
    	S_NIGHTSCORE20_2,
    	S_NIGHTSCORE30_2,
    	S_NIGHTSCORE40_2,
    	S_NIGHTSCORE50_2,
    	S_NIGHTSCORE60_2,
    	S_NIGHTSCORE70_2,
    	S_NIGHTSCORE80_2,
    	S_NIGHTSCORE90_2,
    	S_NIGHTSCORE100_2,
    
    	S_NIGHTSWING,
    	S_NIGHTSWING_XMAS,
    
    	// NiGHTS Paraloop Powerups
    	S_NIGHTSPOWERUP1,
    	S_NIGHTSPOWERUP2,
    	S_NIGHTSPOWERUP3,
    	S_NIGHTSPOWERUP4,
    	S_NIGHTSPOWERUP5,
    	S_NIGHTSPOWERUP6,
    	S_NIGHTSPOWERUP7,
    	S_NIGHTSPOWERUP8,
    	S_NIGHTSPOWERUP9,
    	S_NIGHTSPOWERUP10,
    	S_EGGCAPSULE,
    
    	// Orbiting Chaos Emeralds
    	S_ORBITEM1,
    	S_ORBITEM2,
    	S_ORBITEM3,
    	S_ORBITEM4,
    	S_ORBITEM5,
    	S_ORBITEM6,
    	S_ORBITEM7,
    	S_ORBITEM8,
    	S_ORBITEM9,
    	S_ORBITEM10,
    	S_ORBITEM11,
    	S_ORBITEM12,
    	S_ORBITEM13,
    	S_ORBITEM14,
    	S_ORBITEM15,
    	S_ORBITEM16,
    
    	// "Flicky" helper
    	S_NIGHTOPIANHELPER1,
    	S_NIGHTOPIANHELPER2,
    	S_NIGHTOPIANHELPER3,
    	S_NIGHTOPIANHELPER4,
    	S_NIGHTOPIANHELPER5,
    	S_NIGHTOPIANHELPER6,
    	S_NIGHTOPIANHELPER7,
    	S_NIGHTOPIANHELPER8,
    
    	S_CRUMBLE1,
    	S_CRUMBLE2,
    
    	S_SUPERTRANS1,
    	S_SUPERTRANS2,
    	S_SUPERTRANS3,
    	S_SUPERTRANS4,
    	S_SUPERTRANS5,
    	S_SUPERTRANS6,
    	S_SUPERTRANS7,
    	S_SUPERTRANS8,
    	S_SUPERTRANS9,
    
    	// Spark
    	S_SPRK1,
    	S_SPRK2,
    	S_SPRK3,
    	S_SPRK4,
    	S_SPRK5,
    	S_SPRK6,
    	S_SPRK7,
    	S_SPRK8,
    	S_SPRK9,
    	S_SPRK10,
    	S_SPRK11,
    	S_SPRK12,
    	S_SPRK13,
    	S_SPRK14,
    	S_SPRK15,
    	S_SPRK16,
    
    	// Robot Explosion
    	S_XPLD1,
    	S_XPLD2,
    	S_XPLD3,
    	S_XPLD4,
    
    	// Underwater Explosion
    	S_WPLD1,
    	S_WPLD2,
    	S_WPLD3,
    	S_WPLD4,
    	S_WPLD5,
    	S_WPLD6,
    
    	S_ROCKSPAWN,
    
    	S_ROCKCRUMBLEA,
    	S_ROCKCRUMBLEB,
    	S_ROCKCRUMBLEC,
    	S_ROCKCRUMBLED,
    	S_ROCKCRUMBLEE,
    	S_ROCKCRUMBLEF,
    	S_ROCKCRUMBLEG,
    	S_ROCKCRUMBLEH,
    	S_ROCKCRUMBLEI,
    	S_ROCKCRUMBLEJ,
    	S_ROCKCRUMBLEK,
    	S_ROCKCRUMBLEL,
    	S_ROCKCRUMBLEM,
    	S_ROCKCRUMBLEN,
    	S_ROCKCRUMBLEO,
    	S_ROCKCRUMBLEP,
    
    	S_SRB1_CRAWLA1,
    	S_SRB1_CRAWLA2,
    	S_SRB1_CRAWLA3,
    	S_SRB1_CRAWLA4,
    
    	S_SRB1_BAT1,
    	S_SRB1_BAT2,
    	S_SRB1_BAT3,
    	S_SRB1_BAT4,
    
    	S_SRB1_ROBOFISH1,
    	S_SRB1_ROBOFISH2,
    	S_SRB1_ROBOFISH3,
    
    	S_SRB1_VOLCANOGUY1,
    	S_SRB1_VOLCANOGUY2,
    
    	S_SRB1_HOPPY1,
    	S_SRB1_HOPPY2,
    
    	S_SRB1_HOPPYWATER1,
    	S_SRB1_HOPPYWATER2,
    
    	S_SRB1_HOPPYSKYLAB1,
    
    	S_SRB1_MMZFLYING1,
    	S_SRB1_MMZFLYING2,
    	S_SRB1_MMZFLYING3,
    	S_SRB1_MMZFLYING4,
    	S_SRB1_MMZFLYING5,
    
    	S_SRB1_UFO1,
    	S_SRB1_UFO2,
    
    	S_SRB1_GRAYBOT1,
    	S_SRB1_GRAYBOT2,
    	S_SRB1_GRAYBOT3,
    	S_SRB1_GRAYBOT4,
    	S_SRB1_GRAYBOT5,
    	S_SRB1_GRAYBOT6,
    
    	S_SRB1_ROBOTOPOLIS1,
    	S_SRB1_ROBOTOPOLIS2,
    
    	S_SRB1_RBZBUZZ1,
    	S_SRB1_RBZBUZZ2,
    
    	S_SRB1_RBZSPIKES1,
    	S_SRB1_RBZSPIKES2,
    
    	S_SRB1_METALSONIC1,
    	S_SRB1_METALSONIC2,
    	S_SRB1_METALSONIC3,
    
    	S_SRB1_GOLDBOT1,
    	S_SRB1_GOLDBOT2,
    	S_SRB1_GOLDBOT3,
    	S_SRB1_GOLDBOT4,
    	S_SRB1_GOLDBOT5,
    	S_SRB1_GOLDBOT6,
    
    	S_SRB1_GENREX1,
    	S_SRB1_GENREX2,
    
    #ifdef SEENAMES
    	S_NAMECHECK,
    #endif
    
    	S_FIRSTFREESLOT,
    	S_LASTFREESLOT = S_FIRSTFREESLOT + NUMSTATEFREESLOTS - 1,
    	NUMSTATES
    } statenum_t;
    
    typedef struct
    {
    	spritenum_t sprite;
    	UINT32 frame; // we use the upper 16 bits for translucency and other shade effects
    	INT32 tics;
    	actionf_t action;
    	INT32 var1;
    	INT32 var2;
    	statenum_t nextstate;
    } state_t;
    
    extern state_t states[NUMSTATES];
    extern char sprnames[NUMSPRITES + 1][5];
    extern state_t *astate;
    
    typedef enum mobj_type
    {
    	MT_NULL,
    	MT_UNKNOWN,
    
    	MT_THOK, // Thok! mobj
    	MT_PLAYER,
    
    	// Enemies
    	MT_BLUECRAWLA,
    	MT_REDCRAWLA,
    	MT_GFZFISH, // Greenflower Fish
    	MT_GOLDBUZZ,
    	MT_REDBUZZ,
    	MT_AQUABUZZ, // AquaBuzz for ATZ
    	MT_JETTBOMBER, // Jetty-Syn Bomber
    	MT_JETTGUNNER, // Jetty-Syn Gunner
    	MT_CRAWLACOMMANDER, // Crawla Commander
    	MT_DETON, // Deton
    	MT_SKIM, // Skim mine dropper
    	MT_TURRET,
    	MT_POPUPTURRET,
    	MT_SHARP, // Sharp
    	MT_JETJAW, // Jet Jaw
    	MT_SNAILER, // Snailer
    	MT_VULTURE, // Vulture
    	MT_POINTY, // Pointy
    	MT_POINTYBALL, // Pointy Ball
    	MT_ROBOHOOD, // Robo-Hood
    	MT_FACESTABBER, // CastleBot FaceStabber
    	MT_EGGGUARD, // Egg Guard
    	MT_EGGSHIELD, // Egg Shield for Egg Guard
    	MT_GSNAPPER, // Green Snapper
    	MT_MINUS, // Minus
    	MT_SPRINGSHELL, // Spring Shell
    	MT_YELLOWSHELL, // Spring Shell (yellow)
    	MT_UNIDUS, // Unidus
    	MT_UNIBALL, // Unidus Ball
    
    	// Generic Boss Items
    	MT_BOSSEXPLODE,
    	MT_SONIC3KBOSSEXPLODE,
    	MT_BOSSFLYPOINT,
    	MT_EGGTRAP,
    	MT_BOSS3WAYPOINT,
    	MT_BOSS9GATHERPOINT,
    
    	// Boss 1
    	MT_EGGMOBILE,
    	MT_JETFUME1,
    	MT_EGGMOBILE_BALL,
    	MT_EGGMOBILE_TARGET,
    	MT_EGGMOBILE_FIRE,
    
    	// Boss 2
    	MT_EGGMOBILE2,
    	MT_EGGMOBILE2_POGO,
    	MT_BOSSTANK1,
    	MT_BOSSTANK2,
    	MT_BOSSSPIGOT,
    	MT_GOOP,
    
    	// Boss 3
    	MT_EGGMOBILE3,
    	MT_PROPELLER,
    	MT_FAKEMOBILE,
    
    	// Boss 4
    	MT_EGGMOBILE4,
    	MT_EGGMOBILE4_MACE,
    	MT_JETFLAME,
    
    	// Black Eggman (Boss 7)
    	MT_BLACKEGGMAN,
    	MT_BLACKEGGMAN_HELPER,
    	MT_BLACKEGGMAN_GOOPFIRE,
    	MT_BLACKEGGMAN_MISSILE,
    
    	// New Very-Last-Minute 2.1 Brak Eggman (Cy-Brak-demon)
    	MT_CYBRAKDEMON,
    	MT_CYBRAKDEMON_ELECTRIC_BARRIER,
    	MT_CYBRAKDEMON_MISSILE,
    	MT_CYBRAKDEMON_FLAMESHOT,
    	MT_CYBRAKDEMON_FLAMEREST,
    	MT_CYBRAKDEMON_TARGET_RETICULE,
    	MT_CYBRAKDEMON_TARGET_DOT,
    	MT_CYBRAKDEMON_NAPALM_BOMB_LARGE,
    	MT_CYBRAKDEMON_NAPALM_BOMB_SMALL,
    	MT_CYBRAKDEMON_NAPALM_FLAMES,
    	MT_CYBRAKDEMON_VILE_EXPLOSION,
    
    	// Metal Sonic (Boss 9)
    	MT_METALSONIC_RACE,
    	MT_METALSONIC_BATTLE,
    	MT_MSSHIELD_FRONT,
    	MT_MSGATHER,
    
    	// Collectible Items
    	MT_RING,
    	MT_FLINGRING, // Lost ring
    	MT_BLUEBALL,  // Blue sphere replacement for special stages
    	MT_REDTEAMRING,  //Rings collectable by red team.
    	MT_BLUETEAMRING, //Rings collectable by blue team.
    	MT_EMMY, // emerald token for special stage
    	MT_TOKEN, // Special Stage Token (uncollectible part)
    	MT_REDFLAG, // Red CTF Flag
    	MT_BLUEFLAG, // Blue CTF Flag
    	MT_EMBLEM,
    	MT_EMERALD1,
    	MT_EMERALD2,
    	MT_EMERALD3,
    	MT_EMERALD4,
    	MT_EMERALD5,
    	MT_EMERALD6,
    	MT_EMERALD7,
    	MT_EMERHUNT, // Emerald Hunt
    	MT_EMERALDSPAWN, // Emerald spawner w/ delay
    	MT_FLINGEMERALD, // Lost emerald
    
    	// Springs and others
    	MT_FAN,
    	MT_STEAM, // Steam riser
    	MT_BLUESPRING,
    	MT_YELLOWSPRING,
    	MT_REDSPRING,
    	MT_YELLOWDIAG, // Yellow Diagonal Spring
    	MT_REDDIAG, // Red Diagonal Spring
    
    	// Interactive Objects
    	MT_BUBBLES, // Bubble source
    	MT_SIGN, // Level end sign
    	MT_SPIKEBALL, // Spike Ball
    	MT_SPECIALSPIKEBALL,
    	MT_SPINFIRE,
    	MT_SPIKE,
    	MT_STARPOST,
    	MT_BIGMINE,
    	MT_BIGAIRMINE,
    	MT_CANNONLAUNCHER,
    
    	// Monitor Boxes
    	MT_SUPERRINGBOX,
    	MT_REDRINGBOX,
    	MT_BLUERINGBOX,
    	MT_SNEAKERTV,
    	MT_INV,
    	MT_PRUP, // 1up Box
    	MT_YELLOWTV,
    	MT_BLUETV,
    	MT_BLACKTV, // Bomb shield TV
    	MT_WHITETV, // Jump shield TV
    	MT_GREENTV,
    	MT_PITYTV, // Pity Shield TV
    	MT_EGGMANBOX,
    	MT_MIXUPBOX,
    	MT_RECYCLETV,
    	MT_RECYCLEICO,
    	MT_QUESTIONBOX,
    	MT_GRAVITYBOX,
    	MT_SCORETVSMALL,
    	MT_SCORETVLARGE,
    
    	// Monitor miscellany
    	MT_MONITOREXPLOSION,
    	MT_REDMONITOREXPLOSION,
    	MT_BLUEMONITOREXPLOSION,
    	MT_RINGICO,
    	MT_SHOESICO,
    	MT_INVCICO,
    	MT_1UPICO,
    	MT_YSHIELDICO,
    	MT_BSHIELDICO,
    	MT_KSHIELDICO,
    	MT_WSHIELDICO,
    	MT_GSHIELDICO,
    	MT_PITYSHIELDICO,
    	MT_EGGMANICO,
    	MT_MIXUPICO,
    	MT_GRAVITYICO,
    	MT_SCOREICOSMALL,
    	MT_SCOREICOLARGE,
    
    	// Projectiles
    	MT_ROCKET,
    	MT_LASER,
    	MT_TORPEDO,
    	MT_TORPEDO2, // silent
    	MT_ENERGYBALL,
    	MT_MINE, // Skim/Jetty-Syn mine
    	MT_JETTBULLET, // Jetty-Syn Bullet
    	MT_TURRETLASER,
    	MT_CANNONBALL, // Cannonball
    	MT_CANNONBALLDECOR, // Decorative/still cannonball
    	MT_ARROW, // Arrow
    	MT_DEMONFIRE, // Trapgoyle fire
    
    	// Greenflower Scenery
    	MT_GFZFLOWER1,
    	MT_GFZFLOWER2,
    	MT_GFZFLOWER3,
    	MT_BERRYBUSH,
    	MT_BUSH,
    
    	// Techno Hill Scenery
    	MT_THZPLANT, // THZ Plant
    	MT_ALARM,
    
    	// Deep Sea Scenery
    	MT_GARGOYLE, // Deep Sea Gargoyle
    	MT_SEAWEED, // DSZ Seaweed
    	MT_WATERDRIP, // Dripping Water source
    	MT_WATERDROP, // Water drop from dripping water
    	MT_CORAL1, // Coral 1
    	MT_CORAL2, // Coral 2
    	MT_CORAL3, // Coral 3
    	MT_BLUECRYSTAL, // Blue Crystal
    
    	// Castle Eggman Scenery
    	MT_CHAIN, // CEZ Chain
    	MT_FLAME, // Flame (has corona)
    	MT_EGGSTATUE, // Eggman Statue
    	MT_MACEPOINT, // Mace rotation point
    	MT_SWINGMACEPOINT, // Mace swinging point
    	MT_HANGMACEPOINT, // Hangable mace chain
    	MT_SPINMACEPOINT, // Spin/Controllable mace chain
    	MT_HIDDEN_SLING, // Spin mace chain (activatable)
    	MT_SMALLMACECHAIN, // Small Mace Chain
    	MT_BIGMACECHAIN, // Big Mace Chain
    	MT_SMALLMACE, // Small Mace
    	MT_BIGMACE, // Big Mace
    	MT_CEZFLOWER,
    
    	// Arid Canyon Scenery
    	MT_BIGTUMBLEWEED,
    	MT_LITTLETUMBLEWEED,
    	MT_CACTI1,
    	MT_CACTI2,
    	MT_CACTI3,
    	MT_CACTI4,
    
    	// Red Volcano Scenery
    	MT_FLAMEJET,
    	MT_VERTICALFLAMEJET,
    	MT_FLAMEJETFLAME,
    
    	MT_FJSPINAXISA, // Counter-clockwise
    	MT_FJSPINHELPERA,
    	MT_FJSPINAXISB, // Clockwise
    	MT_FJSPINHELPERB,
    
    	MT_FLAMEJETFLAMEB, // Blade's flame
    
    	// Dark City Scenery
    
    	// Egg Rock Scenery
    
    	// Azure Temple Scenery
    	MT_TRAPGOYLE,
    	MT_TRAPGOYLEUP,
    	MT_TRAPGOYLEDOWN,
    	MT_TRAPGOYLELONG,
    	MT_TARGET, // AKA Red Crystal
    
    	// Stalagmites
    	MT_STALAGMITE0,
    	MT_STALAGMITE1,
    	MT_STALAGMITE2,
    	MT_STALAGMITE3,
    	MT_STALAGMITE4,
    	MT_STALAGMITE5,
    	MT_STALAGMITE6,
    	MT_STALAGMITE7,
    	MT_STALAGMITE8,
    	MT_STALAGMITE9,
    
    	// Christmas Scenery
    	MT_XMASPOLE,
    	MT_CANDYCANE,
    	MT_SNOWMAN,
    
    	// Botanic Serenity scenery
    	MT_BSZTALLFLOWER_RED,
    	MT_BSZTALLFLOWER_PURPLE,
    	MT_BSZTALLFLOWER_BLUE,
    	MT_BSZTALLFLOWER_CYAN,
    	MT_BSZTALLFLOWER_YELLOW,
    	MT_BSZTALLFLOWER_ORANGE,
    	MT_BSZFLOWER_RED,
    	MT_BSZFLOWER_PURPLE,
    	MT_BSZFLOWER_BLUE,
    	MT_BSZFLOWER_CYAN,
    	MT_BSZFLOWER_YELLOW,
    	MT_BSZFLOWER_ORANGE,
    	MT_BSZSHORTFLOWER_RED,
    	MT_BSZSHORTFLOWER_PURPLE,
    	MT_BSZSHORTFLOWER_BLUE,
    	MT_BSZSHORTFLOWER_CYAN,
    	MT_BSZSHORTFLOWER_YELLOW,
    	MT_BSZSHORTFLOWER_ORANGE,
    	MT_BSZTULIP_RED,
    	MT_BSZTULIP_PURPLE,
    	MT_BSZTULIP_BLUE,
    	MT_BSZTULIP_CYAN,
    	MT_BSZTULIP_YELLOW,
    	MT_BSZTULIP_ORANGE,
    	MT_BSZCLUSTER_RED,
    	MT_BSZCLUSTER_PURPLE,
    	MT_BSZCLUSTER_BLUE,
    	MT_BSZCLUSTER_CYAN,
    	MT_BSZCLUSTER_YELLOW,
    	MT_BSZCLUSTER_ORANGE,
    	MT_BSZBUSH_RED,
    	MT_BSZBUSH_PURPLE,
    	MT_BSZBUSH_BLUE,
    	MT_BSZBUSH_CYAN,
    	MT_BSZBUSH_YELLOW,
    	MT_BSZBUSH_ORANGE,
    	MT_BSZVINE_RED,
    	MT_BSZVINE_PURPLE,
    	MT_BSZVINE_BLUE,
    	MT_BSZVINE_CYAN,
    	MT_BSZVINE_YELLOW,
    	MT_BSZVINE_ORANGE,
    	MT_BSZSHRUB,
    	MT_BSZCLOVER,
    	MT_BSZFISH,
    	MT_BSZSUNFLOWER,
    
    	// Misc scenery
    	MT_DBALL,
    	MT_EGGSTATUE2,
    
    	// Powerup Indicators
    	MT_GREENORB, // Elemental shield mobj
    	MT_YELLOWORB, // Attract shield mobj
    	MT_BLUEORB, // Force shield mobj
    	MT_BLACKORB, // Armageddon shield mobj
    	MT_WHITEORB, // Whirlwind shield mobj
    	MT_PITYORB, // Pity shield mobj
    	MT_IVSP, // invincibility sparkles
    	MT_SUPERSPARK, // Super Sonic Spark
    
    	// Freed Animals
    	MT_BIRD, // Birdie freed!
    	MT_BUNNY, // Bunny freed!
    	MT_MOUSE, // Mouse
    	MT_CHICKEN, // Chicken
    	MT_COW, // Cow
    	MT_REDBIRD, // Red Birdie in Bubble
    
    	// Environmental Effects
    	MT_RAIN, // Rain
    	MT_SNOWFLAKE, // Snowflake
    	MT_SPLISH, // Water splish!
    	MT_SMOKE,
    	MT_SMALLBUBBLE, // small bubble
    	MT_MEDIUMBUBBLE, // medium bubble
    	MT_EXTRALARGEBUBBLE, // extra large bubble
    	MT_TFOG,
    	MT_SEED,
    	MT_PARTICLE,
    	MT_PARTICLEGEN, // For fans, etc.
    
    	// Game Indicators
    	MT_SCORE, // score logo
    	MT_DROWNNUMBERS, // Drowning Timer
    	MT_GOTEMERALD, // Chaos Emerald (intangible)
    	MT_TAG, // Tag Sign
    	MT_GOTFLAG, // Got Flag sign
    	MT_GOTFLAG2, // Got Flag sign
    
    	// Ambient Sounds
    	MT_AWATERA, // Ambient Water Sound 1
    	MT_AWATERB, // Ambient Water Sound 2
    	MT_AWATERC, // Ambient Water Sound 3
    	MT_AWATERD, // Ambient Water Sound 4
    	MT_AWATERE, // Ambient Water Sound 5
    	MT_AWATERF, // Ambient Water Sound 6
    	MT_AWATERG, // Ambient Water Sound 7
    	MT_AWATERH, // Ambient Water Sound 8
    	MT_RANDOMAMBIENT,
    	MT_RANDOMAMBIENT2,
    
    	// Ring Weapons
    	MT_REDRING,
    	MT_BOUNCERING,
    	MT_RAILRING,
    	MT_INFINITYRING,
    	MT_AUTOMATICRING,
    	MT_EXPLOSIONRING,
    	MT_SCATTERRING,
    	MT_GRENADERING,
    
    	MT_BOUNCEPICKUP,
    	MT_RAILPICKUP,
    	MT_AUTOPICKUP,
    	MT_EXPLODEPICKUP,
    	MT_SCATTERPICKUP,
    	MT_GRENADEPICKUP,
    
    	MT_THROWNBOUNCE,
    	MT_THROWNINFINITY,
    	MT_THROWNAUTOMATIC,
    	MT_THROWNSCATTER,
    	MT_THROWNEXPLOSION,
    	MT_THROWNGRENADE,
    
    	// Mario-specific stuff
    	MT_COIN,
    	MT_FLINGCOIN,
    	MT_GOOMBA,
    	MT_BLUEGOOMBA,
    	MT_FIREFLOWER,
    	MT_FIREBALL,
    	MT_SHELL,
    	MT_PUMA,
    	MT_HAMMER,
    	MT_KOOPA,
    	MT_KOOPAFLAME,
    	MT_AXE,
    	MT_MARIOBUSH1,
    	MT_MARIOBUSH2,
    	MT_TOAD,
    
    	// NiGHTS Stuff
    	MT_AXIS,
    	MT_AXISTRANSFER,
    	MT_AXISTRANSFERLINE,
    	MT_NIGHTSDRONE,
    	MT_NIGHTSGOAL,
    	MT_NIGHTSCHAR,
    	MT_NIGHTSPARKLE,
    	MT_NIGHTSLOOPHELPER,
    	MT_NIGHTSBUMPER, // NiGHTS Bumper
    	MT_HOOP,
    	MT_HOOPCOLLIDE, // Collision detection for NiGHTS hoops
    	MT_HOOPCENTER, // Center of a hoop
    	MT_NIGHTSCORE,
    	MT_NIGHTSWING,
    	MT_NIGHTSSUPERLOOP,
    	MT_NIGHTSDRILLREFILL,
    	MT_NIGHTSHELPER,
    	MT_NIGHTSEXTRATIME,
    	MT_NIGHTSLINKFREEZE,
    	MT_EGGCAPSULE,
    	MT_NIGHTOPIANHELPER, // the actual helper object that orbits you
    
    	// Utility Objects
    	MT_TELEPORTMAN,
    	MT_ALTVIEWMAN,
    	MT_CRUMBLEOBJ, // Sound generator for crumbling platform
    	MT_TUBEWAYPOINT,
    	MT_PUSH,
    	MT_PULL,
    	MT_GHOST,
    	MT_OVERLAY,
    	MT_POLYANCHOR,
    	MT_POLYSPAWN,
    	MT_POLYSPAWNCRUSH,
    
    	// Skybox objects
    	MT_SKYBOX,
    
    	// Debris
    	MT_SPARK, //spark
    	MT_EXPLODE, // Robot Explosion
    	MT_UWEXPLODE, // Underwater Explosion
    	MT_ROCKSPAWNER,
    	MT_FALLINGROCK,
    	MT_ROCKCRUMBLE1,
    	MT_ROCKCRUMBLE2,
    	MT_ROCKCRUMBLE3,
    	MT_ROCKCRUMBLE4,
    	MT_ROCKCRUMBLE5,
    	MT_ROCKCRUMBLE6,
    	MT_ROCKCRUMBLE7,
    	MT_ROCKCRUMBLE8,
    	MT_ROCKCRUMBLE9,
    	MT_ROCKCRUMBLE10,
    	MT_ROCKCRUMBLE11,
    	MT_ROCKCRUMBLE12,
    	MT_ROCKCRUMBLE13,
    	MT_ROCKCRUMBLE14,
    	MT_ROCKCRUMBLE15,
    	MT_ROCKCRUMBLE16,
    
    	MT_SRB1_CRAWLA,
    	MT_SRB1_BAT,
    	MT_SRB1_ROBOFISH,
    	MT_SRB1_VOLCANOGUY,
    	MT_SRB1_HOPPY,
    	MT_SRB1_HOPPYWATER,
    	MT_SRB1_HOPPYSKYLAB,
    	MT_SRB1_MMZFLYING,
    	MT_SRB1_UFO,
    	MT_SRB1_GRAYBOT,
    	MT_SRB1_ROBOTOPOLIS,
    	MT_SRB1_RBZBUZZ,
    	MT_SRB1_RBZSPIKES,
    	MT_SRB1_METALSONIC,
    	MT_SRB1_GOLDBOT,
    	MT_SRB1_GENREX,
    #ifdef SEENAMES
    	MT_NAMECHECK,
    #endif
    
    	MT_FIRSTFREESLOT,
    	MT_LASTFREESLOT = MT_FIRSTFREESLOT + NUMMOBJFREESLOTS - 1,
    	NUMMOBJTYPES
    } mobjtype_t;
    
    typedef struct
    {
    	INT32 doomednum;
    	statenum_t spawnstate;
    	INT32 spawnhealth;
    	statenum_t seestate;
    	sfxenum_t seesound;
    	INT32 reactiontime;
    	sfxenum_t attacksound;
    	statenum_t painstate;
    	INT32 painchance;
    	sfxenum_t painsound;
    	statenum_t meleestate;
    	statenum_t missilestate;
    	statenum_t deathstate;
    	statenum_t xdeathstate;
    	sfxenum_t deathsound;
    	fixed_t speed;
    	fixed_t radius;
    	fixed_t height;
    	INT32 dispoffset;
    	INT32 mass;
    	INT32 damage;
    	sfxenum_t activesound;
    	UINT32 flags;
    	statenum_t raisestate;
    } mobjinfo_t;
    
    extern mobjinfo_t mobjinfo[NUMMOBJTYPES];
    
    void P_PatchInfoTables(void);
    
    void P_BackupTables(void);
    
    void P_ResetData(INT32 flags);
    
    #endif