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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
// 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"

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// deh_tables.c now has lists for the more named enums! PLEASE keep them up to date!
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// For great modding!!

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// IMPORTANT!
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// DO NOT FORGET TO SYNC THIS LIST WITH THE ACTIONPOINTERS ARRAY IN DEH_TABLES.C
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enum actionnum
{
	A_EXPLODE = 0,
	A_PAIN,
	A_FALL,
	A_MONITORPOP,
	A_GOLDMONITORPOP,
	A_GOLDMONITORRESTORE,
	A_GOLDMONITORSPARKLE,
	A_LOOK,
	A_CHASE,
	A_FACESTABCHASE,
	A_FACESTABREV,
	A_FACESTABHURL,
	A_FACESTABMISS,
	A_STATUEBURST,
	A_FACETARGET,
	A_FACETRACER,
	A_SCREAM,
	A_BOSSDEATH,
	A_CUSTOMPOWER,
	A_GIVEWEAPON,
	A_RINGBOX,
	A_INVINCIBILITY,
	A_SUPERSNEAKERS,
	A_BUNNYHOP,
	A_BUBBLESPAWN,
	A_FANBUBBLESPAWN,
	A_BUBBLERISE,
	A_BUBBLECHECK,
	A_AWARDSCORE,
	A_EXTRALIFE,
	A_GIVESHIELD,
	A_GRAVITYBOX,
	A_SCORERISE,
	A_ATTRACTCHASE,
	A_DROPMINE,
	A_FISHJUMP,
	A_THROWNRING,
	A_SETSOLIDSTEAM,
	A_UNSETSOLIDSTEAM,
	A_SIGNSPIN,
	A_SIGNPLAYER,
	A_OVERLAYTHINK,
	A_JETCHASE,
	A_JETBTHINK,
	A_JETGTHINK,
	A_JETGSHOOT,
	A_SHOOTBULLET,
	A_MINUSDIGGING,
	A_MINUSPOPUP,
	A_MINUSCHECK,
	A_CHICKENCHECK,
	A_MOUSETHINK,
	A_DETONCHASE,
	A_CAPECHASE,
	A_ROTATESPIKEBALL,
	A_SLINGAPPEAR,
	A_UNIDUSBALL,
	A_ROCKSPAWN,
	A_SETFUSE,
	A_CRAWLACOMMANDERTHINK,
	A_SMOKETRAILER,
	A_RINGEXPLODE,
	A_OLDRINGEXPLODE,
	A_MIXUP,
	A_RECYCLEPOWERS,
	A_BOSS1CHASE,
	A_FOCUSTARGET,
	A_BOSS2CHASE,
	A_BOSS2POGO,
	A_BOSSZOOM,
	A_BOSSSCREAM,
	A_BOSS2TAKEDAMAGE,
	A_BOSS7CHASE,
	A_GOOPSPLAT,
	A_BOSS2POGOSFX,
	A_BOSS2POGOTARGET,
	A_BOSSJETFUME,
	A_EGGMANBOX,
	A_TURRETFIRE,
	A_SUPERTURRETFIRE,
	A_TURRETSTOP,
	A_JETJAWROAM,
	A_JETJAWCHOMP,
	A_POINTYTHINK,
	A_CHECKBUDDY,
	A_HOODFIRE,
	A_HOODTHINK,
	A_HOODFALL,
	A_ARROWBONKS,
	A_SNAILERTHINK,
	A_SHARPCHASE,
	A_SHARPSPIN,
	A_SHARPDECEL,
	A_CRUSHSTACEANWALK,
	A_CRUSHSTACEANPUNCH,
	A_CRUSHCLAWAIM,
	A_CRUSHCLAWLAUNCH,
	A_VULTUREVTOL,
	A_VULTURECHECK,
	A_VULTUREHOVER,
	A_VULTUREBLAST,
	A_VULTUREFLY,
	A_SKIMCHASE,
	A_1UPTHINKER,
	A_SKULLATTACK,
	A_LOBSHOT,
	A_FIRESHOT,
	A_SUPERFIRESHOT,
	A_BOSSFIRESHOT,
	A_BOSS7FIREMISSILES,
	A_BOSS1LASER,
	A_BOSS4REVERSE,
	A_BOSS4SPEEDUP,
	A_BOSS4RAISE,
	A_SPARKFOLLOW,
	A_BUZZFLY,
	A_GUARDCHASE,
	A_EGGSHIELD,
	A_SETREACTIONTIME,
	A_BOSS1SPIKEBALLS,
	A_BOSS3TAKEDAMAGE,
	A_BOSS3PATH,
	A_BOSS3SHOCKTHINK,
	A_LINEDEFEXECUTE,
	A_PLAYSEESOUND,
	A_PLAYATTACKSOUND,
	A_PLAYACTIVESOUND,
	A_SPAWNOBJECTABSOLUTE,
	A_SPAWNOBJECTRELATIVE,
	A_CHANGEANGLERELATIVE,
	A_CHANGEANGLEABSOLUTE,
	A_ROLLANGLE,
	A_CHANGEROLLANGLERELATIVE,
	A_CHANGEROLLANGLEABSOLUTE,
	A_PLAYSOUND,
	A_FINDTARGET,
	A_FINDTRACER,
	A_SETTICS,
	A_SETRANDOMTICS,
	A_CHANGECOLORRELATIVE,
	A_CHANGECOLORABSOLUTE,
	A_DYE,
	A_MOVERELATIVE,
	A_MOVEABSOLUTE,
	A_THRUST,
	A_ZTHRUST,
	A_SETTARGETSTARGET,
	A_SETOBJECTFLAGS,
	A_SETOBJECTFLAGS2,
	A_RANDOMSTATE,
	A_RANDOMSTATERANGE,
	A_DUALACTION,
	A_REMOTEACTION,
	A_TOGGLEFLAMEJET,
	A_ORBITNIGHTS,
	A_GHOSTME,
	A_SETOBJECTSTATE,
	A_SETOBJECTTYPESTATE,
	A_KNOCKBACK,
	A_PUSHAWAY,
	A_RINGDRAIN,
	A_SPLITSHOT,
	A_MISSILESPLIT,
	A_MULTISHOT,
	A_INSTALOOP,
	A_CUSTOM3DROTATE,
	A_SEARCHFORPLAYERS,
	A_CHECKRANDOM,
	A_CHECKTARGETRINGS,
	A_CHECKRINGS,
	A_CHECKTOTALRINGS,
	A_CHECKHEALTH,
	A_CHECKRANGE,
	A_CHECKHEIGHT,
	A_CHECKTRUERANGE,
	A_CHECKTHINGCOUNT,
	A_CHECKAMBUSH,
	A_CHECKCUSTOMVALUE,
	A_CHECKCUSVALMEMO,
	A_SETCUSTOMVALUE,
	A_USECUSVALMEMO,
	A_RELAYCUSTOMVALUE,
	A_CUSVALACTION,
	A_FORCESTOP,
	A_FORCEWIN,
	A_SPIKERETRACT,
	A_INFOSTATE,
	A_REPEAT,
	A_SETSCALE,
	A_REMOTEDAMAGE,
	A_HOMINGCHASE,
	A_TRAPSHOT,
	A_VILETARGET,
	A_VILEATTACK,
	A_VILEFIRE,
	A_BRAKCHASE,
	A_BRAKFIRESHOT,
	A_BRAKLOBSHOT,
	A_NAPALMSCATTER,
	A_SPAWNFRESHCOPY,
	A_FLICKYSPAWN,
	A_FLICKYCENTER,
	A_FLICKYAIM,
	A_FLICKYFLY,
	A_FLICKYSOAR,
	A_FLICKYCOAST,
	A_FLICKYHOP,
	A_FLICKYFLOUNDER,
	A_FLICKYCHECK,
	A_FLICKYHEIGHTCHECK,
	A_FLICKYFLUTTER,
	A_FLAMEPARTICLE,
	A_FADEOVERLAY,
	A_BOSS5JUMP,
	A_LIGHTBEAMRESET,
	A_MINEEXPLODE,
	A_MINERANGE,
	A_CONNECTTOGROUND,
	A_SPAWNPARTICLERELATIVE,
	A_MULTISHOTDIST,
	A_WHOCARESIFYOURSONISABEE,
	A_PARENTTRIESTOSLEEP,
	A_CRYINGTOMOMMA,
	A_CHECKFLAGS2,
	A_BOSS5FINDWAYPOINT,
	A_DONPCSKID,
	A_DONPCPAIN,
	A_PREPAREREPEAT,
	A_BOSS5EXTRAREPEAT,
	A_BOSS5CALM,
	A_BOSS5CHECKONGROUND,
	A_BOSS5CHECKFALLING,
	A_BOSS5PINCHSHOT,
	A_BOSS5MAKEITRAIN,
	A_BOSS5MAKEJUNK,
	A_LOOKFORBETTER,
	A_BOSS5BOMBEXPLODE,
	A_DUSTDEVILTHINK,
	A_TNTEXPLODE,
	A_DEBRISRANDOM,
	A_TRAINCAMEO,
	A_TRAINCAMEO2,
	A_CANARIVOREGAS,
	A_KILLSEGMENTS,
	A_SNAPPERSPAWN,
	A_SNAPPERTHINKER,
	A_SALOONDOORSPAWN,
	A_MINECARTSPARKTHINK,
	A_MODULOTOSTATE,
	A_LAVAFALLROCKS,
	A_LAVAFALLLAVA,
	A_FALLINGLAVACHECK,
	A_FIRESHRINK,
	A_SPAWNPTERABYTES,
	A_PTERABYTEHOVER,
	A_ROLLOUTSPAWN,
	A_ROLLOUTROCK,
	A_DRAGONBOMBERSPAWN,
	A_DRAGONWING,
	A_DRAGONSEGMENT,
	A_CHANGEHEIGHT,
	NUMACTIONS
};

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// IMPORTANT NOTE: If you add/remove from this list of action
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// functions, don't forget to update them in deh_tables.c!
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void A_Explode();
void A_Pain();
void A_Fall();
void A_MonitorPop();
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void A_GoldMonitorPop();
void A_GoldMonitorRestore();
void A_GoldMonitorSparkle();
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void A_Look();
void A_Chase();
void A_FaceStabChase();
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void A_FaceStabRev();
void A_FaceStabHurl();
void A_FaceStabMiss();
void A_StatueBurst();
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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_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
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void A_GiveShield(); // Obtained Shield
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void A_GravityBox();
void A_ScoreRise(); // Rise the score logo
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();
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void A_SignSpin();
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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_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();
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void A_HoodFire();
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void A_HoodThink();
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void A_HoodFall();
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void A_ArrowBonks();
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void A_SnailerThink();
void A_SharpChase();
void A_SharpSpin();
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void A_SharpDecel();
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void A_CrushstaceanWalk();
void A_CrushstaceanPunch();
void A_CrushclawAim();
void A_CrushclawLaunch();
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void A_VultureVtol();
void A_VultureCheck();
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void A_VultureHover();
void A_VultureBlast();
void A_VultureFly();
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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();
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void A_Boss3ShockThink();
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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();
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void A_RollAngle();
void A_ChangeRollAngleRelative();
void A_ChangeRollAngleAbsolute();
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void A_PlaySound();
void A_FindTarget();
void A_FindTracer();
void A_SetTics();
void A_SetRandomTics();
void A_ChangeColorRelative();
void A_ChangeColorAbsolute();
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void A_Dye();
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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();
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void A_FlickySpawn();
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void A_FlickyCenter();
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void A_FlickyAim();
void A_FlickyFly();
void A_FlickySoar();
void A_FlickyCoast();
void A_FlickyHop();
void A_FlickyFlounder();
void A_FlickyCheck();
void A_FlickyHeightCheck();
void A_FlickyFlutter();
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void A_FlameParticle();
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void A_FadeOverlay();
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void A_Boss5Jump();
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void A_LightBeamReset();
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void A_MineExplode();
void A_MineRange();
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void A_ConnectToGround();
void A_SpawnParticleRelative();
void A_MultiShotDist();
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void A_WhoCaresIfYourSonIsABee();
void A_ParentTriesToSleep();
void A_CryingToMomma();
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void A_CheckFlags2();
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void A_Boss5FindWaypoint();
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void A_DoNPCSkid();
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void A_DoNPCPain();
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void A_PrepareRepeat();
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void A_Boss5ExtraRepeat();
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void A_Boss5Calm();
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void A_Boss5CheckOnGround();
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void A_Boss5CheckFalling();
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void A_Boss5PinchShot();
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void A_Boss5MakeItRain();
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void A_Boss5MakeJunk();
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void A_LookForBetter();
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void A_Boss5BombExplode();
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void A_DustDevilThink();
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void A_TNTExplode();
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void A_DebrisRandom();
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void A_TrainCameo();
void A_TrainCameo2();
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void A_CanarivoreGas();
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void A_KillSegments();
void A_SnapperSpawn();
void A_SnapperThinker();
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void A_SaloonDoorSpawn();
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void A_MinecartSparkThink();
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void A_ModuloToState();
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void A_LavafallRocks();
void A_LavafallLava();
void A_FallingLavaCheck();
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void A_FireShrink();
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void A_SpawnPterabytes();
void A_PterabyteHover();
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void A_RolloutSpawn();
void A_RolloutRock();
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void A_DragonbomberSpawn();
void A_DragonWing();
void A_DragonSegment();
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void A_ChangeHeight();
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extern boolean actionsoverridden[NUMACTIONS];

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// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
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#define NUMMOBJFREESLOTS 512
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#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
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	SPR_POSS, // Crawla (Blue)
	SPR_SPOS, // Crawla (Red)
	SPR_FISH, // SDURF
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	SPR_BUZZ, // Buzz (Gold)
	SPR_RBUZ, // Buzz (Red)
	SPR_JETB, // Jetty-Syn Bomber
	SPR_JETG, // Jetty-Syn Gunner
	SPR_CCOM, // Crawla Commander
	SPR_DETN, // Deton
	SPR_SKIM, // Skim mine dropper
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	SPR_TRET, // Industrial Turret
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	SPR_TURR, // Pop-Up Turret
	SPR_SHRP, // Sharp
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	SPR_CRAB, // Crushstacean
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	SPR_CR2B, // Banpyura
	SPR_CSPR, // Banpyura spring
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	SPR_JJAW, // Jet Jaw
	SPR_SNLR, // Snailer
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	SPR_VLTR, // BASH
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	SPR_PNTY, // Pointy
	SPR_ARCH, // Robo-Hood
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	SPR_CBFS, // Castlebot Facestabber
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	SPR_STAB, // Castlebot Facestabber spear aura
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	SPR_SPSH, // Egg Guard
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	SPR_ESHI, // Egg Guard's shield
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	SPR_GSNP, // Green Snapper
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	SPR_GSNL, // Green Snapper leg
	SPR_GSNH, // Green Snapper head
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	SPR_MNUS, // Minus
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	SPR_MNUD, // Minus dirt
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	SPR_SSHL, // Spring Shell
	SPR_UNID, // Unidus
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	SPR_CANA, // Canarivore
	SPR_CANG, // Canarivore gas
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	SPR_PYRE, // Pyre Fly
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	SPR_PTER, // Pterabyte
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	SPR_DRAB, // Dragonbomber
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	// Generic Boss Items
	SPR_JETF, // Boss jet fumes

	// Boss 1 (Greenflower)
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	SPR_EGGM, // Boss 1
	SPR_EGLZ, // Boss 1 Junk
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	// Boss 2 (Techno Hill)
	SPR_EGGN, // Boss 2
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	SPR_TANK, // Boss 2 Junk
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	SPR_GOOP, // Boss 2 Goop

	// Boss 3 (Deep Sea)
	SPR_EGGO, // Boss 3
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	SPR_SEBH, // Boss 3 Junk
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	SPR_FAKE, // Boss 3 Fakemobile
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	SPR_SHCK, // Boss 3 Shockwave
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	// Boss 4 (Castle Eggman)
	SPR_EGGP,
	SPR_EFIR, // Boss 4 jet flame
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	SPR_EGR1, // Boss 4 Spectator Eggrobo
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	// Boss 5 (Arid Canyon)
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	SPR_FANG, // replaces EGGQ
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	SPR_BRKN,
	SPR_WHAT,
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	SPR_VWRE,
	SPR_PROJ, // projector light
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	SPR_FBOM,
	SPR_FSGN,
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	SPR_BARX, // bomb explosion (also used by barrel)
	SPR_BARD, // bomb dust (also used by barrel)
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	// 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_TOKE, // Special Stage Token
	SPR_RFLG, // Red CTF Flag
	SPR_BFLG, // Blue CTF Flag
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	SPR_SPHR, // Sphere
	SPR_NCHP, // NiGHTS chip
	SPR_NSTR, // NiGHTS star
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	SPR_EMBM, // Emblem
	SPR_CEMG, // Chaos Emeralds
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	SPR_SHRD, // Emerald Hunt
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	// Interactive Objects
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	SPR_BBLS, // water bubble source
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	SPR_SIGN, // Level end sign
	SPR_SPIK, // Spike Ball
	SPR_SFLM, // Spin fire
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	SPR_TFLM, // Spin fire (team)
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	SPR_USPK, // Floor spike
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	SPR_WSPK, // Wall spike
	SPR_WSPB, // Wall spike base
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	SPR_STPT, // Starpost
	SPR_BMNE, // Big floating mine
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	SPR_PUMI, // Rollout Rock
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	// Monitor Boxes
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	SPR_MSTV, // MiSc TV sprites
	SPR_XLTV, // eXtra Large TV sprites

	SPR_TRRI, // Red team:  10 RIngs
	SPR_TBRI, // Blue team: 10 RIngs

	SPR_TVRI, // 10 RIng
	SPR_TVPI, // PIty shield
	SPR_TVAT, // ATtraction shield
	SPR_TVFO, // FOrce shield
	SPR_TVAR, // ARmageddon shield
	SPR_TVWW, // WhirlWind shield
	SPR_TVEL, // ELemental shield
	SPR_TVSS, // Super Sneakers
	SPR_TVIV, // InVincibility
	SPR_TV1U, // 1Up
	SPR_TV1P, // 1uP (textless)
	SPR_TVEG, // EGgman
	SPR_TVMX, // MiXup
	SPR_TVMY, // MYstery
	SPR_TVGV, // GraVity boots
	SPR_TVRC, // ReCycler
	SPR_TV1K, // 1,000 points  (1 K)
	SPR_TVTK, // 10,000 points (Ten K)
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	SPR_TVFL, // FLame shield
	SPR_TVBB, // BuBble shield
	SPR_TVZP, // Thunder shield (ZaP)
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	// Projectiles
	SPR_MISL,
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	SPR_LASR, // GFZ3 laser
	SPR_LASF, // GFZ3 laser flames
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	SPR_TORP, // Torpedo
	SPR_ENRG, // Energy ball
	SPR_MINE, // Skim mine
	SPR_JBUL, // Jetty-Syn Bullet
	SPR_TRLS,
	SPR_CBLL, // Cannonball
	SPR_AROW, // Arrow
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	SPR_CFIR, // Colored fire of various sorts
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	// The letter
	SPR_LETR,

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	// 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
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	SPR_BUS3, // GFZ Bush w/ BLUE berries
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	// Trees (both GFZ and misc)
	SPR_TRE1, // GFZ
	SPR_TRE2, // Checker
	SPR_TRE3, // Frozen Hillside
	SPR_TRE4, // Polygon
	SPR_TRE5, // Bush tree
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	SPR_TRE6, // Spring tree
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	// Techno Hill Scenery
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	SPR_THZP, // THZ1 Steam Flower
	SPR_FWR5, // THZ1 Spin flower (red)
	SPR_FWR6, // THZ1 Spin flower (yellow)
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	SPR_THZT, // Steam Whistle tree/bush
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	SPR_ALRM, // THZ2 Alarm

	// Deep Sea Scenery
	SPR_GARG, // Deep Sea Gargoyle
	SPR_SEWE, // Deep Sea Seaweed
	SPR_DRIP, // Dripping water
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	SPR_CORL, // Coral
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	SPR_BCRY, // Blue Crystal
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	SPR_KELP, // Kelp
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	SPR_ALGA, // Animated algae top
	SPR_ALGB, // Animated algae segment
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	SPR_DSTG, // DSZ Stalagmites
	SPR_LIBE, // DSZ Light beam
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	// 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
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	SPR_YSPB, // Yellow spring on a ball
	SPR_RSPB, // Red spring on a ball
	SPR_SFBR, // Small Firebar
	SPR_BFBR, // Big Firebar
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	SPR_BANR, // Banner/pole
	SPR_PINE, // Pine Tree
	SPR_CEZB, // Bush
	SPR_CNDL, // Candle/pricket
	SPR_FLMH, // Flame holder
	SPR_CTRC, // Fire torch
	SPR_CFLG, // Waving flag/segment
	SPR_CSTA, // Crawla statue
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	SPR_CBBS, // Facestabber statue
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	SPR_CABR, // Brambles
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	// Arid Canyon Scenery
	SPR_BTBL, // Big tumbleweed
	SPR_STBL, // Small tumbleweed
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	SPR_CACT, // Cacti
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	SPR_WWSG, // Caution Sign
	SPR_WWS2, // Cacti Sign
	SPR_WWS3, // Sharp Turn Sign
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	SPR_OILL, // Oil lamp
	SPR_OILF, // Oil lamp flare
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	SPR_BARR, // TNT barrel
	SPR_REMT, // TNT proximity shell
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	SPR_TAZD, // Dust devil
	SPR_ADST, // Arid dust
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	SPR_MCRT, // Minecart
	SPR_MCSP, // Minecart spark
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	SPR_SALD, // Saloon door
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	SPR_TRAE, // Train cameo locomotive
	SPR_TRAI, // Train cameo wagon
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	SPR_STEA, // Train steam
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	// Red Volcano Scenery
	SPR_FLME, // Flame jet
	SPR_DFLM, // Blade's flame
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	SPR_LFAL, // Lavafall
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	SPR_JPLA, // Jungle palm
	SPR_TFLO, // Torch flower
	SPR_WVIN, // Wall vines
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	// Dark City Scenery

	// Egg Rock Scenery

	// Christmas Scenery
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	SPR_XMS1, // Christmas Pole
	SPR_XMS2, // Candy Cane
	SPR_XMS3, // Snowman
	SPR_XMS4, // Lamppost
	SPR_XMS5, // Hanging Star
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	SPR_XMS6, // Mistletoe
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	SPR_FHZI, // FHZ Ice
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	SPR_ROSY,
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	// Halloween Scenery
	SPR_PUMK, // Pumpkins
	SPR_HHPL, // Dr Seuss Trees
	SPR_SHRM, // Mushroom
	SPR_HHZM, // Misc
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	// Azure Temple Scenery
	SPR_BGAR, // ATZ Gargoyles
	SPR_RCRY, // ATZ Red Crystal (Target)
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	SPR_CFLM, // Green torch flame
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	// Botanic Serenity Scenery
	SPR_BSZ1, // Tall flowers
	SPR_BSZ2, // Medium flowers
	SPR_BSZ3, // Small flowers
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	//SPR_BSZ4, -- Tulips
	SPR_BST1, // Red tulip
	SPR_BST2, // Purple tulip
	SPR_BST3, // Blue tulip
	SPR_BST4, // Cyan tulip
	SPR_BST5, // Yellow tulip
	SPR_BST6, // Orange tulip
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	SPR_BSZ5, // Cluster of Tulips
	SPR_BSZ6, // Bush
	SPR_BSZ7, // Vine
	SPR_BSZ8, // Misc things

	// Misc Scenery
	SPR_STLG, // Stalagmites
	SPR_DBAL, // Disco

	// 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
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	SPR_ELEM, // Elemental Shield Orb
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	SPR_FORC, // Force Shield Orb
	SPR_PITY, // Pity Shield Orb
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	SPR_FIRS, // Flame Shield Orb
	SPR_BUBS, // Bubble Shield Orb
	SPR_ZAPS, // Thunder Shield Orb
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	SPR_IVSP, // invincibility sparkles
	SPR_SSPK, // Super Sonic Spark

	SPR_GOAL, // Special Stage goal (here because lol NiGHTS)

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	// Flickies
	SPR_FBUB, // Flicky-sized bubble
	SPR_FL01, // Bluebird
	SPR_FL02, // Rabbit
	SPR_FL03, // Chicken
	SPR_FL04, // Seal
	SPR_FL05, // Pig
	SPR_FL06, // Chipmunk
	SPR_FL07, // Penguin
	SPR_FL08, // Fish
	SPR_FL09, // Ram
	SPR_FL10, // Puffin
	SPR_FL11, // Cow
	SPR_FL12, // Rat
	SPR_FL13, // Bear
	SPR_FL14, // Dove
	SPR_FL15, // Cat
	SPR_FL16, // Canary
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	SPR_FS01, // Spider
	SPR_FS02, // Bat
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	// Springs
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	SPR_FANS, // Fan
	SPR_STEM, // Steam riser
	SPR_BUMP, // Bumpers
	SPR_BLON, // Balloons
	SPR_SPRY, // Yellow spring
	SPR_SPRR, // Red spring
	SPR_SPRB, // Blue spring
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	SPR_YSPR, // Yellow Diagonal Spring
	SPR_RSPR, // Red Diagonal Spring
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	SPR_BSPR, // Blue Diagonal Spring
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	SPR_SSWY, // Yellow Side Spring
	SPR_SSWR, // Red Side Spring
	SPR_SSWB, // Blue Side Spring
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	SPR_BSTY, // Yellow Booster
	SPR_BSTR, // Red Booster
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	// Environmental Effects
	SPR_RAIN, // Rain
	SPR_SNO1, // Snowflake
	SPR_SPLH, // Water Splish
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	SPR_LSPL, // Lava Splish
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	SPR_SPLA, // Water Splash
	SPR_SMOK,
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	SPR_BUBL, // Bubble
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	SPR_WZAP,
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	SPR_DUST, // Spindash dust
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	SPR_FPRT, // Spindash dust (flame)
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	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
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	SPR_FLII, // AI flight indicator
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	SPR_LCKN, // Target
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	SPR_TTAG, // Tag Sign
	SPR_GFLG, // Got Flag sign
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	SPR_FNSF, // Finish flag
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	SPR_CORK,
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	SPR_LHRT,
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	// 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_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
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	SPR_IDYA, // Ideya
	SPR_NTPN, // Nightopian
	SPR_SHLP, // Shleep
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	// Secret badniks and hazards, shhhh
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	SPR_PENG,
	SPR_POPH,
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	SPR_HIVE,
	SPR_BUMB,
	SPR_BBUZ,
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	SPR_FMCE,
	SPR_HMCE,
	SPR_CACO,
	SPR_BAL2,
	SPR_SBOB,
	SPR_SBFL,
	SPR_SBSK,
	SPR_HBAT,

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	// Debris
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	SPR_SPRK, // Sparkle
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	SPR_BOM1, // Robot Explosion
	SPR_BOM2, // Boss Explosion 1
	SPR_BOM3, // Boss Explosion 2
	SPR_BOM4, // Underwater Explosion
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	SPR_BMNB, // Mine Explosion
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	// 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,

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	// Level debris
	SPR_GFZD, // GFZ debris
	SPR_BRIC, // Bricks
	SPR_WDDB, // Wood Debris
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	SPR_BRIR, // CEZ3 colored bricks
	SPR_BRIB,
	SPR_BRIY,
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	// Gravity Well Objects
	SPR_GWLG,
	SPR_GWLR,

	SPR_FIRSTFREESLOT,
	SPR_LASTFREESLOT = SPR_FIRSTFREESLOT + NUMSPRITEFREESLOTS - 1,
	NUMSPRITES
} spritenum_t;

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// Make sure to be conscious of FF_FRAMEMASK and the fact sprite2 is stored as a UINT8 whenever you change this table.
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// Currently, FF_FRAMEMASK is 0xff, or 255 - but the second half is used by FF_SPR2SUPER, so the limitation is 0x7f.
// Since this is zero-based, there can be at most 128 different SPR2_'s without changing that.
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typedef enum playersprite
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{
	SPR2_STND = 0,
	SPR2_WAIT,
	SPR2_WALK,
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	SPR2_SKID,
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	SPR2_RUN ,
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	SPR2_DASH,
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	SPR2_PAIN,
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	SPR2_STUN,
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	SPR2_DEAD,
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	SPR2_DRWN, // drown
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	SPR2_ROLL,
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	SPR2_GASP,
	SPR2_JUMP,
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	SPR2_SPNG, // spring
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	SPR2_FALL,
	SPR2_EDGE,
	SPR2_RIDE,

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	SPR2_SPIN, // spindash
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	SPR2_FLY ,
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	SPR2_SWIM,
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	SPR2_TIRE, // tired

	SPR2_GLID, // glide
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	SPR2_LAND, // landing after glide/bounce
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	SPR2_CLNG, // cling
	SPR2_CLMB, // climb

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	SPR2_FLT , // float
	SPR2_FRUN, // float run

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	SPR2_BNCE, // bounce

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	SPR2_FIRE, // fire

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	SPR2_TWIN, // twinspin

	SPR2_MLEE, // melee
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	SPR2_MLEL, // melee land
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	SPR2_TRNS, // transformation
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	SPR2_NSTD, // NiGHTS stand
	SPR2_NFLT, // NiGHTS float
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	SPR2_NFLY, // NiGHTS fly
	SPR2_NDRL, // NiGHTS drill
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	SPR2_NSTN, // NiGHTS stun
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	SPR2_NPUL, // NiGHTS pull
	SPR2_NATK, // NiGHTS attack

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	// c:
	SPR2_TAL0,
	SPR2_TAL1,
	SPR2_TAL2,
	SPR2_TAL3,
	SPR2_TAL4,
	SPR2_TAL5,
	SPR2_TAL6,
	SPR2_TAL7,
	SPR2_TAL8,
	SPR2_TAL9,
	SPR2_TALA,
	SPR2_TALB,
g  
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	SPR2_TALC,
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	SPR2_CNT1, // continue disappointment
	SPR2_CNT2, // continue lift
	SPR2_CNT3, // continue spin
	SPR2_CNT4, // continue "soooooooniiic!" tugging

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	SPR2_SIGN, // end sign head
	SPR2_LIFE, // life monitor icon
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	SPR2_XTRA, // stuff that isn't in-map - "would this ever need an md2 or variable length animation?"
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	SPR2_FIRSTFREESLOT,
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	SPR2_LASTFREESLOT = 0x7f,
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	NUMPLAYERSPRITES
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} playersprite_t;
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// SPR2_XTRA
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#define XTRA_LIFEPIC    0                 // Life icon patch
#define XTRA_CHARSEL    1                 // Character select picture
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#define XTRA_CONTINUE   2                 // Continue icon
#define XTRA_ENDING     3                 // Ending finale patches
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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,

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	// Player
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	S_PLAY_STND,
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	S_PLAY_WAIT,
	S_PLAY_WALK,
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	S_PLAY_SKID,
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	S_PLAY_RUN,
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	S_PLAY_DASH,
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	S_PLAY_PAIN,
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	S_PLAY_STUN,
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	S_PLAY_DEAD,
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	S_PLAY_DRWN,
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	S_PLAY_ROLL,
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	S_PLAY_GASP,
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	S_PLAY_JUMP,
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	S_PLAY_SPRING,
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	S_PLAY_FALL,
	S_PLAY_EDGE,
	S_PLAY_RIDE,

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	// CA2_SPINDASH
	S_PLAY_SPINDASH,

1192
	// CA_FLY/SWIM
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	S_PLAY_FLY,
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	S_PLAY_SWIM,
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	S_PLAY_FLY_TIRED,

	// CA_GLIDEANDCLIMB
	S_PLAY_GLIDE,
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	S_PLAY_GLIDE_LANDING,
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	S_PLAY_CLING,
	S_PLAY_CLIMB,

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	// CA_FLOAT/CA_SLOWFALL
	S_PLAY_FLOAT,
	S_PLAY_FLOAT_RUN,

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	// CA_BOUNCE
	S_PLAY_BOUNCE,
	S_PLAY_BOUNCE_LANDING,

toaster committed
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	// CA2_GUNSLINGER
	S_PLAY_FIRE,
toaster committed
1213
	S_PLAY_FIRE_FINISH,
toaster committed
1214

1215 1216 1217
	// CA_TWINSPIN
	S_PLAY_TWINSPIN,

toaster committed
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	// CA2_MELEE
	S_PLAY_MELEE,
	S_PLAY_MELEE_FINISH,
toaster committed
1221
	S_PLAY_MELEE_LANDING,
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	// SF_SUPER
1224
	S_PLAY_SUPER_TRANS1,
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	S_PLAY_SUPER_TRANS2,
	S_PLAY_SUPER_TRANS3,
	S_PLAY_SUPER_TRANS4,
	S_PLAY_SUPER_TRANS5,
	S_PLAY_SUPER_TRANS6,
Alam Ed Arias committed
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	// 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,

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	// NiGHTS character (uses player sprite)
1245
	S_PLAY_NIGHTS_TRANS1,
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	S_PLAY_NIGHTS_TRANS2,
	S_PLAY_NIGHTS_TRANS3,
	S_PLAY_NIGHTS_TRANS4,
	S_PLAY_NIGHTS_TRANS5,
	S_PLAY_NIGHTS_TRANS6,
	S_PLAY_NIGHTS_STAND,
	S_PLAY_NIGHTS_FLOAT,
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	S_PLAY_NIGHTS_FLY,
	S_PLAY_NIGHTS_DRILL,
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	S_PLAY_NIGHTS_STUN,
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	S_PLAY_NIGHTS_PULL,
	S_PLAY_NIGHTS_ATTACK,

toaster committed
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	// c:
	S_TAILSOVERLAY_STAND,
	S_TAILSOVERLAY_0DEGREES,
	S_TAILSOVERLAY_PLUS30DEGREES,
	S_TAILSOVERLAY_PLUS60DEGREES,
	S_TAILSOVERLAY_MINUS30DEGREES,
	S_TAILSOVERLAY_MINUS60DEGREES,
	S_TAILSOVERLAY_RUN,
	S_TAILSOVERLAY_FLY,
	S_TAILSOVERLAY_TIRE,
	S_TAILSOVERLAY_PAIN,
	S_TAILSOVERLAY_GASP,
	S_TAILSOVERLAY_EDGE,
1272
	S_TAILSOVERLAY_DASH,
toaster committed
1273

lachwright committed
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	// [:
	S_JETFUMEFLASH,

Alam Ed Arias committed
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	// 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,

	// 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,

	// 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,

toaster committed
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	// Spincushion
	S_SPINCUSHION_LOOK,
	S_SPINCUSHION_CHASE1,
	S_SPINCUSHION_CHASE2,
	S_SPINCUSHION_CHASE3,
	S_SPINCUSHION_CHASE4,
	S_SPINCUSHION_AIM1,
	S_SPINCUSHION_AIM2,
	S_SPINCUSHION_AIM3,
	S_SPINCUSHION_AIM4,
	S_SPINCUSHION_AIM5,
	S_SPINCUSHION_SPIN1,
	S_SPINCUSHION_SPIN2,
	S_SPINCUSHION_SPIN3,
	S_SPINCUSHION_SPIN4,
	S_SPINCUSHION_STOP1,
	S_SPINCUSHION_STOP2,
	S_SPINCUSHION_STOP3,
	S_SPINCUSHION_STOP4,
Alam Ed Arias committed
1409

toaster committed
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	// Crushstacean
	S_CRUSHSTACEAN_ROAM1,
	S_CRUSHSTACEAN_ROAM2,
	S_CRUSHSTACEAN_ROAM3,
	S_CRUSHSTACEAN_ROAM4,
	S_CRUSHSTACEAN_ROAMPAUSE,
	S_CRUSHSTACEAN_PUNCH1,
	S_CRUSHSTACEAN_PUNCH2,
	S_CRUSHCLAW_AIM,
	S_CRUSHCLAW_OUT,
	S_CRUSHCLAW_STAY,
	S_CRUSHCLAW_IN,
	S_CRUSHCLAW_WAIT,
	S_CRUSHCHAIN,

toaster committed
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	// Banpyura
	S_BANPYURA_ROAM1,
	S_BANPYURA_ROAM2,
	S_BANPYURA_ROAM3,
	S_BANPYURA_ROAM4,
	S_BANPYURA_ROAMPAUSE,
	S_CDIAG1,
	S_CDIAG2,
	S_CDIAG3,
	S_CDIAG4,
	S_CDIAG5,
	S_CDIAG6,
	S_CDIAG7,
	S_CDIAG8,

Alam Ed Arias committed
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	// 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,
Zolton Auburn committed
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	S_JETJAW_SOUND,
Alam Ed Arias committed
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	// Snailer
	S_SNAILER1,
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	S_SNAILER_FLICKY,
Alam Ed Arias committed
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	// Vulture
	S_VULTURE_STND,
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	S_VULTURE_DRIFT,
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	S_VULTURE_ZOOM1,
	S_VULTURE_ZOOM2,
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	S_VULTURE_STUNNED,
Alam Ed Arias committed
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	// Pointy
	S_POINTY1,
	S_POINTYBALL1,

	// Robo-Hood
	S_ROBOHOOD_LOOK,
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	S_ROBOHOOD_STAND,
	S_ROBOHOOD_FIRE1,
	S_ROBOHOOD_FIRE2,
	S_ROBOHOOD_JUMP1,
Alam Ed Arias committed
1488
	S_ROBOHOOD_JUMP2,
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	S_ROBOHOOD_JUMP3,
Alam Ed Arias committed
1490

toaster committed
1491
	// Castlebot Facestabber
Alam Ed Arias committed
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	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,
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	S_FACESTABBER_PAIN,
	S_FACESTABBER_DIE1,
	S_FACESTABBER_DIE2,
	S_FACESTABBER_DIE3,
toaster committed
1506
	S_FACESTABBERSPEAR,
Alam Ed Arias committed
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	// 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,
toaster committed
1524
	S_EGGSHIELDBREAK,
Alam Ed Arias committed
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	// Green Snapper
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	S_SNAPPER_SPAWN,
	S_SNAPPER_SPAWN2,
Alam Ed Arias committed
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	S_GSNAPPER_STND,
	S_GSNAPPER1,
	S_GSNAPPER2,
	S_GSNAPPER3,
	S_GSNAPPER4,
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	S_SNAPPER_XPLD,
	S_SNAPPER_LEG,
	S_SNAPPER_LEGRAISE,
	S_SNAPPER_HEAD,
Alam Ed Arias committed
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	// Minus
1540
	S_MINUS_INIT,
Alam Ed Arias committed
1541
	S_MINUS_STND,
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	S_MINUS_DIGGING1,
	S_MINUS_DIGGING2,
	S_MINUS_DIGGING3,
	S_MINUS_DIGGING4,
	S_MINUS_BURST0,
	S_MINUS_BURST1,
	S_MINUS_BURST2,
	S_MINUS_BURST3,
	S_MINUS_BURST4,
	S_MINUS_BURST5,
Alam Ed Arias committed
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	S_MINUS_POPUP,
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	S_MINUS_AERIAL1,
	S_MINUS_AERIAL2,
	S_MINUS_AERIAL3,
	S_MINUS_AERIAL4,
Alam Ed Arias committed
1557

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	// Minus dirt
	S_MINUSDIRT1,
	S_MINUSDIRT2,
	S_MINUSDIRT3,
	S_MINUSDIRT4,
	S_MINUSDIRT5,
	S_MINUSDIRT6,
	S_MINUSDIRT7,

Alam Ed Arias committed
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	// 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,

MascaraSnake committed
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	// Canarivore
	S_CANARIVORE_LOOK,
	S_CANARIVORE_AWAKEN1,
	S_CANARIVORE_AWAKEN2,
	S_CANARIVORE_AWAKEN3,
	S_CANARIVORE_GAS1,
	S_CANARIVORE_GAS2,
	S_CANARIVORE_GAS3,
	S_CANARIVORE_GAS4,
	S_CANARIVORE_GAS5,
	S_CANARIVORE_GASREPEAT,
	S_CANARIVORE_CLOSE1,
	S_CANARIVORE_CLOSE2,
	S_CANARIVOREGAS_1,
	S_CANARIVOREGAS_2,
	S_CANARIVOREGAS_3,
	S_CANARIVOREGAS_4,
	S_CANARIVOREGAS_5,
	S_CANARIVOREGAS_6,
	S_CANARIVOREGAS_7,
	S_CANARIVOREGAS_8,

MascaraSnake committed
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	// Pyre Fly
	S_PYREFLY_FLY,
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	S_PYREFLY_BURN,
MascaraSnake committed
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	S_PYREFIRE1,
	S_PYREFIRE2,

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	// Pterabyte
	S_PTERABYTESPAWNER,
	S_PTERABYTEWAYPOINT,
	S_PTERABYTE_FLY1,
	S_PTERABYTE_FLY2,
	S_PTERABYTE_FLY3,
	S_PTERABYTE_FLY4,
	S_PTERABYTE_SWOOPDOWN,
	S_PTERABYTE_SWOOPUP,

lachwright committed
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	// Dragonbomber
	S_DRAGONBOMBER,
	S_DRAGONWING1,
	S_DRAGONWING2,
	S_DRAGONWING3,
	S_DRAGONWING4,
	S_DRAGONTAIL_LOADED,
	S_DRAGONTAIL_EMPTY,
	S_DRAGONTAIL_EMPTYLOOP,
	S_DRAGONTAIL_RELOAD,
	S_DRAGONMINE,
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	S_DRAGONMINE_LAND1,
	S_DRAGONMINE_LAND2,
	S_DRAGONMINE_SLOWFLASH1,
	S_DRAGONMINE_SLOWFLASH2,
	S_DRAGONMINE_SLOWLOOP,
	S_DRAGONMINE_FASTFLASH1,
	S_DRAGONMINE_FASTFLASH2,
	S_DRAGONMINE_FASTLOOP,
lachwright committed
1651

Alam Ed Arias committed
1652
	// Boss Explosion
1653
	S_BOSSEXPLODE,
Alam Ed Arias committed
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	// S3&K Boss Explosion
	S_SONIC3KBOSSEXPLOSION1,
	S_SONIC3KBOSSEXPLOSION2,
	S_SONIC3KBOSSEXPLOSION3,
	S_SONIC3KBOSSEXPLOSION4,
	S_SONIC3KBOSSEXPLOSION5,
	S_SONIC3KBOSSEXPLOSION6,

	S_JETFUME1,

	// Boss 1
	S_EGGMOBILE_STND,
1667
	S_EGGMOBILE_ROFL,
Alam Ed Arias committed
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	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_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_PANIC1,
	S_EGGMOBILE_PANIC2,
	S_EGGMOBILE_PANIC3,
	S_EGGMOBILE_PANIC4,
	S_EGGMOBILE_PANIC5,
	S_EGGMOBILE_PANIC6,
	S_EGGMOBILE_PANIC7,
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	S_EGGMOBILE_PANIC8,
	S_EGGMOBILE_PANIC9,
	S_EGGMOBILE_PANIC10,
	S_EGGMOBILE_PANIC11,
	S_EGGMOBILE_PANIC12,
	S_EGGMOBILE_PANIC13,
	S_EGGMOBILE_PANIC14,
	S_EGGMOBILE_PANIC15,
Alam Ed Arias committed
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	S_EGGMOBILE_PAIN,
	S_EGGMOBILE_PAIN2,
	S_EGGMOBILE_DIE1,
	S_EGGMOBILE_DIE2,
	S_EGGMOBILE_DIE3,
	S_EGGMOBILE_DIE4,
	S_EGGMOBILE_FLEE1,
	S_EGGMOBILE_FLEE2,
	S_EGGMOBILE_BALL,
	S_EGGMOBILE_TARGET,

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	S_BOSSEGLZ1,
	S_BOSSEGLZ2,

Alam Ed Arias committed
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	// 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_FLEE1,
	S_EGGMOBILE2_FLEE2,

	S_BOSSTANK1,
	S_BOSSTANK2,
	S_BOSSSPIGOT,

	// Boss 2 Goop
	S_GOOP1,
	S_GOOP2,
	S_GOOP3,
1741
	S_GOOPTRAIL,
Alam Ed Arias committed
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	// Boss 3
	S_EGGMOBILE3_STND,
1745
	S_EGGMOBILE3_SHOCK,
Alam Ed Arias committed
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	S_EGGMOBILE3_ATK1,
	S_EGGMOBILE3_ATK2,
	S_EGGMOBILE3_ATK3A,
	S_EGGMOBILE3_ATK3B,
	S_EGGMOBILE3_ATK3C,
	S_EGGMOBILE3_ATK3D,
	S_EGGMOBILE3_ATK4,
	S_EGGMOBILE3_ATK5,
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	S_EGGMOBILE3_ROFL,
Alam Ed Arias committed
1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772
	S_EGGMOBILE3_PAIN,
	S_EGGMOBILE3_PAIN2,
	S_EGGMOBILE3_DIE1,
	S_EGGMOBILE3_DIE2,
	S_EGGMOBILE3_DIE3,
	S_EGGMOBILE3_DIE4,
	S_EGGMOBILE3_FLEE1,
	S_EGGMOBILE3_FLEE2,

	// 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,
toaster committed
1773 1774
	S_FAKEMOBILE_DIE1,
	S_FAKEMOBILE_DIE2,
Alam Ed Arias committed
1775

1776 1777 1778
	S_BOSSSEBH1,
	S_BOSSSEBH2,

lachwright committed
1779 1780 1781 1782
	// Boss 3 Shockwave
	S_SHOCKWAVE1,
	S_SHOCKWAVE2,

Alam Ed Arias committed
1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798
	// 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,
1799 1800
	S_EGGMOBILE4_PAIN1,
	S_EGGMOBILE4_PAIN2,
Alam Ed Arias committed
1801 1802 1803 1804 1805 1806 1807
	S_EGGMOBILE4_DIE1,
	S_EGGMOBILE4_DIE2,
	S_EGGMOBILE4_DIE3,
	S_EGGMOBILE4_DIE4,
	S_EGGMOBILE4_FLEE1,
	S_EGGMOBILE4_FLEE2,
	S_EGGMOBILE4_MACE,
1808 1809 1810
	S_EGGMOBILE4_MACE_DIE1,
	S_EGGMOBILE4_MACE_DIE2,
	S_EGGMOBILE4_MACE_DIE3,
Alam Ed Arias committed
1811 1812

	// Boss 4 jet flame
1813 1814 1815 1816 1817 1818 1819 1820 1821 1822
	S_JETFLAME,

	// Boss 4 Spectator Eggrobo
	S_EGGROBO1_STND,
	S_EGGROBO1_BSLAP1,
	S_EGGROBO1_BSLAP2,
	S_EGGROBO1_PISSED,

	// Boss 4 Spectator Eggrobo jet flame
	S_EGGROBOJET,
Alam Ed Arias committed
1823

1824
	// Boss 5
1825
	S_FANG_SETUP,
1826
	S_FANG_INTRO0,
1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838
	S_FANG_INTRO1,
	S_FANG_INTRO2,
	S_FANG_INTRO3,
	S_FANG_INTRO4,
	S_FANG_INTRO5,
	S_FANG_INTRO6,
	S_FANG_INTRO7,
	S_FANG_INTRO8,
	S_FANG_INTRO9,
	S_FANG_INTRO10,
	S_FANG_INTRO11,
	S_FANG_INTRO12,
1839 1840 1841 1842
	S_FANG_CLONE1,
	S_FANG_CLONE2,
	S_FANG_CLONE3,
	S_FANG_CLONE4,
1843
	S_FANG_IDLE0,
1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878
	S_FANG_IDLE1,
	S_FANG_IDLE2,
	S_FANG_IDLE3,
	S_FANG_IDLE4,
	S_FANG_IDLE5,
	S_FANG_IDLE6,
	S_FANG_IDLE7,
	S_FANG_IDLE8,
	S_FANG_PAIN1,
	S_FANG_PAIN2,
	S_FANG_PATHINGSTART1,
	S_FANG_PATHINGSTART2,
	S_FANG_PATHING,
	S_FANG_BOUNCE1,
	S_FANG_BOUNCE2,
	S_FANG_BOUNCE3,
	S_FANG_BOUNCE4,
	S_FANG_FALL1,
	S_FANG_FALL2,
	S_FANG_CHECKPATH1,
	S_FANG_CHECKPATH2,
	S_FANG_PATHINGCONT1,
	S_FANG_PATHINGCONT2,
	S_FANG_PATHINGCONT3,
	S_FANG_SKID1,
	S_FANG_SKID2,
	S_FANG_SKID3,
	S_FANG_CHOOSEATTACK,
	S_FANG_FIRESTART1,
	S_FANG_FIRESTART2,
	S_FANG_FIRE1,
	S_FANG_FIRE2,
	S_FANG_FIRE3,
	S_FANG_FIRE4,
	S_FANG_FIREREPEAT,
1879
	S_FANG_LOBSHOT0,
1880 1881 1882 1883 1884 1885 1886 1887
	S_FANG_LOBSHOT1,
	S_FANG_LOBSHOT2,
	S_FANG_WAIT1,
	S_FANG_WAIT2,
	S_FANG_WALLHIT,
	S_FANG_PINCHPATHINGSTART1,
	S_FANG_PINCHPATHINGSTART2,
	S_FANG_PINCHPATHING,
1888
	S_FANG_PINCHBOUNCE0,
1889 1890 1891 1892
	S_FANG_PINCHBOUNCE1,
	S_FANG_PINCHBOUNCE2,
	S_FANG_PINCHBOUNCE3,
	S_FANG_PINCHBOUNCE4,
1893
	S_FANG_PINCHFALL0,
1894 1895 1896 1897
	S_FANG_PINCHFALL1,
	S_FANG_PINCHFALL2,
	S_FANG_PINCHSKID1,
	S_FANG_PINCHSKID2,
1898
	S_FANG_PINCHLOBSHOT0,
1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916
	S_FANG_PINCHLOBSHOT1,
	S_FANG_PINCHLOBSHOT2,
	S_FANG_PINCHLOBSHOT3,
	S_FANG_PINCHLOBSHOT4,
	S_FANG_DIE1,
	S_FANG_DIE2,
	S_FANG_DIE3,
	S_FANG_DIE4,
	S_FANG_DIE5,
	S_FANG_DIE6,
	S_FANG_DIE7,
	S_FANG_DIE8,
	S_FANG_FLEEPATHING1,
	S_FANG_FLEEPATHING2,
	S_FANG_FLEEBOUNCE1,
	S_FANG_FLEEBOUNCE2,
	S_FANG_KO,

1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927
	S_BROKENROBOTRANDOM,
	S_BROKENROBOTA,
	S_BROKENROBOTB,
	S_BROKENROBOTC,
	S_BROKENROBOTD,
	S_BROKENROBOTE,
	S_BROKENROBOTF,

	S_ALART1,
	S_ALART2,

1928 1929 1930 1931 1932 1933 1934 1935 1936
	S_VWREF,
	S_VWREB,

	S_PROJECTORLIGHT1,
	S_PROJECTORLIGHT2,
	S_PROJECTORLIGHT3,
	S_PROJECTORLIGHT4,
	S_PROJECTORLIGHT5,

1937 1938
	S_FBOMB1,
	S_FBOMB2,
1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952
	S_FBOMB_EXPL1,
	S_FBOMB_EXPL2,
	S_FBOMB_EXPL3,
	S_FBOMB_EXPL4,
	S_FBOMB_EXPL5,
	S_FBOMB_EXPL6,
	S_TNTDUST_1,
	S_TNTDUST_2,
	S_TNTDUST_3,
	S_TNTDUST_4,
	S_TNTDUST_5,
	S_TNTDUST_6,
	S_TNTDUST_7,
	S_TNTDUST_8,
1953 1954 1955
	S_FSGNA,
	S_FSGNB,
	S_FSGNC,
1956
	S_FSGND,
1957

Alam Ed Arias committed
1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157
	// 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, // Fir