{Spr(rSPR_HEALTHBONUS,0),-1,0,0}, //S_NULL {Spr(rSPR_BIGFISTS,0),0*4,A_Light0,0}, // S_LIGHTDONE {Spr(rSPR_BIGFISTS,0),1*4,A_WeaponReady,&states[S_PUNCH]}, // S_PUNCH {Spr(rSPR_BIGFISTS,0),1*4,A_Lower,&states[S_PUNCHDOWN]}, // S_PUNCHDOWN {Spr(rSPR_BIGFISTS,0),1*4,A_Raise,&states[S_PUNCHUP]}, // S_PUNCHUP {Spr(rSPR_BIGFISTS,1),2*4,0,&states[S_PUNCH2]}, // S_PUNCH1 {Spr(rSPR_BIGFISTS,2),2*4,A_Punch,&states[S_PUNCH3]}, // S_PUNCH2 {Spr(rSPR_BIGFISTS,3),2*4,0,&states[S_PUNCH4]}, // S_PUNCH3 {Spr(rSPR_BIGFISTS,2),2*4,0,&states[S_PUNCH5]}, // S_PUNCH4 {Spr(rSPR_BIGFISTS,1),2*4,A_ReFire,&states[S_PUNCH]}, // S_PUNCH5 {Spr(rSPR_BIGPISTOL,0),1*4,A_WeaponReady,&states[S_PISTOL]}, // S_PISTOL {Spr(rSPR_BIGPISTOL,0),1*4,A_Lower,&states[S_PISTOLDOWN]}, // S_PISTOLDOWN {Spr(rSPR_BIGPISTOL,0),1*4,A_Raise,&states[S_PISTOLUP]}, // S_PISTOLUP {Spr(rSPR_BIGPISTOL,0),2*4,0,&states[S_PISTOL2]}, // S_PISTOL1 {Spr(rSPR_BIGPISTOL,1),3*4,A_FirePistol,&states[S_PISTOL3]}, // S_PISTOL2 {Spr(rSPR_BIGPISTOL,2),3*4,0,&states[S_PISTOL4]}, // S_PISTOL3 {Spr(rSPR_BIGPISTOL,1),2*4,A_ReFire,&states[S_PISTOL]}, // S_PISTOL4 {Spr(rSPR_BIGPISTOL,3|FF_FULLBRIGHT),3*4,A_Light1,&states[S_LIGHTDONE]}, // S_PISTOLFLASH {Spr(rSPR_BIGSHOTGUN,0),1*4,A_WeaponReady,&states[S_SGUN]}, // S_SGUN {Spr(rSPR_BIGSHOTGUN,0),1*4,A_Lower,&states[S_SGUNDOWN]}, // S_SGUNDOWN {Spr(rSPR_BIGSHOTGUN,0),1*4,A_Raise,&states[S_SGUNUP]}, // S_SGUNUP {Spr(rSPR_BIGSHOTGUN,0),2*4,0,&states[S_SGUN2]}, // S_SGUN1 {Spr(rSPR_BIGSHOTGUN,0),2*4,A_FireShotgun,&states[S_SGUN3]}, // S_SGUN2 {Spr(rSPR_BIGSHOTGUN,1),3*4,0,&states[S_SGUN4]}, // S_SGUN3 {Spr(rSPR_BIGSHOTGUN,2),2*4,0,&states[S_SGUN5]}, // S_SGUN4 {Spr(rSPR_BIGSHOTGUN,3),2*4,0,&states[S_SGUN6]}, // S_SGUN5 {Spr(rSPR_BIGSHOTGUN,2),2*4,0,&states[S_SGUN7]}, // S_SGUN6 {Spr(rSPR_BIGSHOTGUN,1),2*4,0,&states[S_SGUN8]}, // S_SGUN7 {Spr(rSPR_BIGSHOTGUN,0),2*4,0,&states[S_SGUN9]}, // S_SGUN8 {Spr(rSPR_BIGSHOTGUN,0),3*4,A_ReFire,&states[S_SGUN]}, // S_SGUN9 {Spr(rSPR_BIGSHOTGUN,4|FF_FULLBRIGHT),2*4,A_Light1,&states[S_SGUNFLASH2]}, // S_SGUNFLASH1 {Spr(rSPR_BIGSHOTGUN,5|FF_FULLBRIGHT),1*4,A_Light2,&states[S_LIGHTDONE]}, // S_SGUNFLASH2 {Spr(rSPR_BIGCHAINGUN,0),1*4,A_WeaponReady,&states[S_CHAIN]}, // S_CHAIN {Spr(rSPR_BIGCHAINGUN,0),1*4,A_Lower,&states[S_CHAINDOWN]}, // S_CHAINDOWN {Spr(rSPR_BIGCHAINGUN,0),1*4,A_Raise,&states[S_CHAINUP]}, // S_CHAINUP {Spr(rSPR_BIGCHAINGUN,0),2*4,A_FireCGun,&states[S_CHAIN2]}, // S_CHAIN1 {Spr(rSPR_BIGCHAINGUN,1),2*4,A_FireCGun,&states[S_CHAIN3]}, // S_CHAIN2 {Spr(rSPR_BIGCHAINGUN,1),0*4,A_ReFire,&states[S_CHAIN]}, // S_CHAIN3 {Spr(rSPR_BIGCHAINGUN,2|FF_FULLBRIGHT),3*4,A_Light1,&states[S_LIGHTDONE]}, // S_CHAINFLASH1 {Spr(rSPR_BIGCHAINGUN,3|FF_FULLBRIGHT),2*4,A_Light2,&states[S_LIGHTDONE]}, // S_CHAINFLASH2 {Spr(rSPR_BIGROCKET,0),1*4,A_WeaponReady,&states[S_MISSILE]}, // S_MISSILE {Spr(rSPR_BIGROCKET,0),1*4,A_Lower,&states[S_MISSILEDOWN]}, // S_MISSILEDOWN {Spr(rSPR_BIGROCKET,0),1*4,A_Raise,&states[S_MISSILEUP]}, // S_MISSILEUP {Spr(rSPR_BIGROCKET,1),4*4,A_GunFlash,&states[S_MISSILE2]}, // S_MISSILE1 {Spr(rSPR_BIGROCKET,1),6*4,A_FireMissile,&states[S_MISSILE3]}, // S_MISSILE2 {Spr(rSPR_BIGROCKET,1),0*4,A_ReFire,&states[S_MISSILE]}, // S_MISSILE3 {Spr(rSPR_BIGROCKET,2|FF_FULLBRIGHT),2*4,A_Light1,&states[S_MISSILEFLASH2]}, // S_MISSILEFLASH1 {Spr(rSPR_BIGROCKET,3|FF_FULLBRIGHT),2*4,0,&states[S_MISSILEFLASH3]}, // S_MISSILEFLASH2 {Spr(rSPR_BIGROCKET,4|FF_FULLBRIGHT),2*4,A_Light2,&states[S_MISSILEFLASH4]}, // S_MISSILEFLASH3 {Spr(rSPR_BIGROCKET,5|FF_FULLBRIGHT),2*4,A_Light2,&states[S_LIGHTDONE]}, // S_MISSILEFLASH4 {Spr(rSPR_BIGCHAINSAW,2),2*4,A_WeaponReady,&states[S_SAWB]}, // S_SAW {Spr(rSPR_BIGCHAINSAW,3),2*4,A_WeaponReady,&states[S_SAW]}, // S_SAWB {Spr(rSPR_BIGCHAINSAW,2),1*4,A_Lower,&states[S_SAWDOWN]}, // S_SAWDOWN {Spr(rSPR_BIGCHAINSAW,2),1*4,A_Raise,&states[S_SAWUP]}, // S_SAWUP {Spr(rSPR_BIGCHAINSAW,0),2*4,A_Saw,&states[S_SAW2]}, // S_SAW1 {Spr(rSPR_BIGCHAINSAW,1),2*4,A_Saw,&states[S_SAW3]}, // S_SAW2 {Spr(rSPR_BIGCHAINSAW,1),0*4,A_ReFire,&states[S_SAW]}, // S_SAW3 {Spr(rSPR_BIGPLASMA,0),1*4,A_WeaponReady,&states[S_PLASMA]}, // S_PLASMA {Spr(rSPR_BIGPLASMA,0),1*4,A_Lower,&states[S_PLASMADOWN]}, // S_PLASMADOWN {Spr(rSPR_BIGPLASMA,0),1*4,A_Raise,&states[S_PLASMAUP]}, // S_PLASMAUP {Spr(rSPR_BIGPLASMA,0),2*4,A_FirePlasma,&states[S_PLASMA2]}, // S_PLASMA1 {Spr(rSPR_BIGPLASMA,1),10*4,A_ReFire,&states[S_PLASMA]}, // S_PLASMA2 {Spr(rSPR_BIGPLASMA,2|FF_FULLBRIGHT),2*4,A_Light1,&states[S_LIGHTDONE]}, // S_PLASMAFLASH1 {Spr(rSPR_BIGPLASMA,3|FF_FULLBRIGHT),2*4,A_Light1,&states[S_LIGHTDONE]}, // S_PLASMAFLASH2 {Spr(rSPR_BIGBFG,0),1*4,A_WeaponReady,&states[S_BFG]}, // S_BFG {Spr(rSPR_BIGBFG,0),1*4,A_Lower,&states[S_BFGDOWN]}, // S_BFGDOWN {Spr(rSPR_BIGBFG,0),1*4,A_Raise,&states[S_BFGUP]}, // S_BFGUP {Spr(rSPR_BIGBFG,0),10*4,A_BFGsound,&states[S_BFG2]}, // S_BFG1 {Spr(rSPR_BIGBFG,1),5*4,A_GunFlash,&states[S_BFG3]}, // S_BFG2 {Spr(rSPR_BIGBFG,1),5*4,A_FireBFG,&states[S_BFG4]}, // S_BFG3 {Spr(rSPR_BIGBFG,1),10*4,A_ReFire,&states[S_BFG]}, // S_BFG4 {Spr(rSPR_BIGBFG,2|FF_FULLBRIGHT),5*4,A_Light1,&states[S_BFGFLASH2]}, // S_BFGFLASH1 {Spr(rSPR_BIGBFG,3|FF_FULLBRIGHT),3*4,A_Light2,&states[S_LIGHTDONE]}, // S_BFGFLASH2 {Spr(rSPR_BLUD,2),4*4,0,&states[S_BLOOD2]}, // S_BLOOD1 {Spr(rSPR_BLUD,1),4*4,0,&states[S_BLOOD3]}, // S_BLOOD2 {Spr(rSPR_BLUD,0),4*4,0,0}, // S_BLOOD3 {Spr(rSPR_PUFF,0|FF_FULLBRIGHT),2*4,0,&states[S_PUFF2]}, // S_PUFF1 {Spr(rSPR_PUFF,1),2*4,0,&states[S_PUFF3]}, // S_PUFF2 {Spr(rSPR_PUFF,2),2*4,0,&states[S_PUFF4]}, // S_PUFF3 {Spr(rSPR_PUFF,3),2*4,0,0}, // S_PUFF4 {Spr(rSPR_IMP,21|FF_FULLBRIGHT),2*4,0,&states[S_TBALL2]}, // S_TBALL1 {Spr(rSPR_IMP,22|FF_FULLBRIGHT),2*4,0,&states[S_TBALL1]}, // S_TBALL2 {Spr(rSPR_IMP,23|FF_FULLBRIGHT),3*4,0,&states[S_TBALLX2]}, // S_TBALLX1 {Spr(rSPR_IMP,24|FF_FULLBRIGHT),3*4,0,&states[S_TBALLX3]}, // S_TBALLX2 {Spr(rSPR_IMP,25|FF_FULLBRIGHT),3*4,0,0}, // S_TBALLX3 {Spr(rSPR_CACOBOLT,0|FF_FULLBRIGHT),2*4,0,&states[S_RBALL2]}, // S_RBALL1 {Spr(rSPR_CACOBOLT,1|FF_FULLBRIGHT),2*4,0,&states[S_RBALL1]}, // S_RBALL2 {Spr(rSPR_CACOBOLT,2|FF_FULLBRIGHT),3*4,0,&states[S_RBALLX2]}, // S_RBALLX1 {Spr(rSPR_CACOBOLT,3|FF_FULLBRIGHT),3*4,0,&states[S_RBALLX3]}, // S_RBALLX2 {Spr(rSPR_CACOBOLT,4|FF_FULLBRIGHT),3*4,0,0}, // S_RBALLX3 {Spr(rSPR_BARONBLT,0|FF_FULLBRIGHT),2*4,0,&states[S_BRBALL2]}, // S_BRBALL1 {Spr(rSPR_BARONBLT,1|FF_FULLBRIGHT),2*4,0,&states[S_BRBALL1]}, // S_BRBALL2 {Spr(rSPR_BARONBLT,2|FF_FULLBRIGHT),3*4,0,&states[S_BRBALLX2]}, // S_BRBALLX1 {Spr(rSPR_BARONBLT,3|FF_FULLBRIGHT),3*4,0,&states[S_BRBALLX3]}, // S_BRBALLX2 {Spr(rSPR_BARONBLT,4|FF_FULLBRIGHT),3*4,0,0}, // S_BRBALLX3 {Spr(rSPR_PLSS,0|FF_FULLBRIGHT),3*4,0,&states[S_PLASBALL2]}, // S_PLASBALL {Spr(rSPR_PLSS,1|FF_FULLBRIGHT),3*4,0,&states[S_PLASBALL]}, // S_PLASBALL2 {Spr(rSPR_PLSE,0|FF_FULLBRIGHT),2*4,0,&states[S_PLASEXP2]}, // S_PLASEXP {Spr(rSPR_PLSE,1|FF_FULLBRIGHT),2*4,0,&states[S_PLASEXP3]}, // S_PLASEXP2 {Spr(rSPR_PLSE,2|FF_FULLBRIGHT),2*4,0,&states[S_PLASEXP4]}, // S_PLASEXP3 {Spr(rSPR_PLSE,3|FF_FULLBRIGHT),2*4,0,&states[S_PLASEXP5]}, // S_PLASEXP4 {Spr(rSPR_PLSE,4|FF_FULLBRIGHT),2*4,0,0}, // S_PLASEXP5 {Spr(rSPR_MISL,0|FF_FULLBRIGHT),1*4,0,&states[S_ROCKET]}, // S_ROCKET {Spr(rSPR_BFS1,0|FF_FULLBRIGHT),2*4,0,&states[S_BFGSHOT2]}, // S_BFGSHOT {Spr(rSPR_BFS1,1|FF_FULLBRIGHT),2*4,0,&states[S_BFGSHOT]}, // S_BFGSHOT2 {Spr(rSPR_BFE1,0|FF_FULLBRIGHT),4*4,0,&states[S_BFGLAND2]}, // S_BFGLAND {Spr(rSPR_BFE1,1|FF_FULLBRIGHT),4*4,0,&states[S_BFGLAND3]}, // S_BFGLAND2 {Spr(rSPR_BFE1,2|FF_FULLBRIGHT),4*4,A_BFGSpray,&states[S_BFGLAND4]}, // S_BFGLAND3 {Spr(rSPR_BFE1,3|FF_FULLBRIGHT),4*4,0,&states[S_BFGLAND5]}, // S_BFGLAND4 {Spr(rSPR_BFE1,4|FF_FULLBRIGHT),4*4,0,&states[S_BFGLAND6]}, // S_BFGLAND5 {Spr(rSPR_BFE1,5|FF_FULLBRIGHT),4*4,0,0}, // S_BFGLAND6 {Spr(rSPR_BFE2,0|FF_FULLBRIGHT),4*4,0,&states[S_BFGEXP2]}, // S_BFGEXP {Spr(rSPR_BFE2,1|FF_FULLBRIGHT),4*4,0,&states[S_BFGEXP3]}, // S_BFGEXP2 {Spr(rSPR_BFE2,2|FF_FULLBRIGHT),4*4,0,&states[S_BFGEXP4]}, // S_BFGEXP3 {Spr(rSPR_BFE2,3|FF_FULLBRIGHT),4*4,0,0}, // S_BFGEXP4 {Spr(rSPR_MISL,1|FF_FULLBRIGHT),4*4,A_Explode,&states[S_EXPLODE2]}, // S_EXPLODE1 {Spr(rSPR_MISL,2|FF_FULLBRIGHT),3*4,0,&states[S_EXPLODE3]}, // S_EXPLODE2 {Spr(rSPR_MISL,3|FF_FULLBRIGHT),2*4,0,0}, // S_EXPLODE3 {Spr(rSPR_TELEFOG,0|FF_FULLBRIGHT),3*4,0,&states[S_TFOG01]}, // S_TFOG {Spr(rSPR_TELEFOG,1|FF_FULLBRIGHT),3*4,0,&states[S_TFOG02]}, // S_TFOG01 {Spr(rSPR_TELEFOG,0|FF_FULLBRIGHT),3*4,0,&states[S_TFOG2]}, // S_TFOG02 {Spr(rSPR_TELEFOG,1|FF_FULLBRIGHT),3*4,0,&states[S_TFOG3]}, // S_TFOG2 {Spr(rSPR_TELEFOG,2|FF_FULLBRIGHT),3*4,0,&states[S_TFOG4]}, // S_TFOG3 {Spr(rSPR_TELEFOG,3|FF_FULLBRIGHT),3*4,0,&states[S_TFOG5]}, // S_TFOG4 {Spr(rSPR_TELEFOG,4|FF_FULLBRIGHT),3*4,0,&states[S_TFOG6]}, // S_TFOG5 {Spr(rSPR_TELEFOG,5|FF_FULLBRIGHT),3*4,0,&states[S_TFOG7]}, // S_TFOG6 {Spr(rSPR_TELEFOG,6|FF_FULLBRIGHT),3*4,0,&states[S_TFOG8]}, // S_TFOG7 {Spr(rSPR_TELEFOG,7|FF_FULLBRIGHT),3*4,0,&states[S_TFOG9]}, // S_TFOG8 {Spr(rSPR_TELEFOG,8|FF_FULLBRIGHT),3*4,0,&states[S_TFOG10]}, // S_TFOG9 {Spr(rSPR_TELEFOG,9|FF_FULLBRIGHT),3*4,0,0}, // S_TFOG10 {Spr(rSPR_IFOG,0|FF_FULLBRIGHT),3*4,0,&states[S_IFOG01]}, // S_IFOG {Spr(rSPR_IFOG,1|FF_FULLBRIGHT),3*4,0,&states[S_IFOG02]}, // S_IFOG01 {Spr(rSPR_IFOG,0|FF_FULLBRIGHT),3*4,0,&states[S_IFOG2]}, // S_IFOG02 {Spr(rSPR_IFOG,1|FF_FULLBRIGHT),3*4,0,&states[S_IFOG3]}, // S_IFOG2 {Spr(rSPR_IFOG,2|FF_FULLBRIGHT),3*4,0,&states[S_IFOG4]}, // S_IFOG3 {Spr(rSPR_IFOG,3|FF_FULLBRIGHT),3*4,0,&states[S_IFOG5]}, // S_IFOG4 {Spr(rSPR_IFOG,4|FF_FULLBRIGHT),3*4,0,0}, // S_IFOG5 {Spr(rSPR_OURHERO,0),-1,0,0}, // S_PLAY {Spr(rSPR_OURHERO,0),2*4,0,&states[S_PLAY_RUN2]}, // S_PLAY_RUN1 {Spr(rSPR_OURHERO,1),2*4,0,&states[S_PLAY_RUN3]}, // S_PLAY_RUN2 {Spr(rSPR_OURHERO,2),2*4,0,&states[S_PLAY_RUN4]}, // S_PLAY_RUN3 {Spr(rSPR_OURHERO,3),2*4,0,&states[S_PLAY_RUN1]}, // S_PLAY_RUN4 {Spr(rSPR_OURHERO,4),2*4,0,&states[S_PLAY_ATK2]}, // S_PLAY_ATK1 {Spr(rSPR_OURHERO,5|FF_FULLBRIGHT),4*4,0,&states[S_PLAY]}, // S_PLAY_ATK2 {Spr(rSPR_OURHERO,6),2*4,0,&states[S_PLAY_PAIN2]}, // S_PLAY_PAIN {Spr(rSPR_OURHERO,6),2*4,A_Pain,&states[S_PLAY]}, // S_PLAY_PAIN2 {Spr(rSPR_OURHERO,7),5*4,0,&states[S_PLAY_DIE2]}, // S_PLAY_DIE1 {Spr(rSPR_OURHERO,8),5*4,A_Scream,&states[S_PLAY_DIE3]}, // S_PLAY_DIE2 {Spr(rSPR_OURHERO,9),5*4,A_Fall,&states[S_PLAY_DIE4]}, // S_PLAY_DIE3 {Spr(rSPR_OURHERO,10),5*4,0,&states[S_PLAY_DIE5]}, // S_PLAY_DIE4 {Spr(rSPR_OURHERO,11),5*4,0,&states[S_PLAY_DIE6]}, // S_PLAY_DIE5 {Spr(rSPR_OURHERO,12),5*4,0,&states[S_PLAY_DIE7]}, // S_PLAY_DIE6 {Spr(rSPR_OURHEROBDY,0),-1,0,0}, // S_PLAY_DIE7 {Spr(rSPR_OURHERO,13),2*4,0,&states[S_PLAY_XDIE2]}, // S_PLAY_XDIE1 {Spr(rSPR_OURHERO,14),2*4,A_XScream,&states[S_PLAY_XDIE3]}, // S_PLAY_XDIE2 {Spr(rSPR_OURHERO,15),2*4,A_Fall,&states[S_PLAY_XDIE4]}, // S_PLAY_XDIE3 {Spr(rSPR_OURHERO,16),2*4,0,&states[S_PLAY_XDIE5]}, // S_PLAY_XDIE4 {Spr(rSPR_OURHERO,17),2*4,0,&states[S_PLAY_XDIE6]}, // S_PLAY_XDIE5 {Spr(rSPR_OURHERO,18),2*4,0,&states[S_PLAY_XDIE7]}, // S_PLAY_XDIE6 {Spr(rSPR_OURHERO,19),2*4,0,&states[S_PLAY_XDIE8]}, // S_PLAY_XDIE7 {Spr(rSPR_OURHERO,20),2*4,0,&states[S_PLAY_XDIE9]}, // S_PLAY_XDIE8 {Spr(rSPR_OURHEROBDY,1),-1,0,0}, // S_PLAY_XDIE9 {Spr(rSPR_ZOMBIE,0),5*4,A_Look,&states[S_POSS_STND2]}, // S_POSS_STND {Spr(rSPR_ZOMBIE,1),5*4,A_Look,&states[S_POSS_STND]}, // S_POSS_STND2 {Spr(rSPR_ZOMBIE,0),2*4,A_Chase,&states[S_POSS_RUN2]}, // S_POSS_RUN1 {Spr(rSPR_ZOMBIE,0),2*4,A_Chase,&states[S_POSS_RUN3]}, // S_POSS_RUN2 {Spr(rSPR_ZOMBIE,1),2*4,A_Chase,&states[S_POSS_RUN4]}, // S_POSS_RUN3 {Spr(rSPR_ZOMBIE,1),2*4,A_Chase,&states[S_POSS_RUN5]}, // S_POSS_RUN4 {Spr(rSPR_ZOMBIE,2),2*4,A_Chase,&states[S_POSS_RUN6]}, // S_POSS_RUN5 {Spr(rSPR_ZOMBIE,2),2*4,A_Chase,&states[S_POSS_RUN7]}, // S_POSS_RUN6 {Spr(rSPR_ZOMBIE,3),2*4,A_Chase,&states[S_POSS_RUN8]}, // S_POSS_RUN7 {Spr(rSPR_ZOMBIE,3),2*4,A_Chase,&states[S_POSS_RUN1]}, // S_POSS_RUN8 {Spr(rSPR_ZOMBIE,4),5*4,A_FaceTarget,&states[S_POSS_ATK2]}, // S_POSS_ATK1 {Spr(rSPR_ZOMBIE,5),4*4,A_PosAttack,&states[S_POSS_ATK3]}, // S_POSS_ATK2 {Spr(rSPR_ZOMBIE,4),4*4,0,&states[S_POSS_RUN1]}, // S_POSS_ATK3 {Spr(rSPR_ZOMBIE,6),1*4,0,&states[S_POSS_PAIN2]}, // S_POSS_PAIN {Spr(rSPR_ZOMBIE,6),2*4,A_Pain,&states[S_POSS_RUN1]}, // S_POSS_PAIN2 {Spr(rSPR_ZOMBIE,7),2*4,0,&states[S_POSS_DIE2]}, // S_POSS_DIE1 {Spr(rSPR_ZOMBIE,8),3*4,A_Scream,&states[S_POSS_DIE3]}, // S_POSS_DIE2 {Spr(rSPR_ZOMBIE,9),2*4,A_Fall,&states[S_POSS_DIE4]}, // S_POSS_DIE3 {Spr(rSPR_ZOMBIE,10),3*4,0,&states[S_POSS_DIE5]}, // S_POSS_DIE4 {Spr(rSPR_ZOMBIEBODY,0),-1,0,0}, // S_POSS_DIE5 {Spr(rSPR_ZOMBIE,11),2*4,0,&states[S_POSS_XDIE2]}, // S_POSS_XDIE1 {Spr(rSPR_ZOMBIE,12),3*4,A_XScream,&states[S_POSS_XDIE3]}, // S_POSS_XDIE2 {Spr(rSPR_ZOMBIE,13),2*4,A_Fall,&states[S_POSS_XDIE4]}, // S_POSS_XDIE3 {Spr(rSPR_ZOMBIE,14),3*4,0,&states[S_POSS_XDIE5]}, // S_POSS_XDIE4 {Spr(rSPR_ZOMBIE,15),2*4,0,&states[S_POSS_XDIE6]}, // S_POSS_XDIE5 {Spr(rSPR_ZOMBIE,16),3*4,0,&states[S_POSS_XDIE7]}, // S_POSS_XDIE6 {Spr(rSPR_ZOMBIE,17),2*4,0,&states[S_POSS_XDIE8]}, // S_POSS_XDIE7 {Spr(rSPR_ZOMBIE,18),3*4,0,&states[S_POSS_XDIE9]}, // S_POSS_XDIE8 {Spr(rSPR_ZOMBIEBODY,1),-1,0,0}, // S_POSS_XDIE9 {Spr(rSPR_SHOTGUY,0),5*4,A_Look,&states[S_SPOS_STND2]}, // S_SPOS_STND {Spr(rSPR_SHOTGUY,1),5*4,A_Look,&states[S_SPOS_STND]}, // S_SPOS_STND2 {Spr(rSPR_SHOTGUY,0),1*4,A_Chase,&states[S_SPOS_RUN2]}, // S_SPOS_RUN1 {Spr(rSPR_SHOTGUY,0),2*4,A_Chase,&states[S_SPOS_RUN3]}, // S_SPOS_RUN2 {Spr(rSPR_SHOTGUY,1),1*4,A_Chase,&states[S_SPOS_RUN4]}, // S_SPOS_RUN3 {Spr(rSPR_SHOTGUY,1),2*4,A_Chase,&states[S_SPOS_RUN5]}, // S_SPOS_RUN4 {Spr(rSPR_SHOTGUY,2),1*4,A_Chase,&states[S_SPOS_RUN6]}, // S_SPOS_RUN5 {Spr(rSPR_SHOTGUY,2),2*4,A_Chase,&states[S_SPOS_RUN7]}, // S_SPOS_RUN6 {Spr(rSPR_SHOTGUY,3),1*4,A_Chase,&states[S_SPOS_RUN8]}, // S_SPOS_RUN7 {Spr(rSPR_SHOTGUY,3),2*4,A_Chase,&states[S_SPOS_RUN1]}, // S_SPOS_RUN8 {Spr(rSPR_SHOTGUY,4),5*4,A_FaceTarget,&states[S_SPOS_ATK2]}, // S_SPOS_ATK1 {Spr(rSPR_SHOTGUY,5|FF_FULLBRIGHT),5*4,A_SPosAttack,&states[S_SPOS_ATK3]}, // S_SPOS_ATK2 {Spr(rSPR_SHOTGUY,4),5*4,0,&states[S_SPOS_RUN1]}, // S_SPOS_ATK3 {Spr(rSPR_SHOTGUY,6),1*4,0,&states[S_SPOS_PAIN2]}, // S_SPOS_PAIN {Spr(rSPR_SHOTGUY,6),2*4,A_Pain,&states[S_SPOS_RUN1]}, // S_SPOS_PAIN2 {Spr(rSPR_SHOTGUY,7),2*4,0,&states[S_SPOS_DIE2]}, // S_SPOS_DIE1 {Spr(rSPR_SHOTGUY,8),3*4,A_Scream,&states[S_SPOS_DIE3]}, // S_SPOS_DIE2 {Spr(rSPR_SHOTGUY,9),2*4,A_Fall,&states[S_SPOS_DIE4]}, // S_SPOS_DIE3 {Spr(rSPR_SHOTGUY,10),3*4,0,&states[S_SPOS_DIE5]}, // S_SPOS_DIE4 {Spr(rSPR_SHOTGUY,11),-1,0,0}, // S_SPOS_DIE5 {Spr(rSPR_SHOTGUY,12),2*4,0,&states[S_SPOS_XDIE2]}, // S_SPOS_XDIE1 {Spr(rSPR_SHOTGUY,13),3*4,A_XScream,&states[S_SPOS_XDIE3]}, // S_SPOS_XDIE2 {Spr(rSPR_SHOTGUY,14),2*4,A_Fall,&states[S_SPOS_XDIE4]}, // S_SPOS_XDIE3 {Spr(rSPR_SHOTGUY,15),3*4,0,&states[S_SPOS_XDIE5]}, // S_SPOS_XDIE4 {Spr(rSPR_SHOTGUY,16),2*4,0,&states[S_SPOS_XDIE6]}, // S_SPOS_XDIE5 {Spr(rSPR_SHOTGUY,17),3*4,0,&states[S_SPOS_XDIE7]}, // S_SPOS_XDIE6 {Spr(rSPR_SHOTGUY,18),2*4,0,&states[S_SPOS_XDIE8]}, // S_SPOS_XDIE7 {Spr(rSPR_SHOTGUY,19),3*4,0,&states[S_SPOS_XDIE9]}, // S_SPOS_XDIE8 {Spr(rSPR_SHOTGUY,20),-1,0,0}, // S_SPOS_XDIE9 {Spr(rSPR_IMP,0),5*4,A_Look,&states[S_TROO_STND2]}, // S_TROO_STND {Spr(rSPR_IMP,1),5*4,A_Look,&states[S_TROO_STND]}, // S_TROO_STND2 {Spr(rSPR_IMP,0),1*4,A_Chase,&states[S_TROO_RUN2]}, // S_TROO_RUN1 {Spr(rSPR_IMP,0),2*4,A_Chase,&states[S_TROO_RUN3]}, // S_TROO_RUN2 {Spr(rSPR_IMP,1),1*4,A_Chase,&states[S_TROO_RUN4]}, // S_TROO_RUN3 {Spr(rSPR_IMP,1),2*4,A_Chase,&states[S_TROO_RUN5]}, // S_TROO_RUN4 {Spr(rSPR_IMP,2),1*4,A_Chase,&states[S_TROO_RUN6]}, // S_TROO_RUN5 {Spr(rSPR_IMP,2),2*4,A_Chase,&states[S_TROO_RUN7]}, // S_TROO_RUN6 {Spr(rSPR_IMP,3),1*4,A_Chase,&states[S_TROO_RUN8]}, // S_TROO_RUN7 {Spr(rSPR_IMP,3),2*4,A_Chase,&states[S_TROO_RUN1]}, // S_TROO_RUN8 {Spr(rSPR_IMP,4),4*4,A_FaceTarget,&states[S_TROO_ATK2]}, // S_TROO_ATK1 {Spr(rSPR_IMP,5),4*4,A_FaceTarget,&states[S_TROO_ATK3]}, // S_TROO_ATK2 {Spr(rSPR_IMP,6),3*4,A_TroopAttack,&states[S_TROO_RUN1]}, // S_TROO_ATK3 {Spr(rSPR_IMP,7),1*4,0,&states[S_TROO_PAIN2]}, // S_TROO_PAIN {Spr(rSPR_IMP,7),1*4,A_Pain,&states[S_TROO_RUN1]}, // S_TROO_PAIN2 {Spr(rSPR_IMP,8),4*4,0,&states[S_TROO_DIE2]}, // S_TROO_DIE1 {Spr(rSPR_IMP,9),4*4,A_Scream,&states[S_TROO_DIE3]}, // S_TROO_DIE2 {Spr(rSPR_IMP,10),3*4,0,&states[S_TROO_DIE4]}, // S_TROO_DIE3 {Spr(rSPR_IMP,11),3*4,A_Fall,&states[S_TROO_DIE5]}, // S_TROO_DIE4 {Spr(rSPR_IMP,12),-1,0,0}, // S_TROO_DIE5 {Spr(rSPR_IMP,13),2*4,0,&states[S_TROO_XDIE2]}, // S_TROO_XDIE1 {Spr(rSPR_IMP,14),3*4,A_XScream,&states[S_TROO_XDIE3]}, // S_TROO_XDIE2 {Spr(rSPR_IMP,15),2*4,0,&states[S_TROO_XDIE4]}, // S_TROO_XDIE3 {Spr(rSPR_IMP,16),3*4,A_Fall,&states[S_TROO_XDIE5]}, // S_TROO_XDIE4 {Spr(rSPR_IMP,17),2*4,0,&states[S_TROO_XDIE6]}, // S_TROO_XDIE5 {Spr(rSPR_IMP,18),3*4,0,&states[S_TROO_XDIE7]}, // S_TROO_XDIE6 {Spr(rSPR_IMP,19),2*4,0,&states[S_TROO_XDIE8]}, // S_TROO_XDIE7 {Spr(rSPR_IMP,20),-1,0,0}, // S_TROO_XDIE8 {Spr(rSPR_DEMON,0),5*4,A_Look,&states[S_SARG_STND2]}, // S_SARG_STND {Spr(rSPR_DEMON,1),5*4,A_Look,&states[S_SARG_STND]}, // S_SARG_STND2 {Spr(rSPR_DEMON,0),1*4,A_Chase,&states[S_SARG_RUN2]}, // S_SARG_RUN1 {Spr(rSPR_DEMON,0),1*4,A_Chase,&states[S_SARG_RUN3]}, // S_SARG_RUN2 {Spr(rSPR_DEMON,1),1*4,A_Chase,&states[S_SARG_RUN4]}, // S_SARG_RUN3 {Spr(rSPR_DEMON,1),1*4,A_Chase,&states[S_SARG_RUN5]}, // S_SARG_RUN4 {Spr(rSPR_DEMON,2),1*4,A_Chase,&states[S_SARG_RUN6]}, // S_SARG_RUN5 {Spr(rSPR_DEMON,2),1*4,A_Chase,&states[S_SARG_RUN7]}, // S_SARG_RUN6 {Spr(rSPR_DEMON,3),1*4,A_Chase,&states[S_SARG_RUN8]}, // S_SARG_RUN7 {Spr(rSPR_DEMON,3),1*4,A_Chase,&states[S_SARG_RUN1]}, // S_SARG_RUN8 {Spr(rSPR_DEMON,4),4*4,A_FaceTarget,&states[S_SARG_ATK2]}, // S_SARG_ATK1 {Spr(rSPR_DEMON,5),4*4,A_FaceTarget,&states[S_SARG_ATK3]}, // S_SARG_ATK2 {Spr(rSPR_DEMON,6),4*4,A_SargAttack,&states[S_SARG_RUN1]}, // S_SARG_ATK3 {Spr(rSPR_DEMON,7),1*4,0,&states[S_SARG_PAIN2]}, // S_SARG_PAIN {Spr(rSPR_DEMON,7),1*4,A_Pain,&states[S_SARG_RUN1]}, // S_SARG_PAIN2 {Spr(rSPR_DEMON,8),4*4,0,&states[S_SARG_DIE2]}, // S_SARG_DIE1 {Spr(rSPR_DEMON,9),4*4,A_Scream,&states[S_SARG_DIE3]}, // S_SARG_DIE2 {Spr(rSPR_DEMON,10),2*4,0,&states[S_SARG_DIE4]}, // S_SARG_DIE3 {Spr(rSPR_DEMON,11),2*4,A_Fall,&states[S_SARG_DIE5]}, // S_SARG_DIE4 {Spr(rSPR_DEMON,12),2*4,0,&states[S_SARG_DIE6]}, // S_SARG_DIE5 {Spr(rSPR_DEMON,13),-1,0,0}, // S_SARG_DIE6 {Spr(rSPR_CACODEMON,0),5*4,A_Look,&states[S_HEAD_STND]}, // S_HEAD_STND {Spr(rSPR_CACODEMON,0),1*4,A_Chase,&states[S_HEAD_RUN1]}, // S_HEAD_RUN1 {Spr(rSPR_CACODEMON,1),2*4,A_FaceTarget,&states[S_HEAD_ATK2]}, // S_HEAD_ATK1 {Spr(rSPR_CACODEMON,2),2*4,A_FaceTarget,&states[S_HEAD_ATK3]}, // S_HEAD_ATK2 {Spr(rSPR_CACODEMON,3|FF_FULLBRIGHT),3*4,A_HeadAttack,&states[S_HEAD_RUN1]}, // S_HEAD_ATK3 {Spr(rSPR_CACODEMON,4),1*4,0,&states[S_HEAD_PAIN2]}, // S_HEAD_PAIN {Spr(rSPR_CACODEMON,4),2*4,A_Pain,&states[S_HEAD_PAIN3]}, // S_HEAD_PAIN2 {Spr(rSPR_CACODEMON,5),3*4,0,&states[S_HEAD_RUN1]}, // S_HEAD_PAIN3 {Spr(rSPR_CACODIE,0),4*4,0,&states[S_HEAD_DIE2]}, // S_HEAD_DIE1 {Spr(rSPR_CACODIE,1),4*4,A_Scream,&states[S_HEAD_DIE3]}, // S_HEAD_DIE2 {Spr(rSPR_CACODIE,2),4*4,0,&states[S_HEAD_DIE4]}, // S_HEAD_DIE3 {Spr(rSPR_CACODIE,3),4*4,0,&states[S_HEAD_DIE5]}, // S_HEAD_DIE4 {Spr(rSPR_CACODIE,4),4*4,A_Fall,&states[S_HEAD_DIE6]}, // S_HEAD_DIE5 {Spr(rSPR_CACOBDY,0),-1,0,0}, // S_HEAD_DIE6 {Spr(rSPR_BARON,0),5*4,A_Look,&states[S_BOSS_STND2]}, // S_BOSS_STND {Spr(rSPR_BARON,1),5*4,A_Look,&states[S_BOSS_STND]}, // S_BOSS_STND2 {Spr(rSPR_BARON,0),1*4,A_Chase,&states[S_BOSS_RUN2]}, // S_BOSS_ RUN1 {Spr(rSPR_BARON,0),2*4,A_Chase,&states[S_BOSS_RUN3]}, // S_BOSS_RUN2 {Spr(rSPR_BARON,1),1*4,A_Chase,&states[S_BOSS_RUN4]}, // S_BOSS_RUN3 {Spr(rSPR_BARON,1),2*4,A_Chase,&states[S_BOSS_RUN5]}, // S_BOSS_RUN4 {Spr(rSPR_BARON,2),1*4,A_Chase,&states[S_BOSS_RUN6]}, // S_BOSS_RUN5 {Spr(rSPR_BARON,2),2*4,A_Chase,&states[S_BOSS_RUN7]}, // S_BOSS_RUN6 {Spr(rSPR_BARON,3),1*4,A_Chase,&states[S_BOSS_RUN8]}, // S_BOSS_RUN7 {Spr(rSPR_BARON,3),2*4,A_Chase,&states[S_BOSS_RUN1]}, // S_BOSS_RUN8 {Spr(rSPR_BARONATK,0),4*4,A_FaceTarget,&states[S_BOSS_ATK2]}, // S_BOSS_ATK1 {Spr(rSPR_BARONATK,1),4*4,A_FaceTarget,&states[S_BOSS_ATK3]}, // S_BOSS_ATK2 {Spr(rSPR_BARONATK,2),4*4,A_BruisAttack,&states[S_BOSS_RUN1]}, // S_BOSS_ATK3 {Spr(rSPR_BARONATK,3),1*4,0,&states[S_BOSS_PAIN2]}, // S_BOSS_PAIN {Spr(rSPR_BARONATK,3),1*4,A_Pain,&states[S_BOSS_RUN1]}, // S_BOSS_PAIN2 {Spr(rSPR_BARONDIE,0),4*4,0,&states[S_BOSS_DIE2]}, // S_BOSS_DIE1 {Spr(rSPR_BARONDIE,1),4*4,A_Scream,&states[S_BOSS_DIE3]}, // S_BOSS_DIE2 {Spr(rSPR_BARONDIE,2),4*4,0,&states[S_BOSS_DIE4]}, // S_BOSS_DIE3 {Spr(rSPR_BARONDIE,3),4*4,A_Fall,&states[S_BOSS_DIE5]}, // S_BOSS_DIE4 {Spr(rSPR_BARONDIE,4),4*4,0,&states[S_BOSS_DIE6]}, // S_BOSS_DIE5 {Spr(rSPR_BARONDIE,5),4*4,0,&states[S_BOSS_DIE7]}, // S_BOSS_DIE6 {Spr(rSPR_BARONBDY,0),-1,A_BossDeath,0}, // S_BOSS_DIE7 {Spr(rSPR_LOSTSOUL,0|FF_FULLBRIGHT),5*4,A_Look,&states[S_SKULL_STND2]}, // S_SKULL_STND {Spr(rSPR_LOSTSOUL,1|FF_FULLBRIGHT),5*4,A_Look,&states[S_SKULL_STND]}, // S_SKULL_STND2 {Spr(rSPR_LOSTSOUL,0|FF_FULLBRIGHT),3*4,A_Chase,&states[S_SKULL_RUN2]}, // S_SKULL_RUN1 {Spr(rSPR_LOSTSOUL,1|FF_FULLBRIGHT),3*4,A_Chase,&states[S_SKULL_RUN1]}, // S_SKULL_RUN2 {Spr(rSPR_LOSTSOUL,2|FF_FULLBRIGHT),5*4,A_FaceTarget,&states[S_SKULL_ATK2]}, // S_SKULL_ATK1 {Spr(rSPR_LOSTSOUL,3|FF_FULLBRIGHT),2*4,A_SkullAttack,&states[S_SKULL_ATK3]}, // S_SKULL_ATK2 {Spr(rSPR_LOSTSOUL,2|FF_FULLBRIGHT),2*4,0,&states[S_SKULL_ATK4]}, // S_SKULL_ATK3 {Spr(rSPR_LOSTSOUL,3|FF_FULLBRIGHT),2*4,0,&states[S_SKULL_ATK3]}, // S_SKULL_ATK4 {Spr(rSPR_LOSTSOUL,4|FF_FULLBRIGHT),1*4,0,&states[S_SKULL_PAIN2]}, // S_SKULL_PAIN {Spr(rSPR_LOSTSOUL,4|FF_FULLBRIGHT),2*4,A_Pain,&states[S_SKULL_RUN1]}, // S_SKULL_PAIN2 {Spr(rSPR_LOSTSOUL,5|FF_FULLBRIGHT),3*4,0,&states[S_SKULL_DIE2]}, // S_SKULL_DIE1 {Spr(rSPR_LOSTSOUL,6|FF_FULLBRIGHT),3*4,A_Scream,&states[S_SKULL_DIE3]}, // S_SKULL_DIE2 {Spr(rSPR_LOSTSOUL,7|FF_FULLBRIGHT),3*4,0,&states[S_SKULL_DIE4]}, // S_SKULL_DIE3 {Spr(rSPR_LOSTSOUL,8|FF_FULLBRIGHT),3*4,A_Fall,&states[S_SKULL_DIE5]}, // S_SKULL_DIE4 {Spr(rSPR_LOSTSOUL,9),3*4,0,&states[S_SKULL_DIE6]}, // S_SKULL_DIE5 {Spr(rSPR_LOSTSOUL,10),3*4,0,0}, // S_SKULL_DIE6 {Spr(rSPR_GREENARMOR,0),3*4,0,&states[S_ARM1A]}, // S_ARM1 {Spr(rSPR_GREENARMOR,1|FF_FULLBRIGHT),3*4,0,&states[S_ARM1]}, // S_ARM1A {Spr(rSPR_BLUEARMOR,0),3*4,0,&states[S_ARM2A]}, // S_ARM2 {Spr(rSPR_BLUEARMOR,1|FF_FULLBRIGHT),3*4,0,&states[S_ARM2]}, // S_ARM2A {Spr(rSPR_BARREL,0),3*4,0,&states[S_BAR2]}, // S_BAR1 {Spr(rSPR_BARREL,1),3*4,0,&states[S_BAR1]}, // S_BAR2 {Spr(rSPR_BARREL,2|FF_FULLBRIGHT),2*4,0,&states[S_BEXP2]}, // S_BEXP {Spr(rSPR_BARREL,3|FF_FULLBRIGHT),3*4,A_Scream,&states[S_BEXP3]}, // S_BEXP2 {Spr(rSPR_BARREL,4|FF_FULLBRIGHT),3*4,0,&states[S_BEXP4]}, // S_BEXP3 {Spr(rSPR_BARREL,5|FF_FULLBRIGHT),5*4,A_Explode,&states[S_BEXP5]}, // S_BEXP4 {Spr(rSPR_BARREL,6|FF_FULLBRIGHT),5*4,0,0}, // S_BEXP5 {Spr(rSPR_FIRECAN,0|FF_FULLBRIGHT),2*4,0,&states[S_BBAR2]}, // S_BBAR1 {Spr(rSPR_FIRECAN,1|FF_FULLBRIGHT),2*4,0,&states[S_BBAR3]}, // S_BBAR2 {Spr(rSPR_FIRECAN,2|FF_FULLBRIGHT),2*4,0,&states[S_BBAR1]}, // S_BBAR3 {Spr(rSPR_HEALTHBONUS,0),3*4,0,&states[S_BON1A]}, // S_BON1 {Spr(rSPR_HEALTHBONUS,1),3*4,0,&states[S_BON1B]}, // S_BON1A {Spr(rSPR_HEALTHBONUS,2),3*4,0,&states[S_BON1C]}, // S_BON1B {Spr(rSPR_HEALTHBONUS,3),3*4,0,&states[S_BON1D]}, // S_BON1C {Spr(rSPR_HEALTHBONUS,2),3*4,0,&states[S_BON1E]}, // S_BON1D {Spr(rSPR_HEALTHBONUS,1),3*4,0,&states[S_BON1]}, // S_BON1E {Spr(rSPR_ARMORBONUS,0),3*4,0,&states[S_BON2A]}, // S_BON2 {Spr(rSPR_ARMORBONUS,1),3*4,0,&states[S_BON2B]}, // S_BON2A {Spr(rSPR_ARMORBONUS,2),3*4,0,&states[S_BON2C]}, // S_BON2B {Spr(rSPR_ARMORBONUS,3),3*4,0,&states[S_BON2D]}, // S_BON2C {Spr(rSPR_ARMORBONUS,2),3*4,0,&states[S_BON2E]}, // S_BON2D {Spr(rSPR_ARMORBONUS,1),3*4,0,&states[S_BON2]}, // S_BON2E {Spr(rSPR_BLUEKEYCARD,0),5*4,0,&states[S_BKEY2]}, // S_BKEY {Spr(rSPR_BLUEKEYCARD,1|FF_FULLBRIGHT),5*4,0,&states[S_BKEY]}, // S_BKEY2 {Spr(rSPR_REDKEYCARD,0),5*4,0,&states[S_RKEY2]}, // S_RKEY {Spr(rSPR_REDKEYCARD,1|FF_FULLBRIGHT),5*4,0,&states[S_RKEY]}, // S_RKEY2 {Spr(rSPR_YELLOWKEYCARD,0),5*4,0,&states[S_YKEY2]}, // S_YKEY {Spr(rSPR_YELLOWKEYCARD,1|FF_FULLBRIGHT),5*4,0,&states[S_YKEY]}, // S_YKEY2 {Spr(rSPR_BLUESKULLKEY,0),5*4,0,&states[S_BSKULL2]}, // S_BSKULL {Spr(rSPR_BLUESKULLKEY,1|FF_FULLBRIGHT),5*4,0,&states[S_BSKULL]}, // S_BSKULL2 {Spr(rSPR_REDSKULLKEY,0),5*4,0,&states[S_RSKULL2]}, // S_RSKULL {Spr(rSPR_REDSKULLKEY,1|FF_FULLBRIGHT),5*4,0,&states[S_RSKULL]}, // S_RSKULL2 {Spr(rSPR_YELLOWSKULLKEY,0),5*4,0,&states[S_YSKULL2]}, // S_YSKULL {Spr(rSPR_YELLOWSKULLKEY,1|FF_FULLBRIGHT),5*4,0,&states[S_YSKULL]}, // S_YSKULL2 {Spr(rSPR_STIMPACK,0),-1,0,0}, // S_STIM {Spr(rSPR_MEDIKIT,0),-1,0,0}, // S_MEDI {Spr(rSPR_SOULSPHERE,0|FF_FULLBRIGHT),3*4,0,&states[S_SOUL2]}, // S_SOUL {Spr(rSPR_SOULSPHERE,1|FF_FULLBRIGHT),3*4,0,&states[S_SOUL3]}, // S_SOUL2 {Spr(rSPR_SOULSPHERE,2|FF_FULLBRIGHT),3*4,0,&states[S_SOUL4]}, // S_SOUL3 {Spr(rSPR_SOULSPHERE,3|FF_FULLBRIGHT),3*4,0,&states[S_SOUL5]}, // S_SOUL4 {Spr(rSPR_SOULSPHERE,2|FF_FULLBRIGHT),3*4,0,&states[S_SOUL6]}, // S_SOUL5 {Spr(rSPR_SOULSPHERE,1|FF_FULLBRIGHT),3*4,0,&states[S_SOUL]}, // S_SOUL6 {Spr(rSPR_INVULNERABILITY,0|FF_FULLBRIGHT),3*4,0,&states[S_PINV2]}, // S_PINV {Spr(rSPR_INVULNERABILITY,1|FF_FULLBRIGHT),3*4,0,&states[S_PINV3]}, // S_PINV2 {Spr(rSPR_INVULNERABILITY,2|FF_FULLBRIGHT),3*4,0,&states[S_PINV4]}, // S_PINV3 {Spr(rSPR_INVULNERABILITY,3|FF_FULLBRIGHT),3*4,0,&states[S_PINV]}, // S_PINV4 {Spr(rSPR_BERZERKER,0|FF_FULLBRIGHT),-1,0,0}, // S_PSTR {Spr(rSPR_INVISIBILITY,0|FF_FULLBRIGHT),3*4,0,&states[S_PINS2]}, // S_PINS {Spr(rSPR_INVISIBILITY,1|FF_FULLBRIGHT),3*4,0,&states[S_PINS3]}, // S_PINS2 {Spr(rSPR_INVISIBILITY,2|FF_FULLBRIGHT),3*4,0,&states[S_PINS4]}, // S_PINS3 {Spr(rSPR_INVISIBILITY,3|FF_FULLBRIGHT),3*4,0,&states[S_PINS]}, // S_PINS4 {Spr(rSPR_RADIATIONSUIT,0|FF_FULLBRIGHT),-1,0,0}, // S_SUIT {Spr(rSPR_COMPUTERMAP,0|FF_FULLBRIGHT),3*4,0,&states[S_PMAP2]}, // S_PMAP {Spr(rSPR_COMPUTERMAP,1|FF_FULLBRIGHT),3*4,0,&states[S_PMAP3]}, // S_PMAP2 {Spr(rSPR_COMPUTERMAP,2|FF_FULLBRIGHT),3*4,0,&states[S_PMAP4]}, // S_PMAP3 {Spr(rSPR_COMPUTERMAP,3|FF_FULLBRIGHT),3*4,0,&states[S_PMAP5]}, // S_PMAP4 {Spr(rSPR_COMPUTERMAP,2|FF_FULLBRIGHT),3*4,0,&states[S_PMAP6]}, // S_PMAP5 {Spr(rSPR_COMPUTERMAP,1|FF_FULLBRIGHT),3*4,0,&states[S_PMAP]}, // S_PMAP6 {Spr(rSPR_IRGOGGLES,0|FF_FULLBRIGHT),3*4,0,&states[S_PVIS2]}, // S_PVIS {Spr(rSPR_IRGOGGLES,1),3*4,0,&states[S_PVIS]}, // S_PVIS2 {Spr(rSPR_CLIP,0),-1,0,0}, // S_CLIP {Spr(rSPR_BOXAMMO,0),-1,0,0}, // S_AMMO {Spr(rSPR_ROCKET,0),-1,0,0}, // S_ROCK {Spr(rSPR_BOXROCKETS,0),-1,0,0}, // S_BROK {Spr(rSPR_CELL,0),-1,0,0}, // S_CELL {Spr(rSPR_CELLPACK,0),-1,0,0}, // S_CELP {Spr(rSPR_SHELLS,0),-1,0,0}, // S_SHEL {Spr(rSPR_BOXSHELLS,0),-1,0,0}, // S_SBOX {Spr(rSPR_BACKPACK,0),-1,0,0}, // S_BPAK {Spr(rSPR_BFG9000,0),-1,0,0}, // S_BFUG {Spr(rSPR_CHAINGUN,0),-1,0,0}, // S_MGUN {Spr(rSPR_CHAINSAW,0),-1,0,0}, // S_CSAW {Spr(rSPR_ROCKETLAUNCHER,0),-1,0,0}, // S_LAUN {Spr(rSPR_PLASMARIFLE,0),-1,0,0}, // S_PLAS {Spr(rSPR_SHOTGUN,0),-1,0,0}, // S_SHOT {Spr(rSPR_LIGHTCOLUMN,0|FF_FULLBRIGHT),-1,0,0}, // S_COLU {Spr(rSPR_SMALLSTAL,0),-1,0,0}, // S_STALAG {Spr(rSPR_OURHERO,13),-1,0,0}, // S_DEADTORSO {Spr(rSPR_OURHERO,18),-1,0,0}, // S_DEADBOTTOM {Spr(rSPR_FIVESKULLPOLE,0),-1,0,0}, // S_HEADSONSTICK {Spr(rSPR_POOLBLOOD,0),-1,0,0}, // S_GIBS {Spr(rSPR_TALLSKULLPOLE,0),-1,0,0}, // S_HEADONASTICK {Spr(rSPR_BODYPOLE,0),-1,0,0}, // S_DEADSTICK {Spr(rSPR_HANGINGRUMP,0),-1,0,0}, // S_MEAT5 {Spr(rSPR_LARGESTAL,0),-1,0,0}, // S_STALAGTITE {Spr(rSPR_SHORTGREENPILLAR,0),-1,0,0}, // S_SHRTGRNCOL {Spr(rSPR_SHORTREDPILLAR,0),-1,0,0}, // S_SHRTREDCOL {Spr(rSPR_CANDLE,0|FF_FULLBRIGHT),-1,0,0}, // S_CANDLESTIK {Spr(rSPR_CANDLEABRA,0|FF_FULLBRIGHT),-1,0,0}, // S_CANDELABRA {Spr(rSPR_MEDDEADTREE,0),-1,0,0}, // S_TORCHTREE {Spr(rSPR_TECHPILLAR,0),-1,0,0}, // S_TECHPILLAR {Spr(rSPR_FLAMINGSKULLS,0|FF_FULLBRIGHT),3*4,0,&states[S_FLOATSKULL2]}, // S_FLOATSKULL {Spr(rSPR_FLAMINGSKULLS,1|FF_FULLBRIGHT),3*4,0,&states[S_FLOATSKULL3]}, // S_FLOATSKULL2 {Spr(rSPR_FLAMINGSKULLS,2|FF_FULLBRIGHT),3*4,0,&states[S_FLOATSKULL]}, // S_FLOATSKULL3 {Spr(rSPR_BLUETORCH,0|FF_FULLBRIGHT),2*4,0,&states[S_BTORCHSHRT2]}, // S_BTORCHSHRT {Spr(rSPR_BLUETORCH,1|FF_FULLBRIGHT),2*4,0,&states[S_BTORCHSHRT3]}, // S_BTORCHSHRT2 {Spr(rSPR_BLUETORCH,2|FF_FULLBRIGHT),2*4,0,&states[S_BTORCHSHRT4]}, // S_BTORCHSHRT3 {Spr(rSPR_BLUETORCH,3|FF_FULLBRIGHT),2*4,0,&states[S_BTORCHSHRT]}, // S_BTORCHSHRT4 {Spr(rSPR_GREENTORCH,0|FF_FULLBRIGHT),2*4,0,&states[S_GTORCHSHRT2]}, // S_GTORCHSHRT {Spr(rSPR_GREENTORCH,1|FF_FULLBRIGHT),2*4,0,&states[S_GTORCHSHRT3]}, // S_GTORCHSHRT2 {Spr(rSPR_GREENTORCH,2|FF_FULLBRIGHT),2*4,0,&states[S_GTORCHSHRT4]}, // S_GTORCHSHRT3 {Spr(rSPR_GREENTORCH,3|FF_FULLBRIGHT),2*4,0,&states[S_GTORCHSHRT]}, // S_GTORCHSHRT4 {Spr(rSPR_REDTORCH,0|FF_FULLBRIGHT),2*4,0,&states[S_RTORCHSHRT2]}, // S_RTORCHSHRT {Spr(rSPR_REDTORCH,1|FF_FULLBRIGHT),2*4,0,&states[S_RTORCHSHRT3]}, // S_RTORCHSHRT2 {Spr(rSPR_REDTORCH,2|FF_FULLBRIGHT),2*4,0,&states[S_RTORCHSHRT4]}, // S_RTORCHSHRT3 {Spr(rSPR_REDTORCH,3|FF_FULLBRIGHT),2*4,0,&states[S_RTORCHSHRT]} // S_RTORCHSHRT4