note
	description: "[
		info.c
		Thing frame/state LUT,
		generated by multigen utility.
		This one is the original DOOM version, preserved.
	]"
	license: "[
				Copyright (C) 1993-1996 by id Software, Inc.
				Copyright (C) 2005-2014 Simon Howard
				Copyright (C) 2021 Ilgiz Mustafin
		
				This program is free software; you can redistribute it and/or modify
				it under the terms of the GNU General Public License as published by
				the Free Software Foundation; either version 2 of the License, or
				(at your option) any later version.
		
				This program is distributed in the hope that it will be useful,
				but WITHOUT ANY WARRANTY; without even the implied warranty of
				MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
				GNU General Public License for more details.
		
				You should have received a copy of the GNU General Public License along
				with this program; if not, write to the Free Software Foundation, Inc.,
				51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
	]"

class 
	INFO

inherit
	SFXENUM_T

	MOBJFLAG_T

	STATENUM_T

	MOBJTYPE_T

	SPRITENUM_T

create 
	make

feature 

	make
		do
		end
	
feature 

	Sprnames: ARRAY [STRING_8]
		local
			i: INTEGER_32
			tmp: ARRAY [STRING_8]
		once
			tmp := <<"TROO", "SHTG", "PUNG", "PISG", "PISF", "SHTF", "SHT2", "CHGG", "CHGF", "MISG", "MISF", "SAWG", "PLSG", "PLSF", "BFGG", "BFGF", "BLUD", "PUFF", "BAL1", "BAL2", "PLSS", "PLSE", "MISL", "BFS1", "BFE1", "BFE2", "TFOG", "IFOG", "PLAY", "POSS", "SPOS", "VILE", "FIRE", "FATB", "FBXP", "SKEL", "MANF", "FATT", "CPOS", "SARG", "HEAD", "BAL7", "BOSS", "BOS2", "SKUL", "SPID", "BSPI", "APLS", "APBX", "CYBR", "PAIN", "SSWV", "KEEN", "BBRN", "BOSF", "ARM1", "ARM2", "BAR1", "BEXP", "FCAN", "BON1", "BON2", "BKEY", "RKEY", "YKEY", "BSKU", "RSKU", "YSKU", "STIM", "MEDI", "SOUL", "PINV", "PSTR", "PINS", "MEGA", "SUIT", "PMAP", "PVIS", "CLIP", "AMMO", "ROCK", "BROK", "CELL", "CELP", "SHEL", "SBOX", "BPAK", "BFUG", "MGUN", "CSAW", "LAUN", "PLAS", "SHOT", "SGN2", "COLU", "SMT2", "GOR1", "POL2", "POL5", "POL4", "POL3", "POL1", "POL6", "GOR2", "GOR3", "GOR4", "GOR5", "SMIT", "COL1", "COL2", "COL3", "COL4", "CAND", "CBRA", "COL6", "TRE1", "TRE2", "ELEC", "CEYE", "FSKU", "COL5", "TBLU", "TGRN", "TRED", "SMBT", "SMGT", "SMRT", "HDB1", "HDB2", "HDB3", "HDB4", "HDB5", "HDB6", "POB1", "POB2", "BRS1", "TLMP", "TLP2">>
			create Result.make_filled ("", 0, tmp.count - 1)
			from
				i := 0
			until
				i >= tmp.count
			loop
				Result [i] := tmp [i + 1]
				i := i + 1
			end
		end
	
feature -- states

	States: ARRAY [STATE_T]
		once
			create Result.make_filled (create {STATE_T}.make (0, 0, 0, Void, 0, 0, 0), 0, Numstates - 1)
			Result [0] := (create {STATE_T}.make (Spr_troo, 0, -1, Void, S_null, 0, 0))
			Result [1] := (create {STATE_T}.make (Spr_shtg, 4, 0, (agent {P_PSPR}.a_light0), S_null, 0, 0))
			Result [2] := (create {STATE_T}.make (Spr_pung, 0, 1, (agent {P_PSPR}.a_weaponready), S_punch, 0, 0))
			Result [3] := (create {STATE_T}.make (Spr_pung, 0, 1, (agent {P_PSPR}.a_lower), S_punchdown, 0, 0))
			Result [4] := (create {STATE_T}.make (Spr_pung, 0, 1, (agent {P_PSPR}.a_raise), S_punchup, 0, 0))
			Result [5] := (create {STATE_T}.make (Spr_pung, 1, 4, Void, S_punch2, 0, 0))
			Result [6] := (create {STATE_T}.make (Spr_pung, 2, 4, (agent {P_PSPR}.a_punch), S_punch3, 0, 0))
			Result [7] := (create {STATE_T}.make (Spr_pung, 3, 5, Void, S_punch4, 0, 0))
			Result [8] := (create {STATE_T}.make (Spr_pung, 2, 4, Void, S_punch5, 0, 0))
			Result [9] := (create {STATE_T}.make (Spr_pung, 1, 5, (agent {P_PSPR}.a_refire), S_punch, 0, 0))
			Result [10] := (create {STATE_T}.make (Spr_pisg, 0, 1, (agent {P_PSPR}.a_weaponready), S_pistol, 0, 0))
			Result [11] := (create {STATE_T}.make (Spr_pisg, 0, 1, (agent {P_PSPR}.a_lower), S_pistoldown, 0, 0))
			Result [12] := (create {STATE_T}.make (Spr_pisg, 0, 1, (agent {P_PSPR}.a_raise), S_pistolup, 0, 0))
			Result [13] := (create {STATE_T}.make (Spr_pisg, 0, 4, Void, S_pistol2, 0, 0))
			Result [14] := (create {STATE_T}.make (Spr_pisg, 1, 6, (agent {P_PSPR}.a_firepistol), S_pistol3, 0, 0))
			Result [15] := (create {STATE_T}.make (Spr_pisg, 2, 4, Void, S_pistol4, 0, 0))
			Result [16] := (create {STATE_T}.make (Spr_pisg, 1, 5, (agent {P_PSPR}.a_refire), S_pistol, 0, 0))
			Result [17] := (create {STATE_T}.make (Spr_pisf, 32768, 7, (agent {P_PSPR}.a_light1), S_lightdone, 0, 0))
			Result [18] := (create {STATE_T}.make (Spr_shtg, 0, 1, (agent {P_PSPR}.a_weaponready), S_sgun, 0, 0))
			Result [19] := (create {STATE_T}.make (Spr_shtg, 0, 1, (agent {P_PSPR}.a_lower), S_sgundown, 0, 0))
			Result [20] := (create {STATE_T}.make (Spr_shtg, 0, 1, (agent {P_PSPR}.a_raise), S_sgunup, 0, 0))
			Result [21] := (create {STATE_T}.make (Spr_shtg, 0, 3, Void, S_sgun2, 0, 0))
			Result [22] := (create {STATE_T}.make (Spr_shtg, 0, 7, (agent {P_PSPR}.a_fireshotgun), S_sgun3, 0, 0))
			Result [23] := (create {STATE_T}.make (Spr_shtg, 1, 5, Void, S_sgun4, 0, 0))
			Result [24] := (create {STATE_T}.make (Spr_shtg, 2, 5, Void, S_sgun5, 0, 0))
			Result [25] := (create {STATE_T}.make (Spr_shtg, 3, 4, Void, S_sgun6, 0, 0))
			Result [26] := (create {STATE_T}.make (Spr_shtg, 2, 5, Void, S_sgun7, 0, 0))
			Result [27] := (create {STATE_T}.make (Spr_shtg, 1, 5, Void, S_sgun8, 0, 0))
			Result [28] := (create {STATE_T}.make (Spr_shtg, 0, 3, Void, S_sgun9, 0, 0))
			Result [29] := (create {STATE_T}.make (Spr_shtg, 0, 7, (agent {P_PSPR}.a_refire), S_sgun, 0, 0))
			Result [30] := (create {STATE_T}.make (Spr_shtf, 32768, 4, (agent {P_PSPR}.a_light1), S_sgunflash2, 0, 0))
			Result [31] := (create {STATE_T}.make (Spr_shtf, 32769, 3, (agent {P_PSPR}.a_light2), S_lightdone, 0, 0))
			Result [32] := (create {STATE_T}.make (Spr_sht2, 0, 1, (agent {P_PSPR}.a_weaponready), S_dsgun, 0, 0))
			Result [33] := (create {STATE_T}.make (Spr_sht2, 0, 1, (agent {P_PSPR}.a_lower), S_dsgundown, 0, 0))
			Result [34] := (create {STATE_T}.make (Spr_sht2, 0, 1, (agent {P_PSPR}.a_raise), S_dsgunup, 0, 0))
			Result [35] := (create {STATE_T}.make (Spr_sht2, 0, 3, Void, S_dsgun2, 0, 0))
			Result [36] := (create {STATE_T}.make (Spr_sht2, 0, 7, (agent {P_PSPR}.a_fireshotgun2), S_dsgun3, 0, 0))
			Result [37] := (create {STATE_T}.make (Spr_sht2, 1, 7, Void, S_dsgun4, 0, 0))
			Result [38] := (create {STATE_T}.make (Spr_sht2, 2, 7, (agent {P_PSPR}.a_checkreload), S_dsgun5, 0, 0))
			Result [39] := (create {STATE_T}.make (Spr_sht2, 3, 7, (agent {P_ENEMY}.a_openshotgun2), S_dsgun6, 0, 0))
			Result [40] := (create {STATE_T}.make (Spr_sht2, 4, 7, Void, S_dsgun7, 0, 0))
			Result [41] := (create {STATE_T}.make (Spr_sht2, 5, 7, (agent {P_ENEMY}.a_loadshotgun2), S_dsgun8, 0, 0))
			Result [42] := (create {STATE_T}.make (Spr_sht2, 6, 6, Void, S_dsgun9, 0, 0))
			Result [43] := (create {STATE_T}.make (Spr_sht2, 7, 6, (agent {P_ENEMY}.a_closeshotgun2), S_dsgun10, 0, 0))
			Result [44] := (create {STATE_T}.make (Spr_sht2, 0, 5, (agent {P_PSPR}.a_refire), S_dsgun, 0, 0))
			Result [45] := (create {STATE_T}.make (Spr_sht2, 1, 7, Void, S_dsnr2, 0, 0))
			Result [46] := (create {STATE_T}.make (Spr_sht2, 0, 3, Void, S_dsgundown, 0, 0))
			Result [47] := (create {STATE_T}.make (Spr_sht2, 32776, 5, (agent {P_PSPR}.a_light1), S_dsgunflash2, 0, 0))
			Result [48] := (create {STATE_T}.make (Spr_sht2, 32777, 4, (agent {P_PSPR}.a_light2), S_lightdone, 0, 0))
			Result [49] := (create {STATE_T}.make (Spr_chgg, 0, 1, (agent {P_PSPR}.a_weaponready), S_chain, 0, 0))
			Result [50] := (create {STATE_T}.make (Spr_chgg, 0, 1, (agent {P_PSPR}.a_lower), S_chaindown, 0, 0))
			Result [51] := (create {STATE_T}.make (Spr_chgg, 0, 1, (agent {P_PSPR}.a_raise), S_chainup, 0, 0))
			Result [52] := (create {STATE_T}.make (Spr_chgg, 0, 4, (agent {P_PSPR}.a_firecgun), S_chain2, 0, 0))
			Result [53] := (create {STATE_T}.make (Spr_chgg, 1, 4, (agent {P_PSPR}.a_firecgun), S_chain3, 0, 0))
			Result [54] := (create {STATE_T}.make (Spr_chgg, 1, 0, (agent {P_PSPR}.a_refire), S_chain, 0, 0))
			Result [55] := (create {STATE_T}.make (Spr_chgf, 32768, 5, (agent {P_PSPR}.a_light1), S_lightdone, 0, 0))
			Result [56] := (create {STATE_T}.make (Spr_chgf, 32769, 5, (agent {P_PSPR}.a_light2), S_lightdone, 0, 0))
			Result [57] := (create {STATE_T}.make (Spr_misg, 0, 1, (agent {P_PSPR}.a_weaponready), S_missile, 0, 0))
			Result [58] := (create {STATE_T}.make (Spr_misg, 0, 1, (agent {P_PSPR}.a_lower), S_missiledown, 0, 0))
			Result [59] := (create {STATE_T}.make (Spr_misg, 0, 1, (agent {P_PSPR}.a_raise), S_missileup, 0, 0))
			Result [60] := (create {STATE_T}.make (Spr_misg, 1, 8, (agent {P_PSPR}.a_gunflash), S_missile2, 0, 0))
			Result [61] := (create {STATE_T}.make (Spr_misg, 1, 12, (agent {P_PSPR}.a_firemissile), S_missile3, 0, 0))
			Result [62] := (create {STATE_T}.make (Spr_misg, 1, 0, (agent {P_PSPR}.a_refire), S_missile, 0, 0))
			Result [63] := (create {STATE_T}.make (Spr_misf, 32768, 3, (agent {P_PSPR}.a_light1), S_missileflash2, 0, 0))
			Result [64] := (create {STATE_T}.make (Spr_misf, 32769, 4, Void, S_missileflash3, 0, 0))
			Result [65] := (create {STATE_T}.make (Spr_misf, 32770, 4, (agent {P_PSPR}.a_light2), S_missileflash4, 0, 0))
			Result [66] := (create {STATE_T}.make (Spr_misf, 32771, 4, (agent {P_PSPR}.a_light2), S_lightdone, 0, 0))
			Result [67] := (create {STATE_T}.make (Spr_sawg, 2, 4, (agent {P_PSPR}.a_weaponready), S_sawb, 0, 0))
			Result [68] := (create {STATE_T}.make (Spr_sawg, 3, 4, (agent {P_PSPR}.a_weaponready), S_saw, 0, 0))
			Result [69] := (create {STATE_T}.make (Spr_sawg, 2, 1, (agent {P_PSPR}.a_lower), S_sawdown, 0, 0))
			Result [70] := (create {STATE_T}.make (Spr_sawg, 2, 1, (agent {P_PSPR}.a_raise), S_sawup, 0, 0))
			Result [71] := (create {STATE_T}.make (Spr_sawg, 0, 4, (agent {P_PSPR}.a_saw), S_saw2, 0, 0))
			Result [72] := (create {STATE_T}.make (Spr_sawg, 1, 4, (agent {P_PSPR}.a_saw), S_saw3, 0, 0))
			Result [73] := (create {STATE_T}.make (Spr_sawg, 1, 0, (agent {P_PSPR}.a_refire), S_saw, 0, 0))
			Result [74] := (create {STATE_T}.make (Spr_plsg, 0, 1, (agent {P_PSPR}.a_weaponready), S_plasma, 0, 0))
			Result [75] := (create {STATE_T}.make (Spr_plsg, 0, 1, (agent {P_PSPR}.a_lower), S_plasmadown, 0, 0))
			Result [76] := (create {STATE_T}.make (Spr_plsg, 0, 1, (agent {P_PSPR}.a_raise), S_plasmaup, 0, 0))
			Result [77] := (create {STATE_T}.make (Spr_plsg, 0, 3, (agent {P_PSPR}.a_fireplasma), S_plasma2, 0, 0))
			Result [78] := (create {STATE_T}.make (Spr_plsg, 1, 20, (agent {P_PSPR}.a_refire), S_plasma, 0, 0))
			Result [79] := (create {STATE_T}.make (Spr_plsf, 32768, 4, (agent {P_PSPR}.a_light1), S_lightdone, 0, 0))
			Result [80] := (create {STATE_T}.make (Spr_plsf, 32769, 4, (agent {P_PSPR}.a_light1), S_lightdone, 0, 0))
			Result [81] := (create {STATE_T}.make (Spr_bfgg, 0, 1, (agent {P_PSPR}.a_weaponready), S_bfg, 0, 0))
			Result [82] := (create {STATE_T}.make (Spr_bfgg, 0, 1, (agent {P_PSPR}.a_lower), S_bfgdown, 0, 0))
			Result [83] := (create {STATE_T}.make (Spr_bfgg, 0, 1, (agent {P_PSPR}.a_raise), S_bfgup, 0, 0))
			Result [84] := (create {STATE_T}.make (Spr_bfgg, 0, 20, (agent {P_PSPR}.a_bfgsound), S_bfg2, 0, 0))
			Result [85] := (create {STATE_T}.make (Spr_bfgg, 1, 10, (agent {P_PSPR}.a_gunflash), S_bfg3, 0, 0))
			Result [86] := (create {STATE_T}.make (Spr_bfgg, 1, 10, (agent {P_PSPR}.a_firebfg), S_bfg4, 0, 0))
			Result [87] := (create {STATE_T}.make (Spr_bfgg, 1, 20, (agent {P_PSPR}.a_refire), S_bfg, 0, 0))
			Result [88] := (create {STATE_T}.make (Spr_bfgf, 32768, 11, (agent {P_PSPR}.a_light1), S_bfgflash2, 0, 0))
			Result [89] := (create {STATE_T}.make (Spr_bfgf, 32769, 6, (agent {P_PSPR}.a_light2), S_lightdone, 0, 0))
			Result [90] := (create {STATE_T}.make (Spr_blud, 2, 8, Void, S_blood2, 0, 0))
			Result [91] := (create {STATE_T}.make (Spr_blud, 1, 8, Void, S_blood3, 0, 0))
			Result [92] := (create {STATE_T}.make (Spr_blud, 0, 8, Void, S_null, 0, 0))
			Result [93] := (create {STATE_T}.make (Spr_puff, 32768, 4, Void, S_puff2, 0, 0))
			Result [94] := (create {STATE_T}.make (Spr_puff, 1, 4, Void, S_puff3, 0, 0))
			Result [95] := (create {STATE_T}.make (Spr_puff, 2, 4, Void, S_puff4, 0, 0))
			Result [96] := (create {STATE_T}.make (Spr_puff, 3, 4, Void, S_null, 0, 0))
			Result [97] := (create {STATE_T}.make (Spr_bal1, 32768, 4, Void, S_tball2, 0, 0))
			Result [98] := (create {STATE_T}.make (Spr_bal1, 32769, 4, Void, S_tball1, 0, 0))
			Result [99] := (create {STATE_T}.make (Spr_bal1, 32770, 6, Void, S_tballx2, 0, 0))
			Result [100] := (create {STATE_T}.make (Spr_bal1, 32771, 6, Void, S_tballx3, 0, 0))
			Result [101] := (create {STATE_T}.make (Spr_bal1, 32772, 6, Void, S_null, 0, 0))
			Result [102] := (create {STATE_T}.make (Spr_bal2, 32768, 4, Void, S_rball2, 0, 0))
			Result [103] := (create {STATE_T}.make (Spr_bal2, 32769, 4, Void, S_rball1, 0, 0))
			Result [104] := (create {STATE_T}.make (Spr_bal2, 32770, 6, Void, S_rballx2, 0, 0))
			Result [105] := (create {STATE_T}.make (Spr_bal2, 32771, 6, Void, S_rballx3, 0, 0))
			Result [106] := (create {STATE_T}.make (Spr_bal2, 32772, 6, Void, S_null, 0, 0))
			Result [107] := (create {STATE_T}.make (Spr_plss, 32768, 6, Void, S_plasball2, 0, 0))
			Result [108] := (create {STATE_T}.make (Spr_plss, 32769, 6, Void, S_plasball, 0, 0))
			Result [109] := (create {STATE_T}.make (Spr_plse, 32768, 4, Void, S_plasexp2, 0, 0))
			Result [110] := (create {STATE_T}.make (Spr_plse, 32769, 4, Void, S_plasexp3, 0, 0))
			Result [111] := (create {STATE_T}.make (Spr_plse, 32770, 4, Void, S_plasexp4, 0, 0))
			Result [112] := (create {STATE_T}.make (Spr_plse, 32771, 4, Void, S_plasexp5, 0, 0))
			Result [113] := (create {STATE_T}.make (Spr_plse, 32772, 4, Void, S_null, 0, 0))
			Result [114] := (create {STATE_T}.make (Spr_misl, 32768, 1, Void, S_rocket, 0, 0))
			Result [115] := (create {STATE_T}.make (Spr_bfs1, 32768, 4, Void, S_bfgshot2, 0, 0))
			Result [116] := (create {STATE_T}.make (Spr_bfs1, 32769, 4, Void, S_bfgshot, 0, 0))
			Result [117] := (create {STATE_T}.make (Spr_bfe1, 32768, 8, Void, S_bfgland2, 0, 0))
			Result [118] := (create {STATE_T}.make (Spr_bfe1, 32769, 8, Void, S_bfgland3, 0, 0))
			Result [119] := (create {STATE_T}.make (Spr_bfe1, 32770, 8, (agent {P_PSPR}.a_bfgspray), S_bfgland4, 0, 0))
			Result [120] := (create {STATE_T}.make (Spr_bfe1, 32771, 8, Void, S_bfgland5, 0, 0))
			Result [121] := (create {STATE_T}.make (Spr_bfe1, 32772, 8, Void, S_bfgland6, 0, 0))
			Result [122] := (create {STATE_T}.make (Spr_bfe1, 32773, 8, Void, S_null, 0, 0))
			Result [123] := (create {STATE_T}.make (Spr_bfe2, 32768, 8, Void, S_bfgexp2, 0, 0))
			Result [124] := (create {STATE_T}.make (Spr_bfe2, 32769, 8, Void, S_bfgexp3, 0, 0))
			Result [125] := (create {STATE_T}.make (Spr_bfe2, 32770, 8, Void, S_bfgexp4, 0, 0))
			Result [126] := (create {STATE_T}.make (Spr_bfe2, 32771, 8, Void, S_null, 0, 0))
			Result [127] := (create {STATE_T}.make (Spr_misl, 32769, 8, (agent {P_ENEMY}.a_explode), S_explode2, 0, 0))
			Result [128] := (create {STATE_T}.make (Spr_misl, 32770, 6, Void, S_explode3, 0, 0))
			Result [129] := (create {STATE_T}.make (Spr_misl, 32771, 4, Void, S_null, 0, 0))
			Result [130] := (create {STATE_T}.make (Spr_tfog, 32768, 6, Void, S_tfog01, 0, 0))
			Result [131] := (create {STATE_T}.make (Spr_tfog, 32769, 6, Void, S_tfog02, 0, 0))
			Result [132] := (create {STATE_T}.make (Spr_tfog, 32768, 6, Void, S_tfog2, 0, 0))
			Result [133] := (create {STATE_T}.make (Spr_tfog, 32769, 6, Void, S_tfog3, 0, 0))
			Result [134] := (create {STATE_T}.make (Spr_tfog, 32770, 6, Void, S_tfog4, 0, 0))
			Result [135] := (create {STATE_T}.make (Spr_tfog, 32771, 6, Void, S_tfog5, 0, 0))
			Result [136] := (create {STATE_T}.make (Spr_tfog, 32772, 6, Void, S_tfog6, 0, 0))
			Result [137] := (create {STATE_T}.make (Spr_tfog, 32773, 6, Void, S_tfog7, 0, 0))
			Result [138] := (create {STATE_T}.make (Spr_tfog, 32774, 6, Void, S_tfog8, 0, 0))
			Result [139] := (create {STATE_T}.make (Spr_tfog, 32775, 6, Void, S_tfog9, 0, 0))
			Result [140] := (create {STATE_T}.make (Spr_tfog, 32776, 6, Void, S_tfog10, 0, 0))
			Result [141] := (create {STATE_T}.make (Spr_tfog, 32777, 6, Void, S_null, 0, 0))
			Result [142] := (create {STATE_T}.make (Spr_ifog, 32768, 6, Void, S_ifog01, 0, 0))
			Result [143] := (create {STATE_T}.make (Spr_ifog, 32769, 6, Void, S_ifog02, 0, 0))
			Result [144] := (create {STATE_T}.make (Spr_ifog, 32768, 6, Void, S_ifog2, 0, 0))
			Result [145] := (create {STATE_T}.make (Spr_ifog, 32769, 6, Void, S_ifog3, 0, 0))
			Result [146] := (create {STATE_T}.make (Spr_ifog, 32770, 6, Void, S_ifog4, 0, 0))
			Result [147] := (create {STATE_T}.make (Spr_ifog, 32771, 6, Void, S_ifog5, 0, 0))
			Result [148] := (create {STATE_T}.make (Spr_ifog, 32772, 6, Void, S_null, 0, 0))
			Result [149] := (create {STATE_T}.make (Spr_play, 0, -1, Void, S_null, 0, 0))
			Result [150] := (create {STATE_T}.make (Spr_play, 0, 4, Void, S_play_run2, 0, 0))
			Result [151] := (create {STATE_T}.make (Spr_play, 1, 4, Void, S_play_run3, 0, 0))
			Result [152] := (create {STATE_T}.make (Spr_play, 2, 4, Void, S_play_run4, 0, 0))
			Result [153] := (create {STATE_T}.make (Spr_play, 3, 4, Void, S_play_run1, 0, 0))
			Result [154] := (create {STATE_T}.make (Spr_play, 4, 12, Void, S_play, 0, 0))
			Result [155] := (create {STATE_T}.make (Spr_play, 32773, 6, Void, S_play_atk1, 0, 0))
			Result [156] := (create {STATE_T}.make (Spr_play, 6, 4, Void, S_play_pain2, 0, 0))
			Result [157] := (create {STATE_T}.make (Spr_play, 6, 4, (agent {P_ENEMY}.a_pain), S_play, 0, 0))
			Result [158] := (create {STATE_T}.make (Spr_play, 7, 10, Void, S_play_die2, 0, 0))
			Result [159] := (create {STATE_T}.make (Spr_play, 8, 10, (agent {P_ENEMY}.a_playerscream), S_play_die3, 0, 0))
			Result [160] := (create {STATE_T}.make (Spr_play, 9, 10, (agent {P_ENEMY}.a_fall), S_play_die4, 0, 0))
			Result [161] := (create {STATE_T}.make (Spr_play, 10, 10, Void, S_play_die5, 0, 0))
			Result [162] := (create {STATE_T}.make (Spr_play, 11, 10, Void, S_play_die6, 0, 0))
			Result [163] := (create {STATE_T}.make (Spr_play, 12, 10, Void, S_play_die7, 0, 0))
			Result [164] := (create {STATE_T}.make (Spr_play, 13, -1, Void, S_null, 0, 0))
			Result [165] := (create {STATE_T}.make (Spr_play, 14, 5, Void, S_play_xdie2, 0, 0))
			Result [166] := (create {STATE_T}.make (Spr_play, 15, 5, (agent {P_ENEMY}.a_xscream), S_play_xdie3, 0, 0))
			Result [167] := (create {STATE_T}.make (Spr_play, 16, 5, (agent {P_ENEMY}.a_fall), S_play_xdie4, 0, 0))
			Result [168] := (create {STATE_T}.make (Spr_play, 17, 5, Void, S_play_xdie5, 0, 0))
			Result [169] := (create {STATE_T}.make (Spr_play, 18, 5, Void, S_play_xdie6, 0, 0))
			Result [170] := (create {STATE_T}.make (Spr_play, 19, 5, Void, S_play_xdie7, 0, 0))
			Result [171] := (create {STATE_T}.make (Spr_play, 20, 5, Void, S_play_xdie8, 0, 0))
			Result [172] := (create {STATE_T}.make (Spr_play, 21, 5, Void, S_play_xdie9, 0, 0))
			Result [173] := (create {STATE_T}.make (Spr_play, 22, -1, Void, S_null, 0, 0))
			Result [174] := (create {STATE_T}.make (Spr_poss, 0, 10, (agent {P_ENEMY}.a_look), S_poss_stnd2, 0, 0))
			Result [175] := (create {STATE_T}.make (Spr_poss, 1, 10, (agent {P_ENEMY}.a_look), S_poss_stnd, 0, 0))
			Result [176] := (create {STATE_T}.make (Spr_poss, 0, 4, (agent {P_ENEMY}.a_chase), S_poss_run2, 0, 0))
			Result [177] := (create {STATE_T}.make (Spr_poss, 0, 4, (agent {P_ENEMY}.a_chase), S_poss_run3, 0, 0))
			Result [178] := (create {STATE_T}.make (Spr_poss, 1, 4, (agent {P_ENEMY}.a_chase), S_poss_run4, 0, 0))
			Result [179] := (create {STATE_T}.make (Spr_poss, 1, 4, (agent {P_ENEMY}.a_chase), S_poss_run5, 0, 0))
			Result [180] := (create {STATE_T}.make (Spr_poss, 2, 4, (agent {P_ENEMY}.a_chase), S_poss_run6, 0, 0))
			Result [181] := (create {STATE_T}.make (Spr_poss, 2, 4, (agent {P_ENEMY}.a_chase), S_poss_run7, 0, 0))
			Result [182] := (create {STATE_T}.make (Spr_poss, 3, 4, (agent {P_ENEMY}.a_chase), S_poss_run8, 0, 0))
			Result [183] := (create {STATE_T}.make (Spr_poss, 3, 4, (agent {P_ENEMY}.a_chase), S_poss_run1, 0, 0))
			Result [184] := (create {STATE_T}.make (Spr_poss, 4, 10, (agent {P_ENEMY}.a_facetarget), S_poss_atk2, 0, 0))
			Result [185] := (create {STATE_T}.make (Spr_poss, 5, 8, (agent {P_ENEMY}.a_posattack), S_poss_atk3, 0, 0))
			Result [186] := (create {STATE_T}.make (Spr_poss, 4, 8, Void, S_poss_run1, 0, 0))
			Result [187] := (create {STATE_T}.make (Spr_poss, 6, 3, Void, S_poss_pain2, 0, 0))
			Result [188] := (create {STATE_T}.make (Spr_poss, 6, 3, (agent {P_ENEMY}.a_pain), S_poss_run1, 0, 0))
			Result [189] := (create {STATE_T}.make (Spr_poss, 7, 5, Void, S_poss_die2, 0, 0))
			Result [190] := (create {STATE_T}.make (Spr_poss, 8, 5, (agent {P_ENEMY}.a_scream), S_poss_die3, 0, 0))
			Result [191] := (create {STATE_T}.make (Spr_poss, 9, 5, (agent {P_ENEMY}.a_fall), S_poss_die4, 0, 0))
			Result [192] := (create {STATE_T}.make (Spr_poss, 10, 5, Void, S_poss_die5, 0, 0))
			Result [193] := (create {STATE_T}.make (Spr_poss, 11, -1, Void, S_null, 0, 0))
			Result [194] := (create {STATE_T}.make (Spr_poss, 12, 5, Void, S_poss_xdie2, 0, 0))
			Result [195] := (create {STATE_T}.make (Spr_poss, 13, 5, (agent {P_ENEMY}.a_xscream), S_poss_xdie3, 0, 0))
			Result [196] := (create {STATE_T}.make (Spr_poss, 14, 5, (agent {P_ENEMY}.a_fall), S_poss_xdie4, 0, 0))
			Result [197] := (create {STATE_T}.make (Spr_poss, 15, 5, Void, S_poss_xdie5, 0, 0))
			Result [198] := (create {STATE_T}.make (Spr_poss, 16, 5, Void, S_poss_xdie6, 0, 0))
			Result [199] := (create {STATE_T}.make (Spr_poss, 17, 5, Void, S_poss_xdie7, 0, 0))
			Result [200] := (create {STATE_T}.make (Spr_poss, 18, 5, Void, S_poss_xdie8, 0, 0))
			Result [201] := (create {STATE_T}.make (Spr_poss, 19, 5, Void, S_poss_xdie9, 0, 0))
			Result [202] := (create {STATE_T}.make (Spr_poss, 20, -1, Void, S_null, 0, 0))
			Result [203] := (create {STATE_T}.make (Spr_poss, 10, 5, Void, S_poss_raise2, 0, 0))
			Result [204] := (create {STATE_T}.make (Spr_poss, 9, 5, Void, S_poss_raise3, 0, 0))
			Result [205] := (create {STATE_T}.make (Spr_poss, 8, 5, Void, S_poss_raise4, 0, 0))
			Result [206] := (create {STATE_T}.make (Spr_poss, 7, 5, Void, S_poss_run1, 0, 0))
			Result [207] := (create {STATE_T}.make (Spr_spos, 0, 10, (agent {P_ENEMY}.a_look), S_spos_stnd2, 0, 0))
			Result [208] := (create {STATE_T}.make (Spr_spos, 1, 10, (agent {P_ENEMY}.a_look), S_spos_stnd, 0, 0))
			Result [209] := (create {STATE_T}.make (Spr_spos, 0, 3, (agent {P_ENEMY}.a_chase), S_spos_run2, 0, 0))
			Result [210] := (create {STATE_T}.make (Spr_spos, 0, 3, (agent {P_ENEMY}.a_chase), S_spos_run3, 0, 0))
			Result [211] := (create {STATE_T}.make (Spr_spos, 1, 3, (agent {P_ENEMY}.a_chase), S_spos_run4, 0, 0))
			Result [212] := (create {STATE_T}.make (Spr_spos, 1, 3, (agent {P_ENEMY}.a_chase), S_spos_run5, 0, 0))
			Result [213] := (create {STATE_T}.make (Spr_spos, 2, 3, (agent {P_ENEMY}.a_chase), S_spos_run6, 0, 0))
			Result [214] := (create {STATE_T}.make (Spr_spos, 2, 3, (agent {P_ENEMY}.a_chase), S_spos_run7, 0, 0))
			Result [215] := (create {STATE_T}.make (Spr_spos, 3, 3, (agent {P_ENEMY}.a_chase), S_spos_run8, 0, 0))
			Result [216] := (create {STATE_T}.make (Spr_spos, 3, 3, (agent {P_ENEMY}.a_chase), S_spos_run1, 0, 0))
			Result [217] := (create {STATE_T}.make (Spr_spos, 4, 10, (agent {P_ENEMY}.a_facetarget), S_spos_atk2, 0, 0))
			Result [218] := (create {STATE_T}.make (Spr_spos, 32773, 10, (agent {P_ENEMY}.a_sposattack), S_spos_atk3, 0, 0))
			Result [219] := (create {STATE_T}.make (Spr_spos, 4, 10, Void, S_spos_run1, 0, 0))
			Result [220] := (create {STATE_T}.make (Spr_spos, 6, 3, Void, S_spos_pain2, 0, 0))
			Result [221] := (create {STATE_T}.make (Spr_spos, 6, 3, (agent {P_ENEMY}.a_pain), S_spos_run1, 0, 0))
			Result [222] := (create {STATE_T}.make (Spr_spos, 7, 5, Void, S_spos_die2, 0, 0))
			Result [223] := (create {STATE_T}.make (Spr_spos, 8, 5, (agent {P_ENEMY}.a_scream), S_spos_die3, 0, 0))
			Result [224] := (create {STATE_T}.make (Spr_spos, 9, 5, (agent {P_ENEMY}.a_fall), S_spos_die4, 0, 0))
			Result [225] := (create {STATE_T}.make (Spr_spos, 10, 5, Void, S_spos_die5, 0, 0))
			Result [226] := (create {STATE_T}.make (Spr_spos, 11, -1, Void, S_null, 0, 0))
			Result [227] := (create {STATE_T}.make (Spr_spos, 12, 5, Void, S_spos_xdie2, 0, 0))
			Result [228] := (create {STATE_T}.make (Spr_spos, 13, 5, (agent {P_ENEMY}.a_xscream), S_spos_xdie3, 0, 0))
			Result [229] := (create {STATE_T}.make (Spr_spos, 14, 5, (agent {P_ENEMY}.a_fall), S_spos_xdie4, 0, 0))
			Result [230] := (create {STATE_T}.make (Spr_spos, 15, 5, Void, S_spos_xdie5, 0, 0))
			Result [231] := (create {STATE_T}.make (Spr_spos, 16, 5, Void, S_spos_xdie6, 0, 0))
			Result [232] := (create {STATE_T}.make (Spr_spos, 17, 5, Void, S_spos_xdie7, 0, 0))
			Result [233] := (create {STATE_T}.make (Spr_spos, 18, 5, Void, S_spos_xdie8, 0, 0))
			Result [234] := (create {STATE_T}.make (Spr_spos, 19, 5, Void, S_spos_xdie9, 0, 0))
			Result [235] := (create {STATE_T}.make (Spr_spos, 20, -1, Void, S_null, 0, 0))
			Result [236] := (create {STATE_T}.make (Spr_spos, 11, 5, Void, S_spos_raise2, 0, 0))
			Result [237] := (create {STATE_T}.make (Spr_spos, 10, 5, Void, S_spos_raise3, 0, 0))
			Result [238] := (create {STATE_T}.make (Spr_spos, 9, 5, Void, S_spos_raise4, 0, 0))
			Result [239] := (create {STATE_T}.make (Spr_spos, 8, 5, Void, S_spos_raise5, 0, 0))
			Result [240] := (create {STATE_T}.make (Spr_spos, 7, 5, Void, S_spos_run1, 0, 0))
			Result [241] := (create {STATE_T}.make (Spr_vile, 0, 10, (agent {P_ENEMY}.a_look), S_vile_stnd2, 0, 0))
			Result [242] := (create {STATE_T}.make (Spr_vile, 1, 10, (agent {P_ENEMY}.a_look), S_vile_stnd, 0, 0))
			Result [243] := (create {STATE_T}.make (Spr_vile, 0, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run2, 0, 0))
			Result [244] := (create {STATE_T}.make (Spr_vile, 0, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run3, 0, 0))
			Result [245] := (create {STATE_T}.make (Spr_vile, 1, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run4, 0, 0))
			Result [246] := (create {STATE_T}.make (Spr_vile, 1, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run5, 0, 0))
			Result [247] := (create {STATE_T}.make (Spr_vile, 2, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run6, 0, 0))
			Result [248] := (create {STATE_T}.make (Spr_vile, 2, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run7, 0, 0))
			Result [249] := (create {STATE_T}.make (Spr_vile, 3, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run8, 0, 0))
			Result [250] := (create {STATE_T}.make (Spr_vile, 3, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run9, 0, 0))
			Result [251] := (create {STATE_T}.make (Spr_vile, 4, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run10, 0, 0))
			Result [252] := (create {STATE_T}.make (Spr_vile, 4, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run11, 0, 0))
			Result [253] := (create {STATE_T}.make (Spr_vile, 5, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run12, 0, 0))
			Result [254] := (create {STATE_T}.make (Spr_vile, 5, 2, (agent {P_ENEMY}.a_vilechase), S_vile_run1, 0, 0))
			Result [255] := (create {STATE_T}.make (Spr_vile, 32774, 0, (agent {P_ENEMY}.a_vilestart), S_vile_atk2, 0, 0))
			Result [256] := (create {STATE_T}.make (Spr_vile, 32774, 10, (agent {P_ENEMY}.a_facetarget), S_vile_atk3, 0, 0))
			Result [257] := (create {STATE_T}.make (Spr_vile, 32775, 8, (agent {P_ENEMY}.a_viletarget), S_vile_atk4, 0, 0))
			Result [258] := (create {STATE_T}.make (Spr_vile, 32776, 8, (agent {P_ENEMY}.a_facetarget), S_vile_atk5, 0, 0))
			Result [259] := (create {STATE_T}.make (Spr_vile, 32777, 8, (agent {P_ENEMY}.a_facetarget), S_vile_atk6, 0, 0))
			Result [260] := (create {STATE_T}.make (Spr_vile, 32778, 8, (agent {P_ENEMY}.a_facetarget), S_vile_atk7, 0, 0))
			Result [261] := (create {STATE_T}.make (Spr_vile, 32779, 8, (agent {P_ENEMY}.a_facetarget), S_vile_atk8, 0, 0))
			Result [262] := (create {STATE_T}.make (Spr_vile, 32780, 8, (agent {P_ENEMY}.a_facetarget), S_vile_atk9, 0, 0))
			Result [263] := (create {STATE_T}.make (Spr_vile, 32781, 8, (agent {P_ENEMY}.a_facetarget), S_vile_atk10, 0, 0))
			Result [264] := (create {STATE_T}.make (Spr_vile, 32782, 8, (agent {P_ENEMY}.a_vileattack), S_vile_atk11, 0, 0))
			Result [265] := (create {STATE_T}.make (Spr_vile, 32783, 20, Void, S_vile_run1, 0, 0))
			Result [266] := (create {STATE_T}.make (Spr_vile, 32794, 10, Void, S_vile_heal2, 0, 0))
			Result [267] := (create {STATE_T}.make (Spr_vile, 32795, 10, Void, S_vile_heal3, 0, 0))
			Result [268] := (create {STATE_T}.make (Spr_vile, 32796, 10, Void, S_vile_run1, 0, 0))
			Result [269] := (create {STATE_T}.make (Spr_vile, 16, 5, Void, S_vile_pain2, 0, 0))
			Result [270] := (create {STATE_T}.make (Spr_vile, 16, 5, (agent {P_ENEMY}.a_pain), S_vile_run1, 0, 0))
			Result [271] := (create {STATE_T}.make (Spr_vile, 16, 7, Void, S_vile_die2, 0, 0))
			Result [272] := (create {STATE_T}.make (Spr_vile, 17, 7, (agent {P_ENEMY}.a_scream), S_vile_die3, 0, 0))
			Result [273] := (create {STATE_T}.make (Spr_vile, 18, 7, (agent {P_ENEMY}.a_fall), S_vile_die4, 0, 0))
			Result [274] := (create {STATE_T}.make (Spr_vile, 19, 7, Void, S_vile_die5, 0, 0))
			Result [275] := (create {STATE_T}.make (Spr_vile, 20, 7, Void, S_vile_die6, 0, 0))
			Result [276] := (create {STATE_T}.make (Spr_vile, 21, 7, Void, S_vile_die7, 0, 0))
			Result [277] := (create {STATE_T}.make (Spr_vile, 22, 7, Void, S_vile_die8, 0, 0))
			Result [278] := (create {STATE_T}.make (Spr_vile, 23, 5, Void, S_vile_die9, 0, 0))
			Result [279] := (create {STATE_T}.make (Spr_vile, 24, 5, Void, S_vile_die10, 0, 0))
			Result [280] := (create {STATE_T}.make (Spr_vile, 25, -1, Void, S_null, 0, 0))
			Result [281] := (create {STATE_T}.make (Spr_fire, 32768, 2, (agent {P_ENEMY}.a_startfire), S_fire2, 0, 0))
			Result [282] := (create {STATE_T}.make (Spr_fire, 32769, 2, (agent {P_ENEMY}.a_fire), S_fire3, 0, 0))
			Result [283] := (create {STATE_T}.make (Spr_fire, 32768, 2, (agent {P_ENEMY}.a_fire), S_fire4, 0, 0))
			Result [284] := (create {STATE_T}.make (Spr_fire, 32769, 2, (agent {P_ENEMY}.a_fire), S_fire5, 0, 0))
			Result [285] := (create {STATE_T}.make (Spr_fire, 32770, 2, (agent {P_ENEMY}.a_firecrackle), S_fire6, 0, 0))
			Result [286] := (create {STATE_T}.make (Spr_fire, 32769, 2, (agent {P_ENEMY}.a_fire), S_fire7, 0, 0))
			Result [287] := (create {STATE_T}.make (Spr_fire, 32770, 2, (agent {P_ENEMY}.a_fire), S_fire8, 0, 0))
			Result [288] := (create {STATE_T}.make (Spr_fire, 32769, 2, (agent {P_ENEMY}.a_fire), S_fire9, 0, 0))
			Result [289] := (create {STATE_T}.make (Spr_fire, 32770, 2, (agent {P_ENEMY}.a_fire), S_fire10, 0, 0))
			Result [290] := (create {STATE_T}.make (Spr_fire, 32771, 2, (agent {P_ENEMY}.a_fire), S_fire11, 0, 0))
			Result [291] := (create {STATE_T}.make (Spr_fire, 32770, 2, (agent {P_ENEMY}.a_fire), S_fire12, 0, 0))
			Result [292] := (create {STATE_T}.make (Spr_fire, 32771, 2, (agent {P_ENEMY}.a_fire), S_fire13, 0, 0))
			Result [293] := (create {STATE_T}.make (Spr_fire, 32770, 2, (agent {P_ENEMY}.a_fire), S_fire14, 0, 0))
			Result [294] := (create {STATE_T}.make (Spr_fire, 32771, 2, (agent {P_ENEMY}.a_fire), S_fire15, 0, 0))
			Result [295] := (create {STATE_T}.make (Spr_fire, 32772, 2, (agent {P_ENEMY}.a_fire), S_fire16, 0, 0))
			Result [296] := (create {STATE_T}.make (Spr_fire, 32771, 2, (agent {P_ENEMY}.a_fire), S_fire17, 0, 0))
			Result [297] := (create {STATE_T}.make (Spr_fire, 32772, 2, (agent {P_ENEMY}.a_fire), S_fire18, 0, 0))
			Result [298] := (create {STATE_T}.make (Spr_fire, 32771, 2, (agent {P_ENEMY}.a_fire), S_fire19, 0, 0))
			Result [299] := (create {STATE_T}.make (Spr_fire, 32772, 2, (agent {P_ENEMY}.a_firecrackle), S_fire20, 0, 0))
			Result [300] := (create {STATE_T}.make (Spr_fire, 32773, 2, (agent {P_ENEMY}.a_fire), S_fire21, 0, 0))
			Result [301] := (create {STATE_T}.make (Spr_fire, 32772, 2, (agent {P_ENEMY}.a_fire), S_fire22, 0, 0))
			Result [302] := (create {STATE_T}.make (Spr_fire, 32773, 2, (agent {P_ENEMY}.a_fire), S_fire23, 0, 0))
			Result [303] := (create {STATE_T}.make (Spr_fire, 32772, 2, (agent {P_ENEMY}.a_fire), S_fire24, 0, 0))
			Result [304] := (create {STATE_T}.make (Spr_fire, 32773, 2, (agent {P_ENEMY}.a_fire), S_fire25, 0, 0))
			Result [305] := (create {STATE_T}.make (Spr_fire, 32774, 2, (agent {P_ENEMY}.a_fire), S_fire26, 0, 0))
			Result [306] := (create {STATE_T}.make (Spr_fire, 32775, 2, (agent {P_ENEMY}.a_fire), S_fire27, 0, 0))
			Result [307] := (create {STATE_T}.make (Spr_fire, 32774, 2, (agent {P_ENEMY}.a_fire), S_fire28, 0, 0))
			Result [308] := (create {STATE_T}.make (Spr_fire, 32775, 2, (agent {P_ENEMY}.a_fire), S_fire29, 0, 0))
			Result [309] := (create {STATE_T}.make (Spr_fire, 32774, 2, (agent {P_ENEMY}.a_fire), S_fire30, 0, 0))
			Result [310] := (create {STATE_T}.make (Spr_fire, 32775, 2, (agent {P_ENEMY}.a_fire), S_null, 0, 0))
			Result [311] := (create {STATE_T}.make (Spr_puff, 1, 4, Void, S_smoke2, 0, 0))
			Result [312] := (create {STATE_T}.make (Spr_puff, 2, 4, Void, S_smoke3, 0, 0))
			Result [313] := (create {STATE_T}.make (Spr_puff, 1, 4, Void, S_smoke4, 0, 0))
			Result [314] := (create {STATE_T}.make (Spr_puff, 2, 4, Void, S_smoke5, 0, 0))
			Result [315] := (create {STATE_T}.make (Spr_puff, 3, 4, Void, S_null, 0, 0))
			Result [316] := (create {STATE_T}.make (Spr_fatb, 32768, 2, (agent {P_ENEMY}.a_tracer), S_tracer2, 0, 0))
			Result [317] := (create {STATE_T}.make (Spr_fatb, 32769, 2, (agent {P_ENEMY}.a_tracer), S_tracer, 0, 0))
			Result [318] := (create {STATE_T}.make (Spr_fbxp, 32768, 8, Void, S_traceexp2, 0, 0))
			Result [319] := (create {STATE_T}.make (Spr_fbxp, 32769, 6, Void, S_traceexp3, 0, 0))
			Result [320] := (create {STATE_T}.make (Spr_fbxp, 32770, 4, Void, S_null, 0, 0))
			Result [321] := (create {STATE_T}.make (Spr_skel, 0, 10, (agent {P_ENEMY}.a_look), S_skel_stnd2, 0, 0))
			Result [322] := (create {STATE_T}.make (Spr_skel, 1, 10, (agent {P_ENEMY}.a_look), S_skel_stnd, 0, 0))
			Result [323] := (create {STATE_T}.make (Spr_skel, 0, 2, (agent {P_ENEMY}.a_chase), S_skel_run2, 0, 0))
			Result [324] := (create {STATE_T}.make (Spr_skel, 0, 2, (agent {P_ENEMY}.a_chase), S_skel_run3, 0, 0))
			Result [325] := (create {STATE_T}.make (Spr_skel, 1, 2, (agent {P_ENEMY}.a_chase), S_skel_run4, 0, 0))
			Result [326] := (create {STATE_T}.make (Spr_skel, 1, 2, (agent {P_ENEMY}.a_chase), S_skel_run5, 0, 0))
			Result [327] := (create {STATE_T}.make (Spr_skel, 2, 2, (agent {P_ENEMY}.a_chase), S_skel_run6, 0, 0))
			Result [328] := (create {STATE_T}.make (Spr_skel, 2, 2, (agent {P_ENEMY}.a_chase), S_skel_run7, 0, 0))
			Result [329] := (create {STATE_T}.make (Spr_skel, 3, 2, (agent {P_ENEMY}.a_chase), S_skel_run8, 0, 0))
			Result [330] := (create {STATE_T}.make (Spr_skel, 3, 2, (agent {P_ENEMY}.a_chase), S_skel_run9, 0, 0))
			Result [331] := (create {STATE_T}.make (Spr_skel, 4, 2, (agent {P_ENEMY}.a_chase), S_skel_run10, 0, 0))
			Result [332] := (create {STATE_T}.make (Spr_skel, 4, 2, (agent {P_ENEMY}.a_chase), S_skel_run11, 0, 0))
			Result [333] := (create {STATE_T}.make (Spr_skel, 5, 2, (agent {P_ENEMY}.a_chase), S_skel_run12, 0, 0))
			Result [334] := (create {STATE_T}.make (Spr_skel, 5, 2, (agent {P_ENEMY}.a_chase), S_skel_run1, 0, 0))
			Result [335] := (create {STATE_T}.make (Spr_skel, 6, 0, (agent {P_ENEMY}.a_facetarget), S_skel_fist2, 0, 0))
			Result [336] := (create {STATE_T}.make (Spr_skel, 6, 6, (agent {P_ENEMY}.a_skelwhoosh), S_skel_fist3, 0, 0))
			Result [337] := (create {STATE_T}.make (Spr_skel, 7, 6, (agent {P_ENEMY}.a_facetarget), S_skel_fist4, 0, 0))
			Result [338] := (create {STATE_T}.make (Spr_skel, 8, 6, (agent {P_ENEMY}.a_skelfist), S_skel_run1, 0, 0))
			Result [339] := (create {STATE_T}.make (Spr_skel, 32777, 0, (agent {P_ENEMY}.a_facetarget), S_skel_miss2, 0, 0))
			Result [340] := (create {STATE_T}.make (Spr_skel, 32777, 10, (agent {P_ENEMY}.a_facetarget), S_skel_miss3, 0, 0))
			Result [341] := (create {STATE_T}.make (Spr_skel, 10, 10, (agent {P_ENEMY}.a_skelmissile), S_skel_miss4, 0, 0))
			Result [342] := (create {STATE_T}.make (Spr_skel, 10, 10, (agent {P_ENEMY}.a_facetarget), S_skel_run1, 0, 0))
			Result [343] := (create {STATE_T}.make (Spr_skel, 11, 5, Void, S_skel_pain2, 0, 0))
			Result [344] := (create {STATE_T}.make (Spr_skel, 11, 5, (agent {P_ENEMY}.a_pain), S_skel_run1, 0, 0))
			Result [345] := (create {STATE_T}.make (Spr_skel, 11, 7, Void, S_skel_die2, 0, 0))
			Result [346] := (create {STATE_T}.make (Spr_skel, 12, 7, Void, S_skel_die3, 0, 0))
			Result [347] := (create {STATE_T}.make (Spr_skel, 13, 7, (agent {P_ENEMY}.a_scream), S_skel_die4, 0, 0))
			Result [348] := (create {STATE_T}.make (Spr_skel, 14, 7, (agent {P_ENEMY}.a_fall), S_skel_die5, 0, 0))
			Result [349] := (create {STATE_T}.make (Spr_skel, 15, 7, Void, S_skel_die6, 0, 0))
			Result [350] := (create {STATE_T}.make (Spr_skel, 16, -1, Void, S_null, 0, 0))
			Result [351] := (create {STATE_T}.make (Spr_skel, 16, 5, Void, S_skel_raise2, 0, 0))
			Result [352] := (create {STATE_T}.make (Spr_skel, 15, 5, Void, S_skel_raise3, 0, 0))
			Result [353] := (create {STATE_T}.make (Spr_skel, 14, 5, Void, S_skel_raise4, 0, 0))
			Result [354] := (create {STATE_T}.make (Spr_skel, 13, 5, Void, S_skel_raise5, 0, 0))
			Result [355] := (create {STATE_T}.make (Spr_skel, 12, 5, Void, S_skel_raise6, 0, 0))
			Result [356] := (create {STATE_T}.make (Spr_skel, 11, 5, Void, S_skel_run1, 0, 0))
			Result [357] := (create {STATE_T}.make (Spr_manf, 32768, 4, Void, S_fatshot2, 0, 0))
			Result [358] := (create {STATE_T}.make (Spr_manf, 32769, 4, Void, S_fatshot1, 0, 0))
			Result [359] := (create {STATE_T}.make (Spr_misl, 32769, 8, Void, S_fatshotx2, 0, 0))
			Result [360] := (create {STATE_T}.make (Spr_misl, 32770, 6, Void, S_fatshotx3, 0, 0))
			Result [361] := (create {STATE_T}.make (Spr_misl, 32771, 4, Void, S_null, 0, 0))
			Result [362] := (create {STATE_T}.make (Spr_fatt, 0, 15, (agent {P_ENEMY}.a_look), S_fatt_stnd2, 0, 0))
			Result [363] := (create {STATE_T}.make (Spr_fatt, 1, 15, (agent {P_ENEMY}.a_look), S_fatt_stnd, 0, 0))
			Result [364] := (create {STATE_T}.make (Spr_fatt, 0, 4, (agent {P_ENEMY}.a_chase), S_fatt_run2, 0, 0))
			Result [365] := (create {STATE_T}.make (Spr_fatt, 0, 4, (agent {P_ENEMY}.a_chase), S_fatt_run3, 0, 0))
			Result [366] := (create {STATE_T}.make (Spr_fatt, 1, 4, (agent {P_ENEMY}.a_chase), S_fatt_run4, 0, 0))
			Result [367] := (create {STATE_T}.make (Spr_fatt, 1, 4, (agent {P_ENEMY}.a_chase), S_fatt_run5, 0, 0))
			Result [368] := (create {STATE_T}.make (Spr_fatt, 2, 4, (agent {P_ENEMY}.a_chase), S_fatt_run6, 0, 0))
			Result [369] := (create {STATE_T}.make (Spr_fatt, 2, 4, (agent {P_ENEMY}.a_chase), S_fatt_run7, 0, 0))
			Result [370] := (create {STATE_T}.make (Spr_fatt, 3, 4, (agent {P_ENEMY}.a_chase), S_fatt_run8, 0, 0))
			Result [371] := (create {STATE_T}.make (Spr_fatt, 3, 4, (agent {P_ENEMY}.a_chase), S_fatt_run9, 0, 0))
			Result [372] := (create {STATE_T}.make (Spr_fatt, 4, 4, (agent {P_ENEMY}.a_chase), S_fatt_run10, 0, 0))
			Result [373] := (create {STATE_T}.make (Spr_fatt, 4, 4, (agent {P_ENEMY}.a_chase), S_fatt_run11, 0, 0))
			Result [374] := (create {STATE_T}.make (Spr_fatt, 5, 4, (agent {P_ENEMY}.a_chase), S_fatt_run12, 0, 0))
			Result [375] := (create {STATE_T}.make (Spr_fatt, 5, 4, (agent {P_ENEMY}.a_chase), S_fatt_run1, 0, 0))
			Result [376] := (create {STATE_T}.make (Spr_fatt, 6, 20, (agent {P_ENEMY}.a_fatraise), S_fatt_atk2, 0, 0))
			Result [377] := (create {STATE_T}.make (Spr_fatt, 32775, 10, (agent {P_ENEMY}.a_fatattack1), S_fatt_atk3, 0, 0))
			Result [378] := (create {STATE_T}.make (Spr_fatt, 8, 5, (agent {P_ENEMY}.a_facetarget), S_fatt_atk4, 0, 0))
			Result [379] := (create {STATE_T}.make (Spr_fatt, 6, 5, (agent {P_ENEMY}.a_facetarget), S_fatt_atk5, 0, 0))
			Result [380] := (create {STATE_T}.make (Spr_fatt, 32775, 10, (agent {P_ENEMY}.a_fatattack2), S_fatt_atk6, 0, 0))
			Result [381] := (create {STATE_T}.make (Spr_fatt, 8, 5, (agent {P_ENEMY}.a_facetarget), S_fatt_atk7, 0, 0))
			Result [382] := (create {STATE_T}.make (Spr_fatt, 6, 5, (agent {P_ENEMY}.a_facetarget), S_fatt_atk8, 0, 0))
			Result [383] := (create {STATE_T}.make (Spr_fatt, 32775, 10, (agent {P_ENEMY}.a_fatattack3), S_fatt_atk9, 0, 0))
			Result [384] := (create {STATE_T}.make (Spr_fatt, 8, 5, (agent {P_ENEMY}.a_facetarget), S_fatt_atk10, 0, 0))
			Result [385] := (create {STATE_T}.make (Spr_fatt, 6, 5, (agent {P_ENEMY}.a_facetarget), S_fatt_run1, 0, 0))
			Result [386] := (create {STATE_T}.make (Spr_fatt, 9, 3, Void, S_fatt_pain2, 0, 0))
			Result [387] := (create {STATE_T}.make (Spr_fatt, 9, 3, (agent {P_ENEMY}.a_pain), S_fatt_run1, 0, 0))
			Result [388] := (create {STATE_T}.make (Spr_fatt, 10, 6, Void, S_fatt_die2, 0, 0))
			Result [389] := (create {STATE_T}.make (Spr_fatt, 11, 6, (agent {P_ENEMY}.a_scream), S_fatt_die3, 0, 0))
			Result [390] := (create {STATE_T}.make (Spr_fatt, 12, 6, (agent {P_ENEMY}.a_fall), S_fatt_die4, 0, 0))
			Result [391] := (create {STATE_T}.make (Spr_fatt, 13, 6, Void, S_fatt_die5, 0, 0))
			Result [392] := (create {STATE_T}.make (Spr_fatt, 14, 6, Void, S_fatt_die6, 0, 0))
			Result [393] := (create {STATE_T}.make (Spr_fatt, 15, 6, Void, S_fatt_die7, 0, 0))
			Result [394] := (create {STATE_T}.make (Spr_fatt, 16, 6, Void, S_fatt_die8, 0, 0))
			Result [395] := (create {STATE_T}.make (Spr_fatt, 17, 6, Void, S_fatt_die9, 0, 0))
			Result [396] := (create {STATE_T}.make (Spr_fatt, 18, 6, Void, S_fatt_die10, 0, 0))
			Result [397] := (create {STATE_T}.make (Spr_fatt, 19, -1, (agent {P_ENEMY}.a_bossdeath), S_null, 0, 0))
			Result [398] := (create {STATE_T}.make (Spr_fatt, 17, 5, Void, S_fatt_raise2, 0, 0))
			Result [399] := (create {STATE_T}.make (Spr_fatt, 16, 5, Void, S_fatt_raise3, 0, 0))
			Result [400] := (create {STATE_T}.make (Spr_fatt, 15, 5, Void, S_fatt_raise4, 0, 0))
			Result [401] := (create {STATE_T}.make (Spr_fatt, 14, 5, Void, S_fatt_raise5, 0, 0))
			Result [402] := (create {STATE_T}.make (Spr_fatt, 13, 5, Void, S_fatt_raise6, 0, 0))
			Result [403] := (create {STATE_T}.make (Spr_fatt, 12, 5, Void, S_fatt_raise7, 0, 0))
			Result [404] := (create {STATE_T}.make (Spr_fatt, 11, 5, Void, S_fatt_raise8, 0, 0))
			Result [405] := (create {STATE_T}.make (Spr_fatt, 10, 5, Void, S_fatt_run1, 0, 0))
			Result [406] := (create {STATE_T}.make (Spr_cpos, 0, 10, (agent {P_ENEMY}.a_look), S_cpos_stnd2, 0, 0))
			Result [407] := (create {STATE_T}.make (Spr_cpos, 1, 10, (agent {P_ENEMY}.a_look), S_cpos_stnd, 0, 0))
			Result [408] := (create {STATE_T}.make (Spr_cpos, 0, 3, (agent {P_ENEMY}.a_chase), S_cpos_run2, 0, 0))
			Result [409] := (create {STATE_T}.make (Spr_cpos, 0, 3, (agent {P_ENEMY}.a_chase), S_cpos_run3, 0, 0))
			Result [410] := (create {STATE_T}.make (Spr_cpos, 1, 3, (agent {P_ENEMY}.a_chase), S_cpos_run4, 0, 0))
			Result [411] := (create {STATE_T}.make (Spr_cpos, 1, 3, (agent {P_ENEMY}.a_chase), S_cpos_run5, 0, 0))
			Result [412] := (create {STATE_T}.make (Spr_cpos, 2, 3, (agent {P_ENEMY}.a_chase), S_cpos_run6, 0, 0))
			Result [413] := (create {STATE_T}.make (Spr_cpos, 2, 3, (agent {P_ENEMY}.a_chase), S_cpos_run7, 0, 0))
			Result [414] := (create {STATE_T}.make (Spr_cpos, 3, 3, (agent {P_ENEMY}.a_chase), S_cpos_run8, 0, 0))
			Result [415] := (create {STATE_T}.make (Spr_cpos, 3, 3, (agent {P_ENEMY}.a_chase), S_cpos_run1, 0, 0))
			Result [416] := (create {STATE_T}.make (Spr_cpos, 4, 10, (agent {P_ENEMY}.a_facetarget), S_cpos_atk2, 0, 0))
			Result [417] := (create {STATE_T}.make (Spr_cpos, 32773, 4, (agent {P_ENEMY}.a_cposattack), S_cpos_atk3, 0, 0))
			Result [418] := (create {STATE_T}.make (Spr_cpos, 32772, 4, (agent {P_ENEMY}.a_cposattack), S_cpos_atk4, 0, 0))
			Result [419] := (create {STATE_T}.make (Spr_cpos, 5, 1, (agent {P_ENEMY}.a_cposrefire), S_cpos_atk2, 0, 0))
			Result [420] := (create {STATE_T}.make (Spr_cpos, 6, 3, Void, S_cpos_pain2, 0, 0))
			Result [421] := (create {STATE_T}.make (Spr_cpos, 6, 3, (agent {P_ENEMY}.a_pain), S_cpos_run1, 0, 0))
			Result [422] := (create {STATE_T}.make (Spr_cpos, 7, 5, Void, S_cpos_die2, 0, 0))
			Result [423] := (create {STATE_T}.make (Spr_cpos, 8, 5, (agent {P_ENEMY}.a_scream), S_cpos_die3, 0, 0))
			Result [424] := (create {STATE_T}.make (Spr_cpos, 9, 5, (agent {P_ENEMY}.a_fall), S_cpos_die4, 0, 0))
			Result [425] := (create {STATE_T}.make (Spr_cpos, 10, 5, Void, S_cpos_die5, 0, 0))
			Result [426] := (create {STATE_T}.make (Spr_cpos, 11, 5, Void, S_cpos_die6, 0, 0))
			Result [427] := (create {STATE_T}.make (Spr_cpos, 12, 5, Void, S_cpos_die7, 0, 0))
			Result [428] := (create {STATE_T}.make (Spr_cpos, 13, -1, Void, S_null, 0, 0))
			Result [429] := (create {STATE_T}.make (Spr_cpos, 14, 5, Void, S_cpos_xdie2, 0, 0))
			Result [430] := (create {STATE_T}.make (Spr_cpos, 15, 5, (agent {P_ENEMY}.a_xscream), S_cpos_xdie3, 0, 0))
			Result [431] := (create {STATE_T}.make (Spr_cpos, 16, 5, (agent {P_ENEMY}.a_fall), S_cpos_xdie4, 0, 0))
			Result [432] := (create {STATE_T}.make (Spr_cpos, 17, 5, Void, S_cpos_xdie5, 0, 0))
			Result [433] := (create {STATE_T}.make (Spr_cpos, 18, 5, Void, S_cpos_xdie6, 0, 0))
			Result [434] := (create {STATE_T}.make (Spr_cpos, 19, -1, Void, S_null, 0, 0))
			Result [435] := (create {STATE_T}.make (Spr_cpos, 13, 5, Void, S_cpos_raise2, 0, 0))
			Result [436] := (create {STATE_T}.make (Spr_cpos, 12, 5, Void, S_cpos_raise3, 0, 0))
			Result [437] := (create {STATE_T}.make (Spr_cpos, 11, 5, Void, S_cpos_raise4, 0, 0))
			Result [438] := (create {STATE_T}.make (Spr_cpos, 10, 5, Void, S_cpos_raise5, 0, 0))
			Result [439] := (create {STATE_T}.make (Spr_cpos, 9, 5, Void, S_cpos_raise6, 0, 0))
			Result [440] := (create {STATE_T}.make (Spr_cpos, 8, 5, Void, S_cpos_raise7, 0, 0))
			Result [441] := (create {STATE_T}.make (Spr_cpos, 7, 5, Void, S_cpos_run1, 0, 0))
			Result [442] := (create {STATE_T}.make (Spr_troo, 0, 10, (agent {P_ENEMY}.a_look), S_troo_stnd2, 0, 0))
			Result [443] := (create {STATE_T}.make (Spr_troo, 1, 10, (agent {P_ENEMY}.a_look), S_troo_stnd, 0, 0))
			Result [444] := (create {STATE_T}.make (Spr_troo, 0, 3, (agent {P_ENEMY}.a_chase), S_troo_run2, 0, 0))
			Result [445] := (create {STATE_T}.make (Spr_troo, 0, 3, (agent {P_ENEMY}.a_chase), S_troo_run3, 0, 0))
			Result [446] := (create {STATE_T}.make (Spr_troo, 1, 3, (agent {P_ENEMY}.a_chase), S_troo_run4, 0, 0))
			Result [447] := (create {STATE_T}.make (Spr_troo, 1, 3, (agent {P_ENEMY}.a_chase), S_troo_run5, 0, 0))
			Result [448] := (create {STATE_T}.make (Spr_troo, 2, 3, (agent {P_ENEMY}.a_chase), S_troo_run6, 0, 0))
			Result [449] := (create {STATE_T}.make (Spr_troo, 2, 3, (agent {P_ENEMY}.a_chase), S_troo_run7, 0, 0))
			Result [450] := (create {STATE_T}.make (Spr_troo, 3, 3, (agent {P_ENEMY}.a_chase), S_troo_run8, 0, 0))
			Result [451] := (create {STATE_T}.make (Spr_troo, 3, 3, (agent {P_ENEMY}.a_chase), S_troo_run1, 0, 0))
			Result [452] := (create {STATE_T}.make (Spr_troo, 4, 8, (agent {P_ENEMY}.a_facetarget), S_troo_atk2, 0, 0))
			Result [453] := (create {STATE_T}.make (Spr_troo, 5, 8, (agent {P_ENEMY}.a_facetarget), S_troo_atk3, 0, 0))
			Result [454] := (create {STATE_T}.make (Spr_troo, 6, 6, (agent {P_ENEMY}.a_troopattack), S_troo_run1, 0, 0))
			Result [455] := (create {STATE_T}.make (Spr_troo, 7, 2, Void, S_troo_pain2, 0, 0))
			Result [456] := (create {STATE_T}.make (Spr_troo, 7, 2, (agent {P_ENEMY}.a_pain), S_troo_run1, 0, 0))
			Result [457] := (create {STATE_T}.make (Spr_troo, 8, 8, Void, S_troo_die2, 0, 0))
			Result [458] := (create {STATE_T}.make (Spr_troo, 9, 8, (agent {P_ENEMY}.a_scream), S_troo_die3, 0, 0))
			Result [459] := (create {STATE_T}.make (Spr_troo, 10, 6, Void, S_troo_die4, 0, 0))
			Result [460] := (create {STATE_T}.make (Spr_troo, 11, 6, (agent {P_ENEMY}.a_fall), S_troo_die5, 0, 0))
			Result [461] := (create {STATE_T}.make (Spr_troo, 12, -1, Void, S_null, 0, 0))
			Result [462] := (create {STATE_T}.make (Spr_troo, 13, 5, Void, S_troo_xdie2, 0, 0))
			Result [463] := (create {STATE_T}.make (Spr_troo, 14, 5, (agent {P_ENEMY}.a_xscream), S_troo_xdie3, 0, 0))
			Result [464] := (create {STATE_T}.make (Spr_troo, 15, 5, Void, S_troo_xdie4, 0, 0))
			Result [465] := (create {STATE_T}.make (Spr_troo, 16, 5, (agent {P_ENEMY}.a_fall), S_troo_xdie5, 0, 0))
			Result [466] := (create {STATE_T}.make (Spr_troo, 17, 5, Void, S_troo_xdie6, 0, 0))
			Result [467] := (create {STATE_T}.make (Spr_troo, 18, 5, Void, S_troo_xdie7, 0, 0))
			Result [468] := (create {STATE_T}.make (Spr_troo, 19, 5, Void, S_troo_xdie8, 0, 0))
			Result [469] := (create {STATE_T}.make (Spr_troo, 20, -1, Void, S_null, 0, 0))
			Result [470] := (create {STATE_T}.make (Spr_troo, 12, 8, Void, S_troo_raise2, 0, 0))
			Result [471] := (create {STATE_T}.make (Spr_troo, 11, 8, Void, S_troo_raise3, 0, 0))
			Result [472] := (create {STATE_T}.make (Spr_troo, 10, 6, Void, S_troo_raise4, 0, 0))
			Result [473] := (create {STATE_T}.make (Spr_troo, 9, 6, Void, S_troo_raise5, 0, 0))
			Result [474] := (create {STATE_T}.make (Spr_troo, 8, 6, Void, S_troo_run1, 0, 0))
			Result [475] := (create {STATE_T}.make (Spr_sarg, 0, 10, (agent {P_ENEMY}.a_look), S_sarg_stnd2, 0, 0))
			Result [476] := (create {STATE_T}.make (Spr_sarg, 1, 10, (agent {P_ENEMY}.a_look), S_sarg_stnd, 0, 0))
			Result [477] := (create {STATE_T}.make (Spr_sarg, 0, 2, (agent {P_ENEMY}.a_chase), S_sarg_run2, 0, 0))
			Result [478] := (create {STATE_T}.make (Spr_sarg, 0, 2, (agent {P_ENEMY}.a_chase), S_sarg_run3, 0, 0))
			Result [479] := (create {STATE_T}.make (Spr_sarg, 1, 2, (agent {P_ENEMY}.a_chase), S_sarg_run4, 0, 0))
			Result [480] := (create {STATE_T}.make (Spr_sarg, 1, 2, (agent {P_ENEMY}.a_chase), S_sarg_run5, 0, 0))
			Result [481] := (create {STATE_T}.make (Spr_sarg, 2, 2, (agent {P_ENEMY}.a_chase), S_sarg_run6, 0, 0))
			Result [482] := (create {STATE_T}.make (Spr_sarg, 2, 2, (agent {P_ENEMY}.a_chase), S_sarg_run7, 0, 0))
			Result [483] := (create {STATE_T}.make (Spr_sarg, 3, 2, (agent {P_ENEMY}.a_chase), S_sarg_run8, 0, 0))
			Result [484] := (create {STATE_T}.make (Spr_sarg, 3, 2, (agent {P_ENEMY}.a_chase), S_sarg_run1, 0, 0))
			Result [485] := (create {STATE_T}.make (Spr_sarg, 4, 8, (agent {P_ENEMY}.a_facetarget), S_sarg_atk2, 0, 0))
			Result [486] := (create {STATE_T}.make (Spr_sarg, 5, 8, (agent {P_ENEMY}.a_facetarget), S_sarg_atk3, 0, 0))
			Result [487] := (create {STATE_T}.make (Spr_sarg, 6, 8, (agent {P_ENEMY}.a_sargattack), S_sarg_run1, 0, 0))
			Result [488] := (create {STATE_T}.make (Spr_sarg, 7, 2, Void, S_sarg_pain2, 0, 0))
			Result [489] := (create {STATE_T}.make (Spr_sarg, 7, 2, (agent {P_ENEMY}.a_pain), S_sarg_run1, 0, 0))
			Result [490] := (create {STATE_T}.make (Spr_sarg, 8, 8, Void, S_sarg_die2, 0, 0))
			Result [491] := (create {STATE_T}.make (Spr_sarg, 9, 8, (agent {P_ENEMY}.a_scream), S_sarg_die3, 0, 0))
			Result [492] := (create {STATE_T}.make (Spr_sarg, 10, 4, Void, S_sarg_die4, 0, 0))
			Result [493] := (create {STATE_T}.make (Spr_sarg, 11, 4, (agent {P_ENEMY}.a_fall), S_sarg_die5, 0, 0))
			Result [494] := (create {STATE_T}.make (Spr_sarg, 12, 4, Void, S_sarg_die6, 0, 0))
			Result [495] := (create {STATE_T}.make (Spr_sarg, 13, -1, Void, S_null, 0, 0))
			Result [496] := (create {STATE_T}.make (Spr_sarg, 13, 5, Void, S_sarg_raise2, 0, 0))
			Result [497] := (create {STATE_T}.make (Spr_sarg, 12, 5, Void, S_sarg_raise3, 0, 0))
			Result [498] := (create {STATE_T}.make (Spr_sarg, 11, 5, Void, S_sarg_raise4, 0, 0))
			Result [499] := (create {STATE_T}.make (Spr_sarg, 10, 5, Void, S_sarg_raise5, 0, 0))
			Result [500] := (create {STATE_T}.make (Spr_sarg, 9, 5, Void, S_sarg_raise6, 0, 0))
			Result [501] := (create {STATE_T}.make (Spr_sarg, 8, 5, Void, S_sarg_run1, 0, 0))
			Result [502] := (create {STATE_T}.make (Spr_head, 0, 10, (agent {P_ENEMY}.a_look), S_head_stnd, 0, 0))
			Result [503] := (create {STATE_T}.make (Spr_head, 0, 3, (agent {P_ENEMY}.a_chase), S_head_run1, 0, 0))
			Result [504] := (create {STATE_T}.make (Spr_head, 1, 5, (agent {P_ENEMY}.a_facetarget), S_head_atk2, 0, 0))
			Result [505] := (create {STATE_T}.make (Spr_head, 2, 5, (agent {P_ENEMY}.a_facetarget), S_head_atk3, 0, 0))
			Result [506] := (create {STATE_T}.make (Spr_head, 32771, 5, (agent {P_ENEMY}.a_headattack), S_head_run1, 0, 0))
			Result [507] := (create {STATE_T}.make (Spr_head, 4, 3, Void, S_head_pain2, 0, 0))
			Result [508] := (create {STATE_T}.make (Spr_head, 4, 3, (agent {P_ENEMY}.a_pain), S_head_pain3, 0, 0))
			Result [509] := (create {STATE_T}.make (Spr_head, 5, 6, Void, S_head_run1, 0, 0))
			Result [510] := (create {STATE_T}.make (Spr_head, 6, 8, Void, S_head_die2, 0, 0))
			Result [511] := (create {STATE_T}.make (Spr_head, 7, 8, (agent {P_ENEMY}.a_scream), S_head_die3, 0, 0))
			Result [512] := (create {STATE_T}.make (Spr_head, 8, 8, Void, S_head_die4, 0, 0))
			Result [513] := (create {STATE_T}.make (Spr_head, 9, 8, Void, S_head_die5, 0, 0))
			Result [514] := (create {STATE_T}.make (Spr_head, 10, 8, (agent {P_ENEMY}.a_fall), S_head_die6, 0, 0))
			Result [515] := (create {STATE_T}.make (Spr_head, 11, -1, Void, S_null, 0, 0))
			Result [516] := (create {STATE_T}.make (Spr_head, 11, 8, Void, S_head_raise2, 0, 0))
			Result [517] := (create {STATE_T}.make (Spr_head, 10, 8, Void, S_head_raise3, 0, 0))
			Result [518] := (create {STATE_T}.make (Spr_head, 9, 8, Void, S_head_raise4, 0, 0))
			Result [519] := (create {STATE_T}.make (Spr_head, 8, 8, Void, S_head_raise5, 0, 0))
			Result [520] := (create {STATE_T}.make (Spr_head, 7, 8, Void, S_head_raise6, 0, 0))
			Result [521] := (create {STATE_T}.make (Spr_head, 6, 8, Void, S_head_run1, 0, 0))
			Result [522] := (create {STATE_T}.make (Spr_bal7, 32768, 4, Void, S_brball2, 0, 0))
			Result [523] := (create {STATE_T}.make (Spr_bal7, 32769, 4, Void, S_brball1, 0, 0))
			Result [524] := (create {STATE_T}.make (Spr_bal7, 32770, 6, Void, S_brballx2, 0, 0))
			Result [525] := (create {STATE_T}.make (Spr_bal7, 32771, 6, Void, S_brballx3, 0, 0))
			Result [526] := (create {STATE_T}.make (Spr_bal7, 32772, 6, Void, S_null, 0, 0))
			Result [527] := (create {STATE_T}.make (Spr_boss, 0, 10, (agent {P_ENEMY}.a_look), S_boss_stnd2, 0, 0))
			Result [528] := (create {STATE_T}.make (Spr_boss, 1, 10, (agent {P_ENEMY}.a_look), S_boss_stnd, 0, 0))
			Result [529] := (create {STATE_T}.make (Spr_boss, 0, 3, (agent {P_ENEMY}.a_chase), S_boss_run2, 0, 0))
			Result [530] := (create {STATE_T}.make (Spr_boss, 0, 3, (agent {P_ENEMY}.a_chase), S_boss_run3, 0, 0))
			Result [531] := (create {STATE_T}.make (Spr_boss, 1, 3, (agent {P_ENEMY}.a_chase), S_boss_run4, 0, 0))
			Result [532] := (create {STATE_T}.make (Spr_boss, 1, 3, (agent {P_ENEMY}.a_chase), S_boss_run5, 0, 0))
			Result [533] := (create {STATE_T}.make (Spr_boss, 2, 3, (agent {P_ENEMY}.a_chase), S_boss_run6, 0, 0))
			Result [534] := (create {STATE_T}.make (Spr_boss, 2, 3, (agent {P_ENEMY}.a_chase), S_boss_run7, 0, 0))
			Result [535] := (create {STATE_T}.make (Spr_boss, 3, 3, (agent {P_ENEMY}.a_chase), S_boss_run8, 0, 0))
			Result [536] := (create {STATE_T}.make (Spr_boss, 3, 3, (agent {P_ENEMY}.a_chase), S_boss_run1, 0, 0))
			Result [537] := (create {STATE_T}.make (Spr_boss, 4, 8, (agent {P_ENEMY}.a_facetarget), S_boss_atk2, 0, 0))
			Result [538] := (create {STATE_T}.make (Spr_boss, 5, 8, (agent {P_ENEMY}.a_facetarget), S_boss_atk3, 0, 0))
			Result [539] := (create {STATE_T}.make (Spr_boss, 6, 8, (agent {P_ENEMY}.a_bruisattack), S_boss_run1, 0, 0))
			Result [540] := (create {STATE_T}.make (Spr_boss, 7, 2, Void, S_boss_pain2, 0, 0))
			Result [541] := (create {STATE_T}.make (Spr_boss, 7, 2, (agent {P_ENEMY}.a_pain), S_boss_run1, 0, 0))
			Result [542] := (create {STATE_T}.make (Spr_boss, 8, 8, Void, S_boss_die2, 0, 0))
			Result [543] := (create {STATE_T}.make (Spr_boss, 9, 8, (agent {P_ENEMY}.a_scream), S_boss_die3, 0, 0))
			Result [544] := (create {STATE_T}.make (Spr_boss, 10, 8, Void, S_boss_die4, 0, 0))
			Result [545] := (create {STATE_T}.make (Spr_boss, 11, 8, (agent {P_ENEMY}.a_fall), S_boss_die5, 0, 0))
			Result [546] := (create {STATE_T}.make (Spr_boss, 12, 8, Void, S_boss_die6, 0, 0))
			Result [547] := (create {STATE_T}.make (Spr_boss, 13, 8, Void, S_boss_die7, 0, 0))
			Result [548] := (create {STATE_T}.make (Spr_boss, 14, -1, (agent {P_ENEMY}.a_bossdeath), S_null, 0, 0))
			Result [549] := (create {STATE_T}.make (Spr_boss, 14, 8, Void, S_boss_raise2, 0, 0))
			Result [550] := (create {STATE_T}.make (Spr_boss, 13, 8, Void, S_boss_raise3, 0, 0))
			Result [551] := (create {STATE_T}.make (Spr_boss, 12, 8, Void, S_boss_raise4, 0, 0))
			Result [552] := (create {STATE_T}.make (Spr_boss, 11, 8, Void, S_boss_raise5, 0, 0))
			Result [553] := (create {STATE_T}.make (Spr_boss, 10, 8, Void, S_boss_raise6, 0, 0))
			Result [554] := (create {STATE_T}.make (Spr_boss, 9, 8, Void, S_boss_raise7, 0, 0))
			Result [555] := (create {STATE_T}.make (Spr_boss, 8, 8, Void, S_boss_run1, 0, 0))
			Result [556] := (create {STATE_T}.make (Spr_bos2, 0, 10, (agent {P_ENEMY}.a_look), S_bos2_stnd2, 0, 0))
			Result [557] := (create {STATE_T}.make (Spr_bos2, 1, 10, (agent {P_ENEMY}.a_look), S_bos2_stnd, 0, 0))
			Result [558] := (create {STATE_T}.make (Spr_bos2, 0, 3, (agent {P_ENEMY}.a_chase), S_bos2_run2, 0, 0))
			Result [559] := (create {STATE_T}.make (Spr_bos2, 0, 3, (agent {P_ENEMY}.a_chase), S_bos2_run3, 0, 0))
			Result [560] := (create {STATE_T}.make (Spr_bos2, 1, 3, (agent {P_ENEMY}.a_chase), S_bos2_run4, 0, 0))
			Result [561] := (create {STATE_T}.make (Spr_bos2, 1, 3, (agent {P_ENEMY}.a_chase), S_bos2_run5, 0, 0))
			Result [562] := (create {STATE_T}.make (Spr_bos2, 2, 3, (agent {P_ENEMY}.a_chase), S_bos2_run6, 0, 0))
			Result [563] := (create {STATE_T}.make (Spr_bos2, 2, 3, (agent {P_ENEMY}.a_chase), S_bos2_run7, 0, 0))
			Result [564] := (create {STATE_T}.make (Spr_bos2, 3, 3, (agent {P_ENEMY}.a_chase), S_bos2_run8, 0, 0))
			Result [565] := (create {STATE_T}.make (Spr_bos2, 3, 3, (agent {P_ENEMY}.a_chase), S_bos2_run1, 0, 0))
			Result [566] := (create {STATE_T}.make (Spr_bos2, 4, 8, (agent {P_ENEMY}.a_facetarget), S_bos2_atk2, 0, 0))
			Result [567] := (create {STATE_T}.make (Spr_bos2, 5, 8, (agent {P_ENEMY}.a_facetarget), S_bos2_atk3, 0, 0))
			Result [568] := (create {STATE_T}.make (Spr_bos2, 6, 8, (agent {P_ENEMY}.a_bruisattack), S_bos2_run1, 0, 0))
			Result [569] := (create {STATE_T}.make (Spr_bos2, 7, 2, Void, S_bos2_pain2, 0, 0))
			Result [570] := (create {STATE_T}.make (Spr_bos2, 7, 2, (agent {P_ENEMY}.a_pain), S_bos2_run1, 0, 0))
			Result [571] := (create {STATE_T}.make (Spr_bos2, 8, 8, Void, S_bos2_die2, 0, 0))
			Result [572] := (create {STATE_T}.make (Spr_bos2, 9, 8, (agent {P_ENEMY}.a_scream), S_bos2_die3, 0, 0))
			Result [573] := (create {STATE_T}.make (Spr_bos2, 10, 8, Void, S_bos2_die4, 0, 0))
			Result [574] := (create {STATE_T}.make (Spr_bos2, 11, 8, (agent {P_ENEMY}.a_fall), S_bos2_die5, 0, 0))
			Result [575] := (create {STATE_T}.make (Spr_bos2, 12, 8, Void, S_bos2_die6, 0, 0))
			Result [576] := (create {STATE_T}.make (Spr_bos2, 13, 8, Void, S_bos2_die7, 0, 0))
			Result [577] := (create {STATE_T}.make (Spr_bos2, 14, -1, Void, S_null, 0, 0))
			Result [578] := (create {STATE_T}.make (Spr_bos2, 14, 8, Void, S_bos2_raise2, 0, 0))
			Result [579] := (create {STATE_T}.make (Spr_bos2, 13, 8, Void, S_bos2_raise3, 0, 0))
			Result [580] := (create {STATE_T}.make (Spr_bos2, 12, 8, Void, S_bos2_raise4, 0, 0))
			Result [581] := (create {STATE_T}.make (Spr_bos2, 11, 8, Void, S_bos2_raise5, 0, 0))
			Result [582] := (create {STATE_T}.make (Spr_bos2, 10, 8, Void, S_bos2_raise6, 0, 0))
			Result [583] := (create {STATE_T}.make (Spr_bos2, 9, 8, Void, S_bos2_raise7, 0, 0))
			Result [584] := (create {STATE_T}.make (Spr_bos2, 8, 8, Void, S_bos2_run1, 0, 0))
			Result [585] := (create {STATE_T}.make (Spr_skul, 32768, 10, (agent {P_ENEMY}.a_look), S_skull_stnd2, 0, 0))
			Result [586] := (create {STATE_T}.make (Spr_skul, 32769, 10, (agent {P_ENEMY}.a_look), S_skull_stnd, 0, 0))
			Result [587] := (create {STATE_T}.make (Spr_skul, 32768, 6, (agent {P_ENEMY}.a_chase), S_skull_run2, 0, 0))
			Result [588] := (create {STATE_T}.make (Spr_skul, 32769, 6, (agent {P_ENEMY}.a_chase), S_skull_run1, 0, 0))
			Result [589] := (create {STATE_T}.make (Spr_skul, 32770, 10, (agent {P_ENEMY}.a_facetarget), S_skull_atk2, 0, 0))
			Result [590] := (create {STATE_T}.make (Spr_skul, 32771, 4, (agent {P_ENEMY}.a_skullattack), S_skull_atk3, 0, 0))
			Result [591] := (create {STATE_T}.make (Spr_skul, 32770, 4, Void, S_skull_atk4, 0, 0))
			Result [592] := (create {STATE_T}.make (Spr_skul, 32771, 4, Void, S_skull_atk3, 0, 0))
			Result [593] := (create {STATE_T}.make (Spr_skul, 32772, 3, Void, S_skull_pain2, 0, 0))
			Result [594] := (create {STATE_T}.make (Spr_skul, 32772, 3, (agent {P_ENEMY}.a_pain), S_skull_run1, 0, 0))
			Result [595] := (create {STATE_T}.make (Spr_skul, 32773, 6, Void, S_skull_die2, 0, 0))
			Result [596] := (create {STATE_T}.make (Spr_skul, 32774, 6, (agent {P_ENEMY}.a_scream), S_skull_die3, 0, 0))
			Result [597] := (create {STATE_T}.make (Spr_skul, 32775, 6, Void, S_skull_die4, 0, 0))
			Result [598] := (create {STATE_T}.make (Spr_skul, 32776, 6, (agent {P_ENEMY}.a_fall), S_skull_die5, 0, 0))
			Result [599] := (create {STATE_T}.make (Spr_skul, 9, 6, Void, S_skull_die6, 0, 0))
			Result [600] := (create {STATE_T}.make (Spr_skul, 10, 6, Void, S_null, 0, 0))
			Result [601] := (create {STATE_T}.make (Spr_spid, 0, 10, (agent {P_ENEMY}.a_look), S_spid_stnd2, 0, 0))
			Result [602] := (create {STATE_T}.make (Spr_spid, 1, 10, (agent {P_ENEMY}.a_look), S_spid_stnd, 0, 0))
			Result [603] := (create {STATE_T}.make (Spr_spid, 0, 3, (agent {P_ENEMY}.a_metal), S_spid_run2, 0, 0))
			Result [604] := (create {STATE_T}.make (Spr_spid, 0, 3, (agent {P_ENEMY}.a_chase), S_spid_run3, 0, 0))
			Result [605] := (create {STATE_T}.make (Spr_spid, 1, 3, (agent {P_ENEMY}.a_chase), S_spid_run4, 0, 0))
			Result [606] := (create {STATE_T}.make (Spr_spid, 1, 3, (agent {P_ENEMY}.a_chase), S_spid_run5, 0, 0))
			Result [607] := (create {STATE_T}.make (Spr_spid, 2, 3, (agent {P_ENEMY}.a_metal), S_spid_run6, 0, 0))
			Result [608] := (create {STATE_T}.make (Spr_spid, 2, 3, (agent {P_ENEMY}.a_chase), S_spid_run7, 0, 0))
			Result [609] := (create {STATE_T}.make (Spr_spid, 3, 3, (agent {P_ENEMY}.a_chase), S_spid_run8, 0, 0))
			Result [610] := (create {STATE_T}.make (Spr_spid, 3, 3, (agent {P_ENEMY}.a_chase), S_spid_run9, 0, 0))
			Result [611] := (create {STATE_T}.make (Spr_spid, 4, 3, (agent {P_ENEMY}.a_metal), S_spid_run10, 0, 0))
			Result [612] := (create {STATE_T}.make (Spr_spid, 4, 3, (agent {P_ENEMY}.a_chase), S_spid_run11, 0, 0))
			Result [613] := (create {STATE_T}.make (Spr_spid, 5, 3, (agent {P_ENEMY}.a_chase), S_spid_run12, 0, 0))
			Result [614] := (create {STATE_T}.make (Spr_spid, 5, 3, (agent {P_ENEMY}.a_chase), S_spid_run1, 0, 0))
			Result [615] := (create {STATE_T}.make (Spr_spid, 32768, 20, (agent {P_ENEMY}.a_facetarget), S_spid_atk2, 0, 0))
			Result [616] := (create {STATE_T}.make (Spr_spid, 32774, 4, (agent {P_ENEMY}.a_sposattack), S_spid_atk3, 0, 0))
			Result [617] := (create {STATE_T}.make (Spr_spid, 32775, 4, (agent {P_ENEMY}.a_sposattack), S_spid_atk4, 0, 0))
			Result [618] := (create {STATE_T}.make (Spr_spid, 32775, 1, (agent {P_ENEMY}.a_spidrefire), S_spid_atk2, 0, 0))
			Result [619] := (create {STATE_T}.make (Spr_spid, 8, 3, Void, S_spid_pain2, 0, 0))
			Result [620] := (create {STATE_T}.make (Spr_spid, 8, 3, (agent {P_ENEMY}.a_pain), S_spid_run1, 0, 0))
			Result [621] := (create {STATE_T}.make (Spr_spid, 9, 20, (agent {P_ENEMY}.a_scream), S_spid_die2, 0, 0))
			Result [622] := (create {STATE_T}.make (Spr_spid, 10, 10, (agent {P_ENEMY}.a_fall), S_spid_die3, 0, 0))
			Result [623] := (create {STATE_T}.make (Spr_spid, 11, 10, Void, S_spid_die4, 0, 0))
			Result [624] := (create {STATE_T}.make (Spr_spid, 12, 10, Void, S_spid_die5, 0, 0))
			Result [625] := (create {STATE_T}.make (Spr_spid, 13, 10, Void, S_spid_die6, 0, 0))
			Result [626] := (create {STATE_T}.make (Spr_spid, 14, 10, Void, S_spid_die7, 0, 0))
			Result [627] := (create {STATE_T}.make (Spr_spid, 15, 10, Void, S_spid_die8, 0, 0))
			Result [628] := (create {STATE_T}.make (Spr_spid, 16, 10, Void, S_spid_die9, 0, 0))
			Result [629] := (create {STATE_T}.make (Spr_spid, 17, 10, Void, S_spid_die10, 0, 0))
			Result [630] := (create {STATE_T}.make (Spr_spid, 18, 30, Void, S_spid_die11, 0, 0))
			Result [631] := (create {STATE_T}.make (Spr_spid, 18, -1, (agent {P_ENEMY}.a_bossdeath), S_null, 0, 0))
			Result [632] := (create {STATE_T}.make (Spr_bspi, 0, 10, (agent {P_ENEMY}.a_look), S_bspi_stnd2, 0, 0))
			Result [633] := (create {STATE_T}.make (Spr_bspi, 1, 10, (agent {P_ENEMY}.a_look), S_bspi_stnd, 0, 0))
			Result [634] := (create {STATE_T}.make (Spr_bspi, 0, 20, Void, S_bspi_run1, 0, 0))
			Result [635] := (create {STATE_T}.make (Spr_bspi, 0, 3, (agent {P_ENEMY}.a_babymetal), S_bspi_run2, 0, 0))
			Result [636] := (create {STATE_T}.make (Spr_bspi, 0, 3, (agent {P_ENEMY}.a_chase), S_bspi_run3, 0, 0))
			Result [637] := (create {STATE_T}.make (Spr_bspi, 1, 3, (agent {P_ENEMY}.a_chase), S_bspi_run4, 0, 0))
			Result [638] := (create {STATE_T}.make (Spr_bspi, 1, 3, (agent {P_ENEMY}.a_chase), S_bspi_run5, 0, 0))
			Result [639] := (create {STATE_T}.make (Spr_bspi, 2, 3, (agent {P_ENEMY}.a_chase), S_bspi_run6, 0, 0))
			Result [640] := (create {STATE_T}.make (Spr_bspi, 2, 3, (agent {P_ENEMY}.a_chase), S_bspi_run7, 0, 0))
			Result [641] := (create {STATE_T}.make (Spr_bspi, 3, 3, (agent {P_ENEMY}.a_babymetal), S_bspi_run8, 0, 0))
			Result [642] := (create {STATE_T}.make (Spr_bspi, 3, 3, (agent {P_ENEMY}.a_chase), S_bspi_run9, 0, 0))
			Result [643] := (create {STATE_T}.make (Spr_bspi, 4, 3, (agent {P_ENEMY}.a_chase), S_bspi_run10, 0, 0))
			Result [644] := (create {STATE_T}.make (Spr_bspi, 4, 3, (agent {P_ENEMY}.a_chase), S_bspi_run11, 0, 0))
			Result [645] := (create {STATE_T}.make (Spr_bspi, 5, 3, (agent {P_ENEMY}.a_chase), S_bspi_run12, 0, 0))
			Result [646] := (create {STATE_T}.make (Spr_bspi, 5, 3, (agent {P_ENEMY}.a_chase), S_bspi_run1, 0, 0))
			Result [647] := (create {STATE_T}.make (Spr_bspi, 32768, 20, (agent {P_ENEMY}.a_facetarget), S_bspi_atk2, 0, 0))
			Result [648] := (create {STATE_T}.make (Spr_bspi, 32774, 4, (agent {P_ENEMY}.a_bspiattack), S_bspi_atk3, 0, 0))
			Result [649] := (create {STATE_T}.make (Spr_bspi, 32775, 4, Void, S_bspi_atk4, 0, 0))
			Result [650] := (create {STATE_T}.make (Spr_bspi, 32775, 1, (agent {P_ENEMY}.a_spidrefire), S_bspi_atk2, 0, 0))
			Result [651] := (create {STATE_T}.make (Spr_bspi, 8, 3, Void, S_bspi_pain2, 0, 0))
			Result [652] := (create {STATE_T}.make (Spr_bspi, 8, 3, (agent {P_ENEMY}.a_pain), S_bspi_run1, 0, 0))
			Result [653] := (create {STATE_T}.make (Spr_bspi, 9, 20, (agent {P_ENEMY}.a_scream), S_bspi_die2, 0, 0))
			Result [654] := (create {STATE_T}.make (Spr_bspi, 10, 7, (agent {P_ENEMY}.a_fall), S_bspi_die3, 0, 0))
			Result [655] := (create {STATE_T}.make (Spr_bspi, 11, 7, Void, S_bspi_die4, 0, 0))
			Result [656] := (create {STATE_T}.make (Spr_bspi, 12, 7, Void, S_bspi_die5, 0, 0))
			Result [657] := (create {STATE_T}.make (Spr_bspi, 13, 7, Void, S_bspi_die6, 0, 0))
			Result [658] := (create {STATE_T}.make (Spr_bspi, 14, 7, Void, S_bspi_die7, 0, 0))
			Result [659] := (create {STATE_T}.make (Spr_bspi, 15, -1, (agent {P_ENEMY}.a_bossdeath), S_null, 0, 0))
			Result [660] := (create {STATE_T}.make (Spr_bspi, 15, 5, Void, S_bspi_raise2, 0, 0))
			Result [661] := (create {STATE_T}.make (Spr_bspi, 14, 5, Void, S_bspi_raise3, 0, 0))
			Result [662] := (create {STATE_T}.make (Spr_bspi, 13, 5, Void, S_bspi_raise4, 0, 0))
			Result [663] := (create {STATE_T}.make (Spr_bspi, 12, 5, Void, S_bspi_raise5, 0, 0))
			Result [664] := (create {STATE_T}.make (Spr_bspi, 11, 5, Void, S_bspi_raise6, 0, 0))
			Result [665] := (create {STATE_T}.make (Spr_bspi, 10, 5, Void, S_bspi_raise7, 0, 0))
			Result [666] := (create {STATE_T}.make (Spr_bspi, 9, 5, Void, S_bspi_run1, 0, 0))
			Result [667] := (create {STATE_T}.make (Spr_apls, 32768, 5, Void, S_arach_plaz2, 0, 0))
			Result [668] := (create {STATE_T}.make (Spr_apls, 32769, 5, Void, S_arach_plaz, 0, 0))
			Result [669] := (create {STATE_T}.make (Spr_apbx, 32768, 5, Void, S_arach_plex2, 0, 0))
			Result [670] := (create {STATE_T}.make (Spr_apbx, 32769, 5, Void, S_arach_plex3, 0, 0))
			Result [671] := (create {STATE_T}.make (Spr_apbx, 32770, 5, Void, S_arach_plex4, 0, 0))
			Result [672] := (create {STATE_T}.make (Spr_apbx, 32771, 5, Void, S_arach_plex5, 0, 0))
			Result [673] := (create {STATE_T}.make (Spr_apbx, 32772, 5, Void, S_null, 0, 0))
			Result [674] := (create {STATE_T}.make (Spr_cybr, 0, 10, (agent {P_ENEMY}.a_look), S_cyber_stnd2, 0, 0))
			Result [675] := (create {STATE_T}.make (Spr_cybr, 1, 10, (agent {P_ENEMY}.a_look), S_cyber_stnd, 0, 0))
			Result [676] := (create {STATE_T}.make (Spr_cybr, 0, 3, (agent {P_ENEMY}.a_hoof), S_cyber_run2, 0, 0))
			Result [677] := (create {STATE_T}.make (Spr_cybr, 0, 3, (agent {P_ENEMY}.a_chase), S_cyber_run3, 0, 0))
			Result [678] := (create {STATE_T}.make (Spr_cybr, 1, 3, (agent {P_ENEMY}.a_chase), S_cyber_run4, 0, 0))
			Result [679] := (create {STATE_T}.make (Spr_cybr, 1, 3, (agent {P_ENEMY}.a_chase), S_cyber_run5, 0, 0))
			Result [680] := (create {STATE_T}.make (Spr_cybr, 2, 3, (agent {P_ENEMY}.a_chase), S_cyber_run6, 0, 0))
			Result [681] := (create {STATE_T}.make (Spr_cybr, 2, 3, (agent {P_ENEMY}.a_chase), S_cyber_run7, 0, 0))
			Result [682] := (create {STATE_T}.make (Spr_cybr, 3, 3, (agent {P_ENEMY}.a_metal), S_cyber_run8, 0, 0))
			Result [683] := (create {STATE_T}.make (Spr_cybr, 3, 3, (agent {P_ENEMY}.a_chase), S_cyber_run1, 0, 0))
			Result [684] := (create {STATE_T}.make (Spr_cybr, 4, 6, (agent {P_ENEMY}.a_facetarget), S_cyber_atk2, 0, 0))
			Result [685] := (create {STATE_T}.make (Spr_cybr, 5, 12, (agent {P_ENEMY}.a_cyberattack), S_cyber_atk3, 0, 0))
			Result [686] := (create {STATE_T}.make (Spr_cybr, 4, 12, (agent {P_ENEMY}.a_facetarget), S_cyber_atk4, 0, 0))
			Result [687] := (create {STATE_T}.make (Spr_cybr, 5, 12, (agent {P_ENEMY}.a_cyberattack), S_cyber_atk5, 0, 0))
			Result [688] := (create {STATE_T}.make (Spr_cybr, 4, 12, (agent {P_ENEMY}.a_facetarget), S_cyber_atk6, 0, 0))
			Result [689] := (create {STATE_T}.make (Spr_cybr, 5, 12, (agent {P_ENEMY}.a_cyberattack), S_cyber_run1, 0, 0))
			Result [690] := (create {STATE_T}.make (Spr_cybr, 6, 10, (agent {P_ENEMY}.a_pain), S_cyber_run1, 0, 0))
			Result [691] := (create {STATE_T}.make (Spr_cybr, 7, 10, Void, S_cyber_die2, 0, 0))
			Result [692] := (create {STATE_T}.make (Spr_cybr, 8, 10, (agent {P_ENEMY}.a_scream), S_cyber_die3, 0, 0))
			Result [693] := (create {STATE_T}.make (Spr_cybr, 9, 10, Void, S_cyber_die4, 0, 0))
			Result [694] := (create {STATE_T}.make (Spr_cybr, 10, 10, Void, S_cyber_die5, 0, 0))
			Result [695] := (create {STATE_T}.make (Spr_cybr, 11, 10, Void, S_cyber_die6, 0, 0))
			Result [696] := (create {STATE_T}.make (Spr_cybr, 12, 10, (agent {P_ENEMY}.a_fall), S_cyber_die7, 0, 0))
			Result [697] := (create {STATE_T}.make (Spr_cybr, 13, 10, Void, S_cyber_die8, 0, 0))
			Result [698] := (create {STATE_T}.make (Spr_cybr, 14, 10, Void, S_cyber_die9, 0, 0))
			Result [699] := (create {STATE_T}.make (Spr_cybr, 15, 30, Void, S_cyber_die10, 0, 0))
			Result [700] := (create {STATE_T}.make (Spr_cybr, 15, -1, (agent {P_ENEMY}.a_bossdeath), S_null, 0, 0))
			Result [701] := (create {STATE_T}.make (Spr_pain, 0, 10, (agent {P_ENEMY}.a_look), S_pain_stnd, 0, 0))
			Result [702] := (create {STATE_T}.make (Spr_pain, 0, 3, (agent {P_ENEMY}.a_chase), S_pain_run2, 0, 0))
			Result [703] := (create {STATE_T}.make (Spr_pain, 0, 3, (agent {P_ENEMY}.a_chase), S_pain_run3, 0, 0))
			Result [704] := (create {STATE_T}.make (Spr_pain, 1, 3, (agent {P_ENEMY}.a_chase), S_pain_run4, 0, 0))
			Result [705] := (create {STATE_T}.make (Spr_pain, 1, 3, (agent {P_ENEMY}.a_chase), S_pain_run5, 0, 0))
			Result [706] := (create {STATE_T}.make (Spr_pain, 2, 3, (agent {P_ENEMY}.a_chase), S_pain_run6, 0, 0))
			Result [707] := (create {STATE_T}.make (Spr_pain, 2, 3, (agent {P_ENEMY}.a_chase), S_pain_run1, 0, 0))
			Result [708] := (create {STATE_T}.make (Spr_pain, 3, 5, (agent {P_ENEMY}.a_facetarget), S_pain_atk2, 0, 0))
			Result [709] := (create {STATE_T}.make (Spr_pain, 4, 5, (agent {P_ENEMY}.a_facetarget), S_pain_atk3, 0, 0))
			Result [710] := (create {STATE_T}.make (Spr_pain, 32773, 5, (agent {P_ENEMY}.a_facetarget), S_pain_atk4, 0, 0))
			Result [711] := (create {STATE_T}.make (Spr_pain, 32773, 0, (agent {P_ENEMY}.a_painattack), S_pain_run1, 0, 0))
			Result [712] := (create {STATE_T}.make (Spr_pain, 6, 6, Void, S_pain_pain2, 0, 0))
			Result [713] := (create {STATE_T}.make (Spr_pain, 6, 6, (agent {P_ENEMY}.a_pain), S_pain_run1, 0, 0))
			Result [714] := (create {STATE_T}.make (Spr_pain, 32775, 8, Void, S_pain_die2, 0, 0))
			Result [715] := (create {STATE_T}.make (Spr_pain, 32776, 8, (agent {P_ENEMY}.a_scream), S_pain_die3, 0, 0))
			Result [716] := (create {STATE_T}.make (Spr_pain, 32777, 8, Void, S_pain_die4, 0, 0))
			Result [717] := (create {STATE_T}.make (Spr_pain, 32778, 8, Void, S_pain_die5, 0, 0))
			Result [718] := (create {STATE_T}.make (Spr_pain, 32779, 8, (agent {P_ENEMY}.a_paindie), S_pain_die6, 0, 0))
			Result [719] := (create {STATE_T}.make (Spr_pain, 32780, 8, Void, S_null, 0, 0))
			Result [720] := (create {STATE_T}.make (Spr_pain, 12, 8, Void, S_pain_raise2, 0, 0))
			Result [721] := (create {STATE_T}.make (Spr_pain, 11, 8, Void, S_pain_raise3, 0, 0))
			Result [722] := (create {STATE_T}.make (Spr_pain, 10, 8, Void, S_pain_raise4, 0, 0))
			Result [723] := (create {STATE_T}.make (Spr_pain, 9, 8, Void, S_pain_raise5, 0, 0))
			Result [724] := (create {STATE_T}.make (Spr_pain, 8, 8, Void, S_pain_raise6, 0, 0))
			Result [725] := (create {STATE_T}.make (Spr_pain, 7, 8, Void, S_pain_run1, 0, 0))
			Result [726] := (create {STATE_T}.make (Spr_sswv, 0, 10, (agent {P_ENEMY}.a_look), S_sswv_stnd2, 0, 0))
			Result [727] := (create {STATE_T}.make (Spr_sswv, 1, 10, (agent {P_ENEMY}.a_look), S_sswv_stnd, 0, 0))
			Result [728] := (create {STATE_T}.make (Spr_sswv, 0, 3, (agent {P_ENEMY}.a_chase), S_sswv_run2, 0, 0))
			Result [729] := (create {STATE_T}.make (Spr_sswv, 0, 3, (agent {P_ENEMY}.a_chase), S_sswv_run3, 0, 0))
			Result [730] := (create {STATE_T}.make (Spr_sswv, 1, 3, (agent {P_ENEMY}.a_chase), S_sswv_run4, 0, 0))
			Result [731] := (create {STATE_T}.make (Spr_sswv, 1, 3, (agent {P_ENEMY}.a_chase), S_sswv_run5, 0, 0))
			Result [732] := (create {STATE_T}.make (Spr_sswv, 2, 3, (agent {P_ENEMY}.a_chase), S_sswv_run6, 0, 0))
			Result [733] := (create {STATE_T}.make (Spr_sswv, 2, 3, (agent {P_ENEMY}.a_chase), S_sswv_run7, 0, 0))
			Result [734] := (create {STATE_T}.make (Spr_sswv, 3, 3, (agent {P_ENEMY}.a_chase), S_sswv_run8, 0, 0))
			Result [735] := (create {STATE_T}.make (Spr_sswv, 3, 3, (agent {P_ENEMY}.a_chase), S_sswv_run1, 0, 0))
			Result [736] := (create {STATE_T}.make (Spr_sswv, 4, 10, (agent {P_ENEMY}.a_facetarget), S_sswv_atk2, 0, 0))
			Result [737] := (create {STATE_T}.make (Spr_sswv, 5, 10, (agent {P_ENEMY}.a_facetarget), S_sswv_atk3, 0, 0))
			Result [738] := (create {STATE_T}.make (Spr_sswv, 32774, 4, (agent {P_ENEMY}.a_cposattack), S_sswv_atk4, 0, 0))
			Result [739] := (create {STATE_T}.make (Spr_sswv, 5, 6, (agent {P_ENEMY}.a_facetarget), S_sswv_atk5, 0, 0))
			Result [740] := (create {STATE_T}.make (Spr_sswv, 32774, 4, (agent {P_ENEMY}.a_cposattack), S_sswv_atk6, 0, 0))
			Result [741] := (create {STATE_T}.make (Spr_sswv, 5, 1, (agent {P_ENEMY}.a_cposrefire), S_sswv_atk2, 0, 0))
			Result [742] := (create {STATE_T}.make (Spr_sswv, 7, 3, Void, S_sswv_pain2, 0, 0))
			Result [743] := (create {STATE_T}.make (Spr_sswv, 7, 3, (agent {P_ENEMY}.a_pain), S_sswv_run1, 0, 0))
			Result [744] := (create {STATE_T}.make (Spr_sswv, 8, 5, Void, S_sswv_die2, 0, 0))
			Result [745] := (create {STATE_T}.make (Spr_sswv, 9, 5, (agent {P_ENEMY}.a_scream), S_sswv_die3, 0, 0))
			Result [746] := (create {STATE_T}.make (Spr_sswv, 10, 5, (agent {P_ENEMY}.a_fall), S_sswv_die4, 0, 0))
			Result [747] := (create {STATE_T}.make (Spr_sswv, 11, 5, Void, S_sswv_die5, 0, 0))
			Result [748] := (create {STATE_T}.make (Spr_sswv, 12, -1, Void, S_null, 0, 0))
			Result [749] := (create {STATE_T}.make (Spr_sswv, 13, 5, Void, S_sswv_xdie2, 0, 0))
			Result [750] := (create {STATE_T}.make (Spr_sswv, 14, 5, (agent {P_ENEMY}.a_xscream), S_sswv_xdie3, 0, 0))
			Result [751] := (create {STATE_T}.make (Spr_sswv, 15, 5, (agent {P_ENEMY}.a_fall), S_sswv_xdie4, 0, 0))
			Result [752] := (create {STATE_T}.make (Spr_sswv, 16, 5, Void, S_sswv_xdie5, 0, 0))
			Result [753] := (create {STATE_T}.make (Spr_sswv, 17, 5, Void, S_sswv_xdie6, 0, 0))
			Result [754] := (create {STATE_T}.make (Spr_sswv, 18, 5, Void, S_sswv_xdie7, 0, 0))
			Result [755] := (create {STATE_T}.make (Spr_sswv, 19, 5, Void, S_sswv_xdie8, 0, 0))
			Result [756] := (create {STATE_T}.make (Spr_sswv, 20, 5, Void, S_sswv_xdie9, 0, 0))
			Result [757] := (create {STATE_T}.make (Spr_sswv, 21, -1, Void, S_null, 0, 0))
			Result [758] := (create {STATE_T}.make (Spr_sswv, 12, 5, Void, S_sswv_raise2, 0, 0))
			Result [759] := (create {STATE_T}.make (Spr_sswv, 11, 5, Void, S_sswv_raise3, 0, 0))
			Result [760] := (create {STATE_T}.make (Spr_sswv, 10, 5, Void, S_sswv_raise4, 0, 0))
			Result [761] := (create {STATE_T}.make (Spr_sswv, 9, 5, Void, S_sswv_raise5, 0, 0))
			Result [762] := (create {STATE_T}.make (Spr_sswv, 8, 5, Void, S_sswv_run1, 0, 0))
			Result [763] := (create {STATE_T}.make (Spr_keen, 0, -1, Void, S_keenstnd, 0, 0))
			Result [764] := (create {STATE_T}.make (Spr_keen, 0, 6, Void, S_commkeen2, 0, 0))
			Result [765] := (create {STATE_T}.make (Spr_keen, 1, 6, Void, S_commkeen3, 0, 0))
			Result [766] := (create {STATE_T}.make (Spr_keen, 2, 6, (agent {P_ENEMY}.a_scream), S_commkeen4, 0, 0))
			Result [767] := (create {STATE_T}.make (Spr_keen, 3, 6, Void, S_commkeen5, 0, 0))
			Result [768] := (create {STATE_T}.make (Spr_keen, 4, 6, Void, S_commkeen6, 0, 0))
			Result [769] := (create {STATE_T}.make (Spr_keen, 5, 6, Void, S_commkeen7, 0, 0))
			Result [770] := (create {STATE_T}.make (Spr_keen, 6, 6, Void, S_commkeen8, 0, 0))
			Result [771] := (create {STATE_T}.make (Spr_keen, 7, 6, Void, S_commkeen9, 0, 0))
			Result [772] := (create {STATE_T}.make (Spr_keen, 8, 6, Void, S_commkeen10, 0, 0))
			Result [773] := (create {STATE_T}.make (Spr_keen, 9, 6, Void, S_commkeen11, 0, 0))
			Result [774] := (create {STATE_T}.make (Spr_keen, 10, 6, (agent {P_ENEMY}.a_keendie), S_commkeen12, 0, 0))
			Result [775] := (create {STATE_T}.make (Spr_keen, 11, -1, Void, S_null, 0, 0))
			Result [776] := (create {STATE_T}.make (Spr_keen, 12, 4, Void, S_keenpain2, 0, 0))
			Result [777] := (create {STATE_T}.make (Spr_keen, 12, 8, (agent {P_ENEMY}.a_pain), S_keenstnd, 0, 0))
			Result [778] := (create {STATE_T}.make (Spr_bbrn, 0, -1, Void, S_null, 0, 0))
			Result [779] := (create {STATE_T}.make (Spr_bbrn, 1, 36, (agent {P_ENEMY}.a_brainpain), S_brain, 0, 0))
			Result [780] := (create {STATE_T}.make (Spr_bbrn, 0, 100, (agent {P_ENEMY}.a_brainscream), S_brain_die2, 0, 0))
			Result [781] := (create {STATE_T}.make (Spr_bbrn, 0, 10, Void, S_brain_die3, 0, 0))
			Result [782] := (create {STATE_T}.make (Spr_bbrn, 0, 10, Void, S_brain_die4, 0, 0))
			Result [783] := (create {STATE_T}.make (Spr_bbrn, 0, -1, (agent {P_ENEMY}.a_braindie), S_null, 0, 0))
			Result [784] := (create {STATE_T}.make (Spr_sswv, 0, 10, (agent {P_ENEMY}.a_look), S_braineye, 0, 0))
			Result [785] := (create {STATE_T}.make (Spr_sswv, 0, 181, (agent {P_ENEMY}.a_brainawake), S_braineye1, 0, 0))
			Result [786] := (create {STATE_T}.make (Spr_sswv, 0, 150, (agent {P_ENEMY}.a_brainspit), S_braineye1, 0, 0))
			Result [787] := (create {STATE_T}.make (Spr_bosf, 32768, 3, (agent {P_ENEMY}.a_spawnsound), S_spawn2, 0, 0))
			Result [788] := (create {STATE_T}.make (Spr_bosf, 32769, 3, (agent {P_ENEMY}.a_spawnfly), S_spawn3, 0, 0))
			Result [789] := (create {STATE_T}.make (Spr_bosf, 32770, 3, (agent {P_ENEMY}.a_spawnfly), S_spawn4, 0, 0))
			Result [790] := (create {STATE_T}.make (Spr_bosf, 32771, 3, (agent {P_ENEMY}.a_spawnfly), S_spawn1, 0, 0))
			Result [791] := (create {STATE_T}.make (Spr_fire, 32768, 4, (agent {P_ENEMY}.a_fire), S_spawnfire2, 0, 0))
			Result [792] := (create {STATE_T}.make (Spr_fire, 32769, 4, (agent {P_ENEMY}.a_fire), S_spawnfire3, 0, 0))
			Result [793] := (create {STATE_T}.make (Spr_fire, 32770, 4, (agent {P_ENEMY}.a_fire), S_spawnfire4, 0, 0))
			Result [794] := (create {STATE_T}.make (Spr_fire, 32771, 4, (agent {P_ENEMY}.a_fire), S_spawnfire5, 0, 0))
			Result [795] := (create {STATE_T}.make (Spr_fire, 32772, 4, (agent {P_ENEMY}.a_fire), S_spawnfire6, 0, 0))
			Result [796] := (create {STATE_T}.make (Spr_fire, 32773, 4, (agent {P_ENEMY}.a_fire), S_spawnfire7, 0, 0))
			Result [797] := (create {STATE_T}.make (Spr_fire, 32774, 4, (agent {P_ENEMY}.a_fire), S_spawnfire8, 0, 0))
			Result [798] := (create {STATE_T}.make (Spr_fire, 32775, 4, (agent {P_ENEMY}.a_fire), S_null, 0, 0))
			Result [799] := (create {STATE_T}.make (Spr_misl, 32769, 10, Void, S_brainexplode2, 0, 0))
			Result [800] := (create {STATE_T}.make (Spr_misl, 32770, 10, Void, S_brainexplode3, 0, 0))
			Result [801] := (create {STATE_T}.make (Spr_misl, 32771, 10, (agent {P_ENEMY}.a_brainexplode), S_null, 0, 0))
			Result [802] := (create {STATE_T}.make (Spr_arm1, 0, 6, Void, S_arm1a, 0, 0))
			Result [803] := (create {STATE_T}.make (Spr_arm1, 32769, 7, Void, S_arm1, 0, 0))
			Result [804] := (create {STATE_T}.make (Spr_arm2, 0, 6, Void, S_arm2a, 0, 0))
			Result [805] := (create {STATE_T}.make (Spr_arm2, 32769, 6, Void, S_arm2, 0, 0))
			Result [806] := (create {STATE_T}.make (Spr_bar1, 0, 6, Void, S_bar2, 0, 0))
			Result [807] := (create {STATE_T}.make (Spr_bar1, 1, 6, Void, S_bar1, 0, 0))
			Result [808] := (create {STATE_T}.make (Spr_bexp, 32768, 5, Void, S_bexp2, 0, 0))
			Result [809] := (create {STATE_T}.make (Spr_bexp, 32769, 5, (agent {P_ENEMY}.a_scream), S_bexp3, 0, 0))
			Result [810] := (create {STATE_T}.make (Spr_bexp, 32770, 5, Void, S_bexp4, 0, 0))
			Result [811] := (create {STATE_T}.make (Spr_bexp, 32771, 10, (agent {P_ENEMY}.a_explode), S_bexp5, 0, 0))
			Result [812] := (create {STATE_T}.make (Spr_bexp, 32772, 10, Void, S_null, 0, 0))
			Result [813] := (create {STATE_T}.make (Spr_fcan, 32768, 4, Void, S_bbar2, 0, 0))
			Result [814] := (create {STATE_T}.make (Spr_fcan, 32769, 4, Void, S_bbar3, 0, 0))
			Result [815] := (create {STATE_T}.make (Spr_fcan, 32770, 4, Void, S_bbar1, 0, 0))
			Result [816] := (create {STATE_T}.make (Spr_bon1, 0, 6, Void, S_bon1a, 0, 0))
			Result [817] := (create {STATE_T}.make (Spr_bon1, 1, 6, Void, S_bon1b, 0, 0))
			Result [818] := (create {STATE_T}.make (Spr_bon1, 2, 6, Void, S_bon1c, 0, 0))
			Result [819] := (create {STATE_T}.make (Spr_bon1, 3, 6, Void, S_bon1d, 0, 0))
			Result [820] := (create {STATE_T}.make (Spr_bon1, 2, 6, Void, S_bon1e, 0, 0))
			Result [821] := (create {STATE_T}.make (Spr_bon1, 1, 6, Void, S_bon1, 0, 0))
			Result [822] := (create {STATE_T}.make (Spr_bon2, 0, 6, Void, S_bon2a, 0, 0))
			Result [823] := (create {STATE_T}.make (Spr_bon2, 1, 6, Void, S_bon2b, 0, 0))
			Result [824] := (create {STATE_T}.make (Spr_bon2, 2, 6, Void, S_bon2c, 0, 0))
			Result [825] := (create {STATE_T}.make (Spr_bon2, 3, 6, Void, S_bon2d, 0, 0))
			Result [826] := (create {STATE_T}.make (Spr_bon2, 2, 6, Void, S_bon2e, 0, 0))
			Result [827] := (create {STATE_T}.make (Spr_bon2, 1, 6, Void, S_bon2, 0, 0))
			Result [828] := (create {STATE_T}.make (Spr_bkey, 0, 10, Void, S_bkey2, 0, 0))
			Result [829] := (create {STATE_T}.make (Spr_bkey, 32769, 10, Void, S_bkey, 0, 0))
			Result [830] := (create {STATE_T}.make (Spr_rkey, 0, 10, Void, S_rkey2, 0, 0))
			Result [831] := (create {STATE_T}.make (Spr_rkey, 32769, 10, Void, S_rkey, 0, 0))
			Result [832] := (create {STATE_T}.make (Spr_ykey, 0, 10, Void, S_ykey2, 0, 0))
			Result [833] := (create {STATE_T}.make (Spr_ykey, 32769, 10, Void, S_ykey, 0, 0))
			Result [834] := (create {STATE_T}.make (Spr_bsku, 0, 10, Void, S_bskull2, 0, 0))
			Result [835] := (create {STATE_T}.make (Spr_bsku, 32769, 10, Void, S_bskull, 0, 0))
			Result [836] := (create {STATE_T}.make (Spr_rsku, 0, 10, Void, S_rskull2, 0, 0))
			Result [837] := (create {STATE_T}.make (Spr_rsku, 32769, 10, Void, S_rskull, 0, 0))
			Result [838] := (create {STATE_T}.make (Spr_ysku, 0, 10, Void, S_yskull2, 0, 0))
			Result [839] := (create {STATE_T}.make (Spr_ysku, 32769, 10, Void, S_yskull, 0, 0))
			Result [840] := (create {STATE_T}.make (Spr_stim, 0, -1, Void, S_null, 0, 0))
			Result [841] := (create {STATE_T}.make (Spr_medi, 0, -1, Void, S_null, 0, 0))
			Result [842] := (create {STATE_T}.make (Spr_soul, 32768, 6, Void, S_soul2, 0, 0))
			Result [843] := (create {STATE_T}.make (Spr_soul, 32769, 6, Void, S_soul3, 0, 0))
			Result [844] := (create {STATE_T}.make (Spr_soul, 32770, 6, Void, S_soul4, 0, 0))
			Result [845] := (create {STATE_T}.make (Spr_soul, 32771, 6, Void, S_soul5, 0, 0))
			Result [846] := (create {STATE_T}.make (Spr_soul, 32770, 6, Void, S_soul6, 0, 0))
			Result [847] := (create {STATE_T}.make (Spr_soul, 32769, 6, Void, S_soul, 0, 0))
			Result [848] := (create {STATE_T}.make (Spr_pinv, 32768, 6, Void, S_pinv2, 0, 0))
			Result [849] := (create {STATE_T}.make (Spr_pinv, 32769, 6, Void, S_pinv3, 0, 0))
			Result [850] := (create {STATE_T}.make (Spr_pinv, 32770, 6, Void, S_pinv4, 0, 0))
			Result [851] := (create {STATE_T}.make (Spr_pinv, 32771, 6, Void, S_pinv, 0, 0))
			Result [852] := (create {STATE_T}.make (Spr_pstr, 32768, -1, Void, S_null, 0, 0))
			Result [853] := (create {STATE_T}.make (Spr_pins, 32768, 6, Void, S_pins2, 0, 0))
			Result [854] := (create {STATE_T}.make (Spr_pins, 32769, 6, Void, S_pins3, 0, 0))
			Result [855] := (create {STATE_T}.make (Spr_pins, 32770, 6, Void, S_pins4, 0, 0))
			Result [856] := (create {STATE_T}.make (Spr_pins, 32771, 6, Void, S_pins, 0, 0))
			Result [857] := (create {STATE_T}.make (Spr_mega, 32768, 6, Void, S_mega2, 0, 0))
			Result [858] := (create {STATE_T}.make (Spr_mega, 32769, 6, Void, S_mega3, 0, 0))
			Result [859] := (create {STATE_T}.make (Spr_mega, 32770, 6, Void, S_mega4, 0, 0))
			Result [860] := (create {STATE_T}.make (Spr_mega, 32771, 6, Void, S_mega, 0, 0))
			Result [861] := (create {STATE_T}.make (Spr_suit, 32768, -1, Void, S_null, 0, 0))
			Result [862] := (create {STATE_T}.make (Spr_pmap, 32768, 6, Void, S_pmap2, 0, 0))
			Result [863] := (create {STATE_T}.make (Spr_pmap, 32769, 6, Void, S_pmap3, 0, 0))
			Result [864] := (create {STATE_T}.make (Spr_pmap, 32770, 6, Void, S_pmap4, 0, 0))
			Result [865] := (create {STATE_T}.make (Spr_pmap, 32771, 6, Void, S_pmap5, 0, 0))
			Result [866] := (create {STATE_T}.make (Spr_pmap, 32770, 6, Void, S_pmap6, 0, 0))
			Result [867] := (create {STATE_T}.make (Spr_pmap, 32769, 6, Void, S_pmap, 0, 0))
			Result [868] := (create {STATE_T}.make (Spr_pvis, 32768, 6, Void, S_pvis2, 0, 0))
			Result [869] := (create {STATE_T}.make (Spr_pvis, 1, 6, Void, S_pvis, 0, 0))
			Result [870] := (create {STATE_T}.make (Spr_clip, 0, -1, Void, S_null, 0, 0))
			Result [871] := (create {STATE_T}.make (Spr_ammo, 0, -1, Void, S_null, 0, 0))
			Result [872] := (create {STATE_T}.make (Spr_rock, 0, -1, Void, S_null, 0, 0))
			Result [873] := (create {STATE_T}.make (Spr_brok, 0, -1, Void, S_null, 0, 0))
			Result [874] := (create {STATE_T}.make (Spr_cell, 0, -1, Void, S_null, 0, 0))
			Result [875] := (create {STATE_T}.make (Spr_celp, 0, -1, Void, S_null, 0, 0))
			Result [876] := (create {STATE_T}.make (Spr_shel, 0, -1, Void, S_null, 0, 0))
			Result [877] := (create {STATE_T}.make (Spr_sbox, 0, -1, Void, S_null, 0, 0))
			Result [878] := (create {STATE_T}.make (Spr_bpak, 0, -1, Void, S_null, 0, 0))
			Result [879] := (create {STATE_T}.make (Spr_bfug, 0, -1, Void, S_null, 0, 0))
			Result [880] := (create {STATE_T}.make (Spr_mgun, 0, -1, Void, S_null, 0, 0))
			Result [881] := (create {STATE_T}.make (Spr_csaw, 0, -1, Void, S_null, 0, 0))
			Result [882] := (create {STATE_T}.make (Spr_laun, 0, -1, Void, S_null, 0, 0))
			Result [883] := (create {STATE_T}.make (Spr_plas, 0, -1, Void, S_null, 0, 0))
			Result [884] := (create {STATE_T}.make (Spr_shot, 0, -1, Void, S_null, 0, 0))
			Result [885] := (create {STATE_T}.make (Spr_sgn2, 0, -1, Void, S_null, 0, 0))
			Result [886] := (create {STATE_T}.make (Spr_colu, 32768, -1, Void, S_null, 0, 0))
			Result [887] := (create {STATE_T}.make (Spr_smt2, 0, -1, Void, S_null, 0, 0))
			Result [888] := (create {STATE_T}.make (Spr_gor1, 0, 10, Void, S_bloodytwitch2, 0, 0))
			Result [889] := (create {STATE_T}.make (Spr_gor1, 1, 15, Void, S_bloodytwitch3, 0, 0))
			Result [890] := (create {STATE_T}.make (Spr_gor1, 2, 8, Void, S_bloodytwitch4, 0, 0))
			Result [891] := (create {STATE_T}.make (Spr_gor1, 1, 6, Void, S_bloodytwitch, 0, 0))
			Result [892] := (create {STATE_T}.make (Spr_play, 13, -1, Void, S_null, 0, 0))
			Result [893] := (create {STATE_T}.make (Spr_play, 18, -1, Void, S_null, 0, 0))
			Result [894] := (create {STATE_T}.make (Spr_pol2, 0, -1, Void, S_null, 0, 0))
			Result [895] := (create {STATE_T}.make (Spr_pol5, 0, -1, Void, S_null, 0, 0))
			Result [896] := (create {STATE_T}.make (Spr_pol4, 0, -1, Void, S_null, 0, 0))
			Result [897] := (create {STATE_T}.make (Spr_pol3, 32768, 6, Void, S_headcandles2, 0, 0))
			Result [898] := (create {STATE_T}.make (Spr_pol3, 32769, 6, Void, S_headcandles, 0, 0))
			Result [899] := (create {STATE_T}.make (Spr_pol1, 0, -1, Void, S_null, 0, 0))
			Result [900] := (create {STATE_T}.make (Spr_pol6, 0, 6, Void, S_livestick2, 0, 0))
			Result [901] := (create {STATE_T}.make (Spr_pol6, 1, 8, Void, S_livestick, 0, 0))
			Result [902] := (create {STATE_T}.make (Spr_gor2, 0, -1, Void, S_null, 0, 0))
			Result [903] := (create {STATE_T}.make (Spr_gor3, 0, -1, Void, S_null, 0, 0))
			Result [904] := (create {STATE_T}.make (Spr_gor4, 0, -1, Void, S_null, 0, 0))
			Result [905] := (create {STATE_T}.make (Spr_gor5, 0, -1, Void, S_null, 0, 0))
			Result [906] := (create {STATE_T}.make (Spr_smit, 0, -1, Void, S_null, 0, 0))
			Result [907] := (create {STATE_T}.make (Spr_col1, 0, -1, Void, S_null, 0, 0))
			Result [908] := (create {STATE_T}.make (Spr_col2, 0, -1, Void, S_null, 0, 0))
			Result [909] := (create {STATE_T}.make (Spr_col3, 0, -1, Void, S_null, 0, 0))
			Result [910] := (create {STATE_T}.make (Spr_col4, 0, -1, Void, S_null, 0, 0))
			Result [911] := (create {STATE_T}.make (Spr_cand, 32768, -1, Void, S_null, 0, 0))
			Result [912] := (create {STATE_T}.make (Spr_cbra, 32768, -1, Void, S_null, 0, 0))
			Result [913] := (create {STATE_T}.make (Spr_col6, 0, -1, Void, S_null, 0, 0))
			Result [914] := (create {STATE_T}.make (Spr_tre1, 0, -1, Void, S_null, 0, 0))
			Result [915] := (create {STATE_T}.make (Spr_tre2, 0, -1, Void, S_null, 0, 0))
			Result [916] := (create {STATE_T}.make (Spr_elec, 0, -1, Void, S_null, 0, 0))
			Result [917] := (create {STATE_T}.make (Spr_ceye, 32768, 6, Void, S_evileye2, 0, 0))
			Result [918] := (create {STATE_T}.make (Spr_ceye, 32769, 6, Void, S_evileye3, 0, 0))
			Result [919] := (create {STATE_T}.make (Spr_ceye, 32770, 6, Void, S_evileye4, 0, 0))
			Result [920] := (create {STATE_T}.make (Spr_ceye, 32769, 6, Void, S_evileye, 0, 0))
			Result [921] := (create {STATE_T}.make (Spr_fsku, 32768, 6, Void, S_floatskull2, 0, 0))
			Result [922] := (create {STATE_T}.make (Spr_fsku, 32769, 6, Void, S_floatskull3, 0, 0))
			Result [923] := (create {STATE_T}.make (Spr_fsku, 32770, 6, Void, S_floatskull, 0, 0))
			Result [924] := (create {STATE_T}.make (Spr_col5, 0, 14, Void, S_heartcol2, 0, 0))
			Result [925] := (create {STATE_T}.make (Spr_col5, 1, 14, Void, S_heartcol, 0, 0))
			Result [926] := (create {STATE_T}.make (Spr_tblu, 32768, 4, Void, S_bluetorch2, 0, 0))
			Result [927] := (create {STATE_T}.make (Spr_tblu, 32769, 4, Void, S_bluetorch3, 0, 0))
			Result [928] := (create {STATE_T}.make (Spr_tblu, 32770, 4, Void, S_bluetorch4, 0, 0))
			Result [929] := (create {STATE_T}.make (Spr_tblu, 32771, 4, Void, S_bluetorch, 0, 0))
			Result [930] := (create {STATE_T}.make (Spr_tgrn, 32768, 4, Void, S_greentorch2, 0, 0))
			Result [931] := (create {STATE_T}.make (Spr_tgrn, 32769, 4, Void, S_greentorch3, 0, 0))
			Result [932] := (create {STATE_T}.make (Spr_tgrn, 32770, 4, Void, S_greentorch4, 0, 0))
			Result [933] := (create {STATE_T}.make (Spr_tgrn, 32771, 4, Void, S_greentorch, 0, 0))
			Result [934] := (create {STATE_T}.make (Spr_tred, 32768, 4, Void, S_redtorch2, 0, 0))
			Result [935] := (create {STATE_T}.make (Spr_tred, 32769, 4, Void, S_redtorch3, 0, 0))
			Result [936] := (create {STATE_T}.make (Spr_tred, 32770, 4, Void, S_redtorch4, 0, 0))
			Result [937] := (create {STATE_T}.make (Spr_tred, 32771, 4, Void, S_redtorch, 0, 0))
			Result [938] := (create {STATE_T}.make (Spr_smbt, 32768, 4, Void, S_btorchshrt2, 0, 0))
			Result [939] := (create {STATE_T}.make (Spr_smbt, 32769, 4, Void, S_btorchshrt3, 0, 0))
			Result [940] := (create {STATE_T}.make (Spr_smbt, 32770, 4, Void, S_btorchshrt4, 0, 0))
			Result [941] := (create {STATE_T}.make (Spr_smbt, 32771, 4, Void, S_btorchshrt, 0, 0))
			Result [942] := (create {STATE_T}.make (Spr_smgt, 32768, 4, Void, S_gtorchshrt2, 0, 0))
			Result [943] := (create {STATE_T}.make (Spr_smgt, 32769, 4, Void, S_gtorchshrt3, 0, 0))
			Result [944] := (create {STATE_T}.make (Spr_smgt, 32770, 4, Void, S_gtorchshrt4, 0, 0))
			Result [945] := (create {STATE_T}.make (Spr_smgt, 32771, 4, Void, S_gtorchshrt, 0, 0))
			Result [946] := (create {STATE_T}.make (Spr_smrt, 32768, 4, Void, S_rtorchshrt2, 0, 0))
			Result [947] := (create {STATE_T}.make (Spr_smrt, 32769, 4, Void, S_rtorchshrt3, 0, 0))
			Result [948] := (create {STATE_T}.make (Spr_smrt, 32770, 4, Void, S_rtorchshrt4, 0, 0))
			Result [949] := (create {STATE_T}.make (Spr_smrt, 32771, 4, Void, S_rtorchshrt, 0, 0))
			Result [950] := (create {STATE_T}.make (Spr_hdb1, 0, -1, Void, S_null, 0, 0))
			Result [951] := (create {STATE_T}.make (Spr_hdb2, 0, -1, Void, S_null, 0, 0))
			Result [952] := (create {STATE_T}.make (Spr_hdb3, 0, -1, Void, S_null, 0, 0))
			Result [953] := (create {STATE_T}.make (Spr_hdb4, 0, -1, Void, S_null, 0, 0))
			Result [954] := (create {STATE_T}.make (Spr_hdb5, 0, -1, Void, S_null, 0, 0))
			Result [955] := (create {STATE_T}.make (Spr_hdb6, 0, -1, Void, S_null, 0, 0))
			Result [956] := (create {STATE_T}.make (Spr_pob1, 0, -1, Void, S_null, 0, 0))
			Result [957] := (create {STATE_T}.make (Spr_pob2, 0, -1, Void, S_null, 0, 0))
			Result [958] := (create {STATE_T}.make (Spr_brs1, 0, -1, Void, S_null, 0, 0))
			Result [959] := (create {STATE_T}.make (Spr_tlmp, 32768, 4, Void, S_techlamp2, 0, 0))
			Result [960] := (create {STATE_T}.make (Spr_tlmp, 32769, 4, Void, S_techlamp3, 0, 0))
			Result [961] := (create {STATE_T}.make (Spr_tlmp, 32770, 4, Void, S_techlamp4, 0, 0))
			Result [962] := (create {STATE_T}.make (Spr_tlmp, 32771, 4, Void, S_techlamp, 0, 0))
			Result [963] := (create {STATE_T}.make (Spr_tlp2, 32768, 4, Void, S_tech2lamp2, 0, 0))
			Result [964] := (create {STATE_T}.make (Spr_tlp2, 32769, 4, Void, S_tech2lamp3, 0, 0))
			Result [965] := (create {STATE_T}.make (Spr_tlp2, 32770, 4, Void, S_tech2lamp4, 0, 0))
			Result [966] := (create {STATE_T}.make (Spr_tlp2, 32771, 4, Void, S_tech2lamp, 0, 0))
		ensure
				Result.lower = 0
				Result.upper = Numstates - 1
				Result.count = Numstates
			instance_free: class
		end
	
feature -- mobjinfo

	Mobjinfo: ARRAY [MOBJINFO_T]
		local
			fracunit: INTEGER_32
		once
			fracunit := {M_FIXED}.fracunit
			create Result.make_filled (create {MOBJINFO_T}, 0, Nummobjtypes - 1)
			Result [0] := create {MOBJINFO_T}.make (-1, S_play, 100, S_play_run1, Sfx_none, 0, Sfx_none, S_play_pain, 255, Sfx_plpain, S_null, S_play_atk1, S_play_die1, S_play_xdie1, Sfx_pldeth, 0, 16 * fracunit, 56 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_shootable | Mf_dropoff | Mf_pickup | Mf_notdmatch, S_null)
			Result [1] := create {MOBJINFO_T}.make (3004, S_poss_stnd, 20, S_poss_run1, Sfx_posit1, 8, Sfx_pistol, S_poss_pain, 200, Sfx_popain, 0, S_poss_atk1, S_poss_die1, S_poss_xdie1, Sfx_podth1, 8, 20 * fracunit, 56 * fracunit, 100, 0, Sfx_posact, Mf_solid | Mf_shootable | Mf_countkill, S_poss_raise1)
			Result [2] := create {MOBJINFO_T}.make (9, S_spos_stnd, 30, S_spos_run1, Sfx_posit2, 8, 0, S_spos_pain, 170, Sfx_popain, 0, S_spos_atk1, S_spos_die1, S_spos_xdie1, Sfx_podth2, 8, 20 * fracunit, 56 * fracunit, 100, 0, Sfx_posact, Mf_solid | Mf_shootable | Mf_countkill, S_spos_raise1)
			Result [3] := create {MOBJINFO_T}.make (64, S_vile_stnd, 700, S_vile_run1, Sfx_vilsit, 8, 0, S_vile_pain, 10, Sfx_vipain, 0, S_vile_atk1, S_vile_die1, S_null, Sfx_vildth, 15, 20 * fracunit, 56 * fracunit, 500, 0, Sfx_vilact, Mf_solid | Mf_shootable | Mf_countkill, S_null)
			Result [4] := create {MOBJINFO_T}.make (-1, S_fire1, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap | Mf_nogravity, S_null)
			Result [5] := create {MOBJINFO_T}.make (66, S_skel_stnd, 300, S_skel_run1, Sfx_skesit, 8, 0, S_skel_pain, 100, Sfx_popain, S_skel_fist1, S_skel_miss1, S_skel_die1, S_null, Sfx_skedth, 10, 20 * fracunit, 56 * fracunit, 500, 0, Sfx_skeact, Mf_solid | Mf_shootable | Mf_countkill, S_skel_raise1)
			Result [6] := create {MOBJINFO_T}.make (-1, S_tracer, 1000, S_null, Sfx_skeatk, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_traceexp1, S_null, Sfx_barexp, 10 * fracunit, 11 * fracunit, 8 * fracunit, 100, 10, Sfx_none, Mf_noblockmap | Mf_missile | Mf_dropoff | Mf_nogravity, S_null)
			Result [7] := create {MOBJINFO_T}.make (-1, S_smoke1, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap | Mf_nogravity, S_null)
			Result [8] := create {MOBJINFO_T}.make (67, S_fatt_stnd, 600, S_fatt_run1, Sfx_mansit, 8, 0, S_fatt_pain, 80, Sfx_mnpain, 0, S_fatt_atk1, S_fatt_die1, S_null, Sfx_mandth, 8, 48 * fracunit, 64 * fracunit, 1000, 0, Sfx_posact, Mf_solid | Mf_shootable | Mf_countkill, S_fatt_raise1)
			Result [9] := create {MOBJINFO_T}.make (-1, S_fatshot1, 1000, S_null, Sfx_firsht, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_fatshotx1, S_null, Sfx_firxpl, 20 * fracunit, 6 * fracunit, 8 * fracunit, 100, 8, Sfx_none, Mf_noblockmap | Mf_missile | Mf_dropoff | Mf_nogravity, S_null)
			Result [10] := create {MOBJINFO_T}.make (65, S_cpos_stnd, 70, S_cpos_run1, Sfx_posit2, 8, 0, S_cpos_pain, 170, Sfx_popain, 0, S_cpos_atk1, S_cpos_die1, S_cpos_xdie1, Sfx_podth2, 8, 20 * fracunit, 56 * fracunit, 100, 0, Sfx_posact, Mf_solid | Mf_shootable | Mf_countkill, S_cpos_raise1)
			Result [11] := create {MOBJINFO_T}.make (3001, S_troo_stnd, 60, S_troo_run1, Sfx_bgsit1, 8, 0, S_troo_pain, 200, Sfx_popain, S_troo_atk1, S_troo_atk1, S_troo_die1, S_troo_xdie1, Sfx_bgdth1, 8, 20 * fracunit, 56 * fracunit, 100, 0, Sfx_bgact, Mf_solid | Mf_shootable | Mf_countkill, S_troo_raise1)
			Result [12] := create {MOBJINFO_T}.make (3002, S_sarg_stnd, 150, S_sarg_run1, Sfx_sgtsit, 8, Sfx_sgtatk, S_sarg_pain, 180, Sfx_dmpain, S_sarg_atk1, 0, S_sarg_die1, S_null, Sfx_sgtdth, 10, 30 * fracunit, 56 * fracunit, 400, 0, Sfx_dmact, Mf_solid | Mf_shootable | Mf_countkill, S_sarg_raise1)
			Result [13] := create {MOBJINFO_T}.make (58, S_sarg_stnd, 150, S_sarg_run1, Sfx_sgtsit, 8, Sfx_sgtatk, S_sarg_pain, 180, Sfx_dmpain, S_sarg_atk1, 0, S_sarg_die1, S_null, Sfx_sgtdth, 10, 30 * fracunit, 56 * fracunit, 400, 0, Sfx_dmact, Mf_solid | Mf_shootable | Mf_shadow | Mf_countkill, S_sarg_raise1)
			Result [14] := create {MOBJINFO_T}.make (3005, S_head_stnd, 400, S_head_run1, Sfx_cacsit, 8, 0, S_head_pain, 128, Sfx_dmpain, 0, S_head_atk1, S_head_die1, S_null, Sfx_cacdth, 8, 31 * fracunit, 56 * fracunit, 400, 0, Sfx_dmact, Mf_solid | Mf_shootable | Mf_float | Mf_nogravity | Mf_countkill, S_head_raise1)
			Result [15] := create {MOBJINFO_T}.make (3003, S_boss_stnd, 1000, S_boss_run1, Sfx_brssit, 8, 0, S_boss_pain, 50, Sfx_dmpain, S_boss_atk1, S_boss_atk1, S_boss_die1, S_null, Sfx_brsdth, 8, 24 * fracunit, 64 * fracunit, 1000, 0, Sfx_dmact, Mf_solid | Mf_shootable | Mf_countkill, S_boss_raise1)
			Result [16] := create {MOBJINFO_T}.make (-1, S_brball1, 1000, S_null, Sfx_firsht, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_brballx1, S_null, Sfx_firxpl, 15 * fracunit, 6 * fracunit, 8 * fracunit, 100, 8, Sfx_none, Mf_noblockmap | Mf_missile | Mf_dropoff | Mf_nogravity, S_null)
			Result [17] := create {MOBJINFO_T}.make (69, S_bos2_stnd, 500, S_bos2_run1, Sfx_kntsit, 8, 0, S_bos2_pain, 50, Sfx_dmpain, S_bos2_atk1, S_bos2_atk1, S_bos2_die1, S_null, Sfx_kntdth, 8, 24 * fracunit, 64 * fracunit, 1000, 0, Sfx_dmact, Mf_solid | Mf_shootable | Mf_countkill, S_bos2_raise1)
			Result [18] := create {MOBJINFO_T}.make (3006, S_skull_stnd, 100, S_skull_run1, 0, 8, Sfx_sklatk, S_skull_pain, 256, Sfx_dmpain, 0, S_skull_atk1, S_skull_die1, S_null, Sfx_firxpl, 8, 16 * fracunit, 56 * fracunit, 50, 3, Sfx_dmact, Mf_solid | Mf_shootable | Mf_float | Mf_nogravity, S_null)
			Result [19] := create {MOBJINFO_T}.make (7, S_spid_stnd, 3000, S_spid_run1, Sfx_spisit, 8, Sfx_shotgn, S_spid_pain, 40, Sfx_dmpain, 0, S_spid_atk1, S_spid_die1, S_null, Sfx_spidth, 12, 128 * fracunit, 100 * fracunit, 1000, 0, Sfx_dmact, Mf_solid | Mf_shootable | Mf_countkill, S_null)
			Result [20] := create {MOBJINFO_T}.make (68, S_bspi_stnd, 500, S_bspi_sight, Sfx_bspsit, 8, 0, S_bspi_pain, 128, Sfx_dmpain, 0, S_bspi_atk1, S_bspi_die1, S_null, Sfx_bspdth, 12, 64 * fracunit, 64 * fracunit, 600, 0, Sfx_bspact, Mf_solid | Mf_shootable | Mf_countkill, S_bspi_raise1)
			Result [21] := create {MOBJINFO_T}.make (16, S_cyber_stnd, 4000, S_cyber_run1, Sfx_cybsit, 8, 0, S_cyber_pain, 20, Sfx_dmpain, 0, S_cyber_atk1, S_cyber_die1, S_null, Sfx_cybdth, 16, 40 * fracunit, 110 * fracunit, 1000, 0, Sfx_dmact, Mf_solid | Mf_shootable | Mf_countkill, S_null)
			Result [22] := create {MOBJINFO_T}.make (71, S_pain_stnd, 400, S_pain_run1, Sfx_pesit, 8, 0, S_pain_pain, 128, Sfx_pepain, 0, S_pain_atk1, S_pain_die1, S_null, Sfx_pedth, 8, 31 * fracunit, 56 * fracunit, 400, 0, Sfx_dmact, Mf_solid | Mf_shootable | Mf_float | Mf_nogravity | Mf_countkill, S_pain_raise1)
			Result [23] := create {MOBJINFO_T}.make (84, S_sswv_stnd, 50, S_sswv_run1, Sfx_sssit, 8, 0, S_sswv_pain, 170, Sfx_popain, 0, S_sswv_atk1, S_sswv_die1, S_sswv_xdie1, Sfx_ssdth, 8, 20 * fracunit, 56 * fracunit, 100, 0, Sfx_posact, Mf_solid | Mf_shootable | Mf_countkill, S_sswv_raise1)
			Result [24] := create {MOBJINFO_T}.make (72, S_keenstnd, 100, S_null, Sfx_none, 8, Sfx_none, S_keenpain, 256, Sfx_keenpn, S_null, S_null, S_commkeen, S_null, Sfx_keendt, 0, 16 * fracunit, 72 * fracunit, 10000000, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity | Mf_shootable | Mf_countkill, S_null)
			Result [25] := create {MOBJINFO_T}.make (88, S_brain, 250, S_null, Sfx_none, 8, Sfx_none, S_brain_pain, 255, Sfx_bospn, S_null, S_null, S_brain_die1, S_null, Sfx_bosdth, 0, 16 * fracunit, 16 * fracunit, 10000000, 0, Sfx_none, Mf_solid | Mf_shootable, S_null)
			Result [26] := create {MOBJINFO_T}.make (89, S_braineye, 1000, S_braineyesee, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 32 * fracunit, 100, 0, Sfx_none, Mf_noblockmap | Mf_nosector, S_null)
			Result [27] := create {MOBJINFO_T}.make (87, S_null, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 32 * fracunit, 100, 0, Sfx_none, Mf_noblockmap | Mf_nosector, S_null)
			Result [28] := create {MOBJINFO_T}.make (-1, S_spawn1, 1000, S_null, Sfx_bospit, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_firxpl, 10 * fracunit, 6 * fracunit, 32 * fracunit, 100, 3, Sfx_none, Mf_noblockmap | Mf_missile | Mf_dropoff | Mf_nogravity | Mf_noclip, S_null)
			Result [29] := create {MOBJINFO_T}.make (-1, S_spawnfire1, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap | Mf_nogravity, S_null)
			Result [30] := create {MOBJINFO_T}.make (2035, S_bar1, 20, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_bexp, S_null, Sfx_barexp, 0, 10 * fracunit, 42 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_shootable | Mf_noblood, S_null)
			Result [31] := create {MOBJINFO_T}.make (-1, S_tball1, 1000, S_null, Sfx_firsht, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_tballx1, S_null, Sfx_firxpl, 10 * fracunit, 6 * fracunit, 8 * fracunit, 100, 3, Sfx_none, Mf_noblockmap | Mf_missile | Mf_dropoff | Mf_nogravity, S_null)
			Result [32] := create {MOBJINFO_T}.make (-1, S_rball1, 1000, S_null, Sfx_firsht, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_rballx1, S_null, Sfx_firxpl, 10 * fracunit, 6 * fracunit, 8 * fracunit, 100, 5, Sfx_none, Mf_noblockmap | Mf_missile | Mf_dropoff | Mf_nogravity, S_null)
			Result [33] := create {MOBJINFO_T}.make (-1, S_rocket, 1000, S_null, Sfx_rlaunc, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_explode1, S_null, Sfx_barexp, 20 * fracunit, 11 * fracunit, 8 * fracunit, 100, 20, Sfx_none, Mf_noblockmap | Mf_missile | Mf_dropoff | Mf_nogravity, S_null)
			Result [34] := create {MOBJINFO_T}.make (-1, S_plasball, 1000, S_null, Sfx_plasma, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_plasexp, S_null, Sfx_firxpl, 25 * fracunit, 13 * fracunit, 8 * fracunit, 100, 5, Sfx_none, Mf_noblockmap | Mf_missile | Mf_dropoff | Mf_nogravity, S_null)
			Result [35] := create {MOBJINFO_T}.make (-1, S_bfgshot, 1000, S_null, 0, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_bfgland, S_null, Sfx_rxplod, 25 * fracunit, 13 * fracunit, 8 * fracunit, 100, 100, Sfx_none, Mf_noblockmap | Mf_missile | Mf_dropoff | Mf_nogravity, S_null)
			Result [36] := create {MOBJINFO_T}.make (-1, S_arach_plaz, 1000, S_null, Sfx_plasma, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_arach_plex, S_null, Sfx_firxpl, 25 * fracunit, 13 * fracunit, 8 * fracunit, 100, 5, Sfx_none, Mf_noblockmap | Mf_missile | Mf_dropoff | Mf_nogravity, S_null)
			Result [37] := create {MOBJINFO_T}.make (-1, S_puff1, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap | Mf_nogravity, S_null)
			Result [38] := create {MOBJINFO_T}.make (-1, S_blood1, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap, S_null)
			Result [39] := create {MOBJINFO_T}.make (-1, S_tfog, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap | Mf_nogravity, S_null)
			Result [40] := create {MOBJINFO_T}.make (-1, S_ifog, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap | Mf_nogravity, S_null)
			Result [41] := create {MOBJINFO_T}.make (14, S_null, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap | Mf_nosector, S_null)
			Result [42] := create {MOBJINFO_T}.make (-1, S_bfgexp, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap | Mf_nogravity, S_null)
			Result [43] := create {MOBJINFO_T}.make (2018, S_arm1, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [44] := create {MOBJINFO_T}.make (2019, S_arm2, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [45] := create {MOBJINFO_T}.make (2014, S_bon1, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_countitem, S_null)
			Result [46] := create {MOBJINFO_T}.make (2015, S_bon2, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_countitem, S_null)
			Result [47] := create {MOBJINFO_T}.make (5, S_bkey, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_notdmatch, S_null)
			Result [48] := create {MOBJINFO_T}.make (13, S_rkey, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_notdmatch, S_null)
			Result [49] := create {MOBJINFO_T}.make (6, S_ykey, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_notdmatch, S_null)
			Result [50] := create {MOBJINFO_T}.make (39, S_yskull, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_notdmatch, S_null)
			Result [51] := create {MOBJINFO_T}.make (38, S_rskull, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_notdmatch, S_null)
			Result [52] := create {MOBJINFO_T}.make (40, S_bskull, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_notdmatch, S_null)
			Result [53] := create {MOBJINFO_T}.make (2011, S_stim, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [54] := create {MOBJINFO_T}.make (2012, S_medi, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [55] := create {MOBJINFO_T}.make (2013, S_soul, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_countitem, S_null)
			Result [56] := create {MOBJINFO_T}.make (2022, S_pinv, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_countitem, S_null)
			Result [57] := create {MOBJINFO_T}.make (2023, S_pstr, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_countitem, S_null)
			Result [58] := create {MOBJINFO_T}.make (2024, S_pins, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_countitem, S_null)
			Result [59] := create {MOBJINFO_T}.make (2025, S_suit, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [60] := create {MOBJINFO_T}.make (2026, S_pmap, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_countitem, S_null)
			Result [61] := create {MOBJINFO_T}.make (2045, S_pvis, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_countitem, S_null)
			Result [62] := create {MOBJINFO_T}.make (83, S_mega, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special | Mf_countitem, S_null)
			Result [63] := create {MOBJINFO_T}.make (2007, S_clip, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [64] := create {MOBJINFO_T}.make (2048, S_ammo, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [65] := create {MOBJINFO_T}.make (2010, S_rock, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [66] := create {MOBJINFO_T}.make (2046, S_brok, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [67] := create {MOBJINFO_T}.make (2047, S_cell, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [68] := create {MOBJINFO_T}.make (17, S_celp, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [69] := create {MOBJINFO_T}.make (2008, S_shel, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [70] := create {MOBJINFO_T}.make (2049, S_sbox, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [71] := create {MOBJINFO_T}.make (8, S_bpak, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [72] := create {MOBJINFO_T}.make (2006, S_bfug, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [73] := create {MOBJINFO_T}.make (2002, S_mgun, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [74] := create {MOBJINFO_T}.make (2005, S_csaw, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [75] := create {MOBJINFO_T}.make (2003, S_laun, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [76] := create {MOBJINFO_T}.make (2004, S_plas, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [77] := create {MOBJINFO_T}.make (2001, S_shot, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [78] := create {MOBJINFO_T}.make (82, S_shot2, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_special, S_null)
			Result [79] := create {MOBJINFO_T}.make (85, S_techlamp, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [80] := create {MOBJINFO_T}.make (86, S_tech2lamp, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [81] := create {MOBJINFO_T}.make (2028, S_colu, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [82] := create {MOBJINFO_T}.make (30, S_tallgrncol, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [83] := create {MOBJINFO_T}.make (31, S_shrtgrncol, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [84] := create {MOBJINFO_T}.make (32, S_tallredcol, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [85] := create {MOBJINFO_T}.make (33, S_shrtredcol, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [86] := create {MOBJINFO_T}.make (37, S_skullcol, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [87] := create {MOBJINFO_T}.make (36, S_heartcol, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [88] := create {MOBJINFO_T}.make (41, S_evileye, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [89] := create {MOBJINFO_T}.make (42, S_floatskull, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [90] := create {MOBJINFO_T}.make (43, S_torchtree, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [91] := create {MOBJINFO_T}.make (44, S_bluetorch, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [92] := create {MOBJINFO_T}.make (45, S_greentorch, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [93] := create {MOBJINFO_T}.make (46, S_redtorch, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [94] := create {MOBJINFO_T}.make (55, S_btorchshrt, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [95] := create {MOBJINFO_T}.make (56, S_gtorchshrt, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [96] := create {MOBJINFO_T}.make (57, S_rtorchshrt, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [97] := create {MOBJINFO_T}.make (47, S_stalagtite, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [98] := create {MOBJINFO_T}.make (48, S_techpillar, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [99] := create {MOBJINFO_T}.make (34, S_candlestik, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, 0, S_null)
			Result [100] := create {MOBJINFO_T}.make (35, S_candelabra, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [101] := create {MOBJINFO_T}.make (49, S_bloodytwitch, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 68 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity, S_null)
			Result [102] := create {MOBJINFO_T}.make (50, S_meat2, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 84 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity, S_null)
			Result [103] := create {MOBJINFO_T}.make (51, S_meat3, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 84 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity, S_null)
			Result [104] := create {MOBJINFO_T}.make (52, S_meat4, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 68 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity, S_null)
			Result [105] := create {MOBJINFO_T}.make (53, S_meat5, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 52 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity, S_null)
			Result [106] := create {MOBJINFO_T}.make (59, S_meat2, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 84 * fracunit, 100, 0, Sfx_none, Mf_spawnceiling | Mf_nogravity, S_null)
			Result [107] := create {MOBJINFO_T}.make (60, S_meat4, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 68 * fracunit, 100, 0, Sfx_none, Mf_spawnceiling | Mf_nogravity, S_null)
			Result [108] := create {MOBJINFO_T}.make (61, S_meat3, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 52 * fracunit, 100, 0, Sfx_none, Mf_spawnceiling | Mf_nogravity, S_null)
			Result [109] := create {MOBJINFO_T}.make (62, S_meat5, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 52 * fracunit, 100, 0, Sfx_none, Mf_spawnceiling | Mf_nogravity, S_null)
			Result [110] := create {MOBJINFO_T}.make (63, S_bloodytwitch, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 68 * fracunit, 100, 0, Sfx_none, Mf_spawnceiling | Mf_nogravity, S_null)
			Result [111] := create {MOBJINFO_T}.make (22, S_head_die6, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, 0, S_null)
			Result [112] := create {MOBJINFO_T}.make (15, S_play_die7, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, 0, S_null)
			Result [113] := create {MOBJINFO_T}.make (18, S_poss_die5, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, 0, S_null)
			Result [114] := create {MOBJINFO_T}.make (21, S_sarg_die6, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, 0, S_null)
			Result [115] := create {MOBJINFO_T}.make (23, S_skull_die6, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, 0, S_null)
			Result [116] := create {MOBJINFO_T}.make (20, S_troo_die5, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, 0, S_null)
			Result [117] := create {MOBJINFO_T}.make (19, S_spos_die5, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, 0, S_null)
			Result [118] := create {MOBJINFO_T}.make (10, S_play_xdie9, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, 0, S_null)
			Result [119] := create {MOBJINFO_T}.make (12, S_play_xdie9, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, 0, S_null)
			Result [120] := create {MOBJINFO_T}.make (28, S_headsonstick, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [121] := create {MOBJINFO_T}.make (24, S_gibs, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, 0, S_null)
			Result [122] := create {MOBJINFO_T}.make (27, S_headonastick, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [123] := create {MOBJINFO_T}.make (29, S_headcandles, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [124] := create {MOBJINFO_T}.make (25, S_deadstick, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [125] := create {MOBJINFO_T}.make (26, S_livestick, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [126] := create {MOBJINFO_T}.make (54, S_bigtree, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 32 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [127] := create {MOBJINFO_T}.make (70, S_bbar1, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_solid, S_null)
			Result [128] := create {MOBJINFO_T}.make (73, S_hangnoguts, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 88 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity, S_null)
			Result [129] := create {MOBJINFO_T}.make (74, S_hangbnobrain, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 88 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity, S_null)
			Result [130] := create {MOBJINFO_T}.make (75, S_hangtlookdn, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 64 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity, S_null)
			Result [131] := create {MOBJINFO_T}.make (76, S_hangtskull, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 64 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity, S_null)
			Result [132] := create {MOBJINFO_T}.make (77, S_hangtlookup, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 64 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity, S_null)
			Result [133] := create {MOBJINFO_T}.make (78, S_hangtnobrain, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 16 * fracunit, 64 * fracunit, 100, 0, Sfx_none, Mf_solid | Mf_spawnceiling | Mf_nogravity, S_null)
			Result [134] := create {MOBJINFO_T}.make (79, S_colongibs, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap, S_null)
			Result [135] := create {MOBJINFO_T}.make (80, S_smallpool, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap, S_null)
			Result [136] := create {MOBJINFO_T}.make (81, S_brainstem, 1000, S_null, Sfx_none, 8, Sfx_none, S_null, 0, Sfx_none, S_null, S_null, S_null, S_null, Sfx_none, 0, 20 * fracunit, 16 * fracunit, 100, 0, Sfx_none, Mf_noblockmap, S_null)
		ensure
			instance_free: class
				Result.lower = 0
				Result.count = Nummobjtypes
		end
	
end -- class INFO

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