# Symbolic sprite names, from info.h. SPRITE_NAMES = %w{ SPR_IMPX SPR_ACLO SPR_PTN1 SPR_SHLD SPR_SHD2 SPR_BAGH SPR_SPMP SPR_INVS SPR_PTN2 SPR_SOAR SPR_INVU SPR_PWBK SPR_EGGC SPR_EGGM SPR_FX01 SPR_SPHL SPR_TRCH SPR_FBMB SPR_XPL1 SPR_ATLP SPR_PPOD SPR_AMG1 SPR_SPSH SPR_LVAS SPR_SLDG SPR_SKH1 SPR_SKH2 SPR_SKH3 SPR_SKH4 SPR_CHDL SPR_SRTC SPR_SMPL SPR_STGS SPR_STGL SPR_STCS SPR_STCL SPR_KFR1 SPR_BARL SPR_BRPL SPR_MOS1 SPR_MOS2 SPR_WTRH SPR_HCOR SPR_KGZ1 SPR_KGZB SPR_KGZG SPR_KGZY SPR_VLCO SPR_VFBL SPR_VTFB SPR_SFFI SPR_TGLT SPR_TELE SPR_STFF SPR_PUF3 SPR_PUF4 SPR_BEAK SPR_WGNT SPR_GAUN SPR_PUF1 SPR_WBLS SPR_BLSR SPR_FX18 SPR_FX17 SPR_WMCE SPR_MACE SPR_FX02 SPR_WSKL SPR_HROD SPR_FX00 SPR_FX20 SPR_FX21 SPR_FX22 SPR_FX23 SPR_GWND SPR_PUF2 SPR_WPHX SPR_PHNX SPR_FX04 SPR_FX08 SPR_FX09 SPR_WBOW SPR_CRBW SPR_FX03 SPR_BLOD SPR_PLAY SPR_FDTH SPR_BSKL SPR_CHKN SPR_MUMM SPR_FX15 SPR_BEAS SPR_FRB1 SPR_SNKE SPR_SNFX SPR_HEAD SPR_FX05 SPR_FX06 SPR_FX07 SPR_CLNK SPR_WZRD SPR_FX11 SPR_FX10 SPR_KNIG SPR_SPAX SPR_RAXE SPR_SRCR SPR_FX14 SPR_SOR2 SPR_SDTH SPR_FX16 SPR_MNTR SPR_FX12 SPR_FX13 SPR_AKYY SPR_BKYY SPR_CKYY SPR_AMG2 SPR_AMM1 SPR_AMM2 SPR_AMC1 SPR_AMC2 SPR_AMS1 SPR_AMS2 SPR_AMP1 SPR_AMP2 SPR_AMB1 SPR_AMB2 } SOUND_EFFECTS = %w{ sfx_None sfx_gldhit sfx_gntful sfx_gnthit sfx_gntpow sfx_gntact sfx_gntuse sfx_phosht sfx_phohit sfx_phopow sfx_lobsht sfx_lobhit sfx_lobpow sfx_hrnsht sfx_hrnhit sfx_hrnpow sfx_ramphit sfx_ramrain sfx_bowsht sfx_stfhit sfx_stfpow sfx_stfcrk sfx_impsit sfx_impat1 sfx_impat2 sfx_impdth sfx_impact sfx_imppai sfx_mumsit sfx_mumat1 sfx_mumat2 sfx_mumdth sfx_mumact sfx_mumpai sfx_mumhed sfx_bstsit sfx_bstatk sfx_bstdth sfx_bstact sfx_bstpai sfx_clksit sfx_clkatk sfx_clkdth sfx_clkact sfx_clkpai sfx_snksit sfx_snkatk sfx_snkdth sfx_snkact sfx_snkpai sfx_kgtsit sfx_kgtatk sfx_kgtat2 sfx_kgtdth sfx_kgtact sfx_kgtpai sfx_wizsit sfx_wizatk sfx_wizdth sfx_wizact sfx_wizpai sfx_minsit sfx_minat1 sfx_minat2 sfx_minat3 sfx_mindth sfx_minact sfx_minpai sfx_hedsit sfx_hedat1 sfx_hedat2 sfx_hedat3 sfx_heddth sfx_hedact sfx_hedpai sfx_sorzap sfx_sorrise sfx_sorsit sfx_soratk sfx_soract sfx_sorpai sfx_sordsph sfx_sordexp sfx_sordbon sfx_sbtsit sfx_sbtatk sfx_sbtdth sfx_sbtact sfx_sbtpai sfx_plroof sfx_plrpai sfx_plrdth sfx_gibdth sfx_plrwdth sfx_plrcdth sfx_itemup sfx_wpnup sfx_telept sfx_doropn sfx_dorcls sfx_dormov sfx_artiup sfx_switch sfx_pstart sfx_pstop sfx_stnmov sfx_chicpai sfx_chicatk sfx_chicdth sfx_chicact sfx_chicpk1 sfx_chicpk2 sfx_chicpk3 sfx_keyup sfx_ripslop sfx_newpod sfx_podexp sfx_bounce sfx_volsht sfx_volhit sfx_burn sfx_splash sfx_gloop sfx_respawn sfx_blssht sfx_blshit sfx_chat sfx_artiuse sfx_gfrag sfx_waterfl sfx_wind sfx_amb1 sfx_amb2 sfx_amb3 sfx_amb4 sfx_amb5 sfx_amb6 sfx_amb7 sfx_amb8 sfx_amb9 sfx_amb10 sfx_amb11 } MOBJINFO_FIELDS = %w{ doomednum spawnstate spawnhealth seestate seesound reactiontime attacksound painstate painchance painsound meleestate missilestate crashstate deathstate xdeathstate deathsound speed radius height mass damage activesound flags flags2 } THING_FLAGS1 = %w{ MF_SPECIAL MF_SOLID MF_SHOOTABLE MF_NOSECTOR MF_NOBLOCKMAP MF_AMBUSH MF_JUSTHIT MF_JUSTATTACKED MF_SPAWNCEILING MF_NOGRAVITY MF_DROPOFF MF_PICKUP MF_NOCLIP MF_SLIDE MF_FLOAT MF_TELEPORT MF_MISSILE MF_DROPPED MF_SHADOW MF_NOBLOOD MF_CORPSE MF_INFLOAT MF_COUNTKILL MF_COUNTITEM MF_SKULLFLY MF_NOTDMATCH MF_TRANS1 MF_TRANS2 } THING_FLAGS2 = %w{ MF2_LOGRAV MF2_WINDTHRUST MF2_FLOORBOUNCE MF2_THRUGHOST MF2_FLY MF2_FOOTCLIP MF2_SPAWNFLOAT MF2_NOTELEPORT MF2_RIP MF2_PUSHABLE MF2_SLIDE MF2_ONMOBJ MF2_PASSMOBJ MF2_CANNOTPUSH MF2_FEETARECLIPPED MF2_BOSS MF2_FIREDAMAGE MF2_NODMGTHRUST MF2_TELESTOMP MF2_FLOATBOB MF2_DONTDRAW }