Maincfg Category
IntroToPlay = 1
Gamedata = SRB2History.dat
NumEmblems = 6
SPSTAGE_END = 3
UNLOCKABLE 1
Name = Debut Castle Eggman
Objective = Collect all 7 emeralds
NeededGrade = 2
NeededEmblems = 1
Type = 1
Var = 4
UNLOCKABLE 2
Name = Early Green Flower
Objective = 1 emblem
NeededGrade = 1
Type = 1
var = 7
UNLOCKABLE 3
Name = Early Techno Hill
Objective = Not avaible in this version
NeededGrade = 8
Type = 1
var = 7
UNLOCKABLE 4
Name = Halloween Teck demo
Objective = Not avaible in this version
NeededGrade = 8
Type = 1
var = 1
UNLOCKABLE 5
Name = Srb2 Christmas
Objective = Not avaible in this version
NeededGrade = 8
Type = 1
var = 1
UNLOCKABLE 6
Name = SRB2 TGF
Objective = Not avaible in this version
NeededGrade = 8
Type = 1
var = 1
UNLOCKABLE 7
Name = Old Multiplayer maps
Objective = Not avaible in this version
NeededGrade = 8
Type = 1
var = 1
EMBLEM 1
X = 2848
Y = -4096
Z = 3800
PLAYERNUM = 0
MAPNUM = 1
EMBLEM 2
X = -5920
Y = 320
Z = 2896
PLAYERNUM = 1
MAPNUM = 1
EMBLEM 3
X = 2176
Y = -2464
Z = 156
PLAYERNUM = 2
MAPNUM = 2
EMBLEM 4
X = 0
Y = 1184
Z = 912
PLAYERNUM = 2
MAPNUM = 1
EMBLEM 5
X = -3264
Y = -544
Z = 1080
PLAYERNUM = 0
MAPNUM = 2
EMBLEM 6
X = 4736
Y = 4736
Z = 472
PLAYERNUM = 1
MAPNUM = 2
Level 1
Levelname = CASTLE EGGMAN
Subtitle = Version 1.09.4
InterPic = INTERSCR
Act = 1
MusicSlot = 10
NextLevel = 2
TypeOfLevel = 4099
Weather = 1
SkyNum = 11
TimeAttack = 1
LevelSelect = 1
PreCutsceneNum = 2
Level 2
Levelname = CASTLE EGGMAN
Subtitle = Version 1.09.4
Act = 2
MusicSlot = 11
NextLevel = 3
TypeOfLevel = 4099
Weather = 1
SkyNum = 11
TimeAttack = 1
LevelSelect = 1
PreCutsceneNum = 3
Level 3
Levelname = CASTLE EGGMAN
Subtitle = Version 1.09.4
Act = 3
MusicSlot = 33
NextLevel = 1102
TypeOfLevel = 4099
SkyNum = 11
TimeAttack = 1
LevelSelect = 1
PreCutsceneNum = 4
Level 4
Levelname = CASTLE EGGMAN
Subtitle = Demo 4
Act = 1
MusicSlot = 10
NextLevel = 5
TypeOfLevel = 4099
Weather = 1
SkyNum = 8
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 5
Level 5
Levelname = CASTLE EGGMAN
Subtitle = Demo 4
Act = 2
InterPic = INTERSCR
MusicSlot = 11
NextLevel = 6
TypeOfLevel = 4099
Weather = 1
SkyNum = 8
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 6
Level 6
Levelname = CASTLE EGGMAN
Subtitle = Demo 4
Act = 3
MusicSlot = 33
NextLevel = 1101
TypeOfLevel = 4099
SkyNum = 11
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 7
Level 7
Levelname = Debut Green Flower
Subtitle = Demo 1
Act = 0
MusicSlot = 72
NextLevel = 8
TypeOfLevel = 4099
SkyNum = 1
TimeAttack = 0
LevelSelect = 0
NoSSMusic = 1
PreCutsceneNum = 8
Weather = 0
Level 8
Levelname = Green Flower
Subtitle = Demos 2 & 3
Act = 1
MusicSlot = 1
NextLevel = 9
TypeOfLevel = 4099
SkyNum = 1
TimeAttack = 0
LevelSelect = 0
NoSSMusic = 1
PreCutsceneNum = 9
Weather = 0
Level 9
Levelname = Green Flower
Subtitle = Demos 2 & 3
InterPic = INTERSCR
Act = 2
MusicSlot = 2
NextLevel = 10
TypeOfLevel = 4097
SkyNum = 1
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 10
Level 10
Levelname = GREEN Flower
Act = 3
Subtitle = Demo 2 & 3
MusicSlot = 3
NextLevel = 11
TypeOfLevel = 4099
Weather = 0
SkyNum = 1
TimeAttack = 0
LevelSelect = 0
Level 11
Levelname = CASTLE EGGMAN
Act = 2
MusicSlot = 11
NextLevel = 13
TypeOfLevel = 4099
Weather = 1
SkyNum = 11
TimeAttack = 0
LevelSelect = 0
Level 13
Levelname = ARID CANYON
Act = 1
MusicSlot = 13
NextLevel = 16
TypeOfLevel = 4099
Weather = 0
SkyNum = 13
TimeAttack = 0
LevelSelect = 0
Level 16
Levelname = RED VOLCANO
Act = 1
MusicSlot = 16
NextLevel = 22
TypeOfLevel = 4099
Weather = 0
SkyNum = 1
TimeAttack = 0
LevelSelect = 0
Level 17
Levelname = BLUE MOUNTAIN
Act = 2
MusicSlot = 140
NextLevel = 22
TypeOfLevel = 4099
Weather = 2
SkyNum = 17
NoPerfectBonus = 1
TimeAttack = 0
Hidden = 1
LevelSelect = 0
Level 22
Levelname = ROBOTNIROCK
Act = 1
MusicSlot = 22
NextLevel = 23
TypeOfLevel = 4099
Weather = 0
SkyNum = 22
TimeAttack = 0
LevelSelect = 0
Level 23
Levelname = ROBOTNIROCK
Act = 2
MusicSlot = 23
NextLevel = 24
TypeOfLevel = 4099
Weather = 0
SkyNum = 22
TimeAttack = 0
LevelSelect = 0
Level 24
Levelname = ROBOTNIROCK
Act = 3
MusicSlot = 26
NextLevel = 1102
TypeOfLevel = 6145
Weather = 0
SkyNum = 22
NoPerfectBonus = 1
TimeAttack = 0
LevelSelect = 0
Level 50
MusicSlot = 51
TypeOfLevel = 4099
Level 53
MusicSlot = 56
TypeOfLevel = 4099
Level 55
MusicSlot = 55
TypeOfLevel = 4099
Level 56
MusicSlot = 57
TypeOfLevel = 4099
CUTSCENE 1
NUMSCENES 21
SCENE 1
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT35
PIC1XCOORD = 0
PIC1YCOORD = 0
PIC1DURATION = 140
SCENETEXT =
#
SCENE 2
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
MUSICSLOT = 1035
PIC1NAME = OLDCUT01
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
SCENETEXT =
#
SCENE 3
NUMBEROFPICS = 1
TEXTXPOS = 84
TEXTYPOS = 144
PIC1NAME = OLDCUT02
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT = The planet Mobius...
#
SCENE 4
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT03
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =
#
SCENE 5
NUMBEROFPICS = 1
TEXTXPOS = 96
TEXTYPOS = 144
PIC1NAME = OLDCUT04
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 126
SCENETEXT = Over the past two
months has been
peaceful.#
SCENE 6
NUMBEROFPICS = 8
TEXTXPOS = 92
TEXTYPOS = 136
PIC1NAME = OLDCUT05
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 14
PIC2NAME = OLDCUT06
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 5
PIC3NAME = OLDCUT07
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 5
PIC4NAME = OLDCUT08
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 5
PIC5NAME = OLDCUT09
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 5
PIC6NAME = OLDCUT10
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 5
PIC7NAME = OLDCUT11
PIC7XCOORD = 96
PIC7YCOORD = 0
PIC7DURATION = 5
PIC8NAME = OLDCUT12
PIC8XCOORD = 96
PIC8YCOORD = 0
PIC8DURATION = 105
SCENETEXT = Until the Black
Asteroid was
heading for Mobius...#
SCENE 7
NUMBEROFPICS = 1
TEXTXPOS = 92
TEXTYPOS = 136
PIC1NAME = OLDCUT13
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 105
SCENETEXT = ..but why is it
heading for Mobius?#
SCENE 8
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 136
PIC1NAME = OLDCUT14
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =
#
SCENE 9
NUMBEROFPICS = 1
TEXTXPOS = 80
TEXTYPOS = 136
PIC1NAME = OLDCUT15
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 84
SCENETEXT = The answer is inside...
#
SCENE 10
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT16
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT = The answer is
Dr. Robotnik!#
SCENE 11
NUMBEROFPICS = 1
TEXTXPOS = 94
TEXTYPOS = 136
PIC1NAME = OLDCUT17
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 175
SCENETEXT = Only one person
on Mobius can save
the world from
being destroyed.#
SCENE 12
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT18
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 280
SCENETEXT = One hedgehog,
namely...
#
SCENE 13
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT36
PIC1XCOORD = 0
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT =
#
SCENE 14
NUMBEROFPICS = 8
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT19
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
PIC2NAME = OLDCUT20
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 5
PIC3NAME = OLDCUT21
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 5
PIC4NAME = OLDCUT22
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 5
PIC5NAME = OLDCUT23
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 5
PIC6NAME = OLDCUT24
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 5
PIC7NAME = OLDCUT25
PIC7XCOORD = 96
PIC7YCOORD = 0
PIC7DURATION = 5
PIC8NAME = OLDCUT26
PIC8XCOORD = 96
PIC8YCOORD = 0
PIC8DURATION = 5
SCENETEXT =
#
SCENE 15
NUMBEROFPICS = 6
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT27
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
PIC2NAME = OLDCUT28
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 7
PIC3NAME = OLDCUT27
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 7
PIC4NAME = OLDCUT28
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 7
PIC5NAME = OLDCUT27
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 7
PIC6NAME = OLDCUT29
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 35
SCENETEXT =
#
SCENE 16
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT30
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =
#
SCENE 17
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT31
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT =
#
SCENE 18
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT32
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
SCENETEXT =
#
SCENE 19
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT33
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 14
SCENETEXT =
#
SCENE 20
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT34
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT =
#
SCENE 21
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT33
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT =
#
CUTSCENE 2
NUMSCENES 2
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
PIC1DURATION = 700
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = SRB2 Opening: SRB2 TGF/April Fools
The opening you just saw originates from
The earliest version of SRB2 now called
SRB2TGF. TGF stands for The Games Factory
This opening is now usually seen on April
Fools Day, (April 1st).
#
Scene 2
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
PIC1DURATION = 700
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Castle Eggman act 1: 1.09.4
This is Castle Eggman act 1 as it was
seen in the previous version of SRB2.
In it you had to hunt down the button
that open the door. The level orignaly
had 2 emerald tokens, 2 extra were
added to allow the collection of all
Emerlads.
#
CUTSCENE 3
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
PIC1DURATION = 800
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Castle Eggman act 2: 1.09.4
This is Castle Eggman act 2 as it was
seen in the previous version of SRB2.
In it you had to hunt down 7 buttons
to open the door. This level is what
people consider a "Button Hunt". This
type of level is very disliked in the
SRB2 community.The level orignaly had
1 emerald token, 2 extra were added
to allow the collection of all Emerlads.
#
CUTSCENE 4
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Castle Eggman act 3: 1.09.4
This is Castle Eggman act 3 as it was
seen in the previous version of SRB2.
This version of the level had spike
balls flying around Eggman
#
CUTSCENE 5
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Premiere Castle Eggman act 1: Demo 4.0
Castle Eggman first appeared in SRB2 Demo
4.0. It's mostly the same as 1.09.4's
version except almost all textures are
from Green Flower Zone and all flying
badniks are missing. Back then Castle
Eggman was unlocked the same way you
just unlocked it. By collecting all 7
Emeralds.
#
CUTSCENE 6
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Premiere Castle Eggman act 2: Demo 4.0
This level is almost EXactly alike the
1.09.4 version. Only differances are
missing torches, the currents need
work, and the missing fire shield.
#
CUTSCENE 7
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Premiere Castle Eggman act 3: Demo 4.0
Not much differnet from the 1.09.4
version. The rings don't float
though and Eggman is missing his
spike balls.
#
CUTSCENE 8
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Debut Green Flower act 1: Demo 1.0
This is the second earliest version
of Green Flowerzone. This version
has no music what so ever and it
ended short.
#
CUTSCENE 9
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Green Flower Zone act 2: Demo 2 & 3
Now things start tighting up as Green
Flower Zone is slightly extended. A
second act is also added on.
#
CUTSCENE 10
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Green Flower Zone: Demo 2 & 3
Green Folwer act 2 introduced several
things to SRB2, such as moving FOF's,
a large level, invunerabalty, Speed
shoes, and water currents.
This early version also had minor
texture problems and the slope near
the end did not exist yet.
#
#Badniks
Thing 317
MAPTHINGNUM = 4016
SPAWNSTATE = 1791
SPAWNHEALTH = 1
SEESTATE = 1793
SEESOUND = 0
REACTIONTIME = 32
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 200
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 1641
DEATHSOUND = 119
XDEATHSTATE = 0
SPEED = 3
RADIUS = 1572864
HEIGHT = 2097152
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 16777221
FRAME 1791
SPRITENUMBER = 243
SPRITESUBNUMBER = 0
DURATION = 5
NEXT = 1792
ACTION A_Look
VAR1 = 0
VAR2 = 0
FRAME 1792
SPRITENUMBER = 243
SPRITESUBNUMBER = 0
DURATION = 5
NEXT = 1791
ACTION A_Look
VAR1 = 0
VAR2 = 0
FRAME 1793
SPRITENUMBER = 243
SPRITESUBNUMBER = 0
DURATION = 3
NEXT = 1794
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1794
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SPRITESUBNUMBER = 1
DURATION = 3
NEXT = 1795
ACTION A_Chase
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VAR2 = 0
FRAME 1795
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SPRITESUBNUMBER = 2
DURATION = 3
NEXT = 1796
ACTION A_Chase
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VAR2 = 0
FRAME 1796
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SPRITESUBNUMBER = 3
DURATION = 3
NEXT = 1797
ACTION A_Chase
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VAR2 = 0
FRAME 1797
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SPRITESUBNUMBER = 4
DURATION = 3
NEXT = 1798
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1798
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SPRITESUBNUMBER = 5
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ACTION A_Chase
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VAR2 = 0
FRAME 1799
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SPRITESUBNUMBER = 6
DURATION = 3
NEXT = 1800
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1800
SPRITENUMBER = 243
SPRITESUBNUMBER = 7
DURATION = 3
NEXT = 1801
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1801
SPRITENUMBER = 243
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DURATION = 3
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ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1802
SPRITENUMBER = 243
SPRITESUBNUMBER = 9
DURATION = 3
NEXT = 1803
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1803
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SPRITESUBNUMBER = 10
DURATION = 3
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ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1804
SPRITENUMBER = 243
SPRITESUBNUMBER = 11
DURATION = 3
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ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1805
SPRITENUMBER = 243
SPRITESUBNUMBER = 12
DURATION = 3
NEXT = 1806
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1806
SPRITENUMBER = 243
SPRITESUBNUMBER = 13
DURATION = 3
NEXT = 1807
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1807
SPRITENUMBER = 243
SPRITESUBNUMBER = 14
DURATION = 3
NEXT = 1808
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1808
SPRITENUMBER = 243
SPRITESUBNUMBER = 15
DURATION = 3
NEXT = 1809
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1809
SPRITENUMBER = 243
SPRITESUBNUMBER = 16
DURATION = 3
NEXT = 1793
ACTION A_Chase
VAR1 = 0
VAR2 = 0
Thing 319
MAPTHINGNUM = 4017
SPAWNSTATE = 1810
SPAWNHEALTH = 1
SEESTATE = 1812
SEESOUND = 0
REACTIONTIME = 32
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 170
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 1641
DEATHSOUND = 119
XDEATHSTATE = 0
SPEED = 3
RADIUS = 1572864
HEIGHT = 2097152
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 16777221
FRAME 1810
SPRITENUMBER = 244
SPRITESUBNUMBER = 0
DURATION = 5
NEXT = 1811
ACTION A_Look
VAR1 = 0
VAR2 = 0
FRAME 1811
SPRITENUMBER = 244
SPRITESUBNUMBER = 0
DURATION = 5
NEXT = 1810
ACTION A_Look
VAR1 = 0
VAR2 = 0
FRAME 1812
SPRITENUMBER = 244
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = 1813
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1813
SPRITENUMBER = 244
SPRITESUBNUMBER = 1
DURATION = 1
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ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1814
SPRITENUMBER = 244
SPRITESUBNUMBER = 2
DURATION = 1
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ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1815
SPRITENUMBER = 244
SPRITESUBNUMBER = 3
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ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1816
SPRITENUMBER = 244
SPRITESUBNUMBER = 4
DURATION = 1
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ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1817
SPRITENUMBER = 244
SPRITESUBNUMBER = 5
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ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1818
SPRITENUMBER = 244
SPRITESUBNUMBER = 6
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ACTION A_Chase
VAR1 = 0
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FRAME 1819
SPRITENUMBER = 244
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ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1820
SPRITENUMBER = 244
SPRITESUBNUMBER = 8
DURATION = 1
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ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1821
SPRITENUMBER = 244
SPRITESUBNUMBER = 9
DURATION = 1
NEXT = 1822
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1822
SPRITENUMBER = 244
SPRITESUBNUMBER = 10
DURATION = 1
NEXT = 1823
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1823
SPRITENUMBER = 244
SPRITESUBNUMBER = 11
DURATION = 1
NEXT = 1824
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1824
SPRITENUMBER = 244
SPRITESUBNUMBER = 12
DURATION = 1
NEXT = 1825
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1825
SPRITENUMBER = 244
SPRITESUBNUMBER = 13
DURATION = 1
NEXT = 1826
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1826
SPRITENUMBER = 244
SPRITESUBNUMBER = 14
DURATION = 1
NEXT = 1827
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1827
SPRITENUMBER = 244
SPRITESUBNUMBER = 15
DURATION = 1
NEXT = 1828
ACTION A_Chase
VAR1 = 0
VAR2 = 0
FRAME 1828
SPRITENUMBER = 244
SPRITESUBNUMBER = 16
DURATION = 1
NEXT = 1812
ACTION A_Chase
VAR1 = 0
VAR2 = 0
Thing 318
MAPTHINGNUM = 4018
SPAWNSTATE = 1829
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 524288
HEIGHT = 2097152
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 33558544
FRAME 1829
SPRITENUMBER = 245
SPRITESUBNUMBER = 0
DURATION = -1
NEXT = 0
ACTION None
VAR1 = 0
VAR2 = 0