#############################################################################
# Entity types for XTux.                                                    #
#                                                                           #
# Order doesn't matter. Amount of arguments DOES!                           #
# YOU NEED AN ALIVE_* animation details setup.                              #
#                                                                           #
# ENTITY defaults:                                                          #
# health 1                                                                  #
# cliplevel GROUNDCLIP                                                      #
#                                                                           #
# ANIMATION defaults                                                        #
# *_images 1                                                                #
# *_frames 1                                                                #
# *_dir 8                                                                   #
# *_order 0 0 0 0                                                           #
#                                                                           #
#############################################################################

[TUX]
class GOODIE
health 100
width 54
height 62
speed 160
accel 200
weapon CD
draw_weapon 1
bleeder 1
sight 400

#ALIVE
alive_pixmap tux.xpm
alive_dir 8
alive_images 3
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200

#DYING:
dying_pixmap tux_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 250

[GOWN]
class GOODIE
health 100
width 40
height 62
speed 160
accel 200
weapon CD
draw_weapon 1
bleeder 1
sight 400

#ALIVE:
alive_pixmap gown.xpm
alive_images 3
alive_img_w 44
alive_img_h 64
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200

[TIE]
class GOODIE
health 100
width 48
height 48
speed 160
accel 200
weapon CD
draw_weapon 1
bleeder 1
sight 400

#ALIVE:
alive_pixmap tie.xpm
alive_images 3
alive_img_w 48
alive_img_h 48
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200    

#DYING:
dying_pixmap tie_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 48
dying_img_h 48
dying_frames 3
dying_order 0 1 2 0
dying_framelen 300

[BSD]
class GOODIE
health 100
width 48
height 58
speed 160
accel 200
weapon FIREBALL 
draw_weapon 1
bleeder 1
sight 400

#ALIVE:
alive_pixmap bsd.xpm
alive_dir 16
alive_images 3
alive_img_w 64
alive_img_h 64
#alive_arm_x 10
#alive_arm_y 32
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200
#alive_draw_hand 1

#DYING:
dying_pixmap bsd_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 48
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 250

[RMS]
class GOODIE
health 100
width 48
height 54 
speed 160
accel 150
weapon CD
draw_weapon 1
bleeder 1  
sight 400

#ALIVE:
alive_pixmap rms.xpm
alive_images 5
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 1 2 3 4
alive_framelen 200 

[LINUS]
class GOODIE
health 100
width 48
height 48 
speed 160
accel 150
weapon CD
draw_weapon 1
bleeder 1  
sight 400

#ALIVE:
alive_pixmap linus.xpm
alive_images 5
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 1 2 3 4
alive_framelen 200 

#DYING:
dying_pixmap linus_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 300

[SHADOWMAN]
class GOODIE
health 100
width 48
height 48 
speed 160
accel 150
weapon CD
draw_weapon 1
bleeder 1  
sight 400

#ALIVE:
alive_pixmap shadowman.xpm
alive_images 5
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 1 2 3 4
alive_framelen 200 

#DYING:
dying_pixmap shadowman_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 300

[GNOME]
class GOODIE
health 100
width 48
height 48 
speed 160
accel 150
weapon CD
draw_weapon 1
bleeder 1  
sight 400

#ALIVE:
alive_pixmap gnome.xpm
alive_images 3
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200 

#DYING:
dying_pixmap gnome_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 250

[SUSE]
class GOODIE
health 100
width 48
height 48 
speed 160
accel 150
weapon CD
draw_weapon 1
bleeder 1  
sight 400

#ALIVE:
alive_pixmap suse.xpm
alive_images 3
alive_img_w 82
alive_img_h 64
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200 

#DYING:
dying_pixmap suse_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 82
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 250

[GNU]
class GOODIE
health 120
width 48
height 62
speed 150
accel 125
weapon CD
draw_weapon 1
bleeder 1
sight 400

#ALIVE:
alive_pixmap gnu.xpm
alive_dir 16
alive_images 5
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 1 2 3 4
alive_framelen 200

#DYING:
dying_pixmap gnu_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 4
dying_img_w 64
dying_img_h 64
dying_frames 4
dying_order 0 1 2 3
dying_framelen 300

[VI]
class GOODIE
health 70
width 32
height 48
speed 220
accel 240
weapon PISTOL
draw_weapon 0
bleeder 1
sight 400

#ALIVE:
alive_pixmap vi.xpm
alive_images 4
alive_img_w 48
alive_img_h 48
alive_frames 4
alive_order 0 1 2 3
alive_framelen 200

#DYING:
dying_pixmap vi_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 48
dying_img_h 48
dying_frames 3
dying_order 0 1 2 0
dying_framelen 300

[DUKE]
class GOODIE
health 100
width 48
height 52
speed 160
accel 200
weapon CD
draw_weapon 1
bleeder 1
sight 400

#ALIVE:
alive_pixmap duke.xpm
alive_images 3
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200

#DYING:
dying_pixmap duke_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 300

[KDE]
class GOODIE
health 100
width 54
height 62
speed 160
accel 200
weapon FIREBALL
draw_weapon 1
bleeder 1
sight 400

#ALIVE
alive_pixmap kde.xpm
alive_stationary_ani 1
alive_images 3
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200

#DYING:
dying_pixmap kde_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 250

##################################################
#                  BADDIES                       #
##################################################

[BORG]
class BADDIE
health 80
width 40
height 60
speed 160
accel 200
weapon BORG_GUN
draw_weapon 1
bleeder 1
sight 400

#ALIVE
alive_pixmap borg.xpm
alive_images 5
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 1 2 3 4
alive_framelen 200

#DYING:
dying_pixmap borg_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 300

[TROLL]
class BADDIE
health 100
touchdamage 30
width 44
height 62
speed 100
accel 200
weapon NONE
draw_weapon 0
bleeder 1
sight 200

#ALIVE
alive_pixmap troll.xpm
alive_images 5
alive_img_w 58
alive_img_h 80
alive_frames 4
alive_order 1 2 3 4
alive_framelen 250

#DYING:
dying_pixmap troll_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 58
dying_img_h 80
dying_frames 3
dying_order 0 1 2 0
dying_framelen 300

[FLAMER]
class BADDIE
health 50
touchdamage 0
width 44
height 62
speed 100
accel 200
weapon FLAMER_FIREBALL
draw_weapon 0
bleeder 1
sight 300

#ALIVE
alive_pixmap flamer.xpm
alive_images 2
alive_img_w 42
alive_img_h 64
alive_frames 1
#Flamer moves around by flying (frame 1) stationary as frame 0
alive_order 1 0 0 0
alive_framelen 250 

#DYING:
dying_pixmap flamer_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 4
dying_img_w 42
dying_img_h 64
dying_frames 4
dying_order 0 1 2 3
dying_framelen 300 

[BUG]
class BADDIE
health 5
touchdamage 15
width 42
height 42
speed 140
accel 200
weapon NONE
draw_weapon 0
bleeder 1
sight 200

#ALIVE
alive_pixmap bug.xpm
alive_images 2
alive_img_w  42
alive_img_h 42
alive_frames 2
alive_order 0 1 0 0
alive_framelen 100

[MSCP]
class BADDIE
health 15
touchdamage 20
width 30
height 60
speed 80
accel 150
weapon NONE
draw_weapon 0
bleeder 1
sight 200

#ALIVE:
alive_pixmap mscp.xpm
alive_images 3
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200

#DYING:
dying_pixmap mscp_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 300 

[ZOMBIE]
class BADDIE
health 30
touchdamage 20
width 30
height 60
speed 80
accel 150
weapon NONE
draw_weapon 0
bleeder 1
sight 200

#ALIVE:
alive_pixmap zombie.xpm
alive_images 3
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200

#DYING:
dying_pixmap zombie_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 300

[COBOL]
class BADDIE
health 200
touchdamage 35
width 48
height 48
speed 80
accel 100
weapon NONE
draw_weapon 0
bleeder 1
sight 200

#ALIVE
alive_pixmap cobol.xpm
alive_images 2
alive_img_w  64
alive_img_h 64
alive_frames 2
alive_order 0 1 0 0
alive_framelen 400

#DYING:
dying_pixmap cobol_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 300

[CLIPPY]
class BADDIE
health 50
touchdamage 20
width 30
height 60
speed 90
accel 150
weapon NONE
draw_weapon 0
bleeder 1
sight 250

#ALIVE:
alive_pixmap clippy.xpm
alive_images 3
alive_img_w 64
alive_img_h 64
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200

#DYING:
dying_pixmap clippy_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 3
dying_order 0 1 2 0
dying_framelen 300

##################################################
#                NEUTRALS                        #
##################################################

[BUNNY]
class NEUTRAL
health 5
width 24
height 24
speed 160
accel 200
weapon NONE
draw_weapon 0
bleeder 1
sight 160

#ALIVE:
alive_pixmap bunny.xpm
alive_images 3
alive_img_w 32
alive_img_h 32
alive_frames 4
alive_order 0 1 0 2
alive_framelen 200

#FIDGETING:
fidgeting_pixmap bunny_groom.xpm
fidgeting_stationary_ani 1
fidgeting_images 2
fidgeting_img_w 32
fidgeting_img_h 32
fidgeting_frames 2
fidgeting_order 0 1 0 0
fidgeting_framelen 450

#Duck boy is a projectile, cause he doesn't think, but he shouldn't really
#be shot out of anything :)

[DUCKBOY]
class PROJECTILE
health 5
width 24
height 32
speed 64
accel 200
weapon NONE
draw_weapon 0
bleeder 0
sight 160

#ALIVE:
alive_dir 1
alive_pixmap duckboy.xpm
alive_images 2
alive_img_w 32
alive_img_h 32
alive_frames 2
alive_order 0 1 0 0
alive_framelen 300

#DYING:
dying_dir 1
dying_pixmap duckboy_die.xpm
dying_images 3
dying_img_w 32
dying_img_h 32
dying_frames 3
dying_order 0 1 2 0
dying_framelen 80


##################################################
#               PROJECTILES                      #
##################################################

[CD]
width 20
height 20
speed 400
weapon CD
class PROJECTILE
cliplevel ALLCLIP

#ALIVE:
alive_pixmap cd.xpm
alive_dir 1
alive_images 1
alive_img_w 24
alive_img_h 24
alive_frames 1
alive_order 0 0 0 0

#DYING:
dying_pixmap cd_die.xpm
dying_stationary_ani 1 
dying_dir 1
dying_images 2
dying_img_w 32
dying_img_h 32
dying_frames 2
dying_order 0 1 0 0   
dying_framelen 80 

[FIREBALL]
width 20
height 20
speed 400
weapon FIREBALL
class PROJECTILE
cliplevel ALLCLIP

#ALIVE:
alive_pixmap fireball.xpm
alive_stationary_ani 1 
alive_dir 1
alive_images 3
alive_img_w 24
alive_img_h 24
alive_frames 3
alive_order 0 1 2 0
alive_framelen 50

#DYING:
dying_pixmap fireball_die.xpm
dying_stationary_ani 1
dying_dir 1
dying_images 4
dying_img_w 24
dying_img_h 24
dying_frames 4
dying_order 0 1 2 3
dying_framelen 80


[ROCKET_SMALL]
width 30
height 30
accel 80
speed 500
dripping 1
weapon BAZOOKA
drip_time 50
drip1 0
drip2 2
class PROJECTILE
cliplevel ALLCLIP
#Turn this on to make seeking
ai SEEK
sight 200

#ALIVE:
alive_pixmap rocket_small.xpm
alive_dir 8
alive_images 1
alive_img_w 32
alive_img_h 32
alive_frames 1
alive_order 0 0 0 0


####################
# ITEMS:    HEALTH #
####################

[CAN]
class ITEM
width 22
height 36
item_action HEAL
item_value 15
item_respawn_time 30
alive_pixmap can.xpm
alive_dir 1
alive_img_w 48
alive_img_h 48

#Mt Dew has twice the caffeine.
[DEWCAN]
class ITEM
width 22
height 36
item_action HEAL
item_value 30
item_respawn_time 30
alive_pixmap dewcan.xpm
alive_dir 1
alive_img_w 48
alive_img_h 48

[NODOZE]
class ITEM
width 48
height 48
item_action FULLHEAL
item_respawn_time 60
alive_pixmap nodoze.xpm
alive_dir 1
alive_img_w 48
alive_img_h 48

[BADCAN]
class ITEM
width 22
height 36
item_action HEAL
item_value -15
#Don't respawn, they are annoying!
#item_respawn_time 20
item_pickup_str Pffft... blargh... Yuck! Caffeine free!
alive_pixmap badcan.xpm
alive_dir 1
alive_img_w 48
alive_img_h 48

[PIZZABOX]
class ITEM
width 48
height 32
item_action HEAL
item_value 20
item_respawn_time 30
item_pickup_str Cowabunga
alive_pixmap pizzabox.xpm
alive_dir 1
alive_img_w 48
alive_img_h 32

####################
# ITEMS:  POWERUPS #
####################

#item_value for powerups = how many seconds they are active.

[RANDOM_POWERUP]
class ITEM
width 40
height 40
item_action POWERUP
item_powerup RANDOM
item_respawn_time 60

#ALIVE:
alive_pixmap random.xpm
alive_stationary_ani 1
alive_dir 1
alive_images 4
alive_img_w 48
alive_img_h 48
alive_frames 4
alive_order 0 1 2 3
alive_framelen 200  


[TIGHTARSE]
class ITEM
width 40
height 40
item_action POWERUP
item_powerup HALF_AMMO_USAGE
item_value 30
item_respawn_time 120
item_announce_str %s is a tightarse.

#ALIVE:
alive_pixmap tightarse.xpm
alive_stationary_ani 1
alive_dir 1
alive_images 3
alive_img_w 48
alive_img_h 48
alive_frames 4
alive_order 0 1 0 2
alive_framelen 400


[BITROT]
class ITEM
width 40
height 40
item_action POWERUP
item_powerup WOUND
item_value 20
item_respawn_time 120
item_pickup_str You have bitrot.

#ALIVE:
alive_pixmap bitrot.xpm
alive_stationary_ani 1
alive_dir 1
alive_images 4
alive_img_w 44
alive_img_h 44
alive_frames 4
alive_order 0 1 2 3
alive_framelen 500


[SMP]
class ITEM
width 40
height 40
item_action POWERUP
item_powerup DOUBLE_FIRE_RATE
item_value 30
item_respawn_time 120
item_pickup_str Added SMP support.

#ALIVE:
alive_pixmap smp.xpm
alive_stationary_ani 1
alive_dir 1
alive_images 3
alive_img_w 48
alive_img_h 48
alive_frames 4
alive_order 0 1 2 1
alive_framelen 750


[FIREWALL]
class ITEM
width 40
height 40
item_action POWERUP
item_powerup RESISTANCE
item_value 20
item_respawn_time 120
item_pickup_str Firewall established

#ALIVE:
alive_pixmap firewall.xpm
alive_stationary_ani 1
alive_dir 1
alive_images 2
alive_img_w 48
alive_img_h 48
alive_frames 2
alive_order 0 1 0 0
alive_framelen 400

[INVISIBLE]
class ITEM
width 40
height 40
item_action POWERUP
item_powerup INVISIBILITY
item_value 15
item_respawn_time 120
item_pickup_str I'm invisible, I'm invisible.

#ALIVE:
alive_pixmap blind_glasses.xpm
alive_stationary_ani 0
alive_dir 1
alive_images 1
alive_img_w 48
alive_img_h 48
alive_frames 1
alive_order 0 0 0 0

[NATALIE]
class ITEM
width 40
height 40
item_action POWERUP
item_powerup FROZEN
item_value 10
item_respawn_time 120
item_announce_str %s is petrified!

#ALIVE:
alive_pixmap natalie_portman.xpm
alive_stationary_ani 0
alive_dir 1
alive_images 1
alive_img_w 35
alive_img_h 48
alive_frames 1
alive_order 0 0 0 0

[E]
class ITEM
width 40
height 56
item_action POWERUP
item_powerup E
item_value 25
item_respawn_time 120
item_pickup_str You are enlightened.

#ALIVE:
alive_pixmap e.xpm
alive_stationary_ani 0
alive_dir 1
alive_images 1
alive_img_w 44
alive_img_h 56
alive_frames 1
alive_order 0 0 0 0


[PATENT]
class ITEM
width 40
height 40
item_action POWERUP
item_powerup FIXED_WEAPON
item_value 30
item_respawn_time 120
item_pickup_str Your weapons use technology protected by our patents.  Licence fee's are $100,000,000/per penguin.

#ALIVE:
alive_pixmap patent.xpm
alive_stationary_ani 1
alive_dir 1
alive_images 2
alive_img_w 48
alive_img_h 48
alive_frames 2
alive_order 0 1 0 0
alive_framelen 1000

####################
# ITEMS:   WEAPONS #
####################

[CHAINGUN]
class ITEM
width 40
height 40
item_action GIVEWEAPON
item_weapon CHAINGUN
item_respawn_time 40
alive_pixmap chaingun.xpm
alive_img_w 64
alive_img_h 50

[SHOTGUN]
class ITEM
width 40
height 40
item_action GIVEWEAPON
item_weapon SHOTGUN
item_respawn_time 40
item_pickup_str Groovy.
alive_pixmap shotgun.xpm
alive_img_w 64
alive_img_h 50

[BAZOOKA]
class ITEM
width 40
height 40
item_action GIVEWEAPON
item_weapon BAZOOKA
item_respawn_time 40
alive_pixmap bazooka.xpm
alive_img_w 64
alive_img_h 50

[RAILGUN]
class ITEM
width 40
height 40
item_action GIVEWEAPON
item_weapon RAILGUN
item_respawn_time 40
alive_pixmap railgun.xpm
alive_img_w 64
alive_img_h 50

[SNIPER]
class ITEM
width 40
height 40
item_action GIVEWEAPON
item_weapon SNIPER
item_respawn_time 40
alive_pixmap sniper.xpm
alive_img_w 64
alive_img_h 50

[EGUN]
class ITEM
width 40
height 40
item_action GIVEWEAPON
item_weapon EGUN
item_respawn_time 40
alive_pixmap egun.xpm
alive_img_w 64
alive_img_h 50

####################
# ITEMS:     AMMO  #
####################

[BULLETS]
class ITEM
width 40
height 40
item_action GIVEAMMO
item_ammo_type BULLET
item_value 25
item_respawn_time 20
alive_pixmap bullets.xpm
alive_dir 1
alive_img_w 48
alive_img_h 48

[SHELLS]
class ITEM
width 40
height 40
item_action GIVEAMMO
item_ammo_type SHELL
item_value 10
item_respawn_time 20
alive_pixmap shells.xpm
alive_dir 1
alive_img_w 48
alive_img_h 48

[ROCKETS]
class ITEM
width 16
height 48
item_action GIVEAMMO
item_ammo_type ROCKET
item_value 5
item_respawn_time 20
alive_pixmap rocket.xpm
alive_dir 1
alive_img_w 32
alive_img_h 48

[SLUGS]
class ITEM
width 48
height 48
item_action GIVEAMMO
item_ammo_type SLUG
item_value 8
item_respawn_time 20
alive_pixmap slugs.xpm
alive_dir 1
alive_img_w 64
alive_img_h 64

[CELLS]
class ITEM
width 40
height 40
item_action GIVEAMMO
item_ammo_type CELL
item_value 25
item_respawn_time 20
alive_pixmap battery.xpm
alive_dir 1
alive_img_w 64
alive_img_h 64

##############################################################
# VIRTUAL entities are used by events for doors or whatever.
#
# For EVENT entities, ALIVE = when active (or triggered for a trigger)
# DYING = animation from ALIVE <-> DEAD
# DEAD = inactive (or not yet triggered for a trigger).
#
# Lack of animation for a either of these draws nothing.
# Use width, height = 64, 64 so it centers on event square.
#
##############################################################

[NEWSPAPER]
class VIRTUAL
width 64
height 64

#ALIVE:
alive_pixmap newspaper.xpm
alive_dir 1
alive_images 1
alive_img_w 64
alive_img_h 64
alive_frames 1
alive_order 0 0 0 0

[INFO]
class VIRTUAL
width 64
height 64

#ALIVE:
alive_pixmap information.xpm
alive_dir 1
alive_images 1
alive_img_w 32
alive_img_h 32
alive_frames 1
alive_order 0 0 0 0

[EMAIL]
class VIRTUAL
width 64
height 64

#ALIVE:
alive_pixmap email.xpm
alive_dir 1
alive_images 2
alive_img_w 32
alive_img_h 16
alive_frames 2
alive_framelen 800
alive_order 0 1 0 0

[STEAM]
class VIRTUAL
width 64
height 64

#ALIVE:
alive_pixmap steam.xpm
alive_dir 1
alive_images 4
alive_img_w 64
alive_img_h 100
alive_frames 4
alive_framelen 250
alive_order 0 1 2 3

[SWITCH]
class VIRTUAL
width 64
height 64

#ALIVE:
alive_pixmap switch_on.xpm
alive_dir 1
alive_images 1
alive_img_w 32
alive_img_h 32
alive_frames 1
alive_order 0 0 0 0

dead_pixmap switch_off.xpm
dead_dir 1
dead_images 1
dead_img_w 32
dead_img_h 32
dead_frames 1
dead_order 0 0 0 0


#Horizontal door.
[DOOR_H]
class VIRTUAL
width 64
height 64

#DEAD (ie CLOSED)
dead_pixmap dodgy_door.xpm
dead_dir 1
dead_images 1
dead_img_w 64
dead_img_h 64
dead_frames 1
dead_order 0 0 0 0

#DYING:
dying_pixmap dodgy_door.xpm
dying_dir 1
dying_images 3
dying_img_w 64
dying_img_h 64
dying_frames 2
dying_framelen 150
dying_order 2 1 0 0


