
;-----------------------------------------------------8888888888888888888888
;Fatality 1  <<<
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 12345

[State 0, blooddeleter]
type = Explod
trigger1 = time=0
anim = 10013
ID = 119 
pos = 0,0
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
ontop = 0
ownpal = 1
removeongethit = 0



[State 430, 31]
type = changeanim
trigger1 = Time = 0
value = 0

[State 430, 31]
type = changeanim
trigger1 = Time = 50
value = 3000


[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3010
p1stateno = 3001
kill = 0
numhits = 0





[Statedef 3001];-------------------------------------------------------------------
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 3001

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,14;F=common snd
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 31
value = F5,153;F=common snd
volumescale = 100


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 30
value =3002
ctrl = 0



[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1000
id = -1
pos = 20,-30

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 3
time = 1000
id = -1
pos = 00,-36

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 7
time = 1000
id = -1
pos = -40,-40

[Statedef 3002];-------------------------------------------------------------------
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 3002
sprpriority = -2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = F5,0;F=common snd
volumescale = 40

[State 0, rock]
type = Explod
trigger1 = time=6
anim = 3003
ID = 3003
pos = 100,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority =-1
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 0, TargetBind]
type = TargetBind
trigger1 = time = 3
time = 1000
id = -1
pos = 20,-36

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 6
time = 1000
id = -1
pos = 100,-54

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = time = 6
value = 3011
ID = -1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = time = 7
excludeID = -1
keepone = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 7
time = 5
freq = 60
ampl = -4
;phase = 90
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 70
value = 1400,2;F=common snd
volumescale = 100


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 70
value =  3004

[State 0, PosAdd]
type = PosAdd
trigger1 = time>73
y = -16

[State 0, ChangeAnim]
type = ChangeState
trigger1 = time = 90
value =  3003


;fly up
[Statedef 3003];-------------------------------------------------------------------fly up
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
velset = 0,0
anim = 3005
sprpriority= 4

[State 0, worldbg]
type = Explod
trigger1 = time=0
anim = 22222
ID = 22222
pos = 320,240
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 20,20
sprpriority = 0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 3100,0;F=common snd
volumescale = 100
channel = 1
loop = 1

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=200
channel = 1
;ignorehitpause = 
;persistent = 



[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3003

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y =var(57)

[State 0, PosAdd]
type = PosAdd
trigger1 = time>20
y = -.2




[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, Space]
type = Helper
trigger1 = time = 0
name = "space"
ID = 3009
stateno = 3009
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1




[State 0, cludeME]
type = Explod
trigger1 = time>20
anim = 3007
ID = 3007
pos = 20,-130
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = ifelse(random>500,-2,2), ifelse(random>500,16,20)
accel = 0,0
random = 10,20
removetime = 10;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .1,.7
sprpriority = 3
ownpal = 1

[State 0, cludeME]
type = Explod
trigger1 = time>20
anim = 3007
ID = 3007
pos = 0,-100
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = ifelse(random>500,-2,2), ifelse(random>500,16,20)
accel = 0,0
random = 20,20
removetime = 10;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority = 6
ownpal = 1
persistent=4

[State 0, cludeBIG]
type = Explod
trigger1 = time=[20,130]
anim = 3007
ID = 3008
pos = 170,0
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,28
accel = 0,0
random = 320,20
removetime = 30;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 6,2
sprpriority = 5
ownpal = 1
persistent=10
alpha=100,256
trans=add

[State 0, sky]
type = Explod
trigger1 = time=0
anim = 3006
ID = 3006
pos = 0,-200
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,1.5
accel = 0,0
random = 0,0
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority = 2
ontop = 0
ownpal =1
removeongethit = 0

[State 0, sky]
type = Explod
trigger1 = time=0
anim = 3006
ID = 3006
pos = 0,-140
postype = p1;  p2,front,back,left,right
facing = -1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,3
accel = 0,0
random = 0,0
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =1,1.5
sprpriority = 3
ontop = 0
ownpal =1
removeongethit = 0
trans=add

[State 0, moon]
type = Explod
trigger1 = time=225
anim = 3009
ID = 3009
pos = 200,0
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,10
accel=0,-.1
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.1,1.1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 0


[State 0, ChangeAnim]
type = Changestate
trigger1 =time= 260
value = 3004



;fly down
[Statedef 3004];------------------------------------------------------------------
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
velset = 0,0
anim = 3008
sprpriority= 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =70
value =3000,0;F=common snd
volumescale = 100



[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0



[State 0, fire kylak ]
type = Explod
trigger1 = time>80
anim =  ifelse(random>400,2165,10004)
ID = 10004
pos = 10,-120
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0, ifelse(time>100,-7,-3)
accel = 0,0
random = 6,0
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =  ifelse(time>100,.5,.2),ifelse(time>100,1,.2)
sprpriority =  ifelse(random>500,3,5)
ownpal = 1
persistent=3

[State 0, fire yzki ]
type = Explod
trigger1 = time>180
anim =  ifelse(random>400,2165,10004)
ID = 10004
pos = -10,-100
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0, -7
accel = 0,0
random = 46,0
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =  .1,2
sprpriority =  3
ownpal = 1
persistent=4

[State 0, cludeBIG]
type = Explod
trigger1 = time>170
anim = 3007
ID = 3008
pos = 170,330
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,-28
accel = 0,0
random = 320,20
removetime = 30;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 6,2
sprpriority = 5
ownpal = 1
persistent=10
alpha=100,256
trans=add

[State 0, cludeBIG2]
type = Explod
trigger1 = time>170
anim = 3007
ID = 3008
pos = 170,330
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,-38
accel = 0,0
random = 320,20
removetime = 30;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 1
persistent=10
alpha=100,256
trans=add

[State 0, clone]
type = Explod
trigger1 = time=150
trigger2 = time=153
anim = 3012
ID = 11223344
pos = 0,ifelse( time=150,-4,-9)
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1.1
sprpriority = 5
ontop = 0
ownpal = 0
removeongethit = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = time = 300
value =3005
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 

;land
[Statedef 3005];------------------------------------------------------------------land
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
velset = 0,0
anim = 3014
sprpriority= 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 22222

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 4
value = 1400,2;F=common snd
volumescale = 100

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 11223344

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 10004

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = var(57)

[State 0, rock]
type = Explod
trigger1 = time=0
anim = 3013
ID = 3013
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority =4
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=40
value = 1400,1;F=common snd
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=50
value = 1200,0;F=common snd
volumescale = 100

[State 0, earthq]
type = PlaySnd
trigger1 = time=40
value = 3000,1;F=common snd
volumescale = 200
loop=1
channel=2

[State 0, worldbg]
type = Explod
trigger1 = time=40
anim = 22222
ID = 22222
pos = 320,240
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 20,20
sprpriority = 0
ownpal = 1
removeongethit = 0

[State 0, fire line]
type = Explod
trigger1 = time>40
trigger1 = time<46
anim = 10004
ID = 10004
pos = 0,-70
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .3,3
sprpriority = 4
ontop = 0
ownpal = 1
removeongethit = 0
random=3,3



[State 0, boom]
type = Explod
trigger1 = time=40
trigger2 = time=41
anim = 10030
ID = 10030
pos = ifelse(time=40,0,-18),0
postype = p1;  p2,front,back,left,right
facing =  ifelse(time=40,-1,1)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,ifelse(time=40,2,1.4)
sprpriority = 6
ownpal = 1
trans=add1
vel=0,-2


[State 0, rock]
type = RemoveExplod
trigger1 =time=42
id = 3013

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 50
value =3006
ctrl = 0


;space
[Statedef 3006];------------------------------------------------------------------land2'space
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
velset=0,1
sprpriority= -4

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=310
channel = 2






[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 200
freq = 120
ampl = -3
phase = 90
;ignorehitpause = 
;persistent = 

[State 0, ground]
type = Explod
trigger1 = time=0
trigger2 = time=1
anim = 3015
ID = 3015
pos = 0,490
postype = p1;  p2,front,back,left,right
facing =  ifelse(time=0,1,-1);1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel =  ifelse(time=0,-.15,.1), ifelse(time=0,-3,-2.7)
accel = 0,0
random = 0,0
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, fire  ]
type = Explod
trigger1 = time=[3,140]
anim =  ifelse(random>400,2165,10004)
ID = 10004
pos = 0,-0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0, ifelse(time>100,-7,-3)
accel = 0,0
random = 6,90
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,2
sprpriority = 2
ownpal = 1
persistent=3
angle=random/3

[State 0, stones  ground ]
type = Explod
trigger1 = time=[3,140]
anim =  1056
ID = 1056
pos = 0,-0
postype = p1;  p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
vel = 0, ifelse(random>500,-10,-15)
accel = 0,0
random = 32,22
removetime = 36;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =  ifelse(random>500,1,1.5),ifelse(random>500,1,1.5)
sprpriority = 2
ownpal = 1
persistent=7
angle=random/3




[State 0, space]
type = Explod
trigger1 = time=310
anim = 3019
ID = 3019
pos = 200,100
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,0
removetime = -1;"-2" odin raz; "-1" forever
sprpriority =1
ownpal = 1
scale=.8,.8

[State 0, fire earth ]
type = Explod
trigger1 = time=[330,346]
anim =  2165
ID = 2165
pos = 200,100
postype = left;  p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
vel = 0,  ifelse(random>500,1,4)
removetime = -2;"-2" odin raz; "-1" forever
scale =  1.3,1.3
sprpriority = 4
ownpal = 1
angle=random/3
random=5,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =330
trigger2 = time =411
value = 1400,0;F=common snd
volumescale = 30

[State 0, corps earth ]
type = Explod
trigger1 = time=411
anim =  3020
ID = 3020
pos = 210,130
postype = left;  p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
vel = 0,  .2
removetime = -1;"-2" odin raz; "-1" forever
scale =  .5, .5
sprpriority = 4
ownpal = 1
;angle=random/3
;random=5,5

[State 0, earth>]
type = Explod
trigger1 = time=310
anim = 3016
ID = 3016
pos = 200,100
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 14; -1 forever
;vel = 4,0
;accel=-.1,0
removetime = -1;"-2" odin raz; "-1" forever
sprpriority = 3
ownpal = 1



[State 0, earth<]
type = Explod
trigger1 = time=310
anim = 3017
ID = 3017
pos = 200,100
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 14; -1 forever
;vel = -4,0
;accel=.1,0
removetime = -1;"-2" odin raz; "-1" forever
sprpriority = 5
ownpal = 1

[State 0, earth>]
type = ModifyExplod
trigger1 = time =331
ID =3016
pos = 200,100
postype = left
vel = 4,0
accel=-.1,0

[State 0, earth<]
type = ModifyExplod
trigger1 = time =331
ID =3017
pos = 200,100
postype = left;
vel = -4,0
accel=.1,0

[State 0, earth>]
type = ModifyExplod
trigger1 = time =411
ID =3016
pos = 200,100
postype = left
vel = 0,0
accel= 0,0

[State 0, earth<]
type = ModifyExplod
trigger1 = time =411
ID =3017
pos = 200,100
postype = left;
vel = 0,0
accel= 0,0



[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 500
value =3007
ctrl = 0

;all black "NO"
[Statedef 3009];---------------------------------------------------------------
type    = S
movetype= I
physics = N
juggle  = 1
ctrl = 0
velset=0,0
sprpriority= 0
anim=888





[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =root,stateno != 3005 
;trigger2 = root,stateno!= [3700,3709];weapon h - frend
trigger1 = root,var(4)!=123451;3;weapon h - frend
flag = noBG
flag2 = noFG



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =root,stateno = 3005 && root,time >42
flag = noBG
flag2 = noFG

;[State 0, AssertSpecial]
;type = AssertSpecial
;trigger1 = 1
;flag = nobardisplay



[State 0, tank]
type = DestroySelf
trigger1 = root,stateno=3202
trigger2 = root,stateno=3942;after car cop
trigger3 = root,stateno=1904;after RKO


;win in space
[Statedef 3007];------------------------------------------------------------------
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
velset=0,0
sprpriority= -4
anim=888

[State 0, invis]
type = VarSet
trigger1 = TIME=0	
v =    26
value = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, PosSet]
type = PosSet
trigger1 = time=0
x = 0
y = var(57)-50



;[State 0, me]
;type = Explod
;trigger1 = time=0
;anim = 3018
;ID = 3018
;pos = 0,0
;postype = p1;  p2,front,back,left,right
;facing = 1;1-2*(random%2)
;vfacing = 1
;bindtime = 1; -1 forever
;vel = 0,0
;removetime = -1;"-2" odin raz; "-1" forever
;pausemovetime = 0
;scale = 1,1
;sprpriority = 5
;ownpal = 0
;angle=47

[State 0, SelfState]
type = SelfState
trigger1 = time = 100
value =0
ctrl =1



[Statedef 3010 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0


[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 0 
value = 3010

;lejit
[Statedef 3011 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =700
value = 4,1;F=common snd
volumescale = 100


[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 0 
value = 3011

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = enemy,stateno = 3003
trigger2 = enemy,stateno = 3006
value = 888

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = enemy,stateno = 3005
value = 3011

[State 0, PosSet]
type = PosSet
trigger1 = enemy,stateno = 3005
x = 0
y =var(57)-50

[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,stateno = 3007
value =3012
ctrl = 0


;en dead
[Statedef 3012 ];--------------------------------------------------
type = S
movetype=H
physics=N
velset=0,0
ctrl=0
sprpriority=0
anim = 888

[State 0, invisible]
type = VarSet
trigger1 = TIME=0	
v =    26
value = 1



[State 0, Explod]
type = posset
trigger1 = time = 0
y =var(57)

[State 200, 7]
type = lifeadd
trigger1 = time = 1
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 1
value = 5150



;-----------------------------------------------------8888888888888888888888
;Il be back
[Statedef 3900]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0

[State 0, toGOD]
type = VarSet
trigger1 = anim = 3920
v = 1
value = 3920

[State 0, toGOD]
type = ChangeState
trigger1 = var(1)=3920
trigger1 = time = 90
value =3920
ctrl = 0


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 1400; policecar
trigger1 = time= 0 && anim != 0
value = 0


[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = -1



[State 0, Helper]
type = Helper
trigger1 = time = 100
name = "NO"
ID = 3009
stateno = 3009
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 12345

[State 0, radio]
type = PlaySnd
trigger1 = time =10 && anim =1400
value = 1400,3;F=common snd
volumescale = 100


[State 0, radio]
type = PlaySnd
trigger1 = time =10 && anim =1400
value = 1400,3;F=common snd
volumescale = 100

[State 0, motor]
type = PlaySnd
trigger1 = time =70 && anim =1400
value = 2000,0;F=common snd
volumescale = 60


[State 430, 31]
type = changeanim
triggerall = anim != 1400; policecar
trigger1 = Time = 100
value = 3000

[State 430, policecar]
type = changeanim
trigger1 = anim = 1400; policecar
trigger1 = Time = 100
value = 1402

[State 0, policecar]
type = HitDef
trigger1 = anim = 1402
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3950
p1stateno = 3940
kill = 0
numhits = 0

[State 0, HitDef]
type = HitDef
trigger1 = anim != 1402
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3910
p1stateno = 3902
kill = 0
numhits = 0


[Statedef 3901];-------------------------------------------------------------------
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 888

[State 0, bg moon]
type = Explod
trigger1 = time = 0
anim = 3110
ID = 3110
pos = 130,80
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
sprpriority =  -7
ownpal = 1
scale=.3,.3
trans=add

[State 0, bg moon2]
type = Explod
trigger1 = time = 0
anim = 3111
ID = 3111
pos = 130,100
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
sprpriority =  7
ownpal = 1
scale=.4,.4
trans=add

[State 0, sky]
type = Explod
trigger1 = time=0
anim = 3911
ID = 3911
pos = 60,0
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 3,1
sprpriority = 1
ontop = 0
ownpal = 1
removeongethit = 0



[State 0, FASTclod]
type = Explod
trigger1 =1
anim = 3913
ID = 3913
pos = 0,20
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 90;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1, ifelse(random>500,.4,.5)
sprpriority =2
ontop = 0
ownpal = 1
removeongethit = 0
random=10,40
vel=  ifelse(random>500,5,6),0
persistent=8

[State 0, LOWclod]
type = Explod
trigger1 = 1
anim = 3913
ID = 3913
pos = 0,60
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 100;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8, ifelse(random>500,.2,.3)
sprpriority =2
ontop = 0
ownpal = 1
removeongethit = 0
random=10,50
vel=  ifelse(random>500,3,4),0
persistent=12


[State 0, street]
type = Explod
trigger1 = time=0
anim = 3910
ID = 3910
pos = 190,80
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.1,1.1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, back fire<]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,2165,2164)
ID = 2165
pos = 0,260
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.3,1.3
random=40,20
sprpriority = 4
ownpal = 1
angle=random/3
trans=add
vel=2,-2
persistent=13



[State 0, back iskra<]
type = Explod
trigger1 = 1
anim =   2166
ID = 2166
pos = 0,260
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime =  ifelse(random>500,70,60)
pausemovetime = 0
scale = ifelse(random>500,.6,.3), ifelse(random>500,.6,.3)
random=50,20
sprpriority = 4
ownpal = 1
angle=random/3
vel= ifelse(random>500,0,1), ifelse(random>500,-2,-1)
persistent=11
trans=add

[State 0, back fire>]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,2165,2164)
ID = 2165
pos = 400,290
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
random=30,20
sprpriority = 4
ownpal = 1
angle=random/3
trans=add
vel=-2,-4
persistent=6

[State 0, back iskra>]
type = Explod
trigger1 = 1
anim =   2166
ID = 2166
pos = 400,220
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime =  ifelse(random>500,70,60)
pausemovetime = 0
scale = ifelse(random>500,.6,.2), ifelse(random>500,.6,.2)
random=30,20
sprpriority = 4
ownpal = 1
angle=random/3
vel= ifelse(random>500,0,-1), ifelse(random>500,-1.5,-1)
persistent=13
trans=add



[State 0, laser]
type = Explod
trigger1 = time>10
anim =  ifelse(random>500,3812,3811)
ID = 3812
pos = 190,180
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority = 5
ontop = 0
ownpal = 1
scale=1,1
trans=add
random=100,0
persistent=100

[State 0, boom]
type = Explod
trigger1 = time>20
anim = 10060
ID = 10060
pos = 190,160
postype = left;  p2,front,back,left,right
facing =1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority = 4
ontop = 0
ownpal =1
scale=1.2,1.4
trans=add
random=40,10
persistent=100

[State 0, povazka]
type = Explod
trigger1 = time=100
anim = 3904
ID = 3904
pos = 180,90
postype = left;  p2,front,back,left,right
facing = -1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority = 5
ontop = 0
ownpal = 0
scale=.5,.4

[State 0, hero]
type = Explod
trigger1 = time=0
anim = 3900
ID = 3900
pos = 190,260
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority = 6
ontop = 0
ownpal = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=200
id = 3900


[State 0, hero2]
type = Explod
trigger1 = time=200
anim = 3901
ID = 3901
pos = 190,260
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority = 6
ontop = 0
ownpal = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=235
id = 3901


[State 0, hero3]
type = Explod
trigger1 = time=235
anim = 3902
ID = 3902
pos = 190,260
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority = 6
ontop = 0
ownpal = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=340
id = 3902


[State 0, hero4]
type = Explod
trigger1 = time=340
anim = 3903
ID = 3903
pos = 190,260
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority = 6
ontop = 0
ownpal = 0

[State 0, gunshot]
type = Explod
trigger1 = time=340
anim = 3914
ID = 3914
pos = 260,190
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,2
sprpriority = 7
ownpal = 1
removeongethit = 0

[State 0, gilza]
type = Explod
trigger1 = time=[340,346]
anim = 3915
ID = 3915
pos = 200,160
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .3,.3
sprpriority = 7
ownpal = 1
removeongethit = 0
random=10,10
angle=random
vel=-(random/100), ifelse(random>500,-8,-6)
accel=0,.4

[State 0, smokegun]
type = Explod
trigger1 = time>350
anim = 20021
ID = 20021
pos = 260,200
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .2,.2
sprpriority = 7
ownpal = 1
removeongethit = 0
angle=random
random=6,6
vel= ifelse(random>500,-2,-1),ifelse(random>500,-2.5,-3)
accel = -.1,0
trans=add
persistent=3

[State 0,  iskra over]
type = Explod
trigger1 = 1
anim =    ifelse(random>500,2168,2169)
ID = 2166
pos = 180,260
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime =  ifelse(random>500,70,60)
pausemovetime = 0
scale =  ifelse(random>500,.4,.2), ifelse(random>500,.4,.2)
random=120,20
sprpriority = 7
ownpal = 1
angle=random/3
vel= 0, ifelse(random>500,-1.5,-1)
persistent=2


[State 0, street+light+over]
type = Explod
trigger1 = time=0
anim = 3912
ID = 3912
pos = 236,62
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 7
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, street+light+over]
type = Explod
trigger1 = time=0
anim = 3912
ID = 3912
pos = 222,115
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .4,.4
sprpriority = 7
ontop = 0
ownpal = 1
removeongethit = 0
trans=add
alpha=100,256


[State 0, TERMINATHOR]
type = PlaySnd
trigger1 = time =0
value = 10000,0;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0




[Statedef 3902];-------------------------------------------------------------------
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 888

[State 0, worldbg]
type = Explod
trigger1 = time=0
anim = 22222
ID = 22222
pos = 320,240
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 20,20
sprpriority = 0
ownpal = 1
removeongethit = 0

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = -1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0


[State 0, invis]
type = VarSet
trigger1 = TIME=0	
v =    26
value = 1

[State 0, Helper]
type = Helper
trigger1 = TIME=0
name = "3901"
ID = 3901
stateno = 3901
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal =1
supermovetime = 0
pausemovetime = 0
;helpertype = normal ;player
;size.xscale = 
;size.yscale = 
;size.ground.back = 
;size.ground.front = 
;size.air.back = 
;size.air.front = 
;size.height = 
;size.proj.doscale = 
;size.head.pos = , 
;size.mid.pos = , 
;size.shadowoffset = 
;ignorehitpause = 
;persistent = 



[State 0, SelfState]
type = SelfState
trigger1 = time = 400
value =0
ctrl =1

[Statedef 3910];-------------------------------------------------------------------
type    = S
movetype= H
physics = S
juggle  = 1
ctrl = 0
velset = 0,0

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
value = 888


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =350
value = 3,12;F=common snd
volumescale = 100
pan = 100

[State 0, ChangeState]
type = ChangeState
trigger1 = time =350
value =3012
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


;-----------------------------------------------------8888888888888888888888
;G O D
[Statedef 3920]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 0 && anim !=0
value = 0
;elem = 1
;ignorehitpause = 
;persistent = 


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time= 180
value = 3920
;elem = 1
;ignorehitpause = 
;persistent = 


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value =3920,0;F=common snd
volumescale = 100


;[State 0, hackerman]
;type = Explod
;trigger1 = time=0
;anim = 3740
;ID = 3740
;pos = 0,240
;postype = right;  p2,front,back,left,right
;facing = 1;1-2*(random%2)
;vfacing = 1
;bindtime = 1; -1 forever
;removetime = -1;"-2" odin raz; "-1" forever
;sprpriority = 7
;ownpal = 1
;scale=.6,.6
;
;[State 0, nadpis]
;type = Explod
;trigger1 = time=0
;anim = 3925
;ID = 3925
;pos = 160,240
;postype = left;  p2,front,back,left,right
;facing = 1;1-2*(random%2)
;vfacing = 1
;bindtime = 1; -1 forever
;removetime = -2;"-2" odin raz; "-1" forever
;scale = 1,1
;sprpriority = 0
;ontop = 1
;ownpal = 1
;anim=3920





[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 1


[State 0, HitDef]
type = HitDef
trigger1 = ANIM=3920
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3930
p1stateno = 3921
kill = 0
numhits = 0


[Statedef 3921];-------------------------------------------------------------------
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
sprpriority=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =40
value =3920,1;F=common snd
volumescale = 100

[State 0, aero]
type = PlaySnd
trigger1 = time =0
value =3000,0;F=common snd
volumescale = 40
channel=7


[State 0, wooh]
type = PlaySnd
trigger1 = time =0
value =f5,153;F=common snd
volumescale = 100


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 100
value = 888

[State 0, hero rise]
type = Explod
trigger1 = time= 100
anim = 3923
ID = 3923
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
sprpriority = 2
ownpal = 0




[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 150
freq = 60;скорость 0 - 180
ampl = -1;смещение экрана вверх-низ
phase = 90

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 100
time = 1150
freq = 60;скорость 0 - 180
ampl = -2;смещение экрана вверх-низ
phase = 90


[State 0, lighT]
type = Explod
trigger1 = time=0
anim = 3922
ID = 3922
pos = 0,10
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0
ownpal =1
removeongethit = 0

[State 0, smok in]
type = Explod
trigger1 = time<100
anim = 20022
ID = 20022
pos = 0,-100
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 60,10
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =1,.4
sprpriority = 3
ownpal = 1
angle=random/3
trans=add
persistent=2

[State 0, fire kylak in]
type = Explod
trigger1 = time=[20,100]
anim = ifelse(random>500,2165,2164)
ID = 20022
pos = 0,-100
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 60,10
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .4,.4
sprpriority = 3
ownpal = 1
angle=random/3
trans=add
persistent=4




[State 0, fire big]
type = Explod
trigger1 = time>100
anim = ifelse(random>500,2165,2164)
ID = 20021
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
vel= 0,ifelse(random>500,-15,-10)
bindtime = 1; -1 forever
random = 30,40
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.5,1.5
sprpriority =  ifelse(random>300,1,6)
ownpal = 1
angle=random/3
trans=add

[State 0, fire]
type = Explod
trigger1 = time>100
anim =  ifelse(random>500,2165,2164)
ID = 2165
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =1,1
sprpriority = 4
ownpal = 1
angle=random/3
trans=add
vel=ifelse(random>500,4,-4),ifelse(random>500,0,-2)
random=50,40

[State 0, stoneMAL]
type = Explod
trigger1 = time<100
anim =  ifelse(random>500, ifelse(random>500,1333,1066), ifelse(random>500,1321,1055))
ID = 216522
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 150;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .1,.1
sprpriority =  ifelse(random>500,1,7)
ownpal = 1
vel=0,ifelse(random>500,-.5,-1)
random=200,20
persistent=2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 101
id = 216522
;ignorehitpause = 
;persistent = 


[State 0, stone]
type = Explod
trigger1 = time>110
anim =  ifelse(random>500, ifelse(random>500,1333,1066), ifelse(random>500,1321,1055))
ID = 2165
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 30;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = ifelse(random>500,.5,1),ifelse(random>500,.5,1)
sprpriority =  ifelse(random>500,1,7)
ownpal = 1
angle=random/3
vel=0,ifelse(random>500,-8,-13)
random=500,20
persistent=3

[State 0, boom]
type = Explod
trigger1 = time=100
anim =  10030
ID = 10030
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,2
sprpriority = 7
ontop = 0
ownpal = 1
trans=add

[State 0, worldbg]
type = Explod
trigger1 = time=100
anim = 22222
ID = 22222
pos = 320,240
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 20,20
sprpriority = 0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = time = 100
name = "NO"
ID = 3009
stateno = 3009
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 340
value =3922
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


[Statedef 3922];-------------------------------------------------------------------
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim =888
sprpriority=0

[State 0, invis]
type = VarSet
trigger1 = TIME=0	
v =    26
value = 1

[State 0, screen]
type = Explod
trigger1 = time=0
anim = 3926
ID = 3926
pos = 0,0
postype = left;  p2,front,back,left,right
sprpriority = 7
ontop = 1
ownpal = 1
scale=1.25,1.1



[State 0, nosound]
type = Helper
trigger1 = time=1
name = "nosound"
ID = 3923
stateno = 3923
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0



[State 0, SelfState]
type = SelfState
trigger1 = time = 1
value =0
ctrl =1

;NO sound
[Statedef 3923];-------------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =888
sprpriority=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 3923,0;F=common snd
volumescale = 100

[State 0, StopSnd]
type = StopSnd
trigger1 = time>10
channel = -1



[Statedef 3930];-------------------------------------------------------------------
type    = S
movetype= H
physics = S
juggle  = 1
ctrl = 0
velset = 0,0

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 100
value = 888

[State 0, 1]
type = explod
trigger1 = time = 100
ID = 666
anim = 6705
pos = 0,0
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = 1

[State 0, 2]
type = explod
trigger1 = time = 100
ID = 666
anim = 6704
pos = 0,0
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = 1

[State 0, 3]
type = explod
trigger1 = time = 100
ID = 666
anim = 6703
pos = 0,0
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = 1

[State 0, 4]
type = explod
trigger1 = time = 100
ID = 666
anim = 6702
pos = 0,0
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time > 130
ID =666
pos =  ifelse(random>500,-4,0),0
postype = p1  ;p2,front,back,left,right
scale = ifelse(random>500, ifelse(random>500,1,1.2), ifelse(random>500,.8,1)),1
persistent=3

[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=3922
value =3012
ctrl = 0

;-----------------------------------------------------8888888888888888888888
;C O P
[Statedef 3940]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 888

[State 0, worldbg]
type = Explod
trigger1 = time=0
anim = 22222
ID = 22222
pos = 320,240
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 20,20
sprpriority = 0
ownpal = 1
removeongethit = 0

[State 0, mysor]
type = Explod
trigger1 = time=0
anim = 1421
ID = 1421
pos =  0,240
postype = front;  p2,front,back,left,right
facing = facing
removetime = -2;"-2" odin raz; "-1" forever
scale = .8,.8
sprpriority = 7
ownpal = 1



[State 0, Helper]
type = Helper
trigger1 = time = 20
name = "carcop"
ID = 3941
stateno = 3941
pos = 0,var(57)
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, ground]
type = Explod
trigger1 = time=0
anim = 3114
ID = 3114
pos = 0,160
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1;"-2" odin raz; "-1" forever
scale = 3,1.2
sprpriority = 2
ownpal = 1



[State 0, street]
type = Explod
trigger1 = time=0
anim = 1414
ID = 3114
pos = 160,220
postype = left;  p2,front,back,left,right
facing =  ifelse(facing=1,-1,1)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority =1
ownpal = 1



[State 0, ChangeState]
type = ChangeState
trigger1 = time = 220
value =3942
ctrl = 0


;car helper
[Statedef 3941];-------------------------------------------------------------------
type    = S
movetype= I
physics = N
juggle  = 1
ctrl = 0
velset = 5,0
anim = 1410
sprpriority = 2





[State 0, siren]
type = PlaySnd
trigger1 = time >0
value = 3940,1;F=common snd
volumescale = 60
persistent=16


[State 0, crush]
type = PlaySnd
trigger1 = time =9
value = 3940,0;F=common snd
volumescale = 100



[State 0, pil]
type = Explod
trigger1 = time=[30,50]
trigger2 = time=[9,12]
anim =  ifelse(random>500,20020,20021)
ID = 200200
pos = 100,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vel =  ifelse(random>500,-2,-1), ifelse(time<31,-2,0)
random = 22,10
removetime = -2;"-2" odin raz; "-1" forever
scale =.5,.5
sprpriority = 5
ownpal = 1
trans = add
angle=random/3

[State 0, pil]
type = Explod
trigger1 = time=[30,50]
trigger2 = time=[9,12]
anim =  ifelse(random>500,20020,20021)
ID = 200200
pos = -125,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vel =  ifelse(random>500,-2,-1), ifelse(time<31,-2,0)
random = 22,10
removetime = -2;"-2" odin raz; "-1" forever
scale =.5,.5
sprpriority =5
ownpal = 1
trans = add
angle=random/3

[State 0, tires]
type = PlaySnd
trigger1 = time =36
value = 3940,2;F=common snd
volumescale = 60

[State 0, cop]
type = PlaySnd
trigger1 = time =100
value = F5,154;F=common snd
volumescale = 100



[State 0, cop]
type = Explod
trigger1 = time=100
anim = 1415
ID = 200200
pos = 0,0
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 3
ownpal =1

[State 0, roket]
type = Explod
trigger1 = time>120
anim = 1416
ID = 200200
pos = 60,-150
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
random = 16,0
removetime = -2;"-2" odin raz; "-1" forever
sprpriority =  2
ownpal =1
persistent=12

[State 0, roket BIG]
type = Explod
trigger1 = time>120
anim = 10060
ID = 200200
pos = 50,-130
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
vel = 1,-1
accel = 0,0
random = 10,10
removetime = -2;"-2" odin raz; "-1" forever
scale = 1,.8
sprpriority = 2
ownpal =1
trans=add
persistent=16
angle=-45

[State 0, roket smoke]
type = Explod
trigger1 = time>122
anim = 20021
ID = 200200
pos = -30,-46
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
vel = -2,2
accel = -.2,-.1
random = 11,11
removetime = -2;"-2" odin raz; "-1" forever
scale = .8,.8
sprpriority =  4
ownpal =1
trans=add
persistent=4
angle=random/3

[State 0, roket smoke]
type = Explod
trigger1 = time>122
anim = 20020
ID = 200200
pos = -60,0
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
vel = -4,0
random = 11,11
removetime = -2;"-2" odin raz; "-1" forever
scale = .4,.4
sprpriority =  4
ownpal =1
trans=add
persistent=10
angle=random/3

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 120
time = 1000
freq = 60;скорость 0 - 180
ampl = -1;смещение экрана вверх-низ
phase = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >120
value = 1400,1;F=common snd
volumescale = 60
freqmul = 1.0
persistent=15



[State 0, VelAdd]
type = VelAdd
trigger1 =  time = [20,69]
x = -.1

[State 0, VelSet]
type = VelSet
trigger1 = time = 70
x = 0


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,stateno = 3942
id = 200200

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,stateno = 3942





;-----------------------------------------------------8888888888888888888888
;me 2
[Statedef 3942]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 22222

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 1
freq = 60;скорость 0 - 180
ampl = 0;смещение экрана вверх-низ
phase = 90



[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3114

;[State 0, weldone]
;type = Explod
;trigger1 = time>20
;anim = 1417
;ID = 1417
;pos = 0,(-time+20)*3
;postype = p2;  p2,front,back,left,right
;facing = 1-2*(random%2)
;bindtime = 1; -1 forever
;random = 70,5
;removetime = -1;"-2" odin raz; "-1" forever
;scale = 1,1
;sprpriority = 4
;ontop = 0
;ownpal =1

[State 0, snariad sky]
type = Explod
trigger1 = time=[20,33]
anim = 1417
ID = 1417
pos = 0,0;((-time+20)*2)+10
postype = p2;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 100,5
removetime = -2;"-2" odin raz; "-1" forever
;scale =  ifelse(random>500,1,.5), ifelse(random>500,1,.5)
sprpriority =  6
ontop = 0
ownpal =1

[State 0, snariad ground]
type = Explod
trigger1 = time=[26,33]
anim =  ifelse(random>500,1420,1419)
ID = 1417
pos = 60-(time-26)*20,10;((-time+20)*2)+10
postype = p2;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 0,5
removetime = -2;"-2" odin raz; "-1" forever
;scale =  ifelse(random>500,1,.5), ifelse(random>500,1,.5)
sprpriority =  7
ontop = 0
ownpal =1
persistent=2

[State 0, snariad ground]
type = Explod
trigger1 = time=[26,40]
anim = 1412
ID = 1417
pos =0,0;((-time+20)*2)+10
postype = p2;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 100,5
removetime = 50;"-2" odin raz; "-1" forever
;scale =  ifelse(random>500,1,.5), ifelse(random>500,1,.5)
sprpriority =  -7
ontop = 0
ownpal =1

[State 0, ground]
type = PlaySnd
trigger1 = time =[25,35]
value = 1400,0;F=common snd
volumescale = random/10
persistent = 5

[State 0, air]
type = PlaySnd
trigger1 = time =0
value = 1400,2;F=common snd
volumescale =100

[State 0, boom]
type = PlaySnd
trigger1 = time=[60,110]
value = 1400,1;F=common snd
volumescale = 60+random/10
persistent = 10

[State 0, boom]
type = Explod
trigger1 = time=[60,100]
anim =  ifelse(random>500,10030,10060)
ID = 10030
pos = 0,5
postype = p2;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 100,0
removetime = -2;"-2" odin raz; "-1" forever
scale =1.5,2
sprpriority =  ifelse(random>500,5,7)
ownpal = 1
persistent=5
trans=add

[State 0, boomNIZ1]
type = Explod
trigger1 = time = 100
anim = 10030
ID = 10030
pos = 0,5
postype = p2;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale =2.4,1
sprpriority = 7
ownpal = 1
trans=add

[State 0, FIRE]
type = Explod
trigger1 = time = 90
trigger2 = time = 91
anim =  ifelse(random>500,10012,10011)
ID = 10030
pos =  ifelse(time>90,30,-20),0
postype = p2;  p2,front,back,left,right
facing =  ifelse(time>90,1,-1)
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale =1, ifelse(time>90,2,1.5)
sprpriority = -1
ownpal = 1
trans=add

;[State 0, fire]
;type = Explod
;trigger1 = time > 90
;anim =  ifelse(random>500,2165,2164)
;ID = 2165
;pos = 0,-30
;postype = p2;  p2,front,back,left,right
;facing = 1-2*(random%2)
;vfacing = 1
;bindtime = 1; -1 forever
;removetime = -2;"-2" odin raz; "-1" forever
;pausemovetime = 0
;scale = .4,.4
;sprpriority = -1
;ownpal = 1
;angle=random/3
;trans=add
;vel=0,ifelse(random>500,-4,-3)
;random=30,0
;persistent=5

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 60
time = 50
freq = 60;скорость 0 - 180
ampl = -5;смещение экрана вверх-низ
phase = 90

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 200
trigger1 = enemy,stateno = 5150
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 


5150
;p2
[Statedef 3950];-------------------------------------------------------------------
type    = S
movetype= H
physics = S
juggle  = 1
ctrl = 0
velset = 0,0

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
trigger2 = time = 300 && anim = 5300
value = 888

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = p2stateno = 3942 && anim !=5300 && time<300
value = 5300

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 300 
value = 4,1;F=common snd
volumescale = 100




[State 0, nogi]
type = explod
trigger1 = time = 300 
ID = 366
anim = 6702
pos = 0,0
sprpriority = 1
scale = const(size.xscale),const(size.yscale)
ownpal = 0
bindtime = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 400
value =3012
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 



;-----------------------------------=============================
; Fatality 2 >>>>
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0

[State 0, footstep]
type = PlaySnd
trigger1 = anim =3100 
value = f20,12;F=common snd
volumescale = 100
persistent=3

[State 430, 31]
type = changeanim
trigger1 = Time = 100
value = 100

[State 0, VelSet]
type = VelSet
trigger1 = anim=100
x = 10

[State 430, 31]
type = changeanim
trigger1 = anim = 100 && p2bodydist x <50
value = 3100



[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 12345


[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound =s1200,0
guardsound =-1
ground.type = High      ;Low,Trip,None
kill = 0
numhits = 0
p2stateno=3110
p1stateno = 3101


;---------------------------------------------
[Statedef 3101]
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 3,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =15
value = 1200,0;F=common snd
volumescale = 40

[State 0, rocks]
type = Explod
trigger1 = time<8
anim =  ifelse(random>500,1055,1056)
ID = 1055
pos = 100,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0, ifelse(random>500,-10,-16)
random = 80,0
removetime = 30;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,2
sprpriority = 7
ontop = 0
ownpal = 1
angle=random/3

[State 0, smok]
type = Explod
trigger1 = time<8
anim =  20020
ID = 1055
pos = 80,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0, -(random/100)
random = 30,0
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority = 7
ontop = 0
ownpal = 1
angle=random/3
trans=add
scale = .5,.5

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 18
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90



[State 0, VelSet]
type = VelSet
trigger1 =  anim= 3100 && animelem =4, >0
x = 0
y = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0



[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim= 3101 && animelem=1,=1
value = 1400,2;F=common snd
volumescale = 100

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim= 3100 && animtime=0
value = 3101



[State 0, VelSet]
type = VelSet
trigger1 = anim=3101
y = -15
x=0


[State 0, ChangeState]
type = ChangeState
trigger1 = anim= 3101 && animelem=1,>20
value =3102
ctrl = 0


;sky
[Statedef 3102];---------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
anim=3101
velset=0,-.4
sprpriority=3

[State 0, worldbg]
type = Explod
trigger1 = time=0
anim = 22222
ID = 22222
pos = 320,240
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 20,20
sprpriority = 0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
name = "NO"
ID = 3009
stateno = 3009
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, wind]
type = PlaySnd
trigger1 = time =0
value = 3100,0;F=common snd
volumescale =200
channel = 6
loop=1


[State 0, cludeBIG]
type = Explod
trigger1 = time<130
anim = 3007
ID = 3008
pos = 0,-330
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,28
accel = 0,0
random = 320,20
removetime = 30;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 6,2
sprpriority =  ifelse(random>500,2,4)
ownpal = 1
persistent=4
alpha=100,256
trans=add

[State 0, clude mal]
type = Explod
trigger1 = time<130
anim = 3007
ID = 3008
pos = 0,-330
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,38
accel = 0,0
random = 170,20
removetime = 30;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .4,2
sprpriority =  ifelse(random>500,2,4)
ownpal = 1
persistent=7
alpha=50,256
trans=add

[State 0, bg moon]
type = Explod
trigger1 = time =  80
anim = 3110
ID = 3110
pos = 200,0
postype = left;  p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
vel = 0,3
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority = 1
ownpal = 1

[State 0, bg moon2]
type = Explod
trigger1 = time =  80
anim = 3111
ID = 3110
pos = 200,0
postype = left;  p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
vel = 0,3
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority =  7
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=180
value = 1200,0;F=common snd
volumescale = 100


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=180
value = 3102


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = var(57)+50

[State 0, TargetBind]
type = TargetBind
trigger1 = time < 180
time = 100
id = -1
pos = 60,-180+time

[State 0, TargetBind]
type = TargetBind
trigger1 = time > 180
time = 100
id = -1
pos = 60,(time-180)*20

[State 0, VelSet]
type = VelSet
trigger1 = anim =3102
x = 0
y = 0




[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1


[State 0, ChangeState]
type = ChangeState
trigger1 = time= 260
value =3103
ctrl = 0

;truck
[Statedef 3103];---------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
anim=888
velset=0,0
sprpriority=7

[State 0, wind]
type = StopSnd
trigger1 = time = 0
channel =6



[State 0, TargetDrop]
type = TargetDrop
trigger1 = time = 0
excludeID = -1
keepone = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y =var(57)

[State 0, Helper]
type = Helper
trigger1 = time=0
name = "truck"
ID = 3104
stateno = 3104
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0





[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3110

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1



[State 0, ground]
type = Explod
trigger1 = time=0
anim = 3114
ID = 3114
pos = 0,-50
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1;"-2" odin raz; "-1" forever
scale = 2,1
sprpriority = 1
ownpal = 1



[State 0, fighter]
type = Explod
trigger1 = time=130
anim = 3103
ID = 3103
pos = 0,10
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 7
ontop = 0
ownpal = 0

[State 0, lenta]
type = Explod
trigger1 = time=150
anim = 3904
ID = 3904
pos = 0,-70
postype = p1;  p2,front,back,left,right
facing = -1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .3,.2
sprpriority = 6
ontop = 0
ownpal = 0



[State 0, fighter]
type = Explod
trigger1 = time=130
anim = 3103
ID = 3103
pos = 0,20
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = -1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .9,.9
sprpriority = 6
ontop = 0
ownpal = 0
trans=add
alpha=0,110

[State 0, invisible]
type = VarSet
trigger1 = TIME=200	
v =    26
value = 1

[State 0, SelfState]
type = SelfState
trigger1 =time=210
value =0
ctrl =1
;ignorehitpause = 0
;persistent = 1

;truck helper
[Statedef 3104];---------------------------------------------
type    = S
movetype= I
physics = N
ctrl = 0
anim=888
velset=0,0


[State 0, EnvShake]
type = EnvShake
trigger1 = time=27
trigger2 = time=120
time = 10
freq = 60
ampl = -4


[State 0, truck<]
type = Explod
trigger1 = time=0
anim = 3112
ID = 3112
pos = -115,-44
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = .57,.57
sprpriority = 3
ownpal = 1

[State 0, truck<]
type = Explod
trigger1 = time=120
anim = 3117
ID = 3117
pos = -115,-44
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = .57,.57
sprpriority = 4
ownpal = 1

[State 0, trucktank]
type = Explod
trigger1 = time=0
anim = 3113
ID = 3113
pos = 137,-44
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = .57,.57
sprpriority = 3
ownpal = 1



[State 0, trucktank-back]
type = Explod
trigger1 = time=0
anim = 3115
ID = 3115
pos = 137,-44
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1;"-2" odin raz; "-1" forever
scale = .57,.57
sprpriority = 1
ownpal = 1

[State 0, trucktank-up]
type = Explod
trigger1 = time=0
anim = 3116
ID = 3116
pos = 137,-44
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1;"-2" odin raz; "-1" forever
scale = .57,.57
sprpriority = 3
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=26
value = 3300,0;F=common snd
volumescale = 40



[State 0, boomvictime]
type = Explod
trigger1 = time=26
anim = 10060
ID = 10060
pos =60,-105
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
ownpal = 1
trans=add

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=120
value = 1400,1;F=common snd
volumescale = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=125
value = 1200,0;F=common snd
volumescale = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=130
value = 3100,1;F=common snd
volumescale = 200
loop=1

[State 0, boomBIG]
type = Explod
trigger1 = time>120
anim = 10030
ID = 10030
pos =50,-70
postype = p1;  p2,front,back,left,right
facing =  1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.5,1
sprpriority =  2
ontop = 0
ownpal = 1
trans=add
persistent=10
random=60,10
vel=0, ifelse(random>500,0,-3)
;
[State 0, boomBIG120]
type = Explod
trigger1 = time=120
anim = 10030
ID = 10030
pos =50,-180
postype = p1;  p2,front,back,left,right
facing =  1
vfacing = -1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2.5,1.2
sprpriority = 3
ontop = 0
ownpal = 1
trans=add
;
;
;
[State 0, boom mal]
type = Explod
trigger1 = time>36
anim = 2165
ID = 2165
pos =50,-100
postype = p1;  p2,front,back,left,right
facing =  1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.5,1
sprpriority =  ifelse(time>120&&random>500,4,1)
ontop = 0
ownpal = 1
trans=add
vel=0, ifelse(random>700,-2,-1)
random=120,10
persistent=2
;
[State 0, boomvictime many]
type = Explod
trigger1 = time>30 && time<120
anim =  ifelse(random>500,10004,2165)
ID = 100041
pos =55,-110
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.5
sprpriority = 5
ontop = 0
ownpal = 1
trans=add
angle=random/3
persistent=5
random=10,0
vel=0, ifelse(random>500,-1,-.4)



[State 0, Explod]
type = Explod
trigger1 = time=[120,130]
anim =  ifelse(random>500,10012,10011)
ID = 10012
pos = 65,-30
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 200,5
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =  ifelse(random>500,1,.7), ifelse(random>500,.5,1)
sprpriority = 5
ownpal = 1
trans=add



[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 120
id = 3116

[Statedef 3110 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
juggle=1
velset=0,-20
ctrl=0
sprpriority=3
facep2=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value =3, ifelse(random>500,1,0);F=common snd
volumescale = 100



[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time= 0  && stateno=3110
value = 3010

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, dead]
type = ChangeState
trigger1 =  enemy,stateno=3103
value =3111
ctrl = 0


[Statedef 3111 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=7
anim=888

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = var(57)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =120
value = 4,1;F=common snd
volumescale = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 0, victime]
type = Explod
trigger1 =time = 0
anim = 5050
ID = 5050
pos =-55,-240
postype = p1;  p2,front,back,left,right
facing = -1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,7
accel = 0,0
random = 0,0
removetime = 27;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .55,.55
sprpriority =7
ontop = 0
ownpal =1
trans=add
alpha=120,0

[State 0, ChangeState]
type = ChangeState
trigger1 = time=200
value =3012
ctrl = 0




;==================================
;Fatality 3     VVV
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 12345

[State 430, 31]
type = changeanim
trigger1 = Time = 30
value = 3200


[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
kill = 0
numhits = 0
p2stateno=3210
p1stateno = 3201



;------------------------------------------------------
[Statedef 3201]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim=888

[State 0, worldbg]
type = Explod
trigger1 = time=0
anim = 22222
ID = 22222
pos = 320,240
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 20,20
sprpriority = 0
ownpal = 1
removeongethit = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = time=0 
time = 1
id = -1
pos = 1,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value =3200,0;F=common snd
volumescale = 200


[State 0, Helper]
type = Helper
trigger1 = time = 0
name = "NO"
ID = 3009
stateno = 3009
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, PosSet]
type = PosSet
trigger1 = time=0
x = 0
y = var(57)
;ignorehitpause = 
;persistent = 


[State 0, hero]
type = Explod
trigger1 = time=0
anim = 3201
ID = 3201
pos = -10,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 4

[State 0, hero]
type = ModifyExplod
trigger1 = time>0&& time < 25
ID =3201
pos = -10-(time*3),0
postype = p1  

[State 0, hero]
type = ModifyExplod
trigger1 = time>0&& time < 25
ID =3201
scale = 1-(time*.02),1-(time*.02)
persistent=2

[State 0, ryka]
type = Explod
trigger1 = time=0
anim = 3202
ID = 3202
pos = -10,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 6

[State 0, ryka]
type = ModifyExplod
trigger1 = time>0&& time < 25
ID =3202
pos = -10-(time*3),0
postype = p1  

[State 0, ryka]
type = ModifyExplod
trigger1 = time>0&& time < 25
ID =3202
scale = 1-(time*.02),1-(time*.02)
persistent=2

[State 0, tank]
type = Explod
trigger1 = time=0
anim = 3205
ID = 3205
pos = 0,-70
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.1,1.2
sprpriority = 5
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, tank]
type = ModifyExplod
trigger1 = time>0&& time < 25
ID =3205
pos = -10-(time*3),-70+(time)
postype = p1  

[State 0, tank]
type = ModifyExplod
trigger1 = time>0&& time < 25 
ID =3205
scale = 1.1-(time*.02),1.2-(time*.02)
persistent=2


[State 0, EnvShake]
type = EnvShake
trigger1 = time=115
time = 10
freq = 60
ampl = -4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=105
value =3300,0;F=common snd
volumescale = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=107
value =f5,18;F=common snd
volumescale = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=122
value =1400,0;F=common snd
volumescale = 70

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=117
value =3200,1;F=common snd
volumescale = 60

;[State 7100, BLOOOOD!]
;type = Explod
;trigger1 = time = 112
;anim = F7231+100*(root,numexplod(123) > 0)+200*(root,numexplod(321) > 0)
;postype = p1
;sprpriority = 1
;bindtime = -1
;facing = -1
;pos=60,0
;
;
;[State 7100, BLOOOOD!]
;type = Explod
;trigger1 = time = 112
;anim = F7231+100*(root,numexplod(123) > 0)+200*(root,numexplod(321) > 0)
;postype = p1
;sprpriority = 1
;bindtime = -1
;facing = -1
;pos=110,0
;
;[State 7100, BLOOOOD!]
;type = Explod
;trigger1 = time = 112
;anim = F7233+100*(root,numexplod(123) > 0)+200*(root,numexplod(321) > 0)
;postype = p1
;sprpriority = 1
;bindtime = -1
;facing = -1
;pos=110,0
;scale=4,1
;id=7233

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =180
value = 3200,2;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 = time= 220
value =3202
ctrl = 0

;------------------------------------------------------;-------------------------------------------------------------------
[Statedef 3202]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim=180

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 22222
;ignorehitpause = 
;persistent = 



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time =150
value = 3203

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=160
value =3200,1;F=common snd
volumescale = 200

[State 0, boom]
type = Explod
trigger1 = time=160
anim = 1006
ID = 1006
pos = 0,-70
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 1


[State 0, invisible]
type = VarSet
trigger1 = anim = 3203 && animtime = 0	
v =    26
value = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = anim = 3203 && animtime = 0
flag = invisible



[State 0, me]
type = Explod
trigger1 = anim = 3203 && animtime = 0
anim = 181
ID = 181
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 7



[State 0, ChangeState]
type = ChangeState
trigger1 = anim = 3203 && animtime = 0
value =0
ctrl = 1


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = var(57)


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3201

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3202

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3205

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 7233

[State 0, tank]
type = Explod
trigger1 = time=0
anim = 3206
ID = 3206
pos = -30,00
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.1,1.1
sprpriority = 4
ontop = 0
ownpal = 1
removeongethit = 0

;[State 7100, BLOOOOD!]
;type = Explod
;trigger1 = time = 0
;anim = F7233+100*(root,numexplod(123) > 0)+200*(root,numexplod(321) > 0)
;postype = p1
;sprpriority = -7
;bindtime = 1
;facing = -1
;pos=110,5
;scale=4,1
;id=7233

;en
[Statedef 3210 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=1
facep2=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =8
value = 3,12;F=common snd
volumescale = 100
channel = 1



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0 
value = 888

[State 0, PosSet]
type = PosSet
trigger1 = time=1
x = 0
y = var(57)

[State 0, hero]
type = Explod
trigger1 = time=0
anim = 5722
ID = 5722
pos = 10,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 115;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 1

[State 0, hero]
type = ModifyExplod
trigger1 = time>0&& time < 25
ID =5722
pos = -10-(time*3),0
postype = p1  

[State 0, hero]
type = ModifyExplod
trigger1 = time>0&& time < 25
ID =5722
scale = 1-(time*.02),1-(time*.02)
persistent=2

[State 7100, BLOOOOD!]
type = Explod
trigger1 = time = 112
anim = F7231+100*(const(data.sparkno))
postype = p1
sprpriority = 1
bindtime = -1
facing = -1
pos=-90,0


[State 7100, BLOOOOD!]
type = Explod
trigger1 = time = 112
anim = F7233+100*(const(data.sparkno))
postype = p1
sprpriority = 1
bindtime = -1
facing = -1
pos=-100,0
scale=4,1
id=723333


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=113
value = 4,1;F=common snd
volumescale = 100
channel = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = enemy,stateno = 3202
id = 723333
;ignorehitpause = 
;persistent = 


[State 7100, BLOOOOD2!]
type = Explod
trigger1 = enemy,stateno = 3202
anim = F7233+100*(const(data.sparkno))
postype = p1
sprpriority = -7
bindtime = 1
facing = -1
pos=-100,0
scale=4,1
id=7233

[State 0, ChangeState]
type = ChangeState
trigger1 = enemy,stateno = 3202
value =3012
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


;-------------------------------------
;Friendship... Friendship? Again?
[Statedef 3700]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
sprpriority = 0
anim=0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 123451

[State 0, over]
type = PlaySnd
trigger1 = time =170
value =3700,1;F=common snd
volumescale = 200



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 220
value = 3700

;[State 0, o]
;type = Explod
;trigger1 = anim =3700 && animelem=6,>30
;anim =  ifelse(random>500,ifelse(random>500,3720,3723),ifelse(random>500,3722,3721))
;ID = 3720
;pos = 58,-95
;postype = p1;  p2,front,back,left,right
;facing = 1;1-2*(random%2)
;vfacing = 1
;bindtime = 6; -1 forever
;vel =  random/200, ifelse(random>500,-2,-3)
;accel = 0, ifelse(random>500,.1,0)
;random = 2,2
;removetime = -2;"-2" odin raz; "-1" forever
;scale =  ifelse(random>500,.6,.7), ifelse(random>500,.6,.7)
;sprpriority =  ifelse(random>800,-2,7)
;ownpal = 1
;persistent=4



[State 0, Helper]
type = Helper
trigger1 = anim =3700 && animelem=6,>30
name = "O"
ID = 3701
stateno = 3701
pos = 58,-95
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
persistent=3

[State 0, PlaySnd]
type = PlaySnd
trigger1 =numhelper(3701)>0
value = 3700,0;F=common snd
volumescale = 30+random/10
persistent=16

;[State 0, Helper]
;type = Helper
;trigger1 = time = 0
;name = "NO"
;ID = 3009
;stateno = 3009
;pos = 0,0
;postype = p1    ;p2,front,back,left,right
;facing = 1
;keyctrl = 0
;ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =20
value =3700,3;F=common snd
volumescale = 100
channel = 6
loop = 1

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=100
channel = 6




[State 0, hackerman]
type = Explod
trigger1 = time=20
anim = 3740
ID = 3740
pos = 0,254
postype = right;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
sprpriority = 6
ownpal = 1
scale=.6,.6
removetime = 310

[State 0, weapon hacking]
type = Explod
trigger1 = time=20
anim = 3712
ID = 3712
pos = 200,230
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 230;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 7
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =120
value = f5,51;F=common snd
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =130
value = f5,23;F=common snd
volumescale = 100


[State 0, w]
type = Explod
trigger1 = time=120
anim = 3710
ID = 3710
pos = 0,-170
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = .9,.9
sprpriority = 5
ownpal = 1

[State 0, w]
type = Explod
trigger1 = time=130
anim = 3711
ID = 3711
pos = 2,-175
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = .9,.9
sprpriority = 6
ownpal = 1

[State 0, w]
type = Explod
trigger1 = time=140
anim = 3713
ID = 3713
pos = 2,-180
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = .9,.9
sprpriority = 7
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =216
value = F5,152;F=common snd
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =250
value = 3700,2;F=common snd
volumescale = 100




[State 0, Helper]
type = Helper
trigger1 = anim =3700 && animelem=8,=1
name = "me"
ID = 3702
stateno = 3702
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3710
kill = 0
numhits = 0

[State 0, invisible]
type = VarSet
trigger1 = numhelper(3702)=1
v =    26
value = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = numhelper(3702)=1
flag = invisible

[State 0, ChangeState]
type = ChangeState
trigger1 = numhelper(3702)=1
value =0
ctrl = 1


;balls
[Statedef 3701 ];--------------------------------------------------
type = S;CALU
movetype=I;IHU
physics=N;SCAU
velset=0,0
anim=3730
ctrl=0
sprpriority=-7




[State 0, SprPriority]
type = SprPriority
trigger1 = time = 6
value = 6

[State 0, over light]
type = Explod
trigger1 = time=6
anim = 3732
ID = 3732
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = var(10)-7;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 7
ontop = 0
ownpal = 1




[State 0, PosSet]
type = posadd
trigger1 = time=0
x =  ifelse(random>500,-2,2)
y =  ifelse(random>500,-2,2)


[State 0, PalFX]
type = PalFX
trigger1 = time=0
time = 10000
add = (random-500)/2,(random-500)/2,(random-500)/2

[State 0, add < 0 >]
type = VarRandom
trigger1 = time=0
v = 8
range = 0,2

[State 0, down]
type = VarRandom
trigger1 = time=0
v = 9
range = 0,1

[State 0, time]
type = VarRandom
trigger1 = time=0
v = 10
range = 10,60

[State 0, x]
type = VarRandom
trigger1 = time=0
v = 11
range = 1,3

[State 0, y]
type = VarRandom
trigger1 = time=0
v = 12
range = -3,1

[State 0, VelSet]
type = VelSet
trigger1 = time=6
x = var(11)
y = var(12)

[State 0, ADDD]
type = VelAdd
trigger1 =  var(9)=1 && time>6
y = ifelse(vel y >-3,-.2,0)

[State 0, ADDD]
type = VelAdd
trigger1 =   time>6
x= ((var(8)-1)/10)*6

[State 0, boom]
type = VelSet
trigger1 = anim=3731
x = 0
y = 1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time = var(10)
value = 3731


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 && anim =3731


;fake bubbler
[Statedef 3702 ];--------------------------------------------------
type = S;CALU
movetype=I;IHU
physics=N;SCAU
velset=0,0
anim=3701
ctrl=0
sprpriority=0

[State 0, Helper]
type = Helper
trigger1 = 1
name = "O"
ID = 3701
stateno = 3701
pos = 58,-95
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
persistent=3

[State 0, PlaySnd]
type = PlaySnd
trigger1 =1
value = 3700,0;F=common snd
volumescale = 30+random/10
persistent=16

[Statedef 3710];------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time = 0 
value = 888

[State 0, hero]
type = Explod
trigger1 = time=0
anim = 0
ID = 5300
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value =3012
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


;---------------------------------------------------------------------------------------------
;animality
[Statedef 3800]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
sprpriority = 0
anim=0

[State 0, laser]
type = PlaySnd
trigger1 = time=[40,144]
value = 3800,0;F=common snd
volumescale = 100+(random/10)
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 10

[State 0, laser2]
type = PlaySnd
trigger1 = time=20
value = 3800,1;F=common snd
volumescale = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0



[State 0, groundhit]
type = Explod
trigger1 = time=[40,144]
anim = 1006
ID = 3812
pos = 80,0
postype = p2;  p2,front,back,left,right
facing =1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 200,3
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority =  ifelse(random>500,-2,7)
ontop = 0
ownpal = 1
persistent=10
angle=-90

[State 0, lasers]
type = Explod
trigger1 = time=[30,110]
anim =  ifelse(random>500,3812,3811)
ID = 3812
pos = 0,0
postype = p2;  p2,front,back,left,right
facing = -1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 250,3
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority =  ifelse(random>500,-2,7)
ontop = 0
ownpal = 1
persistent=7

[State 0, laser horisont]
type = Explod
trigger1 = time=[30,140]
anim = 3810
ID = 3810
pos = -200,-126
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
vel =  20,0
random = 4,100
removetime =40;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =  ifelse(random>500,.7,1), ifelse(random>500,.7,1)
sprpriority = 2
ontop = 0
ownpal = 1
persistent=20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 40
value = 3820

[State 0, HitDef]
type = HitDef
trigger1 = anim = 3820
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3812
kill = 0
numhits = 0

[State 0, me out]
type = Explod
trigger1 = time=40
anim = 3805
ID = 3805
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = -10,-5
accel = 0,.1
removetime = 30;"-2" odin raz; "-1" forever
sprpriority = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = time  =130
name = "DINO"
ID = 3805
stateno = 3805
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = enemy,stateno = 5150 && anim != 3806
trigger1 = numhelper(3805)=0
value = 3806

[State 0, bonz]
type = Explod
trigger1 =  anim = 3806 && animtime = 0
anim =    f(ifelse(random>500,6004,6003))
ID = 6004
pos = -20,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = 0, ifelse(random>500,-4,-5)
accel = 0,.3
random = 0,0
removetime = 28;"-2" odin raz; "-1" forever
pausemovetime = 0
angle=random/3

[State 0, bonz]
type = Explod
trigger1 =  anim = 3806 && animtime = 0
anim =    f(ifelse(random>500,6004,6003))
ID = 6004
pos = 20,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = 0, ifelse(random>500,-4,-5)
accel = 0,.3
random = 0,0
removetime = 28;"-2" odin raz; "-1" forever
pausemovetime = 0
angle=random/3

[State 0, EnvShake]
type = EnvShake
trigger1 =  anim = 3806 && animtime = 0
time = 10
freq = 60
ampl = -4
phase = 90

[State 0, footstep]
type = PlaySnd
trigger1 =  anim = 3806 && animtime = 0
value = F7,3;F=common snd
volumescale = 200
channel = -1
freqmul = 1.0
loop = 0
pan = 0



[State 0, ChangeState]
type = ChangeState
trigger1 =  anim = 3806 && animtime = 0
value =0
ctrl =1





;Dinozavrik
[Statedef 3805];---------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0


[State 0, fly]
type = ChangeAnim
trigger1 = time=0
trigger1 = prevstateno != 3805
value = 3800

[State 0, fly]
type = PosSet
trigger1 = time=0
trigger1 = anim = 3800
y = root,var(57)-200

[State 0, fly]
type = PosAdd
trigger1 = time>0 
trigger1 = anim = 3800
y = 20

[State 0, fly]
type = ChangeState
trigger1 = time>0 
trigger1 = pos y > root,var(57)-1
trigger1 = anim = 3800
value =stateno
anim = 3801
ctrl = 0
;========================

[State 0, EnvShake]
type = EnvShake
trigger1 = time=0 
trigger1 = anim = 3801
time = 10
freq = 60
ampl = -4
phase = 90

[State 0, footstep]
type = PlaySnd
trigger1 = time =0
trigger1 = anim = 3801
value = F7,3;F=common snd
volumescale = 200
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, laser2]
type = PlaySnd
trigger1 = time=82 
trigger1 = anim = 3802
value = 3800,1;F=common snd
volumescale = 200
channel = 4
loop = 1

[State 0, laser2]
type = PlaySnd
trigger1 = time=80 
trigger1 = anim = 3801
value = 3800,2;F=common snd
volumescale = 200



[State 0, FIRE]
type = ChangeAnim
trigger1 = time=80 
trigger1 = anim = 3801
value = 3802

[State 0, laser]
type = Explod
trigger1 =  anim = 3802
trigger1 =  animelem = 3,>2
trigger1 = p2stateno = 3810
anim = 3810
ID = 3810
pos = 56,-98
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 3; -1 forever
vel =  ifelse(random>500,10,13),0
random = 4,2
removetime =60;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =  ifelse(random>500,.7,1), ifelse(random>500,.7,1)
sprpriority = 2
ontop = 0
ownpal = 1
persistent=4

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3810
kill = 0
numhits = 0

[State 0, p2hit]
type = Explod
trigger1 =  anim = 3802
trigger1 =  animelem = 3,>5
trigger1 = p2stateno = 3810
anim = 1006
ID = 3812
pos = 0,-98
postype = p2;  p2,front,back,left,right
facing =1
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 25,17
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,.6
sprpriority =  7
ontop = 0
ownpal = 1
persistent=5
angle= ifelse(random>500,10,0)

[State 0, p2hit2smoke]
type = Explod
trigger1 =  anim = 3802
trigger1 =  animelem = 3,>2
trigger1 = p2stateno = 3810 && enemy,time>15
anim = 20020
ID = 3812
pos = 0,-44
postype = p2;  p2,front,back,left,right
facing =1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 25,17
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority =  5
ontop = 0
ownpal = 1
persistent=3
angle= random
vel=-1,-4
trans=add

[State 0, StopSnd]
type = StopSnd
trigger1 =  numhelper(3809)!=0
channel = 4
;ignorehitpause = 
;persistent = 


[State 0, Helper]
type = Helper
trigger1 = p2stateno = 3811 && numhelper(3809)=0
name = "BOOOOM"
ID = 3809
stateno = 3809
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, wait after fire]
type = ChangeState
trigger1 = p2stateno = 3811
trigger1 =  anim = 3802
value =stateno
ctrl = 0
anim = 3803

;======================
[State 0, run awai]
type = ChangeState
trigger1 =  anim = 3803
trigger1 = time > 140
value =stateno
ctrl = 0
anim = 3804

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3804 && time = 0
value = 2000,0;F=common snd
volumescale = 100



[State 0, VelSet]
type = VelSet
trigger1 = anim = 3804 && time = 0
x = 4

[State 0, VelSet]
type = Veladd
trigger1 = anim = 3804 && time > 0
x = .2


[State 0, bonz]
type = Explod
trigger1 = time>2
trigger1 = anim = 3804
anim =    f(ifelse(random>500,6004,6003))
ID = 6004
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel =  ifelse(random>500,-2,-3), ifelse(random>500,-4,-5)
accel = 0,.4
random = 10,10
removetime = 24;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 0
ownpal = 0
removeongethit = 0
angle=random/3
persistent =4

trigger1 = anim = 3804
[State 0, DestroySelf]
type = DestroySelf
trigger1 = anim = 3804
trigger1 = time > 80
;ignorehitpause = 
;persistent = 



;bone boom
[Statedef 3809];---------------------------------------------------------------------------------------------
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 0
anim = 888

[State 0, boom]
type = PlaySnd
trigger1 = time =0
value = F5,0;F=common snd
volumescale = 100

[State 0, boom]
type = PlaySnd
trigger1 = time =0
value = 3800,2;F=common snd
volumescale = 100

[State 0, boom]
type = PlaySnd
trigger1 = time =0
value = 1400,1;F=common snd
volumescale = 100

[State 0, boom]
type = PlaySnd
trigger1 = time =20
value =f5,17;F=common snd
volumescale = 200

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 11111
add = 200,0,0

[State 0, EnvShake]
type = EnvShake
trigger1 = time=0 
time = 20
freq = 60
ampl = -4
phase = 90

[State 0, boom]
type = Explod
trigger1 = time=0
anim = F7230
ID = 7230
pos = 0,-60
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,1
sprpriority = 7
ontop = 0
ownpal = 0

[State 0, boom]
type = Explod
trigger1 = time=0
anim = F7230
ID = 7230
pos = 0,-70
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,2
sprpriority = 7
ontop = 0
ownpal = 0
vel=0,-2

[State 2, Roundhouseblood]
type = Helper
trigger1 = time=0
ID = 6900
stateno = 6900
pos = 0, -40
postype = p1
persistent = 0
ignorehitpause = 1
ownpal=0

[State 0, p2hit2smoke]
type = Explod
trigger1 =  time>100
anim = 20020
ID = 3812
pos = 0,0
postype = p1;  p2,front,back,left,right
facing =1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 175,0
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .4,.4
sprpriority =  6
ontop = 0
ownpal = 1
angle= random
vel=0,-.4
trans=add

;p2
[Statedef 3810 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 0
value = 5000

[State 0, PalFX]
type = PalFX
 trigger1 = time> 0
time = 100
add =(time*2),-(time),-(time)
color = 256-(time*2)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =100
value = 3,12;F=common snd
volumescale = 100



[State 0, ChangeState]
type = ChangeState
trigger1 = time = 200
value =3811
ctrl = 0


[Statedef 3811 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 4,1;F=common snd
volumescale = 100



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 0
value = 888

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 50
value =3012
ctrl = 0

;p2
[Statedef 3812 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 0
value = 5720
;elem = 1
;ignorehitpause = 
;persistent = 



;---------------------------------------------------------------------------
[Statedef 3599]
type    = S
movetype= I
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0
facep2 = 1

[State 200, 7]
type = varset
trigger1 = 1
v = 4
value = 6

[State 200, 7]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 200, 7]
type = posset
trigger1 = pos y != var(57)
y = var(57)

[State 2, Upperblood]
type = Helper
trigger1 = p2stateno = 3501
stateno = 7441
pos = 0, -12
postype = p2
ignorehitpause = 1
persistent = 0

[State 2, Upperblood]
type = Helper
trigger1 = p2stateno = 3501
stateno = 7444
pos = 0, 4
postype = p2
ignorehitpause = 1
persistent = 0

[State 2, Upperblood]
type = Helper
trigger1 = p2stateno = 3501
stateno = 7460
pos = 0, -30
postype = p2
ignorehitpause = 1

[State 200, 7]
type = selfstate
trigger1 = time = 250
value = 0
ctrl = 1