;------------------
[Statedef 2240]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 10,0
anim = 2001
sprpriority = 2
facep2 = 1

[State sound]
type = PlaySnd
trigger1 = time = 3 && anim = [2041,2046]
value = 20, 42

; constant part--
[State var]
type = varset
trigger1 = time = 0 && prevstateno != [2200,2299]
v = 11
value = 0

[State 0, Explod]
type = assertspecial
trigger1 = 1
flag = nomusic
ignorehitpause = 1

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
anim = 888
ID = 2200

[State sound]
type = PlaySnd
trigger1 = time = 2
value = f5, 20

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

[State 1610, 1]
type = PosAdd
trigger1 = time = 2 
x = 4

[State 2, blood111]
type = Helper
trigger1 = movehit
trigger1 = numhelper(27) < 1
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
;--

;animation part
[State 1610, 1]
type = changeanim
trigger1 = time = 0 && var(11) = 0 
value = 2041

[State 1610, 1]
type = changeanim
trigger1 = time = 0 && var(11) = 1 
value = 2045

[State 1610, 1]
type = changeanim
trigger1 = time = 0 && var(11) = 2 
value = 2101

[State 1610, 1]
type = changeanim
trigger1 = time = 0 && var(11) = 3 
value = 2108

[State 1610, 1]
type = changeanim
trigger1 = time = 0 && var(11) = 4 
value = 2109


[State 1610, 1]
type = changeanim
trigger1 = time = 0 && var(11) = 5 
value = 2046

[State 1610, 1]
type = changeanim
trigger1 = time = 0 && var(11) = 6 
value = 2042

[State 1610, 1]
type = changeanim
trigger1 = time = 0 && var(11) = 7 
value = 2041

[State 1610, 1]
type = changeanim
trigger1 = time = 0 && var(11) = 8 
value = 2042

[State 1610, 1]
type = changeanim
trigger1 = time = 0 && var(11) = 9 
value = 240
;-----


;command input part
[State 0, Explod]
type = Explod
triggerall = time > 0 && numexplod(2200) = 0
trigger1 = var(11) = 0 && command = "x"
trigger2 = var(11) = 1 && command = "x"
trigger3 = var(11) = 2 && command = "x"
trigger4 = var(11) = 3 && command = "x"
trigger5 = var(11) = 4 && command = "x"
trigger6 = var(11) = 5 && command = "x"
trigger7 = var(11) = 6 && command = "x"
trigger8 = var(11) = 7 && command = "x"
trigger9 = var(11) = 8 && command = "x"
trigger10 = var(11) = 9 && command = "x"
trigger11 = var(50) = 1 && random%8 < AILevel; AI brutality
anim = 888
ID = 2200
removetime = -1
removeongethit = 1
ignorehitpause = 1
;--

;
[State ]
type = Hitdef
trigger1 = !movecontact
pausetime = 5,2
attr = S,SA
hitflag = MAF
priority = 4, hit
sparkno = -1
hitsound = 5,21
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 40
guard.hittime = 15
ground.velocity = -2, 0
guard.velocity = -2
p2facing = 1
envshake.time = 8
envshake.freq = 110
envshake.ampl = 6
p2stateno = 2202
numhits = 0

[State var]
type = selfstate
trigger1 = movecontact 
value = 2201



;===
[Statedef 2201]; hit counter
type    = S
movetype= A
physics = S
ctrl = 0

[State 0, Explod]
type = assertspecial
trigger1 = 1
flag = nomusic
ignorehitpause = 1

[State var]
type = varadd
trigger1 = time = 0
v = 11
value = 1

[State var]
type = selfstate
trigger1 = numexplod(2200) > 0 && var(11) < 10
value = prevstateno

[State var]
type = selfstate
trigger1 = numexplod(2200) > 0 && var(11) = 10
value = 3300

[State end]
type = changeanim
trigger1 = animtime = -1
value = anim
elem = animelemno(0)

[State end]
type = selfstate
trigger1 = time > 60
value = 0
ctrl = 1

[Statedef 2202]; p2 reaction
type    = S
movetype= H
physics = S
anim = 5002
velset = 0,0
ctrl = 0

[State var]
type = playsnd
trigger1 = time = 1
value = 3,0 + 2*(random%2)
channel = 3

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

[State var]
type = lifeadd
trigger1 = time = 30
trigger2 = p2stateno = 0
value = -9999

[State end]
type = selfstate
trigger1 = time > 30
trigger2 = p2stateno = 0
value = 21299

[Statedef 2203]; p2 gone
type    = S
movetype= H
physics = S
anim = 888
ctrl = 0

[State var]
type = posadd
trigger1 = time = 0
x = -30

[State var]
type = playsnd
trigger1 = time = 1
value = 3,0 + 2*(random%2)
channel = 3

[State var]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State var]
type = lifeadd
trigger1 = time = 3
value = -9999

[State end]
type = selfstate
trigger1 = time > 3
value = 5150

;---------------------
[Statedef 3300]; brutal finish
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 2404
sprpriority = 2
velset = 1,0

[State 0, Explod]
type = assertspecial
trigger1 = 1
flag = nomusic
ignorehitpause = 1

[State var]
type = varset
trigger1 = 1
v = 4
value = 5

[State 210, 1]
type = Playsnd
trigger1 = time = 3
value = F5,10
channel = 1

[State ]
type = Helper
trigger1 = p2stateno = 2202 && enemy,time = 1
helpertype = Normal
stateno = 30
postype = p1
ignorehitpause = 1
ownpal = 1

[State ]
type = Hitdef
trigger1 = 1
pausetime = 2,2
attr = S,SA
hitflag = MAF
priority = 4, hit
sparkno = -1
hitsound = 5,21
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 40
guard.hittime = 15
ground.velocity = -2, 0
guard.velocity = -2
p2facing = 1
envshake.time = 8
envshake.freq = 110
envshake.ampl = 8
p2stateno = 2202
numhits = 0

[State end]
type = selfstate
trigger1 = animelem = 42
value = 3301

[Statedef 3301]; more brutal finish
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0

[State ]
type = Hitdef
trigger1 = !movecontact
pausetime = 0,2
attr = S,SA
hitflag = MAF
priority = 4, hit
sparkno = -1
hitsound = 5,21
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 40
guard.hittime = 15
ground.velocity = -2, 0
guard.velocity = -2
p2facing = 1
p2stateno = 2203
numhits = 0

[State end]
type = selfstate
trigger1 = movehit
value = 3302

[Statedef 3302];even more brutal finish
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0

[State ]
type = Helper
trigger1 = time = 2
helpertype = Normal
stateno = 6900
pos = 0, -100
postype = p2
;persistent = 0
ignorehitpause = 1
ownpal = 1

[State ]
type = Helper
trigger1 = time = 3 || time = 4
helpertype = Normal
stateno = 31
pos = 10, -30
postype = p1
;persistent = 0
ignorehitpause = 1
ownpal = 1

[State ]
type = Helper
trigger1 = time = 0
helpertype = Normal
stateno = 7442
pos = -10, -110
postype = p2
persistent = 0
ignorehitpause = 1
ownpal = 1

[State ]
type = envshake
trigger1 = time = 2
freq = 110
ampl = 12
time = 30
ignorehitpause = 1

[State 210, 1]
type = Playsnd
trigger1 = time < 3
value = F5,35

[State ]
type = envcolor
trigger1 = time = 0 || time = 8 || time = 16
value = 255,255,255
time = 4
ignorehitpause = 1

[State end]
type = selfstate
trigger1 = !animtime
value = 0
ctrl = 1


;------------------------------------------
;PIT selector
[Statedef 3340]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim=0

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 41    ;fv = 10
value = 0


[State 0, 55]
type = VarSet
trigger1 = StageVar(info.name) = "Sc0rpi0n's_H3ll"
trigger1 = StageVar(info.displayname) = "Scorpion's Lair"
trigger1 = var(57) = 0
v = 41
value = 993410

[State 0, forest2]
type = VarSet
trigger1 = StageVar(info.name) = "l1v1ng_f0rest"
trigger1 = StageVar(info.displayname) = "Living Forest"
v = 41
value = 993350

[State 0, forest2]
type = VarSet
trigger1 = StageVar(info.name) = "De4d_P00l"
trigger1 = StageVar(info.displayname) = "The Dead Pool"
v = 41
value = 993360

[State 0, 3subway]
type = VarSet
trigger1 = StageVar(info.name) = "5ubw4y"
trigger1 = StageVar(info.displayname) = "The Subway"
trigger1 = var(57) = 0
v = 41
value = 993370

[State 0, 3taxi]
type = VarSet
trigger1 = StageVar(info.name) = "5tr33t"
trigger1 = StageVar(info.displayname) = "The Street"
trigger2 = StageVar(info.name) = "br1dge"
trigger2 = StageVar(info.displayname) = "The Bridge"
trigger3 = StageVar(info.name) = "5ubw4y"
trigger3 = StageVar(info.displayname) = "The Subway"
trigger3 = var(57) = -347
v = 41
value = 993380


[State 0, 3soul]
type = VarSet
trigger1 = StageVar(info.name) = "s0ul_ch4mber"
trigger1 = StageVar(info.displayname) = "Soul Chamber"
trigger1 = var(57) = 0
v = 41
value = 993390



[State 0, 3]
type = VarSet
trigger1 = StageVar(info.name) = "gr4vey4rd"
trigger1 = StageVar(info.displayname) = "The Graveyard"
v = 41
value = 993400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(41) > 1
value = F5,11;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 = var(41) > 1
value =var(41)
ctrl =0

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value =0
ctrl = 1


;---------------------------------------------------------------------------------
;ME forest 
[Statedef 993350]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim=240

[State Kills]
type = Hitdef
trigger1=!movecontact
p2stateno =  var(41)+5
damage = 0,0
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
p2facing = 1

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

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=993356  
value =993351
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


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


;-----------------------------------------------
; ME forest 2
[Statedef 993351]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim=0

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0

[State 0, BAK]
type = PosAdd
trigger1 = p2bodydist x <70
trigger1 = time=[1,12]
x = -7

[State 0, BAK]
type = ChangeAnim
trigger1 = p2bodydist x <70
trigger1 = time=1
value = 21238

[State 0, BAK]
type = ChangeAnim
trigger1 = time=12 && anim = 21238
value = 0

[State 0, treehelper]
type = Helper
trigger1 = time = 0
name = "tree"
ID = 993354
stateno = 993354
pos = -30,20
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 1, blood]
type = Helper
trigger1 =time = 1
trigger2 =time%11 = 10 && time<230
stateno = 7400
pos = -20+random%40,0
postype = p2
facing = -1

[State 1, blood]
type = Helper
trigger1 =time = 2
trigger2 =time%23 = 22 && time<230
stateno = 7440
pos = -20+random%40,0
postype = p2
facing = -1

[State 1, blood]
type = Helper
trigger1 =time%16 = 15  && time<230
stateno =  ifelse(random>500,7470,6909)
pos = -20+random%40,0+random%15
postype = p2
facing = 1

;[State 1, blood]
;type = Helper
;trigger1 =time=240
;stateno = 6900
;pos = -20+random%40,0+random%15
;postype = p2
;facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time>260
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 


; ME forest TREE
[Statedef 993354];--------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim= 888

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 30
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90
;ignorehitpause = 
;persistent = 


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,17;F=common snd
volumescale = 200
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger2 = time =2
trigger1 = time%31 =20 && time<230
trigger3 = time =240
value = F5,18;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time%31 =20 && time>230
value = F5,190;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0


[State 0, derevo]
type = Explod
trigger1 = time=0
anim = 10666
ID = 10666
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 = 0



[State 0, gabe]
type = Explod
trigger1 = time=0
anim = 10670
ID = 10670
pos = -10,-40
postype = p1;  p2,front,back,left,right
facing = ifelse(facing=1,1,-1)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = .8,.8
sprpriority = 5


[State 0, zybOVER]
type = Explod
trigger1 = time=0
anim = 10669
ID = 10669
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 = 5
shadow = 0,0,0



[State 0, zybNIZ]
type = Explod
trigger1 = time=0
anim = 10668
ID = 10668
pos = 30,-56
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 = 4
shadow = 0,0,0

[State 0, zybWERH]
type = Explod
trigger1 = time=0
anim = 10667
ID = 10667
pos = 52,-120
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 = 2
shadow = 0,0,0



;EN forest
[Statedef 993355 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=-10,0
ctrl=0
sprpriority=5
facep2=1

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0

[State 0, aah]
type = PlaySnd
trigger1 = time =4
value = 3,1;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5050

[State 1026, No scroll]
type = ScreenBound
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
triggerall=time>20
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
;trigger1 = Pos y < 15
trigger1 = BackEdgeBodyDist <= 0
;trigger2 = Pos y < 15
trigger2 = FrontEdgeBodyDist <=0
trigger3 = time > 100
triggerall = time > 4
value = 993356

;EN forest2
[Statedef 993356 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-1
facep2=1

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0



[State 0, aah]
type = PlaySnd
trigger1 = time%50=0 && time<240
value = 3,ifelse(random>500,1,0);F=common snd
volumescale = 60
channel = 3

[State 0, aah]
type = PlaySnd
trigger1 = time=220
value = 4,1


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 1 
y = -60
x =  50

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 1 
value = 5100
;elem = 1
;ignorehitpause = 
;persistent = 


[State 0, PosAdd]
type = PosAdd
trigger1 = time %11=10 && time <80
x =  -5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 90 
value = 888

[State 0, Explod]
type = varset
trigger1 = time = 250
v = 26
value = 1



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 250 
value = 5030

[State 200, 7]
type = lifeadd
trigger1 = time = 252
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 253
value = 5150


;-----------------------------------------------------
;ME deadpol 
[Statedef 993360]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim=430

[State Kills]
type = Hitdef
trigger1=!movecontact
p2stateno =  var(41)+5
damage = 0,0
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
p2facing = 1


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

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=993366  
value =993361
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


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



;-----------------------------------------------------
;ME deadpol 2
[Statedef 993361]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = -5
velset = 0,0



[State 0, Helper]
type = Helper
trigger1 = time = 0
name = "water fx"
ID = 993364
stateno = 993364
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1



[State 0, ChangeState]
type = ChangeState
trigger1 = time>200
value =0
ctrl = 1

;green water
[Statedef 993364];--------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim= 888

[State 0, watet]
type = Explod
trigger1 = time=0
anim =10671
ID = 10671
pos = 0,35
postype = p2;  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
sprpriority = 4
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, skelet]
type = Explod
trigger1 = time=140
anim = 10672
ID = 10672
pos = -20,40
postype = p2;  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 = 0
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, big booble]
type = PlaySnd
trigger1 = time =260
value = f5,41;F=common snd
volumescale = 40
channel = -1

[State 0, squirtskelet]
type = Explod
trigger1 = time=[140,150]
anim = F3002
ID = 3002
pos = 0,40
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = 40
pausemovetime = 0
sprpriority =  1
removeongethit = 0
random=20,5
scale=.7,.7
vel=-2+0.5*(random%9),-7-0.5*(random%7)
accel=0,.5

[State 0, squirtskelet]
type = Explod
trigger1 = time=[140,150]
anim = F3002
ID = 3002
pos = 0,40
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = 40
pausemovetime = 0
sprpriority =  1
removeongethit = 0
random=20,5
scale=.5,.5
vel=-2+0.5*(random%9),-9-0.5*(random%7)
accel=0,.6

[State 0, squirt]
type = Explod
triggerall = time>140
trigger1 = time%6=5
anim = F3004
ID = 3003
pos = 0,40
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
sprpriority = 5
ontop = 0
ownpal = 0
removeongethit = 0
random=120,5
trans=add
alpha=110,255
scale=.6,.6

[State 0, squirt]
type = Explod
triggerall = time>140
trigger1 = time%4=3
anim = F3002
ID = 3002
pos = 0,40
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 40
pausemovetime = 0
sprpriority =  3
ontop = 0
ownpal = 0
removeongethit = 0
random=60,5
scale=.7,.7
vel=-1+0.5*(random%5),-4-0.5*(random%3)
accel=0,.5

[State 0, smoke]
type = Explod
trigger1 = time%11=10 
anim = F19
ID = 904
pos = 0,40
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,-1
accel = 0,0
random = 40,0
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =  ifelse(time>280,1,2), ifelse(time>280,1,2)
sprpriority = ifelse(random>500,-3,1)
ownpal = 0
angle=random/3

;en deadpool 1
[Statedef 993365 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 20
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90
;ignorehitpause = 
;persistent = 


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


[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0

[State 0, aah]
type = PlaySnd
trigger1 = time =0
value = 3,1;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time= 0
value = 5050


[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = -3
y = -10

[State 0, VelAdd]
type = VelAdd
trigger1 = time> 5
y = .4
;ignorehitpause = 
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 =time > 63
value =993366
ctrl = 0



;en deadpool 2
[Statedef 993366 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0

[State 0, PalFX]
type = PalFX
trigger1 = time = 0 
time = 1000
add = 30,60,0
;sinadd = 0,0,0,10



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

[State 0, invis]
type = varset
trigger1 = time =0
v = 26
value = 1

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

[State 0, pluh]
type = PlaySnd
trigger1 = time =0
trigger2 = time =140
trigger3 = time =20
value = F5,40;F=common snd
volumescale = 200
channel = -1

[State 0, booble]
type = PlaySnd
trigger1 = time =0
value = F5,411;F=common snd
volumescale = 40
channel = -1
loop = 1

[State 0, dead]
type = PlaySnd
trigger1 = time =140
value = 4,1;F=common snd
volumescale = 40
channel = -1




[State 0, pluhs]
type = PlaySnd
trigger1 = time %30=0
triggerall = time<90
value = F5,40;F=common snd
volumescale = 20
channel = -1

[State 0, aahs]
type = PlaySnd
trigger1 = time%40=0 && time<90
value = 3,ifelse(random>500,1,0);F=common snd
volumescale = 60
channel = 3


[State 0, me]
type = Explod
trigger1 = time=20
anim =21238
ID = 21238
pos = 30,130
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1
vel = 0,-3
;accel=0,.04
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 0
angle=20

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=35
ID =21238
pos = 30,90
accel=0,.00
postype = p1;  p2,front,back,left,right
vel = 0,0


[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=70
ID =21238
pos = 30,90
accel=0,.04
postype = p1;  p2,front,back,left,right
vel = 0,0








[State 0, squirt1]
type = Explod
trigger1 = time=0
trigger2 = time=[140,142]
anim = F7312
ID = 3001
pos = 0,40
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
sprpriority = 5
ontop = 0
ownpal = 1
removeongethit = 0


[State 0, squirt]
type = Explod
triggerall = time<120
trigger1 = time=0
trigger2 = time%6=5
anim = F3001
ID = 3001
pos = 0,40
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 = .7+((random%7)/10),.8+((random%6)/10)
sprpriority =  ifelse(random>500,-2,5)
ontop = 0
ownpal = 1
removeongethit = 0
random=80,5

[State 0, squirt]
type = Explod
triggerall = time<120
trigger1 = time%16=15
anim = F7316
ID = 7316
pos = 0,40
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 21
pausemovetime = 0
sprpriority =  -3
ontop = 0
ownpal = 1
removeongethit = 0
random=10,5
trans=add
alpha=50,256
scale=1,.7

[State 0, squirt]
type = Explod
triggerall = time<120
trigger1 = time%10=7
anim = F3002
ID = 3002
pos = 0,40
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 40
pausemovetime = 0
sprpriority =  -3
ontop = 0
ownpal = 1
removeongethit = 0
random=40,5
scale=.7,.7
vel=-2+0.5*(random%9),-7-0.5*(random%7)
accel=0,.5






[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 150 
value = 5030

[State 200, 7]
type = lifeadd
trigger1 = time = 152
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 153
value = 5150





;-----------------------------------------------------
;ME subway
[Statedef 993370]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim=430

[State Kills]
type = Hitdef
trigger1=!movecontact
p2stateno =  var(41)+5
damage = 0,0
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
p2facing = 1

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

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=993376  
value =993371
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


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



;-----------------------------------------------------
;ME subway 2
[Statedef 993371]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 6
velset = 0,0


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F3,7;F=common snd
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =40
value = F3,9;F=common snd
volumescale = 100

[State 0, train]
type = Explod
trigger1 = time=0
anim = F3033
ID = 3033
pos =-100,  (pos y-enemynear,pos y)-46
postype = p2;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 50,0
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,1.8
sprpriority = 5
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, train]
type = Explod
trigger1 = time=0
anim = F3033
ID = 3033
pos =-150,  (pos y-enemynear,pos y)-46
postype = p2;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 50,0
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,1.8
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
trans=add
alpha=100,256

[State 0, paper]
type = Explod
trigger1 = time=[40,48]
anim = 10673
ID = 10673
pos =460, -100
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = -10-random%20,-random%5
accel =0,0
removetime = 70
pausemovetime = 0
scale = .8+((random%12)/10),.8+((random%12)/10)
sprpriority =7
ontop = 0
ownpal = 1
removeongethit = 0
angle=random
random=400,110


[State 1, blood]
type = Helper
trigger1 = p2stateno = 993376
stateno = 7442
pos = 0, 0
postype = p2
facing = 1
persistent = 0



[State 0, Explod]
type = Explod
trigger1 = time>10
anim =f(7201+(100*(numexplod(123) > 0))+(200*(numexplod(321) > 0)))
ID = 7201
pos = 0,5
postype = p2;  p2,front,back,left,right
facing = 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
sprpriority = -1
ontop = 0
ownpal = 0
removeongethit = 0
persistent=5

[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno= 993377
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 


;en subway 1
[Statedef 993375 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

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



[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0

[State 0, aah]
type = PlaySnd
trigger1 = time =0
value = 3,1;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time= 0
value = 5050


[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = -5
y = -10

[State 0, VelAdd]
type = VelAdd
trigger1 = time> 5
y = .4
;ignorehitpause = 
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 =time > 50
trigger1 = pos y <70
value =993376
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 

;en subway 2
[Statedef 993376 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
anim =888




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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,0;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


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

[State 0, PosSet]
type = Posset
trigger1 = time = 5
y = -33

[State 0, Turn]
type = Turn
trigger1 = time= 5


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 5
value = 43051

[State 0, VelSet]
type = VelSet
trigger1 = time= 5
x = -10
y=.4

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 30 && vel x<0
x = .2

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 30 && vel x>-.3
value =993377
ctrl = 0





;en subway 3
[Statedef 993377 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
velset=0,0
anim = 888

[State 0, Explod]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 6613
ID = 6613
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
ontop = 0
ownpal = 0
removeongethit = 0



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 1 
value = 5030

[State 200, 7]
type = lifeadd
trigger1 = time = 2
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 3
value = 5150


;---------------------
;ME street
[Statedef 993380]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim=430

[State Kills]
type = Hitdef
trigger1=!movecontact
p2stateno =  var(41)+5
damage = 0,0
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
p2facing = 1

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

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0

;[State 0, Helper]
;type = Helper
;trigger1=movecontact && numhelper(993384)=0
;name = "car"
;ID = 993384
;stateno = 993384
;pos = -500,20
;postype = p1    ;p2,front,back,left,right
;facing = 1
;keyctrl = 0
;ownpal = 1





[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 0
;ignorehitpause = 
;persistent = 

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

[State 0, ChangeState]
type = ChangeState
trigger1 =enemynear,stateno=993386
value =993381
ctrl = 0

;ME street 2
[Statedef 993381]; -----------------------------
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 6
velset = 0,0


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



[State 0, Helper]
type = Helper
trigger1 = time=0
name = "car"
ID = 993384
stateno = 993384
pos =-100,  (var(57)-enemynear,var(57))-6
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0




[State 1, blood]
type = Helper
trigger1 = p2stateno = 993376
stateno = 7442
pos = 0, 0
postype = p2
facing = 1
persistent = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno= 993386 && enemynear,time>30
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 




;ME car
[Statedef 993384];--------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 2
velset = 20,0
anim= 888

[State 0, car]
type = Explod
trigger1 = time=0
anim = 10674
ID = 10674
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 = .9,.9
sprpriority = 4
ontop = 0
ownpal = 1



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F3,9;F=common snd
volumescale = 150
channel = -1
freqmul = 1.0
loop = 0
pan = 0




[State 1, blood]
type = Helper
trigger1 =time=1
stateno = 31
pos = -30, 80
postype = p2
facing = 1


[State 0, Explod]
type = Explod
trigger1 =time>6
anim =f(7201+(100*(root,numexplod(123) > 0))+(200*(root,numexplod(321) > 0)))
ID = 7201
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 2,14
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,1
sprpriority = -1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 =movehit>6
anim =f(7201+(100*(root,numexplod(123) > 0))+(200*(root,numexplod(321) > 0)))
ID = 7201
pos = 0,-14
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 2,14
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,1
sprpriority = -2
ownpal = 1

[State 1, blood]
type = Helper
trigger1 =movehit=1
stateno = 7470
pos = 0, 0
postype = p1
facing = 1

[State 1, blood]
type = Helper
trigger1 =movehit=1
stateno = 7470
pos = 0, 0
postype = p1
facing = 1

[State 1, blood]
type = Helper
trigger1 =movehit=1
stateno = 7470
pos = 0, 0
postype = p1
facing = -1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 150
trigger2 = FrontEdgeDist < -220
;ignorehitpause = 
;persistent = 


;EN street
[Statedef 993385 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

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



[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0

[State 0, aah]
type = PlaySnd
trigger1 = time =0
value = 3,1;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time= 0
value = 5050


[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = -5
y = -10

[State 0, VelAdd]
type = VelAdd
trigger1 = time> 5
y = .4
;ignorehitpause = 
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 =time > 50
trigger1 = pos y <var(57)-30
value =993386
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 

;EN street 2
[Statedef 993386 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=-0,0
ctrl=0
sprpriority=1

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



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,33;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 0
value = 5080

[State 0, invis]
type = varset
trigger1 = time=5 && anim = 5080
v = 26
value = 1


[State 0, VelSet]
type = VelSet
trigger1 =  time=1
x =5

[State 0, VelSet]
type = VelSet
trigger1 = time=21
x =0


[State 0, body]
type = Explod
trigger1 = time=5 && anim = 5080
anim = 6611
ID = 6611
pos = 0,-10
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 22; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 3,0;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 




;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = animtime =0 && anim = 5080
;value = 5030

[State 200, 7]
type = lifeadd
trigger1 = time= 0
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time= 40
value = 5150


;-----------------------------------------------------
;ME soul 1
[Statedef 993390]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim=430

[State Kills]
type = Hitdef
trigger1=!movecontact
p2stateno =  var(41)+5
damage = 0,0
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
p2facing = 1

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

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=993396  
value =993391
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


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

;-----------------------------------------------------
;ME soul 2
[Statedef 993391]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0

[State 0, Helper]
type = Helper
trigger1 = time=0
name = "pika"
ID = 993394
stateno = 993394
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 320
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 




;ME pika
[Statedef 993394];--------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim= 888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,23;F=common snd
volumescale = 100
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =3
value = F5,16;F=common snd
volumescale = 100
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =300
value = F5,18;F=common snd
volumescale = 100
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =100
value = F5,51;F=common snd
volumescale = 100
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =120
value = F5,42;F=common snd
volumescale = 40
channel =1
loop=1

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=300
channel = 1
;ignorehitpause = 
;persistent = 



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



[State 0, pika]
type = Explod
trigger1 = time=0
anim = 10675
ID = 10675
pos = 0,0
postype = p1
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
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, skull1]
type = Explod
trigger1 = time=100
anim = 10676
ID = 10676
pos = -30,-170
postype = p1
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
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, skull1]
type = Explod
trigger1 = time=102
anim = 10676
ID = 10676
pos = -31,-172
postype = p1
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
ontop = 0
ownpal = 1
removeongethit = 0
angle=2

[State 0, skull1-items]
type = Explod
trigger1 = time=[112,300]
anim = f3002
ID = 3002
pos = 0,-80
postype = p1
facing = -1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 20;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =.1+(random%4)/10,2
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 0
trans=add
vel=0,-.1
accel=0, -.4-(random%7)/10
random=100,10

[State 0, skul1]
type = RemoveExplod
trigger1 = time = 300
id = 10676

[State 0, skull2]
type = Explod
trigger1 = time=299
anim = 10677
ID = 10677
pos = -30,-170
postype = p1
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
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, skull2-items]
type = Explod
trigger1 = time=[300,310]
anim = f3002
ID = 30021
pos = 0,-160
postype = p1
facing = -1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 40;"-2" odin raz; "-1" forever
pausemovetime = 0
scale =.5,.5
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 0
trans=add
vel=-5+random%11,0
accel=0,.2
random=11,10



[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 1, blood]
type = Helper
trigger1 =time<20
trigger2=time>20 && time%71=70
stateno = 7202
pos = -20+random%41, -20
postype = p2
facing = 1

[State 1, blood]
type = Helper
trigger1 =time=2
stateno = 31
pos = -50, 40
postype = p2
facing = 1


;en soul 1
[Statedef 993395 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

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

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0

[State 0, aah]
type = PlaySnd
trigger1 = time =0
value = 3,1;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time= 0
value = 5050


[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = -3
y = -10

[State 0, VelAdd]
type = VelAdd
trigger1 = time> 5
y = .4
;ignorehitpause = 
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 =time > 57
value =993396
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


;en soul 2
[Statedef 993396 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=4
velset=0,0
anim=888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 3,3;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =170
value = 4,1;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0


[State 0, Explod]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = -20


[State 0, me]
type = Explod
trigger1 = time=0
anim = 5800
ID = 5800
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 10; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
ownpal = 0

[State 0, PalFX]
type = PalFX
trigger1 = time =150
time = 100000
color = 0


[State 0, me2ghost]
type = Explod
trigger1 = time=150
anim = 5800
ID = 5800
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 10; -1 forever
removetime =150;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 1
trans=add
vel=0,-.5
alpha=200,255





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



[State 0, VelSet]
type = posadd
trigger1 = time<5
y = -3
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 301 
value = 5030

[State 200, 7]
type = lifeadd
trigger1 = time = 302
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 303
value = 5150


;----------------------------------------------------
;grave me 1
[Statedef 993400]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim=430

[State Kills]
type = Hitdef
trigger1=!movecontact
p2stateno =  var(41)+5
damage = 0,0
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
p2facing = 1

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

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=993406
value =993401
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


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



;----------------------------------------------------
;grave me 2
[Statedef 993401]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim=0

[State 0, Helper]
type = Helper
trigger1 = time=0
name = "grave"
ID = 993404
stateno = 993404
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 52
value =0
ctrl = 1


;grave
[Statedef 993404];--------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim= 888

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 30
freq = 60;скорость 0 - 180
ampl = -7;смещение экрана вверх-низ
phase = 90
;ignorehitpause = 
;persistent = 


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
trigger2 = time =22
value = F3,4;F=common snd
volumescale = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =[21,27]
value = F5,323;F=common snd
volumescale = 100
channel = -1
persistent=2

[State 0, ground]
type = Explod
trigger1 = time=0
anim = 10678
ID = 10678
pos = 0,0
postype = p1
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .7,1
sprpriority = 0
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, smok]
type = Explod
trigger1 = time<7
trigger2 = time=[20,27]
anim = F19
ID = 19
pos = 0,-20
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = 0,0
accel = 0,0
random = 100,10
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,1
sprpriority =  ifelse(random>500,-2,2)
ownpal = 1


[State 0, squirtskelet]
type = Explod
trigger1 = time<7
trigger2 = time=[20,27]
anim = F ifelse(random>500,30,31)
ID = 31
pos = 0,00
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = 40
pausemovetime = 0
sprpriority =  1
removeongethit = 0
random=70,5
scale=.5,.5
vel=-5+(random%11),-9-0.5*(random%7)
accel=0,.6



[State 0, pit]
type = Explod
trigger1 = time=20
anim = 10679
ID = 10679
pos = -4,-4
postype = p1
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority =-2
ontop = 0
ownpal = 1
removeongethit = 0


;grave en 1
[Statedef 993405 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

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

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0

[State 0, aah]
type = PlaySnd
trigger1 = time =0
value = 3,1;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time= 0
value = 5050


[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = -3
y = -10

[State 0, VelAdd]
type = VelAdd
trigger1 = time> 5
y = .4
;ignorehitpause = 
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 =time > 58
value =993406
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 

;grave en 2
[Statedef 993406 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
velset=0,0
anim=888

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

[State 0, Explod]
type = Explod
trigger1 = time=25
anim =9100
ID = 9100
pos = -20,-50
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 = .6,.6
sprpriority = -1
ownpal = 1
removeongethit = 0







[State 0, Explod]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 31 
value = 5030

[State 200, 7]
type = lifeadd
trigger1 = time = 32
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 33
value = 5150


;-----------------------------------------------------
;ME hell1
[Statedef 993410]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim=430

[State Kills]
type = Hitdef
trigger1=!movecontact
p2stateno =  var(41)+5
damage = 0,0
pausetime = 0,0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,0
guardsound = 5,14
ground.type = high
air.type = high
;air.velocity = -3.5+((anim=2002)*-20), -6+((anim=2005)*8)
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
p2facing = 1

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

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=993416  
value =993411
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


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

;-----------------------------------------------------
;ME hell 2
[Statedef 993411]; 
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0

[State 0, Helper]
type = Helper
trigger1 = time=0
name = "fire"
ID = 993414
stateno = 993414
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,161;F=common snd
volumescale = 20
channel = -1
freqmul = 1.0
loop = 1
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 0, BAK]
type = PosAdd
trigger1 = p2bodydist x <70
trigger1 = time=[1,12]
x = -7

[State 0, BAK]
type = ChangeAnim
trigger1 = p2bodydist x <70
trigger1 = time=1
value = 21238

[State 0, BAK]
type = ChangeAnim
trigger1 = time=12 && anim = 21238
value = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 320
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 


;ME fire
[Statedef 993414];--------------------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0
anim= 888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,106;F=common snd
volumescale = 100



[State 0, gnd]
type = Explod
trigger1 = time=0
anim = 10680
ID = 10680
pos = 0,20
postype = p2;  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 = .8,1
sprpriority = 6
ownpal =1


[State 0, gnd]
type = Explod
trigger1 = time=0
anim = 10681
ID = 10681
pos = 0,20
postype = p2;  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 = .8,1
sprpriority = -6
ownpal =1



[State 0, boom]
type = Explod
trigger1 = time=0
anim = F11
ID = 11
pos = 0,16
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(random>500,-2,2)
ontop = 0
ownpal = 1
removeongethit = 0
persistent=2

[State 0, booms]
type = Explod
trigger1 = time<100
anim = F11
ID = 11
pos = 0,16
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 60,3
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5+(random%7)*.1, (.6+random%6)*.1
sprpriority =  ifelse(random>500,-2,2)
ontop = 0
ownpal = 1
removeongethit = 0
persistent=4

[State 0, booms2]
type = Explod
trigger1 = time>100
anim = F11
ID = 11
pos = 0,16
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 60,3
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .3+(random%3)*.1, (.3+random%4)*.1
sprpriority =  ifelse(random>500,-2,2)
ontop = 0
ownpal = 1
removeongethit = 0
persistent=6


[State 0, PalFXWiz]
type = PalFX
trigger1 = time =0
time = 99999
add = 40,-70,-200
mul = 256,256,256
sinadd = 40,30,0,40
invertall = 1
color = 0


[State 0, pepel]
type = Explod
trigger1 = time>20
anim = 10683
ID = 10683
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0, ifelse(random>500,-2,-1)
accel = 0, ifelse(random>500,-.1,0)
random = 90,0
removetime = ifelse(random>500,30,40);"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .2,.2
sprpriority =  ifelse(random>500,-2,2)
ownpal = 1
angle=random/3
persistent=3



[State 0, skelet]
type = Explod
trigger1 = time=0
anim = 10682
ID = 10682
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 = 0
ownpal = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time <90
value = F3,6;F=common snd
volumescale = (2+random%7)*10
channel = 3
persistent=26

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =100
value = F5,160;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 



;en hell 1
[Statedef 993415 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=0
facep2=1

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

[State 1000, bber]
type = Playerpush
trigger1 = 1
value = 0

[State 0, aah]
type = PlaySnd
trigger1 = time =0
value = 3,1;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time= 0
value = 5050


[State 0, VelSet]
type = VelSet
trigger1 = time = 1
x = -3
y = -10

[State 0, VelAdd]
type = VelAdd
trigger1 = time> 5
y = .4
;ignorehitpause = 
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 =time > 59
value =993416
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 

;en hell 2
[Statedef 993416 ];--------------------------------------------------
type = A;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=4
velset=0,0
anim=888


[State 0, Explod]
type = varset
trigger1 = time = 0
v = 26
value = 1


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

[State 0, PalFXWiz]
type = PalFX
trigger1 = time =0
time = 99999
add = 40,-70,-200
mul = 256,256,256
sinadd = 40,30,0,40
invertall = 1
color = 0

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




[State 0, me]
type = Explod
trigger1 = time=0
anim =21238
ID = 21238
pos = 40,-0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 70; -1 forever
vel = 0,.5
removetime = 200;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 0
angle=90


[State 200, 7]
type = lifeadd
trigger1 = time = 102
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 103
value = 5150


