#
# IRE resource file made by RESEDIT using game kernel 0.70
#


section: sprites

	?UNKNOWN		SPRITES/UNKNOWN.CEL
	OBJECT_PANEL		SPRITES/PANEL_OB.CEL
	OPEN_ROOF		SPRITES/ROOF_OPN.CEL
	CLOSE_ROOF		SPRITES/ROOF_CLS.CEL
	OBJCURSOR		SPRITES/O_CURSOR.CEL
	DIRCURSOR		SPRITES/WHICHWAY.CEL
	STATS_PANEL		SPRITES/PANEL_ST.CEL
	BACKICON		SPRITES/BACKICON.CEL
	attackbutton_dark	sprites/button1a.cel
	attackbutton_light	sprites/button1b.cel
	usebutton_dark		sprites/button2a.cel
	usebutton_light		sprites/button2b.cel
	movebutton_dark		sprites/button3a.cel
	movebutton_light	sprites/button3b.cel
	lookbutton_dark		sprites/button4a.cel
	lookbutton_light	sprites/button4b.cel
	getbutton_dark		sprites/button5a.cel
	getbutton_light		sprites/button5b.cel
	talkbutton_dark		sprites/button6a.cel
	talkbutton_light	sprites/button6b.cel
	dropbutton_dark		sprites/button7a.cel
	dropbutton_light	sprites/button7b.cel
	castbutton_dark		sprites/button8a.cel
	castbutton_light	sprites/button8b.cel
	RED			SPRITES/RED.CEL
	BLUE			SPRITES/BLUE.CEL
	GREEN			SPRITES/GREEN.CEL
	BLACK			SPRITES/BLACK.CEL
	GRASS00			BACKINGS/GRASS00.CEL
	GRASS01			BACKINGS/GRASS01.CEL
	GRASS02			BACKINGS/GRASS02.CEL
	GRASS03			BACKINGS/GRASS03.CEL
	GRASS04			BACKINGS/GRASS04.CEL
	GRASS05			BACKINGS/GRASS05.CEL
	GRASS06			BACKINGS/GRASS06.CEL
	GRASS07			BACKINGS/GRASS07.CEL
	GRASS08			BACKINGS/GRASS08.CEL
	BLACK00			BACKINGS/BLACK00.CEL
	BLACK_WALL_BL		BACKINGS/BLACK01.CEL
	BLACK_WALL_TR		BACKINGS/BLACK02.CEL
	GRASS09			BACKINGS/GRASS09.CEL
	WALLH00			BACKINGS/WALLH00.CEL
	WALLV00			BACKINGS/WALLV00.CEL
	WALLBR00		BACKINGS/WALLBR00.CEL
	WALLTL00		BACKINGS/WALLTL00.CEL
	WALLTR00		BACKINGS/WALLTR00.CEL
	WALLBL00		BACKINGS/WALLBL00.CEL
	WALLBL01		BACKINGS/WALLBL01.CEL
	WALLTR01		BACKINGS/WALLTR01.CEL
	WOOD00			BACKINGS/WOOD00.CEL
	MUD00			BACKINGS/MUD0.CEL
	MUD01			BACKINGS/MUD1.CEL
	MUD02			BACKINGS/MUD2.CEL
	MUD03			BACKINGS/MUD3.CEL
	MUD04			BACKINGS/MUD4.CEL
	MUD05			BACKINGS/MUD5.CEL
	MUD06			BACKINGS/MUD6.CEL
	MUD07			BACKINGS/MUD7.CEL
	MUD08			BACKINGS/MUD8.CEL
	MUD09			BACKINGS/MUD9.CEL
	MUD10			BACKINGS/MUD10.CEL
	MUD11			BACKINGS/MUD11.CEL
	MUD12			BACKINGS/MUD12.CEL
	MUD13			BACKINGS/MUD13.CEL
	MUD14			BACKINGS/MUD14.CEL
	MUD15			BACKINGS/MUD15.CEL
	MUD16			BACKINGS/MUD16.CEL
	MUD17			BACKINGS/MUD17.CEL
	MUD18			BACKINGS/MUD18.CEL
	MUD19			BACKINGS/MUD19.CEL
	MUD20			BACKINGS/MUD20.CEL
	MUD21			BACKINGS/MUD21.CEL
	MUD22			BACKINGS/MUD22.CEL
	MUD23			BACKINGS/MUD23.CEL
	MUD24			BACKINGS/MUD24.CEL
	MUD25			BACKINGS/MUD25.CEL
	MUD26			BACKINGS/MUD26.CEL
	MUD27			BACKINGS/MUD27.CEL
	MUD28			BACKINGS/MUD28.CEL
	MUD29			BACKINGS/MUD29.CEL
	MUD30			BACKINGS/MUD30.CEL
	MUD31			BACKINGS/MUD31.CEL
	MUD32			BACKINGS/MUD32.CEL
	MUD33			BACKINGS/MUD33.CEL
	MUD34			BACKINGS/MUD34.CEL
	MUD35			BACKINGS/MUD35.CEL
	MUD36			BACKINGS/MUD36.CEL
	MUD37			BACKINGS/MUD37.CEL
	MUD38			BACKINGS/MUD38.CEL
	MUD39			BACKINGS/MUD39.CEL
	MUD40			BACKINGS/MUD40.CEL
	MUD41			BACKINGS/MUD41.CEL
	MUD42			BACKINGS/MUD42.CEL
	MUD43			BACKINGS/MUD43.CEL
	MUD44			BACKINGS/MUD44.CEL
	MUD45			BACKINGS/MUD45.CEL
	MUD46			BACKINGS/MUD46.CEL
	MUD47			BACKINGS/MUD47.CEL
	MUD48			BACKINGS/MUD48.CEL
	MUD49			BACKINGS/MUD49.CEL
	MUD50			BACKINGS/MUD50.CEL
	MUD51			BACKINGS/MUD51.CEL
	MUD52			BACKINGS/MUD52.CEL
	MUD53			BACKINGS/MUD53.CEL
	MUD54			BACKINGS/MUD54.CEL
	MUD55			BACKINGS/MUD55.CEL
	MUD56			BACKINGS/MUD56.CEL
	MUD57			BACKINGS/MUD57.CEL
	MUD58			BACKINGS/MUD58.CEL
	MUD59			BACKINGS/MUD59.CEL
	MUD60			BACKINGS/MUD60.CEL
	MUD61			BACKINGS/MUD61.CEL
	MUD62			BACKINGS/MUD62.CEL
	MUD63			BACKINGS/MUD63.CEL
	WALLHOLE1		BACKINGS/WALLHOL1.CEL
	AV00			SPRITES/AV00.CEL
	AV01			SPRITES/AV01.CEL
	AV02			SPRITES/AV02.CEL
	AV03			SPRITES/AV03.CEL
	AV04			SPRITES/AV04.CEL
	AV05			SPRITES/AV05.CEL
	AV06			SPRITES/AV06.CEL
	AV07			SPRITES/AV07.CEL
	AV08			SPRITES/AV08.CEL
	AV09			SPRITES/AV09.CEL
	AV10			SPRITES/AV10.CEL
	AV11			SPRITES/AV11.CEL
	AV12			SPRITES/AV12.CEL
	FO00			SPRITES/FO00.CEL
	FO01			SPRITES/FO01.CEL
	FO02			SPRITES/FO02.CEL
	FO03			SPRITES/FO03.CEL
	FO04			SPRITES/FO04.CEL
	FO05			SPRITES/FO05.CEL
	FO06			SPRITES/FO06.CEL
	FO07			SPRITES/FO07.CEL
	FO08			SPRITES/FO08.CEL
	FO09			SPRITES/FO09.CEL
	FO10			SPRITES/FO10.CEL
	FO11			SPRITES/FO11.CEL
	FO12			SPRITES/FO12.CEL
	RO00			SPRITES/RO00.CEL
	RO01			SPRITES/RO01.CEL
	RO02			SPRITES/RO02.CEL
	RO03			SPRITES/RO03.CEL
	RO04			SPRITES/RO04.CEL
	RO05			SPRITES/RO05.CEL
	RO06			SPRITES/RO06.CEL
	RO07			SPRITES/RO07.CEL
	RO08			SPRITES/RO08.CEL
	RO09			SPRITES/RO09.CEL
	RO10			SPRITES/RO10.CEL
	RO11			SPRITES/RO11.CEL
	RO12			SPRITES/RO12.CEL
	STONE_DOOR1S_VERT	SPRITES/STDOOR00.CEL
	STONE_DOOR1S_HORIZ	SPRITES/STDOOR01.CEL
	STONE_DOOR1O_VERT	SPRITES/STDOOR02.CEL
	STONE_DOOR1O_HORIZ	SPRITES/STDOOR03.CEL
	STONE_DOOR1L_VERT	SPRITES/STDOOR04.CEL
	STONE_DOOR1L_HORIZ	SPRITES/STDOOR05.CEL
	STONE_WINDOW1_VERT	SPRITES/STWIND00.CEL
	STONE_WINDOW1_HORIZ	SPRITES/STWIND01.CEL
	STONE_ARCH_VERT		SPRITES/STDOOR06.CEL
	STONE_ARCH_HORIZ	SPRITES/STDOOR07.CEL
	STOOL_H			SPRITES/STOOL_H.CEL
	STOOL_V			SPRITES/STOOL_V.CEL
	BED_H			SPRITES/BED00.CEL
	BED_V			SPRITES/BED01.CEL
	BED_H_FULL		SPRITES/BED02.CEL
	BED_V_FULL		SPRITES/BED03.CEL
	BED_H_BLOODY		SPRITES/BED04.CEL
	BED_V_BLOODY		SPRITES/BED05.CEL
	CHAIRB_U		SPRITES/CHAIRB0.CEL
	CHAIRB_L		SPRITES/CHAIRB3.CEL
	CHAIR_U			SPRITES/CHAIR0.CEL
	CHAIR_R			SPRITES/CHAIR1.CEL
	CHAIR_D			SPRITES/CHAIR2.CEL
	CHAIR_L			SPRITES/CHAIR3.CEL
	CHAIR_DEAD		SPRITES/CHAIR_D.CEL
	AVSIT_U			SPRITES/AVSIT00.CEL
	AVSIT_R			SPRITES/AVSIT01.CEL
	AVSIT_D			SPRITES/AVSIT02.CEL
	AVSIT_L			SPRITES/AVSIT03.CEL
	KNIFE_0			SPRITES/KNIFE00.CEL
	KEY			SPRITES/KEY0.CEL
	CHEST			SPRITES/CHEST.CEL
	CHESTOPEN		SPRITES/CHEST_O.CEL
	CHESTLOCK		SPRITES/CHEST_L.CEL
	STUFF			SPRITES/STUFF1.CEL
	STUFF_BAG		SPRITES/STUFF0.CEL
	TORCH0			SPRITES/TORCH1.CEL
	TORCH1			SPRITES/TORCH2.CEL
	TORCH2			SPRITES/TORCH3.CEL
	TORCH3			SPRITES/TORCH4.CEL
	TORCHOUT		SPRITES/TORCH5.CEL
	BLOOD0			SPRITES/SQUISH00.CEL
	SPLAT			SPRITES/SPLAT!.CEL
	SPLAT2			SPRITES/SPLAT2!.CEL
	CANDLE0			SPRITES/CANDLE01.CEL
	CANDLE1			SPRITES/CANDLE02.CEL
	CANDLE2			SPRITES/CANDLE03.CEL
	CANDLE3			SPRITES/CANDLE04.CEL
	DEADCANDLE		SPRITES/CANDLE05.CEL
	CANDLE4			SPRITES/CANDLE06.CEL
	CANDLE5			SPRITES/CANDLE07.CEL
	CANDLE6			SPRITES/CANDLE08.CEL
	CANDLE7			SPRITES/CANDLE09.CEL
	DEADCANDLE2		SPRITES/CANDLE10.CEL
	FIREPLACE1		SPRITES/FIRE00.CEL
	FIREPLACE2		SPRITES/FIRE01.CEL
	FIREPLACE3		SPRITES/FIRE02.CEL
	DEATH0			SPRITES/DEATH0.CEL
	DEATH1			SPRITES/DEATH1.CEL
	DEATH2			SPRITES/DEATH2.CEL
	DEATH3			SPRITES/DEATH3.CEL
	CRAP_SUN		SPRITES/CRAP_SUN.CEL
	SINK0			SPRITES/SINK00.CEL
	SINK1			SPRITES/SINK01.CEL
	SINK2			SPRITES/SINK02.CEL
	SINK3			SPRITES/SINK03.CEL
	SINK4			SPRITES/SINK04.CEL
	BENCH0			SPRITES/BENCH00.CEL
	BENCH1			SPRITES/BENCH01.CEL
	BENCH2			SPRITES/BENCH02.CEL
	BENCH3			SPRITES/BENCH03.CEL
	BENCH4			SPRITES/BENCH04.CEL
	TV1			SPRITES/TV00.CEL
	TV2			SPRITES/TV01.CEL
	TV3			SPRITES/TV02.CEL
	TV4			SPRITES/TV03.CEL
	MICROWAVE1		SPRITES/MICROW00.CEL
	MICROWAVE2		SPRITES/MICROW01.CEL
	MICROWAVE3		SPRITES/MICROW02.CEL
	MICROWAVE4		SPRITES/MICROW03.CEL
	BASIN_V			SPRITES/BASIN_V.CEL
	BASIN_H			SPRITES/BASIN_H.CEL
	BOGV			SPRITES/BOG0.CEL
	BOGH			SPRITES/BOG1.CEL
	DRAWERS_V		SPRITES/DRAWERSV.CEL
	DRAWERS_H		SPRITES/DRAWERSH.CEL
	RING			SPRITES/RING.CEL
	FULLBOTTLE		SPRITES/BOTTLE0.CEL
	EMPTYBOTTLE		SPRITES/BOTTLE01.CEL
	BROKENBOTTLE		SPRITES/BOTTLE02.CEL
	GLASSSHARDS		SPRITES/BOTTLE03.CEL
	PUDDLE_WATER		SPRITES/LIQUID0.CEL
	PUDDLE_BEER		SPRITES/LIQUID01.CEL
	PUDDLE_BEER1		SPRITES/LIQUID1A.CEL
	PUDDLE_BEER2		SPRITES/LIQUID1B.CEL
	PUDDLE_BEER3		SPRITES/LIQUID1C.CEL
	PUDDLE_BEER4		SPRITES/LIQUID1D.CEL
	PUDDLE_BLOOD		SPRITES/LIQUID02.CEL
	BOWL			SPRITES/BOWL.CEL
	JUG			SPRITES/JUG.CEL
	JUG_BROKEN		SPRITES/JUGBRK.CEL
	PLATE			SPRITES/PLATE.CEL
	PLATE_BROKEN		SPRITES/PLATEBRK.CEL
	MUG			SPRITES/MUG.CEL
	MUG_BROKEN		SPRITES/MUGBRK.CEL
	TRIANGLE		SPRITES/TRIANGLE.CEL
	MIRROR_V0		SPRITES/MIRROR0.CEL
	MIRROR_V1		SPRITES/MIRROR1.CEL
	MIRROR_H0		SPRITES/MIRROR2.CEL
	MIRROR_H1		SPRITES/MIRROR3.CEL
	MIRROR_V_BRK		SPRITES/MIRROR4.CEL
	MIRROR_H_BRK		SPRITES/MIRROR5.CEL
	TAXMAN_D0		SPRITES/TAXMAN00.CEL
	TAXMAN_D1		SPRITES/TAXMAN01.CEL
	TAXMAN_D2		SPRITES/TAXMAN02.CEL
	TAXMAN_R0		SPRITES/TAXMAN03.CEL
	TAXMAN_R1		SPRITES/TAXMAN04.CEL
	TAXMAN_R2		SPRITES/TAXMAN05.CEL
	TAXMAN_DEAD		SPRITES/TAXMAN_D.CEL
	TAXMAN_U0		SPRITES/TAXMAN06.CEL
	TAXMAN_U1		SPRITES/TAXMAN07.CEL
	TAXMAN_U2		SPRITES/TAXMAN08.CEL
	TAXMAN_L0		SPRITES/TAXMAN09.CEL
	TAXMAN_L1		SPRITES/TAXMAN10.CEL
	TAXMAN_L2		SPRITES/TAXMAN11.CEL
	TAXMAN_SITD		SPRITES/TAXMANSD.CEL
	TAXMAN_SITL		SPRITES/TAXMANSL.CEL
	TAXMAN_SITR		SPRITES/TAXMANSR.CEL
	TAXMAN_SITU		SPRITES/TAXMANSU.CEL
	MED_D0			SPRITES/MED00.CEL
	MED_D1			SPRITES/MED01.CEL
	MED_D2			SPRITES/MED02.CEL
	MED_R0			SPRITES/MED03.CEL
	MED_R1			SPRITES/MED04.CEL
	MED_R2			SPRITES/MED05.CEL
	MED_DEAD		SPRITES/MED_DED.CEL
	MED_U0			SPRITES/MED06.CEL
	MED_U1			SPRITES/MED07.CEL
	MED_U2			SPRITES/MED08.CEL
	MED_L0			SPRITES/MED09.CEL
	MED_L1			SPRITES/MED10.CEL
	MED_L2			SPRITES/MED11.CEL
	MED_SITD		SPRITES/MED_SD.CEL
	MED_SITL		SPRITES/MED_SL.CEL
	MED_SITR		SPRITES/MED_SR.CEL
	MED_SITU		SPRITES/MED_SU.CEL
	ALBUM_00		SPRITES/ALBUM_00.CEL
	ALBUM_02		SPRITES/ALBUM_02.PCX
	ALBUM_01		SPRITES/ALBUM_01.CEL
	ALBUM_03		SPRITES/ALBUM_03.PCX
	ALBUM_04		SPRITES/ALBUM_04.PCX
	ALBUM_05		SPRITES/ALBUM_05.PCX
	ALBUM_06		SPRITES/ALBUM_06.PCX
	ALBUM_07		SPRITES/ALBUM_07.PCX
	BATH_HORIZ		SPRITES/BATH_H.CEL
	BATH_VERT		SPRITES/BATH_V.CEL
	PLANT1_OK		SPRITES/PLANT1A.CEL
	PLANT1_BROKE		SPRITES/PLANT1B.CEL
	PLANT1_PULP		SPRITES/PLANT1C.CEL
	GOLD_COINS		SPRITES/GOLD.CEL
	SILVER_COINS		SPRITES/SILVER.CEL
	TAXMAN_BEAM0		SPRITES/TAXBEAM0.CEL
	TAXMAN_BEAM1		SPRITES/TAXBEAM1.CEL
	TAXMAN_BEAM2		SPRITES/TAXBEAM2.CEL
	TAXMAN_BEAM3		SPRITES/TAXBEAM3.CEL
	TAXMAN_BEAM4		SPRITES/TAXBEAM4.CEL
	TAXMAN_BEAM5		SPRITES/TAXBEAM5.CEL
	TAXMAN_BEAM6		SPRITES/TAXBEAM6.CEL
	TAXMAN_BEAM7		SPRITES/TAXBEAM7.CEL
	TAXMAN_BEAM8		SPRITES/TAXBEAM8.CEL
	LIFT_UP			SPRITES/LIFT_UP.CEL
	LIFT_DOWN		SPRITES/LIFT_DN.CEL
	TARGET_MARKER		SPRITES/TARGET.CEL
	FLSIT_U			SPRITES/FLSIT00.CEL
	FLSIT_R			SPRITES/FLSIT01.CEL
	FLSIT_D			SPRITES/FLSIT02.CEL
	FLSIT_L			SPRITES/FLSIT03.CEL
	REMOTE_CONTROL		SPRITES\ROCONTRL.CEL
	PEBBLE_COTSWOLD		SPRITES\CWPEBBLE.CEL
	STAIRS_DOWN		SPRITES\STAIRDWN.CEL
	STAIRS_UP		SPRITES\STAIRUP.CEL
	STAIRS_UP_TOP		SPRITES\STAIRUP1.CEL
	POTION_EMPTY		SPRITES\POTION_E.CEL
	POTION_GREEN		SPRITES\POTION_G.CEL
	POTION_BLACK		SPRITES\POTION_K.CEL
	POTION_RED		SPRITES\POTION_R.CEL
	POTION_YELLOW		SPRITES\POTION_Y.CEL
	STONE_ARCH_BROKEN_H	SPRITES\STBROKEH.CEL
	STONE_ARCH_BROKEN_V	SPRITES\STBROKEV.CEL
	DYNAMITE		SPRITES\DYNA1.CEL
	DYNAMITE_LIT1		SPRITES\DYNA2.CEL
	DYNAMITE_LIT2		SPRITES\DYNA3.CEL
	DYNAMITE_LIT3		SPRITES\DYNA4.CEL
	DYNAMITE_READY1		SPRITES\DYNA5.CEL
	DYNAMITE_READY2		SPRITES\DYNA6.CEL
	DYNAMITE_READY3		SPRITES\DYNA7.CEL
	GRENADE			SPRITES\GRENADE.CEL
	LANDMINE		SPRITES\LANDMINE.CEL
	AV13			SPRITES\AV13.CEL
	AV14			SPRITES\AV14.CEL
	AV15			SPRITES\AV15.CEL
	AV16			SPRITES\AV16.CEL
	AV17			SPRITES\AV17.CEL
	AV18			SPRITES\AV18.CEL
	AV19			SPRITES\AV19.CEL
	AV20			SPRITES\AV20.CEL
	ROSIT_U			SPRITES\ROSIT0.CEL
	ROSIT_R			SPRITES\ROSIT1.CEL
	ROSIT_D			SPRITES\ROSIT2.CEL
	ROSIT_L			SPRITES\ROSIT3.CEL
	TESTCAR_DOWN		SPRITES\CAR_D.CEL
	TESTCAR_UP		SPRITES\CAR_U.CEL
	TESTCAR_LEFT		SPRITES\CAR_L.CEL
	TESTCAR_RIGHT		SPRITES\CAR_R.CEL
	WALL_EDGE_BL		SPRITES\WALLEDG1.CEL
	WALL_EDGE_TR		SPRITES\WALLEDG2.CEL
	ARKCOV00		SPRITES\ARKCOV00.CEL
	ARKCOV01		SPRITES\ARKCOV01.CEL
	ARKCOV02		SPRITES\ARKCOV02.CEL
	ARKCOV03		SPRITES\ARKCOV03.CEL
	ARKCOV04		SPRITES\ARKCOV04.CEL
	ARKCOV05		SPRITES\ARKCOV05.CEL
	ARKCOV06		SPRITES\ARKCOV06.CEL
	ARKCOV07		SPRITES\ARKCOV07.CEL
	ARKCOV08		SPRITES\ARKCOV08.CEL
	ARKCOV09		SPRITES\ARKCOV09.CEL
	ARKCOV10		SPRITES\ARKCOV10.CEL
	ARKCOV11		SPRITES\ARKCOV11.CEL
	ARKCOV12		SPRITES\ARKCOV12.CEL
	ARKCOV13		SPRITES\ARKCOV13.CEL
	ARKCOV14		SPRITES\ARKCOV14.CEL
	BOOTS			SPRITES\BOOTS.CEL
	BOAT1_L			SPRITES\BOAT1_L.CEL
	BOAT1_R			SPRITES\BOAT1_R.CEL
	BOAT1_U			SPRITES\BOAT1_U.CEL
	BOAT1_D			SPRITES\BOAT1_D.CEL
	BOAT1_DEAD		SPRITES\BOAT1_K.CEL
	WATER00			BACKINGS\WATER.CEL
	WATER01			BACKINGS\WATER01.CEL
	WATER02			BACKINGS\WATER02.CEL
	WATER03			BACKINGS\WATER03.CEL
	WATER04			BACKINGS\WATER04.CEL
	WATER05			BACKINGS\WATER05.CEL
	WATER06			BACKINGS\WATER06.CEL
	WATER07			BACKINGS\WATER07.CEL
	SHORE1_L		SPRITES\SHORE00.CEL
	SHORE1_R		SPRITES\SHORE01.CEL
	SHORE1_U		SPRITES\SHORE02.CEL
	SHORE1_D		SPRITES\SHORE03.CEL
	BOOK_CLOSEDD		SPRITES\BOOK0.CEL
	BOOK_OPEND		SPRITES\BOOK1.CEL
	BOOKD			SPRITES\BOOK2.CEL
	BOOK_CLOSEDR		SPRITES\BOOK3.CEL
	BOOK_OPENR		SPRITES\BOOK4.CEL
	BOOKR			SPRITES\BOOK5.CEL
	BOOK_CLOSEDL		SPRITES\BOOK6.CEL
	BOOK_OPENL		SPRITES\BOOK7.CEL
	BOOKL			SPRITES\BOOK8.CEL
	BOOK_CLOSEDU		SPRITES\BOOK9.CEL
	BOOK_OPENU		SPRITES\BOOK10.CEL
	BOOKU			SPRITES\BOOK11.CEL
	HALO00			SPRITES\HALO00.CEL
	HALO01			SPRITES\HALO01.CEL
	HALO02			SPRITES\HALO02.CEL
	HALO03			SPRITES\HALO03.CEL
	HALO04			SPRITES\HALO04.CEL
	HALO05			SPRITES\HALO05.CEL
	HALO06			SPRITES\HALO06.CEL
	HALO07			SPRITES\HALO07.CEL
	HALO08			SPRITES\HALO08.CEL
	HALO09			SPRITES\HALO09.CEL
	HALO10			SPRITES\HALO10.CEL
	HALO11			SPRITES\HALO11.CEL
	HALO12			SPRITES\HALO12.CEL
	HALO13			SPRITES\HALO13.CEL
	HALO14			SPRITES\HALO14.CEL
	HALO15			SPRITES\HALO15.CEL
	HALO16			SPRITES\HALO16.CEL
	HALO17			SPRITES\HALO17.CEL
	HALO18			SPRITES\HALO18.CEL
	HALO19			SPRITES\HALO19.CEL
	HALO20			SPRITES\HALO20.CEL
	HALO21			SPRITES\HALO21.CEL
	PISTOL			SPRITES\PISTOL.CEL
	ROUNDS-S		SPRITES\PELLETS.CEL
	ROUNDS-E		SPRITES\DETHSLUG.CEL
	ROUNDS-0		SPRITES\NOSLUGS.CEL
	COMPUTER_PRINTOUT	SPRITES\PRINTOUT.CEL
	STONE_DOOR2S_VERT	SPRITES\STDOOR08.CEL
	STONE_DOOR2S_HORIZ	SPRITES\STDOOR09.CEL
	STONE_DOOR2L_VERT	SPRITES\STDOOR10.CEL
	STONE_DOOR2L_HORIZ	SPRITES\STDOOR11.CEL
	SAND00			BACKINGS\SAND00.CEL
	SAND01			BACKINGS\SAND01.CEL
	SAND02			BACKINGS\SAND02.CEL
	SAND03			BACKINGS\SAND03.CEL
	SAND04			BACKINGS\SAND04.CEL
	SAND05			BACKINGS\SAND05.CEL
	SAND06			BACKINGS\SAND06.CEL
	SAND07			BACKINGS\SAND07.CEL
	SAND08			BACKINGS\SAND08.CEL
	SAND09			BACKINGS\SAND09.CEL
	SAND10			BACKINGS\SAND10.CEL
	SAND11			BACKINGS\SAND11.CEL
	SAND12			BACKINGS\SAND12.CEL
	SAND13			BACKINGS\SAND13.CEL
	SAND14			BACKINGS\SAND14.CEL
	SAND15			BACKINGS\SAND15.CEL
	SAND16			BACKINGS\SAND16.CEL
	SAND17			BACKINGS\SAND17.CEL
	SAND18			BACKINGS\SAND18.CEL
	SAND19			BACKINGS\SAND19.CEL
	SAND20			BACKINGS\SAND20.CEL
	SAND21			BACKINGS\SAND21.CEL
	LAPTOP00		SPRITES\LAPTOP00.CEL
	LAPTOP01		SPRITES\LAPTOP01.CEL
	LAPTOP02		SPRITES\LAPTOP02.CEL
	LAPTOP03		SPRITES\LAPTOP03.CEL
	WOODMASK_U		SPRITES\WOODMSK0.CEL
	WOODMASK_L		SPRITES\WOODMSK1.CEL
	WOODMASK_D		SPRITES\WOODMSK2.CEL
	PHONE00			SPRITES\PHONE00.CEL
	PHONE01			SPRITES\PHONE01.CEL
	PHONE02			SPRITES\PHONE02.CEL
	PHONE03			SPRITES\PHONE03.CEL
	PHONE04			SPRITES\PHONE04.CEL
	DEDBULL			SPRITES\DEADBULL.CEL
	DEDBULL_BREAK01		SPRITES\DEADBL01.CEL
	DEDBULL_BREAK02		SPRITES\DEADBL02.CEL
	DEDBULL_BREAK03		SPRITES\DEADBL03.CEL
	DEDBULL_BREAK04		SPRITES\DEADBL04.CEL
	DEDBULL_BREAK05		SPRITES\DEADBL05.CEL
	DEDBULL_BREAK06		SPRITES\DEADBL06.CEL
	DEDBULL_BREAK07		SPRITES\DEADBL07.CEL
	DEDBULL_BREAK08		SPRITES\DEADBL08.CEL
	DEDBULL_BREAK09		SPRITES\DEADBL09.CEL
	DEDBULL_EMPTY		SPRITES\DEADBL10.CEL
	COLA			SPRITES\COLA_00.CEL
	COLA_1			SPRITES\COLA_01.CEL
	COLA_2			SPRITES\COLA_02.CEL
	COLA_3			SPRITES\COLA_03.CEL
	COLA_4			SPRITES\COLA_04.CEL
	COLA_5			SPRITES\COLA_05.CEL
	COLA_6			SPRITES\COLA_06.CEL
	COLA_7			SPRITES\COLA_07.CEL
	COLA_8			SPRITES\COLA_08.CEL
	PEPSEE			SPRITES\PEPSE_00.CEL
	PEPSEE_1		SPRITES\PEPSE_01.CEL
	PEPSEE_2		SPRITES\PEPSE_02.CEL
	PEPSEE_3		SPRITES\PEPSE_03.CEL
	PEPSEE_4		SPRITES\PEPSE_04.CEL
	PEPSEE_5		SPRITES\PEPSE_05.CEL
	PEPSEE_6		SPRITES\PEPSE_06.CEL
	PEPSEE_7		SPRITES\PEPSE_07.CEL
	PEPSEE_8		SPRITES\PEPSE_08.CEL
	PEPSEE_9		SPRITES\PEPSE_09.CEL
	PEPSEE_10		SPRITES\PEPSE_10.CEL
	PEPSEE_11		SPRITES\PEPSE_11.CEL
	PEPSEE_12		SPRITES\PEPSE_12.CEL
	TILE00			BACKINGS\TILE00.CEL
	TILE01			BACKINGS\TILE01.CEL
	TILE02			BACKINGS\TILE02.CEL
	ASH00			SPRITES\ASH00.CEL
	HAPPYDRNK		SPRITES\HAPPYDK0.CEL
	HAPPYDRNK_E		SPRITES\HAPPYDK1.CEL
	HAPPYDRNK_2		SPRITES\HAPPYDK2.CEL
	HAPPYDRNK_3		SPRITES\HAPPYDK3.CEL
	HAPPYDRNK_4		SPRITES\HAPPYDK4.CEL
	HAPPYDRNK_5		SPRITES\HAPPYDK5.CEL
	HAPPYDRNK_6		SPRITES\HAPPYDK6.CEL
	HAPPYDRNK_7		SPRITES\HAPPYDK7.CEL
	HAPPYDRNK_8		SPRITES\HAPPYDK8.CEL
	ASPIRIN			SPRITES\ASPIRIN.CEL
	COD_OIL			SPRITES\COD_OIL.CEL
	COD_OIL2		SPRITES\COD_OIL2.CEL
	COD_OIL3		SPRITES\COD_OIL3.CEL
	ROAD00			BACKINGS\ROAD00.CEL
	ROAD01			BACKINGS\ROAD01.CEL
	ROAD02			BACKINGS\ROAD02.CEL
	ROAD03			BACKINGS\ROAD03.CEL
	ROAD04			BACKINGS\ROAD04.CEL
	ROAD05			BACKINGS\ROAD05.CEL
	MIRRORW0		SPRITES\MIRROR6.CEL
	MIRROR_W1		SPRITES\MIRROR7.CEL
	MIRROR_W2		SPRITES\MIRROR8.CEL
	MIRROR_W3		SPRITES\MIRROR9.CEL
	MIRROR_W4		SPRITES\MIRROR10.CEL
	MIRROR_W5		SPRITES\MIRROR11.CEL
	BREAD_0			SPRITES\BREAD.CEL
	SANDWICH_0		SPRITES\SANDWICH.CEL
	BREAD_1			SPRITES\BREAD2.CEL
	SOCKET			SPRITES\SOCKET.CEL
	TABLE_LAMP0		SPRITES\TLAMP0.CEL
	TABLE_LAMP1		SPRITES\TLAMP1.CEL
	TABLE_LAMP2		SPRITES\TLAMP2.CEL
	TABLE_LAMP3		SPRITES\TLAMP3.CEL
	LETTUCE-1		SPRITES\LETTUCE1.CEL
	GRAVE_PICTURE		SPRITES\GRAVE.PCX
	ATM_V			SPRITES\CASHMAC1.CEL
	ATM_V2			SPRITES\CASHMAC2.CEL
	ATM_H			SPRITES\CASHMAC3.CEL
	ATM_H2			SPRITES\CASHMAC4.CEL
	ATM_VB			SPRITES\CASHMAC5.CEL
	ATM_HB			SPRITES\CASHMAC6.CEL
	CREDIT_CARD		SPRITES\CREDCARD.CEL
	MICROVAX		SPRITES\MICROVAX.CEL
	MICROVAX_BROKEN		SPRITES\MICROVX2.CEL
	SEASHELL		SPRITES\SEASHELL.CEL
	ROB00			SPRITES/ROB00.CEL
	ROB01			SPRITES/ROB01.CEL
	ROB02			SPRITES/ROB02.CEL
	ROB03			SPRITES/ROB03.CEL
	ROB04			SPRITES/ROB04.CEL
	ROB05			SPRITES/ROB05.CEL
	ROB06			SPRITES/ROB06.CEL
	ROB07			SPRITES/ROB07.CEL
	ROB08			SPRITES/ROB08.CEL
	ROB09			SPRITES/ROB09.CEL
	ROB10			SPRITES/ROB10.CEL
	ROB11			SPRITES/ROB11.CEL
	ROB12			SPRITES/ROB12.CEL
	ROBSIT_U		SPRITES\ROBSIT0.CEL
	ROBSIT_R		SPRITES\ROBSIT1.CEL
	ROBSIT_D		SPRITES\ROBSIT2.CEL
	ROBSIT_L		SPRITES\ROBSIT3.CEL
	LIGHT_SW1		SPRITES\LGT_SW1.CEL
	LIGHT_SW2		SPRITES\LGT_SW2.CEL
	LIGHT_START		SPRITES/LIGHTCT0.CEL
	LIGHT_END		SPRITES/LIGHTCT1.CEL
	STONEFLOOR		BACKINGS/STONFLOR.CEL
	STONEFLOOR2		BACKINGS/STONFL2.CEL
	STONEFLOOR3		BACKINGS/STONFL3.CEL
	STONEARCH1		SPRITES/ARCH00.CEL
	STONEARCH2		SPRITES/ARCH01.CEL
	STONEARCH3		SPRITES/ARCH02.CEL
	CHIMNEY1		ROOF/CHIMNEY1.CEL
	LEVER1			SPRITES/LEVER1.CEL
	LEVER2			SPRITES/LEVER2.CEL

	SNAKE00			SPRITES/SNAKE00.CEL
	SNAKE01			SPRITES/SNAKE01.CEL
	SNAKE02			SPRITES/SNAKE02.CEL
	SNAKE03			SPRITES/SNAKE03.CEL
	SNAKE04			SPRITES/SNAKE04.CEL
	SNAKE05			SPRITES/SNAKE05.CEL
	SNAKE06			SPRITES/SNAKE06.CEL
	SNAKE07			SPRITES/SNAKE07.CEL


section: sequences

	quickname ?UNKNOWN ?UNKNOWN
	quickname OBJECT_PANEL OBJECT_PANEL
	quickname STATS_PANEL STATS_PANEL

	quickname getbutton_dark getbutton_dark
	quickname getbutton_light getbutton_light
	quickname dropbutton_dark dropbutton_dark
	quickname dropbutton_light dropbutton_light
	quickname usebutton_dark usebutton_dark
	quickname usebutton_light usebutton_light
	quickname talkbutton_dark talkbutton_dark
	quickname talkbutton_light talkbutton_light
	quickname attackbutton_dark attackbutton_dark
	quickname attackbutton_light attackbutton_light
	quickname movebutton_dark movebutton_dark
	quickname movebutton_light movebutton_light
	quickname lookbutton_dark lookbutton_dark
	quickname lookbutton_light lookbutton_light
	quickname castbutton_dark castbutton_dark
	quickname castbutton_light castbutton_light

	name OBJCURSOR
	overlay OBJCURSOR
	on_roof
	framelist:
	#1 frames
		OBJCURSOR
	end

	name DIRCURSOR
	overlay DIRCURSOR
	post_overlay
	framelist:
	#1 frames
		DIRCURSOR
	end

	quickname BACKICON BACKICON

	quickname OPEN_ROOF OPEN_ROOF
	quickname CLOSE_ROOF CLOSE_ROOF
	quickname SPLAT_BLOOD SPLAT
	quickname SPLAT_SPARK SPLAT2
	quickname GRASS00 GRASS00
	quickname GRASS01 GRASS01
	quickname GRASS02 GRASS02
	quickname GRASS03 GRASS03
	quickname GRASS04 GRASS04
	quickname GRASS05 GRASS05
	quickname GRASS06 GRASS06
	quickname GRASS07 GRASS07
	quickname GRASS08 GRASS08
	quickname GRASS09 GRASS09
	quickname BLACK00 BLACK
	quickname BLACK_WALL_BL BLACK_WALL_BL
	quickname BLACK_WALL_TR BLACK_WALL_TR
	quickname WALL_STONE_H WALLH00
	quickname WALL_STONE_V WALLV00
	quickname WALL_STONE_BR WALLBR00
	quickname WALL_STONE_BL0 WALLBL00
	quickname WALL_STONE_TR0 WALLTR00
	quickname WALL_STONE_TL WALLTL00
	quickname WALL_STONE_TR1 WALLTR01
	quickname WALL_STONE_BL1 WALLBL01
	quickname WOOD00 WOOD00

	name WATER_NORTH
	loop
	speed 3
	framelist:
	#8 frames
		WATER00
		WATER01
		WATER02
		WATER03
		WATER04
		WATER05
		WATER06
		WATER07
	end

	name WATER_NORTH2
	loop
	speed 3
	framelist:
	#8 frames
		WATER03
		WATER05
		WATER04
		WATER01
		WATER06
		WATER02
		WATER07
		WATER00
	end

	name WATER_NORTH3
	loop
	speed 3
	framelist:
	#8 frames
		WATER07
		WATER04
		WATER06
		WATER01
		WATER05
		WATER03
		WATER02
		WATER00
	end

	name WATER_NORTH4
	loop
	speed 3
	framelist:
	#8 frames
		WATER01
		WATER05
		WATER03
		WATER06
		WATER04
		WATER07
		WATER00
		WATER02
	end

	name WATER_NORTH5
	loop
	speed 3
	framelist:
	#8 frames
		WATER05
		WATER00
		WATER07
		WATER02
		WATER06
		WATER01
		WATER04
		WATER03
	end

	name WATER_NORTH6
	loop
	speed 3
	framelist:
	#8 frames
		WATER02
		WATER05
		WATER04
		WATER01
		WATER00
		WATER07
		WATER03
		WATER06
	end

	name WATER_SOUTH
	loop
	speed 3
	framelist:
	#8 frames
		WATER07
		WATER06
		WATER05
		WATER04
		WATER03
		WATER02
		WATER01
		WATER00
	end

	name WATER_SOUTH2
	loop
	speed 3
	framelist:
	#8 frames
		WATER00
		WATER07
		WATER02
		WATER06
		WATER01
		WATER04
		WATER05
		WATER03
	end

	name WATER_SOUTH3
	loop
	speed 3
	framelist:
	#8 frames
		WATER00
		WATER02
		WATER03
		WATER05
		WATER01
		WATER06
		WATER04
		WATER07
	end

	name WATER_SOUTH4
	loop
	speed 3
	framelist:
	#8 frames
		WATER02
		WATER00
		WATER07
		WATER04
		WATER06
		WATER03
		WATER05
		WATER01
	end

	name WATER_SOUTH5
	loop
	speed 3
	framelist:
	#8 frames
		WATER03
		WATER04
		WATER01
		WATER06
		WATER02
		WATER07
		WATER00
		WATER05
	end

	name WATER_SOUTH6
	loop
	speed 3
	framelist:
	#8 frames
		WATER06
		WATER03
		WATER07
		WATER00
		WATER01
		WATER04
		WATER05
		WATER02
	end
	quickname SHORE1_L SHORE1_L
	quickname SHORE1_R SHORE1_R
	quickname SHORE1_U SHORE1_U
	quickname SHORE1_D SHORE1_D
	quickname MUD00 MUD00
	quickname MUD01 MUD01
	quickname MUD02 MUD02
	quickname MUD03 MUD03
	quickname MUD04 MUD04
	quickname MUD05 MUD05
	quickname MUD06 MUD06
	quickname MUD07 MUD07
	quickname MUD08 MUD08
	quickname MUD09 MUD09
	quickname MUD10 MUD10
	quickname MUD11 MUD11
	quickname MUD12 MUD12
	quickname MUD13 MUD13
	quickname MUD14 MUD14
	quickname MUD15 MUD15
	quickname MUD16 MUD16
	quickname MUD17 MUD17
	quickname MUD18 MUD18
	quickname MUD19 MUD19
	quickname MUD20 MUD20
	quickname MUD21 MUD21
	quickname MUD22 MUD22
	quickname MUD23 MUD23
	quickname MUD24 MUD24
	quickname MUD25 MUD25
	quickname MUD26 MUD26
	quickname MUD27 MUD27
	quickname MUD28 MUD28
	quickname MUD29 MUD29
	quickname MUD30 MUD30
	quickname MUD31 MUD31
	quickname MUD32 MUD32
	quickname MUD33 MUD33
	quickname MUD34 MUD34
	quickname MUD35 MUD35
	quickname MUD36 MUD36
	quickname MUD37 MUD37
	quickname MUD38 MUD38
	quickname MUD39 MUD39
	quickname MUD40 MUD40
	quickname MUD41 MUD41
	quickname MUD42 MUD42
	quickname MUD43 MUD43
	quickname MUD44 MUD44
	quickname MUD45 MUD45
	quickname MUD46 MUD46
	quickname MUD47 MUD47
	quickname MUD48 MUD48
	quickname MUD49 MUD49
	quickname MUD50 MUD50
	quickname MUD51 MUD51
	quickname MUD52 MUD52
	quickname MUD53 MUD53
	quickname MUD54 MUD54
	quickname MUD55 MUD55
	quickname MUD56 MUD56
	quickname MUD57 MUD57
	quickname MUD58 MUD58
	quickname MUD59 MUD59
	quickname MUD60 MUD60
	quickname MUD61 MUD61
	quickname MUD62 MUD62
	quickname MUD63 MUD63
	quickname WALLHOLE1 WALLHOLE1
	quickname SINK_END SINK0

	name P_UP
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		AV00
		AV01
		AV02
	end

	name P_RIGHT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		AV03
		AV04
		AV05
	end

	name P_DOWN
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		AV06
		AV07
		AV08
	end

	name P_LEFT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		AV09
		AV10
		AV11
	end

	name P_DEAD
	speed 1
	overlay BLOOD0
	framelist:
	#1 frames
		AV12
	end

	name P_LIEDOWN
	speed 1
	framelist:
	#1 frames
		AV12
	end

	name F_UP
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		FO00
		FO01
		FO02
	end

	name F_RIGHT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		FO03
		FO04
		FO05
	end

	name F_DOWN
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		FO06
		FO07
		FO08
	end

	name F_LEFT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		FO09
		FO10
		FO11
	end

	name F_DEAD
	speed 1
	overlay BLOOD0
	framelist:
	#1 frames
		FO12
	end

	name F_LIEDOWN
	speed 1
	framelist:
	#1 frames
		FO12
	end

	name R_UP
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		RO00
		RO01
		RO02
	end

	name R_RIGHT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		RO03
		RO04
		RO05
	end

	name R_DOWN
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		RO06
		RO07
		RO08
	end

	name R_LEFT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		RO09
		RO10
		RO11
	end

	name R_DEAD
	speed 1
	framelist:
	#1 frames
		RO12
	end
	quickname DEADTORCH TORCHOUT
	quickname DEADCANDLE DEADCANDLE
	quickname DEADCANDLESTK DEADCANDLE2

	name TORCH
	loop
	speed 1
	framelist:
	#4 frames
		TORCH0
		TORCH1
		TORCH2
		TORCH3
	end

	name FIREPLACE1
	loop
	speed 1
	framelist:
	#3 frames
		FIREPLACE1
		FIREPLACE2
		FIREPLACE3
	end
	quickname SINK SINK1

	name SINK_RUNNING
	loop
	speed 1
	framelist:
	#3 frames
		SINK2
		SINK3
		SINK4
	end

	name CANDLE
	loop
	speed 1
	framelist:
	#4 frames
		CANDLE0
		CANDLE1
		CANDLE2
		CANDLE3
	end

	name CANDLESTK
	loop
	speed 1
	framelist:
	#4 frames
		CANDLE4
		CANDLE5
		CANDLE6
		CANDLE7
	end

	name THE_DEATH
	loop
	speed 1
	framelist:
	#4 frames
		DEATH0
		DEATH1
		DEATH2
		DEATH3
	end

	name STONEDOOR1V_OPEN
	speed 1
	overlay STONE_DOOR1O_VERT
	post_overlay
	framelist:
	#1 frames
		STONE_DOOR1O_VERT
	end

	name STONEDOOR1H_OPEN
	speed 1
	post_overlay
	overlay STONE_DOOR1O_HORIZ
	framelist:
	#1 frames
		STONE_DOOR1O_HORIZ
	end

	name STONEARCHV
	speed 1
	overlay STONE_ARCH_VERT
	post_overlay
	framelist:
	#1 frames
		STONE_ARCH_VERT
	end

	name STONEARCHH
	speed 1
	overlay STONE_ARCH_HORIZ
	post_overlay
	framelist:
	#1 frames
		STONE_ARCH_HORIZ
	end
	quickname STONEDOOR1V_SHUT STONE_DOOR1S_VERT
	quickname STONEDOOR1H_SHUT STONE_DOOR1S_HORIZ
	quickname STONEDOOR1V_LOCK STONE_DOOR1L_VERT
	quickname STONEDOOR1H_LOCK STONE_DOOR1L_HORIZ
	quickname STONEWINDOW1V STONE_WINDOW1_VERT
	quickname STONEWINDOW1H STONE_WINDOW1_HORIZ
	quickname KNIFE_0 KNIFE_0
	quickname KEY_0 KEY
	quickname CHEST CHEST
	quickname CHESTOPEN CHESTOPEN
	quickname CHESTLOCK CHESTLOCK
	quickname BLOOD0 BLOOD0

	name STUFF
	overlay STUFF
	framelist:
	#1 frames
		STUFF_BAG
	end

	name CHAIR_L
	speed 1
	overlay CHAIRB_L
	post_overlay
	framelist:
	#1 frames
		CHAIR_L
	end

	name CHAIR_R
	speed 1
	framelist:
	#1 frames
		CHAIR_R
	end

	name CHAIR_U
	speed 1
	overlay CHAIRB_U
	post_overlay
	framelist:
	#1 frames
		CHAIR_U
	end

	name CHAIR_D
	speed 1
	framelist:
	#1 frames
		CHAIR_D
	end
	quickname CHAIR_BITS CHAIR_DEAD
	quickname BED_H BED_H
	quickname BED_V BED_V
	quickname BED_H_FULL BED_H_FULL
	quickname BED_V_FULL BED_V_FULL
	quickname BED_H_BLOODY BED_H_BLOODY
	quickname BED_V_BLOODY BED_V_BLOODY
	quickname AVSIT_L AVSIT_L
	quickname AVSIT_R AVSIT_R
	quickname AVSIT_U AVSIT_U
	quickname AVSIT_D AVSIT_D
	quickname RED RED
	quickname BLUE BLUE
	quickname GREEN GREEN
	quickname CRAP_SUN CRAP_SUN
	quickname BENCH0 BENCH0
	quickname BENCH1 BENCH1
	quickname BENCH2 BENCH2
	quickname BENCH3 BENCH3
	quickname BENCH4 BENCH4
	quickname MICROWAVE1 MICROWAVE1
	quickname MICROWAVE2 MICROWAVE2
	quickname MICROWAVE3 MICROWAVE3
	quickname MICROWAVE4 MICROWAVE4
	quickname TV1 TV1
	quickname TV2 TV2
	quickname TV3 TV3
	quickname TV4 TV4
	quickname BOGH BOGH
	quickname BOGV BOGV
	quickname BASIN_V BASIN_V
	quickname BASIN_H BASIN_H
	quickname DRAWERS_V DRAWERS_V
	quickname DRAWERS_H DRAWERS_H
	quickname RING RING
	quickname BOTTLE_FULL FULLBOTTLE
	quickname BOTTLE_BROKE BROKENBOTTLE
	quickname BOTTLE_EMPTY EMPTYBOTTLE
	quickname GLASS_SHARDS GLASSSHARDS

	name PUDDLE_BEER
	framelist:
	#4 frames
		PUDDLE_BEER1
		PUDDLE_BEER2
		PUDDLE_BEER3
		PUDDLE_BEER4
	end
	quickname PUDDLE_WATER PUDDLE_WATER
	quickname PUDDLE_BLOOD PUDDLE_BLOOD
	quickname JUG JUG
	quickname MUG MUG
	quickname BOWL BOWL
	quickname PLATE PLATE
	quickname PLATE_BROKEN PLATE_BROKEN
	quickname JUG_BROKEN JUG_BROKEN
	quickname MUG_BROKEN MUG_BROKEN
	quickname TRIANGLE TRIANGLE
	quickname MIRROR_H_EMPTY MIRROR_H0
	quickname MIRROR_H_FULL MIRROR_H1
	quickname MIRROR_V_EMPTY MIRROR_V0
	quickname MIRROR_V_FULL MIRROR_V1
	quickname MIRROR_V_BROKEN MIRROR_V_BRK
	quickname MIRROR_H_BROKEN MIRROR_H_BRK

	name TAXMAN_DOWN
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		TAXMAN_D0
		TAXMAN_D1
		TAXMAN_D2
	end

	name TAXMAN_RIGHT
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		TAXMAN_R0
		TAXMAN_R1
		TAXMAN_R2
	end

	name TAXMAN_DEAD
	overlay BLOOD0
	framelist:
	#1 frames
		TAXMAN_DEAD
	end
	quickname TAXMAN_LIEDOWN TAXMAN_DEAD

	name TAXMAN_LEFT
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		TAXMAN_L0
		TAXMAN_L1
		TAXMAN_L2
	end

	name TAXMAN_UP
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		TAXMAN_U0
		TAXMAN_U1
		TAXMAN_U2
	end
	quickname ALBUM_CACKHEADS ALBUM_00
	quickname ALBUM_FLOYD ALBUM_01
	quickname ALBUM_RUSH ALBUM_02
	quickname ALBUM_MANICS ALBUM_03
	quickname ALBUM_MASSIVEATTACK ALBUM_04
	quickname ALBUM_NIRVANA ALBUM_05
	quickname ALBUM_REM ALBUM_06
	quickname ALBUM_RADIOHEAD ALBUM_07
	quickname TAXMAN_SIT_DOWN TAXMAN_SITD
	quickname TAXMAN_SIT_LEFT TAXMAN_SITL
	quickname TAXMAN_SIT_RIGHT TAXMAN_SITR
	quickname TAXMAN_SIT_UP TAXMAN_SITU
	quickname BATH_H BATH_HORIZ
	quickname BATH_V BATH_VERT
	quickname PLANT1_OK PLANT1_OK
	quickname PLANT1_BROKEN PLANT1_BROKE
	quickname PLANT1_PULPED PLANT1_PULP
	quickname GOLD_COINS GOLD_COINS
	quickname SILVER_COINS SILVER_COINS

	name TAXMAN_BEAM_OUT
	speed 3
	framelist:
	#18 frames
		TAXMAN_D1
		TAXMAN_BEAM0
		TAXMAN_BEAM1
		TAXMAN_BEAM2
		TAXMAN_BEAM1
		TAXMAN_BEAM1
		TAXMAN_BEAM2
		TAXMAN_BEAM1
		TAXMAN_BEAM0
		TAXMAN_D1
		TAXMAN_D1
		TAXMAN_D1
		TAXMAN_BEAM3
		TAXMAN_BEAM4
		TAXMAN_BEAM5
		TAXMAN_BEAM6
		TAXMAN_BEAM8
		BLACK
	end
	quickname LIFT_UP LIFT_UP
	quickname LIFT_DOWN LIFT_DOWN
	quickname TARGET TARGET_MARKER
	quickname FLSIT_L FLSIT_L
	quickname FLSIT_R FLSIT_R
	quickname FLSIT_U FLSIT_U
	quickname FLSIT_D FLSIT_D
	quickname REMOTE_CONTROL REMOTE_CONTROL
	quickname PEBBLE_COTSWOLD PEBBLE_COTSWOLD
	quickname STAIRS_DOWN STAIRS_DOWN
	quickname STAIRS_UP STAIRS_UP
	quickname STAIRS_UP_TOP STAIRS_UP_TOP
	quickname POTION_BLACK POTION_BLACK
	quickname POTION_EMPTY POTION_EMPTY
	quickname POTION_GREEN POTION_GREEN
	quickname POTION_RED POTION_RED
	quickname POTION_YELLOW POTION_YELLOW

	name STONEARCHH_BROKEN
	overlay STONE_ARCH_BROKEN_H
	post_overlay
	framelist:
	#1 frames
		STONE_ARCH_BROKEN_H
	end

	name STONEARCHV_BROKEN
	overlay STONE_ARCH_BROKEN_V
	post_overlay
	framelist:
	#1 frames
		STONE_ARCH_BROKEN_V
	end
	quickname DYNAMITE DYNAMITE
	quickname LANDMINE LANDMINE

	name DYNAMITE_LIT
	loop
	framelist:
	#3 frames
		DYNAMITE_LIT1
		DYNAMITE_LIT2
		DYNAMITE_LIT3
	end

	name DYNAMITE_READY
	loop
	framelist:
	#3 frames
		DYNAMITE_READY1
		DYNAMITE_READY2
		DYNAMITE_READY3
	end
	quickname GRENADE GRENADE
	quickname AVSIT_R2 AV20
	quickname AVSIT_D2 AV19

	name P_RIGHT2
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		AV13
		AV14
		AV15
	end

	name P_DOWN2
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		AV16
		AV17
		AV18
	end
	quickname ROSIT_L ROSIT_L
	quickname ROSIT_R ROSIT_R
	quickname ROSIT_U ROSIT_U
	quickname ROSIT_D ROSIT_D

	name CAR_L
	overlay TESTCAR_LEFT
	post_overlay
	framelist:
		TESTCAR_LEFT
	end

	name CAR_R
	overlay TESTCAR_RIGHT
	post_overlay
	framelist:
		TESTCAR_RIGHT
	end

	name CAR_U
	overlay TESTCAR_UP
	post_overlay
	framelist:
		TESTCAR_UP
	end

	name CAR_D
	overlay TESTCAR_DOWN
	post_overlay
	framelist:
		TESTCAR_DOWN
	end
	
	quickname WALL_EDGE_BL WALL_EDGE_BL
	quickname WALL_EDGE_TR WALL_EDGE_TR
	quickname ARKOFCOVENANT_SHUT ARKCOV00

	name ARKOFCOVENANT_OPEN
	speed 2
	framelist:
	#14 frames
		ARKCOV01
		ARKCOV02
		ARKCOV03
		ARKCOV04
		ARKCOV05
		ARKCOV06
		ARKCOV07
		ARKCOV08
		ARKCOV09
		ARKCOV10
		ARKCOV11
		ARKCOV12
		ARKCOV13
		ARKCOV14
	end
	quickname BOOTS BOOTS
	quickname BOOK_U BOOKU
	quickname BOOK_OPEN_U BOOK_OPENU
	quickname BOOK_CLOSED_U BOOK_CLOSEDU
	quickname BOOK_D BOOKD
	quickname BOOK_OPEN_D BOOK_OPEND
	quickname BOOK_CLOSED_D BOOK_CLOSEDD
	quickname BOOK_L BOOKL
	quickname BOOK_OPEN_L BOOK_OPENL
	quickname BOOK_CLOSED_L BOOK_CLOSEDL
	quickname BOOK_R BOOKR
	quickname BOOK_OPEN_R BOOK_OPENR
	quickname BOOK_CLOSED_R BOOK_CLOSEDR

	name MEDIC_UP
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		MED_U0
		MED_U1
		MED_U2
	end

	name MEDIC_DOWN
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		MED_D0
		MED_D1
		MED_D2
	end

	name MEDIC_LEFT
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		MED_L0
		MED_L1
		MED_L2
	end

	name MEDIC_RIGHT
	pingpong
	loop
	stepped
	framelist:
	#3 frames
		MED_R0
		MED_R1
		MED_R2
	end

	name MEDIC_DEAD
	overlay BLOOD0
	framelist:
	#1 frames
		MED_DEAD
	end
	quickname MEDIC_LIEDOWN MED_DEAD
	quickname MEDIC_SIT_L MED_SITL
	quickname MEDIC_SIT_R MED_SITR
	quickname MEDIC_SIT_U MED_SITU
	quickname MEDIC_SIT_D MED_SITD
	quickname HALO00 HALO00
	quickname HALO01 HALO01
	quickname HALO02 HALO02
	quickname HALO03 HALO03
	quickname HALO04 HALO04
	quickname HALO05 HALO05
	quickname HALO06 HALO06
	quickname HALO07 HALO07
	quickname HALO08 HALO08
	quickname HALO09 HALO09
	quickname HALO10 HALO10
	quickname HALO11 HALO11
	quickname HALO12 HALO12
	quickname HALO13 HALO13
	quickname HALO14 HALO14
	quickname HALO15 HALO15
	quickname HALO16 HALO16
	quickname HALO17 HALO17
	quickname HALO18 HALO18
	quickname HALO19 HALO19
	quickname HALO20 HALO20
	quickname HALO21 HALO21
	quickname PISTOL PISTOL
	quickname ROUNDS-S ROUNDS-S
	quickname ROUNDS-E ROUNDS-E
	quickname ROUNDS-0 ROUNDS-0
	quickname PRINTOUT COMPUTER_PRINTOUT
	quickname STONEDOOR2V_SHUT STONE_DOOR2S_VERT
	quickname STONEDOOR2H_SHUT STONE_DOOR2S_HORIZ
	quickname STONEDOOR2H_LOCK STONE_DOOR2L_HORIZ
	quickname STONEDOOR2V_LOCK STONE_DOOR2L_VERT
	quickname SAND00 SAND00
	quickname SAND01 SAND01
	quickname SAND02 SAND02
	quickname SAND03 SAND03
	quickname SAND04 SAND04
	quickname SAND05 SAND05
	quickname SAND06 SAND06
	quickname SAND07 SAND07
	quickname SAND08 SAND08
	quickname SAND09 SAND09
	quickname SAND10 SAND10
	quickname SAND11 SAND11
	quickname SAND12 SAND12
	quickname SAND13 SAND13
	quickname SAND14 SAND14
	quickname SAND15 SAND15
	quickname SAND16 SAND16
	quickname SAND17 SAND17
	quickname SAND18 SAND18
	quickname SAND19 SAND19
	quickname SAND20 SAND20
	quickname SAND21 SAND21
	quickname LAPTOP_DOWN LAPTOP00
	quickname LAPTOP_UP LAPTOP03
	quickname LAPTOP_LEFT LAPTOP02
	quickname LAPTOP_RIGHT LAPTOP01
	quickname WOODMASK_L WOODMASK_L
	quickname WOODMASK_U WOODMASK_U
	quickname WOODMASK_D WOODMASK_D
	quickname PHONE_R PHONE01
	quickname PHONE_D PHONE00
	quickname PHONE_U PHONE03
	quickname PHONE_L PHONE02
	quickname PHONE_B PHONE04
	quickname DEDBULL DEDBULL

	name DEDBULL_BREAKING
	speed 2
	framelist:
	#9 frames
		DEDBULL_BREAK01
		DEDBULL_BREAK02
		DEDBULL_BREAK03
		DEDBULL_BREAK04
		DEDBULL_BREAK05
		DEDBULL_BREAK06
		DEDBULL_BREAK07
		DEDBULL_BREAK08
		DEDBULL_BREAK09
	end
	quickname DEDBULL_EMPTY DEDBULL_EMPTY
	quickname COLA COLA

	name COLA_BREAKING
	speed 2
	jump_to COLA_FIZZING
	framelist:
	#3 frames
		COLA_1
		COLA_2
		COLA_3
	end

	name COLA_FIZZING
	random
	speed 2
	framelist:
	#4 frames
		COLA_4
		COLA_5
		COLA_6
		COLA_7
	end
	quickname COLA_EMPTY COLA_8
	quickname PEPSEE PEPSEE

	name PEPSEE_BREAKING
	speed 2
	jump_to PEPSEE_FOUNTAIN
	framelist:
	#5 frames
		PEPSEE_1
		PEPSEE_2
		PEPSEE_3
		PEPSEE_4
		PEPSEE_5
	end

	name PEPSEE_FOUNTAIN
	random
	speed 2
	framelist:
	#6 frames
		PEPSEE_6
		PEPSEE_7
		PEPSEE_8
		PEPSEE_9
		PEPSEE_10
		PEPSEE_11
	end
	quickname PEPSEE_EMPTY PEPSEE_12
	quickname TILE00 TILE00
	quickname TILE01 TILE01
	quickname TILE02 TILE02
	quickname ASH00 ASH00
	quickname HAPPY_DRINK HAPPYDRNK
	quickname HAPPY_DRINK_EMPTY HAPPYDRNK_E

	name HAPPY_DRINK_BREAKING
	speed 2
	framelist:
	#8 frames
		HAPPYDRNK
		HAPPYDRNK_2
		HAPPYDRNK_3
		HAPPYDRNK_4
		HAPPYDRNK_5
		HAPPYDRNK_6
		HAPPYDRNK_7
		HAPPYDRNK_8
	end
	quickname ASPIRIN ASPIRIN

	name COD_LIVER_OIL
	overlay COD_OIL2
	framelist:
	#1 frames
		COD_OIL
	end
	quickname COD_LIVER_OIL_BRK COD_OIL3
	quickname BOAT1_UP BOAT1_U
	quickname BOAT1_DOWN BOAT1_D
	quickname BOAT1_LEFT BOAT1_L
	quickname BOAT1_RIGHT BOAT1_R
	quickname BOAT1_DEAD BOAT1_DEAD
	quickname ROAD_00 ROAD00
	quickname ROAD_01 ROAD01
	quickname ROAD_02 ROAD02
	quickname ROAD_03 ROAD03
	quickname ROAD_04 ROAD04
	quickname ROAD_05 ROAD05
	quickname MIRROR2_V_EMPTY MIRRORW0
	quickname MIRROR2_V_FULL MIRROR_W1
	quickname MIRROR2_V_BROKEN MIRROR_W4
	quickname MIRROR2_H_EMPTY MIRROR_W2
	quickname MIRROR2_H_FULL MIRROR_W3
	quickname MIRROR2_H_BROKEN MIRROR_W5
	quickname BREAD_0 BREAD_0
	quickname SANDWICH_0 SANDWICH_0
	quickname BREAD_1 BREAD_1
	quickname SOCKET SOCKET
	quickname TABLE_LAMP0 TABLE_LAMP0
	quickname TABLE_LAMP1 TABLE_LAMP1
	quickname TABLE_LAMP2 TABLE_LAMP2
	quickname TABLE_LAMP3 TABLE_LAMP3
	quickname LETTUCE-1 LETTUCE-1
	quickname GRAVE_PICTURE GRAVE_PICTURE

	name ATM_H
	loop
	speed 16
	framelist:
	#2 frames
		ATM_H
		ATM_H2
	end

	name ATM_V
	loop
	speed 16
	framelist:
	#2 frames
		ATM_V
		ATM_V2
	end
	quickname ATM_VB ATM_VB
	quickname ATM_HB ATM_HB
	quickname CREDIT_CARD CREDIT_CARD
	quickname MICROVAX MICROVAX
	quickname MICROVAX_BROKEN MICROVAX_BROKEN
	quickname SEASHELL SEASHELL
	quickname ROSIT_L ROSIT_L
	quickname ROSIT_R ROSIT_R
	quickname ROSIT_U ROSIT_U
	quickname ROSIT_D ROSIT_D

	name RB_UP
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		ROB00
		ROB01
		ROB02
	end

	name RB_RIGHT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		ROB03
		ROB04
		ROB05
	end

	name RB_DOWN
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		ROB06
		ROB07
		ROB08
	end

	name RB_LEFT
	pingpong
	loop
	stepped
	speed 1
	framelist:
	#3 frames
		ROB09
		ROB10
		ROB11
	end

	name RB_DEAD
	speed 1
	framelist:
	#1 frames
		ROB12
	end

	name LGT_SW1
	overlay LIGHT_SW1
	post_overlay
	framelist:
	#1 frames
		LIGHT_SW1
	end

	name LGT_SW2
	overlay LIGHT_SW2
	post_overlay
	framelist:
	#1 frames
		LIGHT_SW2
	end
	quickname LIGHT_START LIGHT_START
	quickname LIGHT_END LIGHT_END
	quickname STONEFLOOR STONEFLOOR
	quickname STONEFLOOR2 STONEFLOOR2
	quickname STONEFLOOR3 STONEFLOOR3
	name CHIMNEY1
	on_roof
	framelist:
		CHIMNEY1
	end


	name STONEARCH1
	speed 1
	overlay STONEARCH1
	post_overlay
	framelist:
	#1 frames
		STONEARCH1
	end

	name STONEARCH2
	speed 1
	overlay STONEARCH2
	post_overlay
	framelist:
	#1 frames
		STONEARCH2
	end

	name STONEARCH3
	speed 1
	overlay STONEARCH3
	post_overlay
	framelist:
	#1 frames
		STONEARCH3
	end

	quickname lever1 lever1
	quickname lever2 lever2

	name SNAKE_R
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		SNAKE00
		SNAKE01
	end

	name SNAKE_L
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		SNAKE02
		SNAKE03
	end

	name SNAKE_D
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		SNAKE04
		SNAKE05
	end

	name SNAKE_U
	loop
	stepped
	speed 8
	framelist:
	#2 frames
		SNAKE06
		SNAKE07
	end

	name SNAKE_DEAD
	overlay BLOOD0
	framelist:
	#1 frames
		SNAKE05
	end

section: characters

	name ?UNKNOWN
	left		?UNKNOWN
	right		?UNKNOWN
	up		?UNKNOWN
	down		?UNKNOWN
	hp		0
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		0
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"Please edit the map and change this into something else"
	short		"map error"
	setsolid	V 0 0 2 1
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 2 1

	name BUTTON_GET
	left		getbutton_dark
	right		getbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_DROP
	left		dropbutton_dark
	right		dropbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_USE
	left		usebutton_dark
	right		usebutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_TALK
	left		talkbutton_dark
	right		talkbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_MOVE
	left		movebutton_dark
	right		movebutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_ATTACK
	left		attackbutton_dark
	right		attackbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_LOOK
	left		lookbutton_dark
	right		lookbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name BUTTON_CAST
	left		castbutton_dark
	right		castbutton_light
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	weight		1
	system
	invisible
	description	""
	short		"nothing"

	name OBJECTCURSOR
	left		OBJCURSOR
	right		OBJCURSOR
	up		OBJCURSOR
	down		OBJCURSOR
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"No description"
	short		"No description"
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DIRECTIONCURSOR
	left		DIRCURSOR
	right		DIRCURSOR
	up		DIRCURSOR
	down		DIRCURSOR
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"No description"
	short		"No description"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name OBJECTPANEL
	left		OBJECT_PANEL
	right		OBJECT_PANEL
	up		OBJECT_PANEL
	down		OBJECT_PANEL
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"No description"
	short		"No description"
	invisible
	system
	setsolid	V 0 0 9 7
	setsolid	H 0 0 9 7
	setActiveArea	V 0 0 9 7
	setActiveArea	H 0 0 9 7

	name STATSPANEL
	left		STATS_PANEL
	right		STATS_PANEL
	up		STATS_PANEL
	down		STATS_PANEL
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"No description"
	short		"No description"
	invisible
	system
	setsolid	V 0 0 9 5
	setsolid	H 0 0 9 5
	setActiveArea	V 0 0 9 5
	setActiveArea	H 0 0 9 5

	name SPLAT
	left		SPLAT_BLOOD
	right		SPLAT_BLOOD
	up		SPLAT_BLOOD
	down		SPLAT_BLOOD
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"No description"
	short		"No description"
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GRAVE_PICTURE
	left		GRAVE_PICTURE
	right		GRAVE_PICTURE
	up		GRAVE_PICTURE
	down		GRAVE_PICTURE
	hp		0
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		0
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"None"
	short		"?"
	invisible
	system
	setsolid	V 0 0 8 6
	setsolid	H 0 0 8 6
	setActiveArea	V 0 0 8 6
	setActiveArea	H 0 0 8 6

	name BACK_ICON
	left		BACKICON
	right		BACKICON
	up		BACKICON
	down		BACKICON
	hp		1
	weight		1
	description	""
	short		"nothing"
	container

	name PLAYER
	left		P_LEFT
	right		P_RIGHT
	up		P_UP
	down		P_DOWN
	hp		100
	max_hp		0
	dexterity	10
	max_dexterity	0
	strength	31000
	max_strength	0
	intelligence	140
	max_intelligence	0
	weight		30000
	damage		6
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see Mr. Smith"
	short		"man"
	ifused		close_attack
	IfKilled	Player_Dies
	IfHurt		Player_Hurt
	behaviour	 player_action
	solid
	person
	male
	know_name
	is_hero
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MAN_GENERIC
	left		F_LEFT
	right		F_RIGHT
	up		F_UP
	down		F_DOWN
	hp		100
	max_hp		0
	dexterity	10
	max_dexterity	0
	strength	15000
	max_strength	0
	intelligence	140
	max_intelligence	0
	weight		30000
	damage		6
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a man."
	short		"man"
	ifused		close_attack
	IfKilled	Follower_Dies
	IfHurt		Follower_Hurt
	solid
	person
	male
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MAN_SALESMAN
	left		F_LEFT
	right		F_RIGHT
	up		F_UP
	down		F_DOWN
	hp		100
	max_hp		0
	dexterity	10
	max_dexterity	0
	strength	15000
	max_strength	0
	intelligence	140
	max_intelligence	0
	weight		30000
	damage		6
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a salesman."
	short		"salesman"
	ifused		close_attack
	IfKilled	Follower_Dies
	IfHurt		Follower_Hurt
	solid
	person
	Conversation	people/rodealer.man
	male
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name 19123
	left		R_LEFT
	right		R_RIGHT
	up		R_UP
	down		R_DOWN
	hp		400
	max_hp		0
	dexterity	10
	max_dexterity	0
	strength	100000
	max_strength	0
	intelligence	140
	max_intelligence	0
	weight		300000
	damage		30
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an android."
	short		"robot"
	ifused		close_attack
	IfKilled	19100_Dies
	IfHurt		19100_Hurt
	solid
	person
	Conversation	PEOPLE/19123.ROB
	male
	cant_eat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name 19125
	left		R_LEFT
	right		R_RIGHT
	up		R_UP
	down		R_DOWN
	hp		80
	max_hp		0
	dexterity	10
	max_dexterity	0
	strength	1000000
	max_strength	0
	intelligence	140
	max_intelligence	0
	weight		300000
	damage		8
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an android."
	short		"robot"
	ifused		close_attack
	IfKilled	19100_Dies
	IfHurt		19100_Hurt
	solid
	person
	Conversation	PEOPLE/19125.ROB
	male
	cant_eat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name 19126
	left		R_LEFT
	right		R_RIGHT
	up		R_UP
	down		R_DOWN
	hp		80
	max_hp		0
	dexterity	10
	max_dexterity	0
	strength	10000
	max_strength	0
	intelligence	140
	max_intelligence	0
	weight		300000
	damage		8
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an android."
	short		"robot"
	ifused		close_attack
	IfKilled	19100_dies
	IfHurt		19100_Hurt
	solid
	person
	Conversation	PEOPLE/19126.ROB
	male
	cant_eat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MAN_FENCE
	left		P_LEFT
	right		P_RIGHT2
	up		P_UP
	down		P_DOWN2
	hp		100
	max_hp		0
	dexterity	10
	max_dexterity	0
	strength	15000
	max_strength	0
	intelligence	140
	max_intelligence	0
	weight		30000
	damage		6
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a dodgy-looking man."
	short		"man"
	ifused		close_attack
	IfKilled	PLAYER_DIES
	IfHurt		FOLLOWER_HURT
	solid
	person
	Conversation	PEOPLE/FENCE.MAN
	male
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DEADPLAYER
	left		P_DEAD
	right		P_DEAD
	up		P_DEAD
	down		P_DEAD
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		30000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a dead person"
	short		"body"
	IfLookedAt	SPILL
	container
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DEADFOLLOWER
	left		F_DEAD
	right		F_DEAD
	up		F_DEAD
	down		F_DEAD
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		30000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a dead person"
	short		"body"
	IfLookedAt	SPILL
	container
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DEADROBOT
	left		R_DEAD
	right		R_DEAD
	up		R_DEAD
	down		R_DEAD
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		300000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a destroyed robot"
	short		"debris"
	IfLookedAt	SPILL
	container
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOOR1_SHUT
	left		STONEDOOR1H_SHUT
	right		STONEDOOR1H_SHUT
	up		STONEDOOR1V_SHUT
	down		STONEDOOR1V_SHUT
	hp		80
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an oak door "
	short		"wooden door"
	IfUsed		OpenDoorS1
	IfKilled	DoorwayS1
	solid
	will_open
	blockslight
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEDOOR1_LOCK
	left		STONEDOOR1H_LOCK
	right		STONEDOOR1H_LOCK
	up		STONEDOOR1V_LOCK
	down		STONEDOOR1V_LOCK
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a locked oak door "
	short		"wooden door"
	IfUsed		SayLocked
	IfKilled	DoorwayS1
	solid
	blockslight
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEDOOR1_OPEN
	left		STONEDOOR1H_OPEN
	right		STONEDOOR1H_OPEN
	up		STONEDOOR1V_OPEN
	down		STONEDOOR1V_OPEN
	hp		80
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an oak door "
	short		"wooden door"
	IfUsed		CloseDoorS1
	IfTriggered	door_close_trigger
	IfKilled	DoorwayS1
	solid
	will_open
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 1 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOORWAY
	left		STONEARCHH
	right		STONEARCHH
	up		STONEARCHV
	down		STONEARCHV
	hp		150
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a doorway"
	short		"doorway"
	IfKilled	broken_arch
	solid
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEWINDOW1
	left		STONEWINDOW1H
	right		STONEWINDOW1H
	up		STONEWINDOW1V
	down		STONEWINDOW1V
	hp		1000000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a window"
	short		"window"
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name KNIFE_0
	left		KNIFE_0
	right		KNIFE_0
	up		KNIFE_0
	down		KNIFE_0
	hp		40
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		40
	damage		30
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a sharp knife "
	short		"knife"
	attack		close_attack
	IfWielded	wield_weapon
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name KEY
	left		KEY_0
	right		KEY_0
	up		KEY_0
	down		KEY_0
	hp		40
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		10
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a small silver key"
	short		"key"
	ifused		use_key
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CLOSEROOF
	left		CLOSE_ROOF
	right		CLOSE_ROOF
	up		CLOSE_ROOF
	down		CLOSE_ROOF
	hp		40
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"No description"
	short		"No description"
	IfTriggered	CloseRoof
	invisible
	system
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name OPENROOF
	left		OPEN_ROOF
	right		OPEN_ROOF
	up		OPEN_ROOF
	down		OPEN_ROOF
	hp		40
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"No description"
	short		"No description"
	IfTriggered	OpenRoof
	invisible
	system
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CHESTLOCKED
	left		CHESTLOCK
	right		CHESTLOCK
	up		CHESTLOCK
	down		CHESTLOCK
	hp		90
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		12000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a locked chest"
	short		"locked chest"
	IfUsed		SayLocked
	IfKilled	spill
	solid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CHESTOPEN
	left		CHESTOPEN
	right		CHESTOPEN
	up		CHESTOPEN
	down		CHESTOPEN
	hp		90
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		12000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a chest"
	short		"chest"
	IfUsed		CloseContainer
	IfKilled	spill
	IfLookedAt	spill
	solid
	container
	tabletop
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CHEST
	left		CHEST
	right		CHEST
	up		CHEST
	down		CHEST
	hp		90
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		12000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a chest"
	short		"chest"
	IfUsed		OpenContainer
	solid
	container
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TORCH
	left		TORCH
	right		TORCH
	up		TORCH
	down		TORCH
	hp		25
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		300
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		5
	description	"You see a flaming torch"
	short		"torch"
	IfUsed		usetorch
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TORCHUNLIT
	left		DEADTORCH
	right		DEADTORCH
	up		DEADTORCH
	down		DEADTORCH
	hp		25
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		300
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an unlit torch"
	short		"torch"
	IfUsed		usetorch
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLOOD0
	left		BLOOD0
	right		BLOOD0
	up		BLOOD0
	down		BLOOD0
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a pool of fresh blood"
	short		"blood"
	translucent
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name THE_DEATH
	left		THE_DEATH
	right		THE_DEATH
	up		THE_DEATH
	down		THE_DEATH
	hp		100000000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		10000
	karma		0
	bulk		0
	max_bulk	0
	light		31
	description	"You see Death on a stick"
	short		"The Death"
	attack		close_attack
	IfTriggered	spikes
	IfWielded	wield_weapon
	translucent
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name RESURRECTOR
	left		THE_DEATH
	right		THE_DEATH
	up		THE_DEATH
	down		THE_DEATH
	hp		100000000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		1
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a resurrection wand"
	short		"Resurrector"
	IfUsed		Resurrect
	IfWielded	wield_weapon
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CHAIR
	left		CHAIR_L
	right		CHAIR_R
	up		CHAIR_U
	down		CHAIR_D
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		12000
	damage		10
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a chair"
	short		"chair"
	IfUsed		use_chair
	IfTriggered	sit_down
	IfKilled	break_chair
	IfWielded		wield_weapon
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BED
	left		BED_H
	right		BED_H
	up		BED_V
	down		BED_V
	hp		2000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		30000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a bed"
	short		"bed"
	IfUsed		get_in_bed
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name BED_FULL
	left		BED_H_FULL
	right		BED_H_FULL
	up		BED_V_FULL
	down		BED_V_FULL
	hp		300
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		51000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see someone sleeping"
	short		"bed"
	IfHurt		hurt_bed
	solid
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name BED_BLOODY
	left		BED_H_BLOODY
	right		BED_H_BLOODY
	up		BED_V_BLOODY
	down		BED_V_BLOODY
	hp		200
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		30000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a blood-stained bed"
	short		"bed"
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name CANDLE_DARK
	left		CANDLE
	right		CANDLE
	up		CANDLE
	down		CANDLE
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		80
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		-1
	description	"you see the Candle of Darkness"
	short		"anti_candle"
	IfWielded		wield_torch
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CANDLE
	left		CANDLE
	right		CANDLE
	up		CANDLE
	down		CANDLE
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		80
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		1
	description	"you see a lit candle"
	short		"candle"
	IfUsed		useTorch
	IfWielded		wield_torch
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CANDLEUNLIT
	left		DEADCANDLE
	right		DEADCANDLE
	up		DEADCANDLE
	down		DEADCANDLE
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		80
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"you see an unlit candle"
	short		"candle"
	IfUsed		useTorch
	IfWielded		wield_torch
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CANDLESTK
	left		CANDLESTK
	right		CANDLESTK
	up		CANDLESTK
	down		CANDLESTK
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		80
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		1
	description	"you see a lit candlestick"
	short		"candlestick"
	IfUsed		useTorch
	IfWielded		wield_torch
	solid
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CANDLESTKUNLIT
	left		DEADCANDLESTK
	right		DEADCANDLESTK
	up		DEADCANDLESTK
	down		DEADCANDLESTK
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		80
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"you see an unlit candlestick"
	short		"candlestick"
	IfUsed		useTorch
	IfWielded		wield_torch
	solid
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STUFF
	left		STUFF
	right		STUFF
	up		STUFF
	down		STUFF
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		50
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"'They melt in in your brain, not in your hands!'"
	short		"bag of Stuff"
	IfUsed		take_drugs
	translucent
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SLOT_MUS
	left		CRAP_SUN
	right		CRAP_SUN
	up		CRAP_SUN
	down		CRAP_SUN
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		0
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"A Supervisor-level object tool"
	short		"Change Music"
	invisible
	system
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FIREPLACE
	left		FIREPLACE1
	right		FIREPLACE1
	up		FIREPLACE1
	down		FIREPLACE1
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		10
	karma		0
	bulk		0
	max_bulk	0
	light		1
	description	"You see a fireplace"
	short		"fireplace"
	IfTriggered	spikes
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SINK
	left		SINK_RUNNING
	right		SINK_RUNNING
	up		SINK
	down		SINK
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a kitchen sink"
	short		"sink"
	IfUsed		rotate_l
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SINK_END
	left		SINK_END
	right		SINK_END
	up		SINK_END
	down		SINK_END
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a kitchen sink"
	short		"sink"
	solid
	fixed
	tabletop
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BENCH0
	left		BENCH0
	right		BENCH0
	up		BENCH0
	down		BENCH0
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a bench"
	short		"bench"
	solid
	fixed
	tabletop
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BENCH1
	left		BENCH2
	right		BENCH2
	up		BENCH1
	down		BENCH1
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a shadow"
	short		"shadow"
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BENCH2
	left		BENCH4
	right		BENCH4
	up		BENCH3
	down		BENCH3
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a shadow"
	short		"shadow"
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TV
	left		TV4
	right		TV2
	up		TV3
	down		TV1
	hp		60
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		15000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a television set"
	short		"TV"
	solid
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MICROWAVE
	left		MICROWAVE4
	right		MICROWAVE2
	up		MICROWAVE3
	down		MICROWAVE1
	hp		60
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		15000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a microwave oven"
	short		"microwave"
	IfLookedAt	SPILL_FWD
	ifused		microwave
	container
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MICROWAVE_BROKEN
	left		MICROWAVE4
	right		MICROWAVE2
	up		MICROWAVE3
	down		MICROWAVE1
	hp		-1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		15000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a microwave oven"
	short		"microwave"
	IfLookedAt	SPILL_FWD
	ifused		microwave_brk
	container
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MICROWAVE_COOKING
	left		MICROWAVE4
	right		MICROWAVE2
	up		MICROWAVE3
	down		MICROWAVE1
	hp		-1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		15000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You watch the microwave oven working"
	short		"microwave"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BASIN
	left		BASIN_H
	right		BASIN_H
	up		BASIN_V
	down		BASIN_V
	hp		80
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		40000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a washbasin"
	short		"basin"
	fixed
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name BOG
	left		BOGH
	right		BOGH
	up		BOGV
	down		BOGV
	hp		80
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a toilet"
	short		"bog"
	IfUsed		flush_bog
	IfTriggered	sit_down
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DRAWERS
	left		DRAWERS_H
	right		DRAWERS_H
	up		DRAWERS_V
	down		DRAWERS_V
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a chest of drawers"
	short		"chest of drawers"
	IfUsed		spill_big
	solid
	container
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name BROKEN_CHAIR
	left		CHAIR_BITS
	right		CHAIR_BITS
	up		CHAIR_BITS
	down		CHAIR_BITS
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		12000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see some bits of chair"
	short		"debris"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name INVISIBILITYRING
	left		RING
	right		RING
	up		RING
	down		RING
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		5
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"Ash nazg durbatuluk|ash nazg gimbatul|ash nazg thrakatuluk|agh burzum-ishi krimpatul"
	short		"ring"
	IfWielded		wield_iring
	wielded
	Conversation	people/sauron.god
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BOTTLE_FULL
	left		BOTTLE_FULL
	right		BOTTLE_FULL
	up		BOTTLE_FULL
	down		BOTTLE_FULL
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		800
	damage		20
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a bottle."
	short		"bottle"
	IfUsed		drinkbottle
	IfLookedAt	viewbottle
	ifkilled	smashbottle
	IfWielded	wield_weapon
	attack		close_attack
	wielded
	fragile
	contains	glass_shards
	contains	puddle_beer
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BOTTLE_BROKEN
	left		BOTTLE_BROKE
	right		BOTTLE_BROKE
	up		BOTTLE_BROKE
	down		BOTTLE_BROKE
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		15
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a broken bottle."
	short		"broken bottle"
	attack		close_attack
	IfKilled	to_glass_shards
	IfWielded	wield_weapon
	wielded
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GLASS_SHARDS
	left		GLASS_SHARDS
	right		GLASS_SHARDS
	up		GLASS_SHARDS
	down		GLASS_SHARDS
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		50
	damage		2
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see some small pieces of broken glass."
	short		"glass"
	IfTriggered	spikes
	translucent
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PUDDLE_WATER
	left		PUDDLE_WATER
	right		PUDDLE_WATER
	up		PUDDLE_WATER
	down		PUDDLE_WATER
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		700
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a puddle of water"
	short		"water"
	translucent
	fixed
	race		"liquid"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PUDDLE_BEER
	left		PUDDLE_BEER
	right		PUDDLE_BEER
	up		PUDDLE_BEER
	down		PUDDLE_BEER
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		700
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a puddle of spilled beer"
	short		"beer"
	translucent
	fixed
	race		"liquid"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name JUG
	left		JUG
	right		JUG
	up		JUG
	down		JUG
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		300
	damage		2
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a small jug"
	short		"jug"
	IfTriggered	stamp_on_china
	IfKilled	smash_china
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PUDDLE_BLOOD
	left		PUDDLE_BLOOD
	right		PUDDLE_BLOOD
	up		PUDDLE_BLOOD
	down		PUDDLE_BLOOD
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		700
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a puddle of blood"
	short		"blood"
	translucent
	fixed
	race		"liquid"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MUG
	left		MUG
	right		MUG
	up		MUG
	down		MUG
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		150
	damage		1
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a small mug"
	short		"mug"
	IfTriggered	stamp_on_china
	IfKilled	smash_china
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLATE
	left		PLATE
	right		PLATE
	up		PLATE
	down		PLATE
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		500
	damage		1
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a plate"
	short		"plate"
	IfTriggered	stamp_on_china
	IfKilled	smash_china
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLATE_BROKEN
	left		PLATE_BROKEN
	right		PLATE_BROKEN
	up		PLATE_BROKEN
	down		PLATE_BROKEN
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		500
	damage		1
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a smashed plate"
	short		"smashed plate"
	IfTriggered	spikes
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name JUG_BROKEN
	left		JUG_BROKEN
	right		JUG_BROKEN
	up		JUG_BROKEN
	down		JUG_BROKEN
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		300
	damage		1
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a smashed jug"
	short		"smashed jug"
	IfTriggered	spikes
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MUG_BROKEN
	left		MUG_BROKEN
	right		MUG_BROKEN
	up		MUG_BROKEN
	down		MUG_BROKEN
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		150
	damage		1
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a smashed mug"
	short		"broken mug"
	IfTriggered	spikes
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TONGUETWISTER
	left		TRIANGLE
	right		TRIANGLE
	up		TRIANGLE
	down		TRIANGLE
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		0
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see seahells on the seashore.  You see seashells on the sea shore.  You see seashells on the sea floor.  You see seashells on the see shore...You see seahells on the seashore.  She sells seashells on the sea shore, She sells seashells on the sea floor, Shell Sells shee shells shell  shelss shell she sells shee shells on the sea floor.|Peter piper picked a pip of pickled pepper..."
	short		"tonguetwister"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MIRROR
	left		MIRROR_H_EMPTY
	right		MIRROR_H_EMPTY
	up		MIRROR_V_EMPTY
	down		MIRROR_V_EMPTY
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		18000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a mirror"
	short		"mirror"
	IfKilled	SMASH_mirror
	behaviour	 mirror1
	solid
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MIRROR_BROKEN
	left		MIRROR_H_BROKEN
	right		MIRROR_H_BROKEN
	up		MIRROR_V_BROKEN
	down		MIRROR_V_BROKEN
	hp		0
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		18000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a broken mirror"
	short		"broken mirror"
	IfKilled	respawn
	solid
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TAXMAN
	left		TAXMAN_LEFT
	right		TAXMAN_RIGHT
	up		TAXMAN_UP
	down		TAXMAN_DOWN
	hp		200
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	90000
	max_strength	0
	intelligence	200
	max_intelligence	0
	weight		90000
	damage		20
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a Taxman"
	short		"taxman"
	ifused		close_attack
	IfKilled	TAXMAN_DIES
	IfHurt		TAXMAN_HURT
	solid
	person
	Conversation	people/taxman.man
	male
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TAXMAN_DEAD
	left		TAXMAN_DEAD
	right		TAXMAN_DEAD
	up		TAXMAN_DEAD
	down		TAXMAN_DEAD
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		30000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a dead Taxman"
	short		"body"
	IfLookedAt	SPILL
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_CACKHEADS
	left		ALBUM_CACKHEADS
	right		ALBUM_CACKHEADS
	up		ALBUM_CACKHEADS
	down		ALBUM_CACKHEADS
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see the Cackhead's latest album, Not Enough Time To Say 'Uh'"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 2 1

	name ALBUM_FLOYD
	left		ALBUM_FLOYD
	right		ALBUM_FLOYD
	up		ALBUM_FLOYD
	down		ALBUM_FLOYD
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see The Dark Side Of The Moon by Pink Floyd"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_RUSH
	left		ALBUM_RUSH
	right		ALBUM_RUSH
	up		ALBUM_RUSH
	down		ALBUM_RUSH
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see 2112 by RUSH"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_MANICS
	left		ALBUM_MANICS
	right		ALBUM_MANICS
	up		ALBUM_MANICS
	down		ALBUM_MANICS
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see Generation Terrorists by the Manic Street Preachers"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_MASSIVEATTACK
	left		ALBUM_MASSIVEATTACK
	right		ALBUM_MASSIVEATTACK
	up		ALBUM_MASSIVEATTACK
	down		ALBUM_MASSIVEATTACK
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see Blue Lines by Massive Attack"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_NIRVANA
	left		ALBUM_NIRVANA
	right		ALBUM_NIRVANA
	up		ALBUM_NIRVANA
	down		ALBUM_NIRVANA
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see In Utero by Nirvana"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_REM
	left		ALBUM_REM
	right		ALBUM_REM
	up		ALBUM_REM
	down		ALBUM_REM
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see Up by R.E.M."
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ALBUM_RADIOHEAD
	left		ALBUM_RADIOHEAD
	right		ALBUM_RADIOHEAD
	up		ALBUM_RADIOHEAD
	down		ALBUM_RADIOHEAD
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see The Bends by Radiohead"
	short		"LP"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BATH
	left		BATH_H
	right		BATH_H
	up		BATH_V
	down		BATH_V
	hp		0
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a bath"
	short		"bath"
	solid
	fixed
	spikeproof
	setsolid	V 0 0 1 2
	setsolid	H 0 0 2 1
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 2 1

	name PLANT1
	left		PLANT1_OK
	right		PLANT1_OK
	up		PLANT1_OK
	down		PLANT1_OK
	hp		10
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		4000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a plant"
	short		"plant"
	IfKilled	PLANT1_BREAK
	solid
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLANT1_DAMAGED
	left		PLANT1_BROKEN
	right		PLANT1_BROKEN
	up		PLANT1_BROKEN
	down		PLANT1_BROKEN
	hp		20
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		4000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a plant"
	short		"plant"
	IfKilled	PLANT1_BREAK
	solid
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PLANT1_SMASHED
	left		PLANT1_PULPED
	right		PLANT1_PULPED
	up		PLANT1_PULPED
	down		PLANT1_PULPED
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		4000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see some bits of plant"
	short		"bits of plant"
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TAXMAN_PSYCHO
	left		TAXMAN_LEFT
	right		TAXMAN_RIGHT
	up		TAXMAN_UP
	down		TAXMAN_DOWN
	hp		200
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	90000
	max_strength	0
	intelligence	90
	max_intelligence	0
	weight		90000
	damage		20
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a Taxman"
	short		"Taxman"
	ifused		close_attack
	IfKilled	TAXMAN_DIES
	behaviour	 start_attack
	solid
	person
	male
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GOLD_COINS
	left		GOLD_COINS
	right		GOLD_COINS
	up		GOLD_COINS
	down		GOLD_COINS
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		10
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see some gold credits."
	short		"money"
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STAIRS_UP
	left		STAIRS_UP_TOP
	right		STAIRS_UP_TOP
	up		STAIRS_UP
	down		STAIRS_UP
	hp		2000000000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see some stairs"
	short		"stairs"
	IfUsed		TELEPORT_PRESSPARTY
	IfKilled	RESPAWN
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STAIRS_DOWN
	left		STAIRS_DOWN
	right		STAIRS_DOWN
	up		STAIRS_DOWN
	down		STAIRS_DOWN
	hp		2000000000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see some stairs."
	short		"stairs"
	IfUsed		TELEPORT_PRESSPARTY
	IfKilled	RESPAWN
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TRAP_JACKINTHEBOX
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"Trap"
	short		"Trap"
	IfTriggered	TRAP_JACKINTHEBOX
	invisible
	system
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TRAP_STARTATTACK
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"Trap"
	short		"Trap"
	IfTriggered	TRAP_STARTATTACK
	invisible
	system
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TRAP_LIGHTON
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"Trap"
	short		"Trap"
	IfTriggered	LIGHT_TOGGLE
	invisible
	system
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TRAP_LIGHTOFF
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"Trap"
	short		"Trap"
	IfTriggered	LIGHT_TOGGLE
	invisible
	system
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TARGET
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"Teleport spot"
	short		"teleport spot"
	invisible
	system
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name GUARD_EGG
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"Guard spawn spot"
	short		"Guard spawn spot"
	invisible
	system
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1


	name EGG
	left		TARGET
	right		TARGET
	up		TARGET
	down		TARGET
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"Guard spawn spot"
	short		"Guard spawn spot"
	invisible
	system
	fixed
	proximity
	oninit		egg_check
	ifused		egg_spawn
	behaviour	egg_spawn
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ROBOT_CONTROL
	left		REMOTE_CONTROL
	right		REMOTE_CONTROL
	up		REMOTE_CONTROL
	down		REMOTE_CONTROL
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a remote control device"
	short		"remote control"
	ifused activate_robot
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BLESSED_PEBBLE
	left		PEBBLE_COTSWOLD
	right		PEBBLE_COTSWOLD
	up		PEBBLE_COTSWOLD
	down		PEBBLE_COTSWOLD
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		10
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a pebble made from fine Cotswold stone."
	short		"pebble"
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POTION_BLACK
	left		POTION_BLACK
	right		POTION_BLACK
	up		POTION_BLACK
	down		POTION_BLACK
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	2500
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		350
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a black potion"
	short		"black potion"
	IfUsed		drink_POTION
	IfKilled	SMASH
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POTION_EMPTY
	left		POTION_EMPTY
	right		POTION_EMPTY
	up		POTION_EMPTY
	down		POTION_EMPTY
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an empty potion bottle"
	short		"bottle"
	IfUsed		drink_POTION
	IfKilled	SMASH
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POTION_GREEN
	left		POTION_GREEN
	right		POTION_GREEN
	up		POTION_GREEN
	down		POTION_GREEN
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	50
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		350
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a green potion"
	short		"green potion"
	IfUsed		drink_POTION
	IfKilled	SMASH
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POTION_RED
	left		POTION_RED
	right		POTION_RED
	up		POTION_RED
	down		POTION_RED
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	100
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		350
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a red potion"
	short		"red potion"
	IfUsed		drink_POTION
	IfKilled	SMASH
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name POTION_YELLOW
	left		POTION_YELLOW
	right		POTION_YELLOW
	up		POTION_YELLOW
	down		POTION_YELLOW
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	25
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		350
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a yellow potion"
	short		"yellow potion"
	IfUsed		drink_POTION
	IfKilled	SMASH
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DYNAMITE
	left		DYNAMITE
	right		DYNAMITE
	up		DYNAMITE
	down		DYNAMITE
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		400
	damage		200
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a stick of blasting dynamite"
	short		"dynamite"
	IfUsed		LIGHT_DYNAMITE
	IfKilled	SHORT_FUSE
	IfHurt		SHORT_FUSE
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LANDMINE
	left		LANDMINE
	right		LANDMINE
	up		LANDMINE
	down		LANDMINE
	hp		10
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		400
	damage		200
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a land mine"
	short		"mine"
	IfTriggered	EXPLODE
	IfKilled	SHORT_FUSE
	IfHurt		SHORT_FUSE
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOORWAY_BROKEN
	left		STONEARCHH_BROKEN
	right		STONEARCHH_BROKEN
	up		STONEARCHV_BROKEN
	down		STONEARCHV_BROKEN
	hp		2147483647
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a demolished archway"
	short		"rubble"
	IfKilled	respawn
	fixed
	boat
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name GRENADE
	left		GRENADE
	right		GRENADE
	up		GRENADE
	down		GRENADE
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		400
	damage		200
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a hand grenade"
	short		"grenade"
	IfUsed		LIGHT_BOMB
	IfKilled	SHORT_FUSE
	IfHurt		SHORT_FUSE
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TEST
	left		CAR_L
	right		CAR_R
	up		CAR_U
	down		CAR_D
	hp		1000000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a badly-rendered car"
	short		"car"
	IfUsed		BOARD_CAR
	IfWielded	LEAVE_CAR
	solid
	container
	setsolid	V 0 0 3 5
	setsolid	H 0 0 5 3
	setActiveArea	V 0 0 3 5
	setActiveArea	H 0 0 5 3

	name WOMAN_GENERIC
	left		F_LEFT
	right		F_RIGHT
	up		F_UP
	down		F_DOWN
	hp		100
	max_hp		0
	dexterity	10
	max_dexterity	0
	strength	15000
	max_strength	0
	intelligence	140
	max_intelligence	0
	weight		30000
	damage		5
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a woman."
	short		"woman"
	ifused		close_attack
	IfKilled	Follower_Dies
	IfHurt		Follower_Hurt
	solid
	person
	female
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name WALL_EDGE
	left		WALL_EDGE_BL
	right		WALL_EDGE_TR
	up		WALL_EDGE_TR
	down		WALL_EDGE_BL
	hp		2000000000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a thick stone wall."
	short		"wall"
	solid
	fixed
	spikeproof
	blockslight
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CHIMNEY1
	left		CHIMNEY1
	right		CHIMNEY1
	up		CHIMNEY1
	down		CHIMNEY1
	hp		2000000000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You should't be able to see this."
	short		"chimney"
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ARK_OF_THE_COVENANT
	left		ARKOFCOVENANT_SHUT
	right		ARKOFCOVENANT_SHUT
	up		ARKOFCOVENANT_SHUT
	down		ARKOFCOVENANT_SHUT
	hp		2000000000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		10000
	damage		1000000000
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see the Ark of the Covenant"
	short		"The Ark of Testimony"
	IfUsed		ark_of_testimony
	solid
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BOOTS
	left		BOOTS
	right		BOOTS
	up		BOOTS
	down		BOOTS
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		500
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a pair of boots."
	short		"boots"
	IfWielded		wield_boots
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BOOK
	left		BOOK_L
	right		BOOK_R
	up		BOOK_U
	down		BOOK_D
	hp		0
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		170
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BOOK_OPEN
	left		BOOK_OPEN_L
	right		BOOK_OPEN_R
	up		BOOK_OPEN_U
	down		BOOK_OPEN_D
	hp		0
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a book"
	short		"book"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MEDIC
	left		MEDIC_LEFT
	right		MEDIC_RIGHT
	up		MEDIC_UP
	down		MEDIC_DOWN
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	10000
	max_strength	0
	intelligence	160
	max_intelligence	0
	weight		30000
	damage		5
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a medic"
	short		"medic"
	ifused		close_attack
	IfKilled	medic_dies
	IfHurt		medic_hurt
	solid
	person
	Conversation	people/doctor.man
	male
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MEDIC_DEAD
	left		MEDIC_DEAD
	right		MEDIC_DEAD
	up		MEDIC_DEAD
	down		MEDIC_DEAD
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	10000
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		30000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a dead medic"
	short		"body"
	IfLookedAt	SPILL
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name KARMOMETER
	left		HALO10
	right		HALO10
	up		HALO10
	down		HALO10
	hp		0
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		0
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"God, please ____ my mind for good"
	short		"aberration"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name AIRGUN
	left		PISTOL
	right		PISTOL
	up		PISTOL
	down		PISTOL
	hp		250
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	6
	intelligence	0
	max_intelligence	0
	weight		250
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a 5mm airgun"
	short		"airgun"
	attack		gun_attack
	IfLookedAt	check_ammo
	IfWielded		wield_weapon
	range		12
	wielded
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ROUNDS-S
	left		ROUNDS-S
	right		ROUNDS-S
	up		ROUNDS-S
	down		ROUNDS-S
	hp		10
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	6
	max_strength	12
	intelligence	0
	max_intelligence	0
	weight		1
	damage		10
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a box of standard rounds."
	short		"ammo"
	IfUsed		LOAD_GUN
	IfLookedAt	CHECK_AMMO
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ROUNDS-E
	left		ROUNDS-E
	right		ROUNDS-E
	up		ROUNDS-E
	down		ROUNDS-E
	hp		10
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	6
	max_strength	12
	intelligence	0
	max_intelligence	0
	weight		1
	damage	100
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a box of explosive rounds."
	short		"ammo"
	IfUsed		LOAD_GUN
	IfLookedAt	CHECK_AMMO
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ROUNDS-0
	left		ROUNDS-0
	right		ROUNDS-0
	up		ROUNDS-0
	down		ROUNDS-0
	hp		10
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	6
	max_strength	12
	intelligence	0
	max_intelligence	0
	weight		1
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an empty box of rounds."
	short		"ammo"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PRINTOUT
	left		PRINTOUT
	right		PRINTOUT
	up		PRINTOUT
	down		PRINTOUT
	hp		0
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		170
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a bundle of A4 sheets held together with a paperclip."
	short		"papers"
	IfUsed		BOOK_USE
	IfLookedAt	BOOK_COVER
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STONEDOOR2_LOCK
	left		STONEDOOR1H_LOCK
	right		STONEDOOR2H_LOCK
	up		STONEDOOR1V_LOCK
	down		STONEDOOR2V_LOCK
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a locked oak door with a sign on it."
	short		"wooden door"
	IfUsed		SayLocked
	IfKilled	DoorwayS1
	IfLookedAt	Door_Sign
	solid
	blockslight
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name STONEDOOR2_OPEN
	left		STONEDOOR1H_OPEN
	right		STONEDOOR1H_OPEN
	up		STONEDOOR1V_OPEN
	down		STONEDOOR1V_OPEN
	hp		80
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an oak door with a sign on it."
	short		"wooden door"
	IfUsed		CloseDoorS2
	IfTriggered	door_close_trigger
	IfKilled	DoorwayS1
	IfLookedAt	Door_Sign
	solid
	will_open
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 1 1 1
	setActiveArea	V 1 0 1 1
	setActiveArea	H 0 0 1 1
	
	name STONEDOOR2_SHUT
	left		STONEDOOR1H_SHUT
	right		STONEDOOR2H_SHUT
	up		STONEDOOR1V_SHUT
	down		STONEDOOR2V_SHUT
	hp		80
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an oak door with a sign on it."
	short		"wooden door"
	IfUsed		OpenDoorS2
	IfKilled	DoorwayS1
	IfLookedAt	Door_Sign
	solid
	will_open
	blockslight
	fixed
	setsolid	V 0 0 2 1
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 2 1
	setActiveArea	H 0 0 1 2

	name LAPTOP
	left		LAPTOP_LEFT
	right		LAPTOP_RIGHT
	up		LAPTOP_UP
	down		LAPTOP_DOWN
	hp		20
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		4750
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a laptop computer"
	short		"laptop"
	IfUsed		BOOK_USE
	solid
	fragile
	Conversation	BOOKS\WINDOWS.TXT
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SHORE
	left		SHORE1_L
	right		SHORE1_R
	up		SHORE1_U
	down		SHORE1_D
	hp		100000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see the shore"
	short		"shore"
	IfKilled	respawn
	solid
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name WOOD_MASK
	left		WOODMASK_L
	right		WOODMASK_L
	up		WOODMASK_U
	down		WOODMASK_D
	hp		100000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a gigantic puddle of water"
	short		"water"
	IfKilled	respawn
	solid
	fixed
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PHONE
	left		PHONE_L
	right		PHONE_R
	up		PHONE_U
	down		PHONE_D
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		500
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a telephone"
	short		"phone"
	IfKilled	break_phone
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PHONE_BROKEN
	left		PHONE_B
	right		PHONE_B
	up		PHONE_B
	down		PHONE_B
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		400
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a destroyed telephone"
	short		"phone"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DED_BULL_ENERGY_DRINK
	left		DEDBULL
	right		DEDBULL
	up		DEDBULL
	down		DEDBULL
	hp		10
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	1000
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		500
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"Ded Bull Gives You Wings!"
	short		"Ded Bull energy drink"
	IfUsed		drink_potion
	IfKilled	smash_dedbull
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DED_BULL_BREAKING
	left		DEDBULL_BREAKING
	right		DEDBULL_BREAKING
	up		DEDBULL_BREAKING
	down		DEDBULL_BREAKING
	hp		100000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		50
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see some bits of metal covered in sticky liquid"
	short		"mess"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DED_BULL_EMPTY
	left		DEDBULL_EMPTY
	right		DEDBULL_EMPTY
	up		DEDBULL_EMPTY
	down		DEDBULL_EMPTY
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an empty can of Ded Bull energy drink"
	short		"empty can"
	IfKilled	smash_can
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name COCAINE_COLA
	left		COLA
	right		COLA
	up		COLA
	down		COLA
	hp		10
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		400
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a can of Cocaine Cola"
	short		"Cocaine Cola"
	IfUsed		drink_potion
	IfKilled	smash_cola
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name COCAINE_COLA_EMPTY
	left		COLA_EMPTY
	right		COLA_EMPTY
	up		COLA_EMPTY
	down		COLA_EMPTY
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		90
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an empty can"
	short		"empty can"
	IfKilled	smash_can
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name COCAINE_COLA_FIZZING
	left		COLA_BREAKING
	right		COLA_BREAKING
	up		COLA_BREAKING
	down		COLA_BREAKING
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		200
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a damaged can of Cocaine Cola fizzing wildly"
	short		"can"
	IfKilled	smash_can
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PEPSEE
	left		PEPSEE
	right		PEPSEE
	up		PEPSEE
	down		PEPSEE
	hp		10
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		400
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a can of Pepsee"
	short		"Pepsee"
	IfUsed		drink_potion
	IfKilled	smash_pepsee
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PEPSEE_EMPTY
	left		PEPSEE_EMPTY
	right		PEPSEE_EMPTY
	up		PEPSEE_EMPTY
	down		PEPSEE_EMPTY
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		90
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an empty can"
	short		"empty can"
	IfKilled	smash_can
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PEPSEE_FIZZING
	left		PEPSEE_BREAKING
	right		PEPSEE_BREAKING
	up		PEPSEE_BREAKING
	down		PEPSEE_BREAKING
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		200
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a damaged can of Pepsee fizzing wildly"
	short		"can"
	IfKilled	smash_can
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ASH
	left		ASH00
	right		ASH00
	up		ASH00
	down		ASH00
	hp		0
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a pile of ash"
	short		"ash"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name HAPPY_DRINK
	left		HAPPY_DRINK
	right		HAPPY_DRINK
	up		HAPPY_DRINK
	down		HAPPY_DRINK
	hp		10
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		400
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a can of Happy Drink"
	short		"Happy Drink"
	IfUsed		drink_potion
	IfKilled	smash_happy_drink
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name HAPPY_DRINK_EMPTY
	left		HAPPY_DRINK_EMPTY
	right		HAPPY_DRINK_EMPTY
	up		HAPPY_DRINK_EMPTY
	down		HAPPY_DRINK_EMPTY
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		90
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an empty can of Happy Drink"
	short		"can"
	IfKilled	smash_can
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name HAPPY_DRINK_BREAKING
	left		HAPPY_DRINK_BREAKING
	right		HAPPY_DRINK_BREAKING
	up		HAPPY_DRINK_BREAKING
	down		HAPPY_DRINK_BREAKING
	hp		10
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a collapsed can of Happy Drink"
	short		"can"
	IfKilled	smash_can
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name ASPIRIN
	left		ASPIRIN
	right		ASPIRIN
	up		ASPIRIN
	down		ASPIRIN
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		10
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a pack of aspirins"
	short		"aspirins"
	IfUsed		drink_potion
	quantity 10
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name PARACETAMOL
	left		ASPIRIN
	right		ASPIRIN
	up		ASPIRIN
	down		ASPIRIN
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	10
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		10
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a pack of paracetamol"
	short		"paracetamol"
	IfUsed		drink_potion
	quantity 10
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name COD_LIVER_OIL
	left		COD_LIVER_OIL
	right		COD_LIVER_OIL
	up		COD_LIVER_OIL
	down		COD_LIVER_OIL
	hp		20
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		200
	damage		5
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a bottle of cod-liver-oil"
	short		"cod-liver oil"
	IfUsed		drink_potion
	IfTriggered	stamp_on_china
	IfKilled	smash_china
	translucent
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name COD_LIVER_OIL_BROKEN
	left		COD_LIVER_OIL_BRK
	right		COD_LIVER_OIL_BRK
	up		COD_LIVER_OIL_BRK
	down		COD_LIVER_OIL_BRK
	hp		-140
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		5
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a smashed bottle"
	short		"glass"
	IfTriggered	spikes
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name HERBAL_EXTRACT
	left		COD_LIVER_OIL
	right		COD_LIVER_OIL
	up		COD_LIVER_OIL
	down		COD_LIVER_OIL
	hp		20
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		200
	damage		5
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a bottle of herbal extract"
	short		"herbal extract"
	IfUsed		drink_potion
	IfTriggered	stamp_on_china
	IfKilled	smash_china
	translucent
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BOAT1
	left		BOAT1_LEFT
	right		BOAT1_RIGHT
	up		BOAT1_UP
	down		BOAT1_DOWN
	hp		10
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		1000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an inflatable dinghy"
	short		"dinghy"
	IfUsed		board_boat
	IfKilled	burst_boat
	IfWielded	LEAVE_boat
	boat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BOAT1_DEAD
	left		BOAT1_DEAD
	right		BOAT1_DEAD
	up		BOAT1_DEAD
	down		BOAT1_DEAD
	hp		1000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see some pieces of vinyl"
	short		"bits of dinghy"
	boat
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LIGHT_CONTROL
	left		CRAP_SUN
	right		CRAP_SUN
	up		CRAP_SUN
	down		CRAP_SUN
	hp		16
	max_hp		16
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You don't notice anything unusual.|Which is a total lie."
	short		"nothing"
	fixed
	spikeproof
	shadow
	no_resurrect
	ifkilled	day_break
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MIRROR2
	left		MIRROR2_H_EMPTY
	right		MIRROR2_H_EMPTY
	up		MIRROR2_V_EMPTY
	down		MIRROR2_V_EMPTY
	hp		1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a wall mirror"
	short		"mirror"
	IfKilled	SMASH_mirror
	behaviour	 mirror2
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MIRROR2_BROKEN
	left		MIRROR2_H_BROKEN
	right		MIRROR2_H_BROKEN
	up		MIRROR2_V_BROKEN
	down		MIRROR2_V_BROKEN
	hp		0
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a broken wall mirror"
	short		"broken mirror"
	IfKilled	respawn
	solid
	fixed
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BREAD_SLICE
	left		BREAD_0
	right		BREAD_0
	up		BREAD_0
	down		BREAD_0
	hp		4
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		25
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a slice of bread"
	short		"bread"
	IfUsed		eat_food
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SANDWICH_LETTUCE
	left		SANDWICH_0
	right		SANDWICH_0
	up		SANDWICH_0
	down		SANDWICH_0
	hp		4
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		60
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a lettuce sandwich"
	short		"sandwich"
	IfUsed		eat_food
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BREAD_TOAST
	left		BREAD_1
	right		BREAD_1
	up		BREAD_1
	down		BREAD_1
	hp		4
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		10
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a slice of toast"
	short		"toast"
	IfUsed		eat_food
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SOCKET
	left		SOCKET
	right		SOCKET
	up		SOCKET
	down		SOCKET
	hp		10000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a 240v wall socket"
	short		"power point"
	fixed
	setsolid	V 0 0 1 2
	setsolid	H 0 0 1 2
	setActiveArea	V 0 0 1 2
	setActiveArea	H 0 0 1 2

	name TABLE_LAMP
	left		TABLE_LAMP0
	right		TABLE_LAMP0
	up		TABLE_LAMP0
	down		TABLE_LAMP0
	hp		6
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		1150
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a table lamp"
	short		"table lamp"
	IfUsed		use_lamp
	IfKilled	smash_china
	behaviour	 lamp_plug-in
	solid
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TABLE_LAMP_PLUGGEDIN
	left		TABLE_LAMP1
	right		TABLE_LAMP1
	up		TABLE_LAMP1
	down		TABLE_LAMP1
	hp		6
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		1150
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a table lamp"
	short		"table lamp"
	IfUsed		use_lamp
	IfKilled	smash_china
	behaviour	 lamp_plug-in
	solid
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TABLE_LAMP_SWITCHEDON
	left		TABLE_LAMP2
	right		TABLE_LAMP2
	up		TABLE_LAMP2
	down		TABLE_LAMP2
	hp		6
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		1
	description	"You see a lit table lamp"
	short		"table lamp"
	IfUsed		use_lamp
	IfKilled	smash_china
	solid
	fixed
	fragile
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name TABLE_LAMP_BROKEN
	left		TABLE_LAMP3
	right		TABLE_LAMP3
	up		TABLE_LAMP3
	down		TABLE_LAMP3
	hp		-1
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		1000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a broken table lamp"
	short		"table lamp"
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LETTUCE_LEAF
	left		LETTUCE-1
	right		LETTUCE-1
	up		LETTUCE-1
	down		LETTUCE-1
	hp		2
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		10
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a lettuce leaf"
	short		"lettuce leaf"
	IfUsed		eat_food
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CREDIT_CARD
	left		CREDIT_CARD
	right		CREDIT_CARD
	up		CREDIT_CARD
	down		CREDIT_CARD
	hp		30
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		2
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a Madland Bank cash-card"
	short		"card"
	IfUsed		use_card
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CASH_MACHINE
	left		ATM_H
	right		ATM_H
	up		ATM_V
	down		ATM_V
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a Madland Bank cash machine"
	short		"Cash Machine"
	IfUsed		please_insert_card
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name CASH_MACHINE_BROKEN
	left		ATM_HB
	right		ATM_HB
	up		ATM_VB
	down		ATM_VB
	hp		100000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a vandalised Madland Bank cash machine"
	short		"Broken Cash Machine"
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MICROVAX
	left		MICROVAX
	right		MICROVAX
	up		MICROVAX
	down		MICROVAX
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a very ancient minicomputer"
	short		"computer"
	solid
	fixed
	ifkilled	break_microvax
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name MICROVAX_BROKEN
	left		MICROVAX_BROKEN
	right		MICROVAX_BROKEN
	up		MICROVAX_BROKEN
	down		MICROVAX_BROKEN
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see some bits of a very ancient minicomputer"
	short		"ex-computer"
	solid
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BANKER
	left		TAXMAN_LEFT
	right		TAXMAN_RIGHT
	up		TAXMAN_UP
	down		TAXMAN_DOWN
	hp		90
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	15000
	max_strength	0
	intelligence	200
	max_intelligence	0
	weight		30000
	damage		20
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a banker"
	short		"banker"
	ifused		close_attack
	IfKilled	banker_DIES
	IfHurt		banker_HURT
	solid
	person
	Conversation	people/banker1.man
	male
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name BANKER_DEAD
	left		TAXMAN_DEAD
	right		TAXMAN_DEAD
	up		TAXMAN_DEAD
	down		TAXMAN_DEAD
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		30000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a dead person"
	short		"body"
	IfLookedAt	SPILL
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SEASHELL
	left		SEASHELL
	right		SEASHELL
	up		SEASHELL
	down		SEASHELL
	hp		100
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		100
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a pile of seashells."
	short		"seashell"
	quantity
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name 19130
	left		RB_LEFT
	right		RB_RIGHT
	up		RB_UP
	down		RB_DOWN
	hp		2000
	max_hp		2000
	dexterity	10
	max_dexterity	0
	strength	1000000
	max_strength	0
	intelligence	15
	max_intelligence	0
	weight		300000
	damage		80
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a security robot."
	short		"robot"
	ifused		close_attack
	IfKilled	19100_Dies
	solid
	person
	Conversation	PEOPLE/19130.ROB
	male
	cant_eat
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name DEADROBOTB
	left		RB_DEAD
	right		RB_DEAD
	up		RB_DEAD
	down		RB_DEAD
	hp		300
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		300000
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a destroyed security robot"
	short		"debris"
	IfLookedAt	SPILL
	container
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name FAKEWALL
	left		WALL_STONE_H
	right		WALL_STONE_H
	up		WALL_STONE_V
	down		WALL_STONE_V
	hp		200
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a thick stone wall"
	short		" "
	solid
	blockslight
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LIGHT_SWITCH
	left		LGT_SW1
	right		LGT_SW1
	up		LGT_SW2
	down		LGT_SW2
	hp		200000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a light switch"
	short		"light switch"
	IfUsed		LIGHT_TOGGLE
	fixed
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LIGHT_START
	left		LIGHT_START
	right		LIGHT_START
	up		LIGHT_START
	down		LIGHT_START
	hp		1000000000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		0
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"No description"
	short		"No description"
	invisible
	system
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LIGHT_END
	left		LIGHT_END
	right		LIGHT_END
	up		LIGHT_END
	down		LIGHT_END
	hp		1000000000
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		0
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"No description"
	short		"No description"
	invisible
	system
	fixed
	spikeproof
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STONE_ARCHWAY
	left		STONEARCH1
	right		STONEARCH3
	up		STONEARCH1
	down		STONEARCH3
	hp		150
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an archway"
	short		"archway"
	IfKilled	broken_arch
	solid
	fixed
	boat
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name STONE_ARCHWAY2
	left		STONEARCH2
	right		STONEARCH2
	up		STONEARCH2
	down		STONEARCH2
	hp		150
	max_hp		0
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see an archway"
	short		"archway"
	IfKilled	broken_arch
	fixed
	boat
	no_resurrect
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name LEVER
	left		LEVER2
	right		LEVER2
	up		LEVER1
	down		LEVER1
	hp		2000000
	max_hp		2000000
	dexterity	0
	max_dexterity	0
	strength	0
	max_strength	0
	intelligence	0
	max_intelligence	0
	weight		-1
	damage		0
	max_damage	0
	armour		0
	max_armour	0
	karma		0
	bulk		0
	max_bulk	0
	light		0
	description	"You see a lever."
	short		"lever"
	IfKilled	RESPAWN
	fixed
	spikeproof

	name SNAKE
	left		SNAKE_L
	right		SNAKE_R
	up		SNAKE_U
	down		SNAKE_D
	hp		50
	intelligence	50
	max_intelligence	10
	weight		250
	damage		5
	description	"You see a snake."
	short		"snake"
	IfKilled	snake_dies
	IfHurt		start_attack
	Attack		poison_enemy
	behaviour	 attack_party
	solid
	wont_shut_doors
	biological
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1

	name SNAKE_DEAD
	left		SNAKE_DEAD
	right		SNAKE_DEAD
	up		SNAKE_DEAD
	down		SNAKE_DEAD
	hp		100
	intelligence	10
	max_intelligence	10
	weight		125
	damage		5
	description	"You see a dead snake."
	short		"dead snake"
	IfLookedAt	SPILL
	setsolid	V 0 0 1 1
	setsolid	H 0 0 1 1
	setActiveArea	V 0 0 1 1
	setActiveArea	H 0 0 1 1


section: tiles

	name GRASS00
	sequence	GRASS00
	description	"You see some grass"

	name GRASS01
	sequence	grass01
	description	"You see some grass "

	name GRASS02
	sequence	GRASS02
	description	"You see some grass "

	name GRASS03
	sequence	GRASS03
	description	"You see some grass "

	name GRASS04
	sequence	GRASS04
	description	"You see some grass "

	name GRASS05
	sequence	GRASS05
	description	"You see some grass "

	name GRASS06
	sequence	GRASS06
	description	"You see some grass "

	name GRASS07
	sequence	GRASS07
	description	"You see some grass "

	name STONEFLOOR2
	sequence	STONEFLOOR2
	description	"You see some stone floor"
	solid
	blockslight

	name STONEFLOOR3
	sequence	STONEFLOOR3
	description	"You see some stone floor"
	solid
	blockslight

	name WOOD00
	sequence	WOOD00
	description	"You see some parquet floor"


	name WALL_STONE_H
	sequence	WALL_STONE_H
	description	"You see a thick stone wall"
	solid
	blockslight
	blank LU WALL_STONE_TL
	blank RU BLACK_WALL_TR
	blank LD BLACK_WALL_BL
	blank RD WALL_STONE_BR

	name WALL_STONE_V
	sequence	WALL_STONE_V
	description	"You see a thick stone wall"
	solid
	blockslight
	blank LU WALL_STONE_TL
	blank RU BLACK_WALL_TR
	blank LD BLACK_WALL_BL
	blank RD WALL_STONE_BR

	name WALL_STONE_BR
	sequence	WALL_STONE_BR
	description	"You see a thick stone wall"
	solid
	blockslight
	blank L WALL_STONE_V

	name WALL_STONE_TL
	sequence	WALL_STONE_TL
	description	"You see a thick stone wall"
	solid
	blockslight
	blank R WALL_STONE_V
	blank RU BLACK_WALL_TR
	blank D WALL_STONE_H
	blank LD BLACK_WALL_BL
	blank RD WALL_STONE_BR

	name WALL_STONE_BL0
	sequence	WALL_STONE_BL0
	description	"You see a thick stone wall"
	solid
	blockslight
	blank D BLACK_WALL_BL
	blank LD BLACK_WALL_BL

	name WALL_STONE_TR0
	sequence	WALL_STONE_TR0
	description	"You see a thick stone wall"
	solid
	blockslight
	blank R BLACK_WALL_TR
	blank U BLACK_WALL_TR
	blank RU BLACK_WALL_TR
	blank LD BLACK_WALL_TR

	name WALL_STONE_BL1
	sequence	WALL_STONE_BL1
	description	"You see a thick stone wall"
	solid
	blockslight
	blank D BLACK_WALL_BL
	blank LD BLACK_WALL_BL

	name WALL_STONE_TR1
	sequence	WALL_STONE_TR1
	description	"You see a thick stone wall"
	solid
	blockslight
	blank R BLACK_WALL_TR
	blank U BLACK_WALL_TR
	blank RU BLACK_WALL_TR
	blank LD BLACK_WALL_TR

	name TILE00
	sequence	tile00
	description	"You see ceramic tiles"

	name STONEFLOOR
	sequence	STONEFLOOR
	description	"You see some stone floor"

	name MUD0
	sequence	MUD00
	description	"You see some mud"

	name MUD1
	sequence	MUD01
	description	"You see some mud"

	name MUD2
	sequence	MUD02
	description	"You see some mud"

	name MUD3
	sequence	MUD03
	description	"You see some mud"

	name MUD4
	sequence	MUD04
	description	"You see some mud"

	name MUD5
	sequence	MUD05
	description	"You see some mud"

	name MUD6
	sequence	MUD06
	description	"You see some mud"

	name MUD7
	sequence	MUD07
	description	"You see some mud"

	name MUD8
	sequence	MUD08
	description	"You see some mud"

	name MUD9
	sequence	MUD09
	description	"You see some mud"

	name MUD10
	sequence	MUD10
	description	"You see some mud"

	name MUD11
	sequence	MUD11
	description	"You see some mud"

	name MUD12
	sequence	MUD12
	description	"You see some mud"

	name MUD13
	sequence	MUD13
	description	"You see some mud"

	name MUD14
	sequence	MUD14
	description	"You see some mud"

	name MUD15
	sequence	MUD15
	description	"You see some mud"

	name MUD16
	sequence	MUD16
	description	"You see some mud"

	name MUD17
	sequence	MUD17
	description	"You see some mud"

	name MUD18
	sequence	MUD18
	description	"You see some mud"

	name MUD19
	sequence	MUD19
	description	"You see some mud"

	name MUD20
	sequence	MUD20
	description	"You see some mud"

	name MUD21
	sequence	MUD21
	description	"You see some mud"

	name MUD22
	sequence	MUD22
	description	"You see some mud"

	name MUD23
	sequence	MUD23
	description	"You see some mud"

	name MUD24
	sequence	MUD24
	description	"You see some mud"

	name MUD25
	sequence	MUD25
	description	"You see some mud"

	name MUD26
	sequence	MUD26
	description	"You see some mud"

	name MUD27
	sequence	MUD27
	description	"You see some mud"

	name MUD28
	sequence	MUD28
	description	"You see some mud"

	name MUD29
	sequence	MUD29
	description	"You see some mud"

	name MUD30
	sequence	MUD30
	description	"You see some mud"

	name MUD31
	sequence	MUD31
	description	"You see some mud"

	name MUD32
	sequence	MUD32
	description	"You see some mud"

	name MUD33
	sequence	MUD33
	description	"You see some mud"

	name MUD34
	sequence	MUD34
	description	"You see some mud"

	name MUD35
	sequence	MUD35
	description	"You see some mud"

	name MUD36
	sequence	MUD36
	description	"You see some mud"

	name MUD37
	sequence	MUD37
	description	"You see some mud"

	name MUD38
	sequence	MUD38
	description	"You see some mud"

	name MUD39
	sequence	MUD39
	description	"You see some mud"

	name MUD40
	sequence	MUD40
	description	"You see some mud"

	name MUD41
	sequence	MUD41
	description	"You see some mud"

	name MUD42
	sequence	MUD42
	description	"You see some mud"

	name MUD43
	sequence	MUD43
	description	"You see some mud"

	name MUD44
	sequence	MUD44
	description	"You see some mud"

	name MUD45
	sequence	MUD45
	description	"You see some mud"

	name MUD46
	sequence	MUD46
	description	"You see some mud"

	name MUD47
	sequence	MUD47
	description	"You see some mud"

	name MUD48
	sequence	MUD48
	description	"You see some mud"

	name MUD49
	sequence	MUD49
	description	"You see some mud"

	name MUD50
	sequence	MUD50
	description	"You see some mud"

	name MUD51
	sequence	MUD51
	description	"You see some mud"

	name MUD52
	sequence	MUD52
	description	"You see some mud"

	name MUD53
	sequence	MUD53
	description	"You see some mud"

	name MUD54
	sequence	MUD54
	description	"You see some mud"

	name MUD55
	sequence	MUD55
	description	"You see some mud"

	name MUD56
	sequence	MUD56
	description	"You see some mud"

	name MUD57
	sequence	MUD57
	description	"You see some mud"

	name MUD58
	sequence	MUD58
	description	"You see some mud"

	name MUD59
	sequence	MUD59
	description	"You see some mud"

	name MUD60
	sequence	MUD60
	description	"You see some mud"

	name MUD61
	sequence	MUD61
	description	"You see some mud"

	name MUD62
	sequence	MUD62
	description	"You see some mud"

	name MUD63
	sequence	MUD63
	description	"You see some mud"

	name WALLHOLE_1
	sequence	WALLHOLE1
	description	"You see stairs"
	solid
	blockslight

	name SAND00
	sequence	SAND00
	description	"You see some sand"

	name SAND01
	sequence	SAND01
	description	"You see some sand"

	name SAND02
	sequence	SAND02
	description	"You see some sand"

	name SAND03
	sequence	SAND03
	description	"You see some sand"

	name SAND04
	sequence	SAND04
	description	"You see some sand"

	name SAND05
	sequence	SAND05
	description	"You see some sand"

	name SAND06
	sequence	SAND06
	description	"You see some sand"

	name SAND07
	sequence	SAND07
	description	"You see some sand"

	name SAND08
	sequence	SAND08
	description	"You see some sand"

	name SAND09
	sequence	SAND09
	description	"You see some sand"

	name SAND10
	sequence	SAND10
	description	"You see some sand"

	name SAND11
	sequence	SAND11
	description	"You see some sand"

	name SAND12
	sequence	SAND12
	description	"You see some sand"

	name SAND13
	sequence	SAND13
	description	"You see some sand"

	name SAND14
	sequence	SAND14
	description	"You see some sand"

	name SAND15
	sequence	SAND15
	description	"You see some sand"

	name SAND16
	sequence	SAND16
	description	"You see some sand"

	name SAND17
	sequence	SAND17
	description	"You see some sand"

	name SAND18
	sequence	SAND18
	description	"You see some sand"

	name SAND19
	sequence	SAND19
	description	"You see some sand"

	name SAND20
	sequence	sand20
	description	"you see some sand"

	name SAND21
	sequence	sand21
	description	"You see some sand"

	name WATER_N1
	sequence	WATER_North
	description	"You see some water."
	solid
	water
	scroll 0 -1

	name WATER_N2
	sequence	WATER_North2
	description	"You see some water."
	solid
	water
	scroll 0 -1

	name WATER_N3
	sequence	WATER_North3
	description	"You see some water."
	solid
	water
	scroll 0 -1

	name WATER_N4
	sequence	WATER_North4
	description	"You see some water."
	solid
	water
	scroll 0 -1

	name WATER_N5
	sequence	WATER_North5
	description	"You see some water."
	solid
	water
	scroll 0 -1

	name WATER_N6
	sequence	WATER_North6
	description	"You see some water."
	solid
	water
	scroll 0 -1

	name WATER_S1
	sequence	WATER_South
	description	"You see some water."
	solid
	water
	scroll 0 1

	name WATER_S2
	sequence	WATER_South2
	description	"You see some water."
	solid
	water
	scroll 0 1

	name WATER_S3
	sequence	WATER_South3
	description	"You see some water."
	solid
	water
	scroll 0 1

	name WATER_S4
	sequence	WATER_South4
	description	"You see some water."
	solid
	water
	scroll 0 1

	name WATER_S5
	sequence	WATER_South5
	description	"You see some water."
	solid
	water
	scroll 0 1

	name WATER_S6
	sequence	WATER_South6
	description	"You see some water."
	solid
	water
	scroll 0 1

	name ROAD_00
	sequence	ROAD_00
	description	"You see some tarmac"

	name ROAD_01
	sequence	ROAD_01
	description	"You see some tarmac"

	name ROAD_02
	sequence	ROAD_02
	description	"You see some tarmac"

	name ROAD_03
	sequence	ROAD_03
	description	"You see some tarmac"

	name ROAD_04
	sequence	ROAD_04
	description	"You see some tarmac"

	name ROAD_05
	sequence	ROAD_05
	description	"You see some tarmac"


section: sounds

	OPEN_DOOR		SOUND/OPENDOOR.WAV
	UH!			SOUND/UH!.WAV
	R_UH!			SOUND/R_UH!.WAV
	MAN_DYING		SOUND/URGH.WAV
	ROBOT_DYING		SOUND/R_BRK.WAV
	CHAIRBREAKING		SOUND/CHAIRBRK.WAV
	DOORBREAKING		SOUND/DOORBRK.WAV
	SMASH_LITTLE1		SOUND/SMASH1.WAV
	SMASH_BIG1		SOUND/SMASH3.WAV
	SMASH_LITTLE2		SOUND/SMASH2.WAV
	SMASH_LITTLE3		SOUND/SMASH4.WAV
	SMASH_PLANT		SOUND/PLANTBRK.WAV
	SMASH_BIG2		SOUND/SMASH5.WAV
	SMASH_LITTLE4		SOUND/SMASH6.WAV
	SMASH_LITTLE5		SOUND/SMASH7.WAV
	DOORBREAKING		SOUND/DOORBRK.WAV
	NOT_PERMITTED		SOUND/NOTPERMT.WAV
	POP			SOUND/POP.WAV
	KEY_FITS		SOUND/GOODKEY.WAV
	KEY_DOESN'T_FIT		SOUND/BADKEY.WAV
	RESURRECTION		SOUND/RESURREC.WAV
	BOOM			SOUND/BOMB.WAV
	PLOP			SOUND/PLOP2.WAV
	BOGFLUSH		SOUND/BOG.WAV
	AIRGUN			SOUND/AIRGUN.WAV
	PLASTIC_BREAKING	SOUND/PLASTIC.WAV
	GULP			SOUND/SWALLOW.WAV
	MICROWAVE		SOUND/MWAVE.WAV
	MICROWAVE_BRK		SOUND/MWAVE2.WAV
	POP_DINGHY		SOUND/POPDINGY.WAV
	THUNDER			SOUND/THUNDER.WAV
	BEER			SOUND/CAN_BRK2.WAV
	BEER_BRK		SOUND/CANBRK.WAV
	CURRY			SOUND/CURRY2.WAV
	TOAST			SOUND/TOAST.WAV
	click			SOUND/click.WAV
	BRK_MVAX		SOUND/BRKMVAX.WAV
	ATM_BREAKING		SOUND/ATMBREAK.WAV
	ATM_CLUNK		SOUND/ATMATTAK.WAV


section: music

	FOLLOW_THY_FAIR_SUNNE	MUSIC/FFS.OGG


section: rooftiles

	ROOF/ROOF00.CEL
	ROOF/ROOF01.CEL
	ROOF/ROOF02.CEL
	ROOF/ROOF03.CEL
	ROOF/ROOF04.CEL
	ROOF/ROOF05.CEL
	ROOF/ROOF06.CEL
	ROOF/ROOF07.CEL
	ROOF/ROOF08.CEL
	ROOF/ROOF09.CEL
	ROOF/ROOF10.CEL
	ROOF/ROOF11.CEL	stand_under
	ROOF/ROOF12.CEL	stand_under
	ROOF/ROOF13.CEL	stand_under
	ROOF/ROOF14.CEL	stand_under
	ROOF/ROOF15.CEL
	ROOF/ROOF16.CEL	stand_under
	ROOF/ROOF17.CEL
	ROOF/ROOF18.CEL	stand_under
	ROOF/ROOF19.CEL
	ROOF/ROOF20.CEL	stand_under
	ROOF/ROOF21.CEL
	ROOF/ROOF22.CEL	stand_under
	ROOF/ROOF23.CEL
	ROOF/ROOF24.CEL
	ROOF/ROOF25.CEL
	ROOF/ROOF26.CEL
	ROOF/ROOF27.CEL
	ROOF/ROOF28.CEL
	ROOF/ROOF29.CEL
	ROOF/ROOF30.CEL
	ROOF/ROOF31.CEL
	ROOF/ROOF32.CEL
	ROOF/ROOF33.CEL
	ROOF/ROOF34.CEL
	ROOF/ROOF35.CEL
	ROOF/ROOF36.CEL


section: lightmaps

	SPRITES/LIGHT0.CEL
	SPRITES/LIGHT01.CEL
	SPRITES/LIGHT02.CEL
	SPRITES/LIGHT03.CEL
	SPRITES/LIGHT04.CEL
	SPRITES/LIGHT05.CEL
	SPRITES/LIGHT06.CEL
	SPRITES/LIGHT07.CEL
	SPRITES/LIGHT08.CEL
	SPRITES/LIGHT09.CEL
	SPRITES/LIGHT10.CEL
	SPRITES/LIGHT11.CEL
	SPRITES/LIGHT12.CEL

section: tables


	name chair_up
	key=string
	data=string
	list:
		man_fence avsit_u 
		man_generic flsit_u 
		player avsit_u 
		woman_generic flsit_u 
		19123 rosit_u
		19125 rosit_u
		19126 rosit_u
		19130 rosit_u
		medic medic_sit_u
	end

	name chair_down
	key=string
	data=string
	list:
		man_fence avsit_d2 
		man_generic flsit_d 
		player avsit_d 
		woman_generic flsit_d 
		19123 rosit_d
		19125 rosit_d
		19126 rosit_d
		19130 rosit_d
		medic medic_sit_d
	end

	name chair_left
	key=string
	data=string
	list:
		man_fence avsit_l 
		man_generic flsit_l 
		player avsit_l 
		woman_generic flsit_l 
		19123 rosit_l
		19125 rosit_l
		19126 rosit_l
		19130 rosit_l
		medic medic_sit_l
	end

	name chair_right
	key=string
	data=string
	list:
		man_fence avsit_r2 
		man_generic flsit_r 
		player avsit_r 
		woman_generic flsit_r 
		19123 rosit_r
		19125 rosit_r
		19126 rosit_r
		19130 rosit_r
		medic medic_sit_r
	end

	name wield_x
	key=integer
	data=integer
	list:
		0 2
		1 39
		2 76
		3 2
		4 39
		5 76
		6 2
		7 39
		8 76
	end

	name wield_y
	key=integer
	data=integer
	list:
		0 12
		1 12
		2 12
		3 49
		4 49
		5 49
		6 86
		7 86
		8 86
	end

	name openbag
	key=string
	data=string
	list:
		chest chestopen 
	end

	name closebag
	key=string
	data=string
	list:
		chestopen chest 
	end

	name smashed_china
	key=string
	data=string
	list:
		broken_bottle glass_shards 
		cod_liver_oil cod_liver_oil_broken 
		herbal_extract herbal_extract_broken 
		jug jug_broken 
		mug mug_broken 
		plate plate_broken 
		table_lamp table_lamp_broken 
		table_lamp_pluggedin table_lamp_broken 
		table_lamp_switchedon table_lamp_broken 
	end

	name robots
	key=string
	data=integer
	list:
		19123 1
		19125 1
		19126 1
		19130 1
	end

section: scripts

	CODE/SYSTEM/COMPAT.PE
	CODE/SYSTEM/DATA.PE
	CODE/SYSTEM/DAYNIGHT.PE
	CODE/SYSTEM/STARTUP.PE
	CODE/SYSTEM/SYSFUNCS.PE
	CODE/SYSTEM/UI/DROP.PE
	CODE/SYSTEM/UI/GET.PE
	CODE/SYSTEM/UI/INPUT.PE
	CODE/SYSTEM/UI/STATUS.PE
	CODE/SYSTEM/UI/WIELD.PE
	CODE/ACTIVITY/SHOPPING.PE
	CODE/ACTIVITY/SEEK.PE
	CODE/ACTIVITY/WASHUP.PE
	CODE/ACTIVITY/BANKTRIG.PE
	CODE/MISC/BED.PE
	CODE/MISC/CHEAT.PE
	CODE/MISC/DAYBREAK.PE
	CODE/MISC/DRUGS.PE
	CODE/MISC/JUSTICE.PE
	CODE/MISC/LIGHTSW.PE
	CODE/misc/MESSAGES.PE
	CODE/MISC/PARTY.PE
	CODE/MISC/RET19125.PE
	CODE/MISC/STALL.PE
	CODE/OBJECT/arkohpoo.pe
	CODE/OBJECT/BAG.PE
	CODE/OBJECT/BOG.PE
	CODE/OBJECT/BOMBS.PE
	CODE/OBJECT/BOTTLE.PE
	CODE/OBJECT/BREAKING.PE
	CODE/OBJECT/credcard.pe
	CODE/OBJECT/DOORS.PE
	CODE/OBJECT/EGGS.PE
	CODE/OBJECT/food.pe
	CODE/OBJECT/key.pe
	CODE/OBJECT/levers.pe
	CODE/OBJECT/MIRROR.PE
	CODE/OBJECT/MOVE.PE
	CODE/OBJECT/MWAVE.PE
#	CODE/OBJECT/POTION.PE
	CODE/OBJECT/lamp_drv.pe
	CODE/OBJECT/findvict.pe
	CODE/OBJECT/teleport.pe
	CODE/OBJECT/TRAP.PE
	CODE/OBJECT/TORCH.PE
	CODE/OBJECT/VEHICLE.PE
	CODE/CREATURE/19100.PE
	CODE/CREATURE/BANKER.PE
	CODE/CREATURE/FOLLOWER.PE
	CODE/CREATURE/MEDIC.PE
	CODE/CREATURE/PLAYER.PE
	CODE/CREATURE/resurrec.PE
	CODE/CREATURE/sit_down.PE
	CODE/CREATURE/SNAKE.PE
	CODE/CREATURE/TAXMAN.PE
	CODE/COMBAT/ATTACK.PE
	CODE/combat/loadweap.pe
	CODE/COMBAT/MISC.PE
	CODE/COMBAT/NPC.PE
	CODE/COMBAT/SPLAT.PE
	CODE/SPEECH/ACTROBOT.PE
	CODE/SPEECH/AMENEMY.PE
	CODE/SPEECH/ANGRYGOD.PE
	CODE/SPEECH/ATM.PE
	CODE/SPEECH/BUYROBOT.PE
	CODE/SPEECH/DOCTOR.PE


