# sprites.edf - EDF file for Eternity Engine v3.33.33
#     This file contains the spritenames array, and definitions for sprite-based
#     pickup items.

# Sprite names -- strings MUST be four characters each, order is unimportant.
#     Sprites can be added to this list by another file through use of this 
#     syntax:
#     spritenames += { FOO1, ... }
#     As with all strings, quotations are not required when the string contains
#     no whitespace or special characters (which sprite names should not).

ifenabled(DOOM)

# Doom Sprites
spritenames =
{
  "TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG",
  "MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2",
  "PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS",
  "SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG",
  "HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR",
  "PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN",
  "BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI",
  "SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO",
  "ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW",
  "LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4",
  "POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2",
  "COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU",
  "COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3",
  "HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2"
}

endif()

ifdisabled(DOOM)

# If Doom is disabled, we still need the following sprites:
# * PLAY is needed for players in pretty much all games
# * HEAD is needed by the Iron Lich too, so it'll have to be here

spritenames =
{
  "PLAY","HEAD"
}

endif()


# Eternity Engine Sprites -- Always defined
spritenames += 
{ 
  "TNT1","DOGS","PLS1","PLS2","UNKN","SPSH","SLDG","LVAS",
  
  # Warning: Do not use any of these sprites! They may be killed off.
  "CLER","CBAL","FOGS","FOGM","FOGL","LCLR","DWRF","FDWF","GREN","PNS2"
}


ifenabled(HERETIC)

# Heretic Sprites
spritenames +=
{
  "BARL","BRPL","MOS1","MOS2","WTRH","CHDL","SRTC","TELE","AKYY","BKYY",
  "CKYY","PTN1","SHLD","SHD2","BAGH","SPMP","TGLT","SKH1","SKH2","SKH3",
  "SKH4","SMPL","STGS","STGL","STCS","STCL","KFR1","HCOR","KGZ1","KGZB",
  "KGZG","KGZY","MUMM","FX15","CLNK","WZRD","FX11","SOR2","SDTH","FX16",
  "PPOD","KNIG","SPAX","RAXE","BLOD","BEAS","FRB1","SNKE","SNFX","SRCR",
  "FX14","VLCO","VFBL","XPL1","VTFB","SFFI","MNTR","FX12","FX13","FX04",
  "FX05","FX06","FX07","AMG1","AMG2","AMM1","AMM2","AMC1","AMC2","AMB1",
  "AMB2","AMS1","AMS2","AMP1","AMP2","IMPX","FX10"
}

endif()


# pickup item effects -- format: pickupitem <spritename> { effect = <effect> }
#     Sprite-based pickup items are currently limited to one per sprite.
#     Pickup items may be defined anywhere, and order is unimportant.

ifenabled(DOOM)

pickupitem ARM1 { effect = PFX_GREENARMOR }
pickupitem ARM2 { effect = PFX_BLUEARMOR }
pickupitem BON1 { effect = PFX_POTION }
pickupitem BON2 { effect = PFX_ARMORBONUS }
pickupitem SOUL { effect = PFX_SOULSPHERE }
pickupitem MEGA { effect = PFX_MEGASPHERE }
pickupitem BKEY { effect = PFX_BLUEKEY }
pickupitem YKEY { effect = PFX_YELLOWKEY }
pickupitem RKEY { effect = PFX_REDKEY }
pickupitem BSKU { effect = PFX_BLUESKULL }
pickupitem YSKU { effect = PFX_YELLOWSKULL }
pickupitem RSKU { effect = PFX_REDSKULL }
pickupitem STIM { effect = PFX_STIMPACK }
pickupitem MEDI { effect = PFX_MEDIKIT }
pickupitem PINV { effect = PFX_INVULNSPHERE }
pickupitem PSTR { effect = PFX_BERZERKBOX }
pickupitem PINS { effect = PFX_INVISISPHERE }
pickupitem SUIT { effect = PFX_RADSUIT }
pickupitem PMAP { effect = PFX_ALLMAP }
pickupitem PVIS { effect = PFX_LIGHTAMP }
pickupitem CLIP { effect = PFX_CLIP }
pickupitem AMMO { effect = PFX_CLIPBOX }
pickupitem ROCK { effect = PFX_ROCKET }
pickupitem BROK { effect = PFX_ROCKETBOX }
pickupitem CELL { effect = PFX_CELL }
pickupitem CELP { effect = PFX_CELLPACK }
pickupitem SHEL { effect = PFX_SHELL }
pickupitem SBOX { effect = PFX_SHELLBOX }
pickupitem BPAK { effect = PFX_BACKPACK }
pickupitem BFUG { effect = PFX_BFG }
pickupitem MGUN { effect = PFX_CHAINGUN }
pickupitem CSAW { effect = PFX_CHAINSAW }
pickupitem LAUN { effect = PFX_LAUNCHER }
pickupitem PLAS { effect = PFX_PLASMA }
pickupitem SHOT { effect = PFX_SHOTGUN }
pickupitem SGN2 { effect = PFX_SSG }

endif()

ifenabled(HERETIC)

pickupitem AKYY { effect = PFX_HGREENKEY }
pickupitem BKYY { effect = PFX_HBLUEKEY }
pickupitem CKYY { effect = PFX_HYELLOWKEY }
pickupitem PTN1 { effect = PFX_HPOTION }
pickupitem SHLD { effect = PFX_SILVERSHIELD }
pickupitem SHD2 { effect = PFX_ENCHANTEDSHIELD }
pickupitem BAGH { effect = PFX_BAGOFHOLDING }
pickupitem SPMP { effect = PFX_HMAP }
pickupitem AMG1 { effect = PFX_GWNDWIMPY }
pickupitem AMG2 { effect = PFX_GWNDHEFTY }
pickupitem AMM1 { effect = PFX_MACEWIMPY }
pickupitem AMM2 { effect = PFX_MACEHEFTY }
pickupitem AMC1 { effect = PFX_CBOWWIMPY }
pickupitem AMC2 { effect = PFX_CBOWHEFTY }
pickupitem AMB1 { effect = PFX_BLSRWIMPY }
pickupitem AMB2 { effect = PFX_BLSRHEFTY }
pickupitem AMS1 { effect = PFX_SKRDWIMPY }
pickupitem AMS2 { effect = PFX_SKRDHEFTY }
pickupitem AMP1 { effect = PFX_PHRDWIMPY }
pickupitem AMP2 { effect = PFX_PHRDHEFTY }

endif()

pickupitem PNS2 { effect = PFX_TOTALINVIS }


