Macrofy info.h

This commit is contained in:
GenericHeroGuy 2025-01-14 21:23:24 +01:00
parent 6c80e5c80f
commit c784cdc189
11 changed files with 6627 additions and 13683 deletions

File diff suppressed because it is too large Load diff

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@ -232,289 +232,15 @@ struct skincolor_t
typedef enum
{
SKINCOLOR_NONE = 0,
SKINCOLOR_WHITE,
SKINCOLOR_SILVER,
SKINCOLOR_GREY,
SKINCOLOR_NICKEL,
SKINCOLOR_BLACK,
SKINCOLOR_SKUNK,
SKINCOLOR_FAIRY,
SKINCOLOR_POPCORN,
SKINCOLOR_ARTICHOKE,
SKINCOLOR_PIGEON,
SKINCOLOR_SEPIA,
SKINCOLOR_BEIGE,
SKINCOLOR_WALNUT,
SKINCOLOR_BROWN,
SKINCOLOR_LEATHER,
SKINCOLOR_SALMON,
FIRSTRAINBOWCOLOR,
SKINCOLOR_PINK = FIRSTRAINBOWCOLOR,
SKINCOLOR_ROSE,
SKINCOLOR_BRICK,
SKINCOLOR_CINNAMON,
SKINCOLOR_RUBY,
SKINCOLOR_RASPBERRY,
SKINCOLOR_CHERRY,
SKINCOLOR_RED,
SKINCOLOR_CRIMSON,
SKINCOLOR_MAROON,
SKINCOLOR_LEMONADE,
SKINCOLOR_FLAME,
SKINCOLOR_SCARLET,
SKINCOLOR_KETCHUP,
SKINCOLOR_DAWN,
SKINCOLOR_SUNSET,
SKINCOLOR_CREAMSICLE,
SKINCOLOR_ORANGE,
SKINCOLOR_PUMPKIN,
SKINCOLOR_ROSEWOOD,
SKINCOLOR_BURGUNDY,
SKINCOLOR_TANGERINE,
SKINCOLOR_PEACH,
SKINCOLOR_CARAMEL,
SKINCOLOR_CREAM,
SKINCOLOR_GOLD,
SKINCOLOR_ROYAL,
SKINCOLOR_BRONZE,
SKINCOLOR_COPPER,
SKINCOLOR_QUARRY,
SKINCOLOR_YELLOW,
SKINCOLOR_MUSTARD,
SKINCOLOR_CROCODILE,
SKINCOLOR_OLIVE,
SKINCOLOR_VOMIT,
SKINCOLOR_GARDEN,
SKINCOLOR_LIME,
SKINCOLOR_HANDHELD,
SKINCOLOR_TEA,
SKINCOLOR_PISTACHIO,
SKINCOLOR_MOSS,
SKINCOLOR_CAMOUFLAGE,
SKINCOLOR_ROBOHOOD,
SKINCOLOR_MINT,
SKINCOLOR_GREEN,
SKINCOLOR_PINETREE,
SKINCOLOR_EMERALD,
SKINCOLOR_SWAMP,
SKINCOLOR_DREAM,
SKINCOLOR_PLAGUE,
SKINCOLOR_ALGAE,
SKINCOLOR_CARIBBEAN,
SKINCOLOR_AZURE,
SKINCOLOR_AQUA,
SKINCOLOR_TEAL,
SKINCOLOR_CYAN,
SKINCOLOR_JAWZ, // Oni's torment
SKINCOLOR_CERULEAN,
SKINCOLOR_NAVY,
SKINCOLOR_PLATINUM,
SKINCOLOR_SLATE,
SKINCOLOR_STEEL,
SKINCOLOR_THUNDER,
SKINCOLOR_RUST,
SKINCOLOR_WRISTWATCH,
SKINCOLOR_JET,
SKINCOLOR_SAPPHIRE, // sweet mother, i cannot weave - slender aphrodite has overcome me with longing for a girl
SKINCOLOR_PERIWINKLE,
SKINCOLOR_BLUE,
SKINCOLOR_BLUEBERRY,
SKINCOLOR_NOVA,
SKINCOLOR_PASTEL,
SKINCOLOR_MOONSLAM,
SKINCOLOR_ULTRAVIOLET,
SKINCOLOR_DUSK,
SKINCOLOR_BUBBLEGUM,
SKINCOLOR_PURPLE,
SKINCOLOR_FUCHSIA,
SKINCOLOR_TOXIC,
SKINCOLOR_MAUVE,
SKINCOLOR_LAVENDER,
SKINCOLOR_BYZANTIUM,
SKINCOLOR_POMEGRANATE,
SKINCOLOR_LILAC,
SKINCOLOR_BONE, // vanilla colors - shoutouts to Sonic Team Jr.
SKINCOLOR_CARBON,
SKINCOLOR_INK,
SKINCOLOR_GHOST,
SKINCOLOR_MARBLE,
SKINCOLOR_BLUEBELL,
SKINCOLOR_CHOCOLATE,
SKINCOLOR_TAN,
SKINCOLOR_PEACHY,
SKINCOLOR_QUAIL,
SKINCOLOR_LANTERN,
SKINCOLOR_APRICOT,
SKINCOLOR_SANDY,
SKINCOLOR_BANANA,
SKINCOLOR_SUNFLOWER,
SKINCOLOR_OLIVINE,
SKINCOLOR_PERIDOT,
SKINCOLOR_APPLE,
SKINCOLOR_SEAFOAM,
SKINCOLOR_FOREST,
SKINCOLOR_TOPAZ,
SKINCOLOR_FROST,
SKINCOLOR_WAVE,
SKINCOLOR_ICY,
SKINCOLOR_PEACOCK,
SKINCOLOR_VAPOR,
SKINCOLOR_GEMSTONE,
SKINCOLOR_NEON,
SKINCOLOR_PLUM,
SKINCOLOR_VIOLET,
SKINCOLOR_MAGENTA,
SKINCOLOR_THISTLE,
SKINCOLOR_DIAMOND, // custom color expansion begins here
SKINCOLOR_RAVEN,
SKINCOLOR_MUD,
SKINCOLOR_EARTHWORM,
SKINCOLOR_YOGURT,
SKINCOLOR_PEARL,
SKINCOLOR_STRAWBERRY,
SKINCOLOR_SODA,
SKINCOLOR_BLOODCELL,
SKINCOLOR_MAHOGANY,
SKINCOLOR_FIERY,
SKINCOLOR_SPICE,
SKINCOLOR_KING,
SKINCOLOR_HOTDOG,
SKINCOLOR_CARNATION,
SKINCOLOR_CANDY,
SKINCOLOR_NEBULA,
SKINCOLOR_STEAMPUNK,
SKINCOLOR_AMBER,
SKINCOLOR_CARROT,
SKINCOLOR_CHEESE,
SKINCOLOR_DUNE,
SKINCOLOR_BRASS,
SKINCOLOR_CITRINE,
SKINCOLOR_LEMON,
SKINCOLOR_CASKET,
SKINCOLOR_KHAKI,
SKINCOLOR_LIGHT,
SKINCOLOR_PEPPERMINT,
SKINCOLOR_LASER,
SKINCOLOR_ASPARAGUS,
SKINCOLOR_ARMY,
SKINCOLOR_CROW,
SKINCOLOR_CHARTEUSE,
SKINCOLOR_SLIME,
SKINCOLOR_LEAF,
SKINCOLOR_JUNGLE,
SKINCOLOR_EVERGREEN,
SKINCOLOR_TROPIC,
SKINCOLOR_IGUANA,
SKINCOLOR_SPEARMINT,
SKINCOLOR_PATINA,
SKINCOLOR_LAKESIDE,
SKINCOLOR_ELECTRIC,
SKINCOLOR_TURQUOISE,
SKINCOLOR_PEGASUS,
SKINCOLOR_PLASMA,
SKINCOLOR_COMET,
SKINCOLOR_LIGHTNING,
SKINCOLOR_VACATION,
SKINCOLOR_ULTRAMARINE,
SKINCOLOR_DEPTHS,
SKINCOLOR_DIANNE,
SKINCOLOR_EXOTIC,
SKINCOLOR_SNOW,
SKINCOLOR_MOON,
SKINCOLOR_LUNAR,
SKINCOLOR_ONYX,
SKINCOLOR_LAPIS,
SKINCOLOR_ORCA,
SKINCOLOR_STORM,
SKINCOLOR_MIDNIGHT,
SKINCOLOR_COTTONCANDY, // this color was a pain to get right
SKINCOLOR_CYBER, // this one too
SKINCOLOR_AMETHYST,
SKINCOLOR_IRIS,
SKINCOLOR_GOTHIC,
SKINCOLOR_GRAPE,
SKINCOLOR_INDIGO,
SKINCOLOR_SAKURA,
SKINCOLOR_DISCO,
SKINCOLOR_MULBERRY,
SKINCOLOR_BOYSENBERRY,
SKINCOLOR_MYSTIC,
SKINCOLOR_WICKED,
FIRSTSUPERCOLOR,
// Super special awesome Super flashing colors!
// Super Sonic Yellow
SKINCOLOR_SUPER1 = FIRSTSUPERCOLOR,
SKINCOLOR_SUPER2,
SKINCOLOR_SUPER3,
SKINCOLOR_SUPER4,
SKINCOLOR_SUPER5,
// Super Tails Orange
SKINCOLOR_TSUPER1,
SKINCOLOR_TSUPER2,
SKINCOLOR_TSUPER3,
SKINCOLOR_TSUPER4,
SKINCOLOR_TSUPER5,
// Super Knuckles Red
SKINCOLOR_KSUPER1,
SKINCOLOR_KSUPER2,
SKINCOLOR_KSUPER3,
SKINCOLOR_KSUPER4,
SKINCOLOR_KSUPER5,
// Hyper Sonic Pink
SKINCOLOR_PSUPER1,
SKINCOLOR_PSUPER2,
SKINCOLOR_PSUPER3,
SKINCOLOR_PSUPER4,
SKINCOLOR_PSUPER5,
// Hyper Sonic Blue
SKINCOLOR_BSUPER1,
SKINCOLOR_BSUPER2,
SKINCOLOR_BSUPER3,
SKINCOLOR_BSUPER4,
SKINCOLOR_BSUPER5,
// Aqua Super
SKINCOLOR_ASUPER1,
SKINCOLOR_ASUPER2,
SKINCOLOR_ASUPER3,
SKINCOLOR_ASUPER4,
SKINCOLOR_ASUPER5,
// Hyper Sonic Green
SKINCOLOR_GSUPER1,
SKINCOLOR_GSUPER2,
SKINCOLOR_GSUPER3,
SKINCOLOR_GSUPER4,
SKINCOLOR_GSUPER5,
// Hyper Sonic White
SKINCOLOR_WSUPER1,
SKINCOLOR_WSUPER2,
SKINCOLOR_WSUPER3,
SKINCOLOR_WSUPER4,
SKINCOLOR_WSUPER5,
// Creamy Super (Shadow?)
SKINCOLOR_CSUPER1,
SKINCOLOR_CSUPER2,
SKINCOLOR_CSUPER3,
SKINCOLOR_CSUPER4,
SKINCOLOR_CSUPER5,
#define _(name, ...) SKINCOLOR_##name,
#include "info/skincolors.h"
#undef _
SKINCOLOR_FIRSTFREESLOT,
SKINCOLOR_LASTFREESLOT = SKINCOLOR_FIRSTFREESLOT + NUMCOLORFREESLOTS - 1,
MAXSKINCOLORS,
FIRSTRAINBOWCOLOR = SKINCOLOR_PINK,
FIRSTSUPERCOLOR = SKINCOLOR_SUPER1,
NUMSUPERCOLORS = ((SKINCOLOR_FIRSTFREESLOT - FIRSTSUPERCOLOR)/5)
} skincolornum_t;

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@ -24,748 +24,20 @@
#include "v_video.h" // V_*MAP constants
#include "lzf.h"
// Hey, moron! If you change this table, don't forget about the sprite enum in info.h and the sprite lights in hw_light.c!
// EXCEPT HW_LIGHT.C DOESN'T EXIST ANYMORE LOVE CONTINUOUSLY FALLING ON MY ASS THROUGHOUT THIS CODEBASE - Tyron 2022-05-12
// For the sake of constant merge conflicts, let's spread this out
// Hey, moron! If you wanna change this table, you can just change the sprite enum in info/sprites.h,
// so you don't have to copy and paste the list of sprite names back in here :^)
char sprnames[NUMSPRITES + 1][5] =
{
"NULL", // invisible object
"NONE", // invisible but still rendered
"UNKN",
"THOK", // Thok! mobj
"PLAY",
"KART",
"TIRE",
// Enemies
"POSS", // Crawla (Blue)
"SPOS", // Crawla (Red)
"FISH", // SDURF
"BUZZ", // Buzz (Gold)
"RBUZ", // Buzz (Red)
"JETB", // Jetty-Syn Bomber
"JETG", // Jetty-Syn Gunner
"CCOM", // Crawla Commander
"DETN", // Deton
"SKIM", // Skim mine dropper
"TRET", // Industrial Turret
"TURR", // Pop-Up Turret
"SHRP", // Sharp
//"CRAB", // Crushstacean
"CR2B", // Banpyura
"CSPR", // Banpyura spring
"JJAW", // Jet Jaw
"SNLR", // Snailer
"VLTR", // BASH
"PNTY", // Pointy
"ARCH", // Robo-Hood
"CBFS", // Castlebot Facestabber
"STAB", // Castlebot Facestabber spear aura
"SPSH", // Egg Guard
"ESHI", // Egg Guard's shield
"GSNP", // Green Snapper
"GSNL", // Green Snapper leg
"GSNH", // Green Snapper head
"MNUS", // Minus
"MNUD", // Minus dirt
"SSHL", // Spring Shell
"UNID", // Unidus
"CANA", // Canarivore
"CANG", // Canarivore gas
"PYRE", // Pyre Fly
"PTER", // Pterabyte
"DRAB", // Dragonbomber
// Generic Boss Items
"JETF", // Boss jet fumes
// Boss 1 (Greenflower)
"EGGM", // Boss 1
"EGLZ", // Boss 1 Junk
// Boss 2 (Techno Hill)
"EGGN", // Boss 2
"TANK", // Boss 2 Junk
"GOOP", // Boss 2 Goop
// Boss 3 (Deep Sea)
"EGGO", // Boss 3
"SEBH", // Boss 3 Junk
"FAKE", // Boss 3 Fakemobile
"SHCK", // Boss 3 Shockwave
// Boss 4 (Castle Eggman)
"EGGP",
"EFIR", // Boss 4 jet flame
"EGR1", // Boss 4 Spectator Eggrobo
// Boss 5 (Arid Canyon)
"FANG", // replaces EGGQ
"BRKN",
"WHAT",
"VWRE",
"PROJ", // projector light
"FBOM",
"FSGN",
"BARX", // bomb explosion (also used by barrel)
"BARD", // bomb dust (also used by barrel)
// Boss 6 (Red Volcano)
"EGGR",
// Boss 7 (Dark City)
"BRAK",
"BGOO", // Goop
"BMSL",
// Boss 8 (Egg Rock)
"EGGT",
// Cy-Brak-Demon; uses "BRAK as well", but has some extras
"RCKT", // Rockets!
"ELEC", // Electricity!
"TARG", // Targeting reticules!
"NPLM", // Big napalm bombs!
"MNPL", // Mini napalm bombs!
// Metal Sonic
"METL",
"MSCF",
"MSCB",
// Collectible Items
"RING",
"TRNG", // Team Rings
"TOKE", // Special Stage Token
"RFLG", // Red CTF Flag
"BFLG", // Blue CTF Flag
"BSPH", // Sphere
"NCHP", // NiGHTS chip
"NSTR", // NiGHTS star
"EMBM", // Emblem
"CEMG", // Chaos Emeralds
"SHRD", // Emerald Hunt
// Interactive Objects
"BBLS", // water bubble source
"SIGN", // Level end sign
"SPIK", // Spike Ball
"SFLM", // Spin fire
"TFLM", // Spin fire (team)
"USPK", // Floor spike
"WSPK", // Wall spike
"WSPB", // Wall spike base
"STPT", // Starpost
"BMNE", // Big floating mine
"PUMI", // Rollout Rock
// Monitor Boxes
"MSTV", // MiSc TV sprites
"XLTV", // eXtra Large TV sprites
"TRRI", // Red team: 10 RIngs
"TBRI", // Blue team: 10 RIngs
"TVRI", // 10 RIng
"TVPI", // PIty shield
"TVAT", // ATtraction shield
"TVFO", // FOrce shield
"TVAR", // ARmageddon shield
"TVWW", // WhirlWind shield
"TVEL", // ELemental shield
"TVSS", // Super Sneakers
"TVIV", // InVincibility
"TV1U", // 1Up
"TV1P", // 1uP (textless)
"TVEG", // EGgman
"TVMX", // MiXup
"TVMY", // MYstery
"TVGV", // GraVity boots
"TVRC", // ReCycler
"TV1K", // 1",000 points (1 K)
"TVTK", // 10",000 points (Ten K)
"TVFL", // FLame shield
"TVBB", // BuBble shield
"TVZP", // Thunder shield (ZaP)
// Projectiles
"MISL",
"LASR", // GFZ3 laser
"LASF", // GFZ3 laser flames
"TORP", // Torpedo
"ENRG", // Energy ball
"MINE", // Skim mine
"JBUL", // Jetty-Syn Bullet
"TRLS",
"CBLL", // Cannonball
"AROW", // Arrow
"CFIR", // Colored fire of various sorts
// The letter
"LETR",
// Greenflower Scenery
"FWR1",
"FWR2", // GFZ Sunflower
"FWR3", // GFZ budding flower
"FWR4",
"BUS1", // GFZ Bush w/ berries
"BUS2", // GFZ Bush w/o berries
"BUS3", // GFZ Bush w/ BLUE berries
// Trees (both GFZ and misc)
"TRE1", // GFZ
"TRE2", // Checker
"TRE3", // Frozen Hillside
"TRE4", // Polygon
"TRE5", // Bush tree
"TRE6", // Spring tree
// Techno Hill Scenery
"THZP", // THZ1 Steam Flower
"FWR5", // THZ1 Spin flower (red)
"FWR6", // THZ1 Spin flower (yellow)
"THZT", // Steam Whistle tree/bush
"ALRM", // THZ2 Alarm
// Deep Sea Scenery
"GARG", // Deep Sea Gargoyle
"SEWE", // Deep Sea Seaweed
"DRIP", // Dripping water
"CORL", // Coral
"BCRY", // Blue Crystal
"KELP", // Kelp
"ALGA", // Animated algae top
"ALGB", // Animated algae segment
"DSTG", // DSZ Stalagmites
"LIBE", // DSZ Light beam
// Castle Eggman Scenery
"CHAN", // CEZ Chain
"FLAM", // Flame
"ESTA", // Eggman esta una estatua!
"SMCH", // Small Mace Chain
"BMCH", // Big Mace Chain
"SMCE", // Small Mace
"BMCE", // Big Mace
"YSPB", // Yellow spring on a ball
"RSPB", // Red spring on a ball
"SFBR", // Small Firebar
"BFBR", // Big Firebar
"BANR", // Banner/pole
"PINE", // Pine Tree
"CEZB", // Bush
"CNDL", // Candle/pricket
"FLMH", // Flame holder
"CTRC", // Fire torch
"CFLG", // Waving flag/segment
"CSTA", // Crawla statue
"CBBS", // Facestabber statue
"CABR", // Brambles
// Arid Canyon Scenery
"BTBL", // Big tumbleweed
"STBL", // Small tumbleweed
"CACT", // Cacti
"WWSG", // Caution Sign
"WWS2", // Cacti Sign
"WWS3", // Sharp Turn Sign
"OILL", // Oil lamp
"OILF", // Oil lamp flare
"BARR", // TNT barrel
"REMT", // TNT proximity shell
"TAZD", // Dust devil
"ADST", // Arid dust
"MCRT", // Minecart
"MCSP", // Minecart spark
"SALD", // Saloon door
"TRAE", // Train cameo locomotive
"TRAI", // Train cameo wagon
"STEA", // Train steam
// Red Volcano Scenery
"FLME", // Flame jet
"DFLM", // Blade's flame
"LFAL", // Lavafall
"JPLA", // Jungle palm
"TFLO", // Torch flower
"WVIN", // Wall vines
// Dark City Scenery
// Egg Rock Scenery
// Christmas Scenery
"XMS1", // Christmas Pole
"XMS2", // Candy Cane
"XMS3", // Snowman
"XMS4", // Lamppost
"XMS5", // Hanging Star
"XMS6", // Mistletoe
"FHZI", // FHZ Ice
"ROSY",
// Halloween Scenery
"PUMK", // Pumpkins
"HHPL", // Dr Seuss Trees
"SHRM", // Mushroom
"HHZM", // Misc
// Azure Temple Scenery
"BGAR", // ATZ Gargoyles
"RCRY", // ATZ Red Crystal (Target)
"CFLM", // Green torch flame
// Botanic Serenity Scenery
"BSZ1", // Tall flowers
"BSZ2", // Medium flowers
"BSZ3", // Small flowers
"BSZ4", // Tulips
"BSZ5", // Cluster of Tulips
"BSZ6", // Bush
"BSZ7", // Vine
"BSZ8", // Misc things
// Misc Scenery
"STLG", // Stalagmites
"DBAL", // Disco
// Powerup Indicators
"ARMA", // Armageddon Shield Orb
"ARMF", // Armageddon Shield Ring", Front
"ARMB", // Armageddon Shield Ring", Back
"WIND", // Whirlwind Shield Orb
"MAGN", // Attract Shield Orb
"ELEM", // Elemental Shield Orb
"FORC", // Force Shield Orb
"PITY", // Pity Shield Orb
"FIRS", // Flame Shield Orb
//"BUBS", // Bubble Shield Orb
"ZAPS", // Thunder Shield Orb
"IVSP", // invincibility sparkles
"SSPK", // Super Sonic Spark
"GOAL", // Special Stage goal (here because lol NiGHTS)
// Flickies
"FBUB", // Flicky-sized bubble
"FL01", // Bluebird
"FL02", // Rabbit
"FL03", // Chicken
"FL04", // Seal
"FL05", // Pig
"FL06", // Chipmunk
"FL07", // Penguin
"FL08", // Fish
"FL09", // Ram
"FL10", // Puffin
"FL11", // Cow
"FL12", // Rat
"FL13", // Bear
"FL14", // Dove
"FL15", // Cat
"FL16", // Canary
"FS01", // Spider
"FS02", // Bat
// Springs
"FANS", // Fan
"STEM", // Steam riser
"BMPR", // Bumpers
"BLON", // Balloons
"SPRY", // Yellow Vertical Spring
"SPRR", // Red Vertical Spring
"SPRB", // Blue Vertical Spring
"SPRG", // Grey Vertical Spring
"YSPR", // Yellow Diagonal Spring
"RSPR", // Red Diagonal Spring
"BSPR", // Blue Diagonal Spring
"GSPR", // Grey Diagonal Spring
"SSWY", // Yellow Horizontal Spring
"SSWR", // Red Horizontal Spring
"SSWB", // Blue Horizontal Spring
"SSWG", // Grey Horizontal Spring
"BSTY", // Yellow Booster
"BSTR", // Red Booster
// Environmental Effects
"RAIN", // Rain
"SNO1", // Snowflake
"SNO2", // Blizzard Snowball
"SPLH", // Water Splish
"LSPL", // Lava Splish
"SPLA", // Water Splash
"SMOK",
"BUBL", // Bubble
"WZAP",
"DUST", // Spindash dust
"FPRT", // Spindash dust (flame)
"TFOG", // Teleport Fog
"SEED", // Sonic CD flower seed
"PRTL", // Particle (for fans", etc.)
// Game Indicators
"SCOR", // Score logo
"DRWN", // Drowning Timer
"FLII", // AI flight indicator
"LCKN", // Target
"TTAG", // Tag Sign
"GFLG", // Got Flag sign
"FNSF", // Finish flag
"CORK",
"LHRT",
// Ring Weapons
"RRNG", // Red Ring
"RNGB", // Bounce Ring
"RNGR", // Rail Ring
"RNGI", // Infinity Ring
"RNGA", // Automatic Ring
"RNGE", // Explosion Ring
"RNGS", // Scatter Ring
"RNGG", // Grenade Ring
"PIKB", // Bounce Ring Pickup
"PIKR", // Rail Ring Pickup
"PIKA", // Automatic Ring Pickup
"PIKE", // Explosion Ring Pickup
"PIKS", // Scatter Ring Pickup
"PIKG", // Grenade Ring Pickup
"TAUT", // Thrown Automatic Ring
"TGRE", // Thrown Grenade Ring
"TSCR", // Thrown Scatter Ring
// Mario-specific stuff
"COIN",
"CPRK",
"GOOM",
"BGOM",
"FFWR",
"FBLL",
"SHLL",
"PUMA",
"HAMM",
"KOOP",
"BFLM",
"MAXE",
"MUS1",
"MUS2",
"TOAD",
// NiGHTS Stuff
"NDRN", // NiGHTS drone
"NSPK", // NiGHTS sparkle
"NBMP", // NiGHTS Bumper
"HOOP", // NiGHTS hoop sprite
"NSCR", // NiGHTS score sprite
"NWNG", // NiGHTS score sprite
"NPRU", // Nights Powerups
"CAPS", // Capsule thingy for NiGHTS
"IDYA", // Ideya
"NTPN", // Nightopian
"SHLP", // Shleep
// Secret badniks and hazards", shhhh
"PENG",
"POPH",
"HIVE",
"BUMB",
"BBUZ",
"FMCE",
"HMCE",
"CACO",
"BAL2",
"SBOB",
"SBFL",
"SBSK",
"HBAT",
// Debris
"SPRK", // Sparkle
"BOM1", // Robot Explosion
"BOM2", // Boss Explosion 1
"BOM3", // Boss Explosion 2
"BOM4", // Underwater Explosion
"BMNB", // Mine Explosion
// Crumbly rocks
"ROIA",
"ROIB",
"ROIC",
"ROID",
"ROIE",
"ROIF",
"ROIG",
"ROIH",
"ROII",
"ROIJ",
"ROIK",
"ROIL",
"ROIM",
"ROIN",
"ROIO",
"ROIP",
// Level debris
"GFZD", // GFZ debris
"BRIC", // Bricks
"WDDB", // Wood Debris
"BRIR", // CEZ3 colored bricks
"BRIB",
"BRIY",
// Gravity Well Objects
"GWLG",
"GWLR",
//SRB2kart Sprites (sort later)
"RNDM", // Random Item Box
"RPOP", // Random Item Box Pop
"SGNS", // Signpost sparkle
"FAST", // Speed boost trail
"DSHR", // Speed boost dust release
"BOST", // Sneaker booster flame
"DRPO", // Drift booster flame
"BOSM", // Sneaker booster smoke
"KFRE", // Sneaker fire trail
"KINV", // Lighter invincibility sparkle trail
"KINB", // Darker invincibility sparkle trail
"KINF", // Invincibility flash
"INVI", // Invincibility speedlines
"ICAP", // Item capsules
"WIPD", // Wipeout dust trail
"DRIF", // Drift Sparks
"BDRF", // Brake drift sparks
// Kart Items
"RSHE", // Rocket sneaker
"FITM", // Eggman Monitor
"BANA", // Banana Peel
"ORBN", // Orbinaut
"JAWZ", // Jawz
"SSMN", // SS Mine
"KRBM", // SS Mine BOOM
"LNDM", // Land Mine
"DTRG", // Drop Target
"BHOG", // Ballhog
"BHBM", // Ballhog BOOM
"SPBM", // Self-Propelled Bomb
"THNS", // Thunder Shield
"BUBS", // Bubble Shield (not Bubs)
"BWVE", // Bubble Shield waves
"FLMS", // Flame Shield
"FLMD", // Flame Shield dash
"FLMP", // Flame Shield paper sprites
"FLML", // Flame Shield speed lines
"FLMF", // Flame Shield flash
"SINK", // Kitchen Sink
"SITR", // Kitchen Sink Trail
"KBLN", // Battle Mode Bumper
"BEXC", // Battle Bumper Explosion: Crystal
"BEXS", // Battle Bumper Explosion: Shell
"BDEB", // Battle Bumper Explosion: Debris
"BEXB", // Battle Bumper Explosion: Blast
"TWBS", // Tripwire Boost
"TWBT", // Tripwire BLASTER
"DEZL", // DEZ Laser respawn
// Additional Kart Objects
"POKE", // Pokey
"AUDI", // Audience members
"DECO", // Old 1.0 Kart Decoratives + New misc ones
"DOOD", // All the old D00Dkart objects
"SNES", // Sprites for SNES remake maps
"GBAS", // Sprites for GBA remake maps
"SPRS", // Sapphire Coast Spring Shell
"BUZB", // Sapphire Coast Buzz Mk3
"CHOM", // Sapphire Coast Chomper
"SACO", // Sapphire Coast Fauna
"CRAB", // Crystal Abyss mobs
"BRNG", // Chaotix Big Ring
"BUMP", // Player/shell bump
"FLEN", // Shell hit graphics stuff
"CLAS", // items clash
"PSHW", // thrown indicator
"ISTA", // instashield layer A
"ISTB", // instashield layer B
"PWCL", // Invinc/grow clash VFX
"ARRO", // player arrows
"ITEM",
"ITMO",
"ITMI",
"ITMN",
"WANT",
"PBOM", // player bomb
"HIT1", // battle points
"HIT2", // battle points
"HIT3", // battle points
"RETI", // player reticule
"AIDU",
"KSPK", // Spark radius for the thunder shield
"LZI1", // Lightning that falls on the player for thunder shield
"LZI2", // ditto
"KLIT", // You have a twisted mind. But this actually is for the diagonal lightning.
"FZSM", // F-Zero NO CONTEST explosion
"FZBM",
// Various plants
"SBUS",
"MARB", // Marble Zone sprites
"FUFO", // CD Special Stage UFO (don't ask me why it begins with an F)
"RUST", // Rusty Rig sprites
"VAPE", // Volcanic Valley
// Hill Top Zone
"HTZA",
"HTZB",
// Ports of gardens
"SGVA",
"SGVB",
"SGVC",
"PGTR",
"PGF1",
"PGF2",
"PGF3",
"PGBH",
"DPLR",
// Midnight Channel stuff:
"SPTL", // Spotlight
"ENM1", // Shadows (Roaming and static)
"GARU", // Wind attack roaming shadows use.
"MARR", // Mayonaka Arrow
//Mementos stuff:
"REAP",
"JITB", // Jack In The Box
// Color Drive stuff:
"CDMO",
"CDBU",
// Daytona Speedway
"DPIN",
// Egg Zeppelin
"PPLR",
// Desert Palace
"DPPT",
// Aurora Atoll
"AATR",
"COCO",
// Barren Badlands
"BDST",
"FROG",
"CBRA",
"HOLE",
"BBRA",
// Eerie Grove
"EGFG",
// SMK ports
"SMKP",
"MTYM",
"THWP",
"SNOB",
"ICEB",
// Ezo's maps - many single-use sprites!
"ECND",
"DOCH",
"DUCK",
"GTRE",
"CHES",
"CHIM",
"DRGN",
"LZMN",
"PGSS",
"ZTCH",
"MKMA",
"MKMP",
"RTCH",
"BOWL",
"BOWH",
"BRRL",
"BRRR",
"HRSE",
"TOAH",
"BFRT",
"OFRT",
"RFRT",
"PFRT",
"ASPK",
"HBST",
"HBSO",
"HBSF",
"WBLZ",
"WBLN",
"OPUL",
"TGEM",
"TCOI",
"FWRK",
"MXCL",
"LENS",
"GRES",
"WAYP",
"EGOO",
"WTRL", // Water Trail
"GCHA", // follower: generic chao
"CHEZ", // follower: cheese
"TRCK",
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
"VIEW",
#define _(name, ...) #name,
#include "info/sprites.h"
#undef _
};
char spr2names[NUMPLAYERSPRITES][5] =
{
"STIN", "STIL", "STIR", // Still
"STGL", "STGR", // Still (glance back)
"STLL", "STLR", // Still (look back)
"SLWN", "SLWL", "SLWR", // Slow driving
"SLGL", "SLGR", // Slow (glance back)
"SLLL", "SLLR", // Slow (look back)
"FSTN", "FSTL", "FSTR", // Fast driving
"FSGL", "FSGR", // Fast (glance back)
"FSLL", "FSLR", // Fast (look back)
"DRLN", "DRLO", "DRLI", // Drifting left
"DRRN", "DRRO", "DRRI", // Drifting right
"SPIN", // Spinout
"DEAD", // Dead
"SIGN", // Finish signpost
"XTRA", // Three Faces of Darkness
#define _(name, ...) #name,
#include "info/sprite2.h"
#undef _
};
playersprite_t free_spr2 = SPR2_FIRSTFREESLOT;

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_(A_Explode, EXPLODE)
_(A_Pain, PAIN)
_(A_Fall, FALL)
_(A_Look, LOOK)
_(A_Chase, CHASE)
_(A_FaceStabChase, FACESTABCHASE)
_(A_FaceStabRev, FACESTABREV)
_(A_FaceStabHurl, FACESTABHURL)
_(A_FaceStabMiss, FACESTABMISS)
_(A_StatueBurst, STATUEBURST)
_(A_FaceTarget, FACETARGET)
_(A_FaceTracer, FACETRACER)
_(A_Scream, SCREAM)
_(A_BossDeath, BOSSDEATH)
_(A_RingBox, RINGBOX) // Obtained Ring Box Tails
_(A_BunnyHop, BUNNYHOP) // have bunny hop tails
_(A_BubbleSpawn, BUBBLESPAWN) // Randomly spawn bubbles
_(A_FanBubbleSpawn, FANBUBBLESPAWN)
_(A_BubbleRise, BUBBLERISE) // Bubbles float to surface
_(A_BubbleCheck, BUBBLECHECK) // Don't draw if not underwater
_(A_AwardScore, AWARDSCORE)
_(A_ScoreRise, SCORERISE) // Rise the score logo
_(A_AttractChase, ATTRACTCHASE) // Ring Chase
_(A_DropMine, DROPMINE) // Drop Mine from Skim or Jetty-Syn Bomber
_(A_FishJump, FISHJUMP) // Fish Jump
_(A_SetSolidSteam, SETSOLIDSTEAM)
_(A_UnsetSolidSteam, UNSETSOLIDSTEAM)
_(A_SignPlayer, SIGNPLAYER)
_(A_OverlayThink, OVERLAYTHINK)
_(A_JetChase, JETCHASE)
_(A_JetbThink, JETBTHINK) // Jetty-Syn Bomber Thinker
_(A_JetgThink, JETGTHINK) // Jetty-Syn Gunner Thinker
_(A_JetgShoot, JETGSHOOT) // Jetty-Syn Shoot Function
_(A_ShootBullet, SHOOTBULLET) // JetgShoot without reactiontime setting
_(A_MinusDigging, MINUSDIGGING)
_(A_MinusPopup, MINUSPOPUP)
_(A_MinusCheck, MINUSCHECK)
_(A_ChickenCheck, CHICKENCHECK)
_(A_MouseThink, MOUSETHINK) // Mouse Thinker
_(A_DetonChase, DETONCHASE) // Deton Chaser
_(A_CapeChase, CAPECHASE) // Fake little Super Sonic cape
_(A_RotateSpikeBall, ROTATESPIKEBALL) // Spike ball rotation
_(A_SlingAppear, SLINGAPPEAR)
_(A_UnidusBall, UNIDUSBALL)
_(A_RockSpawn, ROCKSPAWN)
_(A_SetFuse, SETFUSE)
_(A_CrawlaCommanderThink, CRAWLACOMMANDERTHINK) // Crawla Commander
_(A_SmokeTrailer, SMOKETRAILER)
_(A_RingExplode, RINGEXPLODE)
_(A_OldRingExplode, OLDRINGEXPLODE)
_(A_MixUp, MIXUP)
_(A_Boss1Chase, BOSS1CHASE)
_(A_FocusTarget, FOCUSTARGET)
_(A_Boss2Chase, BOSS2CHASE)
_(A_Boss2Pogo, BOSS2POGO)
_(A_BossZoom, BOSSZOOM) // Unused
_(A_BossScream, BOSSSCREAM)
_(A_Boss2TakeDamage, BOSS2TAKEDAMAGE)
_(A_Boss7Chase, BOSS7CHASE)
_(A_GoopSplat, GOOPSPLAT)
_(A_Boss2PogoSFX, BOSS2POGOSFX)
_(A_Boss2PogoTarget, BOSS2POGOTARGET)
_(A_BossJetFume, BOSSJETFUME)
_(A_EggmanBox, EGGMANBOX)
_(A_TurretFire, TURRETFIRE)
_(A_SuperTurretFire, SUPERTURRETFIRE)
_(A_TurretStop, TURRETSTOP)
_(A_JetJawRoam, JETJAWROAM)
_(A_JetJawChomp, JETJAWCHOMP)
_(A_PointyThink, POINTYTHINK)
_(A_CheckBuddy, CHECKBUDDY)
_(A_HoodFire, HOODFIRE)
_(A_HoodThink, HOODTHINK)
_(A_HoodFall, HOODFALL)
_(A_ArrowBonks, ARROWBONKS)
_(A_SnailerThink, SNAILERTHINK)
_(A_SharpChase, SHARPCHASE)
_(A_SharpSpin, SHARPSPIN)
_(A_SharpDecel, SHARPDECEL)
_(A_CrushstaceanWalk, CRUSHSTACEANWALK)
_(A_CrushstaceanPunch, CRUSHSTACEANPUNCH)
_(A_CrushclawAim, CRUSHCLAWAIM)
_(A_CrushclawLaunch, CRUSHCLAWLAUNCH)
_(A_VultureVtol, VULTUREVTOL)
_(A_VultureCheck, VULTURECHECK)
_(A_VultureHover, VULTUREHOVER)
_(A_VultureBlast, VULTUREBLAST)
_(A_VultureFly, VULTUREFLY)
_(A_SkimChase, SKIMCHASE)
_(A_SkullAttack, SKULLATTACK)
_(A_LobShot, LOBSHOT)
_(A_FireShot, FIRESHOT)
_(A_SuperFireShot, SUPERFIRESHOT)
_(A_BossFireShot, BOSSFIRESHOT)
_(A_Boss7FireMissiles, BOSS7FIREMISSILES)
_(A_Boss1Laser, BOSS1LASER)
_(A_Boss4Reverse, BOSS4REVERSE)
_(A_Boss4SpeedUp, BOSS4SPEEDUP)
_(A_Boss4Raise, BOSS4RAISE)
_(A_SparkFollow, SPARKFOLLOW)
_(A_BuzzFly, BUZZFLY)
_(A_GuardChase, GUARDCHASE)
_(A_EggShield, EGGSHIELD)
_(A_SetReactionTime, SETREACTIONTIME)
_(A_Boss1Spikeballs, BOSS1SPIKEBALLS)
_(A_Boss3TakeDamage, BOSS3TAKEDAMAGE)
_(A_Boss3Path, BOSS3PATH)
_(A_Boss3ShockThink, BOSS3SHOCKTHINK)
_(A_LinedefExecute, LINEDEFEXECUTE)
_(A_LinedefExecuteFromArg, LINEDEFEXECUTEFROMARG)
_(A_PlaySeeSound, PLAYSEESOUND)
_(A_PlayAttackSound, PLAYATTACKSOUND)
_(A_PlayActiveSound, PLAYACTIVESOUND)
_(A_SpawnObjectAbsolute, SPAWNOBJECTABSOLUTE)
_(A_SpawnObjectRelative, SPAWNOBJECTRELATIVE)
_(A_ChangeAngleRelative, CHANGEANGLERELATIVE)
_(A_ChangeAngleAbsolute, CHANGEANGLEABSOLUTE)
_(A_RollAngle, ROLLANGLE)
_(A_ChangeRollAngleRelative,CHANGEROLLANGLERELATIVE)
_(A_ChangeRollAngleAbsolute,CHANGEROLLANGLEABSOLUTE)
_(A_PlaySound, PLAYSOUND)
_(A_FindTarget, FINDTARGET)
_(A_FindTracer, FINDTRACER)
_(A_SetTics, SETTICS)
_(A_SetRandomTics, SETRANDOMTICS)
_(A_ChangeColorRelative, CHANGECOLORRELATIVE)
_(A_ChangeColorAbsolute, CHANGECOLORABSOLUTE)
_(A_Dye, DYE)
_(A_MoveRelative, MOVERELATIVE)
_(A_MoveAbsolute, MOVEABSOLUTE)
_(A_Thrust, THRUST)
_(A_ZThrust, ZTHRUST)
_(A_SetTargetsTarget, SETTARGETSTARGET)
_(A_SetObjectFlags, SETOBJECTFLAGS)
_(A_SetObjectFlags2, SETOBJECTFLAGS2)
_(A_RandomState, RANDOMSTATE)
_(A_RandomStateRange, RANDOMSTATERANGE)
_(A_StateRangeByAngle, STATERANGEBYANGLE)
_(A_StateRangeByParameter, STATERANGEBYPARAMETER)
_(A_DualAction, DUALACTION)
_(A_RemoteAction, REMOTEACTION)
_(A_ToggleFlameJet, TOGGLEFLAMEJET)
_(A_OrbitNights, ORBITNIGHTS)
_(A_GhostMe, GHOSTME)
_(A_SetObjectState, SETOBJECTSTATE)
_(A_SetObjectTypeState, SETOBJECTTYPESTATE)
_(A_KnockBack, KNOCKBACK)
_(A_PushAway, PUSHAWAY)
_(A_RingDrain, RINGDRAIN)
_(A_SplitShot, SPLITSHOT)
_(A_MissileSplit, MISSILESPLIT)
_(A_MultiShot, MULTISHOT)
_(A_InstaLoop, INSTALOOP)
_(A_Custom3DRotate, CUSTOM3DROTATE)
_(A_SearchForPlayers, SEARCHFORPLAYERS)
_(A_CheckRandom, CHECKRANDOM)
_(A_CheckTargetRings, CHECKTARGETRINGS)
_(A_CheckRings, CHECKRINGS)
_(A_CheckTotalRings, CHECKTOTALRINGS)
_(A_CheckHealth, CHECKHEALTH)
_(A_CheckRange, CHECKRANGE)
_(A_CheckHeight, CHECKHEIGHT)
_(A_CheckTrueRange, CHECKTRUERANGE)
_(A_CheckThingCount, CHECKTHINGCOUNT)
_(A_CheckAmbush, CHECKAMBUSH)
_(A_CheckCustomValue, CHECKCUSTOMVALUE)
_(A_CheckCusValMemo, CHECKCUSVALMEMO)
_(A_SetCustomValue, SETCUSTOMVALUE)
_(A_UseCusValMemo, USECUSVALMEMO)
_(A_RelayCustomValue, RELAYCUSTOMVALUE)
_(A_CusValAction, CUSVALACTION)
_(A_ForceStop, FORCESTOP)
_(A_ForceWin, FORCEWIN)
_(A_SpikeRetract, SPIKERETRACT)
_(A_InfoState, INFOSTATE)
_(A_Repeat, REPEAT)
_(A_SetScale, SETSCALE)
_(A_RemoteDamage, REMOTEDAMAGE)
_(A_HomingChase, HOMINGCHASE)
_(A_TrapShot, TRAPSHOT)
_(A_VileTarget, VILETARGET)
_(A_VileAttack, VILEATTACK)
_(A_VileFire, VILEFIRE)
_(A_BrakChase, BRAKCHASE)
_(A_BrakFireShot, BRAKFIRESHOT)
_(A_BrakLobShot, BRAKLOBSHOT)
_(A_NapalmScatter, NAPALMSCATTER)
_(A_SpawnFreshCopy, SPAWNFRESHCOPY)
_(A_FlickySpawn, FLICKYSPAWN)
_(A_FlickyCenter, FLICKYCENTER)
_(A_FlickyAim, FLICKYAIM)
_(A_FlickyFly, FLICKYFLY)
_(A_FlickySoar, FLICKYSOAR)
_(A_FlickyCoast, FLICKYCOAST)
_(A_FlickyHop, FLICKYHOP)
_(A_FlickyFlounder, FLICKYFLOUNDER)
_(A_FlickyCheck, FLICKYCHECK)
_(A_FlickyHeightCheck, FLICKYHEIGHTCHECK)
_(A_FlickyFlutter, FLICKYFLUTTER)
_(A_FlameParticle, FLAMEPARTICLE)
_(A_FadeOverlay, FADEOVERLAY)
_(A_Boss5Jump, BOSS5JUMP)
_(A_LightBeamReset, LIGHTBEAMRESET)
_(A_MineExplode, MINEEXPLODE)
_(A_MineRange, MINERANGE)
_(A_ConnectToGround, CONNECTTOGROUND)
_(A_SpawnParticleRelative, SPAWNPARTICLERELATIVE)
_(A_ParticleSpawn, PARTICLESPAWN)
_(A_MultiShotDist, MULTISHOTDIST)
_(A_WhoCaresIfYourSonIsABee,WHOCARESIFYOURSONISABEE)
_(A_ParentTriesToSleep, PARENTTRIESTOSLEEP)
_(A_CryingToMomma, CRYINGTOMOMMA)
_(A_CheckFlags2, CHECKFLAGS2)
_(A_Boss5FindWaypoint, BOSS5FINDWAYPOINT)
_(A_DoNPCSkid, DONPCSKID)
_(A_DoNPCPain, DONPCPAIN)
_(A_PrepareRepeat, PREPAREREPEAT)
_(A_Boss5ExtraRepeat, BOSS5EXTRAREPEAT)
_(A_Boss5Calm, BOSS5CALM)
_(A_Boss5CheckOnGround, BOSS5CHECKONGROUND)
_(A_Boss5CheckFalling, BOSS5CHECKFALLING)
_(A_Boss5PinchShot, BOSS5PINCHSHOT)
_(A_Boss5MakeItRain, BOSS5MAKEITRAIN)
_(A_Boss5MakeJunk, BOSS5MAKEJUNK)
_(A_LookForBetter, LOOKFORBETTER)
_(A_Boss5BombExplode, BOSS5BOMBEXPLODE)
_(A_TNTExplode, TNTEXPLODE)
_(A_DebrisRandom, DEBRISRANDOM)
_(A_TrainCameo, TRAINCAMEO)
_(A_TrainCameo2, TRAINCAMEO2)
_(A_CanarivoreGas, CANARIVOREGAS)
_(A_KillSegments, KILLSEGMENTS)
_(A_SnapperSpawn, SNAPPERSPAWN)
_(A_SnapperThinker, SNAPPERTHINKER)
_(A_SaloonDoorSpawn, SALOONDOORSPAWN)
_(A_MinecartSparkThink, MINECARTSPARKTHINK)
_(A_ModuloToState, MODULOTOSTATE)
_(A_LavafallRocks, LAVAFALLROCKS)
_(A_LavafallLava, LAVAFALLLAVA)
_(A_FallingLavaCheck, FALLINGLAVACHECK)
_(A_FireShrink, FIRESHRINK)
_(A_SpawnPterabytes, SPAWNPTERABYTES)
_(A_PterabyteHover, PTERABYTEHOVER)
_(A_RolloutSpawn, ROLLOUTSPAWN)
_(A_RolloutRock, ROLLOUTROCK)
_(A_DragonbomberSpawn, DRAGONBOMBERSPAWN)
_(A_DragonWing, DRAGONWING)
_(A_DragonSegment, DRAGONSEGMENT)
_(A_ChangeHeight, CHANGEHEIGHT)
// SRB2Kart
_(A_ItemPop, ITEMPOP)
_(A_JawzChase, JAWZCHASE)
_(A_JawzExplode, JAWZEXPLODE)
_(A_SPBChase, SPBCHASE)
_(A_SSMineSearch, SSMINESEARCH)
_(A_SSMineExplode, SSMINEEXPLODE)
_(A_LandMineExplode, LANDMINEEXPLODE)
_(A_BallhogExplode, BALLHOGEXPLODE)
_(A_LightningFollowPlayer, LIGHTNINGFOLLOWPLAYER)
_(A_FZBoomFlash, FZBOOMFLASH)
_(A_FZBoomSmoke, FZBOOMSMOKE)
_(A_RandomShadowFrame, RANDOMSHADOWFRAME)
_(A_RoamingShadowThinker, ROAMINGSHADOWTHINKER)
_(A_MayonakaArrow, MAYONAKAARROW)
_(A_MementosTPParticles, MEMENTOSTPPARTICLES)
_(A_ReaperThinker, REAPERTHINKER)
_(A_DeathSpin, DEATHSPIN)

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_(NONE)
_(WHITE)
_(SILVER)
_(GREY)
_(NICKEL)
_(BLACK)
_(SKUNK)
_(FAIRY)
_(POPCORN)
_(ARTICHOKE)
_(PIGEON)
_(SEPIA)
_(BEIGE)
_(WALNUT)
_(BROWN)
_(LEATHER)
_(SALMON)
_(PINK)
_(ROSE)
_(BRICK)
_(CINNAMON)
_(RUBY)
_(RASPBERRY)
_(CHERRY)
_(RED)
_(CRIMSON)
_(MAROON)
_(LEMONADE)
_(FLAME)
_(SCARLET)
_(KETCHUP)
_(DAWN)
_(SUNSET)
_(CREAMSICLE)
_(ORANGE)
_(PUMPKIN)
_(ROSEWOOD)
_(BURGUNDY)
_(TANGERINE)
_(PEACH)
_(CARAMEL)
_(CREAM)
_(GOLD)
_(ROYAL)
_(BRONZE)
_(COPPER)
_(QUARRY)
_(YELLOW)
_(MUSTARD)
_(CROCODILE)
_(OLIVE)
_(VOMIT)
_(GARDEN)
_(LIME)
_(HANDHELD)
_(TEA)
_(PISTACHIO)
_(MOSS)
_(CAMOUFLAGE)
_(ROBOHOOD)
_(MINT)
_(GREEN)
_(PINETREE)
_(EMERALD)
_(SWAMP)
_(DREAM)
_(PLAGUE)
_(ALGAE)
_(CARIBBEAN)
_(AZURE)
_(AQUA)
_(TEAL)
_(CYAN)
_(JAWZ) // Oni's torment
_(CERULEAN)
_(NAVY)
_(PLATINUM)
_(SLATE)
_(STEEL)
_(THUNDER)
_(RUST)
_(WRISTWATCH)
_(JET)
_(SAPPHIRE) // sweet mother, i cannot weave - slender aphrodite has overcome me with longing for a girl
_(PERIWINKLE)
_(BLUE)
_(BLUEBERRY)
_(NOVA)
_(PASTEL)
_(MOONSLAM)
_(ULTRAVIOLET)
_(DUSK)
_(BUBBLEGUM)
_(PURPLE)
_(FUCHSIA)
_(TOXIC)
_(MAUVE)
_(LAVENDER)
_(BYZANTIUM)
_(POMEGRANATE)
_(LILAC)
_(BONE) // vanilla colors - shoutouts to Sonic Team Jr.
_(CARBON)
_(INK)
_(GHOST)
_(MARBLE)
_(BLUEBELL)
_(CHOCOLATE)
_(TAN)
_(PEACHY)
_(QUAIL)
_(LANTERN)
_(APRICOT)
_(SANDY)
_(BANANA)
_(SUNFLOWER)
_(OLIVINE)
_(PERIDOT)
_(APPLE)
_(SEAFOAM)
_(FOREST)
_(TOPAZ)
_(FROST)
_(WAVE)
_(ICY)
_(PEACOCK)
_(VAPOR)
_(GEMSTONE)
_(NEON)
_(PLUM)
_(VIOLET)
_(MAGENTA)
_(THISTLE)
_(DIAMOND) // custom color expansion begins here
_(RAVEN)
_(MUD)
_(EARTHWORM)
_(YOGURT)
_(PEARL)
_(STRAWBERRY)
_(SODA)
_(BLOODCELL)
_(MAHOGANY)
_(FIERY)
_(SPICE)
_(KING)
_(HOTDOG)
_(CARNATION)
_(CANDY)
_(NEBULA)
_(STEAMPUNK)
_(AMBER)
_(CARROT)
_(CHEESE)
_(DUNE)
_(BRASS)
_(CITRINE)
_(LEMON)
_(CASKET)
_(KHAKI)
_(LIGHT)
_(PEPPERMINT)
_(LASER)
_(ASPARAGUS)
_(ARMY)
_(CROW)
_(CHARTEUSE)
_(SLIME)
_(LEAF)
_(JUNGLE)
_(EVERGREEN)
_(TROPIC)
_(IGUANA)
_(SPEARMINT)
_(PATINA)
_(LAKESIDE)
_(ELECTRIC)
_(TURQUOISE)
_(PEGASUS)
_(PLASMA)
_(COMET)
_(LIGHTNING)
_(VACATION)
_(ULTRAMARINE)
_(DEPTHS)
_(DIANNE)
_(EXOTIC)
_(SNOW)
_(MOON)
_(LUNAR)
_(ONYX)
_(LAPIS)
_(ORCA)
_(STORM)
_(MIDNIGHT)
_(COTTONCANDY) // this color was a pain to get right
_(CYBER) // this one too
_(AMETHYST)
_(IRIS)
_(GOTHIC)
_(GRAPE)
_(INDIGO)
_(SAKURA)
_(DISCO)
_(MULBERRY)
_(BOYSENBERRY)
_(MYSTIC)
_(WICKED)
// Super special awesome Super flashing colors!
// Super Sonic Yellow
_(SUPER1)
_(SUPER2)
_(SUPER3)
_(SUPER4)
_(SUPER5)
// Super Tails Orange
_(TSUPER1)
_(TSUPER2)
_(TSUPER3)
_(TSUPER4)
_(TSUPER5)
// Super Knuckles Red
_(KSUPER1)
_(KSUPER2)
_(KSUPER3)
_(KSUPER4)
_(KSUPER5)
// Hyper Sonic Pink
_(PSUPER1)
_(PSUPER2)
_(PSUPER3)
_(PSUPER4)
_(PSUPER5)
// Hyper Sonic Blue
_(BSUPER1)
_(BSUPER2)
_(BSUPER3)
_(BSUPER4)
_(BSUPER5)
// Aqua Super
_(ASUPER1)
_(ASUPER2)
_(ASUPER3)
_(ASUPER4)
_(ASUPER5)
// Hyper Sonic Green
_(GSUPER1)
_(GSUPER2)
_(GSUPER3)
_(GSUPER4)
_(GSUPER5)
// Hyper Sonic White
_(WSUPER1)
_(WSUPER2)
_(WSUPER3)
_(WSUPER4)
_(WSUPER5)
// Creamy Super (Shadow?)
_(CSUPER1)
_(CSUPER2)
_(CSUPER3)
_(CSUPER4)
_(CSUPER5)

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// Make sure to be conscious of FF_FRAMEMASK and the fact sprite2 is stored as a UINT8 whenever you change this table.
// Currently, FF_FRAMEMASK is 0xff, or 255 - but the second half is used by FF_SPR2SUPER, so the limitation is 0x7f.
// Since this is zero-based, there can be at most 128 different SPR2_'s without changing that.
_(STIN) _(STIL) _(STIR) // Still
_(STGL) _(STGR) // Still (glance back)
_(STLL) _(STLR) // Still (look back)
_(SLWN) _(SLWL) _(SLWR) // Slow driving
_(SLGL) _(SLGR) // Slow (glance back)
_(SLLL) _(SLLR) // Slow (look back)
_(FSTN) _(FSTL) _(FSTR) // Fast driving
_(FSGL) _(FSGR) // Fast (glance back)
_(FSLL) _(FSLR) // Fast (look back)
_(DRLN) _(DRLO) _(DRLI) // Drifting left
_(DRRN) _(DRRO) _(DRRI) // Drifting right
_(SPIN) // Spinout
_(DEAD) // Dead
_(SIGN) // Finish signpost
_(XTRA) // Three Faces of Darkness

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@ -0,0 +1,717 @@
// Hey, moron! If you change this table, you can actually forget about sprnames in info.c,
// because it uses this macro below and does not need to be touched if you alter any sprites :^)
_(NULL) // invisible object
_(NONE) // invisible but still rendered
_(UNKN)
_(THOK) // Thok! mobj
_(PLAY)
_(KART)
_(TIRE)
// Enemies
_(POSS) // Crawla (Blue)
_(SPOS) // Crawla (Red)
_(FISH) // SDURF
_(BUZZ) // Buzz (Gold)
_(RBUZ) // Buzz (Red)
_(JETB) // Jetty-Syn Bomber
_(JETG) // Jetty-Syn Gunner
_(CCOM) // Crawla Commander
_(DETN) // Deton
_(SKIM) // Skim mine dropper
_(TRET) // Industrial Turret
_(TURR) // Pop-Up Turret
_(SHRP) // Sharp
//_(CRAB) // Crushstacean
_(CR2B) // Banpyura
_(CSPR) // Banpyura spring
_(JJAW) // Jet Jaw
_(SNLR) // Snailer
_(VLTR) // BASH
_(PNTY) // Pointy
_(ARCH) // Robo-Hood
_(CBFS) // Castlebot Facestabber
_(STAB) // Castlebot Facestabber spear aura
_(SPSH) // Egg Guard
_(ESHI) // Egg Guard's shield
_(GSNP) // Green Snapper
_(GSNL) // Green Snapper leg
_(GSNH) // Green Snapper head
_(MNUS) // Minus
_(MNUD) // Minus dirt
_(SSHL) // Spring Shell
_(UNID) // Unidus
_(CANA) // Canarivore
_(CANG) // Canarivore gas
_(PYRE) // Pyre Fly
_(PTER) // Pterabyte
_(DRAB) // Dragonbomber
// Generic Boss Items
_(JETF) // Boss jet fumes
// Boss 1 (Greenflower)
_(EGGM) // Boss 1
_(EGLZ) // Boss 1 Junk
// Boss 2 (Techno Hill)
_(EGGN) // Boss 2
_(TANK) // Boss 2 Junk
_(GOOP) // Boss 2 Goop
// Boss 3 (Deep Sea)
_(EGGO) // Boss 3
_(SEBH) // Boss 3 Junk
_(FAKE) // Boss 3 Fakemobile
_(SHCK) // Boss 3 Shockwave
// Boss 4 (Castle Eggman)
_(EGGP)
_(EFIR) // Boss 4 jet flame
_(EGR1) // Boss 4 Spectator Eggrobo
// Boss 5 (Arid Canyon)
_(FANG) // replaces EGGQ
_(BRKN)
_(WHAT)
_(VWRE)
_(PROJ) // projector light
_(FBOM)
_(FSGN)
_(BARX) // bomb explosion (also used by barrel)
_(BARD) // bomb dust (also used by barrel)
// Boss 6 (Red Volcano)
_(EGGR)
// Boss 7 (Dark City)
_(BRAK)
_(BGOO) // Goop
_(BMSL)
// Boss 8 (Egg Rock)
_(EGGT)
// Cy-Brak-Demon; uses SPR_BRAK as well, but has some extras
_(RCKT) // Rockets!
_(ELEC) // Electricity!
_(TARG) // Targeting reticules!
_(NPLM) // Big napalm bombs!
_(MNPL) // Mini napalm bombs!
// Metal Sonic
_(METL)
_(MSCF)
_(MSCB)
// Collectible Items
_(RING)
_(TRNG) // Team Rings
_(TOKE) // Special Stage Token
_(RFLG) // Red CTF Flag
_(BFLG) // Blue CTF Flag
_(BSPH) // Sphere
_(NCHP) // NiGHTS chip
_(NSTR) // NiGHTS star
_(EMBM) // Emblem
_(CEMG) // Chaos Emeralds
_(SHRD) // Emerald Hunt
// Interactive Objects
_(BBLS) // water bubble source
_(SIGN) // Level end sign
_(SPIK) // Spike Ball
_(SFLM) // Spin fire
_(TFLM) // Spin fire (team)
_(USPK) // Floor spike
_(WSPK) // Wall spike
_(WSPB) // Wall spike base
_(STPT) // Starpost
_(BMNE) // Big floating mine
_(PUMI) // Rollout Rock
// Monitor Boxes
_(MSTV) // MiSc TV sprites
_(XLTV) // eXtra Large TV sprites
_(TRRI) // Red team: 10 RIngs
_(TBRI) // Blue team: 10 RIngs
_(TVRI) // 10 RIng
_(TVPI) // PIty shield
_(TVAT) // ATtraction shield
_(TVFO) // FOrce shield
_(TVAR) // ARmageddon shield
_(TVWW) // WhirlWind shield
_(TVEL) // ELemental shield
_(TVSS) // Super Sneakers
_(TVIV) // InVincibility
_(TV1U) // 1Up
_(TV1P) // 1uP (textless)
_(TVEG) // EGgman
_(TVMX) // MiXup
_(TVMY) // MYstery
_(TVGV) // GraVity boots
_(TVRC) // ReCycler
_(TV1K) // 1,000 points (1 K)
_(TVTK) // 10,000 points (Ten K)
_(TVFL) // FLame shield
_(TVBB) // BuBble shield
_(TVZP) // Thunder shield (ZaP)
// Projectiles
_(MISL)
_(LASR) // GFZ3 laser
_(LASF) // GFZ3 laser flames
_(TORP) // Torpedo
_(ENRG) // Energy ball
_(MINE) // Skim mine
_(JBUL) // Jetty-Syn Bullet
_(TRLS)
_(CBLL) // Cannonball
_(AROW) // Arrow
_(CFIR) // Colored fire of various sorts
// The letter
_(LETR)
// Greenflower Scenery
_(FWR1)
_(FWR2) // GFZ Sunflower
_(FWR3) // GFZ budding flower
_(FWR4)
_(BUS1) // GFZ Bush w/ berries
_(BUS2) // GFZ Bush w/o berries
_(BUS3) // GFZ Bush w/ BLUE berries
// Trees (both GFZ and misc)
_(TRE1) // GFZ
_(TRE2) // Checker
_(TRE3) // Frozen Hillside
_(TRE4) // Polygon
_(TRE5) // Bush tree
_(TRE6) // Spring tree
// Techno Hill Scenery
_(THZP) // THZ1 Steam Flower
_(FWR5) // THZ1 Spin flower (red)
_(FWR6) // THZ1 Spin flower (yellow)
_(THZT) // Steam Whistle tree/bush
_(ALRM) // THZ2 Alarm
// Deep Sea Scenery
_(GARG) // Deep Sea Gargoyle
_(SEWE) // Deep Sea Seaweed
_(DRIP) // Dripping water
_(CORL) // Coral
_(BCRY) // Blue Crystal
_(KELP) // Kelp
_(ALGA) // Animated algae top
_(ALGB) // Animated algae segment
_(DSTG) // DSZ Stalagmites
_(LIBE) // DSZ Light beam
// Castle Eggman Scenery
_(CHAN) // CEZ Chain
_(FLAM) // Flame
_(ESTA) // Eggman esta una estatua!
_(SMCH) // Small Mace Chain
_(BMCH) // Big Mace Chain
_(SMCE) // Small Mace
_(BMCE) // Big Mace
_(YSPB) // Yellow spring on a ball
_(RSPB) // Red spring on a ball
_(SFBR) // Small Firebar
_(BFBR) // Big Firebar
_(BANR) // Banner/pole
_(PINE) // Pine Tree
_(CEZB) // Bush
_(CNDL) // Candle/pricket
_(FLMH) // Flame holder
_(CTRC) // Fire torch
_(CFLG) // Waving flag/segment
_(CSTA) // Crawla statue
_(CBBS) // Facestabber statue
_(CABR) // Brambles
// Arid Canyon Scenery
_(BTBL) // Big tumbleweed
_(STBL) // Small tumbleweed
_(CACT) // Cacti
_(WWSG) // Caution Sign
_(WWS2) // Cacti Sign
_(WWS3) // Sharp Turn Sign
_(OILL) // Oil lamp
_(OILF) // Oil lamp flare
_(BARR) // TNT barrel
_(REMT) // TNT proximity shell
_(TAZD) // Dust devil
_(ADST) // Arid dust
_(MCRT) // Minecart
_(MCSP) // Minecart spark
_(SALD) // Saloon door
_(TRAE) // Train cameo locomotive
_(TRAI) // Train cameo wagon
_(STEA) // Train steam
// Red Volcano Scenery
_(FLME) // Flame jet
_(DFLM) // Blade's flame
_(LFAL) // Lavafall
_(JPLA) // Jungle palm
_(TFLO) // Torch flower
_(WVIN) // Wall vines
// Dark City Scenery
// Egg Rock Scenery
// Christmas Scenery
_(XMS1) // Christmas Pole
_(XMS2) // Candy Cane
_(XMS3) // Snowman
_(XMS4) // Lamppost
_(XMS5) // Hanging Star
_(XMS6) // Mistletoe
_(FHZI) // FHZ Ice
_(ROSY)
// Halloween Scenery
_(PUMK) // Pumpkins
_(HHPL) // Dr Seuss Trees
_(SHRM) // Mushroom
_(HHZM) // Misc
// Azure Temple Scenery
_(BGAR) // ATZ Gargoyles
_(RCRY) // ATZ Red Crystal (Target)
_(CFLM) // Green torch flame
// Botanic Serenity Scenery
_(BSZ1) // Tall flowers
_(BSZ2) // Medium flowers
_(BSZ3) // Small flowers
_(BSZ4) // Tulip
_(BSZ5) // Cluster of Tulips
_(BSZ6) // Bush
_(BSZ7) // Vine
_(BSZ8) // Misc things
// Misc Scenery
_(STLG) // Stalagmites
_(DBAL) // Disco
// Powerup Indicators
_(ARMA) // Armageddon Shield Orb
_(ARMF) // Armageddon Shield Ring, Front
_(ARMB) // Armageddon Shield Ring, Back
_(WIND) // Whirlwind Shield Orb
_(MAGN) // Attract Shield Orb
_(ELEM) // Elemental Shield Orb
_(FORC) // Force Shield Orb
_(PITY) // Pity Shield Orb
_(FIRS) // Flame Shield Orb
//_(BUBS) // Bubble Shield Orb
_(ZAPS) // Thunder Shield Orb
_(IVSP) // invincibility sparkles
_(SSPK) // Super Sonic Spark
_(GOAL) // Special Stage goal (here because lol NiGHTS)
// Flickies
_(FBUB) // Flicky-sized bubble
_(FL01) // Bluebird
_(FL02) // Rabbit
_(FL03) // Chicken
_(FL04) // Seal
_(FL05) // Pig
_(FL06) // Chipmunk
_(FL07) // Penguin
_(FL08) // Fish
_(FL09) // Ram
_(FL10) // Puffin
_(FL11) // Cow
_(FL12) // Rat
_(FL13) // Bear
_(FL14) // Dove
_(FL15) // Cat
_(FL16) // Canary
_(FS01) // Spider
_(FS02) // Bat
// Springs
_(FANS) // Fan
_(STEM) // Steam riser
_(BMPR) // Bumpers
_(BLON) // Balloons
_(SPRY) // Yellow Vertical Spring
_(SPRR) // Red Vertical Spring
_(SPRB) // Blue Vertical Spring
_(SPRG) // Grey Vertical Spring
_(YSPR) // Yellow Diagonal Spring
_(RSPR) // Red Diagonal Spring
_(BSPR) // Blue Diagonal Spring
_(GSPR) // Grey Diagonal Spring
_(SSWY) // Yellow Horizontal Spring
_(SSWR) // Red Horizontal Spring
_(SSWB) // Blue Horizontal Spring
_(SSWG) // Grey Horizontal Spring
_(BSTY) // Yellow Booster
_(BSTR) // Red Booster
// Environmental Effects
_(RAIN) // Rain
_(SNO1) // Snowflake
_(SNO2) // Blizzard Snowball
_(SPLH) // Water Splish
_(LSPL) // Lava Splish
_(SPLA) // Water Splash
_(SMOK)
_(BUBL) // Bubble
_(WZAP)
_(DUST) // Spindash dust
_(FPRT) // Spindash dust (flame)
_(TFOG) // Teleport Fog
_(SEED) // Sonic CD flower seed
_(PRTL) // Particle (for fans, etc.)
// Game Indicators
_(SCOR) // Score logo
_(DRWN) // Drowning Timer
_(FLII) // AI flight indicator
_(LCKN) // Target
_(TTAG) // Tag Sign
_(GFLG) // Got Flag sign
_(FNSF) // Finish flag
_(CORK)
_(LHRT)
// Ring Weapons
_(RRNG) // Red Ring
_(RNGB) // Bounce Ring
_(RNGR) // Rail Ring
_(RNGI) // Infinity Ring
_(RNGA) // Automatic Ring
_(RNGE) // Explosion Ring
_(RNGS) // Scatter Ring
_(RNGG) // Grenade Ring
_(PIKB) // Bounce Ring Pickup
_(PIKR) // Rail Ring Pickup
_(PIKA) // Automatic Ring Pickup
_(PIKE) // Explosion Ring Pickup
_(PIKS) // Scatter Ring Pickup
_(PIKG) // Grenade Ring Pickup
_(TAUT) // Thrown Automatic Ring
_(TGRE) // Thrown Grenade Ring
_(TSCR) // Thrown Scatter Ring
// Mario-specific stuff
_(COIN)
_(CPRK)
_(GOOM)
_(BGOM)
_(FFWR)
_(FBLL)
_(SHLL)
_(PUMA)
_(HAMM)
_(KOOP)
_(BFLM)
_(MAXE)
_(MUS1)
_(MUS2)
_(TOAD)
// NiGHTS Stuff
_(NDRN) // NiGHTS drone
_(NSPK) // NiGHTS sparkle
_(NBMP) // NiGHTS Bumper
_(HOOP) // NiGHTS hoop sprite
_(NSCR) // NiGHTS score sprite
_(NWNG) // NIGHTS Wing
_(NPRU) // Nights Powerups
_(CAPS) // Capsule thingy for NiGHTS
_(IDYA) // Ideya
_(NTPN) // Nightopian
_(SHLP) // Shleep
// Secret badniks and hazards, shhhh
_(PENG)
_(POPH)
_(HIVE)
_(BUMB)
_(BBUZ)
_(FMCE)
_(HMCE)
_(CACO)
_(BAL2)
_(SBOB)
_(SBFL)
_(SBSK)
_(HBAT)
// Debris
_(SPRK) // Sparkle
_(BOM1) // Robot Explosion
_(BOM2) // Boss Explosion 1
_(BOM3) // Boss Explosion 2
_(BOM4) // Underwater Explosion
_(BMNB) // Mine Explosion
// Crumbly rocks
_(ROIA)
_(ROIB)
_(ROIC)
_(ROID)
_(ROIE)
_(ROIF)
_(ROIG)
_(ROIH)
_(ROII)
_(ROIJ)
_(ROIK)
_(ROIL)
_(ROIM)
_(ROIN)
_(ROIO)
_(ROIP)
// Level debris
_(GFZD) // GFZ debris
_(BRIC) // Bricks
_(WDDB) // Wood Debris
_(BRIR) // CEZ3 colored bricks
_(BRIB)
_(BRIY)
// Gravity Well Objects
_(GWLG)
_(GWLR)
// SRB2Kart
_(RNDM) // Random Item Box
_(RPOP) // Random Item Box Pop
_(SGNS) // Signpost sparkle
_(FAST) // Speed boost trail
_(DSHR) // Speed boost dust release
_(BOST) // Sneaker booster flame
_(DRPO) // Drift booster flame
_(BOSM) // Sneaker booster smoke
_(KFRE) // Sneaker fire trail
_(KINV) // Lighter invincibility sparkle trail
_(KINB) // Darker invincibility sparkle trail
_(KINF) // Invincibility flash
_(INVI) // Invincibility speedlines
_(ICAP) // Item capsules
_(WIPD) // Wipeout dust trail
_(DRIF) // Drift Sparks
_(BDRF) // Brake drift sparks
// Kart Items
_(RSHE) // Rocket sneaker
_(FITM) // Eggman Monitor
_(BANA) // Banana Peel
_(ORBN) // Orbinaut
_(JAWZ) // Jawz
_(SSMN) // SS Mine
_(KRBM) // SS Mine BOOM
_(LNDM) // Land Mine
_(DTRG) // Drop Target
_(BHOG) // Ballhog
_(BHBM) // Ballhog BOOM
_(SPBM) // Self-Propelled Bomb
_(THNS) // Thunder Shield
_(BUBS) // Bubble Shield (not Bubs)
_(BWVE) // Bubble Shield waves
_(FLMS) // Flame Shield
_(FLMD) // Flame Shield dash
_(FLMP) // Flame Shield paper sprites
_(FLML) // Flame Shield speed lines
_(FLMF) // Flame Shield flash
_(SINK) // Kitchen Sink
_(SITR) // Kitchen Sink Trail
_(KBLN) // Battle Mode Bumper
_(BEXC) // Battle Bumper Explosion: Crystal
_(BEXS) // Battle Bumper Explosion: Shell
_(BDEB) // Battle Bumper Explosion: Debris
_(BEXB) // Battle Bumper Explosion: Blast
_(TWBS) // Tripwire Boost
_(TWBT) // Tripwire BLASTER
_(DEZL) // DEZ Laser respawn
// Additional Kart Objects
_(POKE) // Pokey
_(AUDI) // Audience members
_(DECO) // Old 1.0 Kart Decoratives + New misc ones
_(DOOD) // All the old D00Dkart objects
_(SNES) // Sprites for SNES remake maps
_(GBAS) // Sprites for GBA remake maps
_(SPRS) // Sapphire Coast Spring Shell
_(BUZB) // Sapphire Coast Buzz Mk3
_(CHOM) // Sapphire Coast Chomper
_(SACO) // Sapphire Coast Fauna
_(CRAB) // Crystal Abyss mobs
_(BRNG) // Chaotix Big Ring
_(BUMP) // Player/shell bump
_(FLEN) // Shell hit graphics stuff
_(CLAS) // items clash
_(PSHW) // thrown indicator
_(ISTA) // instashield layer A
_(ISTB) // instashield layer B
_(PWCL) // Invinc/grow clash VFX
_(ARRO) // player arrows
_(ITEM)
_(ITMO)
_(ITMI)
_(ITMN)
_(WANT)
_(PBOM) // player bomb
_(HIT1) // battle points
_(HIT2) // battle points
_(HIT3) // battle points
_(RETI) // player reticule
_(AIDU)
_(KSPK) // Spark radius for the thunder shield
_(LZI1) // Lightning that falls on the player for thunder shield
_(LZI2) // ditto
_(KLIT) // You have a twisted mind. But this actually is for the diagonal lightning.
_(FZSM) // F-Zero NO CONTEST explosion
_(FZBM)
// Various plants
_(SBUS)
_(MARB) // Marble Zone sprites
_(FUFO) // CD Special Stage UFO (don't ask me why it begins with an F)
_(RUST) // Rusty Rig sprites
_(VAPE) // Volcanic Valley
// Hill Top Zone
_(HTZA)
_(HTZB)
// Ports of gardens
_(SGVA)
_(SGVB)
_(SGVC)
_(PGTR)
_(PGF1)
_(PGF2)
_(PGF3)
_(PGBH)
_(DPLR)
// Midnight Channel stuff:
_(SPTL) // Spotlight
_(ENM1) // Shadows (Roaming and static)
_(GARU) // Wind attack roaming shadows use.
_(MARR) // Mayonaka Arrow
// Mementos stuff:
_(REAP)
_(JITB) // Jack In The Box
// Color Drive stuff:
_(CDMO)
_(CDBU)
// Daytona Speedway
_(DPIN)
// Egg Zeppelin
_(PPLR)
// Desert Palace
_(DPPT)
// Aurora Atoll
_(AATR)
_(COCO)
// Barren Badlands
_(BDST)
_(FROG)
_(CBRA)
_(HOLE)
_(BBRA)
// Eerie Grove
_(EGFG)
// SMK ports
_(SMKP)
_(MTYM)
_(THWP)
_(SNOB)
_(ICEB)
// Ezo's maps - many single-use sprites!
_(ECND)
_(DOCH)
_(DUCK)
_(GTRE)
_(CHES)
_(CHIM)
_(DRGN)
_(LZMN)
_(PGSS)
_(ZTCH)
_(MKMA)
_(MKMP)
_(RTCH)
_(BOWL)
_(BOWH)
_(BRRL)
_(BRRR)
_(HRSE)
_(TOAH)
_(BFRT)
_(OFRT)
_(RFRT)
_(PFRT)
_(ASPK)
_(HBST)
_(HBSO)
_(HBSF)
_(WBLZ)
_(WBLN)
// Opulence
_(OPUL)
_(TGEM)
_(TCOI)
_(FWRK)
_(MXCL)
_(LENS)
_(GRES)
_(WAYP)
_(EGOO)
_(WTRL) // Water Trail
_(GCHA) // follower: generic chao
_(CHEZ) // follower: cheese
_(TRCK)
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
_(VIEW)

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@ -58,280 +58,6 @@ static dirtype_t diags[] =
DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
};
//Real Prototypes to A_*
void A_Fall(mobj_t *actor);
void A_Look(mobj_t *actor);
void A_Chase(mobj_t *actor);
void A_FaceStabChase(mobj_t *actor);
void A_FaceStabRev(mobj_t *actor);
void A_FaceStabHurl(mobj_t *actor);
void A_FaceStabMiss(mobj_t *actor);
void A_StatueBurst(mobj_t *actor);
void A_JetJawRoam(mobj_t *actor);
void A_JetJawChomp(mobj_t *actor);
void A_PointyThink(mobj_t *actor);
void A_CheckBuddy(mobj_t *actor);
void A_HoodFire(mobj_t *actor);
void A_HoodThink(mobj_t *actor);
void A_HoodFall(mobj_t *actor);
void A_ArrowBonks(mobj_t *actor);
void A_SnailerThink(mobj_t *actor);
void A_SharpChase(mobj_t *actor);
void A_SharpSpin(mobj_t *actor);
void A_SharpDecel(mobj_t *actor);
void A_CrushstaceanWalk(mobj_t *actor);
void A_CrushstaceanPunch(mobj_t *actor);
void A_CrushclawAim(mobj_t *actor);
void A_CrushclawLaunch(mobj_t *actor);
void A_VultureVtol(mobj_t *actor);
void A_VultureCheck(mobj_t *actor);
void A_VultureHover(mobj_t *actor);
void A_VultureBlast(mobj_t *actor);
void A_VultureFly(mobj_t *actor);
void A_SkimChase(mobj_t *actor);
void A_FaceTarget(mobj_t *actor);
void A_FaceTracer(mobj_t *actor);
void A_LobShot(mobj_t *actor);
void A_FireShot(mobj_t *actor);
void A_SuperFireShot(mobj_t *actor);
void A_BossFireShot(mobj_t *actor);
void A_Boss7FireMissiles(mobj_t *actor);
void A_Boss1Laser(mobj_t *actor);
void A_FocusTarget(mobj_t *actor);
void A_Boss4Reverse(mobj_t *actor);
void A_Boss4SpeedUp(mobj_t *actor);
void A_Boss4Raise(mobj_t *actor);
void A_SkullAttack(mobj_t *actor);
void A_BossZoom(mobj_t *actor);
void A_BossScream(mobj_t *actor);
void A_Scream(mobj_t *actor);
void A_Pain(mobj_t *actor);
void A_Explode(mobj_t *actor);
void A_BossDeath(mobj_t *actor);
void A_RingBox(mobj_t *actor);
void A_AwardScore(mobj_t *actor);
void A_ScoreRise(mobj_t *actor);
void A_BunnyHop(mobj_t *actor);
void A_BubbleSpawn(mobj_t *actor);
void A_FanBubbleSpawn(mobj_t *actor);
void A_BubbleRise(mobj_t *actor);
void A_BubbleCheck(mobj_t *actor);
void A_AttractChase(mobj_t *actor);
void A_DropMine(mobj_t *actor);
void A_FishJump(mobj_t *actor);
void A_SetSolidSteam(mobj_t *actor);
void A_UnsetSolidSteam(mobj_t *actor);
void A_SignPlayer(mobj_t *actor);
void A_OverlayThink(mobj_t *actor);
void A_JetChase(mobj_t *actor);
void A_JetbThink(mobj_t *actor);
void A_JetgShoot(mobj_t *actor);
void A_JetgThink(mobj_t *actor);
void A_ShootBullet(mobj_t *actor);
void A_MinusDigging(mobj_t *actor);
void A_MinusPopup(mobj_t *actor);
void A_MinusCheck(mobj_t *actor);
void A_ChickenCheck(mobj_t *actor);
void A_MouseThink(mobj_t *actor);
void A_DetonChase(mobj_t *actor);
void A_CapeChase(mobj_t *actor);
void A_RotateSpikeBall(mobj_t *actor);
void A_SlingAppear(mobj_t *actor);
void A_UnidusBall(mobj_t *actor);
void A_RockSpawn(mobj_t *actor);
void A_SetFuse(mobj_t *actor);
void A_CrawlaCommanderThink(mobj_t *actor);
void A_RingExplode(mobj_t *actor);
void A_OldRingExplode(mobj_t *actor);
void A_MixUp(mobj_t *actor);
void A_Boss2TakeDamage(mobj_t *actor);
void A_Boss7Chase(mobj_t *actor);
void A_GoopSplat(mobj_t *actor);
void A_Boss2PogoSFX(mobj_t *actor);
void A_Boss2PogoTarget(mobj_t *actor);
void A_EggmanBox(mobj_t *actor);
void A_TurretFire(mobj_t *actor);
void A_SuperTurretFire(mobj_t *actor);
void A_TurretStop(mobj_t *actor);
void A_SparkFollow(mobj_t *actor);
void A_BuzzFly(mobj_t *actor);
void A_GuardChase(mobj_t *actor);
void A_EggShield(mobj_t *actor);
void A_SetReactionTime(mobj_t *actor);
void A_Boss1Spikeballs(mobj_t *actor);
void A_Boss3TakeDamage(mobj_t *actor);
void A_Boss3Path(mobj_t *actor);
void A_Boss3ShockThink(mobj_t *actor);
void A_LinedefExecute(mobj_t *actor);
void A_LinedefExecuteFromArg(mobj_t *actor);
void A_PlaySeeSound(mobj_t *actor);
void A_PlayAttackSound(mobj_t *actor);
void A_PlayActiveSound(mobj_t *actor);
void A_SmokeTrailer(mobj_t *actor);
void A_SpawnObjectAbsolute(mobj_t *actor);
void A_SpawnObjectRelative(mobj_t *actor);
void A_ChangeAngleRelative(mobj_t *actor);
void A_ChangeAngleAbsolute(mobj_t *actor);
void A_RollAngle(mobj_t *actor);
void A_ChangeRollAngleRelative(mobj_t *actor);
void A_ChangeRollAngleAbsolute(mobj_t *actor);
void A_PlaySound(mobj_t *actor);
void A_FindTarget(mobj_t *actor);
void A_FindTracer(mobj_t *actor);
void A_SetTics(mobj_t *actor);
void A_SetRandomTics(mobj_t *actor);
void A_ChangeColorRelative(mobj_t *actor);
void A_ChangeColorAbsolute(mobj_t *actor);
void A_Dye(mobj_t *actor);
void A_MoveRelative(mobj_t *actor);
void A_MoveAbsolute(mobj_t *actor);
void A_Thrust(mobj_t *actor);
void A_ZThrust(mobj_t *actor);
void A_SetTargetsTarget(mobj_t *actor);
void A_SetObjectFlags(mobj_t *actor);
void A_SetObjectFlags2(mobj_t *actor);
void A_RandomState(mobj_t *actor);
void A_RandomStateRange(mobj_t *actor);
void A_StateRangeByAngle(mobj_t *actor);
void A_StateRangeByParameter(mobj_t *actor);
void A_DualAction(mobj_t *actor);
void A_RemoteAction(mobj_t *actor);
void A_ToggleFlameJet(mobj_t *actor);
void A_OrbitNights(mobj_t *actor);
void A_GhostMe(mobj_t *actor);
void A_SetObjectState(mobj_t *actor);
void A_SetObjectTypeState(mobj_t *actor);
void A_KnockBack(mobj_t *actor);
void A_PushAway(mobj_t *actor);
void A_RingDrain(mobj_t *actor);
void A_SplitShot(mobj_t *actor);
void A_MissileSplit(mobj_t *actor);
void A_MultiShot(mobj_t *actor);
void A_InstaLoop(mobj_t *actor);
void A_Custom3DRotate(mobj_t *actor);
void A_SearchForPlayers(mobj_t *actor);
void A_CheckRandom(mobj_t *actor);
void A_CheckTargetRings(mobj_t *actor);
void A_CheckRings(mobj_t *actor);
void A_CheckTotalRings(mobj_t *actor);
void A_CheckHealth(mobj_t *actor);
void A_CheckRange(mobj_t *actor);
void A_CheckHeight(mobj_t *actor);
void A_CheckTrueRange(mobj_t *actor);
void A_CheckThingCount(mobj_t *actor);
void A_CheckAmbush(mobj_t *actor);
void A_CheckCustomValue(mobj_t *actor);
void A_CheckCusValMemo(mobj_t *actor);
void A_SetCustomValue(mobj_t *actor);
void A_UseCusValMemo(mobj_t *actor);
void A_RelayCustomValue(mobj_t *actor);
void A_CusValAction(mobj_t *actor);
void A_ForceStop(mobj_t *actor);
void A_ForceWin(mobj_t *actor);
void A_SpikeRetract(mobj_t *actor);
void A_InfoState(mobj_t *actor);
void A_Repeat(mobj_t *actor);
void A_SetScale(mobj_t *actor);
void A_RemoteDamage(mobj_t *actor);
void A_HomingChase(mobj_t *actor);
void A_TrapShot(mobj_t *actor);
void A_Boss1Chase(mobj_t *actor);
void A_Boss2Chase(mobj_t *actor);
void A_Boss2Pogo(mobj_t *actor);
void A_BossJetFume(mobj_t *actor);
void A_VileTarget(mobj_t *actor);
void A_VileAttack(mobj_t *actor);
void A_VileFire(mobj_t *actor);
void A_BrakChase(mobj_t *actor);
void A_BrakFireShot(mobj_t *actor);
void A_BrakLobShot(mobj_t *actor);
void A_NapalmScatter(mobj_t *actor);
void A_SpawnFreshCopy(mobj_t *actor);
void A_FlickySpawn(mobj_t *actor);
void A_FlickyCenter(mobj_t *actor);
void A_FlickyAim(mobj_t *actor);
void A_FlickyFly(mobj_t *actor);
void A_FlickySoar(mobj_t *actor);
void A_FlickyCoast(mobj_t *actor);
void A_FlickyHop(mobj_t *actor);
void A_FlickyFlounder(mobj_t *actor);
void A_FlickyCheck(mobj_t *actor);
void A_FlickyHeightCheck(mobj_t *actor);
void A_FlickyFlutter(mobj_t *actor);
void A_FlameParticle(mobj_t *actor);
void A_FadeOverlay(mobj_t *actor);
void A_Boss5Jump(mobj_t *actor);
void A_LightBeamReset(mobj_t *actor);
void A_MineExplode(mobj_t *actor);
void A_MineRange(mobj_t *actor);
void A_ConnectToGround(mobj_t *actor);
void A_SpawnParticleRelative(mobj_t *actor);
void A_ParticleSpawn(mobj_t *actor);
void A_MultiShotDist(mobj_t *actor);
void A_WhoCaresIfYourSonIsABee(mobj_t *actor);
void A_ParentTriesToSleep(mobj_t *actor);
void A_CryingToMomma(mobj_t *actor);
void A_CheckFlags2(mobj_t *actor);
void A_Boss5FindWaypoint(mobj_t *actor);
void A_DoNPCSkid(mobj_t *actor);
void A_DoNPCPain(mobj_t *actor);
void A_PrepareRepeat(mobj_t *actor);
void A_Boss5ExtraRepeat(mobj_t *actor);
void A_Boss5Calm(mobj_t *actor);
void A_Boss5CheckOnGround(mobj_t *actor);
void A_Boss5CheckFalling(mobj_t *actor);
void A_Boss5PinchShot(mobj_t *actor);
void A_Boss5MakeItRain(mobj_t *actor);
void A_Boss5MakeJunk(mobj_t *actor);
void A_LookForBetter(mobj_t *actor);
void A_Boss5BombExplode(mobj_t *actor);
void A_TNTExplode(mobj_t *actor);
void A_DebrisRandom(mobj_t *actor);
void A_TrainCameo(mobj_t *actor);
void A_TrainCameo2(mobj_t *actor);
void A_CanarivoreGas(mobj_t *actor);
void A_KillSegments(mobj_t *actor);
void A_SnapperSpawn(mobj_t *actor);
void A_SnapperThinker(mobj_t *actor);
void A_SaloonDoorSpawn(mobj_t *actor);
void A_MinecartSparkThink(mobj_t *actor);
void A_ModuloToState(mobj_t *actor);
void A_LavafallRocks(mobj_t *actor);
void A_LavafallLava(mobj_t *actor);
void A_FallingLavaCheck(mobj_t *actor);
void A_FireShrink(mobj_t *actor);
void A_SpawnPterabytes(mobj_t *actor);
void A_PterabyteHover(mobj_t *actor);
void A_RolloutSpawn(mobj_t *actor);
void A_RolloutRock(mobj_t *actor);
void A_DragonbomberSpawn(mobj_t *actor);
void A_DragonWing(mobj_t *actor);
void A_DragonSegment(mobj_t *actor);
void A_ChangeHeight(mobj_t *actor);
//
// SRB2Kart
//
void A_ItemPop(mobj_t *actor);
void A_JawzChase(mobj_t *actor);
void A_JawzExplode(mobj_t *actor);
void A_SPBChase(mobj_t *actor);
void A_SSMineSearch(mobj_t *actor);
void A_SSMineExplode(mobj_t *actor);
void A_LandMineExplode(mobj_t *actor);
void A_BallhogExplode(mobj_t *actor);
void A_LightningFollowPlayer(mobj_t *actor);
void A_FZBoomFlash(mobj_t *actor);
void A_FZBoomSmoke(mobj_t *actor);
void A_RandomShadowFrame(mobj_t *actor);
void A_RoamingShadowThinker(mobj_t *actor);
void A_MayonakaArrow(mobj_t *actor);
void A_ReaperThinker(mobj_t *actor);
void A_MementosTPParticles(mobj_t *actor);
void A_DeathSpin(mobj_t *actor);
//for p_enemy.c
//
// ENEMY THINKING
// Enemies are always spawned with targetplayer = -1, threshold = 0