name		Commander
health		100
speed		12
type		player
#modelflag	7
gfxshadow	1
noquake		1
jumpmove	3
dust		dust
riseinv		1
makeinv		4
death		2
defense		normal 0.5
defense		burn 0.5
atchain		1 2
running		25	4	2	1	1
animationscript	data/chars/Commander/command.c
icon		data/chars/Commander/icon.gif
diesound	data/chars/commander/sounds/die.wav

COM 		A2 freespecial2
COM 		A3 freespecial


anim	spawn
	drawmethod	250 250
	delay	12
#	sound	data/chars/commander/sounds/spawn.wav
	offset	41 113
	frame	data/chars/Commander/idle1.gif
	delay	15
	offset	45 114
	frame	data/chars/Commander/idle2.gif
	offset	44 116
	frame	data/chars/Commander/idle3.gif
	offset	43 115
	frame	data/chars/Commander/idle4.gif
	offset	43 114
	frame	data/chars/Commander/idle5.gif
		
anim	idle
	drawmethod	250 250
	loop	1
	delay	12
	offset	41 113
	bbox	28 6 36 107
	frame	data/chars/Commander/idle1.gif
	delay	15
	offset	45 114
	frame	data/chars/Commander/idle2.gif
	offset	44 116
	frame	data/chars/Commander/idle3.gif
	offset	43 115
	frame	data/chars/Commander/idle4.gif
	offset	43 114
	frame	data/chars/Commander/idle5.gif
			
anim	walk
	drawmethod	250 250
	loop	1
	delay	12
	offset	38 113
	bbox	17 4 40 109
	frame	data/chars/Commander/walk1.gif
	frame	data/chars/Commander/walk2.gif
	frame	data/chars/Commander/walk3.gif
	frame	data/chars/Commander/walk4.gif
	frame	data/chars/Commander/walk5.gif
	frame	data/chars/Commander/walk6.gif

anim run 
	drawmethod	250 250
	loop	1
	offset	67 74
	bbox	61 9 67 64
	delay	12
        frame	data/chars/Commander/run0.gif 
	sound	data/sounds/run.wav
	frame	data/chars/Commander/run1.gif 
	frame	data/chars/Commander/run2.gif 
	sound	data/sounds/run.wav
	frame	data/chars/Commander/run3.gif 

anim	get
	drawmethod	250 250
	delay	12
	offset	39 87
	frame	data/chars/Commander/rise1.gif
	offset	25 70
	frame	data/chars/Commander/get.gif
	offset	39 87
	frame	data/chars/Commander/rise1.gif


anim	attack1
	drawmethod	250 250
	offset	34 120
	bbox	16 12 35 113
	delay	6
	frame	data/chars/Commander/atk1-1.gif
	attack	51 25 57 95 15 0 0 0 20
	frame	data/chars/Commander/atk1-2.gif
	frame	data/chars/Commander/atk1-3.gif
	attack	0
	frame	data/chars/Commander/atk1-1.gif

anim	attack2
	drawmethod	250 250
	offset	33 129
	bbox	19 16 36 113
	delay	6
	frame	data/chars/Commander/atk2-0.gif
	offset	28 129
	frame	data/chars/Commander/atk2-1.gif
	attack	40 28 72 51 15 1 0 0 30
	dropv	3 0 0
	offset	15 120
	bbox	0 14 43 107
	frame	data/chars/Commander/atk2-2.gif
	delay	10
	attack	0
	offset	28 129
	bbox	19 16 36 113
	frame	data/chars/Commander/atk2-1.gif
		

anim jump
	drawmethod	250 250
	delay	16
	bbox	28 19 31 60
	offset	41 113
	frame	data/chars/Commander/jump.gif

anim jumpattack
	drawmethod	250 250
	delay	8
	offset	42 102
	bbox	18 10 34 63
	frame	data/chars/Commander/jumpatk.gif
	attack	60 63 58 31 15 1 0 0 20
	delay	18
	frame	data/chars/Commander/jumpatk.gif
	
anim jumpattack3
	drawmethod	250 250
	delay	10
	offset	16 153
	bbox	0 40 38 65
	frame	data/chars/Commander/shoot1.gif
	delay	8
	offset	43 124
	bbox	30 26 30 60
	attack	9 0 102 62 15 0 0 0 20
	frame	data/chars/Commander/shoot2.gif
	@cmd	tosser "HGrenade" 35 100 0 1 2 0
	@cmd	tosser "HGrenade" 35 100 0 1.5 1 -0.2
	@cmd	tosser "HGrenade" 35 100 0 1.5 1 0.2
#	@cmd	tosser "HGrenade" 35 100 0 2 1 0
	frame	data/chars/Commander/shoot3.gif
	delay	10
	offset	16 153
	bbox	0 40 38 65
	frame	data/chars/Commander/shoot1.gif
		

anim	attackup
	drawmethod 250 250
	delay	8
	offset	39 87
	frame	data/chars/Commander/rise1.gif
	delay	30
	offset	41 100
	@cmd	dasher 0 0 -1
	frame	data/chars/Commander/rise2.gif
	delay	8
	@cmd	dasher 0 0 0
	frame	data/chars/Commander/rise1.gif
		
anim	attackdown
	drawmethod 250 250
	delay	8
	offset	39 87
	frame	data/chars/Commander/rise1.gif
	delay	30
	offset	41 100
	@cmd	dasher 0 0 1
	frame	data/chars/Commander/rise2.gif
	delay	8
	@cmd	dasher 0 0 0
	frame	data/chars/Commander/rise1.gif
		

anim special
	drawmethod	250 250
	delay	12
	offset	16 153
	energycost 10
	jumpframe 0 2 0 0
	frame	data/chars/Commander/shoot1.gif
	delay	8
	offset	43 124
	frame	data/chars/Commander/shoot2.gif
	@cmd	tosser "HGrenade" 35 100 0 -0.5 1.5 0
	@cmd	tosser "HGrenade" 35 100 0 -1 0.8 -0.2
	@cmd	tosser "HGrenade" 35 100 0 -1 0.8 0.2
	@cmd	tosser "HGrenade" 35 100 0 0.5 1.5 0
	@cmd	tosser "HGrenade" 35 100 0 1 0.8 -0.2
	@cmd	tosser "HGrenade" 35 100 0 1 0.8 0.2
	frame	data/chars/Commander/shoot3.gif
	delay	35
	offset	16 153
	frame	data/chars/Commander/shoot1.gif
	

anim	freespecial
	drawmethod	250 250
	offset	34 125
	bbox	16 12 35 113
	delay	20
	@cmd	target 4 2 60 0 0 1
	frame	data/chars/Commander/atk1-1.gif
	delay	10
	attack	51 25 57 95 15 0 0 0 30
	@cmd	tossT "HGrenade" 63 94 0 2
	frame	data/chars/Commander/atk1-2.gif
	frame	data/chars/Commander/atk1-3.gif
	delay	20
	attack	0
	frame	data/chars/Commander/atk1-1.gif
			
anim freespecial2
drawmethod 250 250
	delay	10
	offset	108 172
	bbox	83 60 40 112
	frame	data/chars/Commander/MiSho3.gif
	sound	data/chars/commander/sounds/laugh.wav
	frame	data/chars/Commander/MiSho3.gif
	delay	4
	sound	data/sounds/gun.wav
	@cmd	shooter "bullet2" 50 87 1 3 0 0
	@cmd	tosser "shel" 0 90 0 -0.5 2 0
	frame	data/chars/Commander/MiSho1.gif
	@cmd	keyint "ANI_FREESPECIAL2" 16 "A2" 1
	frame	data/chars/Commander/MiSho3.gif
	sound	data/sounds/gun.wav
	@cmd	shooter "bullet2" 50 87 1 3 0 -0.2
	@cmd	tosser "shel" 0 90 0 -0.5 2 0
	frame	data/chars/Commander/MiSho2.gif
	@cmd	keyint "ANI_FREESPECIAL2" 16 "A2" 1
	frame	data/chars/Commander/MiSho3.gif
	sound	data/sounds/gun.wav
	@cmd	shooter "bullet2" 50 87 1 3 0 0.4
	@cmd	tosser "shel" 0 90 0 -0.5 2 0
	frame	data/chars/Commander/MiSho1.gif
	@cmd	keyint "ANI_FREESPECIAL2" 16 "A2" 1
	frame	data/chars/Commander/MiSho3.gif
	sound	data/sounds/gun.wav
	@cmd	shooter "bullet2" 50 87 1 3 0 0.2
	@cmd	tosser "shel" 0 90 0 -0.5 2 0
	frame	data/chars/Commander/MiSho2.gif
	@cmd	keyint "ANI_FREESPECIAL2" 16 "A2" 1
	frame	data/chars/Commander/MiSho3.gif
	sound	data/sounds/gun.wav
	@cmd	shooter "bullet2" 50 87 1 3 0 0
	@cmd	tosser "shel" 0 90 0 -0.5 2 0
	frame	data/chars/Commander/MiSho1.gif
	@cmd	keyint "ANI_FREESPECIAL2" 16 "A2" 1
	frame	data/chars/Commander/MiSho3.gif
	sound	data/sounds/gun.wav
	@cmd	shooter "bullet2" 50 87 1 3 0 -0.4
	@cmd	tosser "shel" 0 90 0 -0.5 2 0
	frame	data/chars/Commander/MiSho2.gif
	@cmd	keyint "ANI_FREESPECIAL2" 16 "A2" 1
	frame	data/chars/Commander/MiSho3.gif
	sound	data/sounds/gun.wav
	@cmd	shooter "bullet2" 50 87 1 3 0 0
	@cmd	tosser "shel" 0 90 0 -0.5 2 0
	frame	data/chars/Commander/MiSho1.gif
	@cmd	keyint "ANI_FREESPECIAL2" 2 "A2" 0
	frame	data/chars/Commander/MiSho3.gif
	delay	10
	frame	data/chars/Commander/MiSho3.gif
		

anim	pain
	drawmethod	250 250
	delay	10
	offset	54 136
	bbox	14 11 52 107
	frame	data/chars/Commander/pain1.gif
	offset	60 125
	sound	data/chars/commander/sounds/pain.wav
	frame	data/chars/Commander/pain2.gif
	offset	54 136
	frame	data/chars/Commander/pain1.gif
		
anim	fall
	drawmethod	250 250
	offset	51 92
	#bbox	25 0 83 55
	delay	300
	landframe	1
	frame	data/chars/Commander/fall1.gif
	delay	12
	offset	49 38
	frame	data/chars/Commander/fall2.gif
	offset	86 19
	frame	data/chars/Commander/fall3.gif
		
anim	death
	drawmethod	250 250
	delay	100
	offset	86 19
	frame	data/chars/Commander/fall3.gif
	@cmd	jumptobranch "Replay" 1
	frame	data/chars/Commander/fall3.gif


anim	rise
	drawmethod	250 250
	delay	8
	offset	39 87
	frame	data/chars/Commander/rise1.gif
	@cmd	keyint "ANI_ATTACKUP" 0 "U" 0
	@cmd	keyint "ANI_ATTACKDOWN" 0 "D" 0
	frame	data/chars/Commander/rise1.gif
