name comp
type enemy
death 1
#nopain 1
nodrop 1
nomove 1 1
cantgrab 1
#defense all 80
nolife 1




anim idle

platform 40 40 150 150 18 5000
offset 100 155

delay  100
loop   1
bbox   88 73 59 84
frame	data/chars/misc/comp.gif



anim pain

	platform 40 40 150 150 18 5000
	offset 100 155
	delay  1
	bbox   88 73 59 84
	frame	data/chars/misc/comp.gif
	frame	data/chars/misc/compp.gif



anim fall

#platform 40 40 150 150 18 5000
offset 100 155

delay  100
loop   0
bbox   88 73 59 84
frame	data/chars/misc/comp.gif





anim death

@script
jumptobranch("b7", 1);
@end_script


delay  1
offset 100 155
#spawnframe {frame} {x} {z} {a} {relative?}
#spawnframe 1  20   0  0  1
#subentity  llaunch
frame	data/chars/misc/comp.gif


delay   30
frame	data/chars/misc/comp.gif
delay   100
frame	data/chars/misc/comp.gif




## deitado no cho

#anim follow44
#platform 40 40 150 150 18 5000
#offset 100 155

#delay  100
#loop   0
#bbox   88 73 59 84
#frame	data/chars/misc/comp.gif



