; GARDEF.TXT
;
;  This file contains the enemy artwork definitions.  Unlike other objects
; like walls or symetricals which have their 3D world sizes determined by
; library manager, the enemy sizes are controlled by this text file.
;
;  WARNING:  THERE ARE SEVERAL COPIES OF THIS TEXT FILE.  DO NOT MODIFY
; THIS FILE IF IT IS IN THE GUARDS DIRECTORY OFF THE MAIN P3D DIRECTORY.
; IN GENERAL, ONLY CHANGE THIS FILE IF IT IS IN YOUR OWN GUARD DIRECTORY.
; 
;  IE, if this file is in:
;
; c:\p3dgcs\guards
;
;  THEN DO NOT CHANGE IT.  LOOK IN THE PALETTE DIRECTORIES ( $VVK and $RP9A )
; TO FIND ENEMY DIRECTORIES THERE.  IN THERE ARE THE GARDEF.TXT FILES THAT
; YOU CAN CHANGE.
;
;   An enemy has to be represented by lots of different frames, in order
; to do the animation of walking, attacking, and dying.  In many of the 
; states, there must be 8 views of the figure, from every angle.  IN this
; basic guard set, mirror images are used whenever possible to cut down
; on the amount of memory used by these images.
;  This text file determines only how to set the size of the artwork frames
; of the guards.  Another file, SOLID0.TXT actually sets which of the artwork
; frames are used for each view and state of the enemy.  SOLID0.TXT also
; determines whether a unique image is used, or an already-used image is to
; be shown in mirror image.  For more information on that, see SOLID0.TXT
;
;  This file will be inserted in the OBJDEF??.TXT file at test time.  The
; OBJDEF??.TXT file is a file which sets the sizes of all the artwork used
; in a level.  The '??' should be the level number.  This file is in your
; project directory, and is rewritten every time you click on 'test'.
;
;  The following table determines the artwork frames to be used in your
; enemies, and determines their 3D world size.  If you are unclear about
; the difference between 3D world size, and artwork image pixel size, then
; read the chapter in the manual on 'IMAGES' first.
;
;   The table below is arranged in to 6 columns.  In the first column is
; a '2'.  This 2 must always be there.  If you neglect this '2', you will
; get an 'illegal species' critical error when testing your level.
;
;  In the second column is what is called a 'handle'.  This is just a unique
; number associated with this peice of artwork.  You set this yourself.  The
; number you use for any piece of artwork doesn't matter, it is just a name.
; In
; order to keep these numbers from colliding with other handles,  ( IE, no
; two peices of artwork can have the same handle ) you must start the 
; enemies at 2200, and work your way up.  If you keep all your enemy artwork
; handles between 2200 and 2799, you should be OK.
;
;  The third column is a .VGR file name.  This is the artwork image for this
; enemy.  You can change these names to any you like, but the .VGR files
; listed in this column must be in your current enemies directory.  This
; is the directory you set for your level when you did the 'set active
; enemy set'.  This directory will be in a subdirectory of your main 
; palette directory.  For example, in C:\P3DGCS\$VVK\ENEMABOM are the
; abominable snowmen.  The artwork in that directory is all abominable,
; and the gardef.txt has revised sizes to make them bigger than the regular
; human guards.
;
;  The fourth column is the 3D world horiztonal size of this artwork, as
; seen in the game.  A thin enemy might be 150 wide, while a fat one might
; be 300.
;
;  The fifth column is the 3D world vertical size of this artwork.  Regular
; guys are 300 high, but there is nothing to stop you from making one that
; is 600 high if you like.
;
;  The sixth column is the comment.  Everything after the ';' character is
; a message left for yourself, and is ignored by the GCS.
;
;  NOTE:  the easiest way to get the sizes of your artwork correct is to 
; make your biggest picture first, and then stick with that raw pixel image
; size for all the artwork frames.   For example,  the biggest picture of
; a bear enemy would probably be the artwrok frame where the bear is attacking
; with both arms raised high.  Let's say you make the .VGR file be 
; 60 pixels wide by 80 pixels high.  If you then just stick with that size
; for your raw images, and then just set every object size in this file to
; 300x400 cm for the 3D world size, then you won't have to do any fancy
; calculations for the size of each frame.  Just leave more or less black
; space in your artwork for the smaller frames.  IE, when you do the frame
; for the slumped dead bear, you might only need 60x30 pixels in the image.
; But if you make the dead bear fill your 60x30 frame, then you need to make
; the 3D world size be smaller too.  However, if you put your dead bear in
; the bottom of a 60x80 .VGR file, and just leave lots of black space at
; the top, then even your dead bear frames can have the same 3D world size
; defined.  This is just a way to allow you to visibly see the size of your
; bear frames from within the paint program.  This probably sounds alot
; more complicated than it is.  Let's put it a different way.
;  In the standard guards below, each artwork .VGR file has a different
; size in pixels.  As a result, each line below has to have different 3D
; world size.  This is the hard way.  If instead, you make all your 
; artwork pics have the same pixel size, and just fill the unused areas of your
; .VGR files with black (color 0), and then you can have all the artwork
; size definitions below have the same size.
;
;
; guard definitions
  2 2200 stand1.vgr      120     300     ; front view standing
  2 2201 stand8.vgr      90      300     ; Front 1/4 turn view Standing
  2 2202 stand7.vgr      66      300     ; Side view Standing
  2 2203 stand6.vgr      90      300     ; Back 3/4 view Standing
  2 2204 stand5.vgr      120     300     ; Back view Standing
  2 2210 ftwalk1.vgr     108     300     ; Front view right foot out walking
  2 2211 qwalk1.vgr      126     300     ; Front 1/4 view right foot out walking
  2 2212 sdwalk1.vgr     180     300     ; Side view right foot out walking
  2 2213 3qwalk1.vgr     120     300     ; Back 3/4 view right foot out walking
  2 2214 bkwalk1.vgr     108     300     ; Back view right foot out walking
  2 2220 ftwalk2.vgr     120     300     ; Front view rgt leg a little out walk
  2 2221 qwalk2.vgr      96      300     ; Front 1/4 v rgt leg a little out walk
  2 2222 sdwalk2.vgr     120     300     ; Side view rgt leg a little out walk
  2 2223 3qwalk2.vgr     96      300     ; Back 1/4 rgt leg a little out walk
  2 2224 bkwalk2.vgr     114     300     ; Back view rgt leg a little out walk
  2 2230 ftwalk3.vgr     120     300     ; Front view lft leg a little out walk
  2 2231 qwalk3.vgr      108     300     ; Front 1/4 lft leg a little out walk
  2 2232 sdwalk3.vgr     114     300     ; Side view lft leg a little out walk
  2 2233 3qwalk3.vgr     108     300     ; Back 1/4  lft leg a little out walk
  2 2234 bkwalk3.vgr     108     300     ; Back view lft leg a little out walk
  2 2240 ftwalk4.vgr     108     300     ; Front view left foot out walking
  2 2241 qwalk4.vgr      156     300     ; Front 1/4 left foot out walking
  2 2242 sdwalk4.vgr     156     300     ; Side view left foot out walking
  2 2243 3qwalk4.vgr     150     300     ; Back 1/4 left foot out walking
  2 2244 bkwalk4.vgr     108     300     ; Back view left foot out walking
  2 2247 killbk.vgr      141    298     ; Killed from behind 1
  2 2248 killsd.vgr      82     294     ; Killed from side 1
  2 2249 killfr.vgr      196    282     ; Killed from front 1
  2 2250 killfr1.vgr     251    248     ; Killed from front 2
  2 2251 killfr2.vgr     213    162     ; Killed from front 3
  2 2252 killsd1.vgr     120    230     ; Killed from side 2
  2 2253 killsd2.vgr     169    179     ; Killed from side 3
  2 2254 killbk1.vgr     131    271     ; Kileld from back 1
  2 2255 killbk2.vgr     136    161     ; Killed from back 2
  2 2256 killed.vgr      191    58      ; Dead guy
  2 2257 killgoo1.vgr    136    300     ;first hit goo slime
  2 2258 killgoo2.vgr    256    300     ;flailing in blob of goo
  2 2259 killgoo3.vgr    256    300     ;flailing in blob of goo
  2 2260 gassed1.vgr    120    300     ;NEW VICTIM OF WHITE GAS
  2 2261 gassed2.vgr    120     300    ;NEW VICTIM OF WHITE GAS COUGHING
  2 2270 shoot1.vgr      120     300     ; Front view shoot 1
  2 2271 shoot2.vgr      120     300     ; Front view shoot 2
  2 2272 shoot3.vgr      120     300     ; Front view shoot 3
  2 2273 shoot4.vgr      120     300     ; Front view shoot 4 ( 4 & 5 alternate)
  2 2274 shoot5.vgr      120     300     ; Front view shoot 5
  2 2275 koed.vgr      191     58     ;  knocked out guy  ( no blood )
  2 2280 qrun1.vgr       180     300     ; Running sequence from front 1/4 view
  2 2281 qrun2.vgr        90     300     ; Running sequence from front 1/4 view
  2 2282 qrun3.vgr       120     300     ; Running sequence from front 1/4 view
  2 2283 qrun4.vgr       138     300     ; Running sequence from front 1/4 view
  2 2290 3qrun1.vgr      144     300     ; Running sequence from back 1/4 view
  2 2291 3qrun2.vgr      108     300     ; Running sequence from back 1/4 view
  2 2292 3qrun3.vgr      132     300     ; Running sequence from back 1/4 view
  2 2293 3qrun4.vgr      174     300     ; Running sequence from back 1/4 view
  2 2300 nap.vgr         384     60      ; naked corpse  ( not really used )
7 3700 solid0.txt		; do not change this line
