; March 24, 1997 ; The number of overlay levels ; SetMaxThingLevels(10) DefineThingType(repairgraphic) { SetThingImage(repricon_animation) SetLevel(14) NoEdit() } DefineThingType(watercrater) { SetThingImage(watercrater_animation) SetLevel(0) IsCrater(10) } DefineThingType(smcrater) { SetThingImage(smcrater_animation) SetLevel(0) IsCrater(0) } DefineThingType(medcrater) { SetThingImage(medcrater_animation) SetThingShadowImage(medcrater_shadow_animation) SetLevel(0) IsCrater(1) } DefineThingType(bigcrater) { SetThingImage(largecrater_animation) SetLevel(0) IsCrater(2) } DefineThingType(largercrater) { SetThingImage(largercrater_animation) SetLevel(0) IsCrater(3) } DefineThingType(hugecrater1) { SetThingImage(hugecrater1_animation) SetLevel(0) IsCrater(4) } ;Civilian Horizontal Bridge Crater DefineThingType(hugecrater2) { SetThingImage(bridgehcrater2_animation) SetThingShadowImage(aoctr5_shadow_animation) SetLevel(0) IsCrater(5) } ; Civilian Vertical Bridge Crater DefineThingType(hugecrater3) { SetThingImage(bridgevcrater3_animation) SetThingShadowImage(aoctr6_shadow_animation) SetLevel(0) IsCrater(6) } ; Center Bridge Crater DefineThingType(hugecrater4) { SetThingImage(bridgeccrater4_animation) SetThingShadowImage(aoctr7_shadow_animation) SetLevel(0) IsCrater(7) } ; Horizontal Bridge Crater DefineThingType(hugecrater5) { SetThingImage(bridgehcrater5_animation) SetThingShadowImage(aoctr8_shadow_animation) SetLevel(0) IsCrater(8) } ; Civilian Vertical Bridge Crater DefineThingType(hugecrater6) { SetThingImage(bridgevcrater6_animation) SetThingShadowImage(aoctr9_shadow_animation) SetLevel(0) IsCrater(9) } DefineThingType(brdh) { SetThingImage(brdh_animation) SetThingShadowImage(brdh_shadow_animation) SetLevel(0) } DefineThingType(brdv) { SetThingImage(brdv_animation) SetThingShadowImage(brdv_shadow_animation) SetLevel(0) } ;DefineThingType(pbrdh) ;{ ; SetThingImage(pbrdh_animation) ; SetThingShadowImage(pbrdh_shadow_animation) ; SetLevel(0) ;} ;DefineThingType(pbrdv) ;{ ; SetThingImage(pbrdv_animation) ; SetThingShadowImage(pbrdv_shadow_animation) ; SetLevel(0) ;} ;DefineThingType(wal) ;{ ; SetThingImage(wal_animation) ; SetLevel(0) ; SetHitPoints(400 0) ;} ; ; === CLIFFS ; DefineThingType(clif1) { SetThingImage(clif1_animation) SetThingShadowImage(clif1_shadow_animation) SetLevel(2) } DefineThingType(clif2) { SetThingImage(clif2_animation) SetThingShadowImage(clif2_shadow_animation) SetLevel(2) } DefineThingType(clif3) { SetThingImage(clif3_animation) SetThingShadowImage(clif3_shadow_animation) SetLevel(2) } DefineThingType(clif4) { SetThingImage(clif4_animation) SetThingShadowImage(clif4_shadow_animation) SetLevel(2) } DefineThingType(clif5) { SetThingImage(clif5_animation) SetThingShadowImage(clif5_shadow_animation) SetLevel(2) } DefineThingType(clif6) { SetThingImage(clif6_animation) SetThingShadowImage(clif6_shadow_animation) SetLevel(2) } ; ; ==== plants ; DefineThingType(plnt1) { SetThingImage(plnt1_animation) SetThingShadowImage(plnt1_shadow_animation) SetLevel(0) CanBeMorphedInto() SetHitPoints(100 0) } DefineThingType(plnt2) { SetThingImage(plnt2_animation) SetThingShadowImage(plnt2_shadow_animation) SetLevel(0) CanBeMorphedInto() SetHitPoints(100 0) } DefineThingType(plnt3) { SetThingImage(plnt3_animation) SetThingShadowImage(plnt3_shadow_animation) SetLevel(0) CanBeMorphedInto() SetHitPoints(100 0) } ; ; ===== rock overlays ; DefineThingType(rock1) { SetThingImage(rock1_animation) SetThingShadowImage(rock1_shadow_animation) SetLevel(2) } DefineThingType(rock2) { SetThingImage(rock2_animation) SetThingShadowImage(rock2_shadow_animation) SetLevel(2) CanBeMorphedInto() SetHitPoints(3000 0) } DefineThingType(rock3) { SetThingImage(rock3_animation) SetThingShadowImage(rock3_shadow_animation) SetLevel(2) CanBeMorphedInto() SetHitPoints(3000 0) } DefineThingType(rock4) { SetThingImage(rock4_animation) SetThingShadowImage(rock4_shadow_animation) SetLevel(2) SetHitPoints(3000 0) } DefineThingType(rock5) { SetThingImage(rock5_animation) SetThingShadowImage(rock5_shadow_animation) SetLevel(2) SetHitPoints(3000 0) } DefineThingType(rock6) { SetThingImage(rock6_animation) SetThingShadowImage(rock6_shadow_animation) SetLevel(2) SetHitPoints(3000 0) } ; ; ===== tree overlays ; DefineThingType(tree1) { SetThingImage(tree1_animation) SetThingShadowImage(tree1_shadow_animation) SetLevel(2) CanBeMorphedInto() SetHitPoints(400 0) } DefineThingType(tree2) { SetThingImage(tree2_animation) SetThingShadowImage(tree2_shadow_animation) SetLevel(2) CanBeMorphedInto() SetHitPoints(400 0) } DefineThingType(tree3) { SetThingImage(tree3_animation) SetThingShadowImage(tree3_shadow_animation) SetLevel(2) CanBeMorphedInto() SetHitPoints(350 0) } DefineThingType(tree4) { SetThingImage(tree4_animation) SetThingShadowImage(tree4_shadow_animation) SetLevel(2) CanBeMorphedInto() SetHitPoints(350 0) } DefineThingType(tree5) { SetThingImage(tree5_animation) SetThingShadowImage(tree5_shadow_animation) SetLevel(0) SetHitPoints(400 0) } DefineThingType(tree6) { SetThingImage(tree6_animation) SetThingShadowImage(tree6_shadow_animation) SetLevel(2) CanBeMorphedInto() SetHitPoints(300 0) } ; ; Rubble ; DefineThingType(rubble1) { SetThingImage(rubble1_animation) SetThingShadowImage(rubble1_shadow_animation) SetLevel(0) ; CanBeMorphedInto() SetHitPoints(300 0) } DefineThingType(rubble2) { SetThingImage(rubble2_animation) SetThingShadowImage(rubble2_shadow_animation) SetLevel(0) ; CanBeMorphedInto() SetHitPoints(300 0) } DefineThingType(rubble3) { SetThingImage(rubble3_animation) SetThingShadowImage(rubble3_shadow_animation) SetLevel(0) ; CanBeMorphedInto() SetHitPoints(300 0) } DefineThingType(wreck1) { SetThingImage(wreck1_animation) SetThingShadowImage(wreck1_shadow_animation) SetLevel(2) ; CanBeMorphedInto() SetHitPoints(300 0) } DefineThingType(wreck2) { SetThingImage(wreck2_animation) SetThingShadowImage(wreck2_shadow_animation) SetLevel(2) ; CanBeMorphedInto() SetHitPoints(300 0) } DefineThingType(wreck3) { SetThingImage(wreck3_animation) SetThingShadowImage(wreck3_shadow_animation) SetLevel(2) ; CanBeMorphedInto() SetHitPoints(300 0) } DefineThingType(special1) { SetThingImage(special1_animation) SetThingShadowImage(special1_shadow_animation) SetLevel(2) SetHitPoints(300 0) } ;======== water overlays DefineThingType(water1) { SetThingImage(water1_animation) SetThingShadowImage(water1_shadow_animation) SetLevel(2) } DefineThingType(water2) { SetThingImage(water2_animation) SetThingShadowImage(water2_shadow_animation) SetLevel(2) } DefineThingType(water3) { SetThingImage(water3_animation) SetThingShadowImage(water3_shadow_animation) SetLevel(2) } ;=========== miscellaneous ovls DefineThingType(misc1) { SetThingImage(misc1_animation) SetThingShadowImage(misc1_shadow_animation) SetLevel(0) } DefineThingType(misc2) { SetThingImage(misc2_animation) SetThingShadowImage(misc2_shadow_animation) SetLevel(0) } DefineThingType(misc3) { SetThingImage(misc3_animation) SetThingShadowImage(misc3_shadow_animation) SetLevel(0) }