name	matlock3
health	150
speed	10
type	enemy
shadow  0
nolife        1
paingrab 1
grabback 1
grabdistance 40
gfxshadow  1
falldie 2
nodieblink      1
dust du
aggression      20
diesound	data/chars/matlock/die.wav
projectilehit   enemy obstacle trap
subject_to_wall 0
subject_to_screen 1
hostile player 
candamage player obstacle

animationscript 	data/scripts/ani0020.h

palette   data/chars/matlock/idle.gif
alternatepal data/chars/matlock/map1.gif
alternatepal data/chars/matlock/map2.gif
alternatepal data/chars/matlock/map3.gif
alternatepal data/chars/matlock/map4.gif
alternatepal data/chars/matlock/map5.gif
alternatepal data/chars/matlock/map6.gif
alternatepal data/chars/matlock/map7.gif
alternatepal data/chars/matlock/map8.gif

anim spawn
	loop	0
      offset	75 170
      jumpframe 0 0 2.5 0 dus
      landframe 7 dus
      delay   4
      @cmd    degravity -0.27
      bbox	55 78 47 75
      sound	data/sounds/jump.wav
      frame	data/chars/matlock/j5.gif
      frame	data/chars/matlock/j5.gif
      frame	data/chars/matlock/j4.gif
      frame	data/chars/matlock/j4.gif
      frame	data/chars/matlock/j3.gif
      frame	data/chars/matlock/j3.gif
      delay   40
      frame	data/chars/matlock/j2.gif
      delay   10
      @cmd    degravity 0
      sound	data/sounds/step.wav
      frame	data/chars/matlock/j1.gif
      frame	data/chars/matlock/jl1.gif
      frame	data/chars/matlock/j1.gif

anim idle
	loop	1
	delay	15
      offset	75 170
      bbox	55 78 47 80
      @cmd    clearL
      frame	data/chars/matlock/idle.gif
      frame	data/chars/matlock/idle1.gif
      frame	data/chars/matlock/idle2.gif
      frame	data/chars/matlock/idle3.gif
      frame	data/chars/matlock/idle2.gif
      frame	data/chars/matlock/idle1.gif

anim walk
	loop	1
      delay   10
	offset	75 170
	bbox	55 78 50 80
	frame	data/chars/matlock/w1.gif
	frame	data/chars/matlock/w2.gif
	frame	data/chars/matlock/w3.gif
	frame	data/chars/matlock/w4.gif
	frame	data/chars/matlock/w5.gif
      frame	data/chars/matlock/w6.gif

anim grabbed
      loop	0
	delay	5
	offset	75 170
      frame	data/chars/matlock/pain4.gif

anim GRABBEDWALK
      loop	0
	delay	5
	offset	70 186
      frame	data/chars/matlock/pain2.gif

anim follow1
      loop	1
	delay	1
	offset	75 170
      bbox	0 0 0 0
      frame	data/chars/matlock/pain4.gif

anim follow2
      loop	1
	delay	5
	offset	75 170
      frame	data/chars/matlock/pain4.gif

anim follow3
      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%50;

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW4"));
      }
    }
@end_script
      loop	0
      delay   4
	offset	75 170
	bbox	55 78 50 80
      move -3
      movez 1
	frame	data/chars/matlock/w5.gif
      frame	data/chars/matlock/w5.gif
	frame	data/chars/matlock/w5.gif
	frame	data/chars/matlock/w4.gif
      frame	data/chars/matlock/w4.gif
	frame	data/chars/matlock/w4.gif
	frame	data/chars/matlock/w3.gif
      frame	data/chars/matlock/w3.gif
      frame	data/chars/matlock/w3.gif
      frame	data/chars/matlock/w2.gif
      frame	data/chars/matlock/w2.gif
      frame	data/chars/matlock/w2.gif
      movez 0
      frame	data/chars/matlock/w1.gif
      frame	data/chars/matlock/w1.gif
      frame	data/chars/matlock/w1.gif

anim follow4
      loop	0
      delay   4
	offset	75 170
	bbox	55 78 50 80
      move -3
      movez -1
	frame	data/chars/matlock/w5.gif
      frame	data/chars/matlock/w5.gif
	frame	data/chars/matlock/w5.gif
	frame	data/chars/matlock/w4.gif
      frame	data/chars/matlock/w4.gif
	frame	data/chars/matlock/w4.gif
	frame	data/chars/matlock/w3.gif
      frame	data/chars/matlock/w3.gif
      frame	data/chars/matlock/w3.gif
      frame	data/chars/matlock/w2.gif
      frame	data/chars/matlock/w2.gif
      frame	data/chars/matlock/w2.gif
      movez 0
      frame	data/chars/matlock/w1.gif
      frame	data/chars/matlock/w1.gif
      frame	data/chars/matlock/w1.gif

anim pain
	loop	0
	delay	4
	offset	75 170
      bbox	49 80 50 70
	frame	data/chars/matlock/pain2.gif
      offset	77 170
	frame	data/chars/matlock/pain2.gif
      offset	74 170
	frame	data/chars/matlock/pain2.gif
      offset	76 170
      frame	data/chars/matlock/pain2.gif
      offset	75 170
      frame	data/chars/matlock/pain2.gif

anim pain2
	loop	0
	delay	3
	offset	75 170
      bbox	49 80 50 70
	frame	data/chars/matlock/pain2.gif
      offset	77 170
	frame	data/chars/matlock/pain2.gif
      sound	data/chars/assassin/pain.wav
      offset	73 170
	frame	data/chars/matlock/pain2.gif
      offset	77 170
      frame	data/chars/matlock/pain2.gif
      offset	75 170
      frame	data/chars/matlock/pain2.gif
      delay	45
      frame	data/chars/matlock/pain4.gif
      frame	data/chars/matlock/pain4.gif

anim pain3
	loop	0
      delay	5
      offset	75 170
      bbox	25 145 100 30
	frame	data/chars/matlock/fall04.gif

anim pain4
	loop	0
      delay	5
      offset	75 170
	frame	data/chars/matlock/fall04.gif

anim pain12
	loop	0
	delay	2
	offset	75 170
      bbox	49 80 50 70
	frame	data/chars/matlock/pain4.gif
      offset	77 170
	frame	data/chars/matlock/pain4.gif
      offset	73 170
	frame	data/chars/matlock/pain4.gif
      offset	77 170
      frame	data/chars/matlock/pain4.gif
      offset	75 170
      frame	data/chars/matlock/pain4.gif
      delay	3
      move -4
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif

anim pain13
	loop	0
	delay	2
	offset	75 170
      bbox	49 80 50 70
      move -4
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain2.gif

anim bpain
	loop	0
	delay	2
	offset	75 170
      bbox	49 80 50 70
      @cmd    spawnbind "EEFlame" -12 41 1
	frame	data/chars/matlock/bpain04.gif
      offset	77 170
	frame	data/chars/matlock/bpain04.gif
      offset	73 170
	frame	data/chars/matlock/bpain4.gif
      offset	77 170
      frame	data/chars/matlock/bpain4.gif
      offset	75 170
      frame	data/chars/matlock/bpain4.gif
      delay	3
      move -4
      frame	data/chars/matlock/bpain02.gif
      frame	data/chars/matlock/bpain02.gif
      frame	data/chars/matlock/bpain2.gif
      frame	data/chars/matlock/bpain2.gif
      frame	data/chars/matlock/bpain02.gif
      frame	data/chars/matlock/bpain02.gif
      frame	data/chars/matlock/bpain2.gif
      frame	data/chars/matlock/bpain2.gif

anim pain7
	loop	0
	delay	4
	offset	75 170
	frame	data/chars/matlock/pain2.gif
      offset	77 170
	frame	data/chars/matlock/pain2.gif
      offset	74 170
	frame	data/chars/matlock/pain2.gif
      offset	76 170
      frame	data/chars/matlock/pain2.gif
      offset	75 170
      frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/pain4.gif
      frame	data/chars/matlock/pain4.gif
      frame	data/chars/matlock/pain4.gif
      frame	data/chars/matlock/pain4.gif

anim fall
	loop	0
      delay   10
	offset	95 170
      bouncefactor 3.5
      landframe 6
      @cmd    degravity 0
      frame	data/chars/matlock/fall01.gif
	frame	data/chars/matlock/fall01.gif
      bbox	55 78 80 57
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/matlock/fall02.gif
	frame	data/chars/matlock/fall02.gif
      delay   20
      bbox	30 90 95 45
	frame	data/chars/matlock/fall03.gif
      delay   40
	frame	data/chars/matlock/fall03.gif
      delay   8
      bbox	25 145 100 30
	frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/matlock/fall05.gif

anim fall4
      loop	0
      delay   2
	offset	75 170
      attack10  50 90 60 70 5 1 1 1
      move -4
      @cmd    degravity 0
      frame	data/chars/matlock/pain5.gif
      frame	data/chars/matlock/pain5.gif
      frame	data/chars/matlock/pain5.gif
      delay   2
      move -5
      offset	95 155
      sound	data/sounds/fall.wav
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall02.gif
      frame	data/chars/matlock/ffall02.gif
      frame	data/chars/matlock/ffall02.gif
      move -4
      frame	data/chars/matlock/ffall03.gif
      frame	data/chars/matlock/ffall03.gif
      bbox	50 90 60 70
      frame	data/chars/matlock/ffall03.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall02.gif
      frame	data/chars/matlock/ffall02.gif
      frame	data/chars/matlock/ffall02.gif
      move -3
      frame	data/chars/matlock/ffall03.gif
      frame	data/chars/matlock/ffall03.gif
      frame	data/chars/matlock/ffall03.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      offset	95 175
      frame	data/chars/matlock/ffall05.gif
      frame	data/chars/matlock/ffall05.gif
      frame	data/chars/matlock/ffall05.gif
      frame	data/chars/matlock/ffall05.gif
      offset	95 170
      attack10  0 0 0 0 0 0
      bbox	25 145 100 30
	frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall04.gif
      move -3
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      move 0
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      move 0
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      move 0
      delay   80
	frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      

anim fall6
      loop	0
      delay   1000
	offset	75 170
      frame	data/chars/matlock/dsla1.gif
	frame	data/chars/matlock/dsla2.gif
	frame	data/chars/matlock/dsla3.gif
      frame	data/chars/matlock/sla2.gif
      offset	123 140
      sound	data/sounds/fall.wav
      frame	data/chars/matlock/sla3.gif
      offset	125 120
      frame	data/chars/matlock/sla2.gif
      offset	75 170
      frame	data/chars/matlock/pain4.gif
      offset	83 140
      frame	data/chars/matlock/sla1.gif
      frame	data/chars/matlock/sla2.gif
      frame	data/chars/matlock/rjsla3.gif
      offset	75 150
      frame	data/chars/matlock/rjsla4.gif
      frame	data/chars/matlock/rjsla5.gif

anim fall7
      loop	0
      delay   1000
	offset	85 145
      frame	data/chars/matlock/sla1.gif
      offset	112 145
	frame	data/chars/matlock/sla2.gif
      offset	90 145
	frame	data/chars/matlock/sla3.gif
      frame	data/chars/matlock/sla4.gif
      sound	data/sounds/fall.wav
      offset	75 170
      frame	data/chars/matlock/fall04.gif
      offset	85 145
      frame	data/chars/matlock/sla1.gif
      frame	data/chars/matlock/sla1.gif
      offset	98 138
      frame	data/chars/matlock/ssla3.gif
      frame	data/chars/matlock/rjsla3.gif
      frame	data/chars/matlock/rjsla4.gif
      sound	data/sounds/fall.wav
      frame	data/chars/matlock/rjsla4.gif
      frame	data/chars/matlock/rjsla5.gif
      frame	data/chars/matlock/rjsla6.gif
      frame	data/chars/matlock/sla1.gif
      frame	data/chars/matlock/sla1.gif
      frame	data/chars/matlock/ssla3.gif
      frame	data/chars/matlock/sla2.gif
      offset	123 170
      frame	data/chars/matlock/sla3.gif
      offset	98 138
      frame	data/chars/matlock/hsla1.gif
      frame	data/chars/matlock/hsla2.gif
      frame	data/chars/matlock/hsla3.gif
      frame	data/chars/matlock/hsla2.gif
      sound	data/sounds/fall.wav
      frame	data/chars/matlock/hsla2.gif
      frame	data/chars/matlock/hsla4.gif
      frame	data/chars/matlock/rj1.gif
      frame	data/chars/matlock/gsla3.gif
      frame	data/chars/matlock/rj3.gif
      frame	data/chars/matlock/hsla4.gif
      offset	98 148
      frame	data/chars/matlock/hsla4.gif
      offset	120 170
      frame	data/chars/matlock/pain41.gif
      frame	data/chars/matlock/pain21.gif
      offset	75 170
      frame	data/chars/matlock/pain4.gif

anim fall8
      loop	0
      delay   1000
	offset	85 145
      frame	data/chars/matlock/gsla1.gif
      offset	112 145
	frame	data/chars/matlock/gsla2.gif
      offset	90 145
	frame	data/chars/matlock/gsla3.gif
      frame	data/chars/matlock/gsla4.gif
      sound	data/sounds/fall.wav
      frame	data/chars/matlock/gsla6.gif
      offset	115 170
      frame	data/chars/matlock/dsla1.gif
      offset	115 145
	frame	data/chars/matlock/gsla3.gif
      offset	75 170
      frame	data/chars/matlock/pain4.gif
      offset	105 170
      frame	data/chars/matlock/gfall04.gif
      offset	75 148
      frame	data/chars/matlock/rjsla4.gif
      frame	data/chars/matlock/rjsla5.gif
      offset	95 170
      frame	data/chars/matlock/fall04.gif
      offset	75 143
      frame	data/chars/matlock/hsla2.gif
      frame	data/chars/matlock/hsla4.gif
      offset	124 170
      frame	data/chars/matlock/pain4.gif
      offset	95 170
      frame	data/chars/matlock/fall01.gif
      frame	data/chars/matlock/fall02.gif
      frame	data/chars/matlock/fall03.gif
      frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall05.gif
      offset	104 170
      frame	data/chars/matlock/gsla2.gif
      frame	data/chars/matlock/gsla3.gif
      frame	data/chars/matlock/gsla4.gif
      frame	data/chars/matlock/gfall04.gif
      frame	data/chars/matlock/gfall05.gif

anim fall9
	loop	0
      delay   20
	offset	98 138
      bbox	30 90 95 45
      landframe 3
      attack10  60 100 60 30 5 1 1 1
      @cmd    degravity 0
	frame	data/chars/matlock/fall03.gif
      frame	data/chars/matlock/fall03.gif
      offset	95 170
      bbox	25 145 100 30
      delay   100
      frame	data/chars/matlock/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/matlock/fall05.gif

anim fall5
	loop	0
      delay   8
      bbox	55 78 47 80
      landframe 6
      offset	123 170
      attack10  60 100 60 30 5 1 1 1
      @cmd    degravity 0
      frame	data/chars/matlock/sla3.gif
      frame	data/chars/matlock/sla3.gif
      delay   10
      offset	98 138
      bbox	55 78 80 57
      frame	data/chars/matlock/fall02.gif
      frame	data/chars/matlock/fall02.gif
      delay   20
      bbox	30 90 95 45
	frame	data/chars/matlock/fall03.gif
      delay   500
      frame	data/chars/matlock/fall03.gif
      offset	95 170
      delay   8
      bbox	25 145 100 30
      frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/matlock/fall05.gif


anim fall10
	loop	0
      delay   20
	offset	98 138
      landframe 3
      attack10  60 100 60 30 5 1 1 1
      @cmd    degravity 0
	frame	data/chars/matlock/fall01.gif
      frame	data/chars/matlock/fall02.gif
      offset	95 170
      delay   100
      frame	data/chars/matlock/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/matlock/fall05.gif

anim fall3
	loop	0
      delay	9
      offset	95 170
      bbox	25 145 100 30
      @script
    void self = getlocalvar("self");

    changeentityproperty(self, "velocity", 0, 0, 0);
@end_script
	frame	data/chars/matlock/fall04.gif
      @cmd    degravity 0
      frame	data/chars/matlock/fall05.gif

anim follow8
	loop	0
      delay   80
	offset	95 170
      bbox	25 145 100 30
	frame	data/chars/matlock/fall05.gif

anim fall14
	loop	0
      delay   10
	offset	95 170
      landframe 6
      @cmd    degravity -0.27
      frame	data/chars/matlock/fall09.gif
	frame	data/chars/matlock/fall09.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/matlock/fall02.gif
	frame	data/chars/matlock/fall02.gif
      delay   20
	frame	data/chars/matlock/fall03.gif
      delay   40
	frame	data/chars/matlock/fall03.gif
      delay   8
      @cmd    degravity 0
	frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/matlock/fall05.gif

anim fall15
	loop	0
      delay   10
	offset	95 170
      landframe 6
      @cmd    degravity 0
      frame	data/chars/matlock/fall01.gif
	frame	data/chars/matlock/fall01.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/matlock/fall02.gif
	frame	data/chars/matlock/fall02.gif
      delay   20
	frame	data/chars/matlock/fall03.gif
      delay   40
	frame	data/chars/matlock/fall03.gif
      delay   8
	frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/matlock/fall05.gif

anim fall16
	loop	0
      delay   4
	offset	75 170
      landframe 25
      @cmd    degravity 0
      @cmd    spawnbind "elect" 4 0 1
      frame	data/chars/matlock/shock1.gif
	frame	data/chars/matlock/pain2.gif
	frame	data/chars/matlock/shock1.gif
	frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/shock1.gif
	frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/shock1.gif
	frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/shock1.gif
	frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/shock1.gif
	frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/shock1.gif
	frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/shock1.gif
	frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/shock1.gif
	frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/shock1.gif
	frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/shock1.gif
	frame	data/chars/matlock/pain2.gif
      frame	data/chars/matlock/shock1.gif
      frame	data/chars/matlock/pain2.gif
      delay   40
	frame	data/chars/matlock/shock1.gif
      offset	95 170
      delay   8
	frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall04.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/matlock/fall05.gif

anim burn
	loop	0
      delay   7
	offset	95 170
      landframe 15
      @cmd    degravity 0
      @cmd    spawnbind "EFlame" -16 47 1
      frame	data/chars/matlock/burn01.gif
	frame	data/chars/matlock/burn1.gif
      frame	data/chars/matlock/burn01.gif
	frame	data/chars/matlock/burn1.gif
	attack  45 100 20 30 5 1 1 1
	frame	data/chars/matlock/burn02.gif
	frame	data/chars/matlock/burn2.gif
      frame	data/chars/matlock/burn02.gif
	frame	data/chars/matlock/burn2.gif
	frame	data/chars/matlock/burn03.gif
	frame	data/chars/matlock/burn3.gif
      frame	data/chars/matlock/burn03.gif
      frame	data/chars/matlock/burn3.gif
	frame	data/chars/matlock/burn03.gif
      frame	data/chars/matlock/burn3.gif
      delay   40
	frame	data/chars/matlock/burn03.gif
      delay   7
      bbox	25 145 100 30
	frame	data/chars/matlock/burn4.gif
      frame	data/chars/matlock/burn04.gif
      frame	data/chars/matlock/burn4.gif
      delay   2
      @cmd    anichange "ANI_FOLLOW8"
	frame	data/chars/matlock/fall05.gif

anim rise
	loop	0
      delay   20
      offset	95 170
	frame	data/chars/matlock/fall05.gif
	offset	95 120
	delay	8
	frame	data/chars/matlock/rise1.gif
	frame	data/chars/matlock/rise3.gif
	frame	data/chars/matlock/rise4.gif
      frame	data/chars/matlock/rise5.gif
	
anim attack1
      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%30;

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3"));
      }
    }
@end_script
      range	0 70
      followcond 1
      followanim 5
	loop	0
      delay   9
	offset	75 170
      bbox	55 78 50 80
      sound	data/sounds/air6.wav
      frame	data/chars/matlock/aaa1.gif
      attack  75 75 59 35 5 0 0 0 18
      frame	data/chars/matlock/aaa2.gif
      delay   7
      attack 0 0 0 0 0 0
      frame	data/chars/matlock/aaa2.gif
      delay   8
      frame	data/chars/matlock/aaa1.gif

anim follow5
      loop	0
      followcond 1
      followanim 6
      delay   16
	offset	75 170
      bbox	55 78 50 80
      hitfx   data/sounds/beat2.wav
      frame	data/chars/matlock/aaa2.gif
      delay   8
      frame	data/chars/matlock/aaa1.gif
      sound	data/sounds/air5.wav
      delay   9
      frame	data/chars/matlock/aaaa1.gif
      frame	data/chars/matlock/aaaa2.gif
      delay   9
      attack  75 90 59 35 5 0 0 0 18
      frame	data/chars/matlock/aaaa3.gif
      delay   7
      attack 0 0 0 0 0 0
      frame	data/chars/matlock/aaaa3.gif
      delay   8
      frame	data/chars/matlock/aaaa2.gif
      frame	data/chars/matlock/aaaa1.gif

anim follow6
      loop	0
      delay   16
	offset	75 170
      bbox	55 78 50 80
      hitfx   data/sounds/beat3.wav
      frame	data/chars/matlock/aaaa3.gif
      delay   8
      frame	data/chars/matlock/aaaa2.gif
      frame	data/chars/matlock/aaaa1.gif
      delay   15
      sound	data/sounds/air5.wav
      frame	data/chars/matlock/aa1.gif
      delay   9
      attack  75 85 59 35 5 1 0 0 20
      frame	data/chars/matlock/aa2.gif
      attack 0 0 0 0 0 0
      frame	data/chars/matlock/aa2.gif
      frame	data/chars/matlock/j1.gif

anim attack2
      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%30;

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3"));
      }
    }
@end_script
      range	75 100
	loop	0
      delay   9
	offset	75 170
      bbox	55 78 50 80
      hitflash  ffla
      hitfx   data/sounds/beat2.wav
      frame	data/chars/matlock/a1.gif
      sound	data/sounds/air3.wav
      frame	data/chars/matlock/a2.gif
      frame	data/chars/matlock/a3.gif
      sound	data/chars/matlock/at2.wav
      frame	data/chars/matlock/a4.gif
      attack  110 105 65 35 10 1 0 0 20
      frame	data/chars/matlock/a5.gif
      attack 0 0 0 0 0 0
      frame	data/chars/matlock/a6.gif
      frame	data/chars/matlock/a7.gif
      frame	data/chars/matlock/a8.gif
      frame	data/chars/matlock/a9.gif

anim death
	loop	0
      delay   20
	offset	95 170
      frame	data/chars/matlock/fall05.gif


anim death3
	loop	0
      delay   20
	offset	95 170
      @script
    void self = getlocalvar("self");

    changeentityproperty(self, "velocity", 0, 0, 0);
@end_script
      frame	data/chars/matlock/fall05.gif

anim death4
	loop	0
      delay   2
	offset	95 155
      move -5
      sound	data/sounds/fall.wav
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall02.gif
      frame	data/chars/matlock/ffall02.gif
      frame	data/chars/matlock/ffall02.gif
      move -4
      frame	data/chars/matlock/ffall03.gif
      frame	data/chars/matlock/ffall03.gif
      frame	data/chars/matlock/ffall03.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall02.gif
      frame	data/chars/matlock/ffall02.gif
      frame	data/chars/matlock/ffall02.gif
      move -3
      frame	data/chars/matlock/ffall03.gif
      frame	data/chars/matlock/ffall03.gif
      frame	data/chars/matlock/ffall03.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall04.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      frame	data/chars/matlock/ffall01.gif
      offset	95 175
      frame	data/chars/matlock/ffall05.gif
      frame	data/chars/matlock/ffall05.gif
      frame	data/chars/matlock/ffall05.gif
      frame	data/chars/matlock/ffall05.gif
      offset	95 170
      attack10  0 0 0 0 0 0
      bbox	25 145 100 30
	frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall04.gif
      frame	data/chars/matlock/fall04.gif
      move -3
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      move 0
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      move 0
      frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif
      move 0
      delay   40
	frame	data/chars/matlock/fall05.gif
      frame	data/chars/matlock/fall05.gif

anim death9
	loop	0
      delay   20
	offset	95 170
      frame	data/chars/matlock/fall05.gif

anim death15
	loop	0
      delay   20
	offset	95 170
      frame	data/chars/matlock/fall05.gif

anim bdie
	loop	0
      delay   20
	offset	95 170
      frame	data/chars/matlock/fall05.gif






