# animation types # 0 - don't animate # 1 - animate continously # 2 - trap - animate on trigger - else show first pic # 3 - entry animation: animate once at level start # object types # 0 - passive # 3 - no digging to the left # 4 - no digging to the right # 5 - trap which makes lemmings drown (water/quick sand/mud) # 6 - trap which replaces lemming with death animation # 7 - trap which triggers lemming death animation # 8 - exit # 32 - entry bgColor = 0x000033 debrisColor = 0xe08020 particleColor = 0x4040e0,0x00b000,0xf0d0d0,0xf0f000,0xf02020,0x808080,0xe08020,0xe08020,0xc05010,0x902010,0x600010,0x404050,0x606070,0x709000,0x206020,0x787800 tiles = 50 # exit - non animated part frames_0 = 1 anim_0 = 0 type_0 = 8 sound_0 = 14 # entry - animate once frames_1 = 10 anim_1 = 3 type_1 = 32 sound_1 = 5 # green flag - always animate frames_2 = 14 anim_2 = 1 type_2 = 0 sound_2 = -1 # arrows left - always animate frames_3 = 7 anim_3 = 1 type_3 = 4 sound_3 = -1 # arrows right - always animate frames_4 = 7 anim_4 = 1 type_4 = 3 sound_4 = -1 # water - always animate frames_5 = 8 anim_5 = 1 type_5 = 5 sound_5 = 9 # bear trap - animate on trigger frames_6 = 15 anim_6 = 2 type_6 = 6 sound_6 = 11 # animated part of exit - always animate frames_7 = 6 anim_7 = 1 type_7 = 0 sound_7 = -1 # falling stone trap - animate on trigger frames_8 = 17 anim_8 = 2 type_8 = 6 sound_8 = 20 # blue flag - always animate frames_9 = 14 anim_9 = 1 type_9 = 0 sound_9 = -1 # 10 ton trap - animate on trigger frames_10 = 12 anim_10 = 2 type_10 = 6 sound_10 = 19