name	Foxhound
health	100
speed	10
type	npc
shadow	5
cantgrab  1
icon	data/chars/chris/icon.gif
diesound data/sounds/die1.wav


projectilehit enemy player npc obstacle
candamage enemy
hostile enemy

aimove wander

anim idle
	loop	1
	delay	5
	offset	34 134
	frame   data/chars/chris/att01_4.gif


anim spawn
	loop	0
	offset	56 103
	delay	20
        sound   data/sound/save.wav
	frame	data/chars/chris/get002.gif
	frame	data/chars/chris/get001.gif

anim walk
	loop	1
	delay	14
	offset	48 122
	bbox	26 0 42 122
	frame	data/chars/chris/walk000A.gif
	frame	data/chars/chris/walk001A.gif
	frame	data/chars/chris/walk002A.gif


anim attack1
	loop	0
	delay	6
	range	0	200
	bbox    14 10 56 108
	offset	35 113
	frame	data/chars/chris/att01_3.gif
	offset	34 134
	delay   11
	frame   data/chars/chris/att01_4.gif
        attack	46 3 128 95 10
	offset	35 140
	delay   8
        sound   data/chars/chris/shotgun2.wav
	frame	data/chars/chris/att01_5.gif
        attack  43 5 147 93 10
	offset	34 126
	frame	data/chars/chris/att01_6.gif
	offset	34 107
	frame	data/chars/chris/att01_7.gif


anim pain
	loop	0
	offset	67 117
	bbox	48 12 37 105
	delay	8
	frame	data/chars/chris/pain02.gif
	delay	36
	frame	data/chars/chris/pain01.gif
	delay	6
	frame	data/chars/chris/pain02.gif
	frame	data/chars/chris/pain03.gif
	frame	data/chars/chris/pain04.gif


anim fall
	loop	0
	offset	67 67
	delay	20
	attack	38 16 44 49 17 1
	frame	data/chars/chris/fall00.gif
	attack	13 48 107 26 17 1
	frame	data/chars/chris/fall01.gif


anim rise
	loop	0
	offset	56 103
	delay	15
	frame	data/chars/chris/fall01.gif
	frame	data/chars/chris/get002.gif
	frame	data/chars/chris/get001.gif
# FFP special.



anim freespecial
	loop	0
	offset	35 115
	range	0	200
	delay	6
	bbox    16 4 21 50
	frame	data/chars/chris/att01_1.gif
	offset	38 136
	frame	data/chars/chris/att01_2.gif
	offset	35 113
	frame	data/chars/chris/att01_3.gif
	offset	34 134
	delay   11
	frame   data/chars/chris/att01_4.gif
        attack	46 3 128 95 10
	offset	35 140
	delay   8
        sound   data/chars/chris/shotgun2.wav
	frame	data/chars/chris/att01_5.gif
        attack  43 5 147 93 10
	offset	34 126
	frame	data/chars/chris/att01_6.gif
	offset	34 107
	frame	data/chars/chris/att01_7.gif
	delay	55
	offset	35 113
	bbox	21 13 47 91
	frame	data/chars/chris/att01_3.gif
# Escape Move


#anim    special
# 	loop	0
# 	delay	10
#	range	0	150
# 	offset	36 121
#        sound   data/chars/chris/fire.wav
# 	frame	data/chars/chris/spec000.gif
# 	frame	data/chars/chris/spec001.gif
# 	frame	data/chars/chris/spec002.gif
# 	frame	data/chars/chris/spec003.gif
# 	frame	data/chars/chris/spec004.gif
#        offset  34 123
# 	frame	data/chars/chris/spec005.gif
#        offset  33 151
# 	frame	data/chars/chris/spec006.gif
# 	attack	42 4 281 146 30 1
# 	frame	data/chars/chris/spec006.gif
# 	offset  33 151
# 	frame	data/chars/chris/spec006.gif
#        offset  34 123
# 	frame	data/chars/chris/spec005.gif
# 	frame	data/chars/chris/spec004.gif
# 	frame	data/chars/chris/spec003.gif
# 	frame	data/chars/chris/spec002.gif
#	frame	data/chars/chris/spec001.gif
#	frame	data/chars/chris/spec000.gif


anim land
	loop	0
	delay	25
	offset	56 103
	bbox	31 23 52 82
	frame	data/chars/chris/jump000.gif





