# cast.edf - EDF file for Eternity Engine v3.33.33
#     DOOM II cast call information is stored here. Cast members can
#     be defined elsewhere. If the castorder array is not defined, cast
#     members will appear in the order they are defined. If a name
#     is not defined by any of the first 17 cast members defined, those
#     cast members will use the corresponding default name normally 
#     defined through DeHackEd/BEX string replacement. See the EDF
#     documentation for more information.

ifenabled(DOOM)

castinfo zombieman
{
   type = Zombieman
   sound { frame = S_POSS_ATK2; sfx = pistol }
}

castinfo sergeant
{
   type = Sergeant
   sound { frame = S_SPOS_ATK2; sfx = shotgn }
}

castinfo chaingunner
{
   type = Chaingunner
   sound { frame = S_CPOS_ATK2; sfx = shotgn }
   sound { frame = S_CPOS_ATK3; sfx = shotgn }
   sound { frame = S_CPOS_ATK4; sfx = shotgn }
}

castinfo doomimp
{
   type = DoomImp
   sound { frame = S_TROO_ATK3; sfx = claw }
}

castinfo demon
{
   type = Demon
   sound { frame = S_SARG_ATK2; sfx = sgtatk }
}

castinfo lostsoul
{
   type = LostSoul
   sound { frame = S_SKULL_ATK2; sfx = sklatk }
}

castinfo cacodemon
{
   type = Cacodemon
   sound { frame = S_HEAD_ATK2; sfx = firsht }
}

castinfo hellknight
{
   type = HellKnight
   sound { frame = S_BOS2_ATK2; sfx = firsht }
}

castinfo baronofhell
{
   type = BaronOfHell
   sound { frame = S_BOSS_ATK2; sfx = firsht }
}

castinfo arachnotron
{
   type = Arachnotron
   sound { frame = S_BSPI_ATK2; sfx = plasma }
}

castinfo painelemental
{
   type = PainElemental
   sound { frame = S_PAIN_ATK3; sfx = sklatk }
}

castinfo revenant
{
   type = Revenant
   sound { frame = S_SKEL_FIST2; sfx = skeswg }
   sound { frame = S_SKEL_FIST4; sfx = skepch }
   sound { frame = S_SKEL_MISS2; sfx = skeatk }
}

castinfo mancubus
{
   type = Mancubus
   sound { frame = S_FATT_ATK2; sfx = firsht }
   sound { frame = S_FATT_ATK5; sfx = firsht }
   sound { frame = S_FATT_ATK8; sfx = firsht }
}

castinfo archvile
{
   type = Archvile
   sound { frame = S_VILE_ATK2; sfx = vilatk }
}

castinfo spiderdemon
{
   type = Spiderdemon
   sound { frame = S_SPID_ATK2; sfx = shotgn }
   sound { frame = S_SPID_ATK3; sfx = shotgn }
}

castinfo cyberdemon
{
   type = Cyberdemon
   sound { frame = S_CYBER_ATK2; sfx = rlaunc }
   sound { frame = S_CYBER_ATK4; sfx = rlaunc }
   sound { frame = S_CYBER_ATK6; sfx = rlaunc }
}

castinfo player
{
   type = DoomPlayer
   stopattack = true
   sound { frame = S_PLAY_ATK1; sfx = dshtgn }
}

endif()

ifdisabled(DOOM)

# If DOOM isn't enabled, just define a dummy cast member

castinfo dummy
{
  type = Unknown
}

endif()