text: //-------------------------------------------------------------------------
  /*
  Copyright (C) 1997, 2005 - 3D Realms Entertainment
  
  This file is part of Shadow Warrior version 1.2
  
  Shadow Warrior is free software; you can redistribute it and/or
  modify it under the terms of the GNU General Public License
  as published by the Free Software Foundation; either version 2
  of the License, or (at your option) any later version.
  
  This program is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
  
  See the GNU General Public License for more details.
  
  You should have received a copy of the GNU General Public License
  along with this program; if not, write to the Free Software
  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
  
  Original Source: 1997 - Frank Maddin and Jim Norwood
  Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
  */
  //-------------------------------------------------------------------------
  
  #ifndef JTAGS_H
  #define JTAGS_H
  
  //////////////////////////////////////////////////////////////////////////////////////////
  //
  // SPRITE TAGS (TAG THE SPRITES'S HITAG)  ST1 tags
  //
  //////////////////////////////////////////////////////////////////////////////////////////
  #define AI_NORMAL  0
  #define AI_EVASIVE 1
  #define AI_SNIPER  2
  #define AI_GUNGHO  3
  
  #define SWITCH_LOCKED 29
  
  // My sprite sprite tags start at 1000 to be separate from Frank's
  
  //* Magic mirror cameras
  //* LOTAG is the unique camera number
  #define MIRROR_CAM       1000
  //* These are spots at which a pissed off mirror will spawn a coolie ghost
  //* Make sure to set the skill levels on these sprites too.
  #define MIRROR_SPAWNSPOT 1001
  
  //* Ambient Sounds
  //* LOTAG is the enumerated sound num to play
  #define AMBIENT_SOUND      1002
  #define TAG_NORESPAWN_FLAG 1003
  #define TAG_GET_STAR       1004
  #define TAG_ECHO_SOUND     1005
  #define TAG_DRIPGEN        1006
  #define TAG_BUBBLEGEN      1007
  #define TAG_SWARMSPOT      1008
  
  #define TAG_PACHINKOLIGHT 9997
  #define TAG_INVISONINJA 9998
  #define LUMINOUS 9999
  
  //////////////////////////////////////////////////////////////////////////////////////////
  //
  // WALL TAGS (TAG THE WALL'S LOTAG)
  //
  //////////////////////////////////////////////////////////////////////////////////////////
  
  //* Turns a regular mirror into a magic mirror that shows a room containing ST1 sprite at
  //* sprite's angle and z height.
  //* HITAG is unique camera sprite number matching the ST1 camera sprite
  #define TAG_WALL_MAGIC_MIRROR   306
  
  
  //////////////////////////////////////////////////////////////////////////////////////////
  //
  // LIGHTING TAGS (TAG THE SECTOR'S LOTAG)
  //
  //////////////////////////////////////////////////////////////////////////////////////////
  
  //* Fade effect.  Fades in and out smoothly.
  //* Ceiling is minimum darkness.
  //* Floor is maximum darkness.
  //* High byte is speed of flicker.
  //* The lower the number the faster.  Default is 3.  I recommend 8.
  //* Use TAG_LIGHT_FADE_DIFFUSE tags around the initial torch sector just like light fade.
  //* A good value to use for torches, is a 2 in high tag of TAG_LIGHT_FADE_DIFFUSE
  
  #define TAG_LIGHT_TORCH_FADE    305
  
  
  
  
  #endif
  