{
SpawnPlayer{ pos 0 -6 0 rot 0 0 1 0 mesh char name Player }
SpawnThingy{ pos 0 -5 0 rot 0 0 0 1 mesh spreadgun type 71 param 1 0 name SpreadGun }
SpawnEnemy{ pos 0 -5 0 rot 0 0 0 1 mesh octobat type 8 name Octobat }
SpawnEnemy{ pos 0 -5 0 rot 0 0 1 0 mesh goombot type 13 name Goombot }
SpawnEnemy{ pos 0 -5 0 rot 0 0 1 0 mesh duck type 30 name Duck }
SpawnEnemy{ pos 0 -5 0 rot 0 0 1 0 mesh rabbit type 44 name Rabbit }
SpawnEnemy{ pos 0 -5 0 rot 0 0 1 0 mesh coyote type 31 name Coyote }
SpawnEnemy{ pos 0 0 0 rot 0 0 1 0 mesh medusahead type 9 name Medusa }
SpawnEnemy{ pos 0 -5 0 rot 0 0 1 0 mesh robot1 type 3 name Robot1 }
SpawnEnemy{ pos 0 -5 0 rot 0 0 1 0 mesh bandit1 type 20 name Bandit1 }
SpawnEnemy{ pos 0 -5 0 rot 0 0 1 0 mesh bandit3 type 20 param 0 2 name cover_bandit }
SpawnEnemy{ pos 0 -5 0 rot 0 0 1 0 mesh bandit3 type 20 param 0 5 name run_bandit }
SpawnEnemy{ pos 0 -5 0 rot 0 0 1 0 mesh bandit2 type 20 param 0 4 name dynamite_bandit  }
SpawnEnemy{ pos 0 -5 0 rot 0 0 1 0 mesh bandit3 type 20 param 0 7 name bird_bandit }
SpawnThingy{ pos 0 -5 0 rot 0 0 1 0 mesh horsebandit type 32 name horsebandit }
SpawnThingy{ pos 0 -5 0 rot 0 0 1 0 mesh hatch_bandit type 21 name hatch_bandit }
SpawnThingy{ pos 0 -5 0 rot 0 0 1 0 mesh window_bandit type 22 name window_bandit }
SpawnEnemy{ pos 0 0 0 rot 0 0 1 0 mesh pelican type 4 name FlyingrobotHead }
SpawnEnemy{ pos 0 -5 0 rot -90 0 1 0 mesh fireballcannon type 11 name FireBallCannon }
SpawnEnemy{ pos 0 0 0 rot -90 0 1 0 mesh spinningenemy2 type 19 name SpinningTurret }
SpawnEnemy{ pos 0 -5 0 rot 0 0 0 1 mesh turret type 6 name Turret }
SpawnEnemy{ pos 0 0 0 rot 180 0 0 1 mesh obj/asteroid1 type 29 param 0 1 param 1 10 name Asteroid }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh elecspinbox type 16 name ElecBeam }
SpawnThingy{ pos 0 0 0 rot 0 0 1 0 mesh spinningenemy1 type 10 name PlatformScanner }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh elecspinbox type 14 name SpinBeam }
SpawnThingy{ pos 0 5 0 rot 0 0 0 1 mesh fan type 17 name WindFan }
SpawnThingy{ pos 0 0 0 rot -90 0 1 0 mesh spinningenemy1 type 15 name SpinningBall }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh tiles/tiles2/sawblade type 24 name sawblade }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh tiles/tiles2/sawblade type 47 name sawbladePath }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh flying_platform1 type 18 name FlyingPlatform }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh controlplatform type 23 name controlplatform }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh tiles/forest/p2 type 37 name circleplatform  }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh tiles/cave/tiltplatform type 25 name tiltplatform }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh tiles/cave/boulder type 26 name ball }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh obj/disappeartile type 34 param 0 0 param 1 2 param 2 3 name disappearingtile }
SpawnEnemy{ pos 0 0 0 rot 0 0 0 1 mesh bat type 35 name Bat }
SpawnThingy{ pos 0 -5 0 rot 0 0 1 0 mesh boss1 type 50 name boss1 }
Thingy{ pos 0 0 0 rot 0 0 0 1 mesh train_boss type 51 name TrainBoss }
Thingy{ pos 0 -5 0 rot 0 0 1 0 mesh bioniccowboy type 52 name BionicBoss }
Thingy{ pos 0 0 0 rot 0 0 0 1 mesh tiles/tiles2/barrel3 type 33 param 0 4 name barrel }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh tiles/box type 38 name movingladder }
SpawnThingy{ pos 0 0 0 rot 0 0 0 1 mesh minecart type 41 name minecart }
SpawnEnemy{ pos 0 -5 0 rot 0 0 1 0 mesh bandit1 type 43 name MinecartBandit }
SpawnThingy{ pos 0 -5 0 rot 0 0 0 1 mesh shroom type 45 name bounceShroom }
SpawnThingy{ pos 0 -5 0 rot 0 0 0 1 mesh tiles/tiles2/p1_down type 46 name fallPlatform }

PlayerRect{ min 0 0 max 30 30 name PlayerRect }
TeleportPlayer{ pos 0 -6 0 name TeleportPlayer }
OpenMenu{ pos 0 0 0 menu 8 name LevelClear }

Rail{ pos 0 0 0 name Rail }

Field{ min 0 0 max 50 200 type 1 name gravityup }
Field{ min 0 0 max 50 200 type 0 name gravitydown }
Field{ min 0 0 max 50 200 type 2 name gravityleft }
Field{ min 0 0 max 50 200 type 3 name gravityright }


CameraBounds{ min 0 0 max 170 95 instant 0 name camerabounds }
CameraEdge{ min 0 0 max 2000 2000 dir 0  name cameraedgeright }
CameraEdge{ min 0 0 max 2000 2000 dir 2  name cameraedgeup }
CameraEdge{ min 0 0 max 2000 2000 dir 3  name cameraedgedown }


}
