# Walk-stop-walk (the stutter replication, tile-stepped edition): speed up
# to the ~180% ceiling (k=10), walk SE for 3s, stand still 10s, walk SE
# again for 3s, stop. The player outruns the blob; the blob chases across
# both walk segments and the stop in between. Expected: once the blob
# starts chasing it NEVER stops mid-chase - it halts only on arrival at a
# goal: it chases across the first segment, arrives during the long stop,
# halts until the player gets far again, then chases the second segment.
0 keydown kp_add
1 keydown kp_add
2 keydown kp_add
3 keydown kp_add
4 keydown kp_add
5 keydown kp_add
6 keydown kp_add
7 keydown kp_add
60 keydown c
240 keyup c
840 keydown c
1020 keyup c
# frames: 1600
