//TAGAP_START
//=====================================================================
// LEVEL SPECIFIC OBJECTS (1-9)
//=====================================================================
//=====================================================================
// TEMPORARY DEBRIS THROWERS
//=====================================================================
ENTITY z_fx_debris1
DESCRIBE Metal_debris
OFFSET SIZE 32 0
THINK NONE 0 AI_BLOW 0
STAT AI_TEMP_ON_ACTIVE
STAT FX_NOENV_FX
STAT TEMPMISSILE 1
EFFECT GIB DEBRIS_METAL 0 0 0
END
//=====================================================================
ENTITY z_fx_debris2
DESCRIBE Leaves_puff
OFFSET SIZE 24 0
STAT AI_SPAWNER_FX
STAT FX_NOENV_FX
EFFECT TOGGLE SMOKE 0 0 0
EFFECT TOGGLE LEAVES 0 0 0
END
//=====================================================================
ENTITY z_fx_debris2b
CLONE z_fx_debris2
DESCRIBE Leaves_puff_(/w_sound)
SOUND DYNAMIC S_SLEEP dynamic/event_grasspuff
SOUND DYNAMIC S_WAKE dynamic/event_grasspuff
END
//=====================================================================
ENTITY z_fx_debris3b
STAT AI_SPAWNER_FX
STAT FX_NOENV_FX
STAT NOLIST
EFFECT TOGGLE SMOKE 0 0 90
EFFECT TOGGLE PAPER 0 0 24
END
//=====================================================================
ENTITY z_fx_debris3
CLONE z_fx_debris3b
DESCRIBE Trash_puff
SOUND DYNAMIC S_SLEEP dynamic/event_trashpuff
SOUND DYNAMIC S_WAKE dynamic/event_trashpuff
END
//=====================================================================
ENTITY z_fx_debris4
STAT AI_SPAWNER_FX
STAT FX_NOENV_FX
STAT NOLIST
EFFECT TOGGLE SMOKE 0 0 90
EFFECT TOGGLE DEBRIS_CONCRETE 0 0 24
END
//=====================================================================
ENTITY z_fx_debris5
DESCRIBE Slime_puff
OFFSET SIZE 24 0
STAT AI_SPAWNER_FX
STAT FX_NOENV_FX
EFFECT TOGGLE SMOKE 0 0 0
EFFECT TOGGLE LIQUID_CLONE 0 0 80
END
//=====================================================================
// LEVEL 1: THE NEW BEGINNING
//=====================================================================
ENTITY z_ventsmoke1
THINK AI_AIM 0 NONE 0
STAT AI_LIST_ALIAS 3
STAT FX_SMOKE_ALPHA 30
STAT FX_SMOKE_SHOOT -250
STAT NOLIST
END
//=====================================================================
ENTITY z_l1_repeller
SPRITE DYNAMIC 0 NONE 0 259 dynamic/wire1
SPRITE DYNAMIC 0 NONE 0 -253 dynamic/repeller
SPRITEVAR 0 FILL_H 1024
SPRITEVAR 0 INVERTFACE
SPRITEVAR 0 HIDE_MOVE_Y -512
SPRITEVAR 0 HIDE_TIME 855
SPRITEVAR 1 FRAME 4
SPRITEVAR 1 HIDE_MOVE_Y -512
SPRITEVAR 1 HIDE_TIME 855
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_ventshaft1
SPRITE DYNAMIC 2 ANIM_PANFORWARD 0 -3 dynamic/ventshaft1
SPRITE DYNAMIC 2 ANIM_PANFORWARD 0 -3 dynamic/ventshaft1
SPRITE DYNAMIC 2 ANIM_PANFORWARD 0 -3 dynamic/ventshaft1
SPRITE DYNAMIC 2 ANIM_PANFORWARD 0 -3 dynamic/ventshaft1
SPRITE DYNAMIC 2 NONE 0 0 dynamic/ventshaft1
SPRITE DYNAMIC 3 NONE -64 -245 dynamic/ventshaft1
SPRITE DYNAMIC 3 NONE 64 -245 dynamic/ventshaft1
SPRITE DYNAMIC 3 NONE -64 11 dynamic/ventshaft1
SPRITE DYNAMIC 3 NONE 64 11 dynamic/ventshaft1
SPRITEVAR 0 FILL_H 500
SPRITEVAR 0 FILL_W 128
SPRITEVAR 0 FRAME 5
SPRITEVAR 1 FILL_H 500
SPRITEVAR 1 FILL_W 112
SPRITEVAR 1 FRAME 4
SPRITEVAR 2 FILL_H 500
SPRITEVAR 2 FILL_W 96
SPRITEVAR 2 FRAME 3
SPRITEVAR 3 FILL_H 500
SPRITEVAR 3 FILL_W 48
SPRITEVAR 3 FRAME 2
SPRITEVAR 4 FILL_H 512
SPRITEVAR 4 NOFACE
SPRITEVAR 5 FRAME 1
SPRITEVAR 6 FRAME 1
SPRITEVAR 6 INVERTFACE
SPRITEVAR 7 FRAME 1
SPRITEVAR 8 FRAME 1
SPRITEVAR 8 INVERTFACE
STAT FX_NOENV_FX
STAT FX_PANSPEED 400
STAT NOLIST
END
//=====================================================================
ENTITY z_ventshaft1b
SPRITE STATIC 0 NONE 0 3 world/lamp_floor
SPRITE STATIC 1 NONE 0 3 world/lamp_floor
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 NOFACE
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 EMP 2
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 NOFACE
LIGHT 0 -3 50 255 255 255 40
SOUND STATIC S_DIE common/lamp_break
SOUND STATIC S_LOOP world/loop_light
SOUND STATIC S_WAKE common/lamp_wake
OFFSET SIZE 10 0
ITEM tempspark_c 0 3
STAT FX_LIGHT_FADE 1
STAT FX_IDLEDISTANCE 30
STAT NOLIST
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
EFFECT GIB FLASH 0 -3 50
EFFECT GIB DEBRIS_GLASS 0 -3 0
END
//=====================================================================
ENTITY z_l1_scr1a
SPRITE DYNAMIC 1 ANIM_PANUP -91 -27 dynamic/mon_rep_base
SPRITE DYNAMIC 1 ANIM_PANUP 71 1 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 NONE 0 0 dynamic/mon_rep_data1
SPRITE DYNAMIC 1 NONE -91 63 dynamic/mon_rep_base
SPRITE DYNAMIC 1 NONE -91 63 dynamic/mon_rep_base
SPRITE DYNAMIC 1 NONE -91 65 dynamic/mon_rep_data1
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 FILL_H 82
SPRITEVAR 1 FILL_H 128
SPRITEVAR 1 PAN_TERM 250
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 SCALE 68
SPRITEVAR 3 ROLL 40
SPRITEVAR 4 ANGLEFACTOR 200
SPRITEVAR 4 FRAME 1
SPRITEVAR 4 ROLL 30
SPRITEVAR 5 FRAME 1
SCISSORS -113 -93 226 186
LIGHT 0 0 225 255 100 100 33
SOUND STATIC S_LOOP world/loop_computer_hum
STAT FX_KEEP_EFFECTS
STAT FX_KEEP_PAN
STAT FX_NOENV_FX
STAT FX_PANSPEED 70
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_l1_scr2a
SPRITE DYNAMIC 1 ANIM_PANUP -58 61 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 ANIM_PANUP -58 2 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 ANIM_PANUP -58 -57 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 ANIM_PANUP 10 61 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 ANIM_PANUP 10 2 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 ANIM_PANUP 10 -57 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 ANIM_PANUP 78 61 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 ANIM_PANUP 78 2 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 ANIM_PANUP 78 -57 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 NONE -69 61 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 NONE -1 61 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 NONE 67 61 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 NONE -69 2 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 NONE -1 2 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 NONE 67 2 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 NONE -69 -57 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 NONE -1 -57 dynamic/mon_rep_data2
SPRITE DYNAMIC 1 NONE 67 -57 dynamic/mon_rep_data2
SPRITEVAR 0 PAN_TERM 250
SPRITEVAR 1 PAN_TERM 250
SPRITEVAR 2 PAN_TERM 250
SPRITEVAR 3 PAN_TERM 250
SPRITEVAR 4 PAN_TERM 250
SPRITEVAR 5 PAN_TERM 250
SPRITEVAR 6 PAN_TERM 250
SPRITEVAR 7 PAN_TERM 250
SPRITEVAR 8 PAN_TERM 250
SPRITEVAR 9 FRAME 1
SPRITEVAR 10 FRAME 1
SPRITEVAR 11 FRAME 1
SPRITEVAR 12 FRAME 1
SPRITEVAR 13 FRAME 1
SPRITEVAR 14 FRAME 1
SPRITEVAR 15 FRAME 1
SPRITEVAR 16 FRAME 1
SPRITEVAR 17 FRAME 1
LIGHT 0 0 200 255 100 100 30
SOUND STATIC S_LOOP world/loop_computer_hum
STAT FX_KEEP_EFFECTS
STAT FX_KEEP_PAN
STAT FX_NOENV_FX
STAT FX_LIGHT_FADE 1
STAT NOLIST
END
//=====================================================================
ENTITY z_l1_term
SPRITE STATIC 1 ANIM_PANUP 2 14 world/screen
SPRITE STATIC 1 NONE 0 6 world/screen
SPRITE STATIC 1 NONE -14 -2 world/screen
SPRITEVAR 0 FILL_H 16
SPRITEVAR 0 FILL_W 46
SPRITEVAR 0 PAN_TERM 125
SPRITEVAR 1 FRAME 4
SPRITEVAR 2 FRAME 5
LIGHT 0 8 40 85 255 0 30
SOUND STATIC S_DIE world/break_glass_2
SOUND STATIC S_LOOP world/loop_computer_hum
CORPSE x_env_mon0_b2 0
ITEM tempspark 0 4
STAT FX_NOENV_FX
STAT FX_MONITOR 2
STAT NOLIST
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 0 0
EFFECT GIB SMOKE 0 0 0
END
//=====================================================================
ENTITY x_bucket_g
SPRITE DYNAMIC 2 ANIM_ROLLVEL 0 0 dynamic/bucket
SOUND DYNAMIC S_PHYSICS dynamic/impact_plastic
THINK AI_MISSILE 0 NONE 0
MOVETYPE WALK 6
OFFSET SIZE 16 0
STAT AI_BOUNCE_COUNT 2
STAT AI_INHERIT_FACE
STAT AI_ITEM_ANGLE 85
STAT NOLIST
STAT TEMPMISSILE 5000
EFFECT GIB DEBRIS_METAL 0 0 0
END
//=====================================================================
ENTITY x_bucket
DESCRIBE Plastic_bucket
SPRITE DYNAMIC 2 NONE 0 0 dynamic/bucket
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/impact_plastic
MOVETYPE WALK 0
OFFSET SIZE 16 19
ITEM x_bucket_g 0 0
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 4
STAT S_HEALTH 1
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
END
//=====================================================================
ENTITY z_cleancart1b
SPRITE DYNAMIC 2 NONE -26 5 dynamic/cleaningcart
SPRITE DYNAMIC 2 NONE -26 -32 dynamic/cleaningcart
SPRITE DYNAMIC 2 NONE 0 0 dynamic/cleaningcart
SPRITEVAR 0 FRAME 2
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 HIDE_MOVE_Y 10
SPRITEVAR 1 HIDE_SCALE 50
SPRITEVAR 1 SCALE 50
OFFSET SIZE 48 0
STAT AI_FIRE_ON_ACTIVE
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_cleancart1
SPRITE DYNAMIC 2 NONE -26 2 dynamic/cleaningcart
SPRITE DYNAMIC 2 NONE 0 0 dynamic/cleaningcart
SPRITEVAR 0 FRAME 1
SOUND STATIC S_DIE world/break_paperbox
CORPSE z_cleancart1b 0
OFFSET SIZE 48 0
WEAKPOINT -26 2 20
STAT FX_NOENV_FX
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_CONCRETE -26 2 22
EFFECT GIB PAPER -26 2 22
END
//=====================================================================
ENTITY z_cleanc_g1_b
SPRITE DYNAMIC 2 NONE 2 4 zombie/tool_mop
SPRITE DYNAMIC 2 NONE 2 4 zombie/tool_mop
SPRITEVAR 0 ANGLEOFFSET 180
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 OFFS_X 31
SPRITEVAR 0 OFFS_Y -12
SPRITEVAR 0 ROLL 120
SPRITEVAR 1 ANGLEOFFSET 90
SPRITEVAR 1 ROLL 120
THINK AI_MISSILE 0 AI_BLOW 0
MOVETYPE WALK 4.5
STAT AI_INHERIT_FACE
STAT AI_ITEM_ANGLE 100
STAT NOLIST
STAT TEMPMISSILE 5000
EFFECT GIB DEBRIS_METAL 0 0 20
END
//=====================================================================
ENTITY z_cleanc_g1_c
SPRITE DYNAMIC 2 NONE 0 0 zombie/tool_mop
SPRITEVAR 0 ANGLEOFFSET 90
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 ROLL -120
THINK AI_MISSILE 0 AI_BLOW 0
MOVETYPE WALK 4.5
STAT AI_INHERIT_FACE
STAT AI_ITEM_ANGLE 80
STAT NOLIST
STAT TEMPMISSILE 5000
EFFECT GIB DEBRIS_METAL 0 0 20
END
//=====================================================================
ENTITY z_cleanc_g1
SPRITE DYNAMIC 2 NONE -12 47 zombie/tool_mop
SPRITE DYNAMIC 2 NONE -11 45 zombie/tool_mop
SPRITE DYNAMIC 2 NONE 0 0 zombie/tool_mop
SPRITE DYNAMIC 2 NONE 0 0 zombie/tool_mop
SPRITE DYNAMIC 2 NONE 0 0 zombie/tool_mop
SPRITE DYNAMIC 2 NONE 0 0 zombie/tool_mop
SPRITEVAR 0 ANGLEOFFSET 104
SPRITEVAR 0 FADE_TOGGLE -300
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 HIDE_ROLL -76
SPRITEVAR 0 HIDE_TIME 600
SPRITEVAR 0 OFFS_X 6
SPRITEVAR 0 OFFS_Y -16
SPRITEVAR 1 ANGLEOFFSET 180
SPRITEVAR 1 FADE_TOGGLE 1000
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 HIDE_ROLL -166
SPRITEVAR 1 HIDE_TIME 600
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_X 6
SPRITEVAR 1 OFFS_Y -16
SPRITEVAR 2 ANGLEOFFSET 14
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 OFFS_Y -17
SPRITEVAR 3 ANGLEOFFSET 14
SPRITEVAR 3 OFFS_X 4
SPRITEVAR 3 OFFS_Y 24
SPRITEVAR 4 ANGLEOFFSET 14
SPRITEVAR 4 FADE_TOGGLE 500
SPRITEVAR 4 FRAME 1
SPRITEVAR 4 INVERTFACE
SPRITEVAR 4 OFFS_Y -17
SPRITEVAR 5 ANGLEOFFSET 14
SPRITEVAR 5 FADE_TOGGLE 500
SPRITEVAR 5 INVERTFACE
SPRITEVAR 5 OFFS_X 4
SPRITEVAR 5 OFFS_Y 24
SOUND DYNAMIC S_DIE dynamic/impact_plank
THINK AI_MISSILE 0 AI_BLOW 0
MOVETYPE WALK 6
OFFSET SIZE 10 0
ITEM z_cleanc_g1_b -25 0
ITEM z_cleanc_g1_c 17 0
STAT AI_HIDE_ANIM 600
STAT AI_INHERIT_FACE
STAT AI_ITEM_ANGLE 93
STAT AI_NOBOUNCE
STAT FX_FULLANGLE_HIDE -76
STAT FX_FULLANGLE_OFFSET 76
STAT FX_FULLMODEL
STAT NOLIST
STAT TEMPMISSILE 5000
EFFECT GIB DEBRIS_METAL 0 0 20
END
//=====================================================================
ENTITY z_cleancart2
SPRITE DYNAMIC 2 NONE -15 69 zombie/tool_mop
SPRITE DYNAMIC 2 NONE 16 20 zombie/tool_mop
SPRITE DYNAMIC 2 NONE 16 20 zombie/tool_mop
SPRITE DYNAMIC 2 NONE 6 -9 dynamic/bucket
SPRITEVAR 0 BIAS 5
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 OFFS_X 6
SPRITEVAR 0 OFFS_Y -16
SPRITEVAR 0 INVERTFACE
SPRITEVAR 1 ANGLEOFFSET 14
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_X 19
SPRITEVAR 1 OFFS_Y -8
SPRITEVAR 2 ANGLEOFFSET 14
SPRITEVAR 2 INVERTFACE
SPRITEVAR 2 OFFS_X 23
SPRITEVAR 2 OFFS_Y 33
SOUND DYNAMIC S_DIE dynamic/impact_plastic
ITEM z_cleanc_g1 -4 24
ITEM x_bucket_g 6 -9
STAT FX_NOENV_FX
STAT TAKEDAMAGE_WADDLE 1000
STAT TAKEDAMAGE_SURFACE
END
//=====================================================================
ENTITY z_l1_win
SPRITE DYNAMIC 0 NONE 0 -6 dynamic/boarded1
SPRITEVAR 0 FACE_RANDOM
STAT FX_NOENV_FX
STAT FX_RANDOM_FACE
STAT NOLIST
END
//=====================================================================
ENTITY z_l1spot_b
CLONE lamp_spot1_b
FLASHLIGHT 0 0 50 100 255 255 255
STAT NOLIST
END
//=====================================================================
ENTITY z_l1spot
CLONE lamp_spot1
FLASHLIGHT 0 0 50 100 255 255 255
TRANSFORM z_l1spot_b -1
STAT NOLIST
END
//=====================================================================
ENTITY z_l1spot2
CLONE lamp_spot1
STAT NOLIST
STAT TAKEDAMAGE_NONE
END
//=====================================================================
ENTITY z_l1spot3
CLONE lamp_spot1
SOUND DYNAMIC S_WAKE dynamic/event_spotlight
STAT NOLIST
END
//=====================================================================
ENTITY z_l1_alarm1
SPRITE DYNAMIC 1 NONE -1 0 dynamic/lamp_alarm3
SPRITE DYNAMIC 2 ANIM_PANDOWN -5 0 dynamic/lamp_alarm3
SPRITE DYNAMIC 2 NONE -5 0 dynamic/lamp_alarm3
SPRITE DYNAMIC 1 ANIM_PANDOWN -5 0 dynamic/lamp_alarm3
SPRITEVAR 0 FRAME 3
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 FILL_H 20
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 FILL_H 20
FLASHLIGHT 0 0 150 50 255 0 0
LIGHT -1 0 40 255 0 0 30
SOUND STATIC S_WAKE common/lamp_wake
STAT AI_KEEPANGLE 90
STAT FX_DIM 1
STAT FX_LIGHT_FADE 1
STAT FX_MULTITORCH 2
STAT FX_NOENV_FX
STAT FX_PANSPEED 135
STAT NOLIST
END
//=====================================================================
ENTITY z_l1_crated1
SPRITE DYNAMIC 3 NONE -43 -42 dynamic/crate_door
SPRITEVAR 0 HIDE_MOVE_X 32
SPRITEVAR 0 HIDE_MOVE_Y 11
SPRITEVAR 0 OFFS_Y 49
SPRITEVAR 0 HIDE_ROLL -90
SPRITEVAR 0 HIDE_TIME 250
SOUND DYNAMIC S_SLEEP dynamic/event_cargo_door
OFFSET SIZE 20 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_l1_crated2
SPRITE DYNAMIC 3 NONE -43 -42 dynamic/crate_door
SPRITEVAR 0 HIDE_MOVE_X 42
SPRITEVAR 0 HIDE_MOVE_Y 27
SPRITEVAR 0 OFFS_Y 49
SPRITEVAR 0 HIDE_ROLL -90
SPRITEVAR 0 HIDE_TIME 300
SOUND DYNAMIC S_SLEEP dynamic/event_cargo_door
OFFSET SIZE 20 0
STAT FX_NOENV_FX
STAT NOLIST
END

//=====================================================================
// LEVEL 2: OBLIGATORY SEWER
//=====================================================================
ENTITY z_gauge1a
SPRITE DYNAMIC 0 NONE 0 1 dynamic/clock_arms
SPRITE DYNAMIC 0 NONE 0 1 dynamic/clock_arms
SPRITEVAR 0 ANGLEOFFSET -125
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 HIDE_ROLL 250
SPRITEVAR 0 HIDE_TIME 10000
SPRITEVAR 0 OFFS_Y 8
OFFSET SIZE 24 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_sewerfloor
SPRITE DYNAMIC 3 NONE -251 -44 dynamic/sewer_floors
SPRITE DYNAMIC 3 NONE 270 -35 dynamic/sewer_floors
SPRITEVAR 0 ACTIVE
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 FRAME 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_sewerpump
SPRITE DYNAMIC 2 NONE 0 0 dynamic/waterpump2
SPRITE DYNAMIC 2 NONE -35 -2 dynamic/waterpump2
SPRITE DYNAMIC 2 NONE 35 -2 dynamic/waterpump2
SPRITEVAR 0 AIM
SPRITEVAR 0 FRAME 1
SPRITEVAR 2 INVERTFACE
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_sewerpipe2
SPRITE DYNAMIC 2 NONE -64 0 dynamic/sewer_pipe
SPRITE DYNAMIC 2 NONE 64 0 dynamic/sewer_pipe
SPRITEVAR 1 INVERTFACE
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_floodgate1
SPRITE DYNAMIC 2 NONE 0 0 dynamic/floodgate1
SPRITE DYNAMIC 2 NONE 0 24 dynamic/floodgate1
SPRITE DYNAMIC 2 NONE 0 -24 dynamic/floodgate1
SPRITE DYNAMIC 2 NONE 2 0 dynamic/floodgate1
SPRITE DYNAMIC 1 NONE 65 64 dynamic/general_light1
SPRITE DYNAMIC 1 NONE 65 48 dynamic/general_light1
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 SCALE 200
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 HIDE_MOVE_Y -36
SPRITEVAR 1 HIDE_TIME 700
SPRITEVAR 1 SCISSORS 1
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 HIDE_MOVE_Y 36
SPRITEVAR 2 HIDE_TIME 700
SPRITEVAR 3 SCISSORS -1
SPRITEVAR 4 INACTIVE
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 FRAME 1
LIGHT 65 48 20 255 0 0 20
LIGHT 65 64 20 85 255 0 20
SOUND DYNAMIC S_WAKE dynamic/event_floodgate
SCISSORS -55 -56 110 112
STAT FX_LIGHT_ON_OFF
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_cartw1
SPRITE DYNAMIC 0 ANIM_ROLLVEL 0 0 dynamic/mine_cart
SPRITE DYNAMIC 0 NONE 0 0 dynamic/mine_cart
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 FRAME 2
OFFSET SIZE 13 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_cart_b
SPRITE DYNAMIC 0 NONE -5 2 dynamic/mine_cart
MOVETYPE WALK 0
SOUND DYNAMIC S_LOOP dynamic/loop_electrocute_2
OFFSET SIZE 46 0
OBJECT 1 z_cartw1 -25 -30 DROP 13 4 0
OBJECT 1 z_cartw1 21 -30 DROP 13 4 0
STAT AI_RAILS
STAT AI_SIZE_MOVE 2
STAT FX_ELECTRIC
STAT FX_FULLANGLE_GROUND
STAT FX_FULLMODEL
STAT FX_IDLEDISTANCE 60
END
//=====================================================================
ENTITY z_cart
DESCRIBE Mine_cart
SPRITE DYNAMIC 0 NONE -5 2 dynamic/mine_cart
THINK NONE 0 NONE 0
MOVETYPE WALK 0
OBJECT 1 z_cartw1 -25 -30 DROP 13 4 0
OBJECT 1 z_cartw1 21 -30 DROP 13 4 0
TRANSFORM z_cart_b -1
OFFSET SIZE 46 0
STAT AI_KILLSWITCH
STAT AI_GHOST
STAT AI_KEEPACTIVE
STAT AI_KEEPFACE
STAT AI_RAILS
STAT FX_FULLANGLE_GROUND
STAT FX_FULLMODEL
STAT FX_GROUNDFIX 7
STAT TAKEDAMAGE_UNBREAKABLE
END
//=====================================================================
ENTITY z_beam1
SPRITE DYNAMIC 0 NONE 208 -16 dynamic/beam1
SPRITEVAR 0 HIDE_ROLL 33
SPRITEVAR 0 HIDE_TIME 300
SPRITEVAR 0 OFFS_X -208
OFFSET SIZE 32 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_c4b
EFFECT TOGGLE EXPLOSION 0 -7 100
STAT AI_FIRE_ON_ACTIVE
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_c4a
SPRITE DYNAMIC 3 NONE 7 -7 dynamic/explosives
SPRITE DYNAMIC 1 NONE 0 12 dynamic/explosives
SPRITE DYNAMIC 1 NONE 0 12 dynamic/explosives
SPRITEVAR 1 ALPHA 70
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 FADE_TOGGLE -150
SPRITEVAR 2 FRAME 1
LIGHT 0 12 12 255 0 0 90
LIGHT 0 12 12 255 0 0 30
STAT FX_LIGHT_ON_OFF
STAT FX_NOENV_FX
STAT NOLIST
TRANSFORM z_c4b 450
END
//=====================================================================
ENTITY z_mon1
DESCRIBE Monitor_(explosives)_(error)
SPRITE DYNAMIC 1 NONE 0 6 dynamic/fill1
SPRITE DYNAMIC 1 NONE -8 18 dynamic/mon_misc_prog
SPRITE DYNAMIC 1 NONE -8 -8 dynamic/mon_misc_prog
SPRITE DYNAMIC 1 ANIM_PANDOWN 18 -2 dynamic/mon_expl
SPRITE DYNAMIC 1 ANIM_PANDOWN 18 15 dynamic/mon_expl
SPRITE DYNAMIC 1 NONE 1 5 dynamic/mon_expl_l1
SPRITE DYNAMIC 1 NONE 1 5 dynamic/mon_expl_l2
SPRITEVAR 0 FILL_W 56
SPRITEVAR 0 FILL_H 44
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 ANIMATE 80
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 ANIMATE 80
SPRITEVAR 3 FRAME 1
SPRITEVAR 4 FRAME 1
SPRITEVAR 5 ANIMATE 20
SPRITEVAR 5 ACTIVE
SPRITEVAR 6 INACTIVE
LIGHT 0 4 50 255 60 60 30
LIGHT 0 4 50 255 60 60 25
SOUND STATIC S_DIE world/break_glass_2
SOUND STATIC S_LOOP world/loop_computer_hum
OFFSET SIZE 24 0
STAT FX_KEEP_EFFECTS
STAT FX_LIGHT_ON_OFF
STAT FX_MONITOR 2
STAT FX_NOENV_FX
STAT FX_PANSPEED -100
STAT NOLIST
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
ITEM tempspark 0 4
CORPSE x_env_mon0_b2 0
EFFECT GIB DEBRIS_GLASS 0 0 0
EFFECT GIB SMOKE 0 0 0
END
//=====================================================================
ENTITY z_gate_big1a
SPRITE DYNAMIC 3 NONE 0 -222 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 -186 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 -150 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 -114 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 -78 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 -42 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 -6 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 30 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 66 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 102 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 138 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 174 dynamic/gate_big1a
SPRITE DYNAMIC 1 NONE -22 244 dynamic/gate_big1a
SPRITE DYNAMIC 1 NONE 22 244 dynamic/gate_big1a
SPRITE DYNAMIC 3 NONE 0 229 dynamic/gate_big1a
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 HIDE_MOVE_Y -240
SPRITEVAR 0 HIDE_TIME 1200
SPRITEVAR 1 HIDE_MOVE_Y -220
SPRITEVAR 1 HIDE_TIME 1100
SPRITEVAR 2 INVERTFACE
SPRITEVAR 2 HIDE_MOVE_Y -200
SPRITEVAR 2 HIDE_TIME 1000
SPRITEVAR 3 HIDE_MOVE_Y -180
SPRITEVAR 3 HIDE_TIME 900
SPRITEVAR 4 INVERTFACE
SPRITEVAR 4 HIDE_MOVE_Y -160
SPRITEVAR 4 HIDE_TIME 800
SPRITEVAR 5 HIDE_MOVE_Y -140
SPRITEVAR 5 HIDE_TIME 700
SPRITEVAR 6 INVERTFACE
SPRITEVAR 6 HIDE_MOVE_Y -120
SPRITEVAR 6 HIDE_TIME 600
SPRITEVAR 7 HIDE_MOVE_Y -100
SPRITEVAR 7 HIDE_TIME 500
SPRITEVAR 8 INVERTFACE
SPRITEVAR 8 HIDE_MOVE_Y -80
SPRITEVAR 8 HIDE_TIME 400
SPRITEVAR 9 HIDE_MOVE_Y -60
SPRITEVAR 9 HIDE_TIME 300
SPRITEVAR 10 INVERTFACE
SPRITEVAR 10 HIDE_MOVE_Y -40
SPRITEVAR 10 HIDE_TIME 200
SPRITEVAR 11 HIDE_MOVE_Y -20
SPRITEVAR 11 HIDE_TIME 100
SPRITEVAR 12 FRAME 4
SPRITEVAR 12 FRAME_INACT 3
SPRITEVAR 13 FRAME 4
SPRITEVAR 13 FRAME_INACT 3
SPRITEVAR 13 INVERTFACE
SPRITEVAR 14 FRAME 1
LIGHT -24 244 20 255 0 0 20
LIGHT 24 244 20 255 0 0 20
LIGHT -24 244 20 85 255 0 20
LIGHT 24 244 20 85 255 0 20
SOUND DYNAMIC S_SLEEP dynamic/event_gate1_open
STAT FX_LIGHT_ON_OFF
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY boss_2_cin_obj
CLONE boss2_fire
STAT FX_SMOKE_FLOOR 350
STAT NOLIST
END
//=====================================================================
ENTITY boss_2_cin
SPRITE DYNAMIC 0 NONE -74 -28 boss/primo_aero
SPRITE DYNAMIC 0 NONE -59 -35 boss/primo_aero
SPRITE DYNAMIC 0 NONE 59 -35 boss/primo_aero
SPRITE DYNAMIC 0 NONE 74 -28 boss/primo_aero
SPRITE DYNAMIC 0 NONE -124 19 boss/primo_aero
SPRITE DYNAMIC 0 NONE -215 12 boss/primo_aero
SPRITE DYNAMIC 0 NONE 124 19 boss/primo_aero
SPRITE DYNAMIC 0 NONE 215 12 boss/primo_aero
SPRITE DYNAMIC 0 NONE 0 10 boss/primo_aero
SPRITE DYNAMIC 0 NONE 0 6 boss/primo_front
SPRITE DYNAMIC 1 NONE 0 6 boss/primo_front
SPRITE DYNAMIC 0 NONE 0 -6 vehicles/general_light2
SPRITE DYNAMIC 0 NONE -294 7 boss/primo_aero
SPRITE DYNAMIC 0 NONE -174 38 boss/primo_aero
SPRITE DYNAMIC 1 NONE -342 -12 boss/primo_aero
SPRITE DYNAMIC 0 NONE 294 7 boss/primo_aero
SPRITE DYNAMIC 0 NONE 174 38 boss/primo_aero
SPRITE DYNAMIC 1 NONE 342 -12 boss/primo_aero
SPRITE DYNAMIC 0 NONE 0 0 boss/primo_aero
//guns
SPRITEVAR 0 ANGLEOFFSET -120
SPRITEVAR 0 FRAME 8
SPRITEVAR 0 NOFACE
SPRITEVAR 0 OFFS_X 9
SPRITEVAR 1 ANGLEOFFSET -120
SPRITEVAR 1 FRAME 8
SPRITEVAR 1 NOFACE
SPRITEVAR 1 OFFS_X 9
SPRITEVAR 2 ANGLEOFFSET -60
SPRITEVAR 2 FRAME 8
SPRITEVAR 2 NOFACE
SPRITEVAR 2 OFFS_X 9
SPRITEVAR 3 ANGLEOFFSET -60
SPRITEVAR 3 FRAME 8
SPRITEVAR 3 NOFACE
SPRITEVAR 3 OFFS_X 9
//engines
SPRITEVAR 4 BIAS 1
SPRITEVAR 4 BIAS_CONSTANT 70
SPRITEVAR 4 BIAS_MOVE_X 1
SPRITEVAR 4 FRAME 3
SPRITEVAR 4 INVERTFACE
SPRITEVAR 4 OFFS_Y 25
SPRITEVAR 5 ANGLEOFFSET 15
SPRITEVAR 5 BIAS 1
SPRITEVAR 5 BIAS_CONSTANT 70
SPRITEVAR 5 BIAS_MOVE_X 1
SPRITEVAR 5 FRAME 3
SPRITEVAR 5 INVERTFACE
SPRITEVAR 5 OFFS_Y 25
SPRITEVAR 6 BIAS 1
SPRITEVAR 6 BIAS_CONSTANT 70
SPRITEVAR 6 BIAS_MOVE_X 1
SPRITEVAR 6 FRAME 3
SPRITEVAR 6 OFFS_Y 25
SPRITEVAR 7 ANGLEOFFSET -15
SPRITEVAR 7 BIAS 1
SPRITEVAR 7 BIAS_CONSTANT 70
SPRITEVAR 7 BIAS_MOVE_X 1
SPRITEVAR 7 FRAME 3
SPRITEVAR 7 OFFS_Y 25
SPRITEVAR 8 FRAME 5
SPRITEVAR 8 NOFACE
SPRITEVAR 9 ANIMATE_FACE 1
SPRITEVAR 9 BIAS 30
SPRITEVAR 9 NOFACE
SPRITEVAR 9 OFFS_X -2
SPRITEVAR 9 OFFS_Y 30
SPRITEVAR 10 BIAS 30
SPRITEVAR 10 FRAME 2 
SPRITEVAR 10 NOFACE
SPRITEVAR 10 OFFS_Y 34
SPRITEVAR 11 ACTIVE
SPRITEVAR 11 DIM
SPRITEVAR 11 EMP 1
SPRITEVAR 11 NOFACE
SPRITEVAR 11 SCALE 133
SPRITEVAR 12 FRAME 2
SPRITEVAR 12 INVERTFACE
SPRITEVAR 12 NOFACE
SPRITEVAR 13 FRAME 1
SPRITEVAR 13 INVERTFACE
SPRITEVAR 13 NOFACE
SPRITEVAR 14 DIM
SPRITEVAR 14 FRAME 7
SPRITEVAR 14 INVERTFACE
SPRITEVAR 14 NOFACE
SPRITEVAR 15 FRAME 2
SPRITEVAR 15 NOFACE
SPRITEVAR 16 FRAME 1
SPRITEVAR 16 NOFACE
SPRITEVAR 17 DIM
SPRITEVAR 17 FRAME 7
SPRITEVAR 17 NOFACE
SPRITEVAR 18 NOFACE
LIGHT -342 -12 20 255 0 0 20
LIGHT 342 -12 20 255 0 0 20
SOUND DYNAMIC S_LOOP dynamic/boss_jet_idle
THINK AI_ZOMBIE 0 NONE 0
MOVETYPE FLY 1
OFFSET SIZE 56 0
STAT AI_KEEPACTIVE
STAT AI_RANGE 1
STAT AI_SIZE_IMPACT 2
STAT AI_SIZE_MOVE 2
STAT AI_VIS_RANGE 250
STAT FX_DIM 0
STAT FX_FLOAT
STAT FX_FULLMODEL
STAT FX_FULLANGLE_TILT 10
STAT FX_KEEP_EFFECTS
STAT FX_IDLEDISTANCE 60
STAT FX_NOFACE
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
OBJECT 1 boss_2_cin_obj -124 -11 NONE 0 0 90
OBJECT 1 boss_2_cin_obj 124 -11 NONE 0 0 90
OBJECT 1 boss_2_cin_obj -207 -19 NONE 0 0 105
OBJECT 1 boss_2_cin_obj 207 -19 NONE 0 0 75
END
//=====================================================================
ENTITY z_z2_primo
CLONE boss_2_cin
STAT AI_NUMB 3000
STAT AI_LIST_ALIAS 3
STAT AI_TEMP_ON_ACTIVE
STAT TEMPMISSILE 7000
END

//=====================================================================
// LEVEL 3:
//=====================================================================
ENTITY z_fx_lgreen
LIGHT -15 0 40 85 255 0 30
SOUND STATIC S_LOOP world/loop_light
OFFSET SIZE 16 0
STAT FX_LIGHT_FADE 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big1b
SPRITE DYNAMIC 2 NONE 0 -222 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 -186 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 -150 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 -114 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 -78 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 -42 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 -6 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 30 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 66 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 102 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 138 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 174 dynamic/gate_big1b
SPRITE DYNAMIC 2 NONE 0 229 dynamic/gate_big1b
SPRITE DYNAMIC 1 NONE -164 244 dynamic/gate_big1b
SPRITE DYNAMIC 1 NONE 164 244 dynamic/gate_big1b
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 HIDE_MOVE_Y -240
SPRITEVAR 0 HIDE_TIME 1200
SPRITEVAR 1 HIDE_MOVE_Y -220
SPRITEVAR 1 HIDE_TIME 1100
SPRITEVAR 2 INVERTFACE
SPRITEVAR 2 HIDE_MOVE_Y -200
SPRITEVAR 2 HIDE_TIME 1000
SPRITEVAR 3 HIDE_MOVE_Y -180
SPRITEVAR 3 HIDE_TIME 900
SPRITEVAR 4 INVERTFACE
SPRITEVAR 4 HIDE_MOVE_Y -160
SPRITEVAR 4 HIDE_TIME 800
SPRITEVAR 5 HIDE_MOVE_Y -140
SPRITEVAR 5 HIDE_TIME 700
SPRITEVAR 6 INVERTFACE
SPRITEVAR 6 HIDE_MOVE_Y -120
SPRITEVAR 6 HIDE_TIME 600
SPRITEVAR 7 HIDE_MOVE_Y -100
SPRITEVAR 7 HIDE_TIME 500
SPRITEVAR 8 INVERTFACE
SPRITEVAR 8 HIDE_MOVE_Y -80
SPRITEVAR 8 HIDE_TIME 400
SPRITEVAR 9 HIDE_MOVE_Y -60
SPRITEVAR 9 HIDE_TIME 300
SPRITEVAR 10 INVERTFACE
SPRITEVAR 10 HIDE_MOVE_Y -40
SPRITEVAR 10 HIDE_TIME 200
SPRITEVAR 11 HIDE_MOVE_Y -20
SPRITEVAR 11 HIDE_TIME 100
SPRITEVAR 12 FRAME 1
SPRITEVAR 13 FRAME 4
SPRITEVAR 13 FRAME_INACT 3
SPRITEVAR 14 FRAME 4
SPRITEVAR 14 FRAME_INACT 3
LIGHT -164 244 20 255 0 0 20
LIGHT 164 244 20 255 0 0 20
LIGHT -164 244 20 85 255 0 20
LIGHT 164 244 20 85 255 0 20
SOUND DYNAMIC S_WAKE dynamic/event_gate1_close
STAT FX_GLOBAL_AUDIO
STAT FX_LIGHT_ON_OFF
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_sign_atwork_b
SPRITE DYNAMIC 2 NONE 0 2 dynamic/sign_atwork
SPRITE DYNAMIC 2 NONE 0 10 dynamic/sign_atwork
OFFSET SIZE 64 0
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 NOFACE
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_sign_atwork
CLONE z_sign_atwork_b
SPRITE DYNAMIC 2 NONE 26 38 dynamic/sign_atwork
SPRITE DYNAMIC 1 NONE 26 38 dynamic/sign_atwork
SPRITEVAR 2 FRAME 1
SPRITEVAR 3 ACTIVE
SPRITEVAR 3 DIM
SPRITEVAR 3 EMP 2
SPRITEVAR 3 FRAME 2
SOUND STATIC S_DIE world/break_glass_1
LIGHT 25 38 20 255 230 0 20
CORPSE z_sign_atwork_b 0
ITEM tempspark_c 25 38
WEAKPOINT 26 38 14
STAT FX_DIM 0
STAT FX_NOENV_FX
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 25 38 20
END
//=====================================================================
ENTITY z_dockdoor1
SPRITE STATIC 2 NONE -86 -142 world/door_front
SPRITE STATIC 2 NONE 86 -142 world/door_front
SPRITE DYNAMIC 2 NONE 56 0 dynamic/loadingdoor1
SPRITE DYNAMIC 2 NONE 0 -135 dynamic/loadingdoor1
SPRITE DYNAMIC 2 NONE -205 0 dynamic/loadingdoor_fr
SPRITE DYNAMIC 2 NONE 205 0 dynamic/loadingdoor_fr
SPRITE DYNAMIC 2 NONE -205 -136 dynamic/loadingdoor_fr
SPRITE DYNAMIC 2 NONE 205 -136 dynamic/loadingdoor_fr
SPRITE DYNAMIC 2 NONE 0 147 dynamic/loadingdoor_fr
SPRITE DYNAMIC 2 NONE -199 142 dynamic/loadingdoor_fr
SPRITE DYNAMIC 2 NONE 199 142 dynamic/loadingdoor_fr
SPRITEVAR 0 FRAME 5
SPRITEVAR 1 FRAME 5
SPRITEVAR 1 INVERTFACE
SPRITEVAR 2 FILL_H 288
SPRITEVAR 2 HIDE_MOVE_Y -128
SPRITEVAR 2 HIDE_TIME 500
SPRITEVAR 2 SCISSORS 1
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 HIDE_MOVE_Y -128
SPRITEVAR 3 HIDE_TIME 500
SPRITEVAR 3 SCISSORS -1
SPRITEVAR 4 FILL_H 256
SPRITEVAR 4 FRAME 0
SPRITEVAR 5 FILL_H 256
SPRITEVAR 5 FRAME 0
SPRITEVAR 5 INVERTFACE
SPRITEVAR 6 FRAME 1
SPRITEVAR 7 FRAME 1
SPRITEVAR 7 INVERTFACE
SPRITEVAR 8 FRAME 2
SPRITEVAR 8 FILL_W 368
SPRITEVAR 9 FRAME 3
SPRITEVAR 10 FRAME 3
SPRITEVAR 10 INVERTFACE
SCISSORS -200 -144 400 288
SOUND DYNAMIC S_SLEEP dynamic/event_loadingdoor
SOUND DYNAMIC S_WAKE dynamic/event_loadingdoor
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_crate_d
SPRITE DYNAMIC 3 NONE -43 -42 dynamic/crate_door
SPRITEVAR 0 INACTIVE
SPRITEVAR 0 HIDE_MOVE_X 32
SPRITEVAR 0 HIDE_MOVE_Y 59
SPRITEVAR 0 OFFS_Y 49
SPRITEVAR 0 HIDE_ROLL -90
SPRITEVAR 0 HIDE_TIME 300
SOUND DYNAMIC S_SLEEP dynamic/event_cargo_door
OFFSET SIZE 20 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_crane1_tb
SPRITE DYNAMIC 1 NONE -19 -23 turrets/spawner
SPRITE STATIC 1 NONE -19 -23 world/teleport
SPRITE STATIC 1 NONE 21 -23 world/teleport
SPRITE STATIC 1 NONE -59 -23 world/teleport
SPRITE STATIC 1 NONE -19 17 world/teleport
SPRITE STATIC 1 NONE -19 -63 world/teleport
SPRITE DYNAMIC 2 NONE -5 3 dynamic/crane1
SPRITE DYNAMIC 1 NONE -19 -23 turrets/spawner
SPRITE DYNAMIC 3 NONE -17 56 dynamic/gas_bottle_w2
SPRITE DYNAMIC 3 NONE -17 33 dynamic/gas_bottle_w2
SPRITE DYNAMIC 3 NONE 39 0 dynamic/gas_bottle_w1
SPRITEVAR 0 ACTIVE
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 AIM_FACE
SPRITEVAR 1 ANGLEFACTOR -100
SPRITEVAR 1 FRAME 5
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 AIM_FACE
SPRITEVAR 2 FRAME 6
SPRITEVAR 3 ACTIVE
SPRITEVAR 3 AIM_FACE
SPRITEVAR 3 FRAME 6
SPRITEVAR 4 ACTIVE
SPRITEVAR 4 AIM_FACE
SPRITEVAR 4 FRAME 6
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 AIM_FACE
SPRITEVAR 5 FRAME 6
SPRITEVAR 6 ACTIVE
SPRITEVAR 6 FRAME 1
SPRITEVAR 6 SCISSORS -1
SPRITEVAR 7 ACTIVE
SPRITEVAR 7 FRAME 1
SPRITEVAR 8 ACTIVE
SPRITEVAR 9 ACTIVE
SPRITEVAR 10 ACTIVE
OFFSET SIZE 58 13
SCISSORS -52 -55 128 128
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_crane1_op
SPRITE STATIC 0 NONE -2 -8 player/leg2
SPRITE STATIC 0 NONE -2 6 player/body
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/wpn3
SPRITE STATIC 0 NONE 2 16 zombie/elite
SPRITE STATIC 1 NONE 2 16 zombie/zombie1
SPRITE STATIC 0 NONE -2 -8 player/leg
SPRITEVAR 0 ANIMATE_BIAS 1
SPRITEVAR 0 BIAS -100
SPRITEVAR 0 BIAS_NEG 33
SPRITEVAR 0 BIAS_OFFS_X 2
SPRITEVAR 0 OFFS_X 5
SPRITEVAR 0 OFFS_Y -7
SPRITEVAR 0 USEGROUND
SPRITEVAR 2 FRAME 8
SPRITEVAR 3 AIM_HEAD
SPRITEVAR 3 ANIMATE_FACE 1
SPRITEVAR 3 FRAME_FACE 2
SPRITEVAR 3 FRAME_INACT 1
SPRITEVAR 3 OFFS_X 3
SPRITEVAR 3 OFFS_Y 34
SPRITEVAR 4 AIM_HEAD
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 FRAME_INACT 3
SPRITEVAR 4 OFFS_X -11
SPRITEVAR 4 OFFS_Y 24
SPRITEVAR 5 ANIMATE_BIAS 1
SPRITEVAR 5 BIAS 100
SPRITEVAR 5 BIAS_NEG 33
SPRITEVAR 5 BIAS_OFFS_X 2
SPRITEVAR 5 OFFS_X -2
SPRITEVAR 5 OFFS_Y -7
SPRITEVAR 5 USEGROUND
SPRITEVAR 6 FRAME 7
SOUND STATIC S_DIE world/gore_4
THINK AI_FOLLOW 1 AI_FIRE 1.7
ITEM am_rock 0 0
ACID pingu
CORPSE elite_1_corpse 0
UNLOCK pen.ref.02
OFFSET SIZE 18 58
STAT DAMAGE 5
STAT FRAG
STAT FX_BREATHE
STAT NOLIST
STAT S_HEALTH 16
STAT S_SCORE 500
STAT S_WEAPON 24
STAT TAKEDAMAGE_BLEED
EFFECT GIB GORE_BLOOD 0 0 0
END
//=====================================================================
ENTITY z_crane1_t
SPRITE STATIC 1 NONE -19 -23 world/powerorb
SPRITE STATIC 1 NONE -19 -23 world/powerorb
SPRITE STATIC 0 NONE -19 -23 world/powerorb
SPRITE STATIC 0 NONE -32 -30 world/powerorb
SPRITE STATIC 0 NONE -6 -30 world/powerorb
SPRITE STATIC 0 NONE -18 -5 world/powerorb
SPRITE STATIC 1 NONE -19 -23 world/powerorb
SPRITE STATIC 0 NONE -19 -28 world/powerorb
SPRITE STATIC 0 NONE -32 -30 world/powerorb
SPRITE STATIC 0 NONE -6 -30 world/powerorb
SPRITE STATIC 0 NONE -19 -6 world/powerorb
SPRITEVAR 0 FRAME 2
SPRITEVAR 1 FRAME 8
SPRITEVAR 1 FADE_HEALTH -1
SPRITEVAR 3 FRAME 6
SPRITEVAR 3 HIDE_MOVE_X -7
SPRITEVAR 3 HIDE_MOVE_Y 4
SPRITEVAR 3 HIDE_TIME 100
SPRITEVAR 4 FRAME 6
SPRITEVAR 4 INVERTFACE
SPRITEVAR 4 HIDE_MOVE_X 7
SPRITEVAR 4 HIDE_MOVE_Y 4
SPRITEVAR 4 HIDE_TIME 100
SPRITEVAR 5 FRAME 7
SPRITEVAR 5 HIDE_MOVE_Y -8
SPRITEVAR 5 HIDE_TIME 100
SPRITEVAR 6 ACTIVE
SPRITEVAR 6 FADE_TOGGLE -500
SPRITEVAR 6 FRAME 5
SPRITEVAR 6 HARDLIGHT
SPRITEVAR 6 ROLL -150
SPRITEVAR 7 FRAME 1
SPRITEVAR 8 FRAME 3
SPRITEVAR 8 HIDE_MOVE_X -7
SPRITEVAR 8 HIDE_MOVE_Y 4
SPRITEVAR 8 HIDE_TIME 100
SPRITEVAR 9 FRAME 3
SPRITEVAR 9 INVERTFACE
SPRITEVAR 9 HIDE_MOVE_X 7
SPRITEVAR 9 HIDE_MOVE_Y 4
SPRITEVAR 9 HIDE_TIME 100
SPRITEVAR 10 FRAME 4
SPRITEVAR 10 HIDE_MOVE_Y -8
SPRITEVAR 10 HIDE_TIME 100
LIGHT -19 -23 50 50 150 255 20
SOUND STATIC S_DIE common/explosion_big
AUTOTRIGGER fan z_crane1_tb
OFFSET SIZE 58 13
OFFSET WEAPON_MISSILE -19 -23
OFFSET FX_OFFSET -19 -23
STAT AI_KEEPACTIVE
STAT DAMAGE_SPLASH 200
STAT FRAG
STAT FX_KEEP_EFFECTS
STAT FX_NOFACE
STAT FX_NOENV_FX
STAT FX_PLASMA
STAT NOLIST
STAT S_HEALTH 50
STAT S_SCORE 350
STAT TAKEDAMAGE_UNBREAKABLE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB DEBRIS_GLASS -19 -23 0
EFFECT GIB DEBRIS_METAL 20 30 0
EFFECT GIB EXPLOSION 0 0 0
GROUP z_crane1_op USER 71 -62
END
//=====================================================================
ENTITY z_crane1_ch
SPRITE DYNAMIC 2 NONE -23 128 dynamic/chain1
SPRITE DYNAMIC 2 NONE 21 128 dynamic/chain1
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 0 FILL_H 313
SPRITEVAR 0 HIDE_MOVE_Y 144
SPRITEVAR 0 HIDE_TIME 725
SPRITEVAR 1 FILL_H 313
SPRITEVAR 1 HIDE_MOVE_Y 144
SPRITEVAR 1 HIDE_TIME 725
SPRITEVAR 2 SCISSORS -1
SCISSORS -30 -168 60 308
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_crane1_block
SPRITE DYNAMIC 2 NONE 1 107 dynamic/crane1
SPRITE DYNAMIC 2 NONE 0 24 dynamic/crane1
SPRITE DYNAMIC 3 NONE -1 0 dynamic/beam2
SPRITEVAR 0 FRAME 8
SPRITEVAR 1 FRAME 9
SOUND DYNAMIC S_PHYSICS dynamic/event_crane1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_crane1
SPRITE DYNAMIC 0 NONE 92 430 dynamic/crane1
SPRITE DYNAMIC 0 NONE 41 385 dynamic/crane1
SPRITE DYNAMIC 0 NONE -10 340 dynamic/crane1
SPRITE DYNAMIC 0 NONE -61 295 dynamic/crane1
SPRITE DYNAMIC 0 NONE -112 250 dynamic/crane1
SPRITE DYNAMIC 0 NONE -163 205 dynamic/crane1
SPRITE DYNAMIC 0 NONE -219 84 dynamic/wire1
SPRITE DYNAMIC 0 NONE -174 103 dynamic/wire1
SPRITE DYNAMIC 0 NONE -77 144 dynamic/wire1
SPRITE DYNAMIC 0 NONE -137 41 dynamic/crane1
SPRITE DYNAMIC 0 NONE -155 169 dynamic/crane1
SPRITE DYNAMIC 0 NONE 250 306 dynamic/crane1
SPRITE DYNAMIC 0 NONE 10 174 dynamic/crane1
SPRITE DYNAMIC 0 NONE -153 -264 dynamic/crane1_sp
SPRITE DYNAMIC 0 NONE -60 -60 dynamic/crane1
SPRITE DYNAMIC 0 NONE 335 91 dynamic/crane1
SPRITE DYNAMIC 0 NONE 335 -13 dynamic/crane1
SPRITEVAR 0 FRAME 4
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 FRAME 4
SPRITEVAR 1 SCALE 134
SPRITEVAR 2 FRAME 4
SPRITEVAR 2 SCALE 134
SPRITEVAR 3 FRAME 4
SPRITEVAR 3 SCALE 134
SPRITEVAR 4 FRAME 4
SPRITEVAR 4 SCALE 134
SPRITEVAR 5 FRAME 4
SPRITEVAR 5 SCALE 134
SPRITEVAR 6 ACTIVE
SPRITEVAR 6 ANGLEOFFSET -40
SPRITEVAR 6 FILL_H 168
SPRITEVAR 7 ACTIVE
SPRITEVAR 7 ANGLEOFFSET -14
SPRITEVAR 7 FILL_H 158
SPRITEVAR 8 FILL_H 158
SPRITEVAR 9 FRAME 2
SPRITEVAR 10 FRAME 3
SPRITEVAR 10 ANGLEOFFSET 30
SPRITEVAR 11 FRAME 6
SPRITEVAR 11 ANGLEOFFSET 30
SPRITEVAR 12 FRAME 5
SPRITEVAR 12 ANGLEOFFSET -30
SPRITEVAR 12 SCALE 134
SPRITEVAR 15 FRAME 7
SPRITEVAR 16 FRAME 7
OFFSET SIZE 624 940
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_crane1_ch2
CLONE z_crane1_ch
SCISSORS -30 -168 60 316
STAT NOLIST
END
//=====================================================================
ENTITY z_crane1_ch_mp
CLONE z_crane1_ch
SCISSORS -30 -168 60 276
STAT NOLIST
END
//=====================================================================
ENTITY z_crane1_ch_mp2
CLONE z_crane1_ch
SCISSORS -30 -168 60 288
STAT NOLIST
END
//=====================================================================
ENTITY z_crane1_mp
SPRITE DYNAMIC 0 NONE 92 398 dynamic/crane1
SPRITE DYNAMIC 0 NONE 41 353 dynamic/crane1
SPRITE DYNAMIC 0 NONE -10 308 dynamic/crane1
SPRITE DYNAMIC 0 NONE -61 263 dynamic/crane1
SPRITE DYNAMIC 0 NONE -112 218 dynamic/crane1
SPRITE DYNAMIC 0 NONE -163 173 dynamic/crane1
SPRITE DYNAMIC 0 NONE -217 41 dynamic/wire1
SPRITE DYNAMIC 0 NONE -179 51 dynamic/wire1
SPRITE DYNAMIC 0 NONE -77 112 dynamic/wire1
SPRITE DYNAMIC 0 NONE -137 9 dynamic/crane1
SPRITE DYNAMIC 0 NONE -155 137 dynamic/crane1
SPRITE DYNAMIC 0 NONE 250 274 dynamic/crane1
SPRITE DYNAMIC 0 NONE 10 142 dynamic/crane1
SPRITE DYNAMIC 0 NONE -153 -296 dynamic/crane1_coop
SPRITE DYNAMIC 0 NONE -60 -124 dynamic/crane1
SPRITE DYNAMIC 0 NONE 335 59 dynamic/crane1
SPRITE DYNAMIC 0 NONE 335 -13 dynamic/crane1
SPRITEVAR 0 FRAME 4
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 FRAME 4
SPRITEVAR 1 SCALE 134
SPRITEVAR 2 FRAME 4
SPRITEVAR 2 SCALE 134
SPRITEVAR 3 FRAME 4
SPRITEVAR 3 SCALE 134
SPRITEVAR 4 FRAME 4
SPRITEVAR 4 SCALE 134
SPRITEVAR 5 FRAME 4
SPRITEVAR 5 SCALE 134
SPRITEVAR 6 ACTIVE
SPRITEVAR 6 ANGLEOFFSET -35
SPRITEVAR 6 FILL_H 188
SPRITEVAR 7 ACTIVE
SPRITEVAR 7 ANGLEOFFSET -14
SPRITEVAR 7 FILL_H 188
SPRITEVAR 8 FILL_H 158
SPRITEVAR 9 FRAME 2
SPRITEVAR 10 FRAME 3
SPRITEVAR 10 ANGLEOFFSET 30
SPRITEVAR 11 FRAME 6
SPRITEVAR 11 ANGLEOFFSET 30
SPRITEVAR 12 FRAME 5
SPRITEVAR 12 ANGLEOFFSET -30
SPRITEVAR 12 SCALE 134
SPRITEVAR 15 FRAME 7
SPRITEVAR 16 FRAME 7
OFFSET SIZE 624 940
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
// LEVEL 4: BEYOND THE PIPELINE
//=====================================================================
ENTITY z_z4_dinghy
SPRITE DYNAMIC 0 NONE 24 -1 vehicles/dinghy
SPRITE DYNAMIC 0 NONE 62 21 vehicles/dinghy
SPRITE DYNAMIC 0 NONE 34 18 vehicles/dinghy_empty
SPRITE DYNAMIC 0 NONE -58 -27 vehicles/boat_motor
SPRITE DYNAMIC 0 NONE -62 -27 vehicles/boat_motor
SPRITE DYNAMIC 0 NONE -44 -2 vehicles/dinghy
SPRITE DYNAMIC 0 NONE -40 12 vehicles/dinghy
SPRITE DYNAMIC 0 NONE -40 11 vehicles/dinghy
SPRITE DYNAMIC 0 NONE 15 -2 vehicles/dinghy
SPRITEVAR 0 FRAME 4
SPRITEVAR 0 OFFS_Y -4
SPRITEVAR 1 FRAME 3
SPRITEVAR 3 FRAME 0
SPRITEVAR 3 OFFS_X -4
SPRITEVAR 4 FRAME 2
SPRITEVAR 5 FRAME 1
SPRITEVAR 6 BIAS -25
SPRITEVAR 6 FRAME 5
SPRITEVAR 6 OFFS_X 12
SPRITEVAR 7 FRAME 2
OFFSET FX_CONSTANT_FLOAT 500 4
STAT AI_RAILS
STAT FX_FLOAT
END
//=====================================================================
ENTITY z_crane2
SPRITE DYNAMIC 2 NONE 127 51 dynamic/crane2
SPRITE DYNAMIC 2 NONE -82 -4 dynamic/crane2
SPRITE DYNAMIC 2 NONE -176 -92 dynamic/crane2
SPRITEVAR 1 ANGLEOFFSET 39
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 FRAME 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_crane2_lift
SPRITE DYNAMIC 2 NONE -48 415 dynamic/chain1
SPRITE DYNAMIC 2 NONE -64 415 dynamic/chain1
SPRITE DYNAMIC 2 NONE 48 415 dynamic/chain1
SPRITE DYNAMIC 2 NONE 64 415 dynamic/chain1
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 0 FILL_H 583
SPRITEVAR 0 HIDE_MOVE_Y 416
SPRITEVAR 0 HIDE_TIME 2075
SPRITEVAR 1 FILL_H 583
SPRITEVAR 1 HIDE_MOVE_Y 416
SPRITEVAR 1 HIDE_TIME 2075
SPRITEVAR 2 FILL_H 583
SPRITEVAR 2 HIDE_MOVE_Y 416
SPRITEVAR 2 HIDE_TIME 2075
SPRITEVAR 3 FILL_H 583
SPRITEVAR 3 HIDE_MOVE_Y 416
SPRITEVAR 3 HIDE_TIME 2075
SCISSORS -74 -320 148 612
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_oilrig_piston
SPRITE DYNAMIC 3 NONE 0 0 dynamic/oilrig_gen
SPRITE DYNAMIC 3 NONE -88 0 dynamic/oilrig_gen
SPRITE DYNAMIC 3 NONE 88 0 dynamic/oilrig_gen
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 0 FRAME 3
SPRITEVAR 0 HIDE_MOVE_Y 80
SPRITEVAR 0 HIDE_TIME 400
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 HIDE_MOVE_Y 80
SPRITEVAR 1 HIDE_TIME 400
SPRITEVAR 1 INVERTFACE
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 HIDE_MOVE_Y 80
SPRITEVAR 2 HIDE_TIME 400
SPRITEVAR 2 INVERTFACE
SCISSORS -128 -40 256 82
SOUND DYNAMIC S_SLEEP dynamic/event_piston1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_oilrig_gen
SPRITE DYNAMIC 3 NONE 0 43 dynamic/oilrig_gen
SPRITE DYNAMIC 3 NONE 0 15 dynamic/oilrig_gen
SPRITE DYNAMIC 3 NONE 0 10 dynamic/oilrig_gen
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 SCALE 200
SPRITEVAR 1 ANGLEOFFSET 33
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 ROLL 50
SOUND DYNAMIC S_LOOP dynamic/loop_generator
SOUND STATIC S_WAKE world/elevator_off
STAT FX_IDLEDISTANCE 60
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_oilpump1
SPRITE DYNAMIC 2 NONE 1 0 dynamic/oilpump1
SPRITE DYNAMIC 2 NONE -115 -28 dynamic/oilpump1
SPRITE DYNAMIC 2 NONE 115 -28 dynamic/oilpump1
SPRITE DYNAMIC 2 NONE 0 16 dynamic/oilpump1
SPRITE DYNAMIC 2 NONE 0 16 dynamic/oilpump1
SPRITE DYNAMIC 2 NONE 0 16 dynamic/oilpump1
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 1 BIAS -15
SPRITEVAR 1 BIAS_MOVE_Y -38
SPRITEVAR 1 BIAS_MOVE_X 10
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 OFFS_Y -49
SPRITEVAR 2 BIAS -15
SPRITEVAR 2 FRAME 2
SPRITEVAR 2 BIAS_MOVE_Y 38
SPRITEVAR 2 BIAS_MOVE_X 10
SPRITEVAR 2 INVERTFACE
SPRITEVAR 2 OFFS_Y -49
SPRITEVAR 3 ANGLEFACTOR 600
SPRITEVAR 3 BIAS 30
SPRITEVAR 3 FRAME 3
SPRITEVAR 4 BIAS 30
SPRITEVAR 4 OFFS_Y -8
SPRITEVAR 5 FRAME 4
SPRITEVAR 5 OFFS_Y -1
SCISSORS -256 -64 512 128
SOUND DYNAMIC S_MOVE dynamic/event_oilpump1
STAT FX_IDLEDISTANCE 80
STAT FX_NOENV_FX
STAT FX_WADDLE_CONSTANT 18
STAT NOLIST
END
//=====================================================================
ENTITY z_oilpump2
CLONE z_oilpump1
SOUND DYNAMIC S_MOVE dynamic/event_oilpump2
STAT FX_WADDLE_CONSTANT 13
STAT NOLIST
END

//=====================================================================
// LEVEL 5:
//=====================================================================
ENTITY z_parasol
SPRITE DYNAMIC 2 NONE 0 -73 dynamic/parasol
SPRITE DYNAMIC 2 NONE 0 -73 dynamic/parasol
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 0 ANGLEOFFSET 20
SPRITEVAR 0 BIAS 3
SPRITEVAR 0 FILL_H 144
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 OFFS_Y 72
SPRITEVAR 1 ANGLEOFFSET 20
SPRITEVAR 1 BIAS 3
SPRITEVAR 1 OFFS_Y 108
SPRITEVAR 1 SCALE 134
OFFSET SIZE 30 80
SCISSORS -200 -72 400 200
STAT FX_NOENV_FX
STAT NOLIST
STAT TAKEDAMAGE_WADDLE 1400
END
//=====================================================================
ENTITY z_nme_minic1_b
SPRITE DYNAMIC 0 NONE 3 59 vehicles/minichopper
SPRITE DYNAMIC 0 NONE 3 53 vehicles/minichopper
SPRITE DYNAMIC 0 NONE 11 32 vehicles/minichopper
SPRITE DYNAMIC 0 NONE -83 -1 vehicles/minichopper
SPRITE DYNAMIC 0 NONE 12 -34 vehicles/chopper_leg
SPRITE DYNAMIC 0 NONE 1 -34 vehicles/chopper_leg
SPRITE DYNAMIC 0 NONE -20 -32 vehicles/chopper_leg
SPRITE DYNAMIC 0 NONE -42 27 vehicles/chopper_shared
SPRITE STATIC 0 NONE 5 -18 player/body
SPRITE STATIC 0 NONE 4 -9 zombie/elite
SPRITE STATIC 1 NONE 4 -9 zombie/zombie1
SPRITE DYNAMIC 0 NONE 20 -10 vehicles/chopper_shared
SPRITE DYNAMIC 0 NONE 30 -9 vehicles/chopper_shared
SPRITE DYNAMIC 0 NONE -1 22 vehicles/minichopper
SPRITE DYNAMIC 0 NONE -13 59 vehicles/minichopper
SPRITE DYNAMIC 0 NONE -13 53 vehicles/minichopper
SPRITE DYNAMIC 0 NONE -31 74 vehicles/minichopper
SPRITE DYNAMIC 1 NONE -41 12 vehicles/general_light1
SPRITE DYNAMIC 1 NONE -86 19 vehicles/chopper_shared
SPRITEVAR 0 ANGLEOFFSET 10
SPRITEVAR 0 BIAS -10
SPRITEVAR 0 BIAS_CONSTANT 110
SPRITEVAR 0 EMP 1
SPRITEVAR 0 FRAME 4
SPRITEVAR 0 INVERTFACE
SPRITEVAR 0 OFFS_X -58
SPRITEVAR 1 ANGLEOFFSET -10
SPRITEVAR 1 BIAS 10
SPRITEVAR 1 BIAS_CONSTANT 110
SPRITEVAR 1 EMP 1
SPRITEVAR 1 FRAME 4
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_X -58
SPRITEVAR 2 EMP 1
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 1
//LEGS
SPRITEVAR 4 ANGLEOFFSET -21
SPRITEVAR 4 HIDE_MOVE_X -22
SPRITEVAR 4 HIDE_MOVE_Y 8
SPRITEVAR 4 HIDE_ROLL 45
SPRITEVAR 4 HIDE_TIME 500
SPRITEVAR 4 OFFS_X -31
SPRITEVAR 4 OFFS_Y 17
SPRITEVAR 4 SCALE 80
SPRITEVAR 5 ANGLEOFFSET -21
SPRITEVAR 5 HIDE_MOVE_X -22
SPRITEVAR 5 HIDE_MOVE_Y 8
SPRITEVAR 5 HIDE_ROLL 45
SPRITEVAR 5 HIDE_TIME 500
SPRITEVAR 5 OFFS_X -31
SPRITEVAR 5 OFFS_Y 17
SPRITEVAR 5 SCALE 80
SPRITEVAR 6 ANGLEOFFSET -15
SPRITEVAR 6 HIDE_MOVE_Y 16
SPRITEVAR 6 HIDE_TIME 500
SPRITEVAR 6 INVERTFACE
SPRITEVAR 6 OFFS_X -31
SPRITEVAR 6 OFFS_Y 17
SPRITEVAR 6 SCALE 80
//CONT
SPRITEVAR 7 ROLL 180
SPRITEVAR 9 AIM_HEAD
SPRITEVAR 9 ANIMATE_FACE 1
SPRITEVAR 9 EMP_ACTION 30
SPRITEVAR 9 FRAME_FACE 2
SPRITEVAR 9 OFFS_X 3
SPRITEVAR 9 OFFS_Y 34
SPRITEVAR 10 AIM_HEAD
SPRITEVAR 10 EMP_ACTION 30
SPRITEVAR 10 FRAME 2
SPRITEVAR 10 OFFS_X -11
SPRITEVAR 10 OFFS_Y 24
SPRITEVAR 11 BIAS -40
SPRITEVAR 11 BIAS_MOVE_Y -3
SPRITEVAR 11 EMP_ACTION 20
SPRITEVAR 11 FRAME 1
SPRITEVAR 12 BIAS -40
SPRITEVAR 12 BIAS_MOVE_Y -3
SPRITEVAR 12 EMP_ACTION 30
SPRITEVAR 12 FRAME 1
SPRITEVAR 13 FRAME 0
SPRITEVAR 14 ANGLEOFFSET -10
SPRITEVAR 14 BIAS 10
SPRITEVAR 14 BIAS_ACTIVE 1
SPRITEVAR 14 BIAS_CONSTANT 110
SPRITEVAR 14 EMP 1
SPRITEVAR 14 FRAME 4
SPRITEVAR 14 OFFS_X -58
SPRITEVAR 15 ANGLEOFFSET 10
SPRITEVAR 15 BIAS -10
SPRITEVAR 15 BIAS_ACTIVE 1
SPRITEVAR 15 BIAS_CONSTANT 110
SPRITEVAR 15 OFFS_X -58
SPRITEVAR 15 EMP 1
SPRITEVAR 15 FRAME 4
SPRITEVAR 16 FRAME 3
SPRITEVAR 17 ACTIVE
SPRITEVAR 17 EMP 2
SPRITEVAR 18 ACTIVE
SPRITEVAR 18 EMP 2
SPRITEVAR 18 FRAME 2
LIGHT -85 19 15 255 0 0 40
SOUND STATIC S_DIE common/explosion_big
SOUND STATIC S_PHYSICS common/impact_large
THINK AI_AIM 0 NONE 0
MOVETYPE FLY 0
CORPSE elite_1_corpse 10
GUNENTITY minic_t 0
OBJECT 1 obj_steam_b -39 27 NONE 0 0 -190
TRANSFORM minichopper 500
UNLOCK pen.ref.02
OFFSET CONST_VELOCITY 0 1
OFFSET SIZE 58 0
OFFSET WEAPON_ORIGIN -16 -31
OFFSET WEAPON_OFFSET 32 0
STAT AI_SIZE_IMPACT 1
STAT DAMAGE_SPLASH 187
STAT FRAG
STAT FX_DIM 0
STAT FX_FLOAT
STAT FX_SMOKE_FLOOR 190
STAT FX_FULLMODEL
STAT FX_IDLEDISTANCE 60
STAT FX_KEEP_EFFECTS
STAT NOLIST
STAT S_HEALTH 75
STAT S_SCORE 2500
STAT TAKEDAMAGE_EMP 1
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB DEBRIS_GLASS 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END
//=====================================================================
ENTITY z_nme_minic1
DESCRIBE Miniature_chopper_taking_off
SPRITE DYNAMIC 0 NONE 3 59 vehicles/minichopper
SPRITE DYNAMIC 0 NONE 3 53 vehicles/minichopper
SPRITE DYNAMIC 0 NONE 11 32 vehicles/minichopper
SPRITE DYNAMIC 0 NONE -83 -1 vehicles/minichopper
SPRITE DYNAMIC 0 NONE -10 -42 vehicles/chopper_leg
SPRITE DYNAMIC 0 NONE -21 -42 vehicles/chopper_leg
SPRITE DYNAMIC 0 NONE -20 -48 vehicles/chopper_leg
SPRITE DYNAMIC 0 NONE -42 27 vehicles/chopper_shared
SPRITE STATIC 0 NONE 5 -18 player/body
SPRITE STATIC 0 NONE 4 -9 zombie/elite
SPRITE STATIC 1 NONE 4 -9 zombie/zombie1
SPRITE DYNAMIC 0 NONE 20 -10 vehicles/chopper_shared
SPRITE DYNAMIC 0 NONE 30 -9 vehicles/chopper_shared
SPRITE DYNAMIC 0 NONE -1 22 vehicles/minichopper
SPRITE DYNAMIC 0 NONE -13 59 vehicles/minichopper
SPRITE DYNAMIC 0 NONE -13 53 vehicles/minichopper
SPRITE DYNAMIC 0 NONE -31 74 vehicles/minichopper
SPRITE DYNAMIC 1 NONE -41 12 vehicles/general_light1
SPRITE DYNAMIC 1 NONE -86 19 vehicles/chopper_shared
SPRITEVAR 0 ANGLEOFFSET 10
SPRITEVAR 0 BIAS -10
SPRITEVAR 0 BIAS_ACTIVE 1
SPRITEVAR 0 BIAS_CONSTANT 110
SPRITEVAR 0 EMP 1
SPRITEVAR 0 FRAME 4
SPRITEVAR 0 INVERTFACE
SPRITEVAR 0 OFFS_X -58
SPRITEVAR 1 ANGLEOFFSET -10
SPRITEVAR 1 BIAS 10
SPRITEVAR 1 BIAS_ACTIVE 1
SPRITEVAR 1 BIAS_CONSTANT 110
SPRITEVAR 1 EMP 1
SPRITEVAR 1 FRAME 4
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_X -58
SPRITEVAR 2 EMP 1
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 1
//LEGS
SPRITEVAR 4 ANGLEOFFSET 24
SPRITEVAR 4 OFFS_X -31
SPRITEVAR 4 OFFS_Y 17
SPRITEVAR 4 SCALE 80
SPRITEVAR 5 ANGLEOFFSET 24
SPRITEVAR 5 OFFS_X -31
SPRITEVAR 5 OFFS_Y 17
SPRITEVAR 5 SCALE 80
SPRITEVAR 6 ANGLEOFFSET -15
SPRITEVAR 6 INVERTFACE
SPRITEVAR 6 OFFS_X -31
SPRITEVAR 6 OFFS_Y 17
SPRITEVAR 6 SCALE 80
//CONT
SPRITEVAR 7 ROLL 180
SPRITEVAR 9 AIM_HEAD
SPRITEVAR 9 ANIMATE_FACE 1
SPRITEVAR 9 EMP_ACTION 30
SPRITEVAR 9 FRAME_FACE 2
SPRITEVAR 9 OFFS_X 3
SPRITEVAR 9 OFFS_Y 34
SPRITEVAR 10 AIM_HEAD
SPRITEVAR 10 EMP_ACTION 30
SPRITEVAR 10 FRAME 2
SPRITEVAR 10 OFFS_X -11
SPRITEVAR 10 OFFS_Y 24
SPRITEVAR 11 BIAS -40
SPRITEVAR 11 BIAS_MOVE_Y -3
SPRITEVAR 11 EMP_ACTION 20
SPRITEVAR 11 FRAME 1
SPRITEVAR 12 BIAS -40
SPRITEVAR 12 BIAS_MOVE_Y -3
SPRITEVAR 12 EMP_ACTION 30
SPRITEVAR 12 FRAME 1
SPRITEVAR 13 FRAME 0
SPRITEVAR 14 ANGLEOFFSET -10
SPRITEVAR 14 BIAS 10
SPRITEVAR 14 BIAS_ACTIVE 1
SPRITEVAR 14 BIAS_CONSTANT 110
SPRITEVAR 14 EMP 1
SPRITEVAR 14 FRAME 4
SPRITEVAR 14 OFFS_X -58
SPRITEVAR 15 ANGLEOFFSET 10
SPRITEVAR 15 BIAS -10
SPRITEVAR 15 BIAS_ACTIVE 1
SPRITEVAR 15 BIAS_CONSTANT 110
SPRITEVAR 15 OFFS_X -58
SPRITEVAR 15 EMP 1
SPRITEVAR 15 FRAME 4
SPRITEVAR 16 FRAME 3
SPRITEVAR 17 ACTIVE
SPRITEVAR 17 EMP 2
SPRITEVAR 18 ACTIVE
SPRITEVAR 18 EMP 2
SPRITEVAR 18 FRAME 2
LIGHT -85 19 15 255 0 0 40
SOUND STATIC S_DIE common/explosion_big
SOUND STATIC S_PHYSICS common/impact_large
SOUND DYNAMIC S_WAKE dynamic/vehicle_miniheli_start
THINK AI_AIM 0 NONE 0
MOVETYPE WALK 0
CORPSE elite_1_corpse 10
GUNENTITY minic_t 0
OBJECT 1 obj_steam_b -39 27 NONE 0 0 -190
TRANSFORM z_nme_minic1_b 1000
UNLOCK pen.ref.02
OFFSET SIZE 58 0
OFFSET WEAPON_ORIGIN -16 -31
OFFSET WEAPON_OFFSET 32 0
STAT AI_INVULACTIVE 1
STAT AI_LIST_ALIAS 3
STAT AI_SIZE_MOVE 1
STAT AI_SIZE_IMPACT 1
STAT DAMAGE_SPLASH 187
STAT FRAG
STAT FX_DIM 0
STAT FX_FULLMODEL
STAT FX_IDLEDISTANCE 60
STAT S_HEALTH 75
STAT S_SCORE 2500
STAT TAKEDAMAGE_EMP 1
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB DEBRIS_GLASS 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END
//=====================================================================
ENTITY z_gate_big2
SPRITE DYNAMIC 3 NONE 0 -72 dynamic/gate_big2
SPRITE DYNAMIC 3 NONE 0 56 dynamic/gate_big2
SPRITE DYNAMIC 2 NONE 0 198 dynamic/gate_big2
SPRITE DYNAMIC 2 NONE -29 184 dynamic/gate_big2
SPRITE DYNAMIC 2 NONE 29 184 dynamic/gate_big2
SPRITE DYNAMIC 3 NONE 0 145 dynamic/gate_big2
SPRITE DYNAMIC 2 NONE -60 -108 dynamic/gate_big2
SPRITE DYNAMIC 2 NONE -70 -122 dynamic/gate_big2
SPRITE DYNAMIC 2 NONE -49 -122 dynamic/gate_big2
SPRITE DYNAMIC 2 NONE 59 -108 dynamic/gate_big2
SPRITE DYNAMIC 2 NONE 70 -122 dynamic/gate_big2
SPRITE DYNAMIC 2 NONE 49 -122 dynamic/gate_big2
SPRITE DYNAMIC 3 NONE 0 -210 dynamic/gate_big2
SPRITE DYNAMIC 3 NONE 0 -211 dynamic/gate_big2
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 HIDE_MOVE_Y 306
SPRITEVAR 0 HIDE_TIME 1510
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HIDE_MOVE_Y 306
SPRITEVAR 1 HIDE_TIME 1510
SPRITEVAR 2 FILL_W 46
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 HIDE_MOVE_Y 306
SPRITEVAR 2 HIDE_TIME 1510
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 HIDE_MOVE_Y 306
SPRITEVAR 3 HIDE_TIME 1510
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 HIDE_MOVE_Y 306
SPRITEVAR 4 HIDE_TIME 1510
SPRITEVAR 4 INVERTFACE
SPRITEVAR 5 HIDE_MOVE_Y 306
SPRITEVAR 5 HIDE_TIME 1510
SPRITEVAR 6 FILL_W 9
SPRITEVAR 6 FRAME 3
SPRITEVAR 6 SCISSORS -1
SPRITEVAR 7 FRAME 2
SPRITEVAR 8 FRAME 2
SPRITEVAR 8 INVERTFACE
SPRITEVAR 9 FILL_W 9
SPRITEVAR 9 FRAME 3
SPRITEVAR 10 FRAME 2
SPRITEVAR 10 INVERTFACE
SPRITEVAR 11 FRAME 2
SPRITEVAR 12 FRAME 5
SPRITEVAR 12 HIDE_ROLL 800
SPRITEVAR 12 HIDE_TIME 1510
SPRITEVAR 12 OFFS_Y 1
SPRITEVAR 13 FRAME 4
SCISSORS -42 -140 84 354
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_sign_lava
SPRITE DYNAMIC 2 NONE -82 64 dynamic/sign_lava
SPRITEVAR 0 HIDE_ROLL -15
SPRITEVAR 0 OFFS_X 82
SPRITEVAR 0 OFFS_Y -64
SOUND DYNAMIC S_SLEEP dynamic/event_sign_fall
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_zomb_hammer_b
CLONE zombie_t_hammer
STAT AI_KEEPACTIVE
STAT NOLIST
END
//=====================================================================
ENTITY z_zomb_hammer
SPRITE STATIC 0 NONE -2 -8 player/leg2
SPRITE STATIC 0 NONE 8 15 zombie/wing
SPRITE DYNAMIC 0 NONE 28 15 zombie/tool_hammer
SPRITE STATIC 0 NONE 27 13 zombie/tool_wing1
SPRITE STATIC 0 NONE -2 6 player/body
SPRITE STATIC 0 NONE 2 16 zombie/zombie1
SPRITE STATIC 1 NONE 2 16 zombie/zombie1
SPRITE STATIC 0 NONE -2 -8 player/leg
SPRITE STATIC 0 NONE 0 17 zombie/wing
SPRITEVAR 0 OFFS_X 5
SPRITEVAR 0 OFFS_Y -7
SPRITEVAR 1 BIAS 50
SPRITEVAR 1 BIAS_ACTIVE 1
SPRITEVAR 1 BIAS_CONSTANT 10
SPRITEVAR 1 BIAS_NEG 0
SPRITEVAR 1 BOB -25
SPRITEVAR 1 OFFS_X 11
SPRITEVAR 2 ANGLEOFFSET -24
SPRITEVAR 2 BIAS 50
SPRITEVAR 2 BIAS_ACTIVE 1
SPRITEVAR 2 BIAS_CONSTANT 10
SPRITEVAR 2 BIAS_MOVE_Y 8
SPRITEVAR 2 BIAS_NEG 0
SPRITEVAR 2 BOB -50
SPRITEVAR 3 ANGLEOFFSET -24
SPRITEVAR 3 BIAS 50
SPRITEVAR 3 BIAS_ACTIVE 1
SPRITEVAR 3 BIAS_CONSTANT 10
SPRITEVAR 3 BIAS_NEG 0
SPRITEVAR 3 BIAS_MOVE_Y 8
SPRITEVAR 3 BOB -50
SPRITEVAR 5 ANGLEOFFSET 20
SPRITEVAR 5 ANIMATE_FACE 1
SPRITEVAR 5 HIDE_ROLL -20
SPRITEVAR 5 OFFS_X -1
SPRITEVAR 5 OFFS_Y 33
SPRITEVAR 6 ANGLEOFFSET 20
SPRITEVAR 6 FRAME 2
SPRITEVAR 6 HIDE_ROLL -20
SPRITEVAR 6 OFFS_X -11
SPRITEVAR 6 OFFS_Y 24
SPRITEVAR 7 OFFS_X -2
SPRITEVAR 7 OFFS_Y -7
SPRITEVAR 8 FRAME 1
SPRITEVAR 8 OFFS_Y -11
THINK NONE 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 18 58
TRANSFORM z_zomb_hammer_b -1
STAT AI_TEMP_ON_ACTIVE
STAT FX_BREATHE
STAT FX_KEEP_EFFECTS
STAT TEMPMISSILE 3500
END
//=====================================================================
// LEVEL 6: HOSPITALIZED
//=====================================================================
ENTITY z_fisht3b1
CLONE zombie_super2b
THINK NONE 0 NONE 0
TRANSFORM zombie_super2b 500
STAT AI_KEEPFACE
STAT FX_DIM_COLOR 0
STAT INVISIBLE
STAT NOLIST
END
//=====================================================================
ENTITY z_fisht3b1t
CLONE zombie_super2b
SPRITEVAR 5 FRAME 1
SPRITEVAR 6 FRAME 3
STAT FX_DIM_COLOR 0
STAT INVISIBLE
STAT NOLIST
STAT S_HEALTH 0
STAT TAKEDAMAGE_NONE
END
//=====================================================================
ENTITY z_fisht3b2
CLONE zombie_super3
THINK NONE 0 NONE 0
TRANSFORM zombie_super3 500
STAT AI_KEEPFACE
STAT FX_DIM_COLOR 0
STAT INVISIBLE
STAT NOLIST
END
//=====================================================================
ENTITY z_fisht3b2t
CLONE zombie_super3
SPRITEVAR 5 FRAME 1
SPRITEVAR 6 FRAME 3
STAT FX_DIM_COLOR 0
STAT INVISIBLE
STAT NOLIST
STAT S_HEALTH 0
STAT TAKEDAMAGE_NONE
END
//=====================================================================
ENTITY z_fisht3b3
CLONE zombie_super4b
THINK NONE 0 NONE 0
TRANSFORM zombie_super4b 500
STAT AI_KEEPFACE
STAT FX_DIM_COLOR 0
STAT INVISIBLE
STAT NOLIST
END
//=====================================================================
ENTITY z_fisht3b3t
CLONE zombie_super4b
SPRITEVAR 5 FRAME 1
SPRITEVAR 6 FRAME 3
STAT FX_DIM_COLOR 0
STAT INVISIBLE
STAT NOLIST
STAT S_HEALTH 0
STAT TAKEDAMAGE_NONE
END
//=====================================================================
ENTITY z_fishtank1l
SPRITE DYNAMIC 1 ANIM_PANUP -10 -7 dynamic/fishtank1
SPRITE DYNAMIC 1 ANIM_PANUP -10 -7 dynamic/fishtank1
SPRITE DYNAMIC 1 ANIM_PANUP 10 0 dynamic/fishtank1
SPRITE DYNAMIC 1 ANIM_PANUP 10 0 dynamic/fishtank1
SPRITE DYNAMIC 1 NONE 0 0 dynamic/fishtank1
SPRITE DYNAMIC 1 NONE 0 100 dynamic/fishtank1
SPRITE DYNAMIC 1 NONE 0 -200 dynamic/fishtank1
SPRITE DYNAMIC 1 NONE 0 0 dynamic/fishtank1
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 0 ALPHA 40
SPRITEVAR 0 BIAS_MOVE_X 6
SPRITEVAR 0 FADE_TOGGLE 700
SPRITEVAR 0 FILL_H 330
SPRITEVAR 0 FRAME 9
SPRITEVAR 0 HIDE_DELAY -200
SPRITEVAR 0 HIDE_MOVE_Y 320
SPRITEVAR 0 HIDE_TIME 800
SPRITEVAR 0 INACTIVE
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 ALPHA 40
SPRITEVAR 1 BIAS_MOVE_X 6
SPRITEVAR 1 FILL_H 330
SPRITEVAR 1 FRAME 9
SPRITEVAR 1 HIDE_DELAY -200
SPRITEVAR 1 HIDE_MOVE_Y 320
SPRITEVAR 1 HIDE_TIME 800
SPRITEVAR 2 BIAS_MOVE_X -2
SPRITEVAR 2 FADE_TOGGLE 700
SPRITEVAR 2 FILL_H 316
SPRITEVAR 2 FRAME 9
SPRITEVAR 2 INVERTFACE
SPRITEVAR 2 HIDE_DELAY -200
SPRITEVAR 2 HIDE_MOVE_Y 320
SPRITEVAR 2 HIDE_TIME 800
SPRITEVAR 2 INACTIVE
SPRITEVAR 3 ACTIVE
SPRITEVAR 3 BIAS_MOVE_X -2
SPRITEVAR 3 FILL_H 316
SPRITEVAR 3 FRAME 9
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 HIDE_DELAY -200
SPRITEVAR 3 HIDE_MOVE_Y 320
SPRITEVAR 3 HIDE_TIME 800
SPRITEVAR 4 FRAME 7
SPRITEVAR 4 FILL_H 316
SPRITEVAR 4 HIDE_DELAY -200
SPRITEVAR 4 HIDE_MOVE_Y 320
SPRITEVAR 4 HIDE_TIME 800
SPRITEVAR 5 ALPHA 20
SPRITEVAR 5 FRAME 8
SPRITEVAR 5 HARDLIGHT
SPRITEVAR 5 HIDE_MOVE_Y 620
SPRITEVAR 5 HIDE_TIME 800
SPRITEVAR 5 OFFS_Y 50
SPRITEVAR 5 ROLL 16
SPRITEVAR 5 SCALE 434
SPRITEVAR 6 ALPHA 30
SPRITEVAR 6 HARDLIGHT
SPRITEVAR 6 HIDE_MOVE_Y 320
SPRITEVAR 6 HIDE_TIME 500
SPRITEVAR 6 INVERTFACE
SPRITEVAR 6 FRAME 8
SPRITEVAR 6 OFFS_X 50
SPRITEVAR 6 ROLL -12
SPRITEVAR 6 SCALE 334
SPRITEVAR 7 ALPHA 20
SPRITEVAR 7 FRAME 8
SPRITEVAR 7 HARDLIGHT
SPRITEVAR 7 HIDE_MOVE_Y 320
SPRITEVAR 7 HIDE_TIME 500
SPRITEVAR 7 ROLL 8
SPRITEVAR 7 SCALE 420
SPRITEVAR 8 SCISSORS -1
LIGHT 0 -95 120 255 35 220 30
SCISSORS -60 -158 120 316
SOUND DYNAMIC S_LOOP dynamic/loop_fishtank
SOUND DYNAMIC S_SLEEP dynamic/event_fishtank_drain
OFFSET SIZE 64 80
STAT AI_KEEPANGLE 90
STAT FX_IDLEDISTANCE 60
STAT FX_LIGHT_FADE 1
STAT FX_LIGHTBEAM 180
STAT FX_NOENV_FX
STAT FX_WADDLE_CONSTANT 5
END
//=====================================================================
ENTITY z_fishtank1b
SPRITE DYNAMIC 3 NONE 0 -80 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 80 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 148 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 -12 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE -44 -13 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 44 -13 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE -44 13 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 44 13 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 -5 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 4 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 -156 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 155 dynamic/fishtank1
SPRITEVAR 0 HIDE_MOVE_Y 160
SPRITEVAR 0 HIDE_TIME 800
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 1 HIDE_MOVE_Y -160
SPRITEVAR 1 HIDE_TIME 800
SPRITEVAR 1 INVERTFACE
SPRITEVAR 2 FRAME 5
SPRITEVAR 2 HIDE_DELAY -700
SPRITEVAR 2 HIDE_MOVE_Y -8
SPRITEVAR 2 HIDE_TIME 100
SPRITEVAR 3 FRAME 5
SPRITEVAR 3 HIDE_MOVE_Y 160
SPRITEVAR 3 HIDE_TIME 800
SPRITEVAR 4 FRAME 6
SPRITEVAR 4 HIDE_MOVE_Y 160
SPRITEVAR 4 HIDE_TIME 800
SPRITEVAR 5 FRAME 6
SPRITEVAR 5 HIDE_MOVE_Y 160
SPRITEVAR 5 HIDE_TIME 800
SPRITEVAR 5 INVERTFACE
SPRITEVAR 6 ANGLEOFFSET 180
SPRITEVAR 6 FRAME 6
SPRITEVAR 6 HIDE_MOVE_Y -160
SPRITEVAR 6 HIDE_TIME 800
SPRITEVAR 6 INVERTFACE
SPRITEVAR 7 ANGLEOFFSET 180
SPRITEVAR 7 FRAME 6
SPRITEVAR 7 HIDE_MOVE_Y -160
SPRITEVAR 7 HIDE_TIME 800
SPRITEVAR 8 FRAME 3
SPRITEVAR 8 HIDE_MOVE_Y 160
SPRITEVAR 8 HIDE_TIME 800
SPRITEVAR 9 FRAME 4
SPRITEVAR 9 HIDE_MOVE_Y -160
SPRITEVAR 9 HIDE_TIME 800
SPRITEVAR 10 FRAME 1
SPRITEVAR 10 SCISSORS -1
SPRITEVAR 11 FRAME 2
SCISSORS -70 -158 140 316
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_fishtank1
SPRITE DYNAMIC 3 NONE 0 -80 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 80 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 148 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 -12 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE -44 -6 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 44 -6 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE -44 6 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 44 6 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 -5 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 4 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 -156 dynamic/fishtank1
SPRITE DYNAMIC 3 NONE 0 155 dynamic/fishtank1
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 1 INVERTFACE
SPRITEVAR 2 FRAME 5
SPRITEVAR 3 FRAME 5
SPRITEVAR 4 FRAME 6
SPRITEVAR 4 HIDE_MOVE_Y 7
SPRITEVAR 4 HIDE_TIME 250
SPRITEVAR 5 FRAME 6
SPRITEVAR 5 HIDE_MOVE_Y 7
SPRITEVAR 5 HIDE_TIME 250
SPRITEVAR 5 INVERTFACE
SPRITEVAR 6 ANGLEOFFSET 180
SPRITEVAR 6 FRAME 6
SPRITEVAR 6 HIDE_MOVE_Y -7
SPRITEVAR 6 HIDE_TIME 250
SPRITEVAR 6 INVERTFACE
SPRITEVAR 7 ANGLEOFFSET 180
SPRITEVAR 7 FRAME 6
SPRITEVAR 7 HIDE_MOVE_Y -7
SPRITEVAR 7 HIDE_TIME 250
SPRITEVAR 8 FRAME 3
SPRITEVAR 9 FRAME 4
SPRITEVAR 10 FRAME 1
SPRITEVAR 10 SCISSORS -1
SPRITEVAR 11 FRAME 2
SCISSORS -70 -158 140 316
SOUND DYNAMIC S_SLEEP dynamic/event_fishtank_open
OFFSET SIZE 64 80
TRANSFORM z_fishtank1b 260
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_xray1b
SPRITE DYNAMIC 2 NONE 0 0 dynamic/med_xray
SPRITE DYNAMIC 2 NONE 0 0 dynamic/med_xray
SPRITE DYNAMIC 1 NONE 0 0 dynamic/med_xray
SPRITEVAR 1 ALPHA 70
SPRITEVAR 1 FACE_RANDOM
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 EMP 2
SPRITEVAR 2 FACE_RANDOM
SPRITEVAR 2 FRAME 2
LIGHT 0 -16 60 255 255 255 40
SOUND STATIC S_LOOP world/loop_light
OFFSET SIZE 32 64
STAT AI_KEEPANGLE 90
STAT FX_BLINK
STAT FX_IDLEDISTANCE 35
STAT FX_LIGHTBEAM 40
STAT FX_NOENV_FX
STAT FX_RANDOM_FACE
STAT NOLIST
STAT TAKEDAMAGE_EMP
END
//=====================================================================
ENTITY z_xray1
SPRITE DYNAMIC 2 NONE 0 0 dynamic/med_xray
SPRITE DYNAMIC 2 NONE 0 0 dynamic/med_xray
SPRITE DYNAMIC 1 NONE 0 0 dynamic/med_xray
SPRITEVAR 1 ALPHA 70
SPRITEVAR 1 FACE_RANDOM
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 EMP 2
SPRITEVAR 2 FACE_RANDOM
SPRITEVAR 2 FRAME 1
LIGHT 0 -16 60 255 255 255 40
SOUND STATIC S_DIE world/break_glass_1
SOUND STATIC S_LOOP world/loop_light
CORPSE z_xray1b 0
OFFSET SIZE 32 64
STAT AI_KEEPANGLE 90
STAT FX_IDLEDISTANCE 35
STAT FX_LIGHTBEAM 40
STAT FX_NOENV_FX
STAT FX_RANDOM_FACE
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 0 80
END
//=====================================================================
ENTITY z_infu_obj
SPRITE DYNAMIC 2 ANIM_ROLLVEL -23 -6 turrets/portable_wheel
SPRITE DYNAMIC 2 ANIM_ROLLVEL 23 -6 turrets/portable_wheel
SPRITE DYNAMIC 2 NONE -14 -1 dynamic/infusion
SPRITE DYNAMIC 2 NONE 14 -1 dynamic/infusion
SPRITEVAR 0 ANGLEOFFSET 10
SPRITEVAR 1 ANGLEOFFSET 24
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 INVERTFACE
OFFSET SIZE 16 0
STAT FX_FULLANGLE_GROUND
STAT FX_FULLMODEL
STAT FX_NOENV_FX
STAT FX_NOFACE
STAT NOLIST
END
//=====================================================================
ENTITY z_infu1b
SPRITE DYNAMIC 2 NONE 0 86 dynamic/infusion
SPRITE DYNAMIC 2 NONE 32 166 dynamic/infusion
SPRITE DYNAMIC 2 NONE 34 172 dynamic/infusion
SPRITE DYNAMIC 2 NONE -34 172 dynamic/infusion
SPRITEVAR 1 BIAS 6
SPRITEVAR 1 FRAME 5
SPRITEVAR 1 OFFS_X -1
SPRITEVAR 1 OFFS_Y -10
SPRITEVAR 2 FRAME 1
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 INVERTFACE
OFFSET SIZE 16 160
MOVETYPE WALK 0
STAT AI_KEEPFACE
STAT FX_POWERUP_SIZE 46
STAT NOLIST
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_UNBREAKABLE
STAT TAKEDAMAGE_WADDLE 1900
OBJECT 1 z_infu_obj 0 0 DROP 4 4 0
END
//=====================================================================
ENTITY z_infu1
DESCRIBE Infusion_equipment_(nutrient)
SPRITE DYNAMIC 2 NONE 15 100 dynamic/infusion
SPRITE DYNAMIC 2 NONE 0 86 dynamic/infusion
SPRITE DYNAMIC 2 NONE 32 166 dynamic/infusion
SPRITE DYNAMIC 2 NONE 34 172 dynamic/infusion
SPRITE DYNAMIC 2 NONE -34 172 dynamic/infusion
SPRITEVAR 0 BIAS -7
SPRITEVAR 0 FRAME 3
SPRITEVAR 2 BIAS 3
SPRITEVAR 2 FRAME 7
SPRITEVAR 2 OFFS_X -1
SPRITEVAR 2 OFFS_Y -23
SPRITEVAR 3 FRAME 1
SPRITEVAR 4 FRAME 1
SPRITEVAR 4 INVERTFACE
SOUND STATIC S_DIE world/gore_5
MOVETYPE WALK 0
WEAKPOINT 20 144 34
OFFSET SIZE 16 160
TRANSFORM z_infu1b -1
STAT AI_KEEPFACE
STAT FX_POWERUP_SIZE 46
STAT S_HEALTH 1
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_UNBREAKABLE
STAT TAKEDAMAGE_WADDLE 1900
OBJECT 1 z_infu_obj 0 0 DROP 4 4 0
EFFECT GIB DEBRIS_METAL 10 104 50
EFFECT GIB LIQUID_WATER 20 144 50
END
//=====================================================================
ENTITY z_infu2b
SPRITE DYNAMIC 2 NONE 0 86 dynamic/infusion
SPRITE DYNAMIC 2 NONE -32 166 dynamic/infusion
SPRITE DYNAMIC 2 NONE 32 166 dynamic/infusion
SPRITE DYNAMIC 2 NONE 34 172 dynamic/infusion
SPRITE DYNAMIC 2 NONE -34 172 dynamic/infusion
SPRITEVAR 1 BIAS -7
SPRITEVAR 1 FRAME 5
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_X -1
SPRITEVAR 1 OFFS_Y -10
SPRITEVAR 2 BIAS 6
SPRITEVAR 2 FRAME 5
SPRITEVAR 2 OFFS_X -1
SPRITEVAR 2 OFFS_Y -10
SPRITEVAR 3 FRAME 1
SPRITEVAR 4 FRAME 1
SPRITEVAR 4 INVERTFACE
OFFSET SIZE 16 160
MOVETYPE WALK 0
STAT AI_KEEPFACE
STAT FX_POWERUP_SIZE 46
STAT NOLIST
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_UNBREAKABLE
STAT TAKEDAMAGE_WADDLE 1900
OBJECT 1 z_infu_obj 0 0 DROP 4 4 0
END
//=====================================================================
ENTITY z_infu2
DESCRIBE Infusion_equipment_(blood)
SPRITE DYNAMIC 2 NONE -15 100 dynamic/infusion
SPRITE DYNAMIC 2 NONE 15 89 dynamic/infusion
SPRITE DYNAMIC 2 NONE 0 86 dynamic/infusion
SPRITE DYNAMIC 2 NONE -32 166 dynamic/infusion
SPRITE DYNAMIC 2 NONE 32 166 dynamic/infusion
SPRITE DYNAMIC 2 NONE 34 172 dynamic/infusion
SPRITE DYNAMIC 2 NONE -34 172 dynamic/infusion
SPRITEVAR 0 BIAS 7
SPRITEVAR 0 FRAME 3
SPRITEVAR 0 INVERTFACE
SPRITEVAR 1 BIAS -5
SPRITEVAR 1 FRAME 4
SPRITEVAR 3 BIAS -3
SPRITEVAR 3 FRAME 6
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 OFFS_X -1
SPRITEVAR 3 OFFS_Y -23
SPRITEVAR 4 BIAS 3
SPRITEVAR 4 FRAME 7
SPRITEVAR 4 OFFS_X -1
SPRITEVAR 4 OFFS_Y -23
SPRITEVAR 5 FRAME 1
SPRITEVAR 6 FRAME 1
SPRITEVAR 6 INVERTFACE
SOUND STATIC S_DIE world/gore_5
MOVETYPE WALK 0
WEAKPOINT 0 150 44
OFFSET SIZE 16 160
TRANSFORM z_infu2b -1
STAT AI_KEEPFACE
STAT S_HEALTH 1
STAT FX_POWERUP_SIZE 46
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_UNBREAKABLE
STAT TAKEDAMAGE_WADDLE 1900
OBJECT 1 z_infu_obj 0 0 DROP 4 4 0
EFFECT GIB DEBRIS_METAL -10 104 50
EFFECT GIB DEBRIS_METAL 10 104 50
EFFECT GIB LIQUID_WATER 20 144 50
EFFECT GIB GORE_BLOOD -20 144 50
END
//=====================================================================
ENTITY z_celldoor1a
DESCRIBE Cell_door_(bolt,_null)
SPRITE DYNAMIC 2 NONE 0 -5 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 39 -19 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 28 -4 dynamic/celldoor_bolted
SPRITE DYNAMIC 2 NONE 36 -4 dynamic/celldoor_bolted
SPRITE DYNAMIC 2 NONE 33 -7 dynamic/celldoor_bolted
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/celldoor_base
SPRITE STATIC 1 NONE -28 50 world/door_front
SPRITE STATIC 1 NONE 28 50 world/door_front
SPRITEVAR 0 FRAME 3
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 FRAME 1
SPRITEVAR 3 FRAME 1
SPRITEVAR 5 FRAME 2
SPRITEVAR 7 FRAME 9
SPRITEVAR 8 FRAME 9
SPRITEVAR 8 INVERTFACE
LIGHT -28 50 15 255 0 0 50
LIGHT 28 50 15 255 0 0 50
OFFSET SIZE 32 64
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_celldoor1b
DESCRIBE Cell_door_(bolt,_manhole)
SPRITE DYNAMIC 2 NONE 0 -5 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 0 -30 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 39 -19 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 28 -4 dynamic/celldoor_bolted
SPRITE DYNAMIC 2 NONE 36 -4 dynamic/celldoor_bolted
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/celldoor_base
SPRITE STATIC 1 NONE -28 50 world/door_front
SPRITE STATIC 1 NONE 28 50 world/door_front
SPRITEVAR 0 FRAME 3
SPRITEVAR 0 HIDE_MOVE_X -66
SPRITEVAR 0 HIDE_TIME 500
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 1 ALPHA 25
SPRITEVAR 1 FACE 0
SPRITEVAR 1 FRAME 4
SPRITEVAR 1 HIDE_MOVE_X -66
SPRITEVAR 1 HIDE_TIME 500
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 FRAME 2
SPRITEVAR 2 FADE_TOGGLE -500
SPRITEVAR 2 SCISSORS -1
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 FADE_TOGGLE 500
SPRITEVAR 3 INACTIVE
SPRITEVAR 4 FRAME 1
SPRITEVAR 5 SCISSORS 1
SPRITEVAR 5 FRAME 1
SPRITEVAR 5 HIDE_MOVE_X -66
SPRITEVAR 5 HIDE_TIME 500
SPRITEVAR 6 SCISSORS -1
SPRITEVAR 8 FRAME 9
SPRITEVAR 9 FRAME 9
SPRITEVAR 9 INVERTFACE
SCISSORS -34 -64 68 120
LIGHT -28 50 15 255 0 0 50
LIGHT 28 50 15 255 0 0 50
SOUND DYNAMIC S_SLEEP dynamic/event_celldoor_open
OFFSET SIZE 32 64
STAT FX_KEEP_EFFECTS
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_or_lamp_b
SPRITE DYNAMIC 2 NONE -62 65 dynamic/med_lamp
SPRITE DYNAMIC 2 NONE -10 2 dynamic/med_lamp
SPRITE DYNAMIC 2 NONE 23 193 dynamic/med_lamp
SPRITE DYNAMIC 2 NONE 22 200 dynamic/med_lamp
SPRITE DYNAMIC 2 NONE 0 0 dynamic/lamp_spotlight
SPRITE DYNAMIC 1 NONE 0 0 dynamic/lamp_spotlight
SPRITE DYNAMIC 2 NONE 0 0 dynamic/lamp_spotlight
SPRITEVAR 0 ANGLEOFFSET 25
SPRITEVAR 0 BIAS 3
SPRITEVAR 0 BIAS_MOVE_X 4
SPRITEVAR 0 BIAS_MOVE_Y -3
SPRITEVAR 0 FRAME 2
SPRITEVAR 1 ANGLEOFFSET -30
SPRITEVAR 1 BIAS 3
SPRITEVAR 1 BIAS_MOVE_X 6
SPRITEVAR 1 BIAS_MOVE_Y -1
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 FRAME 3
SPRITEVAR 3 ANGLEOFFSET 40
SPRITEVAR 3 BIAS 3
SPRITEVAR 3 OFFS_X -66
SPRITEVAR 3 OFFS_Y -3
SPRITEVAR 4 ANGLEOFFSET -45
SPRITEVAR 4 BIAS 3
SPRITEVAR 4 BIAS_MOVE_X 6
SPRITEVAR 4 BIAS_MOVE_Y -1
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 OFFS_X 23
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 ANGLEOFFSET -45
SPRITEVAR 5 BIAS 3
SPRITEVAR 5 BIAS_MOVE_X 6
SPRITEVAR 5 BIAS_MOVE_Y -1
SPRITEVAR 5 DIM
SPRITEVAR 5 EMP 2
SPRITEVAR 5 FRAME 1
SPRITEVAR 5 OFFS_X 23
SPRITEVAR 6 ANGLEOFFSET -45
SPRITEVAR 6 BIAS 3
SPRITEVAR 6 BIAS_MOVE_X 6
SPRITEVAR 6 BIAS_MOVE_Y -1
SPRITEVAR 6 LIGHT_OFFSET
LIGHT 19 -19 70 255 255 255 30
SOUND STATIC S_LOOP world/loop_light
OFFSET SIZE 28 0
STAT AI_VIS_RANGE 150
STAT FX_FLICKER
STAT FX_KEEP_EFFECTS
STAT FX_NOENV_FX
STAT FX_SPARKS
STAT NOLIST
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_WADDLE 1000
END
//=====================================================================
ENTITY z_or_lamp
SPRITE DYNAMIC 2 NONE -62 65 dynamic/med_lamp
SPRITE DYNAMIC 2 NONE -10 2 dynamic/med_lamp
SPRITE DYNAMIC 2 NONE 23 193 dynamic/med_lamp
SPRITE DYNAMIC 2 NONE 22 200 dynamic/med_lamp
SPRITE DYNAMIC 2 NONE 0 0 dynamic/lamp_spotlight
SPRITE DYNAMIC 1 NONE 0 0 dynamic/lamp_spotlight
SPRITE DYNAMIC 2 NONE 0 0 dynamic/lamp_spotlight
SPRITEVAR 0 ANGLEOFFSET 25
SPRITEVAR 0 BIAS 3
SPRITEVAR 0 BIAS_MOVE_X 4
SPRITEVAR 0 BIAS_MOVE_Y -3
SPRITEVAR 0 FRAME 2
SPRITEVAR 1 ANGLEOFFSET -30
SPRITEVAR 1 BIAS 3
SPRITEVAR 1 BIAS_MOVE_X 6
SPRITEVAR 1 BIAS_MOVE_Y -1
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 FRAME 3
SPRITEVAR 3 ANGLEOFFSET 40
SPRITEVAR 3 BIAS 3
SPRITEVAR 3 OFFS_X -66
SPRITEVAR 3 OFFS_Y -3
SPRITEVAR 4 ANGLEOFFSET -45
SPRITEVAR 4 BIAS 3
SPRITEVAR 4 BIAS_MOVE_X 6
SPRITEVAR 4 BIAS_MOVE_Y -1
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 OFFS_X 23
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 ANGLEOFFSET -45
SPRITEVAR 5 BIAS 3
SPRITEVAR 5 BIAS_MOVE_X 6
SPRITEVAR 5 BIAS_MOVE_Y -1
SPRITEVAR 5 EMP 1
SPRITEVAR 5 FRAME 1
SPRITEVAR 5 OFFS_X 23
SPRITEVAR 6 ANGLEOFFSET -45
SPRITEVAR 6 BIAS 3
SPRITEVAR 6 BIAS_MOVE_X 6
SPRITEVAR 6 BIAS_MOVE_Y -1
SPRITEVAR 6 LIGHT_OFFSET
LIGHT 19 -19 70 255 255 255 50
SOUND STATIC S_DIE world/break_glass_1
SOUND STATIC S_LOOP world/loop_light
TRANSFORM z_or_lamp_b -1
OFFSET SIZE 28 0
STAT AI_VIS_RANGE 150
STAT S_HEALTH 2
STAT NOLIST
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_WADDLE 1000
EFFECT GIB DEBRIS_GLASS 0 0 0
END
//=====================================================================
ENTITY z_or_saw_dmg
SPRITE STATIC 0 NONE 0 0 world/null
THINK AI_MISSILE 0 AI_BLOW 0
MOVETYPE NONE 0
STAT DAMAGE 5
STAT DAMAGE_SPLASH 32
STAT FX_NOENV_FX
STAT TEMPMISSILE 1
END
//=====================================================================
ENTITY z_or_sawp1
THINK AI_CONSTANT 0 NONE 0
MOVETYPE FLY 0
OFFSET SIZE 8 116
STAT AI_KEEPANGLE 90
STAT AI_LINE
STAT FX_NOENV_FX
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
END
//=====================================================================
ENTITY z_or_sawp2
THINK AI_CONSTANT 0 NONE 0
OFFSET SIZE 16 0
STAT FX_NOENV_FX
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
END
//=====================================================================
ENTITY z_or_saw1
SPRITE DYNAMIC 0 NONE 0 305 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -27 98 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -30 259 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -27 98 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -30 259 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 0 308 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 2 0 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 1 -2 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 0 0 dynamic/med_saw
SPRITEVAR 0 FRAME 8
SPRITEVAR 1 ANGLEOFFSET -48
SPRITEVAR 1 FRAME 6
SPRITEVAR 1 OFFS_X -98
SPRITEVAR 2 ANGLEOFFSET 42
SPRITEVAR 2 FRAME 5
SPRITEVAR 2 OFFS_X -89
SPRITEVAR 3 ANGLEOFFSET -48
SPRITEVAR 3 FRAME 7
SPRITEVAR 4 ANGLEOFFSET 42
SPRITEVAR 4 FRAME 4
SPRITEVAR 5 FRAME 3
SPRITEVAR 6 ROLL -160
SPRITEVAR 7 FRAME 1
SPRITEVAR 8 ANGLEOFFSET -66
SPRITEVAR 8 FRAME 2
SPRITEVAR 8 OFFS_X -27
SPRITEVAR 8 OFFS_Y 15
THINK AI_AIM 0 AI_FIRE 0.1
MOVETYPE FLY 0
MISSILE z_or_saw_dmg
OFFSET SIZE 30 0
STAT AI_KEEPFACE
STAT AI_LIST_ALIAS 3
STAT AI_RAILS
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
GROUP z_or_sawp1 MEMBER -27 98 42
GROUP z_or_sawp1 MEMBER -74 151 42
GROUP z_or_sawp1 MEMBER -30 259 -48
GROUP z_or_sawp1 MEMBER -74 219 -48
GROUP z_or_sawp2 MEMBER 12 40 0
END
//=====================================================================
ENTITY z_or_saw2
SPRITE DYNAMIC 0 NONE 0 257 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -29 97 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -31 212 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -29 97 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -31 212 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 0 260 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 2 0 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 1 -2 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 0 0 dynamic/med_saw
SPRITEVAR 0 FRAME 8
SPRITEVAR 1 ANGLEOFFSET -47
SPRITEVAR 1 FRAME 6
SPRITEVAR 1 OFFS_X -62
SPRITEVAR 2 ANGLEOFFSET 43
SPRITEVAR 2 FRAME 5
SPRITEVAR 2 OFFS_X -61
SPRITEVAR 3 ANGLEOFFSET -47
SPRITEVAR 3 FRAME 7
SPRITEVAR 4 ANGLEOFFSET 43
SPRITEVAR 4 FRAME 4
SPRITEVAR 5 FRAME 3
SPRITEVAR 6 ROLL -160
SPRITEVAR 7 FRAME 1
SPRITEVAR 8 ANGLEOFFSET -66
SPRITEVAR 8 FRAME 2
SPRITEVAR 8 OFFS_X -27
SPRITEVAR 8 OFFS_Y 15
THINK AI_AIM 0 AI_FIRE 0.1
MOVETYPE FLY 0
MISSILE z_or_saw_dmg
OFFSET SIZE 30 0
STAT AI_KEEPFACE
STAT AI_LIST_ALIAS 3
STAT AI_RAILS
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
GROUP z_or_sawp1 MEMBER -29 97 -137
GROUP z_or_sawp1 MEMBER -53 123 -137
GROUP z_or_sawp1 MEMBER -31 212 -47
GROUP z_or_sawp1 MEMBER -48 196 -47
GROUP z_or_sawp2 MEMBER 12 40 0
END
//=====================================================================
ENTITY z_or_saw3
SPRITE DYNAMIC 0 NONE -44 209 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -87 61 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -79 167 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -87 61 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -79 167 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -44 212 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 2 0 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 1 -2 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 0 0 dynamic/med_saw
SPRITEVAR 0 FRAME 8
SPRITEVAR 1 ANGLEOFFSET -52
SPRITEVAR 1 FRAME 6
SPRITEVAR 1 OFFS_X -55
SPRITEVAR 2 ANGLEOFFSET 38
SPRITEVAR 2 FRAME 5
SPRITEVAR 2 OFFS_X -55
SPRITEVAR 3 ANGLEOFFSET -52
SPRITEVAR 3 FRAME 7
SPRITEVAR 4 ANGLEOFFSET 38
SPRITEVAR 4 FRAME 4
SPRITEVAR 5 FRAME 3
SPRITEVAR 6 ROLL -160
SPRITEVAR 7 FRAME 1
SPRITEVAR 8 FRAME 2
SPRITEVAR 8 OFFS_X -27
SPRITEVAR 8 OFFS_Y 15
THINK AI_AIM 0 AI_FIRE 0.1
MOVETYPE FLY 0
MISSILE z_or_saw_dmg
OFFSET SIZE 30 0
STAT AI_KEEPFACE
STAT AI_LIST_ALIAS 3
STAT AI_RAILS
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
GROUP z_or_sawp1 MEMBER -95 67 38
GROUP z_or_sawp1 MEMBER -85 162 -52
GROUP z_or_sawp2 MEMBER -42 14 0
END
//=====================================================================
ENTITY z_or_saw4
SPRITE DYNAMIC 0 NONE 39 161 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -64 70 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -6 142 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -64 70 dynamic/med_saw
SPRITE DYNAMIC 0 NONE -6 142 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 39 164 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 2 0 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 1 -2 dynamic/med_saw
SPRITE DYNAMIC 0 NONE 0 0 dynamic/med_saw
SPRITEVAR 0 FRAME 8
SPRITEVAR 1 ANGLEOFFSET -87
SPRITEVAR 1 FRAME 6
SPRITEVAR 1 OFFS_X -45
SPRITEVAR 2 ANGLEOFFSET 3
SPRITEVAR 2 FRAME 5
SPRITEVAR 2 OFFS_X -46
SPRITEVAR 3 ANGLEOFFSET -87
SPRITEVAR 3 FRAME 7
SPRITEVAR 4 ANGLEOFFSET 3
SPRITEVAR 4 FRAME 4
SPRITEVAR 5 FRAME 3
SPRITEVAR 6 ROLL -160
SPRITEVAR 7 FRAME 1
SPRITEVAR 8 FRAME 2
SPRITEVAR 8 OFFS_X -27
SPRITEVAR 8 OFFS_Y 15
THINK AI_AIM 0 AI_FIRE 0.1
MOVETYPE FLY 0
MISSILE z_or_saw_dmg
OFFSET SIZE 30 0
STAT AI_KEEPFACE
STAT AI_LIST_ALIAS 3
STAT AI_RAILS
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
GROUP z_or_sawp1 MEMBER -63 87 3
GROUP z_or_sawp1 MEMBER -11 141 93
GROUP z_or_sawp2 MEMBER -42 14 0
END
//=====================================================================
ENTITY z_or_table1b
SPRITE DYNAMIC 2 NONE 0 -6 dynamic/med_table
SPRITEVAR 0 FRAME 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_or_table1
SPRITE DYNAMIC 2 NONE 0 -6 dynamic/med_table
SOUND STATIC S_DIE world/break_panel
CORPSE z_or_table1b 0
ITEM tempspark_d -6 -9
OFFSET SIZE 48 0
STAT FX_NOENV_FX
STAT NOLIST
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 -9 100
END
//=====================================================================
ENTITY z_or_table2b
SPRITE DYNAMIC 3 NONE -40 8 dynamic/med_bed
SPRITE DYNAMIC 3 NONE -8 8 dynamic/med_bed
SPRITEVAR 0 BIAS 8
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 HIDE_ROLL -60
SPRITEVAR 0 OFFS_X -1
SPRITEVAR 0 OFFS_Y -24
WEAKPOINT -48 -14 32
STAT AI_FIRE_ON_ACTIVE
STAT FX_NOENV_FX
STAT NOLIST
STAT TAKEDAMAGE_WADDLE 1500
END
//=====================================================================
ENTITY z_or_table2
SPRITE DYNAMIC 3 NONE -57 0 dynamic/med_bed
SPRITE DYNAMIC 3 NONE -8 8 dynamic/med_bed
SPRITEVAR 0 FRAME 1
SOUND STATIC S_DIE world/break_panel
WEAKPOINT -58 2 16
CORPSE z_or_table2b 0
OFFSET SIZE 64 0
STAT FX_NOENV_FX
STAT NOLIST
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_WADDLE 2200
EFFECT GIB DEBRIS_METAL -58 0 80
EFFECT GIB LIQUID_WATER -58 0 40
END
//=====================================================================
ENTITY z_or_bedb
SPRITE DYNAMIC 2 NONE -11 1 dynamic/med_bed
SPRITE DYNAMIC 2 NONE -40 18 dynamic/med_bed
SPRITE DYNAMIC 2 NONE -8 18 dynamic/med_bed
SPRITEVAR 0 FRAME 3
SPRITEVAR 1 BIAS 8
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 HIDE_ROLL -60
SPRITEVAR 1 OFFS_X -1
SPRITEVAR 1 OFFS_Y -24
WEAKPOINT -48 -4 32
STAT AI_FIRE_ON_ACTIVE
STAT FX_NOENV_FX
STAT NOLIST
STAT TAKEDAMAGE_WADDLE 1500
END
//=====================================================================
ENTITY z_or_bed
SPRITE DYNAMIC 2 NONE -11 1 dynamic/med_bed
SPRITE DYNAMIC 2 NONE -57 10 dynamic/med_bed
SPRITE DYNAMIC 2 NONE -8 18 dynamic/med_bed
SPRITEVAR 0 FRAME 3
SPRITEVAR 1 FRAME 1
SOUND STATIC S_DIE world/break_panel
WEAKPOINT -58 12 16
CORPSE z_or_bedb 0
OFFSET SIZE 64 0
STAT FX_NOENV_FX
STAT NOLIST
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_WADDLE 2200
EFFECT GIB DEBRIS_METAL -58 0 80
EFFECT GIB LIQUID_WATER -58 0 40
END
//=====================================================================
ENTITY z_or_twin1
SPRITE DYNAMIC 2 NONE 102 -1 dynamic/med_window
SPRITE DYNAMIC 2 NONE -102 -1 dynamic/med_window
SPRITE DYNAMIC 2 NONE 330 -1 dynamic/med_window
SPRITE DYNAMIC 2 NONE -330 -1 dynamic/med_window
SPRITEVAR 0 INVERTFACE
SPRITEVAR 0 SCALE 133
SPRITEVAR 1 SCALE 133
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 INVERTFACE
SPRITEVAR 3 FRAME 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_or_twin2
SPRITE DYNAMIC 2 NONE 102 -1 dynamic/med_window
SPRITE DYNAMIC 2 NONE -102 -1 dynamic/med_window
SPRITEVAR 0 INVERTFACE
SPRITEVAR 0 SCALE 133
SPRITEVAR 1 SCALE 133
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_or_faucetb
SPRITE DYNAMIC 2 NONE 0 -8 dynamic/med_faucet
SPRITE DYNAMIC 2 NONE 0 7 dynamic/med_faucet
SPRITEVAR 1 FRAME 1
SOUND DYNAMIC S_LOOP dynamic/loop_faucet
OFFSET FX_OFFSET 0 8
OFFSET SIZE 16 0
STAT FX_IDLEDISTANCE 40
STAT FX_NOENV_FX
STAT FX_SHOWER -130
STAT FX_SMOKE_ANGLE 90
STAT NOLIST
END
//=====================================================================
ENTITY z_or_faucet
SPRITE DYNAMIC 2 NONE 0 -8 dynamic/med_faucet
SPRITE DYNAMIC 2 NONE 0 7 dynamic/med_faucet
SPRITE DYNAMIC 2 NONE 0 17 dynamic/med_faucet
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 FRAME 2
SOUND DYNAMIC S_DIE dynamic/break_small
CORPSE z_or_faucetb 0
OFFSET SIZE 16 0
STAT FX_NOENV_FX
STAT NOLIST
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
END
//=====================================================================
ENTITY z_or_digit1
SPRITE DYNAMIC 2 NONE -26 0 dynamic/med_digits
SPRITE DYNAMIC 2 NONE 28 0 dynamic/med_digits
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 SCALE 134
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_or_digit2
SPRITE DYNAMIC 2 NONE -28 0 dynamic/med_digits
SPRITE DYNAMIC 2 NONE 26 0 dynamic/med_digits
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 SCALE 134
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_or_digit3
SPRITE DYNAMIC 2 NONE -28 0 dynamic/med_digits
SPRITE DYNAMIC 2 NONE 26 0 dynamic/med_digits
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 SCALE 134
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_or_mridev3a
SPRITE DYNAMIC 2 NONE 0 -6 dynamic/med_mrimag
SPRITE DYNAMIC 1 NONE 0 -6 dynamic/med_mrimag
SPRITE DYNAMIC 1 NONE 0 -6 dynamic/med_mrimag
SPRITE DYNAMIC 2 NONE 0 -6 dynamic/med_mrimag
SPRITE DYNAMIC 1 NONE 0 -6 dynamic/med_mrimag
SPRITE DYNAMIC 1 NONE 0 -6 dynamic/med_mrimag
SPRITE DYNAMIC 2 NONE 0 -6 dynamic/med_mrimag
SPRITE DYNAMIC 1 NONE 0 -6 dynamic/med_mrimag
SPRITE DYNAMIC 1 NONE 0 -6 dynamic/med_mrimag
SPRITEVAR 0 HIDE_MOVE_Y 30
SPRITEVAR 1 HIDE_MOVE_Y 30
SPRITEVAR 2 HIDE_MOVE_Y 30
SPRITEVAR 3 HIDE_MOVE_Y 30
SPRITEVAR 4 HIDE_MOVE_Y 30
SPRITEVAR 5 HIDE_MOVE_Y 30
SPRITEVAR 6 HIDE_MOVE_Y 30
SPRITEVAR 7 HIDE_MOVE_Y 30
SPRITEVAR 8 HIDE_MOVE_Y 30
SPRITEVAR 0 AIM
SPRITEVAR 0 ANGLEFACTOR 300
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 LIGHT_OFFSET
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 AIM
SPRITEVAR 1 ANGLEFACTOR 300
SPRITEVAR 1 FRAME 3
SPRITEVAR 2 AIM
SPRITEVAR 2 ANGLEFACTOR 300
SPRITEVAR 2 FADE_TOGGLE 2500
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 INACTIVE
SPRITEVAR 3 AIM
SPRITEVAR 3 ANGLEFACTOR 200
SPRITEVAR 3 SCALE 75
SPRITEVAR 4 ACTIVE
SPRITEVAR 4 AIM
SPRITEVAR 4 ANGLEFACTOR 200
SPRITEVAR 4 FRAME 1
SPRITEVAR 4 SCALE 75
SPRITEVAR 5 AIM
SPRITEVAR 5 ANGLEFACTOR 200
SPRITEVAR 5 FADE_TOGGLE 2000
SPRITEVAR 5 FRAME 1
SPRITEVAR 5 INACTIVE
SPRITEVAR 5 SCALE 75
SPRITEVAR 6 AIM
SPRITEVAR 6 ANGLEFACTOR 100
SPRITEVAR 7 ACTIVE
SPRITEVAR 7 AIM
SPRITEVAR 7 ANGLEFACTOR 100
SPRITEVAR 7 FRAME 1
SPRITEVAR 8 AIM
SPRITEVAR 8 ANGLEFACTOR 100
SPRITEVAR 8 FADE_TOGGLE 1500
SPRITEVAR 8 FRAME 1
SPRITEVAR 8 INACTIVE
LIGHT 0 -6 80 120 30 255 40
THINK AI_AIM 1 NONE 1
STAT AI_LIST_ALIAS 3
STAT AI_SPINAIM
STAT FX_DIM 0
STAT FX_LIGHT_FADE 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_or_mridev3b
CLONE z_or_mridev3a
STAT NOLIST
TRANSFORM z_fx_fragger 3500
END
//=====================================================================
ENTITY z_or_mridev2
SPRITE DYNAMIC 2 NONE -67 -99 dynamic/med_mridev
SPRITE DYNAMIC 2 NONE 67 -99 dynamic/med_mridev
SPRITE DYNAMIC 2 NONE -58 -98 dynamic/med_mridev
SPRITE DYNAMIC 2 NONE 58 -98 dynamic/med_mridev
SPRITE DYNAMIC 2 NONE 0 -5 dynamic/med_mridev
SPRITEVAR 0 FRAME 6
SPRITEVAR 0 INVERTFACE
SPRITEVAR 1 FRAME 6
SPRITEVAR 2 FRAME 7
SPRITEVAR 2 INVERTFACE
SPRITEVAR 2 OFFS_X -11
SPRITEVAR 2 OFFS_Y 70
SPRITEVAR 2 HIDE_ROLL 20
SPRITEVAR 2 HIDE_TIME 400
SPRITEVAR 3 FRAME 7
SPRITEVAR 3 HIDE_ROLL -10
SPRITEVAR 3 HIDE_TIME 300
SPRITEVAR 3 OFFS_X -11
SPRITEVAR 3 OFFS_Y 70
SPRITEVAR 4 FRAME 8
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_or_mridev1
SPRITE DYNAMIC 2 NONE 0 29 dynamic/med_mridev
SPRITE DYNAMIC 1 ANIM_PANUP 0 29 dynamic/med_mridev
SPRITE DYNAMIC 1 ANIM_PANUP 0 29 dynamic/med_mridev
SPRITE DYNAMIC 2 NONE 0 57 dynamic/med_mridev
SPRITE DYNAMIC 2 NONE 0 -143 dynamic/med_mridev
SPRITE DYNAMIC 2 NONE -53 -173 dynamic/med_mridev
SPRITE DYNAMIC 1 NONE -53 -156 dynamic/med_mridev
SPRITE DYNAMIC 1 NONE -53 -160 dynamic/med_mridev
SPRITE DYNAMIC 1 NONE -53 -164 dynamic/med_mridev
SPRITE DYNAMIC 1 NONE -53 -173 dynamic/med_mridev
SPRITE DYNAMIC 1 NONE -53 -173 dynamic/med_mridev
SPRITE DYNAMIC 1 NONE -53 -173 dynamic/med_mridev
SPRITE DYNAMIC 2 NONE 0 -225 dynamic/med_mridev
SPRITEVAR 0 FRAME 3
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 FILL_W 90
SPRITEVAR 1 FILL_H 101
SPRITEVAR 1 FRAME 4
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 2 FADE_TOGGLE 250
SPRITEVAR 2 FILL_W 90
SPRITEVAR 2 FILL_H 101
SPRITEVAR 2 FRAME 4
SPRITEVAR 2 HARDLIGHT
SPRITEVAR 2 INACTIVE
SPRITEVAR 3 FRAME 1
SPRITEVAR 4 FRAME_INACT 9
SPRITEVAR 5 INACTIVE
SPRITEVAR 5 FRAME 10
SPRITEVAR 5 HIDE_MOVE_X -8
SPRITEVAR 5 HIDE_MOVE_Y 8
SPRITEVAR 5 HIDE_ROLL 27
SPRITEVAR 5 OFFS_Y 10
SPRITEVAR 6 ACTIVE
SPRITEVAR 6 FRAME 5
SPRITEVAR 7 ACTIVE
SPRITEVAR 7 FRAME 5
SPRITEVAR 8 ACTIVE
SPRITEVAR 8 FRAME 5
SPRITEVAR 9 DIM
SPRITEVAR 9 FADE_TOGGLE 1500
SPRITEVAR 9 FRAME 5
SPRITEVAR 9 HIDE_MOVE_X -8
SPRITEVAR 9 HIDE_MOVE_Y 8
SPRITEVAR 9 HIDE_ROLL 27
SPRITEVAR 9 INACTIVE
SPRITEVAR 9 OFFS_Y 17
SPRITEVAR 10 DIM
SPRITEVAR 10 FADE_TOGGLE 2000
SPRITEVAR 10 FRAME 5
SPRITEVAR 10 HIDE_MOVE_X -8
SPRITEVAR 10 HIDE_MOVE_Y 8
SPRITEVAR 10 HIDE_ROLL 27
SPRITEVAR 10 INACTIVE
SPRITEVAR 10 OFFS_Y 13
SPRITEVAR 11 DIM
SPRITEVAR 11 FADE_TOGGLE 2500
SPRITEVAR 11 FRAME 5
SPRITEVAR 11 HIDE_MOVE_X -8
SPRITEVAR 11 HIDE_MOVE_Y 8
SPRITEVAR 11 HIDE_ROLL 27
SPRITEVAR 11 INACTIVE
SPRITEVAR 11 OFFS_Y 9
SPRITEVAR 12 FRAME 2
SPRITEVAR 12 HIDE_MOVE_Y 36
SPRITEVAR 12 HIDE_TIME 150
LIGHT 0 32 90 120 30 255 40
SOUND DYNAMIC S_SLEEP dynamic/break_mri
STAT DAMAGE_SPLASH 100
STAT FX_DIM 0
STAT FX_LIGHT_FADE 1
STAT FX_NOENV_FX
STAT NOLIST
EFFECT TOGGLE DEBRIS_METAL 0 -150 100
END
//=====================================================================
ENTITY z_or_mrimon_b
SPRITE DYNAMIC 1 NONE 0 0 dynamic/fill1
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/mon_mri_frame
SPRITE STATIC 1 NONE -1 -46 world/terminal
SPRITEVAR 0 FILL_W 280
SPRITEVAR 0 FILL_H 88
SPRITEVAR 0 INACTIVE
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 SNOWBLIND 20
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 EMP 2
SPRITEVAR 2 FRAME 7
LIGHT -82 0 100 100 255 255 30
OFFSET FX_SNOWBLIND 280 86
STAT FX_LIGHTBEAM 180
STAT FX_NOENV_FX
STAT NOLIST
STAT TAKEDAMAGE_EMP
END
//=====================================================================
ENTITY z_or_mrimon
SPRITE DYNAMIC 1 NONE 0 0 dynamic/fill1
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/mon_mri_frame
SPRITE STATIC 1 NONE -1 -46 world/terminal
SPRITEVAR 0 FILL_W 280
SPRITEVAR 0 FILL_H 88
SPRITEVAR 0 INACTIVE
SPRITEVAR 1 SNOWBLIND 0
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 EMP 2
SPRITEVAR 2 FRAME 7
LIGHT -82 0 100 100 200 255 40
SOUND STATIC S_DIE world/break_glass_3
OFFSET FX_SNOWBLIND 280 86
CORPSE z_or_mrimon_b 0
STAT FX_LIGHTBEAM 180
STAT FX_NOENV_FX
STAT NOLIST
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS -80 0 100
EFFECT GIB DEBRIS_GLASS 0 0 100
EFFECT GIB DEBRIS_GLASS 80 0 100
END
//=====================================================================
ENTITY z_or_mrimonc1
SPRITE DYNAMIC 1 NONE -54 -1 dynamic/mon_mri
SPRITE DYNAMIC 1 NONE -54 -1 dynamic/mon_mri
SPRITE DYNAMIC 1 ANIM_PANBACK -57 -5 dynamic/mon_mri
SPRITE DYNAMIC 1 ANIM_PANUP 130 17 dynamic/mon_misc_str1
SPRITE DYNAMIC 1 NONE 0 0 dynamic/mon_mri
SPRITE DYNAMIC 1 NONE 125 -37 dynamic/mon_misc_det
SPRITE DYNAMIC 1 NONE 4 20 dynamic/mon_misc_zoom
SPRITE DYNAMIC 1 NONE 106 24 dynamic/mon_misc_diag1
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 SCALE 135
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 ALPHA 80
SPRITEVAR 2 FADE_TOGGLE -250
SPRITEVAR 2 FILL_W 152
SPRITEVAR 2 FILL_H 78
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 HARDLIGHT
SPRITEVAR 3 FILL_H 40
SPRITEVAR 5 ANIMATE 100
SPRITEVAR 5 HARDLIGHT
SPRITEVAR 6 ACTIVE
SPRITEVAR 6 ANIMATE 10
SPRITEVAR 7 ACTIVE
SPRITEVAR 7 ANIMATE 3
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_or_mrimonc2
SPRITE DYNAMIC 1 ANIM_PANUP 8 -1 dynamic/mon_mri
SPRITE DYNAMIC 1 ANIM_PANUP 33 -22 dynamic/mon_mri
SPRITEVAR 0 FILL_H 77
SPRITEVAR 0 FRAME 4
SPRITEVAR 1 FILL_H 34
SPRITEVAR 1 FRAME 5
STAT FX_NOENV_FX
STAT FX_PANSPEED 30
STAT NOLIST
END
//=====================================================================
ENTITY z_or_mrimonc3
SPRITE DYNAMIC 1 NONE 0 19 dynamic/mon_mri
SPRITE DYNAMIC 1 NONE 0 -20 dynamic/mon_mri
SPRITEVAR 0 ACTIVE
SPRITEVAR 0 FRAME 6
SPRITEVAR 0 FADE_TOGGLE -100
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 FRAME 7
SPRITEVAR 1 FADE_TOGGLE -400
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_mummy_w
SPRITE STATIC 0 NONE 2 0 player/leg2
SPRITE DYNAMIC 0 NONE 8 15 zombie/mummy1
SPRITE DYNAMIC 0 NONE 2 0 zombie/mummy1
SPRITE DYNAMIC 0 NONE 2 0 zombie/mummy1
SPRITE STATIC 1 NONE 2 0 zombie/zombie1
SPRITE STATIC 0 NONE 2 0 player/leg
SPRITE DYNAMIC 0 NONE 0 14 zombie/mummy1
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 HIDE_MOVE_X -4
SPRITEVAR 0 HIDE_ROLL 110
SPRITEVAR 0 OFFS_X 1
SPRITEVAR 0 OFFS_Y -15
SPRITEVAR 1 BIAS -15
SPRITEVAR 1 BIAS_NEG 50
SPRITEVAR 1 BOB -25
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 HIDE_MOVE_X -29
SPRITEVAR 1 HIDE_MOVE_Y 21
SPRITEVAR 1 OFFS_X 11
SPRITEVAR 2 FRAME 2
SPRITEVAR 2 HIDE_MOVE_X -4
SPRITEVAR 2 HIDE_ROLL 110
SPRITEVAR 2 OFFS_X -4
SPRITEVAR 2 OFFS_Y 6
SPRITEVAR 3 ANIMATE_FACE 1
SPRITEVAR 3 BIAS -10
SPRITEVAR 3 FRAME_INACT 1
SPRITEVAR 3 HIDE_MOVE_X -2
SPRITEVAR 3 HIDE_MOVE_Y 8
SPRITEVAR 3 HIDE_ROLL 75
SPRITEVAR 3 OFFS_Y 49
SPRITEVAR 4 BIAS -10
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 FRAME_INACT 3
SPRITEVAR 4 HIDE_MOVE_X -2
SPRITEVAR 4 HIDE_MOVE_Y 8
SPRITEVAR 4 HIDE_ROLL 75
SPRITEVAR 4 OFFS_X -11
SPRITEVAR 4 OFFS_Y 40
SPRITEVAR 5 FRAME 1
SPRITEVAR 5 HIDE_MOVE_X -4
SPRITEVAR 5 HIDE_ROLL 110
SPRITEVAR 5 OFFS_X -6
SPRITEVAR 5 OFFS_Y -15
SPRITEVAR 6 BIAS -12
SPRITEVAR 6 BOB -25
SPRITEVAR 6 FRAME 3
SPRITEVAR 6 HIDE_MOVE_X -17
SPRITEVAR 6 HIDE_MOVE_Y 21
SPRITEVAR 6 OFFS_X 11
SOUND STATIC S_DIE world/gore_4
SOUND STATIC S_PHYSICS common/impact_general
THINK AI_ZOMBIE 0 NONE 0
OFFSET SIZE 18 58
CORPSE t_mummy_c 0
TRANSFORM zombie_t_mummy 300
STAT AI_RANDOMIZE_SPEED 45
STAT FRAG
STAT NOLIST
END
//=====================================================================
ENTITY z_l6_coop_elev
SPRITE STATIC 2 NONE -108 0 world/elevator
SPRITE STATIC 2 NONE -83 0 world/elevator
SPRITE STATIC 2 NONE 83 0 world/elevator
SPRITE STATIC 2 NONE 108 0 world/elevator
SPRITE STATIC 2 NONE -96 0 world/elevator
SPRITE STATIC 2 NONE 96 0 world/elevator
SPRITE STATIC 3 NONE 0 -12 world/elevator
SPRITE STATIC 3 NONE -119 -12 world/elevator
SPRITE STATIC 3 NONE 119 -12 world/elevator
SPRITE STATIC 3 NONE -64 -15 world/elevator
SPRITE STATIC 3 NONE 64 -15 world/elevator
SPRITE STATIC 1 NONE -64 -12 world/elevator
SPRITE STATIC 1 NONE 64 -12 world/elevator
SPRITE STATIC 1 NONE -64 -12 world/elevator
SPRITE STATIC 1 NONE 64 -12 world/elevator
SPRITEVAR 0 AIM
SPRITEVAR 0 ANGLEFACTOR 150
SPRITEVAR 0 FRAME 9
SPRITEVAR 1 AIM
SPRITEVAR 1 ANGLEFACTOR -150
SPRITEVAR 1 FRAME 9
SPRITEVAR 2 AIM
SPRITEVAR 2 ANGLEFACTOR 150
SPRITEVAR 2 FRAME 9
SPRITEVAR 3 AIM
SPRITEVAR 3 ANGLEFACTOR -150
SPRITEVAR 3 FRAME 9
SPRITEVAR 4 FRAME 8
SPRITEVAR 5 FRAME 8
SPRITEVAR 6 FILL_W 220
SPRITEVAR 6 FRAME 1
SPRITEVAR 8 INVERTFACE
SPRITEVAR 9 FRAME 2
SPRITEVAR 10 FRAME 2
SPRITEVAR 11 ACTIVE
SPRITEVAR 11 FADE_TOGGLE -100
SPRITEVAR 11 FRAME 3
SPRITEVAR 12 ACTIVE
SPRITEVAR 12 FADE_TOGGLE -100
SPRITEVAR 12 FRAME 3
SPRITEVAR 13 FRAME 3
SPRITEVAR 13 FADE_TOGGLE 100
SPRITEVAR 13 INACTIVE
SPRITEVAR 14 FRAME 3
SPRITEVAR 14 FADE_TOGGLE 100
SPRITEVAR 14 INACTIVE
LIGHT -64 -12 30 255 255 0 30
LIGHT 64 -12 30 255 255 0 30
SOUND STATIC S_LOOP world/loop_elevator
SOUND STATIC S_SLEEP world/elevator_off
SOUND STATIC S_WAKE world/elevator_on
STAT FX_LIGHT_FADE 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
// LEVEL 7: INSANITARIUM
//=====================================================================
ENTITY z_celldoor2l
SPRITE DYNAMIC 2 NONE 0 -12 dynamic/celldoor_electric
SPRITE DYNAMIC 1 NONE -9 -12 dynamic/general_light1
SPRITE DYNAMIC 1 NONE 9 -12 dynamic/general_light1
SPRITEVAR 1 ACTIVE
SPRITEVAR 2 INACTIVE
SPRITEVAR 2 FRAME 1
SOUND DYNAMIC S_SLEEP dynamic/event_light_blink
SOUND DYNAMIC S_WAKE dynamic/event_light_blink
OFFSET SIZE 32 0
LIGHT -9 -12 20 85 255 0 20
LIGHT 9 -12 20 255 0 0 20
STAT FX_LIGHT_ON_OFF
STAT FX_NOENV_FX
STAT FX_NOFACE
STAT NOLIST
END
//=====================================================================
ENTITY z_celldoor2ab
SPRITE DYNAMIC 2 NONE -66 -5 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE -66 -30 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 39 -19 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 40 -4 dynamic/celldoor_electric
SPRITE DYNAMIC 2 NONE -41 -4 dynamic/celldoor_electric
SPRITE STATIC 1 NONE -44 -3 world/door_front
SPRITE DYNAMIC 2 NONE 40 -3 dynamic/celldoor_electric
SPRITE DYNAMIC 2 NONE 35 9 dynamic/celldoor_electric
SPRITE DYNAMIC 2 NONE 35 -16 dynamic/celldoor_electric
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/celldoor_base
SPRITE STATIC 1 NONE -28 50 world/door_front
SPRITE STATIC 1 NONE 28 50 world/door_front
SPRITEVAR 0 FRAME 3
SPRITEVAR 0 HIDE_MOVE_X 66
SPRITEVAR 0 HIDE_TIME 500
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 1 ALPHA 25
SPRITEVAR 1 FACE 0
SPRITEVAR 1 FRAME 4
SPRITEVAR 1 HIDE_MOVE_X 66
SPRITEVAR 1 HIDE_TIME 500
//SHADOW
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 FRAME 2
SPRITEVAR 2 FADE_TOGGLE 500
SPRITEVAR 2 SCISSORS -1
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 FADE_TOGGLE -500
SPRITEVAR 3 INACTIVE
//FRAME_SUB
SPRITEVAR 4 FRAME 1
SPRITEVAR 5 FRAME 5
SPRITEVAR 6 FRAME 1
SPRITEVAR 6 HIDE_MOVE_X 66
SPRITEVAR 6 HIDE_TIME 500
SPRITEVAR 6 SCISSORS 1
SPRITEVAR 7 ANGLEOFFSET -90
SPRITEVAR 7 FRAME 6
SPRITEVAR 7 HIDE_MOVE_X 66
SPRITEVAR 7 HIDE_TIME 500
SPRITEVAR 8 SCISSORS -1
SPRITEVAR 8 FRAME 2
SPRITEVAR 9 FRAME 3
SPRITEVAR 9 HIDE_MOVE_Y 4
SPRITEVAR 10 FRAME 4
SPRITEVAR 10 HIDE_MOVE_Y -4
//FRAME_REST
SPRITEVAR 12 FRAME 9
SPRITEVAR 13 FRAME 9
SPRITEVAR 13 INVERTFACE
SCISSORS -34 -64 68 120
LIGHT -28 50 15 255 0 0 50
LIGHT 28 50 15 255 0 0 50
SOUND DYNAMIC S_SLEEP dynamic/event_celldoor_close
SOUND DYNAMIC S_WAKE dynamic/event_celldoor_open
OFFSET SIZE 32 64
STAT FX_KEEP_EFFECTS
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_celldoor2a
DESCRIBE Cell_door_(electric,_manhole)
SPRITE DYNAMIC 2 NONE 0 -5 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 0 -30 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 39 -19 dynamic/celldoor_base
SPRITE DYNAMIC 2 NONE 40 -4 dynamic/celldoor_electric
SPRITE DYNAMIC 2 NONE 25 -4 dynamic/celldoor_electric
SPRITE STATIC 1 NONE 22 -3 world/door_front
SPRITE DYNAMIC 2 NONE 40 -3 dynamic/celldoor_electric
SPRITE DYNAMIC 2 NONE 35 5 dynamic/celldoor_electric
SPRITE DYNAMIC 2 NONE 35 -12 dynamic/celldoor_electric
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/celldoor_base
SPRITE STATIC 1 NONE -28 50 world/door_front
SPRITE STATIC 1 NONE 28 50 world/door_front
SPRITEVAR 0 FRAME 3
SPRITEVAR 1 ALPHA 25
SPRITEVAR 1 FACE 0
SPRITEVAR 1 FRAME 4
//SHADOW
SPRITEVAR 2 FRAME 2
//FRAME_SUB
SPRITEVAR 3 FRAME 1
SPRITEVAR 4 FRAME 5
SPRITEVAR 5 FRAME 1
SPRITEVAR 6 ANGLEOFFSET -90
SPRITEVAR 6 HIDE_ROLL 90
SPRITEVAR 6 FRAME 6
SPRITEVAR 6 FRAME_INACT 7
SPRITEVAR 7 FRAME 2
SPRITEVAR 8 FRAME 3
SPRITEVAR 9 FRAME 4
//FRAME_REST
SPRITEVAR 11 FRAME 9
SPRITEVAR 12 FRAME 9
SPRITEVAR 12 INVERTFACE
LIGHT -28 50 15 255 0 0 50
LIGHT 28 50 15 255 0 0 50
SOUND STATIC S_WAKE world/door_unlock
OFFSET SIZE 32 64
STAT FX_KEEP_EFFECTS
STAT FX_NOENV_FX
TRANSFORM z_celldoor2ab 250
END
//=====================================================================
ENTITY z_celldoor2b
CLONE z_celldoor2ab
SPRITEVAR 7 ANGLEOFFSET -90
SPRITEVAR 7 HIDE_ROLL 90
SPRITEVAR 7 FRAME 6
SPRITEVAR 7 FRAME_INACT 7
LIGHT -28 50 15 255 0 0 50
LIGHT 28 50 15 255 0 0 50
STAT FX_LIGHT_ON_OFF
END
//=====================================================================
ENTITY z_zomb_horn
SPRITE STATIC 0 NONE -2 -8 player/leg2
SPRITE DYNAMIC 0 NONE 13 20 zombie/tool_wing2
SPRITE STATIC 0 NONE -2 6 player/body
SPRITE STATIC 0 NONE 2 16 zombie/zombie4
SPRITE STATIC 1 NONE 2 16 zombie/zombie1
SPRITE DYNAMIC 0 NONE 32 12 zombie/tool_flugelhorn
SPRITE STATIC 0 NONE 32 12 zombie/tool_wing1
SPRITE STATIC 0 NONE -2 -8 player/leg
SPRITE STATIC 0 NONE -2 16 zombie/wing
SPRITEVAR 0 ANIMATE_BIAS 1
SPRITEVAR 0 BIAS -100
SPRITEVAR 0 BIAS_NEG 33
SPRITEVAR 0 BIAS_OFFS_X 2
SPRITEVAR 0 OFFS_X 5
SPRITEVAR 0 OFFS_Y -7
SPRITEVAR 0 USEGROUND
SPRITEVAR 1 ANGLEOFFSET -24
SPRITEVAR 1 BIAS -10
SPRITEVAR 1 BOB -25
SPRITEVAR 1 HIDE_MOVE_X 5
SPRITEVAR 1 HIDE_TIME 300
SPRITEVAR 2 BOB -25
SPRITEVAR 3 ANIMATE_FACE 1
SPRITEVAR 3 BIAS -20
SPRITEVAR 3 FRAME_INACT 1
SPRITEVAR 3 OFFS_X -1
SPRITEVAR 3 OFFS_Y 33
SPRITEVAR 4 BIAS -20
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 OFFS_X -11
SPRITEVAR 4 OFFS_Y 24
SPRITEVAR 5 ANGLEOFFSET -80
SPRITEVAR 5 BIAS -10
SPRITEVAR 5 BOB -50
SPRITEVAR 5 HIDE_MOVE_X 5
SPRITEVAR 5 HIDE_MOVE_Y -16
SPRITEVAR 5 HIDE_ROLL 80
SPRITEVAR 5 HIDE_TIME 300
SPRITEVAR 6 BIAS -10
SPRITEVAR 6 BOB -50
SPRITEVAR 6 HIDE_MOVE_X 5
SPRITEVAR 6 HIDE_MOVE_Y -16
SPRITEVAR 6 HIDE_ROLL 80
SPRITEVAR 6 HIDE_TIME 300
SPRITEVAR 6 OFFS_X -8
SPRITEVAR 6 OFFS_Y 4
SPRITEVAR 7 ANIMATE_BIAS 1
SPRITEVAR 7 BIAS 100
SPRITEVAR 7 BIAS_NEG 33
SPRITEVAR 7 BIAS_OFFS_X 2
SPRITEVAR 7 OFFS_X -2
SPRITEVAR 7 OFFS_Y -7
SPRITEVAR 7 USEGROUND
SPRITEVAR 8 BIAS -15
SPRITEVAR 8 BOB -25
SPRITEVAR 8 INVERTFACE
SPRITEVAR 8 OFFS_X 11
STAT TAKEDAMAGE_NONE
THINK NONE 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 18 58
ACID pingu
TRANSFORM zombie_t_horn -1
STAT AI_TEMP_ON_ACTIVE
STAT FX_BREATHE
STAT FX_KEEP_EFFECTS
STAT TEMPMISSILE 1500
END
//=====================================================================
ENTITY z_statue1a
SPRITE DYNAMIC 2 NONE 7 6 dynamic/statue1
SPRITEVAR 0 HIDE_MOVE_Y 202
SPRITEVAR 0 HIDE_ROLL -8
SPRITEVAR 0 HIDE_TIME 400
OFFSET FX_OFFSET 50 52
OFFSET SIZE 16 0
STAT FX_SHOWER -130
STAT FX_SMOKE_ANGLE 90
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_statue1b
SPRITE DYNAMIC 2 NONE 0 -6 dynamic/statue1
SPRITE DYNAMIC 2 NONE 0 -6 dynamic/statue1
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 HIDE_MOVE_Y 74
SPRITEVAR 0 HIDE_ROLL 80
SPRITEVAR 0 HIDE_TIME 300
SPRITEVAR 1 FADE_TOGGLE -200
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 HIDE_MOVE_Y 74
SPRITEVAR 1 HIDE_ROLL 80
SPRITEVAR 1 HIDE_TIME 300
SPRITEVAR 1 INACTIVE
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_statue1c
OFFSET SIZE 40 16
STAT INVISIBLE
STAT NOLIST
END
//=====================================================================
ENTITY z_chair2b
SPRITE DYNAMIC 2 NONE 0 0 dynamic/chair2
SPRITE DYNAMIC 2 NONE 32 0 dynamic/chair2
SPRITEVAR 0 ACTIVE
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 FRAME 1
OFFSET SIZE 32 16
STAT FX_NOENV_FX
STAT NOLIST
EFFECT TOGGLE DEBRIS_METAL 0 0 0
END
//=====================================================================
ENTITY z_san_winb
SPRITE DYNAMIC 2 NONE 0 0 dynamic/san_window
SPRITEVAR 0 ACTIVE
SPRITEVAR 0 FRAME 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_san_win
SPRITE DYNAMIC 2 NONE 0 0 dynamic/san_window
SPRITEVAR 0 ACTIVE
SOUND DYNAMIC S_DIE world/break_glass_3
CORPSE z_san_winb 0
OFFSET SIZE 32 64
STAT DAMAGE_SPLASH 1
STAT FX_NOENV_FX
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 -36 100
EFFECT GIB DEBRIS_GLASS 0 -18 100
EFFECT GIB DEBRIS_GLASS 0 -18 100
EFFECT GIB DEBRIS_GLASS 0 36 100
END
//=====================================================================
ENTITY z_powswitch1b
SPRITE DYNAMIC 2 NONE -2 4 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -2 37 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -2 3 dynamic/powerswitch1
SPRITEVAR 0 FRAME 3
SPRITEVAR 0 SCALE 250
SPRITEVAR 1 HIDE_MOVE_Y 70
SPRITEVAR 1 HIDE_TIME 300
SPRITEVAR 1 FRAME 4
SPRITEVAR 2 FILL_W 10
SPRITEVAR 2 FILL_H 66
SPRITEVAR 2 FRAME 5
SPRITEVAR 2 HIDE_MOVE_Y 70
SPRITEVAR 2 HIDE_TIME 300
LIGHT -2 -25 25 85 255 0 30
SOUND DYNAMIC S_SLEEP dynamic/event_powswitch1_off
SOUND DYNAMIC S_WAKE dynamic/event_powswitch1_on
STAT AI_KEEPANGLE 90
STAT FX_LIGHT_FADE 1
STAT FX_LIGHTBEAM 55
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_powswitch1c
SPRITE DYNAMIC 2 NONE 0 -31 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -4 36 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -4 22 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -4 10 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -4 -5 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -4 -19 dynamic/powerswitch1
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 DIM
SPRITEVAR 1 EMP 2
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 DIM
SPRITEVAR 2 EMP 2
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 ACTIVE
SPRITEVAR 3 DIM
SPRITEVAR 3 EMP 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 4 ACTIVE
SPRITEVAR 4 DIM
SPRITEVAR 4 EMP 2
SPRITEVAR 4 FRAME 2
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 DIM
SPRITEVAR 5 EMP 2
SPRITEVAR 5 FRAME 2
STAT FX_NOENV_FX
STAT NOLIST
STAT TAKEDAMAGE_EMP
END
//=====================================================================
ENTITY z_powswitch1
SPRITE DYNAMIC 2 NONE 0 -31 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -4 36 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -4 22 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -4 10 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -4 -5 dynamic/powerswitch1
SPRITE DYNAMIC 1 NONE -4 -19 dynamic/powerswitch1
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 EMP 2
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 EMP 2
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 ACTIVE
SPRITEVAR 3 EMP 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 4 ACTIVE
SPRITEVAR 4 EMP 2
SPRITEVAR 4 FRAME 2
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 EMP 2
SPRITEVAR 5 FRAME 2
SOUND STATIC S_DIE world/break_panel
CORPSE z_powswitch1c 0
ITEM tempspark -4 4
STAT FX_NOENV_FX
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 50
END
//=====================================================================
ENTITY z_mecha_stalk
SPRITE DYNAMIC 0 NONE 0 19 robots/mechapeng_core
SPRITE DYNAMIC 0 NONE 0 63 robots/mechapeng
SPRITE DYNAMIC 0 NONE 47 135 robots/mechapeng_limbs
SPRITE DYNAMIC 0 NONE -47 135 robots/mechapeng_limbs
SPRITE DYNAMIC 0 NONE 82 112 robots/mechapeng_limbs
SPRITE DYNAMIC 0 NONE -82 112 robots/mechapeng_limbs
SPRITE DYNAMIC 0 NONE 126 102 robots/mechapeng_mk1
SPRITE DYNAMIC 0 NONE -126 102 robots/mechapeng_mk1
SPRITE DYNAMIC 0 NONE 1 274 robots/mechapeng
SPRITE DYNAMIC 1 NONE 24 219 robots/mechapeng
SPRITE DYNAMIC 1 NONE -25 219 robots/mechapeng
SPRITE DYNAMIC 1 NONE 24 219 robots/mechapeng
SPRITE DYNAMIC 1 NONE -25 219 robots/mechapeng
SPRITE STATIC 0 NONE 130 152 turrets/base
SPRITE STATIC 0 NONE 130 152 turrets/base
SPRITE STATIC 0 NONE -130 152 turrets/base
SPRITE STATIC 0 NONE -130 152 turrets/base
SPRITE STATIC 0 NONE 148 30 turrets/base
SPRITE STATIC 0 NONE 165 78 turrets/base
SPRITE STATIC 0 NONE -148 30 turrets/base
SPRITE STATIC 0 NONE -165 78 turrets/base
SPRITEVAR 0 HIDE_MOVE_X 350
SPRITEVAR 1 HIDE_MOVE_X 350
SPRITEVAR 2 HIDE_MOVE_X 350
SPRITEVAR 3 HIDE_MOVE_X 350
SPRITEVAR 4 HIDE_MOVE_X 350
SPRITEVAR 5 HIDE_MOVE_X 350
SPRITEVAR 6 HIDE_MOVE_X 350
SPRITEVAR 7 HIDE_MOVE_X 350
SPRITEVAR 8 HIDE_MOVE_X 350
SPRITEVAR 9 HIDE_MOVE_X 350
SPRITEVAR 10 HIDE_MOVE_X 350
SPRITEVAR 11 HIDE_MOVE_X 350
SPRITEVAR 12 HIDE_MOVE_X 350
SPRITEVAR 13 HIDE_MOVE_X 350
SPRITEVAR 14 HIDE_MOVE_X 350
SPRITEVAR 15 HIDE_MOVE_X 350
SPRITEVAR 16 HIDE_MOVE_X 350
SPRITEVAR 17 HIDE_MOVE_X 350
SPRITEVAR 18 HIDE_MOVE_X 350
SPRITEVAR 19 HIDE_MOVE_X 350
SPRITEVAR 20 HIDE_MOVE_X 350
SPRITEVAR 0 HIDE_TIME 3000
SPRITEVAR 1 HIDE_TIME 3000
SPRITEVAR 2 HIDE_TIME 3000
SPRITEVAR 3 HIDE_TIME 3000
SPRITEVAR 4 HIDE_TIME 3000
SPRITEVAR 5 HIDE_TIME 3000
SPRITEVAR 6 HIDE_TIME 3000
SPRITEVAR 7 HIDE_TIME 3000
SPRITEVAR 8 HIDE_TIME 3000
SPRITEVAR 9 HIDE_TIME 3000
SPRITEVAR 10 HIDE_TIME 3000
SPRITEVAR 11 HIDE_TIME 3000
SPRITEVAR 12 HIDE_TIME 3000
SPRITEVAR 13 HIDE_TIME 3000
SPRITEVAR 14 HIDE_TIME 3000
SPRITEVAR 15 HIDE_TIME 3000
SPRITEVAR 16 HIDE_TIME 3000
SPRITEVAR 17 HIDE_TIME 3000
SPRITEVAR 18 HIDE_TIME 3000
SPRITEVAR 19 HIDE_TIME 3000
SPRITEVAR 20 HIDE_TIME 3000
SPRITEVAR 0 BOB 70
SPRITEVAR 1 BOB 70
SPRITEVAR 2 BOB 70
SPRITEVAR 3 BOB 70
SPRITEVAR 4 BOB 70
SPRITEVAR 5 BOB 70
SPRITEVAR 6 BOB 90
SPRITEVAR 7 BOB 90
SPRITEVAR 8 BOB 70
SPRITEVAR 9 BOB 70
SPRITEVAR 10 BOB 70
SPRITEVAR 11 BOB 70
SPRITEVAR 12 BOB 70
SPRITEVAR 13 BOB 90
SPRITEVAR 14 BOB 90
SPRITEVAR 15 BOB 90
SPRITEVAR 16 BOB 90
SPRITEVAR 17 BOB 90
SPRITEVAR 18 BOB 90
SPRITEVAR 19 BOB 90
SPRITEVAR 20 BOB 90
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 SCALE 250
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 BIAS 10
SPRITEVAR 2 OFFS_X 20
SPRITEVAR 2 OFFS_Y -6
SPRITEVAR 3 BIAS -10
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 OFFS_X 20
SPRITEVAR 3 OFFS_Y -6
SPRITEVAR 4 BIAS -5
SPRITEVAR 4 BIAS_MOVE_X 1
SPRITEVAR 4 BIAS_MOVE_Y 3
SPRITEVAR 4 FRAME 1
SPRITEVAR 4 OFFS_X 21
SPRITEVAR 4 OFFS_Y -17
SPRITEVAR 5 BIAS 5
SPRITEVAR 5 BIAS_MOVE_X -1
SPRITEVAR 5 BIAS_MOVE_Y 3
SPRITEVAR 5 FRAME 1
SPRITEVAR 5 INVERTFACE
SPRITEVAR 5 OFFS_X 21
SPRITEVAR 5 OFFS_Y -17
SPRITEVAR 7 INVERTFACE
SPRITEVAR 9 ANGLEOFFSET -90
SPRITEVAR 9 ANGLEFACTOR 200
SPRITEVAR 9 FRAME 4
SPRITEVAR 10 ANGLEOFFSET -90
SPRITEVAR 10 ANGLEFACTOR 200
SPRITEVAR 10 FRAME 4
SPRITEVAR 11 ANGLEOFFSET -90
SPRITEVAR 11 FRAME 5
SPRITEVAR 11 OFFS_X 5
SPRITEVAR 12 ANGLEOFFSET -90
SPRITEVAR 12 FRAME 5
SPRITEVAR 12 OFFS_X 5
SPRITEVAR 13 OFFS_X 3
SPRITEVAR 14 ANGLEOFFSET 70
SPRITEVAR 14 OFFS_X 3
SPRITEVAR 15 ANGLEOFFSET 180
SPRITEVAR 15 OFFS_X 3
SPRITEVAR 16 ANGLEOFFSET 110
SPRITEVAR 16 OFFS_X 3
SPRITEVAR 17 ANGLEOFFSET -90
SPRITEVAR 17 OFFS_X 3
SPRITEVAR 17 SCALE 78
SPRITEVAR 18 ANGLEOFFSET -90
SPRITEVAR 18 OFFS_X 3
SPRITEVAR 18 SCALE 78
SPRITEVAR 19 ANGLEOFFSET -90
SPRITEVAR 19 OFFS_X 3
SPRITEVAR 19 SCALE 78
SPRITEVAR 20 ANGLEOFFSET -90
SPRITEVAR 20 OFFS_X 3
SPRITEVAR 20 SCALE 78
OFFSET SIZE 200 0
STAT FX_DIM_HIDE 1
STAT FX_WADDLE_CONSTANT 95
STAT INVISIBLE
TRANSFORM z_fx_fragger 3500
END

//=====================================================================
// LEVEL 8:
//=====================================================================
//=====================================================================
// WALL MINE
//=====================================================================
ENTITY mine1_t
SPRITE DYNAMIC 2 NONE -8 7 robots/minimine_wall
SPRITE DYNAMIC 2 NONE 9 7 robots/minimine_wall
SPRITE DYNAMIC 2 NONE -8 -11 robots/minimine_wall
SPRITE DYNAMIC 2 NONE 9 -11 robots/minimine_wall
SPRITE STATIC 3 NONE -11 0 robots/minimine
SPRITE STATIC 3 NONE 0 -11 robots/minimine
SPRITE STATIC 3 NONE 0 11 robots/minimine
SPRITE STATIC 3 NONE 11 0 robots/minimine
SPRITE STATIC 3 NONE 0 0 robots/minimine
SPRITE STATIC 1 NONE 0 0 robots/minimine
SPRITEVAR 4 ACTIVE
SPRITEVAR 4 ANGLEOFFSET 45
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 ANGLEOFFSET 135
SPRITEVAR 6 ACTIVE
SPRITEVAR 6 ANGLEOFFSET 315
SPRITEVAR 7 ACTIVE
SPRITEVAR 7 ANGLEOFFSET 225
SPRITEVAR 8 ACTIVE
SPRITEVAR 8 FRAME 1
SPRITEVAR 9 ACTIVE
SPRITEVAR 9 FRAME 2
SPRITEVAR 9 ROLL 100
LIGHT 0 0 12 255 255 40
SOUND STATIC S_LOOP common/robot_minimine_move
STAT NOLIST
END
//=====================================================================
ENTITY mine1
DESCRIBE Wall-mounted_mine
SOUND STATIC S_DIE world/explosion
THINK NONE 1 AI_BLOW 0.8
AUTOTRIGGER guide mine1_t
OFFSET SIZE 16 0
STAT AI_LIST_ALIAS 3
STAT AI_KEEPACTIVE
STAT AI_KILLSWITCH
STAT AI_NOBLOW
STAT FRAG
STAT DAMAGE 12
STAT DAMAGE_SPLASH 64
STAT FX_DIM 0
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
STAT S_HEALTH 3
STAT S_SCORE 50
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END
//=====================================================================
ENTITY z_minegear1a
SPRITE DYNAMIC 2 NONE -32 245 dynamic/chain1
SPRITE DYNAMIC 2 NONE -16 245 dynamic/chain1
SPRITE DYNAMIC 2 NONE 16 245 dynamic/chain1
SPRITE DYNAMIC 2 NONE 32 245 dynamic/chain1
SPRITE DYNAMIC 2 NONE -24 113 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 24 113 dynamic/mine_gears
SPRITE STATIC 2 NONE -35 85 world/elevator
SPRITE STATIC 2 NONE -13 85 world/elevator
SPRITE STATIC 2 NONE 13 85 world/elevator
SPRITE STATIC 2 NONE 35 85 world/elevator
SPRITE DYNAMIC 2 NONE -24 108 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 24 108 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -23 116 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 25 116 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -56 85 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 56 85 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 0 85 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -24 82 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 24 82 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -64 85 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 64 85 dynamic/mine_gears
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 0 FILL_H 382
SPRITEVAR 0 HIDE_MOVE_Y 352
SPRITEVAR 0 HIDE_TIME 1750
SPRITEVAR 1 FILL_H 382
SPRITEVAR 1 HIDE_MOVE_Y 352
SPRITEVAR 1 HIDE_TIME 1750
SPRITEVAR 2 FILL_H 382
SPRITEVAR 2 HIDE_MOVE_Y 352
SPRITEVAR 2 HIDE_TIME 1750
SPRITEVAR 3 FILL_H 382
SPRITEVAR 3 HIDE_MOVE_Y 352
SPRITEVAR 3 HIDE_TIME 1750
SPRITEVAR 4 FRAME 5
SPRITEVAR 4 SCISSORS -1
SPRITEVAR 5 FRAME 5
SPRITEVAR 6 FRAME 9
SPRITEVAR 6 HIDE_ROLL 423
SPRITEVAR 6 HIDE_TIME 1750
SPRITEVAR 7 FRAME 9
SPRITEVAR 7 HIDE_ROLL 423
SPRITEVAR 7 HIDE_TIME 1750
SPRITEVAR 8 FRAME 9
SPRITEVAR 8 HIDE_ROLL -423
SPRITEVAR 8 HIDE_TIME 1750
SPRITEVAR 9 FRAME 9
SPRITEVAR 9 HIDE_ROLL -423
SPRITEVAR 9 HIDE_TIME 1750
SPRITEVAR 10 FRAME 1
SPRITEVAR 10 HIDE_ROLL -423
SPRITEVAR 10 HIDE_TIME 1750
SPRITEVAR 11 FRAME 1
SPRITEVAR 11 HIDE_ROLL 423
SPRITEVAR 11 HIDE_TIME 1750
SPRITEVAR 14 FRAME 4
SPRITEVAR 15 FRAME 4
SPRITEVAR 16 FILL_W 112
SPRITEVAR 16 FRAME 3
SPRITEVAR 17 FRAME 2
SPRITEVAR 18 FRAME 2
SPRITEVAR 19 FILL_W 16
SPRITEVAR 19 FRAME 3
SPRITEVAR 20 ALPHA 0
SPRITEVAR 20 FILL_W 16
SPRITEVAR 20 FRAME 3
SCISSORS -56 -298 112 393
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_minegear1b
CLONE z_minegear1a
SPRITEVAR 14 ALPHA 0
SPRITEVAR 19 ALPHA 0
STAT NOLIST
END
//=====================================================================
ENTITY z_minegear1c
CLONE z_minegear1a
SPRITEVAR 14 ALPHA 0
SPRITEVAR 15 ALPHA 0
SPRITEVAR 19 ALPHA 0
SPRITEVAR 20 ALPHA 100
STAT NOLIST
END
//=====================================================================
ENTITY z_minegear1mpa
CLONE z_minegear1a
SPRITEVAR 0 HIDE_MOVE_Y 288
SPRITEVAR 0 HIDE_TIME 1432
SPRITEVAR 1 HIDE_MOVE_Y 288
SPRITEVAR 1 HIDE_TIME 1432
SPRITEVAR 2 HIDE_MOVE_Y 288
SPRITEVAR 2 HIDE_TIME 1432
SPRITEVAR 3 HIDE_MOVE_Y 288
SPRITEVAR 3 HIDE_TIME 1432
SPRITEVAR 6 HIDE_ROLL 423
SPRITEVAR 6 HIDE_TIME 1432
SPRITEVAR 7 HIDE_ROLL 423
SPRITEVAR 7 HIDE_TIME 1432
SPRITEVAR 8 HIDE_ROLL -423
SPRITEVAR 8 HIDE_TIME 1432
SPRITEVAR 9 HIDE_ROLL -423
SPRITEVAR 9 HIDE_TIME 1432
SPRITEVAR 10 HIDE_ROLL -423
SPRITEVAR 10 HIDE_TIME 1432
SPRITEVAR 11 HIDE_ROLL 423
SPRITEVAR 11 HIDE_TIME 1432
STAT NOLIST
END
//=====================================================================
ENTITY z_minegear1mpb
CLONE z_minegear1mpa
SPRITEVAR 14 ALPHA 0
SPRITEVAR 19 ALPHA 0
STAT NOLIST
END
//=====================================================================
ENTITY z_minegear1mpc
CLONE z_minegear1mpa
SPRITEVAR 14 ALPHA 0
SPRITEVAR 15 ALPHA 0
SPRITEVAR 19 ALPHA 0
SPRITEVAR 20 ALPHA 100
STAT NOLIST
END
//=====================================================================
ENTITY z_minegear2
SPRITE DYNAMIC 2 NONE 176 -101 dynamic/chain1
SPRITE DYNAMIC 2 NONE -168 -32 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -56 -32 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 56 -32 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 168 -32 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -168 -18 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -56 -18 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 56 -18 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 168 -18 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -224 -45 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -112 -45 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 0 -45 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 112 -45 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 224 -45 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -167 -20 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -55 -20 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 57 -20 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 169 -20 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -223 -47 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE -111 -47 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 1 -47 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 113 -47 dynamic/mine_gears
SPRITE DYNAMIC 2 NONE 225 -47 dynamic/mine_gears
SPRITEVAR 0 ANGLEOFFSET 90
SPRITEVAR 0 FILL_H 944
SPRITEVAR 0 HIDE_MOVE_X -352
SPRITEVAR 0 HIDE_TIME 3050
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 1 FRAME 8
SPRITEVAR 1 SCALE 134
SPRITEVAR 2 FRAME 8
SPRITEVAR 2 SCALE 134
SPRITEVAR 3 FRAME 8
SPRITEVAR 3 SCALE 134
SPRITEVAR 4 FRAME 8
SPRITEVAR 4 SCALE 134
SPRITEVAR 5 ANGLEOFFSET 45
SPRITEVAR 5 FRAME 6
SPRITEVAR 5 HIDE_ROLL -423
SPRITEVAR 5 HIDE_TIME 3050
SPRITEVAR 6 ANGLEOFFSET -45
SPRITEVAR 6 FRAME 6
SPRITEVAR 6 HIDE_ROLL -423
SPRITEVAR 6 HIDE_TIME 3050
SPRITEVAR 7 ANGLEOFFSET 45
SPRITEVAR 7 FRAME 6
SPRITEVAR 7 HIDE_ROLL -423
SPRITEVAR 7 HIDE_TIME 3050
SPRITEVAR 8 ANGLEOFFSET -45
SPRITEVAR 8 FRAME 6
SPRITEVAR 8 HIDE_ROLL -423
SPRITEVAR 8 HIDE_TIME 3050
SPRITEVAR 9 FRAME 6
SPRITEVAR 9 HIDE_ROLL 423
SPRITEVAR 9 HIDE_TIME 3050
SPRITEVAR 10 FRAME 6
SPRITEVAR 10 HIDE_ROLL 423
SPRITEVAR 10 HIDE_TIME 3050
SPRITEVAR 11 FRAME 6
SPRITEVAR 11 HIDE_ROLL 423
SPRITEVAR 11 HIDE_TIME 3050
SPRITEVAR 12 FRAME 6
SPRITEVAR 12 HIDE_ROLL 423
SPRITEVAR 12 HIDE_TIME 3050
SPRITEVAR 13 FRAME 6
SPRITEVAR 13 HIDE_ROLL 423
SPRITEVAR 13 HIDE_TIME 3050
SPRITEVAR 14 FRAME 7
SPRITEVAR 15 FRAME 7
SPRITEVAR 16 FRAME 7
SPRITEVAR 17 FRAME 7
SPRITEVAR 18 FRAME 7
SPRITEVAR 19 FRAME 7
SPRITEVAR 20 FRAME 7
SPRITEVAR 21 FRAME 7
SPRITEVAR 22 FRAME 7
SCISSORS -296 -128 592 256
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_minegear2mp
CLONE z_minegear2
SPRITEVAR 0 HIDE_TIME 2732
SPRITEVAR 5 HIDE_TIME 2732
SPRITEVAR 6 HIDE_TIME 2732
SPRITEVAR 7 HIDE_TIME 2732
SPRITEVAR 8 HIDE_TIME 2732
SPRITEVAR 9 HIDE_TIME 2732
SPRITEVAR 10 HIDE_TIME 2732
SPRITEVAR 11 HIDE_TIME 2732
SPRITEVAR 12 HIDE_TIME 2732
SPRITEVAR 13 HIDE_TIME 2732
STAT NOLIST
END
//=====================================================================
ENTITY z_lamp_minewarn_b
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/guide_minewarn
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_lamp_minewarn
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/guide_minewarn
SPRITE DYNAMIC 2 NONE 0 0 dynamic/guide_minewarn
SPRITE DYNAMIC 1 NONE 0 0 dynamic/guide_minewarn
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 ALPHA 90
SPRITEVAR 2 EMP 2
SPRITEVAR 2 FRAME 2
LIGHT 0 0 45 255 0 0 30
SOUND STATIC S_DIE common/lamp_break
SOUND STATIC S_LOOP world/loop_light
CORPSE z_lamp_minewarn_b 0
ITEM tempspark_c 0 0
STAT FX_DIM 3
STAT FX_IDLEDISTANCE 30
STAT FX_NOENV_FX
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
EFFECT GIB FLASH 0 0 50
EFFECT GIB DEBRIS_GLASS 0 0 60
END
//=====================================================================
ENTITY z_lamp_guidevb
SPRITE DYNAMIC 2 NONE 4 -2 dynamic/lamp_guide2
STAT NOLIST
END
//=====================================================================
ENTITY z_lamp_guidev
SPRITE DYNAMIC 2 NONE 4 -2 dynamic/lamp_guide2
SPRITE STATIC 2 NONE 3 0 world/lamp_floor
SPRITE STATIC 1 NONE 3 0 world/lamp_floor
SPRITEVAR 1 ANGLEOFFSET 90
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 ANGLEOFFSET 90
SPRITEVAR 2 EMP 2
SPRITEVAR 2 FRAME 1
LIGHT 0 -3 50 255 255 255 40
SOUND STATIC S_DIE common/lamp_break
SOUND STATIC S_LOOP world/loop_light
SOUND STATIC S_WAKE common/lamp_wake
OFFSET SIZE 10 0
CORPSE z_lamp_guidevb 0
ITEM tempspark_c 0 -3
STAT FX_LIGHT_FADE 1
STAT FX_IDLEDISTANCE 30
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
EFFECT GIB FLASH 0 -3 50
EFFECT GIB DEBRIS_GLASS 0 -3 0
END
//=====================================================================
ENTITY z_z4b_bg1
SPRITE DYNAMIC 2 NONE 0 0 dynamic/background_mineshaft
SPRITEVAR 0 FACE_RANDOM
SPRITEVAR 0 FRAME_RANDOM
STAT FX_NOENV_FX
STAT FX_RANDOM_FACE
STAT FX_RANDOM_FRAME 2
STAT NOLIST
END
//=====================================================================
ENTITY z_lamp_lantern_c
CLONE t_lantern_gib
MOVETYPE WALK 5
OFFSET SIZE 8 0
STAT AI_INHERIT_ANGLE
STAT AI_INHERIT_FACE
STAT AI_ITEM_ANGLE 80
STAT FX_DIM_COLOR 1
STAT FX_FULLANGLE_BIAS 20
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_lamp_lantern
SPRITE DYNAMIC 2 NONE 0 12 zombie/tool_lantern
SPRITE DYNAMIC 1 NONE 0 12 zombie/tool_lantern
SPRITE DYNAMIC 2 NONE 0 14 zombie/tool_lantern
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 EMP 1
SPRITEVAR 1 FRAME 1
SOUND STATIC S_DIE common/lamp_detach_2
SOUND STATIC S_LOOP world/loop_light
LIGHT 0 15 50 255 255 255 40
THINK NONE 0 NONE 1
MOVETYPE WALK 0
OFFSET SIZE 8 24
STAT AI_ITEM_ANGLE 88
STAT AI_NOBOUNCE
STAT AI_NONBLOCKING
STAT FX_FULLMODEL
STAT FX_FULLANGLE_GROUND
STAT FX_IDLEDISTANCE 35
STAT FX_NOENV_FX
STAT S_HEALTH 1
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
STAT TEMPMISSILE 5000
ITEM z_lamp_lantern_c 0 0
END
//=====================================================================
ENTITY z_minebridge1
SPRITE DYNAMIC 2 NONE 0 51 dynamic/mine_bridge
SPRITE DYNAMIC 3 NONE 0 0 dynamic/mine_bridge
SPRITE DYNAMIC 3 NONE 0 8 dynamic/mine_bridge
SPRITE DYNAMIC 3 NONE 0 8 dynamic/mine_bridge
SPRITE DYNAMIC 3 NONE 0 0 dynamic/mine_bridge
SPRITE DYNAMIC 3 NONE 0 0 dynamic/mine_bridge
SPRITEVAR 0 HIDE_MOVE_Y 495
SPRITEVAR 0 HIDE_ROLL 6
SPRITEVAR 0 HIDE_TIME 1200
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 HIDE_MOVE_Y 478
SPRITEVAR 1 HIDE_ROLL 3
SPRITEVAR 1 HIDE_TIME 1200
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 HIDE_MOVE_Y 478
SPRITEVAR 2 HIDE_ROLL 3
SPRITEVAR 2 HIDE_TIME 1200
SPRITEVAR 3 FADE_TOGGLE -200
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 HIDE_MOVE_Y 478
SPRITEVAR 3 HIDE_ROLL 3
SPRITEVAR 3 HIDE_TIME 1200
SPRITEVAR 3 INACTIVE
SPRITEVAR 4 FADE_TOGGLE -100
SPRITEVAR 4 FRAME 4
SPRITEVAR 4 HIDE_MOVE_Y 478
SPRITEVAR 4 HIDE_ROLL 3
SPRITEVAR 4 HIDE_TIME 1200
SPRITEVAR 4 INACTIVE
SPRITEVAR 4 INVERTFACE
SPRITEVAR 4 OFFS_X -127
SPRITEVAR 4 OFFS_Y 7
SPRITEVAR 5 FADE_TOGGLE -100
SPRITEVAR 5 FRAME 4
SPRITEVAR 5 HIDE_MOVE_Y 478
SPRITEVAR 5 HIDE_ROLL 3
SPRITEVAR 5 HIDE_TIME 1200
SPRITEVAR 5 INACTIVE
SPRITEVAR 5 OFFS_X 127
SPRITEVAR 5 OFFS_Y 7
SOUND STATIC S_SLEEP common/lamp_detach_1
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_minebridge2
CLONE z_minebridge1
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 0 HIDE_MOVE_Y 500
SPRITEVAR 0 HIDE_ROLL 16
SCISSORS -140 -460 280 560
END

//=====================================================================
// LEVEL 9:
//=====================================================================
ENTITY z_z5_mhidep1
SPRITE STATIC 1 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 0 world/powerorb
SPRITE STATIC 1 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 0 world/powerorb
SPRITEVAR 0 AIM
SPRITEVAR 0 FRAME 2
SPRITEVAR 1 AIM
SPRITEVAR 2 AIM
SPRITEVAR 2 FRAME 6
SPRITEVAR 2 OFFS_X -13
SPRITEVAR 2 OFFS_Y -7
SPRITEVAR 3 AIM
SPRITEVAR 3 FRAME 6
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 OFFS_X -13
SPRITEVAR 3 OFFS_Y -7
SPRITEVAR 4 AIM
SPRITEVAR 4 FRAME 7
SPRITEVAR 4 OFFS_X 1
SPRITEVAR 4 OFFS_Y 18
SPRITEVAR 5 AIM
SPRITEVAR 5 FRAME 5
SPRITEVAR 5 HARDLIGHT
SPRITEVAR 5 ROLL -150
SPRITEVAR 6 AIM
SPRITEVAR 6 FRAME 1
SPRITEVAR 6 OFFS_Y -5
SPRITEVAR 7 AIM
SPRITEVAR 7 FRAME 3
SPRITEVAR 7 OFFS_X -13
SPRITEVAR 7 OFFS_Y -7
SPRITEVAR 8 AIM
SPRITEVAR 8 FRAME 3
SPRITEVAR 8 INVERTFACE
SPRITEVAR 8 OFFS_X -13
SPRITEVAR 8 OFFS_Y -7
SPRITEVAR 9 AIM
SPRITEVAR 9 FRAME 4
SPRITEVAR 9 OFFS_Y 17
STAT AI_KEEPANGLE 0
STAT FX_NOENV_FX
STAT FX_NOFACE
STAT NOLIST
END
//=====================================================================
ENTITY z_z5_mhidep2
CLONE z_z5_mhidep1
SPRITEVAR 6 ROLL 150
STAT NOLIST
END
//=====================================================================
ENTITY z_z5_mhideh
SPRITE DYNAMIC 0 NONE 1 100 robots/mechapeng
SPRITE DYNAMIC 1 NONE 2 165 robots/mechapeng
SPRITE DYNAMIC 0 NONE 24 45 robots/mechapeng
SPRITE DYNAMIC 0 NONE -25 45 robots/mechapeng
SPRITE DYNAMIC 0 NONE 25 44 robots/mechapeng
SPRITE DYNAMIC 0 NONE -24 44 robots/mechapeng
SPRITE DYNAMIC 1 NONE 24 45 robots/mechapeng
SPRITE DYNAMIC 1 NONE -25 45 robots/mechapeng
SPRITE DYNAMIC 1 NONE 24 45 robots/mechapeng
SPRITE DYNAMIC 1 NONE -25 45 robots/mechapeng
SPRITEVAR 1 FRAME 6
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 4 ALPHA 75
SPRITEVAR 4 FRAME 3
SPRITEVAR 5 ALPHA 75
SPRITEVAR 5 FRAME 3
SPRITEVAR 6 FRAME 4
SPRITEVAR 7 FRAME 4
SPRITEVAR 8 FRAME 5
SPRITEVAR 8 OFFS_X 5
SPRITEVAR 9 FRAME 5
SPRITEVAR 9 OFFS_X 5
STAT FX_KEEP_EFFECTS
STAT FX_NOFACE
STAT NOLIST
END
//=====================================================================
ENTITY z_z5_mhidet
SPRITE STATIC 0 NONE 0 0 turrets/gun_laser
SPRITE STATIC 0 NONE 0 0 turrets/gun_laser
SPRITE STATIC 0 NONE 0 0 turrets/gun_laser
SPRITE STATIC 1 NONE 0 0 turrets/gun_laser_c
SPRITE STATIC 0 NONE 0 0 turrets/base
SPRITE STATIC 0 NONE 0 0 turrets/base
SPRITE STATIC 0 NONE 0 0 turrets/base
SPRITEVAR 0 FRAME 0
SPRITEVAR 0 OFFS_X 26
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 OFFS_X 18
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 OFFS_X -11
SPRITEVAR 3 FRAME 3
SPRITEVAR 3 OFFS_X -11
SPRITEVAR 4 OFFS_X 3
SPRITEVAR 4 SCALE 78
SPRITEVAR 5 FRAME 4
SPRITEVAR 6 FRAME 3
SPRITEVAR 6 OFFS_Y -1
STAT FX_NOFACE
STAT NOLIST
END
//=====================================================================
ENTITY z_z5_mhide
SPRITE DYNAMIC 1 NONE 0 19 robots/mechapeng_core
SPRITE DYNAMIC 1 NONE 0 19 robots/mechapeng_core
SPRITE DYNAMIC 1 NONE 0 19 robots/mechapeng_core
SPRITE DYNAMIC 0 NONE 0 63 robots/mechapeng
SPRITE DYNAMIC 0 NONE 1 97 robots/mechapeng_mk1
SPRITE DYNAMIC 0 NONE -22 19 robots/mechapeng
SPRITE DYNAMIC 0 NONE 22 19 robots/mechapeng
SPRITE DYNAMIC 0 NONE 0 -3 robots/mechapeng
SPRITE DYNAMIC 0 NONE 0 41 robots/mechapeng
SPRITE DYNAMIC 0 NONE 47 135 robots/mechapeng_limbs
SPRITE DYNAMIC 0 NONE -47 135 robots/mechapeng_limbs
SPRITE DYNAMIC 0 NONE 82 112 robots/mechapeng_limbs
SPRITE DYNAMIC 0 NONE -82 112 robots/mechapeng_limbs
SPRITE DYNAMIC 0 NONE 126 102 robots/mechapeng_mk1
SPRITE DYNAMIC 0 NONE -126 102 robots/mechapeng_mk1
SPRITE DYNAMIC 1 NONE 0 19 dynamic/shield
SPRITE DYNAMIC 1 NONE 0 19 dynamic/shield
SPRITE DYNAMIC 1 NONE 0 19 dynamic/shield
SPRITEVAR 0 FRAME 3
SPRITEVAR 0 NOFACE
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 NOFACE
SPRITEVAR 2 NOFACE
//BODY
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 NOFACE
SPRITEVAR 4 ALPHA 80
SPRITEVAR 4 FRAME 1
SPRITEVAR 4 NOFACE
//SHIELDS
SPRITEVAR 5 FRAME 9
SPRITEVAR 5 NOFACE
SPRITEVAR 6 FRAME 9
SPRITEVAR 6 INVERTFACE
SPRITEVAR 6 NOFACE
SPRITEVAR 7 FRAME 8
SPRITEVAR 7 NOFACE
SPRITEVAR 8 FRAME 7
SPRITEVAR 8 NOFACE
//ARMS
SPRITEVAR 9 BIAS 10
SPRITEVAR 9 NOFACE
SPRITEVAR 9 OFFS_X 20
SPRITEVAR 9 OFFS_Y -6
SPRITEVAR 10 BIAS -10
SPRITEVAR 10 INVERTFACE
SPRITEVAR 10 NOFACE
SPRITEVAR 10 OFFS_X 20
SPRITEVAR 10 OFFS_Y -6
SPRITEVAR 11 BIAS -5
SPRITEVAR 11 BIAS_MOVE_X 1
SPRITEVAR 11 BIAS_MOVE_Y 3
SPRITEVAR 11 FRAME 1
SPRITEVAR 11 NOFACE
SPRITEVAR 11 OFFS_X 21
SPRITEVAR 11 OFFS_Y -17
SPRITEVAR 12 BIAS 5
SPRITEVAR 12 BIAS_MOVE_X -1
SPRITEVAR 12 BIAS_MOVE_Y 3
SPRITEVAR 12 FRAME 1
SPRITEVAR 12 INVERTFACE
SPRITEVAR 12 NOFACE
SPRITEVAR 12 OFFS_X 21
SPRITEVAR 12 OFFS_Y -17
SPRITEVAR 13 NOFACE
SPRITEVAR 14 INVERTFACE
SPRITEVAR 14 NOFACE
//SHIELD
SPRITEVAR 15 HARDLIGHT
SPRITEVAR 15 ROLL -100
SPRITEVAR 15 SCALE 52
SPRITEVAR 16 HARDLIGHT
SPRITEVAR 16 ROLL -250
SPRITEVAR 16 SCALE 56
SPRITEVAR 17 ALPHA 75
SPRITEVAR 17 HARDLIGHT
SPRITEVAR 17 ROLL -150
SPRITEVAR 17 SCALE 64
THINK AI_ZOMBIE 0 NONE 1
MOVETYPE WALK 0
OBJECT 1 x_mechap_foot1 48 -36 NONE 0 0 0
OBJECT 1 x_mechap_foot2 -48 -36 NONE 0 0 0
OBJECT 1 z_z5_mhidep1 130 152 NONE 0 0 -3
OBJECT 1 z_z5_mhidep2 -130 152 NONE 0 0 3
OBJECT 1 z_z5_mhidet 148 30 NONE 0 0 0
OBJECT 1 z_z5_mhidet 165 78 NONE 0 0 0
OBJECT 1 z_z5_mhidet -148 30 NONE 0 0 0
OBJECT 1 z_z5_mhidet -165 78 NONE 0 0 0
OBJECT 1 z_z5_mhideh 0 174 NONE 0 0 0
OFFSET FX_OFFSET 0 19
OFFSET SIZE 64 146
STAT FX_DIM_COLOR 0
STAT FX_DISABLE
STAT FX_FULLMODEL
STAT FX_IDLEDISTANCE 80
STAT FX_LIGHT_FADE 1
STAT INVISIBLE
STAT TAKEDAMAGE_NONE
STAT NOLIST
END
//=====================================================================
ENTITY z_z5_hide_t
CLONE x_turretc_gun
THINK NONE 0 NONE 1
STAT NOLIST
END
//=====================================================================
ENTITY z_z5_thide
SPRITE DYNAMIC 0 NONE 0 0 turrets/coupling
SPRITE DYNAMIC 0 NONE 0 0 turrets/coupling
SPRITE DYNAMIC 0 NONE 0 0 turrets/coupling
SPRITE DYNAMIC 0 NONE 0 0 turrets/coupling
SPRITE DYNAMIC 0 NONE 0 0 turrets/coupling
SPRITE DYNAMIC 0 NONE 0 0 turrets/coupling
SPRITE DYNAMIC 0 NONE 0 0 turrets/coupling
SPRITE DYNAMIC 0 NONE 0 0 turrets/coupling
SPRITE DYNAMIC 0 NONE 0 1 turrets/coupling_base
SPRITE DYNAMIC 0 ANIM_PANUP 0 0 turrets/coupling
SPRITEVAR 0 ANGLEOFFSET 45
SPRITEVAR 0 FRAME 3
SPRITEVAR 0 OFFS_Y 96
SPRITEVAR 1 ANGLEOFFSET -45
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 OFFS_Y 96
SPRITEVAR 2 ANGLEOFFSET -135
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 OFFS_Y 96
SPRITEVAR 3 ANGLEOFFSET -225
SPRITEVAR 3 FRAME 3
SPRITEVAR 3 OFFS_Y 96
SPRITEVAR 4 FRAME 4
SPRITEVAR 4 OFFS_Y 107
SPRITEVAR 5 ANGLEOFFSET -90
SPRITEVAR 5 FRAME 4
SPRITEVAR 5 OFFS_Y 107
SPRITEVAR 6 ANGLEOFFSET -180
SPRITEVAR 6 FRAME 4
SPRITEVAR 6 OFFS_Y 107
SPRITEVAR 7 ANGLEOFFSET -270
SPRITEVAR 7 FRAME 4
SPRITEVAR 7 OFFS_Y 107
SPRITEVAR 8 FRAME 4
SPRITEVAR 9 ALPHA 0
SPRITEVAR 9 FRAME 7
THINK AI_AIM 0.6 NONE 1
OBJECT 1 x_turretcoup1_drv 0 0 NONE 0 0 0
OBJECT 1 z_z5_hide_t 138 0 NONE 0 0 45
OBJECT 1 z_z5_hide_t -138 0 NONE 0 0 -135
OBJECT 1 z_z5_hide_t 0 138 NONE 0 0 -225
OBJECT 1 z_z5_hide_t 0 -138 NONE 0 0 -45
OFFSET SIZE 60 0
STAT AI_DEATH_DELAY 1000
STAT AI_KEEPANGLE 45
STAT AI_VIS_RANGE 250
STAT FX_DIM_COLOR 0
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_NOFACE
STAT FX_WADDLE_CONSTANT 60
STAT INVISIBLE
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3bg1
SPRITE DYNAMIC 2 NONE 0 0 dynamic/background_hitek1
SPRITE DYNAMIC 1 ANIM_PANFORWARD 0 36 dynamic/background_hitek1
SPRITE DYNAMIC 2 NONE -186 35 dynamic/background_hitek1
SPRITE DYNAMIC 2 NONE 186 35 dynamic/background_hitek1
SPRITE DYNAMIC 2 NONE 0 40 dynamic/background_hitek1
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 FILL_H 20
SPRITEVAR 1 FILL_W 328
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 SCALE 200
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 INVERTFACE
SPRITEVAR 4 FRAME 3
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3bg2
SPRITE DYNAMIC 2 NONE 0 0 dynamic/background_hitek1
SPRITE DYNAMIC 1 ANIM_PANFORWARD 0 36 dynamic/background_hitek1
SPRITE DYNAMIC 2 NONE -302 35 dynamic/background_hitek1
SPRITE DYNAMIC 2 NONE 302 35 dynamic/background_hitek1
SPRITE DYNAMIC 2 NONE 0 35 dynamic/background_hitek1
SPRITE DYNAMIC 2 NONE -175 40 dynamic/background_hitek1
SPRITE DYNAMIC 2 NONE 175 40 dynamic/background_hitek1
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 FILL_H 20
SPRITEVAR 1 FILL_W 328
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 SCALE 200
SPRITEVAR 2 FRAME 4
SPRITEVAR 3 FRAME 4
SPRITEVAR 3 INVERTFACE
SPRITEVAR 4 FRAME 5
SPRITEVAR 5 FRAME 3
SPRITEVAR 6 FRAME 3
SPRITEVAR 6 INVERTFACE
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3bgl1
LIGHT 0 35 70 255 0 0 40
STAT AI_VIS_RANGE 150
STAT FX_NOENV_FX
STAT FX_LIGHT_FADE 1
STAT FX_LIGHTBEAM 185
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3bgl2
LIGHT 0 35 70 255 0 0 40
STAT AI_VIS_RANGE 150
STAT FX_LIGHT_FADE 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3a_lites2
SPRITE STATIC 1 NONE -237 194 world/door_front
SPRITE STATIC 1 NONE -237 -194 world/door_front
SPRITEVAR 0 FRAME 9
SPRITEVAR 1 ANGLEOFFSET 180
SPRITEVAR 1 FRAME 9
SPRITEVAR 1 INVERTFACE
LIGHT -237 194 15 255 0 0 50
LIGHT -237 -194 15 255 0 0 50
STAT AI_VIS_RANGE 250
STAT FX_KEEP_EFFECTS
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3a_lites
CLONE z_gate_big3a_lites2
SPRITEVAR 0 FRAME_INACT 8
SPRITEVAR 1 FRAME_INACT 8
LIGHT -237 194 15 85 255 0 50
LIGHT -237 -194 15 85 255 0 50
STAT FX_LIGHT_ON_OFF
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3a0
SPRITE DYNAMIC 2 NONE 0 84 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 0 -86 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 0 193 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE -356 0 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 356 0 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 0 -200 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 0 -205 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 0 205 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE -365 0 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 365 0 dynamic/gate_big3a
SPRITEVAR 0 HIDE_MOVE_Y -245
SPRITEVAR 0 HIDE_TIME 1225
SPRITEVAR 0 SCISSORS 1
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HIDE_MOVE_Y 245
SPRITEVAR 1 HIDE_TIME 1225
SPRITEVAR 2 FILL_W 744
SPRITEVAR 2 FRAME 5
SPRITEVAR 2 SCISSORS -1
SPRITEVAR 3 FILL_H 416
SPRITEVAR 3 FRAME 6
SPRITEVAR 4 FILL_H 416
SPRITEVAR 4 FRAME 6
SPRITEVAR 4 INVERTFACE
SPRITEVAR 5 ANGLEOFFSET 180
SPRITEVAR 5 FILL_W 744
SPRITEVAR 5 FRAME 5
SPRITEVAR 6 FILL_W 712
SPRITEVAR 6 FRAME 3
SPRITEVAR 7 FILL_W 712
SPRITEVAR 7 FRAME 4
SPRITEVAR 8 FRAME 2
SPRITEVAR 9 FRAME 2
SPRITEVAR 9 INVERTFACE
SCISSORS -376 -204 752 408
STAT AI_VIS_RANGE 250
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3a1
SPRITE DYNAMIC 2 NONE 0 84 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 0 -86 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE -232 -142 dynamic/gate_big3num
SPRITE DYNAMIC 2 NONE 0 193 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE -356 0 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 356 0 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 0 -200 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 0 -205 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 0 205 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE -365 0 dynamic/gate_big3a
SPRITE DYNAMIC 2 NONE 365 0 dynamic/gate_big3a
SPRITEVAR 0 HIDE_MOVE_Y -245
SPRITEVAR 0 HIDE_TIME 1225
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HIDE_MOVE_Y 245
SPRITEVAR 1 HIDE_TIME 1225
SPRITEVAR 2 HIDE_MOVE_Y 245
SPRITEVAR 2 HIDE_TIME 1225
SPRITEVAR 2 SCALE 134
SPRITEVAR 3 FILL_W 744
SPRITEVAR 3 FRAME 5
SPRITEVAR 4 FILL_H 416
SPRITEVAR 4 FRAME 6
SPRITEVAR 5 FILL_H 416
SPRITEVAR 5 FRAME 6
SPRITEVAR 5 INVERTFACE
SPRITEVAR 6 ANGLEOFFSET 180
SPRITEVAR 6 FILL_W 744
SPRITEVAR 6 FRAME 5
SPRITEVAR 7 FILL_W 712
SPRITEVAR 7 FRAME 3
SPRITEVAR 8 FILL_W 712
SPRITEVAR 8 FRAME 4
SPRITEVAR 9 FRAME 2
SPRITEVAR 10 FRAME 2
SPRITEVAR 10 INVERTFACE
SOUND DYNAMIC S_SLEEP dynamic/event_gate3_open
SOUND DYNAMIC S_WAKE dynamic/event_gate3_close
STAT AI_VIS_RANGE 250
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3a2
CLONE z_gate_big3a1
SPRITEVAR 2 FRAME 1
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3a3
CLONE z_gate_big3a1
SPRITEVAR 2 FRAME 2
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3bs
SPRITE DYNAMIC 2 NONE -2 0 dynamic/gate_big3b
SPRITE STATIC 1 NONE -5 -193 world/door_side
SPRITE STATIC 1 NONE -5 193 world/door_side
SPRITEVAR 0 FRAME 3
SPRITEVAR 1 ANGLEOFFSET 180
SPRITEVAR 1 FRAME 8
SPRITEVAR 1 FRAME_INACT 9
SPRITEVAR 1 INVERTFACE
SPRITEVAR 2 FRAME 8
SPRITEVAR 2 FRAME_INACT 9
LIGHT -5 -193 15 255 0 0 50
LIGHT -5 193 15 255 0 0 50
LIGHT -5 -193 15 85 255 0 50
LIGHT -5 193 15 85 255 0 50
STAT FX_LIGHT_ON_OFF
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_gate_big3b
SPRITE DYNAMIC 3 NONE 0 206 dynamic/gate_big3b
SPRITE DYNAMIC 3 NONE 0 -206 dynamic/gate_big3b
SPRITE DYNAMIC 3 NONE 0 94 dynamic/gate_big3b
SPRITE DYNAMIC 3 NONE 0 -95 dynamic/gate_big3b
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 HIDE_MOVE_Y -245
SPRITEVAR 0 HIDE_TIME 1225
SPRITEVAR 0 HIDE_ROLL 630
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 HIDE_MOVE_Y 245
SPRITEVAR 1 HIDE_TIME 1225
SPRITEVAR 1 HIDE_ROLL 630
SPRITEVAR 2 HIDE_MOVE_Y -245
SPRITEVAR 2 HIDE_TIME 1225
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 HIDE_MOVE_Y 245
SPRITEVAR 3 HIDE_TIME 1225
SPRITEVAR 4 FRAME 3
SOUND DYNAMIC S_SLEEP dynamic/event_gate3_open
SOUND DYNAMIC S_WAKE dynamic/event_gate3_close
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_servelev1
SPRITE STATIC 2 NONE -370 0 world/elevator
SPRITE STATIC 2 NONE -370 -20 world/elevator
SPRITE STATIC 2 NONE -370 -10 world/elevator
SPRITE STATIC 2 NONE 370 0 world/elevator
SPRITE STATIC 2 NONE 370 -20 world/elevator
SPRITE STATIC 2 NONE 370 -10 world/elevator
SPRITE STATIC 3 NONE 0 -12 world/elevator
SPRITE STATIC 3 NONE -375 -12 world/elevator
SPRITE STATIC 3 NONE 375 -12 world/elevator
SPRITE STATIC 3 NONE -64 -15 world/elevator
SPRITE STATIC 3 NONE 64 -15 world/elevator
SPRITE STATIC 1 NONE -64 -12 world/elevator
SPRITE STATIC 1 NONE 64 -12 world/elevator
SPRITE STATIC 1 NONE -64 -12 world/elevator
SPRITE STATIC 1 NONE 64 -12 world/elevator
SPRITEVAR 0 AIM
SPRITEVAR 0 ANGLEFACTOR -150
SPRITEVAR 0 FRAME 9
SPRITEVAR 1 AIM
SPRITEVAR 1 ANGLEFACTOR -150
SPRITEVAR 1 FRAME 9
SPRITEVAR 2 ANGLEOFFSET -90
SPRITEVAR 2 FRAME 8
SPRITEVAR 3 AIM
SPRITEVAR 3 ANGLEFACTOR 150
SPRITEVAR 3 FRAME 9
SPRITEVAR 4 AIM
SPRITEVAR 4 ANGLEFACTOR 150
SPRITEVAR 4 FRAME 9
SPRITEVAR 5 ANGLEOFFSET 90
SPRITEVAR 5 FRAME 8
SPRITEVAR 6 FRAME 1
SPRITEVAR 6 FILL_W 732
SPRITEVAR 8 INVERTFACE
SPRITEVAR 9 FRAME 2
SPRITEVAR 10 FRAME 2
SPRITEVAR 11 ACTIVE
SPRITEVAR 11 FADE_TOGGLE -100
SPRITEVAR 11 FRAME 3
SPRITEVAR 12 ACTIVE
SPRITEVAR 12 FADE_TOGGLE -100
SPRITEVAR 12 FRAME 3
SPRITEVAR 13 FRAME 3
SPRITEVAR 13 FADE_TOGGLE 100
SPRITEVAR 13 INACTIVE
SPRITEVAR 14 FRAME 3
SPRITEVAR 14 FADE_TOGGLE 100
SPRITEVAR 14 INACTIVE
LIGHT -64 -12 30 255 255 0 30
LIGHT 64 -12 30 255 255 0 30
SOUND STATIC S_LOOP world/loop_elevator
SOUND STATIC S_SLEEP world/elevator_off
SOUND STATIC S_WAKE world/elevator_on
STAT FX_LIGHT_FADE 1
STAT FX_NOENV_FX
STAT NOLIST
END
TAGAP_END