//TAGAP_START
//=====================================================================
// DECORATION
//=====================================================================
ENTITY tempspark_b
CLONE tempspark
STAT NOLIST
STAT TEMPMISSILE 1000
END
//=====================================================================
ENTITY tempspark_c
CLONE tempspark
OFFSET SIZE 8 0
STAT NOLIST
STAT TEMPMISSILE 3000
END
//=====================================================================
ENTITY tempspark_d
CLONE tempspark
OFFSET SIZE 8 0
STAT NOLIST
END

//=====================================================================
// STANDARD WALL CLOCK
//=====================================================================
ENTITY x_clock_c
SPRITE DYNAMIC 0 NONE 0 -1 dynamic/clock_wall
SPRITE DYNAMIC 0 NONE 0 0 dynamic/clock_arms
SPRITE DYNAMIC 0 NONE 0 0 dynamic/clock_arms
SPRITE DYNAMIC 0 ANIM_ROLLVEL 0 0 dynamic/clock_arms
SPRITE DYNAMIC 0 NONE 0 0 dynamic/clock_arms
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 AIM
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 OFFS_Y 7
SPRITEVAR 2 FRAME 2
SPRITEVAR 2 OFFS_Y 8
SPRITEVAR 2 USEGROUND
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 OFFS_Y 6
SOUND STATIC S_DIE world/break_panel
SOUND DYNAMIC S_LOOP dynamic/loop_clock
OFFSET SIZE 24 0
STAT FX_NOENV_FX
STAT FX_IDLEDISTANCE 30
STAT NOLIST
END
//=====================================================================
ENTITY x_clock
DESCRIBE Standard_wall_clock
SPRITE DYNAMIC 0 NONE 0 -1 dynamic/clock_wall
SPRITE DYNAMIC 0 NONE 0 0 dynamic/clock_arms
SPRITE DYNAMIC 0 NONE 0 0 dynamic/clock_arms
SPRITE DYNAMIC 0 ANIM_ROLLVEL 0 0 dynamic/clock_arms
SPRITE DYNAMIC 0 NONE 0 0 dynamic/clock_arms
SPRITEVAR 1 AIM
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 OFFS_Y 7
SPRITEVAR 2 FRAME 2
SPRITEVAR 2 OFFS_Y 8
SPRITEVAR 2 USEGROUND
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 OFFS_Y 6
SOUND STATIC S_DIE world/break_panel
SOUND DYNAMIC S_LOOP dynamic/loop_clock
CORPSE x_clock_c 0
OFFSET SIZE 24 0
STAT FX_NOENV_FX
STAT FX_IDLEDISTANCE 30
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 100
END

//=====================================================================
// POWER ORB
//=====================================================================
ENTITY powerorb_gib
LIGHT 0 0 50 50 150 255 50
STAT FX_FADE
STAT NOLIST
STAT TEMPMISSILE 1600
END
//=====================================================================
ENTITY powerorb_steam
STAT FX_SMOKE_SHOOT -100
STAT NOLIST
END
//=====================================================================
ENTITY powerorb_d
SPRITE STATIC 1 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 -13 -7 world/powerorb
SPRITE STATIC 0 NONE 13 -7 world/powerorb
SPRITE STATIC 0 NONE 1 18 world/powerorb
SPRITE STATIC 1 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 -5 world/powerorb
SPRITE STATIC 0 NONE -13 -7 world/powerorb
SPRITE STATIC 0 NONE 13 -7 world/powerorb
SPRITE STATIC 0 NONE 0 17 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 0 0 50 50 150 255 20
SOUND DYNAMIC S_DIE dynamic/break_powerorb
SOUND STATIC S_SLEEP common/robot_minimine_toggle
SOUND STATIC S_WAKE common/robot_minimine_toggle
OFFSET SIZE 26 0
STAT DAMAGE_SPLASH 20
STAT FX_ELECTRIC
STAT FX_NOENV_FX
STAT FX_PLASMA
STAT FX_POWERUP_SIZE 9
STAT NOLIST
STAT S_HEALTH 5
STAT TAKEDAMAGE_NONE
END
//=====================================================================
ENTITY powerorb_c
SPRITE STATIC 1 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE -20 -11 world/powerorb
SPRITE STATIC 0 NONE 20 -11 world/powerorb
SPRITE STATIC 0 NONE 1 26 world/powerorb
SPRITE STATIC 0 NONE 0 -5 world/powerorb
SPRITE STATIC 0 NONE -20 -11 world/powerorb
SPRITE STATIC 0 NONE 20 -11 world/powerorb
SPRITE STATIC 0 NONE 0 26 world/powerorb
SPRITEVAR 0 FRAME 2
SPRITEVAR 2 FRAME 6
SPRITEVAR 3 FRAME 6
SPRITEVAR 3 INVERTFACE
SPRITEVAR 4 FRAME 7
SPRITEVAR 5 FRAME 1
SPRITEVAR 6 FRAME 3
SPRITEVAR 7 FRAME 3
SPRITEVAR 7 INVERTFACE
SPRITEVAR 8 FRAME 4
TRANSFORM powerorb_d -1
OFFSET SIZE 26 0
STAT AI_KILLSWITCH
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY powerorb_b
SPRITE STATIC 1 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 -20 -11 world/powerorb
SPRITE STATIC 0 NONE 20 -11 world/powerorb
SPRITE STATIC 0 NONE 1 26 world/powerorb
SPRITE STATIC 0 NONE 0 -5 world/powerorb
SPRITE STATIC 0 NONE -20 -11 world/powerorb
SPRITE STATIC 0 NONE 20 -11 world/powerorb
SPRITE STATIC 0 NONE 0 26 world/powerorb
SPRITEVAR 0 FRAME 2
SPRITEVAR 1 FRAME 8
SPRITEVAR 1 FADE_TOGGLE 1000
SPRITEVAR 3 FRAME 6
SPRITEVAR 3 HIDE_MOVE_X 7
SPRITEVAR 3 HIDE_MOVE_Y -4
SPRITEVAR 3 HIDE_TIME 300
SPRITEVAR 4 FRAME 6
SPRITEVAR 4 INVERTFACE
SPRITEVAR 4 HIDE_MOVE_X -7
SPRITEVAR 4 HIDE_MOVE_Y -4
SPRITEVAR 4 HIDE_TIME 300
SPRITEVAR 5 FRAME 7
SPRITEVAR 5 HIDE_MOVE_Y 8
SPRITEVAR 5 HIDE_TIME 300
SPRITEVAR 6 FRAME 1
SPRITEVAR 7 FRAME 3
SPRITEVAR 7 HIDE_MOVE_X 7
SPRITEVAR 7 HIDE_MOVE_Y -4
SPRITEVAR 7 HIDE_TIME 300
SPRITEVAR 8 FRAME 3
SPRITEVAR 8 INVERTFACE
SPRITEVAR 8 HIDE_MOVE_X -7
SPRITEVAR 8 HIDE_MOVE_Y -4
SPRITEVAR 8 HIDE_TIME 300
SPRITEVAR 9 FRAME 4
SPRITEVAR 9 HIDE_MOVE_Y 8
SPRITEVAR 9 HIDE_TIME 300
OBJECT 1 powerorb_steam 23 14 NONE 0 0 54
OBJECT 1 powerorb_steam -23 14 NONE 0 0 -216
OBJECT 1 powerorb_steam 0 -25 NONE 0 0 -90
TRANSFORM powerorb_c 1400
OFFSET SIZE 26 0
STAT AI_INHERIT_ANGLE
STAT AI_INHERIT_FACE
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY powerorb
CLONE powerorb_d
DESCRIBE Power_orb
ITEM powerorb_gib 0 0
TRANSFORM powerorb_b -1
STAT S_HEALTH 25
STAT TAKEDAMAGE_EMP_FRAG
STAT TAKEDAMAGE_SURFACE
EFFECT GIB POWEROUT 0 0 0
END
//=====================================================================
ENTITY powerorb_x
DESCRIBE Power_orb_(off)
SPRITE STATIC 1 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE -13 -7 world/powerorb
SPRITE STATIC 0 NONE 13 -7 world/powerorb
SPRITE STATIC 0 NONE 1 18 world/powerorb
SPRITE STATIC 1 NONE 0 0 world/powerorb
SPRITE STATIC 0 NONE 0 -5 world/powerorb
SPRITE STATIC 0 NONE -13 -7 world/powerorb
SPRITE STATIC 0 NONE 13 -7 world/powerorb
SPRITE STATIC 0 NONE 0 17 world/powerorb
SPRITEVAR 0 FRAME 2
SPRITEVAR 2 FRAME 6
SPRITEVAR 2 HIDE_MOVE_X -7
SPRITEVAR 2 HIDE_MOVE_Y 4
SPRITEVAR 2 HIDE_TIME 100
SPRITEVAR 3 FRAME 6
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 HIDE_MOVE_X 7
SPRITEVAR 3 HIDE_MOVE_Y 4
SPRITEVAR 3 HIDE_TIME 100
SPRITEVAR 4 FRAME 7
SPRITEVAR 4 HIDE_MOVE_Y -8
SPRITEVAR 4 HIDE_TIME 100
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 FADE_TOGGLE -500
SPRITEVAR 5 FRAME 5
SPRITEVAR 5 HARDLIGHT
SPRITEVAR 5 ROLL -150
SPRITEVAR 6 FRAME 1
SPRITEVAR 7 FRAME 3
SPRITEVAR 7 HIDE_MOVE_X -7
SPRITEVAR 7 HIDE_MOVE_Y 4
SPRITEVAR 7 HIDE_TIME 100
SPRITEVAR 8 FRAME 3
SPRITEVAR 8 INVERTFACE
SPRITEVAR 8 HIDE_MOVE_X 7
SPRITEVAR 8 HIDE_MOVE_Y 4
SPRITEVAR 8 HIDE_TIME 100
SPRITEVAR 9 FRAME 4
SPRITEVAR 9 HIDE_MOVE_Y -8
SPRITEVAR 9 HIDE_TIME 100
LIGHT 0 0 50 50 150 255 20
SOUND STATIC S_SLEEP common/robot_minimine_toggle
SOUND STATIC S_WAKE common/robot_minimine_toggle
OFFSET SIZE 26 0
STAT FX_ELECTRIC
STAT FX_NOENV_FX
STAT FX_PLASMA
STAT FX_POWERUP_SIZE 9
STAT TAKEDAMAGE_NONE
END

//=====================================================================
// POWER PANEL
//=====================================================================
ENTITY powerpanel_b
SPRITE DYNAMIC 2 NONE 0 3 dynamic/powerpanel1
SPRITE STATIC 1 NONE 0 0 world/powerorb
SPRITE STATIC 1 NONE 0 0 world/powerorb
SPRITE STATIC 1 NONE 0 0 world/powerorb
SPRITE DYNAMIC 2 NONE 0 -2 dynamic/powerpanel1
SPRITE DYNAMIC 3 NONE 0 -2 dynamic/powerpanel1
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 FRAME 5
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 ROLL -150
SPRITEVAR 1 SCALE 44
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 FRAME 2
SPRITEVAR 2 SCALE 54
SPRITEVAR 3 ACTIVE
SPRITEVAR 3 FRAME 8
SPRITEVAR 3 FADE_HEALTH -1
SPRITEVAR 3 SCALE 54
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 INACTIVE
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 FRAME 1
STAT FX_NOENV_FX
STAT NOLIST
STAT S_HEALTH 25
END
//=====================================================================
ENTITY powerpanel
DESCRIBE Power_panel
LIGHT 0 0 50 50 150 255 20
SOUND DYNAMIC S_DIE dynamic/break_powerpanel
AUTOTRIGGER fan powerpanel_b
ITEM tempspark 0 0
OFFSET SIZE 21 0
STAT DAMAGE_SPLASH 20
STAT FX_ELECTRIC
STAT FX_NOENV_FX
STAT FX_PLASMA
STAT FX_POWERUP_SIZE 6
STAT S_HEALTH 25
STAT TAKEDAMAGE_EMP_FRAG
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 50
EFFECT GIB POWEROUT 0 0 0
END

//=====================================================================
// SECURITY CAMERAS
//=====================================================================
ENTITY sec_cam_basic
DESCRIBE Security_camera_(basic_toggle)
SPRITE STATIC 0 NONE 0 0 world/camera
SPRITE STATIC 0 NONE 0 0 world/camera
SPRITE STATIC 1 NONE 0 0 world/camera
SPRITEVAR 1 AIM
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 EMP 2
SPRITEVAR 2 AIM
SPRITEVAR 2 FRAME 2
TEXPOLY (world-base-cam) 0
SOUND STATIC S_DIE common/weapon_plasma_hit
THINK AI_AIM 0.4 NONE 0
OFFSET SIZE 16 0
ITEM tempspark_b 0 0
STAT AI_LIST_ALIAS 3
STAT DAMAGE_SPLASH 20
STAT FX_DIM_COLOR 1
STAT FX_NOENV_FX
STAT S_HEALTH 1
STAT S_SCORE 50
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB SPARKS 0 0 0
END
//=====================================================================
ENTITY sec_cam
CLONE sec_cam_basic
DESCRIBE Security_camera_(tracking)
STAT AI_DARKNESS_ACTIVE 1
END
//=====================================================================
ENTITY sec_cam_static
CLONE sec_cam
DESCRIBE Security_camera_(fixed)
THINK AI_AIM 0 NONE 0
END

//=====================================================================
// VENTILATION FAN
//=====================================================================
ENTITY x_fan1
DESCRIBE Ventilation_fan
SPRITE STATIC 0 NONE 0 0 world/fan
SPRITE STATIC 0 NONE 0 0 world/fan
SPRITE DYNAMIC 0 NONE 0 -7 dynamic/fan_box1
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 AIM_FACE
OFFSET SIZE 32 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY x_fan2_b
DESCRIBE Air_conditioner
SPRITE STATIC 0 NONE -14 -1 world/fan
SPRITE STATIC 0 NONE -14 -1 world/fan
SPRITE DYNAMIC 0 NONE 0 -7 dynamic/fan_box2
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 ROLL 100
SPRITEVAR 2 FRAME 1
SOUND STATIC S_LOOP common/loop_fan
SOUND STATIC S_PHYSICS world/fall
SOUND STATIC S_SLEEP common/lamp_detach_1
OFFSET SIZE 32 0
STAT FX_NOENV_FX
STAT NOLIST
EFFECT TOGGLE DEBRIS_METAL -14 -1 0
END
//=====================================================================
ENTITY x_fan2
DESCRIBE Air_conditioner
SPRITE STATIC 0 NONE -14 -1 world/fan
SPRITE STATIC 0 NONE -14 -1 world/fan
SPRITE DYNAMIC 0 NONE 0 -7 dynamic/fan_box2
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 ROLL 100
SOUND STATIS S_DIE world/break_panel
SOUND STATIC S_LOOP common/loop_fan
SOUND STATIC S_PHYSICS world/fall
SOUND STATIC S_SLEEP common/lamp_detach_1
OFFSET SIZE 32 0
CORPSE x_fan2_b 0
STAT FX_NOENV_FX
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 38 -1 0
EFFECT TOGGLE DEBRIS_METAL -14 -1 0
END
//=====================================================================
ENTITY x_fan3
DESCRIBE Wall-mounted_fan
SPRITE STATIC 0 NONE 0 0 world/fan
SPRITE STATIC 0 NONE 0 0 world/fan
SPRITE DYNAMIC 0 NONE 0 0 dynamic/fan_frame
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 AIM_FACE
SOUND STATIC S_SLEEP world/door_latch
STAT FX_NOENV_FX
OFFSET SIZE 32 0
END

//=====================================================================
// EXPLOSIVE BARRELS
//=====================================================================
//=====================================================================
// FLAMMABLE BARREL
//=====================================================================
ENTITY barrel
DESCRIBE Flammable_barrel
SPRITE DYNAMIC 0 NONE 0 19 dynamic/barrel_flame
SPRITEVAR 0 USEGROUND
SOUND STATIC S_DIE common/break_barrel
MOVETYPE WALK 0
OFFSET SIZE 24 36
ITEM barrel_rubble 0 0
STAT AI_NONBLOCKING
STAT COLLATERAL 1
STAT DAMAGE 15
STAT DAMAGE_SPLASH 100
STAT FX_GROUNDFIX 4
STAT FX_SCALE_ITEM 45
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END
//=====================================================================
// GAS BOTTLES
//=====================================================================
ENTITY gas_bottle1
DESCRIBE Gas_bottle_(2-pack)
SPRITE DYNAMIC 0 NONE 0 22 dynamic/gas_bottle1
SPRITEVAR 0 USEGROUND
SOUND STATIC S_DIE common/break_barrel
MOVETYPE WALK 0
OFFSET SIZE 24 48
ITEM barrel_rubble 0 0
STAT AI_NONBLOCKING
STAT COLLATERAL 1
STAT DAMAGE 15
STAT DAMAGE_SPLASH 130
STAT FX_GROUNDFIX 8
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END
//=====================================================================
ENTITY gas_bottle2
DESCRIBE Gas_bottle_(single)
SPRITE DYNAMIC 0 NONE 0 31 dynamic/gas_bottle2
SPRITEVAR 0 USEGROUND
SOUND STATIC S_DIE common/break_barrel
MOVETYPE WALK 0
OFFSET SIZE 9 57
ITEM barrel_rubble 0 0
STAT AI_NONBLOCKING
STAT COLLATERAL 1
STAT DAMAGE 15
STAT DAMAGE_SPLASH 90
STAT FX_GROUNDFIX 6
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END
//=====================================================================
ENTITY gas_can1
DESCRIBE Gas_can_(front)
SPRITE DYNAMIC 0 NONE 0 8 dynamic/gas_can1
SPRITEVAR 0 USEGROUND
SOUND STATIC S_DIE world/explosion
MOVETYPE WALK 0
OFFSET SIZE 12 15
ITEM barrel_rubble 0 0
STAT AI_NONBLOCKING
STAT COLLATERAL 1
STAT DAMAGE 15
STAT DAMAGE_SPLASH 90
STAT FX_GROUNDFIX 3
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END
//=====================================================================
ENTITY gas_bottle_w1_r
CLONE barrel_rubble
MOVETYPE NONE 0
STAT NOLIST
END
//=====================================================================
ENTITY gas_bottle_w1_d
STAT FX_SMOKE_SHOOT -100
STAT NOLIST
STAT TEMPMISSILE 4000
END
//=====================================================================
ENTITY gas_bottle_w1_b
SPRITE DYNAMIC 0 NONE 0 60 dynamic/gas_bottle_w1
SPRITE DYNAMIC 0 NONE 0 -12 dynamic/gas_bottle_w1
SPRITE DYNAMIC 3 NONE 0 23 dynamic/gas_bottle_w1
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 ANGLEOFFSET 180
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 ACTIVE
STAT AI_INHERIT_FACE
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY gas_bottle_w1
DESCRIBE Gas_bottle_(wall_v)
SOUND STATIC S_DIE common/break_barrel
OFFSET SIZE 16 48
AUTOTRIGGER guide gas_bottle_w1_b
ITEM gas_bottle_w1_d 0 -4
ITEM gas_bottle_w1_r 0 18
STAT COLLATERAL 1
STAT DAMAGE 15
STAT DAMAGE_SPLASH 90
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END
//=====================================================================
ENTITY gas_bottle_w2_b
SPRITE DYNAMIC 0 NONE -36 14 dynamic/gas_bottle_w2
SPRITE DYNAMIC 0 NONE 36 14 dynamic/gas_bottle_w2
SPRITE DYNAMIC 0 NONE -36 -18 dynamic/gas_bottle_w2
SPRITE DYNAMIC 0 NONE 36 -18 dynamic/gas_bottle_w2
SPRITE DYNAMIC 3 NONE 0 15 dynamic/gas_bottle_w2
SPRITE DYNAMIC 3 NONE 0 -17 dynamic/gas_bottle_w2
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 INVERTFACE
SPRITEVAR 2 FRAME 1
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 INVERTFACE
SPRITEVAR 4 ACTIVE
SPRITEVAR 4 INVERTFACE
SPRITEVAR 5 ACTIVE
STAT AI_INHERIT_FACE
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY gas_bottle_w2
DESCRIBE Gas_bottle_(wall_h)
SOUND STATIC S_DIE common/break_barrel
OFFSET SIZE 40 0
AUTOTRIGGER guide gas_bottle_w2_b
ITEM gas_bottle_w1_r -36 -16
ITEM gas_bottle_w1_r 36 16
STAT COLLATERAL 1
STAT DAMAGE 20
STAT DAMAGE_SPLASH 120
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END

//=====================================================================
// GAS TANKS
//=====================================================================
ENTITY fx_fire
SPRITE STATIC 1 NONE 0 0 weapons/flame
SPRITE STATIC 1 NONE 0 0 weapons/flame
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 0 OFFS_X -2
SPRITEVAR 0 OFFS_Y 2
SPRITEVAR 0 ROLL 100
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_X -2
SPRITEVAR 1 OFFS_Y 2
SPRITEVAR 1 ROLL -100
LIGHT 0 0 30 255 180 0 100
THINK AI_CONSTANT 0 AI_FIRE 0.1
OFFSET SIZE 15 0
MISSILE barrel_flame
ITEM flame_rubble_lite 0 0
STAT AI_BURST 100
STAT AI_FIRE_ON_ACTIVE
STAT AI_KEEPACTIVE
STAT AI_KEEPANGLE 90
STAT AI_LIST_ALIAS 3
STAT AI_NUMB 1
STAT AI_PHYS_IGNORE
STAT FX_FADE
STAT FX_EXPAND
STAT FX_NOENV_FX
STAT MISSILE_OFFSETRADIUS 1
END
//=====================================================================
ENTITY gas_tank1_b
SPRITE DYNAMIC 0 NONE 4 -45 dynamic/gas_tank1
SPRITEVAR 0 FRAME 1
SOUND DYNAMIC S_LOOP dynamic/loop_fire
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY gas_tank1
DESCRIBE Big_gas_tank
SPRITE DYNAMIC 0 NONE 0 -13 dynamic/gas_tank1
SOUND STATIC S_DIE common/explosion_big
CORPSE gas_tank1_b 0
ITEM fx_fire -40 -32
ITEM fx_fire 0 -48
ITEM fx_fire 50 -38
OFFSET SIZE 100 0
STAT DAMAGE 20
STAT DAMAGE_SPLASH 200
STAT FX_NOENV_FX
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END

//=====================================================================
// CONTAINERS
//=====================================================================
//=====================================================================
// EMPTY BOX
//=====================================================================
ENTITY box_empty
DESCRIBE Empty_container
SPRITE STATIC 0 NONE 0 -1 world/container
SPRITEVAR 0 USEGROUND
MOVETYPE WALK 0
SOUND STATIC S_DIE common/break_container
OFFSET SIZE 30 0
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 1
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
END
//=====================================================================
ENTITY box_health
CLONE box_empty
DESCRIBE TAGAP_container
ITEM pill_green 0 0
END
//=====================================================================
ENTITY box_shot
CLONE box_empty
DESCRIBE Shotgun_container
ITEM am_shot 0 0
END
//=====================================================================
ENTITY box_rock
CLONE box_empty
DESCRIBE Rocket_container
ITEM am_rock 0 0
END
//=====================================================================
ENTITY box_flam
CLONE box_empty
DESCRIBE Flamer_container
ITEM am_flam 0 0
END
//=====================================================================
ENTITY box_omg
CLONE box_empty
DESCRIBE OMG-20k_container
ITEM am_bfg 0 0
END
//=====================================================================
ENTITY box_gren
CLONE box_empty
DESCRIBE Grenade_container
ITEM am_gren 0 0
ITEM am_gren 0 0
END
//=====================================================================
ENTITY box_emp
CLONE box_empty
DESCRIBE EMP_container
ITEM am_emp 0 0
END
//=====================================================================
// BOX (locked)
//=====================================================================
ENTITY trap_box1
CLONE box_empty
DESCRIBE Falling_container_(health)
THINK NONE 0 AI_BLOW 0
ITEM pill_green 0 0
STAT AI_LIST_ALIAS 3
STAT DAMAGE 15
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
END
//=====================================================================
// BOX (locked) (shot)
//=====================================================================
ENTITY trap_box2
CLONE box_empty
DESCRIBE Falling_container_(shotgun)
THINK NONE 0 AI_BLOW 0
ITEM am_shot 0 0
STAT AI_LIST_ALIAS 3
STAT DAMAGE 15
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
END
//=====================================================================
// CONTAINER LOCK
//=====================================================================
ENTITY cratelock
DESCRIBE Crate_lifting_lock
SPRITE DYNAMIC 0 NONE -7 2 dynamic/cratelock
SPRITE DYNAMIC 0 NONE 7 2 dynamic/cratelock
SPRITE DYNAMIC 0 NONE 0 0 dynamic/cratelock
SPRITE DYNAMIC 0 NONE -10 -3 dynamic/cratelock
SPRITE DYNAMIC 0 NONE 10 -3 dynamic/cratelock
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 HIDE_MOVE_X -4
SPRITEVAR 0 HIDE_TIME 100
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HIDE_MOVE_X 4
SPRITEVAR 1 HIDE_TIME 100
SPRITEVAR 1 INVERTFACE
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 HIDE_MOVE_X -4
SPRITEVAR 3 HIDE_TIME 100
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 HIDE_MOVE_X 4
SPRITEVAR 4 HIDE_TIME 100
SPRITEVAR 4 INVERTFACE
SOUND DYNAMIC S_SLEEP dynamic/event_trap
SOUND STATIC S_WAKE world/door_latch
OFFSET SIZE 10 0
OFFSET FX_OFFSET 0 -8
END
//=====================================================================
// WORLD PLASMA SHIELD
//=====================================================================
ENTITY x_world_shield
SPRITE DYNAMIC 3 NONE 0 -43 dynamic/shieldemitter
OFFSET SIZE 8 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY world_shield
DESCRIBE World_shield
SOUND STATIC S_DIE world/forcewall_off
THINK NONE 0 NONE 0
MOVETYPE NONE 0
AUTOTRIGGER guide x_world_shield
OFFSET FX_OFFSET 0 28
OFFSET SIZE 6 64
STAT AI_KEEPACTIVE
STAT AI_KEEPANGLE 0
STAT AI_LINE
STAT FX_NOFACE
STAT FX_FORCEWALL
STAT S_HEALTH 20
STAT TAKEDAMAGE_EMP_FRAG
STAT TAKEDAMAGE_PLASMA
EFFECT GIB FORCEFIELD 0 0 0
END

//=====================================================================
// GENERAL DECORATION
//=====================================================================
//=====================================================================
// STEAM VALVE
//=====================================================================
ENTITY x_valve_steam 0
THINK AI_AIM 0 NONE 0
STAT AI_KEEPANGLE 90
STAT FX_SMOKE_SHOOT 120
STAT NOLIST
STAT TEMPMISSILE 2750
END
//=====================================================================
ENTITY x_valve_b
SPRITE STATIC 0 NONE 0 -1 world/valve
SPRITEVAR 0 FRAME 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY x_valve
DESCRIBE Steam_valve_(front)
SPRITE STATIC 0 NONE 0 -1 world/valve
SPRITE STATIC 0 NONE 0 0 world/valve
SPRITEVAR 0 FRAME 1
SOUND STATIC S_DIE common/break_valve
CORPSE x_valve_b 0
ITEM x_valve_steam 0 0
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB SPARKS 0 0 0
END
//=====================================================================
ENTITY x_valve_up_b
SPRITE DYNAMIC 2 NONE 0 2 dynamic/valve_up
SPRITEVAR 0 FRAME 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY x_valve_up
DESCRIBE Steam_valve_(side,_up)
SPRITE DYNAMIC 2 NONE 0 8 dynamic/valve_up
SPRITE DYNAMIC 2 NONE 0 2 dynamic/valve_up
SPRITEVAR 1 FRAME 1
SOUND STATIC S_DIE common/break_valve
CORPSE x_valve_up_b 0
ITEM x_valve_steam 0 10
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL 0 10 0
EFFECT GIB SPARKS 0 10 0
END
//=====================================================================
ENTITY x_valve_side_b
SPRITE DYNAMIC 2 NONE 2 0 dynamic/valve_side
SPRITEVAR 0 FRAME 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY x_valve_side
DESCRIBE Steam_valve_(side,_right)
SPRITE DYNAMIC 2 NONE 9 0 dynamic/valve_side
SPRITE DYNAMIC 2 NONE 2 0 dynamic/valve_side
SPRITEVAR 1 FRAME 1
SOUND STATIC S_DIE common/break_valve
CORPSE x_valve_side_b 0
ITEM x_valve_steam 11 0
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL 11 0 0
EFFECT GIB SPARKS 11 0 0
END

//=====================================================================
// CHAIRS
//=====================================================================
ENTITY chair1
DESCRIBE Office_chair
SPRITE DYNAMIC 0 NONE 0 25 dynamic/chair1
SPRITEVAR 0 USEGROUND
SOUND STATIC S_DIE world/break_panel
MOVETYPE WALK 0
OFFSET SIZE 25 50
STAT AI_INHERIT_FACE
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 4
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL 0 0 0
END
//=====================================================================
ENTITY chair2
DESCRIBE Lobby_chair
SPRITE DYNAMIC 2 NONE 0 0 dynamic/chair2
SPRITE DYNAMIC 2 NONE 32 0 dynamic/chair2
SPRITE DYNAMIC 2 NONE -32 0 dynamic/chair2
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 INVERTFACE
OFFSET SIZE 32 16
STAT FX_NOENV_FX
END

//=====================================================================
// FIRE EXTINGUISHER
//=====================================================================
ENTITY firext
DESCRIBE Fire_extinguisher
SPRITE STATIC 0 NONE 0 12 world/fireext
TEXPOLY (world-base-fext) 0
SOUND STATIC S_DIE world/explosion
OFFSET SIZE 16 32
STAT COLLATERAL 1
STAT DAMAGE 10
STAT DAMAGE_SPLASH 90
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END

//=====================================================================
// LAMPS
//=====================================================================
//=====================================================================
// CEILING LAMP
//=====================================================================
ENTITY lamp_a_m1
SPRITE STATIC 0 NONE 0 0 world/lamp
SPRITEVAR 0 ANGLEOFFSET 90
SPRITEVAR 0 BIAS 10
SPRITEVAR 0 BIAS_MOVE_X 4
SOUND STATIC S_DIE common/lamp_break
SOUND STATIC S_WAKE common/lamp_detach_2
THINK NONE 0 AI_BLOW 1
MOVETYPE WALK 0
OFFSET SIZE 24 0
OFFSET TRANSFORM 24 -42
STAT AI_KEEPACTIVE
STAT COLLATERAL -1
STAT NOLIST
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 0 0
EFFECT GIB FLASH 0 0 60
EFFECT GIB SPARKS 0 0 0
END
//=====================================================================
ENTITY lamp_a_m2
SPRITE STATIC 0 NONE 0 0 world/lamp
SPRITEVAR 0 ANGLEOFFSET -90
SPRITEVAR 0 BIAS -10
SPRITEVAR 0 BIAS_MOVE_X -4
SOUND STATIC S_DIE common/lamp_break
SOUND STATIC S_WAKE common/lamp_detach_2
THINK NONE 0 AI_BLOW 1
MOVETYPE WALK 0
OFFSET SIZE 24 0
OFFSET TRANSFORM -24 -42
STAT AI_KEEPACTIVE
STAT COLLATERAL -1
STAT NOLIST
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 0 0
EFFECT GIB FLASH 0 0 60
EFFECT GIB SPARKS 0 0 0
END
//=====================================================================
ENTITY lamp_a_m3
SPRITE STATIC 0 NONE 0 -14 world/lamp
SPRITEVAR 0 BIAS 5
SOUND STATIC S_DIE common/lamp_break
SOUND STATIC S_WAKE common/lamp_detach_2
THINK NONE 0 AI_BLOW 1
MOVETYPE WALK 0
OFFSET SIZE 24 0
STAT AI_KEEPACTIVE
STAT COLLATERAL -1
STAT NOLIST
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 0 0
EFFECT GIB FLASH 0 0 60
EFFECT GIB SPARKS 0 0 0
END
//=====================================================================
ENTITY lamp_a_br1
SPRITE STATIC 0 NONE 24 -42 world/lamp
SPRITE STATIC 1 NONE 24 -42 world/lamp
SPRITEVAR 0 ANGLEOFFSET 90
SPRITEVAR 0 BIAS 10
SPRITEVAR 0 BIAS_MOVE_X 4
SPRITEVAR 0 HIDE_MOVE_X -24
SPRITEVAR 0 HIDE_MOVE_Y -28
SPRITEVAR 0 HIDE_ROLL -90
SPRITEVAR 0 HIDE_TIME 300
SPRITEVAR 0 LIGHT_OFFSET
SPRITEVAR 1 ANGLEOFFSET 90
SPRITEVAR 1 BIAS 10
SPRITEVAR 1 BIAS_MOVE_X 4
SPRITEVAR 1 FLICKER
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HIDE_MOVE_X -24
SPRITEVAR 1 HIDE_MOVE_Y -28
SPRITEVAR 1 HIDE_ROLL -90
SPRITEVAR 1 HIDE_TIME 300
LIGHT 24 -46 50 255 255 255 40
SOUND STATIC S_DIE common/lamp_break
TRANSFORM lamp_a_m1 600
STAT AI_INHERIT_FACE
STAT AI_KEEPACTIVE
STAT COLLATERAL -1
STAT FX_FLICKER
STAT FX_WADDLE_CONSTANT 100
STAT NOLIST
EFFECT GIB DEBRIS_GLASS 0 0 0
EFFECT GIB FLASH 0 0 60
EFFECT GIB SPARKS 0 0 0
END
//=====================================================================
ENTITY lamp_a_br2
SPRITE STATIC 0 NONE -24 -42 world/lamp
SPRITE STATIC 1 NONE -24 -42 world/lamp
SPRITEVAR 0 ANGLEOFFSET -90
SPRITEVAR 0 BIAS -10
SPRITEVAR 0 BIAS_MOVE_X -4
SPRITEVAR 0 HIDE_MOVE_X 24
SPRITEVAR 0 HIDE_MOVE_Y -28
SPRITEVAR 0 HIDE_ROLL 90
SPRITEVAR 0 HIDE_TIME 300
SPRITEVAR 0 LIGHT_OFFSET
SPRITEVAR 1 ANGLEOFFSET -90
SPRITEVAR 1 BIAS -10
SPRITEVAR 1 BIAS_MOVE_X -4
SPRITEVAR 1 FLICKER
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HIDE_MOVE_X 24
SPRITEVAR 1 HIDE_MOVE_Y -28
SPRITEVAR 1 HIDE_ROLL 90
SPRITEVAR 1 HIDE_TIME 300
LIGHT -24 -46 50 255 255 255 40
SOUND STATIC S_DIE common/lamp_break
TRANSFORM lamp_a_m2 700
STAT AI_INHERIT_FACE
STAT AI_KEEPACTIVE
STAT COLLATERAL -1
STAT FX_FLICKER
STAT FX_WADDLE_CONSTANT 100
STAT NOLIST
EFFECT GIB DEBRIS_GLASS 0 0 0
EFFECT GIB FLASH 0 0 60
EFFECT GIB SPARKS 0 0 0
END
//=====================================================================
ENTITY lamp_a_br3
SPRITE STATIC 0 NONE 0 -14 world/lamp
SPRITE STATIC 1 NONE 0 -14 world/lamp
SPRITEVAR 0 BIAS 5
SPRITEVAR 1 BIAS 5
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 FLICKER
SPRITEVAR 1 FRAME 1
LIGHT 0 -17 50 255 255 255 40
SOUND STATIC S_DIE common/lamp_break
TRANSFORM lamp_a_m3 200
STAT AI_INHERIT_FACE
STAT AI_KEEPACTIVE
STAT COLLATERAL -1
STAT FX_FLICKER
STAT FX_WADDLE_CONSTANT 300
STAT NOLIST
EFFECT GIB DEBRIS_GLASS 0 0 0
EFFECT GIB FLASH 0 0 60
EFFECT GIB SPARKS 0 0 0
END
//=====================================================================
// CEILING LAMP (mounted)
//=====================================================================
ENTITY lamp_a1
DESCRIBE Ceiling_lamp_(standard)
SPRITE STATIC 0 NONE 0 -14 world/lamp
SPRITE STATIC 1 NONE 0 -14 world/lamp
SPRITEVAR 0 BIAS 10
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 BIAS 10
SPRITEVAR 1 EMP 2
SPRITEVAR 1 FRAME 1
TEXPOLY (world-base-lamp1) -9
LIGHT 0 -17 50 255 255 255 40
SOUND STATIC S_DIE common/lamp_detach_1
SOUND STATIC S_WAKE common/lamp_wake
OFFSET FX_OFFSET 0 -17
OFFSET SIZE 24 0
ITEM lamp_a_br1 0 0
ITEM tempspark_b 0 -16
STAT AI_DARKNESS_ACTIVE 1
STAT AI_ITEM_RANDOMIZER 2
STAT COLLATERAL 1
STAT FX_DROPDEBRIS
STAT FX_NOENV_FX
STAT FX_NOFACE
STAT S_HEALTH 4
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_MISSILE
STAT TAKEDAMAGE_SURFACE
EFFECT GIB SPARKS 0 0 0
END
//=====================================================================
ENTITY lamp_a2
DESCRIBE Ceiling_lamp_(center-mount)
SPRITE STATIC 0 NONE 0 -14 world/lamp
SPRITE STATIC 1 NONE 0 -14 world/lamp
SPRITEVAR 0 BIAS 10
SPRITEVAR 0 FACE 0
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 BIAS 10
SPRITEVAR 1 EMP 2
SPRITEVAR 1 FACE 0
SPRITEVAR 1 FRAME 1
LIGHT 0 -17 50 255 255 255 40
SOUND STATIC S_DIE common/lamp_detach_1
SOUND STATIC S_WAKE common/lamp_wake
OFFSET FX_OFFSET 0 -17
OFFSET SIZE 24 0
ITEM lamp_a_br3 0 0
ITEM tempspark_b 0 -14
STAT COLLATERAL 1
STAT FX_NOENV_FX
STAT S_HEALTH 4
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_MISSILE
STAT TAKEDAMAGE_SURFACE
EFFECT GIB SPARKS 0 0 0
END
//=====================================================================
ENTITY lamp_a3
DESCRIBE Ceiling_lamp_(non_mounted)
SPRITE STATIC 0 NONE 0 -14 world/lamp
SPRITE STATIC 1 NONE 0 -14 world/lamp
SPRITEVAR 0 BIAS 10
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 BIAS 10
SPRITEVAR 1 EMP 2
SPRITEVAR 1 FRAME 1
LIGHT 0 -17 50 255 255 255 40
SOUND STATIC S_DIE common/lamp_detach_1
SOUND STATIC S_WAKE common/lamp_wake
OFFSET FX_OFFSET 0 -17
OFFSET SIZE 24 0
ITEM lamp_a_br1 0 0
ITEM tempspark_b 0 -16
STAT AI_DARKNESS_ACTIVE 1
STAT AI_ITEM_RANDOMIZER 2
STAT COLLATERAL 1
STAT FX_DROPDEBRIS
STAT FX_NOENV_FX
STAT FX_NOFACE
STAT S_HEALTH 4
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_MISSILE
STAT TAKEDAMAGE_SURFACE
EFFECT GIB SPARKS 0 0 0
END

//=====================================================================
// CEILING LAMP (bases)
//=====================================================================
ENTITY x_lamp_base1
DESCRIBE Ceiling_lamp_(wall_mount)
SPRITE DYNAMIC 0 NONE -37 -8 dynamic/lamp_base1
END

//=====================================================================
// WALL-MOUNTED LAMP
//=====================================================================
ENTITY lamp_wall_b
DESCRIBE Wall-mounted_lamp_(beam)
SPRITE DYNAMIC 0 NONE 0 0 dynamic/lamp_wall
SPRITEVAR 0 FACE 0
OFFSET SIZE 24 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY lamp_wall
DESCRIBE Wall-mounted_lamp_(beam)
SPRITE DYNAMIC 0 NONE 0 0 dynamic/lamp_wall
SPRITE DYNAMIC 0 NONE 0 0 dynamic/lamp_wall
SPRITE DYNAMIC 1 NONE 0 0 dynamic/lamp_wall
SPRITEVAR 0 FACE 0
SPRITEVAR 1 FACE 0
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 EMP 2
SPRITEVAR 2 FACE 0
SPRITEVAR 2 FRAME 1
LIGHT 0 -16 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 FX_OFFSET 0 -17
OFFSET SIZE 24 0
CORPSE lamp_wall_b 0
ITEM tempspark 0 0
ITEM tempspark_c 0 -24
ITEM tempspark_c 0 24
STAT AI_DARKNESS_ACTIVE 1
STAT AI_KEEPANGLE 90
STAT FX_LIGHTBEAM 40
STAT FX_NOENV_FX
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
EFFECT GIB SPARKS 0 0 0
EFFECT GIB FLASH 0 0 60
EFFECT GIB DEBRIS_GLASS 0 0 0
END

//=====================================================================
// ALARM LIGHT
//=====================================================================
ENTITY lamp_alarm1
DESCRIBE Alarm_lite_(rotating)
SPRITE DYNAMIC 2 NONE 0 -1 dynamic/lamp_alarm1
SPRITE DYNAMIC 2 NONE 0 0 dynamic/lamp_alarm1
SPRITE DYNAMIC 2 NONE 0 0 dynamic/lamp_alarm1
SPRITE DYNAMIC 2 NONE 0 0 dynamic/lamp_alarm1
SPRITE DYNAMIC 1 NONE 0 0 dynamic/lamp_alarm1
SPRITEVAR 1 AIM
SPRITEVAR 1 ANGLEOFFSET -45
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 AIM
SPRITEVAR 3 ANGLEOFFSET -45
SPRITEVAR 3 FRAME 4
SPRITEVAR 4 ACTIVE
SPRITEVAR 4 AIM
SPRITEVAR 4 ANGLEOFFSET -45
SPRITEVAR 4 EMP 2
SPRITEVAR 4 FADE_TOGGLE -200
SPRITEVAR 4 FRAME 3
SOUND STATIC S_WAKE common/lamp_wake
THINK NONE 3 NONE 1
FLASHLIGHT 0 0 150 50 255 0 0
LIGHT 0 0 40 255 0 0 30
OFFSET SIZE 16 0
STAT AI_SPINAIM
STAT AI_VIS_RANGE 150
STAT FX_LIGHT_FADE 1
STAT FX_NOENV_FX
STAT FX_MULTITORCH 2
STAT TAKEDAMAGE_EMP
END
//=====================================================================
ENTITY lamp_alarm2b
SPRITE DYNAMIC 2 NONE 0 2 dynamic/lamp_alarm2
SPRITE DYNAMIC 2 NONE 0 12 dynamic/lamp_alarm2
SPRITEVAR 0 FRAME 1
OFFSET SIZE 8 16
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY lamp_alarm2
DESCRIBE Alarm_lite_(ceiling)
SPRITE DYNAMIC 2 NONE 0 2 dynamic/lamp_alarm2
SPRITE STATIC 1 NONE 0 -2 weapons/grenade
SPRITE STATIC 1 NONE 0 -2 weapons/grenade
SPRITE DYNAMIC 1 NONE 0 1 dynamic/lamp_alarm2
SPRITE DYNAMIC 2 NONE 0 12 dynamic/lamp_alarm2
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 EMP 2
SPRITEVAR 1 FADE_TOGGLE 200
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 INACTIVE
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 EMP 2
SPRITEVAR 2 FADE_TOGGLE -200
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 2
LIGHT 0 -2 40 255 0 0 30
SOUND STATIC S_WAKE common/lamp_wake
SOUND STATIC S_DIE common/lamp_break
MOVETYPE FLY 0
CORPSE lamp_alarm2b 0
ITEM tempspark_c 0 -2
OFFSET SIZE 8 16
STAT FX_LIGHT_FADE 1
STAT FX_NOENV_FX
STAT FX_DIM 0
STAT S_HEALTH 1
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
EFFECT GIB SPARKS 0 -2 0
EFFECT GIB FLASH 0 -2 60
EFFECT GIB DEBRIS_GLASS 0 -2 0
END

//=====================================================================
// FLOOR-MOUNTED LAMP
//=====================================================================
ENTITY lamp_floor_b
SPRITE STATIC 0 NONE 0 -4 world/lamp_floor
STAT NOLIST
END
//=====================================================================
ENTITY lamp_floorb
SPRITE STATIC 0 NONE 0 -4 world/lamp_floor
SPRITE STATIC 0 NONE 0 -3 world/lamp_floor
SPRITE STATIC 1 NONE 0 -3 world/lamp_floor
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 ACTIVE
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 lamp_floor_b 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 lamp_floor
CLONE lamp_floorb
DESCRIBE Lamp_(floor)
STAT AI_DARKNESS_ACTIVE 1
END
//=====================================================================
ENTITY lamp_guide1
DESCRIBE Lamp_guide_(floor,_yellow)
SPRITE STATIC 0 NONE 0 -4 world/lamp_floor
SPRITE DYNAMIC 0 NONE 0 -3 dynamic/lamp_guide1
SPRITE DYNAMIC 1 NONE 0 -3 dynamic/lamp_guide1
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 EMP 2
SPRITEVAR 2 DIM
LIGHT 0 -3 50 255 235 0 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_DIM 2
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
CORPSE lamp_floor_b 0
EFFECT GIB FLASH 0 -3 50
EFFECT GIB DEBRIS_GLASS 0 -3 0
END

//=====================================================================
// SPOTLIGHT
//=====================================================================
ENTITY lamp_spot1_b
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 FRAME 2
SPRITEVAR 0 AIM
SPRITEVAR 0 BIAS 3
SPRITEVAR 0 OFFS_X 23
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 AIM
SPRITEVAR 1 BIAS 3
SPRITEVAR 1 EMP 2
SPRITEVAR 1 DIM
SPRITEVAR 1 OFFS_X 23
SPRITEVAR 2 AIM
SPRITEVAR 2 BIAS 3
LIGHT 0 0 70 255 255 255 20
FLASHLIGHT 0 0 150 100 255 255 255
SOUND STATIC S_LOOP world/loop_light
THINK AI_AIM 0 NONE 0
OFFSET SIZE 24 0
STAT AI_LIST_ALIAS 3
STAT AI_VIS_RANGE 200
STAT FX_FLICKER
STAT FX_KEEP_EFFECTS
STAT FX_SPARKS
STAT NOLIST
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_WADDLE 1000
END
//=====================================================================
ENTITY lamp_spot1
DESCRIBE Spotlight_object
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 AIM
SPRITEVAR 0 BIAS 3
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 OFFS_X 23
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 AIM
SPRITEVAR 1 BIAS 3
SPRITEVAR 1 EMP 2
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 OFFS_X 23
SPRITEVAR 2 AIM
SPRITEVAR 2 BIAS 3
TEXPOLY (world-base-cam) 0
LIGHT 0 0 70 255 255 255 20
FLASHLIGHT 0 0 150 100 255 255 255
SOUND STATIC S_DIE world/break_glass_1
SOUND STATIC S_LOOP world/loop_light
THINK AI_AIM 0 NONE 0
TRANSFORM lamp_spot1_b -1
OFFSET SIZE 24 0
STAT AI_LIST_ALIAS 3
STAT AI_VIS_RANGE 200
STAT FX_LIGHT_FADE 1
STAT S_HEALTH 1
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_WADDLE 1000
EFFECT GIB DEBRIS_GLASS 0 0 0
END

//=====================================================================
// TRAFFIC CONE
//=====================================================================
ENTITY trafficcone_b
SPRITE DYNAMIC 2 ANIM_ROLLVEL 0 7 dynamic/traffic_cone
SOUND DYNAMIC S_PHYSICS dynamic/impact_plastic
THINK AI_MISSILE 0 NONE 0
MOVETYPE WALK 6
OFFSET SIZE 12 0
STAT AI_BOUNCE_COUNT 2
STAT AI_ITEM_ANGLE 85
STAT NOLIST
STAT TEMPMISSILE 5000
EFFECT GIB DEBRIS_METAL 0 0 0
END
//=====================================================================
ENTITY trafficcone
DESCRIBE Traffic_cone
SPRITE DYNAMIC 2 NONE 0 9 dynamic/traffic_cone
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/impact_plastic
MOVETYPE WALK 0
OFFSET SIZE 12 19
ITEM trafficcone_b 0 0
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 3
STAT S_HEALTH 2
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
END

//=====================================================================
// LAB EQUIPMENT
//=====================================================================
ENTITY labtubes_1
DESCRIBE Lab_teset_tubes_(TAGAP)
SPRITE DYNAMIC 2 NONE 0 -3 dynamic/labtubes1
SPRITE DYNAMIC 2 NONE -15 13 dynamic/labtube
SPRITE DYNAMIC 2 NONE -5 13 dynamic/labtube
SPRITE DYNAMIC 2 NONE 5 13 dynamic/labtube
SPRITE DYNAMIC 2 NONE 15 13 dynamic/labtube
SPRITE DYNAMIC 1 NONE -15 7 dynamic/labtube
SPRITE DYNAMIC 1 NONE 5 6 dynamic/labtubes1
SPRITE DYNAMIC 2 NONE 0 13 dynamic/labtubes1
SPRITEVAR 5 FRAME 1
SPRITEVAR 6 FRAME 2
SPRITEVAR 7 FRAME 1
LIGHT -15 7 20 85 255 0 30
SOUND DYNAMIC S_DIE dynamic/break_watercooler
MOVETYPE WALK 0
OFFSET SIZE 30 0
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 2
STAT FX_FULLANGLE_GROUND
STAT FX_FULLMODEL
STAT FX_LIGHTBEAM 30
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL 0 -13 50
EFFECT GIB DEBRIS_GLASS 0 13 50
EFFECT GIB LIQUID_SLIME 0 13 100
END

//=====================================================================
// BOTTLES
//=====================================================================
ENTITY x_bottle_water
DESCRIBE Bottle_(water)
SPRITE DYNAMIC 2 NONE 0 6 dynamic/bottle_water1
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/break_bottle
OFFSET SIZE 16 10
STAT AI_NONBLOCKING
MOVETYPE WALK 0
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 6 24
EFFECT GIB LIQUID_WATER 0 0 64
END
//=====================================================================
ENTITY x_bottle_water2
DESCRIBE Bottle_(water,_empty)
SPRITE DYNAMIC 2 NONE 0 5 dynamic/bottle_water2
SPRITEVAR 0 HIDE_MOVE_Y 12
SPRITEVAR 0 HIDE_ROLL 90
SPRITEVAR 0 USEGROUND
OFFSET SIZE 16 10
MOVETYPE WALK 0
STAT AI_NONBLOCKING
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 6 24
END
//=====================================================================
ENTITY x_bottle_cola
DESCRIBE Bottle_(cola)
SPRITE DYNAMIC 2 NONE 0 6 dynamic/bottle_cola1
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/break_bottle
MOVETYPE WALK 0
OFFSET SIZE 16 10
STAT AI_NONBLOCKING
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 6 24
EFFECT GIB LIQUID_MUD 0 6 64
END
//=====================================================================
ENTITY x_bottle_cola2
DESCRIBE Bottle_(cola,_empty)
SPRITE DYNAMIC 2 NONE 0 4 dynamic/bottle_cola2
SPRITEVAR 0 HIDE_MOVE_Y 13
SPRITEVAR 0 HIDE_ROLL 90
SPRITEVAR 0 USEGROUND
MOVETYPE WALK 0
OFFSET SIZE 16 10
STAT AI_NONBLOCKING
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 6 24
END
//=====================================================================
ENTITY x_bottle_juice1
DESCRIBE Bottle_(orange_juice)
SPRITE DYNAMIC 2 NONE 0 6 dynamic/bottle_juice1
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/break_bottle
MOVETYPE WALK 0
OFFSET SIZE 16 10
STAT AI_NONBLOCKING
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 6 24
EFFECT GIB LIQUID_LAVA 0 0 64
END
//=====================================================================
ENTITY x_bottle_drink1
DESCRIBE Bottle_(orange_drink)
SPRITE DYNAMIC 2 NONE 0 3 dynamic/bottle_drink1
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/break_bottle
MOVETYPE WALK 0
OFFSET SIZE 16 0
STAT AI_NONBLOCKING
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS 0 6 20
EFFECT GIB LIQUID_LAVA 0 0 44
END
//=====================================================================
// GARAGE TOOLBOX
//=====================================================================
ENTITY t_wrench_gib2
CLONE t_wrench_gib
STAT AI_ITEM_ANGLE 105
STAT NOLIST
END
//=====================================================================
ENTITY t_screwdr_gib2
CLONE t_screwdr_gib
STAT AI_ITEM_ANGLE 85
STAT NOLIST
END
//=====================================================================
ENTITY t_hammer_gib2
CLONE t_hammer_gib
STAT AI_ITEM_ANGLE 75
STAT NOLIST
END
//=====================================================================
ENTITY x_garagebox_c
SPRITE DYNAMIC 2 NONE 0 -3 dynamic/garagebox
SPRITEVAR 0 FRAME 1
OFFSET SIZE 32 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY x_garagebox
DESCRIBE Garage_toolbox
SPRITE DYNAMIC 2 NONE 0 -3 dynamic/garagebox
SOUND STATIC S_DIE world/break_panel
OFFSET SIZE 32 0
CORPSE x_garagebox_c 0
ITEM t_wrench_gib2 4 -16
ITEM t_screwdr_gib2 0 16
ITEM t_hammer_gib2 -4 0
STAT FX_NOENV_FX
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL 0 0 0
END

//=====================================================================
// SEAMINE
//=====================================================================
ENTITY z_seamine_ch1
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 2 NONE 0 -176 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -152 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -114 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -76 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -44 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE -1 -197 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 4 -200 weapons/seamine_chain
SPRITEVAR 0 BIAS 2
SPRITEVAR 1 BIAS 2
SPRITEVAR 2 BIAS 2
SPRITEVAR 3 BIAS 2
SPRITEVAR 4 BIAS 2
SPRITEVAR 5 BIAS 2
SPRITEVAR 6 BIAS 2
SPRITEVAR 7 BIAS 2
SPRITEVAR 0 ACTIVE
SPRITEVAR 0 ANGLEOFFSET 90
SPRITEVAR 0 BIAS_MOVE_X 4
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 OFFS_Y 38
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 ANGLEOFFSET -90
SPRITEVAR 1 BIAS_MOVE_X 4
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_Y 38
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 BIAS_MOVE_X 4
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 OFFS_Y 39
SPRITEVAR 3 ACTIVE
SPRITEVAR 3 BIAS_MOVE_X 4
SPRITEVAR 3 OFFS_Y -3
SPRITEVAR 4 ACTIVE
SPRITEVAR 4 ANGLEOFFSET -225
SPRITEVAR 4 BIAS_MOVE_X 4
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 OFFS_Y 33
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 ANGLEOFFSET -135
SPRITEVAR 5 BIAS_MOVE_X 4
SPRITEVAR 5 FRAME 2
SPRITEVAR 5 INVERTFACE
SPRITEVAR 5 OFFS_Y 33
SPRITEVAR 6 ACTIVE
SPRITEVAR 6 ANGLEOFFSET 45
SPRITEVAR 6 BIAS_MOVE_X 4
SPRITEVAR 6 FRAME 1
SPRITEVAR 6 OFFS_Y 33
SPRITEVAR 7 ACTIVE
SPRITEVAR 7 ANGLEOFFSET -45
SPRITEVAR 7 BIAS_MOVE_X 4
SPRITEVAR 7 FRAME 1
SPRITEVAR 7 INVERTFACE
SPRITEVAR 7 OFFS_Y 32
SPRITEVAR 8 SCISSORS 1
SPRITEVAR 9 BIAS -3
SPRITEVAR 9 BIAS_MOVE_X 1
SPRITEVAR 9 FRAME 1
SPRITEVAR 9 HIDE_MOVE_Y 180
SPRITEVAR 9 HIDE_ROLL 60
SPRITEVAR 9 HIDE_TIME 700
SPRITEVAR 10 BIAS -4
SPRITEVAR 10 BIAS_MOVE_X 2
SPRITEVAR 10 FRAME 1
SPRITEVAR 10 HIDE_MOVE_Y 180
SPRITEVAR 10 HIDE_ROLL -60
SPRITEVAR 10 HIDE_TIME 700
SPRITEVAR 11 BIAS -5
SPRITEVAR 11 BIAS_MOVE_X 3
SPRITEVAR 11 FRAME 1
SPRITEVAR 11 HIDE_MOVE_Y 180
SPRITEVAR 11 HIDE_ROLL 60
SPRITEVAR 11 HIDE_TIME 790
SPRITEVAR 12 BIAS -5
SPRITEVAR 12 BIAS_MOVE_X 4
SPRITEVAR 12 FRAME 2
SPRITEVAR 12 HIDE_MOVE_Y 180
SPRITEVAR 12 HIDE_ROLL -60
SPRITEVAR 12 HIDE_TIME 770
SPRITEVAR 13 FRAME 5
SPRITEVAR 13 HIDE_MOVE_Y -20
SPRITEVAR 13 HIDE_TIME 700
SPRITEVAR 14 FRAME 3
SPRITEVAR 14 HIDE_MOVE_Y -20
SPRITEVAR 14 HIDE_TIME 450
SPRITEVAR 15 SCISSORS -1
SCISSORS -64 -190 128 190
STAT AI_INHERIT_FACE
STAT FX_NOENV_FX
STAT FX_WADDLE_CONSTANT 50
STAT NOLIST
END
//=====================================================================
ENTITY z_seamine_ch2
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 2 NONE 0 -408 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -383 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -345 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -307 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -269 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -231 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -193 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -154 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -116 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -77 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -45 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE -1 -424 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 5 -429 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 4 -432 weapons/seamine_chain
SPRITEVAR 0 BIAS 2
SPRITEVAR 1 BIAS 2
SPRITEVAR 2 BIAS 2
SPRITEVAR 3 BIAS 2
SPRITEVAR 4 BIAS 2
SPRITEVAR 5 BIAS 2
SPRITEVAR 6 BIAS 2
SPRITEVAR 7 BIAS 2
SPRITEVAR 0 ACTIVE
SPRITEVAR 0 ANGLEOFFSET 90
SPRITEVAR 0 BIAS_MOVE_X 4
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 OFFS_Y 38
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 ANGLEOFFSET -90
SPRITEVAR 1 BIAS_MOVE_X 4
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_Y 38
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 BIAS_MOVE_X 4
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 OFFS_Y 39
SPRITEVAR 3 ACTIVE
SPRITEVAR 3 BIAS_MOVE_X 4
SPRITEVAR 3 OFFS_Y -3
SPRITEVAR 4 ACTIVE
SPRITEVAR 4 ANGLEOFFSET -225
SPRITEVAR 4 BIAS_MOVE_X 4
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 OFFS_Y 33
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 ANGLEOFFSET -135
SPRITEVAR 5 BIAS_MOVE_X 4
SPRITEVAR 5 FRAME 2
SPRITEVAR 5 INVERTFACE
SPRITEVAR 5 OFFS_Y 33
SPRITEVAR 6 ACTIVE
SPRITEVAR 6 ANGLEOFFSET 45
SPRITEVAR 6 BIAS_MOVE_X 4
SPRITEVAR 6 FRAME 1
SPRITEVAR 6 OFFS_Y 33
SPRITEVAR 7 ACTIVE
SPRITEVAR 7 ANGLEOFFSET -45
SPRITEVAR 7 BIAS_MOVE_X 4
SPRITEVAR 7 FRAME 1
SPRITEVAR 7 INVERTFACE
SPRITEVAR 7 OFFS_Y 32
SPRITEVAR 8 SCISSORS 1
SPRITEVAR 9 BIAS -1
SPRITEVAR 9 BIAS_MOVE_X 1
SPRITEVAR 9 FRAME 1
SPRITEVAR 9 HIDE_MOVE_Y 420
SPRITEVAR 9 HIDE_ROLL 60
SPRITEVAR 9 HIDE_TIME 1630
SPRITEVAR 10 BIAS -1
SPRITEVAR 10 BIAS_MOVE_X 1
SPRITEVAR 10 FRAME 1
SPRITEVAR 10 HIDE_MOVE_Y 420
SPRITEVAR 10 HIDE_ROLL -60
SPRITEVAR 10 HIDE_TIME 1620
SPRITEVAR 11 BIAS -2
SPRITEVAR 11 BIAS_MOVE_X 1
SPRITEVAR 11 FRAME 1
SPRITEVAR 11 HIDE_MOVE_Y 420
SPRITEVAR 11 HIDE_ROLL 60
SPRITEVAR 11 HIDE_TIME 1610
SPRITEVAR 12 BIAS -2
SPRITEVAR 12 BIAS_MOVE_X 2
SPRITEVAR 12 FRAME 1
SPRITEVAR 12 HIDE_MOVE_Y 420
SPRITEVAR 12 HIDE_ROLL -60
SPRITEVAR 12 HIDE_TIME 1600
SPRITEVAR 13 BIAS -2
SPRITEVAR 13 BIAS_MOVE_X 2
SPRITEVAR 13 FRAME 1
SPRITEVAR 13 HIDE_MOVE_Y 420
SPRITEVAR 13 HIDE_ROLL 60
SPRITEVAR 13 HIDE_TIME 1590
SPRITEVAR 14 BIAS -2
SPRITEVAR 14 BIAS_MOVE_X 3
SPRITEVAR 14 FRAME 1
SPRITEVAR 14 HIDE_MOVE_Y 420
SPRITEVAR 14 HIDE_ROLL -60
SPRITEVAR 14 HIDE_TIME 1580
SPRITEVAR 15 BIAS -2
SPRITEVAR 15 BIAS_MOVE_X 3
SPRITEVAR 15 FRAME 1
SPRITEVAR 15 HIDE_MOVE_Y 420
SPRITEVAR 15 HIDE_ROLL 60
SPRITEVAR 15 HIDE_TIME 1570
SPRITEVAR 16 BIAS -2
SPRITEVAR 16 BIAS_MOVE_X 4
SPRITEVAR 16 FRAME 1
SPRITEVAR 16 HIDE_MOVE_Y 420
SPRITEVAR 16 HIDE_ROLL -60
SPRITEVAR 16 HIDE_TIME 1560
SPRITEVAR 17 BIAS -2
SPRITEVAR 17 BIAS_MOVE_X 4
SPRITEVAR 17 FRAME 1
SPRITEVAR 17 HIDE_MOVE_Y 420
SPRITEVAR 17 HIDE_ROLL 60
SPRITEVAR 17 HIDE_TIME 1530
SPRITEVAR 18 BIAS -3
SPRITEVAR 18 BIAS_MOVE_X 4
SPRITEVAR 18 FRAME 2
SPRITEVAR 18 HIDE_MOVE_Y -2
SPRITEVAR 18 HIDE_MOVE_Y 420
SPRITEVAR 18 HIDE_ROLL -60
SPRITEVAR 18 HIDE_TIME 1500
SPRITEVAR 19 FRAME 5
SPRITEVAR 19 HIDE_MOVE_Y -20
SPRITEVAR 19 HIDE_TIME 1500
SPRITEVAR 20 FRAME 4
SPRITEVAR 20 HIDE_MOVE_Y -20
SPRITEVAR 20 HIDE_TIME 1000
SPRITEVAR 21 FRAME 3
SPRITEVAR 21 HIDE_MOVE_Y -20
SPRITEVAR 21 HIDE_TIME 450
SPRITEVAR 22 SCISSORS -1
SCISSORS -64 -420 128 420
STAT AI_INHERIT_FACE
STAT FX_NOENV_FX
STAT FX_WADDLE_CONSTANT 45
STAT NOLIST
END
//=====================================================================
ENTITY z_seamine_ch3
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 3 NONE 0 0 weapons/seamine
SPRITE DYNAMIC 2 NONE 0 -64 weapons/seamine_chain
SPRITE DYNAMIC 2 NONE 0 -59 weapons/seamine_chain
SPRITEVAR 0 BIAS -1
SPRITEVAR 1 BIAS -1
SPRITEVAR 2 BIAS -1
SPRITEVAR 3 BIAS -1
SPRITEVAR 4 BIAS -1
SPRITEVAR 5 BIAS -1
SPRITEVAR 6 BIAS -1
SPRITEVAR 7 BIAS -1
SPRITEVAR 0 ACTIVE
SPRITEVAR 0 ANGLEOFFSET 90
SPRITEVAR 0 BIAS_MOVE_X 2
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 OFFS_Y 38
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 ANGLEOFFSET -90
SPRITEVAR 1 BIAS_MOVE_X 2
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_Y 38
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 BIAS_MOVE_X 2
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 OFFS_Y 39
SPRITEVAR 3 ACTIVE
SPRITEVAR 3 BIAS_MOVE_X 2
SPRITEVAR 3 OFFS_Y -3
SPRITEVAR 4 ACTIVE
SPRITEVAR 4 ANGLEOFFSET -225
SPRITEVAR 4 BIAS_MOVE_X 2
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 OFFS_Y 33
SPRITEVAR 5 ACTIVE
SPRITEVAR 5 ANGLEOFFSET -135
SPRITEVAR 5 BIAS_MOVE_X 2
SPRITEVAR 5 FRAME 2
SPRITEVAR 5 INVERTFACE
SPRITEVAR 5 OFFS_Y 33
SPRITEVAR 6 ACTIVE
SPRITEVAR 6 ANGLEOFFSET 45
SPRITEVAR 6 BIAS_MOVE_X 2
SPRITEVAR 6 FRAME 1
SPRITEVAR 6 OFFS_Y 33
SPRITEVAR 7 ACTIVE
SPRITEVAR 7 ANGLEOFFSET -45
SPRITEVAR 7 BIAS_MOVE_X 2
SPRITEVAR 7 FRAME 1
SPRITEVAR 7 INVERTFACE
SPRITEVAR 7 OFFS_Y 32
SPRITEVAR 9 BIAS -6
SPRITEVAR 9 FRAME 2
SPRITEVAR 9 OFFS_Y 14
SPRITEVAR 9 HIDE_MOVE_Y 8
SPRITEVAR 9 HIDE_ROLL 90
SPRITEVAR 9 HIDE_TIME 250
STAT AI_INHERIT_FACE
STAT FX_NOENV_FX
STAT FX_WADDLE_CONSTANT 44
STAT NOLIST
END
//=====================================================================
ENTITY z_seamine1
DESCRIBE Sea_mine_(11.5_grid_chain)
SPRITE DYNAMIC 0 NONE 0 0 weapons/seamine
SPRITEVAR 0 ALPHA 0
SOUND STATIC S_DIE world/break_metal_1
THINK AI_ZOMBIE 0 AI_BLOW 1
MOVETYPE FLY 0
AUTOTRIGGER guide z_seamine_ch1
GIB nailgun_obj1 7
OFFSET SIZE 28 0
STAT AI_SIZE_MOVE 2
STAT DAMAGE 25
STAT DAMAGE_SPLASH 100
STAT FX_KEEP_EFFECTS
STAT FX_WADDLE_CONSTANT 50
STAT S_HEALTH 5
STAT S_SCORE 100
STAT TAKEDAMAGE_UNBREAKABLE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 0
END
//=====================================================================
ENTITY z_seamine2
CLONE z_seamine1
DESCRIBE Sea_mine_(26_grid_chain)
AUTOTRIGGER guide z_seamine_ch2
END
//=====================================================================
ENTITY z_seamine3
CLONE z_seamine1
DESCRIBE Sea_mine_(4.5_grid_chain)
AUTOTRIGGER guide z_seamine_ch3
END

//=====================================================================
// COOP SWITCH TAGS
//=====================================================================
ENTITY x_cooptag_a
DESCRIBE Co-op_switch_tag_(A)
SPRITE DYNAMIC 2 NONE -42 8 dynamic/cooptag
SPRITE DYNAMIC 2 NONE 42 8 dynamic/cooptag
SPRITE DYNAMIC 2 NONE -42 10 dynamic/cooptag
SPRITE DYNAMIC 2 NONE 42 10 dynamic/cooptag
SPRITEVAR 0 ACTIVE
SPRITEVAR 1 INACTIVE
SPRITEVAR 1 INVERTFACE
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 FRAME 1
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 INACTIVE
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY x_cooptag_b
CLONE x_cooptag_a
DESCRIBE Co-op_switch_tag_(B)
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 RELOCATE_X 43
END
TAGAP_END