//TAGAP_START
//=====================================================================
// ITEMS
//=====================================================================
//=====================================================================
// KEYCARD
//=====================================================================
ENTITY keycard
DESCRIBE Keycard_to_open_locks
SPRITE STATIC 0 NONE 0 0 items/keycard
LIGHT 0 0 30 255 255 255 15
SOUND STATIC S_DIE common/item_key
SOUND STATIC S_VOICEOVER1 BONUS
SOUND STATIC S_VOICEOVER2 BON_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT AI_NONBLOCKING
STAT FX_FLOAT
STAT FX_SCALE_ITEM 90
STAT S_KEY 1
STAT S_SCORE 100
END
//=====================================================================
// GREEN PILL (TAGAP)
//=====================================================================
ENTITY pill_green
DESCRIBE TAGAP
SPRITE STATIC 0 NONE -2 0 items/pills
SOUND STATIC S_DIE common/item_tagap
SOUND STATIC S_VOICEOVER1 YUM
SOUND STATIC S_VOICEOVER2 YUM_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
UNLOCK itm.ref.01
OFFSET SIZE 20 0
STAT AI_PROGRESS 1
STAT FX_FLOAT
STAT S_HEALTH 10
STAT S_SCORE 50
END
//=====================================================================
// RED PILL (extra life)
//=====================================================================
ENTITY pill_red
DESCRIBE Extra_life
SPRITE STATIC 0 NONE -2 0 items/pills
SPRITEVAR 0 FRAME 1
SOUND STATIC S_DIE common/item_oneup
SOUND STATIC S_VOICEOVER1 YUM
SOUND STATIC S_VOICEOVER2 YUM_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
UNLOCK itm.ref.02
OFFSET SIZE 20 0
STAT AI_PROGRESS 1
STAT FX_FLOAT
STAT S_EXTRALIFE 1
STAT S_SCORE 1000
END
//=====================================================================
// PURPLE PILL (steroids)
//=====================================================================
ENTITY pill_yellow
DESCRIBE Steroids
SPRITE STATIC 0 NONE -2 0 items/pills
SPRITE STATIC 0 NONE -2 0 items/pills
SPRITEVAR 1 ALPHA 80
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HARDLIGHT
SOUND STATIC S_DIE common/item_tagap
SOUND STATIC S_VOICEOVER1 YUM
SOUND STATIC S_VOICEOVER2 YUM_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT AI_PROGRESS 1
STAT FX_FLOAT
STAT S_SCORE 1000
STAT S_SPEEDUP 10
END
//=====================================================================
// QUAD DAMAGE
//=====================================================================
ENTITY pow_quad
DESCRIBE Quad_damage
SPRITE STATIC 1 NONE 0 0 items/powerup
SPRITE STATIC 1 NONE 0 0 items/powerup
SPRITE STATIC 1 NONE 0 16 items/powerup
SPRITE STATIC 1 NONE 0 -16 items/powerup
SPRITE STATIC 1 NONE -16 0 items/powerup
SPRITE STATIC 1 NONE 16 0 items/powerup
SPRITEVAR 0 FACE 0
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 0 ROLL -35
SPRITEVAR 1 ALPHA 75
SPRITEVAR 1 FACE 0
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 ROLL 70
SPRITEVAR 2 FACE 0
SPRITEVAR 2 FRAME 2
SPRITEVAR 2 BIAS_MOVE_Y 2
SPRITEVAR 3 ANGLEOFFSET 180
SPRITEVAR 3 FACE 0
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 BIAS_MOVE_Y -2
SPRITEVAR 4 ANGLEOFFSET 90
SPRITEVAR 4 FACE 0
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 BIAS_MOVE_X -2
SPRITEVAR 5 ANGLEOFFSET -90
SPRITEVAR 5 FACE 0
SPRITEVAR 5 FRAME 2
SPRITEVAR 5 BIAS_MOVE_X 2
LIGHT 0 0 40 0 0 255 20
SOUND STATIC S_DIE common/item_powerup
SOUND STATIC S_VOICEOVER1 BONUS
SOUND STATIC S_VOICEOVER2 BON_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
UNLOCK itm.ref.07
OFFSET SIZE 20 0
OFFSET FX_OFFSET 0 20
STAT FX_ELECTRIC_LIT
STAT FX_FLOAT
STAT FX_WADDLE_CONSTANT 120
STAT FX_PLASMA
STAT S_QUAD 30
STAT S_SCORE 1000
END
//=====================================================================
// FREELOADER
//=====================================================================
ENTITY pow_freeload
DESCRIBE Freeloader
SPRITE STATIC 1 NONE 0 0 items/powerup
SPRITE STATIC 1 NONE 0 0 items/powerup
SPRITE STATIC 1 NONE 0 0 items/powerup
SPRITEVAR 0 FACE 0
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 0 ROLL 30
SPRITEVAR 1 ALPHA 75
SPRITEVAR 1 FACE 0
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 ROLL -60
SPRITEVAR 2 FACE 0
SPRITEVAR 2 FRAME 4
SPRITEVAR 2 OFFS_Y 2
SPRITEVAR 2 PULSE 120
SPRITEVAR 2 ROLL -110
LIGHT 0 0 40 0 0 255 20
SOUND STATIC S_DIE common/item_powerup
SOUND STATIC S_VOICEOVER1 BONUS
SOUND STATIC S_VOICEOVER2 BON_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
UNLOCK itm.ref.06
OFFSET SIZE 20 0
STAT FX_ELECTRIC_LIT
STAT FX_FLOAT
STAT S_FREELOAD 16
STAT S_SCORE 1000
END
//=====================================================================
// SHOTGUN
//=====================================================================
ENTITY am_shot
DESCRIBE Shotgun_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_shotgun
SOUND STATIC S_DIE common/item_ammo
SOUND STATIC S_VOICEOVER1 AMMO
SOUND STATIC S_VOICEOVER2 AMMO_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 1 20
STAT FX_FLOAT
STAT S_SCORE 50
UNLOCK wpn.ref.02
END
//=====================================================================
// PLASMAGUN
//=====================================================================
ENTITY am_plas
DESCRIBE Plasmagun_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_plasma
SPRITE STATIC 1 NONE 3 1 items/ammo_plasma
SPRITEVAR 1 FRAME 1
LIGHT 0 0 30 0 100 255 30
SOUND STATIC S_DIE common/item_ammo
SOUND STATIC S_VOICEOVER1 AMMO
SOUND STATIC S_VOICEOVER2 AMMO_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 2 40
STAT FX_FLOAT
STAT S_SCORE 50
UNLOCK wpn.ref.03
END
//=====================================================================
// EMP RIFLE
//=====================================================================
ENTITY am_emp
DESCRIBE EMP_rifle_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_magrifle
SPRITE STATIC 1 NONE 1 1 items/ammo_magrifle
SPRITEVAR 1 FRAME 1
LIGHT 0 0 30 120 30 255 30
SOUND STATIC S_DIE common/item_ammo
SOUND STATIC S_VOICEOVER1 AMMO
SOUND STATIC S_VOICEOVER2 AMMO_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 3 15
STAT FX_FLOAT
STAT S_SCORE 50
UNLOCK wpn.ref.04
END
//=====================================================================
// FLAMETHROWER
//=====================================================================
ENTITY am_flam
DESCRIBE Flamethrower_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_flame
SOUND STATIC S_DIE common/item_ammo
SOUND STATIC S_VOICEOVER1 AMMO
SOUND STATIC S_VOICEOVER2 AMMO_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 4 50
STAT FX_FLOAT
STAT S_SCORE 50
UNLOCK wpn.ref.05
END
//=====================================================================
// NAILGUN
//=====================================================================
ENTITY am_nail
DESCRIBE Nailgun_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_nailgun
SOUND STATIC S_DIE common/item_ammo
SOUND STATIC S_VOICEOVER1 AMMO
SOUND STATIC S_VOICEOVER2 AMMO_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 5 24
STAT FX_FLOAT
STAT S_SCORE 50
UNLOCK wpn.ref.06
END
//=====================================================================
// ROCKET LAUNCHER
//=====================================================================
ENTITY am_rock
DESCRIBE Rocket_ammo
SPRITE STATIC 0 NONE -1 -2 items/ammo_rocket
SOUND STATIC S_DIE common/item_ammo
SOUND STATIC S_VOICEOVER1 AMMO
SOUND STATIC S_VOICEOVER2 AMMO_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 6 4
STAT FX_FLOAT
STAT S_SCORE 50
UNLOCK wpn.ref.07
END
//=====================================================================
// MINIGUN
//=====================================================================
ENTITY am_mini
DESCRIBE Minigun_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_minigun
SOUND STATIC S_DIE common/item_ammo
SOUND STATIC S_VOICEOVER1 AMMO
SOUND STATIC S_VOICEOVER2 AMMO_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 7 80
STAT FX_FLOAT
STAT S_SCORE 50
UNLOCK wpn.ref.08
END
//=====================================================================
// OMG-20K
//=====================================================================
ENTITY am_bfg
DESCRIBE OMG-20k_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_omg20k
SPRITE STATIC 1 NONE -2 -11 items/ammo_omg20k
SPRITEVAR 1 FRAME 1
LIGHT -5 -9 30 0 255 0 25
SOUND STATIC S_DIE common/item_ammo
SOUND STATIC S_VOICEOVER1 AMMO
SOUND STATIC S_VOICEOVER2 AMMO_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 8 4
STAT FX_NOFACE
STAT FX_FLOAT
STAT S_SCORE 100
UNLOCK wpn.ref.09
END
//=====================================================================
// REMOTE
//=====================================================================
ENTITY am_rem
SPRITE STATIC 0 NONE 0 1 items/ammo_remote
THINK AI_ITEM 0 NONE 0
AMMO 9 1
STAT NOLIST
END
//=====================================================================
// GRENADE
//=====================================================================
ENTITY am_gren
DESCRIBE Grenades_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_grenade
SOUND STATIC S_DIE common/item_ammo
SOUND STATIC S_VOICEOVER1 AMMO
SOUND STATIC S_VOICEOVER2 AMMO_P2
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
UNLOCK wpn.ref.11
OFFSET SIZE 20 0
STAT FX_FLOAT
STAT S_SCORE 50
STAT S_GRENADE 1
END

//=====================================================================
// GADGETS
//=====================================================================
//=====================================================================
// GADGET: WALL MOUNT
//=====================================================================
ENTITY gadget_base
SPRITE STATIC 0 NONE 0 5 items/gadget
SPRITE STATIC 1 NONE -11 23 items/gadget
SPRITE STATIC 1 NONE -11 23 items/gadget
LIGHT -11 23 30 85 255 0 25
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 FADE_TOGGLE 300
SPRITEVAR 1 INACTIVE
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 FRAME 1
STAT FX_DIM 0
STAT FX_DIM_COLOR 0
STAT FX_NOFACE
STAT FX_LIGHT_FADE 1
STAT NOLIST
END
//=====================================================================
// GADGET: MEDKIT
//=====================================================================
ENTITY medikit
DESCRIBE MedKit_(gadget)
SPRITE STATIC 0 NONE 0 -4 items/gadget
SPRITEVAR 0 FRAME 2
SOUND STATIC S_DIE common/item_medikit
SOUND STATIC S_WAKE common/item_gadget
SOUND STATIC S_VOICEOVER1 BONUS
SOUND STATIC S_VOICEOVER2 BON_P2
THINK AI_ITEM 0 NONE 0
AUTOTRIGGER guide gadget_base
UNLOCK itm.ref.03
OFFSET SIZE 20 10
STAT AI_GADGET
STAT FX_NOFACE
STAT REVIVE
END
//=====================================================================
// GADGET: INJECTION
//=====================================================================
ENTITY g_injection_b
SPRITE STATIC 0 NONE 0 -4 items/gadget
SPRITEVAR 0 FRAME 4
SOUND STATIC S_DIE common/item_injection
SOUND STATIC S_WAKE common/item_gadget
THINK AI_ITEM 0 NONE 0
UNLOCK itm.ref.04
OFFSET SIZE 20 10
STAT AI_ACID
STAT AI_GADGET
STAT FX_NOFACE
STAT S_OVERDOSE 5000
END
//=====================================================================
ENTITY g_injection
DESCRIBE TAGAP_hypos
SPRITE STATIC 0 NONE 0 -4 items/gadget
SPRITEVAR 0 FRAME 3
SOUND STATIC S_DIE common/item_injection
SOUND STATIC S_WAKE common/item_gadget
THINK AI_ITEM 0 NONE 0
AUTOTRIGGER guide gadget_base
ITEM g_injection_b 0 0
UNLOCK itm.ref.04
OFFSET SIZE 20 10
STAT AI_ACID
STAT AI_GADGET
STAT FX_NOFACE
STAT S_OVERDOSE 5000
EFFECT GIB EXPLOSION 0 0 100
END
//=====================================================================
// GADGET: PAINKILLER
//=====================================================================
ENTITY g_painkiller
DESCRIBE Painkiller
SPRITE STATIC 0 NONE 0 -5 items/gadget
SPRITE STATIC 1 NONE 0 -5 items/gadget
SPRITEVAR 0 FRAME 5
SPRITEVAR 1 AIM
SPRITEVAR 1 FRAME 6
LIGHT 0 -5 30 0 100 255 35
SOUND STATIC S_DIE common/item_speedup
SOUND STATIC S_WAKE common/item_gadget
SOUND STATIC S_VOICEOVER1 BONUS
SOUND STATIC S_VOICEOVER2 BON_P2
THINK AI_ITEM 2 NONE 0
AUTOTRIGGER guide gadget_base
UNLOCK itm.ref.05
OFFSET SIZE 20 10
STAT AI_GADGET
STAT AI_SPINAIM
STAT FX_NOFACE
STAT S_IDDQD 20
STAT S_SCORE 1000
END

//=====================================================================
// DRONE CONTAINMENT FIELD
//=====================================================================
ENTITY drone_dome_obj
CLONE drone_player
STAT NOLIST
MOVETYPE FLY 0.5f
ITEM drone_player 0 0
END
//=====================================================================
ENTITY drone_dome_c
SPRITE DYNAMIC 0 NONE -50 -61 dynamic/cont_sphere
SPRITE DYNAMIC 0 NONE 0 -62 dynamic/cont_sphere
SPRITE DYNAMIC 0 NONE 50 -61 dynamic/cont_sphere
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 INVERTFACE
STAT NOLIST
END
//=====================================================================
ENTITY drone_dome_b
SPRITE DYNAMIC 0 NONE 0 0 dynamic/cont_sphere
SPRITE DYNAMIC 0 NONE -50 -61 dynamic/cont_sphere
SPRITE DYNAMIC 0 NONE 0 -62 dynamic/cont_sphere
SPRITE DYNAMIC 0 NONE 50 -61 dynamic/cont_sphere
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 INVERTFACE
SOUND STATIC S_DIE world/break_glass_4
SOUND STATIC S_LOOP common/robot_drone_move
OBJECT 0 drone_dome_obj 0 0 SPIN 45 0 0
OBJECT 0 drone_dome_obj 0 0 SPIN 45 120 0
OBJECT 0 drone_dome_obj 0 0 SPIN 45 240 0
TRANSFORM drone_dome_c -1
OFFSET SIZE 64 0
STAT AI_DROP_OBJECTS
STAT S_HEALTH 10
STAT TAKEDAMAGE_SURFACE
STAT NOLIST
STAT DAMAGE_SPLASH 1
EFFECT GIB SMOKE 0 0 0
EFFECT GIB DEBRIS_GLASS 0 48 0
EFFECT GIB DEBRIS_GLASS -48 0 0
EFFECT GIB DEBRIS_GLASS 48 0 0
EFFECT GIB DEBRIS_GLASS 0 -48 0
EFFECT GIB DEBRIS_GLASS 0 0 0
END
//=====================================================================
ENTITY drone_dome
DESCRIBE Drone_containment_field
SPRITE DYNAMIC 0 NONE 0 0 dynamic/cont_sphere
SPRITE DYNAMIC 1 NONE 0 0 dynamic/shield
SPRITE DYNAMIC 1 NONE 0 0 dynamic/shield
SPRITE DYNAMIC 0 NONE -50 -61 dynamic/cont_sphere
SPRITE DYNAMIC 0 NONE 0 -62 dynamic/cont_sphere
SPRITE DYNAMIC 0 NONE 50 -61 dynamic/cont_sphere
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 ROLL -100
SPRITEVAR 1 SCALE 197
SPRITEVAR 2 HARDLIGHT
SPRITEVAR 2 ROLL -250
SPRITEVAR 2 SCALE 215
SPRITEVAR 3 FRAME 1
SPRITEVAR 4 FRAME 2
SPRITEVAR 5 FRAME 1
SPRITEVAR 5 INVERTFACE
LIGHT 0 0 68 50 150 255 70
SOUND STATIC S_LOOP common/robot_drone_move
SOUND STATIC S_DIE world/forcewall_off
AUTOTRIGGER sound X_FORCE
OBJECT 0 drone_dome_obj 0 0 SPIN 45 0 0
OBJECT 0 drone_dome_obj 0 0 SPIN 45 120 0
OBJECT 0 drone_dome_obj 0 0 SPIN 45 240 0
TRANSFORM drone_dome_b -1
OFFSET SIZE 64 0
STAT AI_TEMP_ON_ACTIVE
STAT FX_ELECTRIC_LIT
STAT FX_KEEP_EFFECTS
STAT FX_POWERUP_SIZE 14
STAT FX_PLASMA
STAT DAMAGE_SPLASH
STAT S_HEALTH 100
STAT S_IDDQD 1
STAT TAKEDAMAGE_PLASMA
STAT TEMPMISSILE 1
EFFECT GIB POWEROUT 0 0 0
EFFECT GIB EXPLOSION_PLASMA 0 0 0
END
//=====================================================================
// TUXOLOGIST
//=====================================================================
ENTITY _x_tux13_bg
SPRITE DYNAMIC 0 NONE 0 1 dynamic/tuxologist13
SPRITE DYNAMIC 0 NONE 0 -6 dynamic/clock_arms
SPRITE DYNAMIC 0 NONE 0 -6 dynamic/clock_arms
SPRITE DYNAMIC 0 ANIM_ROLLVEL 0 -6 dynamic/clock_arms
SPRITE DYNAMIC 0 NONE 0 -6 dynamic/clock_arms
SPRITEVAR 1 AIM
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 OFFS_Y 7
SPRITEVAR 1 SCALE 67
SPRITEVAR 2 FRAME 2
SPRITEVAR 2 OFFS_Y 8
SPRITEVAR 2 SCALE 67
SPRITEVAR 2 USEGROUND
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 OFFS_Y 6
SPRITEVAR 3 SCALE 67
SPRITEVAR 3 SCALE 67
SPRITEVAR 4 SCALE 70
SOUND DYNAMIC S_LOOP dynamic/loop_clock
OFFSET SIZE 20 0
STAT FX_IDLEDISTANCE 30
STAT FX_NOENV_FX
STAT INVISIBLE
STAT NOLIST
END
//=====================================================================
ENTITY _x_tux14_bg
SPRITE DYNAMIC 3 NONE 0 3 dynamic/tuxologist14
SPRITE DYNAMIC 1 NONE 0 -2 dynamic/tuxologist14
SPRITEVAR 0 ACTIVE
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 FRAME 1
LIGHT 0 -2 40 255 150 0 20
OFFSET SIZE 22 0
STAT FX_FULLANGLE_OFFSET -5
STAT FX_FULLMODEL
STAT FX_DIM 0
STAT FX_NOENV_FX
STAT FX_LIGHT_FADE 1
STAT NOLIST
END
//=====================================================================
ENTITY _x_tux_fx
LIGHT 0 0 30 255 255 255 80
OFFSET SIZE 64 0
STAT FX_EXPAND
STAT FX_FADE
STAT FX_GLITTER
STAT FX_NOENV_FX
STAT NOLIST
STAT TEMPMISSILE 500
END
//=====================================================================
ENTITY _x_tux1
SPRITE DYNAMIC 0 NONE 0 -2 dynamic/tuxologist1
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 20 0
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 5
STAT FX_RENDERFIRST
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux2
SPRITE DYNAMIC 0 NONE 0 -2 dynamic/tuxologist2
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 20 0
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 5
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux3
SPRITE DYNAMIC 0 NONE 0 -5 dynamic/tuxologist3
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 20 0
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 5
STAT FX_RENDERFIRST
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux4
SPRITE DYNAMIC 0 NONE 0 -2 dynamic/tuxologist4
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 20 0
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 5
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux5
SPRITE DYNAMIC 0 NONE 0 -1 dynamic/tuxologist5
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 20 0
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 5
STAT FX_RENDERFIRST
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux6
SPRITE DYNAMIC 0 NONE 0 4 dynamic/tuxologist6
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 2
UNLOCK _x_tux
OFFSET SIZE 20 10
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 8
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux7
SPRITE DYNAMIC 0 NONE 0 8 dynamic/tuxologist7
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 20 16
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 5
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux8
SPRITE DYNAMIC 0 NONE 0 8 dynamic/tuxologist8
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 20 16
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 5
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux9
SPRITE DYNAMIC 0 NONE 0 1 dynamic/tuxologist9
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 20 4
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 5
STAT FX_RENDERFIRST
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux10
SPRITE DYNAMIC 0 NONE 0 2 dynamic/tuxologist10
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 20 5
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 4
STAT FX_RENDERFIRST
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux11
SPRITE DYNAMIC 0 NONE 0 -14 dynamic/tuxologist11
SPRITEVAR 0 USEGROUND
SPRITEVAR 0 BIAS 1
SPRITEVAR 0 OFFS_Y 20
SOUND DYNAMIC S_DIE dynamic/item_collectible
SOUND DYNAMIC S_LOOP dynamic/loop_funky
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 20 4
STAT AI_NONBLOCKING
STAT FX_GROUNDFIX 8
STAT FX_IDLEDISTANCE 40
STAT FX_RENDERFIRST
STAT FX_WADDLE_CONSTANT 300
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux12
SPRITE DYNAMIC 0 NONE 0 0 dynamic/tuxologist12
SPRITEVAR 0 USEGROUND
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET FX_CONSTANT_FLOAT 500 4
OFFSET SIZE 20 0
STAT AI_NONBLOCKING
STAT FX_FLOAT
STAT FX_GROUNDFIX 5
STAT FX_RENDERFIRST
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux13
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
AUTOTRIGGER clock _x_tux13_bg
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 20 0
STAT AI_NONBLOCKING
STAT AI_PHYS_IGNORE
STAT NOLIST
STAT S_SCORE 10000
END
//=====================================================================
ENTITY _x_tux14
SOUND DYNAMIC S_DIE dynamic/item_collectible
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
AUTOTRIGGER guide _x_tux14_bg
ITEM _x_tux_fx 0 0
UNLOCK _x_tux
OFFSET SIZE 22 0
STAT AI_NONBLOCKING
STAT AI_PHYS_IGNORE
STAT FX_GROUNDFIX 7
STAT NOLIST
STAT S_SCORE 10000
END
TAGAP_END