//TAGAP_START
//=====================================================================
// CANNON FODDER LISTS
//=====================================================================
CANNONFODDER zomby1 zombie_1
CANNONFODDER zomby1 FODDER_OPTION1
CANNONFODDER zomby1 zombie_2
CANNONFODDER zomby1 zombie_3
CANNONFODDER zomby1 zombie_4
CANNONFODDER zomby1 zombie_5
CANNONFODDER zomby1 FODDER_OPTION2

CANNONFODDER zomby2 zombie_1
CANNONFODDER zomby2 FODDER_OPTION1
CANNONFODDER zomby2 bot_2
CANNONFODDER zomby2 zombie_2
CANNONFODDER zomby2 zombie_3
CANNONFODDER zomby2 bot_2
CANNONFODDER zomby2 zombie_4
CANNONFODDER zomby2 zombie_5
CANNONFODDER zomby2 bot_2
CANNONFODDER zomby2 FODDER_OPTION2
CANNONFODDER zomby2 FODDER_OPTION3

CANNONFODDER zomby3 FODDER_OPTION1
CANNONFODDER zomby3 zombie_1
CANNONFODDER zomby3 zombie_2
CANNONFODDER zomby3 zombie_super1
CANNONFODDER zomby3 zombie_3
CANNONFODDER zomby3 zombie_4
CANNONFODDER zomby3 zombie_super1
CANNONFODDER zomby3 zombie_5
CANNONFODDER zomby3 FODDER_OPTION2
CANNONFODDER zomby3 FODDER_OPTION3

CANNONFODDER zomby4 FODDER_OPTION2
CANNONFODDER zomby4 zombie_1
CANNONFODDER zomby4 FODDER_OPTION1
CANNONFODDER zomby4 zombie_2
CANNONFODDER zomby4 zombie_3
CANNONFODDER zomby4 zombie_4
CANNONFODDER zomby4 zombie_5
CANNONFODDER zomby4 zombie_1
CANNONFODDER zomby4 FODDER_OPTION1
CANNONFODDER zomby4 zombie_2
CANNONFODDER zomby4 zombie_3
CANNONFODDER zomby4 zombie_4
CANNONFODDER zomby4 zombie_5
CANNONFODDER zomby4 FODDER_OPTION2
CANNONFODDER zomby4 FODDER_OPTION3

CANNONFODDER droid1 droid_2
CANNONFODDER droid1 droid_1
CANNONFODDER droid1 droid_1
CANNONFODDER droid1 droid_1
CANNONFODDER droid1 droid_1
CANNONFODDER droid1 droid_2

CANNONFODDER bots1 botbee1

CANNONFODDER mine_1 bot_2
CANNONFODDER mine_2 bot_3

CANNONFODDER sq_zp1 FODDER_OPTION3
CANNONFODDER sq_zp1 FODDER_OPTION1
CANNONFODDER sq_zp1 FODDER_OPTION2
CANNONFODDER sq_zp1 zombie_1
CANNONFODDER sq_zp1 zombie_2
CANNONFODDER sq_zp1 zombie_3
CANNONFODDER sq_zp1 zombie_4
CANNONFODDER sq_zp1 zombie_5

CANNONFODDER sq_fod1 FODDER_OPTION1
CANNONFODDER sq_fod1 FODDER_OPTION2

CANNONFODDER sq_san1 zombie_t_strait1
CANNONFODDER sq_san1 zombie_t_strait2
CANNONFODDER sq_san1 zombie_t_strait3

CANNONFODDER sq_san2 elite_nurse

CANNONFODDER x_boats1 bot_2
CANNONFODDER x_boats1 x_dinghy
CANNONFODDER x_boats1 botbee1
CANNONFODDER x_boats1 x_dinghy

CANNONFODDER x_disco zombie_t_afro
CANNONFODDER x_disco FODDER_OPTION1
CANNONFODDER x_disco zombie_t_drink
CANNONFODDER x_disco zombie_3
CANNONFODDER x_disco zombie_t_zune
CANNONFODDER x_disco zombie_t_drunk
CANNONFODDER x_disco FODDER_OPTION2

CANNONFODDER x_acid1 pingux_1
CANNONFODDER x_acid1 pingux_guitar
CANNONFODDER x_acid1 pingux_2
CANNONFODDER x_acid1 pingux_umbr
CANNONFODDER x_acid1 pingux_3

CANNONFODDER x_acid2 pingux_1
CANNONFODDER x_acid2 pingu_bouncyb
CANNONFODDER x_acid2 pingux_guitar
CANNONFODDER x_acid2 pingu_bouncyb
CANNONFODDER x_acid2 pingux_2
CANNONFODDER x_acid2 pingu_bouncyb
CANNONFODDER x_acid2 pingux_3
CANNONFODDER x_acid2 pingux_umbr

CANNONFODDER x_acid3 pingu_bouncyb

CANNONFODDER x_acid4 pingux_drv_1
CANNONFODDER x_acid4 pingux_drv_guit
CANNONFODDER x_acid4 pingux_drv_2
CANNONFODDER x_acid4 pingux_drv_umbr
CANNONFODDER x_acid4 pingux_drv_3

CANNONFODDER x_incu1 elite_1
CANNONFODDER x_incu1 zombie_5
CANNONFODDER x_incu1 FODDER_OPTION1
CANNONFODDER x_incu1 zombie_1
CANNONFODDER x_incu1 zombie_2
CANNONFODDER x_incu1 zombie_4
CANNONFODDER x_incu1 zombie_super1
CANNONFODDER x_incu1 zombie_3
CANNONFODDER x_incu1 FODDER_OPTION2
CANNONFODDER x_incu1 zombie_super1

CANNONFODDER x_incu2 FODDER_OPTION3
//=====================================================================
// THEMES
//=====================================================================
THEME BASE
COLOR 0 0 255 255 255
COLOR 1 0 255 255 255
DARKNESS 1 1
END
//=====================================================================
THEME DUSK
COLOR 0 0 240 220 255
COLOR 1 0 255 255 255
DARKNESS 1 1
END
//=====================================================================
THEME RAIN_LITE
COLOR 0 0 175 175 225
COLOR 0 1 255 255 255
DARKNESS 1 1
ENVIRONMENT RAIN_LIGHT
STREAM ambience_rain_lite
END
//=====================================================================
THEME NIGHT
COLOR 0 0 175 175 225
COLOR 0 1 255 255 255
DARKNESS 1 1
END
//=====================================================================
THEME RAIN
COLOR 0 0 175 175 225
COLOR 0 1 255 255 255
DARKNESS 1 1
ENVIRONMENT RAIN_HEAVY
STREAM ambience_rain_heavy
END
//=====================================================================
THEME THUNDER
COLOR 0 0 175 175 225
COLOR 0 1 215 215 225
COLOR 1 0 255 255 255
COLOR 1 1 255 255 255
DARKNESS 1 0
ENVIRONMENT RAIN_HEAVY
SHIFT 0 FLASH 1500 200
SHIFT 1 FLASH 1500 200
SHIFTRAND 0 3500 0
SHIFTRAND 1 3500 0
SHIFTSOUND DYNAMIC dynamic/event_thunder1
STREAM ambience_rain_heavy
END
//=====================================================================
THEME THUNDERINT
COLOR 0 0 255 255 255
COLOR 1 0 80 80 160
COLOR 1 1 215 215 225
COLOR 2 0 165 165 225
COLOR 2 1 215 215 225
DARKNESS 1 1
ENVIRONMENT RAIN_INT
INTERIOR_AMBIENCE
SHIFT 1 FLASH 1500 200
SHIFTRAND 1 3500 0
SHIFTSOUND DYNAMIC dynamic/event_thunder1
END
//=====================================================================
THEME CHURCH
COLOR 0 0 215 215 225
COLOR 1 0 255 255 255
COLOR 1 0 220 220 255
COLOR 1 1 220 220 255
COLOR 2 0 165 165 225
COLOR 2 1 215 215 225
DARKNESS 1 1
ENVIRONMENT RAIN_INT
INTERIOR_AMBIENCE
SHIFT 0 FLASH 1500 200
SHIFT 1 FLASH 1500 200
SHIFTRAND 0 3500 0
SHIFTRAND 1 3500 0
SHIFTSOUND DYNAMIC dynamic/event_thunder1
STREAM ambience_rain_heavy
END
//=====================================================================
THEME CHURCH2
COLOR 0 0 215 215 225
COLOR 1 0 255 255 255
COLOR 1 0 220 220 255
COLOR 1 1 220 220 255
COLOR 2 0 165 165 225
COLOR 2 1 215 215 225
DARKNESS 1 0
ENVIRONMENT RAIN_INT
INTERIOR_AMBIENCE
SHIFT 0 FLASH 1500 200
SHIFT 1 FLASH 1500 200
SHIFTRAND 0 3500 0
SHIFTRAND 1 3500 0
SHIFTSOUND DYNAMIC dynamic/event_thunder1
STREAM ambience_rain_heavy
END
//=====================================================================
THEME CHURCH3
COLOR 0 0 215 215 225
COLOR 1 0 215 215 255
COLOR 1 0 220 220 255
COLOR 1 1 220 220 255
COLOR 2 0 165 165 225
COLOR 2 1 165 165 225
DARKNESS 1 1
ENVIRONMENT RAIN_INT
INTERIOR_AMBIENCE
SHIFTSOUND DYNAMIC dynamic/event_thunder1
STREAM ambience_rain_heavy
END
//=====================================================================
THEME GRAVEYARD
COLOR 0 0 165 165 225
COLOR 0 1 215 215 225
COLOR 1 0 255 255 255
COLOR 1 1 255 255 255
DARKNESS 1 0
ENVIRONMENT RAIN_HEAVY
SHIFT 0 FLASH 1500 200
SHIFT 1 FLASH 1500 200
SHIFTRAND 0 3500 0
SHIFTRAND 1 3500 0
SHIFTSOUND DYNAMIC dynamic/event_thunder1
STREAM ambience_rain_heavy
END
//=====================================================================
THEME PARADISE
COLOR 0 0 240 220 255
COLOR 1 0 255 255 255
DARKNESS 1 1
STREAM ambience_jungle
END
//=====================================================================
THEME SEWER
COLOR 0 0 190 225 148
COLOR 1 0 190 225 148
DARKNESS 1 1
STREAM ambience_sewer
END
//=====================================================================
THEME DUSK_INT
COLOR 0 0 255 255 255
COLOR 1 0 255 255 255
COLOR 2 0 240 220 255
DARKNESS 1 1
END
//=====================================================================
THEME MINE
COLOR 0 0 225 199 128
COLOR 1 0 225 199 128
COLOR 0 0 200 200 200
COLOR 1 0 180 180 180
BACKGROUND_TO_DIM
DARKNESS 1 1
END
//=====================================================================
THEME GREENHOUSE
COLOR 0 0 160 255 170
COLOR 1 0 255 255 255
COLOR 2 0 175 175 225
COLOR 2 1 255 255 255
DARKNESS 1 1
ENVIRONMENT RAIN_INT
STREAM ambience_rain_int
END
//=====================================================================
THEME INFERNO
COLOR 0 0 255 208 70
COLOR 0 1 255 192 80
COLOR 1 0 255 208 70
//COLOR 1 1 255 178 70
//COLOR 1 0 255 255 255
DARKNESS 1 1
STREAM ambience_inferno
SHIFT 0 PULSATE 250 20
//SHIFT 1 PULSATE 250 30
END
//=====================================================================
THEME BOATRUN
COLOR 0 0 240 220 255
COLOR 1 0 255 255 255
DARKNESS 1 1
STREAM ambience_boatrun
VELOCITY -3 0
WOBBLE 4 2.5
END
//=====================================================================
THEME ASYLUM
COLOR 0 0 215 215 215
COLOR 1 0 215 215 215
DARKNESS 1 1
INTERIOR_AMBIENCE
END
//=====================================================================
THEME ASYLUM2
COLOR 0 0 215 215 215
COLOR 1 0 215 215 215
DARKNESS 1 1
INTERIOR_AMBIENCE
END
//=====================================================================
THEME DARKNESS
COLOR 0 0 215 215 215
COLOR 1 0 215 215 215
DARKNESS 2 2
END
//=====================================================================
THEME MRI1
COLOR 0 0 180 255 255
COLOR 1 0 255 180 255
DARKNESS 1 1
BACKGROUND_TO_DIM
END
//=====================================================================
THEME MRI2
COLOR 0 0 180 255 255
COLOR 1 0 180 255 255
DARKNESS 1 1
END
//=====================================================================
THEME REDALERT
COLOR 0 0 255 70 70
COLOR 0 1 255 110 110
COLOR 1 0 255 0 0
DARKNESS 1 1
BACKGROUND_TO_DIM
SHIFT 0 PULSATE 250 1
END
//=====================================================================
THEME REDALE2
COLOR 0 0 255 125 125
COLOR 1 0 255 70 70
DARKNESS 1 1
BACKGROUND_TO_DIM
END
//=====================================================================
THEME RAIN_FADE1
COLOR 0 0 175 175 225
COLOR 0 1 255 255 255
DARKNESS 1 1
ENVIRONMENT RAIN_HEAVY
END
//=====================================================================
THEME TRAIN1
COLOR 0 0 255 255 255
COLOR 0 1 235 235 255
COLOR 1 0 255 255 255
DARKNESS 1 1
INTERIOR_AMBIENCE
STREAM ambience_train
SHIFT 0 PULSATE 550 20
END
//=====================================================================
THEME TRAIN2
COLOR 0 0 175 175 225
COLOR 0 1 255 255 255
DARKNESS 1 1
STREAM ambience_train
VELOCITY -3 0
WOBBLE 4 2.5
END
//=====================================================================
THEME UNDERWATER
COLOR 0 0 255 255 255
COLOR 1 0 255 255 255
DARKNESS 2 2
ENVIRONMENT UNDERWATER
END
//=====================================================================
THEME CLONE1
COLOR 0 0 255 220 255
COLOR 1 0 255 220 255
DARKNESS 1 1
END
//=====================================================================
THEME RAININT
COLOR 0 0 255 255 255
COLOR 1 0 51 51 204
DARKNESS 1 1
ENVIRONMENT RAIN_INT
END
//=====================================================================
THEME DISCO
COLOR 0 0 94 120 255
COLOR 0 1 255 0 255
COLOR 1 0 255 0 255
COLOR 1 1 94 120 255
DARKNESS 1 0
SHIFT 0 PULSATE 250 50
SHIFT 1 PULSATE 250 50
BACKGROUND_TO_DIM
END
//=====================================================================
THEME ACIDY
COLOR 0 0 0 255 0
COLOR 0 1 100 255 0
COLOR 1 0 255 0 255
COLOR 1 1 200 0 255
COLOR 2 0 255 0 255
COLOR 2 1 200 0 255
SHIFT 0 PULSATE 250 100
SHIFT 1 PULSATE 250 100
BACKGROUND_TO_DIM
DARKNESS 1 1
STREAM ambience_rain_acid
TIMEFLUX 0.4 2.5
ENVIRONMENT RAIN_ACID
END
//=====================================================================
// SEQUENCE THEMES
//=====================================================================
THEME SNOW
COLOR 0 0 230 230 255
COLOR 1 0 230 230 255
DARKNESS 1 1
ENVIRONMENT SNOW
END
//=====================================================================
THEME SC_REDAC1
COLOR 0 0 255 70 70
COLOR 0 1 255 110 110
COLOR 1 0 128 190 128
COLOR 2 0 128 128 128
SHIFT 0 PULSATE 250 1
DARKNESS 1 1
ENVIRONMENT RAIN_INT
END
//=====================================================================
THEME SC_ACID
COLOR 0 0 71 107 18
COLOR 0 1 58 72 38
COLOR 1 0 255 0 255
COLOR 1 1 200 0 255
SHIFT 0 PULSATE 250 100
SHIFT 1 PULSATE 250 100
BACKGROUND_TO_DIM
END
//=====================================================================
THEME SC_INT1
COLOR 0 0 0 0 0
COLOR 1 0 85 255 0
DARKNESS 1 0
END
//=====================================================================
THEME SC_DATA1
COLOR 0 0 100 255 255
COLOR 1 0 100 255 255
DARKNESS 1 1
END
//=====================================================================
THEME SC_DATA2
COLOR 0 0 225 170 225
COLOR 1 0 225 170 225
DARKNESS 1 1
END
//=====================================================================
THEME SC_UMP1
COLOR 0 0 180 225 195
COLOR 1 0 180 225 195
DARKNESS 1 1
END
//=====================================================================
THEME SC_UMP2
COLOR 0 0 255 70 70
COLOR 1 0 255 70 33
DARKNESS 2 2
END
//=====================================================================
THEME DARKEN
COLOR 0 0 160 140 175
COLOR 1 0 255 255 255
DARKNESS 1 1
END
//=====================================================================
THEME WINDY1
COLOR 0 0 175 175 225
COLOR 0 1 255 255 255
DARKNESS 1 1
VELOCITY -1 0
END
//=====================================================================
THEME TRAIN3
COLOR 0 0 175 175 225
COLOR 0 1 255 255 255
DARKNESS 1 1
VELOCITY -3 0
END
//=====================================================================
THEME GRAVEINTRO1
COLOR 0 0 165 165 225
COLOR 0 1 215 215 225
COLOR 1 0 255 255 255
COLOR 1 1 255 255 255
DARKNESS 1 0
ENVIRONMENT RAIN_HEAVY
END
//=====================================================================
THEME GRAVEINTRO2
COLOR 0 0 165 165 225
COLOR 0 1 215 215 225
COLOR 1 0 255 255 255
COLOR 1 1 255 255 255
DARKNESS 1 0
ENVIRONMENT RAIN_HEAVY
SHIFT 0 FLASH 250 200
SHIFT 1 FLASH 250 200
SHIFTSOUND DYNAMIC dynamic/event_thunder1
END
//=====================================================================
THEME SC_ELEV
COLOR 0 0 255 255 255
COLOR 1 0 255 255 255
DARKNESS 1 1
VELOCITY 0 -1
END
//=====================================================================
THEME SC_HELI1
COLOR 0 0 240 220 255
COLOR 1 0 255 255 255
DARKNESS 1 1
WOBBLE 4 2.5
END
//=====================================================================
THEME SC_HELI2
COLOR 0 0 175 175 225
COLOR 0 1 255 255 255
DARKNESS 1 1
VELOCITY -3 0
WOBBLE 4 2.5
END
//=====================================================================
THEME SC_ACRN
COLOR 0 0 175 225 175
COLOR 0 1 255 255 255
DARKNESS 1 1
ENVIRONMENT RAIN_ACID
END
//=====================================================================
THEME SC_ACRN2
COLOR 0 0 150 240 150
COLOR 1 0 255 192 255
BACKGROUND_TO_DIM
DARKNESS 1 1
ENVIRONMENT RAIN_ACID
END
//=====================================================================
THEME SC_ACRN3
COLOR 0 0 175 225 175
COLOR 0 1 128 225 128
DARKNESS 1 1
ENVIRONMENT RAIN_ACID
END
//=====================================================================
THEME SC_ACRNF1
COLOR 0 0 175 225 175
COLOR 0 1 255 255 255
DARKNESS 1 1
END
//=====================================================================
THEME SC_ACRNF2
COLOR 0 0 220 245 220
COLOR 0 1 220 255 220
COLOR 1 0 255 255 255
COLOR 1 1 190 255 190
DARKNESS 1 0
SHIFT 0 FLASH 1500 200
SHIFT 1 FLASH 1500 200
SHIFTRAND 0 3500 0
SHIFTRAND 1 3500 0
SHIFTSOUND DYNAMIC dynamic/event_thunder2
DARKNESS 1 0
END
//=====================================================================
THEME SC_ACRNF3
COLOR 0 0 220 245 220
COLOR 1 0 255 255 255
DARKNESS 1 1
END
//=====================================================================
THEME SC_BLOODRNF
COLOR 0 0 255 220 220
COLOR 1 0 255 255 255
DARKNESS 1 1
END
//=====================================================================
THEME SC_BLOODRN1
COLOR 0 0 255 220 220
COLOR 1 0 255 255 255
DARKNESS 1 1
ENVIRONMENT RAIN_BLOOD
END
//=====================================================================
THEME SC_BLOODRN2
COLOR 0 0 255 220 220
COLOR 1 0 255 255 255
DARKNESS 1 1
ENVIRONMENT RAIN_BLOOD_LIGHT
END
//=====================================================================
THEME SC_ACID2
COLOR 0 0 128 255 128
COLOR 1 0 255 128 255
COLOR 2 0 255 128 255
BACKGROUND_TO_DIM
DARKNESS 1 1
STREAM ambience_rain_heavy
ENVIRONMENT RAIN_ACID
END
//=====================================================================
THEME SC_LAND1
COLOR 0 0 225 225 255
COLOR 0 1 255 255 255
DARKNESS 1 1
ENVIRONMENT RAIN_HEAVY
END
//=====================================================================
THEME SC_NUKE1
COLOR 0 0 255 255 225
COLOR 0 1 255 255 255
DARKNESS 1 1
ENVIRONMENT RAIN_HEAVY
VELOCITY -4 0
END
//=====================================================================
THEME SC_LXI1
COLOR 0 0 255 210 210
COLOR 1 0 255 210 210
DARKNESS 1 1
BACKGROUND_TO_DIM
DARKNESS 1 1
END
//=====================================================================
THEME SC_LXI2
COLOR 0 0 145 255 125
COLOR 1 0 90 235 70
BACKGROUND_TO_DIM
DARKNESS 1 1
VELOCITY -4 0
END
//=====================================================================
THEME SC_LXI3
COLOR 0 0 255 210 210
COLOR 1 0 180 225 195
BACKGROUND_TO_DIM
DARKNESS 1 1
END
//=====================================================================
THEME SC_LXI4
COLOR 0 0 255 70 70
COLOR 0 1 255 110 110
COLOR 1 0 255 0 0
DARKNESS 1 1
BACKGROUND_TO_DIM
VELOCITY 0 -1.5
SHIFT 0 PULSATE 250 1
END
//=====================================================================
THEME SC_END1
COLOR 0 0 200 200 255
COLOR 0 1 255 200 255
COLOR 1 0 255 200 255
COLOR 1 1 200 200 255
COLOR 2 0 255 200 255
COLOR 2 1 200 200 255
BACKGROUND_TO_DIM
DARKNESS 1 1
ENVIRONMENT SNOW
SHIFT 0 PULSATE 250 50
SHIFT 1 PULSATE 250 50
SHIFT 2 PULSATE 250 50
END
//=====================================================================
THEME SC_END2
COLOR 0 0 255 150 255
COLOR 1 0 255 150 255
DARKNESS 1 1
END
//=====================================================================
THEME SC_TIT
COLOR 0 0 255 255 0
COLOR 0 1 255 0 255
COLOR 1 0 255 0 255
COLOR 1 1 255 255 0
BACKGROUND_TO_DIM
DARKNESS 1 1
ENVIRONMENT RAIN_INT
SHIFT 0 PULSATE 250 50
SHIFT 1 PULSATE 250 50
END
//=====================================================================
THEME SC_GRN1I
COLOR 0 0 96 255 96
COLOR 1 0 255 96 255
COLOR 2 0 255 96 255
BACKGROUND_TO_DIM
DARKNESS 1 1
END
//=====================================================================
THEME NULL
COLOR 0 0 255 255 255
COLOR 1 0 255 255 255
DARKNESS 0 0
END

//=====================================================================
// ACID TRIP EFFECTS
//=====================================================================
//=====================================================================
// TRIP THEMES
//=====================================================================
THEME _x_1
COLOR 0 0 0 255 0
COLOR 0 1 100 255 0
COLOR 1 0 255 0 255
COLOR 1 1 200 0 255
SHIFT 0 PULSATE 250 100
SHIFT 1 PULSATE 250 100
END
//=====================================================================
THEME _x_2
COLOR 0 0 0 255 0
COLOR 0 1 0 255 100
COLOR 1 0 255 0 255
COLOR 1 1 255 0 200
SHIFT 0 PULSATE 250 100
SHIFT 1 PULSATE 250 100
END
//=====================================================================
THEME _x_3
COLOR 0 0 0 255 0
COLOR 0 1 100 255 0
COLOR 1 0 255 0 255
COLOR 1 1 200 0 200
SHIFT 0 PULSATE 250 100
SHIFT 1 PULSATE 250 100
END

//=====================================================================
// SHOCKERS and BEAMS
//=====================================================================
//=====================================================================
// SECURITY LASER
//=====================================================================
ENTITY laser_beam
LIGHT 0 0 6 255 0 0 100
THINK AI_MISSILE 0 AI_BLOW 0
STAT AI_RANGE 600
STAT AI_RANGE_OWNER
STAT IMPALE 100
END
//=====================================================================
ENTITY fx_laser
DESCRIBE Security_laser
SOUND DYNAMIC S_SLEEP dynamic/event_laser_off
SOUND STATIC S_WAKE common/lamp_wake
THINK AI_AIM 0 AI_FIRE 0.1
MISSILE laser_beam
STAT AI_FIRE_ON_ACTIVE
STAT AI_KEEPACTIVE
STAT AI_KEEPFIRING
STAT AI_LIST_ALIAS 3
STAT AI_NUMB 10
END
//=====================================================================
// SHOCKERS
//=====================================================================
ENTITY shock_constant
DESCRIBE Electric_lightning_(medium)
THINK AI_AIM 0 AI_FIRE 0.1
MISSILE electro_range
STAT AI_FIRE_ON_ACTIVE
STAT AI_KEEPACTIVE
STAT AI_LIST_ALIAS 3
END
//=====================================================================
// EFFECTS
//=====================================================================
ENTITY z_fx_fragger
THINK NONE 0 AI_BLOW 0
STAT AI_TEMP_ON_ACTIVE
STAT DAMAGE_NOT_PLAYER
STAT DAMAGE_SPLASH 10
STAT DAMAGE 10
STAT TEMPMISSILE 1
END
//=====================================================================
// TEMPORARY EXPLOSION (/w rubble)
//=====================================================================
ENTITY fx_temp_exp
DESCRIBE Temporary_explosion_(XL_/w_rubble)
SPRITE STATIC 0 NONE 0 0 world/null
THINK AI_ZOMBIE 0 AI_BLOW 0.1
MOVETYPE NONE 0
STAT AI_FIRE_ON_ACTIVE
STAT AI_LIST_ALIAS 3
STAT DAMAGE 10
STAT DAMAGE_SPLASH 160
STAT INVISIBLE
EFFECT GIB DEBRIS_CONCRETE 0 0 260
EFFECT GIB DEBRIS_CONCRETE 0 0 260
EFFECT GIB SMOKE 0 0 560
EFFECT GIB SHAKE 0 0 120
END
//=====================================================================
// LARGE TEMPORARY EXPLOSION (/w debris)
//=====================================================================
ENTITY fx_temp_expb
DESCRIBE Temporary_explosion_(XL_/w_debris)
SPRITE STATIC 0 NONE 0 0 world/null
THINK AI_ZOMBIE 0 AI_BLOW 0.1
MOVETYPE NONE 0
STAT AI_FIRE_ON_ACTIVE
STAT AI_LIST_ALIAS 3
STAT DAMAGE 10
STAT DAMAGE_SPLASH 160
STAT INVISIBLE
EFFECT GIB DEBRIS_METAL 0 0 260
EFFECT GIB DEBRIS_METAL 0 0 260
EFFECT GIB SMOKE 0 0 560
EFFECT GIB SHAKE 0 0 120
END
//=====================================================================
// TEMPORARY EXPLOSION (/w debris)
//=====================================================================
ENTITY fx_temp_exp_metalb
DESCRIBE Temporary_explosion_(/w_debris,_nosound)
THINK AI_ZOMBIE 0 AI_BLOW 0.1
MOVETYPE NONE 0
OFFSET SIZE 48 0
STAT AI_KILLSWITCH
STAT AI_LIST_ALIAS 3
STAT DAMAGE 10
STAT DAMAGE_SPLASH 120
STAT INVISIBLE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 0
EFFECT GIB SMOKE 0 0 0
END
//=====================================================================
// TEMPORARY EXPLOSION (/w rubble normal)
//=====================================================================
ENTITY fx_temp_expc
DESCRIBE Temporary_explosion_(M_/w_rubble)
SPRITE STATIC 0 NONE 0 0 world/null
THINK AI_ZOMBIE 0 AI_BLOW 0.1
MOVETYPE NONE 0
OFFSET SIZE 48 0
STAT AI_FIRE_ON_ACTIVE
STAT AI_LIST_ALIAS 3
STAT DAMAGE 10
STAT DAMAGE_SPLASH 120
STAT INVISIBLE
EFFECT GIB DEBRIS_CONCRETE 0 0 0
EFFECT GIB SMOKE 0 0 0
END
//=====================================================================
ENTITY fx_temp_exp_metal
CLONE fx_temp_exp_metalb
DESCRIBE Temporary_explosion_(/w_debris,_sound)
SOUND STATIC S_DIE world/break_metal_1
END
//=====================================================================
ENTITY fx_temp_glass
DESCRIBE Particle_effect_(glass)
MOVETYPE NONE 0
STAT AI_KILLSWITCH
STAT DAMAGE_SPLASH 120
STAT INVISIBLE
EFFECT GIB DEBRIS_GLASS 0 0 200
END
//=====================================================================
ENTITY fx_temp_rubble
DESCRIBE Particle_effect_(rubble)
MOVETYPE NONE 0
STAT AI_KILLSWITCH
STAT DAMAGE_SPLASH 120
STAT INVISIBLE
EFFECT GIB DEBRIS_CONCRETE 0 0 120
END
//=====================================================================
ENTITY fx_temp_smoke
DESCRIBE Particle_effect_(smoke)
MOVETYPE NONE 0
STAT AI_KILLSWITCH
STAT INVISIBLE
EFFECT GIB SMOKE 0 0 200
END
//=====================================================================
// TEMPORARY EXPLOSION (big)
//=====================================================================
ENTITY fx_temp_exp_big
DESCRIBE Temporary_explosion_(big)
SPRITE STATIC 0 NONE 0 0 world/null
SOUND STATIC S_DIE common/explosion_big
THINK AI_ZOMBIE 0 AI_BLOW 0.1
MOVETYPE NONE 0
STAT AI_FIRE_ON_ACTIVE
STAT AI_LIST_ALIAS 3
STAT DAMAGE 20
STAT DAMAGE_SPLASH 210
STAT INVISIBLE
EFFECT GIB EXPLOSION 0 0 0
END
//=====================================================================
// TEMPORARY EXPLOSION (null)
//=====================================================================
ENTITY fx_temp_exp_null
DESCRIBE Temporary_explosion_(null)
SPRITE STATIC 0 NONE 0 0 world/null
SOUND STATIC S_DIE world/explosion
THINK AI_ZOMBIE 0 AI_BLOW 0.1
MOVETYPE NONE 0
STAT AI_FIRE_ON_ACTIVE
STAT AI_LIST_ALIAS 3
STAT DAMAGE 10
STAT DAMAGE_SPLASH 120
STAT INVISIBLE
EFFECT GIB EXPLOSION 0 0 120
END
//=====================================================================
// TEMPORARY SPARK (with sound)
//=====================================================================
ENTITY fx_temp_spark_b
DESCRIBE Temporary_spark_(with_sound)
THINK AI_ZOMBIE 0 AI_BLOW 0
MOVETYPE NONE 0
STAT FX_SPARKS
STAT AI_TEMP_ON_ACTIVE
STAT AI_LIST_ALIAS 3
STAT INVISIBLE
STAT TEMPMISSILE 100
END
//=====================================================================
// GENERAL SPARK MAKER
//=====================================================================
ENTITY fx_sparks
DESCRIBE Particle_FX_(sparks)
OFFSET SIZE 8 0
STAT FX_NOENV_FX
STAT FX_SPARKS
END
//=====================================================================
// GENERAL SMOKE MAKER
//=====================================================================
ENTITY fx_smoke
DESCRIBE Particle_FX_(smoke)
THINK AI_AIM 0 NONE 0
STAT AI_LIST_ALIAS 3
STAT FX_SMOKE_SHOOT -100
STAT FX_SMOKE_ALPHA 50
STAT FX_SMOKE_SPEED 50
END
//=====================================================================
// BREAKING SMOKE
//=====================================================================
ENTITY fx_smoke_break
DESCRIBE Particle_FX_(breaking_smoke)
THINK AI_AIM 0 NONE 0
STAT AI_LIST_ALIAS 3
STAT FX_SMOKE_SHOOT 120
END
//=====================================================================
// LARGE SMOKE MAKER
//=====================================================================
ENTITY fx_dsmoke
DESCRIBE Particle_FX_(huge_smoke_steam)
THINK AI_AIM 0 NONE 0
STAT AI_LIST_ALIAS 3
STAT FX_SMOKE_ALPHA 60
STAT FX_SMOKE_SHOOT -250
END
//=====================================================================
// LARGE STEADY SMOKE MAKER
//=====================================================================
ENTITY fx_dsmoke2
DESCRIBE Particle_FX_(XXL_smoke_steam)
THINK AI_AIM 0 NONE 0
STAT AI_LIST_ALIAS 3
STAT FX_SMOKE_SHOOT -350
END
//=====================================================================
// LARGE TEMPORARY SMOKE MAKER
//=====================================================================
ENTITY fx_dsmoke3
DESCRIBE Particle_FX_(temp_smoke_steam)
THINK AI_AIM 0 NONE 0
STAT AI_LIST_ALIAS 3
STAT AI_TEMP_ON_ACTIVE
STAT FX_SMOKE_SHOOT -350
STAT TEMPMISSILE 1000
END
//=====================================================================
// NULL TEMPORARY EFFECT ENTITY
//=====================================================================
ENTITY fx_temp
THINK AI_ZOMBIE 0 AI_BLOW 0.1
STAT AI_FIRE_ON_ACTIVE
STAT AI_LIST_ALIAS 3
STAT FX_DISABLE
STAT FX_NOENV_FX
STAT DAMAGE 0
END
//=====================================================================
// BACKGROUNDS
//=====================================================================
ENTITY z_bg_ware1
DESCRIBE Background_(storage_hangars)
SPRITE DYNAMIC 2 NONE 0 130 dynamic/background_ware1
SPRITE DYNAMIC 1 NONE -81 166 dynamic/background_ware1
SPRITE DYNAMIC 1 NONE 0 166 dynamic/background_ware1
SPRITE DYNAMIC 1 NONE 81 166 dynamic/background_ware1
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 ALPHA 75
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 SCALE 201
SPRITEVAR 2 ALPHA 75
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 HARDLIGHT
SPRITEVAR 2 SCALE 201
SPRITEVAR 3 ALPHA 75
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 HARDLIGHT
SPRITEVAR 3 SCALE 201
OFFSET SIZE 386 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_docks1
DESCRIBE Background_(docks,_cargo_crates)
SPRITE DYNAMIC 2 NONE 0 130 dynamic/background_docks
SPRITE DYNAMIC 1 NONE -95 180 dynamic/background_docks
SPRITE DYNAMIC 1 NONE 95 180 dynamic/background_docks
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 ALPHA 25
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 SCALE 333
SPRITEVAR 2 ALPHA 25
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 HARDLIGHT
SPRITEVAR 2 SCALE 333
OFFSET SIZE 383 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_docks2
DESCRIBE Background_(docks,_cranes)
SPRITE DYNAMIC 2 NONE 0 356 dynamic/background_crane
SPRITEVAR 0 SCALE 134
OFFSET SIZE 374 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_pipel
DESCRIBE Background_(pipeline)
SPRITE DYNAMIC 2 ANIM_PANFORWARD 0 316 dynamic/background_pipeline
SPRITEVAR 0 FILL_W 2560
SPRITEVAR 0 BOB 10
STAT FX_NOENV_FX
STAT FX_PANSCENE
STAT FX_PANSPEED 200
STAT FX_WADDLE_CONSTANT 100
END
//=====================================================================
ENTITY z_bg_jungle1
DESCRIBE Background_(jungle_FG)
SPRITE DYNAMIC 2 NONE 0 -42 dynamic/fill1
SPRITE DYNAMIC 2 NONE -80 136 dynamic/background_jungle2
SPRITE DYNAMIC 2 NONE 100 136 dynamic/background_jungle2
SPRITE DYNAMIC 2 NONE -145 160 dynamic/background_jungle1
SPRITE DYNAMIC 2 NONE -51 120 dynamic/background_jungle1
SPRITE DYNAMIC 2 NONE 52 140 dynamic/background_jungle1
SPRITE DYNAMIC 2 NONE 142 130 dynamic/background_jungle1
SPRITE DYNAMIC 2 NONE 0 100 dynamic/background_jungle1
SPRITEVAR 0 FILL_W 388
SPRITEVAR 0 FILL_H 128
SPRITEVAR 1 BIAS -3
SPRITEVAR 1 BIAS_CONSTANT 1
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_Y 64
SPRITEVAR 1 SCALE 134
SPRITEVAR 2 BIAS -4
SPRITEVAR 2 BIAS_CONSTANT 1
SPRITEVAR 2 ANGLEOFFSET -8
SPRITEVAR 2 OFFS_Y 64
SPRITEVAR 2 SCALE 134
SPRITEVAR 3 BIAS -4
SPRITEVAR 3 BIAS_CONSTANT 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 SCALE 134
SPRITEVAR 4 BIAS 4
SPRITEVAR 4 BIAS_CONSTANT 2
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 INVERTFACE
SPRITEVAR 4 SCALE 134
SPRITEVAR 5 BIAS -3
SPRITEVAR 5 BIAS_CONSTANT 2
SPRITEVAR 5 FRAME 2
SPRITEVAR 5 SCALE 134
SPRITEVAR 6 BIAS 3
SPRITEVAR 6 BIAS_CONSTANT 2
SPRITEVAR 6 FRAME 2
SPRITEVAR 6 INVERTFACE
SPRITEVAR 6 SCALE 134
SPRITEVAR 7 SCALE 134
OFFSET SIZE 386 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_jungle1b
DESCRIBE Background_(jungle_BG)
SPRITE DYNAMIC 2 NONE 0 246 dynamic/background_jungle2
SPRITE DYNAMIC 2 NONE -130 260 dynamic/background_jungle2
SPRITE DYNAMIC 2 NONE 140 256 dynamic/background_jungle2
SPRITE DYNAMIC 2 NONE -145 280 dynamic/background_jungle1
SPRITE DYNAMIC 2 NONE -51 260 dynamic/background_jungle1
SPRITE DYNAMIC 2 NONE 52 280 dynamic/background_jungle1
SPRITE DYNAMIC 2 NONE 144 270 dynamic/background_jungle1
SPRITE DYNAMIC 2 NONE 0 190 dynamic/background_jungle1
SPRITEVAR 0 BIAS -4
SPRITEVAR 0 BIAS_CONSTANT 2
SPRITEVAR 0 OFFS_Y 64
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 BIAS -3
SPRITEVAR 1 BIAS_CONSTANT 2
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_Y 64
SPRITEVAR 1 SCALE 134
SPRITEVAR 2 BIAS_CONSTANT 2
SPRITEVAR 2 BIAS -3
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 OFFS_Y 64
SPRITEVAR 2 SCALE 134
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 BIAS 3
SPRITEVAR 3 BIAS_CONSTANT 3
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 SCALE 134
SPRITEVAR 4 BIAS -3
SPRITEVAR 4 BIAS_CONSTANT 3
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 SCALE 134
SPRITEVAR 5 BIAS 4
SPRITEVAR 5 BIAS_CONSTANT 3
SPRITEVAR 5 FRAME 2
SPRITEVAR 5 INVERTFACE
SPRITEVAR 5 SCALE 134
SPRITEVAR 6 BIAS -4
SPRITEVAR 6 BIAS_CONSTANT 3
SPRITEVAR 6 FRAME 2
SPRITEVAR 6 SCALE 134
SPRITEVAR 7 FRAME 1
SPRITEVAR 7 NOFACE
SPRITEVAR 7 SCALE 134
OFFSET SIZE 386 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_jungle2
DESCRIBE Background_(jungle,_palms_only)
SPRITE DYNAMIC 2 NONE 0 246 dynamic/background_jungle2
SPRITE DYNAMIC 2 NONE -130 260 dynamic/background_jungle2
SPRITE DYNAMIC 2 NONE 140 256 dynamic/background_jungle2
SPRITEVAR 0 BIAS -4
SPRITEVAR 0 BIAS_CONSTANT 2
SPRITEVAR 0 OFFS_Y 64
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 BIAS -3
SPRITEVAR 1 BIAS_CONSTANT 2
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_Y 64
SPRITEVAR 1 SCALE 134
SPRITEVAR 2 BIAS_CONSTANT 2
SPRITEVAR 2 BIAS -3
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 OFFS_Y 64
SPRITEVAR 2 SCALE 134
OFFSET SIZE 386 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_bg_lava1
DESCRIBE Background_(lava_FG)
SPRITE DYNAMIC 2 NONE 0 -152 dynamic/fill1
SPRITE DYNAMIC 2 NONE 0 100 dynamic/background_lava1
SPRITEVAR 0 FILL_W 388
SPRITEVAR 0 FILL_H 300
SPRITEVAR 1 SCALE 134
SPRITEVAR 1 NOFACE
OFFSET SIZE 386 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_bg_lava2
DESCRIBE Background_(lava_BG)
SPRITE DYNAMIC 2 NONE 0 200 dynamic/background_lava1
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 SCALE 134
SPRITEVAR 0 NOFACE
OFFSET SIZE 386 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_bg_mine1
DESCRIBE Background_(mine_FGT)
SPRITE DYNAMIC 2 NONE 0 578 dynamic/fill1
SPRITE DYNAMIC 2 NONE 0 300 dynamic/background_mine
SPRITEVAR 0 FILL_W 609
SPRITEVAR 0 FILL_H 300
SPRITEVAR 1 SCALE 134
SPRITEVAR 1 NOFACE
OFFSET SIZE 607 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_bg_mine2
DESCRIBE Background_(mine_FGB)
SPRITE DYNAMIC 2 NONE 0 -178 dynamic/fill1
SPRITE DYNAMIC 2 NONE 0 100 dynamic/background_mine
SPRITEVAR 0 FILL_W 609
SPRITEVAR 0 FILL_H 300
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 SCALE 134
SPRITEVAR 1 NOFACE
OFFSET SIZE 607 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_bg_mine3
DESCRIBE Background_(mine_BG1)
SPRITE DYNAMIC 2 NONE 0 -190 dynamic/fill1
SPRITE DYNAMIC 2 NONE 0 200 dynamic/background_mine
SPRITEVAR 0 FILL_W 609
SPRITEVAR 0 FILL_H 300
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 SCALE 134
SPRITEVAR 1 NOFACE
OFFSET SIZE 607 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_bg_mine4
DESCRIBE Background_(mine_BG2)
SPRITE DYNAMIC 2 NONE 0 200 dynamic/background_mine
SPRITEVAR 0 FRAME 3
SPRITEVAR 0 SCALE 134
SPRITEVAR 0 NOFACE
OFFSET SIZE 422 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_bg_mount1
DESCRIBE Background_(mountain_BG)
SPRITE DYNAMIC 2 NONE 0 -212 dynamic/fill1
SPRITE DYNAMIC 2 NONE 0 73 dynamic/background_mountain
SPRITEVAR 0 FILL_W 609
SPRITEVAR 0 FILL_H 300
SPRITEVAR 1 SCALE 134
SPRITEVAR 1 NOFACE
OFFSET SIZE 607 0
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
ENTITY z_bg_constr1
DESCRIBE Background_(construction)
SPRITE DYNAMIC 2 NONE 0 -354 dynamic/fill1
SPRITE DYNAMIC 2 NONE 0 630 dynamic/background_constr1
SPRITEVAR 0 FILL_W 909
SPRITEVAR 0 FILL_H 600
SPRITEVAR 1 SCALE 201
OFFSET SIZE 902 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_constr2
DESCRIBE Background_(construction,_light)
SPRITE DYNAMIC 2 NONE 0 -175 dynamic/fill1
SPRITE DYNAMIC 2 NONE 1 528 dynamic/background_constr2
SPRITEVAR 0 FILL_W 742
SPRITEVAR 0 FILL_H 600
SPRITEVAR 1 SCALE 134
OFFSET SIZE 740 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_watert1
DESCRIBE Background_(water_treatment,_fg)
SPRITE DYNAMIC 2 NONE 0 -189 dynamic/fill1
SPRITE DYNAMIC 2 NONE 1 452 dynamic/background_watert1
SPRITEVAR 0 FILL_W 769 0
SPRITEVAR 0 FILL_H 600
SPRITEVAR 1 SCALE 134
OFFSET SIZE 767 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_watert1b
DESCRIBE Background_(water_treatment,_bg)
SPRITE DYNAMIC 2 NONE 1 360 dynamic/background_watert1
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 SCALE 134
OFFSET SIZE 384 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_park1a
DESCRIBE Background_(park_FG)
//LEAVES
SPRITE DYNAMIC 2 NONE -117 366 dynamic/background_park0
SPRITE DYNAMIC 2 NONE 3 360 dynamic/background_park0
SPRITE DYNAMIC 2 NONE 132 357 dynamic/background_park0
//TREES
SPRITE DYNAMIC 2 NONE -123 324 dynamic/background_park0
SPRITE DYNAMIC 2 NONE -3 318 dynamic/background_park0
SPRITE DYNAMIC 2 NONE 128 315 dynamic/background_park0
//LEAVES
SPRITE DYNAMIC 2 NONE -117 366 dynamic/background_park0
SPRITE DYNAMIC 2 NONE 3 360 dynamic/background_park0
SPRITE DYNAMIC 2 NONE 132 357 dynamic/background_park0
//GROUND
SPRITE DYNAMIC 2 NONE 0 24 dynamic/fill1
SPRITE DYNAMIC 2 NONE 0 200 dynamic/background_park1
//LEAVES
SPRITEVAR 0 BIAS -2
SPRITEVAR 0 BIAS_CONSTANT 2
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 INVERTFACE
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 BIAS 2
SPRITEVAR 1 BIAS_CONSTANT 2
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 SCALE 134
SPRITEVAR 2 BIAS -2
SPRITEVAR 2 BIAS_CONSTANT 2
SPRITEVAR 2 FRAME 2
SPRITEVAR 2 SCALE 134
//TREES
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 SCALE 134
SPRITEVAR 4 SCALE 134
SPRITEVAR 5 SCALE 134
//LEAVES
SPRITEVAR 6 BIAS 2
SPRITEVAR 6 BIAS_CONSTANT 1
SPRITEVAR 6 FRAME 1
SPRITEVAR 6 INVERTFACE
SPRITEVAR 6 SCALE 134
SPRITEVAR 7 BIAS -2
SPRITEVAR 7 BIAS_CONSTANT 1
SPRITEVAR 7 FRAME 1
SPRITEVAR 7 SCALE 134
SPRITEVAR 8 BIAS 2
SPRITEVAR 8 BIAS_CONSTANT 1
SPRITEVAR 8 FRAME 1
SPRITEVAR 8 SCALE 134
//GROUND
SPRITEVAR 9 FILL_W 392
SPRITEVAR 9 FILL_H 228
SPRITEVAR 10 NOFACE
SPRITEVAR 10 SCALE 134
OFFSET SIZE 392 0
STAT FX_NOENV_FX
STAT FX_NOFACE
END
//=====================================================================
ENTITY z_bg_park1b
DESCRIBE Background_(park_BG)
//LEAVES
SPRITE DYNAMIC 2 NONE -158 426 dynamic/background_park0
SPRITE DYNAMIC 2 NONE -49 430 dynamic/background_park0
SPRITE DYNAMIC 2 NONE 58 410 dynamic/background_park0
SPRITE DYNAMIC 2 NONE 154 414 dynamic/background_park0
//TREES
SPRITE DYNAMIC 2 NONE -164 384 dynamic/background_park0
SPRITE DYNAMIC 2 NONE -55 388 dynamic/background_park0
SPRITE DYNAMIC 2 NONE 64 368 dynamic/background_park0
SPRITE DYNAMIC 2 NONE 160 372 dynamic/background_park0
//LEAVES
SPRITE DYNAMIC 2 NONE -158 426 dynamic/background_park0
SPRITE DYNAMIC 2 NONE -49 430 dynamic/background_park0
SPRITE DYNAMIC 2 NONE 58 410 dynamic/background_park0
SPRITE DYNAMIC 2 NONE 154 414 dynamic/background_park0
//GROUND
SPRITE DYNAMIC 2 NONE 0 246 dynamic/background_park2
//LEAVES
SPRITEVAR 0 BIAS 2
SPRITEVAR 0 BIAS_CONSTANT 2
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 SCALE 134
SPRITEVAR 1 BIAS -2
SPRITEVAR 1 BIAS_CONSTANT 2
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 SCALE 134
SPRITEVAR 2 BIAS 2
SPRITEVAR 2 BIAS_CONSTANT 2
SPRITEVAR 2 FRAME 2
SPRITEVAR 2 INVERTFACE
SPRITEVAR 2 SCALE 134
SPRITEVAR 3 BIAS -2
SPRITEVAR 3 BIAS_CONSTANT 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 SCALE 134
//TREE
SPRITEVAR 4 SCALE 134
SPRITEVAR 5 SCALE 134
SPRITEVAR 6 INVERTFACE
SPRITEVAR 6 SCALE 134
SPRITEVAR 7 INVERTFACE
SPRITEVAR 7 SCALE 134
//LEAVES
SPRITEVAR 8 BIAS -2
SPRITEVAR 8 BIAS_CONSTANT 1
SPRITEVAR 8 FRAME 1
SPRITEVAR 8 SCALE 134
SPRITEVAR 9 BIAS 2
SPRITEVAR 9 BIAS_CONSTANT 1
SPRITEVAR 9 FRAME 1
SPRITEVAR 9 SCALE 134
SPRITEVAR 10 BIAS 2
SPRITEVAR 10 BIAS_CONSTANT 1
SPRITEVAR 10 FRAME 1
SPRITEVAR 10 INVERTFACE
SPRITEVAR 10 SCALE 134
SPRITEVAR 11 BIAS -2
SPRITEVAR 11 BIAS_CONSTANT 1
SPRITEVAR 11 FRAME 1
SPRITEVAR 11 INVERTFACE
SPRITEVAR 11 SCALE 134
//GROUND
SPRITEVAR 12 NOFACE
SPRITEVAR 12 SCALE 134
OFFSET SIZE 384 0
STAT FX_NOENV_FX
STAT FX_NOFACE
END
//=====================================================================
ENTITY z_bg_city1
DESCRIBE Background_(city_FG)
//BRICKHOUSE
SPRITE DYNAMIC 2 NONE -208 291 dynamic/background_city1
SPRITE DYNAMIC 2 NONE -399 473 dynamic/background_city1
SPRITE DYNAMIC 2 NONE -208 656 dynamic/background_city1
SPRITE DYNAMIC 2 NONE -399 838 dynamic/background_city1
SPRITE DYNAMIC 2 NONE -372 589 dynamic/background_city1
SPRITE DYNAMIC 2 NONE -797 589 dynamic/background_city1
SPRITE DYNAMIC 2 NONE -481 1048 dynamic/background_city1
SPRITE DYNAMIC 1 NONE -514 600 dynamic/background_city1
//CONCRETE
SPRITE DYNAMIC 2 NONE 283 231 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 715 231 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 283 519 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 715 519 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 283 807 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 715 807 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 351 375 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 647 375 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 351 663 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 647 663 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 351 951 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 647 951 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 500 656 dynamic/background_city1
SPRITE DYNAMIC 2 NONE 500 1231 dynamic/background_city1
SPRITE DYNAMIC 1 NONE 500 666 dynamic/background_city1
//BRICKHOUSE
SPRITEVAR 0 ANGLEOFFSET 4
SPRITEVAR 0 FRAME 3
SPRITEVAR 0 SCALE 225
SPRITEVAR 0 ROLL -30
SPRITEVAR 1 ANGLEOFFSET -4
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 SCALE 225
SPRITEVAR 1 ROLL 30
SPRITEVAR 2 ANGLEOFFSET 8
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 SCALE 225
SPRITEVAR 2 ROLL -25
SPRITEVAR 3 ANGLEOFFSET -8
SPRITEVAR 3 FRAME 3
SPRITEVAR 3 SCALE 225
SPRITEVAR 3 ROLL 35
SPRITEVAR 4 FRAME 4
SPRITEVAR 4 FILL_H 256
SPRITEVAR 4 SCALE 285
SPRITEVAR 5 FRAME 5
SPRITEVAR 5 FILL_H 256
SPRITEVAR 5 SCALE 285
SPRITEVAR 6 FRAME 7
SPRITEVAR 6 SCALE 285
SPRITEVAR 7 FRAME 6
SPRITEVAR 7 FILL_H 256
SPRITEVAR 7 SCALE 285
//CONCRETE
SPRITEVAR 8 ANGLEOFFSET 4
SPRITEVAR 8 FRAME 3
SPRITEVAR 8 SCALE 225
SPRITEVAR 8 ROLL -30
SPRITEVAR 9 ANGLEOFFSET -4
SPRITEVAR 9 FRAME 3
SPRITEVAR 9 ROLL 25
SPRITEVAR 9 SCALE 225
SPRITEVAR 10 ANGLEOFFSET 8
SPRITEVAR 10 FRAME 3
SPRITEVAR 10 ROLL 25
SPRITEVAR 10 SCALE 225
SPRITEVAR 11 ANGLEOFFSET -8
SPRITEVAR 11 FRAME 3
SPRITEVAR 11 ROLL 30
SPRITEVAR 11 SCALE 225
SPRITEVAR 12 ANGLEOFFSET 16
SPRITEVAR 12 FRAME 3
SPRITEVAR 12 ROLL -33
SPRITEVAR 12 SCALE 225
SPRITEVAR 13 ANGLEOFFSET -16
SPRITEVAR 13 FRAME 3
SPRITEVAR 13 ROLL 35
SPRITEVAR 13 SCALE 225
SPRITEVAR 14 ANGLEOFFSET 24
SPRITEVAR 14 FRAME 3
SPRITEVAR 14 ROLL 35
SPRITEVAR 14 SCALE 225
SPRITEVAR 15 ANGLEOFFSET -24
SPRITEVAR 15 FRAME 3
SPRITEVAR 15 ROLL -30
SPRITEVAR 15 SCALE 225
SPRITEVAR 16 ANGLEOFFSET 32
SPRITEVAR 16 FRAME 3
SPRITEVAR 16 ROLL 30
SPRITEVAR 16 SCALE 225
SPRITEVAR 17 ANGLEOFFSET -32
SPRITEVAR 17 FRAME 3
SPRITEVAR 17 ROLL -35
SPRITEVAR 17 SCALE 225
SPRITEVAR 18 ANGLEOFFSET 48
SPRITEVAR 18 FRAME 3
SPRITEVAR 18 ROLL 20
SPRITEVAR 18 SCALE 225
SPRITEVAR 19 ANGLEOFFSET -48
SPRITEVAR 19 FRAME 3
SPRITEVAR 19 ROLL -25
SPRITEVAR 19 SCALE 225
SPRITEVAR 20 SCALE 225
SPRITEVAR 20 FILL_H 384
SPRITEVAR 21 FRAME 1
SPRITEVAR 21 SCALE 225
SPRITEVAR 22 FILL_H 192
SPRITEVAR 22 FRAME 2
SPRITEVAR 22 SCALE 450
OFFSET SIZE 2000 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_city2
DESCRIBE Background_(city_BG)_(lime)
SPRITE DYNAMIC 2 NONE -222 407 dynamic/background_city2
SPRITE DYNAMIC 2 NONE -443 407 dynamic/background_city2
SPRITE DYNAMIC 2 NONE -285 636 dynamic/background_city2
SPRITE DYNAMIC 2 NONE 250 441 dynamic/background_city2
SPRITE DYNAMIC 2 NONE 250 737 dynamic/background_city2
SPRITE DYNAMIC 1 NONE -299 413 dynamic/background_city2a
SPRITE DYNAMIC 1 NONE 250 441 dynamic/background_city2a
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 FILL_H 256
SPRITEVAR 0 SCALE 143
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 FILL_H 256
SPRITEVAR 1 SCALE 143
SPRITEVAR 2 FRAME 4
SPRITEVAR 2 SCALE 143
SPRITEVAR 3 SCALE 113
SPRITEVAR 3 FILL_H 384
SPRITEVAR 4 FRAME 1
SPRITEVAR 4 SCALE 113
SPRITEVAR 5 FRAME 1
SPRITEVAR 5 FILL_H 256
SPRITEVAR 5 SCALE 143
SPRITEVAR 6 FILL_H 192
SPRITEVAR 6 SCALE 225
OFFSET SIZE 1100 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_city2b
DESCRIBE Background_(city_BG)_(cem)
SPRITE DYNAMIC 2 NONE -222 407 dynamic/background_city2
SPRITE DYNAMIC 2 NONE -443 407 dynamic/background_city2
SPRITE DYNAMIC 2 NONE -285 636 dynamic/background_city2
SPRITE DYNAMIC 2 NONE 250 441 dynamic/background_city2
SPRITE DYNAMIC 2 NONE 250 737 dynamic/background_city2
SPRITE DYNAMIC 1 NONE -299 413 dynamic/background_city2b
SPRITE DYNAMIC 1 NONE 250 441 dynamic/background_city2b
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 FILL_H 256
SPRITEVAR 0 SCALE 143
SPRITEVAR 1 FRAME 3
SPRITEVAR 1 FILL_H 256
SPRITEVAR 1 SCALE 143
SPRITEVAR 2 FRAME 4
SPRITEVAR 2 SCALE 143
SPRITEVAR 3 SCALE 113
SPRITEVAR 3 FILL_H 384
SPRITEVAR 4 FRAME 1
SPRITEVAR 4 SCALE 113
SPRITEVAR 5 FRAME 1
SPRITEVAR 5 FILL_H 256
SPRITEVAR 5 SCALE 143
SPRITEVAR 6 FILL_H 192
SPRITEVAR 6 SCALE 225
OFFSET SIZE 1100 0
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY z_bg_church
DESCRIBE Background_(church_on_BG)
SPRITE DYNAMIC 2 NONE 0 800 dynamic/background_church
SPRITEVAR 0 NOFACE
SPRITEVAR 0 SCALE 200
OFFSET SIZE 1100 0
STAT FX_NOENV_FX
END
TAGAP_END