//TAGAP_START
//=====================================================================
// ENEMY WEAPONS
//=====================================================================
//=====================================================================
// ENEMY GRENADE
//=====================================================================
ENTITY gren_nme
CLONE grenade
OFFSET WEAPON_MISSILE 6 16
STAT CHARGE 100
STAT MISSILE_OFFSETRADIUS 16
STAT FX_SPIN_CHARGE
STAT FX_WEAPON_MOUNT
END
//=====================================================================
// CHAINSAW
//=====================================================================
ENTITY chainsaw_gunent_a
SPRITE STATIC 0 NONE 23 6 weapons/minigun
SPRITE DYNAMIC 0 ANIM_PANATTF 45 -2 zombie/powertool1_chainsaw
SPRITE DYNAMIC 0 ANIM_PANATTF -42 20 zombie/powertool1_chainsaw
SPRITE DYNAMIC 0 ANIM_ROLLATT 62 -11 zombie/powertool1_chainsaw
SPRITE DYNAMIC 0 NONE 48 -11 zombie/powertool1_chainsaw
SPRITE DYNAMIC 0 NONE 10 -8 zombie/powertool1_base
SPRITE DYNAMIC 0 NONE -5 -16 zombie/powertool1_base
SPRITEVAR 0 BOB -30
SPRITEVAR 0 FRAME 10
SPRITEVAR 1 BOB -30
SPRITEVAR 1 FILL_W 32
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 ANGLEOFFSET 180
SPRITEVAR 2 BOB -30
SPRITEVAR 2 FILL_W 38
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 BOB -30
SPRITEVAR 3 FRAME 1
SPRITEVAR 4 BOB -30
SPRITEVAR 5 BOB -30
SPRITEVAR 6 BOB -30
SPRITEVAR 6 FRAME 1
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 0 16
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY chainsaw_gunent_b
SPRITE STATIC 0 NONE -5 5 weapons/minigun
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 9
SPRITEVAR 0 FRAME_GREN -2
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 11 16
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY chainsaw
THINK AI_MISSILE 0 AI_BLOW 0.1
SOUND DYNAMIC S_ATTACK dynamic/weapon_chainsaw
GUNENTITY chainsaw_gunent_a 0
GUNENTITY chainsaw_gunent_b 1
OFFSET WEAPON_MISSILE 8 0
STAT AI_RANGE 60
STAT FX_SOUND_ON_FIRST
STAT DAMAGE 6
STAT FX_DISABLE
END

//=====================================================================
// INJECTION NEEDLE
//=====================================================================
ENTITY inject
THINK AI_MISSILE 0 AI_BLOW 0.3
SOUND DYNAMIC S_ATTACK dynamic/weapon_injection
OFFSET WEAPON_MISSILE 8 14
OFFSET WEAPON_OFFSET 48 0
OFFSET WEAPON_ORIGIN 8 14
STAT AI_RANGE 70
STAT AI_REQUIRE_IMPACT
STAT CHARGE 250
STAT DAMAGE 10
STAT DAMAGE_ORGANIC
STAT FX_DISABLE
EFFECT WEAPON LIQUID_CLONE 10 0 10
END
//=====================================================================
// SLEDGEHAMMER
//=====================================================================
ENTITY sledgeh
THINK AI_MISSILE 0 AI_BLOW 0.3
SOUND DYNAMIC S_COUGH dynamic/weapon_melee
SOUND DYNAMIC S_DIE dynamic/weapon_melee_hit
SOUND DYNAMIC S_DYING dynamic/weapon_melee_metal
OFFSET WEAPON_MISSILE 8 16
STAT AI_RANGE 70
STAT AI_REQUIRE_IMPACT
STAT CHARGE 250
STAT DAMAGE 6
STAT FX_DISABLE
STAT FX_SPIN_CHARGE
STAT FX_WEAPON_MOUNT
EFFECT GIB SMOKE 0 0 20
END
//=====================================================================
// OAR
//=====================================================================
ENTITY woar
THINK AI_MISSILE 0 AI_BLOW 0.3
SOUND DYNAMIC S_COUGH dynamic/weapon_melee
SOUND DYNAMIC S_DIE dynamic/weapon_melee_hit
SOUND DYNAMIC S_DYING dynamic/weapon_melee_wood
OFFSET WEAPON_MISSILE 8 16
STAT AI_RANGE 90
STAT AI_REQUIRE_IMPACT
STAT CHARGE 250
STAT DAMAGE 5
STAT FX_DISABLE
STAT FX_SPIN_CHARGE
STAT FX_WEAPON_MOUNT
EFFECT GIB SMOKE 0 0 20
END
//=====================================================================
// BASEBALLBAT
//=====================================================================
ENTITY bbat
THINK AI_MISSILE 0 AI_BLOW 0.3
SOUND DYNAMIC S_COUGH dynamic/weapon_melee
SOUND DYNAMIC S_DIE dynamic/weapon_melee_hit
SOUND DYNAMIC S_DYING dynamic/weapon_melee_wood
OFFSET WEAPON_MISSILE 8 16
STAT AI_RANGE 70
STAT AI_REQUIRE_IMPACT
STAT CHARGE 250
STAT DAMAGE 6
STAT FX_DISABLE
STAT FX_SPIN_CHARGE
STAT FX_WEAPON_MOUNT
EFFECT GIB SMOKE 0 0 20
END
//=====================================================================
// BUZZSAW
//=====================================================================
ENTITY buzzsaw_gunent_a
SPRITE STATIC 0 NONE 23 6 weapons/minigun
SPRITE DYNAMIC 0 ANIM_ROLLATT 47 -10 zombie/powertool1_buzzsaw
SPRITE DYNAMIC 0 NONE 42 -10 zombie/powertool1_buzzsaw
SPRITE DYNAMIC 0 NONE 10 -8 zombie/powertool1_base
SPRITE DYNAMIC 0 NONE -5 -16 zombie/powertool1_base
SPRITEVAR 0 BOB -30
SPRITEVAR 0 FRAME 10
SPRITEVAR 1 BOB -30
SPRITEVAR 1 FRAME 1
SPRITEVAR 2 BOB -30
SPRITEVAR 3 BOB -30
SPRITEVAR 4 BOB -30
SPRITEVAR 4 FRAME 1
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 0 16
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY buzzsaw
THINK AI_MISSILE 0 AI_BLOW 0.1
SOUND DYNAMIC S_ATTACK dynamic/weapon_chainsaw
GUNENTITY buzzsaw_gunent_a 0
GUNENTITY chainsaw_gunent_b 1
OFFSET WEAPON_MISSILE 8 0
STAT AI_RANGE 60
STAT FX_SOUND_ON_FIRST
STAT DAMAGE 6
STAT FX_DISABLE
END
//=====================================================================
// ENEMY ROCKET (slower)
//=====================================================================
ENTITY rocket_nme
CLONE rocket
THINK AI_MISSILE 2.1 AI_BLOW 0.9
STAT MISSILE_OFFSETRADIUS 32
STAT TEMPMISSILE 1800
END
//=====================================================================
// ENEMY UZI
//=====================================================================
ENTITY uzi_nme
CLONE uzi
STAT CHARGE 500
STAT FX_SPIN_RELOAD
END
//=====================================================================
// SCORPION MINIGUN
//=====================================================================
ENTITY scorpion_gunent_a
SPRITE STATIC 0 ANIM_PANATTD 41 26 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 41 10 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 41 24 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 41 12 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 41 18 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTU 13 17 weapons/minigun
SPRITE DYNAMIC 0 NONE 21 16 robots/scorpion
SPRITEVAR 0 BOB 18
SPRITEVAR 0 FRAME 3
SPRITEVAR 1 BOB 18
SPRITEVAR 1 FRAME 3
SPRITEVAR 2 BOB 18
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 BOB 18
SPRITEVAR 3 FRAME 2
SPRITEVAR 4 BOB 18
SPRITEVAR 4 FRAME 1
SPRITEVAR 5 BOB 18
SPRITEVAR 5 FRAME 4
SPRITEVAR 6 BOB 18
SPRITEVAR 6 FRAME 5
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET -97 84
STAT FX_FULLMODEL
STAT NOLIST
END
//=====================================================================
ENTITY scorpion_gunent_b
SPRITE DYNAMIC 0 NONE 13 9 robots/scorpion
SPRITEVAR 0 FRAME 6
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET -97 84
STAT FX_FULLMODEL
STAT NOLIST
END
//=====================================================================
ENTITY scorpion_gun
CLONE minigun
GUNENTITY scorpion_gunent_a 1
GUNENTITY scorpion_gunent_b 0
OFFSET WEAPON_CASING 10 30
OFFSET WEAPON_MISSILE -97 102
OFFSET WEAPON_OFFSET 58 18
OFFSET WEAPON_ORIGIN -97 84
STAT MISSILE_OFFSETRADIUS 38
END
//=====================================================================
// FLOATING EMP BOMB
//=====================================================================
ENTITY magnet_nme
SPRITE STATIC 0 NONE 0 0 world/null
THINK AI_MISSILE 2 AI_BLOW 0.5
STAT AI_MAGNETIZE 1000
STAT DAMAGE_SPLASH 150
STAT FX_ELECTRIC_LIT
STAT TEMPMISSILE 1
END
//=====================================================================
ENTITY empbomb_gib
SPRITE STATIC 0 NONE 0 0 world/null
THINK AI_CONSTANT 0 AI_FIRE 10
MISSILE magnet_nme
OFFSET SIZE 58 0
STAT AI_FIRE_ON_ACTIVE
STAT AI_KEEPACTIVE
STAT AI_KEEPANGLE 90
STAT AI_LIST_ALIAS 5
STAT NOLIST
STAT TEMPMISSILE 1200
END
//=====================================================================
ENTITY empbomb
SPRITE DYNAMIC 1 NONE 0 0 weapons/empbomb
SPRITE DYNAMIC 0 ANIM_ROLLVEL 0 0 weapons/empbomb
SPRITE DYNAMIC 1 NONE 0 0 weapons/empbomb
SPRITEVAR 0 FRAME 2
SPRITEVAR 2 AIM
SPRITEVAR 2 ANGLEFACTOR 400
SPRITEVAR 2 FRAME 1
LIGHT 0 0 16 120 30 255 40
LIGHT 0 0 12 255 180 0 20
SOUND DYNAMIC S_ATTACK dynamic/penguinator_grenade
SOUND DYNAMIC S_DIE dynamic/weapon_empbomb
SOUND STATIC S_LOOP common/robot_minimine_move
THINK AI_MISSILE 0 AI_BLOW 0.6
MOVETYPE WALK 4
ITEM empbomb_gib 0 0
OFFSET SIZE 18 0
OFFSET WEAPON_MISSILE 16 16
STAT AI_KEEPACTIVE
STAT AI_LIST_ALIAS 5
STAT FRAG
STAT DAMAGE 5
STAT DAMAGE_EMP 1500
STAT DAMAGE_SPLASH 100
STAT FX_DIM 0
STAT FX_ELECTRIC_LIT
STAT FX_FULLANGLE_VEL
STAT FX_FULLMODEL
STAT FX_KEEP_EFFECTS
STAT NOLIST
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
STAT TEMPMISSILE 3000
STAT S_HEALTH 3
STAT S_SCORE 100
EFFECT GIB FLASH 0 0 100
EFFECT GIB EXPLOSION_PLASMA 0 0 0
END
//=====================================================================
// SUPERZOMBIE ROCKET
//=====================================================================
ENTITY sz_rocket
CLONE rocket_nme
GUNENTITY NONE 1
OFFSET FX_OFFSET -16 0
OFFSET WEAPON_CASING -40 -10
OFFSET WEAPON_MISSILE 16 0
OFFSET WEAPON_OFFSET 61 -10
OFFSET WEAPON_ORIGIN -3 20
END
//=====================================================================
// SUPER-ZOMBIE MINIGUN (projectile)
//=====================================================================
ENTITY sz_mini
CLONE minigun
GUNENTITY NONE 1
GUNENTITY NONE 0
OFFSET WEAPON_CASING 3 0
OFFSET WEAPON_MISSILE 3 0
OFFSET WEAPON_OFFSET 51 -12
OFFSET WEAPON_ORIGIN -1 13
END
//=====================================================================
// SUPERZOMBIE OMG
//=====================================================================
ENTITY sz_omg
CLONE omg
GUNENTITY NONE 1
OFFSET FX_OFFSET -16 0
OFFSET WEAPON_CASING -40 -10
OFFSET WEAPON_MISSILE 16 0
OFFSET WEAPON_OFFSET 61 -10
OFFSET WEAPON_ORIGIN -3 20
END
//=====================================================================
// ENEMY FLAME
//=====================================================================
ENTITY barrel_flame
CLONE flame_linger
STAT DAMAGE 2
END
//=====================================================================
ENTITY barrel_rubble
CLONE flame_stick_rubble
MISSILE barrel_flame
THINK AI_CONSTANT 0 AI_FIRE 0.1
MOVETYPE WALK 0
STAT AI_NONBLOCKING
STAT AI_NUMB 1
STAT FX_NOENV_FX
STAT NOLIST
END
//=====================================================================
// MOLOTOV
//=====================================================================
ENTITY molotov_nme
SPRITE DYNAMIC 0 NONE 0 0 weapons/molotov
SPRITEVAR 0 FRAME_RANDOM
LIGHT 0 26 16 255 180 0 80
SOUND STATIC S_ATTACK common/weapon_grenade
SOUND DYNAMIC S_DIE dynamic/weapon_molotov
THINK AI_MISSILE 0 AI_BLOW 0.6
MOVETYPE WALK 6
OFFSET FX_OFFSET 0 26
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 6 16
ITEM barrel_rubble 0 6
STAT AI_KEEPANGLE 90
STAT AI_NOBOUNCE
STAT CHARGE 100
STAT DAMAGE 5
STAT DAMAGE_SPLASH 50
STAT FX_FULLANGLE_VEL
STAT FX_FULLMODEL
STAT FX_LIGHT_FADE 1
STAT FX_RANDOM_FRAME 2
STAT FX_SPIN_CHARGE
STAT FX_WEAPON_MOUNT
STAT FX_SMOKE
STAT TEMPMISSILE 1300
STAT MISSILE_OFFSETRADIUS 16
EFFECT GIB DEBRIS_GLASS 0 6 24
EFFECT GIB LIQUID_LAVA 0 0 64
EFFECT GIB EXPLOSION 0 0 20
END

//=====================================================================
// ELECTROCUTION
//=====================================================================
ENTITY w_kill_electrocute
STAT NOLIST
STAT FX_ELECTRIC
STAT FX_SMOKE_SHOOT 100
END
//=====================================================================
ENTITY electrocute
LIGHT 0 0 30 40 190 255 40
THINK AI_MISSILE 0 AI_BLOW 0
STAT AI_RANGE 600
STAT DAMAGE 5
STAT DAMAGE_SHOCK
STAT FX_BEAM_EFFECT 1
STAT IMPALE 100
KILLFX w_kill_electrocute
END
//=====================================================================
ENTITY electro_range
CLONE electrocute
STAT AI_RANGE_OWNER
END

//=====================================================================
// BOTBEE WEAPONS
//=====================================================================
ENTITY botbee1_gunent
SPRITE STATIC 0 NONE 21 -19 weapons/plasmagun
SPRITE STATIC 1 NONE -2 -22 weapons/plasmagun
SPRITE STATIC 1 NONE -5 -20 weapons/plasmagun
SPRITE STATIC 1 NONE 1 -22 weapons/plasmagun
SPRITE STATIC 0 NONE -1 -17 robots/botbee
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 KICK_X 4
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 ANGLEOFFSET 180
SPRITEVAR 1 INVERTFACE
SPRITEVAR 2 DIM
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 HARDLIGHT
SPRITEVAR 2 ROLL 100
SPRITEVAR 3 FRAME 3
SPRITEVAR 3 HARDLIGHT
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 ROLL 80
SPRITEVAR 4 FRAME 3
LIGHT -2 -28 40 0 100 255 20
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 2 4
STAT FX_DIM 0
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY botbee1_gun
CLONE laser
GUNENTITY botbee1_gunent 0
THINK AI_MISSILE 5 AI_BLOW 0.4
OFFSET WEAPON_OFFSET 20 -16
OFFSET WEAPON_ORIGIN 2 4
OFFSET WEAPON_MISSILE 0 -16
END
//=====================================================================
ENTITY botbee2_gunent
SPRITE STATIC 0 ANIM_PANATTD 27 -15 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 27 -21 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 27 -17 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 27 -29 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 27 -23 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 0 -26 weapons/minigun
SPRITE DYNAMIC 0 NONE 12 -22 robots/botbee_minigun
SPRITEVAR 0 FRAME 3
SPRITEVAR 1 FRAME 3
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 4 FRAME 1
SPRITEVAR 5 FRAME 4
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 2 4
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY botbee2_gun
THINK AI_MISSILE 0 AI_BLOW 0.05
SOUND STATIC S_ATTACK common/weapon_minigun
GUNENTITY botbee2_gunent 0
OFFSET WEAPON_CASING -4 -32
OFFSET WEAPON_OFFSET 44 -24
OFFSET WEAPON_ORIGIN 2 4
OFFSET WEAPON_MISSILE -8 -18
STAT DAMAGE 1
STAT FX_BULLET
STAT FX_CASING 1
STAT FX_GRENADE_ANGLE 25
STAT FX_MUZZLE 20
STAT HIGHROF
END

//=====================================================================
// DROID SHOTGUN
//=====================================================================
ENTITY droid_sg_gunent
SPRITE STATIC 0 ANIM_PANATTU 3 -16 weapons/shotgun
SPRITE STATIC 0 ANIM_PANATTU 3 -22 weapons/shotgun
SPRITE STATIC 0 ANIM_PANATTU 3 -25 weapons/shotgun
SPRITE DYNAMIC 0 NONE 1 -10 robots/penguinator_shotgun
SPRITE STATIC 0 NONE 22 -15 weapons/shotgun
SPRITE DYNAMIC 0 NONE 21 -18 robots/penguinator_shotgun
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 BOB -40
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 BOB -40
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 BOB -40
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FRAME 1
SPRITEVAR 4 BOB -40
SPRITEVAR 4 FRAME 5
SPRITEVAR 4 RELOAD_X 3
SPRITEVAR 5 BOB -40
SPRITEVAR 5 FRAME 2
SPRITEVAR 5 FRAME_GREN -2
SPRITEVAR 5 RELOAD_X 3
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 9 18
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY droid_sg
CLONE shotgun
THINK AI_MISSILE 0 AI_BLOW 1
GUNENTITY droid_sg_gunent 0
END
//=====================================================================
// DROID FLAMETHROWER
//=====================================================================
ENTITY droid_fl_gunent
SPRITE DYNAMIC 0 NONE 3 -10 robots/penguinator_flamer
SPRITE STATIC 0 ANIM_ROLLATT -8 7 weapons/flamethrower
SPRITEVAR 0 BOB -40
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 ROLL -30
THINK AI_MISSILE 0 NONE 0
OFFSET FX_OFFSET 36 0
OFFSET MODEL_OFFSET 9 18
STAT FX_SMOKE
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY droid_fl
CLONE flame
GUNENTITY droid_fl_gunent 0
END
//=====================================================================
// DROID PLASMAGUN
//=====================================================================
ENTITY droid_plas_gunent
SPRITE STATIC 0 NONE 28 -6 weapons/plasmagun
SPRITE STATIC 1 NONE 7 0 weapons/plasmagun
SPRITE STATIC 1 NONE 9 -2 weapons/plasmagun
SPRITE STATIC 1 NONE 3 -4 weapons/plasmagun
SPRITE DYNAMIC 0 NONE 4 -12 robots/penguinator_plasma
SPRITE STATIC 1 NONE 10 -15 weapons/plasmagun_c
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 KICK_X 3
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 BOB -40
SPRITEVAR 2 DIM
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 HARDLIGHT
SPRITEVAR 2 ROLL 100
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FRAME 3
SPRITEVAR 3 HARDLIGHT
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 ROLL 80
SPRITEVAR 4 BOB -40
SPRITEVAR 5 BOB -40
SPRITEVAR 5 FRAME 4
LIGHT 8 4 40 0 100 255 20
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 9 18
STAT FX_DIM 0
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY droid_plas
CLONE laser_pl
GUNENTITY droid_plas_gunent 0
END

//=====================================================================
// TANK FLAMETHROWER
//=====================================================================
ENTITY tank_flame
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 60
SOUND STATIC S_ATTACK common/weapon_flame
THINK AI_MISSILE 4 AI_BLOW 0.05
OFFSET SIZE 16 0
OFFSET WEAPON_MISSILE 32 0
OFFSET WEAPON_OFFSET 32 0
ITEM flame_rubble 0 0
ITEM flame_rubble_lite 0 0
KILLFX w_kill_burn
STAT AI_PHYS_IGNORE
STAT AI_SPREAD 2
STAT DAMAGE 2
STAT FX_DISABLE
STAT FX_EXPAND
STAT FX_FADE
STAT FX_MUZZLE 20
STAT FX_NOENV_FX
STAT FX_NOFACE
STAT FX_PLASMA_LENGTH 70
STAT FX_PLASMA_TRAIL 1
STAT TEMPMISSILE 600
END

//=====================================================================
// ANTI-AIR TURRET
//=====================================================================
ENTITY antiair_wpn
LIGHT 0 0 15 255 140 0 100
THINK AI_MISSILE 5 AI_BLOW 0.3
SOUND DYNAMIC S_ATTACK dynamic/weapon_antiair
SOUND DYNAMIC S_COUGH dynamic/weapon_antiair_trigger
SOUND DYNAMIC S_RESPAWN dynamic/weapon_antiair_reload
SOUND DYNAMIC S_DIE dynamic/weapon_antiair_hit
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 0 62
OFFSET WEAPON_OFFSET 155 0
OFFSET WEAPON_ORIGIN 0 62
STAT AI_RANGE 500
STAT CHARGE 200
STAT DAMAGE 6
STAT DAMAGE_SPLASH 35
STAT FX_FULLANGLE_IGNORE
STAT FX_MUZZLE 30
STAT FX_NOENV_FX
STAT FX_RELOAD
STAT MISSILE_OFFSETRADIUS 150
EFFECT GIB EXPLOSION 0 0 35
END

//=====================================================================
// FAIRY ZAPPERS
//=====================================================================
ENTITY fairy1_rubble
SPRITE DYNAMIC 1 NONE 0 0 dynamic/pingu_fairy_gun
SPRITEVAR 0 FADE_TOGGLE 150
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 0 SCALE 125
LIGHT 0 0 30 255 255 0 100
OFFSET SIZE 8 0
STAT FX_EXPAND
STAT FX_FADE
STAT FX_GLITTER
STAT FX_NOENV_FX
STAT FX_PLASMA
STAT FX_SMOKE
STAT NOLIST
STAT TEMPMISSILE 400
END
//=====================================================================
ENTITY fairy1
SPRITE DYNAMIC 1 NONE 0 0 dynamic/pingu_fairy_gun
SPRITEVAR 0 AIM
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 0 ROLL 100
LIGHT 0 0 40 255 255 0 70
THINK AI_MISSILE 5 AI_BLOW 0.1
SOUND DYNAMIC S_ATTACK dynamic/trip_fairy_fire
SOUND DYNAMIC S_COUGH dynamic/trip_wand_charge
SOUND DYNAMIC S_DIE dynamic/trip_wand_hit
SOUND DYNAMIC S_DYING dynamic/trip_wand_expire
GIB fairy1_rubble 1
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 0 -28
OFFSET WEAPON_OFFSET 96 -33
OFFSET WEAPON_ORIGIN -3 18
STAT AI_IGNORE_VELOCITY
STAT AI_PHYS_IGNORE
STAT AI_REQUIRE_IMPACT
STAT AI_SPREAD 5
STAT CHARGE 500
STAT DAMAGE 5
STAT FX_CHARGE
STAT FX_GLITTER
STAT FX_NOENV_FX
STAT MISSILE_OFFSETRADIUS 78
EFFECT GIB IMPACT 0 0 0
END

//=====================================================================
// BOSS #1: ROCKET LAUNCHER
//=====================================================================
ENTITY boss1_gun
SPRITE STATIC 0 NONE -13 8 weapons/rocket
SPRITE STATIC 0 NONE -13 -8 weapons/rocket
SPRITE STATIC 0 NONE 0 0 weapons/rocket
SPRITEVAR 0 ANGLEOFFSET -70
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 HIDE_MOVE_X -2
SPRITEVAR 0 HIDE_MOVE_Y 3
SPRITEVAR 0 HIDE_ROLL 70
SPRITEVAR 0 HIDE_TIME 400
SPRITEVAR 1 ANGLEOFFSET -110
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HIDE_MOVE_X -2
SPRITEVAR 1 HIDE_MOVE_Y -3
SPRITEVAR 1 HIDE_ROLL -70
SPRITEVAR 1 HIDE_TIME 400
SPRITEVAR 1 INVERTFACE
LIGHT -16 0 25 255 180 0 80
SOUND STATIC S_ATTACK common/weapon_rocket
SOUND STATIC S_DIE world/explosion
SOUND STATIC S_RESPAWN common/weapon_rocket_reload
THINK AI_MISSILE 2.1 AI_BLOW 1
OFFSET SIZE 10 0
OFFSET FX_OFFSET -16 0
OFFSET WEAPON_MISSILE 54 47
OFFSET WEAPON_OFFSET 58 11
OFFSET WEAPON_ORIGIN 54 36
STAT DAMAGE 25
STAT DAMAGE_SPLASH 120
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_GRENADE_ANGLE -15
STAT FX_LIGHT_FADE 1
STAT FX_MUZZLE 45
STAT FX_NOFACE
STAT FX_PLASMA_LENGTH 64
STAT FX_PLASMA_TRAIL 1
STAT FX_RELOAD
STAT FX_SMOKE
STAT FX_SPARKS_TRAIL
STAT MISSILE_OFFSETRADIUS 58
STAT TEMPMISSILE 1800
EFFECT GIB EXPLOSION 0 0 120
END
//=====================================================================
ENTITY boss1_gunc
SPRITE STATIC 0 NONE -13 8 weapons/rocket
SPRITE STATIC 0 NONE -13 -8 weapons/rocket
SPRITE STATIC 0 NONE -4 0 weapons/rocket
SPRITE STATIC 1 NONE 2 0 weapons/grenade
SPRITE STATIC 0 NONE 4 9 weapons/rocket
SPRITE STATIC 0 NONE 4 -9 weapons/rocket
SPRITE STATIC 0 NONE 11 0 weapons/rocket
SPRITEVAR 0 ANGLEOFFSET -70
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 ANGLEOFFSET -110
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 INVERTFACE
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 SCALE 75
SPRITEVAR 4 ANGLEOFFSET -45
SPRITEVAR 4 FRAME 4
SPRITEVAR 4 OFFS_X -4
SPRITEVAR 4 OFFS_Y -5
SPRITEVAR 4 HIDE_TIME 400
SPRITEVAR 5 ANGLEOFFSET 225
SPRITEVAR 5 FRAME 4
SPRITEVAR 5 INVERTFACE
SPRITEVAR 5 OFFS_X -4
SPRITEVAR 5 OFFS_Y -5
SPRITEVAR 6 FRAME 3
LIGHT 2 0 40 255 0 0 100
LIGHT -16 0 25 255 180 0 80
SOUND STATIC S_DIE world/explosion
THINK AI_MISSILE 0 AI_BLOW 1
MOVETYPE FLY 2.3
OFFSET SIZE 16 0
OFFSET FX_OFFSET -16 0
STAT AI_LIST_ALIAS 5
STAT DAMAGE 25
STAT DAMAGE_SPLASH 120
STAT FX_DIM 4
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_KEEP_EFFECTS
STAT FX_NOFACE
STAT FX_PLASMA_LENGTH 64
STAT FX_PLASMA_TRAIL 1
STAT FX_SMOKE
STAT FX_SPARKS_TRAIL
STAT NOLIST
STAT S_HEALTH 2
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
STAT TEMPMISSILE 3000
EFFECT GIB EXPLOSION 0 0 120
END
//=====================================================================
ENTITY boss1_gunb
SPRITE STATIC 0 NONE -13 8 weapons/rocket
SPRITE STATIC 0 NONE -13 -8 weapons/rocket
SPRITE STATIC 0 NONE -4 0 weapons/rocket
SPRITE STATIC 1 NONE 2 0 weapons/grenade
SPRITE STATIC 0 NONE 4 9 weapons/rocket
SPRITE STATIC 0 NONE 4 -9 weapons/rocket
SPRITE STATIC 0 NONE 11 0 weapons/rocket
SPRITEVAR 0 ANGLEOFFSET -70
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 HIDE_MOVE_X -2
SPRITEVAR 0 HIDE_MOVE_Y 3
SPRITEVAR 0 HIDE_ROLL 70
SPRITEVAR 0 HIDE_TIME 400
SPRITEVAR 1 ANGLEOFFSET -110
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HIDE_MOVE_X -2
SPRITEVAR 1 HIDE_MOVE_Y -3
SPRITEVAR 1 HIDE_ROLL -70
SPRITEVAR 1 HIDE_TIME 400
SPRITEVAR 1 INVERTFACE
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 SCALE 75
SPRITEVAR 4 ANGLEOFFSET -45
SPRITEVAR 4 FRAME 4
SPRITEVAR 4 HIDE_ROLL 45
SPRITEVAR 4 OFFS_X -4
SPRITEVAR 4 OFFS_Y -5
SPRITEVAR 4 HIDE_TIME 400
SPRITEVAR 5 ANGLEOFFSET 225
SPRITEVAR 5 FRAME 4
SPRITEVAR 5 INVERTFACE
SPRITEVAR 5 OFFS_X -4
SPRITEVAR 5 OFFS_Y -5
SPRITEVAR 5 HIDE_ROLL -45
SPRITEVAR 5 HIDE_TIME 400
SPRITEVAR 6 FRAME 3
SPRITEVAR 6 HIDE_MOVE_X -2
SPRITEVAR 6 HIDE_TIME 400
LIGHT 2 0 40 255 0 0 100
LIGHT -16 0 25 255 180 0 80
SOUND STATIC S_ATTACK common/weapon_rocket
SOUND STATIC S_DIE world/explosion
SOUND STATIC S_RESPAWN common/weapon_rocket_reload
THINK AI_AIM 1 AI_BLOW 1
MOVETYPE FLY 2.3
OFFSET SIZE 12 0
OFFSET FX_OFFSET -16 0
OFFSET WEAPON_MISSILE 54 47
OFFSET WEAPON_OFFSET 58 11
OFFSET WEAPON_ORIGIN 54 36
STAT AI_LIST_ALIAS 5
STAT DAMAGE 25
STAT DAMAGE_SPLASH 120
STAT FX_DIM 4
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_GRENADE_ANGLE -15
STAT FX_LIGHT_FADE 1
STAT FX_MUZZLE 45
STAT FX_NOFACE
STAT FX_PLASMA_LENGTH 64
STAT FX_PLASMA_TRAIL 1
STAT FX_RELOAD
STAT FX_SMOKE
STAT FX_SPARKS_TRAIL
STAT MISSILE_OFFSETRADIUS 58
STAT NOLIST
STAT S_HEALTH 2
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
STAT TEMPMISSILE 3000
EFFECT GIB EXPLOSION 0 0 120
TRANSFORM boss1_gunc 1700
END
//=====================================================================
// CRAWLER ROCKET
//=====================================================================
ENTITY crawler_rockb
CLONE boss1_gunb
STAT DAMAGE_SPLASH 110
STAT FX_LIGHT_FADE 0
STAT NOLIST
END
//=====================================================================
ENTITY crawler_rock
SPRITE STATIC 0 NONE -11 5 weapons/rocket
SPRITE STATIC 0 NONE -11 -5 weapons/rocket
SPRITE STATIC 0 NONE 0 0 weapons/rocket
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 ANGLEOFFSET -180
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 INVERTFACE
LIGHT -16 0 25 255 180 0 80
SOUND STATIC S_ATTACK common/weapon_rocket
SOUND STATIC S_DIE world/explosion
THINK AI_MISSILE 2.9 AI_BLOW 0.9
TRANSFORM crawler_rockb 300
OFFSET SIZE 16 0
OFFSET FX_OFFSET -16 0
OFFSET WEAPON_MISSILE 2 46
OFFSET WEAPON_OFFSET 46 0
STAT AI_IGNORE_VELOCITY
STAT DAMAGE 25
STAT DAMAGE_SPLASH 110
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_LIGHT_FADE 1
STAT FX_MUZZLE 35
STAT FX_NOFACE
STAT FX_PLASMA_LENGTH 64
STAT FX_PLASMA_TRAIL 1
STAT FX_RELOAD
STAT FX_SMOKE
STAT FX_SPARKS_TRAIL
STAT MISSILE_OFFSETRADIUS 1
STAT TEMPMISSILE 1400
EFFECT GIB EXPLOSION 0 0 110
END
//=====================================================================
// MEGA-CRAWLER ROCKET
//=====================================================================
ENTITY crawler_rock2b
CLONE crawler_rockb
STAT DAMAGE_SPLASH 110
STAT FX_LIGHT_FADE 0
STAT NOLIST
END
//=====================================================================
ENTITY crawler_rock2
CLONE crawler_rock
THINK AI_MISSILE 2.9 AI_BLOW 0.2
TRANSFORM crawler_rock2b 300
OFFSET WEAPON_MISSILE -78 117
OFFSET WEAPON_OFFSET 100 0
OFFSET WEAPON_ORIGIN -78 117
STAT AI_SPREAD 30
STAT FX_MUZZLE 50
STAT MISSILE_OFFSETRADIUS 100
STAT MISSILE_OFFSETWADDLE 15
STAT NOLIST
END
//=====================================================================
// BASIC GUIDED ROCKET
//=====================================================================
ENTITY nme_guided
CLONE crawler_rock
SOUND STATIC S_RESPAWN common/weapon_rocket_reload
THINK AI_MISSILE 2.9 AI_BLOW 0.9
GUNENTITY w_rocket_gunent 1
TRANSFORM crawler_rock2b 300
OFFSET FX_OFFSET -16 0
OFFSET WEAPON_CASING -40 21
OFFSET WEAPON_MISSILE 16 37
OFFSET WEAPON_OFFSET 34 21
OFFSET WEAPON_ORIGIN 11 16
STAT AI_SPREAD 30
STAT FX_BAZOOKA
STAT FX_MUZZLE 35
STAT FX_RELOAD
STAT MISSILE_OFFSETRADIUS 18
STAT NOLIST
END
//=====================================================================
// BOSS #3: PLASMAGUN
//=====================================================================
ENTITY boss3_gun
CLONE laser
OFFSET WEAPON_MISSILE -56 12
OFFSET WEAPON_ORIGIN -56 12
OFFSET WEAPON_OFFSET 73 0
STAT MISSILE_OFFSETRADIUS 44
END
//=====================================================================
ENTITY boss3_gunb
CLONE laser_shield
GUNENTITY NONE 0
GUNENTITY NONE 1
OFFSET WEAPON_MISSILE -56 12
OFFSET WEAPON_ORIGIN -56 12
OFFSET WEAPON_OFFSET 73 0
STAT MISSILE_OFFSETRADIUS 44
STAT TEMPMISSILE 200
END
//=====================================================================
// BOSS #4: ROCKET LAUNCHER
//=====================================================================
ENTITY boss4_gun
CLONE boss1_gun
OFFSET WEAPON_CASING -30 14
OFFSET WEAPON_MISSILE -52 26
OFFSET WEAPON_OFFSET 50 12
OFFSET WEAPON_ORIGIN -56 12
STAT FX_BAZOOKA
STAT NOLIST
END
//=====================================================================
ENTITY boss4_gunb
CLONE boss1_gunb
OFFSET WEAPON_CASING -20 0
OFFSET WEAPON_MISSILE -52 26
OFFSET WEAPON_OFFSET 50 12
OFFSET WEAPON_ORIGIN -56 12
STAT FX_BAZOOKA
STAT NOLIST
END
//=====================================================================
// BOSS #6: MISSILES
//=====================================================================
ENTITY boss6_mis1b
SPRITE DYNAMIC 0 NONE 22 0 weapons/missile
SPRITE DYNAMIC 1 NONE 22 0 weapons/missile
SPRITE DYNAMIC 0 NONE -5 0 weapons/missile
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 EMP 1
SPRITEVAR 1 FRAME 1
LIGHT 22 0 40 255 255 0 70
LIGHT -28 0 25 255 180 0 80
SOUND STATIC S_ATTACK common/weapon_rocket
SOUND STATIC S_DIE world/explosion
THINK AI_AIM 1 AI_BLOW 1
MOVETYPE FLY 2.3
TRANSFORM_DIRECT 1 1000
OFFSET SIZE 20 0
OFFSET FX_OFFSET -28 0
STAT AI_LIST_ALIAS 5
STAT DAMAGE 25
STAT DAMAGE_SPLASH 120
STAT FX_DIM 4
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_GRENADE_ANGLE -15
STAT FX_LIGHT_FADE 1
STAT FX_MUZZLE 45
STAT FX_NOFACE
STAT FX_PLASMA_LENGTH 64
STAT FX_PLASMA_TRAIL 1
STAT FX_RELOAD
STAT FX_SMOKE
STAT FX_SPARKS_TRAIL
STAT NOLIST
STAT S_HEALTH 2
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
STAT TEMPMISSILE 3000
EFFECT GIB EXPLOSION 0 0 120
END
//=====================================================================
ENTITY boss6_mis1c
CLONE boss6_mis1b
THINK AI_AIM 0 AI_BLOW 1
STAT FX_KEEP_EFFECTS
STAT FX_LIGHT_FADE 0
STAT NOLIST
END
//=====================================================================
ENTITY boss6_mis1
SPRITE DYNAMIC 0 NONE -5 0 weapons/missile
SPRITE DYNAMIC 0 NONE 22 0 weapons/missile
SPRITEVAR 1 FRAME 2
SOUND DYNAMIC S_ATTACK dynamic/weapon_missile
SOUND DYNAMIC S_DIE dynamic/weapon_missile_ignite
THINK AI_AIM 0 AI_BLOW 0.3
MOVETYPE WALK 0
TRANSFORM boss6_mis1b -1
OFFSET FX_OFFSET -28 0
OFFSET SIZE 20 0
OFFSET WEAPON_MISSILE -50 -45
OFFSET WEAPON_ORIGIN -50 -45
STAT AI_LIST_ALIAS 5
STAT FX_APPEAR
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_NOFACE
STAT NOLIST
STAT S_HEALTH 2
STAT TAKEDAMAGE_NONE
STAT TEMPMISSILE 350
EFFECT GIB SMOKE 0 0 50
END
//=====================================================================
// BOSS #8: OMG 20k
//=====================================================================
ENTITY boss8_gun1
LIGHT 0 0 40 0 255 0 100
LIGHT 0 0 20 255 0 0 100
THINK AI_MISSILE 0 AI_BLOW 0.7
SOUND STATIC S_ATTACK common/weapon_omg20k
SOUND STATIC S_COUGH common/weapon_omg20k_charge
SOUND STATIC S_RESPAWN common/weapon_omg20k_reload
OFFSET FX_OFFSET -16 0
OFFSET WEAPON_MISSILE 60 47
OFFSET WEAPON_OFFSET 64 11
OFFSET WEAPON_ORIGIN 60 36
KILLFX w_kill_omg
STAT CHARGE 500
STAT DAMAGE 20
STAT DAMAGE_SPLASH 100
STAT FX_BAZOOKA
STAT FX_BEAM_EFFECT 2
STAT FX_CHARGE
STAT FX_GRENADE_ANGLE -15
STAT FX_MUZZLE 30
STAT FX_NOENV_FX
STAT FX_PLASMA
STAT FX_RELOAD
STAT IMPALE 100
EFFECT GIB EXPLOSION_PLASMA 0 0 100
END
//=====================================================================
// BOSS #9: NAILGUN
//=====================================================================
ENTITY boss9_gun1
CLONE nailgun
GUNENTITY NONE 0
GUNENTITY NONE 1
OFFSET WEAPON_MISSILE -56 16
OFFSET WEAPON_ORIGIN -56 12
OFFSET WEAPON_OFFSET 79 9
STAT MISSILE_OFFSETRADIUS 58
END
//=====================================================================
// SPIKEY BOT
//=====================================================================
ENTITY bot_1
DESCRIBE Spikey_bot
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 0 NONE -4 -5 weapons/nailgun
SPRITE STATIC 0 NONE 4 -5 weapons/nailgun
SPRITE STATIC 0 NONE 0 -3 weapons/nailgun
SPRITE STATIC 0 NONE -8 -5 weapons/nailgun
SPRITE STATIC 0 NONE 8 -5 weapons/nailgun
SPRITE STATIC 0 NONE 0 3 weapons/nailgun
SPRITE STATIC 1 NONE 0 0 weapons/grenade
SPRITEVAR 0 HIDE_TIME 200
SPRITEVAR 1 HIDE_TIME 200
SPRITEVAR 2 HIDE_TIME 200
SPRITEVAR 3 HIDE_TIME 200
SPRITEVAR 4 HIDE_TIME 200
SPRITEVAR 0 ANGLEOFFSET 162
SPRITEVAR 0 BOB 10
SPRITEVAR 0 HIDE_MOVE_X 12
SPRITEVAR 0 HIDE_MOVE_Y 5
SPRITEVAR 0 NOFACE
SPRITEVAR 0 OFFS_X 14
SPRITEVAR 1 ANGLEOFFSET 126
SPRITEVAR 1 BOB 10
SPRITEVAR 1 HIDE_MOVE_X 8
SPRITEVAR 1 HIDE_MOVE_Y 10
SPRITEVAR 1 NOFACE
SPRITEVAR 1 OFFS_X 14
SPRITEVAR 2 ANGLEOFFSET 90
SPRITEVAR 2 BOB 10
SPRITEVAR 2 HIDE_MOVE_Y 13
SPRITEVAR 2 NOFACE
SPRITEVAR 2 OFFS_X 14
SPRITEVAR 3 ANGLEOFFSET 54
SPRITEVAR 3 BOB 10
SPRITEVAR 3 HIDE_MOVE_X -8
SPRITEVAR 3 HIDE_MOVE_Y 10
SPRITEVAR 3 NOFACE
SPRITEVAR 3 OFFS_X 14
SPRITEVAR 4 ANGLEOFFSET 18
SPRITEVAR 4 HIDE_MOVE_X -12
SPRITEVAR 4 HIDE_MOVE_Y 5
SPRITEVAR 4 BOB 10
SPRITEVAR 4 NOFACE
SPRITEVAR 4 OFFS_X 14
SPRITEVAR 5 ANGLEOFFSET -45
SPRITEVAR 5 BIAS -50
SPRITEVAR 5 FRAME 10
SPRITEVAR 5 NOFACE
SPRITEVAR 5 OFFS_X 2
SPRITEVAR 5 OFFS_Y -5
SPRITEVAR 6 ANGLEOFFSET 45
SPRITEVAR 6 BIAS -50
SPRITEVAR 6 FRAME 10
SPRITEVAR 6 INVERTFACE
SPRITEVAR 6 NOFACE
SPRITEVAR 6 OFFS_X 2
SPRITEVAR 6 OFFS_Y -5
SPRITEVAR 7 BOB 10
SPRITEVAR 7 FRAME 11
SPRITEVAR 7 NOFACE
SPRITEVAR 8 ANGLEOFFSET -45
SPRITEVAR 8 BIAS 60
SPRITEVAR 8 FRAME 10
SPRITEVAR 8 NOFACE
SPRITEVAR 8 OFFS_X 2
SPRITEVAR 8 OFFS_Y -5
SPRITEVAR 9 ANGLEOFFSET 45
SPRITEVAR 9 BIAS 60
SPRITEVAR 9 FRAME 10
SPRITEVAR 9 INVERTFACE
SPRITEVAR 9 NOFACE
SPRITEVAR 9 OFFS_X 2
SPRITEVAR 9 OFFS_Y -5
SPRITEVAR 10 BOB 10
SPRITEVAR 10 FRAME 9
SPRITEVAR 10 NOFACE
SPRITEVAR 11 ACTIVE
SPRITEVAR 11 BOB 10
SPRITEVAR 11 EMP 2
SPRITEVAR 11 FRAME 3
SPRITEVAR 11 NOFACE
LIGHT 0 0 12 255 255 0 30
SOUND STATIC S_DIE common/explosion_small
SOUND STATIC S_LOOP common/robot_spikey_move
SOUND STATIC S_SLEEP common/robot_minimine_toggle
SOUND STATIC S_WAKE common/robot_minimine_toggle
THINK AI_ZOMBIE 0 AI_BLOW 1
MOVETYPE WALK 1
OFFSET SIZE 17 0
GIB nailgun_obj1 5
STAT AI_NOBLOW
STAT DAMAGE 8
STAT DAMAGE_SPLASH 70
STAT FX_FULLANGLE_GROUND
STAT FX_FULLMODEL
STAT FX_LIGHT_FADE 1
STAT FX_MOVE_LOOP
STAT TAKEDAMAGE_EMP
STAT TAKEDAMAGE_SURFACE
STAT TEMPMISSILE 5000
STAT S_HEALTH 3
STAT S_SCORE 50
EFFECT GIB EXPLOSION 0 0 90
END
//=====================================================================
ENTITY boss9_gun2
SPRITE STATIC 0 NONE 0 -3 weapons/nailgun
SPRITE STATIC 0 NONE -5 -5 weapons/nailgun
SPRITE STATIC 0 NONE 5 -5 weapons/nailgun
SPRITE STATIC 0 NONE 0 3 weapons/nailgun
SPRITE STATIC 1 NONE 0 0 weapons/grenade
SPRITEVAR 0 FRAME 11
SPRITEVAR 0 NOFACE
SPRITEVAR 1 FRAME 10
SPRITEVAR 1 NOFACE
SPRITEVAR 2 FRAME 10
SPRITEVAR 2 INVERTFACE
SPRITEVAR 2 NOFACE
SPRITEVAR 3 FRAME 9
SPRITEVAR 3 NOFACE
SPRITEVAR 4 ACTIVE
SPRITEVAR 4 BOB 10
SPRITEVAR 4 EMP 2
SPRITEVAR 4 FRAME 3
SPRITEVAR 4 NOFACE
SOUND STATIC S_ATTACK common/weapon_mine
SOUND STATIC S_DIE common/explosion_small
SOUND STATIC S_RESPAWN common/weapon_nailgun_reload
THINK AI_MISSILE 3 NONE 1
GIB nailgun_obj1 5
OFFSET SIZE 20 0
OFFSET WEAPON_MISSILE -56 16
OFFSET WEAPON_ORIGIN -56 12
OFFSET WEAPON_OFFSET 79 9
STAT AI_AMMO_SPEND 6
STAT AI_INHERIT_FACE
STAT AI_NOBLOW
STAT DAMAGE 8
STAT DAMAGE_SPLASH 70
STAT FX_PUSHUP
STAT FX_RELOAD
STAT FX_MUZZLE 35
STAT MISSILE_OFFSETRADIUS 58
EFFECT GIB EXPLOSION 0 0 90
TRANSFORM bot_1 80
END
//=====================================================================
// PRIMO: FLAMETHROWER
//=====================================================================
ENTITY primo_flame_gunent
SPRITE DYNAMIC 0 NONE 3 -10 boss/primo_flamethrower
SPRITE STATIC 0 ANIM_ROLLATT -8 7 weapons/flamethrower
SPRITEVAR 0 BOB -40
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 ROLL -30
THINK AI_MISSILE 0 NONE 0
OFFSET FX_OFFSET 36 0
OFFSET MODEL_OFFSET 9 18
STAT FX_SMOKE
STAT FX_FULLMODEL
STAT NOLIST
END
//=====================================================================
ENTITY primo_flame_stick
CLONE flame_stick
GUNENTITY primo_flame_gunent 0
STAT NOLIST
END
//=====================================================================
ENTITY primo_flame
CLONE flame
GUNENTITY primo_flame_gunent 0
STAT NOLIST
END
//=====================================================================
ENTITY primo_minig_gunent
SPRITE STATIC 0 ANIM_PANATTD 29 -5 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -21 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -7 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -19 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -13 weapons/minigun
SPRITE STATIC 0 ANIM_ROLLATT -13 -15 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTU 1 -14 weapons/minigun
SPRITE DYNAMIC 0 NONE 10 -10 boss/primo_minigun
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 3
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FRAME 3
SPRITEVAR 2 BOB -40
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FRAME 2
SPRITEVAR 4 BOB -40
SPRITEVAR 4 FRAME 1
SPRITEVAR 5 BOB -40
SPRITEVAR 5 FRAME 5
SPRITEVAR 6 BOB -40
SPRITEVAR 6 FRAME 4
SPRITEVAR 7 BOB -40
SPRITEVAR 7 FRAME 0
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 0 16
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY primo_minig
CLONE minigun
GUNENTITY primo_minig_gunent 0
GUNENTITY NONE 1
STAT NOLIST
END
//=====================================================================
ENTITY primo_nail_gunent_a
SPRITE STATIC 0 ANIM_ROLLATT -17 -5 weapons/nailgun
SPRITE STATIC 0 ANIM_PANATTF -11 2 weapons/nailgun
SPRITE DYNAMIC 0 NONE 2 -11 boss/primo_nailgun
SPRITE STATIC 0 NONE 20 -17 weapons/nailgun
SPRITE DYNAMIC 0 NONE 19 -20 boss/primo_nailgun
SPRITE STATIC 0 NONE 23 2 weapons/nailgun
SPRITE STATIC 0 ANIM_ROLLATT -16 -4 weapons/nailgun
SPRITEVAR 0 ANGLEFACTOR 200
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 4
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FRAME 5
SPRITEVAR 2 BOB -40
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FRAME 8
SPRITEVAR 4 BOB -40
SPRITEVAR 4 FRAME 1
SPRITEVAR 5 BOB -40
SPRITEVAR 5 FRAME 2
SPRITEVAR 5 KICK_X 4
SPRITEVAR 6 BOB -40
SPRITEVAR 6 FRAME 3
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 9 18
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY primo_nail_gunent_b
CLONE primo_nail_gunent_a
SPRITEVAR 3 RELOAD_X 4
SPRITEVAR 4 RELOAD_X 4
SPRITEVAR 5 KICK_X 7
END
//=====================================================================
ENTITY primo_nail
CLONE nailgun
GUNENTITY primo_nail_gunent_a 0
GUNENTITY NONE 1
STAT NOLIST
END
//=====================================================================
ENTITY primo_nailbot
CLONE boss9_gun2
GUNENTITY primo_nail_gunent_b 0
GUNENTITY NONE 1
OFFSET WEAPON_MISSILE 9 14
OFFSET WEAPON_ORIGIN 11 14
OFFSET WEAPON_OFFSET 33 0
STAT NOLIST
END
//=====================================================================
ENTITY boss_giga_melee
SPRITE STATIC 0 NONE 0 0 world/null
THINK AI_MISSILE 0 AI_BLOW 0.1
MOVETYPE FLY 0
STAT AI_PUSH 300
STAT DAMAGE 18
STAT DAMAGE_SPLASH 128
STAT NOLIST
STAT MISSILE_OFFSETRADIUS 1
STAT TEMPMISSILE 1
END

//=====================================================================
// WEAPONS SLOTS
//=====================================================================
WEAPON 16 botbee1_gun botbee1_gun
WEAPON 17 botbee2_gun botbee2_gun
WEAPON 18 droid_sg droid_sg
WEAPON 19 sledgeh sledgeh
WEAPON 20 chainsaw chainsaw
WEAPON 21 buzzsaw buzzsaw
WEAPON 22 tank_flame tank_flame
WEAPON 23 scorpion_gun scorpion_gun
WEAPON 24 rocket_nme rocket_nme
WEAPON 25 uzi_nme uzi_nme
WEAPON 26 sz_rocket sz_rocket
WEAPON 27 sz_omg sz_omg
WEAPON 28 sz_mini sz_mini
WEAPON 29 woar woar
WEAPON 30 boss1_gun boss1_gun
WEAPON 31 boss1_gunb boss1_gunb
WEAPON 32 bbat bbat
WEAPON 33 droid_plas droid_plas
WEAPON 34 droid_fl droid_fl
WEAPON 35 laser_shield laser_shield
WEAPON 36 boss3_gun boss3_gun
WEAPON 37 boss3_gunb boss3_gunb
WEAPON 38 gren_nme gren_nme
WEAPON 39 crawler_rock crawler_rock
WEAPON 40 inject inject
WEAPON 41 crawler_rock2 crawler_rock2
WEAPON 42 nme_guided nme_guided
WEAPON 43 boss4_gun boss4_gun
WEAPON 44 boss4_gunb boss4_gunb
WEAPON 45 submarine_w2 submarine_w2
WEAPON 46 antiair_wpn antiair_wpn
WEAPON 47 boss6_mis1 boss6_mis1
WEAPON 48 boss8_gun1 boss8_gun1
WEAPON 49 molotov_nme molotov_nme
WEAPON 50 fairy1 fairy1
WEAPON 51 boss9_gun1 boss9_gun1
WEAPON 52 boss9_gun2 boss9_gun2
WEAPON 53 primo_flame_stick primo_flame_stick
WEAPON 54 primo_flame primo_flame
WEAPON 55 primo_minig primo_minig
WEAPON 56 primo_nail primo_nail
WEAPON 57 primo_nailbot primo_nailbot
WEAPON 58 submarine_w4 submarine_w4
WEAPON 59 boss_giga_melee boss_giga_melee
TAGAP_END