<Enteties>
	<EditorObject>
		<GameObject>
			<GraphicsComponent MeshFile="Data/Art/Fall/EditorOrigin.mesh" />
			<EditorComponent />
			<CameraComponent Offset="0 0 20" InterpolationFactor="1" >
				<Lights>
					<!--<Light Diffuse="1 1 1" Specular="1 1 1" AttenuationQuadratic="0.04" AttenuationLinear="0.01" AttenuationConstant="0.5" />-->
				</Lights>
			</CameraComponent>
		</GameObject>
	</EditorObject>
	<GraphicsEditorObject>
		<GameObject>
			<GraphicsComponent MeshFile="Data/Art/Fall/EditorOrigin.mesh" />
			<GraphicsEditorComponent />
			<CameraComponent Offset="0 0 20" InterpolationFactor="1"  >
				<Lights>
					<!--<Light Diffuse="1 1 1" Specular="1 1 1" AttenuationQuadratic="0.04" AttenuationLinear="0.01" AttenuationConstant="0.5" />-->
				</Lights>
			</CameraComponent>
		</GameObject>
	</GraphicsEditorObject>
	<GraphicsEditorGameObjectTemplate>
		<GameObject>
			<GraphicsComponent VisibilityMask="3" ResourceGroup="Background" />
		</GameObject>
	</GraphicsEditorGameObjectTemplate>
	<GraphicsEditorGameObjects>

		<Entry Name="Arrow">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/Arrow.mesh" VisibilityMask="3" />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Lantern">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/Skies/LanternHanging01.mesh" VisibilityMask="3" >
					<Lights>
						<Light Target="Root" Diffuse="1 0.8 .5" Specular="1 0.8 0.5" AttenuationQuadratic="0.3" AttenuationLinear="0.05" AttenuationConstant="0.9" />
					</Lights>
					<!--<ParticleSystems>
						<PSystem Target="Root" System="ParticleLanternFlame"/>
					</ParticleSystems>-->
				</GraphicsComponent>
			</GameObject>
		</Entry>
		<Entry Name="WindWheel">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/WindWheel.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="WindWheelSmall">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/WindWheelSmall.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Tree01">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/Tree01.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>		
		<Entry Name="Tree02">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/Tree02.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>	
		<Entry Name="GrassAnimx1">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/GrassAnimx1.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="GrassAnimx2">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/GrassAnimx2.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="GrassAnimx3">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/GrassAnimx3.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="GrassAnimx4">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/GrassAnimx4.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="GrassAnimSlopeL1">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/GrassAnimSlopeL1.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="GrassAnimSlopeL2">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/GrassAnimSlopeL2.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>	
		<Entry Name="GrassAnimSlopeR1">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/GrassAnimSlopeR1.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>	
		<Entry Name="GrassAnimSlopeR2">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/GrassAnimSlopeR2.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="FlowersYellowAnim">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/FlowersYellowAnim.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="FlowersPinkAnim">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/FlowersPinkAnim.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>		
		<Entry Name="SnowFlowerAnim">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/SnowFlowerAnim.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
	
		<Entry Name="LeavesGroupAnim01">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesGroupAnim01.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>		
		<Entry Name="LeavesGroupAnim02">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesGroupAnim02.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="LeavesHangingAnim01">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesHangingAnim01.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="LeavesHangingAnim02">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesHangingAnim02.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="LeavesGroupAnim01GreenRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesGroup01GreenRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>		
		<Entry Name="LeavesGroupAnim02GreenRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesGroup02GreenRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="LeavesHangingAnim01GreenRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesHanging01GreenRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="LeavesHangingAnim02GreenRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesHanging02GreenRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="LeavesGroupAnim01RedRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesGroup01RedRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>		
		<Entry Name="LeavesGroupAnim02RedRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesGroup02RedRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="LeavesHangingAnim01RedRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesHanging01RedRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="LeavesHangingAnim02RedRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesHanging02RedRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="LeavesGroupAnim01BlueRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesGroup01BlueRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>		
		<Entry Name="LeavesGroupAnim02BlueRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesGroup02BlueRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="LeavesHangingAnim01BlueRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesHanging01BlueRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="LeavesHangingAnim02BlueRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/LeavesHanging02BlueRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		
		<Entry Name="Critter - Jump">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterJump.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		
		<Entry Name="Critter - Idle01">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle01.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle02">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle02.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle03">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle03.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle04">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle04.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle05">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle05.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle06">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle06.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle07">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle07.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle08">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle08.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle09">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle09.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle10">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle10.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle11">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle11.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle12">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle12.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="Critter - Idle13">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/CritterIdle13.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>

		<Entry Name="WorldMap - Tree">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/WorldMapTree.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="WorldMap - TreeRedRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/WorldMapTreeRedRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="WorldMap - TreeBlueRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/WorldMapTreeBlueRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
		<Entry Name="WorldMap - TreeGreeRock">
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Background/WorldMapTreeGreenRock.mesh" VisibilityMask="3"  />
				<AlwaysUpdateComponent />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
			</GameObject>
		</Entry>
	</GraphicsEditorGameObjects>

	<Entries Name="Test">
	
		<Entry Name="Boundary root" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/BoundaryRoot.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Boundary.mesh" RenderQueueGroup="52" />
				<LevelBoundaryComponent EndPointID="BoundaryEnd" CollisionGroup="Statics" />
				<DamageOnContactComponent Damage="1000" />
			</GameObject>
		</Entry>
		
		<Entry Name="Boundary end" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/BoundaryEnd.mesh" />
				</GameObject>
			</Proxy>
			<GameObject id="BoundaryEnd">
				<GraphicsComponent/>
			</GameObject>
		</Entry>


		<Entry Name="Normal blocking block" > <!-- COLLISION BLOCK 1x1 -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBlock.mesh" />
				</GameObject>
				<Rotated>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBlockDiagonal.mesh" />
					</GameObject>
				</Rotated>
			</Proxy>
			<GameObject Type="Blocking" >
				<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBlock.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0.05" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" >
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
			</GameObject>
			<Rotated>
				<GameObject Type="Blocking">
					<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBlockDiagonal.mesh" />
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0.05" Group="StaticsNoUpdateVolume" Dimensions="0.7071068 0.7071068 0.7071068" LocalPose="1 0 0 
																       0 1 0
																       0 0 1
																       0 0.7071068 0" >
								</Box>
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
				</GameObject>
			</Rotated>
		</Entry>

		<Entry Name="Long blocking block" > <!-- COLLISION BLOCK 3x1 -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBlockLong.mesh" />
				</GameObject>
			</Proxy>
			<GameObject Type="Blocking">
				<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBlockLong.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0.05" Group="StaticsNoUpdateVolume" Dimensions="1.5 0.5 0.5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
			</GameObject>
		</Entry>
		
		<Entry Name="Longer blocking block" > <!-- COLLISION BLOCK 3x1 -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBlockLonger.mesh" />
				</GameObject>
			</Proxy>
			<GameObject Type="Blocking">
				<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBlockLonger.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0.05" Group="StaticsNoUpdateVolume" Dimensions="2.5 0.5 0.5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
			</GameObject>
		</Entry>
		
		<Entry Name="Lantern" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Background/Skies/LanternHanging01.mesh">
						<Lights>
							<Light Target="Root" Diffuse="1 0.8 .5" Specular="1 0.8 0.5" AttenuationQuadratic="0.3" AttenuationLinear="0.05" AttenuationConstant="0.9" />
						</Lights>
						<!--<ParticleSystems>
							<PSystem Target="Root" System="ParticleLanternFlame"/>
						</ParticleSystems>-->
					</GraphicsComponent>
				</GameObject>
			</Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Background/Skies/LanternHanging01.mesh">
						<Lights>
							<Light Target="Root" Diffuse="1 0.8 .5" Specular="1 0.8 0.5" AttenuationQuadratic="0.3" AttenuationLinear="0.05" AttenuationConstant="0.9" />
						</Lights>
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleLanternFlame"/>
						</ParticleSystems>
					</GraphicsComponent>
				</GameObject>
		</Entry>
		
		<Entry Name="Normal Blocking Marble" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/CollisionMarble.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<!--<GraphicsComponent MeshFile="Data/Art/Fall/CollisionMarble.mesh" />-->
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0.05" Group="Statics" Radius="0.5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
			</GameObject>
		</Entry>
		
		<Entry Name="Normal Blocking Ball" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBall.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBall.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0.05" Group="Statics" Radius="1" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
			</GameObject>
		</Entry>
		
		<Entry Name="Normal Blocking Boulder" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBoulder.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/CollisionBoulder.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0.05" Group="Statics" Radius="1.5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
			</GameObject>
		</Entry>
		<Entry Name="No Player Block" > 
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/NoPlayerBlock.mesh" >
						<!-- <ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityNoPlayer"/>
						</ParticleSystems> -->
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/NoPlayerBlock.mesh" >
						<!-- <ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityNoPlayer"/>
						</ParticleSystems> -->
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0.02" Group="NoPlayer" Dimensions="0.5 0.5 0.5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
			</GameObject>
		</Entry>

		<Entry Name="No Physics Block" > 
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/NoPhysics.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityNoPhysics"/>
						</ParticleSystems>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityNoPhysics"/>
						</ParticleSystems>
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0.02" Group="NoPhysics" Dimensions="0.5 0.5 0.5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
			</GameObject>
		</Entry>	

	<Entries Name="Spikes">
		<Entry Name="Spikes" > <!-- SPIKES -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Spikes.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Spikes.mesh" >
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.45 0.45 0.45" >
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="0.5" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<DamageOnContactComponent Damage="100" />
			</GameObject>
		</Entry>
		
		<Entry Name="Spikes 2x1" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Spikes2x1.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Spikes2x1.mesh" >
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.95 0.45 0.12" LocalPose="1 0 0
																											0 1 0
																											0 0 1
																											0.5 0 0" >
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="0.5" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<DamageOnContactComponent Damage="100" />
			</GameObject>
		</Entry>
		
		<Entry Name="Spikes 3x1" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Spikes3x1.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Spikes3x1.mesh" >
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="1.45 0.45 0.45">
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="0.5" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<DamageOnContactComponent Damage="100" />
			</GameObject>
		</Entry>
		
		<Entry Name="Spikes 4x1" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Spikes4x1.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Spikes4x1.mesh" >
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="1.95 0.45 0.45" LocalPose="1 0 0
																											0 1 0
																											0 0 1
																											0.5 0 0" >
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="0.5" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<DamageOnContactComponent Damage="100" />
			</GameObject>
		</Entry>
		
		<Entry Name="Spikes 5x1" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Spikes5x1.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Spikes5x1.mesh" >
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="2.45 0.45 0.45">
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="0.5" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<DamageOnContactComponent Damage="100" />
			</GameObject>
		</Entry>
		
		<Entry Name="Spikes2x2" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Spikes2x2.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Spikes2x2.mesh" >
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.95 0.95 0.45" LocalPose="1 0 0
																         0 1 0
																         0 0 1
																         0.5 -0.5 0">
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="0.5" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<DamageOnContactComponent Damage="100" />
			</GameObject>
		</Entry>
		
		<Entry Name="Spikes3x3" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Spikes3x3.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Spikes3x3.mesh" >
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="1.45 1.45 0.5">
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="0.5" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<DamageOnContactComponent Damage="100" />
			</GameObject>
		</Entry>
		
		<Entry Name="Spikes4x4" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Spikes4x4.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Spikes4x4.mesh" >
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="1.95 1.95 0.5" LocalPose="1 0 0
																										   0 1 0
																										   0 0 1
																										   0.5 -0.5 0" >
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="0.5" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<DamageOnContactComponent Damage="100" />
			</GameObject>
		</Entry>
		
		<Entry Name="Spikes5x5" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Spikes5x5.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Spikes5x5.mesh" >
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="2.45 2.45 0.5">
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="0.5" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<DamageOnContactComponent Damage="100" />
			</GameObject>
		</Entry>
		
	</Entries>

		
		<Entry Name="Accelerator" > <!-- SPEED UP BLOCK -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Deaccelerator.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Deaccelerator.mesh" />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0" Group="Statics" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ENABLE" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<SpeedUpComponent OverEffect="GoingOverAccelerator" AddSpeed="16" MaxAddSpeed="100" />
			</GameObject>
		</Entry>
		
		<Entry Name="Deaccelerator" > <!-- DEACCELERATOR -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/EmptyScene.mesh">
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityDeaccelerator"/>
						</ParticleSystems>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/EmptyScene.mesh">
					<ParticleSystems>
						<PSystem Target="Root" System="ParticleEntityDeaccelerator"/>
					</ParticleSystems>
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0" Group="Statics" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ENABLE" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<SpeedUpComponent OverEffect="GoingOverDeaccelerator" AddSpeed="-30" MinSpeed="2" />
			</GameObject>
		</Entry>
		
		<Entry Name="Pusher" > <!-- PUSHER  -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Pusher.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Pusher.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ENABLE" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<PushAreaComponent AddAmount="13" OverEffect="GoingOverPusher" />
			</GameObject>
		</Entry>
		
		<Entry Name="Speed burst" > <!-- SPEED BURST -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/SpeedBurst.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/SpeedBurst.mesh" />
				<ContinuousAnimationComponent Target="Idle" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							<!-- <Sphere SkinWidth="0" Group="Enemies" Radius="0.22" ShapeFlags="NX_TRIGGER_ON_ENTER" /> -->
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<BurstSpeedComponent BurstEffect="SpeedBurstEnter" AddSpeed="10" />
			</GameObject>
		</Entry>

	<Entries Name="Movers">
		<Entry Name="Mover" > <!-- MOVER -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/MoverEditor.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/Mover.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Body Mass="1" MassSpaceInertia="1 1 1" Flags="NX_BF_KINEMATIC,NX_BF_FROZEN_POS_Z" />
						<Shapes>
                           				<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.49 0.49 5.4" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<MovingBlockComponent BumpIntoEffect="MoverOnBlocking" Speed="2" />
				<AlwaysUpdateComponent />
			</GameObject>
		</Entry>
		<Entry Name="Mover2x2" > <!-- MOVER -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Mover2x2Editor.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/Mover2x2.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Body Mass="1" MassSpaceInertia="1 1 1" Flags="NX_BF_KINEMATIC,NX_BF_FROZEN_POS_Z" />
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="1 1 1" LocalPose="1 0 0
																         0 1 0
																         0 0 1
																         0.5 -0.5 0">
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<MovingBlockComponent BumpIntoEffect="Mover2x2OnBlocking" Speed="2" />
				<AlwaysUpdateComponent />
			</GameObject>
		</Entry>
		<Entry Name="Mover3x3" > <!-- MOVER -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Mover3x3Editor.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/Mover3x3.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Body Mass="1" MassSpaceInertia="1 1 1" Flags="NX_BF_KINEMATIC,NX_BF_FROZEN_POS_Z" />
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="1.49 1.49 1"/>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<MovingBlockComponent BumpIntoEffect="Mover3x3OnBlocking" Speed="2" />
				<AlwaysUpdateComponent />
			</GameObject>
		</Entry>
		<Entry Name="Mover4x4" > <!-- MOVER -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Mover4x4Editor.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/Mover4x4.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Body Mass="1" MassSpaceInertia="1 1 1" Flags="NX_BF_KINEMATIC,NX_BF_FROZEN_POS_Z" />
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="2 2 0.5" LocalPose="1 0 0
																										   0 1 0
																										   0 0 1
																										   0.5 -0.5 0" >
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<MovingBlockComponent BumpIntoEffect="Mover4x4OnBlocking" Speed="2" />
				<AlwaysUpdateComponent />
			</GameObject>
		</Entry>
		
		<Entry Name="Mover Spike" > <!-- MOVER SPIKE -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/MoverSpikeEditor.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/Spikes.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Body Mass="1" MassSpaceInertia="1 1 1" Flags="NX_BF_KINEMATIC,NX_BF_FROZEN_POS_Z" />
						<Shapes>
                           				<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.4 0.4 5.4" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<DamageOnContactComponent Damage="100" />
				<MovingBlockComponent BumpIntoEffect="MoverSpikeOnBlocking" Speed="2" />
				<AlwaysUpdateComponent />
			</GameObject>
		</Entry>
	</Entries>

		<Entry Name="One Way Gate" > <!-- ONE WAY GATE -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/OneWayRight.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/OneWayRight.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ENABLE" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<OneWayComponent AddSpeed="2" MaxSpeed="15" OverEffect="GoingOverOneWay" CorrectionFactor="1" />
			</GameObject>
		</Entry>

	<Entries Name="Inverters">
		<Entry Name="Inverter" > <!-- INVERTER -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/SpeedBounceBlock.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/SpeedBounceBlock.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0.025" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" >
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="1" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<VelocityInverterComponent InverterEffect="BumpIntoInverter" AddSpeed="12" MaxAddSpeed="12" />
			</GameObject>
		</Entry>

		<Entry Name="Inverter 2x2" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Inverter2x2.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Inverter2x2.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="1 1 0.5" LocalPose="1 0 0
																										   0 1 0
																										   0 0 1
																										   0.5 -0.5 0" >
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="1" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<VelocityInverterComponent InverterEffect="BumpIntoInverter" AddSpeed="12" MaxAddSpeed="12" />
			</GameObject>
		</Entry>
		
		<Entry Name="Inverter 3x3" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Inverter3x3.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Inverter3x3.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="1.5 1.5 0.5">
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="1" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<VelocityInverterComponent InverterEffect="BumpIntoInverter" AddSpeed="12" MaxAddSpeed="12" />
			</GameObject>
		</Entry>

		<Entry Name="Inverter 4x4" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Inverter4x4.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Inverter4x4.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="2 2 0.5" LocalPose="1 0 0
																										   0 1 0
																										   0 0 1
																										   0.5 -0.5 0" >
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="1" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<VelocityInverterComponent InverterEffect="BumpIntoInverter" AddSpeed="12" MaxAddSpeed="12" />
			</GameObject>
		</Entry>
		
		<Entry Name="Inverter 5x5" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Inverter5x5.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Inverter5x5.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="2.5 2.5 0.5">
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="1" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<VelocityInverterComponent InverterEffect="BumpIntoInverter" AddSpeed="12" MaxAddSpeed="12" />
			</GameObject>
		</Entry>
		
		<Entry Name="Inverter 2x1" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Inverter2x1.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Inverter2x1.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="1 0.5 0.5" LocalPose="1 0 0
																											0 1 0
																											0 0 1
																											0.5 0 0" >
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="1" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<VelocityInverterComponent InverterEffect="BumpIntoInverter" AddSpeed="12" MaxAddSpeed="12" />
			</GameObject>
		</Entry>

		<Entry Name="Inverter 3x1" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Inverter3x1.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Inverter3x1.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="1.5 0.5 0.5">
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="1" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<VelocityInverterComponent InverterEffect="BumpIntoInverter" AddSpeed="12" MaxAddSpeed="12" />
			</GameObject>
		</Entry>
		
		<Entry Name="Inverter 4x1" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Inverter4x1.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Inverter4x1.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="2 0.5 0.5" LocalPose="1 0 0
																											0 1 0
																											0 0 1
																											0.5 0 0" >
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="1" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<VelocityInverterComponent InverterEffect="BumpIntoInverter" AddSpeed="12" MaxAddSpeed="12" />
			</GameObject>
		</Entry>

		<Entry Name="Inverter 5x1" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Inverter5x1.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Inverter5x1.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="2.5 0.5 0.5">
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="1" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<VelocityInverterComponent InverterEffect="BumpIntoInverter" AddSpeed="12" MaxAddSpeed="12" />
			</GameObject>
		</Entry>

		<Entry Name="Inverter 6x1" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Inverter6x1.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Inverter6x1.mesh" />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="3 0.5 0.5" LocalPose="1 0 0
																											0 1 0
																											0 0 1
																											0.5 0 0" >
								<Material RestitutionCombineMode="NX_CM_MAX" Restitution="1" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<VelocityInverterComponent InverterEffect="BumpIntoInverter" AddSpeed="12" MaxAddSpeed="12" />
			</GameObject>
		</Entry>
	</Entries>

		<Entry Name="Canon" > <!-- CANNON -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Cannon.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/Cannon.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Body Mass="1" MassSpaceInertia="1 1 1" Flags="NX_BF_KINEMATIC,NX_BF_FROZEN_POS_Z" />
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.6 0.6 0.6" ShapeFlags="NX_TRIGGER_ON_ENTER" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<JoyPadControllerComponent />
				<AlwaysUpdateComponent />
				<CanonComponent CanonEnteredEffect="CanonEnter" CanonFireEffect="CanonFire" TurnSpeed="180" LaunchSpeed="12" />
			</GameObject>
		</Entry>
		
		<Entries Name="Key blocks"> <!-- KEY RED -->
			<Entry Name="Red Key" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/KeyRed.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/KeyRed.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityKeyRed"/>
						</ParticleSystems>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<KeyBlockComponent PickedUpEffect="KeyPickedUpRed" KeyID="1" />
				</GameObject>
			</Entry>
			
			<Entry Name="Geeen Key" > <!-- KEY GREEN -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/KeyGreen.mesh" />
					</GameObject>
				</Proxy>
					<GameObject NeedsReload="True" >
						<GraphicsComponent MeshFile="Data/Art/Fall/KeyGreen.mesh" >
							<ParticleSystems>
								<PSystem Target="Root" System="ParticleEntityKeyGreen"/>
							</ParticleSystems>
						</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<KeyBlockComponent PickedUpEffect="KeyPickedUpGreen" KeyID="2" />
				</GameObject>
			</Entry>
			
			<Entry Name="Blue Key" > <!-- KEY BLUE -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/KeyBlue.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/KeyBlue.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityKeyBlue"/>
						</ParticleSystems>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<KeyBlockComponent PickedUpEffect="KeyPickedUpBlue" KeyID="3" />
				</GameObject>
			</Entry>
			
			<Entry Name="Yellow Key" > <!-- KEY YELLOW -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/KeyYellow.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/KeyYellow.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityKeyYellow"/>
						</ParticleSystems>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<KeyBlockComponent PickedUpEffect="KeyPickedUpYellow" KeyID="4" />
				</GameObject>
			</Entry>
			
			<Entry Name="Red Key Block" > <!-- KEY BLOCK RED -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/KeyBlockRed.mesh" />

					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" Type="Blocking" >
					<GraphicsComponent MeshFile="Data/Art/Fall/KeyBlockRed.mesh" />
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<KeyLockedBlockComponent KeyID="1" />
				</GameObject>
			</Entry>
		
			<Entry Name="Green Key Block" > <!-- KEY BLOCK GREEN -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/KeyBlockGreen.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" Type="Blocking" >
					<GraphicsComponent MeshFile="Data/Art/Fall/KeyBlockGreen.mesh" />
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<KeyLockedBlockComponent KeyID="2" />
				</GameObject>
			</Entry>

			<Entry Name="Blue Key Block" > <!-- KEY BLOCK BLUE -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/KeyBlockBlue.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" Type="Blocking" >
					<GraphicsComponent MeshFile="Data/Art/Fall/KeyBlockBlue.mesh" />
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<KeyLockedBlockComponent KeyID="3" />
				</GameObject>
			</Entry>
		
			<Entry Name="Yellow Key Block" > <!-- KEY BLOCK YELLOW -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/KeyBlockYellow.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" Type="Blocking" >
					<GraphicsComponent MeshFile="Data/Art/Fall/KeyBlockYellow.mesh" />
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<KeyLockedBlockComponent KeyID="4" />
				</GameObject>
			</Entry>
		</Entries>

		<Entries Name="Switches">
			<Entry Name="Switch Button - Red" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/SwitchRed.mesh" >
								<ParticleSystems>
									<PSystem Target="Root" System="ParticleEntityRedSwitch"/>
								</ParticleSystems>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/SwitchRed.mesh" >
								<ParticleSystems>
									<PSystem Target="Root" System="ParticleEntityRedSwitch"/>
								</ParticleSystems>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<SwitchComponent TriggerEnterEffect="SwitchEnter" TriggerLeaveEffect="SwitchLeave" TargetID="1" IsInverter="True" />
				</GameObject>
			</Entry>

			<Entry Name="Switch Button - Green" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/SwitchGreen.mesh" >
								<ParticleSystems>
									<PSystem Target="Root" System="ParticleEntityGreenSwitch"/>
								</ParticleSystems>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/SwitchGreen.mesh" >
								<ParticleSystems>
									<PSystem Target="Root" System="ParticleEntityGreenSwitch"/>
								</ParticleSystems>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<SwitchComponent TriggerEnterEffect="SwitchEnter" TriggerLeaveEffect="SwitchLeave" TargetID="2" IsInverter="True" />
				</GameObject>
			</Entry>

			<Entry Name="Switch Button - Blue" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/SwitchBlue.mesh" >
								<ParticleSystems>
									<PSystem Target="Root" System="ParticleEntityBlueSwitch"/>
								</ParticleSystems>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/SwitchBlue.mesh" >
								<ParticleSystems>
									<PSystem Target="Root" System="ParticleEntityBlueSwitch"/>
								</ParticleSystems>
						</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<SwitchComponent TriggerEnterEffect="SwitchEnter" TriggerLeaveEffect="SwitchLeave" TargetID="3" IsInverter="True" />
				</GameObject>
			</Entry>

			<Entry Name="Switch Button - Yellow" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/SwitchYellow.mesh" >
								<ParticleSystems>
									<PSystem Target="Root" System="ParticleEntityYellowSwitch"/>
								</ParticleSystems>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/SwitchYellow.mesh" >
								<ParticleSystems>
									<PSystem Target="Root" System="ParticleEntityYellowSwitch"/>
								</ParticleSystems>
						</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<SwitchComponent TriggerEnterEffect="SwitchEnter" TriggerLeaveEffect="SwitchLeave" TargetID="4" IsInverter="True" />
				</GameObject>
			</Entry>

			<Entry Name="Switch Block - Red" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/SwitchBlockRed.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" Type="Blocking" >
					<GraphicsComponent MeshFile="Data/Art/Fall/SwitchBlockRed.mesh" />
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<RemoteControlledComponent TargetID="1" SwapMesh="Data/Art/Fall/SwitchBlockUnlockedRed.mesh" />
				</GameObject>
			</Entry>

			<Entry Name="Switch Block - Green" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/SwitchBlockGreen.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" Type="Blocking" >
					<GraphicsComponent MeshFile="Data/Art/Fall/SwitchBlockGreen.mesh" />
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<RemoteControlledComponent TargetID="2" SwapMesh="Data/Art/Fall/SwitchBlockUnlockedGreen.mesh" />
				</GameObject>
			</Entry>

			<Entry Name="Switch Block - Blue" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/SwitchBlockBlue.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" Type="Blocking" >
					<GraphicsComponent MeshFile="Data/Art/Fall/SwitchBlockBlue.mesh" />
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<RemoteControlledComponent TargetID="3" SwapMesh="Data/Art/Fall/SwitchBlockUnlockedBlue.mesh" />
				</GameObject>
			</Entry>

			<Entry Name="Switch Block - Yellow" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/SwitchBlockYellow.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" Type="Blocking" >
					<GraphicsComponent MeshFile="Data/Art/Fall/SwitchBlockYellow.mesh" />
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<RemoteControlledComponent TargetID="4" SwapMesh="Data/Art/Fall/SwitchBlockUnlockedYellow.mesh" />
				</GameObject>
			</Entry>
		</Entries>

		<Entries Name="Physic Meshes">
			<Entry Name="Marble" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/Marble.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/Marble.mesh" />
					<PhysicsActorComponent>
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
							<Body Mass="0.2" Flags="NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Sphere SkinWidth="0.05" Group="StaticsNoUpdateVolume" Radius="0.49" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="MarbleOnBlocking" />
				</GameObject>
			</Entry>

			<Entry Name="Ball" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/Ball.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/Ball.mesh" />
					<PhysicsActorComponent>
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
							<Body Mass="2" Flags="NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Sphere SkinWidth="0.05" Group="StaticsNoUpdateVolume" Radius="0.98" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="BallOnBlocking" />
				</GameObject>
			</Entry>

			<Entry Name="Boulder" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/Boulder.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/Boulder.mesh" />
					<PhysicsActorComponent ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
							<Body Mass="10" Flags="NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Sphere SkinWidth="0.05" Group="StaticsNoUpdateVolume" Radius="1.45" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="BoulderOnBlocking" />
				</GameObject>
			</Entry>

			<Entry Name="Disc2" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/Disc2.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/Disc2.mesh" />
					<PhysicsActorComponent>
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
							<Body Mass="0.5" Flags="NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Sphere SkinWidth="0.05" Group="StaticsNoUpdateVolume" Radius="0.99" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="Disc2OnBlocking" />
				</GameObject>
			</Entry>
			
			<Entry Name="Disc5" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/Disc5.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/Disc5.mesh" />
					<PhysicsActorComponent>
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
							<Body Mass="1" Flags="NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Sphere SkinWidth="0.05" Group="StaticsNoUpdateVolume" Radius="2.49" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="Disc5OnBlocking" />
				</GameObject>
			</Entry>

			<Entry Name="Disc10" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/Disc10.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/Disc10.mesh" />
					<PhysicsActorComponent>
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
							<Body Mass="1" Flags="NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Sphere SkinWidth="0.05" Group="StaticsNoUpdateVolume" Radius="4.99" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="Disc10OnBlocking" />
				</GameObject>
			</Entry>

			<Entry Name="Box 1X1" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsBox1x1.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsBox1x1.mesh" />
					<PhysicsActorComponent>
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
							<Body Mass="0.35" Flags="NX_BF_FROZEN_ROT_Y,NX_BF_FROZEN_ROT_X,NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Box ForceBoxShape="True" SkinWidth="0.05" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="Box1X1OnBlocking" />
				</GameObject>
			</Entry>
			<Entry Name="Box 2X2" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsBox2x2.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsBox2x2.mesh" />
					<PhysicsActorComponent>
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
							<Body Mass="1" Flags="NX_BF_FROZEN_ROT_Y,NX_BF_FROZEN_ROT_X,NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Box ForceBoxShape="True" SkinWidth="0.05" Group="StaticsNoUpdateVolume" Dimensions="1 1 0.5" LocalPose="1 0 0
																													0 1 0
																													0 0 1
																													0.5 -0.5 0" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="Box2X2OnBlocking" />
				</GameObject>
			</Entry>

			<Entry Name="Beam 5X1" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsBeam5x1.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsBeam5x1.mesh" />
					<PhysicsActorComponent>
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
							<Body Mass="5" Flags="NX_BF_FROZEN_ROT_Y,NX_BF_FROZEN_ROT_X,NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Box ForceBoxShape="True" SkinWidth="0.05" Group="StaticsNoUpdateVolume" Dimensions="3.5 0.5 0.5" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="Beam5X1OnBlocking" />
				</GameObject>
			</Entry>

			<Entry Name="SpikeMarble" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsSpikesMarble.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsSpikesMarble.mesh" />
					<PhysicsActorComponent>
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
							<Body MassSpaceInertia="1 1 1" Mass="0.2" Flags="NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Sphere SkinWidth="0.05" Group="StaticsNoUpdateVolume" Radius="0.49" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<DamageOnContactComponent Damage="100" />
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="SpikeMarbleOnBlocking" />
				</GameObject>
			</Entry>

			<Entry Name="SpikeBall" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsSpikesBall.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsSpikesBall.mesh" />
					<PhysicsActorComponent>
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
							<Body MassSpaceInertia="1 1 1" Mass="2" Flags="NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Sphere SkinWidth="0.05" Group="StaticsNoUpdateVolume" Radius="0.98" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<DamageOnContactComponent Damage="100" />
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="SpikeBallOnBlocking" />
				</GameObject>
			</Entry>

			<Entry Name="SpikeBoulder" >
				<Proxy>
					<GameObject NeedsReload="True" >
						<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsSpikesBoulder.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/PhysicsSpikesBoulder.mesh" />
					<PhysicsActorComponent>
						<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
							<Body MassSpaceInertia="1 1 1" Mass="10" Flags="NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Sphere SkinWidth="0.05" Group="StaticsNoUpdateVolume" Radius="1.45" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<DamageOnContactComponent Damage="100" />
					<PlayEffectOnContactComponent ContactHasType="Blocking" OnContactEvents="NX_NOTIFY_ON_START_TOUCH" Effect="SpikeBoulderOnBlocking" />
				</GameObject>
			</Entry>

			<Entry Name="InverterBoulder" >
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/Boulder.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/Boulder.mesh" />
					<PhysicsActorComponent>
						<ActorDesc>
							<Body Mass="10" Flags="NX_BF_FROZEN_POS_Z" />
							<Shapes>
								<Sphere SkinWidth="0.05" Group="StaticsNoUpdateVolume" Radius="1.45">
									<Material RestitutionCombineMode="NX_CM_MAX" Restitution="1" />
								</Sphere>
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<VelocityInverterComponent InverterEffect="BumpIntoInverter" AddSpeed="12" MaxAddSpeed="12" />
				</GameObject>
			</Entry>
		</Entries>
		
		<Entry Name="Player" >
			<Proxy>
				<GameObject NeedsReload="True" >
					<GraphicsComponent MeshFile="Data/Art/Fall/PlayerNimbus.mesh" >
						<Lights>
							<Light Type="Point" Diffuse="1 1 1" Specular="1 1 1" AttenuationQuadratic="0.05" AttenuationLinear="0.02" AttenuationConstant="1" />
							<!-- <Light Type="Point" Position="0 0 10"  Diffuse="0 0 0" Specular="1 1 1" AttenuationQuadratic="0.015" AttenuationLinear="0.01" AttenuationConstant="0.01" /> -->
						</Lights>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent />
				<GameObjectSplitterComponent>
					<GameObject>
						<GraphicsComponent>
							<ParticleSystems>
								<PSystem System="PlayerDropIdleEffect" />
							</ParticleSystems>
						</GraphicsComponent>
						<SoundComponent Effect="PlayerDropIdleEffect" />
						<SpawnSelectedShipTrailComboComponent SpawnEffect="PlayerSpawnedEffect" />
						<JoyPadControllerComponent />
						<AlwaysUpdateComponent />
					</GameObject>
					<GameObject id="GliderCamera">
						<GraphicsComponent />
						<AlwaysUpdateComponent />
						<SpecialInputEventsHandlerComponent />
						<GliderCameraComponent Offset="0 0 20" NumSamples="40" VelocityScale="0.15" ZDisplaceBegin="6" ZDisplaceFactor="0.6" InterpolateToFactor="12" />
					</GameObject>
				</GameObjectSplitterComponent>
			</GameObject>
		</Entry>

		<Entry Name="Goal" > 
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Goal.mesh" >
					<ParticleSystems>
						<PSystem Target="Root" System="ParticleEntityGoal"/>
					</ParticleSystems>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Goal.mesh" >
					<ParticleSystems>
						<PSystem Target="Root" System="ParticleEntityGoal"/>
					</ParticleSystems>
				</GraphicsComponent>
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
				<AlwaysUpdateComponent />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<GoalComponent ReachedEffect="EnterGoal" UnlockID="0" CycleEvent="CycleHighscores" />
			</GameObject>
		</Entry>
		
		<Entry Name="Goal2" > 
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Goal2.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Goal2.mesh" >
					<ParticleSystems>
						<PSystem Target="Root" System="ParticleEntityGoal2"/>
					</ParticleSystems>
				</GraphicsComponent>
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
				<AlwaysUpdateComponent />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<GoalComponent ReachedEffect="EnterGoal" UnlockID="1" CycleEvent="CycleHighscores" />
			</GameObject>
		</Entry>
		
		<Entry Name="Goal3" > 
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Goal3.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/Goal3.mesh" >
					<ParticleSystems>
						<PSystem Target="Root" System="ParticleEntityGoal3"/>
					</ParticleSystems>
				</GraphicsComponent>
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
				<AlwaysUpdateComponent />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<GoalComponent ReachedEffect="EnterGoal" UnlockID="2" CycleEvent="CycleHighscores" />
			</GameObject>
		</Entry>

		<Entry Name="Coin" > <!-- COIN -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Coin1.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/Coin.mesh" />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" ShapeFlags="NX_TRIGGER_ON_ENTER" Radius="1" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<CoinComponent PickedUpEffect="CoinPicked" ID="0" />
				<AlwaysUpdateComponent />
			</GameObject>
		</Entry>

		<Entry Name="Coin2" > <!-- COIN -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Coin2.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/Coin.mesh" />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" ShapeFlags="NX_TRIGGER_ON_ENTER" Radius="1" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<CoinComponent PickedUpEffect="CoinPicked" ID="1" />
				<AlwaysUpdateComponent />
			</GameObject>
		</Entry>

		<Entry Name="Coin3" > <!-- COIN -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Coin3.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/Coin.mesh" />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" ShapeFlags="NX_TRIGGER_ON_ENTER" Radius="1" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<CoinComponent PickedUpEffect="CoinPicked" ID="2" />
				<AlwaysUpdateComponent />
			</GameObject>
		</Entry>
		
		<Entry Name="BossKey" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/BossKey.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/BossKey.mesh" />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="false" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="Statics" ShapeFlags="NX_TRIGGER_ON_ENTER" Radius="1" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<CoinComponent PickedUpEffect="CoinPicked" ID="10" />
			</GameObject>
		</Entry>

		<Entries Name="Backgrounds" >
			<Entry Name="BackgroundDebug" >
				<Proxy>
					<GameObject>
						<SkyPlaneComponent SkyMaterial="BackgroundDebugMaterial" DirectionalMaterial="DirectionalAmbientMaterial" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconBackground.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<SkyPlaneComponent SkyMaterial="BackgroundDebugMaterial" DirectionalMaterial="DirectionalAmbientMaterial" />
				</GameObject>
			</Entry>
			
			<Entry Name="BackgroundBlack" >
				<Proxy>
					<GameObject>
						<SkyPlaneComponent SkyMaterial="BackgroundBlackMaterial" DirectionalMaterial="DirectionalBackgroundBlackMaterial" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconBackground.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<SkyPlaneComponent SkyMaterial="BackgroundDebugMaterial" DirectionalMaterial="DirectionalBackgroundBlackMaterial" />
				</GameObject>
			</Entry>

			<Entry Name="BackgroundSunny" >
				<Proxy>
					<GameObject>
						<SkyPlaneComponent SkyMaterial="BackgroundSunnyMaterial" DirectionalMaterial="DirectionalBackgroundSunnyMaterial" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconBackground.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<SkyPlaneComponent SkyMaterial="BackgroundSunnyMaterial" DirectionalMaterial="DirectionalBackgroundSunnyMaterial" />
				</GameObject>
			</Entry>

			<Entry Name="BackgroundNight" >
				<Proxy>
					<GameObject>
						<SkyPlaneComponent SkyMaterial="BackgroundNightMaterial" DirectionalMaterial="DirectionalBackgroundNightMaterial" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconBackground.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<SkyPlaneComponent SkyMaterial="BackgroundNightMaterial" DirectionalMaterial="DirectionalBackgroundNightMaterial" />
				</GameObject>
			</Entry>
			
			<Entry Name="BackgroundSunrise" >
				<Proxy>
					<GameObject>
						<SkyPlaneComponent SkyMaterial="BackgroundSunriseMaterial" DirectionalMaterial="DirectionalBackgroundSunriseMaterial" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconBackground.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<SkyPlaneComponent SkyMaterial="BackgroundSunriseMaterial" DirectionalMaterial="DirectionalBackgroundSunriseMaterial" />
				</GameObject>
			</Entry>
			
			<Entry Name="BackgroundNoon" >
				<Proxy>
					<GameObject>
						<SkyPlaneComponent SkyMaterial="BackgroundNoonMaterial" DirectionalMaterial="DirectionalBackgroundNoonMaterial" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconBackground.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<SkyPlaneComponent SkyMaterial="BackgroundNoonMaterial" DirectionalMaterial="DirectionalBackgroundNoonMaterial" />
				</GameObject>
			</Entry>
			
			<Entry Name="BackgroundSunset" >
				<Proxy>
					<GameObject>
						<SkyPlaneComponent SkyMaterial="BackgroundSunsetMaterial" DirectionalMaterial="DirectionalBackgroundSunsetMaterial" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconBackground.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<SkyPlaneComponent SkyMaterial="BackgroundSunsetMaterial" DirectionalMaterial="DirectionalBackgroundSunsetMaterial" />
				</GameObject>
			</Entry>
			
			<Entry Name="BackgroundSunsetGentle" >
				<Proxy>
					<GameObject>
						<SkyPlaneComponent SkyMaterial="BackgroundSunsetGentleMaterial" DirectionalMaterial="DirectionalBackgroundSunsetGentleMaterial" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconBackground.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<SkyPlaneComponent SkyMaterial="BackgroundSunsetGentleMaterial" DirectionalMaterial="DirectionalBackgroundSunsetGentleMaterial" />
				</GameObject>
			</Entry>

			<Entry Name="BackgroundCloudy" >
				<Proxy>
					<GameObject>
						<SkyPlaneComponent SkyMaterial="BackgroundCloudyMaterial" DirectionalMaterial="DirectionalBackgroundCloudyMaterial" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconBackground.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<SkyPlaneComponent SkyMaterial="BackgroundCloudyMaterial" DirectionalMaterial="DirectionalBackgroundCloudyMaterial" />
				</GameObject>
			</Entry>
		
			<Entry Name="BackgroundSpace" >
				<Proxy>
					<GameObject>
						<SkyPlaneComponent SkyMaterial="BackgroundSpaceMaterial" DirectionalMaterial="DirectionalBackgroundNightMaterial" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconBackground.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<SkyPlaneComponent SkyMaterial="BackgroundSpaceMaterial" DirectionalMaterial="DirectionalBackgroundNightMaterial" />
				</GameObject>
			</Entry>
		</Entries>
		
		<Entries Name="Tilesets" >
			<Entry Name="BlueRock">
				<Proxy>
					<GameObject>
						<MaterialSwitcherComponent Suffix="BlueRock" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconTileset.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<MaterialSwitcherComponent Suffix="BlueRock" />
				</GameObject>
			</Entry>
			
			<Entry Name="RedRock">
				<Proxy>
					<GameObject>
						<MaterialSwitcherComponent Suffix="RedRock" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconTileset.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<MaterialSwitcherComponent Suffix="RedRock" />
				</GameObject>
			</Entry>
			
			<Entry Name="GreenRock">
				<Proxy>
					<GameObject>
						<MaterialSwitcherComponent Suffix="GreenRock" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconTileset.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<MaterialSwitcherComponent Suffix="GreenRock" />
				</GameObject>
			</Entry>
			
			<Entry Name="InsanityLevels">
				<Proxy>
					<GameObject>
						<MaterialSwitcherComponent Suffix="InsLevels" />
						<GraphicsComponent MeshFile="Data/Art/Fall/IconTileset.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<MaterialSwitcherComponent Suffix="InsLevels" />
				</GameObject>
			</Entry>
			
			<Entry Name="Test">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconTileset.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<MaterialSwitcherComponent Suffix="Test" />
				</GameObject>
			</Entry>
			
			<Entry Name="Test2">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconTileset.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<MaterialSwitcherComponent Suffix="Test2" />
				</GameObject>
			</Entry>
			
			<Entry Name="Test3">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconTileset.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<MaterialSwitcherComponent Suffix="Test3" />
				</GameObject>
			</Entry>
		</Entries>



		<Entries Name="Music">
			<Entry Name="Boss">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconMusic.mesh" />
					</GameObject>
				</Proxy>
				<GameObject NeedsReload="True" >
					<MusicComponent Music="BossMusic" Track="Music" />
				</GameObject>
			</Entry>
		</Entries>
		<Entries Name="Time attacks">
			<Entry Name="Oneway01">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconMusic.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<TimeAttackAchievementComponent SecondsToBeat="14" Achievement="Time attack: World 1-9" />
				</GameObject>
			</Entry>
			<Entry Name="Physics02">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconMusic.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<TimeAttackAchievementComponent SecondsToBeat="30" Achievement="Time attack: World 2-7" />
				</GameObject>
			</Entry>
			<Entry Name="Erik15">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconMusic.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<TimeAttackAchievementComponent SecondsToBeat="27.5" Achievement="Time attack: World 2-11" />
				</GameObject>
			</Entry>
			<Entry Name="Teleporters02">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconMusic.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<TimeAttackAchievementComponent SecondsToBeat="20" Achievement="Time attack: World 3-2" />
				</GameObject>
			</Entry>
			<Entry Name="Holber06">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconMusic.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<TimeAttackAchievementComponent SecondsToBeat="42" Achievement="Time attack: World 3-5c" />
				</GameObject>
			</Entry>
			<Entry Name="Gravity02">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconMusic.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<TimeAttackAchievementComponent SecondsToBeat="16.5" Achievement="Time attack: World 3-12" />
				</GameObject>
			</Entry>
			<Entry Name="Felix04">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconMusic.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<TimeAttackAchievementComponent SecondsToBeat="20" Achievement="Time attack: World 4-4" />
				</GameObject>
			</Entry>
			<Entry Name="Erik02">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconMusic.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<TimeAttackAchievementComponent SecondsToBeat="45" Achievement="Time attack: World 4-7" />
				</GameObject>
			</Entry>
			<Entry Name="Felix01">
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/IconMusic.mesh" />
					</GameObject>
				</Proxy>
				<GameObject>
					<TimeAttackAchievementComponent SecondsToBeat="30" Achievement="Time attack: World 5-2" />
				</GameObject>
			</Entry>
		</Entries>
		
		<Entry Name="Gravity Well">
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/EditorParticleCube.mesh">
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityGravityWell"/>
						</ParticleSystems>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/EmptyScene.mesh">
					<ParticleSystems>
						<PSystem Target="Root" System="ParticleEntityGravityWell"/>
					</ParticleSystems>
				</GraphicsComponent>
				<ForceFieldComponent Group="Statics" Coordinates="NX_FFC_SPHERICAL" >
					<IncludeShapes>
						<Sphere Radius="5" />
					</IncludeShapes>
					<LinearKernel Constant="-25 0 0" />
				</ForceFieldComponent>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="Statics" ShapeFlags="NX_TRIGGER_ENABLE" Radius="5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<EffectOnStayInTriggerComponent OrientationMode="FromOurCenter" Effect="InGravityWellEffect" />
			</GameObject>
		</Entry>
		<Entry Name="Repeller">
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/EditorParticleCube.mesh">
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityRepeller"/>
						</ParticleSystems>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/EmptyScene.mesh">
					<ParticleSystems>
						<PSystem Target="Root" System="ParticleEntityRepeller"/>
					</ParticleSystems>
				</GraphicsComponent>
				<ForceFieldComponent Group="Statics" Coordinates="NX_FFC_SPHERICAL" >
					<IncludeShapes>
						<Sphere Radius="5" />
					</IncludeShapes>
					<LinearKernel Constant="35 0 0" />
				</ForceFieldComponent>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="Statics" ShapeFlags="NX_TRIGGER_ENABLE" Radius="5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<EffectOnStayInTriggerComponent OrientationMode="FromOurCenter" Effect="InRepellerEffect" />
			</GameObject>
		</Entry>
		
		<Entry Name="Gravity Redirector" > <!-- GRAVITY REDIRECTOR -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/GravityRedirector.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityGravityRedirector"/>
						</ParticleSystems>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<GraphicsComponent MeshFile="Data/Art/Fall/GravityRedirector.mesh" >
					<ParticleSystems>
						<PSystem Target="Root" System="ParticleEntityGravityRedirector"/>
					</ParticleSystems>
				</GraphicsComponent>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="0.5 0.5 0.5" ShapeFlags="NX_TRIGGER_ENABLE" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<GravityChangeComponent OnEnterEffect="GravityRedirectorEffect" />
			</GameObject>
		</Entry>
		
		<Entries Name="Teleporters">
			<Entry Name="Teleporter Red" > <!-- TELEPORTER -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="EmptyScene.mesh" >
							<ParticleSystems>
								<PSystem Target="Root" System="ParticleEntityTeleporterRed"/>
							</ParticleSystems>
							<Lights>
								<Light Target="Root" Diffuse="1 0 0" Specular="1 0.2 0.2" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
							</Lights>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterRed"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="1 0 0" Specular="1 0.2 0.2" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" Radius="0.8" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<TeleporterComponent DestinationID="1" OurID="0" MoveSpeed="0.5" FollowEffect="ParticleTeleporterTrailRed" EnterEffect="EnterRedTeleporterEffect" LeaveEffect="LeaveRedTeleporterEffect"  />
				</GameObject>
			</Entry>
			<Entry Name="Teleporter Red - Exit" > <!-- TELEPORTER END -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="TeleporterExit.mesh" >
							<ParticleSystems>
								<PSystem Target="Root" System="ParticleEntityTeleporterRed"/>
							</ParticleSystems>
							<Lights>
								<Light Target="Root" Diffuse="1 0.2 0.2" Specular="1 0.2 0.2" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
							</Lights>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterRed"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="1 0.2 0.2" Specular="1 0.2 0.2" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" Radius="0.8" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<TeleporterComponent OurID="1" DestinationID="0" MoveSpeed="0.5" FollowEffect="ParticleTeleporterTrailRed" EnterEffect="EnterRedTeleporterEffect" LeaveEffect="LeaveRedTeleporterEffect"  />
				</GameObject>
			</Entry>

			<Entry Name="Teleporter Yellow" > <!-- TELEPORTER -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="EmptyScene.mesh" >
							<ParticleSystems>
								<PSystem Target="Root" System="ParticleEntityTeleporterYellow"/>
							</ParticleSystems>
							<Lights>
								<Light Target="Root" Diffuse="1 0.9 0.3" Specular="1 0.9 0.3" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
							</Lights>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterYellow"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="1 0.9 0.3" Specular="1 0.9 0.3" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" Radius="0.8" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<TeleporterComponent DestinationID="3" OurID="2" MoveSpeed="0.5" FollowEffect="ParticleTeleporterTrailYellow" EnterEffect="EnterYellowTeleporterEffect" LeaveEffect="LeaveYellowTeleporterEffect"  />
				</GameObject>
			</Entry>
			<Entry Name="Teleporter Yellow - Exit" > <!-- TELEPORTER END -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="TeleporterExit.mesh" >
							<ParticleSystems>
								<PSystem Target="Root" System="ParticleEntityTeleporterYellow"/>
							</ParticleSystems>
							<Lights>
								<Light Target="Root" Diffuse="1 0.9 0.3" Specular="1 0.9 0.3" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
							</Lights>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterYellow"/>
						</ParticleSystems>
						<Lights>
								<Light Target="Root" Diffuse="1 0.9 0.3" Specular="1 0.9 0.3" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" Radius="0.8" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<TeleporterComponent OurID="3" DestinationID="2" MoveSpeed="0.5" FollowEffect="ParticleTeleporterTrailYellow" EnterEffect="EnterYellowTeleporterEffect" LeaveEffect="LeaveYellowTeleporterEffect"  />
				</GameObject>
			</Entry>

			<Entry Name="Teleporter Green" > <!-- TELEPORTER -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="EmptyScene.mesh" >
							<ParticleSystems>
								<PSystem Target="Root" System="ParticleEntityTeleporterGreen"/>
							</ParticleSystems>
							<Lights>
								<Light Target="Root" Diffuse="0.1 1 0.3" Specular="0.1 1 0.3" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
							</Lights>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterGreen"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="0.1 1 0.3" Specular="0.1 1 0.3" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" Radius="0.8" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<TeleporterComponent DestinationID="4" OurID="5" MoveSpeed="0.5" FollowEffect="ParticleTeleporterTrailGreen" EnterEffect="EnterGreenTeleporterEffect" LeaveEffect="LeaveGreenTeleporterEffect" />
				</GameObject>
			</Entry>
			<Entry Name="Teleporter Green - Exit" > <!-- TELEPORTER END -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="TeleporterExit.mesh" >
							<ParticleSystems>
								<PSystem Target="Root" System="ParticleEntityTeleporterGreen"/>
							</ParticleSystems>
							<Lights>
								<Light Target="Root" Diffuse="0.1 1 0.3" Specular="0.1 1 0.3" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
							</Lights>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterGreen"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="0.1 1 0.3" Specular="0.1 1 0.3" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" Radius="0.8" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<TeleporterComponent OurID="4" DestinationID="5" MoveSpeed="0.5" FollowEffect="ParticleTeleporterTrailGreen" EnterEffect="EnterGreenTeleporterEffect" LeaveEffect="LeaveGreenTeleporterEffect" />
				</GameObject>
			</Entry>

			<Entry Name="Teleporter Blue" > <!-- TELEPORTER -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="EmptyScene.mesh" >
							<ParticleSystems>
								<PSystem Target="Root" System="ParticleEntityTeleporterBlue"/>
							</ParticleSystems>
							<Lights>
								<Light Target="Root" Diffuse="0.2 0.4 1" Specular="0.2 0.4 1" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
							</Lights>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterBlue"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="0.2 0.4 1" Specular="0.2 0.4 1" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" Radius="0.8" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<TeleporterComponent DestinationID="6" OurID="7" MoveSpeed="0.5" FollowEffect="ParticleTeleporterTrailBlue" EnterEffect="EnterBlueTeleporterEffect" LeaveEffect="LeaveBlueTeleporterEffect"  />
				</GameObject>
			</Entry>
			<Entry Name="Teleporter Blue - Exit" > <!-- TELEPORTER END -->
				<Proxy>
					<GameObject>
						<GraphicsComponent MeshFile="TeleporterExit.mesh" >
							<ParticleSystems>
								<PSystem Target="Root" System="ParticleEntityTeleporterBlue"/>
							</ParticleSystems>
							<Lights>
								<Light Target="Root" Diffuse="0 0.4 1" Specular="0 0.4 1" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
							</Lights>
						</GraphicsComponent>
					</GameObject>
				</Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterBlue"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="0 0.4 1" Specular="0 0.4 1" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" Radius="0.8" ShapeFlags="NX_TRIGGER_ON_ENTER" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
					<AlwaysUpdateComponent />
					<TeleporterComponent OurID="6" DestinationID="7" MoveSpeed="0.5" EnterEffect="EnterBlueTeleporterEffect" LeaveEffect="LeaveBlueTeleporterEffect" FollowEffect="ParticleTeleporterTrailBlue" />
				</GameObject>
			</Entry>
		</Entries>

		<Entry Name="Turret" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Turret.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/Turret.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="EnemiesNoUpdateVolume" Radius="0.49" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<TurretComponent TrackingSpeed="3" TrackingRange="20">
					<Bullet Cooldown="2.5">
						<GameObject>
							<PhysicsActorComponent>
								<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
									<Body Mass="5" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
									<Shapes>	
										<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.49" />
									</Shapes>
								</ActorDesc>
							</PhysicsActorComponent>
							<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
								<ParticleSystems>
									<PSystem Target="Root" System="ParticleEntityTurretBulletTrail"/>
								</ParticleSystems>
								<Lights>
									<Light Target="Root" Diffuse="1 0.7 0.3" Specular="1 0.7 0.3" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2.2" />
								</Lights>
							</GraphicsComponent>
							<BulletComponent Acceleration="4" MaxSpeed="15" TurnSpeed="5" Speed="3.5" LifeTime="10" Damage="1" />
							<AlwaysUpdateComponent />
						</GameObject>
					</Bullet>
				</TurretComponent>
				<AlwaysUpdateComponent />
			</GameObject>
		</Entry>
		<Entry Name="Checkpoint" Offset="0.5 0.5 0" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Checkpoint.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<GraphicsComponent MeshFile="Data/Art/Fall/Checkpoint.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Body Mass="1" MassSpaceInertia="1 1 1" Flags="NX_BF_KINEMATIC,NX_BF_FROZEN_POS_Z" />
						<Shapes>
							<Box SkinWidth="0" Group="Statics" Dimensions="1 1 1" ShapeFlags="NX_TRIGGER_ON_ENTER" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<JoyPadControllerComponent />
				<CheckpointComponent LivesPerDiff2="5" LivesPerDiff3="0" EnteredEffect="EnterCheckpoint" ActivateEffect="CheckpointActivate" DeactivateEffect="CheckpointDeactivate" FireEffect="CheckpointFire" TurnSpeed="180" LaunchSpeed="12" />
			</GameObject>
		</Entry>

		<Entry Name="IntroAnimation" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/PlayerNimbusPrincess.mesh" />
				</GameObject>
			</Proxy>
		
			<GameObject>
				<GraphicsComponent />
				<GameObjectSplitterComponent>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/Intro.mesh" />
						<ContinuousAnimationComponent Target="Idle" RandomStartTime="False" Loop="False" />
						<AlwaysUpdateComponent />
						<CinematicHandlerComponent LevelWhenDone="MenuEnteties" OnAnimationCompleted="Idle" UnlockNode="World 1-1" Effect="IntroEndEffect" EffectPos="0 5 0" />
						<SoundComponent Effect="IntroMusic" AutoStart="True" />
						<SpecialInputEventsHandlerComponent />
					</GameObject>
					<GameObject Position="0 2 0">
						<GraphicsComponent />
						<CameraComponent Offset="0 0 20" InterpolationFactor="1" >
							<Lights>
								<!--<Light Diffuse="1 1 1" Specular="1 1 1" AttenuationQuadratic="0.04" AttenuationLinear="0.01" AttenuationConstant="0.5" />-->
							</Lights>
						</CameraComponent>
					</GameObject>
				</GameObjectSplitterComponent>
			</GameObject>
		</Entry>
		
		<Entry Name="CreditsBoss" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/BossCredits.mesh" />
				</GameObject>
			</Proxy>
			<GameObject Type="Blocking">
				<GraphicsComponent MeshFile="Data/Art/Fall/BossCredits.mesh" />
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="False" Loop="True" />
				<AlwaysUpdateComponent />
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="3.05 4.48 0.5">
								<Material Restitution="0.5" />
							</Box>
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
			</GameObject>
		</Entry>

		<Entry Name="LightningTester" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/BackgroundLightningTester.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<!--<GraphicsComponent MeshFile="Data/Art/Fall/CollisionMarble.mesh" />-->
			</GameObject>
		</Entry>
		
		<Entry Name="Boss Goal" > 
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/PlayerNimbusPrincess.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True">
				<GraphicsComponent MeshFile="Data/Art/Fall/BossGoal.mesh" />
				<ContinuousAnimationComponent Target="Idle2" RandomStartTime="False" Loop="True" />
				<AlwaysUpdateComponent />
				<PhysicsActorComponent>
					<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH">
						<Shapes>
							<Box SkinWidth="0" Group="Statics" Dimensions="0.5 0.5 0.5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<GoalComponent ReachedEffect="SavePrincess" UnlockID="0" CycleEvent="CycleHighscores" />
				<RemoveOnContactComponent />
			</GameObject>
		</Entry>
		
		<Entry Name="Boss Goal - Cage" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Cage.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" Type="Blocking">
				<GraphicsComponent MeshFile="Data/Art/Fall/Cage.mesh" />
					<PhysicsActorComponent>
						<ActorDesc>
							<Shapes>
								<Box SkinWidth="0" Group="StaticsNoUpdateVolume" Dimensions="1.5 1.5 0.5" />
							</Shapes>
						</ActorDesc>
					</PhysicsActorComponent>
				<KeyLockedBlockComponent KeyID="1000" />
			</GameObject>
		</Entry>
		
		<Entry Name="SpecularTester" >
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/SpecularTester.mesh" />
				</GameObject>
			</Proxy>
			<GameObject>
				<!--<GraphicsComponent MeshFile="Data/Art/Fall/CollisionMarble.mesh" />-->
			</GameObject>
		</Entry>
		
		<Entry Name="Eye boss - Teleport location">
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterBlue"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="0.2 0.4 1" Specular="0.2 0.4 1" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="NoCollide" Radius="0.49" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<PointOfInterestComponent GroupID="EyebossTeleport" />
			</GameObject>
		</Entry>
		<Entry Name="Eye boss - Teleport location 02">
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterGreen"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="0.2 0.4 1" Specular="0.2 0.4 1" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="NoCollide" Radius="0.49" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<PointOfInterestComponent GroupID="EyebossTeleport02" />
			</GameObject>
		</Entry>
		
		<Entry Name="Boss-Teleloc. RapidWave01">
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterRed"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="0.2 0.4 1" Specular="0.2 0.4 1" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="NoCollide" Radius="0.49" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<PointOfInterestComponent GroupID="BossForm3RapidWave01" />
			</GameObject>
		</Entry>
		<Entry Name="Boss-Teleloc. RapidWave02">
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="TeleporterExit.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterRed"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="0.2 0.4 1" Specular="0.2 0.4 1" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="NoCollide" Radius="0.49" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<PointOfInterestComponent GroupID="BossForm3RapidWave02" />
			</GameObject>
		</Entry>
		<Entry Name="Boss-Teleloc. RingWave">
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterYellow"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="0.2 0.4 1" Specular="0.2 0.4 1" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="NoCollide" Radius="0.49" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<PointOfInterestComponent GroupID="BossForm3RingWave" />
			</GameObject>
		</Entry>
		<Entry Name="Boss-Teleloc. TopSplitterWave">
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="TeleporterExit.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterYellow"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="0.2 0.4 1" Specular="0.2 0.4 1" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<PhysicsActorComponent>
					<ActorDesc>
						<Shapes>
							<Sphere SkinWidth="0" Group="NoCollide" Radius="0.49" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<PointOfInterestComponent GroupID="BossForm3TopSplitterWave" />
			</GameObject>
		</Entry>
		
		<Entry Name="Dmg anim test">
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="EmptyScene.mesh" >
						<ParticleSystems>
							<PSystem Target="Root" System="ParticleEntityTeleporterBlue"/>
						</ParticleSystems>
						<Lights>
							<Light Target="Root" Diffuse="0.2 0.4 1" Specular="0.2 0.4 1" AttenuationQuadratic="0.8" AttenuationLinear="-2.2" AttenuationConstant="2" />
						</Lights>
					</GraphicsComponent>
				</GameObject>
			</Proxy>
			<GameObject>
				<ParticleEffectComponent System="BossDeathEffect" />
				<SoundComponent Effect="BossDeathEffect" />
				<RemoveWhenFinnishedComponent NumTasks="2" />
			</GameObject>
		</Entry>
		
		<Entry Name="Eye boss" >	<!-- BOSS STUFF START -->
			<Proxy>
				<GameObject>
					<GraphicsComponent MeshFile="Data/Art/Fall/Boss.mesh" />
				</GameObject>
			</Proxy>
			<GameObject NeedsReload="True" >
				<TakeDamageComponent HP="4" TakeDamageMaterial="BossDmgMaterial" InvulnerableTime="3" DeathAnimation="Death" DeathEffect="BossDeathEffect" />
				<GraphicsComponent MeshFile="Data/Art/Fall/Boss.mesh" />
				<PhysicsActorComponent>
					<ActorDesc>
						<Body Mass="1" Flags="NX_BF_KINEMATIC,NX_BF_FROZEN_POS_Z,NX_BF_DISABLE_GRAVITY" />
						<Shapes>
							<Sphere SkinWidth="0" Group="NoCollide" Radius="2.5" />
						</Shapes>
					</ActorDesc>
				</PhysicsActorComponent>
				<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
				<TargetTrackingComponent TargetGroup="Player" Animation="EyeRotation" SearchRadius="50" />
				<EyeBossComponent>
					<Forms>					
						<Form SearchRadius="20">	<!-- FORM 1 -->			
							<Wave NumTimes="4" BetweenWaveCooldown="6" >	<!-- SPREAD WAVE -->
								<Salvo TimeOffset="0.5" BulletsPerSalvo="3" SpawnOffset="5.3" BetweenBulletCooldown="0.15" AngleOffset="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="8" AddVelocity="True" LifeTime="3" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="3" SpawnOffset="5.3" BetweenBulletCooldown="0.15" AngleOffset="1.5" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="8" AddVelocity="True" LifeTime="3" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="3" SpawnOffset="5.3" BetweenBulletCooldown="0.15" AngleOffset="-1.5" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="8" AddVelocity="True" LifeTime="3" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>
							<Wave NumTimes="2" BetweenWaveCooldown="1.5" >	<!-- RAPID WAVE -->
								<Salvo TimeOffset="1" BulletsPerSalvo="10" SpawnOffset="5.3" BetweenBulletCooldown="0.1" AngleOffset="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<WarpInComponent WarpInTime="0" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="8" AddVelocity="True" LifeTime="3" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>
							<Wave NumTimes="1" BetweenWaveCooldown="1" >	<!-- BIG BULLET WAVE -->
								<Salvo TimeOffset="0" BulletsPerSalvo="1" SpawnOffset="6.1" BetweenBulletCooldown="1" AngleOffset="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletHugeWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletHugeWarpInEffectThree" />
										<WarpInComponent WarpInTime="3" WarpCompleteEffect="BossBulletHugeFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBulletHuge.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem Target="Root" System="BossBulletHugeTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="1.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="6" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBulletHuge.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletHugeTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="1.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="3" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>
						</Form>
						
						<Form SearchRadius="20">	<!-- FORM 2 -->		
							<Teleport BeforeTeleportCooldown="3" TeleportingFromEffect="BossTeleportStart02Effect" TeleportingToEffect="BossTeleportTarget02" TeleportGroup="EyebossTeleport" TeleportSpeed="0.05" TeleportingEffect="ParticleTeleporterTrailBlue" StopTeleportEffect="LeaveBlueTeleporterEffect" />
							<Wave NumTimes="1" BetweenWaveCooldown="4" >	<!-- SPRIAL WAVE -->
								<Salvo TimeOffset="0" BulletsPerSalvo="22" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-4.7123" AngleAdd="0.3" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="6" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>
							<Wave NumTimes="1" BetweenWaveCooldown="0.3" >	<!-- SPRIAL WAVE -->
								<Salvo TimeOffset="0" BulletsPerSalvo="22" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-4.7123" AngleAdd="-0.3" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="6" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>
							<Wave NumTimes="4" BetweenWaveCooldown="3" >	<!-- SPREAD SPIRAL WAVE -->
								<Salvo TimeOffset="0.5" BulletsPerSalvo="5" SpawnOffset="4" BetweenBulletCooldown="0.15" AngleOffset="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<WarpInComponent WarpInTime="0" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="8" AddVelocity="True" LifeTime="3" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="5" SpawnOffset="4" BetweenBulletCooldown="0.15" AngleOffset="2.0943" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<WarpInComponent WarpInTime="0" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="8" AddVelocity="True" LifeTime="3" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="5" SpawnOffset="4" BetweenBulletCooldown="0.15" AngleOffset="-2.0943" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<WarpInComponent WarpInTime="0" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="8" AddVelocity="True" LifeTime="3" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>
							<Wave NumTimes="1" BetweenWaveCooldown="0" >	<!-- BIG SPREAD WAVE -->
								<Salvo TimeOffset="0" BulletsPerSalvo="5" SpawnOffset="5" BetweenBulletCooldown="0.5" AngleOffset="0" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletHugeWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletHugeWarpInEffectThree" />
										<WarpInComponent WarpInTime="3" WarpCompleteEffect="BossTurretBulletHugeFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBulletHuge.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletHugeTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="1.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="4" AddVelocity="True" LifeTime="6" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="5" SpawnOffset="5" BetweenBulletCooldown="0.5" AngleOffset="2.0943" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletHugeWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletHugeWarpInEffectThree" />
										<WarpInComponent WarpInTime="3" WarpCompleteEffect="BossTurretBulletHugeFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBulletHuge.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletHugeTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="1.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="4" AddVelocity="True" LifeTime="6" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="5" SpawnOffset="5" BetweenBulletCooldown="0.5" AngleOffset="-2.0943" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletHugeWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletHugeWarpInEffectThree" />
										<WarpInComponent WarpInTime="3" WarpCompleteEffect="BossTurretBulletHugeFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBulletHuge.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletHugeTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="1.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="4" AddVelocity="True" LifeTime="6" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>
							<Wave NumTimes="1" BetweenWaveCooldown="6" >	<!-- SPLITTER FAN WAVE -->
								<Salvo TimeOffset="0" BulletsPerSalvo="5" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="InitialTarget" AngleOffset="0.1" AngleAdd="0.25" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="6" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="3" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="InitialTarget" AngleOffset="-0.1" AngleAdd="-0.25" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="6" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="3" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>

												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>
						</Form>
						
						<Form SearchRadius="30">	<!-- FORM 3 -->
							<Teleport BeforeTeleportCooldown="4" TeleportingFromEffect="BossTeleportStart03Effect" TeleportingToEffect="BossTeleportTarget03" TeleportGroup="BossForm3TopSplitterWave" TeleportSpeed="0.1" TeleportingEffect="ParticleTeleporterTrailBlue" StopTeleportEffect="LeaveBlueTeleporterEffect" />
							<Wave NumTimes="1" BetweenWaveCooldown="1" >	<!-- SPLITTER FAN WAVE -->
								<Salvo TimeOffset="0" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-0.6" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="7" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-0.6" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="9" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-0.6" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="11" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-0.6" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="13" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>		
								
								<Salvo TimeOffset="0" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-2.5415" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="7" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-2.5415" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="9" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-2.5415" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="11" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-2.5415" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="13" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>		

								<Salvo TimeOffset="0.5" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-0.5" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="7" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-0.5" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="9" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-0.5" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="11" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-0.5" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="13" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>		
								
								<Salvo TimeOffset="0.5" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-2.6415" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="7" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-2.6415" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="9" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-2.6415" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="11" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="Constant" AngleOffset="-2.6415" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectTwo" />
										<WarpInComponent WarpInTime="2" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="13" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="5" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>		

							</Wave>

							<Teleport BeforeTeleportCooldown="4.7" TeleportingFromEffect="BossTeleportStart03Effect" TeleportingToEffect="BossTeleportTarget03" TeleportGroup="BossForm3RingWave" TeleportSpeed="0.2" TeleportingEffect="ParticleTeleporterTrailBlue" StopTeleportEffect="LeaveBlueTeleporterEffect" />
							<Wave NumTimes="1" BetweenWaveCooldown="0.5" >	<!-- RAISING WINGS WAVE -->
								<Salvo TimeOffset="0" BulletsPerSalvo="40" SpawnOffset="3" BetweenBulletCooldown="0.1" TargetMode="Constant" AngleOffset="4.7123" AngleAdd="0.0628" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<WarpInComponent WarpInTime="0" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="18" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="40" SpawnOffset="3" BetweenBulletCooldown="0.1" TargetMode="Constant" AngleOffset="4.7123" AngleAdd="-0.0628" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<WarpInComponent WarpInTime="0" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="18" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>

							<Teleport BeforeTeleportCooldown="0" TeleportingFromEffect="BossTeleportStart03Effect" TeleportingToEffect="BossTeleportTarget03" TeleportGroup="BossForm3RapidWave01" TeleportSpeed="0.3" TeleportingEffect="ParticleTeleporterTrailBlue" StopTeleportEffect="LeaveBlueTeleporterEffect" />
							<Wave NumTimes="1" BetweenWaveCooldown="0" >	<!-- RAPID-WAVE 01 WAVE -->
								<Salvo TimeOffset="0" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="-0.3" AngleAdd="0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="10" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.25" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="0.3" AngleAdd="-0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="12" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="-0.3" AngleAdd="0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="14" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.75" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="0.3" AngleAdd="-0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="16" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="-0.3" AngleAdd="0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="13" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>

							<Teleport BeforeTeleportCooldown="1" TeleportingFromEffect="BossTeleportStart03Effect" TeleportingToEffect="BossTeleportTarget03" TeleportGroup="BossForm3RapidWave02" TeleportSpeed="0.4" TeleportingEffect="ParticleTeleporterTrailBlue" StopTeleportEffect="LeaveBlueTeleporterEffect" />
							<Wave NumTimes="1" BetweenWaveCooldown="0" >	<!-- RAPID-WAVE 02 WAVE -->
								<Salvo TimeOffset="0" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="-0.3" AngleAdd="0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="10" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.25" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="0.3" AngleAdd="-0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="12" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="-0.3" AngleAdd="0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="14" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.75" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="0.3" AngleAdd="-0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="16" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="-0.3" AngleAdd="0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="13" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>

							<Teleport BeforeTeleportCooldown="0" TeleportingFromEffect="BossTeleportStart03Effect" TeleportingToEffect="BossTeleportTarget03" TeleportGroup="BossForm3RapidWave01" TeleportSpeed="0.4" TeleportingEffect="ParticleTeleporterTrailBlue" StopTeleportEffect="LeaveBlueTeleporterEffect" />
							<Wave NumTimes="1" BetweenWaveCooldown="0" >	<!-- RAPID-WAVE 03 WAVE -->
								<Salvo TimeOffset="0" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="-0.3" AngleAdd="0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="10" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.25" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="0.3" AngleAdd="-0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="12" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.5" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="-0.3" AngleAdd="0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="14" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0.75" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="0.3" AngleAdd="-0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="16" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="0" BulletsPerSalvo="4" SpawnOffset="4" BetweenBulletCooldown="0.05" TargetMode="InitialTarget" AngleOffset="-0.3" AngleAdd="0.15" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="13" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>

							<Teleport BeforeTeleportCooldown="0" TeleportingFromEffect="BossTeleportStart03Effect" TeleportingToEffect="BossTeleportTarget03" TeleportGroup="BossForm3RingWave" TeleportSpeed="0.13" TeleportingEffect="ParticleTeleporterTrailBlue" StopTeleportEffect="LeaveBlueTeleporterEffect" />
							<Wave NumTimes="1" BetweenWaveCooldown="0" >	<!-- RING WAVE -->
								<Salvo TimeOffset="0" BulletsPerSalvo="16" SpawnOffset="4" BetweenBulletCooldown="0.0" TargetMode="Constant" AngleOffset="-4.7123" AngleAdd="0.3926" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="6" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="1" BulletsPerSalvo="16" SpawnOffset="3" BetweenBulletCooldown="0.0" TargetMode="Constant" AngleOffset="-4.5123" AngleAdd="0.3926" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="6" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="2" BulletsPerSalvo="16" SpawnOffset="3" BetweenBulletCooldown="0.0" TargetMode="Constant" AngleOffset="-4.7123" AngleAdd="0.3926" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossTurretBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossTurretBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossTurretBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="ParticleEntityTurretBulletTrail"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<BulletComponent Speed="6" AddVelocity="True" LifeTime="5" Damage="1" >
												</BulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
							</Wave>
							
							<Wave NumTimes="3" BetweenWaveCooldown="3" >	<!-- SPLITTER FAN WAVE -->
								<Salvo TimeOffset="1" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="InitialTarget" AngleOffset="0" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="4" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="3" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="1" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="InitialTarget" AngleOffset="0" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="5" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="3" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="1" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="InitialTarget" AngleOffset="0" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="6" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="3" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>
								<Salvo TimeOffset="1" BulletsPerSalvo="1" SpawnOffset="4" BetweenBulletCooldown="0.08" TargetMode="InitialTarget" AngleOffset="0" AngleAdd="0" >
									<GameObject NeedsReload="True" >
										<GraphicsComponent>
											<ParticleSystems>
												<PSystem System="BossBulletWarpInEffect" />
											</ParticleSystems>
										</GraphicsComponent>
										<SoundComponent AutoStart="True" Effect="BossBulletWarpInEffectOne" />
										<WarpInComponent WarpInTime="1" WarpCompleteEffect="BossBulletFireFlashEffect">
											<GameObject NeedsReload="True" >
												<GraphicsComponent MeshFile="Data/Art/Fall/BossBullet.mesh">
													<AlwaysUpdateComponent />
													<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
													<ParticleSystems>
														<PSystem System="BossBulletTrailEffect"/>
													</ParticleSystems>
												</GraphicsComponent>
												<PhysicsActorComponent>
													<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
														<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
														<Shapes>
															<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
														</Shapes>
													</ActorDesc>
												</PhysicsActorComponent>
												<SplitBulletComponent Speed="7" AddVelocity="False" LifeTime="1.5" Damage="1" NumToSpawn="1" >
													<Splitter>
														<GameObject NeedsReload="True" >
															<GraphicsComponent MeshFile="Data/Art/Fall/TurretBullet.mesh">
																<AlwaysUpdateComponent />
																<ContinuousAnimationComponent Target="Idle" RandomStartTime="True" />
																<ParticleSystems>
																	<PSystem System="ParticleEntityTurretBulletTrail"/>
																</ParticleSystems>
															</GraphicsComponent>
															<PhysicsActorComponent>
																<ActorDesc ContactReportFlags="NX_NOTIFY_ON_START_TOUCH" >
																	<Body Mass="1" Flags="NX_BF_DISABLE_GRAVITY,NX_BF_FROZEN_POS_Z" />
																	<Shapes>
																		<Sphere SkinWidth="0.05" Group="EnemyBullets" Radius="0.4" />
																	</Shapes>
																</ActorDesc>
															</PhysicsActorComponent>
															<BulletComponent Speed="8" AddVelocity="False" LifeTime="3" Damage="1" >
															</BulletComponent>
															<InitiallyAimBulletAtTargetComponent SearchRadius="50" TargetGroup="Player" />
															<AlwaysUpdateComponent />
														</GameObject>
													</Splitter>
												</SplitBulletComponent>
												<AlwaysUpdateComponent />
											</GameObject>
										</WarpInComponent>
										<AlwaysUpdateComponent />
									</GameObject>
								</Salvo>		
								
							</Wave>
							
						</Form>
					</Forms>

					<Shells>
						<Shell Impulse="0 0 -10" Point="1 2 1" >
							<GameObject>
								<TakeDamageComponent HP="2" AutoRemove="False" TakeDamageMaterial="BossShieldsDmgMaterial" InvulnerableTime="2" DeathEffect="FirstShieldDied" />
								<GraphicsComponent MeshFile="Data/Art/Fall/BossShield01.mesh" />
								<PhysicsActorComponent>
									<ActorDesc>
										<Body Mass="1" Flags="NX_BF_KINEMATIC,NX_BF_DISABLE_GRAVITY" />
										<Shapes>
											<Sphere SkinWidth="0.05" Group="NoCollide" Radius="4.5" />
										</Shapes>
									</ActorDesc>
								</PhysicsActorComponent>
								<AlwaysUpdateComponent />
								<SpawnOnDeathComponent>
									<GameObject>
										<ParticleEffectComponent System="BossDetachShield01Effect" />
										<SoundComponent AutoStart="True" />
										<RemoveWhenFinnishedComponent NumTasks="2" />
									</GameObject>			
								</SpawnOnDeathComponent>
							</GameObject>
						</Shell>
						<Shell Impulse="1 0 -10" Point="-1 2 1" >
							<GameObject>
								<TakeDamageComponent HP="2" AutoRemove="False" TakeDamageMaterial="BossShieldsDmgMaterial" InvulnerableTime="2" DeathEffect="SecondShieldDied" />
								<GraphicsComponent MeshFile="Data/Art/Fall/BossShield02.mesh" />
								<PhysicsActorComponent>
									<ActorDesc>
										<Body Mass="1" Flags="NX_BF_KINEMATIC,NX_BF_DISABLE_GRAVITY" />
										<Shapes>
											<Sphere SkinWidth="0.05" Group="NoCollide" Radius="3.5" />
										</Shapes>
									</ActorDesc>
								</PhysicsActorComponent>
								<AlwaysUpdateComponent />
								<SpawnOnDeathComponent>
									<GameObject>
										<GraphicsComponent MeshFile="Data/Art/Fall/KeyRed.mesh" />
										<PhysicsActorComponent>
											<ActorDesc>
												<Shapes>
													<Sphere SkinWidth="0" Group="StaticsNoUpdateVolume" ShapeFlags="NX_TRIGGER_ON_ENTER" Radius="1" DeathEffect="BossDeathEffect" />
												</Shapes>
											</ActorDesc>
										</PhysicsActorComponent>
										<KeyBlockComponent PickedUpEffect="KeyPickedUpRed" KeyID="1" />
									</GameObject>
								</SpawnOnDeathComponent>
							</GameObject>
						</Shell>
					</Shells>
				</EyeBossComponent>
				<SpawnOnDeathComponent>
					<GameObject>
						<GraphicsComponent MeshFile="Data/Art/Fall/BossKey.mesh" />
						<ContinuousAnimationComponent Target="Idle" RandomStartTime="false" />
						<PhysicsActorComponent>
							<ActorDesc>
								<Shapes>
									<Sphere SkinWidth="0" Group="Statics" ShapeFlags="NX_TRIGGER_ON_ENTER" Radius="1" />
								</Shapes>
							</ActorDesc>
						</PhysicsActorComponent>
						<KeyBlockComponent PickedUpEffect="KeyPickedUpYellow" KeyID="1000" />
					</GameObject>
				</SpawnOnDeathComponent>
				<SpawnOnDeathComponent>
					<GameObject>
						<MusicComponent Music="BossHasDiedMusic" Track="Music" />
						<GraphicsComponent />
						<SpawnExplosionEffectsComponent RandomRadius="4" Effect="BossDeathExplosion" Time="5" Interval="0.1" />
						<AlwaysUpdateComponent />
					</GameObject>
				</SpawnOnDeathComponent>
				<AlwaysUpdateComponent IgnoreVisibility="True" />
			</GameObject>
		</Entry>
	</Entries>
</Enteties>