#GENERAL
*name = "torch";

*rad        = .3;
*mass       = 500000.0;
*elasticity = 0.3;
*drag       = 0.5;
*friction   = 1.0;

*model = "street_lamp_01";

#ATTRIBUTE "attract";
#BASE      20.0;
#ATTRIBUTE "leak";
#BASE      0.0;
#ATTRIBUTE "speed";
#BASE      0.0;
#ATTRIBUTE "power";
#BASE      1000.0;
#ATTRIBUTE "health";
#BASE      500000000.0;
#ATTRIBUTE "res";
#BASE      1.0;
#ATTRIBUTE "rot_speed";
#BASE      0.0;
#ATTRIBUTE "exp";
#BASE      0.0;
#ATTRIBUTE "display damage";
#BASE      0.0;

#CONTROL "script";
##BEGIN

#SEQUENCE "start";
# wait ( .1 );
# seq_jump( "base" );

#SEQUENCE "base";
# light_make( "torch", this_x(), this_y(), 25, 1, .75, 0, 1, 45, 10 );
//# avar("torch_sound", sound_play("swamp/torch.wav", this_x(), this_y(), 1, 24, 1));
# seq_jump( "next" );

#SEQUENCE "next";
# lvar("rand_color", rand(.5, 1));
  light_range("torch", rand(40, 50));
  light_color("torch", lvar("rand_color"), mult(lvar("rand_color"), .5), 0);
# particle_make( "fire_small_01", this_x(), this_y(), rand(4.5,5.5), mult(avar("wind_push_x"), rand(1,5)), mult(avar("wind_push_y"), rand(1,5)), 0);
# particle_make( "fire_small_02", this_x(), this_y(), rand(4.5,5.5), add(rand(-1, 1), avar("wind_push_x")), add(rand(-1, 1), avar("wind_push_y")), rand(-1, 1));
# wait( rand( .06, .07 ), 1 );
  move( 1000, 1000, 0 );

##END