#GENERAL
*name       = "samureye_lvl_01";
*faction       = "eye";
*enemy_faction = "player";

*rad        = .9;
*mass       = 10.0;
*elasticity = 0.2;
*drag       = 0.5;
*friction   = 6.5;
*hardness   = 0.3;
*roll = 1.0;

*model      = "npc_samureye_01";
*model_col  = colorRGB(0.3, 0.3, 0.3);
*model_scale = 1.0;
*bleed_rate = 3.0;
*leak_decal_vec = {"decals/big_blood_01.tga"};
*dam_part_vec = {"blood_01"};

#ATTRIBUTE "ccrange";
#BASE      2.25;
#ATTRIBUTE "ccspeed";
#BASE      mult(10, avar("ccspeed_level"));
#ATTRIBUTE "ccdamage";
#BASE      mult(5, avar("ccdamage_level"));
#ATTRIBUTE "attract";
#BASE      20.0;
#ATTRIBUTE "leak";
#BASE      0.0;
#ATTRIBUTE "speed";
#BASE      mult(30, avar("speed_level"));
#ATTRIBUTE "health";
#BASE      mult(100, avar("health_level"));
#ATTRIBUTE "res";
#BASE      1.0;
#ATTRIBUTE "rot_speed";
#BASE      100.0;
#ATTRIBUTE "exp";
#BASE      mult(5, avar("exp_level"));
#ATTRIBUTE "level";
#BASE      5;

#ON_DAMAGE

  sound_play( add("monsters/spit_0", num_to_str(rand(1, 4.99)), ".wav"), this_x(), this_y(), 1 );

#ON_DEATH

  avar("total_spawn", sub(avar("total_spawn"), 1));
  sound_play( add("monsters/squash_0", num_to_str(rand(1, 3.99)), ".wav"), this_x(), this_y(), 1 );

#CONTROL "script";
##BEGIN

#SEQUENCE "init";
# wait( .1, 1 );
  move(1000, 1000, 0);
# this_control_push("script", "monsters/ink");
  wait(.15, 1);
  move_to( 1000, 1000, 0 );
# this_control_push("script", "monsters/money");
  wait(.15, 1);
  move_to( 1000, 1000, 0 );
# this_control_jump( 
  "range faction",
  "*faction    = \"player\";
  *min_dist   = 0.0;
  *max_dist   = 0.1;
  *predict_dist = 5;
  *predict_weight = .7;
  *aggressive = 1;
  *action     = \"\";
  ",
  1.0
  );
# wait( 10000 );
# seq_jump("wait");

#SEQUENCE "wait";
# wait( 10000 );

##END