#GENERAL
*name       = "eye_perm_lvl_01";
*faction    = "eye";

*rad        = .9;
*mass       = 100.0;
*elasticity = 0.2;
*drag       = 0.5;
*friction   = 6.5;
*hardness   = 0.3;

*model      = "pc_eye_01";
//*model_col  = colorRGB(1.0, 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 "projspeed";
#BASE      10;
#ATTRIBUTE "projdamage";
#BASE      15;
#ATTRIBUTE "projwait";
#BASE      2;
#ATTRIBUTE "projrange";
#BASE      30;
#ATTRIBUTE "attract";
#BASE      20.0;
#ATTRIBUTE "leak";
#BASE      0.0;
#ATTRIBUTE "speed";
#BASE      0;
#ATTRIBUTE "health";
#BASE      100;
#ATTRIBUTE "res";
#BASE      1.0;
#ATTRIBUTE "rot_speed";
#BASE      100.0;
#ATTRIBUTE "exp";
#BASE      mult(1, avar("exp_level"));
#ATTRIBUTE "level";
#BASE      1;
#ATTRIBUTE "waiting";
#BASE      avar("waiting");

#INTERACTION
#ACTION

#EVENT
##BEGIN
##END

#ON_DAMAGE
  // Bleed a little.
  sound_play( add("monsters/spit_0", num_to_str(rand(1, 4.99)), ".wav"), this_x(), this_y(), 1 );

#ON_DEATH

  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_set_attribute("health", mult(50, avar("health_level")));
# 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 );
# seq_jump("attack");

#SEQUENCE "attack";
# this_control_jump( "range faction",
  "
    *faction       = \"good\";
    *min_dist      = 0.0;
    *max_dist      = this_get_attribute(\"projrange\");
	*aggressive    = 1.0;
    *action = 
	\"
		this_control_push(\\\"script\\\", \\\"monsters/grenade_toss\\\");
		*wait = rand(sub(this_get_attribute(\\\"projwait\\\"), .5) , add(this_get_attribute(\\\"projwait\\\"), .5));
	\";
  ", 1 );
  wait( .15, 1 ); 
  move(1000, 1000, 0);
# seq_jump("attack");

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

##END