#GENERAL
*name        = "eyemine_red";
*faction     = "everything";

*rad         = 0.5;
*mass        = 5.0;
*elasticity  = 0.1;
*drag        = 0.1;
*friction    = 4.5;
*hardness    = 0.3;
*roll        = 1;
*smoosh      = 0;

*model       = "npc_evilappendix_01";
*model_col   = colorRGB( 0.2, 0.0, 0.0 );
*model_scale = 0.5;
*model_rot = rand(0,360);

#ATTRIBUTE "attract";
#BASE      20.0;
#ATTRIBUTE "leak";
#BASE      0.0;
#ATTRIBUTE "speed";
#BASE      25.0;
#ATTRIBUTE "health";
#BASE      1.0;
#ATTRIBUTE "res";
#BASE      1.0;
#ATTRIBUTE "rot_speed";
#BASE      100.0;
#ATTRIBUTE "exp";
#BASE      0.0;
#ATTRIBUTE "exploding";
#BASE      0.0;
#ATTRIBUTE "sound";
#BASE      0.0;
#ATTRIBUTE "display damage";
#BASE      0.0;

#ON_DEATH
  // Create an explosion.
  var func = nop;
  func = if(eq(this_get_attribute("exploding"), 0), explosion_make, nop);
  func( this_x(), this_y(), 5, .2, 200, 0, 0, "", "fire_00" );
  func = if(eq(this_get_attribute("exploding"), 0), sound_play, nop);
  func("ambient/explode_01.wav", this_x(), this_y(), 1);
  sound_stop(this_get_attribute("sound"));

#CONTROL "script";
##BEGIN

#SEQUENCE "start";
# wait( .1, 1 );
  move(1000, 1000, 0);
# this_item_make("banana_01");
# move(1000, 1000, 0);
  wait( 1, 1 );
# wait( 10000 );
# this_control_jump( "range faction",
  "
    *faction       = \"good\";
    *min_dist      = 0.0;
    *max_dist      = 4.0;
    *action = 
	\"
		this_control_jump(\\\"script\\\", \\\"monsters/eyemine\\\");
		*wait = rand(5.0,6.0);
	\";
  ", 1 );
  wait( .15, 1 ); 
  move(1000, 1000, 0);
# wait( .15, 1 ); 
  move(1000, 1000, 0);

##END
