//TAGAP_START

//=====================================================================
// WEAPONS
//=====================================================================

//=====================================================================
// PLAYER WEAPONS
//=====================================================================
//=====================================================================
// UZI
//=====================================================================
ENTITY_START uzi
THINK AI_MISSILE 0 AI_BLOW 0.1
SOUND S_ATTACK events/weapon_uzi
SOUND S_SLEEP events/weapon_reload
SOUND S_WAKE events/weapon_reload_akimbo
AMMO 1 15
OFFSET WEAPON_CASING -4 4
OFFSET WEAPON_MISSILE 8 16
OFFSET WEAPON_ORIGIN 11 16
OFFSET WEAPON_OFFSET 32 1
STAT DAMAGE 1
STAT FX_BULLET
STAT FX_CASING 1
STAT FX_MUZZLE 10
STAT FX_PUSHUP
ENTITY_END
//=====================================================================
// SHOTGUN
//=====================================================================
ENTITY_START shotgun
THINK AI_MISSILE 0 AI_BLOW 0.5
SOUND S_ATTACK events/weapon_shotgun
OFFSET WEAPON_CASING -4 4
OFFSET WEAPON_MISSILE 8 16
OFFSET WEAPON_OFFSET 30 1
OFFSET WEAPON_ORIGIN 11 16
STAT DAMAGE 2
STAT FX_BULLET
STAT FX_CASING 2
STAT FX_MUZZLE 15
STAT FX_PUSHUP
STAT MULTISHOT 6
ENTITY_END
//=====================================================================
// SHOTGUN GRENADE
//=====================================================================
ENTITY_START grenade
SPRITE STATIC 0 ANIM_ROLLVEL 0 0 weapons/grenade
LIGHT 11 80 255 0 0
SOUND S_ATTACK events/weapon_grenade
SOUND S_DIE world/explosion
SOUND S_PHYSICS events/weapon_grenade_hit
THINK AI_MISSILE 0 AI_BLOW 1.0
MOVETYPE WALK 6
OFFSET SIZE 12 0
OFFSET WEAPON_MISSILE 6 16
OFFSET WEAPON_OFFSET 30 1
OFFSET WEAPON_ORIGIN 11 16
STAT AI_AMMO_SPEND 2
STAT FX_MUZZLE 20
STAT FX_PUSHUP
STAT DAMAGE 18
STAT DAMAGE_SPLASH 90
STAT TEMPMISSILE 1300
EFFECT GIB EXPLOSION
ENTITY_END

//=====================================================================
// PLASMAGUN (kill effect)
//=====================================================================
ENTITY_START w_kill_plasma
LIGHT 20 100 100 180 255
STAT NOLIST
STAT FX_SMOKE_SHOOT 100
ENTITY_END
//=====================================================================
// PLASMAGUN (weapon sprite)
//=====================================================================
ENTITY_START plasma_gunent
SPRITE STATIC 1 ANIM_WEAPON 11 16 weapons/plasma
SPRITEVAR 0 BOB -40
LIGHT 40 50 0 0 255
THINK AI_MISSILE 0 NONE 0
OFFSET FX_OFFSET 0 20
STAT FX_DIM 0
STAT FX_OFFSXFACE 20
ENTITY_END
//=====================================================================
// PLASMAGUN (rubble)
//=====================================================================
ENTITY_START laser_rubble
LIGHT 10 120 100 180 255
STAT FX_EXPAND
STAT FX_FADE
STAT FX_SMOKE
STAT NOLIST
STAT TEMPMISSILE 400
ENTITY_END
//=====================================================================
// PLASMA LASER
//=====================================================================
ENTITY_START laser
SPRITE STATIC 1 NONE 0 0 weapons/laser
SPRITEVAR 0 AIM
LIGHT 40 80 0 0 255
GIB laser_rubble 1
THINK AI_MISSILE 5 AI_BLOW 0.15
SOUND S_ATTACK events/weapon_laser
SOUND S_DIE events/weapon_laser_hit
GUNENTITY plasma_gunent
KILLFX w_kill_plasma
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 17 16
OFFSET WEAPON_ORIGIN 11 16
OFFSET WEAPON_OFFSET 33 0
STAT DAMAGE 5
STAT FX_MUZZLE 30
EFFECT GIB IMPACT
ENTITY_END
//=====================================================================
// PLASMA SHIELD (object)
//=====================================================================
ENTITY_START laser_shield_obj
SOUND S_DIE world/forcewall_off
THINK NONE 0 NONE 0
MOVETYPE NONE 0
OFFSET FX_OFFSET 0 28
OFFSET SIZE 8 64
STAT AI_KEEPACTIVE
STAT AI_KEEPANGLE -90
STAT AI_REPEL
STAT FX_NOFACE
STAT FX_FORCEWALL
STAT NOLIST
STAT S_HEALTH 22
STAT TAKEDAMAGE_PLASMA
STAT TEMPMISSILE 5000
EFFECT GIB FORCEFIELD
ENTITY_END
//=====================================================================
// PLASMA SHIELD (creator laser)
//=====================================================================
ENTITY_START laser_shield
LIGHT 40 100 30 70 255
SPRITE STATIC 1 ANIM_WEAPON 0 0 weapons/laser
SOUND S_ATTACK events/weapon_shield
SOUND S_DIE world/forcewall_on
THINK AI_MISSILE 4 AI_BLOW 0.6
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 17 16
ITEM laser_shield_obj -24
STAT AI_AMMO_SPEND 2
STAT DAMAGE_SPLASH 32
STAT FX_MUZZLE 30
STAT TAKEDAMAGE_PLASMA
STAT TEMPMISSILE 100
EFFECT GIB EXPLOSION_PLASMA
ENTITY_END

//=====================================================================
// FLAMETHROWER (weapon sprite)
//=====================================================================
ENTITY_START flame_gunent
THINK AI_MISSILE 0 NONE 0
OFFSET FX_OFFSET 42 0
OFFSET MODEL_OFFSET 11 18
STAT FX_SMOKE
STAT MODELHACK
ENTITY_END
//=====================================================================
// FLAMETHROWER (kill FX)
//=====================================================================
ENTITY_START w_kill_burn
STAT NOLIST
LIGHT 30 80 255 180 0
STAT FX_SMOKE_SHOOT 220
ENTITY_END
//=====================================================================
// FLAMETHROWER (rubble)
//=====================================================================
ENTITY_START flame_rubble
THINK AI_AIM 0 NONE 0
STAT FX_SMOKE_SHOOT -210
STAT AI_KEEPANGLE 90
STAT NOLIST
STAT TEMPMISSILE 600
ENTITY_END
//=====================================================================
// FLAMETHROWER (flame)
//=====================================================================
ENTITY_START flame
SPRITE STATIC 1 ANIM_ROLLVEL 0 0 weapons/flame
LIGHT 30 100 255 180 0
SOUND S_ATTACK events/weapon_flame
THINK AI_MISSILE 4 AI_BLOW 0.05
OFFSET SIZE 16 0
OFFSET WEAPON_MISSILE 17 18
OFFSET WEAPON_OFFSET 43 3
OFFSET WEAPON_ORIGIN 11 16
GUNENTITY flame_gunent
ITEM flame_rubble 0
KILLFX w_kill_burn
STAT DAMAGE 2
STAT FX_DISABLE
STAT FX_EXPAND
STAT FX_FADE
STAT FX_MUZZLE 20
STAT TEMPMISSILE 600
ENTITY_END
//=====================================================================
// FLAMETHROWER (lingering flame)
//=====================================================================
ENTITY_START flame_linger
CLONE flame
THINK AI_MISSILE 1 AI_BLOW 0
OFFSET SIZE 14 0
STAT DAMAGE 1
STAT DAMAGE_OWNER
STAT FX_NOFACE
STAT TEMPMISSILE 400
ENTITY_END
//=====================================================================
// FLAMETHROWER (sticky rubble)
//=====================================================================
ENTITY_START flame_stick_rubble
SOUND S_ATTACK events/weapon_flame_hit
LIGHT 30 100 255 180 0
THINK AI_CONSTANT 0 AI_FIRE 0.2
MOVETYPE WALK 0
OFFSET SIZE 15 0
MISSILE flame_linger
STAT AI_BURST 100
STAT AI_KEEPACTIVE
STAT AI_KEEPANGLE 90
STAT AI_LIST_ALIAS 5
STAT FX_FADE
STAT NOLIST
STAT FX_SOUND_ON_FIRST
STAT MISSILE_OFFSETRADIUS 1
STAT TEMPMISSILE 2500
ENTITY_END
//=====================================================================
// FLAMETHROWER (sticky flame)
//=====================================================================
ENTITY_START flame_stick
CLONE flame
ITEM flame_stick_rubble 0
KILLFX w_kill_burn
STAT AI_AMMO_SPEND 2
ENTITY_END

//=====================================================================
// ROCKET
//=====================================================================
ENTITY_START rocket
SPRITE STATIC 0 NONE 0 0 weapons/rocket
SPRITEVAR 0 AIM
LIGHT 30 100 255 180 0
SOUND S_ATTACK events/weapon_rocket
SOUND S_DIE world/explosion
THINK AI_MISSILE 2.1 AI_BLOW 0.9
OFFSET SIZE 10 0
OFFSET WEAPON_CASING -34 21
OFFSET WEAPON_MISSILE 17 36
OFFSET WEAPON_OFFSET 34 21
OFFSET WEAPON_ORIGIN 11 16
STAT DAMAGE 25
STAT DAMAGE_SPLASH 120
STAT FX_BAZOOKA
STAT FX_DIM 0
STAT FX_MUZZLE 35
STAT FX_SMOKE
STAT TEMPMISSILE 2000
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// GUIDED ROCKET
//=====================================================================
ENTITY_START rocket_guided
CLONE rocket
THINK AI_AIM 1.5 AI_BLOW 1.2
MOVETYPE FLY 2
OFFSET WEAPON_MISSILE 0 36
STAT AI_LIST_ALIAS 5
STAT DAMAGE 20
STAT FX_NOFACE
STAT NOLIST
STAT TEMPMISSILE 3000
ENTITY_END

//=====================================================================
// MINIGUN (weapon sprite)
//=====================================================================
ENTITY_START minigun_gunent
SPRITE STATIC 0 ANIM_PANATTD 29 10 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 6 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -4 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -6 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 0 weapons/minigun
SPRITE STATIC 0 NONE 0 0 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTU 1 -15 weapons/minigun
SPRITE STATIC 0 NONE 1 -24 weapons/minigun
SPRITEVAR 0 BOB -40
SPRITEVAR 0 KEEPFRAME 3
SPRITEVAR 1 BOB -40
SPRITEVAR 1 KEEPFRAME 2
SPRITEVAR 2 BOB -40
SPRITEVAR 2 KEEPFRAME 2
SPRITEVAR 3 BOB -40
SPRITEVAR 3 KEEPFRAME 3
SPRITEVAR 4 BOB -40
SPRITEVAR 4 KEEPFRAME 1
SPRITEVAR 5 BOB -40
SPRITEVAR 5 KEEPFRAME 0
SPRITEVAR 6 BOB -40
SPRITEVAR 6 KEEPFRAME 4
SPRITEVAR 7 BOB -40
SPRITEVAR 7 KEEPFRAME 5
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 0 16
STAT MODELHACK
ENTITY_END
//=====================================================================
// MINIGUN (projectile)
//=====================================================================
ENTITY_START minigun
THINK AI_MISSILE 0 AI_BLOW 0.05
SOUND S_ATTACK events/weapon_minigun
GUNENTITY minigun_gunent
OFFSET WEAPON_CASING 0 0
OFFSET WEAPON_MISSILE 0 0
OFFSET WEAPON_OFFSET 48 -12
OFFSET WEAPON_ORIGIN 0 16
STAT FX_BULLET
STAT FX_CASING 1
STAT FX_MUZZLE 20
STAT DAMAGE 1
STAT HIGHROF
ENTITY_END
//=====================================================================
// MINIGUN SENTRY (projectile)
//=====================================================================
ENTITY_START minigun_sentry_round
THINK AI_MISSILE 0 AI_BLOW 0.05
SOUND S_ATTACK events/weapon_minigun
OFFSET WEAPON_CASING 0 0
OFFSET WEAPON_MISSILE 32 0
OFFSET WEAPON_OFFSET 48 -12
OFFSET WEAPON_ORIGIN 0 16
STAT DAMAGE 1
STAT FX_BULLET
STAT FX_CASING 1
STAT FX_MUZZLE 20
STAT HIGHROF
ENTITY_END
//=====================================================================
// MINIGUN SENTRY (object)
//=====================================================================
ENTITY_START minigun_sentry
SPRITE STATIC 0 NONE -8 -12 weapons/minigun
SPRITE STATIC 0 ANIM_ROLLVEL -10 -20 turret/wheel
SPRITE STATIC 0 ANIM_ROLLVEL 10 -20 turret/wheel
SPRITE STATIC 0 ANIM_PANATTD 29 26 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 22 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 12 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 10 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 16 weapons/minigun
SPRITE STATIC 0 NONE 6 4 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTU 1 1 weapons/minigun
SPRITE STATIC 0 NONE 1 -8 weapons/minigun
SPRITEVAR 0 KEEPFRAME 7
SPRITEVAR 3 KEEPFRAME 3
SPRITEVAR 4 KEEPFRAME 2
SPRITEVAR 5 KEEPFRAME 2
SPRITEVAR 6 KEEPFRAME 3
SPRITEVAR 7 KEEPFRAME 1
SPRITEVAR 8 KEEPFRAME 6
SPRITEVAR 9 KEEPFRAME 4
SPRITEVAR 10 KEEPFRAME 5
SOUND S_ATTACK events/turret_toggle
SOUND S_DIE world/explosion
SOUND S_VOICEOVER AMMO
SOUND S_WAKE events/item_ammo
THINK AI_ZOMBIE 0.4 AI_FIRE 0.2
MOVETYPE WALK 0.5
OFFSET SIZE 30 0
OFFSET WEAPON_MISSILE 30 30
STAT AI_AMMO_ALL
STAT AI_AMMO_PICKUP 5
STAT AI_AMMOLIFE
STAT AI_NUMB 1000
STAT AI_KEEPACTIVE
STAT AI_KEEPFACE
STAT FX_DISABLE
STAT S_WEAPON 16
STAT NOLIST
STAT DAMAGE 10
STAT DAMAGE_SPLASH 100
STAT TAKEDAMAGE_NONE
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END

//=====================================================================
// OMG-20K (kill effect)
//=====================================================================
ENTITY_START w_kill_bfg
SOUND S_DIE events/weapon_bfg_frag
LIGHT 60 50 50 180 50
STAT NOLIST
STAT DAMAGE_SPLASH 60
STAT FX_ELECTRIC_LIT
EFFECT GIB EXPLOSION_PLASMA
ENTITY_END
//=====================================================================
// OMG-20K (weapon sprite)
//=====================================================================
ENTITY_START bfg_gunent
SPRITE STATIC 1 ANIM_WEAPON 11 16 weapons/bfg
SPRITEVAR 0 BOB -40
SPRITEVAR 0 CHARGE
THINK AI_MISSILE 0 NONE 0
STAT FX_RENDERFIRST
ENTITY_END
//=====================================================================
// OMG-20K
//=====================================================================
ENTITY_START bfg
LIGHT 40 100 0 255 0
THINK AI_MISSILE 0 AI_BLOW 0.7
SOUND S_ATTACK events/weapon_bfg
SOUND S_WAKE events/weapon_bfg_charge
OFFSET WEAPON_CASING -34 18
OFFSET WEAPON_MISSILE 17 36
OFFSET WEAPON_OFFSET 31 22
OFFSET WEAPON_ORIGIN 11 16
GUNENTITY bfg_gunent
KILLFX w_kill_bfg
STAT CHARGE 500
STAT DAMAGE 20
STAT DAMAGE_SPLASH 100
STAT FX_ELECTRIC_LIT
STAT FX_BAZOOKA
STAT FX_MUZZLE 30
STAT FX_PLASMA
STAT IMPALE 100
EFFECT GIB EXPLOSION_PLASMA
ENTITY_END
//=====================================================================
// OMG-20K OVERCHARGE RUBBLE
//=====================================================================
ENTITY_START bfg_rubble
LIGHT 100 100 0 255 0
OFFSET SIZE 100 0
STAT AI_LIST_ALIAS 5
STAT FX_360
STAT FX_EXPAND
STAT FX_FADE
STAT AI_FIRE_ON_ACTIVE
STAT NOLIST
STAT TEMPMISSILE 1500
ENTITY_END
//=====================================================================
// OMG-20K OVERCHARGE DAMAGE
//=====================================================================
ENTITY_START bfg_overcharge
SPRITE STATIC 0 NONE 0 0 world/null
LIGHT 40 100 0 255 0
SOUND S_DIE events/weapon_bfg_explode
SOUND S_WAKE events/weapon_bfg_overcharge
THINK AI_MISSILE 2 AI_BLOW 0.9
OFFSET SIZE 18 0
OFFSET WEAPON_MISSILE 17 36
GIB bfg_rubble 1
KILLFX w_kill_bfg
STAT AI_AMMO_SPEND 3
STAT CHARGE 1000
STAT DAMAGE 25
STAT DAMAGE_SPLASH 570
STAT FX_ELECTRIC_LIT
STAT FX_BAZOOKA
STAT FX_MUZZLE 30
STAT FX_PLASMA
STAT TEMPMISSILE 1
EFFECT GIB EXPLOSION_PLASMA
ENTITY_END

//=====================================================================
// DISINTEGRATOR (kill effect)
//=====================================================================
ENTITY_START w_kill_dis
SOUND S_WAKE events/weapon_dis_frag
LIGHT 60 50 255 255 255
STAT NOLIST
STAT FX_FADE
STAT FX_GLITTER
STAT FX_NOSOUND
STAT TAKEDAMAGE_NONE
ENTITY_END
//=====================================================================
// DISINTEGRATOR (weapon sprite)
//=====================================================================
ENTITY_START w_dis_gunent
SPRITE STATIC 0 NONE 0 0 weapons/disintegrator
SPRITE STATIC 1 NONE 40 -11 weapons/disintegrator
SPRITE STATIC 0 ANIM_ROLLATT 40 -11 weapons/disintegrator
SPRITE STATIC 0 NONE 40 -11 weapons/disintegrator
SPRITEVAR 0 BOB -40
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 1 BOB -40
SPRITEVAR 1 KEEPFRAME 2
SPRITEVAR 2 BOB -40
SPRITEVAR 2 KEEPFRAME 3
SPRITEVAR 3 BOB -40
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 0 16
STAT MODELHACK
ENTITY_END
//=====================================================================
// DISINTEGRATOR (beam)
//=====================================================================
ENTITY_START w_dis
LIGHT 30 40 255 255 255
SOUND S_ATTACK events/weapon_dis
THINK AI_MISSILE 0 AI_BLOW 0.1
OFFSET WEAPON_MISSILE 0 0
OFFSET WEAPON_OFFSET 48 -12
OFFSET WEAPON_ORIGIN 0 16
GUNENTITY w_dis_gunent
KILLFX w_kill_dis
AMMO 7 50
STAT AI_IGNORE_ONEUPS
STAT AI_RANGE 200
STAT AI_UNLOCKABLE
STAT DAMAGE 4
STAT FX_ELECTRIC
ENTITY_END
//=====================================================================
// DISINTEGRATOR (recharge)
//=====================================================================
ENTITY_START w_dis_charge
LIGHT 30 40 255 255 255
SOUND S_ATTACK events/weapon_dis_charge
THINK AI_MISSILE 0 AI_BLOW 0.1
OFFSET WEAPON_MISSILE 0 0
OFFSET WEAPON_OFFSET 48 -12
OFFSET WEAPON_ORIGIN 0 16
STAT AI_AMMO_SPEND -1
STAT AI_RANGE 48
STAT FX_ELECTRIC
ENTITY_END

//=====================================================================
// ENEMY WEAPONS
//=====================================================================
//=====================================================================
// CHAINSAW
//=====================================================================
ENTITY_START chains
THINK AI_MISSILE 0 AI_BLOW 0.1
SOUND S_ATTACK events/weapon_chainsaw
OFFSET WEAPON_MISSILE 8 0
STAT AI_AMMO_SPEND 0
STAT AI_RANGE 40
STAT DAMAGE 6
STAT DAMAGE_ORGANIC
STAT FX_DISABLE
ENTITY_END
//=====================================================================
// TANK WEAPON (weapon sprite)
//=====================================================================
ENTITY_START tank_gunent
THINK AI_MISSILE 0 NONE 0
OFFSET FX_OFFSET 36 0
STAT FX_SMOKE
STAT MODELHACK
ENTITY_END
//=====================================================================
// TANK WEAPON (projectile)
//=====================================================================
ENTITY_START tank_weapon
CLONE flame
OFFSET WEAPON_MISSILE 0 0
GUNENTITY tank_gunent
ENTITY_END

//=====================================================================
// HEAVY LASER (kill effect)
//=====================================================================
ENTITY_START w_kill_redlaser
LIGHT 20 100 255 180 0
STAT NOLIST
STAT FX_SMOKE_SHOOT 100
ENTITY_END
//=====================================================================
// HEAVY LASER (rubble)
//=====================================================================
ENTITY_START redlaser_rubble
LIGHT 10 100 255 180 0
STAT FX_EXPAND
STAT FX_FADE
STAT FX_SMOKE
STAT NOLIST
STAT TEMPMISSILE 400
ENTITY_END
//=====================================================================
// HEAVY LASER
//=====================================================================
ENTITY_START redlaser
SPRITE STATIC 1 NONE 0 0 weapons/laser2
SPRITEVAR 0 AIM
LIGHT 40 80 255 0 0
THINK AI_MISSILE 5 AI_BLOW 0.2
SOUND S_ATTACK events/weapon_laser
SOUND S_DIE events/weapon_laser_hit
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 17 16
GIB redlaser_rubble 1
KILLFX w_kill_redlaser
STAT DAMAGE 4
EFFECT GIB IMPACT
ENTITY_END
//=====================================================================
// DROID UZI
//=====================================================================
ENTITY_START droid_uzi
THINK AI_MISSILE 0 AI_BLOW 0.1
SOUND S_ATTACK events/weapon_uzi
SOUND S_SLEEP events/weapon_reload
SOUND S_WAKE events/weapon_reload_akimbo
OFFSET WEAPON_CASING -4 4
OFFSET WEAPON_MISSILE 8 16
OFFSET WEAPON_OFFSET 32 1
OFFSET WEAPON_ORIGIN 11 16
STAT AI_BURST 15
STAT AI_BURST_TIME 700
STAT DAMAGE 1
STAT FX_BULLET
STAT FX_CASING 1
STAT FX_MUZZLE 10
STAT FX_PUSHUP
ENTITY_END
//=====================================================================
// DROID PLASMAGUN (weapon sprite)
//=====================================================================
ENTITY_START droid_gunent
SPRITE STATIC 1 ANIM_WEAPON 11 16 weapons/plasma
SPRITEVAR 0 BOB 80
LIGHT 40 50 0 0 255
THINK AI_MISSILE 0 NONE 0
OFFSET FX_OFFSET 0 20
STAT FX_DIM 0
STAT FX_OFFSXFACE 20
ENTITY_END
//=====================================================================
// DROID PLASMAGUN (projectile)
//=====================================================================
ENTITY_START droidlaser
CLONE laser
GUNENTITY droid_gunent
OFFSET WEAPON_ORIGIN 12 16
ENTITY_END
//=====================================================================
// SUPER-ZOMBIE MINIGUN (weapon sprite)
//=====================================================================
ENTITY_START super_minigun_gunent
CLONE minigun_gunent
OFFSET MODEL_OFFSET 8 14
ENTITY_END
//=====================================================================
// SUPER-ZOMBIE MINIGUN (projectile)
//=====================================================================
ENTITY_START super_minigun
CLONE minigun
GUNENTITY super_minigun_gunent
OFFSET WEAPON_OFFSET 57 -16
ENTITY_END
//=====================================================================
// SUPER-ZOMBIE ROCKET LAUNCHER
//=====================================================================
ENTITY_START super_rocket
CLONE rocket
THINK AI_MISSILE 2.1 AI_BLOW 1.3
OFFSET WEAPON_CASING -29 5
OFFSET WEAPON_MISSILE 34 18
OFFSET WEAPON_OFFSET 39 5
OFFSET WEAPON_ORIGIN 15 12
ENTITY_END
//=====================================================================
// ZOMBIE ROCKET LAUNCHER
//=====================================================================
ENTITY_START zombie_rocket
CLONE rocket
THINK AI_MISSILE 2.1 AI_BLOW 1.3
ENTITY_END
//=====================================================================
// BURNER FLAME
//=====================================================================
ENTITY_START burner_flame
CLONE flame
STAT DAMAGE 4
ENTITY_END
//=====================================================================
// ELECTROCUTION (kill effect)
//=====================================================================
ENTITY_START w_kill_electrocute
STAT NOLIST
STAT FX_ELECTRIC
STAT FX_SMOKE_SHOOT 100
ENTITY_END
//=====================================================================
// ELECTROCUTION (medium)
//=====================================================================
ENTITY_START electrocute
LIGHT 30 40 40 190 255
THINK AI_MISSILE 0 AI_BLOW 0
STAT AI_RANGE 320
STAT DAMAGE 5
STAT DAMAGE_SHOCK
STAT FX_ELECTRIC
STAT IMPALE 100
KILLFX w_kill_electrocute
ENTITY_END
//=====================================================================
// ELECTROCUTION (short)
//=====================================================================
ENTITY_START shortelec
CLONE electrocute
STAT AI_RANGE 128
ENTITY_END
//=====================================================================
// ELECTROCUTION (specific)
//=====================================================================
ENTITY_START x_elec_spec
CLONE electrocute
STAT AI_RANGE 144
ENTITY_END
//=====================================================================
// ELECTROCUTION (specific, long)
//=====================================================================
ENTITY_START x_elec_longspec
CLONE electrocute
STAT DAMAGE 8
STAT AI_RANGE 600
ENTITY_END
//=====================================================================
// ELECTROCUTION (long)
//=====================================================================
ENTITY_START longelec
CLONE electrocute
STAT AI_RANGE 600
ENTITY_END
//=====================================================================
// SECURITY LASER BEAM
//=====================================================================
ENTITY_START laser_beam
LIGHT 6 100 255 0 0
THINK AI_MISSILE 0 AI_BLOW 0
STAT AI_RANGE 600
STAT IMPALE 100
ENTITY_END
//=====================================================================
// ATTACK CHOPPER ROCKET (direct fire)
//=====================================================================
ENTITY_START ch_rocket
SPRITE STATIC 0 NONE 0 0 weapons/rocket
SPRITEVAR 0 AIM
LIGHT 30 100 255 180 0
SOUND S_ATTACK events/weapon_rocket
SOUND S_DIE world/explosion
THINK AI_MISSILE 2 AI_BLOW 0.6
OFFSET SIZE 18 0
OFFSET WEAPON_MISSILE -30 -30
STAT DAMAGE 25
STAT DAMAGE_SPLASH 100
STAT FX_SMOKE
STAT MISSILE_OFFSETRADIUS 32
STAT TEMPMISSILE 2300
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// ATTACK CHOPPER ROCKET (homing)
//=====================================================================
ENTITY_START ch_rocket2
SPRITE STATIC 0 NONE 0 0 weapons/rocket
SPRITE STATIC 0 NONE 0 0 bot/body3
SPRITEVAR 0 AIM
SPRITEVAR 1 AIM
LIGHT 30 100 100 100 255
SOUND S_DIE events/explosion_big
THINK AI_AIM 1.3 AI_BLOW 0.8
MOVETYPE FLY 2
OFFSET SIZE 16 0
STAT AI_LIST_ALIAS 5
STAT DAMAGE 20
STAT DAMAGE_SPLASH 220
STAT FX_SMOKE
STAT NOLIST
STAT TAKEDAMAGE_SURFACE
STAT TEMPMISSILE 10000
STAT S_HEALTH 2
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// AIR-DEFENCE ROUND
//=====================================================================
ENTITY_START airdefence
LIGHT 25 100 255 160 0
THINK AI_MISSILE 0 AI_BLOW 0.7
SOUND S_DIE events/weapon_airdefence_hit
STAT AI_RANGE 700
STAT DAMAGE 15
STAT DAMAGE_SPLASH 100
STAT IMPALE 3
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// MINICHOPPER MINIGUN (weapon sprite)
//=====================================================================
ENTITY_START ch_minigun_gunent
SPRITE STATIC 0 ANIM_PANATTD 27 24 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 27 20 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 27 10 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 27 8 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 27 14 weapons/minigun
SPRITE STATIC 0 NONE 3 0 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTU 4 0 weapons/minigun
SPRITEVAR 0 KEEPFRAME 3
SPRITEVAR 1 KEEPFRAME 2
SPRITEVAR 2 KEEPFRAME 2
SPRITEVAR 3 KEEPFRAME 3
SPRITEVAR 4 KEEPFRAME 1
SPRITEVAR 5 KEEPFRAME 8 
SPRITEVAR 6 KEEPFRAME 4
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 0 -24
STAT FX_FLOAT
STAT MODELHACK
ENTITY_END
//=====================================================================
// MINICHOPPER MINIGUN (projectile)
//=====================================================================
ENTITY_START ch_minigun
CLONE minigun
GUNENTITY ch_minigun_gunent
OFFSET WEAPON_CASING -4 2
OFFSET WEAPON_MISSILE -8 -26
OFFSET WEAPON_OFFSET 48 1
OFFSET WEAPON_ORIGIN -6 -26
STAT FX_SPIN_MOUNT
ENTITY_END
//=====================================================================
// MINICHOPPER DUAL-ROCKET
//=====================================================================
ENTITY_START ch_rocket3
CLONE ch_rocket
SOUND S_WAKE events/weapon_rocket_load
THINK AI_MISSILE 2 AI_BLOW 0.2
OFFSET WEAPON_MISSILE 28 -24
OFFSET WEAPON_OFFSET 48 1
OFFSET WEAPON_ORIGIN -6 -26
STAT CHARGE 550
STAT FX_BAZOOKA
STAT FX_MUZZLE 35
STAT MULTISHOT 2
STAT FX_SPIN_CHARGE
STAT FX_SPIN_MOUNT
ENTITY_END
//=====================================================================
// POD-TURRET LASER
//=====================================================================
ENTITY_START podlaser
SPRITE STATIC 1 NONE 0 0 weapons/laser2
SPRITEVAR 0 AIM
LIGHT 40 80 255 0 0
THINK AI_MISSILE 5 AI_BLOW 0.1
SOUND S_ATTACK events/weapon_laser
SOUND S_DIE events/weapon_laser_hit
OFFSET SIZE 8 0
OFFSET WEAPON_ORIGIN 0 0
OFFSET WEAPON_OFFSET 84 0
GIB redlaser_rubble 1
KILLFX w_kill_redlaser
STAT DAMAGE 5
STAT FX_MUZZLE 30
STAT MISSILE_OFFSETWADDLE 8
STAT MISSILE_OFFSETRADIUS 68
EFFECT GIB IMPACT
ENTITY_END
//=====================================================================
// SPACECRAFT AFTERBURNER (with flip)
//=====================================================================
ENTITY_START x_spaceflame0
OFFSET FX_OFFSET 0 28
OFFSET MODEL_OFFSET -74 18
OFFSET SIZE 30 0
STAT FX_FORCEWALL
STAT FX_RENDERFIRST
STAT MODELHACK
STAT NOLIST
ENTITY_END
//=====================================================================
// SPACECRAFT AFTERBURNER (not flipped)
//=====================================================================
ENTITY_START x_spaceflame1
CLONE x_spaceflame0
STAT FX_NOFACE
STAT NOLIST
ENTITY_END
//=====================================================================
// SPACECRAFT LASER (lite)
//=====================================================================
ENTITY_START x_spacelaser
SPRITE STATIC 1 NONE 0 0 weapons/laser
SPRITEVAR 0 AIM
LIGHT 40 80 0 0 255
GIB laser_rubble 1
THINK AI_MISSILE 5 AI_BLOW 0.15
SOUND S_ATTACK events/weapon_laser
SOUND S_DIE events/weapon_laser_hit
OFFSET SIZE 8 0
OFFSET WEAPON_OFFSET 24 0
OFFSET WEAPON_ORIGIN 20 -32
OFFSET WEAPON_MISSILE 20 -32
STAT DAMAGE 4
STAT FX_MUZZLE 35
STAT MISSILE_OFFSETRADIUS 20
STAT MULTISHOT 2
EFFECT GIB IMPACT
GUNENTITY x_spaceflame1
ENTITY_END
//=====================================================================
// PHOTON TORPEDO (rubble)
//=====================================================================
ENTITY_START x_spacephoton_rubble
LIGHT 150 60 0 100 255
OFFSET SIZE 50 0
STAT AI_TEMP_ON_ACTIVE
STAT FX_PLASMA
STAT FX_EXPAND
STAT FX_FADE
STAT NOLIST
STAT TEMPMISSILE 500
ENTITY_END
//=====================================================================
// PHOTON TORPEDO
//=====================================================================
ENTITY_START x_spacephoton
SPRITE STATIC 0 NONE 0 0 world/null
LIGHT 50 100 50 100 255
THINK AI_MISSILE 3 AI_BLOW 0.5
SOUND S_ATTACK events/weapon_photon
SOUND S_DIE events/weapon_photon_hit
SOUND S_WAKE events/weapon_photon_charge
OFFSET SIZE 20 0
OFFSET WEAPON_OFFSET 24 0
OFFSET WEAPON_ORIGIN 20 -32
OFFSET WEAPON_MISSILE 20 -32
STAT DAMAGE 20
STAT DAMAGE_SPLASH 200
STAT FX_ELECTRIC
STAT FX_FORCEWALL
STAT FX_MUZZLE 40
STAT FX_PLASMA
STAT CHARGE 500
STAT MISSILE_OFFSETRADIUS 20
EFFECT GIB EXPLOSION_PLASMA
GIB x_spacephoton_rubble 1
ENTITY_END
//=====================================================================
// ROCKET (shootable)
//=====================================================================
ENTITY_START rocket2
CLONE rocket
STAT S_HEALTH 2
STAT TAKEDAMAGE_SURFACE
ENTITY_END

//=====================================================================
// WEAPONS SLOTS
//=====================================================================
WEAPON 0 uzi uzi Uzi
WEAPON 1 shotgun grenade Shotgun
WEAPON 2 laser laser_shield Plasmagun
WEAPON 3 flame flame_stick Flamethrower
WEAPON 4 rocket rocket_guided Rocket_launcher
WEAPON 5 minigun minigun_sentry Minigun
WEAPON 6 bfg bfg_overcharge OMG-20K
WEAPON 7 w_dis w_dis_charge Disintegrator

WEAPON 10 ch_rocket ch_rocket Gunship_rocket
WEAPON 11 tank_weapon tank_weapon _
WEAPON 12 droid_uzi droid_uzi _
WEAPON 13 super_minigun super_minigun _
WEAPON 14 super_rocket super_rocket _
WEAPON 15 ch_minigun ch_rocket3 Chopper_minigun
WEAPON 16 minigun_sentry_round minigun_sentry_round _
WEAPON 17 droidlaser droidlaser _
WEAPON 18 podlaser podlaser _
WEAPON 19 chains chains _
WEAPON 20 x_spacelaser x_spacephoton _
WEAPON 21 grenade grenade _
WEAPON 22 zombie_rocket zombie_rocket _

TAGAP_END