//TAGAP_START
//=====================================================================
// BOSS ACTORS
//=====================================================================

//=====================================================================
// BOSS: PEDRO
//=====================================================================
//=====================================================================
// ESCAPE ACTOR
//=====================================================================
ENTITY_START boss_esc
SPRITE STATIC 0 NONE 0 -8 player/leg2
SPRITE STATIC 0 NONE 9 17 zombie/wing1
SPRITE STATIC 0 NONE -2 6 player/body
SPRITE STATIC 0 NONE 0 17 zombie/wing1
SPRITE STATIC 0 NONE 2 16 boss/head
SPRITE STATIC 0 NONE 0 -8 player/leg
SPRITEVAR 0 BIAS -100
SPRITEVAR 1 BIAS 30
SPRITEVAR 2 BOB 20
SPRITEVAR 3 BIAS -30
SPRITEVAR 4 BOB 20
SPRITEVAR 5 BIAS 100
THINK AI_ZOMBIE 2 NONE 0
MOVETYPE WALK 2
OFFSET SIZE 18 58
STAT AI_DEATHJUMP
STAT FX_BREATHE
STAT NOLIST
STAT TEMPMISSILE 2000
ENTITY_END
//=====================================================================
// CLONE
//=====================================================================
ENTITY_START boss_clone
CLONE boss_esc
DESCRIBE Pedro_clone
SOUND S_DIE world/gore_1
STAT TAKEDAMAGE_BLEED
STAT AI_LIST_ALIAS 3
ENTITY_END
//=====================================================================
// BOSS ICON
//=====================================================================
ENTITY_START boss_icon
SPRITE STATIC 1 NONE 12 -6 boss/head
SPRITEVAR 0 SCALE 70
STAT NOLIST
ENTITY_END
//=====================================================================
// BOSS #1: PEDRO with BAZOOKA
//=====================================================================
ENTITY_START boss_1
DESCRIBE BOSS:_Pedro_with_bazooka
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun2
SPRITE STATIC 0 NONE 0 -8 player/leg2
SPRITE STATIC 0 NONE -2 6 player/body
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun3
SPRITE STATIC 0 ANIM_FACE 2 16 boss/head
SPRITE STATIC 0 NONE 0 -8 player/leg
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun
SPRITEVAR 0 BOB -40
SPRITEVAR 1 BIAS -100
SPRITEVAR 2 BOB -25
SPRITEVAR 3 BOB -40
SPRITEVAR 4 BOB -25
SPRITEVAR 5 BIAS 100
SPRITEVAR 6 BOB -40
SOUND S_COUGH events/cough
SOUND S_DIE world/explosion
SOUND S_SONG_DIE resume
SOUND S_SONG_WAKE Challenge_Him
THINK AI_FOLLOW 0.7 AI_FIRE 0
MOVETYPE WALK 0.7
OFFSET SIZE 18 58
ICON boss_icon
ITEM keycard 0
ITEM am_rock 0
ITEM boss_esc 0
STAT AI_BOSS
STAT DAMAGE_SPLASH 100
STAT FRAG
STAT FX_BREATHE
STAT FX_TRANSITION 1
STAT S_HEALTH 150
STAT S_SCORE 20000
STAT S_WEAPON 4
STAT TAKEDAMAGE_BLEED
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// PEDRO'S OMG DISCHARGE
//=====================================================================
ENTITY_START boss_5_rubble
CLONE bfg_overcharge
STAT DAMAGE 5
STAT DAMAGE_SPLASH 450
EFFECT GIB EXPLOSION_PLASMA
ENTITY_END
//=====================================================================
// BOSS #5: PEDRO with OMG
//=====================================================================
ENTITY_START boss_5
DESCRIBE BOSS:_Pedro_with_OMG
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun2
SPRITE STATIC 0 NONE 0 -8 player/leg2
SPRITE STATIC 0 NONE -2 6 player/body
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun3
SPRITE STATIC 0 ANIM_FACE 2 16 boss/head
SPRITE STATIC 0 NONE 0 -8 player/leg
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun
SPRITEVAR 0 BOB -40
SPRITEVAR 1 BIAS 100
SPRITEVAR 2 BOB -25
SPRITEVAR 3 BOB -40
SPRITEVAR 4 BOB -25
SPRITEVAR 5 BIAS -100
SPRITEVAR 6 BOB -40
SOUND S_COUGH events/cough
SOUND S_DIE world/gore_1
SOUND S_RESPAWN events/respawn
SOUND S_SONG_DIE resume
SOUND S_SONG_WAKE Challenge_Him
THINK AI_FOLLOW 1.1 AI_FIRE 0
MOVETYPE WALK 1.1
OFFSET SIZE 18 58
ICON boss_icon
ITEM keycard 0
ITEM am_bfg
ITEM boss_esc 0
GIB boss_5_rubble 1
STAT AI_BOSS
STAT FRAG
STAT FX_BREATHE
STAT FX_DISABLE
STAT FX_TRANSITION 1
STAT S_EXTRALIFE 1
STAT S_HEALTH 150
STAT S_SCORE 20000
STAT S_WEAPON 6
STAT TAKEDAMAGE_BLEED
EFFECT GIB GORE_GIBS
ENTITY_END
//=====================================================================
// PEDRO ON THE RUN
//=====================================================================
ENTITY_START x_boss_run
DESCRIBE Pedro_on_the_run
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun2
SPRITE STATIC 0 NONE 0 -8 player/leg2
SPRITE STATIC 0 NONE -2 6 player/body
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun3
SPRITE STATIC 0 ANIM_FACE 2 16 boss/head
SPRITE STATIC 0 NONE 0 -8 player/leg
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun
SPRITEVAR 0 BOB -40
SPRITEVAR 1 BIAS -100
SPRITEVAR 2 BOB 25
SPRITEVAR 3 BOB -40
SPRITEVAR 4 BOB 25
SPRITEVAR 5 BIAS 100
SPRITEVAR 6 BOB -40
SOUND S_DIE world/teleport
THINK AI_ZOMBIE 0 NONE 0
MOVETYPE WALK 1.2
OFFSET SIZE 18 58
STAT AI_KEEPACTIVE
STAT AI_TEMP_ON_ACTIVE
STAT FX_BREATHE
STAT S_WEAPON 2
STAT TEMPMISSILE 5500
EFFECT GIB TELEOUT
ENTITY_END

//=====================================================================
// BOSS #2: TANK
//=====================================================================
ENTITY_START tank_driver
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun2
SPRITE STATIC 0 NONE -2 6 player/body
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun3
SPRITE STATIC 0 ANIM_FACE 2 16 boss/head
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun
SPRITEVAR 0 HIDE_MOVE 90
SPRITEVAR 1 HIDE_MOVE 90
SPRITEVAR 2 HIDE_MOVE 90
SPRITEVAR 3 HIDE_MOVE 90
SPRITEVAR 4 HIDE_MOVE 90
SOUND S_COUGH events/cough
SOUND S_DIE world/explosion
SOUND S_SLEEP events/trap
SOUND S_WAKE events/trap
THINK AI_CONSTANT 0.8 AI_FIRE 0
OFFSET SIZE 18 58
ICON boss_icon
ITEM boss_esc 0
ITEM keycard 0
ITEM am_flam 0
STAT AI_HIDE 3000
STAT AI_HIDETIME 3000
STAT AI_BOSS
STAT DAMAGE_SPLASH 100
STAT FRAG
STAT FX_BREATHE
STAT FX_DISABLE
STAT FX_SCISSOR
STAT INVISIBLE
STAT NOLIST
STAT S_HEALTH 150
STAT S_SCORE 20000
STAT S_WEAPON 3
STAT TAKEDAMAGE_BLEED
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START tank_gun
SPRITE DYNAMIC 0 ANIM_WEAPON 0 0 boss/tank
SPRITE DYNAMIC 0 ANIM_WEAPON 0 0 boss/tank
SPRITEVAR 0 BOB 10
SPRITEVAR 0 KEEPFRAME 2
SPRITEVAR 1 BOB 10
SPRITEVAR 1 KEEPFRAME 3
SOUND S_DIE events/break_metal
THINK AI_CONSTANT 0.3 AI_FIRE 0.1
OFFSET SIZE 20 0
STAT DAMAGE_SPLASH 100
STAT AI_KEEPFACE
STAT MISSILE_OFFSETRADIUS 28
STAT NOLIST
STAT S_HEALTH 20
STAT S_WEAPON 11
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START tank_block
THINK AI_CONSTANT 0 NONE 0
OFFSET SIZE 100 0
STAT TAKEDAMAGE_UNBREAKABLE
STAT NOLIST
EFFECT GIB DEBRIS_METAL
ENTITY_END
//=====================================================================
ENTITY_START boss_2
DESCRIBE BOSS:_Heavy_tank
SPRITE DYNAMIC 0 ANIM_ROLLHIDE -18 153 boss/tank
SPRITE DYNAMIC 0 ANIM_ROLLVEL -64 -21 boss/tank_wheel
SPRITE DYNAMIC 0 ANIM_ROLLVEL 105 -21 boss/tank_wheel
SPRITE DYNAMIC 0 NONE 18 -18 boss/tank_tracks
SPRITE DYNAMIC 0 ANIM_WEAPON 76 63 turret/gun2_open
SPRITE DYNAMIC 0 NONE 12 55 boss/tank
SPRITEVAR 0 BOB 10
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 4 BOB 10
SPRITEVAR 5 BOB 10
SOUND S_ATTACK events/weapon_rocket
SOUND S_IDLE events/boss_tank
SOUND S_DIE events/explosion_big
SOUND S_DYING world/explosion
SOUND S_MOVE events/boss_tank_move
SOUND S_PHYSICS world/fall
SOUND S_SLEEP events/boss_tank_stop
SOUND S_SONG_DIE resume
SOUND S_SONG_WAKE Challenge_Him
THINK AI_ZOMBIE 0.5 AI_FIRE 1
MOVETYPE WALK 1.2
MISSILE rocket
SCISSORS -100 153 200 150
OFFSET SIZE 50 100
OFFSET WEAPON_MISSILE 62 12
OFFSET WEAPON_OFFSET 0 0
OFFSET WEAPON_ORIGIN 128 62
STAT AI_SIZE 2
STAT DAMAGE_SPLASH 200
STAT FRAG
STAT FX_IDLEDISTANCE 100
STAT FX_MUZZLE 40
STAT FX_TRANSITION 1
STAT S_HEALTH 120
STAT TAKEDAMAGE_UNBREAKABLE
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
GROUP tank_driver USER 10 160
GROUP tank_gun MEMBER -48 13
GROUP tank_block MEMBER 0 -40
ENTITY_END

//=====================================================================
// BOSS #3: ATTACK CHOPPER
//=====================================================================
//=====================================================================
// HOMING ROCKET POD
//=====================================================================
ENTITY_START boss_3_shooter
THINK AI_CONSTANT 10 AI_FIRE 3
SOUND S_ATTACK events/weapon_missile
MISSILE ch_rocket2
STAT AI_KEEPANGLE 180
STAT FX_MUZZLE 60
STAT MISSILE_OFFSETRADIUS 32
STAT NOLIST
ENTITY_END
//=====================================================================
// ATTACK CHOPPER
//=====================================================================
ENTITY_START boss_3
DESCRIBE BOSS:_Attack_chopper
SPRITE DYNAMIC 0 NONE -5 38 boss/chopper
SPRITE STATIC 0 NONE -5 6 player/body
SPRITE STATIC 0 NONE 2 15 zombie/wing1
SPRITE STATIC 0 ANIM_FACE 2 13 boss/head
SPRITE DYNAMIC 0 NONE -112 73 boss/chopper
SPRITE DYNAMIC 0 NONE 10 31 boss/chopper
SPRITE DYNAMIC 0 NONE -30 -30 boss/chopper
SPRITE DYNAMIC 0 NONE -63 -12 boss/chopper
SPRITE DYNAMIC 0 NONE -40 128 boss/chopper
SPRITEVAR 2 BIAS 20
SPRITEVAR 2 NOGROUND
SPRITEVAR 4 KEEPFRAME 2
SPRITEVAR 5 KEEPFRAME 1
SPRITEVAR 6 AIM
SPRITEVAR 6 KEEPFRAME 4
SPRITEVAR 7 KEEPFRAME 3
SPRITEVAR 8 FLICKER
SPRITEVAR 8 KEEPFRAME 5
FLASHLIGHT -30 -30 120 100 255 255 255
SOUND S_ATTACK events/weapon_rocket
SOUND S_IDLE events/boss_rotor
SOUND S_DIE events/explosion_big
SOUND S_DYING world/explosion
SOUND S_PHYSICS world/fall
SOUND S_SONG_DIE resume
SOUND S_SONG_WAKE Challenge_Him
THINK AI_FOLLOW 2 AI_FIRE 1
MOVETYPE FLY 2
OFFSET SIZE 80 0
OFFSET WEAPON_MISSILE -30 -30
OFFSET WEAPON_OFFSET 0 0
OFFSET WEAPON_ORIGIN -26 -38
ICON boss_icon
ITEM boss_esc 0
ITEM keycard 0
MISSILE rocket
STAT AI_BOSS
STAT AI_KEEPACTIVE
STAT AI_LIMIT_ANGLE 25
STAT AI_RANGE 600
STAT AI_SIZE 2
STAT DAMAGE_SPLASH 200
STAT FRAG
STAT FX_FLOAT
STAT FX_IDLEDISTANCE 100
STAT FX_MUZZLE 40
STAT FX_TRANSITION 1
STAT MISSILE_OFFSETRADIUS 32
STAT MULTISHOT 2
STAT S_HEALTH 200
STAT S_SCORE 20000
STAT TAKEDAMAGE_SURFACE
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
GROUP boss_3_shooter MEMBER -26 -38
ENTITY_END

//=====================================================================
// BOSS #4: ZOMBIE MACHINE
//=====================================================================
//=====================================================================
// TOUGH TURRET
//=====================================================================
ENTITY_START boss_4a
SPRITE STATIC 0 NONE 0 6 turret/base
SPRITE STATIC 0 ANIM_WEAPON 0 6 turret/gun1_closed
SPRITE STATIC 0 ANIM_WEAPON 0 6 turret/gun3_open
SPRITE DYNAMIC 0 NONE 0 6 boss/spawner
SPRITEVAR 1 AIM
SPRITEVAR 1 INACTIVE
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 AIM
SPRITEVAR 3 AIM
SPRITEVAR 3 KEEPFRAME 3
SOUND S_ATTACK events/weapon_laser
SOUND S_DIE events/break_metal
SOUND S_MOVE events/turret_move
SOUND S_SLEEP events/turret_toggle
SOUND S_WAKE events/turret_toggle
THINK AI_AIM 0.6 AI_FIRE 0.3
MISSILE redlaser
OFFSET SIZE 28 4
OFFSET WEAPON_MISSILE 0 6
OFFSET WEAPON_OFFSET 36 0
OFFSET WEAPON_ORIGIN 0 6
STAT AI_INVULACTIVE
STAT DAMAGE_SPLASH 100
STAT FX_MUZZLE 20
STAT MISSILE_OFFSETRADIUS 32
STAT NOLIST
STAT S_HEALTH 45
STAT S_SCORE 1000
STAT TAKEDAMAGE_ELECTRIC
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// ZOMBIE WALL BASE
//=====================================================================
ENTITY_START x_boss_4_base
DESCRIBE BOSS:_Zombie_machine_wall_base
SPRITE DYNAMIC 0 NONE -1 -11 boss/spawner
SPRITEVAR 0 KEEPFRAME 2
ENTITY_END
//=====================================================================
// ZOMBIE MACHINE COCKPIT
//=====================================================================
ENTITY_START boss_4
DESCRIBE BOSS:_Zombie_cloning_machine
SPRITE DYNAMIC 0 NONE 0 50 boss/spawner
SPRITE DYNAMIC 0 NONE 0 53 boss/head_front
SPRITE DYNAMIC 0 NONE 0 42 boss/spawner
SPRITE STATIC 0 NONE 1 -31 world/generator
SPRITE STATIC 1 NONE 1 -28 world/generator
SPRITE STATIC 1 NONE 1 -28 world/generator
SPRITEVAR 1 BOB 20
SPRITEVAR 2 KEEPFRAME 1
SPRITEVAR 4 FACE 0
SPRITEVAR 4 KEEPFRAME 2
SPRITEVAR 4 ROLL -80
SPRITEVAR 5 FACE 1
SPRITEVAR 5 KEEPFRAME 1
SPRITEVAR 5 ROLL 80
SOUND S_DIE events/explosion_big
SOUND S_DYING world/explosion
SOUND S_SONG_DIE resume
SOUND S_SONG_WAKE Challenge_Him
LIGHT 50 40 0 0 255
THINK AI_AIM 1 AI_FIRE 0.6
OFFSET SIZE 45 80
OFFSET WEAPON_MISSILE 0 -30
ICON boss_icon
ITEM boss_esc 0
ITEM keycard 0
MISSILE zombie_1
STAT AI_BOSS
STAT AI_SIZE 2
STAT FX_WADDLE_CONSTANT 8
STAT DAMAGE_SPLASH 200
STAT FRAG
STAT FX_DIM 0
STAT FX_POWERUP_SIZE 20
STAT FX_TELEATTACK
STAT FX_TRANSITION 1
STAT MISSILE_OFFSETRADIUS 1
STAT MISSILE_RANDOMIZER 2
STAT S_HEALTH 50
STAT S_SCORE 20000
STAT TAKEDAMAGE_SURFACE
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
GROUP boss_4a MEMBER 0 -112
ENTITY_END
//=====================================================================
// SHIELD GENERATOR
//=====================================================================
ENTITY_START boss_4b
DESCRIBE BOSS:_Power_generator
SPRITE DYNAMIC 0 NONE 0 14 boss/spawner_generator
SPRITE STATIC 1 NONE 0 18 mecha/shieldorb
SPRITE STATIC 0 NONE 0 18 mecha/shieldorb
SPRITE STATIC 0 NONE 0 18 mecha/shieldorb
SPRITEVAR 2 KEEPFRAME 1
SPRITEVAR 2 ROLL -120
SPRITEVAR 3 KEEPFRAME 2
LIGHT 40 40 0 190 255
SOUND S_DIE world/explosion
COLLECTIVE boss_4
OFFSET SIZE 24 40
OFFSET FX_OFFSET 0 18
STAT AI_LIST_ALIAS 1
STAT DAMAGE_SPLASH 150
STAT FX_ELECTRIC_LIT
STAT S_HEALTH 50
STAT S_SCORE 1000
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END

//=====================================================================
// BOSS #6: MECHA-PENGUIN
//=====================================================================
//=====================================================================
// MECHA LASER TURRET
//=====================================================================
ENTITY_START mecha_laser
SPRITE DYNAMIC 0 NONE 0 0 mecha/turret_base
SPRITE DYNAMIC 0 NONE 0 0 mecha/turret_base
SPRITE DYNAMIC 0 ANIM_WEAPON 0 0 mecha/turret_gun1
SPRITE DYNAMIC 0 NONE 0 0 mecha/turret_gun1
SPRITEVAR 0 BOB 100
SPRITEVAR 1 AIM
SPRITEVAR 1 BOB 100
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 2 AIM
SPRITEVAR 2 BOB 100
SPRITEVAR 2 KEEPFRAME 0
SPRITEVAR 3 AIM
SPRITEVAR 3 BOB 100
SPRITEVAR 3 KEEPFRAME 1
SOUND S_ATTACK events/weapon_laser
SOUND S_DIE events/break_metal
MISSILE laser
THINK AI_CONSTANT 0.6 AI_FIRE 0.5
OFFSET SIZE 20 0
OFFSET WEAPON_OFFSET 28 0
STAT DAMAGE_SPLASH 100
STAT FX_MUZZLE 20
STAT FX_NOFACE
STAT INVISIBLE
STAT MISSILE_OFFSETRADIUS 30
STAT NOLIST
STAT S_HEALTH 20
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// HEAVY MECHA TURRET PROJECTILE
//=====================================================================
ENTITY_START mecha_proj
CLONE grenade
MOVETYPE WALK 3
STAT DAMAGE 10
ENTITY_END
//=====================================================================
// HEAVY MECHA TURRET
//=====================================================================
ENTITY_START mecha_rocket
SPRITE DYNAMIC 0 NONE 0 0 mecha/turret_base
SPRITE DYNAMIC 0 NONE 0 0 mecha/turret_base
SPRITE DYNAMIC 0 ANIM_WEAPON 0 0 mecha/turret_gun2
SPRITE DYNAMIC 0 NONE 0 0 mecha/turret_gun2
SPRITEVAR 0 BOB 100
SPRITEVAR 1 AIM
SPRITEVAR 1 BOB 100
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 2 AIM
SPRITEVAR 2 BOB 100
SPRITEVAR 2 KEEPFRAME 0
SPRITEVAR 3 AIM
SPRITEVAR 3 BOB 100
SPRITEVAR 3 KEEPFRAME 1
SOUND S_ATTACK events/weapon_rocket
SOUND S_DIE events/break_metal
MISSILE mecha_proj
THINK AI_CONSTANT 0.4 AI_FIRE 1.2
OFFSET SIZE 20 0
OFFSET WEAPON_OFFSET 28 0
STAT DAMAGE_SPLASH 100
STAT FX_MUZZLE 35
STAT FX_NOFACE
STAT INVISIBLE
STAT MISSILE_OFFSETRADIUS 30
STAT NOLIST
STAT S_HEALTH 20
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// SLOW GRENADE TURRET
//=====================================================================
ENTITY_START mecha_rocketb
THINK AI_CONSTANT 0.4 AI_FIRE 2
CLONE mecha_rocket
STAT NOLIST
ENTITY_END
//=====================================================================
// SHIELD ORB (moving)
//=====================================================================
ENTITY_START mecha_shield
SPRITE STATIC 1 NONE 0 0 mecha/shieldorb
SPRITE STATIC 0 NONE 0 0 mecha/shieldorb
SPRITE STATIC 0 NONE 0 0 mecha/shieldorb
SPRITEVAR 1 FACE 0
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 1 ROLL -120
SPRITEVAR 2 KEEPFRAME 2
LIGHT 60 40 0 190 255
SOUND S_DIE world/explosion
THINK AI_WANDER 2 NONE 0
MOVETYPE FLY 2
OFFSET SIZE 28 0
STAT AI_KEEPACTIVE
STAT FX_ELECTRIC_LIT
STAT FX_NOFACE
STAT INVISIBLE
STAT DAMAGE_SPLASH 150
STAT S_HEALTH 20
STAT TAKEDAMAGE_SURFACE
STAT NOLIST
EFFECT GIB DEBRIS_METAL
EFFECT GIB DEBRIS_GLASS
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// SHIELD ORB (static)
//=====================================================================
ENTITY_START mecha_shield2
SPRITE STATIC 1 NONE 0 0 mecha/shieldorb
SPRITE STATIC 0 NONE 0 0 mecha/shieldorb
SPRITE STATIC 0 NONE 0 0 mecha/shieldorb
SPRITEVAR 0 BOB 100
SPRITEVAR 1 BOB 100
SPRITEVAR 1 FACE 0
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 1 ROLL -120
SPRITEVAR 2 BOB 100
SPRITEVAR 2 KEEPFRAME 2
LIGHT 60 40 0 190 255
SOUND S_DIE world/explosion
THINK AI_CONSTANT 0 NONE 0
OFFSET SIZE 28 0
STAT FX_ELECTRIC_LIT
STAT FX_NOFACE
STAT INVISIBLE
STAT DAMAGE_SPLASH 150
STAT S_HEALTH 20
STAT TAKEDAMAGE_SURFACE
STAT NOLIST
EFFECT GIB DEBRIS_METAL
EFFECT GIB DEBRIS_GLASS
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// SEVERED HEAD
//=====================================================================
ENTITY_START boss_6_gib_head
SPRITE DYNAMIC 0 ANIM_ROLLVEL 0 0 dynamics/mecha
SOUND S_PHYSICS world/fall
THINK AI_MISSILE 0 NONE 0
MOVETYPE WALK 10
OFFSET SIZE 60 0
STAT AI_DEATHJUMP
STAT FX_SMOKE_SHOOT 500
STAT NOLIST
STAT TEMPMISSILE 2000
ENTITY_END
//=====================================================================
// BOSS ICON
//=====================================================================
ENTITY_START boss_6_icon
SPRITE DYNAMIC 1 NONE 14 2 dynamics/mecha
SPRITEVAR 0 SCALE 18
STAT NOLIST
ENTITY_END
//=====================================================================
// PENGUINATOR MARK I
//=====================================================================
ENTITY_START boss_6
DESCRIBE BOSS:_Penguinator_M1
SPRITE DYNAMIC 1 NONE -1 55 dynamics/mecha
SPRITE DYNAMIC 0 NONE 0 100 dynamics/mecha
SPRITE DYNAMIC 0 NONE 0 112 dynamics/mecha_mk1
SPRITE DYNAMIC 0 NONE -108 122 dynamics/mecha_arm1
SPRITE DYNAMIC 0 NONE 106 122 dynamics/mecha_arm1
SPRITE DYNAMIC 0 NONE 6 196 dynamics/mecha
SPRITE DYNAMIC 0 NONE -68 5 dynamics/mecha
SPRITE DYNAMIC 0 NONE 68 5 dynamics/mecha
SPRITEVAR 0 BOB 10
SPRITEVAR 0 KEEPFRAME 3
SPRITEVAR 0 PULSE 100
SPRITEVAR 1 BOB 10
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 2 BOB 10
SPRITEVAR 3 BOB 100
SPRITEVAR 4 BOB 100
SPRITEVAR 4 INVERTFACE
SPRITEVAR 5 BIAS 5
SPRITEVAR 5 KEEPFRAME 0
SPRITEVAR 5 NOGROUND
SPRITEVAR 6 BOB 130
SPRITEVAR 6 KEEPFRAME 2
SPRITEVAR 7 BOB -130
SPRITEVAR 7 KEEPFRAME 2
LIGHT 40 50 0 0 255
SOUND S_DIE events/explosion_big
SOUND S_DYING world/explosion
SOUND S_MOVE events/boss_mecha_move
SOUND S_PHYSICS world/fall
SOUND S_WAKE events/boss_mecha_wake
THINK AI_ZOMBIE 0 NONE 0
MOVETYPE WALK 1.1
OFFSET FX_DEATHEFFECT 85 270
OFFSET FX_OFFSET 0 56
OFFSET SIZE 32 35
ICON boss_6_icon
ITEM keycard 0
ITEM boss_rubble 0
STAT AI_BOSS
STAT AI_FINALE
STAT AI_KEEPACTIVE
STAT AI_RANGE 300
STAT AI_SIZE 2
STAT AI_SLOWMOVE 30
STAT DAMAGE_SPLASH 400
STAT FRAG
STAT FX_DIM 0
STAT FX_GLOBAL_AUDIO
STAT FX_NOFACE
STAT FX_POWERUP_SIZE 20
STAT FX_WALK_SHAKE 65
STAT INVISIBLE
STAT S_HEALTH 15
STAT S_SCORE 20000
STAT TAKEDAMAGE_SURFACE
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
GIB boss_6_gib_head 1
GROUP mecha_laser MEMBER -137 66
GROUP mecha_laser MEMBER -137 106
GROUP mecha_shield2 COLLECTIVE -105 179
GROUP mecha_laser MEMBER 136 66
GROUP mecha_laser MEMBER 136 106
GROUP mecha_shield2 COLLECTIVE 104 179
ENTITY_END
//=====================================================================
// PENGUINATOR MARK I (with awakening delay)
//=====================================================================
ENTITY_START boss_6b
CLONE boss_6
DESCRIBE BOSS:_Penguinator_M1_(numb)
STAT AI_NUMB 5000
ENTITY_END
//=====================================================================
// PENGUINATOR MARK I (without keycard)
//=====================================================================
ENTITY_START boss_6e
DESCRIBE BOSS:_Penguinator_M1_(no_key)
SPRITE DYNAMIC 1 NONE -1 55 dynamics/mecha
SPRITE DYNAMIC 0 NONE 0 100 dynamics/mecha
SPRITE DYNAMIC 0 NONE 0 112 dynamics/mecha_mk1
SPRITE DYNAMIC 0 NONE -108 122 dynamics/mecha_arm1
SPRITE DYNAMIC 0 NONE 106 122 dynamics/mecha_arm1
SPRITE DYNAMIC 0 NONE 6 196 dynamics/mecha
SPRITE DYNAMIC 0 NONE -68 5 dynamics/mecha
SPRITE DYNAMIC 0 NONE 68 5 dynamics/mecha
SPRITEVAR 0 BOB 10
SPRITEVAR 0 KEEPFRAME 3
SPRITEVAR 0 PULSE 100
SPRITEVAR 1 BOB 10
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 2 BOB 10
SPRITEVAR 3 BOB 100
SPRITEVAR 4 BOB 100
SPRITEVAR 4 INVERTFACE
SPRITEVAR 5 BIAS 5
SPRITEVAR 5 KEEPFRAME 0
SPRITEVAR 5 NOGROUND
SPRITEVAR 6 BOB 130
SPRITEVAR 6 KEEPFRAME 2
SPRITEVAR 7 BOB -130
SPRITEVAR 7 KEEPFRAME 2
LIGHT 40 50 0 0 255
SOUND S_DIE events/explosion_big
SOUND S_DYING world/explosion
SOUND S_MOVE events/boss_mecha_move
SOUND S_PHYSICS world/fall
SOUND S_WAKE events/boss_mecha_wake
THINK AI_ZOMBIE 0 NONE 0
MOVETYPE WALK 1.1
OFFSET FX_DEATHEFFECT 85 270
OFFSET FX_OFFSET 0 56
OFFSET SIZE 32 35
ICON boss_6_icon
ITEM boss_rubble 0
STAT AI_BOSS
STAT AI_FINALE
STAT AI_KEEPACTIVE
STAT AI_RANGE 300
STAT AI_SIZE 2
STAT AI_SLOWMOVE 30
STAT DAMAGE_SPLASH 400
STAT FRAG
STAT FX_DIM 0
STAT FX_GLOBAL_AUDIO
STAT FX_NOFACE
STAT FX_POWERUP_SIZE 20
STAT FX_WALK_SHAKE 65
STAT S_HEALTH 15
STAT S_SCORE 20000
STAT TAKEDAMAGE_SURFACE
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
GIB boss_6_gib_head 1
GROUP mecha_laser MEMBER -137 66
GROUP mecha_laser MEMBER -137 106
GROUP mecha_shield2 COLLECTIVE -105 179
GROUP mecha_laser MEMBER 136 66
GROUP mecha_laser MEMBER 136 106
GROUP mecha_shield2 COLLECTIVE 104 179
ENTITY_END
//=====================================================================
// PENGUINATOR MARK II (with ending sequence flag)
//=====================================================================
ENTITY_START boss_6c
DESCRIBE BOSS:_Penguinator_M2_(endgame)
SPRITE DYNAMIC 1 NONE -1 55 dynamics/mecha
SPRITE DYNAMIC 0 NONE 0 100 dynamics/mecha
SPRITE DYNAMIC 0 NONE 0 112 dynamics/mecha_mk2
SPRITE DYNAMIC 0 NONE -108 122 dynamics/mecha_arm2
SPRITE DYNAMIC 0 NONE 106 122 dynamics/mecha_arm2
SPRITE DYNAMIC 0 NONE 6 196 dynamics/mecha
SPRITE DYNAMIC 0 NONE -68 5 dynamics/mecha
SPRITE DYNAMIC 0 NONE 68 5 dynamics/mecha
SPRITEVAR 0 BOB 10
SPRITEVAR 0 KEEPFRAME 3
SPRITEVAR 0 PULSE 100
SPRITEVAR 1 BOB 10
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 2 BOB 10
SPRITEVAR 3 BOB 100
SPRITEVAR 4 BOB 100
SPRITEVAR 4 INVERTFACE
SPRITEVAR 5 BIAS 5
SPRITEVAR 5 KEEPFRAME 0
SPRITEVAR 5 NOGROUND
SPRITEVAR 6 BOB 130
SPRITEVAR 6 KEEPFRAME 2
SPRITEVAR 7 BOB -130
SPRITEVAR 7 KEEPFRAME 2
LIGHT 40 50 0 0 255
SOUND S_DIE events/explosion_big
SOUND S_DYING world/explosion
SOUND S_MOVE events/boss_mecha_move
SOUND S_PHYSICS world/fall
SOUND S_WAKE events/boss_mecha_wake
SOUND S_SONG_DIE Finally_Free
THINK AI_ZOMBIE 0 NONE 0
MOVETYPE WALK 1.1
ICON boss_6_icon
OFFSET FX_DEATHEFFECT 85 270
OFFSET FX_OFFSET 0 56
OFFSET SIZE 32 35
STAT AI_BOSS
STAT AI_ENDING
STAT AI_FINALE
STAT AI_KEEPACTIVE
STAT AI_RANGE 300
STAT AI_SIZE 2
STAT AI_SLOWMOVE 30
STAT DAMAGE_SPLASH 400
STAT FRAG
STAT FX_DIM 0
STAT FX_GLOBAL_AUDIO
STAT FX_NOFACE
STAT FX_POWERUP_SIZE 20
STAT FX_TRANSITION 2
STAT FX_WALK_SHAKE 65
STAT INVISIBLE
STAT S_HEALTH 15
STAT TAKEDAMAGE_SURFACE
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
// left arm
GROUP mecha_laser MEMBER -137 66
GROUP mecha_laser MEMBER -137 106
GROUP mecha_rocketb MEMBER -131 155
GROUP mecha_rocket MEMBER -96 175
// right arm
GROUP mecha_laser MEMBER 136 66
GROUP mecha_laser MEMBER 136 106
GROUP mecha_rocketb MEMBER 130 155
GROUP mecha_rocket MEMBER 95 175
// shield orb
GROUP mecha_shield COLLECTIVE 250 170
GROUP mecha_shield COLLECTIVE -150 220
GROUP mecha_shield COLLECTIVE -260 300
GROUP mecha_shield COLLECTIVE 300 260
ENTITY_END

//=====================================================================
// PENGUINATOR MARK II
//=====================================================================
ENTITY_START boss_6d
DESCRIBE BOSS:_Penguinator_M2
SPRITE DYNAMIC 1 NONE -1 55 dynamics/mecha
SPRITE DYNAMIC 0 NONE 0 100 dynamics/mecha
SPRITE DYNAMIC 0 NONE 0 112 dynamics/mecha_mk2
SPRITE DYNAMIC 0 NONE -108 122 dynamics/mecha_arm2
SPRITE DYNAMIC 0 NONE 106 122 dynamics/mecha_arm2
SPRITE DYNAMIC 0 NONE 6 196 dynamics/mecha
SPRITE DYNAMIC 0 NONE -68 5 dynamics/mecha
SPRITE DYNAMIC 0 NONE 68 5 dynamics/mecha
SPRITEVAR 0 BOB 10
SPRITEVAR 0 KEEPFRAME 3
SPRITEVAR 0 PULSE 100
SPRITEVAR 1 BOB 10
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 2 BOB 10
SPRITEVAR 3 BOB 100
SPRITEVAR 4 BOB 100
SPRITEVAR 4 INVERTFACE
SPRITEVAR 5 BIAS 5
SPRITEVAR 5 KEEPFRAME 0
SPRITEVAR 5 NOGROUND
SPRITEVAR 6 BOB 130
SPRITEVAR 6 KEEPFRAME 2
SPRITEVAR 7 BOB -130
SPRITEVAR 7 KEEPFRAME 2
LIGHT 40 50 0 0 255
SOUND S_DIE events/explosion_big
SOUND S_DYING world/explosion
SOUND S_MOVE events/boss_mecha_move
SOUND S_PHYSICS world/fall
SOUND S_WAKE events/boss_mecha_wake
THINK AI_ZOMBIE 0 NONE 0
MOVETYPE WALK 1.1
ICON boss_6_icon
ITEM keycard 0
ITEM boss_rubble 0
OFFSET FX_DEATHEFFECT 85 270
OFFSET FX_OFFSET 0 56
OFFSET SIZE 32 35
STAT AI_BOSS
STAT AI_FINALE
STAT AI_KEEPACTIVE
STAT AI_RANGE 300
STAT AI_SIZE 2
STAT AI_SLOWMOVE 30
STAT DAMAGE_SPLASH 400
STAT FRAG
STAT FX_DIM 0
STAT FX_GLOBAL_AUDIO
STAT FX_NOFACE
STAT FX_POWERUP_SIZE 20
STAT FX_WALK_SHAKE 65
STAT INVISIBLE
STAT S_HEALTH 15
STAT TAKEDAMAGE_SURFACE
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
GIB boss_6_gib_head 1
GROUP mecha_laser MEMBER -137 66
GROUP mecha_laser MEMBER -137 106
GROUP mecha_rocketb MEMBER -131 155
GROUP mecha_rocket MEMBER -96 175
GROUP mecha_laser MEMBER 136 66
GROUP mecha_laser MEMBER 136 106
GROUP mecha_rocketb MEMBER 130 155
GROUP mecha_rocket MEMBER 95 175
GROUP mecha_shield COLLECTIVE 250 170
GROUP mecha_shield COLLECTIVE -150 220
GROUP mecha_shield COLLECTIVE -260 300
GROUP mecha_shield COLLECTIVE 300 260
ENTITY_END
//=====================================================================
// BOSS #7: YELLOW SUBMARINE
//=====================================================================
ENTITY_START boss_7_jet
SOUND S_DIE world/explosion
THINK AI_CONSTANT 0 NONE 0
OFFSET SIZE 32 0
ICON boss_icon
ITEM boss_esc 0
STAT AI_BOSS
STAT AI_KEEPANGLE -90
STAT DAMAGE_SPLASH 120
STAT FRAG
STAT FX_SMOKE_SHOOT -200
STAT NOLIST
STAT S_HEALTH 100
STAT S_SCORE 20000
STAT TAKEDAMAGE_ELECTRIC
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
ENTITY_START boss_7_missile
CLONE rocket
STAT FX_WADDLE_AIM 30
ENTITY_END
//=====================================================================
ENTITY_START boss_7_gun
SPRITE DYNAMIC 0 NONE 0 0 mecha/turret_base
SPRITE DYNAMIC 0 ANIM_WEAPON 0 0 mecha/turret_gun2
SPRITE DYNAMIC 0 NONE 0 0 mecha/turret_gun2
SPRITEVAR 0 AIM
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 1 AIM
SPRITEVAR 1 KEEPFRAME 0
SPRITEVAR 2 AIM
SPRITEVAR 2 KEEPFRAME 1
SOUND S_ATTACK events/weapon_rocket
SOUND S_DIE events/break_metal
MISSILE boss_7_missile
THINK AI_CONSTANT 0.8 AI_FIRE 1
OFFSET SIZE 20 0
STAT DAMAGE_SPLASH 100
STAT FX_MUZZLE 40
STAT MISSILE_OFFSETRADIUS 30
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START boss_7_miner
SOUND S_ATTACK events/weapon_grenade
MISSILE mecha_proj
THINK AI_CONSTANT 0 AI_FIRE 0.25
STAT AI_BURST 5
STAT AI_BURST_TIME 1000
STAT AI_KEEPACTIVE
STAT AI_KEEPANGLE -90
STAT FX_MUZZLE 30
STAT NOLIST
ENTITY_END
//=====================================================================
ENTITY_START boss_7_front
SOUND S_DIE world/explosion
THINK AI_CONSTANT 0 NONE 0
OFFSET SIZE 64 0
STAT DAMAGE_SPLASH 180
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START boss_7
DESCRIBE BOSS:_Yellow_submarine
SPRITE DYNAMIC 0 NONE -32 50 boss/tank_tracks
SPRITE STATIC 0 ANIM_FACE -58 23 boss/head
SPRITE DYNAMIC 0 NONE -32 50 boss/tank_tracks
SPRITE STATIC 0 NONE -75 -19 world/fan
SPRITE DYNAMIC 0 NONE 0 -1 boss/submarine
SPRITE DYNAMIC 0 NONE -155 -3 boss/submarine
SPRITEVAR 2 INACTIVE
SPRITEVAR 3 ROLL -150
SPRITEVAR 5 FLICKER
SPRITEVAR 5 KEEPFRAME 1
FLASHLIGHT 80 -60 120 100 255 255 255
SOUND S_ATTACK events/weapon_rocket
SOUND S_IDLE events/dropper
SOUND S_DIE events/explosion_big
SOUND S_DYING world/explosion
SOUND S_PHYSICS world/fall
SOUND S_SONG_DIE resume
SOUND S_SONG_WAKE Challenge_Him
THINK AI_FOLLOW 2 AI_FIRE 1.2
MOVETYPE FLY 2
OFFSET FX_OFFSET 0 -3
OFFSET SIZE 64 0
ITEM keycard 0
STAT AI_BOSS
STAT AI_RANGE 400
STAT AI_SIZE 2
STAT DAMAGE_SPLASH 250
STAT FX_FLOAT
STAT FX_IDLEDISTANCE 100
STAT FX_OFFSXFACE -155
STAT FX_SMOKE
STAT FX_TRANSITION 1
STAT TAKEDAMAGE_UNBREAKABLE
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
GROUP boss_7_jet USER -82 -20
GROUP boss_7_front MEMBER 128 0
GROUP boss_7_gun MEMBER 66 -80
GROUP boss_7_gun MEMBER 108 -42
GROUP boss_7_miner MEMBER -82 -52
ENTITY_END

//=====================================================================
// BOSS #8: ARACHNOTRON
//=====================================================================
//=====================================================================
// BOMB DRONE
//=====================================================================
ENTITY_START boss_8_droid
SPRITE STATIC 0 NONE 0 4 world/mine
SPRITE STATIC 1 NONE 0 4 bot/lamp_yellow
SPRITE STATIC 0 NONE -14 6 bot/scav
SPRITE STATIC 0 NONE -20 2 bot/scav
SPRITE STATIC 0 NONE 14 6 bot/scav
SPRITE STATIC 0 NONE 20 2 bot/scav
SPRITE STATIC 0 NONE 0 4 bot/scav
SPRITEVAR 0 BOB 10
SPRITEVAR 1 BOB 10
SPRITEVAR 2 BIAS -34
SPRITEVAR 2 KEEPFRAME 1
SPRITEVAR 3 BIAS 34
SPRITEVAR 3 KEEPFRAME 1
SPRITEVAR 4 BIAS 34
SPRITEVAR 4 INVERTFACE
SPRITEVAR 4 KEEPFRAME 1
SPRITEVAR 5 BIAS -34
SPRITEVAR 5 INVERTFACE
SPRITEVAR 5 KEEPFRAME 1
SPRITEVAR 6 BOB 10
LIGHT 10 20 255 255 0
SOUND S_DIE world/explosion
SOUND S_MOVE events/scavenger_move
THINK AI_ZOMBIE 0 AI_BLOW 1.2
MOVETYPE WALK 1.1
OFFSET FX_OFFSET 0 4
OFFSET SIZE 18 0
STAT FX_DIM 0
STAT FX_NOFACE
STAT DAMAGE 15
STAT DAMAGE_SPLASH 75
STAT FX_DIM 0
STAT NOLIST
STAT S_HEALTH 5
STAT TAKEDAMAGE_SURFACE
STAT TEMPMISSILE 5000
EFFECT GIB DEBRIS_GLASS
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// MEGA-EXPLODE
//=====================================================================
ENTITY_START mega_rubble
THINK AI_AIM 0 NONE 0
STAT FX_NOFACE
STAT FX_SMOKE_SHOOT -350
STAT AI_KEEPANGLE 90
STAT NOLIST
STAT TEMPMISSILE 2000
ENTITY_END
//=====================================================================
ENTITY_START boss_mega_explode
SPRITE STATIC 0 NONE 0 0 world/null
SOUND S_DIE events/explosion_big
GIB mega_rubble 1
THINK AI_MISSILE 0 AI_BLOW 0.9
STAT DAMAGE_SPLASH 250
STAT TAKEDAMAGE_SURFACE
STAT TEMPMISSILE 1
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// CORE
//=====================================================================
ENTITY_START boss_8_core
SPRITE STATIC 0 NONE 0 0 world/null
SOUND S_ATTACK events/weapon_airdefence_hit
SOUND S_DIE world/explosion
SOUND S_SLEEP world/elevator_off
SOUND S_WAKE events/turret_toggle
LIGHT 50 50 255 0 0
THINK AI_CONSTANT 1 AI_FIRE 0.25
ICON boss_icon
MISSILE boss_8_droid
OFFSET SIZE 26 0
OFFSET WEAPON_OFFSET 45 0
OFFSET WEAPON_MISSILE 0 -45
STAT AI_HIDE 3000
STAT AI_HIDETIME 3000
STAT AI_KEEPANGLE -90
STAT AI_BOSS
STAT DAMAGE_SPLASH 100
STAT FRAG
STAT FX_DIM 0
STAT FX_MUZZLE 45
STAT FX_NOFACE
STAT FX_WADDLE_AIM 10
STAT INVISIBLE
STAT MISSILE_OFFSETRADIUS 0
STAT NOLIST
STAT S_HEALTH 150
STAT S_SCORE 20000
STAT TAKEDAMAGE_ELECTRIC
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// BURNER (right)
//=====================================================================
ENTITY_START boss_8_toaster1
SOUND S_ATTACK events/weapon_flame
THINK AI_CONSTANT 0 AI_FIRE 0.05
MISSILE flame
STAT AI_BURST 10
STAT AI_BURST_TIME 1000
STAT AI_KEEPANGLE -135
STAT AI_KEEPACTIVE
STAT FX_NOFACE
STAT MULTISHOT 2
STAT NOLIST
ENTITY_END
//=====================================================================
// BURNER (left)
//=====================================================================
ENTITY_START boss_8_toaster2
CLONE boss_8_toaster1
STAT AI_KEEPANGLE -45
STAT NOLIST
ENTITY_END
//=====================================================================
// BODY
//=====================================================================
ENTITY_START boss_8
DESCRIBE BOSS:_Arachnotron
SPRITE DYNAMIC 0 NONE -80 88 boss/arachnotron
SPRITE DYNAMIC 0 NONE 80 88 boss/arachnotron
SPRITE DYNAMIC 0 NONE -120 88 boss/arachnotron
SPRITE DYNAMIC 0 NONE 120 88 boss/arachnotron
SPRITE DYNAMIC 0 NONE 0 202 boss/arachnotron
SPRITE DYNAMIC 0 NONE 0 147 boss/arachnotron
SPRITE DYNAMIC 1 NONE 0 147 boss/arachnotron
SPRITE DYNAMIC 0 NONE 0 228 boss/head_front
SPRITE DYNAMIC 0 NONE 0 193 boss/arachnotron
SPRITE DYNAMIC 0 ANIM_ROLLHIDE -20 163 boss/arachnotron
SPRITE DYNAMIC 0 ANIM_ROLLHIDE 20 163 boss/arachnotron
SPRITEVAR 0 BIAS 14
SPRITEVAR 0 KEEPFRAME 4
SPRITEVAR 1 BIAS -14
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 KEEPFRAME 4
SPRITEVAR 2 BIAS -24
SPRITEVAR 2 KEEPFRAME 4
SPRITEVAR 3 BIAS 24
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 KEEPFRAME 4
SPRITEVAR 4 BOB 100
SPRITEVAR 4 KEEPFRAME 1
SPRITEVAR 5 BOB 100
SPRITEVAR 5 KEEPFRAME 2
SPRITEVAR 6 BOB 100
SPRITEVAR 6 KEEPFRAME 2
SPRITEVAR 6 DIM
SPRITEVAR 6 PULSE 100
SPRITEVAR 7 BOB 80
SPRITEVAR 8 BOB 100
SPRITEVAR 9 BOB 100
SPRITEVAR 9 INVERTFACE
SPRITEVAR 9 KEEPFRAME 3
SPRITEVAR 10 BOB 100
SPRITEVAR 10 KEEPFRAME 3
SOUND S_IDLE events/dropper
SOUND S_DIE world/explosion
SOUND S_DYING world/explosion
SOUND S_MOVE events/boss_mecha_move
SOUND S_PHYSICS world/fall
SOUND S_SLEEP events/boss_tank_stop
SOUND S_SONG_DIE resume
SOUND S_SONG_WAKE Challenge_Him
THINK AI_ZOMBIE 0.5 AI_FIRE 1
MOVETYPE WALK 0.9
ITEM boss_esc 0
ITEM keycard 0
ITEM boss_mega_explode 193
OFFSET SIZE 50 100
OFFSET WEAPON_MISSILE 62 12
OFFSET WEAPON_OFFSET 0 0
OFFSET WEAPON_ORIGIN 128 62
STAT AI_FINALE
STAT AI_SIZE 2
STAT AI_SLOWMOVE 40
STAT DAMAGE_SPLASH 200
STAT FRAG
STAT FX_IDLEDISTANCE 100
STAT FX_MUZZLE 40
STAT FX_NOFACE
STAT FX_TRANSITION 1
STAT FX_WALK_SHAKE 40
STAT S_HEALTH 120
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
GROUP boss_8_core USER 0 147
GROUP boss_7_front MEMBER 0 210
GROUP boss_8_toaster1 MEMBER -72 121
GROUP boss_8_toaster2 MEMBER 72 121
ENTITY_END

//=====================================================================
// MINIBOSS: ATTACK CHOPPER
//=====================================================================
//=====================================================================
// DESTROYABLE ROCKET
//=====================================================================
ENTITY_START chopper_mb_rock
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_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 S_HEALTH 2
STAT TAKEDAMAGE_SURFACE
STAT TEMPMISSILE 2300
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// ESCAPING PILOT
//=====================================================================
ENTITY_START chopper_mb_pilot
CLONE zombie_2
OFFSET SIZE 0 0
STAT NOLIST
STAT TEMPMISSILE 2500
STAT AI_ENDING
STAT AI_KEEPACTIVE
ENTITY_END
//=====================================================================
// ZOMBIE-PILOTED ATTACK CHOPPER
//=====================================================================
ENTITY_START chopper_miniboss
DESCRIBE MINIBOSS:_Attack_chopper
SPRITE DYNAMIC 0 NONE -5 38 boss/chopper
SPRITE STATIC 0 NONE -5 6 player/body
SPRITE STATIC 0 NONE 2 15 zombie/wing1
SPRITE STATIC 0 ANIM_FACE 2 13 zombie/zombie2
SPRITE DYNAMIC 0 NONE -112 73 boss/chopper
SPRITE DYNAMIC 0 NONE 10 31 boss/chopper
SPRITE DYNAMIC 0 NONE -30 -30 boss/chopper
SPRITE DYNAMIC 0 NONE -63 -12 boss/chopper
SPRITE DYNAMIC 0 NONE -40 128 boss/chopper
SPRITEVAR 2 BIAS 20
SPRITEVAR 2 NOGROUND
SPRITEVAR 4 KEEPFRAME 2
SPRITEVAR 5 KEEPFRAME 1
SPRITEVAR 6 AIM
SPRITEVAR 6 KEEPFRAME 4
SPRITEVAR 7 KEEPFRAME 3
SPRITEVAR 8 FLICKER
SPRITEVAR 8 KEEPFRAME 5
FLASHLIGHT -30 -30 120 100 255 255 255
SOUND S_ATTACK events/weapon_rocket
SOUND S_IDLE events/boss_rotor
SOUND S_DIE events/explosion_big
SOUND S_DYING world/explosion
SOUND S_PHYSICS world/fall
THINK AI_FOLLOW 2 AI_FIRE 1.1
MOVETYPE FLY 2
OFFSET SIZE 80 0
OFFSET WEAPON_MISSILE -30 -30
OFFSET WEAPON_OFFSET 0 0
OFFSET WEAPON_ORIGIN -26 -38
ITEM chopper_mb_pilot 0
MISSILE chopper_mb_rock
STAT AI_KEEPACTIVE
STAT AI_LIMIT_ANGLE 25
STAT AI_SIZE 1
STAT AI_RANGE 600
STAT DAMAGE_SPLASH 200
STAT FRAG
STAT FX_FLOAT
STAT FX_IDLEDISTANCE 100
STAT FX_MUZZLE 40
STAT MISSILE_OFFSETRADIUS 32
STAT MULTISHOT 2
STAT S_HEALTH 220
STAT S_SCORE 10000
STAT TAKEDAMAGE_SURFACE
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
GROUP boss_3_shooter MEMBER -26 -30
ENTITY_END

//=====================================================================
// MINIBOSS: ZOMBIE TANK
//=====================================================================
//=====================================================================
// TANK DRIVER
//=====================================================================
ENTITY_START minitank_driver
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun2
SPRITE STATIC 0 NONE -2 6 player/body
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun3
SPRITE STATIC 0 ANIM_FACE 2 16 zombie/zombie2
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun
SPRITEVAR 0 HIDE_MOVE 90
SPRITEVAR 1 HIDE_MOVE 90
SPRITEVAR 2 HIDE_MOVE 90
SPRITEVAR 3 HIDE_MOVE 90
SPRITEVAR 4 HIDE_MOVE 90
SOUND S_COUGH events/cough
SOUND S_DIE world/gore_1
SOUND S_SLEEP events/trap
SOUND S_WAKE events/trap
THINK AI_CONSTANT 0.8 AI_FIRE 0
OFFSET SIZE 18 58
ITEM am_shot 0
ITEM pill_green 0
STAT AI_HIDE 3000
STAT AI_HIDETIME 3000
STAT FRAG
STAT FX_BREATHE
STAT FX_SCISSOR
STAT FX_WEAPON_FRAME 3
STAT INVISIBLE
STAT NOLIST
STAT S_HEALTH 10
STAT S_SCORE 1000
STAT S_WEAPON 21
STAT TAKEDAMAGE_BLEED
EFFECT GIB GORE_GIBS
ENTITY_END
//=====================================================================
// TANK
//=====================================================================
ENTITY_START tank_miniboss
DESCRIBE MINIBOSS:_Heavy_tank
SPRITE DYNAMIC 0 ANIM_ROLLHIDE -18 153 boss/tank
SPRITE DYNAMIC 0 ANIM_ROLLVEL -64 -21 boss/tank_wheel
SPRITE DYNAMIC 0 ANIM_ROLLVEL 105 -21 boss/tank_wheel
SPRITE DYNAMIC 0 NONE 18 -18 boss/tank_tracks
SPRITE DYNAMIC 0 ANIM_WEAPON 76 63 turret/gun2_open
SPRITE DYNAMIC 0 NONE 12 55 boss/tank
SPRITEVAR 0 BOB 10
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 4 BOB 10
SPRITEVAR 5 BOB 10
SOUND S_ATTACK events/weapon_rocket
SOUND S_IDLE events/boss_tank
SOUND S_DIE events/explosion_big
SOUND S_DYING world/explosion
SOUND S_MOVE events/boss_tank_move
SOUND S_PHYSICS world/fall
SOUND S_SLEEP events/boss_tank_stop
THINK AI_ZOMBIE 0.5 AI_FIRE 1.2
MOVETYPE WALK 1.2
MISSILE rocket
SCISSORS -100 153 200 150
OFFSET SIZE 50 100
OFFSET WEAPON_MISSILE 62 12
OFFSET WEAPON_OFFSET 0 0
OFFSET WEAPON_ORIGIN 128 62
STAT AI_SIZE 2
STAT DAMAGE_SPLASH 200
STAT FRAG
STAT FX_IDLEDISTANCE 100
STAT FX_MUZZLE 40
STAT S_HEALTH 120
STAT TAKEDAMAGE_UNBREAKABLE
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
GROUP minitank_driver USER 10 160
GROUP tank_gun MEMBER -48 13
GROUP tank_block MEMBER 0 -40
ENTITY_END

//=====================================================================
// MINIBOSS: DR. GLOWENKO
//=====================================================================
//=====================================================================
// THE BOMB
//=====================================================================
ENTITY_START glowe_bomb
DESCRIBE Explosive_to_frag_Dr._Glowenko
SPRITE DYNAMIC 0 NONE 0 0 dynamics/nuke_icon
LIGHT 30 100 255 180 0
SOUND S_DIE events/explosion_big
SOUND S_PHYSICS events/weapon_grenade_hit
THINK AI_MISSILE 0 AI_BLOW 0
MOVETYPE WALK 10
OFFSET SIZE 20 0
STAT AI_LIST_ALIAS 3
STAT AI_NOBOUNCE
STAT AI_TEMP_ON_ACTIVE
STAT FX_GLOBAL_AUDIO
STAT FX_SMOKE
STAT DAMAGE 1000
STAT DAMAGE_NOT_PLAYER
STAT DAMAGE_SPLASH 500
STAT TEMPMISSILE 800
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// HEALING RAY
//=====================================================================
ENTITY_START glowe_ray
LIGHT 30 40 255 100 255
THINK AI_MISSILE 0 AI_BLOW 0
STAT DAMAGE -10
STAT AI_RANGE 420
STAT FX_ELECTRIC
ENTITY_END
//=====================================================================
// GLOWENKO'S AUTOMED HEALER
//=====================================================================
ENTITY_START glowe_heal
SPRITE STATIC 1 NONE 0 0 mecha/shieldorb
SPRITE STATIC 0 NONE 0 0 mecha/shieldorb
SPRITE STATIC 0 NONE 0 0 mecha/shieldorb
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 1 ROLL -120
SPRITEVAR 2 KEEPFRAME 2
LIGHT 60 40 255 100 255
SOUND S_DIE events/break_metal
SOUND S_ATTACK events/glowenko_heal
SOUND S_SONG_WAKE Sarkylaake
THINK AI_AIM 0.5 AI_FIRE 0.1
MISSILE glowe_ray
STAT AI_AIM_OWNER
STAT AI_BURST 10
STAT AI_BURST_TIME 2000
STAT DAMAGE_SPLASH 64
STAT FX_ELECTRIC_LIT
STAT FX_SOUND_ON_FIRST
STAT NOLIST
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START glowe_healb
CLONE glowe_heal
SPRITEVAR 1 ROLL 120
STAT NOLIST
ENTITY_END

//=====================================================================
// BOSS ICON
//=====================================================================
ENTITY_START dr_glowe_icon
SPRITE DYNAMIC 1 NONE 16 18 dynamics/glowenko_head
SPRITEVAR 0 SCALE 75
STAT NOLIST
ENTITY_END
//=====================================================================
// DR. GLOWENKO
//=====================================================================
ENTITY_START dr_glowenko
DESCRIBE Dr._Glowenko
SPRITE DYNAMIC 0 NONE 36 13 dynamics/glowenko_leg1
SPRITE DYNAMIC 0 NONE 40 82 dynamics/glowenko_hand_back
SPRITE DYNAMIC 0 NONE -20 80 dynamics/glowenko_hand_front
SPRITE DYNAMIC 0 NONE 4 52 dynamics/glowenko_body
SPRITE DYNAMIC 0 NONE 5 4 dynamics/glowenko_body
SPRITE DYNAMIC 0 ANIM_FACE 2 98 dynamics/glowenko_head
SPRITE DYNAMIC 0 NONE -24 13 dynamics/glowenko_leg2
SPRITEVAR 0 BIAS 100
SPRITEVAR 0 NOGROUND
SPRITEVAR 1 BIAS -10
SPRITEVAR 1 NOGROUND
SPRITEVAR 2 BIAS 10
SPRITEVAR 2 NOGROUND
SPRITEVAR 3 BOB 50
SPRITEVAR 4 BOB 50
SPRITEVAR 4 KEEPFRAME 1
SPRITEVAR 5 BOB 80
SPRITEVAR 6 BIAS -100
SPRITEVAR 6 NOGROUND
SOUND S_DIE world/gore_1
SOUND S_DYING world/gore_1
SOUND S_SONG_DIE resume
THINK AI_AIM 2 AI_FIRE 1
MOVETYPE WALK 0.7
OFFSET SIZE 28 90
ICON dr_glowe_icon
ITEM keycard 0
STAT AI_BOSS
STAT AI_RANGE 128
STAT AI_SIZE 2
STAT FX_TRANSITION 1
STAT FX_WADDLE
STAT S_HEALTH 500
STAT S_SCORE 10000
STAT TAKEDAMAGE_BLEED
EFFECT DYING GORE_BLOOD
EFFECT GIB GORE_GIBS
GROUP glowe_healb MEMBER -224 176
GROUP glowe_heal MEMBER 224 176
ENTITY_END

TAGAP_END