//TAGAP_START

//=====================================================================
// DECORATION
//=====================================================================

//=====================================================================
// SECURITY CAMERA (spark)
//=====================================================================
ENTITY_START sec_cam_rubble
CLONE tempspark
STAT NOLIST
STAT TEMPMISSILE 1000
ENTITY_END
//=====================================================================
// SECURITY CAMERA (basic toggle)
//=====================================================================
ENTITY_START sec_cam_basic
DESCRIBE Security_camera_(basic_toggle)
SPRITE STATIC 0 NONE 0 0 world/camera
SPRITE STATIC 0 NONE 0 0 world/camera
SPRITE STATIC 1 NONE 0 0 world/camera
SPRITEVAR 1 AIM
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 2 ACTIVE
SPRITEVAR 2 AIM
SPRITEVAR 2 KEEPFRAME 2
TEXPOLY (world-base-cam)
SOUND S_DIE events/weapon_laser_hit
THINK AI_AIM 0.4 NONE 0
OFFSET SIZE 16 0
ITEM sec_cam_rubble 0
STAT AI_LIST_ALIAS 3
STAT DAMAGE_SPLASH 20
STAT FX_DIM_COLOR
STAT FX_NOENV_FX
STAT S_HEALTH 5
STAT S_SCORE 50
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL
EFFECT GIB SPARKS
ENTITY_END
//=====================================================================
// SECURITY CAMERA (tracking)
//=====================================================================
ENTITY_START sec_cam
CLONE sec_cam_basic
DESCRIBE Security_camera_(tracking)
STAT AI_DARKNESS_ACTIVE 1
ENTITY_END
//=====================================================================
// SECURITY CAMERA (fixed)
//=====================================================================
ENTITY_START sec_cam_static
CLONE sec_cam
DESCRIBE Security_camera_(fixed)
THINK AI_AIM 0 NONE 0
ENTITY_END

//=====================================================================
// EXPLOSIVE BARRELS
//=====================================================================
//=====================================================================
// FLAME
//=====================================================================
ENTITY_START barrell_flame
CLONE flame_linger
STAT DAMAGE 2
ENTITY_END
//=====================================================================
// RUBBLE
//=====================================================================
ENTITY_START barrell_rubble
CLONE flame_stick_rubble
MISSILE barrell_flame
THINK AI_CONSTANT 0 AI_FIRE 0.1
MOVETYPE WALK 0
STAT AI_NUMB 1
STAT FX_NOENV_FX
STAT NOLIST
ENTITY_END
//=====================================================================
// FLAMMABLE BARREL
//=====================================================================
ENTITY_START barrell
DESCRIBE Flammable_barrell
SPRITE DYNAMIC 0 NONE 0 18 dynamics/barrell_flame
SPRITEVAR 0 BIAS 0
SOUND S_DIE events/break_barrell
MOVETYPE WALK 0
OFFSET SIZE 24 36
ITEM barrell_rubble 0
STAT DAMAGE 15
STAT DAMAGE_SPLASH 100
STAT FX_SCALE_ITEM 45
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// NUKE BARREL (kill FX)
//=====================================================================
ENTITY_START nuke_kill
STAT NOLIST
LIGHT 30 80 0 180 0
STAT FX_SMOKE_SHOOT 220
ENTITY_END
//=====================================================================
// NUKE BARREL (goo)
//=====================================================================
ENTITY_START nuke_gib
SPRITE DYNAMIC 1 NONE 0 0 dynamics/goo
SPRITEVAR 0 AIM
SOUND S_DIE world/gore_4
THINK AI_MISSILE 0.5 AI_BLOW 0.15
MOVETYPE WALK 6
KILLFX nuke_kill
OFFSET SIZE 8 0
STAT AI_NOBOUNCE
STAT DAMAGE 5
STAT FX_MUZZLE 30
EFFECT GIB IMPACT
EFFECT GIB LIQUID_SLIME
ENTITY_END
//=====================================================================
// NUKE BARREL
//=====================================================================
ENTITY_START barrell_nuke
DESCRIBE Nuclear_waste_barrell
SPRITE DYNAMIC 0 NONE 0 18 dynamics/barrell_nuke
SPRITEVAR 0 BIAS 0
SOUND S_DIE events/break_barrell
MOVETYPE WALK 0
OFFSET SIZE 24 36
GIB nuke_gib 8
STAT DAMAGE 15
STAT DAMAGE_SPLASH 100
STAT FX_SCALE_ITEM 45
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL
EFFECT GIB LIQUID_SLIME
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// GAS BOTTLE CARRIER
//=====================================================================
ENTITY_START gas_bottle1
DESCRIBE Gas_bottle_(2-pack)
SPRITE DYNAMIC 0 NONE 0 24 dynamics/bottle_gas1
SPRITEVAR 0 BIAS 0
SOUND S_DIE events/break_barrell
MOVETYPE WALK 0
OFFSET SIZE 24 48
ITEM barrell_rubble 0
STAT DAMAGE 15
STAT DAMAGE_SPLASH 130
STAT FX_SCALE_ITEM 45
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END

//=====================================================================
// CONTAINERS
//=====================================================================
//=====================================================================
// EMPTY BOX
//=====================================================================
ENTITY_START box_empty
DESCRIBE Empty_container
SPRITE STATIC 0 NONE 0 0 world/container
SPRITEVAR 0 BIAS 0
MOVETYPE WALK 0
SOUND S_DIE events/break_container
OFFSET SIZE 30 0
STAT S_HEALTH 3
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL
ENTITY_END
//=====================================================================
// BOX with SHOTGUN
//=====================================================================
ENTITY_START box_shot
CLONE box_empty
DESCRIBE Shotgun_container
ITEM am_shot 0
ENTITY_END
//=====================================================================
// BOX with HEALTH
//=====================================================================
ENTITY_START box_health
CLONE box_empty
DESCRIBE TAGAP_container
ITEM pill_green 0
ENTITY_END
//=====================================================================
// BOX with PLASMAGUN
//=====================================================================
ENTITY_START box_plas
CLONE box_empty
DESCRIBE Plasmagun_container
ITEM am_plas 0
ENTITY_END
//=====================================================================
// BOX with ROCKETS
//=====================================================================
ENTITY_START box_rocket
CLONE box_empty
DESCRIBE Rocket_container
ITEM am_rock 0
ENTITY_END
//=====================================================================
// BOX with FLAMETHROWER
//=====================================================================
ENTITY_START box_flame
CLONE box_empty
DESCRIBE Flamethrower_container
ITEM am_flam 0
ENTITY_END

//=====================================================================
// WORLD PLASMA SHIELD
//=====================================================================
ENTITY_START world_shield
DESCRIBE World_shield
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 FX_NOFACE
STAT FX_FORCEWALL
STAT S_HEALTH 20
STAT TAKEDAMAGE_PLASMA
EFFECT GIB FORCEFIELD
ENTITY_END
//=====================================================================
ENTITY_START x_world_shield
DESCRIBE World_shield_emitter
SPRITE DYNAMIC 0 NONE 0 -3 dynamics/shield
ENTITY_END

//=====================================================================
// GENERAL DECORATION
//=====================================================================
//=====================================================================
// POTTED PLANT (rubble)
//=====================================================================
ENTITY_START plant_rubble
SPRITE DYNAMIC 0 NONE -8 68 dynamics/plant
MOVETYPE WALK 0
STAT AI_INHERIT_FACE
STAT FX_DIM_COLOR
STAT FX_EXPAND
STAT FX_FADE
STAT NOLIST
STAT TEMPMISSILE 500
ENTITY_END
//=====================================================================
// POTTED PLANT
//=====================================================================
ENTITY_START plant1
DESCRIBE Potted_plant
SPRITE DYNAMIC 0 NONE 0 20 dynamics/plant
SPRITE DYNAMIC 0 NONE -8 52 dynamics/plant
SPRITEVAR 0 KEEPFRAME 1
MOVETYPE WALK 0
SOUND S_DIE events/break_plant
OFFSET SIZE 32 60
ITEM plant_rubble 0
STAT FX_DIM_COLOR
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_GLASS
ENTITY_END
//=====================================================================
// PARK TREE
//=====================================================================
ENTITY_START plant2_gib
SPRITE DYNAMIC 0 NONE 0 0 dynamics/plant
SPRITEVAR 0 SCALE 200
THINK AI_MISSILE 0 NONE 0
MOVETYPE WALK 3
STAT AI_INHERIT_FACE
STAT FX_DIM_COLOR
STAT FX_DISABLE
STAT FX_EXPAND
STAT FX_FADE
STAT NOLIST
STAT TEMPMISSILE 1500
ENTITY_END
//=====================================================================
ENTITY_START plat2_rubble
SPRITE DYNAMIC 0 NONE 9 40 dynamics/plant
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 0 SCALE 200
SOUND S_DIE events/break_plant
MOVETYPE WALK 0.1
OFFSET SIZE 64 120
STAT AI_SIZE 3
STAT FX_DIM_COLOR
STAT NOLIST
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
STAT TEMPMISSILE 500
EFFECT GIB SMOKE
EFFECT GIB DEBRIS_GLASS
ENTITY_END
//=====================================================================
ENTITY_START plant2
DESCRIBE Park_tree
SPRITE DYNAMIC 0 NONE 9 40 dynamics/plant
SPRITE DYNAMIC 0 NONE 0 190 dynamics/plant
SPRITE DYNAMIC 0 NONE -40 134 dynamics/plant
SPRITE DYNAMIC 0 NONE 30 130 dynamics/plant
SPRITE STATIC 0 NONE 0 31 world/emitter
SPRITE STATIC 0 NONE -10 -48 world/fan
SPRITE STATIC 0 NONE 10 -48 world/fan
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 0 SCALE 200
SPRITEVAR 1 SCALE 200
SPRITEVAR 2 INVERTFACE
SPRITEVAR 2 SCALE 200
SPRITEVAR 3 SCALE 200
SPRITEVAR 5 KEEPFRAME 3
SPRITEVAR 6 KEEPFRAME 3
SOUND S_DIE world/explosion_concrete
MOVETYPE WALK 0
GIB plant2_gib 3
ITEM plat2_rubble -2
OFFSET SIZE 64 120
OFFSET FX_OFFSET 0 158
STAT AI_SIZE 3
STAT FX_DIM_COLOR
STAT S_HEALTH 20
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_CONCRETE
ENTITY_END
//=====================================================================
// STEAM
//=====================================================================
ENTITY_START steam
THINK AI_AIM 0 NONE 0
STAT AI_KEEPANGLE 90
STAT FX_SMOKE_SHOOT 120
STAT NOLIST
STAT TEMPMISSILE 3000
ENTITY_END
//=====================================================================
// STEAM VALVE
//=====================================================================
ENTITY_START valve
DESCRIBE Steam_valve
SPRITE STATIC 0 NONE 0 0 world/valve
TEXPOLY (world-base-valve)
SOUND S_DIE events/break_valve
OFFSET SIZE 20 0
ITEM steam 0
STAT FX_DIM_COLOR
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL
EFFECT GIB SPARKS
ENTITY_END
//=====================================================================
// OFFICE CHAIR
//=====================================================================
ENTITY_START chair
DESCRIBE Office_chair
SPRITE DYNAMIC 0 NONE 0 25 dynamics/chair
SOUND S_DIE world/break_panel
MOVETYPE WALK 0
OFFSET SIZE 25 50
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL
ENTITY_END
//=====================================================================
// LAB EQUIPMENT (TAGAP tubes)
//=====================================================================
ENTITY_START labequip1
DESCRIBE Lab_tubes_(TAGAP)
SPRITE DYNAMIC 0 NONE 0 -1 dynamics/labequip
SPRITEVAR 0 BIAS 0
SOUND S_DIE world/break_fishtank
MOVETYPE WALK 0
OFFSET SIZE 30 0
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_GLASS
EFFECT GIB LIQUID_SLIME
ENTITY_END
//=====================================================================
ENTITY_START labequip2
DESCRIBE Lab_tubes_(clone_liquid)
SPRITE DYNAMIC 0 NONE 0 -1 dynamics/labequip
SPRITEVAR 0 BIAS 0
SPRITEVAR 0 KEEPFRAME 1
SOUND S_DIE world/break_fishtank
MOVETYPE WALK 0
OFFSET SIZE 30 0
STAT S_HEALTH 1
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_GLASS
EFFECT GIB LIQUID_CLONE
ENTITY_END
//=====================================================================
// FIRE EXTINGUISHER
//=====================================================================
ENTITY_START firext
DESCRIBE Fire_extinguisher
SPRITE STATIC 0 NONE 0 12 world/fireext
TEXPOLY (world-base-fext)
SOUND S_DIE world/explosion
OFFSET SIZE 16 32
STAT S_HEALTH 3
STAT DAMAGE 10
STAT DAMAGE_SPLASH 90
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// POWER GENERATOR RELAY
//=====================================================================
ENTITY_START decor_generator
DESCRIBE Generator_relay
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
ENTITY_END

//=====================================================================
// LAMPS
//=====================================================================
//=====================================================================
// LAMP (rubble)
//=====================================================================
ENTITY_START lamp_rubble
OFFSET FX_OFFSET 0 -15
STAT FX_SPARKS
STAT NOLIST
ENTITY_END
//=====================================================================
// CEILING LAMP (standard)
//=====================================================================
ENTITY_START lamp
DESCRIBE Ceiling_lamp_(standard)
SPRITE STATIC 0 NONE 0 -15 world/lamp
SPRITE STATIC 1 NONE 0 -17 world/lamp
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 KEEPFRAME 1
TEXPOLY (world-base-lamp)
LIGHT 50 40 255 255 255
SOUND S_DIE events/break_light
SOUND S_WAKE events/general_wake
OFFSET FX_OFFSET 0 -17
OFFSET SIZE 24 0
ITEM lamp_rubble 0
STAT AI_DARKNESS_ACTIVE 1
STAT FX_DROPDEBRIS
STAT FX_NOENV_FX
STAT FX_NOFACE
STAT S_HEALTH 4
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS
EFFECT GIB SPARKS
ENTITY_END
//=====================================================================
// CEILING LAMP (unmounted)
//=====================================================================
ENTITY_START lamp2
DESCRIBE Ceiling_lamp_(unmounted)
SPRITE STATIC 0 NONE 0 -15 world/lamp
SPRITE STATIC 1 NONE 0 -17 world/lamp
SPRITEVAR 1 ACTIVE
SPRITEVAR 1 KEEPFRAME 1
LIGHT 50 40 255 255 255
SOUND S_DIE events/break_light
SOUND S_WAKE events/general_wake
OFFSET FX_OFFSET 0 -17
OFFSET SIZE 24 0
ITEM lamp_rubble 0
STAT FX_DROPDEBRIS
STAT FX_NOENV_FX
STAT FX_NOFACE
STAT S_HEALTH 4
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS
EFFECT GIB SPARKS
ENTITY_END
//=====================================================================
// CEILING LAMP (non-solid)
//=====================================================================
ENTITY_START lamp3
DESCRIBE Ceiling_lamp_(non-solid)
SPRITE STATIC 0 NONE 0 -15 world/lamp
SPRITE STATIC 1 NONE 0 -17 world/lamp
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 1 ACTIVE
OFFSET FX_OFFSET 0 -17
STAT FX_NOENV_FX
STAT FX_NOFACE
ENTITY_END
//=====================================================================
// CEILING LAMP (unbreakable)
//=====================================================================
ENTITY_START lamp4
CLONE lamp
DESCRIBE Ceiling_lamp_(unbreakable)
STAT TAKEDAMAGE_UNBREAKABLE
ENTITY_END
//=====================================================================
// CEILING LAMP (flickering, unmounted)
//=====================================================================
ENTITY_START lamp5
CLONE lamp2
DESCRIBE Ceiling_lamp_(flickering,_unmounted)
STAT FX_FLICKER
ENTITY_END

//=====================================================================
// BOTTLES
//=====================================================================
ENTITY_START x_bottle_water
DESCRIBE Bottle_(water)
SPRITE DYNAMIC 0 NONE 0 7 dynamics/bottle_water
SOUND S_DIE world/break_glass_1
OFFSET SIZE 16 10
STAT FX_DIM_COLOR
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS
EFFECT GIB LIQUID_WATER
ENTITY_END
//=====================================================================
ENTITY_START x_bottle_cola
DESCRIBE Bottle_(cola)
SPRITE DYNAMIC 0 NONE 0 6 dynamics/bottle_cola
SOUND S_DIE world/break_glass_1
OFFSET SIZE 16 10
STAT FX_DIM_COLOR
STAT TAKEDAMAGE_ENV
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_GLASS
EFFECT GIB LIQUID_WATER
ENTITY_END

//=====================================================================
// SCENERY SPECIFICS
//=====================================================================
//=====================================================================
// LOCKED DOOR
//=====================================================================
ENTITY_START x_door
DESCRIBE Locked_door_for_decoration
SPRITE STATIC 0 NONE 0 -2 world/door
SPRITE STATIC 1 NONE 0 -3 world/door
SPRITE STATIC 0 NONE 0 1 world/door
SPRITEVAR 0 KEEPFRAME 3
SPRITEVAR 1 KEEPFRAME 8
SPRITEVAR 2 KEEPFRAME 2
STAT FX_DIM_COLOR
ENTITY_END
//=====================================================================
// MOUNTED GENERATOR BASE
//=====================================================================
ENTITY_START generator_base
SPRITE DYNAMIC 0 NONE 0 2 boss/spawner_generator
SPRITEVAR 0 KEEPFRAME 1
STAT NOLIST
ENTITY_END

//=====================================================================
// CAR (loose tires)
//=====================================================================
ENTITY_START x_car_gib
SPRITE DYNAMIC 0 ANIM_ROLLVEL 0 0 dynamics/car_wheel
SOUND S_PHYSICS events/boing
THINK AI_MISSILE 0 NONE 0
MOVETYPE WALK 8
OFFSET SIZE 24 0
STAT AI_DEATHJUMP
STAT NOLIST
ENTITY_END
//=====================================================================
// BLUE CAR (flying hulk)
//=====================================================================
ENTITY_START x_car1_death
SPRITE DYNAMIC 0 NONE 13 -34 dynamics/car_base
SPRITE DYNAMIC 0 NONE 16 16 dynamics/car_body_blue
SOUND S_DIE events/break_metal
THINK NONE 0 NONE 0
MOVETYPE WALK 8
OFFSET SIZE 64 0
STAT AI_INHERIT_FACE
STAT AI_SIZE 3
STAT DAMAGE_SPLASH 220
STAT FX_DIM_COLOR
STAT NOLIST
STAT TEMPMISSILE 700
EFFECT GIB DEBRIS_METAL
EFFECT GIB DEBRIS_GLASS
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// BLUE CAR
//=====================================================================
ENTITY_START x_car1
DESCRIBE Car_(blue)
SPRITE DYNAMIC 0 NONE 13 -34 dynamics/car_base
SPRITE DYNAMIC 0 ANIM_ROLLVEL -39 -46 dynamics/car_wheel
SPRITE DYNAMIC 0 ANIM_ROLLVEL 67 -46 dynamics/car_wheel
SPRITE DYNAMIC 0 NONE 16 16 dynamics/car_body_blue
SOUND S_DIE events/explosion_big
OFFSET SIZE 70 0
MOVETYPE WALK 0
GIB x_car_gib 4
CORPSE x_car1_death
ITEM barrell_rubble 0
STAT AI_SIZE 3
STAT FX_DIM_COLOR
STAT DAMAGE 10
STAT DAMAGE_SPLASH 160
STAT S_HEALTH 5
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// GRAY CAR (flying hulk)
//=====================================================================
ENTITY_START x_car2_death
SPRITE DYNAMIC 0 NONE 13 -34 dynamics/car_base
SPRITE DYNAMIC 0 NONE 16 16 dynamics/car_body_gray
SOUND S_DIE events/break_metal
THINK NONE 0 NONE 0
MOVETYPE WALK 8
OFFSET SIZE 64 0
STAT AI_INHERIT_FACE
STAT AI_SIZE 3
STAT DAMAGE_SPLASH 220
STAT FX_DIM_COLOR
STAT NOLIST
STAT TEMPMISSILE 700
EFFECT GIB DEBRIS_METAL
EFFECT GIB DEBRIS_GLASS
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// GRAY CAR
//=====================================================================
ENTITY_START x_car2
DESCRIBE Car_(gray)
SPRITE DYNAMIC 0 NONE 13 -34 dynamics/car_base
SPRITE DYNAMIC 0 ANIM_ROLLVEL -39 -46 dynamics/car_wheel
SPRITE DYNAMIC 0 ANIM_ROLLVEL 67 -46 dynamics/car_wheel
SPRITE DYNAMIC 0 NONE 16 16 dynamics/car_body_gray
SOUND S_DIE events/explosion_big
OFFSET SIZE 70 0
MOVETYPE WALK 0
GIB x_car_gib 4
CORPSE x_car2_death
ITEM barrell_rubble 0
STAT AI_SIZE 3
STAT FX_DIM_COLOR
STAT DAMAGE 10
STAT DAMAGE_SPLASH 160
STAT S_HEALTH 5
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END

//=====================================================================
// FORKLIFTS
//=====================================================================
ENTITY_START x_forklift1
DESCRIBE Forklift_(down)
SPRITE DYNAMIC 0 NONE 90 -20 dynamics/forklift
SPRITE DYNAMIC 0 NONE 0 8 dynamics/forklift
SPRITEVAR 0 KEEPFRAME 1
SOUND S_DIE events/explosion_big
OFFSET SIZE 62 0
MOVETYPE WALK 0
GIB x_car_gib 4
ITEM barrell_rubble 0
STAT AI_SIZE 3
STAT FX_DIM_COLOR
STAT DAMAGE 10
STAT DAMAGE_SPLASH 150
STAT S_HEALTH 5
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START x_forklift2
DESCRIBE Forklift_(up)
SPRITE DYNAMIC 0 NONE 90 54 dynamics/forklift
SPRITE DYNAMIC 0 NONE 0 8 dynamics/forklift
SPRITEVAR 0 KEEPFRAME 1
SOUND S_DIE events/explosion_big
OFFSET SIZE 62 0
MOVETYPE WALK 0
GIB x_car_gib 4
ITEM barrell_rubble 0
STAT AI_SIZE 3
STAT FX_DIM_COLOR
STAT DAMAGE 10
STAT DAMAGE_SPLASH 150
STAT S_HEALTH 5
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
GROUP box_weapon MEMBER 110 54
ENTITY_END

//=====================================================================
// MOUNTED MINICHOPPERS
//=====================================================================
ENTITY_START x_gib_minichop
SPRITE STATIC 0 ANIM_ROLLVEL 0 12 weapons/minichopper
SOUND S_DIE events/break_metal
THINK AI_MISSILE 0 NONE 0
MOVETYPE FLY 2
OFFSET SIZE 64 0
STAT AI_INHERIT_FACE
STAT DAMAGE_SPLASH 200
STAT FX_DIM_COLOR
STAT TEMPMISSILE 400
EFFECT GIB DEBRIS_METAL
EFFECT GIB DEBRIS_GLASS
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START x_minichop1
DESCRIBE Unmanned_minichopper_(minigun)
SPRITE STATIC 0 NONE 20 -55 turret/wheel
SPRITE STATIC 0 NONE 44 -55 turret/wheel
SPRITE STATIC 0 NONE 0 12 weapons/minichopper
SPRITE STATIC 0 NONE -2 64 weapons/minichopper
SPRITE STATIC 0 NONE 56 -27 weapons/minigun
SPRITE STATIC 0 NONE 56 -24 weapons/minigun
SPRITE STATIC 0 NONE 56 -33 weapons/minigun
SPRITE STATIC 0 NONE 56 -35 weapons/minigun
SPRITE STATIC 0 NONE 56 -29 weapons/minigun
SPRITE STATIC 0 NONE 32 -30 weapons/minigun
SPRITE STATIC 0 NONE 33 -30 weapons/minigun
SPRITEVAR 3 KEEPFRAME 1
SPRITEVAR 4 KEEPFRAME 3
SPRITEVAR 5 KEEPFRAME 2
SPRITEVAR 6 KEEPFRAME 2
SPRITEVAR 7 KEEPFRAME 3
SPRITEVAR 8 KEEPFRAME 1
SPRITEVAR 9 KEEPFRAME 8
SPRITEVAR 10 KEEPFRAME 4
SOUND S_DIE events/explosion_big
THINK NONE 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 64 0
ITEM x_gib_minichop 0
STAT AI_SIZE 3
STAT DAMAGE 10
STAT DAMAGE_SPLASH 120
STAT FX_DIM_COLOR
STAT S_HEALTH 5
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START x_minichop2
DESCRIBE Unmanned_minichopper_(laser)
SPRITE STATIC 0 NONE 20 -55 turret/wheel
SPRITE STATIC 0 NONE 44 -55 turret/wheel
SPRITE STATIC 0 NONE 0 12 weapons/minichopper
SPRITE STATIC 0 NONE -2 64 weapons/minichopper
SPRITE STATIC 0 NONE 28 -30 weapons/minichopper
SPRITE STATIC 0 NONE 28 -30 weapons/minichopper
SPRITEVAR 3 KEEPFRAME 1
SPRITEVAR 4 KEEPFRAME 3
SPRITEVAR 5 KEEPFRAME 2
SOUND S_DIE events/explosion_big
THINK NONE 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 64 0
ITEM x_gib_minichop 0
STAT AI_SIZE 3
STAT DAMAGE 10
STAT DAMAGE_SPLASH 120
STAT FX_DIM_COLOR
STAT S_HEALTH 5
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END

//=====================================================================
// WATER SUNRAY
//=====================================================================
ENTITY_START x_sunray
DESCRIBE Sunray_passing_water_surface
LIGHT 70 40 255 255 255
FLASHLIGHT 0 0 150 100 255 255 255
OFFSET SIZE 200 0
THINK AI_AIM 0 NONE 0
STAT AI_LIST_ALIAS 3
STAT FX_DIM 0
STAT FX_GLITTER
STAT FX_NOENV_FX
ENTITY_END
//=====================================================================
// TELEPAD TELEPORTER
//=====================================================================
ENTITY_START x_tele
DESCRIBE Decorative_teleport
SPRITE STATIC 0 NONE 0 29 world/teleport
SPRITE STATIC 1 NONE 0 38 world/teleport
SPRITE STATIC 1 NONE 0 21 world/teleport
SPRITE STATIC 1 NONE 0 21 world/teleport
SPRITEVAR 1 KEEPFRAME 2
SPRITEVAR 2 KEEPFRAME 5
SPRITEVAR 2 ROLL 150
SPRITEVAR 3 KEEPFRAME 6
SPRITEVAR 3 ROLL -150
OFFSET SIZE 10
MOVETYPE WALK 0
STAT FX_DISABLE
STAT FX_NOENV_FX
ENTITY_END
//=====================================================================
// TELEPAD LIGHTNING
//=====================================================================
ENTITY_START x_shock
CLONE shock_constant
DESCRIBE Telepad_shocker
MISSILE longelec
STAT AI_LIST_ALIAS 3
STAT AI_BURST 10
STAT AI_BURST_TIME 1200
STAT FX_WADDLE_AIM 25
ENTITY_END
//=====================================================================
// TELEPAD LIGHTNING (alternate)
//=====================================================================
ENTITY_START x_shockb
CLONE shock_constant
DESCRIBE Telepad_shocker_(alternate)
MISSILE longelec
STAT AI_LIST_ALIAS 3
STAT AI_BURST 15
STAT AI_BURST_TIME 800
STAT FX_WADDLE_AIM -30
ENTITY_END
//=====================================================================
// TELEPAD RELAY ELECTRICITY
//=====================================================================
ENTITY_START x_shocks
CLONE shock_constant
DESCRIBE Telepad_shocker_(short)
MISSILE shortelec
STAT AI_LIST_ALIAS 3
ENTITY_END
//=====================================================================
// TELEPAD RIPPLE
//=====================================================================
ENTITY_START x_ripple
DESCRIBE Telepad_ripple_effect_(constant)
LIGHT 150 60 0 100 255
SOUND S_WAKE world/ambient_light_on
OFFSET SIZE 76 0
STAT FX_360
STAT FX_NOENV_FX
ENTITY_END
//=====================================================================
// TELEPAD RUBBLE
//=====================================================================
ENTITY_START x_ripple2
DESCRIBE Telepad_ripple_effect_(temporary)
LIGHT 150 60 0 100 255
OFFSET SIZE 50 0
STAT AI_TEMP_ON_ACTIVE
STAT FX_360
STAT FX_EXPAND
STAT FX_FADE
STAT FX_NOENV_FX
STAT TEMPMISSILE 1000
ENTITY_END
//=====================================================================
// WEAPON SHOP (window uzi)
//=====================================================================
ENTITY_START x_shop_uzi
SPRITE STATIC 0 NONE 0 0 items/akimbo
STAT FX_DIM_COLOR
ENTITY_END
//=====================================================================
// WEAPON SHOP (window minigun)
//=====================================================================
ENTITY_START x_shop_mini
SPRITE STATIC 0 NONE 29 11 weapons/minigun
SPRITE STATIC 0 NONE 29 7 weapons/minigun
SPRITE STATIC 0 NONE 29 -3 weapons/minigun
SPRITE STATIC 0 NONE 29 -5 weapons/minigun
SPRITE STATIC 0 NONE 29 1 weapons/minigun
SPRITE STATIC 0 NONE 6 4 weapons/minigun
SPRITE STATIC 0 NONE 1 1 weapons/minigun
SPRITE STATIC 0 NONE 1 -8 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 6
SPRITEVAR 6 KEEPFRAME 4
SPRITEVAR 7 KEEPFRAME 5
STAT FX_DIM_COLOR
ENTITY_END

//=====================================================================
// NUCLEAR MISSILE
//=====================================================================
ENTITY_START nukeflame
LIGHT 700 100 255 200 0
THINK AI_MISSILE 0 AI_BLOW 1
STAT AI_RANGE 2000
STAT DAMAGE_SPLASH 100
STAT FX_BAZOOKA
STAT FX_PLASMA
STAT IMPALE 100
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START nukefire
DESCRIBE Nuke_missile_engine_fire
SPRITE DYNAMIC 0 NONE -4 0 dynamics/nuke_icon
THINK AI_AIM 0 AI_FIRE 0.1
MISSILE nukeflame
STAT AI_FIRE_ON_ACTIVE
STAT AI_KEEPACTIVE
STAT AI_LIST_ALIAS 3
STAT AI_TEMP_ON_ACTIVE
STAT FX_FLASH_ATTACK 60
STAT INVISIBLE
STAT OBJECTIVE
STAT TEMPMISSILE 1000
ENTITY_END
//=====================================================================
// NUCLEAR MISSILE
//=====================================================================
ENTITY_START nuclear_missile
DESCRIBE Nuke_missile
SPRITE STATIC 0 NONE -7 455 world/null
SPRITEVAR 0 LAYER 0
SPRITEVAR 0 SCALE 136
THINK NONE 0 AI_BLOW 0.1
OFFSET SIZE 128 946
STAT AI_FIRE_ON_ACTIVE
STAT AI_SIZE 2
STAT DAMAGE_SPLASH 550
EFFECT DYING EXPLOSION
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// NUCLEAR MISSILE HOLDER
//=====================================================================
ENTITY_START nuke_holder
DESCRIBE Nuke_missile_holder_(arm)
SPRITE DYNAMIC 0 NONE -20 -4 dynamics/holder
SOUND S_DIE world/explosion
THINK NONE 0 AI_BLOW 0.1
MOVETYPE FLY 0
OFFSET SIZE 24 0
STAT AI_FIRE_ON_ACTIVE
STAT DAMAGE_SPLASH 100
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
/=====================================================================
ENTITY_START nuke_holder_mnt
DESCRIBE Nuke_missile_holder_(mount)
SPRITE DYNAMIC 0 NONE -2 -2 dynamics/holder_mnt1
THINK AI_ZOMBIE 0 NONE 0
MOVETYPE FLY 0
STAT AI_LIST_ALIAS 3
ENTITY_END
//=====================================================================
ENTITY_START nuke_holder_mnt2
DESCRIBE Boss_holder_(mount)
SPRITE DYNAMIC 0 NONE -2 -2 dynamics/holder_mnt2
THINK AI_ZOMBIE 0 NONE 0
MOVETYPE FLY 0
STAT AI_LIST_ALIAS 3
ENTITY_END
//=====================================================================
// MECHA-PENGUIN HOLOGRAM
//=====================================================================
ENTITY_START mecha_holo
DESCRIBE Mechapenguin_hologram
SPRITE DYNAMIC 0 NONE 0 10 dynamics/mecha
SPRITE DYNAMIC 0 NONE -36 18 dynamics/mecha_arm1
SPRITE DYNAMIC 0 NONE 35 18 dynamics/mecha_arm1
SPRITE DYNAMIC 0 NONE 2 42 dynamics/mecha
SPRITE DYNAMIC 0 NONE -22 -21 dynamics/mecha
SPRITE DYNAMIC 0 NONE 22 -21 dynamics/mecha
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 0 SCALE 33
SPRITEVAR 1 SCALE 33
SPRITEVAR 2 INVERTFACE
SPRITEVAR 2 SCALE 33
SPRITEVAR 3 SCALE 33
SPRITEVAR 4 KEEPFRAME 2
SPRITEVAR 4 SCALE 33
SPRITEVAR 5 KEEPFRAME 2
SPRITEVAR 5 SCALE 33
OFFSET SIZE 22 68
STAT FX_NOENV_FX
ENTITY_END
//=====================================================================
// DISINTEGRATOR HOLOGRAM
//=====================================================================
ENTITY_START x_holo_dis
DESCRIBE Disintegrator_hologram
SPRITE STATIC 0 NONE 0 0 items/ammo_dis
SPRITE STATIC 0 NONE 0 0 items/ammo_dis
SPRITEVAR 1 KEEPFRAME 1
OFFSET SIZE 20 0
ENTITY_END
//=====================================================================
// LAMP BASE
//=====================================================================
ENTITY_START x_lamp_base
DESCRIBE Lamp_base_mount
SPRITE DYNAMIC 0 NONE 0 -4 dynamics/lamp_mount
ENTITY_END

//=====================================================================
// SPOTLIGHT
//=====================================================================
ENTITY_START x_spotlight_broken
DESCRIBE Spotlight_object_(broken)
SPRITE DYNAMIC 1 NONE 0 0 dynamics/spotlight
SPRITE DYNAMIC 0 NONE 0 0 dynamics/spotlight
SPRITEVAR 0 AIM
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 1 AIM
LIGHT 70 40 255 255 255
FLASHLIGHT 0 0 150 100 255 255 255
THINK AI_AIM 0 NONE 0
OFFSET SIZE 13 0
STAT AI_INHERIT_ANGLE
STAT AI_INHERIT_FACE
STAT AI_LIST_ALIAS 3
STAT FX_DIM_COLOR
STAT FX_FLICKER
STAT NOLIST
ENTITY_END
//=====================================================================
ENTITY_START x_spotlight
DESCRIBE Spotlight_object
SPRITE DYNAMIC 1 NONE 0 0 dynamics/spotlight
SPRITE DYNAMIC 0 NONE 0 0 dynamics/spotlight
SPRITEVAR 0 AIM
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 1 AIM
TEXPOLY (world-base-cam)
LIGHT 70 40 255 255 255
FLASHLIGHT 0 0 150 100 255 255 255
SOUND S_DIE world/break_glass_1
SOUND S_SLEEP events/general_sleep
SOUND S_WAKE events/general_wake
THINK AI_AIM 0 NONE 0
ITEM x_spotlight_broken 0
OFFSET SIZE 16 0
STAT AI_LIST_ALIAS 3
STAT FX_DIM_COLOR
STAT TAKEDAMAGE_SURFACE
STAT TAKEDAMAGE_ENV
EFFECT GIB DEBRIS_GLASS
ENTITY_END
//=====================================================================
ENTITY_START x_spotlight_ub
CLONE x_spotlight
DESCRIBE Spotlight_object_(unbreakable)
STAT TAKEDAMAGE_NONE
ENTITY_END

//=====================================================================
// SEARCHLIGHT (basic)
//=====================================================================
ENTITY_START searchlight
DESCRIBE Searchlight
SPRITE DYNAMIC 1 NONE 0 0 dynamics/spotlight
SPRITE DYNAMIC 0 NONE 0 0 dynamics/spotlight
SPRITEVAR 0 AIM
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 1 AIM
TEXPOLY (world-base-cam)
FLASHLIGHT 0 32 150 100 255 255 255
THINK AI_AIM 0 NONE 0
STAT AI_KEEPACTIVE
STAT AI_LIST_ALIAS 3
STAT FX_WADDLE_AIM 25
ENTITY_END
//=====================================================================
// SEARCHLIGHT (reverse)
//=====================================================================
ENTITY_START searchlightb
CLONE searchlight
DESCRIBE Searchlight_(reversed)
STAT FX_WADDLE_AIM -25
ENTITY_END
//=====================================================================
// GROUNDED JETPACK
//=====================================================================
ENTITY_START x_jetpack
DESCRIBE Jetpack_on_ground
SPRITE DYNAMIC 0 NONE 0 6 weapons/jetpack
SPRITE DYNAMIC 0 NONE -4 0 weapons/jetpack
SPRITEVAR 0 KEEPFRAME 1
SOUND S_IDLE events/space_robot
OFFSET SIZE 16 0
MOVETYPE FLY 0
STAT FX_FLOAT
STAT FX_OFFSXFACE -8
STAT FX_SMOKE_ANGLE -90
STAT FX_SMOKE_SHOOT -140
ENTITY_END
//=====================================================================
// GRAVITY GENERATOR RELAY BEAM
//=====================================================================
ENTITY_START x_grav_shock
DESCRIBE Gravity_generator_shield_relay
SOUND S_SLEEP events/general_sleep
THINK AI_AIM 0 AI_FIRE 0.1
MISSILE x_elec_spec
STAT AI_KEEPACTIVE
STAT AI_LIST_ALIAS 3
ENTITY_END
//=====================================================================
// MOUNTED SPACE SHUTTLE
//=====================================================================
ENTITY_START x_spaces
DESCRIBE Unmanned_space_shuttle
SPRITE STATIC 0 NONE -15 -50 weapons/minigun
SPRITE STATIC 0 NONE -28 -55 turret/wheel
SPRITE STATIC 0 NONE 8 -55 turret/wheel
SPRITE DYNAMIC 0 NONE 12 13 dynamics/space_body
SPRITE DYNAMIC 0 NONE -16 0 dynamics/space_body
SPRITE DYNAMIC 0 NONE 20 -32 dynamics/space_gun
SPRITE DYNAMIC 0 NONE 20 -32 dynamics/space_gun
SPRITEVAR 0 KEEPFRAME 7
SPRITEVAR 3 KEEPFRAME 1
SPRITEVAR 6 KEEPFRAME 1
MOVETYPE WALK 0
OFFSET SIZE 64 0
ENTITY_END

//=====================================================================
// SPACE ELECTROCUTOR
//=====================================================================
ENTITY_START x_sp_elec_relay
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
SOUND S_DIE world/explosion
THINK AI_AIM 0 AI_FIRE 0.1
MISSILE x_elec_longspec
STAT AI_FIRE_ON_ACTIVE
STAT AI_KEEPACTIVE
STAT AI_KEEPANGLE 90
STAT DAMAGE_SPLASH 80
STAT DAMAGE 5
STAT FX_WADDLE_AIM 25
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
ENTITY_END
//=====================================================================
ENTITY_START x_sp_elec_relay2
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
SOUND S_DIE world/explosion
THINK AI_AIM 0 AI_FIRE 0.1
MISSILE x_elec_longspec
STAT AI_FIRE_ON_ACTIVE
STAT AI_KEEPACTIVE
STAT AI_KEEPANGLE 90
STAT DAMAGE 5
STAT FX_WADDLE_AIM -15
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
ENTITY_END

//=====================================================================
// SPACE BURSTER (stream)
//=====================================================================
ENTITY_START x_space_burst_flame
LIGHT 100 100 255 200 0
THINK AI_MISSILE 0 AI_BLOW 1
STAT AI_RANGE 640
STAT DAMAGE 10
STAT DAMAGE_SPLASH 80
STAT FX_PLASMA
STAT IMPALE 20
EFFECT GIB EXPLOSION_PLASMA
ENTITY_END
//=====================================================================
// SPACE BURSTER (source)
//=====================================================================
ENTITY_START x_space_burst
DESCRIBE Space_burst_flame
SPRITE STATIC 0 NONE 0 0 world/null
LIGHT 100 100 255 200 0
SOUND S_ATTACK events/weapon_missile
THINK AI_AIM 0 AI_FIRE 0.1
MISSILE x_space_burst_flame
OFFSET SIZE 32 0
OFFSET WEAPON_MISSILE 0 0
STAT AI_BURST 3
STAT AI_BURST_TIME 2500
STAT AI_KEEPACTIVE
STAT AI_LIST_ALIAS 3
STAT FX_ELECTRIC_LIT
STAT FX_NOENV_FX
STAT FX_PLASMA
STAT FX_SOUND_ON_FIRST
ENTITY_END
//=====================================================================
// DEATHMATCH TROPHY
//=====================================================================
ENTITY_START dm_trophy
SPRITE DYNAMIC 0 NONE 0 1 dynamics/trophy
MOVETYPE WALK 0
OFFSET SIZE 32 0
STAT NOLIST
ENTITY_END

TAGAP_END