//TAGAP_START
//=====================================================================
// ITEMS
//=====================================================================
//=====================================================================
// KEYCARD
//=====================================================================
ENTITY_START keycard
DESCRIBE Keycard_to_upon_locks
SPRITE STATIC 0 NONE 0 0 items/keycard
SOUND S_DIE events/item_key
SOUND S_VOICEOVER BONUS
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT FX_FLOAT
STAT FX_SCALE_ITEM 90
STAT S_KEY 1
STAT S_SCORE 100
ENTITY_END
//=====================================================================
// GREEN PILL (TAGAP)
//=====================================================================
ENTITY_START pill_green
DESCRIBE TAGAP
SPRITE STATIC 0 NONE -2 0 items/pill_green
SOUND S_DIE events/item_health
SOUND S_VOICEOVER YUM
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT AI_EXPO
STAT FX_FLOAT
STAT S_HEALTH 10
STAT S_SCORE 50
ENTITY_END
//=====================================================================
// RED PILL (extra life)
//=====================================================================
ENTITY_START pill_red
DESCRIBE Extra_life
SPRITE STATIC 0 NONE -2 0 items/pill_red
SOUND S_DIE events/item_pill_red
SOUND S_VOICEOVER YUM
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT AI_EXPO
STAT FX_FLOAT
STAT S_EXTRALIFE 1
STAT S_SCORE 1000
ENTITY_END
//=====================================================================
// BLUE PILL (speed)
//=====================================================================
ENTITY_START pill_blue
DESCRIBE Speed
SPRITE STATIC 0 NONE -2 0 items/pill_blue
SOUND S_DIE events/item_pill_blue
SOUND S_VOICEOVER YUM
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT AI_EXPO
STAT FX_FLOAT
STAT S_IDDQD 20
STAT S_SCORE 1000
ENTITY_END
//=====================================================================
// PURPLE PILL (steroids)
//=====================================================================
ENTITY_START pill_purple
DESCRIBE Steroids
SPRITE STATIC 0 NONE -2 0 items/pill_purple
SOUND S_DIE events/item_pill_purple
SOUND S_VOICEOVER YUM
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT AI_EXPO
STAT FX_FLOAT
STAT S_SCORE 1000
STAT S_SPEEDUP 10
ENTITY_END
//=====================================================================
// QUAD DAMAGE
//=====================================================================
ENTITY_START quad_damage
DESCRIBE Quad_damage
SPRITE STATIC 1 NONE 0 0 items/quad_damage
SPRITE STATIC 1 NONE 0 0 items/quad_damage
SPRITE STATIC 1 NONE 0 0 items/quad_damage
SPRITEVAR 1 FACE 0
SPRITEVAR 1 KEEPFRAME 1
SPRITEVAR 1 ROLL 100
SPRITEVAR 2 KEEPFRAME 2
SPRITEVAR 2 PULSE 100
LIGHT 40 20 0 0 255
SOUND S_DIE events/item_quad
SOUND S_VOICEOVER BONUS
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT FX_ELECTRIC_LIT
STAT FX_FLOAT
STAT FX_SCALE_ITEM 75
STAT S_QUAD 30
STAT S_SCORE 1000
ENTITY_END
//=====================================================================
// UZI AKIMBO
//=====================================================================
ENTITY_START akimbo
DESCRIBE Additional_Uzi
SPRITE STATIC 0 NONE 0 0 items/akimbo
SOUND S_DIE events/item_weapon
SOUND S_VOICEOVER BONUS
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT FX_FLOAT
STAT S_AKIMBO 1
STAT S_SCORE 100
ENTITY_END
//=====================================================================
// SHOTGUN
//=====================================================================
ENTITY_START am_shot
DESCRIBE Shotgun_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_shotgun
SOUND S_DIE events/item_ammo
SOUND S_VOICEOVER AMMO
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 1 20
STAT FX_FLOAT
STAT S_SCORE 50
ENTITY_END
//=====================================================================
// PLASMAGUN
//=====================================================================
ENTITY_START am_plas
DESCRIBE Plasmagun_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_plasma
SPRITE STATIC 1 NONE 2 -3 items/ammo_plasma
SPRITEVAR 1 KEEPFRAME 1
LIGHT 30 30 0 0 255
SOUND S_DIE events/item_ammo
SOUND S_VOICEOVER AMMO
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 2 40
STAT FX_FLOAT
STAT S_SCORE 50
ENTITY_END
//=====================================================================
// FLAMETHROWER
//=====================================================================
ENTITY_START am_flam
DESCRIBE Flamethrower_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_flame
SOUND S_DIE events/item_ammo
SOUND S_VOICEOVER AMMO
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 3 50
STAT FX_FLOAT
STAT S_SCORE 50
ENTITY_END
//=====================================================================
// ROCKET LAUNCHER
//=====================================================================
ENTITY_START am_rock
DESCRIBE Rocket_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_rocket
SOUND S_DIE events/item_ammo
SOUND S_VOICEOVER AMMO
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 4 4
STAT FX_FLOAT
STAT S_SCORE 50
ENTITY_END
//=====================================================================
// MINIGUN
//=====================================================================
ENTITY_START am_mini
DESCRIBE Minigun_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_minigun
SOUND S_DIE events/item_ammo
SOUND S_VOICEOVER AMMO
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 5 90
STAT FX_FLOAT
STAT S_SCORE 50
ENTITY_END
//=====================================================================
// OMG-20K
//=====================================================================
ENTITY_START am_bfg
DESCRIBE OMG-20k_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_bfg
SPRITE STATIC 1 NONE 2 -1 items/ammo_bfg
SPRITEVAR 1 KEEPFRAME 1
LIGHT 30 30 0 255 0
SOUND S_DIE events/item_ammo
SOUND S_VOICEOVER AMMO
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 6 4
STAT FX_FLOAT
STAT S_SCORE 100
ENTITY_END
//=====================================================================
// DISINTEGRATOR
//=====================================================================
ENTITY_START am_dis
DESCRIBE Disintegrator_ammo
SPRITE STATIC 0 NONE 0 0 items/ammo_dis
SPRITE STATIC 1 NONE 0 0 items/ammo_dis
SPRITEVAR 1 KEEPFRAME 1
LIGHT 30 30 255 255 220
SOUND S_DIE events/item_ammo
SOUND S_VOICEOVER AMMO
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
AMMO 7 50
STAT AI_UNLOCKABLE
STAT FX_FLOAT
STAT FX_SCALE_ITEM 85
STAT S_SCORE 150
ENTITY_END
//=====================================================================
// SILVER CREDIT CARD
//=====================================================================
ENTITY_START credit_0
DESCRIBE Credit_card_(small_score)
SPRITE DYNAMIC 0 NONE 0 0 items/credit1
SOUND S_DIE events/item_credit
SOUND S_VOICEOVER BONUS
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT FX_FLOAT
STAT S_SCORE 10000
ENTITY_END
//=====================================================================
// GOLD CREDIT CARD
//=====================================================================
ENTITY_START credit_1
DESCRIBE Credit_card_(medium_score)
SPRITE DYNAMIC 0 NONE 0 0 items/credit2
SOUND S_DIE events/item_credit
SOUND S_VOICEOVER BONUS
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT FX_FLOAT
STAT S_SCORE 15000
ENTITY_END
//=====================================================================
// PLATINUM CREDIT CARD
//=====================================================================
ENTITY_START credit_2
DESCRIBE Credit_card_(huge_score)
SPRITE DYNAMIC 0 NONE 0 0 items/credit3
SOUND S_DIE events/item_credit
SOUND S_VOICEOVER BONUS
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT FX_FLOAT
STAT S_SCORE 25000
ENTITY_END
//=====================================================================
// MEDIKIT
//=====================================================================
ENTITY_START medikit
DESCRIBE Medkit_to_completely_recover_health
SPRITE STATIC 0 NONE 0 -5 items/med
SPRITE STATIC 1 NONE 0 21 items/med
SPRITEVAR 1 KEEPFRAME 1
TEXPOLY (world-base-med)
LIGHT 30 35 0 255 0
SOUND S_DIE events/item_medikit
SOUND S_VOICEOVER BONUS
THINK AI_ITEM 0 NONE 0
OFFSET FX_OFFSET 0 21
OFFSET SIZE 20 28
STAT FX_DIM 0
STAT REVIVE
STAT S_SCORE 1000
ENTITY_END
//=====================================================================
// FLOATING KEYCARD
//=====================================================================
ENTITY_START floatkey
CLONE keycard
DESCRIBE Keycard_that_floats_in_air
MOVETYPE NONE 0
ENTITY_END
//=====================================================================
// HIDDEN KEYCARD
//=====================================================================
ENTITY_START hiddenkey
DESCRIBE Hidden_keycard
THINK AI_ITEM 0 NONE 0
MOVETYPE WALK 0
OFFSET SIZE 20 0
STAT S_KEY 1
ENTITY_END

TAGAP_END