###############################################################################
#
# player.txt
# original player data for XR7: EarthStrike developed by Drake Analytics, Inc.
# www.xandis.com
#
# FOR VERTICAL SCROLLING AND GRADIUS STYLE PLAY. Player data for HORIZONTAL
# SCROLLING play is in player-gradius.txt.
#
# Player data is kept in this separate file because it is used in each of
# the gaming levels - so it is easier to just include it rather than have
# to maintain four copies. 
#
# To ensure that the same weapons are properly maintained between levels
# use the same _family_ and _rating_ values in data files.
#
# The basic player consists of all the data needed to display the player's
# ship, have it shoot and react to damage as well as handle death.
#
# *** The player actor __MUST__ be named 'player' ***
#
###############################################################################
def model PlayerModel
	source		= models\player-ship.X
	renderstate	= ModelRenderState		# should be in parent file
end

def model PlayerLaserModel
	source		= models\laser.X
	renderstate	= ModelRenderState
end

def model FastLaserModel
	source		= models\fast-laser.X
	renderstate	= ModelRenderState
end

def wave PlayerLaserSound
	source	= audio\waves\laser1.wav
	repeats = 0
end

def wave PlayerLaserCollideSound
	source	= audio\waves\collide.wav
	repeats	= 0
end

def wave PlayerScream
	source	= audio\waves\death-scream.wav
	repeats	= 0
end

####### WEAPON SEQUENCES #########
#
# Sadly we didn't use a very intelligent
# naming style for the weapon sequences.
# Instead of the ridiculous names below, it is
# recommended that something like: FamilyNRatingMSeq
# be used where N and M represent the family and
# rating numbers.

# FAMILY 1 RATING 1
def sequence PlayerLaserFire
	playwave	= PlayerLaserSound
	startactor	= PlayerLaser
end

# FAMILY 2 RATING 1
def sequence WideAngleLaserFire
	startactors	= PlayerLaser2 PlayerLaser3
end

# FAMILY 2 RATING 2
def sequence FastWideLaserFire
	startactor	= PlayerLaser4 PlayerLaser5
end

# FAMILY 2 RATING 3
def sequence MisslesFWLFire
	startactors	= PlayerLaser4 PlayerLaser5
	startactors	= LeftMissile RightMissile
end

# FAMILY 2 RATING 4
def sequence M2FWLFire
	startactors	= PlayerLaser4 PlayerLaser5
	startactors	= LeftMissile RightMissile Left2Missile Right2Missile
end

# FAMILY 3 RATING 1 
def sequence MultiFrontLaserFire
	startactoroffset 	= -0.125 0.0 0.0 PlayerLaser
	startactoroffset 	= 0.125 0.0 0.0 PlayerLaser
	startactor 		= DownMissile
end

# FAMILY 3 RATING 2
def sequence MultiFrontWithAngle
	startactoroffset 	= -0.125 0.0 0.0 PlayerLaser
	startactoroffset 	= 0.125 0.0 0.0 PlayerLaser
	startactors 		= DownMissile PlayerLaser2 PlayerLaser3
end

# FAMILY 3 RATING 3
def sequence Fam3Rating3
	startactoroffset 	= -0.125 0.0 0.0 PlayerLaser
	startactoroffset 	= 0.125 0.0 0.0 PlayerLaser
	startactors 		= DownMissile PlayerLaser2 PlayerLaser3 PureRightLaser PureLeftLaser
end

# FAMILY 3 RATING 4
def sequence Fam3Rating4
	startactor 		= DownMissile
	startactoroffset 	= -0.125 0.0 0.0 PlayerLaser
	startactoroffset 	= 0.125 0.0 0.0 PlayerLaser
	startactors 		= PlayerLaser2 PlayerLaser3 PureRightLaser PureLeftLaser PureBackLaser
end

############### WEAPON DEFINITIONS ###############
#
# Be careful with the 'pos' value since it plays off of the 
# player's ship's matrix so any rotating to the player ship must
# be taken into account when setting the 'pos'
#
# Sadly we didn't use a very intelligent
# naming style for the weapon definitions
# Instead of the ridiculous names below, it is
# recommended that something like: FamilyNRatingM
# be used where N and M represent the family and
# rating numbers.
#
def weapon PlayerBasicLaser
	ammo		= 9999999
	maxammo		= 9999999
	projectile	= PlayerLaserFire
	family		= 1
	rating		= 1
	button		= 0		# 0 or 1 works; other buttons not scanned
	pos		= 0.00 0.8 0.0	# in model's space; gets transformed when necessary
	delay		= 3		# frames, more or less, to wait between successive laser shots
end

def weapon FastWideLaser
	ammo		= 9999999
	maxammo		= 9999999
	projectile	= FastWideLaserFire
	family		= 2
	rating		= 2
	button		= 0
	pos		= 0.00 0.3 0.0	# in model's space; gets transformed when necessary
	delay		= 3
end

def weapon WideAngleLaser
	ammo		= 9999999
	maxammo		= 9999999
	projectile	= WideAngleLaserFire
	family		= 2
	rating		= 1
	button		= 0
	pos		= 0.00 0.3 0.0	# in model's space; gets transformed when necessary
	delay		= 6
end

def weapon MisslesFWLFireWeapon
	ammo		= 9999999
	maxammo		= 9999999
	projectile	= MisslesFWLFire
	family		= 2
	rating		= 3
	button		= 0
	pos		= 0.00 0.3 0.0	# in model's space; gets transformed when necessary
	delay		= 3
end

def weapon M2FWLFireWeapon
	ammo		= 9999999
	maxammo		= 9999999
	projectile	= M2FWLFire
	family		= 2
	rating		= 4
	button		= 0
	pos		= 0.00 0.3 0.0	# in model's space; gets transformed when necessary
	delay		= 3
end

def weapon MultiFrontLaser
	ammo		= 9999999
	maxammo		= 9999999
	projectile	= MultiFrontLaserFire
	family		= 3
	rating		= 1
	button		= 0		# 0 or 1 works; other buttons not scanned
	pos		= 0.0 0.3 0.0	# in model's space; gets transformed when necessary
	delay		= 3		# frames, more or less, to wait between successive laser shots
end

def weapon MultiFrontWithAngleLaser
	ammo		= 9999999
	maxammo		= 9999999
	projectile	= MultiFrontWithAngle
	family		= 3
	rating		= 2
	button		= 0		# 0 or 1 works; other buttons not scanned
	pos		= 0.0 0.15 0.0	# in model's space; gets transformed when necessary
	delay		= 3		# frames, more or less, to wait between successive laser shots
end

def weapon F3R3
	ammo		= 9999999
	maxammo		= 9999999
	projectile	= Fam3Rating3
	family		= 3
	rating		= 3
	button		= 0
	pos		= 0.00 0.3 0.0	# in model's space; gets transformed when necessary
	delay		= 3
end

def weapon F3R4
	ammo		= 9999999
	maxammo		= 9999999
	projectile	= Fam3Rating4
	family		= 3
	rating		= 4
	button		= 0
	pos		= 0.00 0.3 0.0	# in model's space; gets transformed when necessary
	delay		= 3
end

############## EFFECTS ##################3
#
def effect PlayerCollisionEffect
	points		= 0
	energy		= 0		# only make this > 0 if need ability to bypass shield
	shield		= -100
	weapon		= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect PlayerLaserCollisionEffect
	points		= 0
	energy		= 0		# only make this > 0 if need ability to bypass shield
	shield		= -10
	weapon		= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

############### PARTICLE SYSTEMS ################
#
def particle PlayerLaserHit
	texture		= sprites\particle-intro.dds
	renderstate	= ParticleRenderState
	numparticles	= 8
	life		= 6
	startcolor	=  1.0		0.8	0.0	0.8
	coloradjmin	= -0.012	-0.1	0.0	-0.1
	coloradjmax	= -0.005	-0.025	0.0	-0.05
	repeat		= 0
	maxonscreen	= 32		# max of these systems on screen not max particles on screen
	size		= 16.0
	posadjmin	= -0.1 -0.1  -0.1
	posadjmax	=  0.1  0.1  0.1
end


def particle PlayerShieldLost
	texture		= sprites\particle-intro.dds
	renderstate	= ParticleRenderState
	numparticles	= 24
	life		= 60
	startcolor	= 1.0	0.2	0.0	1.0
	coloradjmin	= -0.03	-0.006	0.0	-0.03
	coloradjmax	= -0.01	-0.001	0.0	-0.01
	repeat		= 0
	maxonscreen	= 2		# max of these systems on screen not max particles on screen
	size		= 16.0
	posadjmin	= -0.1 -0.1 -0.1
	posadjmax	=  0.1  0.1  0.1
end


############### GENERAL SEQUENCES ##############
#
def sequence PlayerLaserCollision
	playwave	= PlayerLaserCollideSound
	startparticle	= PlayerLaserHit
end

def sequence PlayerShieldGone
	startparticle 	= PlayerShieldLost
end

def sequence PlayerCollisionSeq
	playwave	= PlayerLaserCollideSound
end

def sequence PlayerDeathSeq
	playwave	= PlayerScream
	startparticle	= PlayerShieldLost
	waitframes	= 3
	startparticle	= PlayerShieldLost
end


########### SCRIPTS ###########
#
def script RightMissileScript
	repeats = 0
#	0	  1		2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22	23	24	25
# 	lineN	= action	n	b	px	py	pz	rx	ry	rz	sx	sy	sz	s%	n	seq%	seq	spx	spy	spz	srx	sry	srz	ssx	ssy	ssz
	line1	= adj		0	f	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line2	= adj		4	f	0.0	-0.1	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line3	= adj		4	f	0.05	-0.05	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line4	= adj		4	f	0.025	-0.025	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line5	= adj		4	f	0.05	0.05	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line6	= adjchk	240	f	0.0	0.3	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
end

def script LeftMissileScript
	repeats = 0
#	0	  1		2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22	23	24	25
# 	lineN	= action	n	b	px	py	pz	rx	ry	rz	sx	sy	sz	s%	n	seq%	seq	spx	spy	spz	srx	sry	srz	ssx	ssy	ssz
	line1	= adj		0	f	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line2	= adj		4	f	0.0	-0.1	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line3	= adj		4	f	-0.05	-0.05	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line4	= adj		4	f	-0.025	-0.025	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line5	= adj		4	f	-0.05	0.05	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line6	= adjchk	240	f	0.0	0.3	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
end

def script Right2MissileScript
	line1	= adj		0	f	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line2	= adj		4	f	0.0	-0.1	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line3	= adj		4	f	0.075	-0.06	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line4	= adj		4	f	0.05	-0.05	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line5	= adj		4	f	0.075	0.05	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line6	= adjchk	240	f	0.0	0.3	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
end

def script Left2MissileScript
	repeats = 0
#	0	  1		2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22	23	24	25
# 	lineN	= action	n	b	px	py	pz	rx	ry	rz	sx	sy	sz	s%	n	seq%	seq	spx	spy	spz	srx	sry	srz	ssx	ssy	ssz
	line1	= adj		0	f	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line2	= adj		4	f	0.0	-0.1	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line3	= adj		4	f	-0.075	-0.06	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line4	= adj		4	f	-0.05	-0.05	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line5	= adj		4	f	-0.075	0.05	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
	line6	= adjchk	240	f	0.0	0.3	0.0	0.0	0.0	0.0	0.0	0.00	0.0	0.0	0	0.0	0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0	0.0
end

########### PLAYER RELATED ACTORS ###########

def actor PlayerLaser
	model			= PlayerLaserModel
	partnersprite		= 0	
	partnerparticle		= 0
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 32		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.0 0.3 0.0
	rotation		= 0.0 0.0 0.0
	script			= 0			
	input			= DRIFT		
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 0.0
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

def actor PlayerLaser2
	model			= PlayerLaserModel
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 24		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.25 0.3 0.0
	rotation		= 0.0 0.0 0.0
	script			= 0			
	input			= DRIFT		
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 -0.4
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

def actor PlayerLaser3
	model			= PlayerLaserModel
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 24		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= -0.25 0.3 0.0
	rotation		= 0.0 0.0 0.0
	script			= 0			
	input			= DRIFT		
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 0.4
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

def actor PlayerLaser4
	model			= FastLaserModel
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 32		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= -0.25 0.3 0.0
	rotation		= 0.0 0.0 0.0
	script			= 0			
	input			= DRIFT		
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 0.4
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

def actor PlayerLaser5
	model			= FastLaserModel
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 32		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.25 0.3 0.0
	rotation		= 0.0 0.0 0.0
	script			= 0			
	input			= DRIFT		
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 -0.4
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

def actor RightMissile
	model			= PlayerLaserModel
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 32		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.0 0.3 0.0
	rotation		= 0.0 0.0 0.0
	script			= RightMissileScript			
	input			= SCRIPT
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 0.0
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

def actor LeftMissile
	model			= PlayerLaserModel
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 32		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.0 0.3 0.0
	rotation		= 0.0 0.0 0.0
	script			= LeftMissileScript			
	input			= SCRIPT		
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 0.0
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

def actor Right2Missile
	model			= PlayerLaserModel
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 32		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.0 0.3 0.0
	rotation		= 0.0 0.0 0.0
	script			= Right2MissileScript			
	input			= SCRIPT
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 0.0
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

def actor Left2Missile
	model			= PlayerLaserModel
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 32		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.0 0.3 0.0
	rotation		= 0.0 0.0 0.0
	script			= Left2MissileScript			
	input			= SCRIPT
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 0.0
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

def actor DownMissile
	model			= PlayerLaserModel
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= PlayerLaserCollision
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 16		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.0 0.15 0.05
	rotation		= 0.0 0.0 0.0
	script			= 0
	input			= DRIFTDIE
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 0.0
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end


#### The player actor __MUST__ be named 'player' ####
#
def actor player
	model			= PlayerModel
	weaponcapacity		= 8
	numweapons		= 1		
	weapon1			= PlayerBasicLaser
	deathseq		= PlayerDeathSeq
	collisionseq		= PlayerCollisionSeq
	shieldcollisionseq	= PlayerCollisionSeq
	shieldgoneseq		= PlayerShieldGone
	shieldcollisioneffect	= PlayerCollisionEffect
	collisioneffect		= PlayerCollisionEffect
	maxonscreen		= 1
	type			= PLAYER
	collidewith		= NEUTRAL NEUTRALFIRE ENEMY ENEMYFIRE
	partnerseq		= 0
	bounds			= PlayerBounds
	drift			= 0.1 0.1 0.0		# this is by how much the player moves
	rotation		= 0.0 0.0 0.0
	script			= 0
	input			= USER
	copy			= 0
	bounding		= -1
	shield			= 100
	energy			= 100
	maxshield		= 100
	maxenergy		= 100
	rot			= 1.57 0.0 0.0
	scale			= 0.2 0.2 0.2
	pos			= 0.0 0.0 0.0
end

def actor PureLeftLaser
	model			= PlayerLaserModel
	partnersprite		= 0	
	partnerparticle		= 0
	numweapons		= 0
	weaponcapacity		= 0		# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 24		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= -0.3 0.0 0.0
	rotation		= 0.0 0.0 0.0
	script			= 0			
	input			= DRIFT		
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 1.6
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

def actor PureRightLaser
	model			= PlayerLaserModel
	partnersprite		= 0	
	partnerparticle		= 0
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 24		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.3 0.0 0.0
	rotation		= 0.0 0.0 0.0
	script			= 0			
	input			= DRIFT		
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 -1.6
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

def actor PureBackLaser
	model			= PlayerLaserModel
	partnersprite		= 0	
	partnerparticle		= 0
	numweapons		= 0
	weaponcapacity		= 0			# max capacity is 8ish
	deathseq		= 0
	collisionseq		= PlayerLaserCollision
	shieldcollisionseq	= PlayerLaserCollision
	shieldgoneseq		= PlayerLaserCollision
	shieldcollisioneffect	= PlayerLaserCollisionEffect
	collisioneffect		= PlayerLaserCollisionEffect
	maxonscreen		= 24		# review logs during testing to see if large enough
	type			= PLAYERFIRE
	collidewith		= NEUTRAL ENEMY NEUTRALFIRE
	partnerseq		= 0		
	bounds			= 0			
	drift			= 0.0 -0.3 0.0
	rotation		= 0.0 0.0 0.0
	script			= 0			
	input			= DRIFT		
	copy			= 0			
	bounding		= -1		
	shield			= 0			
	energy			= 1			
	maxshield		= 0			
	maxenergy		= 2			
	rot			= 0.0 0.0 -3.14
	scale			= 0.05 0.4 0.05
	pos			= 0.0 0.0 0.0
end

### END OF PLAYER DATA
