###############################################################################
#
# level4.txt
# original level 4 data for XR7: EarthStrike developed by Drake Analytics, Inc.
# www.xandis.com
#
# This is the data for level 4 of the game:
#	Level 4 is the second, and last, Gradius-style (horizontal scrolling) level.
# In this case, the game is actually just like Vanguard where one is underground
# and has to avoid the walls of the labrynith as well as the enemy. 
# 
# Due to the fine control of ship that is needed it is easier to use the
# KEYBOARD rather than JOYSTICK on this level.
#
###############################################################################

def lighting MainAmbientLight
	color = 255 255 255 255		# R G B A 
end

def bounds MainBounds
	min	= -5.5 -4.5 -4.5
	max	= 4.5	4.5	 4.5
end

def bounds PlayerBounds
	min	= -4.0 -3.0 -1.0
	max	=  3.80 3.85 1.0
end

def projection NormalProjection
	nearplane	= 1.0
	farplane	= 100.0
	fov		= 0.7850
	aspect	= 1.0
end

def camera NormalCamera
	lookat	= 0.0 0.0 0.0		# where the camera is looking
	pos		= 0.0 0.0 -10.0		# where the camera is located
	up		= 0.0 1.0 0.0		# direction that is UP
end

################## RENDER STATES ######################
#
def renderstate ModelRenderState
	id			= 1
	zenable		= t			# update the z-buffer or not
	specularenable	= f		
	fogenable		= f			# rendering with fog or not
	alphaenable		= f			# alpha blending or not
	lightenable		= t			# lighting or not (requires normals if on)
	fillmode		= SOLID		# SOLID | POINT | WIRE  
	shading		= GOURAUD		# GOURAUD | FLAT
	lighting		= 255 255 255	# R G B  (not used; should have an A too!)
	alphasrc		= SRCCOL
	alphadest		= DESTCOL
	blendop		= ADD
	cull			= CCW		# CCW | CW | NONE
	clipping		= Y
end

def renderstate ParticleRenderState
	id			= 2
	zenable		= f
	specularenable	= f
	fogenable		= f
	alphaenable		= t
	lightenable		= f
	fillmode		= SOLID
	shading		= GOURAUD
	lighting		= 255 255 255
	alphasrc		= ONE
	alphadest		= ONE
	blendop		= ADD
	cull			= NONE
	clipping		= y
end

def renderstate SpriteRenderState
	id			= 3
	zenable		= f
	specularenable	= f
	fogenable		= f
	alphaenable		= t
	lightenable		= f
	fillmode		= SOLID
	shading		= GOURAUD
	lighting		= 255 255 255
	alphasrc		= SRCALPHA
	alphadest		= DESTALPHA
	blendop		= ADD
	cull			= NONE
	clipping		= y
end

def renderstate BackImageRenderState
	id			= 4
	zenable		= f
	specularenable	= f
	fogenable		= f
	alphaenable		= f
	lightenable		= f
	fillmode		= SOLID
	shading		= GOURAUD
	lighting		= 255 255 255
	alphasrc		= ONE
	alphadest		= ONE
	blendop		= ADD
	cull			= NONE
	clipping		= y
end

def renderstate ScoreLabelRenderState
	id			= 6
	zenable		= f
	specularenable	= f
	fogenable		= f
	alphaenable		= t
	lightenable		= f
	fillmode		= SOLID
	shading		= GOURAUD
	lighting		= 255 255 255
	alphasrc		= DESTALPHA
	alphadest		= ONE
	blendop		= ADD
	cull			= NONE
	clipping		= y
end

def renderstate TileMapRenderState
	id			= 7
	zenable		= f
	specularenable	= f
	fogenable		= f
	alphaenable		= t
	lightenable		= f
	fillmode		= SOLID
	shading		= GOURAUD
	lighting		= 255 255 255
	alphasrc		= DESTALPHA
	alphadest		= ONE
	blendop		= ADD
	cull			= NONE
	clipping		= y
end

################## .X MODELS #############################
#
def model BaseExplode1Model
	source	= models\base-outside-expl-1.X
	renderstate	= ModelRenderState
end

def model BaseExplode2Model
	source	= models\base-outside-expl-2.X
	renderstate	= ModelRenderState
end

def model BaseExplode3Model
	source	= models\base-outside-expl-3.X
	renderstate	= ModelRenderState
end

def model BaseExplode4Model
	source	= models\base-outside-expl-4.X
	renderstate	= ModelRenderState
end

def model BaseExplode5Model
	source	= models\base-outside-expl-5.X
	renderstate	= ModelRenderState
end

def model BaseExplode6Model
	source	= models\base-outside-expl-6.X
	renderstate	= ModelRenderState
end

def model BaseExplode7Model
	source	= models\base-outside-expl-7.X
	renderstate	= ModelRenderState
end

def model BaseExplode8Model
	source	= models\base-outside-expl-8.X
	renderstate	= ModelRenderState
end

def model EnemyBaseModel
	source	= models\base-outside.X
	renderstate	= ModelRenderState
end

def model Guard1Model
	source	= models\base-guard.X
	renderstate	= ModelRenderState
end

def model Guard2Model
	source	= models\base-guard-2.X
	renderstate	= ModelRenderState
end

def model Guard1Expl1Model
	source	= models\base-guard-expl-1.X
	renderstate	= ModelRenderState
end

def model Guard1Expl2Model
	source	= models\base-guard-expl-2.X
	renderstate	= ModelRenderState
end

def model Guard1Expl3Model
	source	= models\base-guard-expl-3.X
	renderstate	= ModelRenderState
end

def model Guard1Expl4Model
	source	= models\base-guard-expl-4.X
	renderstate	= ModelRenderState
end

def model Guard1Expl5Model
	source	= models\base-guard-expl-5.X
	renderstate	= ModelRenderState
end

def model Guard1Expl6Model
	source	= models\base-guard-expl-6.X
	renderstate	= ModelRenderState
end

def model WallModel
	source	= models\base-wall.X
	renderstate	= ModelRenderState
end

def model SteelWallModel
	source	= models\base-steelwall.X
	renderstate	= ModelRenderState
end

def model InnerRockModel
	source	= models\base-eye.X
	renderstate	= ModelRenderState
end

def model LaserModel
	source	= models\green-laser.X
	renderstate = ModelRenderState
end

def model BonusItemModel
	source	= models\bonus.X
	renderstate = ModelRenderState
end

def model CircuitBallModel
	source	= models\circuitball-2.X
	renderstate	= ModelRenderState
end

def model SpikeModel
	source	= models\base-spike.X
	renderstate	= ModelRenderState
end

def model LargeRockModel
	source	= models\base-rock.X
	renderstate	= ModelRenderState
end

def model FireBallModel
	source	= models\base-fireball.X
	renderstate	= ModelRenderState
end

def model FireSpotModel
	source	= models\base-firespot.X
	renderstate	= ModelRenderState
end

def model TopBossGuardModel
	source	= models\scout.X
	renderstate	= ModelRenderState
end

def model BaseBossModel
	source	= models\base-boss.X
	renderstate	= ModelRenderState
end

def model EarthModel
  source		= models\earth.X		
  renderstate	= ModelRenderState
end

############## WAVE FORMS AND MIDI MUSIC ##################
#
def music Level5Music
	source	= audio\music\techno.mid
	repeats	= 1000
end

def wave Laugh
	source	= audio\waves\laugh2.wav
	repeats	= 6
end

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

def wave BigExplode
	source	= audio\waves\big-explode.wav
	repeats 	= 0
end

def wave Explosion
	source	= audio\waves\explosion.wav
	repeats	= 0
end

def wave LaserSound
	source	= audio\waves\laser2.wav
	repeats 	= 0
end

def wave BonusItemGrabbedSound
	source	= audio\waves\fx1.wav
	repeats 	= 2
end

def wave KilledBonusBallSound
	source	= audio\waves\fx2.wav
	repeats	 = 4
end

################### PARTICLE SYSTEMS #####################
#
def particle WallHitParticle
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 8
	life			= 6
	startcolor		= 1.0		0.75		0.5	1.0
	coloradjmin		= -0.1 	-0.075	-0.05	-0.12
	coloradjmax		= -0.75	-0.05		0.00	-0.1
	repeat		= 0
	maxonscreen		= 24		# max of these systems on screen not max particles on screen
	size			= 16.0
	posadjmin		= -0.30 -0.30 -0.30
	posadjmax		=  0.30  0.30  0.30
end


def particle BonusBallDeathParticle
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 16
	startcolor		= 1.0		0.0	1.0	0.8
	coloradjmin		= -0.12	0.03	-0.04	-0.12
	coloradjmax		= -0.05	0.01	-0.02	-0.1
	repeat		= 0
	maxonscreen		= 4		# max of these systems on screen not max particles on screen
	size			= 16.0
	posadjmin		= -0.20 -0.20 -0.20
	posadjmax		=  0.20  0.20  0.20
end

def particle GotBonusItem
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 12
	startcolor		= 1.0		0.0	1.0	0.8
	coloradjmin		= -0.12	-0.00	-0.12	-0.12
	coloradjmax		= -0.05	-0.00	-0.05	-0.1
	repeat		= 0
	maxonscreen		= 1		# max of these systems on screen not max particles on screen
	size			= 24.0
	posadjmin		= -0.25 -0.25 -0.25
	posadjmax		=  0.25  0.25  0.25
end

def particle LaserHit
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 6
	startcolor		= 1.0		0.6		0.0	1.0
	coloradjmin		= -0.0625	-0.0125	0.0	-0.12
	coloradjmax		= -0.025	-0.005	0.0	-0.1
	repeat		= 0
	maxonscreen		= 36		# max of these systems on screen not max particles on screen
	size			= 8.0
	posadjmin		= -0.1 -0.1 -0.1
	posadjmax		=  0.1  0.1  0.1
end

def particle DeathParticle
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 8
	startcolor		= 0.2		1.0	0.0	0.8
	coloradjmin		= -0.03	-0.12	0.0	-0.12
	coloradjmax		= -0.02	-0.05	0.0	-0.1
	repeat		= 0
	maxonscreen		= 32		# max of these systems on screen not max particles on screen
	size			= 16.0
	posadjmin		= -0.20 -0.20 -0.20
	posadjmax		=  0.20  0.20  0.20
end

def particle DeathParticle2
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 32
	life			= 8
	startcolor		= 0.2		1.0	0.0	0.8
	coloradjmin		= -0.04	-0.12	0.0	-0.12
	coloradjmax		= -0.01	-0.05	0.0	-0.1
	repeat		= 0
	maxonscreen		= 32		# max of these systems on screen not max particles on screen
	size			= 24.0
	posadjmin		= -0.05 -0.05 -0.05
	posadjmax		=  0.05  0.05  0.05
end

def particle BossExplosionParticles
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 256
	life			= 240
	startcolor		= 0.0		1.0		0.0	1.0
	coloradjmin		= 0.00	-0.011	0.0	-0.011
	coloradjmax		= 0.000	-0.004	0.0	-0.004
	repeat		= 0
	maxonscreen		= 3		# max of these systems on screen not max particles on screen
	size			= 128.0
	posadjmin		= -0.1 -0.1 -0.1
	posadjmax		=  0.1  0.1  0.1
end

def particle WhiteBaseExplosion
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 128
	life			= 240
	startcolor		= 1.0		1.0		1.0		1.0
	coloradjmin		= -0.011	-0.011	-0.011	-0.011
	coloradjmax		= -0.004	-0.004	-0.004	-0.004
	repeat		= 0
	maxonscreen		= 1		# max of these systems on screen not max particles on screen
	size			= 64.0
	posadjmin		= -0.1 -0.1 -0.1
	posadjmax		=  0.1  0.1  0.1
end

def particle RedBaseExplosion
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 128
	life			= 240
	startcolor		= 1.0		0.0	0.0	1.0
	coloradjmin		= -0.011	0.0	0.0	-0.011
	coloradjmax		= -0.004	0.0	0.0	-0.004
	repeat		= 0
	maxonscreen		= 1		# max of these systems on screen not max particles on screen
	size			= 64.0
	posadjmin		= -0.1 -0.1 -0.1
	posadjmax		=  0.1  0.1  0.1
end

################# SEQUENCES ####################
#
def sequence ScoutDeathSeq
	playwave		= Explosion
	startparticle	= DeathParticle2
	waitframes		= 3
	startparticle	= DeathParticle
end

def sequence BossExplosion
	playwave		= BigExplode
	startparticle	= BossExplosionParticles
	waitframes		= 16
	playwave		= BigExplode
	waitframes		= 16
	playwave		= BigExplode
	waitframes		= 16
	playwave		= BigExplode
	waitframes		= 16
	playwave		= BigExplode
	waitframes		= 16
	playwave		= BigExplode
	startparticlehere = 0.0 0.0 0.0 BossExplosionParticles
	waitframes		= 16
	playwave		= BigExplode
	startparticlehere = -3.0 0.0 0.0 BossExplosionParticles
end

def sequence BonusBallDeathSeq
	playwave		= KilledBonusBallSound
	startparticle	= BonusBallDeathParticle
	startactor		= BonusItem
end

def sequence BonusItemGrabbed
	playwave		= BonusItemGrabbedSound
	startparticle	= GotBonusItem
end

def sequence LaserCollision
	playsound		= CollideSound
	startparticle	= LaserHit
end

def sequence LaserFire
	playwave	= LaserSound
	startactor	= Laser
end

def sequence WallHitSeq
	startparticle	= WallHitParticle
end

def sequence Guard1DeathSeq
	playwave		= Explosion
	startparticle	= DeathParticle2
	startactor		= Guard1Expl1
	waitframes		= 1
	startactor		= Guard1Expl2
	waitframes		= 1
	startactor		= Guard1Expl3
	waitframes		= 1
	startparticle	= DeathParticle
	startactor		= Guard1Expl4
	waitframes		= 1
	startactor		= Guard1Expl5
	waitframes		= 1
	startactor		= Guard1Expl6
end

def sequence BossHitSeq
	playwave		= Laugh
	startactors		= Laser LaserUpLeft LaserDownLeft
end

def sequence LeftShoot
	startactors		= Laser LaserUpLeft LaserDownLeft
end

def sequence LeftShoot2
	startactors		= Laser
end

def sequence DownShoot
	startactors		= LaserDown LaserDownRight LaserDownLeft
end

def sequence UpShoot
	startactors		= LaserUp LaserUpLeft LaserUpRight
end

def sequence LaunchSeq
	startactor		= TopBoss2Guard
end

def sequence Launch2Seq
	startactor		= BottomBoss2Guard
end

def sequence ExplodeBase
	playwave		= BigExplode
	startactor		= BaseExplode1
	waitframes		= 2
	startactor		= BaseExplode2
	waitframes		= 2
	startparticle	= RedBaseExplosion
	startactor		= BaseExplode3
	waitframes		= 2
	startactor		= BaseExplode4
	waitframes		= 2
	startactor		= BaseExplode5
	waitframes		= 2
	startactor		= BaseExplode6
	waitframes		= 2
	startactor		= BaseExplode7
	waitframes		= 2
	startactor		= BaseExplode8
	playwave		= BigExplode
	startparticle	= WhiteBaseExplosion
end

################### SCRIPTS ##################
#
def script TopBossGuard2Script
	repeat	= 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		10		f	0.105		0.0		0.0		0.1		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		30		f	0.0		-0.1		0.0		0.1		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		20		f	-0.15		0.0		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		10		f	-0.15		-0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		10		f	0.10		0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		10		f	-0.15		0.0		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		10		f	0.15		0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		15		f	0.0		0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	45		f	0.0		-0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	20		f	-0.15		0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = adj	20		f	-0.15		0.0		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script BottomBossGuard2Script
	repeat	= 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		10		f	0.105	0.0		0.0		0.1		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		30		f	0.0	0.1		0.0		0.1		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		20		f	-0.15	0.0		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		10		f	-0.15	0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		10		f	0.10	-0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		10		f	-0.15	0.0		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		10		f	0.15	-0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		15		f	0.0	-0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	45		f	0.0	0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	20		f	-0.15	-0.15		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = adj	20		f	-0.15	0.0		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.01	LeftShoot2	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script SteelBallScript
	repeat	= 9999
#	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		-0.3	0.0		0.0		0.1		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	0.0		 0.0	0.0		0.0		0.1		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	0.0		 0.2	0.0		0.0		0.1		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		8		f	0.0		 -0.3	0.0		0.0		0.1		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	= adj		4		f	0.0		 0.0	0.0		0.0		0.1		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
	line7	= adj		4		f	0.0		 0.2	0.0		0.0		0.1		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
	line8	= adj		4		f	0.0		 -0.2	0.0		0.0		0.1		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
	line9	= adj		4		f	0.0		 -0.2	0.0		0.0		0.1		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
	line10 = adj	8		f	0.0		0.3	0.0		0.0		0.1		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
	line11 = adj	8		f	0.0		-0.3	0.0		0.0		0.1		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
	line12 = adj	4		f	0.0		 -0.3	0.0		0.0		0.1		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
	line13 = adj	4		f	0.0		 0.0	0.0		0.0		0.1		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
	line14 = adj	6		f	0.0		 0.2	0.0		0.0		0.1		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
	line15 = adj	8		f	0.0		 -0.3	0.0		0.0		0.1		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
	line16 = adj	4		f	0.0		0.0	0.0		0.0		0.1		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
	line17 = adj	8		f	0.0		0.2	0.0		0.0		0.1		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
	line18 = adj	8		f	0.0		-0.2	0.0		0.0		0.1		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
	line19 = adj	16		f	0.0		0.2	0.0		0.0		0.1		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
	line20 = adj	16		f	0.0		-0.2	0.0		0.0		0.1		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
	line21 = adj	8		f	0.0		-0.3	0.0		0.0		0.1		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
	line22 = adj	28		f	0.0		 0.3	0.0		0.0		0.1		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 ExplScript
	repeat	= 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
end

def script Expl2Script
	repeat	= 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		1	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
end

 
def script Guard2aScript
	repeat	= 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		12		f	-0.3		0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		12		f	0.35		0.00		0.0		0.20		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		12		f	0.0		0.1		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		12		f	0.02		-0.1		0.0		0.20		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		12		f	-0.1		-0.1		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adjchk	30		f	-0.3		0.0		0.0		0.20		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script Guard2Script
	repeat	= 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	= adjchk	12		f	-0.3	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03		LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adjchk	12		f	0.05	0.02		0.0		0.20		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03		0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adjchk	12		f	-0.3	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03		LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adjchk	12		f	0.05	-0.02		0.0		0.20		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03		0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adjchk	12		f	-0.3	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03		LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adjchk	12		f	0.05	-0.02		0.0		0.20		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03		0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adjchk	12		f	-0.3	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03		LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adjchk	12		f	0.05	0.02		0.0		0.20		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03		0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adjchk	12		f	-0.3	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03		LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script Guard1Script
	repeat	= 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		2		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	= adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15		UpShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adjchk	31		f	-0.03	0.0		0.0		0.202		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	= adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15		UpShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adjchk	31		f	-0.03	0.0		0.0		0.202		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	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15		UpShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adjchk	31		f	-0.03	0.0		0.0		0.202		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
	line8	= adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15		UpShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adjchk	31		f	-0.03	0.0		0.0		0.202		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
	line10 = adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15		UpShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script Guard1aScript
	repeat	= 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		2		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	= adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15	DownShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adjchk	31		f	-0.03	0.0		0.0		0.202		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	= adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15	DownShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adjchk	31		f	-0.03	0.0		0.0		0.202		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	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15	DownShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adjchk	31		f	-0.03	0.0		0.0		0.202		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
	line8	= adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15	DownShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adjchk	31		f	-0.03	0.0		0.0		0.202		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
	line10 = adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15	DownShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

# SHOOTS LEFT
def script Guard1bScript
	repeat	= 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		2		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	= adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adjchk	31		f	-0.03	0.0		0.0		0.0		0.0		0.202		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	= adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adjchk	31		f	-0.03	0.0		0.0		0.0		0.0		0.202		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	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adjchk	31		f	-0.03	0.0		0.0		0.0		0.0		0.202		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
	line8	= adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adjchk	31		f	-0.03	0.0		0.0		0.0		0.0		0.202		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
	line10 = adjchk	12		f	-0.03	0.0		0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.15	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script TopBossGuardScript
	repeat	= 9999
#	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		10		f	-0.105	0.0	0.0		0.1		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		10		f	-0.0210	-0.1	0.0		0.1		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		10		f	-0.00		-0.1	0.0		0.1		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		8		f	-0.012	-0.1	0.0		0.1		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	= adj		32		f	-0.12		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot 	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		36		f	0.0		0.1	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		34		f	0.0		-0.2	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		16		f	-0.12		0.2	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	16		f	-0.07		0.1	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	32		f	-0.12		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = rtn	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
end

def script BottomBossGuardScript
	repeat	= 9999
#	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		10		f	-0.105	0.0	0.0		0.1		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		10		f	-0.0210	 0.1	0.0		0.1		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		10		f	-0.00	 	0.1	0.0		0.1		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		8		f	-0.012	 0.1	0.0		0.1		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	= adj		32		f	-0.12		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		36		f	0.0		-0.1	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		34		f	0.0		0.2	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		16		f	-0.12		-0.2	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	16		f	-0.07		-0.1	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	32		f	-0.12		0.0	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = rtn	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
end

def script BigBossScript
	repeat	= 9999
#	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		80	f	0.0	-0.10		0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.04		LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		80	f	0.0	0.1		0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.04		LeftShoot	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script LauncherScript
	repeat	= 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		20	f	-0.1	0.0		0.0		0.1		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		9999	f	 0.0	0.0		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02		LaunchSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		30	f	0.3	0.0		0.0		0.1		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 Launcher2Script
	repeat	= 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		20	f	-0.1	0.0		0.0		0.1		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		9999	f	 0.0	0.0		0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02		Launch2Seq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		30	f	0.3	0.0		0.0		0.1		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 EscapeShipScript
	repeat	= 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		50		f	0.1		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
	line3	= adj		60		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
	line4	= adj		0		f	0.0		5.0		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
	line5	= adj		0		f	-10.0		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
	line6	= adj		0		f	0.0		-5.0		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
	line7	= adj		100		f	0.1		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
	line8	= adj		60		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
	line9	= adj		0		f	0.0		5.0		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
	line10 = adj	0		f	-10.0		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
	line11 = adj	0		f	0.0		-5.0		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
	line12 = adj	50		f	0.1		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
end

############# COLLISION EFFECTS #############
#
def effect BonusItemPower
	points	= 10000
	energy	= 50
	shield	= 50
	weapon	= MultiFrontLaser
	lives		= 0
	ammo		= 100
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect EnemyLaserCollisionEffect
	points	= 0
	energy	= 0		# only make this < 0 if need ability to bypass shield
	shield	= -5
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect WallCollisionEffect
	points	= 0
	energy	= 0		# only make this < 0 if need ability to bypass shield
	shield	= -25
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect GuardCollisionEffect
	points	= 25
	energy	= 0		# only make this < 0 if need ability to bypass shield
	shield	= -15
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

################## ACTORS ####################
#
def actor BigBoss
	model				= BaseBossModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= BossExplosion
	collisionseq		= BossHitSeq
	shieldcollisionseq	= BossHitSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 1
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= BigBossScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 1250
	energy			= 1250
	maxshield			= 2500
	maxenergy			= 2500
	rot				= 0.0 0.0 1.57
	scale				= 1.4 1.4 1.4
	pos				= 0.0 0.0 0.0
end

def actor TopBossGuard
	model				= TopBossGuardModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= ScoutDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 12
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= TopBossGuardScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.4 0.4 0.4
	pos				= 0.0 0.0 0.0
end

def actor TopBoss2Guard
	model				= TopBossGuardModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= ScoutDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 16
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= TopBossGuard2Script
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.4 0.4 0.4
	pos				= 0.0 0.0 0.0
end

def actor BottomBoss2Guard
	model				= TopBossGuardModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= ScoutDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 16
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= BottomBossGuard2Script
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.4 0.4 0.4
	pos				= 0.0 0.0 0.0
end

def actor BottomBossGuard
	model				= TopBossGuardModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= ScoutDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 12
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= BottomBossGuardScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.4 0.4 0.4
	pos				= 0.0 0.0 0.0
end

def actor NiceBall
	model				= CircuitBallModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= BonusBallDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= -0.03 0.00 0.0
	rotation			= 0.2 0.2 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0			
	bounding			= -1		
	shield			= 25			
	energy			= 25			
	maxshield			= 25			
	maxenergy			= 25		
	rot				= 0.0 0.0 0.0
	scale				= 0.5 0.5 0.5
end

def actor FinalBonus
	model				= CircuitBallModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= BonusBallDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.00 0.0
	rotation			= 0.2 0.2 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0			
	bounding			= -1		
	shield			= 25			
	energy			= 25			
	maxshield			= 25			
	maxenergy			= 25		
	rot				= 0.0 0.0 0.0
	scale				= 0.5 0.5 0.5
end


def actor BonusItem
	model				= BonusItemModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= BonusItemGrabbed
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= BonusItemPower
	maxonscreen			= 1
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.02 00.00 0.0
	rotation			= 0.2 0.2 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0			
	bounding			= -1		
	shield			= 0			
	energy			= 90			
	maxshield			= 0			
	maxenergy			= 90	
	rot				= 0.0 0.0 0.0
	scale				= 0.35 0.35 0.35
end

def actor Laser
	model				= LaserModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= LaserCollision
	shieldcollisionseq	= LaserCollision
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen			= 24		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	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 1.57
	scale				= 0.04 0.4 0.04
end

def actor LaserUp
	model				= LaserModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= LaserCollision
	shieldcollisionseq	= LaserCollision
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen			= 24		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.32 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				= 0.04 0.4 0.04
end

def actor LaserDown
	model				= LaserModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= LaserCollision
	shieldcollisionseq	= LaserCollision
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen			= 24		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 -0.32 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				= 0.04 0.4 0.04
end

def actor LaserDownLeft
	model				= LaserModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= LaserCollision
	shieldcollisionseq	= LaserCollision
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen			= 24		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	partnerseq			= 0		
	bounds			= 0			
	drift				= -0.3 -0.32 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 -3.865
	scale				= 0.04 0.4 0.04
end

def actor LaserDownRight
	model				= LaserModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= LaserCollision
	shieldcollisionseq	= LaserCollision
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen			= 24		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.34 -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 3.865
	scale				= 0.04 0.4 0.04
end

def actor LaserUpLeft
	model				= LaserModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= LaserCollision
	shieldcollisionseq	= LaserCollision
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen			= 24		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	partnerseq			= 0		
	bounds			= 0			
	drift				= -0.3 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 0.725
	scale				= 0.04 0.4 0.04
end

def actor LaserUpRight
	model				= LaserModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= LaserCollision
	shieldcollisionseq	= LaserCollision
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyLaserCollisionEffect
	collisioneffect		= EnemyLaserCollisionEffect
	maxonscreen			= 24		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.32 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 -0.725
	scale				= 0.04 0.4 0.04
end

def actor Wall
	model				= WallModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= WallHitSeq
	shieldcollisionseq	= WallHitSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= WallCollisionEffect
	collisioneffect		= WallCollisionEffect
	maxonscreen			= 16
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.03 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 50000
	energy			= 50000
	maxshield			= 50000
	maxenergy			= 50000
	rot				= 0.0 0.0 0.0
	scale				= 8.0 4.0 2.0
	pos				= 0.0 0.0 0.0
end

def actor SteelWall
	model				= SteelWallModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= WallHitSeq
	shieldcollisionseq	= WallHitSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= WallCollisionEffect
	collisioneffect		= WallCollisionEffect
	maxonscreen			= 8
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.03 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 50000
	energy			= 50000
	maxshield			= 50000
	maxenergy			= 50000
	rot				= 0.0 0.0 0.0
	scale				= 8.0 4.0 2.0
	pos				= 0.0 0.0 0.0
end

def actor SteelWall2
	model				= SteelWallModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= WallHitSeq
	shieldcollisionseq	= WallHitSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= WallCollisionEffect
	collisioneffect		= WallCollisionEffect
	maxonscreen			= 12
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 50000
	energy			= 50000
	maxshield			= 50000
	maxenergy			= 50000
	rot				= 0.0 0.0 0.0
	scale				= 4.0 4.0 2.0
	pos				= 0.0 0.0 0.0
end

def actor SteelBall
	model				= SteelWallModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= WallHitSeq
	shieldcollisionseq	= WallHitSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= WallCollisionEffect
	collisioneffect		= WallCollisionEffect
	maxonscreen			= 12
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= SteelBallScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 50000
	energy			= 50000
	maxshield			= 50000
	maxenergy			= 50000
	rot				= 0.0 0.0 0.0
	scale				= 1.0 1.0 1.0
	pos				= 0.0 0.0 0.0
end

def actor LargeRock
	model				= LargeRockModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= WallHitSeq
	shieldcollisionseq	= WallHitSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= WallCollisionEffect
	collisioneffect		= WallCollisionEffect
	maxonscreen			= 6
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.02 0.0 0.0
	rotation			= 0.01 0.0 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 50000
	energy			= 50000
	maxshield			= 50000
	maxenergy			= 50000
	rot				= 0.0 0.0 0.0
	scale				= 3.0 2.0 2.0
	pos				= 0.0 0.0 0.0
end

def actor LongWall
	model				= WallModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= WallHitSeq
	shieldcollisionseq	= WallHitSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= WallCollisionEffect
	collisioneffect		= WallCollisionEffect
	maxonscreen			= 2
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.03 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 50000
	energy			= 50000
	maxshield			= 50000
	maxenergy			= 50000
	rot				= 0.0 0.0 0.0
	scale				= 16.0 4.0 2.0
	pos				= 0.0 0.0 0.0
end

def actor ShortWall
	model				= WallModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= WallHitSeq
	shieldcollisionseq	= WallHitSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= WallCollisionEffect
	collisioneffect		= WallCollisionEffect
	maxonscreen			= 16
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.03 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 50000
	energy			= 50000
	maxshield			= 50000
	maxenergy			= 50000
	rot				= 0.0 0.0 0.0
	scale				= 4.0 4.0 2.0
	pos				= 0.0 0.0 0.0
end

def actor InnerRock
	model				= InnerRockModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= WallHitSeq
	shieldcollisionseq	= WallHitSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= WallCollisionEffect
	collisioneffect		= WallCollisionEffect
	maxonscreen			= 6
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.03 0.0 0.0
	rotation			= 0.0 0.2 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 50000
	energy			= 50000
	maxshield			= 50000
	maxenergy			= 50000
	rot				= 0.0 0.0 0.0
	scale				= 2.0 2.0 2.0
	pos				= 0.0 0.0 0.0
end

def actor Spike
	model				= SpikeModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= WallHitSeq
	shieldcollisionseq	= WallHitSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= WallCollisionEffect
	collisioneffect		= WallCollisionEffect
	maxonscreen			= 8
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.03 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 9250
	maxshield			= 50000
	maxenergy			= 50000
	rot				= 0.0 0.0 0.0
	scale				= 1.0 3.0 1.0
	pos				= 0.0 0.0 0.0
end

def actor Spike2
	model				= SpikeModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= WallHitSeq
	shieldcollisionseq	= WallHitSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= WallCollisionEffect
	collisioneffect		= WallCollisionEffect
	maxonscreen			= 8
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.03 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 9250
	maxshield			= 50000
	maxenergy			= 50000
	rot				= 3.14 0.0 0.0
	scale				= 1.0 3.0 1.0
	pos				= 0.0 0.0 0.0
end

def actor Guard1Expl1
	model				= Guard1Expl1Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 12
	type				= NEUTRAL
	collidewith			= NEUTRALFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= ExplScript	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 50
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor Guard1Expl2
	model				= Guard1Expl2Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 12
	type				= NEUTRAL
	collidewith			= NEUTRALFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= ExplScript	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 50
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor Guard1Expl3
	model				= Guard1Expl3Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 12
	type				= NEUTRAL
	collidewith			= NEUTRALFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= ExplScript	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 50
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor Guard1Expl4
	model				= Guard1Expl4Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 12
	type				= NEUTRAL
	collidewith			= NEUTRALFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= ExplScript	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 50
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor Guard1Expl5
	model				= Guard1Expl5Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 12
	type				= NEUTRAL
	collidewith			= NEUTRALFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= ExplScript	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 50
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor Guard1Expl6
	model				= Guard1Expl6Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 12
	type				= NEUTRAL
	collidewith			= NEUTRALFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= ExplScript	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 50
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor Guard1
	model				= Guard1Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= Guard1DeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 12
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.0 0.0
	script			= Guard1Script	
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 50
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end

def actor Guard1a
	model				= Guard1Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= Guard1DeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 12
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.0 0.0
	script			= Guard1aScript	
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 50
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 3.14 0.0 0.0
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end

def actor Guard1b
	model				= Guard1Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= Guard1DeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 12
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.0 0.0
	script			= Guard1bScript	
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 50
	energy			= 50
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end

def actor Guard2
	model				= Guard2Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= Guard1DeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 12
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.0 0.0
	script			= Guard2Script	
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.35 0.35 0.35
	pos				= 0.0 0.0 0.0
end

def actor Guard2a
	model				= Guard2Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= Guard1DeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 12
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.0 0.0
	script			= Guard2aScript	
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.35 0.35 0.35
	pos				= 0.0 0.0 0.0
end

def actor FireBall
	model				= FireBallModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= Guard1DeathSeq
	collisionseq		= LeftShoot
	shieldcollisionseq	= LeftShoot
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 16
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.2 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end

def actor FireSpot
	model				= FireSpotModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= Guard1DeathSeq
	collisionseq		= LeftShoot
	shieldcollisionseq	= LeftShoot
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 16
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.2 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end


def actor Launcher2
	model				= FireSpotModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= Guard1DeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 1
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.2 0.0
	script			= Launcher2Script	
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 1.0 1.0 1.0
	pos				= 0.0 0.0 0.0
end

def actor Launcher
	model				= FireSpotModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= Guard1DeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= GuardCollisionEffect
	collisioneffect		= GuardCollisionEffect
	maxonscreen			= 1
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.2 0.0
	script			= LauncherScript	
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 1.57
	scale				= 1.0 1.0 1.0
	pos				= 0.0 0.0 0.0
end

def actor TheEarth
	model				= EarthModel
	numweapons			= 0		# number of weapons at start
	weaponcapacity		= 0		# total number of weapons actor can have
	deathseq			= 0		# sequence that is started when actor dies
	collisionseq		= 0		# sequence that is started when collision occurs w/o shield
	shieldcollisionseq	= 0		# sequence that is started when collision occurs with shieled
	shieldgoneseq		= 0		# sequence that is started when the shield first goes
	shieldcollisioneffect	= 0		# Effect to other actor when it collides with shield
	collisioneffect		= 0		# Effect to other actor when it collides with actor
	maxonscreen			= 1			# The max number of these particular actors that can be on the screen at ONCE
	type				= NEUTRAL		# NEUTRAL | NEUTRALFIRE | PLAYER | PLAYERFIRE | ENEMY | ENEMYFIRE
# collidewith			= NETURAL NEUTRALFIRE PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	collidewith			= ENEMYFIRE		
	partnerseq			= 0			# (not implemented?)
	bounds			= 0			# Used for 'player' only
	drift				= 0.00 0.0 0.0	# Automatic position drift; often weaponfire is not scripted and just drifts
	rotation			= 0.0 0.1 0.0	# Automatic rotation
	script			= 0			# Script that the actor follows
	input				= DRIFT		# SCRIPT | DRIFT | USER | AI0 | AI1
	copy				= 0			# (not implemented?)
	bounding			= 0			# 0 for no bounding volumes; -1 for all; 1 for just main sphere
	shield			= 0			# Starting strength of shield
	energy			= 100000		# Starting Life; when zero you die
	maxshield			= 100			# Max strength of shield
	maxenergy			= 100			# Max energy
	rot				= 0.0 0.0 0.0	# Starting rotation 
	scale				= 1.0 1.0 1.0	# Starting scale    (starting vals can be superseded by script)
end

def actor EnemyBase
	model				= EnemyBaseModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= ENEMY
	collidewith			= NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.1 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0
	bounding			= 0
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end

def actor EscapeShip
	model				= PlayerModel	# defined in the player data file
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= NEUTRAL
	collidewith			= ENEMY
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.0 0.0
	script			= EscapeShipScript	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 -1.57 1.57
	scale				= 0.1 0.1 0.1
	pos				= 0.0 0.0 0.0
end

def actor BaseExplode1
	model				= BaseExplode1Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= ENEMY
	collidewith			=  NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.1 0.0
	script			= Expl2Script	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor BaseExplode2
	model				= BaseExplode2Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= ENEMY
	collidewith			=  NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.1 0.0
	script			= Expl2Script	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor BaseExplode3
	model				= BaseExplode3Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= ENEMY
	collidewith			=  NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.1 0.0
	script			= Expl2Script	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor BaseExplode4
	model				= BaseExplode4Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= ENEMY
	collidewith			=  NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.1 0.0
	script			= Expl2Script	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor BaseExplode5
	model				= BaseExplode5Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= ENEMY
	collidewith			=  NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.1 0.0
	script			= Expl2Script	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor BaseExplode6
	model				= BaseExplode6Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= ENEMY
	collidewith			=  NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.1 0.0
	script			= Expl2Script	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor BaseExplode7
	model				= BaseExplode7Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= ENEMY
	collidewith			=  NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.1 0.0
	script			= Expl2Script	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end

def actor BaseExplode8
	model				= BaseExplode8Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 1
	type				= ENEMY
	collidewith			= NEUTRAL
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.00 0.1 0.0
	script			= Expl2Script	
	input				= SCRIPT
	copy				= 0
	bounding			= 0
	shield			= 25
	energy			= 50
	maxshield			= 25
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 1.5 1.5 1.5
	pos				= 0.0 0.0 0.0
end
 
############## PLAYER INFORMATION ################
#
# Player ship and weapons are the same each
# level so just !INCLUDE that into the level data
# file. (Note - cannot use !INCLUDE in a file that itself
# is being included.)
#
# Note that the player source is a different file than
# before. In order to ensure that weapons are properly
# carried over do review both player.txt and player-gradius.txt
# files.
#
!INCLUDE levels\player-gradius.txt


############## SPRITES #####################
#
def sprite Panel1
	source	= sprites\panel-1.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel2
	source	= sprites\panel-2.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel3
	source	= sprites\panel-3.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel4
	source	= sprites\panel-4.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel5
	source	= sprites\panel-5.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel6
	source	= sprites\panel-6.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel7
	source	= sprites\panel-7.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel8
	source	= sprites\panel-8.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel9
	source	= sprites\panel-9.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel10
	source	= sprites\panel-10.bmp
	transformed	= y
	maxonscreen	= 1
	renderstate	= BackImageRenderState
	size		= 1.0
end

def sprite Panel11
	source	= sprites\score-1.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel12
	source	= sprites\score-2.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel13
	source	= sprites\score-3.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel14
	source	= sprites\score-4.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel15
	source	= sprites\score-5.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end

def sprite Panel16
	source	= sprites\highscore-1.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel17
	source	= sprites\highscore-2.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel18
	source	= sprites\highscore-3.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel19
	source	= sprites\highscore-4.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel20
	source	= sprites\highscore-5.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel21
	source	= sprites\highscore-6.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel22
	source	= sprites\highscore-7.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

def sprite Panel23
	source	= sprites\highscore-8.dds
	transformed	= y
	maxonscreen	= 1
	renderstate	= ScoreLabelRenderState
	size		= 1.0
end	

######### BACK IMAGES ##################
#
def backimage PanelDisplay
	numimages	= 23
	pos1		= 80.0 536.0	0.0
	pos2		= 144.0 536.0	0.0
	pos3		= 208.0 536.0	0.0
	pos4		= 272.0 536.0	0.0
	pos5		= 336.0 536.0	0.0
	pos6		= 400.0 536.0	0.0
	pos7		= 464.0 536.0	0.0
	pos8		= 528.0 536.0	0.0
	pos9		= 592.0 536.0	0.0
	pos10		= 656.0 536.0	0.0
	pos11		= 556.0 0.0		0.0
	pos12		= 572.0 0.0		0.0
	pos13		= 588.0 0.0		0.0
	pos14		= 604.0 0.0		0.0
	pos15		= 620.0 0.0		0.0
	pos16		= 244.0 0.0		0.0
	pos17		= 260.0 0.0		0.0
	pos18		= 276.0 0.0		0.0
	pos19		= 292.0 0.0		0.0
	pos20		= 308.0 0.0		0.0
	pos21		= 324.0 0.0		0.0
	pos22		= 340.0 0.0		0.0
	pos23		= 356.0 0.0		0.0
	image1	= Panel1
	image2	= Panel2
	image3	= Panel3
	image4	= Panel4
	image5	= Panel5
	image6	= Panel6
	image7	= Panel7
	image8	= Panel8
	image9	= Panel9
	image10	= Panel10
	image11	= Panel11
	image12	= Panel12
	image13	= Panel13
	image14	= Panel14
	image15	= Panel15
	image16	= Panel16
	image17	= Panel17
	image18	= Panel18
	image19	= Panel19
	image20	= Panel20
	image21	= Panel21
	image22	= Panel22
	image23	= Panel23
end

################# FONTS #################
#
def font PanelScoresFont
	usebitmap		= y
	renderstate		= SpriteRenderState
#
# if using bitmap (i.e. extracting chars from a file - old style but faster):
#
	bitmap		= sprites\highscores-font.dds
	size			= 16			# NxN in pixels where N = 8 or 16
	vspacing		= 0
	hspacing		= 0
	maxstringsize	= 64
#
# if creating chars on-the-fly from windows fonts (slow but flexible...and not really tested!):
#
#	typeface		= Arial
#	color			= 255 255 255 	# R G B 
#	size			= 24
#	bold			= 4			# (-4 to 8 with 0 as normal)
#	italic		= f
#	underline		= f
#	strikeout		= f
end

################# PANEL #################
#
# Note, it is a good idea to include a sysstat font and position
# even if you have showsysstat = n -- this is because during gameplay
# the user may want to see the stats by using the D)isplay Stats key
# (where C)ancel Stats turns them off).
#
def panel DisplayPanel
	labels		= PanelDisplay

	showsysstat		= n
	showlives		= y
	showscore		= y
	showlevel		= n
	showhighscore	= y
	showshield		= y
	showenergy		= y
	showplayer		= y

	barrenderstate	= BackImageRenderState

	sysstatfont		= PanelScoresFont
	playerfont		= PanelScoresFont
	livesfont		= PanelScoresFont
	scorefont		= PanelScoresFont
#	levelfont		= fontname
	highscorefont	= PanelScoresFont
	shieldfont		= HBAR
	energyfont		= HBAR

	playerpos		= 608.0 572.0 0.0
	sysstatpos		= 0.0 0.0 0.0
	livespos		= 565 552.0 0.0
	scorepos		= 640.0 0.0 0.0
#	levelpos		= f f f
	highscorepos	= 368.0 0.0 0.0
	shieldpos		= 223.0 550 0.0
	energypos		= 223.0 574 0.0

	shieldcolor		= 255 0 0 196
	shieldmaxlength 	= 240
	shieldwidth		= 16

	energycolor		= 255 0 0 196
	energymaxlength 	= 240
	energywidth		= 16
end

############# TILEMAP ################
#
def tilemap StarTileMap
	size		= 16		# NxN pixel tile
	pageheight	= 37		# in tiles
	pagewidth	= 50	
	map		= tilemaps\level3-tilemap.txt	
	mapwidth	= 54		# in tiles
	mapheight	= 37		# in tiles
	source	= sprites\level2-tilemap.bmp
	renderstate = TileMapRenderState
	scrolldir	= LEFT	# LEFT | DOWN : left is moving right; down is moving up :)
	drift		= 1
	repeat	= t
	updaterate	= 0		# 0 if each frame, 1 if hold 1 extra frame, etc.
	posx		= 0		# int (screen space)
	posy		= 0		# int (screen space)
	posz		= 0.0		# float (z-buffer)
end

################ SCENE #################
#
def scene main
	playmusic		= Level5Music
	setcamera		= NormalCamera
	setprojection	= NormalProjection
	setambientlight = MainAmbientLight
	setbackcolor	= 128 64 48			# R G B
	setrenderstate	= ModelRenderState  # start off with any old render state
	setbounds		= MainBounds
	setpanel		= DisplayPanel
	setdrift		= -0.02 0.00 0.0 
	settilemap		= StarTileMap
	
	startactorhere	= -3.0 0.0 0.0 player
	showplayer
#
# ENTRY OF INNER BASE
# GENERAL WALLS WITH SOME GUARDS
#
	startactorhere	= -3.0 3.0 0.0 LongWall
	startactorhere	= -3.0 -2.7 0.0 LongWall
	startactorhere	= 4.5 0.0 0.0 Guard1b

	startactorhere	= 4.5 3.0 0.0 Wall
	startactorhere	= 4.5 -2.7 0.0 Wall
	waitframes		= 30
	startactorhere	= 4.5 0.0 0.0 Guard1b
	waitframes		= 30
	startactorhere	= 4.5 3.0 0.0 Wall
	startactorhere	= 4.5 -2.7 0.0 Wall
	waitframes		= 60
	startactorhere	= 4.5 2.0 0.0 Wall
	startactorhere	= 4.5 -3.0 0.0 Wall
	waitframes		= 90
	startactorhere	= 4.5 -0.5 0.0 Guard1b
	startactorhere	= 4.5 -3.0 0.0 Guard1
	startactorhere	= 4.5 3.0 0.0 Guard1a
	waitframes		= 30
	startactorhere	= 4.5 2.0 0.0 ShortWall
	startactorhere	= 4.5 -3.0 0.0 ShortWall
	waitframes		= 30
	startactorhere	= 4.5 2.0 0.0 ShortWall
	startactorhere	= 4.5 -3.0 0.0 ShortWall
	waitframes		= 30
	startactorhere	= 4.5 2.0 0.0 ShortWall
	startactorhere	= 4.5 -3.0 0.0 ShortWall
	waitframes		= 30
	startactorhere	= 4.5 2.0 0.0 ShortWall
	startactorhere	= 4.5 -3.0 0.0 ShortWall
	waitframes		= 30
	startactorhere	= 4.5 2.0 0.0 ShortWall
	startactorhere	= 4.5 -3.0 0.0 ShortWall
	waitframes		= 30
	startactorhere	= 4.5 -0.5 0.0 Guard1b
	waitframes		= 15
	startactorhere	= 4.5 -3.0 0.0 ShortWall
	waitframes		= 12
	startactorhere	= 4.5 1.25 0.0 ShortWall
	waitframes		= 90
#
# MIDDLE BALLS AND BONUS ITEM
# 
	startactorhere	= 4.5 0.0 0.0 InnerRock
	waitframes		= 10
	startactorhere	= 4.5 -2.75 0.0 NiceBall
	waitframes		= 45
	startactorhere	= 4.5 -2.0 0.0 InnerRock
	waitframes		= 24
	startactorhere	= 4.5 2.5 0.0 InnerRock
	waitframes		= 12
	startactorhere	= 4.5 0.0 0.0 InnerRock
	waitframes		= 80
#
# SPIKED AREA
#
	startactorhere	= 4.5 3.0 0.0 Spike2
	startactorhere	= 4.5 -3.0 0.0 Spike
	waitframes		= 30
	startactorhere	= 4.5 3.0 0.0 Spike2
	startactorhere	= 4.5 -3.0 0.0 Spike
	waitframes		= 30
	startactorhere	= 4.5 2.0 0.0 Spike2
	startactorhere	= 4.5 -2.0 0.0 Spike
	waitframes		= 30
	startactorhere	= 4.5 2.0 0.0 Spike2
	startactorhere	= 4.5 -2.0 0.0 Spike
	waitframes		= 30
	startactorhere	= 4.5 1.85 0.0 Spike2
	startactorhere	= 4.5 -1.85 0.0 Spike
	startactorhere	= 4.5 0.0 0.0 Guard2
	waitframes		= 20
	startactorhere	= 4.5 0.0 0.0 Guard2
	waitframes		= 20
	startactorhere	= 4.5 0.0 0.0 Guard2
	waitframes		= 20
	startactorhere	= 4.5 0.0 0.0 Guard2
	waitframes		= 20
	startactorhere	= 4.5 0.0 0.0 Guard2
	waitframes		= 20
	startactorhere	= 4.5 0.0 0.0 Guard2
	waitframes		= 20
	startactorhere	= 4.5 0.0 0.0 Guard2

	startactorhere	= 4.5 3.0 0.0 Spike2
	waitframes		= 30
	startactorhere	= 4.5 2.5 0.0 Spike2
	waitframes		= 30
	startactorhere	= 4.5 2.0 0.0 Spike2
	startactorhere	= 4.5 0.0 0.0 Guard2
	waitframes		= 30
	startactorhere	= 4.5 1.5 0.0 Spike2
	startactorhere	= 4.5 -1.0 0.0 Guard2

	waitframes		= 30
	startactorhere	= 4.5 1.0 0.0 Spike2
	startactorhere	= 4.5 -2.0 0.0 Guard2
	waitframes		= 15
	startactorhere	= 4.5 3.0 0.0 Guard1a
	waitframes		= 15
	startactorhere	= 4.5 0.5 0.0 Spike2
	startactorhere	= 4.5 -2.0 0.0 Guard2
	waitframes		= 15
	startactorhere	= 4.5 3.0 0.0 Guard1a
	waitframes		= 15
	startactorhere	= 4.5 0.0 0.0 Spike2
	startactorhere	= 4.5 -2.5 0.0 Guard2
	waitframes		= 15
	startactorhere	= 4.5 3.0 0.0 Guard1a
	waitframes		= 15
	startactorhere	= 4.5 -0.5 0.0 Spike2
	startactorhere	= 4.5 -2.8 0.0 Guard2
	waitframes		= 15
	startactorhere	= 4.5 3.0 0.0 Guard1a
	waitframes		= 15
	startactorhere	= 4.5 -1.0 0.0 Spike2
	startactorhere	= 4.5 -3.0 0.0 Guard2
	waitframes		= 15
	startactorhere	= 4.5 3.0 0.0 Guard1a
	waitframes		= 15
	startactorhere	= 4.5 -1.25 0.0 Spike2
	startactorhere	= 4.5 -3.0 0.0 Guard2
	waitframes		= 15
	startactorhere	= 4.5 3.0 0.0 Guard1a
	waitframes		= 15
	startactorhere	= 4.5 -1.25 0.0 Spike2
	startactorhere	= 4.5 -3.0 0.0 Guard2
	waitframes		= 15
	startactorhere	= 4.5 3.4 0.0 Guard1a
	waitframes		= 30
	startactorhere	= 4.5 -1.5 0.0 Spike
	waitframes		= 15
	startactorhere	= 4.5 3.4 0.0 Guard1a
	waitframes		= 15
	startactorhere	= 4.5 -0.5 0.0 Spike
	waitframes		= 15
	startactorhere	= 4.5 3.4 0.0 Guard1a
	waitframes		= 15
	startactorhere	= 4.5 0.0 0.0 Spike
	waitframes		= 15
	startactorhere	= 4.5 3.4 0.0 Guard1a
	waitframes		= 15
	startactorhere	= 4.5 0.5 0.0 Spike
	waitframes		= 15
	startactorhere	= 4.5 3.4 0.0 Guard1a
	waitframes		= 15
	startactohere	= 4.5 1.0 0.0 Spike
	waitframes		= 30
	startactohere	= 4.5 1.5 0.0 Spike
#
# INNER GUARD POST
#
	startactorhere	= 4.5 0.0 0.0 ShortWall
	waitframes		= 48
	startactorhere	= 4.5 3.0 0.0 ShortWall
	waitframes		= 3
	startactorhere	= 4.5 -2.5 0.0 Guard1
	waitframes		= 33
	startactorhere	= 4.5 -2.0 0.0 ShortWall
	waitframes		= 12
	startactorhere	= 4.5 2.7 0.0 ShortWall
	waitframes		= 36
	startactorhere	= 4.5 2.5 0.0 ShortWall
	startactorhere	= 4.5 -2.5 0.0 ShortWall
	waitframes		= 36
	startactorhere	= 4.5 2.2 0.0 ShortWall
	startactorhere	= 4.5 -2.8 0.0 ShortWall
	waitframes		= 36
	startactorhere	= 4.5 2.0 0.0 ShortWall
	startactorhere	= 4.5 -3.0 0.0 ShortWall
	waitframes		= 36
	startactorhere	= 4.5 1.7 0.0 ShortWall
	startactorhere	= 4.5 -3.3 0.0 ShortWall
	waitframes		= 36
	startactorhere	= 4.5 1.4 0.0 ShortWall
	startactorhere	= 4.5 -3.6 0.0 ShortWall
	waitframes		= 48
	startactorhere	= 4.5 1.0 0.0 ShortWall
	startactorhere	= 4.5 -3.9 0.0 ShortWall
	waitframes		= 36
	startactorhere	= 4.5 0.8 0.0 ShortWall
	startactorhere	= 4.5 -4.2 0.0 ShortWall
	waitframes		= 60

	startactorhere	= 4.5 3.2 0.0 Guard1a
	waitframes		= 16
	startactorhere	= 4.5 2.7 0.0 Guard1b
	startactorhere	= 4.5 -2.7 0.0 Guard1
	waitframes		= 16
	startactorhere	= 4.5 -2.0 0.0 Guard1b
	startactorhere	= 4.5 3.2 0.0 Guard1a
	waitframes		= 16
	
	startactorhere	= 4.5 0.0 0.0 Guard2a
	waitframes		= 8
	startactorhere	= 4.5 1.0 0.0 Guard2a
	waitframes		= 8
	startactorhere	= 4.5 -1.5 0.0 Guard2a

	startactorhere	= 4.5 3.4 0.0 Guard1a
	waitframes		= 16
	startactorhere	= 4.5 2.7 0.0 Guard1b
	startactorhere	= 4.5 -2.7 0.0 Guard1
	waitframes		= 16
	startactorhere	= 4.5 -2.0 0.0 Guard1b
	startactorhere	= 4.5 3.4 0.0 Guard1a
	waitframes		= 32

	startactorhere	= 4.5 1.5 0.0 Guard2a
	waitframes		= 8
	startactorhere	= 4.5 0.0 0.0 Guard2a
	waitframes		= 8
	startactorhere	= 4.5 -1.5 0.0 Guard2a

	startactorhere	= 4.5 3.4 0.0 Guard1a
	waitframes		= 16
	startactorhere	= 4.5 2.7 0.0 Guard1b
	startactorhere	= 4.5 -2.7 0.0 Guard1
	waitframes		= 16
	startactorhere	= 4.5 -2.0 0.0 Guard1b
	startactorhere	= 4.5 3.4 0.0 Guard1a

	startactorhere	= 4.5 2.0 0.0 Guard2a
	waitframes		= 8
	startactorhere	= 4.5 1.0 0.0 Guard2a
	waitframes		= 8
	startactorhere	= 4.5 -1.0 0.0 Guard2a
	waitframes		= 60
#
# More lower tunnel/steel tunnel activity
#
	startactorhere	= 4.5 0.0 0.0 LargeRock
	waitframes		= 24
	startactorhere	= 4.5 3.2 0.0 LargeRock
	waitframes		= 12
	startactorhere	= 4.5 -3.5 0.0 LargeRock
	waitframes		= 160
	startactorhere	= 4.5 3.0 0.0 SteelWall
	startactorhere	= 4.5 -2.7 0.0 SteelWall
	startactorhere	= 4.5 0.1 0.0 Guard1b
	waituntilactordead = Guard1b
	setbackcolor	= 128 128 128
	waitframes		= 60

	startactorhere	= 4.5 0.0 0.0 SteelWall
	waitframes		= 30
	startactorhere	= 4.5 3.0 0.0 Guard2
	startactorhere	= 4.5 0.0 0.0 SteelWall
	waitframes		= 16
	startactorhere	= 4.5 3.4 0.0 Guard2
	startactorhere	= 4.5 0.0 0.0 SteelWall
	waitframes		= 16
	startactorhere	= 4.5 2.8 0.0 Guard2
	startactorhere	= 4.5 0.0 0.0 SteelWall
	waitframes		= 30
	startactorhere	= 4.5 3.0 0.0 Guard2
	startactorhere	= 4.5 0.0 0.0 SteelWall
	waitframes		= 24
	startactorhere	= 4.5 -2.9 0.0 Guard1b
	waitframes		= 36
	startactorhere	= 4.5 -3.0 0.0 SteelWall
	startactorhere	= 4.5 3.5 0.0 Guard2
	startactorhere	= 4.5 0.0 0.0 Guard1
	waitframes		= 30
	startactorhere	= 4.5 2.8 0.0 Guard2
	startactorhere	= 4.5 3.5 0.0 Guard2
	startactorhere	= 4.5 0.0 0.0 SteelWall
	waitframes		= 80
	startactorhere	= 4.5 2.8 0.0 Guard2
	startactorhere	= 4.5 3.5 0.0 Guard2
	waitframes		= 40
	startactorhere	= 4.5 3.0 0.0 SteelWall
	startactorhere	= 4.5 -3.3 0.0 SteelWall
	waitframes		= 30
	startactorhere	= 4.5 0.0 0.0 Guard2
	startactorhere	= 4.5 -1.0 0.0 Guard2
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Guard2
	startactorhere	= 4.5 -1.0 0.0 Guard2
	waitframes		= 16
	startactorhere	= 4.5 0.0 0.0 Guard2
	waitframes		= 60
#
# INNER STEEL AREA 
#
	startactorhere	= 4.5 4.0 0.0 SteelWall2
	startactorhere	= 4.5 -3.0 0.0 SteelWall2
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelBall
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelWall2
	startactorhere	= 4.5 -3.0 0.0 SteelWall2
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelBall
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelWall2
	startactorhere	= 4.5 -3.0 0.0 SteelWall2
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelBall
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelWall2
	startactorhere	= 4.5 -3.0 0.0 SteelWall2
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelWall2
	startactorhere	= 4.5 -3.0 0.0 SteelWall2
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelBall
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelWall2
	startactorhere	= 4.5 -3.0 0.0 SteelWall2
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelBall
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelWall2
	startactorhere	= 4.5 -3.0 0.0 SteelWall2
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelBall
	waitframes		= 60
	startactorhere	= 4.5 4.0 0.0 SteelWall2
	startactorhere	= 4.5 -3.0 0.0 SteelWall2
	waitframes		= 60
#
# BOSS GUARD AREA
#
	startactorhere	= 4.5 4.5 0.0 SteelWall
	startactorhere	= 4.5 -4.5 0.0 SteelWall

	waitframes		= 90

	startactorhere	= 4.5 4.5 0.0 SteelWall
	startactorhere	= 4.5 -4.5 0.0 SteelWall

	waitframes		= 140

	startactorhere	= 4.5 4.5 0.0 SteelWall
	startactorhere	= 4.5 -4.5 0.0 SteelWall

	startactorhere	= 4.5 0.0 0.0 FireBall
	startactorhere	= 4.5 -2.0 0.0 FireSpot
	startactorhere	= 4.5 -1.0 0.0 FireSpot
	startactorhere	= 4.5 2.0 0.0 FireSpot
	startactorhere	= 4.5 1.0 0.0 FireBall

	waitframes		= 60
	
	startactorhere	= 4.5 0.0 0.0 FinalBonus

	waitframes		= 60

	startactorhere	= 4.5 2.0 0.0 FireBall
	startactorhere	= 4.5 1.0 0.0 FireSpot
	startactorhere	= 4.5 0.0 0.0 FireSpot
	startactorhere	= 4.5 -1.0 0.0 FireSpot
	startactorhere	= 4.5 -2.0 0.0 FireBall

	startactorhere	= 4.5 4.5 0.0 SteelWall
	startactorhere	= 4.5 -4.5 0.0 SteelWall
	
	waitframes		= 120

	startactorhere	= 4.5 4.5 0.0 SteelWall
	startactorhere	= 4.5 -4.5 0.0 SteelWall

	waitframes		= 120

	startactorhere	= 4.5 2.0 0.0 FireBall
	startactorhere	= 4.5 1.0 0.0 FireSpot
	startactorhere	= 4.5 0.0 0.0 FireSpot
	startactorhere	= 4.5 -1.0 0.0 FireSpot
	startactorhere	= 4.5 -2.0 0.0 FireBall

	startactorhere	= 4.5 4.5 0.0 SteelWall
	startactorhere	= 4.5 -4.5 0.0 SteelWall

	waitframes		= 120

	startactorhere	= 4.5 4.5 0.0 SteelWall
	startactorhere	= 4.5 -4.5 0.0 SteelWall

	waitframes		= 240
#
# THE BOSS - Start off with a nice laugh
#
	playsound		= Laugh
	startactorhere	= 4.5 3.0 0.0 SteelWall2
	startactorhere	= 4.5 -3.0 0.0 SteelWall2
	waitframes		= 120
	startactorhere	= 4.5 3.0 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -3.0 0.0 BottomBossGuard
	waitframes		= 12
	startactorhere	= 4.5 3.0 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -3.0 0.0 BottomBossGuard
	waitframes		= 12
	
	setdrift		= 0.0 0.0 0.0
	settilemap		= 0

	startactorhere	= 4.5 2.5 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -2.5 0.0 BottomBossGuard
	waitframes		= 12
	startactorhere	= 4.5 2.7 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -2.7 0.0 BottomBossGuard
	waitframes		= 12
	startactorhere	= 4.5 3.0 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -3.0 0.0 BottomBossGuard
	waitframes		= 12
	startactorhere	= 4.5 3.3 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -3.3 0.0 BottomBossGuard
	waitframes		= 12
	startactorhere	= 4.5 2.5 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -2.5 0.0 BottomBossGuard
	waitframes		= 12
	startactorhere	= 4.5 3.3 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -3.3 0.0 BottomBossGuard
	waitframes		= 12
	startactorhere	= 4.5 2.7 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -2.7 0.0 BottomBossGuard
	waitframes		= 12
	startactorhere	= 4.5 2.5 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -2.5 0.0 BottomBossGuard
	waitframes		= 12
	startactorhere	= 4.5 3.3 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -3.3 0.0 BottomBossGuard
	waitframes		= 12
	startactorhere	= 4.5 3.0 0.0 TopBossGuard
	waitframes		= 12
	startactorhere	= 4.5 -3.0 0.0 BottomBossGuard
	waitframes		= 120
#
# BRING IN THE BOSS AND TWO PROTECTORS
#
	startactorhere	= 4.5 3.0 0.0 Launcher
	startactorhere	= 4.5 -2.7 0.0 Launcher2
	waitframes		= 60

	startactorhere	= 3.5 4.0 0.0 BigBoss
	waituntilactordead = BigBoss

	waitframes		= 30
	setdrift		= -0.02 0.00 0.0 
	settilemap		= StarTileMap
#
# ENDING SCENE 
#
	waitframes		= 120
	hideplayer
	killactors		= Launcher Launcher2 TopBoss2Guard BottomBoss2Guard SteelWall2 
	killactors		= PlayerLaser PlayerLaser2 PlayerLaser3 PlayerDownLaser LeftMissile
	killactors		= RightMissile Left2Missile Right2Missile PlayerLaser4 PlayerLaser5
	settilemap		= 0
	setbackcolor	= 0 255 0
	waitframes		= 1
	setbackcolor	= 255 255 255
	waitframes		= 1
	setdrift		= 0.0 0.0 0.0
	setbackcolor	= 0 255 0
	waitframes		= 1
	setbackcolor	= 255 255 255
	waitframes		= 1
	setbackcolor	= 0 0 0
	settilemap		= StarTileMap
#
# SPINNING BASE
#
	startactorhere	= 0.0 0.0 0.0 EnemyBase
	waitframes		= 90
# ESCAPING PLAYER SHIP
	startactorhere	= 0.0 0.0 0.0 EscapeShip
	waitframes		= 8
# EXPLODING BASE
	startsequencehere	= 0.0 0.0 0.0 ExplodeBase
	killactor		= EnemyBase
	waitframes		= 60
# SHIP GOING THROUGH SPACE
	setbackcolor	= 255 255 255
	waitframes		= 1
	setbackcolor	= 0 0 0
	waitframes		= 1
	setbackcolor	= 255 255 255
	waitframes		= 1
	setbackcolor	= 0 0 0
	waitframes		= 1
	setbackcolor	= 255 255 255
	waitframes		= 1
	setbackcolor	= 0 0 0
	waitframes		= 1
	setbackcolor	= 255 255 255
	waitframes		= 1
	setbackcolor	= 0 0 0
	waitframes		= 1
	setbackcolor	= 255 255 255
	waitframes		= 1
	setbackcolor	= 0 0 0
	waitframes		= 180
# SHIP GOING TO EARTH
	setbackcolor	= 255 255 255
	waitframes		= 1
	setbackcolor	= 0 0 0
	waitframes		= 1
	setbackcolor	= 255 255 255
	waitframes		= 1
	setbackcolor	= 0 0 0
	waitframes		= 1
	setbackcolor	= 255 255 255
	waitframes		= 1
	setbackcolor	= 0 0 0
	waitframes		= 1
	setbackcolor	= 255 255 255
	waitframes		= 1
	setbackcolor	= 0 0 0
	waitframes		= 1
	setbackcolor	= 255 255 255
	waitframes		= 1
	setbackcolor	= 0 0 0
	startactorhere	= 0.0 0.0 1.0 TheEarth
	waitframes		= 120	
	eos				
end

### End of Scene


