###############################################################################
#
# level5.txt
# original level 5 data for XR7: EarthStrike developed by Drake Analytics, Inc.
# www.xandis.com
#
# This is the data for level 5 of the game: The final level is a Xevious like
# level where there is a vertically scrolling background and the player is
# fighting against enemies in the sky and (in a few spots) on the ground.
#
###############################################################################

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

def bounds MainBounds
	min	= -5.5 -4.5 -11.0
	max	= 4.5	4.5	 1.5
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		= SRCALPHA
	alphadest		= DESTALPHA
	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		= SRCALPHA
	alphadest		= DESTALPHA
	blendop		= ADD
	cull			= NONE
	clipping		= y
end

################## .X MODELS #############################
#
def model GroundEnemyModel
	source	= models\level5-ground-enemy.X
	renderstate	= ModelRenderState
end

def model AttackerModel
	source	= models\geo-eye.X
	renderstate	= ModelRenderState
end

def model AttractorModel
	source	= models\eyeball-2.X
	renderstate	= ModelRenderState
end

def model MissileModel
	source	= models\missile.X
	renderstate	= ModelRenderState
end

def model FlamePlaneModel
	source	= models\level-5-flame-plane.X
	renderstate	= ModelRenderState
end

def model RotatorModel
	source	= models\level5-enemy-square.X
	renderstate	= ModelRenderState
end

def model EyePolyModel
	source	= models\eye-fighter.X
	renderstate	= ModelRenderState
end

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

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

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

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

def model BuildingModel
	source	= models\city-building001.X
	renderstate	= ModelRenderState
end

def model Corner1Model
	source	= models\level5-cross.X
	renderstate	= ModelRenderState
end

def model Corner2Model
	source	= models\level5-eyemid.X
	renderstate	= ModelRenderState
end

def model BossModel
	source	= models\level5-boss.X
	renderstate	= ModelRenderState
end

############## WAVE FORMS AND MIDI MUSIC ##################
#
def wave BonusItemGrabbedSound
	source	= audio\waves\fx1.wav
	repeats 	= 2
end

def music Level5Music
	source	= audio\music\dance.mid
	repeats	= 2
end

def music Level5aMusic
	source	= audio\music\disco.mid
	repeats	= 1
end

def music Level5bMusic
	source	= audio\music\latin.mid
	repeats	= 1
end

def music Level5cMusic
	source	= audio\music\rock.mid
	repeats	= 1
end

def music USAAnthem
	source 	= audio\music\azstarnet-usa3.mid
	repeats 	= 0
end

def music UKAnthem
	source 	= audio\music\uk.mid
	repeats 	= 0
end

def music IranAnthem
	source 	= audio\music\iran.mid
	repeats	= 0
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 Laugh
	source	= audio\waves\laugh1.wav
	repeats	= 0
end

################### PARTICLE SYSTEMS #####################
#
def particle CollisionParticle
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 24
	life			= 8
	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		= 24		# max of these systems on screen not max particles on screen
	size			= 16.0
	posadjmin		= -0.2 -0.2 -0.2
	posadjmax		=  0.2  0.2  0.2
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		= 8		# max of these systems on screen not max particles on screen
	size			= 8.0
	posadjmin		= -0.2 -0.2 -0.2
	posadjmax		=  0.2  0.2  0.2
end

def particle EyeAttackerDeath
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 16
	life			= 8
	startcolor		= 1.0		0.2	0.0	0.8
	coloradjmin		= -0.12	-0.03	0.0	-0.12
	coloradjmax		= -0.05	-0.01	0.0	-0.1
	repeat		= 0
	maxonscreen		= 16		# max of these systems on screen not max particles on screen
	size			= 16.0
	posadjmin		= -0.40 -0.40 -0.40
	posadjmax		=  0.40  0.40  0.40
end

def particle BackAndForthExplosion
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 64
	life			= 24
	startcolor		= 1.0		0.5		0.0	0.8
	coloradjmin		= -0.004	-0.004	-0.0	-0.003
	coloradjmax		= -0.001	-0.001	-0.00	-0.001
	repeat		= 0
	maxonscreen		= 4		# max of these systems on screen not max particles on screen
	size			= 64.0
	posadjmin		= -0.25 -0.25 -0.25
	posadjmax		=  0.25  0.25  0.25
end

def particle EyeAttackerDeath2
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 32
	life			= 8
	startcolor		= 1.0		0.3	0.0	0.8
	coloradjmin		= -0.12	-0.04	0.0	-0.12
	coloradjmax		= -0.05	-0.01	0.0	-0.1
	repeat		= 0
	maxonscreen		= 8		# max of these systems on screen not max particles on screen
	size			= 32.0
	posadjmin		= -0.15 -0.15 -0.15
	posadjmax		=  0.15  0.15  0.15
end

def particle LargeLieuParticles
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 96
	life			= 60
	startcolor		= 1.0		0.7	0.0	0.8
	coloradjmin		= -0.12	-0.04	0.0	-0.003
	coloradjmax		= -0.05	-0.01	0.0	-0.001
	repeat		= 0
	maxonscreen		= 3		# max of these systems on screen not max particles on screen
	size			= 64.0
	posadjmin		= -0.15 -0.15 -0.15
	posadjmax		=  0.15  0.15  0.15
end

def particle LieuParticles
	texture		= sprites\particle-intro.dds
	renderstate		= ParticleRenderState
	numparticles	= 32
	life			= 8
	startcolor		= 1.0		0.7	0.0	0.8
	coloradjmin		= -0.12	-0.04	0.0	-0.12
	coloradjmax		= -0.05	-0.01	0.0	-0.1
	repeat		= 0
	maxonscreen		= 16		# max of these systems on screen not max particles on screen
	size			= 32.0
	posadjmin		= -0.15 -0.15 -1.15
	posadjmax		=  0.15  0.15  1.15
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		= 2		# 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

################# SEQUENCES ####################
#
def sequence BonusItemGrabbed
	playwave		= BonusItemGrabbedSound
	startparticle	= GotBonusItem
end

def sequence CircuitBallDeath
	playwave		= BonusItemGrabbedSound
	startactor		= BonusItem
end

def sequence EyeAttackerDeathSeq
	startparticle	= EyeAttackerDeath2
	waitframes		= 3
	startparticle	= EyeAttackerDeath
end

def sequence EnemyCollisionSeq
	startparticle CollisionParticle
end

def sequence ShootMissSeq
	startactor	Missile
end

def sequence ShootRot1Seq
	startactors RotMiss1 RotMiss2 RotMiss3
end

def sequence ShootGroundMissile
	startactors GroundMissile
end

def sequence AttackerLaserFire
	startactoroffset	= 0.0 -0.3 0.0 AttackerLaser
end

def sequence BackAndForthDeathSeq
	playwave			= BigExplode
	startparticle		= EyeAttackerDeath2
	startparticleoffset 	= -0.02 -0.02 0.0 EyeAttackerDeath2
	startparticleoffset 	= 0.02 0.02 0.0 EyeAttackerDeath2
	waitframes			= 3
	startparticle		= BackAndForthExplosion
	startparticle		= EyeAttackerDeath
	startparticleoffset 	= -0.02 -0.02 0.0 EyeAttackerDeath
	startparticleoffset 	= 0.02 0.02 0.0 EyeAttackerDeath
end

def sequence DischargeMoreAttackers
	startactor			= Eye
	startactoroffset		= -0.1 0.0 0.0 Eye
	startactoroffset		= -0.2 0.0 0.0 Eye
end

def sequence AttractorDeathSeq
	startparticle	= EyeAttackerDeath2
	waitframes		= 3
	startparticle	= EyeAttackerDeath
end

def sequence RectShootSeq
	startactors		= Missile Missile2 Missile3 Missile4
end

def sequence Lieu1ShootSeq
	startactoroffset	= 0.0 -2.0 0.0 Missile
	startactoroffset	= -0.5 -2.0 0.0 Missile
	startactoroffset	= 0.5 -2.0 0.0 Missile
end

def sequence CornerShootSeq
	startactoroffset	= 0.25 0.0 0.0 Missile
	startactoroffset	= 0.0 0.0 0.0 Missile
#	startactoroffset	= 0.5 -2.0 0.0 Missile
end

def sequence LieuCollisionSeq
	playwave		= CollideSound
	startparticle	= LieuParticles
end

def sequence BossSpawnSeq
	playwave		= Laugh
	startactors		= BossSpawn1 BossSpawn2 BossSpawn3
	startactor		= Eye
	startactoroffset	= -0.1 0.0 0.0 Eye
	startactoroffset	= -0.2 0.0 0.0 Eye
end

def sequence LieuExplosionSeq
	playwave			= BigExplode
	startparticleoffset 	= -0.50 -0.50 0.0 LieuParticles
	startparticleoffset 	= -0.50  0.0 0.0 LieuParticles
	startparticleoffset 	= -0.50  0.50 0.0 LieuParticles
	waitframes			= 4
	startparticle		= LieuParticles
	startparticleoffset 	=  0.0 -0.50 0.0 LieuParticles
	startparticleoffset 	=  0.0  0.50 0.0 LieuParticles
	waitframes			= 4
	startparticleoffset 	=  0.50  0.0 0.0 LieuParticles
	startparticleoffset 	=  0.50  0.50 0.0 LieuParticles
	startparticleoffset 	=  0.50  -0.50 0.0 LieuParticles
	waitframes			= 4
	startparticleoffset 	= -0.50 -0.50 0.0 LieuParticles
	startparticleoffset 	= -0.50  0.0 0.0 LieuParticles
	startparticleoffset 	= -0.50  0.50 0.0 LieuParticles
	playwave			= BigExplode
	startparticle		= LargeLieuParticles
	startparticleoffset	= -0.25 -0.25 0.0 LargeLieuParticles
	startparticleoffset	=  0.25  0.25 0.0 LargeLieuParticles
	startparticleoffset	=  0.0  -0.25 0.0 LargeLieuParticles
end

def sequence LieuDeathSeq
	startsequence	= LieuExplosionSeq
	startactor		= CircuitBall
end

def sequence BossDeathSeq
	startsequence	= LieuExplosionSeq
end

################### SCRIPTS ##################
#
def script Lieu1Script
	repeats	= 99999
#	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		90	f	-0.1	0.02	0.0		0.0		0.0		0.0	0.00	0.00	0.0		0.0	0	0.02	Lieu1ShootSeq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		90	f	 0.1	0.02	0.0		0.0		0.0		0.0	0.00	0.00	0.0		0.0	0	0.02	Lieu1ShootSeq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script Lieu3Script
	repeats = 10000
#	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		45		f	 0.1	-0.08	0.0		0.0		0.0		0.0		0.00	0.00	0.0		0.0		0	0.01	Lieu1ShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		40		f	 0.1	0.02	0.0		0.0		0.0		0.0		0.00	0.00	0.0		0.0		0	0.01	Lieu1ShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		42		f	-0.2	0.02	0.0		0.0		0.0		0.0		0.00	0.00	0.0		0.0		0	0.01	Lieu1ShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		42		f	0.2	0.02	0.0		0.0		0.0		0.0		0.00	0.00	0.0		0.0		0	0.01	Lieu1ShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		40		f	 -0.1	0.02	0.0		0.0		0.0		0.0		0.00	0.00	0.0		0.0		0	0.01	Lieu1ShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		22		f	 -0.1	0.12	0.0		0.0		0.0		0.0		0.00	0.00	0.0		0.0		0	0.01	Lieu1ShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		22		f	 0.1	-0.08	0.0		0.0		0.0		0.0		0.00	0.00	0.0		0.0		0	0.01	Lieu1ShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		22		f	 0.1	0.12	0.0		0.0		0.0		0.0		0.00	0.00	0.0		0.0		0	0.01	Lieu1ShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		22		f	 -0.1	-0.08	0.0		0.0		0.0		0.0		0.00	0.00	0.0		0.0		0	0.01	Lieu1ShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	45		f	 -0.1	0.02	0.0		0.0		0.0		0.0		0.00	0.00	0.0		0.0		0	0.01	Lieu1ShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	45		f	 0.0	0.12	0.0		0.0		0.0		0.0		0.00	0.00	0.0		0.0		0	0.01	Lieu1ShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script EyeScript
	repeats = 0
#	0	  1		2		3	4	5	6		7		8		9		10	11	12		13		14	15		16		17		18		19		20		21		22		23		24		25
# 	lineN	= action	n		b	px	py	pz		rx		ry		rz		sx	sy	sz		s%		n	seq%		seq		spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= radj	36		f	-0.04	0.01	0.0		0.1		0.0		0.0		0.04	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	= ai0		12		f	0.02	0.04	0.0		0.1		0.0		0.0		0.00	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		36		f	0.0	0.01	0.0		0.1		0.0		0.0		0.00	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	= ai0		900		f	0.03	0.1	0.0		0.1		0.0		0.0		0.00	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	= adjchk	150		f	0.00	-0.01	0.0		0.1		0.0		0.0		0.00	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 PlaneScript
	repeat	= 16
#	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	0.0		-0.18	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		8		f	0.1		-0.08	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		20		f	0.15		0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		8		f	0.1		0.1	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		20		f	0.0		0.2	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		5		f	-0.1		0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		5		f	-0.1		0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		10		f	0.0		-0.18	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	10		f	-0.1		0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	10		f	0.0		0.2	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = adj	10		f	-0.1		0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line13 = adj	10		f	0.0		-0.18	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line14 = adj	10		f	-0.1		0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line15 = adj	10		f	0.0		0.2	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line16 = adj	10		f	-0.1		0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line17 = adj	10		f	0.0		-0.18	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line18 = adj	10		f	-0.1		0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line19 = adj	10		f	0.0		0.2	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line20 = adj	5		f	-0.1		0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line21 = adj	60		f	0.0		-0.18	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.015	ShootMissSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line22 = adj	0		f	1.9		13.5	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 RotatorScript
	repeat	= 18
#	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		0.02	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	0.0		-0.18	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	ShootRot1Seq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		20		f	0.0		0.2	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	ShootRot1Seq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		60		f	0.0		0.02	0.0		0.1		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	ShootRot1Seq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script EyeAttackerScript
	repeats = 10000
#	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	0.02	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
	line2	= adj		90		f	-0.1	0.02	0.0		0.0		0.10	0.00	0.0		0.00	0.0		0.00	0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		90		f	0.0	0.02	0.0		0.0		0.10	0.00	0.0		0.00	0.0		0.00	0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		10		f	-0.1	-0.08	0.0		0.0		0.10	0.00	0.0		0.00	0.0		0.00	0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		20		f	0.1	-0.08	0.0		0.0		0.10	0.00	0.0		0.00	0.0		0.00	0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		20		f	-0.1	-0.08	0.0		0.0		0.10	0.00	0.0		0.00	0.0		0.00	0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		20		f	0.1	-0.08	0.0		0.0		0.10	0.00	0.0		0.00	0.0		0.00	0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		20		f	-0.1	-0.08	0.0		0.0		0.10	0.00	0.0		0.00	0.0		0.00	0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		40		f	0.1	-0.08	0.0		0.0		0.10	0.00	0.0		0.00	0.0		0.00	0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	0		f	-3.0	16.02	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	160		f	0.0	-0.08	0.0		0.0		0.10	0.00	0.0		0.00	0.0		0.00	0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = adj	0		f	0.0	16.02	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	30		f	0.0	0.02	0.0		0.0		0.10	0.00	0.0		0.00	0.0		0.00	0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line14 = adj	160		f	0.0	-0.08	0.0		0.0		0.10	0.00	0.0		0.00	0.0		0.00	0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line15 = adj	0		f	9.0	14.02	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	30		f	0.0	0.02	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 EyeBackAndForthScript
	repeats = 99999
#	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		200		f	-0.06	0.02	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
	line2	= adj		120		f	0.0	0.02	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		200		f	0.06	0.02	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 RectScript
	repeats = 8
#	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		25		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		20		f	-0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		20		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		20		f	 0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		20		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		20		f	-0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		20		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		20		f	 0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		20		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	20		f	-0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	20		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = adj	20		f	 0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line13 = adj	20		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line14 = adj	20		f	-0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line15 = adj	20		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line16 = adj	20		f	 0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line17 = adj	20		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line18 = adj	20		f	-0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line19 = adj	20		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line20 = adj	20		f	 0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line21 = adj	20		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line22 = adj	20		f	-0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line23 = adj	20		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line24 = adj	20		f	 0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line25 = adj	25		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script Rect2Script
	repeats = 8
#	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		25		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		20		f	0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		20		f	0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		20		f	 -0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		20		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		20		f	0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		20		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		20		f	 -0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		20		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	20		f	0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	20		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = adj	20		f	 -0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line13 = adj	20		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line14 = adj	20		f	0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line15 = adj	20		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line16 = adj	20		f	 -0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line17 = adj	20		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line18 = adj	20		f	0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line19 = adj	20		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line20 = adj	20		f	 -0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line21 = adj	20		f	0.0	-0.23	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line22 = adj	20		f	0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line23 = adj	20		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line24 = adj	20		f	 -0.2	0.02	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line25 = adj	25		f	 0.0	0.25	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.02	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script ScoutScript
	repeats = 0
#	0		  1		2		3	4		5	6		7		8		9		10		11	12		13		14	15	16			17		18		19		20		21		22		23		24		25
# 	lineN		= action	n		b	px		py	pz		rx		ry		rz		sx		sy	sz		s%		n	seq%	seq			spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1		= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2		= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3		= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4		= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5		= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6		= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7		= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8		= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9		= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line13	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line14	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line15	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line16	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line17	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line18	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line19	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line20	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line21	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line22	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line23	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line24	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line25	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line26	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line27	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line28	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line29	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line30	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line31	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line32	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line33	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line34	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line35	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line36	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line37	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line38	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line39	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line40	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line41	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line42	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line43	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line44	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line45	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line46	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line47	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line48	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line49	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line50	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line51	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line52	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line53	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line54	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line55	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line56	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line57	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line58	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line59	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line60	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line61	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line62	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line63	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line64	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line65	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line66	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line67	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line68	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line69	= adj		10		f	0.0		-0.08	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line70	= adj		40		f	0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line71	= adj		5		f	0.0		0.12	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line72	= adj		40		f	-0.18		0.02	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line73	= adj		0		f	0.0		9.0	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line74	= adj		45		f	0.0		-0.18	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line75	= adj		0		f	0.0		9.0	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line76	= adj		45		f	0.0		-0.18	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line77	= adj		0		f	0.0		9.0	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line78	= adj		45		f	0.0		-0.18	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line79	= adj		0		f	0.0		9.0	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line80	= adj		45		f	0.0		-0.18	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line81	= adj		0		f	0.0		9.0	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line82	= adj		45		f	0.0		-0.18	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line83	= adj		0		f	0.0		9.0	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line84	= adj		45		f	0.0		-0.18	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line85	= adj		0		f	0.0		9.0	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line86	= adj		45		f	0.0		-0.18	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line87	= adj		0		f	0.0		9.0	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line88	= adj		45		f	0.0		-0.18	0.0		0.0		0.2		0.0		0.0		0.00	0.0		0.0		0	0.02	AttackerLaserFire	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script FastGroundEnemyScript
	repeats = 0
#	0	  1		2		3	4		5	6		7		8		9		10		11	12		13		14	15	16				17		18		19		20		21		22		23		24		25
# 	lineN	= action	n		b	px		py	pz		rx		ry		rz		sx		sy	sz		s%		n	seq%	seq				spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		112		f	0.0		-0.2 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.05	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script GroundEnemyScript
	repeats = 0
#	0	  1		2		3	4		5	6		7		8		9		10		11	12		13		14	15	16				17		18		19		20		21		22		23		24		25
# 	lineN	= action	n		b	px		py	pz		rx		ry		rz		sx		sy	sz		s%		n	seq%	seq				spx		spy		spz		srx		sry		srz		ssx		ssy		ssz
	line1	= adj		100		f	0.0		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2	= adj		20		f	0.05		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		20		f	-0.05		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		20		f	 0.05		0.03 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		20		f	 -0.05	-0.03 0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		20		f	0.05		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		20		f	-0.05		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		20		f	 0.05		0.03 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		20		f	 -0.05	-0.03 0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10 = adj	20		f	0.05		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11 = adj	20		f	-0.05		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12 = adj	20		f	 0.05		0.03 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line13 = adj	20		f	 -0.05	-0.03 0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line14 = adj	20		f	0.05		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line15 = adj	20		f	-0.05		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line16 = adj	20		f	 0.05		0.03 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line17 = adj	20		f	 -0.05	-0.03 0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line18 = adj	20		f	0.05		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line19 = adj	20		f	-0.05		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line20 = adj	20		f	 0.05		0.03 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line21 = adj	20		f	 -0.05	-0.03 0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line22 = adj	400		f	0.0		0.0 	0.0		0.0		0.0		0.0		0.0		0.00	0.0		0.0		0	0.03	ShootGroundMissile	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script BossScript
	repeat	= 99999
#	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		40		f	0.0	-0.08	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
	line2	= adj		50		f	0.0	0.02	0.0		0.0		0.1	0.0	0.0		0.00	0.0		0.0		0	0.04	BossSpawnSeq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3	= adj		30		f	-0.1	0.02	0.0		0.0		0.1	0.1	0.0		0.00	0.0		0.0		0	0.04	BossSpawnSeq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4	= adj		30		f	0.1	0.02	0.0		0.0		-0.1	0.1	0.0		0.00	0.0		0.0		0	0.04	BossSpawnSeq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5	= adj		50		f	0.0	0.02	0.0		0.0		0.1	0.0	0.0		0.00	0.0		0.0		0	0.04	BossSpawnSeq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6	= adj		50		f	0.0	0.02	0.0		0.0		-0.1	0.0	0.0		0.00	0.0		0.0		0	0.04	BossSpawnSeq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7	= adj		30		f	0.1	0.02	0.0		0.0		0.1	-0.1	0.0		0.00	0.0		0.0		0	0.04	BossSpawnSeq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8	= adj		30		f	-0.1	0.02	0.0		0.0		-0.1	-0.1	0.0		0.00	0.0		0.0		0	0.04	BossSpawnSeq 0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9	= adj		40		f	0.0	0.12	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	50		f	0.0	0.02	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 CornerScript
	repeats = 99999
#	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		30		f	0.0		-0.08 0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2		= adj		300		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3		= adj		40		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4		= adj		40		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5		= adj		90		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6		= adj		40		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7		= adj		40		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8		= adj		90		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9		= adj		40		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10	= adj		40		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11	= adj		90		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12	= adj		40		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line13	= adj		40		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line14	= adj		90		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line15	= adj		40		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line16	= adj		40		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line17	= adj		90		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line18	= adj		40		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line19	= adj		40		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line20	= adj		90		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line21	= adj		40		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line22	= adj		40		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line23	= adj		90		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line24	= adj		40		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line25	= adj		40		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line26	= adj		90		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line27	= adj		40		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line28	= adj		40		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line29	= adj		150		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line30	= adj		40		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line31	= adj		40		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line32	= adj		300		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line33	= adj		40		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line34	= adj		40		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line35	= adj		99999		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

def script Corner2Script
	repeats = 99999
#	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		30		f	0.0		-0.08 0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line2		= adj		300		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line3		= adj		80		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line4		= adj		80		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line5		= adj		150		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line6		= adj		80		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line7		= adj		80		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line8		= adj		150		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line9		= adj		80		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line10	= adj		80		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line11	= adj		150		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line12	= adj		80		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line13	= adj		80		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line14	= adj		300		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line15	= adj		80		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line16	= adj		80		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line17	= adj		150		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line18	= adj		80		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line19	= adj		80		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line20	= adj		150		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line21	= adj		80		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line22	= adj		80		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line23	= adj		150		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line24	= adj		80		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line25	= adj		80		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line26	= adj		150		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line27	= adj		80		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line28	= adj		80		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line29	= adj		150		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line30	= adj		80		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line31	= adj		80		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line32	= adj		300		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line33	= adj		80		f	0.0		-0.08	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line34	= adj		80		f	0.0		0.12	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
	line35	= adj		99999		f	0.0		0.02 	0.0		0.0		0.1		0.0		0.0		0.00	0.0		0.0		0	0.03	RectShootSeq	0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0		0.0
end

############# COLLISION EFFECTS #############
#
def effect GeneralCollisionEffect
	points	= 50
	energy	= 0
	shield	= -10
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

def effect EnemyCollisionEffect
	points	= 100
	energy	= 0
	shield	= -20
	weapon	= 0
	lives		= 0
	ammo		= 0
	pos		= 0.0 0.0 0.0
	posdecay	= 0.0
end

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

################## ACTORS ####################
#
def actor GroundMissile
	model				= RotatorModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= EyeAttackerDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 148
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 -0.1
	rotation			= 0.1 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 1
	energy			= 1
	maxshield			= 1
	maxenergy			= 1
	rot				= -1.7 0.0 0.0
	scale				= 0.35 0.35 0.35
	pos				= 0.0 0.0 0.0
end

def actor GroundEnemy
	model				= GroundEnemyModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= EyeAttackerDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 46
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= GroundEnemyScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 5
	energy			= 5
	maxshield			= 25
	maxenergy			= 25
	rot				= -1.7 0.0 0.0
	scale				= 0.35 0.35 0.35
	pos				= 0.0 0.0 0.0
end

def actor FastGroundEnemy
	model				= GroundEnemyModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= EyeAttackerDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 16
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= FastGroundEnemyScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 5
	energy			= 5
	maxshield			= 25
	maxenergy			= 25
	rot				= -1.7 0.0 0.0
	scale				= 0.25 0.25 0.25
	pos				= 0.0 0.0 0.0
end

def actor Building
	model				= BuildingModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= 0
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 24
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE ENEMY ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.0 -0.1 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 5500
	energy			= 5500
	maxshield			= 5500
	maxenergy			= 5500
	rot				= 0.0 0.0 0.0
	scale				= 1.6 1.6 3.6
	pos				= 0.0 0.0 0.0
end

def actor Scout1
	model				= ScoutModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= EyeAttackerDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 24
	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			= ScoutScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 100
	energy			= 100
	maxshield			= 100
	maxenergy			= 100
	rot				= 0.0 0.0 3.14
	scale				= 0.6 0.6 0.6
	pos				= 0.0 0.0 0.0
end

def actor CircuitBall
	model				= CircuitBallModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= CircuitBallDeath
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= 0
	collisioneffect		= 0
	maxonscreen			= 2
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.02 0.0
	rotation			= 0.2 0.2 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0			
	bounding			= -1		
	shield			= 55			
	energy			= 55			
	maxshield			= 55			
	maxenergy			= 55		
	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		= 0
	deathcollisioneffect	= BonusItemPower
	maxonscreen			= 2
	type				= NEUTRAL
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.00 0.02 0.0
	rotation			= 0.2 0.2 0.0
	script			= 0	
	input				= DRIFT
	copy				= 0			
	bounding			= -1		
	shield			= 0			
	energy			= 120			
	maxshield			= 0			
	maxenergy			= 120	
	rot				= 0.0 0.0 0.0
	scale				= 0.5 0.5 0.5
end

def actor EyeBackAndForth
	model				= AttackerModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= BackAndForthDeathSeq
	collisionseq		= DischargeMoreAttackers
	shieldcollisionseq	= DischargeMoreAttackers
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 2
	type				= NEUTRALFIRE
	collidewith			= PLAYER PLAYERFIRE ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.1 0.0
	script			= EyeBackAndForthScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 350
	maxshield			= 350
	maxenergy			= 350
	rot				= 0.0 0.0 0.0
	scale				= 0.50 0.30 0.30
end

def actor EyeAttacker
	model				= EyePolyModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= EyeAttackerDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 14
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.00 0.0
	rotation			= 0.0 0.1 0.0
	script			= EyeAttackerScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 25
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 3.2
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end

def actor EyeAttacker2
	model				= EyePolyModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= EyeAttackerDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 14
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.00 0.0
	rotation			= 0.0 0.1 0.0
	script			= RectScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 25
	energy			= 25
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 3.2
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end

def actor EyeAttacker3
	model				= EyePolyModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= EyeAttackerDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 14
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.00 0.0
	rotation			= 0.0 0.1 0.0
	script			= Rect2Script
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 25
	energy			= 25
	maxshield			= 50
	maxenergy			= 50
	rot				= 0.0 0.0 3.2
	scale				= 0.5 0.5 0.5
	pos				= 0.0 0.0 0.0
end

def actor FlamePlane
	model				= FlamePlaneModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= EnemyCollisionSeq
	shieldcollisionseq	= EnemyCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= GeneralCollisionEffect
	collisioneffect		= GeneralCollisionEffect
	maxonscreen			= 16		# review logs during testing to see if large enough
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 -0.3 0.0
	rotation			= 0.0 0.0 0.0
	script			= PlaneScript			
	input				= SCRIPT		
	copy				= 0			
	bounding			= -1		
	shield			= 25			
	energy			= 50			
	maxshield			= 25			
	maxenergy			= 50 			
	rot				= 0.0 1.5 0.0
	scale				= 0.25 0.25 0.25
end

def actor Lieu1
	model				= FlamePlaneModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= LieuDeathSeq
	collisionseq		= LieuCollisionSeq
	shieldcollisionseq	= LieuCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 1		# review logs during testing to see if large enough
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= Lieu1Script			
	input				= SCRIPT		
	copy				= 0			
	bounding			= -1		
	shield			= 2500			
	energy			= 2500			
	maxshield			= 5000			
	maxenergy			= 5000 			
	rot				= 0.0 1.5 0.0
	scale				= 1.0 1.0 1.0
end

def actor Lieu2
	model				= FlamePlaneModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= LieuDeathSeq
	collisionseq		= LieuCollisionSeq
	shieldcollisionseq	= LieuCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 1		# review logs during testing to see if large enough
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= Lieu1Script			
	input				= SCRIPT		
	copy				= 0			
	bounding			= -1		
	shield			= 1250			
	energy			= 1250			
	maxshield			= 5000			
	maxenergy			= 5000 			
	rot				= 0.0 1.5 0.0
	scale				= 0.5 0.5 0.5
end

def actor Lieu3
	model				= FlamePlaneModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= LieuDeathSeq
	collisionseq		= LieuCollisionSeq
	shieldcollisionseq	= LieuCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 1		# review logs during testing to see if large enough
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= Lieu3Script			
	input				= SCRIPT		
	copy				= 0			
	bounding			= -1		
	shield			= 1250			
	energy			= 750			
	maxshield			= 5000			
	maxenergy			= 5000 			
	rot				= 0.0 1.5 0.0
	scale				= 0.5 0.5 0.5
end

def actor Missile
	model				= MissileModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= EnemyCollisionSeq
	shieldcollisionseq	= EnemyCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= GeneralCollisionEffect
	collisioneffect		= GeneralCollisionEffect
	maxonscreen			= 36		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 -0.3 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0			
	input				= DRIFT		
	copy				= 0			
	bounding			= -1		
	shield			= 0			
	energy			= 1			
	maxshield			= 0			
	maxenergy			= 2			
	rot				= 0.0 0.0 3.05
	scale				= 0.2 0.2 0.2
end

def actor Missile2
	model				= MissileModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= EnemyCollisionSeq
	shieldcollisionseq	= EnemyCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= GeneralCollisionEffect
	collisioneffect		= GeneralCollisionEffect
	maxonscreen			= 18		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.3 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0			
	input				= DRIFT		
	copy				= 0			
	bounding			= -1		
	shield			= 0			
	energy			= 1			
	maxshield			= 0			
	maxenergy			= 2			
	rot				= 0.0 0.0 0.00
	scale				= 0.2 0.2 0.2
end

def actor Missile3
	model				= MissileModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= EnemyCollisionSeq
	shieldcollisionseq	= EnemyCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= GeneralCollisionEffect
	collisioneffect		= GeneralCollisionEffect
	maxonscreen			= 18		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	partnerseq			= 0		
	bounds			= 0			
	drift				= -0.3 0.02 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 1.5
	scale				= 0.2 0.2 0.2
end

def actor Missile4
	model				= MissileModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= EnemyCollisionSeq
	shieldcollisionseq	= EnemyCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= GeneralCollisionEffect
	collisioneffect		= GeneralCollisionEffect
	maxonscreen			= 18		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER NEUTRAL
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.3 0.02 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 -1.5
	scale				= 0.2 0.2 0.2
end

def actor Rotator
	model				= RotatorModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= EnemyCollisionSeq
	shieldcollisionseq	= EnemyCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= GeneralCollisionEffect
	collisioneffect		= GeneralCollisionEffect
	maxonscreen			= 12		# review logs during testing to see if large enough
	type				= ENEMY
	collidewith			= PLAYER NEUTRAL PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 0.0 0.0
	rotation			= 0.0 0.0 0.0
	script			= RotatorScript			
	input				= SCRIPT		
	copy				= 0			
	bounding			= -1		
	shield			= 0			
	energy			= 150			
	maxshield			= 0			
	maxenergy			= 150			
	rot				= 0.70 0.7 0.7
	scale				= 1.2 1.2 1.2
end

def actor RotMiss1
	model				= RotatorModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= EnemyCollisionSeq
	shieldcollisionseq	= EnemyCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= GeneralCollisionEffect
	collisioneffect		= GeneralCollisionEffect
	maxonscreen			= 24		# review logs during testing to see if large enough
	type				= ENEMY
	collidewith			= PLAYER NEUTRAL PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= -0.2 -0.2 0.0
	rotation			= 0.1 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0			
	bounding			= -1		
	shield			= 0			
	energy			= 1			
	maxshield			= 0			
	maxenergy			= 2
	rot				= 0.70 0.7 0.7
	scale				= 0.4 0.4 0.4
end

def actor RotMiss2
	model				= RotatorModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= EnemyCollisionSeq
	shieldcollisionseq	= EnemyCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= GeneralCollisionEffect
	collisioneffect		= GeneralCollisionEffect
	maxonscreen			= 24		# review logs during testing to see if large enough
	type				= ENEMY
	collidewith			= PLAYER NEUTRAL PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.2 -0.2 0.0
	rotation			= 0.1 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0			
	bounding			= -1		
	shield			= 0			
	energy			= 1			
	maxshield			= 0			
	maxenergy			= 2
	rot				= 0.70 0.7 0.7
	scale				= 0.4 0.4 0.4
end

def actor AttackerLaser
	model				= Laser
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= EnemyCollisionSeq
	shieldcollisionseq	= EnemyCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= GeneralCollisionEffect
	collisioneffect		= GeneralCollisionEffect
	maxonscreen			= 48		# review logs during testing to see if large enough
	type				= ENEMYFIRE
	collidewith			= PLAYER 
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 -0.3 0.0
	rotation			= 0.0 0.0 0.0
	script			= 0			
	input				= DRIFT		
	copy				= 0			
	bounding			= -1		
	shield			= 0			
	energy			= 1			
	maxshield			= 0			
	maxenergy			= 2			
	rot				= -3.14 0.0 0.0
	scale				= 0.05 0.4 0.05
end

def actor RotMiss3
	model				= RotatorModel
	numweapons			= 0
	weaponcapacity		= 0
	deathseq			= 0
	collisionseq		= EnemyCollisionSeq
	shieldcollisionseq	= EnemyCollisionSeq
	shieldgoneseq		= 0
	shieldcollisioneffect	= GeneralCollisionEffect
	collisioneffect		= GeneralCollisionEffect
	maxonscreen			= 24		# review logs during testing to see if large enough
	type				= ENEMY
	collidewith			= PLAYER NEUTRAL PLAYERFIRE
	partnerseq			= 0		
	bounds			= 0			
	drift				= 0.0 -0.2 0.0
	rotation			= 0.0 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0			
	bounding			= -1		
	shield			= 0			
	energy			= 1			
	maxshield			= 0			
	maxenergy			= 2
	rot				= 0.70 0.7 0.7
	scale				= 0.6 0.6 0.6
end

def actor Eye
	model				= AttractorModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= AttractorDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 192
	type				= NEUTRALFIRE
	collidewith			= PLAYER PLAYERFIRE ENEMYFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.1 0.0
	script			= EyeScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 0
	energy			= 10
	maxshield			= 0
	maxenergy			= 50
	rot				= 0.0 0.0 0.0
	scale				= 0.20 0.20 0.20
end

def actor Corner1
	model				= Corner1Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= BackAndForthDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 8
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.1 0.0
	script			= CornerScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 350
	energy			= 350
	maxshield			= 500
	maxenergy			= 500
	rot				= 0.0 0.0 -1.5
	scale				= 1.00 1.00 1.00
end

def actor Corner2
	model				= Corner2Model
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= BackAndForthDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 8
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.1 0.0
	script			= Corner2Script
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 250
	energy			= 250
	maxshield			= 500
	maxenergy			= 500
	rot				= 0.0 0.0 0.0
	scale				= 1.00 1.00 1.00
end

def actor Boss
	model				= BossModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= BossDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 1
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 0.0 0.0
	rotation			= 0.0 0.1 0.0
	script			= BossScript
	input				= SCRIPT
	copy				= 0
	bounding			= -1
	shield			= 2250
	energy			= 2250
	maxshield			= 3500
	maxenergy			= 3500
	rot				= 0.0 0.0 0.0
	scale				= 2.75 2.75 2.75
end

def actor BossSpawn1
	model				= BossModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= AttractorDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 8
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.00 -0.13 0.0
	rotation			= 0.0 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 20
	energy			= 20
	maxshield			= 1500
	maxenergy			= 1500
	rot				= 0.0 0.0 0.0
	scale				= 0.50 0.50 0.50
end

def actor BossSpawn2
	model				= BossModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= AttractorDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 8
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= -0.10 -0.13 0.0
	rotation			= 0.0 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 20
	energy			= 20
	maxshield			= 1500
	maxenergy			= 1500
	rot				= 0.0 0.0 0.0
	scale				= 0.50 0.50 0.50
end

def actor BossSpawn3
	model				= BossModel
	weaponcapacity		= 0
	numweapons			= 0		# uses raw sequences instead
	deathseq			= AttractorDeathSeq
	collisionseq		= 0
	shieldcollisionseq	= 0
	shieldgoneseq		= 0
	shieldcollisioneffect	= EnemyCollisionEffect
	collisioneffect		= EnemyCollisionEffect
	maxonscreen			= 8
	type				= ENEMY
	collidewith			= PLAYER PLAYERFIRE
	partnerseq			= 0
	bounds			= 0
	drift				= 0.10 -0.13 0.0
	rotation			= 0.0 0.1 0.0
	script			= 0
	input				= DRIFT
	copy				= 0
	bounding			= -1
	shield			= 20
	energy			= 20
	maxshield			= 1500
	maxenergy			= 1500
	rot				= 0.0 0.0 0.0
	scale				= 0.50 0.50 0.50
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.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 -12.0
	sysstatpos		= 0.0 0.0 -12.0
	livespos		= 565 552.0 -12.0
	scorepos		= 640.0 0.0 -12.0
#	levelpos		= f f f
	highscorepos	= 368.0 0.0 -12.0
	shieldpos		= 223.0 550 -12.0
	energypos		= 223.0 574 -12.0

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

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

############# TILEMAP ################
#
def tilemap Level5TileMap
	size		= 16		# NxN pixel tile
	pageheight	= 38		# in tiles
	pagewidth	= 50	
	map		= tilemaps\level5-tilemap.txt	
	mapwidth	= 50		# in tiles
	mapheight	= 10837	# in tiles
	source	= sprites\level5-tilemap.bmp
	renderstate = TileMapRenderState
	scrolldir	= DOWN	# LEFT | DOWN : left is moving right; down is moving up :)
	drift		= 1
	repeat	= f
	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	= 0 0 0				# R G B
	setrenderstate	= ModelRenderState  # start off with any old render state
	setbounds		= MainBounds
	setpanel		= DisplayPanel
	setdrift		= 0.0 -0.02 0.0 
	settilemap		= Level5TileMap
	
	startactorhere	= 0.0 -3.0 0.0 player
	showplayer
#
# Take out the '#' below to make these bonus
# items appear at the start of the level to make it
# more possible to finish.
#
#	startactorhere	= 2.0 -3.0 0.0 CircuitBall
#	startactorhere	= 3.0 -3.0 0.0 CircuitBall

	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy

	startactorhere	= -1.25 4.5 0.0 FlamePlane
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	waitframes		= 12
	startactorhere	= -1.25 4.5 0.0 FlamePlane
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	waitframes		= 12
	startactorhere	= -1.25 4.5 0.0 FlamePlane
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	waitframes		= 12
	startactorhere	= -1.25 4.5 0.0 FlamePlane
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	waitframes		= 12
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	startactorhere = -1.25 4.5 0.0 FlamePlane
	waitframes		= 12
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	startactorhere = -1.25 4.5 0.0 FlamePlane
	waitframes		= 12
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	startactorhere = -1.25 4.5 0.0 FlamePlane
	waitframes		= 12
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	startactorhere =  -1.25 4.5 0.0 FlamePlane
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 120
#
# AIR ASSAULT OVER WATER
#
	startactorhere	= 1.0 4.5 0.0 FlamePlane
	waitframes		= 12
	startactorhere	= 1.0 4.5 0.0 FlamePlane
	waitframes		= 12
	startactorhere	= 1.0 4.5 0.0 FlamePlane
	waitframes		= 12
	startactorhere	= 1.0 4.5 0.0 FlamePlane
	waitframes		= 120
	startactorhere	= 1.5 4.5 0.0 FlamePlane
	waitframes		= 12
	startactorhere	= 1.5 4.5 0.0 FlamePlane
	waitframes		= 12
	startactorhere	= 1.5 4.5 0.0 FlamePlane
	waitframes		= 12
	startactorhere	= 1.5 4.5 0.0 FlamePlane
	waitframes		= 16
	startactorhere	= 3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 3.5 4.5 1.0 FastGroundEnemy
	startactorhere	= 4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 3.5 4.5 1.0 FastGroundEnemy
	startactorhere	= 4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 3.5 4.5 1.0 FastGroundEnemy
	startactorhere	= 4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 40
	startactorhere	= 3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 80
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	waitframes		= 12
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	waitframes		= 12
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	waitframes		= 12
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	waitframes		= 12
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	waitframes		= 12
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	waitframes		= 12
	startactorhere	= 3.0 4.5 0.0 EyeAttacker2
	startactorhere	= -3.0 4.5 0.0 EyeAttacker3
	waitframes		= 60
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
#
# More air fighters
#
	startactorhere	= 6.0 2.0 0.0 EyeAttacker
	waitframes		= 6
	startactorhere	= 7.0 2.5 0.0 EyeAttacker
	startactorhere	= 8.0 2.0 0.0 EyeAttacker
	startactorhere	= 9.0 2.5 0.0 EyeAttacker
	waitframes		= 6
	startactorhere	= 10.0 2.0 0.0 EyeAttacker
	startactorhere	= 11.0 2.5 0.0 EyeAttacker
	waitframes		= 6
	startactorhere	= 12.0 2.0 0.0 EyeAttacker
	waitframes		= 90
	startactorhere	= 6.5 3.0 0.0 EyeAttacker
	startactorhere	= 7.5 3.0 0.0 EyeAttacker
	startactorhere	= 8.5 3.0 0.0 EyeAttacker
	waitframes		= 6
	startactorhere	= 9.5 3.0 0.0 EyeAttacker
	startactorhere	= 10.5 3.0 0.0 EyeAttacker
	waitframes		= 6
	startactorhere	= 11.5 3.0 0.0 EyeAttacker
	startactorhere	= 12.5 3.0 0.0 EyeAttacker
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 90
	startactorhere	= 6.0	1.4 	0.0 EyeAttacker
	waitframes		= 6
	startactorhere	= 7.0	1.5	0.0 EyeAttacker
	waitframes		= 6
	startactorhere	= 8.0	1.4	0.0 EyeAttacker
	waitframes		= 6
	startactorhere	= 9.0	1.5	0.0 EyeAttacker
	startactorhere	= 10.0	1.4		0.0 EyeAttacker
	waitframes		= 6
	startactorhere	= 11.0	1.5		0.0 EyeAttacker
	startactorhere	= 12.0	1.4		0.0 EyeAttacker
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 180
	startactorhere	= 6.0 2.0 0.0 EyeBackAndForth
	waitframes		= 60
	startactorhere	= 6.0 1.0 0.0 EyeBackAndForth
	waitframes		= 180

	stopmusic		= Level5Music
	playmusic		= UKAnthem
	startactorhere	= 4.5 3.5 0.0 Lieu1
	waitframes		= 1024
#
# STAGE 2 OF FINAL LEVEL
#
	startactorhere	= -3.5 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= -2.5 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= -1.5 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= 0.0 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= 1.5 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= 2.5 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= 3.5 4.5 0.0 Rotator
	waitframes		= 512
	startactorhere	= -3.5 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= -2.5 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= -1.5 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= 0.0 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= 1.5 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= 2.5 4.5 0.0 Rotator
	waitframes		= 12
	startactorhere	= 3.5 4.5 0.0 Rotator
	waitframes		= 128

	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -5.0 4.5 0.0 Scout1
	startactorhere	= -3.0 4.5 0.0 Scout1
	startactorhere	= -1.0 4.5 0.0 Scout1
	startactorhere	= 0.0 4.5 0.0 Scout1
	startactorhere	= 2.0 4.5 0.0 Scout1
	startactorhere	= 3.0 4.5 0.0 Scout1
	startactorhere	= 5.0 4.5 0.0 Scout1
	waitframes		= 120
	waitframes		= 16

	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= -5.5 4.5 0.0 Scout1
	startactorhere	= -4.5 4.5 0.0 Scout1
	startactorhere	= -3.5 4.5 0.0 Scout1
	startactorhere	= -2.5 4.5 0.0 Scout1
	startactorhere	= 0.5 4.5 0.0 Scout1
	startactorhere	= 1.5 4.5 0.0 Scout1
	startactorhere	= 2.5 4.5 0.0 Scout1
	waitframes		= 120

	startactorhere	= -2.5 4.5 0.0 Scout1
	startactorhere	= -1.5 4.5 0.0 Scout1
	startactorhere	= -0.5 4.5 0.0 Scout1
	startactorhere	= 0.5 4.5 0.0 Scout1
	startactorhere	= 2.5 4.5 0.0 Scout1
	startactorhere	= 1.5 4.5 0.0 Scout1
	startactorhere	= 3.5 4.5 0.0 Scout1
	startactorhere	= 1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	stopmusic		= UKAnthem
	playmusic		= Level5aMusic
	startactorhere	= 4.0 4.5 1.0 GroundEnemy
	waitframes		= 30
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -3.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 30
	startactorhere	= 1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 4.0 4.5 1.0 GroundEnemy
	waitframes		= 30
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -3.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 30
	startactorhere	= 1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 4.0 4.5 1.0 GroundEnemy
	startactorhere	= -5.0 4.5 0.0 Scout1
	startactorhere	= -3.0 4.5 0.0 Scout1
	startactorhere	= -1.0 4.5 0.0 Scout1
	startactorhere	= 0.0 4.5 0.0 Scout1
	startactorhere	= 2.0 4.5 0.0 Scout1
	startactorhere	= 3.0 4.5 0.0 Scout1
	startactorhere	= 5.0 4.5 0.0 Scout1
	waitframes		= 120
	startactorhere	= -5.5 4.5 0.0 Scout1
	startactorhere	= -4.5 4.5 0.0 Scout1
	startactorhere	= -3.5 4.5 0.0 Scout1
	startactorhere	= -2.5 4.5 0.0 Scout1
	startactorhere	= 0.5 4.5 0.0 Scout1
	startactorhere	= 1.5 4.5 0.0 Scout1
	startactorhere	= 2.5 4.5 0.0 Scout1
	waitframes		= 120
	startactorhere	= -2.5 4.5 0.0 Scout1
	startactorhere	= -1.5 4.5 0.0 Scout1
	startactorhere	= -0.5 4.5 0.0 Scout1
	startactorhere	= 0.5 4.5 0.0 Scout1
	startactorhere	= 2.5 4.5 0.0 Scout1
	startactorhere	= 1.5 4.5 0.0 Scout1
	startactorhere	= 3.5 4.5 0.0 Scout1
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -3.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 30
	startactorhere	= 1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 4.0 4.5 1.0 GroundEnemy
	stopmusic		= Level5aMusic
	playmusic		= Level5bMusic
	waitframes		= 320
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= 2.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -1.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -2.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -3.0 4.5 1.0 FastGroundEnemy
	startactorhere	= -4.0 4.5 1.0 FastGroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 FastGroundEnemy
	waitframes		= 256
#
# Buildings Wave 1
#
	stopmusic		= Level5bMusic
	playmusic		= Level5cMusic
	startactorhere	= 1.0 4.5 0.0 Building
	startactorhere	= 3.0 4.5 0.0 Building
	startactorhere	= -2.0 4.5 0.0 Building
	startactorhere	= -3.0 4.5 0.0 Building
	waitframes		= 32
	startactorhere	= 1.5 4.5 0.0 Building
	startactorhere	= -2.5 4.5 0.0 Building
	startactorhere	= -3.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 3.5 4.5 0.0 Building
	startactorhere	= 1.0 4.5 0.0 Building
	waitframes		= 48
	startactorhere	= 2.0 4.5 0.0 Building
	startactorhere	= -3.0 4.5 0.0 Building
	startactorhere	= 3.0 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 0.0 4.5 0.0 Building
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -2.5 4.5 0.0 Building
	startactorhere	= 2.5 4.5 0.0 Building
	waitframes		= 16
#
# Buildings Wave 2
#
	startactorhere	= -3.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -2.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -0.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 2.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 3.5 4.5 0.0 Building
	waitframes		= 32
	startactorhere	= -3.5 4.5 0.0 Building
	startactorhere	= -2.5 4.5 0.0 Building
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	startactorhere	= 2.5 4.5 0.0 Building
	startactorhere	= 3.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 0.5 4.5 1.0 GroundEnemy
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 0.5 4.5 1.0 GroundEnemy
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 0.5 4.5 1.0 GroundEnemy
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 0.5 4.5 1.0 GroundEnemy
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 32
	startactorhere	= 0.0 4.5 0.0 Building
	startactorhere	= 1.0 4.5 0.0 Building
	startactorhere	= 2.0 4.5 0.0 Building
	startactorhere	= 3.0 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -3.0 4.5 0.0 Building
	startactorhere	= -2.0 4.5 0.0 Building
	waitframes		= 180
	waitframes		= 60
	startactorhere	= 1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 4.0 4.5 1.0 GroundEnemy
	waitframes		= 60
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -3.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 60
	startactorhere	= 1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 4.0 4.5 1.0 GroundEnemy
	waitframes		= 60
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -3.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 60
	startactorhere	= 1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 4.0 4.5 1.0 GroundEnemy
	waitframes		= 60
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -3.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 60
	startactorhere	= 1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 4.0 4.5 1.0 GroundEnemy
	waitframes		= 60
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -3.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 60
	startactorhere	= 1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -1.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -2.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 0.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= -4.0 4.5 1.0 GroundEnemy
	waitframes		= 16
	startactorhere	= 4.0 4.5 1.0 GroundEnemy
	waitframes		= 360
#
# Lieutenants
#
	stopmusic		Level5cMusic
	playmusic		IranAnthem
	startactorhere	= 4.5 3.5 0.0 Lieu2
	startactorhere	= -4.0 3.5 0.0 Lieu3
	waitframes		= 1280
#
# Avoidance
#
# Buildings Wave 1
#
	startactorhere	= 1.0 4.5 0.0 Building
	startactorhere	= 3.0 4.5 0.0 Building
	startactorhere	= -2.0 4.5 0.0 Building
	startactorhere	= -3.0 4.5 0.0 Building
	waitframes		= 32
	startactorhere	= 1.5 4.5 0.0 Building
	startactorhere	= -2.5 4.5 0.0 Building
	startactorhere	= -3.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 3.5 4.5 0.0 Building
	startactorhere	= 1.0 4.5 0.0 Building
	waitframes		= 48
	stopmusic		= IranAnthem
	playmusic		= Level5bMusic
	startactorhere	= 2.0 4.5 0.0 Building
	startactorhere	= -3.0 4.5 0.0 Building
	startactorhere	= 3.0 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 0.0 4.5 0.0 Building
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -2.5 4.5 0.0 Building
	startactorhere	= 2.5 4.5 0.0 Building
	waitframes		= 16
#
# Buildings Wave 2
#
	startactorhere	= -3.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -2.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -0.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 2.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 3.5 4.5 0.0 Building
	waitframes		= 32
	startactorhere	= -3.5 4.5 0.0 Building
	startactorhere	= -2.5 4.5 0.0 Building
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	startactorhere	= 2.5 4.5 0.0 Building
	startactorhere	= 3.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 0.5 4.5 1.0 GroundEnemy
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 0.5 4.5 1.0 GroundEnemy
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 0.5 4.5 1.0 GroundEnemy
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= 0.5 4.5 1.0 GroundEnemy
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -1.5 4.5 0.0 Building
	startactorhere	= -0.5 4.5 0.0 Building
	startactorhere	= 1.5 4.5 0.0 Building
	waitframes		= 32
	startactorhere	= 0.0 4.5 0.0 Building
	startactorhere	= 1.0 4.5 0.0 Building
	startactorhere	= 2.0 4.5 0.0 Building
	startactorhere	= 3.0 4.5 0.0 Building
	waitframes		= 16
	startactorhere	= -3.0 4.5 0.0 Building
	startactorhere	= -2.0 4.5 0.0 Building
	waitframes		= 180
#
# FINAL SCENARIO
#
	startactorhere	= -3.5 4.0 0.0 Corner1
	waitframes		= 12
	startactorhere	= -2.5 4.0 0.0 Corner1
	waitframes		= 12
	startactorhere	= -1.5 4.0 0.0 Corner1
	waitframes		= 16
	startactorhere	= -0.5 4.0 0.0 Corner1
	waitframes		= 16
	startactorhere	= 0.5 4.0 0.0 Corner1
	waitframes		= 12
	startactorhere	= 1.5 4.0 0.0 Corner1
	waitframes		= 12
	startactorhere	= 2.5 4.0 0.0 Corner1
	waitframes		= 16
	startactorhere	= 3.5 4.0 0.0 Corner1
	waitframes		= 30
	startactorhere	= -3.5 6.5 0.0 Corner2
	startactorhere	= 3.5 6.5 0.0 Corner2
	waitframes		= 90
#
# Bring on Al Gore!!!
#
	stopmusic		= Level5bMusic
	playmusic		= USAAnthem
	startactorhere	= 0.0 6.0 0.0 Boss
	waitframes		= 180
#
# Last Minute Help
#
	startactorhere	= 2.0 -3.0 0.0 CircuitBall

	waituntilactorsdead = Corner1 Corner2 Boss 
	waitframes		= 120
	hideplayer
	killactors		= PureBackLaser PureLeftLaser PureRightLaser DownMissile
	killactors		= PlayerLaser PlayerLaser2 PlayerLaser3 LeftMissile Eye
	killactors		= RightMissile Left2Missile Right2Missile PlayerLaser4 PlayerLaser5
	settilemap		= 0
	setbackcolor	= 255 255 0 
	waitframes		= 2
	setbackcolor	= 0 0 0 
	waitframes		= 2
	setbackcolor	= 255 255 0
	waitframes		= 2
	setbackcolor	= 0 0 0 
	waitframes		= 2
	setbackcolor	= 255 255 0
	waitframes		= 2
	setbackcolor	= 0 0 0
#
# Exit to finale
#
	waitframes		= 60
	eos				
end

### End of Scene



