######## ION CANNON #######

# WINDUP

entity = {
	name = "ion_cannon_windup_entity"

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.4
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }

		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_wing_1_1" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_wing_2_1" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_wing_3_1" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_wing_4_1" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0.2 use_parent_nodes = yes node = "xl_windup_wing_1_2" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = "xl_windup_wing_2_2" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = "xl_windup_wing_3_2" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = "xl_windup_wing_4_2" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_wing_1_3" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_wing_2_3" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_wing_3_3" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_wing_4_3" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0.0 use_parent_nodes = yes node = "xl_windup_wing_1_4" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = "xl_windup_wing_2_4" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = "xl_windup_wing_3_4" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = "xl_windup_wing_4_4" particle = "ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "necroid_01_ion_cannon_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 5
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }

		event = {	time = 0 	node = "root"	entity = "necroid_01_ion_cannon_windup_effect_entity"
		erosion_in = 1		life = 2.2 	erosion_out = 2.2	}

		event = { time = 0.0  node = "root" particle = "necroid_01_ion_cannon_muzzle_windup_effect" trigger_once = yes keep_particle = yes }

	}
}

entity = {
	name = "nemesis_01_ion_cannon_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 1
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }


		event = { time = 0.0  use_parent_nodes = yes node = "xl_windup_wing_1" particle = "nemesis_01_ion_cannon_muzzle_windup_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0.00  use_parent_nodes = yes node = "xl_windup_wing_1" particle = "nemesis_01_ion_cannon_muzzle_windup_2_effect" trigger_once = no keep_particle = yes }
		event = { time = 0.25  use_parent_nodes = yes node = "xl_windup_wing_2" particle = "nemesis_01_ion_cannon_muzzle_windup_2_effect" trigger_once = no keep_particle = yes }
		event = { time = 0.50  use_parent_nodes = yes node = "xl_windup_wing_3" particle = "nemesis_01_ion_cannon_muzzle_windup_2_effect" trigger_once = no keep_particle = yes }
		event = { time = 0.75  use_parent_nodes = yes node = "xl_windup_wing_4" particle = "nemesis_01_ion_cannon_muzzle_windup_2_effect" trigger_once = no keep_particle = yes }

	}
}

entity = {
	name = "aquatic_01_ion_cannon_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 1.5
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }

		event = { time = 0.0  use_parent_nodes = yes node = "xl_gun_01" particle = "aquatic_01_ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }

		#event = { time = 0.00  use_parent_nodes = yes node = "xl_windup_wing_1_1" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 0.25  use_parent_nodes = yes node = "xl_windup_wing_1_2" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 0.50  use_parent_nodes = yes node = "xl_windup_wing_1_3" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 0.75  use_parent_nodes = yes node = "xl_windup_wing_1_4" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 1.00  use_parent_nodes = yes node = "xl_windup_wing_1_5" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 1.25  use_parent_nodes = yes node = "xl_windup_wing_1_6" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#
		#event = { time = 0.00  use_parent_nodes = yes node = "xl_windup_wing_2_1" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 0.25  use_parent_nodes = yes node = "xl_windup_wing_2_2" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 0.50  use_parent_nodes = yes node = "xl_windup_wing_2_3" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 0.75  use_parent_nodes = yes node = "xl_windup_wing_2_4" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 1.00  use_parent_nodes = yes node = "xl_windup_wing_2_5" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 1.25  use_parent_nodes = yes node = "xl_windup_wing_2_6" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#
		#event = { time = 0.0  use_parent_nodes = yes node = "xl_windup_wing_3_1" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 0.5  use_parent_nodes = yes node = "xl_windup_wing_3_2" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }
		#event = { time = 1.0  use_parent_nodes = yes node = "xl_windup_wing_3_3" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }

	}
}

entity = {
	name = "toxoid_01_ion_cannon_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 1.5
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }

		event = { time = 0.0  use_parent_nodes = yes node = "xl_gun_01" particle = "tox_01_ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }

		#event = { time = 0.00  use_parent_nodes = yes node = "xl_windup_wing_1_1" particle = "aquatic_01_ion_cannon_muzzle_windup_effect" trigger_once = no keep_particle = yes }

	}
}

entity = {
	name = "cybernetics_01_ion_cannon_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 1.5
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }

		event = { time = 0.0  use_parent_nodes = yes node = "xl_gun_01" particle = "cybernetics_01_ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }

	}
}

entity = {
	name = "synthetics_01_ion_cannon_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 1.5
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }

		event = { time = 0.0  use_parent_nodes = yes node = "xl_gun_01" particle = "synthetics_01_ion_cannon_windup_effect" trigger_once = yes keep_particle = yes }

	}
}
# MUZZLE FLASH

entity = {
	name = "ion_cannon_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "ion_cannon_muzzle_particle" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "ion_cannon_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_fire" } }
	}
}

entity = {
	name = "necroid_01_ion_cannon_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "necroid_01_ion_cannon_muzzle_particle" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "ion_cannon_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_fire" } }
	}
}

entity = {
	name = "nemesis_01_ion_cannon_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "nemesis_01_ion_cannon_muzzle_particle" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "ion_cannon_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_fire" } }
	}
}

entity = {
	name = "aquatic_01_ion_cannon_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 use_parent_nodes = yes node = "xl_gun_01" particle = "aquatic_01_ion_cannon_muzzle_particle" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "ion_cannon_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_fire" } }
	}
}

entity = {
	name = "toxoid_01_ion_cannon_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 use_parent_nodes = yes node = "xl_gun_01" particle = "tox_01_ion_cannon_muzzle_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "ion_cannon_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_fire" } }
	}
}

entity = {
	name = "cybernetics_01_ion_cannon_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 use_parent_nodes = yes node = "xl_gun_01" particle = "cybernetics_01_ion_cannon_muzzle_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "ion_cannon_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_fire" } }
	}
}

entity = {
	name = "synthetics_01_ion_cannon_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 use_parent_nodes = yes node = "xl_gun_01" particle = "synthetics_01_ion_cannon_muzzle_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "ion_cannon_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_fire" } }
	}
}
# HIT ENTITIES

entity = {
	name = "ion_cannon_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "ion_cannon_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "necroid_01_ion_cannon_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "necroid_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "ion_cannon_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "nemesis_01_ion_cannon_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "nemesis_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "ion_cannon_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "aquatic_01_ion_cannon_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "aquatic_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "ion_cannon_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "toxoid_01_ion_cannon_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		event = { time = 0.15 particle = "tox_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "ion_cannon_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "cybernetics_01_ion_cannon_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		event = { time = 0.15 particle = "cybernetics_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "ion_cannon_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "synthetics_01_ion_cannon_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		event = { time = 0.15 particle = "synthetics_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "ion_cannon_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}
# SHIELD HIT ENTITIES



entity = {
	name = "ion_cannon_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "shield_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "necroid_01_ion_cannon_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "necroid_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "shield_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "nemesis_01_ion_cannon_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "nemesis_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "shield_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "aquatic_01_ion_cannon_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "aquatic_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "shield_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "toxoid_01_ion_cannon_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		event = { time = 0.15 particle = "tox_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "shield_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "cybernetics_01_ion_cannon_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		event = { time = 0.15 particle = "cybernetics_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "shield_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "synthetics_01_ion_cannon_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		event = { time = 0.15 particle = "synthetics_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "shield_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

###########
# PERDITION BEAM
###########

entity = {
	name = "perdition_beam_windup_entity"

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }

	#	event = { time = 0.0 use_parent_nodes = yes node = "titan_windup_16" particle = "perdition_beam_windup_effect" keep_particle = yes }

		event = { time = 0.0 use_parent_nodes = yes node = "xl_gun_01" particle = "perdition_beam_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "perdition_beam_muzzle_windup_entity"
	pdxmesh = "perdition_beam_muzzle_windup_part1_mesh"
	locator = { name = "root" }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
	}

	game_data = {
		uv_animation_speed   = -0.25
		uv_animation_direction  = { 0.0 1.0 }
	}


	attach = { "root" = "perdition_beam_windup_part2_entity" }
	attach = { "root" = "perdition_beam_windup_part3_entity" }
}

entity = {
	name = "perdition_beam_windup_part2_entity"
	pdxmesh = "perdition_beam_muzzle_windup_part2_mesh"

	game_data = {
		uv_animation_speed   = -0.5
		uv_animation_direction  = { 0.0 1.0 }
	}
}

entity = {
	name = "perdition_beam_windup_part3_entity"
	pdxmesh = "perdition_beam_muzzle_windup_part3_mesh"

	game_data = {
		uv_animation_speed   = -0.75
		uv_animation_direction  = { 0.0 1.0 }
	}
}

entity = {
	name = "arthropoid_01_perdition_beam_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }

	#	event = { time = 0.0 use_parent_nodes = yes node = "titan_windup_16" particle = "perdition_beam_windup_effect" keep_particle = yes }

		event = { time = 0.0 node = "root" particle = "perdition_beam_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}


	attach = { "root" = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "avian_01_perdition_beam_windup_entity"
	locator = { name = "root" }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }

		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_side_1" particle = "avian_01_perdition_beam_side_windup_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_side_2" particle = "avian_01_perdition_beam_side_windup_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_14" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_13" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = "xl_windup_12" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = "xl_windup_11" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_10" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_9" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_8" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_7" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_6" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_5" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_4" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_3" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_2" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_1" particle = "perdition_beam_windup_effect" keep_particle = yes }

		event = { time = 0.0 use_parent_nodes = yes node = "xl_gun_01" particle = "perdition_beam_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}

	attach = { "root" = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "fungoid_01_perdition_beam_windup_entity"
	locator = { name = "root" }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }

		event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_side_1"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_side_2"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_side_3"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_side_4"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_side_5"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_side_6"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = "xl_windup_side_7"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = "xl_windup_side_8"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_side_9"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_side_10" particle = "perdition_beam_windup_effect" keep_particle = yes }

		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_9" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_8" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_7" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_6" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_5" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_4" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_3" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_2" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_1" particle = "perdition_beam_windup_effect" keep_particle = yes }

		event = { time = 0.0 use_parent_nodes = yes node = "xl_gun_01" particle = "perdition_beam_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}

	attach = { "root" = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "mammalian_01_perdition_beam_windup_entity"
	locator = { name = "root" }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.9
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }

		event = { time = 0.8 use_parent_nodes = yes node = "xl_windup_side_1"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.8 use_parent_nodes = yes node = "xl_windup_side_2"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_side_3"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_side_4"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_side_5"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_side_6"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_side_7"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_side_8"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_side_9"  particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_side_10" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_side_11" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_side_12" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = "xl_windup_side_13" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = "xl_windup_side_14" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_side_15" particle = "perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_side_16" particle = "perdition_beam_windup_effect" keep_particle = yes }

		event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_6" particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_5" particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_4" particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_3" particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.8 use_parent_nodes = yes node = "xl_windup_2" particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.8 use_parent_nodes = yes node = "xl_windup_1" particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }

		event = { time = 0.0 use_parent_nodes = yes node = "xl_gun_01" particle = "perdition_beam_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}

	attach = { "root" = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "humanoid_01_perdition_beam_windup_entity"
	locator = { name = "root" }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.9
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }

		event = { time = 0.1 use_parent_nodes = yes node = "xl_windup_6" particle = "humanoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = "xl_windup_5" particle = "humanoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_4" particle = "humanoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_3" particle = "humanoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_2" particle = "humanoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_1" particle = "humanoid_01_perdition_beam_windup_effect" keep_particle = yes }

		event = { time = 0.0 use_parent_nodes = yes node = "xl_gun_01" particle = "perdition_beam_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}

	attach = { "root" = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "molluscoid_01_perdition_beam_windup_entity"
	locator = { name = "root" }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }

		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_10" particle = "molluscoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_9"  particle = "molluscoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_8"  particle = "molluscoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_7"  particle = "molluscoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_6"  particle = "molluscoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_5"  particle = "molluscoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_4"  particle = "molluscoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_3"  particle = "molluscoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_2"  particle = "molluscoid_01_perdition_beam_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_1"  particle = "molluscoid_01_perdition_beam_windup_effect" keep_particle = yes }

		event = { time = 0.0 use_parent_nodes = yes node = "xl_gun_01" particle = "perdition_beam_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}

	attach = { "root" = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "reptilian_01_perdition_beam_windup_entity"
	locator = { name = "root" }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }

	#	event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_10" particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
	#	event = { time = 0.3 use_parent_nodes = yes node = "xl_windup_9"  particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
	#	event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_8"  particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
	#	event = { time = 0.4 use_parent_nodes = yes node = "xl_windup_7"  particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
	#	event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_6"  particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
	#	event = { time = 0.5 use_parent_nodes = yes node = "xl_windup_5"  particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
	#	event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_4"  particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
	#	event = { time = 0.6 use_parent_nodes = yes node = "xl_windup_3"  particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
	#	event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_2"  particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }
	#	event = { time = 0.7 use_parent_nodes = yes node = "xl_windup_1"  particle = "mammalian_01_perdition_beam_windup_effect" keep_particle = yes }

		event = { time = 0.0 use_parent_nodes = yes node = "xl_gun_01" particle = "perdition_beam_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}

	attach = { "root" = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "plantoid_01_perdition_beam_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }

		event = { time = 0.0 node = "root" particle = "perdition_beam_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}

	attach = { root = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "necroid_01_perdition_beam_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }
	scale = 1
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 5
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }
#
		event = {	time = 0 	node = "root"	entity = "necroid_01_perdition_windup_effect_entity"
		erosion_in = 1		life = 2.2 	erosion_out = 2.2	}

		event = { time = 0 node = "root" particle = "necroid_01_perdition_windup_effect" trigger_once = yes keep_particle = yes }
	}

#	attach = { root = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "nemesis_01_perdition_beam_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 1
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }


		event = { time = 0.0  use_parent_nodes = yes node = "xl_windup_wing_1" particle = "nemesis_01_ion_cannon_muzzle_windup_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0.00  use_parent_nodes = yes node = "xl_windup_wing_1" particle = "nemesis_01_perdition_beam_windup_effect" trigger_once = no keep_particle = yes }
		event = { time = 0.25  use_parent_nodes = yes node = "xl_windup_wing_2" particle = "nemesis_01_perdition_beam_windup_effect" trigger_once = no keep_particle = yes }
		event = { time = 0.50 use_parent_nodes = yes node = "xl_windup_wing_3" particle = "nemesis_01_perdition_beam_windup_effect" trigger_once = no keep_particle = yes }
		event = { time = 0.75  use_parent_nodes = yes node = "xl_windup_wing_4" particle = "nemesis_01_perdition_beam_windup_effect" trigger_once = no keep_particle = yes }

	}
}

entity = {
	name = "aquatic_01_perdition_beam_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }
	scale = 1
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 5
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }
#
		event = { time = 0 node = "root" particle = "aquatic_01_perdition_windup_effect" trigger_once = yes keep_particle = yes }

	}

#	attach = { root = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "toxoid_01_perdition_beam_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }
	scale = 1
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 2
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }
#
		event = { time = 0 node = "root" particle = "tox_01_perdition_windup_effect" trigger_once = yes keep_particle = yes }

	}

#	attach = { root = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "cybernetics_01_perdition_beam_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }
	scale = 1
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 2
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }
#
		event = { time = 0 node = "root" particle = "cybernetics_01_perdition_windup_effect" trigger_once = yes keep_particle = yes }

	}

#	attach = { root = "perdition_beam_muzzle_windup_entity" }
}

entity = {
	name = "synthetics_01_perdition_beam_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }
	scale = 1
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 2
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }

		event = { time = 0 node = "root" particle = "synthetics_01_perdition_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "synth_queen_01_perdition_beam_windup_entity"

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_windup_layer_02" } }

		event = { time = 0.0 use_parent_nodes = yes node = "xl_gun_01" particle = "synth_queen_01_perdition_beam_windup_effect" trigger_once = yes keep_particle = yes }
	}
}
# MUZZLE FLASH

entity = {
	name = "perdition_beam_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "perdition_beam_muzzle_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_01" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_02" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_03" } }
	}
}

entity = {
	name = "necroid_01_perdition_beam_muzzle_entity"
	cull_radius = 1.0
	locator = { name = "root" position = { 0 0 0 } }
	scale = 1
	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "necroid_01_perdition_beam_muzzle_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_01" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_02" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_03" } }

		event = { time = 0 node = "root" particle = "necroid_01_perdition_muzzle_smoke_effect" trigger_once = yes keep_particle = yes }

	}
}

entity = {
	name = "nemesis_01_perdition_beam_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "nemesis_01_perdition_beam_muzzle_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_01" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_02" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_03" } }
	}
}

entity = {
	name = "aquatic_01_perdition_beam_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "aquatic_01_perdition_beam_muzzle_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_01" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_02" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_03" } }
	}
}

entity = {
	name = "toxoid_01_perdition_beam_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "tox_01_perdition_beam_muzzle_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_01" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_02" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_03" } }
	}
}

entity = {
	name = "cybernetics_01_perdition_beam_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "cybernetics_01_perdition_beam_muzzle_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_01" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_02" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_03" } }
	}
}

entity = {
	name = "synthetics_01_perdition_beam_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "synthetics_01_perdition_beam_muzzle_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_01" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_02" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_03" } }
	}
}

entity = {
	name = "synth_queen_01_perdition_beam_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "synth_queen_01_perdition_beam_muzzle_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_01" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_01" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_02" } }

		event = { trigger_once = yes sound = { soundeffect = "perdition_beam_fire_layer_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_fire_layer_03" } }
	}
}
# HIT ENTITIES

entity = {
	name = "perdition_beam_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "perdition_beam_hit_effect" keep_particle = yes sound = { soundeffect = "perdition_beam_hit" } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "necroid_01_perdition_beam_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "necroid_01_perdition_beam_hit_effect" keep_particle = yes sound = { soundeffect = "perdition_beam_hit" } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "nemesis_01_perdition_beam_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "nemesis_01_ion_cannon_hit_effect" keep_particle = yes sound = { soundeffect = "perdition_beam_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_ion_cannon_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "aquatic_01_perdition_beam_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "aquatic_01_perdition_beam_hit_effect" keep_particle = yes sound = { soundeffect = "perdition_beam_hit" } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "toxoid_01_perdition_beam_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		event = { time = 0.15 particle = "tox_01_perdition_beam_hit_effect" keep_particle = yes sound = { soundeffect = "perdition_beam_hit" } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_perdition_beam_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}
# SHIELD HIT ENTITIES

entity = {
	name = "perdition_beam_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle"
		start_event = { particle = "perdition_beam_hit_effect" sound = { soundeffect = "shield_hit" } }
		start_event = { particle = "titan_laser_shield_hit_effect" }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "necroid_01_perdition_beam_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle"
		start_event = { particle = "necroid_01_perdition_beam_hit_effect" sound = { soundeffect = "shield_hit" } }
		start_event = { particle = "titan_laser_shield_hit_effect" }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "nemesis_01_perdition_beam_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle"
		start_event = { particle = "nemesis_01_ion_cannon_hit_effect" sound = { soundeffect = "shield_hit" } }
		start_event = { particle = "titan_laser_shield_hit_effect" }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "aquatic_01_perdition_beam_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle"
		start_event = { particle = "aquatic_01_perdition_beam_hit_effect" sound = { soundeffect = "shield_hit" } }
		start_event = { particle = "titan_laser_shield_hit_effect" }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "toxoid_01_perdition_beam_shield_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle"
		event = { time = 0.15 particle = "tox_01_perdition_beam_hit_effect" sound = { soundeffect = "shield_hit" } }
		event = { time = 0.15 particle = "titan_laser_shield_hit_effect" }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

######## COLOSSUS SHATTER PLANET #######

# WINDUP

entity = {
	name = "colossus_shatter_planet_windup_entity"

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no state_time = 0.1
		event = { trigger_once = yes sound = { soundeffect = "planet_killer_windup_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "planet_killer_windup_layer_2" } }

		event = { time = 0.0 particle = "shatter_planet_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

# MUZZLE FLASH

entity = {
	name = "colossus_shatter_planet_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "shatter_planet_laser_muzzle_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "planet_killer_fire_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "planet_killer_fire_layer_2" } }
		event = { trigger_once = yes sound = { soundeffect = "planet_killer_fire_layer_3" } }
		event = { trigger_once = yes sound = { soundeffect = "planet_killer_fire_layer_4" } }

		event = { trigger_once = yes sound = { soundeffect = "distance_planet_killer_fire_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_planet_killer_fire_layer_2" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_planet_killer_fire_layer_3" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_planet_killer_fire_layer_4" } }

		event = { trigger_once = yes sound = { soundeffect = "colossus_shatter_beam" stop_on_state_change = yes } }
	}
}

# HIT ENTITIES

entity = {
	name = "colossus_shatter_planet_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 5 looping = no
		start_event = { particle = "shatter_planet_laser_hit_effect" keep_particle = yes  }

		event = { trigger_once = yes sound = { soundeffect = "planet_killer_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "planet_killer_hit_layer_2" } }

		event = { trigger_once = yes sound = { soundeffect = "distance_planet_killer_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_planet_killer_hit_layer_2" } }

	}
	state = { name = "stop" state_time = 0.5 looping = no }
}


######## COLOSSUS GOD RAY #######

# WINDUP

entity = {
	name = "colossus_god_ray_windup_entity"

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no state_time = 0.1
		event = { trigger_once = yes sound = { soundeffect = "god_ray_windup_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "god_ray_windup_layer_2" } }

		event = { time = 0.0 particle = "god_ray_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

# MUZZLE FLASH

entity = {
	name = "colossus_god_ray_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "god_ray_laser_muzzle_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "god_ray_fire_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "god_ray_fire_layer_2" } }
		event = { trigger_once = yes sound = { soundeffect = "god_ray_fire_layer_3" } }

		event = { trigger_once = yes sound = { soundeffect = "distance_god_ray_fire_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_god_ray_fire_layer_2" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_god_ray_fire_layer_3" } }

		event = { trigger_once = yes sound = { soundeffect = "colossus_god_beam" stop_on_state_change = yes } }

	}
}

# HIT ENTITIES

entity = {
	name = "colossus_god_ray_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 5 looping = no
		start_event = { particle = "god_ray_laser_hit_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "god_ray_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "god_ray_hit_layer_2" } }


		event = { trigger_once = yes sound = { soundeffect = "distance_god_ray_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_god_ray_hit_layer_2" } }

	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

# MEGASTRUCTURE HIT ENTITIES

entity = {
	name = "colossus_god_ray_megastructure_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 5 looping = no
		start_event = { particle = "god_ray_laser_megastructure_hit_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "god_ray_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "god_ray_hit_layer_2" } }


		event = { trigger_once = yes sound = { soundeffect = "distance_god_ray_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_god_ray_hit_layer_2" } }

	}
	state = { name = "stop" state_time = 0.5 looping = no }
}



######## COLOSSUS SHIELD PLANET #######

# WINDUP

entity = {
	name = "colossus_shield_planet_windup_entity"

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no state_time = 0.1
		event = { trigger_once = yes sound = { soundeffect = "shieled_windup_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "shieled_windup_layer_2" } }

		event = { time = 0.0 particle = "shield_planet_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

# MUZZLE FLASH

entity = {
	name = "colossus_shield_planet_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "shield_planet_laser_muzzle_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "shieled_fire_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "shieled_fire_layer_2" } }
		event = { trigger_once = yes sound = { soundeffect = "shieled_fire_layer_3" } }

		event = { trigger_once = yes sound = { soundeffect = "distance_shieled_fire_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shieled_fire_layer_2" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shieled_fire_layer_3" } }

		event = { trigger_once = yes sound = { soundeffect = "colossus_shield_beam" stop_on_state_change = yes } }


	}
}

# HIT ENTITIES

entity = {
	name = "colossus_shield_planet_hit_entity"
	#pdxmesh = "shielded_planet_laser_hit_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5 looping = no
		start_event = { particle = "shield_planet_laser_hit_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "shieled_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "shieled_hit_layer_2" } }

		event = { trigger_once = yes sound = { soundeffect = "distance_shieled_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shieled_hit_layer_2" } }

	}
	state = { name = "stop" state_time = 0.5 looping = no }

	game_data = {
		uv_animation_speed   = -0.25
		uv_animation_direction  = { 0.0 1.0 }
	}
	#game_data = {
	#	bloom_factor = 1.2
	#	uv_animation_speed 		= 2
	#	uv_animation_direction 	= { 0.0 -0.02 }
	#}
}



######## COLOSSUS NEUTRON PLANET #######

# WINDUP

entity = {
	name = "colossus_neutron_planet_windup_entity"

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no state_time = 0.1
		event = { trigger_once = yes sound = { soundeffect = "neutron_windup_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "neutron_windup_layer_2" } }

		event = { time = 0.0 particle = "neutron_planet_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

# MUZZLE FLASH

entity = {
	name = "colossus_neutron_planet_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "neutron_planet_laser_muzzle_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "neutron_fire_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "neutron_fire_layer_2" } }
		event = { trigger_once = yes sound = { soundeffect = "neutron_fire_layer_3" } }

		event = { trigger_once = yes sound = { soundeffect = "distance_neutron_fire_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_neutron_fire_layer_2" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_neutron_fire_layer_3" } }

		event = { trigger_once = yes sound = { soundeffect = "colossus_neutron_beam" stop_on_state_change = yes } }
	}
}

# HIT ENTITIES

entity = {
	name = "colossus_neutron_planet_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 5 looping = no
		start_event = { particle = "neutron_planet_laser_hit_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "neutron_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "neutron_hit_layer_2" } }

		event = { trigger_once = yes sound = { soundeffect = "distance_neutron_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_neutron_hit_layer_2" } }

	}
	state = { name = "stop" state_time = 0.5 looping = no }
}



######## COLOSSUS ASSIMILATE NANOBOTS #######

# WINDUP

entity = {
	name = "colossus_assimilate_windup_entity"

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no state_time = 0.1
		event = { trigger_once = yes sound = { soundeffect = "assimilate_windup_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "assimilate_windup_layer_2" } }

		event = { time = 0.0 particle = "assimilate_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

# MUZZLE FLASH

entity = {
	name = "colossus_assimilate_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "assimilate_laser_muzzle_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "assimilate_fire_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "assimilate_fire_layer_2" } }
		event = { trigger_once = yes sound = { soundeffect = "assimilate_fire_layer_3" } }

		event = { trigger_once = yes sound = { soundeffect = "distance_assimilate_fire_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_assimilate_fire_layer_2" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_assimilate_fire_layer_3" } }

		event = { trigger_once = yes sound = { soundeffect = "colossus_assimilate_beam" stop_on_state_change = yes } }

	}
}

# HIT ENTITIES

entity = {
	name = "colossus_assimilate_hit_entity"
	pdxmesh = "assimilate_hit_effect_mesh"

	default_state = "idle"
	state = { name = "idle" looping = yes animation = "idle"
		start_event = { particle = "assimilate_laser_hit_effect" keep_particle = yes trigger_once = yes }
		start_event = { node = "effect_1" particle = "assimilate_nano_effect" keep_particle = yes trigger_once = yes }
		start_event = { node = "effect_2" particle = "assimilate_nano_effect" keep_particle = yes trigger_once = yes }
		start_event = { node = "effect_3" particle = "assimilate_nano_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "assimilate_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "assimilate_hit_layer_2" } }

		event = { trigger_once = yes sound = { soundeffect = "distance_assimilate_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_assimilate_hit_layer_2" } }

	}
	state = { name = "stop" animation = "idle" state_time = 0.5 looping = no }

	#scale = 0.9
}

# MEGASTRUCTURE HIT ENTITIES

entity = {
	name = "colossus_assimilate_megastructure_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 5 looping = no
		start_event = { particle = "assimilate_laser_megastructure_hit_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "assimilate_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "assimilate_hit_layer_2" } }

		event = { trigger_once = yes sound = { soundeffect = "distance_assimilate_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_assimilate_hit_layer_2" } }

	}
	state = { name = "stop" state_time = 0.5 looping = no }

	#scale = 0.9
}

animation = {
	name = "assimilate_hit_effect_idle_animation"
	file = "assimilate_hit_effect_idle.anim"
}

######## STAR DESTROYER #######

entity = {
	name = "star_eater_muzzle_windup_entity"
	locator = { name = "part1" position = { 0 0 0 } }
	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = yes
		event = { time = 0 node = "part1" particle = "star_eater_muzzle_windup_effect" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_muzzle_hum_low" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_muzzle_hum_high" } }


	}
}

entity = {
	name = "star_eater_hit_entity"
	pdxmesh = "system_plane_collision_mesh"

	locator = { name = "part1" position = { 0 0 0 } }

	default_state = "explode"
	state = { name = "explode" state_time = 5 looping = no
		event = { time = 0.1 node = "part1" particle = "star_explosion_1_05_effect"  keep_particle = yes trigger_once = yes }
	}

	scale = 15
}

entity = {
	name = "star_eater_chargeup_entity"
	locator = { name = "part1" position = { 0 0 0 } }
	default_state = "explode"
	state = { name = "explode" state_time = 5 looping = yes

		event = { time = 0.0 	node = "part1" particle = "star_eater_muzzle_chargeup_effect"  keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "sfx_star_eater_weapon_windup_starting" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_weapon_windup_low_pulse" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_star_eater_weapon_windup_distortion" } }

	}

	scale = 1
}


######## Deluge #######

# WINDUP

entity = {
	name = "deluge_windup_entity"

	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no state_time = 0.1
		event = { trigger_once = yes sound = { soundeffect = "aqu_wep_colossus_windup" } }

		event = { time = 0.0 particle = "deluge_planet_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

# MUZZLE FLASH

entity = {
	name = "deluge_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "deluge_planet_laser_muzzle_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "aqu_wep_colossus_muzzle" } }

	}
}


# HIT Planet

entity = {
	name = "deluge_planet_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 5 looping = no
		start_event = { particle = "deluge_neutron_planet_laser_hit_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "aqu_wep_colossus_planet_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

# HIT Megastrucutre

entity = {
	name = "deluge_megastructure_hit_entity"
	#pdxmesh = "shielded_planet_laser_hit_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5 looping = no
		start_event = { particle = "deluge_planet_laser_hit_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "aqu_wep_colossus_megastructure_hit" } }

	}
	state = { name = "stop" state_time = 0.5 looping = no }

	game_data = {
		uv_animation_speed   = -0.25
		uv_animation_direction  = { 0.0 1.0 }
	}
	#game_data = {
	#	bloom_factor = 1.2
	#	uv_animation_speed 		= 2
	#	uv_animation_direction 	= { 0.0 -0.02 }
	#}
}

###### toxifier

entity = {
	name = "toxifier_planet_windup_entity"
	locator = { name = "root" position = { 0 0 0 } }
	scale = 1
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 2
		event = { time = 0 node = "root" particle = "toxic_god_planet_windup_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "toxic_god_wep_windup" } }
	}
	}

entity = {
	name = "toxifier_planet_hit_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 5 looping = no
		event = { time = 1 particle = "toxoid_god_planet_hit_effect" keep_particle = yes  }

		event = { trigger_once = yes sound = { soundeffect = "toxic_god_wep_planet_hit" } }

		event = { trigger_once = yes sound = { soundeffect = "distance_planet_killer_hit_layer_1" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_planet_killer_hit_layer_2" } }

	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "toxifier_planet_muzzle_entity"
	cull_radius = 1.0

		locator = { name = "part1" position = { 0 -2 0 } }

	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 node = "part1" particle = "toxoid_god_planet_muzzle_effect" keep_particle = yes trigger_once = yes }

		event = { trigger_once = yes sound = { soundeffect = "toxic_god_wep_muzzle" } }


	}
}

######## Infernal Colossus #######

# WINDUP

entity = {
	name = "infernal_colossus_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no state_time = 0.1
		event = { trigger_once = yes sound = { soundeffect = "aqu_wep_colossus_windup" } }
		
		event = { time = 0.0 particle = "infernal_colossus_planet_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

# MUZZLE FLASH

entity = {
	name = "infernal_colossus_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "infernal_colossus_planet_laser_muzzle_effect" keep_particle = yes trigger_once = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "aqu_wep_colossus_muzzle" } }
	}
}


# HIT Planet

entity = {
	name = "infernal_colossus_planet_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	locator = { name = "root" position = { 0 0 5 } rotation {0 -90 0}}
	state = { name = "idle" state_time = 5 looping = no
		start_event = { particle = "infernal_colossus_planet_laser_hit_effect" keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "aqu_wep_colossus_planet_hit" } }
	}	
	state = { name = "stop" state_time = 0.5 looping = no }
}

# HIT Megastrucutre

entity = {
	name = "infernal_colossus_megastructure_hit_entity"
	
	default_state = "idle"
	state = { name = "idle" state_time = 5 looping = no
		start_event = { particle = "infernal_colossus_megastructure_laser_hit_effect" keep_particle = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "aqu_wep_colossus_megastructure_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
	
	game_data = {
		uv_animation_speed   = -0.25
		uv_animation_direction  = { 0.0 1.0 }
	}
}