######
# MASS DRIVER
######

# MUZZLE FLASH

entity = {
	name = "mass_driver_small_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "mass_driver_small_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } } 
	}
}

entity = {
	name = "mass_driver_medium_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "mass_driver_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } }
	}
}

entity = {
	name = "mass_driver_large_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "mass_driver_large_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } }
	}
}

# PROJECTILE

entity = {
	name = "mass_driver_tracer_round_small_entity"
	pdxmesh = "mass_driver_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 1.0
}

entity = {
	name = "mass_driver_tracer_round_medium_entity"
	pdxmesh = "mass_driver_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 1.5
}

entity = {
	name = "mass_driver_tracer_round_large_entity"
	pdxmesh = "mass_driver_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 2
}

# HIT EFFECT

entity = {
	name = "mass_driver_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "mass_driver_small_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } } 
	}
	#state = { name = "explode_med_hp" state_time = 5 looping = no
	#	event = { time = 0.0 particle = "projectile_small_shield_hit_effect" }
	#}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "mass_driver_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "mass_driver_medium_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } } 
	}
	#state = { name = "explode_med_hp" state_time = 5 looping = no
	#	event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" }
	#}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "mass_driver_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "mass_driver_large_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } } 
	}
	#state = { name = "explode_med_hp" state_time = 5 looping = no
	#	event = { time = 0.0 particle = "projectile_large_shield_hit_effect" }
	#}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

# SHIELD HIT

entity = {
	name = "mass_driver_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "mass_driver_small_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_small_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "mass_driver_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "mass_driver_medium_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "mass_driver_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "mass_driver_large_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

######
# COILGUN
######

# MUZZLE FLASH

entity = {
	name = "coilgun_small_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "coilgun_small_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } } 
	}
}

entity = {
	name = "coilgun_medium_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "coilgun_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } }
	}
}

entity = {
	name = "coilgun_large_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "coilgun_large_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } }
	}
}

# PROJECTILE

entity = {
	name = "coilgun_tracer_round_small_entity"
	pdxmesh = "coilgun_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 1.0
}

entity = {
	name = "coilgun_tracer_round_medium_entity"
	pdxmesh = "coilgun_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 1.5
}

entity = {
	name = "coilgun_tracer_round_large_entity"
	pdxmesh = "coilgun_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 2
}

# HIT EFFECT

entity = {
	name = "coilgun_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "coilgun_small_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } }
	}
	#state = { name = "explode_med_hp" state_time = 5 looping = no
	#	event = { time = 0.0 particle = "projectile_small_shield_hit_effect" }
	#}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "coilgun_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "coilgun_medium_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } }
	}
	#state = { name = "explode_med_hp" state_time = 5 looping = no
	#	event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" }
	#}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "coilgun_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "coilgun_large_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } }
	}
	#state = { name = "explode_med_hp" state_time = 5 looping = no
	#	event = { time = 0.0 particle = "projectile_large_shield_hit_effect" }
	#}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "coilgun_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "coilgun_small_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_small_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "coilgun_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "coilgun_medium_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "coilgun_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "coilgun_large_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" }
		event = { sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

######
# RAILGUNS
######

# MUZZLE FLASH

entity = {
	name = "railgun_small_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "railgun_small_muzzle_particle" keep_particle = yes sound = { soundeffect = railgun_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_railgun_fire" } }
	}
}

entity = {
	name = "railgun_medium_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "railgun_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = railgun_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_railgun_fire" } }
	}
}

entity = {
	name = "railgun_large_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "railgun_large_muzzle_particle" keep_particle = yes sound = { soundeffect = railgun_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_railgun_fire" } }
	}
}

# PROJECTILE

entity = {
	name = "railgun_tracer_round_small_entity"
	pdxmesh = "railgun_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 1
}

entity = {
	name = "railgun_tracer_round_medium_entity"
	pdxmesh = "railgun_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 1.5
}

entity = {
	name = "railgun_tracer_round_large_entity"
	pdxmesh = "railgun_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 2
}

# HIT EFFECT

entity = {
	name = "railgun_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "railgun_small_hit_effect" sound = { soundeffect = railgun_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_railgun_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "railgun_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "railgun_medium_hit_effect" sound = { soundeffect = railgun_hit } }
		event = { sound = { soundeffect = "distance_railgun_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "railgun_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "railgun_large_hit_effect" sound = { soundeffect = railgun_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_railgun_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "railgun_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "railgun_small_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_small_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "railgun_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "railgun_medium_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "railgun_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "railgun_large_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

######
# GAUSS CANNONS
######

# MUZZLE FLASH

entity = {
	name = "gauss_cannon_small_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "gauss_cannon_small_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } }
	}
}

entity = {
	name = "gauss_cannon_medium_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "gauss_cannon_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } }
	}
}

entity = {
	name = "gauss_cannon_large_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "gauss_cannon_large_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } }
	}
}

# PROJECTILE

entity = {
	name = "gauss_cannon_tracer_round_small_entity"
	pdxmesh = "gauss_cannon_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 1.2
}

entity = {
	name = "gauss_cannon_tracer_round_medium_entity"
	pdxmesh = "gauss_cannon_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 1.5
}

entity = {
	name = "gauss_cannon_tracer_round_large_entity"
	pdxmesh = "gauss_cannon_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 2
}

# HIT EFFECT

entity = {
	name = "gauss_cannon_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "gauss_cannon_small_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "gauss_cannon_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "gauss_cannon_medium_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "gauss_cannon_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "gauss_cannon_large_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
		
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "gauss_cannon_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "gauss_cannon_small_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_small_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "gauss_cannon_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "gauss_cannon_medium_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "gauss_cannon_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "gauss_cannon_large_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

######
# ADVANCED RAILGUNS
######

# MUZZLE FLASH

entity = {
	name = "advanced_railgun_small_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "advanced_railgun_small_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } }
	}
}

entity = {
	name = "advanced_railgun_medium_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "advanced_railgun_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } }
	}
}

entity = {
	name = "advanced_railgun_large_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "advanced_railgun_large_muzzle_particle" keep_particle = yes sound = { soundeffect = mass_driver_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_fire" } }
	}
}

# PROJECTILE

entity = {
	name = "advanced_railgun_tracer_round_small_entity"
	pdxmesh = "advanced_railgun_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 1.2
}

entity = {
	name = "advanced_railgun_tracer_round_medium_entity"
	pdxmesh = "advanced_railgun_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 1.5
}

entity = {
	name = "advanced_railgun_tracer_round_large_entity"
	pdxmesh = "advanced_railgun_tracer_round_mesh"
	
	default_state = "idle"
	state = { name = "idle" }
	
	scale = 2
}

# HIT EFFECT

entity = {
	name = "advanced_railgun_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "advanced_railgun_small_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "advanced_railgun_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "advanced_railgun_medium_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "advanced_railgun_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "advanced_railgun_large_hit_effect" sound = { soundeffect = mass_driver_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_mass_driver_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "advanced_railgun_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "advanced_railgun_small_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_small_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "advanced_railgun_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "advanced_railgun_medium_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "advanced_railgun_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "advanced_railgun_large_hit_effect" sound = { soundeffect = shield_hit } }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}



######
# PLASMA thrower
######


# MUZZLE FLASH

entity = {
	name = "plasma_thrower_small_muzzle_flash_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "plasma_thrower_small_muzzle_particle" keep_particle = yes sound = { soundeffect = plasma_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_fire" } }
	}
}

entity = {
	name = "plasma_thrower_medium_muzzle_flash_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "plasma_thrower_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = plasma_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_fire" } }
	}
}
entity = {
	name = "plasma_thrower_large_muzzle_flash_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "plasma_thrower_large_muzzle_particle" keep_particle = yes sound = { soundeffect = plasma_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_fire" } }
	}
}

# PROJECTILE

entity = {
	name = "plasma_thrower_small_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "small_plasma_thrower_idle_particle" keep_particle = yes }
		event = { time = 0 particle = "small_plasma_thrower_idle_drops_particle" keep_particle = yes }
	}
}

entity = {
	name = "plasma_thrower_medium_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "medium_plasma_thrower_idle_particle" keep_particle = yes }
		event = { time = 0 particle = "medium_plasma_thrower_idle_drops_particle" keep_particle = yes }
	}
}

entity = {
	name = "plasma_thrower_large_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "large_plasma_thrower_idle_particle" keep_particle = yes }
		event = { time = 0 particle = "large_plasma_thrower_idle_drops_particle" keep_particle = yes }
	}
}

# HIT EFFECT

entity = {
	name = "plasma_thrower_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "plasma_thrower_small_hit_effect" sound = { soundeffect = plasma_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_thrower_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "plasma_thrower_medium_hit_effect" sound = { soundeffect = plasma_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_thrower_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "plasma_thrower_large_hit_effect" sound = { soundeffect = plasma_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_thrower_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "plasma_thrower_small_hit_effect"  }
		event = { time = 0.0 particle = "projectile_small_shield_hit_effect" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_thrower_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "plasma_thrower_medium_hit_effect" }
		event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_thrower_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "plasma_thrower_large_hit_effect" }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

######
# PLASMA ACCELERATOR
######


# MUZZLE FLASH

entity = {
	name = "plasma_accelerator_small_muzzle_flash_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "plasma_accelerator_small_muzzle_particle" keep_particle = yes sound = { soundeffect = plasma_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_fire" } }
	}
}

entity = {
	name = "plasma_accelerator_medium_muzzle_flash_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "plasma_accelerator_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = plasma_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_fire" } }
	}
}
entity = {
	name = "plasma_accelerator_large_muzzle_flash_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "plasma_accelerator_large_muzzle_particle" keep_particle = yes sound = { soundeffect = plasma_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_fire" } }
	}
}

# PROJECTILE

entity = {
	name = "plasma_accelerator_small_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "small_plasma_accelerator_idle_particle" keep_particle = yes }
		event = { time = 0 particle = "small_plasma_accelerator_idle_drops_particle" keep_particle = yes }
	}
}

entity = {
	name = "plasma_accelerator_medium_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "medium_plasma_accelerator_idle_particle" keep_particle = yes }
		event = { time = 0 particle = "medium_plasma_accelerator_idle_drops_particle" keep_particle = yes }
	}
}

entity = {
	name = "plasma_accelerator_large_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "large_plasma_accelerator_idle_particle" keep_particle = yes }
		event = { time = 0 particle = "large_plasma_accelerator_idle_drops_particle" keep_particle = yes }
	}
}

# HIT EFFECT

entity = {
	name = "plasma_accelerator_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "plasma_accelerator_small_hit_effect" sound = { soundeffect = plasma_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_accelerator_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "plasma_accelerator_medium_hit_effect" sound = { soundeffect = plasma_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_accelerator_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "plasma_accelerator_large_hit_effect" sound = { soundeffect = plasma_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_accelerator_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "plasma_accelerator_small_hit_effect"  }
		event = { time = 0.0 particle = "projectile_small_shield_hit_effect" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_accelerator_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "plasma_accelerator_medium_hit_effect" }
		event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_accelerator_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "plasma_accelerator_large_hit_effect" }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

######
# PLASMA CANNON
######


# MUZZLE FLASH

entity = {
	name = "plasma_cannon_small_muzzle_flash_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "plasma_cannon_small_muzzle_particle" keep_particle = yes sound = { soundeffect = plasma_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_fire" } }
	}
}

entity = {
	name = "plasma_cannon_medium_muzzle_flash_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "plasma_cannon_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = plasma_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_fire" } }
	}
}
entity = {
	name = "plasma_cannon_large_muzzle_flash_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "plasma_cannon_large_muzzle_particle" keep_particle = yes sound = { soundeffect = plasma_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_fire" } }
	}
}

# PROJECTILE

entity = {
	name = "plasma_cannon_small_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "small_plasma_cannon_idle_particle" keep_particle = yes }
		event = { time = 0 particle = "small_plasma_cannon_idle_drops_particle" keep_particle = yes }
	}
}

entity = {
	name = "plasma_cannon_medium_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "medium_plasma_cannon_idle_particle" keep_particle = yes }
		event = { time = 0 particle = "medium_plasma_cannon_idle_drops_particle" keep_particle = yes }
	}
}

entity = {
	name = "plasma_cannon_large_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "large_plasma_cannon_idle_particle" keep_particle = yes }
		event = { time = 0 particle = "large_plasma_cannon_idle_drops_particle" keep_particle = yes }
	}
}

# HIT EFFECT

entity = {
	name = "plasma_cannon_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "plasma_cannon_small_hit_effect" sound = { soundeffect = plasma_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_cannon_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "plasma_cannon_medium_hit_effect" sound = { soundeffect = plasma_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_cannon_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "plasma_cannon_large_hit_effect" sound = { soundeffect = plasma_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_plasma_hit" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_cannon_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "plasma_cannon_small_hit_effect"  }
		event = { time = 0.0 particle = "projectile_small_shield_hit_effect" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_cannon_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "plasma_cannon_medium_hit_effect" }
		event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "plasma_cannon_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "plasma_cannon_large_hit_effect" }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}






######
# FLAK BATTERY
######


# MUZZLE FLASH

entity = {
	name = "flak_battery_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "flak_battery_muzzle_particle" keep_particle = yes sound = { soundeffect = flak_weapon_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_flak_weapon_fire" } }
	}
}

#entity = {
#	name = "adv_kinetic_artillery_muzzle_entity"
#	cull_radius = 1.0
#	
#	default_state = "idle"
#	state = { name = "idle" state_time = 7 looping = no
#		event = { time = 0 particle = "adv_kinetic_artillery_muzzle_particle" keep_particle = yes sound = { soundeffect = kinectic_artillery_fire } }
#		event = { trigger_once = yes sound = { soundeffect = "distance_kinectic_artillery_fire" } }
#	}
#}

# PROJECTILE

entity = {
	name = "flak_battery_projectile_entity"
	pdxmesh = "mass_driver_tracer_round_mesh"
	
	default_state = idle
	state = { name = "idle"
		#event = { time = 0 particle = "kinetic_artillery_idle_particle" keep_particle = yes }
	}
	
	scale = 1
}

#entity = {
#	name = "adv_kinetic_artillery_entity"
#	pdxmesh = "mass_driver_tracer_round_mesh"
#	
#	default_state = idle
#	state = { name = "idle"
#		event = { time = 0 particle = "kinetic_artillery_idle_particle" keep_particle = yes }
#	}
#	
#	scale = 1
#}

# HIT EFFECT

entity = {
	name = "flak_battery_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5.0 looping = no
		event = { time = 0.0 particle = "flak_battery_hit_effect" sound = { soundeffect = kinectic_artillery_hit } }
	}
	default_state = "explode_med_hp"
}

#entity = {
#	name = "adv_kinetic_artillery_hit_entity"
#	cull_radius = 1.0
#	
#	state = { name = "explode_med_hp" state_time = 5.0 looping = no
#		event = { time = 0.0 particle = "adv_kinetic_artillery_hit_effect" sound = { soundeffect = kinectic_artillery_hit } }
#		event = { trigger_once = yes sound = { soundeffect = "distance_kinectic_artillery_hit" } }
#	}
#	default_state = "explode_med_hp"
#}

entity = {
	name = "flak_battery_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		#event = { time = 0.0 particle = "flak_battery_hit_effect" }
		event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

#entity = {
#	name = "adv_kinetic_artillery_shield_hit_entity"
#	cull_radius = 1.0
#	
#	state = { name = "explode_med_hp" state_time = 5 looping = no
#		#event = { time = 0.0 particle = "adv_kinetic_artillery_hit_effect" }
#		event = { time = 0.0 particle = "projectile_medium_shield_hit_effect" }
#		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
#	}
#	default_state = "explode_med_hp"
#}






######
# AUTOCANNONS
######


# MUZZLE FLASH

entity = {
	name = "auto_cannons_small_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "auto_cannons_small_muzzle_particle" keep_particle = yes sound = { soundeffect = auto_cannon_fire_small} }
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_fire_small" } }
	}
}

entity = {
	name = "auto_cannons_medium_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "auto_cannons_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = auto_cannon_fire_medium} }
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_fire_medium" } }
	}
}

entity = {
	name = "auto_cannons_large_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "auto_cannons_large_muzzle_particle" keep_particle = yes sound = { soundeffect = auto_cannon_fire_large} }
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_fire_large" } }
	}
}

# HIT EFFECT

entity = {
	name = "auto_cannons_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "auto_cannons_small_hit_effect" sound = { soundeffect = auto_cannon_hit_small } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "auto_cannons_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "auto_cannons_medium_hit_effect" sound = { soundeffect = auto_cannon_hit_medium } }
		event = { sound = { soundeffect = "distance_auto_cannon_hit_medium" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "auto_cannons_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "auto_cannons_large_hit_effect" sound = { soundeffect = auto_cannon_hit_large } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_large" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "auto_cannons_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "auto_cannons_small_hit_effect" sound = { soundeffect = auto_cannon_hit_small } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "auto_cannons_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "auto_cannons_medium_hit_effect" sound = { soundeffect = auto_cannon_hit_medium } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_medium" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "auto_cannons_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "auto_cannons_large_hit_effect" sound = { soundeffect = auto_cannon_hit_large } }
		event = { sound = { soundeffect = "distance_auto_cannon_hit_large" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

######
# RIPPER AUTOCANNON
######


# MUZZLE FLASH

entity = {
	name = "ripper_auto_cannons_small_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "ripper_auto_cannons_small_muzzle_particle" keep_particle = yes sound = { soundeffect = auto_cannon_fire_small} }
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_fire_small" } }
	}
}

entity = {
	name = "ripper_auto_cannons_medium_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "ripper_auto_cannons_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = auto_cannon_fire_medium} }
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_fire_medium" } }
	}
}

entity = {
	name = "ripper_auto_cannons_large_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "ripper_auto_cannons_large_muzzle_particle" keep_particle = yes sound = { soundeffect = auto_cannon_fire_large} }
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_fire_large" } }
	}
}

# HIT EFFECT

entity = {
	name = "ripper_auto_cannons_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "ripper_auto_cannons_small_hit_effect" sound = { soundeffect = auto_cannon_hit_small } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "ripper_auto_cannons_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "ripper_auto_cannons_medium_hit_effect" sound = { soundeffect = auto_cannon_hit_medium } }
		event = { sound = { soundeffect = "distance_auto_cannon_hit_medium" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "ripper_auto_cannons_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "ripper_auto_cannons_large_hit_effect" sound = { soundeffect = auto_cannon_hit_large } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_large" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "ripper_auto_cannons_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "ripper_auto_cannons_small_hit_effect" sound = { soundeffect = auto_cannon_hit_small } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "ripper_auto_cannons_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "ripper_auto_cannons_medium_hit_effect" sound = { soundeffect = auto_cannon_hit_medium } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_medium" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "ripper_auto_cannons_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "ripper_auto_cannons_large_hit_effect" sound = { soundeffect = auto_cannon_hit_large } }
		event = { sound = { soundeffect = "distance_auto_cannon_hit_large" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

######
# STORMFIRE AUTOCANNON
######


# MUZZLE FLASH

entity = {
	name = "stormfire_auto_cannons_small_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "stormfire_auto_cannons_small_muzzle_particle" keep_particle = yes sound = { soundeffect = auto_cannon_fire_small} }
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_fire_small" } }
	}
}

entity = {
	name = "stormfire_auto_cannons_medium_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "stormfire_auto_cannons_medium_muzzle_particle" keep_particle = yes sound = { soundeffect = auto_cannon_fire_medium} }
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_fire_medium" } }
	}
}

entity = {
	name = "stormfire_auto_cannons_large_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "stormfire_auto_cannons_large_muzzle_particle" keep_particle = yes sound = { soundeffect = auto_cannon_fire_large} }
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_fire_large" } }
	}
}

# HIT EFFECT

entity = {
	name = "stormfire_auto_cannons_small_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "stormfire_auto_cannons_small_hit_effect" sound = { soundeffect = auto_cannon_hit_small } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "stormfire_auto_cannons_medium_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "stormfire_auto_cannons_medium_hit_effect" sound = { soundeffect = auto_cannon_hit_medium } }
		event = { sound = { soundeffect = "distance_auto_cannon_hit_medium" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "stormfire_auto_cannons_large_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "stormfire_auto_cannons_large_hit_effect" sound = { soundeffect = auto_cannon_hit_large } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_large" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "stormfire_auto_cannons_small_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "stormfire_auto_cannons_small_hit_effect" sound = { soundeffect = auto_cannon_hit_small } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { trigger_once = yes sound = { soundeffect = "distance_auto_cannon_hit_small" } }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "stormfire_auto_cannons_medium_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "stormfire_auto_cannons_medium_hit_effect" sound = { soundeffect = auto_cannon_hit_medium } }
		
		event = { sound = { soundeffect = "distance_auto_cannon_hit_medium" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "stormfire_auto_cannons_large_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 1.5 looping = no
		event = { time = 0.0 particle = "stormfire_auto_cannons_large_hit_effect" sound = { soundeffect = auto_cannon_hit_large } }
		event = { sound = { soundeffect = "distance_auto_cannon_hit_large" } }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

######
# CRYSTAL SHIP PROJECTILES
######

# MUZZLE FLASHES

entity = {
	name = "crystal_projectile_muzzle_flash_entity"
	cull_radius = 1
	
	default_state = "idle" 
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "crystal_muzzle_flash_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "crystal_projectile_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_projectile_fire" } }
	}
	scale = 1.0
}

entity = {
	name = "green_crystal_projectile_muzzle_flash_entity"
	cull_radius = 1
	
	default_state = "idle" 
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "green_crystal_muzzle_flash_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "crystal_projectile_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_projectile_fire" } }
	}
	scale = 1.0
}

entity = {
	name = "yellow_crystal_projectile_muzzle_flash_entity"
	cull_radius = 1
	
	default_state = "idle" 
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "yellow_crystal_muzzle_flash_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "crystal_projectile_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_projectile_fire" } }
	}
	scale = 1.0
}

entity = {
	name = "red_crystal_projectile_muzzle_flash_entity"
	cull_radius = 1
	
	default_state = "idle" 
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "red_crystal_muzzle_flash_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "crystal_projectile_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_projectile_fire" } }
	}
	scale = 1.0
}

# PROJECTILES

entity = {
	name = "crystal_projectile_entity"
	pdxmesh = "crystal_projectile_mesh"
	
	default_state = "idle" 
	state = { name = "idle"
		event = { time = 0 particle = "crystal_projectile_exhaust_effect" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
	}
	scale = 1.0
}

entity = {
	name = "green_crystal_projectile_entity"
	pdxmesh = "green_crystal_projectile_mesh"
	
	default_state = "idle" 
	state = { name = "idle"
		event = { time = 0 particle = "green_crystal_projectile_exhaust_effect" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
	}
	scale = 1.0
}

entity = {
	name = "yellow_crystal_projectile_entity"
	pdxmesh = "yellow_crystal_projectile_mesh"
	
	default_state = "idle" 
	state = { name = "idle"
		event = { time = 0 particle = "yellow_crystal_projectile_exhaust_effect" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
	}
	scale = 1.0
}

entity = {
	name = "red_crystal_projectile_entity"
	pdxmesh = "red_crystal_projectile_mesh"
	
	default_state = "idle" 
	state = { name = "idle"
		event = { time = 0 particle = "red_crystal_projectile_exhaust_effect" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
	}
	scale = 1.0
}

# HIT EFFECTS

entity = {
	name = "crystal_hit_entity"
	cull_radius = 1
	default_state = "explode_med_hp"
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0 particle = "crystal_hit_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "crystal_projectile_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_projectile_hit" } }
	}
	scale = 1.0
}

entity = {
	name = "green_crystal_hit_entity"
	cull_radius = 1
	default_state = "explode_med_hp"
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0 particle = "green_crystal_hit_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "crystal_projectile_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_projectile_hit" } }
	}
	scale = 1.0
}

entity = {
	name = "yellow_crystal_hit_entity"
	cull_radius = 1
	default_state = "explode_med_hp"
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0 particle = "yellow_crystal_hit_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "crystal_projectile_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_projectile_hit" } }
	}
	scale = 1.0
}

entity = {
	name = "red_crystal_hit_entity"
	cull_radius = 1
	default_state = "explode_med_hp"
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0 particle = "red_crystal_hit_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = "crystal_projectile_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_crystal_projectile_hit" } }
	}
	scale = 1.0
}

# SHIELD HIT EFFECTS

entity = {
	name = "crystal_shield_hit_entity"
	cull_radius = 1
	default_state = "explode_med_hp"
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0 particle = "crystal_hit_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = shield_hit } }
		event = { time = 0 particle = "projectile_medium_shield_hit_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	scale = 1.0
}

entity = {
	name = "green_crystal_shield_hit_entity"
	cull_radius = 1
	default_state = "explode_med_hp"
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0 particle = "green_crystal_hit_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = shield_hit } }
		event = { time = 0 particle = "projectile_medium_shield_hit_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	scale = 1.0
}

entity = {
	name = "yellow_crystal_shield_hit_entity"
	cull_radius = 1
	default_state = "explode_med_hp"
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0 particle = "yellow_crystal_hit_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = shield_hit } }
		event = { time = 0 particle = "projectile_medium_shield_hit_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	scale = 1.0
}

entity = {
	name = "red_crystal_shield_hit_entity"
	cull_radius = 1
	default_state = "explode_med_hp"
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0 particle = "red_crystal_hit_particle" trigger_once = yes keep_particle = yes sound = { soundeffect = shield_hit } }
		event = { time = 0 particle = "projectile_medium_shield_hit_effect" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	scale = 1.0
}


######
# ENERGY TORPEDOES
######


# MUZZLE FLASH

entity = {
	name = "proton_torpedoes_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "proton_torpedoes_muzzle_particle" keep_particle = yes sound = { soundeffect = energy_torpedo_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_energy_torpedo_fire" } } 
	}
}

entity = {
	name = "neutron_torpedoes_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "neutron_torpedoes_muzzle_particle" keep_particle = yes sound = { soundeffect = energy_torpedo_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_energy_torpedo_fire" } } 
	}
}

# PROJECTILE

entity = {
	name = "proton_torpedoes_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "proton_torpedoes_idle_particle" keep_particle = yes }
		#event = { time = 0 particle = "proton_torpedoes_idle_trail_particle" keep_particle = yes }
	}
}

entity = {
	name = "neutron_torpedoes_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "neutron_torpedoes_idle_particle" keep_particle = yes }
		#event = { time = 0 particle = "proton_torpedoes_idle_trail_particle" keep_particle = yes }
	}
}

entity = {
	name = "psionic_torpedoes_entity"
	cull_radius = 1.0
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "psionic_torpedoes_idle_particle" keep_particle = yes }
	}
}

# HIT EFFECT

entity = {
	name = "proton_torpedoes_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "proton_torpedoes_hit_effect" sound = { soundeffect = energy_torpedo_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_energy_torpedo_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "neutron_torpedoes_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "neutron_torpedoes_hit_effect" sound = { soundeffect = energy_torpedo_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_energy_torpedo_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "proton_torpedoes_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "proton_torpedoes_hit_effect" }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "neutron_torpedoes_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "neutron_torpedoes_hit_effect" }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

######
# SCOURGE PROJECTILE
######


# MUZZLE FLASH

entity = {
	name = "scourge_projectile_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "scourge_projectile_muzzle_effect" keep_particle = yes sound = { soundeffect = "space_amoeba_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_space_amoeba_fire" } } 
	}
}

# PROJECTILE

entity = {
	name = "scourge_projectile_entity"
	pdxmesh = "space_amoeba_projectile_mesh"
	
	default_state = "attack"
	state = { name = "attack" animation = "attack"
		event = { time = 0 node = "effect_point" particle = "scourge_projectile_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "stop" animation = "stop"
		looping = no
		state_time = 2.0
	}
	
	scale = 2
}

entity = {
	name = "small_scourge_projectile_entity"
	pdxmesh = "space_amoeba_projectile_mesh"
	
	default_state = "attack"
	state = { name = "attack" animation = "attack"
		event = { time = 0 node = "effect_point" particle = "small_scourge_projectile_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "stop" animation = "stop"
		looping = no
		state_time = 2.0
	}
	
	scale = 2
}

# HIT EFFECT

entity = {
	name = "scourge_projectile_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "scourge_projectile_hit_effect" sound = { soundeffect = "space_amoeba_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_space_amoeba_hit" } } 
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "scourge_projectile_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "scourge_projectile_hit_effect" }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "small_scourge_projectile_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "small_scourge_projectile_hit_effect" sound = { soundeffect = "space_amoeba_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_space_amoeba_hit" } } 
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "small_scourge_projectile_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "small_scourge_projectile_hit_effect" }
		event = { time = 0.0 particle = "projectile_small_shield_hit_effect" }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

######
# SPACE AMOEBA WEAPON
######


# MUZZLE FLASH

entity = {
	name = "space_amoeba_weapon_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "space_amoeba_weapon_muzzle_effect" keep_particle = yes sound = { soundeffect = "space_amoeba_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_space_amoeba_fire" } } 
	}
}

# PROJECTILE

entity = {
	name = "space_amoeba_weapon_projectile_entity"
	pdxmesh = "space_amoeba_projectile_mesh"
	
	default_state = "attack"
	state = { name = "attack" animation = "attack"
		event = { time = 0 node = "effect_point" particle = "space_amoeba_weapon_projectile_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "stop" animation = "stop"
		looping = no
		state_time = 2.0
	}
	
	scale = 2
}

entity = {
	name = "small_space_amoeba_weapon_projectile_entity"
	pdxmesh = "space_amoeba_projectile_mesh"
	
	default_state = "attack"
	state = { name = "attack" animation = "attack"
		event = { time = 0 node = "effect_point" particle = "small_space_amoeba_weapon_projectile_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "stop" animation = "stop"
		looping = no
		state_time = 2.0
	}
}

# HIT EFFECT

entity = {
	name = "space_amoeba_weapon_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "space_amoeba_weapon_hit_effect" sound = { soundeffect = "space_amoeba_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_space_amoeba_hit" } } 
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "space_amoeba_weapon_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "space_amoeba_weapon_hit_effect" }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" }
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" sound = { soundeffect = shield_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "small_space_amoeba_weapon_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "small_space_amoeba_weapon_hit_effect" sound = { soundeffect = "space_amoeba_hit" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_space_amoeba_hit" } }  
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}

entity = {
	name = "small_space_amoeba_weapon_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "small_space_amoeba_weapon_hit_effect" }
		event = { time = 0.0 particle = "projectile_small_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	state = { name = "explode_med_shield" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "medium_hit_effect_shield" }
	}
	default_state = "explode_med_hp"
}
