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# Biogenesis weapons
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# HIT ENTITIES
entity = {
	name = "biogenesis_01_confuser_laser_hit_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_confuser_impact_effect" keep_particle = yes sound = { soundeffect = wpn_confuser_laser_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_laser_fire" } }
	}
}

entity = {
	name = "biogenesis_01_fire_rate_laser_hit_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_fire_rate_impact_effect" keep_particle = yes sound = { soundeffect = wpn_fire_rate_laser_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_laser_fire" } }
	}
}

entity = {
	name = "biogenesis_01_anti_fire_rate_laser_hit_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_anti_fire_rate_impact_effect" keep_particle = yes sound = { soundeffect = wpn_anti_fire_rate_laser_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_laser_fire" } }
	}
}

entity = {
	name = "biogenesis_01_evasion_buff_hit_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_evasion_impact_effect" keep_particle = yes sound = { soundeffect = wpn_evasion_buff_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_laser_fire" } }
	}
}

entity = {
	name = "biogenesis_01_evasion_debuff_hit_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_anti_evasion_impact_effect" keep_particle = yes sound = { soundeffect = wpn_evasion_debuff_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_laser_fire" } }
	}
}

entity = {
	name = "biogenesis_01_healing_hit_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_healing_impact_effect" keep_particle = yes sound = { soundeffect = wpn_healing_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_laser_fire" } }
	}
}

entity = {
	name = "biogenesis_01_mandible_hit_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_mandible_impact_effect" keep_particle = yes sound = { soundeffect = wpn_mandible_hit } }
		
	}
}

# MUZZLE FLASHES

entity = {
	name = "biogenesis_01_confuser_laser_muzzle_entity"
	cull_radius = 1.0
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "biogenesis_01_confuser_muzzle_effect" sound = { soundeffect = wpn_confuser_laser_muzzle } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_laser_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "biogenesis_01_fire_rate_laser_muzzle_entity"
	cull_radius = 1.0
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "biogenesis_01_fire_rate_muzzle_effect" sound = { soundeffect = wpn_fire_rate_laser_muzzle } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_laser_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "biogenesis_01_anti_fire_rate_laser_muzzle_entity"
	cull_radius = 1.0
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "biogenesis_01_fire_rate_muzzle_effect" sound = { soundeffect = wpn_anti_fire_rate_laser_muzzle } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_laser_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "biogenesis_01_evasion_buff_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_evasion_muzzle_effect" keep_particle = yes sound = { soundeffect = wpn_evasion_buff_muzzle } }
		event = { trigger_once = yes sound = { soundeffect = "distance_laser_fire" } }
	}
}

entity = {
	name = "biogenesis_01_evasion_debuff_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_anti_evasion_muzzle_effect" keep_particle = yes sound = { soundeffect = wpn_evasion_debuff_muzzle } }
		event = { trigger_once = yes sound = { soundeffect = "distance_laser_fire" } }
	}
}

entity = {
	name = "biogenesis_01_healing_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_healing_muzzle_effect" keep_particle = yes sound = { soundeffect = wpn_healing_muzzle } }
		event = { trigger_once = yes sound = { soundeffect = "distance_laser_fire" } }
	}
}

# Projectiles

entity = {
	name = "biogenesis_01_evasion_buff_projectile_entity"
	pdxmesh = "mass_driver_tracer_round_mesh"
		locator = { name = "root"				position = { 0	0  0 } }

	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_evasion_projectile_effect" keep_particle = yes sound = { soundeffect = wpn_evasion_buff_projectile } }

	}
}

entity = {
	name = "biogenesis_01_evasion_debuff_projectile_entity"
	pdxmesh = "mass_driver_tracer_round_mesh"
	locator = { name = "root"				position = { 0	0  0 } }
	
	default_state = "idle"
	state = { name = "idle" state_time = 1 looping = no
		event = { time = 0 particle = "biogenesis_01_anti_evasion_projectile_effect" keep_particle = yes sound = { soundeffect = wpn_evasion_debuff_projectile } }
		event = { trigger_once = yes sound = { soundeffect = "distance_laser_fire" } }
	}
}

entity = {
	name = "biogenesis_01_healing_projectile_entity"
	pdxmesh = "scavenger_bot_missile_mesh"
	scale = 0.5
	default_state = idle
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes time = 0 node = exhaust particle = "biogenesis_01_healing_projectile_effect" keep_particle = yes sound = { soundeffect = wpn_healing_projectile } }
	}
	
}


entity = {
	name = "biogenesis_01_mandible_projectile_entity"
	pdxmesh = "locator_mesh"
	scale = 1
	
}