######
# PROJECTILE PD
######


# MUZZLE FLASH

entity = {
	name = "proj_pd_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "proj_pd_muzzle_particle" keep_particle = yes }
	}
}

# PROJECTILE

entity = {
	name = "proj_pd_entity"
	pdxmesh = "locator_mesh"
	
	default_state = idle
	state = { name = "idle"
		event = { time = 0 particle = "proj_pd_idle_particle" keep_particle = yes }
		#event = { time = 0 particle = "proj_pd_muzzle_tracers_particle" keep_particle = yes }
	}
}

# HIT EFFECT

entity = {
	name = "proj_pd_hit_entity"
	pdxmesh = "locator_mesh"
	
	state = { name = "explode_med_hp" state_time = 5.0 looping = no
		event = { time = 0.0 particle = "proj_pd_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"
}


######
# LASER PD
######

# MUZZLE FLASH

entity = {
	name = "pd_red_laser_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 0.1 looping = no
		event = { time = 0 particle = "pd_red_laser_muzzle_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "point_defense_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_point_defense_fire" } }	
	}
}

entity = {
	name = "pd_blue_laser_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 0.1 looping = no
		event = { time = 0 particle = "pd_blue_laser_muzzle_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "point_defense_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_point_defense_fire" } }
	}
}

entity = {
	name = "pd_white_laser_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 0.1 looping = no
		event = { time = 0 particle = "pd_white_laser_muzzle_particle" keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = "point_defense_fire" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_point_defense_fire" } }
	}
}

# HIT ENTITIES

entity = {
	name = "pd_red_laser_hit_entity"
	cull_radius = 50.0
	default_state = "idle"
	state = { name = "idle" 
		event = { time = 0.0 particle = "pd_red_laser_hit_effect" }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "pd_blue_laser_hit_entity"
	cull_radius = 50.0
	default_state = "idle"
	state = { name = "idle" 
		event = { time = 0.0 particle = "pd_blue_laser_hit_effect" }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "pd_white_laser_hit_entity"
	cull_radius = 50.0
	default_state = "idle"
	state = { name = "idle" 
		event = { time = 0.0 particle = "pd_white_laser_hit_effect" }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}