entity = {
	name = "invisible_turret_entity"
	pdxmesh = "locator_mesh"
	
	state = { name = "idle" }
	state = { name = "attack" looping = no next_state = "idle" }
	scale = 1.0

	locator = {
		name = "turret_muzzle_01"
	}	
	locator = { name = loc1 position = { 0 0 -0 } }
	locator = { name = loc2 position = { 0 0 -2 } }
	locator = { name = loc3 position = { 0 0 -4 } }
	locator = { name = loc4 position = { 0 0 -6 } }
	locator = { name = loc5 position = { 0 0 -8 } }
	locator = { name = loc6 position = { 0 0 -10 } }
}


#######
# ARC EMITTER
#######

# WINDUP

entity = {
	name = "arc_emitter_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 = "arc_emitter_small_windup" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_8 particle = "arc_emitter_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_7 particle = "arc_emitter_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_6 particle = "arc_emitter_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_5 particle = "arc_emitter_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_4 particle = "arc_emitter_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_3 particle = "arc_emitter_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_2 particle = "arc_emitter_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_1 particle = "arc_emitter_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "arc_emitter_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}
entity = {
	name = "arc_emitter_purple_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 = "arc_emitter_small_windup" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_8 particle = "arc_emitter_purple_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_6 particle = "arc_emitter_purple_windup_effect" }
		event = { time = 1.5 use_parent_nodes = yes node = xl_windup_4 particle = "arc_emitter_purple_windup_effect" }
		event = { time = 2.4 use_parent_nodes = yes node = xl_windup_2 particle = "arc_emitter_purple_windup_effect" }
		
	}
}

entity = {
	name = "arc_emitter_turret_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 = "arc_emitter_small_windup" } }
	
		event = { time = 0.0 use_parent_nodes = yes node = turret_muzzle_01 particle = "arc_emitter_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "humanoid_01_arc_emitter_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 = "arc_emitter_small_windup" } }
	
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "arc_emitter_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "arthropoid_01_arc_emitter_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 = "arc_emitter_small_windup" } }
	
		event = { time = 0.0 use_parent_nodes = yes node = turret_muzzle_01 particle = "arc_emitter_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "molluscoid_01_arc_emitter_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.2
		event = { trigger_once = yes sound = { soundeffect = "arc_emitter_small_windup" } }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_1 particle = "arc_emitter_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_2 particle = "arc_emitter_windup_effect" }
		#event = { time = 0.4 use_parent_nodes = yes node = xl_windup_2 particle = "arc_emitter_windup_effect" }
		#event = { time = 0.6 use_parent_nodes = yes node = xl_windup_1 particle = "arc_emitter_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "arc_emitter_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "focused_arc_emitter_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 = "arc_emitter_windup" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_8 particle = "focused_arc_emitter_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_7 particle = "focused_arc_emitter_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_6 particle = "focused_arc_emitter_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_5 particle = "focused_arc_emitter_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_4 particle = "focused_arc_emitter_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_3 particle = "focused_arc_emitter_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_2 particle = "focused_arc_emitter_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_1 particle = "focused_arc_emitter_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "focused_arc_emitter_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "focused_arc_emitter_turret_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 = "arc_emitter_windup" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = turret_muzzle_01 particle = "focused_arc_emitter_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "humanoid_01_focused_arc_emitter_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 = "arc_emitter_windup" } }
	
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "focused_arc_emitter_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "arthropoid_01_focused_arc_emitter_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 = "arc_emitter_windup" } }
	
		event = { time = 0.0 use_parent_nodes = yes node = turret_muzzle_01 particle = "focused_arc_emitter_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "molluscoid_01_focused_arc_emitter_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.2
		event = { trigger_once = yes sound = { soundeffect = "arc_emitter_windup" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_1 particle = "focused_arc_emitter_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_2 particle = "focused_arc_emitter_windup_effect" }
		#event = { time = 0.4 use_parent_nodes = yes node = xl_windup_2 particle = "focused_arc_emitter_windup_effect" }
		#event = { time = 0.6 use_parent_nodes = yes node = xl_windup_1 particle = "focused_arc_emitter_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "focused_arc_emitter_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

# MUZZLE FLASHES

entity = {
	name = "arc_emitter_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 3 looping = no
		event = { time = 0 particle = "arc_emitter_muzzle_particle" keep_particle = yes sound = { soundeffect = arc_emitter_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_arc_emitter_fire" } }
	}
}
entity = {
	name = "arc_emitter_purple_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 3 looping = no
		event = { time = 0 particle = "arc_emitter_purple_muzzle_particle" keep_particle = yes sound = { soundeffect = arc_emitter_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_arc_emitter_fire" } }
	}
}

entity = {
	name = "focused_arc_emitter_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 3 looping = no
		event = { time = 0 particle = "focused_arc_emitter_muzzle_particle" keep_particle = yes sound = { soundeffect = xl_arc_emitter_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_xl_arc_emitter_fire" } }
	}
}

# HIT ENTITIES

entity = {
	name = "arc_emitter_hit_entity"
	cull_radius = 1.0
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "arc_emitter_hit_effect" }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "focused_arc_emitter_hit_entity"
	cull_radius = 1.0
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "focused_arc_emitter_hit_effect" }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "arc_emitter_shield_hit_entity"
	cull_radius = 1.0
	default_state = "idle"
	state = { name = "idle" 
		#event = { time = 0.0 particle = arc_emitter_hit_effect }
		start_event = { particle = projectile_large_shield_hit_effect sound = { soundeffect = shield_hit } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "focused_arc_emitter_shield_hit_entity"
	cull_radius = 1.0
	default_state = "idle"
	state = { name = "idle" 
		#event = { time = 0.0 particle = arc_emitter_hit_effect }
		start_event = { particle = "projectile_large_shield_hit_effect" sound = { soundeffect = shield_hit } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}


#######
# ENERGY LANCE
#######

# WINDUP

entity = {
	name = "particle_lance_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_8 particle = "particle_lance_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_7 particle = "particle_lance_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_6 particle = "particle_lance_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_5 particle = "particle_lance_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_4 particle = "particle_lance_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_3 particle = "particle_lance_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_2 particle = "particle_lance_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_1 particle = "particle_lance_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "particle_lance_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "particle_lance_turret_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		
		event = { time = 0.0 use_parent_nodes = yes node = turret_muzzle_01 particle = "particle_lance_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "humanoid_01_particle_lance_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
	
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "particle_lance_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "arthropoid_01_particle_lance_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
	
		event = { time = 0.0 use_parent_nodes = yes node = turret_muzzle_01 particle = "particle_lance_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "molluscoid_01_particle_lance_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.2
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_1 particle = "particle_lance_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_2 particle = "particle_lance_windup_effect" }
		#event = { time = 0.4 use_parent_nodes = yes node = xl_windup_2 particle = "particle_lance_windup_effect" }
		#event = { time = 0.6 use_parent_nodes = yes node = xl_windup_1 particle = "particle_lance_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "particle_lance_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "tachyon_lance_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 = "tachyon_lance_windup" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_8 particle = "tachyon_lance_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_7 particle = "tachyon_lance_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_6 particle = "tachyon_lance_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_5 particle = "tachyon_lance_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_4 particle = "tachyon_lance_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_3 particle = "tachyon_lance_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_2 particle = "tachyon_lance_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_1 particle = "tachyon_lance_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "tachyon_lance_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "tachyon_lance_turret_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 = "tachyon_lance_windup" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = turret_muzzle_01 particle = "tachyon_lance_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "humanoid_01_tachyon_lance_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 = "tachyon_lance_windup" } }
	
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "tachyon_lance_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "arthropoid_01_tachyon_lance_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 = "tachyon_lance_windup" } }
	
		event = { time = 0.0 use_parent_nodes = yes node = turret_muzzle_01 particle = "tachyon_lance_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "molluscoid_01_tachyon_lance_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.2
		event = { trigger_once = yes sound = { soundeffect = "tachyon_lance_windup" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_1 particle = "tachyon_lance_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_2 particle = "tachyon_lance_windup_effect" }
		#event = { time = 0.4 use_parent_nodes = yes node = xl_windup_2 particle = "tachyon_lance_windup_effect" }
		#event = { time = 0.6 use_parent_nodes = yes node = xl_windup_1 particle = "tachyon_lance_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "tachyon_lance_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

# MUZZLE FLASHES

entity = {
	name = "particle_lance_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 0.8 looping = no
		event = { time = 0 particle = "particle_lance_muzzle_particle" keep_particle = yes sound = { soundeffect = energy_lance_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_energy_lance_fire" } }
	}
}

entity = {
	name = "tachyon_lance_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 0.8 looping = no
		event = { time = 0 particle = "tachyon_lance_muzzle_particle" keep_particle = yes sound = { soundeffect = tachyon_lance_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_tachyon_lance_fire" } }
	}
}

# HIT ENTITIES

entity = {
	name = "particle_lance_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "particle_lance_hit_effect" keep_particle = yes sound = { soundeffect = energy_lance_hit } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_energy_lance_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "tachyon_lance_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "tachyon_lance_hit_effect" keep_particle = yes sound = { soundeffect = tachyon_lance_hit } }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_tachyon_lance_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

# SHIELD HIT ENTITIES

entity = {
	name = "particle_lance_shield_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "particle_lance_hit_effect" sound = { soundeffect = shield_hit } }
		start_event = { particle = "projectile_large_shield_hit_effect" }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "tachyon_lance_shield_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "tachyon_lance_hit_effect" sound = { soundeffect = shield_hit } }
		start_event = { particle = "projectile_large_shield_hit_effect" }
		start_event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}



######
# MASS ACCELERATOR
######


# WINDUP

entity = {
	name = "kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_8 particle = "kinetic_artillery_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_7 particle = "kinetic_artillery_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_6 particle = "kinetic_artillery_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_5 particle = "kinetic_artillery_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_4 particle = "kinetic_artillery_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_3 particle = "kinetic_artillery_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_2 particle = "kinetic_artillery_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_1 particle = "kinetic_artillery_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "humanoid_01_kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "avian_01_kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "reptilian_01_kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "arthropoid_01_kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		
		event = { time = 0.0 use_parent_nodes = yes node = turret_muzzle_01 particle = "kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "molluscoid_01_kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.4
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_6 particle = "kinetic_artillery_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_5 particle = "kinetic_artillery_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_4 particle = "kinetic_artillery_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_3 particle = "kinetic_artillery_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "adv_kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_8 particle = "adv_kinetic_artillery_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_7 particle = "adv_kinetic_artillery_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_6 particle = "adv_kinetic_artillery_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = xl_windup_5 particle = "adv_kinetic_artillery_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_4 particle = "adv_kinetic_artillery_windup_effect" }
		event = { time = 0.4 use_parent_nodes = yes node = xl_windup_3 particle = "adv_kinetic_artillery_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_2 particle = "adv_kinetic_artillery_windup_effect" }
		event = { time = 0.6 use_parent_nodes = yes node = xl_windup_1 particle = "adv_kinetic_artillery_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "adv_kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "humanoid_01_adv_kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "adv_kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "avian_01_adv_kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "adv_kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "reptilian_01_adv_kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "adv_kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "arthropoid_01_adv_kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8
		
		event = { time = 0.0 use_parent_nodes = yes node = turret_muzzle_01 particle = "adv_kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "molluscoid_01_adv_kinetic_artillery_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.4
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_6 particle = "adv_kinetic_artillery_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_5 particle = "adv_kinetic_artillery_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_4 particle = "adv_kinetic_artillery_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = xl_windup_3 particle = "adv_kinetic_artillery_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "adv_kinetic_artillery_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

# MUZZLE FLASH

entity = {
	name = "kinetic_artillery_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "kinetic_artillery_muzzle_particle" keep_particle = yes sound = { soundeffect = kinectic_artillery_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_kinectic_artillery_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 = adv_kinectic_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_adv_kinectic_fire" } }
	}
}

entity = {
	name = "living_metal_kinetic_artillery_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "living_metal_kinetic_artillery_muzzle_effect" keep_particle = yes sound = { soundeffect = adv_kinectic_fire } }
		event = { trigger_once = yes sound = { soundeffect = "distance_adv_kinectic_fire" } }
	}
}

# PROJECTILE

entity = {
	name = "kinetic_artillery_entity"
	pdxmesh = "kinetic_artillery_tracer_round_mesh"
	
	default_state = idle
	state = { name = "idle"
		#event = { time = 0 particle = "kinetic_artillery_idle_particle" keep_particle = yes }
	}
	
	scale = 2
}

entity = {
	name = "adv_kinetic_artillery_entity"
	pdxmesh = "adv_kinetic_artillery_tracer_round_mesh"
	
	default_state = idle
	state = { name = "idle"
		#event = { time = 0 particle = "kinetic_artillery_idle_particle" keep_particle = yes }
	}
	
	scale = 2
}

entity = {
	name = "living_metal_kinetic_artillery_entity"
	
	default_state = idle
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "living_metal_kinetic_artillery_idle_effect" keep_particle = yes }
	}
	
	scale = 2.5
}

# HIT EFFECT

entity = {
	name = "kinetic_artillery_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5.0 looping = no
		event = { time = 0.0 particle = "kinetic_artillery_hit_effect" sound = { soundeffect = kinectic_artillery_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_kinectic_artillery_hit" } }
	}
	default_state = "explode_med_hp"
	scale = 2
}

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 = adv_kinectic_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_adv_kinectic_hit" } }
	}
	default_state = "explode_med_hp"
	scale = 2
}

entity = {
	name = "living_metal_kinetic_artillery_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5.0 looping = no
		event = { time = 0.0 particle = "living_metal_kinetic_artillery_hit_effect" sound = { soundeffect = adv_kinectic_hit } }
		event = { trigger_once = yes sound = { soundeffect = "distance_adv_kinectic_hit" } }
	}
	default_state = "explode_med_hp"
	scale = 2
}

entity = {
	name = "kinetic_artillery_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "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"
	scale = 2
}

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"
	scale = 2
}

entity = {
	name = "living_metal_kinetic_artillery_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "living_metal_kinetic_artillery_hit_effect" }
		event = { time = 0.0 particle = "projectile_large_shield_hit_effect" }
		event = { trigger_once = yes sound = { soundeffect = "distance_shield_hit" } } 
	}
	default_state = "explode_med_hp"
	scale = 2
}



###########
# TITAN LASER
###########

entity = {
	name = "titan_laser_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no next_state = "attack_2" state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_02" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = titan_windup_14 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = titan_windup_13 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_12 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_11 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_10 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_9 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = titan_windup_8 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = titan_windup_7 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = titan_windup_6 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = titan_windup_5 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = titan_windup_4 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = titan_windup_3 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = titan_windup_2 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = titan_windup_1 particle = "titan_laser_windup_effect" keep_particle = yes }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "titan_laser_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "attack_2" looping = no next_state = "attack_3" state_time = 0.6
		#event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_pulse" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.06 use_parent_nodes = yes node = titan_windup_14 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.06 use_parent_nodes = yes node = titan_windup_13 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_12 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_11 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.18 use_parent_nodes = yes node = titan_windup_10 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.18 use_parent_nodes = yes node = titan_windup_9 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_8 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_7 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_6 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_5 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.36 use_parent_nodes = yes node = titan_windup_4 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.36 use_parent_nodes = yes node = titan_windup_3 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.42 use_parent_nodes = yes node = titan_windup_2 particle = "titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.42 use_parent_nodes = yes node = titan_windup_1 particle = "titan_laser_windup_effect" keep_particle = yes }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "titan_laser_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "attack_3" looping = yes state_time = 0.4
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "titan_laser_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "titan_laser_windup_effect" }
		event = { time = 0.04 use_parent_nodes = yes node = titan_windup_14 particle = "titan_laser_windup_effect" }
		event = { time = 0.04 use_parent_nodes = yes node = titan_windup_13 particle = "titan_laser_windup_effect" }
		event = { time = 0.08 use_parent_nodes = yes node = titan_windup_12 particle = "titan_laser_windup_effect" }
		event = { time = 0.08 use_parent_nodes = yes node = titan_windup_11 particle = "titan_laser_windup_effect" }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_10 particle = "titan_laser_windup_effect" }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_9 particle = "titan_laser_windup_effect" }
		event = { time = 0.16 use_parent_nodes = yes node = titan_windup_8 particle = "titan_laser_windup_effect" }
		event = { time = 0.16 use_parent_nodes = yes node = titan_windup_7 particle = "titan_laser_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_6 particle = "titan_laser_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_5 particle = "titan_laser_windup_effect" }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_4 particle = "titan_laser_windup_effect" }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_3 particle = "titan_laser_windup_effect" }
		event = { time = 0.28 use_parent_nodes = yes node = titan_windup_2 particle = "titan_laser_windup_effect" }
		event = { time = 0.28 use_parent_nodes = yes node = titan_windup_1 particle = "titan_laser_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "titan_laser_muzzle_windup_effect" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "fe02_titan_laser_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no next_state = "attack_2" state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_02" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = titan_windup_14 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = titan_windup_13 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_12 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_11 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_10 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_9 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = titan_windup_8 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = titan_windup_7 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = titan_windup_6 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = titan_windup_5 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = titan_windup_4 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = titan_windup_3 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = titan_windup_2 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = titan_windup_1 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fe02_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "attack_2" looping = no next_state = "attack_3" state_time = 0.6
		#event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_pulse" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.06 use_parent_nodes = yes node = titan_windup_14 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.06 use_parent_nodes = yes node = titan_windup_13 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_12 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_11 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.18 use_parent_nodes = yes node = titan_windup_10 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.18 use_parent_nodes = yes node = titan_windup_9 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_8 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_7 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_6 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_5 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.36 use_parent_nodes = yes node = titan_windup_4 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.36 use_parent_nodes = yes node = titan_windup_3 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.42 use_parent_nodes = yes node = titan_windup_2 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.42 use_parent_nodes = yes node = titan_windup_1 particle = "fe02_titan_laser_windup_effect" keep_particle = yes }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fe02_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "attack_3" looping = yes state_time = 0.4
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.04 use_parent_nodes = yes node = titan_windup_14 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.04 use_parent_nodes = yes node = titan_windup_13 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.08 use_parent_nodes = yes node = titan_windup_12 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.08 use_parent_nodes = yes node = titan_windup_11 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_10 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_9 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.16 use_parent_nodes = yes node = titan_windup_8 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.16 use_parent_nodes = yes node = titan_windup_7 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_6 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_5 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_4 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_3 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.28 use_parent_nodes = yes node = titan_windup_2 particle = "fe02_titan_laser_windup_effect" }
		event = { time = 0.28 use_parent_nodes = yes node = titan_windup_1 particle = "fe02_titan_laser_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fe02_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "fe03_titan_laser_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no next_state = "attack_2" state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_02" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = titan_windup_14 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = titan_windup_13 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_12 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_11 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_10 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_9 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = titan_windup_8 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = titan_windup_7 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = titan_windup_6 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = titan_windup_5 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = titan_windup_4 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = titan_windup_3 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = titan_windup_2 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = titan_windup_1 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fe03_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "attack_2" looping = no next_state = "attack_3" state_time = 0.6
		#event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_pulse" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.06 use_parent_nodes = yes node = titan_windup_14 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.06 use_parent_nodes = yes node = titan_windup_13 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_12 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_11 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.18 use_parent_nodes = yes node = titan_windup_10 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.18 use_parent_nodes = yes node = titan_windup_9 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_8 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_7 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_6 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_5 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.36 use_parent_nodes = yes node = titan_windup_4 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.36 use_parent_nodes = yes node = titan_windup_3 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.42 use_parent_nodes = yes node = titan_windup_2 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.42 use_parent_nodes = yes node = titan_windup_1 particle = "fe03_titan_laser_windup_effect" keep_particle = yes }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fe03_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "attack_3" looping = yes state_time = 0.4
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.04 use_parent_nodes = yes node = titan_windup_14 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.04 use_parent_nodes = yes node = titan_windup_13 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.08 use_parent_nodes = yes node = titan_windup_12 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.08 use_parent_nodes = yes node = titan_windup_11 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_10 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_9 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.16 use_parent_nodes = yes node = titan_windup_8 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.16 use_parent_nodes = yes node = titan_windup_7 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_6 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_5 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_4 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_3 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.28 use_parent_nodes = yes node = titan_windup_2 particle = "fe03_titan_laser_windup_effect" }
		event = { time = 0.28 use_parent_nodes = yes node = titan_windup_1 particle = "fe03_titan_laser_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fe03_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "fe04_titan_laser_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no next_state = "attack_2" state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_02" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = titan_windup_14 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = titan_windup_13 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_12 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_11 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_10 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_9 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = titan_windup_8 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = titan_windup_7 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = titan_windup_6 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = titan_windup_5 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = titan_windup_4 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = titan_windup_3 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = titan_windup_2 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = titan_windup_1 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fe04_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "attack_2" looping = no next_state = "attack_3" state_time = 0.6
		#event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_pulse" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.06 use_parent_nodes = yes node = titan_windup_14 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.06 use_parent_nodes = yes node = titan_windup_13 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_12 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_11 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.18 use_parent_nodes = yes node = titan_windup_10 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.18 use_parent_nodes = yes node = titan_windup_9 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_8 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_7 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_6 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_5 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.36 use_parent_nodes = yes node = titan_windup_4 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.36 use_parent_nodes = yes node = titan_windup_3 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.42 use_parent_nodes = yes node = titan_windup_2 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.42 use_parent_nodes = yes node = titan_windup_1 particle = "fe04_titan_laser_windup_effect" keep_particle = yes }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fe04_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "attack_3" looping = yes state_time = 0.4
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.04 use_parent_nodes = yes node = titan_windup_14 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.04 use_parent_nodes = yes node = titan_windup_13 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.08 use_parent_nodes = yes node = titan_windup_12 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.08 use_parent_nodes = yes node = titan_windup_11 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_10 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_9 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.16 use_parent_nodes = yes node = titan_windup_8 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.16 use_parent_nodes = yes node = titan_windup_7 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_6 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_5 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_4 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_3 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.28 use_parent_nodes = yes node = titan_windup_2 particle = "fe04_titan_laser_windup_effect" }
		event = { time = 0.28 use_parent_nodes = yes node = titan_windup_1 particle = "fe04_titan_laser_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fe04_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "fme01_titan_laser_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = no next_state = "attack_2" state_time = 0.8
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_02" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = titan_windup_14 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.1 use_parent_nodes = yes node = titan_windup_13 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_12 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_11 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_10 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_9 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = titan_windup_8 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.4 use_parent_nodes = yes node = titan_windup_7 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = titan_windup_6 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.5 use_parent_nodes = yes node = titan_windup_5 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = titan_windup_4 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.6 use_parent_nodes = yes node = titan_windup_3 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = titan_windup_2 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.7 use_parent_nodes = yes node = titan_windup_1 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fme01_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "attack_2" looping = no next_state = "attack_3" state_time = 0.6
		#event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_pulse" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.06 use_parent_nodes = yes node = titan_windup_14 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.06 use_parent_nodes = yes node = titan_windup_13 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_12 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_11 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.18 use_parent_nodes = yes node = titan_windup_10 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.18 use_parent_nodes = yes node = titan_windup_9 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_8 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_7 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_6 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.3 use_parent_nodes = yes node = titan_windup_5 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.36 use_parent_nodes = yes node = titan_windup_4 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.36 use_parent_nodes = yes node = titan_windup_3 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.42 use_parent_nodes = yes node = titan_windup_2 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		event = { time = 0.42 use_parent_nodes = yes node = titan_windup_1 particle = "fme01_titan_laser_windup_effect" keep_particle = yes }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fme01_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
	state = {
		name = "attack_3" looping = yes state_time = 0.4
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_windup_01" } }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_16 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.0 use_parent_nodes = yes node = titan_windup_15 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.04 use_parent_nodes = yes node = titan_windup_14 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.04 use_parent_nodes = yes node = titan_windup_13 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.08 use_parent_nodes = yes node = titan_windup_12 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.08 use_parent_nodes = yes node = titan_windup_11 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_10 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.12 use_parent_nodes = yes node = titan_windup_9 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.16 use_parent_nodes = yes node = titan_windup_8 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.16 use_parent_nodes = yes node = titan_windup_7 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_6 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.2 use_parent_nodes = yes node = titan_windup_5 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_4 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.24 use_parent_nodes = yes node = titan_windup_3 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.28 use_parent_nodes = yes node = titan_windup_2 particle = "fme01_titan_laser_windup_effect" }
		event = { time = 0.28 use_parent_nodes = yes node = titan_windup_1 particle = "fme01_titan_laser_windup_effect" }
		
		event = { time = 0.0 use_parent_nodes = yes node = titan_gun_01 particle = "fme01_titan_laser_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
}

# MUZZLE FLASH

entity = {
	name = "titan_laser_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "titan_laser_muzzle_particle" keep_particle = yes }
		
		event = { trigger_once = yes  sound = { soundeffect = titan_laser_fire_01 } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_01" } }
		
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_fire_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_02" } }
		
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_fire_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_03" } }
	}
}

entity = {
	name = "fe02_titan_laser_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "fe02_titan_laser_muzzle_particle" keep_particle = yes }
		
		event = { trigger_once = yes  sound = { soundeffect = titan_laser_fire_01 } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_01" } }
		
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_fire_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_02" } }
		
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_fire_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_03" } }
	}
}

entity = {
	name = "fe03_titan_laser_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "fe03_titan_laser_muzzle_particle" keep_particle = yes }
		
		event = { trigger_once = yes  sound = { soundeffect = titan_laser_fire_01 } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_01" } }
		
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_fire_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_02" } }
		
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_fire_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_03" } }
	}
}

entity = {
	name = "fe04_titan_laser_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "fe04_titan_laser_muzzle_particle" keep_particle = yes }
		
		event = { trigger_once = yes  sound = { soundeffect = titan_laser_fire_01 } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_01" } }
		
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_fire_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_02" } }
		
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_fire_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_03" } }
	}
}

entity = {
	name = "fme01_titan_laser_muzzle_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "fme01_titan_laser_muzzle_particle" keep_particle = yes }
		
		event = { trigger_once = yes  sound = { soundeffect = titan_laser_fire_01 } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_01" } }
		
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_fire_02" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_02" } }
		
		event = { trigger_once = yes sound = { soundeffect = "titan_laser_fire_03" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_titan_laser_fire_03" } }
	}
}

# HIT ENTITIES

entity = {
	name = "titan_laser_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "titan_laser_hit_effect" keep_particle = yes sound = { soundeffect = titan_laser_hit } }
		#start_event = { trigger_once = yes sound = { soundeffect = "distance_tachyon_lance_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "fe02_titan_laser_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "fe02_titan_laser_hit_effect" keep_particle = yes sound = { soundeffect = titan_laser_hit } }
		#start_event = { trigger_once = yes sound = { soundeffect = "distance_tachyon_lance_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "fe03_titan_laser_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "fe03_titan_laser_hit_effect" keep_particle = yes sound = { soundeffect = titan_laser_hit } }
		#start_event = { trigger_once = yes sound = { soundeffect = "distance_tachyon_lance_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "fe04_titan_laser_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "fe04_titan_laser_hit_effect" keep_particle = yes sound = { soundeffect = titan_laser_hit } }
		#start_event = { trigger_once = yes sound = { soundeffect = "distance_tachyon_lance_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "fme01_titan_laser_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		start_event = { particle = "fme01_titan_laser_hit_effect" keep_particle = yes sound = { soundeffect = titan_laser_hit } }
		#start_event = { trigger_once = yes sound = { soundeffect = "distance_tachyon_lance_hit" } }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

# SHIELD HIT ENTITIES

entity = {
	name = "titan_laser_shield_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "titan_laser_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 = "fe02_titan_laser_shield_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "fe02_titan_laser_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 = "fe03_titan_laser_shield_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "fe03_titan_laser_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 = "fe04_titan_laser_shield_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "fe04_titan_laser_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 = "fme01_titan_laser_shield_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "fme01_titan_laser_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 }
}
