#######################
# METEOROID SLINGER
#######################

# MUZZLE FLASH

entity = {
	name = "meteoroid_slinger_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "meteoroid_slinger_muzzle_particle" keep_particle = yes sound = { soundeffect = ga_cutholoids_attack } }
	}
}

entity = {
	name = "adv_meteoroid_slinger_muzzle_entity"
	cull_radius = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "adv_meteoroid_slinger_muzzle_particle" keep_particle = yes sound = { soundeffect = ga_cutholoids_attack } }
	}
}

# PROJECTILE

entity = {
	name = "meteoroid_slinger_entity"
	pdxmesh = "meteoroid_slinger_tracer_round_mesh"

	default_state = idle
	state = { name = "idle"
	}

	scale = 2
}

entity = {
	name = "adv_meteoroid_slinger_entity"
	pdxmesh = "meteoroid_slinger_tracer_round_mesh"

	default_state = idle
	state = { name = "idle"
	}

	scale = 2
}

# HIT EFFECT

entity = {
	name = "meteoroid_slinger_hit_entity"
	cull_radius = 1.0

	state = { name = "explode_med_hp" state_time = 5.0 looping = no	}
	default_state = "explode_med_hp"
	scale = 2
}

entity = {
	name = "adv_meteoroid_slinger_hit_entity"
	cull_radius = 1.0

	state = { name = "explode_med_hp" state_time = 5.0 looping = no	}
	default_state = "explode_med_hp"
	scale = 2
}

entity = {
	name = "meteoroid_slinger_shield_hit_entity"
	cull_radius = 1.0

	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "meteoroid_slinger_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_meteoroid_slinger_shield_hit_entity"
	cull_radius = 1.0

	state = { name = "explode_med_hp" state_time = 5 looping = no
		event = { time = 0.0 particle = "adv_meteoroid_slinger_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
}
