#################
# SPIKESPORES
#################

# MUZZLE FLASHES

entity = {
	name = "spikespores_muzzle_flash_entity"
	cull_radius = 0.01
	
	default_state = "idle"
	state = { name = "idle" state_time = 7 looping = no
		event = { time = 0 particle = "missile_medium_muzzle_flash_particle" keep_particle = yes }
		
	}
}

# SWARMER MISSILES
entity = {
	name = "spikespores_entity"
	pdxmesh = "spikespore_mesh"
	
	default_state = "idle"
	state = { name = "idle"		animation = "start"		looping = no	next_state = "loop"
		event = { time = 0 node = missile_01 particle = "spikespore_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_02 particle = "spikespore_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_03 particle = "spikespore_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_04 particle = "spikespore_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_05 particle = "spikespore_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_06 particle = "spikespore_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_07 particle = "spikespore_idle_particle" keep_particle = yes }
		event = { time = 0 node = missile_08 particle = "spikespore_idle_particle" keep_particle = yes }
	}
	
	state = { name = "loop"		animation = "fly" 
		event = { time = 0 node = missile_01 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_02 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_03 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_04 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_05 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_06 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_07 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = missile_08 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
	}
	
	state = { name = "stop" animation = "miss" 
		looping = no
		time_offset = { 0 1 }
		animation_blend_time = 1
		start_event = { time = 0 node = missile_01 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_02 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_03 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_04 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_05 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_06 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_07 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { time = 0 node = missile_08 particle = "spikespore_idle_particle" keep_particle = yes trigger_once = yes }
	}
	
	scale = 0.8
	
	
	attach = { missile_01 = "arthropoid_01_missle_entity" }
	attach = { missile_02 = "arthropoid_01_missle_entity" }
	attach = { missile_03 = "arthropoid_01_missle_entity" }
	attach = { missile_04 = "arthropoid_01_missle_entity" }
	attach = { missile_05 = "arthropoid_01_missle_entity" }
	attach = { missile_06 = "arthropoid_01_missle_entity" }
	attach = { missile_07 = "arthropoid_01_missle_entity" }
	attach = { missile_08 = "arthropoid_01_missle_entity" }
}

# HIT EFFECTS

entity = {
	name = "spikespores_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no	}
	default_state = "explode_med_hp"
}

# SHIELD HIT

entity = {
	name = "spikespores_shield_hit_entity"
	cull_radius = 1.0
	
	state = { name = "explode_med_hp" state_time = 0.8 looping = no
		event = { time = 0.0 particle = "missile_medium_hit_effect" }
		event = { time = 0.0 particle = "missile_medium_shield_hit_effect" }
	}
	default_state = "explode_med_hp"
}

#################
# BITE
#################

# MAIN

entity = {
	name = "voidworm_bite_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.8 }
}

entity = {
	name = "voidworm_bite_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no }
}

entity = {
	name = "voidworm_bite_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		event = {
		}
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}
entity = {
	name = "voidworm_bite_shield_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "titan_laser_shield_hit_effect" }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}
