entity = {
	name = "stellarite_ship_entity"
	#pdxmesh = "locator_mesh"
	
	locator = { name = "part1" }
	
	#default_state = "idle"
	#state = { name = "idle" state_time = 6 }
	#state = { name = "moving" state_time = 6 }
	#state = { name = "death" state_time = 3 looping = no }

  	#game_data = {	
	#  	raytrace_projectiles = no
  	#	dissolve_on_death = 3.0
	#	ship_color = hsv { 0.55 1.0 0.75 1.0 }    
	#}
	cull_radius = 10.0
}

entity = {
	name = "stellarite_entity"
	pdxmesh = "locator_mesh"
	cull_radius = 10.0
	
	locator = { name = "part1" }
	
	default_state = "idle"
	state = { name = "idle" state_time = 6 }
	state = { name = "moving" state_time = 6 }
	state = { name = "death" state_time = 3 looping = no }
    
  	game_data = {
		size = 30.0	
	  	raytrace_projectiles = no
  		dissolve_on_death = 3.0
		ship_color = hsv { 0.11 1.0 0.75 1.0 }    
	}
	
	scale = 3
}

entity = {
	name = "stellarite_ship_section_entity"
	pdxmesh = "stellarite_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_blend_time = 1 
		event = { time = 0 node = "body_locator" particle = "stellarite_body_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "core_location" particle = "stellarite_core_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "stellarites_idle_breath" stop_on_state_change = yes } }
		event = { trigger_once = yes sound = { soundeffect = "distance_stellarites_idle_breath" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "stellarites_idle_drone" } }
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 1 
		event = { time = 0 node = "body_locator" particle = "stellarite_body_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "core_location" particle = "stellarite_core_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "stellarites_idle_breath" stop_on_state_change = yes } }
		event = { trigger_once = yes sound = { soundeffect = "distance_stellarites_idle_breath" stop_on_state_change = yes } }
		
	}
	state = { name = "death" animation = "death" animation_blend_time = 1 looping = no
		event = { trigger_once = yes sound = { soundeffect = "stellarites_idle_death" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_stellarites_idle_death" } }
	}
	
	state = { name = "combat_moving" animation = "idle" animation_blend_time = 2 
		event = { time = 0 node = "body_locator" particle = "stellarite_body_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "core_location" particle = "stellarite_core_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "stellarites_idle_breath" stop_on_state_change = yes } }
		event = { trigger_once = yes sound = { soundeffect = "distance_stellarites_idle_breath" stop_on_state_change = yes } }
		
	}
	
	state = { name = "attack" animation = "attack" animation_blend_time = 0.45 looping = no 
		event = { time = 0 node = "body_locator" particle = "stellarite_body_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "core_location" particle = "stellarite_core_effect" keep_particle = yes trigger_once = yes }
		event = { trigger_once = yes sound = { soundeffect = "stellarites_idle_breath" stop_on_state_change = yes } }
		event = { trigger_once = yes sound = { soundeffect = "distance_stellarites_idle_breath" stop_on_state_change = yes } }
		start_event = { trigger_once = yes sound = { soundeffect = "stellarites_idle_drone" } }
	}
	
	scale = 0.5

	game_data = {
		uv_animation_speed 		= 10.0
		uv_animation_direction 	= { 0.0 0.02 }
		bloom_factor = 2
	}
}

############
# WEAPONS
############

entity = {
	name = "stellarite_titan_laser_windup_entity"
	
	default_state = "attack"
	get_state_from_parent = no
	state = {
		name = "attack" looping = yes state_time = 0.1
		event = { trigger_once = yes sound = { soundeffect = "stellarites_windup_beam" } }
	
		event = { time = 0.0 use_parent_nodes = yes node = xl_gun_01 particle = "stellarite_titan_muzzle_windup" trigger_once = yes keep_particle = yes }
	}
}

entity = {
	name = "stellarite_titan_laser_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 7.0 looping = no
		event = { time = 0 particle = "stellarite_titan_muzzle_particle" keep_particle = yes }
		
		event = { trigger_once = yes sound = { soundeffect = "stellarites_fire_beam" } }
		event = { trigger_once = yes sound = { soundeffect = "distance_stellarites_fire_beam" } }
		
	}
}

entity = {
	name = "stellarite_plasma_muzzle_entity"
	pdxmesh = "locator_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 3 looping = no
		event = { time = 0 particle = "stellarite_plasma_muzzle_particle" keep_particle = yes sound = { soundeffect = stellarite_attack_plasma } }
		event = { trigger_once = yes sound = { soundeffect = "distance_stellarite_attack_plasma" } }
	}
}

entity = {
	name = "stellarite_plasma_projectile_entity"
	cull_radius = 1.0
	
	default_state = "idle" 
	state = { name = "idle" 
		event = { time = 0 particle = "stellarite_plasma_projectile_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
	}
	scale = 1.0
}

entity = {
	name = "stellarite_missile_entity"
	cull_radius = 1.0
	
	default_state = "idle" 
	state = { name = "idle" 
		event = { time = 0 particle = "stellarite_missile_particle" keep_particle = yes }
	}
	state = { name = "stop"
		looping = no
		#state_time = 2.0
	}
	scale = 1.0
}

entity = {
	name = "stellarite_titan_laser_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" state_time = 2 looping = no
		event = { particle = "stellarite_titan_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 = "stellarite_plasma_hit_entity"
	cull_radius = 1.0
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "stellarite_plasma_hit_effect" }
	}
	state = { name = "stop" state_time = 0.5 looping = no }
}

entity = {
	name = "stellarite_titan_laser_shield_hit_entity"
	cull_radius = 1.0
	
	default_state = "idle"
	state = { name = "idle" 
		start_event = { particle = "stellarite_titan_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 = "stellarite_plasma_shield_hit_entity"
	cull_radius = 1.0
	default_state = "idle"
	state = { name = "idle" 
		event = { time = 0.0 particle = stellarite_plasma_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 }
}

animation = {
	name = "stellarite_idle_animation"
	file = "stellarite_idle.anim"
}

animation = {
	name = "stellarite_moving_animation"
	file = "stellarite_moving.anim"
}

animation = {
	name = "stellarite_death_animation"
	file = "stellarite_death.anim"
}

animation = {
	name = "stellarite_attack_animation"
	file = "stellarite_attack.anim"
}