
/* INDUSTRIAL ZONE - Game name "POWERSTATION" */


/* ------------- SETUP INFO ------------------*/

PLAY_TIME 4800

SKIP_MINI_GAMES

// Arena
LANDSCAPE powermesh.obe 0 0 0
	ACTOR_DONT_STATIC_LIGHT
	ACTOR_DONT_FOG

// Periphery
BACKGROUND power_periphery.obe 0 0 0
	ACTOR_DONT_LIGHT

// Mist
ADD_SLIDDING_TEXTURE_MODEL power_mist.obe 0 0 0		-0.002 -0.002  1
ADD_SLIDDING_TEXTURE_MODEL power_mist.obe 0 -20 0	-0.001 -0.001  1


// Turn players forward
PLAYER_ROT 5.5


RESPAWN_POINT -300 8000 -700
RESPAWN_POINT -100 8000 500
RESPAWN_POINT 700 8000 300
RESPAWN_POINT -500 8000 100


GLOBAL_VENT_DROP_BALL_LIMIT 20



/* --------------------- CAMERA -----------------------*/


CAMERA_ROT -0.45
CAMERA_ORIGIN -2500 0 2500



INTRO_CAM     power1.lom
INTRO_CAM_LOW_DETAIL
INTRO_CAM     power2.lom
INTRO_CAM     power3.lom
INTRO_CAM     power4.lom
INTRO_CAM     power5.lom


WINNER_CAM

//campos
		1580	180	-1210

//Winners
		950	0	-740
		770	0	-880
		1000	0	-560
		720	0	-1080

//Losers
		300	200	-490
		660	200	-270
		270	200	-720


/* ------------------------ FOG ---------------------*/


// lilac
FOG  1000  30000  183 164 244




/*--------------- SCENE LIGHTING --------------------*/


AMBIENTLIGHT 147 177 144	

DIRECTIONAL_LIGHT 230 250 230  -0.4 2

//                    	xRot    yRot   zRot
SHADOW DIRECTIONAL       0.7	5.5	0 


/*------------------------ SFX -----------------------*/

#define SFX_JET_LONG_LOW 	1
#define SFX_JET_SHORT_HIGH 	2
#define SFX_BUBBLES_RUMBLE 	3
#define SFX_BUBBLES_FAST 	4
#define SFX_REACTOR_HUM 	5
#define SFX_BUBBLES_FADE 	6
#define SFX_REACTOR_UP 		7
#define SFX_REACTOR_DOWN 	8
#define SFX_FIRE_SOFT_FADES	9
#define SFX_FIRE_JET_STEAM_LONG	10
#define SFX_BUTTON_HAZARD	11



SAMPLE power_01a.wav SFX_JET_LONG_LOW 
SAMPLE power_01d.wav SFX_JET_SHORT_HIGH 
SAMPLE power_02c.wav SFX_BUBBLES_RUMBLE 
SAMPLE power_03a.wav SFX_BUBBLES_FAST 
SAMPLE power_04a.wav SFX_REACTOR_HUM 
SAMPLE power_03b.wav SFX_BUBBLES_FADE 	
SAMPLE power_06a.wav SFX_REACTOR_UP 		
SAMPLE power_07a.wav SFX_REACTOR_DOWN 	 	
SAMPLE power_08b.wav SFX_FIRE_SOFT_FADES
SAMPLE power_08e.wav SFX_FIRE_JET_STEAM_LONG	
SAMPLE hazard.wav SFX_BUTTON_HAZARD

#define TEMP_VOL 255

#define CORE_VOL 200
#define CORE_VOL_2 100


PUZZLE START_OF_FIRST_HALF
	ACTION PLAY_SAMPLE SFX_BUBBLES_RUMBLE 170 0 0
	ACTION PLAY_SAMPLE SFX_REACTOR_HUM 170 0 0
	ACTION PLAY_SAMPLE SFX_FIRE_JET_STEAM_LONG TEMP_VOL 0 0



/* ------------------------------------ GAME  ----------------------------------*/



/* ------------------ GOAL  ------------------*/


#define GOAL_EFFECT_1 1
#define GOAL_EFFECT_2 2

PLATFORM goalbase.obe -400 20 -1000
	TEXTURE_ANIM  activegoalanim.gif  1
	GOAL 
	ACTOR_DONT_LIGHT


PLATFORM goalbase.obe 1000 20 400
	TEXTURE_ANIM  activegoalanim.gif  1
	GOAL 
	ACTOR_DONT_LIGHT


PLATFORM_BACKGROUND goaleffect.obe  -400 -20 -1000
	TAG GOAL_EFFECT_1
	TEXTURE_ANIM  goalsign_anim.gif  1
	ACTOR_DONT_LIGHT

PLATFORM_BACKGROUND goaleffect.obe  1000 -20 400
	TAG GOAL_EFFECT_2
	TEXTURE_ANIM  goalsign_anim.gif  1
	ACTOR_DONT_LIGHT
	

PUZZLE START_OF_FIRST_HALF
	ACTION ANIMATE_PLATFORM GOAL_EFFECT_1	active 1  0  0.5  0.1  0
	ACTION ANIMATE_PLATFORM GOAL_EFFECT_2	active 1  0  0.5  0.1  0
	ACTION SET_TEXTURE_ANIM_SPEED  GOAL_EFFECT_1  		1  0  0
	ACTION SET_TEXTURE_ANIM_SPEED  GOAL_EFFECT_2  		1  0  0

	
/* -------------------- BUTTON ----------------------*/

#define BUTTON 101 
#define BUBBLE_VOL 255
#define RIPPLES_ON 3
#define RIPPLES_ON_PLAT 4


PLATFORM brb.obe -100 200 100
	BIGREDBUTTON AUTOMATIC 125 3.2 0
	TAG BUTTON
	ACTOR_DONT_STATIC_LIGHT

// Only activate button after 5 seconds

PUZZLE AFTER_TIME 1
	NUMTIMES 1
	ACTION ACTIVATE_BRB BUTTON 1 300
	ACTION SPRITE_ONOFF SPRITE_BUTTON 1 300



PUZZLE BRB_JUST_DOWN BUTTON 0
	// Warning
	ACTION PLAY_SAMPLE SFX_BUTTON_HAZARD TEMP_VOL 0 0
	
	// Water
	ACTION SET_WATER_LEVEL TOXIC_WATER 180 3 0
	ACTION SET_WATER_LEVEL TOXIC_WATER -200 2 200
	
	// Ripples
	ACTION SET_VAR RIPPLES_ON 1 NO_FLAGS 0
	ACTION SET_VAR RIPPLES_ON 0 NO_FLAGS 340

	ACTION SET_VAR RIPPLES_ON_PLAT 1 NO_FLAGS 30
	ACTION SET_VAR RIPPLES_ON_PLAT 0 NO_FLAGS 90
	ACTION SET_VAR RIPPLES_ON_PLAT 1 NO_FLAGS 240
	ACTION SET_VAR RIPPLES_ON_PLAT 0 NO_FLAGS 320
	
	// Foam
	/*
	ACTION SET_EMITTER_RATE 54  0.1   0
	ACTION SET_EMITTER_RATE 55  0.02  0
	ACTION SET_EMITTER_RATE 55  0.02  240
	
	ACTION SET_EMITTER_RATE 52  0     340 
	ACTION SET_EMITTER_RATE 54  0     340 
	ACTION SET_EMITTER_RATE 55  0     20  
	ACTION SET_EMITTER_RATE 55  0     320 
	*/
	// SFX
	ACTION PLAY_SAMPLE SFX_BUBBLES_FAST BUBBLE_VOL 0 0
	ACTION PLAY_SAMPLE SFX_BUBBLES_FAST BUBBLE_VOL 0 120
	ACTION PLAY_SAMPLE SFX_BUBBLES_FADE BUBBLE_VOL 0 260
	
	// Button
	ACTION ACTIVATE_BRB BUTTON 0 0
	ACTION SPRITE_ONOFF SPRITE_BUTTON 0 0
	ACTION ACTIVATE_BRB BUTTON 1 900
	ACTION SPRITE_ONOFF SPRITE_BUTTON 1 900


// Puzzle to loop waves at arena edges
PUZZLE ( VAR_EQUAL RIPPLES_ON 1 ) & ( REPEAT )
	// Ripples
	ACTION SET_EMITTER_RATE 46  30      60 
	ACTION SET_EMITTER_RATE 47  25      65 
	ACTION SET_EMITTER_RATE 48  25      70 
	ACTION SET_EMITTER_RATE 49  30      80 


// Puzzle to loop waves at platform edges
PUZZLE ( VAR_EQUAL RIPPLES_ON_PLAT 1 ) & ( REPEAT )
	ACTION SET_EMITTER_RATE 56  30      0
	ACTION SET_EMITTER_RATE 56  10      40



// Turn button off 8 seconds from the end
PUZZLE AFTER_TIME 4320 & REPEAT
	ACTION ACTIVATE_BRB BUTTON 0 0
	ACTION SPRITE_ONOFF SPRITE_BUTTON 0 0




/*--------------------------- WATER --------------------------*/

// Water level rises and falls to flood the goal area when the button is pressed.

  #define TOXIC_WATER 100 
  #define BUBBLE_HEIGHT -100
  #define FOAM_HEIGHT 25
  

WATER -1200 -200 -1700   30 30   2950 3000  TOXIC_WATER
	// floaters_right
                     // X    Z    time    randtime    strength   size
	STATIC_RIPPLE  1362 -293    120     120           10        30
	STATIC_RIPPLE  1446   38    150     150            7        23
	STATIC_RIPPLE  1624  100    180     180            5        15
	// floaters_left
	STATIC_RIPPLE   93 -1393    120     120           10        30
	STATIC_RIPPLE  375 -1438    150     150            7        23
	STATIC_RIPPLE  581 -1449    180     180            5        15
	STATIC_RIPPLE  646 -1622    180     180            5        15
	// floaters_left_left
	STATIC_RIPPLE  -728 -1400   120     120           10        30
	
	//Water effect    dropsPerFrame     strengthOf Drops
	AGITATE        		1		0.2

	// Ripples when water rises
	// Inner edges
	RIPPLE_EMITTER -1200 -800	400 -800	30.0  0.0  46 NOFLAGS
	RIPPLE_EMITTER 400 -800		400 -400	30.0  0.0  47 NOFLAGS
	RIPPLE_EMITTER 800 -400		800 1200	30.0  0.0  48 NOFLAGS
	RIPPLE_EMITTER 400 -400		800 -400	30.0  0.0  49 NOFLAGS
	// Platform edges
	RIPPLE_EMITTER -1100 -1100	1100 -1100	30.0  0.0  56 NOFLAGS
	RIPPLE_EMITTER 1100 1100	1100 -1100	30.0  0.0  56 NOFLAGS
	
	// Foamy stuff when water rises
	// Inner edges
	DEBRIS_EMITTER  BUBBLE		0 0 0		-1200 BUBBLE_HEIGHT -850	400 BUBBLE_HEIGHT -850  0  52 ON_WATER
	DEBRIS_EMITTER  BLEND_SMOKE 	50 200 90	-1200 FOAM_HEIGHT -850		400 FOAM_HEIGHT -850  	0  54 ON_WATER

	DEBRIS_EMITTER  BUBBLE		0 0 0		450 BUBBLE_HEIGHT -850		450 BUBBLE_HEIGHT -450  0  52 ON_WATER
	DEBRIS_EMITTER  BLEND_SMOKE 	50 200 90	450 FOAM_HEIGHT -850		450 FOAM_HEIGHT -450  	0  54 ON_WATER

	DEBRIS_EMITTER  BUBBLE		0 0 0 		850 BUBBLE_HEIGHT -450		850 BUBBLE_HEIGHT 1200  0  52 ON_WATER
	DEBRIS_EMITTER  BLEND_SMOKE 	50 200 90	850 FOAM_HEIGHT -450		850 FOAM_HEIGHT 1200  	0  54 ON_WATER	

	DEBRIS_EMITTER  BUBBLE 		0 0 0 		450 BUBBLE_HEIGHT -450		850 BUBBLE_HEIGHT -450  0  52 ON_WATER
	DEBRIS_EMITTER  BLEND_SMOKE 	50 200 90	450 FOAM_HEIGHT -450		850 FOAM_HEIGHT -450  	0  54 ON_WATER	
	
	// Small egdes	
	DEBRIS_EMITTER  BUBBLE 0 0 0	-1150 BUBBLE_HEIGHT -850	-1150 BUBBLE_HEIGHT -1650	0  52 ON_WATER
	DEBRIS_EMITTER  STEAM2 10 40 20 -1150 FOAM_HEIGHT -850		-1150 FOAM_HEIGHT -1650  	0  54 ON_WATER
	
	DEBRIS_EMITTER  BUBBLE 0 0 0 	850 BUBBLE_HEIGHT 1150		1700 BUBBLE_HEIGHT 1150 	0  52 ON_WATER
	DEBRIS_EMITTER  STEAM2 10 40 20  850 FOAM_HEIGHT 1150		1700 FOAM_HEIGHT 1150  		0  54 ON_WATER
	
	// Edges of platform
	DEBRIS_EMITTER  BUBBLE 0 0 0	-1200 BUBBLE_HEIGHT -1250	1200 BUBBLE_HEIGHT -1250  0  55 ON_WATER
	DEBRIS_EMITTER  BUBBLE 0 0 0	1250 BUBBLE_HEIGHT 1200		1200 BUBBLE_HEIGHT -1250  0  55 ON_WATER
	


WATER_COLOUR 5 255 70 
	


PLATFORM_BACKGROUND floaters_right.obe 1212 -180 -388 
	ANIMATE bob 1 0 0.7 0.1
	FLOATER
	ACTOR_DONT_LIGHT
	

PLATFORM_BACKGROUND floaters_left.obe 6 -180 -1200 
	ANIMATE bob 1 0 0.5 0.1
	FLOATER
	ACTOR_DONT_LIGHT
	

PLATFORM_BACKGROUND floaters_left_left.obe -816 -180 -1205 
	ANIMATE bob 1 0 0.3 0.1
	FLOATER
	ACTOR_DONT_LIGHT




// Left-hand portion with floaters -----------------------------

WATER -3800 -100 -1700   20 20   2600 1600  101
	//floaters_scenic_1
	STATIC_RIPPLE    -1794 -1448  120     120           10        30
	STATIC_RIPPLE    -1793 -1177  150     150            7        23
	STATIC_RIPPLE    -1648 -1304  180     180            5        15
	//floaters_scenic_2
	STATIC_RIPPLE    -2000 -536  120     120           10        30
	STATIC_RIPPLE    -1853 -756  150     150            7        23
	STATIC_RIPPLE    -1870 -356  180     180            5        15
	//floaters_scenic_3
	STATIC_RIPPLE    -3446 -170  120     120           10        30
	STATIC_RIPPLE    -3657 -459  150     150            7        23
	STATIC_RIPPLE    -3111 -34   180     180            5        15
	
	//Water effect    dropsPerFrame     strengthOf Drops
	AGITATE        		3		0.1



PLATFORM_BACKGROUND floaters_scenic_1.obe -2156 -100 -1535
	ANIMATE bob 1 0 0.1 0.1
	ACTOR_DONT_LIGHT
	

PLATFORM_BACKGROUND floaters_scenic_2.obe -2160 -100 -620
	ANIMATE bob 1 0 0.5 0.1
	ACTOR_DONT_LIGHT
	

PLATFORM_BACKGROUND floaters_scenic_3.obe -3446 -100 -170
	ANIMATE bob 1 0 0.3 0.1
	ACTOR_DONT_LIGHT


// Back areas --------------------------------------------------

ADD_SLIDDING_TEXTURE_MODEL power_water.obe 0 50 0	0.001 0.001
ADD_SLIDDING_TEXTURE_MODEL power_water.obe 0 20 0	-0.0006 -0.0006





/* --------------------- REACTOR ------------------------*/


#define REACTOR_1_1 31
#define REACTOR_1_2 32
#define REACTOR_1_3 33
#define REACTOR_1_4 34
#define REACTOR_1_1_GLOW 35
#define REACTOR_1_2_GLOW 36
#define REACTOR_1_3_GLOW 37
#define REACTOR_1_4_GLOW 38
#define CORE_GLOW_1 39
#define CORE_GLOW_2 40
#define CORE_GLOW_3 41
#define CORE_GLOW_4 42

#define REACTOR_PUSHER 43


// Main reactor --------------------------------

PLATFORM_BACKGROUND reactor.obe -1179 2600 1174
	TAG REACTOR_1_1
	MOVEKEY -1113 2600 1108 0
	MOVEKEY -1113 2600 1108 300
	MOVEKEY -1113 3000 1108 420
	MOVEKEY -1113 3000 1108 480
	MOVEKEY -1113 2000 1108 500
	MOVEKEY -1113 2000 1108 640
	MOVEKEY -1113 2600 1108 1200
	BEHAVIOUR LOOP
	SPEED 0
	ACTOR_DONT_STATIC_LIGHT
	ANIMATE burn 1 0 1 0.1
	
// Pink warning glow

PLATFORM_BACKGROUND reactor_glow.obe -1179 2600 1174
	TAG REACTOR_1_1_GLOW
	MOVEKEY -1113 2600 1108 0
	MOVEKEY -1113 2600 1108 300
	MOVEKEY -1113 3000 1108 420
	MOVEKEY -1113 3000 1108 480
	MOVEKEY -1113 2000 1108 500
	MOVEKEY -1113 2000 1108 640
	MOVEKEY -1113 2600 1108 1200
	BEHAVIOUR LOOP
	SPEED 0
	ACTOR_DONT_LIGHT

// Underneath glow

PLATFORM_BACKGROUND core_glow.obe -1104 700 1104
	TAG CORE_GLOW_1
	ACTOR_DONT_LIGHT



// Right reactor --------------------------------

PLATFORM_BACKGROUND reactor.obe -1368 2300 4026
	TAG REACTOR_1_2
	MOVEKEY -1368 2300 4026 0
	MOVEKEY -1368 2300 4026 300
	MOVEKEY -1368 2700 4026 420
	MOVEKEY -1368 2700 4026 480
	MOVEKEY -1368 1700 4026 500
	MOVEKEY -1368 1700 4026 640
	MOVEKEY -1368 2300 4026 1200
	BEHAVIOUR LOOP
	SPEED 0
	ACTOR_DONT_LIGHT
	ANIMATE burn 1 0 1 0.1

// Pink warning glow

PLATFORM_BACKGROUND reactor_glow.obe -1368 2300 4026
	TAG REACTOR_1_2_GLOW
	MOVEKEY -1368 2300 4026 0
	MOVEKEY -1368 2300 4026 300
	MOVEKEY -1368 2700 4026 420
	MOVEKEY -1368 2700 4026 480
	MOVEKEY -1368 1700 4026 500
	MOVEKEY -1368 1700 4026 640
	MOVEKEY -1368 2300 4026 1200
	BEHAVIOUR LOOP
	SPEED 0
	ACTOR_DONT_LIGHT

// Underneath glow

PLATFORM_BACKGROUND core_glow.obe -1383 100 4055
	TAG CORE_GLOW_2	
	ACTOR_DONT_LIGHT
	

// Back reactor --------------------------------
	
PLATFORM_BACKGROUND reactor.obe -6375 2400 3307
	TAG REACTOR_1_3
	MOVEKEY -6375 2400 3307 0
	MOVEKEY -6375 2400 3307 300
	MOVEKEY -6375 2800 3307 420
	MOVEKEY -6375 2800 3307 480
	MOVEKEY -6375 1800 3307 500
	MOVEKEY -6375 1800 3307 640
	MOVEKEY -6375 2400 3307 1200
	BEHAVIOUR LOOP
	SPEED 0
	ACTOR_DONT_LIGHT
	ANIMATE burn 1 0 1 0.1

// Pink warning glow

PLATFORM_BACKGROUND reactor_glow.obe -6375 2400 3307
	TAG REACTOR_1_3_GLOW
	MOVEKEY -6375 2400 3307 0
	MOVEKEY -6375 2400 3307 300
	MOVEKEY -6375 2800 3307 420
	MOVEKEY -6375 2800 3307 480
	MOVEKEY -6375 1800 3307 500
	MOVEKEY -6375 1800 3307 640
	MOVEKEY -6375 2400 3307 1200
	BEHAVIOUR LOOP
	SPEED 0
	ACTOR_DONT_LIGHT

// Underneath glow

PLATFORM_BACKGROUND core_glow.obe -6409 188 3332
	TAG CORE_GLOW_3
	ACTOR_DONT_LIGHT


// Left reactor --------------------------------

PLATFORM_BACKGROUND reactor.obe -4635 2300 -621
	TAG REACTOR_1_4
	MOVEKEY -4635 2300 -621 0
	MOVEKEY -4635 2300 -621 300
	MOVEKEY -4635 2700 -621 420
	MOVEKEY -4635 2700 -621 480
	MOVEKEY -4635 1700 -621 500
	MOVEKEY -4635 1700 -621 640
	MOVEKEY -4635 2300 -621 1200
	BEHAVIOUR LOOP
	SPEED 0
	ACTOR_DONT_LIGHT
	ANIMATE burn 1 0 1 0.1

// Pink warning glow

PLATFORM_BACKGROUND reactor_glow.obe -4635 2300 -621
	TAG REACTOR_1_4_GLOW
	MOVEKEY -4635 2300 -621 0
	MOVEKEY -4635 2300 -621 300
	MOVEKEY -4635 2700 -621 420
	MOVEKEY -4635 2700 -621 480
	MOVEKEY -4635 1700 -621 500
	MOVEKEY -4635 1700 -621 640
	MOVEKEY -4635 2300 -621 1200
	BEHAVIOUR LOOP
	SPEED 0
	ACTOR_DONT_LIGHT

// Underneath glow

PLATFORM_BACKGROUND core_glow.obe -4679 80 -583
	TAG CORE_GLOW_4
	ACTOR_DONT_LIGHT



// Invisible pusher that pushes forward as the steam vents blow out

PLATFORM reactor_pusher.obe -1600 800 1600
	TAG REACTOR_PUSHER
	MOVEKEY -1600 800 1600 0
	MOVEKEY -1600 800 1600 480
	MOVEKEY -1200 800 1200 500
	MOVEKEY -1200 800 1200 640
	MOVEKEY -1600 800 1600 660
	MOVEKEY -1600 800 1600 1200
	BEHAVIOUR LOOP
	SPEED 0
	PUSHER 0 0 0 1.3
	ACTOR_DONT_LIGHT



// Setup reactors ---------------------------------------

// Main reactor
PUZZLE AFTER_TIME 1000
	NUMTIMES 1
	ACTION SET_PLATFORM_SPEED REACTOR_1_1 		1 NO_FLAGS 0
	ACTION SET_PLATFORM_SPEED REACTOR_1_1_GLOW 	1 NO_FLAGS 0
	ACTION SET_PLATFORM_SPEED REACTOR_PUSHER 	1 NO_FLAGS 0
	ACTION MAKE_HURTY REACTOR_PUSHER 1 0

// Background reactors
PUZZLE AFTER_TIME 1
	NUMTIMES 1
	ACTION SET_PLATFORM_SPEED REACTOR_1_2 		1 NO_FLAGS 300
	ACTION SET_PLATFORM_SPEED REACTOR_1_2_GLOW 	1 NO_FLAGS 300
	ACTION SET_PLATFORM_SPEED REACTOR_1_3 		1 NO_FLAGS 400
	ACTION SET_PLATFORM_SPEED REACTOR_1_3_GLOW 	1 NO_FLAGS 400
	ACTION SET_PLATFORM_SPEED REACTOR_1_4 		1 NO_FLAGS 700
	ACTION SET_PLATFORM_SPEED REACTOR_1_4_GLOW 	1 NO_FLAGS 700

/* Set alpha of front reactor's underneath glow to be 
less than others as it is too bright otherwise  */

PUZZLE START_OF_FIRST_HALF
	ACTION SET_PLATFORM_ALPHA CORE_GLOW_1 100 0


#define END_CORE_LOOP 19


// Main reactor loop ------------------------------------------

PUZZLE AFTER_TIME 1000 & REPEAT
	// Generate super orb
	ACTION CREATE_RANDOM_TILE_GROUP 1 SUPER 12 1 240
	ACTION DESTROY_TILE_GROUP 12 660
	
	// SFX for reactor rising
	ACTION PLAY_SAMPLE SFX_REACTOR_UP TEMP_VOL 0 300
	ACTION PLAY_SAMPLE SFX_REACTOR_DOWN TEMP_VOL 0 480
	
	// Red then green light
	ACTION CREATE_LIGHT_EFFECT   0  1000  0   10000  330   127 0 0    240
	ACTION CREATE_LIGHT_EFFECT   0  1000  0    8000  180   0 127 0    500
	
	// Pulsing glow
	ACTION ANIMATE_PLATFORM REACTOR_1_1_GLOW glow 1 0  0.3  0.1 240
	ACTION ANIMATE_PLATFORM REACTOR_1_1_GLOW glow 1 1  0.6  0.1 300
	ACTION ANIMATE_PLATFORM REACTOR_1_1_GLOW glow 1 1  1    0.1 420
	ACTION ANIMATE_PLATFORM REACTOR_1_1_GLOW idle 0 0  1    0.1 500
	
	// Glow alpha fading
	ACTION SET_PLATFORM_ALPHA 		REACTOR_1_1_GLOW 0 	0
	ACTION SET_PLATFORM_TARGET_ALPHA     	REACTOR_1_1_GLOW 255 5	240
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_1_GLOW 50  5	320
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_1_GLOW 255 5	400
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_1_GLOW 50  5	480
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_1_GLOW 255 5	540
	
	ACTION SET_PLATFORM_TARGET_ALPHA     	CORE_GLOW_1 255 5	240
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_1 50  5	320
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_1 255 5	400
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_1 50  5	480
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_1 255 5	540
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_1 100 5	600
	
	// Activate vents
	/*
	ACTION ACTIVATE_VENT LEFT_VENT 500
	ACTION ACTIVATE_VENT MIDLEFT_VENT 500
	ACTION ACTIVATE_VENT MIDDLE_VENT 500
	ACTION ACTIVATE_VENT MIDRIGHT_VENT 500
	ACTION ACTIVATE_VENT RIGHT_VENT 500
	*/
	// Floaty additional smoke
	//ACTION CREATE_EXPLOSION_SMOKE 	-1620 TOP_LEVEL 1027	8 250 32 250 	RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 	500 
	//ACTION CREATE_EXPLOSION_SMOKE 	-1027 TOP_LEVEL 1620 	8 250 32 250 	RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 	500 
	
	// Smoke ring
	//											      axisVel
	//											      perpVel 
	//											      axisRand
	//                         name                num  rgb    	 posX Y Z    axisX Y Z radius perpRand  Delay
	ACTION CREATE_DEBRIS_RING  WOOD_SMOKE_NOGRAV  100  150 200 190  -1104 900 1104  0 1 0  900   2 23 2 10  500
		
	// Jet sfx
	ACTION PLAY_SAMPLE SFX_FIRE_JET_STEAM_LONG TEMP_VOL 0 500
	ACTION PLAY_SAMPLE SFX_JET_LONG_LOW TEMP_VOL 0 510
	ACTION PLAY_SAMPLE SFX_JET_SHORT_HIGH TEMP_VOL 0 520	 
	ACTION PLAY_SAMPLE SFX_FIRE_SOFT_FADES TEMP_VOL 0 530
	
	// Deactivate vents
	ACTION DEACTIVATE_VENT LEFT_VENT 600
	ACTION DEACTIVATE_VENT MIDLEFT_VENT 580
	ACTION DEACTIVATE_VENT MIDDLE_VENT 560
	ACTION DEACTIVATE_VENT MIDRIGHT_VENT 580
	ACTION DEACTIVATE_VENT RIGHT_VENT 600
	
	// End loop
	ACTION SET_VAR END_CORE_LOOP 1 NO_FLAGS 1200


	

/*------------------------- ORB HANDLING -------------------------*/


  #define GOLDEN PERSONALISED

PUZZLE START_OF_FIRST_HALF 
	ACTION SET_TILE_DEAL_DELAY 0 0
	ACTION ACTIVATE_TILE_GROUP 1 0


#define TILE_GENERATION_LOOP 21

// Normal orbs

PUZZLE AFTER_TIME 1 & REPEAT
	ACTION CREATE_RANDOM_TILE_GROUP 1 GOLDEN 1 1 0
	ACTION SET_VAR TILE_GENERATION_LOOP 1 NO_FLAGS 60




/* ------------------------- POWER UPS ---------------------------*/


PUZZLE AFTER_TIME 1
	NUMTIMES 1
	ACTION CREATE_COLLECTABLE SPEEDUP     	-1100 500 -100	600
	ACTION CREATE_COLLECTABLE SPEEDUP     	 -500 200 -500  1200
	ACTION CREATE_COLLECTABLE SPEEDUP 	  500 200  300 	1800
	ACTION CREATE_COLLECTABLE SPEEDUP 	  700   0 1100 	2400
	ACTION CREATE_COLLECTABLE SUPER_ATTACK 	100 500 1100  	1500
	ACTION CREATE_COLLECTABLE INVINCIBILITY 300 200 -300 	2600
	

/* ----------------------- ORB POSITIONS -------------------------*/
	
//
//TILE_POSITION -1000 0 -1000 	10 SUPER
//TILE_POSITION 1000 0 1000 	10 SUPER
TILE_POSITION -900 800 300 	12 SUPER
TILE_POSITION -1100 800 300 	12 SUPER
TILE_POSITION -1100 800 500 	12 SUPER
TILE_POSITION -900 800 500 	12 SUPER
TILE_POSITION -300 800 900 	12 SUPER
TILE_POSITION -500 800 900 	12 SUPER
TILE_POSITION -500 800 1100 	12 SUPER
TILE_POSITION -300 800 1100 	12 SUPER
TILE_POSITION -700 800 500 	12 SUPER
TILE_POSITION -500 800 700 	12 SUPER
TILE_POSITION -500 800 500 	12 SUPER
TILE_POSITION -700 800 300 	12 SUPER
TILE_POSITION -300 800 700 	12 SUPER

TILE_POSITION 500 0 -500	1 GOLDEN
TILE_POSITION -900 500 100	1 GOLDEN
TILE_POSITION -1100 500 -300	1 GOLDEN
//TILE_POSITION -1100 500 -100	1 GOLDEN
TILE_POSITION -1100 500 100	1 GOLDEN
TILE_POSITION 300 500 900	1 GOLDEN
TILE_POSITION 300 500 1100	1 GOLDEN
TILE_POSITION 100 500 900	1 GOLDEN
//TILE_POSITION 100 500 1100	1 GOLDEN
TILE_POSITION -100 500 900	1 GOLDEN
TILE_POSITION -100 500 1100	1 GOLDEN
TILE_POSITION 700 0 -500	1 GOLDEN
TILE_POSITION 900 0 -500	1 GOLDEN
TILE_POSITION 1100 0 -500	1 GOLDEN
TILE_POSITION 500 0 -1100	1 GOLDEN
TILE_POSITION 700 0 -1100	1 GOLDEN
TILE_POSITION 900 0 -1100	1 GOLDEN
TILE_POSITION 1100 0 -1100	1 GOLDEN
TILE_POSITION 500 0 -900	1 GOLDEN
TILE_POSITION 500 0 -700	1 GOLDEN
TILE_POSITION 1100 0 -900	1 GOLDEN
TILE_POSITION 1100 0 -700	1 GOLDEN
TILE_POSITION -900 500 -300	1 GOLDEN
TILE_POSITION -900 500 -100	1 GOLDEN
TILE_POSITION -1100 200 -500	1 GOLDEN
TILE_POSITION -1100 200 -700	1 GOLDEN
TILE_POSITION -900 200 -500	1 GOLDEN
TILE_POSITION -900 200 -700	1 GOLDEN
TILE_POSITION -700 200 -500	1 GOLDEN
TILE_POSITION -700 200 -700	1 GOLDEN
//TILE_POSITION -500 200 -500	1 GOLDEN
//TILE_POSITION -500 200 -700	1 GOLDEN
TILE_POSITION -100 200 -700	1 GOLDEN
TILE_POSITION -100 200 -500	1 GOLDEN
TILE_POSITION -300 200 -500	1 GOLDEN
TILE_POSITION 100 200 -500	1 GOLDEN
TILE_POSITION 100 200 -700	1 GOLDEN
TILE_POSITION 300 200 -500	1 GOLDEN
TILE_POSITION 300 200 -700	1 GOLDEN
//TILE_POSITION 300 200 -300	1 GOLDEN
TILE_POSITION 100 200 -100	1 GOLDEN
TILE_POSITION -100 200 -100	1 GOLDEN
TILE_POSITION -100 200 -300	1 GOLDEN
TILE_POSITION -300 200 -300	1 GOLDEN
TILE_POSITION 100 200 -300	1 GOLDEN
TILE_POSITION -500 200 -100	1 GOLDEN
TILE_POSITION -500 200 -300	1 GOLDEN
TILE_POSITION -700 200 -300	1 GOLDEN
TILE_POSITION -700 200 -100	1 GOLDEN
TILE_POSITION 300 200 100	1 GOLDEN
TILE_POSITION 100 200 100	1 GOLDEN
TILE_POSITION -300 200 300	1 GOLDEN
TILE_POSITION -300 200 100	1 GOLDEN
TILE_POSITION -300 200 -100	1 GOLDEN
TILE_POSITION -700 200 100	1 GOLDEN
TILE_POSITION -100 200 300	1 GOLDEN
TILE_POSITION 300 200 -100	1 GOLDEN
TILE_POSITION 300 200 300	1 GOLDEN
TILE_POSITION 100 200 500	1 GOLDEN
TILE_POSITION 100 200 300	1 GOLDEN
TILE_POSITION 300 200 700	1 GOLDEN
TILE_POSITION 100 200 700	1 GOLDEN
TILE_POSITION -100 200 700	1 GOLDEN
TILE_POSITION 700 200 -300	1 GOLDEN
TILE_POSITION 500 200 -300	1 GOLDEN
TILE_POSITION 700 200 -100	1 GOLDEN
TILE_POSITION 500 200 -100	1 GOLDEN
TILE_POSITION 700 200 100	1 GOLDEN
TILE_POSITION 500 200 100	1 GOLDEN
//TILE_POSITION 500 200 300	1 GOLDEN
//TILE_POSITION 700 200 500	1 GOLDEN
TILE_POSITION 500 200 500	1 GOLDEN
TILE_POSITION 500 200 700	1 GOLDEN
TILE_POSITION 700 200 700	1 GOLDEN
TILE_POSITION 700 200 900	1 GOLDEN
TILE_POSITION 500 200 900	1 GOLDEN
TILE_POSITION 700 200 1100	1 GOLDEN
TILE_POSITION 500 200 1100	1 GOLDEN
TILE_POSITION 900 0 -900	1 GOLDEN
TILE_POSITION 700 0 -900	1 GOLDEN
TILE_POSITION 900 0 -700	1 GOLDEN
TILE_POSITION 700 0 -700	1 GOLDEN

// Ledges
TILE_POSITION 300 0 -1100	1 GOLDEN
TILE_POSITION 100 0 -1100	1 GOLDEN
//TILE_POSITION -100 0 -1100	1 GOLDEN
//TILE_POSITION -300 0 -1100	1 GOLDEN
//TILE_POSITION -500 0 -1100	1 GOLDEN
//TILE_POSITION -700 0 -1100	1 GOLDEN
TILE_POSITION 300 0 -900	1 GOLDEN
TILE_POSITION 100 0 -900	1 GOLDEN
//TILE_POSITION -100 0 -900	1 GOLDEN
//TILE_POSITION -300 0 -900	1 GOLDEN
//TILE_POSITION -500 0 -900	1 GOLDEN
//TILE_POSITION -700 0 -900	1 GOLDEN
TILE_POSITION 1100 0 -300	1 GOLDEN
TILE_POSITION 1100 0 -100	1 GOLDEN
//TILE_POSITION 1100 0 100	1 GOLDEN
//TILE_POSITION 1100 0 300	1 GOLDEN
//TILE_POSITION 1100 0 500	1 GOLDEN
//TILE_POSITION 1100 0 700	1 GOLDEN
TILE_POSITION 900 0 -300	1 GOLDEN
TILE_POSITION 900 0 -100	1 GOLDEN
//TILE_POSITION 900 0 100		1 GOLDEN
//TILE_POSITION 900 0 300		1 GOLDEN
//TILE_POSITION 900 0 500		1 GOLDEN
//TILE_POSITION 900 0 700		1 GOLDEN
TILE_POSITION -900 0 -1100		1 GOLDEN
TILE_POSITION -1100 0 -1100		1 GOLDEN
TILE_POSITION -900 0 -900		1 GOLDEN
TILE_POSITION -1100 0 -900		1 GOLDEN
TILE_POSITION 1100 0 900		1 GOLDEN
TILE_POSITION 1100 0 1100		1 GOLDEN
TILE_POSITION 900 0 900			1 GOLDEN
TILE_POSITION 900 0 1100		1 GOLDEN



/* ----------------------- SCENIC OBJECTS  -----------------------*/


/*------------- VENTS ------------------*/

// Blast from top of central core.
//
// Multiply vector values by 1000, then divide by 60 for VENT_VEL entries

// Common parameters
  #define DEBRIS_CYL_RADIUS 50	// 50
  #define DEBRIS_CYL_HEIGHT 200	// 150
  #define DEBRIS_RANDOMX 0	// 3
  #define DEBRIS_RANDOMY 0	// 3	// 50
  #define EFFECT_RADIUS 100
  #define EFFECT_LENGTH 400
  #define EFFECT_STRENGTH 60	//15

// Speaker patterns - first half
  #define VENTS_ON 60
  #define VENTS_OFF 1

  #define TOP_LEVEL 800
  #define LEFT_VENT 120
  #define MIDLEFT_VENT 121
  #define MIDDLE_VENT 122
  #define MIDRIGHT_VENT 123
  #define RIGHT_VENT 124
  
  
/* VENT_VELS:
was	now
16.6	30
4.14	7.48
12.5	22.6
8.3	15
*/



//#define REACTOR_JET_DENSITY 0.5
//#define REACTOR_JET_DENSITY_2 1


#define REACTOR_JET_DENSITY 0.25
#define REACTOR_JET_DENSITY_2 0.5


/*
#define RED1   40
#define GREEN1 255
#define BLUE1  90
*/

#define RED1   10
#define GREEN1 70
#define BLUE1  30

#define RED2   50
#define GREEN2 70
#define BLUE2  50


#define RED3   10	//20
#define GREEN3 20	//50
#define BLUE3  10	//70



NEW_VENT 		STEAM4 		RED2 GREEN2 BLUE2 LEFT_VENT 0 	REACTOR_JET_DENSITY_2
	VENT_DEBRIS 	STEAM1 		RED3 GREEN3 BLUE3 		REACTOR_JET_DENSITY
	VENT_DEBRIS 	STREAK3 	0 255 0 			REACTOR_JET_DENSITY_2
	VENT_POS 	-1100 TOP_LEVEL 615 DEBRIS_CYL_RADIUS DEBRIS_CYL_HEIGHT
	VENT_PATTERN 	VENTS_OFF VENTS_ON
	VENT_VEL 	0 0 -15 0 0
//	VENT_VEL 	0 0 -30 0 0
//	VENT_VEL 	0 0 -60 0 0
	
	
	
NEW_VENT 		STEAM4 		RED1 GREEN1 BLUE1 MIDLEFT_VENT 0 REACTOR_JET_DENSITY_2
	VENT_DEBRIS 	STEAM1 		RED3 GREEN3 BLUE3 		REACTOR_JET_DENSITY
	VENT_DEBRIS 	STREAK3 	0 255 0 			REACTOR_JET_DENSITY_2
	VENT_POS 	-900 TOP_LEVEL 649 DEBRIS_CYL_RADIUS DEBRIS_CYL_HEIGHT
	VENT_PATTERN 	VENTS_OFF VENTS_ON 
	VENT_VEL 	5.7 0 -13.8 0 0
//	VENT_VEL 	11.4 0 -27.6 0 0
//	VENT_VEL 	22.8 0 -55.2 0 0



NEW_VENT 		STEAM4 		RED1 GREEN1 BLUE1 MIDDLE_VENT 0 REACTOR_JET_DENSITY_2
	VENT_DEBRIS 	STEAM1 		RED3 GREEN3 BLUE3 		REACTOR_JET_DENSITY
	VENT_DEBRIS 	STREAK3 	0 255 0 			REACTOR_JET_DENSITY_2
	VENT_POS 	-734 TOP_LEVEL 734 DEBRIS_CYL_RADIUS DEBRIS_CYL_HEIGHT
	VENT_PATTERN 	VENTS_OFF VENTS_ON
	VENT_VEL 	10.6 0 -10.6 0 0
//	VENT_VEL 	21.3 0 -21.3 0 0
//	VENT_VEL 	42.6 0 -42.6 0 0
	
	
	
NEW_VENT 		STEAM4 		RED1 GREEN1 BLUE1 MIDRIGHT_VENT 0 REACTOR_JET_DENSITY_2
	VENT_DEBRIS 	STEAM1 		RED3 GREEN3 BLUE3 		REACTOR_JET_DENSITY
	VENT_DEBRIS 	STREAK3 	0 255 0 			REACTOR_JET_DENSITY_2
	VENT_POS 	-649 TOP_LEVEL 900 DEBRIS_CYL_RADIUS DEBRIS_CYL_HEIGHT
	VENT_PATTERN 	VENTS_OFF VENTS_ON
	VENT_VEL 	13.8 0 -5.7 0 0
//	VENT_VEL 	27.6 0 -11.4 0 0
//	VENT_VEL 	55.2 0 -22.8 0 0
	
	
	
NEW_VENT 		STEAM4 		RED2 GREEN2 BLUE2 RIGHT_VENT 0 	REACTOR_JET_DENSITY_2
	VENT_DEBRIS 	STEAM1 		RED3 GREEN3 BLUE3 		REACTOR_JET_DENSITY
	VENT_DEBRIS 	STREAK3 	0 255 0 			REACTOR_JET_DENSITY_2
	VENT_POS 	-615 TOP_LEVEL 1100 DEBRIS_CYL_RADIUS DEBRIS_CYL_HEIGHT
	VENT_PATTERN 	VENTS_OFF VENTS_ON
	VENT_VEL 	15 0 0 0 0
//	VENT_VEL 	30 0 0 0 0
//	VENT_VEL 	60 0 0 0 0










/* ----------------- SCENIC REACTORS ---------------------*/


// ------------- Activate scenic vents -------------------

#define RED_BACK_VENT	150
#define GREEN_BACK_VENT	255
#define BLUE_BACK_VENT	150


//Sounds and vents for scenic reactors
PUZZLE AFTER_TIME 300 & REPEAT
	
	// Right-hand reactor
	//ACTION CREATE_EXPLOSION_SMOKE 	-1012 500 3685 	8 250 32 250 	RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 	500 
	//ACTION CREATE_EXPLOSION_SMOKE 	-1745 500 3685 	8 250 32 250 	RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 	500 
	//ACTION CREATE_EXPLOSION_SMOKE 	-1003 500 4427 	8 250 32 250 	RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 	500 

	// Smoke ring
	//											      axisVel
	//											      perpVel 
	//											      axisRand
	//                         name                num  rgb    	 posX Y Z    axisX Y Z radius perpRand  Delay
	ACTION CREATE_DEBRIS_RING  WOOD_SMOKE_NOGRAV  100  150 200 190  -1383 500 4055  0 1 0  900   4 15 2 10  490
	
	// Pulsing glow
	ACTION ANIMATE_PLATFORM REACTOR_1_2_GLOW glow 1 0  0.3  0.1 240
	ACTION ANIMATE_PLATFORM REACTOR_1_2_GLOW glow 1 1  0.6  0.1 300
	ACTION ANIMATE_PLATFORM REACTOR_1_2_GLOW glow 1 1  1    0.1 420
	ACTION ANIMATE_PLATFORM REACTOR_1_2_GLOW idle 0 0  1    0.1 500
	
	// Glow alpha fading
	ACTION SET_PLATFORM_ALPHA 		REACTOR_1_2_GLOW 0 	0
	ACTION SET_PLATFORM_TARGET_ALPHA     	REACTOR_1_2_GLOW 255 5	240
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_2_GLOW 50  5	320
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_2_GLOW 255 5	400
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_2_GLOW 50  5	480
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_2_GLOW 255 5	540
	
	ACTION SET_PLATFORM_TARGET_ALPHA     	CORE_GLOW_2 255 5	240
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_2 50  5	320
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_2 255 5	400
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_2 50  5	480
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_2 255 5	540
	
	
	
	// Back middle reactor
	
	//ACTION CREATE_EXPLOSION_SMOKE 	-6086 500 2982 	8 250 32 250 	RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 	600 
	//ACTION CREATE_EXPLOSION_SMOKE 	-6819 500 2982 	8 250 32 250 	RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 	600 
	//ACTION CREATE_EXPLOSION_SMOKE 	-6077 500 3724 	8 250 32 250 	RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 	600 

	// Smoke ring
	//											      axisVel
	//											      perpVel 
	//											      axisRand
	//                         name                num  rgb    	 posX Y Z    axisX Y Z radius perpRand  Delay
	ACTION CREATE_DEBRIS_RING  WOOD_SMOKE_NOGRAV  100  150 200 190  -6409 588 3332  0 1 0  900   4 15 2 10  590

	// Pulsing glow
	ACTION ANIMATE_PLATFORM REACTOR_1_3_GLOW glow 1 0  0.3  0.1 340
	ACTION ANIMATE_PLATFORM REACTOR_1_3_GLOW glow 1 1  0.6  0.1 400
	ACTION ANIMATE_PLATFORM REACTOR_1_3_GLOW glow 1 1  1    0.1 520
	ACTION ANIMATE_PLATFORM REACTOR_1_3_GLOW idle 0 0  1    0.1 600
	
	// Glow alpha fading
	ACTION SET_PLATFORM_ALPHA 		REACTOR_1_3_GLOW 0 	100
	ACTION SET_PLATFORM_TARGET_ALPHA     	REACTOR_1_3_GLOW 255 5	340
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_3_GLOW 50  5	420
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_3_GLOW 255 5	500
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_3_GLOW 50  5	580
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_3_GLOW 255 5	640
	
	ACTION SET_PLATFORM_TARGET_ALPHA     	CORE_GLOW_3 255 5	340
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_3 50  5	420
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_3 255 5	500
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_3 50  5	580
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_3 255 5	640



	// Left-hand reactor
	//ACTION CREATE_EXPLOSION_SMOKE 	-4317 500 -958 	8 250 32 250 	RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 	900 
	//ACTION CREATE_EXPLOSION_SMOKE 	-4174 500 -500 	8 250 32 250 	RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 	900
	//ACTION CREATE_EXPLOSION_SMOKE 	-4448 500 -122 	8 250 32 250 	RED_BACK_VENT GREEN_BACK_VENT BLUE_BACK_VENT 	900 

	// Smoke ring
	//											      axisVel
	//											      perpVel 
	//											      axisRand
	//                         name                num  rgb    	 posX Y Z    axisX Y Z radius perpRand  Delay
	ACTION CREATE_DEBRIS_RING  WOOD_SMOKE_NOGRAV  100  150 200 190  -4679 480 -583  0 1 0  900   4 15 2 10  890


	// Pulsing glow
	ACTION ANIMATE_PLATFORM REACTOR_1_4_GLOW glow 1 0  0.3  0.1 640
	ACTION ANIMATE_PLATFORM REACTOR_1_4_GLOW glow 1 1  0.6  0.1 700
	ACTION ANIMATE_PLATFORM REACTOR_1_4_GLOW glow 1 1  1    0.1 820
	ACTION ANIMATE_PLATFORM REACTOR_1_4_GLOW idle 0 0  1    0.1 900
	
	// Glow alpha fading
	ACTION SET_PLATFORM_ALPHA 		REACTOR_1_4_GLOW 0 	400
	ACTION SET_PLATFORM_TARGET_ALPHA     	REACTOR_1_4_GLOW 255 5	640
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_4_GLOW 50  5	720
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_4_GLOW 255 5	800
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_4_GLOW 50  5	880
	ACTION SET_PLATFORM_TARGET_ALPHA 	REACTOR_1_4_GLOW 255 5	940
	
	ACTION SET_PLATFORM_TARGET_ALPHA     	CORE_GLOW_4 255 5	640
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_4 50  5	720
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_4 255 5	800
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_4 50  5	880
	ACTION SET_PLATFORM_TARGET_ALPHA 	CORE_GLOW_4 255 5	940



	// End loop
	ACTION SET_VAR END_CORE_LOOP 1 NO_FLAGS 1200	






/* ---------------------- SPRITES -----------------------*/


//CAMERA_ALIGNED_SPRITE   x  y  z   xSize ySize  texture name      r  g  b  a   distance

CAMERA_ALIGNED_SPRITE -1016 657 190  300 300  ai_light_glow_5.bmp 50 120 90 90  110 1
CAMERA_ALIGNED_SPRITE  -632 660 298  400 400  ai_light_glow_5.bmp 50 120 90 90  90 1
CAMERA_ALIGNED_SPRITE  -290 660 640  400 400  ai_light_glow_5.bmp 50 120 90 90  90 1
CAMERA_ALIGNED_SPRITE -180 660 1111  300 300  ai_light_glow_5.bmp 50 120 90 90  110 1



// On button when active

#define SPRITE_BUTTON 10

CAMERA_ALIGNED_SPRITE -100 240 100	275 240 ai_light_glow_2.bmp 127 90 30    90 250   0
	TAG SPRITE_BUTTON


