
/* STADIUM - Game name "COLISEUM" */


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


PLAY_TIME 4800

SKIP_MINI_GAMES

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


// Back wall of arena
PLATFORM_BACKGROUND stadium_wall.obe 0 0 0
	ACTOR_DONT_LIGHT
	
// Periphery
BACKGROUND stadsurrndlit.obe 0 0 0
	ACTOR_DONT_LIGHT

// Sky
PLATFORM_BACKGROUND stad_sky.obe 0 -600 0
	ACTOR_DONT_FOG
	ACTOR_DONT_LIGHT

// Mist
ADD_SLIDDING_TEXTURE_MODEL stad_mist.obe 0 400 0 	0 0.003  1
ADD_SLIDDING_TEXTURE_MODEL stad_mist.obe 0 0 0 		0 0.002  1


// Turn players to face camera
PLAYER_ROT 4.7


RESPAWN_POINT 500 8000 -700
RESPAWN_POINT 500 8000 700
RESPAWN_POINT 900 8000 500
RESPAWN_POINT 900 8000 -500

GLOBAL_VENT_DROP_BALL_LIMIT 50	

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


CAMERA_ORIGIN -3000 0 0 

CAMERA_ROT -0.4



INTRO_CAM     stad1.lom
INTRO_CAM_LOW_DETAIL
INTRO_CAM     stad2.lom
INTRO_CAM     stad3.lom
INTRO_CAM     stad4.lom
INTRO_CAM     stad5.lom

WINNER_CAM
//campos
		2340	320	-320

//Winners
		1610	0	-60
		1630	0	160
		1640	0	-250
		1720	0	340

//Losers
		1460	0	590
		1270	0	210
		1300	0	450



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


FOG 1000 30000 70 40 70


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


AMBIENTLIGHT 170 170 140	


DIRECTIONAL_LIGHT 250 250 254  -0.4 1.5


//                    	xRot    yRot   zRot
SHADOW DIRECTIONAL       0.7	4.5	0 


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

#define SFX_CONVY_LOOP 		1
#define SFX_CROWD_CHEER 	2
#define SFX_AMB_CROWD 		3
#define SFX_PUSHER_PUNCH 	4
#define SFX_MACHINERY 		5
#define SFX_CROWD_CLAP 		6
#define SFX_CROWD_CLAP_2 	7
#define SFX_CROWD_CLAP_3 	8
#define SFX_FANS_LOOP 		9
#define SFX_FANS_CHANGE		10
#define SFX_BUTTON_HAZARD	11

SAMPLE stadium_01b.wav SFX_CONVY_LOOP 
SAMPLE stadium_03b.wav SFX_CROWD_CHEER 
SAMPLE stadium_04a.wav SFX_AMB_CROWD 
SAMPLE stadium_06a.wav SFX_PUSHER_PUNCH
SAMPLE stadium_10b.wav SFX_MACHINERY 
SAMPLE stadium_12a.wav SFX_CROWD_CLAP
SAMPLE nightclub_04a.wav SFX_CROWD_CLAP_2
SAMPLE nightclub_04b.wav SFX_CROWD_CLAP_3
SAMPLE stadium_08a.wav SFX_FANS_LOOP 
SAMPLE stadium_02a.wav SFX_FANS_CHANGE 
SAMPLE hazard.wav SFX_BUTTON_HAZARD


#define TEMP_VOL 255
#define AMB_VOL 127

PUZZLE START_OF_FIRST_HALF
	ACTION PLAY_SAMPLE SFX_AMB_CROWD TEMP_VOL 0 0
	ACTION PLAY_SAMPLE SFX_MACHINERY AMB_VOL 0 0
	ACTION PLAY_SAMPLE SFX_FANS_LOOP TEMP_VOL 0 0
	ACTION PLAY_SAMPLE SFX_CROWD_CHEER TEMP_VOL 0 0


PUZZLE AFTER_TIME 1 & REPEAT
	ACTION PLAY_SAMPLE SFX_CROWD_CLAP_2 	AMB_VOL 0 	300
	ACTION PLAY_SAMPLE SFX_CROWD_CLAP 	AMB_VOL 0 	900
	ACTION PLAY_SAMPLE SFX_CROWD_CLAP 	150 0 		960	//1020
	ACTION PLAY_SAMPLE SFX_CROWD_CLAP 	AMB_VOL 0 	1020	//1140
	ACTION PLAY_SAMPLE SFX_CROWD_CLAP 	90 0 		1080	//1260
	ACTION PLAY_SAMPLE SFX_CROWD_CLAP_3 	AMB_VOL 0 	1320
	ACTION PLAY_SAMPLE SFX_CROWD_CHEER 	AMB_VOL 0 	1600
	



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


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

#define GOAL_EFFECT_1 1
#define GOAL_EFFECT_2 2

// Right
PLATFORM goalbase.obe -200 420 1000
	TEXTURE_ANIM  activegoalanim.gif  1
	GOAL 
	ACTOR_DONT_LIGHT


// Left
PLATFORM goalbase.obe -200 420 -1000
	TEXTURE_ANIM  activegoalanim.gif  1
	GOAL 
	ACTOR_DONT_LIGHT


PLATFORM_BACKGROUND goaleffect.obe  -200 380 1000
	TAG GOAL_EFFECT_1
	TEXTURE_ANIM  goalsign_anim.gif  1
	ACTOR_DONT_LIGHT

PLATFORM_BACKGROUND goaleffect.obe  -200 380 -1000
	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 30

PLATFORM brb.obe 600 100 0
	BIGREDBUTTON AUTOMATIC 125  3.2 0
	TAG BUTTON
	ACTOR_DONT_STATIC_LIGHT
	

PUZZLE AFTER_TIME 300
	NUMTIMES 1
	ACTION ACTIVATE_BRB BUTTON 1 0
	ACTION SPRITE_ONOFF SPRITE_BUTTON 1 0
	
	
// Animating textures on button stand

#define BUTTON_STAND_1 590
#define BUTTON_STAND_2 591
#define BUTTON_STAND_3 592
#define BUTTON_STAND_4 593

PLATFORM_BACKGROUND button_rise.obe 600 0 0
	TAG BUTTON_STAND_1
	TEXTURE_ANIM flashaarrow.gif 1
	ACTOR_DONT_STATIC_LIGHT

PLATFORM_BACKGROUND button_rise.obe 600 0 0
	TAG BUTTON_STAND_2
	ROTATEKEY 0 0 0 0
	ROTATEKEY 0 90 0 1
	BEHAVIOUR STOP
	SPEED 1
	TEXTURE_ANIM flashaarrow.gif 1
	ACTOR_DONT_STATIC_LIGHT

PLATFORM_BACKGROUND button_rise.obe 600 0 0
	TAG BUTTON_STAND_3
	ROTATEKEY 0 0 0 0
	ROTATEKEY 0 180 0 1
	BEHAVIOUR STOP
	SPEED 1
	TEXTURE_ANIM flashaarrow.gif 1
	ACTOR_DONT_STATIC_LIGHT

PLATFORM_BACKGROUND button_rise.obe 600 0 0
	TAG BUTTON_STAND_4
	ROTATEKEY 0 0 0 0
	ROTATEKEY 0 270 0 1
	BEHAVIOUR STOP
	SPEED 1
	TEXTURE_ANIM flashaarrow.gif 1
	ACTOR_DONT_STATIC_LIGHT


PUZZLE START_OF_FIRST_HALF
	ACTION SET_TEXTURE_ANIM_SPEED BUTTON_STAND_1 1 0 0
	ACTION SET_TEXTURE_ANIM_SPEED BUTTON_STAND_2 1 0 10
	ACTION SET_TEXTURE_ANIM_SPEED BUTTON_STAND_3 1 0 20
	ACTION SET_TEXTURE_ANIM_SPEED BUTTON_STAND_4 1 0 30



/* ------------------------- WALL PUSHERS -----------------------*/

  #define PUSHER_1 301
  #define PUSHER_2 302


PLATFORM pusher.obe -450 600 -1000
	TAG PUSHER_1
	BEHAVIOUR LOOP
	SPEED 0
	PUSHER 1 0 0 1.5
	MOVEKEY -450 600 -1000 0 
	MOVEKEY  -50 600 -1000 10 
	MOVEKEY  -50 600 -1000 65 
	MOVEKEY -450 600 -1000 70
	ACTOR_DONT_STATIC_LIGHT
	
PLATFORM pusher.obe -450 600 1000
	TAG PUSHER_2
	BEHAVIOUR LOOP
	SPEED 0
	PUSHER 1 0 0 1.5
	MOVEKEY -450 600 1000 0 
	MOVEKEY  -50 600 1000 10 
	MOVEKEY  -50 600 1000 65 
	MOVEKEY -450 600 1000 70
	ACTOR_DONT_STATIC_LIGHT 



// Move pushers -------------------------------------

PUZZLE BRB_JUST_DOWN BUTTON 0 
	ACTION PLAY_SAMPLE SFX_BUTTON_HAZARD TEMP_VOL 0 0 
	
	ACTION MAKE_HURTY PUSHER_1 1 60
	ACTION MAKE_HURTY PUSHER_2 1 60
	ACTION SET_PLATFORM_SPEED PUSHER_1 1 ONE_CYCLE 60
	ACTION SET_PLATFORM_SPEED PUSHER_2 1 ONE_CYCLE 60
	
	ACTION ANIMATE_PLATFORM PUSHER_1 glow 0 0 0.9 0.1 0
	ACTION ANIMATE_PLATFORM PUSHER_2 glow 0 0 0.9 0.1 0
	ACTION SPRITE_ONOFF SPRITE_EYE_1_1 1 0
	ACTION SPRITE_ONOFF SPRITE_EYE_1_2 1 0
	ACTION SPRITE_ONOFF SPRITE_EYE_2_1 1 0
	ACTION SPRITE_ONOFF SPRITE_EYE_2_2 1 0
	ACTION SPRITE_ONOFF SPRITE_EYE_1_1 0 120
	ACTION SPRITE_ONOFF SPRITE_EYE_1_2 0 120
	ACTION SPRITE_ONOFF SPRITE_EYE_2_1 0 120
	ACTION SPRITE_ONOFF SPRITE_EYE_2_2 0 120
	
	ACTION PLAY_SAMPLE SFX_PUSHER_PUNCH TEMP_VOL 0 70
	ACTION PLAY_SAMPLE SFX_PUSHER_PUNCH TEMP_VOL 0 75

	ACTION MAKE_HURTY PUSHER_1 0 130
	ACTION MAKE_HURTY PUSHER_2 0 130
	
	ACTION ACTIVATE_BRB BUTTON 0 0
	ACTION SPRITE_ONOFF SPRITE_BUTTON 0 0
	ACTION ACTIVATE_BRB BUTTON 1 600
	ACTION SPRITE_ONOFF SPRITE_BUTTON 1 600
	//											      axisVel
	//											      perpVel 
	//											      axisRand
	//                         name                num  rgb    	 posX Y Z    axisX Y Z radius perpRand  Delay
	// Out
	ACTION CREATE_DEBRIS_RING  BLEND_SMOKE_NOGRAV  100  100 40 20  	 -800 600 -1000  1 0 0  600   10 2 11 2  40
	ACTION CREATE_DEBRIS_RING  BLEND_SMOKE_NOGRAV  100  100 40 20  	 -800 600 1000   1 0 0  600   10 2 11 2  40
	// In
	ACTION CREATE_DEBRIS_RING  BLEND_SMOKE_NOGRAV  70   100 40 20  	 -1200 600 -1000 1 0 0  600   15 2 11 2  110
	ACTION CREATE_DEBRIS_RING  BLEND_SMOKE_NOGRAV  70   100 40 20  	 -1200 600 1000  1 0 0  600   15 2 11 2  110



/*------------------------------ CONVEYORS ------------------------ */


#define CONV_ANIM_SPEED 0.1

// Actual conveyors ------------------------------

PLATFORM conv_up.obe 700 200 -1000
	BEHAVIOUR STOP
	SPEED 1
	CONVEYOR -1 -1 0 10
	ROTATEKEY 0 0 0 0 
	ROTATEKEY 0 0 33.7 1 
	ACTOR_DONT_LIGHT 

PLATFORM conv_up.obe 700 200 1000
	BEHAVIOUR STOP
	SPEED 1
	CONVEYOR -1 -1 0 10
	ROTATEKEY 0 0 0 0 
	ROTATEKEY 0 0 33.7 1 
	ACTOR_DONT_LIGHT 

PLATFORM conv_up.obe -500 600 0
	BEHAVIOUR STOP
	SPEED 1
	CONVEYOR -1 -1 0 10
	ROTATEKEY 0 0 0 0 
	ROTATEKEY 0 0 33.7 1 
	ACTOR_DONT_LIGHT 


// Graphical conveyors----------------------------

PLATFORM_BACKGROUND conv_mesh.obe 700 200 -1000
	ANIMATE default 1 0 0.9 0.1
	ACTOR_DONT_LIGHT 

PLATFORM_BACKGROUND conv_mesh.obe 700 200 1000
	ANIMATE default 1 0 0.9 0.1
	ACTOR_DONT_LIGHT 

PLATFORM_BACKGROUND conv_mesh.obe -500 600 0
	ANIMATE default 1 0 0.9 0.1
	ACTOR_DONT_LIGHT 




/*------------------------------- FANS ---------------------------*/

/* Fans turns themselves on and off.  Super orbs are generated underneath them. */
  
// effect
  #define LEFT_FAN_1 100
  #define RIGHT_FAN_1 101

// model
  #define LEFT_FAN 104
  #define RIGHT_FAN 105
  #define RIBBONS_LEFT 106
  #define RIBBONS_RIGHT 107
  #define LEFT_SPOT 108
  #define RIGHT_SPOT 109
 
 
// Fan objects ----------------------------------

PLATFORM_BACKGROUND fan.obe -1240 1200 920
	TAG RIGHT_FAN
	ACTOR_DONT_STATIC_LIGHT
	
PLATFORM_BACKGROUND fan.obe -1240 1200 -890
	TAG LEFT_FAN
	ACTOR_DONT_STATIC_LIGHT

// Fluttering ribbons ---------------------------

PLATFORM_BACKGROUND ribbons.obe -1240 1200 920
	TAG RIBBONS_RIGHT
	ACTOR_DONT_LIGHT 
	
PLATFORM_BACKGROUND ribbons.obe -1240 1200 -890
	TAG RIBBONS_LEFT
	ANIMATE idle 0 0 FAN_ANIMSPEED 0.1
	ACTOR_DONT_LIGHT 


// Spot lights ---------------------------------

PLATFORM_BACKGROUND stadium_spot.obe -900 3700 1500
	TAG RIGHT_SPOT
	ACTOR_DONT_LIGHT
	ACTOR_DONT_FOG
	ROTATEKEY 0 0 0 0
	ROTATEKEY -12 12 0 1
	BEHAVIOUR STOP
	SPEED 1

PLATFORM_BACKGROUND stadium_spot.obe -900 3700 -1500
	TAG LEFT_SPOT
	ACTOR_DONT_LIGHT
	ACTOR_DONT_FOG
	ROTATEKEY 0 0 0 0
	ROTATEKEY 12 12 0 1
	BEHAVIOUR STOP
	SPEED 1


// Common parameters ----------------------------

  #define YPOS 1000
  #define FAN_DEBRIS_CYL_RADIUS 300
  #define FAN_DEBRIS_CYL_HEIGHT 200
  #define FAN_SPEEDX 30
  #define FAN_DEBRIS_RANDOMX 3		
  #define FAN_DEBRIS_RANDOMY 3
  #define FAN_DEBRIS_1 20
  #define FAN_DEBRIS_2 5
  #define FAN_EFFECT_RADIUS 170
  #define FAN_EFFECT_LENGTH 500
  #define FAN_STRENGTH 15

  #define FAN_LOOP 1
  #define FAN_QUEUE 0
  #define FAN_ANIMSPEED 1
  #define FAN_BLEND 0.1



// Fan debris ------------------------------------

NEW_VENT PAPER 0 0 0 LEFT_FAN_1  0 0.5
	VENT_POS -1200 1000 -900 300 200
	VENT_PATTERN 0 20
	VENT_VEL 30 0 0 3 3
	VENT_FAN 1 0 0 170 500 15 HURT_ALWAYS

NEW_VENT PAPER 0 0 0 RIGHT_FAN_1 0 0.5
	VENT_POS -1200 1000 900 300 200
	VENT_PATTERN 0 20
	VENT_VEL 30 0 0 3 3
	VENT_FAN 1 0 0 170 500 15 HURT_ALWAYS



// Alternate between left and right fans  ---------------------------------------

PUZZLE START_OF_FIRST_HALF 
	ACTION ACTIVATE_VENT 		RIGHT_FAN_1 0
	ACTION ANIMATE_PLATFORM 	RIGHT_FAN 	spin 	1 0 FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	RIBBONS_RIGHT 	flap 	1 0 FAN_ANIMSPEED FAN_BLEND 0
	ACTION SET_PLATFORM_ALPHA 	LEFT_SPOT 0 0
	ACTION SET_PLATFORM_ALPHA 	RIGHT_SPOT 0 0



// Switch from right to left fan ------------------------

PUZZLE AFTER_TIME 900 
	NUMTIMES 1
	ACTION ANIMATE_PLATFORM 	RIGHT_FAN 	slowdown 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	RIBBONS_RIGHT 	slowdown 0 0 FAN_ANIMSPEED FAN_BLEND 0
	
	ACTION ANIMATE_PLATFORM 	LEFT_FAN 	speedup 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	LEFT_FAN 	spin FAN_LOOP FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 30
	ACTION ANIMATE_PLATFORM 	RIBBONS_LEFT 	speedup 0 0 FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	RIBBONS_LEFT 	flap 	1 0 FAN_ANIMSPEED FAN_BLEND 30
	
	ACTION CREATE_COLLECTABLE 	SUPER_ATTACK 	-1100 900 -900  0
	
	ACTION SET_PLATFORM_TARGET_ALPHA LEFT_SPOT 200 10 0
	//			    x   y    z  strength life r   g   b  delay
	//ACTION CREATE_LIGHT_EFFECT -700 1300 -700  3000   900  127 127 127  0
	
	ACTION ACTIVATE_VENT 		LEFT_FAN_1 0
	ACTION DEACTIVATE_VENT 		RIGHT_FAN_1 0
	ACTION ACTIVATE_VENT 		50 0
	ACTION DEACTIVATE_VENT 		51 0
	
	ACTION PLAY_SAMPLE 		SFX_FANS_CHANGE TEMP_VOL 0 0
	
	

// Switch from left to right fan ------------------------

PUZZLE AFTER_TIME 1800
	NUMTIMES 1
	ACTION ANIMATE_PLATFORM 	LEFT_FAN 	slowdown 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	RIBBONS_LEFT 	slowdown 0 0 FAN_ANIMSPEED FAN_BLEND 0
	
	ACTION ANIMATE_PLATFORM 	RIGHT_FAN 	speedup 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	RIGHT_FAN 	spin FAN_LOOP FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 30
	ACTION ANIMATE_PLATFORM 	RIBBONS_RIGHT 	speedup 0 0 FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	RIBBONS_RIGHT 	flap 	1 0 FAN_ANIMSPEED FAN_BLEND 30
	
	ACTION ACTIVATE_VENT 		RIGHT_FAN_1 0
	ACTION DEACTIVATE_VENT 		LEFT_FAN_1 0
	ACTION ACTIVATE_VENT 		51 0
	ACTION DEACTIVATE_VENT 		50 0
	
	ACTION SET_PLATFORM_TARGET_ALPHA LEFT_SPOT 0 10 0
	ACTION SET_PLATFORM_TARGET_ALPHA RIGHT_SPOT 200 10 0
	//			    x   y    z  strength life r   g   b  delay
	//ACTION CREATE_LIGHT_EFFECT -700 1300 700  3000   900  127 127 127  0

	
	ACTION PLAY_SAMPLE 		SFX_FANS_CHANGE TEMP_VOL 0 0
	
	ACTION CREATE_RANDOM_TILE_GROUP 1 SUPER 11 1 0



// Switch from right to left fan ------------------------

PUZZLE AFTER_TIME 2700 
	NUMTIMES 1
	ACTION ANIMATE_PLATFORM 	RIGHT_FAN 	slowdown 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	RIBBONS_RIGHT 	slowdown 0 0 FAN_ANIMSPEED FAN_BLEND 0
	
	ACTION ANIMATE_PLATFORM 	LEFT_FAN 	speedup 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	LEFT_FAN 	spin FAN_LOOP FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 30
	ACTION ANIMATE_PLATFORM 	RIBBONS_LEFT 	speedup 0 0 FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	RIBBONS_LEFT 	flap 	1 0 FAN_ANIMSPEED FAN_BLEND 30
	
	ACTION ACTIVATE_VENT 		LEFT_FAN_1 0
	ACTION DEACTIVATE_VENT 		RIGHT_FAN_1 0
	ACTION ACTIVATE_VENT 		50 0
	ACTION DEACTIVATE_VENT 		51 0
	
	ACTION SET_PLATFORM_TARGET_ALPHA RIGHT_SPOT 0 10 0
	ACTION SET_PLATFORM_TARGET_ALPHA LEFT_SPOT 200 10 0
	//			    x   y    z  strength life r   g   b  delay
	//ACTION CREATE_LIGHT_EFFECT -700 1300 -700  3000   900  127 127 127  0
	
	ACTION PLAY_SAMPLE 		SFX_FANS_CHANGE TEMP_VOL 0 0
	
	ACTION DESTROY_TILE_GROUP 	11 120
	ACTION CREATE_RANDOM_TILE_GROUP 1 SUPER 10 1 300
	


// Switch from left to right fan ------------------------

PUZZLE AFTER_TIME 3600
	NUMTIMES 1
	ACTION ANIMATE_PLATFORM 	LEFT_FAN 	slowdown 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	RIBBONS_LEFT 	slowdown 0 0 FAN_ANIMSPEED FAN_BLEND 0
	
	ACTION ANIMATE_PLATFORM 	RIGHT_FAN 	speedup 0 FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	RIGHT_FAN 	spin FAN_LOOP FAN_QUEUE FAN_ANIMSPEED FAN_BLEND 30
	ACTION ANIMATE_PLATFORM 	RIBBONS_RIGHT 	speedup 0 0 FAN_ANIMSPEED FAN_BLEND 0
	ACTION ANIMATE_PLATFORM 	RIBBONS_RIGHT 	flap 	1 0 FAN_ANIMSPEED FAN_BLEND 30
	
	ACTION ACTIVATE_VENT 		RIGHT_FAN_1 0
	ACTION DEACTIVATE_VENT 		LEFT_FAN_1 0
	ACTION ACTIVATE_VENT 		51 0
	ACTION DEACTIVATE_VENT 		50 0

	ACTION SET_PLATFORM_TARGET_ALPHA LEFT_SPOT 0 10 0
	ACTION SET_PLATFORM_TARGET_ALPHA RIGHT_SPOT 200 10 0
	//			    x   y    z  strength life r   g   b  delay
	//ACTION CREATE_LIGHT_EFFECT -700 1300 700  3000   900  127 127 127  0
	
	
	ACTION PLAY_SAMPLE 		SFX_FANS_CHANGE TEMP_VOL 0 0
	
	ACTION DESTROY_TILE_GROUP 	10 120
	ACTION CREATE_RANDOM_TILE_GROUP 1 SUPER 11 1 600
	


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

WATER -1500 -200 -2300 50 50 4600 4600  1
	//Water effect    dropsPerFrame     strengthOf Drops
	AGITATE        		6		0.7

WATER_COLOUR 200 50 20
	
*/	
/*-------------------------- 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 	 300 400 -1100	600
	ACTION CREATE_COLLECTABLE SPEEDUP 	 900   0  -500   1200
	ACTION CREATE_COLLECTABLE SPEEDUP 	-700 800   500   2400
	ACTION CREATE_COLLECTABLE SUPER_ATTACK 	1100 0 1100  	1500
	ACTION CREATE_COLLECTABLE INVINCIBILITY -1100 850 -500 	2600
	


/* --------------------- ORB POSITIONS -------------------------*/


// Under left fan
TILE_POSITION -700 900 -1100	10 SUPER
TILE_POSITION -700 900 -900	10 SUPER
TILE_POSITION -700 900 -700	10 SUPER
TILE_POSITION -900 900 -1100	10 SUPER
TILE_POSITION -900 900 -900	10 SUPER
TILE_POSITION -900 900 -700	10 SUPER
TILE_POSITION -1100 900 -1100	10 SUPER
//TILE_POSITION -1100 900 -900	10 SUPER p
TILE_POSITION -1100 900 -700	10 SUPER

// Under right fan
TILE_POSITION -700 900 1100	11 SUPER
TILE_POSITION -700 900 900	11 SUPER
TILE_POSITION -700 900 700	11 SUPER
TILE_POSITION -900 900 1100	11 SUPER
TILE_POSITION -900 900 900	11 SUPER
TILE_POSITION -900 900 700	11 SUPER
TILE_POSITION -1100 900 1100	11 SUPER
//TILE_POSITION -1100 900 900	11 SUPER p
TILE_POSITION -1100 900 700	11 SUPER


TILE_POSITION 1100 0 -1100	1 GOLDEN
TILE_POSITION 1100 0 -900	1 GOLDEN
TILE_POSITION 1100 0 -700	1 GOLDEN
TILE_POSITION 1100 0 -500	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 1100 0 900	1 GOLDEN
//TILE_POSITION 1100 0 1100	1 GOLDEN p
TILE_POSITION 900 0 -700	1 GOLDEN
TILE_POSITION 900 0 -300	1 GOLDEN
TILE_POSITION 900 0 300		1 GOLDEN
TILE_POSITION 900 0 700		1 GOLDEN
TILE_POSITION 700 0 -700	1 GOLDEN
TILE_POSITION 700 0 -500	1 GOLDEN
TILE_POSITION 700 0 500		1 GOLDEN
TILE_POSITION 700 0 700		1 GOLDEN
TILE_POSITION 500 0 -500	1 GOLDEN
TILE_POSITION 500 0 500		1 GOLDEN
TILE_POSITION 300 0 -500	1 GOLDEN
TILE_POSITION 300 0 -300	1 GOLDEN
TILE_POSITION 300 0 300		1 GOLDEN
TILE_POSITION 300 0 500		1 GOLDEN
TILE_POSITION 100 0 -300	1 GOLDEN
TILE_POSITION 100 0 -100	1 GOLDEN
TILE_POSITION 100 0 100		1 GOLDEN
TILE_POSITION 100 0 300		1 GOLDEN
//TILE_POSITION 300 400 -1100	1 GOLDEN p
TILE_POSITION 300 400 -900	1 GOLDEN
TILE_POSITION 300 400 900	1 GOLDEN
TILE_POSITION 300 400 1100	1 GOLDEN
//TILE_POSITION 100 400 -1100	1 GOLDEN g
//TILE_POSITION 100 400 -900	1 GOLDEN g
//TILE_POSITION 100 400 -700	1 GOLDEN g
//TILE_POSITION 100 400 700	1 GOLDEN g
//TILE_POSITION 100 400 900	1 GOLDEN g
//TILE_POSITION 100 400 1100	1 GOLDEN g
//TILE_POSITION -100 400 -1100	1 GOLDEN g
//TILE_POSITION -100 400 -700	1 GOLDEN g
TILE_POSITION -100 400 -500	1 GOLDEN
TILE_POSITION -100 400 -300	1 GOLDEN
TILE_POSITION -100 400 -100	1 GOLDEN
TILE_POSITION -100 400 100	1 GOLDEN
TILE_POSITION -100 400 300	1 GOLDEN
TILE_POSITION -100 400 500	1 GOLDEN
//TILE_POSITION -100 400 700	1 GOLDEN g
TILE_POSITION -700 800 -500	1 GOLDEN
TILE_POSITION -700 800 -300	1 GOLDEN
TILE_POSITION -900 800 -300	1 GOLDEN
TILE_POSITION -1100 800 -300	1 GOLDEN
//TILE_POSITION -100 400 1100	1 GOLDEN g
//TILE_POSITION -300 400 700	1 GOLDEN g
//TILE_POSITION -300 400 900	1 GOLDEN g
//TILE_POSITION -300 400 1100	1 GOLDEN g
TILE_POSITION -700 800 300	1 GOLDEN
//TILE_POSITION -700 900 700	1 GOLDEN
//TILE_POSITION -700 900 900	1 GOLDEN
//TILE_POSITION -700 900 1100	1 GOLDEN
TILE_POSITION -900 800 -100	1 GOLDEN
TILE_POSITION -900 800 100	1 GOLDEN
TILE_POSITION -900 800 300	1 GOLDEN
//TILE_POSITION -900 900 700	1 GOLDEN
//TILE_POSITION -900 900 1100	1 GOLDEN
TILE_POSITION -1100 800 -100	1 GOLDEN
TILE_POSITION -1100 800 100	1 GOLDEN
TILE_POSITION -1100 800 300	1 GOLDEN
//TILE_POSITION -1100 900 700	1 GOLDEN
//TILE_POSITION -1100 900 900	1 GOLDEN
//TILE_POSITION -1100 900 1100	1 GOLDEN
//TILE_POSITION -700 800 500	1 GOLDEN p
//TILE_POSITION -300 400 -1100	1 GOLDEN g
//TILE_POSITION -300 400 -900	1 GOLDEN g
//TILE_POSITION -300 400 -700	1 GOLDEN g
TILE_POSITION -500 400 -300 	1 GOLDEN
TILE_POSITION -500 400 -500 	1 GOLDEN
TILE_POSITION -500 400 300 	1 GOLDEN
TILE_POSITION -500 400 500 	1 GOLDEN
TILE_POSITION -300 400 -300 	1 GOLDEN
TILE_POSITION -300 400 -500 	1 GOLDEN
TILE_POSITION -300 400 300 	1 GOLDEN
TILE_POSITION -300 400 500 	1 GOLDEN
//TILE_POSITION -100 400 900	1 GOLDEN g	


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


/* ------------------ Foor lights --------------*/

#define SMALL_SHAFT_1 310

// Left side --------------------------------
PLATFORM_BACKGROUND large_shaft.obe 280 0 -1840
	ACTOR_DONT_LIGHT
PLATFORM_BACKGROUND small_shaft.obe 70 0 -1790
	TAG SMALL_SHAFT_1
	ACTOR_DONT_LIGHT
PLATFORM_BACKGROUND small_shaft.obe 470 0 -1735
	TAG SMALL_SHAFT_1
	ACTOR_DONT_LIGHT

// Right side --------------------------------
PLATFORM_BACKGROUND large_shaft.obe 280 0 1840
	ACTOR_DONT_LIGHT
PLATFORM_BACKGROUND small_shaft.obe 70 0 1790
	TAG SMALL_SHAFT_1
	ACTOR_DONT_LIGHT
PLATFORM_BACKGROUND small_shaft.obe 470 0 1735
	TAG SMALL_SHAFT_1
	ACTOR_DONT_LIGHT

PUZZLE START_OF_FIRST_HALF
	ACTION SET_PLATFORM_ALPHA SMALL_SHAFT_1 200 0



/* ---------------- GIANT LIGHT BULB TUBE THINGS ------------*/

#define RIGHT_FILAMENT 601
#define LEFT_FILAMENT 602
#define RIGHT_GEN_FILAMENT 603
#define LEFT_GEN_FILAMENT 604

PLATFORM_BACKGROUND filament.obe 0 0 0
	TAG RIGHT_FILAMENT
	ANIMATE burn 1 0 1 0.1
	ACTOR_DONT_LIGHT

PLATFORM_BACKGROUND filament_left.obe 0 0 0
	TAG LEFT_FILAMENT
	ANIMATE burn 1 0 1 0.1
	ACTOR_DONT_LIGHT

PLATFORM_BACKGROUND filament_gen_right.obe 0 0 0
	TAG RIGHT_GEN_FILAMENT
	ANIMATE burn 1 0 1 0.1
	ACTOR_DONT_LIGHT

PLATFORM_BACKGROUND filament_gen_left.obe 0 0 0
	TAG LEFT_GEN_FILAMENT
	ANIMATE burn 1 0 1 0.1
	ACTOR_DONT_LIGHT
	
PUZZLE START_OF_FIRST_HALF
	ACTION SET_PLATFORM_ALPHA RIGHT_FILAMENT 150 0 
	ACTION SET_PLATFORM_ALPHA LEFT_FILAMENT 150 0 
	ACTION SET_PLATFORM_ALPHA RIGHT_GEN_FILAMENT 150 0 
	ACTION SET_PLATFORM_ALPHA LEFT_GEN_FILAMENT 150 0 



/* ------------------- SMOKE FROM "PIT" --------------------*/
/*
#define PIT_R 200
#define PIT_G 50
#define PIT_B 20

#define UP_SPEED 1.5
#define SMOKE_DENSITY 0.1


// Left --------------------------------

NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY
	VENT_POS -280 -300 -1915 	60 200
	VENT_PATTERN 0 10
	VENT_VEL 0 UP_SPEED 0 		0 0


NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY
	VENT_POS 800 -300 -1680 	60 200
	VENT_PATTERN 0 10
	VENT_VEL 0 UP_SPEED 0 		0 0


NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY
	VENT_POS 1550 -300 -885 	60 200
	VENT_PATTERN 0 10
	VENT_VEL 0 UP_SPEED 0 		0 0


// Right --------------------------------

NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY
	VENT_POS -280 -300 1915 	60 200
	VENT_PATTERN 0 10
	VENT_VEL 0 UP_SPEED 0 		0 0


NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY
	VENT_POS 800 -300 1680	 	60 200
	VENT_PATTERN 0 10
	VENT_VEL 0 UP_SPEED 0 		0 0


NEW_VENT BLEND_SMOKE_BIG PIT_R PIT_G PIT_B 49 1 SMOKE_DENSITY
	VENT_POS 1550 -300 885 		60 200
	VENT_PATTERN 0 10
	VENT_VEL 0 UP_SPEED 0 		0 0

*/

// Steam from large pipes at top ----------


NEW_VENT STEAM2 100 100 100 50 0 1
	VENT_POS -1025 680 1220		60 200
	VENT_PATTERN 0 10
	VENT_VEL 0 30 0 		0 0
//	VENT_DEBRIS STEAM1 20 20 20 0.5


NEW_VENT STEAM2 100 100 100 51 1 1
	VENT_POS -1025 680 1220		60 200
	VENT_PATTERN 0 10
	VENT_VEL 50 20 5 		0 0
	
	
/* ---------------------------- SPRITES -----------------------------*/

// 3 floor lights at front of arena


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

CAMERA_ALIGNED_SPRITE 1800 0 -250  	200 90  	ai_light_glow_2.bmp 40 40 5 	90  50  1	
CAMERA_ALIGNED_SPRITE 1800 0 0		200 90  	ai_light_glow_2.bmp 40 40 5 	90  50  1	
CAMERA_ALIGNED_SPRITE 1800 0 250	200 90  	ai_light_glow_2.bmp 40 40 5 	90  50  1


// front edge of arena

CAMERA_ALIGNED_SPRITE 1250 10 -700  	150 60  	ai_light_glow_2.bmp 50 100 90 	90  100  1	
CAMERA_ALIGNED_SPRITE 1250 10 -450  	150 60  	ai_light_glow_2.bmp 50 100 90 	90  100  1	
CAMERA_ALIGNED_SPRITE 1250 10 -150  	150 60  	ai_light_glow_2.bmp 50 100 90 	90  100  1	
CAMERA_ALIGNED_SPRITE 1250 10  150  	150 60  	ai_light_glow_2.bmp 50 100 90 	90  100  1	
CAMERA_ALIGNED_SPRITE 1250 10  450  	150 60  	ai_light_glow_2.bmp 50 100 90 	90  100  1	
CAMERA_ALIGNED_SPRITE 1250 10  700  	150 60  	ai_light_glow_2.bmp 50 100 90 	90  100  1	



// on pusher eyes

#define SPRITE_EYE_1_1 10
#define SPRITE_EYE_1_2 11
#define SPRITE_EYE_2_1 12
#define SPRITE_EYE_2_2 13

CAMERA_ALIGNED_SPRITE 0 0 0  	200 200  	ai_light_glow_2.bmp 127 100 30 	90  50  0	
	TAG SPRITE_EYE_1_1
	
CAMERA_ALIGNED_SPRITE 0 0 0  	200 200  	ai_light_glow_2.bmp 127 100 30 	90  50  0	
	TAG SPRITE_EYE_1_2

CAMERA_ALIGNED_SPRITE 0 0 0  	200 200  	ai_light_glow_2.bmp 127 100 30 	90  50  0	
	TAG SPRITE_EYE_2_1

CAMERA_ALIGNED_SPRITE 0 0 0  	200 200  	ai_light_glow_2.bmp 127 100 30 	90  50  0	
	TAG SPRITE_EYE_2_2


PUZZLE BRB_JUST_DOWN BUTTON 1
	NUMTIMES 1
	ACTION ATTACH_SPRITE_TO_NODE SPRITE_EYE_1_1 PUSHER_1 stad_pusherskull 0 20 -92 0
	ACTION ATTACH_SPRITE_TO_NODE SPRITE_EYE_1_2 PUSHER_1 stad_pusherskull 0 20  82 0
	ACTION ATTACH_SPRITE_TO_NODE SPRITE_EYE_2_1 PUSHER_2 stad_pusherskull 0 20 -92 0
	ACTION ATTACH_SPRITE_TO_NODE SPRITE_EYE_2_2 PUSHER_2 stad_pusherskull 0 20  82 0



// On button when active

#define SPRITE_BUTTON 14

CAMERA_ALIGNED_SPRITE 600 130 0	275 250 ai_light_glow_2.bmp 127 90 30    90 150   0
	TAG SPRITE_BUTTON


