
/* BUILDING SITE - Game name "OUTLANDS"  */


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

PLAY_TIME 4800

SKIP_MINI_GAMES


// Arena
LANDSCAPE sitemesh01.obe 0 0 0
	ACTOR_DONT_STATIC_LIGHT
	ACTOR_DONT_FOG

// Periphery
BACKGROUND site_periphery.obe 0 0 0
	ACTOR_DONT_LIGHT

// Sky
PLATFORM_BACKGROUND site_back.obe 0 0 0 
	ACTOR_DONT_FOG
	ACTOR_DONT_LIGHT

// Floor
PLATFORM_BACKGROUND site_floor.obe 0 0 0
	ACTOR_DONT_LIGHT


// Turn players to face camera
PLAYER_ROT 5.5

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



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

CAMERA_ROT -0.45
CAMERA_ORIGIN -4000 0 2000

INTRO_CAM     site1.lom
INTRO_CAM_LOW_DETAIL
INTRO_CAM     site2.lom
INTRO_CAM     site3.lom
INTRO_CAM     site4.lom
INTRO_CAM     site5.lom


WINNER_CAM
		//910	490	-1250
		845	545	-1150
// Winners
		420	200	-590
		560	200	-450
		750	200	-370
		400	200	-740
//Losers
		150	200	-450
		620	200	-60
		280	200	-180
		


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



FOG  3000  16000 63 48 5


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



AMBIENTLIGHT 140 140 120	

DIRECTIONAL_LIGHT 250 250 250  -0.4 2.1



//                    	xRot    yRot   zRot
SHADOW DIRECTIONAL       0.7	5.5	0 


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

#define SFX_BALL_FORWARDS 	1
#define SFX_BALL_BACK 		2
#define SFX_WALL_SMASH_1 	3
#define SFX_RUBBLE_LAND 	4
#define SFX_CHAIN_REEL_DOWN  	5
#define SFX_BALL_WARNING 	6
#define SFX_DYNAMITE_LAND_1 	7
#define SFX_DYNAMITE_FUSE 	8
#define SFX_DYNAMITE_BANG_1  	9
#define SFX_DYNAMITE_BANG_2 	10
#define SFX_TANK_MOVE 		11
#define SFX_TANK_ROTATE 	12
#define SFX_MACHINE_CLUNK 	13
#define SFX_MACHINE_COGG 	14
#define SFX_BUTTON_HAZARD 	15
#define SFX_CRUMBLE		16
#define SFX_WIND		17

SAMPLE constr_02b.wav SFX_BALL_FORWARDS 
SAMPLE constr_02a.wav SFX_BALL_BACK 
SAMPLE constr_03a.wav SFX_WALL_SMASH_1 
SAMPLE constr_04a.wav SFX_RUBBLE_LAND 
SAMPLE constr_06b.wav SFX_CHAIN_REEL_DOWN
SAMPLE military_05b.wav SFX_BALL_WARNING
SAMPLE constr_10a.wav SFX_DYNAMITE_LAND_1
SAMPLE constr_11a.wav SFX_DYNAMITE_FUSE
SAMPLE demolish_01b.wav SFX_DYNAMITE_BANG_1
SAMPLE demolish_01c.wav SFX_DYNAMITE_BANG_2
SAMPLE constr_07a.wav SFX_TANK_MOVE 
SAMPLE constr_08a.wav SFX_TANK_ROTATE 
SAMPLE constr_09a.wav SFX_MACHINE_CLUNK 
SAMPLE constr_09c.wav SFX_MACHINE_COGG 
SAMPLE hazard.wav SFX_BUTTON_HAZARD
SAMPLE constr_05b.wav SFX_CRUMBLE
SAMPLE tanks_01a.wav SFX_WIND

#define TEMP_VOL 255
#define AMB_VOL 127
#define FUSE_VOL 127

PUZZLE START_OF_FIRST_HALF
	ACTION PLAY_SAMPLE SFX_CRUMBLE TEMP_VOL 0 0
	ACTION PLAY_SAMPLE SFX_WIND TEMP_VOL 0 0



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


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

#define GOAL_EFFECT_1 1
#define GOAL_EFFECT_2 2


// Left
PLATFORM goalbase.obe 200 -180 -1000
	TEXTURE_ANIM  activegoalanim.gif  1
	GOAL 
	ACTOR_DONT_LIGHT

// RIght
PLATFORM goalbase.obe 1000 -180 -200
	TEXTURE_ANIM  activegoalanim.gif  1
	GOAL 
	ACTOR_DONT_LIGHT

PLATFORM_BACKGROUND goaleffect.obe  200 -220 -1000
	TAG GOAL_EFFECT_1
	TEXTURE_ANIM  goalsign_anim.gif  1
	ACTOR_DONT_LIGHT

PLATFORM_BACKGROUND goaleffect.obe  1000 -220 -200
	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 ------------------------*/

// Button

#define BUTTON 30
#define BUTTON_SPRITE_FLASH 31


PLATFORM brb.obe -400 500 400
	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



// Stuff falls on the goal ------------------------


#define DROP_1 300
#define DROP_2 301
#define SHADOW_1 302
#define SHADOW_2 303

#define DROPPER_LANDS 60

// Left
PLATFORM goalattack.obe 200 2000 -1000
	TAG DROP_1
	BEHAVIOUR LOOP
	SPEED 0
	INACTIVE 
	MOVEKEY 200 2000 -1000 0 
	MOVEKEY 200 -200 -1000 DROPPER_LANDS 
	MOVEKEY 200 -200 -1000 120
	ACTOR_DONT_LIGHT

// Right
PLATFORM goalattack.obe 1000 2000 -200
	TAG DROP_2
	BEHAVIOUR LOOP
	SPEED 0
	INACTIVE 
	MOVEKEY 1000 2000 -200 0 
	MOVEKEY 1000 -200 -200 DROPPER_LANDS 
	MOVEKEY 1000 -200 -200 120 
	ACTOR_DONT_LIGHT
	


PLATFORM_BACKGROUND goalattack_shadow.obe 200 -190 -1000
	TAG SHADOW_1
	INACTIVE
	ACTOR_DONT_LIGHT

PLATFORM_BACKGROUND goalattack_shadow.obe 1000 -190 -200
	TAG SHADOW_2
	INACTIVE
	ACTOR_DONT_LIGHT



#define BUTTON_ACTIVE 32
#define BUTTON_PRESSED 33



PUZZLE BRB_JUST_DOWN BUTTON 0

	// Play warning
	ACTION PLAY_SAMPLE SFX_BUTTON_HAZARD TEMP_VOL 0 0
	
	// dropping items
	ACTION ACTIVATE_PLATFORM 	DROP_1 30
	ACTION ACTIVATE_PLATFORM 	DROP_2 20
	ACTION MAKE_KO		 	DROP_1 1 30
	ACTION MAKE_KO	 		DROP_2 1 20
	ACTION SET_PLATFORM_SPEED 	DROP_1 1 ONE_CYCLE 30
	ACTION SET_PLATFORM_SPEED 	DROP_2 1 ONE_CYCLE 20
	ACTION ANIMATE_PLATFORM 	DROP_1 idle 0 0 1 0.1 0
	ACTION ANIMATE_PLATFORM 	DROP_2 idle 0 0 1 0.1 0
	ACTION ANIMATE_PLATFORM 	DROP_1 attack 0 0 0.5 0.1 90
	ACTION ANIMATE_PLATFORM 	DROP_2 attack 0 0 0.5 0.1 80

	// shadows
	ACTION ACTIVATE_PLATFORM 	SHADOW_1 10
	ACTION ACTIVATE_PLATFORM 	SHADOW_2 0
	ACTION ANIMATE_PLATFORM 	SHADOW_1 grow 0 0   0.5   0.1 10
	ACTION ANIMATE_PLATFORM 	SHADOW_2 grow 0 0   0.5   0.1 0
	ACTION DEACTIVATE_PLATFORM 	SHADOW_1 90
	ACTION DEACTIVATE_PLATFORM 	SHADOW_2 80
	
	// SFX
	ACTION PLAY_SAMPLE SFX_RUBBLE_LAND TEMP_VOL 0 90
	ACTION PLAY_SAMPLE SFX_RUBBLE_LAND TEMP_VOL 0 80
	
	// Debris

	ACTION CREATE_EXPLOSION_SMOKE 200 -100 -1000 8 250 8 250 	176 96 23 	74 
	ACTION CREATE_EXPLOSION_SMOKE 1000 -100 -200 8 250 8 250 	176 96 23 	74

	ACTION CREATE_DEBRIS_EXPLOSION RUBBLE1  0 0 0    	200 -100 -1000    10      20   40      84
	//ACTION CREATE_DEBRIS_EXPLOSION RUBBLE2  0 0 0    	200 -100 -1000    12      10   40      84

	ACTION CREATE_DEBRIS_EXPLOSION RUBBLE1  0 0 0    	1000 -100 -200    10      20   40      74
	//ACTION CREATE_DEBRIS_EXPLOSION RUBBLE2  0 0 0    	1000 -100 -200    12      10   40      74
	
	// Button
	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
//
//	ACTION SET_VAR BUTTON_PRESSED 1 NO_FLAGS 10
//	ACTION SET_VAR BUTTON_PRESSED 0 NO_FLAGS 60
//	


/*

// FIRST 1610
// SECOND 3210

PUZZLE AFTER_TIME 1
	NUMTIMES 1
	
	ACTION SET_VAR BUTTON_ACTIVE 0 NO_FLAGS 1410
	
	ACTION ACTIVATE_BRB BUTTON 1 		2060
	ACTION SPRITE_ONOFF SPRITE_BUTTON 1 	2060
	ACTION SET_VAR BUTTON_ACTIVE 1 NO_FLAGS 2060
	
	ACTION SET_VAR BUTTON_ACTIVE 0 NO_FLAGS 3010
	
	ACTION ACTIVATE_BRB BUTTON 1 		2060
	ACTION SPRITE_ONOFF SPRITE_BUTTON 1 	2060	
	ACTION SET_VAR BUTTON_ACTIVE 1 NO_FLAGS 3650

	
PUZZLE ( VAR_EQUAL BUTTON_ACTIVE 0 ) & ( VAR_NOT_EQUAL BUTTON_ACTIVE 1 ) & ( REPEAT )
	ACTION ACTIVATE_BRB BUTTON 0 1
	ACTION SPRITE_ONOFF SPRITE_BUTTON 0 1


*/

/*--------------------- WALL OBJECTS ----------------------*/


// Destroyable walls - before and after meshes

#define FIRST_WALL_BEFORE 102
#define FIRST_WALL_AFTER 132
#define FIRST_WALL_DEBRIS 103
#define SECOND_WALL_BEFORE 100
#define SECOND_WALL_AFTER 130
#define SECOND_WALL_DEBRIS 101


// Right-hand wall -----------------------
PLATFORM tank02-st1.obe -900 0 -100
	TAG FIRST_WALL_BEFORE
	ACTOR_DONT_STATIC_LIGHT

PLATFORM tank02-st2.obe -900 0 -100
	TAG FIRST_WALL_AFTER
	INACTIVE 
	ACTOR_DONT_STATIC_LIGHT

PLATFORM_BACKGROUND tank_2.obe -900 0 -100
	TAG FIRST_WALL_DEBRIS
	INACTIVE 
	ACTOR_DONT_LIGHT
	
	
// Left-hand wall ------------------------
PLATFORM tank01-st1.obe -1000 0 -700
	TAG SECOND_WALL_BEFORE
	ACTOR_DONT_STATIC_LIGHT

PLATFORM tank01-st2.obe -1000 0 -700
	TAG SECOND_WALL_AFTER
	INACTIVE 
	ACTOR_DONT_STATIC_LIGHT

PLATFORM_BACKGROUND tank_1.obe -1000 0 -700
	TAG SECOND_WALL_DEBRIS
	INACTIVE 
	ACTOR_DONT_LIGHT
	
	



/* -------------------------- DESTROY WALLS -----------------------------*/

// Commonly used delay when objects change as wrecking ball smashes through

#define SWAP_WALLS 230


/*--------------------- WRECKER --------------------*/

#define WRECKER 451
#define WRECKER_BALL 452
#define WRECKER_LIGHTS 453
#define WRECKER_ANIMSPEED 0.5	


PLATFORM_BACKGROUND wrecker.obe -3490 70 -88	
	TAG WRECKER
	MOVEKEY -3490 70 -88 0 
	MOVEKEY -3042 70 -744 120
	ROTATEKEY 0 0 0 0
	ROTATEKEY 0 90 0 1
	BEHAVIOUR STOP
	SPEED 0
	ACTOR_DONT_STATIC_LIGHT


// Invisible ball object which hurts players
PLATFORM wrecker_ball.obe -5000 543 -105
	TAG WRECKER_BALL
	ACTOR_DONT_LIGHT

// Beams of light
PLATFORM_BACKGROUND wrecker_lights.obe -3490 70 -88
	TAG WRECKER_LIGHTS
	ACTOR_DONT_LIGHT


// Variable to count animations
#define WRECKER_COUNTER 99


// Setup wrecker -------------------------------

PUZZLE START_OF_FIRST_HALF	
	ACTION ATTACH_PLATFORM_TO_NODE 	WRECKER_LIGHTS WRECKER wrecker_basecover 0  0 0  0
	ACTION ATTACH_PLATFORM_TO_NODE 	WRECKER_BALL WRECKER wrecker_ball 0 0 0  0
	ACTION MAKE_KO	 		WRECKER_BALL 1 0
	ACTION SET_PLATFORM_SPEED 	WRECKER 1 SPIN_ONE_STEP 0
	ACTION SET_VAR 			WRECKER_COUNTER 99 NO_FLAGS 0


// Start wrecker -------------------------------

PUZZLE AFTER_TIME 900
	NUMTIMES 1
	// Draw ball up
	ACTION ANIMATE_PLATFORM 	WRECKER 02draw 0 0 	WRECKER_ANIMSPEED 0.1 0
	ACTION PLAY_SAMPLE 		SFX_CHAIN_REEL_DOWN 	TEMP_VOL 0 0
	ACTION PLAY_SAMPLE 		SFX_MACHINE_CLUNK 	TEMP_VOL 0 240
	
	// Create super orb on top of wall 5 secs before wall is destroyed
	ACTION CREATE_RANDOM_TILE_GROUP 1 SUPER 12 1 240
	
	// Set variable
	ACTION SET_VAR WRECKER_COUNTER 0 NO_FLAGS 480



/* --------------------- SIRENS ------------------------*/

// SIRENS_3 is used for the first wall knocked down in the first half and the first in the second half.
// SIRENS_1 is for the second wall knocked down in the second half

#define SIRENS_3 40
#define SIRENS_1 41


// On first wall  -----------------

PLATFORM_BACKGROUND sirens_3.obe -900 800 -100
	TAG SIRENS_3
	ACTOR_DONT_LIGHT
	
PLATFORM_BACKGROUND warninglight.obe -1150 800 -350
	TAG 42
	ACTOR_DONT_LIGHT
	
PLATFORM_BACKGROUND warninglight.obe -650 800 -350
	TAG 43
	ACTOR_DONT_LIGHT
	
PLATFORM_BACKGROUND warninglight.obe -650 800 150
	TAG 44
	ACTOR_DONT_LIGHT
	
PLATFORM_BACKGROUND warninglight.obe -1150 800 150
	TAG 45
	ACTOR_DONT_LIGHT

// On second wall -----------------

PLATFORM_BACKGROUND sirens_1.obe -1000 500 -700
	TAG SIRENS_1
	ACTOR_DONT_LIGHT
	
PLATFORM_BACKGROUND warninglight.obe -1150 550 -450
	TAG 46
	ACTOR_DONT_LIGHT
	
PLATFORM_BACKGROUND warninglight.obe -850 550 -450
	TAG 47
	ACTOR_DONT_LIGHT
	
PLATFORM_BACKGROUND warninglight.obe -850 500 -950
	TAG 48
	ACTOR_DONT_LIGHT
	
PLATFORM_BACKGROUND warninglight.obe -1150 500 -950
	TAG 49
	ACTOR_DONT_LIGHT
	


/* ------------------- DESTROY FIRST WALL -----------------*/

#define LIGHT_SPIN_ANIMSPEED 0.7


// Destroy tall wall --------------------------

PUZZLE ( ANIM_ENDED WRECKER ) & ( VAR_EQUAL WRECKER_COUNTER 0 )
	NUMTIMES 1
	//Warning light
	ACTION PLAY_SAMPLE SFX_BALL_WARNING TEMP_VOL 0 			0
	ACTION ANIMATE_PLATFORM 42 warnspin 1 0 LIGHT_SPIN_ANIMSPEED 0.1 0
	ACTION ANIMATE_PLATFORM 43 warnspin 1 0 LIGHT_SPIN_ANIMSPEED 0.1 15
	ACTION ANIMATE_PLATFORM 44 warnspin 1 0 LIGHT_SPIN_ANIMSPEED 0.1 20
	ACTION ANIMATE_PLATFORM 45 warnspin 1 0 LIGHT_SPIN_ANIMSPEED 0.1 30
	
	//			     r   g   b    xRot  yRot rotSpeed lifetime   delay
	ACTION CREATE_SPINNING_LIGHT 127 120 90  0.1   0.1   0.2      230       0

	ACTION SPRITE_ONOFF SPRITE_SIRENS_3_1 1 0
	ACTION SPRITE_ONOFF SPRITE_SIRENS_3_2 1 15
	ACTION SPRITE_ONOFF SPRITE_SIRENS_3_3 1 20
	ACTION SPRITE_ONOFF SPRITE_SIRENS_3_4 1 30
	ACTION SPRITE_ONOFF SPRITE_SIRENS_3_1 0 SWAP_WALLS
	ACTION SPRITE_ONOFF SPRITE_SIRENS_3_2 0 SWAP_WALLS
	ACTION SPRITE_ONOFF SPRITE_SIRENS_3_3 0 SWAP_WALLS
	ACTION SPRITE_ONOFF SPRITE_SIRENS_3_4 0 SWAP_WALLS
	
	ACTION DEACTIVATE_PLATFORM SIRENS_3 	SWAP_WALLS
	ACTION DEACTIVATE_PLATFORM 42 		SWAP_WALLS
	ACTION DEACTIVATE_PLATFORM 43 		SWAP_WALLS
	ACTION DEACTIVATE_PLATFORM 44 		SWAP_WALLS
	ACTION DEACTIVATE_PLATFORM 45 		SWAP_WALLS
	
	// Switch Walls
	ACTION DEACTIVATE_PLATFORM 	FIRST_WALL_BEFORE 			SWAP_WALLS
	ACTION ACTIVATE_PLATFORM 	FIRST_WALL_DEBRIS 			SWAP_WALLS
	ACTION ANIMATE_PLATFORM 	FIRST_WALL_DEBRIS blast 0 0 0.7 0.1 	SWAP_WALLS
	ACTION ACTIVATE_PLATFORM 	FIRST_WALL_AFTER 			SWAP_WALLS
	ACTION PLAY_SAMPLE 		SFX_WALL_SMASH_1 TEMP_VOL 0 		SWAP_WALLS
	ACTION DEACTIVATE_PLATFORM 	FIRST_WALL_DEBRIS 			500
	//ACTION SHAKE_CAMERA 		20 45 			 		SWAP_WALLS
	ACTION CREATE_EXPLOSION_SMOKE -700 500 -250 8 250 8 250   176 96 23	230 

//                                              r g b  		x   y    z    num vel randVel
	ACTION CREATE_DEBRIS_EXPLOSION RUBBLE1	0 0 0 		-900 400 -100    20  20  50    SWAP_WALLS
	ACTION CREATE_DEBRIS_EXPLOSION RUBBLE2  0 0 0  		-900 400 -100    20  20  50    SWAP_WALLS
	
	// Change Tile groups
	ACTION DEACTIVATE_TILE_GROUP 12 		SWAP_WALLS
	ACTION DESTROY_TILE_GROUP 12 			SWAP_WALLS
	ACTION ACTIVATE_TILE_GROUP 3			SWAP_WALLS
	
	// Animate wrecker
	ACTION ANIMATE_PLATFORM 	WRECKER 04swing 0 0 WRECKER_ANIMSPEED 0.1 	180
	ACTION PLAY_SAMPLE 		SFX_BALL_FORWARDS TEMP_VOL 0 			180
	ACTION PLAY_SAMPLE 		SFX_BALL_BACK TEMP_VOL 0 			240
	ACTION PLAY_SAMPLE 		SFX_CHAIN_REEL_DOWN TEMP_VOL 0 			390	//360
	ACTION PLAY_SAMPLE 		SFX_MACHINE_CLUNK TEMP_VOL 0 			630	//600
	
	ACTION SET_VAR WRECKER_COUNTER 3 NO_FLAGS 				700

	
// Turn wrecker --------------------------------------

PUZZLE ( ANIM_ENDED WRECKER ) & ( VAR_EQUAL WRECKER_COUNTER 3 )
	NUMTIMES 1
	ACTION ANIMATE_PLATFORM 	WRECKER 08rotatecentre-right 0 0 WRECKER_ANIMSPEED 0.1 60
	ACTION PLAY_SAMPLE 		SFX_TANK_ROTATE TEMP_VOL 0 				60
	ACTION SET_VAR 			WRECKER_COUNTER 5 NO_FLAGS 				300


// Move wrecker to new location	----------------------

PUZZLE ( ANIM_ENDED WRECKER ) & ( VAR_EQUAL WRECKER_COUNTER 5 )
	NUMTIMES 1
	ACTION SET_PLATFORM_SPEED 	WRECKER 1 MOVE_ONE_STEP 				0
	ACTION PLAY_SAMPLE 		SFX_TANK_MOVE TEMP_VOL 0 				0
	ACTION ANIMATE_PLATFORM 	WRECKER move_right 0 0  1   0.1 			0
	ACTION SET_PLATFORM_SPEED 	WRECKER 0 NO_FLAGS 					120
	ACTION ANIMATE_PLATFORM 	WRECKER 09rotateright-centre 0 0 WRECKER_ANIMSPEED 0.1 120
	ACTION PLAY_SAMPLE 		SFX_TANK_ROTATE TEMP_VOL 0 				120
	ACTION PLAY_SAMPLE 		SFX_MACHINE_COGG TEMP_VOL 0 				480	//360
	ACTION SET_VAR 			WRECKER_COUNTER 6 NO_FLAGS 				600
	
	// Create super orb on top of small wall 5 secs before it is destoyed
	ACTION CREATE_RANDOM_TILE_GROUP 1 SUPER 11 1 				360
	
	

/* ------------------- DESTROY SECOND WALL -----------------*/

		
PUZZLE ( ANIM_ENDED WRECKER ) & ( VAR_EQUAL WRECKER_COUNTER 6 )
	NUMTIMES 1
	//Warning light
	ACTION PLAY_SAMPLE SFX_BALL_WARNING TEMP_VOL 0 				0
	ACTION ANIMATE_PLATFORM 46 warnspin 1 0 LIGHT_SPIN_ANIMSPEED 0.1 0
	ACTION ANIMATE_PLATFORM 47 warnspin 1 0 LIGHT_SPIN_ANIMSPEED 0.1 15
	ACTION ANIMATE_PLATFORM 48 warnspin 1 0 LIGHT_SPIN_ANIMSPEED 0.1 20
	ACTION ANIMATE_PLATFORM 49 warnspin 1 0 LIGHT_SPIN_ANIMSPEED 0.1 30
	
	//			     r   g   b    xRot  yRot rotSpeed lifetime   delay
	ACTION CREATE_SPINNING_LIGHT 127 120 90  0.1   0.1   0.2      230       0
	
	ACTION SPRITE_ONOFF SPRITE_SIRENS_1_1 1 0
	ACTION SPRITE_ONOFF SPRITE_SIRENS_1_2 1 15
	ACTION SPRITE_ONOFF SPRITE_SIRENS_1_3 1 20
	ACTION SPRITE_ONOFF SPRITE_SIRENS_1_4 1 30
	ACTION SPRITE_ONOFF SPRITE_SIRENS_1_1 0 SWAP_WALLS
	ACTION SPRITE_ONOFF SPRITE_SIRENS_1_2 0 SWAP_WALLS
	ACTION SPRITE_ONOFF SPRITE_SIRENS_1_3 0 SWAP_WALLS
	ACTION SPRITE_ONOFF SPRITE_SIRENS_1_4 0 SWAP_WALLS

	ACTION DEACTIVATE_PLATFORM SIRENS_1 	SWAP_WALLS
	ACTION DEACTIVATE_PLATFORM 46 		SWAP_WALLS
	ACTION DEACTIVATE_PLATFORM 47 		SWAP_WALLS
	ACTION DEACTIVATE_PLATFORM 48 		SWAP_WALLS
	ACTION DEACTIVATE_PLATFORM 49 		SWAP_WALLS
	
	// Switch walls
	ACTION DEACTIVATE_PLATFORM 	SECOND_WALL_BEFORE 			SWAP_WALLS
	ACTION ACTIVATE_PLATFORM 	SECOND_WALL_DEBRIS 			SWAP_WALLS
	ACTION ANIMATE_PLATFORM 	SECOND_WALL_DEBRIS blast 0 0 0.7 0.1 	SWAP_WALLS
	ACTION ACTIVATE_PLATFORM 	SECOND_WALL_AFTER 			SWAP_WALLS
	ACTION DEACTIVATE_PLATFORM 	SECOND_WALL_DEBRIS 			400
	ACTION PLAY_SAMPLE 		SFX_WALL_SMASH_1 TEMP_VOL 0 		SWAP_WALLS

	ACTION CREATE_EXPLOSION_SMOKE -700 500 -700 8 250 8 250   176 96 23	230 

//                                              r g b  		x   y    z    num vel randVel
	ACTION CREATE_DEBRIS_EXPLOSION RUBBLE1	0 0 0		-1000 200 -700    20  20  50    SWAP_WALLS
	ACTION CREATE_DEBRIS_EXPLOSION RUBBLE2  0 0 0  		-1000 200 -700    20  20  50    SWAP_WALLS
	
	// Change tile groups
	ACTION DEACTIVATE_TILE_GROUP 11 		SWAP_WALLS
	ACTION DESTROY_TILE_GROUP 11 			SWAP_WALLS
	ACTION ACTIVATE_TILE_GROUP 2			SWAP_WALLS
	
	//Animate wrecker
	ACTION ANIMATE_PLATFORM WRECKER 04swing 0 0 WRECKER_ANIMSPEED 0.1 	180
	ACTION PLAY_SAMPLE SFX_BALL_FORWARDS TEMP_VOL 0 			180
	ACTION PLAY_SAMPLE SFX_BALL_BACK TEMP_VOL 0 				240
	ACTION PLAY_SAMPLE SFX_CHAIN_REEL_DOWN TEMP_VOL 0 			390	//360
	ACTION PLAY_SAMPLE SFX_MACHINE_CLUNK TEMP_VOL 0 			630	//600
	




/*-------------------------- DYNAMITE ----------------------------*/


PUZZLE AFTER_TIME 420
	NUMTIMES 1
//	ACTION CREATE_TILE_GROUP SUPER 5 0 0
//	ACTION DESTROY_TILE_GROUP 5 240

	ACTION CREATE_COLLECTABLE SPEEDUP 350 200 -350  0
	
	ACTION CREATE_BOMB DYNAMITE 520 1500 -525	0
	ACTION CREATE_BOMB DYNAMITE 570 1500 -170	10
	ACTION CREATE_BOMB DYNAMITE 260 1500 15		20
	ACTION CREATE_BOMB DYNAMITE -20 1500 -235	30
	ACTION CREATE_BOMB DYNAMITE 155 1500 -595	40
	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 50	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 65	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 80	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 90	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 100

	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 100
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 110
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 120
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 130
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 140

	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_1 	TEMP_VOL 0 200
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_2 	TEMP_VOL 0 210
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_1 	TEMP_VOL 0 220
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_2 	TEMP_VOL 0 230
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_1 	TEMP_VOL 0 240
	



PUZZLE AFTER_TIME 2700
	NUMTIMES 1
//	ACTION CREATE_TILE_GROUP SUPER 5 0 0
//	ACTION DESTROY_TILE_GROUP 5 240
	
	ACTION CREATE_COLLECTABLE SUPER_ATTACK 	250 200 -250  0
	
	ACTION CREATE_BOMB DYNAMITE 520 1500 -525	0
	ACTION CREATE_BOMB DYNAMITE 570 1500 -170	10
	ACTION CREATE_BOMB DYNAMITE 260 1500 15		20
	ACTION CREATE_BOMB DYNAMITE -20 1500 -235	30
	ACTION CREATE_BOMB DYNAMITE 155 1500 -595	40
	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 50	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 65	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 80	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 90	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 100

	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 100
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 110
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 120
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 130
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 140

	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_1 	TEMP_VOL 0 200
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_2 	TEMP_VOL 0 210
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_1 	TEMP_VOL 0 220
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_2 	TEMP_VOL 0 230
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_1 	TEMP_VOL 0 240
	


PUZZLE AFTER_TIME 4200
	NUMTIMES 1
	ACTION CREATE_TILE_GROUP SUPER 5 0 0
	ACTION DESTROY_TILE_GROUP 5 240
	
	ACTION CREATE_BOMB DYNAMITE 520 1500 -525	0
	ACTION CREATE_BOMB DYNAMITE 570 1500 -170	10
	ACTION CREATE_BOMB DYNAMITE 260 1500 15		20
	ACTION CREATE_BOMB DYNAMITE -20 1500 -235	30
	ACTION CREATE_BOMB DYNAMITE 155 1500 -595	40
	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 50	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 65	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 80	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 90	
	ACTION PLAY_SAMPLE SFX_DYNAMITE_LAND_1 	TEMP_VOL 0 100

	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 100
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 110
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 120
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 130
	ACTION PLAY_SAMPLE SFX_DYNAMITE_FUSE 	FUSE_VOL 0 140

	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_1 	TEMP_VOL 0 200
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_2 	TEMP_VOL 0 210
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_1 	TEMP_VOL 0 220
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_2 	TEMP_VOL 0 230
	ACTION PLAY_SAMPLE SFX_DYNAMITE_BANG_1 	TEMP_VOL 0 240
	
	


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


#define GOLDEN PERSONALISED


PUZZLE START_OF_FIRST_HALF 
	ACTION SET_TILE_DEAL_DELAY 0 0
	ACTION ACTIVATE_TILE_GROUP 1 0
	ACTION CHANGE_HEIGHT_MAP 0


#define TILE_GENERATION_LOOP 21

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 	500 0 700   		1200
	ACTION CREATE_COLLECTABLE SPEEDUP 	-1100 0 -1100   	1800
	ACTION CREATE_COLLECTABLE SUPER_ATTACK 	1100 -200 -1100  	1500
	ACTION CREATE_COLLECTABLE INVINCIBILITY 1100 0 1100   		4140

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

// Middle of dynamite
TILE_POSITION 300 200 -300	5 SUPER

// Top of lower wall
TILE_POSITION -900 500 -500	11 SUPER
TILE_POSITION -900 500 -900	11 SUPER
TILE_POSITION -900 500 -700	11 SUPER
TILE_POSITION -1100 500 -500	11 SUPER
TILE_POSITION -1100 500 -700	11 SUPER
TILE_POSITION -1100 500 -900	11 SUPER

// Top of upper wall
TILE_POSITION -700 800 100	12 SUPER
TILE_POSITION -700 800 -100	12 SUPER
TILE_POSITION -700 800 -300	12 SUPER
TILE_POSITION -900 800 -300	12 SUPER
TILE_POSITION -900 800 -100	12 SUPER
TILE_POSITION -900 800 100	12 SUPER
TILE_POSITION -1100 800 100	12 SUPER
TILE_POSITION -1100 800 -100	12 SUPER
TILE_POSITION -1100 800 -300	12 SUPER

// Used to be 15
TILE_POSITION -1100 200 -900	2 GOLDEN
TILE_POSITION -1100 200 -700	2 GOLDEN
TILE_POSITION -1100 400 -500	2 GOLDEN
TILE_POSITION -900 200 -700	2 GOLDEN
TILE_POSITION -900 200 -900	2 GOLDEN
TILE_POSITION -900 200 -500	2 GOLDEN

// Used to be 16
TILE_POSITION -1100 400 -300	3 GOLDEN
TILE_POSITION -1100 400 -100	3 GOLDEN
TILE_POSITION -900 400 -100	3 GOLDEN
TILE_POSITION -900 400 -300	3 GOLDEN
TILE_POSITION -700 400 -100	3 GOLDEN
TILE_POSITION -700 400 -300	3 GOLDEN
TILE_POSITION -700 700 100	3 GOLDEN
TILE_POSITION -900 800 100	3 GOLDEN
TILE_POSITION -1100 800 100	3 GOLDEN

// Used to be 17
TILE_POSITION 300 500 700	1 GOLDEN
TILE_POSITION 300 500 900	1 GOLDEN
TILE_POSITION 300 500 1100	1 GOLDEN
TILE_POSITION 100 500 1100	1 GOLDEN
TILE_POSITION 100 500 900	1 GOLDEN
TILE_POSITION 100 500 700	1 GOLDEN
TILE_POSITION -100 500 700	1 GOLDEN
TILE_POSITION -100 600 900	1 GOLDEN
TILE_POSITION -100 800 1100	1 GOLDEN

// Used to be 18
TILE_POSITION 700 200 900	1 GOLDEN
TILE_POSITION 700 200 1100	1 GOLDEN
TILE_POSITION 500 200 1100	1 GOLDEN
TILE_POSITION 500 200 900	1 GOLDEN

//TILE_POSITION 1100 -200 -1100	1 GOLDEN
TILE_POSITION 900 -200 -1100	1 GOLDEN
TILE_POSITION 1100 -200 -900	1 GOLDEN
//TILE_POSITION 900 -200 -900	1 GOLDEN
TILE_POSITION 1100 -200 -700	1 GOLDEN
TILE_POSITION 900 -200 -700	1 GOLDEN
//TILE_POSITION 1100 -200 -500	1 GOLDEN
//TILE_POSITION 900 -200 -500	1 GOLDEN
//TILE_POSITION 1100 -200 -300	1 GOLDEN
//TILE_POSITION 900 -200 -300	1 GOLDEN
//TILE_POSITION 1100 -200 -100	1 GOLDEN
//TILE_POSITION 900 -200 -100	1 GOLDEN
//TILE_POSITION 1100 -200 100	1 GOLDEN
//TILE_POSITION 900 -200 100	1 GOLDEN
TILE_POSITION 1100 -200 300	1 GOLDEN
TILE_POSITION 900 -200 300	1 GOLDEN
TILE_POSITION 700 -200 -900	1 GOLDEN
TILE_POSITION 700 -200 -1100	1 GOLDEN
//TILE_POSITION 500 -200 -1100	1 GOLDEN
//TILE_POSITION 500 -200 -900	1 GOLDEN
//TILE_POSITION 300 -200 -900	1 GOLDEN
//TILE_POSITION 300 -200 -1100	1 GOLDEN
//TILE_POSITION 100 -200 -1100	1 GOLDEN
//TILE_POSITION 100 -200 -900	1 GOLDEN
//TILE_POSITION -100 -200 -900	1 GOLDEN
//TILE_POSITION -100 -200 -1100	1 GOLDEN
//TILE_POSITION -300 -200 -1100	1 GOLDEN
TILE_POSITION -300 -200 -900	1 GOLDEN
TILE_POSITION -500 0 -1100	1 GOLDEN
TILE_POSITION -500 0 -900	1 GOLDEN
TILE_POSITION -700 0 -900	1 GOLDEN
TILE_POSITION -700 0 -700	1 GOLDEN
TILE_POSITION -700 0 -500	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 1100 0 500	1 GOLDEN
TILE_POSITION 900 0 500		1 GOLDEN
TILE_POSITION 1100 0 700	1 GOLDEN
TILE_POSITION 900 0 700		1 GOLDEN
TILE_POSITION 1100 0 900	1 GOLDEN
TILE_POSITION 900 0 900		1 GOLDEN
//TILE_POSITION 1100 0 1100	1 GOLDEN
TILE_POSITION 900 0 1100	1 GOLDEN
TILE_POSITION 700 0 700		1 GOLDEN
TILE_POSITION 300 200 500	1 GOLDEN
TILE_POSITION 100 200 500	1 GOLDEN
TILE_POSITION 300 200 300 	1 GOLDEN
TILE_POSITION 100 200 300	1 GOLDEN
TILE_POSITION -100 200 300	1 GOLDEN
//TILE_POSITION 300 200 100	1 GOLDEN
//TILE_POSITION 100 200 100 	1 GOLDEN
TILE_POSITION -100 200 100	1 GOLDEN
//TILE_POSITION 300 200 -100	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 -100 200 -300	1 GOLDEN
//TILE_POSITION 300 200 -500	1 GOLDEN
//TILE_POSITION 100 200 -500	1 GOLDEN
TILE_POSITION -100 200 -500	1 GOLDEN
//TILE_POSITION 100 200 -700	1 GOLDEN
TILE_POSITION 500 200 -700	1 GOLDEN
//TILE_POSITION 300 200 -700	1 GOLDEN
TILE_POSITION 700 200 -500	1 GOLDEN
//TILE_POSITION 500 200 -500 	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 500 200 100	1 GOLDEN
TILE_POSITION -500 200 -100 	1 GOLDEN
TILE_POSITION -300 200 -100	1 GOLDEN
TILE_POSITION -300 200 100	1 GOLDEN
TILE_POSITION -300 800 700	1 GOLDEN
TILE_POSITION -500 800 700	1 GOLDEN
TILE_POSITION -300 800 900	1 GOLDEN
TILE_POSITION -500 800 900	1 GOLDEN
TILE_POSITION -700 800 900	1 GOLDEN
TILE_POSITION -700 800 700	1 GOLDEN
TILE_POSITION -700 800 500	1 GOLDEN
TILE_POSITION -700 800 300 	1 GOLDEN
TILE_POSITION -900 800 300	1 GOLDEN
TILE_POSITION -900 800 500	1 GOLDEN
TILE_POSITION -900 800 700	1 GOLDEN
//TILE_POSITION -900 800 900	1 GOLDEN
TILE_POSITION -1100 800 500	1 GOLDEN
TILE_POSITION -1100 800 700	1 GOLDEN
TILE_POSITION -1100 800 900	1 GOLDEN
TILE_POSITION -500 800 1100	1 GOLDEN
TILE_POSITION -700 800 1100	1 GOLDEN
TILE_POSITION -900 800 1100	1 GOLDEN
TILE_POSITION -1100 800 1100	1 GOLDEN
TILE_POSITION -300 800 1100	1 GOLDEN
TILE_POSITION -1100 800 300	1 GOLDEN



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


// Twinkles on lights in trough 

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

CAMERA_ALIGNED_SPRITE 1000 -40   400  150 100  ai_light_glow_4.bmp 120 120 90 90  100 1
CAMERA_ALIGNED_SPRITE -400 -40 -1000  150 100  ai_light_glow_4.bmp 120 120 90 90  50 1



// Attached to wrecker


#define SPRITE_WRECK_BASE_LEFT 10
#define SPRITE_WRECK_BASE_RIGHT 11
#define SPRITE_WRECK_HEAD_LEFT 12
#define SPRITE_WRECK_HEAD_RIGHT 13


CAMERA_ALIGNED_SPRITE -4048 355 371	500 400  ai_light_glow_2.bmp 90 90 50 	90  100 1
	TAG SPRITE_WRECK_BASE_LEFT

CAMERA_ALIGNED_SPRITE -4048 355 -536	500 400  ai_light_glow_2.bmp 90 90 50 	90  100 1
	TAG SPRITE_WRECK_BASE_RIGHT

CAMERA_ALIGNED_SPRITE -3852 1148 -83	150 100  ai_light_glow_2.bmp 90 70 50  	90  50 1
	TAG SPRITE_WRECK_HEAD_LEFT

CAMERA_ALIGNED_SPRITE -3852 1148 -83	150 100  ai_light_glow_2.bmp 90 70 50  	90  50 1
	TAG SPRITE_WRECK_HEAD_RIGHT


PUZZLE START_OF_FIRST_HALF
	ACTION ATTACH_SPRITE_TO_NODE SPRITE_WRECK_BASE_LEFT 	WRECKER wrecker_basecover 	558 285 -460 0
	ACTION ATTACH_SPRITE_TO_NODE SPRITE_WRECK_BASE_RIGHT 	WRECKER wrecker_basecover 	558 285 448  0
	ACTION ATTACH_SPRITE_TO_NODE SPRITE_WRECK_HEAD_LEFT 	WRECKER wrecker_cabin		344 474 -201 0
	ACTION ATTACH_SPRITE_TO_NODE SPRITE_WRECK_HEAD_RIGHT 	WRECKER wrecker_cabin		385 474 175  0



// Appear over sirens when they spin
// Triggered on and off in wall-smashing puzzles above.

#define SPRITE_SIRENS_3_1 14
#define SPRITE_SIRENS_3_2 15
#define SPRITE_SIRENS_3_3 16
#define SPRITE_SIRENS_3_4 17
#define SPRITE_SIRENS_1_1 18
#define SPRITE_SIRENS_1_2 19
#define SPRITE_SIRENS_1_3 20
#define SPRITE_SIRENS_1_4 21

#define XSIZE 500
#define YSIZE 400

#define RED	127
#define GREEN	90
#define BLUE 	30

#define DISTANCE 50

	
CAMERA_ALIGNED_SPRITE -1150 850 -350	XSIZE YSIZE ai_light_glow_2.bmp RED GREEN BLUE 90 DISTANCE 0
	TAG SPRITE_SIRENS_3_1
	
CAMERA_ALIGNED_SPRITE -650 850 -350	XSIZE YSIZE ai_light_glow_2.bmp RED GREEN BLUE 90 DISTANCE 0
	TAG SPRITE_SIRENS_3_2
	
CAMERA_ALIGNED_SPRITE -650 850 150	XSIZE YSIZE ai_light_glow_2.bmp RED GREEN BLUE 90 DISTANCE 0
	TAG SPRITE_SIRENS_3_3
	
CAMERA_ALIGNED_SPRITE -1150 850 150	XSIZE YSIZE ai_light_glow_2.bmp RED GREEN BLUE 90 DISTANCE 0
	TAG SPRITE_SIRENS_3_4
	
CAMERA_ALIGNED_SPRITE -1150 600 -450	XSIZE YSIZE ai_light_glow_2.bmp RED GREEN BLUE 90 DISTANCE 0
	TAG SPRITE_SIRENS_1_1
	
CAMERA_ALIGNED_SPRITE -850 600 -450	XSIZE YSIZE ai_light_glow_2.bmp RED GREEN BLUE 90 DISTANCE 0
	TAG SPRITE_SIRENS_1_2
	
CAMERA_ALIGNED_SPRITE -850 550 -950	XSIZE YSIZE ai_light_glow_2.bmp RED GREEN BLUE 90 DISTANCE 0
	TAG SPRITE_SIRENS_1_3
	
CAMERA_ALIGNED_SPRITE -1150 550 -950	XSIZE YSIZE ai_light_glow_2.bmp RED GREEN BLUE 90 DISTANCE 0
	TAG SPRITE_SIRENS_1_4
	


// On button when active

#define SPRITE_BUTTON 22

CAMERA_ALIGNED_SPRITE -370 540 370	275 250 ai_light_glow_2.bmp RED GREEN BLUE 90 200 0
	TAG SPRITE_BUTTON
