//
Avara variables and constants

// Do not make changes to this resource. To use the
// Variables described here, redefine them in your
// level files. Making changes here will probably
// cause severe compatibility problems. Treat this
// resource as a read-only guide to the variables and
// constants that are available for designing levels.
//
// This resource has to end with a space or return.

  designer = 0
  information = 0
  timeLimit = 2400 // Default time limit is 30 minutes.

  gravity = 1
  customGravity = 0.12

  shape = 0     // Primary BSP shape resource id
  altShape = 0  // Possible alternate shape
  scale = 1
  yon = 0
  wallYon = 0
  hasFloor = 0

  wallTemplate = 400
  floorTemplate = 401

  y = 0           // Height from ground level.
  mask = -1       // Bitmask for object type
  team = 1        // Team id
  wallHeight = 3
  wa = 0
  baseHeight = 0
  pixelToThickness = 1 / 8
  mass = 0
  visible = 0
  thickness = 0

  winTeam = 0

  targetGroup = 0

  // Sound stuff:
  hitSound = 0
  hitVolume = 0
  hitSoundDefault = 210
  shieldHitSoundDefault = 211
  playerHitSoundDefault = 211
  blastSound = 0
  blastVolume = 0
  blastSoundDefault = 230

  stepSound = 161
  groundStepSound = 160

  isTarget = 0

  sound = 0
  openSound = 400
  closeSound = 400
  stopSound = 401

  volume = 15

  // Player related:

  defaultLives = 3
  lives = defaultLives

  incarnateSound = 0
  incarnateVolume = 12

  winSound = 0
  winVolume = 12

  loseSound = 0
  loseVolume = 6

  // Scoring:
  killScore = 0
  hitScore = 0
  friendlyHitMultiplier = -1

  // Damage and explosions
  smallSliverCount = 0
  mediumSliverCount = 0
  largeSliverCount = 0
  smallSliverLife = 0
  mediumSliverLife = 0
  largeSliverLife = 0
  canGlow = 1

  // Messages sent when hit/destroyed
  killMsg = 0
  hitMsg = 0

  // Other messages
  stepOnMsg = 0

  // Motion
  accel = 0

  // Toggle switches
  togglePower = 0
  blastToggle = 1000

  // Doors:
  open = 0
  close = 0
  didOpen = 0
  didClose = 0
  openDelay = 0
  closeDelay = 0
  guardDelay = 0
  status = 0
  openSpeed = 0
  closeSpeed = 0
  pitch = 0
  yaw = 0
  roll = 0
  deltaX = 0
  deltaY = 0
  deltaZ = 0
  
  middle = 0
  midPitch = 0
  midYaw = 0
  midRoll = 0
  midX = 0
  midY = 0
  midZ = 0

  // Misc:
  power = 0
  maxPower = 0
  drain = 0

  // Guards:
  fireMsg = 0
  trackMsg = 0
  stopTrackMsg = 0
  speed = 0
  shotPower = 0

  // Ufos:
  checkPeriod = 0
  attack = 0
  defense = 0
  visionScore = 0
  hideScore = 0
  motionRange = 0
  pitchRange = 0
  verticalRangeMin = 0
  verticalRangeMax = 0
  burstLength = 0
  burstSpeed = 0
  burstCharge = 0  

  homeSick = 0
  homeRange = 0
  homeBase = 0

  // Mines:
  shield = 0
  activateEnergy = 0
  activeRange = 0
  phase = 0
  activeTimer = 0
  boom = 0 // start mine timer message

  idleShapeTimer = 20
  idleAltShapeTimer = 0
  activeShapeTimer = 4
  activeAltShapeTimer = 4

  activateSound = 0
  activateVolume = 0

  // Teleporters:
  group = 0
  destGroup = 0
  spin = 1
  fragment = 1
  win = 0
  deadRange = 0
  showAlways = 1

  // Activators: (areas, etc.)
  watch = 0
  freq = 0
  enter = 0
  exit = 0

  // Text
  text = 0
  showEveryone = 0
  align = 0

  // Goody
  grenades = 0
  missiles = 0
  boosters = 0
  boostTime = 0

  // Ball & goal
  goalMsg = 0
  goalAction = 0
  goalScore = 0

  ejectPitch = 0
  ejectPower = 0
  ejectSound = 0
  ejectVolume = 0
  
  shieldChargeRate = 0
  maxShield = 0
  shootShield = 0
  grabShield = 0
  
  carryScore = 0
  dropEnergy = 0
  changeHolderEnergy = 0
  changeOwnerTime = 0
  
  changeOwnerSound = 0
  changeOwnerVolume = 0
  
  snapSound = 0
  snapVolume = 0

  // Sounds:
  isMusic = 0
  isAmbient = 1
  isPlaced = 1
  rate = 1
  loopCount = 0
  volume[0] = volume
  volume[1] = volume
  start = @start
  stop = 0
  kill = 0

  // Logic:
  in = in[0]
  in[0] = 0    in[1] = 0    in[2] = 0    in[3] = 0    in[4] = 0
  in[5] = 0    in[6] = 0    in[7] = 0    in[8] = 0    in[9] = 0
  
  out = out[0]
  out[0] = 0     out[1] = 0     out[2] = 0     out[3] = 0     out[4] = 0
  out[5] = 0     out[6] = 0     out[7] = 0     out[8] = 0     out[9] = 0
  
  restart = 0
  n = 0
  wait = 0

  // Lights (default light settings are stored here)
  ambient = 0.4
  light[0].i = 0.4  light[0].a =  45  light[0].b = 20
  light[1].i = 0.3  light[1].a =  20  light[1].b = 200
  light[2].i = 0.0  light[2].a =  45  light[2].b = 90
  light[3].i = 0.0  light[3].a =  45  light[3].b = 180

  // Advanced weapon powers:
  grenadePower = 2.25
  missilePower = 1.0
  missileTurnRate = 0.025
  missileAcceleration = 0.2
  
  maxStartGrenades = 20
  maxStartMissiles = 10
  maxStartBoosts = 5

  // Hull types
  hull[0] = 0
  hull[1] = 0
  hull[2] = 0

  defaultTraction = 0.4
  defaultFriction = 0.15

  wallTraction = defaultTraction
  wallFriction = defaultFriction

  traction = defaultTraction
  friction = defaultFriction

  wallShield = -1
  wallBlast = 4

dummyVar = 0

//   some defines
  true = 1
  false = 0

  playerMask = 1
  scoutMask = 2
  robotMask = 4
  collisionDamageMask = 128

  targ1 = 256
  targ2 = 512
  targ3 = 1024
  targ4 = 2048
  targ5 = 4096
  targ6 = 8192

  canPushMask = 32768

  allTeams = -1
  T1 = 2
  T2 = 4
  T3 = 8
  T4 = 16
  T5 = 32
  T6 = 64

// Doors:
  isClosed = 0
  isOpen = 1

// Text alignment
  rightAlign = -1
  centerAlign = 1
  leftAlign = 0

//
bsp resources...doesn't mean you should use them all:
  bspAvara = 100
  bspMissionComplete = 101
  bspAvaraA = 102

  bspGrenadeSight = 200
  bspGrenadeSightTop = 201
  bspMarker = 202
  bspShot = 203
  bspDirInd = 204
  bspTargetOff = 205
  bspTargetOn = 206
  bspSmartMissileHairs = 207
  bspSmartMissileSight = 208

  bspHECTORBoundBox = 210
  bspHECTORLegHigh = 211
  bspHECTORLegLow = 212
  bspHullLight = 215
  bspHullMedium = 216
  bspHullLarge = 217
  bspScout = 220

  bspTeleporter = 230
  bspGoody = 240

  bspStandardBall = 250
  bspGoal = 251
  bspStandardPill = 252

  bspSphere = 300

  bspMine = 310
  bspMineActive = 311

  bspStandardWall = 400
  bspStandardFloor = 401

  bspW1x1 = 411
  bspW2x1 = 421
  bspW2x2 = 422
  bspW3x1 = 431
  bspW3x2 = 432
  bspW3x3 = 433
  bspW4x1 = 441
  bspW5x1 = 451

  // Sphere segments
  bsp16SphereNF = 460
  bsp16Sphere = 461
  bsp4SphereNF = 462
  bsp4Sphere = 463
  bsp2SphereNF = 464
  bsp2Sphere = 465
  bsppSphere = 466

  bspSliver0 = 500
  bspSliver1 = 501
  bspSliver2 = 502
  bspSliver3 = 503

  bspDoor = 550

  bspSwitchOff = 560
  bspSwitchOn = 561
  bspWallSwitchOff = 562
  bspWallSwitchOn = 563

  bspGroundStar = 600
  bspGroundArrow = 601
  bspGroundArrowLeft = 602

  bspVines = 610
  bspCrack = 611
  sbpTree = 1002

  bspTriPyramid = 650
  bspOnSwitch = 701
  bspOffSwitch = 702
  bspTower = 703
  bspGrid10 = 704
  bspMushroom = 705
  bspHingeDoor = 706
  bspFlower = 707
  bspTree = 708
  bspGrid7.5 = 709
  bspHill = 710
  bspStreet = 711
  bspTurn = 712
  bspLock = 713
  bspDeadTree = 714
  bspBigIce = 715
  bspIce = 716
  bspShell = 717

  bspCubeFrame = 720
  bspDoubleCube = 721
  bspFloorFrame = 722
  bspGobbleRect = 723
  bspGobbleTriangle = 724

  bspGuard = 800
  bspBolt = 801
  bspMissile = 802

bspLargeDome = 806
  bspParasite = 807
  bspUfo = 808
  bspShuriken = 809
  bspPlatform = 812
  bspGrenade = 820

  bspStarFighter = 830
  bspTractorTower = 831
  bspShooter = 832

// HSND (sound) resources:
  snUnderwater = 129
  snJungle = 130
  snArcticWind = 131
  snBubbles = 132
  snBirds = 133

  snTextBlip = 150
  snMessageSend = 151
  snMessageReceive = 152
  snStep = 160
  snShot = 200
  snDoorClang = 210
  snHit0 = 210
  snHit1 = 211
  snShieldHit = 220
  snShieldHit1 = 221
  snShieldHit2 = 222
  snBlast = 230
  snBlast1 = 231
  snSwitch = 240
  snGoody = 250
  snMineBleep = 300
  snMineBlow = 301
  snParasiteBlow = 310
  snDoor = 400
  snDoorStop = 401
  snTeleport = 410
  snIncarnate = 411
  snWin = 412
  snLose = 413
  snParasiteAttach = 420
  
  snBallBuzz = 430
  snBallSnap = 431
  snBallEject = 432
  snBallReprogram = 433

  snGobble = 440

  lightHull = 128
  mediumHull = 129
  heavyHull = 130

// Misc adjustments
  hitSoundDefault = snHit0
  blastSoundDefault = snBlast
  shieldHitSoundDefault = snShieldHit
  playerHitSoundDefault = snShieldHit2
  incarnateSound = snIncarnate

  hull[0] = lightHull
  hull[1] = mediumHull
  hull[2] = heavyHull

designer = "unknown"
information = "

No additional information on this level is available."

unique 32000 end