Show accessories.xml syntax highlighted
<accessories>
<accessory>
<name>Auto Defense</name>
<armslevel>7</armslevel>
<description>Allows the tank to raise shields and
activate parachutes before the tanks
main move.</description>
<icon>autod.bmp</icon>
<bundlesize>1</bundlesize>
<cost>3000</cost>
<accessoryaction type='AutoDefense'></accessoryaction>
</accessory>
<accessory>
<name>Parachute</name>
<armslevel>7</armslevel>
<startingnumber>2</startingnumber>
<description>Deployed when the tank falls.
Prevents the tank from taking falling damage.
Parachutes must be enbabled before they are
effective.</description>
<icon>para.bmp</icon>
<activationsound>misc/para.wav</activationsound>
<bundlesize>2</bundlesize>
<cost>1000</cost>
<accessoryaction type='Parachute'></accessoryaction>
</accessory>
<accessory>
<name>Battery</name>
<armslevel>7</armslevel>
<startingnumber>4</startingnumber>
<description>Used to re-charge tank life.
Giving more health and longer shots.</description>
<icon>battery.bmp</icon>
<activationsound>battery/battery.wav</activationsound>
<bundlesize>4</bundlesize>
<cost>1000</cost>
<accessoryaction type='Battery'></accessoryaction>
</accessory>
<accessory>
<name>Fuel</name>
<armslevel>7</armslevel>
<startingnumber>20</startingnumber>
<description>Allows the tank to move.
When it is the players turn the tank may choose
to move rather than fire.</description>
<icon>fuel.bmp</icon>
<activationsound>battery/battery.wav</activationsound>
<bundlesize>20</bundlesize>
<cost>2000</cost>
<accessoryaction type='WeaponSelectPosition'>
<aimedweapon type='WeaponMoveTank'>
<steptime>0.05</steptime>
</aimedweapon>
</accessoryaction>
<nomuzzleflash/>
<positionselection>fuel</positionselection>
<group>fuel</group>
</accessory>
<accessory>
<name>Nitro</name>
<armslevel>4</armslevel>
<description>Allows the tank to move at an
accelerated rate.</description>
<icon>fuel.bmp</icon>
<activationsound>battery/battery.wav</activationsound>
<bundlesize>20</bundlesize>
<cost>4000</cost>
<accessoryaction type='WeaponSelectPosition'>
<aimedweapon type='WeaponMoveTank'>
<steptime>0.025</steptime>
</aimedweapon>
</accessoryaction>
<nomuzzleflash/>
<positionselection>fuel</positionselection>
<group>fuel</group>
</accessory>
<accessory>
<name>Light Armor</name>
<armslevel>10</armslevel>
<description>Provides an extra 25 points of protection
Capacity: 25 dmg | Collision Damage: 10 dmg</description>
<icon>larmor.bmp</icon>
<activationsound>shield/activate.wav</activationsound>
<bundlesize>2</bundlesize>
<cost>2000</cost>
<accessoryaction type='ShieldRound'>
<radius>0.1</radius>
<halfshield>false</halfshield>
<color>
<r>1.0</r>
<g>1.0</g>
<b>1.0</b>
</color>
<collisionsound>shield/hit.wav</collisionsound>
<removepower>10</removepower>
<penetration>1.0</penetration>
<power>25</power>
</accessoryaction>
</accessory>
<accessory>
<name>Heavy Armor</name>
<armslevel>9</armslevel>
<description>Provides an extra 50 points of protection
Capacity: 50 dmg | Collision Damage: 10 dmg</description>
<icon>harmor.bmp</icon>
<activationsound>shield/activate.wav</activationsound>
<bundlesize>2</bundlesize>
<cost>4000</cost>
<accessoryaction type='ShieldRound'>
<radius>0.1</radius>
<halfshield>false</halfshield>
<color>
<r>1.0</r>
<g>1.0</g>
<b>1.0</b>
</color>
<collisionsound>shield/hit.wav</collisionsound>
<removepower>10</removepower>
<penetration>1.0</penetration>
<power>50</power>
</accessoryaction>
</accessory>
<accessory>
<name>Mirror Shield</name>
<armslevel>10</armslevel>
<description>Completely protects against damage from
lasers but provides little protection from other damage.
Capacity: 5 dmg | Collision Damage: 5 dmg</description>
<icon>mirror.bmp</icon>
<activationsound>shield/activate.wav</activationsound>
<bundlesize>2</bundlesize>
<cost>4000</cost>
<accessoryaction type='ShieldRound'>
<radius>4</radius>
<halfshield>false</halfshield>
<color>
<r>0</r>
<g>0</g>
<b>0.5</b>
</color>
<collisionsound>shield/hit.wav</collisionsound>
<removepower>5</removepower>
<penetration>1.0</penetration>
<power>5</power>
<laserproof>true</laserproof>
</accessoryaction>
</accessory>
<accessory>
<name>Shield</name>
<armslevel>8</armslevel>
<description>A small defensive shield that protects
the tank from moderate amounts of damage.
Capacity: 150 dmg | Collision Damage: 10 dmg</description>
<icon>shield.bmp</icon>
<activationsound>shield/activate.wav</activationsound>
<bundlesize>2</bundlesize>
<cost>7000</cost>
<accessoryaction type='ShieldRound'>
<radius>3.0</radius>
<halfshield>false</halfshield>
<color>
<r>1.0</r>
<g>1.0</g>
<b>1.0</b>
</color>
<collisionsound>shield/hit.wav</collisionsound>
<removepower>10</removepower>
<penetration>0.6666</penetration>
<power>100</power>
</accessoryaction>
</accessory>
<accessory>
<name>Heavy Shield</name>
<armslevel>6</armslevel>
<description>A large defensive shield that protects
the tank from moderate amounts of damage.
Capacity: 200 dmg | Collision Damage: 10 dmg</description>
<icon>hshield.bmp</icon>
<activationsound>shield/activate.wav</activationsound>
<bundlesize>2</bundlesize>
<cost>12000</cost>
<accessoryaction type='ShieldRound'>
<radius>4.5</radius>
<halfshield>false</halfshield>
<color>
<r>1.0</r>
<g>1.0</g>
<b>1.0</b>
</color>
<collisionsound>shield/hit.wav</collisionsound>
<removepower>10</removepower>
<penetration>0.5</penetration>
<power>100</power>
</accessoryaction>
</accessory>
<accessory>
<name>Ultra Shield</name>
<armslevel>4</armslevel>
<description>The best defensive shield that protects
the tank from large amounts of physical damage.
Capacity: 250 dmg | Collision Damage: 10 dmg</description>
<icon>hshield.bmp</icon>
<activationsound>shield/activate.wav</activationsound>
<bundlesize>1</bundlesize>
<cost>12000</cost>
<accessoryaction type='ShieldRound'>
<radius>6.0</radius>
<halfshield>false</halfshield>
<color>
<r>0.0</r>
<g>1.0</g>
<b>0.0</b>
</color>
<collisionsound>shield/hit.wav</collisionsound>
<removepower>10</removepower>
<penetration>0.4</penetration>
<power>100</power>
</accessoryaction>
</accessory>
<accessory>
<name>Force Shield</name>
<armslevel>6</armslevel>
<description>A small reflective shield that protects
the tank from small amounts of physical damage.
Force shields reflect any shots that hit them.
Capacity: 100 dmg | Collision Damage: 15 dmg</description>
<icon>fshield.bmp</icon>
<activationsound>shield/activateforce.wav</activationsound>
<bundlesize>2</bundlesize>
<cost>8000</cost>
<accessoryaction type='ShieldRoundReflective'>
<deflectfactor>1.0</deflectfactor>
<radius>3.0</radius>
<halfshield>false</halfshield>
<color>
<r>0.5</r>
<g>1.0</g>
<b>1.0</b>
</color>
<collisionsound>shield/hit2.wav</collisionsound>
<removepower>15</removepower>
<penetration>1.0</penetration>
<power>100</power>
</accessoryaction>
</accessory>
<accessory>
<name>Hv Frc Shield</name>
<armslevel>4</armslevel>
<description>A large reflective shield that protects
the tank from moderate amounts of physical damage.
Force shields reflect any shots that hit them.
Capacity: 150 dmg | Collision Damage: 15 dmg</description>
<icon>fshield.bmp</icon>
<activationsound>shield/activateforce.wav</activationsound>
<bundlesize>1</bundlesize>
<cost>13000</cost>
<accessoryaction type='ShieldRoundReflective'>
<deflectfactor>1.25</deflectfactor>
<radius>6.0</radius>
<halfshield>false</halfshield>
<color>
<r>0.25</r>
<g>1.0</g>
<b>1.0</b>
</color>
<collisionsound>shield/hit2.wav</collisionsound>
<removepower>15</removepower>
<penetration>0.6666</penetration>
<power>100</power>
</accessoryaction>
</accessory>
<accessory>
<name>Mag Deflect</name>
<armslevel>8</armslevel>
<description>A small reflective shield that protects
the tank from small amounts of damage.
Mag shields reflect any shots that hit
them but only from above.
Capacity: 125 dmg | Collision Damage: Timed</description>
<icon>mag.bmp</icon>
<activationsound>shield/activate.wav</activationsound>
<bundlesize>2</bundlesize>
<cost>6000</cost>
<accessoryaction type='ShieldRoundMag'>
<radius>3.0</radius>
<halfshield>true</halfshield>
<deflectpower>75</deflectpower>
<color>
<r>1.0</r>
<g>1.0</g>
<b>1.0</b>
</color>
<collisionsound>shield/hit2.wav</collisionsound>
<removepower>4</removepower>
<penetration>0.8</penetration>
<power>100</power>
</accessoryaction>
</accessory>
<accessory>
<name>Heavy Mag</name>
<armslevel>6</armslevel>
<description>A large reflective shield that protects
the tank from large amounts of damage.
Mag shields reflect any shots that hit
them but only from above.
Capacity: 200 dmg | Collision Damage: Timed</description>
<icon>smag.bmp</icon>
<activationsound>shield/activate.wav</activationsound>
<bundlesize>1</bundlesize>
<cost>10000</cost>
<accessoryaction type='ShieldRoundMag'>
<radius>6.0</radius>
<halfshield>true</halfshield>
<deflectpower>100</deflectpower>
<color>
<r>1.0</r>
<g>0.0</g>
<b>0.0</b>
</color>
<collisionsound>shield/hit2.wav</collisionsound>
<removepower>4</removepower>
<penetration>0.5</penetration>
<power>100</power>
</accessoryaction>
</accessory>
<accessory>
<name>WeaponMuzzle</name>
<armslevel>0</armslevel>
<description>The muzzle flash for guns</description>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponMuzzle'>
<hurtamount>0.0</hurtamount>
<nocreatedebris></nocreatedebris>
<nocreatesplash></nocreatesplash>
<deform>none</deform>
<size>2</size>
<explosiontexture>cloud00-5</explosiontexture>
<explosionsound>none</explosionsound>
</accessoryaction>
</accessory>
<accessory>
<name>PowerUpShield</name>
<maximumnumber>0</maximumnumber>
<armslevel>10</armslevel>
<accessoryaction type='ShieldRound'>
<radius>2.0</radius>
<halfshield>false</halfshield>
<color>
<r>1.0</r>
<g>1.0</g>
<b>1.0</b>
</color>
<collisionsound>shield/hit.wav</collisionsound>
<removepower>10</removepower>
<penetration>0.8</penetration>
<power>50</power>
</accessoryaction>
</accessory>
<accessory>
<name>Screams</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponRandomChoice'>
<weaponchoice1>
<weight>10</weight>
<weapon type='WeaponSound'>
<sound>data/wav/misc/scream1.wav</sound>
<gain>1.25</gain>
</weapon>
</weaponchoice1>
<weaponchoice2>
<weight>10</weight>
<weapon type='WeaponSound'>
<sound>data/wav/misc/scream2.wav</sound>
<gain>1.25</gain>
</weapon>
</weaponchoice2>
<weaponchoice3>
<weight>10</weight>
<weapon type='WeaponSound'>
<sound>data/wav/misc/scream3.wav</sound>
<gain>1.25</gain>
</weapon>
</weaponchoice3>
<weaponchoice4>
<weight>10</weight>
<weapon type='WeaponSound'>
<sound>data/wav/misc/scream4.wav</sound>
<gain>1.25</gain>
</weapon>
</weaponchoice4>
</accessoryaction>
</accessory>
<accessory>
<name>Small Bldg</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>0.1</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<hurtamount>0</hurtamount>
<deform>down</deform>
<size>3</size>
<explosionsound>none</explosionsound>
<explosiontexture>none</explosiontexture>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<noluminance/>
<minlife>2</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>4</size>
<explosionsound>explosions/small.wav</explosionsound>
<explosiontexture>cloud00-5</explosiontexture>
</subweapon2>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>SmallBldgBurn</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>0.1</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponNapalm'>
<noobjectdamage/>
<allowunderwater>false</allowunderwater>
<napalmtime>6.0</napalmtime>
<napalmheight>6.0</napalmheight>
<steptime>1.2</steptime>
<hurtsteptime>4.0</hurtsteptime>
<hurtpersecond>0.1</hurtpersecond>
<numberstreams>1</numberstreams>
<effectradius>5</effectradius>
<napalmtexture>flames</napalmtexture>
<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
<napalmsound>explosions/napalm.wav</napalmsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<noluminance/>
<minlife>2</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>4</size>
<explosionsound>explosions/small.wav</explosionsound>
<explosiontexture>cloud00-5</explosiontexture>
</subweapon2>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>LgBldgDebris</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponAimedUnder'>
<nowarheads>6</nowarheads>
<percentagemiss>99</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>99</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>60</vredirect>
<nextaction type='WeaponVelocity'>
<velocitychange>1.2</velocitychange>
<aimedweapon type='WeaponProjectile'>
<shieldhurtfactor>0.25</shieldhurtfactor>
<enginesound>none</enginesound>
<flamelife>0.2</flamelife>
<smokelife>0.4</smokelife>
<projectilescale>0.5</projectilescale>
<projectilemodel type='ase'>
<mesh>roller.ase</mesh>
<skin>magma.bmp</skin>
</projectilemodel>
<timedcollision>0.4</timedcollision>
<collisionaction type='WeaponExplosion'>
<nocreatedebris/>
<hurtamount>0.25</hurtamount>
<deform>none</deform>
<size>4</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</collisionaction>
</aimedweapon>
</nextaction>
</aimedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Large Bldg</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>0.1</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<hurtamount>0</hurtamount>
<deform>down</deform>
<size>5</size>
<explosionsound>none</explosionsound>
<explosiontexture>exp00</explosiontexture>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<noluminance/>
<minlife>2</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>6</size>
<explosionsound>none</explosionsound>
<explosiontexture>cloud00-5</explosiontexture>
</subweapon2>
<subweapon3 type='WeaponReference'>
<weapon>LgBldgDebris</weapon>
</subweapon3>
<subweapon4 type='WeaponRandomChoice'>
<weaponchoice1>
<weight>30</weight>
<weapon type='WeaponReference'>
<weapon>Screams</weapon>
</weapon>
</weaponchoice1>
<weaponchoice2>
<weight>10</weight>
<weapon type='WeaponSound'>
<sound>data/wav/explosions/small.wav</sound>
</weapon>
</weaponchoice2>
</subweapon4>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>LargeBldgBurn</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>0.1</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponNapalm'>
<noobjectdamage/>
<allowunderwater>false</allowunderwater>
<napalmtime>6.0</napalmtime>
<napalmheight>8.0</napalmheight>
<steptime>1.2</steptime>
<hurtsteptime>4.0</hurtsteptime>
<hurtpersecond>0.1</hurtpersecond>
<numberstreams>2</numberstreams>
<effectradius>5</effectradius>
<napalmtexture>flames</napalmtexture>
<napalmsound>explosions/napalm.wav</napalmsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<noluminance/>
<minlife>2</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>6</size>
<explosionsound>none</explosionsound>
<explosiontexture>cloud00-5</explosiontexture>
</subweapon2>
<subweapon3 type='WeaponRandomChoice'>
<weaponchoice1>
<weight>30</weight>
<weapon type='WeaponReference'>
<weapon>Screams</weapon>
</weapon>
</weaponchoice1>
<weaponchoice2>
<weight>10</weight>
<weapon type='WeaponSound'>
<sound>data/wav/explosions/small.wav</sound>
</weapon>
</weaponchoice2>
</subweapon3>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>SkyScraperDebris</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponAimedUnder'>
<nowarheads>6</nowarheads>
<percentagemiss>99</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>99</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>60</vredirect>
<nextaction type='WeaponRandomChoice'>
<weaponchoice1>
<weight>10</weight>
<weapon type='WeaponVelocity'>
<velocitychange>1.2</velocitychange>
<aimedweapon type='WeaponProjectile'>
<shieldhurtfactor>0.25</shieldhurtfactor>
<enginesound>none</enginesound>
<flamelife>0.2</flamelife>
<smokelife>0.4</smokelife>
<projectilescale>0.5</projectilescale>
<projectilemodel type='ase'>
<mesh>roller.ase</mesh>
<skin>magma.bmp</skin>
</projectilemodel>
<timedcollision>0.4</timedcollision>
<collisionaction type='WeaponExplosion'>
<nocreatedebris/>
<hurtamount>0.25</hurtamount>
<deform>none</deform>
<size>4</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</collisionaction>
</aimedweapon>
</weapon>
</weaponchoice1>
<weaponchoice2>
<weight>10</weight>
<weapon type='WeaponVelocity'>
<velocitychange>0.25</velocitychange>
<aimedweapon type='WeaponProjectile'>
<shieldhurtfactor>0.25</shieldhurtfactor>
<enginesound>none</enginesound>
<flamelife>0.5</flamelife>
<smokelife>1.0</smokelife>
<projectilescale>0.75</projectilescale>
<projectilemodel type='ase'>
<mesh>roller.ase</mesh>
<skin>magma.bmp</skin>
</projectilemodel>
<collisionaction type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<hurtamount>0.25</hurtamount>
<deform>up</deform>
<size>3</size>
<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
<explosiontexture>cloud00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon1>
<!--<subweapon2 type='WeaponNapalm'>
<allowunderwater>false</allowunderwater>
<napalmtime>4.0</napalmtime>
<napalmheight>2.0</napalmheight>
<steptime>0.33</steptime>
<hurtsteptime>1.0</hurtsteptime>
<hurtpersecond>0.75</hurtpersecond>
<numberstreams>1</numberstreams>
<effectradius>5</effectradius>
<napalmtexture>flames</napalmtexture>
<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
<napalmsound>explosions/napalm.wav</napalmsound>
</subweapon2>-->
</collisionaction>
</aimedweapon>
</weapon>
</weaponchoice2>
</nextaction>
</aimedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Skyscraper</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>0.0</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<hurtamount>0</hurtamount>
<deform>down</deform>
<size>5</size>
<explosionsound>none</explosionsound>
<explosiontexture>exp00</explosiontexture>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<noluminance/>
<minlife>2</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>6</size>
<explosionsound>explosions/small.wav</explosionsound>
<explosiontexture>cloud00-5</explosiontexture>
</subweapon2>
<subweapon3 type='WeaponReference'>
<weapon>LgBldgDebris</weapon>
</subweapon3>
</subweapon1>
<subweapon2 type='WeaponAimedOver'>
<nowarheads>1</nowarheads>
<percentagemiss>0</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>0</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>true</vabs>
<hredirect>0</hredirect>
<vredirect>0</vredirect>
<nextaction type='WeaponTranslate'>
<translatedist>7.5</translatedist>
<nextaction type='WeaponMulti'>
<subweapon1 type='WeaponReference'>
<weapon>SkyScraperDebris</weapon>
</subweapon1>
<subweapon2 type='WeaponTranslate'>
<translatedist>7.5</translatedist>
<nextaction type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<hurtamount>0</hurtamount>
<deform>down</deform>
<size>5</size>
<explosionsound>none</explosionsound>
<explosiontexture>exp00</explosiontexture>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<noluminance/>
<minlife>2</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>6</size>
<explosionsound>none</explosionsound>
<explosiontexture>cloud00-5</explosiontexture>
</subweapon2>
<subweapon3 type='WeaponReference'>
<weapon>SkyScraperDebris</weapon>
</subweapon3>
</nextaction>
</subweapon2>
</nextaction>
</nextaction>
</aimedweapon>
</subweapon2>
<subweapon3 type='WeaponSound'>
<sound>data/wav/misc/screaming.wav</sound>
<gain>1.25</gain>
</subweapon3>
<subweapon4 type='WeaponGiveScore'>
<score>5</score>
</subweapon4>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Stadium</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>0.1</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<hurtamount>0</hurtamount>
<deform>down</deform>
<size>5</size>
<explosionsound>none</explosionsound>
<explosiontexture>exp00</explosiontexture>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<noluminance/>
<minlife>2</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>6</size>
<explosionsound>explosions/small.wav</explosionsound>
<explosiontexture>cloud00-5</explosiontexture>
</subweapon2>
<subweapon3 type='WeaponReference'>
<weapon>LgBldgDebris</weapon>
</subweapon3>
<subweapon4 type='WeaponAimedOver'>
<nowarheads>4</nowarheads>
<percentagemiss>99</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>99</inaccuracy>
<aimedweapon type='WeaponRandomChoice'>
<weaponchoice1>
<weight>10</weight>
<weapon type='WeaponNull'></weapon>
</weaponchoice1>
<weaponchoice2>
<weight>10</weight>
<weapon type='WeaponVelocity'>
<velocitychange>0.8</velocitychange>
<aimedweapon type='WeaponProjectile'>
<enginesound>none</enginesound>
<nocreateflame/>
<projectilescale>0.8</projectilescale>
<projectilemodel type='MilkShape'>objects/cash.txt</projectilemodel>
<collisionaction type='WeaponAddTarget'>
<name>5000 Dollars</name>
<modelscale>0.08</modelscale>
<model type='MilkShape'>objects/cash.txt</model>
<life>50</life>
<shield>none</shield>
<parachute>Parachute</parachute>
<removeaction>GiveCash5000</removeaction>
<driveovertodestroy>true</driveovertodestroy>
</collisionaction>
</aimedweapon>
</weapon>
</weaponchoice2>
</aimedweapon>
</subweapon4>
<subweapon5 type='WeaponSound'>
<sound>data/wav/misc/screaming.wav</sound>
<gain>1.25</gain>
</subweapon5>
<subweapon6 type='WeaponGiveScore'>
<score>5</score>
</subweapon6>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Fallout Damage1</name>
<armslevel>2</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<hurtamount>0.05</hurtamount>
<deform>none</deform>
<size>35</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon1>
<subweapon2 type='WeaponDelay'>
<delay>1.0</delay>
<delayedweapon type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<hurtamount>0.05</hurtamount>
<deform>none</deform>
<size>40</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</delayedweapon>
</subweapon2>
<subweapon3 type='WeaponDelay'>
<delay>2.0</delay>
<delayedweapon type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<hurtamount>0.05</hurtamount>
<deform>none</deform>
<size>45</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</delayedweapon>
</subweapon3>
<subweapon4 type='WeaponDelay'>
<delay>3.0</delay>
<delayedweapon type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<hurtamount>0.05</hurtamount>
<deform>none</deform>
<size>50</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</delayedweapon>
</subweapon4>
</accessoryaction>
</accessory>
<accessory>
<name>Fallout Damage2</name>
<armslevel>2</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>4.0</delay>
<delayedweapon type='WeaponRepeat'>
<repeat>4</repeat>
<delay>1.0</delay>
<repeatweapon type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<hurtamount>0.05</hurtamount>
<deform>none</deform>
<size>55</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</repeatweapon>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Fallout Damage3</name>
<armslevel>2</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>8.0</delay>
<delayedweapon type='WeaponRepeat'>
<repeat>4</repeat>
<delay>1.0</delay>
<repeatweapon type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<hurtamount>0.05</hurtamount>
<deform>none</deform>
<size>60</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</repeatweapon>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Fallout Damage4</name>
<armslevel>2</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>12.0</delay>
<delayedweapon type='WeaponRepeat'>
<repeat>4</repeat>
<delay>1.0</delay>
<repeatweapon type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<hurtamount>0.05</hurtamount>
<deform>none</deform>
<size>65</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</repeatweapon>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Fallout Sparkle</name>
<armslevel>2</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponVelocity'>
<velocitychange>0</velocitychange>
<aimedweapon type='WeaponProjectile'>
<nocreatesmoke/>
<nocreateflame/>
<timedcollision>0.75</timedcollision>
<enginesound>none</enginesound>
<flaretype>2</flaretype>
<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
<collisionaction type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<nowindaffected/>
<hurtamount>0</hurtamount>
<minlife>0.5</minlife>
<maxlife>1</maxlife>
<deform>none</deform>
<size>1</size>
<explosionsound>none</explosionsound>
<explosiontexture>gas00-5</explosiontexture>
</collisionaction>
</aimedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Fallout Sparkles</name>
<armslevel>2</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponAimedOver'>
<nowarheads>3</nowarheads>
<percentagemiss>0</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>0</inaccuracy>
<aimedweapon type='WeaponRandomChoice'>
<weaponchoice1>
<weight>10</weight>
<weapon type='WeaponNull'></weapon>
</weaponchoice1>
<weaponchoice2>
<weight>10</weight>
<weapon type='WeaponRandomChoice'>
<weaponchoice1>
<weight>10</weight>
<weapon type='WeaponTranslate'>
<translatedist>10</translatedist>
<nextaction type='WeaponReference'>
<weapon>Fallout Sparkle</weapon>
</nextaction>
</weapon>
</weaponchoice1>
<weaponchoice2>
<weight>10</weight>
<weapon type='WeaponTranslate'>
<translatedist>20</translatedist>
<nextaction type='WeaponReference'>
<weapon>Fallout Sparkle</weapon>
</nextaction>
</weapon>
</weaponchoice2>
<weaponchoice3>
<weight>10</weight>
<weapon type='WeaponTranslate'>
<translatedist>30</translatedist>
<nextaction type='WeaponReference'>
<weapon>Fallout Sparkle</weapon>
</nextaction>
</weapon>
</weaponchoice3>
<weaponchoice4>
<weight>10</weight>
<weapon type='WeaponTranslate'>
<translatedist>40</translatedist>
<nextaction type='WeaponReference'>
<weapon>Fallout Sparkle</weapon>
</nextaction>
</weapon>
</weaponchoice4>
</weapon>
</weaponchoice2>
</aimedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Nuclear Fallout</name>
<armslevel>2</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponProjectile'>
<projectilescale>0.01</projectilescale>
<projectilemodel type='ase'>
<mesh>roller.ase</mesh>
<skin>green.bmp</skin>
</projectilemodel>
<nocreatesmoke/>
<nocreateflame/>
<collisionaction type='WeaponMulti'>
<!-- Secondary Visible Explosions -->
<subweapon1 type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>7</minlife>
<maxlife>8</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>10</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>7</minlife>
<maxlife>8</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>5</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon2>
<subweapon3 type='WeaponRepeat'>
<repeat>48</repeat>
<delay>0.25</delay>
<repeatweapon type='WeaponReference'>
<weapon>Fallout Sparkles</weapon>
</repeatweapon>
</subweapon3>
</subweapon1>
<subweapon2 type='WeaponDelay'>
<delay>4.0</delay>
<delayedweapon type='WeaponRepeat'>
<repeat>2</repeat>
<delay>4.0</delay>
<repeatweapon type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>6</minlife>
<maxlife>8</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>12</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>6</minlife>
<maxlife>8</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>6</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon2>
</repeatweapon>
</delayedweapon>
</subweapon2>
<!-- Secondary Damaging Explosions -->
<subweapon3 type='WeaponMulti'>
<subweapon1 type='WeaponReference'>
<weapon>Fallout Damage1</weapon>
</subweapon1>
<subweapon2 type='WeaponReference'>
<weapon>Fallout Damage2</weapon>
</subweapon2>
<subweapon3 type='WeaponReference'>
<weapon>Fallout Damage3</weapon>
</subweapon3>
</subweapon3>
<!-- Tertiary Visible Explosions -->
<subweapon4 type='WeaponRedirect'>
<habs>false</habs>
<vabs>true</vabs>
<hredirect>0</hredirect>
<vredirect>0</vredirect>
<nextaction type='WeaponTranslate'>
<translatedist>1</translatedist>
<nextaction type='WeaponProjectile'>
<projectilescale>0.01</projectilescale>
<projectilemodel type='ase'>
<mesh>roller.ase</mesh>
<skin>green.bmp</skin>
</projectilemodel>
<nocreatesmoke/>
<nocreateflame/>
<collisionaction type='WeaponMulti'>
<subweapon1 type='WeaponRepeat'>
<repeat>2</repeat>
<delay>4.0</delay>
<repeatweapon type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>6</minlife>
<maxlife>8</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>10</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>6</minlife>
<maxlife>8</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>5</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon2>
<subweapon3 type='WeaponRepeat'>
<repeat>32</repeat>
<delay>0.25</delay>
<repeatweapon type='WeaponReference'>
<weapon>Fallout Sparkles</weapon>
</repeatweapon>
</subweapon3>
</repeatweapon>
</subweapon1>
<subweapon2 type='WeaponRedirect'>
<habs>false</habs>
<vabs>true</vabs>
<hredirect>0</hredirect>
<vredirect>0</vredirect>
<nextaction type='WeaponTranslate'>
<translatedist>1</translatedist>
<nextaction type='WeaponVelocity'>
<velocitychange>0.8</velocitychange>
<aimedweapon type='WeaponProjectile'>
<projectilescale>0.01</projectilescale>
<projectilemodel type='ase'>
<mesh>roller.ase</mesh>
<skin>green.bmp</skin>
</projectilemodel>
<nocreatesmoke/>
<nocreateflame/>
<collisionaction type='WeaponMulti'>
<subweapon1 type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>6</minlife>
<maxlife>8</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>10</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>6</minlife>
<maxlife>8</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>5</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon2>
<subweapon3 type='WeaponRepeat'>
<repeat>16</repeat>
<delay>0.25</delay>
<repeatweapon type='WeaponReference'>
<weapon>Fallout Sparkles</weapon>
</repeatweapon>
</subweapon3>
</subweapon1>
<!-- Tertiary Damage Explosions -->
<subweapon2 type='WeaponReference'>
<weapon>Fallout Damage1</weapon>
</subweapon2>
<subweapon3 type='WeaponReference'>
<weapon>Fallout Damage2</weapon>
</subweapon3>
</collisionaction>
</aimedweapon>
</nextaction>
</nextaction>
</subweapon2>
</collisionaction>
</nextaction>
</nextaction>
</subweapon4>
</collisionaction>
</accessoryaction>
</accessory>
<accessory>
<name>Nuclear Plant</name>
<armslevel>2</armslevel>
<description>Nuclear power plants go into meltdown when
destroyed, releasing a devestating explosion and
radioactive fallout which travels downwind.</description>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>0.1</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nowindaffected/>
<createmushroomamount>1.0</createmushroomamount>
<minlife>2</minlife>
<maxlife>3</maxlife>
<hurtamount>0</hurtamount>
<deform>down</deform>
<size>24</size>
<explosionshake>4.0</explosionshake>
<explosiontexture>exp00</explosiontexture>
<explosionsound>explosions/xlarge.wav</explosionsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<hurtamount>1.0</hurtamount>
<deform>none</deform>
<size>32</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon2>
<subweapon3 type='WeaponDelay'>
<delay>1.0</delay>
<delayedweapon type='WeaponMulti'>
<!-- Primary Visible Explosions -->
<subweapon1 type='WeaponMulti'>
<subweapon1 type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>8</minlife>
<maxlife>10</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>8</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>8</minlife>
<maxlife>10</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>4</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon2>
<subweapon3 type='WeaponRepeat'>
<repeat>64</repeat>
<delay>0.25</delay>
<repeatweapon type='WeaponReference'>
<weapon>Fallout Sparkles</weapon>
</repeatweapon>
</subweapon3>
</subweapon1>
<subweapon2 type='WeaponDelay'>
<delay>4.0</delay>
<delayedweapon type='WeaponRepeat'>
<repeat>3</repeat>
<delay>4.0</delay>
<repeatweapon type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>6</minlife>
<maxlife>8</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>10</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>6</minlife>
<maxlife>8</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>5</size>
<explosiontexture>gas00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon2>
</repeatweapon>
</delayedweapon>
</subweapon2>
</subweapon1>
<!-- Primary Damaging Explosions -->
<subweapon2 type='WeaponMulti'>
<subweapon1 type='WeaponReference'>
<weapon>Fallout Damage1</weapon>
</subweapon1>
<subweapon2 type='WeaponReference'>
<weapon>Fallout Damage2</weapon>
</subweapon2>
<subweapon3 type='WeaponReference'>
<weapon>Fallout Damage3</weapon>
</subweapon3>
<subweapon4 type='WeaponReference'>
<weapon>Fallout Damage4</weapon>
</subweapon4>
</subweapon2>
</delayedweapon>
</subweapon3>
<!-- Wind Affected Explosions -->
<subweapon4 type='WeaponAimedOver'>
<nowarheads>1</nowarheads>
<percentagemiss>0</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>0</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>true</vabs>
<hredirect>0</hredirect>
<vredirect>0</vredirect>
<nextaction type='WeaponTranslate'>
<translatedist>30.0</translatedist>
<nextaction type='WeaponMulti'>
<subweapon1 type='WeaponVelocity'>
<velocitychange>0</velocitychange>
<aimedweapon type='WeaponReference'>
<weapon>Nuclear Fallout</weapon>
</aimedweapon>
</subweapon1>
<subweapon2 type='WeaponTranslate'>
<translatedist>30.0</translatedist>
<nextaction type='WeaponVelocity'>
<velocitychange>0</velocitychange>
<aimedweapon type='WeaponReference'>
<weapon>Nuclear Fallout</weapon>
</aimedweapon>
</nextaction>
</subweapon2>
</nextaction>
</nextaction>
</aimedweapon>
</subweapon4>
<subweapon5 type='WeaponDelay'>
<delay>4.0</delay>
<delayedweapon type='WeaponSound'>
<sound>data/wav/explosions/radiation.wav</sound>
</delayedweapon>
</subweapon5>
<subweapon6 type='WeaponReference'>
<weapon>LgBldgDebris</weapon>
</subweapon6>
<!-- Powerups -->
<subweapon7 type='WeaponAimedOver'>
<nowarheads>2</nowarheads>
<percentagemiss>0</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>0</inaccuracy>
<aimedweapon type='WeaponRandomChoice'>
<weaponchoice1>
<weight>10</weight>
<weapon type='WeaponNull'></weapon>
</weaponchoice1>
<weaponchoice2>
<weight>10</weight>
<weapon type='WeaponDelay'>
<delay>0.5</delay>
<delayedweapon type='WeaponScatterPosition'>
<landheight>true</landheight>
<landonly>true</landonly>
<scatterpercentage>15</scatterpercentage>
<aimedweapon type='WeaponRandomChoice'>
<weaponchoice1>
<weight>10</weight>
<weapon type='WeaponMulti'>
<subweapon1 type='WeaponRepeat'>
<repeat>5</repeat>
<delay>1.0</delay>
<repeatweapon type='WeaponExplosion'>
<animate/>
<nocreatedebris/>
<nocreatesplash/>
<nowindaffected/>
<hurtamount>0</hurtamount>
<minlife>3</minlife>
<maxlife>4</maxlife>
<deform>none</deform>
<size>2</size>
<explosionsound>none</explosionsound>
<explosiontexture>gas00</explosiontexture>
</repeatweapon>
</subweapon1>
<subweapon2 type='WeaponRepeat'>
<repeat>20</repeat>
<delay>0.25</delay>
<repeatweapon type='WeaponRandomChoice'>
<weaponchoice1>
<weight>10</weight>
<weapon type='WeaponNull'></weapon>
</weaponchoice1>
<weaponchoice2>
<weight>10</weight>
<weapon type='WeaponAimedOver'>
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<maxaimdistance>0</maxaimdistance>
<inaccuracy>0</inaccuracy>
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<aimedweapon type='WeaponProjectile'>
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<nocreateflame/>
<timedcollision>0.75</timedcollision>
<enginesound>none</enginesound>
<flaretype>2</flaretype>
<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
<collisionaction type='WeaponExplosion'>
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<nocreatesplash/>
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<minlife>0.5</minlife>
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<deform>none</deform>
<size>1</size>
<explosionsound>none</explosionsound>
<explosiontexture>gas00</explosiontexture>
</collisionaction>
</aimedweapon>
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</aimedweapon>
</weapon>
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</subweapon2>
<subweapon3 type='WeaponDelay'>
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<delayedweapon type='WeaponAddTarget'>
<name>Extra Life</name>
<modelscale>0.1</modelscale>
<model type='MilkShape'>objects/mushroom.txt</model>
<life>175</life>
<shield>none</shield>
<parachute>Parachute</parachute>
<removeaction>GiveExtraLife</removeaction>
<driveovertodestroy>true</driveovertodestroy>
</delayedweapon>
</subweapon3>
</weapon>
</weaponchoice1>
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<weight>10</weight>
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<subweapon1 type='WeaponRepeat'>
<repeat>5</repeat>
<delay>1.0</delay>
<repeatweapon type='WeaponExplosion'>
<animate/>
<nocreatedebris/>
<nocreatesplash/>
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<hurtamount>0</hurtamount>
<minlife>3</minlife>
<maxlife>4</maxlife>
<deform>none</deform>
<size>2</size>
<explosionsound>none</explosionsound>
<explosiontexture>smoke-orange</explosiontexture>
</repeatweapon>
</subweapon1>
<subweapon2 type='WeaponRepeat'>
<repeat>20</repeat>
<delay>0.25</delay>
<repeatweapon type='WeaponRandomChoice'>
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<weapon type='WeaponNull'></weapon>
</weaponchoice1>
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<weight>10</weight>
<weapon type='WeaponAimedOver'>
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<aimedweapon type='WeaponProjectile'>
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<nocreateflame/>
<timedcollision>0.75</timedcollision>
<enginesound>none</enginesound>
<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
<collisionaction type='WeaponExplosion'>
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<nocreatesplash/>
<nowindaffected/>
<hurtamount>0</hurtamount>
<minlife>0.5</minlife>
<maxlife>1</maxlife>
<deform>none</deform>
<size>1</size>
<explosionsound>none</explosionsound>
<explosiontexture>smoke-orange</explosiontexture>
</collisionaction>
</aimedweapon>
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</aimedweapon>
</weapon>
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</repeatweapon>
</subweapon2>
<subweapon3 type='WeaponDelay'>
<delay>6.0</delay>
<delayedweapon type='WeaponAddTarget'>
<name>Power Boost</name>
<modelscale>0.1</modelscale>
<model type='MilkShape'>objects/atom.txt</model>
<life>175</life>
<shield>none</shield>
<parachute>Parachute</parachute>
<removeaction>GivePower2000</removeaction>
<driveovertodestroy>true</driveovertodestroy>
</delayedweapon>
</subweapon3>
</weapon>
</weaponchoice2>
</aimedweapon>
</delayedweapon>
</weapon>
</weaponchoice2>
</aimedweapon>
</subweapon7>
<subweapon8 type='WeaponGiveScore'>
<score>5</score>
</subweapon8>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Farm</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>0.1</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<hurtamount>0</hurtamount>
<deform>down</deform>
<size>5</size>
<explosionsound>none</explosionsound>
<explosiontexture>exp00</explosiontexture>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<noluminance/>
<minlife>2</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>6</size>
<explosionsound>none</explosionsound>
<explosiontexture>cloud00-5</explosiontexture>
</subweapon2>
<subweapon3 type='WeaponReference'>
<weapon>LgBldgDebris</weapon>
</subweapon3>
<subweapon4 type='WeaponRandomChoice'>
<weaponchoice1>
<weight>10</weight>
<weapon type='WeaponSound'>
<sound>data/wav/misc/moo.wav</sound>
<gain>1.25</gain>
</weapon>
</weaponchoice1>
</subweapon4>
<subweapon5 type='WeaponAimedOver'>
<nowarheads>4</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRandomChoice'>
<weaponchoice1>
<weight>10</weight>
<weapon type='WeaponNull'></weapon>
</weaponchoice1>
<weaponchoice2>
<weight>10</weight>
<weapon type='WeaponVelocity'>
<velocitychange>0.8</velocitychange>
<aimedweapon type='WeaponProjectile'>
<nocreateflame/>
<enginesound>none</enginesound>
<projectilescale>1.0</projectilescale>
<projectilemodel type='MilkShape'>objects/cow1.txt</projectilemodel>
<collisionaction type='WeaponNull'></collisionaction>
</aimedweapon>
</weapon>
</weaponchoice2>
</aimedweapon>
</subweapon5>
<subweapon6 type='WeaponGiveScore'>
<score>1</score>
</subweapon6>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>FarmBurn</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponDelay'>
<delay>0.1</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponNapalm'>
<noobjectdamage/>
<allowunderwater>false</allowunderwater>
<napalmtime>6.0</napalmtime>
<napalmheight>8.0</napalmheight>
<steptime>1.2</steptime>
<hurtsteptime>4.0</hurtsteptime>
<hurtpersecond>0.1</hurtpersecond>
<numberstreams>2</numberstreams>
<effectradius>5</effectradius>
<napalmtexture>flames</napalmtexture>
<napalmsound>explosions/napalm.wav</napalmsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<noluminance/>
<minlife>2</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>6</size>
<explosionsound>none</explosionsound>
<explosiontexture>cloud00-5</explosiontexture>
</subweapon2>
<subweapon3 type='WeaponRandomChoice'>
<weaponchoice1>
<weight>10</weight>
<weapon type='WeaponSound'>
<sound>data/wav/misc/moo.wav</sound>
<gain>1.25</gain>
</weapon>
</weaponchoice1>
</subweapon3>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Lightning</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponCenterPosition'>
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<nextaction type='WeaponScatterPosition'>
<landheight>false</landheight>
<landonly>false</landonly>
<scatterpercentage>90</scatterpercentage>
<aimedweapon type='WeaponScatterDirection'>
<direction><A>0</A><B>0</B><C>-1</C></direction>
<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>
<aimedweapon type='WeaponMulti'>
<subweapon1 type='WeaponSound'>
<sound>data/wav/misc/thunder.wav</sound>
<sound>data/wav/misc/thunder2.wav</sound>
<sound>data/wav/misc/thunder3.wav</sound>
<referencedistance>100</referencedistance>
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<subweapon2 type='WeaponDelay'>
<delay>0.5</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponSkyFlash'></subweapon1>
<subweapon2 type='WeaponLightning'>
<conelength>190</conelength>
<seglength>6</seglength>
<segvar>12</segvar>
<size>4</size>
<sizevar>-1</sizevar>
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<splitprob>0.1</splitprob>
<splitvar>0.03</splitvar>
<deathprob>0.03</deathprob>
<derivangle>0.5</derivangle>
<anglevar>0.94</anglevar>
<totaltime>1</totaltime>
<seghurt>0.5</seghurt>
<seghurtradius>4</seghurtradius>
<sound>none</sound>
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</delayedweapon>
</subweapon2>
</aimedweapon>
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</accessory>
<accessory>
<name>Meteor</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponCenterPosition'>
<height>150</height>
<nextaction type='WeaponScatterPosition'>
<landheight>false</landheight>
<landonly>false</landonly>
<scatterpercentage>90</scatterpercentage>
<aimedweapon type='WeaponScatterDirection'>
<direction><A>0</A><B>0</B><C>-1</C></direction>
<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>
<aimedweapon type='WeaponAimedOver'>
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<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponProjectile'>
<projectilemodel type='ase'>
<mesh>roller.ase</mesh>
<skin>magma.bmp</skin>
</projectilemodel>
<collisionaction type='WeaponExplosion'>
<hurtamount>0.5</hurtamount>
<deform>down</deform>
<size>4</size>
<explosionsound>explosions/small.wav</explosionsound>
<explosiontexture>exp04</explosiontexture>
</collisionaction>
</aimedweapon>
</aimedweapon>
</aimedweapon>
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</accessory>
<accessory>
<name>SpurtBlob</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponProjectile'>
<flamestartsize>2.0</flamestartsize>
<flameendsize>4.0</flameendsize>
<timedcollision>0.5</timedcollision>
<shieldhurtfactor>0</shieldhurtfactor>
<enginesound>none</enginesound>
<projectilescale>0.1</projectilescale>
<projectilemodel type='ase'>
<mesh>roller.ase</mesh>
<skin>magma.bmp</skin>
</projectilemodel>
<collisionaction type='WeaponProjectile'>
<nocreateflame/>
<timedcollision>0.5</timedcollision>
<shieldhurtfactor>0</shieldhurtfactor>
<enginesound>none</enginesound>
<projectilescale>0.1</projectilescale>
<projectilemodel type='ase'>
<mesh>roller.ase</mesh>
<skin>magma.bmp</skin>
</projectilemodel>
<collisionaction type='WeaponNull'></collisionaction>
</collisionaction>
</accessoryaction>
</accessory>
<accessory>
<name>Flame Spurt</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponCenterPosition'>
<height>0</height>
<nextaction type='WeaponScatterPosition'>
<landheight>true</landheight>
<landonly>true</landonly>
<scatterpercentage>90</scatterpercentage>
<aimedweapon type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
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<deform>down</deform>
<size>3</size>
<explosiontexture>exp04</explosiontexture>
<explosionshake>2.0</explosionshake>
<explosionsound>explosions/gas.wav</explosionsound>
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<subweapon2 type='WeaponRepeat'>
<repeat>4</repeat>
<delay>1.0</delay>
<repeatweapon type='WeaponExplosion'>
<minlife>2</minlife>
<maxlife>3</maxlife>
<hurtamount>0.15</hurtamount>
<deform>none</deform>
<size>4</size>
<explosiontexture>cloud00-5</explosiontexture>
<explosionsound>none</explosionsound>
</repeatweapon>
</subweapon2>
<subweapon3 type='WeaponRepeat'>
<repeat>15</repeat>
<delay>0.2</delay>
<repeatweapon type='WeaponScatterDirection'>
<direction><A>0</A><B>0</B><C>1</C></direction>
<directionoffset><A>1</A><B>1</B><C>0</C></directionoffset>
<aimedweapon type='WeaponTranslate'>
<translatedist>1</translatedist>
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<abs>true</abs>
<velocitychange>0.8</velocitychange>
<aimedweapon type='WeaponRandomChoice'>
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<weight>10</weight>
<weapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>true</vabs>
<hredirect>0</hredirect>
<vredirect>0</vredirect>
<nextaction type='WeaponReference'>
<weapon>SpurtBlob</weapon>
</nextaction>
</weapon>
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<weight>10</weight>
<weapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>true</vabs>
<hredirect>0</hredirect>
<vredirect>5</vredirect>
<nextaction type='WeaponReference'>
<weapon>SpurtBlob</weapon>
</nextaction>
</weapon>
</weaponchoice2>
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<weight>10</weight>
<weapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>true</vabs>
<hredirect>0</hredirect>
<vredirect>10</vredirect>
<nextaction type='WeaponReference'>
<weapon>SpurtBlob</weapon>
</nextaction>
</weapon>
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</aimedweapon>
</nextaction>
</aimedweapon>
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</subweapon3>
<subweapon4 type='WeaponSound'>
<sound>data/wav/shoot/flare.wav</sound>
</subweapon4>
</aimedweapon>
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</accessoryaction>
</accessory>
<accessory>
<name>Satellite Crash</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponCenterPosition'>
<height>150</height>
<nextaction type='WeaponScatterPosition'>
<landheight>false</landheight>
<landonly>false</landonly>
<scatterpercentage>33</scatterpercentage>
<aimedweapon type='WeaponMulti'>
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<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>90</vredirect>
<nextaction type='WeaponVelocity'>
<abs>true</abs>
<velocitychange>0.6</velocitychange>
<aimedweapon type='WeaponProjectile'>
<flamestartsize>2.5</flamestartsize>
<flameendsize>5.0</flameendsize>
<flamelife>0.75</flamelife>
<projectilescale>4.0</projectilescale>
<projectilemodel type='MilkShape'>objects/satellite.txt</projectilemodel>
<spinspeed>0.1</spinspeed>
<collisionaction type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
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<deform>down</deform>
<size>8</size>
<explosionsound>none</explosionsound>
<explosiontexture>exp00</explosiontexture>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
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<noluminance/>
<minlife>2</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>6</size>
<explosionsound>none</explosionsound>
<explosiontexture>cloud00-5</explosiontexture>
</subweapon2>
<subweapon3 type='WeaponAimedOver'>
<nowarheads>4</nowarheads>
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<maxaimdistance>0</maxaimdistance>
<inaccuracy>0</inaccuracy>
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<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>20</vredirect>
<nextaction type='WeaponVelocity'>
<abs>true</abs>
<velocitychange>0.3</velocitychange>
<aimedweapon type='WeaponProjectile'>
<flamelife>0.75</flamelife>
<enginesound>none</enginesound>
<projectilescale>1.25</projectilescale>
<projectilemodel type='MilkShape'>pwrcrate/pwrcrate.txt</projectilemodel>
<collisionaction type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
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<hurtamount>0</hurtamount>
<deform>none</deform>
<size>4</size>
<explosiontexture>cloud00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon1>
<subweapon2 type='WeaponAddTarget'>
<name>Cargo</name>
<modelscale>0.06</modelscale>
<model type='MilkShape'>pwrcrate/pwrcrate.txt</model>
<life>50</life>
<shield>none</shield>
<parachute>Parachute</parachute>
<removeaction>CargoItems</removeaction>
<driveovertodestroy>true</driveovertodestroy>
</subweapon2>
</collisionaction>
</aimedweapon>
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</weapon>
</weaponchoice1>
<weaponchoice2>
<weight>10</weight>
<weapon type='WeaponNull'></weapon>
</weaponchoice2>
</aimedweapon>
</subweapon3>
<subweapon4 type='WeaponReference'>
<weapon>LgBldgDebris</weapon>
</subweapon4>
</collisionaction>
</aimedweapon>
</nextaction>
</aimedweapon>
</subweapon1>
</aimedweapon>
</nextaction>
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</accessory>
<accessory>
<name>BurstBolt</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponLightning'>
<conelength>12</conelength>
<seglength>1</seglength>
<segvar>12</segvar>
<size>4</size>
<sizevar>-1</sizevar>
<minsize>0.1</minsize>
<splitprob>0.2</splitprob>
<splitvar>0.03</splitvar>
<deathprob>0.03</deathprob>
<derivangle>0.5</derivangle>
<anglevar>0.94</anglevar>
<totaltime>0.75</totaltime>
<seghurt>0</seghurt>
<seghurtradius>0</seghurtradius>
<sound>none</sound>
</accessoryaction>
</accessory>
<accessory>
<name>BurstBolt2</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponLightning'>
<conelength>18</conelength>
<seglength>1</seglength>
<segvar>12</segvar>
<size>4</size>
<sizevar>-1</sizevar>
<minsize>0.1</minsize>
<splitprob>0.2</splitprob>
<splitvar>0.03</splitvar>
<deathprob>0.03</deathprob>
<derivangle>0.5</derivangle>
<anglevar>0.94</anglevar>
<totaltime>0.75</totaltime>
<seghurt>0</seghurt>
<seghurtradius>0</seghurtradius>
<sound>none</sound>
</accessoryaction>
</accessory>
<accessory>
<name>BurstBolt3</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponLightning'>
<conelength>24</conelength>
<seglength>1</seglength>
<segvar>12</segvar>
<size>4</size>
<sizevar>-1</sizevar>
<minsize>0.1</minsize>
<splitprob>0.2</splitprob>
<splitvar>0.03</splitvar>
<deathprob>0.03</deathprob>
<derivangle>0.5</derivangle>
<anglevar>0.94</anglevar>
<totaltime>0.75</totaltime>
<seghurt>0</seghurt>
<seghurtradius>0</seghurtradius>
<sound>none</sound>
</accessoryaction>
</accessory>
<accessory>
<name>Spark Burst</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponMulti'>
<subweapon1 type='WeaponAimedOver'>
<nowarheads>8</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
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<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>45</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt</weapon>
</nextaction>
</aimedweapon>
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<subweapon2 type='WeaponAimedOver'>
<nowarheads>8</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>75</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt</weapon>
</nextaction>
</aimedweapon>
</subweapon2>
<subweapon3 type='WeaponAimedOver'>
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<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>120</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt</weapon>
</nextaction>
</aimedweapon>
</subweapon3>
<subweapon4 type='WeaponAimedOver'>
<nowarheads>4</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>0</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt</weapon>
</nextaction>
</aimedweapon>
</subweapon4>
</accessoryaction>
</accessory>
<accessory>
<name>Spark Burst2</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponMulti'>
<subweapon1 type='WeaponAimedOver'>
<nowarheads>8</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>45</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt2</weapon>
</nextaction>
</aimedweapon>
</subweapon1>
<subweapon2 type='WeaponAimedOver'>
<nowarheads>8</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>75</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt2</weapon>
</nextaction>
</aimedweapon>
</subweapon2>
<subweapon3 type='WeaponAimedOver'>
<nowarheads>4</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>120</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt2</weapon>
</nextaction>
</aimedweapon>
</subweapon3>
<subweapon4 type='WeaponAimedOver'>
<nowarheads>4</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>0</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt2</weapon>
</nextaction>
</aimedweapon>
</subweapon4>
</accessoryaction>
</accessory>
<accessory>
<name>Spark Burst3</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponMulti'>
<subweapon1 type='WeaponAimedOver'>
<nowarheads>8</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>45</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt3</weapon>
</nextaction>
</aimedweapon>
</subweapon1>
<subweapon2 type='WeaponAimedOver'>
<nowarheads>8</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>75</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt3</weapon>
</nextaction>
</aimedweapon>
</subweapon2>
<subweapon3 type='WeaponAimedOver'>
<nowarheads>4</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>120</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt3</weapon>
</nextaction>
</aimedweapon>
</subweapon3>
<subweapon4 type='WeaponAimedOver'>
<nowarheads>4</nowarheads>
<percentagemiss>20</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>0</vredirect>
<nextaction type='WeaponReference'>
<weapon>BurstBolt3</weapon>
</nextaction>
</aimedweapon>
</subweapon4>
</accessoryaction>
</accessory>
<accessory>
<name>Clouds-Grey</name>
<maximumnumber>0</maximumnumber>
<armslevel>10</armslevel>
<accessoryaction type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>4</minlife>
<maxlife>5</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>6</size>
<explosionsound>none</explosionsound>
<explosiontexture>cloud00-5</explosiontexture>
</subweapon1>
<subweapon2 type='WeaponAimedOver'>
<nowarheads>2</nowarheads>
<percentagemiss>99</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>99</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>true</vabs>
<hredirect>0</hredirect>
<vredirect>90</vredirect>
<nextaction type='WeaponTranslate'>
<translatedist>10</translatedist>
<nextaction type='WeaponExplosion'>
<noluminance/>
<nocreatedebris/>
<nocreatesplash/>
<minlife>3</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>4</size>
<explosionsound>none</explosionsound>
<explosiontexture>cloud00</explosiontexture>
</nextaction>
</nextaction>
</aimedweapon>
</subweapon2>
<subweapon3 type='WeaponDelay'>
<delay>0.5</delay>
<delayedweapon type='WeaponRepeat'>
<repeat>3</repeat>
<delay>0.5</delay>
<repeatweapon type='WeaponAimedOver'>
<nowarheads>2</nowarheads>
<percentagemiss>99</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>99</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>true</vabs>
<hredirect>0</hredirect>
<vredirect>90</vredirect>
<nextaction type='WeaponTranslate'>
<translatedist>20</translatedist>
<nextaction type='WeaponExplosion'>
<noluminance/>
<nocreatedebris/>
<nocreatesplash/>
<minlife>3</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>4</size>
<explosionsound>none</explosionsound>
<explosiontexture>cloud00</explosiontexture>
</nextaction>
</nextaction>
</aimedweapon>
</repeatweapon>
</delayedweapon>
</subweapon3>
</accessoryaction>
</accessory>
<accessory>
<name>Clouds-Red</name>
<maximumnumber>0</maximumnumber>
<armslevel>10</armslevel>
<accessoryaction type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>4</minlife>
<maxlife>5</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>6</size>
<explosionsound>none</explosionsound>
<explosiontexture>exp04</explosiontexture>
</subweapon1>
<subweapon2 type='WeaponAimedOver'>
<nowarheads>2</nowarheads>
<percentagemiss>99</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>99</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>true</vabs>
<hredirect>0</hredirect>
<vredirect>90</vredirect>
<nextaction type='WeaponTranslate'>
<translatedist>10</translatedist>
<nextaction type='WeaponExplosion'>
<noluminance/>
<nocreatedebris/>
<nocreatesplash/>
<minlife>3</minlife>
<maxlife>5</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>4</size>
<explosionsound>none</explosionsound>
<explosiontexture>exp04</explosiontexture>
</nextaction>
</nextaction>
</aimedweapon>
</subweapon2>
<subweapon3 type='WeaponDelay'>
<delay>0.5</delay>
<delayedweapon type='WeaponRepeat'>
<repeat>3</repeat>
<delay>0.5</delay>
<repeatweapon type='WeaponAimedOver'>
<nowarheads>2</nowarheads>
<percentagemiss>99</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>99</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>true</vabs>
<hredirect>0</hredirect>
<vredirect>90</vredirect>
<nextaction type='WeaponTranslate'>
<translatedist>20</translatedist>
<nextaction type='WeaponExplosion'>
<noluminance/>
<nocreatedebris/>
<nocreatesplash/>
<minlife>3</minlife>
<maxlife>4</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>4</size>
<explosionsound>none</explosionsound>
<explosiontexture>exp04</explosiontexture>
</nextaction>
</nextaction>
</aimedweapon>
</repeatweapon>
</delayedweapon>
</subweapon3>
</accessoryaction>
</accessory>
<accessory>
<name>Smoke-Orange</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponMulti'>
<subweapon1 type='WeaponDelay'>
<delay>1.25</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponDelay'>
<delay>1.25</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>4</minlife>
<maxlife>6</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>3</size>
<explosiontexture>smoke-orange</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon1>
<subweapon2 type='WeaponNapalm'>
<allowunderwater>true</allowunderwater>
<napalmtime>2.1</napalmtime>
<napalmheight>2.0</napalmheight>
<steptime>1.0</steptime>
<hurtsteptime>2.0</hurtsteptime>
<hurtpersecond>0.1</hurtpersecond>
<numberstreams>1</numberstreams>
<effectradius>5</effectradius>
<napalmtexture>smoke-orange</napalmtexture>
<napalmsound>none</napalmsound>
</subweapon2>
</delayedweapon>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>4</minlife>
<maxlife>6</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>3</size>
<explosiontexture>smoke-orange</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon2>
<subweapon3 type='WeaponNapalm'>
<allowunderwater>false</allowunderwater>
<napalmtime>2.1</napalmtime>
<napalmheight>2.0</napalmheight>
<steptime>1.0</steptime>
<hurtsteptime>2.0</hurtsteptime>
<hurtpersecond>0.1</hurtpersecond>
<numberstreams>1</numberstreams>
<effectradius>5</effectradius>
<napalmtexture>smoke-orange</napalmtexture>
<napalmsound>none</napalmsound>
</subweapon3>
</delayedweapon>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<minlife>6</minlife>
<maxlife>8</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>2</size>
<explosiontexture>smoke-orange</explosiontexture>
<explosionsound>explosions/gas.wav</explosionsound>
</subweapon2>
<subweapon3 type='WeaponNapalm'>
<allowunderwater>false</allowunderwater>
<napalmtime>2.1</napalmtime>
<napalmheight>2.0</napalmheight>
<steptime>1.0</steptime>
<hurtsteptime>2.0</hurtsteptime>
<hurtpersecond>0.1</hurtpersecond>
<numberstreams>1</numberstreams>
<effectradius>5</effectradius>
<napalmtexture>smoke-orange</napalmtexture>
<napalmsound>none</napalmsound>
</subweapon3>
<!--<subweapon4 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<noluminance/>
<nowindaffected/>
<hurtamount>0</hurtamount>
<deform>down</deform>
<size>3</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon4>-->
</accessoryaction>
</accessory>
<accessory>
<name>Tank Explosion</name>
<armslevel>6</armslevel>
<maximumnumber>0</maximumnumber>
<activationsound>explosions/tank.wav</activationsound>
<accessoryaction type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nowindaffected/>
<noluminance/>
<hurtamount>0.0</hurtamount>
<deform>down</deform>
<size>5.0</size>
<explosiontexture>exp02</explosiontexture>
<explosionsound>explosions/exp.wav</explosionsound>
</subweapon1>
<subweapon2 type='WeaponAimedOver'>
<percentagemiss>0</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>0</inaccuracy>
<nowarheads>9</nowarheads>
<aimedweapon type='WeaponProjectile'>
<nocreateflame/>
<enginesound>none</enginesound>
<projectilescale>0.4</projectilescale>
<projectilemodel type='ase'>
<mesh>roller.ase</mesh>
<skin>magma.bmp</skin>
</projectilemodel>
<collisionaction type='WeaponNapalm'>
<napalmtime>3.0</napalmtime>
<napalmheight>0.6</napalmheight>
<steptime>0.2</steptime>
<hurtsteptime>2.0</hurtsteptime>
<hurtpersecond>0.9</hurtpersecond>
<numberstreams>2.0</numberstreams>
<effectradius>3.0</effectradius>
<napalmtexture>flames</napalmtexture>
<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
<napalmsound>explosions/napalm.wav</napalmsound>
<allowunderwater>false</allowunderwater>
</collisionaction>
</aimedweapon>
</subweapon2>
</accessoryaction>
</accessory>
<accessory>
<name>Tracer</name>
<armslevel>10</armslevel>
<maximumnumber>0</maximumnumber>
<description>A projectile weapon that
causes no damage. Can be used to
determine range without wasting
other weapons. Leaves a marker at the
final position.</description>
<icon>tracer.bmp</icon>
<bundlesize>10</bundlesize>
<cost>100</cost>
<activationsound>shoot/flare.wav</activationsound>
<accessoryaction type='WeaponProjectile'>
<shieldhurtfactor>0</shieldhurtfactor>
<enginesound>none</enginesound>
<nocreateflame/>
<showendpoint></showendpoint>
<collisionaction type='WeaponNull'></collisionaction>
</accessoryaction>
</accessory>
<accessory>
<name>Smoke Tracer</name>
<armslevel>9</armslevel>
<description>A projectile weapon that
causes no damage. Can be used to
determine range without wasting
other weapons. Leaves a colored
trace of the shot path.</description>
<icon>stracer.bmp</icon>
<bundlesize>10</bundlesize>
<cost>500</cost>
<activationsound>shoot/flare.wav</activationsound>
<accessoryaction type='WeaponProjectile'>
<shieldhurtfactor>0</shieldhurtfactor>
<enginesound>none</enginesound>
<nocreateflame/>
<showendpoint></showendpoint>
<showshotpath></showshotpath>
<collisionaction type='WeaponNull'></collisionaction>
</accessoryaction>
</accessory>
<accessory>
<name>X Tracer</name>
<cost>3000</cost>
<bundlesize>2</bundlesize>
<armslevel>7</armslevel>
<icon>x.bmp</icon>
<activationsound>shoot/flare.wav</activationsound>
<model type='MilkShape'>flare.txt</model>
<description>Shoots a spread of tracers at
2.5 degree increments horizontally
and vertically to help you correct
your shot.</description>
<accessoryaction type = 'WeaponMulti'>
<subweapon1 type = 'WeaponReference'>
<weapon>Smoke Tracer</weapon>
</subweapon1>
<subweapon2 type ='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>-5</vredirect>
<nextaction type= 'WeaponReference'>
<weapon>Tracer</weapon>
</nextaction>
</subweapon2>
<subweapon3 type ='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>-2.5</vredirect>
<nextaction type= 'WeaponReference'>
<weapon>Tracer</weapon>
</nextaction>
</subweapon3>
<subweapon4 type ='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>2.5</vredirect>
<nextaction type= 'WeaponReference'>
<weapon>Tracer</weapon>
</nextaction>
</subweapon4>
<subweapon5 type ='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>5</vredirect>
<nextaction type= 'WeaponReference'>
<weapon>Tracer</weapon>
</nextaction>
</subweapon5>
<subweapon6 type ='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>-5</hredirect>
<vredirect>0</vredirect>
<nextaction type= 'WeaponReference'>
<weapon>Tracer</weapon>
</nextaction>
</subweapon6>
<subweapon7 type ='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>-2.5</hredirect>
<vredirect>0</vredirect>
<nextaction type= 'WeaponReference'>
<weapon>Tracer</weapon>
</nextaction>
</subweapon7>
<subweapon8 type ='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>2.5</hredirect>
<vredirect>0</vredirect>
<nextaction type= 'WeaponReference'>
<weapon>Tracer</weapon>
</nextaction>
</subweapon8>
<subweapon9 type ='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>5</hredirect>
<vredirect>0</vredirect>
<nextaction type= 'WeaponReference'>
<weapon>Tracer</weapon>
</nextaction>
</subweapon9>
</accessoryaction>
</accessory>
<accessory>
<name>Baby Missile</name>
<armslevel>10</armslevel>
<description>A small explosive projectile weapon</description>
<icon>bmissile.bmp</icon>
<startingnumber>-1</startingnumber>
<activationsound>shoot/small.wav</activationsound>
<accessoryaction type='WeaponProjectile'>
<collisionaction type='WeaponExplosion'>
<hurtamount>1.0</hurtamount>
<deform>down</deform>
<size>4</size>
<explosiontexture>exp00</explosiontexture>
<explosionsound>explosions/small.wav</explosionsound>
</collisionaction>
</accessoryaction>
</accessory>
<accessory>
<name>Missile</name>
<armslevel>9</armslevel>
<description>A mid-size explosive projectile weapon</description>
<icon>missile.bmp</icon>
<bundlesize>5</bundlesize>
<cost>1000</cost>
<activationsound>shoot/medium.wav</activationsound>
<accessoryaction type='WeaponProjectile'>
<collisionaction type='WeaponExplosion'>
<hurtamount>1.0</hurtamount>
<deform>down</deform>
<size>6</size>
<explosiontexture>exp00</explosiontexture>
<explosionsound>explosions/medium.wav</explosionsound>
</collisionaction>
</accessoryaction>
</accessory>
<accessory>
<name>MOAB</name>
<armslevel>7</armslevel>
<description>The largest conventional explosive bomb.
Doesn't generate as big of a crater as the
nuclear bombs, but the air blast does some
damage over a large area.</description>
<icon>missile.bmp</icon>
<bundlesize>2</bundlesize>
<cost>2000</cost>
<activationsound>shoot/launch.wav</activationsound>
<model type='MilkShape'>weapons/moab.txt</model>
<modelscale>2</modelscale>
<accessoryaction type='WeaponProjectile'>
<nocreateflame/>
<spinspeed>0</spinspeed>
<projectilescale>1.5</projectilescale>
<projectilemodel type='MilkShape'>weapons/moab.txt</projectilemodel>
<collisionaction type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<nocreatedebris/>
<hurtamount>0.33</hurtamount>
<deform>none</deform>
<size>16</size>
<explosionshake>4</explosionshake>
<explosiontexture>none</explosiontexture>
<explosionsound>explosions/xlarge.wav</explosionsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<nocreatesplash/>
<nocreatedebris/>
<hurtamount>0.66</hurtamount>
<deform>down</deform>
<size>8</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon2>
<subweapon3 type='WeaponExplosion'>
<nocreatedebris/>
<nocreatesplash/>
<animate/>
<minlife>4</minlife>
<maxlife>5</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>12</size>
<explosiontexture>cloud00-5</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon3>
<subweapon4 type='WeaponExplosion'>
<nocreatesplash/>
<nocreatedebris/>
<nowindaffected/>
<minlife>2</minlife>
<maxlife>3</maxlife>
<hurtamount>0</hurtamount>
<deform>none</deform>
<size>12</size>
<explosiontexture>exp00</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon4>
</collisionaction>
</accessoryaction>
</accessory>
<accessory>
<name>Baby Nuke</name>
<armslevel>7</armslevel>
<description>A small nuclear explosive projectile</description>
<icon>bnuke.bmp</icon>
<bundlesize>2</bundlesize>
<cost>3000</cost>
<activationsound>shoot/large.wav</activationsound>
<model type='MilkShape'>littleboy/littleboy.txt</model>
<accessoryaction type='WeaponProjectile'>
<projectilemodel type='MilkShape'>littleboy/littleboy.txt</projectilemodel>
<collisionaction type='WeaponExplosion'>
<hurtamount>1.0</hurtamount>
<deform>down</deform>
<size>11</size>
<explosionshake>2.0</explosionshake>
<explosiontexture>exp00</explosiontexture>
<explosionsound>explosions/large.wav</explosionsound>
</collisionaction>
</accessoryaction>
</accessory>
<accessory>
<name>Nuke</name>
<armslevel>4</armslevel>
<description>A large nuclear explosive projectile
Does 133% collision damage to shields.</description>
<icon>nuke.bmp</icon>
<bundlesize>1</bundlesize>
<cost>5000</cost>
<activationsound>shoot/xlarge.wav</activationsound>
<model type='MilkShape'>fatman/fatman.txt</model>
<accessoryaction type='WeaponProjectile'>
<shieldhurtfactor>1.33</shieldhurtfactor>
<projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
<collisionaction type='WeaponExplosion'>
<hurtamount>1.0</hurtamount>
<deform>down</deform>
<size>18</size>
<createmushroomamount>1.0</createmushroomamount>
<minlife>0.5</minlife>
<maxlife>1.5</maxlife>
<explosionshake>4.0</explosionshake>
<explosiontexture>exp00</explosiontexture>
<explosionsound>explosions/xlarge.wav</explosionsound>
</collisionaction>
</accessoryaction>
</accessory>
<accessory>
<name>Fatman</name>
<armslevel>3</armslevel>
<description>A very large nuclear explosive projectile.
Does 166% collision damage to shields.</description>
<icon>nuke.bmp</icon>
<bundlesize>1</bundlesize>
<cost>8000</cost>
<activationsound>shoot/xlarge.wav</activationsound>
<model type='MilkShape'>fatman/fatman.txt</model>
<modelscale>2</modelscale>
<accessoryaction type='WeaponProjectile'>
<shieldhurtfactor>1.66</shieldhurtfactor>
<projectilescale>2</projectilescale>
<projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
<collisionaction type='WeaponExplosion'>
<armslevel>2</armslevel>
<createmushroomamount>1.0</createmushroomamount>
<hurtamount>1.1</hurtamount>
<deform>down</deform>
<size>24</size>
<explosionshake>4.0</explosionshake>
<explosiontexture>exp00</explosiontexture>
<explosionsound>explosions/xlarge.wav</explosionsound>
</collisionaction>
</accessoryaction>
</accessory>
<accessory>
<name>SuicideShrapnel</name>
<armslevel>2</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponAimedUnder'>
<nowarheads>3</nowarheads>
<percentagemiss>15</percentagemiss>
<maxaimdistance>0</maxaimdistance>
<inaccuracy>10</inaccuracy>
<aimedweapon type='WeaponRedirect'>
<habs>false</habs>
<vabs>false</vabs>
<hredirect>0</hredirect>
<vredirect>60</vredirect>
<nextaction type='WeaponVelocity'>
<velocitychange>1.2</velocitychange>
<aimedweapon type='WeaponProjectile'>
<shieldhurtfactor>0.1</shieldhurtfactor>
<enginesound>none</enginesound>
<flamelife>0.2</flamelife>
<smokelife>0.4</smokelife>
<projectilescale>0.33</projectilescale>
<projectilemodel type='ase'>
<mesh>roller.ase</mesh>
<skin>black.bmp</skin>
</projectilemodel>
<timedcollision>0.6</timedcollision>
<collisionaction type='WeaponExplosion'>
<nocreatedebris/>
<hurtamount>0.2</hurtamount>
<deform>none</deform>
<size>8</size>
<explosiontexture>none</explosiontexture>
<explosionsound>explosions/thud.wav</explosionsound>
</collisionaction>
</aimedweapon>
</nextaction>
</aimedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>Self Destruct</name>
<armslevel>2</armslevel>
<description>Detonate yourself causing a massive explosion</description>
<icon>skull.bmp</icon>
<bundlesize>1</bundlesize>
<cost>12000</cost>
<accessoryaction type='WeaponDelay'>
<delay>0.5</delay>
<delayedweapon type='WeaponMulti'>
<subweapon1 type='WeaponExplosion'>
<armslevel>1</armslevel>
<hurtamount>1.2</hurtamount>
<deform>none</deform>
<size>48</size>
<explosionshake>4</explosionshake>
<explosiontexture>none</explosiontexture>
<explosionsound>explosions/xlarge.wav</explosionsound>
</subweapon1>
<subweapon2 type='WeaponExplosion'>
<hurtamount>1.2</hurtamount>
<deform>down</deform>
<size>16</size>
<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
<explosiontexture>exp00</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon2>
<subweapon3 type='WeaponExplosion'>
<hurtamount>10</hurtamount>
<deform>none</deform>
<size>4</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon3>
<subweapon4 type='WeaponExplosion'>
<hurtamount>10</hurtamount>
<deform>none</deform>
<size>4</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</subweapon4>
<subweapon5 type='WeaponReference'>
<weapon>Tank Explosion</weapon>
</subweapon5>
<subweapon6 type='WeaponRepeat'>
<repeat>3</repeat>
<delay>0.1</delay>
<repeatweapon type='WeaponReference'>
<weapon>SuicideShrapnel</weapon>
</repeatweapon>
</subweapon6>
</delayedweapon>
</accessoryaction>
</accessory>
<accessory>
<name>FalloutExplosion</name>
<armslevel>2</armslevel>
<maximumnumber>0</maximumnumber>
<accessoryaction type='WeaponExplosion'>
<nocreatesplash/>
<nocreatedebris/>
<noluminance/>
<hurtamount>0.1</hurtamount>
<deform>none</deform>
<size>48</size>
<explosiontexture>none</explosiontexture>
<explosionsound>none</explosionsound>
</accessoryaction>