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accessories.xml from Scorched 3D at Krugle


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<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'>
																<nowarheads>1</nowarheads>
																<percentagemiss>0</percentagemiss>
																<maxaimdistance>0</maxaimdistance>
																<inaccuracy>0</inaccuracy>
																<aimedweapon type='WeaponTranslate'>
																	<translatedist>7.5</translatedist>
																	<nextaction 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</explosiontexture>
																			</collisionaction>
																		</aimedweapon>
																	</nextaction>
																</aimedweapon>
															</weapon>
														</weaponchoice2>
													</repeatweapon>
												</subweapon2>
												<subweapon3 type='WeaponDelay'>
													<delay>6.0</delay>
													<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>
										<weaponchoice2>
											<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>smoke-orange</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'>
																<nowarheads>1</nowarheads>
																<percentagemiss>0</percentagemiss>
																<maxaimdistance>0</maxaimdistance>
																<inaccuracy>0</inaccuracy>
																<aimedweapon type='WeaponTranslate'>
																	<translatedist>7.5</translatedist>
																	<nextaction type='WeaponVelocity'>
																		<velocitychange>0</velocitychange>
																		<aimedweapon type='WeaponProjectile'>
																			<nocreatesmoke/>
																			<nocreateflame/>
																			<timedcollision>0.75</timedcollision>
																			<enginesound>none</enginesound>
																			<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>smoke-orange</explosiontexture>
																			</collisionaction>
																		</aimedweapon>
																	</nextaction>
																</aimedweapon>
															</weapon>
														</weaponchoice2>
													</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'>
			<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='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>
						</subweapon1>
						<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>
									<minsize>0.1</minsize>
									<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>
								</subweapon2>
							</delayedweapon>
						</subweapon2>
					</aimedweapon>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</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'>
						<nowarheads>5</nowarheads>
						<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>
			</nextaction>
		</accessoryaction>
	</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'>
						<hurtamount>0</hurtamount>
						<deform>down</deform>
						<size>3</size>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
						<explosionsound>explosions/gas.wav</explosionsound>
					</subweapon1>
					<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>
								<nextaction type='WeaponVelocity'>
									<abs>true</abs>
									<velocitychange>0.8</velocitychange>
									<aimedweapon type='WeaponRandomChoice'>
										<weaponchoice1>
											<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>
										</weaponchoice1>
										<weaponchoice2>
											<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>
										<weaponchoice3>
											<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>
										</weaponchoice3>
									</aimedweapon>
								</nextaction>
							</aimedweapon>
						</repeatweapon>
					</subweapon3>
					<subweapon4 type='WeaponSound'>
						<sound>data/wav/shoot/flare.wav</sound>
					</subweapon4>
				</aimedweapon>
			</nextaction>
		</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'>
					<subweapon1 type='WeaponAimedOver'>
						<nowarheads>1</nowarheads>
						<percentagemiss>0</percentagemiss>
						<maxaimdistance>0</maxaimdistance>
						<inaccuracy>0</inaccuracy>
						<aimedweapon type='WeaponRedirect'>
							<habs>false</habs>
							<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'>
											<hurtamount>0</hurtamount>
											<deform>down</deform>
											<size>8</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='WeaponAimedOver'>
											<nowarheads>4</nowarheads>
											<percentagemiss>0</percentagemiss>
											<maxaimdistance>0</maxaimdistance>
											<inaccuracy>0</inaccuracy>
											<aimedweapon type='WeaponRandomChoice'>
												<weaponchoice1>
													<weight>10</weight>
													<weapon type='WeaponRedirect'>
														<habs>false</habs>
														<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'>
																		<nocreatedebris/>
																		<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>
														</nextaction>
													</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>
		</accessoryaction>
	</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'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt</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>BurstBolt</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>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>