blaster zipup shop_cost=15000 layers_special=0,1,5 layers_high=0,2,5 layers_medium=0,3,5 layers_low=0,4,5 layers_dead=0,1,5 radius=0.1 miny=0 maxy=0.42 scale=1.0 acceleration=10 hit_points=1 tiptoe_speed=0.1921 walk_speed=0.4637 run_speed=1.2 sfx_hurt="chr_bespin_hurt" sfx_die="chr_bespin_death" head_locator=2 weapon_locator=0 weapon_shoot_locator=3 helmet_locator=7 already_got_hat move_delay=0.2 jump_speed=2.3 air_gravity=-6.0 water_gravity=0 slam_jumpspeed=3 slam_gravity=-15 shadow_locators=4,5 buildit_locators=0,1 bsa_default=on anim_start="splat_new_blasterchar" action="splat" blend_in=0 blend_out=0 bsa=off no_headturn gun_off anim_end anim_start="forceChoke" action="choked" blend_in=0.2 blend_out=0.2 no_headturn gun_off anim_end anim_start="grapple" action="up" blend_in=0.2 blend_out=0.2 anim_end anim_start="forceLightning" action="zapped" blend_in=0.2 blend_out=0.2 no_headturn gun_off anim_end anim_start="idle" action="idle" blend_in=0.2 blend_out=0.2 no_headturn gun_off anim_end anim_start="buildit" action="build" blend_in=0.2 blend_out=0.2 no_headturn gun_off anim_end anim_start="pulllever" action="pullLever" no_headturn gun_off anim_end anim_start="helmeton" action="helmeton" no_headturn gun_off anim_end anim_start="fall" action="fall" blend_in=0.2 blend_out=0.2 fpsec=35 anim_end anim_start="fallland" action="fallland" blend_in=0.2 gun_off cycle=off no_headturn blend_out=0.2 anim_end anim_start="tiptoe2" action="tiptoe2" footsteps frame3=6 frame4=18 blend_in=0.2 blend_out=0.2 no_head_turn anim_end anim_start="walk" action="walk" footsteps frame3=10 frame4=23 no_headturn blend_in=0.2 blend_out=0.2 anim_end anim_start="walkgunout" action="walk2" footsteps frame3=10 frame4=23 blend_in=0.2 blend_out=0.2 no_headturn fpsec=30 anim_end anim_start="run" action="run" footsteps frame3=7 frame4=19 blend_in=0.2 fpsec=35 anim_end anim_start="rungunout" action="run2" footsteps frame3=7 frame4=19 blend_in=0.2 blend_out=0.2 fpsec=35 anim_end anim_start="tiptoe" action="tiptoe" footsteps frame3=6 frame4=18 no_headturn blend_in=0.2 blend_out=0.2 fpsec=30 anim_end anim_start="jump" action="jump" blend_in=0.1 no_headturn cycle=off anim_end anim_start="lunge" action="lunge" no_headturn cycle=off speed=1.5 anim_end anim_start="Lungeland" action="lungeland" no_headturn cycle=off blend_in=0.1 speed=1.0 frame_stop=17 anim_end anim_start="LungeLandFire" action="lungefire" cycle=off no_headturn blend_in=0 blend_out=0.2 anim_end anim_start="land" action="land" cycle=off fpsec=25 blend_in=0.2 blend_out=0.2 anim_end anim_start="gunout" action="weaponout" no_headturn cycle_off frame_stop=19 blend_out=0.2 speed=-0.165 fpsec=30 frame1=5 frame2=7 anim_end anim_start="shoot" action="shoot" speed=-0.1965 frame1=1 //frame_stop=11 no_headturn anim_end anim_start="shootright" action="shootright" no_headturn frame_stop=1 blend_out=0.3 cycle=off frame1=7 anim_end anim_start="evadeRight" action="right" no_headturn speed=0.7745 blend_out=0.2 frame_stop=24 cycle=off fpsec=35 anim_end anim_start="evadeLeft" action="Left" no_headturn speed=-0.7745 blend_out=0.2 frame_stop=25 cycle=off fpsec=35 anim_end anim_start="shootbehind" action="shootback" no_headturn frame1=17 fpsec=35 cycle=off anim_end anim_start="shootleft" action="shootleft" no_headturn blend_out=0.3 cycle=off frame1=11 anim_end anim_start="gunidle" action="weaponidle" blend_in=0.2 blend_out=0.2 no_headturn anim_end anim_start="gunin" action="weaponin" no_headturn cycle=off blend_out=0.2 speed=0.1168 frame1=10 frame2=12 anim_end anim_start="slide" action="slide" fpsec=45 blend_in=0.3 blend_out=0.3 anim_end anim_start="punchCombo1" action="punch1" no_headturn cycle=off blend_in=0.7 blend_out=0.3 frame1=7 speed=0.4637 fpsec=30 anim_end anim_start="punchCombo2" action="punch2" no_headturn cycle=off blend_out=0.2 //frame_stop=1 frame1=9 speed=0.4637 fpsec=30 anim_end anim_start="punchCombo3" action="punch3" no_headturn cycle=off blend_in=0.2 blend_out=0.3 frame1=10 //frame_stop=18 speed=0.4637 fpsec=30 anim_end anim_start="push" action="push" footsteps frame3=3 frame4=18 fpsec=45 no_headturn blend_in=0.2 blend_out=0.2 anim_end anim_start="forceDizzy" action="deactivated" fpsec=30 blend_in=0.2 blend_out=0.2 gun_off no_headturn effect_start deb_name="DIZZY" num_particles=1 timing=constant locators=6 at_obj_speed effect_end anim_end anim_start="ride_bantha_new_blasterchar" action="ride_bantha" gun_off bsa=off anim_end anim_start="ride_dewback_new_blasterchar" action="ride_dewback" gun_off bsa=off anim_end anim_start="ride_landspeeder_new_blasterchar" action="ride_landspeeder" gun_off bsa=off anim_end anim_start="ride_speederbike_new_blasterchar" action="ride_speederbike" gun_off bsa=off anim_end anim_start="ride_tauntaun_new_blasterchar" action="ride_tauntaun" gun_off bsa=off anim_end anim_start="ride_hrc_new_blasterchar" action="ride_heavyrepeatingcannon" gun_off bsa=off anim_end anim_start="ride_generic_new_blasterchar" action="ride" gun_off bsa=off anim_end anim_start="throw_new_blasterchar" action="throw1" frame1=8 frame2=12 frame3=20 blend_in=0.2 blend_out=0.2 bsa=off cycle=off anim_end