blaster zipup shop_cost=110000 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=4 sfx_shoot="Lando_Fire" sfx_die="Lando_Death" //sfx_die="chr_Bespin_death" tag_locator=6 variant=lando helmet_locator=7 hair_layer=5 throw_locator=1 tiptoe_speed=0.3 walk_speed=0.6 run_speed=1.1793 head_locator=2 head_joint=0 weapon_locator=0 weapon_shoot_locator=3 move_delay=0.2 lunge_speed=1.5 lunge_jumpspeed=0.75 jump_speed=2.3 air_gravity=-6.0 water_gravity=0 lunge_gravity=-10 slam_jumpspeed=3 slam_gravity=-15 shadow_locators=4,5 slide_orientation bsa_default=on anim_start="splat_new_blasterchar" action="splat" blend_in=0 blend_out=0 bsa=off anim_end anim_start="gothat" action="helmeton2" no_headturn blend_in=0.1 cycle=off anim_end anim_start="Helmeton" action="helmeton" no_headturn blend_in=0.1 cycle=off anim_end anim_start="forceDizzy" action="deactivated" fpsec=30 blend_in=0.15 blend_out=0.15 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="forceChoke" action="choked" blend_in=0.15 blend_out=0.15 fpsec=30 anim_end anim_start="throwThermal" action="throw1" no_headturn frame1=7 frame2=18 frame3=23 anim_end anim_start="forceLightning" action="zapped" no_headturn fpsec=30 blend_in=0 gun_off anim_end anim_start="pullLever" action="pullLever" cycle=off blend_in=0.1 blend_out=0.1 no_headturn anim_end anim_start="walk" action="walk" footsteps frame3=5 frame4=16 fpsec=30 anim_end anim_start="walkGunOut" action="walk2" footsteps frame3=5 frame4=16 fpsec=30 anim_end anim_start="run" action="run" footsteps frame3=9 frame4=19 fpsec=30 anim_end anim_start="runGunOut" action="run2" footsteps frame3=9 frame4=19 fpsec=30 anim_end anim_start="BuildIt" action="Build" no_headturn blend_in=0.2 blend_out=0.2 cycle=on anim_end anim_start="idle" action="idle" anim_end anim_start="fall" action="fall" blend_in=0.2 blend_out=0.2 fpsec=30 anim_end anim_start="slideDown" action="slide" fpsec=45 blend_in=0.3 blend_out=0.7 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="shoot" action="shoot" no_headturn blend_out=0.2 frame1=2 cycle=off anim_end anim_start="gunin" action="weaponin" no_headturn blend_out=0.2 cycle=off frame1=12 frame2=14 anim_end anim_start="gunout" action="weaponout" no_headturn blend_out=0.2 cycle=off frame1=20 frame2=22 anim_end anim_start="gunidle" action="weaponidle" no_headturn blend_in=0.2 anim_end anim_start="shootleft" action="shootleft" no_headturn frame_stop=1 blend_out=0.3 cycle=off frame1=12 anim_end anim_start="shootright" action="shootright" no_headturn frame_stop=1 blend_out=0.3 cycle=off frame1=12 anim_end anim_start="shootbehind" action="shootback" no_headturn blend_out=0.3 frame_stop=6 frame1=11 cycle=off anim_end anim_start="jump" action="jump" blend_in=0.3 blend_out=0.2 no_headturn cycle=off anim_end anim_start="Lunge" action="lunge" no_headturn cycle=off speed=1.5 blend_in=0.1 no_headturn anim_end anim_start="LungeLand" action="lungeland" no_headturn cycle=off blend_in=0.0 speed=1 frame_stop=11 anim_end anim_start="LungeLandFire" action="lungefire" cycle=off no_headturn blend_in=0 anim_end anim_start="land" action="land" cycle=off blend_in=0.2 anim_end anim_start="tiptoe" action="tiptoe" footsteps frame3=6 frame4=14 no_headturn blend_in=0.2 blend_out=0.2 fpsec=30 anim_end anim_start="push" action="push" footsteps frame3=20 frame4=40 speed=1.5 fpsec=35 anim_end anim_start="evadeLeft" action="left" speed=-0.8 blend_out=0.2 cycle=off fpsec=30 frame_stop=10 anim_end anim_start="evadeRight" action="right" no_headturn speed=0.4 cycle=off blend_out=0.1 frame_stop=10 fpsec=30 anim_end anim_start="punchCombo1" action="punch1" no_headturn cycle=off blend_in=0.2 blend_out=0.2 frame1=10 speed=0.20482 fpsec=35 anim_end anim_start="punchCombo2" action="punch2" no_headturn cycle=off blend_in=0.2 blend_out=0.2 frame1=9 speed=0.20482 fpsec=35 anim_end anim_start="punchCombo3" action="punch3" no_headturn cycle=off blend_in=0.2 blend_out=0.2 frame1=5 frame_stop=16 speed=0.18508 fpsec=30 anim_end anim_start="Grapple" action="up" blend_in=0.2 blend_out=0.2 anim_end anim_start="TrooperAccess" action="TrooperAccess" cycle=off no_headturn anim_end anim_start="commanderAccess" action="commanderAccess" cycle=off anim_end anim_start="bountyAccess" action="bountyAccess" cycle=off anim_end anim_start="kissHand" action="attack" blend_in=0.2 blend_out=0.2 gun_off cycle=off no_headturn anim_end anim_start="ride_bantha_new_jedichar" action="ride_bantha" gun_off bsa=off anim_end anim_start="ride_speederbike_new_jedichar" action="ride_speederbike" gun_off bsa=off anim_end anim_start="ride_dewback_new_jedichar" action="ride_dewback" gun_off bsa=off anim_end anim_start="ride_landspeeder_new_jedichar" action="ride_landspeeder" gun_off bsa=off anim_end anim_start="ride_hrc_new_jedichar" action="ride_heavyrepeatingcannon" gun_off bsa=off anim_end anim_start="ride_tauntaun_new_jedichar" action="ride_tauntaun" gun_off bsa=off anim_end anim_start="ride_generic_new_jedichar" action="ride" gun_off bsa=off anim_end anim_start="rideTrooperCannon" action="ride_troopercannon" gun_off anim_end anim_start="throw_new_jedichar" action="throw1" frame1=7 frame2=9 frame3=17 blend_in=0.2 blend_out=0.2 bsa=off cycle=off anim_end