blaster zipup baddie shop_cost=12000 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=0.1334 walk_speed=0.5 run_speed=1.2 throw_locator=1 head_locator=2 weapon_locator=0 weapon_shoot_locator=3 helmet_locator=7 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="push" action="push" footsteps frame3=1 frame4=13 blend_in=0.2 blend_out=0.2 speed=1.5 fpsec=30 anim_end anim_start="tiptoe" action="tiptoe" footsteps frame3=4 frame4=22 no_headturn blend_in=0.2 blend_out=0.2 fpsec=30 anim_end anim_start="tiptoe2" action="tiptoe2" footsteps frame3=4 frame4=22 blend_in=0.2 blend_out=0.2 no_head_turn anim_end anim_start="idle" action="idle" blend_in=0.1 no_headturn gun_off anim_end anim_start="walk" action="walk" footsteps frame3=1 frame4=13 blend_in=0.2 blend_out=0.2 anim_end anim_start="weaponout" action="weaponout" blend_out=0.2 no_headturn cycle=off fpsec=30 frame1=30 frame2=37 anim_end anim_start="weaponidle" action="weaponidle" blend_in=0.2 blend_out=0.2 no_headturn anim_end anim_start="weaponin" action="weaponin" no_headturn blend_out=0.2 cycle=off frame1=25 frame2=32 anim_end anim_start="shoot" shoot_speed=-0.1998 action="shoot" no_headturn blend_out=0.2 frame1=1 cycle=off anim_end anim_start="shootright" action="shootright" no_headturn blend_in=0.2 blend_out=0.2 cycle=off frame1=9 anim_end anim_start="shootbehind" action="shootback" shootback_speed=0.13534 no_headturn blend_in=0.2 blend_out=0.2 frame_stop=23 frame1=13 cycle=off anim_end anim_start="shootleft" action="shootleft" no_headturn fpsec=25 cycle=off frame1=13 anim_end anim_start="walkgunout" action="walk2" footsteps frame3=1 frame4=13 blend_in=0.2 blend_out=0.2 no_headturn fpsec=30 anim_end anim_start="run" action="run" footsteps frame3=3 frame4=11 blend_in=0.2 blend_out=0.2 fpsec=30 anim_end anim_start="rungunout" action="run2" footsteps frame3=3 frame4=11 blend_in=0.2 blend_out=0.2 fpsec=30 anim_end anim_start="jump" action="jump" blend_in=0.3 blend_out=0.2 no_headturn cycle=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 cycle=off no_headturn blend_out=0.2 anim_end anim_start="land" action="land" cycle=off fpsec=28 blend_out=0.1 anim_end anim_start="slide" action="slide" fpsec=30 blend_in=0.3 blend_out=0.7 anim_end anim_start="pulllever" action="pullLever" blend_out=0.1 no_headturn cycle=off fpsec=30 anim_end anim_start="helmeton" action="helmeton" no_headturn blend_out=0.1 fpsec=30 cycle=off anim_end anim_start="gothat" action="helmeton2" cycle=off anim_end anim_start="TrooperAccess" action="TrooperAccess" cycle=off no_headturn blend_in=0.3 blend_out=0.3 anim_end anim_start="throw" action="throw1" no_headturn frame1=14 frame2=21 frame3=29 anim_end anim_start="grapple" action="up" blend_in=0.2 blend_out=0.2 anim_end anim_start="forcechoke" action="choked" blend_in=0.2 blend_out=0.2 anim_end anim_start="forcelightning" action="zapped" blend_in=0.2 blend_out=0.2 anim_end anim_start="forceDizzy" action="deactivated" fpsec=30 blend_in=0.15 gun_off no_headturn cycle=off anim_end anim_start="buildit" action="Build" no_headturn blend_in=0.2 blend_out=0.2 cycle=on 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