//-----------------------------------------------------------------------------
OculusSpecial : MeshMapObject
{
	// Properties.
	script = "oculusSpecial.txt"
	displayname = "Oculus"
	radius = 128.0
	height = 256.0
	projectile = "MagnetarTrail_Arcturan"
	projectileheight = 112.0
	health = 4500
	criticalhealth = 600
	gibhealth = -99999
	damage = { 10, 20, 33 }
	knockback = 160.0
	decal = "MagnetarDecal"
	hitdecal = "BloodDecal"
	editorcolor = 240 93 67
	editorcategory = "Bosses"
	pointreward = 5000
	mesh = "oculus.x"
	animcallback = "Death", 4.00, "fade to white"
	+nogravity
	+nothrust
	+ismonster
	+isboss
	+noaimlock
	+immunetomonsters

	// Trick to precache the gibs!
	giveitem = "Oculus_Gib01", 1
	giveitem = "Oculus_Gib02", 1
	giveitem = "Oculus_Gib03", 1
	giveitem = "Oculus_Gib04", 1
	giveitem = "Oculus_Gib05", 1
	giveitem = "Oculus_Gib06", 1
	giveitem = "Oculus_Gib07", 1
	giveitem = "Oculus_Gib08", 1
	giveitem = "Oculus_Gib09", 1
	giveitem = "Oculus_Gib10", 1
	giveitem = "Oculus_Gib11", 1
	giveitem = "Oculus_Gib12", 1
}

//-----------------------------------------------------------------------------
Rocket_Oculus1 : MeshMapObject
{
	// Properties.
	script = "rocket_lowsmoke.txt"
	mesh = "rocket.x"
	speed = { 8.0, 9.0, 12.0 }
	damage = { 5, 10, 20 }
	projectile = "Explosion_Medium"
	radius = 12.0
	height = 24.0
	dynamiclightcolor = { 255, 255, 255 }
	knockback = 0.0
	decal = "ScorchDecal"

	// Flags.
	+nogravity
	+nofriction
	+nocollisionagainst
	+noslopeclimb
	+nostairclimb
	+noslidemovement
	+ismissile
	+nodynamicshadow
}

//-----------------------------------------------------------------------------
Rocket_Seeking_Oculus1 : MeshMapObject
{
	// Properties.
	script = "rocket_seeking_oculus.txt"
	mesh = "rocket_seeking.x"
	speed = { 10.0, 10.0, 10.0 }
	damage = { 15, 20, 30 }
	projectile = "Explosion_Small"
	radius = 12.0
	height = 24.0
	dynamiclightcolor = { 255, 255, 255 }
	knockback = 0.0
	decal = "ScorchDecal"

	// Flags.
	+nogravity
	+nofriction
	+nocollisionagainst
	+noslopeclimb
	+nostairclimb
	+noslidemovement
	+ismissile
	+nodynamicshadow
}

//-----------------------------------------------------------------------------
MissileShooter_Oculus_Seeking1 : MapObject
{
	// Properties.
	script = "missileshooter_oculus.txt"
	projectile = "Rocket_Seeking_Oculus1"
	numprojectiles = 1
	spreadangle = 0.0
	+nocollision
	+nocollisionagainst
}

//-----------------------------------------------------------------------------
MissileShooter_Oculus_Spread1 : MapObject
{
	// Properties.
	script = "missileshooter_oculus.txt"
	projectile = "Rocket_Oculus1"
	numprojectiles = 3
	spreadangle = 5.0
	+nocollision
	+nocollisionagainst
}