;----------------------------------------------------------------------------------------------------------------------------------------------------------------
;
;   	-           Y   o   u   r       P   e   r   s   o   n   a   l       A   M   O   K         -
;
;	Gebäude-Bruch-Stücke, KaschierExplosjonen, GERÄUSCH-VISPROTOS
;
;	THE FINE ART OF MAKING KAWUMM! & KAZONG!
;
;	created:		10-07-96
;	updated:		26-11-96			Sounds ausgelagert
;			07-01-97			nochmals neue FX dazu
;			18-Feb-97		SULG DFX
;			22-MAY-97		kommentiert
;			27-May-97		Sound-BruchFx
;			12-JUN-97		Neue ScaleFX
;			24-SEP-97		Neue ScaleFX
;			25/26-SEP-97		Neue ScaleFX
;			17-Feb-98		DA SUPABOMB RING
;			19-Feb-98		DASUPAOMB Bugfix
;			05-mar-98		Hochkant scfx für TaerROBO
;			29-May-98		STERNENHELL
;			16-Jun-98		Die NOISY FX auf Megadeth umgestellt
;			27-Jun-98		Blauer Bodeneinschlags-Scale Effekt
;			28-Okt-98		Scale Effekt Odin berichtigt
;			
;
;	DEATH		:		Explosion
;	MEGADEATH	:		Aufprall
;
;	(C) 1996-1998 	B.Beyreuther / A.Flemming / A.Weissflog
;
;---------------------------------------------------------------------------------------------------------------------------------------------------------------
;
;	BRUCH	NOISY GROSSKRATER	EXPLO SHAKE PALETTE		*** NEW		
;	
;	Spezieller NOISE: Größere Gebäude ------------------> Krater 	
;
new_vehicle 	39
    	model     		= 	plane
    	name      		=	N_MEDX
    	type_icon	=	I				; DEBUGICON
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1				; HACK
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	160
    	vp_fire     	= 	22				
    	vp_megadeth 	= 	22				; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	160
    	vp_genesis  	= 	160

	shk_explode_slot		= 	1
	shk_explode_time	= 	350
	shk_explode_mag0	=	0.25
	shk_explode_mag1	=	0
	shk_explode_x		= 	1
	shk_explode_y		= 	1
	shk_explode_z		= 	0.0
	shk_explode_mute	=	0.06
	pal_explode_slot		=	1
	pal_explode_mag0	=	0.1
	pal_explode_mag1	=	0
	pal_explode_time		=	250

	dest_fx	= megadeth_118_0_-50_0		; HÄUSERFX
end


;----------------------------------------------------------------------------------------------
;
;       	STECKENBRUCH
;	ein einfacher Stab (Blech oder Holz), kein Rauch
;	bei Aufprall ganz kleine "Verschwinde-"Explosion 
;
new_vehicle 40
    	model     		= 	plane
    	name      		=	B_STECKEN
    	type_icon	=	I		; DEBUG
    	energy   		= 	10000
    	shield      	= 	1
    	mass        	= 	150
    	force       	= 	6000
    	maxrot      	= 	3.0
    	airconst    	= 	40.0
    	radius      	= 	1.0
    	vp_normal   	= 	195                	
    	vp_fire     	= 	22
    	vp_megadeth 	= 	137
    	vp_wait     	= 	22
    	vp_dead    	= 	195
    	vp_genesis  	= 	195
end

;----------------------------------------------------------------------------------------------
;
;       	BRUCHSTÜCK	
;	ein mittler Brocken aus Metall/Blech
;	bei Aufprall kleine "Verschwinde-"Explosion
;
new_vehicle 41
    	model     		= 	plane
    	name      		=	B_KYTBRUCH
    	type_icon	=	I		; DEBUG
    	energy   		= 	100000
    	shield      	= 	1
    	mass        	= 	100
    	force       	= 	6000
    	maxrot      	= 	3.0
    	airconst    	= 	60.0
    	radius      	= 	10.0
    	vp_normal   	= 	194		; KYTERNESERKLUMPEN
    	vp_fire     	= 	22
    	vp_megadeth 	= 	67		; einfache Explosion
    	vp_wait     	= 	22
    	vp_dead    	= 	194		; KYTERNESERKLUMPEN
    	vp_genesis  	= 	194
end

;-----------------------------------------------------------------------------------------------
;
;	Additional Destruction Explosion 1
;	A.D.Explosions sind Varianten der üblichen Explosionen
;	Es werden die selben Explosionen verwendet/re-used,  wie sie auch an 
;	verschiedenen Fahrzeugen dran sind.
;	42 ist die kleinste von den dreien (42-44)
;	Für 42,43,44,47 gilt: sie treten stets nur als zusätzliche SahneHäubchen-
;	Explos auf. 
; 	
new_vehicle 42
    	model     		= 	plane
    	name      		=	B_ADDEXPLO1
    	type_icon	=	I		; DEBUG
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1000
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	185
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22		; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	185
    	vp_genesis  	= 	185
end

;-----------------------------------------------------------------------------------------------
;
;	Additional Destruction Explosion 2
;	A.D.Explosions sind Varianten der üblichen Explosionen
;	Es werden die selben Explosionen verwendet/re-used,  wie sie auch an 
;	verschiedenen Fahrzeugen dran sind.
;	43 ist die mittlere von diesen dreien (42-44)
; 	
new_vehicle 43
    	model     		= 	plane
    	name      		=	B_ADDEXPLO2
    	type_icon	=	I		; DEBUG
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1000
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	167
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22		; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	167
    	vp_genesis  	= 	167
end

;-----------------------------------------------------------------------------------------------
;
;	Additional Destruction Explosion 3
;	A.D.Explosions sind Varianten der üblichen Explosionen
;	Es werden die selben Explosionen verwendet/re-used,  wie sie auch an 
;	verschiedenen Fahrzeugen dran sind.
;	43 ist die größte von den dreien (42-44)
; 	
new_vehicle 44
    	model     		= 	plane
    	name      		=	B_ADDEXPLO3
    	type_icon	=	I		; DEBUG
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1000
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	160
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22		; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	160
    	vp_genesis  	= 	160
end

;------------------------------------------------------------------------------------------
;
;       	DUSTERWOLKENAUSSTOSS 	
;	Ein brennender Brocken mit schwarzem Rauch.
;	Es gilt: alles was hier schwarzer Rauch genannt wird, ist  in der
;	D3D-Version mit echtem ALPHA BLENDING weiß... :-)
;
new_vehicle 45
    	model     		= 	heli
    	name      		=	B_DUSTERWOLKE
    	type_icon	=	I		; DEBUG
    	energy   		= 	100000
    	shield      	= 	1
    	mass        	= 	60
    	force       	= 	6000
    	maxrot      	= 	3.0
    	airconst    	= 	1
    	radius      	= 	10.0
    	vp_normal   	=	196
    	vp_fire     	= 	22
    	vp_megadeth 	=	140
    	vp_wait     	= 	22
    	vp_dead    	=	196
    	vp_genesis  	= 	196
end

;------------------------------------------------------------------------------------------
;
;       	MINIBROCKEN	
;	
;	ein unspektakulärer kleiner Eisen-Brocken
;
new_vehicle 46
    	model     		= 	heli
    	name      		=	B_MINIBROCKEN
    	type_icon	=	I		; DEBUG
    	energy   		= 	100000
    	shield      	= 	1
    	mass        	= 	40
    	force       	= 	6000
    	maxrot      	= 	3.0
    	airconst    	= 	20
    	radius      	= 	10.0
    	vp_normal   	=	193
    	vp_fire     	= 	22
    	vp_megadeth 	=	22
    	vp_wait     	= 	22
    	vp_dead    	=	193
    	vp_genesis  	= 	193
end

;-----------------------------------------------------------------------------------------------
;
;	Additional Destruction Explosion 4
;	A.D.Explosions sind Varianten der üblichen Explosionen
;	Es werden die selben Explosionen verwendet/re-used,  wie sie auch an 
;	verschiedenen Fahrzeugen dran sind.
;	Das hier ist eine richtige fette...
; 	
new_vehicle 47
    	model     		= 	plane
    	name      		=	B_FATTESTEXPLO
    	type_icon	=	I		; DEBUG
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1000
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	192		; VP_X2
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22		; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	192
    	vp_genesis  	= 	192
end

;-----------------------------------------------------------------------------------------------
;
;	BlueExplonalZeukx
;
;	Blaues Elektro/Blitz-Gegrissel
; 	
new_vehicle	48
        	model                   	=       	plane
        	name          	=       	B_BLUEEXPLONALZEUKX
    	
	vp_normal   	= 	157			
    	vp_fire     	= 	157
    	vp_dead     	= 	125
    	vp_wait     	= 	157
    	vp_megadeth 	= 	125
    	vp_genesis  	= 	125

	energy    	= 	120000
    	mass      		= 	10.0
    	force     		= 	26000
    	maxrot    		= 	3.0
    	airconst  	= 	100.0
        	radius          	=       	5

	type_icon	=	I			;DEBUGICON 	

    	pal_goingdown_slot		=	2
	pal_goingdown_mag0		=	0.5
	pal_goingdown_mag1		=	0.5
end

;------------------------------------------------------------------------------------------------
;
;	Von 49 bis ...	liegen die neuen SOUND-"DummiEs"
;	Eigentlich sind es keine. Weil: ich nehm die typischsten Sachen
;	und fertige einfach eine Kopie davon an, die dann vertont wird, und
;	NUR EINMAL  an die Häuser rangebunden wird, gar nicht an die Fahrzeuge.
;	Also: man sieht schon was.
;	WISCHDSCH: Alle SOUND-DUMMIES haben THE SPECIAL MASS: ONE.
;	This is  a  hack,  diese Brockerln werden aussortiert und NICHT bewegt,
;	damitzz die DopplerEffekte nich gibbt. 
;
;	TYPISCH	IST 	FÜR 	DIE 	MEISTEN	HÄUSER:
;		INTAKT		----------->	1.ZerstörungsStufe	:	49 NOISY DUSTERWOLKE
;		1.ZerstörungsStufe	----------->	2.ZerstörungsStufe	:	51 NOISY MEDIUM EXPLO (SHK+PAL)
;		2.ZerstörungsStufe	----------->	KRATER		:	52 NOISY SMALL    EXPLO (SHK+PAL)	
;
;	NOISY DUSTERWOLKE
;
;	Die bekannte Dusterwolke.  
;	HÄUSER:	INTAKT ------------------->	ANGEKNACKST / ANGERÄUCHERT
; 	
new_vehicle 	49
    	model     		= 	plane
    	name      		=	N_DUSTERWOLKE
    	type_icon	=	I					; DEBUGICON
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1					; HACK
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	130     
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22
    	vp_wait     	= 	22
    	vp_dead    	= 	130
    	vp_genesis  	= 	130
end

;------------------------------------------------------------------------------------------------
;
;	NOISY BIG EXPLO SHAKE PALETTE	
;	
;	GROSSE FETTE EXPLOSION / SEHR GROSSE, SEKTORFÜLLENDE GEBÄUDE
;	HÄUSER:	ANGEKNACKST -------------------> RICHTIG EINGESTÜRZT / SCHWER ANGESCHLAGEN
; 	
new_vehicle 	50
    	model     		= 	plane
    	name      		=	N_BIGX
    	type_icon	=	I				; DEBUGICON
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1				; HACK
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	34				; dummy                
    	vp_fire     	= 	22				; dummy
    	vp_megadeth 	= 	141	
    	vp_wait     	= 	38				; dummy
    	vp_dead    	= 	141
    	vp_genesis  	= 	141

	shk_explode_slot		= 	1
	shk_explode_time	= 	250
	shk_explode_mag0	=	0.5
	shk_explode_mag1	=	0
	shk_explode_x		= 	1
	shk_explode_y		= 	1
	shk_explode_z		= 	0.0
	shk_explode_mute	=	0.06
	pal_explode_slot		=	1
	pal_explode_mag0	=	0.2
	pal_explode_mag1	=	0
	pal_explode_time		=	250

	dest_fx	= megadeth_118_0_-100_0		; HÄUSERFX
	dest_fx	= megadeth_124_0_0_0		; HÄUSERFX

end

;------------------------------------------------------------------------------------------------
;
;	NOISY MEDIUM EXPLO SHAKE PALETTE
;	
;	GROSSE EXPLOSION / GROSSE UND NORMALE GEBÄUDE
;	HÄUSER:	ANGEKNACKST -------------------> RICHTIG EINGESTÜRZT / SCHWER ANGESCHLAGEN
; 	
new_vehicle 	51
    	model     		= 	plane
    	name      		=	N_MEDX
    	type_icon	=	I				; DEBUGICON
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1				; HACK
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	160
    	vp_fire     	= 	22				
    	vp_megadeth 	= 	22				; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	160
    	vp_genesis  	= 	160

	shk_explode_slot		= 	1
	shk_explode_time	= 	250
	shk_explode_mag0	=	0.25
	shk_explode_mag1	=	0
	shk_explode_x		= 	1
	shk_explode_y		= 	1
	shk_explode_z		= 	0.0
	shk_explode_mute	=	0.06
	pal_explode_slot		=	1
	pal_explode_mag0	=	0.1
	pal_explode_mag1	=	0
	pal_explode_time		=	250

	dest_fx	= megadeth_118_0_-50_0		; HÄUSERFX
end

;------------------------------------------------------------------------------------------------
;
;	NOISY  SMALL  EXPLO SHAKE PALETTE
;	
;	EXPLOSION /  KLEINE GEBÄUDE 
;	HÄUSER:	ANGEKNACKST -------------------> RICHTIG EINGESTÜRZT / SCHWER ANGESCHLAGEN
; 	
new_vehicle 	52
    	model     		= 	plane
    	name      		=	N_SMALLX
    	type_icon	=	I			; DEBUGICON
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1			; HACK
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	185
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22			; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	185
    	vp_genesis  	= 	185

	shk_explode_slot		= 	1
	shk_explode_time	= 	250
	shk_explode_mag0	=	0.125
	shk_explode_mag1	=	0
	shk_explode_x		= 	1
	shk_explode_y		= 	1
	shk_explode_z		= 	0.0
	shk_explode_mute	=	0.06
	pal_explode_slot		=	1
	pal_explode_mag0	=	0.05
	pal_explode_mag1	=	0
	pal_explode_time		=	250
end

;------------------------------------------------------------------------------------------------
;
;	NOISY GESPLITTER
;	
;	Kleinere GartenZäune, Masten, etc. splittern auseinander.
;	Optisch:	 Brocken, Steine (Splitter?) werden weggeschleudert...
; 	
new_vehicle 	53
	model     		= 	plane
	type_icon	=	I			; DEBUGICON    	
	name      		=	N_GESPLITTER
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1			; HACK
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	137                		; VPX.base
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22			; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	137			; VPX.base
    	vp_genesis  	= 	137
end

;------------------------------------------------------------------------------------------------
;
;	NOISY ZERBRÖSEL
;	
;	Felsen, SteinSäulen, SteinTore werden zerlegt.
;	Optisch: SteinBrocken werden weggeschleudert...
; 	
new_vehicle 	54
	model     		= 	plane
	type_icon	=	I			; DEBUGICON    	
	name      		=	N_ZERBROESEL
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1			; HACK
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	137                		; VPX.base
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22			; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	137			; VPX.base
    	vp_genesis  	= 	137
end

;------------------------------------------------------------------------------------------------
;
;	NOISY BLECHBRUCH
;	
;	STAHLPlatten werden zerhaun und verbeult.
;	Kraftwerke, Bunker etc.
;	Optisch: Eine Explosion.
; 	
new_vehicle 	55
    	model     		= 	plane
    	name      		=	N_BLECHBRUCH
    	type_icon	=	I		; DEBUGICON    
	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1		; HACK
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	139                	; VP_Xnew1.base
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22		; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	139		; VP_Xnew1.base
    	vp_genesis  	= 	139

	dest_fx	= megadeth_124_0_-100_0		; HÄUSERFX

end

;------------------------------------------------------------------------------------------------
;
;       	EINE SCHWARZE WOLKE 
;
;	Das ist der ALLROUND-Kaschier-Rauch, der ist jeweils bis zu 10mal an
;	einstürzenden Altbauten  dran (ist in der D3D-Alpha-Version weiß !)...
;	Weiterhin ist er Standard als Zusatz-Desructiont-Fx an allen Fahrzeugen.
;	Will heißen: wo´s kracht taucht dieser Qualm auf und grisselt eine Weile rum.
; 	
new_vehicle 81
    	model     		= 	plane
    	name      		=	B_WOLKE
    	type_icon	=	I		; DEBUG
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1000
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	130                	; VP_GHTT.base
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22		; braucht die Wolke nicht
    	vp_wait     	= 	22
    	vp_dead    	= 	130		; VP_GHTT.base
    	vp_genesis  	= 	130
end

;----------------------------------------------------------------------------------------------
;
;       	EIN MITTLERER BROCKEN MIT RAUCH 	
;
;	SteinBrocken, RauchFahne... small "VErschwinde-"Explosion 
;
new_vehicle 82
    	model     		= 	plane
    	name      		=	B_KLEIN
    	type_icon	=	I		; DEBUG
    	energy   		= 	100000
    	shield      	= 	1
    	mass        	= 	70
    	force       	= 	6000
    	maxrot      	= 	3.0
    	airconst    	= 	70.0
    	radius      	= 	10.0
    	vp_normal   	= 	131                	; VP_KLEIN.base
    	vp_fire     	= 	22
    	vp_megadeth 	= 	140		; VP_Xnew2.base
    	vp_wait     	= 	22
    	vp_dead    	= 	131		; VP_KLEIN.base
    	vp_genesis  	= 	131
end

;----------------------------------------------------------------------------
;
;       	EIN GROSSER BROCKEN MIT RAUCH 	
;
;	dicker fetter SteinBrocken, der langsam zu Boden stürzt , RauchFahne... "VErschwinde-"Explosion 
;
new_vehicle 83
    	model     		= 	plane
    	name      		=	B_MITTEL
    	type_icon	=	I		; DEBUG
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	900
    	force       	= 	6000
    	maxrot      	= 	3.0
    	airconst    	= 	180.0
    	radius      	= 	25.0
    	vp_normal   	= 	132                	; VP_MITTL.base
    	vp_fire     	= 	22
    	vp_megadeth 	= 	137		; VPx.base
    	vp_wait     	= 	22
    	vp_dead    	= 	132		; VP_MITTL.base
    	vp_genesis  	= 	132
end

;------------------------------------------------------------------------------------------
;
;       	EIN SEHR KLEINER Glühender BROCKEN MIT RAUCH 	
;
;	Der echte Klassiker unter den Brocken... Wie der Name schon sagt.
;	Die Rauchfahne ist ziemlich lang...
;
new_vehicle 84
    	model     		= 	heli
    	name      		=	B_GLOW
    	type_icon	=	I		; DEBUG
    	energy   		= 	100000
    	shield      	= 	1
    	mass        	= 	60
    	force       	= 	6000
    	maxrot      	= 	3.0
    	airconst    	= 	1
    	radius      	= 	10.0
    	vp_normal   	= 	138		; VP_GLOW.base
    	vp_fire     	= 	22
    	vp_megadeth 	=	140		; VP_Xnew2.base (small Rotbrocken-X)
    	vp_wait     	= 	22
    	vp_dead    	= 	138		; VP_GLOW.base
    	vp_genesis  	= 	138
end

;-----------------------------------------------------------------------------------------------
;
;       	Die neue Explosion (mit TRACY-Particles) 
;
;	Eine SEHR DEUTLICHE und besonders schöne Explosion
;	mit massivem Transparenzen-Gebrauch.
;	Standard-Zusatz-Explosion.
; 	
new_vehicle 85
    	model     		= 	plane
    	name      		=	B_EXPLO
    	type_icon	=	I		; DEBUG    
	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1000
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	139                	; VP_Xnew1.base
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22		; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	139		; VP_Xnew1.base
    	vp_genesis  	= 	139
end

;-----------------------------------------------------------------------------------------------
;
;	Kleine Magellansche BRUCHBROCKENWOLKE
;
;	Auseinanderspritzende (Stein-)Brocken... in großer menge
;	und sehr klein. 
; 	
;
new_vehicle 86
	model     		= 	plane
	type_icon	=	I		; DEBUG    	
	name      		=	B_BROCKN
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1000
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	137                	; VPX.base
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22		; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	137		; VPX.base
    	vp_genesis  	= 	137
end

;-----------------------------------------------------------------------------------------------
;
;	Sehr Große Explosion mit Brocken
;
;	Sehr, sehr große BASISEXPLOSION.
; 	
new_vehicle 87
    	model     		= 	plane
    	name      		=	B_BIGEXPLO
    	type_icon	=	I		; DEBUG
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1000
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	141                	; VP_Xnew3.base
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22		; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	141		; VP_Xnew3.base
    	vp_genesis  	= 	141
end


;-----------------------------------------------------------------------------------------------
;
;	Sehr Große Explosion mit Brocken, SHAKEFX und PALFX
;
;	Enspricht der 87 nur mit SHAKE und Paletten-Effekt.
;	Die 88 war DESTRUCTION-FX Nummer 1.
;	Wurde inztwischen aber durch die neuen NOISY-EFFECTS ersetzt.
; 	
new_vehicle 88
    	model     		= 	plane
    	name      		=	B_BIGEXPLO
    	type_icon	=	I		; DEBUG
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1		; HACK
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	34	; dummy                
    	vp_fire     	= 	22	; dummy
    	vp_megadeth 	= 	141	
    	vp_wait     	= 	38	; dummy
    	vp_dead    	= 	141
    	vp_genesis  	= 	141

	shk_explode_slot		= 	1
	shk_explode_time	= 	250
	shk_explode_mag0	=	0.5
	shk_explode_mag1	=	0
	shk_explode_x		= 	1
	shk_explode_y		= 	1
	shk_explode_z		= 	0.0
	shk_explode_mute	=	0.06
	pal_explode_slot		=	1
	pal_explode_mag0	=	0.2
	pal_explode_mag1	=	0
	pal_explode_time		=	250
end

;-----------------------------------------------------------------------------------------------
;
;	SPRITZBROCKEN
;
;	Schnelle MiniaturBrocken-Schleuder
;	Auseinanderspritzende (Stein-)Brocken... in noch größerer menge
;	und sehr weit...
;	
;	
; 	
new_vehicle 117
    	model     		= 	plane
    	name      		=	SPRITZBROCKEN
    	type_icon	=	I		; DEBUG
    	energy   		= 	100
    	shield      	= 	1
    	mass        	= 	1000
    	force       	= 	6000
    	maxrot      	= 	0.2
    	airconst    	= 	180.0
    	radius      	= 	1.0
    	vp_normal   	= 	204
    	vp_fire     	= 	22
    	vp_megadeth 	= 	22		; unnötig
    	vp_wait     	= 	22
    	vp_dead    	= 	204
    	vp_genesis  	= 	204
end

;------------------------------------------------------------------------------------------
;
;       	SULGBRUCH
;
;	Dies ist ein stranger Effekt der nur an explodierenden
;	Sulgogaren hängt.
;	Er besteht aus ... glühender Brocken (?).... und RauchSpuren.
;	Er hängt ca. 4x an einem toten Sulg
;
new_vehicle 119
    	model     		= 	heli
    	name      		=	B_SULGBRUCH
    	type_icon	=	I		; DEBUG
    	energy   		= 	100000
    	shield      	= 	1
    	mass        	= 	60
    	force       	= 	6000
    	maxrot      	= 	3
    	airconst    	= 	1
    	radius      	= 	2
    	vp_normal   	= 	213
    	vp_fire     	= 	22
    	vp_megadeth 	=	145		; VP_Xnew2.base (small Rotbrocken-X)
    	vp_wait     	= 	22
    	vp_dead    	= 	213
    	vp_genesis  	= 	213
end

;-----------------------------------------------------------------------------------------------
;
;	BlueExplonalZeukx 2
;
;	Das ist reiner Paletten Effekt, der an toten Sulgs
;	dranhängt.
; 	
new_vehicle	120
        	model                   	=       	plane
        	name          	=       	B_BLUEEXPLONAL2
    	
	vp_normal   	= 	157			
    	vp_fire     	= 	157
    	vp_dead     	= 	125
    	vp_wait     	= 	157
    	vp_megadeth 	= 	125
    	vp_genesis  	= 	125

	energy    	= 	12
    	mass      		= 	2100
    	force     		= 	20
    	maxrot    		= 	3
    	airconst  	= 	10
        	radius          	=       	2

	type_icon	=	I			;DEBUGICON 	

    	pal_goingdown_slot		=	3
	pal_goingdown_mag0		=	0.1
	pal_goingdown_mag1		=	0.1
end

;-----------------------------------------------------------------------------------------------
;
;	SCALEFX RED BIG	Großer Roter Scale Ring KYTERNESER-ROBO klein
; 	
new_vehicle	121
        	model                   	=       	plane
        	name          	=       	S_REDBIG
	vp_normal   	= 	22			
    	vp_fire     	= 	22
    	vp_dead     	= 	22
    	vp_wait     	= 	22
    	vp_megadeth 	= 	22
    	vp_genesis  	= 	22
	energy    	= 	10
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	1
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	
	scale_fx =  0.1_5_2_2000_225_225_225_225_226_226_227
end

;-----------------------------------------------------------------------------------------------
;
;	SCALEFX BLUE BIG Blauer Ring am User-Robo
;			      und am MYKONIER-ROBO
;	cool ! 	
;
new_vehicle	122
        	model                   	=       	plane
        	name          	=       	S_BLUE1BIG
	vp_normal   	= 	22			
    	vp_fire     	= 	22
    	vp_dead     	= 	22
    	vp_wait     	= 	22
    	vp_megadeth 	= 	22
    	vp_genesis  	= 	22
	energy    	= 	10
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	1
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	
        	scale_fx                =       0.5_15_-9_3000_229_230_231_232_233_234_235     ; 255
end

;-----------------------------------------------------------------------------------------------
;
;	SCALEFX RED SMALL kleiner roter Ring am BRONSTEIJN EINSCHUSS
; 	
new_vehicle	123
        	model                   	=       	plane
        	name          	=       	S_REDSMALL
	vp_normal   	= 	22			
    	vp_fire     	= 	22
    	vp_dead     	= 	22
    	vp_wait     	= 	22
    	vp_megadeth 	= 	22
    	vp_genesis  	= 	22
	energy    	= 	10
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	0.1
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	
	scale_fx =  0.01_0.5_0.2_1000_225_225_225_225_226_226_227
end

;-----------------------------------------------------------------------------------------------
;
;	SCALEFX STRAHLS	cool! 
; 	
new_vehicle	124
        	model                   	=       	plane
        	name          	=       	S_STRAHLS
	vp_normal   	= 	22			
    	vp_fire     	= 	22
    	vp_dead     	= 	22
    	vp_wait     	= 	22
    	vp_megadeth 	= 	22
    	vp_genesis  	= 	22
	energy    	= 	10
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	10
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	
	scale_fx =  0.01_2_2_500_228_228_228_228_228_228_228	; 750
end

;-----------------------------------------------------------------------------------------------
;
;	SCALEFX REDIN Roter Einschuss-Kegel (BRONSTEIJN.Einschuss Teil 2)
; 	
new_vehicle	125
        	model                   	=       	plane
        	name          	=       	S_EINSSS
	vp_normal   	= 	22			
    	vp_fire     	= 	34
    	vp_dead     	= 	 100
    	vp_wait     	= 	93
    	vp_megadeth 	= 	 100
    	vp_genesis  	= 	22
	energy    	= 	10
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	1
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	
	scale_fx 		=  	5_-3_-3_750_246
end

;-----------------------------------------------------------------------------------------------
;
;	SCALEFX REDKUGL rote EInschussKugel (hängt am LAWNMOWER Einschuss)
; 	
new_vehicle	126
        	model                   	=       	plane
        	name          	=       	S_KUGL
	vp_normal   	= 	22
    	vp_fire     	= 	34
    	vp_dead     	= 	38
    	vp_wait     	= 	93
    	vp_megadeth 	= 	100
    	vp_genesis  	= 	22
	energy    	= 	10
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	10
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	
	scale_fx 		=  	0.1_0.2_5_400_256_257_258_259_260
end

;-----------------------------------------------------------------------------------------------
;
;	SCALEFX BLUE SMALL	cool ! 	
;
new_vehicle	127
        	model                   	=       	plane
        	name          	=       	S_BLUE1SMALL
	vp_normal   	= 	22			
    	vp_fire     	= 	22
    	vp_dead     	= 	22
    	vp_wait     	= 	22
    	vp_megadeth 	= 	22
    	vp_genesis  	= 	22
	energy    	= 	10
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	10
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	
        	scale_fx                	=       	0.1_2_2_1000_229_230_231_232_233_234_235     ; 255
end

;-----------------------------------------------------------------------------------------------
;
;	SPECIAL SCFX WUSCHELRING (Plastischer Scale-Ring)
;
new_vehicle	21
        	model                   	=       	plane
        	name          	=       	S_WUSCHELRING

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	25
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	

        	scale_fx                	=       	0.05_4_-7_600_281_282_282_283_283_283
end

;-----------------------------------------------------------------------------------------------
;
;	SPECIAL SCFX / Rote Kugel ... is nicht so toll...
;
new_vehicle	20
        	model                   	=       	plane
        	name          	=       	S_KUGGL

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	20
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	

        	scale_fx                	=       	0.1_4_-8_1000_261_262_263_264_265_266_267
;        	scale_fx                	=       	0.1_3_-4_1000_261_262_263_264_265_266_267	; Bremst fast auf NULL ab
end

;----------------------------------------------------------------------------------------------------
;
;	SPECIAL SCFX  GLOWING MYKONIERROBO 
;
new_vehicle	19
        	model                   	=       	plane
        	name          	=       	S_MYKOROGLOW

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	10
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	

        	scale_fx                	=       	6_1_-0.5_1000_11			; geht wieder rückwärts
end

;-----------------------------------------------------------------------------------------------
;
;	SPECIAL SCFX WUSCHELRING  GROSS(Plastischer großer Scale-Ring)
;
new_vehicle	18
        	model                   	=       	plane
        	name          	=       	S_GWUSCHELRING

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	25
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	

        	scale_fx                	=       	0.2_10_-8_2000_281_282_282_283_283_283
end

;-----------------------------------------------------------------------------------------------
;
;	DÜNNER RING
;
new_vehicle	17
        	model                   	=       	plane
        	name          	=       	S_DUENNRING

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	2
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	

        	scale_fx                	=       	0.01_4.5_-4_1500_292_291_290_289
end


;-----------------------------------------------------------------------------------------------
;
;	SCFX HÄUSER ZEUX
;
new_vehicle	118
        	model                   	=       	plane
        	name          	=       	S_HAEUSERZEUX

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	0.00001
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	

        	scale_fx                	=       	0.6_2_-5_500_293_294_295
end


;-----------------------------------------------------------------------------------------------
;
;	SCFX WOLKE1
;
new_vehicle	96
        	model                   	=       	plane
        	name          	=       	S_WOLKE1

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	0.0001
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	

        	scale_fx                	=       	0.01_2_-2_1500_296
end


;-----------------------------------------------------------------------------------------------
;
;	SPECIAL SCFX BOMBENDOME an der Zeppelin Bombe
;
new_vehicle	128
        	model                   	=       	plane
        	name          	=       	S_BOMB1

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	25
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	
        	scale_fx                	=       	0.05_8_-8_1800_261_262_263_264_265_266_267_268
end

;-----------------------------------------------------------------------------------------------
;
;	SCALEFX RED BIG an der Bombe des Zeppelins
; 	
new_vehicle	129
        	model                   	=       	plane
        	name          	=       	S_BOMB2
	vp_normal   	= 	22			
    	vp_fire     	= 	22
    	vp_dead     	= 	22
    	vp_wait     	= 	22
    	vp_megadeth 	= 	22
    	vp_genesis  	= 	22
	energy    	= 	10
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	1
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	
	scale_fx =  0.1_5_2_2000_318_319_320
end


;-----------------------------------------------------------------------------------------------
;
;	DA SUPABOMB RING
;
new_vehicle	135
        	model                   	=       	plane
        	name          	=       	DASUPABOMB

        	vp_normal       	=       339                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       339			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	0.00001
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	

end


;-----------------------------------------------------------------------------------------------
;
;	DÜNNER RING
;
new_vehicle	136
        	model                   	=       	plane
        	name          	=       	S_HOCHKANT

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10

    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	

        	scale_fx                	=       	0.01_2.5_-2_1500_338
end
;-----------------------------------------------------------------------------------------------
;
;	STERNENHELL
;
new_vehicle	150
        	model                   	=       	plane
        	name          	=       	S_STERNENHELL

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10

    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I

	maxrot		=	0.5

        	scale_fx                	=       	3_3_-2_550_348_349_350_351_352
;        	scale_fx                	=       	2_3_-2_250_348_349_350_351_352 (kleinere Variante wird evtl. nochmal benötigt)
end


;-----------------------------------------------------------------------------------------------
;
;	HELLAUF1
;
new_vehicle	151
        	model                   	=       	plane
        	name          	=       	S_HELLAUF1

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10

    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I

	maxrot		=	0.5

        	scale_fx                	=       	2_2_-3_150_345
end

;-----------------------------------------------------------------------------------------------
;
;	Blauer BombeneinschlagsWusch
;
new_vehicle	152
        	model                   	=       	plane
        	name          	=       	S_Bombenwusch

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10

    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I

	maxrot		=	0.5

 	scale_fx                	=       	0.01_4.5_-4_1500_357_358_359

end

;-----------------------------------------------------------------------------------------------
;
;	SPECIAL SCFX BOMBENDOME für Dicker Horst
;
new_vehicle	153
        	model                   	=       	plane
        	name          	=       	S_BOMB2

        	vp_normal       	=       22                   	; siehe visproto.lst
        	vp_fire   		=       22			; FIXME!
        	vp_megadeth     	=       22
        	vp_wait 		=       22			; FIXME!
        	vp_dead         	=       22
        	vp_genesis     	=       22

	energy    	= 	10000
    	mass      		= 	10
    	force     		= 	10
    	maxrot    		= 	25
    	airconst  	= 	10
        	radius          	=       	10
	type_icon	=	I	
        	scale_fx                	=       	0.05_8_-8_1500_261_262_263_264_265_266_267_22		; 266_267_268
end


;-------------------------------------------------------------------------------------------------------------
;		ENDE 	OFF 	DIE 	BROCKEN
;-------------------------------------------------------------------------------------------------------------