# Blogg (module 7): Torvus 07_swamp_shaft (area 40) layers 2/3/5 hold the Bloggs; they are inactive
# until Activate. The steps follow tools/cov/specs/blogg_shaft.con (the blogg1 coverage driver: the
# natural fight, every beam, missiles, charged shots, the ball grab, a kill). The family names the
# Bloggs by editor id (`e<hex>`): unique ids are reused as the layer load swaps objects in, and the
# two more of this area (e00280219, e00280228) stream in ~250 frames after the switch, so the fight
# uses the two the switch leaves there. Checks are game updates (@f<n>; gameplay from ~f240), not wall
# seconds; the family runs F=2800, last check f2550.
@f300 layer 2
@f310 layer 3
@f320 layer 5
@f340 god 1; give darkBeam 1; give lightBeam 1; give annihilatorBeam 1; give missile 50; give morphBall 1; give morphBallBombs 1
@f360 objs blogg
@f380 send e002800df Activate; send e0028009a Activate
@f400 tp -160 -120 -48
@f410 face 0
@f500 obj e002800df
@f520 shoot e002800df
@f560 shoot e002800df charged
@f600 shoot e0028009a missile
@f640 beam dark
@f650 shoot e002800df
@f660 beam light
@f670 shoot e0028009a
@f680 beam annihilator
@f690 shoot e002800df
@f700 beam power
@f720 obj e002800df; obj e0028009a
@f1000 tp -168 -117 -40
@f1100 place e0028009a player 3
@f1140 shoot e0028009a charged
@f1200 obj e002800df
@f1300 tp -175 -118 -52
@f1400 obj e0028009a
@f1500 damage e0028009a 5
@f1520 damage e002800df 5 1 missile
@f1700 objs blogg
@f1900 obj e002800df; obj e0028009a
# The kill: 400 a missile through a Blogg's vulnerability is what blogg_shaft.con kills with (a light
# beam takes the other), and `obj` straight after shows hp 0 and the Death state.
@f2100 damage e0028009a 400 0 light
@f2250 damage e002800df 400 0 missile; obj e002800df
@f2350 objs blogg; status
@f2400 damage e00280249 10
@f2410 obj e00280249
@f2420 obj e00280249
@f2430 obj e00280249
@f2440 fsm e00280249 Taunt
@f2450 kill e00280249
@f2550 objs blogg
