# GunTurret (module 28): Agon Wastes 0i_sand_hall holds the Luminoth turrets - base u043d with top
# u043a, and base u0423 with top u0424, at ~(350,-180,20). They load with the area (no layer) and
# fire at the player start. Steps follow tools/cov/specs/gunturret_0i_sand_hall.con (the gt1
# coverage driver: the fight, the base's FSM states, the top's PowerDown/PowerUp and Death).
# This is not the `turret` family: that one runs M06_ShootingGallery, the player's own turret.
# Checks are game updates (@f<n>; gameplay from ~f240), not wall seconds; F=2600, last check f2400.
@f300 god 1; give missile 50
@f400 objs GunTurret; obj u043d; obj u043a
@f500 tp 350 -180 20
@f600 obj u043d; obj u043a
# The fight: the top takes a beam shot and a missile (hp 20), which is its Death and the base's
# DestroyGun.
@f800 shoot u043a
@f900 shoot u043a missile
@f1000 obj u043a
# The base's machine, forced the way the coverage driver forces it (the states a fight only reaches
# when the player waits them out).
@f1100 fsm u043d IntoPan; fsm u043d PanLeft; fsm u043d PanRight
@f1200 fsm u043d AttackExit; fsm u043d Flinch
@f1300 fsm u043d CloseDoor; fsm u043d OpenDoor; fsm u043d Withdraw
@f1400 fsm u043d Attack
@f1500 obj u043d
# The top's own power cycle: PowerDown then PowerUp revives it (hp back to 20).
@f1600 fsm u0424 PowerDown; fsm u0424 PowerUp
@f1700 fsm u0423 Patrol
@f1800 obj u0423; obj u0424
@f2000 damage u0424 5
@f2100 damage u0424 5 missile
@f2200 obj u0424
# The kill: the top's Death through the console, which is what DestroyGun runs when the top dies.
@f2250 kill u0424
@f2300 obj u0424
@f2340 send u0424 Delete
@f2350 objs GunTurret; status
@f2360 objs GunTurret

# Added count drop: kill did not remove the base, so send Delete; objs shows the drop.
@f2370 objs GunTurret
@f2380 kill u0423
@f2390 send u0423 Delete
@f2400 objs GunTurret
