# Rezbit (module 53): Sanctuary Fortress 02_cliff_reactorcore, layers 3 and 4. Steps follow
# tools/drivers/tail21_rezbit.txt and tail24_rezbit_missile.con (the rez1 lane's drivers): wake it,
# place it in each attack band, damage it, shoot it with the beam and a real missile, then walk its
# HP down so the shield breaks and it de-rezzes (the state DeflectMissiles is gated on).
# The family fights e0005016d, one of the Rezbits the area holds from the start (inactive until
# `send Activate`, as Torvus's Bloggs are); the Rezbits the layer switch adds (e0005011b,
# e00050047) stream in after it.
# Checks are game updates (@f<n>; gameplay from ~f240), not wall seconds; F=2600, last check f2380.
@f300 god 1; give missile 50; layer 3; layer 4
@f320 send e0005016d Activate
@f400 objs rezbit; obj e0005016d
@f600 place e0005016d player 10
@f700 damage e0005016d 1
@f800 obj e0005016d
@f1000 place e0005016d player 20
@f1100 shoot e0005016d
@f1200 shoot e0005016d missile
@f1300 obj e0005016d
@f1500 place e0005016d player 4
@f1600 damage e0005016d 2
@f1700 obj e0005016d
@f1900 place e0005016d player 35
@f2000 damage e0005016d 40
@f2050 damage e0005016d 40
@f2100 obj e0005016d
@f2150 damage e0005016d 40
@f2200 place e0005016d player 8
@f2250 shoot e0005016d charged
@f2300 obj e0005016d
@f2350 objs rezbit; obj e0005016d; status
# appended: fsm change (forced) and real kill + count drop
@f2360 fsm e0005016d EnergyBoltAttack; obj e0005016d
@f2370 kill e0005016d
@f2380 objs rezbit
