//----------------------------------------------------------------------------------------
// LASER BOLT BASE
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "DefaultLaserBolt"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "can_destroy_huge" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "can_destroy_gold" "no_decal"
	gameFlags "Fire"
	dont_push
	collide_with_water

	CanInteractWith "RangedSmashable"

bolttype_end

//----------------------------------------------------------------------------------------
// SONAR BEAM
//----------------------------------------------------------------------------------------
bolttype_start
	reference "DefaultLaserBolt"
	name "SonarBeam"

	//BoltAbility "SonarStunData"
	Damage 0
	CanInteractWith "SonarLego"
//	ability_interactwith_prevent "RangedSmashable" //ZEUS-42655
bolttype_end

//----------------------------------------------------------------------------------------
// MIGUEL SCREECH
//----------------------------------------------------------------------------------------
bolttype_start
	reference "DefaultLaserBolt"
	name "MiguelScreech"

	//BoltAbility "SonarStunData"
	Damage 0
	CanInteractWith "SonarLego"
	//CanInteractWith "RangedSmashable"
bolttype_end

//----------------------------------------------------------------------------------------
// LASER VISION BEAM
//----------------------------------------------------------------------------------------
bolttype_start
	reference "DefaultLaserBolt"
	name "LaserVision"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1
	Damage 25

	CanInteractWith "GoldLego"
	CanInteractWith "RangedSmashable"
	//CanInteractWith "Triggered by Fire"
	//ability_interactwith_prevent "Triggered if Hit by Guns"
	//ability_interactwith_prevent "ImmuneToFire"
	CanInteractWith "FireBeamTargetable"

	//CanInteractWith "Triggered if Blue Gel"
	//CanInteractWith "Triggered if Orange Gel"

	BoltAbility "LaserBurnData"

bolttype_end

//----------------------------------------------------------------------------------------
// ICE BEAM
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "IceBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal" "freeze"
	gameFlags "Ice"
	dont_push
	collide_with_water

	CanInteractWith "IceBeamTargetable"
	CanInteractWith "RangedSmashable"
	CanInteractWith "Triggered by Ice"
	CanInteractWith "Triggered by Water"

	ability_interactwith_allow "FrozoneBeam" // dud ability for BoltImpactVfx
bolttype_end

//--------------------------------------------------------------------------------
// ELECTRICTY BEAM
//--------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "ElectricBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "can_destroy_huge" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Lightning"
	dont_push
	collide_with_water
	
	CanInteractWith "ElectricPanel"
	CanInteractWith "ElectricBeamTargetable"
	CanInteractWith "RangedSmashable"    // the standard props etc.
	//ability_interactwith_prevent "ImmuneToLightningElectricity"
bolttype_end

//--------------------------------------------------------------------------------
// ACID BEAM
//--------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "AcidBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Fire"
	dont_push
	collide_with_water

	CanInteractWith "GoldLego"
	CanInteractWith "RangedSmashable"
bolttype_end

//--------------------------------------------------------------------------------
// ZERO POINT BEAM
//--------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "ZeroPointBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	dont_push
	collide_with_water

	CanInteractWith "RangedSmashable"
bolttype_end

//--------------------------------------------------------------------------------
// FIRE BEAM
//--------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "FireBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Fire"
	dont_push
	collide_with_water
	
	BoltAbility "LaserBurnData"
	
	CanInteractWith "GoldLego"
	CanInteractWith "RangedSmashable"
	CanInteractWith "Triggered by Fire"
bolttype_end

//--------------------------------------------------------------------------------
// RADIATION BEAM
//--------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "RadiationBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Fire"
	dont_push
	collide_with_water

	CanInteractWith "GoldLego"
	CanInteractWith "RangedSmashable"
bolttype_end

//--------------------------------------------------------------------------------
// EVERSEER RADIATION BEAM
//--------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "EverseerRadiationBolt"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	dont_push
	collide_with_water

	//CanInteractWith "GoldLego"
	CanInteractWith "RangedSmashable"
bolttype_end

//--------------------------------------------------------------------------------
// DOWNBURST RADIATION BEAM
//--------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "DownburstRadiationBolt"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	dont_push
	collide_with_water

	//CanInteractWith "GoldLego"
	CanInteractWith "RangedSmashable"
bolttype_end

//--------------------------------------------------------------------------------
// Gravity BEAM
//--------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "GravityBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	dont_push
	collide_with_water

	CanInteractWith "RangedSmashable"
bolttype_end

//--------------------------------------------------------------------------------
// Psycwave BEAM
//--------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "PsycwaveBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	dont_push
	collide_with_water

	CanInteractWith "RangedSmashable"
bolttype_end

//----------------------------------------------------------------------------------------
// Hypershock / Krausheur Hammer Beam Bolt
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "StormBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "can_destroy_huge" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	//gameFlags "Lightning"
	dont_push
	collide_with_water
	
	CanInteractWith "RangedSmashable"    // the standard props etc.
	ability_interactwith_allow "CrackedLegoAbilityAddOn"

	ability_interactwith_allow "FrozoneBeam" // dud ability for BoltImpactVfx
bolttype_end

//----------------------------------------------------------------------------------------
// Thunderhead Beam Bolt
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "ThunderheadBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "can_destroy_huge" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Lightning"
	dont_push
	collide_with_water
	
	CanInteractWith "RangedSmashable"    // the standard props etc.
	CanInteractWith "ElectricPanel"
	CanInteractWith "ElectricBeamTargetable"	

	ability_interactwith_allow "FrozoneBeam" // dud ability for BoltImpactVfx
bolttype_end

//----------------------------------------------------------------------------------------
// WATER BEAM
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "WaterBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Ice"
	push
	collide_with_water

	//CanInteractWith "IceBeamTargetable"
	CanInteractWith "RangedSmashable"
	//CanInteractWith "Triggered by Ice"
	CanInteractWith "Triggered by Water"

	ability_interactwith_allow "FrozoneBeam" // dud ability for BoltImpactVfx
bolttype_end

//----------------------------------------------------------------------------------------
// ANCHORMAN WATER BEAM
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "AnchorManWaterBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Ice"
	push
	collide_with_water
	
	    StartSfx='Wpn_AnchorMan_Hold_Water_Start'
		LoopingSfx='Wpn_AnchorMan_Hold_Water_LP'
		Endsfx='Wpn_AnchorMan_Hold_Water_Stop'
		ScorchSfx='Wpn_AnchorMan_Hold_Water_Impact_LP'
		BurnSfx='Wpn_AnchorMan_Hold_Water_Impact_LP'
		DeflectSfx='Wpn_AnchorMan_Hold_Water_Impact_LP'

	//CanInteractWith "IceBeamTargetable"
	CanInteractWith "RangedSmashable"
	//CanInteractWith "Triggered by Ice"
	CanInteractWith "Triggered by Water"

	ability_interactwith_allow "FrozoneBeam" // dud ability for BoltImpactVfx
bolttype_end

//----------------------------------------------------------------------------------------
// VAPOUR BEAM
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "VapourBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Ice"
	push
	collide_with_water

	//CanInteractWith "IceBeamTargetable"
	//CanInteractWith "RangedSmashable"
	//CanInteractWith "Triggered by Ice"
	CanInteractWith "Triggered by Water"

	ability_interactwith_allow "FrozoneBeam" // dud ability for BoltImpactVfx
bolttype_end

//----------------------------------------------------------------------------------------
// SAND BEAM
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "SandBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Ice"
	push
	collide_with_water

	//CanInteractWith "IceBeamTargetable"
	//CanInteractWith "RangedSmashable"
	//CanInteractWith "Triggered by Ice"
	CanInteractWith "Triggered by Water"

	ability_interactwith_allow "FrozoneBeam" // dud ability for BoltImpactVfx
bolttype_end

//----------------------------------------------------------------------------------------
// WIND BEAM
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "WindBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Ice"
	push
	collide_with_water

	//CanInteractWith "IceBeamTargetable"
	CanInteractWith "RangedSmashable"
	//CanInteractWith "Triggered by Ice"
	CanInteractWith "Triggered by Water"

	ability_interactwith_allow "FrozoneBeam" // dud ability for BoltImpactVfx
bolttype_end

//----------------------------------------------------------------------------------------
// ICE CREAM BEAM
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "IceCreamBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal" "freeze"
	gameFlags "Ice"
	dont_push
	collide_with_water

	CanInteractWith "IceBeamTargetable"
	CanInteractWith "RangedSmashable"
	CanInteractWith "Triggered by Ice"
	CanInteractWith "Triggered by Water"

	ability_interactwith_allow "FrozoneBeam" // dud ability for BoltImpactVfx
bolttype_end

//----------------------------------------------------------------------------------------
// FIRE EXTINGUISHING BEAM
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "FireExtBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1
	
	

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Ice"
	push
	collide_with_water

	//CanInteractWith "IceBeamTargetable"
	CanInteractWith "RangedSmashable"
	//CanInteractWith "Triggered by Ice"
	CanInteractWith "Triggered by Water"

	ability_interactwith_allow "FrozoneBeam" // dud ability for BoltImpactVfx
bolttype_end

//----------------------------------------------------------------------------------------
// MUSTARD BEAM
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "MustardBeam"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "no_decal"
	gameFlags "Ice"
	push
	collide_with_water

	//CanInteractWith "IceBeamTargetable"
	CanInteractWith "RangedSmashable"
	//CanInteractWith "Triggered by Ice"
	CanInteractWith "Triggered by Water"

	ability_interactwith_allow "FrozoneBeam" // dud ability for BoltImpactVfx
bolttype_end

//----------------------------------------------------------------------------------------
// WALL-E Bolt
//----------------------------------------------------------------------------------------
bolttype_start
	class "laser"
	name "WALL_ELaserBolt"
	speed 1000.0
	duration 0.001
	gravity 0.0
	radius 0.0
	scale 0.75
	scaletime 0.1

	keep_target
	shadow_obj "none"
	debris_moving "none" 25
	part_hit "none"
	Damage 25
	sfx_hit "none"
	sfx_shoot "none"
	flags "shoot_flash" "can_destroy_huge" "no_shadow_cast" "shoot_along_barrel" "no_deflect" "no_deflected_bolt" "can_destroy_gold" "no_decal"
	gameFlags "Fire"
	dont_push
	collide_with_water

	CanInteractWith "GoldLego"
	CanInteractWith "RangedSmashable"
	
bolttype_end