block load
{
  es_xset The_Crow 1  //Enable the HL2 Crow Model  (Not Stable on Some Servers)
}




block Spawn
{
  es_delayed 1 es est_stopsound event_var(userid) ambient/atmosphere/hole_amb3.wav
  es est_playplayer event_var(userid) weapons\explode3.wav
  es est_removeweapon event_var(userid) 2
  es est_removeweapon event_var(userid) 1
  es est_give event_var(userid) weapon_elite
  es est_give event_var(userid) weapon_m3
  es_xset vector1 wcs_z1
  es_xset vector2 wcs_z2
  es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
  es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
  es est_effect_31 #a 0 sprites/lgtning.vmt server_var(vector1) 100 100                                      
  es est_effect_31 #a .2 sprites/lgtning.vmt server_var(vector1) 100 100                                       
  es est_effect_31 #a .4 sprites/lgtning.vmt server_var(vector1) 100 100                                    
}


block Levitation
{
  if (event_var(es_attackerweapon) = weapon_elite) do
  {
    es est_physpush event_var(userid) 0 0 500
    es es_delayed 0.5 est_freeze event_var(userid) 1
    es es_delayed 0.7 est_freeze event_var(userid) 0
    es es_delayed 0.7 est_physpush event_var(userid) 500 0 0
    es es_delayed 1 est_freeze event_var(userid) 1
    es es_delayed 1.3 est_freeze event_var(userid) 0
    es es_delayed 1.3 est_physpush event_var(userid) 0 0 500
    es es_delayed 1.5 est_freeze event_var(userid) 1
    es es_delayed 1.7 est_freeze event_var(userid) 0
    es es_delayed 1.9 est_physpush event_var(userid) 0 500 0
    es es_delayed 2.1 est_freeze event_var(userid) 1
    es es_delayed 2.3 est_freeze event_var(userid) 0
    es_xset vector1 wcs_z1
    es_xset vector2 wcs_z2
    es es_xtell event_var(attacker) #multi #greenElite: #lightgreenLevitated your enemy
    es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker)
    es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
    es_xmath wcs_z1 + 60
    es_xmath wcs_z2 + 60
    es_xmath wcs_y1 - 10
    es_xmath wcs_y2 - 10
    es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
    es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
    es est_Effect_06 #a 0 sprites/purplelaser1.vmt server_var(vector2) server_var(vector1) 100 2 2 1 10 0 0 0 255 255 100  //Beam Points
    es_xmath wcs_y1 + 20
    es_xmath wcs_y2 + 20
    es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
    es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
    es est_Effect_06 #a 0 sprites/purplelaser1.vmt server_var(vector2) server_var(vector1) 100 2 2 1 10 0 255 0 0 255 100  //Beam Points
  }
  if (event_var(es_attackerweapon) = weapon_m3) do
  {
    es est_physpush event_var(userid) 0 0 500
    es es_delayed 0.5 est_freeze event_var(userid) 1
    es es_delayed 0.7 est_freeze event_var(userid) 0
    es es_delayed 0.7 est_physpush event_var(userid) 0 500 0
    es es_delayed 1 est_freeze event_var(userid) 1
    es es_delayed 1.3 est_freeze event_var(userid) 0
    es es_delayed 1.3 est_physpush event_var(userid) 500 0 0
    es es_xtell event_var(attacker) #multi #greenMagic m3: #lightgreenLevitated your enemy
    es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(attacker)
    es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
    es est_effect 11 #a 0 sprites/purplelaser1.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 2.5 2.5 255
    es est_effect 10 #a 0 sprites/purplelaser1.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 150 90 3 80 60 0 250 150 170 200 3
    es_xmath wcs_z1 + 1620
    es_xmath wcs_z2 + 20
    es est_Effect 3 #a 0 sprites/tp_beam001.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 3 10 20 255 55 55 255
    es_xmath wcs_z1 + 90
    es est_effect 10 #a 0 sprites/purplelaser1.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 90 150 3 80 60 0 250 150 200 200 3
  }
}


block Disapearing_Dash
{
  es est_playplayer event_var(userid) weapons\explode3.wav
  es est_physpush event_var(userid) 0 0 300
  es es_delayed 0.2 est_physpush event_var(userid) 900 0 0
  es est_setplayercolor event_var(userid) 255 255 255 0 1
  es_delayed server_var(wcs_duration) es est_setplayercolor event_var(userid) 255 255 255 255 1

}

block The_Crow
{
  es_delayed 3 est_playplayer event_var(userid) npc/crow/alert3.wav
  es_delayed 2 est_playplayer event_var(userid) ambient/atmosphere/hole_amb3.wav
  es_delayed 2 est_spawn event_var(userid) 100
  es_delayed 2.1 es est_removeweapon event_var(userid) 1
  es_delayed 2.1 es est_removeweapon event_var(userid) 2
  es es_delayed 2.1 est_stripplayer event_var(userid) 1
  es es_delayed 2.3 est_give event_var(userid) weapon_fiveseven
  es es_delayed 2.3 est_sethealth event_var(userid) 1
  es es_delayed 2.3 est_fade event_var(userid) 2 5 10 255 0 0 100
  es_delayed 2.3 est_setplayercolor event_var(userid) 255 255 255 0 1
  es_delayed 2.4 est_setplayercolor event_var(userid) 255 255 255 255 
  es_delayed 2.4 es est_jetpack event_var(userid) 1
  if (server_var(The_Crow) = 1) then es_delayed 3 es playerset model event_var(userid) crow
  if (server_var(The_Crow) = 0) then es_delayed 3 es playerset color event_var(userid) 0 0 0 55 1 
}


block Smoke
{
  es est_playplayer server_var(wcs_userid) weapons\explode3.wav
  es est_physpush server_var(wcs_userid) 0 0 500
  es es_delayed 0.5 est_freeze server_var(wcs_userid) 1
  es es_delayed 0.7 est_freeze server_var(wcs_userid) 0
  es es_delayed 0.8 est_physpush server_var(wcs_userid) 0 800 0
  es es_delayed 1 est_freeze server_var(wcs_userid) 1
  es es_delayed 1.3 est_freeze server_var(wcs_userid) 0
  es es_delayed 1.3 est_physpush server_var(wcs_userid) 800 0 0
  es est_setplayercolor server_var(wcs_userid) 255 255 255 0 1
  es_delayed server_var(wcs_duration) est_setplayercolor server_var(wcs_userid) 255 255 255 255 1
  es_xset vector1 wcs_z1
  es_xset vector2 wcs_z2
  es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 server_var(wcs_userid)
  es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 server_var(wcs_userid)
  es_createvectorstring vector1 server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
  es_createvectorstring vector2 server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
  es est_effect_31 #a 0 sprites/lgtning.vmt server_var(vector1) 100 100                                      
  es est_effect_31 #a .2 sprites/lgtning.vmt server_var(vector1) 100 100                                       
  es est_effect_31 #a .4 sprites/lgtning.vmt server_var(vector1) 100 100   
  es est_effect_19 #a 0 server_var(vector2) server_var(vector1) 100
}
