// --------------------------------------------------------
// DiCola ray, Fat Mobster, Max Payne Skeleton
// --------------------------------------------------------

#include <..\ai_ranges.h>
#include <..\characters.h>
#include <..\characteranimid.h>
#include <..\weaponid.h>
#include <..\weaponanimid.h>
#include <..\object_lods.h>

[AI]
AimingSpeed 				= AI_MOBSTER_AIMING_SPEED ;
AimingSpeedCone 			= AI_MOBSTER_AIMING_SPEEDCONE ;
AimUpDownSpeed 				= 30.0;
TurnLeftRightSpeed 			= AI_MOBSTER_TURNING_SPEED ;
VisualPerceivingRadius 		= AI_MOBSTER_VISUAL_RADIUS ;
GeneralPerceivingRadius 	= AI_MOBSTER_GENERAL_RADIUS ;
ActivationReactionTime 		= AI_MOBSTER_REACTION_TIME ;
ShootingCone 				= AI_MOBSTER_SHOOTING_CONE ;
PerceivingGroupOneRadius 	= AI_MOBSTER_GROUP_ONE ;
PerceivingGroupTwoRadius 	= AI_MOBSTER_GROUP_TWO ;
PerceivingGroupThreeRadius 	= AI_MOBSTER_GROUP_THREE ;
EnemyInterestTime 			= AI_MOBSTER_INTEREST_TIME ;
ActivateOtherCharactersRadius = AI_MOBSTER_ACTIVATE_OTHER_CHARACTERS_RADIUS;

[Properties]
Skeleton = default_skeleton;
CapsuleTop = 1.95;
CapsuleBottom = 0.0;
CapsuleRadius = ENEMY_COLLISION_RADIUS ;
AirborneSpeed = 1.5;
CanShootDodgeFrame = 13;
CanAbortShootDodgeFrame = 85;
RandomizeTextureSet = FALSE;
MaximumHealth = HEALTH_CLASS_4;
WoundedHealth = WOUNDEDHEALTH_CLASS_4;
HealthBonusForKiller = 0;
SlowMotionBonusForKiller = BONUS_SLOWMOTION; // percents of full slowmotion
WoundedHealthUpperLimit = WOUNDEDHEALTH_CLASS_4;
AutoAimTarget = YES;
ShootingFrequencyMultiplier = SHOOTRATE_CLASS_4;
ShadowsEnabled = true;
CanPlayerSwitchToThisSkin = true; // true=player is able to change to this skin with PGUP/PGDN
GiveTimedModeBonusForKiller = true; // timed mode bonus defined in levels.txt

[Target]
{
	[General] name = "Head"; Multiplier = MULTIPLIER_HEAD ;
	[Bone] name = "Head";
	[Bone] name = "Neck";
}

[Target]
{
	[General] name = "Arms"; Multiplier = MULTIPLIER_ARMS ;
	[Bone] name = "UpArm-R";
	[Bone] name = "LoArm-R";
	[Bone] name = "Hand-R";
	[Bone] name = "UpArm-L";
	[Bone] name = "LoArm-L";
	[Bone] name = "Hand-L";
}

[Target]
{
	[General] name = "Legs"; Multiplier = MULTIPLIER_LEGS ;
	[Bone] name = "UpLeg-R";
	[Bone] name = "LoLeg-R";
	[Bone] name = "Foot-R";
	[Bone] name = "Toe-R";
	[Bone] name = "UpLeg-L";
	[Bone] name = "LoLeg-L";
	[Bone] name = "Foot-L";
	[Bone] name = "Toe-L";
}


[OnInit]
{
	[Message] String = "this->C_PickupWeapon ( "beretta" );";
	[Message] String = "this->C_SetInfiniteAmmo ( "beretta", 1 );";
}

[OnDeath]
{
	[Message] String = "this->A_StopAll3DSounds(head);";
}

[TextureAnimation]
Texturename = "FaceTexture";
GroupIndex = 0;

[LOD] 	// LOD 0
{
	[Geometry] ExportData = dicola_ray_l0.kfs; SkinData = dicola_ray_l0.skd;
	Distance = SKIN_LOD_FAR;

	EnableBoundingSphere	= TRUE;
	BoundingSphereRadius	= 1.90;
	EnableBoundingBox		= FALSE;
}

[Modifiers]
{
	// GetDamage
	[Animation] Index = CHARANIM_GETDAMAGE; Filename = anim\gethit_0650ms.kf2;
	[Properties]
	{
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
 		[Message] Frame = 0; String = "this->A_Play3DSound ( enemy, mobster_gethit, head );";
	}
	[Revert] From = CHARANIM_W_GETDAMAGE; To = CHARANIM_GETDAMAGE;

	[Animation] Index = CHARANIM_2_GETDAMAGE; Filename = anim\2_gethit_0650ms.kf2;
	[Properties]
	{
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
 		[Message] Frame = 0; String = "this->A_Play3DSound ( enemy, mobster_gethit, head );";
	}
	[Revert] From = CHARANIM_W_2_GETDAMAGE; To = CHARANIM_2_GETDAMAGE;

	[Animation] Index = CHARANIM_RUN; Filename = anim\run.kf2;
	[Properties]
	{
		[Movement] EndPosition = (0,0,3.0); Rotation = (0,0,0);
	}
}

[TextureSet]
ExportData = DiCola_ray_Set01.kfs;

[TextureSet]
ExportData = DiCola_ray_Set02.kfs;

[TextureSet]
ExportData = DiCola_ray_Set03.kfs;
