// --------------------------------------------------------
// Alfred Woden
// --------------------------------------------------------

#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;
HealthBonusForKiller			= 0;
SlowMotionBonusForKiller 		= 10%; // percents of full slowmotion
AutoAimTarget					= YES;
MaximumHealth					= HEALTH_CLASS_7;
WoundedHealth					= WOUNDEDHEALTH_CLASS_7;
WoundedHealthUpperLimit			= WOUNDEDHEALTH_CLASS_7;
ShootingFrequencyMultiplier		= SHOOTRATE_CLASS_7;
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 ( "empty" );";
	[Message] String = "this->C_SetInfiniteAmmo ( "empty", 1 );";
}

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


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

[LOD] 	// LOD 0
{
	[Geometry] ExportData = alfred_woden_l0.kfs; SkinData = alfred_woden_l0.skd;
	Distance = SKIN_LOD_FAR;

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

[Modifiers]		// These override any default Skeleton settings
{
	// GetDamage
	[Animation] Index = CHARANIM_GETDAMAGE; Filename = anim\gethit_0200ms.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_0200ms.kf2;
	[Properties]
	{
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
 		[Message] Frame = 0; String = "this->A_Play3DSound ( enemy, mobster_death, head );";
	}
	[Revert] From = CHARANIM_W_2_GETDAMAGE; To = CHARANIM_2_GETDAMAGE;

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