// --------------------------------------------------------
// DiCola Jamn, Street 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_jamn_l0.kfs; SkinData = dicola_jamn_l0.skd;
	Distance = SKIN_LOD_FAR;

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

[TextureSet]
ExportData = Dicola_jamn_Set01.kfs;
[TextureSet]
ExportData = Dicola_jamn_Set02.kfs;
[TextureSet]
ExportData = Dicola_jamn_Set03.kfs;

[Modifiers]		// These override any default Skeleton settings
{
	[Animation] Index = CHARANIM_RANDOMDEATH1; Filename = anim\death_backward.kf2;
	[Properties]
	{
		[Movement] EndPosition = ( 0, 0, -0.5 ); Rotation = (0,0,0); MiddlePosition1 = (0,0,-0.4); MiddlePosition2 = (0,0,-0.8);
 		[Message] Frame = 0; String = "this->A_Play3DSound ( enemy, mobster_death, head );";
		[Message] Frame = 0; String = "LeftHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
 		[Message] Frame = 1; String = "this->P_CreateProjectileToBone( blood_dummy, 3, neck );";
		[Message] Frame = 1; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
		[Message] Frame = 5; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_DEATH_ID "," 0 ");";
 		[Message] Frame = 20; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
		[Message] Frame = 46; String = "this->P_CreateprojectileToBone( dummy_character_land, 1, torso );";
	}

	[Animation] Index = CHARANIM_RANDOMDEATH2; Filename = anim\death_flip.kf2;
	[Properties]
	{
		[Movement] EndPosition = (-0.403,0.0,-0.277); Rotation = (0,0,0);
 		[Message] Frame = 0; String = "this->A_Play3DSound ( enemy, mobster_death, head );";
		[Message] Frame = 0; String = "LeftHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
 		[Message] Frame = 1; String = "this->P_CreateProjectileToBone( blood_dummy, 3, neck );";
		[Message] Frame = 1; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
		[Message] Frame = 5; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_DEATH_ID "," 0 ");";
 		[Message] Frame = 35; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
		[Message] Frame = 46; String = "this->P_CreateprojectileToBone( dummy_character_land, 1, torso );";
	}

	[Animation] Index = CHARANIM_RANDOMDEATH3; Filename = anim\death_woospin.kf2;
	[Properties]
	{
		[Movement] MiddlePosition1 = ( 0.176, 0, 0.113 ); MiddlePosition2 = ( 1.129, 0, 0.733 ); EndPosition = ( 1.330, 0, 0.866 ); Rotation = ( 0, 0, 0 );
 		[Message] Frame = 0; String = "this->A_Play3DSound ( enemy, mobster_death, head );";
		[Message] Frame = 0; String = "LeftHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
 		[Message] Frame = 1; String = "this->P_CreateProjectileToBone( blood_dummy, 3, neck );";
		[Message] Frame = 1; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
		[Message] Frame = 5; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_DEATH_ID "," 0 ");";
 		[Message] Frame = 32; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
		[Message] Frame = 46; String = "this->P_CreateprojectileToBone( dummy_character_land, 1, torso );";
	}

	[Animation] Index = CHARANIM_RANDOMDEATH4; Filename = anim\death_forward.kf2;
	[Properties]
	{
		[Movement] EndPosition = ( 0, 1, 0 ); Rotation = (0,0,0);
 		[Message] Frame = 0; String = "this->A_Play3DSound ( enemy, mobster_death, head );";
		[Message] Frame = 0; String = "LeftHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
 		[Message] Frame = 1; String = "this->P_CreateProjectileToBone( blood_dummy, 3, neck );";
		[Message] Frame = 1; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
		[Message] Frame = 5; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_DEATH_ID "," 0 ");";
 		[Message] Frame = 24; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
		[Message] Frame = 46; String = "this->P_CreateprojectileToBone( dummy_character_land, 1, torso );";
	}

	[Revert] From = CHARANIM_2_RANDOMDEATH1; To = CHARANIM_RANDOMDEATH1;
	[Revert] From = CHARANIM_2_RANDOMDEATH2; To = CHARANIM_RANDOMDEATH2;
	[Revert] From = CHARANIM_2_RANDOMDEATH3; To = CHARANIM_RANDOMDEATH3;
	[Revert] From = CHARANIM_2_RANDOMDEATH4; To = CHARANIM_RANDOMDEATH4;
	[Revert] From = CHARANIM_W_RANDOMDEATH1; To = CHARANIM_RANDOMDEATH1;
	[Revert] From = CHARANIM_W_RANDOMDEATH2; To = CHARANIM_RANDOMDEATH2;
	[Revert] From = CHARANIM_W_RANDOMDEATH3; To = CHARANIM_RANDOMDEATH3;
	[Revert] From = CHARANIM_W_RANDOMDEATH4; To = CHARANIM_RANDOMDEATH4;
	[Revert] From = CHARANIM_W_2_RANDOMDEATH1; To = CHARANIM_RANDOMDEATH1;
	[Revert] From = CHARANIM_W_2_RANDOMDEATH2; To = CHARANIM_RANDOMDEATH2;
	[Revert] From = CHARANIM_W_2_RANDOMDEATH3; To = CHARANIM_RANDOMDEATH3;
	[Revert] From = CHARANIM_W_2_RANDOMDEATH4; To = CHARANIM_RANDOMDEATH4;

	// 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_STAND; Filename = anim\gangsta_stand.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}

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

	[Animation] Index = CHARANIM_SHOOTINGRAM; Filename = anim\gangsta_shootingram.kf2;
	[Properties]{
					[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
					[Message] Frame = 0; String = "RightHandWeapon->PS_StartEffect ( Muzzle_ingram, \"\" );";
					[Message] Frame = 0; String = "RightHandWeapon->A_Play3DSound ( weapons, shoot_ingram, \"\" );";
					[Message] Frame = 0; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_GRIN_ID "," FACETEXTURE_SHOOTGRINTIME ");";
					[Message] Frame = 0; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
					[Message] Frame = 2; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
					[Message] Frame = 4; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
				}
	[Animation] Index = CHARANIM_SHOOTLOWINGRAM; Filename = anim\gangsta_shootingram_down.kf2;
	[Properties]{ [Movement] EndPosition = (0,0,0); Rotation = (0,0,0); }
	[Animation] Index = CHARANIM_SHOOTHIGHINGRAM; Filename = anim\gangsta_shootingram_up.kf2;
	[Properties]{ [Movement] EndPosition = (0,0,0); Rotation = (0,0,0); }
}

[TextureSet]
ExportData = DiCola_Jamn_set01.kfs;

[TextureSet]
ExportData = DiCola_Jamn_set02.kfs;

[TextureSet]
ExportData = DiCola_Jamn_set04.kfs;

[TextureSet]
ExportData = DiCola_Jamn_set03.kfs;

[TextureSet]
ExportData = DiCola_Jamn_set05.kfs;
