// --------------------------------------------------------
// Finito brother 1, Special Badguy
// --------------------------------------------------------

#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_7;
WoundedHealth = WOUNDEDHEALTH_CLASS_7;
HealthBonusForKiller = HEALTHBONUS_MEDIUM;
SlowMotionBonusForKiller = BONUS_SLOWMOTION; // percents of full slowmotion
WoundedHealthUpperLimit = 15;
AutoAimTarget = YES;
ShootingFrequencyMultiplier = 0.5;
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 ( "deserteagle" );";
	[Message] String = "this->C_SetInfiniteAmmo ( "deserteagle", 1 );";
}

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


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

[LOD] 	// LOD 0
{
	[Geometry] ExportData = finito_brother_2_l0.kfs; SkinData = finito_brother_2_l0.skd;
	Distance = SKIN_LOD_FAR; //NOTE! LODS MISSING

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

[Modifiers]		// These override any default Skeleton settings
{
	[Animation]
	Index = CHARANIM_STAND; Filename = anim\stand.kf2;
	[Properties]{	[Movement] EndPosition = (0,0,0); Rotation = (0,0,0); }

	[Animation] Index = CHARANIM_RANDOMDEATH1; Filename = anim\death_stomach.kf2;
	[Properties]
	{
		[Movement] EndPosition = ( 0, 0, -1.05 ); Rotation = (0,0,0);
 		[Message] Frame = 0; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_DEATH_ID "," 0 ");";
 		[Message] Frame = 0; String = "this->P_CreateProjectileToBone( blood_dummy, 3, torso );";
		[Message] Frame = 0; String = "LeftHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
		[Message] Frame = 1; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
 		[Message] Frame = 38; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
		[Message] Frame = 46; String = "this->P_CreateprojectileToBone( dummy_character_land, 1, torso );";
	}
	[Revert] From = CHARANIM_RANDOMDEATH2; To = CHARANIM_RANDOMDEATH1;
	[Revert] From = CHARANIM_RANDOMDEATH3; To = CHARANIM_RANDOMDEATH1;
	[Revert] From = CHARANIM_RANDOMDEATH4; To = CHARANIM_RANDOMDEATH1;

	[Animation] Index = CHARANIM_SHOTGUNDEATH; Filename = anim\death_shotgun_b.kf2;
	[Properties]
	{
		[Movement] EndPosition = ( 0, 0, -3.63855 ); Rotation = (0,0,0); Middleposition1 = ( 0, 0, -2.57104); Middleposition2 = ( 0, 0, -3.28023 );
 		[Message] Frame = 0; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_DEATH_ID "," 0 ");";
		[Message] Frame = 0; String = "LeftHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
		[Message] Frame = 0; String = "this->c_jump(5);";
		[Message] Frame = 1; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
		[Message] Frame = 24; String = "this->P_CreateprojectileToBone( dummy_character_land, 1, torso );";
 		[Message] Frame = 24; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
		[Message] Frame = 36; String = "this->P_CreateprojectileToBone( dummy_character_land, 1, torso );";
 		[Message] Frame = 38; String = "this->P_CreateProjectileToBone( blood_dummy, 3, torso );";
	}
	[Revert] From = CHARANIM_SHOTGUNDEATH2; To = CHARANIM_SHOTGUNDEATH;

	[Animation] Index = CHARANIM_BURNINGDEATH; Filename = anim\death_fire.kf2;
	[Properties]
	{
		[Movement] EndPosition = ( -0.05987, 0, 1.199 ); Rotation = (0,0,0); Middleposition1 = ( -0.10, 0, 0.114 ); Middleposition2 = ( 0.4165, 0, 0.93415 );
 		[Message] Frame = 0; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_DEATH_ID "," 0 ");";
		[Message] Frame = 0; String = "this->PS_StartEffect( fire_death, torso );";
		[Message] Frame = 0; String = "LeftHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
		[Message] Frame = 1; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
 		[Message] Frame = 38; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
		[Message] Frame = 62; String = "this->P_CreateprojectileToBone( dummy_character_land, 1, torso );";
	}
	[Revert] From = CHARANIM_BURNINGDEATH2; To = CHARANIM_BURNINGDEATH;

	[Animation] Index = CHARANIM_GRENADEDEATH; Filename = anim\death_explosion_b.kf2;
	[Properties]
	{
		[Movement] EndPosition = ( 0, 0, -2.48856 ); Rotation = (0,0,0); Middleposition1 = ( 0, 0, -1.15703 ); Middleposition2 = ( 0, 0, -2.05285);
 		[Message] Frame = 0; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_DEATH_ID "," 0 ");";
		[Message] Frame = 0; String = "LeftHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
		[Message] Frame = 1; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_DROPONDEATH "," WEAPONANIM_DROPONDEATH ");";
		[Message] Frame = 0; String = "this->c_jump(6);";
		[Message] Frame = 6; String = "this->c_jump(2);";
		[Message] Frame = 12; String = "this->c_jump(2);";
		[Message] Frame = 17; String = "this->c_jump(2);";
		[Message] Frame = 24; String = "this->P_CreateprojectileToBone( dummy_character_land, 1, torso );";
		[Message] Frame = 36; String = "this->P_CreateprojectileToBone( dummy_character_land, 1, torso );";
 		[Message] Frame = 38; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
 		[Message] Frame = 38; String = "this->P_CreateProjectileToBone( blood_dummy, 3, torso );";
	}

	[Animation]
	Index = CHARANIM_2_STAND; Filename = anim\2_stand.kf2;
	[Properties]{	[Movement] EndPosition = (0,0,0); Rotation = (0,0,0); }

	[Animation] Index = CHARANIM_SHOOTBERETTA; Filename = anim\mobster_shootberetta.kf2;
	[Properties]{ 	[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
					[Message] Frame = 0; String = "RightHandWeapon->WS_AnimateShooting(" WEAPONANIM_SHOOT "," WEAPONANIM_SHOOTEMPTY ");";
					[Message] Frame = 0; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_GRIN_ID "," FACETEXTURE_SHOOTGRINTIME ");";
				}
	[Animation] Index = CHARANIM_SHOOTLOWBERETTA; Filename = anim\mobster_shootberetta_down.kf2;
	[Properties]{ [Movement] EndPosition = (0,0,0); Rotation = (0,0,0); }
	[Animation] Index = CHARANIM_SHOOTHIGHBERETTA; Filename = anim\mobster_shootberetta_up.kf2;
	[Properties]{ [Movement] EndPosition = (0,0,0); Rotation = (0,0,0); }

	[Animation] Index = CHARANIM_SHOOTPUMPSHOTGUN; Filename = anim\mobster_shootpumpshotgun.kf2;
	[Properties]{
					[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
					[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_SHOOTLOWPUMPSHOTGUN; Filename = anim\mobster_shootpumpshotgun_down.kf2;
	[Properties]{ [Movement] EndPosition = (0,0,0); Rotation = (0,0,0); }
	[Animation] Index = CHARANIM_SHOOTHIGHPUMPSHOTGUN; Filename = anim\mobster_shootpumpshotgun_up.kf2;
	[Properties]{ [Movement] EndPosition = (0,0,0); Rotation = (0,0,0); }
}


