// --------------------------------------------------------
// Henchman_02, Mugnaio Vince, 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_KILLER_SUIT_AIMING_SPEED ;
AimingSpeedCone 			= AI_KILLER_SUIT_AIMING_SPEEDCONE ;
AimUpDownSpeed 				= 30.0;
TurnLeftRightSpeed 			= AI_KILLER_SUIT_TURNING_SPEED ;
VisualPerceivingRadius 		= AI_KILLER_SUIT_VISUAL_RADIUS ;
GeneralPerceivingRadius 	= AI_KILLER_SUIT_GENERAL_RADIUS ;
ActivationReactionTime 		= AI_KILLER_SUIT_REACTION_TIME ;
ShootingCone 				= AI_KILLER_SUIT_SHOOTING_CONE ;
PerceivingGroupOneRadius 	= AI_KILLER_SUIT_GROUP_ONE ;
PerceivingGroupTwoRadius 	= AI_KILLER_SUIT_GROUP_TWO ;
PerceivingGroupThreeRadius 	= AI_KILLER_SUIT_GROUP_THREE ;
EnemyInterestTime 			= AI_BOSS_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_9;
WoundedHealth = WOUNDEDHEALTH_CLASS_9;
HealthBonusForKiller = HEALTHBONUS_MEDIUM;
SlowMotionBonusForKiller = BONUS_SLOWMOTION; // percents of full slowmotion
WoundedHealthUpperLimit = 15;
AutoAimTarget = YES;
ShootingFrequencyMultiplier = 0.1;
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 ( "jackhammer" );";
	[Message] String = "this->C_SetInfiniteAmmo ( "jackhammer", 1 );";
}

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

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

[LOD] 	// LOD 0
{
	[Geometry] ExportData = Mugnaio_Vince_L0.kfs; SkinData = Mugnaio_Vince_L0.skd;
	Distance = SKIN_LOD_FAR;

	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_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); }
}
