// --------------------------------------------------------
// Invisible character, used as AI target
// --------------------------------------------------------

#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 = 0.4;
CapsuleBottom = 0.0;
CapsuleRadius = 0.16;
AirborneSpeed = 0;
CanShootDodgeFrame = 13;
CanAbortShootDodgeFrame = 85;
RandomizeTextureSet = FALSE;
MaximumHealth = 2;
WoundedHealth = 1;
HealthBonusForKiller = HEALTHBONUS_MEDIUM;
SlowMotionBonusForKiller = BONUS_SLOWMOTION; // percents of full slowmotion
WoundedHealthUpperLimit = 1;
AutoAimTarget = NO;
ShootingFrequencyMultiplier = 0.5;
ShadowsEnabled = false;
CanPlayerSwitchToThisSkin = false; // true=player is able to change to this skin with PGUP/PGDN
GiveTimedModeBonusForKiller = true; // timed mode bonus defined in levels.txt

[OnInit]
{
	[Message] String = "this->C_SetInvulnerable( true );";
	[Message] String = "this->C_EnableProjectileCollisions( false );";
	[Message] String = "this->c_removeallweapons( "empty" );";
}

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

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

[LOD]
{
	[Geometry] ExportData = invisible_l0.kfs; SkinData = invisible_l0.skd;
	Distance = 0.0;

	EnableBoundingSphere	= TRUE;
	BoundingSphereRadius	= 0.0;
	EnableBoundingBox		= FALSE;
}

[Modifiers]
{
	[Animation] Index = CHARANIM_CUSTOMDEATH1; Filename = anim\dead_body.kf2;
	[Properties]
	{
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}

	[Animation] Index = CHARANIM_CUSTOMDEATH2; Filename = anim\dead_body.kf2;
	[Properties]
	{
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}
}