// --------------------------------------------------------
// Lab Junkie, 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 = 10;
WoundedHealth = 3;
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 ( "leadpipe" );";
	[Message] String = "this->C_SetInfiniteAmmo ( "leadpipe", 1 );";
}

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

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

[LOD] 	// LOD 0 Polygons: 1500
{
	[Geometry] ExportData = lab_junkie_l0.kfs; SkinData = lab_junkie_l0.skd;
	Distance = SKIN_LOD_FAR;

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

[Modifiers]
{

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

	[Revert] From = CHARANIM_RANDOMDEATH1; To = CHARANIM_SHOTGUNDEATH;
	[Revert] From = CHARANIM_RANDOMDEATH2; To = CHARANIM_SHOTGUNDEATH2;
	[Revert] From = CHARANIM_RANDOMDEATH3; To = CHARANIM_SHOTGUNDEATH;
	[Revert] From = CHARANIM_RANDOMDEATH4; To = CHARANIM_SHOTGUNDEATH2;

	[Animation] Index = CHARANIM_SHOTGUNDEATH; Filename = anim\death_shotgun_a.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 = "this->A_Play3DSound ( enemy, mobster_death, head );";
		[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 = 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_SHOTGUNDEATH2; 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 = "this->A_Play3DSound ( enemy, mobster_death, head );";
		[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 = 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_W_CUSTOMIDLE1; Filename = anim\idle_warming_hands.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}
	[Revert] From = CHARANIM_W_2_CUSTOMIDLE1; To = CHARANIM_W_CUSTOMIDLE1;

	[Animation] Index = CHARANIM_CUSTOMIDLE1; Filename = anim\idle_gangsta_onactivate.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}
	[Revert] From = CHARANIM_2_CUSTOMIDLE1; To = CHARANIM_CUSTOMIDLE1;

	[Animation] Index = CHARANIM_CUSTOMIDLE3; Filename = anim\idle_junkie_sitting_getup.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}
	[Revert] From = CHARANIM_2_CUSTOMIDLE3; To = CHARANIM_CUSTOMIDLE3;

	[Animation] Index = CHARANIM_CUSTOMIDLE4; Filename = anim\custom_junkie_idle_crazy.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
 		[Message] Frame = 10; String = "this->A_Play3DSound ( enemy, junkie_talk, head );";
	}
	[Revert] From = CHARANIM_2_CUSTOMIDLE4; To = CHARANIM_CUSTOMIDLE4;

	[Animation] Index = CHARANIM_W_CUSTOMIDLE2; Filename = anim\custom_junkie_idle_depressed.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
 		[Message] Frame = 10; String = "this->A_Play3DSound ( enemy, junkie_talk, head );";
	}
	[Revert] From = CHARANIM_W_2_CUSTOMIDLE2; To = CHARANIM_W_CUSTOMIDLE2;

	[Animation] Index = CHARANIM_W_CUSTOMIDLE3; Filename = anim\idle_junkie_sitting.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
		[Message] Frame = 10; String = "this->A_Play3DSound ( enemy, junkie_talk, head );";
	}
	[Revert] From = CHARANIM_W_2_CUSTOMIDLE3; To = CHARANIM_W_CUSTOMIDLE3;

	[Animation] Index = CHARANIM_W_CUSTOMIDLE4; Filename = anim\custom_junkie_idle_shaking.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
 		[Message] Frame = 10; String = "this->A_Play3DSound ( enemy, junkie_talk, head );";
	}
	[Revert] From = CHARANIM_W_2_CUSTOMIDLE4; To = CHARANIM_W_CUSTOMIDLE4;
}
[TextureSet]
ExportData = Lab_Junkie_Set01.kfs;
