// --------------------------------------------------------
// Michelle Payne Dead, Female 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 = 30;
WoundedHealth = 10;
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 = false; // timed mode bonus defined in levels.txt

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

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

[LOD]
{
	[Geometry] ExportData = michelle_payne_l0.kfs; SkinData = michelle_payne_l0.skd;
	Distance = SKIN_LOD_FAR;

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

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

[Modifiers]
{
	[Animation] Index = CHARANIM_CUSTOMIDLE4; Filename = anim\idle_michelle_looks_back.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}

	[Animation] Index = CHARANIM_GETDAMAGE; Filename = anim\gethit_1000ms.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}
	[Revert] From = CHARANIM_W_GETDAMAGE; To = CHARANIM_GETDAMAGE;

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

	[Animation] Index = CHARANIM_SHOTGUNDEATH; Filename = anim\death_flybackward.kf2;
	[Properties]
	{
		[Movement] EndPosition = (0,0,-2); Rotation = (0,0,0); Middleposition1 = (0,0,-1.5); Middleposition2 = (0,0,-1.75);
 		[Message] Frame = 0; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_DEATH_ID "," 0 ");";
 		[Message] Frame = 38; String = "this->P_CreateProjectileToBone( blood_dummy, 3, torso );";
	}
	[Revert] From = CHARANIM_W_SHOTGUNDEATH; To = CHARANIM_SHOTGUNDEATH;
	[Revert] From = CHARANIM_2_SHOTGUNDEATH; To = CHARANIM_SHOTGUNDEATH;
	[Revert] From = CHARANIM_W_2_SHOTGUNDEATH; To = CHARANIM_SHOTGUNDEATH;
	
	[Revert] From = CHARANIM_SHOTGUNDEATH2; To = CHARANIM_SHOTGUNDEATH;
	[Revert] From = CHARANIM_W_SHOTGUNDEATH2; To = CHARANIM_SHOTGUNDEATH;
	[Revert] From = CHARANIM_2_SHOTGUNDEATH2; To = CHARANIM_SHOTGUNDEATH;
	[Revert] From = CHARANIM_W_2_SHOTGUNDEATH2; To = CHARANIM_SHOTGUNDEATH;
}