// --------------------------------------------------------
// Rat, uses experimental pigrat 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 = pigrat;
CapsuleTop = 0.2;
CapsuleBottom = 0.0;
CapsuleRadius = 0.09;
AirborneSpeed = 1.5;
CanShootDodgeFrame = 10;
CanAbortShootDodgeFrame = 20;
RandomizeTextureSet = FALSE;
MaximumHealth = 2;
WoundedHealth = 1;
HealthBonusForKiller = 0;
SlowMotionBonusForKiller = 0%;
WoundedHealthUpperLimit = 2;
AutoAimTarget = NO;
ShootingFrequencyMultiplier = 0.5;
ShadowsEnabled = false;
CanPlayerSwitchToThisSkin = false; // 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_PickupWeapon ( "empty" );";
	[Message] String = "this->C_SetInfiniteAmmo ( "empty", 1 );";
}

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

[LOD] 	// LOD 0 Polygons: 1500
{
	[Geometry] ExportData = rat_l0.kfs; SkinData = rat_l0.skd;
	Distance = SKIN_LOD_FAR;

	EnableBoundingSphere	= TRUE;
	BoundingSphereRadius	= 0.25;
	EnableBoundingBox		= FALSE;
}
