// --------------------------------------------------------
// Transit Cop
// --------------------------------------------------------

#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 = 1;
WoundedHealth = 1;
HealthBonusForKiller = HEALTHBONUS_NONE;
SlowMotionBonusForKiller = BONUS_SLOWMOTION; // percents of full slowmotion
WoundedHealthUpperLimit = 1;
AutoAimTarget = NO;
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);";
}

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

[LOD] 	// LOD 0
{
	[Geometry] ExportData = transit_cop_l0.kfs; SkinData = transit_cop_l0.skd;
	Distance = SKIN_LOD_FAR;

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

[Modifiers]		// These override any default Skeleton settings
{
	[Animation]
	Index = CHARANIM_CUSTOMIDLE1; Filename = anim\Idle_Body_Table.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}

	[Animation]
	Index = CHARANIM_W_CUSTOMIDLE1; Filename = anim\Death_Custom_Transitcop_Desk.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (-0.98,0,0); Rotation = (0,0,0); MiddlePosition1 = (-0.124,0,0); MiddlePosition2 = (-0.782,0,0);
 		[Message] Frame = 40; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
		[Message] Frame = 47; String = "this->C_SetInvulnerable(false);";
	}

	[Animation]
	Index = CHARANIM_CUSTOMIDLE2; Filename = anim\Custom_TransitCop_stand_up.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = ( 0, 0, 0.5 ); Rotation = (0,0,0);
	}
	[Revert] From = CHARANIM_2_CUSTOMIDLE2; To = CHARANIM_CUSTOMIDLE2;

	[Animation]
	Index = CHARANIM_CUSTOMIDLE3; Filename = anim\Idle_TransitCop_Talk.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
 		[Message] Frame = 50; String = "this->A_Play3DSound ( subway, P1L1a_07b-e, head );";
	}

	[Revert] From = CHARANIM_2_CUSTOMIDLE3; To = CHARANIM_CUSTOMIDLE3;

	[Animation]
	Index = CHARANIM_CUSTOMIDLE4; Filename = anim\idle_operating_wall_console.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}
	[Revert] From = CHARANIM_2_CUSTOMIDLE4; To = CHARANIM_CUSTOMIDLE4;
	
	[Animation]
	Index = CHARANIM_W_CUSTOMIDLE3; Filename = anim\Custom_TransitCop_on_knees.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}
	[Revert] From = CHARANIM_W_2_CUSTOMIDLE3; To = CHARANIM_W_CUSTOMIDLE3;
	
	[Animation]
	Index = CHARANIM_W_CUSTOMIDLE4; Filename = anim\Custom_TransitCop_get_down.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}
	[Revert] From = CHARANIM_W_2_CUSTOMIDLE4; To = CHARANIM_W_CUSTOMIDLE4;
	
	[Animation] Index = CHARANIM_RANDOMDEATH1; Filename = anim\death_minimum.kf2;
	[Properties]
	{
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
 		[Message] Frame = 0; String = "this->C_AnimateTexture( " FACETEXTURE_ID "," FACETEXTURE_DEATH_ID "," 0 ");";
 		[Message] Frame = 0; String = "this->P_CreateProjectileToBone( blood_dummy, 2, torso );";
		[Message] Frame = 0; String = "LeftHandWeapon->WS_Animate(" WEAPONANIM_DROPONDEATH ");";
		[Message] Frame = 1; String = "RightHandWeapon->WS_Animate(" WEAPONANIM_DROPONDEATH ");";
 		[Message] Frame = 40; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
		[Message] Frame = 46; String = "this->P_CreateprojectileToBone( dummy_character_land, 1, torso );";
	}

	[Revert] From = CHARANIM_RANDOMDEATH2; To = CHARANIM_RANDOMDEATH1;	
	[Revert] From = CHARANIM_RANDOMDEATH3; To = CHARANIM_RANDOMDEATH1;
	[Revert] From = CHARANIM_RANDOMDEATH4; To = CHARANIM_RANDOMDEATH1;	
	[Revert] From = CHARANIM_BURNINGDEATH; To = CHARANIM_RANDOMDEATH1;
	[Revert] From = CHARANIM_BURNINGDEATH2; To = CHARANIM_RANDOMDEATH1;

	[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->c_jump(5);";
 		[Message] Frame = 22; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
		[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 = 32; String = "this->A_Play3DSound ( characters, death_medium, pelvis );";
 		[Message] Frame = 38; String = "this->P_CreateProjectileToBone( blood_dummy, 2, torso );";
	}

	[Revert] From = CHARANIM_SHOTGUNDEATH2; To = CHARANIM_SHOTGUNDEATH;

	[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_transitcop_fromdesk.kf2;
	[Properties]
	{ 
		[Movement] EndPosition = (0,0,0); Rotation = (0,0,0);
	}
}

[TextureSet]
ExportData = Transit_Cop_Set01.kfs;
