entityDef monster_male_assassin
{
	"spawnclass"		"NSTalkMonster"
	"model"			"models/massn.mdl"
	"netname"		"Black Ops Male Assaassin"
	"health"		"skill:massassin_health"
	"mins"			"-16 -16 0"
	"maxs"			"16 16 72"
	"eye_height"		"64"
	"team"			"1"
	"propdata"		"actor_human"
	"speed_walk"		"41"
	"speed_run"		"304"

	// melee attack
	"def_attack_melee"	"melee_massassin_kick"
	"attack_melee_range"	"96"
	"snd_melee_attack"	"monster_male_assassin.kick"

	// primary ranged attack
	"def_attack_ranged"	"ranged_massassin_mp5"
	"snd_ranged_attack"	"weapon_mp5.shoot"
	"attack_ranged_range"	"1024"
	"reload_count"		"30"

	// special attack
	"def_attack_special_1"	"projectile_massassin_grenade"
	"attack_special_range"	"1024"
	"projectile_delay"	"1.0"

	"snd_idle"		"monster_male_assassin.idle"
	"snd_pain"		"monster_male_assassin.pain"
	"snd_death"		"monster_male_assassin.die"
	"snd_reload"		"monster_male_assassin.reload"
	"snd_thud"		"monster_generic.thud"
	"weapons"		"3"

	"squad_leader_body"	"1:2"

	// grenade launcher
	when "weapons" contains 4 {
		"body1" "4"
		"def_attack_special_1"	"projectile_massassin_ARgrenade"
		"skin" "1"
	}

	// shotgun grunt
	when "weapons" contains 8 {
		"body2" "2"
		"reload_count" "8"
		"snd_ranged_attack"	"weapon_shotgun.single"
		"def_attack_ranged"	"ranged_massassin_shot"
	}

	when "spawnflags" contains 32 {
		"squad_leader" "1"
	}
}

entityDef melee_massassin_kick
{
	"damage"	"skill:massassin_kick"
	"delay"	"0.25"
}

entityDef ranged_massassin_mp5
{
	"damage"	"skill:massassin_dmg_shot"
	"burst"	"3"
	"burst_delay"	"0.5"
	"delay"	"0.1"
}

entityDef ranged_massassin_shot
{
	"damage"	"skill:massassin_dmg_shot"
	"delay"	"1.0"
}

entityDef projectile_massassin_ARgrenade
{
	"spawnclass"		"NSProjectile"
	"model"		"models/grenade.mdl"

	"def_splash_damage"	"damage_grenadeSplash"

	"health"		"0"
	"velocity"		"800 0 400"
	"angular_velocity"	"300 300 300"
	"fuse"		"4"
	"bounce"		"1"
	"detonate_on_fuse"	"1"
	"detonate_on_death"	"0"
	"detonate_on_world"	"1"
	"detonate_on_actor"	"1"
	"impact_damage_effect"	"1"
	"impact_gib"		"1"

	"model_detonate"		"fx_explosion.main"
	"light_color"		"1 0.8 0.4"
	"light_radius"		"160"
	"light_offset"		"0 0 0"

	"explode_light_color"	"2 1.6 0.8"
	"explode_light_radius"	"320"
	"explode_light_fadetime"	"0.5"

	"snd_explode"		"weapon_handgrenade.explode"
	"snd_bounce"		"weapon_handgrenade.bounce"
}

entityDef projectile_massassin_grenade
{
	"spawnclass"		"NSProjectile"
	"model"		"models/w_grenade.mdl"

	"def_splash_damage"	"damage_grenadeSplash"

	"health"		"0"
	"velocity"		"600 0 200"
	"angular_velocity"	"300 300 300"
	"fuse"		"4"
	"bounce"		"1"
	"detonate_on_fuse"	"1"
	"detonate_on_death"	"0"
	"detonate_on_world"	"0"
	"detonate_on_actor"	"0"
	"impact_damage_effect"	"1"
	"impact_gib"		"1"

	"model_detonate"		"fx_explosion.main"
	"light_color"		"1 0.8 0.4"
	"light_radius"		"160"
	"light_offset"		"0 0 0"

	"explode_light_color"	"2 1.6 0.8"
	"explode_light_radius"	"320"
	"explode_light_fadetime"	"0.5"

	"snd_explode"		"weapon_handgrenade.explode"
	"snd_bounce"		"weapon_handgrenade.bounce"
}

entityDef damage_grenadeSplash
{
	"damage"	"150"
	"radius"	"160"
}

