/***********************************************************************

monster_zsec_shield.def

***********************************************************************/

/***
export security shield guy
***/

export james {

	options -prefix SUIT_ -keep Lknee Rknee eject barrel flash Body2 headcontrol neckcontrol loneckcontrol SPINNER Lhand1 Rhand1 Body Rhand -parent headcontrol neckcontrol -parent neckcontrol loneckcontrol -parent loneckcontrol Shoulders -parent rshldrpad Shoulders -parent lshldrpad Shoulders -parent shield Lloarm -parent pistol Rhand1 -parent Body2 Body -parent Hips Body2 -parent SPINNER Body2 -parent Waist SPINNER  -rename peject eject -rename pbarrel barrel -rename pflash flash -parent eject pistol -parent flash pistol -parent barrel pistol
	
	addoptions -keepmesh securitybodymesh
	addoptions -keepmesh sec_rshldrmesh
	addoptions -keepmesh sec_lshldrmesh
	addoptions -keepmesh w_pistolmesh
	addoptions -keepmesh pflash1
	addoptions -keepmesh pflash2
	addoptions -keepmesh secsheild_outerglass
	addoptions -keepmesh secsheild_innerglass
	addoptions -keepmesh secsheild_innermesh
	addoptions -keepmesh secsheild_outermesh
	addoptions -keepmesh skeletonmesh
	
	addoptions -align ALL

	anim	models/characters/male_npc/cycles/idles/af_pose.mb -dest models/md5/monsters/zombies/zsec_shield/af_pose
	anim	models/monsters/zombie/cycles/walks/shield_walk.mb -dest models/md5/monsters/zombies/zsec_shield/shield_walk
	anim	models/monsters/zombie/cycles/idles/shield_sight.mb -dest models/md5/monsters/zombies/zsec_shield/shield_sight
	anim	models/monsters/zombie/cycles/idles/shield_stand.mb -dest models/md5/monsters/zombies/zsec_shield/shield_stand
	anim	models/monsters/zombie/cycles/pains/shield_head_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_head_pain
	anim	models/monsters/zombie/cycles/pains/shield_chest_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_chest_pain
	anim	models/monsters/zombie/cycles/pains/shield_left_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_left_pain
	anim	models/monsters/zombie/cycles/pains/shield_right_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_right_pain
	anim	models/monsters/zombie/cycles/attacks/shield_stand_crate.mb -range 0 0 -dest models/md5/monsters/zombies/zsec_shield/shield_crate_up_A
	anim	models/monsters/zombie/cycles/attacks/shield_stand_crate.mb -range 0 10 -dest models/md5/monsters/zombies/zsec_shield/shield_crate_up_B
	anim	models/monsters/zombie/cycles/attacks/shield_stand_crate.mb -range 11 30 -dest models/md5/monsters/zombies/zsec_shield/shield_crate_up_C
	anim	models/monsters/zombie/cycles/attacks/shield_stand_crate.mb -range 31 40 -dest models/md5/monsters/zombies/zsec_shield/shield_crate_up_D
	anim	models/monsters/zombie/cycles/runs/shield_evade_left.mb -dest models/md5/monsters/zombies/zsec_shield/shield_evade_left
	anim	models/monsters/zombie/cycles/runs/shield_evade_right.mb -dest models/md5/monsters/zombies/zsec_shield/shield_evade_right
	anim	models/monsters/zombie/cycles/attacks/shield_raise.mb -dest models/md5/monsters/zombies/zsec_shield/shield_raise
	anim	models/monsters/zombie/cycles/attacks/shield_lower.mb -dest models/md5/monsters/zombies/zsec_shield/shield_lower
	anim	models/monsters/zombie/cycles/attacks/shield_stand_fire.mb -dest models/md5/monsters/zombies/zsec_shield/shield_stand_fire

	anim	models/monsters/zombie/cycles/attacks/shield_wall_rotate_left.mb -range 0 0 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_A
	anim	models/monsters/zombie/cycles/attacks/shield_wall_rotate_left.mb -range 1 10 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_B
	anim	models/monsters/zombie/cycles/attacks/shield_wall_rotate_left.mb -range 11 30 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_C
	anim	models/monsters/zombie/cycles/attacks/shield_wall_rotate_left.mb -range 31 40 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_D

	anim	models/monsters/zombie/cycles/attacks/shield_wall_rotate_right.mb -range 0 0 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotright_A
	anim	models/monsters/zombie/cycles/attacks/shield_wall_rotate_right.mb -range 1 10 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotright_B
	anim	models/monsters/zombie/cycles/attacks/shield_wall_rotate_right.mb -range 11 30 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotright_C
	anim	models/monsters/zombie/cycles/attacks/shield_wall_rotate_right.mb -range 31 40 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotright_D

	anim	models/monsters/zombie/cycles/attacks/shield_wall_lean_left.mb -range 0 0 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_A
	anim	models/monsters/zombie/cycles/attacks/shield_wall_lean_left.mb -range 1 10 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_B
	anim	models/monsters/zombie/cycles/attacks/shield_wall_lean_left.mb -range 11 30 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_C
	anim	models/monsters/zombie/cycles/attacks/shield_wall_lean_left.mb -range 31 40 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_D

	anim	models/monsters/zombie/cycles/attacks/shield_wall_lean_right.mb -range 0 0 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanright_A
	anim	models/monsters/zombie/cycles/attacks/shield_wall_lean_right.mb -range 1 10 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanright_B
	anim	models/monsters/zombie/cycles/attacks/shield_wall_lean_right.mb -range 11 30 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanright_C
	anim	models/monsters/zombie/cycles/attacks/shield_wall_lean_right.mb -range 31 40 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanright_D
	anim	models/monsters/zombie/cycles/walks/shield_step_left.mb -dest models/md5/monsters/zombies/zsec_shield/shield_step_left
	anim	models/monsters/zombie/cycles/walks/shield_step_right.mb -dest models/md5/monsters/zombies/zsec_shield/shield_step_right
	anim	models/monsters/zombie/cycles/attacks/shield_crouch_range_attack.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack
	anim	models/monsters/zombie/cycles/attacks/shield_crouch_range_attack_loop.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_loop
	anim	models/monsters/zombie/cycles/attacks/shield_crouch_range_attack_end.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_end
	anim	models/monsters/zombie/cycles/attacks/shield_crouch_range_attack_aim.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_aim
	anim	models/monsters/zombie/cycles/attacks/shield_stand_aim.mb -dest models/md5/monsters/zombies/zsec_shield/shield_stand_aim
	anim	models/monsters/zombie/cycles/pains/shield_crouch_left_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_left_pain
	anim	models/monsters/zombie/cycles/pains/shield_crouch_right_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_right_pain
}

model model_monster_zsec_shield {
	mesh							models/md5/monsters/zombies/zsec_pistol/zsecpistol.md5mesh
	channel torso					( *Waist )
	channel legs					( origin Body Body2 *Hips -*Waist SPINNER )
	skin							skins/monsters/zombies/zsecurity_helmet_pistol_shield.skin

	anim af_pose					models/md5/monsters/zombies/zsec_pistol/af_pose.md5anim
	anim ik_pose					models/md5/monsters/zombies/zsec_pistol/af_pose.md5anim

	anim stand 						models/md5/monsters/zombies/zsec_shield/shield_stand.md5anim
	anim idle						models/md5/monsters/zombies/zsec_shield/shield_stand.md5anim

	anim sight						models/md5/monsters/zombies/zsec_shield/shield_sight.md5anim {
		frame 1							sound_voice monster_zombie_security_sight
	}
	
	anim walk 						models/md5/monsters/zombies/zsec_shield/shield_walk.md5anim {
		frame 9						sound_body monster_zombie_security_footstep		
		frame 21						sound_body monster_zombie_security_footstep		
	}

	anim run 						models/md5/monsters/zombies/zsec_shield/shield_run.md5anim {
		frame 8							sound_body monster_zombie_security_footstep		
		frame 18						sound_body monster_zombie_security_footstep		
	}
	
	anim crouch_range_attack		models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack.md5anim
	anim crouch_range_attack_loop	models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_loop.md5anim {
		frame 1						sound_weapon player_pistol_fire
		frame 1						launch_missile pistol
	}
	anim crouch_range_attack_end	models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_end.md5anim
	anim crouch_range_attack_aim	models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_aim.md5anim

	anim range_attack_aim			models/md5/monsters/zombies/zsec_shield/shield_stand_aim.md5anim


	anim step_left					models/md5/monsters/zombies/zsec_shield/shield_step_left.md5anim
	anim step_right 				models/md5/monsters/zombies/zsec_shield/shield_step_right.md5anim

	anim evade_left           		models/md5/monsters/zombies/zsec_shield/shield_evade_left.md5anim
	
	anim evade_right				models/md5/monsters/zombies/zsec_shield/shield_evade_right.md5anim

	anim crouch_pain				models/md5/monsters/zombies/zsec_shield/shield_crouch_left_pain.md5anim {
		frame 1						sound_voice monster_zombie_security_pain
	}

	anim crouch_pain_chest			models/md5/monsters/zombies/zsec_shield/shield_crouch_left_pain.md5anim {
		frame 1						sound_voice monster_zombie_security_pain
	}
	anim crouch_pain_head			models/md5/monsters/zombies/zsec_shield/shield_crouch_right_pain.md5anim {
		frame 1						sound_voice monster_zombie_security_pain
	}
	anim crouch_pain_left_arm		models/md5/monsters/zombies/zsec_shield/shield_crouch_left_pain.md5anim {
		frame 1						sound_voice monster_zombie_security_pain
	}
	anim crouch_pain_right_arm		models/md5/monsters/zombies/zsec_shield/shield_crouch_right_pain.md5anim {
		frame 1						sound_voice monster_zombie_security_pain
	}

	anim pain						models/md5/monsters/zombies/zsec_shield/shield_chest_pain.md5anim {
		frame 1						sound_voice monster_zombie_security_pain
	}

	anim pain_chest					models/md5/monsters/zombies/zsec_shield/shield_chest_pain.md5anim {
		frame 1						sound_voice monster_zombie_security_pain
	}

	anim pain_head					models/md5/monsters/zombies/zsec_shield/shield_head_pain.md5anim {
		frame 1						sound_voice monster_zombie_security_pain
	}

	anim pain_right_arm				models/md5/monsters/zombies/zsec_shield/shield_right_pain.md5anim {
		frame 1						sound_voice monster_zombie_security_pain
	}

	anim pain_left_arm				models/md5/monsters/zombies/zsec_shield/shield_left_pain.md5anim {
		frame 1						sound_voice monster_zombie_security_pain
	}

	anim stepoutright_out			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_B.md5anim
	anim stepoutright_fire			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_C.md5anim {
		frame 2						sound_weapon player_pistol_fire
		frame 2						launch_missile pistol
	}
	anim stepoutright_in			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_D.md5anim
	anim stepoutright_wait			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_A.md5anim

	
	anim stepoutleft_out			models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_B.md5anim
	anim stepoutleft_fire			models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_C.md5anim {
		frame 2						sound_weapon player_pistol_fire
		frame 2						launch_missile pistol
	}
	anim stepoutleft_in				models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_D.md5anim
	anim stepoutleft_wait			models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_A.md5anim


	anim leanoutright_out			models/md5/monsters/zombies/zsec_shield/shield_wallleanright_B.md5anim
	anim leanoutright_fire			models/md5/monsters/zombies/zsec_shield/shield_wallleanright_C.md5anim {
		frame 2						sound_weapon player_pistol_fire
		frame 2						launch_missile pistol
	}
	anim leanoutright_in			models/md5/monsters/zombies/zsec_shield/shield_wallleanright_D.md5anim
	anim leanoutright_wait			models/md5/monsters/zombies/zsec_shield/shield_wallleanright_A.md5anim

	
	anim leanoutleft_out			models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_B.md5anim
	anim leanoutleft_fire			models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_C.md5anim {
		frame 2						sound_weapon player_pistol_fire
		frame 2						launch_missile pistol
	}
	anim leanoutleft_in				models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_D.md5anim
	anim leanoutleft_wait			models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_A.md5anim


	anim cratestand_out				models/md5/monsters/zombies/zsec_shield/shield_crate_up_B.md5anim
	anim cratestand_fire			models/md5/monsters/zombies/zsec_shield/shield_crate_up_C.md5anim {
		frame 2						sound_weapon player_pistol_fire
		frame 2						launch_missile pistol
	}
	anim cratestand_in				models/md5/monsters/zombies/zsec_shield/shield_crate_up_D.md5anim
	anim cratestand_wait			models/md5/monsters/zombies/zsec_shield/shield_crate_up_A.md5anim

	anim rotoutleft1_out			models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_B.md5anim
	anim rotoutleft1_fire			models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_C.md5anim {
		frame 2						sound_weapon player_pistol_fire
		frame 2						launch_missile pistol
	}
	anim rotoutleft1_in				models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_D.md5anim
	anim rotoutleft1_wait			models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_A.md5anim


	anim rotoutright1_out			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_B.md5anim
	anim rotoutright1_fire			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_C.md5anim {
		frame 2						sound_weapon player_pistol_fire
		frame 2						launch_missile pistol
	}
	anim rotoutright1_in			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_D.md5anim
	anim rotoutright1_wait			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_A.md5anim

	anim rotoutleft2_out			models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_B.md5anim
	anim rotoutleft2_fire			models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_C.md5anim {
		frame 2						sound_weapon player_pistol_fire
		frame 2						launch_missile pistol
	}
	anim rotoutleft2_in				models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_D.md5anim
	anim rotoutleft2_wait			models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_A.md5anim
	
	anim rotoutright2_out			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_B.md5anim
	anim rotoutright2_fire			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_C.md5anim {
		frame 2						sound_weapon player_pistol_fire
		frame 2						launch_missile pistol
	}
	anim rotoutright2_in			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_D.md5anim
	anim rotoutright2_wait			models/md5/monsters/zombies/zsec_shield/shield_wallrotright_A.md5anim


	anim range_attack				models/md5/monsters/zombies/zsec_shield/shield_raise.md5anim
	anim range_attack_loop1			models/md5/monsters/zombies/zsec_shield/shield_stand_fire.md5anim {
		frame 1						sound_weapon player_pistol_fire
		frame 1						launch_missile pistol
	}
	anim range_attack_loop2			models/md5/monsters/zombies/zsec_shield/shield_stand_fire.md5anim {
		frame 1						sound_weapon player_pistol_fire
		frame 1						launch_missile pistol

	}
	anim range_attack_end			models/md5/monsters/zombies/zsec_shield/shield_lower.md5anim

	anim crate_up_out				models/md5/monsters/zombies/zsec_shield/shield_crate_up_B.md5anim
	anim crate_up_fire				models/md5/monsters/zombies/zsec_shield/shield_crate_up_C.md5anim {
		frame 2						sound_weapon player_pistol_fire
		frame 2						launch_missile pistol

	}
	anim crate_up_in				models/md5/monsters/zombies/zsec_shield/shield_crate_up_D.md5anim
	anim crate_up_wait				models/md5/monsters/zombies/zsec_shield/shield_crate_up_A.md5anim
}

entityDef monster_zsec_shield {
	"inherit"						"monster_zsec_shotgun"
	"scriptobject"					"monster_zombie_security_pistol"
	"model"							"model_monster_zsec_shield"
	"size"							"40 40 72"
	"use_aas"						"aas48"
	"team"							"1"
	"rank"							"1"
	"health"						"110"
	"def_projectile"				"projectile_bullet_zsec_shield"
	"num_projectiles"				"1"
	"attack_cone"					"70"
	"attack_accuracy"				"3"
	"projectile_spread"				"2"
	"smoke_weapon"					"cgsmoke.smoke"
	"smoke_wound_metal"				"bulletricochet.prt"
	"smoke_wound_ricochet"			"bulletricochet.prt"
	
	"damage_zone head"				"*loneckcontrol"
	"damage_zone chest"				"*Waist -*Rshldr -*Lshldr -*loneckcontrol -*shield"
	"damage_zone left_arm"			"*Lshldr -*shield"
	"damage_zone right_arm"			"*Rshldr"
	"damage_zone legs"				"*Hips"
	"damage_zone shield"			"*shield"
	"damage_scale shield"			"0"
	"damage_scale head"				"1.25"
	
	"ragdoll"						"monster_zombie_security_pistol"
	"def_head"						"head_security_dhelmet"
	"head_joint"					"Shoulders"

	"skin_dropGib"					"skins/monsters/zombies/securitygib.skin"
	"def_dropGibItem1"				"moveable_item_head_pork"
	"dropGibItem1Joint"				"headcontrol"

	"def_dropGibItem2"				"moveable_item_torso_pork"
	"dropGibItem2Joint"				"Chest"

	"def_dropGibItem3"				"moveable_item_rup_arm_pork"
	"dropGibItem3Joint"				"Ruparm"

	"def_dropGibItem4"				"moveable_item_left_waist_pork"
	"dropGibItem4Joint"				"Waist"

	"def_dropGibItem5"				"moveable_item_lup_leg_pork"
	"dropGibItem5Joint"				"Lupleg"

	"def_dropGibItem6"				"moveable_item_rup_leg_pork"
	"dropGibItem6Joint"				"Rupleg"

	"def_dropGibItem7"				"moveable_item_rup2_leg_pork"
	"dropGibItem7Joint"				"Rloleg"

	"def_dropGibItem8"				"moveable_item_pelvis_pork"
	"dropGibItem8Joint"				"Hips"

	"def_dropDeathItem9"			"moveable_item_pistol"
	"dropDeathItem9Joint"			"pistol"

	"def_dropDeathItem10"			"moveable_item_shield"
	"dropDeathItem10Joint"			"shield"

	"skin_dropDeath"				"skins/monsters/zombies/zsecurity.skin"

	"mtr_flashShader"				"muzzleflash"
	"flashTime"						"0.15"
	"flashColor"					"1 0.8 0.4"
	"flashRadius"					"80"
}

entityDef	damage_bullet_zsec_shield {
	"damage"						"6"
	"kickDir"						"1 0 0"

	"mtr_blob"						"genericDamage"
	"blob_time"						"300"
	"blob_size"						"400"
	"blob_offset_x"					"400"

	"knockback"						"1"
	
	"smoke_wound_flesh"				"bloodwound.smoke"
	"mtr_wound_flesh"				"textures/decals/hurt02"
	"mtr_splat_flesh"				"textures/decals/dsplat2"
	"mtr_splat_flesh2"				"textures/decals/dsplat5"
	"mtr_splat_flesh3"				"textures/decals/dsplat7"
	"mtr_splat_flesh4"				"textures/decals/dsplat11"
	"snd_flesh"						"bullet_impact_flesh"

	"kick_time"						"400"
	"kick_amplitude"				"1"

	"dv_time"						"100"
}

entityDef projectile_bullet_zsec_shield {
	"spawnclass"					"idProjectile"
	"mins"							"-1 -1 -1"
	"maxs"							"1 1 1"
	"cone"							"3"
	"scale"							"0.1"
	"noshadows"						"1"

	"snd_ricochet"					"bullet_ricochet"
	"snd_impact"					"bullet_impact_metal"

	"def_damage"					"damage_bullet_zsec_shield"

	"launchFromBarrel"				"0"
	"health"						"0"
	"velocity"						"2000 0 0"	// slowed down for tracer effect
	"angular_velocity"				"0 0 0"
	"thrust"						"0"
	"thrust_start"					"0"
	"thrust_end"					"0"
	"linear_friction"				"0"
	"angular_friction"				"0"
	"contact_friction"				"0"
	"bounce"						"0.6"
	"mass"							"2"
	"gravity"						"0"
	"fuse"							"4"

	"detonate_on_fuse"				"0"
	"detonate_on_death"				"0"
	"detonate_on_world"				"1"
	"detonate_on_actor"				"1"

	"impact_damage_effect"			"1"
	"impact_gib"					"1"

	"mtr_detonate"					"textures/decals/bulleth02"
	"decal_size"					"10"

	"smoke_fly"						""
	"smoke_detonate"				"smokeandspark.smoke"
	"smoke_bounce"					""	//particles/bullet_sparks.particle"
	"smoke_fuse"					""
									
	"mtr_light_shader"				""
	"light_color"					"0 0 0"
	"light_radius"					"0"
	"light_offset"					"0 0 0"

	"mtr_explode_light_shader"		""
	"explode_light_color"			"0 0 0"
	"explode_light_radius"			"0"
	"explode_light_fadetime"		"0"
}
