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

	character_soldiers.def

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

model character_soldier_machinegun {
	inherit							model_monster_zsec_machinegun

	anim talk_primary				models/md5/monsters/zombies/zsec_machinegun/machinegun_sight.md5anim {
		frame 1						sound_voice snd_talk_primary
	}
	anim talk_secondary1			models/md5/monsters/zombies/zsec_machinegun/machinegun_sight.md5anim { 
		frame 1						sound_voice snd_talk_secondary
	}
	anim talk_secondary2			models/md5/monsters/zombies/zsec_machinegun/machinegun_sight.md5anim { 
		frame 1						sound_voice snd_talk_secondary2
	}
	anim talk_excuseme				models/md5/monsters/zombies/zsec_machinegun/machinegun_sight.md5anim { 
		frame 1						sound_voice snd_talk_excuseme
	}
}

entityDef character_soldier_machinegun {
	"inherit"					"monster_zsec_machinegun"
	"model"						"character_soldier_machinegun"
	"scriptobject"				"character_soldier_pistol"
	"skin"						"skins/characters/npcs/security_helmet_p90"
	"def_head"					"head_security_goggles"
	"head_joint"				"Shoulders"
	"def_projectile"			"projectile_bullet_char_soldier_machinegun"

	"npc_name"					"Leroy"
	
	"projectile_spread"			"2"
	"attack_accuracy"			"2"

	"health"					"250"
	"team"						"0"
	"rank"						"0"
	"on_activate"				""
	
	"no_idle_chatter"			"1"
	
	"talks"							"1"
	"talkradius"					"256"					// when player exits this radius, go back to idle
	"talktime"						"3"						// how long to pay attention to player after speaking
	
	"talk0_blendin"					"8"
	"talk0_blendout"				"8"
	"talk1_blendin"					"8"
	"talk1_blendout"				"8"
	"talk2_blendin"					"8"
	"talk2_blendout"				"8"

	"snd_talk_primary"				"marscity_marine4_hq_primary"
	"snd_talk_secondary"			"marscity_marine4_hq_secondary1"
	"snd_talk_secondary2"			"marscity_marine4_hq_secondary2"
	"snd_talk_excuseme"				"marine_excuseme"	
}


entityDef damage_bullet_char_soldier_machinegun {
	"damage"						"5"
	"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_char_soldier_machinegun {
	"spawnclass"					"idProjectile"
	"mins"							"-1 -1 -1"
	"maxs"							"1 1 1"
	"cone"							"3"
	"scale"							"0.1"
	"noshadows"						"1"
	"tracers"						"1"
	"model_tracer"					"models/particles/tracer/tracer.lwo"

	"snd_ricochet"					"bullet_ricochet"
	"snd_tracer"					"bullet_flight"
	"snd_impact"					"bullet_impact_metal"

	"def_damage"					"damage_bullet_char_soldier_machinegun"

	"launchFromBarrel"				"1"
	"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"
}
