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

	monster_demon_sentry.def

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

export fred {
	options		-prefix SENTRY1_ -scale .7 -keep L1toe L2toe R1toe R2toe barrel Lelbow Lknee Relbow Rknee eject flash light -parent light Head1 -parent flash Hips -parent eject Hips -parent barrel Hips -parent R1_upleg Hips -parent R2_upleg Hips -parent L1_upleg Hips -parent L2_upleg Hips -parent Loneck Hips -sourcedir models/monsters/sentry/animation/cycles -destdir models/md5/monsters/sentry

	
	mesh		sentry_mesh.mb -dest sentry

	anim		initial.ma 
	anim		alert.ma
	anim		walk1.ma
	anim		walk1_beam.ma
	anim		unfold.ma
	anim 		fold.ma
	anim 		folded.ma
	anim		walk1_pain.ma
	anim		stand_death.ma
	anim 		idle_stand1.ma
	anim 		is_2_alert.ma
	anim 		death_getup_on3.ma
	anim		walk_on3.ma
	anim		range_attackstart.ma
	anim		range_attack4.ma -dest range_attack1
	anim		range_attackend.ma
	anim		strafe_lft.ma
	anim		strafe_rt.ma
	anim		talk_primary.ma
	anim		turn_left.ma
	anim		turn_right.ma

	addoptions	-prefix ref_ 

	anim		wall_release.ma -rotate 90 -range 1 120
	anim		wall_release_blank.ma -rotate 90 -range 1 150 -dest wall_release_dummy
	anim		wall_release.ma -rotate 90 -range 1 1 -dest wall_release_idle
}

entityDef monster_demon_sentry {
	"inherit"					"char_sentry_flashlight"
	"scriptobject"				"monster_demon_sentry"
	"skin_flashlight_off"		"skins/models/monsters/demon_sentrynobeam.skin"
	"skin_flashlight_on"		"skins/models/monsters/demon_sentrybeam.skin"	
	"health"					"140"
	"team"						"1"
	"anim"						"stand"
	"on_activate"				""
	"def_projectile"			"projectile_demon_sentry_bullet"
}

entityDef projectile_demon_sentry_bullet {
	"inherit"					"projectile_sentry_bullet"
	
	"def_damage"				"damage_demon_sentry_bullet"
}

entityDef damage_demon_sentry_bullet {
	"damage"			"2"
	"kickDir"			"1 0 0"

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

	"knockback"			"1"
	
	"smoke_wound_flesh"	"bloodwound.smoke"
	
	"kick_time"			"10"
	"kick_amplitude"	"0"

	"dv_time"			"50"
}

entityDef	damage_plasmatracer {
	"damage"						"40"
	"smoke_wound_flesh"				"bloodwound.smoke"
	"snd_flesh"						"bullet_impact_flesh"
}

entityDef projectile_plasmatracer {
	"spawnclass"					"idProjectile"
	"mins"							"-3 -3 -3"
	"maxs"							"3 3 3"
	"model" 						"models/monsters/sentry/plasmatracer.lwo"

	"def_damage"					"damage_plasmatracer"

	"health"						"0"					// amount of damage projectile can take if damaged (0 means it can't be destroyed)
	"velocity"						"700 0 0"			// how fast the projectile leaves the gun (or distance if fuse is 0)
	"angular_velocity"				"0 0 0"				// how the projectile is rotating when it leaves the gun
	"thrust"						"0"					// the rate of acceleration (always in the direction of the projectiles model)
	"thrust_start"					"0"					// when to start accelerating
	"thrust_end"					"0"					// when to stop accelerating
	"linear_friction"				"0"					// "air" friction
	"angular_friction"				"0"
	"contact_friction"				"0"
	"bounce"						"0"					// how much speed a projectile retains when it bounces off of objects (coefficient of restitution).  0 means no bounce.
	"mass"							"5"
	"gravity"						"0"					// how much gravity affects the trajectory.  gravity direction is same as the entity that fired it.
	"fuse"							"10"				// how long before the projectile is removed or self-detonates.  Use 0 for beam weapons (velocity == distance).

	"detonate_on_fuse"				"0"					// whether projectile should detonate when it's fuse runs out
	"detonate_on_death"				"1"					// whether projectile should detonate when it's "killed" (health runs out)
	"detonate_on_world"				"1"					// whether projectile should detonate when it hits an obstacle
	"detonate_on_actor"				"1"					// whether projectile should detonate when it hits a character in the game

	"impact_damage_effect"			"0"					// whether projectile causes blood splats from characters that bleed
	"impact_gib"					"1"					// whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)

	"mtr_detonate"					"textures/decals/ballburn01"
	"decal_size"					"75" 

	"smoke_fly"						""					// particle effect while in the air
	"smoke_detonate"				""					// particle effect when detonates
	"smoke_residue"					""					// particle effect while in the air
	"smoke_bounce"					""					// particle effect when bounces
	"smoke_fuse"					""					// particle effect when removed from fuse expiring

//	"mtr_light_shader"				""
//	"light_color"					"0 0 0.8"
//	"light_radius"					"160"
//	"light_offset"					"-8 0 0"

//	"mtr_explode_light_shader"		"muzzleflash"
//	"explode_light_color"			"0 0 1"
//	"explode_light_radius"			"160"
//	"explode_light_fadetime"		"0.25"

	"snd_fly"						"sound/zaphod/plasmafly.wav"					// sound effect while in the air
	"snd_explode"					"sound/zaphod/plasmaexplode.wav"
}
