/***************************************
export head stuff
***************************************/


export fred {
	options -prefix XP_ -keep eyecontrol headcontrol neckcontrol loneckcontrol Leyeaim Reyeaim -parent Head headcontrol -parent Reyeaim eyecontrol -parent Leyeaim eyecontrol -parent headcontrol neckcontrol -parent neckcontrol loneckcontrol -parent Neck neckcontrol -parent Jaw Head -parent mouth12 Head -parent mouth1 Head -parent mouth2 Head -parent mouth3 Head -parent mouth4 Jaw -parent mouth5 Jaw -parent mouth6 Jaw -parent mouth7 Jaw -parent mouth8 Jaw -parent mouth9 Head -parent mouth10 Head -parent mouth11 Head  -parent Lcheek Head -parent Rcheek Head -parent Rnostril Head -parent Lnostril Head -parent Lsmile Head -parent Rsmile Head -parent Rcheek Head -parent Lcheek Head -parent Lsneer Head -parent Rsneer Head -parent Lbrow1 Head -parent Lbrow2 Head -parent Lbrow3 Head -parent Rbrow1 Head -parent Rbrow2 Head -parent Rbrow3 Head -parent Ruplid Head -parent Rlolid Head -parent Luplid Head -parent Llolid Head


	mesh models/characters/player_character/head/cycles/makemesh.mb -rotate 90 -dest models/md5/characters/player/head/d3xp_head
	anim models/characters/player_character/head/cycles/idle.mb -rotate 90 -dest models/md5/characters/player/head/d3xp_head_idle
	anim models/characters/player_character/head/cycles/blink.mb -xyzprecision .01 -rotate 90 -dest models/md5/characters/player/head/d3xp_head_blink

}


/***************************************
export body stuff
***************************************/

export fredplayer {

options -prefix MP_ -keep Loneck Head Lknee Rknee Lhand Lhand1 Rhand Body2 Body SPINNER PISTOL_ATTACHER SHOTGUN_ATTACHER MGATTACHER pgATTACHER NADE_ATTACHER CHAINSAW_ATTACHER RL_ATTACHER FL_ATTACHER BFG_ATTACHER CHAINGUN_ATTACHER PDA_ATTACHER SOUL_ATTACHER loneckadjust headcontrol neckcontrol loneckcontrol eyecontrol jawcontrol jawadjust Jaw -parent Body2 Body -parent Hips Body2 -parent SPINNER Body2 -parent Waist SPINNER -parent PISTOL_ATTACHER Rhand1 -parent SHOTGUN_ATTACHER Rhand1 -parent MGATTACHER Rhand1 -parent pgATTACHER Rhand1 -parent NADE_ATTACHER Rhand1 -parent CHAINSAW_ATTACHER Rhand1 -parent RL_ATTACHER Lhand1 -parent FL_ATTACHER Rhand1 -parent BFG_ATTACHER Rhand1 -parent CHAINGUN_ATTACHER Rhand -parent headcontrol neckcontrol -parent neckcontrol loneckcontrol -parent loneckcontrol Shoulders -parent PDA_ATTACHER Rhand -parent SOUL_ATTACHER Rhand


	addoptions -keepmesh marinebodymesh
	addoptions -keepmesh zippermesh
	addoptions -keepmesh beltmesh

	mesh	models/characters/player_character/cycles/makemesh.mb -rotate 90 -dest models/md5/characters/player/d3xp_spplayer
}

export fredplayer2 {

options -prefix MP_ -keep Lknee Rknee Lhand Lhand1 Rhand Body2 Body SPINNER PISTOL_ATTACHER SHOTGUN_ATTACHER MGATTACHER pgATTACHER NADE_ATTACHER CHAINSAW_ATTACHER RL_ATTACHER FL_ATTACHER BFG_ATTACHER CHAINGUN_ATTACHER PDA_ATTACHER SOUL_ATTACHER loneckadjust headcontrol neckcontrol loneckcontrol eyecontrol jawcontrol jawadjust Jaw -parent Body2 Body -parent Hips Body2 -parent SPINNER Body2 -parent Waist SPINNER -parent PISTOL_ATTACHER Rhand1 -parent SHOTGUN_ATTACHER Rhand1 -parent MGATTACHER Rhand1 -parent pgATTACHER Rhand1 -parent NADE_ATTACHER Rhand1 -parent CHAINSAW_ATTACHER Rhand1 -parent RL_ATTACHER Lhand1 -parent FL_ATTACHER Rhand1 -parent BFG_ATTACHER Rhand1 -parent CHAINGUN_ATTACHER Rhand -parent headcontrol neckcontrol -parent neckcontrol loneckcontrol -parent loneckcontrol Shoulders -parent PDA_ATTACHER Rhand -parent SOUL_ATTACHER Rhand

	addoptions -keepmesh head_skullmesh
	addoptions -keepmesh skeletonmesh
	addoptions -keepmesh marinehelmetmesh
	addoptions -keepmesh head_uachelmetmesh
	addoptions -keepmesh marinebodymesh
	addoptions -keepmesh head_bfx1mesh
	addoptions -keepmesh head_bfx2mesh
	addoptions -keepmesh head_bfx3mesh
	addoptions -keepmesh head_bfx4mesh
	addoptions -keepmesh head_bfxflamemesh
	addoptions -keepmesh head_bfxmodelmesh
	addoptions -keepmesh head_stumpmesh
	addoptions -keepmesh berserkbodyfxmesh
//new anims

	anim	models/characters/player_character/cycles/dbshotgun_idle_down.mb -rotate 90 -dest models/md5/characters/npcs/playermoves/dbshotgun_idle_down
	anim	models/characters/player_character/cycles/dbshotgun_idle.mb -rotate 90 -dest models/md5/characters/npcs/playermoves/dbshotgun_idle
	anim	models/characters/player_character/cycles/dbshotgun_idle_up.mb -rotate 90 -dest models/md5/characters/npcs/playermoves/dbshotgun_idle_up

	anim	models/characters/player_character/cycles/dbshotgun_aim_up.mb -rotate 90 -dest models/md5/characters/npcs/playermoves/dbshotgun_aim_up
	anim	models/characters/player_character/cycles/dbshotgun_aim.mb -rotate 90 -dest models/md5/characters/npcs/playermoves/dbshotgun_aim
	anim	models/characters/player_character/cycles/dbshotgun_aim_down.mb -rotate 90 -dest models/md5/characters/npcs/playermoves/dbshotgun_aim_down

	anim	models/characters/player_character/cycles/dbshotgun_fire.mb -rotate 90 -range 49 75 -dest models/md5/characters/npcs/playermoves/dbshotgun_fire1
	anim	models/characters/player_character/cycles/dbshotgun_fire_up.mb -rotate 90 -range 49 75 -dest models/md5/characters/npcs/playermoves/dbshotgun_fire_up
	anim	models/characters/player_character/cycles/dbshotgun_fire_down.mb -rotate 90 -range 49 75 -dest models/md5/characters/npcs/playermoves/dbshotgun_fire_down

	anim	models/characters/player_character/cycles/dblower_raise.mb -rotate 90 -range 1 6 -dest models/md5/characters/npcs/playermoves/dblowerwep
	anim	models/characters/player_character/cycles/dblower_raise.mb -rotate 90 -range 6 20 -dest models/md5/characters/npcs/playermoves/dbraisewep

	anim	models/characters/player_character/cycles/dbshotgun_reload.mb -rotate 90 -dest models/md5/characters/npcs/playermoves/dbreload


}

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

 d3le player

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

model model_d3le_sp_head {
	mesh							models/md5/characters/player/head/d3xp_head.md5mesh
	channel eyelids					( Ruplid Rlolid Luplid Llolid )

	anim idle						models/md5/characters/player/head/d3xp_head_idle.md5anim
	anim stand						models/md5/characters/player/head/d3xp_head_idle.md5anim
	anim blink						models/md5/characters/player/head/d3xp_head_blink.md5anim
}

model model_d3le_sp_marine {
	inherit model_sp_marine
	skin								skins/characters/player/d3xp_sp.skin

	offset								( 0 0 1 )

	mesh								models/md5/characters/player/d3xp_spplayer.md5mesh

	channel torso						( *Waist )
	channel legs						( *origin -*Waist SPINNER eyecontrol)

	anim shotgun_double_raise					models/md5/characters/npcs/playermoves/raisewep.md5anim
	anim shotgun_double_idle					models/md5/characters/npcs/playermoves/shotgun_idle_down.md5anim, models/md5/characters/npcs/playermoves/shotgun_idle.md5anim, models/md5/characters/npcs/playermoves/shotgun_idle_up.md5anim
	anim shotgun_double_aim						models/md5/characters/npcs/playermoves/shotgun_aim_down.md5anim, models/md5/characters/npcs/playermoves/shotgun_aim.md5anim, models/md5/characters/npcs/playermoves/shotgun_aim_up.md5anim
	anim shotgun_double_fire1					models/md5/characters/npcs/playermoves/shotgun_fire_down.md5anim, models/md5/characters/npcs/playermoves/shotgun_fire1.md5anim, models/md5/characters/npcs/playermoves/shotgun_fire_up.md5anim
	anim shotgun_double_reload					models/md5/characters/npcs/playermoves/dbreload.md5anim
	anim shotgun_double_lower					models/md5/characters/npcs/playermoves/lowerwep.md5anim

	anim grabber_raise					models/md5/characters/npcs/playermoves/raisewep.md5anim
	anim grabber_idle					models/md5/characters/npcs/playermoves/plasmagun_idle_down.md5anim, models/md5/characters/npcs/playermoves/plasmagun_idle.md5anim, models/md5/characters/npcs/playermoves/plasmagun_idle_up.md5anim
	anim grabber_aim					models/md5/characters/npcs/playermoves/plasmagun_aim_down.md5anim, models/md5/characters/npcs/playermoves/plasmagun_aim.md5anim, models/md5/characters/npcs/playermoves/plasmagun_aim_up.md5anim
	anim grabber_fire1					models/md5/characters/npcs/playermoves/plasmagun_fire_down.md5anim, models/md5/characters/npcs/playermoves/plasmagun_fire1.md5anim, models/md5/characters/npcs/playermoves/plasmagun_fire_up.md5anim
	anim grabber_lower					models/md5/characters/npcs/playermoves/lowerwep.md5anim
}

entityDef player_id_base_d3le {
	"spawnclass"						"idPlayer"
	"scriptobject"						"player"
	
	"pda_name"							"d3le_personal"
	"player_expansion"					"d3le"
	
	"hud"								"guis/d3xp-hud.gui"
	"mphud"								"guis/mphud.gui"
	"cursor"							"guis/cursor.gui"

	"blink_min"							"2.5"
	"blink_max"							"8.0"

	"max_ammo_shells"					"320"
	"max_ammo_bullets"					"360"
	"max_ammo_rockets"					"96"
	"max_ammo_cells"					"500"
	"max_ammo_grenades"					"50"
	"max_ammo_souls"					"5"							// number of kills required to charge the soul cube
	"max_ammo_bfg"						"32"
	"max_ammo_clip"						"600"
	"max_ammo_belt"						"600"

	// default weapons
	// seperate multiple weapons with commas (no spaces).
	// NOTE: default ammo must be specified explicitly.
	"weapon"							"weapon_fists,weapon_pistol,weapon_flashlight,weapon_pda"
	"weapon_nightmare"					"weapon_fists,weapon_pistol,weapon_flashlight,weapon_pda,weapon_soulcube"

	"pm_jumpheight"						"48"
	"pm_stepsize"						"16"
	"pm_crouchspeed"					"100"
	"pm_walkspeed"						"175"
	"pm_runspeed"						"275"
	"pm_noclipspeed"					"300"
	"pm_minviewpitch"					"-89"	// looking up
	"pm_maxviewpitch"					"89"	// looking down
	"pm_stamina"						"24"
	"pm_staminathreshold"				"4"
	"pm_staminarate"					"0.75"
	"pm_crouchheight"					"38"
	"pm_crouchviewheight"				"32"

	"pm_normalheight"					"74"
	"pm_normalviewheight"				"68"
	"pm_deadheight"						"20"
	"pm_deadviewheight"					"10"
	"pm_crouchrate"						"0.87"
	"pm_bboxwidth"						"32"
	"pm_crouchbob"						"0.5"		// ducked characters bob much faster
	"pm_walkbob"						"0.3"		// walking bobs slow
	"pm_runbob"							"0.4"		// faster speeds bob faster
	"pm_modelview"						"0"			// 0 == normal, 1 == view inside model, 2 == view inside model when dead
	"pain_delay"						"0.5"		// how long to wait before playing pain sound
	"respawn_delay"						"1.7"		// minimum delay for respawning after death

	// stats
	"health"							"100"
	"maxhealth"							"100"
	"stamina"							"120"
	"armor"								"0"
	"maxarmor"							"125"

	// ammo
	"ammo_shells"						"0"
	"ammo_bullets"						"48"
	"ammo_rockets"						"0"
	"ammo_cells"						"0"
	"ammo_grenades"						"0"
	"ammo_bfg"							"0"
	"ammo_clip"							"0"
	"ammo_belt"							"0"

	// inventory items
	"key_blue"							"0"
	"key_red"							"0"
	"data_linker"						"0"
	"pda"								"0"
	"video"								""

	"bleed"								"0"

	"bone_focus"						"headcontrol"
	"bone_leftEye"						"Leyeaim"
	"bone_rightEye"						"Reyeaim"
	"bone_hips"							"Hips"
	"bone_chest"						"Shoulders"		// AI aim location
	"bone_head"							"headcontrol"	// AI aim location

	"damage_zone head"					"*loneckcontrol"
	"damage_zone chest"					"*Waist -*loneckcontrol"
	"damage_zone left_arm"				"*Luparm"
	"damage_zone right_arm"				"*Ruparm"
	"damage_zone legs"					"origin Body2"
	"damage_scale head"					"1"

	"ragdoll"							"player_npcs"

	"gib"								"1"
	"def_dropGibItem"					"moveable_item_head_pork"
	"dropGibItemJoint"					"Head"
	"skin_dropGib"						"skins/characters/player/marine_mp_death.skin"

	"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_dropItem6"						"moveable_item_rup_leg_pork"
	"dropGibItem6Joint"					"Rupleg"

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

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

	"ik_numLegs"						"2"
	"ik_footSize"						"4"
	"ik_minWaistAnkleDist"				"16"
	"ik_waist"							"Body2"
	"ik_hip1"							"Lupleg"
	"ik_hip2"							"Rupleg"
	"ik_knee1"							"Lloleg"
	"ik_knee2"							"Rloleg"
	"ik_ankle1"							"Lankle_r"
	"ik_ankle2"							"Rankle_r"
	"ik_dir1"							"Lknee"
	"ik_dir2"							"Rknee"
	"ik_foot1"							"Lball_r"
	"ik_foot2"							"Rball_r"

	"ik_numArms"						"0"
	"ik_shoulder1"						"Ruparm"
	"ik_shoulder2"						"Luparm"
	"ik_elbow1"							"Rloarm"
	"ik_elbow2"							"Lloarm"
	"ik_hand1"							"Rfings2"
	"ik_hand2"							"Lfings2"

	"snd_stepladder"					"player_climb_ladder"
	"snd_weapon_switch"					"player_sounds_weapon_switch"
	"snd_footstep"						"player_sounds_footstep"
	"snd_death"							"player_sounds_death"
	"snd_fall"							"player_sounds_fall"
	"snd_pain_small"					"player_sounds_pain_small"
	"snd_pain_medium"					"player_sounds_pain_medium"
	"snd_pain_large"					"player_sounds_pain_big"
	"snd_pain_huge"						"player_sounds_pain_huge"
	"snd_land_soft"						"player_sounds_fastlanding"
	"snd_land_hard"						"player_sounds_thud"
	"snd_objectiveup"					"player_sounds_objectiveup"
	"snd_objectivedown"					"player_sounds_objectivedown"
	"snd_doublevision"					"player_sounds_doublevision"
	"snd_thud"							"player_sounds_thud"
	"snd_heartbeat"						"player_sounds_heartbeat"
	"snd_heartbeat_dying"				"player_sounds_heartbeat_dying"
	"snd_skipcinematic"					"player_sounds_skipcinematic"
	"snd_guienter"						"player_sounds_guienter"
	"snd_guiexit"						"player_sounds_guiexit"
	"snd_soulcube_ready"				"soulcube_energize"
	"snd_healthpulse"					"soulcube_givehealth"
	"snd_hitArmor"						"player_sounds_hitArmor"
	"snd_hitFlesh"						"player_sounds_hitFlesh"
	"snd_airGasp"						"player_sounds_airGasp"
	"snd_noAir"							"player_sounds_noAir"
	"snd_berserk_third"					"player_sounds_berserk"
	"snd_teleport_exit"					"player_sounds_teleportExit"
	"snd_teleport_start"				"player_sounds_teleportStart"
	"snd_burn"							"sizzle"
	"snd_invisibility"					"invisibility_pickup"
	"snd_megahealth"					"megasphere_pickup"
	"snd_healthtake"					"player_takehealth"
}

entityDef player_base_d3le_sp {
	"inherit"							"player_id_base_d3le"

	// weapon slots
	"def_weapon0"						"weapon_fists"
	"weapon0_best"						"0"					// whether weapon should be chosen when out of ammo
	"weapon0_cycle"						"0"					// whether weapon should be selected when using next/prev weapon
	"weapon0_toggle"					"0"					// whether selecting weapon twice switches between current and previous weapons
	"weapon0_allowempty"				"1"
	"weapon0_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon1"						"weapon_grabber"
	"weapon1_best"						"0"
	"weapon1_cycle"						"1"
	"weapon1_toggle"					"0"
	"weapon1_allowempty"				"1"
	"weapon1_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon2"						"weapon_pistol"
	"weapon2_best"						"1"
	"weapon2_cycle"						"1"
	"weapon2_toggle"					"0"
	"weapon2_allowempty"				"1"
	"weapon2_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon3"						"weapon_shotgun"
	"weapon3_best"						"1"
	"weapon3_cycle"						"1"
	"weapon3_toggle"					"0"
	"weapon3_allowempty"				"1"
	"weapon3_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon4"						"weapon_shotgun_double"
	"weapon4_best"						"1"
	"weapon4_cycle"						"1"
	"weapon4_toggle"					"0"
	"weapon4_allowempty"				"1"
	"weapon4_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon5"						"weapon_machinegun"
	"weapon5_best"						"1"
	"weapon5_cycle"						"1"
	"weapon5_toggle"					"0"
	"weapon5_allowempty"				"1"
	"weapon5_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon6"						"weapon_chaingun"
	"weapon6_best"						"1"
	"weapon6_cycle"						"1"
	"weapon6_toggle"					"0"
	"weapon6_allowempty"				"1"
	"weapon6_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon7"						"weapon_handgrenade"
	"weapon7_best"						"0"
	"weapon7_cycle"						"1"
	"weapon7_toggle"					"0"
	"weapon7_allowempty"				"0"
	"weapon7_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon8"						"weapon_plasmagun"
	"weapon8_best"						"1"
	"weapon8_cycle"						"1"
	"weapon8_toggle"					"0"
	"weapon8_allowempty"				"1"
	"weapon8_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon9"						"weapon_rocketlauncher"
	"weapon9_best"						"0"
	"weapon9_cycle"						"1"
	"weapon9_toggle"					"0"
	"weapon9_allowempty"				"1"
	"weapon9_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon10"						"weapon_bfg"
	"weapon10_best"						"0"
	"weapon10_cycle"					"1"
	"weapon10_toggle"					"0"
	"weapon10_allowempty"				"1"
	"weapon10_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon11"						""
	"weapon11_best"						"0"
	"weapon11_cycle"					"0"
	"weapon11_toggle"					"0"
	"weapon11_allowempty"				"0"
	"weapon11_visible"					"0"					// whether you can see this weapon in the inventory or not

	"def_weapon12"						"weapon_soulcube"
	"weapon12_best"						"0"
	"weapon12_cycle"					"1"
	"weapon12_toggle"					"0"
	"weapon12_allowempty"				"1"
	"weapon12_visible"					"1"					// whether you can see this weapon in the inventory or not

	"def_weapon13"						""
	"weapon13_best"						"0"
	"weapon13_cycle"					"0"
	"weapon13_toggle"					"0"
	"weapon13_allowempty"				"1"
	"weapon13_visible"					"0"					// whether you can see this weapon in the inventory or not

	"def_weapon14"						""
	"weapon14_best"						"0"
	"weapon14_cycle"					"0"
	"weapon14_toggle"					"0"
	"weapon14_allowempty"				"1"
	"weapon14_visible"					"0"					// whether you can see this weapon in the inventory or not

	"def_weapon15"						""
	"weapon15_best"						"0"
	"weapon15_cycle"					"0"
	"weapon15_toggle"					"0"
	"weapon15_allowempty"				"1"
	"weapon15_visible"					"0"					// whether you can see this weapon in the inventory or not

	"def_weapon16"						"weapon_flashlight"
	"weapon16_best"						"0"
	"weapon16_cycle"					"0"
	"weapon16_toggle"					"1"
	"weapon16_allowempty"				"1"
	"weapon16_visible"					"0"					// whether you can see this weapon in the inventory or not

	"def_weapon17"						"weapon_flashlight_new"
	"weapon17_best"						"0"
	"weapon17_cycle"					"0"
	"weapon17_toggle"					"0"
	"weapon17_allowempty"				"0"
	"weapon17_visible"					"0"					// whether you can see this weapon in the inventory or not

	"def_weapon18"						"weapon_pda"
	"weapon18_best"						"0"
	"weapon18_cycle"					"0"
	"weapon18_toggle"					"0"
	"weapon18_allowempty"				"1"
	"weapon18_visible"					"0"					// whether you can see this weapon in the inventory or not

	"current_weapon"					"2"

	"weapontoggle0"						"0,1"
	"weapontoggle3"						"3,4"
}


entityDef d3le_player_doommarine  {

	"inherit"							"player_base_d3le_sp"
	"model"								"model_d3le_sp_marine"
	"snd_decompress"					"sound/air_and_vents/decompress.wav"
	"snd_recompress"					"sound/air_and_vents/recompress.wav"
	"snd_airless"						"player_sounds_noAir"
	"def_head"							"model_d3le_sp_head"
	"head_joint"						"Shoulders"
	"copy_joint neckcontrol"			"neckcontrol"
	"copy_joint headcontrol"			"headcontrol"
	"copy_joint_world eyecontrol"		"eyecontrol"
	"text_infoTitle"					"#str_02908"
	"text_noPDA"						"#str_02034"
	"text_PDANeeded"					"#str_02909"
	"text_firstPDA"						"#str_02035"

	"slowmo"							"0"					// _D3XP

	"snd_helltime_start"				"helltime_start"	// _D3XP
	"snd_helltime_loop"					"helltime_loop"		// _D3XP
	"snd_helltime_stop"					"helltime_stop"		// _D3XP
}
