// SP values are commented out for reference

entityDef damage_bfg_mp {
	"inherit"		"damage_bfg"
	// "damage"		"200"
}

entityDef damage_bfgSplash_mp {
	"inherit"		"damage_bfgSplash"
	// "damage"		"40"
	// "radius"		"100"
}

entityDef damage_bullet_chaingun_mp {
	"inherit"		"damage_bullet_chaingun"
	"damage"		"25" //changed by jim 8-23-04 from 30
}

entityDef damage_chainsaw_mp {
	"inherit"		"damage_chainsaw"
	// "damage"		"60"
}

entityDef damage_fists_mp {
	"inherit"		"damage_fists"
	// "damage"		"20"
}

entityDef damage_flashlight_mp {
	"inherit"		"damage_flashlight"
	// "damage"		"20"
}

entityDef damage_grenadeDirect_mp {
	"inherit"		"damage_grenadeDirect"
	"damage"		"75" //changed by Tim 6-17-04
}

entityDef damage_grenadeSplash_mp {
	"inherit"		"damage_grenadeSplash"
	"damage"		"75"  //changed by Tim 6-17-04
	"radius"		"150" //changed by Tim 6-17-04
}

entityDef damage_grenadeSplash_inhand_mp {
	"inherit"					"damage_grenadeSplash_mp"
	"selfDamageScale"			"20"		// defaults to 0.5 in multiplayer, so override it to full damage so player dies.
}

entityDef damage_bullet_machinegun_mp {
	"inherit"		"damage_bullet_machinegun"
	"damage"		"12"
}

entityDef damage_bullet_pistol_mp {
	"inherit"		"damage_bullet_pistol"
	"damage"		"15"
}

entityDef damage_plasmablast_mp {
	"inherit"		"damage_plasmablast"
	"damage"		"30"
}

entityDef damage_rocketDirect_mp {
	"inherit"		"damage_rocketDirect"
	"damage"		"100"
}

entityDef damage_rocketSplash_mp {
	"inherit"			"damage_rocketSplash"
	"damage"			"100"
	"radius"			"125" //changed by tim 6-22-04 from 100
	"knockback"				"80"
	"attackerPushScale"		"1.5"
	"attackerDamageScale"	"0.4"
	"selfDamageScale"		"0.75" //changed by jim 8-23-04 from 0.5
}

entityDef damage_shotgun_mp {
	"inherit"		"damage_shotgun"
	"damage"		"15" //changed from 9 Tim 6-17-04
}

entityDef damage_soulblast_mp {
	"inherit"		"damage_soulblast"
	// "damage"		"200"
}

entityDef damage_soulSplash_mp {
	"inherit"		"damage_soulSplash"
	// "damage"		"40"
	// "radius"		"100"
}

entityDef damage_softfall_mp {
	"inherit"	"damage_softfall"
	"damage"	"3"
}

entityDef damage_hardfall_mp {
	"inherit"	"damage_hardfall"
	"damage"	"15"
}

entityDef damage_fatalfall_mp {
	"inherit"	"damage_fatalfall"
	"damage"	"30"
}

entityDef damage_explodingbarrel_mp {
	"inherit"			"damage_explodingbarrel"
	"selfDamageScale"	"1"
}

entityDef item_armor_security_mp {
	"inherit"	"item_armor_security"
}

entityDef item_armor_shard_mp {
	"inherit"	"item_armor_shard"
}

entityDef ammo_belt_small_mp {
	"inherit"		"ammo_belt_small"
	"inv_ammo_belt"	"120"
}

entityDef ammo_bullets_large_mp {
	"inherit"	"ammo_bullets_large"
}

entityDef ammo_bullets_small_mp {
	"inherit"	"ammo_bullets_small"
}

entityDef ammo_cells_large_mp {
	"inherit"	"ammo_cells_large"
}

entityDef ammo_cells_small_mp {
	"inherit"	"ammo_cells_small"
}

entityDef ammo_clip_large_mp {
	"inherit"	"ammo_clip_large"
}

entityDef ammo_clip_small_mp {
	"inherit"	"ammo_clip_small"
}

entityDef ammo_grenade_small_mp {
	"inherit"	"ammo_grenade_small"
}

entityDef item_medkit_mp {
	"inherit"	"item_medkit"
}

entityDef item_medkit_small_mp {
	"inherit"	"item_medkit_small"
}

entityDef ammo_rockets_large_mp {
	"inherit"	"ammo_rockets_large"
}

entityDef ammo_rockets_small_mp {
	"inherit"	"ammo_rockets_small"
}

entityDef ammo_shells_large_mp {
	"inherit"	"ammo_shells_large"
}

entityDef ammo_shells_small_mp {
	"inherit"	"ammo_shells_small"
}

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

	Weapons

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

entityDef weapon_chainsaw_mp {
	"inherit"			"weapon_chainsaw"
}

entityDef moveable_item_chainsaw_mp {
	"inherit"			"moveable_item_chainsaw"
}

entityDef weapon_pistol_mp {
	"inherit"			"weapon_pistol"
}

entityDef projectile_bullet_pistol_mp {
	"inherit"			"projectile_bullet_pistol"
	"net_instanthit"	"1"				// predict decals on walls in MP
	"velocity"			"20000 0 0"		// fast projectiles in MP
	"mass"				"1"				// lower mass because of the high velocity
	"tracers"			"0"				// no tracers in MP
	"push"				"0"				// no additional push in MP
}

entityDef moveable_item_pistol_mp {
	"inherit"			"moveable_item_pistol"
}

entityDef weapon_shotgun_mp {
	"inherit"			"weapon_shotgun"
	"inv_ammo_shells"	"8"
	"spread"			"11"
}

entityDef projectile_bullet_shotgun_mp {
	"inherit"			"projectile_bullet_shotgun"
	"net_instanthit"	"1"				// don't predict decals on walls because the predicted spread is way of
	"velocity"			"20000 0 0"		// fast projectiles in MP
	"mass"				"0.5"			// lower mass because of the high velocity
	"tracers"			"0"				// no tracers in MP
	"push"				"0"				// no additional push in MP
}

entityDef moveable_item_shotgun_mp {
	"inherit"			"moveable_item_shotgun"
}

entityDef weapon_machinegun_mp {
	"inherit"			"weapon_machinegun"
	"spread"			"1"
	"inv_ammo_clip"		"60"
}

entityDef projectile_bullet_machinegun_mp {
	"inherit"			"projectile_bullet_machinegun"
	"net_instanthit"	"1"				// predict decals on walls in MP
	"velocity"			"20000 0 0"		// fast projectiles in MP
	"mass"				"0.5"				// lower mass because of the high velocity
	"tracers"			"0"				// no tracers in MP
	"push"				"0"				// no additional push in MP
}

entityDef moveable_item_machinegun_mp {
	"inherit"			"moveable_item_machinegun"
}

entityDef weapon_chaingun_mp {
	"inherit"			"weapon_chaingun"
	"spread"			"1"
	"inv_ammo_belt"		"60"
}

entityDef projectile_chaingunbullet_mp {
	"inherit"			"projectile_chaingunbullet"
	"net_instanthit"	"1"				// predict decals on walls in MP
	"velocity"			"20000 0 0"		// fast projectiles in MP
	"mass"				"1"				// lower mass because of the high velocity
	"tracers"			"0"				// no tracers in MP
	"push"				"0"				// no additional push in MP
}

entityDef moveable_item_chaingun_mp {
	"inherit"			"moveable_item_chaingun"
}

entityDef weapon_handgrenade_mp {
	"inherit"			"weapon_handgrenade"
}

entityDef projectile_grenade_mp {
	"inherit"			"projectile_grenade"
	"push"				"0"				// no additional push in MP
}

entityDef moveable_item_grenades_mp {
	"inherit"			"moveable_item_grenades"
	"damage"			"80" //6-8-04 -Tim
}

entityDef weapon_plasmagun_mp {
	"inherit"			"weapon_plasmagun"
	"inv_ammo_cells"	"30"
	"clipSize"			"30"
}

entityDef projectile_plasmablast_mp {
	"inherit"			"projectile_plasmablast"
	"mins"				"-4 -4 -4"
	"maxs"				"4 4 4"
	"push"				"0"				// no additional push in MP
	"smoke_fly"			""	// particle effect while in the air
}

entityDef moveable_item_plasmagun_mp {
	"inherit"			"moveable_item_plasmagun"
}

entityDef weapon_rocketlauncher_mp {
	"inherit"			"weapon_rocketlauncher"
	"model"				"models/weapons/rocketlauncher/mp_rocketlauncher.lwo"
}

entityDef projectile_rocket_mp {
	"inherit"			"projectile_rocket"
	"push"				"0"				// no additional push in MP
}

entityDef moveable_item_rocketlauncher_mp {
	"inherit"			"moveable_item_rocketlauncher"
}

entityDef weapon_bfg_mp {
	"inherit"			"weapon_bfg"
}

entityDef projectile_bfg_mp {
	"inherit"			"projectile_bfg"
	"no_contents"		"0"
	"velocity"			"250 0 0"
	"push"				"0"				// no additional push in MP
}

entityDef moveable_item_bfg_mp {
	"inherit"			"moveable_item_bfg"
}


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

 player model

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

model model_mp_marine {
	inherit								model_sp_marine

	mesh								models/md5/characters/npcs/playermoves/mpplayer.md5mesh
	
	channel torso						( *Waist )
	channel legs						( *origin -*Waist SPINNER eyecontrol)

	skin								skins/characters/player/marine_mp.skin
	
	anim run_forward					models/md5/characters/npcs/playermoves/run_270.md5anim {
		frame 10						rightfoot
		frame 19						leftfoot
	}
	anim walk							models/md5/characters/npcs/playermoves/jog.md5anim 
	anim walk_backwards					models/md5/characters/npcs/playermoves/jog_back.md5anim 

	anim walk_strafe_left				models/md5/characters/npcs/playermoves/walk_strafe_left.md5anim 

	anim walk_strafe_right				models/md5/characters/npcs/playermoves/walk_strafe_right.md5anim 
}

entityDef player_doommarine_mp {

	"inherit"							"player_base_d3xp_mp"
	"model"								"model_d3xp_mp_marine"
	"bleed"								"1"
	"gib"								"1"

	"skin_dropDeath"					"skins/characters/player/marine_mp_death.skin"
	"skin_invisibility"					"skins/characters/player/marine_mp_invisible"

	"deathSkinTime"						"500"	// how long once dead before setting the dead body contents to 0

	"health"							"100"
	"pm_walkspeed"						"200"
	"pm_runspeed"						"275"
	"maxarmor"							"200"
	"deplete_armor"						"100"	// deplete the armor when above this
	"deplete_rate"						"1.5"	// every x seconds
	"deplete_ammount"					"2"		// how much
	"weapon"							"weapon_fists,weapon_pistol,weapon_machinegun,weapon_handgrenade"
	"ammo_grenades"						"2"
	"ammo_clip"							"90"
	"damage_scale head"					"2"

	"snd_teleport_enter"				"player_sounds_teleport_enter"
	"snd_teleport_exit"					"player_sounds_teleport_exit"
	"snd_teleport"						"player_sounds_teleport"
	"snd_berserk_third"					"player_sounds_berserk_third"
	"snd_hit_feedback"					"sound/feedback/hitlo"

	"fx_spawn"							"fx/teleporterplayer.fx"

	"mtr_icon_lag"						"textures/sfx/lagsprite"
    "mtr_icon_chat"						"textures/sfx/chatsprite"

	"snd_voc_are_you_serious"			"voc_are_you_serious"
	"snd_voc_attack_now"				"voc_attack_now"
	// "snd_voc_bullshit"					"voc_bullshit"
	"snd_voc_cancel_that"				"voc_cancel_that"
	"snd_voc_cover_me"					"voc_cover_me"
	"snd_voc_die_already"				"voc_die_already"
	"snd_voc_enemy_has_powerup"			"voc_enemy_has_powerup"
	"snd_voc_enemy_spotted"				"voc_enemy_spotted"
	"snd_voc_grab_the_armor"			"voc_grab_the_armor"
	"snd_voc_great_game"				"voc_great_game"
	"snd_voc_hack"						"voc_hack"
	"snd_voc_i_have_extra_weapon"		"voc_i_have_extra_weapon"
	"snd_voc_i_have_the_armor"			"voc_i_have_the_armor"
	"snd_voc_i_have_the_powerup"		"voc_i_have_the_powerup"
	"snd_voc_i_need_a_weapon"			"voc_i_need_a_weapon"
	"snd_voc_i_need_health"				"voc_i_need_health"
	"snd_voc_ill_take_that"				"voc_ill_take_that"
	"snd_voc_im_armed_and_ready"		"voc_im_armed_and_ready"
	"snd_voc_im_not_ready"				"voc_im_not_ready"
	"snd_voc_im_taking_fire"			"voc_im_taking_fire"
	"snd_voc_item_available"			"voc_item_available"
	"snd_voc_movein"					"voc_movein"
	"snd_voc_negative"					"voc_negative"
	"snd_voc_no_way"					"voc_no_way"
	"snd_voc_on_my_way"					"voc_on_my_way"
	"snd_voc_overhere"					"voc_overhere"
	"snd_voc_prepare_for_attack"		"voc_prepare_for_attack"
	"snd_voc_pull_back"					"voc_pull_back"
	"snd_voc_roger"						"voc_roger"
	"snd_voc_that_sucked"				"voc_that_sucked"
	"snd_voc_yeah_right"				"voc_yeah_right"

	"snd_invulnerable"					"invulnerable_loop"
	

	"txt_voc_are_you_serious"			"Are you serious?"
	"txt_voc_attack_now"				"Attack Now!"
	"txt_voc_bullshit"					"Bullshit"
	"txt_voc_cancel_that"				"Cancel that"
	"txt_voc_cover_me"					"Cover me!"
	"txt_voc_die_already"				"Die Already!"
	"txt_voc_enemy_has_powerup"			"Enemy has powerup"
	"txt_voc_enemy_spotted"				"Enemy spotted"
	"txt_voc_grab_the_armor"			"Grab the armor"
	"txt_voc_great_game"				"Great Game"
	"txt_voc_hack"						"Hack!"
	"txt_voc_i_have_extra_weapon"		"I have an extra weapon"
	"txt_voc_i_have_the_armor"			"I have the armor"
	"txt_voc_i_have_the_powerup"		"I have the powerup"
	"txt_voc_i_need_a_weapon"			"I need a weapon"
	"txt_voc_i_need_health"				"I need health"
	"txt_voc_ill_take_that"				"I'll take that"
	"txt_voc_im_armed_and_ready"		"I'm armed and ready"
	"txt_voc_im_not_ready"				"I'm not ready"
	"txt_voc_im_taking_fire"			"Taking fire"
	"txt_voc_item_available"			"Item available"
	"txt_voc_movein"					"Move in!"
	"txt_voc_negative"					"Negative"
	"txt_voc_no_way"					"No way"
	"txt_voc_on_my_way"					"On my way"
	"txt_voc_overhere"					"Over here"
	"txt_voc_prepare_for_attack"		"Prepare for attack"
	"txt_voc_pull_back"					"Pull back!"
	"txt_voc_roger"						"Roger"
	"txt_voc_that_sucked"				"That sucked"
	"txt_voc_yeah_right"				"Yeah right"

}
