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

	monster_demon_d3xp_bruiser.def

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

export James {
 	options -prefix B_ -keep Lknee Rknee -keep ROT -align movement -parent spine_1 ROT -parent ROT body -sourcedir models/monsters/d3xp_bruiser/cycles -destdir models/md5/monsters/d3xp_bruiser

	mesh	d3xp_bruiser_mesh.mb -dest d3xp_bruiser
	anim	idle.mb
	anim	af_pose.mb
	anim	walk.mb
	anim	range_attack1.mb
	anim	pain_left.mb
	anim	pain_right.mb
}

model monster_demon_d3xp_bruiser {
	mesh							models/md5/monsters/d3xp_bruiser/d3xp_bruiser.md5mesh
	channel torso					( *spine_1 )
	channel legs					( *Hips origin body ROT )

	anim af_pose					models/md5/monsters/d3xp_bruiser/af_pose.md5anim
	anim ik_pose					models/md5/monsters/d3xp_bruiser/af_pose.md5anim
	anim idle						models/md5/monsters/d3xp_bruiser/idle.md5anim
	anim stand						models/md5/monsters/d3xp_bruiser/idle.md5anim
	anim walk						models/md5/monsters/d3xp_bruiser/walk.md5anim
	anim pain_left_arm				models/md5/monsters/d3xp_bruiser/pain_left.md5anim
	anim pain_right_arm				models/md5/monsters/d3xp_bruiser/pain_right.md5anim
	anim range_attack1				models/md5/monsters/d3xp_bruiser/range_attack1.md5anim
	
	//anim teleport					models/md5/monsters/d3xp_bruiser/teleport.md5anim
	//anim turret_attack			models/md5/monsters/d3xp_bruiser/range_attack2.md5anim
	//anim melee_attack1			models/md5/monsters/d3xp_bruiser/attack1.md5anim
	//anim melee_attack2			models/md5/monsters/d3xp_bruiser/attack2.md5anim
	//anim melee_attack3			models/md5/monsters/d3xp_bruiser/attack3.md5anim
	//anim melee_attack4			models/md5/monsters/d3xp_bruiser/attack4.md5anim
	//anim evade_left				models/md5/monsters/d3xp_bruiser/evade_left.md5anim
	//anim evade_right				models/md5/monsters/d3xp_bruiser/evade_right.md5anim
	//anim pain 					models/md5/monsters/d3xp_bruiser/pain_chest1.md5anim
	//anim pain_chest				models/md5/monsters/d3xp_bruiser/pain_chest1.md5anim
	//anim pain_head				models/md5/monsters/d3xp_bruiser/pain_head1.md5anim
	
	//anim sight					models/md5/monsters/d3xp_bruiser/sight2.md5anim
	//anim af_pose					models/md5/monsters/d3xp_bruiser/af_pose.md5anim
	//anim ik_pose					models/md5/monsters/d3xp_bruiser/af_pose.md5anim

}

entityDef monster_demon_d3xp_bruiser {
	"inherit"						"monster_default"
	"model"							"monster_demon_d3xp_bruiser"
	//"scriptobject"				"monster_demon_d3xp_bruiser"
	//"ragdoll"						"monster_demon_d3xp_bruiser"
	"size"							"48 48 68"
	"use_aas"						"aas48"
	"team"							"1"
	"rank"							"2"
	"health"						"425"
	"attack_cone"					"70"
	"attack_accuracy"				"0"
	"melee_range"					"48"
	"bone_focus"					"Head"
	"burnaway"						"0.50"
	"smoke_burnParticleSystem"		"burn_imp.prt-chest"
	"delay"							"2"
	
	"look_min"						"-90 -125 0"
	"look_max"						"25 125 0"
	"look_joint Waist"				"0.4 0.4 0"
	"look_joint Head"				"0.6 0.6 0"
	
	"damage_zone head"				"*neck_2"
	"damage_zone chest"				"*spine_1 -*r_clav -*l_clav -*neck_2"
	"damage_zone left_arm"			"*r_clav"
	"damage_zone right_arm"			"*l_clav"
	"damage_scale head"				"2"
	"mass"   						"850"

	"ik_numLegs"					"2"
	"ik_footSize"					"8"
	"ik_footDownTrace"				"64"
	"ik_waist"						"body"
	"ik_hip1"						"l_upleg"
	"ik_hip2"						"r_upleg"
	"ik_knee1"						"l_loleg"
	"ik_knee2"						"r_loleg"
	"ik_ankle1"						"l_leg"
	"ik_ankle2"						"r_leg"
	"ik_dir1"						"Lknee"
	"ik_dir2"						"Rknee"
	"ik_foot1"						"ik_foot1"
	"ik_foot2"						"ik_foot2"

	"snd_sight"						"monster_demon_archvile_sight"
	"snd_sight2"					"monster_demon_archvile_sight2"
	"snd_chatter"					"monster_demon_archvile_chatter"
	"snd_chatter_combat"			"monster_demon_archvile_chatter"
	"snd_pain"						"monster_demon_archvile_pain"
	"snd_attack"					"monster_demon_archvile_attack"
	"snd_death"						"monster_demon_archvile_die"
	"snd_createmissile"				"monster_demon_imp_fireball_create"
	"snd_footstep"					"monster_demon_archvile_footstep"
	"snd_resurrection"				"monster_demon_archvile_resurrection"
	"snd_melee"					    "monster_demon_archvile_melee"
	"snd_burn"						"monster_demon_archvile_burn"

	"smokeParticleSystem"			"flame_r"
	"smokeParticleSystem2"			"flame_l"
}

