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

 characters

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

entityDef character_default {
	"editor_color"					"1 .5 0"
	"editor_mins"					"-16 -16 0"
	"editor_maxs"					"16 16 64"

	"editor_var ambush"				"if set to 1, monster only wakes up if it sees the player."
	"editor_var trigger"			"when to become active.  0 is on sight, 1 is on trigger."
	"editor_var attack_path"		"when activated, follow a path of path_corners to the end and then attack."
	"editor_var wait"				"how long to wait before activating.  Use -1 to wait for trigger."
	"editor_var target"				"set of info_pathnodes to visit."
	"editor_var wander"				"if set to 1, visit pathnodes randomly, otherwise visit them in order."
	"editor_var on_activate"		"Animation to play when monster sees player or is triggered."
	"editor_var walk_on_trigger"	"Set to 1 to make monsters start following a path without getting mad at player when triggered."
	"editor_var action"				"animation to cycle when spawned in."

	"spawnclass"					"idAI"
	"spawnobject"					"actor"
	"ambush"						"0"
	"wait"							"0"
	"team"							"0"
	"rank"							"0"
	"action"						"idle"
	"on_activate"					"sight"
	"state"							"state_Inactive"
	"attack_rate"					"4"
	"head_look"						"1"
	"projectile"					""
	"attack_cone"					"70"
	"leap_range"					"0"
	"leap_rate"						"0"
	"run_range"						"0"
	"melee_range"					"0"
	"missile_range_min"				"0"
	"missile_range_max"				"0"
	"range_max"						"1024"
	"chatter_min"					"5"
	"chatter_max"					"10"
	"bleed"							"1"
}

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

char_scientist1

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

export characters_export_01 {
	options -prefix MSCI1_ -align ALL -keep eyethings clipboard -parent Neck Shldrs -parent eyehead Head -parent eyethings Head -parent clipboard Lhand
	mesh	models/characters/scientist/Animation/cycles/idle1.ma -dest models/md5/meshes/scientist1
	anim	models/characters/scientist/Animation/cycles/idle1.ma -dest models/md5/anims/chars/scientist1/idle1
	anim	models/characters/scientist/Animation/cycles/idle2.ma -dest models/md5/anims/chars/scientist1/idle2
	anim	models/characters/scientist/Animation/cycles/walk1.ma -dest models/md5/anims/chars/scientist1/walk1
	anim	models/characters/scientist/Animation/cycles/walk2.ma -dest models/md5/anims/chars/scientist1/walk2
	anim	models/characters/scientist/Animation/cycles/run1.ma  -dest models/md5/anims/chars/scientist1/run1
	anim	models/characters/scientist/Animation/cycles/pain1.ma -dest models/md5/anims/chars/scientist1/pain1
	anim	models/characters/scientist/Animation/cycles/painwalk.ma -dest models/md5/anims/chars/scientist1/painwalk
	anim	models/characters/scientist/Animation/cycles/death2.ma -dest models/md5/anims/chars/scientist1/death1
	anim	models/characters/scientist/Animation/cycles/cringe1.ma -dest models/md5/anims/chars/scientist1/cringeone
	anim	models/characters/scientist/Animation/cycles/cringe2.ma -dest models/md5/anims/chars/scientist1/cringetwo

	anim	models/characters/scientist/Animation/cycles/push_buttons.ma -dest models/md5/anims/chars/scientist1/panel_loop
	anim	models/characters/scientist/Animation/cycles/hear_u_getup.ma -dest models/md5/anims/chars/scientist1/hear_u_getup
	anim	models/characters/scientist/Animation/cycles/talk_to_someone1.ma -dest models/md5/anims/chars/scientist1/talk1
	anim	models/characters/scientist/Animation/cycles/listen_to_someone1.ma -dest models/md5/anims/chars/scientist1/listen1
	anim	models/characters/scientist/Animation/pushbuttons.mb -dest models/md5/anims/chars/scientist1/panel
	anim 	models/characters/scientist/Animation/cycles/wave_loop.ma -dest models/md5/anims/chars/scientist1/wave_loop
	anim 	models/characters/scientist/Animation/cycles/look_at_monitors.ma -dest models/md5/anims/chars/scientist1/look_at_monitors
	anim	models/characters/scientist/Animation/cycles/look_out_window.ma -dest models/md5/anims/chars/scientist1/look_out_window
	anim	models/characters/scientist/Animation/cycles/be_right_there.ma -dest models/md5/anims/chars/scientist1/there
	anim	models/characters/scientist/Animation/cycles/push_light_switch.ma -dest models/md5/anims/chars/scientist1/light
	anim 	models/characters/scientist/Animation/cycles/stool_jammin_loop.ma -dest models/md5/anims/chars/scientist1/stool_jammin
	addoptions -rotate -130
	anim	models/characters/scientist/Animation/cycles/workloop1.ma -dest models/md5/anims/chars/scientist1/work1
}

entityDef char_scientist1 {
	"inherit"						"character_default"
	"size"							"16 16 68"
	"use_aas"						"aas32"
	"team"							"0"
	"rank"							"0"
	"health"						"15"

	"model"							"char_scientist1"

}

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

friendly_sentry_guard

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

entityDef friendly_sentry_guard {
	"inherit"						"character_default"
	"size"							"40 40 68"
	"use_aas"						"aas96"
	"team"							"0"
	"rank"							"-1"
	"health"						"150"
	"action"						"folded"
	"on_activate"					"unfold"
									
	"model"							"friendly_sentry_guard"
}

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

char_uac_marine

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

entityDef char_uac_marine {
	"inherit"						"character_default"
	"size"							"16 16 68"
	"use_aas"						"aas32"
	"team"							"0"
	"rank"							"0"
	"health"						"15"

	"skin"							"skins/uacmarine/machinegun.skin"

	"model"							"char_uac_marine"
}


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

char_uac_marine_face

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

export characters_export_02 {
	options -prefix MARINE_ -align ALL -parent neckhelmet Shldrs -parent neckface Shldrs
	mesh	models/characters/uac_marine/Animation/cycles/idle.mb
	anim	models/characters/uac_marine/Animation/cycles/idle.mb
	anim	models/characters/uac_marine/Animation/cycles/walkcycle.mb
}

entityDef char_uac_marine_face {
	"inherit"						"character_default"
	"size"							"16 16 68"
	"use_aas"						"aas32"
	"team"							"0"
	"rank"							"0"
	"health"						"15"

	"skin"							"skins/uacmarine/pistol.skin"

	"model"							"char_uac_marine_face"
}

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

char_security_face1

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

entityDef char_security_face1 {
	"inherit"						"character_default"
	"size"							"16 16 68"
	"use_aas"						"aas32"
	"team"							"0"
	"rank"							"0"
	"health"						"15"

	"skin"							"skins/security/face1.skin"

	"model"							"char_security_face1"
}

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

char_security_face2

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

entityDef char_security_face2 {
	"inherit"						"character_default"
	"size"							"16 16 68"
	"use_aas"						"aas32"
	"team"							"0"
	"rank"							"0"
	"health"						"15"

	"skin"							"skins/security/face2.skin"

	"model"							"char_security_face2"
}

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

char_security_helmet

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

entityDef char_security_helmet {
	"inherit"						"character_default"
	"size"							"16 16 68"
	"use_aas"						"aas32"
	"team"							"0"
	"rank"							"0"
	"health"						"15"

	"skin"							"skins/security/helmet.skin"

	"model"							"char_security_helmet"
}

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

char_sci_chick
***********************************************************************/

export characters_export_03 {
	options -prefix FHEAD_ 
	mesh	models/characters/scientist/fhead01/cycles/test.mb
	anim	models/characters/scientist/fhead01/cycles/test.mb
}

entityDef char_sci_chick {
	"inherit"						"character_default"
	"size"							"16 16 68"
	"use_aas"						"aas32"
	"team"							"0"
	"rank"							"0"
	"health"						"15"

	"skin"							""

	"model"							"char_sci_chick"
}




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

eyetest just for debugging

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

export characters_export_04 {
	mesh	models/Fred/BOO2.mb
	anim	models/Fred/BOO2.mb
}

entityDef eye_test {
	"editor_color"					"1 .5 0"
	"editor_mins"					"-16 -16 0"
	"editor_maxs"					"16 16 64"
									
	"editor_usage"					"For testing"
									
	"spawnclass"					"idAnimatedEntity"
	"size"							"8 8 32"
	"anim"							"idle"

	"model"							"eye_test"
}

export characters_export_05 {
	mesh	models/characters/player/facetest.mb
	anim	models/characters/player/facetest.mb
}

entityDef face_test {
	"editor_color"					"1 .5 0"
	"editor_mins"					"-16 -16 0"
	"editor_maxs"					"16 16 64"
									
	"editor_usage"					"For testing"
									
	"spawnclass"					"idAnimatedEntity"
	"size"							"8 8 32"
	"anim"							"idle"

	"model"							"face_test"
}

// -----------------------------------------------------------------------------
// Auto-generated model decls converted from entityDef md5mesh animation entries
// -----------------------------------------------------------------------------

model char_scientist1 {
	mesh								models/md5/meshes/scientist1.md5mesh

	anim cringeone                   models/md5/anims/chars/scientist1/cringeone.md5anim
	anim cringetwo                   models/md5/anims/chars/scientist1/cringetwo.md5anim
	anim death1                      models/md5/anims/chars/scientist1/death1.md5anim
	anim hear_u_getup                models/md5/anims/chars/scientist1/hear_u_getup.md5anim
	anim idle                        models/md5/anims/chars/scientist1/idle2.md5anim
	anim light                       models/md5/anims/chars/scientist1/light.md5anim
	anim listen1                     models/md5/anims/chars/scientist1/listen1.md5anim
	anim look_at_monitors            models/md5/anims/chars/scientist1/look_at_monitors.md5anim
	anim look_out_window             models/md5/anims/chars/scientist1/look_out_window.md5anim
	anim pain1                       models/md5/anims/chars/scientist1/pain1.md5anim
	anim painwalk                    models/md5/anims/chars/scientist1/painwalk.md5anim
	anim panel                       models/md5/anims/chars/scientist1/panel.md5anim
	anim panel_loop                  models/md5/anims/chars/scientist1/panel_loop.md5anim
	anim run1                        models/md5/anims/chars/scientist1/run1.md5anim
	anim sight                       models/md5/anims/chars/scientist1/idle1.md5anim
	anim stool_jammin                models/md5/anims/chars/scientist1/stool_jammin.md5anim
	anim stop                        models/md5/anims/chars/scientist1/idle1.md5anim
	anim talk1                       models/md5/anims/chars/scientist1/talk1.md5anim
	anim there                       models/md5/anims/chars/scientist1/there.md5anim
	anim walk1                       models/md5/anims/chars/scientist1/walk1.md5anim
	anim walk2                       models/md5/anims/chars/scientist1/walk2.md5anim
	anim wave_loop                   models/md5/anims/chars/scientist1/wave_loop.md5anim
	anim work1                       models/md5/anims/chars/scientist1/work1.md5anim
}

model friendly_sentry_guard {
	mesh								models/monsters/sentry/animation/mesh_ref.md5mesh

	anim alert                       models/monsters/sentry/animation/cycles/alert.md5anim
	anim death                       models/monsters/sentry/animation/cycles/stand_death.md5anim
	anim folded                      models/monsters/sentry/animation/cycles/folded.md5anim
	anim getupon3                    models/monsters/sentry/animation/cycles/death_getup_on3.md5anim
	anim i2a                         models/monsters/sentry/animation/cycles/is_2_alert.md5anim
	anim idle                        models/monsters/sentry/animation/cycles/idle_stand1.md5anim
	anim pain                        models/monsters/sentry/animation/cycles/walk1_pain.md5anim
	anim run                         models/monsters/sentry/animation/cycles/walk1.md5anim
	anim unfold                      models/monsters/sentry/animation/cycles/unfold.md5anim
	anim walk                        models/monsters/sentry/animation/cycles/walk1.md5anim
}

model char_uac_marine {
	mesh								models/md5/meshes/uacmarine.md5mesh

	anim crouch                      models/md5/anims/chars/player/crouch.md5anim
	anim crouch_walk                 models/md5/anims/chars/player/crouch_walk.md5anim
	anim death                       models/md5/anims/chars/player/death1.md5anim
	anim downidle                    models/md5/anims/chars/player/idle_down.md5anim
	anim idle                        models/md5/anims/chars/player/idle.md5anim
	anim jump                        models/md5/anims/chars/player/jump.md5anim
	anim pain                        models/md5/anims/chars/player/pain1.md5anim
	anim range_attack1               models/md5/anims/chars/player/pistol_fire1.md5anim
	anim range_attack2               models/md5/anims/chars/player/pistol_fire2.md5anim
	anim run                         models/md5/anims/chars/player/run.md5anim
	anim turns                       models/md5/anims/chars/player/turns.md5anim
	anim upidle                      models/md5/anims/chars/player/idle_up.md5anim
	anim walk1                       models/md5/anims/chars/player/pistol_walk1.md5anim
	anim walk2                       models/md5/anims/chars/player/pistol_walk2.md5anim
}

model char_uac_marine_face {
	mesh								models/characters/uac_marine/Animation/cycles/idle.md5mesh

	anim idle                        models/characters/uac_marine/Animation/cycles/idle.md5anim
	anim sight                       models/characters/uac_marine/Animation/cycles/idle.md5anim
	anim walk                        models/characters/uac_marine/Animation/cycles/walkcycle.md5anim
}

model char_security_face1 {
	mesh								models/monsters/zsecurity/animation/cycles/idle.md5mesh

	anim death1                      models/monsters/zsecurity/animation/cycles/death1.md5anim
	anim idle                        models/monsters/zsecurity/animation/cycles/idle.md5anim
	anim pain1                       models/monsters/zsecurity/animation/cycles/pain1.md5anim
	anim pain2                       models/monsters/zsecurity/animation/cycles/pain2.md5anim
	anim pain3                       models/monsters/zsecurity/animation/cycles/pain3.md5anim
	anim stop                        models/monsters/zsecurity/animation/cycles/idle.md5anim
	anim walk                        models/monsters/zsecurity/animation/cycles/walk.md5anim
}

model char_security_face2 {
	mesh								models/monsters/zsecurity/animation/cycles/idle.md5mesh

	anim death1                      models/monsters/zsecurity/animation/cycles/death1.md5anim
	anim idle                        models/monsters/zsecurity/animation/cycles/idle.md5anim
	anim pain1                       models/monsters/zsecurity/animation/cycles/pain1.md5anim
	anim pain2                       models/monsters/zsecurity/animation/cycles/pain2.md5anim
	anim pain3                       models/monsters/zsecurity/animation/cycles/pain3.md5anim
	anim stop                        models/monsters/zsecurity/animation/cycles/idle.md5anim
	anim walk                        models/monsters/zsecurity/animation/cycles/walk.md5anim
}

model char_security_helmet {
	mesh								models/monsters/zsecurity/animation/cycles/idle.md5mesh

	anim death1                      models/monsters/zsecurity/animation/cycles/death1.md5anim
	anim idle                        models/monsters/zsecurity/animation/cycles/idle.md5anim
	anim pain1                       models/monsters/zsecurity/animation/cycles/pain1.md5anim
	anim pain2                       models/monsters/zsecurity/animation/cycles/pain2.md5anim
	anim pain3                       models/monsters/zsecurity/animation/cycles/pain3.md5anim
	anim stop                        models/monsters/zsecurity/animation/cycles/idle.md5anim
	anim walk                        models/monsters/zsecurity/animation/cycles/walk.md5anim
}

model char_sci_chick {
	mesh								models/characters/scientist/fhead01/cycles/test.md5mesh

	anim idle                        models/characters/scientist/fhead01/cycles/test.md5anim
}

model eye_test {
	mesh								models/Fred/BOO2.md5mesh

	anim idle                        models/Fred/BOO2.md5anim
}

model face_test {
	mesh								models/characters/player/facetest.md5mesh

	anim idle                        models/characters/player/facetest.md5anim
}
