/*
===============================================================================

	Strogg Marine

===============================================================================
*/

/*
export strogg_marine {
	options -prefix SMAR_ -align ALL -scale .3937 -keep eye_target Lfteye_Focus Rteye_Focus -parent eye_target head_1 -parent Lfteye_Focus Lft_EyeBall -parent Rteye_Focus Rt_EyeBall -keep rWrist muzzle -parent waist hips -sourcedir models/monsters/Stroggified_Marine/animations -destdir models/monsters/strogg_marine


	
	anim onfire.ma 			 -dest onfire

}
*/
/*
export strogg_marine {
	options -prefix SMAR_ -align ALL -scale .455 -keep eye_target Lfteye_Focus Rteye_Focus -parent eye_target head_1 -parent Lfteye_Focus Lft_EyeBall -parent Rteye_Focus Rt_EyeBall -keep rWrist muzzle -parent waist hips -sourcedir work/models/monsters/Stroggified_Marine/animations -destdir models/monsters/q4x_strogg_marine
	
	mesh	walk.ma						-dest strogg_marine

	anim	walk.ma						-dest walk
	anim	run.ma						-dest run
	anim	jog.ma						-dest jog
	anim	idle.ma						-dest idle
	anim	idle_alert.ma				-dest idle_alert
	anim	idle_cover.ma				-dest idle_cover
  	anim	idle_attack.ma				-dest idle_attack
	anim	attack.ma					-dest attack
	anim	attack_01_fixed.ma			-dest attack_01_fixed
//	anim	attack_start.ma				-dest attack_start
//	anim	attack_loop.ma				-dest attack_loop
//	anim	attack_end.ma				-dest attack_end
	anim	attack_2.ma					-dest attack_2
	anim	attack_3_1.ma				-dest attack_3
	anim	attack_4_1.ma				-dest attack_4
//	anim	attack_2_start.ma			-dest attack_2_start
//	anim	attack_2_loop.ma			-dest attack_2_loop
//	anim	attack_2_end.ma				-dest attack_2_end
	anim	melee01.ma					-dest melee01	
	anim	melee02.ma					-dest melee02
	anim	melee03.ma					-dest melee03
	anim	melee04.ma					-dest melee04
	anim	sidestep_right.ma			-dest sidestep_right
	anim	sidestep_left.ma			-dest sidestep_left
//	anim	strafe.ma					-dest strafe
	anim	pain_gut.ma					-dest pain_gut
	anim	pain_head.ma				-dest pain_head
	anim	pain_head.ma				-dest pain_crouch
	anim	pain2.ma					-dest pain3
	anim	pain3.ma					-dest pain4
	anim	ragdoll.ma					-dest ragdoll
//	anim	crouch_attack_start.ma		-dest crouch_attack_start
	anim	crouch_attack.ma			-dest crouch_attack
//	anim	crouch_attack_end.ma		-dest crouch_attack_end
	anim	dive_roll.ma				-dest dive_roll	
//	anim	crouch_start.ma				-dest crouch_start
//	anim	crouch_loop.ma				-dest crouch_loop
//	anim	crouch_end.ma				-dest crouch_end
	anim	lean_right.ma				-dest lean_right
	anim	attackPoint_left.ma			-dest attackPoint_left
	anim	attackPoint_long_left.ma	-dest attackPoint_long_left
	anim	attackPoint_right.ma		-dest attackPoint_right
	anim	attackPoint_long_right.ma	-dest attackPoint_long_right
	anim	lean_left.ma				-dest lean_left
	anim	leap.ma						-dest leap
	anim	step_back.ma				-dest step_back
	anim	attack_shotgun.ma			-dest attack_shotgun
	anim	crouch_shotgun.ma			-dest crouch_shotgun
	anim	eye_test.ma					-dest eye_test
	anim	jump_trench4.ma					-dest jump_trench

	anim	digestport_script.ma		-dest digestport_script
	anim	catwalk_jump02.ma			-dest putra_catwalk_jump
	anim	openhatch_below03.ma		-range 35 76 -dest putra_openhatch_below
	anim	openhatch_below03.ma		-range 47 76 -dest climb_out
	anim	openhatch_above.ma			-dest drop_down
	anim	elevator_jump05.ma			-dest core_elevator_jump
	anim	sm_exam_table.ma			-dest exam_table
	
	anim	teleport_2.ma				-dest teleport
	
//	anim	lean_right_loop.ma			-dest models/monsters/q4x_strogg_marine/lean_right_loop
//	anim	lean_right_end.ma			-dest models/monsters/q4x_strogg_marine/lean_right_end	
//	anim	evade_right.ma				-dest models/monsters/q4x_strogg_marine/evade_right
//	anim	evade_left.ma				-dest models/monsters/q4x_strogg_marine/evade_left



//  BELOW ARE THE NEW ANIMS

	anim    pain_con.ma			-dest models/monsters/q4x_strogg_marine/pain_con
	anim    pain_std.ma			-dest models/monsters/q4x_strogg_marine/pain_std
	anim    pain_std2.ma			-dest models/monsters/q4x_strogg_marine/pain_std2
	anim    pain_strm.ma		-range 1 6 -dest models/monsters/q4x_strogg_marine/pain_strm_start
	anim    pain_strm.ma		-range 6 14 -dest models/monsters/q4x_strogg_marine/pain_strm_loop
	anim    pain_strm.ma		-range 14 21 -dest models/monsters/q4x_strogg_marine/pain_strm_stop

//	anim    knockdown.ma			-dest models/monsters/q4x_strogg_marine/knockdown
	
	anim    angry5.ma			-dest models/monsters/q4x_strogg_marine/scream
	anim    angry5.ma			-dest models/monsters/q4x_strogg_marine/angry1
	anim    angry2.ma			-dest models/monsters/q4x_strogg_marine/gunjam
	
	anim    dodge_right.ma			-dest models/monsters/q4x_strogg_marine/dodge_left
	anim    dodge_left.ma			-dest models/monsters/q4x_strogg_marine/dodge_right
	anim    sidestep_right2.ma		-dest models/monsters/q4x_strogg_marine/dodge_right2
	anim    sidestep_left2.ma		-dest models/monsters/q4x_strogg_marine/dodge_left2

	
	anim sprayleft.ma		-range 1 10 -dest models/monsters/q4x_strogg_marine/sprayleft_start
	anim sprayleft.ma		-range 10 24 -dest models/monsters/q4x_strogg_marine/sprayleft_sweep
	anim sprayleft.ma		-range 24 30 -dest models/monsters/q4x_strogg_marine/sprayleft_end

	anim sprayright.ma		-range 1 8 -dest models/monsters/q4x_strogg_marine/sprayright_start
	anim sprayright.ma		-range 8 21 -dest models/monsters/q4x_strogg_marine/sprayright_sweep
	anim sprayright.ma		-range 21 30 -dest models/monsters/q4x_strogg_marine/sprayright_end

	anim attack_shotgun_new.ma		-dest models/monsters/q4x_strogg_marine/attack_shotgun_new

	anim fire1.ma			-range 5 19 -dest models/monsters/q4x_strogg_marine/fire1_start
	anim fire1.ma			-range 19 23 -dest models/monsters/q4x_strogg_marine/fire1_loop
	anim fire1.ma			-range 39 46 -dest models/monsters/q4x_strogg_marine/fire1_end

	anim fire3.ma			-range 1 10 -dest models/monsters/q4x_strogg_marine/fire3_start
	anim fire3.ma			-range 10 14 -dest models/monsters/q4x_strogg_marine/fire3_loop
	anim fire3.ma			-range 22 30 -dest models/monsters/q4x_strogg_marine/fire3_end

	anim fire4.ma			-range 1 8 -dest models/monsters/q4x_strogg_marine/fire4_start
	anim fire4.ma			-range 8 13-dest models/monsters/q4x_strogg_marine/fire4_loop
	anim fire4.ma			-range 13 21 -dest models/monsters/q4x_strogg_marine/fire4_end
	
//	anim runfire_torso.ma		-dest models/monsters/q4x_strogg_marine/runfire_torso
	anim run_attack_upper.ma	-dest models/monsters/q4x_strogg_marine/runfire_torso
	anim runback_attack_upper.ma	-dest models/monsters/q4x_strogg_marine/runbackfire_torso
	anim runfire_torso_tpose.ma	-dest models/monsters/q4x_strogg_marine/runfire_torso2

	anim runfire.ma			-dest models/monsters/q4x_strogg_marine/runfire
	anim walkfire.ma		-dest models/monsters/q4x_strogg_marine/walkfire
	anim walkfire_backwards.ma	-dest models/monsters/q4x_strogg_marine/back_walk	
	anim walk_left.ma		-dest models/monsters/q4x_strogg_marine/left_walk
	anim walk_right.ma		-dest models/monsters/q4x_strogg_marine/right_walk
	anim run_backward.ma	-dest models/monsters/q4x_strogg_marine/back_run
	anim run_left2.ma		-dest models/monsters/q4x_strogg_marine/left_run
	anim run_right2.ma		-dest models/monsters/q4x_strogg_marine/right_run
	
	anim climbing_out2.ma		-dest models/monsters/q4x_strogg_marine/climbing_out2
	
	anim jumpdown.ma		-range 1 14 -dest models/monsters/q4x_strogg_marine/jumpdown_start
	anim jumpdown2.ma		-range 16 17 -dest models/monsters/q4x_strogg_marine/jumpdown_loop
	anim jumpdown2.ma		-range 19 45 -dest models/monsters/q4x_strogg_marine/jumpdown_end
	anim teleport_fail.ma		-dest models/monsters/q4x_strogg_marine/teleport_fail
	

	anim run_right_attack_upper.ma		-dest models/monsters/q4x_strogg_marine/run_right_attack_upper
	anim run_left_attack_upper.ma		-dest models/monsters/q4x_strogg_marine/run_left_attack_upper

	anim recomp_strogg_marine.ma -sourcedir work/models/cinematics/recomp_lt_tank/animations -dest models/monsters/q4x_strogg_marine/recomp_strogg_cinematic

	addoptions -sourcedir work/models/mapobjects/strogg/machines/biggun_chair/big_gun_chair/animation 

	anim big_gun_chair_idle.ma	-range 100 153 -dest models/monsters/q4x_strogg_marine/big_gun_chair_getup
	anim big_gun_chair_idle.ma		-range 98 100 -dest models/monsters/q4x_strogg_marine/big_gun_chair_idle

}
*/


export strogg_marine {
	options -prefix SMAR_ -align ALL -scale .455 -keep eye_target Lfteye_Focus Rteye_Focus -parent eye_target head_1 -parent Lfteye_Focus Lft_EyeBall -parent Rteye_Focus Rt_EyeBall -keep rWrist muzzle -parent waist hips -sourcedir models/monsters/Stroggified_Marine/animations -destdir models/monsters/q4x_strogg_marine
	
	anim melee05.ma			 -dest melee05
	anim onfire.ma			 -dest onfire

	}

/*
===============================================================================

	Strogg Marine Model

===============================================================================
*/

model model_monster_q4x_strogg_marine
{
	mesh												models/monsters/q4x_strogg_marine/strogg_marine.md5mesh

	channel torso										( *waist )
	channel legs										( *hips origin -*waist )

	anim af_pose										models/monsters/q4x_strogg_marine/ragdoll.md5anim
//	anim ik_pose										models/monsters/q4x_strogg_marine/ragdoll.md5anim
	anim eye_test										models/monsters/q4x_strogg_marine/eye_test.md5anim
	offset												( -8 0 0 )

//	anim knockdown			models/monsters/q4x_strogg_marine/knockdown.md5anim
	
	anim jumpdown_start		models/monsters/q4x_strogg_marine/jumpdown_start.md5anim
	{
		frame 7				sound	snd_grunt
		frame 10			sound	snd_gear
	}
	anim jumpdown_loop		models/monsters/q4x_strogg_marine/jumpdown_loop.md5anim
	anim jumpdown_end		models/monsters/q4x_strogg_marine/jumpdown_end.md5anim
	{
		frame	1			sound				generic_creature_fall_small
		frame	1,2,6		footstep
		frame	23			sound		snd_ready_weapon
	}



	//anim big_gun_chair_getup	models/monsters/q4x_strogg_marine/big_gun_chair_getup.md5anim
	//anim big_gun_chair_idle		models/monsters/q4x_strogg_marine/big_gun_chair_idle.md5anim	

	anim walk											models/monsters/q4x_strogg_marine/walk.md5anim
	{
		sync_cycle
		frame 1,11										footstep
		frame 6,16										sound				snd_gear
	}
	anim walk_backwards			models/monsters/q4x_strogg_marine/back_walk.md5anim
	{
		sync_cycle
		frame 1,11										footstep
		frame 6,16										sound				snd_gear
	}
	anim walk_left			models/monsters/q4x_strogg_marine/left_walk.md5anim
	{
		sync_cycle
		frame 1,8										footstep
		frame 4,10										sound				snd_gear
	}
	anim walk_right			models/monsters/q4x_strogg_marine/right_walk.md5anim
	{
		sync_cycle
		frame 1,8										footstep
		frame 4,10										sound				snd_gear
	}

	anim run											models/monsters/q4x_strogg_marine/run.md5anim
	{
		sync_cycle
		frame 4,14										footstep
		frame 6,16										sound				snd_gear
	}
	anim run_backwards			models/monsters/q4x_strogg_marine/back_run.md5anim
	{
		sync_cycle
		frame 1,8										footstep
		frame 4,10										sound				snd_gear
	}
	anim run_left			models/monsters/q4x_strogg_marine/left_run.md5anim
	{
		sync_cycle
		frame 1,8										footstep
		frame 4,10										sound				snd_gear
	}
	anim run_right			models/monsters/q4x_strogg_marine/right_run.md5anim
	{
		sync_cycle
		frame 1,8										footstep
		frame 4,10										sound				snd_gear
	}

	anim idle					models/monsters/q4x_strogg_marine/idle_attack.md5anim
	{
		frame 1					sound				snd_breathe
	}
	anim idle_alert				models/monsters/q4x_strogg_marine/idle_alert.md5anim
	{
		frame 1					sound				snd_breathe
	}

	anim pain1							models/monsters/q4x_strogg_marine/pain_std.md5anim			
	{
		frame 3							sound_voice			snd_pain
	}	
	anim pain2							models/monsters/q4x_strogg_marine/pain_std2.md5anim			
	{
		frame 3							sound_voice			snd_pain
	}	
	anim pain_head						models/monsters/q4x_strogg_marine/pain_head.md5anim
	{
		frame 3							sound_voice			snd_pain
	}	
	anim pain_guts						models/monsters/q4x_strogg_marine/pain_gut.md5anim
	{
		frame 3							sound_voice			snd_pain
	}	
	anim pain_concussive						models/monsters/q4x_strogg_marine/pain_con.md5anim
	{
		frame 3							sound_voice			snd_pain
	}	
	anim pain_stream_start				models/monsters/q4x_strogg_marine/pain_strm_start.md5anim
	{
		frame 3							sound_voice			snd_pain
	}	
	anim pain_stream					models/monsters/q4x_strogg_marine/pain_strm_loop.md5anim
	anim pain_stream_end				models/monsters/q4x_strogg_marine/pain_strm_stop.md5anim

	anim teleport						models/monsters/q4x_strogg_marine/teleport.md5anim
	
	// ----------------------------------- Melee Attacks ----------------------
	anim melee_attack									models/monsters/q4x_strogg_marine/melee01.md5anim
	{
		frame 8											fx					fx_swipe						l_wrist
		frame 8											sound				smarine_swing
		frame 12										ai_attack_melee		melee_right
	}
	anim melee_attack2									models/monsters/q4x_strogg_marine/melee03.md5anim
	{
		frame 8											fx					fx_swipe						l_wrist		
		frame 8											sound				smarine_swing
		frame 12										ai_attack_melee		melee_right
	}
	anim melee_attack3								models/monsters/q4x_strogg_marine/melee02.md5anim
	{
		frame 7											ai_attack_melee		melee_left
		frame 7											sound				smarine_swing
		frame 8											fx					fx_swipe						muzzle
	}
	anim melee_attack4									models/monsters/q4x_strogg_marine/melee04.md5anim
	{
		frame 8											fx					fx_swipe						l_wrist
		frame 8											sound				smarine_swing
		frame 12										ai_attack_melee		melee_right						
		frame 23										fx					fx_swipe						muzzle				
		frame 24										ai_attack_melee		melee_left				
	}

//=====================================================================================================
// AI ANIMS NO LONGER USED (as of 4/11/05)
//=====================================================================================================

/*
	anim reload			models/monsters/q4x_strogg_marine/gunjam.md5anim
	{
		frame	2			sound		snd_grunt
		frame	11			sound		snd_weapon_slap
		frame	19			sound		snd_weapon_slap
		frame	23			sound		snd_ready_weapon
		frame	28			sound		snd_weapon_slap
	}
*/
/*
	anim cover_idle				models/monsters/q4x_strogg_marine/idle_alert.md5anim
	{
		frame 1					sound				snd_breathe
	}
*/
/*
	anim range_move_attack		models/monsters/q4x_strogg_marine/attack_2.md5anim
	{
		frame 1					sound				snd_ready_weapon
		frame 7					footstep
		frame 13				sound				snd_gear
		frame 10,11,12,13,14,16,18,17,15		ai_attack			base					muzzle
		frame 10,11,12,13,14,16,18,17,15		fx					fx_blaster_muzzleflash	muzzle
		frame 10,11,12,13,14,16,18,17,15		sound_weapon		snd_weapon_fire
	}	
	anim range_move_attack2		models/monsters/q4x_strogg_marine/crouch_attack.md5anim
   	{
		frame 1					sound				snd_ready_weapon
		frame 2					sound				snd_gear
		frame 7					footstep
   		frame 10,11,12,13,14,15,16,17,18,19,20,21,22		ai_attack			base					muzzle
   		frame 10,11,12,13,14,15,16,17,18,19,20,21,22		fx					fx_blaster_muzzleflash	muzzle
   		frame 10,11,12,13,14,15,16,17,18,19,20,21,22		sound_weapon		snd_weapon_fire
   	}
	anim range_move_attack3		models/monsters/q4x_strogg_marine/attack.md5anim
	{
		frame 6					sound				snd_gear
		frame 11				sound				snd_ready_weapon
		frame 20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37	ai_attack			base					muzzle
		frame 20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37	fx					fx_blaster_muzzleflash	muzzle	
		frame 20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37	sound_weapon		snd_weapon_fire	
	}
*/

/*
	anim attackPoint_long_right							models/monsters/q4x_strogg_marine/attackPoint_long_right.md5anim
	{
		frame 22										ai_attack			base						muzzle
		frame 22										fx					fx_blaster_muzzleflash		muzzle
		frame 22										sound_weapon		snd_weapon_fire
		frame 25,28,30									ai_attack			base						muzzle
		frame 25,28,30									fx					fx_second_attack_flash		muzzle
		frame 25,28,30									sound_weapon		snd_weapon_fire
	}
	anim attackPoint_long_left							models/monsters/q4x_strogg_marine/attackPoint_long_left.md5anim
	{
		frame 22										ai_attack			base						muzzle
		frame 22										fx					fx_blaster_muzzleflash		muzzle
		frame 22										sound_weapon		snd_weapon_fire
		frame 25,28,30									ai_attack			base						muzzle
		frame 25,28,30									fx					fx_second_attack_flash		muzzle
		frame 25,28,30									sound_weapon		snd_weapon_fire
	}
*/
/*
	anim idle_long										models/monsters/q4x_strogg_marine/idle.md5anim
	{
		frame 1											sound				snd_breathe
	}	
*/
/*
	anim jog											models/monsters/q4x_strogg_marine/jog.md5anim
	{
		frame 1,11										footstep
		frame 3											sound				snd_breathe
		frame 6,16										sound				snd_gear
	}
*/
/*
	anim walkfire			models/monsters/q4x_strogg_marine/walkfire.md5anim
	anim runfire			models/monsters/q4x_strogg_marine/runfire.md5anim
*/
/*
	anim range_attack			models/monsters/q4x_strogg_marine/attack_3.md5anim
	{
		frame 1					sound				snd_ready_weapon
		frame 5					footstep
		frame 13				sound_body			snd_gear
		frame 13,14,15,16,17,18,19,20,21			ai_attack			base					muzzle
		frame 13,14,15,16,17,18,19,20,21			fx					fx_blaster_muzzleflash	muzzle
		frame 13,14,15,16,17,18,19,20,21			sound_weapon		snd_weapon_fire
	}	
	anim range_attack2			models/monsters/q4x_strogg_marine/attack_4.md5anim
	{
		frame 1					sound				snd_ready_weapon
		frame 4					footstep
		frame 5,6,7,8,9,10,11,12,13,14			ai_attack			base					muzzle
		frame 5,6,7,8,9,10,11,12,13,14			fx					fx_blaster_muzzleflash	muzzle
		frame 5,6,7,8,9,10,11,12,13,14			sound_weapon		snd_weapon_fire
	}	
*/

//=====================================================================================================
// REFERENCED BY SOME SCRIPTS OR MAPS (as of 4/11/05) - SHOULDN'T BE IN BASE AI MARINE!!!
//=====================================================================================================

	anim dive											models/monsters/q4x_strogg_marine/dive_roll.md5anim
	{
		ai_no_turn
		frame 1											ai_disablePain
		frame 2											sound_voice			snd_grunt
		frame 4,8,17,22									sound				snd_gear
		frame 10,20,22									footstep
	}

	anim jump_trench									models/monsters/q4x_strogg_marine/jump_trench.md5anim
	{
		frame	1										disableClip
		frame	1										disableGravity
		
		frame	7										sound				snd_growl
		frame	21										sound				generic_creature_fall_small
		frame	26										sound				snd_gear

		frame	30										enableClip
		frame	30										enableGravity

	}

	anim elevator_jump									models/monsters/q4x_strogg_marine/core_elevator_jump.md5anim
	{
		frame	5										sound				snd_growl
		frame	16										sound				generic_creature_fall_small
		frame	1										disableGravity
		frame	23										enableGravity
	}

	anim catwalk_jump									models/monsters/q4x_strogg_marine/putra_catwalk_jump.md5anim
	{
		frame	1										disableGravity
		frame	1										disableClip
		frame	9										footstep
		frame	30										sound				generic_creature_fall_small
		frame	38										enableClip
		frame	38									    enableGravity
		frame	42										sound				snd_gear
		frame	44										sound				snd_breathe	
	}
	anim climb_out										models/monsters/q4x_strogg_marine/climb_out.md5anim	
	{
		frame	1										disableGravity
		frame	1										disableClip
		frame	23										footstep
		frame	23										enableGravity
		frame	23										enableClip
	}

	anim openhatch_below								models/monsters/q4x_strogg_marine/putra_openhatch_below.md5anim
	{
		frame	1										disableGravity
		frame 	1										disableClip
		frame	25										sound				generic_creature_fall_small
		frame	30,35									footstep
		frame	41										enableGravity
		frame	41										enableClip
	}

	anim digestport_script								models/monsters/q4x_strogg_marine/digestport_script.md5anim
	{
		frame 1											ai_disablePain
		frame	1										event				show
		frame	21										sound_voice			snd_pain
	}

	anim drop_down										models/monsters/q4x_strogg_marine/drop_down.md5anim
	{
		frame	1										disableGravity
		frame 	1										disableClip
		frame	3										sound				snd_growl
		frame	11										sound_item				generic_creature_fall_small
		frame	23										sound				snd_breathe
		frame	34										enableGravity
		frame 	34										enableClip
	}

	anim nav_leap				models/monsters/q4x_strogg_marine/leap.md5anim
	{
  		frame 1											ai_disablePain
  		frame 	1										disableClip
  		frame 	2										sound				snd_gear
  		frame 	5										sound_voice			snd_grunt
  		frame 	11										enableClip
  		frame   11										enableGravity
  		frame 	11,14									footstep
  	}

//=====================================================================================================
// NOT REFERENCED BY ANY SCRIPT OR MAP (as of 4/11/05)
//=====================================================================================================

//	anim climbing_out2		models/monsters/q4x_strogg_marine/climbing_out2.md5anim

	anim teleport_fail							models/monsters/q4x_strogg_marine/teleport_fail.md5anim
	{
		frame 6									fx	fx_lcrawl	chest
		frame 6									fx	fx_lcrawl	r_clavicle
		frame 6									fx	fx_lcrawl	shoulders
		frame 6									fx	fx_lcrawl 	hips
		frame 6									fx	fx_lcrawl	waist
		frame 6									fx	fx_lcrawl	rt_eyeball
		frame 6									fx	fx_lcrawl	lft_eyeball
		frame 6									fx	fx_lcrawl	r_femur
		frame 6									fx	fx_lcrawl	r_knee
		frame 6									fx	fx_lcrawl	r_ankle
		frame 6									fx	fx_lcrawl	l_femur
		frame 6									fx	fx_lcrawl	l_knee
		frame 6									fx	fx_lcrawl	l_ankle	
		frame 6									fx	fx_fleshhit	chest 
		frame 10								fx	fx_fleshhit	shoulders
		frame 6									fx	fx_fleshhit	rt_eyeball
		frame 6									fx	fx_fleshhit	waist
		frame 6									fx	fx_fleshhit	r_clavicle
		frame 23								fx	fx_fleshhit	lelbo
		frame 23								fx	fx_fleshhit	l_wrist
		frame 23								fx	fx_fleshhit	relbo	
		frame 23								fx	fx_fleshhit	r_wrist
		frame 23								fx	fx_lcrawl	lelbo
		frame 23								fx	fx_lcrawl	l_wrist
		frame 23								fx	fx_lcrawl	relbo
		frame 23								fx	fx_lcrawl	r_wrist
		frame 93								fx	fx_tpsteam	chest
		frame 93								fx	fx_tpsteam	head
		frame 94								fx	fx_tpsteam	waist
		frame 47								fx	fx_lcrawl	chest
		frame 47								fx	fx_lcrawl	shoulders
		frame 47								fx	fx_lcrawl 	hips
		frame 47								fx	fx_lcrawl	rt_eyeball
		frame 47								fx	fx_lcrawl	lft_eyeball
		frame 47								fx	fx_lcrawl	r_femur
		frame 47								fx	fx_lcrawl	r_knee
		frame 47								fx	fx_lcrawl	r_ankle
		frame 47								fx	fx_lcrawl	l_femur
		frame 47								fx	fx_lcrawl	l_knee
		frame 47								fx	fx_lcrawl	l_ankle	
		frame 47								fx	fx_fleshhit	chest 
		frame 47								fx	fx_fleshhit	shoulders
		frame 47								fx	fx_fleshhit	lft_eyeball
		frame 47								fx	fx_fleshhit	waist
		frame 47								fx	fx_fleshhit	l_clavicle

	}


//Q4X Melee addition

anim melee_attack5									models/monsters/q4x_strogg_marine/melee05.md5anim
	{
		frame 8									fx			fx_swipe		R_ankle		
		frame 8									sound			smarine_swing
		frame 12								ai_attack_melee		melee_right
	}



//Q4X Onfire Animations

	anim pain_fire								models/monsters/q4x_strogg_marine/onfire.md5anim
	{
	}
	




}

model monster_q4x_strogg_marine_blaster
{
	inherit										model_monster_q4x_strogg_marine

	anim jump_back										models/monsters/q4x_strogg_marine/step_back.md5anim
	{
		frame	3										sound				snd_jump
		frame	8										sound				snd_gear
		frame   11,14									footstep
		frame	21,22,23									ai_attack			base					muzzle
		frame 	21,22,23									fx					fx_blaster_muzzleflash	muzzle
		frame	21,22,23									sound_weapon		snd_weapon_fire
	}	

	anim range_attack1_start		models/monsters/q4x_strogg_marine/fire3_start.md5anim
	{
		frame 1					sound				snd_ready_weapon
		frame 4				footstep
	}
	anim range_attack1_loop			models/monsters/q4x_strogg_marine/fire3_loop.md5anim
	{
	rate 2
		frame 1				ai_attack			base					muzzle
		frame 1				fx					fx_blaster_muzzleflash	muzzle
		frame 1				sound_weapon		snd_weapon_fire
	}	
	anim range_attack1_end			models/monsters/q4x_strogg_marine/fire3_end.md5anim
	
	anim range_attack2_start		models/monsters/q4x_strogg_marine/fire4_start.md5anim
	{
		frame 1					sound				snd_ready_weapon
		frame 4				footstep
	}
	anim range_attack2_loop			models/monsters/q4x_strogg_marine/fire4_loop.md5anim
	{
	rate 2
		frame 1				ai_attack			base					muzzle
		frame 1				fx					fx_blaster_muzzleflash	muzzle
		frame 1				sound_weapon		snd_weapon_fire
	}	
	anim range_attack2_end			models/monsters/q4x_strogg_marine/fire4_end.md5anim

//	anim range_attack_torso			models/monsters/q4x_strogg_marine/runfire_torso2.md5anim
	anim range_attack_torso			models/monsters/q4x_strogg_marine/runfire_torso.md5anim
	{
	rate 2
		frame 1						ai_attack			base					muzzle
		frame 1						fx					fx_blaster_muzzleflash	muzzle
		frame 1						sound_weapon		snd_weapon_fire
	}	

	anim range_attack_torso_back		models/monsters/q4x_strogg_marine/runbackfire_torso.md5anim
	{
	rate 2
		frame 1						ai_attack			base					muzzle
		frame 1						fx					fx_blaster_muzzleflash	muzzle
		frame 1						sound_weapon		snd_weapon_fire
	}

	anim range_attack_torso_right		models/monsters/q4x_strogg_marine/run_right_attack_upper.md5anim
	{
	rate 2
		frame 1						ai_attack			base					muzzle
		frame 1						fx					fx_blaster_muzzleflash	muzzle
		frame 1						sound_weapon		snd_weapon_fire
	}	
	anim range_attack_torso_left		models/monsters/q4x_strogg_marine/run_left_attack_upper.md5anim
	{
	rate 2
		frame 1						ai_attack			base					muzzle
		frame 1						fx					fx_blaster_muzzleflash	muzzle
		frame 1						sound_weapon		snd_weapon_fire
	}	

//FIXME: only here due to scripting/trigger_anim usage!
	anim shuffle_right		models/monsters/q4x_strogg_marine/dodge_right2.md5anim


// UNIQUE TO BLASTER
	anim angry2			models/monsters/q4x_strogg_marine/scream.md5anim
	{
		frame	5			sound		snd_growl
	}
	anim angry			models/monsters/q4x_strogg_marine/angry1.md5anim
	{
		frame	5			sound		snd_growl
	}


	anim evade_right									models/monsters/q4x_strogg_marine/sidestep_right.md5anim
	{
		frame	1										ai_disablePain
		frame	3										sound				snd_jump
		frame	8										sound				snd_gear
		frame   11,14									footstep
	}
	anim evade_left										models/monsters/q4x_strogg_marine/sidestep_left.md5anim
	{
		frame	1										ai_disablePain
		frame	3										sound				snd_gear
		frame	8,13									footstep
	}

	anim evade_right_long								models/monsters/q4x_strogg_marine/attackPoint_right.md5anim
	{	// This isn't an evade.
	//	frame 22,25,28,30								ai_attack			base						muzzle
	//	frame 22,25,28,30								fx					fx_blaster_muzzleflash		muzzle
	//	frame 22,25,28,30								sound_weapon		snd_weapon_fire
	}
	anim evade_left_long								models/monsters/q4x_strogg_marine/attackPoint_left.md5anim
	{	// This isn't an evade.
	//	frame 22,25,28,30								ai_attack			base						muzzle
	//	frame 22,25,28,30								fx					fx_blaster_muzzleflash		muzzle
	//	frame 22,25,28,30								sound_weapon		snd_weapon_fire
	}
}

model monster_q4x_strogg_marine_mgun
{
	inherit										model_monster_q4x_strogg_marine

	anim jump_back										models/monsters/q4x_strogg_marine/step_back.md5anim
	{
		frame	3										sound				snd_jump
		frame	8										sound				snd_gear
		frame   11,14									footstep
		frame	21,22,23									ai_attack			base					muzzle
		frame 	21,22,23									fx					fx_blaster_muzzleflash	muzzle
		frame	21,22,23									sound_weapon		snd_weapon_fire
	}	

	anim range_attack1_start		models/monsters/q4x_strogg_marine/fire1_start.md5anim
	{
		frame 1					sound				snd_ready_weapon
		frame 4				footstep
	}
	anim range_attack1_loop			models/monsters/q4x_strogg_marine/fire1_loop.md5anim
	{
		rate 3.0
		frame 1				ai_attack			base					muzzle
		frame 1				fx					fx_blaster_muzzleflash	muzzle
		frame 1				sound_weapon		snd_weapon_fire
	}	
	anim range_attack1_end			models/monsters/q4x_strogg_marine/fire1_end.md5anim

	anim range_attack2_start		models/monsters/q4x_strogg_marine/fire1_start.md5anim
	{
		frame 1					sound				snd_ready_weapon
		frame 4				footstep
	}
	anim range_attack2_loop			models/monsters/q4x_strogg_marine/fire1_loop.md5anim
	{
		rate 3.0
		frame 1				ai_attack			base					muzzle
		frame 1				fx					fx_blaster_muzzleflash	muzzle
		frame 1				sound_weapon		snd_weapon_fire
	}	
	anim range_attack2_end			models/monsters/q4x_strogg_marine/fire1_end.md5anim

/*
//	anim range_attack_torso			models/monsters/q4x_strogg_marine/runfire_torso2.md5anim
	anim range_attack_torso			models/monsters/q4x_strogg_marine/runfire_torso.md5anim
	{
		frame 1						ai_attack			base					muzzle
		frame 1						fx					fx_blaster_muzzleflash	muzzle
		frame 1						sound_weapon		snd_weapon_fire
	}	

	anim range_attack_torso_back		models/monsters/q4x_strogg_marine/runbackfire_torso.md5anim
	{
		frame 1						ai_attack			base					muzzle
		frame 1						fx					fx_blaster_muzzleflash	muzzle
		frame 1						sound_weapon		snd_weapon_fire
	}

	anim range_attack_torso_right		models/monsters/q4x_strogg_marine/run_right_attack_upper.md5anim
	{
		frame 1						ai_attack			base					muzzle
		frame 1						fx					fx_blaster_muzzleflash	muzzle
		frame 1						sound_weapon		snd_weapon_fire
	}	
	anim range_attack_torso_left		models/monsters/q4x_strogg_marine/run_left_attack_upper.md5anim
	{
		frame 1						ai_attack			base					muzzle
		frame 1						fx					fx_blaster_muzzleflash	muzzle
		frame 1						sound_weapon		snd_weapon_fire
	}	
*/

// UNIQUE TO MGUN

	anim sprayleft_start		models/monsters/q4x_strogg_marine/sprayleft_start.md5anim
	{
		frame 1					sound				snd_ready_weapon
		frame 5					footstep
	}
	anim sprayleft_sweep		models/monsters/q4x_strogg_marine/sprayleft_sweep.md5anim
	{
		frame 1,3,5,7,9,11,13	ai_attack			jointDir				muzzle
		frame 1,3,5,7,9,11,13	fx					fx_blaster_muzzleflash	muzzle
		frame 1,3,5,7,9,11,13	sound_weapon		snd_weapon_fire
	}	
	anim sprayleft_end		models/monsters/q4x_strogg_marine/sprayleft_end.md5anim
	{
		frame 5					footstep
	}
	
	anim sprayright_start		models/monsters/q4x_strogg_marine/sprayright_start.md5anim
	{
		frame 1					sound				snd_ready_weapon
		frame 4					footstep
	}
	anim sprayright_sweep		models/monsters/q4x_strogg_marine/sprayright_sweep.md5anim
	{
		frame 1,2,3,4,5,6,7,8,9,10,11,12,13	ai_attack			jointDir				muzzle
		frame 1,2,3,4,5,6,7,8,9,10,11,12,13	fx					fx_blaster_muzzleflash	muzzle
		frame 1,2,3,4,5,6,7,8,9,10,11,12,13	sound_weapon		snd_weapon_fire
	}	
	anim sprayright_end		models/monsters/q4x_strogg_marine/sprayright_end.md5anim
	{
		frame 8					footstep
	}

	//anim dodge_right		models/monsters/q4x_strogg_marine/dodge_right.md5anim
	//anim dodge_left			models/monsters/q4x_strogg_marine/dodge_left.md5anim
}


model monster_q4x_strogg_marine_sgun
{
	inherit										model_monster_q4x_strogg_marine

//UNIQUE TO SGUN
	anim shuffle_right		models/monsters/q4x_strogg_marine/dodge_right2.md5anim
	anim shuffle_left		models/monsters/q4x_strogg_marine/dodge_left2.md5anim

/*
	anim shotgun_jump_back				models/monsters/q4x_strogg_marine/step_back.md5anim
	{
		frame	3									sound				snd_jump
		frame	8									sound				snd_gear
		frame   11,14								footstep
		frame	21									ai_attack			base					muzzle
		frame 	21									fx					fx_blaster_muzzleflash	muzzle
		frame	21									sound_weapon		snd_weapon_fire
		frame	25									sound				snd_ready_weapon
	}	
*/
	anim shotgun_range_attack		models/monsters/q4x_strogg_marine/attack_shotgun_new.md5anim
	{
		rate 1.5
		frame 8					footstep
		frame 18				ai_attack			base				muzzle
		frame 18				fx					fx_blaster_muzzleflash	muzzle
		frame 18				sound_weapon		snd_weapon_fire
		frame 30				sound				snd_ready_weapon
	}	

	anim shotgun_crouch_range_attack			models/monsters/q4x_strogg_marine/crouch_shotgun.md5anim
	{
	rate 1.5
		frame 4					footstep
		frame 8					sound				snd_gear
		frame 10				ai_attack			base					muzzle
		frame 10				fx					fx_blaster_muzzleflash	muzzle
		frame 10				sound_weapon		snd_weapon_fire
		frame 16				sound				snd_ready_weapon
	}	

	anim ai_leap				models/monsters/q4x_strogg_marine/leap.md5anim
	{
		frame 1					ai_disablePain
		frame 2					sound				snd_gear
		frame 5					sound			snd_grunt
		frame 11,14				footstep
	}

	anim dive_turn											models/monsters/q4x_strogg_marine/dive_roll.md5anim
	{
		frame 1											ai_disablePain
		frame 2											sound			snd_grunt
		frame 4,8,17,22									sound				snd_gear
		frame 10,20,22									footstep
	}
}

/*
===============================================================================

	Strogg Marine Attacks

===============================================================================
*/

entityDef damage_q4x_strogg_marine_blaster
{
	"inherit"							"damage_bullet_base"
	"damage"							"6"
}

entityDef projectile_q4x_strogg_marine_blaster
{
	"inherit"							"projectile_blaster_base"
	"def_damage"						"damage_q4x_strogg_marine_blaster"
	"velocity"							"650 0 0"
	"fx_fly"							"effects/monsters/strogg_marine/blaster_fly.fx"
	"fx_impact"							"effects/monsters/strogg_marine/blaster_burst.fx"
	"snd_fly"							"weapon_energy_projectile_loop"
}

entityDef melee_q4x_strogg_marine_left
{
	"inherit"							"melee_monster_base"
	"damage"							"10"
	"kickDir"							"0 -1 0.5"
	"kick_time"							"350"
	"kick_amplitude"					"4"
	"knockback"							"20"
	"snd_hit"							"smarine_punch"
	"snd_miss"							"smarine_swing"
}

entityDef melee_q4x_strogg_marine_right
{
	"inherit"							"melee_q4x_strogg_marine_left"
	"kickDir"							"0 1 0.5"
}

/*
===============================================================================

	Strogg Marine Model Definition

===============================================================================
*/

entityDef monster_q4x_strogg_marine_base
{
	"editor_usage"						"DO NOT USE - FOR INHERITANCE ONLY"
	"editor_ignore"						"1"
	"inherit"							"actor_default"
	"spawnclass"						"rvMonsterStroggMarine"

	"fov"								"90"

	// --------------------------------- Actions ------------------------------------

	"painThreshold" "15"
	"pain_threshold" "15"

	// --------------------------------- Body ------------------------------------
	"model"								"model_monster_q4x_strogg_marine"
	"ragdoll"							"monster_strogg_marine"
	"use_aas"							"aas32"

	"directionalMovement"				"1"
	"walkRange"							"50"

	"joint_eyeOffset"					"Rt_EyeBall"
	"joint_chestOffset"					"chest"

	"chatter_idle_rate"					"8"
	"chatter_combat_rate"				"8"	

	// --------------------------------- Combat ----------------------------------
	"health"							"250"
	"attackRange"						"300 600"
	"melee_range"						"72"
	"maxLostVisTime"					"5"

	"tactical_ranged"					"1"
	"tactical_rush"						"1"
	"tactical_cover"					"0"
	"tactical_hide"						"0"

	"def_attack_base"					"projectile_q4x_strogg_marine_blaster"
	"attack_base_accuracy"				"1"

	"def_attack_jointDir"				"projectile_q4x_strogg_marine_blaster"
	"attack_jointDir_locktojoint"		"1"
	"attack_jointDir_accuracy"			"0"

	"def_attack_melee_left"				"melee_q4x_strogg_marine_left"	
	"def_attack_melee_right"			"melee_q4x_strogg_marine_right"	

	// --------------------------------- Damage Zones -----------------------------
	"damage_zone head"					"*head_1"
	"damage_zone guts"					"*waist -*shoulders"
	"damage_scale head"					"2"	

	// --------------------------------- Look Joints -----------------------------
	"look_joint waist"					"0.2 0.2 0"
	  "look_joint chest"				"0.2 0.2 0"
	    "look_joint shoulders"			"0.2 0.2 0"
		  "look_joint rElbo"			"0.4 0.4 0"
	      "look_joint neck_1"			"0.2 0.2 0"
	        "look_joint head_1"			"0.2 0.2 0"

	// --------------------------------- IK --------------------------------------
/*	"ik_numLegs"						"2"
	"ik_footSize"						"4"
	"ik_waist"							"hips"
	"ik_hip1"							"R_femur"
	"ik_hip2"							"L_femur"
	"ik_knee1"							"R_knee"
	"ik_knee2"							"L_knee"
	"ik_ankle1"							"R_ankle"
	"ik_ankle2"							"L_ankle"
	"ik_foot1"							"R_ball"
	"ik_foot2"							"L_ball"
*/

	// --------------------------------- Sounds ----------------------------------
	"snd_slash"							"smarine_slash"
	"snd_punch"							"smarine_punch"
	"snd_swing"							"smarine_swing"
	"snd_gun"							"smarine_gun"
	"snd_ready_weapon"					"smarine_ready_weapon"
	"snd_weapon_fire"					"smarine_gun"
	
	"lipsync_chatter_idle"				"smarine_chatter"
	"lipsync_chatter_combat"			"smarine_chatter_combat"
	
	"snd_footstep"						"smarine_steps"
	"snd_footstep_sand"					"smarine_steps_dirt"
	"snd_footstep_dirt"					"smarine_steps_dirt"
	"snd_footstep_hollowmetal"			"smarine_steps_hollow_metal"
	"snd_footstep_rock"					"smarine_steps_dirt"
	
	"snd_pain"							"smarine_pain"
	"snd_death"							"smarine_die"
	"lipsync_sight"						"smarine_alert"
	"snd_charge"						"smarine_charge"
	"snd_breathe"						"smarine_breathe"
	"snd_growl"							"smarine_growl"
	"snd_grunt"							"smarine_grunt"
	"snd_gear"							"smarine_gear"
	"snd_weapon_slap"					"smarine_weapon_slap"
	"snd_flesh"							"bullet_impact_flesh"
	
	"sound_bone"						"chest"
	
	// --------------------------------- Effects ---------------------------------
	"fx_blaster_muzzleflash"			"effects/monsters/strogg_marine/blaster_mflash.fx"
	"fx_swipe"							"effects/monsters/grunt/swipe_attack.fx"
	"snd_burn_lightning"				"effects_sparks02"
	"fx_burn_lightning"					"effects/monsters/lightning_death.fx"	
	"fx_burn_particles"					"effects/monsters/teleport3.fx"
	"fx_burn_particles_chest"			"effects/monsters/teleport4.fx"

	//--------------------------------FX for tport fail----------------------------------
	
	"fx_lcrawl"							"effects/weapons/lightninggun/crawl.fx"
	"fx_fleshhit"						"effects/weapons/machinegun/impact_flesh.fx"
	"fx_tpspark"						"effects/levels/convoy/weld_sparks.fx"
	"fx_tpsteam"						"effects/steam/steam_32_slow10.fx"

	// ---------------------------- Gibs ----------------------------------------------
	"gib"								"1"
	"fx_gib"							"effects/monsters/gib.fx"

	"def_dropGibItem1"					"moveable_gib_head_pork"
	"dropGibItem1Joint"					"head_1"

	"def_dropGibItem2"					"moveable_gib_torso_pork"
	"dropGibItem2Joint"					"chest"

	"def_dropGibItem3"					"moveable_gib_rup_arm_pork"
	"dropGibItem3Joint"					"rUpArm"

	"def_dropGibItem4"					"moveable_gib_left_waist_pork"
	"dropGibItem4Joint"					"waist"

	"def_dropGibItem5"					"moveable_gib_lup_leg_pork"
	"dropGibItem5Joint"					"l_femur"

	"def_dropGibItem6"					"moveable_gib_rup_leg_pork"
	"dropGibItem6Joint"					"r_femur"

	"def_dropGibItem7"					"moveable_gib_rup2_leg_pork"
	"dropGibItem7Joint"					"r_knee"

	"def_dropGibItem8"					"moveable_gib_pelvis_pork"
	"dropGibItem8Joint"					"Hips"
	
	// --------------------------------- DB Info   -------------------------------
	"dbTitle"							"Strogg Marine"
	"dbText"							"Strogg marines are human marines that have been stroggified."
	"sg_name"							"Strogg Marine (Blaster)"
	

}

entityDef monster_q4x_strogg_marine
{
	"inherit"							"monster_q4x_strogg_marine_base"
	"editor_usage"						"Blaster Strogg Marine"
	"editor_ignore"						"0"

	"model"								"monster_q4x_strogg_marine_blaster"
	"skin"								"skins/monsters/q4x_strogg_marine/q4x_smv_blaster"

	// --------------------------------- Actions ------------------------------------
	"minShots"							"3"
	"maxShots"							"8"
	"aggressiveRange"					"300"

	"actionTimer_evade_rate"			"0.75"
	"actionTimer_rangedAttack_rate"		".5"

	"action_rangedAttack"				"1"
	"action_rangedAttack_anim"			"range_attack1_loop"
	"action_rangedAttack_minRange"		"64"
	"action_rangedAttack_maxRange"		"800"
	"action_rangedAttack_blendFrames"	"1"
//	"action_rangedAttack_noturn"		"0"
	"action_rangedAttack_state"			"Torso_RangedAttack"
	"action_rangedAttack_overrideLegs"	"0"

	"action_evadeLeft"					"1"
	"action_evadeLeft_anim2"			"evade_left_long"
	"action_evadeLeft_minRange"			"120"
	"action_evadeLeft_noturn"			"0"

	"action_evadeRight"					"1"
	"action_evadeRight_anim2"			"evade_right_long"
	"action_evadeRight_minRange"		"120"
	"action_evadeRight_noturn"			"0"

	"action_meleeAttack"				"1"
	"action_meleeAttack_maxRange"		"72"
	
	"action_jumpBack"					"1"
	"action_jumpBack_maxRange"			"300"
	"action_jumpBack_noturn"			"0"
	
//	"action_pain_blendframes"			"1" - obsolete

	"action_strafe"						"1"
	"action_strafe_anim"				"evade_left"
	"action_strafe_anim2"				"evade_right"
	"action_strafe_minRange"			"200"
	"action_strafe_maxRange"			"800"
	"action_strafe_rate"				"0.75"
	"action_strafe_chance"				"0.5"
	"action_strafe_noturn"				"0"

	"action_angry"						"1"
	"action_angry_anim"					"angry"
	"action_angry_minRange"				"200"
	"action_angry_maxRange"				"800"
	"action_angry_rate"					"1"

	"snd_ready_weapon"					"smarine_ready_blaster"
	

}

/*
===============================================================================

	Machinegun Strogg Marine

===============================================================================
*/

entityDef damage_q4x_strogg_marine_bullet
{
	"inherit"							"damage_bullet_base"
	"damage"							"3"
}

entityDef hitscan_q4x_strogg_marine_bullet
{
	"inherit"							"hitscan_bullet_base"
	"def_damage"						"damage_q4x_strogg_marine_bullet"
	"tracerchance"						"1"
}

entityDef monster_q4x_strogg_marine_mgun 
{
	"inherit"							"monster_q4x_strogg_marine_base"
	"editor_usage"						"Machine Gunner Strogg Marine"
	"editor_ignore"						"0"
	"model"								"monster_q4x_strogg_marine_mgun"
	"skin"								"skins/monsters/q4x_strogg_marine/q4x_smv_machinegun"

	// --------------------------------- Combat ----------------------------------
	"minShots"							"5"
	"maxShots"							"25"

	"attackRange"						"400 1000"
	"aggressiveRange"					"400"
	"rangeAttackChance"					"1"

	"actionTimer_evade_rate"			"1"
	"actionTimer_rangedAttack_rate"		"0.25"

	"action_rangedAttack"				"1"
	"action_rangedAttack_anim"			"range_attack1_loop"
	"action_rangedAttack_minRange"		"64"
	"action_rangedAttack_maxRange"		"1000"
	"action_rangedAttack_blendFrames"	"1"
//	"action_rangedAttack_noturn"		"0"
	"action_rangedAttack_state"			"Torso_RangedAttack"
//	"action_rangedAttack_overrideLegs"	"0"

	"action_evadeLeft"					"1"
//	"action_evadeLeft_anim"				"dodge_left"
	"action_evadeLeft_anim"				"walk_left"
	"action_evadeLeft_minRange"			"120"
	"action_evadeLeft_noturn"			"0"

	"action_evadeRight"					"1"
//	"action_evadeRight_anim"			"dodge_right"
	"action_evadeRight_anim"			"walk_right"
	"action_evadeRight_minRange"		"120"
	"action_evadeRight_noturn"			"0"

	"action_meleeAttack"				"1"
	"action_meleeAttack_maxRange"		"72"
	"action_meleeAttack_chance"			".5"
	
	"action_jumpBack"					"1"
	"action_jumpBack_minRange"			"0"
	"action_jumpBack_maxRange"			"400"
	"action_jumpBack_anim"				"jump_back"
	"action_jumpBack_noturn"			"0"
	
	"action_strafe"						"1"
//	"action_strafe_anim"				"dodge_left"
//	"action_strafe_anim2"				"dodge_right"
	"action_strafe_anim"				"run_left"
	"action_strafe_anim2"				"run_right"
	"action_strafe_minRange"			"200"
	"action_strafe_maxRange"			"800"
	"action_strafe_rate"				"1"
	"action_strafe_chance"				"0.25"
	"action_strafe_noturn"				"0"

	"action_sprayAttack"				"1"
	"action_sprayAttack_state"			"Torso_SprayAttack"
	"action_sprayAttack_minRange"		"200"
	"action_sprayAttack_maxRange"		"800"
	"action_sprayAttack_rate"			"2"
//	"action_sprayAttack_chance"			"1"
//	"action_sprayAttack_noturn"			"0"

//	"action_reload"						"1"
	"action_reload"						"0"
	"action_reload_anim"				"reload"
	"action_reload_minRange"			"200"
	"action_reload_maxRange"			"800"
	"action_reload_rate"				"4"
	"action_reload_chance"				"0.2"

//	"action_pain_blendframes"			"1" - obsolete

	// --------------------------------- Defs   ----------------------------------
	"def_attack_base"					"hitscan_q4x_strogg_marine_bullet"
	"attack_base_hitscan"				"1"
	"attack_base_accuracy"				"2"

	"def_attack_jointDir"				"hitscan_q4x_strogg_marine_bullet"
	"attack_jointDir_locktojoint"		"1"
	"attack_jointDir_hitscan"			"1"
	"attack_jointDir_accuracy"			"0"

	// --------------------------------- Effects ---------------------------------
	"fx_blaster_muzzleflash"			"effects/monsters/gunner/bullet_mflash.fx"			// FX_REPLACE
	"snd_weapon_fire"					"smarine_machinegun"
	"snd_ready_weapon"					"smarine_ready_mgun"
}

/*
===============================================================================

	Shotgun Strogg Marine

===============================================================================
*/

entityDef damage_q4x_strogg_marine_shotgun
{
	"inherit"							"damage_bullet_base"
	"damage"							"3"
}

entityDef hitscan_q4x_strogg_marine_shotgun
{
	"inherit"							"hitscan_shotgun_base"
	"def_damage"						"damage_q4x_strogg_marine_shotgun"
}

entityDef monster_q4x_strogg_marine_sgun
{
	"inherit"							"monster_q4x_strogg_marine_base"
	"editor_usage"						"Shotgun Strogg Marine"
	"editor_ignore"						"0"
	"model"								"monster_q4x_strogg_marine_sgun"
	"skin"								"skins/monsters/q4x_strogg_marine/q4x_smv_shotgun"

	// --------------------------------- Defs   ----------------------------------
	"minShots"							"1"
	"maxShots"							"1"
	
	"actionTimer_rangedAttack_rate"		"0.25"

	"attackRange"						"0 400"
//	"aggressiveRange"					"400"
	"rangeAttackChanceInverse"			"1"

	"action_rangedAttack"				"1"
	"action_rangedAttack_anim"			"shotgun_range_attack"
	"action_rangedAttack_minRange"		"0"
	"action_rangedAttack_maxRange"		"400"
	"action_rangedAttack_failrate"		"0.5"
//	"action_rangedAttack_noturn"		"0"

	"action_crouchRangedAttack"				"1"
	"action_crouchRangedAttack_minRange"	"200"
	"action_crouchRangedAttack_maxRange"	"400"
	"action_crouchRangedAttack_anim"		"shotgun_crouch_range_attack"
	"action_crouchRangedAttack_blendFrames"	"1"
	"action_crouchRangedAttack_failRate"	".25"
//	"action_crouchRangedAttack_noturn"		"0"

	"action_strafe"						"1"
	"action_strafe_anim"				"shuffle_left"
	"action_strafe_anim2"				"shuffle_right"
	"action_strafe_minRange"			"0"
	"action_strafe_maxRange"			"600"
	"action_strafe_rate"				"0.35"
	"action_strafe_failrate"			"2"
	"action_strafe_noturn"				"0"

	"action_evadeLeft"					"1"
	"action_evadeLeft_minRange"			"120"
	"action_evadeLeft_anim"				"shuffle_left"
	"action_evadeLeft_noturn"			"0"

	"action_evadeRight"					"1"
	"action_evadeRight_minRange"		"120"
	"action_evadeRight_anim"			"shuffle_right"
	"action_evadeRight_noturn"			"0"

	"action_leapAttack"					"1"
	"action_leapAttack_rate"			"0.5"
	"action_leapAttack_minRange"		"100"
	"action_leapAttack_maxRange"		"300"
	"action_leapAttack_anim"			"ai_leap"
//	"action_leapAttack_anim2"			"dive"
	"action_leapAttack_chance"			"0.5"

	"action_rollAttack"					"1"
	"action_rollAttack_rate"			"0.25"
	"action_rollAttack_minRange"		"150"
	"action_rollAttack_maxRange"		"400"
	"action_rollAttack_anim"			"dive_turn"
	"action_rollAttack_state"			"Torso_RollAttack"
	"action_rollAttack_failRate"		".25"
	"action_rollAttack_noturn"			"0"
	"action_rollAttack_nopain"			"1"

	"action_jumpBack"					"0"
//	"action_jumpBack_maxRange"			"200"
//	"action_jumpBack_anim"				"shotgun_jump_back"

	"action_meleeAttack"				"1"
	"action_meleeAttack_maxRange"		"72"
	"action_meleeAttack_chance"			"0.25"

	"def_attack_base"					"hitscan_q4x_strogg_marine_shotgun"
	"attack_base_count"					"12"
	"attack_base_spread"				"10"
	"attack_base_hitscan"				"1"
	"attack_base_accuracy"				"0"
	"attack_base_pullback"				"8"

	"def_attack_jointDir"				"hitscan_q4x_strogg_marine_shotgun"
	"attack_jointDir_locktojoint"		"1"
	"attack_jointDir_count"				"12"
	"attack_jointDir_spread"			"10"
	"attack_jointDir_hitscan"			"1"
	"attack_jointDir_accuracy"			"0"
	"attack_jointDir_pullback"			"8"

	// --------------------------------- Effects ---------------------------------
	"fx_blaster_muzzleflash"			"effects/monsters/strogg_marine/shotgun_mflash.fx"
	"snd_weapon_fire"					"smarine_shotgun_fire"
}

entityDef monster_q4x_strogg_marine_convoy
{
	"inherit"							"monster_q4x_strogg_marine"
	"gib"								"0"
	"bleed"								"0"
	"burnaway"							"2"
}

entityDef monster_q4x_strogg_marine_mgun_convoy
{
	"inherit"							"monster_q4x_strogg_marine_mgun"
	"gib"								"0"
	"bleed"								"0"
	"burnaway"							"2"
}

entityDef monster_q4x_strogg_marine_sgun_convoy
{
	"inherit"							"monster_q4x_strogg_marine_sgun"
	"gib"								"0"
	"bleed"								"0"
	"burnaway"							"2"
}

entityDef monster_q4x_strogg_marine_long_distance
{
	
	"inherit"					"monster_q4x_strogg_marine"
	
	"action_rangedAttack_maxRange"		"1800"
}

entityDef monster_q4x_strogg_marine_mgun_long_distance
{
	
	"inherit"					"monster_q4x_strogg_marine_mgun"
	
	"action_rangedAttack_maxRange"		"2400"
}

entityDef monster_q4x_strogg_marine_sgun_long_distance
{
	
	"inherit"					"monster_q4x_strogg_marine_sgun"
	
	"action_rangedAttack_maxRange"		"800"
}
