/*

===============================================================================

	Turret Model

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

model model_env_q4x_prison_camera
{
	mesh												models/mapobjects/q4x/prison/prison_camera.md5mesh
	channel legs										( origin )
	channel torso										( *origin -origin )

	anim idle											models/mapobjects/q4x/prison/idle.md5anim
	{
	//ai_no_turn
	//ai_no_look	
	}
 	
	anim scan											models/mapobjects/q4x/prison/turn.md5anim
		
	{
	ai_no_turn
	ai_no_look	
	}
}

/*


===============================================================================

	Turret Entity Definition

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

entityDef env_q4x_prison_camera
{
	"inherit"											"actor_default"
	"spawnclass"										"rvMonsterTurret"
	
	"scanAnim"											"scan"


	// --------------------------------- Body ------------------------------------
	"model"												"model_env_q4x_prison_camera"
	"size"												"43 43 74"
	"mass"												"100000"
	"use_aas"											""
	"static"											"1"
	"remove_on_Death"									"1"
	"health"											"100"
//	"shieldHealth"										"100"

	// --------------------------------- Look Joints -----------------------------
	"look_min"											"-80 -180 0"
	"look_max"											"80 180 0"
	"joint_eyeOffset"									"lookat"
	"look_joint lookat"								"0.8 0.8 0.8"
	"head_focus_rate"								"0.5"
	

	// --------------------------------- Combat ----------------------------------
	"fov"												"80"				// so it can still see you straight down or up
	"turn_rate"											"30"				// how fast it turns (degrees per second?)
	"painThreshold"										"0"
	"bleed"												"0"
	

	// --------------------------------- Effects ---------------------------------
	"fx_death"											"effects/monsters/turret/d_death.fx"
	"fx_blaster_flash"									"effects/monsters/turret/d_flash.fx"
//	"fx_shieldHit"										"effects/monsters/turret/d_shieldhit.fx"
//	"fx_shieldBreak"									"effects/monsters/turret/d_shieldbreak.fx"
}
