//------------------------------------------------------------------------------
// walker.def
//
// Copyright 2002-2004 Raven Software
//------------------------------------------------------------------------------

export walker
{
	options -prefix MECH_ -scale .80 -rotate 90 -keep Eye Mgun1 Mgun2 Cannon1 Cannon2 Rocket1 Rocket2 Rocket3 Rocket4 Rocket5 Rocket6
	mesh	work/models/vehicles/gunbot/animation/MECH_idle.ma -dest models/vehicles/walker/walker_base.md5mesh
	
	anim	work/models/vehicles/gunbot/animation/MECH_E3_bgmech.ma -dest models/vehicles/walker/e3_bg_mech.md5anim
//	anim	work/models/monsters/Harvester/animations/E3_harvester_walker.ma -dest models/vehicles/walker/e3_cam_mech.md5anim

	anim	work/models/vehicles/gunbot/animation/MECH_idle.ma -dest models/vehicles/walker/idleoff.md5anim

	anim	work/models/vehicles/gunbot/animation/MECH_forward_03.ma -dest models/vehicles/walker/forward.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_Start_forward_03.ma -dest models/vehicles/walker/forward_start.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_stop_forward_left_03.ma -dest models/vehicles/walker/forward_stop_left.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_stop_forward_right_03.ma -dest models/vehicles/walker/forward_stop_right.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_stop_forward_rightmid_03.ma -dest models/vehicles/walker/forward_stop_rightmid.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_stop_forward_leftmid_03.ma -dest models/vehicles/walker/forward_stop_leftmid.md5anim

	anim	work/models/vehicles/gunbot/animation/MECH_backward_03.ma -dest models/vehicles/walker/backward.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_start_backward_03.ma -dest models/vehicles/walker/backward_start.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_stop_backward_left_03.ma -dest models/vehicles/walker/backward_stop_left.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_stop_backward_right_03.ma -dest models/vehicles/walker/backward_stop_right.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_stop_backward_rightmid_03.ma -dest models/vehicles/walker/backward_stop_rightmid.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_stop_backward_leftmid_03.ma -dest models/vehicles/walker/backward_stop_leftmid.md5anim

	anim	work/models/vehicles/gunbot/animation/MECH_offline_idle.ma -dest models/vehicles/walker/offline_idle.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_start.ma -dest models/vehicles/walker/start.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_stop.ma -dest models/vehicles/walker/stop.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_Cannon.ma -dest models/vehicles/walker/cannon.md5anim
	
	anim	work/models/vehicles/gunbot/animation/ad_intro_walker.ma 	-dest models/vehicles/walker/ad_intro_walker.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_turn_left.ma -dest models/vehicles/walker/turn_left.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_turn_right.ma -dest models/vehicles/walker/turn_right.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_knocked_down.ma -dest models/vehicles/walker/knocked_down.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_stand_and_fire.ma -dest models/vehicles/walker/stand_and_fire.md5anim
	anim	work/models/vehicles/gunbot/animation/MECH_backing_into_dock.ma -dest models/vehicles/walker/backing_into_dock.md5anim
	anim	work/models/vehicles/gunbot/animation/vista_overlook_1.ma -dest models/vehicles/walker/vista_overlook.md5anim

	anim	work/models/vehicles/GunBot/Animation/MECH_strafe_left.ma		-dest models/vehicles/walker/strafe_left.md5anim
	anim	work/models/vehicles/GunBot/Animation/MECH_strafe_right.ma		-dest models/vehicles/walker/strafe_right.md5anim
	
	anim	work/models/vehicles/GunBot/Animation/diagnostic_start.ma		-dest models/vehicles/walker/diagnostic_start.md5anim
	anim	work/models/vehicles/GunBot/Animation/diagnostic_sweep.ma		-dest models/vehicles/walker/diagnostic_sweep.md5anim
	anim	work/models/vehicles/GunBot/Animation/diagnostic_stop.ma		-dest models/vehicles/walker/diagnostic_stop.md5anim
}

entityDef damage_walkerCrush {
	"damage"						"60"
	"radius"						"64"
	"push"							"3000"
	"gib"							"1"
}


//------------------------------------------------------------------------------
//							Vehicle Definition
//------------------------------------------------------------------------------

entityDef vehicle_walker
{
	"editor_color"				"1 .5 0"
	"editor_mins"				"-8 -8 -8"
	"editor_maxs"				"8 8 8"
	"editor_usage"				"Walker Vehicle."
	"editor_rotatable"			"1"

	"spawnclass"				"rvVehicleWalker"

	"model"						"model_vehicle_walker"

	"def_position_driver"		"vehicle_walker_driver"

	"gui_hud"					"guis/vehicles/hud.gui"
	"gui"						"guis/vehicles/mdisp.gui"
	"hudid"						"1"

	"crashSpeedSmall"			"150"
	"crashSpeedMedium"			"200"
	"crashSpeedLarge"			"250"
	"def_crashDamage"			"damage_gev_crash"
	
	"def_stompDamage"			"damage_walkerCrush"
	
	"team"						"0"
	"mass"						"1800"
	"size"						"110 110 140"
	"turnRate"					"120"
	"stepheight"				"32"
	"health"					"1000"
	"lowhealth"					"150"
	"nav_active"				"1"
	"damageStaticChance"		".05"

	"shieldMins"				"-90 -86 0"
	"shieldMaxs"				"100 86 170"
	"shieldSides"				"10"
	"shieldHealth"				"100"
	"shieldRegenDelay"			"6"
	"shieldRegenTime"			"3"	

	// wait 6 seconds after taking damage before starting recharge
	"healthRegenDelay"			"6"
	// regain 100 health per second
	"healthRegenRate"			"100"
	
	"snd_footstep"				"vehicle_walker_steps"
	"snd_servo"					"vehicle_walker_servo"
	"snd_start"					"vehicle_walker_power_up"
	"snd_stop"					"vehicle_walker_power_down"
	"snd_voiceHazard"			"vehicle_walker_hazard1"
	"snd_voiceSafe"				"vehicle_walker_hazard2"
	"snd_voiceLowHealth"		"vehicle_walker_armor"
	"snd_voiceNoExit"			"vehicle_walker_denied"
	"snd_shieldWarning"			"vehicle_walker_shield_warning"
	"snd_shieldRecharge"		"vehicle_walker_shield_recharge"
	"snd_malfunction"			"vehicle_walker_malfunction"
	"snd_incomingProjectile"	"ambient_incoming_klaxon"

	"fx_death"					"effects/vehicles/walker/explosion.fx"
	"fx_shield"					"effects/vehicles/walker/shield.fx"
	"fx_electrical_stall"		"effects/monsters/lightning_death.fx"	

	"touchtriggers"				"1"

	"joint_eyeOffset"			"eye"
	"alignment_joint"			"hip"
	
	"strafe_delta"				"0 0 2.8"
	
	"noFriendlyDamage"			"1"
	
	//Added to prevent end-of-level progression stop in walker -aweldon
	"exit_vehicle_delay"			"500"
}

entityDef vehicle_walker_convoy
{
	"inherit"					"vehicle_walker"
	"editor_usage"				"Convoy-specific Walker Vehicle with smaller machine-gun impact effect on rock"
	"def_position_driver"		"vehicle_walker_driver_convoy"
}

//------------------------------------------------------------------------------
//								Positions
//------------------------------------------------------------------------------

entityDef vehicle_walker_driver
{
	"internalSurface"			"models/vehicles/walker/console"

//	"def_part_weapon_main"		"vehicle_walker_weapon_main"
	"def_part_weapon_mgun"		"vehicle_walker_weapon_mgun"
	"def_part_weapon_rocket"	"vehicle_walker_weapon_rocket"

	"def_part_cockpit"			"vehicle_walker_cockpit"
	"def_part_cockpit_pitch"	"vehicle_walker_cockpit_pitch"		//NOTE: twhitaker: Required Submission Modifications for Move (commented out)
	"def_part_light"			"vehicle_walker_light"

	"eyeJoint"					"eye"
	"eyeoffset"					"-9 0 -1"

	"snd_loop"					"vehicle_walker_engine"

	"depthHack"					"1"
}

entityDef vehicle_walker_driver_convoy
{
	"inherit"					"vehicle_walker_driver"

	"def_part_weapon_mgun"		"vehicle_walker_weapon_mgun_convoy"
}

//------------------------------------------------------------------------------
//									Model
//------------------------------------------------------------------------------

model model_vehicle_walker
{
	mesh						"models/vehicles/walker/walker_base.md5mesh"

	offset						( -20 0 0 )

	channel legs				( *origin -*Cannon_Pivot )
	channel	torso				( *Cannon_Pivot )

	anim	idle				"models/vehicles/walker/idleoff.md5anim"
	anim	idle_offline		"models/vehicles/walker/offline_idle.md5anim"
	
	anim	forward_start		"models/vehicles/walker/forward_start.md5anim"
	{
		rate	1.5
	}	
	
	anim	forward				"models/vehicles/walker/forward.md5anim"
	{
		rate	1.5
		frame	5,25			sound			snd_footstep
		frame	7,29			sound			snd_servo
		
		frame	4				object_call		ForwardLeft
		frame	24				object_call		ForwardRight
	}	

	anim	ad_intro_walker			"models/vehicles/walker/ad_intro_walker.md5anim"
	{
		rate	1.2
		frame	21,41,62		sound			snd_footstep
		frame	7,29			sound			snd_servo
		
	}	
	anim	forward_stop_left	"models/vehicles/walker/forward_stop_left.md5anim"	
	{
		rate	1.5
		
		frame	18				sound			snd_footstep
	}	

	anim	forward_stop_right	"models/vehicles/walker/forward_stop_right.md5anim"	
	{
		rate	1.5

		frame	18				sound			snd_footstep
	}	
	
	anim	forward_stop_rightmid	"models/vehicles/walker/forward_stop_rightmid.md5anim"	
	{
		rate	1.5

		frame	5,24			sound			snd_footstep
		frame	7				sound			snd_servo
	}	

	anim	forward_stop_leftmid	"models/vehicles/walker/forward_stop_leftmid.md5anim"	
	{
		rate	1.5

		frame	5,24			sound			snd_footstep
		frame	7				sound			snd_servo
	}	

	anim	backward_start		"models/vehicles/walker/backward_start.md5anim"
	{
		rate	1.5
	}	

	anim	backward				"models/vehicles/walker/backward.md5anim"
	{
		rate	1.5
		frame	5,25			sound			snd_footstep
		frame	7,29			sound			snd_servo
		
		frame	4				object_call		BackwardLeft
		frame	24				object_call		BackwardRight
	}	

	anim	backward_stop_left	"models/vehicles/walker/backward_stop_left.md5anim"	
	{
		rate	1.5
		
		frame	18				sound			snd_footstep
	}	

	anim	backward_stop_right	"models/vehicles/walker/backward_stop_right.md5anim"	
	{
		rate	1.5

		frame	18				sound			snd_footstep
	}	
	
	anim	backward_stop_rightmid	"models/vehicles/walker/backward_stop_rightmid.md5anim"	
	{
		rate	1.5

		frame	5,23			sound			snd_footstep
		frame	7				sound			snd_servo
	}	

	anim	backward_stop_leftmid	"models/vehicles/walker/backward_stop_leftmid.md5anim"	
	{
		rate	1.5

		frame	5,24			sound			snd_footstep
		frame	7				sound			snd_servo
	}	

	anim	start				"models/vehicles/walker/start.md5anim"
	{
		frame	1				sound			snd_start
	}
	anim	stop				"models/vehicles/walker/stop.md5anim"
	{
		frame	1				sound			snd_stop
	}	
	
	anim	cannon				"models/vehicles/walker/cannon.md5anim"
	anim	turn_left			"models/vehicles/walker/turn_left.md5anim"
	{
		frame	14,28			sound			snd_footstep
		frame	3				sound			snd_servo
	}
	anim	turn_right			"models/vehicles/walker/turn_right.md5anim"
	{
		frame	14,28			sound			snd_footstep
		frame	3				sound			snd_servo
	}
	anim	knocked_down			"models/vehicles/walker/knocked_down.md5anim"
	{
		frame	1			sound			snd_malfunction
		frame	9			sound			snd_footstep
		frame	17			sound			snd_footstep		
	}
	anim	stand_and_fire			"models/vehicles/walker/stand_and_fire.md5anim"
	{
		frame	12,92		sound			snd_servo
		frame	18			sound			snd_footstep
		frame	26			sound			snd_start
		frame	46			sound			snd_stop
		frame	105			sound			snd_footstep		
	}
	anim	backing_into_dock		"models/vehicles/walker/backing_into_dock.md5anim"
	{
		frame 	1					disableClip
		frame	1,21,42,74,90		sound			snd_servo
		frame	14,38,63,82,100		sound			snd_footstep
		frame	115			sound			snd_stop
		frame	149				enableClip		
	}
	anim	vista_overlook			"models/vehicles/walker/vista_overlook.md5anim"
	{
		frame	43					call	map_airdefense::vistaWalkerActions1
		frame	166					call	map_airdefense::vistaWalkerActions2
		frame	321					call	map_airdefense::vistaWalkerActions1
		frame	400					call	map_airdefense::vistaWalkerActions3
			
		//walker is knocked over.
		//frame	477					call	map_airdefense::vistaWalkerActions5
	
		//walker explodes all kafoom like
		frame	540					call	map_airdefense::vistaWalkerActions4
	}
	anim	strafe_left				"models/vehicles/walker/strafe_left.md5anim"
	anim	strafe_right			"models/vehicles/walker/strafe_right.md5anim"
	
	anim	diagnostic_start		models/vehicles/walker/diagnostic_start.md5anim
	{
		frame	1				sound			snd_start
	}
	anim	diagnostic_sweep		models/vehicles/walker/diagnostic_sweep.md5anim
	{
		frame	12,92		sound			snd_servo
		frame	18			sound			snd_footstep
		frame	26			sound			snd_start
		frame	46			sound			snd_stop
		frame	105			sound			snd_footstep	
	}
	anim	diagnostic_stop			models/vehicles/walker/diagnostic_stop.md5anim	
	{
		frame	1				sound			snd_stop
	}
}

//------------------------------------------------------------------------------
//									Parts
//------------------------------------------------------------------------------

entityDef vehicle_walker_cockpit_pitch
{
	"spawnclass"				"rvVehicleTurret"
	"joint"						"origin"
	
	"yaw"						"0"				// yaw controlled by pitch on joint

	"turnrate"					"275" //was 110
	"allowDisableMovement"		"0"
}

entityDef vehicle_walker_cockpit
{
	"spawnclass"				"rvVehicleTurret"

	"joint"						"cockpit"		//NOTE: twhitaker: Required Submission Modifications for Move (reverted, delete me)
		
	"pitch"						"1"				// pitch controlled by roll on joint
	"minpitch"					"-45" //was -30
	"maxpitch"					"40" //was 30
	
//	"yaw"						"0"				// yaw controlled by pitch on joint
//	"minyaw"					"-35"
//	"maxyaw"					"35"
//	"yawinvert"					"1"
		
	"turnrate"					"150" //was 110
	
	"angles_offset"				"0 0 90"

	"snd_loop"					"vehicle_turret_move"
	"volume"					"-5 5"
	"allowDisableMovement"		"0"
}

entityDef vehicle_walker_weapon_mgun
{
	"spawnclass"				"rvVehicleWeapon"

	"joint"						"Cannon1"
	"joint2"					"Cannon2"
	
	"firedelay"					".1"
	"def_hitscan"				"hitscan_walker_bullet"
	"spread"					"2"

//	"mtr_flashShader"			"lights/muzzleflash"
//	"flashColor"				"1 0.8 0.4"
//	"flashRadius"				"400"
//	"flashPointLight"			"1"
//	"flashTime"					".1"
//	"flashOffset"				"0 0 0"
	
	"recoilTime"				"100"
	"recoilAngles"				"-.25 .25 0"
	
	"fx_muzzleflash"			"effects/vehicles/walker/machinegun/muzzleflash.fx"
	"snd_fire"					"vehicle_walker_machinegun"
	"mtr_crosshair"				"gfx/guis/crosshairs/crosshair_machinegun"
}

entityDef vehicle_walker_weapon_mgun_convoy
{
	"inherit"					"vehicle_walker_weapon_mgun"
	"def_hitscan"				"hitscan_walker_bullet_convoy"
}

entityDef vehicle_walker_weapon_rocket
{
	"spawnclass"				"rvVehicleWeapon"

	"joint"						"Rocket1"
	"joint2"					"Rocket2"
	"joint3"					"Rocket3"
	"joint4"					"Rocket4"
	"joint5"					"Rocket5"
	"joint6"					"Rocket6"
	
	"firedelay"					".3"
	"def_projectile"			"projectile_walker_rocket"
	"spread"					"2"
	"convergeRate"				".5"
		
	"launchFromJoint"			"1"
		
	"ammopercharge"				"6"
	"chargetime"				"3"
	
	"lockrange"					"4095"

	"mtr_flashShader"			"lights/muzzleflash"
	"flashColor"				"1 0.8 0.4"
	"flashRadius"				"350"
	"flashPointLight"			"1"
	"flashTime"					".1"
	"flashOffset"				"30 0 0"
	
	"shakeTime"					"400"
	"shakeMagnitude"			"2"

	"fx_muzzleflash"			"effects/vehicles/walker/rocket/muzzleflash.fx"
	"snd_fire"					"vehicle_walker_rockets"	
	"snd_reload"				"vehicle_walker_rocket_reload"
	"mtr_crosshair"				"gfx/guis/crosshairs/crosshair_nailgun"
	
	"guideTowardsDir"			"1"
	
	"lockScanning"				"1"
	"fx_guide"					"effects/vehicles/walker/rocket/guide.fx"
}

entityDef vehicle_walker_weapon_main
{
	"spawnclass"				"rvVehicleWeapon"

	"joint"						"Cannon1"
	"joint2"					"Cannon2"
	
	"firedelay"					".6"
	"def_projectile"			"projectile_walker_main"
	"spread"					".5"		

	"mtr_flashShader"			"lights/muzzleflash"
	"flashColor"				"1 0.8 0.4"
	"flashRadius"				"500"
	"flashPointLight"			"1"
	"flashTime"					".1"
	"flashOffset"				"20 0 0"
	
	"recoilTime"				"150"
	"recoilAngles"				"-1 -.5 0"
	"shakeTime"					"500"
	"shakeMagnitude"			"3.5"
	
	"anim"						"cannon"
	"animchannel"				"1"

	"fx_muzzleflash"			"effects/vehicles/walker/maingun/muzzleflash.fx"
	"snd_fire"					"vehicle_walker_cannon"
	"mtr_crosshair"				"gfx/guis/crosshairs/vehicle_cannon"
}

entityDef vehicle_walker_light
{
	"spawnclass"				"rvVehicleLight"
	
	"joint"						"Cannon2"

	"mtr_light"					"lights/walker"
	"color"						"1 1 .9"
	"radius"					"800"
	"angle"						"15.0"
	"target"					"2000 0 0"
	"up"						"0 900 0"
	"right"						"0 0 -1300"
	"pointLight"				"0"
	
	"offset"					"5 0 0"

	"snd_on"					"big_metal_open"
	"snd_off"					"big_metal_close"

	"start_on"					"0"

	"flaresurface"				"models/vehicles/flare"
}

//------------------------------------------------------------------------------
//								Projectiles
//------------------------------------------------------------------------------

entityDef hitscan_walker_bullet
{
	"inherit"					"hitscan_gev_bullet"	
	
	"fx_impact"					"effects/vehicles/walker/machinegun/impact_default.fx"
	"fx_impact_water"			"effects/ambient/splash_smll.fx"
	"fx_impact_concrete"		"effects/vehicles/walker/machinegun/impact_concrete.fx"
	"fx_impact_electronics"		"effects/vehicles/walker/machinegun/impact_electronics.fx"
	"fx_impact_flesh"			"effects/vehicles/walker/machinegun/impact_flesh.fx"						
	"fx_impact_glass"			"effects/vehicles/walker/machinegun/impact_glass.fx"
	"fx_impact_monstermetal"	"effects/vehicles/walker/machinegun/impact_monstermetal.fx"
	"fx_impact_rock"			"effects/vehicles/walker/machinegun/impact_rock.fx"
	
	"fx_tracer"					"effects/vehicles/walker/machinegun/tracer.fx"

}

entityDef hitscan_walker_bullet_convoy
{
	"inherit"					"hitscan_walker_bullet"	
	"fx_impact_rock"			"effects/vehicles/walker/machinegun/impact_default.fx"
}

entityDef projectile_walker_rocket
{
	"spawnclass"				"idGuidedProjectile"
	"mins"						"-2 -2 -2"
	"maxs"						"2 2 2"
	"cone"						"1"
	"noshadows"					"1"

	"model"						"models/weapons/nailgun/nail.ase"

	"def_damage"				"damage_walker_rocket"
	"def_splash_damage"			"damage_walker_rocket_splash"
											
	"decal_scale"				"8"											

	"min_dist"					"160"
	"turn_max"					"3600"
																
	"speed"						"1000"
	"mass"						"6"
	"gravity"					"0"
	"fuse"						"8"
								
	"detonate_on_fuse"			"1"
	"detonate_on_death"			"0"
	"detonate_on_world"			"1"
	"detonate_on_actor"			"1"
								
	"impact_gib"				"1"
								
	"decal_bounce"				""
	"decal_size"				"8"

	"fx_fly"					"effects/vehicles/walker/rocket/fly.fx"
	"fx_detonate"				"effects/vehicles/walker/rocket/detonate.fx"

	"fx_impact"					"effects/vehicles/walker/rocket/impact.fx"
	"fx_impact_rock"			"effects/vehicles/walker/rocket/impact_rock.fx"
	"fx_impact_dirt"			"effects/vehicles/walker/rocket/impact_rock.fx"
	"fx_impact_sand"			"effects/vehicles/walker/rocket/impact_rock.fx"
	"fx_impact_gravel"			"effects/vehicles/walker/rocket/impact_rock.fx"
	"fx_impact_concrete"		"effects/vehicles/walker/rocket/impact_rock.fx"

	"light_shader"				""
	"light_color"				"0 0 0"
	"light_radius"				"0"
	"light_offset"				"0 0 0"

	"detonate_light_shader"		""
	"detonate_light_color"		"0 0 0"
	"detonate_light_radius"		"0"
	"detonate_light_removetime"	"0"	
}

entityDef projectile_walker_main
{
	"inherit"				"projectile_gev_main"

	"fx_fly"				"" // effects/vehicles/walker/maingun/fly.fx"
	"fx_impact"				"effects/vehicles/walker/maingun/impact.fx"
	"fx_impact_rock"			"effects/vehicles/walker/maingun/impact_rock.fx"
	"fx_impact_dirt"			"effects/vehicles/walker/maingun/impact_rock.fx"
	"fx_impact_sand"			"effects/vehicles/walker/maingun/impact_rock.fx"
	"fx_impact_gravel"			"effects/vehicles/walker/maingun/impact_rock.fx"
	"fx_impact_concrete"			"effects/vehicles/walker/maingun/impact_rock.fx"
	"fx_detonate"				"effects/vehicles/walker/maingun/detonate.fx"		
}

entityDef projectile_walker_main_cin	
{
	"inherit"					"projectile_walker_main"
	"fx_fly"					"effects/vehicles/walker/maingun/fly.fx"
	"fx_impact"					""
	"def_damage"					""

}

//------------------------------------------------------------------------------
//								Damage Defs
//------------------------------------------------------------------------------

entityDef damage_walker_rocket
{
	"inherit"			"damage_bullet"
	"damage"			"200"
	"push"				"60000"
	"gib"				"1"
}

entityDef damage_walker_rocket_splash
{
	"inherit"			"damage_walker_rocket"
	
	"damage"			"150"
	"radius"			"180"
}

entityDef damage_walker_crash
{
	"inherit"					"damage_bullet"
	"damage"					"250"
	"push"						"2000"
	"knockback"					"20000"
}