//Originally created by kingsal for the Volta mission series.
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

model volta_magebeast {
	
    inherit            					tdm_ai_proguard
    mesh						models/md5/chars/monsters/manbeast/manbeast9.md5mesh
    channel torso					( *Spine_Dummy)
    channel legs					( origin Pelvis Pelvis2 *Hips)

//Sitting and kneeling animation

	anim manbeast_kneel_idle                    models/md5/chars/monsters/manbeast/manbeast_kneel_idle.md5anim
	{
		ai_no_turn
	}
	
	anim manbeast_kneel_down                    models/md5/chars/monsters/manbeast/manbeast_kneel_down.md5anim 
	{
		ai_no_turn	
		frame 1         disableWalkIK
	}
	
	anim manbeast_kneel_standup                 models/md5/chars/monsters/manbeast/manbeast_kneel_standup.md5anim 
	{
		ai_no_turn	
		frame 8         enableWalkIK
	}
	
	//Kneeling seaches
	anim kneel_down             models/md5/chars/monsters/manbeast/manbeast_kneel_down_search.md5anim
    {
		ai_no_turn			// should keep ai from spinning around during animation
		frame 1         disableWalkIK
		frame 15     	sound snd_rustle
		frame 112    	sound snd_rustle
		frame 125       enableWalkIK
		
    }
    
    anim kneel_down_torch             models/md5/chars/monsters/manbeast/manbeast_kneel_down_search_torch.md5anim
    {
		ai_no_turn			// should keep ai from spinning around during animation
		frame 1         disableWalkIK
		frame 15     sound snd_rustle
		frame 112     sound snd_rustle
		frame 125       enableWalkIK
    }
		
//Idle animation
    anim idle                   				models/md5/chars/monsters/manbeast/manbeast_idle.md5anim
	anim idle_torch                     		models/md5/chars/monsters/manbeast/manbeast_idle_torch.md5anim
	anim idle_weapon                     		models/md5/chars/monsters/manbeast/manbeast_idle_weapon.md5anim
	anim idle_weapon_torch                     	models/md5/chars/monsters/manbeast/manbeast_idle_weapon_torch.md5anim
	
	//torch idles
	anim manbeast_idle_jitter_torch       		models/md5/chars/monsters/manbeast/manbeast_idle_jitter_torch.md5anim
	anim manbeast_idle_cough_torch        		models/md5/chars/monsters/manbeast/manbeast_idle_cough_torch.md5anim
	
	anim manbeast_idle_jitter              		models/md5/chars/monsters/manbeast/manbeast_idle_jitter.md5anim
	{
		ai_no_turn
		frame 14		sound beast_rustle_bones
		frame 17		sound beast_rustle_bones
	}

	anim manbeast_idle_scratch_leg               models/md5/chars/monsters/manbeast/manbeast_idle_scratch_leg.md5anim
	{
		ai_no_turn
		frame 20		sound tdm_brush01
		frame 24		sound tdm_brush01
	}
	
	anim manbeast_idle_scratch_side                models/md5/chars/monsters/manbeast/manbeast_idle_scratch_side.md5anim
	{
		ai_no_turn
		frame 19		sound tdm_brush01
		frame 27		sound tdm_brush01
	}

	anim manbeast_idle_cough               		models/md5/chars/monsters/manbeast/manbeast_idle_cough.md5anim
	{
		ai_no_turn
		no_random_headturning
        frame 6    		sound_voice snd_cough
	}
	
	anim manbeast_idle_eat    					models/md5/chars/monsters/manbeast/manbeast_idle_eat.md5anim
	{
		no_random_headturning
		ai_no_turn
		
		frame 18		attach atdm:moveable_food_apple apple hand_l
        frame 28    	sound_voice tdm_crunch
		frame 33    	sound_voice tdm_chew
		frame 38    	sound_voice tdm_chew
		frame 44    	sound_voice tdm_chew
		frame 44		destroy apple
	}
	
	anim manbeast_idle_armswing					models/md5/chars/monsters/manbeast/manbeast_talk_armswing.md5anim
	{
		no_random_headturning
		ai_no_turn
	}

	
//Movment animations
	
	
	//Walks
	anim walk1          models/md5/chars/monsters/manbeast/manbeast_walk.md5anim
     {  frame 9     	footstep
		frame 10     	sound snd_rustle
		frame 26    	footstep
		frame 27   		sound snd_rustle
    }
	
	anim walk2          models/md5/chars/monsters/manbeast/manbeast_walk.md5anim
     {  frame 9     	footstep
		frame 10     	sound snd_rustle
		frame 26        footstep
		frame 27   		sound snd_rustle
    }
	
	anim walk_torch     models/md5/chars/monsters/manbeast/manbeast_walk_torch.md5anim
     {  frame 9     	footstep
		frame 10     	sound snd_rustle
		frame 26        footstep
		frame 27   		sound snd_rustle
    }
	
	anim walk_cautious_ready     models/md5/chars/monsters/manbeast/manbeast_walk_sword.md5anim
     {  frame 9     	footstep
		frame 10     	sound snd_rustle
		frame 26        footstep
		frame 27   		sound snd_rustle
    }
	
	anim walk_blind     models/md5/chars/monsters/manbeast/manbeast_walk_blinded.md5anim
     {  frame 9     	footstep
		frame 10     	sound snd_rustle
		frame 26        footstep
		frame 27   		sound snd_rustle
    }
	
	anim walk_alerted_bow     models/md5/chars/monsters/manbeast/manbeast_walk_sword.md5anim
     {  frame 9     	footstep
		frame 10     	sound snd_rustle
		frame 26        footstep
		frame 27   		sound snd_rustle
    }
	
	anim walk_alerted     models/md5/chars/monsters/manbeast/manbeast_walk_sword.md5anim
     {  frame 9     	footstep
		frame 10     	sound snd_rustle
		frame 26        footstep
		frame 27   		sound snd_rustle
    }
	
	anim walk_alerted2     models/md5/chars/monsters/manbeast/manbeast_walk_sword.md5anim
     {  frame 9     	footstep
		frame 10     	sound snd_rustle
		frame 26        footstep
		frame 27   		sound snd_rustle
    }
	
	anim walk_alerted_torch     models/md5/chars/monsters/manbeast/manbeast_walk_sword_torch.md5anim
     {  frame 9     	footstep
		frame 10     	sound snd_rustle
		frame 26        footstep
		frame 27   		sound snd_rustle
    }
		  
	anim run		models/md5/chars/monsters/manbeast/manbeast_run.md5anim
    {
        frame 1     footstep
        //frame 2     sound snd_rustle_run
        frame 9     footstep
        frame 11    sound snd_rustle_run
		}
		
	anim run_jog     models/md5/chars/monsters/manbeast/manbeast_run.md5anim
    {
        frame 1     footstep
        frame 2     sound snd_rustle
        frame 9     footstep
        frame 11    sound snd_rustle
    }

		
	anim run_torch		models/md5/chars/monsters/manbeast/manbeast_run_torch.md5anim
    {
        frame 1     footstep
        //frame 2     sound snd_rustle_run
        frame 9     footstep
        frame 11    sound snd_rustle_run
		}
		
	anim run_charge_torch       models/md5/chars/monsters/manbeast/manbeast_run_torch_sword.md5anim
    {
        frame 1     footstep
        frame 2     sound snd_rustle
        frame 9     footstep
        frame 11    sound snd_rustle
    }
		
	anim run_charge		models/md5/chars/monsters/manbeast/manbeast_run_sword.md5anim
    {
        frame 1     footstep
        //frame 2     sound snd_rustle_run
        frame 9     footstep
        frame 11    sound snd_rustle_run
		}
		
//turns
	anim turn_left models/md5/chars/monsters/manbeast/manbeast_turn_left.md5anim
	 {
        frame 5    footstep
        frame 8   sound snd_rustle
        frame 15    footstep
	}
	
	anim turn_right models/md5/chars/monsters/manbeast/manbeast_turn_right.md5anim
	{
        frame 8    footstep
        frame 10   sound snd_rustle
        frame 14   footstep
	}
	
	anim idle_turn_180_rgt		models/md5/chars/monsters/manbeast/manbeast_turn_right180.md5anim
    {
		frame 8    sound snd_rustle
        frame 12    footstep
        frame 20   footstep
		frame 23   sound snd_rustle
		frame 25   footstep
    }
	
		anim idle_turn_180_lft		models/md5/chars/monsters/manbeast/manbeast_turn_left180.md5anim
    {
		frame 8    sound snd_rustle
        frame 12    footstep
        frame 20   footstep
		frame 23   sound snd_rustle
		frame 25   footstep
    }
	
	//Sword and torch turns	
	anim turn_left_torch		models/md5/chars/monsters/manbeast/manbeast_turn_left_torch.md5anim
 	{
        frame 5    footstep
        frame 8   sound snd_rustle
        frame 15    footstep
	}

	anim turn_right_torch		models/md5/chars/monsters/manbeast/manbeast_turn_right_torch.md5anim
	 {
        frame 8    footstep
        frame 10   sound snd_rustle
        frame 14   footstep
	}
	
	anim combat_turn_left		models/md5/chars/monsters/manbeast/manbeast_turn_left_combat.md5anim
    {
		frame 5    footstep
        frame 8   sound snd_rustle
        frame 15    footstep
    }

	anim combat_turn_right		models/md5/chars/monsters/manbeast/manbeast_turn_right_combat.md5anim
    {
        frame 8    footstep
        frame 10   sound snd_rustle
        frame 14   footstep
    }
	
//Idle talks
	anim manbeast_talk_point			models/md5/chars/monsters/manbeast/manbeast_talk_point.md5anim 
	anim idle_talk1                  	models/md5/chars/monsters/manbeast/manbeast_talk_armswing.md5anim
	anim idle_talk2                  	models/md5/chars/monsters/manbeast/manbeast_talk_armswing.md5anim 
	anim idle_talk3                  	models/md5/chars/monsters/manbeast/manbeast_talk_armswing.md5anim
	anim idle_talk4                  	models/md5/chars/monsters/manbeast/manbeast_talk_armswing.md5anim 
	
//Combat anims
	
	anim draw                   models/md5/chars/monsters/manbeast/manbeast_sword_draw.md5anim
    {
        frame 16    reattach        melee_weapon hand_r
        frame 16    sound_weapon    snd_drawsword
        frame 16    set_combat_flag melee   // enable melee combat now
    }
	
	 anim sheath                 models/md5/chars/monsters/manbeast/manbeast_sword_sheath.md5anim
    {
       frame 19     clear_combat_flag   melee // disable melee attacks now
       frame 19     reattach        melee_weapon hip_sheath_l
       frame 16     sound_weapon snd_sheathesword
    }
	
	anim combat_idle_sword 				models/md5/chars/monsters/manbeast/manbeast_idle_combat_sword.md5anim
	anim combat_idle_sword_torch 		models/md5/chars/monsters/manbeast/manbeast_idle_combat_sword_torch.md5anim

	
	
	    anim failed_ko                 models/md5/chars/monsters/manbeast/manbeast_failed_ko.md5anim
    {
		ai_no_turn
		frame 7    sound snd_rustle
        frame 12 footstep
    }
 

//Parry
	anim melee_parry_RL         models/md5/chars/monsters/manbeast/manbeast_parry_left.md5anim
    {
        prevent_idle_override
        frame 6 melee_hold
        frame 5 melee_parry_start melee_weapon left
        frame 7 melee_parry_stop melee_weapon
    }
    
    anim melee_parry_RL_torch         models/md5/chars/monsters/manbeast/manbeast_parry_left.md5anim
    {
        prevent_idle_override
        frame 6 melee_hold
        frame 5 melee_parry_start melee_weapon left
        frame 7 melee_parry_stop melee_weapon
    }

    anim melee_parry_LR         models/md5/chars/monsters/manbeast/manbeast_parry_right.md5anim
    {
        prevent_idle_override
        frame 6 melee_hold
        frame 5 melee_parry_start melee_weapon right
        frame 7 melee_parry_stop melee_weapon
    }
	
    anim melee_parry_Over         models/md5/chars/monsters/manbeast/manbeast_parry_overhead.md5anim
    {
        prevent_idle_override
        frame 6 melee_hold
        frame 5 melee_parry_start melee_weapon overhead
        frame 7 melee_parry_stop melee_weapon
    }
	
    anim melee_parry_Thrust         models/md5/chars/monsters/manbeast/manbeast_parry_thrust.md5anim
    {
        prevent_idle_override
        frame 6 melee_hold
        frame 5 melee_parry_start melee_weapon thrust
        frame 7 melee_parry_stop melee_weapon
    }
	
//Pain
	anim pain1							models/md5/chars/monsters/manbeast/manbeast_pain1.md5anim
	{
		ai_no_turn
		frame 2    sound snd_rustle_run
		frame 15   footstep
		frame 40   footstep
	}
	anim pain2							models/md5/chars/monsters/manbeast/manbeast_pain2.md5anim
	{
		ai_no_turn
		frame 2    sound snd_rustle_run
		frame 15   footstep
		frame 40   footstep
	}
	anim pain3							models/md5/chars/monsters/manbeast/manbeast_pain1.md5anim
	{
		ai_no_turn
		frame 2    sound snd_rustle_run
		frame 15   footstep
		frame 40   footstep
	}
	anim pain4							models/md5/chars/monsters/manbeast/manbeast_pain2.md5anim
	{
		ai_no_turn
		frame 2    sound snd_rustle_run
		frame 15   footstep
		frame 40   footstep
	}	
	
	anim pain_torch             		models/md5/chars/monsters/manbeast/manbeast_pain1_torch.md5anim
    {
  	frame 2    sound snd_rustle_run
	frame 10   object_call releaseTorch
	frame 15   footstep
	frame 40   footstep
    }
	
	anim pain_torch2            		models/md5/chars/monsters/manbeast/manbeast_pain2_torch.md5anim
    {
  	frame 2    sound snd_rustle_run
	frame 7   object_call releaseTorch
	frame 11   footstep
	frame 32   footstep
    }
	
//Searching anims
    anim idle_search_suspicious          models/md5/chars/monsters/manbeast/manbeast_search1.md5anim
    {no_random_headturning
	    frame 8     sound snd_rustle
        frame 15    footstep
        frame 34    sound snd_rustle
		frame 65    sound snd_rustle
		frame 126   footstep
    }

    anim idle_search_suspicious01        models/md5/chars/monsters/manbeast/manbeast_search2.md5anim
    {no_random_headturning
		frame 3     sound snd_rustle
        frame 15    footstep
        frame 40    sound snd_rustle
		frame 73    sound snd_rustle
		frame 100   footstep
	
	}

    anim idle_search_suspicious02        models/md5/chars/monsters/manbeast/manbeast_search1.md5anim
	{no_random_headturning
	    frame 8     sound snd_rustle
        frame 15    footstep
        frame 34    sound snd_rustle
		frame 65    sound snd_rustle
		frame 126   footstep
    }

	
	anim idle_search_suspicious03        models/md5/chars/monsters/manbeast/manbeast_search2.md5anim
    {no_random_headturning
		frame 3     sound snd_rustle
        frame 15    footstep
        frame 40    sound snd_rustle
		frame 73    sound snd_rustle
		frame 100   footstep
	
	}

    anim idle_search_suspicious02_armed        models/md5/chars/monsters/manbeast/manbeast_search1_sword.md5anim
    {no_random_headturning
	    frame 8     sound snd_rustle
        frame 15    footstep
        frame 34    sound snd_rustle
		frame 65    sound snd_rustle
		frame 126   footstep
    }

    anim idle_search_suspicious03_armed        models/md5/chars/monsters/manbeast/manbeast_search2_sword.md5anim
    {no_random_headturning
		frame 3     sound snd_rustle
        frame 15    footstep
        frame 40    sound snd_rustle
		frame 73    sound snd_rustle
		frame 100   footstep
	
	}
    
	anim idle_search_suspicious03_torch        models/md5/chars/monsters/manbeast/manbeast_search_torch.md5anim
    {no_random_headturning
	    frame 8     sound snd_rustle
        frame 15    footstep
        frame 34    sound snd_rustle
		frame 65    sound snd_rustle
		frame 126   footstep
    }
	
	anim search1                 models/md5/chars/monsters/manbeast/manbeast_search_walk_sword.md5anim
    {
        frame 12    footstep
		frame 16    sound snd_rustle
		frame 27    footstep
        frame 32    sound snd_rustle
    }

    anim search_sword1           models/md5/chars/monsters/manbeast/manbeast_search_walk_sword.md5anim
    {
        frame 12    footstep
		frame 16    sound snd_rustle
		frame 27    footstep
        frame 32    sound snd_rustle
    }

    anim search_sword2                 models/md5/chars/monsters/manbeast/manbeast_search_walk_sword.md5anim
    {
        frame 12    footstep
		frame 16    sound snd_rustle
		frame 27    footstep
        frame 32    sound snd_rustle
    }
	
	anim search_sword_torch           models/md5/chars/monsters/manbeast/manbeast_search_walk_sword_torch.md5anim
    {
        frame 12    footstep
		frame 16    sound snd_rustle
		frame 27    footstep
        frame 32    sound snd_rustle
    }


    anim search_torch1           models/md5/chars/monsters/manbeast/manbeast_search_walk_sword_torch.md5anim
    {
        frame 12    footstep
		frame 16    sound snd_rustle
		frame 27    footstep
        frame 32    sound snd_rustle
    }
    
    anim search_torch2           models/md5/chars/monsters/manbeast/manbeast_search_walk_sword_torch.md5anim
    {
        frame 12    footstep
		frame 16    sound snd_rustle
		frame 27    footstep
        frame 32    sound snd_rustle
    }
	
	//Ranged spear anims
	
	
	anim combat_idle_spear         models/md5/chars/monsters/manbeast/manbeast_idle_combat_spear.md5anim
	anim idle_weapon_spear       models/md5/chars/monsters/manbeast/manbeast_idle_spear.md5anim
	
	anim ranged_attack			models/md5/chars/guards/proguard/throw.md5anim
	{
		frame 10	create_missile RightHand
		frame 21	launch_missile RightHand
	}
//	anim ranged_attack2			models/md5/chars/guards/proguard/throw.md5anim
//	{
//		frame 10	sound_voice		snd_combat_throw
//        frame 21	launch_missile	RightHand
//	}
	anim melee_attack    models/md5/chars/guards/proguard/combat_mage_attack01.md5anim
	{
		prevent_idle_override
		frame 32	fx fx/smallsparks1
		frame 32	melee melee_mage_damage
    }
	
	anim drawSpear                models/md5/chars/monsters/manbeast/manbeast_spear_draw.md5anim
    {
        frame 16    reattach        missile_weapon hand_r_bow
        frame 16    set_combat_flag ranged   // enable ranged combat now
    }

    anim sheathSpear                models/md5/chars/guards/proguard/combat_bow_holster.md5anim
    {
       frame 19     clear_combat_flag   ranged // disable ranged attacks now
       frame 19     reattach        missile_weapon bow_holster_pos_rl
    }
	
	anim draw_spear		models/md5/animations/short/combat_bow_draw.md5anim
    {
        frame 16    reattach        missile_weapon hand_r_bow
        frame 16    set_combat_flag ranged   // enable ranged combat now
    }

    anim sheathe_spear			models/md5/animations/short/combat_bow_holster.md5anim
    {
       frame 19     clear_combat_flag   ranged // disable ranged attacks now
       frame 19     reattach        missile_weapon bow_holster_pos_rl
    }
	
	anim walk_spear          models/md5/chars/monsters/manbeast/manbeast_walk_spear.md5anim
     {  frame 9     	footstep
		frame 10     	sound snd_rustle
		frame 26    	footstep
		frame 27   		sound snd_rustle
    }
	
	anim run_spear		models/md5/chars/monsters/manbeast/manbeast_run_spear.md5anim
    {
        frame 1     footstep
        //frame 2     sound snd_rustle_run
        frame 9     footstep
        frame 11    sound snd_rustle_run
		}
    
}


model volta_manbeast_LOD1 {
	
    inherit            				volta_magebeast
    mesh					models/md5/chars/monsters/manbeast/manbeast9_LOD1.md5mesh
    channel torso				( *Spine_Dummy)
    channel legs				( origin Pelvis Pelvis2 *Hips)
}

model volta_manbeast_LOD2 {
	
    inherit            				volta_magebeast
    mesh					models/md5/chars/monsters/manbeast/manbeast9_LOD2.md5mesh
    channel torso				( *Spine_Dummy)
    channel legs				( origin Pelvis Pelvis2 *Hips)
}

model volta_manbeast_LOD3 {
	
    inherit            				volta_magebeast
    mesh					models/md5/chars/monsters/manbeast/manbeast9_LOD3.md5mesh
    channel torso				( *Spine_Dummy)
    channel legs				( origin Pelvis Pelvis2 *Hips)
}

//++++++++++++++++++++++++Veil Beast++++++++++++++++++++++++++++++


entityDef atdm:ai_magebeast
{

//AI type
	"inherit"						"atdm:ai_humanoid_newskel"

	"editor_displayFolder"			"AI/Monsters/Manbeasts"
    "editor_usage"					"A rare man-like beast from beyond the edges of civilization"

	// This defines how AIs will interact with this entity
	"AIUse"							"AIUSE_MONSTER"


	"ragdoll"						"guard_base_newskel"
	"model"							"volta_magebeast"
	
	"headturn_chance_idle"			"0.0"

	"def_head"						"atdm:ai_head_manbeast01_relic_mask"
	"offsetHeadModel"				"1 0 -3"	// defaultvalue if set

	"unarmed_melee" "1"
	"unarmed_ranged" "1"

	"def_projectile"				"atdm:projectile_fireball_major"

	 "fire_range"                             "480"
	"melee_range"					"40"
	
	
    "team"							"12" 
	"rank"							"1"
	
    "health"	                    "130"
	"health_critical"	            "25"
	
//Body
    "mass"							"80"
	"shouldered_name"				"Unconscious Beast"
	"shouldered_name_dead"		    "Dead Beast"
	
//Animation

	//Beasts dont use chairs and therefore sit on the ground.
	"replace_anim_idle_sit"			"manbeast_kneel_idle"
	"replace_anim_idle_sit2"			"manbeast_kneel_idle"
	"replace_anim_sit_down"			"manbeast_kneel_down"
	"replace_anim_sit_up"			"manbeast_kneel_standup"
	
	"anim_rate_walk"				"1.4"
	"anim_rate_walk1"				"1.4" 
	"anim_rate_walk2"				"1.4" 
	"anim_rate_walk_blinded"		"0.7"
	"anim_rate_walk_torch"			"1.4"
	"anim_rate_walk_spear"			"1.4"
	"anim_rate_walk_alerted"		"1.4"
	"anim_rate_walk_alerted2"		"1.4"
	"anim_rate_walk_alerted_torch"	"1.4"
	"anim_rate_walk_cautious_ready"	"1.4"
	"anim_rate_manbeast_idle_jitter"	"1.3"
	
	"anim_rate_talk1"				"1.3"
	"anim_rate_talk2"				"1.3"
	"anim_rate_talk3"				"1.3"
	"anim_rate_talk4"				"1.3"
	
	
	"anim_rate_search1"				"0.6"
	"anim_rate_search_sword1"		"0.6"
	"anim_rate_search_sword2"		"0.6"
	"anim_rate_search_torch"		"0.6"
	"anim_rate_search_torch1"		"0.6"
	"anim_rate_search_torch2"		"0.6w"
	
	"anim_rate_manbeast_idle_armswing"	"1.3"
	
	"anim_rate_run_charge"          "0.9" 
	"anim_rate_run"          		"0.9"  

//combat
	"def_melee_set"			"atdm:ai_melee_set_trained"

	
	//Immunities
	"gas_immune"					"0"
	
	//KO
	"ko_alert_immune"				"1"
	"ko_alert_immune_state"			"5"
	"ko_alert_state"				"4"
	
	"canSearchCooperatively"			"1"
	
	"ko_angle_alert_horiz"			"110"
	"ko_angle_alert_vert"			"180"
	
	"damage_scale chest"			"1.2"
	"damage_scale head"             "1.8"
	
	//alert times - reduced
	"alert_time1"					"4"	
	"alert_time1_fuzzyness"		"1"
	"alert_time2"					"6"
	"alert_time2_fuzzyness"		"2"
	"alert_time3"					"12"
	"alert_time3_fuzzyness"		"3"
	"alert_time4"					"25"	
	"alert_time4_fuzzyness"		"3"
	
	//think distances
	"min_interleave_think_dist"		"500"
	"max_interleave_think_dist"		"1500"
	
//sound
	"def_vocal_set"                 "atdm:ai_vocal_set_manbeast01"
	"def_vocal_set_drunk"			"atdm:ai_vocal_set_manbeast01"
    "snd_footstep"					"bare_footstep"
    "snd_rustle"                   	"beast_rustle_bones"
	"snd_rustle_run"				"beast_rustle_bones_run" 
    "snd_footstep_wood"             "bare_footstep"
	"snd_footstep_tile"				"bare_footstep"
	"snd_footstep_stone"			"bare_footstep"
    "snd_footstep_metal"			"bare_footstep"
	
	"sleep_bark_interval_max"		"4"
	"sleep_bark_interval_min"		"4"
	"idle_bark_interval_min"        "5"
	"idle_bark_interval_max"        "15"
	
	"canLightTorches"				"1"
	
	//anim
	//"idle_animations"				"manbeast_idle_jitter"
	"idle_animations"				"manbeast_idle_scratch_leg,manbeast_idle_scratch_side,manbeast_idle_cough,manbeast_idle_eat,manbeast_idle_jitter,manbeast_idle_armswing"
	
	"idle_animations_torso" 		""
	"idle_animations_sitting" 		""
	
	"idle_animations_interval"		"15"

//LOD

	"lod_1_distance"		"225"
	"model_lod_1"            	"volta_manbeast_LOD1"

	"lod_2_distance"		"450"
	"model_lod_2"            	"volta_manbeast_LOD2"

	"lod_3_distance"		"700"
	"model_lod_3"              	"volta_manbeast_LOD3"

        "hide_distance"			"-1"  //  never
      	"dist_check_period"		"0.7"
}


entityDef atdm:ai_manbeast_spear_thrower
{

//AI type
	"inherit"						"atdm:ai_manbeast"
	"editor_usage"					"A rare man-like beast from beyond the edges of civilization; throws spears"
	"editor_displayFolder"			"AI/Monsters/Manbeasts"

	"fire_range"                    "700"
	"def_projectile"				"atdm:projectile_spear"
	"attack_cone"					"70"
	"attack_accuracy"				"1.2"
	"projectile_spread"				"0"
	"num_projectiles"				"1"
	"headturn_chance_idle"			"0.0"
	
	"health"	                    "90" //weaker than regular beasts
	
	"def_attach1"					"weapon_spear"
	"name_attach1"					"missile_weapon"

	"pos_attach1"					"bow_holster_pos_rl"
	 "def_attach2"					"-"
	// "pos_attach2"         		"-"
	"def_attach3"					"prop_quiver_spear_bundle"
	"pos_attach3"         			"bow_holster_pos_rl"
	"def_attach4"				"atdm:moveable_rough_blade"
	"name_attach4"					"melee_weapon"
	"pos_attach4"					"hip_sheath_l"
	
	//gameplay animation		
	"anim_rate_draw_spear "				"1.2" //slightly increased 
	"anim_rate_sheath_spear "			"1.2" //slightly increased 
	"anim_rate_drawSpear "				"1.2" //slightly increased 
	"anim_rate_sheathSpear "			"1.2" //slightly increased 
	"anim_rate_ranged_attack_spear"		"1.2" //slightly increased fire rate, lower accuracy
	"anim_rate_run_spear"				"1" //slightly increased fire rate, lower accuracy

         
    "outofreach_projectile_enabled"		"0"    //We don't want them throwing arrows
}

entityDef atdm:env_ragdoll_manbeast
{
	"inherit"				"atdm:env_ragdoll_humanoid_base_newskel"
	"editor_usage"			"Ragdoll for manbeast"

    "AIUse"				"AIUSE_PERSON"
	"personType"		"PERSONTYPE_BEGGAR"
	"personGender"		"PERSONGENDER_MALE"

	"model"					"volta_manbeast"
    "skin"                    "-"
	"def_head"				"atdm:ai_head_manbeast01"
        
}

// Manbeast Heads

model manbeast_head {
	inherit                 head_model_base
        mesh				models/md5/chars/monsters/manbeast/manbeast_head01.md5mesh		
		anim blink			models/md5/chars/monsters/manbeast/manbeast_blink.md5anim
}

entityDef atdm:ai_head_manbeast01
{
	"inherit"	"atdm:ai_head_base"
	"model"		"manbeast_head"
	
//cannot be ko'd when alert
	"ko_alert_immune_state" "5"
 }


//Head variant with mask
entityDef atdm:ai_head_manbeast01_relic_mask
{   
	"editor_usage"  "Beast with lootable creepy mask (not shown in the editor)."
	"inherit"	"atdm:ai_head_base"
	"model"		"manbeast_head"

        "def_attach1"	"atdm:moveable_loot_relic_mask_wearable"
        "pos_attach1"	"velvetcap_1"
	"name_attach1"	"mask"

	//Harder to KO
	"ko_angle_horiz"		"110"
	"ko_angle_vert"			"180"
	"ko_angle_alert_horiz"		"110"
	"ko_angle_alert_vert"		"180"
	
	//cannot be KO'd when in Combat
        "ko_alert_immune_state" "5"
}
