/************************************************************************
**
**		Alien vs. Predator 2 Player Attributes file
**
** This file contains attributes for the following:
**
**	Player
**
**
** NOTES:
**
**  1) All time is specified in seconds (unless otherwise noted)
**  2) The Float type is the same as Real (i.e., 1.0 or 1.5)
**  3) The valid range for all RGB color properties is between
**     0 and 255 (e.g., (0, 255, 0) would be green).
*/

/************************************************************************
**
** PLAYER Attributes
**
**  IgnoreSet (Int)
**		If this is non-zero, the set will not be loaded into the game.  Intended for base sets
**		that will just be inherited by other sets.
**		This value is not inherited by "Parent = ...".
**
**	Class (String)
**		The character class.  Can be:
**			"Marine"
**			"Corporate"
**			"Alien"
**			"Predator"
**			"Marine_Exosuit"
**			"Corporate_Exosuit"
**			"Synthetic"
**
**	DefaultModelDir (String)
**		The default directory that this model is in (this can be overriden for stuff like vision modes)
**
**	DefaultModel (String)
**		The name of the default character model
**
**	MultiplayerModel (String)
**		The name of the character model to use during multiplayer. If this string is blank, then that
**		character will not be available in multiplayer.  This value is not inherited by "Parent = ..."!
**
**	DisplayName (Int)
**		The localizable name to display for this character. This is a string res ID.
**
**	ScoringClass (Int)
**		The scoring class of the character. This string res ID determines how many points are given
**		for killing this character in a multiplayer game.
**
**	SelectAnim (String)
**		The animation to player on the player selection screen
**
**	SelectPos (Vector)
**		The position offset for the player selection screen model
**
**	SelectRot (Float)
**		The rotation offset around the up axis for the player selection screen model
**
**	SelectScale (Float)
**		The scale for the player selection screen model
**
**	DefaultSkinDir (String)
**		The default directory that the skins are in (this can be overriden for stuff like vision modes)
**
**	DefaultSkin0-3 (String)
**		The name of the default skin for the character
**
**	WeaponSkinType (String)
**		The name the append to the weapon string that need it
**
**	AnimLayer0-3 (String)
**		The animation layers from the animation butes to use for this character
**
**	DefaultDims (Vector)
**		The default dimensions of the character model
**
**  	PounceDims (Vector)
**		These are the dims used by alien AI's when pouncing.  Needs to be larger than pounce animation to prevent clipping.
**
**	DefaultMass (Float)
**		The default dimensions of the character model
**
**	CameraHeightPercent (Float)
**		This is the percent of the dims height that will be used to calculate the camera height (0.0 - 1.0)
**
**	SurfaceType (String)
**		This is the surface type for this character... one of the types within Surface.txt
**
**	SkeletonName (String)
**		The name of the skeleton butes used for this character (from ModelButes)
**
**	WeaponSet (String)
**		The name of the appropriate weapon set for this character (from WeaponMgr)
**
**	MPWeaponSet (String)
**		The name of the appropriate weapon set for this character (from WeaponMgr) in
**		Multiplayer normal game
**
**	MPClassWeaponSet (String)
**		The name of the appropriate weapon set for this character (from WeaponMgr) in
**		Multiplayer class based game
**
**	MPWeaponStringRes (Integer)
**		The string resource ID of the string that describes this characters Multiplayer weapon selection
**
**	VisionSet (Integer)
**		The index of the appropriate vision mode set for this character (from VisionModeButes)
**
**	HUDType (Integer)
**		The type of HUD displays that this character can display (used for player characters only)
**
**			All HUDs by Default = 0
**			Default Marine		= 1
**			Default Alien		= 2
**			Default Predator    = 3
**			Facehugger			= 4
**			Chestburster		= 5
**
**  	ChestOffsetPercent
**		When AI's are aiming at a character, they will aim at this percent of the dims above the center point.
**
**  	HeadOffsetPercent
**		When AI's are aiming at a character's head, they will aim at this percent of the dims above the center point.
**
**
**	FOV (Point)
**		The FOV used when rendering the character's camera.
**
**		NOTES:	To maintain proper perspective this must use a 1.2:1 x:y aspect ratio.
**			Ratios greater than this (i.e. 1.5:1) will stretch objects along the y
**			axis, making objects appear taller than normal. Ratios less than this
**			(i.e. 1:1.2) will stretch objects along the x axis, making the objects
**			appear wider than normal.
**
**	AimRange (Point)
**		The maximum offset rotations the character can use to aim up and down
**
**	HeadTiltAngle (Float)
**		The maximum angle this character's camera will tilt in first person.
**
**	HeadTiltSpeed (Float)
**		The speed at which this character's camera tilt... in degrees per second (45.0 is pretty good)
**
**	WalkSpeed (Float)
**		The max speed that the character can walk
**
**	RunSpeed (Float)
**		The max speed that the character can run
**
**	NormJumpSpeed (Float)
**		The speed that the character jumps from the ground while standing or walking
**
**	RunJumpSpeed (Float)
**		The speed that the character jumps from the ground while running
**
**	SpringJumpSpeed (Float)
**		The speed that the character jumps from the ground while ducking
**
**	PounceSpeed (Float)
**		The speed that the character jumps for a pounce attack
**
**	CrouchSpeed (Float)
**		The max speed that the character moves while walking and crouching.
**			Double this for running Aliens.
**
**	CanClimb (0     = FALSE; 1     = TRUE)
**		Should this character be able to climb in ladder volumes?
**
**	LadderSpeed (Float)
**		The constant speed that the character can move on ladders
**
**	WalkingTurnRate (Float)
**		The keyboard/AI turn rate while walking (degrees per second).
**
**	RunningTurnRate (Float)
**		The keyboard/AI turn rate while running (degrees per second).
**
**	WalkingAimRate (Float)
**		The keyboard/AI aim rate while walking (degrees per second).
**
**	RunningAimRate (Float)
**		The keyboard/AI aim rate while running (degrees per second).
**
**	GroundAccel (Float)
**		The acceleration of the character while touching the ground (units per second)
**
**	AirAccel (Float)
**		The acceleration of the character while not touching the ground (units per second)
**
**	LiquidAccel (Float)
**		The acceleration of the character while submerged in a liquid (units per second)
**
**  	AIPopDist
**		AI's will smoothly teleport to a location if it is within this radius from their
**		center point.
**
**	JumpDirection (Vector)
**		The direction that the character jumps from the ground (does not need to be normalized)
**   		<right up forward>
**
**	CanWallWalk (0     = FALSE; 1     = TRUE)
**		Should this character go into the wall walk state instead of the crouch state?
**
**	ActivateDistance (Float)
**		The distance from the character that things can be activated from (using the activate key)
**
**	EMPFlags (Float)
**		Effect flags for characters under the effect of EMP (add all flags)
**			1     = Stun Movement
**			2     = Turn off Vision Modes
**			4     = Turn off Motion Detector
**			8     = TBD
**			16     = TBD
**			32     = TBD
**			64     = TBD
**			128     = TBD
**			256     = TBD
**			512     = TBD
**
**	WalkingKickBack (Float)
**		The amount in degrees the character's aim angle will br raised when a kickback event
**		ocours and the character is walking.
**
**	RunningKickBack (Float)
**		The amount in degrees the character's aim angle will br raised when a kickback event
**		ocours and the character is running.
**
**	BaseStunChance (Float)
**		This is the base chance that a character will be stuned when attacked by a weapon
**		with a stun damage type.  This number increases to 100% based on the characters level
**		of health.  ie If this is set at 40 and the character has half of it's max hps the result
**		would yield a 60% chance of being stuned (40+(0.5*60)).
**
**	DefaultHitPoints (Float)
**		The amount of hit points that this character generally starts with when spawned
**
**	MaxHitPoints (Float)
**		The maximum number of hit points that this character can reach by healing
**
**	DefaultArmorPoints (Float)
**		The amount of armor points that this character generally starts with when spawned
**
**	MaxArmorPoints (Float)
**		The maximum number of armor points that this character can reach by repairing its armor
**
**	DamageResistance (Float)
**		The percentage of damage that will be done to this character for certain
**		damage types (<- in code) that use damage resistance. This value is from 0.0 to 1.0.
**
**	HeadBiteHealPoints (Float)
**		The amount of heal given to the alien when this character
**		type receives a head bite attack.
**
**	ClawHealPoints (Float)
**		The amount of heal given to the alien when a dead version of this character
**		type receives a alien claw attack.
**
**	AirSupplyTime (Float)
**		The amount of time this character can survive without an air supply. If this is set
**		to -1, that means the character can survive without air forever.  This time is the
**		MAXIMUM that this character will live without air... if the character expends energy (ie. moves)
**		this time will shorten dramatically based off the movement state.
**
**	ZoomLevel0-3 (Float)
**		The amount of zoom for the given level.  ZoomLevel0 is the default normal zoom level
**		and is always set to 1.0.
**
**	GeneralSoundDir (String)
**		This is refers to attribute set in CharacterSounds.txt to use for character sounds.
**		Each one of those lists the sound set in SoundButes.txt to use for each type of character sound.
**
**	FootStepSoundDir (String)
**		This is the base file directory for the footstep wave files.
**
**  AIAnimType (String)
**		This is used to look-up event specific animations in "AIAnimations.txt".
**
**  FootStepVolume  (Float, 0.0 - 1.0 )
**		This affects the footstep volume that the AI's hear.  Defaults to 1.0.
**		So if you want an AI to respond less to a certain character type, lower this value.
**
**	CanBeNetted (0     = FALSE; 1     = TRUE)
**		Can this character be netted by the Predator net gun?
**
**	CanBeOnFire (0     = FALSE; 1     = TRUE)
**		Can this character be on flames?
**
**	CanBeFacehugged (0     = FALSE; 1     = TRUE)
**		Can this character be facehugged?
**
**	CanUseLookAt  (0     = FALSE; 1     = TRUE)
**		Can this character's head be rotated (especially as an AI, for looking at enemy or using "LA" command).
**
**	CanPounce (0     = FALSE; 1     = TRUE)
**		Can this character pounce?
**
**	PounceWeapon (String)
**		The name of our pounce weapon.
**
**	PounceWeaponDamage (Int)
**		How much damage does the pounce weapon do?
**
**  RecoilMinDamage (Float)
**		The minimum amount of damage needed by one shot to cause the character to recoil.
**
**  RecoilChance (0.0 - 1.0)
**		The chance that the character will recoil when taking at least RecoilMinDamage damage.
**
**	RecoilDelay (Range of seconds, ie. [0.6, 1.5] )
**		The character will wait a length of time between these two values after they are done
**		recoiling before recoiling again.
**
**	AllowLimbLoss (0     = FALSE; 1     = TRUE)
**		Should this character be able to lose limbs?
**
**
**  HitBoxScale (Float)
**		The hit box dimensions should be scaled by this amount in the
**		x-z direction (forward-right).  If too large, you will be able to hit
**		characters through walls.  However, this must be large enough to
**		encompass the character.
**
*/


/************************************************************************
**	Base Human Character
*/

[BaseHuman]

IgnoreSet				= 1

Class					= "Marine"
DefaultModelDir         = "models\characters\"
DefaultModel            = "harris.abc"

DisplayName             = 6008
ScoringClass	        = 0
SelectAnim              = "Idle_0"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 30.0
SelectScale             = 0.5

DefaultSkinDir          = "skins\characters\"
DefaultSkin0            = "marine\harris_torso.dtx"
DefaultSkin1            = "marine\harris_legs.dtx"
DefaultSkin2            = "marine\harris_head.dtx"
DefaultSkin3            = "marine\harris_arms.dtx"
WeaponSkinType          = "white"
AnimLayer0              = "AnimStyle_Marine_AI_Types"
AnimLayer1              = "AnimStyle_Marine_AI_Weapons"
AnimLayer2              = "AnimStyle_Marine_AI_Actions"
AnimLayer3              = ""
MPAnimLayer0            = "AnimStyle_Marine_MP_Types"
MPAnimLayer1            = "AnimStyle_Marine_MP_Weapons"
MPAnimLayer2            = "AnimStyle_Marine_MP_Actions"
MPAnimLayer3            = "AnimStyle_Marine_MP_Ext_Actions"
DefaultDims             = <16.0, 50.0, 16.0>
DefaultMass             = 1500
CameraHeightPercent     = 0.82
SurfaceType             = "Flesh_Human"
SkeletonName            = "Human_Default"

WeaponSet               = "Marine_SP"
MPWeaponSet             = "Marine_MP"

MPWeaponStringRes       = 5000
VisionSet               = "Marine_Visions"
HUDType                 = 1
ChestOffsetPercent		= 0.5
HeadOffsetPercent		= 0.85

FOV                     = (90, 78)
AimRange                = (-90, 90)
HeadTiltAngle           = 2.0
HeadTiltSpeed           = 15.0

WalkSpeed               = 125
RunSpeed                = 300
CrouchSpeed             = 90

LiquidSpeed             = 165

CanClimb                = 1
LadderSpeed             = 180

NormJumpSpeed           = 550
RunJumpSpeed            = 550
SpringJumpSpeed         = 550

FallDistSafe            = 320
FallDistDeath           = 768

WalkingTurnRate         = 180
RunningTurnRate         = 270
WalkingAimRate          = 45
RunningAimRate          = 90
GroundAccel             = 7500

AirAccel                = 300
LiquidAccel             = 1000
JumpDirection           = <0.0, 1.0, 0.0>
CanWallWalk             = 0
ActivateDistance        = 150
EMPFlags                = 6
WalkingKickBack         = 1
RunningKickBack         = 1.5
BaseStunChance          = 100

AIPopDist		= 24

DefaultHitPoints        = 100
MaxHitPoints            = 100
DefaultArmorPoints      = 50
MaxArmorPoints          = 100
DamageResistance        = 1.0

HeadBiteHealPoints      = 25
ClawHealPoints          = 1

AirSupplyTime           = 60.0

ZoomLevel0				= 1
ZoomLevel1				= 1
ZoomLevel2				= 1
ZoomLevel3				= 1

AIAnimType = "Human"

FootStepSoundDir		= "Human"
GeneralSoundDir			= "Human"

CanBeNetted             = 1
CanBeOnFire             = 1
CanBeFacehugged			= 1
CanUseLookAt			= 1

CanPounce				= 0
PounceWeapon			= ""
PounceWeaponDamage		= 0

RecoilMinDamage			= 5
RecoilChance			= 1.0
RecoilDelay				= [0.5, 1.0]

AllowLimbLoss           = 1
HitBoxScale				= 1.2

/************************************************************************
**	Base Synthetic Character
*/

[BaseSynthetic]

IgnoreSet				= 1

Class				= "Synthetic"
DefaultModelDir         = "models\characters\"
DefaultModel            = "malelabsynth.abc"

DisplayName             = 6009
ScoringClass	        = 0
SelectAnim              = "Idle_0"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 30.0
SelectScale             = 0.5

DefaultSkinDir          = "skins\characters\"
DefaultSkin0            = "marine\malelabsynth_torso.dtx"
DefaultSkin1            = "marine\malelabsynth_legs.dtx"
DefaultSkin2            = "marine\malelabsynth_head.dtx"
DefaultSkin3            = ""
WeaponSkinType          = "white"
AnimLayer0              = "AnimStyle_Marine_AI_Types"
AnimLayer1              = "AnimStyle_Marine_AI_Weapons"
AnimLayer2              = "AnimStyle_Marine_AI_Actions"
AnimLayer3              = ""
MPAnimLayer0            = "AnimStyle_Marine_MP_Types"
MPAnimLayer1            = "AnimStyle_Marine_MP_Weapons"
MPAnimLayer2            = "AnimStyle_Marine_MP_Actions"
MPAnimLayer3            = "AnimStyle_Marine_MP_Ext_Actions"
DefaultDims             = <16.0, 50.0, 16.0>
DefaultMass             = 1500
CameraHeightPercent     = 0.82
SurfaceType             = "Flesh_Synth"
SkeletonName            = "Synthetic_Default"

WeaponSet               = "Marine_SP"
MPWeaponSet             = "Marine_MP"

MPWeaponStringRes       = 5000
VisionSet               = "Marine_Visions"
HUDType                 = 1
ChestOffsetPercent		= 0.5
HeadOffsetPercent		= 0.85

FOV                     = (90, 78)
AimRange                = (-90, 90)
HeadTiltAngle           = 2.0
HeadTiltSpeed           = 15.0

WalkSpeed               = 120
RunSpeed                = 250
CrouchSpeed             = 50

LiquidSpeed             = 125

CanClimb                = 1
LadderSpeed             = 375

NormJumpSpeed           = 500
RunJumpSpeed            = 500
SpringJumpSpeed         = 500

FallDistSafe            = 384
FallDistDeath           = 896

WalkingTurnRate         = 180
RunningTurnRate         = 270
WalkingAimRate          = 45
RunningAimRate          = 90
GroundAccel             = 7500
AirAccel                = 300
LiquidAccel             = 1000
JumpDirection           = <0.0, 1.0, 0.0>
CanWallWalk             = 0
ActivateDistance        = 150
EMPFlags                = 6
WalkingKickBack         = 1
RunningKickBack         = 1.5
BaseStunChance          = 0

AIPopDist				= 24

DefaultHitPoints        = 100
MaxHitPoints            = 100
DefaultArmorPoints      = 50
MaxArmorPoints          = 100
DamageResistance        = 1.0

HeadBiteHealPoints      = 0
ClawHealPoints          = 0

AirSupplyTime           = 60.0

ZoomLevel0				= 1
ZoomLevel1				= 1
ZoomLevel2				= 1
ZoomLevel3				= 1

FootStepSoundDir		= "Human"
GeneralSoundDir			= "Human"

CanBeNetted             = 1
CanBeOnFire             = 1
CanBeFacehugged			= 0
CanUseLookAt			= 1

CanPounce				= 0
PounceWeapon			= ""
PounceWeaponDamage		= 0

RecoilMinDamage			= 50
RecoilChance			= 1.0
RecoilDelay				= [0.5,1.0]

AllowLimbLoss           = 1
HitBoxScale				= 1.2


/************************************************************************
**	Base Predator Character
*/

[BasePredator]

IgnoreSet				= 1

Class					= "Predator"
DefaultModelDir         = "models\characters\"
DefaultModel            = "predator.abc"

DisplayName             = 6010
ScoringClass	        = 0
SelectAnim              = "Idle_0"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 30.0
SelectScale             = 0.5

DefaultSkinDir          = "skins\characters\"
DefaultSkin0            = "predator\predator_torso.dtx"
DefaultSkin1            = "predator\predator_legs.dtx"
DefaultSkin2            = "predator\predator_head.dtx"
DefaultSkin3            = "predator\predator_arms.dtx"
WeaponSkinType          = "pred"
AnimLayer0              = "AnimStyle_Predator_AI_Types"
AnimLayer1              = "AnimStyle_Predator_AI_Weapons"
AnimLayer2              = "AnimStyle_Predator_AI_Actions"
AnimLayer3              = ""
MPAnimLayer0            = "AnimStyle_Predator_MP_Types"
MPAnimLayer1            = "AnimStyle_Predator_MP_Weapons"
MPAnimLayer2            = "AnimStyle_Predator_MP_Actions"
MPAnimLayer3            = "AnimStyle_Predator_MP_Ext_Actions"
DefaultDims             = <16.0, 60.0, 16.0>
DefaultMass             = 2500
CameraHeightPercent     = 0.88
SurfaceType             = "Flesh_Predator"
SkeletonName            = "Predator_Default"

WeaponSet               = "Predator_SP"
MPWeaponSet             = "Predator_MP"

MPWeaponStringRes       = 5030
VisionSet               = "Predator_Visions"
HUDType                 = 3
ChestOffsetPercent	= 0.5
HeadOffsetPercent	= 0.85

FOV                     = (90, 78)
AimRange                = (-89, 89)
HeadTiltAngle           = 2.0
HeadTiltSpeed           = 15.0

WalkSpeed               = 175
RunSpeed                = 340
CrouchSpeed             = 90

LiquidSpeed             = 175

CanClimb                = 1
LadderSpeed             = 175

NormJumpSpeed           = 500
RunJumpSpeed            = 550
SpringJumpSpeed         = 1100

FallDistSafe            = 1024
FallDistDeath           = 2048

WalkingTurnRate         = 180
RunningTurnRate         = 270
WalkingAimRate          = 45
RunningAimRate          = 90
GroundAccel             = 5000
AirAccel                = 500
LiquidAccel             = 3000
JumpDirection           = <0.0, 1.0, 0.0>
CanWallWalk             = 0
ActivateDistance        = 150
EMPFlags                = 3
WalkingKickBack         = 1
RunningKickBack         = 1.5
BaseStunChance          = 100

FootStepVolume			= 0.5

AIPopDist				= 24

DefaultHitPoints        = 250
MaxHitPoints            = 250
DefaultArmorPoints      = 0
MaxArmorPoints          = 0
DamageResistance        = 1.0

HeadBiteHealPoints      = 25
ClawHealPoints          = 5

AirSupplyTime           = 180.0

ZoomLevel0				= 1
ZoomLevel1				= 2
ZoomLevel2				= 8
ZoomLevel3				= 16

FootStepSoundDir		= "Predator"
GeneralSoundDir			= "Predator"

CanBeNetted             = 1
CanBeOnFire             = 1
CanBeFacehugged			= 1
CanUseLookAt			= 1

CanPounce				= 0
PounceWeapon			= ""
PounceWeaponDamage		= 0

RecoilChance			= 0.0

AllowLimbLoss           = 1
HitBoxScale				= 1.2

/************************************************************************
**	Base Alien Character
*/

[BaseAlien]

IgnoreSet		= 1

Class			= "Alien"
DefaultModelDir         = "models\characters\"
DefaultModel            = "drone.abc"

DisplayName             = 6004
ScoringClass	        = 0
SelectAnim              = "Idle_0"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 30.0
SelectScale             = 0.5

DefaultSkinDir          = "skins\characters\"
DefaultSkin0            = "alien\drone_torso.dtx"
DefaultSkin1            = "alien\drone_legs.dtx"
DefaultSkin2            = "alien\drone_head.dtx"
DefaultSkin3            = "alien\drone_arms.dtx"

WeaponSkinType          = "drone"
AnimLayer0              = "AnimStyle_Alien_AI_Types"
AnimLayer1              = "AnimStyle_Alien_AI_Weapons"
AnimLayer2              = "AnimStyle_Alien_AI_Actions"
AnimLayer3              = ""

MPAnimLayer0            = "AnimStyle_Alien_MP_Types"
MPAnimLayer1            = "AnimStyle_Alien_MP_Weapons"
MPAnimLayer2            = "AnimStyle_Alien_MP_Actions"
MPAnimLayer3            = ""

DefaultDims             = <16.0, 60.0, 16.0>
PounceDims				= <35.0, 60.0, 35.0>
DefaultMass             = 2000
CameraHeightPercent     = 0.9
SurfaceType             = "Flesh_Alien"
SkeletonName            = "Alien_Default"

WeaponSet               = "Alien_Standard"
MPWeaponSet             = "Alien_Standard"
MPClassWeaponSet        = "Alien_Standard"

MPWeaponStringRes       = 5063
VisionSet               = "Alien_Visions"
HUDType                 = 2
ChestOffsetPercent	= 0.5
HeadOffsetPercent	= 0.85

FOV                     = (95, 85)
AimRange                = (-90, 90)
HeadTiltAngle           = 10.0
HeadTiltSpeed           = 60.0

WalkSpeed               = 205
RunSpeed                = 410
CrouchSpeed             = 190

LiquidSpeed             = 225

CanClimb                = 1
LadderSpeed             = 375

PounceSpeed             = 1400

NormJumpSpeed           = 550
RunJumpSpeed            = 600
SpringJumpSpeed         = 1100

FallDistSafe            = -1
FallDistDeath           = -1

WalkingTurnRate         = 180
RunningTurnRate         = 270

WalkingAimRate          = 45
RunningAimRate          = 90

GroundAccel             = 10000
AirAccel                = 250
LiquidAccel             = 5000

JumpDirection           = <0.0, 1.0, 0.0>

FootStepVolume		= 0.25

AIPopDist		= 0

CanWallWalk             = 1
ActivateDistance        = 0
EMPFlags                = 1

WalkingKickBack         = 1
RunningKickBack         = 1.5

BaseStunChance          = 0

DefaultHitPoints        = 125
MaxHitPoints            = 125
DefaultArmorPoints      = 0
MaxArmorPoints          = 0
DamageResistance        = 1.0

HeadBiteHealPoints      = 0
ClawHealPoints          = 0

AirSupplyTime           = -1.0

ZoomLevel0		= 1
ZoomLevel1		= 1
ZoomLevel2		= 1
ZoomLevel3		= 1

FootStepSoundDir	= "Alien"
GeneralSoundDir		= "Alien"

CanBeNetted             = 1
CanBeOnFire             = 1
CanBeFacehugged		= 0
CanUseLookAt		= 1

CanPounce		= 0
PounceWeapon		= ""
PounceWeaponDamage	= 0

RecoilChance			= 0.0

AllowLimbLoss           = 1
HitBoxScale				= 2.0

/************************************************************************
**	Base Exosuit Character
*/

[BaseExosuit]

IgnoreSet				= 1

Class                   = "Marine_Exosuit"
DefaultModelDir         = "models\characters\"
DefaultModel            = "exosuit.abc"

DisplayName             = 6011
ScoringClass	        = 0
SelectAnim              = "Idle_0"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 30.0
SelectScale             = 0.5

DefaultSkinDir          = "skins\characters\"
DefaultSkin0            = "marine\exo_suit.dtx"
DefaultSkin1            = "marine\exo_rocket.dtx"
DefaultSkin2            = ""
DefaultSkin3            = ""
WeaponSkinType          = ""
AnimLayer0              = "AnimStyle_Exosuit_Types"
AnimLayer1              = "AnimStyle_Exosuit_Weapons"
AnimLayer2              = "AnimStyle_Exosuit_Actions"
AnimLayer3              = ""
MPAnimLayer0            = "AnimStyle_Exosuit_MP_Types_EXPANSION"
MPAnimLayer1            = "AnimStyle_Exosuit_MP_Weapons_EXPANSION"
MPAnimLayer2            = "AnimStyle_Exosuit_MP_Actions_EXPANSION"
MPAnimLayer3            = ""
DefaultDims             = <48.0, 78.0, 48.0>
DefaultMass             = 5000
CameraHeightPercent     = 0.85
SurfaceType             = "Metal"
SkeletonName            = "Exosuit_Default"

WeaponSet               = "Exosuit_Standard"
MPWeaponSet             = "Exosuit_Standard"
MPClassWeaponSet        = "Exosuit_Standard"

MPWeaponStringRes       = 5100
VisionSet               = "Marine_Visions"
HUDType                 = 6
ChestOffsetPercent	= 0.5
HeadOffsetPercent	= 0.85

FOV                     = (75, 65)
AimRange                = (-90, 90)
HeadTiltAngle           = 0.0
HeadTiltSpeed           = 0.0

WalkSpeed               = 625
RunSpeed                = 700
CrouchSpeed             = 480

LiquidSpeed             = 165

CanClimb                = 0
LadderSpeed             = 375

NormJumpSpeed           	= 800
RunJumpSpeed            	= 1000
SpringJumpSpeed         	= 1200


FallDistSafe            	= 1024
FallDistDeath           	= 2048

WalkingTurnRate        		= 180
RunningTurnRate         	= 270

WalkingAimRate          	= 45
RunningAimRate          	= 90

GroundAccel             	= 7500
AirAccel                	= 300
LiquidAccel             	= 1000

JumpDirection           	= <0.0, 1.0, 0.0>
CanWallWalk             	= 0
ActivateDistance        	= 150
EMPFlags                	= 7
WalkingKickBack         	= 1
RunningKickBack         	= 1.5
BaseStunChance          	= 0

AIPopDist			= 0

DefaultHitPoints        	= 300
MaxHitPoints            	= 300
DefaultArmorPoints      	= 200
MaxArmorPoints          	= 200
DamageResistance        	= 1.0

HeadBiteHealPoints      	= 25
ClawHealPoints          	= 0

AirSupplyTime           	= 60.0

ZoomLevel0			= 1
ZoomLevel1			= 1
ZoomLevel2			= 1
ZoomLevel3			= 1

FootStepSoundDir		= "Exosuit"
GeneralSoundDir			= "Exosuit"

CanBeNetted             	= 0
CanBeOnFire             	= 0
CanBeFacehugged			= 0
CanUseLookAt			= 0

CanPounce			= 0
PounceWeapon			= ""
PounceWeaponDamage		= 0

RecoilChance			= 0.0

AllowLimbLoss           	= 1
HitBoxScale			= 1.2

/************************************************************************
**	# 0 - Facehugger
*/

[Facehugger]

Parent                  = "BaseAlien"
DefaultModel            = "facehugger.abc"
DefaultSkin0            = "alien\facehugger_torso.dtx"
DefaultSkin1            = ""
DefaultSkin2            = ""
DefaultSkin3            = ""
AnimLayer0              = "AnimStyle_Facehugger_AI_Types"
AnimLayer1              = "AnimStyle_Facehugger_AI_Weapons"
AnimLayer2              = "AnimStyle_Facehugger_AI_Actions"
MPAnimLayer0            = "AnimStyle_Facehugger_AI_Types"
MPAnimLayer1            = "AnimStyle_Facehugger_AI_Weapons"
MPAnimLayer2            = "AnimStyle_Facehugger_AI_Actions"
WeaponSkinType          = "facehugger"
DefaultDims             = <16.0, 15.0, 16.0>
PounceDims				= <16.0, 16.0, 16.0>
DefaultMass             = 900
SkeletonName            = "Facehugger"

WeaponSet               = "Facehugger_Standard"
MPWeaponSet             = "Facehugger_Standard"
MPClassWeaponSet        = "Facehugger_Standard"

MPWeaponStringRes       = 5060
CameraHeightPercent     = 0.6

DisplayName             = 6001
ScoringClass	        = 0

WalkSpeed               = 100
RunSpeed                = 200
CrouchSpeed             = 100

PounceSpeed             = 1000

NormJumpSpeed           = 550
RunJumpSpeed            = 550
SpringJumpSpeed         = 1000

JumpDirection           = <0.0, 1.0, 0.0>
ActivateDistance        = 0
DefaultHitPoints        = 25
MaxHitPoints            = 25
HUDType                 = 4
ChestOffsetPercent		= -0.75
HeadOffsetPercent		= -0.75

FootStepSoundDir        = "Facehugger"
GeneralSoundDir         = "Facehugger"
FootStepVolume			= 0.10

CanBeNetted             = 0
CanUseLookAt			= 0

CanPounce			= 1
PounceWeapon			= "PounceJumpFacehugger"
PounceWeaponDamage		= 0

/************************************************************************
**	# 1 - Facehugger_AI
*/

[Facehugger_AI]

Parent                  = "Facehugger"
GeneralSoundDir         = "Facehugger"

CanClimb                = 0

WalkSpeed               = 150
RunSpeed                = 300
CrouchSpeed				= 90

WalkingTurnRate         = 720
RunningTurnRate         = 720

CanBeNetted             = 0

/************************************************************************
**	# 2 - Chestburster
*/

[Chestburster]

Parent                  = "BaseAlien"
DefaultModel            = "chestbrstr.abc"
DisplayName             = 6002
ScoringClass	        = 0
DefaultSkin0            = "alien\chestbrstr_bloody_torso.dtx"
DefaultSkin1            = ""
DefaultSkin2            = ""
DefaultSkin3            = ""
WeaponSkinType          = "chestburster"
DefaultDims             = <16.0, 20.0, 16.0>
PounceDims				= <16.0, 20.0, 16.0>
SkeletonName            = "Chestburster"
AnimLayer0              = "AnimStyle_Chestburster_AI_Types"
AnimLayer1              = "AnimStyle_Chestburster_AI_Weapons"
AnimLayer2              = "AnimStyle_Chestburster_AI_Actions"
MPAnimLayer0            = "AnimStyle_Chestburster_AI_Types"
MPAnimLayer1            = "AnimStyle_Chestburster_AI_Weapons"
MPAnimLayer2            = "AnimStyle_Chestburster_AI_Actions"

WeaponSet               = "Chestburster_Standard"
MPWeaponSet             = "Chestburster_Standard"
MPClassWeaponSet        = "Chestburster_Standard"

MPWeaponStringRes       = 5061
CameraHeightPercent     = 0.6

WalkSpeed               = 100
RunSpeed                = 200
CrouchSpeed             = 100

NormJumpSpeed           = 550
RunJumpSpeed            = 550
SpringJumpSpeed         = 750

JumpDirection           = <0.0, 1.0, 0.0>

ActivateDistance        = 0
DefaultHitPoints        = 50
MaxHitPoints            = 50
CanWallWalk             = 0
HUDType                 = 5
ChestOffsetPercent		= 0.0
HeadOffsetPercent		= 0.25

FootStepSoundDir		= "Chestburster"
GeneralSoundDir		= "Chestburster"
FootStepVolume			= 0.10

CanBeNetted             = 0
CanBeOnFire             = 1

/************************************************************************
**	# 3 - Chestburster_AI
*/

[Chestburster_AI]

Parent                  = "Chestburster"
GeneralSoundDir         = "Chestburster"

CanClimb                = 0

WalkSpeed               = 150
RunSpeed                = 300
CrouchSpeed				= 90

WalkingTurnRate         = 720
RunningTurnRate         = 720

CanBeNetted             = 0
CanBeOnFire             = 1

/************************************************************************
**	# 4 - Runner
*/

[Runner]

Parent                  = "BaseAlien"
DefaultModel            = "runner.abc"

AnimLayer0              = "AnimStyle_AlienWithTail_AI_Types"
AnimLayer2              = "AnimStyle_Runner_AI_Actions"
MPAnimLayer2            = "AnimStyle_Runner_MP_Actions"

SkeletonName            = "Runner"
DisplayName             = 6003
ScoringClass	        = 0

DefaultSkin0            = "alien\runner_torso.dtx"
DefaultSkin1            = "alien\runner_legs.dtx"
DefaultSkin2            = "alien\runner_head.dtx"
DefaultSkin3            = "alien\runner_arms.dtx"

WeaponSkinType          = "runner"

WeaponSet               = "Runner_Standard"
MPWeaponSet             = "Runner_Standard"
MPClassWeaponSet        = "Runner_Standard"

WalkSpeed               = 250
RunSpeed                = 500
CrouchSpeed             = 180

NormJumpSpeed           = 550
RunJumpSpeed            = 550
SpringJumpSpeed         = 1050

DefaultHitPoints        = 100
MaxHitPoints            = 100

DefaultDims             = <16.0, 40.0, 16.0>
PounceDims				= <25.0, 40.0, 25.0>
ChestOffsetPercent		= 0.0
HeadOffsetPercent		= 0.5

FootStepSoundDir        = "Alien"
GeneralSoundDir         = "Runner"

CanPounce			= 1
PounceWeapon			= "PounceJump"
PounceWeaponDamage		= 250

/************************************************************************
**	# 5 - Runner_AI
*/

[Runner_AI]

Parent                  = "Runner"
GeneralSoundDir         = "Runner"

CanClimb                = 0

WalkSpeed               = 150
RunSpeed                = 500
CrouchSpeed             = 225

DefaultHitPoints        = 200
MaxHitPoints            = 200

WalkingTurnRate         = 720
RunningTurnRate         = 720

/************************************************************************
**	# 6 - Drone
*/

[Drone]

Parent                  = "BaseAlien"

AnimLayer0              = "AnimStyle_AlienWithTail_AI_Types"
AnimLayer2              = "AnimStyle_Drone_AI_Actions"

FootStepSoundDir        = "Alien"
GeneralSoundDir         = "Drone"

CanPounce		= 1
PounceWeapon		= "PounceJump"
PounceWeaponDamage	= 250

/************************************************************************
**	# 7 - Drone_AI
*/

[Drone_AI]

Parent                  = "Drone"
GeneralSoundDir         = "Drone"

ChestOffsetPercent	= 0.25
HeadOffsetPercent	= 0.5

CanClimb                = 0

WalkSpeed               = 300
RunSpeed                = 500
CrouchSpeed             = 225

WalkingTurnRate         = 720
RunningTurnRate         = 720

DefaultHitPoints        = 300
MaxHitPoints            = 300

/************************************************************************
**	# 8 - Predalien
*/

[Predalien]

Parent                  = "BaseAlien"
DefaultModel            = "predalien.abc"
DisplayName             = 6005
DefaultSkin0            = "alien\predalien_torso.dtx"
DefaultSkin1            = "alien\predalien_legs.dtx"
DefaultSkin2            = "alien\predalien_head.dtx"
DefaultSkin3            = ""
WeaponSkinType          = "predalien"
DefaultDims             = <16.0, 70.0, 16.0>
PounceDims				= <35.0, 72.0, 35.0>

SkeletonName            = "Predalien"

AnimLayer0              = "AnimStyle_AlienWithTail_AI_Types"

WeaponSet               = "Predalien_Standard"
MPWeaponSet             = "Predalien_Standard"
MPClassWeaponSet        = "Predalien_Standard"

WalkSpeed               = 180
RunSpeed                = 400
CrouchSpeed             = 130

DefaultHitPoints        = 200
MaxHitPoints            = 200

FootStepSoundDir		= "Alien"
GeneralSoundDir         = "Predalien"

CanPounce		= 1
PounceWeapon		= "PounceJump"
PounceWeaponDamage	= 250

/************************************************************************
**	# 9 - Predalien_AI
*/

[Predalien_AI]

Parent                  = "Predalien"
GeneralSoundDir         = "Predalien"

CanClimb                = 0

WalkSpeed               = 120
RunSpeed                = 600
CrouchSpeed		= 81

DefaultHitPoints        = 500
MaxHitPoints            = 500

WalkingTurnRate         = 720
RunningTurnRate         = 720

/************************************************************************
**	# 10 - Praetorian
*/

[Praetorian]

Parent                  = "BaseAlien"
DefaultModel            = "praetorian.abc"
DisplayName             = 6006
ScoringClass	        = 0

DefaultSkin0            = "alien\praetorian_torso.dtx"
DefaultSkin1            = "alien\praetorian_legs.dtx"
DefaultSkin2            = "alien\praetorian_head.dtx"
DefaultSkin3            = ""
WeaponSkinType          = "praetorian"
DefaultDims             = <16.0, 80.0, 16.0>
PounceDims		= <35.0, 82.0, 35.0>
DamageResistance        = 0.1
CanWallWalk             = 0

WeaponSet               = "Praetorian_Standard"
MPWeaponSet             = "Praetorian_Standard"
MPClassWeaponSet        = "Praetorian_Standard"

SurfaceType             = "Flesh_Praetorian"
SkeletonName            = "Alien_Praetorian"

NormJumpSpeed           = 800
RunJumpSpeed            = 900
SpringJumpSpeed         = 1200

DefaultHitPoints        = 375
MaxHitPoints            = 375

FootStepSoundDir        = "Alien"
GeneralSoundDir         = "Praetorian"

CanBeOnFire             = 0

/************************************************************************
**	# 11 - Praetorian_AI
*/

[Praetorian_AI]

Parent                  = "Praetorian"
GeneralSoundDir			= "Praetorian"

CanClimb                = 0

WalkSpeed               = 120
RunSpeed                = 600
CrouchSpeed		= 68

WalkingTurnRate         = 720
RunningTurnRate         = 720

DefaultHitPoints        = 2075
MaxHitPoints            = 2075


AllowLimbLoss           = 0

DamageResistance        = 0.5

CanBeOnFire             = 0

/************************************************************************
**	# 12 - Queen
*/

[Queen]

Parent                  = "BaseAlien"
DefaultModel            = "queen.abc"
DefaultModelDir         = "models\characters\MP\"
DisplayName             = 6007
ScoringClass	        = 0
CameraHeightPercent     = 0.6

SkeletonName            = "Alien_Queen"

SelectAnim              = "Idle_0"
SelectPos               = <0.0, 3.0, 0.0>
SelectRot               = 40.0
SelectScale             = 0.3
DefaultSkin0            = "alien\queen_torso.dtx"
DefaultSkin1            = "alien\queen_legs.dtx"
DefaultSkin2            = "alien\queen_head.dtx"
DefaultSkin3            = ""
WeaponSkinType          = "queen"
//DefaultDims           = <16.0, 128.0, 16.0>
//DefaultDims		= <40.0, 123.0, 40.0>
DefaultDims		= <40.0, 98.0, 40.0>
PounceDims		= <45.0, 128.0, 45.0>
FOV                     = (100, 100)
CanWallWalk             = 0

DefaultHitPoints        = 1500
MaxHitPoints            = 1500

WalkSpeed               = 307
RunSpeed                = 615
CrouchSpeed             = 307

LiquidSpeed             = 337

CanClimb                = 1

WeaponSet             	= "Queen_Standard"
MPWeaponSet             = "Queen_Standard"
MPClassWeaponSet        = "Queen_Standard"

MPWeaponStringRes       = 5066

NormJumpSpeed           = 900
RunJumpSpeed            = 1000
SpringJumpSpeed         = 1350

FootStepSoundDir	= "Queen_Empress"
GeneralSoundDir         = "Queen"

CanBeNetted             = 0
CanBeOnFire             = 0

AllowLimbLoss           = 0

/************************************************************************
**	# 13 - Queen_AI
*/

[Queen_AI]

Parent                  = "Queen"
GeneralSoundDir         = "Queen"

CanClimb                = 0

WalkSpeed               = 800
RunSpeed                = 900
CrouchSpeed		= 54
LiquidSpeed             = 225

DefaultHitPoints        = 10000
MaxHitPoints            = 10000

CanPounce		= 1
PounceWeapon		= "PounceJump"
PounceWeaponDamage	= 50

WalkingTurnRate         = 720
RunningTurnRate         = 720

CanBeNetted             = 0
AllowLimbLoss           = 0

/************************************************************************
**	# 13 - Queen_AI
*/

[Emperess_AI]

Parent                  = "Queen_AI"
DefaultModel            = "emperess.abc"
DefaultSkin0            = "alien\emperess_torso.dtx"
DefaultSkin1            = "alien\emperess_legs.dtx"
DefaultSkin2            = "alien\emperess_head.dtx"
DefaultSkin3            = "alien\emperess_arms.dtx"

CanClimb                = 0


/************************************************************************
**	# 14 - Harris
*/

[Harris]

Parent                  = "BaseHuman"

/************************************************************************
**	# 15 - Harris_AI
*/

[Harris_AI]

Parent                  = "Harris"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100
GeneralSoundDir		= "Harris"



/************************************************************************
**	# 16 - Grenadier
*/

[Grenadier]

Parent                  = "BaseHuman"
DefaultModel            = "grenadier.abc"
DefaultSkin0            = "marine\grenadier_torso.dtx"
DefaultSkin1            = "marine\grenadier_legs.dtx"
DefaultSkin2            = "marine\grenadier_head.dtx"
DefaultSkin3            = "marine\grenadier_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "Grenadier"

/************************************************************************
**	# 17 - Grenadier_AI
*/

[Grenadier_AI]

Parent                  = "Grenadier"
Class					= "Marine"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100
GeneralSoundDir		= "MaleHuman"

/************************************************************************
**	# 18 - Obrian
*/

[Obrian]

Parent                  = "BaseHuman"
DefaultModel            = "obrian.abc"
DefaultSkin0            = "marine\obrian_torso.dtx"
DefaultSkin1            = "marine\obrian_legs.dtx"
DefaultSkin2            = "marine\obrian_head.dtx"
DefaultSkin3            = ""
DefaultDims             = <16.0, 50.0, 16.0>

DisplayName             = 6012
GeneralSoundDir 	= "Obrian"

/************************************************************************
**	# 19 - Obrian_AI
*/

[Obrian_AI]

Parent                  = "Obrian"
Class					= "Marine"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 20 - RailGunner
*/

[RailGunner]

Parent                  = "BaseHuman"
Class			= "Corporate"
DefaultModel            = "railgunner.abc"
DefaultSkin0            = "marine\railgunner_torso.dtx"
DefaultSkin1            = "marine\railgunner_legs.dtx"
DefaultSkin2            = "marine\railgunner_head.dtx"
DefaultSkin3            = "marine\railgunner_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "RailGunner"

/************************************************************************
**	# 21 - RailGunner_AI
*/

[RailGunner_AI]

Parent                  = "RailGunner"
Class			= "Corporate"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 22 - SmartGunner
*/

[SmartGunner]

Parent                  = "BaseHuman"
DefaultModel            = "smartgunner.abc"
DefaultSkin0            = "marine\smartgunner_torso.dtx"
DefaultSkin1            = "marine\smartgunner_legs.dtx"
DefaultSkin2            = "marine\smartgunner_head.dtx"
DefaultSkin3            = "marine\smartgunner_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>
GeneralSoundDir 	= "SmartGunner"

/************************************************************************
**	# 23 - SmartGunner_AI
*/

[SmartGunner_AI]

Parent                  = "SmartGunner"
Class					= "Marine"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 24 - MiniGunner
*/

[MiniGunner]

Parent                  = "BaseHuman"
DefaultModel            = "minigunner.abc"
DefaultSkin0            = "marine\minigunner_torso.dtx"
DefaultSkin1            = "marine\minigunner_legs.dtx"
DefaultSkin2            = "marine\minigunner_head.dtx"
DefaultSkin3            = "marine\minigunner_arms.dtx"
WeaponSkinType          = "black"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "MiniGunner"

/************************************************************************
**	# 25 - MiniGunner_AI
*/

[MiniGunner_AI]

Parent                  = "MiniGunner"
Class					= "Marine"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 26 - PulseRifleGuy
*/

[PulseRifleGuy]

Parent                  = "BaseHuman"
DefaultModel            = "pulserifleguy.abc"
DefaultSkin0            = "marine\pulserifleguy_torso.dtx"
DefaultSkin1            = "marine\pulserifleguy_legs.dtx"
DefaultSkin2            = "marine\pulserifleguy_head.dtx"
DefaultSkin3            = "marine\pulserifleguy_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "PulseRifleGuy"

/************************************************************************
**	# 27 - PulseRifleGuy_AI
*/

[PulseRifleGuy_AI]

Parent                  = "PulseRifleGuy"
Class					= "Marine"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 28 - PulseRifleGirl
*/

[PulseRifleGirl]

Parent                  = "BaseHuman"
DefaultModel            = "pulseriflegirl.abc"
DefaultSkin0            = "marine\pulseriflegirl_torso.dtx"
DefaultSkin1            = "marine\pulseriflegirl_legs.dtx"
DefaultSkin2            = "marine\pulseriflegirl_head.dtx"
DefaultSkin3            = ""
WeaponSkinType          = "black"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "PulseRifleGirl"

/************************************************************************
**	# 29 - PulseRifleGirl_AI
*/

[PulseRifleGirl_AI]

Parent                  = "PulseRifleGirl"
Class					= "Marine"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 30 - MaleLabtech
*/

[MaleLabtech]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "malelabtech.abc"
DefaultSkin0            = "marine\MaleLabtech_Torso.dtx"
DefaultSkin1            = "marine\Labtech_arms.dtx"
DefaultSkin2            = "marine\MaleLabtech_Head.dtx"
DefaultSkin3            = "marine\Labtech_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "MaleLabtech"

/************************************************************************
**	# 31 - MaleLabtech_AI
*/

[MaleLabtech_AI]

Parent                  = "MaleLabtech"
Class					= "Corporate"

CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 32 - FemaleLabtech
*/

[FemaleLabtech]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "femalelabtech.abc"
DefaultSkin0            = "marine\FemaleLabtech_Torso.dtx"
DefaultSkin1            = "marine\Labtech_arms.dtx"
DefaultSkin2            = "marine\FemaleLabtech_Head.dtx"
DefaultSkin3            = "marine\Labtech_arms.dtx"
DefaultDims             = <16.0, 45.0, 16.0>

GeneralSoundDir 	= "FemaleLabtech"

/************************************************************************
**	# 33 - FemaleLabtech_AI
*/

[FemaleLabtech_AI]

Parent                  = "FemaleLabtech"
Class					= "Corporate"

CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 34 - Scientist
*/

[Scientist]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "scientist.abc"
DefaultSkin0            = "marine\ScientistMale_torso.dtx"
DefaultSkin1            = "marine\Scientist_Arms.dtx"
DefaultSkin2            = "marine\ScientistMale_head.dtx"
DefaultSkin3            = "marine\Scientist_arms.dtx"
DefaultDims             = <16.0, 48.0, 16.0>

GeneralSoundDir 	= "Scientist"

/************************************************************************
**	# 35 - Scientist_AI
*/

[Scientist_AI]

Parent                  = "Scientist"
Class					= "Corporate"

CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	Laboror
*/

[Laboror]

Parent                  = "BaseHuman"
Class                   = "Corporate"
//DefaultModel            = "laboror.abc"
//DefaultSkin0            = "marine\laboror_torso.dtx"
//DefaultSkin1            = "marine\laboror_legs.dtx"
//DefaultSkin2            = "marine\laboror_head.dtx"
//DefaultSkin3            = "marine\laboror_arms.dtx"
//DefaultDims             = <16.0, 55.0, 16.0>
DefaultModel            = "hazmat.abc"
DefaultSkin0            = "marine\hazmat_torso.dtx"
DefaultSkin1            = "marine\hazmat_legs.dtx"
DefaultSkin2            = "marine\hazmat_head.dtx"
DefaultSkin3            = "marine\hazmat_arms.dtx"
WeaponSkinType          = "hazmat"

GeneralSoundDir 	= "Laboror"

/************************************************************************
**	Laboror_AI
*/

[Laboror_AI]

Parent                  = "Laboror"
Class					= "Corporate"

CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	Laboror_Marine
*/

[Laboror_Marine]

Parent                  = "BaseHuman"
Class                   = "Marine"
DefaultModel            = "laboror.abc"
DefaultSkin0            = "marine\Convict_Torso.dtx"
DefaultSkin1            = "marine\Convict_Legs.dtx"
DefaultSkin2            = "marine\Convict_Head.dtx"
DefaultSkin3            = "marine\Convict_Arms.dtx"
DefaultDims             = <16.0, 55.0, 16.0>

GeneralSoundDir 	= "Laboror"

/************************************************************************
**	Laboror_Marine_AI
*/

[Laboror_Marine_AI]

Parent                  = "Laboror_Marine"
Class					= "Marine"

CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 38 - MaleLabSynth
*/

[MaleLabSynth]

Parent                  = "BaseSynthetic"
DefaultModel            = "malelabsynth.abc"
DefaultSkin0            = "marine\malelabsynth_torso.dtx"
DefaultSkin1            = "marine\malelabsynth_legs.dtx"
DefaultSkin2            = "marine\malelabsynth_head.dtx"
DefaultSkin3            = ""
DefaultDims             = <16.0, 55.0, 16.0>

GeneralSoundDir 	= "MaleLabSynth"

/************************************************************************
**	# 39 - MaleLabSynth_AI
*/

[MaleLabSynth_AI]

Parent                  = "MaleLabSynth"

LadderSpeed				= 100

/************************************************************************
**	# 40 - FemaleLabSynth
*/

[FemaleLabSynth]

Parent                  = "BaseSynthetic"
DefaultModel            = "femalelabsynth.abc"
DefaultSkin0            = "marine\femalelabsynth_torso.dtx"
DefaultSkin1            = "marine\femalelabsynth_legs.dtx"
DefaultSkin2            = "marine\femalelabsynth_head.dtx"
DefaultSkin3            = ""
WeaponSkinType          = "black"
DefaultDims             = <16.0, 55.0, 16.0>

GeneralSoundDir 	= "FemaleLabSynth"

/************************************************************************
**	# 41 - FemaleLabSynth_AI
*/

[FemaleLabSynth_AI]

Parent                  = "FemaleLabSynth"

LadderSpeed				= 100

/************************************************************************
**	# 42 - CombatSynth
*/

[CombatSynth]

Parent                  = "BaseSynthetic"
DefaultModel            = "combatsynth.abc"
DefaultSkin0            = "marine\combatsynth_torso.dtx"
DefaultSkin1            = "marine\combatsynth_legs.dtx"
DefaultSkin2            = "marine\combatsynth_head.dtx"
DefaultSkin3            = ""
DefaultDims             = <16.0, 55.0, 16.0>

CanBeOnFire             = 0
CanBeFacehugged		= 0

DefaultHitPoints        = 2000
MaxHitPoints            = 2000

RecoilMinDamage		= 500
RecoilChance		= 1.0
RecoilDelay		= [0.5,1.0]

GeneralSoundDir 	= "CombatSynth"

/************************************************************************
**	# 43 - CombatSynth_AI
*/

[CombatSynth_AI]

Parent                  = "CombatSynth"

WalkSpeed               = 160
RunSpeed                = 320
CrouchSpeed				= 35
LadderSpeed				= 160

/************************************************************************
**	# 44 - Rykov
*/

[Rykov]

Parent                  = "BaseHuman"
Class					= "Corporate"
DefaultModel            = "rykov.abc"
DefaultSkin0            = "marine\rykov_torso.dtx"
DefaultSkin1            = "marine\rykov_legs.dtx"
DefaultSkin2            = "marine\rykov_head.dtx"
DefaultSkin3            = ""
DefaultDims             = <15.0, 52.0, 15.0>

GeneralSoundDir 	= "Rykov"

/************************************************************************
**	# 45 - Rykov_AI
*/

[Rykov_AI]

Parent                  = "Rykov"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 46 - Eisenberg
*/

[Eisenberg]

Parent                  = "BaseSynthetic"
DefaultModel            = "eisenberg.abc"
DefaultSkin0            = "marine\eisenberg_torso.dtx"
DefaultSkin1            = "marine\eisenberg_legs.dtx"
DefaultSkin2            = "marine\eisenberg_head.dtx"
DefaultSkin3            = ""
//DefaultDims			= <16.0, 50.0, 16.0>
DefaultDims             = <15.0, 52.0, 16.0>

GeneralSoundDir 	= "Eisenberg"

/************************************************************************
**	# 47 - Eisenberg_AI
*/

[Eisenberg_AI]

Parent                  = "Eisenberg"
Class					= "Corporate"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

AllowLimbLoss           = 0

HeadBiteHealPoints      = 0
ClawHealPoints          = 0

/************************************************************************
**	# 48 - LightPredator
*/

[LightPredator]

Parent                  = "BasePredator"
DefaultModel            = "lightpred.abc"
DefaultSkin0            = "predator\lightpred_torso.dtx"
DefaultSkin1            = "predator\lightpred_legs.dtx"
DefaultSkin2            = "predator\lightpred_head.dtx"
DefaultSkin3            = "predator\lightpred_arms.dtx"
WeaponSkinType          = "light"

FootStepSoundDir		= "Predator"
GeneralSoundDir			= "LightPredator"

WalkSpeed               = 200
RunSpeed                = 400
CrouchSpeed             = 100
LadderSpeed		= 100

DefaultHitPoints        = 150
MaxHitPoints            = 150
DamageResistance        = 1.0

/************************************************************************
**	# 49 - LightPredator_AI
*/

[LightPredator_AI]

Parent                  = "LightPredator"

WalkSpeed               = 120
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

DefaultHitPoints        = 300
MaxHitPoints            = 300

BaseStunChance          = 0

/************************************************************************
**	# 50 - Predator
*/

[Predator]

Parent                  = "BasePredator"

DamageResistance        = 1.0

DefaultHitPoints        = 100
MaxHitPoints            = 100


/************************************************************************
**	# 51 - Predator_AI
*/

[Predator_AI]

Parent                  = "Predator"

CrouchSpeed             = 35
LadderSpeed				= 100

DefaultHitPoints        = 700
MaxHitPoints            = 700

CanBeOnFire             = 0
BaseStunChance          = 0

/************************************************************************
**	# 51 - Predator_AI
*/

[NoGibPredator_AI]

Parent                  = "LightPredator_AI"

AllowLimbLoss 		= 0

HeadBiteHealPoints      = 0
ClawHealPoints          = 0

CanBeOnFire             = 0
BaseStunChance          = 0

/************************************************************************
**	# 52 - MHawkPredator
*/

[MHawkPredator]

Parent                  = "BasePredator"
DefaultModel            = "mhawkpred.abc"
DefaultSkin0            = "predator\mhawkpred_torso.dtx"
DefaultSkin1            = "predator\mhawkpred_legs.dtx"
DefaultSkin2            = "predator\mhawkpred_head.dtx"
DefaultSkin3            = "predator\mhawkpred_arms.dtx"
WeaponSkinType          = "mhawk"

FootStepSoundDir		= "Predator"
GeneralSoundDir			= "MoHawkPredator"

DefaultHitPoints        = 300
MaxHitPoints            = 300

WalkSpeed               = 150
RunSpeed                = 290
CrouchSpeed             = 75


/************************************************************************
**	# 53 - MHawkPredator_AI
*/

[MHawkPredator_AI]

Parent                  = "MHawkPredator"

CrouchSpeed		= 35
LadderSpeed		= 100

DefaultHitPoints        = 700
MaxHitPoints            = 700

CanBeOnFire             = 0
BaseStunChance          = 0

/************************************************************************
**	# 54 - HeavyPredator
*/

[HeavyPredator]

Parent                  = "BasePredator"
DefaultModel            = "heavypred.abc"
DefaultSkin0            = "predator\heavypred_torso.dtx"
DefaultSkin1            = "predator\heavypred_legs.dtx"
DefaultSkin2            = "predator\heavypred_head.dtx"
DefaultSkin3            = "predator\heavypred_arms.dtx"
WeaponSkinType          = "heavy"

FootStepSoundDir		= "Predator"
GeneralSoundDir			= "HeavyPredator"

WalkSpeed               = 130
RunSpeed                = 260
CrouchSpeed             = 75

DefaultHitPoints        = 400
MaxHitPoints            = 400
DamageResistance        = 1.0

/************************************************************************
**	# 55 - HeavyPredator_AI
*/

[HeavyPredator_AI]

Parent                  = "HeavyPredator"

CrouchSpeed				= 35
LadderSpeed				= 100

DefaultHitPoints        = 2000
MaxHitPoints            = 2000

CanBeOnFire             = 0
BaseStunChance          = 0

/************************************************************************
**	# 55 - SuperManPredator_AI  -- Same as heavy predator but with different jump animation.
*/

[SuperJumpPredator_AI]

Parent                  = "HeavyPredator_AI"

AnimLayer2              = "AnimStyle_SuperJumpPredator_AI_Actions"

/************************************************************************
**	# 56 - Exosuit
*/

[Exosuit]

Parent                  = "BaseExosuit"
DefaultModelDir         = "models\characters\MP\"

/************************************************************************
**	# 56 - Exosuit Alice
*/

[ExosuitAlice]

Parent                  = "Exosuit"
DefaultModelDir         = "models\characters\"

DefaultSkin0            = "marine\exo_suit_alice.dtx"

/************************************************************************
**	# 57 - Exosuit_AI
*/

[Corporate_Exosuit_AI]

Parent                  = "Exosuit"
Class					= "Corporate_Exosuit"
DefaultModelDir         = "models\characters\"

WalkSpeed               = 50
RunSpeed                = 300
CrouchSpeed				= 150
LadderSpeed				= 50

/************************************************************************
**	# 58 - ApeSuit
*/

[APESuit]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "apesuit.abc"
DefaultSkin0            = "marine\apesuit_torso.dtx"
DefaultSkin1            = "marine\apesuit_legs.dtx"
DefaultSkin2            = "marine\apesuit_head.dtx"
DefaultSkin3            = "marine\apesuit_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir         = "APESuit"

CanBeOnFire             = 0
CanUseLookAt			= 0
CanBeFacehugged			= 0

/************************************************************************
**	# 59 - ApeSuit_AI
*/

[APESuit_AI]

Parent                  = "APESuit"
Class                   = "Corporate"
LadderSpeed				= 100
DefaultHitPoints        = 400
MaxHitPoints            = 400


/************************************************************************
**	# 60 - Guard
*/

[Guard]

Parent                  = "BaseHuman"
DefaultModel            = "guard.abc"
DefaultSkin0            = "marine\guard_torso.dtx"
DefaultSkin1            = "marine\guard_legs.dtx"
DefaultSkin2            = "marine\guard_head.dtx"
DefaultSkin3            = "marine\guard_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>
AnimLayer0              = "AnimStyle_Guard_AI_Types"  // This is to deal with the guard's funny run animation, in combat it reverts to the "normal" animation.

GeneralSoundDir 	= "Guard"

/************************************************************************
**	# 61 - Guard_AI
*/

[Guard_AI]

Parent                  = "Guard"
Class                   = "Corporate"
LadderSpeed				= 100
DefaultHitPoints        = 300
MaxHitPoints            = 300


/************************************************************************
**	# 62 - Officer
*/

[Officer]

Parent                  = "BaseHuman"
DefaultModel            = "guardofficer.abc"
DefaultSkin0            = "marine\officer_torso.dtx"
DefaultSkin1            = "marine\guard_legs.dtx"
DefaultSkin2            = "marine\officer_head.dtx"
DefaultSkin3            = "marine\officer_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "Officer"

/************************************************************************
**	# 63 - Officer_AI
*/

[Officer_AI]

Parent                  = "Officer"
Class                   = "Corporate"
LadderSpeed				= 100
DefaultHitPoints        = 500
MaxHitPoints            = 500


/************************************************************************
**	# 64 - Harris_Guard
*/

[Harris_Guard]

Parent                  = "Harris"
Class                   = "Marine"  // This needs to be a corporate.
DefaultModel            = "harrisguard.abc"
DefaultSkin0            = "marine\guard_torso.dtx"
DefaultSkin1            = "marine\guard_legs.dtx"
DefaultSkin2            = "marine\harris_head.dtx"
DefaultSkin3            = "marine\guard_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "Harris"

/************************************************************************
**	# 65 - Harris_Hazmat
*/

[Harris_Hazmat]

Parent                  = "Harris"
Class                   = "Marine"
DefaultModel            = "hazmatharris.abc"
DefaultSkin0            = "marine\hazmatharris_torso.dtx"
DefaultSkin1            = "marine\hazmatharris_legs.dtx"
DefaultSkin2            = "marine\hazmatharris_head.dtx"
DefaultSkin3            = "marine\hazmatharris_arms.dtx"
WeaponSkinType          = "hazmat"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "Harris"

/************************************************************************
**	# 66 - Hazmat
*/

[Hazmat]

Parent                  = "BaseHuman"
DefaultModel            = "hazmat.abc"
DefaultSkin0            = "marine\hazmat_torso.dtx"
DefaultSkin1            = "marine\hazmat_legs.dtx"
DefaultSkin2            = "marine\hazmat_head.dtx"
DefaultSkin3            = "marine\hazmat_arms.dtx"
WeaponSkinType          = "hazmat"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "Hazmat"

/************************************************************************
**	# 67 - Hazmat_AI
*/

[Hazmat_AI]

Parent                  = "Hazmat"
Class                   = "Corporate"
LadderSpeed				= 100
DefaultHitPoints        = 400
MaxHitPoints            = 400


/************************************************************************
**	# 68 - PulseRifleGuy2
*/

[PulseRifleGuy2]

Parent                  = "BaseHuman"
DefaultModel            = "pulseriflemarine2.abc"
DefaultSkin0            = "marine\pulseriflemarine2_torso.dtx"
DefaultSkin1            = "marine\harris_legs.dtx"
DefaultSkin2            = "marine\pulseriflemarine2_head.dtx"
DefaultSkin3            = "marine\pulseriflemarine2_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "PulseRifleGuy2"

/************************************************************************
**	# 69 - PulseRifleGuy2_AI
*/

[PulseRifleGuy2_AI]

Parent                  = "PulseRifleGuy2"
Class					= "Marine"
LadderSpeed				= 100


/************************************************************************
**	# 70 - SadarGunner
*/

[SadarGunner]

Parent                  = "BaseHuman"
DefaultModel            = "sadargunr.abc"
DefaultSkin0            = "marine\sadargunr_torso.dtx"
DefaultSkin1            = "marine\sadargunr_legs.dtx"
DefaultSkin2            = "marine\sadargunr_head.dtx"
DefaultSkin3            = ""
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "SadarGunner"

/************************************************************************
**	# 71 - SadarGunner_AI
*/

[SadarGunner_AI]

Parent                  = "SadarGunner"
Class                   = "Marine"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 72 - Smuggler
*/

[Smuggler]

Parent                  = "BaseHuman"
DefaultModel            = "smuggler.abc"
DefaultSkin0            = "marine\smuggler_torso.dtx"
DefaultSkin1            = "marine\smuggler_legs.dtx"
DefaultSkin2            = "marine\smuggler_head.dtx"
DefaultSkin3            = ""
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "Smuggler"

/************************************************************************
**	# 73 - Smuggler_AI
*/

[Smuggler_AI]

Parent                  = "Smuggler"
Class                   = "Corporate"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed             = 35
LadderSpeed				= 100

/************************************************************************
**	# 74 - Tamiko
*/

[Tamiko]

Parent                  = "BaseHuman"
DefaultModel            = "tamiko.abc"
DefaultSkin0            = "marine\tamiko_torso.dtx"
DefaultSkin1            = "marine\tamiko_arms.dtx"
DefaultSkin2            = "marine\tamiko_head.dtx"
DefaultSkin3            = "marine\tamiko_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "Tamiko"

/************************************************************************
**	# 75 - Tamiko_AI
*/

[Tamiko_AI]

Parent                  = "Tamiko"
Class                   = "Corporate"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed             = 35
LadderSpeed				= 100

/************************************************************************
**	# 76 - Merc1
*/

[Merc1]

Parent                  = "BaseHuman"
DefaultModel            = "merc1.abc"
DefaultSkin0            = "marine\merc1_torso.dtx"
DefaultSkin1            = "marine\merc1_legs.dtx"
DefaultSkin2            = "marine\merc1_head.dtx"
DefaultSkin3            = "marine\merc1_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>
Class					= "Corporate"

GeneralSoundDir 	= "Merc1"


/************************************************************************
**	# 77 - Merc1_AI
*/

[Merc1_AI]

Parent                  = "Merc1"
Class					= "Corporate"
LadderSpeed				= 100

/************************************************************************
**	# 78 - Merc2
*/

[Merc2]

Parent                  = "BaseHuman"
DefaultModel            = "merc2.abc"
DefaultSkin0            = "marine\merc2_torso.dtx"
DefaultSkin1            = "marine\merc2_legs.dtx"
DefaultSkin2            = "marine\merc2_head.dtx"
DefaultSkin3            = ""
DefaultDims             = <16.0, 50.0, 16.0>
Class					= "Corporate"

GeneralSoundDir 	= "Merc2"

/************************************************************************
**	# 79 - Merc2_AI
*/

[Merc2_AI]

Parent                  = "Merc2"
Class					= "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 80 - Merc3
*/

[Merc3]

Parent                  = "BaseHuman"
DefaultModel            = "merc3.abc"
DefaultSkin0            = "marine\merc3_torso.dtx"
DefaultSkin1            = "marine\merc3_legs.dtx"
DefaultSkin2            = "marine\merc3_head.dtx"
DefaultSkin3            = "marine\merc3_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>
Class					= "Corporate"

GeneralSoundDir 	= "Merc3"

/************************************************************************
**	# 81 - Merc3_AI
*/

[Merc3_AI]

Parent                  = "Merc3"
Class					= "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 82 - Merc4
*/

[Merc4]

Parent                  = "BaseHuman"
DefaultModel            = "merc4.abc"
DefaultSkin0            = "marine\merc4_torso.dtx"
DefaultSkin1            = "marine\merc4_legs.dtx"
DefaultSkin2            = "marine\merc4_head.dtx"
DefaultSkin3            = "marine\merc4_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>
Class					= "Corporate"

GeneralSoundDir 	= "Merc4"

/************************************************************************
**	# 83 - Merc4_AI
*/

[Merc4_AI]

Parent                  = "Merc4"
Class					= "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 84 - Spider Bomb
*/

[SpiderBomb]

DefaultModelDir         = "Models\SFX\"
DefaultModel            = "Projectiles\spidmine.abc"

ScoringClass	        = 0
DefaultSkinDir          = "Skins\SFX\"
DefaultSkin0            = "Projectiles\spidmine.dtx"
DefaultSkin1            = ""
DefaultSkin2            = ""
DefaultSkin3            = ""
DefaultDims             = <5.0, 5.0, 5.0>
DefaultMass             = 2000
SkeletonName            = "Projectile_Default"
WeaponSet               = ""
MPWeaponSet             = ""
MPWeaponStringRes       = 5100
VisionSet               = ""
HUDType                 = -1

FOV                     = (90, 120)
AimRange                = (-90, 90)
HeadTiltAngle           = 0.0
HeadTiltSpeed           = 0.0

WalkSpeed               = 600
RunSpeed                = 600
CrouchSpeed             = 600

LiquidSpeed             = 75
LadderSpeed             = 0

NormJumpSpeed           = 600
RunJumpSpeed            = 600
SpringJumpSpeed         = 600

FallDistSafe            = -1
FallDistDeath           = -1

WalkingTurnRate         = 1440
RunningTurnRate         = 1440

WalkingAimRate          = 0
RunningAimRate          = 0
GroundAccel             = 10000
AirAccel                = 250
LiquidAccel             = 500
JumpDirection           = <0.0, 1.0, 0.0>
CanWallWalk             = 1
ActivateDistance        = 0

DefaultHitPoints        = 25
MaxHitPoints            = 25
DefaultArmorPoints      = 0
MaxArmorPoints          = 0

HeadBiteHealPoints      = 0
ClawHealPoints          = 0

CanBeNetted             = 0
CanUseLookAt			= 0
CanBeFacehugged			= 0


/************************************************************************
**	# 86 - Striker (prop)
*/

[Striker]

DefaultModelDir         = "Models\Props\"
DefaultModel            = "creature_striker.abc"

ScoringClass	        = 0
DefaultSkinDir          = "Skins\Props\"
DefaultSkin0            = "creature_striker.dtx"
DefaultSkin1            = ""
DefaultSkin2            = ""
DefaultSkin3            = ""
DefaultDims             = <40.0, 55.0, 40.0>
DefaultMass             = 2500
SurfaceType             = "Flesh_Human"
SkeletonName            = "Human_Default"
WeaponSet               = ""
MPWeaponSet             = ""
MPWeaponStringRes       = 5100

WalkSpeed               = 250
RunSpeed                = 380
CrouchSpeed             = 75

LiquidSpeed             = 75
LadderSpeed             = 375

NormJumpSpeed           = 550
RunJumpSpeed            = 550

SpringJumpSpeed         = 550
FallDistSafe            = -1
FallDistDeath           = -1
WalkingTurnRate         = 180
RunningTurnRate         = 270
WalkingAimRate          = 45
RunningAimRate          = 90
GroundAccel             = 7500
AirAccel                = 300
LiquidAccel             = 500
JumpDirection           = <0.0, 1.0, 0.0>
CanWallWalk             = 0
ActivateDistance        = 0
EMPFlags                = 6
WalkingKickBack         = 1
RunningKickBack         = 1.5
BaseStunChance          = 80

DefaultHitPoints        = 100
MaxHitPoints            = 100
DefaultArmorPoints      = 50
MaxArmorPoints          = 100
DamageResistance        = 1.0

HeadBiteHealPoints      = 3
ClawHealPoints          = 1

AirSupplyTime           = 60.0

FootStepSoundDir		= "Striker"
GeneralSoundDir		    = "Striker"

CanBeNetted             = 0
CanUseLookAt			= 0
CanBeFacehugged			= 0

/************************************************************************
**	# 87 - Beetle (prop)
*/

[Beetle]

DefaultModelDir         = "Models\Props\"
DefaultModel            = "creature_beetle.abc"

ScoringClass	        = 0
DefaultSkinDir          = "Skins\Props\"
DefaultSkin0            = "creature_beetle.dtx"
DefaultSkin1            = ""
DefaultSkin2            = ""
DefaultSkin3            = ""
DefaultDims             = <16.0, 16.0, 16.0>
DefaultMass             = 2500
SurfaceType             = "Flesh_Human"
SkeletonName            = "Human_Default"
WeaponSet               = ""
MPWeaponSet             = ""
MPWeaponStringRes       = 5100

WalkSpeed               = 300
RunSpeed                = 300
CrouchSpeed             = 125

LiquidSpeed             = 75
LadderSpeed             = 375

NormJumpSpeed           = 600
RunJumpSpeed            = 700
SpringJumpSpeed         = 800

FallDistSafe            = -1
FallDistDeath           = -1

WalkingTurnRate         = 180
RunningTurnRate         = 270
WalkingAimRate          = 45
RunningAimRate          = 90
GroundAccel             = 7500
AirAccel                = 300
LiquidAccel             = 500
JumpDirection           = <0.0, 1.0, 0.0>
CanWallWalk             = 0
ActivateDistance        = 0
EMPFlags                = 6
WalkingKickBack         = 1
RunningKickBack         = 1.5
BaseStunChance          = 80

DefaultHitPoints        = 1
MaxHitPoints            = 1
DefaultArmorPoints      = 0
MaxArmorPoints          = 100
DamageResistance        = 1.0

HeadBiteHealPoints      = 1
ClawHealPoints          = 1

AirSupplyTime           = 60.0

FootStepSoundDir        = "Human"
GeneralSoundDir         = "beetle"

CanBeNetted             = 0
CanUseLookAt			= 0
CanBeFacehugged			= 0

/************************************************************************
**	# 88 - Marine_Exosuit_AI
*/

[Marine_Exosuit_AI]

Parent                  = "Exosuit"
Class					= "Marine_Exosuit"
DefaultModelDir         = "models\characters\"

WalkSpeed               = 50
RunSpeed                = 400
LadderSpeed				= 50

/************************************************************************
**	# 89 - DunyaExosuit_AI
*/

[DunyaExosuit_AI]

Parent                  = "Corporate_Exosuit_AI"
Class					= "Corporate_Exosuit"
DefaultModelDir         = "models\characters\"

MaxHitPoints			= 2000
DefaultHitPoints		= 2000
MaxArmorPoints			= 5000
DeafultArmorPoints      = 5000

WalkSpeed               = 50
RunSpeed                = 300
CrouchSpeed				= 150
LadderSpeed				= 50

WalkingTurnRate         = 60
RunningTurnRate         = 60
WalkingAimRate          = 45
RunningAimRate          = 45

BaseStunChance          	= 0

GeneralSoundDir 	= "Dunya"

/************************************************************************
**	# 90 - RykovExosuit_AI
*/

[RykovExosuit_AI]

Parent                  = "Corporate_Exosuit_AI"
Class					= "Corporate_Exosuit"
DefaultModelDir         = "models\characters\"

MaxHitPoints			= 200
DefaultHitPoints		= 200
MaxArmorPoints			= 500
DeafultArmorPoints      = 500

WalkSpeed               = 50
RunSpeed                = 300
CrouchSpeed				= 150
LadderSpeed				= 50

BaseStunChance          	= 0

GeneralSoundDir 	= "RykovExosuit"

/************************************************************************
**	# 91 - GenericExosuit_AI
*/

[GenericExosuit_AI]

Parent                  = "Corporate_Exosuit_AI"
Class					= "Corporate_Exosuit"
DefaultModelDir         = "models\characters\"

MaxHitPoints			= 200
DefaultHitPoints		= 200
MaxArmorPoints			= 500
DeafultArmorPoints      = 500

WalkSpeed               = 50
RunSpeed                = 300
CrouchSpeed				= 150
LadderSpeed				= 50

/************************************************************************
**	# 92 - Dunya_AI
*/

[Dunya_AI]

Parent                  = "Merc2"
Class					= "Corporate"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

GeneralSoundDir 	= "Dunya"

/************************************************************************
**	# 93 - Ivan_AI
*/

[Ivan_AI]

Parent                  = "Merc1_AI"
Class					= "Corporate"
LadderSpeed				= 100

GeneralSoundDir 	= "Ivan"

/************************************************************************
**	# 94 - Chekov_AI
*/

[Chekov_AI]

Parent                  = "Merc3_AI"
Class					= "Corporate"
LadderSpeed				= 100

GeneralSoundDir 	= "Chekov"

/************************************************************************
**	# 95 - Dimetri_AI
*/

[Dimetri_AI]

Parent                  = "Merc4_AI"
Class					= "Corporate"
LadderSpeed				= 100

GeneralSoundDir 	= "Dimetri"

/************************************************************************
**	# 96 - Blackwell_AI
*/

[Blackwell_AI]

Parent                  = "SmartGunner_AI"
Class					= "Marine"
LadderSpeed				= 100

GeneralSoundDir 	= "Blackwell"

/************************************************************************
**	# 97 - Duke_AI
*/

[Duke_AI]

Parent                  = "PulseRifleGuy_AI"
Class					= "Marine"
LadderSpeed				= 100

GeneralSoundDir 	= "Duke"

/************************************************************************
**	# 98 - Hall_AI
*/

[Hall_AI]

Parent                  = "PulseRifleGirl_AI"
Class					= "Marine"
LadderSpeed				= 100

GeneralSoundDir 	= "Hall"


/************************************************************************
**	# 98b - HallAlien_AI
*/

[HallAlien_AI]

Parent                  = "PulseRifleGirl_AI"
Class			= "Alien"
LadderSpeed				= 100

GeneralSoundDir 	= "Hall"

/************************************************************************
**	# 99 - Harrison_AI
*/

[Harrison_AI]

Parent                  = "Harris_AI"
Class					= "Marine"
LadderSpeed				= 100

/************************************************************************
**	# 100 - Harrison
*/

[Harrison]
Parent                  = "Harris"
Class					= "Marine"

/************************************************************************
**	# 101 - Johnson_AI
*/

[Johnson_AI]

Parent                  = "Obrian_AI"
Class					= "Marine"
LadderSpeed				= 100

GeneralSoundDir 	= "Johnson"

/************************************************************************
**	# 102 - Jones_AI
*/

[Jones_AI]

Parent                  = "MiniGunner_AI"
Class					= "Marine"
LadderSpeed				= 100

GeneralSoundDir 	= "Jones"

/************************************************************************
**	# 103 - Shugi_AI
*/

[Shugi_AI]

Parent                  = "PulseRifleGuy2_AI"
Class					= "Marine"
LadderSpeed				= 100

GeneralSoundDir 	= "Shugi"

/************************************************************************
**	# 104 - MercGenericMan_AI
*/

[MercMale_AI]

Parent                  = "Merc4_AI"
Class					= "Corporate"
LadderSpeed				= 100

/************************************************************************
**	# 105 - MercGenericWoman_AI
*/

[MercWoman_AI]

Parent                  = "Dunya_AI"
Class					= "Corporate"
LadderSpeed				= 100

/************************************************************************
**	# 106 - Female Scientist
*/

[Scientist_Female]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "scientist_female.abc"
DefaultSkin0            = "marine\ScientistFemale_torso.dtx"
DefaultSkin1            = "marine\Scientist_Arms.dtx"
DefaultSkin2            = "marine\ScientistFemale_head.dtx"
DefaultSkin3            = "marine\Scientist_Arms.dtx"
DefaultDims             = <16.0, 48.0, 16.0>

GeneralSoundDir 	= "ScientistFemale"

/************************************************************************
**	# 107 -  Female Scientist_AI
*/

[Scientist_Female_AI]

Parent                  = "Scientist_Female"
Class					= "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 108 - Guard2
*/

[Guard2]

Parent                  = "BaseHuman"
DefaultModel            = "guard.abc"
DefaultSkin0            = "marine\guard_torso.dtx"
DefaultSkin1            = "marine\guard_legs.dtx"
DefaultSkin2            = "marine\guard2_head.dtx"
DefaultSkin3            = "marine\guard_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>
AnimLayer0              = "AnimStyle_Guard_AI_Types"

GeneralSoundDir 	= "Guard2"

/************************************************************************
**	# 109 - Guard2_AI
*/

[Guard2_AI]

Parent                  = "Guard2"
Class                   = "Corporate"
LadderSpeed				= 100

/************************************************************************
**	# 110 - Guard3
*/

[Guard3]

Parent                  = "BaseHuman"
DefaultModel            = "guard.abc"
DefaultSkin0            = "marine\guard_torso.dtx"
DefaultSkin1            = "marine\guard_legs.dtx"
DefaultSkin2            = "marine\guard3_head.dtx"
DefaultSkin3            = "marine\guard_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>
AnimLayer0              = "AnimStyle_Guard_AI_Types"

GeneralSoundDir 	= "Guard3"

/************************************************************************
**	# 111 - Guard3_AI
*/

[Guard3_AI]

Parent                  = "Guard3"
Class                   = "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 112 - GuardOfficer
*/

[GuardOfficer]

Parent                  = "BaseHuman"
DefaultModel            = "guard.abc"
DefaultSkin0            = "marine\guard_torso.dtx"
DefaultSkin1            = "marine\guard_legs.dtx"
DefaultSkin2            = "marine\guardofficer_head.dtx"
DefaultSkin3            = "marine\guard_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>
AnimLayer0              = "AnimStyle_Guard_AI_Types"

GeneralSoundDir 	= "GuardOfficer"

/************************************************************************
**	# 113 - GuardOfficer_AI
*/

[GuardOfficer_AI]

Parent                  = "GuardOfficer"
Class                   = "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 114 - GuardSurvivorLeader
*/

[GuardSurvivorLeader]

Parent                  = "BaseHuman"
DefaultModel            = "guard.abc"
DefaultSkin0            = "marine\guard_torso.dtx"
DefaultSkin1            = "marine\guard_legs.dtx"
DefaultSkin2            = "marine\mrnutty_head.dtx"
DefaultSkin3            = "marine\guard_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>
AnimLayer0              = "AnimStyle_Guard_AI_Types"

GeneralSoundDir 	= "GuardSurvivorLeader"

/************************************************************************
**	# 115 - GuardSurvivorLeader_AI
*/

[GuardSurvivorLeader_AI]

Parent                  = "GuardSurvivorLeader"
Class                   = "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 116 - Scientist2
*/

[Scientist2]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "scientist.abc"
DefaultSkin0            = "marine\ScientistMale_torso.dtx"
DefaultSkin1            = "marine\Scientist_Arms.dtx"
DefaultSkin2            = "marine\Scientist2_head.dtx"
DefaultSkin3            = "marine\Scientist_arms.dtx"
DefaultDims             = <16.0, 48.0, 16.0>

GeneralSoundDir 	= "Scientist2"

/************************************************************************
**	# 117 - Scientist2_AI
*/

[Scientist2_AI]

Parent                  = "Scientist2"
Class					= "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 118 - Scientist3
*/

[Scientist3]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "scientist.abc"
DefaultSkin0            = "marine\ScientistMale_torso.dtx"
DefaultSkin1            = "marine\Scientist_Arms.dtx"
DefaultSkin2            = "marine\Scientist3_head.dtx"
DefaultSkin3            = "marine\Scientist_arms.dtx"
DefaultDims             = <16.0, 48.0, 16.0>

GeneralSoundDir 	= "Scientist3"

/************************************************************************
**	# 119 - Scientist3_AI
*/

[Scientist3_AI]

Parent                  = "Scientist3"
Class					= "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 120 - ScientistChief
*/

[ScientistChief]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "scientist.abc"
DefaultSkin0            = "marine\ScientistMale_torso.dtx"
DefaultSkin1            = "marine\Scientist_Arms.dtx"
DefaultSkin2            = "marine\ScientistChief_head.dtx"
DefaultSkin3            = "marine\Scientist_arms.dtx"
DefaultDims             = <16.0, 48.0, 16.0>

GeneralSoundDir 	= "ScientistChief"

/************************************************************************
**	# 121 - ScientistChief_AI
*/

[ScientistChief_AI]

Parent                  = "ScientistChief"
Class					= "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 122 - MaleLabtech2
*/

[MaleLabtech2]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "malelabtech.abc"
DefaultSkin0            = "marine\MaleLabtech_Torso.dtx"
DefaultSkin1            = "marine\Labtech_arms.dtx"
DefaultSkin2            = "marine\MaleLabtech2_Head.dtx"
DefaultSkin3            = "marine\Labtech_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "MaleLabtech2"

/************************************************************************
**	# 123 - MaleLabtech2_AI
*/

[MaleLabtech2_AI]

Parent                  = "MaleLabtech2"
Class					= "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 124 - DrunkardTechMale
*/

[DrunkardTechMale]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "malelabtech.abc"
DefaultSkin0            = "marine\MaleLabtech_Torso.dtx"
DefaultSkin1            = "marine\Labtech_arms.dtx"
DefaultSkin2            = "marine\DrunkardTechMale_Head.dtx"
DefaultSkin3            = "marine\Labtech_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "DrunkardTechMale"

/************************************************************************
**	# 125 - DrunkardTechMale_AI
*/

[DrunkardTechMale_AI]

Parent                  = "DrunkardTechMale"
Class					= "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 126 - Worker
*/

[Worker]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "laboror.abc"
DefaultSkin0            = "marine\laboror_Torso.dtx"
DefaultSkin1            = "marine\laboror_arms.dtx"
DefaultSkin2            = "marine\laboror_Head.dtx"
DefaultSkin3            = "marine\laboror_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "Laboror"

/************************************************************************
**	# 127 - Worker_AI
*/

[Worker_AI]

Parent                  = "Worker"
Class					= "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 128 - Worker2
*/

[Worker2]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "laboror.abc"
DefaultSkin0            = "marine\laboror_Torso.dtx"
DefaultSkin1            = "marine\laboror_arms.dtx"
DefaultSkin2            = "marine\laboror2_Head.dtx"
DefaultSkin3            = "marine\laboror_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "Worker2"

/************************************************************************
**	# 129 - Worker2_AI
*/

[Worker2_AI]

Parent                  = "Worker2"
Class					= "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 130 - Drone_SAI -- the Simple AI.
*/

[Drone_SAI]

Parent                  = "Drone_AI"

CanClimb                = 0

CrouchSpeed             = 150

DefaultHitPoints        = 100
MaxHitPoints            = 100

/************************************************************************
**	# 131 - Runner_SAI -- the Simple AI.
*/

[Runner_SAI]

Parent                  = "Runner_AI"

CanClimb                = 0

CrouchSpeed             = 150

DefaultHitPoints        = 100
MaxHitPoints            = 100

/************************************************************************
**	# 132 - Facehugger_SAI -- the Simple AI.
*/

[Facehugger_SAI]

Parent                  = "Facehugger_AI"

CanClimb                = 0

CrouchSpeed             = 150

DefaultHitPoints        = 50
MaxHitPoints            = 50

/************************************************************************
**	# 133 - McCain
*/

[McCain]

Parent                  = "BaseHuman"
DefaultModel            = "mccain.abc"
DefaultSkin0            = "marine\ltmccain_torso.dtx"
DefaultSkin1            = "marine\ltmccain_legs.dtx"
DefaultSkin2            = "marine\mccain_head.dtx"
DefaultSkin3            = "marine\ltmccain_arms.dtx"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "McCain"


/************************************************************************
**	# 134 - McCain_AI
*/

[McCain_AI]

Parent                  = "McCain"
Class					= "Marine"

WalkSpeed				= 135
LadderSpeed				= 100

/************************************************************************
** Predator MP characters
************************************************************************/

/************************************************************************
**	# 135 - LightPredator_MP
*/

[LightPredator_MP]

Parent                  = "LightPredator"
Class			= "Predator"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "lightpred.abc"
DisplayName             = 6018
ScoringClass	        = 4859
SelectAnim              = "Cine_4_4"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 25.0
SelectScale             = 0.45

WalkSpeed               = 280
RunSpeed                = 400
CrouchSpeed             = 100
LadderSpeed             = 175

DefaultHitPoints        = 200
MaxHitPoints            = 200

MPClassWeaponSet        = "Predator_MP_Stalker"

MPWeaponStringRes       = 5030

/************************************************************************
**	# 136 - Predator_MP
*/

[Predator_MP]

Parent                  = "Predator"
Class			= "Predator"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "predator.abc"
DisplayName             = 6017
ScoringClass	        = 4859
SelectAnim              = "P1EPredator1"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = -25.0
SelectScale             = 0.45

WalkSpeed               = 240
RunSpeed                = 340
CrouchSpeed             = 90

DefaultHitPoints        = 250
MaxHitPoints            = 250

MPClassWeaponSet        = "Predator_MP_Maurauder"

MPWeaponStringRes       = 5030

/************************************************************************
**	# 137 - MHawkPredator_MP
*/

[MHawkPredator_MP]

Parent                  = "MHawkPredator"
Class			= "Predator"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "mhawkpred.abc"
DisplayName             = 6016
ScoringClass	        = 4859
SelectAnim              = "Cine_7_2"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 25.0
SelectScale             = 0.45

WalkSpeed               = 220
RunSpeed                = 290
CrouchSpeed             = 75

DefaultHitPoints        = 300
MaxHitPoints            = 300

MPClassWeaponSet        = "Predator_MP_Striker"

MPWeaponStringRes       = 5030


/************************************************************************
**	# 138 - HeavyPredator_MP
*/

[HeavyPredator_MP]

Parent                  = "HeavyPredator"
Class			= "Predator"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "heavypred.abc"
DisplayName             = 6015
ScoringClass	        = 4859
SelectAnim              = "Cine_13"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 25.0
SelectScale             = 0.45

WalkSpeed               = 200
RunSpeed                = 260
CrouchSpeed             = 75

DefaultHitPoints        = 400
MaxHitPoints            = 400

MPClassWeaponSet        = "Predator_MP_Bezerker"

MPWeaponStringRes       = 5030

/************************************************************************
** Alien MP characters
************************************************************************/

/************************************************************************
**	Facehugger_MP
*/

[Facehugger_MP]

Parent                  = "Facehugger"
Class					= "Alien"
DefaultModelDir         = "models\characters\mp\"

DisplayName             = 6001
ScoringClass	        = 4850

WalkSpeed               = 275
RunSpeed                = 550
CrouchSpeed             = 275

NormJumpSpeed           = 550
RunJumpSpeed            = 550
SpringJumpSpeed         = 1050


/************************************************************************
**	Chestburster_MP
*/

[Chestburster_MP]

Parent                  = "Chestburster"
Class					= "Alien"
DefaultModelDir         = "models\characters\mp\"

DisplayName             = 6002
ScoringClass	        = 4851

/************************************************************************
**	# 139 - Runner_MP
*/

[Runner_MP]

Parent                  = "Runner"
Class					= "Alien"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "runner.abc"
DisplayName             = 6003
ScoringClass	        = 4852
SelectAnim              = "Idl1"
SelectPos               = <-1.0, -8.0, 0.0>
SelectRot               = 45.0
SelectScale             = 0.4
MPWeaponStringRes       = 5062

WalkSpeed               = 250
RunSpeed                = 510
CrouchSpeed             = 270

NormJumpSpeed           = 550
RunJumpSpeed            = 550
SpringJumpSpeed         = 1050

DefaultHitPoints        = 110
MaxHitPoints            = 110

PounceSpeed             = 1100
PounceWeaponDamage	= 195

/************************************************************************
**	# 140 - Drone_MP
*/

[Drone_MP]

Parent                  = "Drone"
Class			= "Alien"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "drone.abc"
DisplayName             = 6004
ScoringClass	        = 4853
SelectAnim              = "Idl3"
SelectPos               = <-1.0, -8.0, 0.0>
SelectRot               = 25.0
SelectScale             = 0.4
MPWeaponStringRes       = 5063

PounceSpeed             = 1200
PounceWeaponDamage	= 150

DefaultHitPoints        = 175
MaxHitPoints            = 175

CrouchSpeed             = 190
RunSpeed                = 410
WalkSpeed               = 190

/*
SP values
WalkSpeed               = 205
RunSpeed                = 410
CrouchSpeed             = 190

LiquidSpeed             = 225

CanClimb                = 1
LadderSpeed             = 375

PounceSpeed             = 1400

NormJumpSpeed           = 550
RunJumpSpeed            = 600
SpringJumpSpeed         = 1125

DefaultHitPoints        = 100
MaxHitPoints            = 100
*/

/************************************************************************
**	# 141 - Predalien_MP
*/

[Predalien_MP]

Parent                  = "Predalien"
Class					= "Alien"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "predalien.abc"
DisplayName             = 6005
ScoringClass	        = 4854
SelectAnim              = "c_idl2"
SelectPos               = <0.0, -6.0, 0.0>
SelectRot               = -15.0
SelectScale             = 0.4
MPWeaponStringRes       = 5064

WalkSpeed               = 175
RunSpeed                = 350
CrouchSpeed             = 130

DefaultHitPoints        = 300
MaxHitPoints            = 300

// default SP
// PounceSpeed          = 1400

PounceSpeed             = 1400
PounceWeaponDamage	= 175

FootStepSoundDir	= "Alien"
GeneralSoundDir         = "Predalien"

/************************************************************************
**	# 142 - Praetorian_MP
*/

[Praetorian_MP]

Parent                  = "Praetorian"
Class			= "Alien"
DefaultModelDir         = "models\characters\mp\"
MultiplayerModel        = "praetorian.abc"

DisplayName             = 6006
ScoringClass	        = 4855

SelectAnim              = "Idl1"
SelectPos               = <0.0, -6.0, 0.0>
SelectRot               = 35.0
SelectScale             = 0.35

DefaultDims             = <16.0, 80.0, 16.0>
DamageResistance        = 0.7

CanWallWalk             = 0
MPWeaponStringRes       = 5065

WalkSpeed               = 205
RunSpeed                = 440
CrouchSpeed             = 205

NormJumpSpeed           = 800
RunJumpSpeed            = 900
SpringJumpSpeed         = 1400

DefaultHitPoints        = 440
MaxHitPoints            = 440

FootStepSoundDir        = "Alien"
GeneralSoundDir         = "Praetorian"


/************************************************************************
** Marine MP characters
************************************************************************/

/************************************************************************
**	# 143 - Demolition_MP
*/

// Johnson

[Demolition_MP]

Parent                  = "Obrian"
Class					= "Marine"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "obrian.abc"
DisplayName             = 6012
ScoringClass	        = 4857
SelectAnim              = "Idl_Inv_Ps1"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 0.0
SelectScale             = 0.5

DefaultArmorPoints      = 100
MaxArmorPoints          = 200

// default SP settings
//WalkSpeed               = 180
//RunSpeed                = 300
//CrouchSpeed             = 90

WalkSpeed               = 240
RunSpeed                = 320
CrouchSpeed             = 110

MPClassWeaponSet        = "Marine_MP_Demolitions"

MPWeaponStringRes       = 5000


/************************************************************************
**	# 144 - Sniper_MP
*/

// Ichiro

[Sniper_MP]

Parent                  = "Railgunner"
Class					= "Marine"
DefaultModelDir         = "models\characters\mp\"

//DefaultSkin1            = "marine\harris_legs.dtx"
//DefaultSkin2            = "marine\harris_head.dtx"
//DefaultSkin3            = "marine\harris_arms.dtx"

DefaultSkin0		= "Marine\railgunnerMP_torso.dtx"
DefaultSkin1            = "Marine\railgunnerMP_legs.dtx"
DefaultSkin2            = "Marine\railgunner_head.dtx"
DefaultSkin3            = "Marine\railgunnerMP_arms.dtx"


MultiplayerModel        = "Railgunner.abc"
DisplayName             = 6013
ScoringClass	        = 4857
SelectAnim              = "Knee_Idl"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 0.0
SelectScale             = 0.5

DefaultArmorPoints      = 100
MaxArmorPoints          = 200

// default SP settings
//WalkSpeed               = 180
//RunSpeed                = 300
//CrouchSpeed             = 90

WalkSpeed               = 240
RunSpeed                = 320
CrouchSpeed             = 110

MPClassWeaponSet        = "Marine_MP_Sniper"

MPWeaponStringRes       = 5000

/************************************************************************
**	# 145 - Minigunner_MP
*/

// Jones

[Minigunner_MP]

// changed to minigunner from smartgunner
Parent                  = "Minigunner"
Class			= "Marine"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "minigunner.abc"
DisplayName             = 6014
ScoringClass	        = 4857
SelectAnim              = "M3C5_2"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 0.0
SelectScale             = 0.5

// default SP settings
//WalkSpeed               = 180
//RunSpeed                = 300
//CrouchSpeed             = 90

DefaultArmorPoints      = 100
MaxArmorPoints          = 200

WalkSpeed               = 240
RunSpeed                = 320
CrouchSpeed             = 110

MPClassWeaponSet        = "Marine_MP_Gunner"

MPWeaponStringRes       = 5000

/************************************************************************
**	# 146 - Harrison_MP
*/

// Harrison

[Harrison_MP]
Parent                  = "Harris"
Class					= "Marine"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "harris.abc"
DisplayName             = 6019
ScoringClass	        = 4857
SelectAnim              = "Casual_Gest_39"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 45.0
SelectScale             = 0.5

DefaultArmorPoints      = 100
MaxArmorPoints          = 200

// default SP settings
//WalkSpeed               = 180
//RunSpeed                = 300
//CrouchSpeed             = 90

WalkSpeed               = 240
RunSpeed                = 320
CrouchSpeed             = 110

MPClassWeaponSet        = "Marine_MP_HeavyWeapons"

MPWeaponStringRes       = 5000

/************************************************************************
** Corporate MP characters
************************************************************************/

/************************************************************************
**	# 147 - Merc1_MP
*/

// Dimitri

[Merc1_MP]

Parent                  = "Merc1"
Class					= "Corporate"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "merc1.abc"
DisplayName             = 6020
ScoringClass	        = 4858
SelectAnim              = "Casual_Gest_18"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 35.0
SelectScale             = 0.5

DefaultArmorPoints      = 100
MaxArmorPoints          = 200

// default SP settings
//WalkSpeed               = 180
//RunSpeed                = 300
//CrouchSpeed             = 90

WalkSpeed               = 240
RunSpeed                = 320
CrouchSpeed             = 110

MPClassWeaponSet        = "Marine_MP_MercGunner"

/************************************************************************
**	# 148 - Merc2_MP
*/

// Dunya

[Merc2_MP]

Parent                  = "Merc2"
Class					= "Corporate"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "Merc2.abc"
DisplayName             = 6021
ScoringClass	        = 4858
SelectAnim              = "M3Ma"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 45.0
SelectScale             = 0.5

DefaultArmorPoints      = 100
MaxArmorPoints          = 200

// default SP settings
//WalkSpeed               = 180
//RunSpeed                = 300
//CrouchSpeed             = 90

WalkSpeed               = 240
RunSpeed                = 320
CrouchSpeed             = 110

MPClassWeaponSet        = "Marine_MP_MercTrooper"

/************************************************************************
**	# 149 - Rykov_MP
*/

// changed to Rykov from Merc3
[Rykov_MP]

Parent                  = "Rykov"
Class					= "Corporate"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "Rykov.abc"
DisplayName             = 6022
ScoringClass	        = 4858
SelectAnim              = "P1ERykov2"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = -20.0
SelectScale             = 0.5

DefaultArmorPoints      = 100
MaxArmorPoints          = 200

// default SP settings
//WalkSpeed               = 180
//RunSpeed                = 300
//CrouchSpeed             = 90

WalkSpeed               = 240
RunSpeed                = 320
CrouchSpeed             = 110

MPClassWeaponSet        = "Marine_MP_MercCommander"

/************************************************************************
**	# 150 - Merc4_MP
*/

// Ivan

[Merc4_MP]

Parent                  = "Merc4"
Class			= "Corporate"
DefaultModelDir         = "models\characters\mp\"

MultiplayerModel        = "Merc4.abc"
DisplayName             = 6023
ScoringClass	        = 4858
SelectAnim              = "Sit_Sleep"
SelectPos               = <0.0, 0.0, 0.0>
SelectRot               = 95.0
SelectScale             = 0.5

DefaultArmorPoints      = 100
MaxArmorPoints          = 200

// default SP settings
//WalkSpeed               = 180
//RunSpeed                = 300
//CrouchSpeed             = 90

WalkSpeed		= 240
RunSpeed             	= 320
CrouchSpeed          	= 110

MPClassWeaponSet     	= "Marine_MP_MercHeavy"

/************************************************************************
** Misc cutscene characters ??
************************************************************************/

/************************************************************************
**	# 151 - Rykovjr
*/

[Rykovjr]

Parent                  = "BaseHuman"
Class					= "Corporate"
DefaultModel            = "rykovjr.abc"
DefaultSkin0            = "marine\rykovjr_torso.dtx"
DefaultSkin1            = "marine\rykovjr_legs.dtx"
DefaultSkin2            = "marine\rykovjr_head.dtx"
DefaultSkin3            = "marine\rykovjr_arms.dtx"
DefaultDims             = <15.0, 52.0, 15.0>

GeneralSoundDir         = "RykovJr"

/************************************************************************
**	# 151 - Rykovjr_AI
*/

[Rykovjr_AI]

Parent                  = "Rykovjr"

WalkSpeed               = 135
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 152 - DropPilot
*/

[DropPilot]

Parent                  = "BaseHuman"
DefaultModel            = "droppilot.abc"
DefaultSkin0            = "marine\droppilot_torso.dtx"
DefaultSkin1            = "marine\droppilot_legs.dtx"
DefaultSkin2            = "marine\obrian_head.dtx"
DefaultSkin3            = ""
DefaultDims             = <16.0, 50.0, 16.0>

DisplayName             = 6012

GeneralSoundDir         = "DropPilot"

/************************************************************************
**	# 152 - DropPilot_AI
*/

[DropPilot_AI]

Parent                  = "DropPilot"
Class					= "Marine"
LadderSpeed				= 100


/************************************************************************
**	# 153 - POCGuard
*/

[POCGuard]

Parent                  = "BaseHuman"
DefaultModel            = "guard.abc"
DefaultSkin0            = "marine\pocguard_torso.dtx"
DefaultSkin1            = "marine\pocguard_legs.dtx"
DefaultSkin2            = "marine\guard_head.dtx"
DefaultSkin3            = "marine\pocguard_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>
AnimLayer0              = "AnimStyle_Guard_AI_Types"

GeneralSoundDir 	= "Guard"

/************************************************************************
**	# 154 - POCGuard_AI
*/

[POCGuard_AI]

Parent                  = "POCGuard"
Class                   = "Corporate"
LadderSpeed				= 100


/************************************************************************
**	# 155 - POCOfficer
*/

[POCOfficer]

Parent                  = "BaseHuman"
DefaultModel            = "guardofficer.abc"
DefaultSkin0            = "marine\pocofficer_torso.dtx"
DefaultSkin1            = "marine\pocguard_legs.dtx"
DefaultSkin2            = "marine\officer_head.dtx"
DefaultSkin3            = "marine\pocofficer_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>

GeneralSoundDir 	= "Officer"

/************************************************************************
**	# 156 - POCOfficer_AI
*/

[POCOfficer_AI]

Parent                  = "POCOfficer"
Class                   = "Corporate"
LadderSpeed				= 100

/************************************************************************
**	# 157 - POCGuard2
*/

[POCGuard2]

Parent                  = "BaseHuman"
DefaultModel            = "guard.abc"
DefaultSkin0            = "marine\pocguard_torso.dtx"
DefaultSkin1            = "marine\pocguard_legs.dtx"
DefaultSkin2            = "marine\guard2_head.dtx"
DefaultSkin3            = "marine\pocguard_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>
AnimLayer0              = "AnimStyle_Guard_AI_Types"

GeneralSoundDir 	= "Guard2"

/************************************************************************
**	# 158 - POCGuard2_AI
*/

[POCGuard2_AI]

Parent                  = "POCGuard2"
Class                   = "Corporate"
LadderSpeed				= 100

/************************************************************************
**	# 159 - POCGuard3
*/

[POCGuard3]

Parent                  = "BaseHuman"
DefaultModel            = "guard.abc"
DefaultSkin0            = "marine\pocguard_torso.dtx"
DefaultSkin1            = "marine\pocguard_legs.dtx"
DefaultSkin2            = "marine\guard3_head.dtx"
DefaultSkin3            = "marine\pocguard_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>
AnimLayer0              = "AnimStyle_Guard_AI_Types"

GeneralSoundDir 	= "Guard3"

/************************************************************************
**	# 160 - POCGuard3_AI
*/

[POCGuard3_AI]

Parent                  = "POCGuard3"
Class                   = "Corporate"
LadderSpeed				= 100

/************************************************************************
**	# 161 - POCGuardOfficer
*/

[POCGuardOfficer]

Parent                  = "BaseHuman"
DefaultModel            = "guard.abc"
DefaultSkin0            = "marine\guard_torso.dtx"
DefaultSkin1            = "marine\guard_legs.dtx"
DefaultSkin2            = "marine\guardofficer_head.dtx"
DefaultSkin3            = "marine\guard_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>
AnimLayer0              = "AnimStyle_Guard_AI_Types"

GeneralSoundDir 	= "GuardOfficer"

/************************************************************************
**	# 162 - POCGuardOfficer_AI
*/

[POCGuardOfficer_AI]

Parent                  = "POCGuardOfficer"
Class                   = "Corporate"
LadderSpeed				= 100

/************************************************************************
**	# 163 - Convict
*/

[Convict]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "laboror.abc"
DefaultSkin0            = "marine\Convict_torso.dtx"
DefaultSkin1            = "marine\Convict_legs.dtx"
DefaultSkin2            = "marine\Convict_head.dtx"
DefaultSkin3            = "marine\Convict_arms.dtx"
DefaultDims             = <16.0, 55.0, 16.0>

GeneralSoundDir 	= "Laboror"

/************************************************************************
**	# 164 - Convict_AI
*/

[Convict_AI]

Parent                  = "Convict"
Class					= "Corporate"
LadderSpeed				= 100

/************************************************************************
**	# 165 - Bloody_Eisenberg
*/

[Bloody_Eisenberg]

Parent                  = "BaseHuman"
DefaultModel            = "eisenberg.abc"
DefaultSkin0            = "marine\eisenbergbloody_torso.dtx"
DefaultSkin1            = "marine\eisenbergbloody_legs.dtx"
DefaultSkin2            = "marine\eisenbergbloody_head.dtx"
DefaultSkin3            = ""
//DefaultDims			= <16.0, 50.0, 16.0>
DefaultDims             = <15.0, 52.0, 16.0>

GeneralSoundDir 	= "Eisenberg"

/************************************************************************
**	# 166 - Bloody_Eisenberg_AI
*/

[Bloody_Eisenberg_AI]

Parent                  = "Bloody_Eisenberg"
Class					= "Corporate"

WalkSpeed               = 120
RunSpeed                = 250
CrouchSpeed				= 35
LadderSpeed				= 100

/************************************************************************
**	# 167 - Convict_Harris
*/

[Convict_Harris]

Parent                  = "BaseHuman"
Class                   = "Marine"
DefaultModel            = "Harris_Convict.abc"
DefaultSkin0            = "marine\ConvictHarris_torso.dtx"
DefaultSkin1            = "marine\Convict_Legs.dtx"
DefaultSkin2            = "marine\harris_head.dtx"
DefaultDims             = <16.0, 55.0, 16.0>

GeneralSoundDir 	= "Harris"

/************************************************************************
**	# 168 - Convict_Harris_AI
*/

[Convict_Harris_AI]

Parent                  = "Convict_Harris"
Class					= "Marine"
LadderSpeed				= 100


/************************************************************************
**	# 169 - NoHands
*/

[NoHands]

Parent                  = "BaseHuman"
Class                   = "Marine"
DefaultModel            = "Harris_Convict.abc"
DefaultSkin0            = "marine\ConvictHarris_torso.dtx"
DefaultSkin1            = "marine\Convict_Legs.dtx"
DefaultSkin2            = "marine\harris_head.dtx"
DefaultDims             = <16.0, 55.0, 16.0>

GeneralSoundDir 	= "Harris"

WeaponSet               = "Marine_MarineNoHand"

/************************************************************************
**	# 169 - SuperPredaliens
*/

[SuperPredalien_AI]

Parent                  = "Predalien_AI"
DefaultHitPoints        = 400
MaxHitPoints            = 400
DefaultArmorPoints      = 100
MaxArmorPoints          = 100


/************************************************************************
**	# 169 - ChestbursterNoMove_AI
*/

[ChestbursterNoMove]

Parent                  = "Chestburster"
HeadTiltAngle           = 0.0
HeadTiltSpeed           = 0.0

WalkSpeed               = 0
RunSpeed                = 0
CrouchSpeed             = 0
LiquidSpeed             = 0
CanClimb                = 0
LadderSpeed             = 0
NormJumpSpeed           = 0
RunJumpSpeed            = 0
SpringJumpSpeed         = 0



/************************************************************************
**	# 170 - MeanGuard_AI
*/

[MeanGuard_AI]

Parent                  = "Guard"
Class                   = "Corporate"
DefaultSkin0            = "marine\meanguard_torso.dtx"
DefaultSkin1            = "marine\meanguard_legs.dtx"
DefaultSkin2            = "marine\guard_head.dtx"
DefaultSkin3            = "marine\meanguard_arms.dtx"
WeaponSkinType          = "guard"
DefaultDims             = <16.0, 50.0, 16.0>
LadderSpeed				= 100


/************************************************************************
**	# 171 - HarrisMerc_AI
*/

[HarrisMerc_AI]

Parent                  = "Harris"
Class                   = "Marine"
DefaultModel            = "harris.abc"
DefaultSkin0            = "marine\merc1_torso.dtx"
DefaultSkin1            = "marine\merc1_legs.dtx"
DefaultSkin2            = "marine\harris_head.dtx"
DefaultSkin3            = "marine\merc1_arms.dtx"
DefaultDims             = <16.0, 55.0, 16.0>

LadderSpeed				= 100

GeneralSoundDir		= "Harris"


/************************************************************************
**	# 172 - HarrisMerc_AI
*/

[HarrisMerc]

Parent                  = "Harris"
Class                   = "Marine"
DefaultModel            = "harris.abc"
DefaultSkin0            = "marine\merc1_torso.dtx"
DefaultSkin1            = "marine\merc1_legs.dtx"
DefaultSkin2            = "marine\harris_head.dtx"
DefaultSkin3            = "marine\merc1_arms.dtx"
DefaultDims             = <16.0, 55.0, 16.0>

LadderSpeed				= 100

GeneralSoundDir		= "Harris"


/************************************************************************
**	# 173 - Pred Bronze for after getting second mask
*/

[PredBronze]

Parent			= "BasePredator"
DefaultSkin3            = "predator\predator2_arms.dtx"



/************************************************************************
**	# 174 - Pred Bronze for after getting second mask
*/

[PredBronze_AI]

Parent			= "PredBronze"


/************************************************************************
**	# 175 - Hall_AI
*/

[HallNoScream_AI]

Parent                  = "Hall_AI"

GeneralSoundDir 	= "HallNoScream"

/************************************************************************
**	# 176 - Convict2
*/

[Convict2]

Parent                  = "BaseHuman"
Class                   = "Corporate"
DefaultModel            = "laboror.abc"
DefaultSkin0            = "marine\Convict_Torso.dtx"
DefaultSkin1            = "marine\Convict2_Legs.dtx"
DefaultSkin2            = "marine\Convict2_Head.dtx"
DefaultSkin3            = "marine\Convict2_Arms.dtx"
DefaultDims             = <16.0, 55.0, 16.0>

GeneralSoundDir 	= "Laboror"

/************************************************************************
**	# 177 - Convict2_AI
*/

[Convict2_AI]

Parent                  = "Convict2"
Class					= "Corporate"
LadderSpeed				= 100


