;===========================================================================
; BOAR
;===========================================================================
[m_boar_e]:monster_base
GroupControlSection		= spawn_group
SpaceRestrictionSection	= space_restrictor,zone_mosquito_bald
;$spawn					= "monsters\boars\boar_base"         ; option for Level Editor
$npc					= on                                 ; option for Level Editor
$prefetch				= 16

class					= SM_BOARW		; AI class

visual					= monsters\mutant_boar\mutant_boar
corpse_visual			= monsters\mutant_boar\mutant_boar_dead
icon					= ui_npc_monster_mutant_boar

species					= boar

script_binding			= bind_monster.bind

ef_creature_type		= 11		; option for evaluation functions
ef_weapon_type			= 2
ef_detector_type		= 1
panic_threshold			= 0.1

bone_torso				= bip01_spine1
bone_head				= bip01_head
bone_fire				= bip01_head
bone_drag				= bip01_r_horselink

max_threat_distance		= 12		; для сталкеров, расстояние, до которого не допускается игнор монстра
max_ignore_distance		= 30		; расстояние ингора враждебных монстров
parts_cut_count			= 50		; Karlan: скрипт подразумевает несколько вещей, поэтому вероятно стоит в движке переделать парсинг на section, count, section, count и т.д.
parts_data				= boar

;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
Scheduled					= on			; option for ALife Simulator
Human						= off			; option for ALife Simulator
Health						= 400			; option for ALife Simulator
MinSpeed					= 1.0			; option for ALife Simulator
MaxSpeed					= 5.0			; option for ALife Simulator
going_speed					= 2				; option for ALife Simulator
current_level_going_speed	= 1				; option for ALife Simulator
MaxHealthValue				= 200			; range [0..200]
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
psy_max_distance			= 0
psy_max_power				= 0

radiation_max_distance		= 4.0
radiation_max_power			= 0.01
;------------------------------------------------------------------------
; Physics
;------------------------------------------------------------------------
ph_box0_center				= 0.0,  0.6,  0.0
ph_box0_size				= 0.55, 0.6,  0.55
ph_box1_center				= 0.0,  0.6,  0.0
ph_box1_size				= 0.55, 0.6,  0.55
ph_crash_speed_min			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass						= 250

actor_restrictor			= medium_monster	;medium_monster,stalker,none

destroyed_vis_name			= physics\dead_body\skelet_crash_monster

;---------------------------------------------------------------------
ph_skeleton_collision_enabled	= true

ph_skeleton_hinger_start		= 1.0	;Стартовое значение трения в суставе
ph_skeleton_hinger_end			= 2.5	;Финальное значение трения в суставе
ph_skeleton_ddelay				= 4.0	;Время изменения значения трения в суставе с момента создания шелла, сек

ph_skel_fatal_impulse_factor	= 1.5
ph_after_death_velocity_factor	= 1.5
ph_skel_shot_up_factor			= 0.5

ph_skeleton_skin_friction_start	= 0.0	;Стартовое значение трения для оболочки
ph_skeleton_skin_friction_end	= 1.5	;Финальное значение трения для оболочки
ph_skeleton_skin_ddelay			= 2.0	;Время изменения значения трения с момента создания шелла, сек.

;------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;------------------------------------------------------------------------
; speed factors				linear | angular_real | angular_path | min     |  max
Velocity_Stand				= 0,		1.6,			1.4,		1,		1
Velocity_RunFwdNormal		= 6.5,		3.8,			3.6,		0.4,	1
Velocity_RunFwdDamaged		= 4.5,		3.0,			2.8,		0.2,	1
Velocity_WalkFwdDamaged		= 1.3,		2.5,			2.3,		0.2,	2.0
Velocity_WalkFwdNormal		= 2.1,		2.5,			2.3,		0.02,	3.0
Velocity_Drag				= -1.0,		1.0,			1.0,		1,		1
Velocity_Steal				= 1.5,		2.2,			2.0,		1,		1

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 2.5
Accel_Aggressive		= 6.5
;---------------------------------------------------------------------
; Squad seperation behaviour (расталкивание)
;---------------------------------------------------------------------
;separate_factor			= 1.0	; сила расталкивания
;separate_range			= 3.5	; радиус в котором расталкивание действует

;------------------------------------------------------------------------
; Attack parameters
;------------------------------------------------------------------------
;attack_effector			= m_boar_attack_effector
attack_params			= m_boar_attack_params

MinAttackDist			= 1.7
MaxAttackDist			= 2.2
as_min_dist				= 1.4
as_step					= 0.3
Melee_Rotation_Factor	= 2.2

hit_type				= wound		; type of attack
;-----------------------------------------------------------------------
; Run Attack
;-----------------------------------------------------------------------
Run_Attack_Dist			= 4.0,	5.0
Run_Attack_Delay		= 7500,	15000
Run_Attack_Anim			= stand_attack_run_0

;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled						=	0.8
aom_animation_left				=	stand_attack_run_
aom_animation_right				=	stand_attack_run_
aom_far_radius					=	10
aom_max_go_close_time			=	10
aom_prepare_time				=	3;2
aom_attack_radius				=	0.8
aom_update_side_period			=	5
aom_prediction_factor			=	1.1
aom_can_break					=	true
;aom_max_fails					=	3
aom_pause_time_min				=	5
aom_pause_time_max				=	8
;------------------------------------------------------------------------
; Entity Conditions
;------------------------------------------------------------------------
satiety_v				= 0.0001			;скорость уменьшения сытости со временем
radiation_v				= 0.00001			;скорость уменьшения радиации
;satiety_power_v		= 0.00001			;увеличение силы при уменьшении сытости
;satiety_health_v		= 0.001				;увеличение здоровья при уменьшении сытости
radiation_health_v		= 0.00				;уменьшение здоровья при воздействии радиации
morale_v				= 0.01				;скорость восстановления морали
health_hit_part			= 0.5				;процент хита, уходящий на отнимание здоровья
power_hit_part			= 0.4				;процент хита, уходящий на отнимание силы
psy_health_v			= 0.1				;скорость восстановления psy-здоровья
health_restore_v		= 0.0002			;скорость восстановления здоровья

;Immunities
immunities_sect			= boar_immunities_normal
protections_sect		= boar_normal_protections
hit_slowdown			= 1.2, 0.8

;открытые раны
bleeding_v				= 0.04		;потеря крови при номинальной ране в секунду
wound_incarnation_v		= 0.007		;заживление ран в игровую секунду
min_wound_size			= 0.005

;Eat settings
eat_freq				= 1.0		; частота укусов в сек
eat_slice				= 0.01		; увеличение сытости при 1 укусе
eat_health				= 0.002		; увеличение здоровья при 1 укусе
eat_slice_weight		= 80		; уменьшение еды у трупа
satiety_threshold		= 0.7		; below this value monster fill hunger

;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant				= 0.02
Morale_Attack_Success_Quant		= 0.1
Morale_Take_Heart_Speed			= 0.1
Morale_Despondent_Speed			= 0.1
Morale_Stable_Speed				= 0.05
Morale_Despondent_Threashold	= 0.5
;------------------------------------------------------------------------
; Sound
;------------------------------------------------------------------------
sound_idle				= monsters\boar\boar_idle_			; idle_
sound_eat				= monsters\boar\boar_eat_			; eat_
sound_aggressive		= monsters\boar\boar_aggressive_	; attack_
sound_attack_hit		= monsters\boar\boar_attack_
sound_take_damage		= monsters\boar\boar_pain_			; hit_
sound_die				= monsters\boar\boar_death_			; die_
sound_threaten			= monsters\boar\boar_threaten_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\boar\boar_panic_
;sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\boar\boar_anomaly_
sound_distant_idle		= monsters\boar\boar_idle_

killer_clsids			= ZS_AMEBA,ZS_HAIRS,ZS_MBALD,ZS_MINEF,ZS_GALAN,ZS_MINCE,ZS_GRAVI,ZS_CAMPF,ZS_TORRD

;Frequency of sounds to be played
idle_sound_delay		= 18000
eat_sound_delay			= 5000
attack_sound_delay		= 4000

distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0

SoundThreshold			= 0.08			; range [0..1]
max_hear_dist			= 60

;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
;Health from which to play injured animation
DamagedThreshold			= 0.2
damage						= m_boar_damage


critical_wound_threshold		= 1.1
critical_wound_decrease_quant	= 0.1

critical_wound_anim_head		= critical_hit_head_
critical_wound_bones_head		= boar_critical_wound_bones_head

critical_wound_anim_torso		= critical_hit_torso_
critical_wound_bones_torso		= boar_critical_wound_bones_torso

critical_wound_anim_legs		= critical_hit_torso_
critical_wound_bones_legs		= boar_critical_wound_bones_legs

;------------------------------------------------------------------------
; Other
;------------------------------------------------------------------------
DayTime_Begin			= 6
DayTime_End				= 20
sleep_time				= 7.5

distance_to_corpse		= 1.8

terrain					= boar_terrain

material				= creatures\hoof

step_params				= m_boar_step_params
LegsCount				= 4
;------------------------------------------------------------------------
; Vision
;------------------------------------------------------------------------
eye_fov					= 110
eye_range				= 40
eye_rotation			= 0, 0.35

vision_free_section		= boar_vision_free
vision_danger_section	= boar_vision_danger

; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри,
; иначе возникают артефакты с потерей видимости при переходе от денжера во фри.

[boar_vision_free]
min_view_distance			= 0.51			; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance			= 1.01			; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold		= 100.01		; значение, при достижении суммой которого объект считается видимым
always_visible_distance		= 0.31
time_quant					= 0.0011
decrease_value				= 0.011			; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor				= 0.51
luminocity_factor			= 0.51			; фактор освещения (только для Актёра)
transparency_threshold		= 0.251

[boar_vision_danger]
min_view_distance			= 0.5			; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance			= 1.0			; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold		= 100.0			; значение, при достижении суммой которого объект считается видимым
always_visible_distance		= 0.3
time_quant					= 0.001
decrease_value				= 0.01			; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor				= 0.5
luminocity_factor			= 0.5			; фактор освещения (только для Актёра)
transparency_threshold		= 0.25

;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_boar_attack_effector]
duality_h            = 0.05;0.01
duality_v            = 0.02;0.01
blur                = 0.01
gray                = 0.5
noise_intensity        = 0.0
noise_grain            = 1
noise_fps            = 30
color_base            = 0.65,0.15,0.1
color_gray            = 0.333,0.333,0.333
color_add            = 0,0,0
time                = 0.30
time_attack            = 0.05                ; fade in
time_release        = 0.15                ; fade out

; camera effects
ce_time                = 0.35                ; time
ce_amplitude        = 10                ; head shake after hit
ce_period_number    = 2.0                ; camera shake times
ce_power            = 2.5; 2.0            ; power

;=================================================================================
; Boar Damage
;=================================================================================
[m_boar_damage]
;bone_name		= <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья)
;<wound_scale>	- коэфф. изменения величины открытой раны

default				= 0.5, -1, 0.3

bip01_pelvis		= 1.2, -1, 0.6
bip01_spine			= 1, -1, 0.5
bip01_spine1		= 1, -1, 0.5
bip01_spine2		= 1, -1, 0.4
bip01_l_upperarm	= 1, -1, 0.4
bip01_r_upperarm	= 1, -1, 0.4
bip01_l_thigh		= 1, -1, 0.4
bip01_r_thigh		= 1, -1, 0.4
;bip01_neck			= 1, -1, 1.5
bip01_tail			= 2, -1, 0.5	; jopa
bip01_head			= 2, -1, 0.4, 3
; head bones
bone01				= 2, -1, 0.5, 3
bone02				= 2, -1, 0.5, 3
bone04				= 6, -1, 0.8	;eye
bone06				= 6, -1, 0.8	;eye
;bone05				= 2, -1, 0.5, 3
;bone07				= 2, -1, 0.5, 3
;bone08				= 2, -1, 0.5, 3
;bone09				= 2, -1, 0.5, 3
;bone10				= 2, -1, 0.5, 3
;bone11				= 2, -1, 0.5, 3
bone12				= 2, -1, 0.5, 3
;bone13				= 2, -1, 0.5, 3
bone14				= 2, -1, 0.5, 3
;bone15				= 2, -1, 0.5, 3

[m_boar_damage_cop]
default				= 0.5, -1, 0.3

bip01_pelvis		= 1, -1, 0.5
bip01_spine			= 1, -1, 0.5
bip01_spine1		= 1, -1, 0.4
bip01_spine2		= 1, -1, 0.4
bip01_l_upperarm	= 1, -1, 0.4
bip01_r_upperarm	= 1, -1, 0.4
bip01_l_thigh		= 1, -1, 0.4
bip01_r_thigh		= 1, -1, 0.4
;bip01_neck			= 1, -1, 1.5
bip01_tail			= 2, -1, 0.5	; jopa
bip01_head			= 2, -1, 0.5, 3
bone01				= 2, -1, 0.5, 3
;=================================================================================

[boar_critical_wound_bones_head]
;bip01_neck
bip01_head
;bip01_ponytail1
;bip01_ponytail2
;bip01_l_clavicle
;bip01_r_clavicle
bone01
bone02
bone04
;bone05
bone06
;bone07
;bone08
;;bone09
;bone10
;bone11
bone12
;bone13
bone14
;bone15

[boar_critical_wound_bones_torso]
bip01_pelvis
bip01_spine
bip01_spine1
bip01_spine2
bip01_tail
;bip01_tail1
;bone16
;bone17
;bone18
;bone19

[boar_critical_wound_bones_legs]
bip01_l_thigh
bip01_l_calf
;bip01_l_horselink
;bip01_l_foot
;bip01_l_toe0
bip01_r_thigh
bip01_r_calf
;bip01_r_horselink
;bip01_r_foot
;bip01_r_toe0
;bip01_l_upperarm
;bip01_l_forearm
;bip01_l_hand
;bip01_l_finger0
;bip01_r_upperarm
;bip01_r_forearm
;bip01_r_hand
;bip01_r_finger0


;=================================================================================
; Boar Terrain
;=================================================================================
[boar_terrain]
	255,000,255,255

;===========================================================================
; Step Events
;===========================================================================
[m_boar_step_params]
;-------------------------------------------------------------------------------------------------------------
;    anim            | Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 		=	5,  0.94,   0.7,     0.46,    0.7,    0.08,   0.7,     0.61,  0.7
stand_walk_fwd_dmg_0	=	4,	1.0,    0.9,     0.31,    0.0,    0.1,    0.7,     0.61,  0.7
stand_run_fwd_0	 		=	1,	0.34,   1.0,     0.52,    1.0,    1.0,    1.0,     0.91,  1.0
stand_run_look_left_0	=	1,	0.34,   1.0,     0.52,    1.0,    1.0,    1.0,     0.91,  1.0
stand_run_look_right_0	=	1,	0.34,   1.0,     0.52,    1.0,    1.0,    1.0,     0.91,  1.0
stand_run_dmg_0			=	4,	0.2,    1.4,     0.45,    0.0,    0.15,   1.2,     0.99,  1.2
stand_steal_0			=	2,	0.88,   0.3,     0.37,    0.3,    0.1,    0.3,     0.56,  0.3
stand_drag_0			=	1,	1.0,    0.5,     0.55,    0.5,    1.0,    0.5,     0.33,  0.5

stand_jump_left_0		=	1,	0.72,   1.0,     0.78,    1.0,    0.9,    1.0,     0.84,   1.0
stand_jump_right_0		=	1,	0.72,   1.0,     0.69,    1.0,    0.75,   1.0,     0.72,   1.0
stand_attack_run_0	 	=	2,	0.35,   1.0,     0.55,    0.7,    1.0,    1.0,     0.91,   1.0


[m_boar_cop_step_params]
;-------------------------------------------------------------------------------------------------------------
;    anim            | Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 		=	5,  0.58,   0.7,     0.11,    0.7,    0.52,   0.7,     0.03,  0.7
stand_walk_fwd_dmg_0	=	1,	0.45,   0.9,     0.84,    0.1,    0.49,   0.7,     0.03,  0.7
stand_run_fwd_0	 		=	1,	0.01,   1.0,     0.06,    1.0,    0.66,   1.0,     0.55,  1.0
stand_run_look_left_0	=	1,	0.7,    1.0,     0.48,    1.0,    0.83,   1.0,     0.93,  1.0
stand_run_look_right_0	=	1,	0.7,    1.0,     0.48,    1.0,    0.83,   1.0,     0.93,  1.0
stand_run_dmg_0			=	1,	0.61,   1.4,     0.0,     0.0,    0.83,   1.2,     0.07,  1.2
stand_steal_0			=	2,	0.57,   0.3,     0.04,    0.3,    0.5,    0.3,     0.04,  0.3
stand_drag_0			=	1,	0.87,   0.5,     0.19,    0.5,    0.87,   0.5,     0.16,  0.5

stand_jump_left_0		=	1,	0.72,   1.0,     0.78,    1.0,    0.9,    1.0,     0.84,   1.0
stand_jump_right_0		=	1,	0.46,   1.0,     0.44,    1.0,    0.53,   1.0,     0.53,   1.0
stand_attack_run_left_0	=	2,	0.4,    1.0,     0.5,     1.0,    0.87,   1.0,     0.95,   1.0
stand_attack_run_right_0=	2,	0.4,    1.0,     0.5,     1.0,    0.87,   1.0,     0.95,   1.0


;===========================================================================
; Attack Params
;===========================================================================
[m_boar_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;    anim            | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |    Field of hit_test  (left,right, bottom, top ) |    Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
stand_attack_0			=	0.35,	0.7,		100,		-0.2, 0.5, 0.3,			-1.0, 1.0, -1.0, 1.0,							2.3
stand_attack_1			=	0.40,	0.7,		100,		0.2, 0.5, 0.3,			-1.0, 1.0, -1.0, 1.0,							2.3
stand_attack_2			=	0.35,	0.6,		50,			0.0, 1.0, 2.0,			-0.8, 0.8, -1.0, 1.0,							2.6,	strike
stand_attack_run_0		=	0.45,	0.9,		300,		0.0, 1.0, 2.0,			-1.2, 1.2, -1.0, 1.0,							2.2

[m_boar_cop_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;    anim            | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |    Field of hit_test  (left,right, bottom, top ) |    Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
stand_attack_0			=	0.50,	0.7,		100,		-0.2, 0.5, 0.3,			-1.0, 1.0, -1.0, 1.0,							2.3
stand_attack_1			=	0.50,	0.7,		100,		0.2, 0.5, 0.3,			-1.0, 1.0, -1.0, 1.0,							2.6,	strike
stand_attack_2			=	0.30,	0.6,		50,			0.0, 1.0, 2.0,			-0.8, 0.8, -1.0, 1.0,							2.3
stand_attack_run_left_0	=	0.60,	0.9,		300,		0.0, 1.0, 2.0,			-1.2, 1.2, -1.0, 1.0,							2.2
stand_attack_run_right_0=	0.60,	0.9,		300,		0.0, 1.0, 2.0,			-1.2, 1.2, -1.0, 1.0,							2.2

;*********************************************************************************
; BASE PROFILES
;*********************************************************************************

;*********************************************************************************
; WEAK PROFILE
;*********************************************************************************
[boar_weak]:m_boar_e
$spawn				= "monsters\boars\boar_01_weak"
visual				= monsters\mutant_boar\mutant_boar
icon				= ui_npc_monster_mutant_boar
panic_threshold		= 0.5
rank				= 0
immunities_sect		= boar_immunities_weak
spec_rank			= weak
protections_sect	= boar_weak_protections
hit_power_factor	= 1.0
hit_impulse_factor	= 1.0

[boar_weak_protections]
skin_armor				= 0.3
hit_fraction_monster	= 0.5

[boar_immunities_weak]
burn_immunity             = 1.1
strike_immunity           = 0.6
shock_immunity            = 1.1
wound_immunity            = 0.6
wound_2_immunity          = 0.6
radiation_immunity        = 0.0
telepatic_immunity        = 1.0
chemical_burn_immunity    = 1.1
explosion_immunity        = 0.8
fire_wound_immunity       = 0.65


;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[boar_normal]:m_boar_e
$spawn				= "monsters\boars\boar_02_normal"
visual				= monsters\mutant_boar\mutant_boar
icon				= ui_npc_monster_mutant_boar
panic_threshold		= 0.2
rank				= 401
immunities_sect		= boar_immunities_normal
spec_rank			= normal
protections_sect	= boar_normal_protections
hit_power_factor	= 1.5
hit_impulse_factor	= 1.5

[boar_normal_protections]
skin_armor				= 0.4
hit_fraction_monster	= 0.5

[boar_immunities_normal]
burn_immunity			= 1.0
strike_immunity			= 0.4
shock_immunity			= 1.0
wound_immunity			= 0.4
wound_2_immunity		= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.6
fire_wound_immunity		= 0.55

;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[boar_strong]:m_boar_e
$spawn				= "monsters\boars\boar_03_strong"
visual				= monsters\mutant_boar\mutant_boar_strong
icon				= ui_npc_monster_mutant_boar_strong
panic_threshold		= 0.05
rank				= 801
immunities_sect		= boar_immunities_strong
spec_rank			= strong
protections_sect	= boar_strong_protections
hit_power_factor	= 2.0
hit_impulse_factor	= 2.0

[boar_strong_protections]
skin_armor				= 0.5
hit_fraction_monster	= 0.5

[boar_immunities_strong]
burn_immunity			= 0.7
strike_immunity			= 0.2
shock_immunity			= 0.7
wound_immunity			= 0.2
wound_2_immunity		= 0.3
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 0.7
explosion_immunity		= 0.5
fire_wound_immunity		= 0.45

;*********************************************************************************
; COP TEST
;*********************************************************************************
[boar_cop_def]
model_type					= 3
critical_wound_anim_torso	=
critical_wound_anim_legs	=
damage						= m_boar_damage_cop
step_params					= m_boar_cop_step_params
attack_params				= m_boar_cop_attack_params
aom_animation_left			= stand_attack_run_left_
aom_animation_right			= stand_attack_run_right_
Run_Attack_Anim				= stand_attack_run_right_0

; speed factors				linear | angular_real | angular_path | min     |  max
Velocity_Stand				= 0,		2.4,			2.0,		1,		1
Velocity_RunFwdNormal		= 5.5,		3.0,			2.8,		0.4,	1
Velocity_RunFwdDamaged		= 4.5,		3.0,			2.8,		0.2,	1
Velocity_WalkFwdDamaged		= 1.3,		2.5,			2.3,		0.2,	2.0
Velocity_WalkFwdNormal		= 1.65,		2.5,			2.3,		0.02,	3.0
Velocity_Drag				= -1.0,		1.0,			1.0,		1,		1
Velocity_Steal				= 1.5,		2.2,			2.0,		1,		1

eye_rotation				= 3.14, 0.35

[boar_cop_normal]:boar_normal,boar_cop_def
visual				= monsters\mutant_boar_cop\mutant_boar
corpse_visual		= monsters\mutant_boar_cop\mutant_boar_dead


[boar_cop_strong]:boar_strong,boar_cop_def
visual				= monsters\mutant_boar_cop\mutant_boar_strong
corpse_visual		= monsters\mutant_boar_cop\mutant_boar_strong_dead

