[m_tushkano_e]:monster_base
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
$spawn               = "monsters\old\tushkano"	
$npc			       = on	
$prefetch 		  = 16
Scheduled		      = on	
Human		     	 = off
Health			     = 20	
MinSpeed		     = 1.0	
MaxSpeed		     = 5.0	
going_speed          = 5 ;4.5  
current_level_going_speed		= 1 ;2	
search_speed         = 1.5          
visual				 = monsters\tushkano\tushkano
corpse_visual		 = monsters\tushkano\tushkano_dead
icon				 = ui_npc_monster_tushkano
MaxHealthValue		 = 20			; range [0..200]
DynamicObjectsCount	 = 32
smart_terrain_choose_interval	= 00:15:00

;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type	 = 2			
ef_weapon_type		 = 2
ef_detector_type	 = 1
panic_threshold		= 0.0

cform                = skeleton					; collision class
class                = SM_TUSHK ;AI_TUSH					; AI class

bone_torso			 = bip01_spine1 			; bone name
bone_head			 = bip01_head				; bone name
bone_fire			 = bip01_head				; bone name
weapon_usage		 = 0						; boolean

Spawn_Inventory_Item_Section = mutant_face_tushkano
Spawn_Inventory_Item_Probability = 0.5

ph_box0_center 		 = 0.0,  0.9,  0.0
ph_box0_size 		 = 0.35, 0.9,  0.35
ph_box1_center 		 = 0.0,  0.6,  0.0
ph_box1_size 		 = 0.40, 0.6,  0.40
ph_crash_speed_min			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass 		     = 20
actor_restrictor	 = medium_monster ;medium_monster,stalker,none

destroyed_vis_name	 = physics\Dead_Body\trupik_crash

script_binding  	 = bind_monster.bind

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 2.0 ;550.0 (изменно из-за того, что убрано домножение коэффициент 0.002 из кода)
ph_skeleton_airr_ang_factor   = 0.0 ;0.0 (изменно из-за того, что убрано домножение на коэффициент 0.3 из кода (0.0*0.3=0.0))
ph_skeleton_hinger_factor1    = 1.0 ;1.0 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода)
ph_skeleton_ddelay	     	  = 15.0 ;Время изменения значения трения в суставе с момента создания шелла, сек

ph_skel_fatal_impulse_factor  = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

SoundThreshold		 = 0.06             ; range [0..1]

max_hear_dist		 = 50

hit_power			 = 1;

ImpulseMin			 = 20.0
ImpulseMax			 = 35.0 

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		3.5,			3.5,		1,		1
Velocity_WalkFwdNormal	= 1.0,		7.5,			7.5,		0.02,	1.8	
Velocity_RunFwdNormal	= 5.0,		3.5,			3.5,		0.3,	1	
Velocity_WalkFwdDamaged	= 1.0,		4.5,			4.5,		0.2,	1.8	
Velocity_RunFwdDamaged	= 3.0,  	3.0,			3.0,		0.5,	1
Velocity_Drag			= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal			= 1.5,		3.0,			3.0,		1,		1

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 2.5
Accel_Aggressive		= 7.5

;attack parameters
MinAttackDist		= 1.2	;0.5
MaxAttackDist		= 1.8	;3.8

as_min_dist				= 0.25
as_step					= 0.25

DayTime_Begin		= 0			
DayTime_End			= 21		
Min_Satiety			= 0.4	
Max_Satiety			= 1.0	

distance_to_corpse	= 1.2		


eye_fov				 = 110	;140
eye_range			 = 30	;50	;40;

min_view_distance   		= 0.7		; 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 	= 0.4
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



terrain				 = tushkan_terrain

hit_type = wound

;entity condition

; entity condition
satiety_v 		= 0.00001		;0.01			;скорость уменьшения сытости со временем
radiation_v 		= 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v 	= 0.005		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v 	= 0.0001	     ;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical 	= -1.0		;0.25			;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v 	= 0.01	;0.006			;уменьшение здоровья при воздействии радиации
morale_v		= 0.01					;скорость восстановления морали
health_hit_part 	= 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part 		= 1.0		;0.9			;процент хита, уходящий на отнимание силы
psy_health_v = 0.1						;скорость восстановления psy-здоровья

immunities_sect				= tushkano_immunities

;открытые раны
bleeding_v					= 0.04					;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.05				;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size				= 0.01

sleep_health = 1.0		;1.5			
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1
sleep_psy_health = 1.0

eat_freq			=	5.0		
eat_slice			=	0.01	
eat_slice_weight	=	10.0	

satiety_threshold	= 0.5							; below this value monster fill hunger


; Morale
Morale_Hit_Quant				= 0.1
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_idle			= monsters\tushkano\tushkano_idle_
sound_eat				= monsters\tushkano\tushkano_eat_
sound_aggressive		= monsters\tushkano\tushkano_aggressive_
sound_attack_hit		= monsters\tushkano\tushkano_attack_
sound_take_damage		= monsters\tushkano\tushkano_pain_
sound_die				= monsters\tushkano\tushkano_death_
sound_threaten			= monsters\tushkano\tushkano_threaten_
sound_landing			= monsters\tushkano\tushkano_pain_ ;monsters\tushkano\tush_idle_
sound_steal			= monsters\beeps_ ;monsters\tushkano\tush_idle_
sound_panic			= monsters\tushkano\tushkano_panic_
sound_growling			= monsters\beeps_ ;monsters\tushkano\tush_idle_
sound_die_in_anomaly	= monsters\tushkano\tushkano_anomaly_

killer_clsids			= Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE


idle_sound_delay		= 80000
eat_sound_delay		= 4000
attack_sound_delay		= 8000

sound_distant_idle			= monsters\tushkano\tushkano_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

DamagedThreshold		= 0.4
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.


material				= creatures\medium
DynamicObjectsCount		= 32

squad_attack_algorithm	= 1
attack_effector			= small_monster_attack_effector

LegsCount				= 2

attack_params			= m_tushkano_attack_params
step_params			= m_tushkano_step_params
damage				= m_tushkano_damage

;species of monster
species				= tushkano
spec_rank				= normal
community				= tushkano


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

default				= 1.0, -1, 0.3

bip01_pelvis 		= 1.0, -1, 0.5
bip01_spine 		= 1.0, -1, 0.5
bip01_spine1 		= 1.0, -1, 0.5
bip01_neck 			= 1.0, -1, 1.5
bip01_head 			= 2.0, -1, 0.5, 10

[tushkan_terrain]
	255,000,255,255


[m_tushkano_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 =	  	0.25,		0.05,		    20,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_1 =	  	0.25,		0.05,		    30,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_2 =	  	0.25,		0.05,		    35,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0

[m_tushkano_step_params]
;---------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 	=	1,	   0.2,     0.5,     0.7,    1,   
stand_run_0	 		=	1,	   0.25,     1,	    0.25,    1,    

;===========================================================================
; IMMUNITIES
;===========================================================================
[tushkano_immunities]
burn_immunity			= 1			;коэффициенты иммунитета 
strike_immunity			= 1
shock_immunity			= 1
wound_immunity			= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1
explosion_immunity		= 1
fire_wound_immunity		= 1
	

;---------------------------
; TODO: KILL THIS LATER
;---------------------------
[m_tushkano_normal]:m_tushkano_e
$spawn				= "monsters\tushkanos\tushkano_normal_old"
;---------------------------
rank = 401
spec_rank			= normal
community			= tushkano

[tushkano_normal]:m_tushkano_e
$spawn				= "monsters\tushkanos\tushkano_normal"
rank = 401
spec_rank			= normal
community			= tushkano


; работа CAHCAHbI4, доработка Хабарыч
[tarakan_normal]:tushkano_normal
$spawn				= "monsters\tushkanos\tarakan_normal"
rank = 401
spec_rank			= normal
community			= tushkano
visual			 = monsters\tarakan\tarakan
corpse_visual		 = monsters\tarakan\tarakan
icon				 = ui_npc_monster_tarakan

Scheduled		       = on		
MinSpeed		       = 1.0		
MaxSpeed		       = 1.7		
going_speed              = 1.5	
retreat_threshold	       = 0.2
eye_fov			 = 170
eye_range			 = 10
max_hear_dist		 = 50
MaxHealthValue		 = 15				; range [0..200]
transparency_threshold	 = 1.0
DynamicSoundsCount	 = 32

ef_creature_type	 = 1				; option for evaluation functions
panic_threshold		= 0.1

Spawn_Inventory_Item_Section = part_tarakan
Spawn_Inventory_Item_Probability = 0.6

;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center 		       =   0.0,   0.11, -0.22
ph_box0_size 		            =   0.085, 0.11, 0.525
ph_box1_center 		       =   0.0,   0.11, -0.22
ph_box1_size 		            =   0.085, 0.11, 0.525
ph_crash_speed_min			   = 10
ph_crash_speed_max			   = 30
ph_collision_damage_factor	   = 0.1
ph_mass 				        = 2

destroyed_vis_name	 = physics\Dead_Body\trupik_crash

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = -0.40 ;(изменно из-за того, что убрано домножение коэффициент 0.002 из кода)
ph_skeleton_airr_ang_factor   = -0.20 ;(изменно из-за того, что убрано домножение на коэффициент 0.3 из кода (0.0*0.3=0.0))
ph_skeleton_hinger_factor1    = 1.0 ;1.0 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода)
ph_skeleton_ddelay	     	  = 15.0 ;Время изменения значения трения в суставе с момента создания шелла, сек
ph_skel_fatal_impulse_factor  = 3.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

step_params			= tarakan_step_params

;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors		linear | angular_real | angular_path | min |  max
Velocity_Stand		= 0,	   3.5,		3.5,		   1,	    1
Velocity_WalkFwdNormal	= 1.0,   5.5,		5.5,		   0.02,  1.8	
Velocity_RunFwdNormal	= 5.0,   3.5,		3.5,		   0.3,   1	
Velocity_WalkFwdDamaged	= 1.0,   4.5,		4.5,		   0.2,   1.8	
Velocity_RunFwdDamaged	= 3.0,   3.0,		3.0,		   0.5,   1
Velocity_Drag		= 1.0,   3.0,		3.0,		   1,	    1
Velocity_Steal		= 1.5,   3.0,		3.0,		   1,	    1

; acceleration
Accel_Generic			= 1.4
Accel_Calm				= 2.4
Accel_Aggressive		= 7.5


;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist		= 0.5  ;1.2
MaxAttackDist		= 3.8  ;1.8
as_min_dist			= 0.15
as_step			= 0.25
hit_power			= 5
hit_type			= wound

attack_params		= tarakan_attack_params


DayTime_Begin		= 0
DayTime_End			= 21
Min_Satiety			= 0.4
Max_Satiety			= 1.0

min_view_distance   		= 0.8				; 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)

;открытые раны
bleeding_v					= 0.004		;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.05		;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size				= 0.01


bone_torso			 = bip01_spine1 			; bone name
bone_head			 = bip01_head			; bone name
bone_fire			 = bip01_head			; bone name
weapon_usage		 = 0					; boolean

LegsCount				= 2

EyeYShift		     = 0.15			; meters

MinVoiceInterval	     =  30000			; milliseconds
MaxVoiceInterval	     = 120000			; milliseconds
VoiceRefreshRate	     =   2500			; milliseconds

;--------------------------------------------------------------------------
; Sound
;--------------------------------------------------------------------------
sound_die			      = monsters\tarakan\death_
sound_hit			      = monsters\tarakan\hit_
sound_attack		      = monsters\tarakan\attack_
sound_idle			 = monsters\tarakan\idle_
sound_eat			      = monsters\tarakan\eat_
sound_aggressive		 = monsters\tarakan\tarakan_aggressive_
sound_attack_hit		 = monsters\tarakan\attack_
sound_take_damage		 = monsters\tarakan\tarakan_pain_
sound_threaten			= monsters\tarakan\tarakan_threaten_
sound_landing			= monsters\tarakan\hit_
sound_steal			= monsters\tarakan\idle_
sound_panic			= monsters\tarakan\voice_
sound_growling			= monsters\tarakan\idle_
sound_die_in_anomaly	      = monsters\tarakan\death_

ChangeActiveStateProbability   = 1.0 			; range [0..1]
ActiveCountPercent	       =  16			; percents
StandingCountPercent	       =   16			; percents
PassiveScheduleMin	       =  100			; microseconds
PassiveScheduleMax             = 1000			; microseconds

LostMemoryTime		       = 20000			; milliseconds
LostRecoilTime		       =  2000			; milliseconds
UnderFireDistance	             =   100			; meters
RetreatTime				 = 10000			; milliseconds
RetreatDistance		       =   100			; meters
AttackStraightDistance	       =    10			; meters
StableDistance		       =     5			; meters
WallMinTurnValue	             =    90 			; degrees
WallMaxTurnValue	             =   270			; degrees

AngleSpeed				 = 0.2	            ; degrees per second
GoalChangeDelta	 	       = 10.0			; seconds
GoalVariation	  	       = 10.0, 0.0, 20.0	; each coordinate in meters
AngularStandSpeed		       = 360			; degrees
AngularMinSpeed			 = 360			 degrees
AngularMaxSpeed			 = 30				; degrees
AngularAttackSpeed		 = 10				; degrees

MoraleDeathDistance	       = 50				; meters
SoundThreshold		       = 0.06                 ; range [0..1]

ActionRefreshRate	             = 500			; milliseconds
MaxHealthValue		       = 15			      ; range [0..200]

EatMemberCorpses	             = 1			      ; range {0,1}
Cannibalism				 = 1			      ; range {0,1}
EatCorpseInterval	             = 600000		      ; milliseconds

corp_mass				 = 500			;

immunities_sect				= tarakan_immunities


;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v               = 0.0001	;0.01			;скорость уменьшения сытости со временем
radiation_v             = 0.00001	;0.004		;скорость уменьшения радиации
satiety_power_v         = 0.001	;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v        = 0.001	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical        = -1.0	;0.25			;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v      = 0.01	;0.006		;уменьшение здоровья при воздействии радиации
bleeding_v              = 0.05	;0.02			;потеря крови при максимальной ране
wound_incarnation_v     = 0.05	;0.001		;скорость заживания раны 
morale_v		      = 0.01				;скорость восстановления морали
health_hit_part         = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part          = 1.0		;0.9			;процент хита, уходящий на отнимание силы
psy_health_v            = 0.1					;скорость восстановления psy-здоровья


sleep_health      = 1.0		;1.5				;коэффициенты скоростей изменения параметров во время сна
sleep_power       = 1.0		;1.5
sleep_satiety     = 1.0		;0.8
sleep_radiation   = 1.0	      ;1.1
sleep_psy_health  = 1.0

eat_freq			=	5.0		      
eat_slice			=	0.01	          
eat_slice_weight  	=	10.0	          

satiety_threshold	= 0.5							; below this value monster fill hunger


; Morale
Morale_Hit_Quant				= 0.1
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

idle_sound_delay		      = 80000
eat_sound_delay			= 4000
attack_sound_delay		= 8000

sound_distant_idle			= monsters\tarakan\idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

DamagedThreshold		= 0.4
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.

;-- Звук топанья (можно подобрать)
;material = creatures\medium		;самый подходящий (шуршит)
;material = creatures\actor
;material = creatures\human
;material = creatures\hoof		;больше на треск похоже
;material = creatures\large		;Топает как бизон
;material = creatures\small		;Топает как в башмаках
material = creatures\phantom	      ;Вообще не слышно


damage					        = tarakan_damage


;===========================================================================
; IMMUNITIES
;===========================================================================
[tarakan_immunities]
burn_immunity			= 0.5			;коэффициенты иммунитета 
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	      = 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 1.0

[tarakan_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 =	  	0.25,		0.10,		    30,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_1 =	  	0.35,		0.15,		    35,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_2 =	  	0.25,		0.20,		    40,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0


[tarakan_step_params]
;---------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0  	=	1,	 0.2,     0.5,    0.7,     1   
stand_run_0	 	=	1,	 0.25,     1,     0.25,    1    


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

default			= 0.15, -1, 0.10  ;1,   -1, 0.10       
bip01_pelvis 		= 1.0, -1, 0.5
bip01_spine 		= 1.0, -1, 0.5
bip01_spine1 		= 1.0, -1, 0.5
bip01_neck 			= 1.0, -1, 1.5
bip01_head 			= 2.0, -1, 0.5, 10



[tarakan_strong]:tarakan_normal
$spawn				= "monsters\tushkanos\tarakan_strong"
rank = 401
spec_rank = strong
community			= tushkano
monster_type		= indoor
visual				 = monsters\tarakan\tarakan_strong
corpse_visual		 = monsters\tarakan\tarakan_strong
spec_rank = strong	
icon				 = ui_npc_monster_tarakan_strong
immunities_sect		= tarakan_strong_immunities
attack_params		= tarakan_strong_attack_params

Spawn_Inventory_Item_Section = part_tarakan_strong
Spawn_Inventory_Item_Probability = 0.5


;===========================================================================
; IMMUNITIES tarakan_strong
;===========================================================================
[tarakan_strong_immunities]
burn_immunity			= 1.5	       ;коэффициенты иммунитета 
strike_immunity			= 1.0
shock_immunity			= 0.3
wound_immunity			= 1.2
radiation_immunity		= 0.0
telepatic_immunity		= 0.5
chemical_burn_immunity	      = 1.0
explosion_immunity		= 0.6
fire_wound_immunity		= 0.5

[tarakan_strong_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 =	  0.25,		0.20,		35,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_1 =	  0.35,		0.30,		40,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_2 =	  0.25,		0.35,		45,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0









