npc_prowler
{
	HullType				"HULL_PROWLER"
	useSequenceBounds		1
	orientToGround			1
	AIClass					prowler
	TraverseAnimType		prowler
	BodyType				human
	ArmorType				normal
	collideWithPlayer		1

	title					#NPC_PROWLER
	ui_targetinfo			"ui/targetinfo_npc_basic" [$mp]
	ui_targetinfo			"" [$sp]

	BaseClass				"npc_prowler"

	footstep_type			"prowler"
	quadruped				1

	DefaultModelName		"models/creatures/prowler/r2_prowler.mdl"
	DefaultWeapon			""
	BehaviorSelector		"behavior_prowler"

	GibModel0				"models/gibs/human_gibs.mdl"

	melee_charge_set		prowler

	Health					280

	painOnHeavyDamageThreshold	50
	PainOnRepeatDamageThreshold	210
	heavyPainMinInterval	4
	PainOnSurpriseHit		0
	PainWhileRunning		1

	FOV_Vert_Offset			0
	FOV_Near_Dist			150		// distance at which we transition between near and far FOV values
	FOV_Far_Dist			1000	// use far values after this distance, interpolate horizontal in between, use far for vertical

	FOV_Idle_Near_Horz		160
	FOV_Idle_Near_Vert		160
	FOV_Idle_Far_Horz		120
	FOV_Idle_Far_Vert		120

	FOV_Alert_Near_Horz		160
	FOV_Alert_Near_Vert		160
	FOV_Alert_Far_Horz		150
	FOV_Alert_Far_Vert		120

	FOV_Combat_Near_Horz	160
	FOV_Combat_Near_Vert	160
	FOV_Combat_Far_Horz		150
	FOV_Combat_Far_Vert		120

	faceEnemyToleranceAngle			45
	faceEnemyStrictToleranceAngle	45
	MoveYawSpeed					15
	AimAngularSpeed					20
	allowTurn45Anims				0

	aimassist_adspull_centerAttachmentName		"aimassist_center"
	aimassist_adspull_centerRadius				18.0
	aimassist_adspull_headshotAttachmentName	"HEADSHOT"
	aimassist_adspull_headshotRadius			13.0

	MeleeDamageMin					60 	[$mp]
	MeleeDamageMax					80 	[$mp]
	MeleeDamageMinHeavyArmor		60 	[$mp]
	MeleeDamageMaxHeavyArmor		80 	[$mp]
	MeleeDamageRadius				60 	[$mp]
	MeleeRange						80 	[$mp]
	MeleeInterval					1.5 [$mp]
	MeleeMaxCombo					2 	[$mp]
	MeleeChargeDamageMin			100 [$mp]
	MeleeChargeDamageMax			100 [$mp]
	MeleeChargeDamageMinHeavyArmor	100 [$mp]
	MeleeChargeDamageMaxHeavyArmor	100 [$mp]
	MeleeChargeDamageRadius			60 	[$mp]
	MeleeChargeRange				240 [$mp]
	meleeChargeInterval				3 	[$mp]

	MeleeDamageMin					15 	[$sp]
	MeleeDamageMax					20 	[$sp]
	MeleeDamageMinHeavyArmor		150	[$sp]
	MeleeDamageMaxHeavyArmor		150	[$sp]
	MeleeDamageRadius				60 	[$sp]
	MeleeRange						80 	[$sp]
	MeleeInterval					1.5 [$sp]
	MeleeMaxCombo					2 	[$sp]
	MeleeChargeDamageMin			25 	[$sp]
	MeleeChargeDamageMax			25 	[$sp]
	MeleeChargeDamageMinHeavyArmor	300 [$sp]
	MeleeChargeDamageMaxHeavyArmor	300 [$sp]
	MeleeChargeDamageRadius			60 	[$sp]
	MeleeChargeRange				240 [$sp]
	meleeChargeInterval				3 	[$sp]

	MeleeCosAngleRange				0.707	// Matches faceEnemyStrictToleranceAngle
	MeleeEnemyArmorType				any
	MeleeChargeEnemyArmorType		any

	meleeHighOffset			70

	meleeImpactEffectTable	"melee_prowler"
	syncedMeleeEngageDist	40
	meleeable				1

	canBeAlertedByEnemiesOutsideOfMaxDist	0
	returnToIdleTime						15
	maxEnemyDist							950
	maxEnemyDistHeavyArmor					1200
	aiEnemy_usePriorityDist					0

	pathMaxDetourBase		1000
	pathMaxDetourMultiplier	2.0
	minGoalRadius			256

	MinStartMoveDist		100
	MaxArrivalDist			230
	MinForceWalkDist		0
	circleStrafeDist		420
	enemyAimAtMeWidth		100

	chaseStopDist							100
	chaseStopDistHeavyArmor					200
	chaseStopVerticalDist					300
	chaseTryRunningDodgeWhenAimedAtMinDist	300	// This should be greater than MeleeChargeRange so that he prioritizes leap attacking over dodging

	dodgePeriod 			4	// Don't dodge more than maxDodgePerPeriod within this time
	maxDodgePerPeriod		2	// Don't dodge more than this many times in dodgePeriod

	traverseCostFactor		0.5

	showFriendlyIcon		1

	allowFlee				1
	allowSignals			1
	allowPatrol				1
	allowInvestigate		0 		// no investigate

	patrolRangeMin			600
	patrolRangeMax			800

	moveDeflectionLookAheadTime			0.5
	reactChanceDefault					100
	reactBulletChanceDefault			90
}