<?xml version="1.0" encoding="windows-1250"?>
<animal class="sheep">
	<steeringParams>
		<wanderRad>0.2</wanderRad>
		<wanderDist>3.7</wanderDist>
		<wanderJitterPerSec>2.20</wanderJitterPerSec>
		<separationWeight>15.0</separationWeight>
		<alignmentWeight>5.0</alignmentWeight>
		<cohesionWeight>15</cohesionWeight>
		<obstacleAvoidanceWeight>0.0</obstacleAvoidanceWeight>
		<wallAvoidanceWeight>14.0</wallAvoidanceWeight>
		<wanderWeight>6.0</wanderWeight>
		<seekWeight>5.0</seekWeight>
		<fleeWeight>30.0</fleeWeight>
		<arriveWeight>1.0</arriveWeight>
		<pursuitWeight>1.0</pursuitWeight>
		<offsetPursuitWeight>1.0</offsetPursuitWeight>
		<hideWeight>1.0</hideWeight>
		<evadeWeight>0.01</evadeWeight>
		<viewDistance>3</viewDistance>
		<minDetectionBoxLength>0.45</minDetectionBoxLength>
		<wallDetectionFeelerLength>3.0</wallDetectionFeelerLength>
		<threatRangeSq>25</threatRangeSq>
		<pursuitRangeSq>4</pursuitRangeSq>
	</steeringParams>
	<!--Params hard to place somewhere else.-->
	<misc>
		<!--optional Number of samples to be used by smoother-->
		<sampleNumber>20</sampleNumber>
		<useDummy>true</useDummy>
	</misc>
	<physics>
		<boundingRadius>0.7</boundingRadius>
		<mass>30.0</mass>
		<maxForce>80</maxForce>
		<maxSpeed>0.5</maxSpeed>
	</physics>
	<sound>
		<sample id="onFailedMaintain" file="animal_sheep_mee"/>
		<sample id="onIdle" file="animal_sheep_mee"/>
	</sound>
	<visual>
		<!--Describes the subclasses of given animal-->
		<subclasses>
			<subclass id="white">
				<model>animal_sheep1_wool</model>
				<model2>animal_sheep1_nowool</model2>
				<material>animal_sheep1_body1_wool</material>
			</subclass>
			<subclass id="black">
				<model>animal_sheep1_wool</model>
				<model2>animal_sheep1_nowool</model2>
				<material>animal_sheep1_body2_wool</material>
			</subclass>
			<subclass id="grey">
				<model>animal_sheep1_wool</model>
				<model2>animal_sheep1_nowool</model2>
				<material>animal_sheep1_body3_wool</material>
			</subclass>
			<subclass id="white-horn">
				<model>animal_sheep2_wool</model>
				<model2>animal_sheep2_nowool</model2>
				<material>animal_sheep1_body1_wool</material>
			</subclass>
			<subclass id="black-horn">
				<model>animal_sheep2_wool</model>
				<model2>animal_sheep2_nowool</model2>
				<material>animal_sheep1_body2_wool</material>
			</subclass>
			<subclass id="grey-horn">
				<model>animal_sheep2_wool</model>
				<model2>animal_sheep2_nowool</model2>
				<material>animal_sheep1_body3_wool</material>
			</subclass>
			<subclass id="ghost">
				<model>animal_sheep1_wool</model>
				<model2>animal_sheep1_nowool</model2>
				<!--Material is optional, defaultly the first one is used.-->
				<material>Ghost</material>
			</subclass>
		</subclasses>
		<!--Animations type is blending or morphing (both are mutually exclusive)-->
		<animations type="blending">
			<animation stateName="eat-manger">
				<anim>eat1</anim>
			</animation>
			<animation stateName="flee">
				<anim>walk1</anim>
			</animation>
			<animation stateName="idle">
				<anim>idle1</anim>
				<anim>idle2</anim>
				<anim>idle3</anim>
				<anim>idle4</anim>
				<anim>idle5</anim>
				<anim>eat1</anim>
				<anim>eat2</anim>
				<anim>eat3</anim>
				<anim>stretch</anim>
				<anim>shakedown</anim>
			</animation>
			<animation stateName="move">
				<anim>walk1</anim>
			</animation>
			<animation stateName="resistance">
				<anim>rotation-left</anim>
			</animation>
			<animation stateName="rotation-left">
				<anim>rotation-left</anim>
			</animation>
			<animation stateName="rotation-right">
				<anim>rotation-right</anim>
			</animation>
			<animation stateName="rotation-slow">
				<anim>idle1</anim>
			</animation>
			<animation stateName="sit">
				<anim>sit</anim>
			</animation>
			<animation stateName="cut">
				<anim>cut</anim>
			</animation>
			<animation stateName="cut-no">
				<anim>shearing-no</anim>
			</animation>
			<animation stateName="cut-yes">
				<anim>shearing-yes</anim>
			</animation>
			<animation stateName="cut-idle">
				<anim>idle1</anim>
				<anim>idle3</anim>
				<anim>idle4</anim>
			</animation>
			<animation stateName="sitIdle">
				<anim>sit-idle1</anim>
				<anim>sit-idle2</anim>
				<anim>sit-idle3</anim>
				<anim>sit-eat1</anim>
			</animation>
			<animation stateName="stand">
				<anim>stand</anim>
			</animation>
		</animations>
	</visual>
</animal>