<?xml version="1.0" encoding="windows-1250"?>
<animal class="butterfly">
	<steeringParams>
		<wanderRad>0.2</wanderRad>
		<wanderDist>3.7</wanderDist>
		<wanderJitterPerSec>2.20</wanderJitterPerSec>
		<separationWeight>5.0</separationWeight>
		<alignmentWeight>3.0</alignmentWeight>
		<cohesionWeight>12.0</cohesionWeight>
		<obstacleAvoidanceWeight>0.0</obstacleAvoidanceWeight>
		<wallAvoidanceWeight>28.0</wallAvoidanceWeight>
		<wanderWeight>10.0</wanderWeight>
		<seekWeight>5.0</seekWeight>
		<fleeWeight>5.0</fleeWeight>
		<arriveWeight>1.0</arriveWeight>
		<pursuitWeight>1.0</pursuitWeight>
		<offsetPursuitWeight>1.0</offsetPursuitWeight>
		<hideWeight>1.0</hideWeight>
		<evadeWeight>0.01</evadeWeight>
		<viewDistance>2</viewDistance>		
		<minDetectionBoxLength>0.5</minDetectionBoxLength>
		<wallDetectionFeelerLength>0.50</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>
	</misc>
	<physics>
		<boundingRadius>0.02</boundingRadius>
		<mass>1.0</mass>
		<maxForce>100.0</maxForce>
		<maxSpeed>2.0</maxSpeed>
		<heightOffset>1.6</heightOffset>		
	</physics>	
	<sound>
		<sample id="onRepulsionBegin" file="youBitch.wav"/>
	</sound>
	<visual>		
		<!--Describes the subclasses of given animal-->
		<subclasses>
			<subclass id="A">
				<model>animal_butterfly1</model>	
				<!--Material is optional, defaultly the first one is used.-->
				<material>animal_butterfly1_body1</material>				
			</subclass>
			<subclass id="B">
				<model>animal_butterfly1</model>	
				<!--Material is optional, defaultly the first one is used.-->
				<material>animal_butterfly1_body2</material>				
			</subclass>
			<subclass id="C">
				<model>animal_butterfly1</model>	
				<!--Material is optional, defaultly the first one is used.-->
				<material>animal_butterfly1_body3</material>				
			</subclass>
		</subclasses>
		<!--Animations type is blending or morphing (both are mutually exclusive)-->
		<animations type="morphing">
			<animation stateName="move">
				<anim>flap</anim>
			</animation>
			<animation stateName="flee">
				<anim>flap</anim>
			</animation>			
		</animations>
	</visual>
</animal>