datablock PlayerData(Pirate)
{
   shadowEnable = true;
   shadowCanMove = true;
   shadowCanAnimate = true;
   
   botName = "Pirate";

   shapeFile = "~/data/shapes/pirates/player.dts";
   debrisShapeName = "~/data/shapes/pirates/debris_player.dts";
   debris = playerDebris;

   jointData = EarlJointData;
   jointDataName = "EarlJointData";
   
   envSfxData = DefaultEnvSfx;

   hitboxData[$HitboxEnum::NONE] = NONE;
   hitboxData[$HitboxEnum::R_FOOT] = PIRATE_R_FOOT;
   hitboxData[$HitboxEnum::CHEST] = PIRATE_CHEST;
   hitboxData[$HitboxEnum::TORSO] = PIRATE_TORSO;
   hitboxData[$HitboxEnum::NECK] = PIRATE_NECK;
   hitboxData[$HitboxEnum::R_UP_LEG] = PIRATE_R_UP_LEG;
   hitboxData[$HitboxEnum::R_LOW_LEG] = PIRATE_R_LOW_LEG;
   hitboxData[$HitboxEnum::HEAD] = PIRATE_HEAD;
   hitboxData[$HitboxEnum::L_UP_LEG] = PIRATE_L_UP_LEG;
   hitboxData[$HitboxEnum::L_LOW_LEG] = PIRATE_L_LOW_LEG;
   hitboxData[$HitboxEnum::L_FOOT] = PIRATE_L_FOOT;
   hitboxData[$HitboxEnum::R_UP_ARM] = PIRATE_R_UP_ARM;
   hitboxData[$HitboxEnum::R_LOW_ARM] = PIRATE_R_LOW_ARM;
   hitboxData[$HitboxEnum::R_WRIST] = PIRATE_R_WRIST;
   hitboxData[$HitboxEnum::L_UP_ARM] = PIRATE_L_UP_ARM;
   hitboxData[$HitboxEnum::L_LOW_ARM] = PIRATE_L_LOW_ARM;
   hitboxData[$HitboxEnum::L_WRIST] = PIRATE_L_WRIST;
   hitboxData[$HitboxEnum::R_SWORD] = PIRATE_R_SWORD;
   hitboxData[$HitboxEnum::L_SWORD] = PIRATE_L_SWORD;

   Pain1 = PiratePain1;
   Pain2 = PiratePain2;
   Pain3 = PiratePain3;
   Pain4 = PiratePain4;
   Pain5 = PiratePain5;
   Pain6 = PirateBloodyHell1;
   Pain7 = PirateBloodyHell2;
   Pain8 = PirateBloodyHell3;


   ///////////////////////////



   breathingInRate = 20;
   breathingOutRate = 45;
   
   defaultTerrainDistance = 2;
   bobAmplitude = 0.4;
   bobFrequency = 0.05;

   
   
   swordImage = Azarus;



   
   renderFirstPerson = false;
   emap = true;
   

   className = Armor;
   
   cameraMaxDist = 3;
   computeCRC = true;

   canObserve = true;
   cmdCategory = "Clients";

   cameraDefaultFov = 90.0;
   cameraMinFov = 5.0;
   cameraMaxFov = 120.0;

   

   aiAvoidThis = true;

   minLookAngle = -1.4;
   maxLookAngle = 1.3;
   maxFreelookAngle = 3.0;

   mass = 150;
   drag = 0.3;
   maxdrag = 0.4;
   density = 10;
   maxDamage = 100;
   maxEnergy = 100;
   repairRate = 0.33;
   energyPerDamagePoint = 75.0;

   rechargeRate = 0.256;

   runForce = 60 * 90;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 10;
   maxBackwardSpeed = 7;
   maxSideSpeed = 8;

   maxUnderwaterForwardSpeed = 14;
   maxUnderwaterBackwardSpeed = 14;
   maxUnderwaterSideSpeed = 14;

   jumpForce = 13 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 5;

   recoverDelay = 9;
   recoverRunForceScale = 1.2;

   minImpactSpeed = 45;
   speedDamageScale = 0.4;

   boundingBox = "7 7 0"; // has to encompass the sword
   pickupRadius = 0.75;

   // Damage location details
   boxNormalHeadPercentage       = 0.83;
   boxNormalTorsoPercentage      = 0.49;
   boxHeadLeftPercentage         = 0;
   boxHeadRightPercentage        = 1;
   boxHeadBackPercentage         = 0;
   boxHeadFrontPercentage        = 1;

   // Foot Prints
   decalData   = LightMaleFootprint;
   decalOffset = 0.25;

   footPuffEmitter = LightPuffEmitter;
   footPuffNumParts = 10;
   footPuffRadius = 0.25;

   dustEmitter = LiftoffDustEmitter;

   splash = PlayerSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 0.4;
   splashEmitter[0] = PlayerFoamDropletsEmitter;
   splashEmitter[1] = PlayerFoamEmitter;
   splashEmitter[2] = PlayerBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;
   hardSplashSoundVelocity = 20.0;
   exitSplashSoundVelocity = 5.0;

   // Controls over slope of runnable/jumpable surfaces
   runSurfaceAngle  = 70;
   jumpSurfaceAngle = 80;

   minJumpSpeed = 20;
   maxJumpSpeed = 30;

   horizMaxSpeed = 68;
   horizResistSpeed = 33;
   horizResistFactor = 0.1;

   upMaxSpeed = 100;
   upResistSpeed = 35;
   upResistFactor = 0.1;

   footstepSplashHeight = 0.35;

   ////////////////// sound effects ////////////////////

   Underwater = Underwater;
   WaterMove = WaterMove;
   WaterSkim = WaterSkim;
   SandSkim = NoSound;


   DisactivateSword = DisactivateSword;
   ActivateSword = ActivateSword;

   Flying = Flying;
   Boosting = Boosting;
   


   Swipe1 = Swipe1;
   Swipe2 = Swipe1;
   Swipe3 = Swipe1;
   Swipe4 = Swipe1;
   Swipe5 = Swipe1;
   
   SwipeEnd1 = SwipeEnd1;
   SwipeEnd2 = SwipeEnd2;
   SwipeEnd3 = SwipeEnd3;
   SwipeEnd4 = SwipeEnd4;
   SwipeEnd5 = SwipeEnd5;

   ShortSwipeEnd1 = ShortSwipeEnd1;
   ShortSwipeEnd2 = ShortSwipeEnd2;
   ShortSwipeEnd3 = ShortSwipeEnd3;
   ShortSwipeEnd4 = ShortSwipeEnd4;
   ShortSwipeEnd5 = ShortSwipeEnd5;

   LandGravel1 = LandGravel1;
   LandGravel2 = LandGravel2;
   LandGravel3 = LandGravel3;
   LandGravel4 = LandGravel4;

   LandGrass1 = LandGrass1;
   LandGrass2 = LandGrass2;
   LandGrass3 = LandGrass3;
   LandGrass4 = LandGrass4;

   LandStone1 = LandStone1;
   LandStone2 = LandStone2;
   LandStone3 = LandStone3;
   LandStone4 = LandStone4;
   
   LandSand1 = LandSand1;
   LandSand2 = LandSand2;
   LandSand3 = LandSand3;
   LandSand4 = LandSand4;
   
   LandWater1 = LandWater1;
   LandWater2 = LandWater2;
   LandWater3 = LandWater3;
   LandWater4 = LandWater4;
   
   SwordOnWood1 = SwordOnWood1;
   SwordOnWood2 = SwordOnWood2;
   SwordOnWood3 = SwordOnWood3;
   SwordOnWood4 = SwordOnWood4;

   WoodOnWood1 = WoodOnWood1;
   WoodOnWood2 = WoodOnWood2;
   WoodOnWood3 = WoodOnWood3;
   WoodOnWood4 = WoodOnWood4;

   SwordOnSwordLight1 = SwordOnSwordLight1;
   SwordOnSwordLight2 = SwordOnSwordLight2;
   SwordOnSwordLight3 = SwordOnSwordLight3;
   SwordOnSwordLight4 = SwordOnSwordLight4;
   SwordOnSwordLight5 = SwordOnSwordLight4; // we only have 4 lights at the moment

   SwordOnSwordMedium1 = SwordOnSwordMedium1;
   SwordOnSwordMedium2 = SwordOnSwordMedium2;
   SwordOnSwordMedium3 = SwordOnSwordMedium3;
   SwordOnSwordMedium4 = SwordOnSwordMedium4;
   SwordOnSwordMedium5 = SwordOnSwordMedium5;

   SwordOnSwordHard1 = SwordOnSwordHard1;
   SwordOnSwordHard2 = SwordOnSwordHard2;
   SwordOnSwordHard3 = SwordOnSwordHard3;
   SwordOnSwordHard4 = SwordOnSwordHard4;
   SwordOnSwordHard5 = SwordOnSwordHard5;

   SwordOnBodyLight1 = SwordOnBodyLight1;
   SwordOnBodyLight2 = SwordOnBodyLight2;
   SwordOnBodyLight3 = SwordOnBodyLight3;
   SwordOnBodyLight4 = SwordOnBodyLight4;

   SwordOnBodyMedium1 = SwordOnBodyMedium1;
   SwordOnBodyMedium2 = SwordOnBodyMedium2;
   SwordOnBodyMedium3 = SwordOnBodyMedium3;
   SwordOnBodyMedium4 = SwordOnBodyMedium4;

   SwordOnBodyHard1 = SwordOnBodyHard1;
   SwordOnBodyHard2 = SwordOnBodyHard2;
   SwordOnBodyHard3 = SwordOnBodyHard3;
   SwordOnBodyHard4 = SwordOnBodyHard4;

   ClothOnCloth1 = ClothBlock1;
   ClothOnCloth2 = ClothBlock2;
   ClothOnCloth3 = ClothBlock3;
   ClothOnCloth4 = ClothBlock4;
   ClothOnCloth5 = ClothBlock5;

   ChargeStrike = ChargeStrikeSound;
   ChargeBlock = ChargeBlockSound;
   ChargeSwipe = ChargeStrikeSwipeSound;

   groundImpactMinSpeed    = 10.0;
   groundImpactShakeFreq   = "4.0 4.0 4.0";
   groundImpactShakeAmp    = "1.0 1.0 1.0";
   groundImpactShakeDuration = 0.8;
   groundImpactShakeFalloff = 10.0;

   //exitingWater         = ExitingWaterLightSound;

   observeParameters = "0.5 4.5 4.5";

   // Allowable Inventory Items
   maxInv[BulletAmmo] = 20;
   maxInv[HealthKit] = 1;
   maxInv[RifleAmmo] = 100;
   maxInv[CrossbowAmmo] = 50;
   maxInv[Crossbow] = 1;
   maxInv[Rifle] = 1;
};



