SPEED 3.0
WEIGHT 1.0
MODEL HL data/ethan.mdl
TEXTURE data/ethan_tex2.png
GLOW_TEXTURE data/ethan_glow_tex.png

#The higher the number, the lower the quality of the animation.
ANIM_SKIP 1


ATTACK 1
CAN_SWIM 1
CAN_MELEE_ATTACK 1
CAN_RANGE_ATTACK 1
SHOW_ORBITALS 1
#CREATURE_TYPE AIR
CREATURE_TYPE LAND
MATERIAL_TYPE DIFFUSE
CAN_SIT_ON_STEEP_WALLS 0
CONFORM_TO_TERRAIN 0
COLOR 0.33 0.4 0.89
POWER_LEVEL 10
JUMP_POWER 6.0
BEHAVIOR data/default.behavior
TOXIC_BODY 0
HP 20
IS_ENEMY 0

DASH_SOUNDS 1 dash.wav

DOUBLE_JUMP_SOUNDS 1 double_jump.wav

JUMP_SOUNDS 1 jump.wav

WATER_STEP_SOUNDS 2 splash00.wav splash01.wav

DAMAGE_SOUNDS 1 player_hurt00.wav

SOUNDS_TRIGGER STEP run01 0.7 2 step_grass00.wav step_grass01.wav
SOUNDS_TRIGGER STEP run01 0.2 2 step_grass00.wav step_grass01.wav

SOUNDS_TRIGGER NONE swim01 0.8 6 swim00.wav swim01.wav swim02.wav swim03.wav swim04.wav swim05.wav


SOUNDS_TRIGGER NONE swim_idle01 1.3 4 tread00.wav tread01.wav tread02.wav tread03.wav


# STARTING_HP 5
# SOUNDS_TRIGGER run01 0.7 2 step_grass00.wav step_grass01.wav
# SOUNDS_TRIGGER run01 0.2 2 step_grass00.wav step_grass01.wav
# Format: WATER_STEP_SOUNDS <number> <sounds 1 .. n>
# DAMAGE_SOUNDS 8 player_hurt00.wav player_hurt01.wav player_hurt02.wav player_hurt03.wav player_hurt04.wav player_hurt05.wav player_hurt06.wav player_hurt07.wav
# DEATH_SOUNDS 1 player_end.wav
# Format is SOUNDS_TRIGGER <Special Type, NONE or STEP> <sequence for trigger> <frame> <number of sounds to pick from> <sound 1 ... n>


# The first collision body is the main collision body and is always around
# the origin/center position of the character.
# The second collision body represents a "right hand" attachment
# The third collision body represents a "left hand" attachment
# Format: SPHERE r, CYLINDER r h, AXIS_BOX x y z
COLLISION_DATA 3
  CYLINDER body_center 5.0 30.0
  SPHERE right_hand 3.0
  SPHERE left_hand 3.0
