Momie_x = {

	NoFallDamage = 1,
------------------------------------------------------------------------------------

		
	MeleeHitType="melee_slash",
------------------------------------------------------------------------------------

	PropertiesInstance = {
		sightrange = 35,
		soundrange = 2,	-- rememeber that sound ranges intersect and sound range for AI doubles when in alert
		groupid = 154,
		aibehavior_behaviour = "Job_Observe",
		bHelmetOnStart = 0,
		fileHelmetModel = "",
		bGunReady = 0,
		},


	Properties = {
		KEYFRAME_TABLE = "BASE_HUMAN_MODEL",
		SOUND_TABLE = "GRUNT",
		bAffectSOM = 1,
		bSleepOnSpawn = 1,
		fDamageMultiplier = 1,
		fMeleeDamage = 50,
		fMeleeDistance = 2,
		bSingleMeleeKillAI = 0,
		fDamageMultiplier = 1,
		
		bTakeProximityDamage = 1,

		bHasArmor = 1,

		special = 0,
--		bHasLight = 0,
		aggression = 0.3,	-- 0 = passive, 1 = total aggression
		commrange = 30.0,
--		cohesion = 5,
		attackrange = 70,
		horizontal_fov = 160,
		eye_height = 2.1,
		forward_speed = 1.27,
		back_speed = 1.27,
		max_health = 120,
		accuracy = 0.6,
		responsiveness = 7,
		species = 1,
		fSpeciesHostility = 2,
		fGroupHostility = 0,
		fPersistence = 0,
		equipEquipment = "none",
		equipDropPack = "none",
		AnimPack = "Basic",
		SoundPack = "dialog_template",		
		aicharacter_character = "Cover",
		pathname = "none",
		pathsteps = 0,
		pathstart = 0,
		ReinforcePoint = "none",
		fileModel = "Objects/characters/enemies/momie/momie.cgf",
		bTrackable=1,
		ImpulseParameters = {
			rmin = 1,
			rmax = 1,
			impulsive_pressure = 200,
			rmin_occlusion =0,
			occlusion_res =0,
			occlusion_inflate = 0,
		},
		
		speed_scales={
			run			=2.8,
			crouch	=.8,
			prone		=.5,
			xrun		=1.5,
			xwalk		=.81,
			rrun		=3.63,
			rwalk		=.94,
			},
		AniRefSpeeds = {
			WalkFwd = 1.27,
			WalkSide = 1.22,
			WalkBack = 1.29,
			WalkRelaxedFwd = 1.0487,
			WalkRelaxedSide = 1.22,
			WalkRelaxedBack = 1.04,
			XWalkFwd = 1.2,
			XWalkSide = 1.0, 
			XWalkBack = 0.94,
			XRunFwd = 4.5,
			XRunSide = 3.5, 
			XRunBack = 4.5,
			RunFwd = 4.62,
			RunSide = 3.57,
			RunBack = 4.62,
			CrouchFwd = 1.02,
			CrouchSide = 1.02,
			CrouchBack = 1.04,
	},
		
	},

	PhysParams = {
		mass = 80,
		height = 1.8,
		eyeheight = 1.7,
		sphereheight = 1.2,
		radius = 0.45,
	},

--pe_player_dimensions structure
	PlayerDimNormal = {
		height = 1.8,
		eye_height = 1.7,
		ellipsoid_height = 1.2,
		x = 0.45,
		y = 0.45,
		z = 0.6,
	},
	PlayerDimCrouch = {
		height = 1.5,
		eye_height = 1.0,
		ellipsoid_height = 0.95,
		x = 0.45,
		y = 0.45,
		z = 0.5,
	},
	PlayerDimProne = {
		height = 0.4,
		eye_height = 0.5,
		ellipsoid_height = 0.35,
		x = 0.45,
		y = 0.45,
		z = 0.2,
	},

	DeadBodyParams = {
		mass = 800,
		sim_type = 1,
	  max_time_step = 0.025,
	  --gravityz = -7.5,
	  gravityz = -7.5,
	  sleep_speed = 0.025,
	  damping = 0.3,
	  --freefall_gravityz = -9.81,
	  freefall_gravityz = -9.81,
	  freefall_damping = 0.1,

	  lying_mode_ncolls = 4,
	  --lying_gravityz = -5.0,
	  lying_gravityz = -100.0,
	  lying_sleep_speed = 0.065,
	  lying_damping = 1.0,
		
		water_damping = 0.1,
		water_resistance = 1000,	
	},
  BulletImpactParams = {
    stiffness_scale = 73,
    max_time_step = 0.02
  },

	Ammo = {
		Pistol = 0,
		Assault = 0,
		Sniper = 0,
		Minigun = 0,
		Shotgun = 0,
		MortarShells = 0,
		Grenades = 0,
		HandGrenades = 0,
		Rocket = 0,
		Battery = 0,
	},

	GrenadeType = "ProjFlashbangGrenade",

	AI_DynProp = {
		air_control = 0.4,  -- default 0.6
		gravity = 9.81,
		swimming_gravity = -1.0,
		inertia = 10.0,
		swimming_inertia = 1.0,
		nod_speed = 60.0,
		min_slide_angle = 46,
		max_climb_angle = 60,
		min_fall_angle = 70,
		max_jump_angle = 55,
	},

	ImpulseParameters = {
		rmin = 1,
		rmax = 1,
		impulsive_pressure = 200,
		rmin_occlusion =0,
		occlusion_res =0,
		occlusion_inflate = 0,
	},

	-- Reloading related
	
}

-------------------------------------------------------------------------------------------------------
--function Grunt_x:OnInit(  )
--
----	dump(BasicAI);
--	mergef( self, BasicAI, 1 );
----	dump(self);
--	BasicAI.Server_OnInit( self );
--	BasicAI.Client_OnInit( self );
--
--	self.cnt:CounterSetValue("Boredom", 0 );
--	
----	self:MakeAlerted();
--	
----	BasicPlayer.Server_OnInit( self );	
----	BasicAI.OnInit( self );
--
--end

--Grunt=CreateAI(Grunt_x)
-----------------------------------------------------------------------------------------------------
