$InvList[GhostArmor] = 0;
$MobileInvList[GhostArmor] = 0;
$RemoteInvList[GhostArmor] = 0;
AddItem(GhostArmor);

$ArmorType[Male, GhostArmor] = lghost;
$ArmorType[Female, GhostArmor] = fghost;
$ArmorName[lghost] = GhostArmor;
$ArmorName[fghost] = GhostArmor;
$ArmorKickback[GhostArmor] = 2.80; //muaaahaaahaaa. ghosting players will get a bunch of kick.. -plasmatic

PlayerData lghost
{
	className = "Armor";
	shapeFile = "larmor";
	damageSkinData = "armorDamageSkins";
	debrisId = playerDebris;
	flameShapeName = "SHOTGUNEX";	//plasmatic -2.2
	shieldShapeName = "shield";
	shadowDetailMask = 1;
	visibleToSensor = True;
	mapFilter = 1;
	mapIcon = "M_player";
	canCrouch = true;
	maxJetSideForceFactor = 0.8;
	maxJetForwardVelocity = 35;//22
	minJetEnergy = 1;
	jetForce = 350;//236
	jetEnergyDrain = 0.6;//0.8
	maxDamage = 0.76;
	maxForwardSpeed = 15;//11
	maxBackwardSpeed = 10;
	maxSideSpeed = 10;
	groundForce = 40 * 9.0;
	mass = 9.0;
	groundTraction = 3.0;
	maxEnergy = 120;
	drag = 1.0;
	density = 1.2;
	minDamageSpeed = 25;
	damageScale = 0.005;
	jumpImpulse = 125;//75
	jumpSurfaceMinDot = 0.2;
	animData[0] = { "root", none, 1, true, true, true, false, 0 };
	animData[1] = { "run", none, 1, true, false, true, false, 3 };
	animData[2] = { "runback", none, 1, true, false, true, false, 3 };
	animData[3] = { "side left", none, 1, true, false, true, false, 3 };
	animData[4] = { "side left", none, -1, true, false, true, false, 3 };
	animData[5] = { "jump stand", none, 1, true, false, true, false, 3 };
	animData[6] = { "jump run", none, 1, true, false, true, false, 3 };
	animData[7] = { "crouch root", none, 1, true, true, true, false, 3 };
	animData[8] = { "crouch root", none, 1, true, true, true, false, 3 };
	animData[9] = { "crouch root", none, -1, true, true, true, false, 3 };
	animData[10] = { "crouch forward", none, 1, true, false, true, false, 3 };
	animData[11] = { "crouch forward", none, -1, true, false, true, false, 3 };
	animData[12] = { "crouch side left", none, 1, true, false, true, false, 3 };
	animData[13] = { "crouch side left", none, -1, true, false, true, false, 3 };
	animData[14] = { "fall", none, 1, true, true, true, false, 3 };
	animData[15] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
	animData[16] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
	animData[17] = { "tumble loop", none, 1, true, false, false, false, 3 };
	animData[18] = { "tumble end", none, 1, true, false, false, false, 3 };
	animData[19] = { "jet", none, 1, true, true, true, false, 3 };
	animData[20] = { "PDA access", none, 1, true, false, false, false, 3 };
	animData[21] = { "throw", none, 1, true, false, false, false, 3 };
	animData[22] = { "flyer root", none, 1, false, false, false, false, 3 };
	animData[23] = { "apc root", none, 1, true, true, true, false, 3 };
	animData[24] = { "apc pilot", none, 1, false, false, false, false, 3 };
	animData[25] = { "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[26] = { "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[27] = { "die head", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[28] = { "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[29] = { "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[30] = { "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[31] = { "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[32] = { "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[33] = { "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[34] = { "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[35] = { "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[36] = { "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[37] = { "die back", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[38] = { "sign over here", none, 1, true, false, false, false, 2 };
	animData[39] = { "sign point", none, 1, true, false, false, true, 1 };
	animData[40] = { "sign retreat",none, 1, true, false, false, false, 2 };
	animData[41] = { "sign stop", none, 1, true, false, false, true, 1 };
	animData[42] = { "sign salut", none, 1, true, false, false, true, 1 };
	animData[43] = { "celebration 1",none, 1, true, false, false, false, 2 };
	animData[44] = { "celebration 2", none, 1, true, false, false, false, 2 };
	animData[45] = { "celebration 3", none, 1, true, false, false, false, 2 };
	animData[46] = { "taunt 1", none, 1, true, false, false, false, 2 };
	animData[47] = { "taunt 2", none, 1, true, false, false, false, 2 };
	animData[48] = { "pose kneel", none, 1, true, false, false, true, 1 };
	animData[49] = { "pose stand", none, 1, true, false, false, true, 1 };
	animData[50] = { "wave", none, 1, true, false, false, true, 1 };
// Custom Jet sound
//Lucid
	jetSound = SoundJetLight;	//SoundNecroJet;
	rFootSounds = { SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSnow, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft };
	lFootSounds = { SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSnow, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft };
	footPrints = { 0, 1 };
	boxWidth = 0.0;
	boxDepth = 0.0;
	boxNormalHeight = 2.2;
	boxCrouchHeight = 1.8;
	boxNormalHeadPercentage = 0.83;
	boxNormalTorsoPercentage = 0.53;
	boxCrouchHeadPercentage = 0.6666;
	boxCrouchTorsoPercentage = 0.3333;
	boxHeadLeftPercentage = 0;
	boxHeadRightPercentage = 1;
	boxHeadBackPercentage = 0;
	boxHeadFrontPercentage = 1;
};

function lghost::onPoison(%client, %player)
{
	Armor::onPoison(%client, %player);
}

function lghost::onBurn(%client, %player)
{
	Armor::onBurn(%client, %player);
}

function lghost::onShock(%client, %player)
{
	Armor::onShock(%client, %player);
}



function lghost::onPlayerContact(%damagedPlayer, %damagingPlayer)
{
	Drain(%damagedPlayer, %damagingPlayer);
}

function lghost::onGrenade(%player)
{
	%obj = newObject("","Mine","HoloMine");
	Armor::ThrowGrenade(%player, %obj);
}

function lghost::onBeacon(%player, %item)
{
	startCloak(Player::getClient(%player));
	if(!$build)
		Annihilation::decItemCount(%player, %item);
}

function lghost::onRepairKit(%player)
{
	Armor::onRepairKit(%player);
}

PlayerData fghost
{
	className = "Armor";
	shapeFile = "lfemale";
	flameShapeName = "SHOTGUNEX";	//flameShapeName = "lflame";	plasmatic -2.2
	shieldShapeName = "shield";
	damageSkinData = "armorDamageSkins";
	debrisId = playerDebris;
	shadowDetailMask = 1;
	visibleToSensor = True;
	mapFilter = 1;
	mapIcon = "M_player";
	canCrouch = true;
	maxJetSideForceFactor = 0.8;
	maxJetForwardVelocity = 35;//22
	minJetEnergy = 1;
	jetForce = 350;//236
	jetEnergyDrain = 0.6;//0.8
	maxDamage = 0.76;
	maxForwardSpeed = 15;//11
	maxBackwardSpeed = 10;
	maxSideSpeed = 10;
	groundForce = 40 * 9.0;
	mass = 9.0;
	groundTraction = 3.0;
	maxEnergy = 120;
	drag = 1.0;
	density = 1.2;
	minDamageSpeed = 25;
	damageScale = 0.005;
	jumpImpulse = 125;//75
	jumpSurfaceMinDot = 0.2;
	animData[0] = { "root", none, 1, true, true, true, false, 0 };
	animData[1] = { "run", none, 1, true, false, true, false, 3 };
	animData[2] = { "runback", none, 1, true, false, true, false, 3 };
	animData[3] = { "side left", none, 1, true, false, true, false, 3 };
	animData[4] = { "side left", none, -1, true, false, true, false, 3 };
	animData[5] = { "jump stand", none, 1, true, false, true, false, 3 };
	animData[6] = { "jump run", none, 1, true, false, true, false, 3 };
	animData[7] = { "crouch root", none, 1, true, true, true, false, 3 };
	animData[8] = { "crouch root", none, 1, true, true, true, false, 3 };
	animData[9] = { "crouch root", none, -1, true, true, true, false, 3 };
	animData[10] = { "crouch forward", none, 1, true, false, true, false, 3 };
	animData[11] = { "crouch forward", none, -1, true, false, true, false, 3 };
	animData[12] = { "crouch side left", none, 1, true, false, true, false, 3 };
	animData[13] = { "crouch side left", none, -1, true, false, true, false, 3 };
	animData[14] = { "fall", none, 1, true, true, true, false, 3 };
	animData[15] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
	animData[16] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
	animData[17] = { "tumble loop", none, 1, true, false, false, false, 3 };
	animData[18] = { "tumble end", none, 1, true, false, false, false, 3 };
	animData[19] = { "jet", none, 1, true, true, true, false, 3 };
	animData[20] = { "PDA access", none, 1, true, false, false, false, 3 };
	animData[21] = { "throw", none, 1, true, false, false, false, 3 };
	animData[22] = { "flyer root", none, 1, false, false, false, false, 3 };
	animData[23] = { "apc root", none, 1, true, true, true, false, 3 };
	animData[24] = { "apc root", none, 1, false, false, false, false, 3 };
	animData[25] = { "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[26] = { "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[27] = { "die head", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[28] = { "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[29] = { "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[30] = { "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[31] = { "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[32] = { "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[33] = { "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[34] = { "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[35] = { "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[36] = { "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[37] = { "die back", SoundPlayerDeath, 1, false, false, false, false, 4 };
	animData[38] = { "sign over here", none, 1, true, false, false, false, 2 };
	animData[39] = { "sign point", none, 1, true, false, false, true, 1 };
	animData[40] = { "sign retreat",none, 1, true, false, false, false, 2 };
	animData[41] = { "sign stop", none, 1, true, false, false, true, 1 };
	animData[42] = { "sign salut", none, 1, true, false, false, true, 1 };
	animData[43] = { "celebration 1", none, 1, true, false, false, false, 2 };
	animData[44] = { "celebration 2", none, 1, true, false, false, false, 2 };
	animData[45] = { "celebration 3", none, 1, true, false, false, false, 2 };
	animData[46] = { "taunt 1", none, 1, true, false, false, false, 2 };
	animData[47] = { "taunt 2", none, 1, true, false, false, false, 2 };
	animData[48] = { "pose kneel", none, 1, true, false, false, true, 1 };
	animData[49] = { "pose stand", none, 1, true, false, false, true, 1 };
	animData[50] = { "wave", none, 1, true, false, false, true, 1 };
	jetSound = SoundJetLight;
	rFootSounds = { SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSnow, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft };
	lFootSounds = { SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSnow, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft };
	footPrints = { 0, 1 };
	boxWidth = 0.0;
	boxDepth = 0.0;
	boxNormalHeight = 2.2;
	boxCrouchHeight = 1.8;
	boxNormalHeadPercentage = 0.85;
	boxNormalTorsoPercentage = 0.53;
	boxCrouchHeadPercentage = 0.88;
	boxCrouchTorsoPercentage = 0.35;
	boxHeadLeftPercentage = 0;
	boxHeadRightPercentage = 1;
	boxHeadBackPercentage = 0;
	boxHeadFrontPercentage = 1;
};

function fghost::onPoison(%client, %player)
{
	Armor::onPoison(%client, %player);
}

function fghost::onBurn(%client, %player)
{
	Armor::onBurn(%client, %player);
}

function fghost::onShock(%client, %player)
{
	Armor::onShock(%client, %player);
}


function fghost::onPlayerContact(%damagedPlayer, %damagingPlayer)
{
	Drain(%damagedPlayer, %damagingPlayer);
}

function fghost::onGrenade(%player)
{
	%obj = newObject("","Mine","HoloMine");
	Armor::ThrowGrenade(%player, %obj);
}

function fghost::onBeacon(%player, %item)
{
	startCloak(Player::getClient(%player));
	if(!$build)
		Annihilation::decItemCount(%player, %item);
}

function fghost::onRepairKit(%player)
{
	Armor::onRepairKit(%player);
}
