// note: this file has been fully reworked, most stuffs using grunt ones

npc_pilot_elite
{
	HullType						"HULL_HUMAN"
	AIClass							pilot_elite
	BodyType						human
	ArmorType						normal
	TraverseAnimType				human

	difficultTraverseFlags	256			// 1 << 8 (TRAVERSE_JUMP_UP_DOWN_128)

	smartAmmoLockAttachmentName0	CHESTFOCUS

	footstep_type					"grunt"

	title							#NPC_PILOT
	ui_targetinfo					"ui/targetinfo_npc_basic" [$mp]
	ui_targetinfo					"ui/targetinfo_npc_basic" [$sp]

	BaseClass						"npc_pilot_elite"

	DefaultModelName				"models/humans/pilots/sp_medium_reaper_m.mdl"
	DefaultWeapon					"mp_weapon_r97"
	BehaviorSelector				"behavior_pilot_elite"

	Health							250 [$sp]
	Health							250 [$mp]

	// modified: make npc pilots no longer able to be knocked down
	PainOnHeavyDamageThreshold		420 // vanilla uses 250, first version uses 99999
	breakOutOfPainDamageThreshold	250 // vanilla uses 150, first version uses 99999
	PainOnRepeatDamageThreshold		1000 // vanilla uses 300, first version uses 99999

	AimAngularSpeed					10

	allowUseCover					0 // vanilla enables this, may make them less likely to assault target
	allowFlee				0
	allowInvestigate		1
	allowPatrol				1
	allowSignals			0

	YawSpeed						30
	MoveYawSpeed					30
	MinForceWalkDist		150
	MinStartMoveDist		100

	aimassist_adspull_centerAttachmentName		"CHESTFOCUS"
	aimassist_adspull_centerRadius				11.0
	aimassist_adspull_headshotAttachmentName	"HEADSHOT"
	aimassist_adspull_headshotRadius			13.0

	crouchCombatDistInner	500
	crouchCombatDistOuter	650

	FOV_Alert_Far_Horz		100
	FOV_Alert_Far_Vert		60
	FOV_Alert_Near_Horz		180
	FOV_Alert_Near_Vert		100
	FOV_Combat_Far_Horz		100
	FOV_Combat_Far_Vert		60
	FOV_Combat_Near_Horz	180
	FOV_Combat_Near_Vert	80
	FOV_Idle_Far_Horz		80
	FOV_Idle_Far_Vert		60
	FOV_Idle_Near_Horz		170
	FOV_Idle_Near_Vert		80

	NoticeForgetPostTime	5.0
	NoticeForgetPreTime		1.0

	NoticeDistNear_Alert	300
	NoticeDistNear_Combat	300
	NoticeDistNear_Idle		150
	NoticeDistFar_Alert		1800
	NoticeDistFar_Combat	2500
	NoticeDistFar_Idle		1500
	NoticeTimeNear_Alert	0.2
	NoticeTimeNear_Combat	0.1
	NoticeTimeNear_Idle		0.5
	NoticeTimeFar_Alert		0.75
	NoticeTimeFar_Combat	0.5
	NoticeTimeFar_Idle		2.0
	NoticeTimePeripheral_Alert	1.0
	NoticeTimePeripheral_Combat 0.75
	NoticeTimePeripheral_Idle	2.0

	FOV_Near_Dist			150		// distance at which we transition between near and far FOV values
	FOV_Far_Dist			2000	// use far values after this distance, interpolate horizontal in between, use far for vertical
	FOV_Vert_Offset			-20		// looking down instead of up... better for pilots on high ground feeling

	faceEnemyWhileMovingDist		1000

	MeleeDamageMin					40 // vanilla uses 70, too high for a character...
	MeleeDamageMax					50 // vanilla uses 80, too high for a character...
	MeleeDamageRadius				60 // was 32, match MeleeRange or they can't hit standing targets, once used 90 but it can't match their model
	MeleeRange						40 // was 80, which can't match their model, once used 60 but it can't match their model
	MeleeDamageForce				15000
	
	// human melee charge is weird, disabled
	//MeleeCosAngleRange				0.866	// 30 degrees
	//MeleeChargeRange				220
	//MeleeChargeDamageMin			180
	//MeleeChargeDamageMax			200
	//MeleeChargeDamageRadius			70
	//MeleeChargeInterval				3
	
	MeleeInterval					0
	// meaningless misc fix
	//MeleeImpactEffectTable			"melee_spectre"
	MeleeImpactEffectTable			"melee_human"

	// we add something just for fun
	landingImpactTable			"pilot_landing"
	footstepImpactTable			"pilot_foostep"

	//circleStrafeDist				500
	//circleStrafeAngleIncrement		30

	// they won't do chase if non of these behavior set up
	chaseStopDist					250 // vanilla uses 16. this should be higher, pilot melee is deadly
    chaseStopDistHeavyArmor			800 // vanilla uses 250. this should be higher, pilots can't resist to titans.

	showFriendlyIcon				1
	meleeable						1

	magneticRange					125

	// vanilla missing
	headshotFX 						"P_headshot_pilot"
	gibModel0						"models/gibs/human_gibs.mdl"

	// taken from npc_pilot_elite_assassin
	// works pretty bad, change to scripted handle
	// welp, guess this is the only way we can make npc charge rifle breaks cloak
	// EDIT: this won't work at all!
	//decloakOnShoot					1

	waitBetweenWeaponBurst			1
	enemyAimAtMeWidth				100

	aiEnemy_usePriorityDist			2000
	aiEnemy_immediateThreatDist		230

	braceWhenDangerousAreaDisplacementFails	1

	// sequence "React_drop_crawl" 's activity is ACT_REACT_BULLET_FAR
	// so these might be the things that makes pilots crawl and become vulnerable?
	//reactChanceDefault					90
	//reactBulletChanceDefault			90
	//reactFriendlyChanceDefault			0
}