//
// Dozer.gol
//

CoPilot dozer
{
    id = 3;
    character_name = "Dozer";
    palette_name = "dozer";
    cockpit_bitmap_name = "dozerpit";
    
    time_to_reaction_prob_component_mapping = defaultTimeToReactionProbComponentMapping;
    time_to_taunt_prob_component_mapping = defaultTimeToTauntProbComponentMapping;

    cast = dozerCast;

	// these animations do not have sound.
    // Dozer_crash
    // Dozer_scratch

    test_anim_collection =
    {
        anims =
        [
	               
     	];
    };

    character_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
				
			    Dozer_crcont,	// "It is a contact sport."
                Dozer_scratch,	// [Scratches head]
                Dozer_inch,		// "Never give an inch."
                Dozer_stay,		// "Stay focused troops."
                Dozer_dadd,		// "My daddy taught me..."
                Dozer_mama,		// "I miss mama."
                Dozer_pant,		// "Don't get you panties..."

		        
            ];
        };
        
        stim_to_prob_component_mapping = defaultCharacterStimToProbComponentMapping;
    };

    winning_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Dozer_yeha,		// "Yee haw..."
                Dozer_dogg,		// "You're running with..."
                Dozer_hooh,		// "Hooh."
                Dozer_head,		// "Head-butt"
                Dozer_hear,		// "If you ain't excited..."
                Dozer_pilo,		// "I'll make a copilot out of you yet."
            ];
        };

        stim_to_prob_component_mapping = defaultWinningStimToProbComponentMapping;
    };

    losing_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Dozer_hamm,		// "Hammer down."
                Dozer_want,		// "You got to want it."
                Dozer_prog,		// "Get with the program."
                Dozer_sold,		// "Losing is not an option, soldier."
                Dozer_snor,		// [Angry snort]
                Dozer_gran,		// "My granny could do better."
            ];
        };

        stim_to_prob_component_mapping = defaultLosingStimToProbComponentMapping;
    };

    successful_shooting_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Dozer_term,		// "Terminate with extreme prejudice."
                Dozer_char,		// "Hmmm, charred baby."
		        Dozer_cometothem,	// "Come on and get some." (Looking outside)
		        Dozer_cometoyou,	// "Come on and get some." (Looking at pilot)
                Dozer_rock,		// "Roch n' roll, troops."
                Dozer_pizz,		// "I love the small..."
            ];
        };

        stim_to_prob_component_mapping = defaultShootingStimToProbComponentMapping;
    };


    being_attacked_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Dozer_good,		// "These guys are good"
                Dozer_inco,		// "Incoming!"
                Dozer_pers,		// "Hey, that's personal."
                Dozer_cros,		// "You in his crosshairs."
                Dozer_gutc,		// [Pulls on shirt]
                Dozer_danc,		   // "Well, looks like somebody wants to dance."
                Dozer_mayd,		// "May-day..."
                Dozer_outn,		   // "We're outnumbered."
            ];
        };

        stim_to_prob_component_mapping = defaultAttackedStimToProbComponentMapping;
    };

    crashing_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
				Dozer_horny,		// [Horn broken]
                Dozer_medi,		// "Hmm, medic."
                Dozer_rub,		// "That wasn't a crash, that was a rub..."
                Dozer_hurt,		// "Whooee, that's gonna hurt tomorrow."
                Dozer_mile,		// "With a game of inches..."
                Dozer_malf,		// "What is your major malfunction?"
                Dozer_ceme,		// "Hmm, cement."
                Dozer_crash,	// no wav
            ];
        };

        stim_to_prob_component_mapping = defaultCrashingStimToProbComponentMapping;
    };

  	spotting_branch_left_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Dozer_inter,	   // "Major intersection, major."
            ];
        };

        stim_to_prob_component_mapping = defaultSpottingBranchLeftStimToProbComponentMapping;
    };

  	spotting_branch_right_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Dozer_inter,       // "Major intersection, major."
            ];
        };

        stim_to_prob_component_mapping = defaultSpottingBranchRightStimToProbComponentMapping;
    };

  	spotting_pepperoni_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Dozer_swee,		   // "Sweet toppings."
            ];
        };

        stim_to_prob_component_mapping = defaultSpottingPepperoniStimToProbComponentMapping;
    };

  	spotting_anchovy_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Dozer_swee,		   // "Sweet toppings."
            ];
        };

        stim_to_prob_component_mapping = defaultSpottingAnchovyStimToProbComponentMapping;
    };

  	spotting_mushroom_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Dozer_swee,		   // "Sweet toppings."
            ];
        };

        stim_to_prob_component_mapping = defaultSpottingMushroomStimToProbComponentMapping;
    };

  	spotting_powerup_reaction_collection =
    {
        anim_collection =
        {
            anims =
            [
                Dozer_mach,		   // "Got to beat the machine."
                Dozer_puff,		   // "Power up, powder puff."
            ];
        };

        stim_to_prob_component_mapping = defaultSpottingPowerupStimToProbComponentMapping;
    };

    taunt_reaction_collection = dozerTauntReactionCollection;
           
    idle_bitmap_name = "BFrwrd1";
    back_bitmap_name = "BFBack1";
    backmore_bitmap_name = "BFBack2";
    backmost_bitmap_name = "BFBack2";
    front_bitmap_name = "BFrwrd1";
    frontmore_bitmap_name = "BFrwrd2";
    frontmost_bitmap_name = "BFrwrd3";
    right_bitmap_name = "BRghtSd1";
    rightmore_bitmap_name = "BRghtSd2";
    rightmost_bitmap_name = "BRghtSd3";
    rightback_bitmap_name = "BRghtBk1";
    rightbackmore_bitmap_name = "BRghtBk2";
    rightfront_bitmap_name = "BRFd1";
    rightfrontmore_bitmap_name = "BRFd2";
    left_bitmap_name = "BLftSd1";
    leftmore_bitmap_name = "BLftSd2";
    leftmost_bitmap_name = "BLftSd2";
    leftback_bitmap_name = "BLftBk1";
    leftbackmore_bitmap_name = "BLftBk2";
    leftfront_bitmap_name = "BLFd1";
    leftfrontmore_bitmap_name = "BLFd2";
}

