Player 0
{
    classname                       "kexPuppet"
    radius                          20.48
    height                          64.512
    center                          71.68
    stepHeight                      40.96
    mass                            30.72
    gravity                         0.45
    health                          100
    friction                        0.5
    airFriction                     0.5
    waterFriction                   0.5
    player.viewHeight               51.2
    
    impactType                      4
    
    flags.noDraw                    1
    
    clipFlag.edges                  1
    clipFlag.dropOff                1
    clipFlag.allowClimb             1
    clipFlag.noSlopeStep            1
    clipFlag.collideFloors          1
    clipFlag.collideHeight          1
    
    player.modelHeadNode            23
    
    player.maxHealth                250
    player.maxExtraHealth           120
    
    player.groundForwardSpeed       19.444
    player.groundBackwardSpeed      -19.444
    player.groundStrafeSpeed        15.5552
    player.groundForwardAccel       0.075
    player.groundBackwardAccel      0.075
    player.groundStrafeAccel        0.075
    player.groundDeaccel            0.075
    
    player.swimForwardSpeed         9.722
    player.swimBackwardSpeed        -9.722
    player.swimStrafeSpeed          7.7776
    player.swimForwardAccel         0.075
    player.swimBackwardAccel        0.075
    player.swimStrafeAccel          0.075
    player.swimDeaccel              0.075
    
    initialScale                    "0.2 0.2 0.2"
    
    scriptClass                     "TurokPlayer"
    defaultEditorModel              "models/dyn_turok.bin"
    defaultEditorAnim               "anims/dyn_turok_anim.bin"
}
//For anybody peeking into my code for "ideas",
//I'll have you know that movement controls aren't a minor issue in FPS games.
//They can make or break a game, which is why I modded Turok to begin with.
//Walter10h, consider the following a game design lesson on the house:
//
//Good FPS game controls work on a principle of momentum.
//The faster you move, the longer it should take for you to slow down.
//Classic Doom has good movement controls, as do Quake 1, 2, and 3.
//A bad FPS game does not follow this principle, however.
//One only needs to take a good look at Interceptor's Rise of the Triad.
//Instantly moving at 60MPH and then stopping on a dime makes for
//horrendous, frustrating controls.
//
//I hope this short lesson has taught you all something.
//And please, just give me credit next time.
//Save me the 3 hours it took for me to put this together.
