//================================================================================
// MCoopMonster.
//================================================================================

class MCoopMonster extends TournamentPlayer
  Abstract //Yea, this is the monster ? Give me a break !
  Config(User);

var(PlayerSettings) Class<Weapon> SpecialWeapon;
var(PlayerSettings) Class<Inventory> ToDropWhenKilled;
var(PlayerSettings) float DropProbability;
var(MeleeAttack) float MeleeDamage;
var(MeleeAttack) float MeleeRange;
var(MeleeAttack) float MomentumMelee;
var(MeleeAttack) Sound MeleeSound1;
var(MeleeAttack) Sound MeleeSound2;
var(MeleeAttack) float MeleeSoundVolume;
var(MeleeAttack) float MeleeSoundRadius;

simulated event PostNetBeginPlay ()
{
  if ( Role != 2 )
  {
    return;
  }
  Skin = Default.Skin;
  if ( (PlayerReplicationInfo != None) && (PlayerReplicationInfo.Owner == None) )
  {
    PlayerReplicationInfo.SetOwner(self);
  }
}

event Possess ()
{
  Super.Possess();
  ClientMessage("(:  You're a " $ MenuName $ "  :)",'Pickup',False);
}

simulated function PlayFootStep ();

simulated function FootStepping ();
.........