SDEF
// -----------------------------------------------------------------------------
//  $Logfile:: /Quake 2 Engine/Sin/Base Sin Data/Models/Hero/hcofficer2_ass.d $
// $Revision:: 23                                                             $
//   $Author:: Joeske                                                         $
//     $Date:: 9/22/98 12:20p                                                 $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// This is a model definition file.  It is to be used in conjunction with Sin.
//
// -----------------------------------------------------------------------------
// MODEL DESCRIPTION:
// HC Officer #2 (without helmet) carrying an Assault Rifle.
//
// MODEL AUTHOR:
// Beau
//
/*SINED Hero_HCOfficer2_AssaultRifle (1 .5 0) (0 0 0) (0 0 0)
HC Officer 2 with Assault Rifle
*/

// -----------------------------------------------------------------------------
// FILE DECLARATIONS
//
// Model Commands
path models/hcofficer
scale 1.16

// Base Model
hcofficer_base.sbm

// Skins
normal	   hcofficer2_base.tga
damage	   hcofficer2_damage.tga

// Normal Animations
walk1          hcofficer_walk.sam
run1           hcofficer_run.sam
idle1          hcofficer_idle1.sam
twitch1        hcofficer_idle2.sam
readyfire1     hcofficer_readyfire.sam
aim1           hcofficer_aim.sam
fire1          hcofficer_fire.sam
// alert
// crouch_down		    	
// crouch_idle		    	

// Pain Location Based Animations
pain1          hcofficer_paintorsoupper.sam
pain2          hcofficer_paintorsolower.sam
pain3          hcofficer_painhead.sam

pain_head              hcofficer_painhead.sam
pain_torso_upper       hcofficer_paintorsoupper.sam
pain_torso_lower       hcofficer_paintorsolower.sam
pain_leg_right_upper   hcofficer_painlegright.sam
pain_leg_right_lower   hcofficer_painlegright.sam
pain_leg_left_upper    hcofficer_painlegleft.sam
pain_leg_left_lower    hcofficer_painlegleft.sam
pain_arm_right_upper   hcofficer_painarmright.sam
pain_arm_right_lower   hcofficer_painarmright.sam
pain_arm_left_upper    hcofficer_painarmleft.sam
pain_arm_left_lower    hcofficer_painarmleft.sam

// Death Location Based Animations
death1         hcofficer_death1.sam
death2         hcofficer_death2.sam
death3         hcofficer_death3.sam

// Crouching Pain Location Based Animations

// Crouching Death Location Based Animations

// Optional Animations
//runfire1       hcofficer_runfire.sam
sitting1       hcofficer_sitting.sam
sitting2       hcofficer_sitting2.sam

// Scripted Animations

// Id And Group Definitions
id 5 group head                 flesh 
group head damage               8.0
id 15 group torso_upper         fabric 
group torso_upper damage        1.0
id 18 group torso_lower         fabric 
group torso_lower damage        1.0
id 45 group leg_left_upper      fabric 
group leg_left_upper damage     0.8
id 50 group leg_left_lower      fabric 
group leg_left_lower damage     0.5
id 65 group leg_right_upper     fabric 
group leg_right_upper damage    0.8
id 70 group leg_right_lower     fabric 
group leg_right_lower damage    0.5
id 85 group arm_left_upper      flesh 
group arm_left_upper damage     0.8
id 90 group arm_left_lower      flesh 
group arm_left_lower damage     0.5
id 102 group arm_right_upper    flesh 
group arm_right_upper damage    0.8
id 110 group arm_right_lower    flesh 
group arm_right_lower damage    0.5
id 105 group helmet ricochet    metal nodraw 
group helmet damage             0.3
id 200 group arm_right_lower bone gun 10 160 -2

// -----------------------------------------------------------------------------
// INITIALIZATION SECTION
//
!init:
//
// SERVER Initialization Commands
//
// Class Setup
server classname actor
server script global/friend.scr
server setsize "-16 -16 0" "16 16 80"
server crouchsize "-16 -16 0" "16 16 48"
server health 50
server weapon AssaultRifle
server item FlakJacket 70

// Sound Aliases
server aliascache snd_sight1 "misc/hc/site1.wav" 1
server aliascache snd_sight2 "misc/hc/site2.wav" 1

server aliascache snd_panic1 "misc/hc/panic1.wav" 1
server aliascache snd_panic2 "misc/hc/panic2.wav" 1

//
// CLIENT Initialization Commands
//
// Sound Aliases
client aliascache snd_idle1 "misc/null.wav" 1

client aliascache snd_pain1 "misc/hc/pain1.wav" 1
client aliascache snd_pain2 "misc/hc/pain2.wav" 1
client aliascache snd_pain3 "misc/hc/pain3.wav" 1
client aliascache snd_pain4 "misc/hc/pain4.wav" 1
client aliascache snd_pain5 "misc/hc/pain5.wav" 1
client aliascache snd_pain6 "misc/hc/pain6.wav" 1

client aliascache snd_pain_leg1 "misc/hc/painleg1.wav" 1
client aliascache snd_pain_leg2 "misc/hc/pain2.wav" 1
client aliascache snd_pain_leg3 "misc/hc/pain3.wav" 1
client aliascache snd_pain_leg4 "misc/hc/pain4.wav" 1

client aliascache snd_pain_head1 "misc/hc/painhed1.wav" 1
client aliascache snd_pain_head2 "misc/hc/pain1.wav" 1

client aliascache snd_death1 "misc/hc/death1.wav" 1
client aliascache snd_death2 "misc/hc/death2.wav" 1
client aliascache snd_death3 "misc/hc/death3.wav" 1
client aliascache snd_death4 "misc/hc/death4.wav" 1

client aliascache snd_kneefall1 "impact/bodyfall/sml1.wav" 1
client aliascache snd_kneefall2 "impact/bodyfall/sml2.wav" 1
client aliascache snd_partfall1 "impact/bodyfall/med1.wav" 1
client aliascache snd_partfall2 "impact/bodyfall/med2.wav" 1
client aliascache snd_partfall3 "impact/bodyfall/med3.wav" 1
client aliascache snd_bodyfall1 "impact/bodyfall/lrg1.wav" 1
client aliascache snd_bodyfall2 "impact/bodyfall/lrg2.wav" 1

// -----------------------------------------------------------------------------
// MAIN SECTION
//
!main:

// Special Commands
// server crouch_down last nextanim crouch_idle

// Normal Animations
server fire1  2 fire

server walk1  5 movementsound
server walk1 11 movementsound
client walk1  5 footstep
client walk1 11 footstep

server run1   0 movementsound
server run1   4 movementsound
client run1   0 footstep
client run1   4 footstep

// Pain Location Based Animations
server pain_head             first painsound
client pain_head             first randomsound snd_pain_head 1 2
server pain_torso_upper      first painsound
client pain_torso_upper      first randomsound snd_pain 1 2
server pain_torso_lower      first painsound
client pain_torso_lower      first randomsound snd_pain 1 2
server pain_leg_right_upper  first painsound
client pain_leg_right_upper  first randomsound snd_pain_leg 1 2
server pain_leg_left_upper   first painsound
client pain_leg_left_upper   first randomsound snd_pain_leg 1 2
server pain_leg_right_lower  first painsound
client pain_leg_right_lower  first randomsound snd_pain_leg 1 2
server pain_leg_left_lower   first painsound
client pain_leg_left_lower   first randomsound snd_pain_leg 1 2
server pain_arm_right_upper  first painsound
client pain_arm_right_upper  first randomsound snd_pain 1 2
server pain_arm_left_upper   first painsound
client pain_arm_left_upper   first randomsound snd_pain 1 2
server pain_arm_right_lower  first painsound
client pain_arm_right_lower  first randomsound snd_pain 1 2
server pain_arm_left_lower   first painsound
client pain_arm_left_lower   first randomsound snd_pain 1 2

// Death Location Based Animations
server death1 first deathsound
client death1 first randomsound snd_death 1 2
client death1     4 randomsound snd_bodyfall 1 4
server death2 first deathsound
client death2 first randomsound snd_death 1 2
client death2     5 randomsound snd_bodyfall 1 4
server death3 first deathsound
client death3 first randomsound snd_death 1 2
client death3     1 randomsound snd_kneefall 1 4
client death3     6 randomsound snd_partfall 1 4

//server death_head first deathsound
//client death_head first randomsound snd_death 1 2
//client death_head  6 randomsound snd_kneefall 1 4
//client death_head  9 randomsound snd_partfall 1 4
//server death_torso_upper first deathsound
//client death_torso_upper first randomsound snd_death 1 2
//client death_torso_upper  6 randomsound snd_kneefall 1 4
//client death_torso_upper  9 randomsound snd_partfall 1 4
//server death_torso_lower first deathsound
//client death_torso_lower first randomsound snd_death 1 2
//client death_torso_lower  7 randomsound snd_bodyfall 1 4
//client death_torso_lower 14 randomsound snd_kneefall 1 4
//client death_torso_lower 17 randomsound snd_kneefall 1 4
//server death_arm_right_upper first deathsound
//client death_arm_right_upper first randomsound snd_death 1 2
//client death_arm_right_upper 3 randomsound snd_bodyfall 1 4
//server death_arm_right_lower first deathsound
//client death_arm_right_lower first randomsound snd_death 1 2
//client death_arm_right_lower 3 randomsound snd_bodyfall 1 4
//server death_arm_left_upper first deathsound
//client death_arm_left_upper first randomsound snd_death_long 1 2
//client death_arm_left_upper  4 randomsound snd_bodyfall 1 4
//client death_arm_left_upper  7 randomsound snd_kneefall 1 4
//client death_arm_left_upper 28 randomsound snd_bodyfall 1 4
//server death_arm_left_lower first deathsound
//client death_arm_left_lower first randomsound snd_death_long 1 2
//client death_arm_left_lower  4 randomsound snd_bodyfall 1 4
//client death_arm_left_lower  7 randomsound snd_kneefall 1 4
//client death_arm_left_lower 28 randomsound snd_bodyfall 1 4
//server death_leg_right_upper first deathsound
//client death_leg_right_upper first randomsound snd_death 1 2
//client death_leg_right_upper  7 randomsound snd_bodyfall 1 4
//client death_leg_right_upper 14 randomsound snd_kneefall 1 4
//client death_leg_right_upper 17 randomsound snd_kneefall 1 4
//server death_leg_right_lower first deathsound
//client death_leg_right_lower first randomsound snd_death 1 2
//client death_leg_right_lower  7 randomsound snd_bodyfall 1 4
//client death_leg_right_lower 14 randomsound snd_kneefall 1 4
//client death_leg_right_lower 17 randomsound snd_kneefall 1 4
//server death_leg_left_upper first deathsound
//client death_leg_left_upper first randomsound snd_death 1 2
//client death_leg_left_upper  7 randomsound snd_bodyfall 1 4
//client death_leg_left_upper 14 randomsound snd_kneefall 1 4
//client death_leg_left_upper 17 randomsound snd_kneefall 1 4
//server death_leg_left_lower first deathsound
//client death_leg_left_lower first randomsound snd_death 1 2
//client death_leg_left_lower  7 randomsound snd_bodyfall 1 4
//client death_leg_left_lower 14 randomsound snd_kneefall 1 4
//client death_leg_left_lower 17 randomsound snd_kneefall 1 4

// Optional Animations

// -----------------------------------------------------------------------------
// SOURCESAFE Update Log
//
// $Log:: /Quake 2 Engine/Sin/Base Sin Data/Models/Hero/hcofficer2_ass.def    $
// 
// 23    9/22/98 12:20p Joeske
// Removed run2 references, animation no longer exists.
// 
// 22    9/22/98 11:39a Joeske
// Commented out the RunFire animation for now since we shouldn't use it.
// 
// 21    9/20/98 6:23p Joeske
// Reformatted file and verified animations.
// 
//
// -----------------------------------------------------------------------------








