SDEF
//
// The file declaration section
//
path models/pl_blade
scale 1.15
blade_base.sbm
blade_base.tga
blade_base_dam.tga

//
// Declare the animation types and files
//

//
// special animations
//
pose       blade_punchidle1.SAM
dive        blade_dive.sam
heligun     blade_heligun.sam
drive      blade_drive.sam
//climb1      blade_climb.sam
climb      blade_climb2.sam
// Jumping animations
jump1					blade_jump1.SAM
fall1					blade_fall.SAM
land1					blade_jump1.SAM

//
// crouching animations
//

// crouch enter/exit
crouch1       blade_crouch1.SAM
uncrouch1			blade_uncrouch1.SAM

// death animations (crouching)
crouch_death1		blade_crouch1death1.SAM
crouch_death2		blade_crouch1death2.SAM
crouch_death3		blade_crouch1death3.SAM
crouch_death4		blade_crouch1death4.SAM

// Idle animations (crouching)
crouch_idle1            blade_crouch1idle1.SAM
crouch_1hand_idle1      blade_crouch1idle1.SAM
crouch_hi2hand_idle1    blade_crouch1idle2.SAM
crouch_lo2hand_idle1    blade_crouch1idle2.SAM

// Pain animations (crouching)
crouch_pain1		blade_crouch1pain1.SAM
crouch_pain2		blade_crouch1pain2.SAM
crouch_pain3		blade_crouch1pain3.SAM

// general crouching animations
crouch_fire1            blade_crouchpunch.sam
crouch_1hand_fire1      blade_crouch1fire1.SAM
crouch_hi2hand_fire1    blade_crouch1fire3.SAM
crouch_lo2hand_fire1    blade_crouch1fire3.SAM

crouch_run1             blade_crouch1walk1.SAM
crouch_1hand_run1       blade_crouch1walk1.SAM
crouch_hi2hand_run1     blade_crouch1walk1.SAM
crouch_lo2hand_run1     blade_crouch1walk1.SAM

crouch_run_fire1            blade_crouchpunch.sam
crouch_1hand_run_fire1      blade_crouch1fire1.SAM
crouch_hi2hand_run_fire1    blade_crouch1fire3.SAM
crouch_lo2hand_run_fire1    blade_crouch1fire3.SAM

// weapon animations
crouch_putaway       blade_crouch1idle1.SAM
crouch_readyweapon   blade_crouch1idle1.SAM
crouch_reload        blade_crouch1idle1.SAM

//
// standing animations
//

// death animations (standing)
death1				blade_death1.SAM
death2				blade_death2.SAM
death3				blade_death3.SAM
death4				blade_death4.SAM
death5				blade_death5.SAM
death6				blade_death6.SAM
death7				blade_death7.sam
death8 				blade_death8.sam
death9				blade_death9.sam

// Idle animations (standing)
idle1         blade_punchidle1.SAM
1hand_idle1   blade_idle1.SAM
1hand_idle2   blade_idle3.SAM
1hand_idle3   blade_idle4.SAM
// 1hand_idle4   blade_idle5_hvgun.sam
hi2hand_idle1 blade_idle2hand.SAM
lo2hand_idle1 blade_idle2hand.SAM

// Pain animations (standing)

pain_torso_upper			blade_paintorsoupper1.SAM
//					blade_paintorsoupper2.SAM
pain_torso_lower			blade_paintorsolower1.SAM
//					blade_paintorsolower2.SAM
pain_arm_left_lower		blade_painarmleft.SAM
pain_arm_left_upper		blade_painarmleft.sam
pain_arm_right_upper		blade_painarmright.sam
pain_arm_right_lower		blade_painarmright.sam
pain_leg_right_upper		blade_painlegright.sam
pain_leg_right_lower		blade_painlegright.sam
pain_leg_left_upper		blade_painlegleft.sam
pain_leg_left_lower		blade_painlegleft.sam
pain_head				blade_painhead.sam

pain1					blade_paintorsoupper2.SAM
pain2					blade_paintorsolower2.SAM
pain3					blade_paintorsolower1.SAM
pain4					blade_painlegleft.SAM
pain5					blade_painarmright.SAM
pain6					blade_painhead.SAM

putaway       blade_putaway.sam
readyweapon   blade_readyweapon.sam
reload        blade_reload.sam

// no weapon (fists as weapon) melee animations
run_fire1   blade_punch1.sam
fire1       blade_punch1.SAM
fire2       blade_punch2.SAM
run1        blade_run1.SAM
walk1       blade_walk1.SAM

// 1 handed weapon animations (magnum)
1hand_run_fire1      blade_runfire1.sam
1hand_fire1         blade_fire1.SAM
1hand_run1          blade_run1.SAM
1hand_walk1         blade_walk1.SAM
1hand_walk_fire1    blade_walkfire1.sam


// 2 handed shoulder-fired weapon animations (sniper rifle, shotgun, etc.)
hi2hand_run_fire1     blade_runfire2.sam
hi2hand_run1          blade_run2.sam
hi2hand_fire1		      blade_fire2.sam
// hi2hand_walk1		      blade_walk1.SAM
hi2hand_walk2         blade_walk2.SAM
hi2hand_walk_fire1	blade_walkfire2.sam

// 2 handed low-fired weapon animations (rocket launcher)
lo2hand_run_fire1     blade_runfire3.sam
lo2hand_run1          blade_run2.sam
lo2hand_fire2		      blade_fire3.sam
// lo2hand_fire3		      blade_fire4.sam
// lo2hand_walk1		      blade_walk1.SAM
lo2hand_walk2         blade_walk2.SAM
lo2hand_walk_fire1	blade_walkfire3.sam

//
// Define polygon model group areas
//
id   5 group head flesh
group head damage 3.0
id   7 group hair fabric
group hair damage 0.1
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 0.5
id  50 group leg_left_lower fabric
group leg_left_lower damage 0.3
id  65 group leg_right_upper fabric
group leg_right_upper damage 0.5
id  70 group leg_right_lower fabric
group leg_right_lower damage 0.3
id  85 group arm_left_upper flesh
group arm_left_upper damage 0.5
id  90 group arm_left_lower flesh
group arm_left_lower damage 0.3
id 105 group arm_right_upper flesh
group arm_right_upper damage 0.5
id 110 group arm_right_lower flesh
group arm_right_lower damage 0.3
id 200 group arm_right_lower bone gun 7 153 -2 flesh
id 150 group head_glasses metal envmapped
id 160 group head_glasses metal
group head_glasses damage 3.0
id 210 group torso_lower bone ribs 0 0 -90 flesh
id 130 group watch metal
group watch damage 0.2


//
// The initialization section
//
!init:
server classname actor
server setsize "-32 -32 0" "32 32 80"
server crouchsize "-36 -36 0" "36 36 56"
server script global/friend.scr

//
// Define the aniamtion sound references
//
client aliascache snd_jump1 "player/blade/jump/jump1.wav"
client aliascache snd_jump2 "player/blade/jump/jump2.wav"

server aliascache snd_land1 "impact/landing/land1.wav"
server aliascache snd_land2 "impact/landing/land4.wav"

server aliascache snd_fall1 "player/blade/fall/fall1.wav"
server aliascache snd_fall2 "player/blade/fall/fall3.wav"
//server aliascache snd_fall3 "player/blade/fall/fall2.wav"
//server aliascache snd_fall4 "player/blade/fall/fall4.wav"

client aliascache snd_pain1 "player/blade/pain/pain1.wav"
client aliascache snd_pain2 "player/blade/pain/pain2.wav"
client aliascache snd_pain3 "player/blade/pain/pain3.wav"
client aliascache snd_pain4 "player/blade/pain/pain4.wav"
client aliascache snd_pain5 "player/blade/pain/pain5.wav"

client aliascache snd_death1 "player/blade/death/death1.wav"
client aliascache snd_death2 "player/blade/death/death2.wav"
client aliascache snd_death3 "player/blade/death/death3.wav"
client aliascache snd_death4 "player/blade/scream/scream1.wav"
client aliascache snd_death5 "player/blade/scream/scream2.wav"
client aliascache snd_death6 "player/blade/scream/scream3.wav"
client aliascache snd_death7 "player/blade/scream/scream4.wav"
client aliascache snd_death8 "player/blade/scream/scream5.wav"

server aliascache snd_acid1 "player/blade/acid/acid1.wav"
server aliascache snd_acid2 "player/blade/acid/acid2.wav"
//server aliascache snd_acid3 "player/blade/acid/acid3.wav"
//server aliascache snd_acid4 "player/blade/acid/acid4.wav"
//server aliascache snd_acid5 "player/blade/acid/acid5.wav"
//server aliascache snd_acid6 "player/blade/acid/acid6.wav"
//server aliascache snd_acid7 "player/blade/acid/acid7.wav"

server aliascache snd_burn1 "player/blade/burn/burn1.wav"
server aliascache snd_burn2 "player/blade/burn/burn2.wav"
//server aliascache snd_burn3 "player/blade/burn/burn3.wav"
//server aliascache snd_burn4 "player/blade/burn/burn4.wav"
//server aliascache snd_burn5 "player/blade/burn/burn5.wav"
//server aliascache snd_burn6 "player/blade/burn/burn6.wav"
//server aliascache snd_burn7 "player/blade/burn/burn7.wav"

server aliascache snd_choke1 "player/blade/choke/choke1.wav"
server aliascache snd_choke2 "player/blade/choke/choke2.wav"
server aliascache snd_choke3 "player/blade/choke/choke3.wav"
//server aliascache snd_choke4 "player/blade/choke/choke4.wav"
//server aliascache snd_choke5 "player/blade/choke/choke5.wav"
//server aliascache snd_choke6 "player/blade/choke/choke6.wav"
//server aliascache snd_choke7 "player/blade/choke/choke7.wav"
//server aliascache snd_choke8 "player/blade/choke/choke8.wav"
//server aliascache snd_choke9 "player/blade/choke/choke9.wav"
//server aliascache snd_choke10 "player/blade/choke/choke10.wav"

server aliascache snd_gasp1 "player/blade/gasp/gasp1.wav"
server aliascache snd_gasp2 "player/blade/gasp/gasp2.wav"
//server aliascache snd_gasp3 "player/blade/gasp/gasp3.wav"
//server aliascache snd_gasp4 "player/blade/gasp/gasp4.wav"
//server aliascache snd_gasp5 "player/blade/gasp/gasp5.wav"

server aliascache snd_drown1 "player/blade/gargle/gargle1.wav"
server aliascache snd_drown2 "player/blade/gargle/gargle2.wav"
//server aliascache snd_drown3 "player/blade/gargle/gargle3.wav"
//server aliascache snd_drown4 "player/blade/gargle/gargle4.wav"
//server aliascache snd_drown5 "player/blade/gargle/gargle5.wav"

//server aliascache snd_gib1 "player/blade/gib/gib1.wav"
//server aliascache snd_gib2 "player/blade/gib/gib2.wav"
//server aliascache snd_gib3 "player/blade/gib/gib3.wav"
//server aliascache snd_gib4 "player/blade/gib/gib4.wav"
//server aliascache snd_gib5 "player/blade/gib/gib5.wav"
//server aliascache snd_gib6 "player/blade/gib/gib6.wav"

server aliascache snd_taunt1  "player/blade/taunt/getbent.wav"
server aliascache snd_taunt2  "player/blade/taunt/gtthrt.wav"
server aliascache snd_taunt3  "player/blade/taunt/mkmybtc1.wav"
server aliascache snd_taunt4  "player/blade/taunt/rcknrll.wav"
server aliascache snd_taunt5 "player/blade/taunt/rstnpcs.wav"
server aliascache snd_taunt6 "player/blade/taunt/schldy.wav"
server aliascache snd_taunt7 "player/blade/taunt/trynw1.wav"
server aliascache snd_taunt8 "player/blade/taunt/whsyrdd1.wav"
server aliascache snd_taunt9  "player/blade/taunt/harry.wav"
//server aliascache snd_taunt10  "player/blade/taunt/gtrffmys.wav"
//server aliascache snd_taunt11  "player/blade/taunt/lkthh!.wav"
//server aliascache snd_taunt12  "player/blade/taunt/mkmybtch.wav"
//server aliascache snd_taunt13  "player/blade/taunt/ncshtbtc.wav"
//server aliascache snd_taunt14 "player/blade/taunt/rcknrll2.wav"
//server aliascache snd_taunt15 "player/blade/taunt/whsyrddd.wav"
//server aliascache snd_taunt16 "player/blade/taunt/whtchmp.wav"
//server aliascache snd_taunt17 "player/blade/taunt/ylttlpnk.wav"
//server aliascache snd_taunt18  "player/blade/taunt/asif.wav"

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
client aliascache snd_whoosh1   "weapons/punch/whsh1.wav" 1
client aliascache snd_whoosh2   "weapons/punch/whsh2.wav" 1
client aliascache snd_ladder1   "impact/ladder/pole1.wav"
client aliascache snd_ladder2   "impact/ladder/pole2.wav"
client aliascache snd_ladder3   "impact/ladder/pole3.wav"

server aliascache snd_locked1   "player/blade/locked.wav"

server aliascache snd_refusepickup   "player/blade/no.wav"

//
// The main section
//
!main:
//
// Define the clinet/server animation references
//
client pain1 first randomsound snd_pain 1 2
server pain1 first painsound
client pain2 first randomsound snd_pain 1 2
server pain2 first painsound
client pain3 first randomsound snd_pain 1 2
server pain3 first painsound
client pain4 first randomsound snd_pain 1 2
server pain4 first painsound
client pain5 first randomsound snd_pain 1 2
server pain5 first painsound
client pain6 first randomsound snd_pain 1 2
server pain6 first painsound
server pain_head  first painsound
client pain_head  first randomsound 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

client death1 first randomsound snd_death 1 2
server death1 first deathsound
client death1 3 randomsound snd_whoosh 1 4
client death1 9 randomsound snd_bodyfall 1 4
client death2 first randomsound snd_death 1 2
server death2 first deathsound
client death2 3 randomsound snd_kneefall 1 4
client death2 4 randomsound snd_kneefall 1 4
client death2 5 randomsound snd_bodyfall 1 4
client death3 first randomsound snd_death 1 2
server death3 first deathsound
client death3 5 randomsound snd_bodyfall 1 4
client death3 last randomsound snd_kneefall 1 4
client death4 first randomsound snd_death 1 2
server death4 first deathsound
client death4 2 randomsound snd_whoosh 1 4
client death4 5 randomsound snd_whoosh 1 4
client death4 8 randomsound snd_bodyfall 1 4
client death5 first randomsound snd_death 1 2
server death5 first deathsound
client death5 3 randomsound snd_bodyfall 1 4
client death5 8 randomsound snd_partfall 1 4
client death6 first randomsound snd_death 1 2
server death6 first deathsound
client death6 3 randomsound snd_bodyfall 1 4
client death7 first randomsound snd_death 1 2
server death7 first deathsound
client death7 5 randomsound snd_partfall 1 4
client death7 6 randomsound snd_bodyfall 1 4
client death8 first randomsound snd_death 1 2
server death8 first deathsound
client death8 4 randomsound snd_partfall 1 4
client death8 8 randomsound snd_kneefall 1 4
client death8 first randomsound snd_death 1 2
client death9 first randomsound snd_death 1 2
server death9 first deathsound
client death9 7 randomsound snd_bodyfall 1 4

//client punch1 0 randomsound snd_whoosh 1 1
//client punch1 3 randomsound snd_whoosh 1 1
//client punch1 5 randomsound snd_whoosh 1 1

client run1 3 footstep
server run1 3 movementsound
client run1 7 footstep
server run1 7 movementsound

client hi2hand_run1 0 footstep
server hi2hand_run1 0 movementsound
client hi2hand_run1 4 footstep
server hi2hand_run1 4 movementsound
client hi2hand_run_fire1 0 footstep
server hi2hand_run_fire1 0 movementsound
client hi2hand_run_fire1 4 footstep
server hi2hand_run_fire1 4 movementsound
client hi2hand_walk2 3 footstep
server hi2hand_walk2 3 movementsound
client hi2hand_walk2 9 footstep
server hi2hand_walk2 9 movementsound
client lo2hand_run1 0 footstep
server lo2hand_run1 0 movementsound
client lo2hand_run1 4 footstep
server lo2hand_run1 4 movementsound
client lo2hand_run_fire1 0 footstep
server lo2hand_run_fire1 0 movementsound
client lo2hand_run_fire1 4 footstep
server lo2hand_run_fire1 4 movementsound
client lo2hand_walk2 3 footstep
server lo2hand_walk2 3 movementsound
client lo2hand_walk2 9 footstep
server lo2hand_walk2 9 movementsound
client crouch_walk1 0 footstep
server crouch_walk1 0 movementsound
client crouch_walk1 6 footstep
server crouch_walk1 6 movementsound
client crouch_walk1 0 footstep
server crouch_walk1 0 movementsound
client crouch_walk1 6 footstep
server crouch_walk1 6 movementsound

client 1hand_run1 0 footstep
server 1hand_run1 0 movementsound
client 1hand_run1 4 footstep
server 1hand_run1 4 movementsound
client 1hand_run_fire1 0 footstep
server 1hand_run_fire1 0 movementsound
client 1hand_run_fire1 4 footstep
server 1hand_run_fire1 4 movementsound
client 1hand_walk1 3 footstep
server 1hand_walk1 3 movementsound
client 1hand_walk1 9 footstep
server 1hand_walk1 9 movementsound

client crouch_1hand_run1 0 footstep
server crouch_1hand_run1 0 movementsound
client crouch_1hand_run1 6 footstep
server crouch_1hand_run1 6 movementsound
client crouch_1hand_run_fire1 0 footstep
server crouch_1hand_run_fire1 0 movementsound
//client crouch_1hand_run_fire1 6 footstep
//server crouch_1hand_run_fire1 6 movementsound
client crouch_1hand_walk1 0 footstep
server crouch_1hand_walk1 0 movementsound
client crouch_1hand_walk1 6 footstep
server crouch_1hand_walk1 6 movementsound

//client crouch_fire1 1 randomsound snd_whoosh .5 1
//server crouch_fire1 1 movementsound
//client crouch_fire1 3 randomsound snd_whoosh .5 1
//server crouch_fire1 3 movementsound
//client crouch_fire1 5 randomsound snd_whoosh .5 1
//server crouch_fire1 5 movementsound
//client crouch_fire1 7 randomsound snd_whoosh .5 1
//server crouch_fire1 7 movementsound
//client crouch_run_fire1 1 randomsound snd_whoosh .5 1
//server crouch_run_fire1 1 movementsound
//client crouch_run_fire1 3 randomsound snd_whoosh .5 1
//server crouch_run_fire1 3 movementsound
//client crouch_run_fire1 5 randomsound snd_whoosh .5 1
//server crouch_run_fire1 5 movementsound
//client crouch_run_fire1 7 randomsound snd_whoosh .5 1
//server crouch_run_fire1 7 movementsound

//client fire1 1 randomsound snd_whoosh .5 1
//server fire1 1 movementsound
//client fire1 3 randomsound snd_whoosh .5 1
//server fire1 3 movementsound
//client fire2 0 randomsound snd_whoosh .5 1
//server fire2 0 movementsound
//client fire2 2 randomsound snd_whoosh .5 1
//server fire2 2 movementsound
//client run_fire1 1 randomsound snd_whoosh .5 1
//server run_fire1 1 movementsound
//client run_fire1 3 randomsound snd_whoosh .5 1
//server run_fire1 3 movementsound

client crouch_hi2hand_run1 0 footstep
server crouch_hi2hand_run1 0 movementsound
client crouch_hi2hand_run1 6 footstep
server crouch_hi2hand_run1 6 movementsound
client crouch_hi2hand_walk1 0 footstep
server crouch_hi2hand_walk1 0 movementsound
client crouch_hi2hand_walk1 6 footstep
server crouch_hi2hand_walk1 6 movementsound
client crouch_lo2hand_run1 0 footstep
server crouch_lo2hand_run1 0 movementsound
client crouch_lo2hand_run1 6 footstep
server crouch_lo2hand_run1 6 movementsound
client crouch_lo2hand_walk1 0 footstep
server crouch_lo2hand_walk1 0 movementsound
client crouch_lo2hand_walk1 6 footstep
server crouch_lo2hand_walk1 6 movementsound
client crouch_walk1 0 footstep
server crouch_walk1 0 movementsound
client crouch_walk1 6 footstep
server crouch_walk1 6 movementsound
client crouch_walk1 0 footstep
server crouch_walk1 0 movementsound
client crouch_walk1 6 footstep
server crouch_walk1 6 movementsound

client crouch_pain1 first randomsound snd_pain 1 2
server crouch_pain1 first painsound
client crouch_pain2 first randomsound snd_pain 1 2
server crouch_pain2 first painsound
client crouch_pain3 first randomsound snd_pain 1 2
server crouch_pain3 first painsound
client crouch_pain3 3 randomsound snd_bodyfall 1 4
client crouch_pain3 7 footstep
client crouch_pain3 8 footstep
server crouch_pain3 7 movementsound

client crouch_death1 first randomsound snd_death 1 2
server crouch_death1 first deathsound
client crouch_death1     3 randomsound snd_partfall 1 4
client crouch_death1     8 randomsound snd_bodyfall 1 4
client crouch_death2 first randomsound snd_death 1 2
server crouch_death2 first deathsound
client crouch_death2     4 randomsound snd_bodyfall 1 4
client crouch_death3 first randomsound snd_death 1 2
server crouch_death3 first deathsound
client crouch_death3     4 randomsound snd_bodyfall 1 4
client crouch_death4 first randomsound snd_death 1 2
server crouch_death4 first deathsound
client crouch_death4     3 randomsound snd_kneefall 1 4
client crouch_death4     7 randomsound snd_bodyfall 1 4

client crouch_run1 0 footstep
server crouch_run1 0 movementsound
client crouch_run1 7 footstep
server crouch_run1 7 movementsound

client crouch_walk1 0 footstep
server crouch_walk1 0 movementsound
client crouch_walk1 7 footstep
server crouch_walk1 7 movementsound

client jump1 0 randomsound "snd_jump" 1 2
//client jump1 5 randomsound snd_partfall .5 1
server jump1 0 movementsound
server jump1 3 nextframe 3

//server fall1 0 setframe 4
//server fall1 0 nextframe 4
//client fall1 5 randomsound snd_partfall .5
server fall1 4 nextframe 0

server land1 0 setframe 5
client land1 5 randomsound "snd_land" 1 4
server land1 5 movementsound
//client land1 5 randomsound snd_partfall .5 2
client land1 5 footstep 1 1
client land1 6 footstep 1 1

client walk1 4 footstep
server walk1 4 movementsound
client walk1 10 footstep
server walk1 10 movementsound

client climb 0 randomsound snd_ladder .7 4
server climb 0 movementsound
client climb 4 randomsound snd_ladder .7 4
server climb 4 movementsound

//
// stop animating on last frame
//
server putaway last stopanim
server readyweapon last stopanim

//
// The SINED declaration section
//
/*SINED Hero_Blade (1 .5 0) (0 0 0) (0 0 0)
Blade (Our Hero)
*/