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

// MULTIPLAYER SKINS

blade_base2.tga
blade_base3.tga
blade_base4.tga
blade_base5.tga

//
// Declare the animation types and files
//
// special animations
blade_heligun.sam
drive1			blade_drive.sam
climb1			blade_climb.sam
swim1				blade_swim1.sam
punch1                  blade_punch.SAM
punch_idle1             blade_punchidle1.SAM
crouchpunch1            blade_crouchpunch.sam

// 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_idle2		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_crouch1fire1.SAM
crouch_fire2		blade_crouch1fire2.SAM
crouch_fire3		blade_crouch1fire3.SAM

crouch_walk1		blade_crouch1walk1.SAM
crouch_run1			blade_crouch1walk1.SAM

// 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_idle1.SAM
idle2					blade_idle2.SAM
idle3					blade_idle3.SAM
idle4					blade_idle4.SAM
idle5					blade_idle5_hvgun.sam

// Jumping animations
jump1					blade_jump1.SAM
fall1					blade_fall.SAM
land1					blade_jump1.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

// 1 handed weapon animations (magnum)
fire1					blade_fire1.SAM
run1					blade_run1.SAM
walk1					blade_walk1.SAM

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

// 2 handed low-fired weapon animations (rocket launcher)
lo2hand_run1		      blade_run2.sam
lo2hand_fire2		      blade_fire3.sam
lo2hand_fire3		      blade_fire4.sam
lo2hand_walk1		      blade_walk1.SAM

//
// Define polygon model group areas
//
id   5 group head flesh
group head damage 4.0
id   7 group hair fabric
group hair damage 0.3
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 1.2
id  50 group leg_left_lower fabric
group leg_left_lower damage 0.7
id  65 group leg_right_upper fabric
group leg_right_upper damage 1.2
id  70 group leg_right_lower fabric
group leg_right_lower damage 0.7
id  85 group arm_left_upper flesh
group arm_left_upper damage 0.7
id  90 group arm_left_lower flesh
group arm_left_lower damage 0.5
id 105 group arm_right_upper flesh
group arm_right_upper damage 0.7
id 110 group arm_right_lower flesh
group arm_right_lower damage 0.5
id 200 group arm_right_lower bone gun 7 153 -2 flesh
id 150 group glasses metal envmapped
id 160 group glasses metal
group glasses damage 3.0
id 210 group torso_lower bone ribs 0 0 -90 flesh
id 130 group watch metal


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

//
// Define the aniamtion sound references
//
aliasprefix Blade_
alias snd_jump1 "player/blade/jump/jump1.wav"
alias snd_jump2 "player/blade/jump/jump2.wav"

alias snd_land1 "impact/landing/land1.wav"
alias snd_land2 "impact/landing/land2.wav"
alias snd_land3 "impact/landing/land3.wav"
alias snd_land4 "impact/landing/land4.wav"

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

alias snd_pain1 "player/blade/pain/pain1.wav"
alias snd_pain2 "player/blade/pain/pain2.wav"
alias snd_pain3 "player/blade/pain/pain3.wav"
alias snd_pain4 "player/blade/pain/pain4.wav"
alias snd_pain5 "player/blade/pain/pain5.wav"
alias snd_pain6 "player/blade/pain/booboo.wav"

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

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

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

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

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

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

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

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

alias snd_kneefall1 "impact/bodyfall/sml1.wav" 1
alias snd_kneefall2 "impact/bodyfall/sml2.wav" 1
alias snd_partfall1 "impact/bodyfall/med1.wav" 1
alias snd_partfall2 "impact/bodyfall/med2.wav" 1
alias snd_partfall3 "impact/bodyfall/med3.wav" 1
alias snd_bodyfall1 "impact/bodyfall/lrg1.wav" 1
alias snd_bodyfall2 "impact/bodyfall/lrg2.wav" 1
alias snd_whoosh1   "weapons/punch/whsh1.wav" 1
alias snd_whoosh2   "weapons/punch/whsh2.wav" 1
alias snd_ladder1   "impact/ladder/pole1.wav"
alias snd_ladder2   "impact/ladder/pole2.wav"
alias snd_ladder3   "impact/ladder/pole3.wav"

alias act_idle 			"behavior Idle"
alias act_sightenemy		"behavior FireOnSight"
alias act_weaponsound		"behavior Investigate"
alias act_movementsound		"behavior Investigate"
alias act_painsound		"behavior Investigate"
alias act_deathsound		"behavior Investigate"
alias act_breakingsound		"behavior Investigate"
alias act_doorsound		"behavior Investigate"
alias act_mutantsound		"behavior Investigate"
alias act_voicesound		"behavior Investigate"
alias act_machinesound		"behavior Investigate"
alias act_radiosound		"behavior Investigate"

//
// The main section
//
!main:
//
// Define the clinet/server animation references
//
server pain1 1 painsound snd_pain
server pain2 1 painsound snd_pain
server pain3 1 painsound snd_pain
client pain3 3 randomsound snd_bodyfall
server pain4 1 painsound snd_pain
server pain5 1 painsound snd_pain
server pain6 1 painsound snd_pain

server death1 1 deathsound snd_death
client death1 3 randomsound snd_whoosh
client death1 9 randomsound snd_bodyfall


server death2 1 deathsound snd_death
client death2 3 randomsound snd_kneefall
client death2 4 randomsound snd_kneefall
client death2 5 randomsound snd_bodyfall

server death3 1 deathsound snd_death
client death3 5 randomsound snd_bodyfall
client death3 last randomsound snd_kneefall


server death4 1 deathsound snd_death 1 1
client death4 2 randomsound snd_whoosh 1 2
client death4 5 randomsound snd_whoosh 1 2
client death4 8 randomsound snd_bodyfall 1 2

server death5 1 deathsound snd_death
client death5 3 randomsound snd_bodyfall
client death5 8 randomsound snd_partfall

server death6 1 deathsound snd_death
client death6 3 randomsound snd_bodyfall

server death7 1 deathsound snd_death
client death7 5 randomsound snd_partfall
client death7 6 randomsound snd_bodyfall

server death8 1 deathsound snd_death
client death8 4 randomsound snd_partfall
client death8 8 randomsound snd_kneefall

server death9 1 deathsound snd_death
client death9 7 randomsound snd_bodyfall

client punch1 0 randomsound snd_whoosh
client punch1 3 randomsound snd_whoosh
client punch1 5 randomsound snd_whoosh

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

client crouch_pain3 3 randomsound snd_bodyfall
client crouch_pain3 7 footstep
client crouch_pain3 8 footstep
server crouch_pain3 7 movementsound

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

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

server jump1 0 randomsound "snd_jump" 1 1
//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 4

server land1 0 setframe 5
server land1 5 randomsound "snd_land" 1 3
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

server climb1 0 randomsound snd_ladder .7
server climb1 0 movementsound
server climb1 4 randomsound snd_ladder .7
server climb1 4 movementsound

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