home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Revista CD Expert 41
/
CD Expert nº 41.iso
/
Hellboy
/
data1.cab
/
Game_Data
/
data
/
animtab
/
hb_set_e4.ast
< prev
next >
Wrap
Text File
|
2000-08-18
|
73KB
|
2,227 lines
// DH INTERACTIVE LLC, COPYRIGHT (C) 2000
//
// hb_set_e1.ast written at Wed Jun 23 16:45 2000
//
24 // file_type
112 // file_version
spaz_model_name hb_spaz
collision_joint_table punch_joint_table
{
r_wrist
};
// hb_set_e1 // Session name
step1.wav
handgun.wav
door_open.wav
hit_hellboy.wav
hb_draw_gun.wav
hb_holster_gun.wav
hb_punch.wav
hb_hit_door.wav
gottit.wav
end
// *** This first section contains the names of all the win_anims used by the table
//////// These anims are common to all areas
//Navigation
hb_idle
hb_idle_to_walk_r_1
hb_idle_to_run
hb_idle_to_walk_back_r_1
hb_walk_r_1
hb_walk_r_2
hb_walk_l_1
hb_walk_l_2
hb_walk_r_1_to_idle
hb_walk_r_2_to_idle
hb_walk_l_1_to_idle
hb_walk_l_2_to_idle
hb_walk_r_2_to_run_pt_1
hb_walk_l_2_to_run_pt_2
hb_run_pt_1
hb_run_pt_2
hb_run_pt_1_to_idle
hb_run_pt_2_to_idle
hb_run_pt_1_to_walk_r_1
hb_run_pt_2_to_walk_l_1
hb_walk_back_r_1
hb_walk_back_r_2
hb_walk_back_l_1
hb_walk_back_l_2
hb_walk_back_r_1_to_idle
hb_walk_back_r_2_to_idle
hb_walk_back_l_1_to_idle
hb_walk_back_l_2_to_idle
hb_jump_back
hb_turn_right_start
hb_turn_right_end_30
hb_turn_right_end_90
hb_turn_left_start
hb_turn_left_end_30
hb_turn_left_end_90
//Hits
hb_hit_to_ground
hb_hit_superficial
hb_hit_from_front
hb_hit_from_back
hb_hit_from_left
hb_hit_from_right
hb_hit_hard_from_front
hb_hit_hard_from_front_get_up
hb_hit_hard_from_back
hb_hit_hard_from_back_get_up
//Punches
hb_stonearm_punch
//Projectile weapon
hb_draw_gun_to_idle
hb_idle_to_point_gun
hb_point_gun
hb_point_gun_turn_right
hb_point_gun_turn_left
hb_shoot_gun
hb_point_gun_to_idle
hb_point_gun_to_holster_pt_1
hb_point_gun_to_holster_pt_2
hb_idle_to_holster_gun
hb_reload_gun
//////// These anims are used by some areas
//Doors
hb_open_door_pt_1
hb_open_door_pt_2
hb_open_door_try
hb_open_door_away_pt_1
hb_open_door_away_pt_2
hb_open_door_away_try
//Gates
hb_open_gate_pt_1
hb_open_gate_pt_2
hb_open_locked_gate
//Stairs
hb_idle_to_walk_stairs_up
hb_walk_stairs_up
hb_walk_stairs_up_to_walk
hb_idle_to_walk_stairs_down
hb_walk_stairs_down
hb_walk_stairs_down_to_walk
//Etc...
hb_pick_up_object_ground_pt_1
hb_pick_up_object_ground_pt_2
hb_pick_pt_1_from_wall
hb_pick_pt_2_from_wall
hb_look_around
hb_idle_to_look_left
hb_look_left_cycle
hb_look_left_to_idle
hb_idle_to_look_right
hb_look_right_cycle
hb_look_right_to_idle
hb_unlocking_tomb_door
hb_push_key_trigger
hb_trigger_elevator
// new fight stuff
hb_flesh_arm_punch
hb_combat_idle
hb_knockout_punch
hb_combat_idle_to_idle
// Episode Four Anims
hb_climb_thru_window
hb_use_console
hb_drop_out_time_travel
hb_knocked_out
hb_knock_out_egors
hb_open_hatch
hb_jump_into_chute
hb_give_drugs_herman
hb_pick_pt_1_drawer_keys
hb_pick_pt_2_drawer_keys
hb_turn_pt_1_valve_cherubs
hb_turn_pt_2_valve_cherubs
hb_climb_ladder
hb_climb_bunker_to_idle
// these are used for the bunker jump
hb_jump_trapdoor
hb_land_from_jump
hb_push_gate_open_pt_1
hb_push_gate_open_pt_2
hb_pick_pt_1_doc
hb_pick_pt_2_doc
end
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// *** This second section contains the values for each anim state
//////// These anim states are common to all areas
//Navigation
hb_idle
hb_idle_again
hb_idle_to_walk_r_1
hb_idle_to_walk_r_1_and_turn_right
hb_idle_to_walk_r_1_and_turn_left
hb_idle_to_run
hb_idle_to_run_and_turn_right
hb_idle_to_run_and_turn_left
hb_idle_to_walk_back_r_1
hb_idle_to_walk_back_r_1_and_turn_right
hb_idle_to_walk_back_r_1_and_turn_left
hb_walk_r_1
hb_walk_r_2
hb_walk_l_1
hb_walk_l_2
hb_walk_r_1_and_turn_right
hb_walk_r_1_and_turn_left
hb_walk_r_2_and_turn_right
hb_walk_r_2_and_turn_left
hb_walk_l_1_and_turn_right
hb_walk_l_1_and_turn_left
hb_walk_l_2_and_turn_right
hb_walk_l_2_and_turn_left
hb_walk_r_1_to_idle
hb_walk_r_2_to_idle
hb_walk_l_1_to_idle
hb_walk_l_2_to_idle
hb_walk_r_2_to_run_pt_1
hb_walk_l_2_to_run_pt_2
hb_walk_r_2_to_run_pt_1_and_turn_right
hb_walk_r_2_to_run_pt_1_and_turn_left
hb_walk_l_2_to_run_pt_2_and_turn_right
hb_walk_l_2_to_run_pt_2_and_turn_left
hb_run_pt_1
hb_run_pt_2
hb_run_pt_1_and_turn_right
hb_run_pt_1_and_turn_left
hb_run_pt_2_and_turn_right
hb_run_pt_2_and_turn_left
hb_run_pt_1_to_idle
hb_run_pt_2_to_idle
hb_run_pt_1_to_walk_r_1
hb_run_pt_2_to_walk_l_1
hb_run_pt_1_to_walk_r_1_and_turn_right
hb_run_pt_1_to_walk_r_1_and_turn_left
hb_run_pt_2_to_walk_l_1_and_turn_right
hb_run_pt_2_to_walk_l_1_and_turn_left
hb_walk_back_r_1
hb_walk_back_r_2
hb_walk_back_l_1
hb_walk_back_l_2
hb_walk_back_r_1_and_turn_right
hb_walk_back_r_1_and_turn_left
hb_walk_back_r_2_and_turn_right
hb_walk_back_r_2_and_turn_left
hb_walk_back_l_1_and_turn_right
hb_walk_back_l_1_and_turn_left
hb_walk_back_l_2_and_turn_right
hb_walk_back_l_2_and_turn_left
hb_walk_back_r_1_to_idle
hb_walk_back_r_2_to_idle
hb_walk_back_l_1_to_idle
hb_walk_back_l_2_to_idle
hb_jump_back
hb_jump_back_and_turn_right
hb_jump_back_and_turn_left
hb_turn_right_start
hb_turn_right_end_30
hb_turn_right_end_90
hb_turn_left_start
hb_turn_left_end_30
hb_turn_left_end_90
//Hits
hb_general_die
hb_dead_on_ground
hb_hit_superficial
hb_hit_from_front
hb_hit_from_back
hb_hit_from_left
hb_hit_from_right
hb_hit_hard_from_front
hb_hit_hard_from_front_down
hb_hit_hard_from_front_get_up
hb_hit_hard_from_back
hb_hit_hard_from_back_down
hb_hit_hard_from_back_get_up
//Punches and fighting
hb_punch
//Projectile weapon
hb_draw_gun_pt_1
hb_draw_gun_pt_2
hb_idle_to_point_gun
hb_point_gun
hb_point_gun_turn_right
hb_point_gun_turn_left
hb_shoot_gun
hb_point_gun_to_idle
hb_point_gun_to_holster_pt_1
hb_point_gun_to_holster_pt_2
hb_holster_gun_pt_1
hb_holster_gun_pt_2
hb_reload_gun
//////// These anim states are used by some areas
//Doors
hb_open_door_pt_1
hb_open_door_pt_2
hb_open_door_try
hb_open_door_away_pt_1
hb_open_door_away_pt_2
hb_open_door_away_try
//Gates
hb_open_gate_pt_1
hb_open_gate_pt_2
hb_open_locked_gate
//Stairs
hb_idle_to_walk_stairs_up
hb_walk_stairs_up
hb_walk_stairs_up_to_walk
hb_idle_to_walk_stairs_down
hb_walk_stairs_down
hb_walk_stairs_down_to_walk
//Etc...
hb_pick_up_object_ground_pt_1
hb_pick_up_object_ground_pt_2
hb_pick_pt_1_from_wall
hb_pick_pt_2_from_wall
hb_look_around
hb_idle_to_look_left
hb_look_left_cycle
hb_look_left_to_idle
hb_idle_to_look_right
hb_look_right_cycle
hb_look_right_to_idle
hb_unlocking_tomb_door
hb_push_key_trigger
hb_trigger_elevator
//// new fight stuff
hb_combat_idle
hb_jab_1
hb_jab_2
hb_jab_2_turn_left
hb_jab_2_turn_right
hb_punch_fierce
hb_punch_fierce_windup
hb_punch_fierce_hit
hb_punch_fierce_recover
hb_combat_idle_to_idle
// Episode Four Anim States
hb_climb_thru_window
hb_use_console
hb_drop_out_time_travel
hb_knocked_out
hb_knock_out_egors
hb_lying_idle
hb_getting_off
hb_open_hatch_pt_1
hb_open_hatch_pt_2
hb_jump_into_chute
hb_give_drugs_herman
hb_pick_pt_1_drawer_keys
hb_pick_pt_2_drawer_keys
hb_turn_pt_1_valve_cherubs
hb_turn_pt_2_valve_cherubs
hb_climb_ladder
hb_climb_bunker_to_idle
hb_jump_off_bunker
hb_land_from_bunker_jump
hb_hit_very_hard_from_front
hb_hit_very_hard_from_back
hb_push_gate_open_pt_1
hb_push_gate_open_pt_2
hb_pick_pt_1_doc
hb_pick_pt_2_doc
end
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
hb_idle // name of this anim_state
hb_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
idle_anim
use_tail_idle
// Begin entries for this anim state
up; hb_idle_to_walk_r_1
u l; hb_idle_to_walk_r_1_and_turn_left
u r; hb_idle_to_walk_r_1_and_turn_right
d; hb_idle_to_walk_back_r_1
d l; hb_idle_to_walk_back_r_1_and_turn_left
d r; hb_idle_to_walk_back_r_1_and_turn_right
l; hb_turn_left_start
a l; hb_turn_left_start
r; hb_turn_right_start
a r; hb_turn_right_start
a u; hb_idle_to_run
a u l; hb_idle_to_run_and_turn_left
a u r; hb_idle_to_run_and_turn_right
a d; hb_jump_back
a d l; hb_jump_back_and_turn_right
a d r; hb_jump_back_and_turn_left
end_of_entries
hb_idle_again // name of this anim_state
hb_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
// Begin entries for this anim state
end_of_entries
hb_idle_to_walk_r_1 // name of this anim_state
hb_idle_to_walk_r_1 // name for the win_anim for this state
hb_walk_r_1 // hb_walk_r_1_to_idle default link anim for this anim state
use_tail_idle
// Begin entries for this anim state
ni; hb_idle
e u; hb_walk_r_1
u l; hb_idle_to_walk_r_1_and_turn_left
u r; hb_idle_to_walk_r_1_and_turn_right
e u l; hb_walk_r_1_and_turn_left
e u r; hb_walk_r_1_and_turn_right
e a u; hb_walk_r_2_to_run_pt_1
e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
end_of_entries
hb_idle_to_walk_r_1_and_turn_right // name of this anim_state
hb_idle_to_walk_r_1 // name for the win_anim for this state
hb_walk_r_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni; hb_idle
e u; hb_walk_r_1
e u l; hb_walk_r_1_and_turn_left
e u r; hb_walk_r_1_and_turn_right
e a u; hb_walk_r_2_to_run_pt_1
e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
u l; hb_walk_r_1_and_turn_left
end_of_entries
hb_idle_to_walk_r_1_and_turn_left // name of this anim_state
hb_idle_to_walk_r_1 // name for the win_anim for this state
hb_walk_r_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni; hb_idle
e u; hb_walk_r_1
e u l; hb_walk_r_1_and_turn_left
e u r; hb_walk_r_1_and_turn_right
e a u; hb_walk_r_2_to_run_pt_1
e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
u r; hb_walk_r_1_and_turn_right
end_of_entries
hb_idle_to_run // name of this anim_state
hb_idle_to_run // name for the win_anim for this state
hb_run_pt_2_to_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
e u; hb_run_pt_2_to_walk_l_1
e a u; hb_run_pt_1
a u l; hb_idle_to_run_and_turn_left
a u r; hb_idle_to_run_and_turn_right
e a u l; hb_run_pt_1_and_turn_left
e a u r; hb_run_pt_1_and_turn_right
e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
end_of_entries
hb_idle_to_run_and_turn_right // name of this anim_state
hb_idle_to_run // name for the win_anim for this state
hb_run_pt_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
a u; hb_idle_to_run
a u l; hb_idle_to_run_and_turn_left
e a u; hb_run_pt_1
e a u l; hb_run_pt_1_and_turn_left
e a u r; hb_run_pt_1_and_turn_right
e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
end_of_entries
hb_idle_to_run_and_turn_left // name of this anim_state
hb_idle_to_run // name for the win_anim for this state
hb_run_pt_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
a u; hb_idle_to_run
a u r; hb_idle_to_run_and_turn_right
e a u; hb_run_pt_1
e a u l; hb_run_pt_1_and_turn_left
e a u r; hb_run_pt_1_and_turn_right
e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
end_of_entries
hb_idle_to_walk_back_r_1 // name of this anim_state
hb_idle_to_walk_back_r_1 // name for the win_anim for this state
hb_walk_back_l_2_to_idle // default link anim for this anim state
use_tail_idle
// Begin entries for this anim state
e d; hb_walk_back_r_1
d r; hb_idle_to_walk_back_r_1_and_turn_left
d l; hb_idle_to_walk_back_r_1_and_turn_right
e d r; hb_idle_to_walk_back_r_1_and_turn_left
e d l; hb_idle_to_walk_back_r_1_and_turn_right
end_of_entries
hb_idle_to_walk_back_r_1_and_turn_right // name of this anim_state
hb_idle_to_walk_back_r_1 // name for the win_anim for this state
hb_walk_back_l_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
d; hb_idle_to_walk_back_r_1
e d; hb_walk_back_r_1
e d r; hb_walk_back_r_1_and_turn_left
d r; hb_idle_to_walk_back_r_1_and_turn_left
l; hb_idle_to_walk_back_r_1_and_turn_right
e d l; hb_walk_back_r_1_and_turn_right
end_of_entries
hb_idle_to_walk_back_r_1_and_turn_left // name of this anim_state
hb_idle_to_walk_back_r_1 // name for the win_anim for this state
hb_walk_back_l_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
d; hb_idle_to_walk_back_r_1
e d; hb_walk_back_r_2
e d r; hb_walk_back_r_2_and_turn_left
d l; hb_idle_to_walk_back_r_1_and_turn_right
l; hb_idle_to_walk_back_r_1_and_turn_right
e d l; hb_walk_back_r_2_and_turn_right
end_of_entries
hb_walk_r_1 // name of this anim_state
hb_walk_r_1 // name for the win_anim for this state
hb_walk_r_2 //hb_walk_r_1_to_idle default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
e u; hb_walk_r_2
e a u; hb_walk_r_2_to_run_pt_1
e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
u l; hb_walk_r_1_and_turn_left
u r; hb_walk_r_1_and_turn_right
e u l; hb_walk_r_2_and_turn_left
e u r; hb_walk_r_2_and_turn_right
e down; hb_walk_r_1_to_idle
u l r; hb_walk_r_1
l; hb_turn_left_start
r; hb_turn_right_start
ni; hb_idle
end_of_entries
hb_walk_r_2 // name of this anim_state
hb_walk_r_2 // name for the win_anim for this state
hb_walk_r_2_to_idle // default link anim for this anim state
use_tail_idle
// Begin entries for this anim state
e u; hb_walk_l_1
e a u; hb_walk_r_2_to_run_pt_1
e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
//a u; hb_walk_r_2
u l; hb_walk_r_2_and_turn_left
u r; hb_walk_r_2_and_turn_right
e u l; hb_walk_l_1_and_turn_left
e u r; hb_walk_l_1_and_turn_right
e d; hb_walk_r_2_to_idle
u l r; hb_walk_r_2
l; hb_turn_left_start
r; hb_turn_right_start
ni; hb_idle
end_of_entries
hb_walk_l_1 // name of this anim_state
hb_walk_l_1 // name for the win_anim for this state
hb_walk_l_1_to_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
e u; hb_walk_l_2
e a u; hb_walk_l_2_to_run_pt_2
e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
u l; hb_walk_l_1_and_turn_left
u r; hb_walk_l_1_and_turn_right
e u l; hb_walk_l_2_and_turn_left
e u r; hb_walk_l_2_and_turn_right
e down; hb_walk_l_1_to_idle
u l r; hb_walk_l_1
l; hb_turn_left_start
r; hb_turn_right_start
ni; hb_idle
end_of_entries
hb_walk_l_2 // name of this anim_state
hb_walk_l_2 // name for the win_anim for this state
hb_walk_l_2_to_idle // default link anim for this anim state
use_tail_idle
// Begin entries for this anim state
e u; hb_walk_r_1
e a u; hb_walk_l_2_to_run_pt_2
e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
//a u; hb_walk_l_2
u l; hb_walk_l_2_and_turn_left
u r; hb_walk_l_2_and_turn_right
e u l; hb_walk_r_1_and_turn_left
e u r; hb_walk_r_1_and_turn_right
e d; hb_walk_l_2_to_idle
u l r; hb_walk_l_2
l; hb_turn_left_start
r; hb_turn_right_start
ni; hb_idle
end_of_entries
hb_walk_r_1_and_turn_right // name of this anim_state
hb_walk_r_1 // name for the win_anim for this state
hb_walk_r_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
u; hb_walk_r_1
e u; hb_walk_r_2
e d; hb_walk_r_1_to_idle
u l; hb_walk_r_1_and_turn_left
u l r; hb_walk_r_1_and_turn_left
e u r; hb_walk_r_2_and_turn_right
e u l; hb_walk_r_2_and_turn_left
e a u; hb_walk_r_2_to_run_pt_1
e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
end_of_entries
hb_walk_r_1_and_turn_left // name of this anim_state
hb_walk_r_1 // name for the win_anim for this state
hb_walk_r_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
u; hb_walk_r_1
e u; hb_walk_r_2
e d; hb_walk_r_1_to_idle
u r; hb_walk_r_1_and_turn_right
u l r; hb_walk_r_1_and_turn_right
e u l; hb_walk_r_2_and_turn_left
e u r; hb_walk_r_2_and_turn_right
e a u; hb_walk_r_2_to_run_pt_1
e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
end_of_entries
hb_walk_r_2_and_turn_right // name of this anim_state
hb_walk_r_2 // name for the win_anim for this state
hb_walk_r_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
u; hb_walk_r_2
e u; hb_walk_l_1
e d; hb_walk_r_2_to_idle
u l; hb_walk_r_2_and_turn_left
u l r; hb_walk_r_2_and_turn_left
e u r; hb_walk_l_1_and_turn_right
e u l; hb_walk_l_1_and_turn_left
e a u; hb_walk_r_2_to_run_pt_1
e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
end_of_entries
hb_walk_r_2_and_turn_left // name of this anim_state
hb_walk_r_2 // name for the win_anim for this state
hb_walk_r_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
u; hb_walk_r_2
e u; hb_walk_l_1
e d; hb_walk_r_2_to_idle
u r; hb_walk_r_2_and_turn_right
u l r; hb_walk_r_2_and_turn_right
e u l; hb_walk_l_1_and_turn_left
e u r; hb_walk_l_1_and_turn_right
e a u; hb_walk_r_2_to_run_pt_1
e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
end_of_entries
hb_walk_l_1_and_turn_right // name of this anim_state
hb_walk_l_1 // name for the win_anim for this state
hb_walk_l_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
u; hb_walk_l_1
e u; hb_walk_l_2
e d; hb_walk_l_1_to_idle
u l; hb_walk_l_1_and_turn_left
u l r; hb_walk_l_1_and_turn_left
e u r; hb_walk_l_2_and_turn_right
e u l; hb_walk_l_2_and_turn_left
e a u; hb_walk_l_2_to_run_pt_2
e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
end_of_entries
hb_walk_l_1_and_turn_left // name of this anim_state
hb_walk_l_1 // name for the win_anim for this state
hb_walk_l_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
u; hb_walk_l_1
e u; hb_walk_l_2
e d; hb_walk_l_1_to_idle
u r; hb_walk_l_1_and_turn_right
u l r; hb_walk_l_1_and_turn_right
e u l; hb_walk_l_2_and_turn_left
e u r; hb_walk_l_2_and_turn_right
e a u; hb_walk_l_2_to_run_pt_2
e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
end_of_entries
hb_walk_l_2_and_turn_right // name of this anim_state
hb_walk_l_2 // name for the win_anim for this state
hb_walk_l_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
u; hb_walk_l_2
e u; hb_walk_r_1
e d; hb_walk_l_2_to_idle
u l; hb_walk_l_2_and_turn_left
u l r; hb_walk_l_2_and_turn_left
e u r; hb_walk_r_1_and_turn_right
e u l; hb_walk_r_1_and_turn_left
e a u; hb_walk_l_2_to_run_pt_2
e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
end_of_entries
hb_walk_l_2_and_turn_left // name of this anim_state
hb_walk_l_2 // name for the win_anim for this state
hb_walk_l_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
u; hb_walk_l_2
e u; hb_walk_r_1
e d; hb_walk_l_2_to_idle
u r; hb_walk_l_2_and_turn_right
u l r; hb_walk_l_2_and_turn_right
e u l; hb_walk_r_1_and_turn_left
e u r; hb_walk_r_1_and_turn_right
e a u; hb_walk_l_2_to_run_pt_2
e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
end_of_entries
hb_walk_r_1_to_idle // name of this anim_state
hb_walk_r_1_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_r_2_to_idle // name of this anim_state
hb_walk_r_2_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_l_1_to_idle // name of this anim_state
hb_walk_l_1_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_l_2_to_idle // name of this anim_state
hb_walk_l_2_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_r_2_to_run_pt_1 // name of this anim_state
hb_walk_r_2_to_run_pt_1 // name for the win_anim for this state
hb_run_pt_1_to_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
e u; hb_run_pt_1_to_walk_r_1
e a u; hb_run_pt_1
l; hb_turn_left_start
r; hb_turn_right_start
e l; hb_turn_left_start
e r; hb_turn_right_start
end_of_entries
hb_walk_l_2_to_run_pt_2 // name of this anim_state
hb_walk_l_2_to_run_pt_2 // name for the win_anim for this state
hb_run_pt_2_to_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
e u; hb_run_pt_2_to_walk_l_1
e a u; hb_run_pt_1
l; hb_turn_left_start
r; hb_turn_right_start
e l; hb_turn_left_start
e r; hb_turn_right_start
end_of_entries
hb_walk_r_2_to_run_pt_1_and_turn_right // name of this anim_state
hb_walk_r_2_to_run_pt_1 // name for the win_anim for this state
hb_run_pt_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e u; hb_run_pt_1_to_walk_r_1
e a u; hb_run_pt_2
e a u l; hb_run_pt_2_and_turn_left
e a u r; hb_run_pt_2_and_turn_right
end_of_entries
hb_walk_r_2_to_run_pt_1_and_turn_left // name of this anim_state
hb_walk_r_2_to_run_pt_1 // name for the win_anim for this state
hb_run_pt_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e u; hb_run_pt_1_to_walk_r_1
e a u; hb_run_pt_2
e a u l; hb_run_pt_2_and_turn_left
e a u r; hb_run_pt_2_and_turn_right
end_of_entries
hb_walk_l_2_to_run_pt_2_and_turn_right // name of this anim_state
hb_walk_l_2_to_run_pt_2 // name for the win_anim for this state
hb_run_pt_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e u; hb_run_pt_2_to_walk_l_1
e a u; hb_run_pt_1
e a u l; hb_run_pt_1_and_turn_left
e a u r; hb_run_pt_1_and_turn_right
end_of_entries
hb_walk_l_2_to_run_pt_2_and_turn_left // name of this anim_state
hb_walk_l_2_to_run_pt_2 // name for the win_anim for this state
hb_run_pt_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e u; hb_run_pt_2_to_walk_l_1
e a u; hb_run_pt_1
e a u l; hb_run_pt_1_and_turn_left
e a u r; hb_run_pt_1_and_turn_right
end_of_entries
hb_run_pt_1 // name of this anim_state
hb_run_pt_1 // name for the win_anim for this state
hb_run_pt_1_to_idle // default link anim for this anim state
use_tail_idle
anim_time_multiplier 1.28
translation_multiplier 1.0 1.0 1.0
sound_effect 0
// Begin entries for this anim state
e u; hb_run_pt_1_to_walk_r_1
e a u; hb_run_pt_2
e u l; hb_run_pt_1_to_walk_r_1_and_turn_left
e u r; hb_run_pt_1_to_walk_r_1_and_turn_right
a u l; hb_run_pt_1_and_turn_left
a u r; hb_run_pt_1_and_turn_right
l; hb_turn_left_start
r; hb_turn_right_start
e l; hb_turn_left_start
e r; hb_turn_right_start
end_of_entries
hb_run_pt_2 // name of this anim_state
hb_run_pt_2 // name for the win_anim for this state
hb_run_pt_2_to_idle // default link anim for this anim state
use_tail_idle
anim_time_multiplier 1.28
translation_multiplier 1.0 1.0 1.0
sound_effect 0
// Begin entries for this anim state
e u; hb_run_pt_2_to_walk_l_1
e a u; hb_run_pt_1
e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
a u l; hb_run_pt_2_and_turn_left
a u r; hb_run_pt_2_and_turn_right
l; hb_turn_left_start
r; hb_turn_right_start
e l; hb_turn_left_start
e r; hb_turn_right_start
end_of_entries
hb_run_pt_1_and_turn_right // name of this anim_state
hb_run_pt_1 // name for the win_anim for this state
hb_run_pt_1_to_idle // default link anim for this anim state
use_tail_idle
anim_time_multiplier 1.28
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e a u l; hb_run_pt_2_and_turn_left
e a u r; hb_run_pt_2_and_turn_right
a u l; hb_run_pt_1_and_turn_left
e a u; hb_run_pt_2
a u; hb_run_pt_1
e u; hb_run_pt_1_to_walk_r_1
e u l; hb_run_pt_1_to_walk_r_1_and_turn_left
e u r; hb_run_pt_1_to_walk_r_1_and_turn_right
end_of_entries
hb_run_pt_1_and_turn_left // name of this anim_state
hb_run_pt_1 // name for the win_anim for this state
hb_run_pt_1_to_idle // default link anim for this anim state
use_tail_idle
anim_time_multiplier 1.28
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e a u l; hb_run_pt_2_and_turn_left
e a u r; hb_run_pt_2_and_turn_right
a u r; hb_run_pt_1_and_turn_right
e a u; hb_run_pt_2
a u; hb_run_pt_1
e u; hb_run_pt_1_to_walk_r_1
e u l; hb_run_pt_1_to_walk_r_1_and_turn_left
e u r; hb_run_pt_1_to_walk_r_1_and_turn_right
end_of_entries
hb_run_pt_2_and_turn_right // name of this anim_state
hb_run_pt_2 // name for the win_anim for this state
hb_run_pt_2_to_idle // default link anim for this anim state
use_tail_idle
anim_time_multiplier 1.28
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e a u l; hb_run_pt_1_and_turn_left
e a u r; hb_run_pt_1_and_turn_right
a u l; hb_run_pt_2_and_turn_left
e a u; hb_run_pt_1
a u; hb_run_pt_2
e u; hb_run_pt_2_to_walk_l_1
e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
end_of_entries
hb_run_pt_2_and_turn_left // name of this anim_state
hb_run_pt_2 // name for the win_anim for this state
hb_run_pt_2_to_idle // default link anim for this anim state
use_tail_idle
anim_time_multiplier 1.28
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e a u l; hb_run_pt_1_and_turn_left
e a u r; hb_run_pt_1_and_turn_right
a u r; hb_run_pt_2_and_turn_right
e a u; hb_run_pt_1
a u; hb_run_pt_2
e u; hb_run_pt_2_to_walk_l_1
e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
end_of_entries
hb_run_pt_1_to_idle // name of this anim_state
hb_run_pt_1_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
l; hb_turn_left_start
r; hb_turn_right_start
e l; hb_turn_left_start
e r; hb_turn_right_start
end_of_entries
hb_run_pt_2_to_idle // name of this anim_state
hb_run_pt_2_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
l; hb_turn_left_start
r; hb_turn_right_start
e l; hb_turn_left_start
e r; hb_turn_right_start
end_of_entries
hb_run_pt_1_to_walk_r_1 // name of this anim_state
hb_run_pt_1_to_walk_r_1 // name for the win_anim for this state
hb_walk_r_1 // default link anim for this anim state
use_tail_idle
// Begin entries for this anim state
e a u; hb_run_pt_1
l; hb_turn_left_start
r; hb_turn_right_start
e l; hb_turn_left_start
e r; hb_turn_right_start
end_of_entries
hb_run_pt_2_to_walk_l_1 // name of this anim_state
hb_run_pt_2_to_walk_l_1 // name for the win_anim for this state
hb_walk_l_1 // default link anim for this anim state
use_tail_idle
// Begin entries for this anim state
e a u; hb_run_pt_1
l; hb_turn_left_start
r; hb_turn_right_start
e l; hb_turn_left_start
e r; hb_turn_right_start
end_of_entries
hb_run_pt_1_to_walk_r_1_and_turn_right // name of this anim_state
hb_run_pt_1_to_walk_r_1 // name for the win_anim for this state
hb_walk_r_1 // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_run_pt_1_to_walk_r_1_and_turn_left // name of this anim_state
hb_run_pt_1_to_walk_r_1 // name for the win_anim for this state
hb_walk_r_1 // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_run_pt_2_to_walk_l_1_and_turn_right // name of this anim_state
hb_run_pt_2_to_walk_l_1 // name for the win_anim for this state
hb_walk_l_1 // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_run_pt_2_to_walk_l_1_and_turn_left // name of this anim_state
hb_run_pt_2_to_walk_l_1 // name for the win_anim for this state
hb_walk_l_1 // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_back_r_1 // name of this anim_state
hb_walk_back_r_1 // name for the win_anim for this state
hb_walk_back_r_1_to_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
e d; hb_walk_back_r_2
d r; hb_walk_back_r_1_and_turn_left
d l; hb_walk_back_r_1_and_turn_right
e d r; hb_walk_back_r_2_and_turn_left
e d l; hb_walk_back_r_2_and_turn_right
end_of_entries
hb_walk_back_r_2 // name of this anim_state
hb_walk_back_r_2 // name for the win_anim for this state
hb_walk_back_r_2_to_idle // default link anim for this anim state
use_tail_idle
// Begin entries for this anim state
e d; hb_walk_back_l_1
d r; hb_walk_back_r_2_and_turn_left
d l; hb_walk_back_r_2_and_turn_right
e d r; hb_walk_back_l_1_and_turn_left
e d l; hb_walk_back_l_1_and_turn_right
end_of_entries
hb_walk_back_l_1 // name of this anim_state
hb_walk_back_l_1 // name for the win_anim for this state
hb_walk_back_l_1_to_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
e d; hb_walk_back_l_2
d r; hb_walk_back_l_1_and_turn_left
d l; hb_walk_back_l_1_and_turn_right
e d r; hb_walk_back_l_2_and_turn_left
e d l; hb_walk_back_l_2_and_turn_right
end_of_entries
hb_walk_back_l_2 // name of this anim_state
hb_walk_back_l_2 // name for the win_anim for this state
hb_walk_back_l_2_to_idle // default link anim for this anim state
use_tail_idle
// Begin entries for this anim state
e d; hb_walk_back_r_1
d r; hb_walk_back_l_2_and_turn_left
d l; hb_walk_back_l_2_and_turn_right
e d r; hb_walk_back_r_1_and_turn_left
e d l; hb_walk_back_r_1_and_turn_right
end_of_entries
hb_walk_back_r_1_and_turn_right // name of this anim_state
hb_walk_back_r_1 // name for the win_anim for this state
hb_walk_back_r_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e d l; hb_walk_back_r_2_and_turn_right
d r; hb_walk_back_r_1_and_turn_left
e d r; hb_walk_back_r_2_and_turn_left
d; hb_walk_back_r_1
//a d; hb_walk_back_pt_1
e d; hb_walk_back_r_2
//e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_r_1_and_turn_left // name of this anim_state
hb_walk_back_r_1 // name for the win_anim for this state
hb_walk_back_r_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e d r; hb_walk_back_r_2_and_turn_left
d l; hb_walk_back_r_1_and_turn_right
e d l; hb_walk_back_r_2_and_turn_right
d; hb_walk_back_r_1
//a d; hb_walk_back_pt_1
e d; hb_walk_back_r_2
//e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_r_2_and_turn_right // name of this anim_state
hb_walk_back_r_2 // name for the win_anim for this state
hb_walk_back_r_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
e d l; hb_walk_back_l_1_and_turn_right
d r; hb_walk_back_r_2_and_turn_left
e d r; hb_walk_back_l_1_and_turn_left
d; hb_walk_back_r_2
//a d; hb_walk_back_pt_1
e d; hb_walk_back_l_1
//e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_r_2_and_turn_left // name of this anim_state
hb_walk_back_r_2 // name for the win_anim for this state
hb_walk_back_r_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
e d r; hb_walk_back_l_1_and_turn_left
d l; hb_walk_back_r_2_and_turn_right
e d l; hb_walk_back_l_1_and_turn_right
d; hb_walk_back_r_2
//a d; hb_walk_back_pt_1
e d; hb_walk_back_l_1
//e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_l_1_and_turn_right // name of this anim_state
hb_walk_back_l_1 // name for the win_anim for this state
hb_walk_back_l_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e d l; hb_walk_back_l_2_and_turn_right
d r; hb_walk_back_l_1_and_turn_left
e d r; hb_walk_back_l_2_and_turn_left
d; hb_walk_back_l_1
//a d; hb_walk_back_pt_1
e d; hb_walk_back_l_2
//e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_l_1_and_turn_left // name of this anim_state
hb_walk_back_l_1 // name for the win_anim for this state
hb_walk_back_l_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e d r; hb_walk_back_l_2_and_turn_left
d l; hb_walk_back_l_1_and_turn_right
e d l; hb_walk_back_l_2_and_turn_right
d; hb_walk_back_l_1
//a d; hb_walk_back_pt_1
e d; hb_walk_back_l_2
//e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_l_2_and_turn_right // name of this anim_state
hb_walk_back_l_2 // name for the win_anim for this state
hb_walk_back_l_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
e d l; hb_walk_back_r_1_and_turn_right
d r; hb_walk_back_l_2_and_turn_left
e d r; hb_walk_back_r_1_and_turn_left
d; hb_walk_back_l_2
//a d; hb_walk_back_pt_1
e d; hb_walk_back_r_1
//e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_l_2_and_turn_left // name of this anim_state
hb_walk_back_l_2 // name for the win_anim for this state
hb_walk_back_l_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
e d r; hb_walk_back_r_1_and_turn_left
d l; hb_walk_back_l_2_and_turn_right
e d l; hb_walk_back_r_1_and_turn_right
d; hb_walk_back_l_2
//a d; hb_walk_back_pt_1
e d; hb_walk_back_r_1
//e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_r_1_to_idle
hb_walk_back_r_1_to_idle
hb_idle
use_tail_idle
// Begin entries for this anim state
end_of_entries
hb_walk_back_r_2_to_idle
hb_walk_back_r_2_to_idle
hb_idle
use_tail_idle
// Begin entries for this anim state
end_of_entries
hb_walk_back_l_1_to_idle
hb_walk_back_l_1_to_idle
hb_idle
use_tail_idle
// Begin entries for this anim state
end_of_entries
hb_walk_back_l_2_to_idle
hb_walk_back_l_2_to_idle
hb_idle
use_tail_idle
// Begin entries for this anim state
end_of_entries
hb_jump_back // name of this anim_state
hb_jump_back // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
anim_time_multiplier 1.50
a d l; hb_jump_back_and_turn_right
a d r; hb_jump_back_and_turn_left
end_of_entries
hb_jump_back_and_turn_right // name of this anim_state
hb_jump_back // name for the win_anim for this state
hb_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
a d ; hb_jump_back
a d l; hb_jump_back_and_turn_right
a d r; hb_jump_back_and_turn_left
end_of_entries
hb_jump_back_and_turn_left // name of this anim_state
hb_jump_back // name for the win_anim for this state
hb_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
a d l; hb_jump_back_and_turn_right
a d r; hb_jump_back_and_turn_left
a d ; hb_jump_back
end_of_entries
hb_turn_right_start // name of this anim_state
hb_turn_right_start // name for the win_anim for this state
hb_turn_right_end_30 // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 1.50 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni; hb_idle
e r; hb_turn_right_end_90
e a r; hb_turn_right_end_90
up; hb_idle_to_walk_r_1
u l; hb_idle_to_walk_r_1_and_turn_left
u r; hb_idle_to_walk_r_1_and_turn_right
d; hb_idle_to_walk_back_r_1
d r; hb_idle_to_walk_back_r_1_and_turn_left
d l; hb_idle_to_walk_back_r_1_and_turn_right
l; hb_turn_left_start
a l; hb_turn_left_start
a u; hb_idle_to_run
a u l; hb_idle_to_run_and_turn_left
a u r; hb_idle_to_run_and_turn_right
a d; hb_jump_back
a d l; hb_jump_back_and_turn_right
a d r; hb_jump_back_and_turn_left
end_of_entries
hb_turn_right_end_30 // name of this anim_state
hb_turn_right_end_30 // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
ni; hb_idle
end_of_entries
hb_turn_right_end_90 // name of this anim_state
hb_turn_right_end_90 // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
extra_rotation_velocity 0.0000 1.50 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni; hb_idle
up; hb_idle_to_walk_r_1
u l; hb_idle_to_walk_r_1_and_turn_left
u r; hb_idle_to_walk_r_1_and_turn_right
d; hb_idle_to_walk_back_r_1
d r; hb_idle_to_walk_back_r_1_and_turn_left
d l; hb_idle_to_walk_back_r_1_and_turn_right
l; hb_turn_left_start
a l; hb_turn_left_start
a u; hb_idle_to_run
a u l; hb_idle_to_run_and_turn_left
a u r; hb_idle_to_run_and_turn_right
a d; hb_jump_back
a d l; hb_jump_back_and_turn_right
a d r; hb_jump_back_and_turn_left
end_of_entries
hb_turn_left_start // name of this anim_state
hb_turn_left_start // name for the win_anim for this state
hb_turn_left_end_30 // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -1.50 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni; hb_idle
e l; hb_turn_left_end_90
e a l; hb_turn_left_end_90
up; hb_idle_to_walk_r_1
u l; hb_idle_to_walk_r_1_and_turn_left
u r; hb_idle_to_walk_r_1_and_turn_right
d; hb_idle_to_walk_back_r_1
d r; hb_idle_to_walk_back_r_1_and_turn_left
d l; hb_idle_to_walk_back_r_1_and_turn_right
r; hb_turn_right_start
a r; hb_turn_right_start
a u; hb_idle_to_run
a u l; hb_idle_to_run_and_turn_left
a u r; hb_idle_to_run_and_turn_right
a d; hb_jump_back
a d l; hb_jump_back_and_turn_right
a d r; hb_jump_back_and_turn_left
end_of_entries
hb_turn_left_end_30 // name of this anim_state
hb_turn_left_end_30 // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
// Begin entries for this anim state
ni; hb_idle
end_of_entries
hb_turn_left_end_90 // name of this anim_state
hb_turn_left_end_90 // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
sound_effect 0
extra_rotation_velocity 0.0000 -1.50 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni; hb_idle
up; hb_idle_to_walk_r_1
u l; hb_idle_to_walk_r_1_and_turn_left
u r; hb_idle_to_walk_r_1_and_turn_right
d; hb_idle_to_walk_back_r_1
d r; hb_idle_to_walk_back_r_1_and_turn_left
d l; hb_idle_to_walk_back_r_1_and_turn_right
r; hb_turn_right_start
a r; hb_turn_right_start
a u; hb_idle_to_run
a u l; hb_idle_to_run_and_turn_left
a u r; hb_idle_to_run_and_turn_right
a d; hb_jump_back
a d l; hb_jump_back_and_turn_right
a d r; hb_jump_back_and_turn_left
end_of_entries
//Hits----------------------------------------------------------------------------------
hb_general_die // name of this anim_state
hb_hit_to_ground // name for the win_anim for this state
hb_dead_on_ground // default link anim for this anim state
hit
fatal
impervious
end_of_entries
hb_dead_on_ground // name of this anim_state
hb_hit_to_ground // name for the win_anim for this state
hb_dead_on_ground // default link anim for this anim state
begin_end_frame 35 35
impervious
end_of_entries
hb_hit_superficial // name of this anim_state
hb_hit_superficial // name for the win_anim for this state
hb_idle // default link anim for this anim state
sound_effect 3
impervious
hit
soft
// Begin entries for this anim state
end_of_entries
hb_hit_from_front // name of this anim_state
hb_hit_from_front // name for the win_anim for this state
hb_idle // default link anim for this anim state
sound_effect 3
impervious
hit
medium
front
// Begin entries for this anim state
end_of_entries
hb_hit_from_back // name of this anim_state
hb_hit_from_back // name for the win_anim for this state
hb_idle // default link anim for this anim state
sound_effect 3
impervious
hit
medium
back
// Begin entries for this anim state
end_of_entries
hb_hit_from_left // name of this anim_state
hb_hit_from_left // name for the win_anim for this state
hb_idle // default link anim for this anim state
sound_effect 3
impervious
hit
medium
left
// Begin entries for this anim state
end_of_entries
hb_hit_from_right // name of this anim_state
hb_hit_from_right // name for the win_anim for this state
hb_idle // default link anim for this anim state
sound_effect 3
impervious
hit
medium
right
// Begin entries for this anim state
end_of_entries
hb_hit_hard_from_front // name of this anim_state
hb_hit_hard_from_front // name for the win_anim for this state
hb_hit_hard_from_front_get_up // default link anim for this anim state
sound_effect 3
impervious
hit
hard
front
// Begin entries for this anim state
end_of_entries
hb_hit_hard_from_front_down // name of this anim_state
hb_hit_hard_from_front // name for the win_anim for this state
hb_hit_hard_from_front_get_up // default link anim for this anim state
begin_end_frame 19 19
impervious
// Begin entries for this anim state
end_of_entries
hb_hit_hard_from_front_get_up // name of this anim_state
hb_hit_hard_from_front_get_up // name for the win_anim for this state
hb_idle // default link anim for this anim state
impervious
// Begin entries for this anim state
end_of_entries
hb_hit_hard_from_back // name of this anim_state
hb_hit_hard_from_back // name for the win_anim for this state
hb_hit_hard_from_back_get_up // default link anim for this anim state
sound_effect 3
impervious
hit
hard
back
// Begin entries for this anim state
end_of_entries
hb_hit_hard_from_back_down // name of this anim_state
hb_hit_hard_from_back // name for the win_anim for this state
hb_hit_hard_from_back_get_up // default link anim for this anim state
begin_end_frame 19 19
impervious
// Begin entries for this anim state
end_of_entries
hb_hit_hard_from_back_get_up // name of this anim_state
hb_hit_hard_from_back_get_up // name for the win_anim for this state
hb_idle // default link anim for this anim state
impervious
// Begin entries for this anim state
end_of_entries
//Punches-------------------------------------------------------------------------------
hb_punch // name of this anim_state
hb_stonearm_punch // name for the win_anim for this state
hb_idle // default link anim for this anim state
begin_end_frame 15 38
combat_joint_table punch_joint_table
attacking 19
// standard_1
sound_effect 6
// Begin entries for this anim state
end_of_entries
//Projectile weapons---------------------------------------------------------------------
hb_draw_gun_pt_1 // name of this anim_state
hb_draw_gun_to_idle // name for the win_anim for this state
hb_draw_gun_pt_2 // default link anim for this anim state
begin_end_frame 0 7
projectile_1
drawing_1
// Begin entries for this anim state
end_of_entries
hb_draw_gun_pt_2 // name of this anim_state
hb_draw_gun_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
begin_end_frame 8 21
projectile_1
drawing_2
sound_effect 4
// Begin entries for this anim state
end_of_entries
hb_idle_to_point_gun // name of this anim_state
hb_idle_to_point_gun // name for the win_anim for this state
hb_point_gun // default link anim for this anim state
projectile_1
raising_weapon
// Begin entries for this anim state
end_of_entries
hb_point_gun // name of this anim_state
hb_point_gun // name for the win_anim for this state
hb_point_gun_to_idle // default link anim for this anim state
projectile_1
aiming
// Begin entries for this anim state
l; hb_point_gun_turn_left
r; hb_point_gun_turn_right
u; hb_point_gun_to_idle
d; hb_point_gun_to_idle
a u; hb_point_gun_to_idle
a d; hb_point_gun_to_idle
r u; hb_point_gun_to_idle
r d; hb_point_gun_to_idle
r a u; hb_point_gun_to_idle
r a d; hb_point_gun_to_idle
l u; hb_point_gun_to_idle
l d; hb_point_gun_to_idle
l a u; hb_point_gun_to_idle
l a d; hb_point_gun_to_idle
end_of_entries
hb_point_gun_turn_right // name of this anim_stateZ
hb_point_gun_turn_right // name for the win_anim for this state
hb_point_gun // default link anim for this anim state
projectile_1
aiming
// Begin entries for this anim state
l; hb_point_gun_turn_left
r; hb_point_gun_turn_right
end_of_entries
hb_point_gun_turn_left // name of this anim_state
hb_point_gun_turn_left // name for the win_anim for this state
hb_point_gun // default link anim for this anim state
projectile_1
aiming
// Begin entries for this anim state
l; hb_point_gun_turn_left
r; hb_point_gun_turn_right
end_of_entries
hb_shoot_gun // name of this anim_state
hb_shoot_gun // name for the win_anim for this state
hb_point_gun // default link anim for this anim state
projectile_1
attack 0
sound_effect 1
play_script gunflash
// Begin entries for this anim state
end_of_entries
hb_point_gun_to_idle // name of this anim_state
hb_point_gun_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
projectile_1
lowering_weapon
// Begin entries for this anim state
end_of_entries
hb_point_gun_to_holster_pt_1 // name of this anim_state
hb_point_gun_to_holster_pt_1 // name for the win_anim for this state
hb_point_gun_to_holster_pt_2 // default link anim for this anim state
projectile_1
holstering_1
from_aiming
// Begin entries for this anim state
end_of_entries
hb_point_gun_to_holster_pt_2 // name of this anim_state
hb_point_gun_to_holster_pt_2 // name for the win_anim for this state
hb_idle // default link anim for this anim state
projectile_1
holstering_2
from_aiming
// Begin entries for this anim state
end_of_entries
hb_holster_gun_pt_1 // name of this anim_state
hb_idle_to_holster_gun // name for the win_anim for this state
hb_holster_gun_pt_2 // default link anim for this anim state
begin_end_frame 0 17
holstering_1
projectile_1
// Begin entries for this anim state
end_of_entries
hb_holster_gun_pt_2 // name of this anim_state
hb_idle_to_holster_gun // name for the win_anim for this state
hb_idle // default link anim for this anim state
begin_end_frame 18 23
projectile_1
holstering_2
sound_effect 5
// Begin entries for this anim state
end_of_entries
hb_reload_gun // name of this anim_state
hb_reload_gun // name for the win_anim for this state
hb_point_gun // default link anim for this anim state
projectile_1
reload
// Begin entries for this anim state
end_of_entries
//Doors---------------------------------------------------------------------------------
hb_open_door_pt_1 // name of this anim_state
hb_open_door_pt_1 // name for the win_anim for this state
hb_open_door_pt_2 // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_open_door_pt_2 // name of this anim_state
hb_open_door_pt_2 // name for the win_anim for this state
hb_idle // default link anim for this anim state
//sound_effect 2
// Begin entries for this anim state
end_of_entries
hb_open_door_try // name of this anim_state
hb_open_door_try // name for the win_anim for this state
hb_idle // default link anim for this anim state
//sound_effect 2
// Begin entries for this anim state
end_of_entries
hb_open_door_away_pt_1 // name of this anim_state
hb_open_door_away_pt_1 // name for the win_anim for this state
hb_open_door_away_pt_2 // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_open_door_away_pt_2 // name of this anim_state
hb_open_door_away_pt_2 // name for the win_anim for this state
hb_walk_l_1 // default link anim for this anim state
sound_effect 2
// Begin entries for this anim state
end_of_entries
hb_open_door_away_try // name of this anim_state
hb_open_door_away_try // name for the win_anim for this state
hb_idle // default link anim for this anim state
//sound_effect 2
// Begin entries for this anim state
end_of_entries
//Gates---------------------------------------------------------------------------------
hb_open_gate_pt_1 // name of this anim_state
hb_open_gate_pt_1 // name for the win_anim for this state
hb_open_gate_pt_2 // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_open_gate_pt_2 // name of this anim_state
hb_open_gate_pt_2 // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_open_locked_gate // name of this anim_state
hb_open_locked_gate // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
//Stairs--------------------------------------------------------------------------------
hb_idle_to_walk_stairs_up // name of this anim_state
hb_idle_to_walk_stairs_up // name for the win_anim for this state
hb_walk_stairs_up // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_walk_stairs_up // name of this anim_state
hb_walk_stairs_up // name for the win_anim for this state
hb_walk_stairs_up_to_walk // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_walk_stairs_up_to_walk // name of this anim_state
hb_walk_stairs_up_to_walk // name for the win_anim for this state
hb_walk_r_1 // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_idle_to_walk_stairs_down // name of this anim_state
hb_idle_to_walk_stairs_down // name for the win_anim for this state
hb_walk_stairs_down // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_walk_stairs_down // name of this anim_state
hb_walk_stairs_down // name for the win_anim for this state
hb_walk_stairs_down_to_walk // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_walk_stairs_down_to_walk // name of this anim_state
hb_walk_stairs_down_to_walk // name for the win_anim for this state
hb_walk_r_1 // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
//Etc...--------------------------------------------------------------------------------
hb_pick_up_object_ground_pt_1 // name of this anim_state
hb_pick_up_object_ground_pt_1 // name for the win_anim for this state
hb_pick_up_object_ground_pt_2 // default link anim for this anim state
// Begin entries for this anim state
sound_effect 8
end_of_entries
hb_pick_up_object_ground_pt_2 // name of this anim_state
hb_pick_up_object_ground_pt_2 // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_pick_pt_1_from_wall // name of this anim_state
hb_pick_pt_1_from_wall // name for the win_anim for this state
hb_pick_pt_2_from_wall // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_pick_pt_2_from_wall // name of this anim_state
hb_pick_pt_2_from_wall // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_look_around // name of this anim_state
hb_look_around // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_idle_to_look_left // name of this anim_state
hb_idle_to_look_left // name for the win_anim for this state
hb_look_left_cycle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_look_left_cycle // name of this anim_state
hb_look_left_cycle // name for the win_anim for this state
hb_look_left_cycle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_look_left_to_idle // name of this anim_state
hb_look_left_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_idle_to_look_right // name of this anim_state
hb_idle_to_look_right // name for the win_anim for this state
hb_look_right_cycle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_look_right_cycle // name of this anim_state
hb_look_right_cycle // name for the win_anim for this state
hb_look_right_cycle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_look_right_to_idle // name of this anim_state
hb_look_right_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_unlocking_tomb_door // name of this anim_state
hb_unlocking_tomb_door // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_push_key_trigger // name of this anim_state
hb_push_key_trigger // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_trigger_elevator
hb_trigger_elevator // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
//
// new fight stuff
//
hb_combat_idle // name of this anim_state
hb_combat_idle // name for the win_anim for this state
hb_combat_idle_to_idle // default link anim for this anim state
// Begin entries for this anim state
up; hb_idle_to_walk_r_1
u l; hb_idle_to_walk_r_1_and_turn_left
u r; hb_idle_to_walk_r_1_and_turn_right
d; hb_idle_to_walk_back_r_1
d r; hb_idle_to_walk_back_r_1_and_turn_left
d l; hb_idle_to_walk_back_r_1_and_turn_right
l; hb_turn_left_start
a l; hb_turn_left_start
r; hb_turn_right_start
a r; hb_turn_right_start
a u; hb_idle_to_run
a u l; hb_idle_to_run_and_turn_left
a u r; hb_idle_to_run_and_turn_right
a d; hb_jump_back
a d l; hb_jump_back_and_turn_right
a d r; hb_jump_back_and_turn_left
end_of_entries
hb_jab_1 // name of this anim_state
hb_flesh_arm_punch // name for the win_anim for this state
hb_combat_idle // default link anim for this anim state
anim_time_multiplier 0.75
//hb_jab_2
// begin entries for this anim state
//combat_joint_table punch_joint_table
//extra_translation_velocity 0 0 -800
sound_effect 8
standard_1
attacking 0
e c; hb_jab_2
e l c; hb_jab_2_turn_left
e r c; hb_jab_2_turn_right
// ni; hb_combat_idle
end_of_entries
hb_jab_2 // name of this anim_state
hb_flesh_arm_punch // name for the win_anim for this state
hb_combat_idle // default link anim for this anim state
standard_2
anim_time_multiplier 0.75
sound_effect 8
//extra_translation_velocity 0 0 -800
//hb_punch_fierce
// begin entries for this anim state
attacking 0
e c; hb_punch_fierce
e l c; hb_jab_2_turn_left
e r c; hb_jab_2_turn_right
// ni; hb_combat_idle
end_of_entries
hb_jab_2_turn_left // name of this anim_state
hb_flesh_arm_punch // name for the win_anim for this state
hb_combat_idle // default link anim for this anim state
standard_2
anim_time_multiplier 0.75
sound_effect 8
//extra_translation_velocity 0 0 -800
//hb_punch_fierce
extra_rotation_velocity 0.0000 -1.00 0.0000
// begin entries for this anim state
attacking 0
e c; hb_punch_fierce
e l c; hb_jab_2_turn_left
e r c; hb_jab_2_turn_right
// ni; hb_combat_idle
end_of_entries
hb_jab_2_turn_right // name of this anim_state
hb_flesh_arm_punch // name for the win_anim for this state
hb_combat_idle // default link anim for this anim state
standard_2
anim_time_multiplier 0.75
sound_effect 8
//extra_translation_velocity 0 0 -800
//hb_punch_fierce
extra_rotation_velocity 0.0000 1.00 0.0000
// begin entries for this anim state
attacking 0
e c; hb_punch_fierce
e l c; hb_jab_2_turn_left
e r c; hb_jab_2_turn_right
// ni; hb_combat_idle
end_of_entries
hb_punch_fierce // name of this anim_state
hb_knockout_punch // name for the win_anim for this state
hb_punch_fierce_windup // default link anim for this anim state
// begin entries for this anim state
begin_end_frame 0 0
sound_effect 6
attacking 0
standard_3
end_of_entries
hb_punch_fierce_windup // name of this anim_state
hb_knockout_punch // name for the win_anim for this state
hb_punch_fierce_hit // default link anim for this anim state
// begin entries for this anim state
begin_end_frame 1 9
end_of_entries
hb_punch_fierce_hit // name of this anim_state
hb_knockout_punch // name for the win_anim for this state
hb_punch_fierce_recover // default link anim for this anim state
// begin entries for this anim state
begin_end_frame 10 16
sound_effect 6
attacking 0
standard_3
end_of_entries
hb_punch_fierce_recover // name of this anim_state
hb_knockout_punch // name for the win_anim for this state
hb_combat_idle // default link anim for this anim state
// begin entries for this anim state
begin_end_frame 17 27
end_of_entries
hb_combat_idle_to_idle // name of this anim_state
hb_combat_idle_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
// begin entries for this anim state
end_of_entries
///////// Episode Four
hb_climb_thru_window // name of this anim_state
hb_climb_thru_window // name for the win_anim for this state
hb_idle // default link anim for this anim state
// begin entries for this anim state
end_of_entries
hb_use_console // name of this anim_state
hb_use_console // name for the win_anim for this state
hb_idle // default link anim for this anim state
// begin entries for this anim state
end_of_entries
hb_drop_out_time_travel // name of this anim_state
hb_drop_out_time_travel // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
// Begin entries for this anim state
end_of_entries
hb_knocked_out // name of this anim_state
hb_knocked_out // name for the win_anim for this state
hb_idle // default link anim for this anim state
// begin entries for this anim state
end_of_entries
hb_knock_out_egors // name of this anim_state
hb_knock_out_egors // name for the win_anim for this state
hb_idle // default link anim for this anim state
begin_end_frame 0 175
// begin entries for this anim state
end_of_entries
hb_lying_idle // name of this anim_state
hb_knock_out_egors // name for the win_anim for this state
hb_lying_idle // default link anim for this anim state
begin_end_frame 0 0
// begin entries for this anim state
end_of_entries
hb_getting_off // name of this anim_state
hb_knock_out_egors // name for the win_anim for this state
hb_idle // default link anim for this anim state
begin_end_frame 150 175
// begin entries for this anim state
end_of_entries
hb_open_hatch_pt_1 // name of this anim_state
hb_open_hatch // name for the win_anim for this state
hb_open_hatch_pt_2 // default link anim for this anim state
begin_end_frame 0 12
// begin entries for this anim state
end_of_entries
hb_open_hatch_pt_2 // name of this anim_state
hb_open_hatch // name for the win_anim for this state
hb_idle // default link anim for this anim state
begin_end_frame 13 94
// begin entries for this anim state
end_of_entries
hb_jump_into_chute // name of this anim_state
hb_jump_into_chute // name for the win_anim for this state
hb_idle // default link anim for this anim state
anim_time_multiplier 0.80
// begin entries for this anim state
end_of_entries
hb_give_drugs_herman // name of this anim_state
hb_give_drugs_herman // name for the win_anim for this state
hb_idle // default link anim for this anim state
// begin entries for this anim state
end_of_entries
hb_pick_pt_1_drawer_keys // name of this anim_state
hb_pick_pt_1_drawer_keys // name for the win_anim for this state
hb_pick_pt_2_drawer_keys // default link anim for this anim state
// Begin entries for this anim state
sound_effect 8
end_of_entries
hb_pick_pt_2_drawer_keys // name of this anim_state
hb_pick_pt_2_drawer_keys // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
//Bunker Garden E4-----------------------------------------------------
hb_turn_pt_1_valve_cherubs // name of this anim_state
hb_turn_pt_1_valve_cherubs // name for the win_anim for this state
hb_turn_pt_2_valve_cherubs // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_turn_pt_2_valve_cherubs // name of this anim_state
hb_turn_pt_2_valve_cherubs // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_climb_ladder // name of this anim_state
hb_climb_ladder // name for the win_anim for this state
hb_climb_ladder // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_climb_bunker_to_idle // name of this anim_state
hb_climb_bunker_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_jump_off_bunker // name of this anim_state
hb_jump_trapdoor // name for the win_anim for this state
hb_land_from_bunker_jump // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_land_from_bunker_jump // name of this anim_state
hb_land_from_jump // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_hit_very_hard_from_front // name of this anim_state
hb_hit_hard_from_front // name for the win_anim for this state
hb_hit_hard_from_front_get_up // default link anim for this anim state
extra_translation_velocity 0 0 100
anim_time_multiplier 0.70
sound_effect 3
impervious
hit
hard
front
// Begin entries for this anim state
end_of_entries
hb_hit_very_hard_from_back // name of this anim_state
hb_hit_hard_from_back // name for the win_anim for this state
hb_hit_hard_from_back_get_up // default link anim for this anim state
extra_translation_velocity 0 0 -100
anim_time_multiplier 0.70
sound_effect 3
impervious
hit
hard
back
// Begin entries for this anim state
end_of_entries
// bunker garden gate
hb_push_gate_open_pt_1 // name of this anim_state
hb_push_gate_open_pt_1 // name for the win_anim for this state
hb_push_gate_open_pt_2 // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_push_gate_open_pt_2 // name of this anim_state
hb_push_gate_open_pt_2 // name for the win_anim for this state
hb_walk_r_1 // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_pick_pt_1_doc // name of this anim_state
hb_pick_pt_1_doc // name for the win_anim for this state
hb_pick_pt_2_doc // default link anim for this anim state
// Begin entries for this anim state
sound_effect 9
end_of_entries
hb_pick_pt_2_doc // name of this anim_state
hb_pick_pt_2_doc // name for the win_anim for this state
hb_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries