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hb_set_e5.ast
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2000-08-18
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// DH INTERACTIVE LLC, COPYRIGHT (C) 1999
//
// hb_set_e5.ast written at Wed Jun 23 16:45 1999
//
24 // file_type
112 // file_version
spaz_model_name hb_spaz
collision_joint_table punch_joint_table
{
r_wrist
};
// hb_set_e5 // Session name
step1.wav
handgun.wav
door_open.wav
hit_hellboy.wav
uzi.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
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_pt_1
hb_walk_back_pt_2
hb_walk_back_pt_1_to_idle
hb_walk_back_pt_2_to_idle
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
hb_double_punch
hb_uppercut
//Projectile weapon
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_idle_to_point_uzi
hb_point_uzi
hb_point_uzi_turn_right
hb_point_uzi_turn_left
hb_shoot_uzi
hb_point_uzi_to_idle
//////// 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_idle
hb_idle_to_walk_stairs_down
hb_walk_stairs_down
hb_walk_stairs_down_to_idle
//Etc...
hb_pick_pt_1_from_wall
hb_pick_pt_2_from_wall
hb_look_around
//////// Episode 5 anims
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
hb_idle_to_walk_back_and_turn_right
hb_idle_to_walk_back_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_1_to_idle_and_turn_right
hb_walk_r_1_to_idle_and_turn_left
hb_walk_r_2_to_idle_and_turn_right
hb_walk_r_2_to_idle_and_turn_left
hb_walk_l_1_to_idle_and_turn_right
hb_walk_l_1_to_idle_and_turn_left
hb_walk_l_2_to_idle_and_turn_right
hb_walk_l_2_to_idle_and_turn_left
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_idle_and_turn_right
//hb_run_pt_1_to_idle_and_turn_left
//hb_run_pt_2_to_idle_and_turn_right
//hb_run_pt_2_to_idle_and_turn_left
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_pt_1
hb_walk_back_pt_2
hb_walk_back_pt_1_and_turn_right
hb_walk_back_pt_1_and_turn_left
hb_walk_back_pt_2_and_turn_right
hb_walk_back_pt_2_and_turn_left
hb_walk_back_pt_1_to_idle
hb_walk_back_pt_2_to_idle
hb_walk_back_pt_1_to_idle_and_turn_right
hb_walk_back_pt_1_to_idle_and_turn_left
hb_walk_back_pt_2_to_idle_and_turn_right
hb_walk_back_pt_2_to_idle_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
hb_punch
hb_double_punch
hb_uppercut
//Projectile weapon
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_idle_to_point_uzi
hb_point_uzi
hb_point_uzi_turn_right
hb_point_uzi_turn_left
hb_shoot_uzi
hb_point_uzi_to_idle
//////// 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_idle
hb_idle_to_walk_stairs_down
hb_walk_stairs_down
hb_walk_stairs_down_to_idle
//Etc...
hb_pick_pt_1_from_wall
hb_pick_pt_2_from_wall
hb_look_around
//// Episode 5 anim states
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
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
d l; hb_idle_to_walk_back_and_turn_left
d r; hb_idle_to_walk_back_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
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_to_idle // default link anim for this anim state
use_tail_idle
// Begin entries for this anim state
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 1.57 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
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 -1.57 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
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 1.57 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 -1.57 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 // name of this anim_state
hb_idle_to_walk_back // name for the win_anim for this state
hb_walk_back_pt_2_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_pt_1 // END_OF_ANIM + DOWN -> hb_walk_back_pt_1.
d l; hb_idle_to_walk_back_and_turn_left // DOWN + LEFT -> hb_idle_to_walk_back_and_turn_left
d r; hb_idle_to_walk_back_and_turn_right // DOWN + RIGHT -> hb_idle_to_walk_back_and_turn_right
e d l; hb_walk_back_pt_1_and_turn_left // END_OF_ANIM + DOWN + LEFT -> hb_walk_back_pt_1_and_turn_left
e d r; hb_walk_back_pt_1_and_turn_right // END_OF_ANIM + DOWN + RIGHT -> hb_walk_back_pt_1_and_turn_right
end_of_entries
hb_idle_to_walk_back_and_turn_right // name of this anim_state
hb_idle_to_walk_back // name for the win_anim for this state
hb_walk_back_pt_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
d; hb_idle_to_walk_back
e d; hb_walk_back_pt_1
e d l; hb_walk_back_pt_1_and_turn_left
d l; hb_idle_to_walk_back_and_turn_left
r; hb_idle_to_walk_back_and_turn_right
e d r; hb_walk_back_pt_1_and_turn_right
e l; hb_walk_back_pt_2_to_idle_and_turn_left
e r; hb_walk_back_pt_2_to_idle_and_turn_right
end_of_entries
hb_idle_to_walk_back_and_turn_left // name of this anim_state
hb_idle_to_walk_back // name for the win_anim for this state
hb_walk_back_pt_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
d; hb_idle_to_walk_back
e d; hb_walk_back_pt_1
e d l; hb_walk_back_pt_1_and_turn_left
d r; hb_idle_to_walk_back_and_turn_right
r; hb_idle_to_walk_back_and_turn_right
e d r; hb_walk_back_pt_1_and_turn_right
e l; hb_walk_back_pt_2_to_idle_and_turn_left
e r; hb_walk_back_pt_2_to_idle_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_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
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
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
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
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 1.57 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 -1.57 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 1.57 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 -1.57 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 1.57 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 -1.57 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 1.57 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 -1.57 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_1_to_idle_and_turn_right // 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
extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_r_1_to_idle_and_turn_left // 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
extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_r_2_to_idle_and_turn_right // 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
extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_r_2_to_idle_and_turn_left // 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
extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_l_1_to_idle_and_turn_right // 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
extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_l_1_to_idle_and_turn_left // 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
extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_l_2_to_idle_and_turn_right // 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
extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_l_2_to_idle_and_turn_left // 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
extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
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
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
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 1.57 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 -1.57 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 1.57 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 -1.57 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
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
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 1.57 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 -1.57 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 1.57 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 -1.57 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
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
end_of_entries
//hb_run_pt_1_to_idle_and_turn_right
//hb_run_pt_1_to_idle_and_turn_left
//hb_run_pt_2_to_idle_and_turn_right
//hb_run_pt_2_to_idle_and_turn_left
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
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
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 1.57 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 -1.57 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 1.57 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 -1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_back_pt_1 // name of this anim_state
hb_walk_back_pt_1 // name for the win_anim for this state
hb_walk_back_pt_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_pt_2
d l; hb_walk_back_pt_1_and_turn_left
d r; hb_walk_back_pt_1_and_turn_right
e d l; hb_walk_back_pt_2_and_turn_left
e d r; hb_walk_back_pt_2_and_turn_right
e l; hb_walk_back_pt_1_to_idle_and_turn_left
e r; hb_walk_back_pt_1_to_idle_and_turn_right
end_of_entries
hb_walk_back_pt_2 // name of this anim_state
hb_walk_back_pt_2 // name for the win_anim for this state
hb_walk_back_pt_2_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_pt_1
d l; hb_walk_back_pt_2_and_turn_left
d r; hb_walk_back_pt_2_and_turn_right
e d l; hb_walk_back_pt_1_and_turn_left
e d r; hb_walk_back_pt_1_and_turn_right
e l; hb_walk_back_pt_2_to_idle_and_turn_left
e r; hb_walk_back_pt_2_to_idle_and_turn_right
end_of_entries
hb_walk_back_pt_1_and_turn_right // name of this anim_state
hb_walk_back_pt_1 // name for the win_anim for this state
hb_walk_back_pt_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e d r; hb_walk_back_pt_2_and_turn_right
d l; hb_walk_back_pt_1_and_turn_left
e d l; hb_walk_back_pt_2_and_turn_left
d; hb_walk_back_pt_1
a d; hb_walk_back_pt_1
e d; hb_walk_back_pt_1
e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_pt_1_and_turn_left // name of this anim_state
hb_walk_back_pt_1 // name for the win_anim for this state
hb_walk_back_pt_1_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
e d l; hb_walk_back_pt_2_and_turn_left
d r; hb_walk_back_pt_1_and_turn_right
e d r; hb_walk_back_pt_2_and_turn_right
d; hb_walk_back_pt_1
a d; hb_walk_back_pt_1
e d; hb_walk_back_pt_1
e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_pt_2_and_turn_right // name of this anim_state
hb_walk_back_pt_2 // name for the win_anim for this state
hb_walk_back_pt_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e d r; hb_walk_back_pt_1_and_turn_right
d l; hb_walk_back_pt_2_and_turn_left
e d l; hb_walk_back_pt_1_and_turn_left
d; hb_walk_back_pt_1
a d; hb_walk_back_pt_1
e d; hb_walk_back_pt_1
e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_pt_2_and_turn_left // name of this anim_state
hb_walk_back_pt_2 // name for the win_anim for this state
hb_walk_back_pt_2_to_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
e d l; hb_walk_back_pt_1_and_turn_left
d r; hb_walk_back_pt_2_and_turn_right
e d r; hb_walk_back_pt_1_and_turn_right
d; hb_walk_back_pt_1
a d; hb_walk_back_pt_1
e d; hb_walk_back_pt_1
e a d; hb_walk_back_pt_1
end_of_entries
hb_walk_back_pt_1_to_idle // name of this anim_state
hb_walk_back_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
end_of_entries
hb_walk_back_pt_2_to_idle // name of this anim_state
hb_walk_back_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
end_of_entries
hb_walk_back_pt_1_to_idle_and_turn_right // name of this anim_state
hb_walk_back_pt_1_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_back_pt_1_to_idle_and_turn_left // name of this anim_state
hb_walk_back_pt_1_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_back_pt_2_to_idle_and_turn_right // name of this anim_state
hb_walk_back_pt_2_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
end_of_entries
hb_walk_back_pt_2_to_idle_and_turn_left // name of this anim_state
hb_walk_back_pt_2_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
use_tail_idle
extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
sound_effect 0
// Begin entries for this anim state
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
// Begin entries for this anim state
ni; hb_idle
e r; hb_turn_right_end_90
e a r; hb_turn_right_end_90
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
// Begin entries for this anim state
ni; hb_idle
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
// Begin entries for this anim state
ni; hb_idle
e l; hb_turn_left_end_90
e a l; hb_turn_left_end_90
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
// Begin entries for this anim state
ni; hb_idle
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
combat_joint_table punch_joint_table
attacking 19
// Begin entries for this anim state
end_of_entries
hb_double_punch // name of this anim_state
hb_double_punch // name for the win_anim for this state
hb_idle // default link anim for this anim state
attacking 19
// Begin entries for this anim state
end_of_entries
hb_uppercut // name of this anim_state
hb_uppercut // name for the win_anim for this state
hb_idle // default link anim for this anim state
//attacking 19
// Begin entries for this anim state
end_of_entries
//Projectile weapon---------------------------------------------------------------------
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
raising_weapon
projectile_1
// 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
aiming
projectile_1
play_script hb_gunflash_off
// Begin entries for this anim state
ni; hb_point_gun_to_idle
e x; hb_point_gun
x l; hb_point_gun_turn_left
x r; hb_point_gun_turn_right
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_to_idle // default link anim for this anim state
aiming
projectile_1
// Begin entries for this anim state
e x; hb_point_gun
e x l; hb_point_gun_turn_left
e x 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_to_idle // default link anim for this anim state
aiming
projectile_1
// Begin entries for this anim state
e x; hb_point_gun
e x l; hb_point_gun_turn_left
e x 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
attack 0
anim_time_multiplier 1.25
sound_effect 1
projectile_1
// 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
lowering_weapon
projectile_1
// Begin entries for this anim state
end_of_entries
hb_idle_to_point_uzi // name of this anim_state
hb_idle_to_point_uzi // name for the win_anim for this state
hb_point_uzi // default link anim for this anim state
raising_weapon
projectile_2
// Begin entries for this anim state
end_of_entries
hb_point_uzi // name of this anim_state
hb_point_uzi // name for the win_anim for this state
hb_point_uzi_to_idle // default link anim for this anim state
aiming
projectile_2
// Begin entries for this anim state
e x; hb_point_gun
x l; hb_point_gun_turn_left
x r; hb_point_gun_turn_right
end_of_entries
hb_point_uzi_turn_right // name of this anim_state
hb_point_uzi_turn_right // name for the win_anim for this state
hb_point_uzi_to_idle // default link anim for this anim state
aiming
projectile_2
// Begin entries for this anim state
e x; hb_point_uzi
e x l; hb_point_uzi_turn_left
e x r; hb_point_uzi_turn_right
end_of_entries
hb_point_uzi_turn_left // name of this anim_state
hb_point_uzi_turn_left // name for the win_anim for this state
hb_point_uzi_to_idle // default link anim for this anim state
aiming
projectile_2
// Begin entries for this anim state
e x; hb_point_uzi
e x l; hb_point_uzi_turn_left
e x r; hb_point_uzi_turn_right
end_of_entries
hb_shoot_uzi // name of this anim_state
hb_shoot_uzi // name for the win_anim for this state
hb_point_uzi // default link anim for this anim state
attack 0
sound_effect 4
projectile_2
// Begin entries for this anim state
end_of_entries
hb_point_uzi_to_idle // name of this anim_state
hb_point_uzi_to_idle // name for the win_anim for this state
hb_idle // default link anim for this anim state
lowering_weapon
projectile_2
// 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_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_walk_stairs_up_to_idle // name of this anim_state
hb_walk_stairs_up_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_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_idle // default link anim for this anim state
// Begin entries for this anim state
end_of_entries
hb_walk_stairs_down_to_idle // name of this anim_state
hb_walk_stairs_down_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
//Etc...--------------------------------------------------------------------------------
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_idle // 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
//Episode 5 anim states-----------------------------------------------------------------