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Text File  |  2000-08-18  |  2KB  |  91 lines

  1. //  DH INTERACTIVE LLC, COPYRIGHT (C) 1999
  2. //
  3. //  monk_chains.ast written at Fri Jul 23 11:34 1999
  4. //
  5. //
  6.  
  7.  24                     //  file_type
  8. 112                     //  file_version
  9.  
  10. spaz_model_name monk_spaz
  11.  
  12. collision_joint_table tentacle_joint_table
  13. {
  14.     tentacle1..tentacle3
  15. };
  16. //  monk     //  Session name
  17. hit_general.wav
  18. end
  19.  
  20. // *** This first section contains the names of all the win_anims used by the table
  21. monk_reading_at_desk
  22. monk_idle
  23. monk_hit
  24. monk_die
  25. end
  26.  
  27. // *** This second section contains the values for each anim state
  28. monk_reading_at_desk
  29. monk_idle
  30. monk_hit_superficial
  31. monk_hit_medium
  32. monk_hit_hard
  33. monk_die
  34. monk_dead
  35. end
  36.  
  37.  
  38. monk_reading_at_desk            // name of this anim_state
  39. monk_reading_at_desk            // name for the win_anim for this state
  40. monk_reading_at_desk            // default link anim for this anim state
  41. // Begin entries for this anim state
  42. end_of_entries
  43.  
  44. monk_idle                   // name of this anim_state
  45. monk_idle                   // name for the win_anim for this state
  46. monk_reading_at_desk            // default link anim for this anim state
  47. // Begin entries for this anim state
  48. end_of_entries
  49.  
  50. monk_hit_superficial               // name of this anim_state
  51. monk_hit                                // name for the win_anim for this state
  52. monk_idle                    // default link anim for this anim state
  53. sound_effect 0
  54. hit
  55. impervious
  56. soft
  57. end_of_entries
  58.  
  59. monk_hit_medium                   // name of this anim_state
  60. monk_hit                                // name for the win_anim for this state
  61. monk_idle                    // default link anim for this anim state
  62. sound_effect 0
  63. hit
  64. impervious
  65. medium
  66. end_of_entries
  67.  
  68. monk_hit_hard                   // name of this anim_state
  69. monk_hit                                // name for the win_anim for this state
  70. monk_idle                    // default link anim for this anim state
  71. sound_effect 0
  72. hit
  73. impervious
  74. hard
  75. end_of_entries
  76.  
  77. monk_die                   // name of this anim_state
  78. monk_die                        // name for the win_anim for this state
  79. monk_dead            // default link anim for this anim state
  80. sound_effect 0
  81. hit
  82. fatal
  83. impervious
  84. end_of_entries
  85.  
  86. monk_dead                   // name of this anim_state
  87. monk_die                                // name for the win_anim for this state
  88. monk_dead                    // default link anim for this anim state
  89. begin_end_frame 100 100
  90. impervious
  91. end_of_entries