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sr_nurse.ast
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2000-08-18
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// DH INTERACTIVE LLC, COPYRIGHT (C) 1999
//
// nurse.ast written at Tues Feb 02 16:28 1999
//
24 // file_type
112 // file_version
spaz_model_name nurse_spaz
// nurse // Session name
uzi.wav
hit_general.wav
end
// *** This first section contains the names of all the win_anims used by the table
nurse_idle
nurse_idle_to_walk
nurse_walk
nurse_walk_to_idle
nurse_turn
nurse_draw_uzi
nurse_shoot_uzi
nurse_holster_uzi
nurse_superficial_hit
nurse_die_1
nurse_dead_1
nurse_die_2
nurse_dead_2
nurse_side_step_left
nurse_side_step_right
nurse_idle_to_angry_walk
nurse_angry_walk
nurse_angry_walk_to_idle
nurse_idle_to_walk_backwards
nurse_walk_backwards
nurse_walk_backwards_to_idle
end
// *** This second section contains the values for each anim state
nurse_idle
nurse_idle_to_walk
nurse_walk
nurse_walk_to_idle
nurse_turn_left_start
nurse_turn_left
nurse_turn_left_end
nurse_turn_right_start
nurse_turn_right
nurse_turn_right_end
nurse_walk_turn_left
nurse_walk_turn_right
nurse_draw_uzi
nurse_shoot_uzi_6
nurse_shoot_uzi_5
nurse_shoot_uzi_4
nurse_shoot_uzi_3
nurse_shoot_uzi_2
nurse_shoot_uzi_1
nurse_holster_uzi
nurse_superficial_hit
nurse_hit_from_front
nurse_hit_from_back
nurse_hit_from_left
nurse_hit_from_right
nurse_hit_hard_from_front
nurse_hit_hard_from_front_down
nurse_hit_hard_from_front_get_up
nurse_hit_hard_from_back
nurse_hit_hard_from_back_down
nurse_hit_hard_from_back_get_up
nurse_die_1
nurse_dead_1
nurse_die_2
nurse_dead_2
nurse_step_left
nurse_step_right
nurse_idle_to_angry_walk
nurse_angry_walk
nurse_angry_walk_turn_left
nurse_angry_walk_turn_right
nurse_angry_walk_to_idle
nurse_idle_to_walk_backwards
nurse_walk_backwards
nurse_walk_backwards_left
nurse_walk_backwards_right
nurse_walk_backwards_to_idle
nurse_walk_more
nurse_walk_more_2
end
nurse_idle // name of this anim_state
nurse_idle // name for the win_anim for this state
nurse_idle // default link anim for this anim state
// Begin entries for this anim state
//u ; nurse_idle_to_walk
//u l ; nurse_idle_to_walk
//u r ; nurse_idle_to_walk
//l ; nurse_turn_left_start
//r ; nurse_turn_right_start
l ; nurse_turn_left
r ; nurse_turn_right
//strafe l; nurse_step_left
//strafe r; nurse_step_right
//a u; nurse_idle_to_angry_walk
//a u l; nurse_idle_to_angry_walk
//a u r; nurse_idle_to_angry_walk
//d; nurse_idle_to_walk_backwards
//d l; nurse_idle_to_walk_backwards
//d r; nurse_idle_to_walk_backwards
end_of_entries
nurse_idle_to_walk // name of this anim_state
nurse_idle_to_walk // name for the win_anim for this state
nurse_walk_to_idle // default link anim for this anim state
// Begin entries for this anim state
//e u ; nurse_walk
//e u l ; nurse_walk_turn_left
//e u r ; nurse_walk_turn_right
//l ; nurse_turn_left_start
//r ; nurse_turn_right_start
end_of_entries
nurse_walk // name of this anim_state
nurse_walk // name for the win_anim for this state
nurse_walk_to_idle // default link anim for this anim state
anim_time_multiplier 1.28
// Begin entries for this anim state
//u ; nurse_walk
//e u ; nurse_walk
//u l ; nurse_walk_turn_left
//u r ; nurse_walk_turn_right
end_of_entries
nurse_walk_to_idle // name of this anim_state
nurse_walk_to_idle // name for the win_anim for this state
nurse_idle // default link anim for this anim state
// Begin entries for this anim state
//l ; nurse_turn_left_end
//r ; nurse_turn_right_end
end_of_entries
nurse_turn_left_start // name of this anim_state
nurse_idle_to_walk // name for the win_anim for this state
nurse_turn_left_end // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
//e l ; nurse_turn_left
//r ; nurse_turn_right_start
//e r ; nurse_turn_right
//u ; nurse_idle_to_walk
//e u ; nurse_walk
//e u l ; nurse_walk_turn_left
//e u r ; nurse_walk_turn_right
ni ; nurse_idle
end_of_entries
nurse_turn_left // name of this anim_state
nurse_idle // name for the win_anim for this state
nurse_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 -3 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
//e l ; nurse_turn_left
//l ; nurse_turn_left
//r ; nurse_turn_right
ni ; nurse_idle
end_of_entries
nurse_turn_left_end // name of this anim_state
nurse_walk_to_idle // name for the win_anim for this state
nurse_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
//r ; nurse_turn_right_end
end_of_entries
nurse_turn_right_start // name of this anim_state
nurse_idle_to_walk // name for the win_anim for this state
nurse_turn_right_end // default link anim for this anim state
extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
//e l ; nurse_turn_left
//l ; nurse_turn_left_start
//e r ; nurse_turn_right
//u ; nurse_idle_to_walk
//e u ; nurse_walk
//e u l ; nurse_walk_turn_left
//e u r ; nurse_walk_turn_right
ni ; nurse_idle
end_of_entries
nurse_turn_right // name of this anim_state
nurse_idle // name for the win_anim for this state
nurse_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 3 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
//e r ; nurse_turn_right
//r ; nurse_turn_right
//l ; nurse_turn_left
ni ; nurse_idle
end_of_entries
nurse_turn_right_end // name of this anim_state
nurse_walk_to_idle // name for the win_anim for this state
nurse_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
//l ; nurse_turn_left_end
end_of_entries
nurse_walk_turn_left // name of this anim_state
nurse_walk // name for the win_anim for this state
nurse_walk_to_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
anim_time_multiplier 1.28
// Begin entries for this anim state
//u ; nurse_walk
//e u l ; nurse_walk_turn_left
//u l ; nurse_walk_turn_left
//e l ; nurse_turn_left
//e r ; nurse_turn_right
//u r ; nurse_walk_turn_right
end_of_entries
nurse_walk_turn_right // name of this anim_state
nurse_walk // name for the win_anim for this state
nurse_walk_to_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
anim_time_multiplier 1.28
// Begin entries for this anim state
//u ; nurse_walk
//u l ; nurse_walk_turn_left
//e u r ; nurse_walk_turn_right
//e l ; nurse_turn_left
//e r ; nurse_turn_right
//u r ; nurse_walk_turn_right
end_of_entries
nurse_draw_uzi // name of this anim_state
nurse_draw_uzi // name for the win_anim for this state
nurse_shoot_uzi_1 // default link anim for this anim state
projectile_1
drawing_1
// Begin entries for this anim state
anim_time_multiplier 2
x e; nurse_shoot_uzi_1
end_of_entries
nurse_shoot_uzi_6 // name of this anim_state
nurse_shoot_uzi // name for the win_anim for this state
nurse_holster_uzi // default link anim for this anim state
//attacking 0
sound_effect 0
//projectile_1
// Begin entries for this anim state
x e; nurse_shoot_uzi_6
end_of_entries
nurse_shoot_uzi_5 // name of this anim_state
nurse_shoot_uzi // name for the win_anim for this state
nurse_shoot_uzi_6 // default link anim for this anim state
//attacking 0
sound_effect 0
//projectile_1
// Begin entries for this anim state
x e; nurse_shoot_uzi_6
end_of_entries
nurse_shoot_uzi_4 // name of this anim_state
nurse_shoot_uzi // name for the win_anim for this state
nurse_shoot_uzi_5 // default link anim for this anim state
//attacking 0
sound_effect 0
//projectile_1
// Begin entries for this anim state
x e; nurse_shoot_uzi_5
end_of_entries
nurse_shoot_uzi_3 // name of this anim_state
nurse_shoot_uzi // name for the win_anim for this state
nurse_shoot_uzi_4 // default link anim for this anim state
//attacking 0
sound_effect 0
//projectile_1
// Begin entries for this anim state
x e; nurse_shoot_uzi_4
end_of_entries
nurse_shoot_uzi_2 // name of this anim_state
nurse_shoot_uzi // name for the win_anim for this state
nurse_shoot_uzi_3 // default link anim for this anim state
//attacking 0
sound_effect 0
//projectile_1
// Begin entries for this anim state
x e; nurse_shoot_uzi_3
end_of_entries
nurse_shoot_uzi_1 // name of this anim_state
nurse_shoot_uzi // name for the win_anim for this state
nurse_shoot_uzi_2 // default link anim for this anim state
attacking 0
sound_effect 0
projectile_1
// Begin entries for this anim state
x e; nurse_shoot_uzi_2
end_of_entries
nurse_holster_uzi // name of this anim_state
nurse_holster_uzi // name for the win_anim for this state
nurse_idle // default link anim for this anim state
projectile_1
holstering_1
// Begin entries for this anim state
x e; nurse_idle
end_of_entries
nurse_superficial_hit // name of this anim_state
nurse_superficial_hit // name for the win_anim for this state
nurse_idle // default link anim for this anim state
sound_effect 1
hit
soft
impervious
// Begin entries for this anim state
end_of_entries
nurse_hit_from_front // name of this anim_state
nurse_superficial_hit // name for the win_anim for this state
nurse_idle // default link anim for this anim state
sound_effect 1
hit
medium
front
impervious
// Begin entries for this anim state
end_of_entries
nurse_hit_from_back
nurse_superficial_hit // name for the win_anim for this state
nurse_idle // default link anim for this anim state
sound_effect 1
hit
medium
back
impervious
// Begin entries for this anim state
end_of_entries
nurse_hit_from_left
nurse_superficial_hit // name for the win_anim for this state
nurse_idle // default link anim for this anim state
sound_effect 1
hit
medium
left
impervious
// Begin entries for this anim state
end_of_entries
nurse_hit_from_right
nurse_superficial_hit // name for the win_anim for this state
nurse_idle // default link anim for this anim state
sound_effect 1
hit
medium
right
impervious
// Begin entries for this anim state
end_of_entries
nurse_hit_hard_from_front
nurse_superficial_hit // name for the win_anim for this state
nurse_idle // default link anim for this anim state
sound_effect 1
hit
hard
front
impervious
// Begin entries for this anim state
end_of_entries
nurse_hit_hard_from_front_down
nurse_superficial_hit // name for the win_anim for this state
nurse_idle // default link anim for this anim state
impervious
// Begin entries for this anim state
end_of_entries
nurse_hit_hard_from_front_get_up
nurse_superficial_hit // name for the win_anim for this state
nurse_idle // default link anim for this anim state
impervious
// Begin entries for this anim state
end_of_entries
nurse_hit_hard_from_back
nurse_superficial_hit // name for the win_anim for this state
nurse_idle // default link anim for this anim state
sound_effect 1
hit
hard
front
impervious
// Begin entries for this anim state
end_of_entries
nurse_hit_hard_from_back_down
nurse_superficial_hit // name for the win_anim for this state
nurse_idle // default link anim for this anim state
impervious
// Begin entries for this anim state
end_of_entries
nurse_hit_hard_from_back_get_up
nurse_superficial_hit // name for the win_anim for this state
nurse_idle // default link anim for this anim state
impervious
// Begin entries for this anim state
end_of_entries
nurse_die_1 // name of this anim_state
nurse_die_1 // name for the win_anim for this state
nurse_dead_1 // default link anim for this anim state
sound_effect 1
hit
fatal
impervious
// Begin entries for this anim state
end_of_entries
nurse_dead_1 // name of this anim_state
nurse_dead_1 // name for the win_anim for this state
nurse_dead_1 // default link anim for this anim state
impervious
// Begin entries for this anim state
end_of_entries
nurse_die_2 // name of this anim_state
nurse_die_2 // name for the win_anim for this state
nurse_dead_2 // default link anim for this anim state
sound_effect 1
hit
fatal
impervious
// Begin entries for this anim state
end_of_entries
nurse_dead_2 // name of this anim_state
nurse_dead_2 // name for the win_anim for this state
nurse_dead_2 // default link anim for this anim state
impervious
// Begin entries for this anim state
end_of_entries
nurse_step_left
nurse_side_step_left
nurse_idle
// Begin entries for this anim state
e strafe l; nurse_step_left
end_of_entries
nurse_step_right
nurse_side_step_right
nurse_idle
// Begin entries for this anim state
e strafe r; nurse_step_right
end_of_entries
nurse_idle_to_angry_walk
nurse_idle_to_angry_walk
nurse_angry_walk
// Begin entries for this anim state
//a e u ; nurse_angry_walk
//a e u l ; nurse_angry_walk_turn_left
//a e u r ; nurse_angry_walk_turn_right
//l ; nurse_turn_left_start
//r ; nurse_turn_right_start
end_of_entries
nurse_angry_walk
nurse_angry_walk
nurse_angry_walk_to_idle
// Begin entries for this anim state
//a e u ; nurse_angry_walk
//a u l ; nurse_angry_walk_turn_left
//a u r ; nurse_angry_walk_turn_right
end_of_entries
nurse_angry_walk_turn_left // name of this anim_state
nurse_angry_walk // name for the win_anim for this state
nurse_angry_walk_to_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
//a u ; nurse_angry_walk
//a e u l ; nurse_angry_walk_turn_left
//a u l ; nurse_angry_walk_turn_left
//e l ; nurse_turn_left
//e r ; nurse_turn_right
//a u r ; nurse_angry_walk_turn_right
end_of_entries
nurse_angry_walk_turn_right // name of this anim_state
nurse_angry_walk // name for the win_anim for this state
nurse_angry_walk_to_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
//a u ; nurse_angry_walk
//a u l ; nurse_angry_walk_turn_left
//a e u r ; nurse_angry_walk_turn_right
e l ; nurse_turn_left
e r ; nurse_turn_right
//a u r ; nurse_angry_walk_turn_right
end_of_entries
nurse_angry_walk_to_idle
nurse_angry_walk_to_idle
nurse_idle
// Begin entries for this anim state
l ; nurse_turn_left_end
r ; nurse_turn_right_end
end_of_entries
nurse_idle_to_walk_backwards
nurse_idle_to_walk_backwards
nurse_walk_backwards
// Begin entries for this anim state
end_of_entries
nurse_walk_backwards
nurse_walk_backwards
nurse_walk_backwards_to_idle
// Begin entries for this anim state
//d l; nurse_walk_backwards_left
//d r; nurse_walk_backwards_right
end_of_entries
nurse_walk_backwards_left
nurse_walk_backwards
nurse_walk_backwards_to_idle
extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
//d; nurse_walk_backwards
//e d l; nurse_walk_backwards_left
//d r; nurse_walk_backwards_right
end_of_entries
nurse_walk_backwards_right
nurse_walk_backwards
nurse_walk_backwards_to_idle
extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
//d; nurse_walk_backwards
//d l; nurse_walk_backwards_left
//e d r; nurse_walk_backwards_right
end_of_entries
nurse_walk_backwards_to_idle
nurse_walk_backwards_to_idle
nurse_idle
// Begin entries for this anim state
end_of_entries
nurse_walk_more // name of this anim_state
nurse_angry_walk // name for the win_anim for this state
nurse_walk_more_2 // default link anim for this anim state
//anim_time_multiplier 1.28
// Begin entries for this anim state
end_of_entries
nurse_walk_more_2 // name of this anim_state
nurse_angry_walk // name for the win_anim for this state
nurse_walk_more // default link anim for this anim state
//anim_time_multiplier 1.28
// Begin entries for this anim state
end_of_entries