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hcofficer1_ass.def
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1998-09-22
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11KB
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299 lines
SDEF
// -----------------------------------------------------------------------------
// $Logfile:: /Quake 2 Engine/Sin/Base Sin Data/Models/Hero/hcofficer1_ass.d $
// $Revision:: 20 $
// $Author:: Joeske $
// $Date:: 9/22/98 12:20p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// This is a model definition file. It is to be used in conjunction with Sin.
//
// -----------------------------------------------------------------------------
// MODEL DESCRIPTION:
// HC Officer #1 (with helmet) carrying an Assault Rifle.
//
// MODEL AUTHOR:
// Beau
//
/*SINED Hero_HCOfficer1_AssaultRifle (1 .5 0) (0 0 0) (0 0 0)
HC Officer 1 with Assault Rifle
*/
// -----------------------------------------------------------------------------
// FILE DECLARATIONS
//
// Model Commands
path models/hcofficer
scale 1.18
// Base Model
hcofficer_base.sbm
// Skins
normal hcofficer1_base.tga
damage hcofficer1_damage.tga
// Normal Animations
walk1 hcofficer_walk.sam
run1 hcofficer_run.sam
idle1 hcofficer_idle1.sam
twitch1 hcofficer_idle2.sam
readyfire1 hcofficer_readyfire.sam
aim1 hcofficer_aim.sam
fire1 hcofficer_fire.sam
// alert
// crouch_down
// crouch_idle
// Pain Location Based Animations
pain1 hcofficer_paintorsoupper.sam
pain2 hcofficer_paintorsolower.sam
pain3 hcofficer_painhead.sam
pain_head hcofficer_painhead.sam
pain_torso_upper hcofficer_paintorsoupper.sam
pain_torso_lower hcofficer_paintorsolower.sam
pain_leg_right_upper hcofficer_painlegright.sam
pain_leg_right_lower hcofficer_painlegright.sam
pain_leg_left_upper hcofficer_painlegleft.sam
pain_leg_left_lower hcofficer_painlegleft.sam
pain_arm_right_upper hcofficer_painarmright.sam
pain_arm_right_lower hcofficer_painarmright.sam
pain_arm_left_upper hcofficer_painarmleft.sam
pain_arm_left_lower hcofficer_painarmleft.sam
// Death Location Based Animations
death1 hcofficer_death1.sam
death2 hcofficer_death2.sam
death3 hcofficer_death3.sam
// Crouching Pain Location Based Animations
// Crouching Death Location Based Animations
// Optional Animations
//runfire1 hcofficer_runfire.sam
sitting1 hcofficer_sitting.sam
sitting2 hcofficer_sitting2.sam
// Scripted Animations
// Id And Group Definitions
id 5 group head flesh
group head damage 4.0
id 15 group torso_upper fabric
group torso_upper damage 1.0
id 18 group torso_lower fabric
group torso_lower damage 1.0
id 45 group leg_left_upper fabric
group leg_left_upper damage 0.7
id 50 group leg_left_lower fabric
group leg_left_lower damage 0.5
id 65 group leg_right_upper fabric
group leg_right_upper damage 0.7
id 70 group leg_right_lower fabric
group leg_right_lower damage 0.5
id 85 group arm_left_upper flesh
group arm_left_upper damage 0.7
id 90 group arm_left_lower flesh
group arm_left_lower damage 0.5
id 102 group arm_right_upper flesh
group arm_right_upper damage 0.7
id 110 group arm_right_lower flesh
group arm_right_lower damage 0.5
id 105 group helmet ricochet metal
group helmet damage 0.3
id 200 group arm_right_lower bone gun 10 160 -2
// -----------------------------------------------------------------------------
// INITIALIZATION SECTION
//
!init:
//
// SERVER Initialization Commands
//
// Class Setup
server classname actor
server script global/friend.scr
server setsize "-16 -16 0" "16 16 80"
server crouchsize "-16 -16 0" "16 16 48"
server health 80
server weapon AssaultRifle
server item FlakJacket 100
server item RiotHelmet 50
// Sound Aliases
server aliascache snd_sight1 "misc/hc/site1.wav" 1
server aliascache snd_sight2 "misc/hc/site2.wav" 1
server aliascache snd_panic1 "misc/hc/panic1.wav" 1
server aliascache snd_panic2 "misc/hc/panic2.wav" 1
//
// CLIENT Initialization Commands
//
// Sound Aliases
client aliascache snd_idle1 "misc/null.wav" 1
client aliascache snd_pain1 "misc/hc/pain1.wav" 1
client aliascache snd_pain2 "misc/hc/pain2.wav" 1
client aliascache snd_pain3 "misc/hc/pain3.wav" 1
client aliascache snd_pain4 "misc/hc/pain4.wav" 1
client aliascache snd_pain5 "misc/hc/pain5.wav" 1
client aliascache snd_pain6 "misc/hc/pain6.wav" 1
client aliascache snd_pain_leg1 "misc/hc/painleg1.wav" 1
client aliascache snd_pain_leg2 "misc/hc/pain2.wav" 1
client aliascache snd_pain_leg3 "misc/hc/pain3.wav" 1
client aliascache snd_pain_leg4 "misc/hc/pain4.wav" 1
client aliascache snd_pain_head1 "misc/hc/painhed1.wav" 1
client aliascache snd_pain_head2 "misc/hc/pain1.wav" 1
client aliascache snd_death1 "misc/hc/death1.wav" 1
client aliascache snd_death2 "misc/hc/death2.wav" 1
client aliascache snd_death3 "misc/hc/death3.wav" 1
client aliascache snd_death4 "misc/hc/death4.wav" 1
client aliascache snd_kneefall1 "impact/bodyfall/sml1.wav" 1
client aliascache snd_kneefall2 "impact/bodyfall/sml2.wav" 1
client aliascache snd_partfall1 "impact/bodyfall/med1.wav" 1
client aliascache snd_partfall2 "impact/bodyfall/med2.wav" 1
client aliascache snd_partfall3 "impact/bodyfall/med3.wav" 1
client aliascache snd_bodyfall1 "impact/bodyfall/lrg1.wav" 1
client aliascache snd_bodyfall2 "impact/bodyfall/lrg2.wav" 1
// -----------------------------------------------------------------------------
// MAIN SECTION
//
!main:
// Special Commands
// server crouch_down last nextanim crouch_idle
// Normal Animations
server fire1 2 fire
server walk1 5 movementsound
server walk1 11 movementsound
client walk1 5 footstep
client walk1 11 footstep
server run1 0 movementsound
server run1 4 movementsound
client run1 0 footstep
client run1 4 footstep
// Pain Location Based Animations
server pain_head first painsound
client pain_head first randomsound snd_pain_head 1 2
server pain_torso_upper first painsound
client pain_torso_upper first randomsound snd_pain 1 2
server pain_torso_lower first painsound
client pain_torso_lower first randomsound snd_pain 1 2
server pain_leg_right_upper first painsound
client pain_leg_right_upper first randomsound snd_pain_leg 1 2
server pain_leg_left_upper first painsound
client pain_leg_left_upper first randomsound snd_pain_leg 1 2
server pain_leg_right_lower first painsound
client pain_leg_right_lower first randomsound snd_pain_leg 1 2
server pain_leg_left_lower first painsound
client pain_leg_left_lower first randomsound snd_pain_leg 1 2
server pain_arm_right_upper first painsound
client pain_arm_right_upper first randomsound snd_pain 1 2
server pain_arm_left_upper first painsound
client pain_arm_left_upper first randomsound snd_pain 1 2
server pain_arm_right_lower first painsound
client pain_arm_right_lower first randomsound snd_pain 1 2
server pain_arm_left_lower first painsound
client pain_arm_left_lower first randomsound snd_pain 1 2
// Death Location Based Animations
server death1 first deathsound
client death1 first randomsound snd_death 1 2
client death1 4 randomsound snd_bodyfall 1 4
server death2 first deathsound
client death2 first randomsound snd_death 1 2
client death2 5 randomsound snd_bodyfall 1 4
server death3 first deathsound
client death3 first randomsound snd_death 1 2
client death3 1 randomsound snd_kneefall 1 4
client death3 6 randomsound snd_partfall 1 4
//server death_head first deathsound
//client death_head first randomsound snd_death 1 2
//client death_head 6 randomsound snd_kneefall 1 4
//client death_head 9 randomsound snd_partfall 1 4
//server death_torso_upper first deathsound
//client death_torso_upper first randomsound snd_death 1 2
//client death_torso_upper 6 randomsound snd_kneefall 1 4
//client death_torso_upper 9 randomsound snd_partfall 1 4
//server death_torso_lower first deathsound
//client death_torso_lower first randomsound snd_death 1 2
//client death_torso_lower 7 randomsound snd_bodyfall 1 4
//client death_torso_lower 14 randomsound snd_kneefall 1 4
//client death_torso_lower 17 randomsound snd_kneefall 1 4
//server death_arm_right_upper first deathsound
//client death_arm_right_upper first randomsound snd_death 1 2
//client death_arm_right_upper 3 randomsound snd_bodyfall 1 4
//server death_arm_right_lower first deathsound
//client death_arm_right_lower first randomsound snd_death 1 2
//client death_arm_right_lower 3 randomsound snd_bodyfall 1 4
//server death_arm_left_upper first deathsound
//client death_arm_left_upper first randomsound snd_death_long 1 2
//client death_arm_left_upper 4 randomsound snd_bodyfall 1 4
//client death_arm_left_upper 7 randomsound snd_kneefall 1 4
//client death_arm_left_upper 28 randomsound snd_bodyfall 1 4
//server death_arm_left_lower first deathsound
//client death_arm_left_lower first randomsound snd_death_long 1 2
//client death_arm_left_lower 4 randomsound snd_bodyfall 1 4
//client death_arm_left_lower 7 randomsound snd_kneefall 1 4
//client death_arm_left_lower 28 randomsound snd_bodyfall 1 4
//server death_leg_right_upper first deathsound
//client death_leg_right_upper first randomsound snd_death 1 2
//client death_leg_right_upper 7 randomsound snd_bodyfall 1 4
//client death_leg_right_upper 14 randomsound snd_kneefall 1 4
//client death_leg_right_upper 17 randomsound snd_kneefall 1 4
//server death_leg_right_lower first deathsound
//client death_leg_right_lower first randomsound snd_death 1 2
//client death_leg_right_lower 7 randomsound snd_bodyfall 1 4
//client death_leg_right_lower 14 randomsound snd_kneefall 1 4
//client death_leg_right_lower 17 randomsound snd_kneefall 1 4
//server death_leg_left_upper first deathsound
//client death_leg_left_upper first randomsound snd_death 1 2
//client death_leg_left_upper 7 randomsound snd_bodyfall 1 4
//client death_leg_left_upper 14 randomsound snd_kneefall 1 4
//client death_leg_left_upper 17 randomsound snd_kneefall 1 4
//server death_leg_left_lower first deathsound
//client death_leg_left_lower first randomsound snd_death 1 2
//client death_leg_left_lower 7 randomsound snd_bodyfall 1 4
//client death_leg_left_lower 14 randomsound snd_kneefall 1 4
//client death_leg_left_lower 17 randomsound snd_kneefall 1 4
// Optional Animations
// -----------------------------------------------------------------------------
// SOURCESAFE Update Log
//
// $Log:: /Quake 2 Engine/Sin/Base Sin Data/Models/Hero/hcofficer1_ass.def $
//
// 20 9/22/98 12:20p Joeske
// Removed run2 references, animation no longer exists.
//
// 19 9/22/98 11:39a Joeske
// Commented out the RunFire animation for now since we shouldn't use it.
//
// 18 9/20/98 6:23p Joeske
// Reformatted file and verified animations.
//
//
// -----------------------------------------------------------------------------