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Text File | 1999-09-14 | 42.3 KB | 1,140 lines |
- //----------------------------------------------------------------------------
- // Light Armor
- //----------------------------------------------------------------------------
-
- $DamageScale[larmor, $LandingDamageType] = 1.0;
- $DamageScale[larmor, $ImpactDamageType] = 1.0;
- $DamageScale[larmor, $CrushDamageType] = 1.0;
- $DamageScale[larmor, $BulletDamageType] = 1.2;
- $DamageScale[larmor, $PlasmaDamageType] = 1.0;
- $DamageScale[larmor, $EnergyDamageType] = 1.3;
- $DamageScale[larmor, $ExplosionDamageType] = 1.0;
- $DamageScale[larmor, $MissileDamageType] = 1.0;
- $DamageScale[larmor, $DebrisDamageType] = 1.2;
- $DamageScale[larmor, $ShrapnelDamageType] = 1.2;
- $DamageScale[larmor, $LaserDamageType] = 1.0;
- $DamageScale[larmor, $MortarDamageType] = 1.3;
- $DamageScale[larmor, $BlasterDamageType] = 1.3;
- $DamageScale[larmor, $ElectricityDamageType] = 1.0;
- $DamageScale[larmor, $MineDamageType] = 1.2;
-
- $ItemMax[larmor, Blaster] = 1;
- $ItemMax[larmor, Chaingun] = 1;
- $ItemMax[larmor, Disclauncher] = 1;
- $ItemMax[larmor, GrenadeLauncher] = 1;
- $ItemMax[larmor, Mortar] = 0;
- $ItemMax[larmor, PlasmaGun] = 1;
- $ItemMax[larmor, LaserRifle] = 1;
- $ItemMax[larmor, EnergyRifle] = 1;
- $ItemMax[larmor, TargetingLaser] = 1;
- $ItemMax[larmor, MineAmmo] = 3;
- $ItemMax[larmor, Grenade] = 5;
- $ItemMax[larmor, Beacon] = 3;
-
- $ItemMax[larmor, BulletAmmo] = 100;
- $ItemMax[larmor, PlasmaAmmo] = 30;
- $ItemMax[larmor, DiscAmmo] = 15;
- $ItemMax[larmor, GrenadeAmmo] = 10;
- $ItemMax[larmor, MortarAmmo] = 10;
-
- $ItemMax[larmor, EnergyPack] = 1;
- $ItemMax[larmor, RepairPack] = 1;
- $ItemMax[larmor, ShieldPack] = 1;
- $ItemMax[larmor, SensorJammerPack] = 1;
- $ItemMax[larmor, MotionSensorPack] = 1;
- $ItemMax[larmor, PulseSensorPack] = 1;
- $ItemMax[larmor, DeployableSensorJammerPack] = 1;
- $ItemMax[larmor, CameraPack] = 1;
- $ItemMax[larmor, TurretPack] = 0;
- $ItemMax[larmor, AmmoPack] = 1;
- $ItemMax[larmor, RepairKit] = 1;
- $ItemMax[larmor, DeployableInvPack] = 0;
- $ItemMax[larmor, DeployableAmmoPack] = 0;
-
- $MaxWeapons[larmor] = 3;
-
- //----------------------------------------------------------------------------
- // Medium Armor
- //----------------------------------------------------------------------------
- $DamageScale[marmor, $LandingDamageType] = 1.0;
- $DamageScale[marmor, $ImpactDamageType] = 1.0;
- $DamageScale[marmor, $CrushDamageType] = 1.0;
- $DamageScale[marmor, $BulletDamageType] = 1.0;
- $DamageScale[marmor, $PlasmaDamageType] = 0.6;
- $DamageScale[marmor, $EnergyDamageType] = 1.0;
- $DamageScale[marmor, $ExplosionDamageType] = 1.0;
- $DamageScale[marmor, $MissileDamageType] = 1.0;
- $DamageScale[marmor, $ShrapnelDamageType] = 1.0;
- $DamageScale[marmor, $DebrisDamageType] = 1.0;
- $DamageScale[marmor, $LaserDamageType] = 1.0;
- $DamageScale[marmor, $MortarDamageType] = 1.0;
- $DamageScale[marmor, $BlasterDamageType] = 1.0;
- $DamageScale[marmor, $ElectricityDamageType] = 1.0;
- $DamageScale[marmor, $MineDamageType] = 1.0;
-
- $ItemMax[marmor, Blaster] = 1;
- $ItemMax[marmor, Chaingun] = 1;
- $ItemMax[marmor, Disclauncher] = 1;
- $ItemMax[marmor, GrenadeLauncher] = 1;
- $ItemMax[marmor, Mortar] = 0;
- $ItemMax[marmor, PlasmaGun] = 1;
- $ItemMax[marmor, LaserRifle] = 0;
- $ItemMax[marmor, EnergyRifle] = 1;
- $ItemMax[marmor, TargetingLaser] = 1;
- $ItemMax[marmor, MineAmmo] = 3;
- $ItemMax[marmor, Grenade] = 6;
- $ItemMax[marmor, Beacon] = 3;
-
- $ItemMax[marmor, BulletAmmo] = 150;
- $ItemMax[marmor, PlasmaAmmo] = 40;
- $ItemMax[marmor, DiscAmmo] = 15;
- $ItemMax[marmor, GrenadeAmmo] = 10;
- $ItemMax[marmor, MortarAmmo] = 10;
-
- $ItemMax[marmor, EnergyPack] = 1;
- $ItemMax[marmor, RepairPack] = 1;
- $ItemMax[marmor, ShieldPack] = 1;
- $ItemMax[marmor, SensorJammerPack] = 1;
- $ItemMax[marmor, MotionSensorPack] = 1;
- $ItemMax[marmor, PulseSensorPack] = 1;
- $ItemMax[marmor, DeployableSensorJammerPack] = 1;
- $ItemMax[marmor, CameraPack] = 1;
- $ItemMax[marmor, TurretPack] = 1;
- $ItemMax[marmor, AmmoPack] = 1;
- $ItemMax[marmor, RepairKit] = 1;
- $ItemMax[marmor, DeployableInvPack] = 1;
- $ItemMax[marmor, DeployableAmmoPack] = 1;
-
- $MaxWeapons[marmor] = 4;
-
- //----------------------------------------------------------------------------
- // Heavy Armor
- //----------------------------------------------------------------------------
- $DamageScale[harmor, $LandingDamageType] = 1.0;
- $DamageScale[harmor, $ImpactDamageType] = 1.0;
- $DamageScale[harmor, $CrushDamageType] = 1.0;
- $DamageScale[harmor, $BulletDamageType] = 0.6;
- $DamageScale[harmor, $PlasmaDamageType] = 0.4;
- $DamageScale[harmor, $EnergyDamageType] = 0.7;
- $DamageScale[harmor, $ExplosionDamageType] = 0.6;
- $DamageScale[harmor, $MissileDamageType] = 0.6;
- $DamageScale[harmor, $DebrisDamageType] = 0.8;
- $DamageScale[harmor, $ShrapnelDamageType] = 0.8;
- $DamageScale[harmor, $LaserDamageType] = 0.6;
- $DamageScale[harmor, $MortarDamageType] = 0.7;
- $DamageScale[harmor, $BlasterDamageType] = 0.7;
- $DamageScale[harmor, $ElectricityDamageType] = 1.0;
- $DamageScale[harmor, $MineDamageType] = 0.8;
-
- $ItemMax[harmor, Blaster] = 1;
- $ItemMax[harmor, Chaingun] = 1;
- $ItemMax[harmor, Disclauncher] = 1;
- $ItemMax[harmor, GrenadeLauncher] = 1;
- $ItemMax[harmor, Mortar] = 1;
- $ItemMax[harmor, PlasmaGun] = 1;
- $ItemMax[harmor, LaserRifle] = 0;
- $ItemMax[harmor, EnergyRifle] = 1;
- $ItemMax[harmor, TargetingLaser] = 1;
- $ItemMax[harmor, MineAmmo] = 3;
- $ItemMax[harmor, Grenade] = 8;
- $ItemMax[harmor, Beacon] = 3;
-
- $ItemMax[harmor, BulletAmmo] = 200;
- $ItemMax[harmor, PlasmaAmmo] = 50;
- $ItemMax[harmor, DiscAmmo] = 15;
- $ItemMax[harmor, GrenadeAmmo] = 15;
- $ItemMax[harmor, MortarAmmo] = 10;
-
- $ItemMax[harmor, EnergyPack] = 1;
- $ItemMax[harmor, RepairPack] = 1;
- $ItemMax[harmor, ShieldPack] = 1;
- $ItemMax[harmor, SensorJammerPack] = 1;
- $ItemMax[harmor, MotionSensorPack] = 1;
- $ItemMax[harmor, PulseSensorPack] = 1;
- $ItemMax[harmor, DeployableSensorJammerPack] = 1;
- $ItemMax[harmor, CameraPack] = 1;
- $ItemMax[harmor, TurretPack] = 1;
- $ItemMax[harmor, AmmoPack] = 1;
- $ItemMax[harmor, RepairKit] = 1;
- $ItemMax[harmor, DeployableInvPack] = 1;
- $ItemMax[harmor, DeployableAmmoPack] = 1;
-
- $MaxWeapons[harmor] = 5;
-
- //----------------------------------------------------------------------------
- // light Female Armor
- //----------------------------------------------------------------------------
- $DamageScale[lfemale, $LandingDamageType] = 1.0;
- $DamageScale[lfemale, $ImpactDamageType] = 1.0;
- $DamageScale[lfemale, $CrushDamageType] = 1.0;
- $DamageScale[lfemale, $BulletDamageType] = 1.2;
- $DamageScale[lfemale, $PlasmaDamageType] = 1.0;
- $DamageScale[lfemale, $EnergyDamageType] = 1.3;
- $DamageScale[lfemale, $ExplosionDamageType] = 1.0;
- $DamageScale[lfemale, $MissileDamageType] = 1.0;
- $DamageScale[lfemale, $ShrapnelDamageType] = 1.2;
- $DamageScale[lfemale, $DebrisDamageType] = 1.2;
- $DamageScale[lfemale, $LaserDamageType] = 1.0;
- $DamageScale[lfemale, $MortarDamageType] = 1.3;
- $DamageScale[lfemale, $BlasterDamageType] = 1.3;
- $DamageScale[lfemale, $ElectricityDamageType] = 1.0;
- $DamageScale[lfemale, $MineDamageType] = 1.2;
-
- $ItemMax[lfemale, Blaster] = 1;
- $ItemMax[lfemale, Chaingun] = 1;
- $ItemMax[lfemale, Disclauncher] = 1;
- $ItemMax[lfemale, GrenadeLauncher] = 1;
- $ItemMax[lfemale, Mortar] = 0;
- $ItemMax[lfemale, PlasmaGun] = 1;
- $ItemMax[lfemale, LaserRifle] = 1;
- $ItemMax[lfemale, EnergyRifle] = 1;
- $ItemMax[lfemale, TargetingLaser] = 1;
- $ItemMax[lfemale, MineAmmo] = 3;
- $ItemMax[lfemale, Grenade] = 5;
- $ItemMax[lfemale, Beacon] = 3;
-
- $ItemMax[lfemale, BulletAmmo] = 100;
- $ItemMax[lfemale, PlasmaAmmo] = 30;
- $ItemMax[lfemale, DiscAmmo] = 15;
- $ItemMax[lfemale, GrenadeAmmo] = 10;
- $ItemMax[lfemale, MortarAmmo] = 10;
-
- $ItemMax[lfemale, EnergyPack] = 1;
- $ItemMax[lfemale, RepairPack] = 1;
- $ItemMax[lfemale, ShieldPack] = 1;
- $ItemMax[lfemale, SensorJammerPack] = 1;
- $ItemMax[lfemale, MotionSensorPack] = 1;
- $ItemMax[lfemale, PulseSensorPack] = 1;
- $ItemMax[lfemale, DeployableSensorJammerPack] = 1;
- $ItemMax[lfemale, CameraPack] = 1;
- $ItemMax[lfemale, TurretPack] = 0;
- $ItemMax[lfemale, AmmoPack] = 1;
- $ItemMax[lfemale, RepairKit] = 1;
- $ItemMax[lfemale, DeployableInvPack] = 0;
- $ItemMax[lfemale, DeployableAmmoPack] = 0;
-
- $MaxWeapons[lfemale] = 3;
-
- //----------------------------------------------------------------------------
- // Medium Female Armor
- //----------------------------------------------------------------------------
- $DamageScale[mfemale, $LandingDamageType] = 1.0;
- $DamageScale[mfemale, $ImpactDamageType] = 1.0;
- $DamageScale[mfemale, $CrushDamageType] = 1.0;
- $DamageScale[mfemale, $BulletDamageType] = 1.0;
- $DamageScale[mfemale, $EnergyDamageType] = 1.0;
- $DamageScale[mfemale, $PlasmaDamageType] = 0.6;
- $DamageScale[mfemale, $ExplosionDamageType] = 1.0;
- $DamageScale[mfemale, $MissileDamageType] = 1.0;
- $DamageScale[mfemale, $ShrapnelDamageType] = 1.0;
- $DamageScale[mfemale, $DebrisDamageType] = 1.0;
- $DamageScale[mfemale, $LaserDamageType] = 1.0;
- $DamageScale[mfemale, $MortarDamageType] = 1.0;
- $DamageScale[mfemale, $BlasterDamageType] = 1.0;
- $DamageScale[mfemale, $ElectricityDamageType] = 1.0;
- $DamageScale[mfemale, $MineDamageType] = 1.0;
-
- $ItemMax[mfemale, Blaster] = 1;
- $ItemMax[mfemale, Chaingun] = 1;
- $ItemMax[mfemale, Disclauncher] = 1;
- $ItemMax[mfemale, GrenadeLauncher] = 1;
- $ItemMax[mfemale, Mortar] = 0;
- $ItemMax[mfemale, PlasmaGun] = 1;
- $ItemMax[mfemale, LaserRifle] = 0;
- $ItemMax[mfemale, EnergyRifle] = 1;
- $ItemMax[mfemale, TargetingLaser] = 1;
- $ItemMax[mfemale, MineAmmo] = 3;
- $ItemMax[mfemale, Grenade] = 6;
- $ItemMax[mfemale, Beacon] = 3;
-
- $ItemMax[mfemale, BulletAmmo] = 150;
- $ItemMax[mfemale, PlasmaAmmo] = 40;
- $ItemMax[mfemale, DiscAmmo] = 15;
- $ItemMax[mfemale, GrenadeAmmo] = 10;
- $ItemMax[mfemale, MortarAmmo] = 10;
-
- $ItemMax[mfemale, EnergyPack] = 1;
- $ItemMax[mfemale, RepairPack] = 1;
- $ItemMax[mfemale, ShieldPack] = 1;
- $ItemMax[mfemale, SensorJammerPack] = 1;
- $ItemMax[mfemale, MotionSensorPack] = 1;
- $ItemMax[mfemale, PulseSensorPack] = 1;
- $ItemMax[mfemale, DeployableSensorJammerPack] = 1;
- $ItemMax[mfemale, CameraPack] = 1;
- $ItemMax[mfemale, TurretPack] = 1;
- $ItemMax[mfemale, AmmoPack] = 1;
- $ItemMax[mfemale, RepairKit] = 1;
- $ItemMax[mfemale, DeployableInvPack] = 1;
- $ItemMax[mfemale, DeployableAmmoPack] = 1;
-
- $MaxWeapons[mfemale] = 4;
-
- //------------------------------------------------------------------
- // light armor data:
- //------------------------------------------------------------------
-
- DamageSkinData armorDamageSkins
- {
- bmpName[0] = "dskin1_armor";
- bmpName[1] = "dskin2_armor";
- bmpName[2] = "dskin3_armor";
- bmpName[3] = "dskin4_armor";
- bmpName[4] = "dskin5_armor";
- bmpName[5] = "dskin6_armor";
- bmpName[6] = "dskin7_armor";
- bmpName[7] = "dskin8_armor";
- bmpName[8] = "dskin9_armor";
- bmpName[9] = "dskin10_armor";
- };
-
- PlayerData larmor
- {
- className = "Armor";
- shapeFile = "larmor";
- damageSkinData = "armorDamageSkins";
- debrisId = playerDebris;
- flameShapeName = "lflame";
- shieldShapeName = "shield";
- shadowDetailMask = 1;
-
- visibleToSensor = True;
- mapFilter = 1;
- mapIcon = "M_player";
- canCrouch = true;
-
- maxJetSideForceFactor = 0.8;
- maxJetForwardVelocity = 22;
- minJetEnergy = 1;
- jetForce = 236;
- jetEnergyDrain = 0.8;
-
- maxDamage = 0.66;
- maxForwardSpeed = 11;
- maxBackwardSpeed = 10;
- maxSideSpeed = 10;
- groundForce = 40 * 9.0;
- mass = 9.0;
- groundTraction = 3.0;
- maxEnergy = 60;
- drag = 1.0;
- density = 1.2;
-
- minDamageSpeed = 25;
- damageScale = 0.005;
-
- jumpImpulse = 75;
- jumpSurfaceMinDot = 0.2;
-
- // animation data:
- // animation name, one shot, direction
- // firstPerson, chaseCam, thirdPerson, signalThread
- // movement animations:
- animData[0] = { "root", none, 1, true, true, true, false, 0 };
- animData[1] = { "run", none, 1, true, false, true, false, 3 };
- animData[2] = { "runback", none, 1, true, false, true, false, 3 };
- animData[3] = { "side left", none, 1, true, false, true, false, 3 };
- animData[4] = { "side left", none, -1, true, false, true, false, 3 };
- animData[5] = { "jump stand", none, 1, true, false, true, false, 3 };
- animData[6] = { "jump run", none, 1, true, false, true, false, 3 };
- animData[7] = { "crouch root", none, 1, true, true, true, false, 3 };
- animData[8] = { "crouch root", none, 1, true, true, true, false, 3 };
- animData[9] = { "crouch root", none, -1, true, true, true, false, 3 };
- animData[10] = { "crouch forward", none, 1, true, false, true, false, 3 };
- animData[11] = { "crouch forward", none, -1, true, false, true, false, 3 };
- animData[12] = { "crouch side left", none, 1, true, false, true, false, 3 };
- animData[13] = { "crouch side left", none, -1, true, false, true, false, 3 };
- animData[14] = { "fall", none, 1, true, true, true, false, 3 };
- animData[15] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
- animData[16] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
- animData[17] = { "tumble loop", none, 1, true, false, false, false, 3 };
- animData[18] = { "tumble end", none, 1, true, false, false, false, 3 };
- animData[19] = { "jet", none, 1, true, true, true, false, 3 };
-
- // misc. animations:
- animData[20] = { "PDA access", none, 1, true, false, false, false, 3 };
- animData[21] = { "throw", none, 1, true, false, false, false, 3 };
- animData[22] = { "flyer root", none, 1, false, false, false, false, 3 };
- animData[23] = { "apc root", none, 1, true, true, true, false, 3 };
- animData[24] = { "apc pilot", none, 1, false, false, false, false, 3 };
-
- // death animations:
- animData[25] = { "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[26] = { "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[27] = { "die head", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[28] = { "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[29] = { "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[30] = { "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[31] = { "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[32] = { "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[33] = { "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[34] = { "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[35] = { "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[36] = { "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[37] = { "die back", SoundPlayerDeath, 1, false, false, false, false, 4 };
-
- // signal moves:
- animData[38] = { "sign over here", none, 1, true, false, false, false, 2 };
- animData[39] = { "sign point", none, 1, true, false, false, true, 1 };
- animData[40] = { "sign retreat",none, 1, true, false, false, false, 2 };
- animData[41] = { "sign stop", none, 1, true, false, false, true, 1 };
- animData[42] = { "sign salut", none, 1, true, false, false, true, 1 };
-
-
- // celebration animations:
- animData[43] = { "celebration 1",none, 1, true, false, false, false, 2 };
- animData[44] = { "celebration 2", none, 1, true, false, false, false, 2 };
- animData[45] = { "celebration 3", none, 1, true, false, false, false, 2 };
-
- // taunt animations:
- animData[46] = { "taunt 1", none, 1, true, false, false, false, 2 };
- animData[47] = { "taunt 2", none, 1, true, false, false, false, 2 };
-
- // poses:
- animData[48] = { "pose kneel", none, 1, true, false, false, true, 1 };
- animData[49] = { "pose stand", none, 1, true, false, false, true, 1 };
-
- // Bonus wave
- animData[50] = { "wave", none, 1, true, false, false, true, 1 };
-
- jetSound = SoundJetLight;
- rFootSounds =
- {
- SoundLFootRSoft,
- SoundLFootRHard,
- SoundLFootRSoft,
- SoundLFootRHard,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRHard,
- SoundLFootRSnow,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRSoft
- };
- lFootSounds =
- {
- SoundLFootLSoft,
- SoundLFootLHard,
- SoundLFootLSoft,
- SoundLFootLHard,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLHard,
- SoundLFootLSnow,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLSoft
- };
-
- footPrints = { 0, 1 };
-
- boxWidth = 0.5;
- boxDepth = 0.5;
- boxNormalHeight = 2.3;
- boxCrouchHeight = 1.8;
-
- boxNormalHeadPercentage = 0.83;
- boxNormalTorsoPercentage = 0.53;
- boxCrouchHeadPercentage = 0.6666;
- boxCrouchTorsoPercentage = 0.3333;
-
- boxHeadLeftPercentage = 0;
- boxHeadRightPercentage = 1;
- boxHeadBackPercentage = 0;
- boxHeadFrontPercentage = 1;
- };
-
- //------------------------------------------------------------------
- // Medium Armor data:
- //------------------------------------------------------------------
-
- PlayerData marmor
- {
- className = "Armor";
- shapeFile = "marmor";
- flameShapeName = "mflame";
- shieldShapeName = "shield";
- damageSkinData = "armorDamageSkins";
- debrisId = playerDebris;
- shadowDetailMask = 1;
-
- canCrouch = false;
- visibleToSensor = True;
- mapFilter = 1;
- mapIcon = "M_player";
-
- maxJetSideForceFactor = 0.8;
- maxJetForwardVelocity = 17;
- minJetEnergy = 1;
- jetForce = 320;
- jetEnergyDrain = 1.0;
-
- maxDamage = 1.0;
- maxForwardSpeed = 8.0;
- maxBackwardSpeed = 7.0;
- maxSideSpeed = 7.0;
- groundForce = 35 * 13.0;
- mass = 13.0;
- groundTraction = 3.0;
-
- maxEnergy = 80;
- drag = 1.0;
- density = 1.5;
-
- minDamageSpeed = 25;
- damageScale = 0.005;
-
- jumpImpulse = 110;
- jumpSurfaceMinDot = 0.2;
-
- // animation data:
- // animation name, one shot, exclude, direction
- // firstPerson, chaseCam, thirdPerson, signalThread
-
- // movement animations:
- animData[0] = { "root", none, 1, true, true, true, false, 0 };
- animData[1] = { "run", none, 1, true, false, true, false, 3 };
- animData[2] = { "runback", none, 1, true, false, true, false, 3 };
- animData[3] = { "side left", none, 1, true, false, true, false, 3 };
- animData[4] = { "side left", none, -1, true, false, true, false, 3 };
- animData[5] = { "jump stand", none, 1, true, false, true, false, 3 };
- animData[6] = { "jump run", none, 1, true, false, true, false, 3 };
- animData[7] = { "crouch root", none, 1, true, true, true, false, 3 };
- animData[8] = { "crouch root", none, 1, true, true, true, false, 3 };
- animData[9] = { "crouch root", none, -1, true, true, true, false, 3 };
- animData[10] = { "crouch forward", none, 1, true, false, true, false, 3 };
- animData[11] = { "crouch forward", none, -1, true, false, true, false, 3 };
- animData[12] = { "crouch side left", none, 1, true, false, true, false, 3 };
- animData[13] = { "crouch side left", none, -1, true, false, true, false, 3 };
- animData[14] = { "fall", none, 1, true, true, true, false, 3 };
- animData[15] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
- animData[16] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
- animData[17] = { "tumble loop", none, 1, true, false, false, false, 3 };
- animData[18] = { "tumble end", none, 1, true, false, false, false, 3 };
- animData[19] = { "jet", none, 1, true, true, true, false, 3 };
-
- // misc. animations:
- animData[20] = { "PDA access", none, 1, true, false, false, false, 3 };
- animData[21] = { "throw", none, 1, true, false, false, false, 3 };
- animData[22] = { "flyer root", none, 1, false, false, false, false, 3 };
- animData[23] = { "apc root", none, 1, true, true, true, false, 3 };
- animData[24] = { "apc pilot", none, 1, false, false, false, false, 3 };
-
- // death animations:
- animData[25] = { "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[26] = { "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[27] = { "die head", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[28] = { "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[29] = { "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[30] = { "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[31] = { "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[32] = { "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[33] = { "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[34] = { "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[35] = { "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[36] = { "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[37] = { "die back", SoundPlayerDeath, 1, false, false, false, false, 4 };
-
- // signal moves:
- animData[38] = { "sign over here", none, 1, true, false, false, false, 2 };
- animData[39] = { "sign point", none, 1, true, false, false, true, 1 };
- animData[40] = { "sign retreat",none, 1, true, false, false, false, 2 };
- animData[41] = { "sign stop", none, 1, true, false, false, true, 1 };
- animData[42] = { "sign salut", none, 1, true, false, false, true, 1 };
-
- // celebraton animations:
- animData[43] = { "celebration 1", none, 1, true, false, false, false, 2 };
- animData[44] = { "celebration 2", none, 1, true, false, false, false, 2 };
- animData[45] = { "celebration 3", none, 1, true, false, false, false, 2 };
-
- // taunt anmations:
- animData[46] = { "taunt 1", none, 1, true, false, false, false, 2 };
- animData[47] = { "taunt 2", none, 1, true, false, false, false, 2 };
-
- // poses:
- animData[48] = { "pose kneel", none, 1, true, false, false, true, 1 };
- animData[49] = { "pose stand", none, 1, true, false, false, true, 1 };
-
- // Bonus wave
- animData[50] = { "wave", none, 1, true, false, false, true, 1 };
-
- jetSound = SoundJetLight;
-
- rFootSounds =
- {
- SoundMFootRSoft,
- SoundMFootRHard,
- SoundMFootRSoft,
- SoundMFootRHard,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRHard,
- SoundMFootRSnow,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRSoft
- };
- lFootSounds =
- {
- SoundMFootLSoft,
- SoundMFootLHard,
- SoundMFootLSoft,
- SoundMFootLHard,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLHard,
- SoundMFootLSnow,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLSoft
- };
-
- footPrints = { 2, 3 };
-
- boxWidth = 0.7;
- boxDepth = 0.7;
- boxNormalHeight = 2.4;
-
- boxNormalHeadPercentage = 0.83;
- boxNormalTorsoPercentage = 0.49;
-
- boxHeadLeftPercentage = 0;
- boxHeadRightPercentage = 1;
- boxHeadBackPercentage = 0;
- boxHeadFrontPercentage = 1;
- };
-
- //------------------------------------------------------------------
- // Heavy Armor data:
- //------------------------------------------------------------------
-
- PlayerData harmor
- {
- className = "Armor";
- shapeFile = "harmor";
- flameShapeName = "hflame";
- shieldShapeName = "shield";
- damageSkinData = "armorDamageSkins";
- debrisId = playerDebris;
- shadowDetailMask = 1;
-
- visibleToSensor = True;
- mapFilter = 1;
- mapIcon = "M_player";
-
- maxJetSideForceFactor = 0.8;
- maxJetForwardVelocity = 12;
- minJetEnergy = 1;
- jetForce = 385;
- jetEnergyDrain = 1.1;
-
- maxDamage = 1.32;
- maxForwardSpeed = 5.0;
- maxBackwardSpeed = 4.0;
- maxSideSpeed = 4.0;
- groundForce = 35 * 18.0;
- groundTraction = 4.5;
- mass = 18.0;
- maxEnergy = 110;
- drag = 1.0;
- density = 2.5;
- canCrouch = false;
-
- minDamageSpeed = 25;
- damageScale = 0.006;
-
- jumpImpulse = 150;
- jumpSurfaceMinDot = 0.2;
-
- // animation data:
- // animation name, one shot, exclude, direction,
- // firstPerson, chaseCam, thirdPerson, signalThread
-
- // movement animations:
- animData[0] = { "root", none, 1, true, true, true, false, 0 };
- animData[1] = { "run", none, 1, true, false, true, false, 3 };
- animData[2] = { "runback", none, 1, true, false, true, false, 3 };
- animData[3] = { "side left", none, 1, true, false, true, false, 3 };
- animData[4] = { "side left", none, -1, true, false, true, false, 3 };
- animData[5] = { "jump stand", none, 1, true, false, true, false, 3 };
- animData[6] = { "jump run", none, 1, true, false, true, false, 3 };
- animData[7] = { "crouch root", none, 1, true, true, true, false, 3 };
- animData[8] = { "crouch root", none, 1, true, true, true, false, 3 };
- animData[9] = { "crouch root", none, -1, true, true, true, false, 3 };
- animData[10] = { "crouch forward", none, 1, true, false, true, false, 3 };
- animData[11] = { "crouch forward", none, -1, true, false, true, false, 3 };
- animData[12] = { "crouch side left", none, 1, true, false, true, false, 3 };
- animData[13] = { "crouch side left", none, -1, true, false, true, false, 3 };
- animData[14] = { "fall", none, 1, true, true, true, false, 3 };
- animData[15] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
- animData[16] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
- animData[17] = { "tumble loop", none, 1, true, false, false, false, 3 };
- animData[18] = { "tumble end", none, 1, true, false, false, false, 3 };
- animData[19] = { "jet", none, 1, true, true, true, false, 3 };
-
- // misc. animations:
- animData[20] = { "PDA access", none, 1, true, false, false, false, 3 };
- animData[21] = { "throw", none, 1, true, false, false, false, 3 };
- animData[22] = { "flyer root", none, 1, false, false, false, false, 3 };
- animData[23] = { "apc root", none, 1, true, true, true, false, 3 };
- animData[24] = { "apc pilot", none, 1, false, false, false, false, 3 };
-
- // death animations:
- animData[25] = { "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[26] = { "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[27] = { "die head", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[28] = { "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[29] = { "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[30] = { "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[31] = { "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[32] = { "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[33] = { "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[34] = { "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[35] = { "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[36] = { "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[37] = { "die back", SoundPlayerDeath, 1, false, false, false, false, 4 };
-
- // signal moves:
- animData[38] = { "sign over here", none, 1, true, false, false, false, 2 };
- animData[39] = { "sign point", none, 1, true, false, false, true, 1 };
- animData[40] = { "sign retreat",none, 1, true, false, false, false, 2 };
- animData[41] = { "sign stop", none, 1, true, false, false, true, 1 };
- animData[42] = { "sign salut", none, 1, true, false, false, true, 1 };
-
- // celebraton animations:
- animData[43] = { "celebration 1", none, 1, true, false, false, false, 2 };
- animData[44] = { "celebration 2", none, 1, true, false, false, false, 2 };
- animData[45] = { "celebration 3", none, 1, true, false, false, false, 2 };
-
- // taunt anmations:
- animData[46] = { "taunt 1", none, 1, true, false, false, false, 2 };
- animData[47] = { "taunt 2", none, 1, true, false, false, false, 2 };
-
- // poses:
- animData[48] = { "pose kneel", none, 1, true, false, false, true, 1 };
- animData[49] = { "pose stand", none, 1, true, false, false, true, 1 };
-
- // Bonus wave
- animData[50] = { "wave", none, 1, true, false, false, true, 1 };
-
- jetSound = SoundJetHeavy;
-
- rFootSounds =
- {
- SoundHFootRSoft,
- SoundHFootRHard,
- SoundHFootRSoft,
- SoundHFootRHard,
- SoundHFootRSoft,
- SoundHFootRSoft,
- SoundHFootRSoft,
- SoundHFootRHard,
- SoundHFootRSnow,
- SoundHFootRSoft,
- SoundHFootRSoft,
- SoundHFootRSoft,
- SoundHFootRSoft,
- SoundHFootRSoft,
- SoundHFootRSoft
- };
- lFootSounds =
- {
- SoundHFootLSoft,
- SoundHFootLHard,
- SoundHFootLSoft,
- SoundHFootLHard,
- SoundHFootLSoft,
- SoundHFootLSoft,
- SoundHFootLSoft,
- SoundHFootLHard,
- SoundHFootLSnow,
- SoundHFootLSoft,
- SoundHFootLSoft,
- SoundHFootLSoft,
- SoundHFootLSoft,
- SoundHFootLSoft,
- SoundHFootLSoft
- };
-
- footPrints = { 4, 5 };
-
- boxWidth = 0.8;
- boxDepth = 0.8;
- boxNormalHeight = 2.6;
-
- boxNormalHeadPercentage = 0.70;
- boxNormalTorsoPercentage = 0.45;
-
- boxHeadLeftPercentage = 0.48;
- boxHeadRightPercentage = 0.70;
- boxHeadBackPercentage = 0.48;
- boxHeadFrontPercentage = 0.60;
- };
-
- //------------------------------------------------------------------
- // Light female data:
- //------------------------------------------------------------------
-
- PlayerData lfemale
- {
- className = "Armor";
- shapeFile = "lfemale";
- flameShapeName = "lflame";
- shieldShapeName = "shield";
- damageSkinData = "armorDamageSkins";
- debrisId = playerDebris;
- shadowDetailMask = 1;
-
- visibleToSensor = True;
- mapFilter = 1;
- mapIcon = "M_player";
-
- canCrouch = true;
- maxJetSideForceFactor = 0.8;
- maxJetForwardVelocity = 22;
- minJetEnergy = 1;
- jetForce = 236;
- jetEnergyDrain = 0.8;
-
- maxDamage = 0.66;
- maxForwardSpeed = 11;
- maxBackwardSpeed = 10;
- maxSideSpeed = 10;
- groundForce = 40 * 9.0;
- mass = 9.0;
- groundTraction = 3.0;
- maxEnergy = 60;
- drag = 1.0;
- density = 1.2;
-
- minDamageSpeed = 25;
- damageScale = 0.005;
-
- jumpImpulse = 75;
- jumpSurfaceMinDot = 0.2;
-
- // animation data:
- // animation name, one shot, exclude, direction,
- // firstPerson, chaseCam, thirdPerson, signalThread
-
- // movement animations:
- // movement animations:
- animData[0] = { "root", none, 1, true, true, true, false, 0 };
- animData[1] = { "run", none, 1, true, false, true, false, 3 };
- animData[2] = { "runback", none, 1, true, false, true, false, 3 };
- animData[3] = { "side left", none, 1, true, false, true, false, 3 };
- animData[4] = { "side left", none, -1, true, false, true, false, 3 };
- animData[5] = { "jump stand", none, 1, true, false, true, false, 3 };
- animData[6] = { "jump run", none, 1, true, false, true, false, 3 };
- animData[7] = { "crouch root", none, 1, true, true, true, false, 3 };
- animData[8] = { "crouch root", none, 1, true, true, true, false, 3 };
- animData[9] = { "crouch root", none, -1, true, true, true, false, 3 };
- animData[10] = { "crouch forward", none, 1, true, false, true, false, 3 };
- animData[11] = { "crouch forward", none, -1, true, false, true, false, 3 };
- animData[12] = { "crouch side left", none, 1, true, false, true, false, 3 };
- animData[13] = { "crouch side left", none, -1, true, false, true, false, 3 };
- animData[14] = { "fall", none, 1, true, true, true, false, 3 };
- animData[15] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
- animData[16] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
- animData[17] = { "tumble loop", none, 1, true, false, false, false, 3 };
- animData[18] = { "tumble end", none, 1, true, false, false, false, 3 };
- animData[19] = { "jet", none, 1, true, true, true, false, 3 };
-
- // misc. animations:
- animData[20] = { "PDA access", none, 1, true, false, false, false, 3 };
- animData[21] = { "throw", none, 1, true, false, false, false, 3 };
- animData[22] = { "flyer root", none, 1, false, false, false, false, 3 };
- animData[23] = { "apc root", none, 1, true, true, true, false, 3 };
- animData[24] = { "apc root", none, 1, false, false, false, false, 3 };
-
- // death animations:
- animData[25] = { "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[26] = { "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[27] = { "die head", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[28] = { "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[29] = { "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[30] = { "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[31] = { "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[32] = { "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[33] = { "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[34] = { "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[35] = { "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[36] = { "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[37] = { "die back", SoundPlayerDeath, 1, false, false, false, false, 4 };
-
- // signal moves:
- animData[38] = { "sign over here", none, 1, true, false, false, false, 2 };
- animData[39] = { "sign point", none, 1, true, false, false, true, 1 };
- animData[40] = { "sign retreat",none, 1, true, false, false, false, 2 };
- animData[41] = { "sign stop", none, 1, true, false, false, true, 1 };
- animData[42] = { "sign salut", none, 1, true, false, false, true, 1 };
-
- // celebraton animations:
- animData[43] = { "celebration 1", none, 1, true, false, false, false, 2 };
- animData[44] = { "celebration 2", none, 1, true, false, false, false, 2 };
- animData[45] = { "celebration 3", none, 1, true, false, false, false, 2 };
-
- // taunt anmations:
- animData[46] = { "taunt 1", none, 1, true, false, false, false, 2 };
- animData[47] = { "taunt 2", none, 1, true, false, false, false, 2 };
-
- // poses:
- animData[48] = { "pose kneel", none, 1, true, false, false, true, 1 };
- animData[49] = { "pose stand", none, 1, true, false, false, true, 1 };
-
- // Bonus wave
- animData[50] = { "wave", none, 1, true, false, false, true, 1 };
-
-
- jetSound = SoundJetLight;
-
- rFootSounds =
- {
- SoundLFootRSoft,
- SoundLFootRHard,
- SoundLFootRSoft,
- SoundLFootRHard,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRHard,
- SoundLFootRSnow,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRSoft,
- SoundLFootRSoft
- };
- lFootSounds =
- {
- SoundLFootLSoft,
- SoundLFootLHard,
- SoundLFootLSoft,
- SoundLFootLHard,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLHard,
- SoundLFootLSnow,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLSoft,
- SoundLFootLSoft
- };
-
- footPrints = { 0, 1 };
-
- boxWidth = 0.5;
- boxDepth = 0.5;
- boxNormalHeight = 2.3;
- boxCrouchHeight = 1.8;
-
- boxNormalHeadPercentage = 0.85;
- boxNormalTorsoPercentage = 0.53;
- boxCrouchHeadPercentage = 0.88;
- boxCrouchTorsoPercentage = 0.35;
-
- boxHeadLeftPercentage = 0;
- boxHeadRightPercentage = 1;
- boxHeadBackPercentage = 0;
- boxHeadFrontPercentage = 1;
- };
-
- //------------------------------------------------------------------
- // Medium female data:
- //------------------------------------------------------------------
-
- PlayerData mfemale
- {
- className = "Armor";
- shapeFile = "mfemale";
- flameShapeName = "mflame";
- shieldShapeName = "shield";
- damageSkinData = "armorDamageSkins";
- debrisId = playerDebris;
- shadowDetailMask = 1;
-
- visibleToSensor = True;
- mapFilter = 1;
- mapIcon = "M_player";
-
- maxJetSideForceFactor = 0.8;
- maxJetForwardVelocity = 17;
- minJetEnergy = 1;
- jetForce = 320;
- jetEnergyDrain = 1.0;
-
- canCrouch = false;
- maxDamage = 1.0;
- maxForwardSpeed = 8.0;
- maxBackwardSpeed = 7.0;
- maxSideSpeed = 7.0;
- groundForce = 35 * 13.0;
- mass = 13.0;
- groundTraction = 3.0;
- maxEnergy = 80;
- mass = 13.0;
- drag = 1.0;
- density = 1.5;
-
- minDamageSpeed = 25;
- damageScale = 0.005;
-
- jumpImpulse = 110;
- jumpSurfaceMinDot = 0.2;
-
- // animation data:
- // animation name, one shot, exclude, direction,
- // firstPerson, chaseCam, thirdPerson, signalThread
-
- // movement animations:
- animData[0] = { "root", none, 1, true, true, true, false, 0 };
- animData[1] = { "run", none, 1, true, false, true, false, 3 };
- animData[2] = { "runback", none, 1, true, false, true, false, 3 };
- animData[3] = { "side left", none, 1, true, false, true, false, 3 };
- animData[4] = { "side left", none, -1, true, false, true, false, 3 };
- animData[5] = { "jump stand", none, 1, true, false, true, false, 3 };
- animData[6] = { "jump run", none, 1, true, false, true, false, 3 };
- animData[7] = { "crouch root", none, 1, true, false, true, false, 3 };
- animData[8] = { "crouch root", none, 1, true, false, true, false, 3 };
- animData[9] = { "crouch root", none, -1, true, false, true, false, 3 };
- animData[10] = { "crouch forward", none, 1, true, false, true, false, 3 };
- animData[11] = { "crouch forward", none, -1, true, false, true, false, 3 };
- animData[12] = { "crouch side left", none, 1, true, false, true, false, 3 };
- animData[13] = { "crouch side left", none, -1, true, false, true, false, 3 };
- animData[14] = { "fall", none, 1, true, true, true, false, 3 };
- animData[15] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
- animData[16] = { "landing", SoundLandOnGround, 1, true, false, false, false, 3 };
- animData[17] = { "tumble loop", none, 1, true, false, false, false, 3 };
- animData[18] = { "tumble end", none, 1, true, false, false, false, 3 };
- animData[19] = { "jet", none, 1, true, true, true, false, 3 };
-
- // misc. animations:
- animData[20] = { "PDA access", none, 1, true, false, false, false, 3 };
- animData[21] = { "throw", none, 1, true, false, false, false, 3 };
- animData[22] = { "flyer root", none, 1, false, false, false, false, 3 };
- animData[23] = { "apc root", none, 1, true, true, true, false, 3 };
- animData[24] = { "apc root", none, 1, false, false, false, false, 3 };
-
- // death animations:
- animData[25] = { "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[26] = { "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[27] = { "die head", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[28] = { "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[29] = { "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[30] = { "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[31] = { "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[32] = { "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[33] = { "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[34] = { "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[35] = { "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[36] = { "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 };
- animData[37] = { "die back", SoundPlayerDeath, 1, false, false, false, false, 4 };
-
- // signal moves:
- animData[38] = { "sign over here", none, 1, true, false, false, false, 2 };
- animData[39] = { "sign point", none, 1, true, false, false, true, 1 };
- animData[40] = { "sign retreat",none, 1, true, false, false, false, 2 };
- animData[41] = { "sign stop", none, 1, true, false, false, true, 1 };
- animData[42] = { "sign salut", none, 1, true, false, false, true, 1 };
-
- // celebraton animations:
- animData[43] = { "celebration 1", none, 1, true, false, false, false, 2 };
- animData[44] = { "celebration 2", none, 1, true, false, false, false, 2 };
- animData[45] = { "celebration 3", none, 1, true, false, false, false, 2 };
-
- // taunt anmations:
- animData[46] = { "taunt 1", none, 1, true, false, false, false, 2 };
- animData[47] = { "taunt 2", none, 1, true, false, false, false, 2 };
-
- // poses:
- animData[48] = { "pose kneel", none, 1, true, false, false, true, 1 };
- animData[49] = { "pose stand", none, 1, true, false, false, true, 1 };
-
- // Bonus wave
- animData[50] = { "wave", none, 1, true, false, false, true, 1 };
-
- jetSound = SoundJetLight;
-
- rFootSounds =
- {
- SoundMFootRSoft,
- SoundMFootRHard,
- SoundMFootRSoft,
- SoundMFootRHard,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRHard,
- SoundMFootRSnow,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRSoft,
- SoundMFootRSoft
- };
- lFootSounds =
- {
- SoundMFootLSoft,
- SoundMFootLHard,
- SoundMFootLSoft,
- SoundMFootLHard,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLHard,
- SoundMFootLSnow,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLSoft,
- SoundMFootLSoft
- };
-
- footPrints = { 2, 3 };
-
- boxWidth = 0.7;
- boxDepth = 0.7;
- boxNormalHeight = 2.4;
-
- boxNormalHeadPercentage = 0.84;
- boxNormalTorsoPercentage = 0.55;
-
- boxHeadLeftPercentage = 0;
- boxHeadRightPercentage = 1;
- boxHeadBackPercentage = 0;
- boxHeadFrontPercentage = 1;
- };
-
- //------------------------------------------------------------------
- //
- //------------------------------------------------------------------
-
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-
-
-
-
-
-