export fred { camera maps/fred/marscity/window.mb -dest models/md5/cinematics/marscity/window_camera camera maps/fred/marscity/hangar.mb -range 30 100 -dest models/md5/cinematics/marscity/hangar_cam_a camera maps/fred/marscity/hangar.mb -range 101 200 -dest models/md5/cinematics/marscity/hangar_cam_b camera maps/fred/marscity/hangar.mb -range 201 267 -dest models/md5/cinematics/marscity/hangar_cam_c camera maps/fred/marscity/hangar.mb -range 268 389 -dest models/md5/cinematics/marscity/hangar_cam_d camera maps/fred/marscity/hangar_characters.mb -range 360 678 -dest models/md5/cinematics/marscity/hangar_cam_e camera maps/fred/marscity/hangar_characters.mb -range 679 766 -dest models/md5/cinematics/marscity/hangar_cam_f camera maps/fred/marscity/hangar_characters.mb -range 767 863 -dest models/md5/cinematics/marscity/hangar_cam_g camera maps/fred/marscity/hangar_characters.mb -range 864 937 -dest models/md5/cinematics/marscity/hangar_cam_h camera maps/fred/marscity/hangar_characters.mb -range 938 980 -dest models/md5/cinematics/marscity/hangar_cam_i camera maps/fred/marscity/hangar_characters.mb -range 981 1050 -dest models/md5/cinematics/marscity/hangar_cam_j camera maps/fred/marscity/hangar_characters.mb -range 1051 1125 -dest models/md5/cinematics/marscity/hangar_cam_k camera maps/fred/marscity/hangar_characters.mb -range 1126 1236 -dest models/md5/cinematics/marscity/hangar_cam_l // camera maps/fred/marscity/betrugercin1.mb -dest models/md5/cinematics/marscity/betrugercin1_cam camera maps/fred/marscity/betrugercin1.mb -range 1 54 -dest models/md5/cinematics/marscity/betrugercin1_cam_a camera maps/fred/marscity/betrugercin1.mb -range 55 92 -dest models/md5/cinematics/marscity/betrugercin1_cam_b camera maps/fred/marscity/betrugercin1.mb -range 93 137 -dest models/md5/cinematics/marscity/betrugercin1_cam_c camera maps/fred/marscity/betrugercin1.mb -range 138 1737 -dest models/md5/cinematics/marscity/betrugercin1_cam_d camera maps/fred/marscity/reception.mb -range 24 100 -dest models/md5/cinematics/marscity/receptioncin1_camera_a camera maps/fred/marscity/reception.mb -range 101 145 -dest models/md5/cinematics/marscity/receptioncin1_camera_b camera maps/fred/marscity/reception.mb -range 146 339 -dest models/md5/cinematics/marscity/receptioncin1_camera_c camera maps/fred/marscity/reception.mb -range 340 475 -dest models/md5/cinematics/marscity/receptioncin1_camera_d camera maps/fred/marscity/reception.mb -range 476 803 -dest models/md5/cinematics/marscity/receptioncin1_camera_e camera maps/fred/marscity/reception.mb -range 804 820 -dest models/md5/cinematics/marscity/receptioncin1_camera_f camera maps/fred/marscity/sargecin_eric.mb -dest models/md5/cinematics/marscity/sargecin_cam camera maps/fred/marscity/sargecin_eric.mb -range 120 176 -dest models/md5/cinematics/marscity/sargecin_cam1 camera maps/fred/marscity/sargecin_eric.mb -range 177 380 -dest models/md5/cinematics/marscity/sargecin_cam2 camera maps/fred/marscity/sargecin_eric.mb -range 381 555 -dest models/md5/cinematics/marscity/sargecin_cam3 camera maps/fred/marscity/sargecin_eric.mb -range 556 700 -dest models/md5/cinematics/marscity/sargecin_cam4 camera maps/fred/marscity/sargecin_eric.mb -range 701 814 -dest models/md5/cinematics/marscity/sargecin_cam5 camera maps/fred/marscity/sargecin_eric.mb -range 815 920 -dest models/md5/cinematics/marscity/sargecin_cam6 camera maps/fred/marscity/sargecin_eric.mb -range 921 960 -dest models/md5/cinematics/marscity/sargecin_cam7 camera maps/kevinc/marscity/IPN_News_Body.mb -range 0 4500 -dest models/md5/cinematics/marscity/ipn_news_cam camera maps/eric/marscity/sci_team_request.mb -dest models/md5/cinematics/marscity/sci_team_request_cam options -prefix CHAIR_ mesh maps/fred/marscity/office1.mb -dest models/md5/environments/marscitychair1 anim maps/fred/marscity/office1.mb -dest models/md5/environments/marscitychair1 options -prefix HANGAR_ mesh maps/fred/marscity/hangar.mb -range 30 1271 -dest models/md5/cinematics/marscity/marscityhangar anim maps/fred/marscity/hangar.mb -range 30 1271 -dest models/md5/cinematics/marscity/marscityhangar } entityDef marscity_cinematic_cam { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "spawnclass" "idCameraAnim" "anim betrugercin1" "models/md5/cinematics/marscity/betrugercin1_cam.camera" "anim betrugercin1_a" "models/md5/cinematics/marscity/betrugercin1_cam_a.camera" "anim betrugercin1_b" "models/md5/cinematics/marscity/betrugercin1_cam_b.camera" "anim betrugercin1_c" "models/md5/cinematics/marscity/betrugercin1_cam_c.camera" "anim betrugercin1_d" "models/md5/cinematics/marscity/betrugercin1_cam_d.camera" "anim reception_a" "models/md5/cinematics/marscity/receptioncin1_camera_a.camera" "anim reception_b" "models/md5/cinematics/marscity/receptioncin1_camera_b.camera" "anim reception_c" "models/md5/cinematics/marscity/receptioncin1_camera_c.camera" "anim reception_d" "models/md5/cinematics/marscity/receptioncin1_camera_d.camera" "anim reception_e" "models/md5/cinematics/marscity/receptioncin1_camera_e.camera" "anim reception_f" "models/md5/cinematics/marscity/receptioncin1_camera_f.camera" "anim hangar_a" "models/md5/cinematics/marscity/hangar_cam_a.camera" "anim hangar_b" "models/md5/cinematics/marscity/hangar_cam_b.camera" "anim hangar_c" "models/md5/cinematics/marscity/hangar_cam_c.camera" "anim hangar_d" "models/md5/cinematics/marscity/hangar_cam_d.camera" "anim hangar_e" "models/md5/cinematics/marscity/hangar_cam_e.camera" "anim hangar_f" "models/md5/cinematics/marscity/hangar_cam_f.camera" "anim hangar_g" "models/md5/cinematics/marscity/hangar_cam_g.camera" "anim hangar_h" "models/md5/cinematics/marscity/hangar_cam_h.camera" "anim hangar_i" "models/md5/cinematics/marscity/hangar_cam_i.camera" "anim hangar_j" "models/md5/cinematics/marscity/hangar_cam_j.camera" "anim hangar_k" "models/md5/cinematics/marscity/hangar_cam_k.camera" "anim hangar_l" "models/md5/cinematics/marscity/hangar_cam_l.camera" "anim window" "models/md5/cinematics/marscity/window_camera.camera" "anim sargecin" "models/md5/cinematics/marscity/sargecin_cam.camera" "anim sargecin1" "models/md5/cinematics/marscity/sargecin_cam1.camera" "anim sargecin2" "models/md5/cinematics/marscity/sargecin_cam2.camera" "anim sargecin3" "models/md5/cinematics/marscity/sargecin_cam3.camera" "anim sargecin4" "models/md5/cinematics/marscity/sargecin_cam4.camera" "anim sargecin5" "models/md5/cinematics/marscity/sargecin_cam5.camera" "anim sargecin6" "models/md5/cinematics/marscity/sargecin_cam6.camera" "anim sargecin7" "models/md5/cinematics/marscity/sargecin_cam7.camera" "anim ipn_news" "models/md5/cinematics/marscity/ipn_news_cam.camera" } entityDef marscity_sci_team_request_cam { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "spawnclass" "idCameraAnim" "anim sci_team_request" "models/md5/cinematics/marscity/sci_team_request_cam" } model marscity_ship { mesh models/md5/cinematics/marscity/spaceship.md5mesh skin skins/dropship.skin anim window models/md5/cinematics/marscity/windowship.md5anim { frame 1 sound_global marscity_music_intro_cutscene frame 6 sound_global marscity_gui_intro_cutscene frame 671 sound_global marscity_rocketintro_cutscene2 frame 675 sound_global marscity_rocketintro_vo frame 675 sound_global marscity_rocketintro_cutscene frame 900 trigger tim_func_static_2337 } anim bind models/md5/cinematics/marscity/spaceship_bindme.md5anim } entityDef marscity_ship { "inherit" "cin_base" "model" "marscity_ship" "anim" "window" "cinematic" "1" } model marscity_ship2 { mesh models/md5/cinematics/marscity/hangarship.md5mesh skin skins/dropship.skin anim hangar_a models/md5/cinematics/marscity/hangarship_a.md5anim { frame 54 trigger func_emitter_37 frame 54 trigger func_emitter_38 frame 54 trigger func_emitter_39 frame 54 trigger func_emitter_99 frame 54 trigger func_emitter_101 frame 54 trigger func_emitter_102 } anim hangar_b models/md5/cinematics/marscity/hangarship_b.md5anim { frame 1 skin skins/dropshipns.skin } anim hangar_c models/md5/cinematics/marscity/hangarship_c.md5anim { frame 1 skin skins/dropshipns.skin } anim hangar_d models/md5/cinematics/marscity/hangarship_d.md5anim { frame 1 call map_marscity1::move_hangar_fog } anim bind models/md5/cinematics/marscity/smallbind.md5anim } entityDef marscity_ship2 { "inherit" "cin_base" "model" "marscity_ship2" "anim" "hangar_a" "num_anims" "4" "anim1" "hangar_a" "anim2" "hangar_b" "anim3" "hangar_c" "anim4" "hangar_d" "cinematic" "1" } model marscity_ship3 { mesh models/md5/cinematics/marscity/spaceship.md5mesh skin skins/dropship.skin anim hangarend models/md5/cinematics/marscity/hangarshipbigend.md5anim { frame 140 trigger shipinnerlight frame 140 trigger trigger_remove_gui_block frame 154 trigger func_emitter_doorleft frame 154 trigger func_emitter_doorright frame 120 trigger func_emitter_dropshifloor frame 775 trigger shipbot1 frame 775 trigger shipbot2 frame 775 trigger shipbot3 frame 775 trigger shipbot4 frame 775 trigger shipbot5 frame 775 trigger shipbot6 frame 782 trigger shipinnerlight frame 782 sound_global ship_liftoff } anim hangarloop models/md5/cinematics/marscity/hangarshipbigendloop.md5anim anim bind models/md5/cinematics/marscity/spaceship_bindme.md5anim } entityDef marscity_ship3 { "inherit" "cin_base" "model" "marscity_ship3" "anim" "hangarend" "loop_last_anim" "1" "auto_advance" "1" "num_anims" "2" "anim1" "hangarend" "anim2" "hangarloop" "cinematic" "1" } model marscity_security_goggles_pda_head { mesh models/md5/characters/npcs/heads/goggles.md5mesh channel eyelids ( Ruplid Rlolid Luplid Llolid ) anim blink models/md5/characters/npcs/heads/gogglesblink.md5anim anim idle models/md5/characters/npcs/heads/gogglesidle.md5anim anim stand models/md5/characters/npcs/heads/gogglesidle.md5anim anim talk_trigger models/md5/heads/security_goggles/marscity/sec_hangar_trigger.md5anim { frame 1 sound_voice snd_talk_trigger } anim talk_primary models/md5/heads/security_goggles/marscity/sec_hangar_primary.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/heads/security_goggles/marscity/sec_hangar_secondary_1.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/heads/security_goggles/marscity/sec_hangar_secondary_2.md5anim { frame 1 sound_voice snd_talk_secondary2 } } model marscity_security_goggles_pda { inherit npc_security anim stand models/md5/chars/PDA_idle_look.md5anim anim talk_trigger models/md5/chars/PDA_talk_security_guard.md5anim anim talk_primary models/md5/chars/PDA_talk.md5anim anim talk_secondary1 models/md5/chars/PDA_talk.md5anim anim talk_secondary2 models/md5/chars/PDA_talk.md5anim } entityDef marscity_security_goggles_pda { "inherit" "npc_base" "def_head" "marscity_security_goggles_pda_head" "model" "marscity_security_goggles_pda" "head_joint" "Shoulders" "talk_no_turn" "1" "talktime" "0" "talkradius" "384" "copy_joint_world eyecontrol" "" "ik_numLegs" "0" "ik_footSize" "0" "head_focus_rate" "0.1" "look_joint Waist" ".1 .1 0" "look_joint Chest" ".1 .1 0" "look_joint Shoulders" ".2 .2 0" "look_joint headcontrol" ".4 .4 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "def_attach" "pda_marscity_security_goggles_pda" "def_dropDeathItem" "pda_marscity_security_goggles_pda" "dropDeathItemJoint" "pda" "dropDeathItemRotation" "0 0 0" "snd_talk_trigger" "marscity_sec_hangar_trigger" "snd_talk_primary" "marscity_sec_hangar_primary" "snd_talk_secondary" "marscity_sec_hangar_secondary1" "snd_talk_secondary2" "marscity_sec_hangar_secondary2" } model marscity_civilian1_head { mesh models/md5/characters/npcs/heads/h1.md5mesh channel eyelids ( Ruplid Rlolid Luplid Llolid ) anim blink models/md5/characters/npcs/heads/h1blink.md5anim anim idle models/md5/characters/npcs/heads/h1idle.md5anim anim stand models/md5/characters/npcs/heads/h1idle.md5anim anim talk_trigger models/md5/heads/old/marscity/civ1_1.md5anim { frame 1 sound_voice snd_talk_trigger } anim talk_primary models/md5/heads/old/marscity/civ1_2.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/heads/old/marscity/civ1_3.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/heads/old/marscity/civ1_4.md5anim { frame 1 sound_voice snd_talk_secondary2 } } model marscity_civilian1 { mesh models/md5/chars/labcoat.md5mesh channel torso ( *Waist ) channel legs ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair) anim af_pose models/md5/chars/af_pose.md5anim anim ik_pose models/md5/chars/af_pose.md5anim anim stand models/md5/chars/mc_civ1_idle.md5anim { frame 1 event disableEyeFocus } anim idle models/md5/chars/mc_civ1_secondary2.md5anim { frame 1 event disableEyeFocus } anim talk_trigger models/md5/chars/mc_civ1_trigger.md5anim { frame 1 event enableEyeFocus } anim talk_primary models/md5/chars/mc_civ1_primary.md5anim { frame 1 event enableEyeFocus } anim talk_secondary1 models/md5/chars/mc_civ1_secondary1.md5anim { frame 1 event enableEyeFocus } anim talk_secondary2 models/md5/chars/mc_civ1_secondary2.md5anim { frame 1 event disableEyeFocus } } entityDef marscity_civilian1 { "inherit" "npc_base" "model" "marscity_civilian1" "scriptobject" "ai" "nativeobject" "rvmCharacter" "copy_joint_world eyecontrol" "" "size" "32 32 38" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "ik_numLegs" "0" "ik_footSize" "0" "look_joint Waist" "0 0 0" "look_joint Chest" "0 0 0" "look_joint Shoulders" "0 0 0" "look_joint headcontrol" ".7 .7 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "talk_no_turn" "1" "no_cower" "1" "ignore_push" "1" "talktime" "0" "talkradius" "384" "head_focus_rate" "0.1" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "def_head" "marscity_civilian1_head" "head_joint" "Shoulders" "snd_talk_trigger" "marscity_civilian1_trigger" "snd_talk_primary" "marscity_civilian1_primary" "snd_talk_secondary" "marscity_civilian1_secondary1" "snd_talk_secondary2" "marscity_civilian1_secondary2" } model char_labcoat_black { inherit npc_labcoat anim pda_idle_look models/md5/chars/PDA_idle_look.md5anim anim pda_idle models/md5/chars/PDA_idle.md5anim anim pda_talk models/md5/chars/PDA_talk.md5anim anim gui_operate models/md5/chars/gui_operate_daniel.md5anim anim operate_computer6 models/md5/chars/operate_computer_loop3.md5anim } entityDef char_labcoat_black { "inherit" "npc_base" "copy_joint_world eyecontrol" "" "head_focus_rate" "0.1" "look_joint Waist" ".1 .1 0" "look_joint Chest" ".1 .1 0" "look_joint Shoulders" ".2 .2 0" "look_joint headcontrol" ".4 .4 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "model" "char_labcoat_black" "skin" "skins/characters/npcs/soldier_black" "eye_verticle_offset" "0" "def_head" "head_black" "head_joint" "Shoulders" } model marscity_sec_checkin { inherit npc_security anim idle models/md5/cinematics/marscity/sec_checkin_idle.md5anim { frame 1 event disableEyeFocus } anim idlenorot models/md5/cinematics/marscity/sec_checkin_idle_norot.md5anim { frame 1 event disableEyeFocus } anim stand models/md5/cinematics/marscity/sec_checkin_idle.md5anim { frame 1 event disableEyeFocus } anim welcome models/md5/cinematics/marscity/sec_checkin_welcome.md5anim { frame 1 event disableEyeFocus frame 7 event enableEyeFocus frame 40 event disableEyeFocus } anim need models/md5/cinematics/marscity/sec_checkin_need.md5anim { frame 1 event disableEyeFocus frame 3 event enableEyeFocus frame 17 event disableEyeFocus frame 35 event enableEyeFocus frame 48 event disableEyeFocus frame 110 event enableEyeFocus frame 125 event disableEyeFocus } anim cleared models/md5/cinematics/marscity/sec_checkin_cleared.md5anim { frame 1 event disableEyeFocus frame 55 event enableEyeFocus frame 76 event disableEyeFocus } anim hold models/md5/cinematics/marscity/sec_checkin_holdstill.md5anim { frame 1 event disableEyeFocus frame 12 event enableEyeFocus frame 53 event disableEyeFocus } anim waisting models/md5/cinematics/marscity/sec_checkin_waisting.md5anim { frame 1 event disableEyeFocus frame 10 event enableEyeFocus frame 38 event disableEyeFocus } anim letmeget models/md5/cinematics/marscity/sec_checkin_letmeget.md5anim { frame 1 event disableEyeFocus } } entityDef marscity_sec_checkin { "inherit" "npc_base" "model" "marscity_sec_checkin" "anim" "idle" "size" "" "ik_numlegs" "0" "look_joint Waist" "0 0 0" "look_joint Chest" "0 0 0" "look_joint Shoulders" "0 0 0" "look_joint headcontrol" ".6 .6 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "def_head" "marscity_sec_checkin_head" "head_joint" "Shoulders" "sound_bone" "headcontrol" "copy_joint_world eyecontrol" "" "def_attach" "prop_soft_desk_chair2" "snd_welcome" "marscity_sec_checkin_welcome" "snd_need" "marscity_sec_checkin_need" "snd_hold" "marscity_sec_checkin_hold" "snd_waisting" "marscity_sec_checkin_waisting" "snd_letmeget" "marscity_sec_checkin_letmeget" "snd_cleared" "marscity_sec_checkin_cleared" } model marscity_sec_checkin_head { skin skins/characters/npcs/prettyoldhead.skin mesh models/md5/characters/npcs/heads/h2.md5mesh channel eyelids ( Ruplid Rlolid Luplid Llolid ) anim idle models/md5/characters/npcs/heads/h2idle.md5anim { } anim stand models/md5/characters/npcs/heads/h2idle.md5anim anim blink models/md5/characters/npcs/heads/h2blink.md5anim anim cleared models/md5/characters/npcs/heads/marscity/checkin_cleared.md5anim { frame 1 sound_voice snd_cleared } anim need models/md5/characters/npcs/heads/marscity/checkin_gonnaneed.md5anim { frame 1 sound_voice snd_need } anim hold models/md5/characters/npcs/heads/marscity/checkin_holdstill.md5anim { frame 1 sound_voice snd_hold } anim letmeget models/md5/characters/npcs/heads/marscity/checkin_letmeget.md5anim { frame 1 sound_voice snd_letmeget } anim waisting models/md5/characters/npcs/heads/marscity/checkin_waisting.md5anim { frame 1 sound_voice snd_waisting } anim welcome models/md5/characters/npcs/heads/marscity/checkin_welcome.md5anim { frame 1 sound_voice snd_welcome } } model char_security_goggles_pistol { inherit npc_security } entityDef char_security_goggles_pistol { "inherit" "npc_base" "model" "char_security_goggles_pistol" "def_head" "head_security_goggles" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "def_attach" "prop_pistol" "def_dropDeathItem" "moveable_item_pistol" "dropDeathItemJoint" "pistol" } model marscity_suit_young_chair { inherit npc_suit anim stand models/md5/chars/operate_computer_sitting_higher.md5anim anim idle models/md5/chars/operate_computer_sitting_higher.md5anim anim cower models/md5/chars/operate_computer_sitting_higher.md5anim anim turn_left models/md5/chars/operate_computer_sitting_higher.md5anim anim turn_right models/md5/chars/operate_computer_sitting_higher.md5anim } entityDef marscity_suit_young_chair { "inherit" "npc_base" "model" "marscity_suit_young_chair" "def_head" "head_young" "head_joint" "Shoulders" "ignore_push" "1" "anim" "idle" "ik_numLegs" "0" "copy_joint_world eyecontrol" "" "def_attach" "prop_soft_desk_chair2" "def_dropDeathItem" "moveable_chair2" "dropDeathItemJoint" "chair" "dropDeathItemRotation" "-90 0 0" "talk_no_turn" "1" "talktime" "0" "talk_time" "0" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "look_joint Waist" "0.2 0 0" "look_joint Chest" "0.2 0 0" "look_joint Shoulders" "0.2 0 0" "look_joint headcontrol" "0.4 0.5 0" "look_joint neckcontrol" "0.4 0.5 0" "look_joint Ruparm" "-0.5 0 0" "look_joint Luparm" "-0.5 0 0" "look_min" "-90 -80 0" "look_max" "25 80 0" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "eye_verticle_offset" "20" "eye_horizontal_offset" "-8" "eye_focus_rate" "0.5" "head_focus_rate" "0.08" } model marscity_labcoat_black { inherit npc_labcoat anim pda_idle_look models/md5/chars/PDA_idle_look.md5anim anim pda_idle models/md5/chars/PDA_idle.md5anim anim pda_talk models/md5/chars/PDA_talk.md5anim anim gui_operate models/md5/chars/gui_operate_daniel.md5anim anim talk_primary models/md5/chars/PDA_talk.md5anim anim talk_secondary1 models/md5/chars/PDA_talk.md5anim anim talk_secondary2 models/md5/chars/PDA_talk.md5anim } entityDef marscity_labcoat_black { "inherit" "npc_base" "model" "marscity_labcoat_black" "skin" "skins/characters/npcs/soldier_black" "eye_verticle_offset" "0" "def_head" "head_black" "head_joint" "Shoulders" "talk_no_turn" "1" "talktime" ".5" "head_focus_rate" "0.1" "copy_joint_world eyecontrol" "" "def_attach" "pda_marscity_labcoat_black" "def_dropDeathItem" "pda_marscity_labcoat_black" "dropDeathItemJoint" "pda" "dropDeathItemRotation" "0 0 0" "ik_numLegs" "0" "ik_footSize" "0" } model marscity_char_maint_asian_pda_head { //inherit head_asian_young skin skins/characters/npcs/head_asian_young.skin mesh models/md5/characters/npcs/heads/h5.md5mesh channel eyelids ( Ruplid Rlolid Luplid Llolid ) anim idle models/md5/characters/npcs/heads/h5idle.md5anim anim stand models/md5/characters/npcs/heads/h5idle.md5anim //anim blink models/md5/characters/npcs/heads/h5blink.md5anim anim dead models/md5/characters/npcs/heads/h5death.md5anim anim talk_primary models/md5/heads/asian_young/marscity/maint_tech_hallway1.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/heads/asian_young/marscity/maint_tech_hallway2.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/heads/asian_young/marscity/maint_tech_hallway3.md5anim { frame 1 sound_voice snd_talk_secondary2 } anim talk_excuseme models/md5/heads/asian_young/marscity/maint_tech_hallway4.md5anim { frame 1 sound_voice snd_talk_excuse } } model marscity_char_maint_asian_pda { inherit npc_jumpsuit anim stand models/md5/chars/PDA_idle.md5anim { frame 1 event disableEyeFocus } anim pda_idle_look models/md5/chars/PDA_idle.md5anim { frame 1 event disableEyeFocus } anim talk_excuseme models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } anim talk_primary models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary1 models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary2 models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } } entityDef marscity_char_maint_asian_pda { "inherit" "npc_base" "def_head" "marscity_char_maint_asian_pda_head" "head_joint" "Shoulders" "model" "marscity_char_maint_asian_pda" "ik_numLegs" "0" "look_joint Waist" ".1 .1 0" "look_joint Chest" ".1 .1 0" "look_joint Shoulders" ".2 .2 0" "look_joint headcontrol" ".4 .4 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "talk_no_turn" "1" "talktime" "1" "talkradius" "384" "head_focus_rate" "0.1" "copy_joint_world eyecontrol" "" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "def_attach" "pda_marscity_char_maint_asian_pda" "def_dropDeathItem" "pda_marscity_char_maint_asian_pda" "dropDeathItemJoint" "pda" "dropDeathItemRotation" "0 0 0" "snd_talk_excuse" "marscity_maint_tech_hallway_excuse" "snd_talk_primary" "marscity_maint_tech_hallway_primary" "snd_talk_secondary" "marscity_maint_tech_hallway_secondary1" "snd_talk_secondary2" "marscity_maint_tech_hallway_secondary2" "snd_talk_idle" "marscity_maint_tech_hallway_idle1" "snd_talk_idle2" "marscity_maint_tech_hallway_idle2" } model marscity_security_machinegun { inherit npc_security anim walk models/md5/chars/walk_machinegun.md5anim { frame 3 sound_body snd_footstep frame 17 sound_body snd_footstep frame 32 sound_body snd_footstep frame 46 sound_body snd_footstep } anim stand models/md5/chars/p90_stand.md5anim anim idle models/md5/chars/p90_stand.md5anim anim talk_trigger models/md5/chars/p90_talk.md5anim { frame 1 sound_voice snd_talk_trigger } anim talk_primary models/md5/chars/p90_talk.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/chars/p90_talk.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/chars/p90_talk.md5anim { frame 1 sound_voice snd_talk_secondary2 } } entityDef marscity_security_machinegun { "inherit" "npc_base" "model" "marscity_security_machinegun" "def_head" "head_security_helmet" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "talktime" ".6" "talkradius" "420" "def_attach" "prop_machinegun" "ik_numLegs" "0" "snd_talk_trigger" "marscity_security_guard_admin_trigger" "snd_talk_primary" "marscity_security_guard_admin_primary" "snd_talk_secondary" "marscity_security_guard_admin_secondary1" "snd_talk_secondary2" "marscity_security_guard_admin_secondary2" } model marscity_civilian_bathroom_head { inherit head_black anim talk_primary models/md5/heads/black/marscity/marine_bathroom_1.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/heads/black/marscity/marine_bathroom_2.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/heads/black/marscity/marine_bathroom_3.md5anim { frame 1 sound_voice snd_talk_secondary2 } anim talk_excuseme models/md5/heads/black/marscity/marine_bathroom_4.md5anim { frame 1 sound_voice snd_talk_excuseme } } model marscity_civilian_bathroom { inherit npc_tshirt anim operate_computer5 models/md5/chars/stand.md5anim anim stand models/md5/chars/stand.md5anim anim talk_primary models/md5/chars/stand_talk.md5anim anim talk_secondary1 models/md5/chars/stand_talk.md5anim anim talk_secondary2 models/md5/chars/stand_talk.md5anim } entityDef marscity_civilian_bathroom { "inherit" "npc_base" "model" "marscity_civilian_bathroom" "def_head" "marscity_civilian_bathroom_head" "skin" "skins/characters/npcs/soldier_black" "head_joint" "Shoulders" "talk_no_turn" "1" "talktime" ".5" "talkradius" "384" "copy_joint_world eyecontrol" "" "head_focus_rate" "0.1" "look_joint Waist" ".1 .1 0" "look_joint Chest" ".1 .1 0" "look_joint Shoulders" ".2 .2 0" "look_joint headcontrol" ".4 .4 0" "look_joint Ruparm" "-0.4 0 0" "look_joint Luparm" "-0.4 0 0" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "snd_talk_primary" "marscity_marine_bathroom_primary" "snd_talk_secondary" "marscity_marine_bathroom_secondary1" "snd_talk_secondary2" "marscity_marine_bathroom_secondary2" "snd_talk_excuseme" "marscity_marine_bathroom_excuseme" } model marscity_sec_window { inherit npc_tshirt anim window models/md5/cinematics/marscity/sec_window.md5anim { frame 685 sound_voice marscity_cin_marine1_1 frame 895 sound_voice marscity_cin_marine1_2 } } entityDef marscity_sec_window { "inherit" "npc_base" "model" "marscity_sec_window" "anim" "window" "size" "12 12 74" "ik_numlegs" "0" "def_attach" "prop_soft_desk_chair2" "copy_joint_world eyecontrol" "" "def_head" "marscity_sec_window2_head" "head_joint" "Shoulders" "sound_bone" "headcontrol" "cinematic" "1" } model marscity_sec_window2_head { inherit head_young anim talk_primary models/md5/heads/young/marscity/marine6_hq_1.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/heads/young/marscity/marine6_hq_2.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/heads/young/marscity/marine6_hq_3.md5anim { frame 1 sound_voice snd_talk_secondary2 } anim window models/md5/characters/npcs/heads/h2mc1window.md5anim } model marscity_sec_window2 { inherit npc_tshirt anim af_pose models/md5/chars/af_pose.md5anim anim ik_pose models/md5/chars/af_pose.md5anim anim stand models/md5/chars/operate_computer_sitting.md5anim { frame 2 sound_body typing frame 11 sound_body2 typing frame 18 sound_body typing frame 28 sound_body2 typing frame 31 sound_body typing frame 34 sound_body2 typing frame 37 sound_body typing frame 41 sound_body2 typing frame 44 sound_body typing frame 75 sound_body2 typing frame 79 sound_body typing frame 82 sound_body2 typing frame 88 sound_body typing frame 93 sound_body2 typing frame 95 sound_body typing frame 98 sound_body2 typing frame 103 sound_body typing frame 105 sound_body2 typing frame 133 sound_body typing frame 136 sound_body2 typing frame 143 sound_body typing frame 146 sound_body2 typing frame 149 sound_body typing frame 153 sound_body2 typing frame 156 sound_body typing frame 159 sound_body2 typing frame 169 sound_body typing frame 173 sound_body2 typing frame 175 sound_body typing } anim idle models/md5/chars/operate_computer_sitting.md5anim { frame 2 sound_body typing frame 11 sound_body2 typing frame 18 sound_body typing frame 28 sound_body2 typing frame 31 sound_body typing frame 34 sound_body2 typing frame 37 sound_body typing frame 41 sound_body2 typing frame 44 sound_body typing frame 75 sound_body2 typing frame 79 sound_body typing frame 82 sound_body2 typing frame 88 sound_body typing frame 93 sound_body2 typing frame 95 sound_body typing frame 98 sound_body2 typing frame 103 sound_body typing frame 105 sound_body2 typing frame 133 sound_body typing frame 136 sound_body2 typing frame 143 sound_body typing frame 146 sound_body2 typing frame 149 sound_body typing frame 153 sound_body2 typing frame 156 sound_body typing frame 159 sound_body2 typing frame 169 sound_body typing frame 173 sound_body2 typing frame 175 sound_body typing } anim cower models/md5/chars/operate_computer_sitting.md5anim { frame 2 sound_body typing frame 11 sound_body2 typing frame 18 sound_body typing frame 28 sound_body2 typing frame 31 sound_body typing frame 34 sound_body2 typing frame 37 sound_body typing frame 41 sound_body2 typing frame 44 sound_body typing frame 75 sound_body2 typing frame 79 sound_body typing frame 82 sound_body2 typing frame 88 sound_body typing frame 93 sound_body2 typing frame 95 sound_body typing frame 98 sound_body2 typing frame 103 sound_body typing frame 105 sound_body2 typing frame 133 sound_body typing frame 136 sound_body2 typing frame 143 sound_body typing frame 146 sound_body2 typing frame 149 sound_body typing frame 153 sound_body2 typing frame 156 sound_body typing frame 159 sound_body2 typing frame 169 sound_body typing frame 173 sound_body2 typing frame 175 sound_body typing } anim turn_left models/md5/chars/operate_computer_sitting.md5anim anim turn_right models/md5/chars/operate_computer_sitting.md5anim anim talk_primary models/md5/chars/operate_computer_talk.md5anim anim talk_secondary1 models/md5/chars/operate_computer_talk.md5anim anim talk_secondary2 models/md5/chars/operate_computer_talk.md5anim } entityDef marscity_sec_window2 { "inherit" "npc_base" "model" "marscity_sec_window2" "anim" "idle" "def_head" "marscity_sec_window2_head" "head_joint" "Shoulders" "ignore_push" "1" "ik_numlegs" "0" "def_attach" "prop_soft_desk_chair2" "copy_joint_world eyecontrol" "" "def_dropDeathItem" "moveable_chair2" "dropDeathItemJoint" "chair" "dropDeathItemRotation" "-90 0 0" "talk_no_turn" "1" "talktime" "0" "talk_time" "0" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "look_joint Waist" "0 0 0" "look_joint Chest" "0 0 0" "look_joint Shoulders" "0.2 0.2 0" "look_joint headcontrol" "-0.1 -0.1 0" "look_joint neckcontrol" "0.8 0.8 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "look_min" "-90 -80 0" "look_max" "25 80 0" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "snd_talk_primary" "marscity_marine6_hq_primary" "snd_talk_secondary" "marscity_marine6_hq_secondary1" "snd_talk_secondary2" "marscity_marine6_hq_secondary2" } model marscity_betruger_head { mesh models/md5/heads/betruger/betruger.md5mesh channel eyelids ( Ruplid Rlolid Luplid Llolid ) anim idle models/md5/heads/betruger/betrugeridle.md5anim anim stand models/md5/heads/betruger/betrugeridle.md5anim anim betrugercin1 models/md5/heads/betruger/marscity/betspeech.md5anim anim betrugercin_a models/md5/heads/betruger/marscity/betspeech_a.md5anim anim betrugercin_b models/md5/heads/betruger/marscity/betspeech_b.md5anim anim betrugercin_c models/md5/heads/betruger/marscity/betspeech_c.md5anim { frame 3 sound_voice marscity_speech_bertruger1 } anim betrugercin_d models/md5/heads/betruger/marscity/betspeech_d.md5anim { frame 192 sound_voice marscity_speech_bertruger2 frame 752 sound_voice marscity_speech_bertruger3 frame 1292 sound_voice marscity_speech_bertruger4 } } model marscity_cinematic_betruger { inherit npc_labcoat anim betrugercin_a models/md5/chars/betruger/marscity/meeting_a.md5anim { frame 1 event disableEyeFocus } anim betrugercin_b models/md5/chars/betruger/marscity/meeting_b.md5anim { frame 1 event disableEyeFocus } anim betrugercin_c models/md5/chars/betruger/marscity/meeting_c.md5anim { frame 1 event disableEyeFocus } anim betrugercin_d models/md5/chars/betruger/marscity/meeting_d.md5anim { frame 1 event disableEyeFocus } anim window models/md5/chars/betruger/marscity/window.md5anim { frame 760 sound_voice marscity_cin_bertruger1_1 } } entityDef marscity_cinematic_betruger { "inherit" "npc_base" "size" "" "model" "marscity_cinematic_betruger" "anim" "betrugercin_a" "sound_bone" "headcontrol" "ik_numlegs" "0" "def_head" "marscity_betruger_head" "head_joint" "Shoulders" "cinematic" "1" } entityDef marscity_meeting_betruger { "inherit" "npc_base" "size" "" "model" "marscity_cinematic_betruger" "anim" "betrugercin_a" "sound_bone" "headcontrol" "ik_numlegs" "0" "def_head" "marscity_betruger_head" "head_joint" "Shoulders" "num_cinematics" "4" "anim1" "betrugercin_a" "anim2" "betrugercin_b" "anim3" "betrugercin_c" "anim4" "betrugercin_d" "cinematic" "1" } model marscity_head_swann { skin skins/characters/npcs/swannglasses.skin mesh models/md5/heads/swann/swann.md5mesh channel eyelids ( Ruplid Rlolid Luplid Llolid ) anim stand models/md5/heads/swann/swannidle.md5anim anim idle models/md5/heads/swann/swannidle.md5anim anim betrugercin_a models/md5/heads/swann/marscity/swannhead_speech_a.md5anim anim betrugercin_b models/md5/heads/swann/marscity/swannhead_speech_b.md5anim anim betrugercin_c models/md5/heads/swann/marscity/swannhead_speech_c.md5anim anim betrugercin_d models/md5/heads/swann/marscity/swannhead_speech_d.md5anim anim hangar_a models/md5/heads/swann/marscity/mc_hangar_a.md5anim anim hangar_b models/md5/heads/swann/marscity/mc_hangar_b.md5anim anim hangar_c models/md5/heads/swann/marscity/mc_hangar_c.md5anim anim hangar_d models/md5/heads/swann/marscity/mc_hangar_d.md5anim anim hangar_e models/md5/heads/swann/marscity/mc_hangar_e.md5anim anim hangar_f models/md5/heads/swann/marscity/mc_hangar_f.md5anim } model marscity_cinematic_swann { inherit npc_suit anim betrugercin_a models/md5/chars/swann/marscity/meeting_a.md5anim { frame 1 event disableEyeFocus frame 1 sound_voice marscity_speech_swann1 } anim betrugercin_b models/md5/chars/swann/marscity/meeting_b.md5anim { frame 1 event disableEyeFocus } anim betrugercin_c models/md5/chars/swann/marscity/meeting_c.md5anim { frame 1 event disableEyeFocus } anim betrugercin_d models/md5/chars/swann/marscity/meeting_d.md5anim { frame 1 event disableEyeFocus frame 79 sound_voice marscity_speech_swann2 frame 537 sound_voice marscity_speech_swann3 frame 1042 sound_voice marscity_speech_swann4 frame 1552 sound_voice marscity_speech_swann5 } } entityDef marscity_cinematic_swann { "inherit" "npc_base" "size" "" "model" "marscity_cinematic_swann" "anim" "betrugercin_a" "sound_bone" "headcontrol" "ik_numlegs" "0" "def_head" "marscity_head_swann" "head_joint" "Shoulders" "num_cinematics" "4" "anim1" "betrugercin_a" "anim2" "betrugercin_b" "anim3" "betrugercin_c" "anim4" "betrugercin_d" "cinematic" "1" } model marscity_hangar_swann { inherit npc_suit anim hangar_a models/md5/chars/swann/marscity/hangar_a.md5anim { frame 1 event disableEyeFocus frame 250 sound_voice marscity_cin_swann1_1 } anim hangar_b models/md5/chars/swann/marscity/hangar_b.md5anim { frame 1 event disableEyeFocus frame 41 sound_voice marscity_cin_swann1_2 } anim hangar_c models/md5/chars/swann/marscity/hangar_c.md5anim { frame 1 event disableEyeFocus } anim hangar_d models/md5/chars/swann/marscity/hangar_d.md5anim { frame 1 event disableEyeFocus } anim hangar_e models/md5/chars/swann/marscity/hangar_e.md5anim { frame 1 event disableEyeFocus } anim hangar_f models/md5/chars/swann/marscity/hangar_f.md5anim { frame 1 event disableEyeFocus frame 1 sound_voice marscity_cin_swann1_3 } } entityDef marscity_hangar_swann { "inherit" "npc_base" "size" "0 0 0" "model" "marscity_hangar_swann" "anim" "hangar_a" "sound_bone" "headcontrol" "ik_numlegs" "0" "def_head" "marscity_head_swann" "head_joint" "Shoulders" "num_cinematics" "6" "anim1" "hangar_a" "anim2" "hangar_b" "anim3" "hangar_c" "anim4" "hangar_d" "anim5" "hangar_e" "anim6" "hangar_f" "cinematic" "1" } model marscity_walking_swann { inherit npc_suit } entityDef marscity_walking_swann { "inherit" "npc_base" "size" "" "model" "marscity_walking_swann" "eye_verticle_offset" "0" "def_head" "head_swann" "head_joint" "Shoulders" } model marscity_head_campbell { inherit head_campbell anim hangar_a models/md5/heads/campbell/marscity/mc_hangar_a.md5anim anim hangar_b models/md5/heads/campbell/marscity/mc_hangar_b.md5anim anim hangar_c models/md5/heads/campbell/marscity/mc_hangar_c.md5anim anim hangar_d models/md5/heads/campbell/marscity/mc_hangar_d.md5anim anim hangar_e models/md5/heads/campbell/marscity/mc_hangar_e.md5anim anim hangar_f models/md5/heads/campbell/marscity/mc_hangar_f.md5anim } model marscity_cinematic_campbell { inherit char_campbell_bfgcase anim betrugercin_a models/md5/chars/campbell/marscity/betrugercin1_campbell_a.md5anim anim betrugercin_b models/md5/chars/campbell/marscity/betrugercin1_campbell_b.md5anim anim betrugercin_c models/md5/chars/campbell/marscity/betrugercin1_campbell_c.md5anim anim betrugercin_d models/md5/chars/campbell/marscity/betrugercin1_campbell_d.md5anim } entityDef marscity_cinematic_campbell { "inherit" "char_campbell_bfgcase" "model" "marscity_cinematic_campbell" "sound_bone" "headcontrol" "ik_numlegs" "0" "def_head" "marscity_head_campbell" "head_joint" "Shoulders" "size" "" "num_cinematics" "4" "anim1" "betrugercin_a" "anim2" "betrugercin_b" "anim3" "betrugercin_c" "anim4" "betrugercin_d" "cinematic" "1" } model marscity_hangar_campbell { inherit char_campbell_bfgcase anim hangar_a models/md5/chars/campbell/marscity/hangar_campbell_a.md5anim { frame 1 event disableEyeFocus } anim hangar_b models/md5/chars/campbell/marscity/hangar_campbell_b.md5anim { frame 1 event disableEyeFocus frame 4 sound_voice marscity_cin_campbell1_1 } anim hangar_c models/md5/chars/campbell/marscity/hangar_campbell_c.md5anim { frame 1 event disableEyeFocus frame 93 sound_voice marscity_cin_campbell1_2 } anim hangar_d models/md5/chars/campbell/marscity/hangar_campbell_d.md5anim { frame 1 event disableEyeFocus } anim hangar_e models/md5/chars/campbell/marscity/hangar_campbell_e.md5anim { frame 1 event disableEyeFocus } anim hangar_f models/md5/chars/campbell/marscity/hangar_campbell_f.md5anim { frame 1 event disableEyeFocus frame 114 sound_voice marscity_cin_campbell1_3 } } entityDef marscity_hangar_campbell { "inherit" "char_campbell_bfgcase" "model" "marscity_hangar_campbell" "sound_bone" "headcontrol" "ik_numlegs" "0" "def_head" "marscity_head_campbell" "head_joint" "Shoulders" "size" "0 0 0" "num_cinematics" "6" "anim1" "hangar_a" "anim2" "hangar_b" "anim3" "hangar_c" "anim4" "hangar_d" "anim5" "hangar_e" "anim6" "hangar_f" "cinematic" "1" } model marscity_head_sarge { mesh models/md5/heads/sarge/sarge.md5mesh anim stand models/md5/heads/sarge/sargeidle.md5anim anim sargecin1 models/md5/heads/sarge/marscity/sargecin_sargehead1.md5anim anim sargecin2 models/md5/heads/sarge/marscity/sargecin_sargehead2.md5anim anim sargecin3 models/md5/heads/sarge/marscity/sargecin_sargehead3.md5anim anim sargecin4 models/md5/heads/sarge/marscity/sargecin_sargehead4.md5anim anim sargecin5 models/md5/heads/sarge/marscity/sargecin_sargehead5.md5anim anim sargecin6 models/md5/heads/sarge/marscity/sargecin_sargehead6.md5anim anim sargecin7 models/md5/heads/sarge/marscity/sargecin_sargehead7.md5anim } model marscity_cinematic_sarge { inherit npc_marine anim sargecin1 models/md5/chars/sarge/marscity/mission1.md5anim { //frame 1 aviGame sargecin frame 1 event disableEyeFocus frame 1 sound_global marscity_cin_sarge_gui frame 7 sound_voice snd_sargecin1 } anim sargecin2 models/md5/chars/sarge/marscity/mission2.md5anim { frame 1 event disableEyeFocus frame 63 sound_voice snd_sargecin2 frame 197 sound_voice snd_sargecin3 } anim sargecin3 models/md5/chars/sarge/marscity/mission3.md5anim { frame 1 event disableEyeFocus frame 94 sound_voice snd_sargecin4 frame 174 sound_voice snd_sargecin5 } anim sargecin4 models/md5/chars/sarge/marscity/mission4.md5anim { frame 1 event disableEyeFocus } anim sargecin5 models/md5/chars/sarge/marscity/mission5.md5anim { frame 1 event disableEyeFocus frame 1 trigger sentrytrig frame 1 trigger trigger_relay_sarge_light frame 8 sound_voice snd_sargecin6 frame 111 sound_voice snd_sargecin7 } anim sargecin6 models/md5/chars/sarge/marscity/mission6.md5anim { frame 1 event disableEyeFocus } anim sargecin7 models/md5/chars/sarge/marscity/mission7.md5anim { frame 1 event disableEyeFocus //frame 39 aviGame } } entityDef marscity_cinematic_sarge { "inherit" "npc_base" "model" "marscity_cinematic_sarge" "size" "12 12 74" "anim" "sargecin" "sound_bone" "headcontrol" "ik_numlegs" "0" "def_head" "marscity_head_sarge" "head_joint" "Shoulders" "num_cinematics" "7" "anim1" "sargecin1" "anim2" "sargecin2" "anim3" "sargecin3" "anim4" "sargecin4" "anim5" "sargecin5" "anim6" "sargecin6" "anim7" "sargecin7" "snd_sargecin1" "marscity_cin_sarge1" "snd_sargecin2" "marscity_cin_sarge2" "snd_sargecin3" "marscity_cin_sarge3" "snd_sargecin4" "marscity_cin_sarge4" "snd_sargecin5" "marscity_cin_sarge5" "snd_sargecin6" "marscity_cin_sarge6" "snd_sargecin7" "marscity_cin_sarge7" "cinematic" "1" } model marscity_cinematic_head_sarge2 { mesh models/md5/heads/sarge/sarge.md5mesh anim stand models/md5/heads/sarge/sargeidle.md5anim anim sargecin_start models/md5/heads/sarge/marscity/sargecin_missionloop.md5anim anim wait_loop models/md5/heads/sarge/marscity/sargecin_wait_loop.md5anim anim talk_primary models/md5/heads/sarge/marscity/mc_sarge_primary.md5anim { frame 1 sound_voice marscity_sarge_primary } anim talk_secondary1 models/md5/heads/sarge/marscity/mc_sarge_secondary.md5anim { frame 1 sound_voice marscity_sarge_secondary } anim talk_secondary2 models/md5/heads/sarge/marscity/mc_sarge_secondary2.md5anim { frame 1 sound_voice marscity_sarge_secondary2 } } model marscity_cinematic_sarge2 { inherit marscity_cinematic_sarge anim stand models/md5/chars/sarge/marscity/mc_sarge_wait_loop.md5anim { frame 1 event disableEyeFocus frame 500 sound_voice marscity_sarge_cough } anim sargecin_start models/md5/chars/sarge/marscity/missionloop.md5anim anim wait models/md5/chars/sarge/marscity/mc_sarge_wait.md5anim anim wait_loop models/md5/chars/sarge/marscity/mc_sarge_wait_loop.md5anim { frame 1 event disableEyeFocus frame 500 sound_voice marscity_sarge_cough } anim talk_primary models/md5/chars/sarge/marscity/mc_sarge_primary.md5anim { frame 1 event enableEyeFocus } anim talk_secondary1 models/md5/chars/sarge/marscity/mc_sarge_secondary.md5anim { frame 1 event enableEyeFocus } anim talk_secondary2 models/md5/chars/sarge/marscity/mc_sarge_secondary2.md5anim { frame 1 event enableEyeFocus } } entityDef marscity_cinematic_sarge2 { "inherit" "npc_base" "model" "marscity_cinematic_sarge2" "size" "12 12 74" "follow_once" "1" "def_head" "marscity_cinematic_head_sarge2" "head_joint" "Shoulders" "sound_bone" "Chest" "talktime" "1" "bone_focus" "headcontrol" "bone_leftEye" "Leyeaim" "bone_rightEye" "Reyeaim" "bone_orientation" "Body2" "ik_numLegs" "0" "talk_no_turn" "1" "blink_min" "2.5" "blink_max" "8.0" "look_min" "-90 -85 0" "look_max" "25 85 0" "look_joint Waist" "0 0 0" "look_joint Chest" ".1 .12 0" "look_joint Shoulders" ".2 .23 0" "look_joint headcontrol" ".7 .65 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "eye_verticle_offset" "0" "eye_horizontal_offset" "3" "eye_focus_rate" "0.005" "head_focus_rate" "0.07" } model marscity_hangar { mesh models/md5/cinematics/marscity/marscityhangar.md5mesh anim hangar models/md5/cinematics/marscity/marscityhangar.md5anim } entityDef marscity_hangar { "inherit" "cin_base" "model" "marscity_hangar" "anim" "hangar" "cinematic" "1" } model marscity_civilian2 { inherit npc_suit anim talk_primary models/md5/chars/stand_talk.md5anim { prevent_idle_override frame 1 event enableEyeFocus frame 1 sound_voice marscity_maint1_primary } } entityDef marscity_civilian2 { "inherit" "npc_base" "copy_joint_world eyecontrol" "" "model" "marscity_civilian2" "snd_blocked" "marscity_maint1_blocked" "snd_talk_secondary" "marscity_maint1_secondary" } model marscity_receptionist_head { mesh models/md5/heads/head02young/h2_cinematic.md5mesh channel eyelids ( Ruplid Rlolid Luplid Llolid ) anim idle models/md5/heads/head02young/marscity/reception_idle.md5anim anim stand models/md5/heads/head02young/marscity/reception_idle.md5anim anim blink models/md5/heads/head02young/marscity/reception_idle.md5anim anim typing models/md5/heads/head02young/marscity/reception_idle.md5anim anim typing_end models/md5/heads/head02young/marscity/reception_idle.md5anim anim talk_primary models/md5/heads/head02young/marscity/reception_primary.md5anim { frame 5 sound_voice marscity_receptionist_primary } anim talk_secondary1 models/md5/heads/head02young/marscity/reception_secondary1.md5anim { frame 1 sound_voice marscity_receptionist_secondary1 } anim talk_secondary2 models/md5/heads/head02young/marscity/reception_secondary2.md5anim { frame 1 sound_voice marscity_receptionist_secondary2 } anim reception_a models/md5/heads/head02young/marscity/reception_a.md5anim { frame 31 sound_voice marscity_receptionist_trigger_1 frame 60 sound_voice marscity_receptionist_trigger_2 } anim reception_b models/md5/heads/head02young/marscity/reception_b.md5anim { frame 16 sound_voice marscity_receptionist_trigger_3 } anim reception_c models/md5/heads/head02young/marscity/reception_c.md5anim { frame 51 sound_voice marscity_receptionist_trigger_4 } anim reception_d models/md5/heads/head02young/marscity/reception_d.md5anim { frame 75 sound_voice marscity_receptionist_trigger_5 } anim reception_e models/md5/heads/head02young/marscity/reception_e.md5anim { frame 41 sound_voice marscity_receptionist_trigger_6 frame 134 sound_voice marscity_receptionist_trigger_7 frame 239 sound_voice marscity_receptionist_trigger_8 frame 294 sound_voice marscity_receptionist_trigger_9 } anim reception_f models/md5/heads/head02young/marscity/reception_f.md5anim } model marscity_receptionist { inherit npc_suit anim idle models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing.md5anim anim stand models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing.md5anim { frame 1 sound_body2 typing frame 5 sound_body typing frame 10 sound_body2 typing frame 15 sound_body typing frame 20 sound_body2 typing frame 25 sound_body typing frame 30 sound_body2 typing frame 35 sound_body typing frame 40 sound_body2 typing frame 45 sound_body typing } anim typing models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing.md5anim anim turn_left models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing.md5anim anim turn_right models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing.md5anim anim reception_a models/md5/chars/receptionist/marscity/receptioncin1_receptionist_a.md5anim { frame 1 disableGravity frame 1 event disableEyeFocus frame 38 sound_body marscity_reception_chair } anim reception_b models/md5/chars/receptionist/marscity/receptioncin1_receptionist_b.md5anim { frame 1 disableGravity frame 1 event disableEyeFocus } anim reception_c models/md5/chars/receptionist/marscity/receptioncin1_receptionist_c.md5anim { frame 1 disableGravity frame 1 event disableEyeFocus //frame 193 call map_marscity1::show_pda } anim reception_d models/md5/chars/receptionist/marscity/receptioncin1_receptionist_d.md5anim { frame 1 call map_marscity1::show_pda frame 1 disableGravity frame 1 event disableEyeFocus } anim reception_e models/md5/chars/receptionist/marscity/receptioncin1_receptionist_e.md5anim { frame 1 disableGravity frame 1 event disableEyeFocus frame 86 trigger tim_func_static_2675 frame 88 sound_body marscity_reception_type } anim reception_f models/md5/chars/receptionist/marscity/receptioncin1_receptionist_f.md5anim { frame 1 disableGravity frame 1 event disableEyeFocus } } entityDef marscity_receptionist { "inherit" "npc_base" "model" "marscity_receptionist" "size" "12 12 74" "def_attach" "prop_soft_desk_chair2" "ik_numLegs" "0" "def_head" "marscity_receptionist_head" "head_joint" "Shoulders" "head_focus_rate" "0.1" "eye_horizontal_offset" "0" "turn_rate" "0" "talktime" "0" "no_cower" "1" "ignore_push" "1" "num_cinematics" "6" "anim1" "reception_a" "anim2" "reception_b" "anim3" "reception_c" "anim4" "reception_d" "anim5" "reception_e" "anim6" "reception_f" "sound_bone" "headcontrol" "cinematic" "1" } entityDef marscity_receptionist_start { "inherit" "npc_base" "model" "marscity_receptionist" "size" "12 12 74" "def_attach" "prop_soft_desk_chair2" "ik_numLegs" "0" "def_head" "marscity_receptionist_head" "head_joint" "Shoulders" "head_focus_rate" "0.1" "eye_horizontal_offset" "0" "turn_rate" "0" "talktime" "0" "no_cower" "1" "ignore_push" "1" "sound_bone" "headcontrol" "cinematic" "1" } model marscity_receptionist2 { inherit npc_suit anim idle models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim anim stand models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim { frame 1 sound_body2 typing frame 4 sound_body typing frame 10 sound_body2 typing frame 15 sound_body typing frame 21 sound_body2 typing frame 25 sound_body typing frame 30 sound_body2 typing frame 35 sound_body typing frame 40 sound_body2 typing frame 45 sound_body typing frame 52 sound_body2 typing frame 57 sound_body typing } anim typing models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim anim talk_primary models/md5/chars/receptionist/marscity/receptioncin1_receptionist_primary.md5anim anim talk_secondary1 models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary1.md5anim anim talk_secondary2 models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary2.md5anim anim turn_left models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim anim turn_right models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim } entityDef marscity_receptionist2 { "inherit" "npc_base" "model" "marscity_receptionist2" "size" "12 12 74" "def_attach" "prop_soft_desk_chair2" "ik_numLegs" "0" "def_head" "marscity_receptionist_head" "head_joint" "Shoulders" "talk_time" "0" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "look_joint Waist" "0 0 0" "look_joint Chest" "0 0 0" "look_joint Shoulders" "0.2 0 0" "look_joint headcontrol" "0.4 0.3 0" "look_joint neckcontrol" "0.4 0.5 0" "look_joint Ruparm" "-0.5 0 0" "look_joint Luparm" "-0.5 0 0" "look_min" "-40 -80 0" "look_max" "40 45 0" "no_cower" "1" "turn_rate" "0" "talktime" "0" "sound_bone" "headcontrol" "snd_talk_primary" "marscity_receptionist_primary" "snd_talk_secondary1" "marscity_receptionist_secondary1" "snd_talk_secondary2" "marscity_receptionist_secondary2" } model marscity_receptionist_head3 { mesh models/md5/heads/head02young/h2_cinematic.md5mesh channel eyelids ( Ruplid Rlolid Luplid Llolid ) anim idle models/md5/heads/head02young/marscity/reception_idle.md5anim anim stand models/md5/heads/head02young/marscity/reception_idle.md5anim anim blink models/md5/heads/head02young/marscity/reception_idle.md5anim anim typing models/md5/heads/head02young/marscity/reception_idle.md5anim anim typing_end models/md5/heads/head02young/marscity/reception_idle.md5anim anim talk_primary models/md5/heads/head02young/marscity/reception_secondary3.md5anim { frame 5 sound_voice marscity_receptionist_secondary3 } anim talk_secondary1 models/md5/heads/head02young/marscity/reception_secondary3.md5anim { frame 5 sound_voice marscity_receptionist_secondary3 } anim talk_secondary2 models/md5/heads/head02young/marscity/reception_secondary3.md5anim { frame 5 sound_voice marscity_receptionist_secondary3 } } model marscity_receptionist3 { inherit npc_suit anim idle models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim anim stand models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim anim typing models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim anim talk_primary models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary3.md5anim anim talk_secondary1 models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary3.md5anim anim talk_secondary2 models/md5/chars/receptionist/marscity/receptioncin1_receptionist_secondary3.md5anim anim turn_left models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim anim turn_right models/md5/chars/receptionist/marscity/receptioncin1_receptionist_typing2.md5anim } entityDef marscity_receptionist3 { "inherit" "marscity_receptionist2" "model" "marscity_receptionist3" "def_head" "marscity_receptionist_head3" } model marscity_smallpda { mesh models/md5/chars/receptionist/marscity/receptioncin1_smallpda.md5mesh anim recep_a models/md5/chars/receptionist/marscity/receptioncin1_smallpda_a.md5anim anim recep_b models/md5/chars/receptionist/marscity/receptioncin1_smallpda_b.md5anim anim recep_c models/md5/chars/receptionist/marscity/receptioncin1_smallpda_c.md5anim skin skins/models/props/pdathing.skin } entityDef marscity_smallpda { "inherit" "cin_base" "model" "marscity_smallpda" "num_anims" "3" "anim1" "recep_a" "anim2" "recep_b" "anim3" "recep_c" "auto_advance" "1" "cinematic" "1" } model marscity_dufflebag { mesh models/md5/chars/receptionist/marscity/receptioncin1_dufflebag.md5mesh anim recep models/md5/chars/receptionist/marscity/receptioncin1_dufflebag.md5anim } entityDef marscity_dufflebag { "inherit" "cin_base" "model" "marscity_dufflebag" "cinematic" "1" } model marscity_suit_officeguy1 { inherit npc_suit anim office models/md5/chars/office1working.md5anim } entityDef marscity_suit_officeguy1 { "inherit" "npc_base" "model" "marscity_suit_officeguy1" "anim" "office" "def_head" "head_young" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" } model marscity_civilian_hallway { inherit npc_jumpsuit anim talk_primary models/md5/chars/stand_talk.md5anim { prevent_idle_override frame 1 event enableEyeFocus frame 1 sound_voice marscity_maint_tech_hallway_primary } } entityDef marscity_civilian_hallway { "inherit" "npc_base" "model" "marscity_civilian_hallway" "snd_talk_secondary" "marscity_maint_tech_hallway_secondary" "def_head" "head_asian_young" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" } model marscity_labcoat_monitor_head { inherit head_black anim talk_primary models/md5/heads/black/marscity/scientist_monitor_1.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/heads/black/marscity/scientist_monitor_2.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/heads/black/marscity/scientist_monitor_3.md5anim { frame 1 sound_voice snd_talk_secondary2 } } model marscity_labcoat_monitor { inherit npc_labcoat anim stand models/md5/chars/operate_computer_loop3.md5anim { frame 1 event disableEyeFocus } anim operate_computer6 models/md5/chars/operate_computer_loop3.md5anim { frame 1 event disableEyeFocus } anim talk_primary models/md5/chars/stand_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary1 models/md5/chars/stand_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary2 models/md5/chars/stand_talk.md5anim { frame 1 event enableEyeFocus } } entityDef marscity_labcoat_monitor { "inherit" "npc_base" "model" "marscity_labcoat_monitor" "def_head" "marscity_labcoat_monitor_head" "head_joint" "Shoulders" "talk_no_turn" "1" "turn_rate" "0" "talktime" "0" "talkradius" "384" "ik_numLegs" "0" "copy_joint_world eyecontrol" "" "head_focus_rate" "0.1" "eye_turn_min" "-5 -5 0" "eye_turn_max" "5 5 0" "eye_verticle_offset" "5" "eye_horizontal_offset" "-8" "eye_focus_rate" "0.5" "look_joint Waist" ".1 .1 0" "look_joint Chest" ".1 .1 0" "look_joint Shoulders" ".2 .2 0" "look_joint headcontrol" ".4 .4 0" "look_joint Ruparm" "-0.4 0 0" "look_joint Luparm" "-0.4 0 0" "snd_talk_primary" "marscity_sci_monitor_primary" "snd_talk_secondary" "marscity_sci_monitor_secondary1" "snd_talk_secondary2" "marscity_sci_monitor_secondary2" } model marscity_civilian_kitchen_head { inherit head_asian_old anim talk_primary models/md5/heads/asian_old/marscity/maint_kitchen_1.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/heads/asian_old/marscity/maint_kitchen_2.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/heads/asian_old/marscity/maint_kitchen_3.md5anim { frame 1 sound_voice snd_talk_secondary2 } } model marscity_civilian_kitchen { inherit npc_jumpsuit anim stand models/md5/chars/drinkfoamcup.md5anim anim idle models/md5/chars/drinkfoamcup.md5anim anim drink_idle models/md5/chars/drink_idle.md5anim anim talk_primary models/md5/chars/drink_idle.md5anim anim talk_secondary1 models/md5/chars/drink_idle.md5anim anim talk_secondary2 models/md5/chars/drink_idle.md5anim } entityDef marscity_civilian_kitchen { "inherit" "npc_base" "model" "marscity_civilian_kitchen" "def_head" "marscity_civilian_kitchen_head" "head_joint" "Shoulders" "ik_numLegs" "0" "def_attach" "prop_foamcup" "talktime" "0" "talkradius" "384" "head_focus_rate" "0.08" "copy_joint_world eyecontrol" "" "snd_talk_primary" "marscity_kitchen_maint_primary" "snd_talk_secondary" "marscity_kitchen_maint_secondary1" "snd_talk_secondary2" "marscity_kitchen_maint_secondary2" } model marscity_maint1_hallway_head { inherit head_bald anim talk_primary models/md5/heads/bald/marscity/hallway_maint_1_9.md5anim { frame 1 sound_voice marscity_hallway_maint_1_primary } anim talk_secondary1 models/md5/heads/bald/marscity/hallway_maint_1_10.md5anim { frame 1 sound_voice marscity_hallway_maint_1_secondary1 } anim talk_secondary2 models/md5/heads/bald/marscity/hallway_maint_1_11.md5anim { frame 1 sound_voice marscity_hallway_maint_1_secondary2 } anim convo1 models/md5/heads/bald/marscity/hallway_maint_1_1.md5anim { frame 1 sound_voice marscity_hallway_maint_1_convo1 } anim convo2 models/md5/heads/bald/marscity/hallway_maint_1_2.md5anim { frame 1 sound_voice marscity_hallway_maint_1_convo2 } anim convo3 models/md5/heads/bald/marscity/hallway_maint_1_3.md5anim { frame 1 sound_voice marscity_hallway_maint_1_convo3 } anim convo4 models/md5/heads/bald/marscity/hallway_maint_1_4.md5anim { frame 1 sound_voice marscity_hallway_maint_1_convo4 } anim convo5 models/md5/heads/bald/marscity/hallway_maint_1_5.md5anim { frame 1 sound_voice marscity_hallway_maint_1_convo5 } anim convo6 models/md5/heads/bald/marscity/hallway_maint_1_6.md5anim { frame 1 sound_voice marscity_hallway_maint_1_convo2_1 } anim convo7 models/md5/heads/bald/marscity/hallway_maint_1_7.md5anim { frame 1 sound_voice marscity_hallway_maint_1_convo2_2 } anim convo8 models/md5/heads/bald/marscity/hallway_maint_1_8.md5anim { frame 1 sound_voice marscity_hallway_maint_1_convo2_3 } } model marscity_maint1_hallway { inherit npc_jumpsuit anim talk_primary models/md5/chars/stand_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary1 models/md5/chars/stand_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary2 models/md5/chars/stand_talk.md5anim { frame 1 event enableEyeFocus } anim stand models/md5/chars/gui_operate_main_worker.md5anim { frame 1 event disableEyeFocus } anim idle models/md5/chars/gui_operate_main_worker.md5anim { frame 1 event disableEyeFocus } anim convo1 models/md5/chars/gui_operate_main_worker.md5anim anim convo2 models/md5/chars/gui_operate_main_worker.md5anim anim convo3 models/md5/chars/gui_operate_main_worker.md5anim anim convo4 models/md5/chars/gui_operate_main_worker.md5anim anim convo5 models/md5/chars/gui_operate_main_worker.md5anim anim convo6 models/md5/chars/gui_operate_main_worker.md5anim anim convo7 models/md5/chars/gui_operate_main_worker.md5anim anim convo8 models/md5/chars/gui_operate_main_worker.md5anim } entityDef marscity_maint1_hallway { "inherit" "npc_base" "model" "marscity_maint1_hallway" "def_head" "marscity_maint1_hallway_head" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "talk_no_turn" "1" "talktime" "0" "ik_numLegs" "0" "ik_footSize" "0" "head_focus_rate" "0.1" "look_joint Waist" ".2 .2 0" "look_joint Chest" ".2 .2 0" "look_joint Shoulders" ".1 .1 0" "look_joint headcontrol" ".4 .4 0" "look_joint Ruparm" "-0.4 0 0" "look_joint Luparm" "-0.4 0 0" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "def_attach" "pda_marscity_maint1_hallway" "def_dropDeathItem" "pda_marscity_maint1_hallway" "dropDeathItemJoint" "pda" "dropDeathItemRotation" "0 0 0" } model marscity_maint2_hallway_head { inherit head_asian_old anim talk_primary models/md5/heads/asian_old/marscity/hallway_maint_2_8.md5anim { frame 1 sound_voice marscity_hallway_maint_2_primary } anim talk_secondary1 models/md5/heads/asian_old/marscity/hallway_maint_2_9.md5anim { frame 1 sound_voice marscity_hallway_maint_2_secondary1 } anim talk_secondary2 models/md5/heads/asian_old/marscity/hallway_maint_2_10.md5anim { frame 1 sound_voice marscity_hallway_maint_2_secondary2 } anim convo1 models/md5/heads/asian_old/marscity/hallway_maint_2_1.md5anim { frame 1 sound_voice marscity_hallway_maint_2_convo1 } anim convo2 models/md5/heads/asian_old/marscity/hallway_maint_2_2.md5anim { frame 1 sound_voice marscity_hallway_maint_2_convo2 } anim convo3 models/md5/heads/asian_old/marscity/hallway_maint_2_3.md5anim { frame 1 sound_voice marscity_hallway_maint_2_convo3 } anim convo4 models/md5/heads/asian_old/marscity/hallway_maint_2_4.md5anim { frame 1 sound_voice marscity_hallway_maint_2_convo4 } anim convo5 models/md5/heads/asian_old/marscity/hallway_maint_2_5.md5anim { frame 1 sound_voice marscity_hallway_maint_2_convo2_1 } anim convo6 models/md5/heads/asian_old/marscity/hallway_maint_2_6.md5anim { frame 1 sound_voice marscity_hallway_maint_2_convo2_2 } anim convo7 models/md5/heads/asian_old/marscity/hallway_maint_2_7.md5anim { frame 1 sound_voice marscity_hallway_maint_2_convo2_3 } } model marscity_maint2_hallway { inherit npc_jumpsuit anim stand models/md5/chars/drinkfoamcup.md5anim anim idle models/md5/chars/drinkfoamcup.md5anim anim drink_idle models/md5/chars/drink_idle.md5anim anim talk_primary models/md5/chars/drink_idle.md5anim anim talk_secondary1 models/md5/chars/drink_idle.md5anim anim convo1 models/md5/chars/drink_idle.md5anim anim convo2 models/md5/chars/drink_idle.md5anim anim convo3 models/md5/chars/drink_idle.md5anim anim convo4 models/md5/chars/drink_idle.md5anim anim convo5 models/md5/chars/drink_idle.md5anim anim convo6 models/md5/chars/drink_idle.md5anim anim convo7 models/md5/chars/drink_idle.md5anim } entityDef marscity_maint2_hallway { "inherit" "npc_base" "model" "marscity_maint2_hallway" "def_head" "marscity_maint2_hallway_head" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "talk_no_turn" "1" "talktime" "0" "ik_numLegs" "0" "ik_footSize" "0" "def_attach" "prop_foamcup" "look_joint Waist" ".2 .2 0" "look_joint Chest" ".2 .2 0" "look_joint Shoulders" ".1 .1 0" "look_joint headcontrol" ".4 .4 0" "look_joint Ruparm" "-0.4 0 0" "look_joint Luparm" "-0.4 0 0" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" } model marscity_suit_asian_chair_head { inherit head_asian_young anim respond models/md5/heads/asian_young/marscity/marine3_hq_yes_sir.md5anim { frame 1 sound_voice snd_respond } anim talk_primary models/md5/heads/asian_young/marscity/marine3_hq_1.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/heads/asian_young/marscity/marine3_hq_2.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/heads/asian_young/marscity/marine3_hq_3.md5anim { frame 1 sound_voice snd_talk_secondary2 } } model marscity_suit_asian_chair { inherit npc_suit anim stand models/md5/chars/operate_computer_sitting_higher.md5anim anim idle models/md5/chars/operate_computer_sitting_higher.md5anim anim cower models/md5/chars/operate_computer_sitting_higher.md5anim anim turn_left models/md5/chars/operate_computer_sitting_higher.md5anim anim turn_right models/md5/chars/operate_computer_sitting_higher.md5anim anim respond models/md5/chars/operate_computer_talk.md5anim anim talk_primary models/md5/chars/operate_computer_talk.md5anim anim talk_secondary1 models/md5/chars/operate_computer_talk.md5anim anim talk_secondary2 models/md5/chars/operate_computer_talk.md5anim } entityDef marscity_suit_asian_chair { "inherit" "npc_base" "model" "marscity_suit_asian_chair" "def_head" "marscity_suit_asian_chair_head" "head_joint" "Shoulders" "ignore_push" "1" "anim" "stand" "ik_numLegs" "0" "copy_joint_world eyecontrol" "" "def_attach" "prop_soft_desk_chair2" "def_dropDeathItem" "moveable_chair2" "dropDeathItemJoint" "chair" "dropDeathItemRotation" "-90 0 0" "talk_no_turn" "1" "talktime" "0" "talk_time" "0" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "look_joint Waist" "0 0 0" "look_joint Chest" "0 0 0" "look_joint Shoulders" "0.2 0.2 0" "look_joint headcontrol" "-0.1 -0.1 0" "look_joint neckcontrol" "0.8 0.8 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "look_min" "-90 -80 0" "look_max" "25 80 0" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "eye_verticle_offset" "20" "eye_horizontal_offset" "-8" "eye_focus_rate" "0.5" "head_focus_rate" "0.08" "snd_respond" "marscity_marine3_hq_respond" "snd_talk_primary" "marscity_marine3_hq_primary" "snd_talk_secondary" "marscity_marine3_hq_secondary1" "snd_talk_secondary2" "marscity_marine3_hq_secondary2" } model marscity_suit_asian_chair_head2 { inherit head_asian_young anim respond models/md5/heads/asian_young/marscity/marine3_hq_yes_sir.md5anim { frame 1 sound_voice snd_respond } anim talk_primary models/md5/heads/asian_young/marscity/marine3_hq_1.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/heads/asian_young/marscity/marine3_hq_2.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/heads/asian_young/marscity/marine3_hq_3.md5anim { frame 1 sound_voice snd_talk_secondary2 } } model marscity_suit_asian_chair2 { inherit npc_suit anim stand models/md5/chars/operate_computer_sitting.md5anim anim idle models/md5/chars/operate_computer_sitting.md5anim anim cower models/md5/chars/operate_computer_sitting.md5anim anim turn_left models/md5/chars/operate_computer_sitting.md5anim anim turn_right models/md5/chars/operate_computer_sitting.md5anim anim respond models/md5/chars/operate_computer_talk.md5anim anim talk_primary models/md5/chars/operate_computer_talk.md5anim anim talk_secondary1 models/md5/chars/operate_computer_talk.md5anim anim talk_secondary2 models/md5/chars/operate_computer_talk.md5anim } entityDef marscity_suit_asian_chair2 { "inherit" "npc_base" "model" "marscity_suit_asian_chair2" "def_head" "marscity_suit_asian_chair_head2" "head_joint" "Shoulders" "ignore_push" "1" "anim" "stand" "ik_numLegs" "0" "copy_joint_world eyecontrol" "" "def_attach" "prop_soft_desk_chair2" "def_dropDeathItem" "moveable_chair2" "dropDeathItemJoint" "chair" "dropDeathItemRotation" "-90 0 0" "talk_no_turn" "1" "talktime" "0" "talk_time" "0" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "look_joint Waist" "0 0 0" "look_joint Chest" "0 0 0" "look_joint Shoulders" "0.2 0.2 0" "look_joint headcontrol" "-0.1 -0.1 0" "look_joint neckcontrol" "0.8 0.8 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "look_min" "-90 -80 0" "look_max" "25 80 0" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "eye_verticle_offset" "20" "eye_horizontal_offset" "-8" "eye_focus_rate" "0.5" "head_focus_rate" "0.08" "snd_respond" "marscity_marine3_hq_respond" "snd_talk_primary" "marscity_marine3_hq_primary" "snd_talk_secondary" "marscity_marine3_hq_secondary1" "snd_talk_secondary2" "marscity_marine3_hq_secondary2" } model marscity_suit_chair { mesh models/md5/environments/marscitychair1.md5mesh anim office models/md5/environments/marscitychair1.md5anim } entityDef marscity_suit_chair { "inherit" "cin_base" "model" "marscity_suit_chair" "anim" "office" } model marscity_cinematic_player { inherit npc_tshirt anim betrugercin_a models/md5/cinematics/marscity/betrugercin1_player_a.md5anim { frame 1 disableGravity frame 1 skin skins/characters/npcs/marine_player.skin } anim betrugercin_b models/md5/cinematics/marscity/betrugercin1_player_b.md5anim { frame 1 disableGravity frame 1 skin skins/characters/npcs/marine_player.skin } anim betrugercin_c models/md5/cinematics/marscity/betrugercin1_player_c.md5anim { frame 1 disableGravity frame 1 skin skins/characters/npcs/marine_player.skin } anim betrugercin_d models/md5/cinematics/marscity/betrugercin1_player_d.md5anim { frame 1 disableGravity frame 1 skin skins/characters/npcs/marine_player.skin } anim recep_a models/md5/cinematics/marscity/receptioncin1_player_a.md5anim { frame 1 event disableEyeFocus frame 26 sound_body player_sounds_footstep frame 38 sound_body player_sounds_footstep frame 49 sound_body player_sounds_footstep frame 58 sound_body player_sounds_footstep frame 64 sound_body2 marscity_reception_duffle } anim recep_b models/md5/cinematics/marscity/receptioncin1_player_b.md5anim { frame 1 event disableEyeFocus frame 10 skin skins/characters/npcs/marine_player.skin } anim recep_c models/md5/cinematics/marscity/receptioncin1_player_c.md5anim { frame 1 event disableEyeFocus } anim recep_d models/md5/cinematics/marscity/receptioncin1_player_d.md5anim { frame 1 event disableEyeFocus } anim recep_e models/md5/cinematics/marscity/receptioncin1_player_e.md5anim { frame 1 event disableEyeFocus } anim recep_f models/md5/cinematics/marscity/receptioncin1_player_f.md5anim { frame 1 event disableEyeFocus } anim sargecin1 models/md5/cinematics/marscity/sargecin_player1.md5anim { frame 1 skin skins/characters/npcs/marine_player.skin } anim sargecin2 models/md5/cinematics/marscity/sargecin_player2.md5anim { frame 1 skin skins/characters/npcs/marine_player.skin } anim sargecin3 models/md5/cinematics/marscity/sargecin_player3.md5anim { frame 1 skin skins/characters/npcs/marine_player.skin } anim sargecin4 models/md5/cinematics/marscity/sargecin_player4.md5anim { frame 1 event disableEyeFocus frame 1 skin skins/characters/npcs/marine_player.skin } anim sargecin5 models/md5/cinematics/marscity/sargecin_player5.md5anim { frame 1 skin skins/characters/npcs/marine_player.skin } anim sargecin6 models/md5/cinematics/marscity/sargecin_player6.md5anim { frame 1 skin skins/characters/npcs/marine_player.skin } anim sargecin7 models/md5/cinematics/marscity/sargecin_player7.md5anim { frame 1 skin skins/characters/npcs/marine_player.skin } } entityDef marscity_cinematic_player { "inherit" "npc_base" "model" "marscity_cinematic_player" "anim" "betrugercin_a" "ik_numlegs" "0" "def_head" "marscity_head_player" "head_joint" "Shoulders" "cinematic" "1" } entityDef marscity_meeting_player { "inherit" "npc_base" "model" "marscity_cinematic_player" "anim" "betrugercin_a" "ik_numlegs" "0" "def_head" "marscity_head_player" "head_joint" "Shoulders" "num_cinematics" "4" "anim1" "betrugercin_a" "anim2" "betrugercin_b" "anim3" "betrugercin_c" "anim4" "betrugercin_d" "cinematic" "1" } entityDef marscity_reception_player { "inherit" "npc_base" "model" "marscity_cinematic_player" "anim" "recep_a" "ik_numlegs" "0" "def_head" "marscity_head_player" "head_joint" "Shoulders" "num_cinematics" "6" "anim1" "recep_a" "anim2" "recep_b" "anim3" "recep_c" "anim4" "recep_d" "anim5" "recep_e" "anim6" "recep_f" "cinematic" "1" } model marscity_hangar_player { inherit npc_tshirt anim hangar_a models/md5/cinematics/marscity/hangar_player_a.md5anim { frame 1 event disableEyeFocus } anim hangar_b models/md5/cinematics/marscity/hangar_player_b.md5anim { frame 1 event disableEyeFocus } anim hangar_c models/md5/cinematics/marscity/hangar_player_c.md5anim { frame 1 event disableEyeFocus } anim hangar_d models/md5/cinematics/marscity/hangar_player_d.md5anim { frame 1 event disableEyeFocus } anim hangar_e models/md5/cinematics/marscity/hangar_player_e.md5anim { frame 1 event disableEyeFocus } anim hangar_f models/md5/cinematics/marscity/hangar_player_f.md5anim { frame 1 event disableEyeFocus } anim hangar_g models/md5/cinematics/marscity/hangar_player_g.md5anim { frame 1 event disableEyeFocus } anim hangar_h models/md5/cinematics/marscity/hangar_player_h.md5anim { frame 1 event disableEyeFocus } } entityDef marscity_hangar_player { "inherit" "npc_base" "model" "marscity_hangar_player" "anim" "hangar_a" "ik_numlegs" "0" "def_head" "marscity_head_player" "head_joint" "Shoulders" "def_attach" "prop_dufflebag" "num_cinematics" "8" "anim1" "hangar_a" "anim2" "hangar_b" "anim3" "hangar_c" "anim4" "hangar_d" "anim5" "hangar_e" "anim6" "hangar_f" "anim7" "hangar_g" "anim8" "hangar_h" "cinematic" "1" } model marscity_head_player { inherit head_player anim recep_a models/md5/heads/player/marscity/reception_a.md5anim anim recep_b models/md5/heads/player/marscity/reception_b.md5anim anim recep_c models/md5/heads/player/marscity/reception_c.md5anim anim recep_d models/md5/heads/player/marscity/reception_d.md5anim anim recep_e models/md5/heads/player/marscity/reception_e.md5anim anim recep_f models/md5/heads/player/marscity/reception_f.md5anim anim hangar_a models/md5/heads/player/marscity/hangar_a.md5anim anim hangar_b models/md5/heads/player/marscity/hangar_b.md5anim anim hangar_c models/md5/heads/player/marscity/hangar_c.md5anim anim hangar_d models/md5/heads/player/marscity/hangar_d.md5anim anim hangar_e models/md5/heads/player/marscity/hangar_e.md5anim anim hangar_f models/md5/heads/player/marscity/hangar_f.md5anim anim hangar_g models/md5/heads/player/marscity/hangar_g.md5anim anim hangar_h models/md5/heads/player/marscity/hangar_h.md5anim } model marscity_cinematic_doctor { inherit npc_labcoat anim doctor_start models/md5/cinematics/marscity/patient_doctor_start.md5anim anim doctor models/md5/cinematics/marscity/patient_doctor.md5anim { frame 50 sound_voice snd_doc2 frame 80 sound_voice snd_doc1 frame 131 sound_voice snd_doc3 } anim doctor_end models/md5/cinematics/marscity/patient_doctor_end.md5anim } entityDef marscity_cinematic_doctor { "inherit" "npc_base" "model" "marscity_cinematic_doctor" "sound_bone" "headcontrol" "anim" "doctor" "ik_numlegs" "0" "def_head" "head_surgeon" "head_joint" "Shoulders" "size" "0 0 0" "copy_joint_world eyecontrol" "" "def_attach" "prop_adrenaline" "snd_doc1" "marscity_sci_hospital_1" "snd_doc2" "marscity_sci_hospital_2" "snd_doc3" "marscity_sci_hospital_3" } model marscity_cinematic_victim { inherit npc_tshirt skin skins/characters/npcs/soldier_bald_bloody.skin anim victim_start models/md5/cinematics/marscity/patient_victim_start.md5anim anim victim models/md5/cinematics/marscity/patient_victim.md5anim { frame 50 sound_voice snd_injured } anim victim_end models/md5/cinematics/marscity/patient_victim_end.md5anim } entityDef marscity_cinematic_victim { "inherit" "npc_base" "model" "marscity_cinematic_victim" "def_head" "head_zombie4" "head_joint" "Shoulders" "sound_bone" "headcontrol" "anim" "victim" "ik_numlegs" "0" "size" "0 0 0" "copy_joint_world eyecontrol" "" "snd_injured" "marscity_injured_hospital_1" } model marscity_cinematic_security { inherit npc_security anim security_loop models/md5/cinematics/marscity/patient_security_start.md5anim anim security_start models/md5/cinematics/marscity/patient_security_start.md5anim { frame 1 sound_voice snd_guard1 } anim security models/md5/cinematics/marscity/patient_security.md5anim anim security_end models/md5/cinematics/marscity/patient_security_end.md5anim } entityDef marscity_cinematic_security { "inherit" "npc_base" "model" "marscity_cinematic_security" "sound_bone" "headcontrol" "anim" "security" "ik_numlegs" "0" "def_head" "head_security_goggles" "head_joint" "Shoulders" "size" "0 0 0" "copy_joint_world eyecontrol" "" "snd_guard1" "marscity_guard_hospital_1" "snd_guard2" "marscity_guard_hospital_2" } model marscity_marine_helmet_p90_directions_ver1 { inherit npc_marine anim stand models/md5/chars/p90_stand.md5anim anim idle models/md5/chars/p90_stand.md5anim anim talk_trigger models/md5/chars/p90_point_left.md5anim { frame 1 sound_voice snd_talk_trigger } anim talk_primary models/md5/chars/marscity_marine1_ver1_hq_primary.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/chars/marscity_marine1_ver1_hq_secondary1.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/chars/marscity_marine1_ver1_hq_secondary2.md5anim { frame 1 sound_voice snd_talk_secondary2 } } entitydef marscity_marine_helmet_p90_directions_ver1 { "inherit" "npc_base" "model" "marscity_marine_helmet_p90_directions_ver1" "talk_no_turn" "1" "ignore_push" "1" "ik_numLegs" "0" "talktime" ".6" "talkradius" "384" "def_head" "head_marine_helmet" "head_joint" "Shoulders" "look_min" "-90 -75 0" "look_max" "25 75 0" "look_joint Waist" "0.1333 0.05 0" "look_joint Chest" "0.1333 0.05 0" "look_joint Shoulders" "0.1333 0.05 0" "look_joint headcontrol" "0.6 0.6 0" "look_joint Ruparm" "-0.4 0 0" "look_joint Luparm" "-0.4 0 0" "copy_joint_world eyecontrol" "" "def_attach" "prop_machinegun" "snd_talk_trigger" "marscity_marine1_ver1_hq_trigger" "snd_talk_primary" "marscity_marine1_ver1_hq_primary" "snd_talk_secondary" "marscity_marine1_ver1_hq_secondary1" "snd_talk_secondary2" "marscity_marine1_ver1_hq_secondary2" } model marscity_marine_helmet_p90_directions_ver2 { inherit npc_marine anim stand models/md5/chars/p90_stand.md5anim anim idle models/md5/chars/p90_stand.md5anim anim talk_primary models/md5/chars/p90_talk.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/chars/p90_talk.md5anim { frame 1 sound_voice snd_talk_secondary } } entitydef marscity_marine_helmet_p90_directions_ver2 { "inherit" "npc_base" "model" "marscity_marine_helmet_p90_directions_ver2" "talk_no_turn" "1" "talktime" ".6" "talkradius" "384" "def_head" "head_marine_helmet" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "def_attach" "prop_machinegun" "snd_talk_primary" "marscity_marine1_ver2_hq_primary" "snd_talk_secondary" "marscity_marine1_ver2_hq_secondary" } model marscity_marine_helmet_p90_walking { inherit npc_marine anim stand models/md5/chars/p90_talk.md5anim anim walk models/md5/chars/walk_machinegun.md5anim { frame 3 sound_body player_sounds_footstep frame 17 sound_body player_sounds_footstep frame 32 sound_body player_sounds_footstep frame 46 sound_body player_sounds_footstep } anim talk_primary models/md5/chars/p90_talk.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/chars/p90_talk.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/chars/p90_talk.md5anim { frame 1 sound_voice snd_talk_secondary2 } anim talk_excuseme models/md5/chars/p90_talk.md5anim { frame 1 sound_voice snd_talk_excuseme } } entitydef marscity_marine_helmet_p90_walking { "inherit" "npc_base" "model" "marscity_marine_helmet_p90_walking" "talk_no_turn" "1" "talktime" ".6" "def_attach" "prop_machinegun" "def_head" "head_marine_helmet" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "head_focus_rate" "0.1" "look_joint Waist" "0 0 0" "look_joint Chest" ".1 .1 0" "look_joint Shoulders" ".3 .3 0" "look_joint headcontrol" ".6 .6 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "snd_talk_primary" "marscity_marine4_hq_primary" "snd_talk_secondary" "marscity_marine4_hq_secondary1" "snd_talk_secondary2" "marscity_marine4_hq_secondary2" "snd_talk_excuseme" "marine_excuseme" } model marscity_soldier_young_pda_head { inherit head_young anim talk_primary models/md5/heads/young/marscity/marine2_hq_1.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/heads/young/marscity/marine2_hq_2.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/heads/young/marscity/marine2_hq_3.md5anim { frame 1 sound_voice snd_talk_secondary2 } } model marscity_soldier_young_pda { inherit npc_base mesh models/md5/chars/tshirt.md5mesh channel torso ( *Waist ) channel legs ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair) anim stand models/md5/chars/PDA_idle.md5anim { frame 1 event disableEyeFocus } anim pda_idle_look models/md5/chars/PDA_idle.md5anim { frame 1 event disableEyeFocus } anim talk_primary models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary1 models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary2 models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } } entityDef marscity_soldier_young_pda { "inherit" "npc_base" "model" "marscity_soldier_young_pda" "def_head" "marscity_soldier_young_pda_head" "head_joint" "Shoulders" "talk_no_turn" "1" "talktime" "0" "ik_numLegs" "0" "ik_footSize" "0" "head_focus_rate" "0.1" "ignore_push" "1" "copy_joint_world eyecontrol" "" "look_joint Waist" ".1 .1 0" "look_joint Chest" ".1 .1 0" "look_joint Shoulders" ".2 .2 0" "look_joint headcontrol" ".4 .4 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "def_attach" "pda_marscity_soldier_young_pda" "def_dropDeathItem" "pda_marscity_soldier_young_pda" "dropDeathItemJoint" "pda" "dropDeathItemRotation" "0 0 0" "snd_talk_primary" "marscity_marine2_hq_primary" "snd_talk_secondary" "marscity_marine2_hq_secondary1" "snd_talk_secondary2" "marscity_marine2_hq_secondary2" } entityDef marscity_labcoat_young { "inherit" "npc_base" "copy_joint_world eyecontrol" "" "def_head" "head_young" "head_joint" "Shoulders" "look_joint Waist" "0 0 0" "look_joint Chest" ".2 .2 0" "look_joint Shoulders" ".2 .2 0" "look_joint headcontrol" ".6 .6 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "turn_rate" "0" "talktime" "0" "snd_talk_primary" "default_primary" "snd_talk_secondary" "default_secondary" "snd_talk_trigger" "default_trigger" } model char_marine_asian_chair1_head { inherit head_asian_young anim talk_primary models/md5/heads/asian_young/marscity/marine2_sitting_1_1.md5anim { frame 1 sound_voice marscity_marine2_sitting_1_primary } anim talk_secondary1 models/md5/heads/asian_young/marscity/marine2_sitting_1_2.md5anim { frame 1 sound_voice marscity_marine2_sitting_1_secondary1 } anim talk_secondary2 models/md5/heads/asian_young/marscity/marine2_sitting_1_3.md5anim { frame 1 sound_voice marscity_marine2_sitting_1_secondary2 } anim convo1 models/md5/heads/asian_young/marscity/marine2_sitting_1_4.md5anim { frame 1 sound_voice marscity_marine2_sitting_1_convo1 } anim convo2 models/md5/heads/asian_young/marscity/marine2_sitting_1_5.md5anim { frame 1 sound_voice marscity_marine2_sitting_1_convo2 } anim convo3 models/md5/heads/asian_young/marscity/marine2_sitting_1_6.md5anim { frame 1 sound_voice marscity_marine2_sitting_1_convo3 } } model char_marine_asian_chair1 { mesh models/md5/chars/tshirt.md5mesh channel torso ( *Waist ) channel legs ( chair origin Body Body2 *Hips -*Waist SPINNER ) anim af_pose models/md5/chars/af_pose.md5anim anim ik_pose models/md5/chars/af_pose.md5anim anim stand models/md5/chars/marscity/marscity_marine2_stand.md5anim anim idle1 models/md5/chars/marscity/marscity_marine2_idle1.md5anim anim idle2 models/md5/chars/marscity/marscity_marine2_idle2.md5anim { frame 22 sound_voice2 cough frame 42 sound_voice2 cough } anim idle3 models/md5/chars/marscity/marscity_marine2_idle3.md5anim anim talk_primary models/md5/chars/marscity/marscity_marine2_talk1.md5anim anim talk_secondary1 models/md5/chars/marscity/marscity_marine2_talk2.md5anim anim talk_secondary2 models/md5/chars/marscity/marscity_marine2_talk3.md5anim anim convo1 models/md5/chars/marscity/marscity_marine2_convo1.md5anim anim convo2 models/md5/chars/marscity/marscity_marine2_convo2.md5anim anim convo3 models/md5/chars/marscity/marscity_marine2_convo3.md5anim } entityDef char_marine_asian_chair1 { "inherit" "npc_base" "model" "char_marine_asian_chair1" "def_head" "char_marine_asian_chair1_head" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "talk_no_turn" "1" "talktime" "1" "turn_rate" "0" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "ik_numLegs" "0" "ik_footSize" "0" "look_joint Waist" "0 0 0" "look_joint Chest" "0 0 0" "look_joint Shoulders" "0 0 0" "look_joint headcontrol" "0.5 0.4 0" "look_joint neckcontrol" "0.5 0.4 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "look_min" "-40 -80 0" "look_max" "40 80 0" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "def_attach" "prop_metal_lounge_chair" "def_dropDeathItem" "moveable_kitchenchair" "dropDeathItemJoint" "chair" "dropDeathItemRotation" "0 0 -90" "dropDeathItemOffset" "0 30 30" } model char_marine_young_chair1_head { inherit head_young anim talk_primary models/md5/heads/young/marscity/marine1_sitting_1_1.md5anim { frame 1 sound_voice marscity_marine1_sitting_1_primary } anim talk_secondary1 models/md5/heads/young/marscity/marine1_sitting_1_2.md5anim { frame 1 sound_voice marscity_marine1_sitting_1_secondary1 } anim talk_secondary2 models/md5/heads/young/marscity/marine1_sitting_1_3.md5anim { frame 1 sound_voice marscity_marine1_sitting_1_secondary2 } anim convo1 models/md5/heads/young/marscity/marine1_sitting_1_4.md5anim { frame 1 sound_voice marscity_marine1_sitting_1_convo1 } anim convo2 models/md5/heads/young/marscity/marine1_sitting_1_5.md5anim { frame 1 sound_voice marscity_marine1_sitting_1_convo2 } anim convo3 models/md5/heads/young/marscity/marine1_sitting_1_6.md5anim { frame 1 sound_voice marscity_marine1_sitting_1_convo3 } } model char_marine_young_chair1 { mesh models/md5/chars/tshirt.md5mesh channel torso ( *Waist ) channel legs ( chair origin Body Body2 *Hips -*Waist SPINNER ) anim af_pose models/md5/chars/af_pose.md5anim anim ik_pose models/md5/chars/af_pose.md5anim anim stand models/md5/chars/marscity/marscity_marine1_stand.md5anim anim idle1 models/md5/chars/marscity/marscity_marine1_idle1.md5anim anim idle2 models/md5/chars/marscity/marscity_marine1_idle2.md5anim anim idle3 models/md5/chars/marscity/marscity_marine1_idle3.md5anim anim talk_primary models/md5/chars/marscity/marscity_marine1_talk1.md5anim anim talk_secondary1 models/md5/chars/marscity/marscity_marine1_talk2.md5anim anim talk_secondary2 models/md5/chars/marscity/marscity_marine1_talk3.md5anim anim convo1 models/md5/chars/marscity/marscity_marine1_convo1.md5anim anim convo2 models/md5/chars/marscity/marscity_marine1_convo2.md5anim anim convo3 models/md5/chars/marscity/marscity_marine1_convo3.md5anim } entityDef char_marine_young_chair1 { "inherit" "npc_base" "model" "char_marine_young_chair1" "def_head" "char_marine_young_chair1_head" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "talk_no_turn" "1" "talktime" "1" "turn_rate" "0" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "ik_numLegs" "0" "ik_footSize" "0" "look_joint Waist" "0 0 0" "look_joint Chest" "0 0 0" "look_joint Shoulders" "0 0 0" "look_joint headcontrol" "0.5 0.4 0" "look_joint neckcontrol" "0.5 0.4 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "look_min" "-40 -80 0" "look_max" "40 80 0" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "def_attach" "prop_metal_lounge_chair" "def_dropDeathItem" "moveable_kitchenchair" "dropDeathItemJoint" "chair" "dropDeathItemRotation" "0 0 -90" "dropDeathItemOffset" "0 30 30" } model marscity_soldier_black_head { inherit head_black anim talk_primary models/md5/heads/black/marscity/marine5_hq_1.md5anim { frame 1 sound_voice snd_talk_primary } anim talk_secondary1 models/md5/heads/black/marscity/marine5_hq_2.md5anim { frame 1 sound_voice snd_talk_secondary } anim talk_secondary2 models/md5/heads/black/marscity/marine5_hq_3.md5anim { frame 1 sound_voice snd_talk_secondary2 } } model marscity_soldier_black { inherit npc_tshirt anim stand models/md5/chars/PDA_idle_look.md5anim { frame 1 event disableEyeFocus } anim idle_stand models/md5/chars/PDA_idle_look.md5anim { frame 1 event disableEyeFocus } anim talk_primary models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary1 models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary2 models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } } entityDef marscity_soldier_black { "inherit" "npc_base" "model" "marscity_soldier_black" "def_head" "marscity_soldier_black_head" "skin" "skins/characters/npcs/soldier_black" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "talk_no_turn" "1" "talktime" "0" "talkradius" "384" "ik_numLegs" "0" "ik_footSize" "0" "look_joint Waist" ".1 .1 0" "look_joint Chest" ".1 .1 0" "look_joint Shoulders" ".2 .2 0" "look_joint headcontrol" ".4 .4 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "head_focus_rate" "0.1" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "def_attach" "pda_marscity_soldier_black" "def_dropDeathItem" "pda_marscity_soldier_black" "dropDeathItemJoint" "pda" "dropDeathItemRotation" "0 0 0" "snd_talk_primary" "marscity_marine5_hq_primary" "snd_talk_secondary" "marscity_marine5_hq_secondary1" "snd_talk_secondary2" "marscity_marine5_hq_secondary2" } model marscity_soldier_bald_pda_head { inherit head_bald anim talk_primary models/md5/characters/npcs/heads/h3idle.md5anim anim talk_secondary1 models/md5/characters/npcs/heads/h3idle.md5anim anim talk_secondary2 models/md5/characters/npcs/heads/h3idle.md5anim } model marscity_soldier_bald_pda { inherit npc_tshirt anim stand models/md5/chars/PDA_idle.md5anim { frame 1 event disableEyeFocus } anim idle_stand models/md5/chars/PDA_idle_look.md5anim { frame 1 event disableEyeFocus } anim talk_primary models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary1 models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } anim talk_secondary2 models/md5/chars/PDA_talk.md5anim { frame 1 event enableEyeFocus } } entityDef marscity_soldier_bald_pda { "inherit" "npc_base" "model" "marscity_soldier_bald_pda" "def_head" "marscity_soldier_bald_pda_head" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "talk_no_turn" "1" "talktime" "0" "ik_numLegs" "0" "ik_footSize" "0" "head_focus_rate" "0.1" "look_joint Waist" ".1 .1 0" "look_joint Chest" ".1 .1 0" "look_joint Shoulders" ".2 .2 0" "look_joint headcontrol" ".4 .4 0" "look_joint Ruparm" "0 0 0" "look_joint Luparm" "0 0 0" "eye_turn_min" "-20 -30 0" "eye_turn_max" "20 30 0" "def_attach" "pda_marscity_soldier_bald_pda" "def_dropDeathItem" "pda_marscity_soldier_bald_pda" "dropDeathItemJoint" "pda" "dropDeathItemRotation" "0 0 0" "snd_talk_primary" "marscity_marine5_hq_primary" "snd_talk_secondary" "marscity_marine5_hq_secondary1" "snd_talk_secondary2" "marscity_marine5_hq_secondary2" } model marscity_sci_team_request_head { skin skins/characters/npcs/prettyoldhead.skin mesh models/md5/heads/head02young/h2_cinematic.md5mesh channel eyelids ( Ruplid Rlolid Luplid Llolid ) anim sci_team_request models/md5/heads/head02young/marscity/sci_team_request.md5anim } model marscity_sci_team_request { inherit npc_labcoat anim sci_team_request models/md5/chars/marscity/sci_team_request.md5anim { frame 1 aviGame sci_team frame 6 sound_voice marscity_sci_team_request frame 215 aviGame } } entityDef marscity_sci_team_request { "inherit" "npc_base" "model" "marscity_sci_team_request" "def_head" "marscity_sci_team_request_head" "talk_no_turn" "1" "turn_rate" "0" "copy_joint_world eyecontrol" "" "ik_numLegs" "0" "head_joint" "Shoulders" "sound_bone" "headcontrol" } model marscity_suit_young2 { inherit npc_suit anim stand_hands_at_waist models/md5/chars/stand_hands_at_waist.md5anim } entityDef marscity_suit_young2 { "inherit" "npc_base" "def_head" "head_young" "head_joint" "Shoulders" "model" "marscity_suit_young2" "copy_joint_world eyecontrol" "" } //IPN NEWS GUY model marscity_ipn_news_head { mesh models/md5/characters/npcs/heads/h2.md5mesh skin skins/characters/npcs/prettyoldhead.skin channel eyelids ( Ruplid Rlolid Luplid Llolid ) anim ipn_news models/md5/heads/head02young/marscity/ipn_news_head.md5anim { //frame 1 aviGame ipn_news //frame 4500 aviGame } } model marscity_ipn_news { inherit npc_suit anim ipn_news models/md5/chars/marscity/ipn_news.md5anim { frame 1 sound_voice marscity_ipn_news_vo } } entityDef marscity_ipn_news { "inherit" "npc_base" "model" "marscity_ipn_news" "size" "12 12 74" "def_attach" "prop_soft_desk_chair2" "copy_joint_world eyecontrol" "" "ik_numLegs" "0" "def_head" "marscity_ipn_news_head" "head_joint" "Shoulders" "sound_bone" "headcontrol" "cinematic" "1" }