// CINEMATICS export fred { camera maps/kevinc/marscity_2/sarge_mc2_video.mb -dest models/md5/cinematics/marscity_2/sarge_brief_cam } entityDef marscity2_sarge_cam { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "spawnclass" "idCameraAnim" "anim sarge_brief_cam" "models/md5/cinematics/marscity_2/sarge_brief_cam.md5camera" } model marscity2_ceiling_head { mesh models/md5/characters/npcs/heads/h2.md5mesh channel eyelids ( Ruplid Rlolid Luplid Llolid ) anim talk_trigger models/md5/heads/young/marscity2/ceiling_trigger.md5anim { frame 5 sound_voice snd_trigger } anim talk_primary models/md5/heads/young/marscity2/ceiling_primary.md5anim { frame 5 sound_voice snd_primary } anim talk_secondary1 models/md5/heads/young/marscity2/ceiling_secondary1.md5anim { frame 5 sound_voice snd_secondary1 } anim talk_secondary2 models/md5/heads/young/marscity2/ceiling_secondary2.md5anim { frame 5 sound_voice snd_secondary2 } anim stand models/md5/characters/npcs/heads/h2idle.md5anim anim blink models/md5/characters/npcs/heads/h2blink.md5anim } model marscity2_maint_ceiling { inherit npc_jumpsuit anim stand models/md5/chars/ceiling_mc2/ceiling_idle.md5anim anim talk_trigger models/md5/chars/ceiling_mc2/ceiling_trigger.md5anim { frame 270 event disableEyeFocus frame 330 event enableEyeFocus } anim talk_primary models/md5/chars/ceiling_mc2/ceiling_primary.md5anim anim talk_secondary1 models/md5/chars/ceiling_mc2/ceiling_secondary1.md5anim anim talk_secondary2 models/md5/chars/ceiling_mc2/ceiling_secondary2.md5anim } entityDef marscity2_maint_ceiling { "inherit" "npc_base" "model" "marscity2_maint_ceiling" "anim" "stand" "sound_bone" "headcontrol" "ik_numlegs" "0" "talk_no_turn" "1" "talktime" ".5" "ignore_push" "1" "no_cower" "1" "def_head" "marscity2_ceiling_head" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "talk0_blendin" "8" "talk0_blendout" "8" "talk1_blendin" "8" "talk1_blendout" "8" "talk2_blendin" "8" "talk2_blendout" "8" "talk3_blendin" "8" "talk3_blendout" "8" "bone_focus" "headcontrol" "bone_orientation" "Body" "bone_leftEye" "Leyeaim" "bone_rightEye" "Reyeaim" "look_min" " -54 -72 0" "look_max" " 125 72 0" "look_joint Waist" "0 0 0" "look_joint Chest" "0 0 0" "look_joint Shoulders" "0 0 0" "look_joint headcontrol" "1 1 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" "5" "eye_horizontal_offset" "0" "eye_focus_rate" "0.5" "head_focus_rate" "0.1" "snd_trigger" "marscity2_ceiling_trigger" "snd_primary" "marscity2_ceiling_primary" "snd_secondary1" "marscity2_ceiling_secondary1" "snd_secondary2" "marscity2_ceiling_secondary2" } model marscity2_cin_imp { mesh models/md5/monsters/imp/imp.md5mesh anim impfeast_loop models/md5/cinematics/marscity_2/impfeast_imp_loop.md5anim { frame 1 sound_voice monster_demon_imp_chomp frame 16 sound_body imp_fleshrip frame 48 sound_voice monster_demon_imp_chomp frame 58 sound_body imp_fleshrip frame 85 sound_voice monster_demon_imp_chomp frame 90 sound_body imp_fleshrip } anim impfest models/md5/cinematics/marscity_2/impfeast_imp.md5anim { frame 48 sound_voice monster_demon_imp_sight frame 59 sound_voice2 mc2_imp_hit_glass frame 71 sound_voice monster_demon_imp_footstep frame 77 sound_voice monster_demon_imp_footstep } } entityDef marscity2_cin_imp { "inherit" "cin_base" "anim" "impfeast_loop" "model" "marscity2_cin_imp" "snd_bite" "" "snd_tear" "" } model marscity2_cin_fatty { mesh models/md5/monsters/zfat/zfat.md5mesh anim impfeast_loop models/md5/cinematics/marscity_2/impfeast_fatty_loop.md5anim anim impfest models/md5/cinematics/marscity_2/impfeast_fatty.md5anim anim impfest_end models/md5/cinematics/marscity_2/impfeast_fatty_end.md5anim } entityDef marscity2_cin_fatty { "inherit" "cin_base" "anim" "impfeast_loop" "model" "marscity2_cin_fatty" "skin" "skins/monsters/zombies/zfatwrench.skin" } model marscity2_zombie_morgue { inherit model_monster_zombie_morgue anim morgue_sleep models/md5/cinematics/marscity_2/morguesleep.md5anim { ai_no_turn frame 1 disableWalkIK } anim morgue_wakeup models/md5/cinematics/marscity_2/morguewakeup.md5anim { ai_no_turn frame 1 disableWalkIK frame 63 enableWalkIK } } entityDef marscity2_zombie_morgue { "inherit" "monster_zombie_morgue" "anim" "morgue_sleep" "model" "marscity2_zombie_morgue" } model marscity2_video_head_sarge { mesh models/md5/heads/sarge/sarge.md5mesh anim idle models/md5/heads/sarge/sargeidle.md5anim anim mc2_video models/md5/heads/sarge/marscity2/mission_brief.md5anim } model marscity2_video_sarge { inherit npc_marine anim mc2_video models/md5/chars/sarge/marscity2/mission_brief.md5anim { frame 1 event disableEyeFocus frame 1 sound_voice snd_sargevid // frame 1 aviGame sarge_mission // frame 760 aviGame } } entityDef marscity2_video_sarge { "inherit" "npc_base" "model" "marscity2_video_sarge" "size" "1 1 1" "anim" "mc2_video" "sound_bone" "headcontrol" "ik_numlegs" "0" "def_head" "marscity2_video_head_sarge" "head_joint" "Shoulders" "snd_sargevid" "marscity2_sarge_briefing" } model marscity2_hallway_zombie { inherit model_monster_zombie mesh models/md5/monsters/zombies/suitzombie.md5mesh skin skins/monsters/zombies/suit.skin channel torso ( *Waist ) channel legs ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair) anim hallway models/md5/cinematics/marscity_2/zkiller_zombie.md5anim } entityDef marscity2_hallway_zombie { "inherit" "monster_zombie_suit_skinny" "anim" "hallway" "model" "marscity2_hallway_zombie" "bleed" "1" } model marscity2_hallway_marine { inherit npc_marine anim hallway models/md5/cinematics/marscity_2/zkiller_marine.md5anim { frame 45 event kill } } entityDef marscity2_hallway_marine { "inherit" "npc_base" "anim" "hallway" "model" "marscity2_hallway_marine" "velocityTime" "200" "def_head" "head_bloodybald" "head_joint" "Shoulders" "def_attach" "prop_machinegun" //"def_dropDeathItem" "moveable_item_machinegun" "dropDeathItemJoint" "RHANDCONNECTOR" "bleed" "1" "copy_joint_world eyecontrol" "" "size" "0 0 0" "health" "300" } model marscity2_imp { inherit monster_demon_imp anim marinetossidle models/md5/cinematics/marscity_2/marinethrow_imp_idle.md5anim anim marinetoss models/md5/cinematics/marscity_2/marinethrow_imp.md5anim { frame 27 event throwMoveable } } entityDef marscity2_imp { "inherit" "monster_demon_imp" "model" "marscity2_imp" }