export fred { camera maps/fred/enpro/monitor.mb -range 1 200 -dest models/md5/cinematics/enpro/monitorcam camera maps/fred/enpro/monitor2.mb -range 1 32 -dest models/md5/cinematics/enpro/monitorcam2 camera maps/fred/enpro/escape_shot1.mb -range 1 90 -dest models/md5/cinematics/enpro/escapecam1 camera maps/fred/enpro/escape_shot2.mb -range 91 236 -dest models/md5/cinematics/enpro/escapecam2 camera maps/fred/enpro/swann_campbell.mb -range 237 315 -dest models/md5/cinematics/enpro/escapecam3 camera maps/fred/enpro/escape_shot3.mb -range 316 456 -dest models/md5/cinematics/enpro/escapecam4 camera maps/fred/enpro/marine_battle_shot1.mb -range 1 170 -dest models/md5/cinematics/enpro/exitcam_shot1 camera maps/fred/enpro/marine_battle_shot2.mb -range 171 259 -dest models/md5/cinematics/enpro/exitcam_shot2 camera maps/fred/enpro/marine_battle_shot3.mb -range 260 321 -dest models/md5/cinematics/enpro/exitcam_shot3 camera maps/fred/enpro/marine_battle_shot4.mb -range 350 420 -dest models/md5/cinematics/enpro/exitcam_shot4 camera maps/fred/enpro/marine_battle_shot5.mb -range 452 510 -dest models/md5/cinematics/enpro/exitcam_shot5 camera maps/fred/enpro/enpro_exit2.mb -range 511 698 -dest models/md5/cinematics/enpro/exitcam_shot6 camera maps/fred/enpro/enpro_exit2.mb -range 699 740 -dest models/md5/cinematics/enpro/exitcam_shot7 camera maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitcam_shot8 camera maps/fred/enpro/glassexplosion.mb -dest models/md5/cinematics/enpro/glassexplosioncam camera maps/fred/enpro/tuberide.mb -dest models/md5/cinematics/enpro/tuberidecam camera maps/fred/enpro/lostsoulintro.mb -range 1 219 -dest models/md5/cinematics/enpro/lostcam1 camera maps/fred/enpro/lostsoulintro_poppy.mb -range 187 269 -dest models/md5/cinematics/enpro/lostcam2 camera maps/fred/enpro/lostsoulintro.mb -range 284 320 -dest models/md5/cinematics/enpro/lostcam3 camera maps/eric/enpro/wounded_marine.mb -range 1 92 -dest models/md5/cinematics/enpro/marine_cam1 camera maps/eric/enpro/wounded_marine.mb -range 93 194 -dest models/md5/cinematics/enpro/marine_cam2 camera maps/eric/enpro/wounded_marine.mb -range 195 340 -dest models/md5/cinematics/enpro/marine_cam3 camera maps/eric/enpro/wounded_marine.mb -range 341 476 -dest models/md5/cinematics/enpro/marine_cam4 camera maps/eric/enpro/wounded_marine.mb -range 477 571 -dest models/md5/cinematics/enpro/marine_cam5 camera maps/eric/enpro/wounded_marine.mb -range 572 598 -dest models/md5/cinematics/enpro/marine_cam6 addoptions -prefix ENV_ mesh maps/fred/enpro/enpro_exit2.mb -range 1 1 -dest models/md5/cinematics/enpro/exithelmet anim maps/fred/enpro/enpro_exit2.mb -range 511 979 -dest models/md5/cinematics/enpro/exithelmet mesh maps/fred/enpro/lostsoulintro_poppy.mb -dest models/md5/cinematics/enpro/lostintro_spine anim maps/fred/enpro/lostsoulintro_poppy.mb -range 187 269 -dest models/md5/cinematics/enpro/lostintro_spine addoptions -prefix CHAIR_ mesh maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/chair_lostintro anim maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/chair_lostintro addoptions -prefix LOST_ -keep lost_flame1 -parent lost_flame1 Head mesh maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/lostsoul_mesh anim maps/fred/enpro/lostsoulintro_poppy.mb -range 187 269 -dest models/md5/cinematics/enpro/lostsoul_lostintro1 anim maps/fred/enpro/lostsoulintro.mb -range 284 320 -dest models/md5/cinematics/enpro/lostsoul_lostintro2 } export fred { options -prefix w_ -keep Lknee Rknee -keep fireball ROT -parent fireball head_FK -parent spine_1 ROT -parent ROT root anim maps/eric/enpro/wounded_marine.mb -range 1 595 -dest models/md5/cinematics/enpro/marine_wraith } export fred { options -prefix W_ -keep Lknee Rknee -keep fireball ROT -parent fireball head_FK -parent spine_1 ROT -parent ROT root anim maps/fred/enpro/marine_battle_shot3.mb -range 260 321 -dest models/md5/cinematics/enpro/exit_wraith } export fred { options -prefix KEY_ mesh maps/eric/enpro/wounded_marine.mb -dest models/md5/cinematics/enpro/wounded_keycard anim maps/eric/enpro/wounded_marine.mb -range 1 92 -dest models/md5/cinematics/enpro/wounded_keycard_a anim maps/eric/enpro/wounded_marine.mb -range 93 194 -dest models/md5/cinematics/enpro/wounded_keycard_b anim maps/eric/enpro/wounded_marine.mb -range 195 340 -dest models/md5/cinematics/enpro/wounded_keycard_c anim maps/eric/enpro/wounded_marine.mb -range 341 476 -dest models/md5/cinematics/enpro/wounded_keycard_d anim maps/eric/enpro/wounded_marine.mb -range 477 571 -dest models/md5/cinematics/enpro/wounded_keycard_e anim maps/eric/enpro/wounded_marine.mb -range 572 598 -dest models/md5/cinematics/enpro/wounded_keycard_f } entityDef enpro_exit_cam { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "spawnclass" "idCameraAnim" "cinematic" "1" "anim exitshot_a" "models/md5/cinematics/enpro/exitcam_shot1.md5camera" "anim exitshot_c" "models/md5/cinematics/enpro/exitcam_shot2.md5camera" "anim exitshot_b" "models/md5/cinematics/enpro/exitcam_shot3.md5camera" "anim exitshot_d" "models/md5/cinematics/enpro/exitcam_shot4.md5camera" "anim exitshot_e" "models/md5/cinematics/enpro/exitcam_shot5.md5camera" "anim exitshot_f" "models/md5/cinematics/enpro/exitcam_shot6.md5camera" "anim exitshot_g" "models/md5/cinematics/enpro/exitcam_shot7.md5camera" "anim exitshot_h" "models/md5/cinematics/enpro/exitcam_shot8.md5camera" } model enpro_soldier1 { inherit npc_marine_w_mgun anim shot_a models/md5/cinematics/enpro/exitsoldier2_shot1.md5anim { frame 1 event ignoreDamage //frame 1 sound_global enpro_intro_imps //frame 1 sound_global enpro_intro_guns frame 6 sound_body player_sounds_footstep frame 25 sound_global enpro_intro frame 17 sound_body player_sounds_footstep frame 31 sound_body player_sounds_footstep frame 45 sound_body player_sounds_footstep frame 59 sound_body player_sounds_footstep frame 71 sound_body player_sounds_footstep frame 85 sound_body player_sounds_footstep frame 96 sound_body player_sounds_footstep frame 112 sound_body player_sounds_footstep frame 124 sound_body player_sounds_footstep frame 136 sound_body player_sounds_footstep frame 145 sound_body player_sounds_footstep } anim shot_b models/md5/cinematics/enpro/exitsoldier2_shot2.md5anim { frame 1 event ignoreDamage frame 58 sound_body player_sounds_footstep frame 66 sound_body player_sounds_footstep frame 74 sound_voice snd_hallway frame 75 sound_body player_sounds_footstep } anim shot_c models/md5/cinematics/enpro/exitsoldier2_shot3.md5anim { frame 1 event ignoreDamage frame 5 sound_body player_sounds_footstep frame 16 sound_body player_sounds_footstep frame 30 sound_body player_sounds_footstep frame 43 sound_body player_sounds_footstep frame 57 sound_body player_sounds_footstep } anim shot_d models/md5/cinematics/enpro/exitsoldier1_shot4.md5anim { frame 30 sound_global enpro_sfx_imps frame 68 sound_voice snd_what } anim shot_e models/md5/cinematics/enpro/exitsoldier2_shot5.md5anim { frame 1 event ignoreDamage frame 9 sound_body player_sounds_footstep frame 23 sound_body player_sounds_footstep frame 35 sound_body player_sounds_footstep frame 50 sound_body player_sounds_footstep } anim shot_f models/md5/cinematics/enpro/exitsoldier2_shot6.md5anim { frame 1 event ignoreDamage frame 4 sound_body player_sounds_footstep frame 9 sound_body player_sounds_footstep frame 32 sound_body player_sounds_footstep frame 41 sound_body player_sounds_footstep frame 52 sound_body player_sounds_footstep frame 116 sound_body player_sounds_footstep frame 155 sound_voice snd_what } anim shot_g models/md5/cinematics/enpro/exitsoldier2_shot7.md5anim { frame 1 event ignoreDamage frame 16 launch_missile RHANDCONNECTOR frame 16 sound_global enpro_intro_guns frame 18 launch_missile RHANDCONNECTOR frame 20 launch_missile RHANDCONNECTOR frame 22 launch_missile RHANDCONNECTOR frame 24 launch_missile RHANDCONNECTOR frame 26 launch_missile RHANDCONNECTOR frame 28 launch_missile RHANDCONNECTOR frame 32 launch_missile RHANDCONNECTOR frame 36 launch_missile RHANDCONNECTOR frame 40 launch_missile RHANDCONNECTOR } anim shot_h models/md5/cinematics/enpro/exitsoldier2_shot8.md5anim { frame 1 event ignoreDamage frame 3 launch_missile RHANDCONNECTOR frame 7 launch_missile RHANDCONNECTOR frame 10 launch_missile RHANDCONNECTOR frame 14 launch_missile RHANDCONNECTOR frame 18 launch_missile RHANDCONNECTOR frame 22 launch_missile RHANDCONNECTOR frame 25 launch_missile RHANDCONNECTOR frame 28 launch_missile RHANDCONNECTOR frame 32 launch_missile RHANDCONNECTOR frame 33 launch_missile RHANDCONNECTOR frame 36 launch_missile RHANDCONNECTOR frame 39 launch_missile RHANDCONNECTOR frame 41 launch_missile RHANDCONNECTOR frame 43 launch_missile RHANDCONNECTOR frame 61 sound_body player_sounds_footstep frame 66 sound_body player_sounds_footstep frame 71 sound_body player_sounds_footstep //test frame 63 launch_missile RHANDCONNECTOR frame 65 launch_missile RHANDCONNECTOR frame 68 launch_missile RHANDCONNECTOR frame 70 launch_missile RHANDCONNECTOR frame 73 launch_missile RHANDCONNECTOR frame 75 launch_missile RHANDCONNECTOR frame 78 launch_missile RHANDCONNECTOR frame 80 launch_missile RHANDCONNECTOR frame 82 launch_missile RHANDCONNECTOR frame 84 launch_missile RHANDCONNECTOR frame 86 launch_missile RHANDCONNECTOR frame 89 launch_missile RHANDCONNECTOR frame 91 launch_missile RHANDCONNECTOR frame 93 launch_missile RHANDCONNECTOR frame 95 launch_missile RHANDCONNECTOR frame 97 launch_missile RHANDCONNECTOR frame 100 launch_missile RHANDCONNECTOR frame 102 launch_missile RHANDCONNECTOR frame 105 launch_missile RHANDCONNECTOR frame 107 launch_missile RHANDCONNECTOR frame 109 launch_missile RHANDCONNECTOR frame 112 launch_missile RHANDCONNECTOR frame 114 launch_missile RHANDCONNECTOR frame 116 launch_missile RHANDCONNECTOR frame 119 launch_missile RHANDCONNECTOR frame 121 launch_missile RHANDCONNECTOR frame 123 launch_missile RHANDCONNECTOR frame 125 launch_missile RHANDCONNECTOR } } entityDef enpro_soldier1 { "inherit" "npc_base" "model" "enpro_soldier1" "sound_bone" "Chest" "def_projectile" "projectile_bullet_zsec_machinegun" "projectile_spread" "0" "num_projectiles" "1" "smoke_weapon" "cgsmoke.smoke" "smoke_wound_metal" "bulletricochet.prt" "smoke_wound_ricochet" "bulletricochet.prt" "mtr_flashShader" "muzzleflash" "flashTime" "0.15" "flashColor" "1 0.8 0.4" "flashRadius" "120" "cinematic" "1" "gib" "0" "model_gib" "models/md5/chars/skeleton_w_mgun.md5mesh" "mass" "5000" "ik_numlegs" "0" "ragdoll" "" "def_head" "head_marine_helmet" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" "num_cinematics" "6" "anim1" "shot_a" "anim2" "shot_c" "anim3" "shot_b" "anim4" "shot_d" "anim5" "shot_g" "anim6" "shot_h" "snd_hallway" "enpro_hallway_clear" "snd_what" "enpro_what_the_hell" } model enpro_soldier2 { inherit npc_marine_w_mgun anim shot_a models/md5/cinematics/enpro/exitsoldier1_shot1.md5anim { frame 1 event ignoreDamage frame 16 sound_body player_sounds_footstep frame 29 sound_body player_sounds_footstep frame 41 sound_body player_sounds_footstep frame 49 sound_body player_sounds_footstep frame 54 sound_body player_sounds_footstep frame 60 sound_body player_sounds_footstep frame 67 sound_body player_sounds_footstep frame 99 sound_body player_sounds_footstep frame 104 sound_body player_sounds_footstep frame 119 sound_body player_sounds_footstep frame 128 sound_body player_sounds_footstep frame 133 sound_body player_sounds_footstep frame 140 sound_body player_sounds_footstep frame 50 sound_voice snd_move_in } anim shot_b models/md5/cinematics/enpro/exitsoldier1_shot2.md5anim { frame 1 event ignoreDamage frame 3 sound_body player_sounds_footstep frame 11 sound_body player_sounds_footstep } anim shot_c models/md5/cinematics/enpro/exitsoldier1_shot3.md5anim { frame 1 event ignoreDamage frame 7 sound_body player_sounds_footstep frame 16 sound_body player_sounds_footstep frame 30 sound_body player_sounds_footstep frame 44 sound_body player_sounds_footstep frame 58 sound_body player_sounds_footstep frame 30 sound_voice snd_quiet } anim shot_d models/md5/cinematics/enpro/exitsoldier2_shot4.md5anim { frame 1 event ignoreDamage frame 12 sound_body player_sounds_footstep frame 24 sound_body player_sounds_footstep frame 36 sound_body player_sounds_footstep frame 48 sound_body player_sounds_footstep frame 60 sound_body player_sounds_footstep } anim shot_e models/md5/cinematics/enpro/exitsoldier1_shot5.md5anim { frame 1 event ignoreDamage frame 1 sound_voice snd_man_down frame 4 sound_body player_sounds_footstep frame 14 sound_body player_sounds_footstep frame 28 sound_body player_sounds_footstep frame 41 sound_body player_sounds_footstep frame 55 sound_body player_sounds_footstep } anim shot5b models/md5/cinematics/enpro/exitsoldier1_shot5.md5anim { frame 1 event ignoreDamage frame 4 sound_body player_sounds_footstep frame 14 sound_body player_sounds_footstep frame 28 sound_body player_sounds_footstep frame 41 sound_body player_sounds_footstep frame 55 sound_body player_sounds_footstep } anim shot_f models/md5/cinematics/enpro/exitsoldier1_shot6.md5anim { frame 1 event ignoreDamage frame 54 sound_voice snd_moving_right frame 59 sound_body player_sounds_footstep frame 68 sound_body player_sounds_footstep frame 77 sound_body player_sounds_footstep frame 82 sound_body player_sounds_footstep } anim shot_g models/md5/cinematics/enpro/exitsoldier1_shot7.md5anim { frame 1 event ignoreDamage } anim shot_h models/md5/cinematics/enpro/exitsoldier1_shot8.md5anim { frame 1 event ignoreDamage frame 9 launch_missile RHANDCONNECTOR frame 11 launch_missile RHANDCONNECTOR frame 14 launch_missile RHANDCONNECTOR frame 16 launch_missile RHANDCONNECTOR frame 18 launch_missile RHANDCONNECTOR frame 21 launch_missile RHANDCONNECTOR frame 24 launch_missile RHANDCONNECTOR frame 28 launch_missile RHANDCONNECTOR frame 31 launch_missile RHANDCONNECTOR frame 34 sound_body player_sounds_footstep frame 34 sound_voice snd_son frame 41 launch_missile RHANDCONNECTOR frame 43 launch_missile RHANDCONNECTOR frame 46 launch_missile RHANDCONNECTOR frame 48 launch_missile RHANDCONNECTOR frame 51 launch_missile RHANDCONNECTOR frame 53 launch_missile RHANDCONNECTOR frame 56 launch_missile RHANDCONNECTOR frame 59 launch_missile RHANDCONNECTOR frame 61 launch_missile RHANDCONNECTOR frame 64 sound_body player_sounds_footstep //test frame 63 launch_missile RHANDCONNECTOR frame 65 launch_missile RHANDCONNECTOR frame 68 launch_missile RHANDCONNECTOR frame 70 launch_missile RHANDCONNECTOR frame 73 launch_missile RHANDCONNECTOR frame 75 launch_missile RHANDCONNECTOR frame 78 launch_missile RHANDCONNECTOR frame 80 launch_missile RHANDCONNECTOR frame 82 launch_missile RHANDCONNECTOR frame 84 launch_missile RHANDCONNECTOR frame 86 launch_missile RHANDCONNECTOR frame 89 launch_missile RHANDCONNECTOR frame 91 launch_missile RHANDCONNECTOR frame 93 launch_missile RHANDCONNECTOR frame 95 launch_missile RHANDCONNECTOR frame 97 launch_missile RHANDCONNECTOR frame 100 launch_missile RHANDCONNECTOR frame 102 launch_missile RHANDCONNECTOR frame 105 launch_missile RHANDCONNECTOR frame 107 launch_missile RHANDCONNECTOR frame 109 launch_missile RHANDCONNECTOR frame 112 launch_missile RHANDCONNECTOR frame 114 launch_missile RHANDCONNECTOR frame 116 launch_missile RHANDCONNECTOR frame 119 launch_missile RHANDCONNECTOR frame 121 launch_missile RHANDCONNECTOR frame 123 launch_missile RHANDCONNECTOR frame 125 launch_missile RHANDCONNECTOR } } entityDef enpro_soldier2 { "inherit" "npc_base" "model" "enpro_soldier2" "sound_bone" "Chest" "def_projectile" "projectile_bullet_zsec_machinegun" "projectile_spread" "0" "num_projectiles" "1" "smoke_weapon" "cgsmoke.smoke" "mtr_flashShader" "muzzleflash" "flashTime" "0.15" "flashColor" "1 0.8 0.4" "flashRadius" "120" "cinematic" "1" "gib" "0" "mass" "5000" "model_gib" "models/md5/chars/skeleton_w_mgun.md5mesh" "def_head" "head_marine_helmet" "head_joint" "Shoulders" "ik_numlegs" "0" "ragdoll" "" "copy_joint_world eyecontrol" "" //"num_cinematics" "8" //"anim1" "shot_a" //"anim2" "shot_c" //"anim3" "shot_b" //"anim4" "shot_d" //"anim5" "shot_e" //"anim6" "shot_f" //"anim7" "shot_g" //"anim8" "shot_h" "num_cinematics" "6" "anim1" "shot_a" "anim2" "shot_c" "anim3" "shot_b" "anim4" "shot_d" "anim5" "shot_g" "anim6" "shot_h" "snd_move_in" "enpro_move_in" "snd_quiet" "enpro_quiet" "snd_moving_in" "enpro_moving_in" "snd_man_down" "enpro_man_down" "snd_moving_right" "enpro_moving_right" "snd_son" "enpro_son_of_a" } model enpro_soldier3 { inherit npc_marine_w_mgun anim shot_a models/md5/cinematics/enpro/exitsoldier3_shot1.md5anim { frame 1 event ignoreDamage frame 91 sound_body player_sounds_footstep frame 103 sound_body player_sounds_footstep frame 117 sound_body player_sounds_footstep frame 129 sound_body player_sounds_footstep frame 144 sound_body player_sounds_footstep frame 156 sound_body player_sounds_footstep frame 169 sound_body player_sounds_footstep } anim shot_b models/md5/cinematics/enpro/exitsoldier3_shot2.md5anim { frame 1 event ignoreDamage frame 6 sound_body player_sounds_footstep frame 14 sound_body player_sounds_footstep frame 20 sound_body player_sounds_footstep frame 28 sound_body player_sounds_footstep frame 14 sound_voice snd_status } anim shot_c models/md5/cinematics/enpro/exitsoldier3_shot3.md5anim { frame 1 event ignoreDamage frame 5 sound_body player_sounds_footstep frame 10 sound_body player_sounds_footstep frame 18 sound_body player_sounds_footstep frame 28 sound_body player_sounds_footstep frame 36 sound_body player_sounds_footstep frame 45 sound_body player_sounds_footstep frame 53 sound_body player_sounds_footstep frame 62 sound_body player_sounds_footstep } anim shot_d models/md5/cinematics/enpro/exitsoldier3_shot4.md5anim { frame 1 event ignoreDamage frame 21 sound_body player_sounds_footstep frame 33 sound_body player_sounds_footstep frame 42 sound_body player_sounds_footstep frame 52 sound_body player_sounds_footstep frame 61 sound_body player_sounds_footstep frame 15 sound_voice snd_nothing_here //frame 55 sound_body monster_demon_imp_sight frame 55 sound_voice snd_pain } anim shot_e models/md5/cinematics/enpro/exitsoldier3_shot5.md5anim { frame 1 event ignoreDamage } anim shot_f models/md5/cinematics/enpro/exitsoldier3_shot6.md5anim { frame 1 event ignoreDamage } anim shot_g models/md5/cinematics/enpro/exitsoldier3_shot7.md5anim { frame 1 event ignoreDamage } anim shot_h models/md5/cinematics/enpro/exitsoldier3_shot8.md5anim { frame 1 event ignoreDamage } } entityDef enpro_soldier3 { "inherit" "npc_base" "model" "enpro_soldier3" "sound_bone" "Chest" "def_projectile" "projectile_bullet_zsec_machinegun" "projectile_spread" "0" "num_projectiles" "1" "smoke_weapon" "cgsmoke.smoke" "mtr_flashShader" "muzzleflash" "flashTime" "0.15" "flashColor" "1 0.8 0.4" "flashRadius" "120" "cinematic" "1" "gib" "0" "model_gib" "models/md5/chars/skeleton_w_mgun.md5mesh" "mass" "5000" "ik_numlegs" "0" "ragdoll" "" "def_head" "head_marine_helmet" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" //"num_cinematics" "8" //"anim1" "shot_a" //"anim2" "shot_c" //"anim3" "shot_b" //"anim4" "shot_d" //"anim5" "shot_e" //"anim6" "shot_f" //"anim7" "shot_g" //"anim8" "shot_h" "num_cinematics" "6" "anim1" "shot_a" "anim2" "shot_c" "anim3" "shot_b" "anim4" "shot_d" "anim5" "shot_g" "anim6" "shot_h" "snd_status" "enpro_give_status" "snd_nothing_here" "enpro_nothing_here" "snd_pain" "enpro_pain" } model enpro_soldier4 { inherit npc_marine_w_mgun anim shot_a models/md5/cinematics/enpro/exitsoldier4_shot6.md5anim { frame 1 event ignoreDamage frame 4 sound_voice snd_johnny frame 6 sound_body player_sounds_footstep frame 13 sound_body player_sounds_footstep frame 21 sound_body player_sounds_footstep frame 89 sound_voice snd_watch frame 179 sound_voice snd_fire } anim shot_b models/md5/cinematics/enpro/exitsoldier4_shot7.md5anim { frame 1 event ignoreDamage frame 19 launch_missile RHANDCONNECTOR frame 23 launch_missile RHANDCONNECTOR frame 25 launch_missile RHANDCONNECTOR frame 27 launch_missile RHANDCONNECTOR frame 30 launch_missile RHANDCONNECTOR frame 32 launch_missile RHANDCONNECTOR frame 35 launch_missile RHANDCONNECTOR frame 38 launch_missile RHANDCONNECTOR frame 41 launch_missile RHANDCONNECTOR } anim shot_c models/md5/cinematics/enpro/exitsoldier4_shot8.md5anim { frame 1 event ignoreDamage frame 73 sound_body player_sounds_footstep frame 92 sound_body player_sounds_footstep frame 102 sound_body player_sounds_footstep frame 115 sound_body player_sounds_footstep frame 128 sound_body player_sounds_footstep frame 2 launch_missile RHANDCONNECTOR frame 5 launch_missile RHANDCONNECTOR frame 8 launch_missile RHANDCONNECTOR frame 11 launch_missile RHANDCONNECTOR frame 14 launch_missile RHANDCONNECTOR frame 16 launch_missile RHANDCONNECTOR frame 20 launch_missile RHANDCONNECTOR frame 72 sound_voice snd_swing frame 119 sound_voice snd_down frame 139 launch_missile RHANDCONNECTOR frame 141 launch_missile RHANDCONNECTOR frame 143 launch_missile RHANDCONNECTOR frame 146 launch_missile RHANDCONNECTOR frame 148 launch_missile RHANDCONNECTOR frame 150 launch_missile RHANDCONNECTOR frame 152 launch_missile RHANDCONNECTOR frame 154 launch_missile RHANDCONNECTOR frame 156 launch_missile RHANDCONNECTOR frame 158 launch_missile RHANDCONNECTOR frame 160 launch_missile RHANDCONNECTOR frame 164 launch_missile RHANDCONNECTOR frame 168 launch_missile RHANDCONNECTOR frame 170 launch_missile RHANDCONNECTOR frame 172 launch_missile RHANDCONNECTOR frame 173 launch_missile RHANDCONNECTOR frame 155 trigger bulett_sparks_1 frame 157 trigger bulett_sparks_2 frame 159 trigger bulett_sparks_3 frame 161 trigger bulett_sparks_4 frame 163 trigger bulett_sparks_5 frame 165 trigger bulett_sparks_6 frame 167 trigger bulett_sparks_7 // frame 168 trigger bulett_sparks_8 // frame 169 trigger bulett_sparks_9 // frame 170 trigger bulett_sparks_10 // frame 171 trigger bulett_sparks_11 // frame 172 trigger bulett_sparks_12 frame 173 trigger pipe_explode1 frame 174 trigger pipe_explode1 frame 174 trigger fredminiexplode1 frame 176 trigger pipe_explode1 frame 178 trigger pipe_explode1 frame 210 trigger pipe_explode2 frame 211 trigger fredminiexplode2 frame 211 trigger pipe_explode2 frame 226 trigger pipe_explode3 frame 227 trigger fredminiexplode3 frame 228 trigger pipe_explode3 } } entityDef enpro_soldier4 { "inherit" "npc_base" "model" "enpro_soldier4" "sound_bone" "Chest" "def_projectile" "projectile_bullet_zsec_machinegun" "projectile_spread" "0" "num_projectiles" "1" "smoke_weapon" "cgsmoke.smoke" "mtr_flashShader" "muzzleflash" "flashTime" "0.15" "flashColor" "1 0.8 0.4" "flashRadius" "120" "cinematic" "1" "gib" "0" "model_gib" "models/md5/chars/skeleton_w_mgun.md5mesh" "mass" "5000" "ik_numlegs" "0" "ragdoll" "" "def_head" "head_marine_helmet" "head_joint" "Shoulders" "copy_joint_world eyecontrol" "" //"num_cinematics" "3" //"anim1" "shot_a" //"anim2" "shot_b" //"anim3" "shot_c" "num_cinematics" "2" "anim1" "shot_b" "anim2" "shot_c" "snd_johnny" "enpro_johnny" "snd_watch" "enpro_watch_yourself" "snd_swing" "enpro_swinging_left" "snd_down" "enpro_im_down" "snd_fire" "enpro_fire_fire" } model enpro_exit_imp1 { mesh models/md5/monsters/imp/imp.md5mesh anim exit1 models/md5/cinematics/enpro/exitimp1.md5anim { frame 13 trigger implight1 } } entityDef enpro_exit_imp1 { "inherit" "cin_base" "model" "enpro_exit_imp1" "anim" "exit1" "cinematic" "1" } model enpro_exit_imp2 { mesh models/md5/monsters/imp/imp.md5mesh anim exitstart_a models/md5/cinematics/enpro/exitimp2a.md5anim anim exitstart_b models/md5/cinematics/enpro/exitimp2b.md5anim anim exitstart_c models/md5/cinematics/enpro/exitimp2c.md5anim anim exit models/md5/cinematics/enpro/exitimp2.md5anim } entityDef enpro_exit_imp2 { "inherit" "cin_base" "model" "enpro_exit_imp2" "anim" "exit" "cinematic" "1" } entityDef enpro_exit_imp3 { "inherit" "cin_base" "model" "enpro_exit_imp2" "anim" "exitstart_a" "cinematic" "1" "auto_advance" "1" "num_anims" "3" "anim1" "exitstart_a" "anim2" "exitstart_b" "anim3" "exitstart_c" } model enpro_exit_helmet { mesh models/md5/cinematics/enpro/exithelmet.md5mesh anim exit models/md5/cinematics/enpro/exithelmet.md5anim { frame 147 trigger helmetsplat } } entityDef enpro_exit_helmet { "inherit" "cin_base" "model" "enpro_exit_helmet" "cinematic" "1" "anim" "exit" } entityDef enpro_monitor_cam { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "spawnclass" "idCameraAnim" "cinematic" "1" "anim monitor" "models/md5/cinematics/enpro/monitorcam.md5camera" "anim endmonitor" "models/md5/cinematics/enpro/monitorcam2.md5camera" } entityDef enpro_glass_cam { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "spawnclass" "idCameraAnim" "cinematic" "1" "anim glassexplosion" "models/md5/cinematics/enpro/glassexplosioncam.md5camera" } entityDef enpro_escape_cam { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "spawnclass" "idCameraAnim" "cinematic" "1" "anim escape1" "models/md5/cinematics/enpro/escapecam1.md5camera" "anim escape2" "models/md5/cinematics/enpro/escapecam2.md5camera" "anim escape3" "models/md5/cinematics/enpro/escapecam3.md5camera" "anim escape4" "models/md5/cinematics/enpro/escapecam4.md5camera" } entityDef enpro_tuberide_cam { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "cinematic" "1" "spawnclass" "idCameraAnim" "anim tuberide" "models/md5/cinematics/enpro/tuberidecam.md5camera" } entityDef enpro_lostintro_cam { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "spawnclass" "idCameraAnim" "cinematic" "1" "anim lostintro1" "models/md5/cinematics/enpro/lostcam1.md5camera" "anim lostintro2" "models/md5/cinematics/enpro/lostcam2.md5camera" "anim lostintro3" "models/md5/cinematics/enpro/lostcam3.md5camera" } model enpro_lost_spine { mesh models/md5/cinematics/enpro/lostintro_spine.md5mesh anim pop models/md5/cinematics/enpro/lostintro_spine.md5anim } entityDef enpro_lost_spine { "inherit" "cin_base" "model" "enpro_lost_spine" "cinematic" "1" "anim" "pop" } model enpro_lost_chair { mesh models/md5/cinematics/enpro/chair_lostintro.md5mesh anim exit models/md5/cinematics/enpro/chair_lostintro.md5anim } entityDef enpro_lost_chair { "inherit" "cin_base" "model" "enpro_lost_chair" "cinematic" "1" "anim" "exit" } model enpro_cin_female { skin skins/poppy.skin mesh models/md5/characters/poppy/poppy.md5mesh anim af_pose models/md5/characters/poppy/initial.md5anim anim lostintrostart models/md5/cinematics/enpro/fem_lostintrostart.md5anim anim lostintro1 models/md5/cinematics/enpro/fem_lostintro1.md5anim { frame 1 skin skins/poppy.skin frame 1 sound_global enpro_lostsoul frame 30 sound_voice2 enpro_chair frame 65 sound_voice snd_help frame 120 sound_body2 enpro_slow_whoosh frame 165 skin skins/poppyfx1 frame 165 call setShaderTime frame 167 sound_voice2 snd_leatherface } anim lostintro2 models/md5/cinematics/enpro/fem_lostintro2.md5anim { frame 1 skin skins/poppyfx2 frame 1 sound_voice snd_scream frame 15 trigger popemit frame 43 trigger lostspurt1 frame 45 sound_voice2 snd_spinerip frame 45 trigger func_smoke_1 frame 46 trigger lostspurt2 frame 46 sound_global monster_demon_lostsoul_sight frame 47 event startRagdoll } } entityDef enpro_cin_female { "inherit" "cin_base" "bleed" "1" "model" "enpro_cin_female" "anim" "lostintro" "sound_bone" "Chest" "ragdoll" "monster_zombie_zfem" "velocityTime" "200" "combatModel" "1" "takeDamage" "1" "cinematic" "1" "skin" "skins/poppy.skin" "health" "10" "gib" "1" "skin_dropGib" "skins/poppy_gib.skin" "def_dropGibItem1" "moveable_item_head_pork" "dropGibItem1Joint" "HEAD_headcontrol" "def_dropGibItem2" "moveable_item_torso_pork" "dropGibItem2Joint" "Chest" "def_dropGibItem3" "moveable_item_rup_arm_pork" "dropGibItem3Joint" "Ruparm" "def_dropGibItem4" "moveable_item_left_waist_pork" "dropGibItem4Joint" "Waist" "def_dropGibItem5" "moveable_item_lup_leg_pork" "dropGibItem5Joint" "Lupleg" "def_dropGibItem6" "moveable_item_rup_leg_pork" "dropGibItem6Joint" "Rupleg" "def_dropGibItem7" "moveable_item_rup2_leg_pork" "dropGibItem7Joint" "Rloleg" "def_dropGibItem8" "moveable_item_pelvis_pork" "dropGibItem8Joint" "Hips" "snd_help" "enpro_help_me" "snd_scream" "enpro_scream" "snd_spinerip" "enpro_spinerip" "snd_leatherface" "enpro_leatherface" "snd_chair" "enpro_chair" "snd_gibbed" "sound_giblets" "snd_bounce" "ragdoll_impact" } model enpro_cin_lostsoul { mesh models/md5/cinematics/enpro/lostsoul_mesh.md5mesh anim lostintro1 models/md5/cinematics/enpro/lostsoul_lostintro1.md5anim anim lostintro2 models/md5/cinematics/enpro/lostsoul_lostintro2.md5anim { frame 1 sound_voice2 enpro_cin_lsflight } } entityDef enpro_cin_lostsoul { "inherit" "cin_base" "model" "enpro_cin_lostsoul" "anim" "lostintro1" "sound_bone" "Head" "auto_advance" "1" "num_anims" "2" "anim1" "lostintro1" "anim2" "lostintro2" "cinematic" "1" } model enpro_cin_player { mesh models/md5/characters/player/mocap/wepplayer.md5mesh skin skins/player/shotgun.skin anim monitor models/md5/cinematics/enpro/monitor_player.md5anim { frame 1 sound_global enpro_coolantrod frame 1 sound_global enpro_coolantrod_music } anim endmonitor models/md5/cinematics/enpro/monitor_player2.md5anim anim lostintro1 models/md5/cinematics/enpro/player_lostintro1.md5anim anim lostintro2 models/md5/cinematics/enpro/player_lostintro2.md5anim //anim wounded1 models/md5/cinematics/enpro/marine_player1.md5anim { // frame 463 trigger wsplat //} } entityDef enpro_cin_player { "inherit" "cin_base" "model" "enpro_cin_player" "anim" "monitor" "sound_bone" "Chest" "spawnclass" "idAnimated" "cinematic" "1" } model enpro_wounded_player { skin skins/player/noweapon.skin mesh models/md5/characters/player/mocap/player.md5mesh channel torso ( ) channel legs ( *origin ) anim idle models/md5/cinematics/enpro/marine_player1.md5anim anim stand models/md5/cinematics/enpro/marine_player1.md5anim anim wounded_a models/md5/cinematics/enpro/marine_player1.md5anim { frame 1 sound_global enpro_wounded_music } anim wounded_b models/md5/cinematics/enpro/marine_player2.md5anim anim wounded_c models/md5/cinematics/enpro/marine_player3.md5anim anim wounded_d models/md5/cinematics/enpro/marine_player4.md5anim anim wounded_e models/md5/cinematics/enpro/marine_player5.md5anim anim wounded_f models/md5/cinematics/enpro/marine_player6.md5anim } entityDef enpro_wounded_player { "inherit" "character_default" "model" "enpro_wounded_player" "anim" "wounded1" "sound_bone" "Chest" "size" "" "cinematic" "1" "auto_advance" "1" "num_cinematics" "6" "anim1" "wounded_a" "anim2" "wounded_b" "anim3" "wounded_c" "anim4" "wounded_d" "anim5" "wounded_e" "anim6" "wounded_f" "def_attach" "enpro_cin_machinegun" //"def_attach" "underground_cin_pistol" } model enpro_cin_machinegun { mesh models/md5/weapons/machinegun_world/worldmachinegun.md5mesh anim idle models/md5/weapons/machinegun_world/machinegun_idle.md5anim } entityDef enpro_cin_machinegun { "inherit" "cin_base" "model" "enpro_cin_machinegun" "anim" "idle" "joint" "Lhand" "origin" "0 4 0" "angles" "270 160 0" "cinematic" "1" } model enpro_campbellhead { inherit head_campbell anim escape_a models/md5/heads/campbell/enpro/escape_campheadshot1.md5anim anim escape_b models/md5/heads/campbell/enpro/escape_campheadshot2.md5anim } model enpro_campbell { inherit char_campbell_bfg anim escape_a models/md5/chars/campbell/enpro/campbell_escape1.md5anim anim escape_b models/md5/chars/campbell/enpro/campbell_escape2.md5anim { frame 10 sound_voice snd_convo1 frame 140 sound_voice snd_convo2 } } entityDef enpro_campbell { "inherit" "char_campbell_bfg" "model" "enpro_campbell" "def_head" "enpro_campbellhead" "head_joint" "Shoulders" "cinematic" "1" "ik_numLegs" "0" "snd_convo1" "enpro_no_sir" "snd_convo2" "enpro_yes_sir" "num_cinematics" "2" "anim1" "escape_a" "anim2" "escape_b" } model enpro_swannhead { inherit head_swann anim escape_a models/md5/heads/swann/enpro/escape_swannheadshot1.md5anim anim escape_b models/md5/heads/swann/enpro/escape_swannheadshot2.md5anim } model enpro_swann { inherit char_swann anim escape_a models/md5/cinematics/enpro/swann_escape1.md5anim { frame 60 sound_voice enpro_do_u_see } anim escape_b models/md5/cinematics/enpro/swann_escape2.md5anim { frame 40 sound_voice enpro_ok_lets_get_to } } entityDef enpro_swann { "inherit" "char_swann" "model" "enpro_swann" "def_head" "enpro_swannhead" "head_joint" "Shoulders" "ik_numLegs" "0" "cinematic" "1" "num_cinematics" "2" "anim1" "escape_a" "anim2" "escape_b" "snd_convo1" "enpro_do_u_see" "snd_convo2" "enpro_ok_lets_get_to" } model enpro_wounded_head { skin skins/characters/npcs/head_asian_young.skin mesh models/md5/characters/npcs/heads/h5.md5mesh anim idle models/md5/characters/npcs/heads/h5idle.md5anim anim stand models/md5/characters/npcs/heads/h5idle.md5anim } model enpro_wounded_marine { inherit npc_marine anim escape models/md5/cinematics/enpro/marine_escape.md5anim } entityDef enpro_wounded_marine { "inherit" "npc_base" "model" "enpro_wounded_marine" "def_head" "enpro_wounded_head" "head_joint" "Shoulders" "sound_bone" "Chest" "skin" "skins/characters/npcs/body_marine_bloody.skin" "cinematic" "1" "copy_joint_world eyecontrol" "" } model enpro_wounded_head2 { skin skins/characters/npcs/head_asian_young.skin mesh models/md5/characters/npcs/heads/h5.md5mesh anim idle models/md5/characters/npcs/heads/h5idle.md5anim anim stand models/md5/characters/npcs/heads/h5idle.md5anim anim wounded_a models/md5/heads/asian_young/enpro/woundedmarine1.md5anim anim wounded_b models/md5/heads/asian_young/enpro/woundedmarine2.md5anim anim wounded_c models/md5/heads/asian_young/enpro/woundedmarine3.md5anim anim wounded_d models/md5/heads/asian_young/enpro/woundedmarine4.md5anim anim wounded_e models/md5/heads/asian_young/enpro/woundedmarine5.md5anim anim wounded_f models/md5/heads/asian_young/enpro/woundedmarine6.md5anim } model enpro_wounded_marine2 { inherit npc_marine anim wounded_a models/md5/chars/enpro_wounded_marine/marine_wounded1.md5anim { frame 53 sound_voice snd_wounded1 } anim wounded_b models/md5/chars/enpro_wounded_marine/marine_wounded2.md5anim anim wounded_c models/md5/chars/enpro_wounded_marine/marine_wounded3.md5anim { frame 90 sound_voice snd_wounded2 } anim wounded_d models/md5/chars/enpro_wounded_marine/marine_wounded4.md5anim { frame 29 sound_voice snd_wounded3 } anim wounded_e models/md5/chars/enpro_wounded_marine/marine_wounded5.md5anim { frame 1 sound_voice2 enpro_cin_wraithnoise frame 40 trigger wsplat } anim wounded_f models/md5/chars/enpro_wounded_marine/marine_wounded6.md5anim } entityDef enpro_wounded_marine2 { "inherit" "npc_base" "model" "enpro_wounded_marine2" "def_head" "enpro_wounded_head2" "head_joint" "Shoulders" "sound_bone" "Chest" "skin" "skins/characters/npcs/body_marine_bloody.skin" "size" "" "cinematic" "1" "ik_numLegs" "0" "health" "500" "num_cinematics" "6" "anim1" "wounded_a" "anim2" "wounded_b" "anim3" "wounded_c" "anim4" "wounded_d" "anim5" "wounded_e" "anim6" "wounded_f" "snd_wounded1" "enpro_wounded_marine1" "snd_wounded2" "enpro_wounded_marine2" "snd_wounded3" "enpro_wounded_marine3" "copy_joint_world eyecontrol" "" } entityDef enpro_wounded_cam { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "spawnclass" "idCameraAnim" "cinematic" "1" "anim wounded1" "models/md5/cinematics/enpro/marine_cam1.md5camera" "anim wounded2" "models/md5/cinematics/enpro/marine_cam2.md5camera" "anim wounded3" "models/md5/cinematics/enpro/marine_cam3.md5camera" "anim wounded4" "models/md5/cinematics/enpro/marine_cam4.md5camera" "anim wounded5" "models/md5/cinematics/enpro/marine_cam5.md5camera" "anim wounded6" "models/md5/cinematics/enpro/marine_cam6.md5camera" } model enpro_cin_wraith { mesh models/md5/monsters/wraith/wraith.md5mesh anim marine models/md5/cinematics/enpro/marine_wraith.md5anim anim exit models/md5/cinematics/enpro/exit_wraith.md5anim { frame 5 sound_body snd_footstep frame 10 sound_body snd_footstep frame 15 sound_body snd_footstep frame 20 sound_body snd_footstep } } entityDef enpro_cin_wraith { "inherit" "cin_base" "model" "enpro_cin_wraith" "anim" "marine" "cinematic" "1" "snd_footstep" "monster_demon_wraith_footstep" } model enpro_keycard { mesh models/md5/cinematics/enpro/wounded_keycard.md5mesh anim marine_to_player_a models/md5/cinematics/enpro/wounded_keycard_a.md5anim anim marine_to_player_b models/md5/cinematics/enpro/wounded_keycard_b.md5anim anim marine_to_player_c models/md5/cinematics/enpro/wounded_keycard_c.md5anim anim marine_to_player_d models/md5/cinematics/enpro/wounded_keycard_d.md5anim anim marine_to_player_e models/md5/cinematics/enpro/wounded_keycard_e.md5anim anim marine_to_player_f models/md5/cinematics/enpro/wounded_keycard_f.md5anim } entityDef enpro_keycard { "model" "enpro_keycard" "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "size" "" "cinematic" "1" "auto_advance" "1" "num_anims" "6" "anim1" "marine_to_player_a" "anim2" "marine_to_player_b" "anim3" "marine_to_player_c" "anim4" "marine_to_player_d" "anim5" "marine_to_player_e" "anim6" "marine_to_player_f" "spawnclass" "idAnimated" }