mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-14 10:11:51 +02:00
778 lines
26 KiB
Modula-2
778 lines
26 KiB
Modula-2
/***********************************************************************
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monster_demon_imp.def
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***********************************************************************/
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export fred {
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options -prefix IMP1_ -keep Lknee Rknee Lelbow Relbow camera Body -keep Rmissile Lmissile -parent Rmissile Rhand -parent Lmissile Lhand -parent Rwing Chest -parent Lwing Chest -parent Hips Body -parent Waist Body -parent camera Head
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anim maps/fred/impdoorbreak/impdoorbreak.mb -range 34 100 -dest models/md5/monsters/imp/imp1doorbreak -rotate 180
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anim maps/fred/admin/impcrawl.mb -range 1 52 -rotate -180 -dest models/md5/monsters/imp/imp1wallcrawl
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anim maps/fred/underground/impscurry.mb -rotate 90 -dest models/md5/cinematics/underground/tunnelscurry -prefix IMP_
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anim maps/fred/underground/impstairs.mb -rotate 180 -dest models/md5/cinematics/underground/stairsimpcrawl -prefix IMP_
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addoptions -prefix IMP2_
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anim maps/fred/impdoorbreak/impdoorbreak.mb -range 34 125 -dest models/md5/monsters/imp/imp2doorbreak -rotate 180
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anim maps/fred/admin/impcrawl.mb -range 1 40 -dest models/md5/monsters/imp/imp2wallcrawl
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//anim maps/fred/enpro/enpro_exit2.mb -range 1 510 -dest models/md5/cinematics/enpro/exitimp2a
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//anim maps/fred/enpro/enpro_exit2.mb -range 1 321 -dest models/md5/cinematics/enpro/exitimp2a
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anim maps/fred/enpro/enpro_exit2.mb -range 171 259 -dest models/md5/cinematics/enpro/exitimp2a
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anim maps/fred/enpro/marine_battle_shot4.mb -range 350 420 -dest models/md5/cinematics/enpro/exitimp2b
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anim maps/fred/enpro/enpro_exit2.mb -range 452 510 -dest models/md5/cinematics/enpro/exitimp2c
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anim maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitimp2
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anim maps/fred/ceiling/ceiling2.mb -range 1 1 -dest models/md5/monsters/imp/ceilingimpidle -align ALL
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anim maps/fred/ceiling/ceiling2.mb -dest models/md5/monsters/imp/ceilingimp -align ALL
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addoptions -prefix IMP_
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anim maps/fred/alphalabs2/ed_death.mb -dest models/md5/cinematics/alphalabs2/edkiller
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anim maps/fred/marscity_2/imp_throws_marine_idle.mb -range 1 40 -rotate 90 -dest models/md5/cinematics/marscity_2/marinethrow_imp_idle
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anim maps/fred/marscity_2/imp_throws_marine.mb -range 1 63 -rotate 90 -dest models/md5/cinematics/marscity_2/marinethrow_imp
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anim maps/fred/marscity_2/mars_city2.mb -range 1 90 -dest models/md5/cinematics/marscity_2/impfeast_imp_loop
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anim maps/fred/marscity_2/mars_city2.mb -range 91 170 -dest models/md5/cinematics/marscity_2/impfeast_imp
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anim maps/fred/alphalabs1/impscare.mb -dest models/md5/cinematics/alphalabs1/impscare
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anim maps/fred/underground/ending.mb -range 1 1 -dest models/md5/cinematics/underground/ending_impstart
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anim maps/fred/underground/ending.mb -range 1 48 -dest models/md5/cinematics/underground/ending_imp
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//anim maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitimp1
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anim maps/fred/underground/impintro.mb -dest models/md5/cinematics/underground/impintro_imp
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anim maps/fred/delta2a/malimpcolumns.mb -range 1 1 -dest models/md5/monsters/imp/idlecolumn
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anim maps/fred/delta2a/malimpcolumns.mb -dest models/md5/monsters/imp/leapdowncolumn
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anim maps/fred/delta2a/malcageroom.mb -range 17 17 -dest models/md5/monsters/imp/idlecages
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anim maps/fred/delta2a/malcageroom.mb -dest models/md5/monsters/imp/leapdowncages
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anim maps/fred/delta2b/monster_tanks.mb -dest models/md5/monsters/imp/imptankidle
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anim maps/fred/delta2b/monster_tanks_twitch.mb -range 23 97 -dest models/md5/monsters/imp/imptanktwitch
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anim maps/fred/delta1/impdowncorner.mb -range 1 1 -dest models/md5/monsters/imp/d1corneridle
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anim maps/fred/delta1/impdowncorner.mb -dest models/md5/monsters/imp/d1corner
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anim maps/fred/alphalabs2/elevator_attack.mb -range 1 195 -dest models/md5/monsters/imp/a2_elevator
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anim maps/fred/caverns2/imprailing.mb -range 1 60 -dest models/md5/cinematics/caverns2/imp1railing
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anim maps/fred/caverns2/imprailing2.mb -rotate -90 -range 1 90 -dest models/md5/cinematics/caverns2/imp2railing
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anim maps/james/mc_underground/impcrawl_armdoor.mb -dest models/md5/cinematics/underground/underground_impcrawl_arm
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anim maps/james/alphalabs2/alphalabs2_impcrawl_armdoor.mb -dest models/md5/cinematics/alphalabs2/alphalabs2_impcrawl_arm
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addoptions -sourcedir models/monsters/imp/animation/cycles
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addoptions -destdir models/md5/monsters/imp
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anim offwall.ma -range 275 275 -dest offwallidle
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anim offwall.ma
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addoptions -align ALL
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mesh imp.mb
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anim initial.ma
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anim idle1.ma
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anim mocapalert_idle.ma -rotate 90
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anim alert_walk.ma
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anim sight.ma
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anim sight2.ma
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anim walk1.ma -dest walk1
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anim faster_walk.ma
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anim run.ma
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anim on4_sight.ma
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anim on4_idle.ma
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anim on4_melee1.ma -xyzprecision 0.01 -quatprecision 0.00006
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anim on4_melee2.ma -xyzprecision 0.01 -quatprecision 0.00006
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anim evade_right.ma
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anim evade_right_on4.ma
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anim evade_left.ma
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anim evade_left_on4.ma
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anim scurry2.ma
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anim scurry_leap2.ma -dest scurry_leap.md5anim
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anim cabinet_leap.mb
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anim scurry_leap2.ma -range 1 19 -dest jump_start
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anim jump_loop.ma
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anim jump_loop2.ma
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anim jump_loop3.ma
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anim scurry_leap2.ma -range 30 48 -dest jump_end
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anim scurry_stop.ma
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anim pain3.ma
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anim pain_head.ma
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anim pain_head_on4.ma
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anim pain_chest.ma
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anim pain_chest_on4.ma
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anim pain_luparm.ma
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anim pain_luparm_on4.ma
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anim pain_ruparm.ma
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anim pain_ruparm_on4.ma
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anim pain_legs.ma
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anim turret_attack1.ma
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anim turret_idle.ma
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anim range1.ma
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anim range2.ma
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anim range3.ma
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anim fireball_sight.ma -dest range4
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anim crouched_range1.ma
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anim slash1.ma
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anim slash2.ma
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anim slash3.ma
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anim teleportin.ma
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anim hangonceiling.ma
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anim outofhole.ma -range 1 1 -dest outofholeidle
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anim outofhole.ma
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anim kitchen.mb -range 1 1 -dest kitchenimpidle -sourcedir maps/fred/kitchen/ -destdir models/md5/monsters/imp/
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anim kitchen.mb -dest kitchenimp -sourcedir maps/fred/kitchen/ -destdir models/md5/monsters/imp/
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anim idle.mb -dest severedidle -rotate 180 -sourcedir models/monsters/zombie/zombie01/severed/ -destdir models/md5/monsters/imp/
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anim wake.mb -dest severedwake -rotate 180 -sourcedir models/monsters/zombie/zombie01/severed/ -destdir models/md5/monsters/imp/
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anim monster_wakeups.mb -sourcedir maps/fred/cyberdemon -dest impcyberwakeup -prefix IMP1_
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}
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model monster_demon_imp {
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mesh models/md5/monsters/imp/imp.md5mesh
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channel torso ( *chest )
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channel legs ( waist *Hips Body origin )
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anim af_pose models/md5/monsters/imp/initial.md5anim
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anim ik_pose models/md5/monsters/imp/initial.md5anim
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anim teleport models/md5/monsters/imp/teleportin.md5anim {
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frame 4 sound_body snd_footstep
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frame 21 sound_body snd_sight
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}
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anim initial models/md5/monsters/imp/initial.md5anim
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anim crawl models/md5/monsters/imp/scurry2.md5anim {
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frame 6 sound_body snd_footstep
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frame 10 sound_body snd_footstep
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frame 14 sound_body snd_footstep
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frame 18 sound_body snd_footstep
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}
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anim crawl_idle models/md5/monsters/imp/on4_idle.md5anim {
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frame 57 sound_chatter snd_alert_idle
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frame 140 sound_chatter snd_alert_idle
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}
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anim stand models/md5/monsters/imp/idle1.md5anim
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anim idle models/md5/monsters/imp/idle1.md5anim {
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random_cycle_start
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}
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anim idle1 models/md5/monsters/imp/idle1.md5anim {
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random_cycle_start
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}
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anim sight1 models/md5/monsters/imp/sight.md5anim {
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frame 15 sound_body snd_sight
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}
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anim sight2 models/md5/monsters/imp/sight2.md5anim {
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frame 13 sound_body snd_sight2
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}
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anim walk models/md5/monsters/imp/walk1.md5anim {
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random_cycle_start
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frame 2 leftfoot
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frame 19 rightfoot
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}
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anim run models/md5/monsters/imp/faster_walk.md5anim {
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random_cycle_start
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frame 13 leftfoot
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frame 26 rightfoot
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}
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anim crawl_evade_left models/md5/monsters/imp/evade_left_on4.md5anim {
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frame 1 sound_voice snd_pain
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frame 14 sound_body snd_footstep
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frame 15 sound_body snd_footstep
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frame 16 sound_body snd_footstep
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}
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anim crawl_evade_right models/md5/monsters/imp/evade_right_on4.md5anim {
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frame 1 sound_voice snd_pain
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frame 13 sound_body snd_footstep
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frame 14 sound_body snd_footstep
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frame 15 sound_body snd_footstep
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frame 16 sound_body snd_footstep
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}
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anim crawl_evade_left_noturn models/md5/monsters/imp/evade_left_on4.md5anim {
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ai_no_turn
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frame 1 sound_voice snd_pain
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frame 14 sound_body snd_footstep
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frame 15 sound_body snd_footstep
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frame 16 sound_body snd_footstep
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}
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anim crawl_evade_right_noturn models/md5/monsters/imp/evade_right_on4.md5anim {
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ai_no_turn
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frame 1 sound_voice snd_pain
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frame 13 sound_body snd_footstep
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frame 14 sound_body snd_footstep
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frame 15 sound_body snd_footstep
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frame 16 sound_body snd_footstep
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}
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anim evade_left models/md5/monsters/imp/evade_left.md5anim {
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frame 1 sound_voice snd_pain
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frame 14 sound_body snd_footstep
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frame 15 sound_body snd_footstep
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}
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anim evade_right models/md5/monsters/imp/evade_right.md5anim {
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frame 1 sound_voice snd_pain
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frame 13 sound_body snd_footstep
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frame 14 sound_body snd_footstep
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}
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anim range_attack1 models/md5/monsters/imp/range1.md5anim {
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frame 2 sound_weapon snd_createmissile
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frame 2 create_missile RMissile
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frame 22 sound_weapon snd_attackmissile
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frame 22 launch_missile RMissile
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}
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anim range_attack2 models/md5/monsters/imp/range3.md5anim {
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frame 11 sound_weapon snd_createmissile
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frame 11 create_missile RMissile
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frame 45 sound_weapon snd_attackmissile
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frame 45 launch_missile RMissile
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}
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anim range_attack3 models/md5/monsters/imp/range4.md5anim {
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frame 1 sound_body snd_sight
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frame 2 sound_weapon snd_createmissile
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frame 2 create_missile RMissile
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frame 37 sound_weapon snd_attackmissile
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frame 37 launch_missile RMissile
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}
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anim turret_attack1 models/md5/monsters/imp/turret_attack1.md5anim {
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frame 1 sound_body snd_sight
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frame 2 sound_weapon snd_createmissile
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frame 2 create_missile RMissile
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frame 22 sound_weapon snd_attackmissile
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frame 22 launch_missile RMissile
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}
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anim turret_idle models/md5/monsters/imp/turret_idle.md5anim
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anim jump_start models/md5/monsters/imp/jump_start.md5anim {
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frame 1 sound_voice snd_attackmelee_1
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}
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anim jump_loop1 models/md5/monsters/imp/jump_loop.md5anim
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anim jump_end models/md5/monsters/imp/jump_end.md5anim {
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frame 1 sound_body snd_footstep
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frame 3 sound_body snd_footstep
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}
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anim melee_attack1 models/md5/monsters/imp/slash1.md5anim {
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frame 1 sound_weapon snd_attackmelee_1
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frame 8 melee melee_impLeftClaw
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frame 10 sound_body snd_footstep
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frame 17 melee melee_impRightClaw
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frame 19 sound_body snd_footstep
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}
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anim melee_attack2 models/md5/monsters/imp/slash2.md5anim {
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frame 1 sound_weapon snd_attackmelee_2
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frame 4 sound_body snd_footstep
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frame 9 melee melee_impLeftClaw
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frame 11 sound_body snd_footstep
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frame 21 sound_body snd_footstep
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}
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anim melee_attack3 models/md5/monsters/imp/slash3.md5anim {
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frame 1 sound_weapon snd_attackmelee_2
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frame 6 melee melee_impRightClaw
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frame 10 sound_body snd_footstep
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}
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anim pain_head models/md5/monsters/imp/pain_head.md5anim {
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frame 1 sound_voice snd_pain
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}
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anim pain_left_arm models/md5/monsters/imp/pain_luparm.md5anim {
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frame 1 sound_voice snd_pain
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}
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anim pain_right_arm models/md5/monsters/imp/pain_ruparm.md5anim {
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frame 1 sound_voice snd_pain
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}
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anim pain_chest models/md5/monsters/imp/pain_chest.md5anim {
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frame 1 sound_voice snd_pain
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}
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anim pain models/md5/monsters/imp/pain3.md5anim {
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frame 1 sound_voice snd_pain
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}
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anim leap_attack models/md5/monsters/imp/scurry_leap.md5anim {
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frame 1 sound_voice snd_sight8
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frame 4 sound_body snd_footstep
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frame 15 sound_body snd_footstep
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frame 16 attack_begin melee_impLeapAttack
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frame 28 attack_end
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frame 30 sound_body snd_footstep
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frame 32 sound_body snd_footstep
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frame 38 sound_body snd_footstep
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}
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anim roofcrawlidle models/md5/monsters/imp/ceilingimpidle.md5anim {
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ai_no_turn
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frame 1 disableGravity
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frame 1 disableWalkIK
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}
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anim roofcrawl models/md5/monsters/imp/ceilingimp.md5anim {
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ai_no_turn
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frame 1 disableGravity
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frame 1 disableWalkIK
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frame 117 enableGravity
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frame 117 enableWalkIK
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}
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anim ceilinghang models/md5/monsters/imp/hangonceiling.md5anim {
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ai_no_turn
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frame 1 disableGravity
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frame 1 disableWalkIK
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}
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anim zombie_feast models/md5/monsters/imp/severedidle.md5anim {
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ai_no_turn
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}
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anim zombie_feast_wake models/md5/monsters/imp/severedwake.md5anim {
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ai_no_turn
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frame 6 sound_voice snd_chatter
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}
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anim outofholeidle models/md5/monsters/imp/outofholeidle.md5anim {
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frame 1 disableWalkIK
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ai_no_turn
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}
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anim outofhole models/md5/monsters/imp/outofhole.md5anim {
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ai_no_turn
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frame 1 disableWalkIK
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frame 12 sound_voice snd_chatter
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frame 65 enableWalkIK
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}
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anim offwallidle models/md5/monsters/imp/offwallidle.md5anim {
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ai_no_turn
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frame 1 disableWalkIK
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frame 1 disableGravity
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}
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anim offwall models/md5/monsters/imp/offwall.md5anim {
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ai_no_turn
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frame 1 disableWalkIK
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frame 1 disableGravity
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frame 73 enableGravity
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frame 73 enableWalkIK
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}
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}
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entityDef monster_demon_imp {
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"inherit" "monster_default"
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"scriptobject" "ai"
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"nativeobject" "rvmMonsterDemonImp"
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"model" "monster_demon_imp"
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"ragdoll" "monster_demon_imp"
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"size" "48 48 72"
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"use_aas" "aas48"
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"team" "1"
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"rank" "1"
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"health" "130"
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"melee_damage" "35"
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"melee_range" "40"
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"def_projectile" "projectile_impfireball"
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"attack_cone" "70"
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"attack_accuracy" "0"
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"offsetModel" "-8 0 0"
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"anim" "idle1"
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"mass" "200"
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"burnaway" ".5"
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"smoke_burnParticleSystem" "burn_imp.prt-chest"
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"ik_numLegs" "2"
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"ik_footSize" "4"
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"ik_waist" "Body"
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"ik_hip1" "Lupleg"
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"ik_hip2" "Rupleg"
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"ik_knee1" "Lloleg"
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"ik_knee2" "Rloleg"
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"ik_ankle1" "Lankle_r"
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"ik_ankle2" "Rankle_r"
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"ik_dir1" "Lknee"
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"ik_dir2" "Rknee"
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"ik_foot1" "Lball_r"
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"ik_foot2" "Rball_r"
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"ragdoll_slomoStart" "0"
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"ragdoll_slomoEnd" "0"
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"damage_zone head" "*Neck"
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"damage_zone chest" "*waist -*Rshldr -*Lshldr -*Neck"
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"damage_zone left_arm" "*Lshldr"
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"damage_zone right_arm" "*Rshldr"
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"damage_zone legs" "*Hips"
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"damage_scale head" "2"
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"snd_footstep" "monster_demon_imp_footstep"
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"snd_sight" "monster_demon_imp_sight"
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"snd_sight2" "monster_demon_imp_sight2"
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"snd_sight8" "monster_demon_imp_sight8"
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"snd_chatter" "monster_demon_imp_chatter"
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"snd_chatter_combat" "monster_demon_imp_chatter_combat"
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"snd_pain" "monster_demon_imp_pain"
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"snd_attackmelee_1" "monster_demon_imp_attackmelee_1"
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"snd_attackmelee_2" "monster_demon_imp_attackmelee_2"
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"snd_death" "monster_demon_imp_die"
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|
"snd_thud" "monster_demon_imp_thud"
|
|
"snd_createmissile" "monster_demon_imp_fireball_create"
|
|
"snd_attackmissile" "monster_demon_imp_fireball_throw"
|
|
"snd_alert_idle" "monster_demon_imp_alert_idle"
|
|
"snd_burn" "monster_demon_archvile_burn"
|
|
}
|
|
|
|
model monster_demon_imp_crawler {
|
|
mesh models/md5/monsters/imp/imp.md5mesh
|
|
channel torso ( *chest )
|
|
channel legs ( waist *Hips Body origin )
|
|
|
|
anim af_pose models/md5/monsters/imp/initial.md5anim
|
|
anim ik_pose models/md5/monsters/imp/on4_idle.md5anim
|
|
|
|
anim stand models/md5/monsters/imp/on4_idle.md5anim {
|
|
frame 57 sound_chatter snd_alert_idle
|
|
frame 140 sound_chatter snd_alert_idle
|
|
}
|
|
anim teleport models/md5/monsters/imp/teleportin.md5anim {
|
|
frame 28 sound_body snd_sight
|
|
}
|
|
anim sight models/md5/monsters/imp/on4_sight.md5anim {
|
|
frame 5 sound_body snd_sight
|
|
}
|
|
anim idle models/md5/monsters/imp/on4_idle.md5anim {
|
|
frame 57 sound_chatter snd_alert_idle
|
|
frame 140 sound_chatter snd_alert_idle
|
|
}
|
|
anim run models/md5/monsters/imp/scurry2.md5anim {
|
|
frame 6 sound_body snd_footstep
|
|
frame 10 sound_body snd_footstep
|
|
frame 14 sound_body snd_footstep
|
|
frame 18 sound_body snd_footstep
|
|
}
|
|
anim walk models/md5/monsters/imp/scurry2.md5anim {
|
|
frame 6 sound_body snd_footstep
|
|
frame 10 sound_body snd_footstep
|
|
frame 14 sound_body snd_footstep
|
|
frame 18 sound_body snd_footstep
|
|
}
|
|
anim evade_left models/md5/monsters/imp/evade_left_on4.md5anim {
|
|
frame 14 sound_body snd_footstep
|
|
frame 15 sound_body snd_footstep
|
|
frame 16 sound_body snd_footstep
|
|
}
|
|
anim evade_right models/md5/monsters/imp/evade_right_on4.md5anim {
|
|
frame 13 sound_body snd_footstep
|
|
frame 14 sound_body snd_footstep
|
|
frame 15 sound_body snd_footstep
|
|
frame 16 sound_body snd_footstep
|
|
}
|
|
anim pain_head models/md5/monsters/imp/pain_head_on4.md5anim {
|
|
frame 1 call overrideLegs
|
|
frame 1 sound_voice snd_pain
|
|
}
|
|
anim pain_left_arm models/md5/monsters/imp/pain_luparm_on4.md5anim {
|
|
frame 1 call overrideLegs
|
|
frame 1 sound_voice snd_pain
|
|
}
|
|
anim pain_right_arm models/md5/monsters/imp/pain_ruparm_on4.md5anim {
|
|
frame 1 call overrideLegs
|
|
frame 1 sound_voice snd_pain
|
|
}
|
|
anim pain_legs models/md5/monsters/imp/pain_chest_on4.md5anim {
|
|
frame 1 call overrideLegs
|
|
frame 1 sound_voice snd_pain
|
|
}
|
|
anim pain_chest models/md5/monsters/imp/pain_chest_on4.md5anim {
|
|
frame 1 call overrideLegs
|
|
frame 1 sound_voice snd_pain
|
|
}
|
|
anim pain models/md5/monsters/imp/pain_chest_on4.md5anim {
|
|
frame 1 call overrideLegs
|
|
frame 1 sound_voice snd_pain
|
|
}
|
|
|
|
anim range_attack models/md5/monsters/imp/crouched_range1.md5anim {
|
|
frame 1 call overrideLegs
|
|
frame 2 sound_weapon snd_createmissile
|
|
frame 2 create_missile RMissile
|
|
frame 12 sound_weapon snd_attackmissile
|
|
frame 12 launch_missile RMissile
|
|
}
|
|
|
|
anim jump_start models/md5/monsters/imp/jump_start.md5anim
|
|
anim jump_loop1 models/md5/monsters/imp/jump_loop.md5anim
|
|
anim jump_loop2 models/md5/monsters/imp/jump_loop2.md5anim
|
|
anim jump_loop3 models/md5/monsters/imp/jump_loop3.md5anim
|
|
anim jump_end models/md5/monsters/imp/jump_end.md5anim
|
|
|
|
anim melee_attack1 models/md5/monsters/imp/on4_melee1.md5anim {
|
|
frame 1 call overrideLegs
|
|
frame 1 sound_weapon snd_attackmelee_1
|
|
frame 11 melee melee_impRightClaw
|
|
}
|
|
anim melee_attack2 models/md5/monsters/imp/on4_melee2.md5anim {
|
|
frame 1 call overrideLegs
|
|
frame 1 sound_weapon snd_attackmelee_2
|
|
frame 7 sound_body snd_footstep
|
|
frame 8 melee melee_impRightClaw
|
|
frame 14 melee melee_impLeftClaw
|
|
frame 17 sound_body snd_footstep
|
|
frame 22 sound_body snd_footstep
|
|
}
|
|
}
|
|
|
|
entityDef monster_demon_imp_crawler {
|
|
"inherit" "monster_default"
|
|
"scriptobject" "ai"
|
|
"nativeobject" "rvmMonsterDemonImp"
|
|
"model" "monster_demon_imp_crawler"
|
|
"ragdoll" "monster_demon_imp"
|
|
|
|
"size" "48 48 72"
|
|
"use_aas" "aas48"
|
|
"team" "1"
|
|
"rank" "1"
|
|
"health" "130"
|
|
"melee_damage" "35"
|
|
"melee_range" "40"
|
|
"def_projectile" "projectile_impfireball"
|
|
"attack_cone" "70"
|
|
"attack_accuracy" "0"
|
|
"offsetModel" "-8 0 0"
|
|
"mass" "150"
|
|
|
|
"burnaway" "0.50"
|
|
|
|
"ik_numLegs" "2"
|
|
"ik_footSize" "4"
|
|
"ik_waist" "Body"
|
|
"ik_hip1" "Lupleg"
|
|
"ik_hip2" "Rupleg"
|
|
"ik_hip3" "Luparm"
|
|
"ik_hip4" "Ruparm"
|
|
"ik_knee1" "Lloleg"
|
|
"ik_knee2" "Rloleg"
|
|
"ik_knee3" "Lloarm"
|
|
"ik_knee4" "Rloarm"
|
|
"ik_ankle1" "Lankle_r"
|
|
"ik_ankle2" "Rankle_r"
|
|
"ik_ankle3" "Lhand"
|
|
"ik_ankle4" "Rhand"
|
|
"ik_dir1" "Lknee"
|
|
"ik_dir2" "Rknee"
|
|
"ik_dir3" "Lelbow"
|
|
"ik_dir4" "Relbow"
|
|
"ik_foot1" "Lball_r"
|
|
"ik_foot2" "Rball_r"
|
|
"ik_foot3" "Lhand"
|
|
"ik_foot4" "Rhand"
|
|
|
|
"damage_zone head" "*Neck"
|
|
"damage_zone chest" "*waist -*Rshldr -*Lshldr -*Neck"
|
|
"damage_zone left_arm" "*Lshldr"
|
|
"damage_zone right_arm" "*Rshldr"
|
|
"damage_zone legs" "*Hips"
|
|
"damage_scale head" "1.25"
|
|
|
|
"snd_footstep" "monster_demon_imp_footstep"
|
|
"snd_sight" "monster_demon_imp_sight"
|
|
"snd_sight2" "monster_demon_imp_sight2"
|
|
"snd_sight8" "monster_demon_imp_sight8"
|
|
"snd_chatter" "monster_demon_imp_chatter"
|
|
"snd_chatter_combat" "monster_demon_imp_chatter_combat"
|
|
"snd_pain" "monster_demon_imp_pain"
|
|
"snd_attackmelee_1" "monster_demon_imp_attackmelee_1"
|
|
"snd_attackmelee_2" "monster_demon_imp_attackmelee_2"
|
|
"snd_death" "monster_demon_imp_die"
|
|
"snd_thud" "monster_demon_imp_thud"
|
|
"snd_createmissile" "monster_demon_imp_fireball_create"
|
|
"snd_attackmissile" "monster_demon_imp_fireball_throw"
|
|
"snd_alert_idle" "monster_demon_imp_alert_idle"
|
|
"snd_burn" "monster_demon_tick_burn"
|
|
}
|
|
|
|
entityDef damage_impfireball {
|
|
"damage" "12"
|
|
"kickDir" "1 0 0"
|
|
"push" "500"
|
|
|
|
"mtr_blob" "genericDamage"
|
|
"blob_time" "300"
|
|
"blob_size" "400"
|
|
"blob_offset_x" "400"
|
|
|
|
|
|
"knockback" "10"
|
|
|
|
"kick_time" "400"
|
|
"kick_amplitude" "1"
|
|
|
|
"dv_time" "100"
|
|
"smoke_wound_flesh" "bloodwound.smoke"
|
|
}
|
|
|
|
entityDef damage_impfireball_splash {
|
|
"damage" "5"
|
|
"radius" "50"
|
|
"push" "5000"
|
|
}
|
|
|
|
entityDef projectile_impfireball {
|
|
"spawnclass" "idProjectile"
|
|
"mins" "-4 -4 -4"
|
|
"maxs" "4 4 4"
|
|
"cone" "3"
|
|
"model" "impfireball2.prt"
|
|
|
|
"def_damage" "damage_impfireball"
|
|
"def_splash_damage" "damage_impfireball_splash"
|
|
|
|
"launchFromBarrel" "1"
|
|
"health" "5" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
|
|
"velocity" "475 0 -150" // how fast the projectile leaves the gun (or distance if fuse is 0)
|
|
"angular_velocity" "0 0 0" // how the projectile is rotating when it leaves the gun
|
|
"thrust" "0" // the rate of acceleration (always in the direction of the projectiles model)
|
|
"thrust_start" "0" // when to start accelerating
|
|
"thrust_end" "0" // when to stop accelerating
|
|
"linear_friction" "0" // "air" friction
|
|
"angular_friction" "0"
|
|
"contact_friction" "0"
|
|
"bounce" "0" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
|
|
"mass" "5"
|
|
"gravity" "250" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
|
|
"fuse" "20" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance).
|
|
|
|
"detonate_on_fuse" "0" // whether projectile should detonate when it's fuse runs out
|
|
"detonate_on_death" "1" // whether projectile should detonate when it's "killed" (health runs out)
|
|
"detonate_on_world" "1" // whether projectile should detonate when it hits an obstacle
|
|
"detonate_on_actor" "1" // whether projectile should detonate when it hits a character in the game
|
|
|
|
"impact_damage_effect" "0" // whether projectile causes blood splats from characters that bleed
|
|
"impact_gib" "1" // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)
|
|
|
|
"mtr_detonate" "textures/decals/ballburn01"
|
|
"decal_size" "75"
|
|
|
|
"smoke_fly" "imp_trail2.prt" // particle effect while in the air
|
|
"smoke_detonate" "" // particle effect when detonates
|
|
"smoke_residue" "" // particle effect while in the air
|
|
"smoke_bounce" "" // particle effect when bounces
|
|
"smoke_fuse" "" // particle effect when removed from fuse expiring
|
|
|
|
// parametric particles -- temp
|
|
"model_detonate" "imp_explosion.prt"
|
|
|
|
"debris_count" "3"
|
|
"def_debris" "debris_largeshrapnel"
|
|
"def_shrapnel" "debris_shrapnel"
|
|
|
|
"mtr_light_shader" "lights/impflyflash"
|
|
"light_color" "0.9 0.7 0.05"
|
|
"light_radius" "160"
|
|
"light_offset" "0 0 0"
|
|
|
|
|
|
"mtr_explode_light_shader" "lights/impflash"
|
|
"explode_light_color" "3.6 3.0 0.5"
|
|
"explode_light_radius" "320"
|
|
"explode_light_fadetime" "1.0"
|
|
|
|
"snd_explode" "monster_demon_imp_fireball_explode"
|
|
"snd_fly" "monster_demon_imp_fireball_flight" // particle effect while in the air
|
|
}
|
|
|
|
entityDef melee_impLeapAttack {
|
|
// melee specific parameters
|
|
"snd_hit" "monster_demon_imp_melee_hit"
|
|
"kickDir" "1 0 0"
|
|
|
|
// damage parameters
|
|
"damage" "8"
|
|
|
|
"mtr_blob" "leftSlash"
|
|
"blob_time" "300"
|
|
"blob_x" "140"
|
|
"blob_y" "-100"
|
|
"blob_width" "600"
|
|
"blob_height" "600"
|
|
|
|
"knockback" "100"
|
|
|
|
"kick_time" "800"
|
|
"kick_amplitude" "2"
|
|
|
|
"dv_time" "400"
|
|
}
|
|
|
|
entityDef melee_impLeftClaw {
|
|
// melee specific parameters
|
|
"snd_hit" "monster_demon_imp_melee_hit"
|
|
"snd_miss" "monster_demon_imp_melee_miss"
|
|
"kickDir" "0 -1 0"
|
|
|
|
// damage parameters
|
|
"damage" "8"
|
|
|
|
"mtr_blob" "leftSlash"
|
|
"blob_time" "300"
|
|
"blob_x" "140"
|
|
"blob_y" "-100"
|
|
"blob_width" "600"
|
|
"blob_height" "600"
|
|
|
|
"knockback" "40"
|
|
|
|
"kick_time" "400"
|
|
"kick_amplitude" "2"
|
|
|
|
"dv_time" "100"
|
|
}
|
|
|
|
entityDef melee_impRightClaw {
|
|
"snd_hit" "monster_demon_imp_melee_hit"
|
|
"snd_miss" "monster_demon_imp_melee_miss"
|
|
"kickDir" "0 1 0"
|
|
|
|
"damage" "8"
|
|
|
|
"mtr_blob" "rightSlash"
|
|
"blob_time" "300"
|
|
"blob_x" "-100"
|
|
"blob_y" "-100"
|
|
"blob_width" "600"
|
|
"blob_height" "600"
|
|
|
|
"knockback" "30"
|
|
|
|
"kick_time" "400"
|
|
"kick_amplitude" "2"
|
|
|
|
"dv_time" "100"
|
|
}
|
|
|
|
model monster_demon_imp_crawl_armdoor {
|
|
mesh models/md5/monsters/imp/imp.md5mesh
|
|
anim alphalabs2_impcrawl_arm models/md5/cinematics/alphalabs2/alphalabs2_impcrawl_arm.md5anim {
|
|
frame 2 sound_body snd_sight5
|
|
}
|
|
anim underground_impcrawl_arm models/md5/cinematics/underground/underground_impcrawl_arm.md5anim {
|
|
frame 57 sound_body snd_sight
|
|
frame 75 sound_body snd_sight2
|
|
frame 110 sound_body snd_sight3
|
|
frame 128 sound_body snd_sight4
|
|
}
|
|
}
|
|
|
|
entityDef monster_demon_imp_crawl_armdoor {
|
|
"inherit" "cin_base"
|
|
"model" "monster_demon_imp_crawl_armdoor"
|
|
"anim" "underground_impcrawl_arm"
|
|
|
|
"snd_sight" "mcu_imp_teh_angar"
|
|
"snd_sight2" "mcu_imp_teh_angar2"
|
|
"snd_sight3" "mcu_imp_teh_angar3"
|
|
"snd_sight4" "mcu_imp_skulkaway"
|
|
"snd_sight5" "monster_demon_imp_sight2_loud"
|
|
}
|