mirror of
https://github.com/jmarshall23/DoomRTX.git
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414 lines
16 KiB
Modula-2
414 lines
16 KiB
Modula-2
/***********************************************************************
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characters
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***********************************************************************/
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entityDef character_default {
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"editor_color" "1 .5 0"
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"editor_mins" "-16 -16 0"
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"editor_maxs" "16 16 64"
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"editor_var ambush" "if set to 1, monster only wakes up if it sees the player."
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"editor_var trigger" "when to become active. 0 is on sight, 1 is on trigger."
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"editor_var attack_path" "when activated, follow a path of path_corners to the end and then attack."
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"editor_var wait" "how long to wait before activating. Use -1 to wait for trigger."
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"editor_var target" "set of info_pathnodes to visit."
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"editor_var wander" "if set to 1, visit pathnodes randomly, otherwise visit them in order."
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"editor_var on_activate" "Animation to play when monster sees player or is triggered."
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"editor_var walk_on_trigger" "Set to 1 to make monsters start following a path without getting mad at player when triggered."
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"editor_var action" "animation to cycle when spawned in."
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"spawnclass" "idAI"
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"spawnobject" "actor"
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"ambush" "0"
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"wait" "0"
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"team" "0"
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"rank" "0"
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"action" "idle"
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"on_activate" "sight"
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"state" "state_Inactive"
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"attack_rate" "4"
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"head_look" "1"
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"projectile" ""
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"attack_cone" "70"
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"leap_range" "0"
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"leap_rate" "0"
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"run_range" "0"
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"melee_range" "0"
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"missile_range_min" "0"
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"missile_range_max" "0"
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"range_max" "1024"
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"chatter_min" "5"
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"chatter_max" "10"
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"bleed" "1"
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}
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/***********************************************************************
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char_scientist1
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***********************************************************************/
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export characters_export_01 {
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options -prefix MSCI1_ -align ALL -keep eyethings clipboard -parent Neck Shldrs -parent eyehead Head -parent eyethings Head -parent clipboard Lhand
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mesh models/characters/scientist/Animation/cycles/idle1.ma -dest models/md5/meshes/scientist1
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anim models/characters/scientist/Animation/cycles/idle1.ma -dest models/md5/anims/chars/scientist1/idle1
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anim models/characters/scientist/Animation/cycles/idle2.ma -dest models/md5/anims/chars/scientist1/idle2
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anim models/characters/scientist/Animation/cycles/walk1.ma -dest models/md5/anims/chars/scientist1/walk1
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anim models/characters/scientist/Animation/cycles/walk2.ma -dest models/md5/anims/chars/scientist1/walk2
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anim models/characters/scientist/Animation/cycles/run1.ma -dest models/md5/anims/chars/scientist1/run1
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anim models/characters/scientist/Animation/cycles/pain1.ma -dest models/md5/anims/chars/scientist1/pain1
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anim models/characters/scientist/Animation/cycles/painwalk.ma -dest models/md5/anims/chars/scientist1/painwalk
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anim models/characters/scientist/Animation/cycles/death2.ma -dest models/md5/anims/chars/scientist1/death1
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anim models/characters/scientist/Animation/cycles/cringe1.ma -dest models/md5/anims/chars/scientist1/cringeone
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anim models/characters/scientist/Animation/cycles/cringe2.ma -dest models/md5/anims/chars/scientist1/cringetwo
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anim models/characters/scientist/Animation/cycles/push_buttons.ma -dest models/md5/anims/chars/scientist1/panel_loop
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anim models/characters/scientist/Animation/cycles/hear_u_getup.ma -dest models/md5/anims/chars/scientist1/hear_u_getup
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anim models/characters/scientist/Animation/cycles/talk_to_someone1.ma -dest models/md5/anims/chars/scientist1/talk1
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anim models/characters/scientist/Animation/cycles/listen_to_someone1.ma -dest models/md5/anims/chars/scientist1/listen1
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anim models/characters/scientist/Animation/pushbuttons.mb -dest models/md5/anims/chars/scientist1/panel
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anim models/characters/scientist/Animation/cycles/wave_loop.ma -dest models/md5/anims/chars/scientist1/wave_loop
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anim models/characters/scientist/Animation/cycles/look_at_monitors.ma -dest models/md5/anims/chars/scientist1/look_at_monitors
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anim models/characters/scientist/Animation/cycles/look_out_window.ma -dest models/md5/anims/chars/scientist1/look_out_window
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anim models/characters/scientist/Animation/cycles/be_right_there.ma -dest models/md5/anims/chars/scientist1/there
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anim models/characters/scientist/Animation/cycles/push_light_switch.ma -dest models/md5/anims/chars/scientist1/light
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anim models/characters/scientist/Animation/cycles/stool_jammin_loop.ma -dest models/md5/anims/chars/scientist1/stool_jammin
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addoptions -rotate -130
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anim models/characters/scientist/Animation/cycles/workloop1.ma -dest models/md5/anims/chars/scientist1/work1
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}
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entityDef char_scientist1 {
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"inherit" "character_default"
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"size" "16 16 68"
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"use_aas" "aas32"
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"team" "0"
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"rank" "0"
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"health" "15"
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"model" "char_scientist1"
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}
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/***********************************************************************
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friendly_sentry_guard
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***********************************************************************/
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entityDef friendly_sentry_guard {
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"inherit" "character_default"
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"size" "40 40 68"
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"use_aas" "aas96"
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"team" "0"
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"rank" "-1"
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"health" "150"
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"action" "folded"
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"on_activate" "unfold"
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"model" "friendly_sentry_guard"
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}
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/***********************************************************************
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char_uac_marine
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***********************************************************************/
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entityDef char_uac_marine {
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"inherit" "character_default"
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"size" "16 16 68"
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"use_aas" "aas32"
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"team" "0"
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"rank" "0"
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"health" "15"
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"skin" "skins/uacmarine/machinegun.skin"
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"model" "char_uac_marine"
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}
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/***********************************************************************
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char_uac_marine_face
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***********************************************************************/
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export characters_export_02 {
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options -prefix MARINE_ -align ALL -parent neckhelmet Shldrs -parent neckface Shldrs
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mesh models/characters/uac_marine/Animation/cycles/idle.mb
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anim models/characters/uac_marine/Animation/cycles/idle.mb
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anim models/characters/uac_marine/Animation/cycles/walkcycle.mb
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}
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entityDef char_uac_marine_face {
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"inherit" "character_default"
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"size" "16 16 68"
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"use_aas" "aas32"
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"team" "0"
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"rank" "0"
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"health" "15"
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"skin" "skins/uacmarine/pistol.skin"
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"model" "char_uac_marine_face"
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}
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/***********************************************************************
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char_security_face1
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***********************************************************************/
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entityDef char_security_face1 {
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"inherit" "character_default"
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"size" "16 16 68"
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"use_aas" "aas32"
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"team" "0"
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"rank" "0"
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"health" "15"
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"skin" "skins/security/face1.skin"
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"model" "char_security_face1"
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}
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/***********************************************************************
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char_security_face2
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***********************************************************************/
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entityDef char_security_face2 {
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"inherit" "character_default"
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"size" "16 16 68"
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"use_aas" "aas32"
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"team" "0"
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"rank" "0"
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"health" "15"
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"skin" "skins/security/face2.skin"
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"model" "char_security_face2"
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}
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/***********************************************************************
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char_security_helmet
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***********************************************************************/
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entityDef char_security_helmet {
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"inherit" "character_default"
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"size" "16 16 68"
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"use_aas" "aas32"
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"team" "0"
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"rank" "0"
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"health" "15"
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"skin" "skins/security/helmet.skin"
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"model" "char_security_helmet"
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}
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/***********************************************************************
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char_sci_chick
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***********************************************************************/
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export characters_export_03 {
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options -prefix FHEAD_
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mesh models/characters/scientist/fhead01/cycles/test.mb
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anim models/characters/scientist/fhead01/cycles/test.mb
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}
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entityDef char_sci_chick {
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"inherit" "character_default"
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"size" "16 16 68"
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"use_aas" "aas32"
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"team" "0"
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"rank" "0"
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"health" "15"
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"skin" ""
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"model" "char_sci_chick"
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}
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/***********************************************************************
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eyetest just for debugging
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***********************************************************************/
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export characters_export_04 {
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mesh models/Fred/BOO2.mb
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anim models/Fred/BOO2.mb
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}
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entityDef eye_test {
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"editor_color" "1 .5 0"
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"editor_mins" "-16 -16 0"
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"editor_maxs" "16 16 64"
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"editor_usage" "For testing"
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"spawnclass" "idAnimatedEntity"
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"size" "8 8 32"
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"anim" "idle"
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"model" "eye_test"
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}
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export characters_export_05 {
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mesh models/characters/player/facetest.mb
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anim models/characters/player/facetest.mb
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}
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entityDef face_test {
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"editor_color" "1 .5 0"
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"editor_mins" "-16 -16 0"
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"editor_maxs" "16 16 64"
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"editor_usage" "For testing"
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"spawnclass" "idAnimatedEntity"
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"size" "8 8 32"
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"anim" "idle"
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"model" "face_test"
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}
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// -----------------------------------------------------------------------------
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// Auto-generated model decls converted from entityDef md5mesh animation entries
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// -----------------------------------------------------------------------------
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model char_scientist1 {
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mesh models/md5/meshes/scientist1.md5mesh
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anim cringeone models/md5/anims/chars/scientist1/cringeone.md5anim
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anim cringetwo models/md5/anims/chars/scientist1/cringetwo.md5anim
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anim death1 models/md5/anims/chars/scientist1/death1.md5anim
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anim hear_u_getup models/md5/anims/chars/scientist1/hear_u_getup.md5anim
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anim idle models/md5/anims/chars/scientist1/idle2.md5anim
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anim light models/md5/anims/chars/scientist1/light.md5anim
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anim listen1 models/md5/anims/chars/scientist1/listen1.md5anim
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anim look_at_monitors models/md5/anims/chars/scientist1/look_at_monitors.md5anim
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anim look_out_window models/md5/anims/chars/scientist1/look_out_window.md5anim
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anim pain1 models/md5/anims/chars/scientist1/pain1.md5anim
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anim painwalk models/md5/anims/chars/scientist1/painwalk.md5anim
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anim panel models/md5/anims/chars/scientist1/panel.md5anim
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anim panel_loop models/md5/anims/chars/scientist1/panel_loop.md5anim
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anim run1 models/md5/anims/chars/scientist1/run1.md5anim
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anim sight models/md5/anims/chars/scientist1/idle1.md5anim
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anim stool_jammin models/md5/anims/chars/scientist1/stool_jammin.md5anim
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anim stop models/md5/anims/chars/scientist1/idle1.md5anim
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anim talk1 models/md5/anims/chars/scientist1/talk1.md5anim
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anim there models/md5/anims/chars/scientist1/there.md5anim
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anim walk1 models/md5/anims/chars/scientist1/walk1.md5anim
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anim walk2 models/md5/anims/chars/scientist1/walk2.md5anim
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anim wave_loop models/md5/anims/chars/scientist1/wave_loop.md5anim
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anim work1 models/md5/anims/chars/scientist1/work1.md5anim
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}
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model friendly_sentry_guard {
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mesh models/monsters/sentry/animation/mesh_ref.md5mesh
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anim alert models/monsters/sentry/animation/cycles/alert.md5anim
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anim death models/monsters/sentry/animation/cycles/stand_death.md5anim
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anim folded models/monsters/sentry/animation/cycles/folded.md5anim
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anim getupon3 models/monsters/sentry/animation/cycles/death_getup_on3.md5anim
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anim i2a models/monsters/sentry/animation/cycles/is_2_alert.md5anim
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anim idle models/monsters/sentry/animation/cycles/idle_stand1.md5anim
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anim pain models/monsters/sentry/animation/cycles/walk1_pain.md5anim
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anim run models/monsters/sentry/animation/cycles/walk1.md5anim
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anim unfold models/monsters/sentry/animation/cycles/unfold.md5anim
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anim walk models/monsters/sentry/animation/cycles/walk1.md5anim
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}
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model char_uac_marine {
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mesh models/md5/meshes/uacmarine.md5mesh
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anim crouch models/md5/anims/chars/player/crouch.md5anim
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anim crouch_walk models/md5/anims/chars/player/crouch_walk.md5anim
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anim death models/md5/anims/chars/player/death1.md5anim
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anim downidle models/md5/anims/chars/player/idle_down.md5anim
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anim idle models/md5/anims/chars/player/idle.md5anim
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anim jump models/md5/anims/chars/player/jump.md5anim
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anim pain models/md5/anims/chars/player/pain1.md5anim
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anim range_attack1 models/md5/anims/chars/player/pistol_fire1.md5anim
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anim range_attack2 models/md5/anims/chars/player/pistol_fire2.md5anim
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anim run models/md5/anims/chars/player/run.md5anim
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anim turns models/md5/anims/chars/player/turns.md5anim
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anim upidle models/md5/anims/chars/player/idle_up.md5anim
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anim walk1 models/md5/anims/chars/player/pistol_walk1.md5anim
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anim walk2 models/md5/anims/chars/player/pistol_walk2.md5anim
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}
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model char_uac_marine_face {
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mesh models/characters/uac_marine/Animation/cycles/idle.md5mesh
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anim idle models/characters/uac_marine/Animation/cycles/idle.md5anim
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anim sight models/characters/uac_marine/Animation/cycles/idle.md5anim
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anim walk models/characters/uac_marine/Animation/cycles/walkcycle.md5anim
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}
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model char_security_face1 {
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mesh models/monsters/zsecurity/animation/cycles/idle.md5mesh
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anim death1 models/monsters/zsecurity/animation/cycles/death1.md5anim
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anim idle models/monsters/zsecurity/animation/cycles/idle.md5anim
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anim pain1 models/monsters/zsecurity/animation/cycles/pain1.md5anim
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anim pain2 models/monsters/zsecurity/animation/cycles/pain2.md5anim
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anim pain3 models/monsters/zsecurity/animation/cycles/pain3.md5anim
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anim stop models/monsters/zsecurity/animation/cycles/idle.md5anim
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anim walk models/monsters/zsecurity/animation/cycles/walk.md5anim
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}
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model char_security_face2 {
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mesh models/monsters/zsecurity/animation/cycles/idle.md5mesh
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anim death1 models/monsters/zsecurity/animation/cycles/death1.md5anim
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anim idle models/monsters/zsecurity/animation/cycles/idle.md5anim
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anim pain1 models/monsters/zsecurity/animation/cycles/pain1.md5anim
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anim pain2 models/monsters/zsecurity/animation/cycles/pain2.md5anim
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anim pain3 models/monsters/zsecurity/animation/cycles/pain3.md5anim
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anim stop models/monsters/zsecurity/animation/cycles/idle.md5anim
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anim walk models/monsters/zsecurity/animation/cycles/walk.md5anim
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}
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model char_security_helmet {
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mesh models/monsters/zsecurity/animation/cycles/idle.md5mesh
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anim death1 models/monsters/zsecurity/animation/cycles/death1.md5anim
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anim idle models/monsters/zsecurity/animation/cycles/idle.md5anim
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anim pain1 models/monsters/zsecurity/animation/cycles/pain1.md5anim
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anim pain2 models/monsters/zsecurity/animation/cycles/pain2.md5anim
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anim pain3 models/monsters/zsecurity/animation/cycles/pain3.md5anim
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anim stop models/monsters/zsecurity/animation/cycles/idle.md5anim
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anim walk models/monsters/zsecurity/animation/cycles/walk.md5anim
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}
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model char_sci_chick {
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mesh models/characters/scientist/fhead01/cycles/test.md5mesh
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anim idle models/characters/scientist/fhead01/cycles/test.md5anim
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}
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model eye_test {
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mesh models/Fred/BOO2.md5mesh
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anim idle models/Fred/BOO2.md5anim
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}
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model face_test {
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mesh models/characters/player/facetest.md5mesh
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anim idle models/characters/player/facetest.md5anim
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}
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