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Quake_4_Alpha/q4xbase/def/ai/char_q4x_marine.def
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2026-08-06 14:45:27 -07:00

3387 lines
96 KiB
Modula-2

/*
===============================================================================
Marine
===============================================================================
export char_marine_landing
{
options -game /q4xbase -scale .3937 -prefix PLAYER_ -align ALL -keep HB_base HB_front_rotate HB_battery HB_muzzle_flash MG_stock_joint MG_clip_joint MG_muzzle_flash SG_stock SG_clip SG_muzzle_flash SG_pump_joint l_elbo_tweak r_elbo_tweak body shoulders neckcontrol legs_channel head_channel SG_muzzle_flash MG_muzzle_flash HB_muzzle_flash -parent MG_stock_joint r_wrist -parent HB_base r_wrist -parent hips body -parent waist SPINNER -parent SPINNER body -sourcedir cinematics/air_assault/landing/marine_01/animations -destdir models/characters/marine
addoptions -skipmesh dummyEyeL
addoptions -skipmesh dummyEyeR
addoptions -skipmesh dummyHair1
addoptions -skipmesh dummyHair2
addoptions -skipmesh dummyHair3
addoptions -skipmesh dummy_head
addoptions -skipmesh l_fatigue_arm
addoptions -skipmesh r_fatigue_arm
addoptions -skipmesh PST_pistol_mesh
addoptions -skipmesh NG_stock_mesh
addoptions -skipmesh NG_handle_mesh
addoptions -skipmesh NG_handlebase_mesh
addoptions -skipmesh NG_drum_mesh
addoptions -skipmesh NG_clip_mesh
addoptions -skipmesh NG_clip_left_mesh
addoptions -skipmesh NG_clip_right_mesh
addoptions -skipmesh NG_scope_mesh
addoptions -skipmesh NG_a1_mesh
addoptions -skipmesh NG_a2_mesh
addoptions -skipmesh NG_b1_mesh
addoptions -skipmesh NG_b2_mesh
addoptions -skipmesh NG_c1_mesh
addoptions -skipmesh NG_c2_mesh
addoptions -skipmesh NG_d1_mesh
addoptions -skipmesh NG_d2_mesh
addoptions -skipmesh NG_e1_mesh
addoptions -skipmesh NG_e2_mesh
addoptions -skipmesh NG_f1_mesh
addoptions -skipmesh NG_f2_mesh
addoptions -skipmesh RKT_stock_mesh
addoptions -skipmesh RKT_trigger_lft_mesh
addoptions -skipmesh RKT_trigger_rt_mesh
addoptions -skipmesh RKT_laser_sight_front_mesh
addoptions -skipmesh RKT_laser_sight_back_mesh
addoptions -skipmesh RKT_rack_mesh
addoptions -skipmesh RKT_clasp_front_lft_mesh
addoptions -skipmesh RKT_clasp_back_lft_mesh
addoptions -skipmesh RKT_clasp_front_rt_mesh
addoptions -skipmesh RKT_clasp_back_rt_mesh
addoptions -skipmesh RKT_rocket_mesh
addoptions -skipmesh RKT_fin_top_mesh
addoptions -skipmesh RKT_fin_left_mesh
addoptions -skipmesh RKT_fin_right_mesh
addoptions -skipmesh GN_stock_mesh
addoptions -skipmesh GN_ammo_mesh
addoptions -skipmesh LG_stock_mesh
addoptions -skipmesh LG_center_rod_mesh
addoptions -skipmesh LG_spire_1_mesh
addoptions -skipmesh LG_spire_2_mesh
addoptions -skipmesh LG_spire_3_mesh
addoptions -skipmesh LG_spire_4_mesh
addoptions -skipmesh LG_flap_top_1
addoptions -skipmesh LG_flap_top_2
addoptions -skipmesh LG_flap_left_1
addoptions -skipmesh LG_flap_left_2
addoptions -skipmesh LG_flap_right_1
addoptions -skipmesh LG_flap_right_2
addoptions -skipmesh RG_stock_mesh
addoptions -skipmesh DMG_body_mesh
addoptions -skipmesh DMG_l_magnet_mesh
addoptions -skipmesh DMG_r_magnet_mesh
addoptions -skipmesh DMG_outer_ring_mesh
addoptions -skipmesh DMG_middle_ring_mesh
addoptions -skipmesh DMG_inner_ring_mesh
anim marine_01_landing.ma -dest marine_01_landing
anim marine_02_landing.ma -dest marine_02_landing
anim marine_03_landing.ma -dest marine_03_landing
anim marine_04_landing.ma -dest marine_04_landing
anim marine_05_landing.ma -dest marine_05_landing
anim marine_06_landing.ma -dest marine_06_landing
anim console_with_weapon_loop.ma -dest console_w_weapon_loop
}
export char_q4x_marine
{
options -game /q4xbase -scale .3937 -prefix PLAYER_ -align ALL -keep HB_base HB_front_rotate HB_battery HB_muzzle_flash MG_stock_joint MG_clip_joint MG_muzzle_flash SG_stock SG_clip SG_muzzle_flash SG_pump_joint l_elbo_tweak r_elbo_tweak body shoulders neckcontrol legs_channel head_channel SG_muzzle_flash MG_muzzle_flash HB_muzzle_flash -parent MG_stock_joint r_wrist -parent HB_base r_wrist -parent hips body -parent waist SPINNER -parent SPINNER body -sourcedir models/characters/marine/animations -destdir models/characters/marine
addoptions -skipmesh dummyEyeL
addoptions -skipmesh dummyEyeR
addoptions -skipmesh dummyHair1
addoptions -skipmesh dummyHair2
addoptions -skipmesh dummyHair3
addoptions -skipmesh dummy_head
addoptions -skipmesh l_fatigue_arm
addoptions -skipmesh r_fatigue_arm
addoptions -skipmesh PST_pistol_mesh
addoptions -skipmesh NG_stock_mesh
addoptions -skipmesh NG_handle_mesh
addoptions -skipmesh NG_handlebase_mesh
addoptions -skipmesh NG_drum_mesh
addoptions -skipmesh NG_clip_mesh
addoptions -skipmesh NG_clip_left_mesh
addoptions -skipmesh NG_clip_right_mesh
addoptions -skipmesh NG_scope_mesh
addoptions -skipmesh NG_a1_mesh
addoptions -skipmesh NG_a2_mesh
addoptions -skipmesh NG_b1_mesh
addoptions -skipmesh NG_b2_mesh
addoptions -skipmesh NG_c1_mesh
addoptions -skipmesh NG_c2_mesh
addoptions -skipmesh NG_d1_mesh
addoptions -skipmesh NG_d2_mesh
addoptions -skipmesh NG_e1_mesh
addoptions -skipmesh NG_e2_mesh
addoptions -skipmesh NG_f1_mesh
addoptions -skipmesh NG_f2_mesh
addoptions -skipmesh RKT_stock_mesh
addoptions -skipmesh RKT_trigger_lft_mesh
addoptions -skipmesh RKT_trigger_rt_mesh
addoptions -skipmesh RKT_laser_sight_front_mesh
addoptions -skipmesh RKT_laser_sight_back_mesh
addoptions -skipmesh RKT_rack_mesh
addoptions -skipmesh RKT_clasp_front_lft_mesh
addoptions -skipmesh RKT_clasp_back_lft_mesh
addoptions -skipmesh RKT_clasp_front_rt_mesh
addoptions -skipmesh RKT_clasp_back_rt_mesh
addoptions -skipmesh RKT_rocket_mesh
addoptions -skipmesh RKT_fin_top_mesh
addoptions -skipmesh RKT_fin_left_mesh
addoptions -skipmesh RKT_fin_right_mesh
addoptions -skipmesh GN_stock_mesh
addoptions -skipmesh GN_ammo_mesh
addoptions -skipmesh LG_stock_mesh
addoptions -skipmesh LG_center_rod_mesh
addoptions -skipmesh LG_spire_1_mesh
addoptions -skipmesh LG_spire_2_mesh
addoptions -skipmesh LG_spire_3_mesh
addoptions -skipmesh LG_spire_4_mesh
addoptions -skipmesh LG_flap_top_1
addoptions -skipmesh LG_flap_top_2
addoptions -skipmesh LG_flap_left_1
addoptions -skipmesh LG_flap_left_2
addoptions -skipmesh LG_flap_right_1
addoptions -skipmesh LG_flap_right_2
addoptions -skipmesh RG_stock_mesh
addoptions -skipmesh DMG_body_mesh
addoptions -skipmesh DMG_l_magnet_mesh
addoptions -skipmesh DMG_r_magnet_mesh
addoptions -skipmesh DMG_outer_ring_mesh
addoptions -skipmesh DMG_middle_ring_mesh
addoptions -skipmesh DMG_inner_ring_mesh
anim speeder_idle.ma -dest speeder_idle
anim offhandgrenade.ma -dest offhandgrenade
anim pain_fire.ma -dest pain_fire
anim unarmed_pain_fire.ma -dest unarmed_pain_fire
anim aa_turret_idle.ma -dest aa_turret_idle
anim st_trench_run.ma -dest st_trench_run
anim st_trench_walk.ma -dest st_trench_walk
anim aa_turret_prep_idle.ma -dest aa_turret_prep_idle
anim unarmed_mcc_hatch_climb.ma -range 50 195 -dest unarmed_mcc_hatch_climb
anim dropship_console_idle.ma -dest dropship_console_idle
anim console_impact01.ma -dest console_impact01
anim console_impact02.ma -dest console_impact02
anim console_impact03.ma -dest console_impact03
anim dropship_hurt.ma -dest dropship_hurt
anim dropship_hurt.ma -range 2 62 -dest dropship_hurt_impact
anim dropship_medic.ma -dest dropship_medic
anim dropship_medic_impact.ma -dest dropship_medic_impact
anim markswell_ladder_climb.ma -dest markswell_ladder_climb
anim markswell_ladder_descend.ma -rotate 180 -dest markswell_ladder_descend
anim prison_glass.ma -dest prison_glass
anim prison_glass.ma -range 39 40 -dest prison_glass_idle
anim prison_bridge.ma -range 2 420 -dest prison_bridge_start
anim prison_bridge.ma -range 300 420 -dest prison_bridge_idle
anim prison_bridge.ma -range 420 560 -dest prison_bridge_end
anim tortured01.ma -dest tortured01
anim tortured02.ma -dest tortured02
anim mcc_stabby_stabby.ma -range 1 58 -dest mcc_stabby_stabby
anim mcc_stabby_stabby.ma -range 59 60 -dest mcc_stabby_stabby_end_idle
anim mcc_berzerker_pull.ma -dest mcc_berzerker_pull
anim mcc_berzerker_pull.ma -range 69 70 -dest mcc_berzerker_pull_end_idle
anim st_tak_hacks.ma -range 1 92 -dest st_tak_hacks_start
anim st_tak_hacks.ma -range 93 291 -dest st_tak_hacks_loop
anim st_tak_hacks.ma -range 292 338 -dest st_tak_hacks_end
anim st_trapped_teammate.ma -dest st_trapped_teammate
anim st_markswell_wave_ahead.ma -dest st_markswell_wave_ahead
anim st_wave_ahead.ma -dest st_wave_ahead
anim st_player_hold.ma -dest st_player_hold
anim st_retch_intro.ma -range 1 113 -dest st_retch_intro_loop
anim st_retch_intro.ma -range 114 264 -dest st_retch_intro
anim st_retch_intro.ma -range 264 265 -dest st_retch_intro_end_idle
anim st_teammate_climb.ma -dest st_teammate_climb
anim st_teammate_climb_b.ma -dest st_teammate_climb_b
anim aa_chair_alert_reaction1.ma -dest aa_chair_alert_reaction1
anim aa_chair_alert_reaction2.ma -dest aa_chair_alert_reaction2
anim aa_chair_alert_reaction3.ma -dest aa_chair_alert_reaction3
anim aa_chair_alert_reaction4.ma -dest aa_chair_alert_reaction4
anim aa_chair_idle1.ma -dest aa_chair_idle1
anim aa_chair_idle2.ma -dest aa_chair_idle2
anim aa_chair_idle3.ma -dest aa_chair_idle3
anim aa_chair_idle4.ma -dest aa_chair_idle4
anim aa_chair_enter.ma -dest aa_chair_enter
anim aa_chair_exit.ma -dest aa_chair_exit
anim aa_chair_end_idle1.ma -dest aa_chair_end_idle1
anim aa_chair_end_idle2.ma -dest aa_chair_end_idle2
anim aa_chair_end_idle3.ma -dest aa_chair_end_idle3
anim aa_chair_end_idle4.ma -dest aa_chair_end_idle4
anim aa_back_chair_enter.ma -dest aa_back_chair_enter
anim aa_back_chair_exit.ma -dest aa_back_chair_exit
anim aa_back_chair_idle1.ma -dest aa_back_chair_idle1
anim aa_back_chair_idle2.ma -dest aa_back_chair_idle2
anim aa_back_chair_fire.ma -dest aa_back_chair_fire
anim aa_tak_turnaround.ma -range 0 30 -dest aa_tak_turnaround_intro
anim aa_tak_turnaround.ma -range 31 170 -dest aa_tak_turnaround_loop
anim aa_tak_turnaround.ma -range 170 200 -dest aa_tak_turnaround_end
anim aa_tak_turnaround.ma -range 201 330 -dest aa_tak_idle_loop
anim mcc_speeder_mount.ma -range 1 45 -dest mcc_speeder_mount
anim mcc_speeder_mount.ma -range 46 106 -dest mcc_speeder_mount_idle1
anim mcc_speeder_mount.ma -range 107 166 -dest mcc_speeder_mount_idle2
anim mcc_speeder_dismount.ma -range 2 60 -dest mcc_speeder_dismount_idle1
anim mcc_speeder_dismount.ma -range 61 120 -dest mcc_speeder_dismount_idle2
anim mcc_speeder_dismount.ma -range 121 180 -dest mcc_speeder_dismount
anim bio_catscan_getup.ma -range 2 59 -dest bio_catscan_loop
anim bio_catscan_getup.ma -range 60 103 -dest bio_catscan_getup
anim pr_darnell_grate.ma -dest pr_darnell_grate
anim pr_dekard_glass.ma -dest pr_dekard_glass
anim pr_drag_marine.ma -dest pr_drag_marine
anim st_mitchel_intro.ma -dest st_mitchel_intro
anim st_darnell_intro.ma -dest st_darnell_intro
anim st_navajas_intro.ma -dest st_navajas_intro
anim st_atkins_intro.ma -dest st_atkins_intro
anim st_townsend_intro.ma -dest st_townsend_intro
anim st_dekard_intro.ma -dest st_dekard_intro
anim st_markswell_intro.ma -dest st_markswell_intro
anim st_tak_intro.ma -dest st_tak_intro
anim pr_gunner_throw.ma -dest pr_gunner_throw
anim pr_climb_down.ma -dest pr_climb_down
//anim st_chair_to_idle.ma -dest st_chair_to_idle
}
*/
export char_q4x_marine
{
options -game /q4xbase -scale .3937 -prefix PLAYER_ -align ALL -parent l_wrist l_forarm -parent r_wrist r_forarm -keep HB_base HB_front_rotate HB_battery HB_muzzle_flash MG_stock_joint MG_clip_joint MG_muzzle_flash SG_stock SG_clip SG_muzzle_flash SG_pump_joint l_elbo_tweak r_elbo_tweak body shoulders neckcontrol legs_channel head_channel SG_muzzle_flash MG_muzzle_flash HB_muzzle_flash -parent MG_stock_joint r_wrist -parent HB_base r_wrist -parent hips body -parent waist SPINNER -parent SPINNER body -sourcedir models/characters/marine/animations -destdir models/characters/marine
addoptions -skipmesh dummyEyeL
addoptions -skipmesh dummyEyeR
addoptions -skipmesh dummyHair1
addoptions -skipmesh dummyHair2
addoptions -skipmesh dummyHair3
addoptions -skipmesh dummy_head
addoptions -skipmesh l_fatigue_arm
addoptions -skipmesh r_fatigue_arm
addoptions -skipmesh PST_pistol_mesh
addoptions -skipmesh NG_stock_mesh
addoptions -skipmesh NG_handle_mesh
addoptions -skipmesh NG_handlebase_mesh
addoptions -skipmesh NG_drum_mesh
addoptions -skipmesh NG_clip_mesh
addoptions -skipmesh NG_clip_left_mesh
addoptions -skipmesh NG_clip_right_mesh
addoptions -skipmesh NG_scope_mesh
addoptions -skipmesh NG_a1_mesh
addoptions -skipmesh NG_a2_mesh
addoptions -skipmesh NG_b1_mesh
addoptions -skipmesh NG_b2_mesh
addoptions -skipmesh NG_c1_mesh
addoptions -skipmesh NG_c2_mesh
addoptions -skipmesh NG_d1_mesh
addoptions -skipmesh NG_d2_mesh
addoptions -skipmesh NG_e1_mesh
addoptions -skipmesh NG_e2_mesh
addoptions -skipmesh NG_f1_mesh
addoptions -skipmesh NG_f2_mesh
addoptions -skipmesh RKT_stock_mesh
addoptions -skipmesh RKT_trigger_lft_mesh
addoptions -skipmesh RKT_trigger_rt_mesh
addoptions -skipmesh RKT_laser_sight_front_mesh
addoptions -skipmesh RKT_laser_sight_back_mesh
addoptions -skipmesh RKT_rack_mesh
addoptions -skipmesh RKT_clasp_front_lft_mesh
addoptions -skipmesh RKT_clasp_back_lft_mesh
addoptions -skipmesh RKT_clasp_front_rt_mesh
addoptions -skipmesh RKT_clasp_back_rt_mesh
addoptions -skipmesh RKT_rocket_mesh
addoptions -skipmesh RKT_fin_top_mesh
addoptions -skipmesh RKT_fin_left_mesh
addoptions -skipmesh RKT_fin_right_mesh
addoptions -skipmesh GN_stock_mesh
addoptions -skipmesh GN_ammo_mesh
addoptions -skipmesh LG_stock_mesh
addoptions -skipmesh LG_center_rod_mesh
addoptions -skipmesh LG_spire_1_mesh
addoptions -skipmesh LG_spire_2_mesh
addoptions -skipmesh LG_spire_3_mesh
addoptions -skipmesh LG_spire_4_mesh
addoptions -skipmesh LG_flap_top_1
addoptions -skipmesh LG_flap_top_2
addoptions -skipmesh LG_flap_left_1
addoptions -skipmesh LG_flap_left_2
addoptions -skipmesh LG_flap_right_1
addoptions -skipmesh LG_flap_right_2
addoptions -skipmesh RG_stock_mesh
addoptions -skipmesh DMG_body_mesh
addoptions -skipmesh DMG_l_magnet_mesh
addoptions -skipmesh DMG_r_magnet_mesh
addoptions -skipmesh DMG_outer_ring_mesh
addoptions -skipmesh DMG_middle_ring_mesh
addoptions -skipmesh DMG_inner_ring_mesh
anim st_chair_to_idle.ma -dest st_chair_to_idle
anim st_tak_weld.ma -range 77 606 -dest st_tak_weld
anim st_tak_weld.ma -range 1 76 -dest st_tak_weld_walk
anim st_tak_zipline.ma -range 1 84 -dest st_tak_zipline_start
anim st_tak_zipline.ma -range 85 119 -dest st_tak_zipline
anim st_tak_zipline.ma -range 120 192 -dest st_tak_zipline_end
anim st_repelling.ma -dest st_repelling
anim st_dropship_chair.ma -dest st_dropship_chair
anim st_dropship_chair_rocked.ma -dest st_dropship_chair_rocked
anim st_markswell_sits.ma -range 1 101 -dest st_markswell_enters
anim st_markswell_sits.ma -range 102 480 -dest st_markswell_talks
anim st_markswell_sits.ma -range 481 644 -dest st_markswell_sits
anim st_darnell_reach.ma -dest st_darnell_reach
anim st_mitchel_hold.ma -dest st_mitchel_hold
anim st_atkins_fall.ma -dest st_atkins_fall
anim st_atkins_fall.ma -range 70 90 -dest st_townsend_fall
anim st_najavas_react.ma -dest st_najavas_react
anim st_tak_nudge.ma -dest st_tak_nudge
anim st_dropship_stand.ma -dest st_dropship_stand
anim st_dropship_walk.ma -dest st_dropship_walk
anim tr_tak_duck.ma -dest tr_tak_duck
anim tr_doorlift.ma -range 1 32 -dest tr_doorlift_start
anim tr_doorlift.ma -range 33 70 -dest tr_doorlift_loop_1
anim tr_doorlift.ma -range 71 88 -dest tr_doorlift_higher
anim tr_doorlift.ma -range 89 114 -dest tr_doorlift_loop_2
anim tr_doorlift.ma -range 115 128 -dest tr_doorlift_end
anim cr_ladder_descend.ma -dest cr_ladder_descend
}
/*
===============================================================================
Marine Model Definition
===============================================================================
*/
model model_char_q4x_marine
{
mesh models/characters/marine/newmarine_mesh2.md5mesh
channel torso ( *waist )
channel legs ( *origin *hips -*waist )
// ------------------------------------------------------------------------------------------
//
// Idle Animations
//
// ------------------------------------------------------------------------------------------
anim idle models/characters/marine/idle.md5anim
anim cover_idle models/characters/marine/idle.md5anim
anim af_pose models/characters/marine/af_pose.md5anim
anim talk_idle models/characters/marine/relax_idle.md5anim
anim relax_idle_start models/characters/marine/relax_idle_start.md5anim
anim relax_idle models/characters/marine/relax_idle.md5anim
anim relax_idle_end models/characters/marine/relax_idle_end.md5anim
{
rate 1.5
}
anim pain_fire models/characters/marine/pain_fire.md5anim
{
rate 0.8
frame 1 speak_random lipsync_pain
}
// ------------------------------------------------------------------------------------------
//
// Movement Animations
//
// ------------------------------------------------------------------------------------------
// anim sprint_backwards models/characters/marine/sprint_backwards.md5anim
// {
// }
anim run models/characters/marine/run_forward.md5anim
{
sync_cycle
frame 4,11 sound snd_gear
frame 1,9 footstep
}
anim nearcover_run models/characters/marine/nearcover_run.md5anim
{
sync_cycle
frame 4,11 sound snd_gear
frame 1,9 footstep
}
anim run_backwards models/characters/marine/run_backwards.md5anim
{
sync_cycle
frame 7,14,23,29 footstep
frame 3,10,16,24 sound snd_gear
}
anim nearcover_run_backwards models/characters/marine/nearcover_run_backwards.md5anim
{
sync_cycle
frame 5,13 footstep
frame 3,10 sound snd_gear
}
anim run_right models/characters/marine/walk_strafe_fast_right.md5anim
{
sync_cycle
frame 5,14 footstep
frame 8,16 sound snd_gear
}
anim nearcover_run_right models/characters/marine/nearcover_run_right.md5anim
{
sync_cycle
frame 5,14 footstep
frame 8,16 sound snd_gear
}
anim run_left models/characters/marine/walk_strafe_fast_left.md5anim
{
sync_cycle
frame 6,13 footstep
frame 3,10 sound snd_gear
}
anim nearcover_run_left models/characters/marine/nearcover_run_left.md5anim
{
sync_cycle
frame 6,13 footstep
frame 3,10 sound snd_gear
}
anim walk models/characters/marine/walk_gun_aimed.md5anim // walk_gun_relax.md5anim
{
sync_cycle
frame 5,20 footstep
}
anim nearcover_walk models/characters/marine/walk_gun_up.md5anim // walk_gun_relax.md5anim
{
sync_cycle
frame 5,20 footstep
}
anim walk_alert models/characters/marine/walk_gun_alert.md5anim
{
sync_cycle
frame 7,23,35,48 footstep
}
anim walk_backwards models/characters/marine/walk_back.md5anim
{
sync_cycle
frame 1,11,23,33 footstep
}
anim nearcover_walk_backwards models/characters/marine/walk_back_gun_up.md5anim
{
sync_cycle
frame 1,11,23,33 footstep
}
anim walk_right models/characters/marine/walk_strafe_slow_right.md5anim
{
sync_cycle
frame 6,20 footstep
}
anim nearcover_walk_right models/characters/marine/walk_right_gun_up.md5anim
{
sync_cycle
frame 6,20 footstep
}
anim walk_left models/characters/marine/walk_strafe_slow_left.md5anim
{
sync_cycle
frame 10,21 footstep
}
anim nearcover_walk_left models/characters/marine/walk_left_gun_up.md5anim
{
sync_cycle
frame 10,21 footstep
}
// ------------------------------------------------------------------------------------------
//
// Unarmed Animations
//
// ------------------------------------------------------------------------------------------
anim unarmed_idle models/characters/marine/weaponless_idle_1.md5anim
anim unarmed_walk models/characters/marine/weaponless_walk_slow.md5anim
{
sync_cycle
frame 9,25,37,51 footstep
}
anim unarmed_walk_backwards models/characters/marine/walk_back_nogun.md5anim
{
sync_cycle
frame 6,20 footstep
}
anim unarmed_run_backwards models/characters/marine/walk_back_nogun.md5anim
{
sync_cycle
frame 6,20 footstep
}
anim unarmed_walk_fatigues models/characters/marine/weaponless_walk_slow_fatigues.md5anim
{
sync_cycle
}
anim unarmed_walk_fast models/characters/marine/weaponless_walk_fast.md5anim
{
sync_cycle
frame 7,19 footstep
}
anim unarmed_run models/characters/marine/weaponless_run.md5anim
{
sync_cycle
frame 7,16 sound snd_gear
frame 8,17 footstep
}
anim unarmed_walk_left models/characters/marine/walk_left_nogun.md5anim
{
sync_cycle
frame 6,20 footstep
}
anim unarmed_walk_right models/characters/marine/walk_right_nogun.md5anim
{
sync_cycle
frame 6,20 footstep
}
anim unarmed_run_left models/characters/marine/walk_left_nogun.md5anim
{
sync_cycle
frame 6,20 footstep
}
anim unarmed_run_right models/characters/marine/walk_right_nogun.md5anim
{
sync_cycle
frame 6,20 footstep
}
//Q4x fire anim
anim unarmed_pain_fire models/characters/marine/unarmed_pain_fire.md5anim
{
rate 0.8
frame 1 speak_random lipsync_pain
}
// ------------------------------------------------------------------------------------------
//
// Relaxed Animations
//
// ------------------------------------------------------------------------------------------
anim relaxed_idle models/characters/marine/relax_idle.md5anim
anim relaxed_walk models/characters/marine/walk02_gun_relax.md5anim
anim relaxed_walk_backwards models/characters/marine/relaxed_walk_backwards.md5anim
anim relaxed_walk_left models/characters/marine/relaxed_walk_left.md5anim
anim relaxed_walk_right models/characters/marine/relaxed_walk_right.md5anim
{
sync_cycle
frame 15,28 footstep
}
anim relaxed_run models/characters/marine/sprint_forward.md5anim
{
sync_cycle
frame 8,16 sound snd_gear
frame 6,15 footstep
}
anim relaxed_run_backwards models/characters/marine/relaxed_walk_backwards.md5anim
anim relaxed_run_left models/characters/marine/relaxed_walk_left.md5anim
anim relaxed_run_right models/characters/marine/relaxed_walk_right.md5anim
{
sync_cycle
frame 15,28 footstep
}
// ------------------------------------------------------------------------------------------
//
// At Attention Animations
//
// ------------------------------------------------------------------------------------------
anim at_attention_idle models/characters/marine/at_attention_idle.md5anim
// ------------------------------------------------------------------------------------------
//
// Posture Transitions
//
// ------------------------------------------------------------------------------------------
anim stand_to_crouch models/characters/marine/drop_to_knee.md5anim
{
rate 2
}
anim crouch_to_stand models/characters/marine/knee_to_idle.md5anim
{
rate 2
}
anim relaxed_to_crouch models/characters/marine/relaxed_to_crouch.md5anim
anim crouch_to_relaxed models/characters/marine/crouch_to_relaxed.md5anim
anim stand_to_cover_right models/characters/marine/cover_right_intro.md5anim
{
rate 2
}
// anim stand_to_crouch_cover_right2 models/characters/marine/stand_to_ccr.md5anim
anim stand_to_crouch_cover_right models/characters/marine/cover_right_intro.md5anim
{
rate 2
}
anim stand_to_crouch_cover models/characters/marine/cover_right_intro.md5anim
{
rate 2
}
anim stand_to_cover_left models/characters/marine/cover_left_intro.md5anim
{
rate 2
}
// anim stand_to_crouch_cover_left2 models/characters/marine/stand_to_ccl.md5anim
anim stand_to_crouch_cover_left models/characters/marine/cover_left_intro.md5anim
{
rate 2
}
anim crouch_cover_right_to_crouch_cover_left models/characters/marine/ccr_to_ccl.md5anim
anim stand_to_relaxed models/characters/marine/relax_idle_start.md5anim
anim relaxed_to_stand models/characters/marine/relax_idle_end.md5anim
{
rate 1.5
}
anim cover_right_to_cover_left models/characters/marine/turn_right_to_left.md5anim
anim cover_left_to_cover_right models/characters/marine/turn_left_to_right.md5anim
anim relaxed_to_at_attention models/characters/marine/at_attention_start.md5anim
anim at_attention_to_relaxed models/characters/marine/at_attention_end.md5anim
// ------------------------------------------------------------------------------------------
//
// Standing Cover Right Animations
//
// ------------------------------------------------------------------------------------------
anim cover_right_idle models/characters/marine/cover_right_idle.md5anim
anim cover_right_reload models/characters/marine/crouch_cover_reload.md5anim
{
frame 20 ai_disablePain
}
anim cover_right_pain models/characters/marine/cover_right_pain.md5anim
{
frame 1 speak_random lipsync_pain
}
anim cover_right_pain_concussive models/characters/marine/cover_right_pain.md5anim
{
frame 1 speak_random lipsync_pain
}
anim cover_right_peek models/characters/marine/cover_right_peek.md5anim
{
frame 12 object_call Frame_Peek
}
anim cover_right_range_attack_start models/characters/marine/lean_out_up_right.md5anim
anim cover_right_range_attack models/characters/marine/lean_right_up_gun.md5anim
{
frame 1 fx fx_base_flash MG_muzzle_flash
frame 1 ai_attack base MG_muzzle_flash
frame 1 sound_weapon snd_base_flash
}
anim cover_right_range_attack_end models/characters/marine/lean_in_up_right.md5anim
// anim cover_right_to_stand models/characters/marine/walk_strafe_fast_right.md5anim
// {
// ai_no_turn
// sync_cycle
// frame 5,14 footstep
// frame 8,16 sound snd_gear
// }
anim cover_right_to_crouch models/characters/marine/walk_strafe_slow_right.md5anim
{
frame 6,20 footstep
}
// anim cover_right_to_relaxed models/characters/marine/relaxed_walk_right.md5anim
anim cover_right_to_relaxed models/characters/marine/cover_right_to_fire.md5anim
{
ai_no_turn
}
anim cover_right_to_stand models/characters/marine/cover_right_to_fire.md5anim
{
ai_no_turn
}
// ------------------------------------------------------------------------------------------
//
// Standing Cover Left Animations
//
// ------------------------------------------------------------------------------------------
anim cover_left_idle models/characters/marine/cover_left_idle.md5anim
anim cover_left_reload models/characters/marine/crouch_left_reload.md5anim
{
frame 20 ai_disablePain
}
anim cover_left_pain models/characters/marine/cover_left_pain.md5anim
{
frame 1 speak_random lipsync_pain
}
anim cover_left_pain_concussive models/characters/marine/cover_left_pain.md5anim
{
frame 1 speak_random lipsync_pain
}
anim cover_left_peek models/characters/marine/cover_left_peek.md5anim
{
frame 12 object_call Frame_Peek
}
anim cover_left_range_attack_start models/characters/marine/lean_out_up_left.md5anim
anim cover_left_range_attack models/characters/marine/lean_left_up_gun.md5anim
{
frame 1 fx fx_base_flash MG_muzzle_flash
frame 1 ai_attack base MG_muzzle_flash
frame 1 sound_weapon snd_base_flash
}
anim cover_left_range_attack_end models/characters/marine/lean_in_up_left.md5anim
// anim cover_left_to_stand models/characters/marine/walk_strafe_fast_left.md5anim
// {
// ai_no_turn
// sync_cycle
// frame 6,13 footstep
// frame 3,10 sound snd_gear
// }
anim cover_left_to_crouch models/characters/marine/walk_strafe_slow_left.md5anim
{
sync_cycle
frame 10,21 footstep
}
// anim cover_left_to_relaxed models/characters/marine/relaxed_walk_left.md5anim
anim cover_left_to_relaxed models/characters/marine/cover_left_to_fire.md5anim
{
ai_no_turn
}
anim cover_left_to_stand models/characters/marine/cover_left_to_fire.md5anim
{
ai_no_turn
}
// ------------------------------------------------------------------------------------------
//
// Crouching Animations
//
// ------------------------------------------------------------------------------------------
anim crouch_idle models/characters/marine/knee_idle.md5anim
anim crouch_reload models/characters/marine/reload_at_knee.md5anim
{
frame 20 ai_disablePain
}
anim crouch_pain models/characters/marine/knee_pain.md5anim
{
frame 1 speak_random lipsync_pain
}
anim crouch_pain_concussive models/characters/marine/knee_pain.md5anim
{
frame 1 speak_random lipsync_pain
}
anim crouch_range_attack models/characters/marine/knee_fire.md5anim
{
frame 1 fx fx_base_flash MG_muzzle_flash
frame 1 ai_attack base MG_muzzle_flash
frame 1 sound_weapon snd_base_flash
}
// ------------------------------------------------------------------------------------------
//
// Crouching Cover Animations
//
// ------------------------------------------------------------------------------------------
anim crouch_cover_idle models/characters/marine/crouch_right_idle.md5anim
anim crouch_cover_reload models/characters/marine/crouch_cover_reload.md5anim
{
frame 20 ai_disablePain
}
anim crouch_cover_pain models/characters/marine/crouch_pain01.md5anim
{
frame 1 speak_random lipsync_pain
}
anim crouch_cover_pain_concussive models/characters/marine/crouch_pain01.md5anim
{
frame 1 speak_random lipsync_pain
}
anim crouch_cover_peek models/characters/marine/crouch_right_popup.md5anim
{
frame 13 object_call Frame_Peek
}
anim crouch_cover_range_attack_start models/characters/marine/crouch_right_popup_start.md5anim
anim crouch_cover_range_attack_end models/characters/marine/crouch_right_popup_end.md5anim
anim crouch_cover_range_attack models/characters/marine/crouch_right_popup_loop.md5anim
{
frame 1 fx fx_base_flash MG_muzzle_flash
frame 1 ai_attack base MG_muzzle_flash
frame 1 sound_weapon snd_base_flash
}
anim crouch_cover_killswitch models/characters/marine/cover_killswitch_up.md5anim
{
frame 11,13,15,17,19,25,27,29,31,33 fx fx_base_flash MG_muzzle_flash
frame 11,13,15,17,19,25,27,29,31,33 ai_attack killswitch MG_muzzle_flash
frame 11,13,15,17,19,25,27,29,31,33 sound_weapon snd_base_flash
}
// anim crouch_cover_to_stand models/characters/marine/run_backwards.md5anim
// {
// ai_no_turn
// sync_cycle
// frame 7,14,23,29 footstep
// frame 3,10,16,24 sound snd_gear
// }
anim crouch_cover_to_stand models/characters/marine/knee_to_fire.md5anim
{
ai_no_turn
}
anim crouch_cover_to_crouch models/characters/marine/walk_back.md5anim
{
sync_cycle
frame 1,11,23,33 footstep
}
// anim crouch_cover_to_relaxed models/characters/marine/relaxed_walk_backwards.md5anim
anim crouch_cover_to_relaxed models/characters/marine/knee_to_fire.md5anim
{
ai_no_turn
}
// ------------------------------------------------------------------------------------------
//
// Crouching Cover Right Animations
//
// ------------------------------------------------------------------------------------------
anim crouch_cover_right_idle models/characters/marine/crouch_right_idle.md5anim
anim crouch_cover_right_peek models/characters/marine/crouch_right_peek.md5anim
{
frame 26 object_call Frame_Peek
}
anim crouch_cover_right_reload models/characters/marine/crouch_cover_reload.md5anim
{
frame 20 ai_disablePain
}
anim crouch_cover_right_pain models/characters/marine/crouch_pain01.md5anim
{
frame 1 speak_random lipsync_pain
}
anim crouch_cover_right_pain_concussive models/characters/marine/crouch_pain01.md5anim
{
frame 1 speak_random lipsync_pain
}
anim crouch_cover_right_range_attack_start models/characters/marine/crouch_lean_right_start.md5anim
anim crouch_cover_right_range_attack models/characters/marine/crouch_lean_right_loop.md5anim
{
frame 1 fx fx_base_flash MG_muzzle_flash
frame 1 ai_attack base MG_muzzle_flash
frame 1 sound_weapon snd_base_flash
}
anim crouch_cover_right_range_attack_end models/characters/marine/crouch_lean_right_end.md5anim
anim crouch_cover_right_killswitch models/characters/marine/cover_killswitch_up.md5anim
{
frame 11,13,15,17,19,25,27,29,31,33 fx fx_base_flash MG_muzzle_flash
frame 11,13,15,17,19,25,27,29,31,33 ai_attack killswitch MG_muzzle_flash
frame 11,13,15,17,19,25,27,29,31,33 sound_weapon snd_base_flash
}
// anim crouch_cover_right_to_stand models/characters/marine/ccr_to_stand.md5anim
// anim crouch_cover_right_to_stand models/characters/marine/walk_strafe_fast_right.md5anim
// {
// ai_no_turn
// sync_cycle
// frame 5,14 footstep
// frame 8,16 sound snd_gear
// }
anim crouch_cover_right_to_stand models/characters/marine/ccr_to_fire.md5anim
{
ai_no_turn
}
anim crouch_cover_right_to_crouch models/characters/marine/walk_strafe_slow_right.md5anim
// anim crouch_cover_right_to_relaxed models/characters/marine/relaxed_walk_right.md5anim
anim crouch_cover_right_to_relaxed models/characters/marine/ccr_to_fire.md5anim
{
ai_no_turn
}
// ------------------------------------------------------------------------------------------
//
// Crouching Cover Left Animations
//
// ------------------------------------------------------------------------------------------
anim crouch_cover_left_idle models/characters/marine/crouch_left_idle.md5anim
anim crouch_cover_left_peek models/characters/marine/crouch_left_peek.md5anim
{
frame 26 object_call Frame_Peek
}
anim crouch_cover_left_reload models/characters/marine/crouch_left_reload.md5anim
{
frame 20 ai_disablePain
}
anim crouch_cover_left_pain models/characters/marine/crouch_pain_left.md5anim
{
frame 1 speak_random lipsync_pain
}
anim crouch_cover_left_pain_concussive models/characters/marine/crouch_pain_left.md5anim
{
frame 1 speak_random lipsync_pain
}
anim crouch_cover_left_range_attack_start models/characters/marine/crouch_lean_left_start.md5anim
anim crouch_cover_left_range_attack models/characters/marine/crouch_lean_left_loop.md5anim
{
frame 1 fx fx_base_flash MG_muzzle_flash
frame 1 ai_attack base MG_muzzle_flash
frame 1 sound_weapon snd_base_flash
}
anim crouch_cover_left_range_attack_end models/characters/marine/crouch_lean_left_end.md5anim
// anim crouch_cover_left_to_stand models/characters/marine/ccl_to_stand.md5anim
// anim crouch_cover_left_to_stand models/characters/marine/walk_strafe_fast_left.md5anim
// {
// ai_no_turn
// sync_cycle
// frame 6,13 footstep
// frame 3,10 sound snd_gear
// }
anim crouch_cover_left_to_stand models/characters/marine/ccl_to_fire.md5anim
{
ai_no_turn
}
anim crouch_cover_left_to_crouch models/characters/marine/walk_strafe_slow_right.md5anim
// anim crouch_cover_left_to_relaxed models/characters/marine/relaxed_walk_left.md5anim
anim crouch_cover_left_to_relaxed models/characters/marine/ccl_to_fire.md5anim
{
ai_no_turn
}
// ------------------------------------------------------------------------------------------
//
// Standing animations
//
// ------------------------------------------------------------------------------------------
anim range_attack_start models/characters/marine/machinegun_start.md5anim
anim range_attack_end models/characters/marine/machinegun_end.md5anim
anim range_attack models/characters/marine/machinegun_fire.md5anim
{
rate 2
frame 1 fx fx_base_flash MG_muzzle_flash
frame 1 ai_attack base MG_muzzle_flash
frame 1 sound_weapon snd_base_flash
}
anim range_attack_torso models/characters/marine/machinegun_fire_torso.md5anim
{
rate 2
frame 1 fx fx_base_flash MG_muzzle_flash
frame 1 ai_attack base MG_muzzle_flash
frame 1 sound_weapon snd_base_flash
}
anim reload models/characters/marine/machinegun_reload.md5anim
{
frame 20 ai_disablePain
}
anim melee_attack models/characters/marine/rifle_butt.md5anim
{
rate 2
frame 32 ai_attack_melee meleeRiflebutt
}
anim melee_elbow models/characters/marine/elbo_step.md5anim
{
rate 1.5
frame 32 ai_attack_melee meleeRifleButt
}
// anim pain_std models/characters/marine/pain_std.md5anim
// {
// frame 1 speak_random lipsync_pain
// }
// anim pain_std2 models/characters/marine/pain_std2.md5anim
// {
// frame 1 speak_random lipsync_pain
// }
// anim pain_std3 models/characters/marine/pain_std3.md5anim
// {
// frame 1 speak_random lipsync_pain
// }
anim pain_concussive models/characters/marine/pain_concussive.md5anim
{
frame 1 speak_random lipsync_pain
}
anim pain_concussive1 models/characters/marine/pain_concussive1.md5anim
{
frame 1 speak_random lipsync_pain
}
anim pain_concussive2 models/characters/marine/pain_concussive2.md5anim
{
frame 1 speak_random lipsync_pain
}
anim pain_concussive3 models/characters/marine/pain_concussive3.md5anim
{
frame 1 speak_random lipsync_pain
}
anim pain_concussive4 models/characters/marine/pain_concussive4.md5anim
{
frame 1 speak_random lipsync_pain
}
anim pain_concussive5 models/characters/marine/pain_concussive5.md5anim
{
rate 1.3
frame 1 speak_random lipsync_pain
}
// anim pain01 models/characters/marine/pain01.md5anim
// anim pain02 models/characters/marine/pain02.md5anim
// anim pain03 models/characters/marine/pain03.md5anim
anim pain1 models/characters/marine/pain01_long.md5anim
{
frame 1 speak_random lipsync_pain
}
anim pain2 models/characters/marine/pain02_long.md5anim
{
frame 1 speak_random lipsync_pain
}
anim pain3 models/characters/marine/pain03_long.md5anim
{
frame 1 speak_random lipsync_pain
}
// anim pain01_med models/characters/marine/pain01_med.md5anim
// {
// frame 1 speak_random lipsync_pain
// }
// anim pain02_med models/characters/marine/pain02_med.md5anim
// {
// frame 1 speak_random lipsync_pain
// }
// anim pain03_med models/characters/marine/pain03_med.md5anim
// {
// frame 1 speak_random lipsync_pain
// }
// anim painbehind01_med models/characters/marine/painbehind01_med.md5anim
// {
// frame 1 speak_random lipsync_pain
// }
//
// anim left_90 models/characters/marine/left_90.md5anim
// {
// anim_turn
// }
// anim right_90 models/characters/marine/right_90.md5anim
// {
// anim_turn
// }
anim wrist_gui_2 models/characters/marine/wrist_gui_2.md5anim
anim point_up models/characters/marine/point_up.md5anim
anim point_down models/characters/marine/point_down.md5anim
anim point_left models/characters/marine/point_left.md5anim
anim point_right models/characters/marine/point_right.md5anim
anim point_back models/characters/marine/point_back.md5anim
anim point_forward models/characters/marine/point_forward.md5anim
anim cover_kswitch_rt_start models/characters/marine/cover_kswitch_rt_start.md5anim
anim cover_kswitch_rt_loop models/characters/marine/cover_kswitch_rt_loop.md5anim
anim cover_kswitch_rt_end models/characters/marine/cover_kswitch_rt_end.md5anim
anim cover_kswitch_lt_start models/characters/marine/cover_kswitch_lt_start.md5anim
anim cover_kswitch_lt_loop models/characters/marine/cover_kswitch_lt_loop.md5anim
anim cover_kswitch_lt_end models/characters/marine/cover_kswitch_lt_end.md5anim
anim turn_180 models/characters/marine/turn_180.md5anim
{
anim_turn
}
// ************************************************************************
// ******
// ******
// ******
// ******
// ****** THE FOLLOWING ANIMATIONS DO NOT BELONG IN THE BASE MARINE *******
// ******
// ******
// ******
// ******
// ************************************************************************
//ETHAN
// anim wrist_shotgun models/characters/marine/wrist_shotgun_fire.md5anim
anim tram_driving_idle models/characters/marine/tram_driving_idle.md5anim
{
ai_look_head_only
}
anim weapon_check_1 models/characters/marine/weapon_check_1.md5anim
{
frame 37,53 sound snd_gear
}
anim weapon_check_2 models/characters/marine/weapon_check_2.md5anim
{
frame 30 sound snd_weapon_slap
frame 42 sound snd_gun_ready
}
anim weapon_check_3 models/characters/marine/weapon_check_3.md5anim
{
ai_no_look
frame 14,78 sound snd_gear
}
anim console_idle models/characters/marine/console_idle.md5anim
{
ai_look_head_only
}
anim console_talk models/characters/marine/console_idle.md5anim
{
ai_look_head_only
rate .05
}
anim console_exit models/characters/marine/console_exit.md5anim
{
ai_look_head_only
}
/* ETHAN
anim console_exit_idle models/characters/marine/console_exit_idle.md5anim
{
ai_look_head_only
}
*/
/* ETHAN
anim wincing models/characters/marine/wincing.md5anim
anim console_w_weapon models/characters/marine/console_w_weapon.md5anim
{
ai_look_head_only
}
*/
anim plant_tnt_high models/characters/marine/plant_tnt_high.md5anim
{
ai_look_head_only
}
anim plant_tnt_low_start models/characters/marine/plant_tnt_low_start.md5anim
{
frame 1,12 sound snd_gear
frame 32 call map_hangar2::showCharge
frame 32 sound hangar_bomb_plant
}
anim plant_tnt_low_loop models/characters/marine/plant_tnt_low_loop.md5anim
anim plant_tnt_low_end models/characters/marine/plant_tnt_low_end.md5anim
anim working_wall_panel models/characters/marine/working_wall_panel.md5anim
{
ai_look_head_only
}
anim working_wall_panel_2 models/characters/marine/working_wall_panel_2.md5anim
{
ai_look_head_only
}
anim working_wall_panel_3 models/characters/marine/working_wall_panel_3.md5anim
{
ai_look_head_only
}
anim aim_snappy_1 models/characters/marine/m_stand_aim_snappy_1.md5anim
anim aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim
anim idle_scan_1 models/characters/marine/idle_scan_1.md5anim
anim idle_scan_2 models/characters/marine/idle_scan_2.md5anim
anim idle_scan_3 models/characters/marine/idle_scan_3.md5anim
anim ad_sgt_holding_wounded models/characters/marine/ad_sgt_holding_wounded.md5anim
{
ai_look_head_only
}
anim player_gift_start models/characters/marine/player_gift_start.md5anim
anim player_gift_loop models/characters/marine/player_gift_loop.md5anim
anim player_gift_end models/characters/marine/player_gift_end.md5anim
anim player_gift2_start models/characters/marine/player_gift2_start.md5anim
anim player_gift2_loop models/characters/marine/player_gift2_loop.md5anim
anim player_gift2_end models/characters/marine/player_gift2_end.md5anim
anim ad_wounded_on_knee models/characters/marine/ad_wounded_on_knee.md5anim
{
ai_look_head_only
}
anim ad_wounded_on_knee_loop models/characters/marine/ad_wounded_on_knee_loop.md5anim
{
ai_no_look
}
anim medic_treating1 models/characters/marine/medic_treating.md5anim
{
ai_look_head_only
}
anim idle_sitting_1 models/characters/marine/idle_sitting_1.md5anim
{
ai_no_look
}
/* ETHAN
anim idle_sitting_2 models/characters/marine/idle_sitting_2.md5anim
{
ai_look_head_only
}
*/
/* ETHAN
anim idle_reclined_1 models/characters/marine/idle_reclined_1.md5anim
{
ai_look_head_only
}
*/
anim idle_reclined_2 models/characters/marine/idle_reclined_2.md5anim
{
ai_look_head_only
}
anim idle_reclined_3 models/characters/marine/idle_reclined_3.md5anim
{
ai_look_head_only
}
/* ETHAN
anim idle_reclined_4 models/characters/marine/idle_reclined_4.md5anim
{
ai_look_head_only
}
*/
anim idle_reclined_5 models/characters/marine/idle_reclined_5.md5anim
{
ai_look_head_only
}
/* ETHAN
anim idle_reclined_6 models/characters/marine/idle_reclined_6.md5anim
{
ai_look_head_only
}
*/
anim idle_startled_1 models/characters/marine/idle_startled_1.md5anim
anim idle_startled_2 models/characters/marine/idle_startled_2.md5anim
anim idle_stretching_1 models/characters/marine/idle_stretching_1.md5anim
anim idle_stretching_2 models/characters/marine/idle_stretching_2.md5anim
anim idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim
anim idle_drinking_1 models/characters/marine/idle_drinking_1.md5anim
anim idle_checks_time models/characters/marine/idle_checks_time.md5anim
/* ETHAN
anim idle_spits models/characters/marine/idle_spits.md5anim
anim idle_look_back_rt models/characters/marine/idle_look_back_rt.md5anim
*/
anim idle_look_back_lt models/characters/marine/idle_look_back_lt.md5anim
anim waving_down_tram models/characters/marine/waving_down_tram.md5anim
/*ETHAN
anim strassaworkingstation models/characters/marine/strassaworkingstation.md5anim
{
ai_look_head_only
}
*/
anim at_attention_start models/characters/marine/at_attention_start.md5anim
anim at_attention_end models/characters/marine/at_attention_end.md5anim
/* ETHAN
anim at_attention_move_right models/characters/marine/at_attention_move_right.md5anim
anim at_attention_move_left models/characters/marine/at_attention_move_left.md5anim
anim at_attention_move_forward models/characters/marine/at_attention_move_forward.md5anim
anim at_attention_move_back models/characters/marine/at_attention_move_back.md5anim
anim weaponless_point_right models/characters/marine/weaponless_point_right.md5anim
*/
anim weaponless_point_left models/characters/marine/weaponless_point_left.md5anim
anim weaponless_point_up models/characters/marine/weaponless_point_up.md5anim
// anim weaponless_point_down models/characters/marine/weaponless_point_down.md5anim
anim weaponless_point_front models/characters/marine/weaponless_point_front.md5anim
// anim weaponless_point_back models/characters/marine/weaponless_point_back.md5anim
anim weaponless_idle2_start models/characters/marine/weaponless_idle2_start.md5anim
anim weaponless_idle2_loop models/characters/marine/weaponless_idle2_loop.md5anim
anim weaponless_idle2 models/characters/marine/weaponless_idle2_loop.md5anim
anim weaponless_idle2_end models/characters/marine/weaponless_idle2_end.md5anim
anim weaponless_idle3_start models/characters/marine/weaponless_idle3_start.md5anim
anim weaponless_idle3_loop models/characters/marine/weaponless_idle3_loop.md5anim
anim weaponless_idle3 models/characters/marine/weaponless_idle3_loop.md5anim
anim weaponless_idle3_end models/characters/marine/weaponless_idle3_end.md5anim
anim weaponless_idle4_start models/characters/marine/weaponless_idle4_start.md5anim
anim weaponless_idle4_loop models/characters/marine/weaponless_idle4_loop.md5anim
anim weaponless_idle4 models/characters/marine/weaponless_idle4_loop.md5anim
anim weaponless_idle4_end models/characters/marine/weaponless_idle4_end.md5anim
anim weaponless_idle5_start models/characters/marine/weaponless_idle5_start.md5anim
anim weaponless_idle5_loop models/characters/marine/weaponless_idle5_loop.md5anim
anim weaponless_idle5 models/characters/marine/weaponless_idle5_loop.md5anim
anim weaponless_idle5_end models/characters/marine/weaponless_idle5_end.md5anim
anim weaponless_idle6_start models/characters/marine/weaponless_idle6_start.md5anim
anim weaponless_idle6_loop models/characters/marine/weaponless_idle6_loop.md5anim
anim weaponless_idle6 models/characters/marine/weaponless_idle6_loop.md5anim
anim weaponless_idle6_end models/characters/marine/weaponless_idle6_end.md5anim
/* ETHAN
anim sarge_needs_medic models/characters/marine/sarge_needs_medic.md5anim
{
ai_look_head_only
}
anim test_arm models/characters/marine/test_arm.md5anim
{
ai_no_look
}
*/
// anim crouch_walk_forward models/characters/marine/crouch_walk_forward.md5anim
anim cowering_start models/characters/marine/cowering_start.md5anim
anim cowering_idle models/characters/marine/cowering_idle.md5anim
anim cowering_end models/characters/marine/cowering_end.md5anim
/*ETHAN
anim mirror_diagnostic models/characters/marine/mirror_diagnostic.md5anim
anim mirror_lean_left models/characters/marine/mirror_lean_left.md5anim
anim mirror_lean_right models/characters/marine/mirror_lean_right.md5anim
anim idle_against_wall2 models/characters/marine/idle_against_wall2.md5anim
{
ai_look_head_only
}
*/
anim drop_pod_inview models/characters/marine/drop_pod_inview.md5anim
anim weld_loop models/characters/marine/weld_loop.md5anim
{
ai_no_look
}
anim weld_loop_short models/characters/marine/weld_loop_short.md5anim
{
ai_no_look
}
anim conversation_1 models/characters/marine/conversation_1.md5anim
/*ETHAN
anim conversation_2 models/characters/marine/conversation_2.md5anim
anim wrist_talk_1 models/characters/marine/wrist_talk_1.md5anim
{
frame 26 sound snd_comm
}
anim medic_shot models/characters/marine/medic_shot.md5anim
{
ai_no_look
}
*/
/*ETHAN
anim kane_reaction2 models/characters/marine/kane_reaction2.md5anim
anim kane_reaction1 models/characters/marine/kane_reaction1.md5anim
anim kane_reaction3 models/characters/marine/kane_reaction3.md5anim
// anim wlk_remitz_idle models/characters/marine/wlk_remitz_idle.md5anim
// anim wlk_remitz_death models/characters/marine/wlk_remitz_death.md5anim
*/
/*ETHAN
anim hub2_kane models/characters/marine/hub2_kane.md5anim
{
ai_no_look
}
*/
anim use_gui_standing_start models/characters/marine/standing_gui_start.md5anim
{
ai_look_head_only
}
anim use_gui_standing_loop models/characters/marine/standing_gui_loop.md5anim
{
ai_look_head_only
}
anim use_gui_standing_end models/characters/marine/standing_gui_end.md5anim
{
ai_look_head_only
}
anim idle_weapon_1_start models/characters/marine/idle_weapon_1_start.md5anim
anim idle_weapon_1_loop models/characters/marine/idle_weapon_1_loop.md5anim
anim idle_weapon_1 models/characters/marine/idle_weapon_1_loop.md5anim
anim idle_weapon_1_end models/characters/marine/idle_weapon_1_end.md5anim
anim idle_weapon_2_start models/characters/marine/idle_weapon_2_start.md5anim
anim idle_weapon_2_loop models/characters/marine/idle_weapon_2_loop.md5anim
anim idle_weapon_2 models/characters/marine/idle_weapon_2_loop.md5anim
anim idle_weapon_2_end models/characters/marine/idle_weapon_2_end.md5anim
anim idle_weapon_3_start models/characters/marine/idle_weapon_3_start.md5anim
anim idle_weapon_3_loop models/characters/marine/idle_weapon_3_loop.md5anim
anim idle_weapon_3 models/characters/marine/idle_weapon_3_loop.md5anim
anim idle_weapon_3_end models/characters/marine/idle_weapon_3_end.md5anim
anim idle_weapon_4 models/characters/marine/idle_weapon_4.md5anim
{
ai_no_look
}
// anim cgw_pose_first models/characters/marine/cgw_pose.md5anim
// anim cgw_pose_second models/characters/marine/cgw_pose2.md5anim
// anim cgw_pose_third models/characters/marine/cgw_pose3.md5anim
// anim flyer_pose01 models/characters/marine/flyer_pose01.md5anim
// anim flyer_pose02 models/characters/marine/flyer_pose02.md5anim
anim lay_loop_1a models/characters/marine/lay_loop_1a.md5anim
{
ai_no_look
}
anim kneel_loop_1b models/characters/marine/kneel_loop_1b.md5anim
{
ai_look_head_only
}
anim liftlegs_a models/characters/marine/liftlegs_a.md5anim
{
ai_no_look
}
anim liftlegs_b models/characters/marine/liftlegs_b.md5anim
{
ai_no_look
}
anim drag_loop_a models/characters/marine/drag_loop_a.md5anim
{
ai_no_look
}
anim drag_loop_b models/characters/marine/drag_loop_b.md5anim
{
ai_look_head_only
}
/* ETHAN
anim setdown_a models/characters/marine/setdown_a.md5anim
{
ai_no_look
}
anim setdown_b models/characters/marine/setdown_b.md5anim
{
ai_no_look
}
anim lay_loop_2a models/characters/marine/lay_loop_2a.md5anim
{
ai_no_look
}
anim kneel_loop_2b models/characters/marine/kneel_loop_2b.md5anim
{
ai_look_head_only
}
*/
anim explosion_injured models/characters/marine/explosion_injured.md5anim
{
ai_no_look
}
anim explosion_injured_loop models/characters/marine/explosion_injured_loop.md5anim
{
ai_look_head_only
}
anim explosion_assist models/characters/marine/explosion_assist.md5anim
{
ai_no_look
}
anim explosion_assist_loop models/characters/marine/explosion_assist_loop.md5anim
{
ai_no_look
}
anim ad_pinned_down models/characters/marine/ad_pinned_down.md5anim
{
ai_no_look
}
/*
anim idle_cards models/characters/marine/idle_cards.md5anim
{
ai_look_head_only
}
anim throw_cards models/characters/marine/throw_cards.md5anim
{
ai_look_head_only
}
anim lean_over_cards models/characters/marine/lean_over_cards.md5anim
{
ai_look_head_only
}
anim scratch_chin_cards models/characters/marine/scratch_chin_cards.md5anim
{
ai_look_head_only
}
anim rest_chin_cards_start models/characters/marine/rest_chin_cards_start.md5anim
{
ai_no_look
}
anim rest_chin_cards_loop models/characters/marine/rest_chin_cards_loop.md5anim
{
ai_no_look
}
anim rest_chin_cards_end models/characters/marine/rest_chin_cards_end.md5anim
{
ai_no_look
}
anim look_around_cards models/characters/marine/look_around_cards.md5anim
{
ai_look_head_only
}
anim settle_cards models/characters/marine/settle_cards.md5anim
{
ai_look_head_only
}
anim plan_on_ground_1 models/characters/marine/plan_on_ground_1.md5anim
{
ai_look_head_only
}
anim plan_on_ground_2 models/characters/marine/plan_on_ground_2.md5anim
{
ai_look_head_only
}
anim plan_on_ground_3 models/characters/marine/plan_on_ground_3.md5anim
{
ai_look_head_only
}
anim grenade_grab models/characters/marine/grenade_grab.md5anim
anim plant_gren_w_gun models/characters/marine/plant_gren_w_gun.md5anim
{
ai_look_head_only
}
*/
anim com_link_start models/characters/marine/com_link_start.md5anim
{
frame 27 sound snd_comm
}
anim com_link_loop models/characters/marine/com_link_loop.md5anim
anim com_link_end models/characters/marine/com_link_end.md5anim
/*ETHAN
anim sarge_briefing_5 models/characters/marine/sarge_briefing_5.md5anim
{
ai_look_head_only
}
*/
anim kane_armor_box models/characters/marine/kane_armor_box.md5anim
anim console_stand_start models/characters/marine/console_stand_start.md5anim
anim console_stand_loop models/characters/marine/console_stand_loop.md5anim
anim console_stand_end models/characters/marine/console_stand_end.md5anim
anim mcc_rail_vault models/characters/marine/mcc_rail_vault.md5anim
{
ai_no_look
frame 1 disableClip
frame 1 disableGravity
frame 48 enableGravity
frame 48 enableClip
}
anim recomp_mod_hyper models/characters/marine/recomp_mod_hyper.md5anim
/* airdefense.def
anim treat_talk models/characters/marine/treat_talk.md5anim
// airdefense1
anim treat_talk_loop models/characters/marine/treat_talk_loop.md5anim
// airdefense1
anim treat_to_stand models/characters/marine/treat_to_stand.md5anim
// airdefense1
anim stand_to_treat models/characters/marine/stand_to_treat.md5anim
// airdefense1
anim ad_medic_treating_player models/characters/marine/ad_medic_treating_player.md5anim
// airdefense1
*/
// JESSE
// HUB1 ANIMS
anim Hub_elev_1 models/characters/marine/Hub_elev_1.md5anim
anim Hub_elev_2 models/characters/marine/Hub_elev_2.md5anim
anim Hub_elev_3 models/characters/marine/Hub_elev_3.md5anim
anim Hub_scan_1 models/characters/marine/Hub_scan_1.md5anim
anim Hub_scan_3 models/characters/marine/Hub_scan_3.md5anim
anim Hub_scan_4 models/characters/marine/Hub_scan_4.md5anim
anim Hub_scan_5 models/characters/marine/Hub_scan_5.md5anim
anim Hub_scan_6 models/characters/marine/Hub_scan_6.md5anim
anim hub1_bidwell_idle_emp models/characters/marine/hub1_bidwell_idle_emp.md5anim
{
ai_no_look
}
anim hub1_bidwell_death models/characters/marine/hub1_bidwell_death.md5anim
{
ai_no_look
}
anim hub1_morris_idle_emp models/characters/marine/hub1_morris_idle_emp.md5anim
{
ai_no_look
}
anim hub1_morris_mourn_start models/characters/marine/hub1_morris_mourn_start.md5anim
{
ai_no_look
}
anim hub1_morris_mourn_loop models/characters/marine/hub1_morris_mourn_loop.md5anim
{
ai_no_look
}
anim hub1_voss_idle_emp models/characters/marine/hub1_voss_idle_emp.md5anim
{
ai_no_look
}
anim hub1_voss_mourn_start models/characters/marine/hub1_voss_mourn_start.md5anim
{
ai_no_look
}
anim hub1_voss_mourn_loop models/characters/marine/hub1_voss_mourn_loop.md5anim
{
ai_no_look
}
anim hub1_voss_mourn_end models/characters/marine/hub1_voss_mourn_end.md5anim
{
//anim_turn
ai_no_look
}
anim hub1_voss_com_start models/characters/marine/hub1_voss_com_start.md5anim
{
ai_no_look
frame 25 sound snd_comm
}
anim hub1_voss_com_loop models/characters/marine/hub1_voss_com_loop.md5anim
{
ai_no_look
}
anim hub1_voss_com_end models/characters/marine/hub1_voss_com_end.md5anim
{
ai_no_look
}
anim hub1_voss_grate models/characters/marine/hub1_voss_grate.md5anim
{
ai_no_look
}
anim hub1_tech_idle_emp models/characters/marine/hub1_tech_idle_emp.md5anim
{
ai_no_look
}
anim hub1_tech_emp models/characters/marine/hub1_tech_emp.md5anim
{
ai_no_look
}
anim idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim
{
rate 1.4
}
anim idle_wrist_gui_loop models/characters/marine/idle_wrist_gui_loop.md5anim
anim idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim
{
rate 1.4
}
// ************************************************************************
// ******
// ****** THE FOLLOWING ANIMATIONS HAVE BEEN SORTED INTO THEIR PROPER DEF FILES AS NOTED
// ******
// ************************************************************************
/* ETHAN
anim cine_wrist_shotgun models/characters/marine/wrist_shotgun_fire.md5anim
{
ai_look_head_only
}
*/
anim cine_tram_driving_idle models/characters/marine/tram_driving_idle.md5anim
{
ai_look_head_only
ai_look_head_only
}
anim cine_weapon_check_1 models/characters/marine/weapon_check_1.md5anim
{
ai_look_head_only
frame 37,53 sound snd_gear
}
anim cine_weapon_check_2 models/characters/marine/weapon_check_2.md5anim
{
ai_look_head_only
frame 30 sound snd_gear
frame 42 sound snd_gun_ready
}
anim cine_weapon_check_3 models/characters/marine/weapon_check_3.md5anim
{
ai_look_head_only
frame 14,78 sound snd_gear
}
/* ETHAN
anim cine_wincing models/characters/marine/wincing.md5anim
{
ai_look_head_only
}
*/
anim cine_aim_snappy_1 models/characters/marine/m_stand_aim_snappy_1.md5anim
{
ai_look_head_only
}
anim cine_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim
{
ai_look_head_only
}
anim cine_idle_scan_1 models/characters/marine/idle_scan_1.md5anim
{
ai_look_head_only
}
anim cine_idle_scan_2 models/characters/marine/idle_scan_2.md5anim
{
ai_look_head_only
}
anim cine_idle_scan_3 models/characters/marine/idle_scan_3.md5anim
anim cine_ad_sgt_holding_wounded models/characters/marine/ad_sgt_holding_wounded.md5anim
{
ai_look_head_only
}
anim cine_ad_wounded_on_knee models/characters/marine/ad_wounded_on_knee.md5anim
{
ai_look_head_only
}
anim cine_ad_wounded_on_knee_loop models/characters/marine/ad_wounded_on_knee_loop.md5anim
{
ai_no_look
}
anim cine_medic_treating models/characters/marine/medic_treating.md5anim
{
ai_look_head_only
}
anim cine_idle_sitting_1 models/characters/marine/idle_sitting_1.md5anim
{
ai_look_head_only
}
/*ETHAN
anim cine_idle_sitting_2 models/characters/marine/idle_sitting_2.md5anim
{
ai_look_head_only
}
anim cine_idle_reclined_1 models/characters/marine/idle_reclined_1.md5anim
{
ai_look_head_only
}
*/
anim cine_idle_reclined_2 models/characters/marine/idle_reclined_2.md5anim
{
ai_look_head_only
}
anim cine_idle_reclined_3 models/characters/marine/idle_reclined_3.md5anim
{
ai_look_head_only
}
/*ETHAN
anim cine_idle_reclined_4 models/characters/marine/idle_reclined_4.md5anim
{
ai_look_head_only
}
*/
anim cine_idle_reclined_5 models/characters/marine/idle_reclined_5.md5anim
{
ai_look_head_only
}
/*ETHAN
anim cine_idle_reclined_6 models/characters/marine/idle_reclined_6.md5anim
{
ai_look_head_only
}
*/
anim cine_idle_startled_1 models/characters/marine/idle_startled_1.md5anim
{
ai_look_head_only
}
anim cine_idle_startled_2 models/characters/marine/idle_startled_2.md5anim
{
ai_look_head_only
}
anim cine_idle_stretching_1 models/characters/marine/idle_stretching_1.md5anim
{
ai_look_head_only
}
anim cine_idle_stretching_2 models/characters/marine/idle_stretching_2.md5anim
{
ai_look_head_only
}
anim cine_idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim
{
ai_look_head_only
}
anim cine_idle_drinking_1 models/characters/marine/idle_drinking_1.md5anim
{
ai_look_head_only
}
anim cine_idle_checks_time models/characters/marine/idle_checks_time.md5anim
{
ai_look_head_only
}
/*ETHAN
anim cine_idle_spits models/characters/marine/idle_spits.md5anim
{
ai_look_head_only
}
*/
/* ETHAN
anim cine_idle_look_back_rt models/characters/marine/idle_look_back_rt.md5anim
{
ai_look_head_only
}
*/
anim cine_idle_look_back_lt models/characters/marine/idle_look_back_lt.md5anim
{
ai_look_head_only
}
anim cine_waving_down_tram models/characters/marine/waving_down_tram.md5anim
{
ai_look_head_only
}
/* ETHAN
anim cine_strassaworkingstation models/characters/marine/strassaworkingstation.md5anim
{
ai_look_head_only
}
*/
anim cine_at_attention_start models/characters/marine/at_attention_start.md5anim
{
ai_look_head_only
}
anim cine_at_attention_end models/characters/marine/at_attention_end.md5anim
{
ai_look_head_only
}
/* ETHAN
anim cine_at_attention_move_right models/characters/marine/at_attention_move_right.md5anim
{
ai_look_head_only
}
anim cine_at_attention_move_left models/characters/marine/at_attention_move_left.md5anim
{
ai_look_head_only
}
anim cine_at_attention_move_forward models/characters/marine/at_attention_move_forward.md5anim
{
ai_look_head_only
}
anim cine_at_attention_move_back models/characters/marine/at_attention_move_back.md5anim
{
ai_look_head_only
}
anim cine_weaponless_point_right models/characters/marine/weaponless_point_right.md5anim
{
ai_look_head_only
}
*/
anim cine_weaponless_point_left models/characters/marine/weaponless_point_left.md5anim
{
ai_look_head_only
}
anim cine_weaponless_point_up models/characters/marine/weaponless_point_up.md5anim
{
ai_look_head_only
}
/* ETHAN
anim cine_weaponless_point_down models/characters/marine/weaponless_point_down.md5anim
{
ai_look_head_only
}
*/
anim cine_weaponless_point_front models/characters/marine/weaponless_point_front.md5anim
{
ai_look_head_only
}
/* ETHAN
anim cine_weaponless_point_back models/characters/marine/weaponless_point_back.md5anim
{
ai_look_head_only
}
*/
anim cine_weaponless_idle2_start models/characters/marine/weaponless_idle2_start.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle2_loop models/characters/marine/weaponless_idle2_loop.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle2 models/characters/marine/weaponless_idle2_loop.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle2_end models/characters/marine/weaponless_idle2_end.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle3_start models/characters/marine/weaponless_idle3_start.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle3_loop models/characters/marine/weaponless_idle3_loop.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle3 models/characters/marine/weaponless_idle3_loop.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle3_end models/characters/marine/weaponless_idle3_end.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle4_start models/characters/marine/weaponless_idle4_start.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle4_loop models/characters/marine/weaponless_idle4_loop.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle4 models/characters/marine/weaponless_idle4_loop.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle4_end models/characters/marine/weaponless_idle4_end.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle5_start models/characters/marine/weaponless_idle5_start.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle5_loop models/characters/marine/weaponless_idle5_loop.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle5 models/characters/marine/weaponless_idle5_loop.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle5_end models/characters/marine/weaponless_idle5_end.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle6_start models/characters/marine/weaponless_idle6_start.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle6_loop models/characters/marine/weaponless_idle6_loop.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle6 models/characters/marine/weaponless_idle6_loop.md5anim
{
ai_look_head_only
}
anim cine_weaponless_idle6_end models/characters/marine/weaponless_idle6_end.md5anim
{
ai_look_head_only
}
/* ETHAN
anim cine_sarge_needs_medic models/characters/marine/sarge_needs_medic.md5anim
{
ai_look_head_only
}
anim cine_test_arm models/characters/marine/test_arm.md5anim
{
ai_no_look
}
anim cine_crouch_walk_forward models/characters/marine/crouch_walk_forward.md5anim
{
ai_no_look
}
*/
anim cine_cowering_start models/characters/marine/cowering_start.md5anim
{
ai_no_look
}
anim cine_cowering_idle models/characters/marine/cowering_idle.md5anim
{
ai_no_look
}
anim cine_cowering_end models/characters/marine/cowering_end.md5anim
{
ai_no_look
}
/*ETHAN
anim cine_mirror_diagnostic models/characters/marine/mirror_diagnostic.md5anim
{
ai_no_look
}
anim cine_mirror_lean_left models/characters/marine/mirror_lean_left.md5anim
{
ai_no_look
}
anim cine_mirror_lean_right models/characters/marine/mirror_lean_right.md5anim
{
ai_no_look
}
anim cine_idle_against_wall2 models/characters/marine/idle_against_wall2.md5anim
{
ai_look_head_only
}
*/
anim cine_drop_pod_inview models/characters/marine/drop_pod_inview.md5anim
{
ai_look_head_only
}
anim cine_weld_loop models/characters/marine/weld_loop.md5anim
{
ai_look_head_only
}
anim cine_weld_loop_short models/characters/marine/weld_loop_short.md5anim
{
ai_look_head_only
}
anim cine_conversation_1 models/characters/marine/conversation_1.md5anim
{
ai_look_head_only
}
/*ETHAN
anim cine_conversation_2 models/characters/marine/conversation_2.md5anim
{
ai_look_head_only
}
anim cine_wrist_talk_1 models/characters/marine/wrist_talk_1.md5anim
{
ai_look_head_only
frame 26 sound snd_comm
}
anim cine_medic_shot models/characters/marine/medic_shot.md5anim
{
ai_look_head_only
}
anim cine_kane_reaction2 models/characters/marine/kane_reaction2.md5anim
{
ai_look_head_only
}
anim cine_kane_reaction1 models/characters/marine/kane_reaction1.md5anim
{
ai_look_head_only
}
anim cine_kane_reaction3 models/characters/marine/kane_reaction3.md5anim
{
ai_look_head_only
}
*/
anim cine_pain_concussive2 models/characters/marine/pain_concussive2.md5anim
{
ai_look_head_only
frame 1 speak_random lipsync_pain
}
anim cine_pain_concussive3 models/characters/marine/pain_concussive3.md5anim
{
ai_look_head_only
frame 1 speak_random lipsync_pain
}
anim cine_pain_concussive4 models/characters/marine/pain_concussive4.md5anim
{
ai_look_head_only
frame 1 speak_random lipsync_pain
}
anim cine_pain_concussive5 models/characters/marine/pain_concussive5.md5anim
{
ai_look_head_only
frame 1 speak_random lipsync_pain
}
/*ETHAN
anim cine_hub2_kane models/characters/marine/hub2_kane.md5anim
{
ai_look_head_only
}
*/
anim cine_idle_weapon_1_start models/characters/marine/idle_weapon_1_start.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_1_loop models/characters/marine/idle_weapon_1_loop.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_1 models/characters/marine/idle_weapon_1_loop.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_1_end models/characters/marine/idle_weapon_1_end.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_2_start models/characters/marine/idle_weapon_2_start.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_2_loop models/characters/marine/idle_weapon_2_loop.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_2 models/characters/marine/idle_weapon_2_loop.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_2_end models/characters/marine/idle_weapon_2_end.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_3_start models/characters/marine/idle_weapon_3_start.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_3_loop models/characters/marine/idle_weapon_3_loop.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_3 models/characters/marine/idle_weapon_3_loop.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_3_end models/characters/marine/idle_weapon_3_end.md5anim
{
ai_look_head_only
}
anim cine_idle_weapon_4 models/characters/marine/idle_weapon_4.md5anim
{
ai_look_head_only
}
anim cine_lay_loop_1a models/characters/marine/lay_loop_1a.md5anim
{
ai_look_head_only
}
anim cine_liftlegs_a models/characters/marine/liftlegs_a.md5anim
{
ai_look_head_only
}
anim cine_liftlegs_b models/characters/marine/liftlegs_b.md5anim
{
ai_look_head_only
}
anim cine_drag_loop_a models/characters/marine/drag_loop_a.md5anim
{
ai_look_head_only
}
anim cine_drag_loop_b models/characters/marine/drag_loop_b.md5anim
{
ai_look_head_only
}
/*ETHAN
anim cine_setdown_a models/characters/marine/setdown_a.md5anim
{
ai_look_head_only
}
anim cine_setdown_b models/characters/marine/setdown_b.md5anim
{
ai_look_head_only
}
anim cine_lay_loop_2a models/characters/marine/lay_loop_2a.md5anim
{
ai_look_head_only
}
*/
anim cine_explosion_injured models/characters/marine/explosion_injured.md5anim
{
ai_look_head_only
}
anim cine_explosion_injured_loop models/characters/marine/explosion_injured_loop.md5anim
{
ai_look_head_only
}
anim cine_explosion_assist models/characters/marine/explosion_assist.md5anim
{
ai_look_head_only
}
anim cine_explosion_assist_loop models/characters/marine/explosion_assist_loop.md5anim
{
ai_look_head_only
}
anim cine_ad_pinned_down models/characters/marine/ad_pinned_down.md5anim
{
ai_look_head_only
}
anim cine_com_link_start models/characters/marine/com_link_start.md5anim
{
ai_look_head_only
frame 27 sound snd_comm
}
anim cine_com_link_loop models/characters/marine/com_link_loop.md5anim
{
ai_look_head_only
}
anim cine_com_link_end models/characters/marine/com_link_end.md5anim
{
ai_look_head_only
}
/*ETHAN
anim cine_sarge_briefing_5 models/characters/marine/sarge_briefing_5.md5anim
{
ai_look_head_only
}
anim cine_screenshot_a models/characters/marine/screenshot_a.md5anim
{
ai_look_head_only
}
anim cine_screenshot_b models/characters/marine/screenshot_b.md5anim
{
ai_look_head_only
}
anim cine_screenshot_c models/characters/marine/screenshot_c.md5anim
{
ai_look_head_only
}
*/
anim cine_kane_armor_box models/characters/marine/kane_armor_box.md5anim
{
ai_look_head_only
}
anim cine_console_stand_start models/characters/marine/console_stand_start.md5anim
{
ai_look_head_only
}
anim cine_console_stand_loop models/characters/marine/console_stand_loop.md5anim
{
ai_look_head_only
}
anim cine_console_stand_end models/characters/marine/console_stand_end.md5anim
{
ai_look_head_only
}
anim cine_mcc_rail_vault models/characters/marine/mcc_rail_vault.md5anim
{
ai_look_head_only
frame 1 disableClip
frame 1 disableGravity
frame 48 enableGravity
frame 48 enableClip
}
/* ETHAN
anim cine_screenshot_website models/characters/marine/screenshot_website.md5anim
{
ai_look_head_only
}
*/
anim cine_recomp_mod_hyper models/characters/marine/recomp_mod_hyper.md5anim
{
ai_look_head_only
}
anim cine_ad_marine_dragged models/characters/marine/ad_marine_dragged.md5anim
{
ai_look_head_only
frame 1 disableClip
// frame 4,6,8,10,12,14,16,18,20,22 ai_attack base MG_muzzle_flash
frame 4,6,10,12,18,20,22 ai_attack fromJoint MG_muzzle_flash
frame 4,6,10,12,18,20,22 sound_weapon npc_machinegun_fire
frame 4,6,10,12,18,20,22 fx fx_base_flash MG_muzzle_flash
frame 2 sound snd_grunt_drag_1
frame 60 sound snd_grunt_drag_2
}
anim cine_ad_berserker_intro models/characters/marine/ad_berserker_intro.md5anim
{
ai_look_head_only
frame 1 disableClip
frame 14 call map_airdefense::openSkewerDoors
frame 8 sound_voice snd_call_player
frame 33 sound_voice snd_skewer_scream
frame 41 sound snd_bloody_body_fall
frame 44 fx fx_bloody_hit chest
frame 70 sound snd_body_fall
frame 72 sound snd_bloody_body_fall
}
anim cine_trench_fire models/characters/marine/trench_fire.md5anim
{
ai_look_head_only
}
anim cine_roll_trench models/characters/marine/roll_trench.md5anim
{
ai_look_head_only
frame 1 disableClip
frame 8 enableClip
}
anim cine_injured_arm models/characters/marine/injured_arm.md5anim
{
ai_look_head_only
}
anim cine_remove_debris models/characters/marine/remove_debris.md5anim
{
ai_look_head_only
}
anim cine_shielding models/characters/marine/shielding.md5anim
{
ai_look_head_only
}
/*ETHAN
anim cine_ad_miller_death models/characters/marine/ad_miller_death.md5anim
{
ai_look_head_only
}
anim cine_ad_miller_death_wchain models/characters/marine/ad_miller_death_wchain.md5anim
{
ai_look_head_only
}
*/
anim cine_wounded_treated models/characters/marine/wounded_treated.md5anim
{
ai_look_head_only
}
anim cine_wounded_loop models/characters/marine/wounded_loop.md5anim
{
ai_look_head_only
}
anim cine_medic_treating_a models/characters/marine/medic_treating.md5anim
{
ai_look_head_only
}
anim cine_wave_over models/characters/marine/bld_b_morris_rescue.md5anim
{
ai_look_head_only
}
anim cine_crouch_popup_shoot models/characters/marine/crouch_right_popup.md5anim
{
ai_look_head_only
frame 14,16,18,20,22,24,26,28,30,32,34 ai_attack fromJoint MG_muzzle_flash
frame 14,16,18,20,22,24,26,28,30,32,34 sound_weapon npc_machinegun_fire
frame 14,16,18,20,22,24,26,28,30,32,34 fx fx_base_flash MG_muzzle_flash
}
anim cine_ad_fights_grunt_1 models/characters/marine/ad_fights_grunt_1.md5anim
{
ai_look_head_only
frame 1 disableClip
frame 16 sound generic_creature_fall_small
frame 41,128 sound snd_ready_shotgun
frame 42 fx fx_base_flash SG_muzzle_flash
frame 42 sound_weapon snd_shotgun_fire
frame 64,90,115 sound snd_gear
frame 43 enableClip
frame 62,107,116 footstep
}
anim cine_ad_fights_grunt_2 models/characters/marine/ad_fights_grunt_2.md5anim
{
ai_look_head_only
frame 3,107 sound snd_gear
frame 15 footstep
}
anim cine_ad_morris_intro models/characters/marine/ad_morris_intro.md5anim
{
ai_look_head_only
}
anim cine_ad_miller models/characters/marine/ad_miller.md5anim
{
ai_look_head_only
}
/*ETHAN
anim cine_miller_shuffle models/characters/marine/miller_shuffle.md5anim
{
ai_look_head_only
}
anim cine_miller_talk_kovitch models/characters/marine/miller_talk_kovitch.md5anim
{
ai_look_head_only
}
anim cine_miller_talk_player models/characters/marine/miller_talk_player.md5anim
{
ai_look_head_only
}
anim cine_ad_door_marine models/characters/marine/ad_door_marine.md5anim
{
ai_look_head_only
}
anim cine_ad_door_marine_idle models/characters/marine/ad_door_marine_idle.md5anim
{
ai_look_head_only
}
*/
anim cine_and_stimpack2b models/characters/marine/and_stimpack2b.md5anim
{
ai_look_head_only
}
anim cine_and_stimpack2b_loop models/characters/marine/and_stimpack2b_loop.md5anim
{
ai_look_head_only
}
anim cine_mhstrom_wounded_a models/characters/marine/mhstrom_wounded_a.md5anim
{
ai_look_head_only
}
anim cine_mhstrom_loop_a models/characters/marine/mhstrom_loop_a.md5anim
{
ai_look_head_only
}
anim cine_mhstrom_wounded_b models/characters/marine/mhstrom_wounded_b.md5anim
{
ai_look_head_only
}
anim cine_mhstrom_loop_b models/characters/marine/mhstrom_loop_b.md5anim
{
ai_look_head_only
}
anim cine_ad_trench_fire models/characters/marine/ad_trench_fire.md5anim
{
ai_look_head_only
}
anim cine_ad_cover_1 models/characters/marine/ad_cover_1.md5anim
{
ai_look_head_only
}
anim cine_ad_cover_2 models/characters/marine/ad_cover2.md5anim
{
ai_look_head_only
}
/*ETHAN
anim cine_ad_cover3_loop models/characters/marine/ad_cover3_loop.md5anim
{
ai_look_head_only
}
anim cine_ad_cover3_guistart models/characters/marine/ad_cover3_guistart.md5anim
{
ai_look_head_only
}
anim cine_ad_cover3_guiloop models/characters/marine/ad_cover3_guiloop.md5anim
{
ai_look_head_only
}
anim cine_ad_cover3_guiend models/characters/marine/ad_cover3_guiend.md5anim
{
ai_look_head_only
}
anim cine_ad_cortez_intro models/characters/marine/ad_cortez_intro.md5anim
{
ai_look_head_only
frame 5,12,58 ai_attack fromJoint MG_muzzle_flash
frame 5,12,58 sound_weapon npc_machinegun_fire
frame 5,12,58 fx fx_base_flash MG_muzzle_flash
frame 5 call map_airdefense::cortezVictim1
frame 12 call map_airdefense::cortezVictim2
frame 58 call map_airdefense::cortezVictim3
}
*/
anim cine_stand_to_treat models/characters/marine/stand_to_treat.md5anim
{
ai_look_head_only
frame 14 attachment_hide medic_vaccinegun
}
anim cine_treat_to_stand models/characters/marine/treat_to_stand.md5anim
{
ai_look_head_only
frame 20 attachment_show medic_vaccinegun
}
/*ETHAN
anim cine_ad_medic_treating_player models/characters/marine/ad_medic_treating_player.md5anim
{
ai_look_head_only
frame 5 sound med_gun_heal
}
*/
anim cine_treat_talk models/characters/marine/treat_talk.md5anim
{
ai_look_head_only
}
anim cine_treat_talk_loop models/characters/marine/treat_talk_loop.md5anim
{
ai_look_head_only
}
//Q4X speeder idle
anim speeder_idle models/characters/marine/speeder_idle.md5anim
{
}
// ------------------------------------------------------------------------------------------
//
// Q4x cinematic animations
//
// ------------------------------------------------------------------------------------------
anim marine_01_landing models/characters/marine/marine_01_landing.md5anim
{
ai_no_look
frame 15,28 footstep
frame 1 disableClip
frame 1 disableGravity
frame 699 enableGravity
frame 699 enableClip
}
anim marine_02_landing models/characters/marine/marine_02_landing.md5anim
{
ai_no_look
frame 15,28 footstep
frame 1 disableClip
frame 1 disableGravity
frame 699 enableGravity
frame 699 enableClip
}
anim marine_03_landing models/characters/marine/marine_03_landing.md5anim
{
ai_no_look
frame 15,28 footstep
frame 1 disableClip
frame 1 disableGravity
frame 699 enableGravity
frame 699 enableClip
}
anim marine_04_landing models/characters/marine/marine_04_landing.md5anim
{
ai_no_look
frame 15,28 footstep
frame 1 disableClip
frame 1 disableGravity
frame 699 enableGravity
frame 699 enableClip
}
anim marine_05_landing models/characters/marine/marine_05_landing.md5anim
{
ai_no_look
frame 15,28 footstep
frame 1 disableClip
frame 1 disableGravity
frame 699 enableGravity
frame 699 enableClip
}
anim marine_06_landing models/characters/marine/marine_06_landing.md5anim
{
ai_no_look
frame 15,28 footstep
frame 1 disableClip
frame 1 disableGravity
frame 699 enableGravity
frame 699 enableClip
}
anim console_w_weapon_loop models/characters/marine/console_w_weapon_loop.md5anim
{
ai_look_head_only
}
anim airassault_space_cannon_idle models/characters/marine/aa_turret_idle.md5anim
{
ai_no_look
ai_no_turn
}
anim airassault_space_cannon_prep_idle models/characters/marine/aa_turret_prep_idle.md5anim
{
ai_no_look
ai_no_turn
}
anim unarmed_mcc_hatch_climb models/characters/marine/unarmed_mcc_hatch_climb.md5anim
{
ai_no_look
ai_no_turn
frame 1 disableClip
frame 1 disableGravity
frame 143 enableGravity
frame 143 enableClip
}
anim dropship_console_idle models/characters/marine/dropship_console_idle.md5anim
{
}
anim console_impact01 models/characters/marine/console_impact01.md5anim
{
}
anim console_impact02 models/characters/marine/console_impact02.md5anim
{
}
anim console_impact03 models/characters/marine/console_impact03.md5anim
{
}
anim dropship_hurt models/characters/marine/dropship_hurt.md5anim
{
}
anim dropship_hurt_impact models/characters/marine/dropship_hurt_impact.md5anim
{
}
anim dropship_medic models/characters/marine/dropship_medic.md5anim
{
}
anim dropship_medic_impact models/characters/marine/dropship_medic_impact.md5anim
{
}
anim markswell_ladder_climb models/characters/marine/markswell_ladder_climb.md5anim
{
}
anim markswell_ladder_descend models/characters/marine/markswell_ladder_descend.md5anim
{
}
anim prison_glass models/characters/marine/prison_glass.md5anim
{
frame 1 disableClip
frame 2 sound glass_break_medlabs_tube
}
anim prison_glass_idle models/characters/marine/prison_glass_idle.md5anim
{
frame 1 disableClip
}
anim prison_bridge_start models/characters/marine/prison_bridge_start.md5anim
{
ai_no_look
ai_no_turn
}
anim prison_bridge_idle models/characters/marine/prison_bridge_idle.md5anim
{
ai_no_look
ai_no_turn
}
anim prison_bridge_end models/characters/marine/prison_bridge_end.md5anim
{
ai_no_look
ai_no_turn
}
anim marine_char_idle models/characters/marine/marine_char_idle.md5anim
{
ai_no_turn
ai_look_head_only
}
anim tortured01 models/characters/marine/tortured01.md5anim
{
ai_no_turn
ai_look_head_only
}
anim tortured02 models/characters/marine/tortured02.md5anim
{
ai_no_turn
ai_look_head_only
}
anim mcc_stabby_stabby models/characters/marine/mcc_stabby_stabby.md5anim
{
ai_no_turn
ai_look_head_only
}
anim mcc_stabby_stabby_end_idle models/characters/marine/mcc_stabby_stabby_end_idle.md5anim
{
ai_no_turn
ai_look_head_only
}
anim mcc_berzerker_pull models/characters/marine/mcc_berzerker_pull.md5anim
{
ai_no_turn
ai_look_head_only
}
anim mcc_berzerker_pull_end_idle models/characters/marine/mcc_berzerker_pull_end_idle.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_tak_hacks_start models/characters/marine/st_tak_hacks_start.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_tak_hacks_loop models/characters/marine/st_tak_hacks_loop.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_tak_hacks_end models/characters/marine/st_tak_hacks_end.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_trapped_teammate models/characters/marine/st_trapped_teammate.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_markswell_wave_ahead models/characters/marine/st_markswell_wave_ahead.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_wave_ahead models/characters/marine/st_wave_ahead.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_player_hold models/characters/marine/st_player_hold.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_retch_intro_loop models/characters/marine/st_retch_intro_loop.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_retch_intro models/characters/marine/st_retch_intro.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_retch_intro_end_idle models/characters/marine/st_retch_intro_end_idle.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_teammate_climb models/characters/marine/st_teammate_climb.md5anim
{
rate 0.9
ai_no_turn
ai_look_head_only
frame 1 disableGravity
frame 1 disableClip
frame 134 enableGravity
frame 134 enableClip
}
anim st_teammate_climb_b models/characters/marine/st_teammate_climb_b.md5anim
{
rate 0.9
ai_no_turn
ai_look_head_only
frame 1 disableGravity
frame 1 disableClip
frame 134 enableGravity
frame 134 enableClip
}
anim st_trench_run models/characters/marine/st_trench_run.md5anim
{
ai_no_look
//sync_cycle
frame 5,11 sound snd_gear
frame 2,10 footstep
}
anim st_trench_walk models/characters/marine/st_trench_walk.md5anim
{
ai_no_look
//sync_cycle
frame 4,17 sound snd_gear
frame 2,15 footstep
}
anim st_mitchel_intro models/characters/marine/st_mitchel_intro.md5anim
{
ai_no_turn
ai_no_look
frame 1 disableClip
frame 1 disableGravity
}
anim st_markswell_intro models/characters/marine/st_markswell_intro.md5anim
{
ai_no_turn
ai_no_look
frame 1 disableClip
frame 1 disableGravity
}
anim st_townsend_intro models/characters/marine/st_townsend_intro.md5anim
{
ai_no_turn
ai_no_look
frame 1 disableClip
frame 1 disableGravity
}
anim st_atkins_intro models/characters/marine/st_atkins_intro.md5anim
{
ai_no_turn
ai_no_look
frame 1 disableClip
frame 1 disableGravity
}
anim st_dekard_intro models/characters/marine/st_dekard_intro.md5anim
{
ai_no_turn
ai_no_look
frame 1 disableClip
frame 1 disableGravity
}
anim st_darnell_intro models/characters/marine/st_darnell_intro.md5anim
{
ai_no_turn
ai_no_look
frame 1 disableClip
frame 1 disableGravity
}
anim st_najavas_intro models/characters/marine/st_navajas_intro.md5anim
{
ai_no_turn
ai_no_look
frame 1 disableClip
frame 1 disableGravity
}
anim st_tak_intro models/characters/marine/st_tak_intro.md5anim
{
ai_no_turn
ai_no_look
frame 1 disableClip
frame 1 disableGravity
}
anim aa_chair_alert_reaction1 models/characters/marine/aa_chair_alert_reaction1.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_alert_reaction2 models/characters/marine/aa_chair_alert_reaction2.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_alert_reaction3 models/characters/marine/aa_chair_alert_reaction3.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_alert_reaction4 models/characters/marine/aa_chair_alert_reaction3.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_idle1 models/characters/marine/aa_chair_idle1.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_idle2 models/characters/marine/aa_chair_idle2.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_idle3 models/characters/marine/aa_chair_idle3.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_idle4 models/characters/marine/aa_chair_idle3.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_enter models/characters/marine/aa_chair_enter.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_exit models/characters/marine/aa_chair_exit.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_end_idle1 models/characters/marine/aa_chair_end_idle1.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_end_idle2 models/characters/marine/aa_chair_end_idle2.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_end_idle3 models/characters/marine/aa_chair_end_idle3.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_chair_end_idle4 models/characters/marine/aa_chair_end_idle4.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_back_chair_enter models/characters/marine/aa_back_chair_enter.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_back_chair_exit models/characters/marine/aa_back_chair_exit.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_back_chair_idle1 models/characters/marine/aa_back_chair_idle1.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_back_chair_idle2 models/characters/marine/aa_back_chair_idle2.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_back_chair_fire models/characters/marine/aa_back_chair_fire.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_tak_turnaround_intro models/characters/marine/aa_tak_turnaround_intro.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_tak_turnaround_loop models/characters/marine/aa_tak_turnaround_loop.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_tak_turnaround_end models/characters/marine/aa_tak_turnaround_end.md5anim
{
ai_no_turn
ai_look_head_only
}
anim aa_tak_idle_loop models/characters/marine/aa_tak_idle_loop.md5anim
{
ai_no_turn
ai_look_head_only
}
anim mcc_speeder_mount models/characters/marine/mcc_speeder_mount.md5anim
{
ai_no_turn
ai_look_head_only
}
anim mcc_speeder_mount_idle1 models/characters/marine/mcc_speeder_mount_idle1.md5anim
{
ai_no_turn
ai_look_head_only
}
anim mcc_speeder_mount_idle2 models/characters/marine/mcc_speeder_mount_idle2.md5anim
{
ai_no_turn
ai_look_head_only
}
anim mcc_speeder_dismount_idle1 models/characters/marine/mcc_speeder_dismount_idle1.md5anim
{
ai_no_turn
ai_look_head_only
}
anim mcc_speeder_dismount_idle2 models/characters/marine/mcc_speeder_dismount_idle2.md5anim
{
ai_no_turn
ai_look_head_only
}
anim mcc_speeder_dismount models/characters/marine/mcc_speeder_dismount.md5anim
{
ai_no_turn
ai_look_head_only
}
anim pr_darnell_grate models/characters/marine/pr_darnell_grate.md5anim
{
ai_no_turn
ai_look_head_only
}
anim pr_dekard_glass models/characters/marine/pr_dekard_glass.md5anim
{
ai_no_turn
ai_look_head_only
}
anim pr_drag_marine models/characters/marine/pr_drag_marine.md5anim
{
ai_no_turn
ai_look_head_only
}
anim pr_gunner_throw models/characters/marine/pr_gunner_throw.md5anim
{
ai_no_turn
ai_look_head_only
}
anim pr_climb_down models/characters/marine/pr_climb_down.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_chair_to_idle models/characters/marine/st_chair_to_idle.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_tak_weld models/characters/marine/st_tak_weld.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_tak_weld_walk models/characters/marine/st_tak_weld_walk.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_tak_zipline models/characters/marine/st_tak_zipline.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_tak_zipline_start models/characters/marine/st_tak_zipline_start.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_tak_zipline_end models/characters/marine/st_tak_zipline_end.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_repelling models/characters/marine/st_repelling.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_dropship_chair models/characters/marine/st_dropship_chair.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_dropship_chair_rocked models/characters/marine/st_dropship_chair_rocked.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_markswell_enters models/characters/marine/st_markswell_enters.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_markswell_talks models/characters/marine/st_markswell_talks.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_markswell_sits models/characters/marine/st_markswell_sits.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_darnell_reach models/characters/marine/st_darnell_reach.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_mitchel_hold models/characters/marine/st_mitchel_hold.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_atkins_fall models/characters/marine/st_atkins_fall.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_townsend_fall models/characters/marine/st_townsend_fall.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_tak_nudge models/characters/marine/st_tak_nudge.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_najavas_react models/characters/marine/st_najavas_react.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_dropship_stand models/characters/marine/st_dropship_stand.md5anim
{
ai_no_turn
ai_look_head_only
}
anim st_dropship_walk models/characters/marine/st_dropship_walk.md5anim
{
ai_no_turn
ai_look_head_only
}
anim tr_tak_duck models/characters/marine/tr_tak_duck.md5anim
{
ai_no_turn
ai_look_head_only
}
anim tr_doorlift_start models/characters/marine/tr_doorlift_start.md5anim
{
ai_no_turn
ai_look_head_only
}
anim tr_doorlift_loop_1 models/characters/marine/tr_doorlift_loop_1.md5anim
{
ai_no_turn
ai_look_head_only
}
anim tr_doorlift_higher models/characters/marine/tr_doorlift_higher.md5anim
{
ai_no_turn
ai_look_head_only
}
anim tr_doorlift_loop_2 models/characters/marine/tr_doorlift_loop_2.md5anim
{
ai_no_turn
ai_look_head_only
}
anim tr_doorlift_end models/characters/marine/tr_doorlift_end.md5anim
{
ai_no_turn
ai_look_head_only
}
anim cr_ladder_descend models/characters/marine/cr_ladder_descend.md5anim
{
ai_no_turn
ai_look_head_only
}
}
entityDef char_q4x_marine
{
"inherit" "char_marine"
"model" "model_char_q4x_marine"
}
entityDef char_q4x_marine_shotgun
{
"inherit" "char_marine_shotgun"
"model" "model_char_q4x_marine"
}
entityDef char_q4x_marine_hyperblaster
{
"inherit" "char_marine_hyperblaster"
"model" "model_char_q4x_marine"
}
entityDef char_q4x_marine_unarmed
{
"inherit" "char_marine_unarmed"
"model" "model_char_q4x_marine"
}
model model_char_q4x_marine_trench
{
inherit model_char_q4x_marine
anim run models/characters/marine/st_trench_run.md5anim
{
ai_no_look
rate 1.2
//sync_cycle
frame 4,11 sound snd_gear
frame 1,10 footstep
}
anim walk models/characters/marine/st_trench_walk.md5anim
{
ai_no_look
rate 1.2
//sync_cycle
frame 4,11 sound snd_gear
frame 1,10 footstep
}
}
entityDef char_q4x_marine_trench
{
"inherit" "char_marine"
//"tactical_ranged" "0"
"model" "model_char_q4x_marine_trench"
}
entityDef char_q4x_marine_dekard
{
"inherit" "char_marine"
"def_head" "char_q4x_marinehead_dekard"
"skin" "skins/models/characters/marine/viper"
}