mirror of
https://github.com/jmarshall23/Quake_4_Alpha.git
synced 2026-08-17 19:23:50 +02:00
492 lines
14 KiB
Modula-2
492 lines
14 KiB
Modula-2
/*
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===============================================================================
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Retch
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===============================================================================
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*/
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export Retch
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{
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options -game q4xbase/ -prefix RETCH_ -align ALL -scale .34 -parent root origin -keep hips_forward hips_backward shoulders root neck gun_barrel DM_end NG_muzzle2 NG_end NG_muzzle1 DM_muzzle1 piston1 jaw -sourcedir /models/monsters/retch/animations -destdir models/monsters/retch
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mesh idle.ma -dest retch
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anim idle.ma -range 1 120 -dest idle01
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anim idle.ma -range 120 240 -dest idle02
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anim af_pose.ma -dest af_pose
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anim melee01.ma -dest melee01
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anim melee02.ma -dest melee02
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anim melee03.ma -dest melee03
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anim ranged01.ma -dest ranged01
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anim turn_left.ma -dest turn_left
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anim turn_right.ma -dest turn_right
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anim walk.ma -dest walk
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anim walk_left.ma -dest walk_left
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anim walk_right.ma -dest walk_right
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anim walk_backward.ma -dest walk_backward
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anim run.ma -dest run
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anim evade_left.ma -dest evade_left
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anim evade_right.ma -dest evade_right
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anim evade_left_hop.ma -dest evade_left_hop
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anim evade_right_hop.ma -dest evade_right_hop
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anim pain01.ma -dest pain01
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anim buff01.ma -dest buff01
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anim onfire03.ma -dest pain_fire
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anim st_retch_intro.ma -range 114 264 -dest st_retch_intro
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anim bio_flesh_spire.ma -dest bio_flesh_spire
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anim pr_wall_climb.ma -range 60 118 -dest pr_wall_climb
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}
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/*
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===============================================================================
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Retch Model
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===============================================================================
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*/
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model model_monster_q4x_retch
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{
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mesh models/monsters/retch/retch.md5mesh
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channel torso ( *waist )
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channel legs ( *root origin -*waist )
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anim ik_pose models/monsters/retch/af_pose.md5anim
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anim af_pose models/monsters/retch/af_pose.md5anim
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// -------------------------------- Standard Anims ------------------------
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anim idle models/monsters/retch/idle01.md5anim
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{
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frame 1 sound_body2 retch_idle
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frame 22 sound snd_breathe2
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frame 34, 39, 40, 28, 76, 78, 80, 81, 103, 106, 108, 111 footstep
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frame 40 sound retch_servomove
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frame 58, 65, 87 sound retch_beepsmall
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frame 81 sound retch_beeplarge
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frame 87 sound retch_servomove
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}
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anim walk models/monsters/retch/walk.md5anim
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{
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sync_cycle
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frame 1 sound_body2 retch_walkloop
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//frame 2, 6, 7, 14 sound_body2 retch_footsteps
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frame 2, 6, 7, 14 footstep
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}
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anim walk_backwards models/monsters/retch/walk_backward.md5anim
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{
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sync_cycle
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frame 1 sound_body2 retch_walkloop
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//frame 2, 6, 7, 14 sound retch_footsteps
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frame 2, 6, 7, 14 footstep
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}
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anim run models/monsters/retch/run.md5anim
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{
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sync_cycle
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//frame 3 sound snd_breathe
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frame 1 sound_body2 retch_runloop
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frame 1, 4, 5, 9 footstep
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//frame 1, 4, 5, 9 sound retch_footsteps
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}
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anim run_backwards models/monsters/retch/walk_backward.md5anim
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{
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sync_cycle
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frame 1 sound_body2 retch_walkloop
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frame 2, 6, 7, 14 footstep
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//frame 2, 8 sound retch_footsteps
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}
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anim evade_left1 models/monsters/retch/evade_left.md5anim
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{
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sync_cycle
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frame 1 sound_body2 retch_runloop
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frame 6, 8, 9, 14 footstep
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//frame 6, 8, 9, 14 sound retch_footsteps
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}
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anim evade_right1 models/monsters/retch/evade_right.md5anim
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{
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sync_cycle
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frame 1 sound_body2 retch_runloop
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frame 6, 11, 12, 14 footstep
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//frame 6, 11, 12, 14 sound retch_footsteps
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}
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anim evade_left2 models/monsters/retch/evade_left_hop.md5anim
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{
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sync_cycle
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frame 1 sound_body2 retch_runloop
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frame 6, 8, 9, 14 footstep
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//frame 6, 8, 9, 14 sound retch_footsteps
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}
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anim evade_right2 models/monsters/retch/evade_right_hop.md5anim
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{
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sync_cycle
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frame 1 sound_body2 retch_runloop
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frame 6, 11, 12, 14 footstep
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//frame 6, 11, 12, 14 sound retch_footsteps
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}
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anim walk_left models/monsters/retch/walk_left.md5anim
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{
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sync_cycle
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frame 6, 8, 9, 14 footstep
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frame 1 sound_body2 retch_walkloop
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//frame 6, 8, 9, 14 sound retch_footsteps
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}
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anim walk_right models/monsters/retch/walk_right.md5anim
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{
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sync_cycle
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frame 1 sound_body2 retch_walkloop
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frame 6, 11, 12, 14 footstep
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//frame 6, 11, 12, 14 sound retch_footsteps
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}
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anim run_left models/monsters/retch/walk_left.md5anim
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{
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sync_cycle
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frame 1 sound_body2 retch_runloop
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frame 6, 8, 9, 14 footstep
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//frame 6, 8, 9, 14 sound retch_footsteps
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}
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anim run_right models/monsters/retch/walk_right.md5anim
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{
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sync_cycle
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frame 1 sound_body2 retch_runloop
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frame 6, 11, 12, 14 footstep
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//frame 6, 11, 12, 14 sound retch_footsteps
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}
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anim turn_left_90 models/monsters/retch/turn_left.md5anim, models/monsters/retch/turn_left.md5anim
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{
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sync_cycle
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frame 1 sound_body2 retch_walkloop
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frame 6, 11, 12, 14 footstep
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//frame 6, 11, 12, 14 sound retch_footsteps
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}
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anim turn_right_90 models/monsters/retch/turn_right.md5anim, models/monsters/retch/turn_right.md5anim
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{
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sync_cycle
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frame 6, 9, 11, 14 footstep
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frame 1 sound_body2 retch_walkloop
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//frame 6, 9, 11, 14 sound retch_footsteps
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}
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// ------------------------------------------------------------------------------------------
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//
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// Pain Animations
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//
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// ------------------------------------------------------------------------------------------
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anim pain1 models/monsters/retch/pain01.md5anim
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{
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frame 1 sound_voice retch_pain
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frame 1 sound_body retch_servopain
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frame 9, 12, 13, 17, 38, 40, 42, 44 footstep
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//frame 9, 12, 13, 17, 38, 40, 42, 44 sound retch_footsteps
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}
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anim pain_concussive1 models/monsters/retch/pain01.md5anim
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{
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frame 1 sound_voice retch_pain
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frame 1 sound_body retch_servopain
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frame 9, 12, 13, 17, 38, 40, 42, 44 footstep
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//frame 9, 12, 13, 17, 38, 40, 42, 44 sound retch_footsteps
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}
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// ------------------------------------------------------------------------------------------
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//
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// Attack Animations
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//
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// ------------------------------------------------------------------------------------------
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anim melee_attack1 models/monsters/retch/melee01.md5anim
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{
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frame 1 sound_body retch_meleeattack
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frame 6 fx fx_fly DM_muzzle1
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frame 7 ai_attack_melee melee
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frame 14, 19 footstep
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}
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anim melee_attack2 models/monsters/retch/melee02.md5anim
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{
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frame 1 sound_body retch_meleeattack
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frame 6 fx fx_swipe DM_muzzle1
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frame 7 ai_attack_melee melee
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frame 14, 19 footstep
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frame 9 sound snd_blade_clang
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frame 18 fx fx_charge DM_muzzle1
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frame 6 fx fx_fly DM_muzzle1
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frame 9, 11, 13 fx fx_burst gun_barrel
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frame 10, 12, 14 fx fx_blast gun_barrel
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}
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anim melee_attack3 models/monsters/retch/melee03.md5anim
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{
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frame 1 sound_body retch_meleeattack
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frame 7, 10 fx fx_fly DM_muzzle1
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frame 13, 16 ai_attack_melee melee
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frame 3, 6, 7, 18, 19, 22, 25, 26, 28 footstep
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}
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anim range_attack1 models/monsters/retch/ranged01.md5anim
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{
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frame 1 sound_body retch_servoattack
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frame 1 sound_weapon retch_powerup
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frame 7 sound_weapon retch_firesmall
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frame 19, 21, 24, 25, 53, 55, 57, 59 footstep
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frame 9 ai_attack lightningburst DM_muzzle1
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frame 9 fx fx_burst DM_muzzle1
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frame 22 fx fx_gundone DM_muzzle1
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frame 50 sound retch_servomove
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}
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// The buff animation
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anim buff models/monsters/retch/buff01.md5anim
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{
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frame 1 sound_body2 retch_idle
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frame 15 sound snd_breathe2
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frame 21, 26, 35 sound retch_beepsmall
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frame 41 sound retch_beeplarge
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}
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anim pain_fire models/monsters/retch/pain_fire.md5anim
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{
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frame 1 sound_voice retch_pain
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frame 1 sound_body retch_servopain
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}
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anim st_retch_intro models/monsters/retch/st_retch_intro.md5anim
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{
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}
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anim bio_flesh_spire models/monsters/retch/bio_flesh_spire.md5anim
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{
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}
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anim pr_wall_climb models/monsters/retch/pr_wall_climb.md5anim
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{
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}
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}
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/*
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===============================================================================
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Retch Attacks
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===============================================================================
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*/
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entityDef hitscan_retch_bullet
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{
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"inherit" "hitscan_lightninggun"
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"fx_impact" "effects/weapons/lightninggun/impact.fx"
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"fx_impact_water" "effects/ambient/splash_med.fx"
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"fx_path" "effects/weapons/lightninggun/trail.fx"
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}
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entityDef melee_retch
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{
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"inherit" "melee_monster_base"
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"damage" "20"
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"knockback" "40"
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}
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/*
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===============================================================================
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Retch Entity Definition
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===============================================================================
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*/
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entityDef monster_q4x_retch
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{
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"inherit" "actor_default"
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"spawnclass" "riMonsterRetch"
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// ------------------------------- Actions ------------------------------------
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"actionTimer_evade_rate" "3"
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"action_meleeAttack" "1"
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"action_meleeAttack_maxRange" "128"
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"action_rangedAttack" "1"
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"action_rangedAttack_rate" "1"
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"action_rangedAttack_minRange" "300"
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"action_rangedAttack_maxRange" "800"
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"action_evadeLeft" "1"
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"action_evadeLeft_minrange" "150"
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"action_evadeRight" "1"
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"action_evadeRight_minrange" "150"
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"action_strafe" "1"
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"action_strafe_anim" "evade_left2"
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"action_strafe_anim2" "evade_right2"
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"action_strafe_minRange" "200"
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"action_strafe_maxRange" "800"
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"action_strafe_rate" "0.75"
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"action_strafe_chance" "0.10"
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"action_strafe_noturn" "0"
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// --------------------------------- Body ------------------------------------
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"model" "model_monster_q4x_retch"
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"ragdoll" "monster_retch"
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"size" "48 48 80 "
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"use_aas" "aas96"
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"chatter_idle_rate" "8"
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"chatter_combat_rate" "8"
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// --------------------------------- Combat ----------------------------------
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"health" "250"
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"painThreshold" "1"
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"missile_visibility_joint" "DM_muzzle1"
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"attackRange" "0 500"
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"directionalMovement" "1"
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"walkRange" "50"
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"tactical_ranged" "1"
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"tactical_rush" "1"
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"tactical_cover" "0"
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"tactical_hide" "0"
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"melee_range" "64"
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"def_attack_lightningburst" "hitscan_retch_bullet"
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"attack_lightningburst_hitscan" "1"
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"attack_lightningburst_accuracy" "1"
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"attack_lightningburst_predict" "1"
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"def_attack_melee" "melee_retch"
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"damageBoostMult" "2"
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"defenseBoostMult" "0.25"
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"joint_eyeOffset" "jaw"
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"fov" "30"
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// --------------------------------- Damage Zones -----------------------------
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"damage_zone head" "*neck"
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"damage_zone legs" "*root origin -*waist"
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"damage_scale head" "2"
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"damage_scale legs" ".75"
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// -------------------------------- Look Joints -----------------------------
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"look_joint waist" "0.2 0.2 0"
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// "look_joint spine" "0.2 0.2 0"
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//"look_joint chest" "0.3 0.3 0"
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// "look_joint muzzle_flash" "0.4 0.4 0"
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"look_joint neck" "0 0.6 0"
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"look_joint head" "0 0.5 0"
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// --------------------------------- IK --------------------------------------
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/*
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"ik_numLegs" "2"
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"ik_footSize" "4"
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"ik_waist" "Body"
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"ik_hip1" "rt_up_leg"
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"ik_hip2" "lft_up_leg"
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"ik_knee1" "rt_knee"
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"ik_knee2" "lft_knee"
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"ik_ankle1" "rt_ankle"
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"ik_ankle2" "lft_ankle"
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"ik_foot1" "rt_mid_foot"
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"ik_foot2" "lft_mid_foot"
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*/
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// --------------------------------- Sounds ----------------------------------
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"lipsync_sight" "retch_sight"
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"lipsync_rush" "grunt_rush"
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"snd_rush" "retch_rush"
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"lipsync_chatter_idle" "retch_chatter_idle"
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"lipsync_chatter_combat" "retch_chatter_combat"
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"retch_pain" "retch_pain"
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"retch_fire" "retch_fire"
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"snd_punch" "grunt_punch"
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"snd_smash" "grunt_breakthru"
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"snd_wiff" "grunt_wiff"
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"snd_blaster" "grunt_blaster"
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"snd_gatling" "grunt_gatling"
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"snd_footstep" "grunt_footsteps"
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"snd_footstep_sand" "grunt_footsteps_dirt"
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"snd_footstep_dirt" "grunt_footsteps_dirt"
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"snd_footstep_hollowmetal" "grunt_footsteps_hollow_metal"
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"snd_footstep_rock" "grunt_footsteps"
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"snd_jump" "grunt_jump"
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"snd_pain" "retch_pain"
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"snd_breathe" "grunt_breathe"
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"snd_breathe2" "grunt_breathe_quiet"
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"snd_growl" "grunt_growl"
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"snd_adren" "grunt_adrenaline"
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"snd_anger" "grunt_anger"
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"snd_fall" "grunt_fall"
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"snd_poundground" "grunt_poundground"
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"snd_fall_special" "grunt_fall_special"
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"snd_flesh" "bullet_impact_flesh"
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"snd_crack_glass" "grunt_glass_crack"
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"snd_feeding" "ambient_feed"
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"snd_debris" "grunt_debris"
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"snd_glass_hit" "grunt_hit_glass"
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// --------------------------------- Effects ---------------------------------
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"fx_chaingun_flash" "effects/monsters/grunt/bullet_mflash.fx"
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"fx_adrenaline_arms" "effects/monsters/grunt/adrenaline_steam.fx"
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"fx_swipe" "effects/monsters/grunt/swipe_attack.fx"
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"fx_gundone" "effects/monsters/grunt/gundone.fx"
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"fx_camerashake" "effects/monsters/grunt/gruntcamerashake.fx"
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"fx_poundground" "effects/monsters/grunt/poundground.fx"
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"fx_bloodburst" "effects/monsters/grunt/bloodburst.fx"
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"fx_crack_glass1" "effects/impact/glass_impact.fx"
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"fx_gib" "effects/monsters/gib.fx"
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"fx_buffBeam" "effects/weapons/lightninggun/trail.fx"
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"fx_charge" "effects/monsters/retch/electric_charge.fx"
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"fx_blast" "effects/monsters/retch/electric_blast.fx"
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"fx_fly" "effects/monsters/retch/charge_fly.fx"
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"fx_burst" "effects/monsters/retch/charge_burst.fx"
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"snd_burn_lightning" "effects_sparks02"
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"fx_burn_lightning" "effects/monsters/lightning_death.fx"
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"fx_burn_particles" "effects/monsters/teleport3.fx"
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"fx_burn_particles_chest" "effects/monsters/teleport4.fx"
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}
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