mirror of
https://github.com/jmarshall23/Quake_4_Alpha.git
synced 2026-08-16 00:02:13 +02:00
4895 lines
163 KiB
Modula-2
4895 lines
163 KiB
Modula-2
model model_aref_char_marine
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{
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inherit model_char_q4x_marine
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/**
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* Common animations
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*/
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// Weapon idles -----------------------------------------------------------------------------------------
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anim idle_weapon_1_start models/characters/marine/idle_weapon_1_start.md5anim
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anim idle_weapon_1_loop models/characters/marine/idle_weapon_1_loop.md5anim
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anim idle_weapon_1 models/characters/marine/idle_weapon_1_loop.md5anim
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anim idle_weapon_1_end models/characters/marine/idle_weapon_1_end.md5anim
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anim idle_weapon_2_start models/characters/marine/idle_weapon_2_start.md5anim
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anim idle_weapon_2_loop models/characters/marine/idle_weapon_2_loop.md5anim
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anim idle_weapon_2 models/characters/marine/idle_weapon_2_loop.md5anim
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anim idle_weapon_2_end models/characters/marine/idle_weapon_2_end.md5anim
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anim idle_weapon_3_start models/characters/marine/idle_weapon_3_start.md5anim
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anim idle_weapon_3_loop models/characters/marine/idle_weapon_3_loop.md5anim
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anim idle_weapon_3 models/characters/marine/idle_weapon_3_loop.md5anim
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anim idle_weapon_3_end models/characters/marine/idle_weapon_3_end.md5anim
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anim idle_weapon_4 models/characters/marine/idle_weapon_4.md5anim
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//Weaponless idles
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anim weaponless_idle2_start models/characters/marine/weaponless_idle2_start.md5anim
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anim weaponless_idle2_loop models/characters/marine/weaponless_idle2_loop.md5anim
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anim weaponless_idle2 models/characters/marine/weaponless_idle2_loop.md5anim
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anim weaponless_idle2_end models/characters/marine/weaponless_idle2_end.md5anim
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anim weaponless_idle3_start models/characters/marine/weaponless_idle3_start.md5anim
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anim weaponless_idle3_loop models/characters/marine/weaponless_idle3_loop.md5anim
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anim weaponless_idle3 models/characters/marine/weaponless_idle3_loop.md5anim
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anim weaponless_idle3_end models/characters/marine/weaponless_idle3_end.md5anim
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anim weaponless_idle4_start models/characters/marine/weaponless_idle4_start.md5anim
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anim weaponless_idle4_loop models/characters/marine/weaponless_idle4_loop.md5anim
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anim weaponless_idle4 models/characters/marine/weaponless_idle4_loop.md5anim
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anim weaponless_idle4_end models/characters/marine/weaponless_idle4_end.md5anim
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anim weaponless_idle5_start models/characters/marine/weaponless_idle5_start.md5anim
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anim weaponless_idle5_loop models/characters/marine/weaponless_idle5_loop.md5anim
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anim weaponless_idle5 models/characters/marine/weaponless_idle5_loop.md5anim
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anim weaponless_idle5_end models/characters/marine/weaponless_idle5_end.md5anim
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anim weaponless_idle6_start models/characters/marine/weaponless_idle6_start.md5anim
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anim weaponless_idle6_loop models/characters/marine/weaponless_idle6_loop.md5anim
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anim weaponless_idle6 models/characters/marine/weaponless_idle6_loop.md5anim
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anim weaponless_idle6_end models/characters/marine/weaponless_idle6_end.md5anim
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anim weaponless_walk_fast models/characters/marine/weaponless_walk_fast.md5anim
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anim weaponless_walk_slow models/characters/marine/weaponless_walk_slow.md5anim
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anim weaponless_run models/characters/marine/weaponless_run.md5anim
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anim weaponless_idle_1 models/characters/marine/weaponless_idle_1.md5anim
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anim player_gift_start models/characters/marine/player_gift_start.md5anim
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anim player_gift_loop models/characters/marine/player_gift_loop.md5anim
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anim player_gift_end models/characters/marine/player_gift_end.md5anim
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anim player_gift2_start models/characters/marine/player_gift2_start.md5anim
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anim player_gift2_loop models/characters/marine/player_gift2_loop.md5anim
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anim player_gift2_end models/characters/marine/player_gift2_end.md5anim
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anim idle_wrist_gui_start models/characters/marine/idle_wrist_gui_start.md5anim
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anim idle_wrist_gui_loop models/characters/marine/idle_wrist_gui_loop.md5anim
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anim idle_wrist_gui_end models/characters/marine/idle_wrist_gui_end.md5anim
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/***********************************************************************************************************************
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*
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* airdefense.def
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*
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*/
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anim ad_marine_dragged models/characters/marine/ad_marine_dragged.md5anim
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{
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frame 1 disableClip
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// frame 4,6,8,10,12,14,16,18,20,22 ai_attack base MG_muzzle_flash
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frame 4,6,10,12,18,20,22 ai_attack fromJoint MG_muzzle_flash
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frame 4,6,10,12,18,20,22 sound_weapon npc_machinegun_fire
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frame 4,6,10,12,18,20,22 fx fx_base_flash MG_muzzle_flash
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frame 2 sound snd_grunt_drag_1
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frame 60 sound snd_grunt_drag_2
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}
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anim ad_berserker_intro models/characters/marine/ad_berserker_intro.md5anim
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{
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frame 1 disableClip
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frame 14 call map_airdefense1::openSkewerDoors
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frame 8 sound_voice snd_call_player
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frame 33 sound_voice snd_skewer_scream
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frame 41 sound snd_bloody_body_fall
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frame 44 fx fx_bloody_hit chest
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frame 70 sound snd_body_fall
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frame 72 sound snd_bloody_body_fall
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}
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anim ad_pinned_down models/characters/marine/ad_pinned_down.md5anim
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{
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ai_no_look
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}
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anim ad_bidwell_wave models/characters/marine/ad_bidwell_wave.md5anim
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anim trench_fire models/characters/marine/trench_fire.md5anim
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anim roll_trench models/characters/marine/roll_trench.md5anim
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{
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frame 1 disableClip
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frame 8 enableClip
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}
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anim injured_arm models/characters/marine/injured_arm.md5anim
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anim remove_debris models/characters/marine/remove_debris.md5anim
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anim shielding models/characters/marine/shielding.md5anim
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/* UNREFERENCED
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anim ad_miller_death models/characters/marine/ad_miller_death.md5anim
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anim ad_miller_death_wchain models/characters/marine/ad_miller_death_wchain.md5anim
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*/
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anim ad_wounded_treated models/characters/marine/wounded_treated.md5anim
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anim ad_wounded_loop models/characters/marine/wounded_loop.md5anim
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anim ad_wave_over models/characters/marine/bld_b_morris_rescue.md5anim
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anim ad_crouch_popup_shoot models/characters/marine/crouch_right_popup.md5anim
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{
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frame 14,16,18,20,22,24,26,28,30,32,34 ai_attack fromJoint MG_muzzle_flash
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frame 14,16,18,20,22,24,26,28,30,32,34 sound_weapon npc_machinegun_fire
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frame 14,16,18,20,22,24,26,28,30,32,34 fx fx_base_flash MG_muzzle_flash
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}
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anim ad_fights_grunt_1 models/characters/marine/ad_fights_grunt_1.md5anim
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{
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frame 1 disableClip
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frame 16 sound generic_creature_fall_small
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frame 41,128 sound snd_ready_shotgun
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frame 42 fx fx_base_flash SG_muzzle_flash
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frame 42 sound_weapon snd_shotgun_fire
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frame 64,90,115 sound snd_gear
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frame 43 enableClip
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frame 62,107,116 footstep
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}
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anim ad_fights_grunt_2 models/characters/marine/ad_fights_grunt_2.md5anim
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{
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frame 3,107 sound snd_gear
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frame 15 footstep
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}
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anim ad_morris_intro models/characters/marine/ad_morris_intro.md5anim
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{
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ai_look_head_only
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}
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anim ad_miller models/characters/marine/ad_miller.md5anim
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// these were previously used for when kovitch could die. This is no longer being done
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// anim miller_shuffle models/characters/marine/miller_shuffle.md5anim
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// anim miller_talk_kovitch models/characters/marine/miller_talk_kovitch.md5anim
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// anim miller_talk_player models/characters/marine/miller_talk_player.md5anim
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anim ad_door_marine models/characters/marine/ad_door_marine.md5anim
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anim ad_door_marine_idle models/characters/marine/ad_door_marine_idle.md5anim
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anim ad_and_stimpack2b models/characters/marine/and_stimpack2b.md5anim
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{
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ai_no_look
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}
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anim ad_and_stimpack2b_loop models/characters/marine/and_stimpack2b_loop.md5anim
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{
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ai_no_look
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}
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anim ad_mhstrom_wounded_a models/characters/marine/mhstrom_wounded_a.md5anim
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anim ad_mhstrom_loop_a models/characters/marine/mhstrom_loop_a.md5anim
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anim ad_mhstrom_wounded_b models/characters/marine/mhstrom_wounded_b.md5anim
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anim ad_mhstrom_loop_b models/characters/marine/mhstrom_loop_b.md5anim
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anim ad_trench_fire models/characters/marine/ad_trench_fire.md5anim
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anim ad_cover_1 models/characters/marine/ad_cover_1.md5anim
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anim ad_cover_2 models/characters/marine/ad_cover2.md5anim
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/* UNREFERENCED
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anim ad_cover3_loop models/characters/marine/ad_cover3_loop.md5anim
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anim ad_cover3_guistart models/characters/marine/ad_cover3_guistart.md5anim
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anim ad_cover3_guiloop models/characters/marine/ad_cover3_guiloop.md5anim
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anim ad_cover3_guiend models/characters/marine/ad_cover3_guiend.md5anim
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*/
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// Copies of stuff from base marine
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anim ad_working_wall_panel models/characters/marine/working_wall_panel.md5anim
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{
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ai_look_head_only
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}
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anim ad_working_wall_panel_3 models/characters/marine/working_wall_panel_3.md5anim
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{
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ai_look_head_only
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}
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anim ad_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim
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anim ad_idle_scan_2 models/characters/marine/idle_scan_2.md5anim
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anim ad_idle_reclined_3 models/characters/marine/idle_reclined_3.md5anim
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{
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ai_look_head_only
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}
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anim ad_cowering_start models/characters/marine/cowering_start.md5anim
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anim ad_cowering_idle models/characters/marine/cowering_idle.md5anim
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anim ad_cowering_end models/characters/marine/cowering_end.md5anim
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anim ad_lay_loop_1a models/characters/marine/lay_loop_1a.md5anim
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{
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ai_no_look
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}
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anim ad_kneel_loop_1b models/characters/marine/kneel_loop_1b.md5anim
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{
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ai_look_head_only
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}
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anim ad_liftlegs_a models/characters/marine/liftlegs_a.md5anim
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{
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ai_no_look
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}
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anim ad_liftlegs_b models/characters/marine/liftlegs_b.md5anim
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{
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ai_no_look
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}
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anim ad_drag_loop_a models/characters/marine/drag_loop_a.md5anim
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{
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ai_no_look
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}
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anim ad_drag_loop_b models/characters/marine/drag_loop_b.md5anim
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{
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ai_look_head_only
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}
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anim ad_com_link_start models/characters/marine/com_link_start.md5anim
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{
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frame 27 sound snd_comm
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}
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anim ad_com_link_loop models/characters/marine/com_link_loop.md5anim
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anim ad_com_link_end models/characters/marine/com_link_end.md5anim
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anim ad_wrist_gui_2 models/characters/marine/wrist_gui_2.md5anim
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/***********************************************************************************************************************
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*
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* airdefense_intro.def
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*
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*/
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anim ad_intro_bidwell_start models/characters/marine/intro_bidwell_start.md5anim
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{
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ai_no_look
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frame 1 disableClip
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frame 1 disableGravity
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frame 80,84,93 footstep
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}
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anim ad_intro_bidwell_ramp models/characters/marine/intro_bidwell_ramp.md5anim
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{
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ai_no_look
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frame 1 disableClip
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frame 1 disableGravity
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frame 6,90,176,185 footstep
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}
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anim ad_intro_cin_sprint1 models/characters/marine/intro_cin_sprint1.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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frame 7,14,22,30,38,45 footstep
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frame 54,62,70,78,86 footstep
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}
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anim ad_intro_cin_sprint2 models/characters/marine/intro_cin_sprint2.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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frame 8,14 footstep
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}
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anim ad_intro_cin_sprint3 models/characters/marine/intro_cin_sprint3.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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frame 2,10,18,26 footstep
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}
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anim ad_intro_cin_sprint4 models/characters/marine/intro_cin_sprint4.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_sprint5 models/characters/marine/intro_cin_sprint5.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_sprint6 models/characters/marine/intro_cin_sprint6.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_sprint7 models/characters/marine/intro_cin_sprint7.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_sprint8 models/characters/marine/intro_cin_sprint8.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_sprint9 models/characters/marine/intro_cin_sprint9.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_sprint10 models/characters/marine/intro_cin_sprint10.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_sprint11 models/characters/marine/intro_cin_sprint11.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_sprint12 models/characters/marine/intro_cin_sprint12.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_sprint13 models/characters/marine/intro_cin_sprint13.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_sprint14 models/characters/marine/intro_cin_sprint14.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_sprint15 models/characters/marine/intro_cin_sprint15.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_bidwell_sits models/characters/marine/intro_cin_bidwell_sits.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_anderson models/characters/marine/intro_cin_idle_anderson.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_morris models/characters/marine/intro_cin_idle_morris.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_sledge models/characters/marine/intro_cin_idle_sledge.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_strauss models/characters/marine/intro_cin_idle_strauss.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_kane models/characters/marine/intro_cin_idle_kane.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_cortez models/characters/marine/intro_cin_idle_cortez.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_rhodes models/characters/marine/intro_cin_idle_rhodes.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_bidwell models/characters/marine/intro_cin_idle_bidwell.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_anderson_second models/characters/marine/intro_cin_idle_anderson_second.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_morris_second models/characters/marine/intro_cin_idle_morris_second.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_sledge_second models/characters/marine/intro_cin_idle_sledge_second.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_strauss_second models/characters/marine/intro_cin_idle_strauss_second.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_kane_second models/characters/marine/intro_cin_idle_kane_second.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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anim ad_intro_cin_idle_cortez_second models/characters/marine/intro_cin_idle_cortez_second.md5anim
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{
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frame 1 disableClip
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frame 1 disableGravity
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}
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|
anim ad_intro_cin_idle_rhodes_second models/characters/marine/intro_cin_idle_rhodes_second.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_cin_idle_bidwell_second models/characters/marine/intro_cin_idle_bidwell_second.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
anim ad_intro_cin_cortez_start models/characters/marine/intro_cin_cortez_start.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_cin_rhodes_start models/characters/marine/intro_cin_rhodes_start.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
anim ad_intro_rhodes_talks models/characters/marine/intro_rhodes_talks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_kane_shake1 models/characters/marine/intro_kane_shake1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_cortez_shake1 models/characters/marine/intro_cortez_shake1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_cin_morris_talks models/characters/marine/intro_cin_morris_talks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_cin_strauss_talks models/characters/marine/intro_cin_strauss_talks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_cin_bidwell_talks models/characters/marine/intro_cin_bidwell_talks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_cin_strauss_scolded models/characters/marine/intro_cin_strauss_scolded.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_cin_voss_talks2 models/characters/marine/intro_cin_voss_talks2.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_cin_voss_enters models/characters/marine/intro_cin_voss_enters.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 20,40 footstep
|
|
}
|
|
anim ad_intro_morris_rocked models/characters/marine/intro_morris_rocked.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_anderson_rocked models/characters/marine/intro_anderson_rocked.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_sledge_rocked models/characters/marine/intro_sledge_rocked.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_strauss_rocked models/characters/marine/intro_strauss_rocked.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_kane_rocked models/characters/marine/intro_kane_rocked.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_cortez_rocked models/characters/marine/intro_cortez_rocked.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_rhodes_rocked models/characters/marine/intro_rhodes_rocked.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_bidwell_rocked models/characters/marine/intro_bidwell_rocked.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_run1 models/characters/marine/ad_intro_run1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_run2 models/characters/marine/ad_intro_run2.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_run3 models/characters/marine/ad_intro_run3.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_run4 models/characters/marine/ad_intro_run4.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_shooting models/characters/marine/ad_intro_shooting.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 26,28,30,33,35,39 ai_attack fromJoint MG_muzzle_flash
|
|
frame 26,28,30,33,35,39 sound_weapon npc_machinegun_fire
|
|
frame 26,28,30,33,35,39 fx fx_base_flash MG_muzzle_flash
|
|
}
|
|
anim ad_intro_command models/characters/marine/ad_intro_command.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_getup models/characters/marine/ad_intro_getup.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 84 enableClip
|
|
frame 85 call map_airdefense1::cinNailed
|
|
frame 86 disableClip
|
|
|
|
// chest blast
|
|
frame 91 call map_airdefense1::cinNailedFx
|
|
frame 91 fx fx_gib chest
|
|
}
|
|
anim ad_intro_rhodes_idle models/characters/marine/intro_rhodes_idle.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_cortez_idle models/characters/marine/intro_cortez_idle.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim ad_intro_kane_stare models/characters/marine/intro_kane_stare.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
anim ad_intro_cin_cam_guy models/characters/marine/intro_cin_cam_guy.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
|
|
frame 5 trigger cinematic_music
|
|
// frame 1 trigger cinematic_sfx
|
|
|
|
frame 499 call map_airdefense_intro::burnShips
|
|
|
|
frame 500 call map_airdefense_intro::showCorporateLogos
|
|
frame 500 trigger spkr_cine_intro_logo1
|
|
frame 632 trigger spkr_cine_intro_logo2
|
|
frame 764 trigger spkr_cine_intro_logo4
|
|
// frame 896 trigger spkr_cine_intro_logo4
|
|
|
|
frame 980 call map_airdefense_intro::showLogo
|
|
frame 980 trigger spkr_cine_intro_logo_main
|
|
|
|
frame 1090 call map_airdefense_intro::removeParts
|
|
frame 1097 trigger env_destroyer_1
|
|
frame 1200 trigger env_destroyer_lod_1
|
|
frame 1287 call map_airdefense_intro::startFxAnims_1
|
|
|
|
frame 1500 trigger spkr_rc_1
|
|
frame 1568 call map_airdefense_intro::animSwitch_1
|
|
frame 1571 call map_airdefense_intro::animSwitch_2
|
|
// door opens
|
|
frame 1576 trigger func_door_250
|
|
frame 1661 call map_airdefense_intro::animSwitch_3
|
|
frame 1663 call map_airdefense_intro::animSwitch_4
|
|
frame 1686 trigger spkr_rc_2
|
|
frame 1696 call map_airdefense_intro::animSwitch_5
|
|
frame 1733 call map_airdefense_intro::bidwellSpeak_2
|
|
// door closes
|
|
frame 1760 trigger func_door_250
|
|
frame 1792 call map_airdefense_intro::bidwellSpeak_3
|
|
frame 1818 call map_airdefense_intro::dropshipClose
|
|
frame 1920 call map_airdefense_intro::bidwellSits
|
|
|
|
frame 2008 call map_airdefense_intro::dropshipTakeOff
|
|
frame 2120 call map_airdefense_intro::dropshipExit
|
|
|
|
frame 2720 call map_airdefense_intro::startFxAnims_2
|
|
|
|
frame 2301 call map_airdefense_intro::dropshipInterior_1
|
|
frame 2338 call map_airdefense_intro::rhodesSpeak_1
|
|
frame 2430 call map_airdefense_intro::rhodesSpeak_2
|
|
frame 2459 call map_airdefense_intro::morrisTalk
|
|
frame 2488 call map_airdefense_intro::kaneStares
|
|
|
|
frame 2500 trigger spkr_boom_2
|
|
frame 2520 call map_airdefense_intro::everyoneElseSecond
|
|
frame 2523 call map_airdefense_intro::straussTalk
|
|
frame 2573 call map_airdefense_intro::bidwellSpeak_4
|
|
frame 2588 call map_airdefense_intro::bidwellSpeak_4_vo
|
|
frame 2595 call map_airdefense_intro::straussKaneSecond
|
|
frame 2600 call map_airdefense_intro::vossEnters
|
|
frame 2616 call map_airdefense_intro::bidwellSecond
|
|
frame 2669 call map_airdefense_intro::vossSpeak_1
|
|
|
|
frame 2693 call map_airdefense_intro::vossSpeak_2
|
|
frame 2848 call map_airdefense_intro::vossSpeak_3
|
|
|
|
frame 3085 trigger spkr_boom_3
|
|
frame 3086 trigger spkr_rc_4
|
|
frame 3088 call map_airdefense_intro::squadRocked
|
|
frame 3094 call map_airdefense_intro::quickBlackout
|
|
frame 3096 call map_airdefense1::startRocketChase
|
|
frame 3422 call map_airdefense1::instantCinBlackout
|
|
|
|
// SFX sounds
|
|
frame 530 sound snd_cine_intro_frame_530
|
|
frame 534 sound snd_cine_intro_frame_534
|
|
frame 566 sound snd_cine_intro_frame_566
|
|
frame 715 sound snd_cine_intro_frame_715
|
|
frame 820 sound snd_cine_intro_frame_820
|
|
frame 884 sound snd_cine_intro_frame_884
|
|
frame 1076 sound snd_cine_intro_frame_1076
|
|
frame 1094 sound snd_cine_intro_frame_1094
|
|
frame 1504 sound snd_cine_intro_frame_1504
|
|
frame 1560 sound snd_cine_intro_frame_1560
|
|
frame 1575 sound snd_cine_intro_frame_1575
|
|
frame 1604 sound snd_cine_intro_frame_1604
|
|
frame 1643 sound snd_cine_intro_frame_1643
|
|
frame 1660 sound snd_cine_intro_frame_1660
|
|
frame 1819 sound snd_cine_intro_frame_1819
|
|
frame 1852 sound snd_cine_intro_frame_1852
|
|
frame 1916 sound snd_cine_intro_frame_1916
|
|
frame 1961 sound snd_cine_intro_frame_1961
|
|
frame 1963 sound snd_cine_intro_frame_1963
|
|
frame 2039 sound snd_cine_intro_frame_2039
|
|
frame 2135 sound snd_cine_intro_frame_2135
|
|
frame 2150 sound snd_cine_intro_frame_2150
|
|
frame 2230 sound snd_cine_intro_frame_2230
|
|
frame 3092 sound snd_cine_intro_frame_3092
|
|
frame 3150 sound snd_cine_intro_frame_3150
|
|
frame 3188 sound snd_cine_intro_frame_3188
|
|
frame 3290 sound snd_cine_intro_frame_3290
|
|
frame 3381 sound snd_cine_intro_frame_3381
|
|
frame 3419 sound snd_cine_intro_frame_3419
|
|
|
|
// NOTE: why the heck are these ~24 frames earlier than they seem like they should be??
|
|
frame 3640 call map_airdefense1::callLevelStart
|
|
frame 3722 call map_airdefense1::introCommand
|
|
frame 3764 call map_airdefense1::introRun1
|
|
frame 3973 call map_airdefense1::introShooting
|
|
frame 3976 call map_airdefense1::introRun2
|
|
frame 4040 call map_airdefense1::introRun3
|
|
frame 4035 call map_airdefense1::introRun4
|
|
|
|
frame 4043 call map_airdefense1::getUp
|
|
frame 4085 call map_airdefense1::cinGetUpVO
|
|
|
|
frame 3496,3830,4130 call map_airdefense1::doHeartbeatSound
|
|
frame 3877,4174 call map_airdefense1::instantCinBlackout
|
|
frame 3641,3935,4235 call map_airdefense1::cinFadeBackIn
|
|
}
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* building_b.def
|
|
*
|
|
*/
|
|
anim bld_b_shellshocked_talk models/characters/marine/bld_b_shellshocked_talk.md5anim
|
|
|
|
anim bld_b_shellshocked models/characters/marine/bld_b_shellshocked.md5anim
|
|
|
|
/* UNREFERENCED
|
|
anim bld_b_morris_rescue models/characters/marine/bld_b_morris_rescue.md5anim
|
|
*/
|
|
|
|
anim bld_b_conversation_01 models/characters/marine/conversation_01.md5anim
|
|
{
|
|
frame 1 speak lipsync_vo_1_2_8_10_1
|
|
}
|
|
|
|
/* UNREFERENCED
|
|
anim bld_b_comm_link models/characters/marine/bld_b_comm_link.md5anim
|
|
{
|
|
frame 1 disableGravity
|
|
frame 100 disableClip
|
|
frame 128 speak lipsync_vo_1_1_5_0001
|
|
}*/
|
|
|
|
anim bld_b_marine_entrance_L models/characters/marine/bld_b_marine_entrance_L.md5anim
|
|
{
|
|
frame 45 speak lipsync_vo_1_1_1_0001
|
|
}
|
|
|
|
/* UNREFERENCED
|
|
anim bld_b_marine_entrance_M models/characters/marine/bld_b_marine_entrance_M.md5anim
|
|
{
|
|
frame 35 speak lipsync_vo_1_1_1_0001
|
|
}
|
|
*/
|
|
|
|
/* UNREFERENCED
|
|
anim bld_b_marine_entrance_S models/characters/marine/bld_b_marine_entrance_S.md5anim
|
|
{
|
|
frame 205 speak lipsync_vo_1_1_1_0001
|
|
}
|
|
*/
|
|
|
|
anim bld_b_third_room2 models/characters/marine/bld_b_third_room2.md5anim
|
|
|
|
anim bld_b_third_room3 models/characters/marine/bld_b_third_room3.md5anim
|
|
|
|
anim bld_b_third_room_sarge models/characters/marine/bld_b_third_room_sarge.md5anim
|
|
{
|
|
frame 24 speak lipsync_vo_1_1_4_0003
|
|
frame 120 speak lipsync_vo_1_1_4_0004
|
|
}
|
|
anim bld_b_defense_grid models/characters/marine/bld_b_defense_grid.md5anim
|
|
{
|
|
frame 45 speak lipsync_vo_1_1_6_0001
|
|
}
|
|
|
|
/* UNREFERENCED
|
|
anim bld_b_soldier1 models/characters/marine/bld_b_soldier1.md5anim
|
|
anim bld_b_soldier2 models/characters/marine/bld_b_soldier2.md5anim
|
|
anim bld_b_soldier3 models/characters/marine/bld_b_soldier3.md5anim
|
|
*/
|
|
|
|
anim bld_b_dragged models/characters/marine/bld_b_dragged.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 6,16,26,36,45,56,86,92,110 sound npc_gear_movement
|
|
frame 50 sound vo_marine_dragged
|
|
}
|
|
anim bld_b_gui_guy_loop models/characters/marine/bld_b_gui_guy_loop.md5anim
|
|
|
|
/* UNREFERENCED
|
|
anim bld_b_gui_guy_wave models/characters/marine/bld_b_gui_guy_wave.md5anim
|
|
*/
|
|
|
|
anim bld_b_lights_out1 models/characters/marine/bld_b_lights_out1.md5anim
|
|
{
|
|
frame 80 speak lipsync_vo_1_1_12_0001
|
|
}
|
|
anim bld_b_lights_out2 models/characters/marine/bld_b_lights_out2.md5anim
|
|
{
|
|
frame 130 speak lipsync_vo_1_1_12_0002
|
|
frame 230 speak lipsync_vo_1_1_12_0004
|
|
}
|
|
anim bld_b_lights_out3 models/characters/marine/bld_b_lights_out3.md5anim
|
|
{
|
|
frame 200 speak lipsync_vo_1_1_12_0003
|
|
frame 250 speak lipsync_vo_1_1_12_0005
|
|
frame 300 speak lipsync_vo_1_1_12_0006
|
|
}
|
|
|
|
anim bld_b_startled_gnt_button models/characters/marine/bld_b_startled_gnt.md5anim
|
|
{
|
|
frame 168 speak lipsync_vo_1_1_3_0003
|
|
}
|
|
anim bld_b_startled_gnt2 models/characters/marine/bld_b_startled_gnt2.md5anim
|
|
{
|
|
frame 50 speak lipsync_vo_1_1_3_0002
|
|
frame 200 speak lipsync_vo_1_1_3_0004
|
|
}
|
|
/* UNREFERENCED
|
|
anim bld_b_idle_weapon_3_loop models/characters/marine/idle_weapon_3_loop.md5anim
|
|
{
|
|
frame 1 disableGravity
|
|
frame 1 disableClip
|
|
}
|
|
*/
|
|
anim bld_b_smashed_againt_glass models/characters/marine/bld_b_smashed_againt_glass.md5anim
|
|
{
|
|
frame 1 disableGravity
|
|
frame 1 disableClip
|
|
frame 51,57 sound generic_glass_tap
|
|
frame 75 speak lipsync_vo_1_1_11_0001
|
|
// frame 75 speak lipsync_grid_down
|
|
frame 207 sound buildingB_marine_death_glass
|
|
frame 211 sound generic_music_stinger
|
|
frame 212 sound npc_bodyfall
|
|
}
|
|
anim bld_b_tackled_by_grnt models/characters/marine/bld_b_tackled_by_grnt.md5anim
|
|
{
|
|
frame 358 sound snd_synth_low
|
|
frame 700 disableGravity
|
|
frame 700 disableClip
|
|
// frame 693 call map_building_b::Weld_guard
|
|
frame 693 trigger monster_grunt_3
|
|
|
|
frame 692 call map_building_b::testPrint
|
|
frame 718,724,728,732 fx fx_base_attack_flash MG_muzzle_flash
|
|
frame 731 sound npc_bodyfall
|
|
frame 734 sound buildingB_various_marinedeath
|
|
}
|
|
anim bld_b_wounded_marine_loop_a models/characters/marine/bld_b_wounded_marine_loop_a.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim bld_b_wounded_marine_reaching models/characters/marine/bld_b_wounded_marine_reaching.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 1 speak lipsync_vo_1_1_2_0001
|
|
}
|
|
anim bld_b_wounded_marine_loop_b models/characters/marine/bld_b_wounded_marine_loop_b.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim bld_b_gun_jam models/characters/marine/bld_b_gun_jam.md5anim
|
|
{
|
|
rate 1.5
|
|
// frame 20,24,28,32,36,40,44,48,50,54 fx fx_base_attack_flash MG_muzzle_flash
|
|
// frame 100,106,112,114,115,116,117,118 fx fx_base_attack_flash MG_muzzle_flash
|
|
|
|
//jammage
|
|
frame 116,118,120 sound weapon_machinegun_clipin
|
|
|
|
frame 144 sound weapon_machinegun_clipout
|
|
frame 148 sound weapon_machinegun_bolt
|
|
|
|
// frame 180,184,188,192,196,200 fx fx_base_attack_flash MG_muzzle_flash
|
|
// frame 204,208,212,216,218,220,222,224,226 fx fx_base_attack_flash MG_muzzle_flash
|
|
// frame 228,230,232,234,236,238 fx fx_base_attack_flash MG_muzzle_flash
|
|
|
|
// frame 236 call "map_building_b::rail_shot"
|
|
}
|
|
anim bld_b_over_here models/characters/marine/bld_b_over_here.md5anim
|
|
{
|
|
frame 6 sound snd_jones_001_overhere
|
|
}
|
|
|
|
anim bld_b_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
anim bld_b_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
|
|
// Adding scripted anims from base char_marine:
|
|
anim bld_b_idle_stretching_1 models/characters/marine/idle_stretching_1.md5anim
|
|
anim bld_b_idle_stretching_2 models/characters/marine/idle_stretching_2.md5anim
|
|
anim bld_b_idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim
|
|
|
|
anim bld_b_weapon_check_1 models/characters/marine/weapon_check_1.md5anim
|
|
{
|
|
|
|
frame 37,53 sound snd_gear
|
|
}
|
|
anim bld_b_weapon_check_2 models/characters/marine/weapon_check_2.md5anim
|
|
{
|
|
frame 30 sound snd_gear
|
|
frame 42 sound snd_gun_ready
|
|
}
|
|
anim bld_b_weapon_check_3 models/characters/marine/weapon_check_3.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 14,78 sound snd_gear
|
|
}
|
|
|
|
anim bld_b_aim_snappy_1 models/characters/marine/m_stand_aim_snappy_1.md5anim
|
|
anim bld_b_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim
|
|
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* convoy1.def
|
|
*
|
|
*/
|
|
anim cnvy1_sarge_briefing_7 models/characters/marine/sarge_briefing_7.md5anim
|
|
{
|
|
ai_look_head_only
|
|
// frame 1 disableClip
|
|
}
|
|
|
|
// Sitting -----------------------------------------------------------------------------------------
|
|
anim cnvy1_idle_sitting_1 models/characters/marine/idle_sitting_1.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
// Working @ console -----------------------------------------------------------------------------------------
|
|
anim cnvy1_console_idle models/characters/marine/console_idle.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
// Kneeling/Working -----------------------------------------------------------------------------------------
|
|
anim cnvy1_working_wall_panel models/characters/marine/working_wall_panel.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim cnvy1_working_wall_panel_2 models/characters/marine/working_wall_panel_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim cnvy1_working_wall_panel_3 models/characters/marine/working_wall_panel_3.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
// Snappy Aims -----------------------------------------------------------------------------------------
|
|
anim cnvy1_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim
|
|
|
|
// Weapon Checks -----------------------------------------------------------------------------------------
|
|
anim cnvy1_weapon_check_2 models/characters/marine/weapon_check_2.md5anim
|
|
{
|
|
frame 30 sound snd_gear
|
|
frame 42 sound snd_gun_ready
|
|
}
|
|
|
|
anim cnvy1_weapon_check_3 models/characters/marine/weapon_check_3.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 14,78 sound snd_gear
|
|
}
|
|
|
|
// Rhodes defusing stuff -------------------------------------------------------------------------------
|
|
anim cnvy1_medic_treating models/characters/marine/medic_treating.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* dispersal.def
|
|
*
|
|
*/
|
|
//Anim doesn't exist in q4, yet its referenced by dispersal.def
|
|
// anim dispersal_acid_torture models/characters/marine/dispersal_acid_torture.md5anim
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* hangar.def
|
|
*
|
|
*/
|
|
// Player for intro -----------------------------------------------------------------------------------------
|
|
anim hg1_gun_intro_walk models/characters/marine/gun_intro_walk.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
// Stretch for Mahler -----------------------------------------------------------------------------------------
|
|
anim hg1_idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim
|
|
{
|
|
rate 1.25
|
|
}
|
|
|
|
// Mahler accosts the glass ---------------------------------------------------------------------------------
|
|
anim hg1_mahler_glass models/characters/marine/hub_mahler_glass.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 4,42,99 sound snd_gear
|
|
frame 59,93 sound snd_glass_tap2
|
|
frame 151 sound snd_gun_ready
|
|
//frame 166,169,172 sound snd_gun
|
|
//frame 166,169,172 ai_attack muzzledir MG_muzzle_flash
|
|
frame 163,165,167 sound snd_gun
|
|
frame 163,165,167 ai_attack muzzledir MG_muzzle_flash
|
|
frame 163,165,167 fx fx_base_flash MG_muzzle_flash
|
|
frame 170 sound snd_casing
|
|
}
|
|
|
|
// Wrist Comm -------------------------------------------------------------------------------------------------
|
|
anim hg1_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
anim hg1_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
|
|
// Weapon check -----------------------------------------------------------------------------------------
|
|
anim hg1_weapon_check_2 models/characters/marine/weapon_check_2.md5anim
|
|
{
|
|
frame 30 sound snd_gear
|
|
frame 42 sound snd_gun_ready
|
|
}
|
|
|
|
// GUI interaction -----------------------------------------------------------------------------------------
|
|
anim hg1_use_gui_standing_start models/characters/marine/standing_gui_start.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim hg1_use_gui_standing_loop models/characters/marine/standing_gui_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1,5,7,9,13,19,25 sound snd_console
|
|
}
|
|
anim hg1_use_gui_standing_end models/characters/marine/standing_gui_end.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
// Console interaction -----------------------------------------------------------------------------------------
|
|
anim hg1_console_stand_start models/characters/marine/console_stand_start.md5anim
|
|
anim hg1_console_stand_loop models/characters/marine/console_stand_loop.md5anim
|
|
anim hg1_console_stand_end models/characters/marine/console_stand_end.md5anim
|
|
|
|
|
|
// Hand over the goods! -----------------------------------------------------------------------------------------
|
|
anim hg1_player_gift_start models/characters/marine/player_gift_start.md5anim
|
|
anim hg1_player_gift_loop models/characters/marine/player_gift_loop.md5anim
|
|
anim hg1_player_gift_end models/characters/marine/player_gift_end.md5anim
|
|
|
|
anim hg1_player_gift2_start models/characters/marine/player_gift2_start.md5anim
|
|
anim hg1_player_gift2_loop models/characters/marine/player_gift2_loop.md5anim
|
|
anim hg1_player_gift2_end models/characters/marine/player_gift2_end.md5anim
|
|
|
|
// Scripted Stands/Crouches--------------------------------------------------------------------------------------
|
|
anim hg1_crouch_to_stand_scripted models/characters/marine/knee_to_idle.md5anim
|
|
anim hg1_stand_to_crouch_scripted models/characters/marine/drop_to_knee.md5anim
|
|
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* hangar2.def
|
|
*
|
|
*/
|
|
// Snappy aim anims -----------------------------------------------------------------------------------------
|
|
anim hg2_aim_snappy_1 models/characters/marine/m_stand_aim_snappy_1.md5anim
|
|
anim hg2_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim
|
|
|
|
// Scanning anims -----------------------------------------------------------------------------------------
|
|
anim hg2_idle_scan_1 models/characters/marine/idle_scan_1.md5anim
|
|
anim hg2_idle_scan_2 models/characters/marine/idle_scan_2.md5anim
|
|
anim hg2_idle_scan_3 models/characters/marine/idle_scan_3.md5anim
|
|
|
|
// Weapon Check anims -----------------------------------------------------------------------------------------
|
|
anim hg2_weapon_check_1 models/characters/marine/weapon_check_1.md5anim
|
|
{
|
|
frame 37,53 sound snd_gear
|
|
}
|
|
anim hg2_weapon_check_2 models/characters/marine/weapon_check_2.md5anim
|
|
{
|
|
frame 30 sound snd_gear
|
|
frame 42 sound snd_gun_ready
|
|
}
|
|
anim hg2_weapon_check_3 models/characters/marine/weapon_check_3.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 14,78 sound snd_gear
|
|
}
|
|
|
|
// Scripted Stands/Crouches ---------------------------------------------------------------------------------
|
|
anim hg2_crouch_to_stand_scripted models/characters/marine/knee_to_idle.md5anim
|
|
anim hg2_stand_to_crouch_scripted models/characters/marine/drop_to_knee.md5anim
|
|
|
|
// Using a console -----------------------------------------------------------------------------------------
|
|
anim hg2_console_stand_start models/characters/marine/console_stand_start.md5anim
|
|
anim hg2_console_stand_loop models/characters/marine/console_stand_loop.md5anim
|
|
//anim hg2_console_stand_end models/characters/marine/console_stand_end.md5anim
|
|
|
|
// Wrist Comm -------------------------------------------------------------------------------------------------
|
|
anim hg2_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
anim hg2_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* hub1.def
|
|
*
|
|
*********************************************************************************************************************/
|
|
anim hub1_elev_1 models/characters/marine/Hub_elev_1.md5anim
|
|
anim hub1_elev_2 models/characters/marine/Hub_elev_2.md5anim
|
|
anim hub1_elev_3 models/characters/marine/Hub_elev_3.md5anim
|
|
anim hub1_scan_1 models/characters/marine/Hub_scan_1.md5anim
|
|
anim hub1_scan_3 models/characters/marine/Hub_scan_3.md5anim
|
|
anim hub1_scan_4 models/characters/marine/Hub_scan_4.md5anim
|
|
anim hub1_scan_5 models/characters/marine/Hub_scan_5.md5anim
|
|
anim hub1_scan_6 models/characters/marine/Hub_scan_6.md5anim
|
|
/*
|
|
{
|
|
frame 4,42,99 sound snd_gear
|
|
frame 18,53 sound snd_glass_tap
|
|
frame 107 sound snd_gun_ready
|
|
frame 128,132,137 sound snd_gun
|
|
frame 135 sound snd_casing
|
|
}
|
|
*/
|
|
|
|
anim hub1_bidwell_idle_emp models/characters/marine/hub1_bidwell_idle_emp.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim hub1_bidwell_emp models/characters/marine/hub1_bidwell_emp.md5anim
|
|
{
|
|
ai_no_look
|
|
ai_no_turn
|
|
frame 322 fx fx_gut_hit chest
|
|
frame 322 fx fx_smear chest
|
|
frame 30, 33, 36, 39, 42, 45, 48, 51, 54, 57, 60, 63, 66, 69, 72, 75, 78, 81, 84 fx fx_base_flash MG_muzzle_flash
|
|
frame 87, 90, 93, 96, 99, 102, 105, 108, 111, 114, 117, 120, 123, 126, 129, 132 fx fx_base_flash MG_muzzle_flash
|
|
frame 135, 138, 141, 144, 147, 150, 153, 156, 159 fx fx_base_flash MG_muzzle_flash
|
|
frame 195, 198, 201, 204, 207, 210, 213, 216, 219, 222, 225, 227 fx fx_base_flash MG_muzzle_flash
|
|
frame 250, 253, 256, 259, 262, 265, 268, 271, 274, 277, 280, 283, 286, 289, 292 fx fx_base_flash MG_muzzle_flash
|
|
frame 295, 298, 301, 304, 307, 310, 314 fx fx_base_flash MG_muzzle_flash
|
|
|
|
frame 30, 33, 39, 43, 45, 48, 51, 57, 59, 63, 67, 69, 71, 75, 78, 82, 84 sound snd_gun
|
|
frame 87, 91, 93, 99, 103, 105, 108, 112, 114, 118, 120, 123, 127, 129, 132 sound snd_gun
|
|
frame 135, 139, 144, 148, 150, 153, 155, 159 sound snd_gun
|
|
frame 195, 199, 201, 204, 211, 213, 216, 219, 223, 225, 227 sound snd_gun
|
|
frame 250, 252, 256, 259, 262, 265, 268, 271, 274, 281, 283, 286, 288, 292 sound snd_gun
|
|
frame 294, 298, 302, 304, 307, 310, 314 sound snd_gun
|
|
|
|
frame 315 disableClip
|
|
frame 315 disableGravity
|
|
|
|
frame 386 enableClip
|
|
frame 386 enableGravity
|
|
|
|
frame 321 call map_hub1::attackBidwellBlood
|
|
}
|
|
|
|
anim hub1_bidwell_death models/characters/marine/hub1_bidwell_death.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim hub1_morris_emp models/characters/marine/hub1_morris_emp.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 58, 61, 64, 67, 70, 73, 76, 79, 82, 85, 88, 91, 94, 97, 100, 103, 106 fx fx_base_flash MG_muzzle_flash
|
|
frame 109, 111, 114 fx fx_base_flash MG_muzzle_flash
|
|
frame 156, 159, 161, 164, 167, 170, 173, 176, 179, 182, 185, 188, 191, 194 fx fx_base_flash MG_muzzle_flash
|
|
frame 197, 200, 204 fx fx_base_flash MG_muzzle_flash
|
|
frame 238, 241, 244, 247, 250, 253, 256, 259, 262, 265, 268, 271, 274, 277 fx fx_base_flash MG_muzzle_flash
|
|
frame 280, 283, 286, 289, 292, 295, 298, 301, 304, 307, 310, 313, 316, 319 fx fx_base_flash MG_muzzle_flash
|
|
frame 322, 326 fx fx_base_flash MG_muzzle_flash
|
|
frame 390, 393, 396, 399, 402, 405, 408, 411, 414, 417, 420, 423, 426, 429 fx fx_base_flash MG_muzzle_flash
|
|
frame 432, 435, 438, 441, 444, 447, 450, 454 fx fx_base_flash MG_muzzle_flash
|
|
frame 480, 483, 486, 489, 492, 495, 498, 501, 504, 507, 510, 513, 516, 519 fx fx_base_flash MG_muzzle_flash
|
|
frame 522, 524, 527, 530, 533, 536 fx fx_base_flash MG_muzzle_flash
|
|
|
|
frame 58, 61, 63, 67, 70, 76, 79, 82, 85, 88, 90, 94, 97, 101, 103, 107 sound snd_gun
|
|
frame 109, 112, 114 sound snd_gun
|
|
frame 156, 159, 162, 167, 170, 173, 175, 179, 182, 185, 189, 191, 194 sound snd_gun
|
|
frame 197, 200, 204 sound snd_gun
|
|
frame 238, 241, 244, 246, 250, 256, 259, 262, 265, 268, 271, 274, 277 sound snd_gun
|
|
frame 280, 283, 286, 289, 292, 295, 298, 301, 305, 310, 313, 317, 319 sound snd_gun
|
|
frame 323, 326 sound snd_gun
|
|
frame 390, 393, 396, 399, 402, 405, 408, 411, 414, 418, 420, 423, 426, 429 sound snd_gun
|
|
frame 430, 435, 438, 445, 447, 450, 454 sound snd_gun
|
|
frame 480, 483, 486, 489, 492, 495, 498, 501, 504, 507, 510, 517, 519 sound snd_gun
|
|
frame 522, 524, 528, 530, 533, 536 sound snd_gun
|
|
}
|
|
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_emp models/characters/marine/hub1_voss_emp.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 100, 103, 106, 109, 112, 115, 118, 121, 124, 127, 130, 133, 136, 139, 141, 144, 147, 150, 153, 156 fx fx_base_flash MG_muzzle_flash
|
|
frame 159, 161, 164, 167, 170, 173, 176, 179, 181, 184, 187, 190, 193 fx fx_base_flash MG_muzzle_flash
|
|
frame 223, 226, 229, 231, 234, 237, 240, 243, 246, 249, 251, 254, 257, 260, 263, 266, 269, 271, 274, 277, 280 fx fx_base_flash MG_muzzle_flash
|
|
frame 283, 286, 289, 291, 294, 297, 301, 304, 307, 310, 313, 316, 319, 321, 324, 327, 330, 333, 336, 339, 341 fx fx_base_flash MG_muzzle_flash
|
|
frame 344, 347, 350, 353, 356, 359, 361, 364, 367, 370, 373, 376, 379, 381, 384, 387, 390, 393, 396, 399, 401 fx fx_base_flash MG_muzzle_flash
|
|
frame 404, 407, 410, 413, 416, 419, 421, 424, 427, 430, 433, 436, 439, 441, 444, 447, 450, 453, 456, 459, 461 fx fx_base_flash MG_muzzle_flash
|
|
frame 464, 467, 470, 473, 476, 479, 481, 484, 487, 490, 493, 496, 499 fx fx_base_flash MG_muzzle_flash
|
|
|
|
frame 100, 102, 107, 109, 111, 116, 117, 122, 126, 131, 134, 137, 139, 140, 145, 147, 149, 154, 156 sound snd_gun
|
|
frame 159, 161, 164, 166, 171, 173, 176, 178, 182, 184, 193 sound snd_gun
|
|
frame 223, 227, 229, 230, 235, 237, 240, 243, 245, 250, 251, 254, 257, 261, 263, 266, 269, 273, 277, 280 sound snd_gun
|
|
frame 282, 287, 292, 294, 297, 302, 306, 311, 313, 316, 321, 324, 327, 331, 333, 336, 338, 342 sound snd_gun
|
|
frame 344, 348, 350, 354, 356, 358, 362, 363, 368, 370, 373, 376, 379, 380, 385, 390, 393, 397, 399, 401 sound snd_gun
|
|
frame 404, 406, 411, 413, 419, 426, 428, 430, 433, 436, 438, 442, 444, 447, 450, 452, 457, 459, 461 sound snd_gun
|
|
frame 464, 471, 473, 475, 479, 481, 484, 488, 490, 496, 499 sound snd_gun
|
|
}
|
|
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 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 console_idle models/characters/marine/console_idle.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
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 hub1_weld_loop models/characters/marine/weld_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim hub1_weld_loop_short models/characters/marine/weld_loop_short.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim hub1_wrist_gui_2 models/characters/marine/wrist_gui_2.md5anim
|
|
|
|
anim hub1_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
anim hub1_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
|
|
|
|
/**
|
|
*
|
|
* hub2.def
|
|
*
|
|
*/
|
|
anim hub2_console_idle models/characters/marine/console_idle.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim hub2_use_gui_standing_start models/characters/marine/standing_gui_start.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim hub2_use_gui_standing_loop models/characters/marine/standing_gui_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim hub2_use_gui_standing_end models/characters/marine/standing_gui_end.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim hub2_console_stand_start models/characters/marine/console_stand_start.md5anim
|
|
anim hub2_console_stand_loop models/characters/marine/console_stand_loop.md5anim
|
|
anim hub2_console_stand_end models/characters/marine/console_stand_end.md5anim
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* mcc_1.def
|
|
*/
|
|
anim mcc1_weld_loop models/characters/marine/weld_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim mcc1_weld_loop_short models/characters/marine/weld_loop_short.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim mcc1_at_attention_start models/characters/marine/at_attention_start.md5anim
|
|
anim mcc1_at_attention_end models/characters/marine/at_attention_end.md5anim
|
|
|
|
//anim weaponless_point_left models/characters/marine/weaponless_point_left.md5anim
|
|
|
|
anim mcc1_weapon_check_1 models/characters/marine/weapon_check_1.md5anim
|
|
{
|
|
frame 37,53 sound snd_gear
|
|
}
|
|
anim mcc1_weapon_check_2 models/characters/marine/weapon_check_2.md5anim
|
|
{
|
|
frame 30 sound snd_gear
|
|
frame 42 sound snd_gun_ready
|
|
}
|
|
anim mcc1_weapon_check_3 models/characters/marine/weapon_check_3.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 14,78 sound snd_gear
|
|
}
|
|
|
|
anim mcc1_thinking models/characters/doctor/thinking.md5anim
|
|
|
|
anim mcc1_looking_down_gui_1 models/characters/marine/looking_down_gui_1.md5anim
|
|
{
|
|
frame 1,10,18,29,37 sound npc_gui_button
|
|
}
|
|
anim mcc1_looking_down_gui_2 models/characters/marine/looking_down_gui_2.md5anim
|
|
anim mcc1_looking_down_gui_3 models/characters/marine/looking_down_gui_3.md5anim
|
|
{
|
|
frame 88,110,117 sound npc_gui_button
|
|
}
|
|
|
|
anim mcc1_working_on_knee models/characters/marine/working_on_knee.md5anim
|
|
anim mcc1_working_wall_panel models/characters/marine/working_wall_panel.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim mcc1_working_wall_panel_2 models/characters/marine/working_wall_panel_2.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim mcc1_working_wall_panel_3 models/characters/marine/working_wall_panel_3.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim mcc1_drop_pod_inview models/characters/marine/drop_pod_inview.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_aim_snappy_1_fast models/characters/marine/m_stand_aim_snappy_1.md5anim
|
|
{
|
|
rate 1.5
|
|
}
|
|
|
|
|
|
anim mcc1_ad_sgt_holding_wounded models/characters/marine/ad_sgt_holding_wounded.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc1_ad_wounded_on_knee_loop models/characters/marine/ad_wounded_on_knee_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim mcc1_idle_sitting_1 models/characters/marine/idle_sitting_1.md5anim
|
|
{
|
|
//ai_no_look
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc1_idle_reclined_2 models/characters/marine/idle_reclined_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc1_idle_reclined_5 models/characters/marine/idle_reclined_5.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc1_idle_drinking_1 models/characters/marine/idle_drinking_1.md5anim
|
|
anim mcc1_idle_checks_time models/characters/marine/idle_checks_time.md5anim
|
|
|
|
anim mcc1_idle_look_back_lt models/characters/marine/idle_look_back_lt.md5anim
|
|
|
|
anim mcc1_weaponless_point_left models/characters/marine/weaponless_point_left.md5anim
|
|
|
|
anim mcc1_idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim
|
|
|
|
anim mcc1_player_gift_start models/characters/marine/player_gift_start.md5anim
|
|
anim mcc1_player_gift_loop models/characters/marine/player_gift_loop.md5anim
|
|
anim mcc1_player_gift_end models/characters/marine/player_gift_end.md5anim
|
|
|
|
anim mcc1_player_gift2_start models/characters/marine/player_gift2_start.md5anim
|
|
anim mcc1_player_gift2_loop models/characters/marine/player_gift2_loop.md5anim
|
|
anim mcc1_player_gift2_end models/characters/marine/player_gift2_end.md5anim
|
|
|
|
//merging doctor anims
|
|
anim mcc1_deepthought_bentover_1 models/characters/doctor/deepthought_bentover_1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc1_deepthought_bentover_1_slow models/characters/doctor/deepthought_bentover_1.md5anim
|
|
{
|
|
rate .5
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
anim mcc1_operating_loopable_1 models/characters/doctor/operating_loopable_1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc1_operating_loopable_2 models/characters/doctor/operating_loopable_2.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc1_operating_loopable_3 models/characters/doctor/operating_loopable_3.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc1_walking_tablegui_1 models/characters/doctor/walking_tablegui_1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
anim mcc1_idle_against_wall models/characters/marine/idle_against_wall.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
|
|
anim mcc1_up_from_chair models/characters/marine/mcc1_up_from_chair.md5anim
|
|
{
|
|
frame 34 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_d_chamber_loop models/characters/marine/mcc1_d_chamber_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc1_d_chamber_action models/characters/marine/mcc1_d_chamber_action.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* mcc_2.def
|
|
*/
|
|
|
|
anim mcc2_weld_loop models/characters/marine/weld_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim mcc2_weld_loop_short models/characters/marine/weld_loop_short.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim mcc2_at_attention_start models/characters/marine/at_attention_start.md5anim
|
|
anim mcc2_at_attention_end models/characters/marine/at_attention_end.md5anim
|
|
|
|
//anim mcc2_weaponless_point_left models/characters/marine/weaponless_point_left.md5anim
|
|
|
|
|
|
anim mcc2_weapon_check_1 models/characters/marine/weapon_check_1.md5anim
|
|
{
|
|
frame 37,53 sound snd_gear
|
|
}
|
|
anim mcc2_weapon_check_2 models/characters/marine/weapon_check_2.md5anim
|
|
{
|
|
frame 30 sound snd_gear
|
|
frame 42 sound snd_gun_ready
|
|
}
|
|
anim mcc2_weapon_check_3 models/characters/marine/weapon_check_3.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 14,78 sound snd_gear
|
|
}
|
|
|
|
anim mcc2_thinking models/characters/doctor/thinking.md5anim
|
|
|
|
anim mcc2_looking_down_gui_1 models/characters/marine/looking_down_gui_1.md5anim
|
|
{
|
|
frame 1,10,18,29,37 sound npc_gui_button
|
|
}
|
|
anim mcc2_looking_down_gui_2 models/characters/marine/looking_down_gui_2.md5anim
|
|
anim mcc2_looking_down_gui_3 models/characters/marine/looking_down_gui_3.md5anim
|
|
{
|
|
frame 88,110,117 sound npc_gui_button
|
|
}
|
|
|
|
anim mcc2_working_on_knee models/characters/marine/working_on_knee.md5anim
|
|
anim mcc2_working_wall_panel models/characters/marine/working_wall_panel.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim mcc2_working_wall_panel_2 models/characters/marine/working_wall_panel_2.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim mcc2_working_wall_panel_3 models/characters/marine/working_wall_panel_3.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim mcc2_onbackworking_Nick_work models/characters/marine/onbackworking_Nick_work.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_onbackworking_Nick_spark models/characters/marine/onbackworking_Nick_spark.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 fx fx_spark l_wrist
|
|
}
|
|
anim mcc2_onbackworking_Zack_work models/characters/marine/onbackworking_Zack_work.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_onbackworking_Zack_spark models/characters/marine/onbackworking_Zack_spark.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_onbackworking_Zack_work_idle models/characters/marine/onbackworking_Zack_work_idle.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc2_lugging_crate_front models/characters/marine/lugging_crate_front.md5anim
|
|
anim mcc2_lugging_crate_rear models/characters/marine/lugging_crate_rear.md5anim
|
|
|
|
anim mcc2_sitting_working_consoles_1 models/characters/marine/sitting_working_consoles_1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 8,9,10,11,13,17,18,20,21,23,25,31,32,34,35,39,41 sound npc_gui_button
|
|
}
|
|
anim mcc2_sitting_working_consoles_2 models/characters/marine/sitting_working_consoles_2.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 19 sound snd_gear
|
|
}
|
|
anim mcc2_sitting_working_consoles_3 models/characters/marine/sitting_working_consoles_3.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 1,3,9,16,17,18,19,21,29,31,32,34,35,36,42,43,44 sound npc_gui_button
|
|
}
|
|
anim mcc2_sitting_working_consoles_4 models/characters/marine/sitting_working_consoles_4.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 13,124 sound mcc_chair_movement
|
|
}
|
|
anim mcc2_sitting_working_consoles_5 models/characters/marine/sitting_working_consoles_5.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 1 sound npc_gui_button
|
|
frame 17,55 sound mcc_chair_movement
|
|
}
|
|
|
|
anim mcc2_drop_pod_inview models/characters/marine/drop_pod_inview.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_aim_snappy_1_fast models/characters/marine/m_stand_aim_snappy_1.md5anim
|
|
{
|
|
rate 1.5
|
|
}
|
|
anim mcc2_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim
|
|
|
|
anim mcc2_ad_sgt_holding_wounded models/characters/marine/ad_sgt_holding_wounded.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc2_ad_wounded_on_knee_loop models/characters/marine/ad_wounded_on_knee_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim mcc2_idle_sitting_1 models/characters/marine/idle_sitting_1.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim mcc2_idle_reclined_2 models/characters/marine/idle_reclined_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc2_idle_reclined_5 models/characters/marine/idle_reclined_5.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc2_idle_drinking_1 models/characters/marine/idle_drinking_1.md5anim
|
|
anim mcc2_idle_checks_time models/characters/marine/idle_checks_time.md5anim
|
|
|
|
anim mcc2_idle_look_back_lt models/characters/marine/idle_look_back_lt.md5anim
|
|
|
|
anim mcc2_weaponless_point_left models/characters/marine/weaponless_point_left.md5anim
|
|
|
|
anim mcc2_idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim
|
|
|
|
anim mcc2_player_gift_start models/characters/marine/player_gift_start.md5anim
|
|
anim mcc2_player_gift_loop models/characters/marine/player_gift_loop.md5anim
|
|
anim mcc2_player_gift_end models/characters/marine/player_gift_end.md5anim
|
|
|
|
anim mcc2_player_gift2_start models/characters/marine/player_gift2_start.md5anim
|
|
anim mcc2_player_gift2_loop models/characters/marine/player_gift2_loop.md5anim
|
|
anim mcc2_player_gift2_end models/characters/marine/player_gift2_end.md5anim
|
|
|
|
//merging doctor anims
|
|
anim mcc2_deepthought_bentover_1 models/characters/doctor/deepthought_bentover_1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc2_deepthought_bentover_1_slow models/characters/doctor/deepthought_bentover_1.md5anim
|
|
{
|
|
rate .5
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
anim mcc2_operating_loopable_1 models/characters/doctor/operating_loopable_1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc2_operating_loopable_2 models/characters/doctor/operating_loopable_2.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc2_operating_loopable_3 models/characters/doctor/operating_loopable_3.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc2_walking_tablegui_1 models/characters/doctor/walking_tablegui_1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
|
|
anim mcc2_up_from_chair models/characters/marine/mcc1_up_from_chair.md5anim
|
|
{
|
|
frame 34 sound mcc_chair_movement
|
|
}
|
|
anim mcc2_d_chamber_loop models/characters/marine/mcc1_d_chamber_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_d_chamber_action models/characters/marine/mcc1_d_chamber_action.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* mcc_3.def
|
|
*/
|
|
anim mcc3_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
anim mcc3_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
|
|
// anim mcc3_roadblock_01 models/characters/marine/roadblock_01.md5anim
|
|
// anim mcc3_roadblock_02 models/characters/marine/roadblock_02.md5anim
|
|
|
|
// anim mcc3_thinking models/characters/doctor/thinking.md5anim
|
|
|
|
anim mcc3_looking_down_gui_1 models/characters/marine/looking_down_gui_1.md5anim
|
|
{
|
|
frame 1,10,18,29,37 sound npc_gui_button
|
|
}
|
|
anim mcc3_looking_down_gui_2 models/characters/marine/looking_down_gui_2.md5anim
|
|
anim mcc3_looking_down_gui_3 models/characters/marine/looking_down_gui_3.md5anim
|
|
{
|
|
frame 88,110,117 sound npc_gui_button
|
|
}
|
|
|
|
anim mcc3_drop_pod_inview models/characters/marine/drop_pod_inview.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_aim_snappy_1_fast models/characters/marine/m_stand_aim_snappy_1.md5anim
|
|
{
|
|
rate 1.5
|
|
}
|
|
anim mcc3_ad_sgt_holding_wounded models/characters/marine/ad_sgt_holding_wounded.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc3_cin_kane_idle_standing models/characters/marine_fatigues/mcc2_cin_kane_idle_standing.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle_kane models/characters/marine_fatigues/mcc2_cin_idle_kane.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_kane_salutes models/characters/marine_fatigues/mcc2_cin_kane_salutes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_kane_enters models/characters/marine_fatigues/mcc2_cin_kane_enters.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_kane_sits models/characters/marine_fatigues/mcc2_cin_kane_sits.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
anim mcc3_thinking models/characters/doctor/thinking.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_deepthought_bentover_1 models/characters/doctor/deepthought_bentover_1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_operating_loopable_1 models/characters/doctor/operating_loopable_1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_operating_loopable_2 models/characters/doctor/operating_loopable_2.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_operating_loopable_3 models/characters/doctor/operating_loopable_3.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_walking_tablegui_1 models/characters/doctor/walking_tablegui_1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
anim mcc3_idle_against_wall models/characters/marine/idle_against_wall.md5anim
|
|
anim mcc3_working_on_knee models/characters/marine/working_on_knee.md5anim
|
|
anim mcc3_working_wall_panel models/characters/marine/working_wall_panel.md5anim
|
|
|
|
anim mcc3_up_from_chair models/characters/marine/mcc1_up_from_chair.md5anim
|
|
{
|
|
frame 34 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_d_chamber_loop models/characters/marine/mcc1_d_chamber_loop.md5anim
|
|
anim mcc3_d_chamber_action models/characters/marine/mcc1_d_chamber_action.md5anim
|
|
|
|
// Anims do not exist
|
|
// anim mcc3_reaction_seated_1 models/characters/marine/mcc1_reaction_seated_1.md5anim
|
|
// anim mcc3_reaction_seated_2 models/characters/marine/mcc1_reaction_seated_2.md5anim
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* mcc_landing.def
|
|
*/
|
|
|
|
// Forcing these anims onto this entity
|
|
anim mccl_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
anim mccl_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
|
|
anim mccl_weapon_check_2 models/characters/marine/weapon_check_2.md5anim
|
|
{
|
|
frame 30 sound snd_gear
|
|
frame 42 sound snd_gun_ready
|
|
}
|
|
|
|
anim mccl_working_wall_panel models/characters/marine/working_wall_panel.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim mccl_idle_scan_2 models/characters/marine/idle_scan_2.md5anim
|
|
|
|
anim mccl_player_gift_start models/characters/marine/player_gift_start.md5anim
|
|
anim mccl_player_gift_loop models/characters/marine/player_gift_loop.md5anim
|
|
anim mccl_player_gift_end models/characters/marine/player_gift_end.md5anim
|
|
|
|
anim mccl_player_gift2_start models/characters/marine/player_gift2_start.md5anim
|
|
anim mccl_player_gift2_loop models/characters/marine/player_gift2_loop.md5anim
|
|
anim mccl_player_gift2_end models/characters/marine/player_gift2_end.md5anim
|
|
|
|
anim mccl_wounded_on_knee_loop models/characters/marine/ad_wounded_on_knee_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim mccl_idle_stretching_3 models/characters/marine/idle_stretching_3.md5anim
|
|
|
|
anim mccl_waving_down_tram models/characters/marine/waving_down_tram.md5anim
|
|
|
|
anim mccl_cowering_start models/characters/marine/cowering_start.md5anim
|
|
anim mccl_cowering_idle models/characters/marine/cowering_idle.md5anim
|
|
anim mccl_cowering_end models/characters/marine/cowering_end.md5anim
|
|
|
|
anim mccl_use_gui_standing_start models/characters/marine/standing_gui_start.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mccl_use_gui_standing_loop models/characters/marine/standing_gui_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mccl_use_gui_standing_end models/characters/marine/standing_gui_end.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mccl_console_stand_start models/characters/marine/console_stand_start.md5anim
|
|
anim mccl_console_stand_loop models/characters/marine/console_stand_loop.md5anim
|
|
anim mccl_console_stand_end models/characters/marine/console_stand_end.md5anim
|
|
|
|
anim mccl_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 mccl_thinking models/characters/doctor/thinking.md5anim
|
|
|
|
anim mccl_roadblock_02 models/characters/marine/roadblock_02.md5anim
|
|
|
|
anim mccl_looking_down_gui_1 models/characters/marine/looking_down_gui_1.md5anim
|
|
{
|
|
frame 1,10,18,29,37 sound npc_gui_button
|
|
}
|
|
|
|
anim mccl_crouch_to_stand_scripted models/characters/marine/knee_to_idle.md5anim
|
|
|
|
anim mccl_weapon_check_1 models/characters/marine/weapon_check_1.md5anim
|
|
{
|
|
frame 37,53 sound snd_gear
|
|
}
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* medlabs.def
|
|
*/
|
|
anim med1_anderson_scan models/characters/marine/med1_anderson_scan.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 335 call map_medlabs::rescueVO
|
|
}
|
|
anim med1_rescue_voss models/characters/marine/med1_rescue_voss.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 50 speak lipsync_vo_2_1_1_10_8
|
|
frame 75 speak lipsync_vo_2_1_1_10_9
|
|
}
|
|
|
|
anim med1_rescue_bruner models/characters/marine/med1_rescue_bruner.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 60 sound snd_rhodes_weapon_slap
|
|
}
|
|
|
|
anim med1_break_tube_medlabs models/characters/marine/break_tube_medlabs.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 29,34 sound snd_casing
|
|
frame 72 sound snd_glass3
|
|
frame 72 trigger glass_bullet
|
|
frame 105 sound glass_break_medlabs_tube
|
|
frame 105 call map_medlabs::rescueSwapGlass
|
|
frame 28, 33 ai_attack fromJoint MG_muzzle_flash
|
|
frame 28, 33 sound_weapon npc_machinegun_fire
|
|
frame 28, 33 fx fx_base_flash MG_muzzle_flash
|
|
}
|
|
|
|
anim med1_trans models/characters/marine/med_trans.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim med1_gun_high models/characters/marine/med_gun_high.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim med1_sht_relax models/characters/marine/med_sht_relax.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim med1_voss_reg models/characters/marine/medlabs_voss_reg.md5anim
|
|
|
|
anim med1_rhodes_reg models/characters/marine/medlabs_rhodes_reg.md5anim
|
|
{
|
|
frame 100 sound snd_rhodes_weapon_slap
|
|
}
|
|
|
|
anim med1_console_w_weapon models/characters/marine/console_w_weapon.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 20,33 footstep
|
|
frame 41,59,83,104,114,125,140,147,159,167,177,188,199,208,217 sound snd_console
|
|
frame 246 sound snd_weapon_slap
|
|
}
|
|
|
|
anim med1_weapon_check_2 models/characters/marine/weapon_check_2.md5anim
|
|
{
|
|
frame 30 sound snd_weapon_slap
|
|
frame 42 sound snd_gun_ready
|
|
}
|
|
|
|
anim med1_com_link_start models/characters/marine/com_link_start.md5anim
|
|
{
|
|
frame 27 sound snd_comm
|
|
}
|
|
anim med1_com_link_loop models/characters/marine/com_link_loop.md5anim
|
|
anim med1_com_link_end models/characters/marine/com_link_end.md5anim
|
|
|
|
|
|
anim med1_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
anim med1_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
|
|
anim med1_console_stand_start models/characters/marine/console_stand_start.md5anim
|
|
anim med1_console_stand_loop models/characters/marine/console_stand_loop.md5anim
|
|
anim med1_console_stand_end models/characters/marine/console_stand_end.md5anim
|
|
|
|
anim med1_voss_idles models\characters\marine\med2_voss_idle.md5anim
|
|
{
|
|
frame 1 disableGravity
|
|
frame 1 disableClip
|
|
}
|
|
anim med1_voss_death models\characters\marine\med2_voss_death.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 ai_disablePain
|
|
frame 1 disableGravity
|
|
frame 1 disableClip
|
|
frame 1 call map_medlabs::vossTalks
|
|
frame 20 call map_medlabs::vossTalksVO
|
|
}
|
|
|
|
anim medlabs_anderson_reaction models/characters/marine/medlabs_anderson_reaction.md5anim
|
|
|
|
anim med_cin_anderson2 models/characters/marine/med_cin_anderson2.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 8,20,47,59,86,101,124,140,162,179,202,218,223,240,258,277,296,316,335,354,374,391 footstep
|
|
frame 180 call map_medlabs::cinSciStarts
|
|
frame 282 call map_medlabs::kaneScans
|
|
}
|
|
|
|
anim med_cin_anderson3 models/characters/marine/med_cin_anderson3.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 8,86,106,158,168,171,185 footstep
|
|
frame 179,185,192,211,217,224,231,238,245 sound generic_glass_tap_deeper
|
|
frame 258 sound_voice vo_9_1_260_5
|
|
frame 356 sound_voice vo_9_1_260_7
|
|
frame 398 sound_voice vo_9_1_270_1
|
|
frame 437 sound_voice vo_9_1_270_2
|
|
frame 504 sound_voice vo_9_1_270_3
|
|
frame 132 call map_medlabs::dropGlass
|
|
frame 312 call map_medlabs::swapAndersonGuns
|
|
frame 702 call map_medlabs::fadeAndEndCinematic
|
|
}
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* network.def
|
|
*/
|
|
|
|
anim net_weapon_check_1 models/characters/marine/weapon_check_1.md5anim
|
|
{
|
|
|
|
frame 37,53 sound snd_gear
|
|
}
|
|
anim net_weapon_check_2 models/characters/marine/weapon_check_2.md5anim
|
|
{
|
|
frame 30 sound snd_gear
|
|
frame 42 sound snd_gun_ready
|
|
}
|
|
anim net_weapon_check_3 models/characters/marine/weapon_check_3.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 14,78 sound snd_gear
|
|
}
|
|
|
|
anim net_idle_scan_2 models/characters/marine/idle_scan_2.md5anim
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* process.def
|
|
*/
|
|
anim proc_weapon_check_1 models/characters/marine/weapon_check_1.md5anim
|
|
anim proc_over_here models/characters/marine/bld_b_over_here.md5anim
|
|
|
|
anim proc_idle_checks_time models/characters/marine/idle_checks_time.md5anim
|
|
|
|
anim proc_idle_look_back_lt models/characters/marine/idle_look_back_lt.md5anim
|
|
|
|
anim proc_com_link_start models/characters/marine/com_link_start.md5anim
|
|
{
|
|
frame 27 sound snd_comm
|
|
}
|
|
anim proc_com_link_loop models/characters/marine/com_link_loop.md5anim
|
|
anim proc_com_link_end models/characters/marine/com_link_end.md5anim
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* process3.def
|
|
*/
|
|
anim proc3_working_wall_panel models/characters/marine/working_wall_panel.md5anim
|
|
/***********************************************************************************************************************
|
|
*
|
|
* putra.def
|
|
*/
|
|
anim putra_lightning_idle models/characters/marine/lightning_idle.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim putra_lightning_dead models/characters/marine/lightning_dead.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim putra_lightning_pain_start models/characters/marine/lightning_pain_start.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim putra_lightning_pain_loop models/characters/marine/lightning_pain_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim putra_lightning_pain_end models/characters/marine/lightning_pain_end.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
/***********************************************************************************************************************
|
|
*
|
|
* storage.def
|
|
*/
|
|
anim stor_idle_wrist_gui_start_fast models/characters/marine/idle_wrist_gui_start.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
anim stor_idle_wrist_gui_end_fast models/characters/marine/idle_wrist_gui_end.md5anim
|
|
{
|
|
rate 1.4
|
|
}
|
|
anim stor_cpr_1 models/characters/marine/ad_cpr_loop1.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim stor_cpr_2 models/characters/marine/ad_cpr_loop2.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 sound snd_labored_breathing
|
|
}
|
|
|
|
anim stor_wounded_on_knee models/characters/marine/ad_wounded_on_knee.md5anim
|
|
anim stor_wounded_on_knee_dead models/characters/marine/ad_wounded_on_knee_loop.md5anim
|
|
{
|
|
rate .001
|
|
}
|
|
|
|
anim stor_step_on_grunt_MARINE models/characters/marine/storage_step_on_grunt.md5anim
|
|
{
|
|
frame 33 fx fx_base_flash MG_muzzle_flash
|
|
frame 33 sound_weapon snd_base_flash
|
|
}
|
|
|
|
anim stor_aim_snappy_1 models/characters/marine/m_stand_aim_snappy_1.md5anim
|
|
anim stor_aim_snappy_2 models/characters/marine/m_stand_aim_snappy_2.md5anim
|
|
|
|
anim stor_explosion_injured models/characters/marine/explosion_injured.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim stor_explosion_injured_loop models/characters/marine/explosion_injured_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim stor_explosion_assist models/characters/marine/explosion_assist.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim stor_explosion_assist_loop models/characters/marine/explosion_assist_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim stor_recomp_mod_hyper models/characters/marine/recomp_mod_hyper.md5anim
|
|
|
|
anim stor_idle_scan_2 models/characters/marine/idle_scan_2.md5anim
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* tram1.def
|
|
*/
|
|
anim tram1_idle_scan_2 models/characters/marine/idle_scan_2.md5anim
|
|
|
|
anim tram1_idle_startled_1 models/characters/marine/idle_startled_1.md5anim
|
|
anim tram1_idle_startled_2 models/characters/marine/idle_startled_2.md5anim
|
|
|
|
anim tram1_conversation_1 models/characters/marine/conversation_1.md5anim
|
|
|
|
anim tram1_use_gui_standing_start models/characters/marine/standing_gui_start.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim tram1_use_gui_standing_loop models/characters/marine/standing_gui_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim tram1_use_gui_standing_end models/characters/marine/standing_gui_end.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
|
|
anim tram1_explosion_injured models/characters/marine/explosion_injured.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim tram1_explosion_injured_loop models/characters/marine/explosion_injured_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim tram1_explosion_assist models/characters/marine/explosion_assist.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim tram1_explosion_assist_loop models/characters/marine/explosion_assist_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim tram1_console_stand_start models/characters/marine/console_stand_start.md5anim
|
|
anim tram1_console_stand_loop models/characters/marine/console_stand_loop.md5anim
|
|
{
|
|
frame 6,19,30,40,51,59 sound snd_console
|
|
}
|
|
anim tram1_console_stand_end models/characters/marine/console_stand_end.md5anim
|
|
|
|
anim tram_driving_idle models/characters/marine/tram_driving_idle.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim tram1_recomp_mod_hyper models/characters/marine/recomp_mod_hyper.md5anim
|
|
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* walker.def
|
|
*/
|
|
//anim wlk_remitz_idle models/characters/marine/wlk_remitz_idle.md5anim
|
|
//anim wlk_remitz_death models/characters/marine/wlk_remitz_death.md5anim
|
|
//{
|
|
// frame 71 fx fx_blood_cough1 legs_channel
|
|
// frame 71 fx fx_blood_cough2 legs_channel
|
|
// frame 114 fx fx_blood_cough2 legs_channel
|
|
//}
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* waste.def
|
|
*/
|
|
anim waste_over_here models/characters/marine/bld_b_over_here.md5anim
|
|
anim waste_talking models/characters/marine/waste_talking.md5anim
|
|
|
|
// Um, maybe swap guys out for cinematics...that's when I'd mostly want to use this anim..
|
|
anim waste_idle models/characters/marine/relax_idle.md5anim
|
|
|
|
anim waste_com_link_start models/characters/marine/com_link_start.md5anim
|
|
{
|
|
frame 27 sound snd_comm
|
|
}
|
|
anim waste_com_link_loop models/characters/marine/com_link_loop.md5anim
|
|
anim waste_com_link_end models/characters/marine/com_link_end.md5anim
|
|
|
|
|
|
|
|
/******************************MEDIC ANIMS *******************************************************************/
|
|
/***********************************************************************************************************************
|
|
*
|
|
* Common Animations
|
|
*
|
|
*/
|
|
anim medic_treating_player_start models/characters/marine/medic_treating_player_start.md5anim
|
|
{
|
|
frame 13 attachment_show medic_vaccinegun
|
|
rate 1.3
|
|
}
|
|
anim medic_treating_player models/characters/marine/medic_treating_player.md5anim
|
|
{
|
|
frame 1 sound snd_med_gun_heal
|
|
rate .5
|
|
}
|
|
anim medic_treating_player_end models/characters/marine/medic_treating_player_end.md5anim
|
|
{
|
|
frame 17 attachment_hide medic_vaccinegun
|
|
rate 1.3
|
|
}
|
|
|
|
// Re-define Heal anims -----------------------------------------------------------------------------------------
|
|
anim medic_treating_player_start2 models/characters/marine/medic_treating_player_start.md5anim
|
|
{
|
|
frame 13 attachment_show tech_tool
|
|
rate 1.3
|
|
}
|
|
anim medic_treating_player2 models/characters/marine/medic_treating_player.md5anim
|
|
{
|
|
frame 1 sound snd_tech_tool_repair
|
|
rate .5
|
|
}
|
|
anim medic_treating_player_end2 models/characters/marine/medic_treating_player_end.md5anim
|
|
{
|
|
frame 17 attachment_hide tech_tool
|
|
rate 1.3
|
|
}
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* airdefense.def
|
|
*
|
|
*/
|
|
anim ad_medic_treating models/characters/marine/medic_treating.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim ad_unarmed_idle models/characters/marine/weaponless_idle_1.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
// this is just a short placeholder anim of sorts which needs to be there for when the medic ai goes to play this anim
|
|
anim ad_medic_treating_player_start models/characters/marine/ad_medic_still.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim ad_medic_treating_player models/characters/marine/ad_medic_treating_player.md5anim
|
|
{
|
|
rate 1.5
|
|
ai_no_look
|
|
frame 1 sound snd_med_gun_heal
|
|
}
|
|
// this is just a short placeholder anim of sorts which needs to be there for when the medic ai goes to play this anim
|
|
anim ad_medic_treating_player_end models/characters/marine/ad_medic_still.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
|
|
anim ad_stand_to_treat models/characters/marine/stand_to_treat.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 14 attachment_hide medic_vaccinegun
|
|
}
|
|
anim ad_treat_to_stand models/characters/marine/treat_to_stand.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 20 attachment_show medic_vaccinegun
|
|
}
|
|
anim ad_treat_talk models/characters/marine/treat_talk.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim ad_treat_talk_loop models/characters/marine/treat_talk_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim ad_and_stimpack2a models/characters/marine/and_stimpack2a.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 8,18,27 footstep
|
|
frame 270 attachment_show medic_vaccinegun
|
|
frame 303 sound med_gun_heal
|
|
frame 470 enableClip
|
|
}
|
|
anim ad_and_stimpack2a_loop models/characters/marine/and_stimpack2a_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
/***********************************************************************************************************************
|
|
*
|
|
* buildingb.def
|
|
*
|
|
*/
|
|
anim bld_b_medic_loop_a models/characters/marine/bld_b_medic_loop_a.md5anim
|
|
anim bld_b_medic_yells models/characters/marine/bld_b_medic_yells.md5anim
|
|
{
|
|
frame 115 call map_building_b::medicYell01
|
|
}
|
|
anim bld_b_medic_loop_b models/characters/marine/bld_b_medic_loop_b.md5anim
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* convoy2.def
|
|
*
|
|
*/
|
|
|
|
anim cnvy2_recomp_mod_hyper models/characters/marine/recomp_mod_hyper.md5anim
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* mcc3.def
|
|
*
|
|
*/
|
|
anim mcc3_heal_other models/characters/marine/medic_treating_player.md5anim
|
|
anim mcc3_heal_other_start models/characters/marine/medic_treating_player_start.md5anim
|
|
|
|
|
|
/****************************************** TECH ANIMS **************************************************************/
|
|
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* building_b.def
|
|
*
|
|
*/
|
|
anim bld_b_ride_on_truck models/characters/marine/bld_b_ride_on_truck.md5anim
|
|
|
|
anim bld_b_jump_off_truck_fast models/characters/marine/bld_b_jump_off_truck.md5anim
|
|
{
|
|
rate 1.5
|
|
frame 1 disableGravity
|
|
frame 1 disableClip
|
|
frame 80 enableGravity
|
|
frame 80 enableClip
|
|
}
|
|
|
|
anim bld_b_welder models/characters/marine/bld_b_welder.md5anim
|
|
{
|
|
frame 17 call map_building_b::giveTorch
|
|
frame 128 call map_building_b::cuttingDoorSnd
|
|
frame 395 call map_building_b::takeTorch
|
|
}
|
|
/***********************************************************************************************************************
|
|
*
|
|
* mcc3.def
|
|
*
|
|
*/
|
|
anim mcc3_onbackworking_Nick_work models/characters/marine/onbackworking_Nick_work.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_onbackworking_Nick_spark models/characters/marine/onbackworking_Nick_spark.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 fx fx_spark l_wrist
|
|
}
|
|
anim mcc3_onbackworking_Zack_work models/characters/marine/onbackworking_Zack_work.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_onbackworking_Zack_spark models/characters/marine/onbackworking_Zack_spark.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_onbackworking_Zack_work_idle models/characters/marine/onbackworking_Zack_work_idle.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_weld_loop models/characters/marine/weld_loop.md5anim
|
|
anim mcc3_weld_loop_short_talk models/characters/marine/weld_loop_short.md5anim
|
|
{
|
|
rate .05
|
|
}
|
|
|
|
anim mcc3_idle_wrist_gui_start models/characters/marine/idle_wrist_gui_start.md5anim
|
|
anim mcc3_idle_wrist_gui_loop models/characters/marine/idle_wrist_gui_loop.md5anim
|
|
anim mcc3_idle_wrist_gui_end models/characters/marine/idle_wrist_gui_end.md5anim
|
|
|
|
anim mcc3_sitting_working_consoles_1 models/characters/marine/sitting_working_consoles_1.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 8,9,10,11,13,17,18,20,21,23,25,31,32,34,35,39,41 sound npc_gui_button
|
|
}
|
|
anim mcc3_sitting_working_consoles_2 models/characters/marine/sitting_working_consoles_2.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 19 sound snd_gear
|
|
}
|
|
anim mcc3_sitting_working_consoles_3 models/characters/marine/sitting_working_consoles_3.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 1,3,9,16,17,18,19,21,29,31,32,34,35,36,42,43,44 sound npc_gui_button
|
|
}
|
|
anim mcc3_sitting_working_consoles_4 models/characters/marine/sitting_working_consoles_4.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 13,124 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_sitting_working_consoles_5 models/characters/marine/sitting_working_consoles_5.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 1 sound npc_gui_button
|
|
frame 17,55 sound mcc_chair_movement
|
|
}
|
|
|
|
anim mcc3_cover_right_range_attack_fake models/characters/marine/lean_right_up_gun.md5anim
|
|
|
|
}
|
|
|
|
entityDef aref_char_marine
|
|
{
|
|
"inherit1" "char_q4x_marine"
|
|
"editor_menu" "char"
|
|
"sg_category" "None"
|
|
"model" "model_aref_char_marine"
|
|
}
|
|
|
|
|
|
|
|
model model_aref_char_marine_fatigues
|
|
{
|
|
inherit model_char_marine_fatigues
|
|
|
|
|
|
anim weaponless_idle2_start models/characters/marine_fatigues_mocap/weaponless_idle2_start.md5anim
|
|
anim weaponless_idle2_loop models/characters/marine_fatigues_mocap/weaponless_idle2_loop.md5anim
|
|
anim weaponless_idle2 models/characters/marine_fatigues_mocap/weaponless_idle2_loop.md5anim
|
|
anim weaponless_idle2_end models/characters/marine_fatigues_mocap/weaponless_idle2_end.md5anim
|
|
anim weaponless_idle3_start models/characters/marine_fatigues_mocap/weaponless_idle3_start.md5anim
|
|
anim weaponless_idle3_loop models/characters/marine_fatigues_mocap/weaponless_idle3_loop.md5anim
|
|
anim weaponless_idle3 models/characters/marine_fatigues_mocap/weaponless_idle3_loop.md5anim
|
|
anim weaponless_idle3_end models/characters/marine_fatigues_mocap/weaponless_idle3_end.md5anim
|
|
anim weaponless_idle4_start models/characters/marine_fatigues_mocap/weaponless_idle4_start.md5anim
|
|
anim weaponless_idle4_loop models/characters/marine_fatigues_mocap/weaponless_idle4_loop.md5anim
|
|
anim weaponless_idle4 models/characters/marine_fatigues_mocap/weaponless_idle4_loop.md5anim
|
|
anim weaponless_idle4_end models/characters/marine_fatigues_mocap/weaponless_idle4_end.md5anim
|
|
anim weaponless_idle5_start models/characters/marine_fatigues_mocap/weaponless_idle5_start.md5anim
|
|
anim weaponless_idle5_loop models/characters/marine_fatigues_mocap/weaponless_idle5_loop.md5anim
|
|
anim weaponless_idle5 models/characters/marine_fatigues_mocap/weaponless_idle5_loop.md5anim
|
|
anim weaponless_idle5_end models/characters/marine_fatigues_mocap/weaponless_idle5_end.md5anim
|
|
anim weaponless_idle6_start models/characters/marine_fatigues_mocap/weaponless_idle6_start.md5anim
|
|
anim weaponless_idle6_loop models/characters/marine_fatigues_mocap/weaponless_idle6_loop.md5anim
|
|
anim weaponless_idle6 models/characters/marine_fatigues_mocap/weaponless_idle6_loop.md5anim
|
|
anim weaponless_idle6_end models/characters/marine_fatigues_mocap/weaponless_idle6_end.md5anim
|
|
|
|
anim mcc1_weaponless_point_up models/characters/marine_fatigues_mocap/weaponless_point_up.md5anim
|
|
anim mcc1_weaponless_point_down models/characters/marine_fatigues_mocap/weaponless_point_down.md5anim
|
|
anim mcc1_weaponless_point_left models/characters/marine_fatigues_mocap/weaponless_point_left.md5anim
|
|
anim mcc1_weaponless_point_right models/characters/marine_fatigues_mocap/weaponless_point_right.md5anim
|
|
anim mcc1_weaponless_point_back models/characters/marine_fatigues_mocap/weaponless_point_back.md5anim
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* mcc1.def
|
|
*
|
|
*/
|
|
anim mcc1_strauss_talking models/characters/marine_fatigues_mocap/strauss_talking.md5anim
|
|
anim mcc1_thinking models/characters/marine_fatigues_mocap/thinking.md5anim
|
|
anim mcc1_sitting_working_consoles_1 models/characters/marine_fatigues_mocap/sitting_working_consoles_1.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 8,9,10,11,13,17,18,20,21,23,25,31,32,34,35,39,41 sound npc_gui_button
|
|
}
|
|
anim mcc1_sitting_working_consoles_2 models/characters/marine_fatigues_mocap/sitting_working_consoles_2.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 19 sound snd_gear
|
|
}
|
|
anim mcc1_sitting_working_consoles_3 models/characters/marine_fatigues_mocap/sitting_working_consoles_3.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 1,3,9,16,17,18,19,21,29,31,32,34,35,36,42,43,44 sound npc_gui_button
|
|
}
|
|
anim mcc1_sitting_working_consoles_4 models/characters/marine_fatigues_mocap/sitting_working_consoles_4.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 13,124 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_sitting_working_consoles_5 models/characters/marine_fatigues_mocap/sitting_working_consoles_5.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 1 sound npc_gui_button
|
|
frame 17,55 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_looking_down_gui_1 models/characters/marine_fatigues_mocap/looking_down_gui_1.md5anim
|
|
{
|
|
frame 1,10,18,29,37 sound npc_gui_button
|
|
}
|
|
anim mcc1_looking_down_gui_2 models/characters/marine_fatigues_mocap/looking_down_gui_2.md5anim
|
|
anim mcc1_looking_down_gui_3 models/characters/marine_fatigues_mocap/looking_down_gui_3.md5anim
|
|
{
|
|
frame 88,110,117 sound npc_gui_button
|
|
}
|
|
anim mcc1_idle_against_wall models/characters/marine_fatigues_mocap/idel_against_wall_arms_back.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc1_working_on_knee models/characters/marine_fatigues_mocap/working_on_knee.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc1_working_wall_panel models/characters/marine_fatigues_mocap/working_wall_panel.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc1_working_wall_panel_2 models/characters/marine_fatigues_mocap/working_wall_panel_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc1_working_wall_panel_3 models/characters/marine_fatigues_mocap/working_wall_panel_3.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc1_mcc1_up_from_chair models/characters/marine_fatigues_mocap/mcc1_up_from_chair.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 34 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_mcc1_d_chamber_loop models/characters/marine_fatigues_mocap/mcc1_d_chamber_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc1_mcc1_d_chamber_action models/characters/marine_fatigues_mocap/mcc1_d_chamber_action.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc1_mcc1_reaction_seated_1 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_1.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_reaction_seated_2 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
}
|
|
|
|
anim mcc1_kane_reaction1 models/characters/marine_fatigues_mocap/kane_reaction_1.md5anim
|
|
anim mcc1_kane_reaction2 models/characters/marine_fatigues_mocap/kane_reaction_2.md5anim
|
|
anim mcc1_weaponless_walk_fast models/characters/marine_fatigues_mocap/weaponless_walk_fast.md5anim
|
|
anim mcc1_weaponless_walk_slow models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim
|
|
anim mcc1_walk models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim
|
|
anim mcc1_weaponless_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim
|
|
anim mcc1_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim
|
|
anim weaponless_idle_1 models/characters/marine_fatigues_mocap/weaponless_idle_1.md5anim
|
|
// anim weaponless_idle_2 models/characters/marine_fatigues_mocap/weaponless_idle_2.md5anim
|
|
|
|
anim mcc1_onbackworking_Nick_work models/characters/marine_fatigues_mocap/onbackworking_Nick.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_onbackworking_Nick_spark models/characters/marine_fatigues_mocap/onbackworking_Nick_spark.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 fx fx_spark l_wrist
|
|
}
|
|
anim mcc1_onbackworking_Zack_work models/characters/marine_fatigues_mocap/onbackworking_Zack.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc1_onbackworking_Zack_spark models/characters/marine_fatigues_mocap/onbackworking_Zack_spark.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc1_onbackworking_Zack_work_idle models/characters/marine_fatigues_mocap/onbackworking_Zack_work_idle.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc1_weld_loop models/characters/marine_fatigues_mocap/weld_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim mcc1_weld_loop_short_talk models/characters/marine_fatigues_mocap/weld_loop.md5anim //double check this one
|
|
{
|
|
ai_no_look
|
|
rate .05
|
|
}
|
|
anim mcc1_sit_sleeping models/characters/marine_fatigues_mocap/sit_sleeping.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_sarge_briefing_1 models/characters/marine_fatigues_mocap/sarge_briefing_1.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc1_sarge_briefing_2 models/characters/marine_fatigues_mocap/sarge_briefing_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc1_sarge_briefing_3 models/characters/marine_fatigues_mocap/sarge_briefing_3.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc1_sarge_briefing_4 models/characters/marine_fatigues_mocap/sarge_briefing_4.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc1_sarge_briefing_5 models/characters/marine_fatigues_mocap/sarge_briefing_5.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc1_sarge_briefing_6 models/characters/marine_fatigues_mocap/sarge_briefing_6.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc1_sarge_briefing_7 models/characters/marine_fatigues_mocap/sarge_briefing_7.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
anim mcc1_weaponless_point_front_fast models/characters/marine_fatigues_mocap/weaponless_point_front.md5anim
|
|
{
|
|
rate 2.5
|
|
}
|
|
|
|
anim mcc1_idle_sitting_1 models/characters/marine_fatigues_mocap/idle_sitting_1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc1_idle_sitting_2 models/characters/marine_fatigues_mocap/idle_sitting_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
anim mcc1_idle_drinking_1 models/characters/marine_fatigues_mocap/drinking.md5anim
|
|
// {
|
|
// ai_no_look
|
|
// }
|
|
|
|
|
|
// CINEMATIC
|
|
// Entrances -----------------------------------------------------------------------------------------
|
|
anim mcc1_cin_player_enters models/characters/marine_fatigues_mocap/mcc1_cin_player_enters.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 13,31,49,65,82,99,119,265 sound npc_steps_default
|
|
}
|
|
anim mcc1_Morris_intro models/characters/marine_fatigues_mocap/mcc1_cin_morris_intro.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 70 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_rhodes_replies models/characters/marine_fatigues_mocap/mcc1_cin_rhodes_replies.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_Harper_enters1 models/characters/marine_fatigues_mocap/mcc1_cin_Harper_enters1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 13,29,42,57,71,85,100 sound npc_steps_default
|
|
}
|
|
anim mcc1_voss_enters1 models/characters/marine_fatigues_mocap/mcc1_cin_Voss_enters1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 7,22,37,51,65,80,94 sound npc_steps_default
|
|
}
|
|
|
|
// Salutes -----------------------------------------------------------------------------------------
|
|
anim mcc1_cin_salute1 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 12,144 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_cin_salute2 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute2.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 25,141 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_cin_salute3 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute3.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 17,157 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_cin_salute4 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute4.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 4,158 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_cin_salute5 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute5.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 22,146 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_cin_salute6 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute6.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 36,164 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_cin_salute7 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute7.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1,149 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_cin_salute8 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute8.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 9,140 sound mcc_chair_movement
|
|
}
|
|
|
|
// Briefing Starts -----------------------------------------------------------------------------------------
|
|
anim mcc1_kane_sits models/characters/marine_fatigues_mocap/mcc1_cin_Kane_sits.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 6,21,34 sound npc_steps_default
|
|
frame 58 sound mcc_chair_movement
|
|
}
|
|
anim mcc1_Harper_talks models/characters/marine_fatigues_mocap/mcc1_cin_Harper_starts_talking.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_Voss_sits models/characters/marine_fatigues_mocap/mcc1_cin_Voss_sits.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 3,16,30,46,62,81,98 sound npc_steps_default
|
|
frame 125 sound mcc_chair_movement
|
|
}
|
|
|
|
anim mcc1_cin_voss_talks1 models/characters/marine_fatigues_mocap/mcc1_cin_voss_talks1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
anim mcc1_cin_strassa_talks models/characters/marine_fatigues_mocap/mcc1_cin_strassa_talks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
// Reactions -----------------------------------------------------------------------------------------
|
|
anim mcc1_cin_Player_reacts models/characters/marine_fatigues_mocap/mcc1_cin_Player_reacts.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_morris_reacts models/characters/marine_fatigues_mocap/mcc1_cin_morris_reacts.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
// Cinematic idles -----------------------------------------------------------------------------------------
|
|
anim mcc1_cin_idle1 models/characters/marine_fatigues_mocap/mcc1_cin_idle1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_idle2 models/characters/marine_fatigues_mocap/mcc1_cin_idle2.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_idle3 models/characters/marine_fatigues_mocap/mcc1_cin_idle3.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_idle4 models/characters/marine_fatigues_mocap/mcc1_cin_idle4.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_idle5 models/characters/marine_fatigues_mocap/mcc1_cin_idle5.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_idle6 models/characters/marine_fatigues_mocap/mcc1_cin_idle6.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_idle7 models/characters/marine_fatigues_mocap/mcc1_cin_idle7.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_idle8 models/characters/marine_fatigues_mocap/mcc1_cin_idle8.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_idle9 models/characters/marine_fatigues_mocap/mcc1_cin_idle9.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_harper_longIdle models/characters/marine_fatigues_mocap/mcc1_cin_harper_longIdle.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_cortez_longIdle models/characters/marine_fatigues_mocap/mcc1_cin_cortez_longIdle.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
|
|
// Closeups -----------------------------------------------------------------------------------------
|
|
anim mcc1_cin_idle_rhodes models/characters/marine_fatigues_mocap/mcc1_cin_idle_rhodes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_anderson_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_anderson_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_sledge_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_sledge_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_cortez_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_cortez_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_strassa_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_strassa_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_rhodes_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_rhodes_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_bidwell_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_bidwell_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_harper_shot14 models/characters/marine_fatigues_mocap/mcc1_cin_harper_shot14.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc1_cin_cortez_shot14 models/characters/marine_fatigues_mocap/mcc1_cin_cortez_shot14.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
// Harper and Voss leave -----------------------------------------------------------------------------------------
|
|
anim mcc1_cin_harper_leaves models/characters/marine_fatigues_mocap/mcc1_cin_harper_leaves.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 115 sound mcc_chair_movement
|
|
frame 179,194,210,225 sound npc_steps_default
|
|
}
|
|
anim mcc1_cin_voss_leaves models/characters/marine_fatigues_mocap/mcc1_cin_voss_leaves.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 261,277,292,307,321 sound npc_steps_default
|
|
}
|
|
|
|
anim mcc1_cin_rhodes_looks models/characters/marine_fatigues_mocap/mcc1_cin_cortez_looks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
// All frame commands -----------------------------------------------------------------------------------------
|
|
anim mcc1_cin_camera_guy models/characters/marine_fatigues_mocap/mcc1_cin_camera_guy.md5anim
|
|
{
|
|
frame 48 call map_mcc_1::briefingPlayer
|
|
frame 180 call map_mcc_1::briefingThreeAnim
|
|
frame 189 call map_mcc_1::briefingAndersonAnim
|
|
frame 200 call map_mcc_1::briefingMorrisAnim
|
|
frame 215 call map_mcc_1::briefingSledgeCortezAnim
|
|
frame 320 call map_mcc_1::briefingAllIdle
|
|
frame 320 call map_mcc_1::briefingKaneSits // new
|
|
frame 345 call map_mcc_1::briefingMorris1 // new frame change
|
|
frame 383 call map_mcc_1::briefingRhodes1
|
|
frame 430 call map_mcc_1::briefingVossHarperDoor
|
|
frame 442 call map_mcc_1::briefingCortez1 // new
|
|
frame 451 call map_mcc_1::briefingVossHarperEnter
|
|
frame 452 call map_mcc_1::briefingAllSalute
|
|
frame 556 call map_mcc_1::briefingVossHarperAnims
|
|
frame 557 call map_mcc_1::briefingHarper1 // new frame change (1 frame earlier)
|
|
frame 620 call map_mcc_1::briefingHarper2 // new frame change (1 frame earlier)
|
|
frame 645 call map_mcc_1::briefingVossSitsChair
|
|
frame 755 call map_mcc_1::idleRhodes
|
|
frame 757 call map_mcc_1::showMakron
|
|
frame 798 call map_mcc_1::briefingHarper3 // new frame change (5 frames later)
|
|
frame 962 call map_mcc_1::hideMakron
|
|
frame 950 call map_mcc_1::briefingVossAnim
|
|
frame 950 call map_mcc_1::briefingVossTalksChair
|
|
frame 1088 call map_mcc_1::briefingHarperSitsChair
|
|
|
|
frame 1153 call map_mcc_1::harperIdle
|
|
|
|
frame 1156 call map_mcc_1::briefingVoss1 // new frame change (3 frames later)
|
|
|
|
frame 1454 call map_mcc_1::harperCortezReact
|
|
frame 1464 call map_mcc_1::briefingTableOpen // new frame change
|
|
frame 1511 call map_mcc_1::briefingStartGui // new frame change
|
|
frame 1498 call map_mcc_1::briefingVoss2 // new frame change
|
|
frame 1555 call map_mcc_1::hideBriefingGuis // new frame change
|
|
frame 1624 call map_mcc_1::briefingVoss3 // new frame change
|
|
frame 1795 call map_mcc_1::briefingVoss4 // new frame change
|
|
|
|
frame 1925 call map_mcc_1::longIdle
|
|
|
|
frame 1940 call map_mcc_1::showBriefingGuis // new frame change
|
|
frame 1940 call map_mcc_1::briefingTableClose // new frame change
|
|
|
|
frame 1962 call map_mcc_1::briefingVoss5 // new frame change
|
|
//frame 2303 call map_mcc_1::briefingKaneReaction
|
|
frame 2362 call map_mcc_1::briefingStrassa1 // new frame change
|
|
frame 2359 call map_mcc_1::briefingStrassa2 // new frame change
|
|
frame 2406 call map_mcc_1::briefingVossLeaves // new frame change
|
|
frame 2408 call map_mcc_1::briefingVoss6 // new frame change
|
|
frame 2485 call map_mcc_1::briefingHarperLeaves // new frame change
|
|
frame 2520 call map_mcc_1::briefingVoss7 // new frame change
|
|
//frame 2526 call map_mcc_1::briefingHarperLeavesChair // new 134 frames later
|
|
frame 2485 call map_mcc_1::briefingHarperLeavesChair // new 134 frames later
|
|
//frame 2584 call map_mcc_1::briefingMorrisReacts // new 134 frames later
|
|
frame 2662 call map_mcc_1::mcc2FadeOut // new 2 seconds before the last frame
|
|
}
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* mcc2.def
|
|
*
|
|
*/
|
|
|
|
anim mcc2_strauss_talking models/characters/marine_fatigues_mocap/strauss_talking.md5anim
|
|
anim mcc2_thinking models/characters/marine_fatigues_mocap/thinking.md5anim
|
|
anim mcc2_sitting_working_consoles_1 models/characters/marine_fatigues_mocap/sitting_working_consoles_1.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 8,9,10,11,13,17,18,20,21,23,25,31,32,34,35,39,41 sound npc_gui_button
|
|
}
|
|
anim mcc2_sitting_working_consoles_2 models/characters/marine_fatigues_mocap/sitting_working_consoles_2.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 19 sound snd_gear
|
|
}
|
|
anim mcc2_sitting_working_consoles_3 models/characters/marine_fatigues_mocap/sitting_working_consoles_3.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 1,3,9,16,17,18,19,21,29,31,32,34,35,36,42,43,44 sound npc_gui_button
|
|
}
|
|
anim mcc2_sitting_working_consoles_4 models/characters/marine_fatigues_mocap/sitting_working_consoles_4.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 13,124 sound mcc_chair_movement
|
|
}
|
|
anim mcc2_sitting_working_consoles_5 models/characters/marine_fatigues_mocap/sitting_working_consoles_5.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 1 sound npc_gui_button
|
|
frame 17,55 sound mcc_chair_movement
|
|
}
|
|
anim mcc2_looking_down_gui_1 models/characters/marine_fatigues_mocap/looking_down_gui_1.md5anim
|
|
{
|
|
frame 1,10,18,29,37 sound npc_gui_button
|
|
}
|
|
anim mcc2_looking_down_gui_2 models/characters/marine_fatigues_mocap/looking_down_gui_2.md5anim
|
|
anim mcc2_looking_down_gui_3 models/characters/marine_fatigues_mocap/looking_down_gui_3.md5anim
|
|
{
|
|
frame 88,110,117 sound npc_gui_button
|
|
}
|
|
anim mcc2_idle_against_wall models/characters/marine_fatigues_mocap/idel_against_wall_arms_back.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_working_on_knee models/characters/marine_fatigues_mocap/working_on_knee.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_working_wall_panel models/characters/marine_fatigues_mocap/working_wall_panel.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_working_wall_panel_2 models/characters/marine_fatigues_mocap/working_wall_panel_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_working_wall_panel_3 models/characters/marine_fatigues_mocap/working_wall_panel_3.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc2_up_from_chair models/characters/marine_fatigues_mocap/mcc1_up_from_chair.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 34 sound mcc_chair_movement
|
|
}
|
|
anim mcc2_d_chamber_loop models/characters/marine_fatigues_mocap/mcc1_d_chamber_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc2_d_chamber_action models/characters/marine_fatigues_mocap/mcc1_d_chamber_action.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc2_reaction_seated_1 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_1.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_reaction_seated_2 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
}
|
|
|
|
anim mcc2_kane_reaction1 models/characters/marine_fatigues_mocap/kane_reaction_1.md5anim
|
|
anim mcc2_kane_reaction2 models/characters/marine_fatigues_mocap/kane_reaction_2.md5anim
|
|
anim mcc2_weaponless_walk_fast models/characters/marine_fatigues_mocap/weaponless_walk_fast.md5anim
|
|
anim mcc2_weaponless_walk_slow models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim
|
|
anim mcc2_walk models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim
|
|
anim mcc2_weaponless_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim
|
|
anim mcc2_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim
|
|
anim weaponless_idle_1 models/characters/marine_fatigues_mocap/weaponless_idle_1.md5anim
|
|
// anim weaponless_idle_2 models/characters/marine_fatigues_mocap/weaponless_idle_2.md5anim
|
|
|
|
anim mcc2_onbackworking_Nick_work models/characters/marine_fatigues_mocap/onbackworking_Nick.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_onbackworking_Nick_spark models/characters/marine_fatigues_mocap/onbackworking_Nick_spark.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 fx fx_spark l_wrist
|
|
}
|
|
anim mcc2_onbackworking_Zack_work models/characters/marine_fatigues_mocap/onbackworking_Zack.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_onbackworking_Zack_spark models/characters/marine_fatigues_mocap/onbackworking_Zack_spark.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_onbackworking_Zack_work_idle models/characters/marine_fatigues_mocap/onbackworking_Zack_work_idle.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_weld_loop models/characters/marine_fatigues_mocap/weld_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim mcc2_weld_loop_short_talk models/characters/marine_fatigues_mocap/weld_loop.md5anim //double check this one
|
|
{
|
|
ai_no_look
|
|
rate .05
|
|
}
|
|
anim mcc2_sit_sleeping models/characters/marine_fatigues_mocap/sit_sleeping.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_sarge_briefing_1 models/characters/marine_fatigues_mocap/sarge_briefing_1.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc2_sarge_briefing_2 models/characters/marine_fatigues_mocap/sarge_briefing_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc2_sarge_briefing_3 models/characters/marine_fatigues_mocap/sarge_briefing_3.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_sarge_briefing_4 models/characters/marine_fatigues_mocap/sarge_briefing_4.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc2_sarge_briefing_5 models/characters/marine_fatigues_mocap/sarge_briefing_5.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc2_sarge_briefing_6 models/characters/marine_fatigues_mocap/sarge_briefing_6.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc2_sarge_briefing_7 models/characters/marine_fatigues_mocap/sarge_briefing_7.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
|
|
anim mcc2_weaponless_point_front_fast models/characters/marine_fatigues_mocap/weaponless_point_front.md5anim
|
|
{
|
|
rate 2.5
|
|
}
|
|
|
|
anim mcc2_idle_sitting_1 models/characters/marine_fatigues_mocap/idle_sitting_1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc2_idle_sitting_2 models/characters/marine_fatigues_mocap/idle_sitting_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
anim idle_drinking_1 models/characters/marine_fatigues_mocap/drinking.md5anim
|
|
|
|
// MCC2 Briefing -----------------------------------------------------------------------------------------
|
|
|
|
anim mcc2_cin_strauss_talks2 models/characters/marine_fatigues_mocap/mcc2_cin_strauss_talks2.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_strauss_talks1 models/characters/marine_fatigues_mocap/mcc2_cin_strauss_talks1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_idle_strauss models/characters/marine_fatigues_mocap/mcc2_cin_idle_strauss.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_idle_sledge models/characters/marine_fatigues_mocap/mcc2_cin_idle_sledge.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_idle_rhodes models/characters/marine_fatigues_mocap/mcc2_cin_idle_rhodes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_idle_cortez models/characters/marine_fatigues_mocap/mcc2_cin_idle_cortez.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_idle_morris models/characters/marine_fatigues_mocap/mcc2_cin_idle_morris.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_morris_sits models/characters/marine_fatigues_mocap/mcc2_cin_morris_sits.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_morris_salutes models/characters/marine_fatigues_mocap/mcc2_cin_morris_salutes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 sound mcc_chair_movement
|
|
}
|
|
anim mcc2_cin_sledge_salutes models/characters/marine_fatigues_mocap/mcc2_cin_sledge_salutes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 sound mcc_chair_movement
|
|
}
|
|
|
|
anim mcc2_cin_cortez_salutes models/characters/marine_fatigues_mocap/mcc2_cin_cortez_salutes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 2 sound mcc_chair_movement
|
|
}
|
|
anim mcc2_cin_strauss_salutes models/characters/marine_fatigues_mocap/mcc2_cin_strauss_salutes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 7 sound mcc_chair_movement
|
|
}
|
|
anim mcc2_cin_rhodes_salutes models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_salutes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 12 sound mcc_chair_movement
|
|
}
|
|
anim mcc2_cin_morris_talks models/characters/marine_fatigues_mocap/mcc2_cin_morris_talks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_sledge_responds models/characters/marine_fatigues_mocap/mcc2_cin_sledge_responds.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_harper_talks models/characters/marine_fatigues_mocap/mcc2_cin_harper_talks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 16,37,55,74 sound npc_steps_default
|
|
}
|
|
anim mcc2_cin_harper_enters models/characters/marine_fatigues_mocap/mcc2_cin_harper_enters.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 10,25,40,54 sound npc_steps_default
|
|
}
|
|
anim mcc2_cin_sledge_escorts models/characters/marine_fatigues_mocap/mcc2_cin_sledge_escorts.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 32,48,65,82,101,132,314 sound npc_steps_default
|
|
}
|
|
anim mcc2_cin_cortez_stands models/characters/marine_fatigues_mocap/mcc2_cin_cortez_stands.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_morris_scolds models/characters/marine_fatigues_mocap/mcc2_cin_morris_scolds.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_rhodes_leans models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_leans.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 49 sound mcc_chair_movement
|
|
}
|
|
anim mcc2_cin_sledge_sits models/characters/marine_fatigues_mocap/mcc2_cin_sledge_sits.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_sledge_shot15 models/characters/marine_fatigues_mocap/mcc2_cin_sledge_shot15.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_cortez_shot12 models/characters/marine_fatigues_mocap/mcc2_cin_cortez_shot12.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_sledge_shot22 models/characters/marine_fatigues_mocap/mcc2_cin_sledge_shot22.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_rhodes_shot15 models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_shot15.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc2_cin_morris_idle_shot11 models/characters/marine_fatigues_mocap/mcc2_cin_morris_idle_shot11.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
anim mcc2_cin_camera_guy models/characters/marine_fatigues_mocap/mcc2_cin_camera_guy.md5anim
|
|
{
|
|
frame 1 call map_mcc_2::sledgeEscorts
|
|
frame 30 call map_mcc_2::openKane2Door
|
|
frame 318 call map_mcc_2::rhodesLeans
|
|
frame 321 call map_mcc_2::rhodesFace
|
|
frame 321 call map_mcc_2::sledge2sits
|
|
frame 468 call map_mcc_2::morris2Scolds
|
|
frame 504 call map_mcc_2::openHarper2Door
|
|
frame 519 call map_mcc_2::harper2Enters
|
|
frame 520 call map_mcc_2::cortez2Stands
|
|
frame 534 call map_mcc_2::marines2Salute
|
|
frame 538 call map_mcc_2::morrisSalute
|
|
frame 576 call map_mcc_2::harper2Talks
|
|
frame 775 call map_mcc_2::sledge2Responds
|
|
frame 802 call map_mcc_2::kane2Standing
|
|
frame 915 call map_mcc_2::marines2Idle
|
|
frame 915 call map_mcc_2::morrisIdle // play with frames
|
|
|
|
frame 943 call map_mcc_2::morrisShot11
|
|
|
|
frame 1149 call map_mcc_2::cortezShot12
|
|
|
|
frame 1206 call map_mcc_2::openTact2
|
|
frame 1118 call map_mcc_2::straussIdle
|
|
frame 1254 call map_mcc_2::tact2StartGui
|
|
frame 1274 call map_mcc_2::hideBriefingGuis
|
|
frame 1376 call map_mcc_2::showBriefingGuis
|
|
frame 1500 call map_mcc_2::hideBriefingGuis
|
|
frame 1738 call map_mcc_2::showBriefingGuis
|
|
frame 1752 call map_mcc_2::closeTact2
|
|
frame 1737 call map_mcc_2::strauss2Talks1
|
|
|
|
frame 1801 call map_mcc_2::rhodesShot15
|
|
|
|
frame 1803 call map_mcc_2::sledgeShot15
|
|
|
|
frame 1972 call map_mcc_2::rhodesIdle
|
|
|
|
frame 2188 call map_mcc_2::strauss2Talks2
|
|
frame 2440 call map_mcc_2::morris2Talks
|
|
frame 2445 call map_mcc_2::straussIdle
|
|
frame 2564 call map_mcc_2::harper2Chair
|
|
|
|
frame 2720 call map_mcc_2::sledgeShot22
|
|
|
|
frame 2992 call map_mcc_2::mcc2FadeOut
|
|
|
|
// audio
|
|
frame 396 call map_mcc_2::rhodes2Talk1
|
|
frame 472 call map_mcc_2::morris2Talk1
|
|
frame 506 call map_mcc_2::cortez2Talk1
|
|
frame 680 call map_mcc_2::harper2Talk1
|
|
frame 818 call map_mcc_2::sledge2Talk1
|
|
frame 887 call map_mcc_2::harper2Talk2
|
|
frame 930 call map_mcc_2::harper2Talk3
|
|
frame 1203 call map_mcc_2::harper2Talk4
|
|
frame 1327 call map_mcc_2::harper2Talk5
|
|
frame 1608 call map_mcc_2::harper2Talk6
|
|
frame 1646 call map_mcc_2::harper2Talk7
|
|
frame 1680 call map_mcc_2::harper2Talk8
|
|
frame 1735 call map_mcc_2::strauss2Talk1
|
|
frame 1805 call map_mcc_2::harper2Talk9
|
|
frame 2186 call map_mcc_2::harper2Talk10
|
|
frame 2284 call map_mcc_2::strauss2Talk2
|
|
frame 2445 call map_mcc_2::harper2Talk11
|
|
frame 2564 call map_mcc_2::morris2Talk2
|
|
// frame 2654 call map_mcc_2::morris2Talk3
|
|
frame 2671 call map_mcc_2::morris2Talk3
|
|
frame 2810 call map_mcc_2::pa2Talk1
|
|
frame 2938 call map_mcc_2::morris2Talk4
|
|
}
|
|
|
|
|
|
/***********************************************************************************************************************
|
|
*
|
|
* mcc3.def
|
|
*
|
|
*/
|
|
anim mcc3_thinking models/characters/marine_fatigues_mocap/thinking.md5anim
|
|
anim mcc3_sitting_working_consoles_1 models/characters/marine_fatigues_mocap/sitting_working_consoles_1.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 8,9,10,11,13,17,18,20,21,23,25,31,32,34,35,39,41 sound npc_gui_button
|
|
}
|
|
anim mcc3_sitting_working_consoles_2 models/characters/marine_fatigues_mocap/sitting_working_consoles_2.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 19 sound snd_gear
|
|
}
|
|
anim mcc3_sitting_working_consoles_3 models/characters/marine_fatigues_mocap/sitting_working_consoles_3.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 1,3,9,16,17,18,19,21,29,31,32,34,35,36,42,43,44 sound npc_gui_button
|
|
}
|
|
anim mcc3_sitting_working_consoles_4 models/characters/marine_fatigues_mocap/sitting_working_consoles_4.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 13,124 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_sitting_working_consoles_5 models/characters/marine_fatigues_mocap/sitting_working_consoles_5.md5anim
|
|
{
|
|
ai_no_look
|
|
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 1 sound npc_gui_button
|
|
frame 17,55 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_looking_down_gui_1 models/characters/marine_fatigues_mocap/looking_down_gui_1.md5anim
|
|
{
|
|
frame 1,10,18,29,37 sound npc_gui_button
|
|
}
|
|
anim mcc3_looking_down_gui_2 models/characters/marine_fatigues_mocap/looking_down_gui_2.md5anim
|
|
anim mcc3_looking_down_gui_3 models/characters/marine_fatigues_mocap/looking_down_gui_3.md5anim
|
|
{
|
|
frame 88,110,117 sound npc_gui_button
|
|
}
|
|
anim mcc3_idle_against_wall models/characters/marine_fatigues_mocap/idel_against_wall_arms_back.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_working_on_knee models/characters/marine_fatigues_mocap/working_on_knee.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_working_wall_panel models/characters/marine_fatigues_mocap/working_wall_panel.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_working_wall_panel_2 models/characters/marine_fatigues_mocap/working_wall_panel_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_working_wall_panel_3 models/characters/marine_fatigues_mocap/working_wall_panel_3.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
|
|
anim mcc3_mcc1_up_from_chair models/characters/marine_fatigues_mocap/mcc1_up_from_chair.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 34 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_d_chamber_loop models/characters/marine_fatigues_mocap/mcc1_d_chamber_loop.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_d_chamber_action models/characters/marine_fatigues_mocap/mcc1_d_chamber_action.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_reaction_seated_1 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_1.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_reaction_seated_2 models/characters/marine_fatigues_mocap/mcc1_reaction_seated_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
}
|
|
|
|
anim mcc3_kane_reaction1 models/characters/marine_fatigues_mocap/kane_reaction_1.md5anim
|
|
anim mcc3_kane_reaction2 models/characters/marine_fatigues_mocap/kane_reaction_2.md5anim
|
|
anim mcc3_weaponless_walk_fast models/characters/marine_fatigues_mocap/weaponless_walk_fast.md5anim
|
|
anim mcc3_weaponless_walk_slow models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim
|
|
anim mcc3_walk models/characters/marine_fatigues_mocap/weaponless_walk_slow.md5anim
|
|
anim mcc3_weaponless_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim
|
|
anim mcc3_run models/characters/marine_fatigues_mocap/weaponless_run.md5anim
|
|
anim mcc3_weaponless_idle_1 models/characters/marine_fatigues_mocap/weaponless_idle_1.md5anim
|
|
// anim weaponless_idle_2 models/characters/marine_fatigues_mocap/weaponless_idle_2.md5anim
|
|
|
|
anim mcc3_onbackworking_Nick_work models/characters/marine_fatigues_mocap/onbackworking_Nick.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_onbackworking_Nick_spark models/characters/marine_fatigues_mocap/onbackworking_Nick_spark.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 fx fx_spark l_wrist
|
|
}
|
|
anim mcc3_onbackworking_Zack_work models/characters/marine_fatigues_mocap/onbackworking_Zack.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_onbackworking_Zack_spark models/characters/marine_fatigues_mocap/onbackworking_Zack_spark.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_onbackworking_Zack_work_idle models/characters/marine_fatigues_mocap/onbackworking_Zack_work_idle.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_weld_loop models/characters/marine_fatigues_mocap/weld_loop.md5anim
|
|
{
|
|
ai_no_look
|
|
}
|
|
anim mcc3_weld_loop_short_talk models/characters/marine_fatigues_mocap/weld_loop.md5anim //double check this one
|
|
{
|
|
ai_no_look
|
|
rate .05
|
|
}
|
|
anim mcc3_sit_sleeping models/characters/marine_fatigues_mocap/sit_sleeping.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_sarge_briefing_1 models/characters/marine_fatigues_mocap/sarge_briefing_1.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_sarge_briefing_2 models/characters/marine_fatigues_mocap/sarge_briefing_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_sarge_briefing_3 models/characters/marine_fatigues_mocap/sarge_briefing_3.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_sarge_briefing_4 models/characters/marine_fatigues_mocap/sarge_briefing_4.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_sarge_briefing_5 models/characters/marine_fatigues_mocap/sarge_briefing_5.md5anim
|
|
{
|
|
ai_look_head_only
|
|
}
|
|
anim mcc3_sarge_briefing_6 models/characters/marine_fatigues_mocap/sarge_briefing_6.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_sarge_briefing_7 models/characters/marine_fatigues_mocap/sarge_briefing_7.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
|
|
anim mcc3_weaponless_point_front_fast models/characters/marine_fatigues_mocap/weaponless_point_front.md5anim
|
|
{
|
|
rate 2.5
|
|
}
|
|
|
|
anim mcc3_idle_sitting_1 models/characters/marine_fatigues_mocap/idle_sitting_1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
anim mcc3_idle_sitting_2 models/characters/marine_fatigues_mocap/idle_sitting_2.md5anim
|
|
{
|
|
ai_look_head_only
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
|
|
|
|
// Mcc1 Briefing Cinematic Animations
|
|
|
|
anim mcc3_cin_player_enters models/characters/marine_fatigues_mocap/mcc1_cin_player_enters.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_salute1 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 13 sound mcc_chair_movement
|
|
frame 163 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_salute2 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute2.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 21 sound mcc_chair_movement
|
|
frame 140 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_salute3 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute3.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 16 sound mcc_chair_movement
|
|
frame 161 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_salute4 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute4.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 6 sound mcc_chair_movement
|
|
frame 152 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_salute5 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute5.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 20 sound mcc_chair_movement
|
|
frame 150 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_salute6 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute6.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 40 sound mcc_chair_movement
|
|
frame 168 sound mcc_chair_movement
|
|
|
|
}
|
|
anim mcc3_cin_salute7 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute7.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 8 sound mcc_chair_movement
|
|
frame 155 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_salute8 models/characters/marine_fatigues_mocap/mcc1_cin_marine_salute8.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 10 sound mcc_chair_movement
|
|
frame 142 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_Morris_intro models/characters/marine_fatigues_mocap/mcc1_cin_morris_intro.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_rhodes_replies models/characters/marine_fatigues_mocap/mcc1_cin_rhodes_replies.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_Harper_enters1 models/characters/marine_fatigues_mocap/mcc1_cin_Harper_enters1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 15,28,42,56,72,86,100 footstep
|
|
}
|
|
anim mcc3_voss_enters1 models/characters/marine_fatigues_mocap/mcc1_cin_Voss_enters1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 9,23,38,51,67,79,95 footstep
|
|
}
|
|
anim mcc3_kane_sits models/characters/marine_fatigues_mocap/mcc1_cin_Kane_sits.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 7,20 footstep
|
|
frame 57 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_Harper_talks models/characters/marine_fatigues_mocap/mcc1_cin_Harper_starts_talking.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 9,27,42,60,75,105 footstep
|
|
frame 549 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_Voss_sits models/characters/marine_fatigues_mocap/mcc1_cin_Voss_sits.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 2,18,32,47,66,81,98,109 footstep
|
|
frame 130 sound mcc_chair_movement
|
|
}
|
|
|
|
anim mcc3_cin_voss_talks1 models/characters/marine_fatigues_mocap/mcc1_cin_voss_talks1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
anim mcc3_cin_strassa_talks models/characters/marine_fatigues_mocap/mcc1_cin_strassa_talks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
anim mcc3_cin_Player_reacts models/characters/marine_fatigues_mocap/mcc1_cin_Player_reacts.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_morris_reacts models/characters/marine_fatigues_mocap/mcc1_cin_morris_reacts.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle1 models/characters/marine_fatigues_mocap/mcc1_cin_idle1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle2 models/characters/marine_fatigues_mocap/mcc1_cin_idle2.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle3 models/characters/marine_fatigues_mocap/mcc1_cin_idle3.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle4 models/characters/marine_fatigues_mocap/mcc1_cin_idle4.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle5 models/characters/marine_fatigues_mocap/mcc1_cin_idle5.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle6 models/characters/marine_fatigues_mocap/mcc1_cin_idle6.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle7 models/characters/marine_fatigues_mocap/mcc1_cin_idle7.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle8 models/characters/marine_fatigues_mocap/mcc1_cin_idle8.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle9 models/characters/marine_fatigues_mocap/mcc1_cin_idle9.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle_rhodes models/characters/marine_fatigues_mocap/mcc1_cin_idle_rhodes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_anderson_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_anderson_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_sledge_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_sledge_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_cortez_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_cortez_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_strassa_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_strassa_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_rhodes_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_rhodes_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_bidwell_shot1 models/characters/marine_fatigues_mocap/mcc1_cin_bidwell_shot1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_harper_shot14 models/characters/marine_fatigues_mocap/mcc1_cin_harper_shot14.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_cortez_shot14 models/characters/marine_fatigues_mocap/mcc1_cin_cortez_shot14.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
|
|
anim mcc3_cin_harper_leaves models/characters/marine_fatigues_mocap/mcc1_cin_harper_leaves.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_voss_leaves models/characters/marine_fatigues_mocap/mcc1_cin_voss_leaves.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_rhodes_looks models/characters/marine_fatigues_mocap/mcc1_cin_cortez_looks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
anim mcc3_cin_camera_guy models/characters/marine_fatigues_mocap/mcc1_cin_camera_guy.md5anim
|
|
{
|
|
frame 48 call map_mcc_1::briefingPlayer
|
|
frame 180 call map_mcc_1::briefingThreeAnim
|
|
frame 189 call map_mcc_1::briefingAndersonAnim
|
|
frame 200 call map_mcc_1::briefingMorrisAnim
|
|
frame 215 call map_mcc_1::briefingSledgeCortezAnim
|
|
frame 320 call map_mcc_1::briefingAllIdle
|
|
frame 320 call map_mcc_1::briefingKaneSits // new
|
|
frame 345 call map_mcc_1::briefingMorris1 // new frame change
|
|
frame 383 call map_mcc_1::briefingRhodes1
|
|
frame 430 call map_mcc_1::briefingVossHarperDoor
|
|
frame 442 call map_mcc_1::briefingCortez1 // new
|
|
frame 451 call map_mcc_1::briefingVossHarperEnter
|
|
frame 452 call map_mcc_1::briefingAllSalute
|
|
frame 556 call map_mcc_1::briefingVossHarperAnims
|
|
frame 557 call map_mcc_1::briefingHarper1 // new frame change (1 frame earlier)
|
|
frame 620 call map_mcc_1::briefingHarper2 // new frame change (1 frame earlier)
|
|
frame 645 call map_mcc_1::briefingVossSitsChair
|
|
frame 755 call map_mcc_1::idleRhodes
|
|
frame 757 call map_mcc_1::showMakron
|
|
frame 798 call map_mcc_1::briefingHarper3 // new frame change (5 frames later)
|
|
frame 962 call map_mcc_1::hideMakron
|
|
frame 950 call map_mcc_1::briefingVossAnim
|
|
frame 950 call map_mcc_1::briefingVossTalksChair
|
|
frame 1088 call map_mcc_1::briefingHarperSitsChair
|
|
|
|
frame 1153 call map_mcc_1::harperIdle
|
|
|
|
frame 1156 call map_mcc_1::briefingVoss1 // new frame change (3 frames later)
|
|
|
|
frame 1454 call map_mcc_1::harperCortezReact
|
|
frame 1464 call map_mcc_1::briefingTableOpen // new frame change
|
|
frame 1511 call map_mcc_1::briefingStartGui // new frame change
|
|
frame 1498 call map_mcc_1::briefingVoss2 // new frame change
|
|
frame 1561 call map_mcc_1::hideBriefingGuis // new frame change
|
|
frame 1624 call map_mcc_1::briefingVoss3 // new frame change
|
|
frame 1795 call map_mcc_1::briefingVoss4 // new frame change
|
|
frame 1940 call map_mcc_1::showBriefingGuis // new frame change
|
|
frame 1940 call map_mcc_1::briefingTableClose // new frame change
|
|
|
|
frame 1962 call map_mcc_1::briefingVoss5 // new frame change
|
|
// frame 2303 call map_mcc_1::briefingKaneReaction
|
|
frame 2362 call map_mcc_1::briefingStrassa1 // new frame change
|
|
frame 2359 call map_mcc_1::briefingStrassa2 // new frame change
|
|
frame 2406 call map_mcc_1::briefingVossLeaves // new frame change
|
|
frame 2408 call map_mcc_1::briefingVoss6 // new frame change
|
|
frame 2485 call map_mcc_1::briefingHarperLeaves // new frame change
|
|
frame 2520 call map_mcc_1::briefingVoss7 // new frame change
|
|
// frame 2526 call map_mcc_1::briefingHarperLeavesChair // new 134 frames later
|
|
frame 2485 call map_mcc_1::briefingHarperLeavesChair // new 134 frames later
|
|
// frame 2584 call map_mcc_1::briefingMorrisReacts // new 134 frames later
|
|
frame 2662 call map_mcc_1::mcc2FadeOut // new 2 seconds before the last frame
|
|
}
|
|
|
|
// Mcc2 Briefing Cinematic Animations
|
|
|
|
anim mcc3_cin_strauss_talks2 models/characters/marine_fatigues_mocap/mcc2_cin_strauss_talks2.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_strauss_talks1 models/characters/marine_fatigues_mocap/mcc2_cin_strauss_talks1.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle_strauss models/characters/marine_fatigues_mocap/mcc2_cin_idle_strauss.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle_sledge models/characters/marine_fatigues_mocap/mcc2_cin_idle_sledge.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle_cortez models/characters/marine_fatigues_mocap/mcc2_cin_idle_cortez.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_idle_morris models/characters/marine_fatigues_mocap/mcc2_cin_idle_morris.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_morris_sits models/characters/marine_fatigues_mocap/mcc2_cin_morris_sits.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_morris_salutes models/characters/marine_fatigues_mocap/mcc2_cin_morris_salutes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_sledge_salutes models/characters/marine_fatigues_mocap/mcc2_cin_sledge_salutes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 1 sound mcc_chair_movement
|
|
}
|
|
|
|
anim mcc3_cin_cortez_salutes models/characters/marine_fatigues_mocap/mcc2_cin_cortez_salutes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 2 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_strauss_salutes models/characters/marine_fatigues_mocap/mcc2_cin_strauss_salutes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 7 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_rhodes_salutes models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_salutes.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 12 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_morris_talks models/characters/marine_fatigues_mocap/mcc2_cin_morris_talks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_sledge_responds models/characters/marine_fatigues_mocap/mcc2_cin_sledge_responds.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_harper_talks models/characters/marine_fatigues_mocap/mcc2_cin_harper_talks.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 16,37,55,74 footstep
|
|
}
|
|
anim mcc3_cin_harper_enters models/characters/marine_fatigues_mocap/mcc2_cin_harper_enters.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 10,25,40,54 footstep
|
|
}
|
|
anim mcc3_cin_sledge_escorts models/characters/marine_fatigues_mocap/mcc2_cin_sledge_escorts.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 32,48,65,82,101,132,314 footstep
|
|
}
|
|
anim mcc3_cin_cortez_stands models/characters/marine_fatigues_mocap/mcc2_cin_cortez_stands.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_morris_scolds models/characters/marine_fatigues_mocap/mcc2_cin_morris_scolds.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_rhodes_leans models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_leans.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
frame 49 sound mcc_chair_movement
|
|
}
|
|
anim mcc3_cin_sledge_sits models/characters/marine_fatigues_mocap/mcc2_cin_sledge_sits.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_sledge_shot15 models/characters/marine_fatigues_mocap/mcc2_cin_sledge_shot15.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_cortez_shot12 models/characters/marine_fatigues_mocap/mcc2_cin_cortez_shot12.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_sledge_shot22 models/characters/marine_fatigues_mocap/mcc2_cin_sledge_shot22.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_rhodes_shot15 models/characters/marine_fatigues_mocap/mcc2_cin_rhodes_shot15.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
anim mcc3_cin_morris_idle_shot11 models/characters/marine_fatigues_mocap/mcc2_cin_morris_idle_shot11.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 disableClip
|
|
}
|
|
|
|
}
|
|
|
|
|
|
entityDef aref_char_marine_fatigues
|
|
{
|
|
"inherit1" "char_marine_fatigues"
|
|
"editor_menu" "char"
|
|
"sg_category" "None"
|
|
"model" "model_aref_char_marine_fatigues"
|
|
}
|
|
|
|
model model_aref_monster_berserker
|
|
{
|
|
inherit model_monster_q4x_berserker
|
|
/**
|
|
*
|
|
* Waste
|
|
*
|
|
*/
|
|
/*
|
|
// Animation does not exist.
|
|
anim waste_jump models/monsters/berserker/waste_jump.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
|
|
frame 7 sound snd_growl
|
|
frame 28 sound generic_creature_fall_small
|
|
frame 34 sound snd_gear
|
|
|
|
frame 41 enableClip
|
|
frame 41 enableGravity
|
|
}
|
|
*/
|
|
}
|
|
|
|
entityDef aref_monster_berserker
|
|
{
|
|
"inherit1" "monster_q4x_berserker"
|
|
"editor_menu" "char"
|
|
"sg_category" "None"
|
|
"model" "model_aref_monster_berserker"
|
|
}
|
|
|
|
model model_aref_monster_grunt
|
|
{
|
|
inherit model_monster_q4x_grunt
|
|
|
|
/**
|
|
*
|
|
* airdefense.def
|
|
*
|
|
*/
|
|
anim ad_jump models/monsters/grunt/ad_jump.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 3,44 sound snd_wiff
|
|
frame 5 sound snd_fall_special
|
|
frame 19 sound snd_anger
|
|
frame 41 enableClip
|
|
frame 42 call map_airdefense1::gruntBlasted
|
|
frame 49 sound snd_pain
|
|
}
|
|
anim ad_grunt_drags models/monsters/grunt/ad_grunt_drags.md5anim
|
|
{
|
|
frame 13,26,38,47,58,69 footstep
|
|
frame 3,35,56 sound snd_breathe
|
|
}
|
|
anim ad_bustin_pipes models/monsters/grunt/ad_bustin_pipes.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 3 sound snd_pipe_bust
|
|
frame 8 sound snd_rush
|
|
frame 21,29,60 sound snd_breathe
|
|
frame 42 sound snd_wiff
|
|
frame 6 call map_airdefense1::playerKnockback
|
|
frame 65 enableClip
|
|
}
|
|
|
|
|
|
/**
|
|
*
|
|
* airdefense.def
|
|
*
|
|
*/
|
|
anim building_b models/monsters/grunt/building_b.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 10 fx fx_swipe rt_wrist
|
|
frame 10 fx fx_swipe lft_wrist
|
|
frame 11 fx fx_crack_glass1 rt_wrist
|
|
frame 10 sound snd_alert
|
|
frame 11 sound snd_music_stinger
|
|
frame 12 call gruntFunctions::SmashGlassBody
|
|
frame 85 sound snd_growl
|
|
frame 12,89 sound snd_glass_hit
|
|
frame 88 call gruntFunctions::SmashGlassRightHand
|
|
}
|
|
anim bldb_attack_mar models/monsters/grunt/attack_mar.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 10 sound snd_music_stinger
|
|
frame 11,41 sound snd_fall
|
|
frame 33 sound snd_anger
|
|
frame 70,81,100,111,118 footstep
|
|
frame 118 enableGravity
|
|
frame 118 enableClip
|
|
}
|
|
anim bldb_body_digging models/monsters/grunt/body_digging.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 1 event show
|
|
frame 10 fx fx_bloodburst rt_wrist
|
|
frame 40 fx fx_bloodburst jaw
|
|
frame 2,11 sound snd_feeding
|
|
frame 23 sound snd_breathe
|
|
}
|
|
|
|
anim bldb_jump_building_b models/monsters/grunt/jump_building_b.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 1 disableGravity
|
|
frame 30 ai_enablePain
|
|
frame 30 enableGravity
|
|
}
|
|
anim bldb_slamming_mar_glass models/monsters/grunt/slamming_mar_glass.md5anim
|
|
{
|
|
frame 96 sound snd_synth_high
|
|
frame 99,128,147,221,260,273,299,316,326 sound snd_breathe
|
|
frame 102,115,129,140,152,195,200,398,410 footstep
|
|
frame 162 sound snd_rush
|
|
// frame 347 sound snd_anger
|
|
frame 315 sound snd_anger
|
|
|
|
frame 211 sound snd_crack_glass
|
|
}
|
|
|
|
|
|
/**
|
|
*
|
|
* dispersal.def
|
|
*
|
|
*/
|
|
anim disp_chainlink_idle models/monsters/grunt/chainlink_idle.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 ai_disablePain
|
|
}
|
|
// jshepard September 04: is this busted? It just might be.
|
|
anim disp_nav_leap models/monsters/grunt/stair_jump.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 1 disableClip
|
|
// frame 1 object_call frame_setfly
|
|
// frame 25 sound snd_fall_special
|
|
// frame 30 sound snd_breathe
|
|
frame 6 sound snd_alert
|
|
// frame 50 event stopNavJump
|
|
// frame 43 enableClip
|
|
}
|
|
anim disp_body_digging models/monsters/grunt/body_digging.md5anim
|
|
{
|
|
|
|
rate 1.4
|
|
frame 1 ai_disablePain
|
|
frame 1 event show
|
|
frame 10 fx fx_bloodburst rt_wrist
|
|
frame 40 fx fx_bloodburst jaw
|
|
frame 2,11 sound snd_feeding
|
|
frame 23 sound snd_breathe
|
|
}
|
|
anim disp_nav_short_leap models/monsters/grunt/jump_attack.md5anim
|
|
{ // same as jump, above.
|
|
frame 1 ai_disablePain
|
|
// frame 1 object_call frame_setfly
|
|
frame 8 sound snd_alert
|
|
frame 29 sound snd_growl
|
|
// frame 60 event stopNavJump
|
|
}
|
|
|
|
anim disp_nav_down_leap models/monsters/grunt/jumps_through.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 1 disableClip
|
|
// frame 1 object_call frame_setfly
|
|
frame 15 enableClip
|
|
}
|
|
anim disp_stair_idle models/monsters/grunt/stair_idle.md5anim
|
|
anim disp_stair_jump models/monsters/grunt/stair_jump.md5anim
|
|
|
|
anim disp_stair_land models/monsters/grunt/stair_land.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 3 sound snd_fall_special
|
|
frame 9 sound snd_breathe
|
|
}
|
|
// anim disp_stair_jump2 models/monsters/grunt/stair_jump02.md5anim
|
|
// {
|
|
// frame 1 ai_disablePain
|
|
// frame 22 sound snd_fall_special
|
|
// frame 1 sound snd_breathe
|
|
// frame 6 sound snd_alert
|
|
// }
|
|
anim disp_jumps_through models/monsters/grunt/jumps_through.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 19 sound snd_fall_special
|
|
frame 1 sound snd_breathe
|
|
frame 11 sound snd_alert
|
|
}
|
|
anim disp_chainlink models/monsters/grunt/chainlink.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 1 ai_disablePain
|
|
frame 7 event show
|
|
frame 1 disableClip
|
|
frame 1 sound snd_music_chainlink
|
|
frame 3 trigger chasmdoor1
|
|
frame 29 sound snd_growl
|
|
frame 38 sound snd_fence_land
|
|
frame 41 trigger env_dispersal_fence_1
|
|
frame 77,84,89,93,116 sound snd_fence_climb
|
|
frame 117 sound snd_jump
|
|
frame 63 sound snd_alert
|
|
frame 97 sound snd_fence_break
|
|
// frame 97 trigger env_dispersal_ceiling_panel_1
|
|
frame 97 call gruntFunctions::StartCeilingAnim
|
|
frame 12,22 sound snd_footstep
|
|
frame 136 enableClip
|
|
frame 139 sound snd_fall_special
|
|
frame 149 fx fx_camerashake
|
|
}
|
|
|
|
/**
|
|
*
|
|
* mcc1.def
|
|
*
|
|
*/
|
|
anim mcc1_exam_table models/monsters/Grunt/exam_table.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
}
|
|
|
|
|
|
/**
|
|
*
|
|
* putra
|
|
*
|
|
*/
|
|
/*
|
|
//Anims do not exist
|
|
|
|
anim putra_chain_grunt_up models/monsters/grunt/chain_grunt_up.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 105 enableClip
|
|
frame 105 enableGravity
|
|
|
|
}
|
|
|
|
anim putra_chain_grunt_down models/monsters/grunt/chain_grunt_down.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
}
|
|
*/
|
|
|
|
/**
|
|
*
|
|
* recomp
|
|
*
|
|
*/
|
|
anim recomp_jump models/monsters/grunt/recomp_pipe.md5anim
|
|
{
|
|
//leaping
|
|
frame 1 disableGravity
|
|
frame 1 disableClip
|
|
frame 1 ai_disablePain
|
|
frame 1 sound_voice snd_alert
|
|
|
|
//hitting the pipe (har har har)
|
|
frame 19 sound snd_pipebend
|
|
|
|
//the ground
|
|
frame 43 sound snd_fall_special
|
|
//all done
|
|
frame 43 enableGravity
|
|
frame 43 enableClip
|
|
}
|
|
|
|
anim recomp_grunt_drags models/monsters/grunt/ad_grunt_drags.md5anim
|
|
{
|
|
frame 13,26,38,47,58,69 footstep
|
|
frame 3,35,56 sound snd_breathe
|
|
}
|
|
|
|
/**
|
|
*
|
|
* storage
|
|
*
|
|
*/
|
|
anim stor_rubble_idle models/monsters/grunt/storage_rubble_idle.md5anim
|
|
anim stor_rubble models/monsters/grunt/storage_rubble.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 1 ai_disableDamage
|
|
frame 1 sound_voice snd_breathe
|
|
frame 15 sound_voice snd_anger
|
|
frame 16 sound storage_grunt_grate_clang
|
|
frame 19 sound generic_rock_impact_large
|
|
frame 17 sound effects_debris_heavy
|
|
frame 18,20,22 sound generic_rock_impact_small
|
|
frame 21 sound effects_debris_light
|
|
frame 35 ai_enablePain
|
|
frame 35 ai_enableDamage
|
|
}
|
|
anim stor_stepped_on models/monsters/grunt/storage_stepped_on.md5anim
|
|
{
|
|
//shot in the head
|
|
frame 33 fx fx_gib head
|
|
}
|
|
|
|
anim stor_droppod_crash_slow models/monsters/grunt/droppod_crash.md5anim
|
|
{
|
|
rate .5
|
|
frame 1 disableClip
|
|
frame 1 disableGravity
|
|
frame 40 call map_storage1::gruntGrowl
|
|
}
|
|
|
|
/**
|
|
*
|
|
* tram1.def
|
|
*
|
|
*/
|
|
anim tram1_grunt_intro models/monsters/grunt/tram1_grunt_intro.md5anim
|
|
{
|
|
frame 12 sound snd_growl
|
|
rate 1.1
|
|
}
|
|
|
|
}
|
|
|
|
|
|
entityDef aref_monster_grunt
|
|
{
|
|
"inherit1" "monster_q4x_grunt"
|
|
"editor_menu" "char"
|
|
"sg_category" "None"
|
|
"model" "model_aref_monster_grunt"
|
|
}
|
|
|
|
|
|
model model_aref_monster_gunner
|
|
{
|
|
inherit model_monster_q4x_gunner
|
|
|
|
/**
|
|
*
|
|
* hangar 1
|
|
*
|
|
*/
|
|
|
|
// Gunner Intro -----------------------------------------------------------------------------------------
|
|
anim hg1_gunner_intro models/monsters/gunner/gunner_intro.md5anim
|
|
{
|
|
frame 2,16,39,46,61,77,92,111 sound snd_servo
|
|
frame 11,22 sound guisound_beep2
|
|
frame 38 sound snd_breathe
|
|
frame 70,86,98 footstep
|
|
frame 55 sound snd_growl
|
|
frame 96 sound snd_intro_yell
|
|
frame 105 sound snd_grenade_prepare
|
|
|
|
frame 143 ai_attack hangar1 muzzle
|
|
frame 143 fx fx_grenade_flash muzzle
|
|
frame 143 sound_weapon snd_grenade_launch
|
|
|
|
frame 156 call map_hangar1::feedGunnerBackup
|
|
|
|
frame 201 call map_hangar1::spawnPlayer
|
|
}
|
|
}
|
|
|
|
entityDef aref_monster_gunner
|
|
{
|
|
"inherit1" "monster_q4x_gunner"
|
|
"editor_menu" "char"
|
|
"sg_category" "None"
|
|
"model" "model_aref_monster_gunner"
|
|
}
|
|
|
|
|
|
model model_aref_monster_lttank
|
|
{
|
|
inherit model_monster_q4x_lt_tank
|
|
|
|
/**
|
|
*
|
|
* recomp.def
|
|
*
|
|
*/
|
|
|
|
anim recomp_cinematic_lttank models/monsters/lt_tank/recomp_lttank_cinematic.md5anim
|
|
{
|
|
frame 67 sound snd_victory
|
|
frame 117,155 sound snd_growl
|
|
frame 119,152 sound snd_mace_swing
|
|
frame 122,154 sound lt_tank_mace_impact
|
|
frame 121,155 sound generic_barrel_impact
|
|
|
|
}
|
|
}
|
|
|
|
entityDef aref_monster_lt_tank
|
|
{
|
|
"inherit1" "monster_q4x_lt_tank"
|
|
"editor_menu" "char"
|
|
"sg_category" "None"
|
|
"model" "model_aref_monster_lttank"
|
|
}
|
|
|
|
model model_aref_monster_hhtank
|
|
{
|
|
inherit model_monster_q4x_big_heavy_hovertank
|
|
}
|
|
|
|
entityDef aref_monster_lt_tank
|
|
{
|
|
"inherit1" "monster_q4x_hh_tank"
|
|
"editor_menu" "char"
|
|
"sg_category" "None"
|
|
"model" "model_aref_monster_hhtank"
|
|
}
|
|
|
|
|
|
model model_aref_monster_scientist
|
|
{
|
|
//There is no q4x scientist
|
|
inherit model_monster_scientist
|
|
|
|
|
|
anim medlabs_anderson_cin models/monsters/scientist/anderson_cin_medlabs.md5anim
|
|
{
|
|
ai_no_look
|
|
frame 65,430,478,533,793 sound snd_voice
|
|
frame 463,605,616,622,653,665 sound snd_weapons
|
|
frame 465 sound berserker_blade_slice
|
|
frame 563 sound snd_saw
|
|
frame 566,616,645 sound snd_cut
|
|
frame 571 fx fx_chop blade_joint
|
|
frame 610, 618 call map_medlabs::splatter_1
|
|
frame 648 call map_medlabs::splatter_2
|
|
}
|
|
}
|
|
|
|
|
|
entityDef aref_monster_scientist
|
|
{
|
|
"inherit1" "monster_scientist"
|
|
"editor_menu" "char"
|
|
"sg_category" "None"
|
|
"model" "model_aref_monster_scientist"
|
|
}
|
|
|
|
|
|
|
|
model model_aref_monster_strogg_marine
|
|
{
|
|
inherit model_monster_q4x_strogg_marine
|
|
|
|
/**
|
|
*
|
|
* mcc1
|
|
*
|
|
*/
|
|
anim mcc1_exam_table models/monsters/strogg_marine/exam_table.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
}
|
|
|
|
/**
|
|
*
|
|
* remcomp
|
|
*
|
|
*/
|
|
anim recomp_cinematic_strogg_marine models/monsters/strogg_marine/recomp_strogg_cinematic.md5anim
|
|
{
|
|
frame 1 disableClip
|
|
frame 124 fx fx_blood forhead
|
|
}
|
|
|
|
//STROGG MARINE BLASTER ANIMS
|
|
//COPIED FROM THE MAIN DEF FILE
|
|
anim range_attack1_start models/monsters/q4x_strogg_marine/fire3_start.md5anim
|
|
{
|
|
frame 1 sound snd_ready_weapon
|
|
frame 4 footstep
|
|
}
|
|
anim range_attack1_loop models/monsters/q4x_strogg_marine/fire3_loop.md5anim
|
|
{
|
|
rate 2
|
|
frame 1 ai_attack base muzzle
|
|
frame 1 fx fx_blaster_muzzleflash muzzle
|
|
frame 1 sound_weapon snd_weapon_fire
|
|
}
|
|
anim range_attack1_end models/monsters/q4x_strogg_marine/fire3_end.md5anim
|
|
|
|
anim range_attack2_start models/monsters/q4x_strogg_marine/fire4_start.md5anim
|
|
{
|
|
frame 1 sound snd_ready_weapon
|
|
frame 4 footstep
|
|
}
|
|
anim range_attack2_loop models/monsters/q4x_strogg_marine/fire4_loop.md5anim
|
|
{
|
|
rate 2
|
|
frame 1 ai_attack base muzzle
|
|
frame 1 fx fx_blaster_muzzleflash muzzle
|
|
frame 1 sound_weapon snd_weapon_fire
|
|
}
|
|
anim range_attack2_end models/monsters/q4x_strogg_marine/fire4_end.md5anim
|
|
|
|
// anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso2.md5anim
|
|
anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso.md5anim
|
|
{
|
|
rate 2
|
|
frame 1 ai_attack base muzzle
|
|
frame 1 fx fx_blaster_muzzleflash muzzle
|
|
frame 1 sound_weapon snd_weapon_fire
|
|
}
|
|
|
|
anim range_attack_torso_back models/monsters/q4x_strogg_marine/runbackfire_torso.md5anim
|
|
{
|
|
rate 2
|
|
frame 1 ai_attack base muzzle
|
|
frame 1 fx fx_blaster_muzzleflash muzzle
|
|
frame 1 sound_weapon snd_weapon_fire
|
|
}
|
|
|
|
anim range_attack_torso_right models/monsters/q4x_strogg_marine/run_right_attack_upper.md5anim
|
|
{
|
|
rate 2
|
|
frame 1 ai_attack base muzzle
|
|
frame 1 fx fx_blaster_muzzleflash muzzle
|
|
frame 1 sound_weapon snd_weapon_fire
|
|
}
|
|
anim range_attack_torso_left models/monsters/q4x_strogg_marine/run_left_attack_upper.md5anim
|
|
{
|
|
rate 2
|
|
frame 1 ai_attack base muzzle
|
|
frame 1 fx fx_blaster_muzzleflash muzzle
|
|
frame 1 sound_weapon snd_weapon_fire
|
|
}
|
|
|
|
//FIXME: only here due to scripting/trigger_anim usage!
|
|
anim shuffle_right models/monsters/q4x_strogg_marine/dodge_right2.md5anim
|
|
|
|
|
|
// UNIQUE TO BLASTER
|
|
anim angry2 models/monsters/q4x_strogg_marine/scream.md5anim
|
|
{
|
|
frame 5 sound snd_growl
|
|
}
|
|
anim angry models/monsters/q4x_strogg_marine/angry1.md5anim
|
|
{
|
|
frame 5 sound snd_growl
|
|
}
|
|
|
|
|
|
anim evade_right models/monsters/q4x_strogg_marine/sidestep_right.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 3 sound snd_jump
|
|
frame 8 sound snd_gear
|
|
frame 11,14 footstep
|
|
}
|
|
anim evade_left models/monsters/q4x_strogg_marine/sidestep_left.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 3 sound snd_gear
|
|
frame 8,13 footstep
|
|
}
|
|
|
|
anim evade_right_long models/monsters/q4x_strogg_marine/attackPoint_right.md5anim
|
|
{ // This isn't an evade.
|
|
// frame 22,25,28,30 ai_attack base muzzle
|
|
// frame 22,25,28,30 fx fx_blaster_muzzleflash muzzle
|
|
// frame 22,25,28,30 sound_weapon snd_weapon_fire
|
|
}
|
|
anim evade_left_long models/monsters/q4x_strogg_marine/attackPoint_left.md5anim
|
|
{ // This isn't an evade.
|
|
// frame 22,25,28,30 ai_attack base muzzle
|
|
// frame 22,25,28,30 fx fx_blaster_muzzleflash muzzle
|
|
// frame 22,25,28,30 sound_weapon snd_weapon_fire
|
|
}
|
|
|
|
|
|
///MMGUN STROGG ANIMS
|
|
//COPIED FROM THE MAIN DEF FILE
|
|
anim jump_back models/monsters/q4x_strogg_marine/step_back.md5anim
|
|
{
|
|
frame 3 sound snd_jump
|
|
frame 8 sound snd_gear
|
|
frame 11,14 footstep
|
|
frame 21,22,23 ai_attack base muzzle
|
|
frame 21,22,23 fx fx_blaster_muzzleflash muzzle
|
|
frame 21,22,23 sound_weapon snd_weapon_fire
|
|
}
|
|
|
|
// UNIQUE TO MGUN
|
|
|
|
anim sprayleft_start models/monsters/q4x_strogg_marine/sprayleft_start.md5anim
|
|
{
|
|
frame 1 sound snd_ready_weapon
|
|
frame 5 footstep
|
|
}
|
|
anim sprayleft_sweep models/monsters/q4x_strogg_marine/sprayleft_sweep.md5anim
|
|
{
|
|
frame 1,3,5,7,9,11,13 ai_attack jointDir muzzle
|
|
frame 1,3,5,7,9,11,13 fx fx_blaster_muzzleflash muzzle
|
|
frame 1,3,5,7,9,11,13 sound_weapon snd_weapon_fire
|
|
}
|
|
anim sprayleft_end models/monsters/q4x_strogg_marine/sprayleft_end.md5anim
|
|
{
|
|
frame 5 footstep
|
|
}
|
|
|
|
anim sprayright_start models/monsters/q4x_strogg_marine/sprayright_start.md5anim
|
|
{
|
|
frame 1 sound snd_ready_weapon
|
|
frame 4 footstep
|
|
}
|
|
anim sprayright_sweep models/monsters/q4x_strogg_marine/sprayright_sweep.md5anim
|
|
{
|
|
frame 1,2,3,4,5,6,7,8,9,10,11,12,13 ai_attack jointDir muzzle
|
|
frame 1,2,3,4,5,6,7,8,9,10,11,12,13 fx fx_blaster_muzzleflash muzzle
|
|
frame 1,2,3,4,5,6,7,8,9,10,11,12,13 sound_weapon snd_weapon_fire
|
|
}
|
|
anim sprayright_end models/monsters/q4x_strogg_marine/sprayright_end.md5anim
|
|
{
|
|
frame 8 footstep
|
|
}
|
|
|
|
//anim dodge_right models/monsters/q4x_strogg_marine/dodge_right.md5anim
|
|
//anim dodge_left models/monsters/q4x_strogg_marine/dodge_left.md5anim
|
|
|
|
|
|
//SGUN - COPIED FROM DEF FILE
|
|
//UNIQUE TO SGUN
|
|
anim shuffle_left models/monsters/q4x_strogg_marine/dodge_left2.md5anim
|
|
|
|
anim shotgun_range_attack models/monsters/q4x_strogg_marine/attack_shotgun_new.md5anim
|
|
{
|
|
rate 1.5
|
|
frame 8 footstep
|
|
frame 18 ai_attack base muzzle
|
|
frame 18 fx fx_blaster_muzzleflash muzzle
|
|
frame 18 sound_weapon snd_weapon_fire
|
|
frame 30 sound snd_ready_weapon
|
|
}
|
|
|
|
anim shotgun_crouch_range_attack models/monsters/q4x_strogg_marine/crouch_shotgun.md5anim
|
|
{
|
|
rate 1.5
|
|
frame 4 footstep
|
|
frame 8 sound snd_gear
|
|
frame 10 ai_attack base muzzle
|
|
frame 10 fx fx_blaster_muzzleflash muzzle
|
|
frame 10 sound_weapon snd_weapon_fire
|
|
frame 16 sound snd_ready_weapon
|
|
}
|
|
|
|
anim ai_leap models/monsters/q4x_strogg_marine/leap.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 2 sound snd_gear
|
|
frame 5 sound snd_grunt
|
|
frame 11,14 footstep
|
|
}
|
|
|
|
anim dive_turn models/monsters/q4x_strogg_marine/dive_roll.md5anim
|
|
{
|
|
frame 1 ai_disablePain
|
|
frame 2 sound snd_grunt
|
|
frame 4,8,17,22 sound snd_gear
|
|
frame 10,20,22 footstep
|
|
}
|
|
}
|
|
|
|
|
|
entityDef aref_monster_strogg_marine
|
|
{
|
|
"inherit1" "monster_q4x_strogg_marine"
|
|
"editor_menu" "char"
|
|
"sg_category" "None"
|
|
"model" "model_aref_monster_strogg_marine"
|
|
}
|
|
|
|
|
|
model model_aref_monster_tactical
|
|
{
|
|
inherit model_monster_q4x_tactical
|
|
|
|
}
|
|
|
|
|
|
entityDef aref_monster_tactical
|
|
{
|
|
"inherit1" "monster_q4x_tactical"
|
|
"editor_menu" "char"
|
|
"sg_category" "None"
|
|
"model" "model_aref_monster_tactical"
|
|
}
|
|
|