mirror of
https://github.com/jmarshall23/Quake_4_Alpha.git
synced 2026-08-16 08:11:22 +02:00
1124 lines
29 KiB
Modula-2
1124 lines
29 KiB
Modula-2
//--------------------------------------------------------------------------------------------------------------------
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// Custom anims go here
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//--------------------------------------------------------------------------------------------------------------------
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model model_prison_marine
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{
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inherit model_char_q4x_marine
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anim floating_tube models/monsters/tactical/floating_tube.md5anim
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// Scripted Stands/Crouches--------------------------------------------------------------------------------------
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anim crouch_to_stand_scripted models/characters/marine/knee_to_idle.md5anim
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anim stand_to_crouch_scripted models/characters/marine/drop_to_knee.md5anim
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// medic treating fallen marine, copied from air defense
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anim and_stimpack2a models/characters/marine/and_stimpack2a.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 8,18,27 footstep
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frame 270 attachment_show medic_vaccinegun
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frame 303 sound med_gun_heal
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frame 470 enableClip
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frame 470 attachment_hide medic_vaccinegun
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}
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anim and_stimpack2a_loop models/characters/marine/and_stimpack2a_loop.md5anim
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{
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ai_no_look
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}
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// fallen marine
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anim 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 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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// need to copy these anims from the base marine class eventually
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/*
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anim prison_glass models/characters/marine/prison_glass.md5anim
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{
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frame 1 disableClip
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frame 2 sound glass_break_medlabs_tube
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frame 9 sound player_jump_land_hard
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}
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anim prison_glass_idle models/characters/marine/prison_glass_idle.md5anim
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{
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frame 1 disableClip
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}
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*/
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}
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//--------------------------------------------------------------------------------------------------------------------
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// Entity Defs
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//--------------------------------------------------------------------------------------------------------------------
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entityDef char_marine_prison
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{
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"inherit1" "char_q4x_marine"
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"inherit2" "char_marine_prison1_dialog"
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"model" "model_prison_marine"
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"editor_menu" "char_npc_q4x_prison1"
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"editor_usage" "Custom marine for prison"
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}
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entityDef char_marine_prison_shotgun
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{
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"inherit1" "char_q4x_marine_shotgun"
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"inherit2" "char_marine_prison1_dialog"
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"model" "model_prison_marine"
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"editor_menu" "char_npc_q4x_prison1"
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"editor_usage" "Custom marine (with shotgun) for prison"
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}
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entityDef char_marine_prison_tech
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{
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"inherit1" "char_q4x_marine_tech"
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"inherit2" "char_marine_prison1_dialog"
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"model" "model_prison_marine_tech"
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"editor_menu" "char_npc_q4x_prison1"
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"editor_usage" "Custom marine tech for Prison"
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}
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entityDef char_marine_prison_medic
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{
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"inherit1" "char_q4x_marine_medic"
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"inherit2" "char_marine_prison1_dialog"
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"model" "model_prison_marine_medic"
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"editor_menu" "char_npc_q4x_prison1"
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"editor_usage" "Custom marine medic for Prison"
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}
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entityDef char_marine_prison_unarmed
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{
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"inherit1" "char_q4x_marine_unarmed"
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"inherit2" "char_marine_prison1_dialog"
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"model" "model_prison_marine"
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"editor_menu" "char_npc_q4x_prison1"
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"editor_usage" "Custom marine for prison"
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"def_head" "char_marinehead_helmet"
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}
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//*************specific npc's*****************
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entityDef char_marine_npc_mitchell_prison1
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{
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"inherit1" "char_q4x_marine_medic"
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"inherit2" "char_marine_prison1_dialog"
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"editor_menu" "char_npc_q4x_prison1"
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"model" "model_prison_marine_medic"
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"def_persona" "persona_q4x_mitchell_pvt"
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"followRange" "128 228"
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}
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entityDef char_marine_npc_tak_prison1
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{
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"inherit1" "char_q4x_marine_tech"
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"inherit2" "char_marine_prison1_dialog"
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"inherit3" "char_npc_tak_M02_trian__vo"
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"editor_menu" "char_npc_q4x_prison1"
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"model" "model_prison_marine_tech"
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"def_persona" "persona_q4x_tak_pvt"
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"followRange" "128 256"
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"lipsync_busy_1" "vo_tak_rdywhnstrs"
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"lipsync_busy_2" "vo_tak_thatdtaquite"
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"lipsync_busy_3" "vo_tak_oncewegets"
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}
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entityDef char_marine_npc_navajas_prison1
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{
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"inherit1" "char_q4x_marine"
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"inherit2" "char_marine_prison1_dialog"
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"editor_menu" "char_npc_q4x_prison1"
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"model" "model_prison_marine"
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"def_persona" "persona_q4x_navajas_pvt"
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"followRange" "128 256"
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}
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entityDef char_marine_npc_darnell_prison1
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{
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"inherit1" "char_q4x_marine"
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"inherit2" "char_marine_prison1_dialog"
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"editor_menu" "char_npc_q4x_prison1"
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"model" "model_prison_marine"
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"def_persona" "persona_q4x_darnell_pfc"
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"followRange" "128 256"
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"lipsync_busy_1" "vo_darn_ishldbrt"
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"lipsync_busy_2" "vo_darn_justlikeold"
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"lipsync_busy_3" "vo_darn_letsgetmov"
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}
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entityDef char_marine_npc_dekard_prison1
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{
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"inherit1" "char_q4x_marine"
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"inherit2" "char_marine_prison1_dialog"
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"editor_menu" "char_npc_q4x_prison1"
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"model" "model_prison_marine"
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"def_persona" "persona_q4x_dekard_sgt"
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}
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entityDef char_marine_npc_markswell_prison1
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{
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"inherit1" "char_q4x_marine"
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"inherit2" "char_marine_prison1_dialog"
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"editor_menu" "char_npc_q4x_prison1"
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"model" "model_prison_marine"
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"def_persona" "persona_q4x_markswell_lt"
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"lipsync_busy_1" "vo_marks_getnow"
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"lipsync_busy_2" "vo_marks_areyouhard"
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"lipsync_busy_3" "vo_tak_oncewegets"
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}
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entityDef char_marine_npc_strauss_prison1
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{
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"inherit1" "char_q4x_marine_tech_unarmed"
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"inherit2" "char_marine_prison1_dialog"
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"model" "model_prison_marine_tech"
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"editor_menu" "char_npc_q4x_prison1"
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"def_persona" "persona_q4x_strauss_pvt"
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}
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entityDef char_marine_prison1
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{
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"inherit1" "char_q4x_marine"
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"inherit2" "char_marine_prison1_dialog"
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//"model" "model_prison_marine"
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"editor_menu" "char_npc_q4x_prison1"
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"editor_usage" "Custom marine for prison1"
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}
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entityDef char_marine_prison1_dialog
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{
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// CHARACTER: DARNELL
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// CONTEXT:Tense
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// DIALOG : Shit, they triggered the alarm.
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"lipsync_darn_shittrig" "vo_darn_shittrig"
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// CHARACTER: DARNELL
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// CONTEXT:Informative
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// DIALOG : I found the hatch.
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"lipsync_darn_ifoundh" "vo_darn_ifoundh"
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// CHARACTER: DARNELL
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// CONTEXT:Yelling
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// DIALOG : Over here.
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"lipsync_darn_overhere3" "vo_darn_overhere3"
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// CHARACTER: DARNELL
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// CONTEXT:Informative
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// DIALOG : This tunnel is some kind of heat exchanger, your cold cannon should allow you to bypass the high temperature exhaust.
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"lipsync_darn_thistunn" "vo_darn_thistunn"
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// CHARACTER: DARNELL
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// CONTEXT:Calm
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// DIALOG : I’m on it. Cover me.
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"lipsync_darn_imonit" "vo_darn_imonit"
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// CHARACTER: DARNELL
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// CONTEXT:Clam
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// DIALOG : I see it.
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"lipsync_darn_iseeit" "vo_darn_iseeit"
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// CHARACTER: DARNELL
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// CONTEXT:Calm
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// DIALOG : Getting close.
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"lipsync_darn_gettclose" "vo_darn_gettclose"
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// CHARACTER: DARNELL
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// CONTEXT:Calm
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// DIALOG : Almost there.
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"lipsync_darn_almostthr" "vo_darn_almostthr"
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// CHARACTER: DARNELL
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// CONTEXT:Calm
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// DIALOG : Got it. Keep ’em off me ‘til I get back.
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"lipsync_darn_gotitkeep" "vo_darn_gotitkeep"
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// CHARACTER: DARNELL
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// CONTEXT:Shocked
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// DIALOG : Look at these conditions.
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"lipsync_darn_lookcondits" "vo_darn_lookcondits"
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// CHARACTER: DARNELL
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// CONTEXT:Inquisitive
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// DIALOG : Are any of these Strauss?
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"lipsync_darn_anystrauss" "vo_darn_anystrauss"
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// CHARACTER: DARNELL
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// CONTEXT:Informative
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// DIALOG : This is Falcon squad, en route to your location.
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"lipsync_darn_falcsqenroute" "vo_darn_falcsqenroute"
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// CHARACTER: DARNELL
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// CONTEXT:Informative
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// DIALOG : Dekard, If you man that mounted turret, I'll cover Tak up close.
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"lipsync_darn_dekifyouman" "vo_darn_dekifyouman"
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// CHARACTER: DARNELL
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// CONTEXT:Yelling
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// DIALOG : Incoming!
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"lipsync_darn_incom3" "vo_darn_incom3"
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// CHARACTER: DARNELL
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// CONTEXT:Yelling
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// DIALOG : Above us!
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"lipsync_darn_aboveus" "vo_darn_aboveus"
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// CHARACTER: DARNELL
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// CONTEXT:Military
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// DIALOG : Fox squad, we've got a live marine at our location in no condition to join us
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"lipsync_darn_foxsquad" "vo_darn_foxsquad"
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// CHARACTER: DARNELL
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// CONTEXT:Inquisitive
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// DIALOG : What’s going on?
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"lipsync_darn_whatgoon" "vo_darn_whatgoon"
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// CHARACTER: DARNELL
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// CONTEXT:Calm
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// DIALOG : We don’t have a lot of time, Tak. Find him.
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"lipsync_darn_wednttime" "vo_darn_wednttime"
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// CHARACTER: DARNELL
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// CONTEXT:Sarcastic
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// DIALOG : Looks like we've attracted some attention
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"lipsync_darn_lookslikeweatt" "vo_darn_lookslikeweatt"
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// CHARACTER: DARNELL
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// CONTEXT:Inquisitive
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// DIALOG : Where’s Strauss?
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"lipsync_darn_wherestrss" "vo_darn_wherestrss"
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// CHARACTER: DARNELL
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// CONTEXT:Inquisitive
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// DIALOG : What are you talking about?
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"lipsync_darn_whattalk" "vo_darn_whattalk"
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// CHARACTER: DARNELL
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// CONTEXT:Commanding
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// DIALOG : Tak, find Strauss.
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"lipsync_darn_takfndstrs" "vo_darn_takfndstrs"
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// CHARACTER: DARNELL
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// CONTEXT:Hurried
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// DIALOG : What happened?
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"lipsync_darn_whathapp" "vo_darn_whathapp"
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// CHARACTER: DARNELL
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// CONTEXT:Commanding
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// DIALOG : Secure these doors.
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"lipsync_darn_secdoors" "vo_darn_secdoors"
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// CHARACTER: DARNELL
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// CONTEXT:Tense
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// DIALOG : We’re holed up in a control room that can track Strauss, but it sounds like we’re about to have some serious company.
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"lipsync_darn_weholed" "vo_darn_weholed"
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// CHARACTER: DARNELL
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// CONTEXT:Yelling
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// DIALOG : Open fire!
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"lipsync_darn_openfire" "vo_darn_openfire"
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// CHARACTER: DARNELL
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// CONTEXT:Frustrated
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// DIALOG : Navajas, Markswell, where are you?
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"lipsync_darn_navamarkwhr" "vo_darn_navamarkwhr"
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// CHARACTER: DARNELL
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// CONTEXT:Inquisitive
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// DIALOG : How long do we have?
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"lipsync_darn_howlongwe" "vo_darn_howlongwe"
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// CHARACTER: DARNELL
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// CONTEXT:Tense
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// DIALOG : We've got incoming! The Strogg are trying get back in here!
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"lipsync_darn_wegotincom" "vo_darn_wegotincom"
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// CHARACTER: DARNELL
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// CONTEXT:Informative
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// DIALOG : Dekard, Tak needs to stay at the control terminal if he’s going to keep tracking Strauss. Navajas and I will hold our positions with him. I’ve sent Mitchell and a member of Fox squad to meet up with you.
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"lipsync_darn_foxmeet" "vo_darn_foxmeet"
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// CHARACTER: DEKARD
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// CONTEXT:Questioning
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// DIALOG : Tak, where’s Strauss' tube going?
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"lipsync_dek_taktube" "vo_dek_taktube"
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// CHARACTER: DEKARD
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// CONTEXT:Calm
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// DIALOG : Roger that.
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"lipsync_dek_rogthat" "vo_dek_rogthat"
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// CHARACTER: FOX MARINE 1
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// CONTEXT:Tense
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// DIALOG : This is Lieutenant Rose from Fox squad to any marines with a tech in the Prison facility, requesting immediate assistance.
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"lipsync_fox1_thisisrose" "vo_fox1_thisisrose"
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// CHARACTER: FOX MARINE 1
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// CONTEXT:Tense
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// DIALOG : Roger Falcon, we are split up and both groups need immediate assistance
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"lipsync_fox1_rogfalcsplit" "vo_fox1_rogfalcsplit"
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// CHARACTER: FOX MARINE 1
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// CONTEXT:Calm
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// DIALOG : Point them in our direction, we have an entire cell block to recover.
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"lipsync_fox1_pointdir" "vo_fox1_pointdir"
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// CHARACTER: FOX MARINE 1
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// CONTEXT:Annoyed
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// DIALOG : Where are you Falcon squad, we need you here ASAP.
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"lipsync_fox1_whereareyou" "vo_fox1_whereareyou"
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// CHARACTER: FOX MARINE 1
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// CONTEXT:Annoyed
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// DIALOG : Falcon squad, double time it!
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"lipsync_fox1_falcdouble" "vo_fox1_falcdouble"
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// CHARACTER: FOX MARINE 1
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// CONTEXT:Military
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// DIALOG : Copy that, we are moving in.
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"lipsync_fox1_copymovein" "vo_fox1_copymovein"
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// CHARACTER: FOX MARINE 1
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// CONTEXT:Commanding
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// DIALOG : Keep these squibs offa' us!
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"lipsync_fox1_keepsquiboffa" "vo_fox1_keepsquiboffa"
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// CHARACTER: FOX MARINE 1
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// CONTEXT:Commanding
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// DIALOG : Damnit, we need cover!
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"lipsync_fox1_damcover" "vo_fox1_damcover"
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// CHARACTER: FOX MARINE 1
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// CONTEXT:Commanding
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// DIALOG : Extraction complete
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"lipsync_fox1_extractcomp" "vo_fox1_extractcomp"
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// CHARACTER: FOX MARINE 1
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// CONTEXT:Commanding
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// DIALOG : Thanks Falcon, we couldn't have done this without you, now get back to your objective
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"lipsync_fox1_thanksfalc" "vo_fox1_thanksfalc"
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// CHARACTER: FOX MARINE 1
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// CONTEXT:Calm
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// DIALOG : roger that falcon, We'll get him out.
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"lipsync_fox1_roggetout" "vo_fox1_roggetout"
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// CHARACTER: FOX MARINE 2
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// CONTEXT:Informative
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// DIALOG : You guys from Falcon squad, great, we need your tech to shut down these processing conveyers so we can get these marines out.
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"lipsync_fox2_youshutdwn" "vo_fox2_youshutdwn"
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// CHARACTER: FOX MARINE 2
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// CONTEXT:Calm
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// DIALOG : Excellent.
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"lipsync_fox2_excellent" "vo_fox2_excellent"
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// CHARACTER: FOX MARINE 2
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// CONTEXT:Military
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// DIALOG : Lieutenant Rose, we are done with Falcon here, what are your orders
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"lipsync_fox2_ltrosedone" "vo_fox2_ltrosedone"
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// CHARACTER: FOX MARINE 2
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// CONTEXT:Informative
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// DIALOG : Ok Falcon, we made it in here via ceiling crawlspaces, but you should be able to meet up with the rest of Fox through that door.
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||
"lipsync_fox2_okviacrawl" "vo_fox2_okviacrawl"
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// CHARACTER: FOX MARINE 2 +USE
|
||
// CONTEXT:Friendly
|
||
// DIALOG : I'm Meakim and that's Pappas, glad you could join us here is this sweet little resort.
|
||
"lipsync_fox2_meakimpap" "vo_fox2_meakimpap"
|
||
|
||
|
||
// CHARACTER: FOX MARINE 2 +USE
|
||
// CONTEXT:Somber
|
||
// DIALOG : We lost our tech about 3 hours ago.
|
||
"lipsync_fox2_welosttech" "vo_fox2_welosttech"
|
||
|
||
|
||
// CHARACTER: FOX MARINE 2 +USE
|
||
// CONTEXT:Informative
|
||
// DIALOG : It's been a rough ride in this place without somebody who can navigate these Strogg interfaces.
|
||
"lipsync_fox2_roughrider" "vo_fox2_roughrider"
|
||
|
||
|
||
// CHARACTER: FOX MARINE 3
|
||
// CONTEXT:Informative
|
||
// DIALOG : Hey sergeant, we came across this Strogg incendiary weapon, your team is going deeper than we are, you can make better use of it than we can. Here.
|
||
"lipsync_fox3_heysarge" "vo_fox3_heysarge"
|
||
|
||
|
||
// CHARACTER: FOX MARINE 3
|
||
// CONTEXT:Informative
|
||
// DIALOG : Thanks again Falcon, once you're through, we're locking ourselves in.
|
||
"lipsync_fox3_thanksfalc" "vo_fox3_thanksfalc"
|
||
|
||
|
||
// CHARACTER: FOX MARINE 3 +USE
|
||
// CONTEXT:Informative
|
||
// DIALOG : We are one of 3 squads tasked with getting marines out of these Strogg prisons.
|
||
"lipsync_fox3_we3squad" "vo_fox3_we3squad"
|
||
|
||
|
||
// CHARACTER: FOX MARINE 3 +USE
|
||
// CONTEXT:Informative
|
||
// DIALOG : These prison facilities are right next to the Strogg medlabs.
|
||
"lipsync_fox3_prismed" "vo_fox3_prismed"
|
||
|
||
|
||
// CHARACTER: FOX MARINE 3 +USE
|
||
// CONTEXT:Whispered
|
||
// DIALOG : Makes me nervous as hell being this close to the medlabs, knowing what they do to people there.
|
||
"lipsync_fox3_makesnerv" "vo_fox3_makesnerv"
|
||
|
||
|
||
// CHARACTER: FOX MARINE 4
|
||
// CONTEXT:Friendly
|
||
// DIALOG : Hey, I'm with Lieutenant Rose, We need your tech to disable the cell block, while the rest of us provide cover for the extraction team.
|
||
"lipsync_fox4_heywithlt" "vo_fox4_heywithlt"
|
||
|
||
|
||
// CHARACTER: FOX MARINE 4
|
||
// CONTEXT:
|
||
// DIALOG : Falcon is here, their tech is starting on the cell blocks Lieutenant.
|
||
"lipsync_fox4_falchere" "vo_fox4_falchere"
|
||
|
||
|
||
// CHARACTER: FOX MARINE 4
|
||
// CONTEXT:Combat
|
||
// DIALOG : Open fire, protect the extraction team!
|
||
"lipsync_fox4_openfire" "vo_fox4_openfire"
|
||
|
||
|
||
// CHARACTER: FOX MARINE 4
|
||
// CONTEXT:Combat
|
||
// DIALOG : More Strogg, take em down!
|
||
"lipsync_fox4_morestrogg" "vo_fox4_morestrogg"
|
||
|
||
// CHARACTER: FOX MARINE 5
|
||
// CONTEXT:Combat
|
||
// DIALOG : Take cover!
|
||
"lipsync_fox5_takecover" "vo_fox5_takecover"
|
||
|
||
|
||
// CHARACTER: INSANE MARINE 1
|
||
// CONTEXT:Crazy
|
||
// DIALOG : (Incomprehensible mumbling)
|
||
"lipsync_insane1_mumble" "vo_insane1_mumble"
|
||
|
||
|
||
// CHARACTER: MARKSWELL
|
||
// CONTEXT:Inquisitive
|
||
// DIALOG : Dekard, Darnell what's your status, we lost contact for a while
|
||
"lipsync_marks_dekstatus" "vo_marks_dekstatus"
|
||
|
||
|
||
// CHARACTER: MARKSWELL
|
||
// CONTEXT:Reassuring
|
||
// DIALOG : Roger that. Hold tight, we’re almost there.
|
||
"lipsync_marks_wealmost" "vo_marks_wealmost"
|
||
|
||
|
||
// CHARACTER: MARKSWELL
|
||
// CONTEXT:Commanding
|
||
// DIALOG : Mitchell, Navajas, wipe out those squibs and secure those doors!
|
||
"lipsync_marks_mitchwipe" "vo_marks_mitchwipe"
|
||
|
||
|
||
// CHARACTER: MARKSWELL
|
||
// CONTEXT:Commanding
|
||
// DIALOG : Tak, get back on that computer, find Strauss!
|
||
"lipsync_marks_takgetcompu" "vo_marks_takgetcompu"
|
||
|
||
|
||
// CHARACTER: MARKSWELL
|
||
// CONTEXT:Commanding
|
||
// DIALOG : Dekard. We need to hold this position, you get to Strauss.
|
||
"lipsync_marks_dekholdpos" "vo_marks_dekholdpos"
|
||
|
||
|
||
// CHARACTER: MARKSWELL
|
||
// CONTEXT:Commanding
|
||
// DIALOG : Darnell, Navajas, Mitchell, take up defensive positions
|
||
"lipsync_marks_takeupdef" "vo_marks_takeupdef"
|
||
|
||
|
||
// CHARACTER: MARKSWELL
|
||
// CONTEXT:Commanding
|
||
// DIALOG : Mitchell get on that Turret
|
||
"lipsync_marks_mitchturr" "vo_marks_mitchturr"
|
||
|
||
|
||
// CHARACTER: MARKSWELL
|
||
// CONTEXT:Commanding
|
||
// DIALOG : Dekard, get going!
|
||
"lipsync_marks_dekgetgoing" "vo_marks_dekgetgoing"
|
||
|
||
|
||
// CHARACTER: MARKSWELL +USE
|
||
// CONTEXT:Commanding
|
||
// DIALOG : Get moving Dekard, now!
|
||
"lipsync_marks_getnow" "vo_marks_getnow"
|
||
|
||
|
||
// CHARACTER: MARKSWELL +USE
|
||
// CONTEXT:Frustrated
|
||
// DIALOG : Are you hard of hearing marine, get to Strauss!
|
||
"lipsync_marks_areyouhard" "vo_marks_areyouhard"
|
||
|
||
|
||
// CHARACTER: MARKSWELL +USE
|
||
// CONTEXT:Frustrated
|
||
// DIALOG : Dekard, we can't hold this position forever, go!
|
||
"lipsync_marks_holdposition" "vo_marks_holdposition"
|
||
|
||
// CHARACTER: MARKSWELL
|
||
// CONTEXT:Informative
|
||
// DIALOG : Dekard, before you go, we found this Strogg lightning gun, you might need it
|
||
"lipsync_marks_pris_lgun" "vo_marks_pris_lgun"
|
||
|
||
|
||
// CHARACTER: MITCHELL
|
||
// CONTEXT:Military
|
||
// DIALOG : On it.
|
||
"lipsync_mitch_onit" "vo_mitch_onit"
|
||
|
||
|
||
// CHARACTER: MITCHELL
|
||
// CONTEXT:Military
|
||
// DIALOG : Door secure.
|
||
"lipsync_mitch_doorsec" "vo_mitch_doorsec"
|
||
|
||
|
||
// CHARACTER: MITCHELL
|
||
// CONTEXT:Rattled
|
||
// DIALOG : Let's get the hell outta here then, get to Strauss...
|
||
"lipsync_mitch_letshell" "vo_mitch_letshell"
|
||
|
||
|
||
// CHARACTER: MITCHELL
|
||
// CONTEXT:Tense
|
||
// DIALOG : There's something coming up that lift
|
||
"lipsync_mitch_theresome" "vo_mitch_theresome"
|
||
|
||
|
||
// CHARACTER: NAVAJAS
|
||
// CONTEXT:Reassuring
|
||
// DIALOG : We are close my friend, hold tight.
|
||
"lipsync_nava_wearecls" "vo_nava_wearecls"
|
||
|
||
|
||
// CHARACTER: NAVAJAS
|
||
// CONTEXT:Informative
|
||
// DIALOG : I'm planting charges, keep clear of the far door.
|
||
"lipsync_nava_planting" "vo_nava_planting"
|
||
|
||
|
||
// CHARACTER: NAVAJAS
|
||
// CONTEXT:Yelling
|
||
// DIALOG : Detonating!
|
||
"lipsync_nava_detonating" "vo_nava_detonating"
|
||
|
||
|
||
// CHARACTER: NAVAJAS
|
||
// CONTEXT:Military
|
||
// DIALOG : Yes sir.
|
||
"lipsync_nava_yessir2" "vo_nava_yessir2"
|
||
|
||
|
||
// CHARACTER: NAVAJAS
|
||
// CONTEXT:Military
|
||
// DIALOG : Door secure.
|
||
"lipsync_nava_doorsec" "vo_nava_doorsec"
|
||
|
||
|
||
// CHARACTER: STRAUSS
|
||
// CONTEXT:Muffled
|
||
// DIALOG : (Muffled dialog)
|
||
"lipsync_strauss_muff" "vo_strauss_muff"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : Dekard, let me see that Strogg core cannon, I think I can make a quick improvement
|
||
"lipsync_tak_dekletmstrg" "vo_tak_dekletmstrg"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : There, that scope should help with long range targets.
|
||
"lipsync_tak_therethatscp" "vo_tak_therethatscp"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Tense
|
||
// DIALOG : We need to get into that security room to proceed.
|
||
"lipsync_tak_weneedsecproc" "vo_tak_weneedsecproc"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : According to this, there should be an access hatch around here somewhere.
|
||
"lipsync_tak_accordacc" "vo_tak_accordacc"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Tense
|
||
// DIALOG : That alarm is bound to bring more attention to our position.
|
||
"lipsync_tak_thatalarmb" "vo_tak_thatalarmb"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Tense
|
||
// DIALOG : We've got to get going, if we lose Strauss' medchip signal, we'll never find him.
|
||
"lipsync_tak_wegottogetg" "vo_tak_wegottogetg"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Complementary
|
||
// DIALOG : That's it Dekard, the alarms are off and the security doors unlocked.
|
||
"lipsync_tak_thatsitdek" "vo_tak_thatsitdek"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Angry
|
||
// DIALOG : Damn it, they cut us off. Only way through is to find the override switch in the substructure below us.
|
||
"lipsync_tak_damncutoff" "vo_tak_damncutoff"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Calm
|
||
// DIALOG : Roger that.
|
||
"lipsync_tak_rogethat3" "vo_tak_rogethat3"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Complementary
|
||
// DIALOG : The Bridge is re-engaging. Good work Darnell
|
||
"lipsync_tak_bridgereeng" "vo_tak_bridgereeng"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : The extraction teams will take care of these guys
|
||
"lipsync_tak_extractcare" "vo_tak_extractcare"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Firm
|
||
// DIALOG : Negative
|
||
"lipsync_tak_neg4" "vo_tak_neg4"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Resolute
|
||
// DIALOG : Fox squad is close, we've got no choice on this one.
|
||
"lipsync_tak_foxsq" "vo_tak_foxsq"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Calm
|
||
// DIALOG : Let me see what I can do.
|
||
"lipsync_tak_letmeseewh" "vo_tak_letmeseewh"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Proud
|
||
// DIALOG : Ok, that's it. The conveyers are disabled.
|
||
"lipsync_tak_okthatconv" "vo_tak_okthatconv"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : We need to get through this door
|
||
"lipsync_tak_weneedtoget" "vo_tak_weneedtoget"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Commanding
|
||
// DIALOG : Cover me, I'll hack this door open
|
||
"lipsync_tak_coverhack" "vo_tak_coverhack"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Tense
|
||
// DIALOG : I’ve isolated the primary circuit bridge. Won’t take long now.
|
||
"lipsync_tak_isobridge" "vo_tak_isobridge"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Tense
|
||
// DIALOG : First relay is active. Three more.
|
||
"lipsync_tak_firstbr" "vo_tak_firstbr"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Tense
|
||
// DIALOG : Second relay is active.
|
||
"lipsync_tak_secondact" "vo_tak_secondact"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Tense
|
||
// DIALOG : There’s the third, one more.
|
||
"lipsync_tak_therethird" "vo_tak_therethird"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Tense
|
||
// DIALOG : That’s it. We’re in.
|
||
"lipsync_tak_thatwein" "vo_tak_thatwein"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Calm
|
||
// DIALOG : I'm on it
|
||
"lipsync_tak_imonit3" "vo_tak_imonit3"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : Looks like I'm going to have to do this one cell at a time.
|
||
"lipsync_tak_lookslike" "vo_tak_lookslike"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : Opening cells
|
||
"lipsync_tak_opencells" "vo_tak_opencells"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : That's all I can do from here
|
||
"lipsync_tak_allicando" "vo_tak_allicando"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Military
|
||
// DIALOG : Soldier, SOLDIER!
|
||
"lipsync_tak_soldsold" "vo_tak_soldsold"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Frustrated
|
||
// DIALOG : This guy is out to lunch.
|
||
"lipsync_tak_outtolunch" "vo_tak_outtolunch"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Panic
|
||
// DIALOG : Shit!
|
||
"lipsync_tak_shit3" "vo_tak_shit3"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Shaken
|
||
// DIALOG : Straus’s med-chip signal. It’s gone dead. I’ve lost track of him.
|
||
"lipsync_tak_strssmedchip" "vo_tak_strssmedchip"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Resolute
|
||
// DIALOG : We have to find the central control room.
|
||
"lipsync_tak_wehavefindcent" "vo_tak_wehavefindcent"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Resolute
|
||
// DIALOG : I can find Strauss from there
|
||
"lipsync_tak_icanfindstrss" "vo_tak_icanfindstrss"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : Central control room should be just ahead
|
||
"lipsync_tak_centrctrl" "vo_tak_centrctrl"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : That’s the mainframe.
|
||
"lipsync_tak_thatmain" "vo_tak_thatmain"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Tense
|
||
// DIALOG : Hang on. I’m still – Good Lord. What are they doing to those Marines.
|
||
"lipsync_tak_hangonlord" "vo_tak_hangonlord"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Shocked
|
||
// DIALOG : Adrenaline, ADP, Serotonin… We’re nothing but fluid factories to them.
|
||
"lipsync_tak_adpsero" "vo_tak_adpsero"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : Ok...I'm getting close...
|
||
"lipsync_tak_okgetcls" "vo_tak_okgetcls"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : I think this is it.
|
||
"lipsync_tak_ithinkthis" "vo_tak_ithinkthis"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Deadpan
|
||
// DIALOG : Oh shit.
|
||
"lipsync_tak_ohshit" "vo_tak_ohshit"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Tense
|
||
// DIALOG : I triggered an alarm, we are about to have a LOT of company.
|
||
"lipsync_tak_itrigalarm" "vo_tak_itrigalarm"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Responsive
|
||
// DIALOG : On it.
|
||
"lipsync_tak_onit" "vo_tak_onit"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Yelling
|
||
// DIALOG : They’re here!
|
||
"lipsync_tak_theyrehere" "vo_tak_theyrehere"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Yelling
|
||
// DIALOG : There are too many of em'!
|
||
"lipsync_tak_theretoomany" "vo_tak_theretoomany"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Hurried
|
||
// DIALOG : I got him. They’re moving him, but he's close!
|
||
"lipsync_tak_gotmove" "vo_tak_gotmove"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Grim
|
||
// DIALOG : Not long.
|
||
"lipsync_tak_notlong" "vo_tak_notlong"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : This is the only place that we can track Strauss from, we need to stay here.
|
||
"lipsync_tak_thistrack" "vo_tak_thistrack"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : I'll guide you to Strauss Dekard.
|
||
"lipsync_tak_guidede" "vo_tak_guidede"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : Keep moving Dekard, you should come across Strauss soon!
|
||
"lipsync_tak_keepmovdek" "vo_tak_keepmovdek"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : Directly ahead Dekard, Strauss is right in front of you.
|
||
"lipsync_tak_directhead" "vo_tak_directhead"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative then Grim
|
||
// DIALOG : Hang on a moment... It’s a transport system, looks like it’s taking him down into… Damn. Bio-processing
|
||
"lipsync_tak_hangmom" "vo_tak_hangmom"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : I’ve activated the lift, Dekard. It’ll take you straight to the bio-processing level. You better hurry though, doesn’t look like Strauss has much time left.
|
||
"lipsync_tak_actlift" "vo_tak_actlift"
|
||
|
||
|
||
// CHARACTER: TAK +USE
|
||
// CONTEXT:Military
|
||
// DIALOG : Ready when you are Sarge, lets find Strauss.
|
||
"lipsync_tak_rdywhnstrs" "vo_tak_rdywhnstrs"
|
||
|
||
|
||
// CHARACTER: TAK +USE
|
||
// CONTEXT:Informative
|
||
// DIALOG : That data we found is quite perplexing, just before we landed I found some odd references to something called the Makron Guardian.
|
||
"lipsync_tak_thatdtaquite" "vo_tak_thatdtaquite"
|
||
|
||
|
||
// CHARACTER: TAK +USE
|
||
// CONTEXT:Informative
|
||
// DIALOG : Once we get Strauss, he'll be able to unlock the that data.
|
||
"lipsync_tak_oncewegets" "vo_tak_oncewegets"
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : Let me get this door open.
|
||
"lipsync_tak_pris_door1" "vo_tak_pris_door1"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : Opening this door
|
||
"lipsync_tak_pris_door2" "vo_tak_pris_door2"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : Accessing the door panel
|
||
"lipsync_tak_pris_door3" "vo_tak_pris_door3"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : One second for this door
|
||
"lipsync_tak_pris_door4" "vo_tak_pris_door4"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : Opening the door
|
||
"lipsync_tak_pris_door5" "vo_tak_pris_door5"
|
||
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:Informative
|
||
// DIALOG : I'll open this door
|
||
"lipsync_tak_pris_door6" "vo_tak_pris_door6"
|
||
|
||
// CHARACTER: TAK
|
||
// CONTEXT:
|
||
// DIALOG : Let me get this door open.
|
||
"lipsync_tak_letmegetdr" "vo_tak_letmegetdr"
|
||
}
|
||
|
||
|
||
|
||
//--------------------------------------------------------------------------------------------------------------------
|
||
// copy-paste required for medics and techs
|
||
//--------------------------------------------------------------------------------------------------------------------
|
||
model model_prison_marine_tech
|
||
{
|
||
inherit model_prison_marine
|
||
|
||
mesh models/characters/marine_tech/marine_tech.md5mesh
|
||
channel torso ( *waist )
|
||
channel legs ( *origin *hips -*waist )
|
||
|
||
anim medic_treating_player_start models/characters/marine/medic_treating_player_start.md5anim
|
||
{
|
||
frame 13 attachment_show tech_tool
|
||
rate 1.3
|
||
}
|
||
anim medic_treating_player models/characters/marine/medic_treating_player.md5anim
|
||
{
|
||
frame 1 sound snd_tech_tool_repair
|
||
rate .5
|
||
}
|
||
anim medic_treating_player_end models/characters/marine/medic_treating_player_end.md5anim
|
||
{
|
||
frame 17 attachment_hide tech_tool
|
||
rate 1.3
|
||
}
|
||
}
|
||
|
||
model model_prison_marine_medic
|
||
{
|
||
inherit model_prison_marine
|
||
|
||
mesh models/characters/marine_medic/marine_medic.md5mesh
|
||
channel torso ( *waist )
|
||
channel legs ( *origin *hips -*waist )
|
||
|
||
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
|
||
}
|
||
} |