SDEF
//
// The file declaration section
//
path models/grunt_lowpoly
scale 1.0
grunt_low_base.sbm
grunt_low_base2.tga
grunt_low_base.tga
//grunt_damage1.tga

//
// Declare the animation types and files
//
walk1                  grunt_walk.sam
run1                   grunt_run.sam
movefire1              grunt_runfire.sam
salute1                grunt_salute.sam
death1                 grunt_death1.sam
death2                 grunt_death2.sam
death3                 grunt_death3.sam

fire1                  grunt_fire_asrifle.sam
//fire1                  grunt_fire.sam
idle1                  grunt_idle1.sam
idle2                  grunt_idle2.sam
idle3                  grunt_idle3.sam

pain_head              grunt_pain_head.sam
pain_torso_upper       grunt_pain_chestupper.sam
pain_torso_lower       grunt_pain_chestlow.sam
pain_arm_right_upper   grunt_pain_armright.sam
pain_arm_right_lower   grunt_pain_armright.sam
pain_arm_left_upper    grunt_pain_armleft.sam
pain_arm_left_lower    grunt_pain_armleft.sam
pain_leg_left_upper1   grunt_pain_legleft.sam
pain_leg_left_lower1   grunt_pain_legleft.sam
pain_leg_left_upper2   grunt_pain_legsboth.sam
pain_leg_left_lower2   grunt_pain_legsboth.sam
pain_leg_right_upper1  grunt_pain_legright.sam
pain_leg_right_lower1  grunt_pain_legright.sam
pain_leg_right_upper2  grunt_pain_legsboth.sam
pain_leg_right_lower2  grunt_pain_legsboth.sam

grunt_test.sam

//
// Define model group areas
//
id 2 group arm_right_lower bone gun -140 -30 0 flesh
id 5 group head flesh
group head damage 3.0
id 10 group torso_upper fabric
group torso_upper damage 1.0
id 15 group torso_lower fabric
group torso_lower damage 1.0
id 20 group leg_left_upper fabric
group leg_left_upper damage 0.5
id 25 group leg_left_lower fabric
group leg_left_lower damage 0.3
id  30 group leg_right_upper fabric
group leg_right_upper damage 0.5
id  35 group leg_right_lower fabric
group leg_right_lower damage 0.3
id  40 group arm_left_upper fabric
group arm_left_upper damage 0.5
id  45 group arm_left_lower flesh
group arm_left_lower damage 0.3
id 50 group arm_right_upper fabric
group arm_right_upper damage 0.5
id 55 group arm_right_lower flesh
group arm_right_lower damage 0.3

//
// The initialization section
//
!init:
server classname actor
server setsize "-16 -16 0" "16 16 64"
server crouchsize "-16 -16 0" "16 16 64"
//server weapon AssaultRifle
server script global/enemy.scr

//
// Define the aniamtion sound references
//
// Sound Aliases
server aliascache  snd_idle1      "monsters/grunt/idle1.wav" 1
server aliascache  snd_idle2      "monsters/grunt/idle2.wav" 1
server aliascache  snd_idle3      "monsters/grunt/idle3.wav" 1
server aliascache  snd_idle4      "monsters/grunt/idle4.wav" 1
server aliascache  snd_idle5      "monsters/grunt/idle5.wav" 1
server aliascache  snd_idle6      "monsters/grunt/idle6.wav" 1
server aliascache  snd_idle7      "monsters/grunt/idle7.wav" 1
server aliascache  snd_idle8      "monsters/grunt/idle8.wav" 1
server aliascache  snd_idle9      "monsters/grunt/idle9.wav" 1

server aliascache  snd_attack1    "monsters/grunt/attack1.wav" 1
server aliascache  snd_attack2    "monsters/grunt/attack2.wav" 1
server aliascache  snd_attack3    "monsters/grunt/attack3.wav" 1

server aliascache  snd_pursuit1   "monsters/grunt/pursuit1.wav" 1
server aliascache  snd_pursuit2   "monsters/grunt/pursuit2.wav" 1

server aliascache  snd_investigate1 "monsters/grunt/idle9.wav" 1
server aliascache  snd_inmysights1  "monsters/grunt/attack1.wav" 1
server aliascache  snd_locate1      "monsters/grunt/idle9.wav" 1

server aliascache  snd_sightenemy1  "monsters/grunt/site2.wav" 1
server aliascache  snd_sightenemy2  "monsters/grunt/site3.wav" 1

server aliascache  snd_attacktaunt1 "monsters/grunt/attack1.wav" 1
server aliascache  snd_attacktaunt2 "monsters/grunt/attack2.wav" 1
server aliascache  snd_attacktaunt3 "monsters/grunt/attack3.wav" 1

server aliascache snd_lostweapon    "monsters/grunt/mssl/pain7.wav" 1

//
// CLIENT Initialization Commands
//
// Sound Aliases
client aliascache  snd_pain1       "monsters/grunt/pain1.wav" 1
client aliascache  snd_pain2       "monsters/grunt/pain2.wav" 1

client aliascache  snd_death1      "monsters/grunt/death1.wav" 1
client aliascache  snd_death2      "monsters/grunt/death2.wav" 1
client aliascache  snd_death3      "monsters/grunt/death3.wav" 1
client aliascache  snd_death4      "monsters/grunt/death4.wav" 1

client aliascache  snd_kneefall1   "impact/bodyfall/sml1.wav" 1
client aliascache  snd_kneefall2   "impact/bodyfall/sml2.wav" 1
client aliascache  snd_partfall1   "impact/bodyfall/med1.wav" 1
client aliascache  snd_partfall2   "impact/bodyfall/med2.wav" 1
client aliascache  snd_partfall3   "impact/bodyfall/med3.wav" 1
client aliascache  snd_bodyfall1   "impact/bodyfall/lrg1.wav" 1
client aliascache  snd_bodyfall2   "impact/bodyfall/lrg2.wav" 1
client aliascache  snd_whoosh1     "weapons/punch/whsh1.wav" 1
client aliascache  snd_whoosh2     "weapons/punch/whsh2.wav" 1

//
// The main section
//
!main:
//
// Define the clinet/server animation references
//
// server readyfire1  last nextanim aim
server fire1       0 fire
server movefire1   0 movementsound
client movefire1   0 footstep
server movefire1   4 movementsound
client movefire1   4 footstep
server walk1   	 1 movementsound
client walk1       1 footstep
server walk1   	 7 movementsound
client walk1       7 footstep
server run1        0 movementsound
client run1        0 footstep
server run1        4 movementsound
client run1        4 footstep

server death1 first deathsound
client death1 first randomsound snd_death 1
client death1 3 randomsound snd_whoosh 1
client death1 9 randomsound snd_bodyfall 1

server death2 first deathsound
client death2 first randomsound snd_death 1
client death2 4 randomsound snd_bodyfall 1
client death2 9 randomsound snd_partfall 1

server death3 first deathsound
client death3 first randomsound snd_death 1
client death3 3 randomsound snd_kneefall 1
client death3 4 randomsound snd_kneefall 1
client death3 5 randomsound snd_bodyfall 1
server death3 11 movementsound
client death3 11 randomsound snd_partfall 1

client pain_head first randomsound snd_pain_head 1
server pain_head first painsound
client pain_torso_upper first randomsound snd_pain 1
server pain_torso_upper first painsound
client pain_torso_lower first randomsound snd_pain 1
server pain_torso_lower first painsound
client pain_arm_left_upper first randomsound snd_pain_leg 1
server pain_arm_left_upper first painsound
client pain_arm_left_lower first randomsound snd_pain 1
server pain_arm_left_lower first painsound
client pain_arm_right_upper first randomsound snd_pain 1
server pain_arm_right_upper first painsound
client pain_arm_right_lower first randomsound snd_pain 1
server pain_arm_right_lower first painsound
client pain_leg_left_lower1 first randomsound snd_pain_leg 1
server pain_leg_left_lower1 first painsound
client pain_leg_left_upper1 first randomsound snd_pain 1
server pain_leg_left_upper1 first painsound
client pain_leg_right_upper1 first randomsound snd_pain 1
server pain_leg_right_upper1 first painsound
client pain_leg_right_lower1 first randomsound snd_pain_leg 1
server pain_leg_right_lower1 first painsound
client pain_leg_left_lower2 first randomsound snd_pain_leg 1
server pain_leg_left_lower2 first painsound
client pain_leg_left_upper2 first randomsound snd_pain 1
server pain_leg_left_upper2 first painsound
client pain_leg_right_upper2 first randomsound snd_pain 1
server pain_leg_right_upper2 first painsound
client pain_leg_right_lower2 first randomsound snd_pain_leg 1
server pain_leg_right_lower2 first painsound

//
// The SINED declaration section
//
/*SINED Monster_LowGrunt_None (1 .5 0) (0 0 0) (0 0 0)
Low Poly Grunt without a weapon
*/


