SDEF
// -----------------------------------------------------------------------------
// MODEL DESCRIPTION:
// Manero test - a thug
//
// MODEL AUTHOR:
// Boon
//
/*SINED Manero (1 .5 0) (0 0 0) (0 0 0)
The base test version of Manero
*/

// -----------------------------------------------------------------------------
// FILE DECLARATIONS
//
// Model Commands
path models/thug
scale 1.0

// Base Model
thug_base.sbm

// Skins
normal		manero_04b.tga
damage		manero_damage_04b.tga

// Normal Animations
readyfire		shoot_start.sam
unaim			shoot_end.sam
//alert 		guerilla_restfire.sam
idle1             idle_a.sam
idle2			idle_b.sam
//twitch1		idle_b.sam
walk1             walk.sam
run1              run.sam
fire1             shoot_straight.sam
//fire2			shoot_sweep.sam
//runfire1          guerilla_runfire.sam

// Smoko Animations
//smoke_start		idle_smoko_a.sam
//smoke_idle1		idle_smoko_c.sam
//smoke_twitch1	idle_smoko_d.sam
//smoke_twitch2	idle_smoko_b2.sam
//smoke_into_mouth	idle_smoko_b1.sam
//smoke_into_hand	idle_smoko_b3.sam
//smoke_finish	idle_smoko_b3.sam


// Crouch Animations
crouch			crouch.sam
crouch_return		crouch_return.sam
crouch_idle			crouch_idle.sam
crouch_aim			crouch_shoot.sam
crouch_fire			crouch_shoot.sam
crouch_pain			crouch_pain.sam
crouch_up_readyfire	crouch_up.sam
crouch_up_postfire	crouch_up_return.sam
crouch_up_fire		crouch_up_shoot.sam
crouch_up_pain		crouch_pain.sam
crouch_left_readyfire	crouch_left.sam
crouch_left_aim		crouch_left_shoot.sam
crouch_left_postfire	crouch_left_return.sam
crouch_left_fire		crouch_left_shoot.sam
crouch_left_pain		crouch_left_pain.sam
crouch_left_idle		crouch_left_return.sam
crouch_right_readyfire	crouch_right.sam
crouch_right_postfire	crouch_right_return.sam
crouch_right_aim		crouch_right_shoot.sam
crouch_right_fire		crouch_right_shoot.sam
crouch_right_pain		crouch_right_pain.sam
crouch_right_idle		crouch_right_return.sam
crouch_death1		death_back.sam
crouch_strafe_left	crouch_strafe_left.sam
crouch_strafe_right	crouch_strafe_right.sam
crouch_walk			crouch_walk.sam

// Pistol Animations
//draw_pistol		draw_pistol.sam
//pistol_aim		shoot_pistol_start.sam		
//pistol_unaim	shoot_pistol_end.sam
//pistol_fire		shoot_pistol_loop.sam

//Guarding animations
guard_1_idle	tough_1.sam
guard_2_idle1	tough_2a.sam
guard_2_idle2	tough_2b.sam
guard_1_twitch	tough_1to2.sam
guard_2_twitch	tough_2to1.sam

// Pain Location Based Animations
pain1             	pain_torso.sam

pain_head			pain_head.sam
pain_torso_upper		pain_head.sam
pain_torso_lower		pain_torso.sam
pain_torso_back		pain_back.sam
pain_groin			pain_groin.sam
pain_arm_right		pain_right_arm.sam
pain_arm_left		pain_left_arm.sam
pain_leg_right_inside	pain_right_leg_i.sam
pain_leg_right_outside	pain_right_leg_o.sam
pain_leg_left_inside	pain_left_leg_i.sam
pain_leg_left_outside	pain_left_leg_o.sam
pain_foot_left		pain_left_leg_i.sam
pain_foot_right		pain_right_leg_i.sam
 
// Death Location Based Animations
death1            	deatha.sam
death2            	deathb.sam
//death_head			pain_head.sam
//death_torso_upper		pain_head.sam
//death_torso_lower		pain_torso.sam
death_torso_back		deathb.sam
death_groin			death_groin.sam
//death_arm_right		pain_right_arm.sam
//death_arm_left		pain_left_arm.sam
//death_leg_right_inside	pain_right_leg_i.sam
death_leg_right_outside	deathb.sam
//death_leg_left_inside	pain_left_leg_i.sam
death_leg_left_outside	deathb.sam
death_foot_left		deathb.sam
death_foot_right		deathb.sam

// Blast Animations - for explosions and very big guns
//blast_head			death_back.sam
//blast_torso_upper		death_back.sam
//blast_torso_lower		death_back.sam
//blast_torso_back		death_forward_left.sam
//blast_groin			death_back.sam
//blast_arm_right		death_forward_left.sam
//blast_arm_left		death_forward_right.sam
//blast_leg_right_inside	deatha.sam
//blast_leg_right_outside	deatha.sam
//blast_leg_left_inside	deatha.sam
//blast_leg_left_outside	deatha.sam
// Wierdo extra stuff for getting up again
//up_death_back_prep	down_roll_over.sam
//up_death_back_left_right	down_roll_up.sam
//up_death_forward		down_get_up.sam

// Optional Animations
//use1           guerilla_use.sam
//open1          guerilla_opendoor.sam
//punch1	   guerilla_punch.sam
kick1		   kick.sam
sitting		chair_idle.sam
sitting_stand1	chair_stand_up_fast.sam
sitting_stand2	chair_stand_up.sam
//repel1         guerilla_repel.sam
//Can't Americans spell rappel?
step_left      strafe_left.sam
step_right     strafe_right.sam
//jump1           guerilla_jump.sam
jump_left       strafe_left.sam
jump_right      strafe_right.sam
retreat		retreat.sam
pickup		pickup.sam

// Scripted Animations


// Id And Group Definitions
id   2 group head             flesh
//id   3 group head nodraw      flesh
group head damage 3.0
id  4 group torso_upper	fabric
group torso_upper damage 1.2
id  5 group torso_lower	fabric
group torso_lower damage 1.0
id  6 group groin	fabric
group groin damage 1.5
id  7 group torso_back	fabric
group torso_back damage 1.0
id  11 group leg_left_inside	fabric
group leg_left_inside damage 0.6
id  12 group leg_left_outside	fabric
group leg_left_outside damage 0.5
id  16 group leg_right_inside	fabric
group leg_right_inside damage 0.6
id  17 group leg_right_outside	fabric
group leg_right_outside damage 0.5
id  18 group foot_right fabric
group foot_right damage 0.4
id  19 group foot_left fabric
group foot_left damage 0.4
id  21 group arm_left	fabric
group arm_left  damage 0.6
id 26 group arm_right 	fabric
group arm_right  damage 0.6
id 28 group hand_right	flesh
group hand_right damage 0.4
id 200 group hand_right bone gun 5 160 190 2015attach fabric

// -----------------------------------------------------------------------------
// INITIALIZATION SECTION
//
!init:
//
// SERVER Initialization Commands
//
// Class Setup
server classname actor
server script global/mthug.scr
server setsize "-16 -16 0" "16 16 80"
server crouchsize "-16 -16 0" "16 16 64"
server weapon AssaultRifle
server health 50
server item FlakJacket 50
server painthreshold 15


// Sound Aliases
//server aliascache snd_land1 		"impact/landing/land1.wav"
//server aliascache snd_land2 		"impact/landing/land4.wav"

//server aliascache snd_fall1     "player/manero/fall/fall1.wav"
//server aliascache snd_fall2     "player/manero/fall/fall3.wav"
//server aliascache snd_fall3 	"player/manero/fall/fall2.wav"
//server aliascache snd_fall4 	"player/manero/fall/fall4.wav"

server aliascache snd_pain1 		"player/manero/pain1.wav"
server aliascache snd_pain2 		"player/manero/pain2.wav"
server aliascache snd_pain3 		"player/manero/pain3.wav"
server aliascache snd_pain4 		"player/manero/pain4.wav"
server aliascache snd_pain5 		"player/manero/pain5.wav"
server aliascache snd_pain6 		"player/manero/pain6.wav"
server aliascache snd_pain7 		"player/manero/pain8.wav"
server aliascache snd_pain8 		"player/manero/paingun.wav"
server aliascache snd_pain9 		"player/manero/painhed2.wav"
server aliascache snd_pain_nuts1	"player/manero/painnuts1.wav"
server aliascache snd_pain_nuts2	"player/manero/painnuts2.wav"

server aliascache snd_gasp1 		"player/blade/gasp/gasp1.wav"
server aliascache snd_gasp2 		"player/blade/gasp/gasp2.wav"
//server aliascache snd_gasp3 	"player/blade/gasp/gasp3.wav"
//server aliascache snd_gasp4 	"player/blade/gasp/gasp4.wav"
//server aliascache snd_gasp5 	"player/blade/gasp/gasp5.wav"

server aliascache snd_drown1 		"player/blade/gargle/gargle1.wav"
server aliascache snd_drown2 		"player/blade/gargle/gargle2.wav"
//server aliascache snd_drown3 	"player/blade/gargle/gargle3.wav"
//server aliascache snd_drown4 	"player/blade/gargle/gargle4.wav"
//server aliascache snd_drown5 	"player/blade/gargle/gargle5.wav"

//server aliascache snd_gib1 		"player/blade/gib/gib1.wav"
//server aliascache snd_gib2 		"player/blade/gib/gib2.wav"
//server aliascache snd_gib3 		"player/blade/gib/gib3.wav"
//server aliascache snd_gib4 		"player/blade/gib/gib4.wav"
//server aliascache snd_gib5 		"player/blade/gib/gib5.wav"
//server aliascache snd_gib6 		"player/blade/gib/gib6.wav"

server aliascache snd_taunt1  	"player/manero/taunt1.wav"
server aliascache snd_taunt2  	"player/manero/taunt2.wav"
server aliascache snd_taunt3  	"player/manero/taunt3.wav"
server aliascache snd_taunt4  	"player/manero/taunt4.wav"
server aliascache snd_taunt5 		"player/manero/taunt5.wav"
server aliascache snd_taunt6 		"player/manero/taunt6.wav"
server aliascache snd_taunt7 		"player/manero/taunt7.wav"
server aliascache snd_taunt8 		"player/manero/taunt8.wav"

//server aliascache snd_locked1   	 "player/blade/locked.wav"
//server aliascache snd_refusepickup1  "player/blade/nope.wav" 1
//server aliascache snd_refusepickup2  "player/blade/gotit.wav" 3

server aliascache snd_lostweapon1   "player/manero/painhnd1.wav"
server aliascache snd_lostweapon2   "player/manero/painhnd2.wav"

server aliascache snd_gibfest1     "player/manero/taunt2.wav"
server aliascache snd_gibfest2     "player/manero/taunt7.wav"
server aliascache snd_gibfest3     "player/manero/attk1.wav"

//
// CLIENT Initialization Commands
//
// Sound Aliases
aliascache snd_pain1     "player/manero/pain1.wav"
aliascache snd_pain2     "player/manero/pain2.wav"
aliascache snd_pain3     "player/manero/pain3.wav"
aliascache snd_pain4     "player/manero/pain4.wav"
aliascache snd_pain5     "player/manero/pain5.wav"
aliascache snd_pain6     "player/manero/pain6.wav"
aliascache snd_pain8     "player/manero/pain8.wav"

client aliascache snd_pain_head1	"player/manero/painhed1.wav"
client aliascache snd_pain_head2	"player/manero/painhed2.wav"
client aliascache snd_pain_head3	"player/manero/painhed3.wav"
client aliascache snd_pain_nuts1	"player/manero/painnuts1.wav"
client aliascache snd_pain_nuts2	"player/manero/painnuts2.wav"

client aliascache snd_death1 		"player/manero/death1.wav"
client aliascache snd_death2 		"player/manero/death2.wav"
client aliascache snd_death3 		"player/manero/death3.wav"
client aliascache snd_death4 		"player/manero/death4.wav"
client aliascache snd_death5 		"player/manero/death5.wav"

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

client aliascache snd_ladder1   	"impact/ladder/pole1.wav"
client aliascache snd_ladder2   	"impact/ladder/pole2.wav"
client aliascache snd_ladder3   	"impact/ladder/pole3.wav"

client aliascache snd_jump1 		"player/manero/jump1.wav"
client aliascache snd_jump2 		"player/manero/jump2.wav"
client aliascache snd_jump3 		"player/manero/jump3.wav"

client aliascache snd_swim1   "player/swim/swim1.wav" 1
client aliascache snd_swim2   "player/swim/swim2.wav" 1

// -----------------------------------------------------------------------------
// MAIN SECTION
//
!main:
// Special Commands
server crouch last nextanim crouch_idle
server uncrouch last nextanim idle
server crouch_left_idle last nextanim crouch_idle
server crouch_right_idle last nextanim crouch_idle
server crouch_aim first nextframe 0
server crouch_left_aim first nextframe 0
server crouch_right_aim first nextframe 0

// Normal Animations
//server walk1      5 movementsound
//server walk1     11 movementsound
client walk1		2 footstep
client walk1		7 footstep
//server run1       0 movementsound
//server run1       4 movementsound
client run1 		0 footstep
client run1			4 footstep
server fire1  first fire
server fire1  1 fire
server crouch_fire first fire
server crouch_fire 1 fire
server crouch_fire 2 fire
server crouch_fire 3 fire
server crouch_up_fire first fire
server crouch_up_fire 1 fire
server crouch_up_fire 2 fire
server crouch_up_fire 3 fire
server crouch_left_fire first fire
server crouch_left_fire 1 fire
server crouch_left_fire 2 fire
server crouch_left_fire 3 fire
server crouch_right_fire first fire
server crouch_right_fire 1 fire
server crouch_right_fire 2 fire
server crouch_right_fire 3 fire

// Pain Location Based Animations
server pain1 			first painsound
client pain1 			first randomsound snd_pain 1 2

server pain_head			first painsound
client pain_head			first randomsound snd_pain 1 2
server pain_torso_upper		first painsound
client pain_torso_upper		first randomsound snd_pain 1 2
server pain_torso_lower		first painsound
client pain_torso_lower		first randomsound snd_pain 1 2
server pain_torso_back		first painsound
client pain_torso_back		first randomsound snd_pain 1 2
server pain_groin			first painsound
client pain_groin			first randomsound snd_pain 1 2
server pain_arm_right		first painsound
client pain_arm_right		first randomsound snd_pain 1 2
server pain_arm_left		first painsound
client pain_arm_left		first randomsound snd_pain 1 2
server pain_leg_right_inside	first painsound
client pain_leg_right_inside	first randomsound snd_pain 1 2
server pain_leg_right_outside	first painsound
client pain_leg_right_outside	first randomsound snd_pain 1 2
server pain_leg_left_inside	first painsound
client pain_leg_left_inside	first randomsound snd_pain 1 2
server pain_leg_left_outside	first painsound
client pain_leg_left_outside	first randomsound snd_pain 1 2
server pain_foot_left		first painsound
client pain_foot_left		first randomsound snd_pain 1 2
server pain_foot_right		first painsound
client pain_foot_right		first randomsound snd_pain 1 2


// Death Location Based Animations

server death1            	first deathsound
client death1            	first randomsound snd_death 1 2
client death1            	5 randomsound snd_kneefall 1 4
//client death1            	13 randomsound snd_partfall 1 4
client death1            	15 randomsound snd_bodyfall 1 4
server death2            	first deathsound
client death2            	first randomsound snd_death 1 2
client death2            	9 randomsound snd_kneefall 1 4
client death2            	10 randomsound snd_bodyfall 1 4
//client death2            	15 randomsound snd_partfall 1 4
server death_torso_back		first deathsound
client death_torso_back		first randomsound snd_death 1 2
client death_torso_back      	9 randomsound snd_kneefall 1 4
client death_torso_back      	10 randomsound snd_bodyfall 1 4
//client death_torso_back      	15 randomsound snd_partfall 1 4
server death_groin		first deathsound
client death_groin		first randomsound snd_death 1 2
client death_groin		5 footstep
client death_groin		15 randomsound snd_bodyfall 1 4
//client death_groin		17 randomsound snd_partfall 1 4
server death_leg_right_outside	first deathsound
client death_leg_right_outside	first randomsound snd_death 1 2
client death_leg_right_outside      9 randomsound snd_kneefall 1 4
client death_leg_right_outside      10 randomsound snd_bodyfall 1 4
//client death_leg_right_outside	15 randomsound snd_partfall 1 4
server death_leg_left_outside	first deathsound
client death_leg_left_outside	first randomsound snd_death 1 2
client death_leg_left_outside	9 randomsound snd_kneefall 1 4
client death_leg_left_outside	10 randomsound snd_bodyfall 1 4
//client death_leg_left_outside	15 randomsound snd_partfall 1 4
server death_foot_left		first deathsound
client death_foot_left		first randomsound snd_death 1 2
client death_foot_left		9 randomsound snd_kneefall 1 4
client death_foot_left		10 randomsound snd_bodyfall 1 4
//client death_foot_left		15 randomsound snd_partfall 1 4
server death_foot_right		first deathsound
client death_foot_right		first randomsound snd_death 1 2
client death_foot_right 	9 randomsound snd_kneefall 1 4
client death_foot_right		10 randomsound snd_bodyfall 1 4
//client death_foot_right		15 randomsound snd_partfall 1 4


// Crouching Pain Location Based Animations
//client crouch_pain1 first randomsound snd_pain 1 2
//server crouch_pain1 first painsound
//client crouch_pain2 first randomsound snd_pain 1 2
//server crouch_pain2 first painsound

// Crouching Death Location Based Animations
//server crouch_death1 first deathsound
//client crouch_death1 first randomsound snd_death 1 2
//client crouch_death1  3 randomsound snd_partfall 1 4
//client crouch_death1  8 randomsound snd_bodyfall 1 4
//client crouch_death1 11 randomsound snd_partfall 1 4
//server crouch_death2 first deathsound
//client crouch_death2 first randomsound snd_death 1 2
//client crouch_death2  4 randomsound snd_bodyfall 1 4
//client crouch_death2  7 randomsound snd_kneefall 1 4
//server crouch_death3 first deathsound
//client crouch_death3 first randomsound snd_death 1 2
//client crouch_death3  5 randomsound snd_kneefall 1 4
//client crouch_death3  8 randomsound snd_partfall 1 4

// Optional Animations
//server kick1 3 movementsound
//server kick1 7 movementsound
//client kick1 3 randomsound snd_whoosh 1 4
//client kick1 7 footstep
//server jump1 5 movementsound
//server jump1 6 movementsound
//client jump1 5 footstep
//client jump1 6 footstep

//server punch1 1 movementsound
//server punch1 3 movementsound
//server punch1 5 movementsound
//server punch1 7 movementsound
//client punch1 1 randomsound snd_whoosh .5 4
//client punch1 3 randomsound snd_whoosh .5 4
//client punch1 5 randomsound snd_whoosh .5 4
//client punch1 7 randomsound snd_whoosh .5 4

// Scripted Animations
//client laugh1 first randomsound snd_laugh 1 2

// -----------------------------------------------------------------------------
// SOURCESAFE Update Log
//
// 10/14/98 Ken
// First draft.
//
// -----------------------------------------------------------------------------


//SDEF
//path models/thug
//scale 1
//thug_base03b.tga
//thug_base03a.tga
//thug_base03c.tga
//thug_base.sbm
//
//chair_idle.sam			
//chair_stand_up_fast.sam		
//chair_stand_gun.sam		
//chair_stand_up.sam		
//deatha.sam			
//deathb.sam			
//death_back.sam			
//death_left.sam			
//death_right.sam			
//down_roll_over.sam		
//draw_pistol.sam			
//idle_smoko_a.sam		
//idle_smoko_b1.sam		
//idle_smoko_b2.sam		
//idle_smoko_c.sam		
//idle_smoko_d.sam		
//idle_a.sam			
//idle_b.sam			
//kick.sam			
//pain_groin.sam			
//pain_left_leg1.sam		
//pain_right_leg1.sam		
//pain_left_leg2.sam		
//pain_right_leg2.sam		
//pain_right_arm.sam		
//pain_left_arm.sam		
//pain_head.sam			
//pain_torso.sam			
//pain_back.sam			
//retreat.sam			
//shoot_pistol.sam		
//shoot.sam			
//tough_2to1.sam			
//tough_1to2.sam			
//tough_1.sam			
//tough_2a.sam			
//tough_2b.sam			
//walk.sam			

