SDEF
// -----------------------------------------------------------------------------
//  $Logfile:: /Quake 2 Engine/Sin/Base Sin Data/Models/Hero/pl_elexis.def    $
// $Revision:: 62                                                             $
//   $Author:: Markd                                                          $
//     $Date:: 11/11/98 9:03p                                                 $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// This is a model definition file.  It is to be used in conjunction with Sin.
//
// -----------------------------------------------------------------------------
// MODEL DESCRIPTION:
// Elexis Sinclaire, Sin's primary villain. Ouch hurt me!
//
// MODEL AUTHOR:
// Michael
//
/*SINED Hero_Elexis (1 .5 0) (0 0 0) (0 0 0)
Elexis Sinclaire
*/

// -----------------------------------------------------------------------------
// FILE DECLARATIONS
//
// Model Commands
path models/pl_elexis
scale .97

// Base Model
elexis_ken.sbm

// Skins
normal	   elexis_base.tga
damage	   elexis_base_dam.tga

//naked      folder-x/elexis_base_naked.tga   // FIX ME - Do we need in this file?

// -----------------------------------------------------------------------------
// ANIMATION DECLARATIONS
//
// ===============================================
// Special Case Animations
// ===============================================
climb					climb_ladder.sam
driveatv				drive_atv.sam
drive					drive_truck.sam
throw					throw.sam
ride					elexis_ride.sam //###

// Multiplayer Setup Pose Animation
pose 					idle_melee1.sam

// Jumping Animations
jump					jump1.sam
fall					fall1.sam
land					land1.sam
//jump1					jump_from_run.sam

// ===============================================
// Weapon Animations
// ===============================================
//
// Melee Animations, no weapon (fists as weapon)
walk					walking_no_weapons.sam
run						run_1handed.sam
fire1					melee_punch1.sam
fire2					melee_kick1.sam

// 1 handed weapon animations (magnum)
1hand_fire         		fire_standing_1handed.sam
1hand_run_fire     		fire_running_1handed.sam
1hand_run		  		run_1handed.sam
1hand_walk_fire1   		fire_walking_1handed.sam
1hand_walk1		  		walking_1handed.sam

// 2 handed shoulder-fired weapon animations (sniper)
hi2hand_fire			hi2hand_fire1.sam
hi2hand_run          	hi2hand_run.sam
hi2hand_run_fire		hi2hand_run.sam
hi2hand_walk         	hi2hand_walk.sam
hi2hand_walk_fire       hi2hand_walk.sam

// 2 handed low-fired weapon animations (rocket launcher, shotgun)
lo2hand_fire			fire_standing_2handed.sam
lo2hand_run				run_2handed.sam
lo2hand_run_fire     	fire_running_2handed.sam
lo2hand_walk			walking_2handed.sam
lo2hand_walk_fire     	fire_walking_2handed.sam

// Weapon changing
putaway					putaway1.sam
readyweapon				ready1.sam
reload					reload1.sam

// ===============================================
// Idle Animations (Standing)
// ===============================================
idle1					idle_melee1.sam
idle2					idle_melee2.sam
1hand_idle1     		idle_1handed_1.sam
1hand_idle2     		idle_1handed_2.sam
1hand_idle3   			idle_1handed_3.sam
1hand_idle4				idle_melee1.sam
hi2hand_idle1     		idle_2handed_1.sam
hi2hand_idle2     		idle_2handed_2.sam
hi2hand_idle3   		idle_2handed_3.sam
lo2hand_idle1     		idle_2handed_1.sam
lo2hand_idle2     		idle_2handed_2.sam
lo2hand_idle3   		idle_2handed_3.sam

// ===============================================
// Crouching Animations
// ===============================================
// General Crouching Animations
crouch					crouch_2handed.sam
uncrouch				uncrouch_2handed.sam

// Crouching Idle animations
crouch_idle1    		crouch_idle_melee.sam
crouch_1hand_idle1		crouch_idle_1handed.sam
crouch_hi2hand_idle1    crouch_idle_2handed.sam
crouch_lo2hand_idle1	crouch_idle_2handed.sam

// Crouching Fire and Run Fire
crouch_fire				crouch_punch.sam
crouch_1hand_fire		crouch_fire_1handed.sam
crouch_hi2hand_fire 	crouch_hi2hand_fire.sam
crouch_lo2hand_fire		crouch_fire_2handed.sam

crouch_run_fire				crouch_punch.sam
crouch_1hand_run_fire		crouch_fire_1handed.sam
crouch_hi2hand_run_fire 	crouch_fire_2handed.sam
crouch_lo2hand_run_fire		crouch_fire_2handed.sam

// Crouching Walk animations
//crouch_walk1			crouch_walk_melee.sam
//crouch_1hand_walk1	crouch_walk_1handed.sam
//crouch_hi2hand_walk1	crouch_walk_2handed.sam
//crouch_lo2hand_walk1	crouch_walk_2handed.sam

// Crouching Run animations
crouch_run1				crouch_walk_melee.sam
crouch_1hand_run1		crouch_walk_1handed.sam
crouch_hi2hand_run1		crouch_walk_2handed.sam
crouch_lo2hand_run1		crouch_walk_2handed.sam

// Crouching Putaway, Ready, Reload
crouch_putaway			crouch_putaway.sam
crouch_ready			crouch_ready.sam
crouch_reload			crouch_reload.sam

// ===============================================
// Pain Animations (Standing)
// ===============================================
// General Pain Animations
// Pain animations - Standing Upright
pain1					pain_standing_chest.sam

// Location Based Pain Animations
pain_head             	pain_standing_head.sam
pain_torso_upper 		pain_torso_upper.sam
pain_torso_lower      	pain_standing_chest.sam
pain_arm_left_upper		pain_arm_left_lower.sam
pain_arm_left_lower		pain_arm_left_lower.sam
pain_arm_right_upper	pain_arm_right_lower.sam
pain_arm_right_lower	pain_arm_right_lower.sam
pain_leg_right_upper	pain_leg_right_upper.sam
pain_leg_right_lower	pain_standing_legs.sam
pain_leg_left_upper		pain_leg_left_upper.sam
pain_leg_left_lower		pain_standing_from_above.sam

// Crouching Pain animations
crouch_pain1			crouch_pain_1.sam
crouch_pain2			crouch_pain_2.sam
crouch_pain3			crouch_pain_3.sam
crouch_pain4			crouch_pain_4.sam

// ===============================================
// Death Animations (Standing)
// ===============================================
death1					death_flyback.sam
death2					death_layover.sam
death3					death_rollover.sam
death4					death_spin.sam

gibdeath_upper	elexis_gibdeath1.sam
gibdeath_lower	elexis_gibdeath2.sam

// Crouching death animations
crouch_death1			crouch_death1.sam
crouch_death2			crouch_death2.sam
crouch_death3			crouch_death3.sam

// Death Location Based Animations

// ===============================================
// Swimming Animations
// ===============================================
//
//
//------------ Swimming Animations-------------
//
// Swim Deaths
swim_death1				swim_death.sam
swim_death2				swim_death2.sam
swim_death3				swim_death3.sam

// Swim Idles
swim_idle				swim_idle.sam
swim_1hand_idle			swim_1hand_idle.sam
swim_hi2hand_idle		swim_1hand_idle.sam
swim_lo2hand_idle		swim_1hand_idle.sam

// Swim Pains
swim_pain_head            	swim_pain_head.sam
swim_pain_torso_upper		swim_pain_torso_upper.sam
swim_pain_torso_lower		swim_pain_torso_lower.sam
swim_pain_arm_left_lower	swim_pain_arm_left.sam
swim_pain_arm_left_upper	swim_pain_arm_left.sam
swim_pain_arm_right_lower	swim_pain_arm_right.sam
swim_pain_arm_right_upper	swim_pain_arm_right.sam
swim_pain_leg_left			swim_pain_leg_left.sam
swim_pain_leg_right			swim_pain_leg_right.sam

swim_pain1 				swim_pain_torso_upper.sam

// Swimming Melee animations
swim_fire				swim_punch.sam
swim_run				swim_no_weapons.sam
swim_run_fire			swim_punch.sam

// Swimming 1 handed weapon (magnum)
swim_1hand_fire			swim_1hand_fire.sam
swim_1hand_run			swim_1handed.sam
swim_1hand_run_fire		swim_1handed.sam

// Swimming 2 handed weapons (Low-handed)
swim_lo2hand_fire		swim_lo2hand_fire.sam
swim_lo2hand_run		swim_2handed.sam
swim_lo2hand_run_fire	swim_1handed.sam

// Swimming 2 handed weapons (High-handed)
swim_hi2hand_fire		swim_hi2hand_fire.sam
swim_hi2hand_run		swim_2handed.sam
swim_hi2hand_run_fire	swim_1handed.sam

// Swimming Putaway, Ready, and Reload
swim_putaway			swim_putaway.sam
swim_readyweapon		swim_ready.sam
swim_reload				swim_reload.sam

//swim_death_idle.sam

// Scripted Animations

// Id And Group Definitions
id 2 group arm_right_lower bone gun 30 -36 0 flesh
id 5 group head                flesh
group head damage              3.0
id 7 group hair                fabric
group hair damage              2.8
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     flesh
group leg_left_upper damage    0.5
id 25 group leg_left_lower     flesh
group leg_left_lower damage    0.3
id  30 group leg_right_upper   flesh
group leg_right_upper damage   0.5
id  35 group leg_right_lower   flesh
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    fabric
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    fabric
group arm_right_lower damage   0.3
id 220 group torso_upper bone pack 180 170 275 2015attach flesh

// -----------------------------------------------------------------------------
// INITIALIZATION SECTION
//
!init:
//
// SERVER Initialization Commands
//
// Class Setup
server classname actor
server script global/enemy.scr
server setsize "(-32 -32 0)" "(32 32 80)"
server crouchsize "(-24 -24 0)" "(24 24 72)"

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

//client aliascache snd_fall1  "player/elexis/pain1.wav" 1

server aliascache snd_choke1  "player/elexis/drown2.wav" 2
server aliascache snd_choke2  "player/elexis/choke2.wav" 1

server aliascache snd_gasp1   "player/elexis/choke1.wav"

server aliascache snd_drown1  "player/elexis/drown1.wav"

server aliascache snd_taunt1  "player/elexis/taunt/Chldsply.wav"
server aliascache snd_taunt2  "player/elexis/taunt/Cntbstpp.wav"
server aliascache snd_taunt3  "player/elexis/taunt/Flrptr.wav"
server aliascache snd_taunt4  "player/elexis/taunt/Laff1.wav"
server aliascache snd_taunt5  "player/elexis/taunt/Nicetry.wav"
server aliascache snd_taunt6  "player/elexis/taunt/Ptwygn.wav"
server aliascache snd_taunt7  "player/elexis/taunt/Sthtllvg.wav"
server aliascache snd_taunt8  "player/elexis/taunt/Sthtyrbs.wav"
server aliascache snd_taunt9  "player/elexis/taunt/Sthtyrgn.wav"

server aliascache snd_lostweapon    "player/elexis/pain2.wav"

server aliascache snd_gibfest1 	    "player/elexis/taunt/wrthlss.wav"
server aliascache snd_gibfest2 	    "player/elexis/taunt/wstfflsh.wav"
server aliascache snd_gibfest3 	    "player/elexis/taunt/tata.wav"
server aliascache snd_gibfest4 	    "player/elexis/taunt/sogood.wav"

//
// CLIENT Initialization Commands
//
// Sound Aliases
aliascache snd_pain1  "player/elexis/pain1.wav" 1
aliascache snd_pain2  "player/elexis/pain2.wav" 2
aliascache snd_pain3  "player/elexis/pain4.wav" 2
aliascache snd_pain4  "player/elexis/pain5.wav" 2
aliascache snd_pain5  "player/elexis/pain6.wav" 2
aliascache snd_pain6  "player/elexis/pain7.wav" 2

client aliascache snd_pain_head   "player/elexis/pain3.wav" 2
client aliascache snd_pain_chest  "player/elexis/pain7.wav" 2
client aliascache snd_pain_leg    "player/elexis/pain5.wav" 2
client aliascache snd_pain_arm    "player/elexis/pain1.wav" 2

client aliascache snd_death1  "player/elexis/death1.wav" 2
client aliascache snd_death2  "player/elexis/pain3.wav" 4
client aliascache snd_death3  "player/elexis/death2.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

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_swim1     "player/swim/swim1.wav" 1
client aliascache snd_swim2     "player/swim/swim2.wav" 1

client aliascache snd_jump1     "player/elexis/pain5.wav"

// -----------------------------------------------------------------------------
// MAIN SECTION
//
!main:

// Special Commands
server putaway 		last stopanim
server readyweapon 	last stopanim

server crouch_putaway    last stopanim
server crouch_readyweapon  last stopanim

server swim_putaway    last stopanim
server swim_readyweapon  last stopanim

// Normal Animations
client walk 0 footstep
server walk 0 movementsound
client walk 4 footstep
server walk 4 movementsound

client run 1 footstep
server run 1 movementsound
client run 4 footstep
server run 4 movementsound

client climb 0 randomsound snd_ladder .7 4
server climb 0 movementsound
client climb 4 randomsound snd_ladder .7 4
server climb 4 movementsound

client fire1 2 randomsound snd_whoosh .5 1
client fire1 2 footstep
server fire1 2 movementsound
client fire1 4 randomsound snd_whoosh .5 1
client fire1 4 footstep
server fire1 4 movementsound

client fire2 2 randomsound snd_whoosh .5 1
server fire2 2 movementsound
//client run_fire1 1 randomsound snd_whoosh .5 1
//server run_fire1 1 movementsound
//client run_fire1 3 randomsound snd_whoosh .5 1
//server run_fire1 3 movementsound

//client punch1 0 randomsound snd_whoosh 1 1
//client punch1 3 randomsound snd_whoosh 1 1
//client punch1 5 randomsound snd_whoosh 1 1


client jump 0 randomsound snd_jump 1 2
server jump 0 movementsound
server jump 4 nextframe 4

server fall 2 nextframe 0

client land first randomsound snd_land 1 4
server land first movementsound
client land first footstep 1 1

// 1 Handed Weapon Animations (Magnum)
client 1hand_run 1 footstep
server 1hand_run 1 movementsound
client 1hand_run 4 footstep
server 1hand_run 4 movementsound
client 1hand_run_fire 1 footstep
server 1hand_run_fire 1 movementsound
client 1hand_run_fire 4 footstep
server 1hand_run_fire 4 movementsound
client 1hand_walk1 0 footstep
server 1hand_walk1 0 movementsound
client 1hand_walk1 5 footstep
server 1hand_walk1 5 movementsound
client 1hand_walk_fire1 0 footstep
server 1hand_walk_fire1 0 movementsound
client 1hand_walk_fire1 5 footstep
server 1hand_walk_fire1 5 movementsound

// 2 Handed Shoulder-fired Weapon Animations (Sniper Rifle, Shotgun, etc.)
client hi2hand_run 1 footstep
server hi2hand_run 1 movementsound
client hi2hand_run 4 footstep
server hi2hand_run 4 movementsound
client hi2hand_run_fire 1 footstep
server hi2hand_run_fire 1 movementsound
client hi2hand_run_fire 4 footstep
server hi2hand_run_fire 4 movementsound
client hi2hand_walk 0 footstep
server hi2hand_walk 0 movementsound
client hi2hand_walk 5 footstep
server hi2hand_walk 5 movementsound
client hi2hand_walk_fire 0 footstep
server hi2hand_walk_fire 0 movementsound
client hi2hand_walk_fire 5 footstep
server hi2hand_walk_fire 5 movementsound


// 2 Handed Low-fired Weapon Animations (Rocket Launcher)
client lo2hand_run 1 footstep
server lo2hand_run 1 movementsound
client lo2hand_run 4 footstep
server lo2hand_run 4 movementsound
client lo2hand_run_fire 1 footstep
server lo2hand_run_fire 1 movementsound
client lo2hand_run_fire 4 footstep
server lo2hand_run_fire 4 movementsound
client lo2hand_walk 0 footstep
server lo2hand_walk 0 movementsound
client lo2hand_walk 5 footstep
server lo2hand_walk_fire 5 movementsound
client lo2hand_walk_fire 0 footstep
server lo2hand_walk_fire 0 movementsound
client lo2hand_walk_fire 5 footstep
server lo2hand_walk_fire 5 movementsound

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

server pain_head  first painsound
client pain_head  first randomsound snd_pain_head 1 2
server pain_torso_upper first painsound
client pain_torso_upper first randomsound snd_pain_chest 1 2
server pain_torso_lower first painsound
client pain_torso_lower first randomsound snd_pain_chest 1 2
server pain_leg_right_upper first painsound
client pain_leg_right_upper first randomsound snd_pain_leg 1 2
server pain_leg_left_upper first painsound
client pain_leg_left_upper first randomsound snd_pain_leg 1 2
server pain_leg_right_lower first painsound
client pain_leg_right_lower first randomsound snd_pain_leg 1 2
client pain_leg_right_lower 2 randomsound snd_partfall 1 2
server pain_leg_left_lower first painsound
client pain_leg_left_lower first randomsound snd_pain_leg 1 2
client pain_leg_left_lower first randomsound snd_partfall 1 4
server pain_arm_right_upper first painsound
client pain_arm_right_upper first randomsound snd_pain_arm 1 2
server pain_arm_left_upper first painsound
client pain_arm_left_upper first randomsound snd_pain_arm 1 2
server pain_arm_right_lower first painsound
client pain_arm_right_lower first randomsound snd_pain_arm 1 2
server pain_arm_left_lower first painsound
client pain_arm_left_lower first randomsound snd_pain_arm 1 2

// Death Location Based Animations

client death1 first randomsound snd_death 1 2
server death1 first deathsound
client death1 6 randomsound snd_partfall 1 4
client death2 first randomsound snd_death 1 2
server death2 first deathsound
client death2 4 randomsound snd_bodyfall 1 4
client death3 first randomsound snd_death 1 2
server death3 first deathsound
client death3 3 randomsound snd_bodyfall 1 4
client death3 last randomsound snd_kneefall 1 4
client death4 first randomsound snd_death 1 2
server death4 first deathsound
client death4 2 randomsound snd_whoosh 1 4
client death4 5 randomsound snd_whoosh 1 4
client death4 8 randomsound snd_bodyfall 1 4

// Crouching Animations
client crouch_run1 1 footstep
server crouch_run1 1 movementsound
client crouch_run1 3 footstep
server crouch_run1 3 movementsound
client crouch_run_fire 0 randomsound snd_whoosh .8 1
server crouch_run_fire 0 movementsound
client crouch_run_fire 2 randomsound snd_whoosh .8 1
server crouch_run_fire 2 movementsound
client crouch_run_fire 4 randomsound snd_whoosh .8 1
server crouch_run_fire 4 movementsound
client crouch_run_fire 6 randomsound snd_whoosh .8 1
server crouch_run_fire 6 movementsound

client crouch_1hand_run1 1 footstep
server crouch_1hand_run1 1 movementsound
client crouch_1hand_run1 4 footstep
server crouch_1hand_run1 4 movementsound
client crouch_1hand_run_fire 1 footstep
server crouch_1hand_run_fire 1 movementsound
client crouch_1hand_run_fire 4 footstep
server crouch_1hand_run_fire 4 movementsound

client crouch_fire 0 randomsound snd_whoosh .8 1
server crouch_fire 0 movementsound
client crouch_fire 2 randomsound snd_whoosh .8 1
server crouch_fire 2 movementsound
client crouch_fire 4 randomsound snd_whoosh .8 1
server crouch_fire 4 movementsound
client crouch_fire 6 randomsound snd_whoosh .8 1
server crouch_fire 6 movementsound
//client crouch_run_fire1 1 randomsound snd_whoosh .5 1
//server crouch_run_fire1 1 movementsound
//client crouch_run_fire1 3 randomsound snd_whoosh .5 1
//server crouch_run_fire1 3 movementsound
//client crouch_run_fire1 5 randomsound snd_whoosh .5 1
//server crouch_run_fire1 5 movementsound
//client crouch_run_fire1 7 randomsound snd_whoosh .5 1
//server crouch_run_fire1 7 movementsound

client crouch_hi2hand_run1 0 footstep
server crouch_hi2hand_run1 0 movementsound
client crouch_hi2hand_run1 3 footstep
server crouch_hi2hand_run1 3 movementsound
//client crouch_lo2hand_run1 0 footstep
//server crouch_lo2hand_run1 0 movementsound
//client crouch_lo2hand_run1 3 footstep
//server crouch_lo2hand_run1 3 movementsound
//client crouch_walk1 0 footstep
//server crouch_walk1 0 movementsound
//client crouch_walk1 6 footstep
//server crouch_walk1 6 movementsound
//client crouch_walk1 0 footstep
//server crouch_walk1 0 movementsound
//client crouch_walk1 6 footstep
//server crouch_walk1 6 movementsound

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
client crouch_pain3 first randomsound snd_pain 1 2
server crouch_pain3 first painsound

client crouch_death1 first randomsound snd_death 1 2
server crouch_death1 first deathsound
client crouch_death1     6 randomsound snd_partfall 1 4
client crouch_death2 first randomsound snd_death 1 2
server crouch_death2 first deathsound
client crouch_death2     3 randomsound snd_bodyfall 1 4
client crouch_death3 first randomsound snd_death 1 2
server crouch_death3 first deathsound
client crouch_death3     3 randomsound snd_bodyfall 1 4

client swim_idle 2 randomsound snd_swim .3 4
server swim_idle 2 movementsound
client swim_1hand_idle 1 randomsound snd_swim .3 4
server swim_1hand_idle 1 movementsound
client swim_hi2hand_idle 1 randomsound snd_swim .3 4
server swim_hi2hand_idle 1 movementsound
client swim_lo2hand_idle 1 randomsound snd_swim .3 4
server swim_lo2hand_idle 1 movementsound

client swim_run 0 randomsound snd_swim .3 4
server swim_run 0 movementsound
client swim_1hand_run 4 randomsound snd_swim .3 4
server swim_1hand_run 4 movementsound
client swim_1hand_run_fire 4 randomsound snd_swim .3 4
server swim_1hand_run_fire 4 movementsound
client swim_lo2hand_run 4 randomsound snd_swim .3 4
server swim_lo2hand_run 4 movementsound
client swim_lo2hand_run_fire 4 randomsound snd_swim .3 4
server swim_lo2hand_run_fire 4 movementsound
client swim_hi2hand_run 4 randomsound snd_swim .3 4
server swim_hi2hand_run 4 movementsound
client swim_hi2hand_run_fire 4 randomsound snd_swim .3 4
server swim_hi2hand_run_fire 4 movementsound

client swim_pain1 first randomsound snd_pain 1 2
server swim_pain1 first movementsound

client swim_death1 first randomsound snd_death 1 2
server swim_death1 first movementsound

server gibdeath_upper first group head +nodraw
server gibdeath_upper first group hair +nodraw
server gibdeath_upper first group torso_upper +nodraw
server gibdeath_upper first group arm_left_upper +nodraw
server gibdeath_upper first group arm_left_lower +nodraw
server gibdeath_upper first group arm_right_upper +nodraw
server gibdeath_upper first group arm_right_lower +nodraw

server gibdeath_upper first group torso_lower +skin1
server gibdeath_upper first group leg_left_upper +skin1
server gibdeath_upper first group leg_left_lower +skin1
server gibdeath_upper first group leg_right_upper +skin1
server gibdeath_upper first group leg_right_lower +skin1

server gibdeath_lower first group torso_lower +nodraw
server gibdeath_lower first group leg_left_upper +nodraw
server gibdeath_lower first group leg_left_lower +nodraw
server gibdeath_lower first group leg_right_upper +nodraw
server gibdeath_lower first group leg_right_lower +nodraw

server gibdeath_lower first group head +skin1
server gibdeath_lower first group torso_upper +skin1
server gibdeath_lower first group arm_left_upper +skin1
server gibdeath_lower first group arm_left_lower +skin1
server gibdeath_lower first group arm_right_upper +skin1
server gibdeath_lower first group arm_right_lower +skin1
server gibdeath_lower first group hair +skin1


// -----------------------------------------------------------------------------
// SOURCESAFE Update Log
//
// $Log:: /Quake 2 Engine/Sin/Base Sin Data/Models/Hero/pl_elexis.def         $
// 
// 62    11/11/98 9:03p Markd
// fixed invalid number of taunt and pain sounds
// 
// 61    11/11/98 5:14p Markd
// fixed jumping and landing animations
//
// 60    11/10/98 7:33p Markd
// added a jump sound for her
//
// 59    11/10/98 7:09p Markd
// fixed ready and putaway animations on player models
//
// 58    11/10/98 12:11p Markd
// fixed her pain sounds
//
// 57    11/09/98 1:12a Jimdose
// added ( ) to setsize
//
// 56    11/08/98 8:38p Beau
// added gibdeath
//
// 55    11/08/98 7:53p Joeske
// Fixed bad taunt sound file ref.
//
// 54    11/07/98 7:31p Markd
// Made pain sounds both client and server
//
// 53    11/07/98 7:17p Joeske
// Fixed regional pain sound refs, added extra loast weapon sounds.
//
// 52    11/07/98 6:59p Joeske
// Fixed some sound ref alias problems.
//
// 51    10/25/98 7:45p Joeske
// Fixed alias refs.
//
// 50    10/25/98 1:36p Joeske
// Added in gisfest sound refs.
//
// 49    10/23/98 5:11a Aldie
// Maded ready and putaway animations stop on the last frame
//
// 48    10/22/98 10:58p Joeske
// Checked the snd_lostweapon for character.
//
// 47    10/21/98 2:52p Joeske
// Commented out the atest.sam animation.
//
// 46    10/20/98 6:16p Mph
// took out shower.sam :(
//
// 45    10/20/98 6:01p Onethumb
//
// 44    10/19/98 3:17p Mph
//
// 43    10/16/98 12:27p Mph
// added shower anim
//
// 42    10/15/98 3:03p Mph
//
// 41    10/14/98 10:24p Markd
// tweaking jumping animations
//
// 40    10/14/98 9:13p Markd
// Fixed jumping, falling and landing animations
//
// 39    10/13/98 1:44a Joeske
// Fixed swim_pain --> swim_pain1.
// Commented out dive alias and animation ref. No anim exists.
//
// 38    10/13/98 1:39a Joeske
// Fixed double quote type on LAND alias line.
//
// 37    10/13/98 1:14a Joeske
//
// 36    10/12/98 6:20p Mph
//
// 35    10/07/98 9:42p Mph
//
// 34    10/07/98 9:35p Mph
// added more anims
//
// 33    10/05/98 12:46p Mph
//
// 32    9/24/98 12:04p Zak
// tweaked jump anim
//
// 31    9/23/98 9:25p Zak
//
// 30    9/23/98 5:59p Zak
// tweaked anims and swin sound volumes
//
// 29    9/23/98 3:39p Zak
// tweaked anims, reconciled existing anim aliases with played anims
//
// 28    9/22/98 10:01p Markd
//
// 27    9/20/98 9:01p Joeske
// Reformatted the file.
//
// 9     9/20/98 7:24p Joeske
// Reformatted the files.
// -----------------------------------------------------------------------------
