SDEF
// -----------------------------------------------------------------------------
//  $Logfile:: /Quake 2 Engine/Sin/Base Sin Data/Models/Hero/pl_jc.def        $
// $Revision:: 50                                                             $
//   $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:
// J.C., the hacker extraordinare! What a bit butcher!
//
// MODEL AUTHOR:
// Michael
//
/*SINED Hero_JC (1 .5 0) (0 0 0) (0 0 0)
JC
*/

// -----------------------------------------------------------------------------
// FILE DECLARATIONS
//
// Model Commands
path models/pl_jc
scale 1.16

// Base Model
jc_ken.sbm

// Skins
normal	   		jc_base.tga
damage	   		jc_base_dam.tga

// -----------------------------------------------------------------------------
// ANIMATION DECLARATIONS
//
// special animations
pose 					idle_melee2.sam
climb					climb_ladder.sam
dive					jc_dive.sam
drive					drive_truck.sam
driveatv				drive_ATV.sam
throw					throw.sam
ride					jc_ride.sam //###

//------------Crouching Anims--------------
//
// Crouching enter/exit
crouch					crouch_2handed.sam
uncrouch				uncrouch.sam

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

// Crouching Idle animations
crouch_idle1			crouch_idle_1handed_1.sam
crouch_1hand_idle1		crouch_idle_1handed_2.sam
crouch_hi2hand_idle1	crouch_idle_2handed_1.sam
crouch_lo2hand_idle1	crouch_idle_2handed_2.sam

// Crouching Pain animations
crouch_pain1			crouch_pain_2handed_1.sam
crouch_pain2			crouch_pain_2handed_2.sam
crouch_pain3			crouch_pain3.sam
crouch_pain4			crouch_pain4.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

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

crouch_run_fire				crouch_punch.sam
crouch_1hand_run_fire1		crouch_fire_1handed.sam
crouch_hi2hand_run_fire1 	crouch_hi2hand_fire.sam
crouch_lo2hand_run_fire1	crouch_fire_2handed.sam

// Crouching Walk animations
//crouch_walk1			crouch_walk_1handed.sam
//crouch_walk_1handed1	crouch_walk_1handed.sam
//crouch_walk_2handed1	crouch_walk_2handed.sam

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

//------------Standing Upright Anims--------------
//
// Death animations - Standing Upright
death1  				death_standing_layover.sam
death2  				death_standing_rollover.sam
death3  				death_standing_spin.sam

gibdeath_upper	jc_gibdeath1.sam
gibdeath_lower	jc_gibdeath2.sam

// Idle animations- Standing Upright
idle1					idle_melee2.sam
idle2					idle_melee1.sam
1hand_idle1				idle_standing_1handed_1.sam
1hand_idle2				idle_standing_1handed_2.sam
hi2hand_idle1			idle_standing_2handed_1.sam
hi2hand_idle1			idle_standing_2handed_2.sam
lo2hand_idle1			idle_standing_2handed_1.sam
lo2hand_idle2			idle_standing_2handed_2.sam

// Pain animations - Standing Upright
pain_arm_left_lower		pain_arm_left_lower.sam
pain_arm_left_upper		pain_arm_left_lower.sam
pain_arm_right_lower	pain_arm_right_lower.sam
pain_arm_right_upper	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_legs.sam
pain_torso_lower		pain_torso_lower.sam
pain_torso_upper 		pain_torso_upper.sam
pain_head				pain_head.sam

pain1					pain_standing_chest.sam

// Melee Animations (no weapons)
fire1					melee_punch.sam
fire2					melee_kick.sam
run						run_1handed.sam
swim					swim_no_weapon.sam
walk					walk_1handed.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_fire			1hand_walk_fire.sam
1hand_walk				walk_1handed.sam


// 2 handed shoulder-fired weapon animations (sniper)
hi2hand_run_fire1		hi2hand_run_fire.sam
hi2hand_run          	run_2handed.sam
hi2hand_fire			hi2hand_fire.sam
hi2hand_walk         	walk_2handed.sam
hi2hand_walk_fire       hi2hand_walk_fire.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			walk_2handed.sam
lo2hand_walk_fire     	lo2hand_walk_fire.sam

// Jumping animations
jump					jump.sam
fall					fall.sam
land					land.sam

// Weapon changing
putaway					putaway.sam
readyweapon				ready.sam
reload					reload.sam

//
//------------ Swimming Animations-------------
//
// Swim Deaths
swim_death1				swim_death.sam

// Swim Idles
swim_idle				swim_idle_melee.sam
swim_1hand_idle			swim_idle.sam
swim_hi2hand_idle		swim_idle.sam
swim_lo2hand_idle		swim_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_pain				swim_pain_torso_upper.sam

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

// Swimming 1 handed weapon (magnum)
swim_1hand_fire			swim_fire_1handed.sam
swim_1hand_run			swim_1handed.sam
swim_1hand_run_fire		swim_1handed.sam

// Swimming 2 handed weapons (Low-handed)
swim_lo2hand_fire		swim_fire_2handed.sam
swim_lo2hand_run		swim_2handed.sam
swim_lo2hand_run_fire	swim_1handed.sam

// Swimming 2 handed weapons (High-handed)
swim_hi2hand_fire		swim_fire_2handed.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

// Id And Group Definitions
id 200 group arm_right_lower bone gun 20 90 175 2015attach flesh
id 500 group lenses twosided translucent33
id 100 group glasses metal envmapped
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 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 0 0 150 2015attach flesh

// -----------------------------------------------------------------------------
// INITIALIZATION SECTION
//
!init:
//
// SERVER Initialization Commands
//
// Class Setup
server classname actor
server script global/friend.scr
server setsize "(-16 -16 0)" "(16 16 80)"
server crouchsize "(-28 -28 0)" "(28 28 56)"

// Sound Aliases
server aliascache snd_choke1 "player/jc/drown/choke1.wav" 1
server aliascache snd_choke2 "player/jc/drown/choke1.wav" 1
server aliascache snd_choke3 "player/jc/drown/choke1.wav" 1

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

//server aliascache snd_taunt1 "player/jc/taunts/ayatol1.wav"
server aliascache snd_taunt2 "player/jc/taunts/bitebig2.wav"
server aliascache snd_taunt3 "player/jc/taunts/biteme1.wav"
server aliascache snd_taunt4 "player/jc/taunts/casbah1.wav"
server aliascache snd_taunt5 "player/jc/taunts/daddy1.wav"
server aliascache snd_taunt6 "player/jc/taunts/fragba1.wav"
//server aliascache snd_taunt7 "player/jc/taunts/fragel2.wav"
server aliascache snd_taunt7 "player/jc/taunts/thathurt1.wav"
server aliascache snd_taunt8 "player/jc/taunts/hailto1.wav"
server aliascache snd_taunt9 "player/jc/taunts/irule3.wav"
//server aliascache snd_taunt10 "player/jc/taunts/jusuck1.wav"

server aliascache snd_taunt1 "dialog/misc2/jc/albat.wav"
server aliascache snd_taunt10 "dialog/misc2/jc/buckshot.wav"
server aliascache snd_taunt11 "dialog/misc2/jc/lvmark.wav"
server aliascache snd_taunt12 "dialog/misc2/jc/nosoup.wav"

server aliascache snd_lostweapon1    "player/jc/pain/handpain1.wav"
server aliascache snd_lostweapon2    "player/jc/pain/handpain2.wav"
server aliascache snd_lostweapon3    "player/jc/pain/pain5.wav"
server aliascache snd_lostweapon4    "player/jc/pain/pain7.wav"

server aliascache snd_gibfest1     "dialog/general/jc/radman.wav"
server aliascache snd_gibfest2     "dialog/general/jc/score.wav"
server aliascache snd_gibfest3     "dialog/general/jc/holyshit.wav"
server aliascache snd_gibfest4     "player/jc/taunts/launched.wav"
server aliascache snd_gibfest5     "player/jc/taunts/oblit.wav"
server aliascache snd_gibfest6     "player/jc/taunts/toast.wav"
server aliascache snd_gibfest7     "player/jc/taunts/blowgd.wav"

//
// CLIENT Initialization Commands
//
// Sound Aliases
aliascache snd_pain1  "player/jc/pain/pain1.wav"
aliascache snd_pain2  "player/jc/pain/pain2.wav"
aliascache snd_pain3  "player/jc/pain/pain3.wav"
aliascache snd_pain4  "player/jc/pain/pain4.wav"
aliascache snd_pain5  "player/jc/pain/pain5.wav"
aliascache snd_pain6  "player/jc/pain/pain6.wav"
aliascache snd_pain7  "player/jc/pain/pain7.wav"
aliascache snd_pain8  "player/jc/pain/pain8.wav"
aliascache snd_pain9  "player/jc/pain/pain9.wav"
//aliascache snd_pain10 "player/jc/pain/pain10.wav"
//aliascache snd_pain11 "player/jc/pain/pain11.wav"

client aliascache snd_pain_head     "player/jc/pain/pain2.wav"
client aliascache snd_pain_chest    "player/jc/pain/pain11.wav"
client aliascache snd_pain_arm      "player/jc/pain/pain4.wav"
client aliascache snd_pain_leg1     "player/jc/pain/legpain1.wav"
client aliascache snd_pain_leg2     "player/jc/pain/legpain2.wav"

client aliascache snd_death1 "player/jc/death/deth1.wav"
client aliascache snd_death2 "player/jc/death/deth2.wav"
client aliascache snd_death3 "player/jc/death/deth3.wav"
client aliascache snd_death4 "player/jc/death/deth4.wav"
client aliascache snd_death5 "player/jc/death/deth5.wav"
client aliascache snd_death6 "player/jc/death/deth6.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/jc/jump/jump1.wav" 1
client aliascache snd_jump2 "player/jc/jump/jump4.wav" .4

client aliascache snd_duck1 "player/jc/duck/duck1.wav" 1
client aliascache snd_duck2 "player/jc/duck/duck3.wav" .4

client aliascache snd_swim1   "player/swim/swim1.wav" 1
client aliascache snd_swim2   "player/swim/swim2.wav" 1
client aliascache snd_swim3   "player/swim/swim3.wav" 1

client aliascache snd_drown1 "player/jc/drown/drown1.wav" 1
client aliascache snd_drown2 "player/jc/drown/drown2.wav" 1
client aliascache snd_drown3 "player/jc/drown/drown3.wav" 1

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

// Normal Animations
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

client walk 0 footstep
server walk 0 movementsound
client walk 6 footstep
server walk 6 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 3 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_walk 0 footstep
server 1hand_walk 0 movementsound
client 1hand_walk 6 footstep
server 1hand_walk 6 movementsound
client 1hand_walk_fire 0 footstep
server 1hand_walk_fire 0 movementsound
client 1hand_walk_fire 6 footstep
server 1hand_walk_fire 6 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_fire1 1 footstep
server hi2hand_run_fire1 1 movementsound
client hi2hand_run_fire1 4 footstep
server hi2hand_run_fire1 4 movementsound
client hi2hand_walk 0 footstep
server hi2hand_walk 0 movementsound
client hi2hand_walk 6 footstep
server hi2hand_walk 6 movementsound
client hi2hand_walk_fire 0 footstep
server hi2hand_walk_fire 0 movementsound
client hi2hand_walk_fire 6 footstep
server hi2hand_walk_fire 6 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 6 footstep
server lo2hand_walk 6 movementsound
server lo2hand_walk_fire 0 movementsound
client lo2hand_walk_fire 0 footstep
server lo2hand_walk_fire 6 movementsound
client lo2hand_walk_fire 6 footstep


// 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 4 randomsound snd_bodyfall 1 4
client death1 7 randomsound snd_kneefall 1 4
client death2 first randomsound snd_death 1 2
server death2 first deathsound
client death2 3 randomsound snd_bodyfall 1 4
client death2 8 randomsound snd_partfall 1 4
client death2 12 randomsound snd_kneefall 1 4
client death3 first randomsound snd_death 1 2
server death3 first deathsound
client death3 2 randomsound snd_whoosh 1 4
client death3 3 randomsound snd_whoosh 1 4
client death3 7 randomsound snd_partfall 1 4
client death3 10 randomsound snd_kneefall 1 4


// Crouching Animations
//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_run1 0 footstep
server crouch_run1 0 movementsound
client crouch_run1 4 footstep
server crouch_run1 4 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 0 footstep
server crouch_1hand_run1 0 movementsound
client crouch_1hand_run1 4 footstep
server crouch_1hand_run1 4 movementsound
client crouch_1hand_run_fire1 0 footstep
server crouch_1hand_run_fire1 0 movementsound
client crouch_1hand_run_fire1 4 footstep
server crouch_1hand_run_fire1 4 movementsound
//client crouch_1hand_walk1 0 footstep
//server crouch_1hand_walk1 0 movementsound
//client crouch_1hand_walk1 6 footstep
//server crouch_1hand_walk1 6 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_hi2hand_run1 0 footstep
server crouch_hi2hand_run1 0 movementsound
client crouch_hi2hand_run1 3 footstep
server crouch_hi2hand_run1 3 movementsound
//client crouch_hi2hand_walk1 0 footstep
//server crouch_hi2hand_walk1 0 movementsound
//client crouch_hi2hand_walk1 6 footstep
//server crouch_hi2hand_walk1 6 movementsound
client crouch_lo2hand_run1 0 footstep
server crouch_lo2hand_run1 0 movementsound
client crouch_lo2hand_run1 4 footstep
server crouch_lo2hand_run1 4 movementsound
client crouch_lo2hand_run_fire1 0 footstep
server crouch_lo2hand_run_fire1 0 movementsound
client crouch_lo2hand_run_fire1 4 footstep
server crouch_lo2hand_run_fire1 4 movementsound


//client crouch_lo2hand_walk1 0 footstep
//server crouch_lo2hand_walk1 0 movementsound
//client crouch_lo2hand_walk1 6 footstep
//server crouch_lo2hand_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_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_pain4 first randomsound snd_pain 1 2
server crouch_pain4 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 6 randomsound snd_bodyfall 1 4

client swim 2 randomsound snd_swim .2 4
server swim 2 movementsound
client swim_idle 0 randomsound snd_swim .2 4
server swim_idle 0 movementsound
client swim_1hand_idle 0 randomsound snd_swim .2 4
server swim_1hand_idle 0 movementsound

client swim_hi2hand_idle 1 randomsound snd_swim .2 4
server swim_hi2hand_idle 1 movementsound
client swim_lo2hand_idle 0 randomsound snd_swim .2 4
server swim_lo2hand_idle 0 movementsound

client swim_run 0 randomsound snd_swim .3 4
server swim_run 0 movementsound
client swim_run_fire 0 randomsound snd_swim .3 4
server swim_run_fire 0 movementsound
client swim_1hand_run 2 randomsound snd_swim .3 4
server swim_1hand_run 2 movementsound
client swim_1hand_run_fire 2 randomsound snd_swim .3 4
server swim_1hand_run_fire 2 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_fire first randomsound snd_swim 1 2
server swim_fire first movementsound
client swim_fire 2 randomsound snd_swim 1 2
server swim_fire 2 movementsound

client swim_death1 first randomsound snd_death 1 2
server swim_death1 first movementsound

server swim_pain first movementsound
client swim_pain first randomsound snd_pain 1 2

server gibdeath_upper first group head +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 glasses +nodraw
server gibdeath_upper first group lenses +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


// -----------------------------------------------------------------------------
// SOURCESAFE Update Log
//
// $Log:: /Quake 2 Engine/Sin/Base Sin Data/Models/Hero/pl_jc.def             $
// 
// 50    11/11/98 9:03p Markd
// fixed invalid number of taunt and pain sounds
//
// 49    11/11/98 6:31p Markd
// fixed some jumping issues
//
// 48    11/11/98 5:15p Markd
// fixed jumping and landing animations
//
// 47    11/10/98 7:09p Markd
// fixed ready and putaway animations on player models
//
// 46    11/10/98 12:11p Markd
// fixed pain sounds
//
// 45    11/09/98 2:05a Joeske
// Adjusted a taunt.
//
// 44    11/09/98 1:13a Jimdose
// added ( ) to setsize
//
// 43    11/08/98 8:47p Beau
//
// 42    11/07/98 7:31p Markd
// Made pain sounds both client and server
//
// 41    11/07/98 7:17p Joeske
// Fixed regional pain sound refs, added extra loast weapon sounds.
//
// 40    10/25/98 7:45p Joeske
// Fixed alias refs.
//
// 39    10/25/98 1:37p Joeske
// Added in gisfest sound refs.
//
// 38    10/23/98 5:11a Aldie
// Maded ready and putaway animations stop on the last frame
//
// 37    10/23/98 2:52a Joeske
// Fixed improper dir ref for snd_lostweapon.
//
// 36    10/22/98 10:58p Joeske
// Checked the snd_lostweapon for character.
//
// -----------------------------------------------------------------------------
