SDEF
// -----------------------------------------------------------------------------
// MODEL DESCRIPTION:
// Thug carrying a Magnum
//
// MODEL AUTHOR:
// Ritual, animated by Boon
//
/*SINED Monster_Guard_Crane_Ass (1 .5 0) (0 0 0) (0 0 0)
2015 Guard-Crane with assault rifle
*/

// -----------------------------------------------------------------------------
// FILE DECLARATIONS
//
// Model Commands
path models/tech
scale 1.2

// Base Model
tech_freeport.sbm

// Skins
normal	cranesec_03a.tga
//normal	cranesec_03b.tga
//normal	cranesec_03c.tga
damage	cranesec_03a_dam.tga
//damage	cranesec_03b_dam.tga
//damage	cranesec_03c_dam.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.sam
//fire2			shoot_sweep.sam
//runfire1          guerilla_runfire.sam

melee1      	strafe_left.sam
melee2	     	strafe_right.sam
melee3		punch.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_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_death1		deatha.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_upper	pain_right_arm.sam
pain_arm_right_lower	pain_right_arm.sam
pain_arm_left_upper	pain_left_arm.sam
pain_arm_left_lower	pain_left_arm.sam
pain_leg_right_upper	pain_right_leg_i.sam
pain_leg_right_lower	pain_right_leg_o.sam
pain_leg_left_upper	pain_left_leg_i.sam
pain_leg_left_lower	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		death_b.sam
death_torso_lower		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	death_b.sam
//death_leg_left_inside	pain_left_leg_i.sam
//death_leg_left_outside	death_b.sam
//death_foot_left		death_b.sam
//death_foot_right		death_b.sam

// Blast Animations - for explosions and very big guns
//blast_head			deatha.sam
//blast_torso_upper		deatha.sam
//blast_torso_lower		deatha.sam
//blast_torso_back		death_forward_left.sam
//blast_groin			deatha.sam
//blast_arm_right		death_forward_left.sam
//blast_arm_left		death_forward_right.sam
//blast_leg_right_inside	death_a.sam
//blast_leg_right_outside	death_a.sam
//blast_leg_left_inside	death_a.sam
//blast_leg_left_outside	death_a.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
//talk1          guerilla_talk1.sam
//talk2          guerilla_talk2.sam
//laugh1	   guerilla_laugh.sam
//manrocket1	   guerilla_manrocket.sam
//throw1         thug_throwbag.sam
//throw2         thug_throwbag2.sam
//push1          thug_pushbags.sam
//opencan1       thug_opencan.sam
//hostage        guerilla_hostage.sam
//hostagekill    guerilla_hostagekill.sam
use			hit_alarm_mid.sam	//This is one of Michael's animations




//
// Define model group areas
//
id 5 group head flesh 
group head damage 4.0
id 20 group torso_upper fabric 
group torso_upper damage 1.0
id 30 group torso_lower fabric 
group torso_lower damage 1.0
id 45 group leg_left_upper fabric 
group leg_left_upper damage .8
id 50 group leg_left_lower fabric 
group leg_left_lower damage 0.6
id 65 group leg_right_upper fabric 
group leg_right_upper damage .8
id 70 group leg_right_lower fabric 
group leg_right_lower damage 0.6
id 85 group arm_left_upper fabric 
group arm_left_upper damage 0.8
id 90 group arm_left_lower fabric 
group arm_left_lower damage 0.6
id 105 group arm_right_upper fabric 
group arm_right_upper damage 0.8
id 110 group arm_right_lower fabric 
group arm_right_lower damage 0.6
id 200 group arm_right_lower bone gun -30 130 130 2015attach flesh




// -----------------------------------------------------------------------------
// INITIALIZATION SECTION
//
!init:
//
// SERVER Initialization Commands
//
// Class Setup
server classname actor
server script global/mthug.scr
//### was 20
server setsize "-20 -20 0" "20 20 80"
server crouchsize "-20 -20 0" "20 20 64"
server weapon AssaultRifle
server health 50
server item FlakJacket 50
server painthreshold 1

server meleerange 20
server meleedamage 20


// Sound Aliases
server aliascache  snd_attacktaunt1    "monsters/atech/attk1.wav" 1
server aliascache  snd_attacktaunt2    "monsters/atech/attk2.wav" 1

server aliascache  snd_panic1    "misc/null.wav"  1
server aliascache  snd_panic2    "monsters/atech/idle1.wav" 1

server aliascache  snd_pursuit1    "monsters/atech/purs1.wav" 1

server aliascache  snd_sightenemy1    "monsters/atech/site1.wav" 1
server aliascache  snd_sightenemy2    "monsters/atech/site2.wav" .4

server aliascache  snd_inmysights1    "monsters/atech/site1.wav" 1
server aliascache  snd_inmysights2    "monsters/atech/site2.wav" 1
server aliascache  snd_inmysights3    "monsters/atech/duck1.wav" 1

server aliascache  snd_idle1          "misc/null.wav"  1
server aliascache  snd_investigate1   "misc/null.wav" 1
server aliascache  snd_locate1        "monsters/atech/loc.wav" 1
server aliascache  snd_locate2        "monsters/atech/loc2.wav" 1

server aliascache  snd_tauntdeath1    "monsters/atech/duck1.wav" 1
server aliascache  snd_tauntdeath2    "monsters/atech/attk2.wav" 1

//
// CLIENT Initialization Commands
//
// Sound Aliases
client aliascache  snd_duck1    "monsters/atech/duck1.wav" 1
client aliascache  snd_duck2    "monsters/atech/duck2.wav" 1

client aliascache  snd_pain1     "monsters/atech/pain1.wav" 1
client aliascache  snd_pain2     "monsters/atech/pain2.wav" 1
client aliascache  snd_pain3     "monsters/atech/pain3.wav" 1
client aliascache  snd_pain4     "monsters/atech/pain4.wav" 1
client aliascache  snd_pain6     "monsters/atech/pain5.wav" 1
client aliascache  snd_pain_hand1     "monsters/atech/painhnd.wav" 1
client aliascache  snd_pain_head1     "monsters/atech/painhed.wav" 1
client aliascache  snd_pain_nuts     "monsters/atech/painnuts.wav" 1

client aliascache  snd_death1    "monsters/atech/death1.wav" 1
client aliascache  snd_death2    "monsters/atech/death2.wav" 1
client aliascache  snd_death3    "monsters/atech/death3.wav" 1
client aliascache  snd_deathnuts    "monsters/atech/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

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

// 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

server melee1 3 melee

// 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_head 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_nuts 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_nuts 1 2
server pain_arm_right_upper		first painsound
client pain_arm_right_upper		first randomsound snd_pain 1 2
server pain_arm_left_upper		first painsound
client pain_arm_left_upper		first randomsound snd_pain 1 2
server pain_arm_right_lower		first painsound
client pain_arm_right_lower		first randomsound snd_pain_hand 1 2
server pain_arm_left_lower		first painsound
client pain_arm_left_lower		first randomsound snd_pain 1 2
server pain_leg_right_upper	first painsound
client pain_leg_right_upper	first randomsound snd_pain 1 2
server pain_leg_right_lower	first painsound
client pain_leg_right_lower	first randomsound snd_pain 1 2
server pain_leg_left_upper	first painsound
client pain_leg_left_upper	first randomsound snd_pain 1 2
server pain_leg_left_lower	first painsound
client pain_leg_left_lower	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_torso_lower		first deathsound
client death_torso_lower		first randomsound snd_death 1 2
client death_torso_lower		5 footstep
client death_torso_lower		15 randomsound snd_bodyfall 1 4
//client death_torso_lower		17 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			
//deatha.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			


