SDEF
// -----------------------------------------------------------------------------
//  $Logfile:: /Quake 2 Engine/Sin/Base Sin Data/Models/Monster/evil_blade.de $
// $Revision:: 4                                                              $
//   $Author:: Joeske                                                         $
//     $Date:: 11/13/98 6:40p                                                 $
//
// 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:
// Colonel John R. Blade, but wait, there's something wrong with him.
//
// MODEL AUTHOR:
// Beau
//
/*SINED Monster_EvilBlade (1 .5 0) (0 0 0) (0 0 0)
Evil Blade (Our Alter Ego)
*/

// -----------------------------------------------------------------------------
// FILE DECLARATIONS
//
// Model Commands
path models/pl_blade
scale 1.15

// Base Model
blade_base.sbm

// Skins
normal	   		blade_base.tga
damage 			blade_base_dam.tga

// -----------------------------------------------------------------------------
// ANIMATION DECLARATIONS
//
// ===============================================
// Special Case Animations
// ===============================================
throw				blade_throw.sam     //throw spidermines
driveatv			blade_driveatv.sam
frontflip   		blade_frontflip.sam
dive        		blade_dive.sam
backflip    		blade_backflip.sam
rollleft    		blade_rollleft.sam
rollright   		blade_rollright.sam
heligun     		blade_heligun.sam
drive      			blade_drive.sam
//climb1      		blade_climb.sam
climb      			blade_climb2.sam

// Multiplayer Setup Pose Animation
pose       			blade_punchidle1.sam

// Jumping Animations
jump1				blade_jump1.sam
fall1				blade_fall.sam
land1				blade_jump1.sam

// ===============================================
// Weapon Animations
// ===============================================
//
// Melee Animations, no weapon (fists as weapon)
walk1       		blade_walk1.sam
run1        		blade_run1.sam
fire1       		blade_punch1.sam
fire2       		blade_punch2.sam
run_fire1   		blade_punch1.sam

// 1 Handed Weapon Animations (Magnum)
1hand_walk1         	blade_walk1.sam
1hand_walk_fire1    	blade_walkfire1.sam
1hand_run1          	blade_run1.sam
1hand_fire1         	blade_fire1.sam
1hand_run_fire1      	blade_runfire1.sam

// 2 Handed Shoulder-fired Weapon Animations (Sniper Rifle, Shotgun, etc.)
// hi2hand_walk1		blade_walk1.sam
hi2hand_walk2         	blade_walk2.sam
hi2hand_walk_fire1		blade_walkfire2.sam
hi2hand_run1          	blade_run2.sam
hi2hand_fire1			blade_fire2.sam
hi2hand_run_fire1     	blade_runfire2.sam

// 2 Handed Low-fired Weapon Animations (Rocket Launcher)
// lo2hand_walk1		blade_walk1.sam
lo2hand_walk2         	blade_walk2.sam
lo2hand_walk_fire1		blade_walkfire3.sam
lo2hand_run1          	blade_run2.sam
lo2hand_fire2			blade_fire3.sam
// lo2hand_fire3		blade_fire4.sam
lo2hand_run_fire1     	blade_runfire3.sam

// Readying Weapon Animations (Standing)
readyweapon   		blade_readyweapon.sam
putaway       		blade_putaway.sam
reload        		blade_reload.sam

// ===============================================
// Idle Animations (Standing)
// ===============================================
idle1         		blade_punchidle1.sam
1hand_idle1   		blade_idle1.sam
1hand_idle2   		blade_idle3.sam
1hand_idle3   		blade_idle4.sam
// 1hand_idle4   		blade_idle5_hvgun.sam
hi2hand_idle1 		blade_idle2hand.sam
lo2hand_idle1 		blade_idle2hand.sam

// ===============================================
// Crouching Animations
// ===============================================
// General Crouching Animations
crouch1       		blade_crouch1.sam
uncrouch1			blade_uncrouch1.sam

// Crouching Idle Animations
crouch_idle1            blade_crouch1idle1.sam
crouch_1hand_idle1      blade_crouch1idle1.sam
crouch_hi2hand_idle1    blade_crouch1idle2.sam
crouch_lo2hand_idle1    blade_crouch1idle2.sam

// Crouching & Firing Animations
crouch_fire1            blade_crouchpunch.sam
crouch_1hand_fire1      blade_crouch1fire1.sam
crouch_hi2hand_fire1    blade_crouch1fire3.sam
crouch_lo2hand_fire1    blade_crouch1fire3.sam

crouch_run1             blade_crouch1walk1.sam
crouch_1hand_run1       blade_crouch1walk1.sam
crouch_hi2hand_run1     blade_crouch1walk1.sam
crouch_lo2hand_run1     blade_crouch1walk1.sam

crouch_run_fire1            blade_crouchpunch.sam
crouch_1hand_run_fire1      blade_crouch1fire1.sam
crouch_hi2hand_run_fire1    blade_crouch1fire3.sam
crouch_lo2hand_run_fire1    blade_crouch1fire3.sam

// Crouching Weapon Animations
crouch_putaway       	blade_crouch1idle1.sam
crouch_readyweapon   	blade_crouch1idle1.sam
crouch_reload        	blade_crouch1idle1.sam

// Crouching Pain Animations
crouch_pain1		blade_crouch1pain1.sam
crouch_pain2		blade_crouch1pain2.sam
crouch_pain3		blade_crouch1pain3.sam

// Crouching Death Animations
crouch_death1		blade_crouch1death1.sam
crouch_death2		blade_crouch1death2.sam
crouch_death3		blade_crouch1death3.sam
crouch_death4		blade_crouch1death4.sam

// ===============================================
// Pain Animations (Standing)
// ===============================================
// General Pain Animations
pain1				blade_paintorsoupper2.sam
pain2				blade_paintorsolower2.sam
pain3				blade_paintorsolower1.sam
pain4				blade_painlegleft.sam
pain5				blade_painarmright.sam
pain6				blade_painhead.sam

// Location Based Pain Animations
pain_head				blade_painhead.sam
pain_torso_upper		blade_paintorsoupper1.sam
//				blade_paintorsoupper2.sam
pain_torso_lower		blade_paintorsolower1.sam
//				blade_paintorsolower2.sam
pain_arm_left_lower		blade_painarmleft.sam
pain_arm_left_upper		blade_painarmleft.sam
pain_arm_right_upper	blade_painarmright.sam
pain_arm_right_lower	blade_painarmright.sam
pain_leg_right_upper	blade_painlegright.sam
pain_leg_right_lower	blade_painlegright.sam
pain_leg_left_upper		blade_painlegleft.sam
pain_leg_left_lower		blade_painlegleft.sam

// ===============================================
// Death Animations (Standing)
// ===============================================
death1			blade_death1.sam
death2			blade_death2.sam
death3			blade_death3.sam
death4			blade_death4.sam
death5			blade_death5.sam
death6			blade_death6.sam
death7			blade_death7.sam
death8 			blade_death8.sam
death9			blade_death9.sam

gibdeath_upper	blade_gibdeath1.sam
gibdeath_lower	blade_gibdeath2.sam

// Death Location Based Animations

// ===============================================
// Swimming Animations
// ===============================================
//
// blade_swimwalk1.sam
// blade_swimwalk2.sam

// General Swimming Animations
swim_fire1            	blade_swimpunch1.sam
swim_fire2		    	blade_swimpunch2.sam
swim_1hand_fire1      	blade_swimfire1.sam
swim_hi2hand_fire1    	blade_swimfire2.sam
swim_lo2hand_fire1    	blade_swimfire3.sam

swim_run1             	blade_swimrun1.sam
swim_1hand_run1       	blade_swimrun1.sam
swim_hi2hand_run1     	blade_swimrun2.sam
swim_lo2hand_run1     	blade_swimrun2.sam

swim_run_fire1          blade_swimpunch1.sam
swim_run_fire2		blade_swimpunch2.sam
swim_1hand_run_fire1    blade_swimrunfire1.sam
swim_hi2hand_run_fire1  blade_swimrunfire2.sam
swim_lo2hand_run_fire1  blade_swimrunfire3.sam

// Weapon Readying Animations
swim_putaway            blade_swimputaway.sam
swim_readyweapon        blade_swimreadyweapon.sam
swim_reload             blade_swimreload.sam

// Idle Animations (Swimming)
swim_idle1            	blade_swimidle1.sam
swim_1hand_idle1      	blade_swimidle1.sam
swim_hi2hand_idle1    	blade_swimidle2.sam
swim_lo2hand_idle1    	blade_swimidle2.sam

// Pain Animations (Swimming)
swim_pain_head            	blade_swimpainhead.sam
swim_pain_torso_upper		blade_swimpaintorsoupper.sam
swim_pain_torso_lower		blade_swimpaintorsolower.sam
swim_pain_arm_left_lower	blade_swimpainarmleft.sam
swim_pain_arm_left_upper	blade_swimpainarmleft.sam
swim_pain_arm_right_lower	blade_swimpainarmright.sam
swim_pain_arm_right_upper	blade_swimpainarmright.sam
swim_pain_leg_left			blade_swimpainlegleft.sam
swim_pain_leg_right			blade_swimpainlegright.sam

swim_pain 				blade_swimpaintorsoupper.sam

// Death Animations (Swimming)
swim_death1			blade_swimdeath1.sam
swim_death2			blade_swimdeath2.sam
swim_death3			blade_swimdeath3.sam

// Optional Animations

// Scripted Animations

// Id And Group Definitions
id   5 group head              flesh
group head damage              3.0
id   7 group hair              fabric
group hair damage              2.8
id  15 group torso_upper       fabric
group torso_upper damage       1.0
id  18 group torso_lower       fabric
group torso_lower damage       1.0
id  45 group leg_left_upper    fabric
group leg_left_upper damage    0.5
id  50 group leg_left_lower    fabric
group leg_left_lower damage    0.3
id  65 group leg_right_upper   fabric
group leg_right_upper damage   0.5
id  70 group leg_right_lower   fabric
group leg_right_lower damage   0.3
id  85 group arm_left_upper    flesh
group arm_left_upper damage    0.5
id  90 group arm_left_lower    flesh
group arm_left_lower damage    0.3
id 105 group arm_right_upper   flesh
group arm_right_upper damage   0.5
id 110 group arm_right_lower   flesh
group arm_right_lower damage   0.3
id 200 group arm_right_lower bone gun 7 153 -2 flesh
id 150 group head_glasses      metal envmapped
id 160 group head_glasses      metal
group head_glasses damage      3.0
id 210 group torso_lower bone ribs 0 0 -90 flesh
id 130 group watch             metal
group watch damage             0.2

// -----------------------------------------------------------------------------
// 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 "(-36 -36 0)" "(36 36 56)"

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

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

server aliascache snd_acid1 		"player/blade/acid/acid1.wav"
server aliascache snd_acid2 		"player/blade/acid/acid2.wav"
//server aliascache snd_acid3 	"player/blade/acid/acid3.wav"
//server aliascache snd_acid4 	"player/blade/acid/acid4.wav"
//server aliascache snd_acid5 	"player/blade/acid/acid5.wav"
//server aliascache snd_acid6 	"player/blade/acid/acid6.wav"
//server aliascache snd_acid7 	"player/blade/acid/acid7.wav"

server aliascache snd_burn1 		"player/blade/burn/burn1.wav"
server aliascache snd_burn2 		"player/blade/burn/burn2.wav"
//server aliascache snd_burn3 	"player/blade/burn/burn3.wav"
//server aliascache snd_burn4 	"player/blade/burn/burn4.wav"
//server aliascache snd_burn5 	"player/blade/burn/burn5.wav"
//server aliascache snd_burn6 	"player/blade/burn/burn6.wav"
//server aliascache snd_burn7 	"player/blade/burn/burn7.wav"

server aliascache snd_choke1 		"player/blade/choke/choke1.wav"
server aliascache snd_choke2 		"player/blade/choke/choke2.wav"
server aliascache snd_choke3 		"player/blade/choke/choke3.wav"
//server aliascache snd_choke4 	"player/blade/choke/choke4.wav"
//server aliascache snd_choke5 	"player/blade/choke/choke5.wav"
//server aliascache snd_choke6 	"player/blade/choke/choke6.wav"
//server aliascache snd_choke7 	"player/blade/choke/choke7.wav"
//server aliascache snd_choke8 	"player/blade/choke/choke8.wav"
//server aliascache snd_choke9 	"player/blade/choke/choke9.wav"
//server aliascache snd_choke10 	"player/blade/choke/choke10.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/blade/taunt/getbent.wav"
server aliascache snd_taunt2  	"player/blade/taunt/gtthrt.wav"
server aliascache snd_taunt3  	"player/blade/taunt/mkmybtc1.wav"
server aliascache snd_taunt4  	"player/blade/taunt/rcknrll2.wav"
server aliascache snd_taunt5 		"player/blade/taunt/rstnpcs.wav"
server aliascache snd_taunt6 		"player/blade/taunt/schldy.wav"
server aliascache snd_taunt7 		"player/blade/taunt/trynw1.wav"
server aliascache snd_taunt8 		"player/blade/taunt/whsyrdd1.wav"
server aliascache snd_taunt9  	"player/blade/taunt/harry.wav"
//server aliascache snd_taunt10   "player/blade/taunt/gtrffmys.wav"
//server aliascache snd_taunt11  	"player/blade/taunt/lkthh!.wav"
//server aliascache snd_taunt12  	"player/blade/taunt/mkmybtch.wav"
//server aliascache snd_taunt13  	"player/blade/taunt/ncshtbtc.wav"
//server aliascache snd_taunt14 	"player/blade/taunt/rcknrll2.wav"
//server aliascache snd_taunt15 	"player/blade/taunt/whsyrddd.wav"
//server aliascache snd_taunt16 	"player/blade/taunt/whtchmp.wav"
//server aliascache snd_taunt17 	"player/blade/taunt/ylttlpnk.wav"
//server aliascache snd_taunt18  	"player/blade/taunt/asif.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/blade/pain/damngun.wav"
server aliascache snd_lostweapon2   "player/blade/pain/myhand.wav"
server aliascache snd_lostweapon3   "player/blade/pain/hitgun.wav"
server aliascache snd_lostweapon4   "player/blade/pain/lostgun.wav"
server aliascache snd_lostweapon5   "player/blade/pain/pain7.wav"

server aliascache snd_gibfest1     "dialog/general/blade/cantgood.wav"
server aliascache snd_gibfest2     "dialog/general/blade/diebitch.wav"
server aliascache snd_gibfest3     "dialog/general/blade/holyshit.wav"
server aliascache snd_gibfest4     "dialog/general/blade/jeshrt.wav"
server aliascache snd_gibfest5     "player/blade/taunt/rstnpcs.wav"
server aliascache snd_gibfest6     "player/blade/taunt/gtthrt.wav"
server aliascache snd_gibfest7     "player/blade/taunt/ownass.wav"

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

client aliascache snd_pain_head	"player/blade/pain/pain14.wav"
client aliascache snd_pain_chest	"player/blade/pain/pain9.wav"
client aliascache snd_pain_arm	"player/blade/pain/pain8.wav"
client aliascache snd_pain_leg	"player/blade/pain/pain16.wav"

client aliascache snd_death1 		"player/blade/death/death1.wav"
client aliascache snd_death2 		"player/blade/death/death2.wav"
client aliascache snd_death3 		"player/blade/death/death3.wav"
client aliascache snd_death4 		"player/blade/scream/scream1.wav"
client aliascache snd_death5 		"player/blade/scream/scream2.wav"
client aliascache snd_death6 		"player/blade/scream/scream3.wav"
client aliascache snd_death7 		"player/blade/scream/scream4.wav"
client aliascache snd_death8 		"player/blade/scream/scream5.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/blade/jump/jump1.wav"
client aliascache snd_jump2 		"player/blade/jump/jump2.wav"

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

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

// Special Commands
//
// Stop animating on last frame
//
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 run1   3 footstep
server run1   3 movementsound
client run1   7 footstep
server run1   7 movementsound

client walk1  4 footstep
server walk1  4 movementsound
client walk1 10 footstep
server walk1 10 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 jump1  0 randomsound "snd_jump" 1 2
//client jump1  5 randomsound snd_partfall .5 1
server jump1  0 movementsound
server jump1  3 nextframe 3

//server fall1 0 setframe 4
//server fall1 0 nextframe 4
//client fall1 5 randomsound snd_partfall .5
server fall1  4 nextframe 0

server land1  0 setframe 5
client land1  5 randomsound "snd_land" 1 4
server land1  5 movementsound
//client land1  5 randomsound snd_partfall .5 2
client land1  5 footstep 1 1
client land1  6 footstep 1 1

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

// 1 Handed Weapon Animations (Magnum)
client 1hand_walk1 3 footstep
server 1hand_walk1 3 movementsound
client 1hand_walk1 9 footstep
server 1hand_walk1 9 movementsound

client 1hand_run1 0 footstep
server 1hand_run1 0 movementsound
client 1hand_run1 4 footstep
server 1hand_run1 4 movementsound

client 1hand_run_fire1 0 footstep
server 1hand_run_fire1 0 movementsound
client 1hand_run_fire1 4 footstep
server 1hand_run_fire1 4 movementsound

//client fire1 1 randomsound snd_whoosh .5 1
//server fire1 1 movementsound
//client fire1 3 randomsound snd_whoosh .5 1
//server fire1 3 movementsound
//client fire2 0 randomsound snd_whoosh .5 1
//server fire2 0 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

// 2 Handed Shoulder-fired Weapon Animations (Sniper Rifle, Shotgun, etc.)
client hi2hand_walk2 3 footstep
server hi2hand_walk2 3 movementsound
client hi2hand_walk2 9 footstep
server hi2hand_walk2 9 movementsound

client hi2hand_run1 0 footstep
server hi2hand_run1 0 movementsound
client hi2hand_run1 4 footstep
server hi2hand_run1 4 movementsound

client hi2hand_run_fire1 0 footstep
server hi2hand_run_fire1 0 movementsound
client hi2hand_run_fire1 4 footstep
server hi2hand_run_fire1 4 movementsound

// 2 Handed Low-fired Weapon Animations (Rocket Launcher)
client lo2hand_walk2 3 footstep
server lo2hand_walk2 3 movementsound
client lo2hand_walk2 9 footstep
server lo2hand_walk2 9 movementsound

client lo2hand_run1 0 footstep
server lo2hand_run1 0 movementsound
client lo2hand_run1 4 footstep
server lo2hand_run1 4 movementsound

client lo2hand_run_fire1 0 footstep
server lo2hand_run_fire1 0 movementsound
client lo2hand_run_fire1 4 footstep
server lo2hand_run_fire1 4 movementsound

// Pain Location Based Animations
client pain1 first randomsound snd_pain 1 2
server pain1 first painsound
client pain2 first randomsound snd_pain 1 2
server pain2 first painsound
client pain3 first randomsound snd_pain 1 2
server pain3 first painsound
client pain4 first randomsound snd_pain 1 2
server pain4 first painsound
client pain5 first randomsound snd_pain 1 2
server pain5 first painsound
client pain6 first randomsound snd_pain 1 2
server pain6 first painsound

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
server pain_leg_left_lower   first painsound
client pain_leg_left_lower   first randomsound snd_pain_leg 1 2
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     3 randomsound snd_whoosh 1 4
client death1     9 randomsound snd_bodyfall 1 4
client death2 first randomsound snd_death 1 2
server death2 first deathsound
client death2     3 randomsound snd_kneefall 1 4
client death2     4 randomsound snd_kneefall 1 4
client death2     5 randomsound snd_bodyfall 1 4
client death3 first randomsound snd_death 1 2
server death3 first deathsound
client death3     5 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
client death5 first randomsound snd_death 1 2
server death5 first deathsound
client death5     3 randomsound snd_bodyfall 1 4
client death5     8 randomsound snd_partfall 1 4
client death6 first randomsound snd_death 1 2
server death6 first deathsound
client death6     3 randomsound snd_bodyfall 1 4
client death7 first randomsound snd_death 1 2
server death7 first deathsound
client death7     5 randomsound snd_partfall 1 4
client death7     6 randomsound snd_bodyfall 1 4
client death8 first randomsound snd_death 1 2
server death8 first deathsound
client death8     4 randomsound snd_partfall 1 4
client death8     8 randomsound snd_kneefall 1 4
client death8 first randomsound snd_death 1 2

// Crouching Animations
client crouch_run1 0 footstep
server crouch_run1 0 movementsound
client crouch_run1 7 footstep
server crouch_run1 7 movementsound

client crouch_1hand_run1 0 footstep
server crouch_1hand_run1 0 movementsound
client crouch_1hand_run1 6 footstep
server crouch_1hand_run1 6 movementsound
client crouch_1hand_run_fire1 0 footstep
server crouch_1hand_run_fire1 0 movementsound
//client crouch_1hand_run_fire1 6 footstep
//server crouch_1hand_run_fire1 6 movementsound
//client crouch_fire1 1 randomsound snd_whoosh .5 1
//server crouch_fire1 1 movementsound
//client crouch_fire1 3 randomsound snd_whoosh .5 1
//server crouch_fire1 3 movementsound
//client crouch_fire1 5 randomsound snd_whoosh .5 1
//server crouch_fire1 5 movementsound
//client crouch_fire1 7 randomsound snd_whoosh .5 1
//server crouch_fire1 7 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 6 footstep
server crouch_hi2hand_run1 6 movementsound
client crouch_lo2hand_run1 0 footstep
server crouch_lo2hand_run1 0 movementsound
client crouch_lo2hand_run1 6 footstep
server crouch_lo2hand_run1 6 movementsound

// Crouching Pain 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
client crouch_pain3 first randomsound snd_pain 1 2
server crouch_pain3 first painsound
client crouch_pain3     3 randomsound snd_bodyfall 1 4
client crouch_pain3     7 footstep
client crouch_pain3     8 footstep
server crouch_pain3     7 movementsound

// Crouching Death Animations
client crouch_death1 first randomsound snd_death 1 2
server crouch_death1 first deathsound
client crouch_death1     3 randomsound snd_partfall 1 4
client crouch_death1     8 randomsound snd_bodyfall 1 4
client crouch_death2 first randomsound snd_death 1 2
server crouch_death2 first deathsound
client crouch_death2     4 randomsound snd_bodyfall 1 4
client crouch_death3 first randomsound snd_death 1 2
server crouch_death3 first deathsound
client crouch_death3     4 randomsound snd_bodyfall 1 4
client crouch_death4 first randomsound snd_death 1 2
server crouch_death4 first deathsound
client crouch_death4     3 randomsound snd_kneefall 1 4
client crouch_death4     7 randomsound snd_bodyfall 1 4

client swim_idle1 0 randomsound snd_swim .2 4
server swim_idle1 0 movementsound
client swim_1hand_idle1 2 randomsound snd_swim .2 4
server swim_1hand_idle1 2 movementsound
client swim_hi2hand_idle1 0 randomsound snd_swim .2 4
server swim_hi2hand_idle1 0 movementsound
client swim_lo2hand_idle1 0 randomsound snd_swim .2 4
server swim_lo2hand_idle1 0 movementsound

client swim_run1 0 randomsound snd_swim .3 4
server swim_run1 0 movementsound
client swim_run_fire1 1 randomsound snd_swim .3 4
server swim_run_fire1 1 movementsound
client swim_run_fire2 2 randomsound snd_swim .3 4
server swim_run_fire2 2 movementsound

client swim_1hand_run1 0 randomsound snd_swim .3 4
server swim_1hand_run1 0 movementsound
client swim_1hand_run_fire1 2 randomsound snd_swim .3 4
server swim_1hand_run_fire1 2 movementsound
client swim_lo2hand_run1 0 randomsound snd_swim .3 4
server swim_lo2hand_run1 0 movementsound
client swim_lo2hand_run_fire1 0 randomsound snd_swim .3 4
server swim_lo2hand_run_fire1 0 movementsound
client swim_hi2hand_run1 0 randomsound snd_swim .3 4
server swim_hi2hand_run1 0 movementsound
client swim_hi2hand_run_fire1 0 randomsound snd_swim .3 4
server swim_hi2hand_run_fire1 0 movementsound

client swim_fire1 first randomsound snd_swim .3 2
server swim_fire1 first movementsound
client swim_fire2 first randomsound snd_swim .3 2
server swim_fire2 first movementsound

client swim_death1 first randomsound snd_drown 1 2
client swim_death1 first randomsound snd_swim .3 4
server swim_death1 first deathsound
client swim_death2 first randomsound snd_drown 1 2
client swim_death2 first randomsound snd_swim .3 4
server swim_death2 first deathsound

client swim_pain_head first randomsound snd_choke 1 2
client swim_pain_head first randomsound snd_swim .2 4
server swim_pain_head first painsound
client swim_pain_torso_upper first randomsound snd_choke 1 2
client swim_pain_torso_upper first randomsound snd_swim .2 4
server swim_pain_torso_upper first painsound
client swim_pain_torso_lower first randomsound snd_choke 1 2
client swim_pain_torso_lower first randomsound snd_swim .2 4
server swim_pain_torso_lower first painsound
client swim_pain_arm_left_lower first randomsound snd_choke 1 2
client swim_pain_arm_left_lower first randomsound snd_swim .2 4
server swim_pain_arm_left_lower first painsound
client swim_pain_arm_left_upper first randomsound snd_choke 1 2
client swim_pain_arm_left_upper first randomsound snd_swim .2 4
server swim_pain_arm_left_upper first painsound
client swim_pain_arm_right_lower first randomsound snd_choke 1 2
client swim_pain_arm_right_lower first randomsound snd_swim .2 4
server swim_pain_arm_right_lower first painsound
client swim_pain_arm_right_upper first randomsound snd_choke 1 2
client swim_pain_arm_right_upper first randomsound snd_swim .2 4
server swim_pain_arm_right_upper first painsound
client swim_pain_leg_left first randomsound snd_choke 1 2
client swim_pain_leg_left first randomsound snd_swim .2 4
server swim_pain_leg_left first painsound
client swim_pain_leg_right first randomsound snd_choke 1 2
client swim_pain_leg_right first randomsound snd_swim .2 4
server swim_pain_leg_right first painsound

// Optional Animations
client backflip 2 randomsound snd_whoosh .5 4
server backflip 2 movementsound
client backflip 7 footstep
server backflip 7 movementsound
client backflip 8 footstep
server backflip 8 movementsound

client frontflip 4 randomsound snd_whoosh .5 4
server frontflip 4 movementsound
client frontflip 7 footstep
server frontflip 7 movementsound
client frontflip 8 footstep
server frontflip 8 movementsound

//client rolleft 3 randomsound snd_partfall .7 4
//server rolleft 3 movementsound

client rollright 3 randomsound snd_partfall .7 4
server rollright 3 movementsound

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 head_glasses +nodraw
server gibdeath_upper first group watch +nodraw
server gibdeath_upper first group hair +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/Monster/evil_blade.def     $
// 
// 4     11/13/98 6:40p Joeske
// Updated to the latest version of pl_blade.def
// 
// -----------------------------------------------------------------------------



