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- 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.
- // -----------------------------------------------------------------------------
-