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