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- 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
- //
- // -----------------------------------------------------------------------------
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