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- // DH INTERACTIVE LLC, COPYRIGHT (C) 1999
- //
- // hb_set_e3.ast written at Wed Jun 23 16:45 1999
- //
-
- 24 // file_type
- 112 // file_version
-
- spaz_model_name hb_spaz
-
- collision_joint_table punch_joint_table
- {
- r_wrist
- };
-
- // hb_set_e3 // Session name
- step1.wav
- handgun.wav
- door_open.wav
- hit_hellboy.wav
- hb_idle_to_walk_stairs_up.wav
- hb_walk_stairs_up.wav
- hb_walk_stairs_up_to_idle.wav
- hb_jab.wav
- hb_punch.wav
- gottit.wav
- end
-
- // *** This first section contains the names of all the win_anims used by the table
-
-
- //////// These anims are common to all areas
-
- //Navigation
- hb_idle
- hb_idle_to_walk_r_1
- hb_idle_to_run
- hb_idle_to_walk_back_r_1
- hb_walk_r_1
- hb_walk_r_2
- hb_walk_l_1
- hb_walk_l_2
- hb_walk_r_1_to_idle
- hb_walk_r_2_to_idle
- hb_walk_l_1_to_idle
- hb_walk_l_2_to_idle
- hb_walk_r_2_to_run_pt_1
- hb_walk_l_2_to_run_pt_2
- hb_run_pt_1
- hb_run_pt_2
- hb_run_pt_1_to_idle
- hb_run_pt_2_to_idle
- hb_run_pt_1_to_walk_r_1
- hb_run_pt_2_to_walk_l_1
- hb_walk_back_r_1
- hb_walk_back_r_2
- hb_walk_back_l_1
- hb_walk_back_l_2
- hb_walk_back_r_1_to_idle
- hb_walk_back_r_2_to_idle
- hb_walk_back_l_1_to_idle
- hb_walk_back_l_2_to_idle
- hb_jump_back
- hb_turn_right_start
- hb_turn_right_end_30
- hb_turn_right_end_90
- hb_turn_left_start
- hb_turn_left_end_30
- hb_turn_left_end_90
-
- //Hits
- hb_hit_to_ground
- hb_hit_superficial
- hb_hit_from_front
- hb_hit_from_back
- hb_hit_from_left
- hb_hit_from_right
- hb_hit_hard_from_front
- hb_hit_hard_from_front_get_up
- hb_hit_hard_from_back
- hb_hit_hard_from_back_get_up
-
- //Punches
- hb_punch
-
- //Weapons
- hb_sword_from_holster
- hb_sword_attack
- hb_sword_to_holster
-
-
- //////// These anims are used by some areas
-
- //Doors
- hb_open_door_pt_1
- hb_open_door_pt_2
- hb_open_door_try
- hb_open_door_away_pt_1
- hb_open_door_away_pt_2
- hb_open_door_away_try
- hb_unlocking_tomb_door
-
- //Gates
- hb_open_gate_pt_1
- hb_open_gate_pt_2
- hb_open_locked_gate
-
- //Stairs
- hb_idle_to_walk_stairs_up
- hb_walk_stairs_up
- hb_walk_stairs_up_to_walk
- hb_idle_to_walk_stairs_down
- hb_walk_stairs_down
- hb_walk_stairs_down_to_walk
-
- //Etc...
- hb_pick_up_object_ground_pt_1
- hb_pick_up_object_ground_pt_2
- hb_pick_pt_1_from_wall
- hb_pick_pt_2_from_wall
- hb_look_around
-
-
- //////// Episode 3 anims
-
- hb_drop_out_time_travel
- hb_pull_down_chain
- hb_push_column_bookshelf
- hb_climb_columns
- hb_fall_through_floor
- hb_climb_thru_window
- hb_put_out_boiler
- hb_dying_from_heat
- hb_burned_by_pipe
- hb_jump_skylight
- hb_jump_trapdoor
- hb_cook_chicken
- hb_receive_sword
- hb_pick_pt_1_keys
- hb_pick_pt_2_keys
- hb_show_monk_head
- hb_idle_to_run_up_stairs
- hb_run_up_stairs_pt_1
- hb_run_up_stairs_pt_2
- hb_run_up_stairs_to_idle
- hb_walk_back_head_forward
- hb_walk_back_head_forward_to_idle
- hb_idle_to_walk_back_head_forward
- hb_fall_from_skylight
- hb_land_on_bookshelf
- hb_jump_off_bookshelf
- hb_put_cross_in_tomb
- hb_get_shield
- hb_reflect_light_beam
- hb_walk_stairs_down_to_idle
- hb_walk_stairs_up_to_idle
-
- hb_pick_pt_1_doc
- hb_pick_pt_2_doc
- hb_throw_tower_lever
- hb_throw_pig_food
-
-
- // new fight stuff
- hb_flesh_arm_punch
- hb_combat_idle
- hb_knockout_punch
- hb_combat_idle_to_idle
-
- hb_play_organ
- hb_play_organ_to_idle
-
- end
-
-
- // *** This second section contains the values for each anim state
-
-
- //////// These anim states are common to all areas
-
-
- //Navigation
- hb_idle
- hb_idle_again
- hb_idle_to_walk_r_1
- hb_idle_to_walk_r_1_and_turn_right
- hb_idle_to_walk_r_1_and_turn_left
- hb_idle_to_run
- hb_idle_to_run_and_turn_right
- hb_idle_to_run_and_turn_left
- hb_idle_to_walk_back_r_1
- hb_idle_to_walk_back_r_1_and_turn_right
- hb_idle_to_walk_back_r_1_and_turn_left
- hb_walk_r_1
- hb_walk_r_2
- hb_walk_l_1
- hb_walk_l_2
- hb_walk_r_1_and_turn_right
- hb_walk_r_1_and_turn_left
- hb_walk_r_2_and_turn_right
- hb_walk_r_2_and_turn_left
- hb_walk_l_1_and_turn_right
- hb_walk_l_1_and_turn_left
- hb_walk_l_2_and_turn_right
- hb_walk_l_2_and_turn_left
- hb_walk_r_1_to_idle
- hb_walk_r_2_to_idle
- hb_walk_l_1_to_idle
- hb_walk_l_2_to_idle
- hb_walk_r_2_to_run_pt_1
- hb_walk_l_2_to_run_pt_2
- hb_walk_r_2_to_run_pt_1_and_turn_right
- hb_walk_r_2_to_run_pt_1_and_turn_left
- hb_walk_l_2_to_run_pt_2_and_turn_right
- hb_walk_l_2_to_run_pt_2_and_turn_left
- hb_run_pt_1
- hb_run_pt_2
- hb_run_pt_1_and_turn_right
- hb_run_pt_1_and_turn_left
- hb_run_pt_2_and_turn_right
- hb_run_pt_2_and_turn_left
- hb_run_pt_1_to_idle
- hb_run_pt_2_to_idle
- hb_run_pt_1_to_walk_r_1
- hb_run_pt_2_to_walk_l_1
- hb_run_pt_1_to_walk_r_1_and_turn_right
- hb_run_pt_1_to_walk_r_1_and_turn_left
- hb_run_pt_2_to_walk_l_1_and_turn_right
- hb_run_pt_2_to_walk_l_1_and_turn_left
- hb_walk_back_r_1
- hb_walk_back_r_2
- hb_walk_back_l_1
- hb_walk_back_l_2
- hb_walk_back_r_1_and_turn_right
- hb_walk_back_r_1_and_turn_left
- hb_walk_back_r_2_and_turn_right
- hb_walk_back_r_2_and_turn_left
- hb_walk_back_l_1_and_turn_right
- hb_walk_back_l_1_and_turn_left
- hb_walk_back_l_2_and_turn_right
- hb_walk_back_l_2_and_turn_left
- hb_walk_back_r_1_to_idle
- hb_walk_back_r_2_to_idle
- hb_walk_back_l_1_to_idle
- hb_walk_back_l_2_to_idle
- hb_jump_back
- hb_jump_back_and_turn_right
- hb_jump_back_and_turn_left
- hb_turn_right_start
- hb_turn_right_end_30
- hb_turn_right_end_90
- hb_turn_left_start
- hb_turn_left_end_30
- hb_turn_left_end_90
-
- //Hits
- hb_general_die
- hb_dead_on_ground
-
- hb_hit_superficial
- hb_hit_from_front
- hb_hit_from_back
- hb_hit_from_left
- hb_hit_from_right
- hb_hit_hard_from_front
- hb_hit_hard_from_front_down
- hb_hit_hard_from_front_get_up
- hb_hit_hard_from_back
- hb_hit_hard_from_back_down
- hb_hit_hard_from_back_get_up
-
- //Punches
- hb_punch
-
- //Weapons
- hb_sword_from_holster_pt_1
- hb_sword_from_holster_pt_2
- hb_sword_attack
- hb_sword_attack_no_hit_pt_1
- hb_sword_attack_hit
- hb_sword_attack_no_hit_pt_2
- hb_sword_to_holster_pt_1
- hb_sword_to_holster_pt_2
-
-
-
- //////// These anim states are used by some areas
-
- //Doors
- hb_open_door_pt_1
- hb_open_door_pt_2
- hb_open_door_try
- hb_open_door_away_pt_1
- hb_open_door_away_pt_2
- hb_open_door_away_try
- hb_unlocking_tomb_door
-
- //Gates
- hb_open_gate_pt_1
- hb_open_gate_pt_2
- hb_open_locked_gate
-
- //Stairs
- hb_idle_to_walk_stairs_up
- hb_walk_stairs_up
- hb_walk_stairs_up_to_walk
- hb_idle_to_walk_stairs_down
- hb_walk_stairs_down
- hb_walk_stairs_down_to_walk
-
- //Etc...
- hb_pick_up_object_ground_pt_1
- hb_pick_up_object_ground_pt_2
- hb_pick_pt_1_from_wall
- hb_pick_pt_2_from_wall
- hb_look_around
-
-
-
- //// Episode 3 anim states
-
-
- hb_drop_out_time_travel
- hb_pull_down_chain
- hb_push_column_bookshelf
- hb_climb_columns
- hb_jump_skylight
- hb_fall_through_floor
- hb_climb_thru_window
- hb_put_out_boiler
- hb_dying_from_heat
- hb_dead_from_heat
- hb_burned_by_pipe
- hb_jump_trapdoor
- hb_cook_chicken_pt_1
- hb_cook_chicken_pt_2
- hb_cook_chicken_pt_3
- hb_cook_chicken_pt_4
- hb_receive_sword
- hb_pick_sword_pt_2
- hb_show_monk_head
- hb_hold_monk_head
- hb_lower_monk_head
- hb_idle_to_run_up_stairs
- hb_run_up_stairs_pt_1
- hb_run_up_stairs_pt_2
- hb_run_up_stairs_to_idle
- hb_walk_back_head_forward
- hb_walk_back_head_forward_to_idle
- hb_idle_to_walk_back_head_forward
- hb_fall_from_skylight
- hb_fall_from_skylight_end
- hb_land_on_bookshelf
- hb_jump_off_bookshelf
- hb_fall_from_skylight_end_fast
- hb_up_from_skylight_fall
- hb_put_cross_in_tomb_1
- hb_put_cross_in_tomb_2
- hb_get_shield
- hb_get_shield_part_2
- hb_reflect_light_beam
- hb_reflect_light_beam_hold
- hb_reflect_light_beam_2
- hb_walk_stairs_down_to_idle
- hb_walk_stairs_up_to_idle
-
- hb_pick_pt_1_doc
- hb_pick_pt_2_doc
- hb_throw_tower_lever
- hb_throw_pig_food_pt_1
- hb_throw_pig_food_pt_2
- hb_throw_pig_food_pt_3
-
-
-
- // New fight stuff
- hb_combat_idle
- hb_jab_1
- hb_jab_2
- hb_jab_2_turn_left
- hb_jab_2_turn_right
- hb_punch_fierce
- hb_punch_fierce_windup
- hb_punch_fierce_hit
- hb_punch_fierce_recover
- hb_combat_idle_to_idle
-
- hb_play_organ
- hb_play_organ_to_idle
-
- /// for pendulum hack
- hb_hit_very_hard_from_front
- hb_hit_very_hard_from_back
- hb_down_on_face
- hb_down_on_back
-
-
- end
-
-
- ////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-
-
- hb_idle // name of this anim_state
- hb_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- idle_anim
- use_tail_idle
- // Begin entries for this anim state
- up; hb_idle_to_walk_r_1
- u l; hb_idle_to_walk_r_1_and_turn_left
- u r; hb_idle_to_walk_r_1_and_turn_right
- d; hb_idle_to_walk_back_r_1
- d r; hb_idle_to_walk_back_r_1_and_turn_left
- d l; hb_idle_to_walk_back_r_1_and_turn_right
- l; hb_turn_left_start
- a l; hb_turn_left_start
- r; hb_turn_right_start
- a r; hb_turn_right_start
- a u; hb_idle_to_run
- a u l; hb_idle_to_run_and_turn_left
- a u r; hb_idle_to_run_and_turn_right
- a d; hb_jump_back
- a d l; hb_jump_back_and_turn_right
- a d r; hb_jump_back_and_turn_left
- end_of_entries
-
- hb_idle_again // name of this anim_state
- hb_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- // Begin entries for this anim state
- end_of_entries
-
- hb_idle_to_walk_r_1 // name of this anim_state
- hb_idle_to_walk_r_1 // name for the win_anim for this state
- hb_walk_r_1 // hb_walk_r_1_to_idle default link anim for this anim state
- use_tail_idle
- // Begin entries for this anim state
- ni; hb_idle
- e u; hb_walk_r_1
- u l; hb_idle_to_walk_r_1_and_turn_left
- u r; hb_idle_to_walk_r_1_and_turn_right
- e u l; hb_walk_r_1_and_turn_left
- e u r; hb_walk_r_1_and_turn_right
- e a u; hb_walk_r_2_to_run_pt_1
- e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
- e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
- end_of_entries
-
- hb_idle_to_walk_r_1_and_turn_right // name of this anim_state
- hb_idle_to_walk_r_1 // name for the win_anim for this state
- hb_walk_r_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- ni; hb_idle
- e u; hb_walk_r_1
- e u l; hb_walk_r_1_and_turn_left
- e u r; hb_walk_r_1_and_turn_right
- e a u; hb_walk_r_2_to_run_pt_1
- e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
- e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
- u l; hb_walk_r_1_and_turn_left
- end_of_entries
-
- hb_idle_to_walk_r_1_and_turn_left // name of this anim_state
- hb_idle_to_walk_r_1 // name for the win_anim for this state
- hb_walk_r_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- ni; hb_idle
- e u; hb_walk_r_1
- e u l; hb_walk_r_1_and_turn_left
- e u r; hb_walk_r_1_and_turn_right
- e a u; hb_walk_r_2_to_run_pt_1
- e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
- e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
- u r; hb_walk_r_1_and_turn_right
- end_of_entries
-
- hb_idle_to_run // name of this anim_state
- hb_idle_to_run // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- e u; hb_run_pt_2_to_walk_l_1
- e a u; hb_run_pt_1
- a u l; hb_idle_to_run_and_turn_left
- a u r; hb_idle_to_run_and_turn_right
- e a u l; hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right
- e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
- e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
- end_of_entries
-
- hb_idle_to_run_and_turn_right // name of this anim_state
- hb_idle_to_run // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- a u; hb_idle_to_run
- a u l; hb_idle_to_run_and_turn_left
- e a u; hb_run_pt_1
- e a u l; hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right
- e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
- e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
- end_of_entries
-
- hb_idle_to_run_and_turn_left // name of this anim_state
- hb_idle_to_run // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- a u; hb_idle_to_run
- a u r; hb_idle_to_run_and_turn_right
- e a u; hb_run_pt_1
- e a u l; hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right
- e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
- e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
- end_of_entries
-
- hb_idle_to_walk_back_r_1 // name of this anim_state
- hb_idle_to_walk_back_r_1 // name for the win_anim for this state
- hb_walk_back_l_2_to_idle // default link anim for this anim state
- use_tail_idle
- // Begin entries for this anim state
- e d; hb_walk_back_r_1
- d r; hb_idle_to_walk_back_r_1_and_turn_left
- d l; hb_idle_to_walk_back_r_1_and_turn_right
- e d r; hb_idle_to_walk_back_r_1_and_turn_left
- e d l; hb_idle_to_walk_back_r_1_and_turn_right
- end_of_entries
-
- hb_idle_to_walk_back_r_1_and_turn_right // name of this anim_state
- hb_idle_to_walk_back_r_1 // name for the win_anim for this state
- hb_walk_back_l_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- d; hb_idle_to_walk_back_r_1
- e d; hb_walk_back_r_1
- e d r; hb_walk_back_r_1_and_turn_left
- d r; hb_idle_to_walk_back_r_1_and_turn_left
- l; hb_idle_to_walk_back_r_1_and_turn_right
- e d l; hb_walk_back_r_1_and_turn_right
- end_of_entries
-
- hb_idle_to_walk_back_r_1_and_turn_left // name of this anim_state
- hb_idle_to_walk_back_r_1 // name for the win_anim for this state
- hb_walk_back_l_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- d; hb_idle_to_walk_back_r_1
- e d; hb_walk_back_r_2
- e d r; hb_walk_back_r_2_and_turn_left
- d l; hb_idle_to_walk_back_r_1_and_turn_right
- l; hb_idle_to_walk_back_r_1_and_turn_right
- e d l; hb_walk_back_r_2_and_turn_right
- end_of_entries
-
- hb_walk_r_1 // name of this anim_state
- hb_walk_r_1 // name for the win_anim for this state
- hb_walk_r_2 //hb_walk_r_1_to_idle default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- e u; hb_walk_r_2
- e a u; hb_walk_r_2_to_run_pt_1
- e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
- e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
- u l; hb_walk_r_1_and_turn_left
- u r; hb_walk_r_1_and_turn_right
- e u l; hb_walk_r_2_and_turn_left
- e u r; hb_walk_r_2_and_turn_right
- e down; hb_walk_r_1_to_idle
- u l r; hb_walk_r_1
- l; hb_turn_left_start
- r; hb_turn_right_start
- ni; hb_idle
- end_of_entries
-
- hb_walk_r_2 // name of this anim_state
- hb_walk_r_2 // name for the win_anim for this state
- hb_walk_r_2_to_idle // default link anim for this anim state
- use_tail_idle
- // Begin entries for this anim state
- e u; hb_walk_l_1
- e a u; hb_walk_r_2_to_run_pt_1
- e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
- e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
- //a u; hb_walk_r_2
- u l; hb_walk_r_2_and_turn_left
- u r; hb_walk_r_2_and_turn_right
- e u l; hb_walk_l_1_and_turn_left
- e u r; hb_walk_l_1_and_turn_right
- e d; hb_walk_r_2_to_idle
- u l r; hb_walk_r_2
- l; hb_turn_left_start
- r; hb_turn_right_start
- ni; hb_idle
- end_of_entries
-
- hb_walk_l_1 // name of this anim_state
- hb_walk_l_1 // name for the win_anim for this state
- hb_walk_l_1_to_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- e u; hb_walk_l_2
- e a u; hb_walk_l_2_to_run_pt_2
- e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
- e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
- u l; hb_walk_l_1_and_turn_left
- u r; hb_walk_l_1_and_turn_right
- e u l; hb_walk_l_2_and_turn_left
- e u r; hb_walk_l_2_and_turn_right
- e down; hb_walk_l_1_to_idle
- u l r; hb_walk_l_1
- l; hb_turn_left_start
- r; hb_turn_right_start
- ni; hb_idle
- end_of_entries
-
- hb_walk_l_2 // name of this anim_state
- hb_walk_l_2 // name for the win_anim for this state
- hb_walk_l_2_to_idle // default link anim for this anim state
- use_tail_idle
- // Begin entries for this anim state
- e u; hb_walk_r_1
- e a u; hb_walk_l_2_to_run_pt_2
- e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
- e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
- //a u; hb_walk_l_2
- u l; hb_walk_l_2_and_turn_left
- u r; hb_walk_l_2_and_turn_right
- e u l; hb_walk_r_1_and_turn_left
- e u r; hb_walk_r_1_and_turn_right
- e d; hb_walk_l_2_to_idle
- u l r; hb_walk_l_2
- l; hb_turn_left_start
- r; hb_turn_right_start
- ni; hb_idle
- end_of_entries
-
- hb_walk_r_1_and_turn_right // name of this anim_state
- hb_walk_r_1 // name for the win_anim for this state
- hb_walk_r_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- u; hb_walk_r_1
- e u; hb_walk_r_2
- e d; hb_walk_r_1_to_idle
- u l; hb_walk_r_1_and_turn_left
- u l r; hb_walk_r_1_and_turn_left
- e u r; hb_walk_r_2_and_turn_right
- e u l; hb_walk_r_2_and_turn_left
- e a u; hb_walk_r_2_to_run_pt_1
- e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
- e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
- end_of_entries
-
- hb_walk_r_1_and_turn_left // name of this anim_state
- hb_walk_r_1 // name for the win_anim for this state
- hb_walk_r_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- u; hb_walk_r_1
- e u; hb_walk_r_2
- e d; hb_walk_r_1_to_idle
- u r; hb_walk_r_1_and_turn_right
- u l r; hb_walk_r_1_and_turn_right
- e u l; hb_walk_r_2_and_turn_left
- e u r; hb_walk_r_2_and_turn_right
- e a u; hb_walk_r_2_to_run_pt_1
- e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
- e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
- end_of_entries
-
- hb_walk_r_2_and_turn_right // name of this anim_state
- hb_walk_r_2 // name for the win_anim for this state
- hb_walk_r_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- u; hb_walk_r_2
- e u; hb_walk_l_1
- e d; hb_walk_r_2_to_idle
- u l; hb_walk_r_2_and_turn_left
- u l r; hb_walk_r_2_and_turn_left
- e u r; hb_walk_l_1_and_turn_right
- e u l; hb_walk_l_1_and_turn_left
- e a u; hb_walk_r_2_to_run_pt_1
- e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
- e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
- end_of_entries
-
- hb_walk_r_2_and_turn_left // name of this anim_state
- hb_walk_r_2 // name for the win_anim for this state
- hb_walk_r_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- u; hb_walk_r_2
- e u; hb_walk_l_1
- e d; hb_walk_r_2_to_idle
- u r; hb_walk_r_2_and_turn_right
- u l r; hb_walk_r_2_and_turn_right
- e u l; hb_walk_l_1_and_turn_left
- e u r; hb_walk_l_1_and_turn_right
- e a u; hb_walk_r_2_to_run_pt_1
- e a u l; hb_walk_r_2_to_run_pt_1_and_turn_left
- e a u r; hb_walk_r_2_to_run_pt_1_and_turn_right
- end_of_entries
-
- hb_walk_l_1_and_turn_right // name of this anim_state
- hb_walk_l_1 // name for the win_anim for this state
- hb_walk_l_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- u; hb_walk_l_1
- e u; hb_walk_l_2
- e d; hb_walk_l_1_to_idle
- u l; hb_walk_l_1_and_turn_left
- u l r; hb_walk_l_1_and_turn_left
- e u r; hb_walk_l_2_and_turn_right
- e u l; hb_walk_l_2_and_turn_left
- e a u; hb_walk_l_2_to_run_pt_2
- e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
- e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
- end_of_entries
-
- hb_walk_l_1_and_turn_left // name of this anim_state
- hb_walk_l_1 // name for the win_anim for this state
- hb_walk_l_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- u; hb_walk_l_1
- e u; hb_walk_l_2
- e d; hb_walk_l_1_to_idle
- u r; hb_walk_l_1_and_turn_right
- u l r; hb_walk_l_1_and_turn_right
- e u l; hb_walk_l_2_and_turn_left
- e u r; hb_walk_l_2_and_turn_right
- e a u; hb_walk_l_2_to_run_pt_2
- e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
- e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
- end_of_entries
-
-
- hb_walk_l_2_and_turn_right // name of this anim_state
- hb_walk_l_2 // name for the win_anim for this state
- hb_walk_l_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- u; hb_walk_l_2
- e u; hb_walk_r_1
- e d; hb_walk_l_2_to_idle
- u l; hb_walk_l_2_and_turn_left
- u l r; hb_walk_l_2_and_turn_left
- e u r; hb_walk_r_1_and_turn_right
- e u l; hb_walk_r_1_and_turn_left
- e a u; hb_walk_l_2_to_run_pt_2
- e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
- e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
- end_of_entries
-
- hb_walk_l_2_and_turn_left // name of this anim_state
- hb_walk_l_2 // name for the win_anim for this state
- hb_walk_l_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- u; hb_walk_l_2
- e u; hb_walk_r_1
- e d; hb_walk_l_2_to_idle
- u r; hb_walk_l_2_and_turn_right
- u l r; hb_walk_l_2_and_turn_right
- e u l; hb_walk_r_1_and_turn_left
- e u r; hb_walk_r_1_and_turn_right
- e a u; hb_walk_l_2_to_run_pt_2
- e a u l; hb_walk_l_2_to_run_pt_2_and_turn_left
- e a u r; hb_walk_l_2_to_run_pt_2_and_turn_right
- end_of_entries
-
- hb_walk_r_1_to_idle // name of this anim_state
- hb_walk_r_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_r_2_to_idle // name of this anim_state
- hb_walk_r_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_l_1_to_idle // name of this anim_state
- hb_walk_l_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_l_2_to_idle // name of this anim_state
- hb_walk_l_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_r_2_to_run_pt_1 // name of this anim_state
- hb_walk_r_2_to_run_pt_1 // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- e u; hb_run_pt_1_to_walk_r_1
- e a u; hb_run_pt_1
- l; hb_turn_left_start
- r; hb_turn_right_start
- e l; hb_turn_left_start
- e r; hb_turn_right_start
- end_of_entries
-
- hb_walk_l_2_to_run_pt_2 // name of this anim_state
- hb_walk_l_2_to_run_pt_2 // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- e u; hb_run_pt_2_to_walk_l_1
- e a u; hb_run_pt_1
- l; hb_turn_left_start
- r; hb_turn_right_start
- e l; hb_turn_left_start
- e r; hb_turn_right_start
- end_of_entries
-
- hb_walk_r_2_to_run_pt_1_and_turn_right // name of this anim_state
- hb_walk_r_2_to_run_pt_1 // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e u; hb_run_pt_1_to_walk_r_1
- e a u; hb_run_pt_2
- e a u l; hb_run_pt_2_and_turn_left
- e a u r; hb_run_pt_2_and_turn_right
- end_of_entries
-
- hb_walk_r_2_to_run_pt_1_and_turn_left // name of this anim_state
- hb_walk_r_2_to_run_pt_1 // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e u; hb_run_pt_1_to_walk_r_1
- e a u; hb_run_pt_2
- e a u l; hb_run_pt_2_and_turn_left
- e a u r; hb_run_pt_2_and_turn_right
- end_of_entries
-
- hb_walk_l_2_to_run_pt_2_and_turn_right // name of this anim_state
- hb_walk_l_2_to_run_pt_2 // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e u; hb_run_pt_2_to_walk_l_1
- e a u; hb_run_pt_1
- e a u l; hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right
- end_of_entries
-
- hb_walk_l_2_to_run_pt_2_and_turn_left // name of this anim_state
- hb_walk_l_2_to_run_pt_2 // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e u; hb_run_pt_2_to_walk_l_1
- e a u; hb_run_pt_1
- e a u l; hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right
- end_of_entries
-
- hb_run_pt_1 // name of this anim_state
- hb_run_pt_1 // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- use_tail_idle
- anim_time_multiplier 1.28
- translation_multiplier 1.0 1.0 1.0
- sound_effect 0
- // Begin entries for this anim state
- e u; hb_run_pt_1_to_walk_r_1
- e a u; hb_run_pt_2
- e u l; hb_run_pt_1_to_walk_r_1_and_turn_left
- e u r; hb_run_pt_1_to_walk_r_1_and_turn_right
- a u l; hb_run_pt_1_and_turn_left
- a u r; hb_run_pt_1_and_turn_right
- l; hb_turn_left_start
- r; hb_turn_right_start
- e l; hb_turn_left_start
- e r; hb_turn_right_start
- end_of_entries
-
- hb_run_pt_2 // name of this anim_state
- hb_run_pt_2 // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- anim_time_multiplier 1.28
- translation_multiplier 1.0 1.0 1.0
- sound_effect 0
- // Begin entries for this anim state
- e u; hb_run_pt_2_to_walk_l_1
- e a u; hb_run_pt_1
- e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
- e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
- a u l; hb_run_pt_2_and_turn_left
- a u r; hb_run_pt_2_and_turn_right
- l; hb_turn_left_start
- r; hb_turn_right_start
- e l; hb_turn_left_start
- e r; hb_turn_right_start
- end_of_entries
-
- hb_run_pt_1_and_turn_right // name of this anim_state
- hb_run_pt_1 // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- use_tail_idle
- anim_time_multiplier 1.28
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e a u l; hb_run_pt_2_and_turn_left
- e a u r; hb_run_pt_2_and_turn_right
- a u l; hb_run_pt_1_and_turn_left
- e a u; hb_run_pt_2
- a u; hb_run_pt_1
- e u; hb_run_pt_1_to_walk_r_1
- e u l; hb_run_pt_1_to_walk_r_1_and_turn_left
- e u r; hb_run_pt_1_to_walk_r_1_and_turn_right
- end_of_entries
-
- hb_run_pt_1_and_turn_left // name of this anim_state
- hb_run_pt_1 // name for the win_anim for this state
- hb_run_pt_1_to_idle // default link anim for this anim state
- use_tail_idle
- anim_time_multiplier 1.28
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e a u l; hb_run_pt_2_and_turn_left
- e a u r; hb_run_pt_2_and_turn_right
- a u r; hb_run_pt_1_and_turn_right
- e a u; hb_run_pt_2
- a u; hb_run_pt_1
- e u; hb_run_pt_1_to_walk_r_1
- e u l; hb_run_pt_1_to_walk_r_1_and_turn_left
- e u r; hb_run_pt_1_to_walk_r_1_and_turn_right
- end_of_entries
-
- hb_run_pt_2_and_turn_right // name of this anim_state
- hb_run_pt_2 // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- anim_time_multiplier 1.28
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e a u l; hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right
- a u l; hb_run_pt_2_and_turn_left
- e a u; hb_run_pt_1
- a u; hb_run_pt_2
- e u; hb_run_pt_2_to_walk_l_1
- e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
- e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
- end_of_entries
-
- hb_run_pt_2_and_turn_left // name of this anim_state
- hb_run_pt_2 // name for the win_anim for this state
- hb_run_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- anim_time_multiplier 1.28
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e a u l; hb_run_pt_1_and_turn_left
- e a u r; hb_run_pt_1_and_turn_right
- a u r; hb_run_pt_2_and_turn_right
- e a u; hb_run_pt_1
- a u; hb_run_pt_2
- e u; hb_run_pt_2_to_walk_l_1
- e u l; hb_run_pt_2_to_walk_l_1_and_turn_left
- e u r; hb_run_pt_2_to_walk_l_1_and_turn_right
- end_of_entries
-
- hb_run_pt_1_to_idle // name of this anim_state
- hb_run_pt_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- l; hb_turn_left_start
- r; hb_turn_right_start
- e l; hb_turn_left_start
- e r; hb_turn_right_start
- end_of_entries
-
- hb_run_pt_2_to_idle // name of this anim_state
- hb_run_pt_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- l; hb_turn_left_start
- r; hb_turn_right_start
- e l; hb_turn_left_start
- e r; hb_turn_right_start
- end_of_entries
-
- hb_run_pt_1_to_walk_r_1 // name of this anim_state
- hb_run_pt_1_to_walk_r_1 // name for the win_anim for this state
- hb_walk_r_1 // default link anim for this anim state
- use_tail_idle
- // Begin entries for this anim state
- e a u; hb_run_pt_1
- l; hb_turn_left_start
- r; hb_turn_right_start
- e l; hb_turn_left_start
- e r; hb_turn_right_start
- end_of_entries
-
- hb_run_pt_2_to_walk_l_1 // name of this anim_state
- hb_run_pt_2_to_walk_l_1 // name for the win_anim for this state
- hb_walk_l_1 // default link anim for this anim state
- use_tail_idle
- // Begin entries for this anim state
- e a u; hb_run_pt_1
- l; hb_turn_left_start
- r; hb_turn_right_start
- e l; hb_turn_left_start
- e r; hb_turn_right_start
- end_of_entries
-
- hb_run_pt_1_to_walk_r_1_and_turn_right // name of this anim_state
- hb_run_pt_1_to_walk_r_1 // name for the win_anim for this state
- hb_walk_r_1 // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- end_of_entries
-
- hb_run_pt_1_to_walk_r_1_and_turn_left // name of this anim_state
- hb_run_pt_1_to_walk_r_1 // name for the win_anim for this state
- hb_walk_r_1 // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- end_of_entries
-
- hb_run_pt_2_to_walk_l_1_and_turn_right // name of this anim_state
- hb_run_pt_2_to_walk_l_1 // name for the win_anim for this state
- hb_walk_l_1 // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- end_of_entries
-
- hb_run_pt_2_to_walk_l_1_and_turn_left // name of this anim_state
- hb_run_pt_2_to_walk_l_1 // name for the win_anim for this state
- hb_walk_l_1 // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_back_r_1 // name of this anim_state
- hb_walk_back_r_1 // name for the win_anim for this state
- hb_walk_back_r_1_to_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- e d; hb_walk_back_r_2
- d r; hb_walk_back_r_1_and_turn_left
- d l; hb_walk_back_r_1_and_turn_right
- e d r; hb_walk_back_r_2_and_turn_left
- e d l; hb_walk_back_r_2_and_turn_right
- end_of_entries
-
- hb_walk_back_r_2 // name of this anim_state
- hb_walk_back_r_2 // name for the win_anim for this state
- hb_walk_back_r_2_to_idle // default link anim for this anim state
- use_tail_idle
- // Begin entries for this anim state
- e d; hb_walk_back_l_1
- d r; hb_walk_back_r_2_and_turn_left
- d l; hb_walk_back_r_2_and_turn_right
- e d r; hb_walk_back_l_1_and_turn_left
- e d l; hb_walk_back_l_1_and_turn_right
- end_of_entries
-
- hb_walk_back_l_1 // name of this anim_state
- hb_walk_back_l_1 // name for the win_anim for this state
- hb_walk_back_l_1_to_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- e d; hb_walk_back_l_2
- d r; hb_walk_back_l_1_and_turn_left
- d l; hb_walk_back_l_1_and_turn_right
- e d r; hb_walk_back_l_2_and_turn_left
- e d l; hb_walk_back_l_2_and_turn_right
- end_of_entries
-
- hb_walk_back_l_2 // name of this anim_state
- hb_walk_back_l_2 // name for the win_anim for this state
- hb_walk_back_l_2_to_idle // default link anim for this anim state
- use_tail_idle
- // Begin entries for this anim state
- e d; hb_walk_back_r_1
- d r; hb_walk_back_l_2_and_turn_left
- d l; hb_walk_back_l_2_and_turn_right
- e d r; hb_walk_back_r_1_and_turn_left
- e d l; hb_walk_back_r_1_and_turn_right
- end_of_entries
-
- hb_walk_back_r_1_and_turn_right // name of this anim_state
- hb_walk_back_r_1 // name for the win_anim for this state
- hb_walk_back_r_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e d l; hb_walk_back_r_2_and_turn_right
- d r; hb_walk_back_r_1_and_turn_left
- e d r; hb_walk_back_r_2_and_turn_left
- d; hb_walk_back_r_1
- //a d; hb_walk_back_pt_1
- e d; hb_walk_back_r_2
- //e a d; hb_walk_back_pt_1
- end_of_entries
-
- hb_walk_back_r_1_and_turn_left // name of this anim_state
- hb_walk_back_r_1 // name for the win_anim for this state
- hb_walk_back_r_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e d r; hb_walk_back_r_2_and_turn_left
- d l; hb_walk_back_r_1_and_turn_right
- e d l; hb_walk_back_r_2_and_turn_right
- d; hb_walk_back_r_1
- //a d; hb_walk_back_pt_1
- e d; hb_walk_back_r_2
- //e a d; hb_walk_back_pt_1
- end_of_entries
-
- hb_walk_back_r_2_and_turn_right // name of this anim_state
- hb_walk_back_r_2 // name for the win_anim for this state
- hb_walk_back_r_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- e d l; hb_walk_back_l_1_and_turn_right
- d r; hb_walk_back_r_2_and_turn_left
- e d r; hb_walk_back_l_1_and_turn_left
- d; hb_walk_back_r_2
- //a d; hb_walk_back_pt_1
- e d; hb_walk_back_l_1
- //e a d; hb_walk_back_pt_1
- end_of_entries
-
- hb_walk_back_r_2_and_turn_left // name of this anim_state
- hb_walk_back_r_2 // name for the win_anim for this state
- hb_walk_back_r_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- e d r; hb_walk_back_l_1_and_turn_left
- d l; hb_walk_back_r_2_and_turn_right
- e d l; hb_walk_back_l_1_and_turn_right
- d; hb_walk_back_r_2
- //a d; hb_walk_back_pt_1
- e d; hb_walk_back_l_1
- //e a d; hb_walk_back_pt_1
- end_of_entries
-
- hb_walk_back_l_1_and_turn_right // name of this anim_state
- hb_walk_back_l_1 // name for the win_anim for this state
- hb_walk_back_l_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e d l; hb_walk_back_l_2_and_turn_right
- d r; hb_walk_back_l_1_and_turn_left
- e d r; hb_walk_back_l_2_and_turn_left
- d; hb_walk_back_l_1
- //a d; hb_walk_back_pt_1
- e d; hb_walk_back_l_2
- //e a d; hb_walk_back_pt_1
- end_of_entries
-
- hb_walk_back_l_1_and_turn_left // name of this anim_state
- hb_walk_back_l_1 // name for the win_anim for this state
- hb_walk_back_l_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e d r; hb_walk_back_l_2_and_turn_left
- d l; hb_walk_back_l_1_and_turn_right
- e d l; hb_walk_back_l_2_and_turn_right
- d; hb_walk_back_l_1
- //a d; hb_walk_back_pt_1
- e d; hb_walk_back_l_2
- //e a d; hb_walk_back_pt_1
- end_of_entries
-
- hb_walk_back_l_2_and_turn_right // name of this anim_state
- hb_walk_back_l_2 // name for the win_anim for this state
- hb_walk_back_l_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- e d l; hb_walk_back_r_1_and_turn_right
- d r; hb_walk_back_l_2_and_turn_left
- e d r; hb_walk_back_r_1_and_turn_left
- d; hb_walk_back_l_2
- //a d; hb_walk_back_pt_1
- e d; hb_walk_back_r_1
- //e a d; hb_walk_back_pt_1
- end_of_entries
-
- hb_walk_back_l_2_and_turn_left // name of this anim_state
- hb_walk_back_l_2 // name for the win_anim for this state
- hb_walk_back_l_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- e d r; hb_walk_back_r_1_and_turn_left
- d l; hb_walk_back_l_2_and_turn_right
- e d l; hb_walk_back_r_1_and_turn_right
- d; hb_walk_back_l_2
- //a d; hb_walk_back_pt_1
- e d; hb_walk_back_r_1
- //e a d; hb_walk_back_pt_1
- end_of_entries
-
- hb_walk_back_r_1_to_idle
- hb_walk_back_r_1_to_idle
- hb_idle
- use_tail_idle
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_back_r_2_to_idle
- hb_walk_back_r_2_to_idle
- hb_idle
- use_tail_idle
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_back_l_1_to_idle
- hb_walk_back_l_1_to_idle
- hb_idle
- use_tail_idle
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_back_l_2_to_idle
- hb_walk_back_l_2_to_idle
- hb_idle
- use_tail_idle
- // Begin entries for this anim state
- end_of_entries
-
- hb_jump_back // name of this anim_state
- hb_jump_back // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- anim_time_multiplier 1.50
- a d l; hb_jump_back_and_turn_right
- a d r; hb_jump_back_and_turn_left
- end_of_entries
-
- hb_jump_back_and_turn_right // name of this anim_state
- hb_jump_back // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- a d ; hb_jump_back
- a d l; hb_jump_back_and_turn_right
- a d r; hb_jump_back_and_turn_left
- end_of_entries
-
- hb_jump_back_and_turn_left // name of this anim_state
- hb_jump_back // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 3.00 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- a d r; hb_jump_back_and_turn_left
- a d l; hb_jump_back_and_turn_right
- a d ; hb_jump_back
- end_of_entries
-
- hb_turn_right_start // name of this anim_state
- hb_turn_right_start // name for the win_anim for this state
- hb_turn_right_end_30 // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 1.50 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- ni; hb_idle
- e r; hb_turn_right_end_90
- e a r; hb_turn_right_end_90
- up; hb_idle_to_walk_r_1
- u l; hb_idle_to_walk_r_1_and_turn_left
- u r; hb_idle_to_walk_r_1_and_turn_right
- d; hb_idle_to_walk_back_r_1
- d r; hb_idle_to_walk_back_r_1_and_turn_left
- d l; hb_idle_to_walk_back_r_1_and_turn_right
- l; hb_turn_left_start
- a l; hb_turn_left_start
- a u; hb_idle_to_run
- a u l; hb_idle_to_run_and_turn_left
- a u r; hb_idle_to_run_and_turn_right
- a d; hb_jump_back
- a d l; hb_jump_back_and_turn_right
- a d r; hb_jump_back_and_turn_left
- end_of_entries
-
- hb_turn_right_end_30 // name of this anim_state
- hb_turn_right_end_30 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- ni; hb_idle
- end_of_entries
-
- hb_turn_right_end_90 // name of this anim_state
- hb_turn_right_end_90 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- extra_rotation_velocity 0.0000 1.50 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- ni; hb_idle
- up; hb_idle_to_walk_r_1
- u l; hb_idle_to_walk_r_1_and_turn_left
- u r; hb_idle_to_walk_r_1_and_turn_right
- d; hb_idle_to_walk_back_r_1
- d r; hb_idle_to_walk_back_r_1_and_turn_left
- d l; hb_idle_to_walk_back_r_1_and_turn_right
- l; hb_turn_left_start
- a l; hb_turn_left_start
- a u; hb_idle_to_run
- a u l; hb_idle_to_run_and_turn_left
- a u r; hb_idle_to_run_and_turn_right
- a d; hb_jump_back
- a d l; hb_jump_back_and_turn_right
- a d r; hb_jump_back_and_turn_left
- end_of_entries
-
- hb_turn_left_start // name of this anim_state
- hb_turn_left_start // name for the win_anim for this state
- hb_turn_left_end_30 // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -1.50 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- ni; hb_idle
- e l; hb_turn_left_end_90
- e a l; hb_turn_left_end_90
- up; hb_idle_to_walk_r_1
- u l; hb_idle_to_walk_r_1_and_turn_left
- u r; hb_idle_to_walk_r_1_and_turn_right
- d; hb_idle_to_walk_back_r_1
- d r; hb_idle_to_walk_back_r_1_and_turn_left
- d l; hb_idle_to_walk_back_r_1_and_turn_right
- r; hb_turn_right_start
- a r; hb_turn_right_start
- a u; hb_idle_to_run
- a u l; hb_idle_to_run_and_turn_left
- a u r; hb_idle_to_run_and_turn_right
- a d; hb_jump_back
- a d l; hb_jump_back_and_turn_right
- a d r; hb_jump_back_and_turn_left
- end_of_entries
-
- hb_turn_left_end_30 // name of this anim_state
- hb_turn_left_end_30 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- // Begin entries for this anim state
- ni; hb_idle
- end_of_entries
-
- hb_turn_left_end_90 // name of this anim_state
- hb_turn_left_end_90 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- sound_effect 0
- extra_rotation_velocity 0.0000 -1.50 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- ni; hb_idle
- up; hb_idle_to_walk_r_1
- u l; hb_idle_to_walk_r_1_and_turn_left
- u r; hb_idle_to_walk_r_1_and_turn_right
- d; hb_idle_to_walk_back_r_1
- d r; hb_idle_to_walk_back_r_1_and_turn_left
- d l; hb_idle_to_walk_back_r_1_and_turn_right
- r; hb_turn_right_start
- a r; hb_turn_right_start
- a u; hb_idle_to_run
- a u l; hb_idle_to_run_and_turn_left
- a u r; hb_idle_to_run_and_turn_right
- a d; hb_jump_back
- a d l; hb_jump_back_and_turn_right
- a d r; hb_jump_back_and_turn_left
- end_of_entries
-
-
- //Hits----------------------------------------------------------------------------------
-
- hb_general_die // name of this anim_state
- hb_hit_to_ground // name for the win_anim for this state
- hb_dead_on_ground // default link anim for this anim state
- hit
- fatal
- impervious
- end_of_entries
-
- hb_dead_on_ground // name of this anim_state
- hb_hit_to_ground // name for the win_anim for this state
- hb_dead_on_ground // default link anim for this anim state
- begin_end_frame 35 35
- impervious
- end_of_entries
-
- hb_hit_superficial // name of this anim_state
- hb_hit_superficial // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- sound_effect 3
- impervious
- hit
- soft
- // Begin entries for this anim state
- end_of_entries
-
- hb_hit_from_front // name of this anim_state
- hb_hit_from_front // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- sound_effect 3
- impervious
- hit
- medium
- front
- // Begin entries for this anim state
- end_of_entries
-
- hb_hit_from_back // name of this anim_state
- hb_hit_from_back // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- sound_effect 3
- impervious
- hit
- medium
- back
- // Begin entries for this anim state
- end_of_entries
-
- hb_hit_from_left // name of this anim_state
- hb_hit_from_left // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- sound_effect 3
- impervious
- hit
- medium
- left
- // Begin entries for this anim state
- end_of_entries
-
- hb_hit_from_right // name of this anim_state
- hb_hit_from_right // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- sound_effect 3
- impervious
- hit
- medium
- right
- // Begin entries for this anim state
- end_of_entries
-
-
- hb_hit_hard_from_front // name of this anim_state
- hb_hit_hard_from_front // name for the win_anim for this state
- hb_hit_hard_from_front_get_up // default link anim for this anim state
- sound_effect 3
- impervious
- hit
- hard
- front
- // Begin entries for this anim state
- end_of_entries
-
- hb_hit_hard_from_front_down // name of this anim_state
- hb_hit_hard_from_front // name for the win_anim for this state
- hb_hit_hard_from_front_get_up // default link anim for this anim state
- begin_end_frame 19 19
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- hb_hit_hard_from_front_get_up // name of this anim_state
- hb_hit_hard_from_front_get_up // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- hb_hit_hard_from_back // name of this anim_state
- hb_hit_hard_from_back // name for the win_anim for this state
- hb_hit_hard_from_back_get_up // default link anim for this anim state
- sound_effect 3
- impervious
- hit
- hard
- back
- // Begin entries for this anim state
- end_of_entries
-
- hb_hit_hard_from_back_down // name of this anim_state
- hb_hit_hard_from_back // name for the win_anim for this state
- hb_hit_hard_from_back_get_up // default link anim for this anim state
- begin_end_frame 19 19
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- hb_hit_hard_from_back_get_up // name of this anim_state
- hb_hit_hard_from_back_get_up // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- impervious
- // Begin entries for this anim state
- end_of_entries
-
-
- //Punches-------------------------------------------------------------------------------
-
- hb_punch // name of this anim_state
- hb_punch // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- combat_joint_table punch_joint_table
- //attacking 19
- //standard_1
- // Begin entries for this anim state
- end_of_entries
-
-
-
- //Weapons-------------------------------------------------------------------------------
-
- hb_sword_from_holster_pt_1 // name of this anim_state
- hb_sword_from_holster // name for the win_anim for this state
- hb_sword_from_holster_pt_2 // default link anim for this anim state
- begin_end_frame 0 9
- melee_1
- drawing_1
- // Begin entries for this anim state
- end_of_entries
-
- hb_sword_from_holster_pt_2 // name of this anim_state
- hb_sword_from_holster // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- begin_end_frame 10 17
- melee_1
- drawing_2
- // Begin entries for this anim state
- end_of_entries
-
- // just start the animation
- hb_sword_attack // name of this anim_state
- hb_sword_attack // name for the win_anim for this state
- hb_sword_attack_no_hit_pt_1 // default link anim for this anim state
- // Begin entries for this anim state
- begin_end_frame 0 0
- melee_1
- attacking 0
- end_of_entries
-
- // bring the sword up, can't hit with it
- hb_sword_attack_no_hit_pt_1 // name of this anim_state
- hb_sword_attack // name for the win_anim for this state
- hb_sword_attack_hit // default link anim for this anim state
- // Begin entries for this anim state
- begin_end_frame 1 10
- end_of_entries
-
- // swing the sword down, hit with it
- hb_sword_attack_hit // name of this anim_state
- hb_sword_attack // name for the win_anim for this state
- hb_sword_attack_no_hit_pt_2 // default link anim for this anim state
- // Begin entries for this anim state
- begin_end_frame 11 20
- attacking 0
- end_of_entries
-
- // bring the sword back to idle
- hb_sword_attack_no_hit_pt_2 // name of this anim_state
- hb_sword_attack // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- anim_time_multiplier 0.4
- begin_end_frame 21 29
- end_of_entries
-
- hb_sword_to_holster_pt_1 // name of this anim_state
- hb_sword_to_holster // name for the win_anim for this state
- hb_sword_to_holster_pt_2 // default link anim for this anim state
- begin_end_frame 0 16
- melee_1
- holstering_1
- // Begin entries for this anim state
- end_of_entries
-
- hb_sword_to_holster_pt_2 // name of this anim_state
- hb_sword_to_holster // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- begin_end_frame 17 27
- melee_1
- holstering_2
- // Begin entries for this anim state
- end_of_entries
-
-
- //Doors---------------------------------------------------------------------------------
-
- hb_open_door_pt_1 // name of this anim_state
- hb_open_door_pt_1 // name for the win_anim for this state
- hb_open_door_pt_2 // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_open_door_pt_2 // name of this anim_state
- hb_open_door_pt_2 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- //sound_effect 2
- // Begin entries for this anim state
- end_of_entries
-
- hb_open_door_try // name of this anim_state
- hb_open_door_try // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- //sound_effect 2
- // Begin entries for this anim state
- end_of_entries
-
- hb_open_door_away_pt_1 // name of this anim_state
- hb_open_door_away_pt_1 // name for the win_anim for this state
- hb_open_door_away_pt_2 // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_open_door_away_pt_2 // name of this anim_state
- hb_open_door_away_pt_2 // name for the win_anim for this state
- hb_walk_l_1 // default link anim for this anim state
- sound_effect 2
- // Begin entries for this anim state
- end_of_entries
-
- hb_open_door_away_try // name of this anim_state
- hb_open_door_away_try // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- //sound_effect 2
- // Begin entries for this anim state
- end_of_entries
-
-
- hb_unlocking_tomb_door // name of this anim_state
- hb_unlocking_tomb_door // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- //sound_effect 2
- // Begin entries for this anim state
- end_of_entries
-
-
- //Gates---------------------------------------------------------------------------------
-
- hb_open_gate_pt_1 // name of this anim_state
- hb_open_gate_pt_1 // name for the win_anim for this state
- hb_open_gate_pt_2 // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_open_gate_pt_2 // name of this anim_state
- hb_open_gate_pt_2 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_open_locked_gate // name of this anim_state
- hb_open_locked_gate // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
-
- //Stairs--------------------------------------------------------------------------------
-
- hb_idle_to_walk_stairs_up // name of this anim_state
- hb_idle_to_walk_stairs_up // name for the win_anim for this state
- hb_walk_stairs_up // default link anim for this anim state
- sound_effect 4
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_stairs_up // name of this anim_state
- hb_walk_stairs_up // name for the win_anim for this state
- hb_walk_stairs_up_to_walk // default link anim for this anim state
- sound_effect 5
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_stairs_up_to_walk // name of this anim_state
- hb_walk_stairs_up_to_walk // name for the win_anim for this state
- hb_walk_r_1 // default link anim for this anim state
- sound_effect 6
- // Begin entries for this anim state
- end_of_entries
-
- hb_idle_to_walk_stairs_down // name of this anim_state
- hb_idle_to_walk_stairs_down // name for the win_anim for this state
- hb_walk_stairs_down // default link anim for this anim state
- sound_effect 4
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_stairs_down // name of this anim_state
- hb_walk_stairs_down // name for the win_anim for this state
- hb_walk_stairs_down_to_walk // default link anim for this anim state
- sound_effect 5
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_stairs_down_to_walk // name of this anim_state
- hb_walk_stairs_down_to_walk // name for the win_anim for this state
- hb_walk_r_1 // default link anim for this anim state
- sound_effect 6
- // Begin entries for this anim state
- end_of_entries
-
-
- //Etc...--------------------------------------------------------------------------------
-
- hb_pick_up_object_ground_pt_1 // name of this anim_state
- hb_pick_up_object_ground_pt_1 // name for the win_anim for this state
- hb_pick_up_object_ground_pt_2 // default link anim for this anim state
- // Begin entries for this anim state
- sound_effect 9
- end_of_entries
-
- hb_pick_up_object_ground_pt_2 // name of this anim_state
- hb_pick_up_object_ground_pt_2 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_pick_pt_1_from_wall // name of this anim_state
- hb_pick_pt_1_from_wall // name for the win_anim for this state
- hb_pick_pt_2_from_wall // default link anim for this anim state
- // Begin entries for this anim state
- sound_effect 9
- end_of_entries
-
- hb_pick_pt_2_from_wall // name of this anim_state
- hb_pick_pt_2_from_wall // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_look_around // name of this anim_state
- hb_look_around // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
-
-
-
- //Episode 3 anim states-----------------------------------------------------------------
-
-
- //Mitri Cell----------------------------------------------------------------------------
-
- hb_drop_out_time_travel // name of this anim_state
- hb_drop_out_time_travel // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- // Begin entries for this anim state
- end_of_entries
-
-
- //Torture Room--------------------------------------------------------------------------
-
- hb_pull_down_chain // name of this anim_state
- hb_pull_down_chain // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
-
- //Quadrangle----------------------------------------------------------------------------
-
- hb_push_column_bookshelf // name of this anim_state
- hb_push_column_bookshelf // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_climb_columns // name of this anim_state
- hb_climb_columns // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_jump_skylight
- hb_jump_skylight
- hb_idle
- // Begin entries for this anim state
- end_of_entries
-
-
- //Boiler Room Top-----------------------------------------------------------------------
-
- hb_fall_through_floor // name of this anim_state
- hb_fall_through_floor // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
-
- //Boiler Room---------------------------------------------------------------------------
-
- hb_climb_thru_window // name of this anim_state
- hb_climb_thru_window // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- begin_end_frame 0 156
- // Begin entries for this anim state
- end_of_entries
-
- hb_put_out_boiler // name of this anim_state
- hb_put_out_boiler // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_dying_from_heat // name of this anim_state
- hb_dying_from_heat // name for the win_anim for this state
- hb_dead_from_heat // default link anim for this anim state
- fatal
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- hb_dead_from_heat // name of this anim_state
- hb_dying_from_heat // name for the win_anim for this state
- hb_dead_from_heat // default link anim for this anim state
- begin_end_frame 132 132
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- hb_burned_by_pipe // name of this anim_state
- hb_burned_by_pipe // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- hit
- soft
- // Begin entries for this anim state
- end_of_entries
-
-
- //Courtyard-----------------------------------------------------------------------------
-
- hb_jump_trapdoor
- hb_jump_trapdoor
- hb_idle
- // Begin entries for this anim state
- end_of_entries
-
-
- //Kitchen-------------------------------------------------------------------------------
-
- hb_cook_chicken_pt_1
- hb_cook_chicken
- hb_cook_chicken_pt_2
- begin_end_frame 0 13
- // Begin entries for this anim state
- end_of_entries
-
- hb_cook_chicken_pt_2
- hb_cook_chicken
- hb_cook_chicken_pt_3
- begin_end_frame 13 60
- // Begin entries for this anim state
- end_of_entries
-
- hb_cook_chicken_pt_3
- hb_cook_chicken
- hb_cook_chicken_pt_4
- begin_end_frame 60 85
- // Begin entries for this anim state
- end_of_entries
-
- hb_cook_chicken_pt_4
- hb_cook_chicken
- hb_idle
- begin_end_frame 85 150
- // Begin entries for this anim state
- end_of_entries
-
- //Sacristy------------------------------------------------------------------------------
-
- hb_receive_sword
- hb_receive_sword
- hb_idle
- // Begin entries for this anim state
- end_of_entries
-
- hb_pick_sword_pt_2
- hb_receive_sword
- hb_idle
- begin_end_frame 16 50
- // Begin entries for this anim state
- sound_effect 9
- end_of_entries
-
- //Inside Church-------------------------------------------------------------------------
- //Outside Church------------------------------------------------------------------------
-
-
- //Public Library------------------------------------------------------------------------
- //Library Tunnel------------------------------------------------------------------------
-
- hb_show_monk_head // name of this anim_state
- hb_show_monk_head // name for the win_anim for this state
- hb_hold_monk_head // default link anim for this anim state
- begin_end_frame 0 26
- // Begin entries for this anim state
- end_of_entries
-
- hb_hold_monk_head // name of this anim_state
- hb_show_monk_head // name for the win_anim for this state
- hb_hold_monk_head // default link anim for this anim state
- begin_end_frame 26 26
- // Begin entries for this anim state
- end_of_entries
-
- hb_lower_monk_head // name of this anim_state
- hb_show_monk_head // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- begin_end_frame 26 57
- // Begin entries for this anim state
- end_of_entries
-
- //Forbidden Library---------------------------------------------------------------------
-
- hb_idle_to_run_up_stairs // name of this anim_state
- hb_idle_to_run_up_stairs // name for the win_anim for this state
- hb_run_up_stairs_pt_1 // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_run_up_stairs_pt_1 // name of this anim_state
- hb_run_up_stairs_pt_1 // name for the win_anim for this state
- hb_run_up_stairs_pt_2 // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_run_up_stairs_pt_2 // name of this anim_state
- hb_run_up_stairs_pt_2 // name for the win_anim for this state
- hb_run_up_stairs_to_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_run_up_stairs_to_idle // name of this anim_state
- hb_run_up_stairs_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_back_head_forward // name of this anim_state
- hb_walk_back_head_forward // name for the win_anim for this state
- hb_walk_back_head_forward_to_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_back_head_forward_to_idle // name of this anim_state
- hb_walk_back_head_forward_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_idle_to_walk_back_head_forward // name of this anim_state
- hb_idle_to_walk_back_head_forward // name for the win_anim for this state
- hb_walk_back_head_forward // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- //Tower Garden--------------------------------------------------------------------------
- //Others
-
- hb_fall_from_skylight
- hb_fall_from_skylight
- hb_fall_from_skylight_end
- anim_time_multiplier 0.1
- // Begin entries for this anim state
- end_of_entries
-
- hb_fall_from_skylight_end
- hb_fall_from_skylight
- hb_fall_from_skylight_end
- begin_end_frame 53 53
- // Begin entries for this anim state
- end_of_entries
-
- hb_land_on_bookshelf
- hb_land_on_bookshelf
- hb_idle
- // Begin entries for this anim state
- end_of_entries
-
- hb_jump_off_bookshelf
- hb_jump_off_bookshelf
- hb_idle
- // Begin entries for this anim state
- end_of_entries
-
- hb_fall_from_skylight_end_fast
- hb_fall_from_skylight
- hb_fall_from_skylight_end
- // Begin entries for this anim state
- end_of_entries
-
- hb_up_from_skylight_fall
- hb_hit_hard_from_back_get_up
- hb_idle
- anim_time_multiplier 0.6
- // Begin entries for this anim state
- end_of_entries
-
- hb_put_cross_in_tomb_1
- hb_put_cross_in_tomb
- hb_put_cross_in_tomb_2
- // Begin entries for this anim state
- begin_end_frame 0 24
- end_of_entries
-
- hb_put_cross_in_tomb_2
- hb_put_cross_in_tomb
- hb_idle
- // Begin entries for this anim state
- begin_end_frame 25 59
- end_of_entries
-
- hb_get_shield
- hb_get_shield
- hb_get_shield_part_2
- // Begin entries for this anim state
- begin_end_frame 0 15
- end_of_entries
-
- hb_get_shield_part_2
- hb_get_shield
- hb_idle
- // Begin entries for this anim state
- begin_end_frame 16 63
- end_of_entries
-
- hb_reflect_light_beam
- hb_reflect_light_beam
- hb_reflect_light_beam_hold
- // Begin entries for this anim state
- begin_end_frame 0 89
- end_of_entries
-
- hb_reflect_light_beam_hold
- hb_reflect_light_beam
- hb_reflect_light_beam_hold
- // Begin entries for this anim state
- begin_end_frame 89 89
- end_of_entries
-
- hb_reflect_light_beam_2
- hb_reflect_light_beam
- hb_idle
- // Begin entries for this anim state
- begin_end_frame 89 109
- end_of_entries
-
- hb_walk_stairs_down_to_idle
- hb_walk_stairs_down_to_idle
- hb_idle
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_stairs_up_to_idle
- hb_walk_stairs_up_to_idle
- hb_idle
- // Begin entries for this anim state
- end_of_entries
-
- hb_pick_pt_1_doc // name of this anim_state
- hb_pick_pt_1_doc // name for the win_anim for this state
- hb_pick_pt_2_doc // default link anim for this anim state
- // Begin entries for this anim state
- sound_effect 9
- end_of_entries
-
- hb_pick_pt_2_doc // name of this anim_state
- hb_pick_pt_2_doc // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_throw_tower_lever // name of this anim_state
- hb_throw_tower_lever // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_throw_pig_food_pt_1
- hb_throw_pig_food
- hb_throw_pig_food_pt_2 // default link anim for this anim state
- // Begin entries for this anim state
- begin_end_frame 0 13
- end_of_entries
-
- hb_throw_pig_food_pt_2
- hb_throw_pig_food
- hb_throw_pig_food_pt_3 // default link anim for this anim state
- // Begin entries for this anim state
- begin_end_frame 14 27
- end_of_entries
-
- hb_throw_pig_food_pt_3
- hb_throw_pig_food
- hb_idle // default link anim for this anim state
- // Begin entries for this anim state
- begin_end_frame 28 40
- end_of_entries
-
-
- //
- // new fight stuff
- //
- hb_combat_idle // name of this anim_state
- hb_combat_idle // name for the win_anim for this state
- hb_combat_idle_to_idle // default link anim for this anim state
- // Begin entries for this anim state
- up; hb_idle_to_walk_r_1
- u l; hb_idle_to_walk_r_1_and_turn_left
- u r; hb_idle_to_walk_r_1_and_turn_right
- d; hb_idle_to_walk_back_r_1
- d r; hb_idle_to_walk_back_r_1_and_turn_left
- d l; hb_idle_to_walk_back_r_1_and_turn_right
- l; hb_turn_left_start
- a l; hb_turn_left_start
- r; hb_turn_right_start
- a r; hb_turn_right_start
- a u; hb_idle_to_run
- a u l; hb_idle_to_run_and_turn_left
- a u r; hb_idle_to_run_and_turn_right
- a d; hb_jump_back
- a d l; hb_jump_back_and_turn_right
- a d r; hb_jump_back_and_turn_left
- end_of_entries
-
-
- hb_jab_1 // name of this anim_state
- hb_flesh_arm_punch // name for the win_anim for this state
- hb_combat_idle // default link anim for this anim state
- anim_time_multiplier 0.75
- //hb_jab_2
- // begin entries for this anim state
- //combat_joint_table punch_joint_table
- //extra_translation_velocity 0 0 -800
- sound_effect 8
- standard_1
- attacking 0
- e c; hb_jab_2
- e l c; hb_jab_2_turn_left
- e r c; hb_jab_2_turn_right
- // ni; hb_combat_idle
- end_of_entries
-
- hb_jab_2 // name of this anim_state
- hb_flesh_arm_punch // name for the win_anim for this state
- hb_combat_idle // default link anim for this anim state
- standard_2
- anim_time_multiplier 0.75
- sound_effect 8
- //extra_translation_velocity 0 0 -800
- //hb_punch_fierce
- // begin entries for this anim state
- attacking 0
- e c; hb_punch_fierce
- e l c; hb_jab_2_turn_left
- e r c; hb_jab_2_turn_right
- // ni; hb_combat_idle
- end_of_entries
-
- hb_jab_2_turn_left // name of this anim_state
- hb_flesh_arm_punch // name for the win_anim for this state
- hb_combat_idle // default link anim for this anim state
- standard_2
- anim_time_multiplier 0.75
- sound_effect 8
- //extra_translation_velocity 0 0 -800
- //hb_punch_fierce
- extra_rotation_velocity 0.0000 -1.00 0.0000
- // begin entries for this anim state
- attacking 0
- e c; hb_punch_fierce
- e l c; hb_jab_2_turn_left
- e r c; hb_jab_2_turn_right
- // ni; hb_combat_idle
- end_of_entries
-
- hb_jab_2_turn_right // name of this anim_state
- hb_flesh_arm_punch // name for the win_anim for this state
- hb_combat_idle // default link anim for this anim state
- standard_2
- anim_time_multiplier 0.75
- sound_effect 8
- //extra_translation_velocity 0 0 -800
- //hb_punch_fierce
- extra_rotation_velocity 0.0000 1.00 0.0000
- // begin entries for this anim state
- attacking 0
- e c; hb_punch_fierce
- e l c; hb_jab_2_turn_left
- e r c; hb_jab_2_turn_right
- // ni; hb_combat_idle
- end_of_entries
-
- hb_punch_fierce // name of this anim_state
- hb_knockout_punch // name for the win_anim for this state
- hb_punch_fierce_windup // default link anim for this anim state
- // begin entries for this anim state
- begin_end_frame 0 0
- sound_effect 6
- attacking 0
- standard_3
- end_of_entries
-
- hb_punch_fierce_windup // name of this anim_state
- hb_knockout_punch // name for the win_anim for this state
- hb_punch_fierce_hit // default link anim for this anim state
- // begin entries for this anim state
- begin_end_frame 1 9
- end_of_entries
-
- hb_punch_fierce_hit // name of this anim_state
- hb_knockout_punch // name for the win_anim for this state
- hb_punch_fierce_recover // default link anim for this anim state
- // begin entries for this anim state
- begin_end_frame 10 16
- sound_effect 6
- attacking 0
- standard_3
- end_of_entries
-
- hb_punch_fierce_recover // name of this anim_state
- hb_knockout_punch // name for the win_anim for this state
- hb_combat_idle // default link anim for this anim state
- // begin entries for this anim state
- begin_end_frame 17 27
- end_of_entries
-
-
- hb_combat_idle_to_idle // name of this anim_state
- hb_combat_idle_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- // begin entries for this anim state
- end_of_entries
-
- hb_play_organ // name of this anim_state
- hb_play_organ // name for the win_anim for this state
- hb_play_organ // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_play_organ_to_idle // name of this anim_state
- hb_play_organ_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- //anim_time_multiplier 2.00
- // Begin entries for this anim state
- end_of_entries
-
-
- ///////////////////// For Pendulum Hack ////////////////////////////
-
- hb_hit_very_hard_from_front // name of this anim_state
- hb_hit_hard_from_front // name for the win_anim for this state
- hb_down_on_back // default link anim for this anim state
- begin_end_frame 0 19
- extra_translation_velocity 0 0 100
- anim_time_multiplier 0.70
- sound_effect 3
- impervious
- hit
- hard
- front
- // Begin entries for this anim state
- end_of_entries
-
- hb_hit_very_hard_from_back // name of this anim_state
- hb_hit_hard_from_back // name for the win_anim for this state
- hb_down_on_face // default link anim for this anim state
- begin_end_frame 0 19
- extra_translation_velocity 0 0 -100
- anim_time_multiplier 0.70
- sound_effect 3
- impervious
- hit
- hard
- back
- // Begin entries for this anim state
- end_of_entries
-
- hb_down_on_face // name of this anim_state
- hb_hit_hard_from_back // name for the win_anim for this state
- hb_down_on_face // default link anim for this anim state
- begin_end_frame 19 19
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- hb_down_on_back // name of this anim_state
- hb_hit_hard_from_front // name for the win_anim for this state
- hb_down_on_back // default link anim for this anim state
- begin_end_frame 19 19
- impervious
- // Begin entries for this anim state
- end_of_entries
-
-
-