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- // DH INTERACTIVE LLC, COPYRIGHT (C) 2000
- //
- // hb_set_e1.ast written at Wed Jun 23 16:45 2000
- //
-
- 24 // file_type
- 112 // file_version
-
- spaz_model_name hb_spaz
-
- collision_joint_table punch_joint_table
- {
- r_wrist
- };
-
- // hb_set_e1 // Session name
- step1.wav
- handgun.wav
- door_open.wav
- hit_hellboy.wav
- hb_draw_gun.wav
- hb_holster_gun.wav
- hb_punch.wav
- hb_hit_door.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_stonearm_punch
-
- //Projectile weapon
- hb_draw_gun_to_idle
- hb_idle_to_point_gun
- hb_point_gun
- hb_point_gun_turn_right
- hb_point_gun_turn_left
- hb_shoot_gun
- hb_point_gun_to_idle
- hb_point_gun_to_holster_pt_1
- hb_point_gun_to_holster_pt_2
- hb_idle_to_holster_gun
- hb_reload_gun
-
-
- //////// 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
-
- //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
- hb_idle_to_look_left
- hb_look_left_cycle
- hb_look_left_to_idle
- hb_idle_to_look_right
- hb_look_right_cycle
- hb_look_right_to_idle
- hb_unlocking_tomb_door
- hb_push_key_trigger
- hb_trigger_elevator
-
-
- // new fight stuff
- hb_flesh_arm_punch
- hb_combat_idle
- hb_knockout_punch
- hb_combat_idle_to_idle
-
-
- // Episode Four Anims
-
- hb_climb_thru_window
- hb_use_console
- hb_drop_out_time_travel
- hb_knocked_out
- hb_knock_out_egors
- hb_open_hatch
- hb_jump_into_chute
- hb_give_drugs_herman
- hb_pick_pt_1_drawer_keys
- hb_pick_pt_2_drawer_keys
-
- hb_turn_pt_1_valve_cherubs
- hb_turn_pt_2_valve_cherubs
- hb_climb_ladder
- hb_climb_bunker_to_idle
- // these are used for the bunker jump
- hb_jump_trapdoor
- hb_land_from_jump
- hb_push_gate_open_pt_1
- hb_push_gate_open_pt_2
- hb_pick_pt_1_doc
- hb_pick_pt_2_doc
-
-
-
- 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 and fighting
- hb_punch
-
- //Projectile weapon
- hb_draw_gun_pt_1
- hb_draw_gun_pt_2
- hb_idle_to_point_gun
- hb_point_gun
- hb_point_gun_turn_right
- hb_point_gun_turn_left
- hb_shoot_gun
- hb_point_gun_to_idle
- hb_point_gun_to_holster_pt_1
- hb_point_gun_to_holster_pt_2
- hb_holster_gun_pt_1
- hb_holster_gun_pt_2
- hb_reload_gun
-
-
- //////// 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
-
- //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
- hb_idle_to_look_left
- hb_look_left_cycle
- hb_look_left_to_idle
- hb_idle_to_look_right
- hb_look_right_cycle
- hb_look_right_to_idle
- hb_unlocking_tomb_door
- hb_push_key_trigger
- hb_trigger_elevator
-
-
- //// 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
-
- // Episode Four Anim States
- hb_climb_thru_window
- hb_use_console
- hb_drop_out_time_travel
- hb_knocked_out
- hb_knock_out_egors
- hb_lying_idle
- hb_getting_off
- hb_open_hatch_pt_1
- hb_open_hatch_pt_2
- hb_jump_into_chute
- hb_give_drugs_herman
-
- hb_pick_pt_1_drawer_keys
- hb_pick_pt_2_drawer_keys
-
- hb_turn_pt_1_valve_cherubs
- hb_turn_pt_2_valve_cherubs
- hb_climb_ladder
- hb_climb_bunker_to_idle
- hb_jump_off_bunker
- hb_land_from_bunker_jump
- hb_hit_very_hard_from_front
- hb_hit_very_hard_from_back
- hb_push_gate_open_pt_1
- hb_push_gate_open_pt_2
- hb_pick_pt_1_doc
- hb_pick_pt_2_doc
-
-
- 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 l; hb_idle_to_walk_back_r_1_and_turn_left
- d r; 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 l; hb_jump_back_and_turn_right
- a d r; hb_jump_back_and_turn_left
- 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_stonearm_punch // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- begin_end_frame 15 38
- combat_joint_table punch_joint_table
- attacking 19
- // standard_1
- sound_effect 6
- // Begin entries for this anim state
- end_of_entries
-
-
- //Projectile weapons---------------------------------------------------------------------
-
- hb_draw_gun_pt_1 // name of this anim_state
- hb_draw_gun_to_idle // name for the win_anim for this state
- hb_draw_gun_pt_2 // default link anim for this anim state
- begin_end_frame 0 7
- projectile_1
- drawing_1
- // Begin entries for this anim state
- end_of_entries
-
- hb_draw_gun_pt_2 // name of this anim_state
- hb_draw_gun_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- begin_end_frame 8 21
- projectile_1
- drawing_2
- sound_effect 4
- // Begin entries for this anim state
- end_of_entries
-
- hb_idle_to_point_gun // name of this anim_state
- hb_idle_to_point_gun // name for the win_anim for this state
- hb_point_gun // default link anim for this anim state
- projectile_1
- raising_weapon
- // Begin entries for this anim state
- end_of_entries
-
- hb_point_gun // name of this anim_state
- hb_point_gun // name for the win_anim for this state
- hb_point_gun_to_idle // default link anim for this anim state
- projectile_1
- aiming
- // Begin entries for this anim state
- l; hb_point_gun_turn_left
- r; hb_point_gun_turn_right
- u; hb_point_gun_to_idle
- d; hb_point_gun_to_idle
- a u; hb_point_gun_to_idle
- a d; hb_point_gun_to_idle
- r u; hb_point_gun_to_idle
- r d; hb_point_gun_to_idle
- r a u; hb_point_gun_to_idle
- r a d; hb_point_gun_to_idle
- l u; hb_point_gun_to_idle
- l d; hb_point_gun_to_idle
- l a u; hb_point_gun_to_idle
- l a d; hb_point_gun_to_idle
- end_of_entries
-
- hb_point_gun_turn_right // name of this anim_stateZ
- hb_point_gun_turn_right // name for the win_anim for this state
- hb_point_gun // default link anim for this anim state
- projectile_1
- aiming
- // Begin entries for this anim state
- l; hb_point_gun_turn_left
- r; hb_point_gun_turn_right
- end_of_entries
-
- hb_point_gun_turn_left // name of this anim_state
- hb_point_gun_turn_left // name for the win_anim for this state
- hb_point_gun // default link anim for this anim state
- projectile_1
- aiming
- // Begin entries for this anim state
- l; hb_point_gun_turn_left
- r; hb_point_gun_turn_right
- end_of_entries
-
- hb_shoot_gun // name of this anim_state
- hb_shoot_gun // name for the win_anim for this state
- hb_point_gun // default link anim for this anim state
- projectile_1
- attack 0
- sound_effect 1
- play_script gunflash
- // Begin entries for this anim state
- end_of_entries
-
- hb_point_gun_to_idle // name of this anim_state
- hb_point_gun_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- projectile_1
- lowering_weapon
- // Begin entries for this anim state
- end_of_entries
-
- hb_point_gun_to_holster_pt_1 // name of this anim_state
- hb_point_gun_to_holster_pt_1 // name for the win_anim for this state
- hb_point_gun_to_holster_pt_2 // default link anim for this anim state
- projectile_1
- holstering_1
- from_aiming
- // Begin entries for this anim state
- end_of_entries
-
- hb_point_gun_to_holster_pt_2 // name of this anim_state
- hb_point_gun_to_holster_pt_2 // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- projectile_1
- holstering_2
- from_aiming
- // Begin entries for this anim state
- end_of_entries
-
- hb_holster_gun_pt_1 // name of this anim_state
- hb_idle_to_holster_gun // name for the win_anim for this state
- hb_holster_gun_pt_2 // default link anim for this anim state
- begin_end_frame 0 17
- holstering_1
- projectile_1
- // Begin entries for this anim state
- end_of_entries
-
- hb_holster_gun_pt_2 // name of this anim_state
- hb_idle_to_holster_gun // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- begin_end_frame 18 23
- projectile_1
- holstering_2
- sound_effect 5
- // Begin entries for this anim state
- end_of_entries
-
- hb_reload_gun // name of this anim_state
- hb_reload_gun // name for the win_anim for this state
- hb_point_gun // default link anim for this anim state
- projectile_1
- reload
- // 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
-
-
- //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
- // 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
- // 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
- // 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
- // 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
- // 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
- // 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 8
- 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
- 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
-
- hb_idle_to_look_left // name of this anim_state
- hb_idle_to_look_left // name for the win_anim for this state
- hb_look_left_cycle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_look_left_cycle // name of this anim_state
- hb_look_left_cycle // name for the win_anim for this state
- hb_look_left_cycle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_look_left_to_idle // name of this anim_state
- hb_look_left_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_look_right // name of this anim_state
- hb_idle_to_look_right // name for the win_anim for this state
- hb_look_right_cycle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_look_right_cycle // name of this anim_state
- hb_look_right_cycle // name for the win_anim for this state
- hb_look_right_cycle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_look_right_to_idle // name of this anim_state
- hb_look_right_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_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
- // Begin entries for this anim state
- end_of_entries
-
- hb_push_key_trigger // name of this anim_state
- hb_push_key_trigger // 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_trigger_elevator
- hb_trigger_elevator // 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
-
-
-
- //
- // 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
-
-
- ///////// Episode Four
-
- 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 entries for this anim state
- end_of_entries
-
- hb_use_console // name of this anim_state
- hb_use_console // 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_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
-
- hb_knocked_out // name of this anim_state
- hb_knocked_out // 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_knock_out_egors // name of this anim_state
- hb_knock_out_egors // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- begin_end_frame 0 175
- // begin entries for this anim state
- end_of_entries
-
- hb_lying_idle // name of this anim_state
- hb_knock_out_egors // name for the win_anim for this state
- hb_lying_idle // default link anim for this anim state
- begin_end_frame 0 0
- // begin entries for this anim state
- end_of_entries
-
- hb_getting_off // name of this anim_state
- hb_knock_out_egors // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- begin_end_frame 150 175
- // begin entries for this anim state
- end_of_entries
-
-
- hb_open_hatch_pt_1 // name of this anim_state
- hb_open_hatch // name for the win_anim for this state
- hb_open_hatch_pt_2 // default link anim for this anim state
- begin_end_frame 0 12
- // begin entries for this anim state
- end_of_entries
-
-
- hb_open_hatch_pt_2 // name of this anim_state
- hb_open_hatch // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- begin_end_frame 13 94
- // begin entries for this anim state
- end_of_entries
-
- hb_jump_into_chute // name of this anim_state
- hb_jump_into_chute // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- anim_time_multiplier 0.80
- // begin entries for this anim state
- end_of_entries
-
- hb_give_drugs_herman // name of this anim_state
- hb_give_drugs_herman // 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_drawer_keys // name of this anim_state
- hb_pick_pt_1_drawer_keys // name for the win_anim for this state
- hb_pick_pt_2_drawer_keys // default link anim for this anim state
- // Begin entries for this anim state
- sound_effect 8
- end_of_entries
-
- hb_pick_pt_2_drawer_keys // name of this anim_state
- hb_pick_pt_2_drawer_keys // 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
-
- //Bunker Garden E4-----------------------------------------------------
-
- hb_turn_pt_1_valve_cherubs // name of this anim_state
- hb_turn_pt_1_valve_cherubs // name for the win_anim for this state
- hb_turn_pt_2_valve_cherubs // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_turn_pt_2_valve_cherubs // name of this anim_state
- hb_turn_pt_2_valve_cherubs // 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_ladder // name of this anim_state
- hb_climb_ladder // name for the win_anim for this state
- hb_climb_ladder // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_climb_bunker_to_idle // name of this anim_state
- hb_climb_bunker_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_jump_off_bunker // name of this anim_state
- hb_jump_trapdoor // name for the win_anim for this state
- hb_land_from_bunker_jump // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_land_from_bunker_jump // name of this anim_state
- hb_land_from_jump // 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_hit_very_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
- 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_hit_hard_from_back_get_up // default link anim for this anim state
- 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
-
-
- // bunker garden gate
-
- hb_push_gate_open_pt_1 // name of this anim_state
- hb_push_gate_open_pt_1 // name for the win_anim for this state
- hb_push_gate_open_pt_2 // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_push_gate_open_pt_2 // name of this anim_state
- hb_push_gate_open_pt_2 // name for the win_anim for this state
- hb_walk_r_1 // default link anim for this anim state
- // 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
-
-
-
-