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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 example_joint_table
- {
- tail_1..tail_4,
- waist..tail_2,
- all,
- first..last,
- 12,
- 11..tail_4,
- 14..20,
- 8..l_wrist,
- 20..26
- };
-
- collision_joint_table punch_joint_table
- {
- r_wrist
- };
-
- // hb_set_e3 // Session name
- step1.wav
- handgun.wav
- door_open.wav
- hit_hellboy.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
- 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_pt_1
- hb_walk_back_pt_2
- hb_walk_back_pt_1_to_idle
- hb_walk_back_pt_2_to_idle
- 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
- hb_double_punch
- hb_uppercut
-
- //Projectile weapon
- 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
-
-
- //////// These anims are used by some areas
-
- //Doors
- hb_open_door_pt_1
- hb_open_door_pt_2
- hb_open_door_away_pt_1
- hb_open_door_away_pt_2
-
- //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_idle
- hb_idle_to_walk_stairs_down
- hb_walk_stairs_down
- hb_walk_stairs_down_to_idle
-
- //Etc...
- hb_pick_pt_1_from_wall
- hb_pick_pt_2_from_wall
- hb_look_around
-
-
- //////// Episode 4 anims
- hb_knocked_out
-
- 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
- hb_idle_to_walk_back_and_turn_right
- hb_idle_to_walk_back_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_1_to_idle_and_turn_right
- hb_walk_r_1_to_idle_and_turn_left
- hb_walk_r_2_to_idle_and_turn_right
- hb_walk_r_2_to_idle_and_turn_left
- hb_walk_l_1_to_idle_and_turn_right
- hb_walk_l_1_to_idle_and_turn_left
- hb_walk_l_2_to_idle_and_turn_right
- hb_walk_l_2_to_idle_and_turn_left
- 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_idle_and_turn_right
- //hb_run_pt_1_to_idle_and_turn_left
- //hb_run_pt_2_to_idle_and_turn_right
- //hb_run_pt_2_to_idle_and_turn_left
-
- 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_pt_1
- hb_walk_back_pt_2
- hb_walk_back_pt_1_and_turn_right
- hb_walk_back_pt_1_and_turn_left
- hb_walk_back_pt_2_and_turn_right
- hb_walk_back_pt_2_and_turn_left
- hb_walk_back_pt_1_to_idle
- hb_walk_back_pt_2_to_idle
- hb_walk_back_pt_1_to_idle_and_turn_right
- hb_walk_back_pt_1_to_idle_and_turn_left
- hb_walk_back_pt_2_to_idle_and_turn_right
- hb_walk_back_pt_2_to_idle_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
- hb_double_punch
- hb_uppercut
-
- //Projectile weapon
- hb_draw_gun_pt_1
- hb_draw_gun_pt_2
- hb_point_gun
- hb_point_gun_turn_right
- hb_point_gun_turn_left
- hb_shoot_gun
- hb_holster_gun_pt_1
- hb_holster_gun_pt_2
-
-
- //////// These anim states are used by some areas
-
- //Doors
- hb_open_door_pt_1
- hb_open_door_pt_2
- hb_open_door_away_pt_1
- hb_open_door_away_pt_2
-
- //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_idle
- hb_idle_to_walk_stairs_down
- hb_walk_stairs_down
- hb_walk_stairs_down_to_idle
-
- //Etc...
- hb_pick_pt_1_from_wall
- hb_pick_pt_2_from_wall
- hb_look_around
-
-
-
- //// Episode 4 anim states
-
- hb_knocked_out
- hb_knocked_out_down
-
- 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
- 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
- d l; hb_idle_to_walk_back_and_turn_left
- d r; hb_idle_to_walk_back_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
- c; hb_punch
- 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_to_idle // default link anim for this anim state
- use_tail_idle
- // Begin entries for this anim state
- 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
- c; hb_punch
- 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 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- 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
- c; hb_punch
- 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 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- 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
- c; hb_punch
- 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
- c; hb_punch
- 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 1.57 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
- c; hb_punch
- 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 -1.57 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
- c; hb_punch
- end_of_entries
-
- hb_idle_to_walk_back // name of this anim_state
- hb_idle_to_walk_back // name for the win_anim for this state
- hb_walk_back_pt_2_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_pt_1 // END_OF_ANIM + DOWN -> hb_walk_back_pt_1.
- d l; hb_idle_to_walk_back_and_turn_left // DOWN + LEFT -> hb_idle_to_walk_back_and_turn_left
- d r; hb_idle_to_walk_back_and_turn_right // DOWN + RIGHT -> hb_idle_to_walk_back_and_turn_right
- e d l; hb_walk_back_pt_1_and_turn_left // END_OF_ANIM + DOWN + LEFT -> hb_walk_back_pt_1_and_turn_left
- e d r; hb_walk_back_pt_1_and_turn_right // END_OF_ANIM + DOWN + RIGHT -> hb_walk_back_pt_1_and_turn_right
- c; hb_punch
- end_of_entries
-
- hb_idle_to_walk_back_and_turn_right // name of this anim_state
- hb_idle_to_walk_back // name for the win_anim for this state
- hb_walk_back_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- d; hb_idle_to_walk_back
- e d; hb_walk_back_pt_1
- e d l; hb_walk_back_pt_1_and_turn_left
- d l; hb_idle_to_walk_back_and_turn_left
- r; hb_idle_to_walk_back_and_turn_right
- e d r; hb_walk_back_pt_1_and_turn_right
- e l; hb_walk_back_pt_2_to_idle_and_turn_left
- e r; hb_walk_back_pt_2_to_idle_and_turn_right
- c; hb_punch
- end_of_entries
-
- hb_idle_to_walk_back_and_turn_left // name of this anim_state
- hb_idle_to_walk_back // name for the win_anim for this state
- hb_walk_back_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- d; hb_idle_to_walk_back
- e d; hb_walk_back_pt_1
- e d l; hb_walk_back_pt_1_and_turn_left
- d r; hb_idle_to_walk_back_and_turn_right
- r; hb_idle_to_walk_back_and_turn_right
- e d r; hb_walk_back_pt_1_and_turn_right
- e l; hb_walk_back_pt_2_to_idle_and_turn_left
- e r; hb_walk_back_pt_2_to_idle_and_turn_right
- c; hb_punch
- 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_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
- c; hb_punch
- 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
- c; hb_punch
- 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
- c; hb_punch
- 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
- c; hb_punch
- 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 1.57 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
- c; hb_punch
- 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 -1.57 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
- c; hb_punch
- 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 1.57 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
- c; hb_punch
- 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 -1.57 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
- c; hb_punch
- 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 1.57 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
- c; hb_punch
- 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 -1.57 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
- c; hb_punch
- 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 1.57 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
- c; hb_punch
- 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 -1.57 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
- c; hb_punch
- 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
- c; hb_punch
- 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
- c; hb_punch
- 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
- c; hb_punch
- 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
- c; hb_punch
- end_of_entries
-
- hb_walk_r_1_to_idle_and_turn_right // 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
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- end_of_entries
-
- hb_walk_r_1_to_idle_and_turn_left // 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
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- end_of_entries
-
- hb_walk_r_2_to_idle_and_turn_right // 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
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- end_of_entries
-
- hb_walk_r_2_to_idle_and_turn_left // 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
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- end_of_entries
-
- hb_walk_l_1_to_idle_and_turn_right // 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
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- end_of_entries
-
- hb_walk_l_1_to_idle_and_turn_left // 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
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- end_of_entries
-
- hb_walk_l_2_to_idle_and_turn_right // 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
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- end_of_entries
-
- hb_walk_l_2_to_idle_and_turn_left // 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
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- 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
- c; hb_punch
- 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
- c; hb_punch
- 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 1.57 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
- c; hb_punch
- 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 -1.57 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
- c; hb_punch
- 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 1.57 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
- c; hb_punch
- 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 -1.57 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
- c; hb_punch
- 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
- c; hb_punch
- 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
- c; hb_punch
- 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 1.57 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
- c; hb_punch
- 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 -1.57 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
- c; hb_punch
- 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 1.57 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
- c; hb_punch
- 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 -1.57 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
- c; hb_punch
- 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
- c; hb_punch
- 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
- c; hb_punch
- end_of_entries
-
-
-
-
- //hb_run_pt_1_to_idle_and_turn_right
- //hb_run_pt_1_to_idle_and_turn_left
- //hb_run_pt_2_to_idle_and_turn_right
- //hb_run_pt_2_to_idle_and_turn_left
-
-
-
-
- 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
- c; hb_punch
- 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
- c; hb_punch
- 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 1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- 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 -1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- 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 1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- 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 -1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- end_of_entries
-
- hb_walk_back_pt_1 // name of this anim_state
- hb_walk_back_pt_1 // name for the win_anim for this state
- hb_walk_back_pt_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_pt_2
- d l; hb_walk_back_pt_1_and_turn_left
- d r; hb_walk_back_pt_1_and_turn_right
- e d l; hb_walk_back_pt_2_and_turn_left
- e d r; hb_walk_back_pt_2_and_turn_right
- e l; hb_walk_back_pt_1_to_idle_and_turn_left
- e r; hb_walk_back_pt_1_to_idle_and_turn_right
- c; hb_punch
- end_of_entries
-
- hb_walk_back_pt_2 // name of this anim_state
- hb_walk_back_pt_2 // name for the win_anim for this state
- hb_walk_back_pt_2_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_pt_1
- d l; hb_walk_back_pt_2_and_turn_left
- d r; hb_walk_back_pt_2_and_turn_right
- e d l; hb_walk_back_pt_1_and_turn_left
- e d r; hb_walk_back_pt_1_and_turn_right
- e l; hb_walk_back_pt_2_to_idle_and_turn_left
- e r; hb_walk_back_pt_2_to_idle_and_turn_right
- c; hb_punch
- end_of_entries
-
- hb_walk_back_pt_1_and_turn_right // name of this anim_state
- hb_walk_back_pt_1 // name for the win_anim for this state
- hb_walk_back_pt_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e d r; hb_walk_back_pt_2_and_turn_right
- d l; hb_walk_back_pt_1_and_turn_left
- e d l; hb_walk_back_pt_2_and_turn_left
- d; hb_walk_back_pt_1
- a d; hb_walk_back_pt_1
- e d; hb_walk_back_pt_1
- e a d; hb_walk_back_pt_1
- c; hb_punch
- end_of_entries
-
- hb_walk_back_pt_1_and_turn_left // name of this anim_state
- hb_walk_back_pt_1 // name for the win_anim for this state
- hb_walk_back_pt_1_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- e d l; hb_walk_back_pt_2_and_turn_left
- d r; hb_walk_back_pt_1_and_turn_right
- e d r; hb_walk_back_pt_2_and_turn_right
- d; hb_walk_back_pt_1
- a d; hb_walk_back_pt_1
- e d; hb_walk_back_pt_1
- e a d; hb_walk_back_pt_1
- c; hb_punch
- end_of_entries
-
- hb_walk_back_pt_2_and_turn_right // name of this anim_state
- hb_walk_back_pt_2 // name for the win_anim for this state
- hb_walk_back_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e d r; hb_walk_back_pt_1_and_turn_right
- d l; hb_walk_back_pt_2_and_turn_left
- e d l; hb_walk_back_pt_1_and_turn_left
- d; hb_walk_back_pt_1
- a d; hb_walk_back_pt_1
- e d; hb_walk_back_pt_1
- e a d; hb_walk_back_pt_1
- c; hb_punch
- end_of_entries
-
-
- hb_walk_back_pt_2_and_turn_left // name of this anim_state
- hb_walk_back_pt_2 // name for the win_anim for this state
- hb_walk_back_pt_2_to_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- e d l; hb_walk_back_pt_1_and_turn_left
- d r; hb_walk_back_pt_2_and_turn_right
- e d r; hb_walk_back_pt_1_and_turn_right
- d; hb_walk_back_pt_1
- a d; hb_walk_back_pt_1
- e d; hb_walk_back_pt_1
- e a d; hb_walk_back_pt_1
- c; hb_punch
- end_of_entries
-
- hb_walk_back_pt_1_to_idle // name of this anim_state
- hb_walk_back_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
- c; hb_punch
- end_of_entries
-
- hb_walk_back_pt_2_to_idle // name of this anim_state
- hb_walk_back_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
- c; hb_punch
- end_of_entries
-
- hb_walk_back_pt_1_to_idle_and_turn_right // name of this anim_state
- hb_walk_back_pt_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- end_of_entries
-
- hb_walk_back_pt_1_to_idle_and_turn_left // name of this anim_state
- hb_walk_back_pt_1_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- end_of_entries
-
- hb_walk_back_pt_2_to_idle_and_turn_right // name of this anim_state
- hb_walk_back_pt_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 -1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- end_of_entries
-
- hb_walk_back_pt_2_to_idle_and_turn_left // name of this anim_state
- hb_walk_back_pt_2_to_idle // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- use_tail_idle
- extra_rotation_velocity 0.0000 1.57 0.0000 // extra rotation velocities to apply during anim
- sound_effect 0
- // Begin entries for this anim state
- c; hb_punch
- 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
- // Begin entries for this anim state
- ni; hb_idle
- e r; hb_turn_right_end_90
- e a r; hb_turn_right_end_90
- c; hb_punch
- 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
- c; hb_punch
- 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
- // Begin entries for this anim state
- ni; hb_idle
- c; hb_punch
- 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
- // Begin entries for this anim state
- ni; hb_idle
- e l; hb_turn_left_end_90
- e a l; hb_turn_left_end_90
- c; hb_punch
- 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
- c; hb_punch
- 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
- // Begin entries for this anim state
- ni; hb_idle
- c; hb_punch
- 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
- combat_joint_table punch_joint_table
- attacking 19
- standard_1
- // Begin entries for this anim state
- end_of_entries
-
- hb_double_punch // name of this anim_state
- hb_double_punch // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- attacking 19
- standard_1
- // Begin entries for this anim state
- end_of_entries
-
- hb_uppercut // name of this anim_state
- hb_uppercut // name for the win_anim for this state
- hb_idle // default link anim for this anim state
- //attacking 19
- // Begin entries for this anim state
- end_of_entries
-
-
- //Projectile weapons---------------------------------------------------------------------
-
- hb_draw_gun_pt_1 // name of this anim_state
- hb_idle_to_point_gun // name for the win_anim for this state
- hb_draw_gun_pt_2 // default link anim for this anim state
- begin_end_frame 0 2
- drawing_1
- projectile_1
- // Begin entries for this anim state
- end_of_entries
-
- hb_draw_gun_pt_2 // 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
- begin_end_frame 3 11
- drawing_2
- projectile_1
- // 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 // default link anim for this anim state
- aiming
- projectile_1
- play_script hb_gunflash_off
- // Begin entries for this anim state
- l; hb_point_gun_turn_left
- r; hb_point_gun_turn_right
- c; hb_shoot_gun
- 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
- aiming
- projectile_1
- // Begin entries for this anim state
- l; hb_point_gun_turn_left
- r; hb_point_gun_turn_right
- c; hb_shoot_gun
- 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
- aiming
- projectile_1
- // Begin entries for this anim state
- l; hb_point_gun_turn_left
- r; hb_point_gun_turn_right
- c; hb_shoot_gun
- 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
- attack 0
- anim_time_multiplier 1.25
- sound_effect 1
- projectile_1
- // Begin entries for this anim state
- end_of_entries
-
- hb_holster_gun_pt_1 // name of this anim_state
- hb_point_gun_to_idle // name for the win_anim for this state
- hb_holster_gun_pt_2 // default link anim for this anim state
- begin_end_frame 0 8
- holstering_1
- projectile_1
- // Begin entries for this anim state
- end_of_entries
-
- hb_holster_gun_pt_2 // 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
- begin_end_frame 9 11
- holstering_2
- projectile_1
- // 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_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_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_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_stairs_up_to_idle // name of this anim_state
- hb_walk_stairs_up_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_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_idle // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_walk_stairs_down_to_idle // name of this anim_state
- hb_walk_stairs_down_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
-
-
- //Etc...--------------------------------------------------------------------------------
-
- 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_idle // 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
-
-
-
- //Episode 4 anim states-----------------------------------------------------------------
-
-
- //Lab-----------------------------------------------------------------------------------
-
- hb_knocked_out // name of this anim_state
- hb_knocked_out // name for the win_anim for this state
- hb_knocked_out_down // default link anim for this anim state
- // Begin entries for this anim state
- end_of_entries
-
- hb_knocked_out_down // name of this anim_state
- hb_knocked_out // name for the win_anim for this state
- hb_knocked_out_down // default link anim for this anim state
- begin_end_frame 81 81
- // Begin entries for this anim state
- end_of_entries