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- // DH INTERACTIVE LLC, COPYRIGHT (C) 1999
- //
- // nurse.ast written at Tues Feb 02 16:28 1999
- //
-
- 24 // file_type
- 112 // file_version
-
- spaz_model_name nurse_spaz
-
-
- // nurse // Session name
- uzi.wav
- hit_general.wav
- end
-
- // *** This first section contains the names of all the win_anims used by the table
- nurse_idle
- nurse_idle_to_walk
- nurse_walk
- nurse_walk_to_idle
- nurse_turn
- nurse_draw_uzi
- nurse_shoot_uzi
- nurse_holster_uzi
- nurse_superficial_hit
- nurse_die_1
- nurse_dead_1
- nurse_die_2
- nurse_dead_2
- nurse_side_step_left
- nurse_side_step_right
- nurse_idle_to_angry_walk
- nurse_angry_walk
- nurse_angry_walk_to_idle
- nurse_idle_to_walk_backwards
- nurse_walk_backwards
- nurse_walk_backwards_to_idle
- end
-
- // *** This second section contains the values for each anim state
- nurse_idle
- nurse_idle_to_walk
- nurse_walk
- nurse_walk_to_idle
- nurse_turn_left_start
- nurse_turn_left
- nurse_turn_left_end
- nurse_turn_right_start
- nurse_turn_right
- nurse_turn_right_end
- nurse_walk_turn_left
- nurse_walk_turn_right
- nurse_draw_uzi
- nurse_shoot_uzi_6
- nurse_shoot_uzi_5
- nurse_shoot_uzi_4
- nurse_shoot_uzi_3
- nurse_shoot_uzi_2
- nurse_shoot_uzi_1
- nurse_holster_uzi
- nurse_superficial_hit
- nurse_hit_from_front
- nurse_hit_from_back
- nurse_hit_from_left
- nurse_hit_from_right
- nurse_hit_hard_from_front
- nurse_hit_hard_from_front_down
- nurse_hit_hard_from_front_get_up
- nurse_hit_hard_from_back
- nurse_hit_hard_from_back_down
- nurse_hit_hard_from_back_get_up
- nurse_die_1
- nurse_dead_1
- nurse_die_2
- nurse_dead_2
- nurse_step_left
- nurse_step_right
- nurse_idle_to_angry_walk
- nurse_angry_walk
- nurse_angry_walk_turn_left
- nurse_angry_walk_turn_right
- nurse_angry_walk_to_idle
- nurse_idle_to_walk_backwards
- nurse_walk_backwards
- nurse_walk_backwards_left
- nurse_walk_backwards_right
- nurse_walk_backwards_to_idle
- nurse_walk_more
- nurse_walk_more_2
- end
-
-
-
- nurse_idle // name of this anim_state
- nurse_idle // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- // Begin entries for this anim state
- //u ; nurse_idle_to_walk
- //u l ; nurse_idle_to_walk
- //u r ; nurse_idle_to_walk
- //l ; nurse_turn_left_start
- //r ; nurse_turn_right_start
- l ; nurse_turn_left
- r ; nurse_turn_right
- //strafe l; nurse_step_left
- //strafe r; nurse_step_right
- //a u; nurse_idle_to_angry_walk
- //a u l; nurse_idle_to_angry_walk
- //a u r; nurse_idle_to_angry_walk
- //d; nurse_idle_to_walk_backwards
- //d l; nurse_idle_to_walk_backwards
- //d r; nurse_idle_to_walk_backwards
- end_of_entries
-
- nurse_idle_to_walk // name of this anim_state
- nurse_idle_to_walk // name for the win_anim for this state
- nurse_walk_to_idle // default link anim for this anim state
- // Begin entries for this anim state
- //e u ; nurse_walk
- //e u l ; nurse_walk_turn_left
- //e u r ; nurse_walk_turn_right
- //l ; nurse_turn_left_start
- //r ; nurse_turn_right_start
- end_of_entries
-
- nurse_walk // name of this anim_state
- nurse_walk // name for the win_anim for this state
- nurse_walk_to_idle // default link anim for this anim state
- anim_time_multiplier 1.28
- // Begin entries for this anim state
- //u ; nurse_walk
- //e u ; nurse_walk
- //u l ; nurse_walk_turn_left
- //u r ; nurse_walk_turn_right
- end_of_entries
-
- nurse_walk_to_idle // name of this anim_state
- nurse_walk_to_idle // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- // Begin entries for this anim state
- //l ; nurse_turn_left_end
- //r ; nurse_turn_right_end
- end_of_entries
-
- nurse_turn_left_start // name of this anim_state
- nurse_idle_to_walk // name for the win_anim for this state
- nurse_turn_left_end // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- //e l ; nurse_turn_left
- //r ; nurse_turn_right_start
- //e r ; nurse_turn_right
- //u ; nurse_idle_to_walk
- //e u ; nurse_walk
- //e u l ; nurse_walk_turn_left
- //e u r ; nurse_walk_turn_right
- ni ; nurse_idle
- end_of_entries
-
- nurse_turn_left // name of this anim_state
- nurse_idle // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -3 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- //e l ; nurse_turn_left
- //l ; nurse_turn_left
- //r ; nurse_turn_right
- ni ; nurse_idle
- end_of_entries
-
- nurse_turn_left_end // name of this anim_state
- nurse_walk_to_idle // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- //r ; nurse_turn_right_end
- end_of_entries
-
- nurse_turn_right_start // name of this anim_state
- nurse_idle_to_walk // name for the win_anim for this state
- nurse_turn_right_end // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- //e l ; nurse_turn_left
- //l ; nurse_turn_left_start
- //e r ; nurse_turn_right
- //u ; nurse_idle_to_walk
- //e u ; nurse_walk
- //e u l ; nurse_walk_turn_left
- //e u r ; nurse_walk_turn_right
- ni ; nurse_idle
- end_of_entries
-
- nurse_turn_right // name of this anim_state
- nurse_idle // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 3 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- //e r ; nurse_turn_right
- //r ; nurse_turn_right
- //l ; nurse_turn_left
- ni ; nurse_idle
- end_of_entries
-
- nurse_turn_right_end // name of this anim_state
- nurse_walk_to_idle // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- //l ; nurse_turn_left_end
- end_of_entries
-
- nurse_walk_turn_left // name of this anim_state
- nurse_walk // name for the win_anim for this state
- nurse_walk_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
- anim_time_multiplier 1.28
- // Begin entries for this anim state
- //u ; nurse_walk
- //e u l ; nurse_walk_turn_left
- //u l ; nurse_walk_turn_left
- //e l ; nurse_turn_left
- //e r ; nurse_turn_right
- //u r ; nurse_walk_turn_right
- end_of_entries
-
- nurse_walk_turn_right // name of this anim_state
- nurse_walk // name for the win_anim for this state
- nurse_walk_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
- anim_time_multiplier 1.28
- // Begin entries for this anim state
- //u ; nurse_walk
- //u l ; nurse_walk_turn_left
- //e u r ; nurse_walk_turn_right
- //e l ; nurse_turn_left
- //e r ; nurse_turn_right
- //u r ; nurse_walk_turn_right
- end_of_entries
-
- nurse_draw_uzi // name of this anim_state
- nurse_draw_uzi // name for the win_anim for this state
- nurse_shoot_uzi_1 // default link anim for this anim state
- projectile_1
- drawing_1
- // Begin entries for this anim state
- anim_time_multiplier 2
- x e; nurse_shoot_uzi_1
- end_of_entries
-
- nurse_shoot_uzi_6 // name of this anim_state
- nurse_shoot_uzi // name for the win_anim for this state
- nurse_holster_uzi // default link anim for this anim state
- //attacking 0
- sound_effect 0
- //projectile_1
- // Begin entries for this anim state
- x e; nurse_shoot_uzi_6
- end_of_entries
-
- nurse_shoot_uzi_5 // name of this anim_state
- nurse_shoot_uzi // name for the win_anim for this state
- nurse_shoot_uzi_6 // default link anim for this anim state
- //attacking 0
- sound_effect 0
- //projectile_1
- // Begin entries for this anim state
- x e; nurse_shoot_uzi_6
- end_of_entries
-
- nurse_shoot_uzi_4 // name of this anim_state
- nurse_shoot_uzi // name for the win_anim for this state
- nurse_shoot_uzi_5 // default link anim for this anim state
- //attacking 0
- sound_effect 0
- //projectile_1
- // Begin entries for this anim state
- x e; nurse_shoot_uzi_5
- end_of_entries
-
- nurse_shoot_uzi_3 // name of this anim_state
- nurse_shoot_uzi // name for the win_anim for this state
- nurse_shoot_uzi_4 // default link anim for this anim state
- //attacking 0
- sound_effect 0
- //projectile_1
- // Begin entries for this anim state
- x e; nurse_shoot_uzi_4
- end_of_entries
-
- nurse_shoot_uzi_2 // name of this anim_state
- nurse_shoot_uzi // name for the win_anim for this state
- nurse_shoot_uzi_3 // default link anim for this anim state
- //attacking 0
- sound_effect 0
- //projectile_1
- // Begin entries for this anim state
- x e; nurse_shoot_uzi_3
- end_of_entries
-
- nurse_shoot_uzi_1 // name of this anim_state
- nurse_shoot_uzi // name for the win_anim for this state
- nurse_shoot_uzi_2 // default link anim for this anim state
- attacking 0
- sound_effect 0
- projectile_1
- // Begin entries for this anim state
- x e; nurse_shoot_uzi_2
- end_of_entries
-
- nurse_holster_uzi // name of this anim_state
- nurse_holster_uzi // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- projectile_1
- holstering_1
- // Begin entries for this anim state
- x e; nurse_idle
- end_of_entries
-
- nurse_superficial_hit // name of this anim_state
- nurse_superficial_hit // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- sound_effect 1
- hit
- soft
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_hit_from_front // name of this anim_state
- nurse_superficial_hit // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- sound_effect 1
- hit
- medium
- front
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_hit_from_back
- nurse_superficial_hit // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- sound_effect 1
- hit
- medium
- back
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_hit_from_left
- nurse_superficial_hit // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- sound_effect 1
- hit
- medium
- left
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_hit_from_right
- nurse_superficial_hit // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- sound_effect 1
- hit
- medium
- right
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_hit_hard_from_front
- nurse_superficial_hit // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- sound_effect 1
- hit
- hard
- front
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_hit_hard_from_front_down
- nurse_superficial_hit // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_hit_hard_from_front_get_up
- nurse_superficial_hit // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_hit_hard_from_back
- nurse_superficial_hit // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- sound_effect 1
- hit
- hard
- front
- impervious
- // Begin entries for this anim state
- end_of_entries
-
-
- nurse_hit_hard_from_back_down
- nurse_superficial_hit // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_hit_hard_from_back_get_up
- nurse_superficial_hit // name for the win_anim for this state
- nurse_idle // default link anim for this anim state
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_die_1 // name of this anim_state
- nurse_die_1 // name for the win_anim for this state
- nurse_dead_1 // default link anim for this anim state
- sound_effect 1
- hit
- fatal
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_dead_1 // name of this anim_state
- nurse_dead_1 // name for the win_anim for this state
- nurse_dead_1 // default link anim for this anim state
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_die_2 // name of this anim_state
- nurse_die_2 // name for the win_anim for this state
- nurse_dead_2 // default link anim for this anim state
- sound_effect 1
- hit
- fatal
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_dead_2 // name of this anim_state
- nurse_dead_2 // name for the win_anim for this state
- nurse_dead_2 // default link anim for this anim state
- impervious
- // Begin entries for this anim state
- end_of_entries
-
- nurse_step_left
- nurse_side_step_left
- nurse_idle
- // Begin entries for this anim state
- e strafe l; nurse_step_left
- end_of_entries
-
- nurse_step_right
- nurse_side_step_right
- nurse_idle
- // Begin entries for this anim state
- e strafe r; nurse_step_right
- end_of_entries
-
- nurse_idle_to_angry_walk
- nurse_idle_to_angry_walk
- nurse_angry_walk
- // Begin entries for this anim state
- //a e u ; nurse_angry_walk
- //a e u l ; nurse_angry_walk_turn_left
- //a e u r ; nurse_angry_walk_turn_right
- //l ; nurse_turn_left_start
- //r ; nurse_turn_right_start
- end_of_entries
-
- nurse_angry_walk
- nurse_angry_walk
- nurse_angry_walk_to_idle
- // Begin entries for this anim state
- //a e u ; nurse_angry_walk
- //a u l ; nurse_angry_walk_turn_left
- //a u r ; nurse_angry_walk_turn_right
- end_of_entries
-
- nurse_angry_walk_turn_left // name of this anim_state
- nurse_angry_walk // name for the win_anim for this state
- nurse_angry_walk_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- //a u ; nurse_angry_walk
- //a e u l ; nurse_angry_walk_turn_left
- //a u l ; nurse_angry_walk_turn_left
- //e l ; nurse_turn_left
- //e r ; nurse_turn_right
- //a u r ; nurse_angry_walk_turn_right
- end_of_entries
-
- nurse_angry_walk_turn_right // name of this anim_state
- nurse_angry_walk // name for the win_anim for this state
- nurse_angry_walk_to_idle // default link anim for this anim state
- extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- //a u ; nurse_angry_walk
- //a u l ; nurse_angry_walk_turn_left
- //a e u r ; nurse_angry_walk_turn_right
- e l ; nurse_turn_left
- e r ; nurse_turn_right
- //a u r ; nurse_angry_walk_turn_right
- end_of_entries
-
- nurse_angry_walk_to_idle
- nurse_angry_walk_to_idle
- nurse_idle
- // Begin entries for this anim state
- l ; nurse_turn_left_end
- r ; nurse_turn_right_end
- end_of_entries
-
- nurse_idle_to_walk_backwards
- nurse_idle_to_walk_backwards
- nurse_walk_backwards
- // Begin entries for this anim state
- end_of_entries
-
- nurse_walk_backwards
- nurse_walk_backwards
- nurse_walk_backwards_to_idle
- // Begin entries for this anim state
- //d l; nurse_walk_backwards_left
- //d r; nurse_walk_backwards_right
- end_of_entries
-
- nurse_walk_backwards_left
- nurse_walk_backwards
- nurse_walk_backwards_to_idle
- extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- //d; nurse_walk_backwards
- //e d l; nurse_walk_backwards_left
- //d r; nurse_walk_backwards_right
- end_of_entries
-
- nurse_walk_backwards_right
- nurse_walk_backwards
- nurse_walk_backwards_to_idle
- extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
- // Begin entries for this anim state
- //d; nurse_walk_backwards
- //d l; nurse_walk_backwards_left
- //e d r; nurse_walk_backwards_right
- end_of_entries
-
- nurse_walk_backwards_to_idle
- nurse_walk_backwards_to_idle
- nurse_idle
- // Begin entries for this anim state
- end_of_entries
-
- nurse_walk_more // name of this anim_state
- nurse_angry_walk // name for the win_anim for this state
- nurse_walk_more_2 // default link anim for this anim state
- //anim_time_multiplier 1.28
- // Begin entries for this anim state
- end_of_entries
-
- nurse_walk_more_2 // name of this anim_state
- nurse_angry_walk // name for the win_anim for this state
- nurse_walk_more // default link anim for this anim state
- //anim_time_multiplier 1.28
- // Begin entries for this anim state
- end_of_entries