
export fred {

	camera	maps/fred/enpro/monitor.mb -range 1 200 -dest models/md5/cinematics/enpro/monitorcam
	camera	maps/fred/enpro/monitor2.mb -range 1 32 -dest models/md5/cinematics/enpro/monitorcam2
	
	camera	maps/fred/enpro/escape_shot1.mb -range 1 90 -dest models/md5/cinematics/enpro/escapecam1
	camera	maps/fred/enpro/escape_shot2.mb -range 91 236 -dest models/md5/cinematics/enpro/escapecam2
	camera	maps/fred/enpro/swann_campbell.mb -range 237 315 -dest models/md5/cinematics/enpro/escapecam3
	camera	maps/fred/enpro/escape_shot3.mb -range 316 456 -dest models/md5/cinematics/enpro/escapecam4
	
	camera	maps/fred/enpro/marine_battle_shot1.mb -range 1 170 -dest models/md5/cinematics/enpro/exitcam_shot1
	camera	maps/fred/enpro/marine_battle_shot2.mb -range 171 259 -dest models/md5/cinematics/enpro/exitcam_shot2
	camera	maps/fred/enpro/marine_battle_shot3.mb -range 260 321 -dest models/md5/cinematics/enpro/exitcam_shot3
	camera	maps/fred/enpro/marine_battle_shot4.mb -range 350 420 -dest models/md5/cinematics/enpro/exitcam_shot4
	camera	maps/fred/enpro/marine_battle_shot5.mb -range 452 510 -dest models/md5/cinematics/enpro/exitcam_shot5
	camera	maps/fred/enpro/enpro_exit2.mb -range 511 698 -dest models/md5/cinematics/enpro/exitcam_shot6
	camera	maps/fred/enpro/enpro_exit2.mb -range 699 740 -dest models/md5/cinematics/enpro/exitcam_shot7
	camera	maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitcam_shot8

	camera	maps/fred/enpro/glassexplosion.mb -dest models/md5/cinematics/enpro/glassexplosioncam

	camera	maps/fred/enpro/tuberide.mb -dest models/md5/cinematics/enpro/tuberidecam

	camera	maps/fred/enpro/lostsoulintro.mb  -range 1 219 -dest models/md5/cinematics/enpro/lostcam1
	camera	maps/fred/enpro/lostsoulintro_poppy.mb  -range 187 269 -dest models/md5/cinematics/enpro/lostcam2
	camera	maps/fred/enpro/lostsoulintro.mb  -range 284 320 -dest models/md5/cinematics/enpro/lostcam3


	camera	maps/eric/enpro/wounded_marine.mb -range 1 92 -dest models/md5/cinematics/enpro/marine_cam1
	camera	maps/eric/enpro/wounded_marine.mb -range 93 194 -dest models/md5/cinematics/enpro/marine_cam2
	camera	maps/eric/enpro/wounded_marine.mb -range 195 340 -dest models/md5/cinematics/enpro/marine_cam3
	camera	maps/eric/enpro/wounded_marine.mb -range 341 476 -dest models/md5/cinematics/enpro/marine_cam4
	camera	maps/eric/enpro/wounded_marine.mb -range 477 571 -dest models/md5/cinematics/enpro/marine_cam5
	camera	maps/eric/enpro/wounded_marine.mb -range 572 598 -dest models/md5/cinematics/enpro/marine_cam6

	
	addoptions -prefix ENV_
	mesh	maps/fred/enpro/enpro_exit2.mb -range 1 1 -dest models/md5/cinematics/enpro/exithelmet
	anim	maps/fred/enpro/enpro_exit2.mb -range 511 979 -dest models/md5/cinematics/enpro/exithelmet
	
	mesh	maps/fred/enpro/lostsoulintro_poppy.mb -dest models/md5/cinematics/enpro/lostintro_spine
	anim	maps/fred/enpro/lostsoulintro_poppy.mb -range 187 269 -dest models/md5/cinematics/enpro/lostintro_spine

	addoptions -prefix CHAIR_
	mesh	maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/chair_lostintro
	anim	maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/chair_lostintro

	addoptions -prefix LOST_ -keep lost_flame1 -parent lost_flame1 Head
	mesh	maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/lostsoul_mesh
	anim	maps/fred/enpro/lostsoulintro_poppy.mb -range 187 269 -dest models/md5/cinematics/enpro/lostsoul_lostintro1
	anim	maps/fred/enpro/lostsoulintro.mb -range 284 320 -dest models/md5/cinematics/enpro/lostsoul_lostintro2
}

export fred {
 	options -prefix w_ -keep Lknee Rknee -keep fireball ROT  -parent fireball head_FK -parent spine_1 ROT -parent ROT root 
	anim	maps/eric/enpro/wounded_marine.mb -range 1 595 -dest models/md5/cinematics/enpro/marine_wraith

}

export fred {
 	options -prefix W_ -keep Lknee Rknee -keep fireball ROT  -parent fireball head_FK -parent spine_1 ROT -parent ROT root 
	anim	maps/fred/enpro/marine_battle_shot3.mb -range 260 321 -dest models/md5/cinematics/enpro/exit_wraith

}

export fred {
 	options -prefix KEY_ 
	mesh 	maps/eric/enpro/wounded_marine.mb -dest models/md5/cinematics/enpro/wounded_keycard
	anim	maps/eric/enpro/wounded_marine.mb -range 1 92 -dest models/md5/cinematics/enpro/wounded_keycard_a
	anim	maps/eric/enpro/wounded_marine.mb -range 93 194 -dest models/md5/cinematics/enpro/wounded_keycard_b
	anim	maps/eric/enpro/wounded_marine.mb -range 195 340 -dest models/md5/cinematics/enpro/wounded_keycard_c
	anim	maps/eric/enpro/wounded_marine.mb -range 341 476 -dest models/md5/cinematics/enpro/wounded_keycard_d
	anim	maps/eric/enpro/wounded_marine.mb -range 477 571 -dest models/md5/cinematics/enpro/wounded_keycard_e
	anim	maps/eric/enpro/wounded_marine.mb -range 572 598 -dest models/md5/cinematics/enpro/wounded_keycard_f
}


entityDef enpro_exit_cam {
	"editor_color"						"1 .5 0"
	"editor_mins"						"-16 -16 0"
	"editor_maxs"						"16 16 64"
	
	"spawnclass"						"idCameraAnim"
	"cinematic"							"1"

	"anim exitshot_a"						"models/md5/cinematics/enpro/exitcam_shot1.md5camera"
	"anim exitshot_c"						"models/md5/cinematics/enpro/exitcam_shot2.md5camera"
	"anim exitshot_b"						"models/md5/cinematics/enpro/exitcam_shot3.md5camera"
	"anim exitshot_d"						"models/md5/cinematics/enpro/exitcam_shot4.md5camera"
	"anim exitshot_e"						"models/md5/cinematics/enpro/exitcam_shot5.md5camera"
	"anim exitshot_f"						"models/md5/cinematics/enpro/exitcam_shot6.md5camera"
	"anim exitshot_g"						"models/md5/cinematics/enpro/exitcam_shot7.md5camera"
	"anim exitshot_h"						"models/md5/cinematics/enpro/exitcam_shot8.md5camera"


}

model enpro_soldier1 {
	inherit								npc_marine_w_mgun

	anim shot_a							models/md5/cinematics/enpro/exitsoldier2_shot1.md5anim {
		frame 1							event ignoreDamage
		//frame 1							sound_global enpro_intro_imps
		//frame 1							sound_global enpro_intro_guns
		frame 6							sound_body player_sounds_footstep		
	
		frame 25						sound_global enpro_intro
		frame 17						sound_body player_sounds_footstep
		frame 31						sound_body player_sounds_footstep
		frame 45						sound_body player_sounds_footstep
		frame 59						sound_body player_sounds_footstep
		frame 71						sound_body player_sounds_footstep
		frame 85						sound_body player_sounds_footstep
		frame 96						sound_body player_sounds_footstep
		frame 112						sound_body player_sounds_footstep
		frame 124						sound_body player_sounds_footstep
		frame 136						sound_body player_sounds_footstep
		frame 145						sound_body player_sounds_footstep
		
	}

	anim shot_b							models/md5/cinematics/enpro/exitsoldier2_shot2.md5anim {
		frame 1							event ignoreDamage
		
		frame 58						sound_body player_sounds_footstep
		frame 66						sound_body player_sounds_footstep
		frame 74						sound_voice snd_hallway
		frame 75						sound_body player_sounds_footstep
	}
	anim shot_c							models/md5/cinematics/enpro/exitsoldier2_shot3.md5anim {
		frame 1							event ignoreDamage
		frame 5							sound_body player_sounds_footstep
		frame 16						sound_body player_sounds_footstep
		frame 30						sound_body player_sounds_footstep
		frame 43						sound_body player_sounds_footstep
		frame 57						sound_body player_sounds_footstep
		
	}	

	anim shot_d							models/md5/cinematics/enpro/exitsoldier1_shot4.md5anim {
		frame 30						sound_global enpro_sfx_imps
		frame 68						sound_voice snd_what

	}
	anim shot_e							models/md5/cinematics/enpro/exitsoldier2_shot5.md5anim {
		frame 1							event ignoreDamage
		frame 9							sound_body player_sounds_footstep
		frame 23						sound_body player_sounds_footstep
		frame 35						sound_body player_sounds_footstep
		frame 50						sound_body player_sounds_footstep
	}

	anim shot_f							models/md5/cinematics/enpro/exitsoldier2_shot6.md5anim {
		frame 1							event ignoreDamage
		frame 4							sound_body player_sounds_footstep
		frame 9							sound_body player_sounds_footstep
		frame 32						sound_body player_sounds_footstep
		frame 41						sound_body player_sounds_footstep
		frame 52						sound_body player_sounds_footstep
		frame 116						sound_body player_sounds_footstep
		frame 155						sound_voice snd_what

	}

	anim shot_g							models/md5/cinematics/enpro/exitsoldier2_shot7.md5anim {
		frame 1							event ignoreDamage
		frame 16						launch_missile RHANDCONNECTOR
		frame 16						sound_global enpro_intro_guns
		frame 18						launch_missile RHANDCONNECTOR
		frame 20						launch_missile RHANDCONNECTOR
		frame 22						launch_missile RHANDCONNECTOR
		frame 24						launch_missile RHANDCONNECTOR
		frame 26						launch_missile RHANDCONNECTOR
		frame 28						launch_missile RHANDCONNECTOR
		frame 32						launch_missile RHANDCONNECTOR
		frame 36						launch_missile RHANDCONNECTOR
		frame 40						launch_missile RHANDCONNECTOR

	}

	anim shot_h							models/md5/cinematics/enpro/exitsoldier2_shot8.md5anim {
		frame 1							event ignoreDamage
		frame 3							launch_missile RHANDCONNECTOR
		frame 7							launch_missile RHANDCONNECTOR
		frame 10						launch_missile RHANDCONNECTOR
		frame 14						launch_missile RHANDCONNECTOR
		frame 18						launch_missile RHANDCONNECTOR
		frame 22						launch_missile RHANDCONNECTOR
		frame 25						launch_missile RHANDCONNECTOR
		frame 28						launch_missile RHANDCONNECTOR
		frame 32						launch_missile RHANDCONNECTOR
		frame 33						launch_missile RHANDCONNECTOR
		frame 36						launch_missile RHANDCONNECTOR
		frame 39						launch_missile RHANDCONNECTOR
		frame 41						launch_missile RHANDCONNECTOR
		frame 43						launch_missile RHANDCONNECTOR
		frame 61						sound_body player_sounds_footstep
		frame 66						sound_body player_sounds_footstep
		frame 71						sound_body player_sounds_footstep

		//test	
		frame 63						launch_missile RHANDCONNECTOR
		frame 65						launch_missile RHANDCONNECTOR
		frame 68						launch_missile RHANDCONNECTOR
		frame 70						launch_missile RHANDCONNECTOR
		frame 73						launch_missile RHANDCONNECTOR
		frame 75						launch_missile RHANDCONNECTOR
		frame 78						launch_missile RHANDCONNECTOR
		frame 80						launch_missile RHANDCONNECTOR
		frame 82						launch_missile RHANDCONNECTOR
		frame 84						launch_missile RHANDCONNECTOR
		frame 86						launch_missile RHANDCONNECTOR
		frame 89						launch_missile RHANDCONNECTOR
		frame 91						launch_missile RHANDCONNECTOR
		frame 93						launch_missile RHANDCONNECTOR
		frame 95						launch_missile RHANDCONNECTOR
		frame 97						launch_missile RHANDCONNECTOR
		frame 100						launch_missile RHANDCONNECTOR
		frame 102						launch_missile RHANDCONNECTOR
		frame 105						launch_missile RHANDCONNECTOR
		frame 107						launch_missile RHANDCONNECTOR
		frame 109						launch_missile RHANDCONNECTOR
		frame 112						launch_missile RHANDCONNECTOR
		frame 114						launch_missile RHANDCONNECTOR
		frame 116						launch_missile RHANDCONNECTOR
		frame 119						launch_missile RHANDCONNECTOR
		frame 121						launch_missile RHANDCONNECTOR
		frame 123						launch_missile RHANDCONNECTOR
		frame 125						launch_missile RHANDCONNECTOR

	}



}

entityDef enpro_soldier1 {
	"inherit"						"npc_base"
	"model"							"enpro_soldier1"
	"sound_bone"					"Chest"	
	"def_projectile"				"projectile_bullet_zsec_machinegun"
	"projectile_spread"				"0"
	"num_projectiles"				"1"
	"smoke_weapon"					"cgsmoke.smoke"
	"smoke_wound_metal"				"bulletricochet.prt"
	"smoke_wound_ricochet"			"bulletricochet.prt"
	"mtr_flashShader"				"muzzleflash"
	"flashTime"						"0.15"
	"flashColor"					"1 0.8 0.4"
	"flashRadius"					"120"
	"cinematic"						"1"
	"gib"							"0"
	"model_gib" 					"models/md5/chars/skeleton_w_mgun.md5mesh"
	"mass"							"5000"
	"ik_numlegs"					"0"
	"ragdoll"						""

	"def_head"						"head_marine_helmet"
	"head_joint"					"Shoulders"
	"copy_joint_world eyecontrol"	""

	"num_cinematics"				"6"
	"anim1"							"shot_a"
	"anim2"							"shot_c"
	"anim3"							"shot_b"
	"anim4"							"shot_d"
	"anim5"							"shot_g"
	"anim6"							"shot_h"



	"snd_hallway"					"enpro_hallway_clear"
	"snd_what"						"enpro_what_the_hell"


	
}

model enpro_soldier2 {
	inherit								npc_marine_w_mgun

	anim shot_a							models/md5/cinematics/enpro/exitsoldier1_shot1.md5anim {
		frame 1							event ignoreDamage
		frame 16						sound_body player_sounds_footstep
		frame 29						sound_body player_sounds_footstep
		frame 41						sound_body player_sounds_footstep
		frame 49						sound_body player_sounds_footstep
		frame 54						sound_body player_sounds_footstep
		frame 60						sound_body player_sounds_footstep
		frame 67						sound_body player_sounds_footstep
		frame 99						sound_body player_sounds_footstep
		frame 104						sound_body player_sounds_footstep
		frame 119						sound_body player_sounds_footstep
		frame 128						sound_body player_sounds_footstep
		frame 133						sound_body player_sounds_footstep
		frame 140						sound_body player_sounds_footstep

		frame 50						sound_voice snd_move_in
	}
	anim shot_b							models/md5/cinematics/enpro/exitsoldier1_shot2.md5anim {
		frame 1							event ignoreDamage
		frame 3							sound_body player_sounds_footstep
		frame 11						sound_body player_sounds_footstep
	}

	anim shot_c							models/md5/cinematics/enpro/exitsoldier1_shot3.md5anim {
		frame 1							event ignoreDamage
		frame 7							sound_body player_sounds_footstep
		frame 16						sound_body player_sounds_footstep
		frame 30						sound_body player_sounds_footstep
		frame 44						sound_body player_sounds_footstep
		frame 58						sound_body player_sounds_footstep
		frame 30						sound_voice snd_quiet
	}
	anim shot_d							models/md5/cinematics/enpro/exitsoldier2_shot4.md5anim {
		frame 1							event ignoreDamage
		frame 12						sound_body player_sounds_footstep
		frame 24						sound_body player_sounds_footstep
		frame 36						sound_body player_sounds_footstep
		frame 48						sound_body player_sounds_footstep
		frame 60						sound_body player_sounds_footstep
	}

	anim shot_e							models/md5/cinematics/enpro/exitsoldier1_shot5.md5anim {
		frame 1							event ignoreDamage
		frame 1							sound_voice snd_man_down
		frame 4							sound_body player_sounds_footstep
		frame 14						sound_body player_sounds_footstep
		frame 28						sound_body player_sounds_footstep
		frame 41						sound_body player_sounds_footstep
		frame 55						sound_body player_sounds_footstep
	}
	anim shot5b							models/md5/cinematics/enpro/exitsoldier1_shot5.md5anim {
		frame 1							event ignoreDamage
		frame 4							sound_body player_sounds_footstep
		frame 14						sound_body player_sounds_footstep
		frame 28						sound_body player_sounds_footstep
		frame 41						sound_body player_sounds_footstep
		frame 55						sound_body player_sounds_footstep
	}

	anim shot_f					models/md5/cinematics/enpro/exitsoldier1_shot6.md5anim {
		frame 1							event ignoreDamage
		frame 54						sound_voice snd_moving_right
		frame 59						sound_body player_sounds_footstep
		frame 68						sound_body player_sounds_footstep
		frame 77						sound_body player_sounds_footstep
		frame 82						sound_body player_sounds_footstep
		
	}

	anim shot_g					models/md5/cinematics/enpro/exitsoldier1_shot7.md5anim {
		frame 1							event ignoreDamage
	}
	
	anim shot_h					models/md5/cinematics/enpro/exitsoldier1_shot8.md5anim {
		frame 1							event ignoreDamage
		frame 9							launch_missile RHANDCONNECTOR
		frame 11						launch_missile RHANDCONNECTOR
		frame 14						launch_missile RHANDCONNECTOR
		frame 16						launch_missile RHANDCONNECTOR
		frame 18						launch_missile RHANDCONNECTOR
		frame 21						launch_missile RHANDCONNECTOR
		frame 24						launch_missile RHANDCONNECTOR
		frame 28						launch_missile RHANDCONNECTOR
		frame 31						launch_missile RHANDCONNECTOR
		frame 34						sound_body player_sounds_footstep
		frame 34						sound_voice snd_son
		frame 41						launch_missile RHANDCONNECTOR
		frame 43						launch_missile RHANDCONNECTOR
		frame 46						launch_missile RHANDCONNECTOR
		frame 48						launch_missile RHANDCONNECTOR
		frame 51						launch_missile RHANDCONNECTOR
		frame 53						launch_missile RHANDCONNECTOR
		frame 56						launch_missile RHANDCONNECTOR
		frame 59						launch_missile RHANDCONNECTOR
		frame 61						launch_missile RHANDCONNECTOR
		frame 64						sound_body player_sounds_footstep

		//test	
		frame 63						launch_missile RHANDCONNECTOR
		frame 65						launch_missile RHANDCONNECTOR
		frame 68						launch_missile RHANDCONNECTOR
		frame 70						launch_missile RHANDCONNECTOR
		frame 73						launch_missile RHANDCONNECTOR
		frame 75						launch_missile RHANDCONNECTOR
		frame 78						launch_missile RHANDCONNECTOR
		frame 80						launch_missile RHANDCONNECTOR
		frame 82						launch_missile RHANDCONNECTOR
		frame 84						launch_missile RHANDCONNECTOR
		frame 86						launch_missile RHANDCONNECTOR
		frame 89						launch_missile RHANDCONNECTOR
		frame 91						launch_missile RHANDCONNECTOR
		frame 93						launch_missile RHANDCONNECTOR
		frame 95						launch_missile RHANDCONNECTOR
		frame 97						launch_missile RHANDCONNECTOR
		frame 100						launch_missile RHANDCONNECTOR
		frame 102						launch_missile RHANDCONNECTOR
		frame 105						launch_missile RHANDCONNECTOR
		frame 107						launch_missile RHANDCONNECTOR
		frame 109						launch_missile RHANDCONNECTOR
		frame 112						launch_missile RHANDCONNECTOR
		frame 114						launch_missile RHANDCONNECTOR
		frame 116						launch_missile RHANDCONNECTOR
		frame 119						launch_missile RHANDCONNECTOR
		frame 121						launch_missile RHANDCONNECTOR
		frame 123						launch_missile RHANDCONNECTOR
		frame 125						launch_missile RHANDCONNECTOR


	}


}

entityDef enpro_soldier2 {
	"inherit"						"npc_base"
	"model"							"enpro_soldier2"
	"sound_bone"					"Chest"
	"def_projectile"				"projectile_bullet_zsec_machinegun"
	"projectile_spread"				"0"
	"num_projectiles"				"1"
	"smoke_weapon"					"cgsmoke.smoke"
	"mtr_flashShader"				"muzzleflash"
	"flashTime"						"0.15"
	"flashColor"					"1 0.8 0.4"
	"flashRadius"					"120"	
	"cinematic"						"1"
	"gib"							"0"
	"mass"							"5000"
	"model_gib" 					"models/md5/chars/skeleton_w_mgun.md5mesh"

	"def_head"						"head_marine_helmet"
	"head_joint"					"Shoulders"
	"ik_numlegs"					"0"
	"ragdoll"						""

	"copy_joint_world eyecontrol"	""


	//"num_cinematics"				"8"
	//"anim1"						"shot_a"
	//"anim2"						"shot_c"
	//"anim3"						"shot_b"
	//"anim4"						"shot_d"
	//"anim5"						"shot_e"
	//"anim6"						"shot_f"
	//"anim7"						"shot_g"
	//"anim8"						"shot_h"

	"num_cinematics"				"6"
	"anim1"							"shot_a"
	"anim2"							"shot_c"
	"anim3"							"shot_b"
	"anim4"							"shot_d"
	"anim5"							"shot_g"
	"anim6"							"shot_h"



	"snd_move_in"					"enpro_move_in"	
	"snd_quiet"						"enpro_quiet"
	"snd_moving_in"					"enpro_moving_in"
	"snd_man_down"					"enpro_man_down"
	"snd_moving_right"				"enpro_moving_right"
	"snd_son"						"enpro_son_of_a"

}

model enpro_soldier3 {
	inherit								npc_marine_w_mgun

	anim shot_a							models/md5/cinematics/enpro/exitsoldier3_shot1.md5anim {
		frame 1							event ignoreDamage
		frame 91						sound_body player_sounds_footstep
		frame 103						sound_body player_sounds_footstep
		frame 117						sound_body player_sounds_footstep
		frame 129						sound_body player_sounds_footstep
		frame 144						sound_body player_sounds_footstep
		frame 156						sound_body player_sounds_footstep
		frame 169						sound_body player_sounds_footstep
	}
	anim shot_b							models/md5/cinematics/enpro/exitsoldier3_shot2.md5anim {
		frame 1							event ignoreDamage
		frame 6							sound_body player_sounds_footstep
		frame 14						sound_body player_sounds_footstep
		frame 20						sound_body player_sounds_footstep
		frame 28						sound_body player_sounds_footstep
		frame 14						sound_voice snd_status
	}
	anim shot_c							models/md5/cinematics/enpro/exitsoldier3_shot3.md5anim {
		frame 1							event ignoreDamage
		frame 5							sound_body player_sounds_footstep
		frame 10						sound_body player_sounds_footstep
		frame 18						sound_body player_sounds_footstep
		frame 28						sound_body player_sounds_footstep
		frame 36						sound_body player_sounds_footstep
		frame 45						sound_body player_sounds_footstep
		frame 53						sound_body player_sounds_footstep
		frame 62						sound_body player_sounds_footstep
	}
	anim shot_d							models/md5/cinematics/enpro/exitsoldier3_shot4.md5anim {
		frame 1							event ignoreDamage
		frame 21						sound_body player_sounds_footstep
		frame 33						sound_body player_sounds_footstep
		frame 42						sound_body player_sounds_footstep
		frame 52						sound_body player_sounds_footstep
		frame 61						sound_body player_sounds_footstep

		frame 15							sound_voice snd_nothing_here
		//frame 55							sound_body monster_demon_imp_sight
		frame 55							sound_voice snd_pain
	}
	anim shot_e							models/md5/cinematics/enpro/exitsoldier3_shot5.md5anim {
		frame 1							event ignoreDamage
	}
	anim shot_f							models/md5/cinematics/enpro/exitsoldier3_shot6.md5anim {
		frame 1							event ignoreDamage
	}
	anim shot_g							models/md5/cinematics/enpro/exitsoldier3_shot7.md5anim {
		frame 1							event ignoreDamage
	}
	anim shot_h							models/md5/cinematics/enpro/exitsoldier3_shot8.md5anim {
		frame 1							event ignoreDamage
	}

}

entityDef enpro_soldier3 {
	"inherit"						"npc_base"
	"model"							"enpro_soldier3"
	"sound_bone"					"Chest"
	"def_projectile"				"projectile_bullet_zsec_machinegun"
	"projectile_spread"				"0"
	"num_projectiles"				"1"
	"smoke_weapon"					"cgsmoke.smoke"
	"mtr_flashShader"				"muzzleflash"
	"flashTime"						"0.15"
	"flashColor"					"1 0.8 0.4"
	"flashRadius"					"120"
	"cinematic"						"1"
	"gib"							"0"
	"model_gib" 					"models/md5/chars/skeleton_w_mgun.md5mesh"
	"mass"							"5000"
	"ik_numlegs"					"0"
	"ragdoll"						""

	"def_head"						"head_marine_helmet"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""


	//"num_cinematics"				"8"
	//"anim1"						"shot_a"
	//"anim2"						"shot_c"
	//"anim3"						"shot_b"
	//"anim4"						"shot_d"
	//"anim5"						"shot_e"
	//"anim6"						"shot_f"
	//"anim7"						"shot_g"
	//"anim8"						"shot_h"

	"num_cinematics"				"6"
	"anim1"							"shot_a"
	"anim2"							"shot_c"
	"anim3"							"shot_b"
	"anim4"							"shot_d"
	"anim5"							"shot_g"
	"anim6"							"shot_h"



	"snd_status"					"enpro_give_status"
	"snd_nothing_here"				"enpro_nothing_here"
	"snd_pain"						"enpro_pain"

}

model enpro_soldier4 {
	inherit								npc_marine_w_mgun

	anim shot_a							models/md5/cinematics/enpro/exitsoldier4_shot6.md5anim {
		frame 1							event ignoreDamage
		frame 4							sound_voice snd_johnny
		frame 6							sound_body player_sounds_footstep
		frame 13						sound_body player_sounds_footstep
		frame 21						sound_body player_sounds_footstep
		frame 89						sound_voice snd_watch
		frame 179						sound_voice snd_fire
	}
	
	anim shot_b							models/md5/cinematics/enpro/exitsoldier4_shot7.md5anim {
		frame 1							event ignoreDamage
		frame 19						launch_missile RHANDCONNECTOR
		frame 23						launch_missile RHANDCONNECTOR		
		frame 25						launch_missile RHANDCONNECTOR
		frame 27						launch_missile RHANDCONNECTOR		
		frame 30						launch_missile RHANDCONNECTOR
		frame 32						launch_missile RHANDCONNECTOR		
		frame 35						launch_missile RHANDCONNECTOR
		frame 38						launch_missile RHANDCONNECTOR		
		frame 41						launch_missile RHANDCONNECTOR
	}

	anim shot_c							models/md5/cinematics/enpro/exitsoldier4_shot8.md5anim {
		frame 1							event ignoreDamage
		
		frame 73						sound_body player_sounds_footstep
		frame 92						sound_body player_sounds_footstep
		frame 102						sound_body player_sounds_footstep
		frame 115						sound_body player_sounds_footstep
		frame 128						sound_body player_sounds_footstep

		frame 2							launch_missile RHANDCONNECTOR		
		frame 5							launch_missile RHANDCONNECTOR
		frame 8							launch_missile RHANDCONNECTOR		
		frame 11						launch_missile RHANDCONNECTOR
		frame 14						launch_missile RHANDCONNECTOR		
		frame 16						launch_missile RHANDCONNECTOR
		frame 20						launch_missile RHANDCONNECTOR

		frame 72						sound_voice snd_swing
		frame 119						sound_voice snd_down

		frame 139						launch_missile RHANDCONNECTOR
		frame 141						launch_missile RHANDCONNECTOR
		frame 143						launch_missile RHANDCONNECTOR
		frame 146						launch_missile RHANDCONNECTOR
		frame 148						launch_missile RHANDCONNECTOR
		
		frame 150						launch_missile RHANDCONNECTOR
		frame 152						launch_missile RHANDCONNECTOR		
		frame 154						launch_missile RHANDCONNECTOR
		frame 156						launch_missile RHANDCONNECTOR
		frame 158						launch_missile RHANDCONNECTOR
		frame 160						launch_missile RHANDCONNECTOR
		frame 164						launch_missile RHANDCONNECTOR
		frame 168						launch_missile RHANDCONNECTOR
		frame 170						launch_missile RHANDCONNECTOR
		frame 172						launch_missile RHANDCONNECTOR
		frame 173						launch_missile RHANDCONNECTOR

		frame 155						trigger bulett_sparks_1
		frame 157						trigger bulett_sparks_2		
		frame 159						trigger bulett_sparks_3
		frame 161						trigger bulett_sparks_4
		frame 163						trigger bulett_sparks_5
		frame 165						trigger bulett_sparks_6
		frame 167						trigger bulett_sparks_7
//		frame 168						trigger bulett_sparks_8		
//		frame 169						trigger bulett_sparks_9
//		frame 170						trigger bulett_sparks_10
//		frame 171						trigger bulett_sparks_11
//		frame 172						trigger bulett_sparks_12
		

		frame 173						trigger pipe_explode1
		frame 174						trigger pipe_explode1
		frame 174						trigger fredminiexplode1
		frame 176						trigger pipe_explode1
		frame 178						trigger pipe_explode1
		frame 210						trigger pipe_explode2
		frame 211						trigger fredminiexplode2
		frame 211						trigger pipe_explode2
		frame 226						trigger pipe_explode3
		frame 227						trigger fredminiexplode3
		frame 228						trigger pipe_explode3


	}

}

entityDef enpro_soldier4 {
	"inherit"						"npc_base"
	"model"							"enpro_soldier4"
	"sound_bone"					"Chest"
	"def_projectile"				"projectile_bullet_zsec_machinegun"
	"projectile_spread"				"0"
	"num_projectiles"				"1"
	"smoke_weapon"					"cgsmoke.smoke"
	"mtr_flashShader"				"muzzleflash"
	"flashTime"						"0.15"
	"flashColor"					"1 0.8 0.4"
	"flashRadius"					"120"
	"cinematic"						"1"
	"gib"							"0"
	"model_gib" 					"models/md5/chars/skeleton_w_mgun.md5mesh"
	"mass"							"5000"
	"ik_numlegs"					"0"
	"ragdoll"						""

	"def_head"						"head_marine_helmet"
	"head_joint"					"Shoulders"

	"copy_joint_world eyecontrol"	""


	//"num_cinematics"				"3"
	//"anim1"						"shot_a"
	//"anim2"						"shot_b"
	//"anim3"						"shot_c"

	"num_cinematics"				"2"
	"anim1"							"shot_b"
	"anim2"							"shot_c"
	

	"snd_johnny"					"enpro_johnny"
	"snd_watch"						"enpro_watch_yourself"
	"snd_swing"						"enpro_swinging_left"
	"snd_down"						"enpro_im_down"
	"snd_fire"						"enpro_fire_fire"

}


model enpro_exit_imp1 {
	mesh								models/md5/monsters/imp/imp.md5mesh
	anim exit1							models/md5/cinematics/enpro/exitimp1.md5anim {
		frame 13							trigger implight1
	}
}

entityDef enpro_exit_imp1 {
	"inherit"							"cin_base"
	"model"								"enpro_exit_imp1"
	"anim"								"exit1"
	"cinematic"							"1"
}

model enpro_exit_imp2 {	
	mesh								models/md5/monsters/imp/imp.md5mesh
	anim exitstart_a					models/md5/cinematics/enpro/exitimp2a.md5anim
	anim exitstart_b					models/md5/cinematics/enpro/exitimp2b.md5anim
	anim exitstart_c					models/md5/cinematics/enpro/exitimp2c.md5anim

	anim exit							models/md5/cinematics/enpro/exitimp2.md5anim

}

entityDef enpro_exit_imp2 {	
	"inherit"							"cin_base"
	"model"								"enpro_exit_imp2"
	"anim"								"exit"
	"cinematic"							"1"
}

entityDef enpro_exit_imp3 {	
	"inherit"							"cin_base"
	"model"								"enpro_exit_imp2"
	"anim"								"exitstart_a"
	"cinematic"							"1"
	"auto_advance"						"1"
	"num_anims"							"3"
	"anim1"								"exitstart_a"
	"anim2"								"exitstart_b"
	"anim3"								"exitstart_c"
}

model enpro_exit_helmet {	
	mesh								models/md5/cinematics/enpro/exithelmet.md5mesh
	anim exit							models/md5/cinematics/enpro/exithelmet.md5anim {
		frame 147 						trigger helmetsplat
	}
}

entityDef enpro_exit_helmet {	
	"inherit"							"cin_base"
	"model"								"enpro_exit_helmet"
	"cinematic"							"1"
	"anim"								"exit"
}


entityDef enpro_monitor_cam {
	"editor_color"						"1 .5 0"
	"editor_mins"						"-16 -16 0"
	"editor_maxs"						"16 16 64"
	
	"spawnclass"						"idCameraAnim"
	"cinematic"							"1"

	"anim monitor"						"models/md5/cinematics/enpro/monitorcam.md5camera"
	"anim endmonitor"					"models/md5/cinematics/enpro/monitorcam2.md5camera"
}
entityDef enpro_glass_cam {
	"editor_color"						"1 .5 0"
	"editor_mins"						"-16 -16 0"
	"editor_maxs"						"16 16 64"
	
	"spawnclass"						"idCameraAnim"
	"cinematic"							"1"

	"anim glassexplosion"				"models/md5/cinematics/enpro/glassexplosioncam.md5camera"
}
entityDef enpro_escape_cam {
	"editor_color"						"1 .5 0"
	"editor_mins"						"-16 -16 0"
	"editor_maxs"						"16 16 64"
	
	"spawnclass"						"idCameraAnim"
	"cinematic"							"1"

	"anim escape1"						"models/md5/cinematics/enpro/escapecam1.md5camera"
	"anim escape2"						"models/md5/cinematics/enpro/escapecam2.md5camera"
	"anim escape3"						"models/md5/cinematics/enpro/escapecam3.md5camera"
	"anim escape4"						"models/md5/cinematics/enpro/escapecam4.md5camera"
}

entityDef enpro_tuberide_cam {
	"editor_color"						"1 .5 0"
	"editor_mins"						"-16 -16 0"
	"editor_maxs"						"16 16 64"
	"cinematic"							"1"
	
	"spawnclass"						"idCameraAnim"

	"anim tuberide"						"models/md5/cinematics/enpro/tuberidecam.md5camera"
}

entityDef enpro_lostintro_cam {
	"editor_color"						"1 .5 0"
	"editor_mins"						"-16 -16 0"
	"editor_maxs"						"16 16 64"
	
	"spawnclass"						"idCameraAnim"
	"cinematic"							"1"

	"anim lostintro1"					"models/md5/cinematics/enpro/lostcam1.md5camera"
	"anim lostintro2"					"models/md5/cinematics/enpro/lostcam2.md5camera"
	"anim lostintro3"					"models/md5/cinematics/enpro/lostcam3.md5camera"
}

model enpro_lost_spine {	
	mesh								models/md5/cinematics/enpro/lostintro_spine.md5mesh
	anim pop							models/md5/cinematics/enpro/lostintro_spine.md5anim
}

entityDef enpro_lost_spine {	
	"inherit"							"cin_base"
	"model"								"enpro_lost_spine"
	"cinematic"							"1"
	"anim"								"pop"
}


model enpro_lost_chair {	
	mesh								models/md5/cinematics/enpro/chair_lostintro.md5mesh
	anim exit							models/md5/cinematics/enpro/chair_lostintro.md5anim

}

entityDef enpro_lost_chair {	
	"inherit"							"cin_base"
	"model"								"enpro_lost_chair"
	"cinematic"							"1"
	"anim"								"exit"
}


model enpro_cin_female {
	skin 							skins/poppy.skin
	mesh							models/md5/characters/poppy/poppy.md5mesh
	anim af_pose					models/md5/characters/poppy/initial.md5anim
	anim lostintrostart				models/md5/cinematics/enpro/fem_lostintrostart.md5anim
	anim lostintro1					models/md5/cinematics/enpro/fem_lostintro1.md5anim {
		frame 1						skin skins/poppy.skin
		frame 1						sound_global enpro_lostsoul
		frame 30					sound_voice2 enpro_chair
		frame 65					sound_voice snd_help
		frame 120					sound_body2 enpro_slow_whoosh
		frame 165					skin skins/poppyfx1
		frame 165					call setShaderTime
		frame 167					sound_voice2 snd_leatherface

	}
	anim lostintro2					models/md5/cinematics/enpro/fem_lostintro2.md5anim {
		frame 1						skin skins/poppyfx2
		frame 1						sound_voice snd_scream
		frame 15					trigger popemit
		frame 43					trigger lostspurt1
		frame 45					sound_voice2 snd_spinerip
		frame 45					trigger func_smoke_1
		frame 46					trigger lostspurt2
		frame 46					sound_global monster_demon_lostsoul_sight
		frame 47					event startRagdoll
	}

}

entityDef enpro_cin_female {
	"inherit"						"cin_base"
	"bleed"							"1"
	"model"							"enpro_cin_female"
	"anim"							"lostintro"
	"sound_bone"					"Chest"
	"ragdoll"						"monster_zombie_zfem"
	"velocityTime"					"200"
	"combatModel"					"1"
	"takeDamage"					"1"
	"cinematic"						"1"
	"skin"							"skins/poppy.skin"
	"health"						"10"

	"gib"							"0"
	"skin_dropGib"					"skins/poppy_gib.skin"
	"def_dropGibItem1"				"moveable_item_head_pork"
	"dropGibItem1Joint"				"HEAD_headcontrol"

	"def_dropGibItem2"				"moveable_item_torso_pork"
	"dropGibItem2Joint"				"Chest"

	"def_dropGibItem3"				"moveable_item_rup_arm_pork"
	"dropGibItem3Joint"				"Ruparm"

	"def_dropGibItem4"				"moveable_item_left_waist_pork"
	"dropGibItem4Joint"				"Waist"

	"def_dropGibItem5"				"moveable_item_lup_leg_pork"
	"dropGibItem5Joint"				"Lupleg"

	"def_dropGibItem6"				"moveable_item_rup_leg_pork"
	"dropGibItem6Joint"				"Rupleg"

	"def_dropGibItem7"				"moveable_item_rup2_leg_pork"
	"dropGibItem7Joint"				"Rloleg"

	"def_dropGibItem8"				"moveable_item_pelvis_pork"
	"dropGibItem8Joint"				"Hips"


	"snd_help"						"enpro_help_me"
	"snd_scream"					"enpro_scream"
	"snd_spinerip"					"enpro_spinerip"
	"snd_leatherface"				"enpro_leatherface"
	"snd_chair"						"enpro_chair"
	"snd_gibbed"					"sound_giblets"
	"snd_bounce"					"ragdoll_impact"
}

model enpro_cin_lostsoul {
	mesh							models/md5/cinematics/enpro/lostsoul_mesh.md5mesh
	anim lostintro1					models/md5/cinematics/enpro/lostsoul_lostintro1.md5anim
	anim lostintro2					models/md5/cinematics/enpro/lostsoul_lostintro2.md5anim {
		frame 1						sound_voice2 enpro_cin_lsflight 
	}
}

entityDef enpro_cin_lostsoul {
	"inherit"						"cin_base"
	"model"							"enpro_cin_lostsoul"
	"anim"							"lostintro1"
	"sound_bone"					"Head"
	"auto_advance"					"1"
	"num_anims"						"2"
	"anim1"							"lostintro1"
	"anim2"							"lostintro2"
	"cinematic"						"1"
}


model enpro_cin_player {
	mesh							models/md5/characters/player/mocap/wepplayer.md5mesh
	skin							skins/player/shotgun.skin
	
	anim monitor					models/md5/cinematics/enpro/monitor_player.md5anim {
		frame 1						sound_global enpro_coolantrod
		frame 1						sound_global enpro_coolantrod_music
	}
	anim endmonitor					models/md5/cinematics/enpro/monitor_player2.md5anim
	anim lostintro1					models/md5/cinematics/enpro/player_lostintro1.md5anim
	anim lostintro2					models/md5/cinematics/enpro/player_lostintro2.md5anim
	//anim wounded1					models/md5/cinematics/enpro/marine_player1.md5anim	{
	//	frame 463					trigger wsplat
	//}
			
}

entityDef enpro_cin_player {
	"inherit"						"cin_base"
	"model"							"enpro_cin_player"
	"anim"							"monitor"
	"sound_bone"					"Chest"
	"spawnclass"			    	"idAnimated"
	"cinematic"						"1"

}


model enpro_wounded_player {

	skin							skins/player/noweapon.skin

	mesh							models/md5/characters/player/mocap/player.md5mesh


	channel torso     				( )
	channel legs					( *origin )


	anim idle						models/md5/cinematics/enpro/marine_player1.md5anim
	anim stand						models/md5/cinematics/enpro/marine_player1.md5anim

	anim wounded_a					models/md5/cinematics/enpro/marine_player1.md5anim {
		frame 1						sound_global enpro_wounded_music
		}
	anim wounded_b					models/md5/cinematics/enpro/marine_player2.md5anim		
	anim wounded_c					models/md5/cinematics/enpro/marine_player3.md5anim		
	anim wounded_d					models/md5/cinematics/enpro/marine_player4.md5anim		
	anim wounded_e					models/md5/cinematics/enpro/marine_player5.md5anim		
	anim wounded_f					models/md5/cinematics/enpro/marine_player6.md5anim		

}

entityDef enpro_wounded_player {
	"inherit"						"character_default"
	"model"							"enpro_wounded_player"
	"anim"							"wounded1"
	"sound_bone"					"Chest"
	"size"							""
	"cinematic"						"1"

	"auto_advance"					"1"
	"num_cinematics"				"6"
	"anim1"							"wounded_a"
	"anim2"							"wounded_b"
	"anim3"							"wounded_c"
	"anim4"							"wounded_d"
	"anim5"							"wounded_e"
	"anim6"							"wounded_f"

	"def_attach"					"enpro_cin_machinegun"
	//"def_attach"					"underground_cin_pistol"

}

model enpro_cin_machinegun {
	mesh 						models/md5/weapons/machinegun_world/worldmachinegun.md5mesh
	anim idle 					models/md5/weapons/machinegun_world/machinegun_idle.md5anim

}

entityDef enpro_cin_machinegun {
	"inherit"						"cin_base"
	"model"							"enpro_cin_machinegun"
	"anim"							"idle"
	"joint"							"Lhand"
	"origin"						"0 4 0"
	"angles"						"270 160 0"
	"cinematic"						"1"
}

model enpro_campbellhead {

	inherit 						head_campbell

	anim escape_a					models/md5/heads/campbell/enpro/escape_campheadshot1.md5anim
	anim escape_b					models/md5/heads/campbell/enpro/escape_campheadshot2.md5anim
}


model enpro_campbell {
	inherit							char_campbell_bfg

	anim escape_a					models/md5/chars/campbell/enpro/campbell_escape1.md5anim 
	anim escape_b					models/md5/chars/campbell/enpro/campbell_escape2.md5anim {
		frame 10					sound_voice snd_convo1
		frame 140					sound_voice snd_convo2
	}
}

entityDef enpro_campbell {
	"inherit"						"char_campbell_bfg"
	"model"							"enpro_campbell"
	"def_head"						"enpro_campbellhead"
	"head_joint"					"Shoulders"	
	"cinematic"						"1"
	"ik_numLegs"					"0"

	"snd_convo1"					"enpro_no_sir"
	"snd_convo2"					"enpro_yes_sir"

	"num_cinematics"				"2"
	"anim1"							"escape_a"
	"anim2"							"escape_b"


}

model enpro_swannhead {

	inherit 						head_swann

	anim escape_a					models/md5/heads/swann/enpro/escape_swannheadshot1.md5anim
	anim escape_b					models/md5/heads/swann/enpro/escape_swannheadshot2.md5anim
}


model enpro_swann {
	inherit						char_swann

	anim escape_a					models/md5/cinematics/enpro/swann_escape1.md5anim {
		frame 60					sound_voice enpro_do_u_see
	}
	anim escape_b					models/md5/cinematics/enpro/swann_escape2.md5anim {
		frame 40					sound_voice enpro_ok_lets_get_to
	}
}

entityDef enpro_swann {
	"inherit"						"char_swann"
	"model"							"enpro_swann"
	"def_head"						"enpro_swannhead"
	"head_joint"					"Shoulders"	
	"ik_numLegs"					"0"
	"cinematic"						"1"

	"num_cinematics"				"2"
	"anim1"							"escape_a"
	"anim2"							"escape_b"

	"snd_convo1"					"enpro_do_u_see"
	"snd_convo2"					"enpro_ok_lets_get_to"
}

model enpro_wounded_head {
	skin							skins/characters/npcs/head_asian_young.skin
	mesh							models/md5/characters/npcs/heads/h5.md5mesh
	anim idle						models/md5/characters/npcs/heads/h5idle.md5anim
	anim stand						models/md5/characters/npcs/heads/h5idle.md5anim
}


model enpro_wounded_marine {
	inherit						npc_marine

	anim escape					models/md5/cinematics/enpro/marine_escape.md5anim
}

entityDef enpro_wounded_marine {
	"inherit"						"npc_base"
	"model"							"enpro_wounded_marine"
	"def_head"						"enpro_wounded_head"
	"head_joint"					"Shoulders"
	"sound_bone"					"Chest"
	"skin"							"skins/characters/npcs/body_marine_bloody.skin"
	"cinematic"						"1"
	"copy_joint_world eyecontrol"	""
}


model enpro_wounded_head2 {
	skin							skins/characters/npcs/head_asian_young.skin
	mesh							models/md5/characters/npcs/heads/h5.md5mesh
	anim idle						models/md5/characters/npcs/heads/h5idle.md5anim
	anim stand						models/md5/characters/npcs/heads/h5idle.md5anim
	anim wounded_a					models/md5/heads/asian_young/enpro/woundedmarine1.md5anim
	anim wounded_b					models/md5/heads/asian_young/enpro/woundedmarine2.md5anim
	anim wounded_c					models/md5/heads/asian_young/enpro/woundedmarine3.md5anim
	anim wounded_d					models/md5/heads/asian_young/enpro/woundedmarine4.md5anim
	anim wounded_e					models/md5/heads/asian_young/enpro/woundedmarine5.md5anim
	anim wounded_f					models/md5/heads/asian_young/enpro/woundedmarine6.md5anim

}


model enpro_wounded_marine2 {
	inherit						npc_marine

	anim wounded_a				models/md5/chars/enpro_wounded_marine/marine_wounded1.md5anim {
		frame 53					sound_voice snd_wounded1
	}
	anim wounded_b				models/md5/chars/enpro_wounded_marine/marine_wounded2.md5anim
	anim wounded_c				models/md5/chars/enpro_wounded_marine/marine_wounded3.md5anim {
		frame 90					sound_voice snd_wounded2
	}
	anim wounded_d				models/md5/chars/enpro_wounded_marine/marine_wounded4.md5anim {
		frame 29					sound_voice snd_wounded3
		
	}
	anim wounded_e				models/md5/chars/enpro_wounded_marine/marine_wounded5.md5anim {
		frame 1					sound_voice2 enpro_cin_wraithnoise
		frame 40					trigger wsplat
	} 
	anim wounded_f				models/md5/chars/enpro_wounded_marine/marine_wounded6.md5anim 

}

entityDef enpro_wounded_marine2 {
	"inherit"						"npc_base"
	"model"							"enpro_wounded_marine2"
	"def_head"						"enpro_wounded_head2"
	"head_joint"					"Shoulders"
	"sound_bone"					"Chest"
	"skin"							"skins/characters/npcs/body_marine_bloody.skin"
	"size"							""
	"cinematic"						"1"
	"ik_numLegs"					"0"


	"health"						"500"
	"num_cinematics"				"6"
	"anim1"							"wounded_a"	
	"anim2"							"wounded_b"	
	"anim3"							"wounded_c"	
	"anim4"							"wounded_d"	
	"anim5"							"wounded_e"	
	"anim6"							"wounded_f"	

	"snd_wounded1"					"enpro_wounded_marine1"
	"snd_wounded2"					"enpro_wounded_marine2"
	"snd_wounded3"					"enpro_wounded_marine3"

	"copy_joint_world eyecontrol"	""
}



entityDef enpro_wounded_cam {
	"editor_color"						"1 .5 0"
	"editor_mins"						"-16 -16 0"
	"editor_maxs"						"16 16 64"
	
	"spawnclass"						"idCameraAnim"
	"cinematic"							"1"

	"anim wounded1"					 	"models/md5/cinematics/enpro/marine_cam1.md5camera"
	"anim wounded2"					 	"models/md5/cinematics/enpro/marine_cam2.md5camera"
	"anim wounded3"					 	"models/md5/cinematics/enpro/marine_cam3.md5camera"
	"anim wounded4"					 	"models/md5/cinematics/enpro/marine_cam4.md5camera"
	"anim wounded5"					 	"models/md5/cinematics/enpro/marine_cam5.md5camera"
	"anim wounded6"					 	"models/md5/cinematics/enpro/marine_cam6.md5camera"
}

model enpro_cin_wraith {	
	mesh								models/md5/monsters/wraith/wraith.md5mesh
	anim marine							models/md5/cinematics/enpro/marine_wraith.md5anim
	anim exit							models/md5/cinematics/enpro/exit_wraith.md5anim {
		frame 5								sound_body snd_footstep
		frame 10							sound_body snd_footstep
		frame 15							sound_body snd_footstep
		frame 20							sound_body snd_footstep
	}


}

entityDef enpro_cin_wraith {	
	"inherit"							"cin_base"
	"model"								"enpro_cin_wraith"
	"anim"								"marine"
	"cinematic"							"1"
	"snd_footstep"						"monster_demon_wraith_footstep"

}


model enpro_keycard {
	mesh								models/md5/cinematics/enpro/wounded_keycard.md5mesh
	anim marine_to_player_a				models/md5/cinematics/enpro/wounded_keycard_a.md5anim
	anim marine_to_player_b				models/md5/cinematics/enpro/wounded_keycard_b.md5anim
	anim marine_to_player_c				models/md5/cinematics/enpro/wounded_keycard_c.md5anim
	anim marine_to_player_d				models/md5/cinematics/enpro/wounded_keycard_d.md5anim
	anim marine_to_player_e				models/md5/cinematics/enpro/wounded_keycard_e.md5anim
	anim marine_to_player_f				models/md5/cinematics/enpro/wounded_keycard_f.md5anim

}

entityDef enpro_keycard {
	"model"								"enpro_keycard"
	"editor_color"						"1 .5 0"
	"editor_mins"						"-16 -16 0"
	"editor_maxs"						"16 16 64"
	"size"								""
	"cinematic"							"1"
	
	"auto_advance"						"1"
	"num_anims"							"6"
	"anim1"								"marine_to_player_a"	
	"anim2"								"marine_to_player_b"	
	"anim3"								"marine_to_player_c"	
	"anim4"								"marine_to_player_d"	
	"anim5"								"marine_to_player_e"	
	"anim6"								"marine_to_player_f"	

	"spawnclass"						"idAnimated"

}
