SDEF
//
// The file declaration section
//
path models/hcofficer
scale 1.18
hcofficer_base.sbm
hcofficer1_base.tga
hcofficer1_damage.tga

//
// Declare the animation types and files
//
walk1          hcofficer_walk.sam
run1           hcofficer_run.sam
rf1            hcofficer_runfire.sam
idle1          hcofficer_idle1.sam
idle2          hcofficer_idle2.sam
pain1          hcofficer_paintorsoupper.sam
pain2          hcofficer_paintorsolower.sam
pain3          hcofficer_painhead.sam
death1         hcofficer_death1.sam
death2         hcofficer_death2.sam
death3         hcofficer_death3.sam
sitting1       hcofficer_sitting.sam
sitting2       hcofficer_sitting2.sam
readyfire1     hcofficer_readyfire.sam
fire1          hcofficer_fire.sam
aim1           hcofficer_aim.sam

pain_head              hcofficer_painhead.sam
pain_torso_upper       hcofficer_paintorsoupper.sam
pain_torso_lower       hcofficer_paintorsolower.sam
pain_leg_right_upper   hcofficer_painlegright.sam
pain_leg_right_lower   hcofficer_painlegright.sam
pain_leg_left_upper    hcofficer_painlegleft.sam
pain_leg_left_lower    hcofficer_painlegleft.sam
pain_arm_right_upper   hcofficer_painarmright.sam
pain_arm_right_lower   hcofficer_painarmright.sam
pain_arm_left_upper    hcofficer_painarmleft.sam
pain_arm_left_lower    hcofficer_painarmleft.sam

//
// Define model group areas
//
id 5 group head flesh 
group head damage 4.0
id 15 group torso_upper fabric 
group torso_upper damage 1.0
id 18 group torso_lower fabric 
group torso_lower damage 1.0
id 45 group leg_left_upper fabric 
group leg_left_upper damage 0.7
id 50 group leg_left_lower fabric 
group leg_left_lower damage 0.5
id 65 group leg_right_upper fabric 
group leg_right_upper damage 0.7
id 70 group leg_right_lower fabric 
group leg_right_lower damage 0.5
id 85 group arm_left_upper flesh 
group arm_left_upper damage 0.7
id 90 group arm_left_lower flesh 
group arm_left_lower damage 0.5
id 102 group arm_right_upper flesh 
group arm_right_upper damage 0.7
id 110 group arm_right_lower flesh 
group arm_right_lower damage 0.5
id 105 group helmet ricochet metal 
group helmet damage 0.3
id 200 group arm_right_lower bone gun 10 160 -2

//
// The initialization section
//
!init:
server classname actor
server setsize "-22 -22 0" "22 22 80"
server crouchsize "-28 -28 0" "28 28 64"
server weapon Shotgun
server health 80
server script global/friend.scr

aliasprefix HCOfficer_
client aliascache snd_idle1 "misc/null.wav" 1
client aliascache snd_pain1 "misc/hc/pain1.wav" 1
client aliascache snd_pain2 "misc/hc/pain2.wav" 1
client aliascache snd_pain3 "misc/hc/pain3.wav" 1
client aliascache snd_pain4 "misc/hc/pain4.wav" 1
client aliascache snd_pain5 "misc/hc/pain5.wav" 1
client aliascache snd_pain6 "misc/hc/pain6.wav" 1
client aliascache snd_pain_leg1 "misc/hc/painleg1.wav" 1
client aliascache snd_pain_leg2 "misc/hc/pain2.wav" 1
client aliascache snd_pain_leg3 "misc/hc/pain3.wav" 1
client aliascache snd_pain_leg4 "misc/hc/pain4.wav" 1
client aliascache snd_pain_head1 "misc/hc/painhed1.wav" 1
client aliascache snd_pain_head2 "misc/hc/pain1.wav" 1

client aliascache snd_death1 "misc/hc/death1.wav" 1
client aliascache snd_death2 "misc/hc/death2.wav" 1
client aliascache snd_death3 "misc/hc/death3.wav" 1
client aliascache snd_death4 "misc/hc/death4.wav" 1

server aliascache snd_panic1 "misc/hc/panic1.wav" 1
server aliascache snd_panic2 "misc/hc/panic2.wav" 1

server aliascache snd_sight1 "misc/hc/site1.wav" 1
server aliascache snd_sight2 "misc/hc/site2.wav" 1

client aliascache snd_kneefall1 "impact/bodyfall/sml1.wav" 1
client aliascache snd_kneefall2 "impact/bodyfall/sml2.wav" 1
client aliascache snd_partfall1 "impact/bodyfall/med1.wav" 1
client aliascache snd_partfall2 "impact/bodyfall/med2.wav" 1
client aliascache snd_partfall3 "impact/bodyfall/med3.wav" 1
client aliascache snd_bodyfall1 "impact/bodyfall/lrg1.wav" 1
client aliascache snd_bodyfall2 "impact/bodyfall/lrg2.wav" 1

//
// Define the aniamtion sound references
//

//
// The main section
//
!main:
//
// Define the clinet/server animation references
//
server death1 first deathsound
client death1 first randomsound snd_death 1 2
client death1 4 randomsound snd_bodyfall 1 4
server death2 first deathsound
client death2 first randomsound snd_death 1 2
client death2 5 randomsound snd_bodyfall 1 4
server death3 first deathsound
client death3 first randomsound snd_death 1 2
client death3 1 randomsound snd_kneefall 1 4
client death3 6 randomsound snd_partfall 1 4

server pain_head  first painsound
client pain_head  first randomsound pain_head 1 2
server pain_torso_upper first painsound
client pain_torso_upper first randomsound snd_pain 1 2
server pain_torso_lower first painsound
client pain_torso_lower first randomsound snd_pain 1 2
server pain_leg_right_upper first painsound
client pain_leg_right_upper first randomsound snd_pain_leg 1 2
server pain_leg_left_upper first painsound
client pain_leg_left_upper first randomsound snd_pain_leg 1 2
server pain_leg_right_lower first painsound
client pain_leg_right_lower first randomsound snd_pain_leg 1 2
server pain_leg_left_lower first painsound
client pain_leg_left_lower first randomsound snd_pain_leg 1 2
server pain_arm_right_upper first painsound
client pain_arm_right_upper first randomsound snd_pain 1 2
server pain_arm_left_upper first painsound
client pain_arm_left_upper first randomsound snd_pain 1 2
server pain_arm_right_lower first painsound
client pain_arm_right_lower first randomsound snd_pain 1 2
server pain_arm_left_lower first painsound
client pain_arm_left_lower first randomsound snd_pain 1 2

server fire1 2 fire
server walk1 5 movementsound
client walk1 5 footstep
server walk1 11 movementsound
client walk1 11 footstep
server run1 0 movementsound
client run1 0 footstep
server run1 4 movementsound
client run1 4 footstep
server run2 0 movementsound
client run2 0 footstep
server run2 4 movementsound
client run2 4 footstep

//
// Define the behaviors
//

//
// The SINED declaration section
//
/*SINED Hero_HCOfficer1_Shotgun (1 .5 0) (0 0 0) (0 0 0)
HC Officer 1 with Shotgun
*/
