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Text File  |  2004-08-04  |  20KB  |  598 lines

  1. //CINEMATICS
  2.     
  3. export fred {
  4.     //camera    maps/fred/admin/swann_campbell_overhear.mb -dest models/md5/cinematics/admin/overhear_cam
  5.  
  6.     camera    maps/fred/admin/campbell_overhear_1_n_2_n_3.mb -range 1 313 -dest models/md5/cinematics/admin/overhear_cam1
  7.     camera    maps/fred/admin/campbell_overhear_4.mb -range 432 736 -dest models/md5/cinematics/admin/overhear_cam2
  8.     camera    maps/fred/admin/swann_campbell_overhear.mb -range 737 1033 -dest models/md5/cinematics/admin/overhear_cam3
  9.  
  10.     options -prefix ZOMBIE_CASE_ -keep ATTACHER -rename ATTACHER origin -clearorigin
  11.     anim    maps/fred/admin/campbell_overhear_1_n_2_n_3.mb -range 1 313 -dest models/md5/cinematics/admin/overhearcampbellcase1
  12.     anim    maps/fred/admin/campbell_overhear_4.mb -range 432 736 -dest models/md5/cinematics/admin/overhearcampbellcase2
  13.     
  14.     options -prefix CAMPBELL_CASE_
  15.     mesh    maps/fred/admin/swann_campbell_overhear.mb -range 737 737 -dest models/md5/cinematics/admin/overhearcaseontable
  16.     anim    maps/fred/admin/swann_campbell_overhear.mb -range 737 1033 -dest models/md5/cinematics/admin/overhearcampbellcase3
  17.  
  18. }
  19.  
  20. model admin_bfgcase {
  21.     mesh                    models/md5/cinematics/admin/overhearcaseontable.md5mesh
  22.     anim overhear3            models/md5/cinematics/admin/overhearcampbellcase3.md5anim
  23. }
  24.     
  25. entityDef admin_bfgcase {
  26.     "inherit"                        "cin_base"
  27.     "model"                            "admin_bfgcase"
  28.     "anim"                            "overhear3"
  29.     "cinematic"                        "1"
  30. }
  31.  
  32. entityDef admin_overhear_cam {
  33.     "editor_color"                    "1 .5 0"
  34.     "editor_mins"                    "-16 -16 0"
  35.     "editor_maxs"                    "16 16 64"
  36.     "cinematic"                        "1"
  37.  
  38.     "spawnclass"                    "idCameraAnim"
  39.  
  40.     "anim overhear1"                "models/md5/cinematics/admin/overhear_cam1.md5camera"
  41.     "anim overhear2"                "models/md5/cinematics/admin/overhear_cam2.md5camera"
  42.     "anim overhear3"                "models/md5/cinematics/admin/overhear_cam3.md5camera"
  43. }
  44.  
  45. model admin_overhear_camphead {
  46.     inherit                            head_campbell
  47.     anim overhear3                    models/md5/heads/campbell/admin/camphead_overhear_end.md5anim
  48. }
  49.  
  50. model admin_overhear_campbell {
  51.     inherit                          char_campbell_bfgcase
  52.  
  53.     anim overhear                    models/md5/chars/campbell/admin/overhearcampbell1.md5anim 
  54.  
  55.     anim overhear1                    models/md5/chars/campbell/admin/overhearcampbell1.md5anim {
  56.         frame 1                            skin skins/characters/npcs/marine_campbell.skin
  57.     }
  58.     anim overhear2                    models/md5/chars/campbell/admin/overhearcampbell2.md5anim {
  59.         frame 1                            skin skins/characters/npcs/marine_campbell.skin
  60.     }
  61. }
  62.  
  63. entityDef admin_overhear_campbell {
  64.     "inherit"                        "char_campbell_bfgcase"
  65.     "model"                            "admin_overhear_campbell"
  66.     "cinematic"                        "1"
  67.  
  68.     "sound_bone"                    "Chest"
  69. }
  70.  
  71. model admin_overhear_campbell2 {
  72.     inherit                          char_campbell_bfg
  73.  
  74.     anim overhear3                    models/md5/chars/campbell/admin/overhearcampbell3.md5anim {
  75.         frame 1                            event disableEyeFocus
  76.         frame 1                            skin skins/characters/npcs/marine_campbell.skin
  77.         frame 104                        sound_voice2 bfgcase_unlock
  78.         frame 121                       trigger caselight
  79.         frame 163                        sound_voice admin_campbell_planb
  80.         frame 203                        sound_weapon player_bfg_raise
  81.         frame 218                        sound_body player_bfg_idle
  82.         frame 235                        trigger caselight
  83.     }
  84. }
  85.  
  86. entityDef admin_overhear_campbell2 {
  87.     "inherit"                        "char_campbell_bfg"
  88.     "model"                            "admin_overhear_campbell2"
  89.     "sound_bone"                    "Chest"
  90.     "def_head"                        "admin_overhear_camphead"
  91.     "head_joint"                    "Shoulders"
  92.     "cinematic"                        "1"
  93. }
  94.  
  95. model admin_overhear_campbell_bfg {
  96.     inherit                          char_campbell_bfg
  97.  
  98.     anim typing_loop                models/md5/chars/campbell/admin/typingcampbell_loop.md5anim 
  99.     anim typing                        models/md5/chars/campbell/admin/typingcampbell.md5anim {
  100.         frame 270                        sound_voice admin_campbell_then_i_suggest
  101.     }
  102. }
  103.  
  104. entityDef admin_overhear_campbell_bfg {
  105.     "inherit"                        "char_campbell_bfg"
  106.     "model"                            "admin_overhear_campbell_bfg"
  107.  
  108.     "sound_bone"                    "Chest"
  109.     "cinematic"                        "1"
  110. }
  111.  
  112. model admin_overhear_swannhead {
  113.     inherit                            head_swann
  114.     anim overhear_a                    models/md5/heads/swann/admin/swannhead_overhear_1_2_3.md5anim
  115.     anim overhear_b                    models/md5/heads/swann/admin/swannhead_overhear_4.md5anim
  116.     anim overhear_c                    models/md5/heads/swann/admin/swannhead_overhear_end.md5anim
  117. }
  118.  
  119. model admin_vent_swann {
  120.     mesh                            models/md5/chars/suit.md5mesh
  121.     channel torso                    ( *Waist )
  122.     channel legs                    ( origin Body Body2 *Hips -*Waist SPINNER eyecontrol chair)
  123.  
  124.     anim af_pose                    models/md5/chars/af_pose.md5anim
  125.     anim overhear_a                    models/md5/cinematics/admin/overhearswann1.md5anim {
  126.         frame 1                        event disableEyeFocus
  127.         frame 132                    sound_voice admin_swann_im_telling_you
  128.         frame 232                     trigger tim_func_static_2222 
  129.         frame 237                    sound_voice admin_betruger_operation_is_that
  130.     }
  131.     anim overhear_b                    models/md5/cinematics/admin/overhearswann2.md5anim {
  132.         frame 1                        event disableEyeFocus
  133.         frame 9                        sound_voice admin_swann_the_situation
  134.         frame 73                    sound_voice admin_betruger_its_not_out_of_control
  135.     }
  136.  
  137.     anim overhear_c                    models/md5/cinematics/admin/overhearswann3.md5anim {
  138.         frame 1                        event disableEyeFocus
  139.         frame 4                        sound_voice admin_swann_yes_bertruger
  140.         frame 43                    trigger fredmonlight
  141.         frame 43                    sound_voice2 swann_screen_off
  142.         frame 59                    sound_voice admin_swann_i_understand
  143.     }
  144. }
  145.  
  146. entityDef admin_vent_swann {
  147.     "inherit"                        "npc_base"
  148.     "model"                            "admin_vent_swann"
  149.     "anim"                            "overhear_a"
  150.     "sound_bone"                    "Chest"
  151.     "def_head"                        "admin_overhear_swannhead"
  152.     "head_joint"                    "Shoulders"
  153.     "eye_verticle_offset"            "10"
  154.     "eye_horizontal_offset"            "5"
  155.     "ik_numlegs"                    "0"
  156.  
  157.     "num_cinematics"                "3"
  158.     "anim1"                            "overhear_a"
  159.     "anim2"                            "overhear_b"
  160.     "anim3"                            "overhear_c"
  161.  
  162.     "cinematic"                        "1"
  163. }
  164.  
  165. model admin_overhear_swann {
  166.     inherit                            npc_suit
  167.  
  168.     anim typing_loop                models/md5/cinematics/admin/typingswann_loop.md5anim
  169.     anim typing                        models/md5/cinematics/admin/typingswann.md5anim {
  170.         frame 1                            sound admin_swann_it_isnt_working
  171.     }
  172. }
  173.  
  174. entityDef admin_overhear_swann {
  175.     "inherit"                        "npc_base"
  176.     "model"                            "admin_overhear_swann"
  177.     "anim"                            "overhear"
  178.     "sound_bone"                    "Chest"
  179.     "def_head"                        "admin_overhear_swannhead"
  180.     "head_joint"                    "Shoulders"
  181.     "cinematic"                        "1"
  182.     "eye_verticle_offset"            "10"
  183.     "eye_horizontal_offset"            "5"
  184. }
  185.  
  186. model admin_overhear_player {
  187.     mesh                        models/md5/characters/player/mocap/player.md5mesh
  188.     skin                        skins/player/noweapon.skin
  189.     
  190.     anim overhear1                models/md5/cinematics/admin/overhearplayer1.md5anim 
  191.     anim overhear2                models/md5/cinematics/admin/overhearplayer2.md5anim
  192.     anim railing                models/md5/cinematics/admin/railingplayer.md5anim
  193. }
  194.  
  195. entityDef admin_overhear_player {
  196.     "inherit"                    "cin_base"
  197.     "anim"                        "overhear"
  198.     "model"                        "admin_overhear_player" 
  199.     "cinematic"                        "1"
  200. }
  201.  
  202. //Imps break door...
  203.     
  204. export fred {
  205.     options -prefix DOOR_
  206.     mesh    maps/fred/impdoorbreak/impdoorbreak.mb -dest models/md5/environments/impdoorbreak
  207.     anim    maps/fred/impdoorbreak/impdoorbreak.mb -range 1 1 -dest models/md5/environments/impdoorbreakidle
  208.     anim    maps/fred/impdoorbreak/impdoorbreak.mb -dest models/md5/environments/impdoorbreak
  209. }
  210.  
  211. model admin_impdoors {
  212.     mesh                        models/md5/environments/impdoorbreak.md5mesh
  213.     anim doorsidle                models/md5/environments/impdoorbreakidle.md5anim
  214.     anim doors                    models/md5/environments/impdoorbreak.md5anim {
  215.         frame 2                        sound admin_impdoor_impact
  216.         frame 8                        sound admin_impdoor_impact
  217.         frame 17                    sound admin_impdoor_impact2
  218.         frame 22                    sound admin_impdoor_creak
  219.         frame 42                    sound admin_impdoor_doorfallimpact
  220.         frame 53                    sound admin_impdoor_doorfallimpact
  221.     }
  222. }
  223.  
  224. entityDef admin_impdoors {
  225.     "inherit"                    "cin_base"
  226.     "anim"                        "doors"
  227.     "model"                        "admin_impdoors"
  228. }
  229.  
  230. /***********************************************************************
  231.  
  232. admin_imps
  233.  
  234. ***********************************************************************/
  235.  
  236. model admin_imp1 {
  237.     inherit                        monster_demon_imp
  238.     anim impdoors                  models/md5/monsters/imp/imp1doorbreak.md5anim {
  239.         ai_no_turn
  240.         frame 1                        call overrideLegs
  241.         frame 1                        disableWalkIK
  242.         frame 1                        disableGravity
  243.         frame 64                    enableGravity
  244.         frame 64                    enableWalkIK
  245.     }
  246.  
  247.     anim impcrawl                models/md5/monsters/imp/imp1wallcrawl.md5anim {
  248.         ai_no_turn
  249.         frame 1                        call overrideLegs
  250.         frame 1                        disableGravity
  251.         frame 1                        disableWalkIK
  252.         frame 2                        sound_body snd_sight
  253.         frame 40                    enableGravity
  254.         frame 40                    enableWalkIK
  255.     }
  256. }
  257.  
  258. entityDef admin_imp1 {
  259.     "inherit"                        "monster_demon_imp"
  260.     "model"                            "admin_imp1"
  261.     "anim"                            "impdoorsidle"
  262.     "on_activate"                    "impdoors"
  263. }
  264.  
  265. model admin_imp2 {
  266.     inherit                            monster_demon_imp
  267.  
  268.     anim impdoors                       models/md5/monsters/imp/imp2doorbreak.md5anim {
  269.         ai_no_turn
  270.         frame 1                            call overrideLegs
  271.         frame 1                            disableGravity
  272.         frame 1                            disableWalkIK
  273.         frame 89                        enableGravity
  274.         frame 89                        enableWalkIK
  275.     }
  276.     anim impcrawl                    models/md5/monsters/imp/imp2wallcrawl.md5anim {
  277.         ai_no_turn
  278.         frame 1                            call overrideLegs
  279.         frame 1                            disableGravity
  280.         frame 1                            disableWalkIK
  281.         frame 2                            sound_body snd_sight
  282.         frame 15                        enableGravity
  283.         frame 15                        enableWalkIK
  284.     }
  285. }
  286.  
  287. entityDef admin_imp2 {
  288.     "inherit"                        "monster_demon_imp"
  289.     "model"                            "admin_imp2"
  290.     "anim"                            "impdoorsidle"
  291.     "on_activate"                    "impdoors"
  292. }
  293.  
  294. //Pinky Attack...
  295.     
  296. export fred {
  297.     camera    maps/fred/admin/railing.mb -dest models/md5/cinematics/admin/cin_pinkyattack_cam
  298. }
  299.  
  300. export fred {
  301.     options    -prefix PINKY_ -align ALL -rename Waist Waist1 -rename LoNeck Waist -parent drool Mouth_Piece
  302.     anim    maps/fred/admin/railing.mb -range 70 70 -dest models/md5/cinematics/admin/pinkyrailing_idle    
  303.     anim    maps/fred/admin/railing.mb -dest models/md5/cinematics/admin/pinkyrailing
  304.     //anim    models/monsters/pinky/animation/cinematics/glassbreak.mb -range 1 67 -dest models/md5/cinematics/admin/pinkyuptoglass
  305.  
  306.     }
  307.  
  308. entityDef admin_pinkyattack_cam {
  309.     "editor_color"                    "1 .5 0"
  310.     "editor_mins"                    "-16 -16 0"
  311.     "editor_maxs"                    "16 16 64"
  312.     
  313.     "spawnclass"                    "idCameraAnim"
  314.     "cinematic"                        "1"
  315.  
  316.     "anim pinkyattack"                "models/md5/cinematics/admin/cin_pinkyattack_cam.md5camera"
  317. }
  318.  
  319. model admin_pinkyattack_pinky {
  320.     mesh                            models/md5/monsters/pinky/pinky.md5mesh
  321.     anim railing                    models/md5/cinematics/admin/pinkyrailing.md5anim
  322. //    anim uptoglass                    models/md5/cinematics/admin/pinkyuptoglass.md5anim
  323. }
  324.  
  325. entityDef admin_pinkyattack_pinky {
  326.     "inherit"                        "cin_base"
  327.     "anim"                            "railing"
  328.     "model"                            "admin_pinkyattack_pinky"
  329.     "cinematic"                        "1"
  330. }
  331.  
  332. model admin_pinkyattack_shards {
  333.     mesh                            models/md5/environments/glass_shards.md5mesh
  334.     anim shatter                    models/md5/environments/shatter.md5anim
  335. }
  336.  
  337. entityDef admin_pinkyattack_shards {
  338.     "inherit"                        "cin_base"
  339.     "anim"                            "shatter"
  340.     "model"                            "admin_pinkyattack_shards"
  341.     "cinematic"                        "1"
  342. }
  343.  
  344. model admin_pinky_glassbreak {
  345.     inherit                            monster_demon_pinky
  346.     
  347.     anim glassbreak                    models/md5/monsters/pinky/glassbreak.md5anim {
  348.         frame 1                            disableGravity
  349.         frame 7                            sound_body snd_admin_footstep
  350.         frame 10                        sound_body snd_admin_handstep    
  351.         frame 13                        sound_voice snd_admin_sight2
  352.         frame 14                        sound_body snd_admin_footstep
  353.         frame 22                        sound_body2 snd_admin_footstep
  354.         frame 22                        sound_body snd_admin_handstep
  355.         frame 29                        sound_body snd_admin_footstep
  356.         frame 31                        sound_body2 snd_admin_handstep    
  357.         frame 34                        sound_body snd_admin_footstep
  358.         frame 41                        sound_body snd_admin_footstep
  359.         frame 41                        sound_body2 snd_admin_handstep
  360.         frame 47                        sound_body snd_admin_handstep    
  361.         frame 52                        sound_voice snd_admin_sight2
  362.         frame 53                        sound_body snd_admin_footstep
  363.         frame 53                        sound_body2 snd_admin_handstep    
  364.         frame 70                        sound_body snd_admin_handstep    
  365.         frame 71                        sound_body2 snd_admin_handstep
  366.         frame 72                        sound_voice snd_sight1
  367.         frame 74                        sound_body snd_admin_footstep
  368.         frame 76                        sound_body2 snd_admin_footstep    
  369.         frame 79                        sound_body snd_admin_handstep    
  370.         frame 84                        enableGravity
  371.     }
  372. }
  373.  
  374. entityDef admin_pinky_glassbreak {
  375.     "inherit"                        "monster_demon_pinky"
  376.     "model"                            "admin_pinky_glassbreak"
  377.     "anim"                            "glassbreak"
  378.     
  379.     "snd_admin_footstep"            "admin_monster_demon_pinky_foot"
  380.     "snd_admin_sight2"                "admin_monster_demon_pinky_sight2"
  381.     
  382. }
  383.  
  384. /***************************************************
  385. railing_for_pinky
  386. ***************************************************/
  387.  
  388. export fred {
  389.     options -prefix ENV_    
  390.     mesh    maps/fred/admin/railing.mb -dest models/md5/environments/railing    
  391.     anim    maps/fred/admin/railing.mb -dest models/md5/environments/railing
  392. }
  393.  
  394. model admin_railing_pinkyattack {
  395.     mesh                            models/md5/environments/railing.md5mesh
  396.     anim railing                    models/md5/environments/railing.md5anim {
  397.  
  398.         frame 29                        sound admin_monster_demon_pinky_foot
  399.         frame 30                        sound_global admin_monster_demon_pinky_sight2
  400.         frame 35                        sound admin_monster_demon_pinky_hand        
  401.         frame 79                        sound admin_monster_demon_pinky_foot
  402.         frame 79.1                        sound admin_monster_demon_pinky_hand        
  403.         frame 92                        sound admin_monster_demon_pinky_foot
  404.         frame 101                        sound admin_monster_demon_pinky_hand
  405.         frame 106                        sound admin_monster_demon_pinky_foot
  406.         frame 120                        sound_global admin_monster_demon_pinky_sight2
  407.         frame 124                        sound admin_monster_demon_pinky_foot
  408.         frame 133                        sound admin_monster_demon_pinky_foot
  409.         frame 139                        sound admin_monster_demon_pinky_creak_small
  410.         frame 156                        sound admin_monster_demon_pinky_creak_big
  411.         frame 190                        sound admin_monster_demon_pinky_foot
  412.         frame 197                        sound admin_monster_demon_pinky_hand
  413.         frame 206                        sound admin_monster_demon_pinky_hand
  414.         frame 210                        sound_global admin_monster_demon_pinky_sight2
  415.         frame 248                        sound admin_light_break
  416.         frame 256                        sound admin_monster_demon_pinky_thud
  417.         frame 257                        sound admin_monster_demon_pinky_hand
  418.         frame 260                        sound admin_monster_demon_pinky_hand
  419.         frame 261                        sound admin_monster_demon_pinky_foot
  420.         frame 262                        sound admin_monster_demon_pinky_foot
  421.         frame 272                        sound admin_monster_demon_pinky_foot
  422.         frame 274                        sound admin_monster_demon_pinky_foot
  423.         frame 275                        sound admin_monster_demon_pinky_hand
  424.         frame 285                        sound admin_monster_demon_pinky_foot
  425.         frame 289                        sound admin_monster_demon_pinky_hand
  426.         frame 298                        sound admin_monster_demon_pinky_foot
  427.         frame 300                        sound admin_monster_demon_pinky_hand
  428.         frame 301                        sound admin_monster_demon_pinky_foot
  429.         frame 307                        sound admin_monster_demon_pinky_hand
  430.         frame 318                        sound_global admin_monster_demon_pinky_sight1
  431.         frame 322                        sound admin_monster_demon_pinky_foot
  432.         frame 334                        sound admin_monster_demon_pinky_hand
  433.         frame 352                        sound admin_monster_demon_pinky_foot
  434.         frame 360                        sound_global admin_monster_demon_pinky_sight2
  435.         frame 394                        sound admin_monster_demon_pinky_hand
  436.         frame 397                        sound admin_monster_demon_pinky_foot
  437.     }
  438. }
  439.  
  440. entityDef admin_railing_pinkyattack {
  441.     "inherit"                        "cin_base"
  442.     "model"                            "admin_railing_pinkyattack"
  443.     "anim"                            "railing"
  444.     "cinematic"                        "1"
  445. }
  446.  
  447. /***************************************************
  448. doorframe_for_pinky
  449. ***************************************************/
  450.  
  451. export fred {
  452.     options -prefix ENV_    
  453.     mesh    maps/fred/admin/doorframe.mb -dest models/md5/environments/doorframe    
  454.     anim    maps/fred/admin/doorframe.mb -dest models/md5/environments/doorframe
  455. }
  456.  
  457. model admin_doorframe_pinkyattack {
  458.     mesh                            models/md5/environments/doorframe.md5mesh
  459.     anim doorframe                    models/md5/environments/doorframe.md5anim {
  460.         frame 42                        trigger trigger_relay_4
  461.         frame 42                        sound admin_impdoor_impact0
  462.         frame 79                        sound admin_monster_demon_pinky_sight2
  463.         frame 123                        trigger trigger_relay_7
  464.         frame 123                        sound admin_impdoor_impact0
  465.         frame 142                        sound admin_monster_demon_pinky_sight1
  466.         frame 175                        trigger trigger_relay_6
  467.         frame 175                        sound admin_impdoor_impact0
  468.         frame 232                        trigger trigger_relay_8
  469.         frame 232                        sound admin_impdoor_impact0
  470.         frame 242                        sound admin_monster_demon_pinky_sight2
  471.     }
  472. }
  473.  
  474. entityDef admin_doorframe_pinkyattack {
  475.     "inherit"                        "cin_base"
  476.     "model"                            "admin_doorframe_pinkyattack"
  477.     "anim"                            "doorframe"
  478.     "cinematic"                        "1"
  479. }
  480.  
  481. /***********************************************************************
  482.  
  483. Wounded_Marine
  484.  
  485. ***********************************************************************/
  486.  
  487. model admin_wounded_marine_head {
  488.     skin                            skins/characters/npcs/head_bald_bloody.skin
  489.  
  490.     mesh                            models/md5/characters/npcs/heads/h3.md5mesh
  491.     anim idle                        models/md5/characters/npcs/heads/h3idle.md5anim
  492.     anim talk_trigger                models/md5/characters/npcs/heads/h3trigger.md5anim
  493.     anim talk_secondary1            models/md5/characters/npcs/heads/h3secondary.md5anim
  494.     anim talk_primary                models/md5/characters/npcs/heads/h3primary.md5anim
  495.     anim dead                        models/md5/characters/npcs/heads/h3dead.md5anim
  496.     anim pain                        models/md5/characters/npcs/heads/h3secondary.md5anim
  497. }
  498.  
  499. model admin_wounded_marine {
  500.     mesh                            models/md5/chars/marine.md5mesh
  501.     channel torso                    ( *origin )
  502.  
  503.     skin                            skins/characters/npcs/body_marine_bloody.skin
  504.     anim af_pose                    models/md5/chars/af_pose.md5anim
  505.     anim stand                        models/md5/chars/wounded_marine_idle.md5anim
  506.     anim idle                        models/md5/chars/wounded_marine_idle.md5anim
  507.     anim talk_trigger                models/md5/chars/wounded_marine_trigger.md5anim {
  508.         frame 1                            sound_voice admin_marine_dont_stop
  509.     }
  510.     anim talk_primary                models/md5/chars/wounded_marine_primary.md5anim {
  511.         frame 1                            sound_voice admin_marine_there_are
  512.     }
  513.     anim talk_secondary1            models/md5/chars/wounded_marine_secondary.md5anim {
  514.         frame 1                            sound_voice admin_marine_death
  515.         frame 1                            call headlook_off
  516.     }
  517.     anim pain                        models/md5/chars/wounded_marine_secondary.md5anim {
  518.         frame 1                            sound_voice admin_marine_death
  519.     }
  520. }
  521.  
  522. entityDef admin_wounded_marine {
  523.     "inherit"                        "character_default"
  524.     "scriptobject"                    "ai_character_prone"
  525.     "model"                            "admin_wounded_marine"
  526.     "anim"                            "idle"
  527.     "size"                            "64 20 32"
  528.     "use_aas"                        ""
  529.     "turn_rate"                        "0"
  530.     "eye_height"                    "28"
  531.     "die_after_speaking"            "1"
  532.     "copy_joint_world eyecontrol"    ""
  533.     "gib"                            "0"
  534.     "model_gib"                     "models/md5/chars/skeleton.md5mesh"
  535.     "snd_gibbed"                    "sound_giblets"
  536.  
  537.     "def_dropGibItem1"                "moveable_item_head_pork"
  538.     "dropGibItem1Joint"                "headcontrol"
  539.  
  540.     "def_dropGibItem2"                "moveable_item_torso_pork"
  541.     "dropGibItem2Joint"                "Chest"
  542.  
  543.     "def_dropGibItem3"                "moveable_item_rup_arm_pork"
  544.     "dropGibItem3Joint"                "Ruparm"
  545.  
  546.     "def_dropGibItem4"                "moveable_item_left_waist_pork"
  547.     "dropGibItem4Joint"                "Waist"
  548.  
  549.     "def_dropGibItem5"                "moveable_item_lup_leg_pork"
  550.     "dropGibItem5Joint"                "Lupleg"
  551.  
  552.     "def_dropGibItem6"                "moveable_item_rup_leg_pork"
  553.     "dropGibItem6Joint"                "Rupleg"
  554.  
  555.     "def_dropGibItem7"                "moveable_item_rup2_leg_pork"
  556.     "dropGibItem7Joint"                "Rloleg"
  557.  
  558.     "def_dropGibItem8"                "moveable_item_pelvis_pork"
  559.     "dropGibItem8Joint"                "Hips"
  560.  
  561.  
  562.     "bone_focus"                    "headcontrol"
  563.     "bone_leftEye"                    "Leyeaim"
  564.     "bone_rightEye"                    "Reyeaim"
  565.  
  566.     "eye_turn_min"                    "0 0 0"
  567.     "eye_turn_max"                    "0 0 0"
  568.  
  569.     "eye_focus_rate"                "0"
  570.  
  571.     "talk0_blendin"                    "20"
  572.     "talk0_blendout"                "20"
  573.     "talk1_blendin"                    "20"
  574.     "talk1_blendout"                "20"
  575.     "talk2_blendin"                    "20"
  576.     "talk2_blendout"                "20"
  577.  
  578.     "look_joint Waist"                "0 0 0"
  579.     "look_joint Chest"                "0 0 0"
  580.     "look_joint Shoulders"            "0 0 0"
  581.     "look_joint headcontrol"        ".5 .5 0"
  582.     "look_joint Ruparm"                "0 0 0"
  583.     "look_joint Luparm"                "0 0 0"
  584.     
  585.     "head_focus_rate"                "0.5"
  586.     
  587.     "def_head"                        "admin_wounded_marine_head"
  588.     "head_joint"                    "Shoulders"
  589.     
  590.     "ragdoll"                        "char_wounded_marine"
  591.  
  592.     // no damage zones needed
  593.     "damage_zone chest"                ""
  594.     "damage_zone left_arm"            ""
  595.     "damage_zone right_arm"            ""
  596.     "damage_zone legs"                ""
  597. }
  598.